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Robin & Orchid
Ryan Veeder
[ "Mystery", "Slice of life", "Religious" ]
[ "cat", "Christianity", "church", "collaboration", "cover art", "female protagonist", "ghost hunt", "ghosts", "hint cat", "I7 source available", "IF Competition 2013", "IFComp Game", "mystery", "NightFloyd transcript", "parser", "photography", "religion", "teenage protagonist", "teenagers", "Xyzzy Awards 2013", "XYZZY Best Setting" ]
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High school journalists spend the night in a church, investigating reports of a ghost.
[ { "action": "%", "response": "Casey glances around the newspaper office. \"Orchid is gone, right?\"\n\n\"Yes, she left. Why do you ask?\"\n\n\"I wanted to give you this while she wasn't around.\" He hands you a thick, well-leafed notebook. \"It's just kind of a guide kind of thing, with some general information and directions, just to help you get around. Don't let Orchid see it.\"\n\n\"Are you sure I'll require so much background material? And why shouldn't Orchid see it?\"\n\n\"Well, Robin,\" Casey says, and he spins around a chair to sit on it backwards in what he surely thinks is a very casual and friendly pose, \"Orchid is a church member, and you're not, and you missed the lock-in, so you don't have a lot of the context that Orchid has. I just wanted to put you on an even footing. And for your second question, I might have written some things in there that I wouldn't have said to Orchid's face.\"\n\nYou nod, and slip the notebook into your backpack. \"I'm sure you've adequately prepared me for my mission.\"\n\n\"Yes, I have. You're welcome. No, wait, I've got one more thing to say. Make sure you take lots of pictures, obviously. It's your job. That's one.\" He starts counting on his fingers. \"Um, it's more fun if you run off by yourself, so make sure you get Sharon off your back. That's two. And keep an open mind. I mean, just because you don't believe in ghosts doesn't mean you're not gonna see one.\n\n\"So, yeah. That's three things.\"\nRobin & Orchid\nAn exercise in photojournalism by Ryan Veeder & Emily Boegheim\n\nSharon, in her wisdom, decided that everybody should sleep in this cramped corner of the church basement.\n\nBattered toys spill out of the toybox and across the floor, piling up in a corner of the room. Cupboards are mounted high on the walls, out of reach of tiny fingers, and an enormous blue recliner sits underneath them. It's already dark outside, and the doors west to the basement stairway and south are dark as well.\n\nYour sleeping bag is lying on a tidy patch of floor, ready for when you finish your investigation.\n\nOrchid is lounging around, lecturing you.\n\n\"You'd better hold onto this,\" she says, handing you the camera, \"you're the official photographer. Just don't forget, if you see something that might be evidence of a ghost, make sure you take a photo of it.\"\n\nYou slip the camera strap around your neck.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nCasey's notes\na Polaroid camera (being worn)\n\nOrchid notices your notebook. \"What's all that?\" she asks.\n\n\"Oh, Casey gave it to me. It's just some notes about things in the church.\"\n\n\"Is there anything about me in there?\"\n\n\"I don't think so,\" you lie, and Orchid loses interest.", "endoftext": false }, { "action": "About yourself", "response": "You are Robin Monaghan, high school junior, associate reporter for the West High Warbler. You are not overly fond of churches, and you have never claimed to believe in ghosts, but here you are.\n\n\"Oh, and,\" Orchid adds, \"don't turn the lights on while you're looking around unless you have to. Some ghosts won't appear unless it's dark, and we've only got tonight to gather all our evidence.\"", "endoftext": false }, { "action": "You take a the photo of Orchid", "response": "(with the Polaroid camera)\nYou snap a picture of Orchid. The camera whirrs and vibrates and eventually spits out a print of the photo.\n\nSharon stomps into the nursery. \"There are supposed to be some blankets somewhere in this nursery,\" she says. \"Robin, can you find them and grab them for me?\" She looks thoughtfully at the child-sized cots scattered around the room.", "endoftext": false }, { "action": "You examine sharon", "response": "Sharon is the student teacher assisting the staff advisor for the West High Warbler. In the past the staff has always managed quite well without a student teacher, but she does come in handy as a chaperone for situations like this.\n\n\"Okay, girls,\" she says. \"Here's how this is going to work.\"", "endoftext": false }, { "action": "You look at Orchid", "response": "Orchid, like most girls your age, is taller than you. Her cheeks are covered in freckles that you had never seen before tonight; she must put makeup on over them for school. You have the uneasy feeling that there are more freckles on her left cheek than her right.\n\nShe notices you examining her, and you look away.\n\nSharon continues, \"This is your story and your investigation, so don't expect me to be running around the church with you all night.\" She pushes one of the cots up against the wall.", "endoftext": false }, { "action": "You read the notebook", "response": "The notebook is thick, and as you flick through the pages, it looks like it's nearly full. Surely Casey didn't make notes about everything in the church? How long did he spend on this anyway?\n\nThere's way too much information here to sit down and read it all at once, but you can look up anything you want to know about.\n\nSharon pulls another of the cots toward her and lines it up with the first one. \"I don't care if you stay up all night, tomorrow isn't a school day so it's not my problem if you're exhausted. Personally, I want my eight hours, though.\"", "endoftext": false }, { "action": "You look up ghosts", "response": "(in Casey's notes)\n[This action may cause some slight lag in the browser version of this game. We sincerely regret any inconvenience.]\n\nYou flick through the notes and read Casey's scrawly handwriting: \"I don't know how much you already know about the ghost in the church so I'll give you the whole story. Jennie Bancroft is the name of the ghost that haunts Grace United Methodist. She used to be alive, but then she died, in or around the church, sometime in the distant past. I keep meaning to look up when she died but I haven't had time.\n\n\"When people see her, she looks like a teenage girl in pigtails. I don't think she shows up covered in blood or anything like that; she's just a sad girl. Obviously a lot of the time she's invisible though.\n\n\"Some of the evidence that we have for her existence includes:\n\n- sounds of footsteps and a girl crying when nobody else is in the church\n- cold spots in rooms, rooms that suddenly become cold for no reason\n- stuff goes missing, then shows up again\n- you see someone at the end of the hallway but when you get to the end of the hallway there's nobody there\n- basically everybody has seen her out of the corner of their eye at some point\n\n\"Debate continues on the subject of how Jennie died. Popular theories state that she jumped off of the church steeple, or she drank poison, or used a space heater to carbon monoxide herself. According to one explanation she died accidentally, because she was using a Ouija board, but that theory is idiotic. Jennie Bancroft definitely committed suicide, and it was definitely because of a boy she was in love with.\"\n\nSharon continues, \"So I'm going to stay here and sleep, and you two are going to get on with your investigating, and not wake me up unless there's a life-threatening emergency or something.\"", "endoftext": false }, { "action": "You look up casey", "response": "(in Casey's notes)\nYou flick through the notes and read Casey's scrawly handwriting: \"Dear Robin. I am Casey, your friend. I am writing to you from the past. Back here in the past it is very dark, but we have hope that you, in the future, will be able to rekindle the flame of enlightenment and lead us to wisdom. Have you seen a ghost yet? If you haven't seen a ghost, keep looking around until you do. Thanks. Sincerely, Casey.\"\n\n\"Orchid, pass me that cot in the corner, will you?\" Sharon asks.\n\nOrchid pulls a face but goes to get it.", "endoftext": false }, { "action": "You look at the cot", "response": "Each cot is composed of scratchy fabric stretched over an aluminum frame, and there is no way any of them could be very comfortable.\n\n\"Just don't complain to me when you've spent the whole night ghost-hunting and have nothing to show for it. Thanks, Orchid.\" Sharon pushes the last cot into place alongside the other two and frowns at the result.", "endoftext": false }, { "action": "You look up orchid", "response": "(in Casey's notes)\nYou flick through the notes and read Casey's scrawly handwriting: \"Here's an anecdote about Orchid. This happened just recently. I didn't tell you, because I wanted to save it for here. Okay:\n\n\"I'm at school after hours because of rehearsals. But we're still in the fairly lazy stage of the production, so there's lots of time to just goof off around the school. So while the underclassmen are sitting around in the hall running lines, I head up to the drama office, because there are donuts there.\n\n\"But Orchid and Aiden Kingsley are already up in the office, and as soon as I poke my head in Orchid looks up and says 'Actors only, please!' and I'm like 'Actually, I am an actor,' and she says, 'Well, you know what I mean.'\n\n\"No, Orchid! I do not have the slightest idea what you mean. I would have just grabbed a donut and left, but you're not allowed to take the donuts out of the drama office, so I just left.\n\n\"I wouldn't say I hate Orchid. Hate is a very strong word. I completely hate Aiden, though.\"\n\nSharon unrolls a thin mattress on top of the cots. \"I expect the West High Warbler can find some other story to run if this one doesn't work out. It'll be a nuisance, though.\"", "endoftext": false }, { "action": "You search the cupboards", "response": "There are way too many cupboards, and you can't even see what's on the top shelves from here, much less reach them. Surely there's a better way to find out where the blankets are kept than just hunting through everything.", "endoftext": false }, { "action": "You look up Sharon in the notebook", "response": "You flick through the notes and read Casey's scrawly handwriting: \"Why do people like Sharon want to become teachers? (By 'people like Sharon' I mean 'people who obviously hate everything about teaching, even and especially students'.) If you're already completely jaded and cynical after your first semester of student teaching, isn't that a sign that you should give up on K-12 education and possibly on life in general?\"", "endoftext": false }, { "action": "You look up the blankets", "response": "(in Casey's notes)\nYou flick through the notes and read Casey's scrawly handwriting: \"What I heard is that you guys are going to sleep in the nursery, which doesn't make sense because there are couches in the youth rooms, but I guess those couches are pretty grody actually. I see your point. They keep some blankets up in the cupboards, but somebody as short as you is probably going to have to climb up on top of the recliner to reach them. No offense, Robin. I'm just saying. You're really short.\"", "endoftext": false }, { "action": "%", "response": "Casey glances around the newspaper office. \"Orchid is gone, right?\"\n\n\"Yes, she left. Why do you ask?\"\n\n\"I wanted to give you this while she wasn't around.\" He hands you a thick, well-leafed notebook. \"It's just kind of a guide kind of thing, with some general information and directions, just to help you get around. Don't let Orchid see it.\"\n\n\"Are you sure I'll require so much background material? And why shouldn't Orchid see it?\"\n\n\"Well, Robin,\" Casey says, and he spins around a chair to sit on it backwards in what he surely thinks is a very casual and friendly pose, \"Orchid is a church member, and you're not, and you missed the lock-in, so you don't have a lot of the context that Orchid has. I just wanted to put you on an even footing. And for your second question, I might have written some things in there that I wouldn't have said to Orchid's face.\"\n\nYou nod, and slip the notebook into your backpack. \"I'm sure you've adequately prepared me for my mission.\"\n\n\"Yes, I have. You're welcome. No, wait, I've got one more thing to say. Make sure you take lots of pictures, obviously. It's your job. That's one.\" He starts counting on his fingers. \"Um, it's more fun if you run off by yourself, so make sure you get Sharon off your back. That's two. And keep an open mind. I mean, just because you don't believe in ghosts doesn't mean you're not gonna see one.\n\n\"So, yeah. That's three things.\"", "endoftext": true }, { "action": "Look around", "response": "An exercise in photojournalism by Ryan Veeder & Emily Boegheim\n\nSharon, in her wisdom, decided that everybody should sleep in this cramped corner of the church basement.\n\nBattered toys spill out of the toybox and across the floor, piling up in a corner of the room. Cupboards are mounted high on the walls, out of reach of tiny fingers, and an enormous blue recliner sits underneath them. It's already dark outside, and the doors west to the basement stairway and south are dark as well.\n\nYour sleeping bag is lying on a tidy patch of floor, ready for when you finish your investigation.\n\nOrchid is lounging around, lecturing you.\n\n\"You'd better hold onto this,\" she says, handing you the camera, \"you're the official photographer. Just don't forget, if you see something that might be evidence of a ghost, make sure you take a photo of it.\"\n\nYou slip the camera strap around your neck.", "endoftext": false }, { "action": "You examine the camera", "response": "Something went wrong with the West High Warbler's official camera, so Casey scrounged up this old Polaroid instead. He was very keen on you using a Polaroid camera for this story, for some reasonhe gave you enough photo paper to document a whole congregation of ghosts.\n\nOrchid notices your notebook. \"What's all that?\" she asks.\n\n\"Oh, Casey gave it to me. It's just some notes about things in the church.\"\n\n\"Is there anything about me in there?\"\n\n\"I don't think so,\" you lie, and Orchid loses interest.", "endoftext": false }, { "action": "%", "response": "Casey glances around the newspaper office. \"Orchid is gone, right?\"\n\n\"Yes, she left. Why do you ask?\"\n\n\"I wanted to give you this while she wasn't around.\" He hands you a thick, well-leafed notebook. \"It's just kind of a guide kind of thing, with some general information and directions, just to help you get around. Don't let Orchid see it.\"\n\n\"Are you sure I'll require so much background material? And why shouldn't Orchid see it?\"\n\n\"Well, Robin,\" Casey says, and he spins around a chair to sit on it backwards in what he surely thinks is a very casual and friendly pose, \"Orchid is a church member, and you're not, and you missed the\nlock-in, so you don't have a lot of the context that Orchid has. I\njust wanted to put you on an even footing. And for your second question, I might have written some things in there that I wouldn't have said to Orchid's face.\"\n\nYou nod, and slip the notebook into your backpack. \"I'm sure you've adequately prepared me for my mission.\"\n\n\"Yes, I have. You're welcome. No, wait, I've got one more thing to\nsay. Make sure you take lots of pictures, obviously. It's your job. That's one.\" He starts counting on his fingers. \"Um, it's more fun if you run off by yourself, so make sure you get Sharon off your back. That's two. And keep an open mind. I mean, just because you don't believe in ghosts doesn't mean you're not gonna see one.\n\n\"So, yeah. That's three things.\"\nRobin & Orchid\nAn exercise in photojournalism by Ryan Veeder & Emily Boegheim\n\nSharon, in her wisdom, decided that everybody should sleep in this cramped corner of the church basement.\n\nBattered toys spill out of the toybox and across the floor, piling up in a corner of the room. Cupboards are mounted high on the walls, out of reach of tiny fingers, and an enormous blue recliner sits\nunderneath them. It's already dark outside, and the doors west to the basement stairway and south are dark as well.\n\nYour sleeping bag is lying on a tidy patch of floor, ready for when\nyou finish your investigation.\n\nOrchid is lounging around, lecturing you.\n\n\"You'd better hold onto this,\" she says, handing you the camera, \"you're the official photographer. Just don't forget, if you see something that might be evidence of a ghost, make sure you take a\nphoto of it.\"\n\nYou slip the camera strap around your neck.", "endoftext": false }, { "action": "You look at the recliner", "response": "The armchair is covered in lumpy blue corduroy. At least it's clean.\n\nOrchid notices your notebook. \"What's all that?\" she asks.\n\n\"Oh, Casey gave it to me. It's just some notes about things in the church.\"\n\n\"Is there anything about me in there?\"\n\n\"I don't think so,\" you lie, and Orchid loses interest.", "endoftext": false }, { "action": "You climb on the recliner", "response": "You step up onto the seat of the recliner, adding at least a foot to your height.\n\n\"Oh, and,\" Orchid adds, \"don't turn the lights on while you're looking around unless you have to. Some ghosts won't appear unless it's dark, and we've only got tonight to gather all our evidence.\"", "endoftext": false }, { "action": "You look at the cupboards", "response": "The nursery cupboards are numerous and mounted high up on the walls, presumably so the kids can't get into them.\n\nSharon stomps into the nursery. \"There are supposed to be some\nblankets somewhere in this nursery,\" she says. \"Robin, can you find them and grab them for me?\" She looks thoughtfully at the child-sized cots scattered around the room.", "endoftext": false }, { "action": "Inventory", "response": "Sharon talks over you, drowning you out.\n\n\"Okay, girls,\" Sharon says. \"Here's how this is going to work.\"", "endoftext": false }, { "action": "You open cupboards", "response": "It takes some hunting to find them, but there are the blankets, up on the top shelf.\n\nSharon continues, \"This is your story and your investigation, so don't expect me to be running around the church with you all night.\" She pushes one of the cots up against the wall.", "endoftext": false }, { "action": "You get the blankets", "response": "Taken.\n\nSharon pulls another of the cots toward her and lines it up with the first one. \"I don't care if you stay up all night, tomorrow isn't a school day so it's not my problem if you're exhausted. Personally, I want my eight hours, though.\"", "endoftext": false }, { "action": "You look at the blankets", "response": "The blankets are small, thin, and colorful. Probably they're designed for making kids' afternoon naps fun, not for actually sleeping under.\n\nSharon continues, \"So I'm going to stay here and sleep, and you two\nare going to get on with your investigating, and not wake me up unless there's a life-threatening emergency or something.\"", "endoftext": false }, { "action": "You give the blankets to Sharon", "response": "Sharon takes the pile of blankets from you. \"Thanks, Robin,\" she says.\n\n\"Orchid, pass me that cot in the corner, will you?\" Sharon asks.\n\nOrchid pulls a face but goes to get it.", "endoftext": false }, { "action": "You examine the toys", "response": "Toy cars, a lot of wooden blocks, a tea set, that kind of thing. It looks like someone tried to take a bite out of one of the blocks.\n\n\"Just don't complain to me when you've spent the whole night ghost-hunting and have nothing to show for it. Thanks, Orchid.\" Sharon pushes the last cot into place alongside the other two and frowns at the result.", "endoftext": false }, { "action": "You ask Orchid, to check what you're carrying", "response": "Sharon talks over you, drowning you out.\n\nSharon unrolls a thin mattress on top of the cots. \"I expect the West High Warbler can find some other story to run if this one\ndoesn't work out. It'll be a nuisance, though.\"", "endoftext": false }, { "action": "Exits", "response": "From here, you could head south and west to the basement stairway.\n\nSharon looks at the makeshift cot bed and purses her lips. \"I guess that'll do,\" she says.\n\nSuddenly Orchid gasps and grabs your arm. \"Someone's outside!\" she squeaks, pointing at the window.\n\nBehind the glass, you see a pale face, blurry in the dim light.", "endoftext": false }, { "action": "You take photo of the face", "response": "(with the Polaroid camera)\nThe click of the shutter sounds loud in the silence and seems to startle the creature outside the window. It turns and vanishes out of the light, its tail flicking past the glass. Orchid gives a high-pitched giggle.\n\n\"Scared of a cat!\" Sharon says. \"You better not freak out and wake me up every time you mistake a shadow for a ghost tonight.\"", "endoftext": false }, { "action": "You look at the photo", "response": "It's the photo you took of the cat looking in through the window. How did you ever think it was a person? It's much too small and pale to be anything human. Although outside the window, obscured by the glass, it did look pretty ghostly.\n\nOrchid peeks over your shoulder at the photo you took. \"Hey, that's good!\" she says. \"I guess you can see how it's a cat now, but it\nlooked really spooky, didn't it?\"", "endoftext": false }, { "action": "You look at the photograph", "response": "It's the photo you took of the cat looking in through the window. How did you ever think it was a person? It's much too small and pale to be anything human. Although outside the window, obscured by the glass, it did look pretty ghostly.\n\nSharon yawns. \"Right, I'm going to bed now. Keep out of trouble, don't break anything, and don't wake me up unless it's really,\nreally serious, got it?\" Without waiting for an answer, she lies\ndown on the row of cots, facing away from you, and pulls the blankets over herself.\n\nOrchid says, \"We'd better get started. How about this: you check out the basement, and I'll go upstairs and look around there, and then we'll meet up and compare notes. Don't forget to take a photo if you find any evidence of a ghost!\" She slips out of the room. A moment later, you hear her footsteps echoing in the stairwell as she heads back up to the main floor.", "endoftext": false }, { "action": "You tell Sharon about the couches", "response": "On second thoughts, maybe what you wanted to say isn't urgent enough\nto brave Sharon's wrath at being woken.", "endoftext": false }, { "action": "You go south", "response": "(first getting off the recliner)\nYou switch the lights on in the next room.\n\nA large part of this room is taken up by a rickety ping pong table. Couches line the edges of the room, some of them close enough to the table that they're probably not safe to sit on if someone is actually playing ping pong. On the other hand, you can't see any ping pong bats anywhere, so maybe that's not an issue. In between the couches, doors lead north to the nursery, west, and south.\n\nA garish golden trophy catches your eye.\n\nA trolley with an ancient TV and a Super Nintendo on it is standing in front of one of the couches.", "endoftext": false }, { "action": "You look at trophy", "response": "The figurine on top is a generic gold-painted plastic person raising its arms in victory. The text at the bottom reads: \"BIBLE QUIZ TOURNAMENT CHAMPIONS\".", "endoftext": false }, { "action": "You look at the trolley", "response": "A cube of black metal bars, mounted on casters.\n\nOn the TV trolley are a television set and a SNES (in which is a Bubsy cartridge).", "endoftext": false }, { "action": "You turn on Nintendo", "response": "This is no time for video games. Especially not Bubsy.", "endoftext": false }, { "action": "You look up bubsy", "response": "(in Casey's notes)\n[This action may cause some slight lag in the browser version of this game. We sincerely regret any inconvenience.]\n\nYou flick through the notes and read Casey's scrawly handwriting: \"I don't even know what Bubsy is about. A squirrel? It doesn't even have\na proper two-player mode. You have to wait and watch the other guy play. It's bad for the group. I miss Tetris Attack.\"", "endoftext": false }, { "action": "You examine the cage", "response": "The curving faux-wrought-iron bars and caked-on \"rust\" identify this\nas one of the non-functioning, overpriced decorations which are so popular in craft stores. What does a Sunday School need with a bird cage?", "endoftext": false }, { "action": "You look up cage", "response": "(the bird cage)\n(in Casey's notes)\nYou flick through the notes and read Casey's scrawly handwriting: \"Can't really tell you what the Sunday School bird cage is for; it showed up after I graduated. I think it might have something to do\nwith like, Old Testament animal sacrifices? Back when you had to give the priest two of your doves instead of just praying for forgiveness?\"", "endoftext": false }, { "action": "You take the photo of the cage", "response": "(with the Polaroid camera)\nYou snap a picture of the bird cage. The camera whirrs and vibrates\nand eventually spits out a print of the photo.", "endoftext": false }, { "action": "You look at the photo", "response": "Which do you mean, the photo of the cat looking through the window or the photo of the bird cage?", "endoftext": false }, { "action": "You examine cross", "response": "This is a nice little cross for a table. Nothing fancy.", "endoftext": false }, { "action": "You take the cross", "response": "Taken.", "endoftext": false }, { "action": "You take the photo of the photo of the cat", "response": "(with the Polaroid camera)\nA photo of a photo would be a waste of time. Useless clutter.", "endoftext": false }, { "action": "You take photo of the camera", "response": "(with the Polaroid camera)\nYou'll need a mirror if you're really serious about that.", "endoftext": false }, { "action": "You take the photo of yourself", "response": "(with the Polaroid camera)\nYou snap a picture of yourself. The camera whirrs and vibrates and eventually spits out a print of the photo.", "endoftext": false }, { "action": "You examine the photo of yourself", "response": "It turns out it's not that easy taking a photo of yourself with a Polaroid camera. The picture came out slightly blurry; you're not sure if it's because you weren't holding the camera still, or because it\nwas too close to your face.", "endoftext": true }, { "action": "Look around", "response": "This is a room designed for small people. Low benches are arranged\nlike pews in two rows, facing toward a small table that serves as an altar. A poster explaining the Ten Commandments hangs on one wall, and doors lead north to the basement stairway, east to the youth room and west.\n\nThe TV trolley is standing in the middle of the room, looking lonely.", "endoftext": false }, { "action": "You look at the poster", "response": "The Ten Commandments are retold here by little cartoon children, in language appropriate to the target demographic: \"Thou shalt not covet thy neighbour's house, thou shalt not covet thy neighbour's wife,\" etc., becomes \"Don't be jealous of what other people have.\"\n\nAs rusty as you are in this area, you can't remember which commandment is the one about adultery. It must be the seventh one, which is translated here as \"Be faithful and loyal.\"", "endoftext": false }, { "action": "You examine the altar", "response": "As altars go, it is fairly tacky: sponge-painted to simulate age, draped with an excessively ornate doily.", "endoftext": false }, { "action": "You take the doily", "response": "That's hardly portable.", "endoftext": false }, { "action": "Go west", "response": "You turn the lights off in the Sunday School room.\n\nYou flick the hallway light switch on, but nothing happens. In the\nend, you turn the Sunday School room lights back on so you can see\nwhat you're doing.\n\nThe hallway runs north into darkness. It's hard to tell how long it might be from here, though the Sunday School room to the east provides some light at this end. A huge figure looms out of the shadows—no, wait, it's just a plywood image of a lighthouse. Behind the lighthouse and partially obscured by it is a mural of Jesus blessing the little children.\n\nA movement catches your eye. Some tiny lights seem to be floating at the far end of the hall, flickering occasionally.", "endoftext": false }, { "action": "You take the photo of the lights", "response": "(the flickering lights with the Polaroid camera)\nYou snap a picture of the flickering lights. The camera whirrs and vibrates and eventually spits out a print of the photo.", "endoftext": false }, { "action": "You examine the photo of the lights", "response": "Blue lights trail across the photograph, bright against the darkness\nof the hallway.", "endoftext": false }, { "action": "You turn off the lights", "response": "Which do you mean, the light switch or the flickering lights?", "endoftext": false }, { "action": "You turn off the light switch", "response": "The lights are already off.", "endoftext": false }, { "action": "You examine the flickering", "response": "The lights float across the ceiling like rings of blue smoke, blinking in and out to a frantic, inaudible rhythm.", "endoftext": false }, { "action": "You examine the mural", "response": "Which do you mean, the little children or Jesus?", "endoftext": false }, { "action": "You examine the jesus", "response": "As is traditional, Jesus is depicted with very long hair, a white robe and a beatific smile.", "endoftext": false }, { "action": "You look at the little children", "response": "Happy little children of various ethnic backgrounds are crowded around Jesus.", "endoftext": false }, { "action": "You examine the lighthouse", "response": "The piece of plywood is about eight feet tall and an inch thick. A minimum of detail has been painted on to convey that this tapered rectangle is supposed to be a lighthouse. There are no supports; it's just propped up against the wall.", "endoftext": false }, { "action": "You move the lighthouse", "response": "You get the feeling that if you tried to move this thing anywhere, it would fall on top of you and snap in half.", "endoftext": true }, { "action": "Describe the surroundings", "response": "The hallway runs north into darkness. It's hard to tell how long it might be from here, though the Sunday School room to the east provides some light at this end. The plywood lighthouse, on the other hand, peacefully fails to provide any light. Behind the lighthouse and partially obscured by it is a mural of Jesus blessing the little children.\n\nA movement catches your eye. Some tiny lights seem to be floating at the far end of the hall, flickering occasionally.", "endoftext": false }, { "action": "You go north", "response": "The tiny lights to the north continue to drift aimlessly. Thanks to\nthe light filtering in from the south end of the hall, you can make\nout some kind of mural painted on the wall, but you can't tell what it's supposed to represent in the gloom.", "endoftext": false }, { "action": "You look at the mural", "response": "Which do you mean, the swathe of yellow, the indistinct smear, or the bluish blob?", "endoftext": false }, { "action": "You examine the yellow", "response": "It's too dark here to make out any details.", "endoftext": false }, { "action": "Blob", "response": "(with the Polaroid camera)\nThe camera hums and drops an indistinct photograph into your hand.", "endoftext": false }, { "action": "You look at the photo", "response": "Which do you mean, the photo of the cat looking through the window,\nthe photo of the bird cage, the photo of you taking a photo of yourself, the photo of the flickering lights, or the photo of\ndarkness?", "endoftext": false }, { "action": "You go north", "response": "The flickering lights are only a little way to the north now. Otherwise, it's almost completely dark. At least you can still see the light at the south end of the hallway. The rectangles to the east and west must be doorways to somewhere, but they're barely distinguishable from the walls.", "endoftext": false }, { "action": "You look up flash", "response": "(looking up \"flash\" in Casey's notes)\nThere isn't enough light for you to read Casey's notes here.", "endoftext": false }, { "action": "Go west", "response": "(first opening the west storage room door)\n\nIt is pitch dark, and you can't see a thing.", "endoftext": false }, { "action": "Go east", "response": "Your flailing about in the dark eventually discovers a door.\n\nThe flickering lights are only a little way to the north now. Otherwise, it's almost completely dark. At least you can still see the light at the south end of the hallway. The rectangles to the east and west must be doorways to somewhere, but they're barely distinguishable from the walls.", "endoftext": false }, { "action": "Go east", "response": "(first opening the east storage room door)\n\nIt is pitch dark, and you can't see a thing.", "endoftext": false }, { "action": "Go north", "response": "As you approach the lights, they flicker one more time and vanish, leaving you in complete darkness.\n\nIt is pitch dark, and you can't see a thing except for the dim light trickling in from the south end of the hallway.", "endoftext": false }, { "action": "Go north", "response": "It's too dark to see where you're going. A dim light from the south\nend of the hallway shows you the way back, but if you wander around at random you're probably just going to walk into walls.", "endoftext": false }, { "action": "Go south", "response": "You run a hand along the wall to help you find your way, and your fingers trail through something cold and slimy. Ugh, now it's on your hand.", "endoftext": false }, { "action": "Go south", "response": "It's almost completely dark. At least you can still see the light at the south end of the hallway. The rectangles to the east and west must be doorways to somewhere, but they're barely distinguishable from the walls.", "endoftext": false }, { "action": "You go to the south", "response": "Thanks to the light filtering in from the south end of the hall, you can make out some kind of mural painted on the wall, but you can't\ntell what it's supposed to represent in the gloom.\n\nA little ectoplasm drips off your fingers.", "endoftext": false }, { "action": "You go to the south", "response": "The hallway runs north into darkness. It's hard to tell how long it might be from here, though the Sunday School room to the east provides some light at this end. The plywood lighthouse, on the other hand, peacefully fails to provide any light. Behind the lighthouse and partially obscured by it is a mural of Jesus blessing the little children.\n\nThe cat is sitting in the middle of the room, staring at you.\n\nto the east.", "endoftext": false }, { "action": "You examine ectoplasm", "response": "The ectoplasm is pale gray, thick and gooey.", "endoftext": false }, { "action": "You taste it", "response": "How do ghosts produce ectoplasm anyway? You're not sure it's something you want to put in your mouth.\n\nYour fingers itch where the ectoplasm is clinging to them.", "endoftext": false }, { "action": "You smell it", "response": "The ectoplasm smells bitter and unnatural.\n\nYou're about to adjust the camera strap around your neck, but catch yourself just before you smear the ectoplasm on it.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nsome ectoplasm (stuck to your fingers)\na bird cage\na small white cross\na stack of photos\nCasey's notes\na Polaroid camera (being worn)", "endoftext": false }, { "action": "You drop the ectoplasm", "response": "It clings to your fingers stubbornly.", "endoftext": false }, { "action": "You wipe the ectoplasm", "response": "There's nowhere to wash your hands here. You're briefly tempted to\nwipe the goo off on your jeans, but catch yourself in time.", "endoftext": false }, { "action": "Go east", "response": "This is a room designed for small people. Low benches are arranged\nlike pews in two rows, facing toward a small table that serves as an altar. A poster explaining the Ten Commandments hangs on one wall, and doors lead north to the basement stairway, east to the youth room and west to the hallway.\n\nThe cat is sitting in the middle of the room, staring at you.\n\nThe TV trolley is standing in the middle of the room, looking lonely.", "endoftext": false }, { "action": "You examine the cat", "response": "The cat is almost completely white, except for a small black spot on the end of its tail. When it sees you looking at it, it narrows its pale blue eyes at you.\n\nThe cat wanders off to the north, glancing back at you as if to check whether you're following.", "endoftext": false }, { "action": "You look up the bathroom", "response": "Which do you mean, men's restroom or ladies' restroom?", "endoftext": false }, { "action": "You look upthe ladies' restroom", "response": "(in Casey's notes)\nYou flick through the notes and read Casey's scrawly handwriting: \"Well, Robin. I actually explored the ladies' restroom briefly, during a game of Sardines. But then, because of events that transpired, the ladies' restroom was declared to be off-limits. And shortly after\nthat, because of fairness, the men's restroom was declared to be off-limits as well. For Sardines purposes at least.\"", "endoftext": false }, { "action": "You look up the Sardines", "response": "(in Casey's notes)\nYou flick through the notes and read Casey's scrawly handwriting: \"Sardines is this awesome game we Christian Youth play instead of Romans and Christians now. In Sardines, a person hides somewhere and then everyone else looks for that person and when you find them you have to get in the hiding place and hide with them. It is fantastic. It's a lot less hectic than Romans and Christians.\"", "endoftext": false }, { "action": "You look up Romans and Christians", "response": "(in Casey's notes)\nYou flick through the notes and read Casey's scrawly handwriting: \"Romans and Christians is the game we used to play at church. The\nrules were, you had two Romans, and everyone else was the Christians, and the Christians just ran around the church in the dark while the Romans tried to catch them and take them to the Jail, which was a couch. If there are any other rules then I'm forgetting them.\n\n\"The excitement of being actively chased around the church caused a\nlot of Christians to kinda lose their heads and occasionally break stuff, so we started playing Sardines instead.\"", "endoftext": false }, { "action": "You look up lions", "response": "(looking up \"lions\" in Casey's notes)\nYou riffle through the notes, but you can't find anything that seems relevant.", "endoftext": false }, { "action": "You look up mural", "response": "(in Casey's notes)\nYou flick through the notes and read Casey's scrawly handwriting: \"I volunteered to paint a mural in the basement, and Patrick the youth leader gave me permission, so I painted a mural of the Four Beasts\n(the man and the lion and the ox and the eagle) and it was a GREAT MURAL but once they saw it they went ahead and covered it up with JONAH.\"", "endoftext": true }, { "action": "Describe the surroundings", "response": "This is a room designed for small people. Low benches are arranged\nlike pews in two rows, facing toward a small table that serves as an altar. A poster explaining the Ten Commandments hangs on one wall, and doors lead north to the basement stairway, east to the youth room and west to the hallway.\n\nThe TV trolley is standing in the middle of the room, looking lonely.", "endoftext": false }, { "action": "You look up lighthouse", "response": "(in Casey's notes)\nYou flick through the notes and read Casey's scrawly handwriting: \"The lighthouse symbolizes how the church is a beacon of guidance to the rest of the world. I don't mean my church specifically, I mean all of Christianity. Or at least Methodists.\"", "endoftext": false }, { "action": "You go to the east", "response": "A large part of this room is taken up by a rickety ping pong table. Couches line the edges of the room, some of them close enough to the table that they're probably not safe to sit on if someone is actually playing ping pong. On the other hand, you can't see any ping pong bats anywhere, so maybe that's not an issue. In between the couches, doors lead north to the nursery, west to the Sunday School room, and south.\n\nA garish golden trophy catches your eye.", "endoftext": false }, { "action": "You go south", "response": "You turn the lights off in the youth room.\n\nYou flip the light switch, but the only things that light up are your shirt and your socks.\n\nThe black walls in here have been painted with Bible verses that glow underneath the UV lights. The couches are glowing, too; unsettlingly green. The door to the north, on the other hand, is barely visible.\n\nPropped up in one corner is a rough wooden cross.", "endoftext": false }, { "action": "You examine ectoplasm", "response": "The ectoplasm is pale gray, thick and gooey.", "endoftext": false }, { "action": "You examine the cross", "response": "(the small white cross)\nThis is a nice little cross for a table. Nothing fancy.", "endoftext": false }, { "action": "You examine the wooden cross", "response": "You have to guess that whoever constructed this cross purposefully chose the roughest, most splintery lumber available.\n\nAround the center plank (which is twice as tall as you are), on top of the crossbar, is a \"crown of thorns\" made from rusty barbed wire.", "endoftext": false }, { "action": "You examine the notes", "response": "The notebook is thick, and as you flick through the pages, it looks like it's nearly full. Surely Casey didn't make notes about\neverything in the church? How long did he spend on this\nanyway?\n\nThere's way too much information here to sit down and read it all at once, but you can look up anything you want to know about.", "endoftext": false }, { "action": "You look up jonah", "response": "(in Casey's notes)\nYou flick through the notes and read Casey's scrawly handwriting: \"I volunteered to paint a mural in the basement, and Patrick the youth leader gave me permission, so I painted a mural of the Four Beasts\n(the man and the lion and the ox and the eagle) and it was a GREAT MURAL but once they saw it they went ahead and covered it up with JONAH.\"", "endoftext": false }, { "action": "You look up patrick", "response": "(in Casey's notes)\nYou flick through the notes and read Casey's scrawly handwriting: \"Patrick the youth leader is Grace's youth leader currently. In the distant past there was a different, previous youth leader, but we\ndon't talk about her.\n\n\"Actually, I'm looking over the other notes I've written and it looks like I've probably said too much about Patrick the youth leader too.\"", "endoftext": false }, { "action": "You look up jennie", "response": "(in Casey's notes)\nYou flick through the notes and read Casey's scrawly handwriting: \"I don't know how much you already know about the ghost in the church so I'll give you the whole story. Jennie Bancroft is the name of the\nghost that haunts Grace United Methodist. She used to be alive, but then she died, in or around the church, sometime in the distant past.\nI keep meaning to look up when she died but I haven't had time.\n\n\"When people see her, she looks like a teenage girl in pigtails. I don't think she shows up covered in blood or anything like that; she's just a sad girl. Obviously a lot of the time she's invisible though.\n\n\"Some of the evidence that we have for her existence includes:\n\n- sounds of footsteps and a girl crying when nobody else is in the church\n- cold spots in rooms, rooms that suddenly become cold for no reason\n- stuff goes missing, then shows up again\n- you see someone at the end of the hallway but when you get to the\nend of the hallway there's nobody there\n- basically everybody has seen her out of the corner of their eye at some point\n\n\"Debate continues on the subject of how Jennie died. Popular theories state that she jumped off of the church steeple, or she drank poison, or used a space heater to carbon monoxide herself. According to one explanation she died accidentally, because she was using a Ouija\nboard, but that theory is idiotic. Jennie Bancroft definitely\ncommitted suicide, and it was definitely because of a boy she was in love with.\"", "endoftext": false }, { "action": "You go to the north", "response": "A large part of this room is taken up by a rickety ping pong table. Couches line the edges of the room, some of them close enough to the table that they're probably not safe to sit on if someone is actually playing ping pong. On the other hand, you can't see any ping pong bats anywhere, so maybe that's not an issue. In between the couches, doors lead north to the nursery, west to the Sunday School room, and south\nto the black light room.\n\nA garish golden trophy catches your eye.\n\nYou hold your gooey hand out, away from your body, so as not to get\nany ectoplasm on your clothes.", "endoftext": false }, { "action": "You go north", "response": "You turn the lights off in the youth room.\n\nBattered toys spill out of the toybox and across the floor, piling up in a corner of the room. Cupboards are mounted high on the walls, out of reach of tiny fingers, and an enormous blue recliner sits\nunderneath them. It's already dark outside, and the doors west to the basement stairway and south to the youth room are dark as well.\n\nYour sleeping bag is lying on a tidy patch of floor, ready for when\nyou finish your investigation.\n\nSharon's makeshift bed doesn't look comfortable, but apparently she's fast asleep anyway.", "endoftext": false }, { "action": "Go south", "response": "A large part of this room is taken up by a rickety ping pong table. Couches line the edges of the room, some of them close enough to the table that they're probably not safe to sit on if someone is actually playing ping pong. On the other hand, you can't see any ping pong bats anywhere, so maybe that's not an issue. In between the couches, doors lead north to the nursery, west to the Sunday School room, and south\nto the black light room.\n\nA garish golden trophy catches your eye.", "endoftext": false }, { "action": "Go west", "response": "You turn the lights off in the youth room.\n\nThis is a room designed for small people. Low benches are arranged\nlike pews in two rows, facing toward a small table that serves as an altar. A poster explaining the Ten Commandments hangs on one wall, and doors lead north to the basement stairway, east to the youth room and west to the hallway.\n\nThe TV trolley is standing in the middle of the room, looking lonely.", "endoftext": false }, { "action": "Go north", "response": "You switch the lights on in the next room.\n\nThis room is apparently just for show; there are no tables or chairs.\nA wide staircase runs up to the main floor of the church, and doorways lead east to the nursery, south to the Sunday School room and north. Mounted on the wall is a gigantic abstract painting.", "endoftext": false }, { "action": "You examine the painting", "response": "The piece is very pleasant, if not particularly interesting: the inoffensive greens and pinks could suggest river waters, or branches waving in the wind. Its size is probably its most impressive quality.\n\nYour fingers itch where the ectoplasm is clinging to them.", "endoftext": false }, { "action": "Go north", "response": "You turn the lights off in the basement stairway and switch the lights on in the next room.\n\nAll of a sudden you feel very claustrophobic. This must be a fairly large room, but most of the space is given over to snaking pipes, anonymous machinery, and the church's giant boiler.\n\nA little ectoplasm drips off your fingers.", "endoftext": false }, { "action": "You go south", "response": "This room is apparently just for show; there are no tables or chairs.\nA wide staircase runs up to the main floor of the church, and doorways lead east to the nursery, south to the Sunday School room and north to the boiler room. Mounted on the wall is a gigantic abstract painting.", "endoftext": false }, { "action": "Up", "response": "This room forms a sort of nook off the fellowship hall to the south. A wide flight of stairs leads down to the basement. There are doors to the north, northeast and southeast; according to the plaques on them, they open onto the pastor's office, the men's restroom and the ladies' restroom respectively.\n\nA vast framed poster is hanging on the wall in between the restroom doors, and in the middle of the room, directly facing the poster, is a wooden bench.", "endoftext": false }, { "action": "You go to the south-east", "response": "The door swings shut behind you.\n\nA restroom in a church is about the same as any other restroom. You have your stalls, your sinks, your mirrors, your garbage can.", "endoftext": false }, { "action": "You wash up", "response": "You must name something more substantial.", "endoftext": false }, { "action": "Wash", "response": "What do you want to wash?", "endoftext": false }, { "action": "Hands", "response": "You scrub your hands until every trace of ectoplasm is gone.", "endoftext": false }, { "action": "You look in the mirror", "response": "Your own face peers back at you.", "endoftext": false }, { "action": "You take photo of camera", "response": "(with the Polaroid camera)\nYou aim the camera at the ladies' room mirrors and take a photo of the reflection.", "endoftext": false }, { "action": "About yourself", "response": "You are Robin Monaghan, high school junior, associate reporter for the West High Warbler. You are not overly fond of churches, and\nyou have never claimed to believe in ghosts, but here you are.", "endoftext": false }, { "action": "You examine photo", "response": "Which do you mean, the photo of the cat looking through the window,\nthe photo of the bird cage, the photo of you taking a photo of yourself, the photo of the flickering lights, the photo of darkness,\nor the photo of the ladies' room mirrors?", "endoftext": false }, { "action": "You look at the can", "response": "The cleaner must have been in recently, because the garbage can is empty.", "endoftext": false }, { "action": "You look at the photo of the mirrors", "response": "It's a photo of the ladies' room mirrors. The reflection in it shows you holding the camera up to your face.", "endoftext": false }, { "action": "You examine the photo of the darkness", "response": "The photo is just a black rectangle. There are maybe some lighter smudges of black here and there, but you can't tell what it's supposed to be.", "endoftext": false }, { "action": "You examine the stalls", "response": "They look like restroom stalls you'd see anywhere else.", "endoftext": false }, { "action": "You look at the sinks", "response": "The sinks are typical sinks.", "endoftext": false }, { "action": "Go outside", "response": "The door swings shut behind you.\n\nThis room forms a sort of nook off the fellowship hall to the south. A wide flight of stairs leads down to the basement. There are doors to the north, northeast and southeast; according to the plaques on them, they open onto the pastor's office, the men's restroom and the ladies' restroom respectively.\n\nA vast framed poster is hanging on the wall in between the restroom doors, and in the middle of the room, directly facing the poster, is a wooden bench.", "endoftext": false }, { "action": "You look at the poster", "response": "The poster is a vast glossy print of a bald eagle gliding through a bright blue sky. In a corner of the sky, a Bible verse is printed:\n\"But they that wait upon the LORD shall renew their strength; they shall mount up with wings as eagles. Isaiah 40:31.\"", "endoftext": false }, { "action": "You examine the bench", "response": "The bench seems to have been made in a deliberately rustic style, with heavy timber beams. It doesn't look very comfortable.", "endoftext": false }, { "action": "You get the poster", "response": "It's really too big to carry around with you.", "endoftext": false }, { "action": "You go to the north", "response": "The door to the pastor's office is locked.", "endoftext": false }, { "action": "Go south", "response": "This room is a bit crowded for your tastes: between the many round tables, each surrounded by a complement of folding chairs, there isn't much space to get from one end of the room to the other. The main stairway is north, the kitchen is east, and the narthex is west.\n\nOne corner is given over to a glass case containing a model church.", "endoftext": false }, { "action": "You look up office", "response": "(in Casey's notes)\nYou flick through the notes and read Casey's scrawly handwriting: \"You used to be able to get into the pastor's office all the time, back\nwhen Patrick the youth leader had his own sub-office at one end of the room where he had free candy. But that was a security risk apparently, so they locked up the pastor's office and Patrick the youth leader had to move his office to his truck.\"", "endoftext": false }, { "action": "You examine model", "response": "It can't be a model of this church; it's the wrong shape. There's an incredible level of detail, though, from the tiles in the roof to the tiny people on the sidewalk. The double doors in front are open, and you can barely make out the shapes of little pews inside.", "endoftext": false }, { "action": "You look at the pews", "response": "There really are tiny pews in there. How much more furniture is under that roof?", "endoftext": false }, { "action": "You examine the case", "response": "The case itself is mounted in a pedestal about three feet high. You notice that there are numerous fingerprints caked onto the glass.\n\nIn the glass case is a model church.", "endoftext": false }, { "action": "You examine the fingerprints", "response": "They're mostly children's fingerprints, but some of these were left by adults.", "endoftext": false }, { "action": "You look up the fingerprints", "response": "(in Casey's notes)\nYou flick through the notes and read Casey's scrawly handwriting: \"The model church is a model of some other church. I think it used to be inside of that church, but it got torn down, or they went bankrupt,\nand the model ended up in our church. It's kind of a creepy object, though. The guy who made it was clearly way too obsessed with his church.\"", "endoftext": false }, { "action": "You take the photo of the fingerprints", "response": "(with the Polaroid camera)\nYou snap a picture of the model church. The camera whirrs and vibrates and eventually spits out a print of the photo.", "endoftext": false }, { "action": "You look at the photo of the church", "response": "It's a photo you took of the model church.", "endoftext": false }, { "action": "Go east", "response": "kitchen, only more so. Long countertops line the walls, with cupboards and drawers underneath them. A break in the counters allows you to leave the kitchen via the door to the west, and on the far side of the room a sink is set into the counter.\n\nA sturdy box is sitting on the floor in the corner, with some cans in it.\n\nSomebody forgot to put away an empty jam jar.", "endoftext": false }, { "action": "You get all", "response": "orange box: Taken.\nempty jam jar: Taken.\ndishes: You restack a few of the dishes, but the cupboards don't look any more organized.\ncutlery: The sheer number and variety of utensils in the drawers paralyzes your ability to choose any individual item.\ndish towels: You can't bring yourself to disturb the perfectly folded dish towels.\ncan of tomato soup: Stolen.\ncan of pears: Stolen.\ncan of \"Sugarman's Potted Meat Food Product\": Stolen.\ncan of cherry pie filling: Stolen.\ncan of tuna: Stolen.\ncan of chicken soup: Stolen.\ncan of peaches: Stolen.\ncan opener: Taken.", "endoftext": false }, { "action": "You look at the jar", "response": "The jar has lost its lid, but it appears to be clean and sterile anyway.", "endoftext": false }, { "action": "You put the cans in the box", "response": "can of tomato soup: Your conscience gets the better of you, and you return the can of tomato soup to its original location.\ncan of pears: Your conscience gets the better of you, and you return the can of pears to its original location.\ncan of \"Sugarman's Potted Meat Food Product\": Your conscience gets the better of you, and you return the can of \"Sugarman's Potted Meat Food Product\" to its original location.\ncan of cherry pie filling: Your conscience gets the better of you, and you return the can of cherry pie filling to its original location.\ncan of tuna: Your conscience gets the better of you, and you return\nthe can of tuna to its original location.\ncan of chicken soup: Your conscience gets the better of you, and you return the can of chicken soup to its original location.\ncan of peaches: Your conscience gets the better of you, and you return the can of peaches to its original location.", "endoftext": false }, { "action": "Examine box", "response": "An old label on the box says \"Navel Oranges\", but someone has written \"FOOD BANK\" over that. Apparently they thought they'd need a good sturdy crate for all the Food Bank donations they'd get.\n\nIn the orange box are a can of peaches, a can of chicken soup, a can\nof tuna, a can of cherry pie filling, a can of \"Sugarman's Potted Meat Food Product\", a can of pears, and a can of tomato soup.", "endoftext": false }, { "action": "You examine the tuna", "response": "The label says this is twelve ounces of chunk tuna, in water.", "endoftext": false }, { "action": "You look at the opener", "response": "It looks to be tolerably clean.", "endoftext": false }, { "action": "You look up kitchen", "response": "The jar has lost its lid, but it appears to be clean and sterile anyway.\n\n(in Casey's notes)\nYou flick through the notes and read Casey's scrawly handwriting: \"If you've seen Jurassic Park then the kitchen is really scary in\nthe dark. If you haven't seen Jurassic Park then you should\nget around to that.\"", "endoftext": false }, { "action": "You look up the jurassic park", "response": "(looking up \"jurassic park\" in Casey's notes)\nYou riffle through the notes, but you can't find anything that seems relevant.", "endoftext": false }, { "action": "You look up the food drive", "response": "(looking up \"food drive\" in Casey's notes)\nYou riffle through the notes, but you can't find anything that seems relevant.", "endoftext": false }, { "action": "You look up Food Bank", "response": "(in Casey's notes)\nOn the subject of canned food Casey writes, \"I'm pretty sure the\npeople who are supposed to be in charge of donating stuff to the Food Bank are really disorganized, because you always see spare cans of stuff lying around. Or maybe some of the cans were rejected by the\nFood Bank. I don't know how it works.\"", "endoftext": false }, { "action": "You open the cupboard", "response": "You peek inside a random cupboard and find a large number of plates piled inside.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na can opener\nan empty jam jar\nan orange box\na bird cage\na small white cross\na stack of photos\nCasey's notes\na Polaroid camera (being worn)", "endoftext": false }, { "action": "You get the tuna", "response": "Stolen.", "endoftext": false }, { "action": "You open the drawers", "response": "You pull open a random drawer for a moment, revealing an assortment of dish towels.", "endoftext": true }, { "action": "Describe the surroundings", "response": "kitchen, only more so. Long countertops line the walls, with cupboards and drawers underneath them. A break in the counters allows you to leave the kitchen via the door to the west, and on the far side of the room a sink is set into the counter.", "endoftext": false }, { "action": "You examine sink", "response": "It's a big sink, capable of handling the influx of dirty dishes that church functions undoubtedly generate.", "endoftext": false }, { "action": "You look at the jar", "response": "The jar has lost its lid, but it appears to be clean and sterile anyway.", "endoftext": false }, { "action": "You go to the west", "response": "This room is a bit crowded for your tastes: between the many round tables, each surrounded by a complement of folding chairs, there isn't much space to get from one end of the room to the other. The main stairway is north, the kitchen is east, and the narthex is west.\n\nOne corner is given over to a glass case containing a model church.", "endoftext": false }, { "action": "Go west", "response": "The main entryway to the church, this room has been set up to be as welcoming as possible. A rack of pamphlets sits in the center of a large table, flanked by pots of fake flowers. Lying open on a podium\nis a huge Bible. Pinned up on one wall is a board full of name tags.\n\nTo the east is the fellowship hall, and the large passage to the north obviously leads to the main sanctuary. The way out of the church is south of here, but that's none of your concern currently.", "endoftext": false }, { "action": "You examine Bible", "response": "The Bible is obviously a well-respected object around here, but it's not a mere display piece; the pages have been creased and scuffed by continuous use.", "endoftext": false }, { "action": "You examine tags", "response": "There must be a name tag on here for everybody who's ever set foot in this church. There's Casey's, and there's Orchid's, and this one says \"Robin\"—but they must mean some other Robin.", "endoftext": false }, { "action": "You look up the tags", "response": "(in Casey's notes)\nYou flick through the notes and read Casey's scrawly handwriting:\n\"When the new pastor came, he insisted that everybody wear name tags all the time, but that didn't last long. Name tags are a pain.\"", "endoftext": false }, { "action": "You get Bible", "response": "podium.", "endoftext": false }, { "action": "You open Bible", "response": "It's already open.", "endoftext": false }, { "action": "Turn page", "response": "You flip aimlessly through the book, and eventually your gaze lands on a passage: \"Therefore, one who speaks in a tongue should pray for the power to interpret. For if I pray in a tongue, my spirit prays but my mind is unproductive.\"", "endoftext": false }, { "action": "Turn page", "response": "You flip aimlessly through the book, and eventually your gaze lands on a passage: \"But there are also many other things that Jesus did; if every one of them were written down, I suppose that the world itself could not contain the books that would be written.\"", "endoftext": false }, { "action": "You wear the tag", "response": "(first taking the name tag)\nYou pull the name tag labeled \"Robin\" off of the board, even though it couldn't possibly be for you.\n\nYou pin the name tag on.", "endoftext": false }, { "action": "You read it", "response": "One pamphlet is titled \"Meaningful Relationships?\".", "endoftext": false }, { "action": "You read the pamphlets", "response": "\"Please Take One!\" reads the cursive text at the bottom of the rack, but none of the pamphlets succeeds in engaging your curiosity. You've never been afflicted with any of the problems they purport to solve.", "endoftext": false }, { "action": "Go north", "response": "This room can't be as large as it seems. It certainly didn't look so huge from outside. It must be some kind of optical illusion, created\nby the angles of the vaulted ceiling or the long rows of pews.\n\nNear the southern exit is a rolltop desk. Up at the north end of the room is the altar, and the east stairway must lead up to the balcony.\n\nIt is dark outside, and the stained glass windows are dull and lifeless. Orchid hasn't turned the lights on either; you can barely make out anything in the gloom.\n\nOrchid comes over to meet you. \"I didn't find anything up here,\" she says, \"how about you?\"", "endoftext": false }, { "action": "You show photo of the lights to Orchid", "response": "Her eyes widen at the photo of the flickering lights. \"Wow, Robin,\"\nshe says, \"that's great, good work! That definitely looks paranormal\nto me.\"\n\nBefore you can say any more, Orchid gasps and points upwards.\nSomething is floating near the ceiling, glowing faintly—a pale figure in a wispy dress.", "endoftext": false }, { "action": "You take the photo of the figure", "response": "(with the Polaroid camera)\nYou snap a picture of the ghostly figure. The camera whirrs and vibrates and eventually spits out a print of the photo.\n\nThe ghostly figure hovers silently in the air.", "endoftext": false }, { "action": "You look at figure", "response": "pigtails, just like Casey said. You can't make out the expression on her face, but she's holding her hands out as if she's reaching for something or asking for something.\n\nThe figure drifts towards the ground and glides northward towards the altar.", "endoftext": false }, { "action": "You examine the photo of the figure", "response": "It's too dark here to make out any details.\n\nOrchid hisses, \"What are you waiting around for? Get some more photos of the ghost!\"\n\nThe figure drifts northwards through a small door behind the altar.", "endoftext": false }, { "action": "Go north", "response": "A few steps up from the pews to the south are the preacher's pulpit, the altar, and the American and Christian flags. Behind them, to the north, is a tiny doorway.\n\nOn the altar are two candles.\n\nA large cross hangs high on the wall above the altar.", "endoftext": false }, { "action": "Go north", "response": "You catch just a glimpse of the ghost in the darkness before it floats towards the back wall and vanishes. When you switch the light on, the room is empty.\n\nThis is a far cry from the grandeur of the sanctuary. The walls are covered in some kind of dark wood panels, but they're shabby and windowless, and the floor is bare concrete. A huge wooden chest and a closet full of robes take up one wall. You can head back out to the altar to the south.\n\nA stack of hymnals is crammed into one corner.\n\nSome more ectoplasm is smeared on the floor.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\na name tag (being worn)\na can of tuna\na can opener\nan empty jam jar\nan orange box\na bird cage\na small white cross\na stack of photos\nCasey's notes\na Polaroid camera (being worn)", "endoftext": false }, { "action": "You get the ectoplasm with the jar", "response": "You carefully scoop a sample of the ectoplasm into the jar.", "endoftext": false }, { "action": "Lick ectoplasm", "response": "You touch the ectoplasm gingerly with the tip of your tongue. The bitter tang makes you gag.", "endoftext": false }, { "action": "You eat the ectoplasm", "response": "(first taking the ectoplasm)\nYou've already collected some ectoplasm.", "endoftext": false }, { "action": "Smell ectoplasm", "response": "The ectoplasm smells bitter and unnatural.", "endoftext": false }, { "action": "You touch the ectoplasm", "response": "You prod the ectoplasm gingerly, then rub it between your fingers.\nIt's thick and gooey, with a slightly oily texture. And now it's all over your hand again.", "endoftext": false }, { "action": "Open chest", "response": "You open the huge wooden chest.", "endoftext": false }, { "action": "You look in the chest", "response": "The huge wooden chest is empty.", "endoftext": true }, { "action": "Look around", "response": "This is a far cry from the grandeur of the sanctuary. The walls are covered in some kind of dark wood panels, but they're shabby and windowless, and the floor is bare concrete. A huge wooden chest and a closet full of robes take up one wall. You can head back out to the altar to the south.\n\nA stack of hymnals is crammed into one corner.\n\nSome more ectoplasm is smeared on the floor.", "endoftext": false }, { "action": "You enter the chest", "response": "You lie down inside the chest, and notice that there's plenty of space inside. It's not a bad spot.\ninside. It's not a bad spot.But there's no time for napping now.\n\nYou pull yourself out of the box.", "endoftext": false }, { "action": "Close chest", "response": "You close the huge wooden chest.", "endoftext": false }, { "action": "You look at the panels", "response": "Looking closely at the walls, you realise that one of the panels on\nthe wall is sitting slightly further forward than the others.", "endoftext": false }, { "action": "You open panel", "response": "You're not quite sure how to open the panel, or even if it can be opened. You jiggle it experimentally and it shifts a little.", "endoftext": false }, { "action": "You pull the panel", "response": "You grab the edges of the panel and try to pull it towards you.\n\nNothing much seems to happen at first, but then the panel shifts\nupward and slides to the side. Behind it a narrow tunnel leads downwards. You open and close the panel a few more times to make sure you know how it works, and then leave it open.", "endoftext": false }, { "action": "You go to the south", "response": "A few steps up from the pews to the south are the preacher's pulpit, the altar, and the American and Christian flags. Behind them, to the north, is a tiny doorway.\n\nOn the altar are two candles.\n\nA large cross hangs high on the wall above the altar.", "endoftext": false }, { "action": "You get the candles", "response": "Without something to light them with, these candles are just sticks. Not worth carrying around.", "endoftext": false }, { "action": "You light them", "response": "This dangerous act would achieve little.", "endoftext": false }, { "action": "You examine the cross", "response": "(the small white cross)\nThis is a nice little cross for a table. Nothing fancy.", "endoftext": false }, { "action": "You examine the large cross", "response": "It must be fifteen feet from top to bottom. The wood is smooth, and\nthe proportions are graceful. Aesthetically speaking, it is a very pleasant object.", "endoftext": false }, { "action": "You examine the altar", "response": "A simple beige table. On the side facing the congregation is an insignia with the letters \"IHS\".\n\nOn the altar are two candles.", "endoftext": false }, { "action": "You look up uv", "response": "(looking up \"uv\" in Casey's notes)\nYou riffle through the notes, but you can't find anything that seems relevant.", "endoftext": false }, { "action": "You examine the flag", "response": "Which do you mean, the American flag or the Christian flag?", "endoftext": false }, { "action": "You examine the american", "response": "Although it's lying furled against its post, you can easily tell that this is an American flag. This one has tassels around the edges, and\nan eagle figurine is perched at the top.", "endoftext": false }, { "action": "You examine the christian flag", "response": "You assume it's the Christian flag, because there's a red cross near the top, but you've never seen such a flag anywhere else.", "endoftext": false }, { "action": "You examine the pulpit", "response": "The lectern stands on the stage-left end of the platform. The\nausterity of its design is diminished somewhat by the microphone sticking out of the top.", "endoftext": false }, { "action": "You speak into microphone", "response": "(to yourself)\nYour voice echoes in the empty room.", "endoftext": false }, { "action": "You examine the microphone", "response": "The controls for the mic must be somewhere else. You don't see an on/off switch.", "endoftext": false }, { "action": "You examine the pews", "response": "The benches are like dense underbrush: something could be hiding anywhere.", "endoftext": false }, { "action": "You go to the south", "response": "This room can't be as large as it seems. It certainly didn't look so huge from outside. It must be some kind of optical illusion, created\nby the angles of the vaulted ceiling or the long rows of pews.\n\nNear the southern exit is a rolltop desk. Up at the north end of the room is the altar, and the east stairway must lead up to the balcony.\n\nIt is dark outside, and the stained glass windows are dull and lifeless.", "endoftext": false }, { "action": "You examine the windows", "response": "Some of the designs are purely abstract, but you notice a dove, a\nlion, a lamb, and what looks like an elk.", "endoftext": false }, { "action": "You examine the elk", "response": "The elk is looking to the side, as if ready to take on some unseen assailant.", "endoftext": false }, { "action": "You look at the dove", "response": "The dove is flying downward, its wings outstretched.", "endoftext": false }, { "action": "You look at the lion", "response": "The lion is looking out into space with one paw raised.", "endoftext": false }, { "action": "You look at the lamb", "response": "The lamb is sitting down, its eyes closed.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\na name tag (being worn)\na can of tuna\na can opener\na jam jar\nsome ectoplasm\nan orange box\na bird cage\na small white cross\na stack of photos\nCasey's notes\na Polaroid camera (being worn)", "endoftext": false }, { "action": "You examine the desk", "response": "You saw one of these in a movie once. The top recedes into the back of the desk, and you can hide a convict inside.", "endoftext": false }, { "action": "You open the desk", "response": "You try to pull back the top of the desk, but it's locked down.", "endoftext": false }, { "action": "You look up orchid", "response": "(in Casey's notes)\nYou flick through the notes and read Casey's scrawly handwriting: \"Here's an anecdote about Orchid. This happened just recently. I\ndidn't tell you, because I wanted to save it for here. Okay:\n\n\"I'm at school after hours because of rehearsals. But we're still in the fairly lazy stage of the production, so there's lots of time to just goof off around the school. So while the underclassmen are\nsitting around in the hall running lines, I head up to the drama office, because there are donuts there.\n\n\"But Orchid and Aiden Kingsley are already up in the office, and as soon as I poke my head in Orchid looks up and says 'Actors only, please!' and I'm like 'Actually, I am an actor,' and she says, 'Well, you know what I mean.'\n\n\"No, Orchid! I do not have the slightest idea what you mean. I would have just grabbed a donut and left, but you're not allowed to take the donuts out of the drama office, so I just left.\n\n\"I wouldn't say I hate Orchid. Hate is a very strong word. I\ncompletely hate Aiden, though.\"", "endoftext": false }, { "action": "Up", "response": "From here, you could head north to the altar, south to the narthex,\nand east.", "endoftext": false }, { "action": "S then east", "response": "This room can't be as large as it seems. It certainly didn't look so huge from outside. It must be some kind of optical illusion, created\nby the angles of the vaulted ceiling or the long rows of pews.\n\nNear the southern exit is a rolltop desk. Up at the north end of the room is the altar, and the east stairway must lead up to the balcony.\n\nIt is dark outside, and the stained glass windows are dull and lifeless.\n\nThere isn't really any room in here for anything except the stairs up to the balcony, but that hasn't stopped someone from putting a potted plant in the corner. If you can avoid tripping over the plant, an archway to the west leads back out into the sanctuary.", "endoftext": false }, { "action": "Up", "response": "Standing here, you have a good view of the altar and most of the sanctuary. A low wall with a railing along the top prevents accidents, though it probably also obscures the view for anyone sitting on the balcony pews. A projector is mounted at one end of the pews, pointing down towards the front of the sanctuary. On the ceiling behind the pews, you can see the square outline of what must be a trapdoor of\nsome kind, and a narrow staircase leads back down to the sanctuary.\n\nA tangled heap of bars and cables is lying near the edge of the balcony.", "endoftext": false }, { "action": "You examine the projector", "response": "A strong metal cage protects the projector from careless and/or malevolent handling.", "endoftext": false }, { "action": "You look at the pews", "response": "(the balcony pews)\nThere are only a few rows of pews up here, mounted on a series of\nsteps so the people at the back can still see down to the altar.", "endoftext": false }, { "action": "You look at the cables", "response": "It's hard to tell what this stuff is for with it all tumbled into a heap like that. There are some metal bars, and some pulleys and\nthings, and a lot of tangled cables connecting things together.", "endoftext": false }, { "action": "You search the pews", "response": "(the balcony pews)\nThere is nothing on the balcony pews.", "endoftext": false }, { "action": "You search cables", "response": "You try to disentangle some of the cables but it's all too mixed up. You sort out one bit and the rest just gets knottier.", "endoftext": false }, { "action": "You examine the trapdoor", "response": "The trapdoor is set into the ceiling, well above your head. The cord\nto pull it down seems to have got caught in the door, and only a small loop is visible on this side.", "endoftext": false }, { "action": "You look at the cord", "response": "The cord to open the trapdoor is caught up in the door. You can just see a small loop sticking out between the ceiling and the edge of the trapdoor, well out of reach.\n\nThe cat trots up the stairs and mews at you.", "endoftext": false }, { "action": "Pet cat", "response": "The cat dodges your hand and bounds off downstairs.", "endoftext": false }, { "action": "You feed the cat", "response": "What do you want to feed the cat?", "endoftext": false }, { "action": "Go east", "response": "From here, you could head up and down to the the balcony stairwell.", "endoftext": false }, { "action": "Down", "response": "There isn't really any room in here for anything except the stairs up to the balcony, but that hasn't stopped someone from putting a potted plant in the corner. If you can avoid tripping over the plant, an archway to the west leads back out into the sanctuary.\n\nto the west.", "endoftext": false }, { "action": "You go to the west", "response": "This room can't be as large as it seems. It certainly didn't look so huge from outside. It must be some kind of optical illusion, created\nby the angles of the vaulted ceiling or the long rows of pews.\n\nNear the southern exit is a rolltop desk. Up at the north end of the room is the altar, and the east stairway must lead up to the balcony.\n\nIt is dark outside, and the stained glass windows are dull and lifeless.\n\nThe cat wanders off to the north, glancing back at you as if to check whether you're following.", "endoftext": false }, { "action": "You go south", "response": "The main entryway to the church, this room has been set up to be as welcoming as possible. A rack of pamphlets sits in the center of a large table, flanked by pots of fake flowers. Lying open on a podium\nis a huge Bible. Pinned up on one wall is a board full of name tags.\n\nTo the east is the fellowship hall, and the large passage to the north obviously leads to the main sanctuary. The way out of the church is south of here, but that's none of your concern currently.", "endoftext": false }, { "action": "You go to the east", "response": "Battered toys spill out of the toybox and across the floor, piling up in a corner of the room. Cupboards are mounted high on the walls, out of reach of tiny fingers, and an enormous blue recliner sits\nunderneath them. It's already dark outside, and the doors west to the basement stairway and south to the youth room are dark as well.\n\nYour sleeping bag is lying on a tidy patch of floor, ready for when\nyou finish your investigation.\n\nSharon's makeshift bed doesn't look comfortable, but apparently she's fast asleep anyway.", "endoftext": false }, { "action": "Sleep", "response": "Before you get into your sleeping bag, you quickly review the evidence you've collected. Are you sure you have everything you need for the story?", "endoftext": false }, { "action": "Yes", "response": "You put your belongings aside and snuggle down in the sleeping bag.", "endoftext": false }, { "action": "You open the tuna", "response": "After a few moments' work with the can opener, the can is open, revealing a pungent mass of tuna.", "endoftext": false }, { "action": "You look at the trapdoor", "response": "The trapdoor is set into the ceiling, well above your head. The cord\nto pull it down seems to have got caught in the door, and only a small loop is visible on this side.\n\nThe cat trots up the stairs and mews at you.", "endoftext": false }, { "action": "You give the tuna to the cat", "response": "(the open can of tuna to the cat)\nThe cat dodges your hand and bounds off downstairs.", "endoftext": false }, { "action": "You eat the tuna", "response": "(the open can of tuna)\nYou definitely aren't desperate enough to start eating tuna straight from the can.", "endoftext": false }, { "action": "Up", "response": "(first opening the trapdoor)\nThe pull-cord is caught up in the trapdoor, and you're much too short to reach it.", "endoftext": false }, { "action": "You look up trapdoor", "response": "(in Casey's notes)\nYou flick through the notes and read Casey's scrawly handwriting: \"The trapdoor goes up into the steeple. Nobody uses it, because like I\nsaid, the steeple is super dangerous.\"", "endoftext": false }, { "action": "You look up cat", "response": "(in Casey's notes)\nYou riffle through the notes, but it looks like Casey didn't have anything to say about the cat.", "endoftext": false }, { "action": "You look up altar", "response": "(in Casey's notes)\nYou flick through the notes and read Casey's scrawly handwriting:\n\"Many church enthusiasts use the word \"altar\" to refer not only to the little table with the candles, but also to the raised area at the\nfront of the sanctuary where the little table with the candles is located. This practice is completely incorrect and extremely stupid. The raised area is called a 'raised area' or I guess maybe a 'stage'.\"", "endoftext": false }, { "action": "You look up dais", "response": "(looking up \"dais\" in Casey's notes)\nYou riffle through the notes, but you can't find anything that seems relevant.", "endoftext": false }, { "action": "You put the tuna in the cage", "response": "(the open can of tuna in the bird cage)\nThe bird cage seems to be welded closed. It must be purely decorative.", "endoftext": true }, { "action": "Go downwards", "response": "There isn't really any room in here for anything except the stairs up to the balcony, but that hasn't stopped someone from putting a potted plant in the corner. If you can avoid tripping over the plant, an archway to the west leads back out into the sanctuary.\n\nThe cat watches you for a moment, but runs off to the west before you can get near it.", "endoftext": false }, { "action": "You look at the plant", "response": "The plant is a tiny potted palm. It's fake, but that's fair enough. It's not like there's enough light in here for a real palm tree to flourish.", "endoftext": false }, { "action": "You look up the secret passage", "response": "(looking up \"secret passage\" in Casey's notes)\nYou riffle through the notes, but you can't find anything that seems relevant.", "endoftext": false }, { "action": "You move the plant", "response": "Nothing obvious happens.", "endoftext": false }, { "action": "Go upwards", "response": "Standing here, you have a good view of the altar and most of the sanctuary. A low wall with a railing along the top prevents accidents, though it probably also obscures the view for anyone sitting on the balcony pews. A projector is mounted at one end of the pews, pointing down towards the front of the sanctuary. On the ceiling behind the pews, you can see the square outline of what must be a trapdoor of\nsome kind, and a narrow staircase leads back down to the sanctuary.\n\nA tangled heap of bars and cables is lying near the edge of the balcony.", "endoftext": false }, { "action": "You examine the cage", "response": "(the bird cage)\nThe curving faux-wrought-iron bars and caked-on \"rust\" identify this\nas one of the non-functioning, overpriced decorations which are so popular in craft stores. What does a Sunday School need with a bird cage?", "endoftext": false }, { "action": "You look up projector", "response": "(in Casey's notes)\nYou flick through the notes and read Casey's scrawly handwriting: \"Someone donated money for a projector to the church, and it caused this big kerfuffle in the Board of Trustees because they didn't really want a projector. But they couldn't spend the money on anything else, so now we have a projector that we never use!\"", "endoftext": false }, { "action": "You open that the cage", "response": "The cage is locked, presumably to stop people like you from messing with the projector.", "endoftext": true }, { "action": "Go downward", "response": "There isn't really any room in here for anything except the stairs up to the balcony, but that hasn't stopped someone from putting a potted plant in the corner. If you can avoid tripping over the plant, an archway to the west leads back out into the sanctuary.", "endoftext": false }, { "action": "Go west", "response": "This room can't be as large as it seems. It certainly didn't look so huge from outside. It must be some kind of optical illusion, created\nby the angles of the vaulted ceiling or the long rows of pews.\n\nNear the southern exit is a rolltop desk. Up at the north end of the room is the altar, and the east stairway must lead up to the balcony.\n\nIt is dark outside, and the stained glass windows are dull and lifeless.", "endoftext": false }, { "action": "Go north", "response": "This is a far cry from the grandeur of the sanctuary. The walls are covered in some kind of dark wood panels, but they're shabby and windowless, and the floor is bare concrete. A huge wooden chest and a closet full of robes take up one wall. You can head back out to the altar to the south, or try the sliding door to the north.\n\nA stack of hymnals is crammed into one corner.\n\nSome more ectoplasm is smeared on the floor.", "endoftext": false }, { "action": "You look at the hymnals", "response": "one-foot cube. It's actually very pleasant to see such an orderly display.", "endoftext": false }, { "action": "You read the hymnal", "response": "You flip one hymnal open to a random song. This one's called \"Great Is Thy Faithfulness\".", "endoftext": false }, { "action": "You read the hymnal", "response": "You flip one hymnal open to a random song. This one's called \"O Come,\nO Come, Emmanuel\".", "endoftext": false }, { "action": "You stand on the hymnals", "response": "You step up onto the stack of hymnals, careful not to knock any of\nthem out of place.", "endoftext": false }, { "action": "Sing", "response": "You mutter the West High fight song under your breath:\n\nFight, Fight, West High\nStomp 'Em Out Like Ants\nMortify The Other Guy\nAnd Make Him Pee His Pants\n\nBut it doesn't make you feel any better.", "endoftext": true }, { "action": "Describe the surroundings", "response": "Back Room (on the stack of hymnals)\nThis is a far cry from the grandeur of the sanctuary. The walls are covered in some kind of dark wood panels, but they're shabby and windowless, and the floor is bare concrete. A huge wooden chest and a closet full of robes take up one wall. You can head back out to the altar to the south, or try the sliding door to the north.\n\nSome more ectoplasm is smeared on the floor.", "endoftext": false }, { "action": "You look at the robes", "response": "The robes are cut from a green satin fabric; you can't imagine one looking very flattering on anybody.", "endoftext": false }, { "action": "You look up emmanuel", "response": "(looking up \"emmanuel\" in Casey's notes)\nYou riffle through the notes, but you can't find anything that seems relevant.", "endoftext": false }, { "action": "You stand", "response": "You get off the stack of hymnals.\n\nThis is a far cry from the grandeur of the sanctuary. The walls are covered in some kind of dark wood panels, but they're shabby and windowless, and the floor is bare concrete. A huge wooden chest and a closet full of robes take up one wall. You can head back out to the altar to the south, or try the sliding door to the north.\n\nA stack of hymnals is crammed into one corner.\n\nSome more ectoplasm is smeared on the floor.", "endoftext": false }, { "action": "You wear the robes", "response": "(first taking the choir robes)\nYou pull out one robe, straighten its sleeves, and put it back.", "endoftext": false }, { "action": "You look up the hymn", "response": "(looking up \"hymn\" in Casey's notes)\nYou riffle through the notes, but you can't find anything that seems relevant.", "endoftext": false }, { "action": "You get the robe", "response": "You pull out one robe, straighten its sleeves, and put it back.", "endoftext": false }, { "action": "You get the hymnals", "response": "Taken.", "endoftext": false }, { "action": "You get the hymnals", "response": "You already have that.", "endoftext": false }, { "action": "Go upwards", "response": "A few steps up from the pews to the south are the preacher's pulpit, the altar, and the American and Christian flags. Behind them, to the north, is a tiny doorway.\n\nOn the altar are two candles.\n\nA large cross hangs high on the wall above the altar.\n\nFrom here, you could head north to the back room and south to the sanctuary.\n\nFrom here, you could head north to the back room and south to the sanctuary.", "endoftext": false }, { "action": "You stand on the hymnals", "response": "You can only get into something free-standing.", "endoftext": false }, { "action": "You drop the hymnals", "response": "You place the stack of hymnals carefully on the floor.", "endoftext": false }, { "action": "You stand on the hymnals", "response": "You step up onto the stack of hymnals, careful not to knock any of\nthem out of place.", "endoftext": false }, { "action": "Up", "response": "(first opening the trapdoor)\nEven standing on the stack of hymnals, your fingers are still are long way from reaching the loop of cord.", "endoftext": false }, { "action": "You put hymnals on the cage", "response": "(the bird cage)\nYou lack the dexterity to balance the stack of hymnals on the bird\ncage while you're still holding the bird cage.", "endoftext": false }, { "action": "You put the hymnals on that the cage", "response": "You went to a lot of trouble to collect that ectoplasm. Better not leave it lying around.", "endoftext": false }, { "action": "You jump", "response": "You jump, miss the pull-cord, and almost fall off the stack of\nhymnals. You know, maybe there's a safer way to reach the cord.", "endoftext": false }, { "action": "You drop the cage", "response": "(the bird cage)\nYou can't just drop the bird cage on the floor. What if someone steps on it or trips over it?", "endoftext": false }, { "action": "You put the cage on the hymnals", "response": "(the bird cage on the stack of hymnals)\nThere isn't really room for both you and the bird cage on the stack of hymnals.", "endoftext": false }, { "action": "You stand", "response": "You get off the stack of hymnals.\n\nStanding here, you have a good view of the altar and most of the sanctuary. A low wall with a railing along the top prevents accidents, though it probably also obscures the view for anyone sitting on the balcony pews. A projector is mounted at one end of the pews, pointing down towards the front of the sanctuary. On the ceiling behind the pews, you can see the square outline of what must be a trapdoor of\nsome kind, and a narrow staircase leads back down to the sanctuary.\n\nA tangled heap of bars and cables is lying near the edge of the balcony.\n\nYou can also see a stack of hymnals here.", "endoftext": false }, { "action": "You pull the cord with the cage", "response": "(the bird cage)\nThe bird cage really isn't a suitable tool for opening the trapdoor.", "endoftext": false }, { "action": "You put the cage on the hymnals", "response": "(the bird cage on the stack of hymnals)\nYou put the bird cage on the stack of hymnals.", "endoftext": false }, { "action": "You stand on the cage", "response": "(the projector)\nThat's not something you can stand on.\n\nThe cat trots up the stairs and purrs at you.", "endoftext": false }, { "action": "You stand on the birdcage", "response": "That's not something you can stand on.\n\nThe cat bounds downstairs.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na name tag (being worn)\nan open can of tuna\na can opener\na jam jar\nsome ectoplasm\nan orange box\na small white cross\na stack of photos\nCasey's notes\na Polaroid camera (being worn)", "endoftext": false }, { "action": "You put the box on the hymnals", "response": "(the orange box on the stack of hymnals)\nYou put the orange box on the stack of hymnals.", "endoftext": false }, { "action": "You turn the box over", "response": "(the orange box over)\nYou pick up the stuff in the orange box and turn it upside down.", "endoftext": false }, { "action": "You stand on the box", "response": "(getting onto the stack of hymnals)\n\nYou step up onto the stack of hymnals, careful not to knock any of\nthem out of place.\n\nYou step up onto the upside-down orange box.", "endoftext": false }, { "action": "You reach the cord", "response": "What do you want to reach the pull-cord with?", "endoftext": false }, { "action": "Hand", "response": "Even standing on the upside-down orange box, your fingers are still\nare long way from reaching the loop of cord.", "endoftext": true }, { "action": "You look around", "response": "Balcony (on the upside-down orange box) (on the stack of\nhymnals)\nStanding here, you have a good view of the altar and most of the sanctuary. A low wall with a railing along the top prevents accidents, though it probably also obscures the view for anyone sitting on the balcony pews. A projector is mounted at one end of the pews, pointing down towards the front of the sanctuary. On the ceiling behind the pews, you can see the square outline of what must be a trapdoor of\nsome kind, and a narrow staircase leads back down to the sanctuary.\n\nA tangled heap of bars and cables is lying near the edge of the balcony.\n\nOn the stack of hymnals you can see a bird cage.", "endoftext": false }, { "action": "You put the hymnals on the box", "response": "Which do you mean, the upside-down orange box or the upside-down\norange box?", "endoftext": false }, { "action": "You get the box", "response": "You'd have to get off the upside-down orange box first.", "endoftext": false }, { "action": "You stand", "response": "You get off the upside-down orange box.\n\nBalcony (on the stack of hymnals)\nStanding here, you have a good view of the altar and most of the sanctuary. A low wall with a railing along the top prevents accidents, though it probably also obscures the view for anyone sitting on the balcony pews. A projector is mounted at one end of the pews, pointing down towards the front of the sanctuary. On the ceiling behind the pews, you can see the square outline of what must be a trapdoor of\nsome kind, and a narrow staircase leads back down to the sanctuary.\n\nA tangled heap of bars and cables is lying near the edge of the balcony.\n\nThe orange box is sitting upside down on the floor.\n\nOn the stack of hymnals you can also see a bird cage.", "endoftext": false }, { "action": "You get all", "response": "stack of hymnals: You'd have to get off the stack of hymnals first. tangle of bars and cables: You try to disentangle some of the cables but it's all too mixed up. You sort out one bit and the rest just gets knottier.\nupside-down orange box: Taken.\nbird cage: Taken.\nmass of tuna: You've already had one gross substance all over your hands tonight.", "endoftext": false }, { "action": "You stand", "response": "You get off the stack of hymnals.\n\nStanding here, you have a good view of the altar and most of the sanctuary. A low wall with a railing along the top prevents accidents, though it probably also obscures the view for anyone sitting on the balcony pews. A projector is mounted at one end of the pews, pointing down towards the front of the sanctuary. On the ceiling behind the pews, you can see the square outline of what must be a trapdoor of\nsome kind, and a narrow staircase leads back down to the sanctuary.\n\nA tangled heap of bars and cables is lying near the edge of the balcony.\n\nYou can also see a stack of hymnals here.", "endoftext": false }, { "action": "Drop box", "response": "You place the upside-down orange box carefully on the floor.", "endoftext": false }, { "action": "You put hymnals on the box", "response": "You put the stack of hymnals on the upside-down orange box.", "endoftext": false }, { "action": "You stand on the hymnals", "response": "Standing on the hymnals is far too dangerous while they're on top of the upside-down orange box. What if the stack collapsed underneath\nyou?", "endoftext": false }, { "action": "You go east", "response": "From here, you could head south to the youth room and west to the basement stairway.", "endoftext": false }, { "action": "Go south", "response": "A large part of this room is taken up by a rickety ping pong table. Couches line the edges of the room, some of them close enough to the table that they're probably not safe to sit on if someone is actually playing ping pong. On the other hand, you can't see any ping pong bats anywhere, so maybe that's not an issue. In between the couches, doors lead north to the nursery, west to the Sunday School room, and south\nto the black light room.\n\nA garish golden trophy catches your eye.", "endoftext": false }, { "action": "You get the tv", "response": "Far too heavy.", "endoftext": false }, { "action": "You go northeast", "response": "As you approach the door to the men's room, you stop yourself. Isn't this something that a creep would do?\n\nYou can put your hand on the handle, but that's as far as you get. You chide yourself for your indecision.", "endoftext": false }, { "action": "Go northeast", "response": "That's it. Enough with this cowardice.\n\nThe door swings shut behind you.\n\nYes, this is more or less what you expected.\n\nThere are some stalls, and some mirrors, and some sinks, and next to those is a garbage can. The only things you haven't seen before are\nthe urinals. Hardly worth having an ethical dilemma over.", "endoftext": false }, { "action": "You take the photo of the glowing tissue", "response": "(with the Polaroid camera)\nYou snap a picture of the glowing tissue paper. The camera whirrs and vibrates and eventually spits out a print of the photo.", "endoftext": false }, { "action": "You examine glowing", "response": "This tissue was used to wipe up an eerie glowing substance, then\nthrown in a garbage can.", "endoftext": false }, { "action": "Search can", "response": "Which do you mean, the open can of tuna, a ladies' room garbage can, the ladies' room garbage can, the men's room garbage can, the can of tomato soup, the can of pears, the can of \"Sugarman's Potted Meat Food Product\", the can of cherry pie filling, the can of chicken soup, or the can of peaches?", "endoftext": false }, { "action": "You searchthe ladies' room garbage can", "response": "The ladies' room garbage can is empty.", "endoftext": false }, { "action": "You get bench", "response": "The bench is just as heavy as it looks.", "endoftext": false }, { "action": "You drop can", "response": "Which do you mean, the open can of tuna, the ladies' room garbage can, a ladies' room garbage can, the men's room garbage can, the can of tomato soup, the can of pears, the can of \"Sugarman's Potted Meat Food Product\", the can of cherry pie filling, the can of chicken soup, or the can of peaches?", "endoftext": false }, { "action": "You drop the garbage", "response": "Which do you mean, the ladies' room garbage can, a ladies' room\ngarbage can, or the men's room garbage can?", "endoftext": false }, { "action": "Ladies'", "response": "You place the ladies' room garbage can carefully on the floor.", "endoftext": false }, { "action": "You flip ladies'", "response": "You turn the ladies' room garbage can upside down.", "endoftext": false }, { "action": "You stand on the ladies'", "response": "You step up onto the upside-down ladies' room garbage can.", "endoftext": false }, { "action": "You reach", "response": "What do you want to reach the glowing tissue paper with?", "endoftext": false }, { "action": "You stand", "response": "You get off the upside-down ladies' room garbage can.\n\nStanding here, you have a good view of the altar and most of the sanctuary. A low wall with a railing along the top prevents accidents, though it probably also obscures the view for anyone sitting on the balcony pews. A projector is mounted at one end of the pews, pointing down towards the front of the sanctuary. On the ceiling behind the pews, you can see the square outline of what must be a trapdoor of\nsome kind, and a narrow staircase leads back down to the sanctuary.\n\nThe orange box is sitting upside down on the floor.\n\nA tangled heap of bars and cables is lying near the edge of the balcony.\n\nYou can also see an upside-down ladies' room garbage can here.", "endoftext": false }, { "action": "You look at the bars", "response": "It's hard to tell what this stuff is for with it all tumbled into a heap like that. There are some metal bars, and some pulleys and\nthings, and a lot of tangled cables connecting things together.", "endoftext": true }, { "action": "You look at your surroundings", "response": "Balcony (on the upside-down ladies' room garbage can)\nStanding here, you have a good view of the altar and most of the sanctuary. A low wall with a railing along the top prevents accidents, though it probably also obscures the view for anyone sitting on the balcony pews. A projector is mounted at one end of the pews, pointing down towards the front of the sanctuary. On the ceiling behind the pews, you can see the square outline of what must be a trapdoor of\nsome kind, and a narrow staircase leads back down to the sanctuary.\n\nThe orange box is sitting upside down on the floor.\n\nA tangled heap of bars and cables is lying near the edge of the balcony.", "endoftext": false }, { "action": "You reach the cord", "response": "What do you want to reach the pull-cord with?", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na men's room garbage can\nsome glowing tissue paper\na Bible Quiz Tournament trophy\na bird cage\na can of tomato soup\na can of pears\na can of \"Sugarman's Potted Meat Food Product\"\na can of cherry pie filling\na can of chicken soup\na can of peaches\na name tag (being worn)\nan open can of tuna\na can opener\na jam jar\nsome ectoplasm\na small white cross\na stack of photos\nCasey's notes\na Polaroid camera (being worn)", "endoftext": false }, { "action": "You get the palm", "response": "You remove the tripping hazard from the bottom of the balcony stairs.", "endoftext": true }, { "action": "Go downwards", "response": "This room is apparently just for show; there are no tables or chairs.\nA wide staircase runs up to the main floor of the church, and doorways lead east to the nursery, south to the Sunday School room and north to the boiler room. Mounted on the wall is a gigantic abstract painting.\n\nThe TV trolley is standing in the middle of the room, looking lonely.", "endoftext": false }, { "action": "You go to the west", "response": "The hallway runs north into darkness. It's hard to tell how long it might be from here, though the Sunday School room to the east provides some light at this end. The plywood lighthouse, on the other hand, peacefully fails to provide any light. Behind the lighthouse and partially obscured by it is a mural of Jesus blessing the little children.", "endoftext": false }, { "action": "You go to the north", "response": "Thanks to the light filtering in from the south end of the hall, you can make out some kind of mural painted on the wall, but you can't\ntell what it's supposed to represent in the gloom.", "endoftext": false }, { "action": "You examine the mural", "response": "Which do you mean, the bluish blob, the indistinct smear, or the\nswathe of yellow?", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na potted plant\na men's room garbage can\nsome glowing tissue paper\na Bible Quiz Tournament trophy\na bird cage\na can of tomato soup\na can of pears\na can of \"Sugarman's Potted Meat Food Product\"\na can of cherry pie filling\na can of chicken soup\na can of peaches\na name tag (being worn)\nan open can of tuna\na can opener\na jam jar\nsome ectoplasm\na small white cross\na stack of photos\nCasey's notes\na Polaroid camera (being worn)", "endoftext": false }, { "action": "Wave glowing", "response": "You look ridiculous waving the glowing tissue paper.", "endoftext": false }, { "action": "You go to the north", "response": "It's almost completely dark. At least you can still see the light at the south end of the hallway. The rectangles to the east and west must be doorways to somewhere, but they're barely distinguishable from the walls.", "endoftext": false }, { "action": "Go east", "response": "Your flailing about in the dark eventually discovers a door.\n\nIt's almost completely dark. At least you can still see the light at the south end of the hallway. The rectangles to the east and west must be doorways to somewhere, but they're barely distinguishable from the walls.", "endoftext": false }, { "action": "You go south", "response": "Thanks to the light filtering in from the south end of the hall, you can make out some kind of mural painted on the wall, but you can't\ntell what it's supposed to represent in the gloom.\n\nThe cat strolls in from the south and purrs at you.", "endoftext": false }, { "action": "You drop tuna", "response": "(the open can of tuna)\nYou place the open can of tuna carefully on the floor.\n\nThe cat wanders off to the south, glancing back at you as if to check whether you're following.", "endoftext": false }, { "action": "You follow the cat", "response": "(heading south)\n\nThe hallway runs north into darkness. It's hard to tell how long it might be from here, though the Sunday School room to the east provides some light at this end. The plywood lighthouse, on the other hand, peacefully fails to provide any light. Behind the lighthouse and partially obscured by it is a mural of Jesus blessing the little children.\n\nto the east.", "endoftext": false }, { "action": "Again", "response": "(heading east)\n\nThis is a room designed for small people. Low benches are arranged\nlike pews in two rows, facing toward a small table that serves as an altar. A poster explaining the Ten Commandments hangs on one wall, and doors lead north to the basement stairway, east to the youth room and west to the hallway.\n\nThe cat wanders off to the north, glancing back at you as if to check whether you're following.", "endoftext": false }, { "action": "Again", "response": "(heading north)\n\nThis room is apparently just for show; there are no tables or chairs.\nA wide staircase runs up to the main floor of the church, and doorways lead east to the nursery, south to the Sunday School room and north to the boiler room. Mounted on the wall is a gigantic abstract painting.\n\nThe TV trolley is standing in the middle of the room, looking lonely.\n\nThe cat scampers up the stairs.", "endoftext": false }, { "action": "Again", "response": "(heading up)\n\nThis room forms a sort of nook off the fellowship hall to the south. A wide flight of stairs leads down to the basement. There are doors to the north, northeast and southeast; according to the plaques on them, they open onto the pastor's office, the men's restroom and the ladies' restroom respectively.\n\nA vast framed poster is hanging on the wall in between the restroom doors, and in the middle of the room, directly facing the poster, is a wooden bench.\n\nto the south.", "endoftext": false }, { "action": "Again", "response": "(heading south)\n\nThis room is a bit crowded for your tastes: between the many round tables, each surrounded by a complement of folding chairs, there isn't much space to get from one end of the room to the other. The main stairway is north, the kitchen is east, and the narthex is west.\n\nOne corner is given over to a glass case containing a model church.\n\nThe cat wanders off to the west, glancing back at you as if to check whether you're following.", "endoftext": false }, { "action": "Again", "response": "(heading west)\n\nThe main entryway to the church, this room has been set up to be as welcoming as possible. A rack of pamphlets sits in the center of a large table, flanked by pots of fake flowers. Lying open on a podium\nis a huge Bible. Pinned up on one wall is a board full of name tags.\n\nTo the east is the fellowship hall, and the large passage to the north obviously leads to the main sanctuary. The way out of the church is south of here, but that's none of your concern currently.\n\nThe cat watches you for a moment, but runs off to the north before you can get near it.", "endoftext": false }, { "action": "Again", "response": "(heading north)\n\nThis room can't be as large as it seems. It certainly didn't look so huge from outside. It must be some kind of optical illusion, created\nby the angles of the vaulted ceiling or the long rows of pews.\n\nNear the southern exit is a rolltop desk. Up at the north end of the room is the altar, and the east stairway must lead up to the balcony.\n\nIt is dark outside, and the stained glass windows are dull and lifeless.\n\nto the north.", "endoftext": false }, { "action": "Again", "response": "(heading north)\n\nA few steps up from the pews to the south are the preacher's pulpit, the altar, and the American and Christian flags. Behind them, to the north, is a tiny doorway.\n\nOn the altar are two candles.\n\nA large cross hangs high on the wall above the altar.\n\nThe cat watches you for a moment, but runs off to the north before you can get near it.", "endoftext": false }, { "action": "You go south", "response": "The black walls in here have been painted with Bible verses that glow underneath the UV lights. The couches are glowing, too; unsettlingly green. The door to the north, on the other hand, is barely visible.\n\nPropped up in one corner is a rough wooden cross.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na potted plant\na men's room garbage can\nsome glowing tissue paper\na Bible Quiz Tournament trophy\na bird cage\na can of tomato soup\na can of pears\na can of \"Sugarman's Potted Meat Food Product\"\na can of cherry pie filling\na can of chicken soup\na can of peaches\na name tag (being worn)\na can opener\na jam jar\nsome ectoplasm\na small white cross\na stack of photos\nCasey's notes\na Polaroid camera (being worn)", "endoftext": false }, { "action": "You put the tissue on the light", "response": "Which do you mean, the light switch or the blacklights?", "endoftext": false }, { "action": "You put the paper under the lights", "response": "The lights are already on.\n\nI didn't understand that sentence.", "endoftext": false }, { "action": "Smell glowing", "response": "(the glowing tissue paper)\nThe tissue has a flat, stuffy scent that makes you want to sneeze.", "endoftext": false }, { "action": "Photograph tissue paper", "response": "(with the Polaroid camera)\nYou snap a picture of the glowing tissue paper. The camera whirrs and vibrates and eventually spits out a print of the photo.", "endoftext": false }, { "action": "You examine the photo of the tissue", "response": "Something about the lighting in the photo makes it hard to tell that the tissue paper was glowing, but the tissue has an unnatural greenish tinge to it.", "endoftext": false }, { "action": "You examine photos", "response": "You're holding ten photos:\ntwo photos of the glowing tissue paper\na photo of the ghostly figure floating in the air\na photo of the model church\na photo of the ladies' room mirrors\na photo of darkness\na photo of the flickering lights\na photo of you taking a photo of yourself\na photo of the bird cage\na photo of the cat looking through the window", "endoftext": false }, { "action": "You examine the cage", "response": "The curving faux-wrought-iron bars and caked-on \"rust\" identify this\nas one of the non-functioning, overpriced decorations which are so popular in craft stores. What does a Sunday School need with a bird cage?", "endoftext": false }, { "action": "You put the tissue in the cage", "response": "The bird cage seems to be welded closed. It must be purely decorative.", "endoftext": false }, { "action": "You look up tissue", "response": "(in Casey's notes)\nYou riffle through the notes, but it looks like Casey didn't have anything to say about the glowing tissue paper.", "endoftext": true }, { "action": "You describe your surroundings", "response": "The black walls in here have been painted with Bible verses that glow underneath the UV lights. The couches are glowing, too; unsettlingly green. The door to the north, on the other hand, is barely visible.\n\nPropped up in one corner is a rough wooden cross.", "endoftext": false }, { "action": "You look at the couches", "response": "The black lights reveal several glowing stains on the couches.", "endoftext": false }, { "action": "You read the bible verses", "response": "There are maybe a dozen different verses, painted in different UV-sensitive colors, but one in particular demands your attention:\n\nFor the wages of sin is death, but the free gift of God is eternal life.\n\nIt should be \"The wages of sin are death.\"", "endoftext": false }, { "action": "You search couches", "response": "You'd rather not touch the couches. In fact, you'd rather not even get too close to them.", "endoftext": false }, { "action": "You look at the ectoplasm under the blacklights", "response": "(in Casey's notes)\nYou flick through the notes and read Casey's scrawly handwriting:\n\"Yes! This room! So, Patrick the youth leader got us together a few years ago and had us paint the walls of this room black, and then\npaint Bible verses on it, and then install black lights instead of normal lights, so it would look like a Christian rave or whatever. And I mean it looks fairly cool, I guess.\n\n\"But when you have a dark room, with purple lights, and a bunch of couches, and then you invite teenagers into the room and leave them in that room unattended, what happens is, the teenagers will use that\nroom for what Patrick the youth leader calls 'heavy petting'.\n\n\"So that's why this room is called the Black Light Make-Out Room.\"\n\nYou can't see any such thing.", "endoftext": false }, { "action": "You take the cross", "response": "(the small white cross)\nYou already have that.", "endoftext": false }, { "action": "You examine the fuse box", "response": "Someone left the fuse box door hanging open, showing a neat row of red switches. Most are in the on position, but one, marked \"WEST\nBASEMENT\", is off.", "endoftext": false }, { "action": "You flip the basement on", "response": "You flick the last switch into the ON position.", "endoftext": false }, { "action": "You look at the cloth", "response": "Thick, heavy black cloth of some kind—a curtain or something, maybe.", "endoftext": false }, { "action": "You look at the sphere", "response": "It's a black metal ball with numerous round glass panels set into it. Turning it over, you notice that it's heavyish and slightly warm to\nthe touch. Your fingers also find a small button on the top? base? side? of the sphere.", "endoftext": false }, { "action": "You get the sphere", "response": "Taken.", "endoftext": false }, { "action": "You press the button", "response": "The button clicks, and blue light streams from the glass panels on the sphere, reflecting off the cheap-looking mirror and scattering across the walls and ceiling. This must be one of those party light sphere things that are supposed to make your house look like a nightclub or something.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nsome black cloth\na party light sphere (glowing)\na potted plant\na men's room garbage can\nsome glowing tissue paper\na Bible Quiz Tournament trophy\na bird cage\na can of tomato soup\na can of pears\na can of \"Sugarman's Potted Meat Food Product\"\na can of cherry pie filling\na can of chicken soup\na can of peaches\na name tag (being worn)\na can opener\na jam jar\nsome ectoplasm\na small white cross\na stack of photos\nCasey's notes\na Polaroid camera (being worn)", "endoftext": false }, { "action": "You look at the mirror", "response": "The mirror is large-ish, but the frame is just cheap fake-wood-grain plastic and the glass (is it actually glass?) is slightly warped. Judging by the Goodwill price sticker on the frame, its previous owner didn't think much of it either.", "endoftext": false }, { "action": "You listen", "response": "The church is silent.", "endoftext": false }, { "action": "You examine the stained glass", "response": "Some of the designs are purely abstract, but you notice a dove, a\nlion, a lamb, and what looks like an elk.", "endoftext": false }, { "action": "Go north", "response": "This is a far cry from the grandeur of the sanctuary. The walls are covered in some kind of dark wood panels, but they're shabby and windowless, and the floor is bare concrete. A huge wooden chest and a closet full of robes take up one wall. You can head back out to the altar to the south, or try the sliding door to the north.\n\nSome more ectoplasm is smeared on the floor.", "endoftext": false }, { "action": "You go to the north", "response": "It turns out it's not that easy taking a photo of yourself with a Polaroid camera. The picture came out slightly blurry; you're not sure if it's because you weren't holding the camera still, or because it\nwas too close to your face.\n\nYou could hardly call this a room. It's just a long, musty, narrow space behind a wall. At one end, a flight of stairs runs up to the\nroom behind the altar; at the other end a heavy door leads out to the south. In between them, a fuse box is mounted on the wall, its metal door hanging open to reveal a row of switches.\n\nYou can see a cheap-looking mirror here.", "endoftext": false }, { "action": "Go south", "response": "The hall ends here at a heavy door to the north. A huge mural of David fighting Goliath adorns the west wall, but it's marred by a streak of gray gunk clinging to the wall.", "endoftext": false }, { "action": "You look at the mural", "response": "Which do you mean, David or the giant?", "endoftext": false }, { "action": "You examine david", "response": "David stands poised, ready to sling a stone at Goliath. The mural\nmakes him look like a ten-year-old. You can't really remember the the details of the story now, but surely he'd have to be a bit older than that before he was allowed to do battle with giants.", "endoftext": false }, { "action": "You look at Goliath", "response": "Goliath is stooping slightly to avoid hitting his head on the ceiling of the hallway.", "endoftext": false }, { "action": "You put gunk in the jar", "response": "You've already taken a sample of the ectoplasm; that should be sufficient.", "endoftext": false }, { "action": "You go south", "response": "A huge rainbow arches across the wall in this part of the hallway. Underneath it, a door leads west, with an identical door opposite on the east wall.", "endoftext": false }, { "action": "You look at the rainbow", "response": "The rainbow is painted in a bright, cartoony style, with thin black lines between each of the colors. Unfortunately whoever painted it put the indigo and violet stripes in the wrong order.", "endoftext": true }, { "action": "Look around", "response": "(with the Polaroid camera)\nYou snap a picture of the party light sphere. The camera whirrs and vibrates and eventually spits out a print of the photo.\n\n>", "endoftext": false }, { "action": "You go west", "response": "A huge rainbow arches across the wall in this part of the hallway. Underneath it, a door leads west, with an identical door opposite on the east wall.\n\nYou can see a manger (empty), a huge stack of plastic chairs, a tin of half-used crayons, a pile of tiny hempen robes, a shepherd's crook, several big cloth signs, a tricycle, an unopened packet of marshmallows, an exercise ball, some paper streamer chains, and a door leading out to the hall here.", "endoftext": false }, { "action": "You examine it", "response": "A wooden pole with a large hook at one end. Presumably this is for the Christmas play. Judging by its size, the shepherds are played by children.", "endoftext": false }, { "action": "You look at the manger", "response": "This is clearly a manger from a Nativity scene—some wisps of hay are still caught in the corners. But baby Jesus is nowhere to be seen.", "endoftext": false }, { "action": "Unroll", "response": "(the glowing tissue paper)\nThat's not something you can open.", "endoftext": false }, { "action": "You get the signs", "response": "You start to pick up one of the signs, but it slips through your hands and starts to unroll, so you quickly push it back into place.", "endoftext": false }, { "action": "You look at the ball", "response": "(the party light sphere)\nIt's one of those party light sphere things, a black metal ball with bright blue light glowing out of the glass panels set into it. Turning it over, you notice that it's heavyish and slightly warm to the touch. Your fingers also find a small button on the top? base? side? of the sphere.", "endoftext": false }, { "action": "You examine the exercise ball", "response": "A huge neon pink exercise ball. Some church member is into yoga?", "endoftext": false }, { "action": "You get on the ball", "response": "(the party light sphere)\nThat's not something you can enter.", "endoftext": false }, { "action": "Ride tricycle", "response": "The tricycle creaks under your weight, so you quickly get off it\nagain.", "endoftext": true }, { "action": "Look around", "response": "The robes could only be worn by children, but they could represent any number of Bible characters. They've been tossed on the floor in a pitiable heap.\n\nYou can see a manger (empty), a huge stack of plastic chairs, a tin of half-used crayons, a pile of tiny hempen robes, several big cloth signs, a tricycle, an unopened packet of marshmallows, an exercise ball, some paper streamer chains, and a door leading out to the hall here.", "endoftext": false }, { "action": "Search room", "response": "The men's room garbage can is empty.", "endoftext": false }, { "action": "You get the robes", "response": "You pick up the robes, but only to fold them neatly and put them back in a tidier pile.", "endoftext": false }, { "action": "You examine the robes", "response": "The robes could only be worn by children, but they could represent any number of Bible characters. They have been folded and stacked up neatly.", "endoftext": false }, { "action": "You examine the chains", "response": "Colorful chains made out of paper streamers, like you might use as decorations for a kid's birthday party. The links are all different sizes, and there doesn't seem to be any pattern to the choice of colors. At a guess, you'd say the Sunday School children made these.", "endoftext": false }, { "action": "You go east", "response": "A huge rainbow arches across the wall in this part of the hallway. Underneath it, a door leads west, with an identical door opposite on the east wall.", "endoftext": false }, { "action": "Go east", "response": "This place is a mess.\n\nA series of rickety shelves mounted to the north wall have failed to put the room into any kind of order. For some reason, there's nothing on the lowest shelf, even though there's stuff everywhere else. Near the shelves is a sturdy cabinet, maybe three feet tall. In front of\nthe cabinet and blocking the lower two-thirds of its door stands a\nhuge amplifier. A plywood Noah's Ark and a plywood Ark of the Covenant are sitting on the floor by the cabinet. There's a case labelled \"HANDBELLS\" on the Ark of the Covenant.\n\nYou can just make out a container of some kind on the very top shelf, glistening strangely.", "endoftext": false }, { "action": "You examine glistening", "response": "The glistening container is up on top of the wall shelves; you can't get a look at it from your current height.", "endoftext": false }, { "action": "You look at Ark", "response": "Which do you mean, the plywood Noah's Ark or the plywood Ark of the Covenant?", "endoftext": false }, { "action": "You drop can", "response": "Which do you mean, the glistening container, the men's room garbage can, the men's room garbage can, the can of tomato soup, the can of pears, the can of \"Sugarman's Potted Meat Food Product\", the can of cherry pie filling, the can of chicken soup, or the can of peaches?", "endoftext": false }, { "action": "You drop the men'S", "response": "You place the men's room garbage can carefully on the floor.", "endoftext": false }, { "action": "You examine Noah'S", "response": "The whole thing is made out of plywood, but smaller planks of wood\nhave been painted on the sides to give the vague impression of a\ngiant, rectangular seafaring vessel. It's two feet tall, two feet\ndeep, and maybe four feet long.", "endoftext": false }, { "action": "You flip can", "response": "Which do you mean, the men's room garbage can, the men's room garbage can, the glistening container, the can of tomato soup, the can of pears, the can of \"Sugarman's Potted Meat Food Product\", the can of cherry pie filling, the can of chicken soup, or the can of peaches?", "endoftext": false }, { "action": "You flip the men'S", "response": "You turn the men's room garbage can upside down.", "endoftext": false }, { "action": "You look at Ark of the Covenant", "response": "This wooden box has been spraypainted gold and detailed with glitter markers in an attempt to convey that this is an object of great value. It's two feet tall, two feet deep, and maybe four feet long.\n\nOn the plywood Ark of the Covenant is a case labelled \"HANDBELLS\".", "endoftext": false }, { "action": "You stand on the men'S", "response": "You step up onto the upside-down men's room garbage can.", "endoftext": false }, { "action": "You examine glistening", "response": "The glistening container is up on top of the wall shelves; you can't get a look at it from your current height.", "endoftext": false }, { "action": "You take glistening", "response": "The glistening container is up on top of the wall shelves; you can't reach it from your current position.", "endoftext": false }, { "action": "You stand", "response": "You get off the upside-down men's room garbage can.\n\nThis place is a mess.\n\nA series of rickety shelves mounted to the north wall have failed to put the room into any kind of order. For some reason, there's nothing on the lowest shelf, even though there's stuff everywhere else. Near the shelves is a sturdy cabinet, maybe three feet tall. In front of\nthe cabinet and blocking the lower two-thirds of its door stands a\nhuge amplifier. A plywood Noah's Ark and a plywood Ark of the Covenant are sitting on the floor by the cabinet. There's a case labelled \"HANDBELLS\" on the Ark of the Covenant.\n\nYou can just make out a container of some kind on the very top shelf, glistening strangely.\n\nYou can see an upside-down men's room garbage can here.", "endoftext": false }, { "action": "You open the handbells", "response": "You open the case, revealing numerous handbell-shaped depressions in the velvet lining. No handbells here.\n\nYou close the case.", "endoftext": false }, { "action": "You examine the handbells", "response": "The case is made of tough black plastic.", "endoftext": false }, { "action": "Examine amplifier", "response": "This thing is much too big, and probably much too loud, for this church. That's probably why it's down here collecting dust.\n\nThe amplifier is about two feet tall.\n\nThe cat strolls in from the west and mews at you.", "endoftext": false }, { "action": "You stand on the amplifier", "response": "You climb up onto the amplifier.\n\nto the west.", "endoftext": false }, { "action": "You get glistening", "response": "The glistening container is up on top of the wall shelves; you can't reach it from your current height.", "endoftext": false }, { "action": "You stand", "response": "You clamber down again.\n\nThis place is a mess.\n\nA series of rickety shelves mounted to the north wall have failed to put the room into any kind of order. For some reason, there's nothing on the lowest shelf, even though there's stuff everywhere else. Near the shelves is a sturdy cabinet, maybe three feet tall. In front of\nthe cabinet and blocking the lower two-thirds of its door stands a\nhuge amplifier. A plywood Noah's Ark and a plywood Ark of the Covenant are sitting on the floor by the cabinet. There's a case labelled \"HANDBELLS\" on the Ark of the Covenant.\n\nYou can just make out a container of some kind on the very top shelf, glistening strangely.\n\nYou can see an upside-down men's room garbage can here.", "endoftext": false }, { "action": "You put the can on the amp", "response": "Which do you mean, the can of tomato soup, the can of pears, the can\nof \"Sugarman's Potted Meat Food Product\", the can of cherry pie filling, the can of chicken soup, the can of peaches, the upside-down men's room garbage can, the upside-down men's room garbage can, or the glistening container?", "endoftext": false }, { "action": "Men'S", "response": "(the upside-down men's room garbage can on the amplifier)\n(first taking the upside-down men's room garbage can)\n\nYou put the upside-down men's room garbage can on the amplifier.", "endoftext": false }, { "action": "You stand on the men'S", "response": "You're not sure that it's safe to climb onto the upside-down men's\nroom garbage can while it's on the amplifier.", "endoftext": false }, { "action": "You reach glistening with the crook", "response": "The glistening container is up on top of the wall shelves; even if you could reach it with the crook, the most you could do is knock it off onto the floor and make a huge mess.", "endoftext": false }, { "action": "You put the noah's ark on Ark of the Covenant", "response": "(first taking the plywood Noah's Ark)\n\nYou heft up the plywood Noah's Ark.\n\nThe plywood Noah's Ark is too large to fit on the plywood Ark of the Covenant while the case labelled \"HANDBELLS\" is still on it.", "endoftext": false }, { "action": "You get handbells", "response": "It's too awkward to pick up the case labelled \"HANDBELLS\" while you're still holding the plywood Noah's Ark.", "endoftext": false }, { "action": "You put other Ark on Ark", "response": "(the plywood Noah's Ark on the plywood Ark of the Covenant)\nThe plywood Noah's Ark is too large to fit on the plywood Ark of the Covenant while the case labelled \"HANDBELLS\" is still on it.", "endoftext": false }, { "action": "You drop Noah'S", "response": "You place the plywood Noah's Ark carefully on the floor.", "endoftext": false }, { "action": "You get the handbells", "response": "You heft up the case labelled \"HANDBELLS\".", "endoftext": false }, { "action": "You put Ark of the Covenant on the noah's ark", "response": "(first taking the plywood Ark of the Covenant)\n\nIt's too awkward to pick up the plywood Ark of the Covenant while you're still holding the case labelled \"HANDBELLS\".\nYou need to be holding the plywood Ark of the Covenant before you can put it on top of something else.", "endoftext": false }, { "action": "You drop the handbells", "response": "You can't just drop the case labelled \"HANDBELLS\" on the floor. What\nif someone steps on it or trips over it?", "endoftext": false }, { "action": "You put the handbells on the amp", "response": "You put the case labelled \"HANDBELLS\" on the amplifier.", "endoftext": false }, { "action": "Both", "response": "plywood Noah's Ark: The plywood Noah's Ark is already here.\nplywood Ark of the Covenant: The plywood Ark of the Covenant is\nalready here.", "endoftext": false }, { "action": "You put Noah's on Covenant", "response": "(first taking the plywood Noah's Ark)\n\nYou heft up the plywood Noah's Ark.\n\nYou put the plywood Noah's Ark on the plywood Ark of the Covenant.", "endoftext": false }, { "action": "You stand on Noah'S", "response": "The plywood Noah's Ark is too tall for you to climb up on top of it safely from your current position.", "endoftext": false }, { "action": "You get on the amp", "response": "There's a case labelled \"HANDBELLS\" and an upside-down men's room garbage can on top of the amplifier; you'll have to clear it off\nbefore you climb up.", "endoftext": false }, { "action": "You stand on Covenant", "response": "Covenant; you'll have to clear it off before you climb up.", "endoftext": false }, { "action": "You drop the men'S", "response": "You place the upside-down men's room garbage can carefully on the floor.", "endoftext": false }, { "action": "You get on the amp", "response": "There's a case labelled \"HANDBELLS\" on top of the amplifier; you'll have to clear it off before you climb up.", "endoftext": false }, { "action": "You get HANDBELLS", "response": "You heft up the case labelled \"HANDBELLS\".", "endoftext": false }, { "action": "You put HANDBELLS on floor", "response": "You can't just drop the case labelled \"HANDBELLS\" on the floor. What\nif someone steps on it or trips over it?", "endoftext": true }, { "action": "You describe your surroundings", "response": "This place is a mess.\n\nA series of rickety shelves mounted to the north wall have failed to put the room into any kind of order. For some reason, there's nothing on the lowest shelf, even though there's stuff everywhere else. Near the shelves is a sturdy cabinet, maybe three feet tall. In front of\nthe cabinet and blocking the lower two-thirds of its door stands a\nhuge amplifier. A plywood Ark of the Covenant is sitting on the floor by the cabinet, with a plywood Noah's Ark on top of it.\n\nYou can just make out a container of some kind on the very top shelf, glistening strangely.\n\nYou can see an upside-down men's room garbage can here.", "endoftext": false }, { "action": "You stand on other Ark", "response": "(the plywood Noah's Ark)\nThe plywood Noah's Ark is too tall for you to climb up on top of it safely from your current position.", "endoftext": false }, { "action": "You stand on Ark of the Covenant", "response": "Covenant; you'll have to clear it off before you climb up.", "endoftext": false }, { "action": "You put HANDBELLS on Ark of the Covenant", "response": "There's no room for the case labelled \"HANDBELLS\" on the plywood Ark\nof the Covenant while the plywood Noah's Ark is on the plywood Ark of the Covenant.", "endoftext": false }, { "action": "You put HANDBELLS on the noah's ark", "response": "Stacking the case labelled \"HANDBELLS\" on the plywood Noah's Ark on\nthe plywood Ark of the Covenant? On second thoughts, piling things\nthat high seems a bit dangerous.", "endoftext": false }, { "action": "You put HANDBELLS on the shelf", "response": "You put the case labelled \"HANDBELLS\" on the lowest shelf.", "endoftext": false }, { "action": "You stand on the amp", "response": "You climb up onto the amplifier.", "endoftext": false }, { "action": "You stand on the amp", "response": "You're already standing on the amplifier.", "endoftext": false }, { "action": "You stand on Noah'S", "response": "The plywood Noah's Ark is too tall for you to climb up on top of it safely, even though you're on the amplifier.", "endoftext": false }, { "action": "You stand", "response": "You clamber down again.\n\nThis place is a mess.\n\nA series of rickety shelves mounted to the north wall have failed to put the room into any kind of order. On the lowest shelf is a case labelled \"HANDBELLS\". Near the shelves is a sturdy cabinet, maybe\nthree feet tall. In front of the cabinet and blocking the lower two-thirds of its door stands a huge amplifier. A plywood Ark of the Covenant is sitting on the floor by the cabinet, with a plywood Noah's Ark on top of it.\n\nYou can just make out a container of some kind on the very top shelf, glistening strangely.\n\nYou can see an upside-down men's room garbage can here.", "endoftext": false }, { "action": "You stand on the cabinet", "response": "The sturdy cabinet is too tall for you to climb up on top of it safely from your current position.", "endoftext": false }, { "action": "You stand on the cabinet", "response": "The plywood Noah's Ark is too tall for you to climb up on top of it safely, even though you're on the amplifier.\n\nYou climb up onto the sturdy cabinet.", "endoftext": false }, { "action": "You stand on Noah'S", "response": "You climb up onto the plywood Noah's Ark. You now have a clear view of the glistening container.", "endoftext": false }, { "action": "You look at the container", "response": "It looks a lot like a paint can, but trails of viscous grayish goop\nare running down the sides. What printing you can see on the label is in the \"avoid contact with eyes, harmful if swallowed\" vein.", "endoftext": false }, { "action": "You get the container", "response": "The can of goo is still far out of reach, but at least from here you can take a clear picture of it.", "endoftext": false }, { "action": "Photograph container", "response": "(with the Polaroid camera)\nYou snap a picture of the can of goo. The camera whirrs and vibrates and eventually spits out a print of the photo.", "endoftext": false }, { "action": "You reach the container with the crook", "response": "You can reach the can with the crook, sure, but the most you could do is knock it off onto the floor and make a huge mess. Maybe you should just leave it where it is.", "endoftext": false }, { "action": "You stand", "response": "You clamber down again.\n\nThis place is a mess.\n\nA series of rickety shelves mounted to the north wall have failed to put the room into any kind of order. On the lowest shelf is a case labelled \"HANDBELLS\". Near the shelves is a sturdy cabinet, maybe\nthree feet tall. In front of the cabinet and blocking the lower two-thirds of its door stands a huge amplifier. A plywood Ark of the Covenant is sitting on the floor by the cabinet, with a plywood Noah's Ark on top of it.\n\nYou can just make out a container of some kind on the very top shelf, glistening strangely.\n\nYou can see an upside-down men's room garbage can here.", "endoftext": false }, { "action": "You examine the photo of the goo", "response": "Trails of glistening grayish goop run down the sides of the can and dribble onto the shelf beneath it.", "endoftext": false }, { "action": "Go west", "response": "A huge rainbow arches across the wall in this part of the hallway. Underneath it, a door leads west, with an identical door opposite on the east wall.", "endoftext": false }, { "action": "Go up", "response": "From here, the only way out is south to more hallway.", "endoftext": false }, { "action": "Go north", "response": "You could hardly call this a room. It's just a long, musty, narrow space behind a wall. At one end, a flight of stairs runs up to the\nroom behind the altar; at the other end a heavy door leads out to the south. In between them, a fuse box is mounted on the wall, its metal door hanging open to reveal a row of switches.", "endoftext": false }, { "action": "Up", "response": "This is a far cry from the grandeur of the sanctuary. The walls are covered in some kind of dark wood panels, but they're shabby and windowless, and the floor is bare concrete. A huge wooden chest and a closet full of robes take up one wall. You can head back out to the altar to the south, or try the sliding door to the north.\n\nSome more ectoplasm is smeared on the floor.", "endoftext": false }, { "action": "You go to the east", "response": "There isn't really any room in here for anything except the stairs up to the balcony. An archway to the west leads back out into the sanctuary.", "endoftext": false }, { "action": "Up", "response": "Standing here, you have a good view of the altar and most of the sanctuary. A low wall with a railing along the top prevents accidents, though it probably also obscures the view for anyone sitting on the balcony pews. A projector is mounted at one end of the pews, pointing down towards the front of the sanctuary. On the ceiling behind the pews, you can see the square outline of what must be a trapdoor of\nsome kind, and a narrow staircase leads back down to the sanctuary.\n\nThe orange box is sitting upside down on the floor.\n\nA tangled heap of bars and cables is lying near the edge of the balcony.\n\nYou can also see an upside-down ladies' room garbage can here.", "endoftext": false }, { "action": "You get on ladies'", "response": "You step up onto the upside-down ladies' room garbage can.", "endoftext": false }, { "action": "Crook", "response": "You catch the loop of cord with the end of the crook and pull. The trapdoor opens and a small ladder slides down, offering access to the steeple above.", "endoftext": false }, { "action": "You stand", "response": "You get off the upside-down ladies' room garbage can.\n\nStanding here, you have a good view of the altar and most of the sanctuary. A low wall with a railing along the top prevents accidents, though it probably also obscures the view for anyone sitting on the balcony pews. A projector is mounted at one end of the pews, pointing down towards the front of the sanctuary. Behind the pews you can see the ladder up to the steeple, and a narrow staircase leads back down\nto the sanctuary.\n\nThe orange box is sitting upside down on the floor.\n\nA tangled heap of bars and cables is lying near the edge of the balcony.\n\nYou can also see an upside-down ladies' room garbage can here.", "endoftext": false }, { "action": "Go up", "response": "The inside of the church steeple is a cold concrete cube with cinderblock walls. There's one window, but it's been boarded up.\n\nYou jump. There's a boy sitting on the floor, smirking at you. It's Aiden Kingsley.\n\nThe ghost's glowing dress lies in a heap nearby. It doesn't look very ghostly now.\n\nAiden stands up. \"Hey, hey, Robin! Are you enjoying your evening?\" he asks, smiling.\n\nYou are not smiling. \"So you're the ghost.\"\n\n\"Well, yes. Well, no. I am not a dead person. Heh. But I portrayed the ghost you saw, yes.\"\n\n\"Does Orchid know?\"\n\n\"Does Orchid know. Does Orchid know? What a well-chosen detective question.\"\n\nAiden looks down the trapdoor behind you. \"Do you think we could continue this conversation downstairs? It's really freaking cold up here.\"", "endoftext": false }, { "action": "You hit Aiden", "response": "Aiden—like suspended-at-the-very-least levels of trouble.", "endoftext": false }, { "action": "Yes", "response": "Aiden grimaces. \"Seriously, can we talk downstairs? I'm about to\nfreeze to death. And then I'll be a real ghost! Heh.\"", "endoftext": true }, { "action": "Go downward", "response": "Standing here, you have a good view of the altar and most of the sanctuary. A low wall with a railing along the top prevents accidents, though it probably also obscures the view for anyone sitting on the balcony pews. A projector is mounted at one end of the pews, pointing down towards the front of the sanctuary. Behind the pews you can see the ladder up to the steeple, and a narrow staircase leads back down\nto the sanctuary.\n\nThe orange box is sitting upside down on the floor.\n\nA tangled heap of bars and cables is lying near the edge of the balcony.\n\nYou can also see an upside-down ladies' room garbage can here.\n\nYou look back to make sure Aiden has followed you.\n\n\"Yes. Now I'll tell you the answer to your question. Of course Orchid knows. This was all Orchid's idea. She was very naughty. And I'm not even supposed to be here, so I should probably get going.\"\n\nHe tries to slip past you, but you grab his arm.\n\nAiden yelps like a dog. \"What's your problem?\"\n\n\"You're not going anywhere. I've got a few more questions.\"\n\n\"Then can you get your hands off me first? You're gonna break my arm.\"\n\n\"Sure.\" You let go of his arm. \"Let's get going.\" You know exactly where the two of you are going, but you should probably keep that a surprise.", "endoftext": false }, { "action": "Photograph aiden", "response": "(with the Polaroid camera)\nYou snap a picture of Aiden. The camera whirrs and vibrates and eventually spits out a print of the photo.", "endoftext": true }, { "action": "Go downward", "response": "There isn't really any room in here for anything except the stairs up to the balcony. An archway to the west leads back out into the sanctuary.\n\nAiden mopes along after you.\n\n\"Yeah, Orchid brought the idea to me. She said if she could write a story about a real ghost, then maybe people would actually read the newspaper. Heh. But I told her I'd help her.\"\n\n\"Why?\"\n\n\"For the heck of it, primarily.\"", "endoftext": false }, { "action": "Go upwards", "response": "No time to explore now. Sharon needs to know what's been going on.", "endoftext": false }, { "action": "You look at the dress", "response": "It's been cut up and painted, but you're pretty sure you recognize the dress as the one Orchid wore last Halloween, when she was Dorothy\nGale.", "endoftext": false }, { "action": "You take the photo of the dress", "response": "(with the Polaroid camera)\nYou snap a picture of the glowing dress. The camera whirrs and\nvibrates and eventually spits out a print of the photo.", "endoftext": true }, { "action": "Go downwards", "response": "The inside of the church steeple is a cold concrete cube with cinderblock walls. There's one window, but it's been boarded up.\n\nAiden looks you over.\n\nThe ghost's glowing dress lies in a heap nearby. It doesn't look very ghostly now.\n\nStanding here, you have a good view of the altar and most of the sanctuary. A low wall with a railing along the top prevents accidents, though it probably also obscures the view for anyone sitting on the balcony pews. A projector is mounted at one end of the pews, pointing down towards the front of the sanctuary. Behind the pews you can see the ladder up to the steeple, and a narrow staircase leads back down\nto the sanctuary.\n\nThe orange box is sitting upside down on the floor.\n\nA tangled heap of bars and cables is lying near the edge of the balcony.\n\nYou can also see an upside-down ladies' room garbage can here.\n\nYou look back to make sure Aiden has followed you.\n\n\"Yes. Now I'll tell you the answer to your question. Of course Orchid knows. This was all Orchid's idea. She was very naughty. And I'm not even supposed to be here, so I should probably get going.\"\n\nHe tries to slip past you, but you grab his arm.\n\nAiden yelps like a dog. \"What's your problem?\"\n\n\"You're not going anywhere. I've got a few more questions.\"\n\n\"Then can you get your hands off me first? You're gonna break my arm.\"\n\n\"Sure.\" You let go of his arm. \"Let's get going.\" You know exactly where the two of you are going, but you should probably keep that a surprise.", "endoftext": true }, { "action": "Go downward", "response": "There isn't really any room in here for anything except the stairs up to the balcony. An archway to the west leads back out into the sanctuary.\n\nAiden mopes along after you.\n\n\"Yeah, Orchid brought the idea to me. She said if she could write a story about a real ghost, then maybe people would actually read the newspaper. Heh. But I told her I'd help her.\"\n\n\"Why?\"\n\n\"For the heck of it, primarily.\"", "endoftext": true }, { "action": "Go downward", "response": "From here, you could head west to the sanctuary and up to the balcony.", "endoftext": false }, { "action": "Go west", "response": "This room can't be as large as it seems. It certainly didn't look so huge from outside. It must be some kind of optical illusion, created\nby the angles of the vaulted ceiling or the long rows of pews.\n\nNear the southern exit is a rolltop desk. Up at the north end of the room is the altar, and the east stairway must lead up to the balcony.\n\nIt is dark outside, and the stained glass windows are dull and lifeless.\n\nAiden follows you in.\n\n\"Originally, she was just going to let me in the church during the sleepover, and we'd just spend the night taking a bunch of ghost pictures. However. Then we found out that you were going to be the other newspaper girl staying the night. And Orchid said you'd never go along with it. So we had to change the plan.\"", "endoftext": false }, { "action": "You examine the desk", "response": "You saw one of these in a movie once. The top recedes into the back of the desk, and you can hide a convict inside.", "endoftext": false }, { "action": "You look up desk", "response": "(in Casey's notes)\nYou flick through the notes and read Casey's scrawly handwriting: \"The sound guy, whose name I don't remember, keeps all the controls for the sound and lights in that rolltop desk. He takes the key to the desk home with him, because the stuff inside is super expensive. I'm just fine with not breaking into it and messing around because I would probably break everything.\"", "endoftext": false }, { "action": "You look up sound guy", "response": "(looking up \"sound guy\" in Casey's notes)\nYou riffle through the notes, but you can't find anything that seems relevant.", "endoftext": false }, { "action": "You ask Aiden for the number", "response": "Aiden looks around nervously. \"Why don't we keep moving, huh?\"", "endoftext": false }, { "action": "You go to the south", "response": "The main entryway to the church, this room has been set up to be as welcoming as possible. A rack of pamphlets sits in the center of a large table, flanked by pots of fake flowers. Lying open on a podium\nis a huge Bible. Pinned up on one wall is a board full of name tags.\n\nTo the east is the fellowship hall, and the large passage to the north obviously leads to the main sanctuary. The way out of the church is south of here, but that's none of your concern currently.\n\nAiden follows you in.\n\nAs you enter the narthex, Orchid strolls in through the front door of the church. When she sees Aiden, her eyes go wide.\n\n\"Aiden! What are you doing here?\"\n\n\"Hey. Don't bother,\" Aiden snaps. \"I've already told her everything.\nOr almost everything. Heh.\"\n\nOrchid rushes up to Aiden with her fists clenched. \"You're lying. There's no proof. All you can prove is that you broke into the church and tried to scare us.\"\n\n\"Well, no,\" says Aiden. \"I can prove some other things. I have the receipts. For the makeup and everything. Because you had to use a credit card, idiot.\"\n\nOrchid goes quiet.\n\n\"Well, we can talk about this in the morning,\" Aiden says, and he\nmakes for the southern exit—but you grab his arm, and he cries out softly. \"Yeah. Your way is probably better.\"", "endoftext": false }, { "action": "You show the photos to Orchid", "response": "Orchid declines to comment.", "endoftext": false }, { "action": "Go east", "response": "This room is a bit crowded for your tastes: between the many round tables, each surrounded by a complement of folding chairs, there isn't much space to get from one end of the room to the other. The main stairway is north, the kitchen is east, and the narthex is west.\n\nOne corner is given over to a glass case containing a model church.\n\nAiden and Orchid come in after you.\n\n\"Now, where were we? Orchid didn't trust you to help her pull off this hoax. She said you're too much of a straight arrow. Those weren't her exact words. What were your exact words, Orchid?\"\n\nOrchid is looking down at her shoes.\n\nAiden shrugs. \"She said something really nasty.\"", "endoftext": false }, { "action": "You go north", "response": "This room forms a sort of nook off the fellowship hall to the south. A wide flight of stairs leads down to the basement. There are doors to the north, northeast and southeast; according to the plaques on them, they open onto the pastor's office, the men's restroom and the ladies' restroom respectively.\n\nA vast framed poster is hanging on the wall in between the restroom doors, and in the middle of the room, directly facing the poster, is a wooden bench.\n\nOrchid and Aiden follow along.\n\n\"But Orchid had this other great idea. She figured if we went a little further with the hoax, we could get you to believe the ghost was real. Heh.\"\n\n\"I wasn't trying to trick you!\" Orchid pleads. \"I just wanted it to be authentic. I wanted it to be a great story.\"\n\n\"Sure, and then the great ghost story would be in the newspaper with the name of the most trustworthy reporter on staff on it, and Orchid's name too.\" Aiden chuckles. \"But, looks like that didn't work out.\"", "endoftext": true }, { "action": "Go downward", "response": "This room is apparently just for show; there are no tables or chairs.\nA wide staircase runs up to the main floor of the church, and doorways lead east to the nursery, south to the Sunday School room and north to the boiler room. Mounted on the wall is a gigantic abstract painting.\n\nThe TV trolley is standing in the middle of the room, looking lonely.\n\nOrchid and Aiden come down the stairs after you.\n\nAiden looks past you, into the nursery, and you can see something\nclick in his brain.\n\n\"Although, you know, we could still do it. You guys can write the story, I won't say anything, Orchid won't say anything, everyone will love it, you'll probably be co-editors-in-chief next year. Let's go back upstairs, we'll get some better pictures of the ghost.\"\n\n\"No thanks,\" you say.", "endoftext": false }, { "action": "Photograph orchid", "response": "(with the Polaroid camera)\nYou snap a picture of Orchid. The camera whirrs and vibrates and eventually spits out a print of the photo.", "endoftext": false }, { "action": "Go east", "response": "Battered toys spill out of the toybox and across the floor, piling up in a corner of the room. Cupboards are mounted high on the walls, out of reach of tiny fingers, and an enormous blue recliner sits\nunderneath them. It's already dark outside, and the doors west to the basement stairway and south to the youth room are dark as well.\n\nYour sleeping bag is lying on a tidy patch of floor, ready for when\nyou finish your investigation.\n\nSharon's makeshift bed doesn't look comfortable, but apparently she's fast asleep anyway.\n\nYou usher Aiden and Orchid in ahead of you.", "endoftext": false }, { "action": "You wake sharon", "response": "Sharon stirs, rubs her eyes, and looks at you, then Orchid, then\nAiden. She says something that one does not typically say in a church.\n\n***", "endoftext": false }, { "action": "You press space", "response": "\"What did she say?\"\n\n\"I won't repeat it.\"\n\nCasey slumps back in his chair. \"You would make a great Christian,\" he mutters.\n\n\"I'm sure I would.\" You try not to smile.\n\n\"Well, how did Aiden fly around in the sanctuary?\"\n\n\"I'm entertaining a hypothesis. I noticed components from an unusual mechanism lying around in the balcony.\"\n\n\"The Engelgurt?\"\n\n\"If you like. I assume that, while I was chasing after Aiden, Orchid was up in the balcony disassembling the rig so it would look ever so slightly less suspicious.\"\n\n\"Hey, did you hear what happened to Orchid?\"\n\n\"I heard that she's suspended from the next two issues of the paper.\"\n\nCasey pouts. \"I wanted to be the one to tell you.\"\n\n\"Sorry. Why don't you tell me what happened to Aiden?\"\n\n\"I'd love to! Except, I didn't know anything happened to Aiden. I didn't think they could do anything, since he's not on the newspaper?\"\n\n\"Unfortunately for Aiden, in this case the left and right hands are in close communication. The drama department is putting him on probation for an as-yet undetermined period.\"\n\nCasey perks right back up. \"Robin! That is the best thing I've ever heard! Although the thing about Orchid is pretty great too.\"\n\n\"Well, Orchid is getting what she wanted anyway, I think. The\nWarbler is going to run a story that people will actually\nread, for once—except this one is true.\"", "endoftext": true }, { "action": "You look up gwen", "response": "(Gwen)\n(in Casey's notes)\nYou flick through the notes and read Casey's scrawly handwriting:\n\"I'll tell you about the big painting at the bottom of the stairs, but first I have to tell you about Homeschooled Gwen.\n\n\"Homeschooled Gwen, so called because she was totally homeschooled, went to our high school. Yes! She was not in fact completely homeschooled, because her parents sent her to West for seventh-period geometry, because they did not remember the quadratic formula. It is:\nx equals negative b plus or minus the square root of b squared minus 4ac, over 2a.\n\n\"But Gwen's parents couldn't remember that, even though I, Casey, memorized it so easily. So Gwen went to West High. And she was in my Geometry class.\"\n\nYou pause before flipping the page. This story barely seems relevant\nto the church, much less your investigation. Are you sure you want to keep reading?", "endoftext": false }, { "action": "Yes", "response": "You turn the page:\n\n\"So, due to being homeschooled, Gwen was not at all socialized for interacting with us teens of the modern era. What I am saying is that she was super weird. I was friends with her mostly out of morbid curiosity. Here are some of the weird stunts she pulled in Geometry: Told us all individually what breed of dog we would be if we were\ndogs. Read us stories, apparently like Wendy read to the Lost Boys. Gave us a survey about what we found attractive in girls.\n\n\"When I say 'us' I mean just the boys in class. Gwen was super boy-crazy, because, due to being homeschooled all of her life, Gwen\nhad never seen a boy before. Yes.\"\n\nThis looks like it might be turning into an extended rant against the institution of homeschooling (Casey can be something of a jerk when it comes to things he knows nothing about). Do you want to continue?", "endoftext": false }, { "action": "Yes", "response": "Casey goes on:\n\n\"I mean she had probably seen a male human before. She had a dad; we found that out eventually. But you know what I mean.\n\n\"Anyway one day after school, after seventh-period geometry, I was hanging out in the mud room waiting for my ride home, and Gwen was there too, waiting for her own ride back to her own horrible school-home hybrid, and then Patrick the youth leader showed\nup, because he's still allowed on school grounds. And he asked me\nabout the lock-in.\"\n\nIt is increasingly clear to you that this story has no bearing on your investigation. Do you want to keep reading it?", "endoftext": false }, { "action": "Yes", "response": "You turn another page.\n\n\"Or he asked me about something. Probably the lock-in. But we\nwere talking, and Gwen was there, and Patrick the youth leader WITHOUT CONSULTING ME BEFOREHAND looks over at Gwen and asks her if she wants to come to the lock-in. And of course Gwen says yes, because there\nwill be boys there.\n\n\"Gwen came to the lock-in, and after that she started coming to the high school group meetings. And an unfortunate percentage of people in the group did not seem to catch on right away that Gwen was a nutbar, so she felt very welcome and emotionally supported by us, and when Patrick the youth leader opened the floor for 'discussion' after his sermons we all got to listen to her insane opinions about\nThanksgiving, and family togetherness, and sex, etc., etc.\"\n\nYou look up from the notes. Maybe there's something else you should be doing. Do you want to continue reading?", "endoftext": false }, { "action": "Yes", "response": "\"Then, this was around the end of last semester, Patrick the youth leader gave all of us in the group one of his CHALLENGES. His\nCHALLENGE to us this particular week was for us to think about our relationship to the church. I mean, like, 'spend the next seven days thinking about this, and come back next week with something really profound.' A lot of Patrick the youth leader's CHALLENGES are\nbasically attempts to get us to say something profound.\n\n\"And of course we all forgot about this CHALLENGE immediately, because come on. He never follows up on any of them anyway. He just read in some youth leader magazine that you should give your youth group CHALLENGES.\n\n\"And when we came back the next week, of course, Patrick the youth leader doesn't bother asking anyone what brilliant answers we came up with to his incredibly vague CHALLENGE. We had a sermon and then we played Sardines or whatever.\n\n\"But before we could leave, Patrick the youth leader called us all together, because Gwen had something to share with us.\"\n\nKeep reading?", "endoftext": false }, { "action": "Yes", "response": "\"Now that I think about it, she must have brought the painting in with her, left it behind a couch or something, and waited for three hours\nor however long for Patrick the youth leader to ask for people's answers to his CHALLENGE of the previous week. She was just too\nfreaked out and embarrassed to bring it up herself, until the very\nlast possible moment.\n\n\"So yeah it was this painting. I'm not gonna bother describing this painting, because you can see it yourself. But if you think about it, all those tiny brushstrokes on a canvas that huge must have taken a zillion hours to do, and she supposedly only had a week to paint it. I guess that's what the church meant to Gwen.\"\n\nIt goes on a little longer, but that feels like an end to the \"substance\" of the story, such as it is. Should you bother reading the rest?", "endoftext": false }, { "action": "Yes", "response": "\"Well, sometime during the summer, Gwen quit coming to the youth\ngroup. It took me a while to figure out what happened but it turns out she got grounded from church because her parents\nfound out she had a crush on a boy who went there.\n\n\"So, that is the story on Homeschooled Gwen. You will never meet her, because her parents will never let her out of the house again.\"", "endoftext": false }, { "action": "Go west", "response": "No time to explore now. Sharon needs to know what's been going on.", "endoftext": false }, { "action": "You look up nap", "response": "(looking up \"nap\" in Casey's notes)\nYou riffle through the notes, but you can't find anything that seems relevant.", "endoftext": false }, { "action": "You look up the napping", "response": "(looking up \"napping\" in Casey's notes)\nYou riffle through the notes, but you can't find anything that seems relevant.", "endoftext": false }, { "action": "You hide", "response": "(in the glowing tissue paper)\nThe glowing tissue paper wouldn't make much of a hiding spot.", "endoftext": false }, { "action": "You look up the CHALLENGES", "response": "(looking up \"challenges\" in Casey's notes)\nYou riffle through the notes, but you can't find anything that seems relevant.", "endoftext": false }, { "action": "You examine the photo of Orchid", "response": "Orchid scowls out of the photo at you, her eyebrows scrunched and her mouth turned down at the corners.", "endoftext": false }, { "action": "You examine Orchid", "response": "Orchid, like most girls your age, is taller than you. Her cheeks are covered in freckles that you had never seen before tonight; she must put makeup on over them for school. You have the uneasy feeling that there are more freckles on her left cheek than her right.\n\nShe notices you examining her, and you look away.", "endoftext": false }, { "action": "Kiss orchid", "response": "The reason your overnight investigatory team had to consist of two girls was to minimize the chances of any funny business.", "endoftext": false }, { "action": "You look up nativity", "response": "(looking up \"nativity\" in Casey's notes)\nYou riffle through the notes, but you can't find anything that seems relevant.", "endoftext": false }, { "action": "You look up manger", "response": "(in Casey's notes)\nYou flick through the notes and read Casey's scrawly handwriting: \"So last year, Orchid said she wanted to run the Christmas play. And\nMarcie Kempulfers, who always runs the Christmas play every year, thought that was a great idea. She said it would be really cute to\nhave a little girl be in charge of the play. This was last year, so Orchid was either fifteen or sixteen years old, I think.\n\n\"The first thing Orchid suggested was that they use a real baby to\nplay the baby Jesus. Some church person had a baby, and Orchid,\nbecause she's completely a girl, was totally nuts for this baby. But Marcie says oh no, we always use a doll for the baby Jesus, real\nbabies cause so many headaches.\n\n\"You can see where this is going. But I'll write more about it in some other entries. This is Entry One of Four.\"", "endoftext": false }, { "action": "You look up the entry two", "response": "(looking up \"entry two\" in Casey's notes)\nYou riffle through the notes, but you can't find anything that seems relevant.", "endoftext": false }, { "action": "You look up marcie", "response": "(in Casey's notes)\nYou flick through the notes and read Casey's scrawly handwriting: \"Marcie Kempulfers is in charge of the bell choir and that kind of thing and she's boring.\"", "endoftext": false }, { "action": "You look up HANDBELLS", "response": "(in Casey's notes)\nYou flick through the notes and read Casey's scrawly handwriting:\n\"Here is the deal with the handbells. Marcie Kempulfers is in charge\nof the bell choir. She has a very strict handbell protocol. The handbells are church property, and she says so frequently as people\ntry to goof off in bell choir practice.\n\n\"But Patrick the youth leader is not so uptight, and for this youth service he thought we should do a bell choir number, without any oversight by or permission from Marcie Kempulfers. He decided we\nshould play 'Seek Ye First', because he could only force an octave's worth of kids to volunteer, and he thought it was an easy song. And it is an easy song. But we were poorly motivated.\n\n\"So the youth service rolls around, and the extremely unofficial youth bell choir has yet to master our song. But we're listed in the\nprogram. We have to go out and perform, and when we perform this song we are going to butcher it.\n\n\"Then, right before the service starts, Marcie Kempulfers shows up to have words with Patrick the youth leader. The effects of these words were, first of all, we were definitely not going to be performing a non-Kempulfers-supervised handbell piece, ever, and secondly, now Marcie takes the handbells home with her whenever they aren't being used at church.\n\n\"I don't know why she doesn't take the case too.\"", "endoftext": false }, { "action": "You look up mary", "response": "(looking up \"mary\" in Casey's notes)\nYou riffle through the notes, but you can't find anything that seems relevant.", "endoftext": false }, { "action": "You look up joseph", "response": "(looking up \"joseph\" in Casey's notes)\nYou riffle through the notes, but you can't find anything that seems relevant.", "endoftext": false }, { "action": "You look up christmas", "response": "(looking up \"christmas\" in Casey's notes)\nYou riffle through the notes, but you can't find anything that seems relevant.", "endoftext": false }, { "action": "You look up nativity", "response": "(looking up \"nativity\" in Casey's notes)\nYou riffle through the notes, but you can't find anything that seems relevant.", "endoftext": false }, { "action": "You look up play", "response": "(looking up \"play\" in Casey's notes)\nYou riffle through the notes, but you can't find anything that seems relevant.", "endoftext": false }, { "action": "You look up cows", "response": "(looking up \"cows\" in Casey's notes)\nYou riffle through the notes, but you can't find anything that seems relevant.", "endoftext": false }, { "action": "You look up crook", "response": "(in Casey's notes)\nYou flick through the notes and read Casey's scrawly handwriting: \"Okay. Just as she's about to land, Orchid's robe gets caught on one\nof the shepherd's crooks, and the Engelgurt suffers a critical failure and Orchid falls to the floor and according to some witnesses almost dies. The whole service gets shut down so that Orchid can go to the emergency room, although I think all that happened was she sprained\nher ankle.\n\n\"Of course, Orchid is in huge trouble with Marcie Kempulfers and with the church in general, but what does being in trouble with a church even mean? It's not like they can expel you. We're Methodists. They didn't even get rid of the Engelgurt; it's still in the storage room.\n\n\"And anyway Orchid wasn't sorry at all. She kept saying, 'At least it was new!' 'At least it was exciting!' Because that's how she operates.\n\n\"That's it. This is Entry Four of Four.\"", "endoftext": false }, { "action": "You look up the robes", "response": "Which do you mean, the choir robes or the neat stack of hempen robes?", "endoftext": false }, { "action": "You look up the hempen robes", "response": "(in Casey's notes)\nYou flick through the notes and read Casey's scrawly handwriting: \"So next Orchid says she wants the shepherds to sing a song. You have to understand that the shepherds are played by the littler kids, and the older kids play angels or Mary and Joseph or the wise men, and while every older kid ends up having to sing a song at some point, the shepherds do not. I think Orchid wanted them to sing 'Silent Night', which is a pretty good choice for little kids to sing. I will admit that Orchid made a good call here.\n\n\"But Marcie did not agree. I'm pretty sure Marcie thinks that because it's impossible to get little kids to carry a tune or understand Italian music vocabulary, nobody wants to hear them sing in church, which is a critical misconception and I think indicates some sort of psychological defect in Marcie Kempulfers's brain. Anyway.\n\n\"Marcie made up this insane justification to have the bell choir play 'Silent Night' instead. She said the bell choir had already practiced it, which was technically true, although specifically they had practiced it during the previous calendar year. But Marcie got her\nway.\n\n\"I hope you're not reading this as me defending Orchid, because I\nwould never do that. Don't worry; we will get to the part where Orchid is horrible in the next entry. This is Entry Two of Four.\"", "endoftext": false }, { "action": "You look up the cloth signs", "response": "(in Casey's notes)\nYou flick through the notes and read Casey's scrawly handwriting: We hang up the cloth signs in the sanctuary for Advent. I think they say 'Hope', 'Wait', 'Expect', and 'Await'.\"", "endoftext": false }, { "action": "You look up boiler room", "response": "(in Casey's notes)\nYou flick through the notes and read Casey's scrawly handwriting:\n\"I've only been inside of the boiler room very briefly, but I have to assume it's a really cool place to hang out. Make sure you tell me all about it when you get the chance.\"", "endoftext": false }, { "action": "You look up the blank page", "response": "(looking up \"blank page\" in Casey's notes)\nYou riffle through the notes, but you can't find anything that seems relevant.", "endoftext": false }, { "action": "You look up black light", "response": "(in Casey's notes)\nYou flick through the notes and read Casey's scrawly handwriting:\n\"Yes! This room! So, Patrick the youth leader got us together a few years ago and had us paint the walls of this room black, and then\npaint Bible verses on it, and then install black lights instead of normal lights, so it would look like a Christian rave or whatever. And I mean it looks fairly cool, I guess.\n\n\"But when you have a dark room, with purple lights, and a bunch of couches, and then you invite teenagers into the room and leave them in that room unattended, what happens is, the teenagers will use that\nroom for what Patrick the youth leader calls 'heavy petting'.\n\n\"So that's why this room is called the Black Light Make-Out Room.\"", "endoftext": false }, { "action": "You look up back room", "response": "(in Casey's notes)\nYou flick through the notes and read Casey's scrawly handwriting: \"The back room is kind of a secret, I guess, although we use it as the 'backstage' whenever we do plays and that kind of thing. Nobody ever uses it as a hiding place when we're playing games, though. I guess it might be too obvious? Or maybe it's just too boring.\n\n\"You can get to the basement from the back room, too: there's a\nsliding panel in the back wall, but to get it open, you have to apply some upward pressure to get it out of its groove a little bit. That's the real secret, I guess.\"", "endoftext": false }, { "action": "You look up tunnel", "response": "(in Casey's notes)\nYou flick through the notes and read Casey's scrawly handwriting: \"You might want to know where the tunnel is, because that's where the fuse box is. If I remember to draw a map for you then I'll make sure to point out the tunnel and stick it in here.\"\n\nThere is no map.", "endoftext": false }, { "action": "You look up fuse box", "response": "(in Casey's notes)\nYou flick through the notes and read Casey's scrawly handwriting: \"The fuse box is in the tunnel. I don't know how it works. Ohms.\"", "endoftext": false }, { "action": "You look up the tuna", "response": "Which do you mean, the open can of tuna or the mass of tuna?", "endoftext": false }, { "action": "You look up the mass of the tuna", "response": "(in Casey's notes)\nOn the subject of canned food Casey writes, \"I'm pretty sure the\npeople who are supposed to be in charge of donating stuff to the Food Bank are really disorganized, because you always see spare cans of stuff lying around. Or maybe some of the cans were rejected by the\nFood Bank. I don't know how it works.\"", "endoftext": false }, { "action": "You look up the cables", "response": "(in Casey's notes)\nBut what is it? You're not sure what to look for in the notes.", "endoftext": false }, { "action": "You look up sugarman", "response": "(looking up \"sugarman\" in Casey's notes)\nYou riffle through the notes, but you can't find anything that seems relevant.", "endoftext": false }, { "action": "You look up cat", "response": "(in Casey's notes)\nYou riffle through the notes, but it looks like Casey didn't have anything to say about the cat.", "endoftext": false }, { "action": "Xyzzy", "response": "You sneeze.", "endoftext": false }, { "action": "Go north", "response": "A few steps up from the pews to the south are the preacher's pulpit, the altar, and the American and Christian flags. Behind them, to the north, is a tiny doorway.\n\nOn the altar are two candles.\n\nA large cross hangs high on the wall above the altar.\n\nto the north.", "endoftext": false }, { "action": "Go north", "response": "This is a far cry from the grandeur of the sanctuary. The walls are covered in some kind of dark wood panels, but they're shabby and windowless, and the floor is bare concrete. A huge wooden chest and a closet full of robes take up one wall. You can head back out to the altar to the south, or try the sliding door to the north.\n\nA stack of hymnals is crammed into one corner.\n\nSome more ectoplasm is smeared on the floor.\n\nThe cat bounds downstairs.", "endoftext": false }, { "action": "Down", "response": "Behind the sliding door you find a steep, narrow flight of stairs with no handrail. You walk down them slowly, not wanting to miss your footing in the dim light.\n\nYou could hardly call this a room. It's just a long, musty, narrow space behind a wall. At one end, a flight of stairs runs up to the\nroom behind the altar; at the other end a heavy door leads out to the south. In between them, a fuse box is mounted on the wall, its metal door hanging open to reveal a row of switches.\n\nA cheap-looking mirror, a black sphere and some black cloth are lying in a heap on the floor.\n\nThe cat sits down underneath the fuse box and starts licking its paw.", "endoftext": false }, { "action": "You examine the cloth", "response": "Thick, heavy black cloth of some kind—a curtain or something, maybe.\n\nThe cat scampers up the stairs.", "endoftext": false }, { "action": "You examine the fuse", "response": "Unlike some of the other switches, the \"West Basement\" switch actually has a legible label. It's also the only switch that's not turned on right now.", "endoftext": false }, { "action": "Up", "response": "This is a far cry from the grandeur of the sanctuary. The walls are covered in some kind of dark wood panels, but they're shabby and windowless, and the floor is bare concrete. A huge wooden chest and a closet full of robes take up one wall. You can head back out to the altar to the south, or try the sliding door to the north.\n\nA stack of hymnals is crammed into one corner.\n\nSome more ectoplasm is smeared on the floor.", "endoftext": false }, { "action": "You look up Bible", "response": "(the huge Bible)\n(in Casey's notes)\nYou flick through the notes and read Casey's scrawly handwriting: \"But if you turn the lights on, you'll see there's a Bible on that podium. I'm pretty sure that Bible is worth hundreds of dollars. It has a lot of really nice pictures in it, at least. Don't mess with it.\"", "endoftext": false }, { "action": "You examine Bible", "response": "The Bible is obviously a well-respected object around here, but it's not a mere display piece; the pages have been creased and scuffed by continuous use.", "endoftext": false }, { "action": "You look up podium", "response": "(in Casey's notes)\nYou flick through the notes and read Casey's scrawly handwriting: \"You want to be careful if you're sneaking around the narthex in the dark, because there is a podium in there that is really, really easy to not notice, and the corners of that podium are right about at crotch level.\"", "endoftext": false }, { "action": "You look up the genesis in Bible", "response": "You can't seem to find exactly what you're looking for, but you do\nfind this: \"Then I saw a new heaven and a new earth, for the first heaven and the first earth had passed away, and the sea was no more.\"", "endoftext": false }, { "action": "You examine the podium", "response": "It resembles a miniature Roman column, although you think it would probably fall over in a stiff breeze.", "endoftext": false }, { "action": "You hide", "response": "What do you want to hide in?", "endoftext": false }, { "action": "You hide in the chest", "response": "You lie down inside the chest, and notice that there's plenty of space inside. It's not a bad spot.\ninside. It's not a bad spot.But there's no time for napping now.\n\nYou pull yourself out of the box.", "endoftext": false }, { "action": "You look up chest", "response": "(in Casey's notes)\nYou flick through the notes and read Casey's scrawly handwriting: \"I don't know if we've ever used the chest in the back room for anything. I think Patrick the youth leader said they could keep sheet music in it, but fat chance of Marcie leaving her sheet music at church.\n\n\"But it doesn't bother me if it's always empty. Sometimes I take naps in there.\"", "endoftext": false }, { "action": "Nap in chest", "response": "The huge wooden chest would make a terrible bed.", "endoftext": false }, { "action": "You go south", "response": "You could hardly call this a room. It's just a long, musty, narrow space behind a wall. At one end, a flight of stairs runs up to the\nroom behind the altar; at the other end a heavy door leads out to the south. In between them, a fuse box is mounted on the wall, its metal door hanging open to reveal a row of switches.\n\nA cheap-looking mirror, a black sphere and some black cloth are lying in a heap on the floor.\n\n(first opening the heavy door)\nThe heavy door slips out of your fingers and slams shut behind you, leaving you in darkness.\n\nIt is pitch dark, and you can't see a thing except for the dim light trickling in from the south end of the hallway.\n\nIt's almost completely dark. At least you can still see the light at the south end of the hallway. The rectangles to the east and west must be doorways to somewhere, but they're barely distinguishable from the walls.", "endoftext": false }, { "action": "Go east", "response": "Thanks to the light filtering in from the south end of the hall, you can make out some kind of mural painted on the wall, but you can't\ntell what it's supposed to represent in the gloom.\n\nThe hallway runs north into darkness. It's hard to tell how long it might be from here, though the Sunday School room to the east provides some light at this end. The plywood lighthouse, on the other hand, peacefully fails to provide any light. Behind the lighthouse and partially obscured by it is a mural of Jesus blessing the little children.\n\nThis is a room designed for small people. Low benches are arranged\nlike pews in two rows, facing toward a small table that serves as an altar. A poster explaining the Ten Commandments hangs on one wall, and doors lead north to the basement stairway, east to the youth room and west to the hallway.\n\nThe TV trolley is standing in the middle of the room, looking lonely.", "endoftext": false }, { "action": "Go north", "response": "This room is apparently just for show; there are no tables or chairs.\nA wide staircase runs up to the main floor of the church, and doorways lead east to the nursery, south to the Sunday School room and north to the boiler room. Mounted on the wall is a gigantic abstract painting.\n\nThis must be a fairly large room, but most of the space is given over to snaking pipes, anonymous machinery, and the church's giant boiler.", "endoftext": false }, { "action": "You examine the pipes", "response": "Many of the pipes run all the way down to the floor from their tangled maze in the ceiling, making some corners of the room impossible to reach.", "endoftext": false }, { "action": "You examine the machinery", "response": "A menagerie of valves and pressure gauges stick out from the pipes at awkward angles, some dangerously close to your eye level.", "endoftext": false }, { "action": "You search pipes", "response": "A menagerie of valves and pressure gauges stick out from the pipes at awkward angles, some dangerously close to your eye level.\n\nThere are few gaps wide enough to stick your head through, and they only reveal more of the same scenery.", "endoftext": false }, { "action": "You examine the boiler", "response": "A massive faceless hulk of an appliance. You can hear it murmuring quietly to itself—or maybe you're hearing something else.", "endoftext": false }, { "action": "You listen", "response": "Now you can only hear air currents: the whisper of an empty building\nat night.", "endoftext": false }, { "action": "You look at the painting", "response": "The piece is very pleasant, if not particularly interesting: the inoffensive greens and pinks could suggest river waters, or branches waving in the wind. Its size is probably its most impressive quality.", "endoftext": false }, { "action": "You examine the door", "response": "Which do you mean, the ladies' room door, the men's room door, or the pastor's door?\n\nWhich do you mean, the ladies' room door, the men's room door, or the pastor's door?", "endoftext": false }, { "action": "You look at the Pastor", "response": "seen, but the plaque on it reads, \"Pastor Ivan Shearer.\"", "endoftext": false }, { "action": "You look up ivan", "response": "(in Casey's notes)\nYou flick through the notes and read Casey's scrawly handwriting:\n\"Good old Pastor Ivan! What can you say about someone like Pastor\nIvan? Not much!\"", "endoftext": false }, { "action": "Unlock Pastor", "response": "You rattle the door handle, gently at first and then harder. Nothing happens.", "endoftext": false }, { "action": "Unlock Pastor", "response": "happens....and then the alarm starts screaming at you.", "endoftext": false }, { "action": "You go to the west", "response": "This room is a bit crowded for your tastes: between the many round tables, each surrounded by a complement of folding chairs, there isn't much space to get from one end of the room to the other. The main stairway is north, the kitchen is east, and the narthex is west.\n\nOne corner is given over to a glass case containing a model church.\n\nThe main entryway to the church, this room has been set up to be as welcoming as possible. A rack of pamphlets sits in the center of a large table, flanked by pots of fake flowers. Lying open on a podium\nis a huge Bible. Pinned up on one wall is a board full of name tags.\n\nTo the east is the fellowship hall, and the large passage to the north obviously leads to the main sanctuary. The way out of the church is south of here, but that's none of your concern currently.", "endoftext": false }, { "action": "You examine tags", "response": "There must be a name tag on here for everybody who's ever set foot in this church.\n\nThe cat strolls in from the east and purrs at you.", "endoftext": false }, { "action": "You go east", "response": "The cat bounds into the fellowship hall ahead of you.\n\nThis room is a bit crowded for your tastes: between the many round tables, each surrounded by a complement of folding chairs, there isn't much space to get from one end of the room to the other. The main stairway is north, the kitchen is east, and the narthex is west.\n\nOne corner is given over to a glass case containing a model church.\n\nThe cat wanders off to the north, glancing back at you as if to check whether you're following.", "endoftext": false }, { "action": "Smash case", "response": "You have to assume you'd get in huge trouble if you broke anything.", "endoftext": false }, { "action": "You look up ladies'", "response": "(in Casey's notes)\nYou flick through the notes and read Casey's scrawly handwriting: \"Well, Robin. I actually explored the ladies' restroom briefly, during a game of Sardines. But then, because of events that transpired, the ladies' restroom was declared to be off-limits. And shortly after\nthat, because of fairness, the men's restroom was declared to be off-limits as well. For Sardines purposes at least.\"", "endoftext": false }, { "action": "You look up men'S", "response": "(in Casey's notes)\nYou flick through the notes and read Casey's scrawly handwriting: \"If you have time, you should go ahead and take a look in the men's room, since who knows how many opportunities like this you'll have in the future. I won't spoil anything by describing it here.\"", "endoftext": false }, { "action": "You look up the urinals", "response": "(in Casey's notes)\nYou flick through the notes and read Casey's scrawly handwriting: \"The thing about the urinals in the men's room is, there are no divider walls in between them. I don't like it, Robin. I don't like it at\nall.\"", "endoftext": false }, { "action": "You look up the potted meat food product", "response": "(in Casey's notes)\nOn the subject of canned food Casey writes, \"I'm pretty sure the\npeople who are supposed to be in charge of donating stuff to the Food Bank are really disorganized, because you always see spare cans of stuff lying around. Or maybe some of the cans were rejected by the\nFood Bank. I don't know how it works.\"", "endoftext": false }, { "action": "You look up robin", "response": "(the name tag)\n(in Casey's notes)\nYou flick through the notes and read Casey's scrawly handwriting:\n\"When the new pastor came, he insisted that everybody wear name tags all the time, but that didn't last long. Name tags are a pain.\"", "endoftext": false }, { "action": "You look up camera", "response": "kitchen, only more so. Long countertops line the walls, with cupboards and drawers underneath them. A break in the counters allows you to leave the kitchen via the door to the west, and on the far side of the room a sink is set into the counter.\n\n(in Casey's notes)\nYou flick through the notes and read Casey's scrawly handwriting: \"I'm really glad you're using a Polaroid to get proof of the ghost, because that's what Winona Ryder used in Beetlejuice to get proof of\nAlec Baldwin and Geena Davis.\n\n\"Now that I think of it, in the movie, the ghosts didn't actually show up on the Polaroids. But that's probably not how it works in real life.\"", "endoftext": false }, { "action": "You look up cross", "response": "(the small white cross)\n(in Casey's notes)\nYou flick through the notes and read Casey's scrawly handwriting:\n\"Man, when I was a little kid in Sunday School, and we had those\nlittle kid Bible lessons, I always used to stare at that little white cross, to pass the time or something. I'm pretty sure I was too smart for Sunday School. Sunday School is a weird thing to be too smart for, I guess.\n\n\"Although I guess when the high schoolers broke off to be their own mature group, that was basically the same thing. Kind of. In that situation it was because we were too cool for the junior high kids.\nBut that's still really weird.\n\n\"What I mean is, it's really weird for people who identify as Christians to also identify as being too cool for something.\"", "endoftext": false }, { "action": "You look up the wooden cross", "response": "(in Casey's notes)\nYou flick through the notes and read Casey's scrawly handwriting: \"If you ask me I think that big gnarly cross in the black light room is in kind of poor taste, mostly because of the barbed wire crown on top. It doesn't belong in a church, it belongs in a grungy music video, with some rotting steak or something.\n\n\"I dunno, I feel like the torture of Christ isn't exactly radical? But I guess Patrick the youth leader likes it.\"", "endoftext": false }, { "action": "You look up large cross", "response": "(in Casey's notes)\nYou flick through the notes and read Casey's scrawly handwriting: \"A cross is not technically a crucifix unless there's a Jesus on it. We are not Catholics, so we have a plain old cross, and it suits us just fine.\"", "endoftext": false }, { "action": "You look up the notes", "response": "(in Casey's notes)\nYou flick through the notes and read Casey's scrawly handwriting: \"I know there's a lot of the church you haven't seen or that you don't remember, so I'm writing down everything I can think of. I feel like these notes will be an invaluable resource when I get older and feel the need to revisit the carefree days of my youth, so make sure you give them back to me.\"", "endoftext": false }, { "action": "You look up the candles", "response": "(in Casey's notes)\nYou flick through the notes and read Casey's scrawly handwriting: \"Churches are all about candles. I bet 30% of any given church's\nbudget is probably spent on candles and candle paraphernalia. But can you imagine a church without candles? No, you can't.\"", "endoftext": false }, { "action": "You look up kitchen", "response": "(in Casey's notes)\nYou flick through the notes and read Casey's scrawly handwriting: \"If you've seen Jurassic Park then the kitchen is really scary in\nthe dark. If you haven't seen Jurassic Park then you should\nget around to that.\"", "endoftext": false }, { "action": "You look up sink", "response": "(in Casey's notes)\nYou riffle through the notes, but it looks like Casey didn't have anything to say about the kitchen sink.", "endoftext": false }, { "action": "You look up the matches", "response": "(looking up \"matches\" in Casey's notes)\nYou riffle through the notes, but you can't find anything that seems relevant.", "endoftext": false }, { "action": "You look up match", "response": "(looking up \"match\" in Casey's notes)\nYou riffle through the notes, but you can't find anything that seems relevant.", "endoftext": false }, { "action": "You look up light", "response": "(the light switch)\n(in Casey's notes)\nYou flick through the notes and read Casey's scrawly handwriting: \"I don't have much to say about the lights. Sometimes there's a problem and you have to go mess with the fuse box. But in your case it doesn't matter, because you should be leaving the lights off anyway! You're hunting a ghost!\"", "endoftext": false }, { "action": "You look up sharon", "response": "(in Casey's notes)\nYou flick through the notes and read Casey's scrawly handwriting: \"Why do people like Sharon want to become teachers? (By 'people like\nSharon' I mean 'people who obviously hate everything about teaching, even and especially students'.) If you're already completely jaded and cynical after your first semester of student teaching, isn't that a sign that you should give up on K-12 education and possibly on life in general?\"\n\n\"No thanks,\" you say.", "endoftext": true }, { "action": "Describe the surroundings", "response": "kitchen, only more so. Long countertops line the walls, with cupboards and drawers underneath them. A break in the counters allows you to leave the kitchen via the door to the west, and on the far side of the room a sink is set into the counter.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\na name tag (being worn)\na can of tuna\na can opener\na jam jar\nsome ectoplasm\nan orange box\na bird cage\na small white cross\na stack of photos\nCasey's notes\na Polaroid camera (being worn)", "endoftext": false }, { "action": "You look up jam", "response": "(in Casey's notes)\nYou can't find a note for any specific jar, but Casey did write down something related.\n\n\"In like, I think freshman year, Patrick the youth leader had this great idea to try canning preserves, to raise money for some kind of thing. And he gave each of us a job: you get jars, you get strawberries, you get peaches, we'll all come together and can stuff.\n\n\"And, because we were freshmen and not yet completely jaded by the\nhigh school experience, we all brought the stuff we were supposed to. But on the day of the big event it turned out, in a revelation that completely shocked the socks off of Patrick the youth leader, that canning preserves is a pretty complicated process with steps beyond just mashing up fruit and putting it into jars. And if you mess it up then your jam will give people salmonella and they'll die.\n\n\"So we just sat around and ate fruit, and now there are a bunch of glass jars hanging around the church for no good reason.\"", "endoftext": false }, { "action": "Go north", "response": "This room can't be as large as it seems. It certainly didn't look so huge from outside. It must be some kind of optical illusion, created\nby the angles of the vaulted ceiling or the long rows of pews.\n\nNear the southern exit is a rolltop desk. Up at the north end of the room is the altar, and the east stairway must lead up to the balcony.\n\nIt is dark outside, and the stained glass windows are dull and lifeless.\n\nA few steps up from the pews to the south are the preacher's pulpit, the altar, and the American and Christian flags. Behind them, to the north, is a tiny doorway.\n\nOn the altar are two candles.\n\nA large cross hangs high on the wall above the altar.\n\nThis is a far cry from the grandeur of the sanctuary. The walls are covered in some kind of dark wood panels, but they're shabby and windowless, and the floor is bare concrete. A huge wooden chest and a closet full of robes take up one wall. You can head back out to the altar to the south, or try the sliding door to the north.\n\nA stack of hymnals is crammed into one corner.\n\nSome more ectoplasm is smeared on the floor.", "endoftext": false }, { "action": "Go north", "response": "You could hardly call this a room. It's just a long, musty, narrow space behind a wall. At one end, a flight of stairs runs up to the\nroom behind the altar; at the other end a heavy door leads out to the south. In between them, a fuse box is mounted on the wall, its metal door hanging open to reveal a row of switches.\n\nA cheap-looking mirror, a black sphere and some black cloth are lying in a heap on the floor.", "endoftext": false }, { "action": "You examine the fuse", "response": "Unlike some of the other switches, the \"West Basement\" switch actually has a legible label. It's also the only switch that's not turned on right now.", "endoftext": false }, { "action": "You turn on the switch", "response": "You flick the last switch into the ON position.", "endoftext": false }, { "action": "You go to the south", "response": "(first opening the heavy door)\n\nThe hall ends here at a heavy door to the north. A huge mural of David fighting Goliath adorns the west wall, but it's marred by a streak of gray gunk clinging to the wall.\n\nEchoing footsteps draw your attention to a figure walking down the south end of the hallway, but whoever it is goes into the Sunday\nSchool room before you can see their face.", "endoftext": false }, { "action": "You go to the south", "response": "A huge rainbow arches across the wall in this part of the hallway. Underneath it, a door leads west, with an identical door opposite on the east wall.\n\nThe hallway continues to run north and south. The wall here is taken\nup by a mural of a beached whale and a man lying on the sand.\n\nThe hallway runs north, past the plywood lighthouse, all the way up to the door to the tunnel. A doorway to the east leads into the Sunday School room, and on the wall opposite it is the mural of Jesus\nblessing the little children.", "endoftext": false }, { "action": "Go east", "response": "This is a room designed for small people. Low benches are arranged\nlike pews in two rows, facing toward a small table that serves as an altar. A poster explaining the Ten Commandments hangs on one wall, and doors lead north to the basement stairway, east to the youth room and west to the hallway.\n\nThe TV trolley is standing in the middle of the room, looking lonely.", "endoftext": false }, { "action": "You look up the tv trolley", "response": "(in Casey's notes)\nYou flick through the notes and read Casey's scrawly handwriting: \"Yeah, we have video games at church. I think the SNES belongs to\nChad. Does Chad even come to church anymore? Well, he's gotta come\nback someday. To get his SNES.\"", "endoftext": false }, { "action": "You look up chad", "response": "(in Casey's notes)\nYou flick through the notes and read Casey's scrawly handwriting: \"Chad's an all right guy. Or, he used to be. I haven't heard from him in a while.\"", "endoftext": false }, { "action": "You go west", "response": "The hallway runs north, past the plywood lighthouse, all the way up to the door to the tunnel. A doorway to the east leads into the Sunday School room, and on the wall opposite it is the mural of Jesus\nblessing the little children.", "endoftext": false }, { "action": "You go north", "response": "The hallway continues to run north and south. The wall here is taken\nup by a mural of a beached whale and a man lying on the sand.", "endoftext": false }, { "action": "You examine the whale", "response": "sort of fashion. It doesn't seem at all bothered by having beached itself and vomited up a human.", "endoftext": false }, { "action": "Go north", "response": "A huge rainbow arches across the wall in this part of the hallway. Underneath it, a door leads west, with an identical door opposite on the east wall.", "endoftext": false }, { "action": "You look at the crayons", "response": "Some of the crayons are half-used. Some of them are more like three-quarters used, or even four-fifths used. The rest are broken.", "endoftext": false }, { "action": "You look up the crayons", "response": "(in Casey's notes)\nYou flick through the notes and read Casey's scrawly handwriting: \"Before a certain unnamed individual left the church, we used to have art activities in Sunday School all the time. It was awesome. But things change, and people change, and on and on. I think there are\nsome crayons left in the storage room.\"", "endoftext": false }, { "action": "Go north", "response": "The hall ends here at a heavy door to the north. A huge mural of David fighting Goliath adorns the west wall, but it's marred by a streak of gray gunk clinging to the wall.\n\nYou could hardly call this a room. It's just a long, musty, narrow space behind a wall. At one end, a flight of stairs runs up to the\nroom behind the altar; at the other end a heavy door leads out to the south. In between them, a fuse box is mounted on the wall, its metal door hanging open to reveal a row of switches.\n\nA cheap-looking mirror, a black sphere and some black cloth are lying in a heap on the floor.", "endoftext": false }, { "action": "Go south", "response": "This is a far cry from the grandeur of the sanctuary. The walls are covered in some kind of dark wood panels, but they're shabby and windowless, and the floor is bare concrete. A huge wooden chest and a closet full of robes take up one wall. You can head back out to the altar to the south, or try the sliding door to the north.\n\nA stack of hymnals is crammed into one corner.\n\nSome more ectoplasm is smeared on the floor.\n\nA few steps up from the pews to the south are the preacher's pulpit, the altar, and the American and Christian flags. Behind them, to the north, is a tiny doorway.\n\nOn the altar are two candles.\n\nA large cross hangs high on the wall above the altar.\n\nThis room can't be as large as it seems. It certainly didn't look so huge from outside. It must be some kind of optical illusion, created\nby the angles of the vaulted ceiling or the long rows of pews.\n\nNear the southern exit is a rolltop desk. Up at the north end of the room is the altar, and the east stairway must lead up to the balcony.\n\nIt is dark outside, and the stained glass windows are dull and lifeless.", "endoftext": false }, { "action": "You go east", "response": "There isn't really any room in here for anything except the stairs up to the balcony, but that hasn't stopped someone from putting a potted plant in the corner. If you can avoid tripping over the plant, an archway to the west leads back out into the sanctuary.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\na shepherd's crook\na name tag (being worn)\na can of tuna\na can opener\na jam jar\nsome ectoplasm\nan orange box\na bird cage\na small white cross\na stack of photos\nCasey's notes\na Polaroid camera (being worn)\n\nThe cat trots up the stairs and purrs at you.", "endoftext": false }, { "action": "Drop box", "response": "You place the orange box carefully on the floor.", "endoftext": false }, { "action": "Flip box", "response": "You pick up the stuff in the orange box and turn it upside down.\n\nonto the railing of the balcony but—probably wisely—immediately\njumps\nback down again.", "endoftext": false }, { "action": "You examine the railing", "response": "A low wall runs along the edge of the balcony, with a thick wooden railing set on top of it. It's hard to tell if the railing is just meant to be decorative, or if it was added as an afterthought to make the wall a bit higher.\n\nThe cat bounds downstairs.", "endoftext": false }, { "action": "You stand on the box", "response": "You step up onto the upside-down orange box.", "endoftext": false }, { "action": "You reach the cord with the crook", "response": "You catch the loop of cord with the end of the crook and pull. The trapdoor opens and a small ladder slides down, offering access to the steeple above.", "endoftext": false }, { "action": "Down", "response": "Standing here, you have a good view of the altar and most of the sanctuary. A low wall with a railing along the top prevents accidents, though it probably also obscures the view for anyone sitting on the balcony pews. A projector is mounted at one end of the pews, pointing down towards the front of the sanctuary. Behind the pews you can see the ladder up to the steeple, and a narrow staircase leads back down\nto the sanctuary.\n\nThe orange box is sitting upside down on the floor.\n\nA tangled heap of bars and cables is lying near the edge of the balcony.\n\nYou look back to make sure Aiden has followed you.\n\n\"Yes. Now I'll tell you the answer to your question. Of course Orchid knows. This was all Orchid's idea. She was very naughty. And I'm not even supposed to be here, so I should probably get going.\"\n\nHe tries to slip past you, but you grab his arm.\n\nAiden yelps like a dog. \"What's your problem?\"\n\n\"You're not going anywhere. I've got a few more questions.\"\n\n\"Then can you get your hands off me first? You're gonna break my arm.\"\n\n\"Sure.\" You let go of his arm. \"Let's get going.\" You know exactly where the two of you are going, but you should probably keep that a surprise.", "endoftext": false }, { "action": "You go east", "response": "From here, you could head up to the steeple and down to the the\nbalcony stairwell.", "endoftext": true }, { "action": "Go downward", "response": "There isn't really any room in here for anything except the stairs up to the balcony, but that hasn't stopped someone from putting a potted plant in the corner. If you can avoid tripping over the plant, an archway to the west leads back out into the sanctuary.\n\nAiden mopes along after you.\n\n\"Yeah, Orchid brought the idea to me. She said if she could write a story about a real ghost, then maybe people would actually read the newspaper. Heh. But I told her I'd help her.\"\n\n\"Why?\"\n\n\"For the heck of it, primarily.\"", "endoftext": true }, { "action": "Go down", "response": "Orchid and Aiden come down the stairs after you.\n\nAiden looks past you, into the nursery, and you can see something\nclick in his brain.\n\n\"Although, you know, we could still do it. You guys can write the story, I won't say anything, Orchid won't say anything, everyone will love it, you'll probably be co-editors-in-chief next year. Let's go back upstairs, we'll get some better pictures of the ghost.\"\n\n\"No thanks,\" you say.", "endoftext": false }, { "action": "You go east", "response": "Sharon's makeshift bed doesn't look comfortable, but apparently she's fast asleep anyway.\n\nYou usher Aiden and Orchid in ahead of you.", "endoftext": false }, { "action": "Sleep", "response": "It's too late for that now. You have to do something about Orchid and Aiden.", "endoftext": true }, { "action": "Look around", "response": "Battered toys spill out of the toybox and across the floor, piling up in a corner of the room. Cupboards are mounted high on the walls, out of reach of tiny fingers, and an enormous blue recliner sits\nunderneath them. It's already dark outside, and the doors west to the basement stairway and south to the youth room are dark as well.\n\nYour sleeping bag is lying on a tidy patch of floor, ready for when\nyou finish your investigation.\n\nAiden is here, rubbing his arm and pouting.\n\nOrchid is lounging around, yawning.\n\nSharon's makeshift bed doesn't look comfortable, but apparently she's fast asleep anyway.", "endoftext": false }, { "action": "You look at the toys", "response": "Toy cars, a lot of wooden blocks, a tea set, that kind of thing. It looks like someone tried to take a bite out of one of the blocks.", "endoftext": false }, { "action": "You get the block", "response": "You gather up an armful of toys.", "endoftext": false }, { "action": "You give the toys to Aiden", "response": "Aiden looks around nervously. \"Why don't we keep moving, huh?\"", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nsome toys\na can of tomato soup\na can of pears\na can of \"Sugarman's Potted Meat Food Product\"\na can of cherry pie filling\na can of chicken soup\na can of peaches\na shepherd's crook\na name tag (being worn)\na can of tuna\na can opener\na jam jar\nsome ectoplasm\na bird cage\na small white cross\na stack of photos\nCasey's notes\na Polaroid camera (being worn)", "endoftext": true } ]
ahhlbqy5f39wd1x
Color the Truth
mathbrush
[ "Mystery" ]
[ "built-in hints", "conversation", "cover art", "crime", "detective", "drama", "flashbacks", "I7 source available", "IFComp 2016", "IFComp Game", "Inform 7", "multiple protagonists", "murder", "mystery", "parser", "radio", "second person", "simulation", "walkthrough", "Xyzzy Awards 2016" ]
2,016
[ 11, 34, 9, 0, 1 ]
55
3.981818
20190804
false
Rosalita Morales is dead, and you have to figure out who did it. The four people closest to her had the motive and the means: her partner, her secretary, her ex-husband, and her sister. Re-live their memories of Rosalita's last days to discover what really happened. But be careful: Everyone has something to hide, and everyone will Color the Truth.
[ { "action": "%", "response": "Are you sure you want to quit? ] Exits:\nPhone Booth\n\nYou put a quarter in the slot and dial Rosalita's number. The phone rings a couple of times; there's nothing to do but wait.\n\n[If you are playing Color the Truth for the first time, you are strongly encouraged to type ABOUT.]", "endoftext": false }, { "action": "Wait", "response": "You wait for a moment, taking deep breaths to keep your calm.\n\nThe phone rings one more time before Rosalita picks up.\n\nShe says, \"Hello?\"\n\n[New topic - Hello]", "endoftext": false }, { "action": "You say hello", "response": "(to Rosalita)\n\"Hello, Rosalita.\" You speak quietly, glancing through the glass to see if anyone's watching.\n\n\"What do you want this time?\" she asks.\n\n\"I think you know,\" you say. \"Same as last time.\"\n\n\"Good luck with that. It's all gone now. You just take, and you take, and you take, and now there's nothing left. I don't know what you want anymore.\"\n\n[New topic - Broke]\n\nShe sounds sincere, but she has to be lying. You've been looking into this for over a year, seeing where the money goes. It took months before it all came together, and you're not about to let your work go to waste. You read your notes again:\n\nRosa. Income:\n\nRoses for Rehab: 500K?\n\nCassette sales: 250k?\n\n[New topic - Charity]\n\n[New topic - Sales]", "endoftext": false }, { "action": "Link broke to charity", "response": "She says she's broke, but she's stolen more from Roses for Rehab than she's given you.\n\n[New topic - Funds]", "endoftext": false }, { "action": "Link broke to sales", "response": "She says she's broke, but her cassetes have been selling better than ever.", "endoftext": false }, { "action": "You say the funds", "response": "(to Rosalita)\n\"Cut it, Rosalita. I have the figures. You say you're broke, but you have plenty left to give. I'll expect my next payment in two days.\"\n\nRosa is silent.\n\n\"Two days, Rosalita.\" You hang up the phone.\n\n\"\n\nThey answer. \"Hector, this Chief Schwarz. I need you to come in early tomorrow...\"\n\n\n\nYou glance about the office. The Chief's office is full of shades of black; he's told you that it's a symbol of authority, and makes him more imposing. You find it depressing.\n\nThe office is large, and the leaden morning light from the window does little to brighten it. Its many bookshelves are filled with sable leather-bound volumes; it smells like a library in here, a mix of old books and card stock. The new chief's broad oak desk is in the center of the room, spotted with ink stains. A banker's lamp with a ebony shade stands on the desk, turned off.\n\nThe only way out is through the coal-black door to the south.\n\nThe Chief should be here soon.", "endoftext": false }, { "action": "Your thoughts", "response": "You are currently not thinking of anything.", "endoftext": false }, { "action": "About yourself", "response": "You are Detective Hector King, a 30-year veteran of the force and nearing retirement. You are wearing a frayed ash-grey suit suit with a checkered tie and a silvery dress shirt. Your stiff black-and-grey hair is cropped short, and your badge is pinned to your suit pocket.\n\nThe door behind you opens, and Chief Schwarz slips in. \"Good, you're here,\" he says as he grips your hand before sitting down. \"Listen, Hector. Rosalita Morales was found dead in the KOLR studio yesterday.\"\n\n\"Yeah, I heard.\"\n\nHe cracks his knuckles and says, \"The lab is working on the evidence, but so far we've got nothing. I've got our people talking to everyone she knew. There's a special assignment for you.\"\n\n\"She's left money to four people. A lot of money. I've asked them to come to the studio for questioning.\"\n\nHe reaches into a drawer and grabs a folder that he tosses on the desk. \"I've prepared a dossier on the suspects, along with the preliminary report on the death. Take it with you.\"\n\n[New topic - Testament]\n\n[New topic - Suspicion]\n\nOn the desk is a worn manila folder.", "endoftext": false }, { "action": "You say the testament", "response": "(to Schwarz)\n\"What all can you tell me about the will?\"\n\n\"I had the agency attorney look over it. It looks legitimate; she signed the newest version about 2 years ago.\"\n\n\"And you said there are only four people in the will?\" you ask. \"What about the rest of her family?\"\n\n\"We checked it out. Only had one sister, and her parents died when they were teens.\"\n\n\"Murder?\"\n\n\"Car crash. Looks like she kept to herself, too. Not many friends outside of work. So what does that leave us? Her sister, her coworker-turned-husband-turned-ex, her business partner, and her personal assistant.\"\n\n\"Do you remember what she left them?\"\n\n\"No, I don't. It's in the folder I left you, though; you can just look up each suspect.\"", "endoftext": false }, { "action": "You say the suspicions", "response": "(to Schwarz)\n\"Chief, what makes you so sure that one of these people was involved?\"\n\n\"Listen, it's easy: Follow the money. These four are all much better off now that she's dead. It's not hard to see a connection there.\"\n\n\"Right,\" you say, \"but anyone could have done it when you come down to it; some stalker, or something.\"\n\n\"You know, I'd almost prefer that. Find some psycho that's roaming the streets, clean up the city. And I'm working on that angle. But the fact is these four have a clear motive. You do your job, and I'll do mine.\"", "endoftext": false }, { "action": "You get the envelope", "response": "You typed a valid action, but it was for something that isn't visible right now, something that isn't in the game, or possibly a typo. If you're stuck, type HINT repeatedly to find the next action you can try.", "endoftext": false }, { "action": "You get folder", "response": "Taken.\n\nThe Chief smiles grimly. \"You can go now,\" he says, pointing to the door to the south.\n\n\"Call me whenever you want to talk,\" he says, pointing to his phone. He fixes you in place with his stare. \"This case is important to me. If you need anything, please call.\"\n\n[New topic - Assistance]\n\nThe Chief looks thoughtful, and taps his fingers on the desk.", "endoftext": false }, { "action": "Go south", "response": "(first opening the Chief's door)\nYou brace yourself as you leave the precinct. Piercing winds cut through your clothes and the rain drives at you as you get in your car. You turn the key and go.\n\n\"\n\n\"Yes. And you are?\"\n\nShe says, \"Oh, I'm just the secretary here. They asked me to come here for questioning, or something like that. A bunch of us, actually; we all took different rooms.\"\n\nYou hear a rustling sound from the north hallway. You both turn to look. You catch a glimpse of neon green hair, and you hear footsteps down the hallway.\n\nThe secretary looks back at you. \"That's Rosalita's sister. She's supposed to be waiting in the studio.\" She rolls her eyes. \"She's a singer who calls herself Andromeda. Chuck's in his old office across the hall from her, and Danny's at the very end by...well, uh, by Rosalita's office. Anyway, I'll be in the break room.\"\n\nShe walks off to the west. You realize that you didn't catch her name. You'll need to get that later, along with her statement.\n\n[New topic - Greeting]\n\n[New topic - Statement]\n\nSome small speakers in the ceiling are tuned to KOLR. From the speakers, you hear the radio quietly playing We Got The Beat.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nworn manila folder\n\nFrom the speakers, you hear the radio quietly playing an ad for Ronald Reagan.", "endoftext": false }, { "action": "You open the folder", "response": "The Chief has provided you with a worn manila folder. There are five names and a single word written on the outside in black pen:\n\nYou can look up individual names to review your information, or\nthe timeline to review the timing of events.\n\nFrom the speakers, you hear the radio quietly playing an ad for \"Indiana Jones and the Temple of Doom\".", "endoftext": false }, { "action": "You look up daniel", "response": "Name: Daniel Kostopoulos.\n\nAge: 63\n\nOccupation: Host of the conservative talk show, \"The Danny Kostopolous Show\".\n\nSummary: Daniel Kostopolous co-founded KOLR with Rosalita Morales over 20 years ago. His talk show and her \"An Evening with Rosa\" have consistently brought in the highest ratings and ad sponsorships for KOLR, outside of nationally syndicated programs. Daniel always goes by the name \"Danny\". Daniel lives alone, with no former marriages or children.\n\nIn her will, Rosalita left him all of her share of KOLR, making him the sole owner.\n\n[New topic - Partner]\n\nFrom the speakers, you hear the radio quietly playing an ad for a trivia board game.", "endoftext": false }, { "action": "You read folder", "response": "The Chief has provided you with a worn manila folder. There are five names and a single word written on the outside in black pen:\n\nYou can look up individual names to review your information, or\nthe timeline to review the timing of events.\n\nFrom the speakers, you hear the radio quietly playing an ad for Infocom's Suspect.", "endoftext": false }, { "action": "You look up lee", "response": "Name: Chuck Lee.\n\nAge: 45\n\nOccupation: TV News Anchor for WESL.\n\nConnection with Morales: Chuck Lee is Rosalita's ex-husband, and former coworker. Chuck was the news anchor for KOLR local news. He recently left KOLR for television after being headhunted by WESL.\n\nChuck and Rosalita were married 16 years ago, with no children resulting from the marriage. They divorced six years ago amicably, and for unspecified reasons.\n\nChuck resides at 75 Radhaus Lane #701.\n\nIn her will, Rosalita left Chuck the house that they had lived in together.\n\n[New topic - Ex]\n\nFrom the speakers, you hear the radio quietly playing Through The Years.", "endoftext": false }, { "action": "You look up cindy", "response": "Name: Cindy Jalcek.\n\nAge: 19\n\nOccupation: Receptionist for KOLR and personal assistant for Rosalita.\n\nConnection with Morales: Cindy Jalcek has worked for KOLR as a receptionist for 3 years. Due to the small size of the organization, her duties also include cleaning, supply shopping, and working as Rosalita's personal assistant. Rosalita hired her permanently after a successful internship, and she became Rosalita's confidant. In the will, Rosalita left Cindy her car and a lump sum of $50,000.\n\n[New topic - Secretary]\n\nFrom the speakers, you hear the radio quietly playing Through The Years.", "endoftext": false }, { "action": "You look up maia", "response": "Name: Maia Morales (stage name Andromeda).\n\nAge: 39\n\nOccupation: Vocal artist.\n\nConnection with Morales: Maia Morales, aka Andromeda, is Rosalita's only sibling. Both of their parents are deceased, making her Rosalita's closest living relative.\n\nMaia is an aspiring singer. Under the stage name Andromeda, she has released two singles and has fronted several big-name bands in the local area. Her two singles were recorded in KOLR studios.\n\nRosalita left Maia the remainder of her estate, after the other bequests.\n\n[New topic - Sister]\n\nFrom the speakers, you hear the radio quietly playing Through The Years.", "endoftext": false }, { "action": "You look up Rosalita", "response": "Name: Rosalita Morales\n\nAge: 42\n\nDate of death: February 29.\n\nCause of Death: Gunshot wound in the head.\n\nSummary: Officers were called to KOLR studios at 9:25am by her assistant, Ms. Jalcek, who discovered the body in the office when she came into work.\n\nThe investigation is ongoing, but initial results suggest a break-in: the office windows were forced open, and Ms. Jalcek and Maia Morales report seeing an intruder flee the scene.\n\nBackground: Rosalita Morales was the host of the popular romance talk show, \"An Evening With Rosa\". She was the co-founder and co-owner of KOLR, together with Daniel Kostopoulos. She was previously married to celebrity news anchor Chuck Lee, but divorced 6 years ago, and now lives alone. Her closest associates were her assistant Cindy Jalcek and her sister Maia Morales, aka Andromeda.\n\n[New topic - Death]\n\nFrom the speakers, you hear the radio quietly playing an ad for the CD-ROM.", "endoftext": false }, { "action": "You look up the timeline", "response": "Timeline of Events:\n\nWednesday, February 27-Chuck Lee cleans out his office and leaves KOLR at approximately 5:00pm. He claims to have seen Rosalita, but left without talking.\n\nThursday, February 28-Daniel Kostopolous discussed the annual report with Rosalita at around 3:00pm. He did not see her again after this.\n\nFriday, February 29-Maia Morales visited Rosalita at work some time before 9:00am, then left. Cindy Jalcek was cleaning the studios, and discovered a stranger in a yellow poncho standing over Rosalita's body. She called emergency dispatch at 9:05am.\n\nFrom the speakers, you hear the radio quietly playing Rapture.", "endoftext": true }, { "action": "You look around", "response": "The neutral tones suggest a professional but boring atmosphere. A faded rainbow stencil on the wall invites you to KOL studios; the R has worn off. The sepia-hued front desk hardly fits in this cramped room, but the beige ceiling is quite high; it looks like it was once part of a larger room. The muddy carpet is scuffed and worn, curling up on the edges. One of the off-white fluorescent lights in the ceiling flickers intermittently. Another light buzzes at the edge of your hearing. The smell of burnt popcorn wafts in from a break room to the west. The doorway to the north leads to the hallway.\nThe parking lot is back to the south, and a bathroom door stands to the east. An ivory telephone sits on the desk.\n\nFrom the speakers, you hear the radio quietly playing Rapture.", "endoftext": false }, { "action": "Your thoughts", "response": "Current thoughts:\nDeath - \"Rosalita was shot on February 29th in her office.\"\nSister - \"Maia Morales was Rosalita's sister.\"\nSecretary - \"Cindy Jalcek was Rosalita's Secretary.\"\nEx - \"Chuck Lee is the former husband of Rosalita Morales.\"\nPartner - \"Daniel Kostopoulos was the business partner of Rosalita Morales.\"\nStatement - \"You need to take the statements of the suspects\"\nGreeting - \"You need to introduce yourself to the suspects.\" Assistance - \"The chief is always willing to give you help. (This gives a basic tutorial).\"\nSuspicion - \"The Chief thinks that someone close to her was\ninvolved in her death.\"\nTestament - \"Rosalita left all of her possessions to four people in her will.\"", "endoftext": false }, { "action": "You go west", "response": "The stench of burnt popcorn lingers in the air. A microwave with a thin tan layer of grease sits in the corner. A tawny brown vending machine sags in the corner with half of its buttons darkened or flickering. A small oat-colored fan is oscillating in the center, trying to clear out the smell. A few coffee-stained tables and several chairs are scattered around the room. The lobby is back to the\neast.\n\nCindy is sitting at a table.\n\nShe looks up expectantly as you walk in.", "endoftext": false }, { "action": "You say the greeting", "response": "(to Cindy)\n\"I didn't catch your name earlier.\"\n\nCindy says, \"Oh! Cindy. Cindy Jalcek.\"\n\nYou say, \"My name is Hector King.\" She nods. You say, \"I've been assigned to investigate the murder of Rosalita Morales, and I'd like to ask you some questions.\"\n\nShe blanches. \"I've been wondering... am I under arrest?\"\n\n\"No, I'm just gathering information from everyone here at the station.\"\n\nShe nods, relieved. \"Okay, like I said, my name is Cindy Jalcek. I'm the receptionist here at KOLR. I also helped Rosalita with some of her other activities, including her charity, Roses for Rehab. I was responsible for accounting for the charity.\"\n\n[New topic - Accounting]", "endoftext": false }, { "action": "You say the statement", "response": "(to Cindy)\n\"Tell me what you know about the death of Rosalita Morales.\"\n\n\"All right. Here's what happened.\"\n\nYou lean back as Cindy gives you a statement. You can picture it all in your head...\n\n\nParking Lot\nThe dawn sun smiles on you as you stand in the parking lot, and you smile back. Looks like you got here just in time; the lot is starting to fill up, and that means the studio will open soon. The wind cuts through your jacket like a knife, but the smell of rice and hot oil from the Chinese restaurant warms your heart. You know where you're getting lunch today. The lobby door is north from here.\n\nThe bus drops you off, then gasps and wheezes away. You're lucky you got here in time; the police were closing off the streets for a parade. The next bus isn't until noon.\n\n[New topic - Parade]\n\nTime to get to work.", "endoftext": false }, { "action": "You say the parade", "response": "(to yourself)\nDuring flashbacks, conversation advances by using TALK TO [someone].", "endoftext": false }, { "action": "You go north", "response": "This lobby is much bigger than the one at your old receptionist job. You glance at the KOLR logo you stenciled on the wall your first week; it always comforts you. The ceiling in this room is ten feet high, and your desk is huge. You've vacuumed this carpet so many times that it's almost worn through in places. The lights in the ceiling are wigging out again, you'll have to replace them, but the stepladder has been missing for weeks. The doorway to the north leads to the\nhallway. The parking lot is back to the south, and the bathroom is to the east.\n\nThe phone sits on the desk.\n\nThe unmistakable stench of burning popcorn rolls in from the break room to the west. Oh no.\n\nYou see Rosalita coming out of the break room. She smiles. \"Oh, Cindy, it's good to see you. Listen, my sister's in the break room again. Can you make sure she leaves? I've got to pick the lineup for my show tonight.\" You nod, and she walks into the hallway. She turns around and touches the door. \"Oh, and can you take the trash out of my office?\" With that, she walks to her office.\n\nThe radio is playing an ad for the Apple IIc.", "endoftext": false }, { "action": "You go west", "response": "This lobby is much bigger than the one at your old receptionist job. You glance at the KOLR logo you stenciled on the wall your first week; it always comforts you. The ceiling in this room is ten feet high, and your desk is huge. You've vacuumed this carpet so many times that it's almost worn through in places. The lights in the ceiling are wigging out again, you'll have to replace them, but the stepladder has been missing for weeks. The doorway to the north leads to the\nhallway. The parking lot is back to the south, and the bathroom is to the east.\n\nThe phone sits on the desk.\n\nThe unmistakable stench of burning popcorn rolls in from the break room to the west.\n\nAs you rush in to find the source of the smell, you smack into someone and knock them to the ground!\n\n\"Oh, I'm so sorry!\" you say. Your victim rolls over, revealing a mop of green hair.\n\n\"Oh,\" you say. \"It's you.\" You frown, but lift her up. You say, \"Rosalita said to make sure you left the station. I'm sorry, but you're going to have to go; I just have to take care of something real quick.\" Maia frowns and walks away back to the lobby and out of sight.\n\nThe radio is playing Uptown Girl.", "endoftext": false }, { "action": "You go west", "response": "The vending machine is still on the fritz; you called the manufacturer three times in the last week, and you'll have to call them again. A few tables and several chairs are scattered around the room. The smell of burnt popcorn overpowers you. The lobby is back to the east.\n\nSmoke billows from the microwave. Something's burning!", "endoftext": false }, { "action": "You open the microwave", "response": "You open the smoky microwave, revealing a bag of burnt popcorn.", "endoftext": false }, { "action": "You get the popcorn", "response": "(the bag of burnt popcorn)\nYou gingerly pick it up by the edges. You'll have to throw it away in the bathroom!\n\nThe bag of popcorn is smoking in your hands.", "endoftext": false }, { "action": "Go east", "response": "You look around, but Maia seems to be gone.\n\nThis lobby is much bigger than the one at your old receptionist job. You glance at the KOLR logo you stenciled on the wall your first week; it always comforts you. The ceiling in this room is ten feet high, and your desk is huge. You've vacuumed this carpet so many times that it's almost worn through in places. The lights in the ceiling are wigging out again, you'll have to replace them, but the stepladder has been missing for weeks. The doorway to the north leads to the\nhallway. The parking lot is back to the south, and the bathroom is to the east.\n\nThe phone sits on the desk.\n\nThe unmistakable stench of burning popcorn still leaks in from the break room to the west.\n\nThe radio is playing She Works Hard For The Money.\n\nThe bag of popcorn is smoking in your hands.", "endoftext": false }, { "action": "You go to the east", "response": "(first opening bathroom door)\n\nAt least the bathroom's moldy smell will help cover up the popcorn. You don't know why they won't let you remodel this bathroom, clearly the walls are crawling with mold. But at least it makes your job easier when nobody uses it. Even the sink is pretty clean, below the mirror, and the trash can is empty. Oh, looks like the paper towel dispenser is empty too. Oops. The toilet itself squats in a corner.\n\nThe bag of popcorn is smoking in your hands.", "endoftext": false }, { "action": "You put the popcorn in the trash", "response": "That's a good idea. You throw the popcorn into the toilet and turn to go. Wait! The toilet? Not again. You always mix the two up when you're in a hurry. It's caused a lot of messes.\n\nNow the burnt popcorn is floating in the toilet.", "endoftext": false }, { "action": "Flush", "response": "You flush the popcorn down the toilet. It disappears, thankfully, but the toilet starts backing up. Crap! Well, actually, just water, but still, you're glad no one uses this toilet.\n\nYou've got to deal with that smell in the break room, now. Time to get the fan from the closet.", "endoftext": true }, { "action": "Look around", "response": "At least the bathroom's moldy smell will help cover up the popcorn. You don't know why they won't let you remodel this bathroom, clearly the walls are crawling with mold. But at least it makes your job easier when nobody uses it. Even the sink is pretty clean, below the mirror, and the trash can is empty. Oh, looks like the paper towel dispenser is empty too. Oops. The toilet itself squats in a corner.", "endoftext": false }, { "action": "You go west", "response": "This lobby is much bigger than the one at your old receptionist job. You glance at the KOLR logo you stenciled on the wall your first week; it always comforts you. The ceiling in this room is ten feet high, and your desk is huge. You've vacuumed this carpet so many times that it's almost worn through in places. The lights in the ceiling are wigging out again, you'll have to replace them, but the stepladder has been missing for weeks. The doorway to the north leads to the\nhallway. The parking lot is back to the south, and the bathroom is to the east.\n\nThe phone sits on the desk.\n\nThe unmistakable stench of burning popcorn still leaks in from the break room to the west.\n\nThe radio is playing an ad for The Very Best of An Evening With Rosa (boxed set).", "endoftext": false }, { "action": "Go north", "response": "(first opening hallway door)\n\nYou've scrubbed the walls in this hallway a hundred times, and they are clean as a whistle. Chuck's office lies to the west.\nLooking closer, it seems like someone's gouged his door. You'll have to repaint it. The studio to the east is closed, and the On-Air\nlight is glowing. Someone must be recording. The hallway extends to the north. You can also go south to return to the lobby.\n\nThe radio is playing an ad for Who's the Boss.", "endoftext": false }, { "action": "You go north", "response": "The hallway from the south ends here. Rosalita's wooden door\nstands to the north. Danny's hand-carved door is to the\nwest. And your very own bright yellow door lies to the\neast: the janitor's closet.\n\nThe radio is playing an ad for \"A Nightmare on Elm Street\".", "endoftext": false }, { "action": "You go east", "response": "(first opening the closet door)\nYou yank hard on the handle of the door. Everyone thinks you lock it, but it's just really, really hard to open.\n\nThis cool, concrete closet is tiny, but it is neatly\norganized and perfectly sorted. Rags, a mop, a bucket, a straw broom, a push broom, bottles of cleaner, two dustpans, extra toilet paper, and so on.\n\nOh, and the fan you were looking for.", "endoftext": false }, { "action": "You get fan", "response": "Taken.", "endoftext": false }, { "action": "You get the paper towels", "response": "Your sentence had too many words; you can try typing just the part where you wanted to get the extra toilet paper.", "endoftext": false }, { "action": "You get towels", "response": "I didn't understand the object in that command.", "endoftext": false }, { "action": "Go west", "response": "The hallway from the south ends here. Rosalita's wooden door\nstands to the north. Danny's hand-carved door is to the\nwest. And your very own bright yellow door lies to the\neast: the janitor's closet.\n\nThe radio is playing I Can't Go For That.", "endoftext": false }, { "action": "You go south", "response": "You've scrubbed the walls in this hallway a hundred times, and they are clean as a whistle. Chuck's office lies to the west.\nLooking closer, it seems like someone's gouged his door. You'll have to repaint it. The studio to the east is closed, and the On-Air\nlight is glowing. Someone must be recording. The hallway extends to the north. You can also go south to return to the lobby.\n\nThe radio is playing I Can't Go For That.", "endoftext": false }, { "action": "Go south", "response": "This lobby is much bigger than the one at your old receptionist job. You glance at the KOLR logo you stenciled on the wall your first week; it always comforts you. The ceiling in this room is ten feet high, and your desk is huge. You've vacuumed this carpet so many times that it's almost worn through in places. The lights in the ceiling are wigging out again, you'll have to replace them, but the stepladder has been missing for weeks. The doorway to the north leads to the\nhallway. The parking lot is back to the south, and the bathroom is to the east.\n\nThe phone sits on the desk.\n\nThe unmistakable stench of burning popcorn still leaks in from the break room to the west.\n\nThe radio is playing I Can't Go For That.", "endoftext": false }, { "action": "Go west", "response": "The vending machine is still on the fritz; you called the manufacturer three times in the last week, and you'll have to call them again. A few tables and several chairs are scattered around the room. The smell of burnt popcorn overpowers you. The lobby is back to the east.\n\nThe microwave sits smugly and smokily against the wall.", "endoftext": false }, { "action": "You examine the fan", "response": "It runs on batteries; you can just drop it anywhere you want and turn it on.", "endoftext": false }, { "action": "You drop the fan", "response": "Dropped.", "endoftext": false }, { "action": "You turn it on", "response": "You turn on the fan. It sputters, then begins to blow.\n\nThe smell dissipates somewhat. Now you can finally get to cleaning Rosalita's office.", "endoftext": false }, { "action": "You go east", "response": "This lobby is much bigger than the one at your old receptionist job. You glance at the KOLR logo you stenciled on the wall your first week; it always comforts you. The ceiling in this room is ten feet high, and your desk is huge. You've vacuumed this carpet so many times that it's almost worn through in places. The lights in the ceiling are wigging out again, you'll have to replace them, but the stepladder has been missing for weeks. The doorway to the north leads to the\nhallway. The parking lot is back to the south, and the bathroom is to the east.\n\nThe phone sits on the desk.\n\nThe unmistakable stench of burning popcorn still leaks in from the break room to the west.\n\nThe radio is playing an ad for kid's dolls.", "endoftext": false }, { "action": "Go north", "response": "You've scrubbed the walls in this hallway a hundred times, and they are clean as a whistle. Chuck's office lies to the west.\nLooking closer, it seems like someone's gouged his door. You'll have to repaint it. The studio to the east is closed, and the On-Air\nlight is glowing. Someone must be recording. The hallway extends to the north. You can also go south to return to the lobby.\n\nThe radio is playing an ad for \"The Aquitane Progression\".", "endoftext": false }, { "action": "You go to the north", "response": "The hallway from the south ends here. Rosalita's wooden door\nstands to the north. Danny's hand-carved door is to the\nwest. And your very own bright yellow door lies to the\neast: the janitor's closet.\n\nThe radio is playing an ad for WESL weather alerts.", "endoftext": false }, { "action": "Go north", "response": "(first opening the brown door)\nAs you open the door, you hear a loud gunshot, and you see Rosalita crumple to the floor.\n\nYou see an unfamiliar man wearing a yellow poncho hovering over Rosalita, holding a gold-handled revolver. Startled, he turns to look at you, and his bloodshot eyes widen in his stubble-covered face. He runs to the door and you shrink back in fear as he races down the hall outside.\n\n[New topic - Stranger]\n\nWhat do you do? What do you do? You have to call the police!", "endoftext": false }, { "action": "You go south", "response": "The hallway from the south ends here. Rosalita's wooden door\nstands to the north. Danny's hand-carved door is to the\nwest. And your very own bright yellow door lies to the\neast: the janitor's closet.\n\nThe radio is playing Karma Chameleon.\n\nYou have to call the police NOW!", "endoftext": false }, { "action": "You go south", "response": "You've scrubbed the walls in this hallway a hundred times, and they are clean as a whistle. Chuck's office lies to the west.\nLooking closer, it seems like someone's gouged his door. You'll have to repaint it. The studio to the east is closed, and the On-Air\nlight is glowing. Someone must be recording. The hallway extends to the north. You can also go south to return to the lobby.\n\nThe radio is playing an ad for \"Pet Sematary\".\n\nIs the killer still out there? What's going on?", "endoftext": false }, { "action": "Go south", "response": "This lobby is much bigger than the one at your old receptionist job. You glance at the KOLR logo you stenciled on the wall your first week; it always comforts you. The ceiling in this room is ten feet high, and your desk is huge. You've vacuumed this carpet so many times that it's almost worn through in places. The lights in the ceiling are wigging out again, you'll have to replace them, but the stepladder has been missing for weeks. The doorway to the north leads to the\nhallway. The parking lot is back to the south, and the bathroom is to the east.\n\nThe phone sits on the desk.\n\nThe unmistakable stench of burning popcorn still leaks in from the break room to the west.\n\nThe radio is playing Harden Heart.\n\nIn the lobby--the phone-- you've got to call the police!", "endoftext": false }, { "action": "You call police", "response": "\"I called the police. And I waited up there until they showed up. It was horrible...\"\n\nCindy falls silent, shivering.\n\nYou clear your mind, and return to yourself.\n\n\nBreak Room\nThe stench of burnt popcorn lingers in the air. A microwave with a thin tan layer of grease sits in the corner. A tawny brown vending machine sags in the corner with half of its buttons darkened or flickering. A small oat-colored fan is oscillating in the center, trying to clear out the smell. A few coffee-stained tables and several chairs are scattered around the room. The lobby is back to the\neast.\n\nCindy is sitting at a table.\n\nYou catch Cindy looking you up and down with an unhappy expression.", "endoftext": false }, { "action": "You look at the fan", "response": "The fan clicks and hums as it rotates about the room, trying to clear the air.\n\nCindy sniffs and wrinkles her nose. She glances at the microwave.", "endoftext": false }, { "action": "You examine the microwave", "response": "This seems like a fairly pricey microwave; but its once-white microwave has been yellowed by accumulated layers of grease. It stinks of popcorn.\n\nCindy taps her leg.", "endoftext": false }, { "action": "You examine the vending", "response": "The vending machine leans in the corner. Half of the buttons are dark or flickering; all that works is a couple of rows of iced tea. Not your favorite.\n\nYou hear a distant rumble of thunder.", "endoftext": false }, { "action": "Your thoughts", "response": "Current thoughts:\nStranger - \"Cindy saw a strange man in a yellow poncho hovering\nover Rosalita Morales.\"\nParade - \"The streets were closed down for a parade all morning.\" Accounting - \"Cindy did the accounting for Roses for Rehab\"\nDeath - \"Rosalita was shot on February 29th in her office.\"\nSister - \"Maia Morales was Rosalita's sister.\"\nSecretary - \"Cindy Jalcek was Rosalita's Secretary.\"\nEx - \"Chuck Lee is the former husband of Rosalita Morales.\"\nPartner - \"Daniel Kostopoulos was the business partner of Rosalita Morales.\"\nStatement - \"You need to take the statements of the suspects\"\nGreeting - \"You need to introduce yourself to the suspects.\" Assistance - \"The chief is always willing to give you help. (This gives a basic tutorial).\"\nSuspicion - \"The Chief thinks that someone close to her was\ninvolved in her death.\"\nTestament - \"Rosalita left all of her possessions to four people in her will.\"", "endoftext": false }, { "action": "You say the parade", "response": "(to Cindy)\n\"You said there was a parade the morning of Rosalita's death?\"\n\n\"Yes, the Founder's Day Parade. I saw the floats in a big parking lot, and they were putting up barricades.\"\n\n\"So you're sure there were no buses after you?\"\n\n\"Yes, I'm sure. The bus driver told me I was lucky to catch the last bus.\"", "endoftext": false }, { "action": "You say stranger", "response": "(to Cindy)\n\"Did you see anything else about the killer?\"\n\nShe shakes her head. \"No, he was gone so fast.\"\n\n\"Was he tall, short, old, young?\"\n\n\"Listen, I don't know! I was terrified!\"\n\n\"Was there anything you remember?\"\n\n\"He was wearing some sort of yellow poncho, and he had a gun. He was unshaven, and I think he smelled a bit like week-old leftovers.\"", "endoftext": false }, { "action": "You say the accounting", "response": "(to Cindy)\n\"Ms. Jalcek, could you describe for me exactly what your responsibilities were for Roses for Rehab?\"\n\nShe chews on her lower lip for a second, looking you directly in the eyes. \"I was the primary person in charge of receiving donations by phone or by check. I conducted quarterly audits, and kept the records.\"\n\n\"Thank you Ms. Jalcek, it's important for the record that I had this in your own words.\"", "endoftext": false }, { "action": "You say the death", "response": "(to Cindy)\n\"Cindy, our records show that Rosalita Morales died two days ago, shot to death in her office.\"\n\nCindy sits silently.\n\n\"Miss Jalcek, do you have any comment?\"\n\n\"Oh! No, no comment. Just...it was so terrible. Do we really have to talk about this?\"\n\n\"Yes, it's part of the investigation.\"\n\n\"I was there when she was shot, but I didn't see it. I just heard it in the hallway, and saw the killer running away.\"", "endoftext": false }, { "action": "You say the sister", "response": "(to Cindy)\n\"What do you know about Maia Morales?\"\n\nCindy opens her mouth, then pauses. \"I... I don't like her very much. Not much at all.\"\n\n\"Why don't you like her very much?\n\n\"I mean, she's a mooch! My job is to keep people like her out. She's always hitting up Rosalita for money, or trying to sneak into our studio.\"\n\nYou ask, \"Why was she sneaking into the studio?\"\n\n\"To record. She thinks she's a rock star because she dyed her hair and calls herself Andromeda.\" She shakes her head. \"I just don't like her.\"", "endoftext": false }, { "action": "You say secretary", "response": "(to Cindy)\n\"Tell me more about your work with Rosalita.\"\n\nShe nods.\n\n\"Rosalita was the one who hired me on, three years ago. Apparently the previous secretaries couldn't handle the job,\" she says, smugly. \"I've made a real impact here, and Rosalita liked it. I could clean the studio, help her with errands, and run the front desk without breaking a sweat.\" A tear wells up in one eye. \"I really miss her.\"\n\n\"You were close?\"\n\n\"Yes, she liked to confide in me. She knew she could trust me.\"\n\n\"Did she tell you anything unusual around the time of her death?\"\n\nShe says, \"Nothing that I haven't told the police.\"", "endoftext": false }, { "action": "You say ex", "response": "(to Cindy)\n\"What do you know about Chuck Lee?\"\n\nShe seems startled. \"What? What did you say?\"\n\n\"I said, what's your relationship like with Chuck?\"\n\nShe sighs in relief. \"Oh, our relationship. Well, you know, he was never one of the managers or owners at KOLR, so I didn't have to deal with him as much. He's a nice guy, handsome and all, but he and Rosalita...\" She bites her lip. \"I mean, they broke up, you know? It was kind of awkward after that.\"", "endoftext": false }, { "action": "You say the partner", "response": "(to Cindy)\n\"What do you know about Danny Kostopoulos?\"\n\n\"Well, obviously I respect him as one of the owners, you know? And he is 'The Voice of the Bread Basket' or whatever he calls himself.\"\n\nYou say, \"The Voice of the Heartland.\"\n\n\"I know, I know. But he's so irritable all the time, he's got a real mean streak. Sometimes I'll pretend to be on the phone just to avoid talking to him.\"", "endoftext": false }, { "action": "You go east", "response": "The neutral tones suggest a professional but boring atmosphere. A faded rainbow stencil on the wall invites you to KOL studios; the R has worn off. The sepia-hued front desk hardly fits in this cramped room, but the beige ceiling is quite high; it looks like it was once part of a larger room. The muddy carpet is scuffed and worn, curling up on the edges. One of the off-white fluorescent lights in the ceiling flickers intermittently, and another buzzes at the edge of hearing. The smell of burnt popcorn wafts in from a break room to the west. The doorway to the north leads to the hallway. The\nparking lot is back to the south, and a bathroom door stands to the east. An ivory telephone sits on the desk.\n\nFrom the speakers, you hear the radio quietly playing an ad for Infocom's Sorcerer.", "endoftext": false }, { "action": "You go east", "response": "(first opening bathroom door)\n\nThe musty smell trapped in this room almost overwhelms you. Its low ceiling sports a single, dim bulb and a ventilation fan. The floor has faded from whatever its original color was into a dingy brown. A sink sits below a small mirror, and a nearby paper towel dispenser hangs over a battered trash can. The toilet itself squats in a corner.", "endoftext": false }, { "action": "You look at the dispenser", "response": "A paper towel dispenser set over a trash can.", "endoftext": false }, { "action": "Go west", "response": "The neutral tones suggest a professional but boring atmosphere. A faded rainbow stencil on the wall invites you to KOL studios; the R has worn off. The sepia-hued front desk hardly fits in this cramped room, but the beige ceiling is quite high; it looks like it was once part of a larger room. The muddy carpet is scuffed and worn, curling up on the edges. One of the off-white fluorescent lights in the ceiling flickers intermittently. Another light buzzes at the edge of hearing. The smell of burnt popcorn wafts in from a break room to the west. The doorway to the north leads to the hallway. The\nparking lot is back to the south, and a bathroom door stands to the east. An ivory telephone sits on the desk.\n\nFrom the speakers, you hear the radio quietly playing MacArthur Park.", "endoftext": false }, { "action": "You go north", "response": "(first opening hallway door)\n\nYou are standing in a dim hallway with muddy carpet and beige walls. A battered navy blue door leads to the west. A heavy\nseaweed-green door to the east is labelled \"Studio\". A red\nOn-Air light is mounted next to the door. The hallway extends to the north. You can also go south to return to the lobby.\n\nFrom the speakers, you hear the radio quietly playing MacArthur Park.", "endoftext": false }, { "action": "Go north", "response": "You move carefully through the dim and narrow hallway. It smells of cleaner mingled with faint perfume. It terminates to the north\nat a hazel wood door. Its smooth surface is polished and warm in the chill hallway. A nameplate next to the door reads \"Rosalita Morales\". To the west hangs an apple red door, with a nameplate saying\n\"Daniel Kostopolous\". To the east is a narrow metal closet\ndoor.\n\nFrom the speakers, you hear the radio quietly playing MacArthur Park.", "endoftext": false }, { "action": "Go north", "response": "(first opening the hazel wood door)\nRosalita's office has been sealed off, and you don't want to disturb it. Your specialty is interrogation, not forensics.\n\nFrom the speakers, you hear the radio quietly playing an ad for \"Gremlins\".", "endoftext": false }, { "action": "You go east", "response": "(first opening closet door)\nIt seems to be locked.\n\nFrom the speakers, you hear the radio quietly playing an ad for \"The Terminator\".", "endoftext": false }, { "action": "Go west", "response": "(first opening plain door)\n\nThis office is decorated with flashy shades of red. It's large enough to fit a massive cherry desk, rows of mahogany bookshelves, and a battered scarlet cabinet. The walls are empty and clean, although the paint is patchy in spots, reaching to a textured plaster ceiling. A wine red floor lamp in the corner has been turned off. The blinds are open to the dim light from outside, punctuated by flashes of lightning. The soft rose carpet is matted and ragged, but looks recently cleaned.\n\nDanny sits slightly slumped in his chair with his hands clasped on his lap.\n\nYou pause by the doorway, and he glances at you. \"Please, come in,\" he says, and you step into the room.", "endoftext": false }, { "action": "You say the greeting", "response": "(to Danny)\n\"Daniel Kostopolous?\"\n\nHe rises to grip your hand firmly. \"I usually go by Danny,\" he answers in a husky voice. He looks you up and down. \"I've seen you before, down at city hall. You've been on the force for a while, haven't you?\"\n\n\"Excellent memory, Mr. Kostopolous. I'm Detective King; I've been assigned to investigate the death of Rosalita Morales. I apologize for disrupting your broadcasting.\"\n\nDanny says, \"Not at all; we're broadcasting from the telephone line, right now. All of our local shows air in the evening.\" He looks at his watch. \"Hopefully this won't take too long.\"\n\nYou say, \"Of course. I would like to ask you some questions about what happened that night.\"\n\n\"Listen, call me Danny. Real shame what happened. She... I don't even like to think about it. It shouldn't have happened. Not to Rosa.\" He sits down.", "endoftext": false }, { "action": "You say the statement", "response": "(to Danny)\n\"When was the last time that you saw Rosalita Morales?\"\n\n\"All right, sure, I'll tell you. It was the day before she died. Here's what happened.\"\n\nYou lean back as Danny gives you a statement. You can picture it all in your head...\n\nThis studio is the jewel of the station; a green-colored jewel, like an emerald, you suppose. The walls, floor, and ceiling are thickened and hollowed, covered with acoustic panels. The microphones hanging from the ceiling are vintage, from the golden era of broadcasting, when they made microphones right. You constructed the table in the center out of soft wood. The chairs, though, are just left over from the last tenants, years ago. The soundproof door to the west\nleads to the hallway. The control room is to the east, but the technician is still reviewing the show before broadcast.\n\n\"I'm Danny Kostopolous, the Voice of the Heartland. Join me tomorrow, when I'll present my top ten government agencies that need to be eliminated. Thanks for listening.\"\n\nYou pause until your theme song finishes playing. The technician from the control room gives you a thumbs up. You switch off your microphone.\n\nYou stand up. You have a meeting with Rosalita to go over the annual report. You need to look over it first, though.", "endoftext": false }, { "action": "You go to the west", "response": "(first opening the studio door)\n\nYou're just outside the studio door, by Chuck's old office. Still stings each time you walk by. The On-Air light is turned off. Your office and Rosa's are to the north. You can also go\nsouth to return to the lobby.\n\nThe radio is playing Sister Christian.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nnothing\n\nThe radio is playing an ad for \"Amadeus\".", "endoftext": false }, { "action": "You go to the north", "response": "This hallway always smells like Rosalita; she loves Chanel No. 5. Her office lies to the north. Her plain hazel wood door is not\nnearly as impressive as your bright red door to the west. The\ncloset to the east is the receptionist's.\n\nThe radio is playing Footloose.", "endoftext": false }, { "action": "You go west", "response": "(first opening plain door)\n\nYour spacious office is neat and tidy; the receptionist must have cleaned it up. Bookshelves line two walls, stuffed with overflow from Chuck's office. Your heavy desk sits in the middle of the room with a black swivel chair pushed close to it. The large window that you pushed hard for stretches across one wall, and your soft carpet cushions your feet.\n\nThe cabinet with your documents is here. All you really need is the report, though.", "endoftext": false }, { "action": "You open the cabinet", "response": "You keep all of the financial records in here. You can look up\nany files by name. You have many files, but the annual report is your main concern.", "endoftext": false }, { "action": "You look up the report", "response": "You look over the annual report. You and Rosalita need to do your yearly audit of the budget. It's been a tough year, but you've done fairly well for yourselves. The charity drive had a record year, too. All accounts have been audited and all expenditures and donations have been accounted for, and the receipts carefully filed away.\n\nWith the information in mind, you feel more comfortable talking to Rosalita.\n\n[New topic - Records]", "endoftext": false }, { "action": "You go to the east", "response": "This hallway always smells like Rosalita; she loves Chanel No. 5. Her office lies to the north. Her plain hazel wood door is not\nnearly as impressive as your bright red door to the west. The\ncloset to the east is the receptionist's.\n\nThe radio is playing Beat It.", "endoftext": false }, { "action": "You go north", "response": "(first opening the hazel door)\n\nThis huge office sprawls across the north side of the building. You offered it to her when you moved here. A tall desk chair upholstered with crimson leather dominates the room behind an art deco desk. Bookshelves crawl up the walls, illuminated by giant windows with burgundy drapes.\n\n[Use TALK TO [someone] to talk during flashbacks.]\n\nRosalita is wearing a muted pink dress with a black suit jacket. A large carnation is pinned to her lapel. Her brown hair dips low over one eye and is pulled into a low ponytail behind her. The creases under her eyes and at the corners of her mouth are deeper than they were a year ago.\n\nOn the desk is a vase of flowers with a note that draws your attention.", "endoftext": false }, { "action": "You look at the vase", "response": "A slender blue vase with a potpourri of colors, filled with a bouquet of flowers. A note is attached.", "endoftext": false }, { "action": "You examine the note", "response": "A small note is attached to the flowers. It says:\n\n\"Thanks for dinner. Let's do it again some time.\n\n-Chuck\"\n\n[New topic - Flowers]", "endoftext": false }, { "action": "You talk to Rosa", "response": "(Rosalita)\n\nRosalita speaks first. \"Danny, I'm glad you're here. Have you had a chance to review the annual report?\"\n\n\"Just finished looking over it.\"\n\nShe stands and rubs her eyes. They look red. \"Rosalita, are you okay?\"\n\n\"It's nothing. It's just that it's getting harder each year to get advertisers, you know? Everyone's moving over to television.\"\n\n\"You've got your cassette sales.\"\n\nShe smiles wryly, but then the smile fades. \"Also, I'm exhausted. I had dinner with a friend yesterday, then spent the evening at the shelter on Broad Street. It was exhausting.\"\n\n\"But you always say the charity work makes you happier, like you're a better person.\" She shrugs\n\n\"Rosalita, listen,\" you continue, \"if there's something going on, you can tell me.\"\n\nShe shakes her head. \"I'm fine.\" She walks to the door, and hesitates before going out. \"I'll file the report tomorrow,\" she says, and she walks out of the room and down the hallway.\n\n[New topic - Troubled]\n\n[New topic - Volunteer]", "endoftext": true }, { "action": "Look around", "response": "This huge office sprawls across the north side of the building. You offered it to her when you moved here. A tall desk chair upholstered with crimson leather dominates the room behind an art deco desk. Bookshelves crawl up the walls, illuminated by giant windows with burgundy drapes.\n\nOn the desk is a vase of flowers with a note that draws your attention.", "endoftext": false }, { "action": "You examine the chair", "response": "A tall, imposing crimson chair that Rosalita bought two years ago.", "endoftext": false }, { "action": "You look at the desk", "response": "The desk is polished and gleaming. Rosalita has carefully locked away all of her files, but a blue vase of flowers lies on the desk with a note attached.\n\nOn the desk is a vase of flowers with a note that draws your attention.", "endoftext": false }, { "action": "You examine the bookshelves", "response": "Bookshelves line the walls, filled with the sort of books that look good but serve little purpose.", "endoftext": false }, { "action": "You examine the windows", "response": "The light through the drapes is weak and gray, and the sound of raindrops striking glass comes through.", "endoftext": false }, { "action": "You examine the drawers", "response": "I didn't understand the object in that command.", "endoftext": false }, { "action": "You look under the desk", "response": "You crouch down and look, but you don't find anything.", "endoftext": false }, { "action": "Go south", "response": "This hallway always smells like Rosalita; she loves Chanel No. 5. Her office lies to the north. Her plain hazel wood door is not\nnearly as impressive as your bright red door to the west. The\ncloset to the east is the receptionist's.\n\nThe radio is playing an ad for The Danny Kostopolous Show.", "endoftext": false }, { "action": "Go west", "response": "Your spacious office is neat and tidy; the receptionist must have cleaned it up. Bookshelves line two walls, stuffed with overflow from Chuck's office. Your heavy desk sits in the middle of the room with a black swivel chair pushed close to it. The large window that you pushed hard for stretches across one wall, and your soft carpet cushions your feet.\n\nThe cabinet with your documents is here.", "endoftext": false }, { "action": "You look at the bookshelves", "response": "Your shelves are full of Chuck's leftover radio kitsch. There's hardly room for your stuff: an old crystal radio set, stacks of tapes, rows of sleeved vinyl, histories of America, patriotic magazines, and other objects lost in the gloom.", "endoftext": false }, { "action": "You look at the window", "response": "You begged, threatened, and cajoled Rosalita into getting this window.", "endoftext": false }, { "action": "You look at the desk", "response": "Your desk is a classic; it cost you two months salary to convince the previous owner to give it up.", "endoftext": false }, { "action": "You look at the carpet", "response": "This carpet is top notch; you spent quite a bit of money to get it installed. It may be wearing out a bit, but you wouldn't change it for the world.", "endoftext": false }, { "action": "You go to the east", "response": "This hallway always smells like Rosalita; she loves Chanel No. 5. Her office lies to the north. Her plain hazel wood door is not\nnearly as impressive as your bright red door to the west. The\ncloset to the east is the receptionist's.\n\nThe radio is playing an ad for Infocom's The Hitchhiker's Guide to the Galaxy.", "endoftext": false }, { "action": "Go south", "response": "You're just outside the studio door, by Chuck's old office. Still stings each time you walk by. The On-Air light is turned off. Your office and Rosa's are to the north. You can also go\nsouth to return to the lobby.\n\nThe radio is playing an ad for Jeopardy.", "endoftext": false }, { "action": "You go south", "response": "(first opening hallway door)\n\nThe lobby is the first thing visitors see when they visit KOLR, so you try to keep it looking good. As you cast about a critical eye, you notice that the stencil on the wall is wearing off. It'll need repainting in about a month. The carpet is clean, but it's looking worn out. The front desk looks pretty good, so you can keep that for a while. The buzzing of one of the lights resonates in your skull in a painful way; that's got to get fixed quick. The offices are back to the north, and the parking lot is south. You can also\nreach the bathroom or the break room from here, but you prefer to spend as little time in those two rooms as possible.\n\nCindy is here, answering phone calls.\n\n\"Thank you for calling KOLR Studios, this is Cindy.\"", "endoftext": false }, { "action": "You talk to Cindy", "response": "Cindy points to the phone and mouths the word \"sorry!\"\n\n\"Don't worry, the fundraiser is still going on. You can buy a box of dark-chocolate candybars or a year's supply of frozen pizza.\"", "endoftext": false }, { "action": "You go north", "response": "You're just outside the studio door, by Chuck's old office. Still stings each time you walk by. The On-Air light is turned off. Your office and Rosa's are to the north. You can also go\nsouth to return to the lobby.\n\nThe radio is playing Call Me.", "endoftext": false }, { "action": "Go west", "response": "You don't want to see Chuck's empty office.\n\nThe radio is playing Call Me.", "endoftext": false }, { "action": "Go east", "response": "This studio is the jewel of the station; a green-colored jewel, like an emerald, you suppose. The walls, floor, and ceiling are thickened and hollowed, covered with acoustic panels. The microphones hanging from the ceiling are vintage, from the golden era of broadcasting, when they made microphones right. You constructed the table in the center out of soft wood. The chairs, though, are just left over from the last tenants, years ago. The soundproof door to the west\nleads to the hallway. The control room is to the east, but the technician is still reviewing the show before broadcast.", "endoftext": false }, { "action": "You go south", "response": "The lobby is the first thing visitors see when they visit KOLR, so you try to keep it looking good. As you cast about a critical eye, you notice that the stencil on the wall is wearing off. It'll need repainting in about a month. The carpet is clean, but it's looking worn out. The front desk looks pretty good, so you can keep that for a while. The buzzing of one of the lights resonates in your skull in a painful way; that's got to get fixed quick. The offices are back to the north, and the parking lot is south. You can also\nreach the bathroom or the break room from here, but you prefer to spend as little time in those two rooms as possible.\n\nCindy is here, answering phone calls.\n\n\"Yes, cassettes are available for individual episodes or for boxed sets. Of course I recommend the boxed set!\"", "endoftext": false }, { "action": "Go south", "response": "\"But she was gone, Detective. And that's what happened.\"\n\nYou clear your mind, and return to yourself.\n\n\nDanny's Office\nThis office is decorated with flashy shades of red. It's large enough to fit a massive cherry desk, rows of mahogany bookshelves, and a battered scarlet cabinet. The walls are empty and clean, although the paint is patchy in spots, reaching to a textured plaster ceiling. A wine red floor lamp in the corner has been turned off. The blinds are open to the dim light from outside, punctuated by flashes of lightning. The soft rose carpet is matted and ragged, but looks recently cleaned.\n\nDanny sits slightly slumped in his chair with his hands clasped on his lap.\n\nThunder booms in the distance.", "endoftext": false }, { "action": "Your thoughts", "response": "Current thoughts:\nVolunteer - \"Rosalita told Danny she was at the shelter Wednesday night.\"\nTroubled - \"Rosalita was troubled by something when Danny spoke to\nher last.\"\nFlowers - \"Chuck sent Rosalita flowers the day after they talked.\" Records - \"All receipts and files for KOLR were accounted for last year.\"\nStranger - \"Cindy saw a strange man in a yellow poncho hovering\nover Rosalita Morales.\"\nParade - \"The streets were closed down for a parade all morning.\" Accounting - \"Cindy did the accounting for Roses for Rehab\"\nDeath - \"Rosalita was shot on February 29th in her office.\"\nSister - \"Maia Morales was Rosalita's sister.\"\nSecretary - \"Cindy Jalcek was Rosalita's Secretary.\"\nEx - \"Chuck Lee is the former husband of Rosalita Morales.\"\nPartner - \"Daniel Kostopoulos was the business partner of Rosalita Morales.\"\nStatement - \"You need to take the statements of the suspects\"\nGreeting - \"You need to introduce yourself to the suspects.\" Assistance - \"The chief is always willing to give you help. (This gives a basic tutorial).\"\nSuspicion - \"The Chief thinks that someone close to her was\ninvolved in her death.\"\nTestament - \"Rosalita left all of her possessions to four people in her will.\"", "endoftext": false }, { "action": "You say volunteer", "response": "(to Danny)\n\"Did Rosalita give you any more information when she said she visited the shelter?\"\n\n\"No, but she's told me she spends a lot of time there. She likes to disburse some of the cash, help some of the families. She says she loves it there.\"", "endoftext": false }, { "action": "You say troubled", "response": "(to Danny)\n\"Why do you think Rosalita was upset when you spoke with her last?\"\n\n\"I'm not sure. She's been under a lot of pressure recently, you know. Advertising revenue is down, Chuck is leaving, we're all getting older. My guess is she was broken up about that loser Chuck.\"\n\n\"You said revenue is down?\"\n\nDanny says, \"Yeah, it's TV, right? TV is more popular these days, you get to see the cereal or the soap flakes or the new toy. Drives down the demand for radio ads.\"", "endoftext": false }, { "action": "You say the flowers", "response": "(to Danny)\n\"Tell me again about the flowers.\"\n\n\"I came in on Rosalita, red-eyed, sad, and of course I look over and see flowers with a note from good old Chuck.\" Danny shakes his head. \"It kills me to know that the day before she died she spent cut up about that loser.\"\n\n\"Did he often send flowers to Rosalita?\"\n\n\"When they were married, sure, it was his signature smooth move. But they haven't been together for a long time.\"", "endoftext": false }, { "action": "You say the records", "response": "(to Danny)\n\"Mr. Kostopoulos, can you tell me about the record-keeping system you used for the studio?\"\n\nHe says, \"Yes, the idea was that we kept all records on paper. All original receipts were filed away, as well copies of all expenditures, which were recorded in a log which was also filed away. It's a good system.\"\n\n\"Is it though? What would you do if you found errors, something incorrect?\"\n\nHe shakes his head. \"Not going to happen.\"", "endoftext": false }, { "action": "You say stranger", "response": "(to Danny)\n\"Cindy saw a strange man in a yellow poncho shoot Rosalita.\"\n\nDanny says, \"Did she see anything else about him? Was he old, young, heavy, thin? Did he have a scar, a limp? Did she see anything at all but a poncho?\"\n\n\"She didn't get a good look at him.\"\n\nDanny leans back. \"Well, I shouldn't be too hard on her; it's a hard situation all around. But I wish she had seen more.\"", "endoftext": false }, { "action": "You say the parade", "response": "(to Danny)\n\"Cindy claimed that the streets were closed down for a parade the morning Rosalita died.\"\n\n\"Yes, that makes sense. I was watching it on the news. Is this important for the investigation, or are you just making idle chitchat?\"\n\n\"We'll have to see, won't we?\"", "endoftext": false }, { "action": "You link the volunteer to the records", "response": "You can't link those.\n\nDanny frowns. He says, \"I probably already told you this, but we need to be done here by ten. We can only broadcast reruns so long.\"", "endoftext": false }, { "action": "You link the volunteer to the accounting", "response": "You can't link those.\n\nDanny looks you over with a critical eye.", "endoftext": false }, { "action": "You say the accounting", "response": "(to Danny)\n\"Mr. Kostopolous, what was Cindy Jalcek's relationship with Roses for Rehab?\"\n\nHe says, \"Oh, Ms. Jalcek; well, I'm sure you want me to be as specific as possible, so...if I recall, she would take the donations over the phone and in person, file them away, and do quarterly internal auditing and budget reports.\"\n\n\"So she was closely involved in the accounting, right?\"\n\nHe nods. \"That's correct.\"", "endoftext": false }, { "action": "Link accounting to records", "response": "You can't link those.\n\nDanny frowns in thought.", "endoftext": false }, { "action": "You say death", "response": "(to Danny)\n\"Our records show that Rosalita was shot two days ago in her office.\"\n\nDanny looks incredulous. \"Well, isn't that fantastic. Congratulations on your wonderful record-keeping software. What's wrong with you? I got a phone call two days ago, telling me that my best friend and business partner was dead. That's how I knew.\"\n\n\"You're being sarcastic.\"\n\nDanny rolls his eyes. \"You cops. No heart. No heart at all.\"\n\nDanny is clearly agitated, and this conversation is making him worse. Although he is trying to calm down.", "endoftext": false }, { "action": "You say the Sister", "response": "(to Danny)\n\"What do you know about Andromeda?\"\n\nDanny rolls his eyes. \"She's even got the police saying her stage name. Listen, she's just Maia Morales, Rosalita's sister and the scum of the earth.\"\n\n\"You don't like her.\"\n\nHe snorts. \"Like her? She's been riding off Rosalita's back for years. Always asking for gas money, or borrowing her clothes and never returning them. This Andromeda thing is her latest racket; I think she's been sneaking into the studio to record, and I am not\npleased with that.\"\n\nDanny is clearly agitated, and this conversation is making him worse. Although he is trying to calm down.", "endoftext": false }, { "action": "Your thoughts", "response": "Current thoughts:\nVolunteer - \"Rosalita told Danny she was at the shelter Wednesday night.\"\nTroubled - \"Rosalita was troubled by something when Danny spoke to\nher last.\"\nFlowers - \"Chuck sent Rosalita flowers the day after they talked.\" Records - \"All receipts and files for KOLR were accounted for last year.\"\nStranger - \"Cindy saw a strange man in a yellow poncho hovering\nover Rosalita Morales.\"\nParade - \"The streets were closed down for a parade all morning.\" Accounting - \"Cindy did the accounting for Roses for Rehab\"\nDeath - \"Rosalita was shot on February 29th in her office.\"\nSister - \"Maia Morales was Rosalita's sister.\"\nSecretary - \"Cindy Jalcek was Rosalita's Secretary.\"\nEx - \"Chuck Lee is the former husband of Rosalita Morales.\"\nPartner - \"Daniel Kostopoulos was the business partner of Rosalita Morales.\"\nStatement - \"You need to take the statements of the suspects\"\nGreeting - \"You need to introduce yourself to the suspects.\" Assistance - \"The chief is always willing to give you help. (This gives a basic tutorial).\"\nSuspicion - \"The Chief thinks that someone close to her was\ninvolved in her death.\"\nTestament - \"Rosalita left all of her possessions to four people in her will.\"", "endoftext": false }, { "action": "You say secretary", "response": "(to Danny)\n\"What do you know about Cindy Jalcek?\"\n\nHe rolls his eyes. \"Cindy. She's good intentioned but she just... She wears holes in everything with her scrubbing, she hides the toilet paper, she'll take really long lunch breaks at the Chinese restaurant.\"\n\n\"She seems to have been on good terms with Ms. Morales.\"\n\n\"Yeah, I would have fired her long ago, but Rosalita liked her. And at least she did good with the phones. Good service. Drove up sales. But still, I wish she had more sense. \"", "endoftext": false }, { "action": "You say ex", "response": "(to Danny)\n\"What do you know about Chuck Lee?\"\n\nDanny glowers. \"Chuck Lee. The most trusted man in the county. What a joke. He was always after Rosalita's money, when he first dated her, and her connections.\"\n\nBefore you can respond, he says \"That's how he got his big breaks, you know; he'd get interviews by telling people he was Rosalita Morales' husband. Then he got too big for her, I guess. Left her, but kept a hefty chunk of money in the divorce settlement. She still gives him anything he wants. At least, he used to.\n\nDanny is having trouble focusing, clenching and unclenching his hands. He stands up for a second, and sits down again.", "endoftext": false }, { "action": "You say the partner", "response": "(to Danny)\n\"Tell me more about your business relationship with Ms. Morales.\"\n\nDanny leans back and looks off at the corner for a second before looking back at you.\n\n\"Rosalita Morales and I built this station. Years ago...I provided the experience, I ran the business end of things, attracting clients. I already had spent a few years as a political guest expert on a few talk shows. Rosalita was the pretty face; she met with advertisers, potential employees, a charmer, you know? And her voice, oh man. There's a reason her show is so popular, you know. I was the brain, she was the face.\"\n\nHe rubs his nose and goes on. \"Or, at least, that's how it was going to be. But she knew her stuff; she started doing our taxes, choosing our investments, selling cassetes. Before I knew it, she was running the day to day operations of KOLR, and I just kept to my own show.\"", "endoftext": false }, { "action": "You say the testament", "response": "(to Danny)\n\"Mr. Kostopolous, are you aware that Rosalita's will names you and three other people as inheritors?\"\n\n\"Yes, I know, and please, call me Danny. Rosalita always said she'd leave her half of the station to me.\"\n\n\"You two were co-owners?\"\n\n\"That's right,\" he says, and shakes his head. \"But the others are a bunch of sycophants and parasites. Chuck certainly doesn't deserve anything from her, and that sister... who was the fourth person again?\"\n\n\"Cindy Jalcek.\"\n\n\"Hmph. Don't get me wrong, Cindy's not bad, but Rosalita should have just given her money to charity.\"\n\nDanny is having trouble focusing, clenching and unclenching his hands. He stands up for a second, and sits down again.", "endoftext": false }, { "action": "Go east", "response": "You move carefully through the dim and narrow hallway. It smells of cleaner mingled with faint perfume. It terminates to the north\nat a hazel wood door. Its smooth surface is polished and warm in the chill hallway. A nameplate next to the door reads \"Rosalita Morales\". To the west hangs an apple red door, with a nameplate saying\n\"Daniel Kostopolous\". To the east is a narrow metal closet\ndoor.\n\nFrom the speakers, you hear the radio quietly playing an ad for Matlab.", "endoftext": false }, { "action": "You link stranger to parade", "response": "You can't link those.\n\nFrom the speakers, you hear the radio quietly playing an ad for Karate lessons.", "endoftext": false }, { "action": "You go to the south", "response": "You are standing in a dim hallway with muddy carpet and beige walls. A battered navy blue door leads to the west. A heavy\nseaweed-green door to the east is labelled \"Studio\". A red\nOn-Air light is mounted next to the door. The hallway extends to the north. You can also go south to return to the lobby.\n\nFrom the speakers, you hear the radio quietly playing an ad for Infocom's Seastalker.", "endoftext": false }, { "action": "You look up the timeline", "response": "Timeline of Events:\n\nWednesday, February 27-Chuck Lee cleans out his office and leaves KOLR at approximately 5:00pm. He claims to have seen Rosalita, but left without talking.\n\nThursday, February 28-Daniel Kostopolous discussed the annual report with Rosalita at around 3:00pm. He did not see her again after this.\n\nFriday, February 29-Maia Morales visited Rosalita at work some time before 9:00am, then left. Cindy Jalcek was cleaning the studios, and discovered a stranger in a yellow poncho standing over Rosalita's body. She called emergency dispatch at 9:05am.\n\nFrom the speakers, you hear the radio quietly playing We Got The Beat.", "endoftext": false }, { "action": "Yank studio door", "response": "Your first word had a typo or was a word not anticipated by the author. Try a different word or type HINT repeatedly to get suggestions.", "endoftext": false }, { "action": "You go west", "response": "(first opening the blue door)\n\nThis comfortable office is mostly empty, but the owner's thoughtful personality is still evident in the azure carpet and the sky-blue walls. Lighter patches on the walls show where posters, picture frames and bulletin boards once hung. A navy blue door leads east to\nthe hallway. A long desk has been shoved out of the way, and a single chair remains. The carpet is still dented from furniture legs.\n\nChuck sits in the chair, trying not to look exhausted.\n\nHis eyes follow you as you enter the room, but he doesn't say anything.", "endoftext": false }, { "action": "You say the greetings", "response": "(to Chuck)\nIn this game, speech is handled by using SAY [a topic], where topics can be found by typing T.\n\nA tear runs down Chuck's cheek.", "endoftext": false }, { "action": "You say the greeting", "response": "(to Chuck)\nYou extend your hand, and he pauses for a moment before shaking it. You say, \"Thanks for coming into the studio today, Mr. Lee. I'm Detective Hector King, and I've been assigned to investigate the death of Rosalita Morales.\"\n\nHe nods absent-mindedly, then regains his focus and looks you in the eye. \"You can call me Chuck,\" he says in a hoarse voice. He flashes his famous TV grin, but it doesn't reach his eyes.", "endoftext": false }, { "action": "You say the statement", "response": "(to Chuck)\n\"Tell me what you know about the death of Rosalita Morales.\"\n\n\"All right. Here's what happened.\"\n\nYou lean back as Chuck gives you a statement. You can picture it all in your head...\n\n\nYour Office\nYour office is depressingly empty. The movers have packed away and taken out most of the furniture; your desk remains, shoved against the wall, and a single chair. Danny pressured you into giving him most of your KOLR memorabilia, leaving you almost nothing. The hallway and the long drive home are waiting for you to the east, once you're\nfinished here. Your rugged blue carpet is still dented from furniture legs. At least you left a mark on something.\n\nA packing box lies in the middle of the room.\n\nYou can also see a certificate, a KOLR poster, and a bulletin board here.\n\nIt's time to clean up. You have to get all of your personal effects out of this room before you can go home.", "endoftext": false }, { "action": "You examine certificate", "response": "You pick up the certificate to look at it more closely.\n\nYou wonder yet again if you should even bother to keep this. A certificate of merit for 15 successful years of service at KOLR. It was signed by Danny and Rosalita as the station co-owners, and by the mayor. Danny always liked involving local politicians; it stoked their egos.", "endoftext": false }, { "action": "You read it", "response": "You wonder yet again if you should even bother to keep this. A certificate of merit for 15 successful years of service at KOLR. It was signed by Danny and Rosalita as the station co-owners, and by the mayor. Danny always liked involving local politicians; it stoked their egos.", "endoftext": false }, { "action": "You put it in the box", "response": "You put the certificate into the packing box.", "endoftext": false }, { "action": "Examine poster", "response": "(the KOLR poster)\nYou pick up the KOLR poster to look at it more closely.\n\nYou didn't let Danny bully you out of this one. This was the first poster printed after you joined the team. It proclaims \"Tune in to KOLR 99.8!\" in large, day-glo letters at the top; the bottom has pop-art style portraits of you, Danny, and Rosa.", "endoftext": false }, { "action": "You put it in the box", "response": "You roll up the poster and set it in the box.", "endoftext": false }, { "action": "You look at the bulletin board", "response": "(the bulletin board)\nYou pick up the bulletin board to look at it more closely.\n\nThis bulletin board is covered with fragments of your time at KOLR: letters from listeners, photos of the studio, your first paycheck. They must have been important to you, once.\n\nAs you lift the bulletin board off the wall, a picture flutters to the ground.", "endoftext": false }, { "action": "You look at the picture", "response": "You pick up the picture to look at it more closely.\n\nThis a photo of the \"grand opening\" of your renovated live room. You can pick out Danny in the corner; Rosalita's sister Maia is in the foreground, before she went by Andromeda. You and Rosalita sit together, your arm around her. Your eyes begin to tear up, looking at it.", "endoftext": false }, { "action": "You put all in the box", "response": "picture: You go to pack it, but you hesitate. Better to keep this one with you.\nbulletin board: Done.\n\nFootsteps tread down the hallway, and a scent wanders into the room: Chanel No. 5, Rosalita's perfume. She must have stayed late; you didn't expect her to be here tonight.\n\nYou step towards the door, then stop. The footsteps move on, and the smell fades.", "endoftext": true }, { "action": "You look around", "response": "Your office is depressingly empty. The movers have packed away and taken out most of the furniture; your desk remains, shoved against the wall, and a single chair. Danny pressured you into giving him most of your KOLR memorabilia, leaving you almost nothing. The hallway and the long drive home are waiting for you to the east. Your rugged\nblue carpet is still dented from furniture legs. At least you left a mark on something.\n\nA packing box lies in the middle of the room.", "endoftext": false }, { "action": "You examine the desk", "response": "This mahogany desk has been recently washed and scrubbed. Its warm colors are offset by its bare surface.", "endoftext": false }, { "action": "You examine the chair", "response": "You'll be glad to abandon this old chair; Danny carved it for you, and you could never tell him how uncomfortable it was.", "endoftext": false }, { "action": "You examine the carpet", "response": "The blue carpet scrapes against the bottom of your shoes. Heavy furniture, now absent or moved aside, has left indentations in the carpet.", "endoftext": false }, { "action": "You get box", "response": "The movers are going to take it tomorrow.", "endoftext": false }, { "action": "You go to the east", "response": "(first opening the your door)\n\nYou are standing across from the studio door. You look around at the narrow hallway, the dingy carpet, the patchy walls; nothing like the WESL offices you toured. The On-Air light is off, and the studio seems deserted. Danny and Rosa's offices are north, but the faint scent of Rosalita's perfume draws you south to the lobby.\n\nThe radio is playing Mr Roboto.", "endoftext": false }, { "action": "You go north", "response": "Everyone's gone for the day, including Rosalita; maybe you should see if you can catch her.\n\nThe radio is playing Mr Roboto.", "endoftext": false }, { "action": "You go south", "response": "(first opening hallway door)\n\nYou look around the lobby for the last time. The stencil on the wall has almost faded off. The furniture Rosalita bought for this room is getting worn out. The muddy carpet is scuffed and worn, curling up on the edges. The old break room is to the west, and the bathroom to the east, but those are places you'd rather forget. The doorway to the north leads to the hallway, but you never plan on going back there again. The parking lot, and Rosalita, are to the south.\n\nThe radio is playing Mr Roboto.", "endoftext": false }, { "action": "You go to the south", "response": "The parking lot is mostly empty, like usual for a Wednesday. Brick walls hem you in on either side. You've never enjoyed the claustrophobic feeling you get out here. Your blue car is parked near the back, to the south. KOLR studios squats behind you to the\nnorth.\n\nAs you walk out, you try to see Rosalita. You spot her getting into her car, at the south end. She is wearing a blue, short-sleeved dress and her long hair is parted in the middle. Her thick eyebrows are shaped in gentle curves and her large hoop earrings dangle as she walks. She looks the same as she did 20 years ago when you first met.\n\nYou walk towards her, but she gets in her car and leaves without seeing you.\n\n[New topic - Speechless]", "endoftext": false }, { "action": "You go south", "response": "\"And that's what happened.\"\n\nYou clear your mind, and return to yourself.\n\n\nSpare Office\nThis comfortable office is mostly empty, but the owner's thoughtful personality is still evident in the azure carpet and the sky-blue walls. Lighter patches on the walls show where posters, picture frames and bulletin boards once hung. A navy blue door leads east to\nthe hallway. A long desk has been shoved out of the way, and a single chair remains. The carpet is still dented from furniture legs.\n\nChuck sits in the chair, trying not to look exhausted.\n\nYou feel a cold chill seeping in from outside.", "endoftext": false }, { "action": "Your thoughts", "response": "Current thoughts:\nSpeechless - \"Chuck claims he didn't have a chance to talk with Rosalita on Wednesday afternoon.\"\nVolunteer - \"Rosalita told Danny she was at the shelter Wednesday night.\"\nTroubled - \"Rosalita was troubled by something when Danny spoke to\nher last.\"\nFlowers - \"Chuck sent Rosalita flowers the day after they talked.\" Records - \"All receipts and files for KOLR were accounted for last year.\"\nStranger - \"Cindy saw a strange man in a yellow poncho hovering\nover Rosalita Morales.\"\nParade - \"The streets were closed down for a parade all morning.\" Accounting - \"Cindy did the accounting for Roses for Rehab\"\nDeath - \"Rosalita was shot on February 29th in her office.\"\nSister - \"Maia Morales was Rosalita's sister.\"\nSecretary - \"Cindy Jalcek was Rosalita's Secretary.\"\nEx - \"Chuck Lee is the former husband of Rosalita Morales.\"\nPartner - \"Daniel Kostopoulos was the business partner of Rosalita Morales.\"\nStatement - \"You need to take the statements of the suspects\"\nGreeting - \"You need to introduce yourself to the suspects.\" Assistance - \"The chief is always willing to give you help. (This gives a basic tutorial).\"\nSuspicion - \"The Chief thinks that someone close to her was\ninvolved in her death.\"\nTestament - \"Rosalita left all of her possessions to four people in her will.\"", "endoftext": false }, { "action": "You say speechless", "response": "(to Chuck)\n\"So, Chuck, you didn't speak to Rosalita at all last Wednesday?\"\n\nHe rolls his eyes. \"Yes, that's what I told you. I didn't want to see her and she didn't want to see me.\"\n\n\"But you knew she was in the building,\" you ask.\n\n\"Yes.\"", "endoftext": false }, { "action": "You say volunteer", "response": "(to Chuck)\nYou say, \"Danny says Rosalita was volunteering at the shelter last week.\"\n\nChuck yawns and stretches his arms before answering. \"I'm sorry,\" he says. \"I didn't sleep well last night. Anwyay, Rosalita really did seem to care about her charity. She was a good woman.\" He stares at the floor. \"I wish she was still alive. I can't stop thinking about it.\"", "endoftext": false }, { "action": "You say troubled", "response": "(to Chuck)\n\"Chuck, Danny says that Rosalita seemed unusually troubled the day before she died.\"\n\nChuck sighs in exasperation. \"Danny loves to gossip, doesn't he? Well, I don't mean to be arrogant, but she was probably still upset that I was leaving. I mean, she clearly still had feelings for me. And she always hated WESL.\"\n\nYou say, \"And WESL is the television station you've joined?\"\n\n\"What? Yes, Rosalita hated their style, called it 'sensationalist'. But a job's a job. I strongly suspect that that was the cause of Rosalita's tension.\"", "endoftext": false }, { "action": "You say the flowers", "response": "(to Chuck)\n\"Chuck, Danny saw the flowers that you sent Rosalita last Thursday. She had them on her desk.\"\n\nChuck narrows his eyes. \"Yes, I sent Rosalita flowers. What's your point?\"\n\nYou say, \"I'm just asking some basic questions, Mr. Lee, there's no need to get upset.\"\n\nHe taps his fingers on his leg, and says \"Let's talk about something more useful.\"", "endoftext": false }, { "action": "You say records", "response": "(to Chuck)\nYou ask, \"Mr. Lee, were you involved in the accounting for the studio?\"\n\nHe pauses before answering. \"The accounting...well, the accounting...I'm sorry, I've just been thinking about Rosalita so much it's hard to think of anything else. What was the question again? Was I involved in it? No, Not at all, officer. I was never involved in the business side of KOLR.\"\n\n\"Do you know anything about the filing system?\" you ask.\n\nHe concentrates, furrowing his brow. \"The filing system...I'm sorry, I'm just not much of an accountant. Danny talked about his system a lot. He was always paranoid that he'd lose a file and get audited, or something. Maybe you should talk to him.\"", "endoftext": false }, { "action": "You say stranger", "response": "(to Chuck)\nYou say, \"Cindy saw Rosalita get shot by a man in a yellow poncho.\"\n\nChuck looks like he's been kicked in the stomach, and nods. \"Yeah, I heard that.\" He says, \"Do you know anything more about the killer? Are you close to finding him?\"\n\n\"Not yet.\"\n\n\"It makes me sick, thinking about some stranger breaking into KOLR and killing Rosalita.\" He grimaces.", "endoftext": false }, { "action": "You say the parade", "response": "(to Chuck)\nYou say, \"Cindy says that a parade shut down the streets the day Rosalita died.\"\n\n\"Yes, the Founder's Parade. I was supposed to cover it for WESL but I was at home, sick.\" Tears well up in Chuck's eyes. \"Sorry, I just haven't had any sleep, and this is just so exhausting.\"\n\nYou say, \"But you were sick? The first week of work? That must have been very unfortunate. Do you feel better now?\"\n\nChuck makes an equivocating gesture. \"Yes, I am. Well, mostly. Thanks for asking.\"", "endoftext": false }, { "action": "You say the accounting", "response": "(to Chuck)\nYou ask, \"Mr. Lee, is it true that Rosalita's secretary took care of accounting for Roses for Rehab?\"\n\nChuck rubs his forearm as he answers. \"Cindy? Yeah, she was the one who did the internal auditing. She would go through about four times a year and reconcile all of the records. She would also take most of the donations and record them.\"\n\n\"So she was heavily involved.\"\n\n\"Yes, I would say that's accurate.\"", "endoftext": false }, { "action": "You say the death", "response": "(to Chuck)\nYou say, \"Our records show that Rosalita died two days ago, February 29th, from a gunshot wound to the head.\"\n\nChuck thinks for a moment. A couple of tears roll down his cheek, one at a time. He nods. \"That's right.\" He wipes his cheek. \"I identified the body.\"\n\n\"Do you know any more details about the death?\" you ask.\n\n\"No. But I know this: the murderer was a savage. He deserves to die,\" Chuck says, clenching his fist. He stares you in the eye. \"If you find out who did it, they should die.\"\n\n\"I'll pass that along,\" you say.", "endoftext": false }, { "action": "You say the Sister", "response": "(to Chuck)\n\"How well do you know Maia Morales?\"\n\n\"Who, 'Andromeda'?\" He slowly shakes his head. \"I know her pretty well. She was always over at our place when we were married.\"\n\n\"Is that the house where Rosalita resided at the time of her death?\" you ask.\n\nChuck massages his neck for a moment, stretching, then answers. \"Yes. After Rosalita and I broke up, I didn't see her very much. As soon as I got the job at WESL, though, Maia started calling me, talking about our friendship, our past. I think she's just looking for an angle.\"", "endoftext": false }, { "action": "You say ex", "response": "(to Chuck)\n\"Tell me about your relationship with Rosalita,\" you say.\n\nChuck's eyes water up. He asks, \"You want me to tell you what our marriage was like?\"\n\n\"I mean, what sort of interaction have you had with her recently?\" you say.\n\nChuck stares at the floor as he answers. \"Well, I'll admit, things were tense at times. Anyone here at the station could tell you that. Can you imagine working next to your ex for half a decade? That's one reason I wanted to leave.\"\n\n\"But she kept you in her will,\" you say.\n\nChuck closes his eyes momentarily and sighs. \"Rosalita... had trouble letting go. She always wanted to go out for drinks, or to talk to each other. But it just wouldn't have worked out.\"", "endoftext": false }, { "action": "You say secretary", "response": "(to Chuck)\n\"What do you know about Cindy Jalcek?\" you ask.\n\nChuck yawns broadly. \"Cindy? Cindy is pretty reliable. We went through half a dozen interns before her, but she managed to last.\"\n\n\"Did she fit in well at the studio?\"\n\nChuck says, \"Oh, hmmm, well, I don't think Danny really likes her. Rosalita loved her. They use to take lunch together, and Cindy was always chatting in Rosalita's office. When I found out that Rosalita had written her into her will, though, it made me worried about Cindy's sincerity.\"", "endoftext": false }, { "action": "You say the partner", "response": "(to Chuck)\n\"What do you know about Daniel Kostopoulos?\"\n\nChuck says, \"Danny? I really respect him. \"The Voice of the Heartland\", right?\" He smiles briefly. \"And the voice of authority, here at KOLR. He likes to be involved with all the day to day operations at the station.\"\n\n\"What is your personal relationship like?\"\n\nChuck blinks slowly. \"Our personal relationship? Oh, let me think...Well, I don't think he likes me. I actually applied to work at the studio because of him; he was big back then. But then I met Rosalita. She was beautiful. But about Danny, we haven't really gotten along in the last few years. He's too touchy, too erratic; I irritate him.\"", "endoftext": false }, { "action": "You say the testament", "response": "(to Chuck)\n\"Are you aware that Rosalita left her house to you in the will?\"\n\n\"Yes, they told me about it when they had me identify the--her body, \" says Chuck.\n\n\"So you weren't aware of it before?\"\n\nChuck massages his temple with one hand. \"When we were still married, I knew her will left the house to me, but I thought she would have changed it by now.\"\n\n\"Why do you think she left it to you?\"\n\nHe says, \"It was our house together; she was always sentimental. I think she shouldn't have done it, but I'll preserve it in her honor.\"", "endoftext": false }, { "action": "Go east", "response": "You are standing in a dim hallway with muddy carpet and beige walls. A battered navy blue door leads to the west. A heavy\nseaweed-green door to the east is labelled \"Studio\". A red\nOn-Air light is mounted next to the door. The hallway extends to the north. You can also go south to return to the lobby.\n\nFrom the speakers, you hear the radio quietly playing an ad for the Macintosh.", "endoftext": false }, { "action": "Go east", "response": "(first opening the studio door)\n\nThe studio is decked out in luxurious shades of green. The hardwood floor in this large room steps up almost half a foot more than the carpet in the hallway to the west, and is covered in a\njuniper-green carpet. The pistachio walls are noticeably thicker here, and partially covered in lime fabric-lined boards. A single table is placed in the center of the room with a few scattered chairs. Adjustable microphones hang from the ceiling, which is covered in pale mint acoustic panels. It's subtle, but you notice that none of the walls are at a right angle. The perfect stillness in the room is a relief after the incessant pitter-patter of rain and the buzzing of fluorescent lights. in the rest of the building. A bank of windows to the east reveals the intricate electronics of the control room, accessible by a slim door.\n\nMaia Morales sits at the table, looking bored.\n\nShe gives you a once-over as you walk in the room, then sighs, disappointed.", "endoftext": false }, { "action": "You say the greeting", "response": "(to Maia)\nYou glance at your folder for a moment. \"Maia Morales?\"\n\nShe rises, extending her hand. \"Please, call me Andromeda.\"\n\n\"For the purpose of this interview, I'd prefer to use your legal name.\"\n\nHer face falls, but she recovers. \"That's alright then.\" She sits back down. She leans forward, looking at your badge. \"And you're Officer... King?\"\n\n\"Detective King, actually. I'd like to ask you some questions.\"", "endoftext": false }, { "action": "You say the statement", "response": "(to Maia)\n\"Tell me what you know about the death of Rosalita.\"\n\n\"All right. Here's what happened.\"\n\nYou lean back as Maia gives you a statement. You can picture it all in your head...\n\n\"", "endoftext": false }, { "action": "You talk to Rosa", "response": "\"Hey Rosa, you know how hard it's been to get any recording ti-\"\n\n\"You can't use it.\"\n\n\"What do you mean?\"\n\n\"You can't use the studio.\"\n\nYou frown. This not good. Maybe you should try again.", "endoftext": false }, { "action": "You talk to Rosa", "response": "\"Rosa, please.\"\n\nThe microwave whirrs quietly.\n\n\"Rosa, this important. I don't even need a tech, I can do it mys-\"\n\nRosalita stands and glares at you. \"Maia, I have a real job to do. That's something you wouldn't know about, right? Do you have any idea what could happen to me if I let you screw around with the recording equipment? The audio mixer alone costs more money than you've made in your entire life. Go home and get a real job.\" She stands up and walks out of the room.", "endoftext": false }, { "action": "You open the microwave", "response": "If Rosa wants to overcook her popcorn, that's her prerogative.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nnothing", "endoftext": false }, { "action": "You go to the east", "response": "As you exit the break room, you notice an odd smell from behind you. Is that...burning? You turn around, but someone rushes into and knocks you over!\n\n\"Oh, I'm so sorry!\" you hear someone say. You roll over to see the secretary standing above you.\n\nLobby (on the floor)\nThe original ceiling in this comfortable room has been lowered for the installation of office lights and ceiling panels. A huge desk extends from one wall almost to the hallway, a telephone placed on its center. The black door to the hallway is solid, a throwback to times when security and safety mattered. KOLR has its own parking lot, to the south. The bathroom is to the east and the break room is to the\nwest, but you don't want to even think about the first and that nosy secretary is in the other. The station logo has been stenciled on the wall in faded, tasteful colors.\n\nYou can see Cindy here.\n\nThe radio is playing Every Breath You Take.", "endoftext": false }, { "action": "You talk to Cindy", "response": "\"Oh,\" she says. \"It's you.\" She frowns, but helps you up. \"Rosalita said to make sure you left the station. I'm sorry, but you're going to have to go; I just have to take care of something real quick.\" She runs off to the west.\n\nYou dust yourself off.\n\nThe original ceiling in this comfortable room has been lowered for the installation of office lights and ceiling panels. A huge desk extends from one wall almost to the hallway, a telephone placed on its center. The black door to the hallway is solid, a throwback to times when security and safety mattered. KOLR has its own parking lot, to the south. The bathroom is to the east and the break room is to the\nwest, but you don't want to even think about the first and that nosy secretary is in the other. The station logo has been stenciled on the wall in faded, tasteful colors.\n\nThe radio is playing Every Breath You Take.", "endoftext": false }, { "action": "Go north", "response": "You heard Rosa. She doesn't want you here.\n\nThe radio is playing an ad for \"Who Killed the Robins Family?\".", "endoftext": false }, { "action": "Go east", "response": "You don't have to go to the bathroom now, and you need to hurry.\n\nThe radio is playing an ad for robot action figures.", "endoftext": false }, { "action": "Go south", "response": "Rosa's studio has its own private parking lot. The sunlight glistens off the dripping bushes. A few cars are parked here and there, but all are empty and no one can be seen. Brick walls point up to an empty sky on either side. The lobby door is north from here.\n\nYou can go south to take the bus home.", "endoftext": false }, { "action": "You go south", "response": "You hail the bus, and go back home.\n\n\"And that's the last I saw of Rosa. I can't believe anyone would kill her,\" she says, shaking her mane of green hair.\n\n[New topic - Home]\n\nYou clear your mind, and return to yourself.\n\n\nStudio\nThe studio is decked out in luxurious shades of green. The hardwood floor in this large room steps up almost half a foot more than the carpet in the hallway to the west, and is covered in a\njuniper-green carpet. The pistachio walls are noticeably thicker here, and partially covered in lime fabric-lined boards. A single table is placed in the center of the room with a few scattered chairs. Adjustable microphones hang from the ceiling, which is covered in pale mint acoustic panels. It's subtle, but you notice that none of the walls are at a right angle. The perfect stillness in the room is a relief after the incessant pitter-patter of rain and the buzzing of fluorescent lights. in the rest of the building. A bank of windows to the east reveals the intricate electronics of the control room, accessible by a slim door.\n\nMaia Morales sits at the table, looking bored.\n\nMaia stares at the door, lost in thought.", "endoftext": false }, { "action": "You link home to the parade", "response": "The statements don't match up; Cindy said the streets were closed for a parade, but Maia said she took a bus home.\n\n[New topic - Buses]\n\nMaia waves her hand at her nose before letting out a high-pitched, loud sneeze.", "endoftext": false }, { "action": "You say the buses", "response": "(to Maia)\n\"Cindy Jalcek said that there was a parade the day that Rosalita died, shutting down the buses. But you said you took the bus home.\"\n\n\"I probably just remembered wrong. I think I actually took a taxi.\"\n\n\"Ms. Morales, all of the traffic was shut down. What did you really do that morning?\"\n\nMaia looks panicked. She says, \"Listen, it's not what you think!\"\n\n\"What is it, then?\"\n\n\"I want to change my statement.\"", "endoftext": false }, { "action": "You say the statement", "response": "(to Maia)\n\"Tell me your story again.\"\n\n\"Fine.\"\n\nYou lean back as Maia gives you a statement. You can picture it all in your head...\n\n\"", "endoftext": false }, { "action": "You talk to Rosa", "response": "\"Hey Rosa, you know how hard it's been to get any recording ti-\"\n\n\"You can't use it.\"\n\n\"What do you mean?\"\n\n\"You can't use the studio.\"\n\nYou frown. This not good. Maybe you should try again.", "endoftext": false }, { "action": "You go east", "response": "As you exit the break room, you notice an odd smell from behind you. Is that...burning? You turn around, but someone rushes into and knocks you over!\n\n\"Oh, I'm so sorry!\" you hear someone say. You roll over to see the secretary standing above you.\n\nLobby (on the floor)\nThe original ceiling in this comfortable room has been lowered for the installation of office lights and ceiling panels. A huge desk extends from one wall almost to the hallway, a telephone placed on its center. The black door to the hallway is solid, a throwback to times when security and safety mattered. KOLR has its own parking lot, to the south. The bathroom is to the east and the break room is to the\nwest, but you don't want to even think about the first and that nosy secretary is in the other. The station logo has been stenciled on the wall in faded, tasteful colors.\n\nYou can see Cindy here.\n\nThe radio is playing Maneater.", "endoftext": false }, { "action": "You talk to Cindy", "response": "\"Oh,\" she says. \"It's you.\" She frowns, but helps you up. \"Rosalita said to make sure you left the station. I'm sorry, but you're going to have to go; I just have to take care of something real quick.\" She runs off to the west.\n\nYou dust yourself off.\n\nThe original ceiling in this comfortable room has been lowered for the installation of office lights and ceiling panels. A huge desk extends from one wall almost to the hallway, a telephone placed on its center. The black door to the hallway is solid, a throwback to times when security and safety mattered. KOLR has its own parking lot, to the south. The bathroom is to the east and the break room is to the\nwest, but you don't want to even think about the first and that nosy secretary is in the other. The station logo has been stenciled on the wall in faded, tasteful colors.\n\nThe radio is playing Maneater.", "endoftext": false }, { "action": "Go north", "response": "(first opening hallway door)\n\nYou hold your breath and step quietly through this hallway. The office to the west looks unused. A red \"On-Air\" light is mounted next to the door. The hallway extends north to Rosa's office. The lobby is\nsouth from here.\n\nRosa's studio lies to the east, behind a heavy black door.\n\nThe radio is playing Maneater.", "endoftext": false }, { "action": "You go to the east", "response": "(first opening the studio door)\nYou close the studio door behind you.\n\nThis studio is incredible, decorated in gorgeous greens. The walls are specially built to provide the perfect sound. The microphones hanging from the ceiling are incredibly expensive, much better than the ones you use at Saul's cousin's place. You're not too crazy about the table and chairs, given that you're not doing a radio show, but they won't be a big issue. The soundproof door to the west leads to the hallway, where Rosa might be lurking. The control room is to the east.", "endoftext": false }, { "action": "Go east", "response": "(first opening the control room door)\n\nThis small room is packed with the best equipment available. The original plaster ceilings and wainscoted walls distinguish this room from the dumpy studios you've been using. A large patch bay in the corner is surrounded by a nest of wires.\n\nThe session tapes are spooled here.\n\nThere is an emergency door to the outside here.\n\nYou see the audio console here, filling up a third of the room.", "endoftext": false }, { "action": "You examine the door", "response": "(the emergency door)\nYou look over the emergency door, but don't see anything important.", "endoftext": false }, { "action": "You examine the bay", "response": "This device and the wires flowing in and out of it are used to decide what inputs end up in the console. It seems to be set up just fine for a vocal solo.", "endoftext": false }, { "action": "You record the solo", "response": "Your sentence had too many words; you can try typing just the part where you wanted to do something to the record button.", "endoftext": false }, { "action": "You look at the console", "response": "This console is top of the line, with hundreds of switches and knobs. You could record anything in this studio; string ensemble, barbershop quartet, orchestra... well, if you could fit them in. You recognize a few of them: noise gate, expander, limiter, compressor, delay, harmonizer, modulation.\n\nYou also see a record button, a stop button, and a playback button. The session tapes are spooled here.", "endoftext": false }, { "action": "You go west", "response": "This studio is incredible, decorated in gorgeous greens. The walls are specially built to provide the perfect sound. The microphones hanging from the ceiling are incredibly expensive, much better than the ones you use at Saul's cousin's place. You're not too crazy about the table and chairs, given that you're not doing a radio show, but they won't be a big issue. The soundproof door to the west leads to the hallway, where Rosa might be lurking. The control room is to the east.", "endoftext": false }, { "action": "Sing", "response": "You belt out a song with all your heart.", "endoftext": false }, { "action": "Keep going", "response": "You reach within yourself and burst out in song.", "endoftext": false }, { "action": "You go east", "response": "This small room is packed with the best equipment available. The original plaster ceilings and wainscoted walls distinguish this room from the dumpy studios you've been using. A large patch bay in the corner is surrounded by a nest of wires.\n\nThe session tapes are spooled here.\n\nThere is an emergency door to the outside here.\n\nYou see the audio console here, filling up a third of the room.", "endoftext": false }, { "action": "You get the tapes", "response": "You go to grab the tapes, but they seem stuck. You yank hard, and the whole console shifts, knocking you to the floor. You rise and dust yourself off, holding the tapes.\n\nYou seem to have dislodged something from behind the console.", "endoftext": false }, { "action": "You look", "response": "This small room is packed with the best equipment available. The original plaster ceilings and wainscoted walls distinguish this room from the dumpy studios you've been using. A large patch bay in the corner is surrounded by a nest of wires.\n\nThere is an emergency door to the outside here.\n\nYou see the audio console here, filling up a third of the room.\n\nYou can also see a stack of receipts here.", "endoftext": false }, { "action": "You examine the receipts", "response": "A stack of receipts? What are they doing here? You pick them up. This is odd... You flip through the stack, kicking dust into the air. These receipts are for payments to KOLR. Why would Rosa keep them here?\n\n[New topic - Hidden]\n\nYou hear the a siren wailing, far away but steadily approaching. Oh no... someone must have seen you. You have to get out of here!", "endoftext": false }, { "action": "You go east", "response": "You're out of here!\n\n\"And so I left. I found out later that day that Rosalita was dead. I didn't tell the police because I knew how bad it looked.\"\n\n\"Do you still have the receipts?\"\n\n\"No, I tossed them in a dumpster in an alley. I don't even remember where they are.\"\n\nYou clear your mind, and return to yourself.\n\n\nStudio\nThe studio is decked out in luxurious shades of green. The hardwood floor in this large room steps up almost half a foot more than the carpet in the hallway to the west, and is covered in a\njuniper-green carpet. The pistachio walls are noticeably thicker here, and partially covered in lime fabric-lined boards. A single table is placed in the center of the room with a few scattered chairs. Adjustable microphones hang from the ceiling, which is covered in pale mint acoustic panels. It's subtle, but you notice that none of the walls are at a right angle. The perfect stillness in the room is a relief after the incessant pitter-patter of rain and the buzzing of fluorescent lights. in the rest of the building. A bank of windows to the east reveals the intricate electronics of the control room, accessible by a slim door.\n\nMaia Morales sits at the table, looking bored.\n\nMaia looks at the window to the control room.", "endoftext": false }, { "action": "You go east", "response": "(first opening the control room door)\nIt is locked.\n\nSomeone knocks at the door. You turn to see who it is.\n\nDanny Kostopolous is standing at the door. He points at Maia. \"Officer, this woman should not be in here. There's expensive equipment in here.\"\n\nMaia looks at you. \"Please,\" she says, \"I've been in here many times.\" Danny's face gets red at this. She continues. \"I think I can handle it without breaking anything.\"\n\nYou turn to Danny. You say, \"I'll try and hurry, Mr. Kostopolous. But I'd like you to return to your room; you're delaying the investigation.\"\n\nHe grumbles, and begins to walk away, but he stops and walks to the control room door. He jiggles the handle, but it's locked. He gives Maia a smug grin and says, \"At least you're not getting in there.\" Then he walks out.\n.", "endoftext": false }, { "action": "Your thoughts", "response": "Current thoughts:\nHidden - \"Maia found a bunch of receipts hidden in the studio.\"\nBuses - \"Maia said she took a bus home, but Cindy said the buses weren't running.\"\nHome - \"Maia took the bus home after talking with Rosalita.\" Speechless - \"Chuck claims he didn't have a chance to talk with Rosalita on Wednesday afternoon.\"\nVolunteer - \"Rosalita told Danny she was at the shelter Wednesday night.\"\nTroubled - \"Rosalita was troubled by something when Danny spoke to\nher last.\"\nFlowers - \"Chuck sent Rosalita flowers the day after they talked.\" Records - \"All receipts and files for KOLR were accounted for last year.\"\nStranger - \"Cindy saw a strange man in a yellow poncho hovering\nover Rosalita Morales.\"\nParade - \"The streets were closed down for a parade all morning.\" Accounting - \"Cindy did the accounting for Roses for Rehab\"\nDeath - \"Rosalita was shot on February 29th in her office.\"\nSister - \"Maia Morales was Rosalita's sister.\"\nSecretary - \"Cindy Jalcek was Rosalita's Secretary.\"\nEx - \"Chuck Lee is the former husband of Rosalita Morales.\"\nPartner - \"Daniel Kostopoulos was the business partner of Rosalita Morales.\"\nStatement - \"You need to take the statements of the suspects\"\nGreeting - \"You need to introduce yourself to the suspects.\" Assistance - \"The chief is always willing to give you help. (This gives a basic tutorial).\"\nSuspicion - \"The Chief thinks that someone close to her was\ninvolved in her death.\"\nTestament - \"Rosalita left all of her possessions to four people in her will.\"", "endoftext": false }, { "action": "You examine maia", "response": "(Maia)\nMaia Morales, aka Andromeda, is a tallish woman with shocking neon green hair and thinly plucked eyebrows. She is wearing a long emerald sundress, and a light aqua jacket is thrown over her shoulders. She glances languidly about the room.\n\nMaia runs her finger over the table.", "endoftext": false }, { "action": "You say hidden", "response": "(to Maia)\n\"Tell me about the receipts again.\"\n\n\"You see, I was just trying to get the session tapes out, and I pulled something too hard, and the whole console shifted.\n\n\"And the receipts were behind the console?\"\n\nShe says \"Yes, that's exactly what happened.\"\n\n\"Where are they now?\"\n\n\"I tossed them in a dumpster when I was running. I wouldn't know which one.\"", "endoftext": false }, { "action": "Link hidden to records", "response": "Maia found a stack of hidden receipts, but Danny claimed that all records were accounted for.\n\n[New topic - Missing]\n\nYou hear a door close somewhere in the station. Maia leans to look out the door, then looks back at you and shrugs.", "endoftext": false }, { "action": "You say missing", "response": "(to Maia)\n\"Maia, Danny said that all the files were accounted for.\"\n\n\"I saw what I saw. A huge stack of receipts, hidden behind the audio console.\"\n\n\"Why do you think they were hidden?\"\n\n\"Obviously someone had something to hide. If Danny was claiming that everything was perfect and tidy, he's the one to talk to.\"", "endoftext": false }, { "action": "You say volunteer", "response": "(to Maia)\n\"I heard that Rosalita volunteered at a shelter last Wednesday.\"\n\nMaia rolls her eyes. \"Rosalita doesn't care about the shelters.\"\n\nYou look at her, and ask, \"What do you mean?\"\n\nShe leans forward. \"She just likes the attention. She made up some phony story about being in rehab as a kid, and people just lap it up. It makes me sick.\"\n\nYou say, \"That's interesting.\"", "endoftext": false }, { "action": "You say troubled", "response": "(to Maia)\n\"Danny says that Rosalita seemed especially troubled the day before she died.\"\n\nShe nods. \"Yeah, she really did seem to have something on her mind. That morning she died, she was really rude to me.\"\n\nYour expression gives her pause.\n\nShe says, \"Listen, I know she's dead, but I'm just trying to tell you what happened. She was more upset than usual. And it wasn't just before she died, she was troubled for a long time.\"\n\n\"Do you know what was troubling her?\"\n\n\"Something financial, I think. I don't know for sure, though.\"", "endoftext": false }, { "action": "You say the flowers", "response": "(to Maia)\n\"Chuck gave flowers to Rosalita on Thursday, thanking her for letting him stay Wednesday night.\"\n\nShe looks put out. \"I wasn't aware that they were still seeing each other.\" Her face saddens. She says, \"It must be especially hard for him, then, her death.\"\n\nYou are silent.\n\n\"Maybe I should talk to him...\"", "endoftext": false }, { "action": "You say the records", "response": "(to Maia)\n\"Your sister had a strict filing system set up. Did you ever work on it?\"\n\nMaia laughs. \"Rosalita wouldn't let me get anywhere near the files. She thought I'd try to take a piece of the pie.\"\n\n\"Did you?\"\n\nShe frowns. \"Of course not.\"", "endoftext": false }, { "action": "You say stranger", "response": "(to Maia)\n\"Cindy saw a man in a yellow poncho shoot Rosalita.\"\n\n\"Who was he? Do you have any information about him?\"\n\n\"No.\"\n\n\"Do you guys have any leads on this guy? Any open cases? Serial killers running around? It's absolutely frightening that a murderer just broke into the studio and killed my sister. Are you doing anything?\"\n\nYou say, \"The department has quite a few people working on this case. My job is just to get the facts from you and the other witnesses.\"", "endoftext": false }, { "action": "You say the accounting", "response": "(to Maia)\n\"Ms. Morales-\"\n\n\"Andromeda, please.\"\n\n\"Ms. Morales, what do you know about the accounting for Roses for Rehab?\"\n\nMaia rolls her eyes and sighs. \"I know absolutely nothing about it.\"", "endoftext": false }, { "action": "You say the death", "response": "(to Maia)\n\"Our records show that Rosalita was shot to death on February 29th.\"\n\nMaia shivers. \"Yes.\"\n\nAfter a moments pause, she continues. \"I can't believe that someone could do that to her. Rosalita didn't deserve to die, especially not like that.\"\n\n\"No one really deserves to be murdered.\"\n\n\"I know; It was just so shocking, so unexpected.\"", "endoftext": false }, { "action": "You say the Sister", "response": "(to Maia)\n\"What was your relationship like with your sister?\"\n\nShe leans back. \"With Rosalita? We were close, you know? I spent a lot of time at her house. We used to hang out, go shopping all the time. But she's been a lot more on edge this last year.\"\n\n\"On edge?\" you ask.\n\n\"She wasn't happy with my career change and my new look,\" she says, pointing to her hair. \"Me becoming 'Andromeda' disappointed her. She said it wasn't a real job. I said she was stuffy and boring, only cared about money. She would get really upset when I talked about it.\"\n\nShe shrugs. \"I don't know how things got this way.\"", "endoftext": false }, { "action": "You say secretary", "response": "(to Maia)\n\"What do you know about Cindy Jalcek?\"\n\nMaia frowns. \"Cindy's the secretary, right? I didn't know her last name. She's a suspicious sort of woman.\"\n\n\"Does she have a criminal record?\"\n\n\"Oh, not that kind of suspicious! She's always watching me when I go there, following me around. I wish she would cool off a bit. She seems good at what she does, though; I like the stencil she put up in the lobby.\"", "endoftext": false }, { "action": "You say the partner", "response": "(to Maia)\n\"What do you know about Danny Kostopolous?\"\n\n\"Danny?\" She stretches her back and thinks. \"He's famous and all, but he's wound up too tight. He only cares about his show. He keeps an iron fist on the studio, never lets anyone rent it out.\"\n\n\"He kept an iron fist? Even with Rosalita?\"\n\n\"What? No,\" says Maia. \"No one could keep Rosalita down. But she let him do what he wants around the station, if you know what I mean. He used to let people use the recording studio for a small fee on weekends, but that's gone and done.\"\n\n\"It sounds like you two didn't get along.\"\n\n\"I feel like he could be a lot more generous.\"", "endoftext": false }, { "action": "You say ex", "response": "(to Maia)\n\"What do you know about Chuck Lee?\"\n\n\"Chuck is just great.\"\n\n\"So you like him.\"\n\n\"I was so proud when Rosalita married him, I mean he's just really handsome, especially since his surgery. WESL is lucky to have him.\"\n\n\"WESL the TV station?\" you ask.\n\n\"Right. I know he and Rosalita broke up, but I've been trying to keep in contact with him. He's been pretty busy, though.\"", "endoftext": false }, { "action": "You say the surgery", "response": "(to Maia)\nIn this game, speech is handled by using SAY [a topic], where topics can be found by typing T.\n\nMaia yawns.", "endoftext": false }, { "action": "You say the testament", "response": "(to Maia)\n\"Maia, are you aware that Rosalita left you a significant amount of money in her will?\"\n\nMaia's eyes gleam. \"I wasn't aware of the amount, but I know she always believed in staying close to family. Do you have an estimate of the amount?\"\n\n\"I'm sorry, I don't really deal with that end of things. I do know that her house has been left to her former husband, while her shares in KOLR were left to Mr. Kostopolous. Also, she left some smaller items to Cindy Jalcek.\"\n\n\"Oh. Well, you're right. This probably isn't the best time to talk about this all.\" She seems to be lost in thought.", "endoftext": false }, { "action": "You go to the west", "response": "You are standing in a dim hallway with muddy carpet and beige walls. A battered navy blue door leads to the west. A heavy\nseaweed-green door to the east is labelled \"Studio\". A red\nOn-Air light is mounted next to the door. The hallway extends to the north. You can also go south to return to the lobby.\n\nFrom the speakers, you hear the radio quietly playing I Love Rock And Roll.", "endoftext": false }, { "action": "You go to the north", "response": "You move carefully through the dim and narrow hallway. It smells of cleaner mingled with faint perfume. It terminates to the north\nat a hazel wood door. Its smooth surface is polished and warm in the chill hallway. A nameplate next to the door reads \"Rosalita Morales\". To the west hangs an apple red door, with a nameplate saying\n\"Daniel Kostopolous\". To the east is a narrow metal closet\ndoor.\n\nFrom the speakers, you hear the radio quietly playing I Love Rock And Roll.", "endoftext": false }, { "action": "Go west", "response": "This office is decorated with flashy shades of red. It's large enough to fit a massive cherry desk, rows of mahogany bookshelves, and a battered scarlet cabinet. The walls are empty and clean, although the paint is patchy in spots, reaching to a textured plaster ceiling. A wine red floor lamp in the corner has been turned off. The blinds are open to the dim light from outside, punctuated by flashes of lightning. The soft rose carpet is matted and ragged, but looks recently cleaned.\n\nDanny is highly irritated. He is breathing deeply, trying to relax.\n\nDanny picks at a splinter on the desk.", "endoftext": false }, { "action": "You say hidden", "response": "(to Danny)\n\"Mr. Kostopolous, do you have any idea why a stack of receipts for payments to KOLR would be hidden in the control room?\"\n\nHe glowers at you. \"What do I look like, a janitor? It's none of my business if some idiot is stuffing paper in corners.\" But you notice that his fist clenches for a moment as you ask.", "endoftext": false }, { "action": "You say missing", "response": "(to Danny)\n\"I have information that a large number of receipts for payments to KOLR were found in the control room recently. You said that all such receipts were kept filed away.\"\n\nDanny goes completely still except for the throbbing of a forehead vein. \"So you found them in the control room?\"\n\n\"Mr. Kostopolous, we need you to tell us everything that you know.\"\n\n\"Rosalita didn't keep secrets from me, and I don't want to betray her trust. She loved that charity. Two nights before she died, she was volunteering at one of the local shelters. Would a crook do that?\"", "endoftext": false }, { "action": "You say yes", "response": "(to Danny)\nIn this game, speech is handled by using SAY [a topic], where topics can be found by typing T.\n\nDanny looks over the memorabilia on his shelves.", "endoftext": false }, { "action": "Your thoughts", "response": "Current thoughts:\nMissing - \"Maia found a stack of receipts that Danny said was accounted for.\"\nHidden - \"Maia found a bunch of receipts hidden in the studio.\"\nBuses - \"Maia said she took a bus home, but Cindy said the buses weren't running.\"\nHome - \"Maia took the bus home after talking with Rosalita.\" Speechless - \"Chuck claims he didn't have a chance to talk with Rosalita on Wednesday afternoon.\"\nVolunteer - \"Rosalita told Danny she was at the shelter Wednesday night.\"\nTroubled - \"Rosalita was troubled by something when Danny spoke to\nher last.\"\nFlowers - \"Chuck sent Rosalita flowers the day after they talked.\" Records - \"All receipts and files for KOLR were accounted for last year.\"\nStranger - \"Cindy saw a strange man in a yellow poncho hovering\nover Rosalita Morales.\"\nParade - \"The streets were closed down for a parade all morning.\" Accounting - \"Cindy did the accounting for Roses for Rehab\"\nDeath - \"Rosalita was shot on February 29th in her office.\"\nSister - \"Maia Morales was Rosalita's sister.\"\nSecretary - \"Cindy Jalcek was Rosalita's Secretary.\"\nEx - \"Chuck Lee is the former husband of Rosalita Morales.\"\nPartner - \"Daniel Kostopoulos was the business partner of Rosalita Morales.\"\nStatement - \"You need to take the statements of the suspects\"\nGreeting - \"You need to introduce yourself to the suspects.\" Assistance - \"The chief is always willing to give you help. (This gives a basic tutorial).\"\nSuspicion - \"The Chief thinks that someone close to her was\ninvolved in her death.\"\nTestament - \"Rosalita left all of her possessions to four people in her will.\"", "endoftext": false }, { "action": "Link records to missing", "response": "You can't link those.\n\nDanny says, \"Did I tell you that I carved all the furniture in this office myself?\"", "endoftext": false }, { "action": "You go to the east", "response": "You move carefully through the dim and narrow hallway. It smells of cleaner mingled with faint perfume. It terminates to the north\nat a hazel wood door. Its smooth surface is polished and warm in the chill hallway. A nameplate next to the door reads \"Rosalita Morales\". To the west hangs an apple red door, with a nameplate saying\n\"Daniel Kostopolous\". To the east is a narrow metal closet\ndoor.\n\nFrom the speakers, you hear the radio quietly playing an ad for \"Full Circle\".", "endoftext": false }, { "action": "You go to the south", "response": "You are standing in a dim hallway with muddy carpet and beige walls. A battered navy blue door leads to the west. A heavy\nseaweed-green door to the east is labelled \"Studio\". A red\nOn-Air light is mounted next to the door. The hallway extends to the north. You can also go south to return to the lobby.\n\nFrom the speakers, you hear the radio quietly playing an ad for leg warmers.", "endoftext": false }, { "action": "Go south", "response": "The neutral tones suggest a professional but boring atmosphere. A faded rainbow stencil on the wall invites you to KOL studios; the R has worn off. The sepia-hued front desk hardly fits in this cramped room, but the beige ceiling is quite high; it looks like it was once part of a larger room. The muddy carpet is scuffed and worn, curling up on the edges. One of the off-white fluorescent lights in the ceiling flickers intermittently. Barely audible is the buzzing of another light. The smell of burnt popcorn wafts in from a break room to the west. The doorway to the north leads to the\nhallway. The parking lot is back to the south, and a bathroom door stands to the east. An ivory telephone sits on the desk.\n\nFrom the speakers, you hear the radio quietly playing Through The Years.", "endoftext": false }, { "action": "Go west", "response": "The stench of burnt popcorn lingers in the air. A microwave with a thin tan layer of grease sits in the corner. A tawny brown vending machine sags in the corner with half of its buttons darkened or flickering. A small oat-colored fan is oscillating in the center, trying to clear out the smell. A few coffee-stained tables and several chairs are scattered around the room. The lobby is back to the\neast.\n\nCindy is sitting at a table.\n\nCindy's hand trembles slightly.", "endoftext": false }, { "action": "You say hidden", "response": "(to Cindy)\n\"Apparently, a large stack of receipts for payments to KOLR were found stuffed in the control room of the studio.\"\n\n\"What? Receipts? Who was in the control room?\"\n\n\"That's not what I'm talking about right now. Do you know about these receipts?\"\n\n\"No, but if it was Maia in the control room, I'm going to be extremely angry. Was it her?\"\n\n\"Just tell me about the receipts.\"\n\n\"I don't know anything about them. Rosalita usually handles them.\"\n\n\"Is she the only one?\"\n\n\"Danny always worked on the files, too; said he had the perfect system. I bet he's kicking himself now.\"", "endoftext": false }, { "action": "You say missing", "response": "(to Cindy)\n\"Cindy, apparently a number of files connected with the studio were missing. What do you know about this?\"\n\n\"What do you mean missing?\"\n\n\"I mean they weren't filed with the others. Were you aware of this?\"\n\n\"No, Rosalita handled most of that by herself.\"", "endoftext": false }, { "action": "Your thoughts", "response": "Current thoughts:\nMissing - \"Maia found a stack of receipts that Danny said was accounted for.\"\nHidden - \"Maia found a bunch of receipts hidden in the studio.\"\nBuses - \"Maia said she took a bus home, but Cindy said the buses weren't running.\"\nHome - \"Maia took the bus home after talking with Rosalita.\" Speechless - \"Chuck claims he didn't have a chance to talk with Rosalita on Wednesday afternoon.\"\nVolunteer - \"Rosalita told Danny she was at the shelter Wednesday night.\"\nTroubled - \"Rosalita was troubled by something when Danny spoke to\nher last.\"\nFlowers - \"Chuck sent Rosalita flowers the day after they talked.\" Records - \"All receipts and files for KOLR were accounted for last year.\"\nStranger - \"Cindy saw a strange man in a yellow poncho hovering\nover Rosalita Morales.\"\nParade - \"The streets were closed down for a parade all morning.\" Accounting - \"Cindy did the accounting for Roses for Rehab\"\nDeath - \"Rosalita was shot on February 29th in her office.\"\nSister - \"Maia Morales was Rosalita's sister.\"\nSecretary - \"Cindy Jalcek was Rosalita's Secretary.\"\nEx - \"Chuck Lee is the former husband of Rosalita Morales.\"\nPartner - \"Daniel Kostopoulos was the business partner of Rosalita Morales.\"\nStatement - \"You need to take the statements of the suspects\"\nGreeting - \"You need to introduce yourself to the suspects.\" Assistance - \"The chief is always willing to give you help. (This gives a basic tutorial).\"\nSuspicion - \"The Chief thinks that someone close to her was\ninvolved in her death.\"\nTestament - \"Rosalita left all of her possessions to four people in her will.\"", "endoftext": false }, { "action": "You say speechless", "response": "(to Cindy)\n\"Chuck claims that he saw Rosalita last Wednesday but didn't talk to her.\"\n\n\"Makes sense; he was pretty torn up about leaving, and so was Rosalita.\"\n\n\"Were you there that day?\"\n\nShe says, \"I wasn't there when Chuck cleaned out his stuff; I think I was on my lunch break.\"", "endoftext": false }, { "action": "You say volunteer", "response": "(to Cindy)\n\"Rosalita told Danny she went to volunteer at the shelter last Wednesday night.\"\n\nCindy nodded. \"She didn't tell me what she was up to, but she loves going to the shelters. She likes to connect with the people in rehab, tell them her own rehab story.\"\n\n\"Rosalita went to rehab?\"\n\n\"Yeah, years ago, when she was a kid. Alcoholism. Makes for a great motivational story, made me feel motivated, even. It's part of the reason I signed up for the secretary job.\"", "endoftext": false }, { "action": "You say troubled", "response": "(to Cindy)\n\"Danny said that Rosalita was very upset the day before she died. She wouldn't tell him what it was about.\"\n\n\"Yeah, she's been-I mean she had been preoccupied at work recently.\"\n\n\"Do you know why?\"\n\n\"I'm not sure. It could be just about anything. Chuck leaving, the two of them getting back together, or-\"\n\n\"Excuse me, did you say that her and Chuck were getting back together?\"\n\nShe blushes. \"Oh, gosh, I wasn't supposed to....listen, I saw some flowers, okay? On her desk. When I was cleaning, the day before she died. They had a note from Chuck. I don't remember what it said, but basically, you know, it seems like they hooked up.\"", "endoftext": false }, { "action": "You say the flowers", "response": "(to Cindy)\n\"Danny said that Chuck had flowers delivered to Rosalita last Thursday.\"\n\nShe says, \"Yes... Listen, Rosalita didn't want me talking about her relationships with anybody. I know it's important for the investigation and all, but I just don't want to talk about Rosalita and Chuck. Honestly, those two were back and forth with each other all the time. Getting together, breaking up, gifts, arguments, it just never stopped.\"\n\n\"But you think they were most recently together?\"\n\n\"That's a weird way of phrasing it, but yes, that's what I think.\"", "endoftext": false }, { "action": "You link speechless to the flowers", "response": "The statements don't match up; Chuck says that he never had a chance to talk to her, but Danny says that they did.\n\n[New topic - Conversation]\n\nCindy notices some trash on the ground and picks it up.", "endoftext": false }, { "action": "Go east", "response": "The neutral tones suggest a professional but boring atmosphere. A faded rainbow stencil on the wall invites you to KOL studios; the R has worn off. The sepia-hued front desk hardly fits in this cramped room, but the beige ceiling is quite high; it looks like it was once part of a larger room. The muddy carpet is scuffed and worn, curling up on the edges. One of the off-white fluorescent lights in the ceiling flickers intermittently. Another light buzzes at the edge of hearing. The smell of burnt popcorn wafts in from a break room to the west. The doorway to the north leads to the hallway. The\nparking lot is back to the south, and a bathroom door stands to the east. An ivory telephone sits on the desk.\n\nFrom the speakers, you hear the radio quietly playing an ad for \"Ghostbusters\".", "endoftext": false }, { "action": "You go to the north", "response": "You are standing in a dim hallway with muddy carpet and beige walls. A battered navy blue door leads to the west. A heavy\nseaweed-green door to the east is labelled \"Studio\". A red\nOn-Air light is mounted next to the door. The hallway extends to the north. You can also go south to return to the lobby.\n\nFrom the speakers, you hear the radio quietly playing an ad for Walter Mondale.", "endoftext": false }, { "action": "You go west", "response": "This comfortable office is mostly empty, but the owner's thoughtful personality is still evident in the azure carpet and the sky-blue walls. Lighter patches on the walls show where posters, picture frames and bulletin boards once hung. A navy blue door leads east to\nthe hallway. A long desk has been shoved out of the way, and a single chair remains. The carpet is still dented from furniture legs.\n\nChuck sits in the chair, trying not to look exhausted.\n\nChuck's bloodshot eyes meet yours for a moment before turning away.", "endoftext": false }, { "action": "You say conversation", "response": "(to Chuck)\nChuck says, \"We have a witness who claims that you talked to Rosalita the day that you cleaned out your office.\"\n\nChuck stares forward silently for an uncomfortably long amount of time. Without looking at you, he says \"You're right, I did talk to her.\"\n\n\"Maybe we should go over your statement again.\"\n\n\"Yeah, we might as well.\"", "endoftext": false }, { "action": "You say the statement", "response": "(to Chuck)\n\"Tell me what you know about the death of Rosalita Morales.\"\n\n\"All right. Here's what happened.\"\n\nYou lean back as Chuck gives you a statement. You can picture it all in your head...\n\n\nYour Office\nYour office is depressingly empty. The movers have packed away and taken out most of the furniture; your desk remains, shoved against the wall, and a single chair. Danny pressured you into giving him most of your KOLR memorabilia, leaving you almost nothing. The hallway and the long drive home are waiting for you to the east. Your rugged\nblue carpet is still dented from furniture legs. At least you left a mark on something.\n\nA packing box lies in the middle of the room.\n\nYou can also see a certificate, a KOLR poster, and a bulletin board here.\n\nIt's time to clean up. You have to get all of your personal effects out of this room before you can go home.", "endoftext": false }, { "action": "You get all", "response": "KOLR poster: You pick up the KOLR poster to look at it more closely.\n\nYou know that Rosa loved this poster; maybe she'll ask to see it in a week or two, and it'll break the ice between you. It proclaims \"Tune in to KOLR 99.8!\" in large, day-glo letters at the top; the bottom has pop-art style portraits of you, Danny, and Rosa.\ncertificate: You pick up the certificate to look at it more closely.\n\nYou look over the certificate and smile. A certificate of merit for 15 successful years of service at KOLR, signed by the mayor; this should impress your new colleauges at WESL.\nbulletin board: You pick up the bulletin board to look at it more closely.\n\nYou scan the board impatiently. It's covered with letters from listeners, photos of the studio, your first paycheck; later you'll take it all off and start a new one for WESL.\n\nAs you lift the bulletin board off the wall, a picture flutters to the ground.\npacking box: The movers are going to take it tomorrow.", "endoftext": false }, { "action": "You examine the picture", "response": "You pick up the picture to look at it more closely.\n\nThis a photo of the \"grand opening\" of your renovated live room. You can pick out Danny in the corner; Rosalita's sister Maia is in the foreground, before she went by Andromeda. You and Rosalita sit together, your arm around her. You smile.", "endoftext": false }, { "action": "You put all in the box", "response": "picture: You go to pack it, but you hesitate. Better to keep this one with you.\nbulletin board: Done.\ncertificate: Done.\nKOLR poster: You roll up the poster and set it in the box.\n\nFootsteps tread down the hallway, and a scent wanders into the room: Chanel No. 5, Rosalita's perfume. She must have stayed late; you hoped she would be here tonight.\n\nYou step towards the door, then stop. The footsteps move on, and the smell fades.", "endoftext": false }, { "action": "You go east", "response": "(first opening the your door)\n\nYou are standing across from the studio door. You look around at the narrow hallway, the dingy carpet, the patchy walls; nothing like the WESL offices you toured. The On-Air light is off, and the studio seems deserted. Danny and Rosa's offices are north, but the faint scent of Rosalita's perfume draws you south to the lobby.\n\nThe radio is playing an ad for \"Full Circle\".", "endoftext": false }, { "action": "Go south", "response": "You look around the lobby for the last time. The stencil on the wall has almost faded off. The furniture Rosalita bought for this room is getting worn out. The muddy carpet is scuffed and worn, curling up on the edges. The old break room is to the west, and the bathroom to the east, but those are places you'd rather forget. The doorway to the north leads to the hallway, but you never plan on going back there again. The parking lot, and Rosalita, are to the south.\n\nThe radio is playing an ad for Matlab.", "endoftext": false }, { "action": "You go south", "response": "The parking lot is mostly empty, like usual for a Wednesday. Brick walls hem you in on either side. You've never enjoyed the claustrophobic feeling you get out here. Your blue car is parked near the back, to the south. KOLR studios squats behind you to the\nnorth.\n\nAs you walk out, you try to see Rosalita. You spot her getting into her car, at the south end. She is wearing a blue, short-sleeved dress and her long hair is parted in the middle. Her thick eyebrows are shaped in gentle curves and her large hoop earrings dangle as she walks. She looks the same as she did 20 years ago when you first met.\n\nYou walk towards her, but she gets in her car and leaves without seeing you.", "endoftext": false }, { "action": "You go south", "response": "\"You were right; I lied earlier. I followed Rosalita that day.\"\n\nYou've parked your car here in front of a house on Rosalita's street. The driveway stretches out from the house here. Rosalita's house, your old house, lies to the west, and a door to a stranger's house is to the north. Trees dot the yard.\n\nYou see Rosalita off to the west, gathering her purse and her sunglasses. She hasn't seen you yet. You watch as she walks up the steps and into the house, closing the door.", "endoftext": false }, { "action": "Go west", "response": "The street stretches behind you, and Rosalita's house looms before you. The steps up to the front door are freshly cleaned, and bright blue drapes frame the windows. Rosalita's car is parked in front of you.\n\nHer front door is to the north.", "endoftext": false }, { "action": "Go north", "response": "You knock on the door and Rosalita answers, with Cindy in the background turning to watch. A smile flashes on her face. \"Chuck!\" she says, and runs to embrace you. She steps back. \"I wanted to see you before you go, but I...\"\n\n\"Yeah, I know. I wasn't going to come here, but I just wanted to say goodbye.\"\n\n\"We talked all afternoon, remembering old times. It felt good. Now, I would never share this on my own, but just to be completely frank, we spent the night together, and the next day I sent flowers. I'd prefer not to go in more detail.\"\n\n\"And that's what happened.\"\n\n[New topic - Tryst]\n\nYou clear your mind, and return to yourself.\n\n\nSpare Office\nThis comfortable office is mostly empty, but the owner's thoughtful personality is still evident in the azure carpet and the sky-blue walls. Lighter patches on the walls show where posters, picture frames and bulletin boards once hung. A navy blue door leads east to\nthe hallway. A long desk has been shoved out of the way, and a single chair remains. The carpet is still dented from furniture legs.\n\nChuck sits in the chair, trying not to look exhausted.\n\nA fly lands on Chuck's hair. He doesn't notice. It soon flies away.", "endoftext": false }, { "action": "You say the tryst", "response": "(to Chuck)\nYou ask, \"So you spent the whole night with Rosalita last week?\"\n\n\"Last week? Oh, yes, yes I did,\" he says.\n\n\"And you felt like hiding this fact?\"\n\nHe slowly shrugs. \"I'm sorry officer, I know it looks bad. But listen, would I have killed her if we were just getting back together?\"\n\n\"I don't know, Chuck. I hope for your sake that that's all you lied about.\" He shrugs again.", "endoftext": false }, { "action": "Your thoughts", "response": "Current thoughts:\nTryst - \"Chuck spent all night with Rosalita last Wednesday.\" Conversation - \"Chuck said that he didn't talk to Morales, but\nDanny claims that they did talk.\"\nMissing - \"Maia found a stack of receipts that Danny said was accounted for.\"\nHidden - \"Maia found a bunch of receipts hidden in the studio.\"\nBuses - \"Maia said she took a bus home, but Cindy said the buses weren't running.\"\nHome - \"Maia took the bus home after talking with Rosalita.\" Speechless - \"Chuck claims he didn't have a chance to talk with Rosalita on Wednesday afternoon.\"\nVolunteer - \"Rosalita told Danny she was at the shelter Wednesday night.\"\nTroubled - \"Rosalita was troubled by something when Danny spoke to\nher last.\"\nFlowers - \"Chuck sent Rosalita flowers the day after they talked.\" Records - \"All receipts and files for KOLR were accounted for last year.\"\nStranger - \"Cindy saw a strange man in a yellow poncho hovering\nover Rosalita Morales.\"\nParade - \"The streets were closed down for a parade all morning.\" Accounting - \"Cindy did the accounting for Roses for Rehab\"\nDeath - \"Rosalita was shot on February 29th in her office.\"\nSister - \"Maia Morales was Rosalita's sister.\"\nSecretary - \"Cindy Jalcek was Rosalita's Secretary.\"\nEx - \"Chuck Lee is the former husband of Rosalita Morales.\"\nPartner - \"Daniel Kostopoulos was the business partner of Rosalita Morales.\"\nStatement - \"You need to take the statements of the suspects\"\nGreeting - \"You need to introduce yourself to the suspects.\" Assistance - \"The chief is always willing to give you help. (This gives a basic tutorial).\"\nSuspicion - \"The Chief thinks that someone close to her was\ninvolved in her death.\"\nTestament - \"Rosalita left all of her possessions to four people in her will.\"", "endoftext": false }, { "action": "Link troubled to missing", "response": "You can't link those.\n\nRain patters on the window.", "endoftext": false }, { "action": "Link troubled to hidden", "response": "You can't link those.\n\nIf you strain to listen, you think you can hear singing from somewhere.", "endoftext": false }, { "action": "Go east", "response": "You are standing in a dim hallway with muddy carpet and beige walls. A battered navy blue door leads to the west. A heavy\nseaweed-green door to the east is labelled \"Studio\". A red\nOn-Air light is mounted next to the door. The hallway extends to the north. You can also go south to return to the lobby.\n\nFrom the speakers, you hear the radio quietly playing Rapture.", "endoftext": false }, { "action": "Go south", "response": "The neutral tones suggest a professional but boring atmosphere. A faded rainbow stencil on the wall invites you to KOL studios; the R has worn off. The sepia-hued front desk hardly fits in this cramped room, but the beige ceiling is quite high; it looks like it was once part of a larger room. The muddy carpet is scuffed and worn, curling up on the edges. One of the off-white fluorescent lights in the ceiling flickers intermittently, and another buzzes at the edge of hearing. The smell of burnt popcorn wafts in from a break room to the west. The doorway to the north leads to the hallway. The\nparking lot is back to the south, and a bathroom door stands to the east. An ivory telephone sits on the desk.\n\nFrom the speakers, you hear the radio quietly playing an ad for \"Who Killed the Robins Family?\".", "endoftext": false }, { "action": "You go to the west", "response": "The stench of burnt popcorn lingers in the air. A microwave with a thin tan layer of grease sits in the corner. A tawny brown vending machine sags in the corner with half of its buttons darkened or flickering. A small oat-colored fan is oscillating in the center, trying to clear out the smell. A few coffee-stained tables and several chairs are scattered around the room. The lobby is back to the\neast.\n\nCindy is sitting at a table.\n\nCindy pops her neck.", "endoftext": false }, { "action": "You say the tryst", "response": "(to Cindy)\n\"Cindy, Chuck admitted that he spent the night with Rosalita last week.\"\n\n\"I knew it. I just knew it.\" She shakes her head. \"He...But I can't fault him. They were married for a long, long time. They probably still loved each other, you know?\"\n\n\"Did you know anything about it?\"\n\n\"I mean, I saw the flowers he sent her, but I didn't know they were together. But it doesn't surprise me. Although now I wonder\nwhat Danny's up to; he told me she was at the shelter last Wednesday.\"", "endoftext": false }, { "action": "Link volunteer to tryst", "response": "Danny claims that Rosalita was volunteering at a shelter on Wednesday, but Chuck says she was with him.\n\n[New topic - Absent]\n\nCindy runs her finger over the table, feeling the dents and stains.", "endoftext": false }, { "action": "You go east", "response": "The neutral tones suggest a professional but boring atmosphere. A faded rainbow stencil on the wall invites you to KOL studios; the R has worn off. The sepia-hued front desk hardly fits in this cramped room, but the beige ceiling is quite high; it looks like it was once part of a larger room. The muddy carpet is scuffed and worn, curling up on the edges. One of the off-white fluorescent lights in the ceiling flickers intermittently. Another light buzzes at the edge of your hearing. The smell of burnt popcorn wafts in from a break room to the west. The doorway to the north leads to the hallway.\nThe parking lot is back to the south, and a bathroom door stands to the east. An ivory telephone sits on the desk.\n\nFrom the speakers, you hear the radio quietly playing an ad for Ronald Reagan.", "endoftext": false }, { "action": "Go north", "response": "You are standing in a dim hallway with muddy carpet and beige walls. A battered navy blue door leads to the west. A heavy\nseaweed-green door to the east is labelled \"Studio\". A red\nOn-Air light is mounted next to the door. The hallway extends to the north. You can also go south to return to the lobby.\n\nFrom the speakers, you hear the radio quietly playing Too Much Heaven.", "endoftext": false }, { "action": "Go north", "response": "You move carefully through the dim and narrow hallway. It smells of cleaner mingled with faint perfume. It terminates to the north\nat a hazel wood door. Its smooth surface is polished and warm in the chill hallway. A nameplate next to the door reads \"Rosalita Morales\". To the west hangs an apple red door, with a nameplate saying\n\"Daniel Kostopolous\". To the east is a narrow metal closet\ndoor.\n\nFrom the speakers, you hear the radio quietly playing Too Much Heaven.", "endoftext": false }, { "action": "Go west", "response": "This office is decorated with flashy shades of red. It's large enough to fit a massive cherry desk, rows of mahogany bookshelves, and a battered scarlet cabinet. The walls are empty and clean, although the paint is patchy in spots, reaching to a textured plaster ceiling. A wine red floor lamp in the corner has been turned off. The blinds are open to the dim light from outside, punctuated by flashes of lightning. The soft rose carpet is matted and ragged, but looks recently cleaned.\n\nDanny is highly irritated. He is breathing deeply, trying to relax.\n\nDanny takes off his glasses to wipe them with his sweater, then returns them to his face.", "endoftext": false }, { "action": "You say absent", "response": "(to Danny)\n\"Danny, you said that Rosalita volunteered at the shelter last Wednesday, but Chuck says they spent the night.\"\n\nHe shakes his head. \"I can't believe it...\"\n\nHe looks up at you. \"Why would Rosalita lie to me? Why?\" His face turns reddish. \"That woman...\"\n\nDanny furrows his brow and looks at the floor. He chews on his lip, then speaks. \"I wasn't being completely honest about my conversation with Rosalita. There's more that I need to tell you.\"\n\n\"Sounds like we need to go over your statement again.\"", "endoftext": false }, { "action": "You say the statement", "response": "(to Danny)\n\"Tell me your story again.\"\n\n\"Of course, officer.\"\n\nYou lean back as Danny gives you a statement. You can picture it all in your head...\n\nThis studio is the jewel of the station; a green-colored jewel, like an emerald, you suppose. The walls, floor, and ceiling are thickened and hollowed, covered with acoustic panels. The microphones hanging from the ceiling are vintage, from the golden era of broadcasting, when they made microphones right. You constructed the table in the center out of soft wood. The chairs, though, are just left over from the last tenants, years ago. The soundproof door to the west\nleads to the hallway. The control room is to the east, but the technician is still reviewing the show before broadcast.\n\n\"I'm Danny Kostopolous, the Voice of the Heartland. Join me tomorrow, when I'll present my top ten government agencies that need to be eliminated. Thanks for listening.\"\n\nYou pause until your theme song finishes playing. The technician from the control room gives you a thumbs up. You switch off your microphone.\n\nYou stand up. You sigh. If your suspicions are true, you're going to have to confront Rosalita. But you need to be absolutely sure; the annual report is in your filing cabinet, where she can't get it.", "endoftext": false }, { "action": "You go to the north", "response": "This hallway always smells like Rosalita; she loves Chanel No. 5. Her office lies to the north. Her plain hazel wood door is not\nnearly as impressive as your bright red door to the west. The\ncloset to the east is the receptionist's.\n\nThe radio is playing Sister Christian.", "endoftext": false }, { "action": "You go to the west", "response": "Your spacious office is neat and tidy; the receptionist must have cleaned it up. Bookshelves line two walls, stuffed with overflow from Chuck's office. Your heavy desk sits in the middle of the room with a black swivel chair pushed close to it. The large window that you pushed hard for stretches across one wall, and your soft carpet cushions your feet.\n\nThe cabinet with your documents is here. All you really need is the report, though.", "endoftext": false }, { "action": "You look up the report", "response": "Paging through the report, your suspicions are confirmed. The amount KOLR donated to Roses for Rehab last year is less than you raised personally at your gala. There must be far more money than is being reported here. You could look at the bank reconciliation, but you already have enough information here.\n\nHow is this possible? You have to talk to Rosalita.", "endoftext": false }, { "action": "Go east", "response": "This hallway always smells like Rosalita; she loves Chanel No. 5. Her office lies to the north. Her plain hazel wood door is not\nnearly as impressive as your bright red door to the west. The\ncloset to the east is the receptionist's.\n\nThe radio is playing an ad for \"Amadeus\".", "endoftext": false }, { "action": "Go north", "response": "(first opening the hazel door)\n\nThis huge office sprawls across the north side of the building. You offered it to her when you moved here. A tall desk chair upholstered with crimson leather dominates the room behind an art deco desk. Bookshelves crawl up the walls, illuminated by giant windows with burgundy drapes.\n\nRosalita is wearing a muted pink dress with a black suit jacket. A large carnation is pinned to her lapel. Her brown hair dips low over one eye and is pulled into a low ponytail behind her. The creases under her eyes and at the corners of her mouth are deeper than they were a year ago.\n\nOn the desk is a vase of flowers with a note that draws your attention.", "endoftext": false }, { "action": "You talk to Rosa", "response": "(Rosalita)\n\nRosalita speaks first. \"Danny, I'm glad you're here. Have you had a chance to review the annual report?\"\n\n\"Just finished looking over it.\"\n\nShe stands and rubs her eyes. They look red. You ask, \"Rosalita, are you okay?\"\n\n\"It's nothing. It's just that it's getting harder each year to get advertisers, you know? Everyone's moving over to television.\"\n\n\"You've got your cassete sales.\"\n\nShe smiles wryly, but then the smile fades.\n\n\"Rosalita, listen,\" you continue, \"If there's something going on, you can tell me.\"\n\nShe shakes her head. \"I'm fine.\" She walks to the door, and hesitates.", "endoftext": false }, { "action": "You talk to Rosa", "response": "(Rosalita)\nYou pause.\n\n\"Rosalita, I've checked the numbers. I know about Roses for Rehab.\"\n\nShe presses her lips together, and closes her eyes as tears run down her cheek. \"Oh Danny, I'm so glad you know. It's been torture.\"\n\n\"I can't say I really feel sorry for you, Rosalita. That money--people really thought they were doing something good with it, like it meant something. And you just took it.\"\n\n\"Danny, I know, I know, I know. Listen, I'm going to write them a check, later in the week. I'm going to give the money back... I can't sleep, I can hardly eat, it's been torture. \"\n\n\"Rosalita...\"\n\nI-I just-\" She stands still for a moment, then gives you a hurried hug before rushing out the door and down the hallway.\n\n[New topic - Fraud]", "endoftext": false }, { "action": "You go south", "response": "This hallway always smells like Rosalita; she loves Chanel No. 5. Her office lies to the north. Her plain hazel wood door is not\nnearly as impressive as your bright red door to the west. The\ncloset to the east is the receptionist's.\n\nThe radio is playing Footloose.", "endoftext": false }, { "action": "You go to the south", "response": "You're just outside the studio door, by Chuck's old office. Still stings each time you walk by. The On-Air light is turned off. Your office and Rosa's are to the north. You can also go\nsouth to return to the lobby.\n\nThe radio is playing Footloose.", "endoftext": false }, { "action": "Go south", "response": "The lobby is the first thing visitors see when they visit KOLR, so you try to keep it looking good. As you cast about a critical eye, you notice that the stencil on the wall is wearing off. It'll need repainting in about a month. The carpet is clean, but it's looking worn out. The front desk looks pretty good, so you can keep that for a while. The buzzing of one of the lights resonates in your skull in a painful way; that's got to get fixed quick. The offices are back to the north, and the parking lot is south. You can also\nreach the bathroom or the break room from here, but you prefer to spend as little time in those two rooms as possible.\n\nCindy is here, answering phone calls.\n\n\"Yeah, Janet told me about it, it's called a Synpiece and you wear it like a contact lens. It's so weird.\"", "endoftext": false }, { "action": "You go south", "response": "\"But she was gone, Detective. And that's what happened.\"\n\nYou clear your mind, and return to yourself.\n\n\nDanny's Office\nThis office is decorated with flashy shades of red. It's large enough to fit a massive cherry desk, rows of mahogany bookshelves, and a battered scarlet cabinet. The walls are empty and clean, although the paint is patchy in spots, reaching to a textured plaster ceiling. A wine red floor lamp in the corner has been turned off. The blinds are open to the dim light from outside, punctuated by flashes of lightning. The soft rose carpet is matted and ragged, but looks recently cleaned.\n\nDanny is highly irritated. He is breathing deeply, trying to relax.\n\nDanny scratches his ear.", "endoftext": false }, { "action": "You say the fraud", "response": "(to Danny)\n\"Tell me again about Rosalita's charity.\"\n\n\"Listen, I'll try to keep it simple for you. Roses For Rehab has fundraisers every year. It's a big deal around here, everyone gets in on it. But I checked the records, and the numbers just weren't adding up. I confronted Rosalita about it, and she confessed to stealing it, then ran off. That's the last I ever saw her.\"\n\n\"Does anyone else know about this?\"\n\n\"I don't know; Cindy did everything with Rosalita, maybe she would know.\"\n\n\"I'm not sure she'll talk to me. She might deny working with Rosalita.\"\n\n\"Did she tell you anything about it before?\" he asks.", "endoftext": false }, { "action": "You link the fraud to troubled", "response": "You can't link those.\n\nDanny rubs his knee, a grimace crossing his face.", "endoftext": false }, { "action": "Your thoughts", "response": "Current thoughts:\nFraud - \"Rosalita Morales was defrauding her charity before she\ndied.\"\nAbsent - \"Rosalita told Danny she was at the shelter, but she was\nwith Chuck.\"\nTryst - \"Chuck spent all night with Rosalita last Wednesday.\" Conversation - \"Chuck said that he didn't talk to Morales, but\nDanny claims that they did talk.\"\nMissing - \"Maia found a stack of receipts that Danny said was accounted for.\"\nHidden - \"Maia found a bunch of receipts hidden in the studio.\"\nBuses - \"Maia said she took a bus home, but Cindy said the buses weren't running.\"\nHome - \"Maia took the bus home after talking with Rosalita.\" Speechless - \"Chuck claims he didn't have a chance to talk with Rosalita on Wednesday afternoon.\"\nVolunteer - \"Rosalita told Danny she was at the shelter Wednesday night.\"\nTroubled - \"Rosalita was troubled by something when Danny spoke to\nher last.\"\nFlowers - \"Chuck sent Rosalita flowers the day after they talked.\" Records - \"All receipts and files for KOLR were accounted for last year.\"\nStranger - \"Cindy saw a strange man in a yellow poncho hovering\nover Rosalita Morales.\"\nParade - \"The streets were closed down for a parade all morning.\" Accounting - \"Cindy did the accounting for Roses for Rehab\"\nDeath - \"Rosalita was shot on February 29th in her office.\"\nSister - \"Maia Morales was Rosalita's sister.\"\nSecretary - \"Cindy Jalcek was Rosalita's Secretary.\"\nEx - \"Chuck Lee is the former husband of Rosalita Morales.\"\nPartner - \"Daniel Kostopoulos was the business partner of Rosalita Morales.\"\nStatement - \"You need to take the statements of the suspects\"\nGreeting - \"You need to introduce yourself to the suspects.\" Assistance - \"The chief is always willing to give you help. (This gives a basic tutorial).\"\nSuspicion - \"The Chief thinks that someone close to her was\ninvolved in her death.\"\nTestament - \"Rosalita left all of her possessions to four people in her will.\"", "endoftext": false }, { "action": "You link the fraud to missing", "response": "You can't link those.\n\nDanny tries to pick something out of his teeth covertly.", "endoftext": false }, { "action": "Go east", "response": "You move carefully through the dim and narrow hallway. It smells of cleaner mingled with faint perfume. It terminates to the north\nat a hazel wood door. Its smooth surface is polished and warm in the chill hallway. A nameplate next to the door reads \"Rosalita Morales\". To the west hangs an apple red door, with a nameplate saying\n\"Daniel Kostopolous\". To the east is a narrow metal closet\ndoor.\n\nFrom the speakers, you hear the radio quietly playing an ad for Walter Mondale.", "endoftext": false }, { "action": "Go south", "response": "You are standing in a dim hallway with muddy carpet and beige walls. A battered navy blue door leads to the west. A heavy\nseaweed-green door to the east is labelled \"Studio\". A red\nOn-Air light is mounted next to the door. The hallway extends to the north. You can also go south to return to the lobby.\n\nFrom the speakers, you hear the radio quietly playing an ad for Jeopardy.", "endoftext": false }, { "action": "Go south", "response": "The neutral tones suggest a professional but boring atmosphere. A faded rainbow stencil on the wall invites you to KOL studios; the R has worn off. The sepia-hued front desk hardly fits in this cramped room, but the beige ceiling is quite high; it looks like it was once part of a larger room. The muddy carpet is scuffed and worn, curling up on the edges. One of the off-white fluorescent lights in the ceiling flickers intermittently, and another buzzes at the edge of hearing. The smell of burnt popcorn wafts in from a break room to the west. The doorway to the north leads to the hallway. The\nparking lot is back to the south, and a bathroom door stands to the east. An ivory telephone sits on the desk.\n\nFrom the speakers, you hear the radio quietly playing Think of Laura.", "endoftext": false }, { "action": "You go to the west", "response": "The stench of burnt popcorn lingers in the air. A microwave with a thin tan layer of grease sits in the corner. A tawny brown vending machine sags in the corner with half of its buttons darkened or flickering. A small oat-colored fan is oscillating in the center, trying to clear out the smell. A few coffee-stained tables and several chairs are scattered around the room. The lobby is back to the\neast.\n\nCindy is sitting at a table.\n\nThe fan clicks and sputters.", "endoftext": false }, { "action": "You link the fraud to absent", "response": "You can't link those.\n\nCindy hums a short song.", "endoftext": false }, { "action": "You say the fraud", "response": "(to Cindy)\n\"I've been informed that Rosalita was stealing money from Roses for Rehab.\"\n\nCindy goes as pale as a sheet. \"Oh, no...\"\n\n\"Do you know anything about this?\"\n\n\"No, no, no... I wasn't a part of this. I wasn't involved.\"\n\nSomething tickles the back of your brain... something Cindy said earlier...", "endoftext": false }, { "action": "You link the fraud to the accounting", "response": "Rosalita was defrauding Roses for Rehab, and Cindy did all of the accounting. Cindy must have been involved.\n\n[New topic - Accomplice]\n\nThe lights flicker for a moment, and the fan slows. Then they pick up again.", "endoftext": false }, { "action": "You say the accomplice", "response": "(to Cindy)\n\"I've been informed that Rosalita was stealing money from Roses for Rehab before her death. And that you were involved.\"\n\nCindy looks surprised for a moment. Then a look of panic crosses her face.\n\n\"Cindy, you were Rosalita's personal assistant. These are serious allegations. You may have to be taken into custody if you're involved.\"\n\nHer eyes harden, and she sits up straighter. \"What if I made you a deal? Gave you some bigger fish to fry?\"\n\n\"I can't make any promises, but if you cooperate in this investigation, your sentence may be reduced.\"\n\n\"Listen, I'm changing my statement. I have to tell you the truth. But you have to promise to work with me.\"\n\n\"I'll do what I can.\"", "endoftext": false }, { "action": "You say the statement", "response": "(to Cindy)\n\"Tell me your story again.\"\n\n\"Fine.\"\n\nYou lean back as Cindy gives you a statement. You can picture it all in your head...\n\n\nParking Lot\nThe dawn sun smiles on you as you stand in the parking lot, and you smile back. Looks like you got here just in time; the lot is starting to fill up, and that means the studio will open soon. The wind cuts through your jacket like a knife, but the smell of rice and hot oil from the Chinese restaurant warms your heart. You know where you're getting lunch today. The lobby door is north from here.\n\nThe bus drops you off, then gasps and wheezes away. You're lucky you got here in time; the police were closing off the streets for a parade. The next bus isn't until noon.\n\nTime to get to work.", "endoftext": false }, { "action": "You go north", "response": "This lobby is much bigger than the one at your old receptionist job. You glance at the KOLR logo you stenciled on the wall your first week; it always comforts you. The ceiling in this room is ten feet high, and your desk is huge. You've vacuumed this carpet so many times that it's almost worn through in places. The lights in the ceiling are wigging out again, you'll have to replace them, but the stepladder has been missing for weeks. The doorway to the north leads to the\nhallway. The parking lot is back to the south, and the bathroom is to the east.\n\nThe phone sits on the desk.\n\nThe unmistakable stench of burning popcorn rolls in from the break room to the west.\n\nYou see Rosalita coming out of the break room. She seems lost in thought. \"Oh, Cindy, it's you!\" She looks around, and leans in. \"Listen, my sister's in the break room again. Can you make sure she leaves? I have to talk to Chuck in a few minutes, and I don't want her to be here.\"\n\nYou nod, and she walks into the hallway. She turns around and beckons you closer. \"I'm worried that he knows about Roses for Rehab. You know what will happen to both of us if he does.\" With that, she walks to her office.\n\nThe radio is playing Harden Heart.", "endoftext": false }, { "action": "Go west", "response": "This lobby is much bigger than the one at your old receptionist job. You glance at the KOLR logo you stenciled on the wall your first week; it always comforts you. The ceiling in this room is ten feet high, and your desk is huge. You've vacuumed this carpet so many times that it's almost worn through in places. The lights in the ceiling are wigging out again, you'll have to replace them, but the stepladder has been missing for weeks. The doorway to the north leads to the\nhallway. The parking lot is back to the south, and the bathroom is to the east.\n\nThe phone sits on the desk.\n\nThe unmistakable stench of burning popcorn rolls in from the break room to the west.\n\nAs you rush in to find the source of the smell, you smack into someone and knock them to the ground!\n\n\"Oh, I'm so sorry!\" you say. Your victim rolls over, revealing a mop of green hair.\n\n\"Oh,\" you say. \"It's you.\" You frown, but lift her up. You say, \"Rosalita said to make sure you left the station. I'm sorry, but you're going to have to go; I just have to take care of something real quick.\" Maia frowns and walks away back to the lobby and out of sight.\n\nThe radio is playing Harden Heart.", "endoftext": false }, { "action": "You go west", "response": "The vending machine is still on the fritz; you called the manufacturer three times in the last week, and you'll have to call them again. A few tables and several chairs are scattered around the room. The smell of burnt popcorn overpowers you. The lobby is back to the east.\n\nSmoke billows from the microwave. Something's burning!", "endoftext": false }, { "action": "You go east", "response": "You look around, but Maia seems to be gone.\n\nThis lobby is much bigger than the one at your old receptionist job. You glance at the KOLR logo you stenciled on the wall your first week; it always comforts you. The ceiling in this room is ten feet high, and your desk is huge. You've vacuumed this carpet so many times that it's almost worn through in places. The lights in the ceiling are wigging out again, you'll have to replace them, but the stepladder has been missing for weeks. The doorway to the north leads to the\nhallway. The parking lot is back to the south, and the bathroom is to the east.\n\nThe phone sits on the desk.\n\nThe unmistakable stench of burning popcorn still leaks in from the break room to the west.\n\nThe radio is playing Harden Heart.\n\nThe bag of popcorn is smoking in your hands.", "endoftext": false }, { "action": "You go to the east", "response": "At least the bathroom's moldy smell will help cover up the popcorn. You don't know why they won't let you remodel this bathroom, clearly the walls are crawling with mold. But at least it makes your job easier when nobody uses it. Even the sink is pretty clean, below the mirror, and the trash can is empty. Oh, looks like the paper towel dispenser is empty too. Oops. The toilet itself squats in a corner.\n\nThe bag of popcorn is smoking in your hands.", "endoftext": false }, { "action": "You put the popcorn in the toilet", "response": "Good idea! Now you can flush it down.", "endoftext": false }, { "action": "Flush", "response": "You flush the popcorn down the toilet. It disappears, thankfully, but the toilet starts backing up. Crap! Well, actually, just water, but still, you're glad no one uses this toilet.\n\nYou've got to deal with that smell in the break room, now. Time to get the fan from the closet.", "endoftext": false }, { "action": "Go west", "response": "This lobby is much bigger than the one at your old receptionist job. You glance at the KOLR logo you stenciled on the wall your first week; it always comforts you. The ceiling in this room is ten feet high, and your desk is huge. You've vacuumed this carpet so many times that it's almost worn through in places. The lights in the ceiling are wigging out again, you'll have to replace them, but the stepladder has been missing for weeks. The doorway to the north leads to the\nhallway. The parking lot is back to the south, and the bathroom is to the east.\n\nThe phone sits on the desk.\n\nThe unmistakable stench of burning popcorn still leaks in from the break room to the west.\n\nYou hear the doors open, and you turn. You see Chuck, smiling.\n\nYou frown. \"What are you doing back here?\"\n\nHis smile deepens. \"I have a \"business\" meeting with Rosalita.\"\n\nYou smile as well. \"You did it!\" You kiss him on the cheek. \"I can't believe you gave her those flowers after your last meeting. She wanted to throw them away, but Danny saw them already.\"\n\nHe nods, but his thoughts are elsewhere. \"In 15 minutes, we'll get our last installment.\"\n\n\"Does she know about me?\" you ask.\n\n\"I haven't told her yet; she's got some dirt on you too, you know. Best to keep her in the dark for now.\"\n\n\"Tell me how it goes,\" you say. He smiles, and walks down the hallway.\n\nThe radio is playing Harden Heart.", "endoftext": false }, { "action": "Go north", "response": "You've scrubbed the walls in this hallway a hundred times, and they are clean as a whistle. Chuck's office lies to the west.\nLooking closer, it seems like someone's gouged his door. You'll have to repaint it. The studio to the east is closed, and the On-Air\nlight is glowing. Someone must be recording. The hallway extends to the north. You can also go south to return to the lobby.\n\nThe radio is playing Harden Heart.", "endoftext": false }, { "action": "Go north", "response": "The hallway from the south ends here. Rosalita's wooden door\nstands to the north. Danny's hand-carved door is to the\nwest. And your very own bright yellow door lies to the\neast: the janitor's closet.\n\nThe radio is playing Harden Heart.", "endoftext": false }, { "action": "Go east", "response": "(first opening the closet door)\nYou yank hard on the handle of the door. Everyone thinks you lock it, but it's just really, really hard to open.\n\nThe walls are thin in this closet. You can make out snatches of conversation. You hear Chuck mention \"Rehab\", \"charity\", and \"money\". Just like you planned.\n\nYou take the fan to the break room and turn it on, then come back to the office. You press your ear to the door.\n\n\"I can't give you any more, Chuck. You're asking for too much. \"\n\n\"Rosalita, no!\" There are the sounds of a struggle. Someone's getting hurt in there! You go to open the door when you hear a loud gunshot. You drop to the floor and remain motionless.\n\nChuck opens the door, his face ashen and a gun in his hand. \"Cindy, it went bad, \"it went really bad. She had a gun. We have to figure something out.\"\n\n\"Maybe we can-\"\n\n\"Cindy, look!\" Chuck says, pointing down the hall. You turn and look. The On-Air light is on!\n\n\"Chuck, just go, go! Get rid of that thing! I'll call the cops and tell them it was an intruder. Just get out of here!\"\n\nChuck runs down the hall. You head to the lobby to call the police.\n\n\"And now, officer, you know the truth.\"\n\nYou clear your mind, and return to yourself.\n\n\nBreak Room\nThe stench of burnt popcorn lingers in the air. A microwave with a thin tan layer of grease sits in the corner. A tawny brown vending machine sags in the corner with half of its buttons darkened or flickering. A small oat-colored fan is oscillating in the center, trying to clear out the smell. A few coffee-stained tables and several chairs are scattered around the room. The lobby is back to the\neast.\n\nCindy is sitting at a table.\n\n[New topic - Truth]\n\nNow that you know what happened, you have to do something.\n\nThe stench of burnt popcorn lingers in the air. A microwave with a thin tan layer of grease sits in the corner. A tawny brown vending machine sags in the corner with half of its buttons darkened or flickering. A small oat-colored fan is oscillating in the center, trying to clear out the smell. A few coffee-stained tables and several chairs are scattered around the room. The lobby is back to the\neast.\n\nCindy is sitting at a table.\n\nCindy looks like she's going to be sick, but she recovers.", "endoftext": false }, { "action": "Go east", "response": "The neutral tones suggest a professional but boring atmosphere. A faded rainbow stencil on the wall invites you to KOL studios; the R has worn off. The sepia-hued front desk hardly fits in this cramped room, but the beige ceiling is quite high; it looks like it was once part of a larger room. The muddy carpet is scuffed and worn, curling up on the edges. One of the off-white fluorescent lights in the ceiling flickers intermittently. There's a barely-audible buzz from another light. The smell of burnt popcorn wafts in from a break room to the west. The doorway to the north leads to the\nhallway. The parking lot is back to the south, and a bathroom door stands to the east. An ivory telephone sits on the desk.\n\nFrom the speakers, you hear the radio quietly playing an ad for the CD-ROM.", "endoftext": false }, { "action": "You go north", "response": "You are standing in a dim hallway with muddy carpet and beige walls. A battered navy blue door leads to the west. A heavy\nseaweed-green door to the east is labelled \"Studio\". A red\nOn-Air light is mounted next to the door. The hallway extends to the north. You can also go south to return to the lobby.\n\nFrom the speakers, you hear the radio quietly playing an ad for Karate lessons.", "endoftext": false }, { "action": "Go west", "response": "This comfortable office is mostly empty, but the owner's thoughtful personality is still evident in the azure carpet and the sky-blue walls. Lighter patches on the walls show where posters, picture frames and bulletin boards once hung. A navy blue door leads east to\nthe hallway. A long desk has been shoved out of the way, and a single chair remains. The carpet is still dented from furniture legs.\n\nChuck sits in the chair, trying not to look exhausted.\n\nChuck closes his eyes for a long moment.", "endoftext": false }, { "action": "You say the truth", "response": "(to Chuck)\nSay, \"Chuck, it's over. I know that you killed Rosalita.\"\n\nChuck looks you in the eyes. \"Cindy told you, didn't she.\"\n\nYou say, \"Mr. Lee, you're under arrest for the murder of Rosalita Morales.\"\n\nChuck is quiet. Thunder rumbles outside. He says, \"Cindy...Did she tell you it was an accident? That it wasn't supposed to happen?\"\n\nYou say, \"You can tell us all about it at the police station. Would you care to step this way?\"\n\nChuck nods and stands up slowly. You shepherd him down the hallway, passing the open doorways where the others are sneaking glances. You walk through the station doors together and into the night.\n\nAs you drive away, you turn on the radio; they're playing the end of another rerun of An Evening With Rosa:\n\n\"Thank you so much for sharing the evening with me. From all of us\nat KOLR, I wish you a good night, and God bless..\"", "endoftext": true } ]
a746d3agtfizlx0x
Delusions
C. E. Forman
[ "Science Fiction" ]
[ "amnesia", "built-in hints", "cyberpunk", "diabetes", "IF Competition 1996", "IFComp Game", "nonhuman protagonist", "parser", "transformation", "unreality", "virtual reality", "virtual reality setting", "walkthrough", "Xyzzy Awards 1996" ]
1,996
[ 13, 16, 6, 4, 0 ]
39
3.974359
20130602
false
A trip into virtual reality: all begins with debugging a VR system, but then things get out of hand. Who is Morrodox, what has he to do with your colleagues, and what is going on?
[ { "action": "%", "response": "[Press any key to begin.]", "endoftext": true }, { "action": "You look at your surroundings", "response": "Reality is so... unreal.\n\nThe tangle of observations woven about it, humankind's utter lack of consensus, phases it to fit individual desires. Becoming and unbecoming, back and forth eternally, as it paradoxically coexists with and within infinite versions of itself...\n\nAt least, that's what always surfaces in your mind whenever your own perception of reality is altered. Which is to say, ten or fifteen times a day. But it's your job, working to someday entertain others with new observations, new experiences, new realities. And after all, you signed up for the Project (as you well remember, even though it was close to five years ago), so you suppose it's entirely your fault if you don't like it. Which, when you think about it, you realise you do.\n\nJusty's voice reaches out to you from somewhere you can't see. \"Okay, this should be it. One final test run to check any overload potential, and this world is done! I'm starting her up.\"\n\nA loud CLANK, and the Sphere begins spinning, with you inside it.\n\n\"Brace yourself!\"\n\nBright lights.\n\nPain.\n\nFrom somewhere off in your mind's distance, a telltale splash.\n\nThen, as the resounding thrums fade, a distorted ripple sweeps your vision clear, and all traces of the laboratory vanish from your senses.\n\nAll five of them.\n\nWiped clean, twitching, anxious for new input.\n\nVirtual reality has become reality.\n\nAn Interactive Self-Discovery\nCreated using Inform 5.5\n\nSPECIAL COMPETITION RELEASE -- PLEASE DO NOT DISTRIBUTE!\n\nStandard interpreter 1.0\n\nTall branches of pale blue coral poke up from clusters of seaweed, glittering in the sunlight that filters down through lapping waves.\n\nYou experience a brief moment of sheer terror as you lose the ability to move your arms and legs, which quickly give way to fins and a flat, rudder-like tail. Freedom -- passionate, exhilarating freedom beyond any known to man -- pervades your spirit. Your vision is foggy, but your other senses appear strengthened.\n\nThe reef clears away to what you for some reason perceive as east and west, perfectly calm, still. Almost eerily so. But w\n\n\n\ngwrgxilp jidunfhx idqgdkgll dicmz, playing through in your mind, soothes away all tension.\n\nOnly Justy's disembodied voice betrays the presence of a virtual reality. \"I estimate at max one potential for overload, maybe two. This one isn't all that complex, compared to the lab sim. Cynthesiser's got the analysis sweep running in the background, so you may feel some slight distortion. It's nothing to worry about. Just give us a typical walk -- or should I say, swim? -- through it.\"\n?\n\nI beg your pardon?", "endoftext": false }, { "action": "About yourself", "response": "You're a fish. Specifically, a yellow-finned grouper. Quite a nice-looking one too, as fish go.", "endoftext": false }, { "action": "Swim", "response": "You swim around in a tight circle.", "endoftext": false }, { "action": "Go west", "response": "Swishing your tail, you propel yourself forward.\n\nThin stalks of kelp fan lazily about this shallow stretch of ocean. They disperse somewhat to the east, where clumps of coral rise to form a towering reef. Westward, the ocean floor inclines rapidly toward the surface, narrowing the seawater corridor to a thin, flat wedge.\n\nPebbles of gravel drift along the sandy floor, propelled by tidal currents.", "endoftext": false }, { "action": "You examine the gravel", "response": "A small patch of smooth, rounded, colourful stones.", "endoftext": false }, { "action": "You get gravel", "response": "You're a fish, remember? Fish don't have hands. You'll have to find a more creative method of moving things around.", "endoftext": false }, { "action": "You eat the gravel", "response": "You swallow up a mouthful of the gravel.\n\nA red crab scuttles along the sand below you.", "endoftext": false }, { "action": "Go east", "response": "Swishing your tail, you propel yourself forward.\n\nThe images before your eyes become briefly distorted.", "endoftext": false }, { "action": "Go east", "response": "Swishing your tail, you propel yourself forward.\n\nHere the seafloor drops away abruptly as a watery rift slices downward out of sight between two jagged rock walls. Both sides of the fissure are crowded with the polyps of large anemones, flecked in sun-dappled pastel shades. Their many calyces grasp at you from all directions, but you wisely keep your distance.\n\nThe reef rises to the west, and a cleft in the eastern wall is visible through the wriggling mass of gelatinous tentacles.\n\nA large octopus propels itself up from the rift below, directly toward you!", "endoftext": false }, { "action": "You look at the octopus", "response": "Its enormous grey-green body is soft and oval, encircled at the base by eight deadly sucker-studded tentacles.\n\nThe octopus grabs you with its tentacles and, despite your desperate struggling, forces you into its gaping mouth.\n\n Freaks me out no matter how many times I see it.\" He claps you lightly on the shoulder, then turns to study the printout Cynthia has spread out on the lab bench.\n\nShe flips through the pages briefly, running her fingers over the tiny raised bumps on one side before targeting a specific segment with an index finger. \"Here,\" she emphasises to Justy. \"According to the sweep, the interpreter stack may be unstable.\"\n\n\"Where is it?\" Justy inquires.\n\n\"Can't tell. It's a global event routine, not embedded in a specific object. Damn this pseudo-OO compiler.\"\n\nJusty nods grimly. \"It's in there somewhere.\" To you, he adds, \"Guess we need to do another run. Take a break, come back after you've recovered a bit. I'll be waiting.\"\n\nThe heart of the Project, in the form of complex electrical devices linked together by a maze of coaxial cable, packs this small underground laboratory to capacity. Exits lead off in nearly every compass direction, and a set of disused cement steps descends into darkness.\n\nThe Sphere looms in one corner, between the VR suit and a large glass tank.\n\nJusty works at the lab terminal, oblivious to all else.\n\nYou can also see a lab bench (on which are the Project's technical manual, a computer workstation and an ergonomic mouse) here.\n\nCynthia leaves the lab to the northwest.\n\n[AUTHOR'S NOTE: Incidentally, there were plenty of great\nopportunities for really bad fish jokes in that scene, but I resisted the temptation. You can thank me for that by voting this game into first place.]", "endoftext": false }, { "action": "Examine tank", "response": "This tank used to house an android that performed a lot of the preliminary VR diagnostics, but you're not sure what happened to it (the android, that is). Odd, that.", "endoftext": false }, { "action": "You examine mouse", "response": "(the ergonomic mouse)\nA standard white two-button ergonomic input device.", "endoftext": false }, { "action": "You examine the manual", "response": "This thick volume is the Project's documentation, most of which has been filled in in bits and pieces as developments have occurred. A lot of it is hopelessly out of order, despite Dr Shimada's efforts to outline an index (which was some time ago). The cracked black leather binder bears the Project logo.", "endoftext": false }, { "action": "You read it", "response": "The technical manual has several hundred pages. It'd be more efficient to look up specific topics.", "endoftext": false }, { "action": "You look at Sphere", "response": "The Sphere is a human-sized anti-gravity gyroscope, encased in soundproof glass. VR sensors connect to status monitors, the lab terminal and the mainframe supercomputer in the next room by a thick bundle of coaxial cables. A fail-safe lever protrudes at an angle from one side.", "endoftext": false }, { "action": "You look at the suit", "response": "Which do you mean, the VR suit or the technician's jumpsuit?", "endoftext": false }, { "action": "Vvr .", "response": "The VR suit, a full-body outfit of spandex and kevlar, hangs on a rack against one wall. It fits tightly and is strung with a network of millions of tiny sensory-output devices.", "endoftext": false }, { "action": "You look at the jumpsuit", "response": "A standard-issue grey Project uniform, loose-fitting and comfortable, emblazoned with the Project logo.", "endoftext": false }, { "action": "You look up android", "response": "What do you want to look up androids in?", "endoftext": false }, { "action": "Manual", "response": "You find the following:\n VR androids, manufactured by other divisions within the Corporation, are another protective tool, used in the early stages of VR sim debugging. Equipped with limited neural-network processors, they are strapped into the sphere and used to perform preliminary VR diagnostics to avoid the dangers to a human brain in the event of any serious bugs in a virtual sensory reality.\n\nSEE ALSO: Debug Icon, Fail-Safe Lever, Sphere, VR Viruses", "endoftext": false }, { "action": "You look uthe fail-safe lever", "response": "What do you want to look up fail-safe lever in?", "endoftext": false }, { "action": "Manual", "response": "You find the following:\n Built into one corner of the Sphere is a fail-safe lever that may be pulled to prematurely shut down a sim when a person is inside. This feature is equipped with its own fusion cell and is of vital importance in the event of power outages or other system glitches. If a sim is not shut down properly using the fail-safe mechanism, permanent damage to the brain is likely to result from the abrupt termination of the human-computer synapse.\n\nSEE ALSO: Android, Sphere", "endoftext": false }, { "action": "You look up Sphere in manual", "response": "You find the following:\n The Sphere is an anti-gravity gyroscope that provides the sim user with the weightlessness necessary for the virtual experience to take over. The Sphere is the focal point for all sim-related activity within the system.\n\nSEE ALSO: Cray ZMP-2010X, Fail-Safe Lever, Lab Terminal, VR Suit", "endoftext": false }, { "action": "You look up Cray in the manual", "response": "You find the following:\n The Cray ZMP-2010X, located in the Output Station, provides central processing, storage, and printing functions to the VR operating system. It is interfaced with the lab terminal via coaxial cables and fiber-optic bundles. Printing of the current system status is controlled via the \"report\" function of the O/S. Due to the severe paper shortages, it is necessary that the previous printout be recycled (through the built-in slot attached to the printer).\n\nSEE ALSO: Lab Terminal, Report Icon", "endoftext": false }, { "action": "You look up the report icon in the manual", "response": "You find the following:\n The \"report\" icon generates a print job queued to the Cray ZMP-2010X. The default print job is the system status report, which lists the settings of the current VR sim.\n\nSEE ALSO: Cray ZMP-2010X", "endoftext": false }, { "action": "You look up the lab terminal in the manual", "response": "You find the following:\n The Project's central terminal is located in the VR lab and is interfaced with the Cray ZMP-2010X and Sphere, but is otherwise isolated from the rest of the Corporation (for security purposes). Control of the various system components is handled through a GUI (Graphical User Interface) which serves as the Project's operating system.\n\nSEE ALSO: Cray ZMP-2010X, Configure Icon, Debug Icon, Flush Icon, Launch Icon, Report Icon, Sphere, System Icon", "endoftext": false }, { "action": "You look up the Configure Icon in the manual", "response": "You find the following:\n The \"configure\" icon allows the operator to change sensory output settings for a VR. Changes made during a session do not take effect until the sim is reloaded.\n\nAll users have access to this program.", "endoftext": false }, { "action": "You look up the Debug Icon in the manual", "response": "You find the following:\n The \"debug\" icon provides access to the VR compiler, editor, and debugger.\n\nAccess to these programs is restricted to Dr Shimada and myself.", "endoftext": false }, { "action": "You look up the Flush Icon in the manual", "response": "You find the following:\n The \"flush\" program purges the system in the event of a critical error in the active VR. Once purged, the sim is wiped clean from the system and must be re-installed from archival storage.\n\nDue to the drastic nature of this program, only Dr Shimada has access to it.", "endoftext": false }, { "action": "You look up the Launch Icon in the manual", "response": "You find the following:\n The \"launch\" program activates the currently loaded VR sim and runs it. Input and output devices are the Sphere and VR suit, and they must be occupied for this module to run.\n\nAll users have access to this program.\n\nSEE ALSO: Fail-Safe Lever, Sphere, VR Suit", "endoftext": false }, { "action": "You look up the System Icon in the manual", "response": "You find the following:\n The \"system\" icon grants access to a number of operating system programs, allowing the user to load, unload, and archive sims, or to search the contents of files.\n\nAll users have access to this part of the system, but it is password protected.", "endoftext": false }, { "action": "You look at Justy", "response": "His bright eyes gleam through thick glasses framed by short brown hair and a small gold loop through his left earlobe.\n\nLooking at Justy again, you see... not an old friend, but someone else, someone different. Someone you've only begun to get to know recently... Very curious.\n\nOr were you just thinking of someone else...?", "endoftext": false }, { "action": "You say hello", "response": "(to Justy)\nThere is no reply.", "endoftext": false }, { "action": "You examine terminal", "response": "A twentieth-century user would have called this a \"personal computer\" or \"PC\", although the elimination of the \"lone programmer\" concept has since made that acronym outdated.\n\nIt's an 8-gigahertz multimedia package with a 16-terabyte hard drive, 12 gigs of RAM, and a 96-megabyte cache. The CPU case is disproportionately tiny next to the keyboard and monitor, larger only out of human necessity.\n\nDr Shimada ordered this system some time ago, when increased processing speed became necessary if the Project's deadlines were to be met. It arrived less than a week ago, and it's already obsolete.", "endoftext": false }, { "action": "Go up", "response": "The Sphere looms in one corner, between the VR suit and a large glass tank.\n\nJusty works at the lab terminal, oblivious to all else.\n\nYou can also see a lab bench (on which are the Project's technical manual, a computer workstation and an ergonomic mouse) here.", "endoftext": false }, { "action": "You go to the west", "response": "Fluorescent lights cast a harsh, blurry glare on bundles of cable stretching overhead, and on metal walls, not quite reflective. The glare breaks at a doorway in the south wall, and at the west end of the east-west corridor, outside Dr Shimada's office.\n\nOn the north wall are a pair of closed elevator doors.", "endoftext": false }, { "action": "Go south", "response": "Dank and cold, these facilities contain only the usual fixtures -- toilet, shower stall, and a dripping, rust-stained washbasin. On the wall above the last is an off-colour rectangle, where a mirror once hung, but no longer.", "endoftext": false }, { "action": "You knock on the door", "response": "\"Come in,\" says Dr Shimada, politely but firmly.", "endoftext": false }, { "action": "Enter", "response": "The corridor runs east to west, with a doorway to the south.", "endoftext": false }, { "action": "You open the door", "response": "You open Dr Shimada's office door.", "endoftext": false }, { "action": "You go west", "response": "With the Project approaching conclusion, Dr Shimada's workload has increased geometrically. Several open and disarrayed filing cabinets and the layer of paperwork covering her desktop and computer belie her typical attention to immaculacy.\n\nOn your right is a small wooden shelf, bulging with assorted books.\n\nDr Shimada works furiously at her desk.\n\nOn Dr Shimada's desk are a three-hole punch and Dr Shimada's cellular phone.", "endoftext": false }, { "action": "You look at the shelf", "response": "All of the great works, eastern and western, of literature, philosophy, and religion (on CD-ROM, of course).", "endoftext": false }, { "action": "You get the punch", "response": "\"Bring it back when you're done, please,\" says Dr Shimada.\n\nTaken.", "endoftext": false }, { "action": "You get phone", "response": "Dr Shimada gives you a \"look\" that makes you change your mind.", "endoftext": false }, { "action": "Kiss shimada", "response": "You never were comfortable with that kind of thing.", "endoftext": false }, { "action": "You say hello", "response": "(to Dr Shimada)\nThere is no reply.", "endoftext": false }, { "action": "You ask Shimada about Project", "response": "Dr Shimada waves you away impatiently.", "endoftext": false }, { "action": "You look at Shimada", "response": "Shimada is the Project's director, working under the control of the Executives. Following Justy's recommendation, she was the one who recruited you for your current position.\n\nYou've worked under Dr Hyechong Shimada for years, but are still unable to say that you truly know her due to her intensely private nature. Half-Chinese, half-Japanese, she was transferred in from the Corporation's Kyushu office to direct the Project.\n\nThe jagged scars on her face and hands mark Dr Shimada as a survivor of the Great Cancer, and give her already dogmatic presence an artificial air of fierceness (which you suspect she secretly enjoys).", "endoftext": false }, { "action": "Go east", "response": "(closing Dr Shimada's office door on the way out)\n\nOn the north wall are a pair of closed elevator doors.", "endoftext": false }, { "action": "You go to the north", "response": "Ironic proof against the aphorism that supercomputers are shrinking dominates this section of the lab. The walls and narrow walkways enclose the Project's brain, an enormous Cray ZMP-2010X whose size is directly proportional to its awesome processing power. Equally large racks of storage media occupy the four corners.", "endoftext": false }, { "action": "You look at Cray", "response": "One of the larger exabyte systems, though you're not familiar with the exact configuration. Its most familiar feature is a built-in printer, with a recycling slot for immediate paper reprocessing.", "endoftext": false }, { "action": "Examine slot", "response": "The curved recycling slot forms the \"mouth\" of a cutesy little picture of a smiling planet earth.", "endoftext": false }, { "action": "Go northwest", "response": "Cynthia's quarters are just as sparsely furnished as yours, with only a bed, desk, and a few of Cynthia's personal belongings.\n\nCynthia busies herself with the VR analysis system.\n\nAbove Cynthia's desk hangs a 3-D picture.", "endoftext": false }, { "action": "You examine it", "response": "Well, you've got two of 'em. Five fingers each. Nothing extraordinary about that.\n\nSomething is strange -- an echoing, shadowy air of inconsistency about your hands, but you can't quite place it...", "endoftext": false }, { "action": "You look at the picture", "response": "It's one of those pictures made up of a matrix of coloured dots, arranged to form a three-dimensional image when stared at long enough with one's eyes crossed. You've never understood why Cynthia (who is blind) would keep such a thing around.\n\nWait a minute... If you squint your eyes just right... There! It looks like a giant sundial gnomon, with an atomic mushroom cloud erupting behind.\n\nTruly bizarre that you never recognised it until this moment.", "endoftext": false }, { "action": "You examine Cynthia", "response": "Black lenses hide failed eyes, but Cynthia's other senses are even sharper than your own. Her long hair spills down her back in thick dreadlocks the same colour as a curious symbol tattooed on her right forearm.\n\nThere's a pencil tucked behind her ear.\n\n[AUTHOR'S NOTE: Just in case you care, this is the first work\nof I-F to feature a major NPC with a tattoo. (No, the disembodied hand in \"The Lurking Horror\" doesn't count.)]", "endoftext": false }, { "action": "You touch Cynthia", "response": "Keep your hands to yourself!", "endoftext": false }, { "action": "You look at the symbol", "response": "An unrecognisable (to you) symbol, an eight-pointed star with a single letter at each point (two at each of the diagonals), done in black ink. It's hard to see clearly against Cynthia's dark skin.", "endoftext": false }, { "action": "Sleep", "response": "Surely you can find a good place to lie down.", "endoftext": false }, { "action": "In the cynthia's bed", "response": "That was a rhetorical question.\n\nI only understood you as far as wanting to in.", "endoftext": false }, { "action": "You go southwest", "response": "Justy's quarters are just as sparsely furnished as yours, with only a bed, desk, and a few of Justy's personal belongings.\n\nThe south wall is completely taken up Justy's film library.\n\nHanging nearby is a framed sketch by M.C. Escher.\n\nA large holovision set dominates the west wall.", "endoftext": false }, { "action": "You examine the library", "response": "Justy's collection of science-fiction films includes the complete \"Star Wars\" saga, the \"Terminator\" trilogy, and both the 2001 remake and classic 1926 versions of Fritz Lang's \"Metropolis.\"", "endoftext": false }, { "action": "You examine Escher", "response": "The charcoal sketch depicts a stream, flowing upwards at impossible angles through a square-edged canal before cascading downward from a minaret to begin the process anew. (Unlike your Giger, though, this isn't the original.)", "endoftext": false }, { "action": "Examine set", "response": "The dark, glassy eye of the holoscreen stares vacantly back.", "endoftext": false }, { "action": "You turn on the set", "response": "The holovision screen lights up as the set clicks on, broadcasting a \"Jeopardy\" match already in progress.\n\nThree contestants stand behind podiums labelled, from left to right (from your perspective), \"Tom\", \"Lisa\", and \"Brian\". Tom currently has $1400, Lisa's score is $1200, and Brian trails hopelessly behind with -$900. Hovering beside the matrix of blue question screens in a transparent plastic bubble is Jeopardy's host, the once-cryogenically frozen head of Alex Trebek.\n\n\"What is Planck's constant?\" asks Lisa.\n\n\"Correct,\" states Alex.", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\n\"I'll take interactive fiction for 400.\"", "endoftext": false }, { "action": "You wait for a while", "response": "Time passes.\n\n\"Currently the CEO of the BranMuffin World Conglomerate, she was the original editor of XYZZYnews.\"", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\nTom taps his buzzer. \"Who is Eileen Mullin?\"\n\nAlex's head nods (an amusing sight when it's not attached to a body).", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\nTom glances briefly at the board before deciding on, \"Interactive fiction for 600, Alex.\"", "endoftext": false }, { "action": "Go south", "response": "A rather stark infirmary, with cold cement walls and floor lit by a single flickering fluorescent bulb. It feels more like a morgue than a medical facility. An exit leads north.\n\nYou can see a metal gurney, an IV stand and a medical cabinet (which is closed) here.", "endoftext": false }, { "action": "You open the cabinet", "response": "You open the medical cabinet, revealing a power X-Acto knife, a gelstrip and an antitoxin caplet.", "endoftext": false }, { "action": "You look at the gurney", "response": "A flat metal stretcher with wheels attached.", "endoftext": false }, { "action": "Caplet and gelstrip", "response": "power X-Acto knife: Taken.\nantitoxin caplet: Taken.\ngelstrip: Taken.", "endoftext": false }, { "action": "You open door", "response": "Which do you mean, Cynthia's door, Justy's door or the metal door?", "endoftext": false }, { "action": "Metal", "response": "You open the metal door.", "endoftext": false }, { "action": "Go southeast", "response": "This is where you've lived the last five years of your life while working on the Project team. Comfortable, if a bit confined, the small enclosure is furnished with only a writing desk and bed. The walls are of solid cement blocks, with the exception of the north wall, where thick plasterboard gives the impression of having been put up hastily.\n\nOn your desk is a hypodermic syringe.\n\nHanging near the door is a painting by H.R. Giger.\n\nPlywood shelves stand in a shadowy alcove in the northeast corner.\n\nOn your bed is a pillow.\n\nYou can also see an electric violin and an amplifier (on which is a bow) here.", "endoftext": false }, { "action": "You look at Giger", "response": "It's \"The Crucified Serpent\", one of Giger's earlier works (1975), depicting an enormous metallic T-bar on which is draped a large snake with a face vaguely similar to that of Christ. Wisps of mist billow out from behind the crucifix, illuminated by lights angling upward from short black cylinders.\n\nOdd, this. You can't seem to recall any details of the auction. In fact, you don't remember buying it at all. A mental doubt surfaces as to whether or not it's really the original.", "endoftext": false }, { "action": "You get the syringe", "response": "Taken.", "endoftext": false }, { "action": "You plug in the violin", "response": "(first taking the electric violin)\nYou plug the electric violin into the amplifier.", "endoftext": false }, { "action": "You play it", "response": "(first taking the bow)\n(turning the amplifier on)\nTucking one end of the instrument firmly under your chin, its neck held firmly in your right hand, you run the bow in your left expertly over the strings. With confident, practiced motions, you invoke from the instrument a sonorous croon that manifests itself as Faure's Requiem.", "endoftext": false }, { "action": "You go northwest", "response": "You drag the amplifier along with you.\n\nThe Sphere looms in one corner, between the VR suit and a large glass tank.\n\nJusty works at the lab terminal, oblivious to all else.\n\nYou can also see an amplifier and a lab bench (on which are the Project's technical manual, a computer workstation and an ergonomic mouse) here.", "endoftext": false }, { "action": "You go east", "response": "Dragging the amplifier down the stairs will damage it.", "endoftext": false }, { "action": "You drop it", "response": "Dropped.", "endoftext": false }, { "action": "Go northwest", "response": "Cynthia busies herself with the VR analysis system.\n\nAbove Cynthia's desk hangs a 3-D picture.", "endoftext": false }, { "action": "Go east", "response": "The door is to the southeast.", "endoftext": false }, { "action": "You go to the southeast", "response": "The Sphere looms in one corner, between the VR suit and a large glass tank.\n\nJusty works at the lab terminal, oblivious to all else.\n\nYou can also see an electric violin, an amplifier and a lab bench (on which are the Project's technical manual, a computer workstation and an ergonomic mouse) here.", "endoftext": false }, { "action": "Go northeast", "response": "A small kitchen and dining area rolled into one.\n\nOn the counter is a pair of metal kitchen tongs.\n\nYou can also see a combination refrigerator/freezer and a microwave oven (which is closed and empty) here.", "endoftext": false }, { "action": "You get the tongs", "response": "Your hands are full. You can't pick up anything more until you drop something else first.", "endoftext": false }, { "action": "You open it", "response": "Frosty air billows out around you.\n\nOpening the freezer reveals a lightstick.", "endoftext": false }, { "action": "You get the lightstick", "response": "(It's cold to the touch.) Your hands are full. You can't pick up anything more until you drop something else first.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying a bow, a hypodermic syringe, a gelstrip, an antitoxin caplet, a power X-Acto knife and a three-hole punch. You are wearing a technician's jumpsuit and a fingerwatch.", "endoftext": false }, { "action": "You drop the bow", "response": "Dropped.", "endoftext": false }, { "action": "You get light", "response": "(It's cold to the touch.) Taken.", "endoftext": false }, { "action": "You look at the fingerwatch", "response": "Like anyone in today's highly time-controlled society, you have a small clock affixed to your right index finger, continuously winking the correct time, according to the International Chronometer.\n\nIt has a built-in alarm which can be set to alert you with a painful little jolt when the timer expires. (It's also digital, which you always thought was pretty neat.)\n\nCurrently, your fingerwatch reads \"4435\".", "endoftext": false }, { "action": "You look at the caplet", "response": "A small white caplet with a red band around the centre.", "endoftext": false }, { "action": "You examine the punch", "response": "A page-length three-hole punch, used to punch three holes (hence the name) in pages to be added to the Project binder.", "endoftext": false }, { "action": "You open the fridge", "response": "Opening the refrigerator reveals a cold slice of pizza.", "endoftext": false }, { "action": "You get that", "response": "(the bow)\nYour hands are full. You can't pick up anything more until you drop something else first.", "endoftext": false }, { "action": "Go southwest", "response": "(first closing the refrigerator and freezer)\n\nThe Sphere looms in one corner, between the VR suit and a large glass tank.\n\nJusty works at the lab terminal, oblivious to all else.\n\nYou can also see an electric violin, an amplifier and a lab bench (on which are the Project's technical manual, a computer workstation and an ergonomic mouse) here.", "endoftext": false }, { "action": "You examine the lightstick", "response": "Clear liquid sealed in a vial of pale green plastic, capped at one end.", "endoftext": false }, { "action": "You shake the lightstick", "response": "You give the lightstick a vigorous shake. A very faint glow emanates, then fades almost immediately.", "endoftext": false }, { "action": "You wear the suit", "response": "(the technician's jumpsuit)\nYou're already wearing that!", "endoftext": false }, { "action": "You wear the vr suit", "response": "(first taking the VR suit)\n\"Ready to have another go at it?\" Justy asks rhetorically.\n\nPlacing your possessions on the lab bench, you change out of the technician's jumpsuit and into the VR suit and helmet. You climb into the centre of the Sphere and spread your arms and legs so Justy can lock them down. This done, he steps to the workstation and does something you can't quite see.\n\n\"Okay, looks like we're all set for another run. Brace yourself!\"\n\nHe throws the switch, and you soon find yourself floating in liquid space...\n\nTall branches of pale blue coral poke up from clusters of seaweed, glittering in the sunlight that filters down through lapping waves.\n\nYou experience a brief moment of sheer terror as you lose the ability to move your arms and legs, which quickly give way to fins and a flat, rudder-like tail. Freedom -- passionate, exhilarating freedom beyond any known to man -- pervades your spirit. Your vision is foggy, but your other senses appear strengthened.\n\nThe reef clears away to what you for some reason perceive as east and west, perfectly calm, still. Almost eerily so. But Beethoven's Symphony no. 9 in D Minor, playing through in your mind, soothes away all tension.\n\nJusty's voice pierces through the fantasy.\n\n\"You must've overlooked something last time. Try playing through it differently this run. We'll find that overload yet!\"", "endoftext": false }, { "action": "Go west", "response": "Swishing your tail, you propel yourself forward.\n\nThin stalks of kelp fan lazily about this shallow stretch of ocean. They disperse somewhat to the east, where clumps of coral rise to form a towering reef. Westward, the ocean floor inclines rapidly toward the surface, narrowing the seawater corridor to a thin, flat wedge.\n\nPebbles of gravel drift along the sandy floor, propelled by tidal currents.", "endoftext": false }, { "action": "You eat the gravel", "response": "You swallow up a mouthful of the gravel.", "endoftext": false }, { "action": "Go east", "response": "Swishing your tail, you propel yourself forward.\n\nThe reality around you wavers slightly.", "endoftext": true }, { "action": "Go downward", "response": "You flee pursuit, knifing through the water.\n\nOnly a cold blue light penetrates to these ocean depths. As the illumination dissipates, so does the field of anemones, leaving only bare rock walls in its wake. The seafloor lies directly below you, encircled by cliffs on all sides.\n\nCuriously, a part of it seems to be made up of wooden beams. Dark algae drapes the timbers until they disappear straight downward into the seafloor, coalescing into sand and kelp.\n\nA pair of jagged holes in the wooden surface, one on your right and one on your left, lead deeper into inky darkness.\n\nThe octopus chases after you, tentacles writhing!", "endoftext": false }, { "action": "You go right", "response": "You approach the hole. Before you can even get close, an enormous sea snake darts its head out and snaps you up in its massive jaws.\n\n Freaks me out no matter how many times I see it.\" He claps you lightly on the shoulder, then turns to study the printout Cynthia has spread out on the lab bench.\n\nShe flips through the pages briefly, running her fingers over the tiny raised bumps on one side, then shakes her head. \"No change from last time. The analysis sweep still detects the possibility of an overload, but I can't pinpoint it.\"\n\nJusty nods grimly. \"It's in there somewhere.\" To you, he adds, \"Guess we need to do another run. Can't go to the Executives with a defective program, they don't take happily to that. Take a break, come back after you've recovered a bit. I'll be waiting.\"\n\nThe heart of the Project, in the form of complex electrical devices linked together by a maze of coaxial cable, packs this small underground laboratory to capacity. Exits lead off in nearly every compass direction, and a set of disused cement steps descends into darkness.\n\nThe Sphere looms in one corner, between the VR suit and a large glass tank.\n\nJusty works at the lab terminal, oblivious to all else.\n\nYou can also see an electric violin, an amplifier and a lab bench (on which are the Project's technical manual, a computer workstation and an ergonomic mouse) here.\n\nCynthia leaves the lab to the northwest.", "endoftext": false }, { "action": "You wear VR", "response": "(first taking the VR suit)\n\"Ready to have another go at it?\" Justy asks rhetorically.\n\nPlacing your possessions on the lab bench, you change out of the technician's jumpsuit and into the VR suit and helmet. You climb into the centre of the Sphere and spread your arms and legs so Justy can lock them down. This done, he steps to the workstation and does something you can't quite see.\n\n\"Okay, looks like we're all set for another run. Brace yourself!\"\n\nHe throws the switch, and you soon find yourself floating in liquid space...\n\nTall branches of pale blue coral poke up from clusters of seaweed, glittering in the sunlight that filters down through lapping waves.\n\nYou experience a brief moment of sheer terror as you lose the ability to move your arms and legs, which quickly give way to fins and a flat, rudder-like tail. Freedom -- passionate, exhilarating freedom beyond any known to man -- pervades your spirit. Your vision is foggy, but your other senses appear strengthened.\n\nThe reef clears away to what you for some reason perceive as east and west, perfectly calm, still. Almost eerily so. But Beethoven's Emperor Concerto, playing through in your mind, soothes away all tension.\n\nJusty's voice pierces through the fantasy.\n\n\"You must've overlooked something last time. Try playing through it differently this run. We'll find that overload yet!\"", "endoftext": false }, { "action": "Go west", "response": "Swishing your tail, you propel yourself forward.\n\nThin stalks of kelp fan lazily about this shallow stretch of ocean. They disperse somewhat to the east, where clumps of coral rise to form a towering reef. Westward, the ocean floor inclines rapidly toward the surface, narrowing the seawater corridor to a thin, flat wedge.\n\nPebbles of gravel drift along the sandy floor, propelled by tidal currents.", "endoftext": false }, { "action": "You eat the gravel", "response": "?", "endoftext": false }, { "action": "You go east", "response": "You swallow up a mouthful of the gravel.\n\n?\n\nSwishing your tail, you propel yourself forward.", "endoftext": false }, { "action": "You go east", "response": "A school of tiny fish is disturbed as you pass through the jagged hole! Startled, they flee the grotto, scattering all about you before regrouping and, like a living comet, curving gracefully and uniformly away to the north.\n\nPrecious little sunlight pierces this dark grotto from the west, muted by vague inky shapes that weave about the shadowy, porous rock surrounding you. You sense an opening in the south wall, and feel something deadly lurking there. Below you, a round opening snakes downward out of sight, into shades of deepest black.\n\nThe octopus, its attention distracted by the school, propels itself away from the grotto and out of sight.", "endoftext": true }, { "action": "You go down", "response": "The world spins about as currents drag you down into the tunnel, which twists and wrenches you through sharp turns, until you emerge in...", "endoftext": false }, { "action": "Go east", "response": "Swishing your tail, you propel yourself forward.\n\nHere the seafloor drops away abruptly as a watery rift slices downward out of sight between two jagged rock walls. Both sides of the fissure are crowded with the polyps of large anemones, flecked in sun-dappled pastel shades. Their many calyces grasp at you from all directions, but you wisely keep your distance.\n\nThe reef rises to the west, and a cleft in the eastern wall is visible through the wriggling mass of gelatinous tentacles.", "endoftext": true }, { "action": "Go downward", "response": "Swishing your tail, you propel yourself forward.\n\nOnly a cold blue light penetrates to these ocean depths. As the illumination dissipates, so does the field of anemones, leaving only bare rock walls in its wake. The seafloor lies directly below you, encircled by cliffs on all sides.\n\nCuriously, a part of it seems to be made up of wooden beams. Dark algae drapes the timbers until they disappear straight downward into the seafloor, coalescing into sand and kelp.\n\nA pair of jagged holes in the wooden surface, one on your right and one on your left, lead deeper into inky darkness.\n\nA dark shadow circles overhead alarmingly.", "endoftext": false }, { "action": "You go left", "response": "You approach the hole. Before you can even get close, an enormous sea snake darts its head out and snaps you up in its massive jaws.\n\n Freaks me out no matter how many times I see it.\" He claps you lightly on the shoulder, then turns to study the printout Cynthia has spread out on the lab bench.\n\nShe flips through the pages briefly, running her fingers over the tiny raised bumps on one side, then shakes her head. \"No change from last time. The analysis sweep still detects the possibility of an overload, but I can't pinpoint it.\"\n\nJusty nods grimly. \"It's in there somewhere.\" To you, he adds, \"Guess we need to do another run. Can't go to the Executives with a defective program, they don't take happily to that. Take a break, come back after you've recovered a bit. I'll be waiting.\"\n\nThe heart of the Project, in the form of complex electrical devices linked together by a maze of coaxial cable, packs this small underground laboratory to capacity. Exits lead off in nearly every compass direction, and a set of disused cement steps descends into darkness.\n\nThe Sphere looms in one corner, between the VR suit and a large glass tank.\n\nJusty works at the lab terminal, oblivious to all else.\n\nYou can also see an electric violin, an amplifier and a lab bench (on which are the Project's technical manual, a computer workstation and an ergonomic mouse) here.\n\nCynthia leaves the lab to the northwest.\n\nA faint buzzing sends the pricks of a million tiny needles coursing through your right index finger and up your arm. After a few seconds, the sensation passes.", "endoftext": true }, { "action": "You go downwards", "response": "There are two holes here. You'll have to specify which one you want to enter.\n\nYou flap your tail furiously, but are unable to escape. A wall of jagged teeth crashes shut around you.\n\n Freaks me out no matter how many times I see it.\" He claps you lightly on the shoulder, then turns to study the printout Cynthia has spread out on the lab bench.\n\nShe flips through the pages briefly, running her fingers over the tiny raised bumps on one side, then shakes her head. \"No change from last time. The analysis sweep still detects the possibility of an overload, but I can't pinpoint it.\"\n\nJusty nods grimly. \"It's in there somewhere.\" To you, he adds, \"Guess we need to do another run. Can't go to the Executives with a defective program, they don't take happily to that. Take a break, come back after you've recovered a bit. I'll be waiting.\"\n\nThe heart of the Project, in the form of complex electrical devices linked together by a maze of coaxial cable, packs this small underground laboratory to capacity. Exits lead off in nearly every compass direction, and a set of disused cement steps descends into darkness.\n\nThe Sphere looms in one corner, between the VR suit and a large glass tank.\n\nJusty works at the lab terminal, oblivious to all else.\n\nYou can also see an electric violin, an amplifier and a lab bench (on which are the Project's technical manual, a computer workstation and an ergonomic mouse) here.\n\nCynthia leaves the lab to the northwest.", "endoftext": false }, { "action": "You look", "response": "Here the seafloor drops away abruptly as a watery rift slices downward out of sight between two jagged rock walls. Both sides of the fissure are crowded with the polyps of large anemones, flecked in sun-dappled pastel shades. Their many calyces grasp at you from all directions, but you wisely keep your distance.\n\nThe reef rises to the west, and a cleft in the eastern wall is visible through the wriggling mass of gelatinous tentacles.", "endoftext": false }, { "action": "You check your inventory", "response": "You have a mouthful of gravel.\n\nA jellyfish balloons its way across the rift.", "endoftext": false }, { "action": "You go to the east", "response": "A school of tiny fish is disturbed as you pass through the jagged hole! Startled, they flee the grotto, scattering all about you before regrouping and, like a living comet, curving gracefully and uniformly away to the north.\n\nPrecious little sunlight pierces this dark grotto from the west, muted by vague inky shapes that weave about the shadowy, porous rock surrounding you. You sense an opening in the south wall, and feel something deadly lurking there. Below you, a round opening snakes downward out of sight, into shades of deepest black.", "endoftext": false }, { "action": "Go south", "response": "Swishing your tail, you propel yourself forward.\n\nYou float in cold, empty blackness, a zone of bathypelagic void, emptiness in which nothing seems to exist, not even yourself.\n\nFar ahead, a luminous bulb weaves back and forth enticingly, as a will-o'-the-wisp. You feel drawn to it, and begin following it deeper into the darkness. An instant later, the light is yanked away abruptly, before you even have a chance to see the enormous mouth that swallows you whole.\n\n Freaks me out no matter how many times I see it.\" He claps you lightly on the shoulder, then turns to study the printout Cynthia has spread out on the lab bench.\n\nShe flips through the pages briefly, running her fingers over the tiny raised bumps on one side, then shakes her head. \"No change from last time. The analysis sweep still detects the possibility of an overload, but I can't pinpoint it.\"\n\nJusty nods grimly. \"It's in there somewhere.\" To you, he adds, \"Guess we need to do another run. Can't go to the Executives with a defective program, they don't take happily to that. Take a break, come back after you've recovered a bit. I'll be waiting.\"\n\nThe heart of the Project, in the form of complex electrical devices linked together by a maze of coaxial cable, packs this small underground laboratory to capacity. Exits lead off in nearly every compass direction, and a set of disused cement steps descends into darkness.\n\nThe Sphere looms in one corner, between the VR suit and a large glass tank.\n\nJusty works at the lab terminal, oblivious to all else.\n\nYou can also see an electric violin, an amplifier and a lab bench (on which are the Project's technical manual, a computer workstation and an ergonomic mouse) here.\n\nCynthia leaves the lab to the northwest.", "endoftext": false }, { "action": "You go upwards", "response": "You zigzag back and forth, desperate to shake your pursuer.\n\nHere the seafloor drops away abruptly as a watery rift slices downward out of sight between two jagged rock walls. Both sides of the fissure are crowded with the polyps of large anemones, flecked in sun-dappled pastel shades. Their many calyces grasp at you from all directions, but you wisely keep your distance.\n\nThe reef rises to the west, and a cleft in the eastern wall is visible through the wriggling mass of gelatinous tentacles.\n\nThe shark follows, intent on devouring you!", "endoftext": false }, { "action": "Go east", "response": "Precious little sunlight pierces this dark grotto from the west, muted by vague inky shapes that weave about the shadowy, porous rock surrounding you. You sense an opening in the south wall, and feel something deadly lurking there. Below you, a round opening snakes downward out of sight, into shades of deepest black.\n\nThe shark, still in pursuit, attempts to squeeze into the narrow grotto. As its pointed snout passes across the threshold, a school of tiny fish is released! They attempt to scatter away, but many are pushed back into the grotto by the shark's advance. Soon the shark itself has become trapped in the grotto, but makes no effort to extricate itself, its attention still focused solely on you.\n\nMore tiny fish are generated as the shark's presence in the opening triggers the event over and over again, its bulk trapping them in the grotto with you. The space around you becomes so tightly packed that it grows difficult to breathe, and still more fish are generated!\n\nIn a split-second, a horrible snapping as the world, filled to capacity, ruptures, oozing pure data in a solid, swirling stream.\n\nThen the onrush of darkness...\n\nA tidal-wave of mental pictures swarms about as your mind seeks desperately to cling to them, to place them, to somehow piece back together the splintered fragments of reality.\n\nJusty unstraps you from inside the Sphere, and you climb out, remove the VR suit, and quickly dress, hanging the suit back on its rack.\n\nCynthia walks in from the output station with a thick printout.\n\n\"Wow, that was intense!\" Justy exclaims. The smile on his face shows obvious satisfaction.\n\nCynthia's fingers scrutinise the tiny indentations on the printout. \"Here we go,\" she says. \"Interpreter stack overflow on event #69105, releasing the school. Too many dynamic creations.\"\n\n\"Never considered that,\" says Justy, shaking his head before facing you. \"Well, I guess that's why we debug. Gimme me about half a chron or so to fix it. Take a break, you've earned it!\"\n\nThe heart of the Project, in the form of complex electrical devices linked together by a maze of coaxial cable, packs this small underground laboratory to capacity. Exits lead off in nearly every compass direction, and a set of disused cement steps descends into darkness.\n\nThe Sphere looms in one corner, between the VR suit and a large glass tank.\n\nJusty works at the lab terminal, oblivious to all else.\n\nYou can also see an electric violin, an amplifier and a lab bench (on which are the Project's technical manual, a computer workstation and an ergonomic mouse) here.\n\nCynthia leaves the lab to the northwest.", "endoftext": false }, { "action": "You open the drawer", "response": "You open the drawer, revealing a tool belt.", "endoftext": false }, { "action": "You get the belt", "response": "Your hands are full. You can't pick up anything more until you drop something else first.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying a cold slice of pizza, a lightstick, a hypodermic syringe, a gelstrip, an antitoxin caplet and a power X-Acto knife. You are wearing a technician's jumpsuit and a fingerwatch.", "endoftext": false }, { "action": "You examine the belt", "response": "A long, wide strap of cracked leather, adorned with a number of hooks, loops, and clips to hold things. The metal buckle bears the likeness of the Project logo.", "endoftext": false }, { "action": "You get all except the pizza", "response": "Cynthia's door: That's hardly portable.\nJusty: I don't suppose Justy would care for that.\nlab bench: That's fixed in place.\nthe Sphere: That's fixed in place.\nmetal door: That's hardly portable.\namplifier: It's pretty heavy. You'd have to drop everything you're carrying before you could lift it. (It does have casters attached to the underside, though.)\nelectric violin: You unplug the electric violin and pick it up. Justy's door: That's hardly portable.\n\nWaves of dizziness and nausea splash over you. It would be advisable to take your medication soon.", "endoftext": false }, { "action": "You wear it", "response": "You strap on the tool belt.\n\nYou stagger about, temporarily forgetting where you are. Memories and thoughts flicker in and out of the encroaching fog. One in particular is quite urgent, but you seem unable to grasp it.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying a lightstick, a hypodermic syringe, a gelstrip, an antitoxin caplet and a power X-Acto knife. You are wearing a tool belt, a technician's jumpsuit and a fingerwatch.", "endoftext": false }, { "action": "Peel gelstrip", "response": "You peel open the gelstrip.", "endoftext": false }, { "action": "You insert the syringe in the hand", "response": "That can't contain things.\n\nAmid fleeting consciousness, you sink to the floor, retching violently, your body convulsing spasmodically...\n\nYou wake to find Justy's concerned face hovering over you.\n\n\"Jesus, you scared the hell out of me! You're lucky I heard the commotion and managed to get Dr Shimada in time for a shot of glucagon, or you wouldn't have made it. Be more careful next time.\"\n\nHe turns to go, adding, \"Take it easy for awhile, you hear? When you've recovered a bit, the fish VR is ready for the next run.\"", "endoftext": false }, { "action": "You examine the syringe", "response": "The hairsbreadth point gleams menacingly. You are certain now that its contents were not insulin. What, then? And why the need for the shots? Jesus Christ, what did they DO to you?!\n\nAmid fleeting consciousness, you sink to the floor, retching violently, your body convulsing spasmodically...\n\nYou wake to find Justy's concerned face hovering over you.\n\n\"Jesus, you scared the hell out of me! You're lucky I heard the commotion and managed to get Dr Shimada in time for a shot of glucagon, or you wouldn't have made it. Be more careful next time.\"\n\nHe turns to go, adding, \"Take it easy for awhile, you hear? When you've recovered a bit, the fish VR is ready for the next run.\"", "endoftext": false }, { "action": "You inject the syringe", "response": "Gingerly you push the tiny point of the syringe through your skin, eliciting a faint pop, and into the thick vein on the inside of your right elbow joint. A press of the needle's switch, and the insulin flows away in your bloodstream.", "endoftext": false }, { "action": "Go west", "response": "You open Dr Shimada's office door.\n\n\n\nWith the Project approaching conclusion, Dr Shimada's workload has increased geometrically. Several open and disarrayed filing cabinets and the layer of paperwork covering her desktop and computer belie her typical attention to immaculacy.\n\nOn your right is a small wooden shelf, bulging with assorted books.\n\nDr Shimada works furiously at her desk.\n\nOn Dr Shimada's desk is Dr Shimada's cellular phone.", "endoftext": false }, { "action": "You ask Shimada about the syringe", "response": "Dr Shimada waves you away impatiently.", "endoftext": false }, { "action": "Go east", "response": "(closing Dr Shimada's office door on the way out)\n\nFluorescent lights cast a harsh, blurry glare on bundles of cable stretching overhead, and on metal walls, not quite reflective. The glare breaks at a doorway in the south wall, and at the west end of the east-west corridor, outside Dr Shimada's office.\n\nOn the north wall are a pair of closed elevator doors.", "endoftext": false }, { "action": "You go east", "response": "The heart of the Project, in the form of complex electrical devices linked together by a maze of coaxial cable, packs this small underground laboratory to capacity. Exits lead off in nearly every compass direction, and a set of disused cement steps descends into darkness.\n\nThe Sphere looms in one corner, between the VR suit and a large glass tank.\n\nJusty works at the lab terminal, oblivious to all else.\n\nYou can also see an electric violin, a cold slice of pizza, an amplifier and a lab bench (on which are the Project's technical manual, a computer workstation and an ergonomic mouse) here.", "endoftext": false }, { "action": "You enter the tank", "response": "A rather strange request. You're not an android... are you?", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying a lightstick, a hypodermic syringe, a gelstrip, an antitoxin caplet and a power X-Acto knife. You are wearing a tool belt, a technician's jumpsuit and a fingerwatch.", "endoftext": false }, { "action": "You look at the knife", "response": "A round-handled electrical cutting tool with a sharp, vibrating (and replaceable) blade. It's powered by its own internal fusion cell.", "endoftext": false }, { "action": "You go to the southeast", "response": "This is where you've lived the last five years of your life while working on the Project team. Comfortable, if a bit confined, the small enclosure is furnished with only a writing desk and bed. The walls are of solid cement blocks, with the exception of the north wall, where thick plasterboard gives the impression of having been put up hastily.\n\nPlywood shelves stand in a shadowy alcove in the northeast corner.\n\nHanging near the door is a painting by H.R. Giger.\n\nOn your bed is a pillow.", "endoftext": false }, { "action": "You remove the painting", "response": "(first taking the painting by H.R. Giger)\nTaken.\n\nNow you remember why you hung it here in the first place: There's a large, unsightly niche hacked into the thick plasterboard wall.", "endoftext": false }, { "action": "Cut niche", "response": "What do you want to cut the niche with?", "endoftext": false }, { "action": "Knife", "response": "Cutting that up would achieve little.", "endoftext": false }, { "action": "You look in the niche", "response": "The niche is empty.", "endoftext": false }, { "action": "You feel the north wall", "response": "You'll have to get into the shadowy alcove first.", "endoftext": false }, { "action": "You go alcove", "response": "You get into the shadowy alcove.\n\nIn the shadowy alcove you can see plywood shelves.", "endoftext": false }, { "action": "You pull the shelf", "response": "You rattle the shelves slightly.", "endoftext": false }, { "action": "You hit the shelf with the knife", "response": "Pointless destruction. How typically human.", "endoftext": false }, { "action": "You climb shelf", "response": "You doubt the shelves would support you.", "endoftext": false }, { "action": "You go outside", "response": "You get out of the shadowy alcove.\n\nThis is where you've lived the last five years of your life while working on the Project team. Comfortable, if a bit confined, the small enclosure is furnished with only a writing desk and bed. The walls are of solid cement blocks, with the exception of the north wall, where thick plasterboard gives the impression of having been put up hastily.\n\nPlywood shelves stand in a shadowy alcove in the northeast corner.\n\nThere's a large, unsightly niche hacked into the thick plasterboard wall.\n\nOn your bed is a pillow.", "endoftext": false }, { "action": "You go to the northwest", "response": "The heart of the Project, in the form of complex electrical devices linked together by a maze of coaxial cable, packs this small underground laboratory to capacity. Exits lead off in nearly every compass direction, and a set of disused cement steps descends into darkness.\n\nThe Sphere looms in one corner, between the VR suit and a large glass tank.\n\nJusty works at the lab terminal, oblivious to all else.\n\nYou can also see an electric violin, a cold slice of pizza, an amplifier and a lab bench (on which are the Project's technical manual, a computer workstation and an ergonomic mouse) here.\n\n\"Okay, this should do it,\" says Justy, glancing up at you. \"Anytime you're ready, we can have another go at it.\"", "endoftext": false }, { "action": "You get the amp", "response": "It's pretty heavy. You'd have to drop everything you're carrying before you could lift it. (It does have casters attached to the underside, though.)", "endoftext": false }, { "action": "Go outside", "response": "You get out of the shadowy alcove.\n\nThis is where you've lived the last five years of your life while working on the Project team. Comfortable, if a bit confined, the small enclosure is furnished with only a writing desk and bed. The walls are of solid cement blocks, with the exception of the north wall, where thick plasterboard gives the impression of having been put up hastily.\n\nPlywood shelves stand in a shadowy alcove in the northeast corner.\n\nThere's a large, unsightly niche hacked into the thick plasterboard wall.\n\nOn your bed is a pillow.\n\nYou can also see an amplifier here.", "endoftext": false }, { "action": "You remove the shelf", "response": "(first taking plywood shelves)\nThat's fixed in place.", "endoftext": false }, { "action": "You go to the southeast", "response": "You'll have to get out of the shadowy alcove first.", "endoftext": false }, { "action": "Go outside", "response": "You get out of the shadowy alcove.\n\nThis is where you've lived the last five years of your life while working on the Project team. Comfortable, if a bit confined, the small enclosure is furnished with only a writing desk and bed. The walls are of solid cement blocks, with the exception of the north wall, where thick plasterboard gives the impression of having been put up hastily.\n\nPlywood shelves stand in a shadowy alcove in the northeast corner.\n\nThere's a large, unsightly niche hacked into the thick plasterboard wall.\n\nOn your bed is a pillow.\n\nYou can also see an amplifier here.", "endoftext": false }, { "action": "You examine the knife", "response": "A round-handled electrical cutting tool with a sharp, vibrating (and replaceable) blade. It's powered by its own internal fusion cell.", "endoftext": false }, { "action": "Go northwest", "response": "The heart of the Project, in the form of complex electrical devices linked together by a maze of coaxial cable, packs this small underground laboratory to capacity. Exits lead off in nearly every compass direction, and a set of disused cement steps descends into darkness.\n\nThe Sphere looms in one corner, between the VR suit and a large glass tank.\n\nJusty works at the lab terminal, oblivious to all else.\n\nYou can also see a painting by H.R. Giger, an electric violin, a cold slice of pizza and a lab bench (on which are the Project's technical manual, a computer workstation and an ergonomic mouse) here.", "endoftext": false }, { "action": "Go south", "response": "A rather stark infirmary, with cold cement walls and floor lit by a single flickering fluorescent bulb. It feels more like a morgue than a medical facility. An exit leads north.\n\nYou can see a metal gurney, an IV stand and a medical cabinet (which is empty) here.", "endoftext": false }, { "action": "Go southeast", "response": "This is where you've lived the last five years of your life while working on the Project team. Comfortable, if a bit confined, the small enclosure is furnished with only a writing desk and bed. The walls are of solid cement blocks, with the exception of the north wall, where thick plasterboard gives the impression of having been put up hastily.\n\nPlywood shelves stand in a shadowy alcove in the northeast corner.\n\nThere's a large, unsightly niche hacked into the thick plasterboard wall.\n\nOn your bed is a pillow.\n\nYou can also see a metal gurney and an amplifier here.", "endoftext": false }, { "action": "You drop violin", "response": "Dropped.", "endoftext": false }, { "action": "Go northwest", "response": "The heart of the Project, in the form of complex electrical devices linked together by a maze of coaxial cable, packs this small underground laboratory to capacity. Exits lead off in nearly every compass direction, and a set of disused cement steps descends into darkness.\n\nThe Sphere looms in one corner, between the VR suit and a large glass tank.\n\nJusty works at the lab terminal, oblivious to all else.\n\nYou can also see a painting by H.R. Giger, a cold slice of pizza and a lab bench (on which are the Project's technical manual, a computer workstation and an ergonomic mouse) here.", "endoftext": false }, { "action": "You go northeast", "response": "A small kitchen and dining area rolled into one.\n\nOn the counter is a pair of metal kitchen tongs.\n\nYou can also see a three-hole punch, a bow, a combination refrigerator/freezer and a microwave oven (which is closed and empty) here.", "endoftext": false }, { "action": "You get the bow", "response": "Taken.", "endoftext": false }, { "action": "Go southeast", "response": "This is where you've lived the last five years of your life while working on the Project team. Comfortable, if a bit confined, the small enclosure is furnished with only a writing desk and bed. The walls are of solid cement blocks, with the exception of the north wall, where thick plasterboard gives the impression of having been put up hastily.\n\nPlywood shelves stand in a shadowy alcove in the northeast corner.\n\nThere's a large, unsightly niche hacked into the thick plasterboard wall.\n\nOn your bed is a pillow.\n\nYou can also see an electric violin, a metal gurney and an amplifier here.", "endoftext": false }, { "action": "You throw the bow", "response": "Dropped.", "endoftext": false }, { "action": "You cut the shelf", "response": "What do you want to cut plywood shelves with?", "endoftext": false }, { "action": "Knife", "response": "Cutting that up would achieve little.", "endoftext": false }, { "action": "Go southwest", "response": "You get out of the shadowy alcove.\n\nThis is where you've lived the last five years of your life while working on the Project team. Comfortable, if a bit confined, the small enclosure is furnished with only a writing desk and bed. The walls are of solid cement blocks, with the exception of the north wall, where thick plasterboard gives the impression of having been put up hastily.\n\nPlywood shelves stand in a shadowy alcove in the northeast corner.\n\nThere's a large, unsightly niche hacked into the thick plasterboard wall.\n\nOn your bed is a pillow.\n\nYou can also see an electric violin, a metal gurney and an amplifier here.", "endoftext": false }, { "action": "You stand on the gurney", "response": "You lie down on the gurney.", "endoftext": false }, { "action": "You drop all", "response": "power X-Acto knife: Dropped.\nantitoxin caplet: Dropped.\ngelstrip: Dropped.\nhypodermic syringe: Dropped.\nlightstick: Dropped.\nbow: Dropped.", "endoftext": false }, { "action": "You go to the southwest", "response": "You get out of the shadowy alcove.\n\nThis is where you've lived the last five years of your life while working on the Project team. Comfortable, if a bit confined, the small enclosure is furnished with only a writing desk and bed. The walls are of solid cement blocks, with the exception of the north wall, where thick plasterboard gives the impression of having been put up hastily.\n\nPlywood shelves stand in a shadowy alcove in the northeast corner.\n\nThere's a large, unsightly niche hacked into the thick plasterboard wall.\n\nOn your bed is a pillow.\n\nYou can also see a metal gurney, an electric violin and an amplifier here.", "endoftext": false }, { "action": "Go northeast", "response": "You get into the shadowy alcove.\n\nIn the shadowy alcove you can see a bow, a lightstick, a hypodermic syringe, a gelstrip, an antitoxin caplet, a power X-Acto knife and plywood shelves.", "endoftext": false }, { "action": "You get all", "response": "plywood shelves: That's fixed in place.\npower X-Acto knife: Taken.\nantitoxin caplet: Taken.\ngelstrip: Taken.\nhypodermic syringe: Taken.\nlightstick: Taken.\nbow: Taken.", "endoftext": false }, { "action": "You look up VR in the manual", "response": "Which do you mean, virtual reality, VR suit, VR viruses or VR specification?", "endoftext": false }, { "action": "Virtual reality", "response": "You find the following:\n A Brief History of Virtual Reality\n\nThe concept of virtual reality is generally attributed to author William Gibson, but it was Jaron Lanier of VPL Research (now part of the BranMuffin World Conglomerate) who first coined the term \"virtual reality\".\n\nEarly VR systems were used in CAD, medical and scientific research, robotics, and the training of pilots, but their most popular use has always been entertainment. The first VRs required users to don large, bulky goggles equipped with tiny monitors for each eye to enter a world of crude polygon graphics. Visual input and output equipment was limited to goggles, gloves and waist sensors.\n\nThe invention of full-body suits, equipped with millions of tiny sensors, came about in the 1990s, through the use of fiber-optics and holographic imagery. VR hit home computers in the mid-1990s with the advent of VRML, a \"markup language\" that could be read by various \"browsers\" or \"interpreters\". Often these programs were built into headsets and gloves that could be connected to a computer via an adapter card. What is now called the First Generation of VR came to a halt when the viruses began to appear. Today, the Second Generation of VR is nearing birth, with full virtual sensory reality just around the corner. The Corporation is dedicated to protecting the integrity of this new technology through meticulous security measures, in order to avoid the fatal flaws of the First Generation of VR.\n\nSEE ALSO: VR Specification, VR Viruses", "endoftext": false }, { "action": "You look up the vr viruses in the manual", "response": "You find the following:\n Rather than simply crashing systems or corrupting files, the creators of early VR viruses took a more sinister purpose: By manipulating the operation of VR hardware, the viruses were able to produce incredibly bright lights and loud, high-pitched sounds that could actually blind or deafen people due to the equipment's close proximity to the sensory organs. Fear of this uncorrectable damage to persons instilled fear in the technology, ultimately pushing it by the wayside.", "endoftext": false }, { "action": "You look up the vr specification in the manual", "response": "You find the following:\n The storage structure of a sensory VR is modelled after an early world-building technique developed in the early 1980s, now forgotten. Objects, their properties and attributes, and the sim's functions and global variables are all stored in a specific format in order to ensure compliance with all VR systems.\n\nIt is important to note that only those aspects directly pertaining to the behaviour of the VR world are stored here. Details of the presentation of such worlds are invoked in the stored VR, but undergo actual execution in a separate program, called an \"interpreter\". As various systems are developed to make use of sensory VR, this standardisation will permit fundamentally different sensors, central processors, etc. to invoke the same virtual world, with no need for specialised versions.\n\nThe exact storage format is detailed as follows: \n\nAt this point, Justy's docs launch into a long, dull description of a stored VR, ridiculously simplified for the Executives:\n\n\"The computer sees the stored reality as a series of ones and zeroes...\"\n\nThis continues for approximately 100 pages, but, lacking both the time and the patience, you stop reading.", "endoftext": false }, { "action": "You cut the stick with the knife", "response": "Yes, I suppose you could, but the liquid would just spill all over and make a mess.", "endoftext": false }, { "action": "You go to the north", "response": "Ironic proof against the aphorism that supercomputers are shrinking dominates this section of the lab. The walls and narrow walkways enclose the Project's brain, an enormous Cray ZMP-2010X whose size is directly proportional to its awesome processing power. Equally large racks of storage media occupy the four corners.", "endoftext": false }, { "action": "You hit justy", "response": "Your sense of right and wrong refuses to permit this.", "endoftext": false }, { "action": "You shake justy", "response": "Shake it, baby!", "endoftext": false }, { "action": "Examine monitor", "response": "Justy created this graphical interface to suit the Project, replacing the hopelessly outdated \"Windows 2000\" O/S which came pre-installed.\n\nThe desktop currently displays a mouse cursor, a \"Launch\" icon, a \"Configure\" icon, a \"Report\" icon, a \"Debug\" icon, a \"System\" icon and a \"Flush\" icon.", "endoftext": false }, { "action": "You move the mouse", "response": "(the ergonomic mouse)\nThe mouse cursor glides in a graceful arc across the screen.", "endoftext": false }, { "action": "You move the mouse to the Configure Icon", "response": "(the ergonomic mouse to the \"Configure\" icon)\nThe mouse cursor glides in a graceful arc across the screen.", "endoftext": false }, { "action": "You examine mouse", "response": "(the ergonomic mouse)\nA standard white two-button ergonomic input device.", "endoftext": false }, { "action": "Double click mouse button", "response": "Which do you mean, the left mouse button or the right mouse button?", "endoftext": false }, { "action": "Left", "response": "The mouse emits a pair of sharp, satisfying clicks.", "endoftext": false }, { "action": "Examine monitor", "response": "Justy created this graphical interface to suit the Project, replacing the hopelessly outdated \"Windows 2000\" O/S which came pre-installed.\n\nThe desktop currently displays a mouse cursor, a \"Launch\" icon, a \"Configure\" icon, a \"Report\" icon, a \"Debug\" icon, a \"System\" icon and a \"Flush\" icon.", "endoftext": false }, { "action": "You move the mouse to the Report Icon", "response": "(the ergonomic mouse to the \"Report\" icon)\nThe mouse cursor glides in a graceful arc across the screen.", "endoftext": false }, { "action": "You go northeast", "response": "A small kitchen and dining area rolled into one.\n\nOn the counter is a pair of metal kitchen tongs.\n\nYou can also see a three-hole punch, a combination refrigerator/freezer and a microwave oven (which is closed and empty) here.", "endoftext": false }, { "action": "You put the light in the freezer", "response": "Alas, it is closed.", "endoftext": false }, { "action": "You open the freezer", "response": "Frosty air billows out around you.\n\nYou open the freezer part of the combination refrigerator/freezer.", "endoftext": false }, { "action": "You put light in the freezer", "response": "You put the lightstick into the freezer part of the combination refrigerator/freezer.", "endoftext": false }, { "action": "Close the freezer", "response": "You close the freezer part of the combination refrigerator/freezer.", "endoftext": false }, { "action": "You ask Cynthia about bug", "response": "\"Do you have to ask me about EVERYTHING?\"", "endoftext": false }, { "action": "You go to the southwest", "response": "Justy's quarters are just as sparsely furnished as yours, with only a bed, desk, and a few of Justy's personal belongings.\n\nThe south wall is completely taken up Justy's film library.\n\nHanging nearby is a framed sketch by M.C. Escher.\n\nThe holovision set is on, displaying the \"technical difficulties\" still frame.", "endoftext": false }, { "action": "You watch", "response": "What do you want to watch?", "endoftext": false }, { "action": "Holovision", "response": "The cute little \"Technical Difficulties\" still frame shows a distraught cameraman hopelessly tangled in a mess of cables. A cute little bouncy tune jingles in the background. (It would seem that no one can yet recall the name of that ex-football star.)", "endoftext": false }, { "action": "You get the star wars", "response": "Leave Justy's things alone.", "endoftext": false }, { "action": "You remove Escher", "response": "(first taking the sketch by M.C. Escher)\nThere's nothing behind it.", "endoftext": false }, { "action": "You drop the sketch", "response": "Already on the floor.", "endoftext": false }, { "action": "You look at the pizza", "response": "Pepperoni.", "endoftext": false }, { "action": "You go to the south", "response": "A rather stark infirmary, with cold cement walls and floor lit by a single flickering fluorescent bulb. It feels more like a morgue than a medical facility. An exit leads north.\n\nYou can see an IV stand and a medical cabinet (which is empty) here.", "endoftext": false }, { "action": "You move stand north", "response": "You push the IV stand along with you.\n\nThe heart of the Project, in the form of complex electrical devices linked together by a maze of coaxial cable, packs this small underground laboratory to capacity. Exits lead off in nearly every compass direction, and a set of disused cement steps descends into darkness.\n\nThe Sphere looms in one corner, between the VR suit and a large glass tank.\n\nJusty works at the lab terminal, oblivious to all else.\n\nYou can also see a painting by H.R. Giger, a cold slice of pizza and a lab bench (on which are the Project's technical manual, a computer workstation and an ergonomic mouse) here.", "endoftext": false }, { "action": "You move it se", "response": "You push the IV stand along with you.\n\nThis is where you've lived the last five years of your life while working on the Project team. Comfortable, if a bit confined, the small enclosure is furnished with only a writing desk and bed. The walls are of solid cement blocks, with the exception of the north wall, where thick plasterboard gives the impression of having been put up hastily.\n\nPlywood shelves stand in a shadowy alcove in the northeast corner.\n\nThere's a large, unsightly niche hacked into the thick plasterboard wall.\n\nOn your bed is a pillow.\n\nYou can also see a metal gurney, an electric violin and an amplifier here.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying a bow, a hypodermic syringe, a gelstrip, an antitoxin caplet and a power X-Acto knife. You are wearing a tool belt, a technician's jumpsuit and a fingerwatch.", "endoftext": false }, { "action": "You look at the jumpsuit", "response": "A standard-issue grey Project uniform, loose-fitting and comfortable, emblazoned with the Project logo.", "endoftext": false }, { "action": "Press logo", "response": "You find nothing of interest.", "endoftext": false }, { "action": "You remove the logo", "response": "You can't see any such thing.\n\n\n\nYou can't see any such thing.", "endoftext": false }, { "action": "You remove the jumpsuit", "response": "Unfortunately, you seem to have developed a sense of modesty, which serves to prevent you from doing that.", "endoftext": false }, { "action": "You examine the rectangle", "response": "As far as you can remember, there has never been a mirror here. It must have been removed before you came to the Project.\n\nSomething is strange -- an echoing, shadowy air of inconsistency about the place where a mirror once hung, but you can't quite place it...", "endoftext": false }, { "action": "Go southwest", "response": "(first closing the freezer)\n\nThe heart of the Project, in the form of complex electrical devices linked together by a maze of coaxial cable, packs this small underground laboratory to capacity. Exits lead off in nearly every compass direction, and a set of disused cement steps descends into darkness.\n\nThe Sphere looms in one corner, between the VR suit and a large glass tank.\n\nJusty works at the lab terminal, oblivious to all else.\n\nYou can also see a painting by H.R. Giger, a cold slice of pizza and a lab bench (on which are the Project's technical manual, a computer workstation and an ergonomic mouse) here.", "endoftext": false }, { "action": "You examine the light", "response": "Clear liquid sealed in a vial of pale green plastic, capped at one end.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying a lightstick, a bow, a hypodermic syringe, a gelstrip, an antitoxin caplet and a power X-Acto knife. You are wearing a tool belt, a technician's jumpsuit and a fingerwatch.", "endoftext": false }, { "action": "Examine watch", "response": "Like anyone in today's highly time-controlled society, you have a small clock affixed to your right index finger, continuously winking the correct time, according to the International Chronometer.\n\nIt has a built-in alarm which can be set to alert you with a painful little jolt when the timer expires. (It's also digital, which you always thought was pretty neat.)\n\nCurrently, your fingerwatch reads \"7362\".", "endoftext": false }, { "action": "You wear the vr suit", "response": "(first taking the VR suit)\n\"Ready to have another go at it?\" Justy asks rhetorically.\n\nPlacing your possessions on the lab bench, you change out of the technician's jumpsuit and into the VR suit and helmet. You climb into the centre of the Sphere and spread your arms and legs so Justy can lock them down. This done, he steps to the workstation and does something you can't quite see.\n\n\"Okay, looks like we're all set for another run. Brace yourself!\"\n\nHe throws the switch, and you soon find yourself floating in liquid space...\n\nTall branches of pale blue coral poke up from clusters of seaweed, glittering in the sunlight that filters down through lapping waves.\n\nYou experience a brief moment of sheer terror as you lose the ability to move your arms and legs, which quickly give way to fins and a flat, rudder-like tail. Freedom -- passionate, exhilarating freedom beyond any known to man -- pervades your spirit. Your vision is foggy, but your other senses appear strengthened.\n\nThe reef clears away to what you for some reason perceive as east and west, perfectly calm, still. Almost eerily so. But Beethoven's Emperor Concerto, playing through in your mind, soothes away all tension.\n\nJusty's voice rings clear through the barrier of illusion.\n\n\"A quick play through is all we need, but make sure you win it. Sometimes you get interpreter crashes after a major memory reallocation. Wouldn't do to show a faulty world to the Executives.\"", "endoftext": false }, { "action": "Go west", "response": "Swishing your tail, you propel yourself forward.\n\nThin stalks of kelp fan lazily about this shallow stretch of ocean. They disperse somewhat to the east, where clumps of coral rise to form a towering reef. Westward, the ocean floor inclines rapidly toward the surface, narrowing the seawater corridor to a thin, flat wedge.\n\nPebbles of gravel drift along the sandy floor, propelled by tidal currents.", "endoftext": false }, { "action": "Go east", "response": "Swishing your tail, you propel yourself forward.\n\nTall branches of pale blue coral poke up from clusters of seaweed, glittering in the sunlight that filters down through lapping waves. The reef clears away to what you for some reason perceive as east and west, perfectly calm, still. Almost eerily so. But Debussy's Arabesque no. 2, playing through in your mind, soothes away all tension.", "endoftext": false }, { "action": "Go west", "response": "Swishing your tail, you propel yourself forward.\n\nHere the seafloor drops away abruptly as a watery rift slices downward out of sight between two jagged rock walls. Both sides of the fissure are crowded with the polyps of large anemones, flecked in sun-dappled pastel shades. Their many calyces grasp at you from all directions, but you wisely keep your distance.\n\nThe reef rises to the west, and a cleft in the eastern wall is visible through the wriggling mass of gelatinous tentacles.\n\nA jellyfish balloons its way across the rift.", "endoftext": false }, { "action": "Go east", "response": "Precious little sunlight pierces this dark grotto from the west, muted by vague inky shapes that weave about the shadowy, porous rock surrounding you. You sense an opening in the south wall, and feel something deadly lurking there. Below you, a round opening snakes downward out of sight, into shades of deepest black.\n\nThe shark circles the grotto opening briefly before swimming back the way it came.", "endoftext": false }, { "action": "You go west", "response": "Swishing your tail, you propel yourself forward.\n\nHere the seafloor drops away abruptly as a watery rift slices downward out of sight between two jagged rock walls. Both sides of the fissure are crowded with the polyps of large anemones, flecked in sun-dappled pastel shades. Their many calyces grasp at you from all directions, but you wisely keep your distance.\n\nThe reef rises to the west, and a cleft in the eastern wall is visible through the wriggling mass of gelatinous tentacles.", "endoftext": true }, { "action": "Go west", "response": "You zigzag back and forth, desperate to shake your pursuer.\n\nTall branches of pale blue coral poke up from clusters of seaweed, glittering in the sunlight that filters down through lapping waves. The reef clears away to what you for some reason perceive as east and west, perfectly calm, still. Almost eerily so. But Gershwin's Rhapsody in Blue, playing through in your mind, soothes away all tension.\n\nThe shark follows, intent on devouring you!", "endoftext": false }, { "action": "You go to the west", "response": "You zigzag back and forth, desperate to shake your pursuer.\n\nThin stalks of kelp fan lazily about this shallow stretch of ocean. They disperse somewhat to the east, where clumps of coral rise to form a towering reef. Westward, the ocean floor inclines rapidly toward the surface, narrowing the seawater corridor to a thin, flat wedge.\n\nThe shark follows, intent on devouring you!\n\nA red crab scuttles along the sand below you.", "endoftext": false }, { "action": "Go west", "response": "You zigzag back and forth, desperate to shake your pursuer.\n\nThe tide buffets you constantly in the tight confines between mounds of brown sand which barely break through the watery surface. Clouds of sediments and silt whirl about you, stirred by the cresting waves, and it's difficult to maneuver.\n\nAn insistent, claustrophobic panic taps at your consciousness, advising you to seek deeper waters to the east rather than attempt to venture westward, closer to the shore.\n\nThe shark, kept at bay by the shore's proximity, circles patiently a short distance away before moving on.", "endoftext": false }, { "action": "You go to the east", "response": "Swishing your tail, you propel yourself forward.\n\nThin stalks of kelp fan lazily about this shallow stretch of ocean. They disperse somewhat to the east, where clumps of coral rise to form a towering reef. Westward, the ocean floor inclines rapidly toward the surface, narrowing the seawater corridor to a thin, flat wedge.", "endoftext": false }, { "action": "Go east", "response": "Swishing your tail, you propel yourself forward.\n\nTall branches of pale blue coral poke up from clusters of seaweed, glittering in the sunlight that filters down through lapping waves. The reef clears away to what you for some reason perceive as east and west, perfectly calm, still. Almost eerily so. But Gershwin's Rhapsody in Blue, playing through in your mind, soothes away all tension.", "endoftext": false }, { "action": "Go east", "response": "Swishing your tail, you propel yourself forward.\n\nHere the seafloor drops away abruptly as a watery rift slices downward out of sight between two jagged rock walls. Both sides of the fissure are crowded with the polyps of large anemones, flecked in sun-dappled pastel shades. Their many calyces grasp at you from all directions, but you wisely keep your distance.\n\nThe reef rises to the west, and a cleft in the eastern wall is visible through the wriggling mass of gelatinous tentacles.", "endoftext": true }, { "action": "Go down", "response": "Swishing your tail, you propel yourself forward.\n\nOnly a cold blue light penetrates to these ocean depths. As the illumination dissipates, so does the field of anemones, leaving only bare rock walls in its wake. The seafloor lies directly below you, encircled by cliffs on all sides.\n\nCuriously, a part of it seems to be made up of wooden beams. Dark algae drapes the timbers until they disappear straight downward into the seafloor, coalescing into sand and kelp.\n\nA pair of jagged holes in the wooden surface, one on your right and one on your left, lead deeper into inky darkness.", "endoftext": true }, { "action": "Go downwards", "response": "There are two holes here. You'll have to specify which one you want to enter.", "endoftext": false }, { "action": "You go right", "response": "You approach the hole. Before you can even get close, an enormous sea snake darts its head out and snaps you up in its massive jaws.\n\n*** You have died ***\n\nWell, okay, not really. But you've reached an exit point in the current VR session...\n\nA tidal-wave of mental pictures swarms about as your mind seeks desperately to cling to them, to place them, to somehow piece back together the splintered fragments of reality.\n\nJusty unstraps you from inside the Sphere, and you climb out, remove the VR suit, and quickly dress, hanging the suit back on its rack.\n\nCynthia walks in from the output station with a thick printout.\n\nJusty turns to you. \"Nice run, but we need a complete pass through it to be sure there are no aftereffects from that last bug fix. Try it again when you're ready.\"\n\nThe heart of the Project, in the form of complex electrical devices linked together by a maze of coaxial cable, packs this small underground laboratory to capacity. Exits lead off in nearly every compass direction, and a set of disused cement steps descends into darkness.\n\nThe Sphere looms in one corner, between the VR suit and a large glass tank.\n\nJusty works at the lab terminal, oblivious to all else.\n\nYou can also see a painting by H.R. Giger, a cold slice of pizza and a lab bench (on which are the Project's technical manual, a computer workstation and an ergonomic mouse) here.\n\nCynthia leaves the lab to the northwest.\n\nThe VR session has exacted its toll on your hyperglycemic body. You feel an urgent need for your insulin medication.", "endoftext": false }, { "action": "Go upward", "response": "Thrashing your tail wildly, you propel yourself up to grab a quick glance at the world above. For a brief but terrifying moment, you are unable to breathe, but then, silently and gracefully, you slip back below the waves.\n\nHere the seafloor drops away abruptly as a watery rift slices downward out of sight between two jagged rock walls. Both sides of the fissure are crowded with the polyps of large anemones, flecked in sun-dappled pastel shades. Their many calyces grasp at you from all directions, but you wisely keep your distance.\n\nThe reef rises to the west, and a cleft in the eastern wall is visible through the wriggling mass of gelatinous tentacles.", "endoftext": false }, { "action": "Wait", "response": "Time passes.", "endoftext": false }, { "action": "You go to the north", "response": "Your progress is halted by porous rock walls.", "endoftext": true }, { "action": "You descend", "response": "The world spins about as currents drag you down into the tunnel, which twists and wrenches you through sharp turns, until you emerge in...\n\nTall branches of pale blue coral poke up from clusters of seaweed, glittering in the sunlight that filters down through lapping waves. The reef clears away to what you for some reason perceive as east and west, perfectly calm, still. Almost eerily so. But deFalla's Ritual Fire Dance, playing through in your mind, soothes away all tension.", "endoftext": false }, { "action": "Go west", "response": "Swishing your tail, you propel yourself forward.\n\nThin stalks of kelp fan lazily about this shallow stretch of ocean. They disperse somewhat to the east, where clumps of coral rise to form a towering reef. Westward, the ocean floor inclines rapidly toward the surface, narrowing the seawater corridor to a thin, flat wedge.", "endoftext": false }, { "action": "Go east", "response": "Swishing your tail, you propel yourself forward.\n\nTall branches of pale blue coral poke up from clusters of seaweed, glittering in the sunlight that filters down through lapping waves. The reef clears away to what you for some reason perceive as east and west, perfectly calm, still. Almost eerily so. But Faure's Requiem, playing through in your mind, soothes away all tension.", "endoftext": false }, { "action": "Go south", "response": "Swishing your tail, you propel yourself forward.\n\nYou float in cold, empty blackness, a zone of bathypelagic void, emptiness in which nothing seems to exist, not even yourself.\n\nFar ahead, a luminous bulb weaves back and forth enticingly, as a will-o'-the-wisp. You feel drawn to it, and begin following it deeper into the darkness. An instant later, the light is yanked away abruptly, before you even have a chance to see the enormous mouth that swallows you whole.\n\n*** You have died ***\n\nWell, okay, not really. But you've reached an exit point in the current VR session...\n\nA tidal-wave of mental pictures swarms about as your mind seeks desperately to cling to them, to place them, to somehow piece back together the splintered fragments of reality.\n\nJusty unstraps you from inside the Sphere, and you climb out, remove the VR suit, and quickly dress, hanging the suit back on its rack.\n\nCynthia walks in from the output station with a thick printout.\n\nJusty turns to you. \"Nice run, but we need a complete pass through it to be sure there are no aftereffects from that last bug fix. Try it again when you're ready.\"\n\nThe heart of the Project, in the form of complex electrical devices linked together by a maze of coaxial cable, packs this small underground laboratory to capacity. Exits lead off in nearly every compass direction, and a set of disused cement steps descends into darkness.\n\nThe Sphere looms in one corner, between the VR suit and a large glass tank.\n\nJusty works at the lab terminal, oblivious to all else.\n\nYou can also see a painting by H.R. Giger, a cold slice of pizza and a lab bench (on which are the Project's technical manual, a computer workstation and an ergonomic mouse) here.\n\nCynthia leaves the lab to the northwest.", "endoftext": false }, { "action": "You drop the gravel", "response": "You spit the gravel out again.", "endoftext": false }, { "action": "You examine the gravel", "response": "A small patch of smooth, rounded, colourful stones.", "endoftext": true }, { "action": "You go downward", "response": "It is pitch dark, and you can't see a thing.\n\nThe VR session has exacted its toll on your hyperglycemic body. You feel an urgent need for your insulin medication.", "endoftext": true }, { "action": "Go downward", "response": "You dart downward, almost grazing the seafloor, then flash back up again.", "endoftext": true }, { "action": "You look around", "response": "Only a cold blue light penetrates to these ocean depths. As the illumination dissipates, so does the field of anemones, leaving only bare rock walls in its wake. The seafloor lies directly below you, encircled by cliffs on all sides.\n\nCuriously, a part of it seems to be made up of wooden beams. Dark algae drapes the timbers until they disappear straight downward into the seafloor, coalescing into sand and kelp.\n\nA pair of jagged holes in the wooden surface, one on your right and one on your left, lead deeper into inky darkness.\n\nYou can see some pebbles of gravel here.", "endoftext": true }, { "action": "Go downward", "response": "The world spins about as currents drag you down into the tunnel, which twists and wrenches you through sharp turns, until you emerge in...\n\nTall branches of pale blue coral poke up from clusters of seaweed, glittering in the sunlight that filters down through lapping waves. The reef clears away to what you for some reason perceive as east and west, perfectly calm, still. Almost eerily so. But Chopin's Nocturne no. 1, playing through in your mind, soothes away all tension.", "endoftext": true }, { "action": "Go downwards", "response": "Swishing your tail, you propel yourself forward.\n\nOnly a cold blue light penetrates to these ocean depths. As the illumination dissipates, so does the field of anemones, leaving only bare rock walls in its wake. The seafloor lies directly below you, encircled by cliffs on all sides.\n\nCuriously, a part of it seems to be made up of wooden beams. Dark algae drapes the timbers until they disappear straight downward into the seafloor, coalescing into sand and kelp.\n\nA pair of jagged holes in the wooden surface, one on your right and one on your left, lead deeper into inky darkness.\n\nYou can see some pebbles of gravel here.", "endoftext": false }, { "action": "You go to the west", "response": "Swishing your tail, you propel yourself forward.\n\nTall branches of pale blue coral poke up from clusters of seaweed, glittering in the sunlight that filters down through lapping waves. The reef clears away to what you for some reason perceive as east and west, perfectly calm, still. Almost eerily so. But Gliere's Russian Sailor's Dance, playing through in your mind, soothes away all tension.", "endoftext": false }, { "action": "You go to the west", "response": "Swishing your tail, you propel yourself forward.\n\nThe tide buffets you constantly in the tight confines between mounds of brown sand which barely break through the watery surface. Clouds of sediments and silt whirl about you, stirred by the cresting waves, and it's difficult to maneuver.\n\nAn insistent, claustrophobic panic taps at your consciousness, advising you to seek deeper waters to the east rather than attempt to venture westward, closer to the shore.", "endoftext": false }, { "action": "You go to the east", "response": "Swishing your tail, you propel yourself forward.\n\nTall branches of pale blue coral poke up from clusters of seaweed, glittering in the sunlight that filters down through lapping waves. The reef clears away to what you for some reason perceive as east and west, perfectly calm, still. Almost eerily so. But Bach's Goldberg Variations, playing through in your mind, soothes away all tension.\n\nThe reality around you wavers slightly.", "endoftext": false }, { "action": "You listen", "response": "Sounds rush by in somber, hollow echoes.", "endoftext": false }, { "action": "You go east", "response": "Swishing your tail, you propel yourself forward.\n\nHere the seafloor drops away abruptly as a watery rift slices downward out of sight between two jagged rock walls. Both sides of the fissure are crowded with the polyps of large anemones, flecked in sun-dappled pastel shades. Their many calyces grasp at you from all directions, but you wisely keep your distance.\n\nThe reef rises to the west, and a cleft in the eastern wall is visible through the wriggling mass of gelatinous tentacles.\n\nA spotted stingray flaps lazily along the seafloor.", "endoftext": false }, { "action": "You go to the west", "response": "The cliffs surround you on all sides.", "endoftext": false }, { "action": "Go upward", "response": "Thrashing your tail wildly, you propel yourself up to grab a quick glance at the world above. For a brief but terrifying moment, you are unable to breathe, but then, silently and gracefully, you slip back below the waves.\n\nHere the seafloor drops away abruptly as a watery rift slices downward out of sight between two jagged rock walls. Both sides of the fissure are crowded with the polyps of large anemones, flecked in sun-dappled pastel shades. Their many calyces grasp at you from all directions, but you wisely keep your distance.\n\nThe reef rises to the west, and a cleft in the eastern wall is visible through the wriggling mass of gelatinous tentacles.\n\nA jellyfish balloons its way across the rift.", "endoftext": false }, { "action": "Go upward", "response": "Thrashing your tail wildly, you propel yourself up to grab a quick glance at the world above. For a brief but terrifying moment, you are unable to breathe, but then, silently and gracefully, you slip back below the waves.\n\nHere the seafloor drops away abruptly as a watery rift slices downward out of sight between two jagged rock walls. Both sides of the fissure are crowded with the polyps of large anemones, flecked in sun-dappled pastel shades. Their many calyces grasp at you from all directions, but you wisely keep your distance.\n\nThe reef rises to the west, and a cleft in the eastern wall is visible through the wriggling mass of gelatinous tentacles.", "endoftext": false }, { "action": "Go upward", "response": "The ceiling of the grotto is in your way.", "endoftext": false }, { "action": "You go east", "response": "Your progress is halted by porous rock walls.", "endoftext": false }, { "action": "Inventory", "response": "You're not carrying anything. Not surprising, seeing as how you're a fish, and fish don't have hands to carry things with.", "endoftext": false }, { "action": "About yourself", "response": "You're a fish. Specifically, a yellow-finned grouper. Quite a nice-looking one too, as fish go.", "endoftext": true } ]
m85rnpq6x77jyzc3
The Elysium Enigma
Eric Eve
[ "Science Fiction" ]
[ "active npc", "built-in hints", "cheese", "complex NPC", "conversation", "cover art", "IF Competition 2006", "IFComp Game", "multiple endings", "on Jay Is Games", "parser", "science fiction", "TADS", "TADS 3", "walkthrough", "Xyzzy Awards 2006", "XYZZY Best Game", "XYZZY Best Individual NPC" ]
2,006
[ 15, 44, 11, 3, 0 ]
73
3.972603
20080603
false
It was meant to be a routine visit on behalf of the imperial government, just to remind the settlers that the Empire hadn't forgotten them, and if you stick rigidly to the letter of your orders and refuse to use either your eyes or your initiative that's all it'll be. But with an interstellar war brewing in the background, you'd be wise not to take anything for granted.
[ { "action": "%", "response": "\"What do you know about this place?\" you ask her.\n\n\"Only what I've heard, sir,\" she replies, \"I've never been here before. It does have quite an odd reputation, though, as I'm sure you know. Something went horribly wrong in the past, but no-one wants to talk about it. And now the natives refuse to use any technology that's much more advanced than the wheel.\"", "endoftext": false }, { "action": "You ask the pilot about the natives", "response": "As you start your question the pilot lets out a wide yawn.", "endoftext": false }, { "action": "You ask the pilot about the mission", "response": "\"So, sublieutenant, what do you think about...\" you begin.\n\n\"Perhaps we should discuss that some other time, sir,\" the pilot suggests, \"right now you have a job to do.\"", "endoftext": false }, { "action": "You ask the pilot about the meeting", "response": "\"About meetings...\" you begin.\n\n\"What about meetings, sir?\" she replies warily.\n\n\"Well...\" you start, but something in her manner makes you trail off as you realize your question wasn't all that important after all.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying nothing, and are wearing a purple belt and a white uniform. The purple belt contains a drik. Your left pocket contains an ID card. Your right pocket contains a crumpled piece of paper.", "endoftext": false }, { "action": "You read the paper", "response": "(first taking the crumpled piece of paper from your right pocket) After the standard preamble, it goes on:\n\n\"I'm sorry to dump this on you, but the Federation crisis means that we've had to pull all but skeleton resources out of this sector, and you're the nearest Legion officer to hand. As a result, we need you to include Elysium in your rounds. It's a sensitive planet - probably one of the most sensitive settlements in the Empire - but provided you go straight in and straight out and stick strictly to these orders you shouldn't have any problems.\n\nThe purpose of your visit is simply to remind the local leadership that they are still part of the Empire and that we are still keeping tabs on them; quite literally, you're just there to 'show the flag'. To do this you'll need to make your way to the Legion office in what passes for the settlement's capital, and, once there, hoist the imperial flag above the building to show the local Elders that you're open for business. One or more of them should then come to call on you within the hour. When they do, be as diplomatic and courteous as possible, but otherwise keep the conversation to a minimum. Inform them in the simplest possible terms of the nature of the Federation crisis, emphasising that the Empire will continue to guard them from intrusion. Ask them if they have anything they want to raise with you. Almost certainly they won't, apart from their standard grumbles about imperial interference. Say as little as possible in reply beyond promising to pass their comments on. Once you have completed this conversation get out of there as quickly as you can.\n\nThe most important thing to understand about the Elysians is that they have made a religion of technophobia. Their idea of a paradisal society is a pre-industrial society, so try not to flaunt any technology you bring with you; the less the settlers see of any thirtieth-century technology, the better you'll get on with them.\n\nFinally, I cannot stress too strongly that you should on no account get involved in any of the internal affairs of Elysium, and that you should if at all possible avoid any contact with any of the settlers apart from the Elders who come to meet you. Terrible mistakes have been made on Elysium in the past, and any problems that come up in the present must be left to officers with a deep understanding of the situation there, which does not include you. So, get in, keep the chat nice and short, and get straight out again.\n\nI look forward to receiving your report in due course.\nSubtribune G.F. Booker (C/O Sect PP12, ISL)\n13-Sep-2980.\n\n[Auth Code: ISL-GF-PPn342]\"\n\n(If you'd prefer not to be notified about score changes in the future, type NOTIFY OFF.)", "endoftext": false }, { "action": "You ask the pilot about flag", "response": "\"Where do you suppose I'll find this imperial flag I'm meant to be hoisting?\" you wonder.\n\n\"It'll be in the Legion building somewhere, sir,\" she assures you, \"I'm sure you won't have any trouble finding it.\"", "endoftext": false }, { "action": "You examine the iD", "response": "(first taking your ID card from your left pocket)\nYour ID card is a rectangle of white data-plastic about two centimetres wide by four long. It bears a small photograph of you and identifies you as Praefect Andrew Holt of the Imperial Sovereign Legion.", "endoftext": false }, { "action": "You put the ithe d in the left pocket", "response": "Done.", "endoftext": false }, { "action": "You look at the uniform", "response": "(your uniform)\nYour uniform comprises a white tunic and matching white trousers. On the left breast of the tunic is emblazoned a purple eagle, and though you can't see them without the aid of a mirror, you know that there's a purple patch on each collar, bearing your insignia of rank. Below your belt the tunic has a pair of pockets. Your left pocket contains an ID card.", "endoftext": false }, { "action": "You examine the belt", "response": "It's a standard issue Sovereign Legion uniform belt, with a gold belt buckle at the front. It contains a drik.", "endoftext": false }, { "action": "You examine the drik", "response": "You have no idea where the name \"drik\" came from; so far as you know that's what it's been called for centuries. The drik is a multipurpose device that's issued to all Legion officers as standard. Despite the natives' dislike of modern technology, this is one item you're not prepared to go without - it was drummed into you at the Legion Training School that a Legion Officer's drik is an integral part of his uniform, never to be lost or surrendered under any circumstances.\n\nThe drik is vaguely dagger-shaped, with a black handle, on which are four small coloured studs, and a slightly longer \"blade\", a flat plastimetal strip that is not actually sharp enough to cut anything.\n\nThe drik has one further function in addition to that provided by its four studs: although you're unlikely to encounter much strange technology on Elysium, if you do encounter something you're suspicious of, pointing your drik at it may reveal something about its function.\n\n\"I hope this isn't going to take too long, sir,\" the pilot remarks, \"The sooner we're out of here the happier I shall be!\"", "endoftext": false }, { "action": "You examine the studs", "response": "There are four small studs round the base of the handle: one red, one yellow, one green, and one blue.", "endoftext": false }, { "action": "You ask her about the drik'", "response": "(the pilot)\n\"Sublieutenant, I've been meaning to ask you about...\" you begin.\n\n\"Beg pardon, sir, but I thought we were both anxious to get out of here, sir,\" she interrupts you, \"So can we talk about that on the way back to the ship once you've finished here?\"\n\n\"Okay,\" you nod.", "endoftext": false }, { "action": "You exit shuttle", "response": "(first standing up)\n\"Goodbye, sir,\" the pilot calls after you.\n\nYou clamber out of the shuttle.\n\nYou step out of the shuttle and feel the soil of Elysium pressing against your boots. It feels good to be back on the surface of a planet once more, and at first glance this planet looks welcoming enough. The early autumn air is comfortably warm, and smells fresh, if a little earthy, while the grass underfoot looks springy and green. But what really strikes you is how quiet it is.\n\nLooking around, you speculate that your shuttle has just landed in what was originally an impact crater. To the west the ground rises quite sharply - more sharply than you care to climb - but there seems to be a usable trail running north and south, and from what the pilot said, it's the southern one you want.\n\nYour shuttle rests in the middle of the hollow.", "endoftext": false }, { "action": "You examine the red stud", "response": "The red stud is quite plain.", "endoftext": false }, { "action": "Continue", "response": "The drik goes dark.", "endoftext": false }, { "action": "You ask the pilot about the crisis", "response": "\"So, what do you make of this Federation business, sublieutenant?\" you ask her, \"Will it be war do you think?\"\n\n\"I don't know, sir.\" she replies, \"But if it is, at least we're well out of it here!\"", "endoftext": false }, { "action": "You ask pilot about the Elysium", "response": "\"Do you know anything else about Elysium, sublieutenant?\" you ask.\n\n\"I thought the Sovereign Legion was meant to be the experts on that kind of thing, sir,\" she replies pertly.", "endoftext": false }, { "action": "Bye", "response": "\"Over and out,\" you say.\n\n\"Over and out, sir,\" she confirms, just before the comms link goes dead.", "endoftext": false }, { "action": "You go south", "response": "You leave the hollow and follow the dirt track down a ridge onto level ground, where it runs on south between untended fields towards the forest. This area looks like it may have been farmland once, but now the fields are reverting to wilderness, and even the track is starting to become overgrown. As you pause to take stock of your surroundings, you wonder why the land has been allowed to go to waste.", "endoftext": false }, { "action": "You look at the fields", "response": "The fields on either side of the track are so overgrown as to be impenetrable. They look as if they may once have been valuable arable land, but now they are rapidly reverting to wilderness.", "endoftext": false }, { "action": "Go south", "response": "You set off down the track and after a few minutes' walk you find yourself deep in the heart of the forest.\n\nYou stop to look round and try to reassure yourself that you're still on the path the pilot told you about. You can't see any side trails (though there may be the odd gap in the trees through which you could leave the main path) so it's hard to see how you could have gone wrong; and yet it doesn't quite feel right - but perhaps that's just because you find it so disconcerting being forced to walk through a forest for a routine meeting with local officialdom.\n\nAlthough the path has been straight enough so far, a short way ahead it starts to twist.", "endoftext": false }, { "action": "You follow path", "response": "Which way do you want to go: north or south?", "endoftext": false }, { "action": "You go south", "response": "The path twists and turns through the trees, but broadly continues south.\n\nThe track becomes straighter and wider here as the trees become sparser. They are now so widely spaced that you could easily wander among them to east and west, and since they continue to thin out to the south you surmise that you must be coming to the edge of the forest.\n\nWhile you are taking stock of your surroundings, you hear a sudden rustling in the undergrowth. Your heart misses a beat as you see a figure emerge from the trees and walk rapidly towards you. Under the dirt and the tattered rags you recognize it as a young woman, and you wonder if this is how all the settlers live.\n\n\"Excuse me!\" she cries, as she hurries up to you, \"You're an offworlder, aren't you? From the Empire?\"\n\n(You could say yes, or ask her who she is.)", "endoftext": false }, { "action": "Yes", "response": "\"Yes, that's right,\" you nod, \"Why, is there a problem?\"\n\n\"Can't you see for yourself?\" she demands, \"As you can see, my clothes are falling to rags, and I'm starving! I'm an outcast - no one from round here will help me, and I daren't be caught stealing. But you're an offworlder - so maybe - please, can you try to find me some new clothes and something to eat?\"\n\n(You could say yes or no, refuse politely, offer to get help, or ask her about food or clothes.)", "endoftext": false }, { "action": "You refuse politely", "response": "\"Look, I'd like to help, but I really can't,\" you tell her, \"I have my orders you see - I'm not even meant to be talking with you, let alone getting involved. Besides, I won't be here more than an hour or so.\"\n\n\"Oh, but it won't take you more than an hour or two to find me something,\" she assures you, \"The town isn't far away, and I'm sure you can find something for me there.\"", "endoftext": false }, { "action": "You ask her about her", "response": "\"So, who are you?\" you ask.\n\n\"I'm Leela,\" she tells you.", "endoftext": false }, { "action": "Topics", "response": "You could ask her about herself, the town, or Elysium.", "endoftext": false }, { "action": "You ask her about the exile", "response": "\"So, what can you tell me about... \" you begin.\n\n\"Well,\" she interrupts, \"I think you should tell me something about yourself before you ask me anything else.\"", "endoftext": false }, { "action": "You ask her about the food", "response": "\"Where am I meant to get food from?\" you ask.\n\n\"Like I said, the town's the best bet,\" she reminds you.", "endoftext": false }, { "action": "You ask her about the town", "response": "\"What will I find in the town?\" you wonder.\n\n\"Not much,\" she shrugs, \"No one actually lives there; it's just for meetings and markets. But that means things get stored there, so you should be able to find me some food and clothes, without anyone there to stop you.\"", "endoftext": false }, { "action": "You ask her about the Elysium", "response": "\"What can you tell me about this world?\" you ask her.\n\n\"Well, it's the only world I know, so I wouldn't know what to compare it with,\" she begins, a little hesitantly.", "endoftext": false }, { "action": "You examine the woman", "response": "She's a young woman of about twenty standard Earth years of age.\nShe's smeared in dirt and her long dark hair flops lank and limp over her shoulders. She looks like she might be quite pretty if she had a good wash, but right now she's a mess.\n\nLeela is wearing some smelly rags.", "endoftext": false }, { "action": "You ask Leela why she was cast out", "response": "The story doesn't understand that command. Please use ASK ACTOR ABOUT TOPIC (or just A TOPIC).", "endoftext": false }, { "action": "You ask her about the outcast", "response": "\"What happened to you? Why are you wandering around half-naked in the forest?\" you want to know.\n\n\"I asked too many questions,\" she replied, \"the Elders don't like you asking too many questions, so when I asked one too many they decided I wasn't fit for Elysian society - so now I'm an outcast.\"", "endoftext": false }, { "action": "You ask her about the questions", "response": "\"What sort of questions did you ask that upset the Elders so much?\" you wonder.\n\n\"Oh, all sorts,\" she replies, \"Why there are so many restrictions, why they're so scared of change, why our ancestors came here, what happened between Elysium and the Empire, why we've stayed such a small community, why I can't choose my own husband... you name it, I've probably asked it!\"", "endoftext": false }, { "action": "Go north", "response": "\"No, no!\" Leela stops you, \"You need to go into town to find me some new clothes and something to eat! The town isn't that way, it's that way!\" she points to the south.", "endoftext": false }, { "action": "Go south", "response": "Leela waves to you, then turns and walks away, deeper into the forest.\n\nEmerging from the forest you catch sight of the pathetic cluster of buildings at the foot of the slope, and realize that this must be the town where you're meant to be meeting with the Elders; on any other world it wouldn't even rate as a hamlet. The centre of the town lies straight down the slope to the south. Beyond the western edge of the hillside you catch a glimpse of the river that flows on past the town, while at your back is the forest.\n\nObvious exits: North, South, West, Northwest", "endoftext": false }, { "action": "You examine the buildings", "response": "The collection of buildings spread out below is apparently the nearest approximation to a town anywhere on the planet, though on any other world it would hardly even rate as a hamlet.", "endoftext": false }, { "action": "You examine the river", "response": "The river flows down from the forest and runs along the western edge of the town, before disappearing across the distant fields to the south.", "endoftext": false }, { "action": "Go south", "response": "You walk down the slope into the centre of the town.\n\nThe centre of Elysium's sole town looks no more impressive than it did from a distance. The main street, running east-west, is simply the baked mud space between buildings you could count on your fingers.\nThe track you've just walked down continues south between a neat white building (to the east) and a large barn (to the west). Across the street from the barn is an enclosed area that has the look of a primitive market, while opposite the single-storey white building a large wooden hall has shed most of its red paint. Overall this place is more like your idea of some frontier trading post than a planetary capital, and it seems totally deserted.\n\nObvious exits: North, South, East, West, Northwest", "endoftext": false }, { "action": "You put the drik in pocket", "response": "Which pocket do you mean, your right pocket, or your left pocket?", "endoftext": false }, { "action": "Right", "response": "(first taking the drik from the purple belt)\nIt would fit better in your belt.", "endoftext": false }, { "action": "You examine the white building", "response": "It's a small, square, single-storey flat-roofed building, with a flagpole jutting up from the roof.", "endoftext": false }, { "action": "Go east", "response": "The north side of the street is occupied by a large wooden hall. On the south side is a neat single-storey white building (directly south) next to a two-storey green house (to the southeast). The street continues eastwards but quickly peters out into a narrow farmtrack as it leaves the town, while to the west it runs back towards the town centre.\n\nObvious exits: North, South, East, West, Southeast", "endoftext": false }, { "action": "You go south", "response": "(first trying to open the purple door)\nThe purple door seems to be locked.", "endoftext": false }, { "action": "You look at the purple door", "response": "Affixed to the purple door is a neatly hand-painted sign, under which is a small vertical slot. It's closed.", "endoftext": false }, { "action": "You examine the sign", "response": "The sign reads \"Imperial Sovereign Legion Office, Elysium\" in neat gold lettering.\n\nThe sign reads \"Imperial Sovereign Legion Office, Elysium\" in neat gold lettering.", "endoftext": false }, { "action": "Examine slot", "response": "The small vertical slot is about two centimetres long.", "endoftext": false }, { "action": "You put the ithe d in the slot", "response": "(first taking your ID card from your left pocket)\nA sharp click from the door indicates that it has just unlocked itself.", "endoftext": false }, { "action": "Go south", "response": "(first opening the purple door, then taking your ID card)\n\nYou look round the clean, white office with a flood of relief, feeling that you are at last back in civilization. Everything here looks clean and neat and Legion-fashion. A large white desk, with a standard built-in console, rests under the great golden eagle mounted on the east wall. Behind the desk sits a comfortable mock-leather chair, while a pair of smaller chairs, one red, the other white, are positioned in front of the desk, presumably for the benefit of visitors. The main door is next to the window overlooking the street to the north, while a staircase runs up against the south wall to a hatch in the ceiling. A second door is set in the east wall, to the left of the eagle, while a large portrait of the Emperor hangs opposite.\n\nObvious exits: North, East, Up", "endoftext": false }, { "action": "You examine the eagle", "response": "(the large golden eagle)\nIt's a large heraldic eagle, of the same pattern as the one on your tunic, that represents the might of the Empire and the authority of the Aquila dynasty who rule it.", "endoftext": false }, { "action": "You close the main door", "response": "The door closes with a sharp click, indicating that it has relocked itself.", "endoftext": false }, { "action": "You look at the hatch", "response": "It's a square hatch, set in the ceiling. It's closed. It's currently locked.", "endoftext": false }, { "action": "Unlock hatc", "response": "The word \"hatc\" is not necessary in this story.\n\n(If this was an accidental misspelling, you can correct it by typing OOPS followed by the corrected word now. Any time the story points out an unknown word, you can correct a misspelling using OOPS as your next command.)", "endoftext": false }, { "action": "Unlock hatch", "response": "Unlocked.", "endoftext": false }, { "action": "You go upwards", "response": "(first opening the hatch)\n\nAlthough the roof is not that high up, it affords you a reasonably good view over the town. A low parapet runs round the edge of the roof, at one end of which is a tall white flagpole with a white locker at its base. At the far end is an array of solar panels, while in between a narrow staircase leads back down through an open hatch.\n\nObvious exits: Down", "endoftext": true }, { "action": "Go down", "response": "This office is the about the only place on Elysium that resembles your idea of civilization. A large white desk, with a standard built-in console, rests under the great golden eagle mounted on the east wall. Behind the desk sits a comfortable mock-leather chair, while a pair of smaller chairs, one red, the other white, are positioned in front of the desk, presumably for the benefit of visitors. The main door is next to the window overlooking the street to the north, while a staircase runs up against the south wall to a hatch in the ceiling. A second door is set in the east wall, to the left of the eagle, while a large portrait of the Emperor hangs opposite.\n\nObvious exits: North, East, Up", "endoftext": false }, { "action": "You look at the desk", "response": "The desk is the familiar model you've seen in many Legion offices, with a built-in console and a single shallow drawer.", "endoftext": false }, { "action": "You look at the console", "response": "It's a standard model console, with a 50 cm screen and a datatab slot. On an ordinary world it would be connected to the planet-wide datanet, but you doubt that such a thing exists on Elysium.", "endoftext": false }, { "action": "Examine slot", "response": "It's about 8mm long.", "endoftext": false }, { "action": "You examine portrait", "response": "The portrait provides evidence that even on this insignificant world someone is taking regular care of the Legion office, since it's a portrait of Charles V, who ascended the throne only a few months ago. He's a man of about thirty, trying to look formal despite the twinkle in his eye, dressed in the traditional gold-trimmed purple cloak and golden laurel-wreath crown of his office.", "endoftext": false }, { "action": "You open the drawer", "response": "Opening the drawer reveals a purple datatab and a pair of safety pins.", "endoftext": false }, { "action": "Point drik at eagle", "response": "Which eagle do you mean, the eagle on your tunic, or the eagle on the wall?", "endoftext": false }, { "action": "Wall", "response": "Okay, you point the drik at the large golden eagle.", "endoftext": false }, { "action": "Point drik at console", "response": "A stream of coloured dots runs along the blade of the drik and disappears into the handle; but this is just what you'd expect for the console.", "endoftext": false }, { "action": "You point the drik at yourself", "response": "Okay, you point the drik at yourself.", "endoftext": false }, { "action": "Point drik at slot", "response": "Okay, you point the drik at the portrait of the Emperor.\n\nOkay, you point the drik at the slot.", "endoftext": false }, { "action": "Point drik at datatab", "response": "Okay, you point the drik at the purple datatab.", "endoftext": false }, { "action": "You take all from the drawer", "response": "purple datatab: Taken.\npair of safety pins: Taken.", "endoftext": false }, { "action": "You close the drawer", "response": "Closed.", "endoftext": false }, { "action": "You put the drik in the belt", "response": "Done.", "endoftext": false }, { "action": "You put the datatab in the console", "response": "The screen displays: \"Please enter your Authorization Code: \"", "endoftext": false }, { "action": "You enter Code", "response": "(on the console)\nYou need to enter the actual code, not the words \"code\".", "endoftext": false }, { "action": "You read the iD", "response": "Your ID card is a rectangle of white data-plastic about two centimetres wide by four long. It bears a small photograph of you and identifies you as Praefect Andrew Holt of the Imperial Sovereign Legion.", "endoftext": false }, { "action": "You read the paper", "response": "Your ID card is a rectangle of white data-plastic about two centimetres wide by four long. It bears a small photograph of you and identifies you as Praefect Andrew Holt of the Imperial Sovereign Legion.\n\n(first taking the crumpled piece of paper from your right pocket) After the standard preamble, it goes on:\n\n\"I'm sorry to dump this on you, but the Federation crisis means that we've had to pull all but skeleton resources out of this sector, and you're the nearest Legion officer to hand. As a result, we need you to include Elysium in your rounds. It's a sensitive planet - probably one of the most sensitive settlements in the Empire - but provided you go straight in and straight out and stick strictly to these orders you shouldn't have any problems.\n\nThe purpose of your visit is simply to remind the local leadership that they are still part of the Empire and that we are still keeping tabs on them; quite literally, you're just there to 'show the flag'. To do this you'll need to make your way to the Legion office in what passes for the settlement's capital, and, once there, hoist the imperial flag above the building to show the local Elders that you're open for business. One or more of them should then come to call on you within the hour. When they do, be as diplomatic and courteous as possible, but otherwise keep the conversation to a minimum. Inform them in the simplest possible terms of the nature of the Federation crisis, emphasising that the Empire will continue to guard them from intrusion. Ask them if they have anything they want to raise with you. Almost certainly they won't, apart from their standard grumbles about imperial interference. Say as little as possible in reply beyond promising to pass their comments on. Once you have completed this conversation get out of there as quickly as you can.\n\nThe most important thing to understand about the Elysians is that they have made a religion of technophobia. Their idea of a paradisal society is a pre-industrial society, so try not to flaunt any technology you bring with you; the less the settlers see of any thirtieth-century technology, the better you'll get on with them.\n\nFinally, I cannot stress too strongly that you should on no account get involved in any of the internal affairs of Elysium, and that you should if at all possible avoid any contact with any of the settlers apart from the Elders who come to meet you. Terrible mistakes have been made on Elysium in the past, and any problems that come up in the present must be left to officers with a deep understanding of the situation there, which does not include you. So, get in, keep the chat nice and short, and get straight out again.\n\nI look forward to receiving your report in due course.\nSubtribune G.F. Booker (C/O Sect PP12, ISL)\n13-Sep-2980.\n\n[Auth Code: ISL-GF-PPn342]\"", "endoftext": false }, { "action": "You enter isl-GF-ppn342", "response": "(on the console)\nThe screen displays: \"Authorization Code Correct! Access permitted.\n\"\n\nThe console screen displays a recent report on the status of Elysium.\n\nThe summary page tells you that the current population of the planet is a mere 11,345 (as of the latest count, last year), and that Elysium has the lowest GDP per head of any planet of the Empire by a very long way. The population apparently peaked at around fifteen thousand about a century ago and has been declining slowly ever since (there's a link to a lengthy social-scientific analysis of this, but you're content with the summary, which suggests that the society has simply become too stagnant). The prognosis is that within a century or two Elysian society will have become non-viable and the Empire will be able (and obliged) to move in with a fresh bunch of settlers and make something of the world (though this is not to be communicated to any of the current inhabitants) but in the meanwhile, the Elysians are to be left alone to decay as they wish, since there must be no repetition of past tragedies (there's a link to a file explaining this in more detail, but it turns out you don't have the security clearance to read it). The summary ends with an instruction to all imperial personnel operating on Elysium to keep contact and interference to the bare minimum required to monitor the status of Elysian society and ensure no outside interference.", "endoftext": false }, { "action": "You take the datatab", "response": "As you remove the purple datatab, the console screen goes blank.", "endoftext": false }, { "action": "You put the datatab in the drawer", "response": "(first opening the drawer)\nDone.", "endoftext": false }, { "action": "You search eagle", "response": "(the purple eagle)\nThere's nothing unusual in the purple eagle.", "endoftext": false }, { "action": "You leave", "response": "(first opening the street door)\n\nThe north side of the street is occupied by a large wooden hall. On the south side is a neat single-storey white building (directly south) next to a two-storey green house (to the southeast). The street continues eastwards but quickly peters out into a narrow farmtrack as it leaves the town, while to the west it runs back towards the town centre.\n\nObvious exits: North, South, East, West, Southeast", "endoftext": false }, { "action": "You go to the south-east", "response": "(first trying to open the green door)\nThe green door seems to be locked.", "endoftext": false }, { "action": "Go east", "response": "(first opening the east door)\n\nThis small bedroom is presumably provided in case a visiting Legion officer needs to stay overnight, but there's not much here apart from a single bed hard against the wall, a small wardrobe, and a small chest of drawers. There's a door to the west back into the office, and a tiny bathroom to the south.\n\nObvious exits: South, West", "endoftext": false }, { "action": "You open the wardrobe", "response": "Inside the wardrobe is a small domestic robot.", "endoftext": false }, { "action": "You examine the robot", "response": "You see nothing unusual under the chest of drawers.\n\nIt's one of those small cylindrical jobs, basic but robust.\nPresumably it carries out the routine maintenance and cleaning in this building. There's a yellow sticker attached to it. It's currently plugged into the wall, charging.", "endoftext": false }, { "action": "You look under the wardrobe", "response": "You see nothing unusual under the wardrobe.\n\nIt strikes you that you should really hurry up and get that flag hoisted over the Legion Building, like your orders said.", "endoftext": false }, { "action": "You read the sticker", "response": "The sticker reads, \"Last maintenance check 14-Mar-80: Fixed glitch in laundry program.\" Under the notation is a Harcourt Research Logo.", "endoftext": false }, { "action": "Examine logo", "response": "The logo depicts a pair of spaceships orbiting a sun in a manner that resembles a pair of electrons orbiting an atomic nucleus. The intention is presumably to convey that Harcourt Research's technological competence encompasses all scales.", "endoftext": false }, { "action": "You open the drawers", "response": "bottom drawer: Opening the bottom drawer reveals a plain white sheet.\n\ntop drawer: Opening the top drawer reveals a duvet.\n\nmiddle drawer: Opening the middle drawer reveals a fluffy pink towel.", "endoftext": false }, { "action": "You take the sheet", "response": "Taken. Moving the plain white sheet reveals an imperial flag underneath.", "endoftext": false }, { "action": "You examine the flag", "response": "Taken.\n\nYou know that the imperial flag depicts a large golden eagle on a purple background, though it's a little difficult to tell that while it's folded.", "endoftext": false }, { "action": "Unfold flag", "response": "You unfold the imperial flag.", "endoftext": false }, { "action": "You examine the flag", "response": "The imperial flag depicts a large golden eagle on a purple background.", "endoftext": false }, { "action": "You fold it", "response": "You fold the imperial flag.", "endoftext": false }, { "action": "Go west", "response": "This office is the about the only place on Elysium that resembles your idea of civilization. A large white desk, with a standard built-in console, rests under the great golden eagle mounted on the east wall. Behind the desk sits a comfortable mock-leather chair, while a pair of smaller chairs, one red, the other white, are positioned in front of the desk, presumably for the benefit of visitors. The main door is next to the window overlooking the street to the north, while a staircase runs up against the south wall to a hatch in the ceiling. A second door is set in the east wall, to the left of the eagle, while a large portrait of the Emperor hangs opposite.\n\nObvious exits: North, East, Up", "endoftext": false }, { "action": "You go upward", "response": "Although the roof is not that high up, it affords you a reasonably good view over the town. A low parapet runs round the edge of the roof, at one end of which is a tall white flagpole with a white locker at its base. At the far end is an array of solar panels, while in between a narrow staircase leads back down through an open hatch.\n\nObvious exits: Down", "endoftext": false }, { "action": "You examine the panels", "response": "The array of four solar panels at the east end of the roof is arranged to catch as much sunlight as possible during the course of the day. You suspect that they convert the sun's energy into electricity using photovoltaic cells, and that the power is then stored in batteries. These panels wouldn't give enough power for continuous use all the year round, but they probably generate enough for the few days a year on which this building is actually used.", "endoftext": false }, { "action": "Point drik at panels", "response": "(first taking the drik from the purple belt)\nOkay, you point the drik at the solar panels.", "endoftext": false }, { "action": "You press the green", "response": "The drik lights up.", "endoftext": false }, { "action": "Point drik at panels", "response": "Okay, you point the drik at the solar panels.", "endoftext": false }, { "action": "You press the green", "response": "The drik goes dark.", "endoftext": false }, { "action": "Fuck", "response": "The word \"fuck\" is not necessary in this story. Using obscenities may", "endoftext": false }, { "action": "You open the locker", "response": "make you feel better, but it won't progress the game!\n\nOpening the locker reveals a white pillowcase.", "endoftext": false }, { "action": "You examine the pillowcase", "response": "It's just an ordinary plain pillowcase of the sort used to put pillows in. It's freshly laundered and neatly folded.", "endoftext": false }, { "action": "You unfold it", "response": "(first taking the white pillowcase)\nYou unfold the white pillowcase.", "endoftext": false }, { "action": "You put it on head", "response": "You can't manipulate it in any way; it's simply part of your ID card.", "endoftext": false }, { "action": "You wear the sheet", "response": "The white pillowcase contains a tiny black object.\n\nYou wrap the sheet round yourself like a toga, but the style doesn't go with your uniform, and in any case the sheet quickly slips off again.", "endoftext": false }, { "action": "You fold the sheet", "response": "You fold the plain white sheet.", "endoftext": false }, { "action": "You examine the object", "response": "You almost missed it, it's so tiny. It's round and black and smaller than a pea, and could easily be mistaken for an innocuous piece of dirt. But it also looks suspiciously artificial.", "endoftext": false }, { "action": "You get the object", "response": "Taken.", "endoftext": false }, { "action": "Point drik at object", "response": "(first taking the drik from the purple belt)\nThe drik blade flashes red and emits a little beep, indicating that you have discovered a listening device. The next question is where the receiver is; given the limited range of such a tiny listening device it can't be too far away from where the bug was planted - somewhere else in the town perhaps.", "endoftext": false }, { "action": "Break device", "response": "It's tougher than it looks.", "endoftext": false }, { "action": "You go to the east", "response": "This small bedroom is presumably provided in case a visiting Legion officer needs to stay overnight, but there's not much here apart from a single bed hard against the wall, a small wardrobe, and a small chest of drawers. There's a door to the west back into the office, and a tiny bathroom to the south.\n\nThe middle drawer contains a fluffy pink towel. The top drawer contains a duvet.\n\nInside the wardrobe is a small domestic robot.\n\nObvious exits: South, West", "endoftext": false }, { "action": "You fly flag", "response": "You pop your head into the bathroom, and note that it neatly contains all the essential facilities in the minimum of space, but since you don't want to wash or relieve yourself right now, there's nothing here you need, so you return to the bedroom.\n\nYou need to attach the flag to something before hoisting it.", "endoftext": false }, { "action": "You throw the device", "response": "What do you want to throw it at?", "endoftext": false }, { "action": "Town", "response": "The town is too far away.", "endoftext": false }, { "action": "Go west", "response": "This is the centre of the town, such as it is. The main street, if it can be called a street, runs east and west from here, crossing a track that runs north and south. To the northwest is a market area, opposite a large barn on the south side of the street, while to the east the street runs between a small white building (on its south side) and a large wooden hall (on its north).\n\nObvious exits: North, South, East, West, Northwest", "endoftext": false }, { "action": "You go to the west", "response": "The muddy street from the centre of the town to the east ends at a ramshackle wooden bridge that has unfortunately fallen into a terminal state of disrepair, leaving no other means of crossing the river. A large wooden barn stands immediately to the south, next to a pair of tumbledown shacks, while on the north side of the street is a rough enclosed area that looks like it's probably some sort of market. Behind the market the land climbs up towards the distant forest.\n\nObvious exits: North, South, East", "endoftext": false }, { "action": "Point drik at device", "response": "(first taking the drik from the purple belt)\nThe drik blade flashes red and emits a little beep, indicating that you have discovered a listening device. The next question is where the receiver is; given the limited range of such a tiny listening device it can't be too far away from where the bug was planted - somewhere else in the town perhaps.\n\nThe blue stud on your drik starts flashing, indicating that someone is trying to contact you; to accept the call, press the blue stud.", "endoftext": false }, { "action": "No", "response": "Nothing obvious happens.", "endoftext": false }, { "action": "No", "response": "\"No, I haven't come across any Elders yet,\" you tell her.\n\n\"You have hoisted the flag, haven't you, sir?\" she asks.", "endoftext": false }, { "action": "No", "response": "\"No I haven't got round to it yet,\" you admit.\n\n\"Don't you think you should be making it your top priority, sir?\" she asks.", "endoftext": false }, { "action": "No", "response": "\"No, I have other things I need to look into first,\" you tell her.\n\n\"Well, if you say so, sir,\" she replies dubiously, \"but if I were in your place I wouldn't delay too long in carrying out my orders!\"", "endoftext": false }, { "action": "You put the bug in the river", "response": "You don't want to put the tiny black bug in the river; you might never be able to recover it.", "endoftext": false }, { "action": "Oops drik", "response": "Although you probably could swallow it whole, that might not be a very good idea.\n\nYou can only use OOPS to correct a misspelling immediately after the story points out a word it doesn't know.", "endoftext": false }, { "action": "Bug", "response": "There's no point trying to shoot that; you can't stun a tiny black bug.", "endoftext": false }, { "action": "Point drik at barn", "response": "The drik lights up.\n\nOkay, you point the drik at the barn.", "endoftext": false }, { "action": "Point drik at shack", "response": "Okay, you point the drik at the tumbledown shacks.", "endoftext": false }, { "action": "You drop the bug", "response": "Dropped.\n\nThe drik light goes out to conserve power.", "endoftext": false }, { "action": "You go east", "response": "This is the centre of the town, such as it is. The main street, if it can be called a street, runs east and west from here, crossing a track that runs north and south. To the northwest is a market area, opposite a large barn on the south side of the street, while to the east the street runs between a small white building (on its south side) and a large wooden hall (on its north).\n\nObvious exits: North, South, East, West, Northwest", "endoftext": false }, { "action": "You ask pilot about Harcourt", "response": "\"What do you think of Harcourt Research, sublieutenant?\" you ask.\n\n\"From what point of view, sir?\" she asks, \"They make a lot of decent products, but as a corporation they stink, as I'm sure I have no need to tell you! I mean, Senator Harcourt has been arrested for treason!\"", "endoftext": false }, { "action": "You ask pilot about the Senator", "response": "\"What was that, sir?\" she asks, \"I'm afraid I didn't quite copy.\"", "endoftext": false }, { "action": "You ask pilot about Harcourt", "response": "\"As you say, sublieutenant, Senator Harcourt's been arrested for treason,\" you muse, \"Among other things, his Federation links are under the microscope. I wonder - his massive multiplanetary conglomerate had a reputation for swallowing things even before the good Senator got himself arrested; could Harcourt Research have had designs on Elysium?\"\n\n\"I hardly see how, sir,\" Sublieutenant Soolin protests, \"Anywhere that offered fewer prospects for a hi-tech company like Harcourt Research would be impossible to imagine!\"", "endoftext": false }, { "action": "You ask the pilot about Harcourt", "response": "\"Obviously Harcourt Research wouldn't find much of a market on Elysium, and obviously they wouldn't find much use for native labour either, but apart from the tiny area of cultivated land, there's a whole unexploited world out there,\" you point out, \"Could it have something they want? Some valuable raw material perhaps?\"\n\n\"With respect, sir, aren't you extrapolating rather wildly beyond the evidence?\" Sublieutenant Soolin points out.", "endoftext": false }, { "action": "You ask the pilot about the evidence", "response": "Her reply is lost in a burst of static.", "endoftext": false }, { "action": "Bye", "response": "\"Over and out,\" you say.\n\n\"Over and out, sir,\" she confirms, just before the comms link goes dead.", "endoftext": false }, { "action": "Go west", "response": "The muddy street from the centre of the town to the east ends at a ramshackle wooden bridge that has unfortunately fallen into a terminal state of disrepair, leaving no other means of crossing the river. A large wooden barn stands immediately to the south, next to a pair of tumbledown shacks, while on the north side of the street is a rough enclosed area that looks like it's probably some sort of market. Behind the market the land climbs up towards the distant forest.\n\nYou see a tiny black bug here.\n\nObvious exits: North, South, East", "endoftext": false }, { "action": "You go south", "response": "(first trying to open the barn door)\nThe barn door seems to be locked.", "endoftext": false }, { "action": "You look at the barn", "response": "It's the largest building at this end of the town, perhaps some nine or ten metres high; it's basically a plain wooden structure with its gable end presented to the street. Since it's just across the street from the market area, you surmise that it's probably used to store produce for the market.", "endoftext": false }, { "action": "You examine the barn door", "response": "It's just a big barn door. It's closed.", "endoftext": false }, { "action": "You examine the gable", "response": "It's the largest building at this end of the town, perhaps some nine or ten metres high; it's basically a plain wooden structure with its gable end presented to the street.", "endoftext": false }, { "action": "You kick the barn door", "response": "It seems singularly impervious to your attack,", "endoftext": false }, { "action": "Go north", "response": "This fenced-in area of a few dozen square metres looks like it might be used for a market, both from the rubbish that's been left lying around, and the impress in the muddy ground of what might be stalls or tables. A small shed stands near the centre of the area, with a trestle table off to one side. Gaps in the fence allow egress to the south and southeast, as well as north along the bank of the river.\n\nOn the trestle table are a carrot and a parsnip.\n\nA large black dog is sniffing around, scavenging for food.\n\nObvious exits: North, South, Southeast, In The dog charges up to you and starts snapping at your heels.", "endoftext": false }, { "action": "You take the food", "response": "parsnip: The dog growls at you so fiercely as your hand approaches the parsnip that you decide you'd better leave it alone.\n\ncarrot: The dog growls at you so fiercely as your hand approaches the carrot that you decide you'd better leave it alone.", "endoftext": false }, { "action": "You examine the dog", "response": "It's an ugly black mongrel with fierce-looking teeth. He's scavenging for food.\n\nThe dog sniffs round the table.", "endoftext": false }, { "action": "You examine shed", "response": "The small wooden shed might be for storage, or it might be some sort of stall. Either way it's a crude wooden structure with a plain wooden door.\n\nThe dog leaps up on the table and snatches the parsnip. Then it drops back down and starts chewing it.", "endoftext": false }, { "action": "Stun dog", "response": "(with the drik)\n(first taking the drik from the purple belt)\nThe dog lets out a startled whine, then topples over with legs splaying. His legs give a final couple of twitches, and then he lies still.", "endoftext": false }, { "action": "You take the food", "response": "Taken.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying an ID card, a pair of safety pins, a crumpled piece of paper, a plain white sheet, an imperial flag, a white pillowcase, a drik, and a carrot. You're wearing a purple belt and a white uniform.", "endoftext": false }, { "action": "You open the shed", "response": "Opened.", "endoftext": false }, { "action": "You go inside", "response": "Two people standing inside this tiny hut would be cramped; three would be excessively intimate. It is almost completely bare apart from a small hook fixed to the west wall.\n\nA folded piece of cloth lies on the floor of the hut.\n\nA fishing rod is leaning against the wall.\n\nOn the small hook is a small iron key.\n\nThere's a faint cheesy smell from somewhere.\n\nObvious exits: Out", "endoftext": false }, { "action": "Oops drik", "response": "Done.\n\nThere's a faint cheesy smell from somewhere.", "endoftext": false }, { "action": "Smell", "response": "There's a faint cheesy smell from somewhere.", "endoftext": false }, { "action": "You look at the hook", "response": "For some reason the small hook has a very sharp point. On the small hook is a small iron key.\n\nThere's a faint cheesy smell from somewhere.", "endoftext": false }, { "action": "You take the key", "response": "Taken.", "endoftext": false }, { "action": "You move the sheet", "response": "Moving the plain white sheet has no effect.\n\nThere's a faint cheesy smell from somewhere.", "endoftext": false }, { "action": "You take sheet", "response": "You are already carrying the plain white sheet.", "endoftext": true }, { "action": "Describe the surroundings", "response": "Two people standing inside this tiny hut would be cramped; three would be excessively intimate. It is almost completely bare apart from a small hook fixed to the west wall.\n\nA folded piece of cloth lies on the floor of the hut.\n\nA fishing rod is leaning against the wall.\n\nThere's a faint cheesy smell from somewhere.\n\nObvious exits: Out", "endoftext": false }, { "action": "You examine the cloth", "response": "It's little more than a strip of folded grey cloth. It would be quite useless for clothing.\n\nThere's a faint cheesy smell from somewhere.", "endoftext": false }, { "action": "Unfold cloth", "response": "You unfold the piece of cloth. Inside the cloth you find a small wedge of cheese.", "endoftext": false }, { "action": "You look at the cheese", "response": "It's a deep yellow colour, and is a hard cheese, like some kind of cheddar. It smells quite strong, but by no means unappetizing.", "endoftext": false }, { "action": "You examine the rod", "response": "It's quite crude, comprising a long wooden pole with a line attached.", "endoftext": false }, { "action": "You fold the cloth", "response": "You fold the piece of cloth.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying an ID card, a pair of safety pins, a crumpled piece of paper, a plain white sheet, an imperial flag, a white pillowcase, a carrot, a small iron key, and a piece of cloth. You're wearing a purple belt and a white uniform. The purple belt contains a drik.\n\nThere's a faint cheesy smell from somewhere.", "endoftext": false }, { "action": "Carrot in pillowcase", "response": "piece of cloth: Done.\ncarrot: Done.", "endoftext": false }, { "action": "Go outside", "response": "This fenced-in area of a few dozen square metres looks like it might be used for a market, both from the rubbish that's been left lying around, and the impress in the muddy ground of what might be stalls or tables. A small shed stands near the centre of the area, with a trestle table off to one side. Gaps in the fence allow egress to the south and southeast, as well as north along the bank of the river.\n\nThe dog is lying unconscious on the ground.\n\nObvious exits: North, South, Southeast, In", "endoftext": false }, { "action": "You search it", "response": "You find a little worm wriggling among the scraps.\n\nThere's a faint cheesy smell from somewhere.", "endoftext": false }, { "action": "You go south", "response": "(first opening the barn door)\n\nInside the Barn (in the dark)\nHardly any light finds its way in here, apart the little that leaks in through the doorway to the north, so you can discern little except vague shapes in the large dark space.\n\nObvious exits: North\n\nThere's a faint cheesy smell from somewhere.", "endoftext": false }, { "action": "You examine it", "response": "It's just a rough old brown sack, but it is quite large.", "endoftext": false }, { "action": "You look in it", "response": "The old brown sack contains an apple.", "endoftext": false }, { "action": "You examine the shutter", "response": "It's just a plain wooden shutter, mounted on the east wall. It's closed.", "endoftext": false }, { "action": "You open it", "response": "Opened.", "endoftext": false }, { "action": "You look at the shutter", "response": "It's just a plain wooden shutter, mounted on the east wall. It's open.\n\nThere's a faint cheesy smell from somewhere.", "endoftext": true }, { "action": "Look around", "response": "This vast barn looks like it might be used as storage space for the market opposite. A ladder leads up to a high platform at the south end. On the east wall is a large shutter.\n\nObvious exits: North, Up", "endoftext": false }, { "action": "Go up", "response": "You start to climb the ladder, but as you're about half way up, a rung gives way beneath you; you fall onto the next one down and that breaks too, and then you tumble back down to the ground, bringing the bottom half of the ladder with you as it crumbles into a heap of fragments.", "endoftext": false }, { "action": "You look at the platform", "response": "The platform is a raised area at the southern end of the barn's interior; it's about four metres off the floor, so from down here you can't really see what's on it.", "endoftext": false }, { "action": "You jump", "response": "You jump a little, and land back where you started.\n\nThe blue stud on your drik starts flashing, indicating that someone is trying to contact you; to accept the call, press the blue stud.", "endoftext": false }, { "action": "Thank her", "response": "\"Thank you, sublieutenant, that's useful,\" you reply. \"I'll follow it up.\"\n\n\"We only aim to serve, sir,\" she replies pertly.", "endoftext": false }, { "action": "Bye", "response": "\"Over and out,\" you say.\n\n\"Over and out, sir,\" she confirms, just before the comms link goes dead.", "endoftext": false }, { "action": "You climb the shutter", "response": "That is not something you can climb.\n\nThere's a faint cheesy smell from somewhere.", "endoftext": false }, { "action": "You examine the ladder", "response": "It's a plain wooden ladder running vertically up to the platform. It looks a little rough, and a closer examination suggests it may also be a little rotten.", "endoftext": false }, { "action": "You fly", "response": "What do you want to fly?", "endoftext": false }, { "action": "You go north", "response": "The muddy street from the centre of the town to the east ends at a ramshackle wooden bridge that has unfortunately fallen into a terminal state of disrepair, leaving no other means of crossing the river. A large wooden barn stands immediately to the south, next to a pair of tumbledown shacks, while on the north side of the street is a rough enclosed area that looks like it's probably some sort of market. Behind the market the land climbs up towards the distant forest.\n\nYou see a tiny black bug here.\n\nObvious exits: North, South, East", "endoftext": false }, { "action": "Go north", "response": "This fenced-in area of a few dozen square metres looks like it might be used for a market, both from the rubbish that's been left lying around, and the impress in the muddy ground of what might be stalls or tables. A small shed stands near the centre of the area, with a trestle table off to one side. Gaps in the fence allow egress to the south and southeast, as well as north along the bank of the river.\n\nThe dog is lying unconscious on the ground.\n\nObvious exits: North, South, Southeast, In", "endoftext": false }, { "action": "You go inside", "response": "Two people standing inside this tiny hut would be cramped; three would be excessively intimate. It is almost completely bare apart from a small hook fixed to the west wall.\n\nA fishing rod is leaning against the wall.\n\nObvious exits: Out", "endoftext": false }, { "action": "You take the hook", "response": "The hook is screwed firmly to the wall of the booth.", "endoftext": false }, { "action": "Unscrew hook", "response": "You unscrew the hook from the wall of the hut and take it.", "endoftext": false }, { "action": "You tie the line to hook", "response": "You attach the hook to the line.", "endoftext": false }, { "action": "Fish", "response": "What do you want to fish in?", "endoftext": false }, { "action": "Platform", "response": "(with the fishing rod)\nYou can't reach it from here.", "endoftext": false }, { "action": "Bait hook with worm", "response": "Done.\n\nThere's a faint cheesy smell from somewhere.", "endoftext": false }, { "action": "Fish", "response": "(fishing in the river)\n(with the fishing rod)\nWhat good luck! After a few minutes you get a bite and manage to land a small trout.", "endoftext": false }, { "action": "You examine the trout", "response": "You're not all that familiar with freshly-caught fish; the only trout you have encountered before have been the cooked variety, served up in restaurants and officers' messes, but from what you recall of the trout you've eaten, you think this fish is probably a trout. It looks a decent enough specimen, anyway.", "endoftext": false }, { "action": "Point drik at trout", "response": "(first taking the drik from the purple belt)\nOkay, you point the drik at the small trout.", "endoftext": false }, { "action": "You look at the platform", "response": "The platform is a raised area at the southern end of the barn's interior; it's about four metres off the floor, so from down here you can't really see what's on it.", "endoftext": false }, { "action": "You climb the ladder", "response": "From the trestle table you step onto one of the upper rungs of the ladder and haul yourself up onto the platform.\n\nThe loft is little more than a storage platform running the width of the barn, about three metres deep, in the space under the rafters. At the eastern end of the platform a large wooden box is fixed to the wall, next to a pile of hay in the corner.\n\nA black cat is lying on top of the box.\n\nObvious exits: Down\n\nThe cat lets out a plaintive meeow.\n\nThere's a faint cheesy smell from somewhere.", "endoftext": false }, { "action": "You give the trout to the cat", "response": "(first taking the small trout from the old brown sack)\nThe cat snatches the trout from your grasp and leaps onto the floor.", "endoftext": false }, { "action": "You open the box", "response": "Opening the large wooden box reveals a lettuce, a piece of ham, a small loaf of bread, and two tomatoes.", "endoftext": false }, { "action": "You put all from the box into the sack", "response": "lettuce:\n(first taking the lettuce)\nDone.\n\npiece of ham:\n(first taking the piece of ham)\nDone.\n\nsmall loaf of bread:\n(first taking the small loaf of bread)\nDone.\n\ntomato:\n(first taking the tomato)\nDone.\n\ntomato:\n(first taking the tomato)\nDone.", "endoftext": false }, { "action": "You examine the hay", "response": "The hay is all piled up in the corner.", "endoftext": false }, { "action": "You search the hay", "response": "Under the pile of hay is a pear.", "endoftext": false }, { "action": "You move the hay", "response": "Attempting to move it would just cause a mess.", "endoftext": false }, { "action": "You get the pear", "response": "Taken.", "endoftext": false }, { "action": "You look at it", "response": "It's green and pear-shaped.", "endoftext": true }, { "action": "You look around", "response": "The loft is little more than a storage platform running the width of the barn, about three metres deep, in the space under the rafters. At the eastern end of the platform a large wooden box is fixed to the wall, next to a pile of hay in the corner.\n\nThe cat is sitting happily chewing at the fish.\n\nObvious exits: Down", "endoftext": false }, { "action": "You examine the rafters", "response": "The rafters are simply wooden beams running east to west above your head. The southernmost one looks a little misshapen.", "endoftext": false }, { "action": "You examine the south rafter", "response": "There's a lump near the east end of the southernmost rafter.", "endoftext": false }, { "action": "You examine the lump", "response": "It's roughly cube-shaped but it's hard to make out without better light.", "endoftext": false }, { "action": "Point drik at lump", "response": "(first taking the drik from the purple belt)\nIn the direct light of the drik you can see that the lump is actually a black cube placed on the rafter.\n\nThere's a faint cheesy smell from somewhere.", "endoftext": false }, { "action": "You examine cube", "response": "All you can see from here is that it's a black cube.", "endoftext": false }, { "action": "You take the cube", "response": "The small black cube is out of reach.\n\nThe drik light goes out to conserve power.", "endoftext": false }, { "action": "You take the cube", "response": "The small black cube is out of reach.", "endoftext": false }, { "action": "You stand on the box", "response": "You're already standing on the large wooden box.", "endoftext": false }, { "action": "You jump", "response": "You carefully choose a spot between the rafters so as not to risk bumping your head, and then jump. As your head comes level with the rafters, you catch a brief glimpse of a lump on the southernmost one, but you fall back down to the floor before you can get a decent look at it.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying an ID card, a pair of safety pins, a crumpled piece of paper, a plain white sheet, an imperial flag, a white pillowcase (which contains a piece of cloth and a carrot), a small iron key, an old brown sack (which contains an apple, a lettuce, a piece of ham, a small loaf of bread, two tomatoes, and a pear), a fishing rod, and a drik. You're wearing a purple belt and a white uniform.\n\nThere's a faint cheesy smell from somewhere.", "endoftext": false }, { "action": "You hit the cube with the rod", "response": "It's too light to make an effective weapon.", "endoftext": false }, { "action": "You throw the ham at the rod", "response": "(first taking the piece of ham from the old brown sack)\nThe piece of ham hits the fishing rod without any obvious effect, and falls onto the large wooden box.", "endoftext": false }, { "action": "You throw the ham at cube", "response": "(first taking the piece of ham from the old brown sack)\nThe piece of ham strikes the small black cube and both piece of ham and small black cube fall to the floor.", "endoftext": false }, { "action": "You get the ham", "response": "Taken.", "endoftext": false }, { "action": "You look at the cube", "response": "The small black cube looks like it's made of some kind of shiny plastic, and seems featureless apart from the small slot in the side. Whatever it is, it looks more like the product of offworld technology than something that belongs on Elysium.", "endoftext": false }, { "action": "You eat the cube", "response": "It's obviously inedible.", "endoftext": false }, { "action": "You tell the pilot about the cube", "response": "\"I found a small black cube in the barn in town,\" you tell her, \"It looks far too advanced for Elysian technology.\"\n\n\"Try testing it with your drik, sir,\" she suggests.", "endoftext": false }, { "action": "Point drik at cube", "response": "The drik blade emits a short series of rapid amber flashes, confirming your suspicions: the cube is some sort of receiving device.", "endoftext": false }, { "action": "You tell the pilot about the cube", "response": "\"That black cube I told you about,\" you tell her, \"I've tested it with my drik and it turns out it's some sort of receiving device.\"\n\n\"Great galloping galazies, sir!\" she exclaims, \"And if someone's planted a receiving device in the town, where's the transmitter?\"", "endoftext": false }, { "action": "You tell the pilot about bug", "response": "\"I'm still concerned about this bug I found,\" you remark.\n\n\"You have every right to be, sir,\" she agrees, \"Bugging a Sovereign Legion building is a very serious matter.\"", "endoftext": false }, { "action": "Inventory", "response": "You are carrying an ID card, a pair of safety pins, a crumpled piece of paper, a plain white sheet, an imperial flag, a white pillowcase (which contains a piece of cloth and a carrot), a small iron key, an old brown sack (which contains an apple, a lettuce, a small loaf of bread, two tomatoes, and a pear), a fishing rod, a drik, a piece of ham, and a small black cube. You're wearing a purple belt and a white uniform.\n\nThere's a faint cheesy smell from somewhere.", "endoftext": false }, { "action": "Unfold cloth", "response": "(first taking the piece of cloth from the white pillowcase)\nYou unfold the piece of cloth. Inside the cloth you find a small wedge of cheese.", "endoftext": false }, { "action": "You look at the cheese", "response": "It's a deep yellow colour, and is a hard cheese, like some kind of cheddar. It smells quite strong, but by no means unappetizing.", "endoftext": false }, { "action": "You taste the cheese", "response": "It tastes quite strong - possibly a little overripe.", "endoftext": true }, { "action": "Go downwards", "response": "(off the large wooden box)\nOkay, you're no longer on the large wooden box.", "endoftext": true }, { "action": "Go down", "response": "This vast barn looks like it might be used as storage space for the market opposite. A ladder leads up to a high platform at the south end. On the east wall is a large shutter.\n\nThe trestle table is positioned next to the ladder.\n\nObvious exits: North, Up", "endoftext": false }, { "action": "You go north", "response": "The muddy street from the centre of the town to the east ends at a ramshackle wooden bridge that has unfortunately fallen into a terminal state of disrepair, leaving no other means of crossing the river. A large wooden barn stands immediately to the south, next to a pair of tumbledown shacks, while on the north side of the street is a rough enclosed area that looks like it's probably some sort of market. Behind the market the land climbs up towards the distant forest.\n\nYou see a tiny black bug here.\n\nObvious exits: North, South, East", "endoftext": false }, { "action": "Point drik at bug", "response": "The drik blade flashes red and emits a little beep, indicating that you have discovered a listening device.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying an ID card, a pair of safety pins, a crumpled piece of paper, a plain white sheet, an imperial flag, a white pillowcase (which contains a carrot), a small iron key, an old brown sack (which contains an apple, a lettuce, a small loaf of bread, two tomatoes, and a pear), a fishing rod, a piece of ham, a small black cube, a piece of cloth, and a tiny black bug. You're wearing a purple belt and a white uniform. The purple belt contains a drik.\n\nThere's a faint cheesy smell from somewhere.", "endoftext": false }, { "action": "You put the carrot in the sack", "response": "(first taking the carrot from the white pillowcase)\nDone.", "endoftext": false }, { "action": "You go north", "response": "This fenced-in area of a few dozen square metres looks like it might be used for a market, both from the rubbish that's been left lying around, and the impress in the muddy ground of what might be stalls or tables. A small shed stands near the centre of the area. Gaps in the fence allow egress to the south and southeast, as well as north along the bank of the river.\n\nThe dog is lying unconscious on the ground.\n\nObvious exits: North, South, Southeast, In", "endoftext": false }, { "action": "Go north", "response": "You walk north along the river bank, but at no point do you see anywhere the river could readily be crossed. You continue north up the slope until you come to the edge of the forest, which quickly becomes too dense for you to make any further progress, so at that point you turn round and retrace your steps.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying an ID card, a pair of safety pins, a crumpled piece of paper, a plain white sheet, an imperial flag, a white pillowcase, a small iron key, an old brown sack (which contains an apple, a lettuce, a small loaf of bread, two tomatoes, a pear, a carrot, a piece of cloth, and a piece of ham), a fishing rod, a small black cube, and a tiny black bug. You're wearing a purple belt and a white uniform.\nThe purple belt contains a drik.\n\nThere's a faint cheesy smell from somewhere.", "endoftext": false }, { "action": "Go south", "response": "(first unlocking the purple door, then opening it)\n\nThis office is the about the only place on Elysium that resembles your idea of civilization. A large white desk, with a standard built-in console, rests under the great golden eagle mounted on the east wall. Behind the desk sits a comfortable mock-leather chair, while a pair of smaller chairs, one red, the other white, are positioned in front of the desk, presumably for the benefit of visitors. The main door is next to the window overlooking the street to the north, while a staircase runs up against the south wall to a hatch in the ceiling. A second door is set in the east wall, to the left of the eagle, while a large portrait of the Emperor hangs opposite.\n\nObvious exits: North, East, Up", "endoftext": false }, { "action": "You go upward", "response": "Although the roof is not that high up, it affords you a reasonably good view over the town. A low parapet runs round the edge of the roof, at one end of which is a tall white flagpole with a white locker at its base. At the far end is an array of solar panels, while in between a narrow staircase leads back down through an open hatch.\n\nObvious exits: Down", "endoftext": false }, { "action": "DROP SACK, CUBE, BUG", "response": "old brown sack: Dropped.\nsmall black cube: Dropped.\ntiny black bug: Dropped.", "endoftext": false }, { "action": "You put the flag on the pole", "response": "(first unfolding the imperial flag)\nDone.", "endoftext": false }, { "action": "You raise flag", "response": "You hoist the flag to the top of the pole, where it flutters gamely in the breeze.", "endoftext": true }, { "action": "Go down", "response": "This office is the about the only place on Elysium that resembles your idea of civilization. A large white desk, with a standard built-in console, rests under the great golden eagle mounted on the east wall. Behind the desk sits a comfortable mock-leather chair, while a pair of smaller chairs, one red, the other white, are positioned in front of the desk, presumably for the benefit of visitors. The main door is next to the window overlooking the street to the north, while a staircase runs up against the south wall to a hatch in the ceiling. A second door is set in the east wall, to the left of the eagle, while a large portrait of the Emperor hangs opposite.\n\nObvious exits: North, East, Up", "endoftext": false }, { "action": "Go upwards", "response": "(first opening the hatch)\n\nAlthough the roof is not that high up, it affords you a reasonably good view over the town. A low parapet runs round the edge of the roof, at one end of which is a tall white flagpole with a white locker at its base and a flag flying from its top. At the far end is an array of solar panels, while in between a narrow staircase leads back down through an open hatch.\n\nYou see an old brown sack (which contains an apple, a lettuce, a small loaf of bread, two tomatoes, a pear, a carrot, a piece of cloth, and a piece of ham), a small black cube, and a tiny black bug here.\n\nThere's a faint cheesy smell from somewhere.\n\nObvious exits: Down", "endoftext": false }, { "action": "You take the bug", "response": "Taken.\n\nAn old man enters the town centre from the south.\n\nThere's a faint cheesy smell from somewhere.", "endoftext": false }, { "action": "You put the bug in right pocket", "response": "Done.\n\nThe old man goes to the east end of the town.\n\nThere's a faint cheesy smell from somewhere.", "endoftext": true }, { "action": "Go downward", "response": "This office is the about the only place on Elysium that resembles your idea of civilization. A large white desk, with a standard built-in console, rests under the great golden eagle mounted on the east wall. Behind the desk sits a comfortable mock-leather chair, while a pair of smaller chairs, one red, the other white, are positioned in front of the desk, presumably for the benefit of visitors. The main door is next to the window overlooking the street to the north, while a staircase runs up against the south wall to a hatch in the ceiling. A second door is set in the east wall, to the left of the eagle, while a large portrait of the Emperor hangs opposite.\n\nThe old man is standing out in the street.\n\nObvious exits: North, East, Up\n\nThe old man enters the Sovereign Legion Office. \"I'm Petroc, Chief Elder of Elysium,\" the old man introduces himself, \"I saw your flag flying, so I came - but you look even greener than the last one they sent. So what have you come to bother about us this time?\"", "endoftext": false }, { "action": "You ask him about planet", "response": "\"This is just one of our regular visits to check up on how things are going here,\" you tell him, \"So, how are things going here? Any problems?\"\n\n\"The harvest is not plentiful, children are not respectful to their parents, and parents do not produce enough children to make our numbers increase,\" he shrugs, \"Nothing changes.\"", "endoftext": false }, { "action": "You tell him about Empire", "response": "\"Let me tell you about the Empire,\" you say.\n\n\"If you must,\" he sighs.", "endoftext": false }, { "action": "You tell him about Empire", "response": "You start to tell him about the Empire, but he interrupts you with an abrupt wave of the hand. \"Some other time, maybe,\" he says.", "endoftext": false }, { "action": "You examine man", "response": "Which man do you mean, the portrait of the Emperor, or Petroc?", "endoftext": false }, { "action": "Petroc", "response": "He's a slightly-stooped old man with a weatherbeaten face, grizzled grey hair, and a straggly beard. He's standing here talking with you.\n\nPetroc is wearing a floppy hat.", "endoftext": false }, { "action": "You examine the hat", "response": "It's brown in colour and battered almost shapeless.", "endoftext": false }, { "action": "You ask him about himself", "response": "(Petroc)\n\"Did you say you're the Chief Elder?\" you ask.\n\n\"I sure did,\" he affirms, \"but that just makes me the first among equals - the Chairman of the Council of Elders, I'm not some petty emperor.\"", "endoftext": false }, { "action": "You ask him about the bridge", "response": "\"I see the bridge at the west end of town has fallen into terminal disrepair,\" you remark, \"Can't you people even maintain a bridge?\"\n\n\"You are right,\" he sighs, \"I have been trying to get agreement from my fellow Elders to act on that for some time now, but always there seem to be other priorities.\"", "endoftext": false }, { "action": "You ask him about the green house", "response": "\"What's that green house for?\" you ask.\n\n\"The Wheatsheaf, you mean?\" Petroc replies, scratching his head, \"It's the best inn in town - hell, it's the only inn in town. Too bad it's closed.\"", "endoftext": false }, { "action": "You tell Elder about Federation", "response": "\"How often do people come to meetings in this town?\" you ask.\n\n\"The Elders meet here once a month. Once a year there's a Great Gathering when anyone can come,\" he replies, \"Otherwise, it's just as and when.\"\n\n\"I've been instructed to tell you something about the Federation crisis,\" you explain, \"Ever since Relda, tension between the Empire and the Federation has been growing, and now there's a real risk of war. I'm instructed to inform you that, in the event of hostilities, the Empire will continue to protect Elysium from outside interference as it has always done, even though much of our attention will of necessity be diverted to, ah, other matters.\"\n\n\"Empire or Federation, what difference does it make to us?\" Petroc shrugs; but then his curiosity gets the better of him, \"Who or what was Relda? And why is your mighty Empire so worried about this Federation?\"", "endoftext": false }, { "action": "You tell Petroc about Relda", "response": "\"It was what happened on Relda that revealed the real nature of the Federation,\" you explain, \"Relda was one of the Federation's wealthier worlds - it may still be, for all we know. It used to be self-governing, but the Federation took more and more power away from the planetary government, and bought up more and more of the planet's assets. Then, a few years ago, the Reldans elected a new Planetary Council on a platform of wresting control of their world back from the Federation. The Federation responded by blowing up the Council and blaming it on terrorists; then they took over the planetary government themselves. Relda went from being a member-world to being a subject-world, a pattern that's been repeated all over the Federation.\"\n\n\"That is where riches and greed and human ambition always lead,\" Petroc opines, \"to injustice and oppression. That is why we have forsworn all such things here.\"", "endoftext": false }, { "action": "You tell Petroc about Federation", "response": "\"The Paranian Federation has grown nearly as strong as the Empire - it too now numbers more than sixty worlds over a comparable volume of space,\" you explain, \"Over the last two decades or so they've become more and more of a tyranny - as events on Relda showed - and they're also becoming more and more aggressive, looking for new worlds to conquer. We can't stand by and just watch this happen, so sooner or later we seem bound to clash. In any case, there's every danger they'll try to attack us!\"\n\n\"That's what your 'progress' and 'technology' does for you,\" Petroc grunts, \"Our ancestors were right to turn their backs on all that rubbish!\"", "endoftext": false }, { "action": "You tell Petroc about the bug", "response": "\"I found this planted in a pillowcase in the Legion office,\" you say, \"Know anything about it?\"\n\n\"Planted in a pillowcase, you say?\" he chortles, \"Any fool knows it won't grow if you plant it there!\"", "endoftext": false }, { "action": "You tell Petroc about the bug", "response": "\"This is a listening device; someone's trying to bug the Legion office.\" you tell him.\n\n\"Bug, you say? Well, if there's bugs in your office you ought to clean it more often,\" he replies.", "endoftext": false }, { "action": "You tell Petroc about the bug", "response": "\"This device was being used to spy on the Empire,\" you insist, a little pompously, \"Do you have any idea who might be responsible?\"\n\n\"Spy? Call that a spy? Looks more like a withered pea to me!\" he replies. \"But I suppose you're going to tell me it's one of them techno-thingies. Well, I don't know about such stuff, and I don't want to know about it!\"", "endoftext": false }, { "action": "You ask Petroc about Harcourt", "response": "\"I think we should discuss Harcourt Research,\" you suggest.\n\n\"Do you now?\" he retorts, \"I should have thought we both had better things to do!\"", "endoftext": false }, { "action": "You ask Petroc about the barn", "response": "Petroc appears baffled by your question.", "endoftext": false }, { "action": "You tell Petroc about the cube", "response": "You know better than to offend Petroc by discussing modern technology with him; he probably doesn't understand it and even if he does he certainly won't admit it.", "endoftext": false }, { "action": "You ask Petroc about previous", "response": "Petroc drowns your question in a fit of coughing.", "endoftext": false }, { "action": "You ask Petroc about Elysium", "response": "\"Is there anything you need to report, any outside interference or anything like that?\" you enquire.\n\n\"The only outside interference comes from your empire,\" Petroc grunts. But then he relents to the extent of adding, \"You haven't been talking with old Jeb, have you? You don't want to take any notice of anything he says - he's full of addle-witted fool-guff.\"", "endoftext": false }, { "action": "You ask Petroc about Jeb", "response": "\"Who or what is old Jeb?\" you wonder.\n\n\"Oh, he's just the old fool who owns the farm just across the river.\" Petroc tells you, \"He's not such a bad fellow, but he's so full of bumble-rot. He says he saw something last week - or was it the week before? He's such a muddle-wit he probably doesn't even know himself!\"", "endoftext": false }, { "action": "You ask him about Leela", "response": "\"I met a young woman called Leela in the forest on the way here,\" you inform him, \"She says she's an outcast - that you elders cast her out.\"\n\n\"I know of no Leela,\" he tells you stiffly, \"And we do not cast people out. We take care of our own on Elysium.\"", "endoftext": false }, { "action": "Keep going", "response": "\"Leela's a young woman with long dark hair, about twenty standard Earth years or so old, I'd say,\" you remark, \"Do you not know of such a woman?\"\n\n\"Your description would match any of a score of young women I know,\" Petroc complains, \"But none of them have been 'cast out'. We do not do such things.\"", "endoftext": false }, { "action": "You continue", "response": "\"Leela is half-starved and half-naked, and says none of you will feed her or clothe her,\" you tell him.\n\n\"That is nonsense; if any young woman was in such a plight, any of our people would give her food and clothing,\" Petroc replies.\n\n\"But she says you have forbidden it!\" you protest.\n\n\"That is a lie!\" he declares fiercely, \"We would never do such a thing!\"", "endoftext": false }, { "action": "Keep going", "response": "\"Leela told me you cast her out because she was asking too many questions,\" you say.\n\n\"The young always ask too many questions,\" he opines, \"that is there way. But we do not expel them for it; we simply try to teach them.\"\n\n\"Teach them what?\" you ask suspiciously.\n\n\"The answers to those questions that may be answered, and the futility of asking questions that may not.\" he replies.", "endoftext": false }, { "action": "Continue", "response": "\"So you don't know anything about the young woman I met in the forest?\" you ask.\n\n\"That is right - I do not,\" he affirms, \"Indeed, I can't believe you met anyone like that - or if you did, she must have been spinning you some right old tale!\"", "endoftext": false }, { "action": "Continue", "response": "You've exhausted that topic for now. Petroc is clearly sceptical of what Leela told you, and even of her existence.", "endoftext": false }, { "action": "You ask him about Jeb", "response": "\"What exactly did this old Jeb character think he saw?\" you ask.\n\n\"Something in the sky,\" Petroc grunts, \"at the dead of night, he says. He went out to check on a mare that was in foal, and says he saw something blotting out some stars. Sounds to me like it was just a passing cloud if it was anything at all, but the old fool swears blind it was more like something floating down from heaven. I ask you - he'll be saying it was the second coming next!\"", "endoftext": false }, { "action": "You ask him about Jeb", "response": "\"What else did Jeb say about this object he saw at night?\" you want to know.\n\n\"Well - he reckons what it was came down a little way to the north of his farm. That would make it to the northwest of here, somewhere across the river running through the forest. But that's just crazy nonsense, of course - there aint nothing there but trees and grass!\"", "endoftext": false }, { "action": "You ask him about Jeb", "response": "\"This thing that old Jeb says came down to the northwest, what could it have been?\" you wonder.\n\n\"Hell, I don't suppose it was anything,\" Petroc replies scornfully, \"Like I said, he probably just saw a cloud after having a mite too much to drink. I wouldn't have mentioned it at all except to warn you not to take no notice of it. Old Jeb is such an addle-wit I'd not set much store by anything he said.\"", "endoftext": false }, { "action": "You ask him about Jeb", "response": "\"So you haven't checked old Jeb's story out?\" you ask.\n\n\"Of course not,\" Petroc snaps, \"No one else has mentioned anything strange, and I've better things to do than waste my time checking on drunken ghost stories - and so, I imagine, have you!\"", "endoftext": false }, { "action": "You ask him about the the bridge", "response": "\"So what are you going to do about that ruined bridge?\" you ask.\n\n\"As I said, I'm trying to get my fellow Elders to agree on a repair plan,\" he reminds you, a little irritably.", "endoftext": false }, { "action": "You ask him about the bridge", "response": "He's already told you he's trying to get his fellow Elders to agree on a repair plan; there's no need to irritate him by going on about it.", "endoftext": false }, { "action": "You ask him about the technology", "response": "\"Your aversion to technology - is it some kind of religion?\" you ask.\n\n\"Not quite that, though no doubt it helps us be more in tune with life in a religious kind of way,\" he replies, \"Our ancestors, the people who first settled this world, saw what technology did to people and figured that it just wasn't good for folks to live like that. The hankering for ever better technology was just the hankering to own more, to get what you want right away without waiting for it, and to get ahead of everyone else - in a word, plain, naked greed. Your technology doesn't make folks any happier, it just makes them nastier, and blind to the really important things in life.\"", "endoftext": false }, { "action": "You ask him about the tech", "response": "Petroc ponders your question for a moment, then shakes his head.", "endoftext": false }, { "action": "You ask him about the technology", "response": "\"Surely you don't think technology is all bad,\" you protest, \"I can't believe you don't use any. Surely you must at least use ploughs in your farming, ovens to cook, looms for weaving cloth and that sort of thing.\"\n\n\"To be sure,\" Petroc allows, \"But we try to keep it as simple and basic as possible. Of course we have the means of providing ourselves with food, clothing and shelter, but beyond such basic necessities, nothing more is needful.\"", "endoftext": false }, { "action": "You ask him about the technology", "response": "\"Don't you find life very hard and dull, denying yourselves all modern luxuries and modern technology?\" you wonder.\n\n\"You forget, none of us have ever known such things, so we can't miss 'em,\" he smiles gently, \"we have what we have and we're content with that. We don't starve or freeze, but more to the point we don't kill each other for greed or fight wars with ever more terrible weapons.\nWe don't clamber over each other in some crazy race to prove who's best, who's cleverest, who's greediest and powerfulest. And as for life being dull - no, we're too busy to find life dull. Besides, in the long winter evenings there's always the tale-telling and music-making and dancing and feasting. At least we make our own entertainment - the stories passed down from our ancestors tell of human zombies on your technological worlds staring at moving pictures on screens all day long - what kind of entertainment is that? And what kind of life? Well, you may think our life hard by your soft standards, but to me it seems the only kind of life worth living. If you don't believe me, join us and find out for yourself - how about it?\"\n\n(You could say yes, say no, ask him about the planet, old Jeb, the river, himself, the council of elders, meetings, market-days, the old tales, the town, the Empire, technology, the green house, or repairs, tell him about the Federation, or Relda, or ask him for clothing.)", "endoftext": false }, { "action": "Yes", "response": "You consider Petroc's offer for a moment, and then decide it's really rather attractive. You only joined the Sovereign Legion because it's a tradition in your family, and, if you're honest with yourself, you realize that both service in the Legion and life in the Empire is all a weariness - especially with the prospect of war looming. Perhaps what you really need is a fresh start away from all the complexities of life in the modern Moltinoran Empire.\n\nSo, looking Petroc straight in the eye, you smile and reply, \"Yes, in fact I was hoping you'd offer. If you'll have me I'd like to join you.\"\n\nPetroc nods his approval, \"You are wiser than you look - and yes, you are welcome. Come, let me lead you to your new life.\"\n\nSo you follow Petroc back to his farm, and the first thing you do is swap your smart Legion uniform for a crude peasant smock. Then you spend the rest of your life learning to become a competent and contended farm labourer. In time you marry a pretty farm girl, have two fine sons and a pretty daughter, and neither the Empire nor the Federation ever bothers you again.", "endoftext": false }, { "action": "You ask him about the market days", "response": "\"How often is there a market-day in town?\" you ask.\n\n\"About every ten days or so,\" he replies, \"Less in winter, of course.\"", "endoftext": false }, { "action": "You ask him about the market days", "response": "\"Do many people come when there's a market-day?\" you wonder.\n\n\"Depends what you mean by 'many',\" he grunts. \"There don't seem to be as many coming as when I was a youngster, if that's what you mean, but there's still enough.\"", "endoftext": false }, { "action": "You ask him about the market days", "response": "\"What sort of things are traded here in the market?\" you enquire.\n\n\"Farm produce, mainly,\" he tells you, \"A few pots and pans and the like. Nothing fancy, mind.\"", "endoftext": false }, { "action": "You ask him about the market days", "response": "\"Do you use money in your markets, or barter?\" you ask.\n\n\"Money?\" he asks, with a look of repulsion appropriate to the mention of some particularly disgusting vice, \"We don't use money on Elysium. So I suppose it must be what you call 'barter'\".", "endoftext": false }, { "action": "You ask him about the market days", "response": "\"Does the market here meet everyone's needs?\" you wonder.\n\n\"I don't hear anyone complaining about it,\" he replies.", "endoftext": false }, { "action": "You ask him about the market days", "response": "There's really no more to say about markets. He's told you that there's a market-day in town about every ten days or so, though less frequently in winter. The markets use barter, not money, and trade mainly in farm produce and basic utensils. Fewer people come to the markets than in Petroc's youth, but in his opinion the markets still meet everyone's needs.", "endoftext": false }, { "action": "You ask him about the the green house", "response": "\"Why is the inn closed?\" you wonder.\n\n\"Dry rot, wet rot, stairs getting too rickety,\" he shrugs, \"Anyway, it's too unsafe for folks to use till it's been repaired.\"", "endoftext": false }, { "action": "You ask him about the the green house", "response": "\"When's the Wheatsheaf likely to open again?\" you wonder.\n\n\"This year, next year, sometime, never,\" he replies vaguely, \"It seems to be harder and harder to get anyone to do repairs these days.\"", "endoftext": false }, { "action": "You ask him about the the green house", "response": "You've plainly exhausted this topic: the Wheatsheaf is the town's only inn, but it's closed since it's badly in need of repairs which no one seems willing to carry out.", "endoftext": false }, { "action": "You ask him for clothing", "response": "\"The young woman I told you about needs some new clothes, where might I find some?\" you enquire.\n\n\"Do I look the sort of man who carries a spare set of women's clothes around?\" he snorts, \"Women make their own clothes on this world - you won't find them growing on trees!\"", "endoftext": false }, { "action": "You ask him about the the river", "response": "\"How do I get across the river?\" you ask.\n\n\"You're the one with all the clever technology - a mere river can't be a problem for you!\" Petroc replies sniffily.", "endoftext": false }, { "action": "You ask him about the the planet", "response": "\"So there's nothing else you need to tell me?\" you ask.\n\n\"Nothing,\" he insists, \"We are quite capable of ordering our affairs without your help.\"", "endoftext": false }, { "action": "You ask him about himself", "response": "\"I trust I find you in good health?\" you enquire politely.\n\n\"I have nothing to complain of in that regard,\" he shrugs.", "endoftext": false }, { "action": "You ask him about himself", "response": "\"Is there anything the Empire can do for you?\" you ask.\n\n\"Yes - you can leave us alone,\" he grunts.", "endoftext": false }, { "action": "You ask him about himself", "response": "You seem to have exhausted that topic. You've ascertained that Petroc is the Chief Elder, that he's in good health, and that he'd much rather the Empire left his people alone.", "endoftext": false }, { "action": "You ask him about the repairs", "response": "\"Why is it so difficult to get any repairs done round here?\" you want to know.\n\n\"Because no one cares any more,\" Petroc replies, his shoulders stooping dejectedly, \"Not about the town, anyway. These days it seems anyone with the necessary skills is too busy fixing up his own farm.\"", "endoftext": false }, { "action": "You ask him about the repairs", "response": "\"Are you saying that you can't get any repairs done in this town?\" you ask.\n\nPetroc lets out a heavy sigh. \"It seems to be getting pretty much that way,\" he admits.", "endoftext": false }, { "action": "You ask him about the old tales", "response": "\"What sort of old tales do you tell at your Great Gathering?\" you ask.\n\n\"Oh, all sorts,\" he replies, \"Why our ancestors left your corrupt society to come here, how they built this place, how we survived harsh winters and dry summers - and then there are all the cautionary tales, stories of how greed and pointless 'technological improvements' always lead to misery and impoverishment.\"", "endoftext": false }, { "action": "You ask him about the old tales", "response": "\"What other stories do you tell?\" you want to know.\n\n\"Now look here, youngster,\" he replies, \"you don't have time to listen to our tales, and I don't have time to tell them right now.\"", "endoftext": false }, { "action": "You ask him about the old tales", "response": "He's already indicated that he can't be bothered to tell you the old tales. So far as you can tell from what he said, they appear to act as legitimation for Elysium's backwardness.", "endoftext": false }, { "action": "You ask him about Jeb", "response": "\"Is there anything else you can tell me about old Jeb?\" you ask.\n\n\"No, not really\" he replies, \"I mean, he's a decent enough farmer and all that, and he don't generally create any trouble, but he is such an addlepated old fool. Like I said, you don't want to take any notice of him.\"", "endoftext": false }, { "action": "You ask him about the meetings", "response": "\"So you don't have that many meetings here,\" you surmise.\n\n\"We have enough,\" he shrugs.", "endoftext": false }, { "action": "You ask him about the meetings", "response": "He's already told you that the Elders meet in town once a month and that there's a Great Gathering once a year. That seems to be about as much as he's prepared to say on the topic.", "endoftext": false }, { "action": "You ask him about the Council", "response": "\"How many Elders are there?\" you ask.\n\n\"Twelve,\" he tells you, \"We each take responsibility for one district, but once a month we come together to discuss matters of common concern.\"", "endoftext": false }, { "action": "You ask him about the Council", "response": "\"What do the Elders do?\" you inquire, \"What is your function?\"\n\n\"To guide our people and preserve our ancestral ways,\" he replies, \"In particular we preserve the memory of the worlds we left behind, the greed and oppression and misery that goes with 'technology' and 'progress', so that each generation can be taught what we have escaped and why we must preserve our simple way of living.\"", "endoftext": false }, { "action": "You ask him about the Council", "response": "\"Do the Elders have a judicial function?\" you wonder.\n\n\"We settle disputes, if that's what you mean,\" he nods, \"And we discipline anyone who must be disciplined - but you must understand that there is very little crime on Elysium; our simple lifestyle simply doesn't give rise to the greed and envy that drives so much of the evildoing in your advanced technological 'civilization'.\" He looks at you for a moment then asks, with a little smile, \"Perhaps you would like to escape your oppressive lifetyle and join us?\"\n\n(You could say yes, say no, tell him about the Federation, or Relda, ask him about the town, the Empire, technology, or repairs, or ask him for clothing.)", "endoftext": false }, { "action": "No", "response": "\"No,\" you smile, \"I think not.\"\n\n\"I thought not,\" he replies.", "endoftext": false }, { "action": "You ask him about the repairs", "response": "\"Would you like some help with the repairs needed here?\" you offer, \"I'm sure we could send a team of people to fix things up nicely for you.\"\n\n\"No!\" he replies fiercely, \"We don't want any more of your imperial interference on this world than we can help!\"", "endoftext": false }, { "action": "You ask him about the town", "response": "\"Why is this town so deserted?\" you ask him.\n\n\"Because it's not a market-day or meeting-day,\" he tells you.", "endoftext": false }, { "action": "You ask him about the town", "response": "\"Does no one live in this town permanently?\" you wonder.\n\n\"Nah,\" he shakes his head, \"What would be the point? Folks have got too much to do in their own places without loafing around here.\"", "endoftext": false }, { "action": "You ask him about the town", "response": "\"Was this town always so - unoccupied?\" you enquire, avoiding the word \"run-down\" just in time.\n\n\"There used to be a few folks who stayed here more or less permanently, back in the old days,\" he replies, \"but those days have gone, and now we just use the place for markets and meetings.\"", "endoftext": false }, { "action": "You ask him about the town", "response": "You've already pursued the topic of the town as far as you tactfully can. It's obviously in decline, since people no longer live there and only come for markets and meetings.", "endoftext": false }, { "action": "You ask him about the technology", "response": "\"What about medical technology?\" you ask, \"Surely you people get sick? Things must be pretty grim for you without the benefits of modern medicine!\"\n\n\"You folks are always coming out with that tired old argument,\" Petroc chuckles, \"But from what the ancestors say about your world, it seems to me that it's your technology that causes half your illnesses in the first place. You folks just don't get enough fresh air and exercise, let alone good, healthy, natural food. That's why you need all that fancy technological medicine. There's nothing a healthy lifestyle and the right herb can't cure here well enough - till a man's reached his allotted span.\"", "endoftext": false }, { "action": "You ask him about the technology", "response": "\"So you really think your people are happy living the way they do, without all the benefits of modern technology?\" you ask incredulously.\n\n\"I don't think it; I know it,\" he assures you. \"If you don't believe me, you're mighty welcome to join us and find out for yourself; you look young enough not to have have been totally corrupted by technological ways yet. So how about it, youngster?\"\n\n(You could say yes, say no, tell him about the Federation, or Relda, ask him about the Empire, technology, or repairs, or ask him for clothing.)", "endoftext": false }, { "action": "No", "response": "\"No,\" you smile, \"I think not.\"\n\n\"I thought not,\" he replies.", "endoftext": false }, { "action": "You ask Petroc about the herbs", "response": "\"I fail to see the relevance of that question,\" he complains.", "endoftext": false }, { "action": "You ask him about Federation", "response": "\"What do you think about the Federation?\" you ask.\n\n\"Nothing I can be bothered to discuss with you right now!\" he grunts.", "endoftext": false }, { "action": "You ask him about Relda", "response": "\"I'd be interested in your views on Relda,\" you tell him.\n\n\"Then you'll just have to be disappointed, since I have no interest in indulging your idle curiosity,\" he replies.", "endoftext": false }, { "action": "You ask him about the repairs", "response": "\"So it's a real problem getting any repairs done here,\" you surmise.\n\n\"You could say that,\" he concurs.", "endoftext": false }, { "action": "You ask him about the repairs", "response": "There's no need to rub it in: it's obviously difficult to get anything repaired round here, and equally obvious that Petroc doesn't want your help.", "endoftext": false }, { "action": "You ask him about Federation", "response": "\"Tell me about the Federation,\" you say.\n\n\"Aargh, don't waste my time, I've got better things to do than talk about that!\" he snorts.", "endoftext": false }, { "action": "You ask him about Empire", "response": "\"Tell me, Petroc,\" you ask, \"How do your people actually feel about the Empire?\"\n\n\"My people?\" he echoes, \"Why, for the most part they hardly think about it at all. It's not relevant to their lives - and that's the way we like it.\"", "endoftext": false }, { "action": "You ask him about Empire", "response": "\"What do you feel about the Empire, Petroc,\" you want to know.\n\n\"The more it leaves us alone the better I like it,\" he replies, \"Or rather, the less I dislike it. No good ever came of the Empire meddling in our affairs.\"", "endoftext": false }, { "action": "You ask him about Empire", "response": "\"But don't you realize that your settlement was set up in imperial space, and that you only exist because we allow you to, and because we protect you from outside interference?\" you ask.\n\n\"I may only be an Elder of a people who no doubt seem very backward to you, young man, but I'm totally ignorant of such matters,\" he replies gruffly, \"Our ancestors were a peaceful group of settlers minding our own business when your ancestors came along and claimed we were on your land, as the strong always bully the weak. And as for 'protecting' us - go search the forest and see for yourself what your imperial 'protection' is worth.\"", "endoftext": false }, { "action": "You ask him about the forest", "response": "\"So what will I find in the forest?\" you ask.\n\n\"Go and see for yourself,\" he growls in reply.", "endoftext": false }, { "action": "Goodbye", "response": "\"Well, I think that's about it, then; I needn't detain you any longer,\" you say.\n\n\"You've already detained me quite long enough,\" Petroc concurs gruffy, \"So I shall bid you good day.\"\n\nPetroc leaves through the street door.", "endoftext": false }, { "action": "Street door", "response": "The door closes with a sharp click, indicating that it has relocked itself.\n\nPetroc goes inside the large wooden hall.", "endoftext": false }, { "action": "You open the drawer", "response": "Opening the drawer reveals a purple datatab.", "endoftext": false }, { "action": "You look at it", "response": "It's a small square of purple plastic or polymer, about 7mm to a side. By some kind of molecular wizardry, the precise technical details of which escape you, it's capable of holding several terabytes of data.", "endoftext": false }, { "action": "You put the datatab in the slot", "response": "The screen displays: \"Please enter your Authorization Code: \"", "endoftext": false }, { "action": "You enter isl-GF-ppn342", "response": "(on the console)\nThe screen displays: \"Authorization Code Correct! Access permitted.\n\"\n\nThe console screen displays a recent report on the status of Elysium.\n\nThe summary page tells you that the current population of the planet is a mere 11,345 (as of the latest count, last year), and that Elysium has the lowest GDP per head of any planet of the Empire by a very long way. The population apparently peaked at around fifteen thousand about a century ago and has been declining slowly ever since (there's a link to a lengthy social-scientific analysis of this, but you're content with the summary, which suggests that the society has simply become too stagnant). The prognosis is that within a century or two Elysian society will have become non-viable and the Empire will be able (and obliged) to move in with a fresh bunch of settlers and make something of the world (though this is not to be communicated to any of the current inhabitants) but in the meanwhile, the Elysians are to be left alone to decay as they wish, since there must be no repetition of past tragedies (there's a link to a file explaining this in more detail, but it turns out you don't have the security clearance to read it). The summary ends with an instruction to all imperial personnel operating on Elysium to keep contact and interference to the bare minimum required to monitor the status of Elysian society and ensure no outside interference.", "endoftext": false }, { "action": "You enter the report", "response": "(on the console)\nThis doesn't achieve much.", "endoftext": false }, { "action": "You look up Elders on the computer", "response": "The screen displays a link to that information, but when you try to access it you find you don't have the necessary security clearance to read it.\n\nThere doesn't seem to be any link to that from the report you're viewing.", "endoftext": false }, { "action": "You tell Soolin about Jeb", "response": "\"I'm not sure how much credence I should give to the Elder's report of what the old farmer thought he saw, but maybe I should see if I can find out any more,\" you say.\n\n\"Whatever you think, sir,\" she agrees.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying an ID card, a pair of safety pins, a crumpled piece of paper, a plain white sheet, a white pillowcase, a small iron key, and a fishing rod. You're wearing a purple belt and a white uniform. The purple belt contains a drik. Your right pocket contains a tiny black bug.", "endoftext": false }, { "action": "Go up", "response": "(first opening the hatch)\n\nAlthough the roof is not that high up, it affords you a reasonably good view over the town. A low parapet runs round the edge of the roof, at one end of which is a tall white flagpole with a white locker at its base and a flag flying from its top. At the far end is an array of solar panels, while in between a narrow staircase leads back down through an open hatch.\n\nYou see an old brown sack (which contains an apple, a lettuce, a small loaf of bread, two tomatoes, a pear, a carrot, a piece of cloth, and a piece of ham) and a small black cube here.\n\nThere's a faint cheesy smell from somewhere.\n\nObvious exits: Down", "endoftext": false }, { "action": "You look at the cube", "response": "old brown sack: Taken.\nsmall black cube: Taken.\n\nThere's a faint cheesy smell from somewhere.\n\nThe small black cube looks like it's made of some kind of shiny plastic, and seems featureless apart from the small slot in the side. Your drik tells you that it is in fact some kind of receiver.\n\nThere's a faint cheesy smell from somewhere.", "endoftext": false }, { "action": "You look in the slot", "response": "The small slot contains a black datatab.", "endoftext": false }, { "action": "You get the black datatab", "response": "Taken.\n\nThere's a faint cheesy smell from somewhere.", "endoftext": false }, { "action": "You examine it", "response": "It's a small square of black plastic or polymer, about 7mm to a side. By some kind of molecular wizardry, the precise technical details of which escape you, it's capable of holding several terabytes of data.", "endoftext": true }, { "action": "Go downwards", "response": "This office is the about the only place on Elysium that resembles your idea of civilization. A large white desk, with a standard built-in console, rests under the great golden eagle mounted on the east wall. Behind the desk sits a comfortable mock-leather chair, while a pair of smaller chairs, one red, the other white, are positioned in front of the desk, presumably for the benefit of visitors. The main door is next to the window overlooking the street to the north, while a staircase runs up against the south wall to a hatch in the ceiling. A second door is set in the east wall, to the left of the eagle, while a large portrait of the Emperor hangs opposite.\n\nObvious exits: North, East, Up\n\nThere's a faint cheesy smell from somewhere.", "endoftext": false }, { "action": "You take the purple datatab", "response": "As you remove the purple datatab, the console screen goes blank.", "endoftext": false }, { "action": "You take the black datatab", "response": "You are already carrying the black datatab.", "endoftext": false }, { "action": "You put the black datatab in the slot", "response": "(the slot)\nThe screen displays: \"Enter Password: \"", "endoftext": false }, { "action": "You enter Harcourt", "response": "(on the console)\nThe console beeps and displays:\n\n\"ACCESS DENIED\n\nEnter Password: \"\n\nThere's a faint cheesy smell from somewhere.", "endoftext": false }, { "action": "You enter isl-GF-ppn342", "response": "(on the console)\nThe console beeps and displays:\n\n\"ACCESS DENIED\n\nEnter Password: \"", "endoftext": false }, { "action": "You look under the chair", "response": "Which chair do you mean, the red chair, the comfortable mock-leather chair, or the white chair?", "endoftext": false }, { "action": "Red", "response": "You see nothing unusual under the red chair.\n\nThere's a faint cheesy smell from somewhere.", "endoftext": false }, { "action": "You look at the cube", "response": "The small black cube looks like it's made of some kind of shiny plastic, and seems featureless apart from the small slot in the side. Your drik tells you that it is in fact some kind of receiver.", "endoftext": false }, { "action": "Point drik at black datatab", "response": "(first taking the drik from the purple belt)\nOkay, you point the drik at the black datatab.", "endoftext": false }, { "action": "You go up", "response": "Although the roof is not that high up, it affords you a reasonably good view over the town. A low parapet runs round the edge of the roof, at one end of which is a tall white flagpole with a white locker at its base and a flag flying from its top. At the far end is an array of solar panels, while in between a narrow staircase leads back down through an open hatch.\n\nObvious exits: Down", "endoftext": false }, { "action": "You take the flag", "response": "The imperial flag is too far away.", "endoftext": false }, { "action": "Lower flag", "response": "You lower the flag to the base of the pole.", "endoftext": false }, { "action": "You take flag", "response": "(first detaching the imperial flag from the rope)\nTaken.\n\nThere's a faint cheesy smell from somewhere.", "endoftext": false }, { "action": "You take the pole", "response": "You are already carrying the fishing rod.", "endoftext": false }, { "action": "You examine the inn", "response": "It's a two-storey wooden house in apparently quite good repair. A sign hangs above the door.", "endoftext": false }, { "action": "You examine the sign", "response": "It's too far away to make out any detail.", "endoftext": false }, { "action": "You enter the inn", "response": "The large green house is too far away.\n\nThere's a faint cheesy smell from somewhere.", "endoftext": false }, { "action": "You examine the parapet", "response": "The parapet running round the edge of the roof is only about a metre high, and so would not provide much of a barrier to someone determined to jump off or clumsy enough to fall over. In common with the rest of the building it's covered in white plaster. A close examination of the parapet reveals what looks like a fresh scratch.", "endoftext": false }, { "action": "You examine the scratch", "response": "It's a short vertical scratch on the inside near the top, as though someone had recently dragged a sharp object up the plaster.", "endoftext": false }, { "action": "Climb sign", "response": "The weatherbeaten hanging sign is too far away.", "endoftext": false }, { "action": "You unscrew the pole", "response": "Which pole do you mean, the flagpole, or the fishing rod?", "endoftext": false }, { "action": "You examine the sign", "response": "The weatherbeaten sign is decorated with a faded picture of a sheaf of wheat.", "endoftext": false }, { "action": "You examine the ground", "response": "The street, such as it is, is little more than a beaten earth path between the buildings.", "endoftext": false }, { "action": "You examine the hall", "response": "It's the largest building at the east end of the town, but only on Elysium would it look at all impressive. It has something of the look of a run-down village hall, or a primitive parish church without a spire. At some point in its history it was painted red, but the paintwork has long since grown shabby and faded.\n\nThere's a faint cheesy smell from somewhere.", "endoftext": false }, { "action": "Go north", "response": "This seems to be a meeting hall of some sort, with rows of plain wooden benches facing a crude stage at the northern end. It's unclear whether this place is intended for religious or secular purposes; quite possibly it does duty for both. The overall effect is decidedly gloomy, even though a fair amount of sunlight steals in through the unglazed windows and the open doorway to the south.\n\nPetroc is pacing up and down on the stage.\n\nObvious exits: South\n\nPetroc turns away from you.", "endoftext": false }, { "action": "You ask Petroc about the hall", "response": "\"Hello again!\" you say.\n\n\"Oh, it's you,\" he grunts.\n\n\"What's the hall used for?\" you wonder.\n\n\"Meetings, mainly,\" he replies laconically.", "endoftext": false }, { "action": "You look at windows", "response": "They're just unglazed rectangles high up in the walls, serving to let the light in but hardly to exclude cold draughts.", "endoftext": false }, { "action": "You look at the benches", "response": "The long wooden benches are about as basic as they can get, little more than planks on legs.", "endoftext": false }, { "action": "You examine the stage", "response": "A raised area a couple of metres deep occupies the northern end of the hall.\n\nPetroc is standing on the stage.", "endoftext": false }, { "action": "You sit on the bench", "response": "Okay, you're now sitting on the benches.\n\nPetroc resumes pacing around the stage.", "endoftext": false }, { "action": "You stand", "response": "Okay, you're now standing.\n\nPetroc clasps his hands together and peers out over the hall.", "endoftext": false }, { "action": "You ask Petroc about the stage", "response": "\"Pardon my bothering you, but I just wondered whether I might have another word,\" you say.\n\n\"If you must,\" he sighs.\n\nPetroc drowns your question in a fit of coughing.", "endoftext": false }, { "action": "You go to the south", "response": "Petroc resumes pacing around the stage.\n\nThe north side of the street is occupied by a large wooden hall. On the south side is a neat single-storey white building (directly south) next to a two-storey green house (to the southeast). The street continues eastwards but quickly peters out into a narrow farmtrack as it leaves the town, while to the west it runs back towards the town centre.\n\nObvious exits: North, South, East, West, Southeast", "endoftext": false }, { "action": "You go east", "response": "You set off down the narrow farm track for a few hundred metres, until you see what you take to be a distant farmhouse some way further off to the east. Then you pause, remembering your orders tell you to leave the settlers alone (apart from the Elders you've come to meet), so after a few moments' hesitation you turn round and come back.", "endoftext": false }, { "action": "Go south", "response": "You walk a dozen metres or so down the path to the south, but find it quickly reaches the edge of town and heads out over farmland. Remembering that you're meant to be avoiding contact with all settlers apart from the Elders, you decide to turn round and retrace your steps.", "endoftext": false }, { "action": "You go north", "response": "The grassy hillside slopes gently down towards the small town below, which is surrounded by farmland and bordered by a river to the west. The centre of the town lies straight down the slope to the south. Just up the slope to the north is the edge of the forest, which can also be entered to the northwest.\n\nObvious exits: North, South, West, Northwest", "endoftext": false }, { "action": "You go north", "response": "The main north-south track runs wide and straight here. The trees are more widely spaced, so that you could easily wander among them on either side of the main track. To the south they become sparser still, indicating that the edge of the forest lies that way.\n\nObvious exits: North, South, East, West", "endoftext": false }, { "action": "Go east", "response": "You wander off among the trees to the east of the path, but find little of interest beyond more trees. Rather than wasting time in this part of the forest you return to the main path.", "endoftext": false }, { "action": "Go west", "response": "Dappled light plays through the sparsely spaced trees that thin out even more towards the southeast, where the forest ends. In principle you could walk in any direction amongst these autumnal trees, but one direction looks much the same as any other, so you could all too easily get lost, except that you know that the way back to the main path is to the east.\n\nObvious exits: East, Southeast\n\nThere's a faint cheesy smell from somewhere.", "endoftext": false }, { "action": "Go north", "response": "Alien foliage clogs the ground between the trees that crowd around you on every side. The main trail heads straight off to the north and snakes through the trees to the south. You can't see any side trails as such, but there may be the odd gap in the trees through which you could pass.\n\nObvious exits: North, South", "endoftext": false }, { "action": "You go to the north", "response": "The dirt track runs a short way north up to a ridge, just beyond which lies the hollow where your shuttle landed; to the south the track disappears into a sizeable forest. There are fields either side of the track, but they look overgrown and untended.\n\nObvious exits: North, South", "endoftext": false }, { "action": "Go south", "response": "You set off down the track and after a few minutes' walk you find yourself deep in the heart of the forest.\n\nAlien foliage clogs the ground between the trees that crowd around you on every side. The main trail heads straight off to the north and snakes through the trees to the south. You can't see any side trails as such, but there may be the odd gap in the trees through which you could pass.\n\nObvious exits: North, South", "endoftext": false }, { "action": "Go south", "response": "The path twists and turns through the trees, but broadly continues south.\n\nThe main north-south track runs wide and straight here. The trees are more widely spaced, so that you could easily wander among them on either side of the main track. To the south they become sparser still, indicating that the edge of the forest lies that way.\n\nObvious exits: North, South, East, West", "endoftext": false }, { "action": "Go west", "response": "Dappled light plays through the sparsely spaced trees that thin out even more towards the southeast, where the forest ends. In principle you could walk in any direction amongst these autumnal trees, but one direction looks much the same as any other, so you could all too easily get lost, except that you know that the way back to the main path is to the east.\n\nObvious exits: East, Southeast", "endoftext": false }, { "action": "You search trees", "response": "Well, they certainly have plenty of leaves.", "endoftext": false }, { "action": "You listen", "response": "It is not quite silent here; there are quiet forest sounds all around, maybe the rustling caused by small animals you cannot see, or the play of wind in the leaves. But though not silent, it is certainly quiet.", "endoftext": false }, { "action": "You climb the tree", "response": "You're not sure you can; tree-climbing wasn't a skill they taught you at the Legion Training School, and it feels beneath your dignity to attempt it now.", "endoftext": false }, { "action": "You ask Soolin about the forest", "response": "\"It would take too long to explain, sir,\" she replies, \"Let's talk about it later.\"", "endoftext": false }, { "action": "You tell Soolin about the black datatab", "response": "\"I found a black datatab in the black cube I found in the barn.\" you tell her.\n\n\"If you can find out what's on it, you may be able to work out who's behind all this, sir,\" she suggests.\n\n\"My thought entirely, sublieutenant,\" you agree.", "endoftext": false }, { "action": "You search the forest", "response": "(the autumnal trees)\nWell, they certainly have plenty of leaves.", "endoftext": false }, { "action": "You go to the south", "response": "You walk down the slope into the centre of the town.\n\nThis is the centre of the town, such as it is. The main street, if it can be called a street, runs east and west from here, crossing a track that runs north and south. To the northwest is a market area, opposite a large barn on the south side of the street, while to the east the street runs between a small white building (on its south side) and a large wooden hall (on its north).\n\nObvious exits: North, South, East, West, Northwest", "endoftext": false }, { "action": "You go to the west", "response": "The muddy street from the centre of the town to the east ends at a ramshackle wooden bridge that has unfortunately fallen into a terminal state of disrepair, leaving no other means of crossing the river. A large wooden barn stands immediately to the south, next to a pair of tumbledown shacks, while on the north side of the street is a rough enclosed area that looks like it's probably some sort of market. Behind the market the land climbs up towards the distant forest.\n\nObvious exits: North, South, East", "endoftext": false }, { "action": "You examine the dog", "response": "It's an ugly black mongrel with fierce-looking teeth. It is lying on the ground. It's unconscious.", "endoftext": false }, { "action": "You take the dog", "response": "The dog is far too large for you to pick up and carry around with you.", "endoftext": false }, { "action": "You give the ham to the dog", "response": "(first taking the piece of ham from the old brown sack)\nThe dog will be out cold for hours.", "endoftext": false }, { "action": "You kick the dog", "response": "It's probably best to let sleeping dogs lie.\n\nThere's a faint cheesy smell from somewhere.", "endoftext": false }, { "action": "You look at the bridge", "response": "The bridge looks ruined beyond any hope of repair; it's now little more than a collection of rotting beams slowly tumbling into the river.", "endoftext": false }, { "action": "Go north", "response": "You walk back up over the ridge, and descend into the hollow on the far side.\n\nThis grassy hollow, about thirty metres across, looks like it might once have been an impact crater. A steep slope rises just to the west, while a trail of sorts leads north and south.\n\nYour shuttle rests in the middle of the hollow.\n\nObvious exits: North, South, In\n\nThere's a faint cheesy smell from somewhere.", "endoftext": false }, { "action": "You go inside", "response": "The inside of the shuttle is not exactly spacious; there's room for the pilot and three passengers, one beside the pilot and two behind. The seats are comfortable enough, but otherwise it's all pretty basic. There's not much in front of you except the forward window; the pilot has a bank of instruments.\n\nSublieutenant Soolin is sitting in the pilot seat.\n\nObvious exits: Out\n\nAs you clamber into the flyer you sit yourself down on the front passenger seat, next to the pilot.\n\n\"Hello, sir!\" Sublieutenant Soolin greets you, \"Does this mean you're all done and ready to leave?\"", "endoftext": false }, { "action": "No", "response": "\"No, not yet,\" you reply, \"I still have things to do here.\"\n\n\"Very well,\" she sighs.", "endoftext": false }, { "action": "You ask her about the river", "response": "\"What do you reckon about the river, sublieutenant?\" you enquire.\n\nIn reply she frowns, as if she doesn't quite see the point of your question.", "endoftext": false }, { "action": "Go south", "response": "The dirt track runs a short way north up to a ridge, just beyond which lies the hollow where your shuttle landed; to the south the track disappears into a sizeable forest. There are fields either side of the track, but they look overgrown and untended.\n\nObvious exits: North, South", "endoftext": false }, { "action": "Go south", "response": "You set off down the track and after a few minutes' walk you find yourself deep in the heart of the forest.\n\nAlien foliage clogs the ground between the trees that crowd around you on every side. The main trail heads straight off to the north and snakes through the trees to the south. You can't see any side trails as such, but there may be the odd gap in the trees through which you could pass.\n\nObvious exits: North, South", "endoftext": false }, { "action": "You go north", "response": "You walk back up over the ridge, and descend into the hollow on the far side.\n\nThis grassy hollow, about thirty metres across, looks like it might once have been an impact crater. A steep slope rises just to the west, while a trail of sorts leads north and south.\n\nYour shuttle rests in the middle of the hollow.\n\nObvious exits: North, South, In", "endoftext": false }, { "action": "You close the door", "response": "(the street door)\nThe door closes with a sharp click, indicating that it has relocked itself.", "endoftext": false }, { "action": "You go to the east", "response": "This small bedroom is presumably provided in case a visiting Legion officer needs to stay overnight, but there's not much here apart from a single bed hard against the wall, a small wardrobe, and a small chest of drawers. There's a door to the west back into the office, and a tiny bathroom to the south.\n\nThe middle drawer contains a fluffy pink towel. The top drawer contains a duvet.\n\nInside the wardrobe is a small domestic robot.\n\nObvious exits: South, West", "endoftext": false }, { "action": "You look at the robot", "response": "It's one of those small cylindrical jobs, basic but robust.\nPresumably it carries out the routine maintenance and cleaning in this building. There's a yellow sticker attached to it. It's currently plugged into the wall, charging.", "endoftext": false }, { "action": "You unplug the robot", "response": "You'd better not do that while the robot is still charging.\n\nThere's a faint cheesy smell from somewhere.", "endoftext": false }, { "action": "You look at the sticker", "response": "The sticker reads, \"Last maintenance check 14-Mar-80: Fixed glitch in laundry program.\" Under the notation is a Harcourt Research Logo.", "endoftext": false }, { "action": "You take the robot", "response": "(first putting your ID card in your left pocket to make room, putting the crumpled piece of paper in your right pocket to make room, putting the plain white sheet in the old brown sack to make room, putting the fishing rod in the old brown sack to make room, putting the small black cube in the old brown sack to make room, then putting the old brown sack in the white pillowcase to make room)\nThe robot is too bulky.", "endoftext": false }, { "action": "Examine logo", "response": "The logo depicts a pair of spaceships orbiting a sun in a manner that resembles a pair of electrons orbiting an atomic nucleus. The intention is presumably to convey that Harcourt Research's technological competence encompasses all scales.", "endoftext": false }, { "action": "You enter the barn", "response": "(first entering the west end of the town)\n\nThe muddy street from the centre of the town to the east ends at a ramshackle wooden bridge that has unfortunately fallen into a terminal state of disrepair, leaving no other means of crossing the river. A large wooden barn stands immediately to the south, next to a pair of tumbledown shacks, while on the north side of the street is a rough enclosed area that looks like it's probably some sort of market. Behind the market the land climbs up towards the distant forest.\n\nObvious exits: North, South, East\n\nThis vast barn looks like it might be used as storage space for the market opposite. A ladder leads up to a high platform at the south end. On the east wall is a large shutter.\n\nThe trestle table is positioned next to the ladder.\n\nObvious exits: North, Up", "endoftext": false }, { "action": "You look at the shutter", "response": "It's just a plain wooden shutter, mounted on the east wall. It's open.", "endoftext": false }, { "action": "You examine table", "response": "It's a long wooden table, probably used by market traders selling their produce.", "endoftext": false }, { "action": "You look at the shacks", "response": "They're both small, single-storey wooden buildings. They may once have constituted rudimentary homes for people staying in the town, but they look long-since abandoned.", "endoftext": false }, { "action": "You go to the north", "response": "This fenced-in area of a few dozen square metres looks like it might be used for a market, both from the rubbish that's been left lying around, and the impress in the muddy ground of what might be stalls or tables. A small shed stands near the centre of the area. Gaps in the fence allow egress to the south and southeast, as well as north along the bank of the river.\n\nThe trestle table stands in the middle of the road.\n\nThe dog is lying unconscious on the ground.\n\nObvious exits: North, South, Southeast, In", "endoftext": false }, { "action": "Go north", "response": "You walk north along the river bank, but at no point do you see anywhere the river could readily be crossed. You continue north up the slope until you come to the edge of the forest, which quickly becomes too dense for you to make any further progress, so at that point you turn round and retrace your steps.", "endoftext": false }, { "action": "You examine river", "response": "The river flows southwards along the west side of the market area.", "endoftext": false }, { "action": "Go south", "response": "The muddy street from the centre of the town to the east ends at a ramshackle wooden bridge that has unfortunately fallen into a terminal state of disrepair, leaving no other means of crossing the river. A large wooden barn stands immediately to the south, next to a pair of tumbledown shacks, while on the north side of the street is a rough enclosed area that looks like it's probably some sort of market. Behind the market the land climbs up towards the distant forest.\n\nThe trestle table stands in the middle of the road.\n\nObvious exits: North, South, East", "endoftext": false }, { "action": "You examine the shed", "response": "The small wooden shed might be for storage, or it might be some sort of stall. Either way it's a crude wooden structure with a plain wooden door.", "endoftext": false }, { "action": "Yell", "response": "You scream as loud as you can.", "endoftext": false }, { "action": "You go south", "response": "The muddy street from the centre of the town to the east ends at a ramshackle wooden bridge that has unfortunately fallen into a terminal state of disrepair, leaving no other means of crossing the river. A large wooden barn stands immediately to the south, next to a pair of tumbledown shacks, while on the north side of the street is a rough enclosed area that looks like it's probably some sort of market. Behind the market the land climbs up towards the distant forest.\n\nObvious exits: North, South, East\n\nThere's a faint cheesy smell from somewhere.", "endoftext": false }, { "action": "You go southwest", "response": "You take a few hesitant steps in that direction, but since you can discern no clear path, you decide to go no further.\n\nThere's a faint cheesy smell from somewhere.", "endoftext": false }, { "action": "Yell", "response": "You scream as loud as you can.", "endoftext": false }, { "action": "Point drik at trees", "response": "Okay, you point the drik at the autumnal trees.", "endoftext": false }, { "action": "Stun trees", "response": "There's no point trying to shoot those; you can't stun some autumnal trees.", "endoftext": false }, { "action": "You enter the hall", "response": "(first entering the east end of the town)\n\nThe north side of the street is occupied by a large wooden hall. On the south side is a neat single-storey white building (directly south) next to a two-storey green house (to the southeast). The street continues eastwards but quickly peters out into a narrow farmtrack as it leaves the town, while to the west it runs back towards the town centre.\n\nObvious exits: North, South, East, West, Southeast\n\nThis seems to be a meeting hall of some sort, with rows of plain wooden benches facing a crude stage at the northern end. It's unclear whether this place is intended for religious or secular purposes; quite possibly it does duty for both. The overall effect is decidedly gloomy, even though a fair amount of sunlight steals in through the unglazed windows and the open doorway to the south.\n\nPetroc is pacing up and down on the stage.\n\nObvious exits: South", "endoftext": false }, { "action": "You look at benches", "response": "The long wooden benches are about as basic as they can get, little more than planks on legs.\n\nPetroc clasps his hands together and peers out over the hall.", "endoftext": false }, { "action": "You put the bug under the bench", "response": "You can't put anything under those.\n\nPetroc clumps noisily across the stage.", "endoftext": false }, { "action": "You look at the stage", "response": "A raised area a couple of metres deep occupies the northern end of the hall.\n\nPetroc is standing on the stage.\n\nPetroc pretends to ignore you.", "endoftext": false }, { "action": "You stand on the stage", "response": "Okay, you're now standing on the stage.\n\nPetroc clears his throat.", "endoftext": false }, { "action": "You jump", "response": "It would be undignified, unseemly and undiplomatic to start jumping around in front of Petroc.", "endoftext": false }, { "action": "You remove the uniform", "response": "You see no reason to start stripping off here, quite apart from the fact that your uniform shows that you bear the Emperor's authority, which is what you are here to represent.\n\nPetroc mutters something to himself.", "endoftext": false }, { "action": "You go outside", "response": "(out of the stage)\nOkay, you're no longer on the stage.\n\nThere's a faint cheesy smell from somewhere.", "endoftext": false }, { "action": "You go outside", "response": "The north side of the street is occupied by a large wooden hall. On the south side is a neat single-storey white building (directly south) next to a two-storey green house (to the southeast). The street continues eastwards but quickly peters out into a narrow farmtrack as it leaves the town, while to the west it runs back towards the town centre.\n\nObvious exits: North, South, East, West, Southeast", "endoftext": false }, { "action": "You enter barn", "response": "(first entering the west end of the town)\n\nThe muddy street from the centre of the town to the east ends at a ramshackle wooden bridge that has unfortunately fallen into a terminal state of disrepair, leaving no other means of crossing the river. A large wooden barn stands immediately to the south, next to a pair of tumbledown shacks, while on the north side of the street is a rough enclosed area that looks like it's probably some sort of market. Behind the market the land climbs up towards the distant forest.\n\nObvious exits: North, South, East\n\nThis vast barn looks like it might be used as storage space for the market opposite. A ladder leads up to a high platform at the south end. On the east wall is a large shutter.\n\nObvious exits: North, Up", "endoftext": false }, { "action": "Go north", "response": "The muddy street from the centre of the town to the east ends at a ramshackle wooden bridge that has unfortunately fallen into a terminal state of disrepair, leaving no other means of crossing the river. A large wooden barn stands immediately to the south, next to a pair of tumbledown shacks, while on the north side of the street is a rough enclosed area that looks like it's probably some sort of market. Behind the market the land climbs up towards the distant forest.\n\nObvious exits: North, South, East", "endoftext": false }, { "action": "Go up", "response": "(first standing on the trestle table)\nFrom the trestle table you step onto one of the upper rungs of the ladder and haul yourself up onto the platform.\n\nThe loft is little more than a storage platform running the width of the barn, about three metres deep, in the space under the rafters. At the eastern end of the platform a large wooden box is fixed to the wall, next to a pile of hay in the corner.\n\nThe cat is sitting happily chewing at the fish.\n\nObvious exits: Down", "endoftext": false }, { "action": "Examine box", "response": "It's a large wooden box with a heavy wooden lid. It's open.", "endoftext": false }, { "action": "You look at the cat", "response": "It's a large cat, black all over. It is sitting on the floor. It's happily feasting on a trout.", "endoftext": false }, { "action": "You examine the rafters", "response": "The rafters are simply wooden beams running east to west above your head.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying a pair of safety pins, a white pillowcase (which contains an old brown sack (which contains an apple, a lettuce, a small loaf of bread, two tomatoes, a pear, a carrot, a piece of cloth, a piece of ham, a plain white sheet, a fishing rod, and a small black cube)), a small iron key, a purple datatab, and a drik. You're wearing a purple belt and a white uniform. Your left pocket contains an ID card. Your right pocket contains a tiny black bug and a crumpled piece of paper.\n\nThere's a faint cheesy smell from somewhere.", "endoftext": false }, { "action": "You open cloth", "response": "(first taking the piece of cloth from the old brown sack)\nYou open the piece of cloth. Inside the cloth you find a small wedge of cheese.", "endoftext": true }, { "action": "You look around", "response": "The loft is little more than a storage platform running the width of the barn, about three metres deep, in the space under the rafters. At the eastern end of the platform a large wooden box is fixed to the wall, next to a pile of hay in the corner.\n\nThe cat is sitting happily chewing at the fish.\n\nObvious exits: Down", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying a pair of safety pins, a white pillowcase (which contains an old brown sack (which contains an apple, a lettuce, a small loaf of bread, two tomatoes, a pear, a carrot, a piece of ham, a plain white sheet, a fishing rod, and a small black cube)), a small iron key, a purple datatab, a drik, and a piece of cloth (which contains a small wedge of cheese). You're wearing a purple belt and a white uniform. Your left pocket contains an ID card. Your right pocket contains a tiny black bug and a crumpled piece of paper.\n\nYou can smell the cheese.", "endoftext": false }, { "action": "You put the bug on the rafter", "response": "The southernmost rafter is out of reach.", "endoftext": false }, { "action": "You wear the sheet", "response": "(first taking the plain white sheet from the old brown sack)\nYou wrap the sheet round yourself like a toga, but the style doesn't go with your uniform, and in any case the sheet quickly slips off again.", "endoftext": false }, { "action": "You examine the southernmost rafter", "response": "It looks much the same as all the others.", "endoftext": false }, { "action": "You attach the pins to the sheet", "response": "You can't attach that to the plain white sheet.\n\nYou can't attach that to the plain white sheet.", "endoftext": false }, { "action": "You go to the southeast", "response": "This is the centre of the town, such as it is. The main street, if it can be called a street, runs east and west from here, crossing a track that runs north and south. To the northwest is a market area, opposite a large barn on the south side of the street, while to the east the street runs between a small white building (on its south side) and a large wooden hall (on its north).\n\nObvious exits: North, South, East, West, Northwest\n\nYou can smell the cheese.", "endoftext": false }, { "action": "You open cloth", "response": "The piece of cloth is already unfolded.", "endoftext": false }, { "action": "You go to the south", "response": "You walk down the slope into the centre of the town.\n\nThis is the centre of the town, such as it is. The main street, if it can be called a street, runs east and west from here, crossing a track that runs north and south. To the northwest is a market area, opposite a large barn on the south side of the street, while to the east the street runs between a small white building (on its south side) and a large wooden hall (on its north).\n\nObvious exits: North, South, East, West, Northwest", "endoftext": false }, { "action": "Go east", "response": "The north side of the street is occupied by a large wooden hall. On the south side is a neat single-storey white building (directly south) next to a two-storey green house (to the southeast). The street continues eastwards but quickly peters out into a narrow farmtrack as it leaves the town, while to the west it runs back towards the town centre.\n\nObvious exits: North, South, East, West, Southeast", "endoftext": false }, { "action": "You go south", "response": "(first taking your ID card from your left pocket, unlocking the purple door, then opening it)\n\nThis office is the about the only place on Elysium that resembles your idea of civilization. A large white desk, with a standard built-in console, rests under the great golden eagle mounted on the east wall. Behind the desk sits a comfortable mock-leather chair, while a pair of smaller chairs, one red, the other white, are positioned in front of the desk, presumably for the benefit of visitors. The main door is next to the window overlooking the street to the north, while a staircase runs up against the south wall to a hatch in the ceiling. A second door is set in the east wall, to the left of the eagle, while a large portrait of the Emperor hangs opposite.\n\nObvious exits: North, East, Up", "endoftext": false }, { "action": "You examine the duvet", "response": "It's a good thick duvet, and looks like it should keep its user snug and warm; its cover is patterned but predominantly purple.", "endoftext": false }, { "action": "You examine the towel", "response": "It looks like one of those super-absorbent towels that gets a soaking person completely dry in under a minute. It also looks fresh and new.", "endoftext": false }, { "action": "You go to the north", "response": "The north side of the street is occupied by a large wooden hall. On the south side is a neat single-storey white building (directly south) next to a two-storey green house (to the southeast). The street continues eastwards but quickly peters out into a narrow farmtrack as it leaves the town, while to the west it runs back towards the town centre.\n\nObvious exits: North, South, East, West, Southeast\n\nYou can smell the cheese.", "endoftext": false }, { "action": "Go north", "response": "This seems to be a meeting hall of some sort, with rows of plain wooden benches facing a crude stage at the northern end. It's unclear whether this place is intended for religious or secular purposes; quite possibly it does duty for both. The overall effect is decidedly gloomy, even though a fair amount of sunlight steals in through the unglazed windows and the open doorway to the south.\n\nPetroc is pacing up and down on the stage.\n\nObvious exits: South\n\nPetroc gestures with his right hand, as if practising a dramatic performance in front of an imaginary audience.", "endoftext": false }, { "action": "Stun Petroc", "response": "You don't go round shooting people for no good reason.\n\nPetroc clasps his hands behind his back.", "endoftext": false }, { "action": "You drop cheese", "response": "(first taking the small wedge of cheese from the piece of cloth) Dropped.", "endoftext": false }, { "action": "You drop the cloth", "response": "Dropped.", "endoftext": false }, { "action": "Wait", "response": "Time passes...", "endoftext": true }, { "action": "Look around", "response": "The main north-south track runs wide and straight here. The trees are more widely spaced, so that you could easily wander among them on either side of the main track. To the south they become sparser still, indicating that the edge of the forest lies that way.\n\nYou see a piece of cloth (which contains a small wedge of cheese) here.\n\nYou can smell the cheese.\n\nObvious exits: North, South, East, West", "endoftext": false }, { "action": "You examine the trees", "response": "Most of the trees round here seem to be deciduous; some are already starting to shed their leaves, on others the leaves are turning various shades of red and brown.", "endoftext": false }, { "action": "You examine the town", "response": "Immediately to the west is the large green building, almost abutting the roof. Across the street to the north is a large wooden hall; the street continues west between an enclosed market area to the northwest and the large barn immediately to the west.", "endoftext": false }, { "action": "You enter Building", "response": "Which building do you mean, the small white building, the barn, or the wooden hall?", "endoftext": false }, { "action": "Green", "response": "The large green house is too far away.", "endoftext": false }, { "action": "You enter the white", "response": "This office is the about the only place on Elysium that resembles your idea of civilization. A large white desk, with a standard built-in console, rests under the great golden eagle mounted on the east wall. Behind the desk sits a comfortable mock-leather chair, while a pair of smaller chairs, one red, the other white, are positioned in front of the desk, presumably for the benefit of visitors. The main door is next to the window overlooking the street to the north, while a staircase runs up against the south wall to a hatch in the ceiling. A second door is set in the east wall, to the left of the eagle, while a large portrait of the Emperor hangs opposite.\n\nObvious exits: North, East, Up\n\nYou can smell the cheese.", "endoftext": false }, { "action": "You examine the console", "response": "It's a standard model console, with a 50 cm screen and a datatab slot. On an ordinary world it would be connected to the planet-wide datanet, but you doubt that such a thing exists on Elysium. The screen displays: \"Enter Password: \"", "endoftext": false }, { "action": "Go east", "response": "This small bedroom is presumably provided in case a visiting Legion officer needs to stay overnight, but there's not much here apart from a single bed hard against the wall, a small wardrobe, and a small chest of drawers. There's a door to the west back into the office, and a tiny bathroom to the south.\n\nThe middle drawer contains a fluffy pink towel.\n\nInside the wardrobe is a small domestic robot.\n\nObvious exits: South, West", "endoftext": false }, { "action": "You take the robot", "response": "The robot is too bulky.", "endoftext": false }, { "action": "You take the sticker", "response": "The sticker seems to be too well stuck to the robot.", "endoftext": false }, { "action": "You look at the robot", "response": "It's one of those small cylindrical jobs, basic but robust.\nPresumably it carries out the routine maintenance and cleaning in this building. There's a yellow sticker attached to it. It's currently plugged into the wall, charging.", "endoftext": false }, { "action": "You look in the slot", "response": "Which slot do you mean, the black cube slot, or the console slot?", "endoftext": false }, { "action": "You remove belt", "response": "You've no reason to take it off; it's part of your uniform.", "endoftext": false }, { "action": "You examine the buckle", "response": "The gold buckle is embossed with an imperial eagle and the letters I S L.", "endoftext": false }, { "action": "You enter the isl", "response": "You're already in the sovereign legion office.", "endoftext": false }, { "action": "You examine portrait", "response": "The portrait provides evidence that even on this insignificant world someone is taking regular care of the Legion office, since it's a portrait of Charles V, who ascended the throne only a few months ago. He's a man of about thirty, trying to look formal despite the twinkle in his eye, dressed in the traditional gold-trimmed purple cloak and golden laurel-wreath crown of his office.", "endoftext": false }, { "action": "You look at the cloak", "response": "A purple cloak is draped over the shoulders of the man in the portrait.", "endoftext": false }, { "action": "You look at the crown", "response": "The imperial crown in the portrait was clearly modelled on that of ancient Romans.", "endoftext": false }, { "action": "You go to the east", "response": "This small bedroom is presumably provided in case a visiting Legion officer needs to stay overnight, but there's not much here apart from a single bed hard against the wall, a small wardrobe, and a small chest of drawers. There's a door to the west back into the office, and a tiny bathroom to the south.\n\nThe middle drawer contains a fluffy pink towel.\n\nInside the wardrobe is a small domestic robot.\n\nObvious exits: South, West\n\nYou can smell the cheese.", "endoftext": false }, { "action": "You examine the bed", "response": "The single bed is set hard against the wall. It's nothing special but it looks comfortable enough.", "endoftext": false }, { "action": "You pull the bed", "response": "The single bed is too heavy.", "endoftext": false }, { "action": "West", "response": "On the west wall is a small fitted wardrobe, next to the door leading back into the office.", "endoftext": false }, { "action": "You look at the wardrobe", "response": "It's a fitted wardrobe, inset into the west wall. It's open.\n\nInside the wardrobe is a small domestic robot.", "endoftext": false }, { "action": "You examine the east wall", "response": "The bed is against the east wall.", "endoftext": false }, { "action": "You examine the south wall", "response": "Through the south wall is the way into the bathroom.", "endoftext": false }, { "action": "You examine the toilet", "response": "That's in the bathroom.", "endoftext": false }, { "action": "You examine the bug", "response": "It's round and black and smaller than a pea, and could easily be mistaken for an innocuous piece of dirt. But you now know that it's a state-of-the-art listening device sensitive enough to pick up any conversation held above a whisper at a range of at least ten metres.", "endoftext": false }, { "action": "You ask Soolin about herself", "response": "\"Is everything okay back there, sublieutenant?\" you ask.\n\n\"No change, sir; all's well here,\" she reports.", "endoftext": false }, { "action": "You ask Soolin about the crisis", "response": "\"I don't think the Empire has faced a crisis this big in a quarter of a millenium,\" you remark.\n\n\"Since the Border War, you mean, sir?\" she replies, \"But the Federation is much more powerful than the Free World League ever was!\"\n\n\"Quite,\" you agree grimly.", "endoftext": false }, { "action": "You ask Soolin about the crisis", "response": "\"Do you reckon this Federation crisis will be over with quickly, sublieutenant?\" you ask.\n\n\"I wish I could say I did, sir,\" she replies.", "endoftext": false }, { "action": "You ask Soolin about the crisis", "response": "You seem to have exhausted that topic for now.\n\nYou can smell the cheese.", "endoftext": false }, { "action": "You ask Soolin about League", "response": "\"At least relations with the Free World League seem better at last,\" you remark.\n\n\"Thanks to the efforts of the Emperor, I understand, sir,\" she replies.\n\n\"That's right - and not least thanks to the efforts of the Emperor when he was still a serving Legion officer,\" you add proudly.", "endoftext": false }, { "action": "Topics", "response": "You could tell her about yourself, Leela, the robot, the town, the Elder, the receiving device, or the bug.", "endoftext": false }, { "action": "You tell Soolin about Leela", "response": "\"I came across a young woman in the forest,\" you tell her, \"she seems in a bad way. Apparently she's an outcast - the Elders have turned her out and left her to fend for herself. She asked me to find some food and clothing for her.\"\n\n\"Well, that's up to you, of course, sir,\" Sublieutenant Soolin replies, \"But I didn't think you were sent here to play the Good Samaritan!\"", "endoftext": false }, { "action": "You tell Soolin about Leela", "response": "\"I'm still wondering what to do about that young woman I met,\" you say.\n\n\"That's your call, sir,\" Sublieutenant Soolin replies.", "endoftext": false }, { "action": "You tell Soolin about the robot", "response": "\"I found a robot in the Legion Office building with a Harcourt Research maintenance sticker on it,\" you inform her, \"I didn't know Harcourt Research Engineers visited this world!\"\n\n\"I suppose if it's one of their robots, then one of their engineers would be the most logical person to maintain it, sir,\" she points out.\n\n\"True,\" you concede, \"But they're hardly a company I'd trust on this particular world.\"\n\n\"Right now, they're hardy a company anyone would trust anywhere, sir!\" she points out.", "endoftext": false }, { "action": "You tell Soolin about the robot", "response": "\"I'm still wondering about that robot, and the idea of Harcourt Research on Elysium,\" you say.\n\n\"I doubt it's significant, sir,\" Sublieutenant Soolin replies, \"One engineer making a routine maintenance visit hardly constitutes a corporate takeover!\"", "endoftext": false }, { "action": "Topics", "response": "You could tell her about yourself, the town, the Elder, the receiving device, or the bug.", "endoftext": false }, { "action": "You tell Soolin about the bug", "response": "\"I've just had another thought about that bug, sublieutenant,\" you tell her, \"I found a scratch on the inside of the parapet running round the Legion Office roof. It looks as if it could have been made by some sort of grappling-hook. So someone could have scaled up onto the roof and planted the bug in the pillow-case, knowing they'd then be able to listen into any conversations taking place in the building whether the pillow-case was left in the flag locker or taken back down to the bedroom.\"\n\n\"I suppose that is a possibility, sir,\" she concurs.", "endoftext": false }, { "action": "You tell Soolin about the bug", "response": "\"I'm still concerned about this bug I found,\" you remark.\n\n\"You have every right to be, sir,\" she agrees, \"Bugging a Sovereign Legion building is a very serious matter.\"", "endoftext": false }, { "action": "You tell Soolin about the cube", "response": "\"So, sublieutenant,\" you say, \"I've found a bug in the Legion building and a receiving device in the barn. Someone's spying on us, that's for sure. I wonder if could be Harcourt Research.\"\n\n\"This is a serious matter, whoever it is, sir,\" she replies, \"I imagine that means you'll need to poke around a bit more.\"", "endoftext": false }, { "action": "Topics", "response": "You could tell her about yourself, the town, or the Elder.", "endoftext": false }, { "action": "You tell Soolin about Elder", "response": "\"I've now done all I need to do with their Elder,\" you tell her, \"He didn't have anything interesting to say about Elysium and he didn't seem all that bothered by the Federation crisis.\"\n\n\"Did you expect anything different, sir?\" she asks.\n\n\"Not really,\" you admit.", "endoftext": false }, { "action": "You tell Soolin about the town", "response": "\"Well, I've now seen this town of theirs and I don't think much of it!\" you tell her, \"It's not even a decent hamlet!\"\n\n\"You weren't exactly led to expect it would be like Romnova, sir,\" she replies, referring to the imperial capital.", "endoftext": false }, { "action": "You ask Soolin about the romnova", "response": "\"Have you ever visited Romnova, sublieutenant?\" you ask.\n\n\"I can't say I have, sir,\" she admits.\n\n\"You should some time,\" you tell her, \"it's a great city.\"\n\n\"So I've heard, sir,\" she concurs.\n\nYou can smell the cheese.", "endoftext": false }, { "action": "Topics", "response": "You could tell her about yourself, or the town.", "endoftext": false }, { "action": "You tell Soolin about the town", "response": "\"The town is practically deserted!\" you complain.\n\n\"I wonder what that says about their society, sir,\" she muses.", "endoftext": false }, { "action": "You tell Soolin about the town", "response": "She already knows you're not that impressed with the town; there's really no more to say about it.", "endoftext": false }, { "action": "You tell Soolin about yourself", "response": "\"Just checking in, sublieutenant,\" you tell her, \"right now I'm in the sovereign legion office.\"\n\n\"Right you are, sir,\" she replies.", "endoftext": false }, { "action": "Topics", "response": "You could tell her about yourself.", "endoftext": false }, { "action": "You read the letter", "response": "The letters I S L (standing for Imperial Sovereign Legion) are embossed on your belt buckle in an arc above the eagle.", "endoftext": false }, { "action": "You examine foliage", "response": "Actually, you're not entirely sure how alien it is, that is whether it's indigenous to this planet or some imported (and possibly mutated) Earthish flora you're not familiar with. But then, botany never was your strong point. Whatever it is, the bluish-green stuff looks too thick to wade through.\n\nYou can smell the cheese.", "endoftext": false }, { "action": "You examine the gap", "response": "Apart from the main path, the only gap through the trees that looks passable here is the one directly to the west. It's pretty narrow, but you could just squeeze through it.", "endoftext": false }, { "action": "You go west", "response": "You squeeze through the gap, and then blunder around in the undergrowth for a while before hitting on another path.\n\nYou seem to have found your way onto a different path from the one you just left. For one thing it looks narrower, and for another it leads west and southeast from here. The trees also look different from the ones you saw before; there's a gap through them just to the east, through which you've just emerged.\n\nObvious exits: East, West, Southeast", "endoftext": false }, { "action": "Go west", "response": "It looks as if the forest is gradually encroaching on this clearing, with the line of trees advancing slowly but steadily towards its centre year by year. Right now, it's still quite large, with a clear path running out to the east, and another to the west. A closer examination reveals what looks like the rotting remains of several buildings, now heavily overgrown and scarcely jutting about ground level, apart from the remains of a white stone building, the walls of which are more or less still standing. This building stands just to the south, while the clearing continues a short way to the north.\n\nObvious exits: North, South, East, West", "endoftext": false }, { "action": "Go south", "response": "The single room inside the building is open to the sky and mostly full of rubble. In the one corner that remains reasonably accessible, the southwest corner, a triangular light fitting remains near what would once have been the ceiling. The doorless exit lies to the north.\n\nAn old metal crate sits in the southwest corner.\n\nA battered cabinet lies half-buried under the rubble in the northeast corner of the room.\n\nObvious exits: North", "endoftext": false }, { "action": "Examine crate", "response": "The large metal crate was once painted dark green, and some of the paint remains between the patches of rust. The dust on the floor round the crate looks as if it may have been recently disturbed. It's closed.", "endoftext": false }, { "action": "Open crate", "response": "Opening the metal crate reveals a mallet and some smelly rags.", "endoftext": false }, { "action": "You take the mallet and the rags", "response": "mallet: Taken.\nsmelly rags: Taken.", "endoftext": false }, { "action": "You open cabinet", "response": "The rubble prevents you getting at the cabinet to open it.", "endoftext": false }, { "action": "You move the rubble", "response": "There's far too much rubble to shift it all, and the pieces of rubble covering the cabinet are too large to move.", "endoftext": false }, { "action": "You examine the cabinet", "response": "Most of it is buried under the rubble, but the parts you can make out are painted blue. It's closed.", "endoftext": false }, { "action": "You examine the rubble", "response": "You smash the larger pieces of rubble covering the cabinet with the mallet.\n\nThe rubble looks like it mostly consists of fragments of the collapsed ceiling.", "endoftext": false }, { "action": "Smell rags", "response": "They smell of muck, sweat, and stale leaves.", "endoftext": false }, { "action": "You hit the rubble with the mallet", "response": "You have already broken as much of it as much of it as you need to.\n\nYou have already broken as much of it as much of it as you need to.\n\nYou can smell the cheese.", "endoftext": false }, { "action": "You take the light", "response": "Given the delapidated state of its surroundings, it is still surprising firmly fixed in place.", "endoftext": false }, { "action": "Southwest", "response": "A broken light fitting is fixed high up - too high up to reach - in the southwest corner of the room.\n\nAn old metal crate sits in the southwest corner.", "endoftext": false }, { "action": "You hit the light with the mallet", "response": "The light fitting is out of reach.", "endoftext": false }, { "action": "You stand on the crate", "response": "(first getting in the southwest corner, then closing the metal crate) When you stand on the crate you catch sight of something sitting on the light fitting.", "endoftext": false }, { "action": "You look at the sw corner", "response": "A broken light fitting is fixed high up - too high up to reach - in the southwest corner of the room. On the light fitting is a small silver key.\n\nAn old metal crate sits in the southwest corner.\n\nYou are standing on the metal crate.", "endoftext": false }, { "action": "Examine strip", "response": "Which strip do you mean, the piece of cloth, the narrow strip, the blade, or the small silver key?", "endoftext": false }, { "action": "Narrow", "response": "Although most of the floor is covered with rubble, a narrow strip running from the door to the southwest corner of the room is relatively rubble-free.", "endoftext": false }, { "action": "Go outside", "response": "(out of the metal crate)\nOkay, you're no longer on the metal crate.", "endoftext": false }, { "action": "Go outside", "response": "(out of the southwest corner)\nOkay, you're no longer in the southwest corner.", "endoftext": false }, { "action": "Leave", "response": "The trees that surround this large clearing seem to be gradually encroaching upon it, though it will be a century or two yet before they finally overwhelm it. For now, the overgrown remains of several buildings are still visible, with one solitary white stone building to the south still just about standing. The clearing continues to the north, while paths lead out to east and west.\n\nObvious exits: North, South, East, West", "endoftext": false }, { "action": "You look at Leela", "response": "She's a young woman of about twenty standard Earth years of age. She is swimming in the river. So far as you can see she's completely naked.\n\nLeela swims a little nearer.", "endoftext": false }, { "action": "You remove the uniform", "response": "You see no reason to start stripping off here, quite apart from the fact that your uniform shows that you bear the Emperor's authority, which is what you are here to represent.\n\nLeela splashes herself.", "endoftext": false }, { "action": "You talk to Leela", "response": "Leela does not appear to hear you.\n\nLeela gives a cheerful wave then ducks beneath the surface.", "endoftext": false }, { "action": "Go north", "response": "Just as you are about to go Leela swims to the bank and hauls herself out of the water, then stands before you naked, dripping and beaming.\n\n\"Haven't you ever seen a naked woman before?\" she laughs, seeing the startled expression on your face, \"It's perfectly natural, you know - don't tell me you sophisticated offworlders have a problem with nudity!\" As you try not to blush, she continues, \"But if it is a problem - well, I was so sure you would bring me some new clothes I threw the old ones away. And I then managed to make myself some soap out of guba-bark and peka-leaves, and I thought I'd give myself a good wash. So - you did bring me some food and clothes, didn't you?\"", "endoftext": false }, { "action": "You give the sheet to Leela", "response": "Leela looks at the plain white sheet then says, \"I'll need to dry off first before I can try wearing anything. I don't suppose you found anything I could dry myself with?\"\n\nLeela looks at the plain white sheet then says, \"I'll need to dry off first before I can try wearing anything. I don't suppose you found anything I could dry myself with?\"", "endoftext": false }, { "action": "Go east", "response": "Leela follows close behind you. You walk a short way down to the path and arrive back in the clearing.\n\nThe trees that surround this large clearing seem to be gradually encroaching upon it, though it will be a century or two yet before they finally overwhelm it. For now, the overgrown remains of several buildings are still visible, with one solitary white stone building to the south still just about standing. The clearing continues to the north, while paths lead out to east and west.\n\nLeela enters the clearing with you.\n\nObvious exits: North, South, East, West\n\n\"Look, offworlder, I'm not trying to get rid of you or anything,\" says Leela, \"but I'm starving; is there any chance you could find me something to eat?\"", "endoftext": false }, { "action": "Go east", "response": "Leela follows close behind you. You set off down the path to the east, and continue straight on until the point where it starts to bend.\n\nA narrow path, rather faint to the southeast but becoming clearer to the west, bends through the trees at this point. It may also be possible to squeeze through the gap to the east.\n\nLeela walks along the narrow path with you.\n\nObvious exits: East, West, Southeast", "endoftext": false }, { "action": "You go east", "response": "Leela follows close behind you.\n\nAlien foliage clogs the ground between the trees that crowd around you on every side. The main trail heads straight off to the north and snakes through the trees to the south. You can't see any side trails as such, but apart from the main path, the only gap through the trees that looks passable here is the one directly to the west. It's pretty narrow, but you could just squeeze through it.\n\nLeela enters the heart of the forest with you.\n\nObvious exits: North, South, West\n\n\"I feel nice and clean now,\" Leela remarks, \"but I don't seem to be drying off as fast as I'd hoped. I don't suppose you've found anything I could dry myself with?\"", "endoftext": true }, { "action": "You look at your surroundings", "response": "Alien foliage clogs the ground between the trees that crowd around you on every side. The main trail heads straight off to the north and snakes through the trees to the south. You can't see any side trails as such, but apart from the main path, the only gap through the trees that looks passable here is the one directly to the west. It's pretty narrow, but you could just squeeze through it.\n\nLeela is standing naked in front of you.\n\nYou can smell the cheese.\n\nObvious exits: North, South, West\n\n\"You haven't told me anything about yourself,\" Leela complains. \"Who are you? What are you doing here?\"\n\n(You could tell her about yourself, or ask why she wants to know.)", "endoftext": false }, { "action": "Go south", "response": "Leela follows close behind you. The path twists and turns through the trees, but broadly continues south.\n\nThe main north-south track runs wide and straight here. The trees are more widely spaced, so that you could easily wander among them on either side of the main track. To the south they become sparser still, indicating that the edge of the forest lies that way.\n\nLeela reaches the edge of the forest with you.\n\nYou can smell the cheese.\n\nObvious exits: North, South, East, West\n\n\"Tell me honestly,\" Leela says suddenly, \"Do you find me attractive?\"\n\n(You could say yes or no, or equivocate.)", "endoftext": false }, { "action": "Yes", "response": "\"Yes, I do, Leela,\" you tell her frankly, \"In fact I think you're absolutely gorgeous!\"\n\n\"Why, thank you, kind sir!\" she beams, \"That's good, because you're not so bad yourself!\"", "endoftext": false }, { "action": "Kiss leela", "response": "She gives you a little kiss in return.", "endoftext": false }, { "action": "You examine Leela", "response": "She's a young woman of about twenty standard Earth years of age.\nShe's stark naked and dripping wet, but at least she looks a lot cleaner than before. She looks far from unattractive, but you're more struck by how lean and athletic her body looks.\n\nLeela is carrying a tomato, a carrot, a lettuce, an apple, and a small wedge of cheese.", "endoftext": false }, { "action": "No", "response": "\"Good God, no!\" you cry disdainfully, \"To me you're just a common farm-girl!\"\n\n\"Oh, I suppose that means I'm not good enough for you!\" she retorts bitterly.", "endoftext": false }, { "action": "You equivocate", "response": "Please select the saved position file to restore >\nRestored.\n\nThe main north-south track runs wide and straight here. The trees are more widely spaced, so that you could easily wander among them on either side of the main track. To the south they become sparser still, indicating that the edge of the forest lies that way.\n\nLeela is standing naked in front of you.\n\nYou can smell the cheese.\n\nObvious exits: North, South, East, West\n\n\"Well, I hardly know what to say,\" you mutter.\n\n\"How about a straight yes or no?\" she suggests.", "endoftext": false }, { "action": "You go south", "response": "\"I can't follow you into the town,\" says Leela, \"I daren't be spotted there. I'll have to wait for you here.\" She stands still and gives you a little wave as you walk away. Leela blocks you path, \"Hey! Don't try to walk away!\" she protests, \"I just asked you a question - do you find me attractive?\"\n\n\"Hello, you're back!\" Leela greets you.", "endoftext": false }, { "action": "Yes", "response": "\"Yes, I do, Leela,\" you tell her frankly, \"In fact I think you're absolutely gorgeous!\"\n\n\"Why, thank you, kind sir!\" she beams, \"That's good, because you're not so bad yourself!\"", "endoftext": false }, { "action": "Go south", "response": "\"I can't follow you into the town,\" says Leela, \"I daren't be spotted there. I'll have to wait for you here.\" She stands still and gives you a little wave as you walk away.\n\nThe grassy hillside slopes gently down towards the small town below, which is surrounded by farmland and bordered by a river to the west. The centre of the town lies straight down the slope to the south. Just up the slope to the north is the edge of the forest, which can also be entered to the northwest.\n\nObvious exits: North, South, West, Northwest", "endoftext": false }, { "action": "You go to the north", "response": "The main north-south track runs wide and straight here. The trees are more widely spaced, so that you could easily wander among them on either side of the main track. To the south they become sparser still, indicating that the edge of the forest lies that way.\n\nLeela is walking towards you.\n\nYou can smell the cheese.\n\nObvious exits: North, South, East, West\n\n\"Hello, you're back!\" Leela greets you.", "endoftext": false }, { "action": "You give the sheet to Leela", "response": "\"I couldn't find any clothes, but I thought you might be able to make something out of this,\" you say, handing her the sheet.\n\nShe takes the sheet and tries folding it and wrapping it round her, but each time she walks a few places, the sheet slips off again.\n\n\"It's no good!\" she laughs, \"I can't make it stay on! But I'll keep it anyway - perhaps I can tear a hole it in and slip it over my head, or perhaps we can come up with a way to fasten it.\"\n\nYou can smell the cheese.", "endoftext": false }, { "action": "You give the sheet to Leela", "response": "Leela already has that.\n\n\"Now I'm dry I could really do with something to wear,\" Leela remarks.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying a pair of safety pins, a white pillowcase (which contains an old brown sack (which contains a fishing rod and a small black cube)), a small iron key, a purple datatab, a drik, a tiny black bug, an ID card, a duvet, a piece of cloth, a mallet, some smelly rags, and a small silver key. You're wearing a purple belt and a white uniform. Your right pocket contains a crumpled piece of paper.\n\nYou can smell the cheese.", "endoftext": false }, { "action": "You give the pins to Leela", "response": "\"Here, I thought you could use these to pin the sheet round you somehow,\" you suggest, handing her the safety pins.\n\nAfter a couple of tries, Leela apparently works out how to operate the safety pins, then she folds the sheet and, with your help, manages to drape it round her and over one shoulder, pinning it together in a couple of places so that it stays in place. Finally she does a little twirl to demonstrate her success - and the sheet still remains in place.\n\n\"There, that's better!\" she beams.", "endoftext": false }, { "action": "You look at Leela", "response": "She's a young woman of about twenty standard Earth years of age. Now that she's cleaned up and clothed in something better than filthy rags, she looks a lot better than when you first saw her. Indeed, she's a remarkably attractive young woman, with a beautifully formed oval face framed by a cascade of long dark hair.\n\nLeela is carrying a tomato, a carrot, a lettuce, an apple, a small wedge of cheese, and a fluffy pink towel, and she's wearing a sheet.\n\n\"You have really been very good to me,\" Leela remarks, \"You hardly know me, and you're obviously someone very important, and yet you've found the time to feed me and clothe me. I'm very grateful, of course, but it's such a long time since anyone's been kind to me, and I feel - I feel more than gratitude. But what can I possibly do for a great man like you in return?\"\n\nYou can smell the cheese.\n\n(You could offer to take her offworld, or ask her for a relationship.)", "endoftext": false }, { "action": "Offer to take her offworld", "response": "\"I could do more for you,\" you point out, \"I could take you with me, offworld, and find you a new home in the Empire. There doesn't seem to be much future for you here!\"\n\n\"Could you?\" she asks, her eyes lighting up, \"How?\"\n\n\"I have a shuttle waiting nearby - that's a kind of flying machine that can take us off this planet. Come with me and I'll show you.\"\n\n\"All right, then; whenever you're ready to leave, I'll come with you,\" she declares.", "endoftext": false }, { "action": "You ask Leela about Jeb", "response": "\"Do you know anything about a fellow called old Jeb?\" you ask.\n\n\"Isn't he the old fellow who lives over...?\" she suggests.\n\n\"Over there, just across the river,\" you say.\n\n\"That's right,\" she affirms.", "endoftext": false }, { "action": "You ask her for a the relationship", "response": "\"Leela, can you give me a relationship, please?\" you ask.\n\n\"I'm not sure I care to!\" she replies.", "endoftext": false }, { "action": "You ask her for a the relationship", "response": "\"Well, I find you a very attractive woman,\" you admit, \"and it's been some time since I... and I wondered if... well, perhaps we could...\"\n\n\"Get better acquainted?\" she suggests, \"Yes, I should like that - I fancy you a lot too. Perhaps tonight we could - but in the meantime, is there anything else you want of me?'", "endoftext": false }, { "action": "Offer to take her offworld", "response": "\"I could do more for you,\" you point out, \"I could take you with me, offworld, and find you a new home in the Empire. There doesn't seem to be much future for you here!\"\n\n\"Could you?\" she asks, her eyes lighting up, \"How?\"\n\n\"I have a shuttle waiting nearby - that's a kind of flying machine that can take us off this planet. Come with me and I'll show you.\"\n\n\"All right, then; whenever you're ready to leave, I'll come with you,\" she declares.", "endoftext": false }, { "action": "You ask her about the river", "response": "\"What can you tell me about the river\"? you ask.\n\n\"Not much,\" she replies.", "endoftext": false }, { "action": "You go to the north", "response": "Leela follows close behind you.\n\nAlien foliage clogs the ground between the trees that crowd around you on every side. The main trail heads straight off to the north and snakes through the trees to the south. You can't see any side trails as such, but apart from the main path, the only gap through the trees that looks passable here is the one directly to the west. It's pretty narrow, but you could just squeeze through it.\n\nLeela enters the heart of the forest with you.\n\nYou can smell the cheese.\n\nObvious exits: North, South, West", "endoftext": false }, { "action": "Go west", "response": "Leela follows close behind you. You squeeze through the gap, and then blunder around in the undergrowth for a while before hitting on another path.\n\nA narrow path, rather faint to the southeast but becoming clearer to the west, bends through the trees at this point. It may also be possible to squeeze through the gap to the east.\n\nLeela walks along the narrow path with you.\n\nYou can smell the cheese.\n\nObvious exits: East, West, Southeast", "endoftext": false }, { "action": "Smell leela", "response": "You can smell the cheese.", "endoftext": false }, { "action": "Go west", "response": "Leela follows close behind you.\n\nThe trees that surround this large clearing seem to be gradually encroaching upon it, though it will be a century or two yet before they finally overwhelm it. For now, the overgrown remains of several buildings are still visible, with one solitary white stone building to the south still just about standing. The clearing continues to the north, while paths lead out to east and west.\n\nLeela enters the clearing with you.\n\nYou can smell the cheese.\n\nObvious exits: North, South, East, West", "endoftext": false }, { "action": "Go east", "response": "Leela follows close behind you. You walk a short way down to the path and arrive back in the clearing.\n\nThe trees that surround this large clearing seem to be gradually encroaching upon it, though it will be a century or two yet before they finally overwhelm it. For now, the overgrown remains of several buildings are still visible, with one solitary white stone building to the south still just about standing. The clearing continues to the north, while paths lead out to east and west.\n\nLeela enters the clearing with you.\n\nYou can smell the cheese.\n\nObvious exits: North, South, East, West", "endoftext": false }, { "action": "You go to the east", "response": "Leela follows close behind you. You set off down the path to the east, and continue straight on until the point where it starts to bend.\n\nA narrow path, rather faint to the southeast but becoming clearer to the west, bends through the trees at this point. It may also be possible to squeeze through the gap to the east.\n\nLeela walks along the narrow path with you.\n\nYou can smell the cheese.\n\nObvious exits: East, West, Southeast", "endoftext": false }, { "action": "You go to the south-east", "response": "Leela follows close behind you. You walk down the path some way until it finally peters out among more sparsely-spaced trees.\n\nDappled light plays through the sparsely spaced trees that thin out even more towards the southeast, where the forest ends. In principle you could walk in any direction amongst these autumnal trees, but one direction looks much the same as any other, so you could all too easily get lost, except that you know that the way back to the main path is to the east, and that there's another path to the northwest.\n\nLeela walks into the thinning forest with you.\n\nYou can smell the cheese.\n\nObvious exits: East, Northwest, Southeast", "endoftext": false }, { "action": "You go to the southeast", "response": "\"I can't follow you into the town,\" says Leela, \"I daren't be spotted there. I'll have to wait for you here.\" She stands still and gives you a little wave as you walk away.\n\nThe grassy hillside slopes gently down towards the small town below, which is surrounded by farmland and bordered by a river to the west. The centre of the town lies straight down the slope to the south. Just up the slope to the north is the edge of the forest, which can also be entered to the northwest.\n\nObvious exits: North, South, West, Northwest", "endoftext": false }, { "action": "You go north", "response": "This seems to be a meeting hall of some sort, with rows of plain wooden benches facing a crude stage at the northern end. It's unclear whether this place is intended for religious or secular purposes; quite possibly it does duty for both. The overall effect is decidedly gloomy, even though a fair amount of sunlight steals in through the unglazed windows and the open doorway to the south.\n\nPetroc is pacing up and down on the stage.\n\nObvious exits: South", "endoftext": false }, { "action": "You ask Petroc about the silver key", "response": "\"Excuse me,\" you say.\n\n\"Now what?\" he snaps.\n\n\"I fail to see the relevance of that question,\" he complains.", "endoftext": false }, { "action": "You tell Petroc about Leela", "response": "You've exhausted that topic for now. Petroc is clearly sceptical of what Leela told you, and even of her existence.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying a white pillowcase (which contains an old brown sack (which contains a fishing rod and a small black cube)), a small iron key, a purple datatab, a drik, a tiny black bug, an ID card, a duvet, a piece of cloth, a mallet, some smelly rags, and a small silver key. You're wearing a purple belt and a white uniform. Your right pocket contains a crumpled piece of paper.", "endoftext": false }, { "action": "You go to the south", "response": "Petroc resumes pacing around the stage.\n\nThe north side of the street is occupied by a large wooden hall. On the south side is a neat single-storey white building (directly south) next to a two-storey green house (to the southeast). The street continues eastwards but quickly peters out into a narrow farmtrack as it leaves the town, while to the west it runs back towards the town centre.\n\nObvious exits: North, South, East, West, Southeast", "endoftext": false }, { "action": "Go northwest", "response": "Dappled light plays through the sparsely spaced trees that thin out even more towards the southeast, where the forest ends. In principle you could walk in any direction amongst these autumnal trees, but one direction looks much the same as any other, so you could all too easily get lost, except that you know that the way back to the main path is to the east, and that there's another path to the northwest.\n\nLeela is walking towards you.\n\nYou can smell the cheese.\n\nObvious exits: East, Northwest, Southeast\n\n\"Hello, you're back!\" Leela greets you.", "endoftext": false }, { "action": "You show the silver key to Leela", "response": "\"This looks like it could be the key to the trapdoor!\" you tell her, \"Strange that it should have been left so close by!\"\n\n\"Try it, go on!\" Leela urges you.\n\nYou can smell the cheese.", "endoftext": false }, { "action": "You ask Leela about the trapdoor", "response": "\"Let's talk about something else,\" she suggests.\n\nYou can smell the cheese.", "endoftext": false }, { "action": "Go northwest", "response": "Leela follows close behind you. You wander through the trees a short way, and then manage to pick up the path.\n\nA narrow path, rather faint to the southeast but becoming clearer to the west, bends through the trees at this point. It may also be possible to squeeze through the gap to the east.\n\nLeela walks along the narrow path with you.\n\nYou can smell the cheese.\n\nObvious exits: East, West, Southeast", "endoftext": false }, { "action": "Go west", "response": "Leela follows close behind you.\n\nThe trees that surround this large clearing seem to be gradually encroaching upon it, though it will be a century or two yet before they finally overwhelm it. For now, the overgrown remains of several buildings are still visible, with one solitary white stone building to the south still just about standing. The clearing continues to the north, while paths lead out to east and west.\n\nLeela enters the clearing with you.\n\nYou can smell the cheese.\n\nObvious exits: North, South, East, West", "endoftext": false }, { "action": "Go south", "response": "Leela follows you inside.\n\nThe single room inside the building is open to the sky and mostly full of rubble. In the one corner that remains reasonably accessible, the southwest corner, a triangular light fitting remains near what would once have been the ceiling. The doorless exit lies to the north.\n\nAn old metal crate sits in the southwest corner.\n\nA battered cabinet lies half-buried under the rubble in the northeast corner of the room.\n\nLeela enters the building with you.\n\nYou can smell the cheese.\n\nObvious exits: North", "endoftext": false }, { "action": "You move the crate", "response": "You move the metal crate aside, revealing a trapdoor beneath.\n\nLeela walks over to the trapdoor, \"Oh look!\" she says, \"There was a hatch under that crate all the time!\" She tries to open the trapdoor, but without success, \"It's no good,\" she says, \"I can't budge it! I wonder what's down there!\"", "endoftext": false }, { "action": "You unlock the trapdoor with the silver key", "response": "Unlocked.\n\nYou can smell the cheese.", "endoftext": true }, { "action": "Go downward", "response": "(first getting in the southwest corner, then opening the trapdoor)\n\n\"Oh! You've managed to open it!\" Leela declares excitedly as the trapdoor swings open, \"I wonder what's down there - let's take a look!\"\n\nLeela stands in the southwest corner.\n\nLeela follows close behind you.\n\nThe light stealing in through the open trapdoor above reveals a steel ladder leading back up, but the rest of this space is shrouded in gloom.\n\nThere's a faint cheesy smell from somewhere.\n\nObvious exits: Up", "endoftext": false }, { "action": "Agree", "response": "\"I suppose that's the most plausible explanation,\" you frown, \"Though this is the first I'd heard of the Empire carrying out clandestine operations here.\"\n\n\"Obviously they don't tell you everything,\" she remarks, \"As I understand it, the only people you imperial offworlders are ever meant to see here are the Elders; is that right?\"\n\n\"Yes,\" you nod, \"But how did you know that?\"\n\n\"Because I never met anyone but an Elder who's ever spoken to an offworlder,\" she replies, \"So that means the Elders get to control the way your people see this world, and what they think is going on here. Well, maybe it is just wishful thinking on my part, but I'd like to think that your people are not quite so easily duped. But because there seems to be some kind of understanding that the only people your people are meant to meet on this world are the Elders - no doubt to spare the rest of us from offworld 'corruption' - the only way you people are ever going to learn how things really are here is by sending people to watch us in secret. What do you think?\"\n\nYou can smell the cheese.\n\n(You could agree with her ideas, tell her that you suspect illegal settlers, blame Harcourt Research, or say you don't know.)", "endoftext": false }, { "action": "You blame Harcourt", "response": "\"I'm wondering if it could be something to do with Harcourt Research,\" you tell her, \"They're a rapacious outfit, and I know at least one of their people has been on this world recently. They might be interested in trying to suss this place out some more.\"\n\n\"Who or what are Harcourt Research, and why do you suspect them?\" she wants to know.\n\n(You could tell her about Harcourt Research, yourself, the town, Petroc, the small silver key, or the raft, say it's too complicated to explain, or ask her about herself, the elders, Elysium, her questions, the town, markets or meetings, old Jeb, the mallet, or the small silver key.)", "endoftext": false }, { "action": "You tell her about Harcourt", "response": "\"Harcourt Research is the biggest commercial organization in the Empire,\" you explain, \"It's a big company doing business over lots and lots of planets. Some people have been saying for a long time that it's grown too rich and powerful, especially as it's basically owned and controlled by one man, Charles Harcourt. Anyway Harcourt, the man, is now in a lot of trouble, but his company is still operating, at least for now. Some people say it's a bit ruthless in its pursuit of wealth and profits, so if it saw something here it thought it could use - well, it would be tempted to send someone to investigate, at least.\"\n\n\"I'm not sure I understood all of that,\" she admits, \"But I think I get the general picture: there's this big group of people who think Elysium might have something they want, and you think they might have sent someone along to see if it's actually worth taking. Is that what you're saying?\"\n\n\"More or less, Leela\" you nod.\n\nShe frowns thoughtfully for a few moments, then remarks, \"But if they did find something they wanted, they'd have to come back to get it, and if they had to come often the Empire would stop them, wouldn't it? I mean, offworlders aren't meant to come here that often, are they?\"", "endoftext": false }, { "action": "Yes", "response": "\"Yes; someone from the Sovereign Legion calls every four months or so,\" you tell her, \"But no one else, of course. No one else is allowed to come here. That's the agreement we made with you.\"\n\n\"I see,\" she nods.", "endoftext": false }, { "action": "You examine the raft", "response": "The raft, which is currently deflated, is made of some dark green rubbery material. The only marking is a small label bearing the manufacturer's name. Attached to the raft are a small red handle and a small green handle.\n\nLeela yawns and then stands up again. \"Well, I can't lie around all day,\" she remarks, \"Found anything else interesting down here?\"\n\nYou can smell the cheese.", "endoftext": false }, { "action": "You examine the label", "response": "The label on the raft reads \"Relda Raft Corp. - Mark IV Inflatable\"", "endoftext": true }, { "action": "You look around", "response": "The cellar is about the same size as the room above, but in slightly better condition. The walls have suffered from centuries of damp, so that little of the original white paint shows through the dark mould and damp stains. The only things of any significance to have survived the ravages of the years are a tall metal cabinet in one corner and the ladder leading up to an open trapdoor in another.\n\nA large mattress lies on the floor in the middle of the room.\n\nYou see a dark green knapsack here.\n\nLeela is standing nearby.\n\nYou can smell the cheese.\n\nObvious exits: Up", "endoftext": false }, { "action": "You examine the knapsack", "response": "It looks reasonably new and of modern design. There are no obvious identifying marks but it looks like it could be either standard military issue or the sort of thing sold in camping shops anywhere round the known galaxy, though the lack of any trademark makes it seem unlikely that this is a consumer item. It's closed.", "endoftext": false }, { "action": "You open it", "response": "Opening the dark green knapsack reveals a ration pack, a small round mirror, and a small black comb.", "endoftext": false }, { "action": "You examine the mirror", "response": "It's just a small round hand-mirror, in which you can see your face. Its casing is made of a rather tasteless shade of orange plastic, and there's a serial number stamped on the back. A closer look at the casing reveals a narrow crack running round its rim, suggesting there may be some way to open it up.", "endoftext": false }, { "action": "You open the mirror", "response": "(first taking the small round mirror)\nYou open the mirror casing so that the back folds over to face the front at an angle of about 45 degrees.\n\nYou can smell the cheese.", "endoftext": false }, { "action": "You look in the mirror", "response": "You see your own reflection. How fetching.", "endoftext": false }, { "action": "You examine the serial number", "response": "The serial number stamped on the back of the mirror is \"IOHop80Advx\". As reflected in the mirror it reads \"xvbA08qoHOI\".", "endoftext": false }, { "action": "You look at pack", "response": "It's a small container labeled \"Field Rations\" It's closed.", "endoftext": false }, { "action": "You open it", "response": "Opening the ration pack reveals three food bars.", "endoftext": false }, { "action": "You look at the comb", "response": "It's just an ordinary small black comb; but a closer inspection reveals a couple of long dark hairs attached to it.", "endoftext": false }, { "action": "You look at the hairs", "response": "There's only a couple of them, and they're very fine, so it's difficult to be precise about their colour, but they're both fairly long.", "endoftext": false }, { "action": "You examine Leela", "response": "She's a young woman of about twenty standard Earth years of age. Now that she's cleaned up and clothed in something better than filthy rags, she looks a lot better than when you first saw her. Indeed, she's a remarkably attractive young woman, with a beautifully formed oval face framed by a cascade of long dark hair.\n\nLeela is carrying a tomato, a carrot, a lettuce, an apple, a small wedge of cheese, and a fluffy pink towel, and she's wearing a sheet.", "endoftext": false }, { "action": "You take the knapsack", "response": "Taken.\n\nYou can smell the cheese.", "endoftext": false }, { "action": "You look under the mattress", "response": "The floor under the mattress looks much the same as it does in the rest of the room.", "endoftext": false }, { "action": "You examine the cabinet", "response": "It looks old and battered enough to be part of the original furnishings, although it's still basically sound. It's closed.", "endoftext": false }, { "action": "You open it", "response": "A plain black jumpsuit hangs in the cabinet.", "endoftext": false }, { "action": "You look at the jumpsuit", "response": "It's a plain black jumpsuit of a modern cut, rather too small for you and probably made for a woman. A closer inspection reveals that it has a single small pocket.", "endoftext": false }, { "action": "You look in the jumpsuit", "response": "(first opening the jumpsuit pocket)\nThe jumpsuit pocket contains an orange datatab.", "endoftext": false }, { "action": "You ask Leela about the jumpsuit", "response": "\"And people say I ask too many questions,\" she replies.", "endoftext": false }, { "action": "You ask Leela about Leela", "response": "\"How long will you be an outcast for, Leela?\" you inquire.\n\n\"Goodness knows!\" she replies, \"This present bunch of Elders isn't in any hurry to take me back. Maybe once they've all dropped dead their replacements will be more forgiving - but I'm not counting on it.\"\n\nYou can smell the cheese.", "endoftext": false }, { "action": "You wear the jumpsuit", "response": "\"Leela, I'd like you to wear the black jumpsuit,\" you tell her.\n\n\"I'm sure there are all sorts of things you'd like me to do, offworlder,\" she replies, \"But not even an outcast farm-girl does everything she's asked to by a man she's only just met!\"", "endoftext": false }, { "action": "You go up", "response": "Leela follows you up the ladder.\n\nInside the Stone Building (standing in the southwest corner)\nThe single room inside the building is open to the sky and mostly full of rubble. In the one corner that remains reasonably accessible, the southwest corner, a triangular light fitting remains near what would once have been the ceiling. The doorless exit lies to the north.\n\nA battered cabinet lies half-buried under the rubble in the northeast corner of the room.\n\nAn old metal crate sits by the wall, next to the trapdoor in the corner.\n\nLeela scrambles up through the trapdoor after you.\n\nYou can smell the cheese.\n\nObvious exits: North, Down", "endoftext": false }, { "action": "You go north", "response": "(first getting out of the southwest corner)\n\nLeela gets out of the southwest corner.\n\nLeela follows close behind you.\n\nThe trees that surround this large clearing seem to be gradually encroaching upon it, though it will be a century or two yet before they finally overwhelm it. For now, the overgrown remains of several buildings are still visible, with one solitary white stone building to the south still just about standing. The clearing continues to the north, while paths lead out to east and west.\n\nLeela enters the clearing with you.\n\nYou can smell the cheese.\n\nObvious exits: North, South, East, West", "endoftext": false }, { "action": "Go southeast", "response": "Leela follows close behind you. You walk down the path some way until it finally peters out among more sparsely-spaced trees.\n\nDappled light plays through the sparsely spaced trees that thin out even more towards the southeast, where the forest ends. In principle you could walk in any direction amongst these autumnal trees, but one direction looks much the same as any other, so you could all too easily get lost, except that you know that the way back to the main path is to the east, and that there's another path to the northwest.\n\nLeela walks into the thinning forest with you.\n\nYou can smell the cheese.\n\nObvious exits: East, Northwest, Southeast\n\nThe drik light goes out to conserve power.", "endoftext": false }, { "action": "You examine the mirror", "response": "It's just a small round hand-mirror, in which you can see your face. Its casing is made of a rather tasteless shade of orange plastic, and there's a serial number stamped on the back. The casing is currently open, so that the back is folded round to face the mirror.", "endoftext": false }, { "action": "You examine number", "response": "The serial number stamped on the back of the mirror is \"IOHop80Advx\". As reflected in the mirror it reads \"xvbA08qoHOI\".", "endoftext": false }, { "action": "You take the black datatab", "response": "As you remove the black datatab, the console screen goes blank.", "endoftext": false }, { "action": "You put the orange tab in the slot", "response": "(the slot)\nThe screen displays: \"Enter Password: \"", "endoftext": false }, { "action": "You enter the xvba08qohoi", "response": "(on the console)\nThe screen displays: \"Correct!\"\n\n\"My initial survey of the small inhabited district of Elysium indicates that this world could well serve our interests in the event of war with the Empire. The imperial authorities take a minimal interest in the inhabitants, and their allegiance to the Empire appears equally minimal. Moreover, the inhabitants are unbelievably primitive in their lifestyle, and have no significant military capacity. An invasion by a single company of our troops would suffice to conquer and hold this world. The inhabitants could be forced into slave labour (see below) and also used as hostages against any attempt by imperial forces to retake the world. Any slaughter of Elysians could then be represented as the consequence of a bungled imperial military operation - indications are that this would not be the Empire's first military blunder on Elysium.\n\nElysium has no industry beyond the bare minimum required to support their primitive farming methods. Nevertheless, its agricultural assets would be capable of sustaining a moderate-sized Federation force if placed under Federation management and equipped with modern machinery. Increased productivity would allow us to employ the surplus native labour thereby created in munitions factories to supply our forces; needless to say we should have to set up such factories ourselves, but the natives, though primitive, do not seem unduly stupid and could certainly be trained to work in such factories.\n\nSuch a scheme would enable us to sustain a sizeable fleet in the Elysium system indefinitely, apart from an imperial counter-attack. Holding an imperial world deep in imperial space may be of both strategic and propaganda value to us.\n\nWhether the capture of Elysium would in fact be strategically worthwhile is beyond my brief to determine. My initial survey indicates that it would be tactically feasible.\n\nTwo further items of intelligence need to be determined before my investigation is complete, however:\n(1) How often the Empire comes to check up on Elysium.\n(2) In what strength the Empire comes to check up on Elysium.\n\nSquadleader Anita Johnson, FFIS.\"", "endoftext": false }, { "action": "You tell Soolin about the orange datatab", "response": "\"I found a datatab,\" you say, \"in the pocket of a black jumpsuit I found in the basement of an old ruin in the forest.\"\n\n\"Do you know what's on it, sir?\"\n\n\"Yes,\" you reply,\"It's a report from a Federation agent working on Elysium, suggesting that it would be tactically feasible for the Federation to invade and use this planet as a base behind our lines in the event of war.\"\n\n\"Goodness!\" Sublieutenant Soolin's voice declares.", "endoftext": false }, { "action": "You tell Soolin about the orange datatab", "response": "\"The existence of this datatab shows that there must be a Federation spy operating on this planet, sublieutenant,\" you tell her.\n\n\"I appreciate that, sir.\" she replies, \"Have you any idea who it might be?\"", "endoftext": false }, { "action": "You tell Soolin about Anita", "response": "\"I see, sir,\" she replies blandly.", "endoftext": false }, { "action": "Yes", "response": "\"Yes - at least I have my suspicious, sublieutenant,\" you tell her, \"but I'd like to make sure.\"\n\n\"Just as you say, sir,\" she replies.", "endoftext": false }, { "action": "Topics", "response": "You could tell her about yourself, the mallet, or the raft, or ask her about the Federation crisis.", "endoftext": false }, { "action": "You tell Soolin about the raft", "response": "\"I found this raft in the basement of the ruined building in the forest,\" you tell her, \"According to the label it was manufactured by the Reldan Raft Corporation!\"\n\n\"That's very odd, sir,\" Sublieutenant Soolin opines, \"Relda's a Federation world!\"\n\n\"Quite so, sublieutenant,\" you concur.", "endoftext": false }, { "action": "You tell Soolin about the mallet", "response": "\"I found a mallet in a ruined building in the forest,\" you tell her. \"It looks like it's of offworld manufacture.\"\n\n\"That's odd,\" she replies, \"It would be interesting to know where it came from; I don't suppose there's a manufacturer's name on it anywhere?\"", "endoftext": false }, { "action": "You examine the mallet", "response": "The handle has a rubber grip to enable you to get a firm hold, while the head is wood tipped with steel.", "endoftext": false }, { "action": "You examine the grip", "response": "Which grip do you mean, the drik handle, or the mallet handle?", "endoftext": false }, { "action": "Mallet", "response": "The rubber grip is orange, and covers most of the handle. A closer inspection of the end of the handle shows the words \"Made on Paran\" inscribed there.", "endoftext": false }, { "action": "You tell Soolin about the mallet", "response": "\"I've just taken another look at that mallet I found, the handle is stamped 'Made in Paran'!\"\n\n\"That's very suspicious, sir,\" Sublieutenant Soolin replies, \"especially with that Reldan-manufactured raft as well. That's two items of Federation manufacture you've found in the forest.\"\n\n\"Quite, sublieutenant,\" you agree.", "endoftext": false }, { "action": "You tell Soolin about the hair", "response": "\"You have really nice-looking hair, sublieutenant,\" you tell her, \"I bet it looks great when you let it down!\"\n\n\"Don't you have anything better to discuss, sir?\" she retorts, trying not to either look or sound too embarrassed.", "endoftext": false }, { "action": "Topics", "response": "You could tell her about yourself, or ask her about the Federation crisis.", "endoftext": false }, { "action": "You ask Soolin about the crisis", "response": "\"I wonder if the Federation really would have tried to come here and take this place over,\" you muse.\n\n\"I think they're ruthless enough to try anything, sir,\" she replies.", "endoftext": false }, { "action": "Bye", "response": "\"Over and out,\" you say.\n\n\"Over and out, sir,\" she confirms, just before the comms link goes dead.", "endoftext": false }, { "action": "You take the orange tab", "response": "As you remove the orange datatab, the console screen goes blank.", "endoftext": false }, { "action": "You put the black tab in the computer", "response": "The screen displays: \"Enter Password: \"", "endoftext": false }, { "action": "Full", "response": "In 976 moves, you have scored 16 of a possible 30 points. You could reach a winning ending with only 21 points. Your score consists of:\n1 point for reading your orders\n1 point for finding the bug\n2 points for feeding the cat\n2 points for finding the receiver\n2 points for hoisting the imperial flag\n1 point for finding the gap through the trees\n1 point for satisfying Leela's hunger\n1 point for giving Leela the towel to dry herself with\n1 point for finding Leela something to wear\n4 points for reading the orange datatab", "endoftext": false }, { "action": "You look at the raft", "response": "The raft, which is currently deflated, is made of some dark green rubbery material. The only marking is a small label bearing the manufacturer's name. Attached to the raft are a small red handle and a small green handle.", "endoftext": false }, { "action": "You examine the red handle", "response": "It's marked \"Pull to deflate\".", "endoftext": false }, { "action": "You examine the green handle", "response": "It's marked \"Pull to inflate\".", "endoftext": false }, { "action": "You go north", "response": "(first opening the street door)\n\nThe north side of the street is occupied by a large wooden hall. On the south side is a neat single-storey white building (directly south) next to a two-storey green house (to the southeast). The street continues eastwards but quickly peters out into a narrow farmtrack as it leaves the town, while to the west it runs back towards the town centre.\n\nObvious exits: North, South, East, West, Southeast", "endoftext": false }, { "action": "Inflate raft", "response": "There's a hiss of rushing air as the raft inflates.", "endoftext": false }, { "action": "You put the raft in the river", "response": "The bank by the broken bridge is too steep for you to put raft into the river here; that is, you could put it into the river, but you wouldn't be able to hold onto it or get into it.", "endoftext": false }, { "action": "You go north", "response": "This fenced-in area of a few dozen square metres looks like it might be used for a market, both from the rubbish that's been left lying around, and the impress in the muddy ground of what might be stalls or tables. A small shed stands near the centre of the area. Gaps in the fence allow egress to the south and southeast, as well as north along the bank of the river.\n\nThe dog is lying unconscious on the ground.\n\nObvious exits: North, South, Southeast, In", "endoftext": false }, { "action": "You put the raft in river", "response": "The bank is still quite steep here; you manage to lower the inflated raft into the water, but then it slips out of your grasp and gets carried downstream.", "endoftext": false }, { "action": "Go south", "response": "The muddy street from the centre of the town to the east ends at a ramshackle wooden bridge that has unfortunately fallen into a terminal state of disrepair, leaving no other means of crossing the river. A large wooden barn stands immediately to the south, next to a pair of tumbledown shacks, while on the north side of the street is a rough enclosed area that looks like it's probably some sort of market. Behind the market the land climbs up towards the distant forest.\n\nAn inflated rubber raft floats in the middle of the river.\n\nObvious exits: North, South, East", "endoftext": false }, { "action": "You examine the raft", "response": "The raft, which is currently inflated, is made of some dark green rubbery material. The only marking is a small label bearing the manufacturer's name. Attached to the raft are a small red handle and a small green handle.", "endoftext": false }, { "action": "Fish", "response": "(fishing in the river)\n(with the fishing rod)\n(first taking the fishing rod from the old brown sack)\nYou don't catch anything; but then since your line isn't baited, maybe that's not so surprising.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying a white pillowcase (which contains an old brown sack (which contains a fishing rod and a small black cube)), a small iron key, a purple datatab, a drik, a tiny black bug, an ID card, a duvet, a piece of cloth, a mallet, some smelly rags, a small silver key, a small round mirror, a dark green knapsack (which contains a ration pack (which contains three food bars) and a small black comb), and an orange datatab. You're wearing a purple belt and a white uniform. Your right pocket contains a crumpled piece of paper.", "endoftext": false }, { "action": "You throw the hook at raft", "response": "(first taking the small hook from the fishing line)\nThe small hook hits the inflated rubber raft without any obvious effect, and falls to the street.", "endoftext": false }, { "action": "You pull green", "response": "(the dark green knapsack)\nPulling the dark green knapsack has no effect.", "endoftext": false }, { "action": "You examine the rod", "response": "It's quite crude, comprising a long wooden pole with a line attached. A small hook is attached to the line.", "endoftext": false }, { "action": "You throw the rod at the raft", "response": "(first taking the fishing rod from the old brown sack)\nThe fishing rod hits the inflated rubber raft without any obvious effect, and falls to the street.", "endoftext": true }, { "action": "Go downward", "response": "(off the trestle table)\nOkay, you're no longer on the trestle table.", "endoftext": false }, { "action": "You take orange", "response": "(the orange datatab)\nTaken.\n\nYou can smell the cheese.", "endoftext": false }, { "action": "You open the mirror", "response": "(first taking the small round mirror from the dark green knapsack)\nYou open the mirror casing so that the back folds over to face the front at an angle of about 45 degrees.", "endoftext": false }, { "action": "You take the raft", "response": "You are already carrying the rubber raft.\n\nYou can smell the cheese.", "endoftext": true }, { "action": "You look around", "response": "The cellar is about the same size as the room above, but in slightly better condition. The walls have suffered from centuries of damp, so that little of the original white paint shows through the dark mould and damp stains. The only things of any significance to have survived the ravages of the years are a tall metal cabinet in one corner and the ladder leading up to an open trapdoor in another.\n\nA plain black jumpsuit hangs in the cabinet.\n\nA large mattress lies on the floor in the middle of the room.\n\nLeela is standing nearby.\n\nYou can smell the cheese.\n\nObvious exits: Up", "endoftext": false }, { "action": "You move the cabinet", "response": "The tall metal cabinet is too heavy.", "endoftext": false }, { "action": "You go up", "response": "Leela follows you up the ladder.\n\nInside the Stone Building (standing in the southwest corner)\nThe single room inside the building is open to the sky and mostly full of rubble. In the one corner that remains reasonably accessible, the southwest corner, a triangular light fitting remains near what would once have been the ceiling. The doorless exit lies to the north.\n\nA battered cabinet lies half-buried under the rubble in the northeast corner of the room.\n\nAn old metal crate sits by the wall, next to the trapdoor in the corner.\n\nLeela scrambles up through the trapdoor after you.\n\nYou can smell the cheese.\n\nObvious exits: North, Down", "endoftext": false }, { "action": "Stud", "response": "The drik goes dark.", "endoftext": false }, { "action": "Handle", "response": "(the rubber grip)\nThe rubber grip is orange, and covers most of the handle. A closer inspection of the end of the handle shows the words \"Made on Paran\" inscribed there.", "endoftext": false }, { "action": "You look at the raft", "response": "The raft, which is currently deflated, is made of some dark green rubbery material. The only marking is a small label bearing the manufacturer's name. Attached to the raft are a small red handle and a small green handle.", "endoftext": false }, { "action": "You tell Soolin about the mallet", "response": "\"I found this mallet in a ruined building in the forest,\" you tell her, \"the handle is stamped 'Made in Paran'!\"\n\n\"That's very suspicious, sir,\" Sublieutenant Soolin replies, \"what in seven score solar systems is a mallet made on the Federation capital doing on Elysium?\"\n\n\"Quite, sublieutenant,\" you agree.", "endoftext": false }, { "action": "You tell Soolin about the raft", "response": "\"I found this raft in the basement of the ruined building in the forest,\" you tell her, \"According to the label it was manufactured by the Reldan Raft Corporation!\"\n\n\"That's very odd, sir,\" Sublieutenant Soolin opines, \"Relda's a Federation world; and what with that Paranian-made mallet you found, that makes two Federation-made artifacts left in that building!\"\n\n\"Quite so, sublieutenant,\" you concur.", "endoftext": false }, { "action": "You ask Soolin about Federation", "response": "\"I wonder if the Federation really would have tried to come here and take this place over,\" you muse.\n\n\"I think they're ruthless enough to try anything, sir,\" she replies.", "endoftext": false }, { "action": "You ask Soolin about the crisis", "response": "\"You realize what that little discovery I made on that orange tab means, sublieutenant,\" you say.\n\n\"Yes, sir,\" she replies, \"it means the Federation is thinking of going to war with us.\"", "endoftext": false }, { "action": "Topics", "response": "You could tell her about yourself, or the mallet, or ask her about the Federation crisis.", "endoftext": false }, { "action": "You ask Soolin about the mallet", "response": "\"I found this mallet in a ruined building in the forest,\" you tell her, \"the handle is stamped 'Made in Paran'!\"\n\n\"That's very suspicious, sir,\" Sublieutenant Soolin replies, \"especially with that Reldan-manufactured raft as well. That's two items of Federation manufacture you've found in the forest.\"\n\n\"Quite, sublieutenant,\" you agree.", "endoftext": false }, { "action": "You examine the rags", "response": "They're dirty, ragged and torn and look ready to fall to bits at any instant. They also look suspiciously like the rags Leela was wearing.", "endoftext": false }, { "action": "You examine the silver key", "response": "It looks like the key to a maglock; there are no teeth or grooves and the key data is presumably encoded in its plain metal strip. The key is obviously quite new.", "endoftext": false }, { "action": "You look at the cube", "response": "The small black cube looks like it's made of some kind of shiny plastic, and seems featureless apart from the small slot in the side. Your drik tells you that it is in fact some kind of receiver.", "endoftext": false }, { "action": "You point the drik at the silver key", "response": "Okay, you point the drik at the small silver key.", "endoftext": false }, { "action": "Go north", "response": "Leela follows close behind you.\n\nHere the clearing is more overgrown than the main part of the clearing to the south, and among the undergrowth you can see a series of mounds.\n\nLeela enters the north side of the clearing with you.\n\nYou can smell the cheese.\n\nObvious exits: South\n\n\"Something terrible happened here long ago,\" Leela shudders, \"I can feel it. And just look at all those graves.\" she turns to you with a sombre look, \"We heard stories...\"", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying a white pillowcase (which contains an old brown sack (which contains a fishing rod and a small black cube)), a small iron key, a purple datatab, a tiny black bug, an ID card, a duvet, a piece of cloth, a mallet, some smelly rags, a small silver key, a rubber raft, a dark green knapsack (which contains a ration pack and a small black comb), a small round mirror, a black datatab, and an orange datatab. You're wearing a purple belt and a white uniform. The purple belt contains a drik. Your right pocket contains a crumpled piece of paper.\n\nYou can smell the cheese.", "endoftext": false }, { "action": "You look at the mounds", "response": "The mounds are remarkably regular, all just under two metres long and set out in straight rows. These rows seem to continue among the trees to the north, but there the ground has become too overgrown to allow close investigation. A closer inspection of the mounds suggests that they could well be old graves, and including those that are starting to be concealed by the ever-encroaching forest, there must be well over three dozen of them. On one of the graves you can just make out a weathered headstone. One or two of the others nearby look suspiciously bumpy.\n\nYou can smell the cheese.", "endoftext": false }, { "action": "Oops mounds", "response": "You find the rim of an old steel helmet poking out of the top of one of the mounds, and the end of a piece of wood jutting out of another.\n\n\"I hope you don't make a habit of digging up graves!\" Leela remarks, \"What did you find? Show me!\"", "endoftext": false }, { "action": "You look at the headstone", "response": "The headstone is covered with dirt and moss, making it virtually impossible to read the faded lettering that was once incised on it.\n\nYou can smell the cheese.", "endoftext": false }, { "action": "You clean it", "response": "You wipe some of the dirt off the headstone, revealing most of the lettering beneath. The rather crude lettering reads:\n\nb. 4th April 2687\nd. 14th July 2722\n\nR.I.P.\n\n\"Mark Villiers,\" Leela reads, \"He's been here a long time. What do IPC and RIP mean?\"\n\n\"Imperial Police Corps and Rest in Peace,\" you tell her.\n\n\"I wonder who he was and what he did to end up here, among all these other graves,\" she muses.\n\n(You could ask her where she learned to read, tell her about yourself, the town, Petroc, the orange datatab, the small silver key, or the raft, or ask her about herself, the elders, Elysium, her questions, the stories, the town, markets or meetings, old Jeb, the mallet, or the small silver key.)", "endoftext": false }, { "action": "You ask Leela where she learned to read", "response": "\"Just as a matter of interest, Leela, where did you learn to read?\" you ask, a little suspiciously.\n\n\"My parents taught me,\" she replies, laughing, \"I know Elysium must seem very backward to you, offworlder, but we're not so backward that we don't have reading and writing!\"\n\nYou can smell the cheese.", "endoftext": false }, { "action": "You get the helmet", "response": "You manage to pull the helmet clear of the burial mound.", "endoftext": false }, { "action": "You get the wood", "response": "You manage to pull the broken piece of wood clear of the burial mound.", "endoftext": false }, { "action": "You look at wood", "response": "It looks like the left-hand half of a sign that's been broken near the middle. On it is some lettering that reads \"IMPERIAL POL\"\n\nYou can smell the cheese.", "endoftext": false }, { "action": "You look at the helmet", "response": "It's battered and rusty, and obviously old. It looks as if it was once green, and on the front you can just make out a very faded golden eagle. It looks like it might have been an Imperial Marines helmet, but it's certainly not the current pattern. If the helmet were in better condition, it would belong in a military museum.", "endoftext": false }, { "action": "You show the helmet to Leela", "response": "\"Have a look at this,\" you say, handing her the helmet.\n\nShe takes it and looks at with evident distaste, before handing it back. \"What do you think it is?\" she asks.\n\n\"It's an Imperial Marines helmet, I reckon, but one of a very old pattern. It must be centuries old,\" you tell her, taking it back from her.\n\n\"So your soldiers were here,\" she remarks.", "endoftext": false }, { "action": "You show the wood to Leela", "response": "She looks at the broken sign, and reads, \"Imperial Pol? Who's Pol?'\n\n\"Police, perhaps,\" you suggest.", "endoftext": false }, { "action": "You dig in the mounds", "response": "You don't fancy doing any more digging in the graves with your bare hands, and you're not sure you fancy digging up the graves any further in any case: you've probably discovered all there is to find near the surface, and you don't want to start digging up old human bones.\n\nYou can smell the cheese.", "endoftext": true }, { "action": "You look at your surroundings", "response": "Here the clearing is more overgrown than the main part of the clearing to the south, and among the undergrowth you can see a series of mounds.\n\nLeela is standing nearby.\n\nYou can smell the cheese.\n\nObvious exits: South", "endoftext": false }, { "action": "You look at the undergrowth", "response": "The thick, tangled undergrowth looks horribly like the advanced guard of the inexorably encroaching forest. Amongst the undergrowth you see a series of mounds.", "endoftext": false }, { "action": "Point drik at mounds", "response": "(first taking the drik from the purple belt)\nOkay, you point the drik at the mounds.", "endoftext": false }, { "action": "Point drik at helmet", "response": "Okay, you point the drik at the helmet.", "endoftext": false }, { "action": "You ask Leela for the cheese", "response": "\"Leela, can you give me the small wedge of cheese, please?\" you ask.\n\n\"I'm not sure I care to!\" she replies.", "endoftext": false }, { "action": "You eat the cheese", "response": "(first taking the small wedge of cheese)\nLeela won't let you have that.", "endoftext": false }, { "action": "Go south", "response": "Leela follows close behind you.\n\nThe trees that surround this large clearing seem to be gradually encroaching upon it, though it will be a century or two yet before they finally overwhelm it. For now, the overgrown remains of several buildings are still visible, with one solitary white stone building to the south still just about standing. The clearing continues to the north, while paths lead out to east and west.\n\nLeela enters the clearing with you.\n\nYou can smell the cheese.\n\nObvious exits: North, South, East, West", "endoftext": false }, { "action": "Examine remains", "response": "There's really very little left except some pieces of rotting timber forming the outlines of floor plans of two or three large buildings. Even these are largely overgrown with grass and weeds and moss, and you suspect that in a few more decades even these poor remains will have vanished from sight.", "endoftext": false }, { "action": "You look at the bridge", "response": "The bridge has long since vanished, perhaps having collapsed into the river a century or so past; a couple of rotting posts sticking out of the ground are all that remain to suggest that there was once a bridge here.", "endoftext": false }, { "action": "You take the posts", "response": "The posts are firmly embedded in the ground.", "endoftext": false }, { "action": "You go south", "response": "The trees and undergrowth along the bank make it impossible to go that way.", "endoftext": false }, { "action": "Go east", "response": "Leela follows close behind you. You walk a short way down to the path and arrive back in the clearing.\n\nThe trees that surround this large clearing seem to be gradually encroaching upon it, though it will be a century or two yet before they finally overwhelm it. For now, the overgrown remains of several buildings are still visible, with one solitary white stone building to the south still just about standing. The clearing continues to the north, while paths lead out to east and west.\n\nLeela enters the clearing with you.\n\nYou can smell the cheese.\n\nObvious exits: North, South, East, West", "endoftext": false }, { "action": "You go to the east", "response": "Leela follows close behind you. You set off down the path to the east, and continue straight on until the point where it starts to bend.\n\nA narrow path, rather faint to the southeast but becoming clearer to the west, bends through the trees at this point. It may also be possible to squeeze through the gap to the east.\n\nLeela walks along the narrow path with you.\n\nYou can smell the cheese.\n\nObvious exits: East, West, Southeast", "endoftext": false }, { "action": "You go to the north", "response": "Alien foliage clogs the ground between the trees that crowd around you on every side. The main trail heads straight off to the north and snakes through the trees to the south. You can't see any side trails as such, but apart from the main path, the only gap through the trees that looks passable here is the one directly to the west. It's pretty narrow, but you could just squeeze through it.\n\nObvious exits: North, South, West", "endoftext": false }, { "action": "Go west", "response": "You squeeze through the gap, and then blunder around in the undergrowth for a while before hitting on another path.\n\nA narrow path, rather faint to the southeast but becoming clearer to the west, bends through the trees at this point. It may also be possible to squeeze through the gap to the east.\n\nObvious exits: East, West, Southeast", "endoftext": false }, { "action": "Go west", "response": "The trees that surround this large clearing seem to be gradually encroaching upon it, though it will be a century or two yet before they finally overwhelm it. For now, the overgrown remains of several buildings are still visible, with one solitary white stone building to the south still just about standing. The clearing continues to the north, while paths lead out to east and west.\n\nObvious exits: North, South, East, West", "endoftext": false }, { "action": "You put the raft in the river", "response": "You lower the raft into the water.", "endoftext": false }, { "action": "You enter raft", "response": "You clamber aboard the raft. Okay, you're now sitting in the inflated rubber raft.", "endoftext": false }, { "action": "Paddle with wood", "response": "(paddling the inflated rubber raft)\nYou paddle the raft with the broken piece of wood over to the west bank of the river.\n\nOn the River (sitting in the inflated rubber raft)\nYou are sitting in an inflatable raft that's floating near the west bank of the river.\n\nObvious exits: East, West, Out", "endoftext": false }, { "action": "Go outside", "response": "(first standing up, then getting out of the inflated rubber raft)\n\nThere's a clear view up and down the river from here, and it seems you could walk some way along the bank to north and south, while an overgrown path disappears off through the trees to the west. A solitary wooden post sticking out of the ground is all that remains of what may once have been a bridge.\n\nThe river contains an inflated rubber raft.\n\nObvious exits: North, South, East, West", "endoftext": false }, { "action": "You pull the red handle", "response": "There's a hiss of rushing air as the raft deflates.", "endoftext": false }, { "action": "You look at the post", "response": "It's a round post, about ten centimetres in diameter, broken off about half a metre from the ground.", "endoftext": false }, { "action": "You tell Soolin about the graves", "response": "\"I've come across some old graves in a clearing in the forest,\" you say, \"There must be dozens of them!\" you say, \"anyway, one of them still has a headstone. Apparently it's for some chap called Mark Villiers who was an IPC subcenturion back in the twenty-eighth century.\"\n\n\"Hang on a moment, sir,\" she replies. After a brief pause she continues, \"I've just checked the on-board datastore. Apparently there was a Subcenturion Mark Villiers of the IPC who was stationed here from 2720. It says he died here in 2722.\"\n\n\"That matches the date on the tombstomb,\" you tell her.\n\n\"Then it's obviously the same chap.\" you say.", "endoftext": false }, { "action": "You tell Soolin about the graves", "response": "\"Does your datastore say anything else about Villiers?\" you ask.\n\n\"Just standard details of an unremarkable service record,\" she replies, \"Plus, date of birth: 4th April 2687; planet of birth: Logya.\"\n\n\"Nothing about how or why he died?\" you wonder.\n\n\"No, sir,\" she replies, \"It's strangely silent about that. I wonder if it could be related to whatever it was that went so horribly wrong here way back when?\"\n\n\"I was wondering that too,\" you say.", "endoftext": false }, { "action": "You examine bottle", "response": "It's a clear plastic bottle of the sort that would be quite unremarkable on any human-occupied world but here. According to the label it contains \"Magiclean All-In-One Conditioning Shampoo and Body Cleanser (manufactured by Stellarchem, a Harcourt Research Company)\". It contains a bright green liquid.", "endoftext": false }, { "action": "You tell Soolin about the bottle", "response": "\"I found a bottle of Magiclean All-In-One Conditioning Shampoo and Body Cleanser just across the river, hidden under an old bridge-support,\" you tell her.\n\n\"It's a popular brand, sir,\" she remarks, \"I use it myself. But if you found it by the river I'd guess that woman you met in the forest has been using it - in which case she can hardly be what she seems.\"\n\n\"That's what's worrying me,\" you confess, \"I suppose there could be some other explanation - another strange woman visiting the forest.\"\n\n\"Soolin's razor, sir: strange women should not be multiplied beyond necessity,\" she replies pertly.", "endoftext": true }, { "action": "Look around", "response": "There's a clear view up and down the river from here, and it seems you could walk some way along the bank to north and south, while an overgrown path disappears off through the trees to the west.\n\nObvious exits: North, South, West", "endoftext": false }, { "action": "Go south", "response": "You walk downstream along the river bank for a couple of hundred metres or so until you reach a point where a stream joins the river from the west. Since this makes progress further south impossible, you are forced to turn round and come back.", "endoftext": false }, { "action": "You go north", "response": "You walk upstream by the river for a couple of hundred metres, but the ground becomes increasingly steep, until it reaches the point where you'd be climbing as much as walking. At that point you decide it probably isn't worth the effort, so you turn back.", "endoftext": false }, { "action": "Go west", "response": "You battle your way along the overgrown path for a dozen metres or so, then suddenly emerge into a field.\n\nThe path from the east emerges in an overgrown field bounded by forest to east and south, a stream to the west, and a slope rising to the north. The most striking feature, however, is the strange green structure half-hidden next to the trees to the south.\n\nObvious exits: North, South, East, In", "endoftext": false }, { "action": "You examine the structure", "response": "It's hard to make out exactly what it is, since it's covered by a dark green tarpaulin. Whatever it is it's about three metres long and stands about two metres high at its highest point. If this was your homeworld you'd guess it was a piece of farm machinery covered up to protect it from the elements, but you don't expect to find such things on Elysium. On the other hand it looks the wrong shape for a hayrick and a distinctly odd shape for a farm building.", "endoftext": false }, { "action": "Go south", "response": "You wander a short distance into the forest, but it quickly becomes apparent that you can't get very far in any direction. The stream that runs down the west side of the field bend round to the east through the forest to join the river a little south of where you crossed it, and thus bars progress further south, or in any other direction except back north into the field. After satisfying yourself that there is nothing of interest hidden among the trees, you accordingly retrace your steps.", "endoftext": false }, { "action": "You move the tarp", "response": "It's too firmly tied down.", "endoftext": false }, { "action": "You untie the tarp", "response": "You unfasten three of the ties from their spikes; that should be enough.", "endoftext": false }, { "action": "You move the tarp", "response": "It's rather unwieldy to manhandle by yourself; besides, if all you want to do is to see what's inside, you could just crawl through the gap underneath it.", "endoftext": false }, { "action": "You enter", "response": "You crawl under the tarpaulin.\n\nUnder the Tarpaulin (in the dark)\nYou can't see much, but you're aware that a large object is taking up most of the space here.\n\nObvious exits: Out", "endoftext": false }, { "action": "You examine the object", "response": "Although it's a large object, nearly three metres long, it's quite small for what it is - a single-person shuttle (i.e. a craft for conveying someone between an orbiting spaceship and the planetary surface). Apart from a cryptic sequence of tiny letters under the door, it is unmarked and painted black all over, suggesting a desire for stealth. You can't immediately identify the model, but you don't think it's an imperial one.", "endoftext": false }, { "action": "You look at the letters", "response": "(the tiny letters)\nThe letters stencilled under the shuttle door are almost too tiny to make out. By shining your drik directly at them you just manage to decipher them as AHAYWEH.", "endoftext": false }, { "action": "You unlock the ship with the silver key", "response": "The ship that brought you to Elysium is in orbit round the planet; you can't see it from here.", "endoftext": false }, { "action": "You examine the door", "response": "Like the rest of the shuttle, it's black, with a cryptic sequence of tiny letters stencilled just underneath.", "endoftext": false }, { "action": "You tell Soolin about the shuttle", "response": "\"I'd say that black shuttle and that datatab together provide pretty conclusive evidence of Federation interference on this world,\" you remark.\n\n\"It certainly looks that way, sir,\" she agrees.", "endoftext": false }, { "action": "You tell Soolin about AHAYWEH", "response": "\"I'll bear that in mind, sir,\" she promises.", "endoftext": false }, { "action": "Go outside", "response": "The path from the east emerges in an overgrown field bounded by forest to east and south, a stream to the west, and a slope rising to the north. The most striking feature, however, is the strange green structure half-hidden next to the trees to the south.\n\nObvious exits: North, South, East, In", "endoftext": false }, { "action": "You examine the stream", "response": "It's just over a couple of metres wide at this point and flowing quite fast. Upstream you can see it tumbling down a slope to the north, whereas a little way downstream it starts to bend round to the southeast.", "endoftext": false }, { "action": "Tie tarp", "response": "You refasten the tarpaulin to the spikes.", "endoftext": false }, { "action": "Go north", "response": "You walk up the slope, and pause to take in the view. Looking south you can see over part of the forest to what may be farmland beyond.\nSo far as you can tell there's more farmland lying in the distance to north and west, while just a little way over to the east the river cuts through the forest. You see no need to risk confrontation with the settlers by walking over their fields, so after spending a few more moments taking in the view, you walk back down the slope.", "endoftext": false }, { "action": "Go south", "response": "You wander a short distance into the forest, but it quickly becomes apparent that you can't get very far in any direction. The stream that runs down the west side of the field bend round to the east through the forest to join the river a little south of where you crossed it, and thus bars progress further south, or in any other direction except back north into the field. After satisfying yourself that there is nothing of interest hidden among the trees, you accordingly retrace your steps.", "endoftext": false }, { "action": "You pull the green handle", "response": "There's a hiss of rushing air as the raft inflates.", "endoftext": false }, { "action": "You put the raft in the stream", "response": "As you lower the raft into the stream, the current snatches it from your grasp and begans to carry it downstream. You race after it and just manage to retrieve it from the water before it disappears out of sight.", "endoftext": false }, { "action": "You pull the red handle", "response": "There's a hiss of rushing air as the raft deflates.", "endoftext": false }, { "action": "You tell Soolin about Jeb", "response": "\"Presumably that black shuttle I just found was what the Elder told me the old farmer saw coming down out of the sky a couple of weeks back,\" you say.\n\n\"Presumably, sir,\" she agrees.", "endoftext": false }, { "action": "You tell Soolin about the mallet", "response": "\"I found this mallet in a ruined building in the forest,\" you tell her, \"the handle is stamped 'Made in Paran'!\"\n\n\"That's very suspicious, sir,\" Sublieutenant Soolin replies, \"especially with that Reldan-manufactured raft as well. That's two items of Federation manufacture you've found in the forest.\"\n\n\"Quite, sublieutenant,\" you agree.", "endoftext": false }, { "action": "You ask Soolin about the crisis", "response": "\"Is the navy ready for war with the Federation, do you think?\" you ask.\n\n\"Ready enough, sir,\" she replies, trying to sound brave, \"We'll give a good account of ourselves, I'm sure of that.\"", "endoftext": false }, { "action": "Keep going", "response": "You both know the implications of what you found on the orange datatab: the Federation really is thinking of going to war with the Empire. But there's no point dwelling on it right now; it would be more constructive to finish what you came for.", "endoftext": false }, { "action": "Topics", "response": "You could tell her about yourself, or the mallet.", "endoftext": false }, { "action": "Enter", "response": "What do you want to enter?", "endoftext": false }, { "action": "Raft", "response": "You clamber aboard the raft. Okay, you're now sitting in the inflated rubber raft.", "endoftext": false }, { "action": "Go east", "response": "You paddle the raft with the broken piece of wood over to the east bank of the river.\n\nOn the River (sitting in the inflated rubber raft)\nYou are sitting in an inflatable raft that's floating near the east bank of the river.\n\nObvious exits: East, West, Out", "endoftext": false }, { "action": "Go east", "response": "You walk a short way down to the path and arrive back in the clearing.\n\nThe trees that surround this large clearing seem to be gradually encroaching upon it, though it will be a century or two yet before they finally overwhelm it. For now, the overgrown remains of several buildings are still visible, with one solitary white stone building to the south still just about standing. The clearing continues to the north, while paths lead out to east and west.\n\nLeela is walking towards you.\n\nYou can smell the cheese.\n\nObvious exits: North, South, East, West\n\n\"Ah, there you are!\" says Leela, \"I wondered where you had got to!\"", "endoftext": false }, { "action": "You kiss her", "response": "(Leela)\nYou kiss her fully on the lips, and she responds by wrapping her arms round your neck to give you a long passionate kiss in return.\n\nYou can smell the cheese.", "endoftext": false }, { "action": "You enter AHAYWEH", "response": "(on the console)\nThe screen displays: \"Correct!\"\n\nThe console plays back a clear recording of you talking with Sublieutenant Soolin, and with Petroc.", "endoftext": false }, { "action": "You tell Soolin about the black tab", "response": "\"That clinches it, sublieutenant,\" you tell her, \"The black tab I found has got a recording of me talking on it. Someone's definitely trying to listen in on us. And one more thing, the password for accessing the data on the black tab was on the black shuttle I found across the river.\"\n\n\"The plot thickens,\" Sublieutenant Soolin remarks.", "endoftext": false }, { "action": "You talk to Leela", "response": "\"I'm still here, offworlder,\" Leela assures you.\n\nYou can smell the cheese.\n\n(You could tell her about yourself, the town, Petroc, the strange green structure, the black shuttle, the orange datatab, the plastic bottle, the small silver key, or the raft, or ask her about herself, the elders, Elysium, her questions, the stories, the town, markets or meetings, old Jeb, the mallet, or the small silver key.)", "endoftext": false }, { "action": "Go south", "response": "Leela follows you inside.\n\nThe single room inside the building is open to the sky and mostly full of rubble. In the one corner that remains reasonably accessible, the southwest corner, a triangular light fitting remains near what would once have been the ceiling. The doorless exit lies to the north.\n\nAn old metal crate sits by the wall, next to the trapdoor in the corner.\n\nA battered cabinet lies half-buried under the rubble in the northeast corner of the room.\n\nLeela enters the building with you.\n\nYou can smell the cheese.\n\nObvious exits: North, Down", "endoftext": false }, { "action": "Examine crate", "response": "The large metal crate was once painted dark green, and some of the paint remains between the patches of rust. The dust on the floor round the crate looks as if it may have been recently disturbed. It's closed.\n\nYou can smell the cheese.", "endoftext": false }, { "action": "Open crate", "response": "Opened.", "endoftext": false }, { "action": "You examine trapdoor", "response": "It's about 0.8 metres square, and currently open. Although the trapdoor is as old and scuffed as the surrounding floor, the maglock fitted to it looks new.\n\nYou can smell the cheese.", "endoftext": false }, { "action": "You open the cabinet", "response": "The rubble prevents you getting at the cabinet to open it.\n\n\"I couldn't get it open, either,\" Leela tells you.", "endoftext": false }, { "action": "You open trapdoor", "response": "The trapdoor is already open.\n\nYou can smell the cheese.", "endoftext": false }, { "action": "You examine the key", "response": "Which key do you mean, the small iron key, or the small silver key?", "endoftext": false }, { "action": "Silver", "response": "It looks like the key to a maglock; there are no teeth or grooves and the key data is presumably encoded in its plain metal strip. The key is obviously quite new.", "endoftext": false }, { "action": "You tell Leela about orange", "response": "You could tell her about yourself, the maglock, the town, Petroc, the strange green structure, the black shuttle, the orange datatab, the plastic bottle, the small silver key, or the raft, or ask her about herself, the elders, Elysium, her questions, the stories, the town, markets or meetings, old Jeb, the mallet, or the small silver key.\n\n\"I've managed to read the orange datatab I found in the basement of the white building,\" you tell her.\n\n\"Really?\" she asks, suddenly wary, \"What did it tell you?\"\n\nYou can smell the cheese.", "endoftext": false }, { "action": "You tell Leela about Anita", "response": "\"Is that right?\" she asks.", "endoftext": false }, { "action": "You tell Leela about Federation", "response": "Leela listens attentively to your account of the Federation.\n\nYou can smell the cheese.", "endoftext": false }, { "action": "You tell Leela about the black datacube", "response": "She gives a puzzled frown.", "endoftext": false }, { "action": "You tell Leela about the shuttle", "response": "\"I found a black shuttle across the river,\" you tell her, \"I don't think it should be there - do you happen to know anything about it?\"\n\nLeela frowns, looks away for a moment, and repeatedly clenches and unclenches her fists, as if trying to resolve a quandry. Then at length she lets out a heavy sigh and turns back to you, her manner suddenly different, as if she has just grown older and taller.\n\n\"Okay,\" she admits, \"There's no point in keeping up this pretence, is there? That's my shuttle you found, and I'm not an Elysian farm-girl, as I'm sure you realize by now. But it's not as bad as you think, really it's not. I'm not a - well, I'm an anthropologist from Earth.\" Before you can protest, she cuts you off with a gesture, saying, \"Yes - I know - I have no business being here. But this is about the only place in the known galaxy where I can study such a primitive culture in the field. so - what happens now?\"\n\n(You could ask why she lied before, ask which university she's from, ask how long she's been here, say you don't believe her, or show her the orange datatab.)", "endoftext": false }, { "action": "You ask Leela why she lied before", "response": "\"Why did you lie to me before?\" you ask.\n\n\"Because I shouldn't be here, obviously,\" she shrugs, \"I've been trying to learn about the natives by living like one of them, and I hoped I could get away with passing myself off as one, but obviously it didn't work. So, as I said: what happens now?\"\n\n(You could ask why she lied before, ask which university she's from, ask how long she's been here, say you don't believe her, or show her the orange datatab.)", "endoftext": false }, { "action": "You ask Leela which the university she's from", "response": "\"So, you're an Earthish anthropologist,\" you say, \"Which university are you from?\"\n\n\"Cambridge,\" she replies, \"Why, does it make a difference? So, what now? If I promise to be a good girl and go straight back there, will you let me go?\"\n\n(You could ask why she lied before, ask which university she's from, ask how long she's been here, say you don't believe her, show her the orange datatab, let her go, or arrest her.)", "endoftext": false }, { "action": "You show datatab to Leela", "response": "Which datatab do you mean, the purple datatab, the black datatab, or the orange datatab?", "endoftext": false }, { "action": "Orange", "response": "\"So what's this, then?\" you ask, showing the orange datatab, \"I found it in the pocket of what is no doubt your jumpsuit.\"\n\nLeela stares down at the tab for a moment, then nods, \"Right,\" she agrees, \"Obviously that is my jumpsuit, and obviously that is my datatab. Like I said, I'm an anthropologist; it contains my field notes. May I have it back please?\"", "endoftext": false }, { "action": "You tell Leela about the spy", "response": "\"I asked you if you'd let me have my datatab back,\" she reminds you, holding her hand out, \"Will you give it to me, please?\"", "endoftext": false }, { "action": "No", "response": "\"Certainly not!\" you reply, \"I'm confiscating this as material evidence of your illegal activity on this planet.\"\n\nShe lays a gentle hand on your arm, and sets her face in an equally gentle pleading look, \"Please,\" she begs, \"I haven't made a copy, and if you don't give it back to me, all my work here will have been wasted. If I'm going to get into terrible trouble, at least don't let it be for nothing. You can give it back to me, can't you?\"\n\nYou can smell the cheese.", "endoftext": false }, { "action": "You tell Leela about the bug", "response": "\"I take it from your attempt to change the subject that that's a 'no' then,\" she sighs, \"So what happens now?\"\n\n(You could ask why she lied before, ask which university she's from, ask how long she's been here, say you don't believe her, tell her about the orange datatab, let her go, or arrest her.)", "endoftext": false }, { "action": "You tell Leela i don'T believe you", "response": "The story doesn't understand that command. Please use ASK ACTOR ABOUT TOPIC (or just A TOPIC).\n\n\"The suspense is killing me,\" Leela complains, \"Now that you know who I really am, what are you going to do about it?\"", "endoftext": false }, { "action": "You tell Leela i don'T believe her", "response": "The story doesn't understand that command. Please use ASK ACTOR ABOUT TOPIC (or just A TOPIC).\n\n\"Look, I do know I'm the one in the wrong here, but it would be polite to answer my question,\" Leela insists, \"What happens now?\"", "endoftext": false }, { "action": "You say i don'T believe her", "response": "\"I don't believe you,\" you say, \"if you're an anthropologist on an illegal field trip, why in the galaxy did you accost me earlier on asking me to bring you food and clothing? Showing yourself to a Legion officer like that is the last thing anyone here illegally would do!\"\n\n\"I didn't realize you were a Legion officer until it was too late,\" she replies, \"I just saw a figure moving through the trees - once I realized my mistake I just had to improvise as best I could. Silly, really, I just dug myself into a deeper hole, didn't I? So, what are you going to do about it?\"\n\n(You could ask why she lied before, ask which university she's from, ask how long she's been here, say you don't believe her, tell her about the orange datatab, let her go, or arrest her.)", "endoftext": false }, { "action": "Arrest leela", "response": "\"I'm sorry, Leela, but I'm afraid I'm going to have to place you under arrest,\" you tell her, \"We both know you shouldn't be here, and my duty is plain: I have to take you in for questioning.\"\n\n\"Okay, I'll come quietly...\" she assures you, spreading her hands in a gesture of surrender, and approaching as if to follow you back to your shuttle. Then, suddenly, she leaps at you, her hands clutching at your throat. \"...after hell freezes over,\" she rasps, as her grip tightens on your windpipe.\n\nLeela makes a grab for your throat but you manage to throw her off.\n\n\"Is that the best you can do? You're a dead man!\" she sneers.", "endoftext": false }, { "action": "Stun leela", "response": "(with the drik)\n(first taking the drik from the purple belt)\nLeela stiffens, an expression of momentary astonishment on her face, then with a little moan she tumbles to the ground.", "endoftext": false }, { "action": "You tell Soolin about Leela", "response": "\"Remember that young woman I told you about? I think she must be a Federation spy; she attacked me just now - I think she was trying to kill me - I suppose because she thinks I've found out too much. I shot her with my drik and she's out cold.\"\n\n\"Good heavens, sir!\" cries Sublieutenant Soolin, \"But why do you think she's a Federation spy?\"\n\n\"Well, sublieutenant,\" you say, \"First, finding the bug in the pillow-case, second finding the receiver in the barn, third the fact that her old clothes were in the crate when she said she had thrown them away, fourth finding the maglock key so close to the trapdoor, fifth the Reldan-made raft, sixth the mallet made on Paran, seventh what the report on the orange datatab said, eighth the bottle of shampoo/cleansing lotion I found hidden by the river, near where she was bathing, ninth the black shuttle parked in the field across the river, tenth the recording of my bugged conversations, and finally the new maglock on the trapdoor.\"\n\n\"A Federation spy on Elysium!\" she declares, \"Any chance you could get her aboard the shuttle? We should take her back for questioning.\"\n\nYou can smell the cheese.", "endoftext": false }, { "action": "You get Leela", "response": "You manage to lift the unconscious Leela up and hoist her over your shoulder.", "endoftext": false }, { "action": "You drop Leela", "response": "You lower Leela gently on to the floor.", "endoftext": false }, { "action": "You eat cheese", "response": "You eat the small wedge of cheese. It tastes quite strong - possibly a little overripe.", "endoftext": false }, { "action": "You look", "response": "The single room inside the building is open to the sky and mostly full of rubble. In the one corner that remains reasonably accessible, the southwest corner, a triangular light fitting remains near what would once have been the ceiling. The doorless exit lies to the north.\n\nAn old metal crate sits by the wall, next to the trapdoor in the corner.\n\nA battered cabinet lies half-buried under the rubble in the northeast corner of the room.\n\nYou see a tomato, a carrot, a lettuce, an apple, and a fluffy pink towel here.\n\nObvious exits: North, Down", "endoftext": false }, { "action": "You go to the north", "response": "The trees that surround this large clearing seem to be gradually encroaching upon it, though it will be a century or two yet before they finally overwhelm it. For now, the overgrown remains of several buildings are still visible, with one solitary white stone building to the south still just about standing. The clearing continues to the north, while paths lead out to east and west.\n\nObvious exits: North, South, East, West", "endoftext": false }, { "action": "You tell the pilot about Leela", "response": "\"The young woman I shot is still unconscious,\" you say.\n\n\"If you zapped her with your drik she'll be out for hours, sir,\" Sublieutenant Soolin opines. \"Perhaps you can carry her back aboard.\"", "endoftext": false }, { "action": "You go east", "response": "You set off down the path to the east, and continue straight on until the point where it starts to bend.\n\nA narrow path, rather faint to the southeast but becoming clearer to the west, bends through the trees at this point. It may also be possible to squeeze through the gap to the east.\n\nObvious exits: East, West, Southeast", "endoftext": false }, { "action": "You go to the east", "response": "Alien foliage clogs the ground between the trees that crowd around you on every side. The main trail heads straight off to the north and snakes through the trees to the south. You can't see any side trails as such, but apart from the main path, the only gap through the trees that looks passable here is the one directly to the west. It's pretty narrow, but you could just squeeze through it.\n\nObvious exits: North, South, West", "endoftext": false }, { "action": "You go inside", "response": "The inside of the shuttle is not exactly spacious; there's room for the pilot and three passengers, one beside the pilot and two behind. The seats are comfortable enough, but otherwise it's all pretty basic. There's not much in front of you except the forward window; the pilot has a bank of instruments.\n\nSublieutenant Soolin is sitting in the pilot seat.\n\nObvious exits: Out Opening the passenger door, you first set Leela down on the rear seat.\n\nAs you clamber into the flyer you sit yourself down on the front passenger seat, next to the pilot.\n\n\"Hello, sir!\" Sublieutenant Soolin greets you, \"I see you've got that Federation spy aboard. Does this mean you're all done and ready to leave?\"", "endoftext": false }, { "action": "Yes", "response": "\"Yes, I'm all done here, let's go,\" you nod.\n\nSublieutenant Soolin turns to the controls and starts up the shuttle. Within seconds the argoms cut in and the shuttle lifts effortlessly up into the air. You glance down at the forest and the tiny town below for one last time, but they shrink rapidly out of sight as the shuttle speeds skywards towards the orbiting frigate.\n\nOnce she has put the shuttle on autopilot, Sublieutenant Soolin turns to you and says, glancing at the figure lying on the back seat, \"I wonder if she'll talk, sir? I can't imagine it'll be too easy to persuade her to confess to being a spy!\"\n\n\"No, I suppose you're right, sublieutenant,\" you agree, \"she's a cunning little vixen and she'll use every trick in the galaxy to protest her innocence!\"\n\nFor a moment, you wonder whether you'll ever see Elysium again, but then Sublieutenant Soolin starts chatting with you, and your thoughts turn to the more immediate future.", "endoftext": false }, { "action": "1", "response": "Some things you might try to improve your score next time:\n\n1. Give Petroc an important warning.\n\n2. Get Leela to incriminate herself even more thoroughly.\n\n3. Make a more determined effort to find out what's in the cabinet in the ruined white building.\n\n4. Find out what went so horribly wrong on Elysium all those centuries ago.\n\n[The End]", "endoftext": false }, { "action": "2", "response": "The Elysium Enigma is set in the same universe as a series of novels I've been writing and re-writing for the last thirty years or so, and may well be for the next thirty, as my ideas change faster than my ability to produce something I'm satisfied with. This game does not directly intersect with the story-line of the novels, though it takes place at roughly the same time, and alludes to some of the same characters in passing. And like the protagonist of the Elysium Enigma, the protagonist of my permanently-in-progress novels has a career in the Imperial Sovereign Legion.\n\nIn this story universe the Moltinoran Empire came into being in the 25th century as a result of a Centauran initiative to gain Moltinoran support against an aggressive neighbour. By the thirtieth century the Empire has become the most powerful political grouping so far known to humankind. Although far from perfect, it is basically a benign institution, with huge constitutional safeguards limiting the power of the Emperor and guaranteeing a great degree of autonomy to member worlds; even a cranky failing settlement like Elysium is largely allowed to go its own way. By the late thirtieth century, however, the Empire has gained a rival almost equal in power, the (so-called) Free Trade Federation of Paran. Although originally benign in intent, the Federation has been growing steadily more sinister, sliding slowly but steadily into tyranny.\n\nMy series of novels follows the career of Simon Quiller, a young Legion officer (who later becomes something rather more than that) roughly speaking through the 2970s and on into the early 2980s, from the time that the truly sinister nature of the Federation starts to become clear (Simon Quiller is on Relda to witness the events Andrew Holt tells Petroc about), through a period of growing tension, until the situation erupts into open conflict, and the Empire is faced with the seemingly ghastly choice between fighting a war that could cost billions of lives or giving way to one of the nastiest tyrannies in human history.\n\nIn this universe, Earth (along with a few other worlds) lies between the Empire and the Federation and tries, futilely, to play the role of benevolent neutral, refusing to recognize the real threat of the Federation threat until it is too late. Unlike Andrew Holt, who was born of aristocratic stock in the heartlands of the Empire, Simon Quiller, the hero of my novels, was born on Earth of an Earthish mother and Moltinoran father, and starts out as something of an outsider in the Empire.\n\nOf course, after the novels get re-written a few more times, some of that may change, not least the role of Senator Charles Harcourt, whom I invented as a villain a long while back, but the nature of whose villainy I have yet to master...\n\n[The End]\nAmusing\n\n1. Improve your Score\n2. Some Background to the Story\n\nSelect a topic number, or press 'p' for the previous menu or 'q' to quit:", "endoftext": false }, { "action": "Go north", "response": "This seems to be a meeting hall of some sort, with rows of plain wooden benches facing a crude stage at the northern end. It's unclear whether this place is intended for religious or secular purposes; quite possibly it does duty for both. The overall effect is decidedly gloomy, even though a fair amount of sunlight steals in through the unglazed windows and the open doorway to the south.\n\nPetroc is pacing up and down on the stage.\n\nObvious exits: South Since you don't want one of the natives to see you talking over the drik you surreptitiously cut the connection.", "endoftext": false }, { "action": "You tell Petroc about Leela", "response": "You've exhausted that topic for now. Petroc is clearly sceptical of what Leela told you, and even of her existence.", "endoftext": false }, { "action": "You tell Petroc about Federation", "response": "\"Pardon my bothering you, but I just wondered whether I might have another word,\" you say.\n\n\"If you must,\" he sighs.\n\n\"If the Federation were to come here, you'd soon realize how well the Empire has treated you,\" you point out.\n\n\"How well?\" he cries, \"Have you see what's in the forest? Look there and learn how well your Empire has treated us!\"", "endoftext": false }, { "action": "You move the rubble", "response": "You manage to move the shattered pieces of rubble off the cabinet.\n\nYou can smell the cheese.", "endoftext": false }, { "action": "You open the cabinet", "response": "Opening the battered cabinet reveals a small book.\n\n\"Hey, well done, offworlder!\" Leela declares, \"What's in there?\"\n\nYou can smell the cheese.", "endoftext": false }, { "action": "You get the book", "response": "\"What have you got there?\" Leela wants to know, as you pick up the diary \"Do show me!\"", "endoftext": false }, { "action": "You read the book", "response": "It appears to be the diary of one Subcenturion Mark Villiers, who served as the representative of the Imperial Police Corps on this planet in the early twenty-eighth century, about a quarter of a millenium ago, when Elysium was newly colonized. It seems that Villiers was posted here to enforce a modicum of imperial law and order on the new settlement, but that the settlers proved as difficult back then as they have done ever since.\n\nAs you flick over the pages you find a series of accounts of ongoing friction between the uncooperative Elders and the increasingly frustrated Villiers. Some of the other natives seemed to have been reasonable enough, and as Villiers's account progresses it becomes clear that he was becoming increasingly friendly with one young woman in particular, but the Elders were consistently obstructive, insisting that the maintenance of law on Elysium was their job and theirs alone, and no business of the Empire. Even when news of some petty crime did come Villiers's way, the Elders would frustrate every attempt the subcenturion made to investigate it.\n\nOn the last few pages the tone becomes even darker. Villiers apparently believed that someone - one of the settlers called Natasha with whom he had become quite friendly - had been murdered, and he was determined to bring the killer to justice. The Elders proved particularly intransigent, denying that any crime had taken place that they weren't perfectly capable of taking care of. It's clear from the diary that this made Villiers increasingly angry: if a murder had been committed it was clearly a matter for the imperial authorities, and all the settlers, Elders included, were duty-bound to co-operate.\n\nOn the final page, the entry for July 14 2722, the diary concludes with the words, \"I am now morally certain that Natasha was murdered, and I now have a pretty good idea where to find her body and the proof I need to bring her killers to justice. Poor Natasha! Always too much of a free spirit for this narrow little planet, and now she's paid the ultimate price for her broad-mindedness and her enquiring mind. But I am determined to bring matters to a head, despite veiled threats from the Elders.\n\nAnd now, I'm just off to follow up my latest lead; I'll fill in the details on my return.\"\n\nBut it seems Subcenturion Villiers never did return, for there his account ends.\n\nYou can smell the cheese.", "endoftext": false }, { "action": "You show book to Leela", "response": "Leela takes the diary off you, and reads through it with a deepening frown. \"How sad!\" she declares as she reaches the last page, \"that poor Natasha - she sounds a bit like me, really - I wonder what the Elders did to her. And Mark Villiers, the person who wrote this, that's the man whose grave we just found, isn't it? So we know how he ended up. I wonder if he found justice for Natasha first.\"\n\nShe closes the diary and hands it back to you.", "endoftext": false }, { "action": "Go north", "response": "Leela follows you outside.\n\nThe trees that surround this large clearing seem to be gradually encroaching upon it, though it will be a century or two yet before they finally overwhelm it. For now, the overgrown remains of several buildings are still visible, with one solitary white stone building to the south still just about standing. The clearing continues to the north, while paths lead out to east and west.\n\nLeela emerges from the stone building with you.\n\nYou can smell the cheese.\n\nObvious exits: North, South, East, West", "endoftext": false }, { "action": "You go to the east", "response": "Leela follows close behind you. You set off down the path to the east, and continue straight on until the point where it starts to bend.\n\nA narrow path, rather faint to the southeast but becoming clearer to the west, bends through the trees at this point. It may also be possible to squeeze through the gap to the east.\n\nLeela walks along the narrow path with you.\n\nYou can smell the cheese.\n\nObvious exits: East, West, Southeast", "endoftext": false }, { "action": "Go east", "response": "Leela follows close behind you.\n\nThe main north-south track runs wide and straight here. The trees are more widely spaced, so that you could easily wander among them on either side of the main track. To the south they become sparser still, indicating that the edge of the forest lies that way.\n\nLeela reaches the edge of the forest with you.\n\nYou can smell the cheese.\n\nObvious exits: North, South, East, West", "endoftext": false }, { "action": "Go east", "response": "You wander off among the trees to the east of the path, but find little of interest beyond more trees. Rather than wasting time in this part of the forest you return to the main path.", "endoftext": false }, { "action": "You tell the pilot about the diary", "response": "\"I've found a diary belonging to one Subcenturion Mark Villiers, who apparently served here a couple of centuries ago,\" you tell her, \"It makes quite interesting reading.\"\n\n\"Then perhaps you could show it to me when you get back to the shuttle, sir,\" she suggests.", "endoftext": false }, { "action": "Go north", "response": "The main north-south track runs wide and straight here. The trees are more widely spaced, so that you could easily wander among them on either side of the main track. To the south they become sparser still, indicating that the edge of the forest lies that way.\n\nLeela is walking towards you.\n\nYou can smell the cheese.\n\nObvious exits: North, South, East, West Since you don't want one of the natives to see you talking over the drik you surreptitiously cut the connection.\n\n\"Hello, you're back!\" Leela greets you.", "endoftext": false }, { "action": "You go to the north", "response": "Leela follows close behind you.\n\nAlien foliage clogs the ground between the trees that crowd around you on every side. The main trail heads straight off to the north and snakes through the trees to the south. You can't see any side trails as such, but apart from the main path, the only gap through the trees that looks passable here is the one directly to the west. It's pretty narrow, but you could just squeeze through it.\n\nLeela enters the heart of the forest with you.\n\nYou can smell the cheese.\n\nObvious exits: North, South, West", "endoftext": false }, { "action": "You go north", "response": "Leela follows close behind you.\n\nThe dirt track runs a short way north up to a ridge, just beyond which lies the hollow where your shuttle landed; to the south the track disappears into a sizeable forest. There are fields either side of the track, but they look overgrown and untended.\n\nLeela walks along the dirt track with you.\n\nYou can smell the cheese.\n\nObvious exits: North, South", "endoftext": false }, { "action": "Go north", "response": "Leela follows close behind you. You walk back up over the ridge, and descend into the hollow on the far side.\n\nThis grassy hollow, about thirty metres across, looks like it might once have been an impact crater. A steep slope rises just to the west, while a trail of sorts leads north and south.\n\nYour shuttle rests in the middle of the hollow.\n\nLeela enters the hollow with you.\n\nYou can smell the cheese.\n\nObvious exits: North, South, In\n\nLeela clutches at you in alarm at the sight of the white shuttle.", "endoftext": false }, { "action": "Enter", "response": "Leela clasps your hand, looking at you anxiously, \"I don't think I can do this,\" she says, \"That big machine scares me - and so does leaving this world - it's the only world I know!\"\n\nYou can smell the cheese.", "endoftext": false }, { "action": "Bye", "response": "\"Oh, you're going off in that flying-machine thing?\" Leela asks dubiously, \"Don't be long, offworlder! I'll wait for you here.\"\n\nYou can smell the cheese.", "endoftext": false }, { "action": "Bye", "response": "\"You're not going anywhere without me, offworlder!\" Leela tells you.", "endoftext": false }, { "action": "Go south", "response": "Leela follows close behind you. You set off down the track and after a few minutes' walk you find yourself deep in the heart of the forest.\n\nAlien foliage clogs the ground between the trees that crowd around you on every side. The main trail heads straight off to the north and snakes through the trees to the south. You can't see any side trails as such, but apart from the main path, the only gap through the trees that looks passable here is the one directly to the west. It's pretty narrow, but you could just squeeze through it.\n\nLeela enters the heart of the forest with you.\n\nYou can smell the cheese.\n\nObvious exits: North, South, West", "endoftext": false }, { "action": "You go south", "response": "Leela follows close behind you. The path twists and turns through the trees, but broadly continues south.\n\nThe main north-south track runs wide and straight here. The trees are more widely spaced, so that you could easily wander among them on either side of the main track. To the south they become sparser still, indicating that the edge of the forest lies that way.\n\nLeela reaches the edge of the forest with you.\n\nYou can smell the cheese.\n\nObvious exits: North, South, East, West", "endoftext": false }, { "action": "You go to the west", "response": "Leela follows close behind you.\n\nDappled light plays through the sparsely spaced trees that thin out even more towards the southeast, where the forest ends. In principle you could walk in any direction amongst these autumnal trees, but one direction looks much the same as any other, so you could all too easily get lost, except that you know that the way back to the main path is to the east, and that there's another path to the northwest.\n\nLeela walks into the thinning forest with you.\n\nYou can smell the cheese.\n\nObvious exits: East, Northwest, Southeast", "endoftext": false }, { "action": "You show the diary to Soolin", "response": "\"Here, take a look at this,\" you say, handing her the diary.\n\nShe takes the diary and reads through it rapidly, slowing down as she reaches the end. Then she looks up at you with a worried frown as she hands it back. \"I wonder what happened to Villiers after that?\" she asks.", "endoftext": false }, { "action": "You tell Soolin about the grave", "response": "\"None of the other graves seem to have been marked,\" you say.\n\n\"Perhaps none of the other markers survived, sir,\" she suggests.", "endoftext": false }, { "action": "You show the helmet to Soolin", "response": "Sublieutenant Soolin glances at the helmet without much interest.", "endoftext": false }, { "action": "You look at the helmet", "response": "It's battered and rusty, and obviously old. It looks as if it was once green, and on the front you can just make out a very faded golden eagle. It looks like it might have been an Imperial Marines helmet, but it's certainly not the current pattern. If the helmet were in better condition, it would belong in a military museum.", "endoftext": false }, { "action": "Go outside", "response": "(first standing up)\n\"Goodbye, sir,\" Sublieutenant Soolin calls after you.\n\nYou clamber out of the shuttle.\n\nThis grassy hollow, about thirty metres across, looks like it might once have been an impact crater. A steep slope rises just to the west, while a trail of sorts leads north and south.\n\nYour shuttle rests in the middle of the hollow.\n\nObvious exits: North, South, In", "endoftext": false }, { "action": "Go south", "response": "You set off down the track and after a few minutes' walk you find yourself deep in the heart of the forest.\n\nAlien foliage clogs the ground between the trees that crowd around you on every side. The main trail heads straight off to the north and snakes through the trees to the south. You can't see any side trails as such, but apart from the main path, the only gap through the trees that looks passable here is the one directly to the west. It's pretty narrow, but you could just squeeze through it.\n\nObvious exits: North, South, West", "endoftext": false }, { "action": "Go south", "response": "The path twists and turns through the trees, but broadly continues south.\n\nThe main north-south track runs wide and straight here. The trees are more widely spaced, so that you could easily wander among them on either side of the main track. To the south they become sparser still, indicating that the edge of the forest lies that way.\n\nObvious exits: North, South, East, West", "endoftext": false }, { "action": "Go north", "response": "This seems to be a meeting hall of some sort, with rows of plain wooden benches facing a crude stage at the northern end. It's unclear whether this place is intended for religious or secular purposes; quite possibly it does duty for both. The overall effect is decidedly gloomy, even though a fair amount of sunlight steals in through the unglazed windows and the open doorway to the south.\n\nPetroc is pacing up and down on the stage.\n\nObvious exits: South\n\nPetroc reaches the end of the stage and turns round.", "endoftext": false }, { "action": "You show diary to Petroc", "response": "\"Excuse me,\" you say.\n\n\"Now what?\" he snaps.\n\n\"I found this diary in the forest; I thought you might find it interesting,\" you tell him.\n\nPetroc hesitates for a moment, then takes the diary from you and reads it slowly. At length, he looks up at you again, and remarks, \"If you're as clever as you think you are, you should be able guess the rest. This man Villiers poked his nose in where it wasn't welcome.\nHe came to a sticky end. Eventually your people sent someone else along to find out what had happened to him. My ancestors believed justice had been done, but yours didn't, so they sent a gang of warriors here. Things quickly got out of hand - some of our young men went along to the old town with sticks and stones to chase your warriors away, and your warriors retaliated with their weapons of terror. It was a massacre, a terrible bloody massacre, so terrible that even your ancestors were ashamed of it. Anyway, no one wanted the old town after that, it had too many bad memories for all of us, so we abandoned it, and rebuilt here - but still you wouldn't leave us alone.\" He pauses, and looks at you with something like pity as he hands the diary back to you, \"So now you know - all your great empire has done for us.\"", "endoftext": true }, { "action": "Look around", "response": "This seems to be a meeting hall of some sort, with rows of plain wooden benches facing a crude stage at the northern end. It's unclear whether this place is intended for religious or secular purposes; quite possibly it does duty for both. The overall effect is decidedly gloomy, even though a fair amount of sunlight steals in through the unglazed windows and the open doorway to the south.\n\nPetroc is standing on the stage.\n\nObvious exits: South", "endoftext": false }, { "action": "You go to the south", "response": "Petroc resumes pacing around the stage.\n\nThe north side of the street is occupied by a large wooden hall. On the south side is a neat single-storey white building (directly south) next to a two-storey green house (to the southeast). The street continues eastwards but quickly peters out into a narrow farmtrack as it leaves the town, while to the west it runs back towards the town centre.\n\nObvious exits: North, South, East, West, Southeast", "endoftext": false }, { "action": "Go north", "response": "This seems to be a meeting hall of some sort, with rows of plain wooden benches facing a crude stage at the northern end. It's unclear whether this place is intended for religious or secular purposes; quite possibly it does duty for both. The overall effect is decidedly gloomy, even though a fair amount of sunlight steals in through the unglazed windows and the open doorway to the south.\n\nPetroc is pacing up and down on the stage.\n\nObvious exits: South\n\nPetroc clasps his hands behind his back.", "endoftext": false }, { "action": "You go southeast", "response": "You walk down the path some way until it finally peters out among more sparsely-spaced trees.\n\nDappled light plays through the sparsely spaced trees that thin out even more towards the southeast, where the forest ends. In principle you could walk in any direction amongst these autumnal trees, but one direction looks much the same as any other, so you could all too easily get lost, except that you know that the way back to the main path is to the east, and that there's another path to the northwest.\n\nLeela is walking towards you.\n\nYou can smell the cheese.\n\nObvious exits: East, Northwest, Southeast\n\n\"Hello, you're back!\" Leela greets you.", "endoftext": false }, { "action": "You ask her about Federation", "response": "(Leela)\n\"What's your view on the Federation?\" you enquire.\n\n\"I don't have a view on that,\" she replies, \"How could I? I know virtually nothing about it!\".\n\nYou can smell the cheese.", "endoftext": false }, { "action": "Topics", "response": "You could tell her about yourself, the town, Petroc, the strange green structure, the black shuttle, the orange datatab, the plastic bottle, the small silver key, the raft, or the white shuttle, or ask her about herself, the elders, Elysium, her questions, the stories, the town, markets or meetings, old Jeb, the mallet, or the small silver key.", "endoftext": false }, { "action": "You ask her about the the shuttle", "response": "\"I found a black shuttle across the river,\" you tell her, \"I don't think it should be there - do you happen to know anything about it?\"\n\nLeela frowns, looks away for a moment, and repeatedly clenches and unclenches her fists, as if trying to resolve a quandry. Then at length she lets out a heavy sigh and turns back to you, her manner suddenly different, as if she has just grown older and taller.\n\n\"Okay,\" she admits, \"There's no point in keeping up this pretence, is there? That's my shuttle you found, and I'm not an Elysian farm-girl, as I'm sure you realize by now. But it's not as bad as you think, really it's not. I'm not a - well, I'm an anthropologist from Earth.\" Before you can protest, she cuts you off with a gesture, saying, \"Yes - I know - I have no business being here. But this is about the only place in the known galaxy where I can study such a primitive culture in the field. so - what happens now?\"\n\nYou can smell the cheese.\n\n(You could ask why she lied before, ask which university she's from, ask how long she's been here, say you don't believe her, or show her the orange datatab.)", "endoftext": false }, { "action": "You ask Leela how long she's been here", "response": "\"How long have you been here, Leela?\" you want to know.\n\n\"Only a couple of weeks, praefect,\" she assures you, \"Not long enough to do any harm to the natives, if that's what you're thinking. In any case, that's the first rule of any anthropologist working in the field - don't interfere with the indigenous society you're meant to be studying. So, does that mean I get off lightly? You could just let me go, couldn't you? So, how about it?\"\n\n(You could ask why she lied before, ask which university she's from, ask how long she's been here, say you don't believe her, show her the orange datatab, let her go, or arrest her.)", "endoftext": false }, { "action": "You ask her how long she's been here", "response": "\"Are you sure you've only been here a couple of weeks?\" you ask.\n\n\"Quite sure,\" she assures you.\n\nYou can smell the cheese.\n\n(You could ask why she lied before, ask which university she's from, ask how long she's been here, say you don't believe her, show her the orange datatab, let her go, or arrest her.)", "endoftext": false }, { "action": "You show orange datatab to Leela", "response": "\"So what's this, then?\" you ask, showing the orange datatab, \"I found it in the pocket of what is no doubt your jumpsuit.\"\n\nLeela stares down at the tab for a moment, then nods, \"Right,\" she agrees, \"Obviously that is my jumpsuit, and obviously that is my datatab. Like I said, I'm an anthropologist; it contains my field notes. May I have it back please?\"", "endoftext": false }, { "action": "You tell Leela about orange datatab", "response": "\"I asked you if you'd let me have my datatab back,\" she reminds you, holding her hand out, \"Will you give it to me, please?\"\n\nYou can smell the cheese.", "endoftext": false }, { "action": "No", "response": "\"Certainly not!\" you reply, \"I'm confiscating this as material evidence of your illegal activity on this planet.\"\n\nShe lays a gentle hand on your arm, and sets her face in an equally gentle pleading look, \"Please,\" she begs, \"I haven't made a copy, and if you don't give it back to me, all my work here will have been wasted. If I'm going to get into terrible trouble, at least don't let it be for nothing. You can give it back to me, can't you?\"", "endoftext": false }, { "action": "No", "response": "\"I'm afraid not,\" you reply, \"It's my clear duty to hang on to it.\"\n\n\"Very well,\" she sighs, \"So what happens now?\"\n\n(You could ask why she lied before, ask which university she's from, ask how long she's been here, say you don't believe her, tell her about the orange datatab, let her go, or arrest her.)", "endoftext": false }, { "action": "You tell her about orange datatab", "response": "\"You say this datatab contains your field notes,\" you say, \"and so it does - but they aren't the field notes of an anthropologist, they're the field notes of a Federation spy called called Anita Johnson.\"\n\n\"If you know that then you've obviously found a way to read them,\" she replies stonily, \"in which case you know too much...\"\n\nWithout further warning she leaps at you, her hands clasping for your throat.\n\nLeela makes a grab for your throat but you manage to throw her off.\n\n\"Is that the best you can do? You're a dead man!\" she sneers.", "endoftext": false }, { "action": "You let her go", "response": "\"All right, Leela, you can go,\" you tell her, \"Just as long as you pack up and go at once, and promise never to return.\"\n\n\"Oh, thank you!\" she beams, \"But are you sure? I can go, just like that? Really?\"", "endoftext": false }, { "action": "Yes", "response": "\"Yes, you can go,\" you nod, \"You don't seem to have done any real harm here, and what the Empire is really concerned about is preventing any unauthorized settlers staying, so if you go now, we'll say no more about it.\"\n\n\"I'll go now,\" she nods, \"And thanks, offworlder, you're a really decent guy.\" So saying, she smiles at you and gives you a little peck on the cheek.\n\nYou spend the next half hour or so helping her first to pack her belongings together and carry them back across the river to her shuttle, and then to dismantle and stow the tarpaulin. Finally, you bid her farewell, and stand watching to make sure she does actually board the black shuttle, before retreating across the field to get out of the way for its take off. The shuttle takes off a few seconds later, and you watch as it rises from the field, and then darts up into the sky faster than an eagle taking flight, until it is no more than a black dot you quickly lose sight of.\n\nSince Leela took her inflatable raft with her, you summon Sublieutenant Soolin to come and collect you in your shuttle, which lands in the field only a minute or two later. Her astonished reaction at your clemency when you explain what's just happened does not bode well your superiors' reaction - or your future career.", "endoftext": true } ]
qpecxgjpxnvw50xq
The Plant
Michael J. Roberts
[ "Espionage", "Science Fiction" ]
[ "cover art", "IF Competition 1998", "IFComp Game", "medium length", "parser", "science fiction", "sidekick NPC", "standard difficulty", "TADS", "TADS 2", "TADS2 source available", "walkthrough", "Xyzzy Awards 1998" ]
1,998
[ 10, 12, 11, 0, 0 ]
33
3.969697
20120701
false
You're on a business trip with your boss, driving down a deserted highway in the middle of nowhere, when the car breaks down. You set off on foot seeking help, but you soon find yourself in the middle of a shocking conspiracy in a dangerous industrial complex. Can you penetrate the decades-old cover-up and reveal the secrets that might forever change the world?
[ { "action": "%", "response": "You're just starting to doze off when a jerking motion brings you back to alertness. You look over to see your boss, Mr. Teeterwaller, struggling to steer the car onto the shoulder as the engine dies. You can see that all of the dashboard lights are on as the car jerks to a stop.\n\nThis is turning into a fine business trip. First Mr. Teeterwaller insists on making the five-hour car trip in the middle of the night so the company won't have to pay for a hotel, then you spend an hour stuck behind a convoy of slow trucks on Teeterwaller's two-lane supposed short-cut, and now his aging bargain-basement car strands you out in the middle of nowhere.\n\nTeeterwaller turns off the headlights and turns on the hazard lights. \"I just had this thing in the shop,\" he mumbles.\n\nCopyright ©1998 Michael J. Roberts.\n\nThe Toyunchknisk Piglet was imported from Blottnya during the brief period between the fall of the old iron-fisted regime and the ethnic unrest that divided the tiny country into several even tinier countries whose names you can't recall, since the press lost interest several years ago. The car is almost comically spartan, so it's just like your boss to own one. The only amenity the dashboard offers is a glove compartment; no radio, no air conditioner, no console armrest, no cup-holders.\nYou're sitting in the rather uncomfortable passenger's seat. The driver's door is closed, and your door is closed.\nSitting on the back seat is a jacket, a map, a Project Tyche manual, and a magazine. The ignition seems to contain a car key.\nYour boss Mr. Teeterwaller is here.\n\nYou're carrying your temporary ID card.", "endoftext": false }, { "action": "About you", "response": "You look about the same as always.\n\nThe hazard lights click on and off in a steady rhythm.", "endoftext": false }, { "action": "You look at Teeterwaller", "response": "He's about five-foot-six, with graying black hair that he keeps cut in a short business-like style, and a neatly trimmed mustache. He's wearing a dull brown slacks that are part of a suit (although he's not currently wearing the jacket), a beige shirt and a brown striped tie.\n\nThe hazard lights click on and off in a steady rhythm.\n\nMr. Teeterwaller mumbles something to himself.", "endoftext": false }, { "action": "You check your inventory", "response": "You have your temporary ID card.\n\nThe hazard lights click on and off in a steady rhythm.\n\nMr. Teeterwaller watches you expectantly.", "endoftext": false }, { "action": "You look at the glove", "response": "The glove compartment is closed.\n\nThe hazard lights click on and off in a steady rhythm.", "endoftext": false }, { "action": "You attack Teeterwaller", "response": "That would not look good on your performance review.\n\nThe hazard lights click on and off in a steady rhythm.\n\nMr. Teeterwaller seems to be lost in thought.", "endoftext": false }, { "action": "You examine the jacket", "response": "It's a dull brown suit jacket, matching Teeterwaller's pants.\n\nThe hazard lights click on and off in a steady rhythm.", "endoftext": false }, { "action": "You wear the jacket", "response": "The jacket is too small for you.\n\nThe hazard lights click on and off in a steady rhythm.", "endoftext": false }, { "action": "You look at the tie", "response": "It's a medium-width tie with brown stripes.\n\nThe hazard lights click on and off in a steady rhythm.\n\nTeeterwaller looks through his pockets for something.", "endoftext": false }, { "action": "You search the teeterwaller's pockets", "response": "\"Hey!\" Teeterwaller protests, moving away from you.\n\nThe hazard lights click on and off in a steady rhythm.\n\nMr. Teeterwaller looks around.", "endoftext": false }, { "action": "You examine the manual", "response": "It's a stack of photocopied pages, bound with a plastic spiral. The cover page reads \"Project Tyche Specification\" at the top, and \"Omegatron Corporation - Copyright 1972 - Confidential\" at the bottom. You glance through it, and find page after page of electronic diagrams and schematics interspersed with dense blocks of technical information and parts lists. None of it is familiar to you, since you're in the software part of the company.\n\nIt occurs to you that you should ask Mr. Teeterwaller about the project some time, since you're always interested in hearing stories about the early days at the company.\n\nThe hazard lights click on and off in a steady rhythm.\n\nMr. Teeterwaller starts telling you some office gossip, but stops, a little disappointed, when he realizes you don't know the people involved in the embarrassing parts.", "endoftext": false }, { "action": "Examine magazine", "response": "The cover has a photo of a streak of light in the dusk sky above a wooded hilltop, with the caption The Milltown Sighting: A New Re-Examination, Part III.\n\nYou thumb through the magazine. There's an article by an expert on official cover-ups, insisting that the government open an investigation into a previous investigation of an alleged cover-up. Another article describes the many revelations that have come out of Blottnya since the break-up of the old government, including photos from Blottnya's old space program that show that the \"face\" on Mars bears an uncanny resemblance a famous Eastern European television star, raising the possibility that the ancient Martians not only were capable of space travel but time travel as well.\n\nThe interesting thing about the journal is that they're obviously quite serious; it's not a supermarket tabloid.\n\nThe hazard lights click on and off in a steady rhythm.\n\nTeeterwaller looks around purposefully.", "endoftext": false }, { "action": "You ask Teeterwaller about Project", "response": "\"I worked on that project, oh, twenty-five years ago or so. We were building an embedded controller system for some industrial equipment; it would be quite routine today, but it had some amazing technology for those days. There were a couple of parts in particular, some logic chips, that seemed to come out of nowhere... without them the project would have been nearly impossible. I got a copy of the old specification document from the corporate archives people a couple of months ago, because I wanted to figure out the history of those logic chips, but for some reason that section of the spec is missing.\"\n\nThe hazard lights click on and off in a steady rhythm.\n\nMr. Teeterwaller mumbles something to himself.", "endoftext": false }, { "action": "You get the map", "response": "Taken.\n\nThe hazard lights click on and off in a steady rhythm.\n\nMr. Teeterwaller looks around.", "endoftext": false }, { "action": "You examine it", "response": "\"Excellent idea,\" Teeterwaller says. The two of you unfold the map and inspect it.\n\nYou find state route 142 on the map. You don't know exactly how far you are from Bakerton, but you'd guess that it's at least fifty miles west, which puts you in this big empty expanse out in the valley. The nearest city is Conners City, which is perhaps twenty miles east. The map shows a couple of crossroads that could be a short distance to the east; it doesn't depict any businesses, but it's possible that one of the crossroads has a service station or at least someone with a phone.\n\nThe hazard lights click on and off in a steady rhythm.\n\nTeeterwaller looks around purposefully.", "endoftext": false }, { "action": "You open the door", "response": "Which door do you mean, the driver's door, or the passenger's door?", "endoftext": false }, { "action": "You open the passenger's door", "response": "Opened.\n\nThe hazard lights click on and off in a steady rhythm.", "endoftext": false }, { "action": "You examine the iD", "response": "It's your temporary employee identification card; it's just a worn piece of cardboard with the Omegatron logo and the word TEMPORARY stamped in red letters. It's amazing how inefficient the company's bureaucracy is; you've worked at Omegatron for three months now, and you're still stuck with this temporary badge, which doesn't have the little magnetic stripe that opens doors, so you constantly have to call Security to come unlock doors for you.\n\nThe hazard lights click on and off in a steady rhythm.\n\nMr. Teeterwaller looks around.", "endoftext": false }, { "action": "Open glove", "response": "Opening the glove compartment reveals a garage opener.\n\nMr. Teeterwaller looks around.", "endoftext": false }, { "action": "You look at the garage", "response": "Taken.\n\nTeeterwaller notices you taking the opener. \"That isn't mine,\" he offers. \"I think it belonged to the previous owner of the car. I've never been able to return it, of course, since I bought the car at an estate sale.\"\n\n(the garage opener)\nIt's a small plastic box with a large button. On the back is a small compartment, which is currently closed.\n\nMr. Teeterwaller seems to be lost in thought.", "endoftext": false }, { "action": "You turn ignition key", "response": "Turning the car key doesn't have any effect.\n\nMr. Teeterwaller looks around.", "endoftext": false }, { "action": "You take key", "response": "Mr. Teeterwaller looks at you sharply, wondering if you've forgotten whose car this is.\n\nTeeterwaller looks through his pockets for something.", "endoftext": false }, { "action": "You open compartment", "response": "Opening the garage opener compartment reveals a battery.\n\nMr. Teeterwaller mumbles something to himself.", "endoftext": false }, { "action": "You look under the seat", "response": "Which seat do you mean, the driver's seat, the passenger's seat, or the back seat?", "endoftext": false }, { "action": "About yourself", "response": "You look about the same as always.", "endoftext": false }, { "action": "You look under the passenger's seat", "response": "There's nothing under the passenger's seat.\n\nTeeterwaller looks around purposefully.", "endoftext": false }, { "action": "You look under the driver's seat", "response": "There's nothing under the driver's seat.\n\nTeeterwaller looks through his pockets for something.", "endoftext": false }, { "action": "You look under the back seat", "response": "There's nothing under the back seat.\n\nMr. Teeterwaller mumbles something to himself.", "endoftext": false }, { "action": "You look at the back seat", "response": "On the back seat you see a jacket, a Project Tyche manual, and a DUFON journal.\n\nMr. Teeterwaller looks around.", "endoftext": false }, { "action": "You take the jacket", "response": "Taken.\n\nTeeterwaller looks through his pockets for something.", "endoftext": false }, { "action": "You wear the jacket", "response": "The jacket is too small for you.\n\nMr. Teeterwaller mumbles something to himself.", "endoftext": false }, { "action": "You open the door", "response": "Opened.", "endoftext": true }, { "action": "You look at your surroundings", "response": "The Toyunchknisk Piglet was imported from Blottnya during the brief period between the fall of the old iron-fisted regime and the ethnic unrest that divided the tiny country into several even tinier countries whose names you can't recall, since the press lost interest several years ago. The car is almost comically spartan, so it's just like your boss to own one. The only amenity the dashboard offers is a glove compartment; no radio, no air conditioner, no console armrest, no cup-holders.\nYou're sitting in the rather uncomfortable passenger's seat. The driver's door is open, and your door is open.\nSitting on the back seat is a Project Tyche manual and a DUFON\njournal. The ignition seems to contain a car key.\nYour boss Mr. Teeterwaller is here.\n\nTeeterwaller looks around purposefully.", "endoftext": false }, { "action": "You get manual and the journal", "response": "Project Tyche manual: Taken.\nDUFON journal: Taken.", "endoftext": false }, { "action": "Go outside", "response": "Mr. Teeterwaller comes with you.\n\nRoad, near car\nThe road stretches off into the dim moonlight to the east and west.\nMr. Teeterwaller's car sits in the shoulder, parked just slightly off the road.\n\nA lightning flash momentarily lights up the sky in the distance.", "endoftext": false }, { "action": "You examine the car", "response": "The small economy car is parked in the shoulder just off the road. The driver's door is open, and the passenger's door is open.\n\nA corner of the sky glows briefly with a lightning flash.\n\nMr. Teeterwaller seems to be lost in thought.", "endoftext": false }, { "action": "You ask the boss about the map", "response": "\"Excellent idea,\" Teeterwaller says. The two of you unfold the map and inspect it.\n\nYou find state route 142 on the map. You don't know exactly how far you are from Bakerton, but you'd guess that it's at least fifty miles west, which puts you in this big empty expanse out in the valley. The nearest city is Conners City, which is perhaps twenty miles east. The map shows a couple of crossroads that could be a short distance to the east; it doesn't depict any businesses, but it's possible that one of the crossroads has a service station or at least someone with a phone.\n\nMr. Teeterwaller mumbles something to himself.", "endoftext": false }, { "action": "Go east", "response": "Mr. Teeterwaller comes with you.\n\nA gravel driveway leads away from the road to the north. The road continues east and west. To the west you can just make out Mr. Teeterwaller's car; it's too dark to see much to the east.", "endoftext": false }, { "action": "Go north", "response": "Mr. Teeterwaller comes with you.\n\nThe driveway ends at a closed roll-up metal door in a large,\nwindowless building to the north. The door looks like it belongs on a one-car garage. Bolted to the side of the building is a heavy steel chain, attached to which is a dog harness. The driveway leads south, back to the road.\nA huge dog chained to the side of the building eyes you warily.\n\nIn the distance, a flash of lightning glows in the sky.", "endoftext": false }, { "action": "You look at the dog", "response": "The dog is bigger than you are. You don't recognize the breed; he has tall, pointy ears, a long muzzle, a long bushy tail, and a body like a bear. His hair is light brown, with a few darker markings. He has a harness around his chest, which is attached to a chain.\n\n\"I saw a television program where they explained that guard dogs are usually trained using German commands,\" Teeterwaller says. \"I think you just have to say `aus,' which is German for `out,' to call off an attack.\"\n\nMr. Teeterwaller looks around.", "endoftext": false }, { "action": "You press the button", "response": "You press the button. A moment later, you hear a thunk, and the door starts opening. The door slowly rolls up its tracks, and finally stops when fully open.", "endoftext": false }, { "action": "You enter garage", "response": "(the garage opener button)\nI don't know how to enter the garage opener button.\n\nA lightning flash momentarily lights up the sky in the distance.\n\nMr. Teeterwaller starts telling you some office gossip, but stops, a little disappointed, when he realizes you don't know the people involved in the embarrassing parts.", "endoftext": false }, { "action": "You go to the north", "response": "The dog jumps into your path, snarling and growling, refusing to let you pass.\n\nLightning flashes for a moment on the horizon.", "endoftext": false }, { "action": "Pet dog", "response": "The dog is acting too menacing to pet him right now.\n\nTeeterwaller tells you about the latest episode of his favorite TV show, \"Shadow Man.\" You never liked the show very much--too much silly conspiracy theory stuff--but you listen politely.", "endoftext": false }, { "action": "Aus", "response": "The dog rears up on his hind legs and barks angrily at you.\n\nTeeterwaller practically jumps into the air at the barking and runs back a ways further from the dog. \"I guess this must not be a German dog,\" he says.\n\nThe dog gradually calms down again, and resumes his guarding posture.", "endoftext": false }, { "action": "You ask Dog, to go outside", "response": "The dog just snarls at you menacingly.", "endoftext": false }, { "action": "You sit", "response": "What do you want the huge dog to sit on?", "endoftext": false }, { "action": "Down", "response": "The dog just snarls at you menacingly.\n\nMr. Teeterwaller looks around.", "endoftext": false }, { "action": "You examine the chain", "response": "It's about ten feet long and made of heavy steel links. One end is bolted to the wall of the building; at the other end is a clip, which is attached to the dog harness.\n\nMr. Teeterwaller seems to be lost in thought.", "endoftext": false }, { "action": "You unclip the chain", "response": "The dog tenses up as you approach and snarls menacingly. You decide to keep at a safe distance.\n\nA lightning flash momentarily lights up the sky in the distance.\n\nMr. Teeterwaller looks around.", "endoftext": false }, { "action": "You look at the harness", "response": "The harness goes around a dog's chest. Even though it's meant for a dog, this one seems like it's big enough for a bear. At the top of the harness is a ring that's used to attach the harness to a chain or leash; it's currently attached to the chain.\n\nIn the distance, a flash of lightning glows in the sky.\n\nMr. Teeterwaller looks around.", "endoftext": false }, { "action": "You look at ring", "response": "The harness goes around a dog's chest. Even though it's meant for a dog, this one seems like it's big enough for a bear. At the top of the harness is a ring that's used to attach the harness to a chain or leash; it's currently attached to the chain.\n\nA corner of the sky glows briefly with a lightning flash.\n\nTeeterwaller looks through his pockets for something.", "endoftext": false }, { "action": "You eat Teeterwaller", "response": "The dog just snarls at you menacingly.\n\nIn the distance, a flash of lightning glows in the sky.", "endoftext": false }, { "action": "Inventory", "response": "You have your temporary ID card, a map, a garage opener, a jacket, a Project Tyche manual, and a DUFON journal. The garage opener compartment seems to contain a battery.\n\nLightning flashes for a moment on the horizon.", "endoftext": false }, { "action": "You throw jacket at the dog", "response": "You miss.\n\nIn the distance, a flash of lightning glows in the sky.", "endoftext": false }, { "action": "You go south", "response": "Mr. Teeterwaller comes with you.", "endoftext": false }, { "action": "Go east", "response": "Mr. Teeterwaller comes with you.\n\nThe road continues east and west, rising slightly as it crosses a\ndeep ditch. Metal guard rails run alongside the road on both sides to prevent vehicles from running into the ditch. You can't see anything through the darkness to the west, but to the east you can see some dimly flashing lights.", "endoftext": false }, { "action": "You go to the east", "response": "Mr. Teeterwaller comes with you.\n\nA set of wooden barricades, painted with orange stripes and topped\nwith flashing orange lights, stand blocking the road to the east to vehicles, and \"Detour\" signs point to the intersecting road leading south. Beyond the signs, trucks and construction machinery sit idle on the road, presumably awaiting the return of workers in the morning.\n\nLightning flashes for a moment on the horizon.", "endoftext": false }, { "action": "You get the lights", "response": "You can't have the barricade.\n\nMr. Teeterwaller mumbles something to himself.", "endoftext": false }, { "action": "You examine the ditch", "response": "It's a deep ditch, running north and south under the road.\n\nMr. Teeterwaller looks around.", "endoftext": false }, { "action": "Search ditch", "response": "You find nothing of interest.\n\nMr. Teeterwaller starts telling you some office gossip, but stops, a little disappointed, when he realizes you don't know the people involved in the embarrassing parts.", "endoftext": false }, { "action": "You examine the rail", "response": "The guard rails are heavily dented from years of collisions. At the right end of the rail on the north side of the road, you notice a narrow foot path leading northeast.", "endoftext": false }, { "action": "Go northeast", "response": "Mr. Teeterwaller comes with you.\n\nThe path runs north and south alongside a deep ditch, which is to\nthe west. The road lies to the south.", "endoftext": false }, { "action": "You examine ditch", "response": "The ditch runs north and south alongside the path. The banks are steep here.\n\nA corner of the sky glows briefly with a lightning flash.\n\nMr. Teeterwaller seems to be lost in thought.", "endoftext": false }, { "action": "You enter ditch", "response": "The bank is too steep to climb down here.\n\nA corner of the sky glows briefly with a lightning flash.", "endoftext": false }, { "action": "You go to the north", "response": "The path veers toward the ditch, then slopes down along a terrace cut into the ditch's bank until it reaches the bottom of the ditch.\n\nMr. Teeterwaller comes with you.\n\nthe ditch. The path to the south climbs a narrow terrace cut into the ditch's bank. You can't go any further north, but the tenuous ledge hugging the bank to the southwest looks passable; without something to light the way, though, it would be too dangerous.\n\nA lightning flash momentarily lights up the sky in the distance.", "endoftext": false }, { "action": "You look at the terrace", "response": "It's just wide enough to accommodate the path.\n\nA lightning flash momentarily lights up the sky in the distance.", "endoftext": false }, { "action": "You take the battery", "response": "Behind the battery, you find a diagram showing the proper way to install the battery, and a bank of tiny switches.\n\nTaken.\n\nA lightning flash momentarily lights up the sky in the distance.", "endoftext": false }, { "action": "You look at the water", "response": "The ditch runs north and south.\n\nMr. Teeterwaller watches you expectantly.", "endoftext": false }, { "action": "You examine the switches", "response": "Eight tiny slide switches are lined up next to each other. On the side of each switch, eight small notches show the possible positions; each switch can be set to a number from 0 to 7. Currently, the switches are in the following positions: 55567562. Just above the switches, someone has written \"55567562\".\n\nMr. Teeterwaller starts telling you some office gossip, but stops, a little disappointed, when he realizes you don't know the people involved in the embarrassing parts.", "endoftext": false }, { "action": "You examine diagram", "response": "The diagram shows the correct way to install the battery.\n\nLightning flashes for a moment on the horizon.\n\nTeeterwaller looks around purposefully.", "endoftext": false }, { "action": "You go to the north", "response": "You can't go that way.\n\nTeeterwaller looks through his pockets for something.", "endoftext": false }, { "action": "Go south", "response": "The path ascends a terrace cut into the ditch's bank back to the top of the bank.\n\nMr. Teeterwaller comes with you.\n\nIn the distance, a flash of lightning glows in the sky.", "endoftext": false }, { "action": "You go south", "response": "Mr. Teeterwaller comes with you.", "endoftext": true }, { "action": "Look around", "response": "A set of wooden barricades, painted with orange stripes and topped\nwith flashing orange lights, stand blocking the road to the east to vehicles, and \"Detour\" signs point to the intersecting road leading south. Beyond the signs, trucks and construction machinery sit idle on the road, presumably awaiting the return of workers in the morning. Your boss Mr. Teeterwaller is here.\n\nA lightning flash momentarily lights up the sky in the distance.\n\nMr. Teeterwaller looks around.", "endoftext": false }, { "action": "You look at the machinery", "response": "The barricades block vehicle travel to the east, and direct traffic along the road to the south.\n\nTeeterwaller looks around purposefully.\n\nYou can't see much detail from here, but all of the equipment looks idle.", "endoftext": false }, { "action": "Go south", "response": "Mr. Teeterwaller comes with you.\n\nThe road runs north and south. To the north, you can just make out\nthe dim lights of the detour barricades.", "endoftext": false }, { "action": "Go south", "response": "Mr. Teeterwaller comes with you.\n\nA light fog hangs over the road in the still night air. The road continues into the darkness to the north. To the south, distant lights glow weakly through the fog.", "endoftext": false }, { "action": "You look at the fog", "response": "It's a thin fog, not dense enough to obscure nearby objects very much, but it gives the night air a damp chill.\n\nTeeterwaller looks around purposefully.", "endoftext": false }, { "action": "Go south", "response": "Mr. Teeterwaller comes with you.\n\nThe road ends at the gated entrance to a huge industrial complex sprawling over the foggy landscape to the south. A tall chain-link fence surrounds the complex; the fence is interrupted only by a sliding section of fence that serves as a gate (currently closed) across the road. Narrow paths run along the outside of the fence east and west of the road. The road continues into the darkness to the north.\n\n\"That's curious,\" Teeterwaller mumbles. \"Why would they set up a detour that just comes to a dead end?\"", "endoftext": false }, { "action": "You examine the lights", "response": "The complex must be a chemical factory, or an oil refinery, or perhaps a power plant. Towering smokestacks and fat vertical tanks are wrapped in a thick tangle of pipes, which run up the towers, between smokestacks, alongside each other, grouped together in wide sets of parallel cylinders for hundreds of yards and then suddenly parting ways, bending abruptly up, down, around one other, joining new groups for a while then bending away again. Atop the towers are flashing lights to warn off aircraft, dozens of lights slowly flashing to their own rhythm, twinkling sometimes with their neighbors and often on their own.\n\nMr. Teeterwaller seems to be lost in thought.", "endoftext": false }, { "action": "You open gate", "response": "The gate is securely closed.", "endoftext": false }, { "action": "You press button", "response": "I don't know the word \"fense\".\n\n\"Click.\"\n\nTeeterwaller looks through his pockets for something.", "endoftext": false }, { "action": "You examine the fence", "response": "The fence is huge, easily twenty feet high, and topped with loops of razor wire.\n\nIn the distance, a flash of lightning glows in the sky.\n\nMr. Teeterwaller looks around.", "endoftext": false }, { "action": "You examine path", "response": "It's not much of a path; just a narrow band along the fence where no vegetation is growing. One path leads east, and another leads west.\n\nMr. Teeterwaller starts telling you some office gossip, but stops, a little disappointed, when he realizes you don't know the people involved in the embarrassing parts.", "endoftext": false }, { "action": "You look at the gate", "response": "The gate is merely a separate section of the fence that slides across the road. It's currently closed.\n\nA lightning flash momentarily lights up the sky in the distance.\n\nMr. Teeterwaller seems to be lost in thought.", "endoftext": false }, { "action": "You go to the east", "response": "Mr. Teeterwaller comes with you.\n\nfence, creating this path. The road is just to the west, and the enormous plant complex is beyond the fence to the south. The terrain slopes up to the east.\n\nLightning flashes for a moment on the horizon.", "endoftext": false }, { "action": "Go east", "response": "Mr. Teeterwaller comes with you.\n\nThe terrain is considerably elevated above the road, which lies some distance to the west. Scrubby bushes grow almost up to the fence here, making it too difficult to travel further to the east. The elevation gives you a clear view of the road through the vegetation. The sprawling plant complex lies to the south, beyond the fence, and the path leads west along the fence.\n\nFrom the direction of the plant, you hear three short, low-pitched electronic beeps, distant and echoing but still loud, then a deep male voice, broadcast through a public address system in the plant.\n\n\"Section blue, section green, clear sector S, stand by stations. Section black, target approaching, commence operation.\"\n\nFrom the road to the north, faint lights come into view, moving down the road toward the gate. The lights come closer and you see that several large vehicles are approaching.\n\nThe gate in the fence starts slowly sliding open. A group of men wearing dark jumpsuits and black helmets and carrying machine guns trot out through the gate; some take up positions along the shoulder of the road, others run out into the underbrush alongside the road. The men keep pouring out of the gate until at least a couple hundred have emerged.\n\nThe first few of the approaching vehicles rumble to a stop near the gate. You can now see that the vehicles are large semi trucks, painted a uniform white, without any markings you can see.", "endoftext": false }, { "action": "You search the bushes", "response": "You find nothing of interest.\n\nTeeterwaller nervously watches the road through the bushes.\n\nThe last of the trucks rolls to a stop up the road; you count eight trucks. Some of the armed men start moving in groups towards the trucks, while others remain crouched along the sides of the road.\n\nMr. Teeterwaller crouches behind the bushes, watching the road intently. \"Get down! Get down!\" he whispers at you urgently. You move to conceal yourself a little better.", "endoftext": false }, { "action": "You wait", "response": "Time passes...\n\nIn the distance, a flash of lightning glows in the sky.\n\nTeeterwaller nervously watches the road through the bushes.\n\nOne by one, the truck drivers emerge from their cabs, holding their arms up while the armed men lead them away from the trucks, towards the plant gate.\n\nThe fourth truck in line suddenly lurches forward, pulls out of the line, and starts picking up speed, sending everyone on the road scrambling to get out of its way. Gunfire immediately erupts from the men flanking the road, and the truck is engulfed in a shower of sparks and flying metal. The cab of the truck suddenly lurches sideways; half a moment later a deafening boom sounds. The truck rolls off the road and stops as the engine compartment bursts into flames; two figures jump out of the cab and flee in opposite directions.\n\nMore gunfire from up the road. Soldiers in full battle gear have come storming out of the backs of two of the trucks and are scrambling around the trucks looking for cover, and trying to fire back through the hailstorm of bullets coming from the sides of the road.", "endoftext": false }, { "action": "You wait", "response": "Time passes...\n\nLightning flashes for a moment on the horizon.\n\nTeeterwaller nervously watches the road through the bushes.\n\nThe gunfire starts to trail off. Soon the soldiers seem to be the only ones firing; they quickly notice this and stop firing, looking warily around.\n\nA deep rumbling sound draws your attention to the plant gate, where you see a tank come rolling out onto the road. The tank rumbles to a stop just past the first truck. The tank's turret swings slowly around until the protruding cylinder of its cannon is pointed at one of the trucks the soldiers are using for cover. Almost in unison, the soldiers around the truck bolt from their positions and scatter across the road; only a moment later, flames shoot out of the tank's cannon and the truck explodes in a huge fireball.\n\nThe attackers waste no time rounding up the scattered soldiers, and the remaining soldiers quickly surrender and are marching toward the plant gate with their hands in the air.", "endoftext": false }, { "action": "Wait", "response": "Time passes...\n\nTeeterwaller nervously watches the road through the bushes.\n\nThe last of the soldiers march into the plant, a large contingent of their attackers escorting them at gunpoint. A few dozen of the armed men continue patrolling around the edges of the road, but most are heading back towards the gate.\n\nElectronic beeps echo from the direction of the plant, followed by a voice on the PA system. \"Section blue, section green, all clear. Section white, initiate containment procedures.\"\n\nFrom up the road, several vehicles that look like road construction equipment--dump trucks,bulldozers,and the like--roll toward the wreckage. At the same time, a few dozen people wearing blue hard hats and tool belts, making them look like construction workers, walk out of the complex's gate and start heading purposefully toward the trucks.", "endoftext": false }, { "action": "You wait awhile", "response": "Time passes...\n\nTeeterwaller nervously watches the road through the bushes.\n\nThe trucks that are still intact start moving into the plant, one by one, as the bulldozers clear a path through the wreckage.", "endoftext": false }, { "action": "You wait", "response": "Time passes...\n\nA lightning flash momentarily lights up the sky in the distance.\n\nTeeterwaller nervously watches the road through the bushes.\n\nThe construction workers continue clearing the wreckage out of the road.\n\n\"Did you see that?\" Teeterwaller says, talking very quietly. \"What could that have been about?\"", "endoftext": false }, { "action": "Xyzzy", "response": "Poof! In a cloud of orange smoke, you're magically transported to...\n\nThe terrain is considerably elevated above the road, which lies some distance to the west. Scrubby bushes grow almost up to the fence here, making it too difficult to travel further to the east. The elevation gives you a clear view of the road through the vegetation. The sprawling plant complex lies to the south, beyond the fence, and the path leads west along the fence.\nYour boss Mr. Teeterwaller is here.\n\n(Okay, it wasn't that magical.)\n\nTeeterwaller nervously watches the road through the bushes.\n\nThe construction workers continue to clear the wreckage from the road.\n\n\"Look,\" Teeterwaller says, \"I know this is going to sound a little strange, but I think we should try and find out what's going on here.\nI think we need to get inside there,\" he says, indicating the industrial complex beyond the fence. \"I think this could be really important.\"", "endoftext": false }, { "action": "You go west", "response": "Teeterwaller stops you. \"Let's stay here for a moment,\" he whispers. \"We need to figure out what's going on before we walk into the middle of this.\"\n\nIn the distance, a flash of lightning glows in the sky.\n\nTeeterwaller nervously watches the road through the bushes.\n\nThe construction workers clear the last of the wreckage from the road. The construction equipment and workers withdraw into the complex, leaving only a few of the armed men still out on the road.\n\n\"I could really use your help getting in there,\" Teeterwaller says. \"I know it could be dangerous, so if you don't want to join me, if you just want to return to the car and wait for help, I'll understand. But I'm not sure I can do it alone.\"", "endoftext": false }, { "action": "You ask Teeterwaller about the plant", "response": "\"All I can tell is that it looks like a chemical plant.\"\n\nTeeterwaller nervously watches the road through the bushes.\n\nYou hear the rumbling of approaching trucks, this time from the complex. Out of the gate comes a large, white truck, exactly like the ones that arrived before the fighting. The truck accelerates up the road to the north. Another truck follows, then another, until the trucks number eight. These obviously aren't the original eight, though, since several of those were badly damaged in the fighting.\n\n\"I used to fancy myself something of an amateur sleuth,\" Teeterwaller tells you, looking a little sheepish and little smug at the same time. \"This will give me a chance to get back in practice.\"\n\nThe trucks travel away to the north until they're out of sight. The remaining men on the road withdraw into the complex, and the gate slides shut.", "endoftext": false }, { "action": "You go west", "response": "You start back towards the road, staying alert for anyone who might still be patrolling.\n\nMr. Teeterwaller comes with you.", "endoftext": false }, { "action": "Go west", "response": "Mr. Teeterwaller comes with you.\n\nLightning flashes for a moment on the horizon.", "endoftext": false }, { "action": "You go west", "response": "Mr. Teeterwaller comes with you.\n\nThe path ends abruptly to the west with a wall of tall, thorny\nbushes growing out of a deep ditch. The road is just to the east, and the plant complex is on the other side of the fence to the south.\nA metal framework under the fence inside the ditch is visible\nthrough the bushes.\n\nA lightning flash momentarily lights up the sky in the distance.", "endoftext": false }, { "action": "You look at the framework", "response": "The framework is inside the ditch, under the fence, so you can't easily see the whole thing through the bushes. Two vertical rails, one on each side of the ditch, are connected at the top by a crossbar. A winch is in the center of the crossbar, and a pair of cables lead down from the winch.", "endoftext": false }, { "action": "You search the bushes", "response": "You find nothing of interest.\n\nMr. Teeterwaller looks around.", "endoftext": false }, { "action": "Down", "response": "The bushes are too thick.\n\nMr. Teeterwaller starts telling you some office gossip, but stops, a little disappointed, when he realizes you don't know the people involved in the embarrassing parts.", "endoftext": false }, { "action": "Go north", "response": "Mr. Teeterwaller comes with you.\n\nIn the distance, a flash of lightning glows in the sky.", "endoftext": false }, { "action": "Go north", "response": "Mr. Teeterwaller comes with you.\n\nThe main road leads east and west here. A smaller intersecting road leads south.\n\n\"Isn't this where the detour was?\" Teeterwaller mumbles to himself.\n\nA lightning flash momentarily lights up the sky in the distance.", "endoftext": false }, { "action": "You go to the east", "response": "Mr. Teeterwaller comes with you.\n\nThe brush alongside the road is crushed against the ground, and deep tracks from heavy machinery are pressed into the soil. The road continues east and west; you can see only darkness in either direction.", "endoftext": false }, { "action": "You examine tracks", "response": "The tracks are from several different types of trucks or tractors; they're wide and deep, clearly from heavy equipment. They don't lead anywhere, but just meander on and off the road for a stretch, as though the equipment was turning around at this spot.\n\nYou notice a flashlight partially hidden by some of the flattened brush. You reach down and pick up the flashlight.", "endoftext": false }, { "action": "You turn on flashlight", "response": "You switch on the flashlight.\n\nLightning flashes for a moment on the horizon.\n\nTeeterwaller looks through his pockets for something.", "endoftext": false }, { "action": "You turn off the flashlight", "response": "You switch off the flashlight.\n\nTeeterwaller looks around purposefully.", "endoftext": false }, { "action": "You go east", "response": "Mr. Teeterwaller comes with you.\n\nThe road continues east and west. It's too dark to see much in\neither direction.", "endoftext": false }, { "action": "You go east", "response": "Mr. Teeterwaller comes with you.\n\nA small, dilapidated building is just north of the road, which continues east and west. In the darkness, you can just barely make out a sign by the side of the road.\n\nA lightning flash momentarily lights up the sky in the distance.", "endoftext": false }, { "action": "You examine the sign", "response": "Milltown 51 mi", "endoftext": false }, { "action": "You go to the north", "response": "Mr. Teeterwaller comes with you.\n\nThis one-room schoolhouse has clearly been out of use for many\nyears. A chalkboard is on one wall, and a single desk remains. Exits lead north and south.", "endoftext": false }, { "action": "You look at chalkboard", "response": "The blackboard is chipped and warped with age.\n\nMr. Teeterwaller looks around.", "endoftext": false }, { "action": "You examine the desk", "response": "It's the type that combines a desk and a chair into one unit. The top of the desk can be opened to get at a storage area. The top is currently closed.\n\nMr. Teeterwaller starts telling you some office gossip, but stops, a little disappointed, when he realizes you don't know the people involved in the embarrassing parts.", "endoftext": false }, { "action": "You open the desk", "response": "Opening the desk reveals a book.\n\nTeeterwaller tells you about the latest episode of his favorite TV show, \"Shadow Man.\" You never liked the show very much--too much silly conspiracy theory stuff--but you listen politely.", "endoftext": false }, { "action": "You read the book", "response": "Taken.\n\n\n\nIt seems to be an elementary Blottnian textbook, for learning Blottnian as a foreign language. Despite its age (\"copyright 1967, The Horton, Merfin Company, New York\"), it's still intact. It has chapters numbered 1 through 5 that you can read.\n\nTeeterwaller looks around purposefully.", "endoftext": false }, { "action": "You read 1", "response": "Inshna Hojdzunshchk!\n\nWelcome to your introductory Blottnian course! In this book, we will learn not only how to speak and write the Blottnian language, but much about the rich history and colorful culture of the nation of Blottnya.\n\n(The chapter goes on at length about how to use the textbook and accompanying audio tapes; a quick scan of the chapter reveals little of note.)\n\nTeeterwaller looks through his pockets for something.", "endoftext": false }, { "action": "You read 3", "response": "This chapter discusses the culture of Blottnya. You scan a few of the passages.\n\nA picture of a dog, which looks very much like the guard dog you encountered earlier, is accompanied by a caption:\n\nYears ago, herders used the Blottnian Moose Dog to help control their herds. Centuries of careful breeding have made the Moose Dog extremely intelligent and hard-working. Today, the same herding instinct that once served moose herders now serves Blottnian government security police, who use the Moose Dog to help control the cheerful citizens. Blottnya even trains Moose Dogs for service abroad; guard dogs are the country's second largest export.\n\nTeeterwaller reads the book over your shoulder. \"I've never heard of anyone in this country studying Blottnian before,\" he says.", "endoftext": false }, { "action": "You ask Teeterwaller about the blottnya", "response": "\"I went there on a business trip once,\" he says. \"That was years ago, back when they had a government. It was a little scary--they had undercover police following us around everywhere, and you could hear them listening in on the phone. I wouldn't want to go back.\"", "endoftext": false }, { "action": "You read 5", "response": "This is a chapter on culture, focusing on how children in Blottnya are raised. For example, it points out that parents in Blottnya are very fond of using reverse psychology, always telling children just the opposite of what they want them to do. Apparently this practice applies to road signs as well, making driving in Blottnya extremely confusing for foreigners.\n\nTeeterwaller looks through his pockets for something.", "endoftext": false }, { "action": "Go north", "response": "Mr. Teeterwaller comes with you.\n\nThis school yard must always have been a modest playground at best,\nbut is now little more than a dirt patch overgrown with weeds. The schoolhouse building is to the south.\nYou see a hand pump here.", "endoftext": false }, { "action": "You look at the pump", "response": "Taken.\n\nTeeterwaller looks through his pockets for something.\n\nIt's a small hand-operated pump, probably for inflating basketballs or something similar.\n\nMr. Teeterwaller watches you expectantly.", "endoftext": false }, { "action": "You go to the east", "response": "Teeterwaller stops you. \"Look at the sign!\" he says, flustered. \"We can't walk twenty-five miles. We'll miss our meeting!\"", "endoftext": false }, { "action": "You go to the west", "response": "Mr. Teeterwaller comes with you.\n\nA corner of the sky glows briefly with a lightning flash.", "endoftext": false }, { "action": "Go north", "response": "Mr. Teeterwaller comes with you.\n\nA huge dog chained to the side of the building eyes you warily.", "endoftext": false }, { "action": "Azdrupu", "response": "The dog stands up on his hind legs for a few moments, then resumes his guarding posture.", "endoftext": false }, { "action": "Yijtgu", "response": "The dog sits down for a moment, then resumes his guarding posture.\n\nA corner of the sky glows briefly with a lightning flash.", "endoftext": false }, { "action": "Wurtru", "response": "The dog suddenly becomes very friendly. He wags his tale and whines at you happily.\n\n\"Whatever you said, it worked!\" Teeterwaller exclaims. He cautiously approaches the dog and pets him, getting lots of licking and tail-wagging in return.", "endoftext": false }, { "action": "You remove the clip", "response": "The chain is securely bolted to the wall.\n\nMr. Teeterwaller seems to be lost in thought.", "endoftext": false }, { "action": "You unclip the harness", "response": "You unfasten the chain from the harness.\n\nA lightning flash momentarily lights up the sky in the distance.\n\nMr. Teeterwaller mumbles something to himself.", "endoftext": false }, { "action": "You get the chain", "response": "The chain is securely bolted to the wall.\n\nA corner of the sky glows briefly with a lightning flash.", "endoftext": false }, { "action": "You examine harness", "response": "The harness goes around a dog's chest. Even though it's meant for a dog, this one seems like it's big enough for a bear. At the top of the harness is a ring that's used to attach the harness to a chain or leash.\n\nMr. Teeterwaller seems to be lost in thought.", "endoftext": false }, { "action": "Shchrudu", "response": "The dog looks at you curiously, but seems to decide he'd rather stay friends.\n\nMr. Teeterwaller seems to be lost in thought.", "endoftext": false }, { "action": "Go north", "response": "Mr. Teeterwaller comes with you.\n\nThis cavernous space is broken up only by a few vertical steel beams supporting the roof high above. A diffuse yellow glow from pale lights suspended from above filters down through the thick dust hanging in the air.\nRows of drab gray metal desks extend off in all directions,\nseparated by just enough space to form aisles. On each desk is a ragged pile, several feet high, of assorted papers, and a small machine of some kind. Some of the piles of paper are narrow, precariously balanced columns, others are mounds; a few have fallen over, scattering papers across the floor.\nA large door (currently open) to the south leads out of the\nbuilding. The area near the door, where you're standing, is clear of desks, and instead is mostly open, except for a huge workbench.\nSeveral huge burlap sacks full of envelopes are piled alongside the workbench.\nSitting on the workbench is a small plastic device and a looseleaf page.", "endoftext": false }, { "action": "You examine the device", "response": "The device appears to be a portable hand-held scanner of some kind.\nThe boxy plastic body is mounted on top of a pistol grip with a trigger; at the front of the body is a little red window, and on top is an electronic display. Clearly, you are meant to hold the scanner by the grip, point it at an object to be scanned, and pull the trigger. The display is currently dark.\n\nMr. Teeterwaller seems to be lost in thought.", "endoftext": false }, { "action": "You look at the page", "response": "Which page do you mean, the Project Tyche manual, or the looseleaf page?", "endoftext": false }, { "action": "You examine the looseleaf", "response": "Which looseleaf do you mean, the looseleaf page, or the looseleaf page bar code?", "endoftext": false }, { "action": "You examine the looseleaf page", "response": "It's an 8½-by-11 page with holes punched in the margin; it must have fallen out of a three-ring binder.", "endoftext": false }, { "action": "You examine the bar code", "response": "Which bar code do you mean, the black box bar code, or the looseleaf page bar code?", "endoftext": false }, { "action": "You take all", "response": "portable hand-held scanner: Taken.\nlooseleaf page: Taken.\n\nTeeterwaller looks through his pockets for something.", "endoftext": false }, { "action": "You examine the looseleaf page bar code", "response": "The bar code consists of a series of vertical bars of varying thickness, with the number 20300273 written just below the bars in computer-style block numerals.\n\nMr. Teeterwaller seems to be lost in thought.", "endoftext": false }, { "action": "You scan him", "response": "(with the portable hand-held scanner)\nYou can't reach that from here.", "endoftext": false }, { "action": "You read the looseleaf page", "response": "ITEM: Gazette SonarTrack Razor 3-Pack\n\nREBATE AMOUNT: $2.15\n\nUPC: 20300273\n\nIMPORTANT: Verify all UPC bar-code symbols with scanner.\n\nBelow this is a bar code, of the same type that you see on packages in the supermarket, with the number 20300273 written in computer-style block numerals just below the vertical bars.\n\nMr. Teeterwaller seems to be lost in thought.", "endoftext": false }, { "action": "You look at the sacks", "response": "About ten large burlap sacks are piled haphazardly beside the workbench. They're all filled to overflowing with envelopes.", "endoftext": false }, { "action": "You examine the envelopes", "response": "There are far too many envelopes for a thorough examination, but you pick a few at random, and find that they're all addressed to different products' rebate offers: Healthy Concern Low-Fat Crème Brûlée Frozen Dessert $1.51 Rebate Offer, Gazette SonarTrac Razor 3-Pack $2.15 Mail-In Rebate Offer, Sergeant Sweet's Peanut Butter Sweet with Chocolaty Chips and Macadamia Nuts 44 Ounce Breakfast Cereal $3.77 Rebate Offer, ToxiCola 24-Pack $1.01 Mail-In Rebate Offer, Mrs. Palfrey's Olde-Tyme Naturally and Artificially Flavoured Snacking Cones $2.35 Rebate Offer, Blowiger's Very Fine Teas $0.90 Rebate Offer, Shane's No-Spill Men's 100% Cotton Briefs $2.80 Mail-In Rebate Offer, and many more. Even though each envelope is for a different product's rebate offer, they all have the same address: PO Box 2004, Conners City.", "endoftext": false }, { "action": "You scan the looseleaf bar code", "response": "(with the portable hand-held scanner)\nYou point the scanner at the bar code and pull the trigger.\nPencil-thin lines of red light vibrate across the bar code for a few moments, then the scanner emits a short bip, and the display lights up to show: 2.15.\n\nTeeterwaller looks around purposefully.", "endoftext": false }, { "action": "Search envelopes", "response": "You find nothing of interest.\n\nMr. Teeterwaller starts telling you some office gossip, but stops, a little disappointed, when he realizes you don't know the people involved in the embarrassing parts.", "endoftext": false }, { "action": "You get the looseleaf", "response": "Which looseleaf do you mean, the looseleaf page, or the looseleaf page bar code?", "endoftext": false }, { "action": "You get the looseleaf page", "response": "You already have the looseleaf page!\n\nTeeterwaller tells you about the latest episode of his favorite TV show, \"Shadow Man.\" You never liked the show very much--too much silly conspiracy theory stuff--but you listen politely.", "endoftext": false }, { "action": "You examine the desks", "response": "The desks are arranged in closely-spaced rows stretching off in all directions. Each of the desks has a huge heap of papers on one side, and a small machine on the other.\n\nTeeterwaller looks through his pockets for something.", "endoftext": false }, { "action": "You examine the machine", "response": "The machines look a little like typewriters, but they have strange keyboards, and the paper-feeding mechanisms don't look like they're for paper.\n\n\"Those are card punch three-three-five's,\" Teeterwaller says, sounding surprised. It takes you a moment to figure out what he means, then you realize he's talking about a model number, something like Card Punch 335~. \"I haven't seen one of these in years,\" he says. You're afraid he's going to go off on one of his tangents about the good old days of computing when real programmers had to key in the operating system in binary with their toes, but he just looks fondly at the machines.\n\nTeeterwaller looks through his pockets for something.", "endoftext": false }, { "action": "You examine the piles", "response": "The piles look random; they're composed of papers of all sizes and colors.", "endoftext": false }, { "action": "Search piles", "response": "They're too far away.\n\nMr. Teeterwaller mumbles something to himself.", "endoftext": true }, { "action": "Look around", "response": "This cavernous space is broken up only by a few vertical steel beams supporting the roof high above. A diffuse yellow glow from pale lights suspended from above filters down through the thick dust hanging in the air.\nRows of drab gray metal desks extend off in all directions,\nseparated by just enough space to form aisles. On each desk is a ragged pile, several feet high, of assorted papers, and a small machine of some kind. Some of the piles of paper are narrow, precariously balanced columns, others are mounds; a few have fallen over, scattering papers across the floor.\nA large door (currently open) to the south leads out of the\nbuilding. The area near the door, where you're standing, is clear of desks, and instead is mostly open, except for a huge workbench.\nSeveral huge burlap sacks full of envelopes are piled alongside the workbench.\nYour boss Mr. Teeterwaller is here.\n\nMr. Teeterwaller mumbles something to himself.", "endoftext": false }, { "action": "You look at the workbench", "response": "The workbench is very wide, and dominates the entire open area near the door. On closer inspection, you see that it's not merely a workbench, but is actually a machine of some kind. In the center of surface of the workbench is a rectangular depression, about the size of a coffee-table book and about four inches deep, lined at the bottom with little gears and wheels; it's currently empty. Sticking out of the front of the workbench, roughly under the top depression, is a metal basket, of roughly the same dimensions as the depression, placed in front of a chute coming out of the workbench; the basket contains a deck of punched cards.\n\nOn top of the workbench, near the depression, is a knob that looks like the channel dial on a really old television; the knob can be set to values from 0 to 7, and is currently set to 0. Next to the knob is a black push-button.\n\nThere's nothing on the workbench.\n\nTeeterwaller looks through his pockets for something.", "endoftext": false }, { "action": "You examine the cards", "response": "The deck is ten inches thick and must contain thousands of cards--far too many to examine individually. Each card has numerous neat little square holes randomly dispersed across the card, and a series of numbers printed across the top, corresponding to the punched holes.\nThe numbers are arranged into groups: the first group has eight digits; the second group has one or two digits, then a decimal point, then two more digits.\n\nGlancing through the deck, you notice that the cards are sorted by the first group of numbers, which would make it easy to find a particular number of that group in the deck.\n\nMr. Teeterwaller watches you expectantly.", "endoftext": false }, { "action": "You take the cards", "response": "Taken.", "endoftext": false }, { "action": "You look at the knob", "response": "The knob looks like the mechanical channel dials on old televisions.\nIt can be set to positions numbered from 0 to 7; it's currently set to 0.\n\nMr. Teeterwaller looks around.", "endoftext": false }, { "action": "Inventory", "response": "You have your temporary ID card, a map, a garage opener, a jacket, a Project Tyche manual, a DUFON journal, a battery, a flashlight, a Blottnian textbook, a hand pump, a dog harness, a portable hand-held scanner, a looseleaf page, and a deck of punched cards.", "endoftext": false }, { "action": "You examine the deck", "response": "The deck is ten inches thick and must contain thousands of cards--far too many to examine individually. Each card has numerous neat little square holes randomly dispersed across the card, and a series of numbers printed across the top, corresponding to the punched holes.\nThe numbers are arranged into groups: the first group has eight digits; the second group has one or two digits, then a decimal point, then two more digits.\n\nGlancing through the deck, you notice that the cards are sorted by the first group of numbers, which would make it easy to find a particular number of that group in the deck.\n\nMr. Teeterwaller looks around.", "endoftext": false }, { "action": "You put the cards in the depression", "response": "Done.", "endoftext": false }, { "action": "You look up 20300273 in the deck", "response": "The cards are sorted, so you easily flip through the deck to where 20300273 should be. You find a card that looks like this:\n\n20300273 2.15", "endoftext": false }, { "action": "You press the button", "response": "(the black push-button)\nThe machine inside the workbench grinds into action. Waves of motion start rippling through the cards sitting in the depression, and they all vibrate rapidly. The machinery makes more and more noise until the whole workbench is vibrating wildly. Suddenly, the cards start disappearing into the machinery, and after a few moments the entire deck has been sucked inside the workbench.\n\nThe workbench impossibly gets even louder, and starts making bangs and clunks at irregular intervals--clunk... whir... bang-bang-bang-clunk... whir... clunk-bang... clunk... bang-bang... whir...\n\nSuddenly, the cards start issuing from the chute at incredible speed and lining up neatly in the basket. It only takes a few seconds before the entire deck has been reassembled.\n\nThe noise from the machinery starts to subside, falling in both pitch and volume as the gears and flywheels coast to a halt within the workbench. The machine eventually becomes quiet and still.\n\nMr. Teeterwaller seems to be lost in thought.", "endoftext": false }, { "action": "You look at the cards", "response": "The deck is ten inches thick and must contain thousands of cards--far too many to examine individually. Each card has numerous neat little square holes randomly dispersed across the card, and a series of numbers printed across the top, corresponding to the punched holes.\nThe numbers are arranged into groups: the first group has eight digits; the second group has one or two digits, then a decimal point, then two more digits.\n\nGlancing through the deck, you notice that the cards are sorted by the first group of numbers, which would make it easy to find a particular number of that group in the deck.", "endoftext": false }, { "action": "You put the cards in the depression", "response": "Done.\n\nMr. Teeterwaller watches you expectantly.", "endoftext": false }, { "action": "You press the button", "response": "(the black push-button)\nThe machine inside the workbench grinds into action. Waves of motion start rippling through the cards sitting in the depression, and they all vibrate rapidly. The machinery makes more and more noise until the whole workbench is vibrating wildly. Suddenly, the cards start disappearing into the machinery, and after a few moments the entire deck has been sucked inside the workbench.\n\nThe workbench impossibly gets even louder, and starts making bangs and clunks at irregular intervals--clunk... whir... bang-bang-bang-clunk... whir... clunk-bang... clunk... bang-bang... whir...\n\nSuddenly, the cards start issuing from the chute at incredible speed and lining up neatly in the basket. It only takes a few seconds before the entire deck has been reassembled.\n\nThe noise from the machinery starts to subside, falling in both pitch and volume as the gears and flywheels coast to a halt within the workbench. The machine eventually becomes quiet and still.\n\nTeeterwaller looks around purposefully.", "endoftext": false }, { "action": "You look at the cards", "response": "The deck is ten inches thick and must contain thousands of cards--far too many to examine individually. Each card has numerous neat little square holes randomly dispersed across the card, and a series of numbers printed across the top, corresponding to the punched holes.\nThe numbers are arranged into groups: the first group has eight digits; the second group has one or two digits, then a decimal point, then two more digits.\n\nGlancing through the deck, you notice that the cards are sorted by the second group of numbers, which would make it easy to find a particular number of that group in the deck.", "endoftext": false }, { "action": "You turn the knob to 2", "response": "Okay, it's now turned to 2.\n\nTeeterwaller looks around purposefully.", "endoftext": false }, { "action": "You put the cards in the depression", "response": "Done.", "endoftext": false }, { "action": "You look at the cards", "response": "The deck is ten inches thick and must contain thousands of cards--far too many to examine individually. Each card has numerous neat little square holes randomly dispersed across the card, and a series of numbers printed across the top, corresponding to the punched holes.\nThe numbers are arranged into groups: the first group has eight digits; the second group has one or two digits, then a decimal point, then two more digits.\n\nGlancing through the deck, you can detect no apparent ordering; they're just randomly arranged in the deck, which would make it next to impossible to find a particular number in the deck.\n\nMr. Teeterwaller mumbles something to himself.", "endoftext": false }, { "action": "You press button", "response": "Done.\n\nMr. Teeterwaller seems to be lost in thought.\n\nThere are words after your command that I couldn't use.", "endoftext": false }, { "action": "You examine the switches", "response": "Eight tiny slide switches are lined up next to each other. On the side of each switch, eight small notches show the possible positions; each switch can be set to a number from 0 to 7. Currently, the switches are in the following positions: 55567562. Just above the switches, someone has written \"55567562\".", "endoftext": false }, { "action": "You press the button", "response": "(the black push-button)\nThe machine inside the workbench grinds into action. Waves of motion start rippling through the cards sitting in the depression, and they all vibrate rapidly. The machinery makes more and more noise until the whole workbench is vibrating wildly. Suddenly, the cards start disappearing into the machinery, and after a few moments the entire deck has been sucked inside the workbench.\n\nThe workbench impossibly gets even louder, and starts making bangs and clunks at irregular intervals--clunk... whir... bang-bang-bang-clunk... whir... clunk-bang... clunk... bang-bang... whir...\n\nSuddenly, the cards start issuing from the chute at incredible speed and lining up neatly in the basket. It only takes a few seconds before the entire deck has been reassembled.\n\nThe noise from the machinery starts to subside, falling in both pitch and volume as the gears and flywheels coast to a halt within the workbench. The machine eventually becomes quiet and still.", "endoftext": false }, { "action": "You look up 55567562 in the deck", "response": "The cards are sorted, so you easily flip through the deck to where 55567562 should be. You find a card that looks like this:\n\n55567562 2.57\n\nMr. Teeterwaller seems to be lost in thought.", "endoftext": false }, { "action": "57 in the envelopes", "response": "You can't look up anything in the envelopes.\n\nMr. Teeterwaller seems to be lost in thought.", "endoftext": false }, { "action": "You look up 12345678 in the deck", "response": "Since the cards are sorted, you easily flip through the deck to where 12345678 should be, but you don't find a card with that value.\n\nTeeterwaller looks around purposefully.", "endoftext": false }, { "action": "You look up 12345670 in the deck", "response": "Since the cards are sorted, you easily flip through the deck to where 12345670 should be, but you don't find a card with that value.\n\nTeeterwaller looks around purposefully.", "endoftext": false }, { "action": "You look at the envelopes", "response": "There are far too many envelopes for a thorough examination, but you pick a few at random, and find that they're all addressed to different products' rebate offers: Healthy Concern Low-Fat Crème Brûlée Frozen Dessert $1.51 Rebate Offer, Gazette SonarTrac Razor 3-Pack $2.15 Mail-In Rebate Offer, Sergeant Sweet's Peanut Butter Sweet with Chocolaty Chips and Macadamia Nuts 44 Ounce Breakfast Cereal $3.77 Rebate Offer, ToxiCola 24-Pack $1.01 Mail-In Rebate Offer, Mrs. Palfrey's Olde-Tyme Naturally and Artificially Flavoured Snacking Cones $2.35 Rebate Offer, Blowiger's Very Fine Teas $0.90 Rebate Offer, Shane's No-Spill Men's 100% Cotton Briefs $2.80 Mail-In Rebate Offer, and many more. Even though each envelope is for a different product's rebate offer, they all have the same address: PO Box 2004, Conners City.\n\nTeeterwaller looks through his pockets for something.", "endoftext": false }, { "action": "You turn the dial to 1", "response": "Okay, it's now turned to 1.\n\nMr. Teeterwaller looks around.", "endoftext": false }, { "action": "You press the button", "response": "(the black push-button)\nThe machine inside the workbench grinds into action. Waves of motion start rippling through the cards sitting in the depression, and they all vibrate rapidly. The machinery makes more and more noise until the whole workbench is vibrating wildly. Suddenly, the cards start disappearing into the machinery, and after a few moments the entire deck has been sucked inside the workbench.\n\nThe workbench impossibly gets even louder, and starts making bangs and clunks at irregular intervals--clunk... whir... bang-bang-bang-clunk... whir... clunk-bang... clunk... bang-bang... whir...\n\nSuddenly, the cards start issuing from the chute at incredible speed and lining up neatly in the basket. It only takes a few seconds before the entire deck has been reassembled.\n\nThe noise from the machinery starts to subside, falling in both pitch and volume as the gears and flywheels coast to a halt within the workbench. The machine eventually becomes quiet and still.", "endoftext": false }, { "action": "77 in the deck", "response": "The cards are sorted, so you easily flip through the deck to where 3.77 should be. You find a card that looks like this:\n\n41531454 3.77", "endoftext": false }, { "action": "You go to the south", "response": "Mr. Teeterwaller comes with you.\n\nA huge dog is here, happily puttering around.", "endoftext": false }, { "action": "Pet Dog", "response": "The dog wags his tail at you happily, and returns to his puttering around.\n\nTeeterwaller looks around purposefully.", "endoftext": false }, { "action": "Go northeast", "response": "It's too dangerous to attempt to travel the off-road terrain on foot in this darkness.\n\nTeeterwaller looks through his pockets for something.", "endoftext": false }, { "action": "You go east", "response": "Mr. Teeterwaller comes with you.\n\nA lightning flash momentarily lights up the sky in the distance.", "endoftext": false }, { "action": "You go to the northeast", "response": "Mr. Teeterwaller comes with you.\n\nLightning flashes for a moment on the horizon.", "endoftext": true }, { "action": "Look around", "response": "The path runs north and south alongside a deep ditch, which is to\nthe west. The road lies to the south.\nYour boss Mr. Teeterwaller is here.\n\nTeeterwaller looks around purposefully.", "endoftext": false }, { "action": "You go north", "response": "The path veers toward the ditch, then slopes down along a terrace cut into the ditch's bank until it reaches the bottom of the ditch.\n\nMr. Teeterwaller comes with you.", "endoftext": false }, { "action": "Go south", "response": "The path ascends a terrace cut into the ditch's bank back to the top of the bank.\n\nMr. Teeterwaller comes with you.", "endoftext": false }, { "action": "You go west", "response": "Mr. Teeterwaller comes with you.\n\nRoad, near car\n\nA corner of the sky glows briefly with a lightning flash.", "endoftext": false }, { "action": "You go to the west", "response": "Mr. Teeterwaller comes with you.\n\nThe road continues east and west. To the east you can just make out Teeterwaller's car. It's too dark to see much to the west, although you remember from having driven this stretch that there's nothing for a long ways.", "endoftext": false }, { "action": "You go west", "response": "Teeterwaller stops you. \"We just came from this direction,\" he says. \"There's nothing this way for at least twenty miles.\"\n\nMr. Teeterwaller starts telling you some office gossip, but stops, a little disappointed, when he realizes you don't know the people involved in the embarrassing parts.", "endoftext": false }, { "action": "You go east", "response": "Mr. Teeterwaller comes with you.\n\nRoad, near car\nThe road stretches off into the dim moonlight to the east and west.\nMr. Teeterwaller's car sits in the shoulder, parked just slightly off the road.\n\nIn the distance, a flash of lightning glows in the sky.", "endoftext": false }, { "action": "Go east", "response": "Mr. Teeterwaller comes with you.\n\nA gravel driveway leads away from the road to the north. The road continues east and west. To the west you can just make out Mr. Teeterwaller's car; it's too dark to see much to the east.", "endoftext": false }, { "action": "Go northeast", "response": "It's too dangerous to attempt to travel the off-road terrain on foot in this darkness.\n\nIn the distance, a flash of lightning glows in the sky.", "endoftext": false }, { "action": "Go east", "response": "Mr. Teeterwaller comes with you.\n\nThe road continues east and west, rising slightly as it crosses a\ndeep ditch. Metal guard rails run alongside the road on both sides to prevent vehicles from running into the ditch; a narrow foot path leads northeast from the end of the north rail. In the darkness, you can't see far down the road in either direction.", "endoftext": false }, { "action": "Go north", "response": "The path veers toward the ditch, then slopes down along a terrace cut into the ditch's bank until it reaches the bottom of the ditch.\n\nMr. Teeterwaller comes with you.\n\nthe ditch. The path to the south climbs a narrow terrace cut into the ditch's bank. You can't go any further north, but the tenuous ledge hugging the bank to the southwest looks passable; without something to light the way, though, it would be too dangerous.\n\nIn the distance, a flash of lightning glows in the sky.", "endoftext": false }, { "action": "You turn on the flashlight", "response": "You switch on the flashlight.\n\nMr. Teeterwaller watches you expectantly.", "endoftext": false }, { "action": "Go southwest", "response": "It's difficult, but since you have enough light to see what you're doing, you manage to make your way further along the ledge.\n\n\"Wait for me!\" your boss cries from behind. You shine the light back for him, and he nervously negotiates the narrow ledge.\n\nThe ditch passes through a tunnel under the road. The path is wide\nand straight here, continuing alongside the ditch to the north and south.", "endoftext": false }, { "action": "You go to the south", "response": "Mr. Teeterwaller comes with you.\n\nThe path continues north and south along the ditch. To the north,\nyou can just barely make out the road crossing over the ditch. To the south, you see some faint lights in the distance.", "endoftext": false }, { "action": "Go south", "response": "Mr. Teeterwaller comes with you.\n\nDitch, north of fence\nThe ditch is deep here--the banks are perhaps twenty feet high. A chain-link fence runs above the top of the ditch to the south, below which is a gate made of closely-spaced steel bars; the gate covers the full width of the ditch, and blocks travel to the south.", "endoftext": false }, { "action": "You look at the gate", "response": "The gate is made of vertical steel bars, spaced about six inches apart. Rails at either side guide the gate so that it can slide up and down, and a pair of cables attached to the top of the gate are connected to a winch high above. The gate is immersed in the water and covers the full width of the ditch; it completely blocks travel to the south.\n\nTeeterwaller looks through his pockets for something.", "endoftext": false }, { "action": "You examine the cables", "response": "The cables connect the gate to a winch above the gate.", "endoftext": false }, { "action": "Down", "response": "You can't go that way.\n\nIn the distance, a flash of lightning glows in the sky.\n\nMr. Teeterwaller starts telling you some office gossip, but stops, a little disappointed, when he realizes you don't know the people involved in the embarrassing parts.", "endoftext": false }, { "action": "You press the button", "response": "\"Click.\"\n\nLightning flashes for a moment on the horizon.\n\nTeeterwaller tells you about the latest episode of his favorite TV show, \"Shadow Man.\" You never liked the show very much--too much silly conspiracy theory stuff--but you listen politely.", "endoftext": false }, { "action": "You look at the garage", "response": "(the garage opener button)\nYou presumably push the button to transmit a radio signal to open a garage door somewhere.", "endoftext": false }, { "action": "You examine the switches", "response": "Eight tiny slide switches are lined up next to each other. On the side of each switch, eight small notches show the possible positions; each switch can be set to a number from 0 to 7. Currently, the switches are in the following positions: 55567562. Just above the switches, someone has written \"55567562\".\n\nMr. Teeterwaller seems to be lost in thought.", "endoftext": false }, { "action": "Search gate", "response": "You find nothing of interest.\n\nIn the distance, a flash of lightning glows in the sky.", "endoftext": false }, { "action": "You go east", "response": "The bank is too steep to climb.\n\nLightning flashes for a moment on the horizon.", "endoftext": false }, { "action": "You examine the winch", "response": "It's high above; you can't see any detail from here.", "endoftext": false }, { "action": "You examine the rails", "response": "The rails guide the gate so that it can move up and down.\n\nA corner of the sky glows briefly with a lightning flash.\n\nMr. Teeterwaller looks around.", "endoftext": false }, { "action": "You open gate", "response": "You brace yourself and pull the bars as hard as you can, but the gate is much too heavy to move.", "endoftext": false }, { "action": "You set the switches to 20300273", "response": "You carefully manipulate the tiny switches into the new positions.", "endoftext": false }, { "action": "You press the button", "response": "\"Click.\"\n\nMr. Teeterwaller looks around.", "endoftext": false }, { "action": "Inventory", "response": "You have your temporary ID card, a map, a garage opener, a jacket, a Project Tyche manual, a DUFON journal, a battery, a flashlight (providing light), a Blottnian textbook, a hand pump, a dog harness, a portable hand-held scanner, and a looseleaf page.\n\nA lightning flash momentarily lights up the sky in the distance.\n\nTeeterwaller looks through his pockets for something.", "endoftext": false }, { "action": "You throw the harness at the winch", "response": "It's too far away.\n\nTeeterwaller looks around purposefully.", "endoftext": false }, { "action": "You climb the cables", "response": "It's too far away.", "endoftext": false }, { "action": "You look at the rails", "response": "The rails guide the gate so that it can move up and down.\n\nMr. Teeterwaller watches you expectantly.", "endoftext": false }, { "action": "Go south", "response": "The gate is blocking the way.\n\nA corner of the sky glows briefly with a lightning flash.\n\nTeeterwaller looks through his pockets for something.", "endoftext": false }, { "action": "Go north", "response": "Mr. Teeterwaller comes with you.\n\nThe path continues north and south along the ditch. To the north,\nyou can just barely make out the road crossing over the ditch. To the south, you see some faint lights in the distance.\n\nA lightning flash momentarily lights up the sky in the distance.", "endoftext": false }, { "action": "You go north", "response": "Mr. Teeterwaller comes with you.\n\nThe ditch passes through a tunnel under the road. The path is wide\nand straight here, continuing alongside the ditch to the north and south.\n\nA lightning flash momentarily lights up the sky in the distance.", "endoftext": false }, { "action": "You go to the north", "response": "Mr. Teeterwaller comes with you.\n\nthe ditch. The path to the south climbs a narrow terrace cut into the ditch's bank. You can't go any further north, but the tenuous ledge hugging the bank to the southwest looks passable; you may be able to find your way with something to light the way.", "endoftext": false }, { "action": "Go south", "response": "The path ascends a terrace cut into the ditch's bank back to the top of the bank.\n\nMr. Teeterwaller comes with you.\n\nThe path runs north and south alongside a deep ditch, which is to\nthe west. The road lies to the south.", "endoftext": false }, { "action": "You go south", "response": "Mr. Teeterwaller comes with you.\n\nThe road continues east and west, rising slightly as it crosses a\ndeep ditch. Metal guard rails run alongside the road on both sides to prevent vehicles from running into the ditch; a narrow foot path leads northeast from the end of the north rail. In the darkness, you can't see far down the road in either direction.", "endoftext": false }, { "action": "Go east", "response": "Mr. Teeterwaller comes with you.\n\nThe main road leads east and west here. A smaller intersecting road leads south.", "endoftext": false }, { "action": "Go south", "response": "Mr. Teeterwaller comes with you.\n\nThe road runs north and south. In both directions, you can see\nnothing but darkness.\n\nA lightning flash momentarily lights up the sky in the distance.", "endoftext": false }, { "action": "Go south", "response": "Mr. Teeterwaller comes with you.\n\nThe road ends at the gated entrance to a huge industrial complex sprawling over the foggy landscape to the south. A tall chain-link fence surrounds the complex; the fence is interrupted only by a sliding section of fence that serves as a gate (currently closed) across the road. Narrow paths run along the outside of the fence east and west of the road. The road continues into the darkness to the north.", "endoftext": false }, { "action": "You look at the gate", "response": "The gate is merely a separate section of the fence that slides across the road. It's currently closed.\n\nMr. Teeterwaller seems to be lost in thought.", "endoftext": false }, { "action": "Go east", "response": "Mr. Teeterwaller comes with you.\n\nfence, creating this path. The road is just to the west, and the enormous plant complex is beyond the fence to the south. The terrain slopes up to the east.\n\nIn the distance, a flash of lightning glows in the sky.", "endoftext": false }, { "action": "Go east", "response": "Mr. Teeterwaller comes with you.\n\nThe terrain is considerably elevated above the road, which lies some distance to the west. Scrubby bushes grow almost up to the fence here, making it too difficult to travel further to the east. The elevation gives you a clear view of the road through the vegetation. The sprawling plant complex lies to the south, beyond the fence, and the path leads west along the fence.", "endoftext": false }, { "action": "You go west", "response": "Mr. Teeterwaller comes with you.\n\nfence, creating this path. The road is just to the west, and the enormous plant complex is beyond the fence to the south. The terrain slopes up to the east.", "endoftext": false }, { "action": "Go west", "response": "Mr. Teeterwaller comes with you.\n\nThe road ends at the gated entrance to a huge industrial complex sprawling over the foggy landscape to the south. A tall chain-link fence surrounds the complex; the fence is interrupted only by a sliding section of fence that serves as a gate (currently closed) across the road. Narrow paths run along the outside of the fence east and west of the road. The road continues into the darkness to the north.\n\nIn the distance, a flash of lightning glows in the sky.", "endoftext": false }, { "action": "Go west", "response": "Mr. Teeterwaller comes with you.\n\nThe path ends abruptly to the west with a wall of tall, thorny\nbushes growing out of a deep ditch. The road is just to the east, and the plant complex is on the other side of the fence to the south.\nA metal framework under the fence inside the ditch is visible\nthrough the bushes.", "endoftext": false }, { "action": "You look at the framework", "response": "The framework is inside the ditch, under the fence, so you can't easily see the whole thing through the bushes. Two vertical rails, one on each side of the ditch, are connected at the top by a crossbar. A winch is in the center of the crossbar, and a pair of cables lead down from the winch.\n\nMr. Teeterwaller mumbles something to himself.", "endoftext": false }, { "action": "You look at the winch", "response": "It looks like a heavy-duty winch capable of lifting an extremely large load.\n\nNext to the winch is a small black box.\n\nA corner of the sky glows briefly with a lightning flash.\n\nTeeterwaller looks around purposefully.", "endoftext": false }, { "action": "Examine box", "response": "You shine the flashlight on the black box, which gives you enough light to make out some detail. Several wires run from the box to the winch, and a short antenna sticks up out of the top of the box. On the side of the box is a white adhesive label with what looks like a bar code printed on it.\n\nTeeterwaller looks around purposefully.", "endoftext": false }, { "action": "You scan the bar code", "response": "(with the portable hand-held scanner)\nWhich bar code do you mean, the looseleaf page bar code, or the black box bar code?", "endoftext": false }, { "action": "You scan the black box bar code", "response": "(with the portable hand-held scanner)\nYou point the scanner at the bar code and pull the trigger.\nPencil-thin lines of red light vibrate across the bar code for a few moments, then the scanner emits a short bip, and the display lights up to show: 4.71.\n\nMr. Teeterwaller seems to be lost in thought.", "endoftext": false }, { "action": "71", "response": "What do you want to look up it in?", "endoftext": false }, { "action": "You check what you're carrying", "response": "You have your temporary ID card, a map, a garage opener, a jacket, a Project Tyche manual, a DUFON journal, a battery, a flashlight (providing light), a Blottnian textbook, a hand pump, a dog harness, a portable hand-held scanner, and a looseleaf page.\n\nA corner of the sky glows briefly with a lightning flash.\n\nTeeterwaller looks around purposefully.", "endoftext": false }, { "action": "Go north", "response": "You can't go that way.\n\nTeeterwaller tells you about the latest episode of his favorite TV show, \"Shadow Man.\" You never liked the show very much--too much silly conspiracy theory stuff--but you listen politely.", "endoftext": false }, { "action": "You go to the east", "response": "Mr. Teeterwaller comes with you.\n\nThe road ends at the gated entrance to a huge industrial complex sprawling over the foggy landscape to the south. A tall chain-link fence surrounds the complex; the fence is interrupted only by a sliding section of fence that serves as a gate (currently closed) across the road. Narrow paths run along the outside of the fence east and west of the road. The road continues into the darkness to the north.", "endoftext": false }, { "action": "You go north", "response": "Mr. Teeterwaller comes with you.\n\nA light fog hangs over the road in the still night air. The road continues into the darkness to the north. To the south, distant lights glow weakly through the fog.\n\nIn the distance, a flash of lightning glows in the sky.", "endoftext": false }, { "action": "You go to the north", "response": "Mr. Teeterwaller comes with you.\n\nThe road runs north and south. In both directions, you can see\nnothing but darkness.", "endoftext": false }, { "action": "You go to the north", "response": "Mr. Teeterwaller comes with you.\n\nThe main road leads east and west here. A smaller intersecting road leads south.\n\nA lightning flash momentarily lights up the sky in the distance.", "endoftext": false }, { "action": "You go west", "response": "Mr. Teeterwaller comes with you.\n\nThe road continues east and west, rising slightly as it crosses a\ndeep ditch. Metal guard rails run alongside the road on both sides to prevent vehicles from running into the ditch; a narrow foot path leads northeast from the end of the north rail. In the darkness, you can't see far down the road in either direction.", "endoftext": false }, { "action": "Go north", "response": "It's too dangerous to jump into the ditch from here.\n\nTeeterwaller looks around purposefully.", "endoftext": false }, { "action": "Go west", "response": "Mr. Teeterwaller comes with you.\n\nA gravel driveway leads away from the road to the north. The road continues east and west. To the west you can just make out Mr. Teeterwaller's car; it's too dark to see much to the east.", "endoftext": false }, { "action": "You go to the north", "response": "Mr. Teeterwaller comes with you.\n\nThe driveway ends at an open roll-up metal door in a large,\nwindowless building to the north. The door looks like it belongs on a one-car garage. Bolted to the side of the building is a heavy steel chain. The driveway leads south, back to the road.\nA huge dog is here, happily puttering around.", "endoftext": false }, { "action": "Go north", "response": "Mr. Teeterwaller comes with you.\n\nThis cavernous space is broken up only by a few vertical steel beams supporting the roof high above. A diffuse yellow glow from pale lights suspended from above filters down through the thick dust hanging in the air.\nRows of drab gray metal desks extend off in all directions,\nseparated by just enough space to form aisles. On each desk is a ragged pile, several feet high, of assorted papers, and a small machine of some kind. Some of the piles of paper are narrow, precariously balanced columns, others are mounds; a few have fallen over, scattering papers across the floor.\nA large door (currently open) to the south leads out of the\nbuilding. The area near the door, where you're standing, is clear of desks, and instead is mostly open, except for a huge workbench.\nSeveral huge burlap sacks full of envelopes are piled alongside the workbench.", "endoftext": false }, { "action": "You take the cards", "response": "Taken.\n\nMr. Teeterwaller seems to be lost in thought.", "endoftext": false }, { "action": "71", "response": "(in the deck of punched cards)\nThe cards are sorted, so you easily flip through the deck to where 4.71 should be. You find a card that looks like this:\n\n42325515 4.71\n\nMr. Teeterwaller mumbles something to himself.", "endoftext": false }, { "action": "You set switches to 42325515", "response": "You carefully manipulate the tiny switches into the new positions.\n\nMr. Teeterwaller mumbles something to himself.", "endoftext": false }, { "action": "You go to the east", "response": "It's too dangerous to attempt to travel the off-road terrain on foot in this darkness, even with the flashlight.\n\nA lightning flash momentarily lights up the sky in the distance.", "endoftext": false }, { "action": "You go east", "response": "Mr. Teeterwaller comes with you.\n\nThe road continues east and west, rising slightly as it crosses a\ndeep ditch. Metal guard rails run alongside the road on both sides to prevent vehicles from running into the ditch; a narrow foot path leads northeast from the end of the north rail. In the darkness, you can't see far down the road in either direction.\n\nLightning flashes for a moment on the horizon.", "endoftext": false }, { "action": "Go north", "response": "The path veers toward the ditch, then slopes down along a terrace cut into the ditch's bank until it reaches the bottom of the ditch.\n\nMr. Teeterwaller comes with you.\n\nthe ditch. The path to the south climbs a narrow terrace cut into the ditch's bank. You can't go any further north, but the tenuous ledge hugging the bank to the southwest looks passable; you may be able to find your way with something to light the way.", "endoftext": false }, { "action": "Go southwest", "response": "It's difficult, but since you have enough light to see what you're doing, you manage to make your way further along the ledge.\n\n\"Wait for me!\" your boss cries from behind. You shine the light back for him, and he nervously negotiates the narrow ledge.\n\nThe ditch passes through a tunnel under the road. The path is wide\nand straight here, continuing alongside the ditch to the north and south.", "endoftext": false }, { "action": "You go to the south", "response": "Mr. Teeterwaller comes with you.\n\nThe path continues north and south along the ditch. To the north,\nyou can just barely make out the road crossing over the ditch. To the south, you see some faint lights in the distance.", "endoftext": false }, { "action": "Go south", "response": "Mr. Teeterwaller comes with you.\n\nDitch, north of fence\nThe ditch is deep here--the banks are perhaps twenty feet high. A chain-link fence runs above the top of the ditch to the south, below which is a gate made of closely-spaced steel bars; the gate covers the full width of the ditch, and blocks travel to the south.", "endoftext": false }, { "action": "You go south", "response": "The gate is blocking the way.\n\nTeeterwaller looks through his pockets for something.", "endoftext": false }, { "action": "You press the button", "response": "\"Click.\"\n\nA corner of the sky glows briefly with a lightning flash.", "endoftext": false }, { "action": "Go north", "response": "Mr. Teeterwaller comes with you.\n\nThe path continues north and south along the ditch. To the north,\nyou can just barely make out the road crossing over the ditch. To the south, you see some faint lights in the distance.\n\nIn the distance, a flash of lightning glows in the sky.", "endoftext": false }, { "action": "You put the battery in the opener", "response": "You install the battery, making sure to align it in the correct direction according to the diagram.\n\nLightning flashes for a moment on the horizon.\n\nTeeterwaller looks around purposefully.", "endoftext": false }, { "action": "You go to the south", "response": "Mr. Teeterwaller comes with you.\n\nDitch, north of fence\nThe ditch is deep here--the banks are perhaps twenty feet high. A chain-link fence runs above the top of the ditch to the south, below which is a gate made of closely-spaced steel bars; the gate covers the full width of the ditch, and blocks travel to the south.\n\nA lightning flash momentarily lights up the sky in the distance.", "endoftext": false }, { "action": "You press the button", "response": "From above, you hear the winch make a loud humming noise. The cables become tense, then the gate starts slowly rising. It lifts up out of the water, then continues sliding up the rails for a few feet. When it reaches the top of the rails, it stops, and the winch becomes silent.\n\nTeeterwaller looks through his pockets for something.", "endoftext": false }, { "action": "Go south", "response": "You have to bend down slightly to move past the gate. Mr. Teeterwaller cautiously joins you, looking up to make sure the gate isn't going to come crashing down on him as he passes underneath. As you cross under the fence, the ditch changes to a concrete-lined canal.\n\nMr. Teeterwaller comes with you.\n\nVertical concrete walls line this deep canal. A chain-link fence crosses over the top of the canal above; under the fence, a steel gate hangs several feet above the water, allowing passage through a low opening under the gate. To the south, the canal stops at a concrete wall perforated by an array of pipes.\nA ladder is set into the west wall.\n\n\"Wonderful job!\" Teeterwaller says excitedly. \"We're inside the complex! Now we just need to find the trucks.\"", "endoftext": false }, { "action": "You look at the pipes", "response": "The pipes vary in size; most are about a foot in diameter, but many are only a few inches and a few are two feet wide. The pipes all open into the canal, and most are dripping slightly.\n\nSomething deep inside a large rusty pipe catches your eye.\n\nTeeterwaller looks around purposefully.", "endoftext": false }, { "action": "You look at rusty", "response": "The pipe is over two feet in diameter and is very rusty, whereas most of the other pipes look clean and new. You can see something inside the pipe, but you can't tell what it is from here; it's too far inside the pipe for you to reach it.\n\nMr. Teeterwaller looks around.", "endoftext": false }, { "action": "You put harness in pipe", "response": "You don't want to put anything into the pipe; it would just get all covered with slime.", "endoftext": false }, { "action": "You hit the pipe", "response": "Which pipe do you mean, the array of pipes, or the rusty pipe?", "endoftext": false }, { "action": "You hit rusty", "response": "I don't know how to attack the rusty pipe.\n\nMr. Teeterwaller mumbles something to himself.", "endoftext": false }, { "action": "You ask Teeterwaller about the trucks", "response": "\"You probably know as much as I do.\"\n\nTeeterwaller looks through his pockets for something.", "endoftext": false }, { "action": "Rusty", "response": "I don't know how to enter the rusty pipe.\n\nA bolt of lightning streaks down from the sky and strikes the ground a short distance to the west.", "endoftext": false }, { "action": "You kick rusty", "response": "I don't know how to attack the rusty pipe.\n\nA lightning bolt flashes through the sky a short distance to the north.", "endoftext": false }, { "action": "Go upwards", "response": "You cautiously climb up the rungs. It's quite a ways up and you feel a little anxious about the height, but you reach the top and peer over the edge to see if there are any guards about. You can't see anyone, so you pull yourself over the edge.\n\nYou motion to Teeterwaller to join you. He nervously climbs the ladder, looking down several times.\n\nA deep, concrete-lined canal is to the east; metal rungs are set\ninto the wall, forming a ladder down into the canal. A tall fence topped with razor wire is to the north.\nPipes and conduits are everywhere, packed so tightly together that\nthey form walls. Narrow openings in the pipes allow travel to the southeast and southwest. To the west, a cylindrical tower rises up out of the pipes and looms several stories overhead; a spiral stairway encircling the tower leads up. The ground is replaced by a metal grating for the ten feet around the tower.", "endoftext": false }, { "action": "Go west", "response": "You cross the grating, and climb the gentle slope of the stairway through one revolution around the tower.\n\nMr. Teeterwaller comes with you.\n\nLanding, two stories up\nA short landing, about two stories above the ground on the east side\nof the tower, interrupts the steady spiral of the stairs, which continue up and down. The canal is visible in the distance below, and the tower looms overhead.\nSitting above you, on top of the grating of the stairs one level up, you see a yellow hard-hat and a white hard-hat.", "endoftext": false }, { "action": "You take the hats", "response": "yellow hard-hat: That's on the other side of the grating.\nwhite hard-hat: That's on the other side of the grating.", "endoftext": false }, { "action": "Go up", "response": "Mr. Teeterwaller comes with you.\n\nLanding, four stories up\nThe stairs end at this landing, and go no further up. This landing\nis nearly at the top of the tower, around four stories above the ground, and on the east side of the tower.\nA closed rounded metal door is set into the tower wall to the west.\nA large wheel is in the center of the door.\nThrough the grating below, you see a yellow hard-hat and a white hard-hat on the stairs one level down.", "endoftext": false }, { "action": "You examine the wheel", "response": "It's a big metal wheel, about a foot in diameter, in the middle of the door.\n\nTeeterwaller looks through his pockets for something.", "endoftext": false }, { "action": "Turn wheel", "response": "The wheel is hard to move, but you manage to turn it a couple of revolutions clockwise, where it stops. A hissing sound escapes from the door for a few moments, then fades away.\n\nMr. Teeterwaller mumbles something to himself.", "endoftext": false }, { "action": "You open the door", "response": "As soon as you start to move the door, a thick, acrid vapor oozes out of the opening, and your eyes and lungs start burning. You quickly shut the door again.\n\nA bolt of lightning streaks down from the sky and strikes the ground a short distance to the west.\n\nTeeterwaller looks around purposefully.", "endoftext": true }, { "action": "Go down", "response": "Mr. Teeterwaller comes with you.\n\nLanding, two stories up\nA short landing, about two stories above the ground on the east side\nof the tower, interrupts the steady spiral of the stairs, which continue up and down. The canal is visible in the distance below, and the tower looms overhead.\nSitting above you, on top of the grating of the stairs one level up, you see a yellow hard-hat and a white hard-hat.\n\nA lightning bolt rips through the sky nearby to the east.", "endoftext": false }, { "action": "You examine grating", "response": "Which grating do you mean, the top grating, or the bottom grating?", "endoftext": false }, { "action": "You examine top grating", "response": "The grating is the bottom of the stairs one level above. Through the grating, you can see a yellow hard-hat and a white hard-hat.\n\nMr. Teeterwaller seems to be lost in thought.", "endoftext": false }, { "action": "You open the grating", "response": "(the top grating)\nIt's too far away.", "endoftext": true }, { "action": "You go downward", "response": "Mr. Teeterwaller comes with you.\n\nA deep, concrete-lined canal is to the east; metal rungs are set\ninto the wall, forming a ladder down into the canal. A tall fence topped with razor wire is to the north.\nPipes and conduits are everywhere, packed so tightly together that\nthey form walls. Narrow openings in the pipes allow travel to the southeast and southwest. To the west, a cylindrical tower rises up out of the pipes and looms several stories overhead; a spiral stairway encircling the tower leads up. The ground is replaced by a metal grating for the ten feet around the tower.", "endoftext": false }, { "action": "You examine the grating", "response": "It's a sturdy metal grating covering a shaft around the tower.\n\nMr. Teeterwaller mumbles something to himself.", "endoftext": false }, { "action": "You open the grating", "response": "It's firmly fixed in place.\n\nMr. Teeterwaller looks around.", "endoftext": false }, { "action": "You go to the southwest", "response": "Mr. Teeterwaller comes with you.\n\nThe forest of pipes opens up a little here into a large clear area.\nIn the center of the clearing stands a tall metal enclosure topped with a brightly-lit red sign:\n\nAn opening in the pipes leads northeast, and another passage leads south. You may also be able to squeeze through a narrow crawl-way to the southeast.", "endoftext": false }, { "action": "You look at the enclosure", "response": "The enclosure is about seven feet tall and open on one side to provide access to the equipment within. A gray fire hose is coiled up neatly on a giant reel. In addition, the enclosure contains a newer gas mask and an older gas mask.\n\nMr. Teeterwaller mumbles something to himself.", "endoftext": false }, { "action": "You get the masks", "response": "newer gas mask: Mr. Teeterwaller picks up the older gas mask. \"Good idea,\" he says. \"This could come in handy.\"\n\nTaken.\nolder gas mask: Mr. Teeterwaller is carrying the older gas mask and won't let you have it.\n\nTeeterwaller looks around purposefully.", "endoftext": false }, { "action": "You get the hose", "response": "You take hold of the end of the fire hose, and unreel the hose a couple of feet. The reel remains under tension as you pull it, but it allows you to unreel the hose.\n\nMr. Teeterwaller watches you expectantly.", "endoftext": false }, { "action": "You examine hose", "response": "(the coiled fire hose)\nThe hose is neatly coiled on a giant reel (except for the last few feet, which you're holding); next to the coil is a valve with a brass control wheel. The hose ends in a nozzle, attached to which is a lever.\n\nA lightning bolt rips through the sky nearby to the east.\n\nTeeterwaller looks through his pockets for something.", "endoftext": false }, { "action": "Turn wheel", "response": "You turn the wheel counterclockwise until it stops. You can hear water rush through the valve for a few moments as the hose pressurizes.\n\nMr. Teeterwaller starts telling you some office gossip, but stops, a little disappointed, when he realizes you don't know the people involved in the embarrassing parts.", "endoftext": false }, { "action": "Go northeast", "response": "You carefully pull the fire hose along with you. The reel unwinds, letting out the hose for you.\n\nMr. Teeterwaller comes with you.\n\nA deep, concrete-lined canal is to the east; metal rungs are set\ninto the wall, forming a ladder down into the canal. A tall fence topped with razor wire is to the north.\nPipes and conduits are everywhere, packed so tightly together that\nthey form walls. Narrow openings in the pipes allow travel to the southeast and southwest. To the west, a cylindrical tower rises up out of the pipes and looms several stories overhead; a spiral stairway encircling the tower leads up. The ground is replaced by a metal grating for the ten feet around the tower.\nThe fire hose stretches along the ground through the opening to the southwest.", "endoftext": false }, { "action": "You go west", "response": "You won't be able to drag the hose up the stairs; it would get stuck wrapping around the tower wall.\n\nMr. Teeterwaller looks around.", "endoftext": false }, { "action": "Go east", "response": "Teeterwaller looks down into the canal. \"I don't think the hose will make it over the edge without some help,\" he says. \"I'll stay up here and guide it over the edge for you.\" He situates himself at the top of the ladder as you start to climb down.\n\nVertical concrete walls line this deep canal. A chain-link fence crosses over the top of the canal above; under the fence, a steel gate hangs several feet above the water, allowing passage through a low opening under the gate. To the south, the canal stops at a concrete wall perforated by an array of pipes.\nA ladder is set into the west wall.\nThe fire hose stretches up the wall of the canal to the top of the ladder.", "endoftext": false }, { "action": "You put the hose in rusty", "response": "You shove the fire hose nozzle into the pipe. You still have to hold the hose to keep it from retracting.", "endoftext": false }, { "action": "You pull the lever", "response": "You pull the lever, and water immediately starts gushing through the nozzle and into the pipe. The pipe quickly fills up, and the water starts shooting back out. You release the lever and jump out of the way as the water pours out of the pipe. A deflated silver balloon falls out of the pipe, carried by the force of the water.", "endoftext": false }, { "action": "You take the balloon", "response": "Taken.\n\nA lightning bolt flashes through the sky a short distance to the north.", "endoftext": false }, { "action": "You examine the pump", "response": "It's a small hand-operated pump, probably for inflating basketballs or something similar.", "endoftext": false }, { "action": "You examine the balloon", "response": "It's an ordinary balloon, made of shiny silver plastic. It's currently fully deflated.", "endoftext": false }, { "action": "Go upwards", "response": "You cautiously climb up the rungs. It's quite a ways up and you feel a little anxious about the height, but you reach the top.\n\nThe fire hose retracts as you go.\n\nA deep, concrete-lined canal is to the east; metal rungs are set\ninto the wall, forming a ladder down into the canal. A tall fence topped with razor wire is to the north.\nPipes and conduits are everywhere, packed so tightly together that\nthey form walls. Narrow openings in the pipes allow travel to the southeast and southwest. To the west, a cylindrical tower rises up out of the pipes and looms several stories overhead; a spiral stairway encircling the tower leads up. The ground is replaced by a metal grating for the ten feet around the tower.\nThe fire hose stretches along the ground through the opening to the southwest.\nYour boss Mr. Teeterwaller is here.\n\nMr. Teeterwaller watches you expectantly.", "endoftext": false }, { "action": "Go southeast", "response": "You can't get the hose around the bend--there are too many pipes at odd angles.\n\nA bolt of lightning streaks down from the sky and strikes the ground a short distance to the west.\n\nMr. Teeterwaller mumbles something to himself.", "endoftext": false }, { "action": "You drop the hose", "response": "As soon as you let go of the hose, it slides away to the southeast as the reel winds the hose back onto the coil.\n\nMr. Teeterwaller mumbles something to himself.", "endoftext": false }, { "action": "You go southeast", "response": "Mr. Teeterwaller comes with you.\n\nThe pipes are just barely far enough apart here for you to squeeze through to the northwest, but this is otherwise a dead end.\nA space between some pipes to the east affords a peephole view of a large courtyard.\n\n\"Look!\" Mr. Teeterwaller says, pointing through the opening in the pipes.\n\nThrough the opening, you can see several trucks parked in the courtyard--the same trucks that you saw hijacked.\n\nTwo people, wearing baggy white whole-body suits with hoods and gas masks, emerge from the back of one of the trucks, walking backwards, carrying something. They continue out down a ramp at the back of the truck; two more people dressed the same way come into view, also helping to carry the object, which you can now see is a large shiny silver crate. Two more people come out of the truck, then another two carrying the trailing end of the crate. The eight slowly make their way down the ramp with the obviously heavy cargo.\n\nYou wonder what they could be removing from the trucks that requires such elaborate protective clothing. You look at Teeterwaller. He's watching intently, but, strangely, does not seem surprised by what he's seeing.\n\nAnother space-suited worker emerges from the truck, slowly waving a wand attached by a cord to a box that makes intermittent ticking sounds.\n\nYou feel a chill as you realize that the cargo must be radioactive.\n\nThe group and their load disappear behind the truck, and the clicking of the Geiger counter recedes into inaudibility.\n\nTeeterwaller continues watching for a few moments. \"Interesting,\" he finally says.", "endoftext": true }, { "action": "Look around", "response": "The pipes are just barely far enough apart here for you to squeeze through to the northwest, but this is otherwise a dead end.\nA space between some pipes to the east affords a peephole view of a large courtyard.\nYour boss Mr. Teeterwaller is here.\n\nA lightning bolt rips through the sky nearby to the east.", "endoftext": false }, { "action": "You go to the northwest", "response": "Mr. Teeterwaller comes with you.\n\nA deep, concrete-lined canal is to the east; metal rungs are set\ninto the wall, forming a ladder down into the canal. A tall fence topped with razor wire is to the north.\nPipes and conduits are everywhere, packed so tightly together that\nthey form walls. Narrow openings in the pipes allow travel to the southeast and southwest. To the west, a cylindrical tower rises up out of the pipes and looms several stories overhead; a spiral stairway encircling the tower leads up. The ground is replaced by a metal grating for the ten feet around the tower.\n\nA lightning bolt rips through the sky nearby to the east.", "endoftext": false }, { "action": "You go to the southwest", "response": "Mr. Teeterwaller comes with you.\n\nThe forest of pipes opens up a little here into a large clear area.\nIn the center of the clearing stands a tall metal enclosure topped with a brightly-lit red sign:\n\nAn opening in the pipes leads northeast, and another passage leads south. You may also be able to squeeze through a narrow crawl-way to the southeast.", "endoftext": false }, { "action": "You go southeast", "response": "You have to crawl underneath a large pipe about three feet above the ground, but once you're past the pipe, you're able to stand again. Mr. Teeterwaller comes with you.\n\nThis opening in the pipes is large enough to stand in, but not much more. To the northwest is a low crawl-way, but there are no other openings large enough to travel through. The dense wall of pipes to the south is, however, broken in one spot by a six-inch gap.", "endoftext": false }, { "action": "You examine the gap", "response": "The gap is about six inches high and a little wider. Beyond the gap, there appears to be a large open area with a glass floor.\n\nA lightning bolt flashes through the sky a short distance to the north.", "endoftext": false }, { "action": "You look in the gap", "response": "The gap is about six inches high and a little wider. Beyond the gap, there appears to be a large open area with a glass floor.\n\nMr. Teeterwaller starts telling you some office gossip, but stops, a little disappointed, when he realizes you don't know the people involved in the embarrassing parts.", "endoftext": false }, { "action": "You go to the south", "response": "Mr. Teeterwaller comes with you.\n\npanels, stretching hundreds of feet to the south and as far to the east. The pipes that are everywhere in this compound bend around the sea of glass leaving the area above open to the sky; white cylindrical towers rising up above the pipes are scattered around the perimeter of the glass. A passage through the pipes opens to the north, and the pipes leave enough space for a walkway southwest along the edge of the glass.\nA metal cage, suspended a few inches off the ground by a cable\nhanging from a beam overhead, is just this side of the glass.", "endoftext": false }, { "action": "You examine the cage", "response": "The cage isn't the kind that's meant to keep someone from getting out; it's simply a metal floor about three feet by eight feet with a loose framework of metal poles forming the edges of a box; a cable attached at the top of the framework holds the whole thing a few inches off the ground.\n\nTeeterwaller looks through his pockets for something.", "endoftext": false }, { "action": "You examine the cage", "response": "The cage isn't the kind that's meant to keep someone from getting out; it's simply a metal floor about three feet by eight feet with a loose framework of metal poles forming the edges of a box; a cable attached at the top of the framework holds the whole thing a few inches off the ground.\n\nA bolt of lightning streaks down from the sky and strikes the ground a short distance to the west.\n\nMr. Teeterwaller seems to be lost in thought.", "endoftext": false }, { "action": "You enter the cage", "response": "Mr. Teeterwaller comes with you.\n\nThe cage is a simple framework of poles connected to a metal floor. Attached to one of the poles, about midway up, is a pair of levers. A few inches above the levers, a yellow note is taped to the pole.\nThe cage is above solid ground, at the north edge of the glass, and about ten feet from the west edge.\nA small gap in the pipes is visible about fifty feet east of the\ncage.", "endoftext": false }, { "action": "You read the note", "response": "To: Window washing crew\nFrom: Cleaning crew manager\nSubject: Water in atrium\n\nThe cleaning crew has been complaining for several weeks about water collecting on the atrium floor, making cleanup more difficult, etc. We have determined that the source of the water is the window washing crew.\n\nPlease take note of the access hatch (SEE DIAGRAM BELOW) and DO NOT open this while the glass is still wet.\n\nThank you for your cooperation.\n\nJ. Stimms\nCleaning crew manager\n\nBelow this is a hand-drawn diagram showing a five-by-five grid of squares, with the square in the center emphatically circled.\n\nTeeterwaller looks around purposefully.", "endoftext": false }, { "action": "You examine the note", "response": "To: Window washing crew\nFrom: Cleaning crew manager\nSubject: Water in atrium\n\nThe cleaning crew has been complaining for several weeks about water collecting on the atrium floor, making cleanup more difficult, etc. We have determined that the source of the water is the window washing crew.\n\nPlease take note of the access hatch (SEE DIAGRAM BELOW) and DO NOT open this while the glass is still wet.\n\nThank you for your cooperation.\n\nJ. Stimms\nCleaning crew manager\n\nBelow this is a hand-drawn diagram showing a five-by-five grid of squares, with the square in the center emphatically circled.\n\nA lightning bolt flashes through the sky a short distance to the north.\n\nMr. Teeterwaller watches you expectantly.", "endoftext": false }, { "action": "You look at the glass", "response": "The glass looks like a giant window set into the ground, roughly square and a hundred feet on a side. It looks as though a huge chamber is below the glass.\n\nA lightning bolt flashes through the sky a short distance to the north.\n\nMr. Teeterwaller looks around.", "endoftext": false }, { "action": "Go outside", "response": "Mr. Teeterwaller comes with you.\n\npanels, stretching hundreds of feet to the south and as far to the east. The pipes that are everywhere in this compound bend around the sea of glass leaving the area above open to the sky; white cylindrical towers rising up above the pipes are scattered around the perimeter of the glass. A passage through the pipes opens to the north, and the pipes leave enough space for a walkway southwest along the edge of the glass.\nA metal cage, suspended a few inches off the ground by a cable\nhanging from a beam overhead, is just this side of the glass.\n\nA lightning bolt rips through the sky nearby to the east.", "endoftext": false }, { "action": "Go north", "response": "Mr. Teeterwaller comes with you.\n\nThe forest of pipes opens up a little here into a large clear area.\nIn the center of the clearing stands a tall metal enclosure topped with a brightly-lit red sign:\n\nAn opening in the pipes leads northeast, and another passage leads south. You may also be able to squeeze through a narrow crawl-way to the southeast.\n\nA lightning bolt flashes through the sky a short distance to the north.", "endoftext": false }, { "action": "Up", "response": "You cross the grating, and climb the gentle slope of the stairway through one revolution around the tower.\n\nMr. Teeterwaller comes with you.\n\nLanding, two stories up\nA short landing, about two stories above the ground on the east side\nof the tower, interrupts the steady spiral of the stairs, which continue up and down. The canal is visible in the distance below, and the tower looms overhead.\nSitting above you, on top of the grating of the stairs one level up, you see a yellow hard-hat and a white hard-hat.\n\nA bolt of lightning streaks down from the sky and strikes the ground a short distance to the west.", "endoftext": false }, { "action": "Up", "response": "Mr. Teeterwaller comes with you.\n\nLanding, four stories up\nThe stairs end at this landing, and go no further up. This landing\nis nearly at the top of the tower, around four stories above the ground, and on the east side of the tower.\nA closed rounded metal door is set into the tower wall to the west.\nA large wheel is in the center of the door.\nThrough the grating below, you see a yellow hard-hat and a white hard-hat on the stairs one level down.", "endoftext": false }, { "action": "You wear the mask", "response": "(the newer gas mask)\nOkay, you're now wearing the newer gas mask.\n\nMr. Teeterwaller puts his gas mask on as well.\n\nTeeterwaller looks around purposefully.", "endoftext": false }, { "action": "You open the door", "response": "Opened.\n\nWisps of viscous green vapor waft slowly out from the door. Fortunately, the gas mask seems to be protecting you from the gas.\n\nMr. Teeterwaller seems to be lost in thought.", "endoftext": false }, { "action": "You go to the west", "response": "Mr. Teeterwaller comes with you.\n\nA catwalk starts at the rounded door to the east (which is open),\nand extends west toward the center of the cylinder of the tower, suspended by cables over a churning, bubbling sea of viscous yellow-green liquid ten feet below. A green, misty vapor swirls up from the surface of the liquid.\n\nThe rounded metal door swings shut with a dull thud.", "endoftext": false }, { "action": "Go west", "response": "Mr. Teeterwaller comes with you.\n\nThis is roughly the center of the catwalk, which extends east and\nwest. A pair of cables, suspended from above, are attached to the catwalk here to provide support.", "endoftext": false }, { "action": "You go to the west", "response": "Mr. Teeterwaller comes with you.\n\nThe catwalk reaches the west wall of the tower here, and extends\ninto the center of the tower to the east. A door is set into the west wall; it's currently closed.", "endoftext": false }, { "action": "You open the door", "response": "The door won't budge; it seems to be locked from the outside.\n\nMr. Teeterwaller watches you expectantly.", "endoftext": false }, { "action": "You look at the door", "response": "The closed door is about four feet tall and rounded at the corners.\n\nMr. Teeterwaller seems to be lost in thought.", "endoftext": false }, { "action": "You pull the door", "response": "Pulling the rounded metal door doesn't have any effect.\n\nMr. Teeterwaller mumbles something to himself.", "endoftext": false }, { "action": "You look at the cables", "response": "The cables extend to the domed roof of the tower above, and are attached to the catwalk here to support its weight. At the top of the cables, you can just make out what looks like an access hatch in the roof.", "endoftext": false }, { "action": "You climb the cables", "response": "\"I think I'll wait here,\" Mr. Teeterwaller says nervously.\n\nYou take a deep breath and grasp the cable, giving it a tug to make sure it's as firmly attached as it appears to be. Taking care not to look down at the bubbling cauldron of who-knows-what below, you start ascending the cable. It's as hard as you expect, but you manage to climb the twenty feet to the roof of the dome.\n\nUnder the roof, on a cable\nThe cable is attached to a hook bolted to the roof of the dome.\nWithin reach is a round access hatch, currently closed, in the roof of the dome.", "endoftext": false }, { "action": "You examine the hatch", "response": "It's a round door about two feet in diameter, with a wheel in the center. It's currently closed.", "endoftext": false }, { "action": "You wear harness", "response": "Okay, you're now wearing the dog harness. Tightening the harness securely around your chest, you can't help but feel a little silly.", "endoftext": false }, { "action": "You attach the harness to the hook", "response": "You slip the harness's ring onto the cable hook. The hook and harness seem easily able to support your weight.", "endoftext": false }, { "action": "Turn wheel", "response": "You cautiously let go of the cable, letting your weight shift to the harness. The harness easily holds you in place, letting you take hold of the wheel. The wheel is hard to move, but you manage to turn it a couple of revolutions clockwise, where it stops. A hissing sound escapes from the door for a few moments, then fades away.", "endoftext": false }, { "action": "You open the door", "response": "Opened.", "endoftext": false }, { "action": "Go up", "response": "You start to leave, but the harness instantly jerks you to a stop.", "endoftext": false }, { "action": "Go upwards", "response": "You grab onto the edge of the access hatch and pull yourself through the opening and out onto the roof of the tower.\n\nThis is the apex of the tower dome, which slopes down in all directions. The air is cool and a steady wind flows past the dome. An access hatch is at the top; it's precariously propped up and open, and wisps of green vapor drift out. Handholds set into the roof form a ladder down the west side of the dome.\nThe industrial wasteland of the plant complex stretches to the\nnorth, other towers delineated by colored lights twinkling in the distance, a vast spiderweb of pipes and conduits below.\n\nYou hear frightened muttering from the hatch. Mr. Teeterwaller's head appears in the opening. You reach down and help him up onto the roof.\n\n\"Good job getting that hatch open,\" Teeterwaller tells you. \"That never would have occurred to me.\"", "endoftext": false }, { "action": "Go west", "response": "The precariously-balanced hatch slams shut as you leave.\n\nYou climb down the handholds, following the curved dome as it becomes steeper and finally vertical. The handholds continue down the side of the tower to a landing.\n\nMr. Teeterwaller comes with you.\n\nLanding, four stories up\nThe stairs reach their summit at this landing, which, unlike all of\nthe other landings, is on the west side of the tower. Handholds set into the tower wall at regular intervals form a ladder up the side of the tower.\nA closed rounded metal door is set into the tower wall. In the\ncenter of the door is a wheel.", "endoftext": true }, { "action": "Go down", "response": "You follow the stairs halfway around the tower to the next landing.\n\nMr. Teeterwaller comes with you.\n\nLanding, three stories up\nThis landing is about three stories above the ground, on the east\nside of the tower. The stairs continue wrapping around the tower, allowing you to travel up or down.\nYou see a yellow hard-hat and a white hard-hat here.", "endoftext": false }, { "action": "You get the hats", "response": "yellow hard-hat: Mr. Teeterwaller picks up the white hard-hat. \"Good idea,\" he says. \"This could come in handy.\"\n\nTaken.\nwhite hard-hat: Mr. Teeterwaller is carrying the white hard-hat and won't let you have it.\n\nMr. Teeterwaller starts telling you some office gossip, but stops, a little disappointed, when he realizes you don't know the people involved in the embarrassing parts.", "endoftext": true }, { "action": "Go down", "response": "Mr. Teeterwaller comes with you.\n\nLanding, one story up\nThis landing is about one story above the ground, on the east side\nof the tower. The stairs continue up and down.", "endoftext": true }, { "action": "Go downwards", "response": "As the stairway winds around to the west side of the tower, it passes through an opening in the grating surrounding the tower and descends into the shaft below.\n\nMr. Teeterwaller comes with you.\n\nUnderground, in shaft\nConcrete walls line this cylindrical shaft surrounding the tower.\nThe stairs end their descent here, about a story beneath the surface, but the shaft continues far below. A metal grating completely covers the shaft at the bottom of the stairs, providing a floor.\nA narrow opening in the wall of the shaft leads west.", "endoftext": false }, { "action": "Go west", "response": "Mr. Teeterwaller comes with you.\n\nThis low, narrow tunnel was probably never intended as a walkway;\nit's more like a ventilation shaft than a corridor. The tunnel becomes an aluminum duct to the west, and several small vents connect through the north and south walls. The passage opens into a larger area to the east.", "endoftext": false }, { "action": "You look at the vents", "response": "The vents are circular and vary in size from a few inches to a foot in diameter.", "endoftext": false }, { "action": "You go west", "response": "Mr. Teeterwaller comes with you.\n\nThis aluminum air duct is just large enough to crawl through here,\nbut splits into several smaller ducts to the west, none of which are large enough to permit further passage. The duct widens to the east.\nA vent cover, two feet on a side, is over an opening in the floor.", "endoftext": false }, { "action": "You examine the ducts", "response": "There are six smaller ducts, all too small to enter.", "endoftext": false }, { "action": "You open the cover", "response": "You swing the vent cover down and out, leaving the opening uncovered.\n\nYou hear some voices from the room below, but you can't make out what they're saying.", "endoftext": false }, { "action": "You wear the hat", "response": "(the yellow hard-hat)\nOkay, you're now wearing the yellow hard-hat.\n\nMr. Teeterwaller puts his hard-hat on as well.\n\nMr. Teeterwaller looks around.\n\nSeveral workers wearing isolation suits and gas masks, together carrying a large silver crate the size of a refrigerator, walk into view in the room below. They put the crate on the floor.", "endoftext": false }, { "action": "You look at the crate", "response": "The crate is made of a very shiny silver metal. It's about the size of a refrigerator sitting on its back.\n\nOne of the workers visible below walks slowly around the silver crate, scanning the crate with a hand-held device. He makes two circuits of the crate, then clips the device to his belt and takes off his mask. After a few moments, the other workers all remove their masks as well.", "endoftext": false }, { "action": "You wait awhile", "response": "Time passes...\n\nMr. Teeterwaller looks around.\n\nThrough the opening in the floor, you see the workers file out of the room to the south.", "endoftext": true }, { "action": "Go downward", "response": "The floor is a hundred feet below.", "endoftext": false }, { "action": "Inventory", "response": "You have your temporary ID card, a map, a garage opener, a jacket, a Project Tyche manual, a DUFON journal, a flashlight (providing light), a Blottnian textbook, a hand pump, a dog harness, a portable hand-held scanner, a looseleaf page, a deck of punched cards, a newer gas mask (being worn), a silver balloon, and a yellow hard-hat (being worn).\nThe garage opener compartment seems to contain a battery.\n\nMr. Teeterwaller watches you expectantly.", "endoftext": false }, { "action": "Inflate balloon", "response": "(with your lips)\nYou'd have a hard time fitting the balloon under your gas mask. If you want to inflate the balloon with the pump, though, just say so.\n\nMr. Teeterwaller mumbles something to himself.", "endoftext": false }, { "action": "You inflate the balloon with the pump", "response": "You put the hand pump into the balloon's opening and pump up the balloon, expanding the silver plastic into an oblong ball. Once the balloon is inflated, you tie a knot in the opening to keep the air from escaping.\n\nTeeterwaller looks around purposefully.", "endoftext": false }, { "action": "You examine the balloon", "response": "It's an ordinary balloon, made of shiny silver plastic. It's currently fully inflated, and the opening is knotted to keep the air from escaping.\n\nMr. Teeterwaller watches you expectantly.", "endoftext": false }, { "action": "You jump", "response": "Wheeee!\n\nMr. Teeterwaller watches you expectantly.", "endoftext": true }, { "action": "Go downward", "response": "The floor is a hundred feet below.\n\nMr. Teeterwaller seems to be lost in thought.", "endoftext": false }, { "action": "Go south", "response": "You can't go that way.\n\nMr. Teeterwaller watches you expectantly.", "endoftext": false }, { "action": "You go east", "response": "Mr. Teeterwaller comes with you.\n\nUnderground, in shaft\nConcrete walls line this cylindrical shaft surrounding the tower.\nThe stairs end their descent here, about a story beneath the surface, but the shaft continues far below. A metal grating completely covers the shaft at the bottom of the stairs, providing a floor.\nA narrow opening in the wall of the shaft leads west.", "endoftext": false }, { "action": "Go up", "response": "Following the stairs around the tower, you cross through an opening in the grating and emerge into the night air.\n\nMr. Teeterwaller comes with you.\n\nLanding, one story up\nThis landing is about one story above the ground, on the east side\nof the tower. The stairs continue up and down.\n\nLightning flashes across the sky directly above.", "endoftext": false }, { "action": "Go upward", "response": "Mr. Teeterwaller comes with you.\n\nLanding, three stories up\nThis landing is about three stories above the ground, on the east\nside of the tower. The stairs continue wrapping around the tower, allowing you to travel up or down.", "endoftext": false }, { "action": "Go up", "response": "The stairs only make half a turn around the tower before you encounter another landing, this time on the west side of the tower.\n\nMr. Teeterwaller comes with you.\n\nLanding, four stories up\nThe stairs reach their summit at this landing, which, unlike all of\nthe other landings, is on the west side of the tower. Handholds set into the tower wall at regular intervals form a ladder up the side of the tower.\nA closed rounded metal door is set into the tower wall. In the\ncenter of the door is a wheel.", "endoftext": false }, { "action": "You open the door", "response": "Opened.\n\nWisps of viscous green vapor waft slowly out from the door. Fortunately, the gas mask seems to be protecting you from the gas.\n\nA bolt of lightning streaks down from the sky and strikes the ground a short distance to the west.\n\nMr. Teeterwaller watches you expectantly.", "endoftext": false }, { "action": "Go east", "response": "Mr. Teeterwaller comes with you.\n\nThe catwalk reaches the west wall of the tower here, and extends\ninto the center of the tower to the east. A door is set into the west wall; it's currently open.\n\nThe rounded metal door swings shut with a dull thud.", "endoftext": false }, { "action": "You go east", "response": "Mr. Teeterwaller comes with you.\n\nA catwalk starts at the rounded door to the east (which is closed),\nand extends west toward the center of the cylinder of the tower, suspended by cables over a churning, bubbling sea of viscous yellow-green liquid ten feet below. A green, misty vapor swirls up from the surface of the liquid.", "endoftext": false }, { "action": "You go east", "response": "(Opening the rounded metal door)\nMr. Teeterwaller comes with you.\n\nLanding, four stories up\nThe stairs end at this landing, and go no further up. This landing\nis nearly at the top of the tower, around four stories above the ground, and on the east side of the tower.\nAn open rounded metal door is set into the tower wall to the west; a viscous green vapor wafts out of the door. A large wheel is in the center of the door.\n\nA lightning bolt rips through the sky nearby to the east.", "endoftext": true }, { "action": "Go downwards", "response": "As you start down the stairs, you notice that the door swings shut.\n\nMr. Teeterwaller comes with you.\n\nLanding, two stories up\nA short landing, about two stories above the ground on the east side\nof the tower, interrupts the steady spiral of the stairs, which continue up and down. The canal is visible in the distance below, and the tower looms overhead.", "endoftext": true }, { "action": "You go downward", "response": "Mr. Teeterwaller comes with you.\n\nA deep, concrete-lined canal is to the east; metal rungs are set\ninto the wall, forming a ladder down into the canal. A tall fence topped with razor wire is to the north.\nPipes and conduits are everywhere, packed so tightly together that\nthey form walls. Narrow openings in the pipes allow travel to the southeast and southwest. To the west, a cylindrical tower rises up out of the pipes and looms several stories overhead; a spiral stairway encircling the tower leads up. The ground is replaced by a metal grating for the ten feet around the tower.\n\nLightning flashes across the sky directly above.", "endoftext": false }, { "action": "Go southwest", "response": "Mr. Teeterwaller comes with you.\n\nThe forest of pipes opens up a little here into a large clear area.\nIn the center of the clearing stands a tall metal enclosure topped with a brightly-lit red sign:\n\nAn opening in the pipes leads northeast, and another passage leads south. You may also be able to squeeze through a narrow crawl-way to the southeast.\n\nA bolt of lightning streaks down from the sky and strikes the ground a short distance to the west.", "endoftext": false }, { "action": "Go southwest", "response": "Mr. Teeterwaller comes with you.\n\nThis is a narrow walkway along the west edge of an array of glass panels covering the ground to the east. A wall of pipes parallels the edge of the glass a few feet back from the edge, blocking travel except to the northeast. Midway along the wall of pipes is an elevator door.", "endoftext": false }, { "action": "You examine the door", "response": "The elevator has a sliding metal door, which is closed, and a round button just to the right of the door.", "endoftext": false }, { "action": "You press button", "response": "(the elevator button)\nNothing happens.\n\nLightning flashes across the sky directly above.\n\nTeeterwaller looks through his pockets for something.", "endoftext": false }, { "action": "You examine the pipes", "response": "The pipes are broken here only by a passage to the northeast and by the elevator to the west.\n\nA bolt of lightning streaks down from the sky and strikes the ground a short distance to the west.\n\nMr. Teeterwaller mumbles something to himself.", "endoftext": false }, { "action": "You open the door", "response": "The door is controlled automatically by the elevator; you can't open it manually.\n\nTeeterwaller looks around purposefully.", "endoftext": false }, { "action": "You wait for a while", "response": "Time passes...\n\nMr. Teeterwaller seems to be lost in thought.", "endoftext": false }, { "action": "You wait for a while", "response": "Time passes...\n\nTeeterwaller looks around purposefully.", "endoftext": false }, { "action": "Wait", "response": "Time passes...\n\nLightning flashes across the sky directly above.\n\nMr. Teeterwaller seems to be lost in thought.", "endoftext": false }, { "action": "You go northeast", "response": "Mr. Teeterwaller comes with you.\n\npanels, stretching hundreds of feet to the south and as far to the east. The pipes that are everywhere in this compound bend around the sea of glass leaving the area above open to the sky; white cylindrical towers rising up above the pipes are scattered around the perimeter of the glass. A passage through the pipes opens to the north, and the pipes leave enough space for a walkway southwest along the edge of the glass.\nA metal cage, suspended a few inches off the ground by a cable\nhanging from a beam overhead, is just this side of the glass.", "endoftext": false }, { "action": "You go outside", "response": "Mr. Teeterwaller comes with you.\n\npanels, stretching hundreds of feet to the south and as far to the east. The pipes that are everywhere in this compound bend around the sea of glass leaving the area above open to the sky; white cylindrical towers rising up above the pipes are scattered around the perimeter of the glass. A passage through the pipes opens to the north, and the pipes leave enough space for a walkway southwest along the edge of the glass.\nA metal cage, suspended a few inches off the ground by a cable\nhanging from a beam overhead, is just this side of the glass.\n\nA lightning bolt flashes through the sky a short distance to the north.", "endoftext": false }, { "action": "Go south", "response": "You'd fall through the glass.\n\nMr. Teeterwaller looks around.", "endoftext": false }, { "action": "You examine the levers", "response": "left lever: The lever is standing straight up; it looks like you could push it or pull it.\nright lever: The lever is standing straight up; it looks like you could push it or pull it.\n\nMr. Teeterwaller seems to be lost in thought.", "endoftext": false }, { "action": "You get hose", "response": "You take hold of the end of the fire hose, and unreel the hose a couple of feet. The reel remains under tension as you pull it, but it allows you to unreel the hose.\n\nA bolt of lightning streaks down from the sky and strikes the ground a short distance to the west.", "endoftext": false }, { "action": "You go to the south", "response": "You carefully pull the fire hose along with you. The reel unwinds, letting out the hose for you.\n\nMr. Teeterwaller comes with you.\n\npanels, stretching hundreds of feet to the south and as far to the east. The pipes that are everywhere in this compound bend around the sea of glass leaving the area above open to the sky; white cylindrical towers rising up above the pipes are scattered around the perimeter of the glass. A passage through the pipes opens to the north, and the pipes leave enough space for a walkway southwest along the edge of the glass.\nA metal cage, suspended a few inches off the ground by a cable\nhanging from a beam overhead, is just this side of the glass.\nThe fire hose stretches along the ground to the north.", "endoftext": false }, { "action": "You enter the cage", "response": "You carefully pull the fire hose along with you. The reel unwinds, letting out the hose for you.\n\nMr. Teeterwaller comes with you.\n\nThe cage is a simple framework of poles connected to a metal floor. Attached to one of the poles, about midway up, is a pair of levers. A few inches above the levers, a yellow note is taped to the pole.\nThe cage is above solid ground, at the north edge of the glass, and about ten feet from the west edge.\nThe fire hose stretches off to the north.", "endoftext": true }, { "action": "Look around", "response": "The cage is a simple framework of poles connected to a metal floor. Attached to one of the poles, about midway up, is a pair of levers. A few inches above the levers, a yellow note is taped to the pole.\nThe cage is at the north edge of the glass, and about thirty-five\nfeet from the west edge of the glass.\nYour boss Mr. Teeterwaller is here.\nThe fire hose stretches off to the north.\n\nA bolt of lightning streaks down from the sky and strikes the ground a short distance to the west.\n\nMr. Teeterwaller watches you expectantly.", "endoftext": true }, { "action": "Look around", "response": "The cage is a simple framework of poles connected to a metal floor. Attached to one of the poles, about midway up, is a pair of levers. A few inches above the levers, a yellow note is taped to the pole.\nThe cage is at the north edge of the glass, and about sixty feet\nfrom the west edge of the glass.\nYour boss Mr. Teeterwaller is here.\nA small gap in the pipes is visible.\n\nTeeterwaller tells you about the latest episode of his favorite TV show, \"Shadow Man.\" You never liked the show very much--too much silly conspiracy theory stuff--but you listen politely.", "endoftext": false }, { "action": "You examine the gap", "response": "It's a small gap, about six inches high, in the pipes to the north.\n\nMr. Teeterwaller mumbles something to himself.", "endoftext": false }, { "action": "Search gap", "response": "It's a small gap, about six inches high, in the pipes to the north.\n\nA bolt of lightning streaks down from the sky and strikes the ground a short distance to the west.\n\nTeeterwaller looks around purposefully.", "endoftext": false }, { "action": "You examine the note", "response": "To: Window washing crew\nFrom: Cleaning crew manager\nSubject: Water in atrium\n\nThe cleaning crew has been complaining for several weeks about water collecting on the atrium floor, making cleanup more difficult, etc. We have determined that the source of the water is the window washing crew.\n\nPlease take note of the access hatch (SEE DIAGRAM BELOW) and DO NOT open this while the glass is still wet.\n\nThank you for your cooperation.\n\nJ. Stimms\nCleaning crew manager\n\nBelow this is a hand-drawn diagram showing a five-by-five grid of squares, with the square in the center emphatically circled.\n\nA lightning bolt flashes through the sky a short distance to the north.", "endoftext": false }, { "action": "You pull left", "response": "With a lurch, the cage starts moving to the west. The cage travels about twenty-five feet, then stops, leaving it about sixty feet east of the west edge of the glass. You release the lever, and a spring returns it to the upright position; after a few wide swings, the cage gradually settles into its new location.\n\nA bolt of lightning streaks down from the sky and strikes the ground a short distance to the west.\n\nMr. Teeterwaller seems to be lost in thought.", "endoftext": true }, { "action": "You look around", "response": "The cage is a simple framework of poles connected to a metal floor. Attached to one of the poles, about midway up, is a pair of levers. A few inches above the levers, a yellow note is taped to the pole.\nThe cage is hanging over the glass, about fifty feet from the north edge, and about sixty feet from the west edge.\nYour boss Mr. Teeterwaller is here.\nA small gap in the pipes is visible about fifty feet north of the\ncage.\n\nMr. Teeterwaller seems to be lost in thought.", "endoftext": false }, { "action": "You pull left", "response": "With a lurch, the cage starts moving to the west. The cage travels about twenty-five feet, then stops, leaving it hanging over the glass, about fifty feet south of the north edge, and thirty-five feet east of the west edge. You release the lever, and a spring returns it to the upright position; after a few wide swings, the cage gradually settles into its new location.\n\nMr. Teeterwaller watches you expectantly.", "endoftext": true }, { "action": "You describe your surroundings", "response": "The cage is a simple framework of poles connected to a metal floor. Attached to one of the poles, about midway up, is a pair of levers. A few inches above the levers, a yellow note is taped to the pole.\nThe cage is hanging over the glass, about fifty feet from the north edge, and about thirty-five feet from the west edge.\nYour boss Mr. Teeterwaller is here.\nA small gap in the pipes is visible about twenty-five feet east and fifty feet north of the cage.\n\nLightning flashes across the sky directly above.", "endoftext": true }, { "action": "You look around", "response": "The cage is a simple framework of poles connected to a metal floor. Attached to one of the poles, about midway up, is a pair of levers. A few inches above the levers, a yellow note is taped to the pole.\nThe cage is hanging over the glass, about seventy-five feet from the north edge, and about thirty-five feet from the west edge.\nYour boss Mr. Teeterwaller is here.\nA small gap in the pipes is visible about twenty-five feet east and seventy-five feet north of the cage.", "endoftext": false }, { "action": "You look at the glass", "response": "The glass looks like a giant window set into the ground, roughly square and a hundred feet on a side. It looks as though a huge chamber is below the glass.\n\nMr. Teeterwaller mumbles something to himself.", "endoftext": false }, { "action": "You examine note", "response": "To: Window washing crew\nFrom: Cleaning crew manager\nSubject: Water in atrium\n\nThe cleaning crew has been complaining for several weeks about water collecting on the atrium floor, making cleanup more difficult, etc. We have determined that the source of the water is the window washing crew.\n\nPlease take note of the access hatch (SEE DIAGRAM BELOW) and DO NOT open this while the glass is still wet.\n\nThank you for your cooperation.\n\nJ. Stimms\nCleaning crew manager\n\nBelow this is a hand-drawn diagram showing a five-by-five grid of squares, with the square in the center emphatically circled.", "endoftext": false }, { "action": "You pull right", "response": "With a lurch, the cage starts moving to the north. The cage travels about twenty-five feet, then stops, leaving it hanging over the glass, about fifty feet south of the north edge, and thirty-five feet east of the west edge. You release the lever, and a spring returns it to the upright position; after a few wide swings, the cage gradually settles into its new location.\n\nMr. Teeterwaller seems to be lost in thought.", "endoftext": true }, { "action": "Look around", "response": "The cage is a simple framework of poles connected to a metal floor. Attached to one of the poles, about midway up, is a pair of levers. A few inches above the levers, a yellow note is taped to the pole.\nThe cage is hanging over the glass, about fifty feet from the north edge, and about thirty-five feet from the west edge.\nYour boss Mr. Teeterwaller is here.\nA small gap in the pipes is visible about twenty-five feet east and fifty feet north of the cage.\n\nMr. Teeterwaller watches you expectantly.", "endoftext": true }, { "action": "You look at your surroundings", "response": "The cage is a simple framework of poles connected to a metal floor. Attached to one of the poles, about midway up, is a pair of levers. A few inches above the levers, a yellow note is taped to the pole.\nThe cage is hanging over the glass, about fifty feet from the north edge, and about sixty feet from the west edge.\nYour boss Mr. Teeterwaller is here.\nA small gap in the pipes is visible about fifty feet north of the\ncage.", "endoftext": false }, { "action": "You go outside", "response": "The cage is fifty feet from the edge of the glass. You can't walk on the glass, since it would not support your weight.\n\nMr. Teeterwaller watches you expectantly.", "endoftext": false }, { "action": "You pull left", "response": "With a lurch, the cage starts moving to the west. The cage travels about twenty-five feet, then stops, leaving it hanging over the glass, about fifty feet south of the north edge, and thirty-five feet east of the west edge. You release the lever, and a spring returns it to the upright position; after a few wide swings, the cage gradually settles into its new location.\n\nLightning flashes across the sky directly above.\n\nTeeterwaller looks around purposefully.", "endoftext": false }, { "action": "You pull right", "response": "With a lurch, the cage starts moving to the north. The cage travels about twenty-five feet, then stops, leaving it hanging over the glass, about twenty-five feet south of the north edge, and thirty-five feet east of the west edge. You release the lever, and a spring returns it to the upright position; after a few wide swings, the cage gradually settles into its new location.\n\nA lightning bolt rips through the sky nearby to the east.\n\nMr. Teeterwaller looks around.", "endoftext": false }, { "action": "You pull right", "response": "With a lurch, the cage starts moving to the north. The cage travels about twenty-five feet, then stops, leaving it about thirty-five feet east of the west edge of the glass. You release the lever, and a spring returns it to the upright position; after a few wide swings, the cage gradually settles into its new location.\n\nLightning flashes across the sky directly above.", "endoftext": false }, { "action": "You pull left", "response": "With a lurch, the cage starts moving to the west. The cage travels about twenty-five feet, then stops, leaving it back over solid ground. You release the lever, and a spring returns it to the upright position; after a few wide swings, the cage gradually settles into its new location.", "endoftext": false }, { "action": "You go outside", "response": "Mr. Teeterwaller comes with you.\n\npanels, stretching hundreds of feet to the south and as far to the east. The pipes that are everywhere in this compound bend around the sea of glass leaving the area above open to the sky; white cylindrical towers rising up above the pipes are scattered around the perimeter of the glass. A passage through the pipes opens to the north, and the pipes leave enough space for a walkway southwest along the edge of the glass.\nA metal cage, suspended a few inches off the ground by a cable\nhanging from a beam overhead, is just this side of the glass.", "endoftext": false }, { "action": "You get the hose", "response": "You take hold of the end of the fire hose, and unreel the hose a couple of feet. The reel remains under tension as you pull it, but it allows you to unreel the hose.\n\nA lightning bolt flashes through the sky a short distance to the north.\n\nTeeterwaller looks through his pockets for something.", "endoftext": false }, { "action": "Go southeast", "response": "You have to crawl underneath a large pipe about three feet above the ground, but once you're past the pipe, you're able to stand again. You pull the hose along with you, carefully holding onto it as you crawl under the pipe.\n\nMr. Teeterwaller comes with you.\n\nThis opening in the pipes is large enough to stand in, but not much more. To the northwest is a low crawl-way, but there are no other openings large enough to travel through. The dense wall of pipes to the south is, however, broken in one spot by a six-inch gap.\nThe fire hose stretches through the crawl-way to the northwest.\n\nLightning flashes across the sky directly above.", "endoftext": false }, { "action": "You put the hose in the gap", "response": "You shove the nozzle into the gap. It's a tight squeeze, but it fits through. The lever on the side of the nozzle catches slightly on the pipes, holding the nozzle in place as you let go of the hose.\n\nMr. Teeterwaller seems to be lost in thought.", "endoftext": false }, { "action": "Go northwest", "response": "Mr. Teeterwaller comes with you.\n\nThe forest of pipes opens up a little here into a large clear area.\nIn the center of the clearing stands a tall metal enclosure topped with a brightly-lit red sign:\n\nAn opening in the pipes leads northeast, and another passage leads south. You may also be able to squeeze through a narrow crawl-way to the southeast.\nA fire hose stretches out of the enclosure and through the crawl-way\nto the southeast.", "endoftext": false }, { "action": "You go to the south", "response": "Mr. Teeterwaller comes with you.\n\npanels, stretching hundreds of feet to the south and as far to the east. The pipes that are everywhere in this compound bend around the sea of glass leaving the area above open to the sky; white cylindrical towers rising up above the pipes are scattered around the perimeter of the glass. A passage through the pipes opens to the north, and the pipes leave enough space for a walkway southwest along the edge of the glass.\nA metal cage, suspended a few inches off the ground by a cable\nhanging from a beam overhead, is just this side of the glass.\nAbout fifty feet to the east, you can see the nozzle of the fire\nhose sticking out through the pipes.", "endoftext": false }, { "action": "You enter the cage", "response": "Mr. Teeterwaller comes with you.\n\nThe cage is a simple framework of poles connected to a metal floor. Attached to one of the poles, about midway up, is a pair of levers. A few inches above the levers, a yellow note is taped to the pole.\nThe cage is above solid ground, at the north edge of the glass, and about ten feet from the west edge.\nThe nozzle of the fire hose is sticking through a gap in the pipes about fifty feet east of the cage.", "endoftext": false }, { "action": "You get the hose", "response": "You take hold of the nozzle, and pull it through the hole in the pipes. The hose is under tension, but you have no trouble holding on to it.\n\nMr. Teeterwaller looks around.", "endoftext": false }, { "action": "You pull the hose lever", "response": "You pull the lever, and water immediately starts gushing through the nozzle at such pressure that you can't control where the hose is pointing. The water sprays all over, and makes a mess of the glass.\n\nYou let go of the lever, and the water stops spraying as a spring pulls the lever back to its normal position.", "endoftext": false }, { "action": "You look at note", "response": "To: Window washing crew\nFrom: Cleaning crew manager\nSubject: Water in atrium\n\nThe cleaning crew has been complaining for several weeks about water collecting on the atrium floor, making cleanup more difficult, etc. We have determined that the source of the water is the window washing crew.\n\nPlease take note of the access hatch (SEE DIAGRAM BELOW) and DO NOT open this while the glass is still wet.\n\nThank you for your cooperation.\n\nJ. Stimms\nCleaning crew manager\n\nBelow this is a hand-drawn diagram showing a five-by-five grid of squares, with the square in the center emphatically circled.\n\nLightning flashes across the sky directly above.", "endoftext": true }, { "action": "You look around", "response": "The cage is a simple framework of poles connected to a metal floor. Attached to one of the poles, about midway up, is a pair of levers. A few inches above the levers, a yellow note is taped to the pole.\nThe cage is hanging over the glass, about fifty feet from the north edge, and about sixty feet from the west edge.\nYour boss Mr. Teeterwaller is here.\nThe fire hose stretches off through a gap in the pipes to the north.\n\nMr. Teeterwaller watches you expectantly.", "endoftext": false }, { "action": "You examine the hose", "response": "At the end of the hose is a nozzle and a lever.\n\nLightning flashes across the sky directly above.\n\nMr. Teeterwaller seems to be lost in thought.", "endoftext": false }, { "action": "You examine the nozzle", "response": "The nozzle directs the flow of water from the hose. A lever is attached to the nozzle.\n\nA bolt of lightning streaks down from the sky and strikes the ground a short distance to the west.", "endoftext": false }, { "action": "You attach the hose to the harness", "response": "There's no obvious way to do that.\n\nMr. Teeterwaller mumbles something to himself.", "endoftext": true }, { "action": "You look around", "response": "The cage is a simple framework of poles connected to a metal floor. Attached to one of the poles, about midway up, is a pair of levers. A few inches above the levers, a yellow note is taped to the pole.\nThe cage is hanging over the glass, about fifty feet from the north edge, and about sixty feet from the west edge.\nYour boss Mr. Teeterwaller is here.\nThe fire hose stretches off through a gap in the pipes to the north.\n\nTeeterwaller looks around purposefully.", "endoftext": false }, { "action": "You pull right", "response": "With a lurch, the cage starts moving to the north. The cage travels about twenty-five feet, then stops, leaving it hanging over the glass, about fifty feet south of the north edge, and sixty feet east of the west edge. You release the lever, and a spring returns it to the upright position; after a few wide swings, the cage gradually settles into its new location.\n\nYou manage to hold on to the fire hose, which drags along the ground as the cage moves.\n\nMr. Teeterwaller seems to be lost in thought.", "endoftext": false }, { "action": "You pull left", "response": "With a lurch, the cage starts moving to the west. The cage travels about twenty-five feet, then stops, leaving it hanging over the glass, about fifty feet south of the north edge, and sixty feet east of the west edge. You release the lever, and a spring returns it to the upright position; after a few wide swings, the cage gradually settles into its new location.\n\nYou manage to hold on to the fire hose, which drags along the ground as the cage moves.\n\nLightning flashes across the sky directly above.\n\nMr. Teeterwaller looks around.", "endoftext": false }, { "action": "You pull left", "response": "With a lurch, the cage starts moving to the west. The cage travels about twenty-five feet, then stops, leaving it hanging over the glass, about fifty feet south of the north edge, and thirty-five feet east of the west edge. You release the lever, and a spring returns it to the upright position; after a few wide swings, the cage gradually settles into its new location.\n\nYou manage to hold on to the fire hose, which drags along the ground as the cage moves.\n\nTeeterwaller looks around purposefully.", "endoftext": false }, { "action": "You pull left", "response": "With a lurch, the cage starts moving to the west.\n\nThe fire hose suddenly snags on a pipe and refuses to go any further. You scramble to keep your hold on the hose, but the cage's motor is too strong and forces you to let go. The nozzle luckily doesn't break the glass, but skitters away as the coil retracts the hose.\n\nThe cage travels about twenty-five feet, then stops, leaving it hanging over the glass, about fifty feet south of the north edge, and ten feet east of the west edge. You release the lever, and a spring returns it to the upright position; after a few wide swings, the cage gradually settles into its new location.\n\nA lightning bolt rips through the sky nearby to the east.", "endoftext": false }, { "action": "You pull left", "response": "Nothing seems to happen. You release the lever, and a spring returns it to the upright position.\n\nA lightning bolt flashes through the sky a short distance to the north.\n\nTeeterwaller looks through his pockets for something.", "endoftext": false }, { "action": "You pull right", "response": "With a lurch, the cage starts moving to the north. The cage travels about twenty-five feet, then stops, leaving it hanging over the glass, about twenty-five feet south of the north edge, and sixty feet east of the west edge. You release the lever, and a spring returns it to the upright position; after a few wide swings, the cage gradually settles into its new location.", "endoftext": false }, { "action": "You pull right", "response": "With a lurch, the cage starts moving to the north. The cage travels about twenty-five feet, then stops, leaving it about sixty feet east of the west edge of the glass. You release the lever, and a spring returns it to the upright position; after a few wide swings, the cage gradually settles into its new location.", "endoftext": false }, { "action": "You pull left", "response": "With a lurch, the cage starts moving to the west. The cage travels about twenty-five feet, then stops, leaving it about thirty-five feet east of the west edge of the glass. You release the lever, and a spring returns it to the upright position; after a few wide swings, the cage gradually settles into its new location.\n\nA lightning bolt rips through the sky nearby to the east.", "endoftext": false }, { "action": "You go north", "response": "You can't go that way.\n\nMr. Teeterwaller mumbles something to himself.", "endoftext": false }, { "action": "You examine station", "response": "The enclosure is about seven feet tall and open on one side to provide access to the equipment within. A gray fire hose is coiled up neatly on a giant reel.\n\nTeeterwaller looks through his pockets for something.", "endoftext": false }, { "action": "Examine reel", "response": "The hose is neatly coiled on a giant reel; next to the coil is a valve with a brass control wheel. The hose ends in a nozzle, attached to which is a lever.\n\nTeeterwaller tells you about the latest episode of his favorite TV show, \"Shadow Man.\" You never liked the show very much--too much silly conspiracy theory stuff--but you listen politely.", "endoftext": false }, { "action": "You examine the valve", "response": "The valve is big, obviously meant to control a substantial flow of water. At the top is a brass control wheel.\n\nA lightning bolt rips through the sky nearby to the east.", "endoftext": false }, { "action": "You examine the control wheel", "response": "The valve is big, obviously meant to control a substantial flow of water. At the top is a brass control wheel.", "endoftext": false }, { "action": "You turn it", "response": "You turn the wheel clockwise until it stops. The hose gradually depressurizes.\n\nTeeterwaller looks through his pockets for something.", "endoftext": false }, { "action": "Turn wheel", "response": "You turn the wheel counterclockwise until it stops. You can hear water rush through the valve for a few moments as the hose pressurizes.\n\nMr. Teeterwaller looks around.", "endoftext": false }, { "action": "Turn wheel", "response": "You turn the wheel clockwise until it stops. The hose gradually depressurizes.\n\nMr. Teeterwaller watches you expectantly.", "endoftext": false }, { "action": "Inventory", "response": "You have your temporary ID card, a map, a garage opener, a jacket, a Project Tyche manual, a DUFON journal, a flashlight (providing light), a Blottnian textbook, a hand pump, a dog harness, a portable hand-held scanner, a looseleaf page, a deck of punched cards, a newer gas mask (being worn), a silver balloon, and a yellow hard-hat (being worn).\nThe garage opener compartment seems to contain a battery.\n\nMr. Teeterwaller looks around.", "endoftext": false }, { "action": "You stand on the hose", "response": "I don't know how to stand on the coiled fire hose.\n\nMr. Teeterwaller looks around.", "endoftext": false }, { "action": "You put the balloon on nozzle", "response": "There's no good surface on the fire hose nozzle.\n\nLightning flashes across the sky directly above.", "endoftext": false }, { "action": "You put the hose in the balloon", "response": "You can't put the coiled fire hose anywhere.\n\nA bolt of lightning streaks down from the sky and strikes the ground a short distance to the west.", "endoftext": false }, { "action": "You inflate the balloon with the hose", "response": "I don't know how to inflate anything with the coiled fire hose.\n\nTeeterwaller looks through his pockets for something.", "endoftext": false }, { "action": "You get the hose", "response": "You take hold of the end of the fire hose, and unreel the hose a couple of feet. The reel remains under tension as you pull it, but it allows you to unreel the hose.\n\nA bolt of lightning streaks down from the sky and strikes the ground a short distance to the west.\n\nTeeterwaller looks through his pockets for something.", "endoftext": false }, { "action": "You go to the southeast", "response": "You have to crawl underneath a large pipe about three feet above the ground, but once you're past the pipe, you're able to stand again. You pull the hose along with you, carefully holding onto it as you crawl under the pipe.\n\nMr. Teeterwaller comes with you.\n\nThis opening in the pipes is large enough to stand in, but not much more. To the northwest is a low crawl-way, but there are no other openings large enough to travel through. The dense wall of pipes to the south is, however, broken in one spot by a six-inch gap.\nThe fire hose stretches through the crawl-way to the northwest.\n\nA lightning bolt flashes through the sky a short distance to the north.", "endoftext": false }, { "action": "You stand on the hose", "response": "I don't know how to stand on the end of the fire hose.\n\nA lightning bolt rips through the sky nearby to the east.", "endoftext": false }, { "action": "You look at the lever", "response": "The lever is attached to the nozzle.\n\nA lightning bolt flashes through the sky a short distance to the north.\n\nMr. Teeterwaller seems to be lost in thought.", "endoftext": false }, { "action": "You examine the nozzle", "response": "The nozzle directs the flow of water from the hose. A lever is attached to the nozzle.\n\nTeeterwaller looks around purposefully.", "endoftext": false }, { "action": "You pull the lever", "response": "Nothing happens. You let go of the lever, and a spring pulls it back to its normal position.\n\nLightning flashes across the sky directly above.\n\nTeeterwaller tells you about the latest episode of his favorite TV show, \"Shadow Man.\" You never liked the show very much--too much silly conspiracy theory stuff--but you listen politely.", "endoftext": false }, { "action": "You go northwest", "response": "The hose retracts as you travel back toward the reel.\n\nMr. Teeterwaller comes with you.\n\nThe forest of pipes opens up a little here into a large clear area.\nIn the center of the clearing stands a tall metal enclosure topped with a brightly-lit red sign:\n\nAn opening in the pipes leads northeast, and another passage leads south. You may also be able to squeeze through a narrow crawl-way to the southeast.", "endoftext": false }, { "action": "Go southeast", "response": "You have to crawl underneath a large pipe about three feet above the ground, but once you're past the pipe, you're able to stand again. You pull the hose along with you, carefully holding onto it as you crawl under the pipe.\n\nMr. Teeterwaller comes with you.\n\nThis opening in the pipes is large enough to stand in, but not much more. To the northwest is a low crawl-way, but there are no other openings large enough to travel through. The dense wall of pipes to the south is, however, broken in one spot by a six-inch gap.\nThe fire hose stretches through the crawl-way to the northwest.", "endoftext": false }, { "action": "You put the hose in the gap", "response": "You shove the nozzle into the gap. It's a tight squeeze, but it fits through. The lever on the side of the nozzle catches slightly on the pipes, holding the nozzle in place as you let go of the hose.\n\nA lightning bolt rips through the sky nearby to the east.\n\nMr. Teeterwaller watches you expectantly.", "endoftext": false }, { "action": "Go northwest", "response": "Mr. Teeterwaller comes with you.\n\nThe forest of pipes opens up a little here into a large clear area.\nIn the center of the clearing stands a tall metal enclosure topped with a brightly-lit red sign:\n\nAn opening in the pipes leads northeast, and another passage leads south. You may also be able to squeeze through a narrow crawl-way to the southeast.\nA fire hose stretches out of the enclosure and through the crawl-way\nto the southeast.\n\nLightning flashes across the sky directly above.", "endoftext": false }, { "action": "Go south", "response": "Mr. Teeterwaller comes with you.\n\npanels, stretching hundreds of feet to the south and as far to the east. The pipes that are everywhere in this compound bend around the sea of glass leaving the area above open to the sky; white cylindrical towers rising up above the pipes are scattered around the perimeter of the glass. A passage through the pipes opens to the north, and the pipes leave enough space for a walkway southwest along the edge of the glass.\nA metal cage, suspended a few inches off the ground by a cable\nhanging from a beam overhead, is just this side of the glass.\nAbout fifty feet to the east, you can see the nozzle of the fire\nhose sticking out through the pipes.\n\nA lightning bolt rips through the sky nearby to the east.", "endoftext": true }, { "action": "You examine the note", "response": "To: Window washing crew\nFrom: Cleaning crew manager\nSubject: Water in atrium\n\nThe cleaning crew has been complaining for several weeks about water collecting on the atrium floor, making cleanup more difficult, etc. We have determined that the source of the water is the window washing crew.\n\nPlease take note of the access hatch (SEE DIAGRAM BELOW) and DO NOT open this while the glass is still wet.\n\nThank you for your cooperation.\n\nJ. Stimms\nCleaning crew manager\n\nBelow this is a hand-drawn diagram showing a five-by-five grid of squares, with the square in the center emphatically circled.\n\nA bolt of lightning streaks down from the sky and strikes the ground a short distance to the west.\n\nMr. Teeterwaller seems to be lost in thought.", "endoftext": false }, { "action": "You examine diagram", "response": "To: Window washing crew\nFrom: Cleaning crew manager\nSubject: Water in atrium\n\nThe cleaning crew has been complaining for several weeks about water collecting on the atrium floor, making cleanup more difficult, etc. We have determined that the source of the water is the window washing crew.\n\nPlease take note of the access hatch (SEE DIAGRAM BELOW) and DO NOT open this while the glass is still wet.\n\nThank you for your cooperation.\n\nJ. Stimms\nCleaning crew manager\n\nBelow this is a hand-drawn diagram showing a five-by-five grid of squares, with the square in the center emphatically circled.", "endoftext": false }, { "action": "You pull right", "response": "Nothing seems to happen. You release the lever, and a spring returns it to the upright position.\n\nA lightning bolt rips through the sky nearby to the east.", "endoftext": false }, { "action": "You pull right", "response": "With a lurch, the cage starts moving to the north. The cage travels about twenty-five feet, then stops, leaving it hanging over the glass, about fifty feet south of the north edge, and eighty-five feet east of the west edge. You release the lever, and a spring returns it to the upright position; after a few wide swings, the cage gradually settles into its new location.\n\nMr. Teeterwaller watches you expectantly.", "endoftext": false }, { "action": "You pull right", "response": "With a lurch, the cage starts moving to the north. The cage travels about twenty-five feet, then stops, leaving it hanging over the glass, about twenty-five feet south of the north edge, and eighty-five feet east of the west edge. You release the lever, and a spring returns it to the upright position; after a few wide swings, the cage gradually settles into its new location.\n\nA lightning bolt flashes through the sky a short distance to the north.\n\nMr. Teeterwaller watches you expectantly.", "endoftext": false }, { "action": "You pull right", "response": "With a lurch, the cage starts moving to the north. The cage travels about twenty-five feet, then stops, leaving it about eighty-five feet east of the west edge of the glass. You release the lever, and a spring returns it to the upright position; after a few wide swings, the cage gradually settles into its new location.\n\nTeeterwaller looks through his pockets for something.", "endoftext": false }, { "action": "You pull left", "response": "With a lurch, the cage starts moving to the west. The cage travels about twenty-five feet, then stops, leaving it about sixty feet east of the west edge of the glass. You release the lever, and a spring returns it to the upright position; after a few wide swings, the cage gradually settles into its new location.\n\nMr. Teeterwaller watches you expectantly.", "endoftext": false }, { "action": "You pull left", "response": "With a lurch, the cage starts moving to the west. The cage travels about twenty-five feet, then stops, leaving it about thirty-five feet east of the west edge of the glass. You release the lever, and a spring returns it to the upright position; after a few wide swings, the cage gradually settles into its new location.", "endoftext": false }, { "action": "You pull right", "response": "Nothing seems to happen. You release the lever, and a spring returns it to the upright position.\n\nA lightning bolt rips through the sky nearby to the east.\n\nTeeterwaller looks through his pockets for something.", "endoftext": false }, { "action": "Exit", "response": "The pipes are too close to the edge of the glass here--there's no place to stand except on the glass, which you'd fall through. You need to go about twenty-five feet west to get back to solid ground.", "endoftext": false }, { "action": "You pull left", "response": "With a lurch, the cage starts moving to the west. The cage travels about twenty-five feet, then stops, leaving it back over solid ground. You release the lever, and a spring returns it to the upright position; after a few wide swings, the cage gradually settles into its new location.\n\nA lightning bolt flashes through the sky a short distance to the north.", "endoftext": false }, { "action": "Leave", "response": "Mr. Teeterwaller comes with you.\n\npanels, stretching hundreds of feet to the south and as far to the east. The pipes that are everywhere in this compound bend around the sea of glass leaving the area above open to the sky; white cylindrical towers rising up above the pipes are scattered around the perimeter of the glass. A passage through the pipes opens to the north, and the pipes leave enough space for a walkway southwest along the edge of the glass.\nA metal cage, suspended a few inches off the ground by a cable\nhanging from a beam overhead, is just this side of the glass.\nAbout fifty feet to the east, you can see the nozzle of the fire\nhose sticking out through the pipes.", "endoftext": false }, { "action": "Turn wheel", "response": "You turn the wheel counterclockwise until it stops. You can hear water rush through the valve for a few moments as the hose pressurizes.\n\nMr. Teeterwaller watches you expectantly.", "endoftext": false }, { "action": "You get the hose", "response": "You take hold of the nozzle, and pull it through the hole in the pipes. The hose is under tension, but you have no trouble holding on to it.", "endoftext": false }, { "action": "You examine the glass", "response": "The glass looks like a giant window set into the ground, roughly square and a hundred feet on a side. It looks as though a huge chamber is below the glass.\n\nThe glass pane directly outside the cage is different from all of the others; it has a handle and hinges, and can clearly be opened.\n\nTeeterwaller looks around purposefully.", "endoftext": false }, { "action": "You open the glass", "response": "You carefully lean out, grasp the handle, and give it a good pull. The cage sways slightly as you pull. The glass sticks for a moment, but then pops free, and you tilt up the panel until it's sitting straight up, where it locks into position.", "endoftext": false }, { "action": "Down", "response": "You can't walk on the glass, since it wouldn't support your weight, and you can't enter the hatch, since the floor is a hundred feet below.\n\nA bolt of lightning streaks down from the sky and strikes the ground a short distance to the west.\n\nMr. Teeterwaller looks around.", "endoftext": false }, { "action": "You put the hose in the glass", "response": "You feed the fire hose down through the opening, gradually pulling hose off the reel in the distance. The weight of the hose hanging down into the opening eventually starts doing most of the work of pulling more down. Finally, after a tremendous length of hose has disappeared into the chamber below, the hose seems to reach the floor.\n\nYou carefully let go of the hose, letting it drape over the edge of the opening.", "endoftext": false }, { "action": "Down", "response": "If you want to climb down the hose, just say so.\n\nLightning flashes across the sky directly above.\n\nMr. Teeterwaller watches you expectantly.", "endoftext": false }, { "action": "You climb down the hose", "response": "You have a sudden chill looking at the hose disappearing into the darkness below.\n\nTeeterwaller gulps. \"B-b-b-be careful,\" he stutters. \"I'll wait here until you reach the bottom, to make sure we don't put too much weight on the hose.\"\n\nSlowly, you maneuver yourself over to the edge nearest the opening, and lean out of the cage, holding on to the pole with both hands. It's only a foot or two to the hose, but somehow it feels like you're about to try jumping over a canyon.\n\nYou realize you've been holding your breath, and force yourself to exhale. You jerk one hand out and grab at the hose, slipping at first but finally getting a good grip on it. You carefully swing one leg out onto the framework supporting the windows, then the other, taking care not to put any weight on the glass.\n\nWith nothing left to do, you let go of the cage with your other hand and grab at the hose. The framework is obviously sturdy enough to support you if it can support all of this glass, you keep telling yourself, but you can feel it flexing under you.\n\nHaving successfully negotiated the chasm between the cage and the hose, you feel much less panicked, and start descending the hose. It's a nice rough material and easy to grip as you climb down.\n\nThe descent takes less time than you would have thought, given the amount of hose you had to feed down through the hatch. You reach the floor, and rest a moment to let the adrenaline wear off.\n\nas they rise hundreds of feet to the glass panes of the ceiling.\nLights from the towers above the surface twinkle like Christmas tree decorations through the glass. An elevator is to the west, and passages lead north and southeast.\nA fire hose hangs down from the ceiling, the end of the hose just reaching the floor.\n\nAfter a few minutes, Mr. Teeterwaller comes sliding down the hose at high speed, and crashes into the floor. He collects himself off the floor and spends a few moments brushing off dust.\n\n\"What a novel idea,\" Teeterwaller tells you. \"I wondered what you were thinking, dragging that hose everywhere.\"", "endoftext": false }, { "action": "You climb up the hose", "response": "Climbing hundreds of feet up a fire hose might seem like a daunting task to some people. It's a good thing you've been working out.\n\n\"I'll follow you after you get to the top,\" Teeterwaller says.\n\nYou laboriously climb the hose. It seems a lot further going up than it did coming down.\n\nYou reach the top and are relieved to find the cage parked next to the opening in the glass. You grab a pole and drag yourself onto the platform.\n\nThe cage is a simple framework of poles connected to a metal floor. Attached to one of the poles, about midway up, is a pair of levers. A few inches above the levers, a yellow note is taped to the pole.\nThe cage is hanging over the glass, about fifty feet from the north edge, and about sixty feet from the west edge.\nThe glass pane roughly in the center of the glass has been tilted\nup, creating an opening in the glass. A fire hose stretches between a gap in the pipes to the north and the open panel.\n\nAfter a few minutes, Mr. Teeterwaller comes climbing up the hose, panting and exhausted. You help him into the cage.", "endoftext": false }, { "action": "You examine the towers", "response": "The lights twinkle through the glass.\n\nTeeterwaller looks around purposefully.", "endoftext": false }, { "action": "Go west", "response": "You'll have to open the elevator first.", "endoftext": false }, { "action": "You open the elevator", "response": "The door is controlled automatically by the elevator; you can't open it manually.", "endoftext": false }, { "action": "You examine the elevator", "response": "The elevator has a sliding metal door, which is closed, and a round button just to the right of the door.\n\nTeeterwaller looks around purposefully.", "endoftext": false }, { "action": "You press the button", "response": "(the elevator button)\nThe elevator door slides open.\n\nMr. Teeterwaller seems to be lost in thought.", "endoftext": false }, { "action": "Go west", "response": "Mr. Teeterwaller comes with you.\n\nThis elevator has a sliding door to the east, next to which is a control panel, with buttons labeled UPPER LEVEL, LOWER LEVEL, DOOR OPEN, and DOOR CLOSE, plus a red knob labeled PUSH TO RUN/PULL TO STOP. The knob is currently pulled out. The door is open.", "endoftext": false }, { "action": "You wait for a while", "response": "Time passes...\n\nYou can feel the elevator start moving.\n\nMr. Teeterwaller seems to be lost in thought.", "endoftext": false }, { "action": "You wait", "response": "Time passes...", "endoftext": false }, { "action": "Wait", "response": "Time passes...\n\nYou can feel the elevator come to a stop, and the door slides open.", "endoftext": true }, { "action": "You describe your surroundings", "response": "This elevator has a sliding door to the east, next to which is a control panel, with buttons labeled UPPER LEVEL, LOWER LEVEL, DOOR OPEN, and DOOR CLOSE, plus a red knob labeled PUSH TO RUN/PULL TO STOP. The knob is currently pushed in. The door is open.\nYour boss Mr. Teeterwaller is here.\n\nMr. Teeterwaller seems to be lost in thought.", "endoftext": false }, { "action": "Go outside", "response": "Mr. Teeterwaller comes with you.\n\nThis is a narrow walkway along the west edge of an array of glass panels covering the ground to the east. A wall of pipes parallels the edge of the glass a few feet back from the edge, blocking travel except to the northeast. Midway along the wall of pipes is an elevator door.", "endoftext": false }, { "action": "Go inside", "response": "Mr. Teeterwaller comes with you.\n\nThis elevator has a sliding door to the east, next to which is a control panel, with buttons labeled UPPER LEVEL, LOWER LEVEL, DOOR OPEN, and DOOR CLOSE, plus a red knob labeled PUSH TO RUN/PULL TO STOP. The knob is currently pushed in. The door is open.\n\nThe elevator door slides closed.", "endoftext": false }, { "action": "You pull knob", "response": "You pull the knob all the way out. You feel the elevator lurch to a stop.\n\nTeeterwaller looks around purposefully.", "endoftext": false }, { "action": "You wait", "response": "Time passes...\n\nYou can feel the elevator come to a stop, and the door slides open.\n\nTeeterwaller looks through his pockets for something.", "endoftext": false }, { "action": "You go outside", "response": "Mr. Teeterwaller comes with you.\n\nas they rise hundreds of feet to the glass panes of the ceiling.\nLights from the towers above the surface twinkle like Christmas tree decorations through the glass. An elevator is to the west, and passages lead north and southeast.\nA fire hose hangs down from the ceiling, the end of the hose just reaching the floor.", "endoftext": false }, { "action": "You go to the north", "response": "Mr. Teeterwaller comes with you.\n\nThis wide hallway is filled with dust and debris from a construction project. A foreman is looking at a blueprint, and several construction workers are demolishing parts of the hallway. The hallway opens to the south, and continues north past the contruction.", "endoftext": false }, { "action": "You go to the north", "response": "The foreman waves you by. You carefully navigate through the construction debris, following the hallway as it turns a corner and continues west.\n\nMr. Teeterwaller comes with you.\n\nThis is the west end of a wide east-west hallway. A sliding metal door, labeled \"Lab 7,\" leads north, and a white door, labeled \"Observation Room,\" leads west.", "endoftext": false }, { "action": "Go north", "response": "You'll have to open the sliding metal door first.", "endoftext": false }, { "action": "You open the door", "response": "Which door do you mean, the sliding metal door, or the white door?", "endoftext": false }, { "action": "You open the sliding metal door", "response": "You can't manage to move it at all.\n\nMr. Teeterwaller mumbles something to himself.", "endoftext": false }, { "action": "You open the white door", "response": "Opened.\n\nMr. Teeterwaller seems to be lost in thought.", "endoftext": false }, { "action": "You go west", "response": "Mr. Teeterwaller comes with you.\n\nThe lighting in this room is muted, presumably to reduce glare on\nthe window that covers the north wall. On the other side of the window is a huge chamber, a hundred feet high and twice as wide; pieces of electronic equipment are scattered throughout the area, and a workbench is in the center of the room. Near the workbench is a silver crate the size of a refrigerator lying on its back. A woman, whom you take to be a scientist because of her white lab coat, and a technician, wearing a blue jump-suit, are working with the equipment. A white door leads east.\n\nThrough the glass, you see the scientist walk to the silver crate. She does something you can't see to the side of the crate, and the top slowly swings open. The woman reaches inside and removes a black disk, about the size of a half-dollar coin. She holds it up and looks at it, then closes the crate's lid.", "endoftext": false }, { "action": "Examine crate", "response": "The crate is made of a very shiny silver metal. It's about the size of a refrigerator sitting on its back.\n\nThrough the glass, you see the scientist walk to the workbench near the center of the room and carefully place the black disk on a stand on the workbench. The technician pulls a cart carrying an electronic device over to the workbench, and attaches a pair of electrodes from the device to the stand, on opposite sides of the disk.", "endoftext": false }, { "action": "Wait", "response": "Time passes...\n\nMr. Teeterwaller watches you expectantly.\n\nA woman's voice issues from a hidden speaker; you realize it's the scientist in the lab, talking to the technician. \"Okay, we'll start at low voltages and work our way up. Ready?\"\n\nThe technician carries a hand-held meter to the lab bench, points it at the stand, and nods to the scientist.\n\n\"Here we go, then. One percent.\" She makes some adjustments to the electronic device. You can't be sure, but it looks like the disk glows faintly for a moment.\n\n\"Negative point zero zero three gee,\" the technician says.", "endoftext": false }, { "action": "You wait a while", "response": "Time passes...\n\nThe scientist's voice is audible through a hidden speaker: \"Two percent.\" She adjusts the electronic device, and you again see a faint, momentary glow from the disk.\n\n\"Negative point zero one gee,\" the technician says.", "endoftext": false }, { "action": "Wait", "response": "Time passes...\n\n\"Five percent,\" the scientist says. She adjusts the electronic device, and you see a clear blue glow from the disk; the glow fades after a few moments.\n\n\"Negative point zero eight gee,\" the technician says.", "endoftext": false }, { "action": "Wait", "response": "Time passes...\n\nMr. Teeterwaller watches you expectantly.\n\nYou hear a warbling sound through the hidden speakers. The scientist reaches into the pocket of her lab coat and takes out a cellular phone. \"Yes?\" She listens to the phone. \"Affirmative. We've just started, but the anti-gravity effect is confirmed.\" She listens some more. \"I understand. We're on our way.\"\n\nShe turns to the technician. \"They're ready to start the omicron beam again and they need us to monitor the scattering. Leave everything set up here and we'll resume this when we're done with the beam test.\"\n\nThe two walk briskly to the door and leave the lab.", "endoftext": false }, { "action": "You go east", "response": "Mr. Teeterwaller comes with you.\n\nThis is the west end of a wide east-west hallway. A sliding metal door, labeled \"Lab 7,\" leads north, and a white door, labeled \"Observation Room,\" leads west.", "endoftext": false }, { "action": "You look at the sliding door", "response": "The door is closed and is labeled \"LAB 7--RESTRICTED.\" A small slot, about the right size to accept a credit card, is next to the door.\n\nMr. Teeterwaller seems to be lost in thought.", "endoftext": false }, { "action": "You put the ithe d in the slot", "response": "You slip your ID card into the slot; it's a good fit, but nothing seems to happen, so you pull it back out.\n\nMr. Teeterwaller watches you expectantly.", "endoftext": false }, { "action": "You go east", "response": "You follow the hallway as it turns a corner and continues south, then carefully make your way through a huge pile of construction debris littering the hallway.\n\nMr. Teeterwaller comes with you.\n\nThis wide hallway is filled with dust and debris from a construction project. A foreman is looking at a blueprint, and several construction workers are demolishing parts of the hallway. The hallway opens to the south, and continues north past the contruction.", "endoftext": false }, { "action": "You wear the hat", "response": "(First taking the white hard-hat)\nYou're not wearing the white hard-hat.\n\nMr. Teeterwaller seems to be lost in thought.", "endoftext": false }, { "action": "Inventory", "response": "You have your temporary ID card, a map, a garage opener, a jacket, a Project Tyche manual, a DUFON journal, a flashlight (providing light), a Blottnian textbook, a hand pump, a dog harness, a portable hand-held scanner, a looseleaf page, a deck of punched cards, a newer gas mask (being worn), a silver balloon, and a yellow hard-hat (being worn).\nThe garage opener compartment seems to contain a battery.", "endoftext": false }, { "action": "You go to the south", "response": "Mr. Teeterwaller comes with you.\n\nas they rise hundreds of feet to the glass panes of the ceiling.\nLights from the towers above the surface twinkle like Christmas tree decorations through the glass. An elevator is to the west, and passages lead north and southeast.\nA fire hose hangs down from the ceiling, the end of the hose just reaching the floor.", "endoftext": false }, { "action": "You go southeast", "response": "Mr. Teeterwaller comes with you.\n\nThe proportions of this passage, the workmanship of the marble\nfloor, the wire-caged light fixtures all give this corridor an antique appearance. A large room lies to the northwest, and silvery doors lie to the east, west, and south; the door to the south is labeled \"MAINTENANCE,\" and the door to the east is marked \"RECORDS.\"", "endoftext": false }, { "action": "You go west", "response": "(Opening the west door)\nMr. Teeterwaller comes with you.\n\nto ceiling. A door leads east; above the door is a small air vent which is blowing a steady stream of fresh air.", "endoftext": false }, { "action": "You look at the crates", "response": "The crates are neatly stacked from floor to ceiling. The crates all look alike; you see no markings that distinguish one from another.\n\nTeeterwaller looks around purposefully.", "endoftext": false }, { "action": "Search crates", "response": "The crates are all closed.\n\nMr. Teeterwaller watches you expectantly.", "endoftext": false }, { "action": "You look at the vent", "response": "It's a small vent, only a few inches high; it's blowing fresh air.", "endoftext": false }, { "action": "You open the vent", "response": "The vent is firmly closed.", "endoftext": false }, { "action": "You climb the crate", "response": "I don't know how to climb the crates.\n\nTeeterwaller looks around purposefully.", "endoftext": false }, { "action": "You go east", "response": "Mr. Teeterwaller comes with you.\n\nThe proportions of this passage, the workmanship of the marble\nfloor, the wire-caged light fixtures all give this corridor an antique appearance. A large room lies to the northwest, and silvery doors lie to the east, west, and south; the door to the south is labeled \"MAINTENANCE,\" and the door to the east is marked \"RECORDS.\"", "endoftext": false }, { "action": "You go south", "response": "(Opening the south door)\nMr. Teeterwaller comes with you.\n\nThis is a small, musty-smelling room whose only exit is the door to\nthe north. A cabinet occupies one wall. Opposite the cabinet is a large air vent, below which is a lever.", "endoftext": false }, { "action": "You examine the cabinet", "response": "The cabinet occupies the entire wall; it's closed.\n\nMr. Teeterwaller looks around.", "endoftext": false }, { "action": "You open the cabinet", "response": "Opened.\n\nMr. Teeterwaller mumbles something to himself.", "endoftext": false }, { "action": "You examine the cabinet", "response": "The cabinet occupies the entire wall; it's open, but is empty.\n\nMr. Teeterwaller mumbles something to himself.", "endoftext": false }, { "action": "You look at the vent", "response": "The vent is mounted near the top of the wall; it's about three feet square.\n\nTeeterwaller looks around purposefully.", "endoftext": false }, { "action": "You examine the lever", "response": "The lever is mounted below the vent, and moves left and right. The left end is labeled \"Outside,\" and the right end is labeled \"Recycled.\" The lever is currently at the left limit of its travel.\n\nMr. Teeterwaller starts telling you some office gossip, but stops, a little disappointed, when he realizes you don't know the people involved in the embarrassing parts.", "endoftext": false }, { "action": "You open the vent", "response": "It's firmly fixed in place.\n\nMr. Teeterwaller mumbles something to himself.", "endoftext": false }, { "action": "You pull the lever", "response": "You pull the lever all the way right. The vent starts drawing in air.", "endoftext": false }, { "action": "You pull the lever", "response": "You pull the lever all the way left. The vent stops drawing in air.", "endoftext": false }, { "action": "You climb the cabinet", "response": "I don't know how to climb the cabinet.\n\nMr. Teeterwaller mumbles something to himself.", "endoftext": false }, { "action": "You look behind the cabinet", "response": "There's nothing behind the cabinet.\n\nTeeterwaller tells you about the latest episode of his favorite TV show, \"Shadow Man.\" You never liked the show very much--too much silly conspiracy theory stuff--but you listen politely.", "endoftext": false }, { "action": "Go east", "response": "You'll have to open the east door first.", "endoftext": false }, { "action": "You open east", "response": "You start to open the door, but then you hear a voice from the other side. Since you wouldn't want to have to explain why you're here, you decide to keep a low profile for now.", "endoftext": false }, { "action": "You touch door", "response": "I beg your pardon?\n\n(the east door)\nTouching the east door doesn't seem to have any effect.\n\nTeeterwaller looks around purposefully.", "endoftext": false }, { "action": "Go south", "response": "I beg your pardon?\n\nMr. Teeterwaller comes with you.\n\nThis is a small, musty-smelling room whose only exit is the door to\nthe north. A cabinet occupies one wall. Opposite the cabinet is a large air vent, below which is a lever.", "endoftext": false }, { "action": "You inflate the balloon with the pump", "response": "You put the hand pump into the balloon's opening and pump up the balloon, expanding the silver plastic into an oblong ball. Once the balloon is inflated, you tie a knot in the opening to keep the air from escaping.", "endoftext": false }, { "action": "You look at the lever", "response": "The lever is mounted below the vent, and moves left and right. The left end is labeled \"Outside,\" and the right end is labeled \"Recycled.\" The lever is currently at the left limit of its travel.", "endoftext": false }, { "action": "You put the balloon in the vent", "response": "You can't put anything into the air vent.\n\nMr. Teeterwaller looks around.", "endoftext": false }, { "action": "You deflate the balloon", "response": "You carefully untie the knot and let the air escape.\n\nMr. Teeterwaller looks around.", "endoftext": false }, { "action": "You throw the balloon in the vent", "response": "You can't put anything into the air vent.\n\nTeeterwaller looks through his pockets for something.", "endoftext": false }, { "action": "You throw the balloon", "response": "It would be simpler to just drop it.\n\nTeeterwaller looks around purposefully.", "endoftext": false }, { "action": "You inflate the balloon with the pump", "response": "You put the hand pump into the balloon's opening and pump up the balloon, expanding the silver plastic into an oblong ball. Once the balloon is inflated, you tie a knot in the opening to keep the air from escaping.\n\nTeeterwaller looks around purposefully.", "endoftext": false }, { "action": "You release the balloon", "response": "I don't know how to release the silver balloon.\n\nMr. Teeterwaller looks around.", "endoftext": false }, { "action": "You drop the balloon", "response": "Dropped.", "endoftext": false }, { "action": "You wait for a while", "response": "Time passes...\n\nMr. Teeterwaller seems to be lost in thought.", "endoftext": false }, { "action": "You get the balloon", "response": "Taken.", "endoftext": false }, { "action": "You press the button", "response": "(the elevator button)\nThe elevator door slides open.\n\nMr. Teeterwaller mumbles something to himself.", "endoftext": false }, { "action": "You go inside", "response": "Mr. Teeterwaller comes with you.\n\nThis elevator has a sliding door to the east, next to which is a control panel, with buttons labeled UPPER LEVEL, LOWER LEVEL, DOOR OPEN, and DOOR CLOSE, plus a red knob labeled PUSH TO RUN/PULL TO STOP. The knob is currently pushed in. The door is open.", "endoftext": false }, { "action": "You press upper", "response": "The button lights up.\n\nMr. Teeterwaller mumbles something to himself.\n\nThe elevator door slides closed.", "endoftext": false }, { "action": "You wait", "response": "Time passes...\n\nYou can feel the elevator start moving.", "endoftext": false }, { "action": "You wait for a while", "response": "Time passes...\n\nMr. Teeterwaller starts telling you some office gossip, but stops, a little disappointed, when he realizes you don't know the people involved in the embarrassing parts.", "endoftext": false }, { "action": "You wait", "response": "Time passes...\n\nYou can feel the elevator come to a stop, and the door slides open.\n\nTeeterwaller looks through his pockets for something.", "endoftext": false }, { "action": "Go outside", "response": "Mr. Teeterwaller comes with you.\n\nThis is a narrow walkway along the west edge of an array of glass panels covering the ground to the east. A wall of pipes parallels the edge of the glass a few feet back from the edge, blocking travel except to the northeast. Midway along the wall of pipes is an elevator door.\n\nA lightning bolt rips through the sky nearby to the east.", "endoftext": false }, { "action": "You go to the north-east", "response": "Mr. Teeterwaller comes with you.\n\npanels, stretching hundreds of feet to the south and as far to the east. The pipes that are everywhere in this compound bend around the sea of glass leaving the area above open to the sky; white cylindrical towers rising up above the pipes are scattered around the perimeter of the glass. A passage through the pipes opens to the north, and the pipes leave enough space for a walkway southwest along the edge of the glass.\nA metal cage, suspended a few inches off the ground by a cable\nhanging from a beam overhead, is just this side of the glass.\nRoughly in the center of the glass, one of the panes has been tilted up, creating an opening in the glass.\nA fire hose is sticking through the pipes about fifty feet to the\neast; the hose stretches across the glass and disappears down through the access hatch.", "endoftext": false }, { "action": "Go upwards", "response": "You cross the grating, and climb the gentle slope of the stairway through one revolution around the tower.\n\nMr. Teeterwaller comes with you.\n\nLanding, two stories up\nA short landing, about two stories above the ground on the east side\nof the tower, interrupts the steady spiral of the stairs, which continue up and down. The canal is visible in the distance below, and the tower looms overhead.", "endoftext": false }, { "action": "Go up", "response": "Mr. Teeterwaller comes with you.\n\nLanding, four stories up\nThe stairs end at this landing, and go no further up. This landing\nis nearly at the top of the tower, around four stories above the ground, and on the east side of the tower.\nA closed rounded metal door is set into the tower wall to the west.\nA large wheel is in the center of the door.", "endoftext": false }, { "action": "Inventory", "response": "You have your temporary ID card, a map, a garage opener, a jacket, a Project Tyche manual, a DUFON journal, a flashlight (providing light), a Blottnian textbook, a hand pump, a dog harness, a portable hand-held scanner, a looseleaf page, a deck of punched cards, a newer gas mask (being worn), a yellow hard-hat (being worn), and a silver balloon.\nThe garage opener compartment seems to contain a battery.", "endoftext": false }, { "action": "You open the door", "response": "Opened.\n\nWisps of viscous green vapor waft slowly out from the door. Fortunately, the gas mask seems to be protecting you from the gas.\n\nTeeterwaller looks around purposefully.", "endoftext": false }, { "action": "You go to the west", "response": "Mr. Teeterwaller comes with you.\n\nA catwalk starts at the rounded door to the east (which is open),\nand extends west toward the center of the cylinder of the tower, suspended by cables over a churning, bubbling sea of viscous yellow-green liquid ten feet below. A green, misty vapor swirls up from the surface of the liquid.\n\nThe rounded metal door swings shut with a dull thud.", "endoftext": false }, { "action": "Pump balloon", "response": "It's already as inflated as it can be.\n\nMr. Teeterwaller looks around.", "endoftext": false }, { "action": "You deflate the balloon", "response": "You carefully untie the knot and let the air escape.\n\nMr. Teeterwaller seems to be lost in thought.", "endoftext": false }, { "action": "Pump balloon", "response": "(with your lips)\nYou'd have a hard time fitting the balloon under your gas mask. If you want to inflate the balloon with the pump, though, just say so.\n\nMr. Teeterwaller seems to be lost in thought.", "endoftext": false }, { "action": "You inflate the balloon with the pump", "response": "You put the hand pump into the balloon's opening and pump up the balloon, filling the balloon with the toxic green gas. Once the balloon is inflated, you tie a knot in the opening to keep the fumes from escaping.", "endoftext": false }, { "action": "You go to the east", "response": "(Opening the rounded metal door)\nMr. Teeterwaller comes with you.\n\nLanding, four stories up\nThe stairs end at this landing, and go no further up. This landing\nis nearly at the top of the tower, around four stories above the ground, and on the east side of the tower.\nAn open rounded metal door is set into the tower wall to the west; a viscous green vapor wafts out of the door. A large wheel is in the center of the door.", "endoftext": true }, { "action": "Go downwards", "response": "As you start down the stairs, you notice that the door swings shut.\n\nMr. Teeterwaller comes with you.\n\nLanding, two stories up\nA short landing, about two stories above the ground on the east side\nof the tower, interrupts the steady spiral of the stairs, which continue up and down. The canal is visible in the distance below, and the tower looms overhead.", "endoftext": true }, { "action": "You go downward", "response": "Mr. Teeterwaller comes with you.\n\nA deep, concrete-lined canal is to the east; metal rungs are set\ninto the wall, forming a ladder down into the canal. A tall fence topped with razor wire is to the north.\nPipes and conduits are everywhere, packed so tightly together that\nthey form walls. Narrow openings in the pipes allow travel to the southeast and southwest. To the west, a cylindrical tower rises up out of the pipes and looms several stories overhead; a spiral stairway encircling the tower leads up. The ground is replaced by a metal grating for the ten feet around the tower.", "endoftext": false }, { "action": "Go southwest", "response": "Mr. Teeterwaller comes with you.\n\nThe forest of pipes opens up a little here into a large clear area.\nIn the center of the clearing stands a tall metal enclosure topped with a brightly-lit red sign:\n\nAn opening in the pipes leads northeast, and another passage leads south. You may also be able to squeeze through a narrow crawl-way to the southeast.\nA fire hose stretches out of the enclosure and through the crawl-way\nto the southeast.", "endoftext": false }, { "action": "You go to the south", "response": "Mr. Teeterwaller comes with you.\n\npanels, stretching hundreds of feet to the south and as far to the east. The pipes that are everywhere in this compound bend around the sea of glass leaving the area above open to the sky; white cylindrical towers rising up above the pipes are scattered around the perimeter of the glass. A passage through the pipes opens to the north, and the pipes leave enough space for a walkway southwest along the edge of the glass.\nA metal cage, suspended a few inches off the ground by a cable\nhanging from a beam overhead, is just this side of the glass.\nRoughly in the center of the glass, one of the panes has been tilted up, creating an opening in the glass.\nA fire hose is sticking through the pipes about fifty feet to the\neast; the hose stretches across the glass and disappears down through the access hatch.", "endoftext": false }, { "action": "Down", "response": "You can't go that way.\n\nA lightning bolt flashes through the sky a short distance to the north.\n\nMr. Teeterwaller watches you expectantly.", "endoftext": false }, { "action": "You enter the cage", "response": "Mr. Teeterwaller comes with you.\n\nThe cage is a simple framework of poles connected to a metal floor. Attached to one of the poles, about midway up, is a pair of levers. A few inches above the levers, a yellow note is taped to the pole.\nThe cage is above solid ground, at the north edge of the glass, and about ten feet from the west edge.\nThe glass pane roughly in the center of the glass has been tilted\nup, creating an opening in the glass. A fire hose stretches between a gap in the pipes to the north and the open panel.\n\nA lightning bolt rips through the sky nearby to the east.", "endoftext": false }, { "action": "Keep going", "response": "With a lurch, the cage starts moving to the east. The cage travels about twenty-five feet, then stops, leaving it about sixty feet east of the west edge of the glass. You release the lever, and a spring returns it to the upright position; after a few wide swings, the cage gradually settles into its new location.\n\nMr. Teeterwaller seems to be lost in thought.", "endoftext": false }, { "action": "You examine the glass", "response": "The glass looks like a giant window set into the ground, roughly square and a hundred feet on a side. It looks as though a huge chamber is below the glass.\n\nA glass panel about fifty feet south of here is tilted up, creating an opening. A fire hose, stretching from a gap in the pipes to the north, hangs down through the opening.", "endoftext": false }, { "action": "You climb down the hose", "response": "The cage must be closer to the opening for you to climb down the hose.", "endoftext": false }, { "action": "Continue", "response": "With a lurch, the cage starts moving to the south. The cage travels about twenty-five feet, then stops, leaving it hanging over the glass, about fifty feet south of the north edge, and sixty feet east of the west edge. You release the lever, and a spring returns it to the upright position; after a few wide swings, the cage gradually settles into its new location.\n\nThe glass pane just outside the cage has been tilted up, creating an opening the glass. A fire hose stretches between a gap in the pipes and the open panel.\n\nMr. Teeterwaller seems to be lost in thought.", "endoftext": false }, { "action": "You climb down the hose", "response": "You carefully maneuver yourself over to the hose, and start lowering yourself down its length. You reach the floor after a brief descent.\n\nas they rise hundreds of feet to the glass panes of the ceiling.\nLights from the towers above the surface twinkle like Christmas tree decorations through the glass. An elevator is to the west, and passages lead north and southeast.\nA fire hose hangs down from the ceiling, the end of the hose just reaching the floor.\n\nAfter a few minutes, Mr. Teeterwaller comes sliding down the hose at high speed, and crashes into the floor. He collects himself off the floor and spends a few moments brushing off dust.", "endoftext": false }, { "action": "You go to the south", "response": "Mr. Teeterwaller comes with you.\n\nThis is a small, musty-smelling room whose only exit is the door to\nthe north. A cabinet occupies one wall. Opposite the cabinet is a large air vent, below which is a lever.", "endoftext": false }, { "action": "You examine the lever", "response": "The lever is mounted below the vent, and moves left and right. The left end is labeled \"Outside,\" and the right end is labeled \"Recycled.\" The lever is currently at the right limit of its travel.\n\nMr. Teeterwaller watches you expectantly.", "endoftext": false }, { "action": "You deflate the balloon", "response": "You carefully untie the knot, allowing the green gas to escape. Your gas mask protects you as the toxic vapors swirl around you. The green gas is quickly drawn into the vent; a few moments later, from the hall, you hear loud coughing and yelling. Down the hall, one of the doors bursts open, and two men and a woman run out into the hall, holding their hands over their mouths. They run off down the hall.", "endoftext": false }, { "action": "Go east", "response": "Mr. Teeterwaller comes with you.\n\nThis long, narrow chamber might better be called a corridor than a room. The north and south walls are lined with file drawers from floor to ceiling; there must be thousands of drawers. A door lies to the west; a small vent is over the door.\nYou see a briefcase and a red ID card here.\n\nTeeterwaller has a look of awe on his face. \"This is amazing,\" he says. \"I never thought they'd just file everything away like this.\"\nHe picks up the briefcase. \"This is perfect.\"\n\nHe starts opening drawers and going through files.", "endoftext": false }, { "action": "You take the ithe d.", "response": "Taken.\n\nTeeterwaller looks through a drawer, pulling a couple of files and looking them over. \"Very interesting,\" he mutters, putting the files in his briefcase.", "endoftext": false }, { "action": "You examine the briefcase", "response": "The briefcase is closed.\n\nTeeterwaller looks through a drawer, pulling a couple of files and looking them over. \"Amazing,\" he mutters, putting the files in his briefcase.", "endoftext": false }, { "action": "You open the briefcase", "response": "I beg your pardon?\n\nMr. Teeterwaller won't let you.\n\nTeeterwaller looks through a drawer, pulling a couple of files and looking them over. \"This is astonishing,\" he says. \"I've been looking for this type of information for years, but all I've ever been able to find is the vaguest of hints, just bits and pieces. This is everything I've been looking for, all in one place.\"", "endoftext": false }, { "action": "You ask Teeterwaller about the files", "response": "\"I've been trying to find this sort of information for years, but all I've been able to find before are bits and pieces.\"\n\nTeeterwaller looks through a drawer, pulling a couple of files and looking them over. \"This is it! Look!\" he says excitedly, showing you the file. It's marked \"Omegatron Corp. (Project `Tyche')\" and is dated in 1970. He flips through the file for you; it contains electronic diagrams and technical data, none of which makes sense to you but clearly is important to Teeterwaller.\n\n\"I don't know if I ever told you about Project Tyche,\" he says. \"I worked on it around twenty-five years ago. We were building an embedded controller system for some industrial equipment. Part of the project involved these logic chips that seemed almost magical at the time. They were far ahead of anything we'd seen. I started wondering about them recently, so I asked our corporate archives people for a copy of the specification document for the project. I got the spec, but the parts about the logic chips were missing. Well, this is the missing section. Plus, it has information about how these people,\" he looks around the room at the file drawers, \"whoever it is who's keeping these records, planted this information with our project.\"", "endoftext": false }, { "action": "You ask Teeterwaller about the car", "response": "\"It's always been very reliable,\" he says defensively. \"I know people make all sorts of jokes about what a terrible car it is, but I've had very good luck with it.\"\n\nTeeterwaller looks through a drawer, pulling a couple of files and looking them over, stuffing them into his briefcase.", "endoftext": true }, { "action": "You look around", "response": "This long, narrow chamber might better be called a corridor than a room. The north and south walls are lined with file drawers from floor to ceiling; there must be thousands of drawers. A door lies to the west; a small vent is over the door.\nYour boss Mr. Teeterwaller is here.\n\nTeeterwaller looks through a drawer, pulling a couple of files and looking them over, stuffing them into his briefcase.", "endoftext": false }, { "action": "You open the drawers", "response": "You pick a drawer at random and open it. The drawer is loaded with files; you choose one with a typewritten label reading \"Microprocessor Transfer Study\" and look through it.\n\nThe rapid pace of transfers over the past five years has clearly strained several absorption factors and is not producing the benefits that accrued in prior stages. The original recipients bear partial responsibility through their dubious practices, but fundamentally we have simply transferred technology too rapidly. The schedule adjustments we have initiated should stabilize the market within two years and restore full profitability.\n\nTeeterwaller snatches the file. \"This one looks important,\" he says as he stuffs the file into his briefcase.\n\nTeeterwaller looks through a drawer, pulling a couple of files and looking them over, stuffing them into his briefcase.", "endoftext": false }, { "action": "Keep going", "response": "You pick a drawer at random and open it. The drawer is loaded with files; you choose one with a typewritten label reading \"Embargo Schedule - Medical\" and look through it.\n\nAgreements with Mercer & Co., Pfalk Laboratories, Seth and Gurney, Milnes renewed through FY 2015. All below listed substances are embargoed to all parties through contract expiration, pending timely receipt of annual suppression fees as negotiated.\n\nNN 373 AS1 (wide spectrum influenza antiviral)\nA901/902 PF (macular regenerative)\nX-6080114 (bacteriophage - BUT NOTE use as car wax approved for 1999, see Schedule - Automotive, Cleaning & Cosmetic)\n\n...and a long list of similar entries follows.\n\nTeeterwaller snatches the file. \"This one looks extremely interesting,\" he says as he stuffs the file into his briefcase.\n\nTeeterwaller looks through a drawer, pulling a couple of files and looking them over, stuffing them into his briefcase.", "endoftext": false }, { "action": "You keep going", "response": "You pick a drawer at random and open it. The drawer is loaded with files; you choose one with a typewritten label reading \"MB-7\" and look through it.\n\nThis file contains numerous technical diagrams of a jet airliner, including everything from the passenger compartment floor plan to the parts list for the fan blades in the engine.\n\nTeeterwaller snatches the file. \"This one looks curious,\" he says as he stuffs the file into his briefcase.\n\nTeeterwaller looks through a drawer, pulling a couple of files and looking them over, stuffing them into his briefcase.", "endoftext": false }, { "action": "Go west", "response": "\"We must come back here,\" Teeterwaller says, stuffing a few last files into his briefcase as he follows you out of the room. \"There's much more I want to see here.\"\n\nThe proportions of this passage, the workmanship of the marble\nfloor, the wire-caged light fixtures all give this corridor an antique appearance. A large room lies to the northwest, and silvery doors lie to the east, west, and south; the door to the south is labeled \"MAINTENANCE,\" and the door to the east is marked \"RECORDS.\"", "endoftext": false }, { "action": "You go northwest", "response": "Mr. Teeterwaller comes with you.\n\nas they rise hundreds of feet to the glass panes of the ceiling.\nLights from the towers above the surface twinkle like Christmas tree decorations through the glass. An elevator is to the west, and passages lead north and southeast.\nA fire hose hangs down from the ceiling, the end of the hose just reaching the floor.", "endoftext": false }, { "action": "Go west", "response": "You'll have to open the elevator first.", "endoftext": false }, { "action": "You go to the north", "response": "Mr. Teeterwaller comes with you.\n\nThis wide hallway is filled with dust and debris from a construction project. A foreman is looking at a blueprint, and several construction workers are demolishing parts of the hallway. The hallway opens to the south, and continues north past the contruction.", "endoftext": false }, { "action": "Go west", "response": "You can't go that way.\n\nMr. Teeterwaller starts telling you some office gossip, but stops, a little disappointed, when he realizes you don't know the people involved in the embarrassing parts.", "endoftext": false }, { "action": "You go to the north", "response": "The foreman waves you by. You carefully navigate through the construction debris, following the hallway as it turns a corner and continues west.\n\nMr. Teeterwaller comes with you.\n\nThis is the west end of a wide east-west hallway. A sliding metal door, labeled \"Lab 7,\" leads north, and a white door, labeled \"Observation Room,\" leads west.", "endoftext": false }, { "action": "You put the red ithe d in the slot", "response": "You slip the red ID card into the slot; it's a good fit. A soft beep emanates from the slot, and the metal door slides open.\n\nTeeterwaller looks through his pockets for something.", "endoftext": false }, { "action": "Go north", "response": "Mr. Teeterwaller comes with you.\n\nThis is a cavernous room, a hundred feet tall and twice as wide.\nPieces of electronic equipment are scattered throughout the chamber.\nIn the center of the room is a workbench, on which is a plastic stand; a pair of electrodes are connected to the stand, and the electrodes are connected with wires to an electronic device on a cart next to the workbench. Near the workbench is a silver crate, the size of a refrigerator sitting on its back.\nAn air vent is visible in the center of the ceiling. A glass window\nin the south wall looks out into an observation room.\nA sliding metal door leads south.\nSitting on the plastic stand is a black disk.\n\nThe metal door slides closed.", "endoftext": false }, { "action": "You examine the disk", "response": "It's about the size of a half-dollar coin, and is made of a dull black material.", "endoftext": false }, { "action": "You take the disk", "response": "A siren sounds from a loudspeaker somewhere above you, and a voice echoes through the room: \"Intruder alert, laboratory seven. Section black, commence procedure one one delta.\"\n\nThrough the window in the south wall, you see several guards dressed in black jump-suits and black helmets rush into the observation room.\nThey see you and start motioning to one another.\n\nTeeterwaller takes two steps backwards. \"Uh, oh...\"\n\nTaken.\n\nGuards run in and out of the observation room.", "endoftext": false }, { "action": "Examine crate", "response": "The crate is made of a very shiny silver metal. It's about the size of a refrigerator sitting on its back.", "endoftext": false }, { "action": "Open crate", "response": "There's no obvious way to open the crate. You can find no latches, buttons, catches, or other mechanisms, and there's not even a visible seam anywhere.", "endoftext": false }, { "action": "You look at the device", "response": "Which device do you mean, the portable hand-held scanner, or the electronic device?", "endoftext": false }, { "action": "You look at electronic", "response": "Which electronic do you mean, the equipment, or the electronic device?", "endoftext": false }, { "action": "You examine the electronic device", "response": "The device is about the same size and shape as a video recorder, but the case is unpainted metal and the only obvious controls are a dial and a red button.\n\nTeeterwaller looks through his pockets for something.", "endoftext": false }, { "action": "You examine the dial", "response": "The dial can be turned to settings numbered from 1 to 100. It's currently set to 5.\n\nMr. Teeterwaller seems to be lost in thought.", "endoftext": false }, { "action": "You press the red button", "response": "A spark jumps across the electrodes. The disk glows faintly for a moment, then returns to normal.", "endoftext": false }, { "action": "You turn the dial to 100", "response": "Okay, it's now turned to 100.\n\nA siren sounds from a loudspeaker somewhere above you, and a voice echoes through the room: \"Intruder alert, laboratory seven. Section black, commence procedure one one delta.\"\n\nThrough the window in the south wall, you see several guards dressed in black jump-suits and black helmets rush into the observation room.\nThey see you and start motioning to one another.\n\nTeeterwaller takes two steps backwards. \"Uh, oh...\"\n\nThe guards make threatening gestures at you through the window.", "endoftext": false }, { "action": "You attach the electrodes to the disk", "response": "There's no obvious way to do that.\n\nTeeterwaller looks around purposefully.", "endoftext": false }, { "action": "You examine the electrodes", "response": "The electrodes are connected to the device on the cart, and the ends are attached to opposite sides of the stand.\n\nMr. Teeterwaller seems to be lost in thought.", "endoftext": false }, { "action": "You put the disk on the stand", "response": "The black disk is already on the plastic stand!\n\nTeeterwaller looks around purposefully.", "endoftext": false }, { "action": "Examine crate", "response": "The crate is made of a very shiny silver metal. It's about the size of a refrigerator sitting on its back.\n\nMr. Teeterwaller seems to be lost in thought.", "endoftext": false }, { "action": "You open it", "response": "There's no obvious way to open the crate. You can find no latches, buttons, catches, or other mechanisms, and there's not even a visible seam anywhere.\n\nMr. Teeterwaller starts telling you some office gossip, but stops, a little disappointed, when he realizes you don't know the people involved in the embarrassing parts.", "endoftext": false }, { "action": "You knock on the crate", "response": "I don't know how to knock the silver crate.\n\nTeeterwaller looks through his pockets for something.", "endoftext": false }, { "action": "You turn the dial to 100", "response": "Okay, it's now turned to 100.\n\nA siren sounds from a loudspeaker somewhere above you, and a voice echoes through the room: \"Intruder alert, laboratory seven. Section black, commence procedure one one delta.\"\n\nThrough the window in the south wall, you see several guards dressed in black jump-suits and black helmets rush into the observation room.\nThey see you and start motioning to one another.\n\nTeeterwaller takes two steps backwards. \"Uh, oh...\"\n\nThe guards in the observation room bang on the glass.", "endoftext": false }, { "action": "You press the button", "response": "(the red button)\nDarkness suddenly falls over the room as all of the lights go out; a second later, the electrodes blaze with a blinding flash of white light and make a loud pop like a balloon bursting. The spark fades, and the disk glows with an intense but ghostly blue light.\n\nYou suddenly feel like you're tumbling sideways, and it feels like something is pulling your feet and your head in opposite directions. You reach out for something to hold, but find nothing in reach.\n\nJust as you think you're going to hit the ground, you realize that the floor is twenty feet away and getting further. You're falling, but somehow you're falling toward the ceiling. The room is spinning rapidly, and you see that Mr. Teeterwaller is falling alongside you, his eyes closed and his arms flailing wildly; beside him the brightly-glowing disk is serenly floating in mid-air.\n\nYou keep falling upwards for several seconds, moving directly toward a large air vent on the ceiling. You draw closer and closer to the vent, and you brace yourself for impact. In a moment the vent is only a few feet away, but now you can see that you're not moving very quickly after all, and you easily maneuver yourself into the opening.\n\nTeeterwaller crashes into the ceiling just outside the vent, but you manage to grab his arm and help him through the opening.\n\nYou find yourself in a large air duct. The disk floats up through the opening; its glow gradually fades, and as it does, you, Teeterwaller, and the disk settle to the floor of the duct. Gravity returns to normal.\n\nThis aluminum air duct is just large enough to crawl through here,\nbut splits into several smaller ducts to the west, none of which are large enough to permit further passage. The duct widens to the east. In the floor is a square opening, two feet on a side, whose cover has been swung out and down; a cavernous chamber below is visible through the opening.\nYou see a black disk here.\n\nThrough the opening, you see the door to the lab slide open, and dozens of guards rush into the lab, looking up at you from the floor far below.", "endoftext": false }, { "action": "You get the disk", "response": "Taken.\n\nThrough the opening, you see the guards in the lab watching you.\n\nMr. Teeterwaller looks around.", "endoftext": false }, { "action": "You take the disk", "response": "You already have the black disk!\n\nThe guards in the lab rush around busily, several keeping a close watch on you.\n\nMr. Teeterwaller mumbles something to himself.", "endoftext": false }, { "action": "Go east", "response": "Mr. Teeterwaller comes with you.\n\nThis low, narrow tunnel was probably never intended as a walkway;\nit's more like a ventilation shaft than a corridor. The tunnel becomes an aluminum duct to the west, and several small vents connect through the north and south walls. The passage opens into a larger area to the east.", "endoftext": false }, { "action": "You go east", "response": "Mr. Teeterwaller comes with you.\n\nUnderground, in shaft\nConcrete walls line this cylindrical shaft surrounding the tower.\nThe stairs end their descent here, about a story beneath the surface, but the shaft continues far below. A metal grating completely covers the shaft at the bottom of the stairs, providing a floor.\nA narrow opening in the wall of the shaft leads west.", "endoftext": false }, { "action": "Go upward", "response": "Following the stairs around the tower, you cross through an opening in the grating and emerge into the night air.\n\nMr. Teeterwaller comes with you.\n\nLanding, one story up\nThis landing is about one story above the ground, on the east side\nof the tower. The stairs continue up and down.\nSeveral guards are watching you through the grating of the landing\none level up.\n\nThe guards watch you through the stairs.", "endoftext": false }, { "action": "You look at the guards", "response": "The guards are watching you through the grating of the stairs.\n\nThe guards watch you through the stairs.\n\nMr. Teeterwaller looks around.", "endoftext": false }, { "action": "Go up", "response": "Mr. Teeterwaller comes with you.\n\nLanding, three stories up\nThis landing is about three stories above the ground, on the east\nside of the tower. The stairs continue wrapping around the tower, allowing you to travel up or down.\nSeveral guards are watching you through the grating of the landings above and below.\n\nThe guards watch you through the stairs.", "endoftext": false }, { "action": "Go up", "response": "The stairs only make half a turn around the tower before you encounter another landing, this time on the west side of the tower.\n\nMr. Teeterwaller comes with you.\n\nLanding, four stories up\nThe stairs reach their summit at this landing, which, unlike all of\nthe other landings, is on the west side of the tower. Handholds set into the tower wall at regular intervals form a ladder up the side of the tower.\nA closed rounded metal door is set into the tower wall. In the\ncenter of the door is a wheel.", "endoftext": false }, { "action": "Go up", "response": "As you start up the ladder, the door bursts open and guards start pouring out onto the landing. You climb the ladder as quickly as you can.\n\nMr. Teeterwaller comes with you.\n\nThis is the apex of the tower dome, which slopes down in all directions. The air is cool and a steady wind flows past the dome. An access hatch is at the top; it's closed. Handholds set into the roof form a ladder down the west side of the dome.\nThe industrial wasteland of the plant complex stretches to the\nnorth, other towers delineated by colored lights twinkling in the distance, a vast spiderweb of pipes and conduits below.\n\nGuards take up positions at the top of the stairs below the dome, but for some reason do not follow you up the ladder.", "endoftext": false }, { "action": "You open hatch", "response": "Opened.\n\nWisps of viscous green vapor waft slowly out from the door. Fortunately, the gas mask seems to be protecting you from the gas.\n\nSomeone starts climbing the ladder from below. For a moment you think it's one of the guards, but as the figure draws closer, you see that it's a tall, gray-haired man in a business suit. He reaches the top of the ladder and walks toward you and Teeterwaller, his hands open, presumably to show he's not carrying a weapon. His jacket flaps in the breeze; he reaches down to button it.\n\n\"When I was a boy,\" the man says in a deep, gravelly voice, \"my family lived in a small town in Arizona. One day I rode my bike out into the desert, as I often did, in search of dinosaur fossils or Indian relics. After several hours I was still empty-handed and had mostly forgotten what I had set out to find anyway, so with the sun nearing the horizon I started heading home, when a glint in the eastern sky caught my eye.\"", "endoftext": false }, { "action": "You look at the Man", "response": "He's a tall, athletic-looking man with gray hair. His dark business suit is fluttering in the strong wind.\n\nThe gray-haired man continues. \"I watched as the glint turned into a streak, and the streak turned into a fireball, all in the course of a few heartbeats. The sight transfixed me and I barely recognized that I was directly in the path of whatever was falling from the sky, but some instinct made me dive under a nearby boulder, only an instant before the ground shattered from the impact. I hid under my rock as debris rained down.\"", "endoftext": false }, { "action": "You wait", "response": "Time passes...\n\nThe man continues speaking to you. \"My fear soon turned to curiosity and before long I made my way to the crash site. I expected a meteorite, which I pictured as some kind of red glowing sphere with miniature moon craters. What I found was obviously not a meteorite, not even anything natural. But it wasn't anything man-made either. It was the size of a small airplane, but had no wings; its shape was complex and irregular; and it was made of a dull gray material that looked like wet clay.\"", "endoftext": false }, { "action": "You wait for a while", "response": "Time passes...\n\n\"The wreckage was in a few large pieces, but some small bits were scattered around, and I pocketed a few as souvenirs. I was about to start looking at the larger pieces, when a group of airplanes came over the horizon and made for the crash site. Something made me return to my bicycle and pedal away as fast as I could. I took refuge behind some rocks up a hill half a mile away and watched as the planes disgorged men and machines by parachute.\"", "endoftext": false }, { "action": "Wait", "response": "Time passes...\n\n\"I stayed for some time watching the men load the pieces of the fallen object onto trucks. Nightfall forced me to abandon my hideout and go home, and when I returned the next day I could find nothing left of the crash; the crater had been filled and even the fragments of rock scattered hundreds of yards away had been swept into the sand.\"", "endoftext": false }, { "action": "You wait a while", "response": "Time passes...\n\n\"I spent years looking at the fragments I had kept from the crash without recognizing their true nature. A series of chance discoveries, however, led me to realize that the object that crashed was not some experimental military craft, as I had long imagined, and that indeed it was not even of this Earth.\"", "endoftext": false }, { "action": "You wait for a while", "response": "Time passes...\n\n\"My souvenirs were in fact products of a highly advanced technology, far beyond what was thought possible when I found them and beyond even what is commonly believed possible today, and having discovered a few of their secrets I quickly learned more. I realized at once the commercial potential of my discoveries and set about finding practical applications. You see around you here a small facet of the enterprise that we have built, dedicated to the steady improvement of our society and the world through the carefully controlled introduction of this technology.\"", "endoftext": false }, { "action": "Wait", "response": "Time passes...\n\n\"I did not know until many years after the crash the fate of the rest of the object. As our company grew, we began to have the resources necessary to cultivate relationships inside the government, and we eventually learned where the pieces recovered from the crash were being studied. We have monitored the progress of the government's studies carefully, and it has been a source of constant frustration for us that these studies have not only been almost completely unproductive, but what little they have gleaned has been hidden behind a veil of military secrecy and national security.\"", "endoftext": false }, { "action": "Wait", "response": "Time passes...\n\n\"We have for many years known that the government is incapable of putting this technology to proper use, and that we must take control of it for the good of mankind. Unfortunately, even our resources have proven insufficient to correct this problem, at least until now. When we learned that the crash artifacts were to be relocated to a new facility, we saw our chance to intervene, taking what is rightfully and morally ours.\"\n\nA lightning bolt strikes one of the nearby towers.", "endoftext": false }, { "action": "You wait", "response": "Time passes...\n\nTeeterwaller, who up to now has been silently listening to the gray-haired man, speaks to him. \"`Rightfully and morally' yours,\" he scoffs. \"You're just as bad as the government, hiding this technology for decades. You're worse, in fact, the way you dole it out a little at a time to maximize your profit at everyone else's expense.\"\n\nThe gray-haired man shakes his head slightly. \"Profit isn't our motive,\" he says. \"It is society's readiness to absorb change that dictates the rate of our disclosures. If we were to reveal all we knew at one time, the world would plunge into chaos.\"\n\n\"You'll never get away with this,\" Teeterwaller says. \"You actually think the government won't figure out who stole the artifacts?\"\n\n\"The government will never even suspect they were taken,\" the gray-haired man responds dismissively. \"We replaced the originals with inert duplicates. The fools have never been able to learn anything from the originals anyway; they'll labor for fifty more fruitless years, then shrug, pack the whole mess off to a warehouse in Illinois, and move on to their next assignments.\"\n\nThunder rumbles from the sky overhead.", "endoftext": false }, { "action": "You wait", "response": "Time passes...\n\nThe gray-haired man continues. \"You have something that belongs to us,\" he says. \"As you can plainly see, there is nowhere for you to go. Despite your weak bargaining position, we can afford to be generous, so I would like to offer both of you positions as Vice Presidents in one of our many exciting subsidiary or affiliated corporations. All you have to do is give me the disk.\"\n\nA few bright flashes of lightning light the sky directly overhead.", "endoftext": false }, { "action": "Wait", "response": "Time passes...\n\nThe gray-haired man looks at you expectantly.\n\nStatic electricity crackles through the sky overhead.", "endoftext": false }, { "action": "You throw the disk", "response": "You throw the disk. Teeterwaller and the gray-haired man follow the disk with their eyes as it arcs into the night sky and disappears into the distance.\n\n\"I'm disappointed that we couldn't reach an agreement,\" the gray-haired man says. He motions to the guards, who come up onto the roof and arrest you.\n\nThe guards take you to their security office, and later turn you over to the local police, who arrest you on trespassing charges. You and Teeterwaller tell your fantastic story of hijacked trucks and floating anti-gravity disks, but the police just ignore you.\n\nAfter a night in the local jail, the police release you, explaining that the company that owns the plant is not pressing charges. In town, you and Teeterwaller find a mechanic to fix the car. You return home, having missed your meeting. Life returns to normal.\n\nIn the months that follow, the subject of that strange night seems to become taboo, and you and Teeterwaller never again discuss it. Eventually, Teeterwaller leaves the company; you hear later that he's working for one of those UFO magazines, writing bitter diatribes about government conspiracies and military cover-ups.\n\nYou often wonder what might have happened if you had escaped with the odd little black disk, but you feel fortunate enough to have made it through the experience unscathed.", "endoftext": false }, { "action": "You give the disk to the Man", "response": "\"Thank you,\" he says, taking the disk. He shakes your hand, \"Welcome aboard, Mr. Vice President,\" he says, then turns to Teeterwaller and welcomes him.\n\nAs promised, you are immediately appointed a Vice President at AmCaustiCo, a maker of caustic chemical speciality products, and given a plush corner office overlooking a pleasant little woods a safe distance from the smoke-belching factories whose maintenance schedule you are assigned to oversee.\n\nYou find your compensation much more than comfortable and your duties agreeably undemanding, leaving you plenty of time to practice your golf and \"network\" with other top executives at the country club, trading stock tips and dirty jokes. Years later, looking back, you know you made a good career decision that strange night, but you can't help wondering from time to time what might have happened if you'd somehow escaped with the odd little black disk. It's an idle thought, though; you'd just have ended up like Teeterwaller, writing bitter diatribes for some little conspiracy-minded UFO magazine.", "endoftext": false }, { "action": "Wait", "response": "Time passes...\n\nThe gray-haired man watches you expectantly. \"The perks are very nice for Vice Presidents,\" he says.\n\nYour hair feels like it's standing on end from the static charge in the air.", "endoftext": false }, { "action": "Wait", "response": "Time passes...\n\nThe gray-haired man looks at you expectantly.\n\nThunder roars overhead. Lightning flashes from cloud to cloud in the sky above you. Suddenly, a tongue of lightning cuts through the air directly in front of you, striking the center of the dome.\n\nSomehow, the lightning bolt stays where it is, dancing a little around the top of the dome but continuing to discharge electricity.", "endoftext": false }, { "action": "You put the disk in the lightning", "response": "You carefully hold out the disk, and very slowly move your hand toward the lightning bolt. Your skin tingles with electricity as you get closer, and your hair starts to stand on end.\n\nA tiny tendril of brilliant white light leaps out from the lightning bolt and touches the disk. You feel a jab and jerk your hand back, but you see that the disk is glowing with an intense blue light, and you start to feel light-headed and disoriented. Teeterwaller grabs your arm, and the two of you rapidly ascend into the sky. The gray haired man reaches his hand out toward you and shouts something, but you're already too far away to hear what he's saying.\n\nThe wind picks up speed and changes direction several times as you climb, and you start drifting to the north. Soon the lights of the plant are behind you, and you're over open ground. Silence falls as your own motion matches the wind speed and you move along at the same rate as the surrounding air.\n\n\"I can't believe we made it out of there alive!\" Teeterwaller says. \"This is an amazing find,\" he says, indicating the disk.\n\nYou start descending again, and you see that you're headed for the road--in fact, you can see Teeterwaller's car, right where you left it. The disk's glow fades, and you settle gently to the ground near the car.\n\nHeadlights approach from down the road. They draw nearer, and the vehicle starts slowing down and pulling over behind Teeterwaller's car. You almost make a run for it, when you see that the vehicle is a van from a local television station. A young woman in a smart blue dress gets out from the passenger side, and a man in a flannel shirt carrying a video camera follows.\n\n\"Excuse me,\" the woman says as she approaches you. \"We've had some reports of strange electrical activity in the sky around here, and I wondered if either of you have seen anything interesting tonight.\"\n\nTeeterwaller smiles at you. \"Yes,\" he says. \"As a matter of fact we have.\"", "endoftext": true } ]
77rsl9mezn5iogto
Dual Transform
Andrew Plotkin
[ "Science Fiction" ]
[ "cave", "changing environment", "church", "cover art", "gender-neutral protagonist", "I7 source available", "library", "on Jay Is Games", "parser", "single room", "transformation", "virtual reality", "Xyzzy Awards 2010" ]
2,010
[ 23, 50, 18, 4, 0 ]
95
3.968421
20100503
false
This story takes place in a single room — but not always the same one. The room contains just one item, but again, there's more to it than that. Experiment and enjoy.
[ { "action": "%", "response": "Time for a fresh start.\n\nYou've been slogging towards the goal -- true metasemanticity -- for months. Code-logic sparkles in your dreams and mutters in your ears. You've made great strides of progress, thrown them away, rewritten, rearranged, refactored -- but the contract deadline is crawling down your throat. No escaping that. You've got to pull this project together, and soon.\n\nSo forget all of the environment modelling, the texture cores, the interface splicing. You're going to build on basic physical forces. Like heat, light, maybe mass... Make it feel real, in the user's gut.\n\nA Metasemantic Construction by Andrew Plotkin (\"Nigel Smith\")\n\n(Type \"about\" for credits and game information.)\n\nNothing surrounds you. The virtual space is unbounded and absolutely blank. Just the opposite of what you're aiming at, you think wryly.\n\nWith a mental flick, you call up the archetype of a force. Pressure, you decide. Mathematically simple, but instinctual. The archetype forms before you: a simple equation hanging in the workspace.", "endoftext": true }, { "action": "You take the equation", "response": "You cup your hand around the equation and compile. It shrinks obligingly into a small icon, which you take.\n\nThis is just what you were hoping for -- a simple principle, from which an entire immersive world can grow. Now to drop it in the workspace and see what you get.", "endoftext": false }, { "action": "About yourself", "response": "\"T. Jant Ganzfeld is a notable contract researcher in virtual workspace design...\" But you don't need to re-read your own Distribupedia article. If this project works out, it'll get a lot more impressive. If not -- goodbye to that \"notable\". And maybe that \"is\", too.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\nthe pressure icon", "endoftext": false }, { "action": "You examine icon", "response": "It's a small symbol representing pressure, in all its aspects and implications.", "endoftext": false }, { "action": "You drop icon", "response": "You haven't got that.\n\nThis environment is a mere sketch, but you didn't sketch it. It's grown entirely from your subconscious symbolism. This is what you've been striving for. Now you just need to draw out more archetypes.", "endoftext": false }, { "action": "You examine the altar", "response": "The altar is a simple block of smoky marble, at one end of the red carpet. Standing upon it is a tall candle, which is lit.\n\nA gust of air brushes over you.", "endoftext": false }, { "action": "You look at the altar", "response": "The altar is a simple block of smoky marble, at one end of the red carpet. Standing upon it is a tall candle, which is lit.", "endoftext": false }, { "action": "You get the candle", "response": "Upon closer examination, the candle is an archetype: heat. You reach out and compile; it shrinks obligingly into a small icon, which you take.", "endoftext": false }, { "action": "You look at the icon", "response": "(the heat icon)\nIt's a small symbol representing heat, in all its ramifications and aspects.\n\nAir moves through the cathedral.", "endoftext": false }, { "action": "You drop icon", "response": "Which do you mean, the heat icon, or the pressure icon?", "endoftext": false }, { "action": "Pressure", "response": "You haven't got that.\n\nSweat begins to drip from you.", "endoftext": false }, { "action": "You examine the chest", "response": "A heavy wooden trunk, at least a yard wide, stands at the south end of the hall. The trunk is closed.", "endoftext": false }, { "action": "Open chest", "response": "You grab the lid and yank, but it doesn't move. You crouch and shift your hold; but the chest is either locked, or jammed, or warped with age. It will not open.\n\nThe fire crackles unexpectedly.", "endoftext": false }, { "action": "You look at the fire", "response": "A trench runs up the hall; bonfires are built along it in a blazing chain. You can feel the yellow heat pressing against your face, and your back is cool only in comparison. The air is nearly stifling.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying nothing.\n\nThe icons shift slightly in the workspace.", "endoftext": false }, { "action": "You invoke the pressure icon", "response": "You invoke the pressure icon, and the environment shifts around you.\n\nWhite marble rises in smooth, heavy columns to an arching vault. The walls are worked in geometric traceries; a rich red carpet runs up the room's length, to the brass pipes which stand at its north end. Air throbs from the pipes and thunders quietly across the chamber.\n\nTo the south stands a graceful marble altar.\n\nYour workspace is a squat cube in the center of the room. Inside it hang your two icons.\n\nSomething is different here... You glance around. A small offering-box now sits on top of the altar. You're sure it wasn't there before.", "endoftext": false }, { "action": "You examine the altar", "response": "The altar is a simple block of smoky marble, at one end of the red carpet. Standing upon it is a small offering box, which is closed.", "endoftext": false }, { "action": "You look at the offering box", "response": "A small chased-silver box, perhaps an offering-box, rests on the altar. The box is closed.\n\nYou glance around the room, comparing locations. Yes, a direct symbolic parallel: this tiny box occupies the same spot as the enormous wooden chest.\n\nA puff of air brushes past you.", "endoftext": false }, { "action": "You get the box", "response": "Upon further inspection, the box is bolted down. Given that this is your own imagery, you wonder what your subconscious is saying about the rest of you.", "endoftext": false }, { "action": "You open the box", "response": "You lift the lid. Disappointingly, the box is empty.", "endoftext": false }, { "action": "You examine the icons", "response": "Within the workspace you see the heat icon and the pressure icon.\n\nAir sighs through the cathedral.", "endoftext": false }, { "action": "You examine Air", "response": "The air here shifts in unpredictable gusts and currents; the organ pipes blow gentle, unceasing turbulence throughout the room.\n\nThe icons shift slightly in the workspace.", "endoftext": false }, { "action": "You look at the organ", "response": "Brass organ pipes cover the north wall. Air rushes through them -- not loudly, but with a steady undertone of irregular chords.", "endoftext": false }, { "action": "You examine the knife", "response": "Lying in the chest is a knife, a plain black iron blade with a leather-wrapped hilt. You see immediately that the knife is an archetype of light.\n\nThe icons shift slightly in the workspace.", "endoftext": false }, { "action": "You take it", "response": "You take the knife and compile. It shrinks obligingly into a small icon.\n\nSweat begins to drip from you.", "endoftext": false }, { "action": "You look at the icon", "response": "(the light icon)\nIt's a small symbol representing light, in all its details and ramifications.", "endoftext": false }, { "action": "You touch it", "response": "You hold the light icon up and give it a push towards the workspace. It slides neatly into place, and the world transforms around you.\n\nYou are underground, by the echoes and the irregular rock underfoot. But the space is lost in darkness. A chill stream trickles past, and the faintest phosphorescence trickles with it. Beyond arm's reach, however, you see only black.\n\nYour workspace stands beside you. Inside it drift three icons.\n\nA worn axe is jammed into a stalactite, just to the south. Unfortunately, it's well above your head.", "endoftext": false }, { "action": "You jump", "response": "You can't jump quite high enough to reach the axe.\n\nAir flutters, somewhere overhead.", "endoftext": false }, { "action": "You look at the axe", "response": "It's an axe, perhaps an old spelunker's tool. It's stuck into a stalactite, which projects down out of the darkness above.", "endoftext": false }, { "action": "You look at the stream", "response": "A shallow stream of water flows nearby. Where it ripples, it sheds a slight phosphorescence -- the only illumination around you.", "endoftext": false }, { "action": "Drink water", "response": "You scoop up a few drops and lick them from your fingers. The water tastes very clean, and very old.\n\nYou hear a few bats flutter by, off to snack on insects somewhere.", "endoftext": false }, { "action": "You take the axe", "response": "The axe is stuck too high to reach.\n\nThe icons rebound gently off the sides of the workspace.", "endoftext": false }, { "action": "You invoke the pressure", "response": "You invoke the pressure icon, and the environment transforms around you.\n\nWhite marble rises in smooth, heavy columns to an arching vault. The walls are worked in geometric traceries; a rich red carpet runs up the room's length, to the brass pipes which stand at its north end. Air throbs from the pipes and thunders quietly across the chamber.\n\nTo the south stands a graceful marble altar, which supports a small open offering box.\n\nYour workspace is a squat cube in the center of the room. Inside it drift three icons.\n\nA rough pewter chalice is lying near the altar. Ah -- this must be the parallel of the rusty axe.", "endoftext": false }, { "action": "You examine the pewter", "response": "The chalice is dull metal -- roughly-hammered, and decorated only by scratches. It is empty.\n\nA breath of air brushes over you.", "endoftext": false }, { "action": "You take the pewter", "response": "Taken.", "endoftext": false }, { "action": "You invoke the heat", "response": "You invoke the heat icon, and the environment shifts into a new form.\n\nYou stand in a long, low hall of smoke-darkened timbers. The floor is earth, benches line the walls, and you are washed by heat from the blazing fire-pit that runs the hall's entire length.\n\nAt the south end the hall rises, and an enormous wooden chest stands on an earthen mound. The chest is open and empty.\n\nThe cube that is your workspace rests nearby. Inside it drift three icons.", "endoftext": false }, { "action": "You invoke the light", "response": "You invoke the light icon, and the environment changes around you.\n\nYou are underground, by the echoes and the irregular rock underfoot. But the space is lost in darkness. A chill stream trickles past, and the faintest phosphorescence trickles with it. Beyond arm's reach, however, you see only black.\n\nYour workspace stands beside you. Inside it drift three icons.\n\nThe icons rebound gently off the sides of the workspace.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na pewter chalice", "endoftext": false }, { "action": "You put the water in the chalice", "response": "You kneel and fill the chalice with stream water.\n\nAir flutters, somewhere overhead.", "endoftext": false }, { "action": "You drop the chalice", "response": "As you release the pewter chalice full of water, it shimmers. You watch, fascinated, as its shape readjusts to its new environment. In moments, the pewter chalice full of water has reverted to being a rusty axe.", "endoftext": false }, { "action": "You press the heat", "response": "You invoke the heat icon, and the environment transforms into a new form.\n\nYou stand in a long, low hall of smoke-darkened timbers. The floor is earth, benches line the walls, and you are washed by heat from the blazing fire-pit that runs the hall's entire length.\n\nAt the south end the hall rises, and an enormous wooden chest stands on an earthen mound. The chest is open and empty.\n\nThe cube that is your workspace rests nearby. Inside it drift three icons.", "endoftext": false }, { "action": "You drop the axe", "response": "As the rusty axe leaves your grasp, it shimmers and transforms into a wooden torch.\n\nThe icons rebound gently off the sides of the workspace.", "endoftext": false }, { "action": "You press the light", "response": "Taken.\n\nSweat begins to drip from you.\n\nYou invoke the light icon, and the environment shifts around you.\n\nYou are underground, by the echoes and the irregular rock underfoot. But the space is lost in darkness. A chill stream trickles past, and the faintest phosphorescence trickles with it. Beyond arm's reach, however, you see only black.\n\nYour workspace stands beside you. Inside it drift three icons.", "endoftext": false }, { "action": "Light torch", "response": "You invoke the heat icon, and the environment changes into a new form.\n\nYou stand in a long, low hall of smoke-darkened timbers. The floor is earth, benches line the walls, and you are washed by heat from the blazing fire-pit that runs the hall's entire length.\n\nAt the south end the hall rises, and an enormous wooden chest stands on an earthen mound. The chest is open and empty.\n\nThe cube that is your workspace rests nearby. Inside it drift three icons.\n\nThe flame catches easily. The torch is now burning brightly.\n\nSweat begins to drip from you.", "endoftext": false }, { "action": "You press light", "response": "You invoke the light icon, and the environment transforms around you.\n\nYou stand in an echoing space; your torch picks glimmers of reflection from distant stone walls. A chill stream trickles past you and away into the darkness.\n\nThe torchlight reveals a pale fat mushroom squatting in a corner of the cave, a short distance away.\n\nYour workspace stands beside you. Inside it drift three icons.", "endoftext": false }, { "action": "You examine the mushroom", "response": "A pale mushroom shines dimly in a nearby corner of the cave. You recognize the mushroom as an archetype of charge.\n\nThe icons rebound gently off the sides of the workspace.", "endoftext": false }, { "action": "You take it", "response": "You take the mushroom and compile. It shrinks obligingly into a small icon.\n\nAir flutters, somewhere overhead.", "endoftext": false }, { "action": "You examine the small icon", "response": "(the charge icon)\nIt's a small symbol representing charge, in all its implications and details.", "endoftext": false }, { "action": "You press charge", "response": "You hold the charge icon up and push it towards the workspace. It resists for a moment, and then slides into place. The environment transforms.\n\nThis square tower is built of granite blocks braced by high iron beams. The roof is a broad sweep of lead-framed glass; it creaks and flexes under the assault of the hammering rain outside.\n\nA complex apparatus dominates the room: a heavy brass tank, surmounted by copper and glass tubing. Wires drape from the roof down to the apparatus, hanging every which way.\n\nYour workspace sits in the center of the lab. Inside it move four icons.", "endoftext": false }, { "action": "You examine the apparatus", "response": "A fat brass vessel, a riveted cauldron of a thing, squats before you. A narrow copper pipe curves from the tank's top; the pipe spirals up inside of a wider glass flask.\n\nThrough a small porthole you can see the contents of the tank: a heap of rusty brown flakes lying in a cloud of sparkling vapor.\n\nLightning illuminates the storm overhead, followed instantly by a deafening crack of thunder. At the same moment, you notice the vapor in the tank suddenly whirl and dance.", "endoftext": false }, { "action": "You examine the flakes", "response": "In the brass tank is a small heap of some flaky mineral; the substance is rusty brown with faint flecks of gold. Sparkling vapor rises from the material and swirls within the tank.", "endoftext": true }, { "action": "Look around", "response": "This square tower is built of granite blocks braced by high iron beams. The roof is a broad sweep of lead-framed glass, hammered by the roaring rain outside.\n\nA complex apparatus dominates the room: a heavy brass tank, surmounted by copper and glass tubing. Wires drape from the roof down to the apparatus, hanging every which way.\n\nYour workspace sits in the center of the lab. Inside it move four icons.", "endoftext": false }, { "action": "You examine the wires", "response": "Wires run from the tank up to the roof, or from the roof down to the tank, as you like. They are connected above to antennas which thrust from the roof, up into the storm.\n\nThe workspace quivers. You glance at it, and notice the icons moving jerkily inside. Strange.", "endoftext": false }, { "action": "You examine the workspace", "response": "The workspace is represented by a clear, waist-high cube. Within it are the charge icon, the light icon, the heat icon, and the pressure icon, all moving jerkily.\n\nLightning flashes somewhere nearby. At the same moment, you notice the vapor in the tank suddenly whirl and dance.", "endoftext": false }, { "action": "Examine tank", "response": "A fat brass vessel, a riveted cauldron of a thing, squats before you. A narrow copper pipe curves from the tank's top; the pipe spirals up inside of a wider glass flask.\n\nThrough a small porthole you can see the contents of the tank: a heap of rusty brown flakes lying in a cloud of sparkling vapor.\n\nThunder rumbles.", "endoftext": false }, { "action": "You examine flask", "response": "A wide glass flask is suspended above the tank. The copper pipe runs up to it, and then spirals up the flask's interior. You notice the inside of the flask, and the pipe within it, show a dry white crust -- as if the flask had boiled dry.", "endoftext": false }, { "action": "You look at the flakes", "response": "In the brass tank is a small heap of some flaky mineral; the substance is rusty brown with faint flecks of gold. Sparkling vapor rises from the material and swirls within the tank.\n\nLightning flashes somewhere in the distance. At the same moment, you notice the vapor in the tank suddenly whirl and dance.", "endoftext": false }, { "action": "You drop the torch", "response": "As the flaming torch leaves your grasp, it shimmers and transforms into a brass compass.\n\nThe workspace quivers as the icons move.", "endoftext": false }, { "action": "You examine compass", "response": "The compass is a palm-sized instrument, precisely engraved. The needle wavers uncertainly in this charged atmosphere.\n\nThunder rumbles.", "endoftext": false }, { "action": "You invoke the pressure", "response": "You invoke the pressure icon, and the environment shifts into a new form.\n\nWhite marble rises in smooth, heavy columns to an arching vault. The walls are worked in geometric traceries; a rich red carpet runs up the room's length, to the brass pipes which stand at its north end. Air throbs from the pipes and thunders quietly across the chamber.\n\nTo the south stands a graceful marble altar, which supports a small open offering box.\n\nYour workspace is a squat cube in the center of the room. Inside it move four icons.", "endoftext": false }, { "action": "You drop the compass", "response": "As the brass compass leaves your grasp, it reverts to being a pewter chalice full of water.\n\nThe workspace quivers as the icons move.", "endoftext": false }, { "action": "You take the chalice", "response": "Taken.\n\nA gust of air brushes past you.", "endoftext": false }, { "action": "Wait", "response": "Time passes. Your deadline creeps closer.\n\nHair-fine red crystals, like frost, are beginning to form at the top of the pipe.", "endoftext": false }, { "action": "You examine the crystals", "response": "A delicate snowflake of red crystal is forming at the top of the copper pipe, above the flask. It grows before your eyes.\n\nThe workspace quivers as the icons move.\n\nA red crystalline snowflake is condensing on the copper spike.", "endoftext": false }, { "action": "You examine the snowflake", "response": "A delicate snowflake of red crystal is forming at the top of the copper pipe, above the flask. It grows before your eyes.\n\nThe red crystal continues to solidify.", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\nThe last of the vapor is drawn from the tank, as the red crystal finishes filling out; it is now a solid polyhedral mass.", "endoftext": false }, { "action": "You touch the crystal", "response": "You feel nothing unexpected.\n\nLightning illuminates the storm overhead, followed instantly by a deafening crack of thunder.", "endoftext": false }, { "action": "You take it", "response": "It appears that the crystal is an archetype: weight. You reach out and compile; it shrinks obligingly into a small icon, which you take.", "endoftext": false }, { "action": "Press weight", "response": "You push the weight icon towards the workspace -- but it skids to the side. You tighten your grip to try again. With some careful pressure, the icon slides into place.\n\nShelves loom here in rank and file. It is only at a second glance that you realize they are not stacked with books. Instead, arms are arrayed in tidy rows: swords, knives, spears, and weapons of every other description. More blades hang overhead, point-down and silently menacing.\n\nA single bookcase stands to the west -- that is, one case which is full of books, as opposed to metal. It is fitted with doors, however, and they are closed.\n\nYour workspace rests by one wall. Inside it bounce five icons.", "endoftext": false }, { "action": "You drop the chalice", "response": "As the pewter chalice leaves your grasp, it shimmers and transforms into a silver key.\n\nThe blades overhead clink gently.", "endoftext": false }, { "action": "You unlock door", "response": "Taken.\n\n(with the silver key)\nYou prod at the doors, but you see no way to insert a key at all.\n\nThe workspace vibrates to the icons' sharp movements.", "endoftext": false }, { "action": "You open door", "response": "The bookcase's doors are closed and locked. You see no keyhole.", "endoftext": false }, { "action": "Examine books", "response": "The books, like the weapons, vary wildly in size and heft. No titles are evident, but they are bound in all shades of green and brown. And since they are locked away behind a steel screen, you have no idea what they contain.", "endoftext": false }, { "action": "You take the swords", "response": "Unfortunately, they're all strapped tightly to the shelves. Except for the blades that are hanging from chains from the roof, and you can't reach those. Apparently this is not a lending library.", "endoftext": false }, { "action": "You invoke the light", "response": "You invoke the light icon, and the environment transforms into a new form.\n\nYou are underground, by the echoes and the irregular rock underfoot. But the space is lost in darkness. A chill stream trickles past, and the faintest phosphorescence trickles with it. Beyond arm's reach, however, you see only black.\n\nYour workspace stands beside you. Inside it bounce five icons.\n\nThe workspace vibrates to the icons' sharp movements.", "endoftext": false }, { "action": "You drop the key", "response": "As the silver key leaves your grasp, it reverts to being a rusty axe.", "endoftext": false }, { "action": "You take the axe", "response": "Taken.\n\nAir flutters, somewhere overhead.", "endoftext": false }, { "action": "You examine the workspace", "response": "The workspace is represented by a clear, waist-high cube. Within it are the weight icon, the charge icon, the light icon, the heat icon, and the pressure icon, all bouncing around.\n\n(Your workspace, of course, is not visually rendered. It would be visible even in total darkness.)\n\nThe workspace vibrates to the icons' sharp movements.", "endoftext": false }, { "action": "Press weight", "response": "You invoke the weight icon, and the environment shifts around you.\n\nShelves loom here in rank and file. On them, arms are arrayed in tidy rows: swords, knives, spears, and weapons of every other description. More blades hang overhead, point-down and silently menacing.\n\nA single bookcase stands to the west -- that is, one case which is full of books, as opposed to metal. It is fitted with doors, however, and they are closed.\n\nYour workspace rests by one wall. Inside it bounce five icons.", "endoftext": false }, { "action": "You hit the screen with the axe", "response": "You whack the bookcase with the axe, but it is solid. And the axe isn't that sharp.\n\nThe blades overhead clink gently.", "endoftext": false }, { "action": "You examine the bookcase", "response": "The bookcase is a tall wooden affair, finely built; the wood is inlaid with an abstract pattern of tree branches. Behind the steel-mesh doors are rows of books, bound in old green and brown leather.\n\nThe workspace vibrates to the icons' sharp movements.", "endoftext": false }, { "action": "You invoke the pressure", "response": "You invoke the pressure icon, and the environment changes into a new form.\n\nWhite marble rises in smooth, heavy columns to an arching vault. The walls are worked in geometric traceries; a rich red carpet runs up the room's length, to the brass pipes which stand at its north end. Air throbs from the pipes and thunders quietly across the chamber.\n\nTo the south stands a graceful marble altar, which supports a small open offering box.\n\nYour workspace is a squat cube in the center of the room. Inside it bounce five icons.\n\nThe west wall is now filled by an enormous stained-glass window, which certainly wasn't there before. The window depicts a tall green tree, standing in a field of lesser greenery.", "endoftext": false }, { "action": "You examine the window", "response": "The glass tiles are not set in lead; perhaps the mosaic is fused or cemented. However the window was made, it shines with thousands of tints of green.\n\nA puff of air brushes over you.", "endoftext": false }, { "action": "You open the window", "response": "There's no way to open that.\n\nThe workspace vibrates to the icons' sharp movements.", "endoftext": false }, { "action": "You break the window", "response": "You raise the axe, and chop down at the window. Glass splinters, and the window cracks alarmingly. Then, with a towering crash, the entire window shatters into a cascade of broken green glass.\n\nWhen the catastrophe ends, the window frame is a jagged hole, beyond which is a blank white marble wall.", "endoftext": false }, { "action": "You look at the hole", "response": "Shards of broken green glass spill across the floor. Behind the window casing is only blank white marble.", "endoftext": false }, { "action": "You invoke the weight", "response": "You invoke the weight icon, and the environment transforms around you.\n\nShelves loom here in rank and file. On them, arms are arrayed in tidy rows: swords, knives, spears, and weapons of every other description. More blades hang overhead, point-down and silently menacing.\n\nThe bookcase still stands, but its doors have been torn open; they hang in pieces. The books have tumbled out in a heap at your feet.\n\nYour workspace rests by one wall. Inside it bounce five icons.\n\nThe workspace vibrates to the icons' sharp movements.", "endoftext": false }, { "action": "Examine books", "response": "You pick up a book and open it. The pages are all blank.", "endoftext": false }, { "action": "You take the books", "response": "You open another book; this one, too, is blank.\n\nThe blades overhead clink gently.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na rusty axe\n\nThe workspace vibrates to the icons' sharp movements.", "endoftext": false }, { "action": "You take the book", "response": "Still blank.", "endoftext": false }, { "action": "Again", "response": "Still blank.\n\nThe workspace vibrates to the icons' sharp movements.", "endoftext": false }, { "action": "You drop all", "response": "You invoke the heat icon, and the environment shifts into a new form.\n\nYou stand in a long, low hall of smoke-darkened timbers. The floor is earth, benches line the walls, and you are washed by heat from the blazing fire-pit that runs the hall's entire length.\n\nAt the south end the hall rises, and an enormous wooden chest stands on an earthen mound. The chest is open and empty.\n\nThe cube that is your workspace rests nearby. Inside it bounce five icons.\n\nSomething new lies here, on the west side of the hall. It's a dead, gnarled tree, lying uprooted where certainly you saw no tree before. Its leaves have fallen into a yellow heap, drifted around the bare branches.\n\n(the rusty axe)\nAs the rusty axe leaves your grasp, it reverts to being a flaming torch.\n\nSweat begins to drip from you.", "endoftext": false }, { "action": "You burn books with the torch", "response": "You invoke the weight icon, and the environment changes around you.\n\nShelves loom here in rank and file. On them, arms are arrayed in tidy rows: swords, knives, spears, and weapons of every other description. More blades hang overhead, point-down and silently menacing.\n\nThe bookcase still stands, but its doors have been torn open; they hang in pieces. The books have tumbled out in a heap at your feet.\n\nYour workspace rests by one wall. Inside it bounce five icons.\n\nA silver key shines gently on the floor.\n\nI only understood you as far as wanting to burn the books.", "endoftext": false }, { "action": "You take the torch", "response": "You invoke the heat icon, and the environment transforms into a new form.\n\nYou stand in a long, low hall of smoke-darkened timbers. The floor is earth, benches line the walls, and you are washed by heat from the blazing fire-pit that runs the hall's entire length.\n\nAt the south end the hall rises, and an enormous wooden chest stands on an earthen mound. The chest is open and empty.\n\nThe cube that is your workspace rests nearby. Inside it bounce five icons.\n\nA torch is lying on the ground, burning unsteadily.\n\nThe old tree has been uprooted; it lies dead on the west side of the hall. Its leaves have fallen into a yellow heap, drifted around the bare branches.\n\nThe workspace vibrates to the icons' sharp movements.\n\nTaken.", "endoftext": false }, { "action": "You burn the books with the torch", "response": "You invoke the weight icon, and the environment shifts around you.\n\nShelves loom here in rank and file. On them, arms are arrayed in tidy rows: swords, knives, spears, and weapons of every other description. More blades hang overhead, point-down and silently menacing.\n\nThe bookcase still stands, but its doors have been torn open; they hang in pieces. The books have tumbled out in a heap at your feet.\n\nYour workspace rests by one wall. Inside it bounce five icons.\n\nI only understood you as far as wanting to burn the books.", "endoftext": false }, { "action": "Burn books", "response": "That's a horrible idea, even for blank books.\n\nThe workspace vibrates to the icons' sharp movements.", "endoftext": false }, { "action": "You search the books", "response": "You dig into the pile of books, but there are many of them, and none stand out.\n\nThe blades overhead clink gently.", "endoftext": false }, { "action": "You invoke the heat", "response": "You invoke the heat icon, and the environment changes into a new form.\n\nYou stand in a long, low hall of smoke-darkened timbers. The floor is earth, benches line the walls, and you are washed by heat from the blazing fire-pit that runs the hall's entire length.\n\nAt the south end the hall rises, and an enormous wooden chest stands on an earthen mound. The chest is open and empty.\n\nThe cube that is your workspace rests nearby. Inside it bounce five icons.\n\nThe old tree has been uprooted; it lies dead on the west side of the hall. Its leaves have fallen into a yellow heap, drifted around the bare branches.", "endoftext": false }, { "action": "Search leaves", "response": "You grab a handful of leaves; they crumble away. Well, you think, and dig in with both hands. Leaves disintegrate in clumps and wafts, filling the air with dust. It doesn't take long before the entire heap is gone.\n\nA single leaf remains, lying against the fallen tree. Unlike the others, this one gleams bright metallic gold.\n\nThe workspace vibrates to the icons' sharp movements.", "endoftext": false }, { "action": "You examine tree", "response": "The tree lies uprooted upon the earth. A single gold leaf remains, lying against the wood.\n\nSweat begins to drip from you.", "endoftext": false }, { "action": "You take the gold leaf", "response": "You realize that the gold leaf is not real; it is painted on the fallen tree.", "endoftext": false }, { "action": "Burn tree", "response": "The leaves are already gone.", "endoftext": false }, { "action": "You invoke the weight", "response": "You invoke the weight icon, and the environment transforms around you.\n\nShelves loom here in rank and file. On them, arms are arrayed in tidy rows: swords, knives, spears, and weapons of every other description. More blades hang overhead, point-down and silently menacing.\n\nThe bookcase still stands, but its doors have been torn open; they hang in pieces. A single book remains, a small golden volume. It is chained to the bookcase with a gold padlock.\n\nYour workspace rests by one wall. Inside it bounce five icons.\n\nThe workspace vibrates to the icons' sharp movements.", "endoftext": false }, { "action": "Examine book", "response": "The remaining book is a small volume, the size of your palm, but its leather cover is leafed in gold. It is chained to the bottom shelf with a gold chain and padlock. You see immediately that the book is an archetype of form.", "endoftext": false }, { "action": "You drop the torch", "response": "As the flaming torch leaves your grasp, it reverts to being a silver key.\n\nThe blades overhead clink gently.", "endoftext": false }, { "action": "You take the book", "response": "You take the book and compile. It shrinks obligingly into a small icon.", "endoftext": false }, { "action": "You put the icon in the workspace", "response": "(the form icon in the workspace)\nYou raise the form icon, and feel the tangible resistance beating from the workspace. What a mess. You lean against it, and slowly shove the icon into its place.\n\nYou stand on mossy earth, surrounded by the silhouettes of dark and massive standing stones. It is night. But the sky shows no stars at all.\n\nYour workspace sits in the center of the circle. Inside it the six icons whirl.", "endoftext": false }, { "action": "You look at the stones", "response": "The stones are massive, worn, and very old. You can make out little else.\n\nYou count eight stones around you. Seven of them are of similar height; one is much taller.", "endoftext": false }, { "action": "You examine the tall stone", "response": "The taller stone is to the... the...\n\nHang on. You're not sure which direction that is. How bizarre.\n\nThe workspace is shaking.", "endoftext": false }, { "action": "You press charge", "response": "You invoke the charge icon, and the environment shifts into a new form.\n\nThis square tower is built of granite blocks braced by high iron beams. The roof is a broad sweep of lead-framed glass, hammered by the roaring rain outside.\n\nA complex apparatus dominates the room: a heavy brass tank, surmounted by copper and bubbling glass tubing. Wires drape from the roof down to the apparatus, hanging every which way.\n\nYour workspace sits in the center of the lab. Inside it the six icons whirl.", "endoftext": false }, { "action": "You drop key", "response": "As the silver key leaves your grasp, it reverts to being a brass compass.\n\nThe workspace is shaking.", "endoftext": false }, { "action": "You take compass", "response": "Taken.\n\nLightning illuminates the storm overhead, followed instantly by a deafening crack of thunder.", "endoftext": false }, { "action": "You look at the icons", "response": "Within the workspace you see the form icon, the weight icon, the charge icon, the light icon, the heat icon, and the pressure icon, all whirling rapidly.", "endoftext": false }, { "action": "Invoke form", "response": "You invoke the form icon, and the environment changes around you.\n\nYou stand on mossy earth, surrounded by the silhouettes of dark and massive standing stones. It is night. But the sky shows no stars at all.\n\nYour workspace sits in the center of the circle. Inside it the six icons whirl.\n\nThe workspace is shaking.", "endoftext": false }, { "action": "You examine the tall stone", "response": "The taller stone is to the... the...\n\nHang on. You're not sure which direction that is. How bizarre.", "endoftext": false }, { "action": "You examine compass", "response": "You bend over the compass. The needle turns slowly, as if seeking something more subtle than magnetic north. It gleams, catching the moonlight...\n\nWait. There is no moon. Something glows in your cupped hand -- no longer a brass compass -- and then it crawls between your fingers and flutters upward.\n\nThe workspace is shaking.", "endoftext": true }, { "action": "You describe your surroundings", "response": "You stand on mossy earth, surrounded by the silhouettes of dark and massive standing stones. It is night. But the sky shows no stars at all.\n\nYour workspace sits in the center of the circle. Inside it the six icons whirl.\n\nA glowing moth is fluttering erratically back and forth around the Circle, above you.", "endoftext": false }, { "action": "You examine the moth", "response": "The moth is fluttering erratically back and forth around the Circle, above you. Its wings glow softly against the night sky.\n\nThe workspace is shaking.", "endoftext": false }, { "action": "You take the moth", "response": "It's just out of reach.", "endoftext": false }, { "action": "You examine the workspace", "response": "The workspace is represented by a clear, waist-high cube. Within it are the form icon, the weight icon, the charge icon, the light icon, the heat icon, and the pressure icon, all whirling rapidly.\n\nThe workspace is shaking.", "endoftext": false }, { "action": "You look", "response": "You stand on mossy earth, surrounded by the silhouettes of dark and massive standing stones. It is night. But the sky shows no stars at all.\n\nYour workspace sits in the center of the circle. Inside it the six icons whirl.\n\nThe glowing moth is fluttering erratically back and forth around the Circle, above you.\n\nThe workspace is shaking.", "endoftext": false }, { "action": "You examine the stones", "response": "The stones are massive, worn, and very old. You can make out little else.\n\nYou count eight stones around you. Seven of them are of similar height; one is much taller.", "endoftext": false }, { "action": "You examine the tall stone", "response": "The taller stone is to the... but you're not sure which direction is which.", "endoftext": false }, { "action": "You invoke the pressure", "response": "You invoke the pressure icon, and the environment transforms into a new form.\n\nWhite marble rises in smooth, heavy columns to an arching vault. The walls are worked in geometric traceries; a rich red carpet runs up the room's length, to the brass pipes which stand at its north end. Air throbs from the pipes and thunders quietly across the chamber.\n\nTo the south stands a graceful marble altar, which supports a small open offering box.\n\nYour workspace is a squat cube in the center of the room. Inside it the six icons whirl.\n\nInteresting -- the glowing moth has remained invariant, in the room's transformation. It is fluttering around the Church, unchanged.\n\nThe window is broken, but most of the glass is gone.\n\nThe workspace is shaking.", "endoftext": false }, { "action": "You take the moth", "response": "It escapes your grasp.", "endoftext": false }, { "action": "You look at the glass", "response": "The window is shattered, although most of the broken glass has vanished. Behind the window casing is only blank white marble.\n\nThe workspace is shaking.", "endoftext": false }, { "action": "You invoke the light", "response": "You invoke the light icon, and the environment shifts around you.\n\nYou are underground, by the echoes and the irregular rock underfoot. But the space is lost in darkness. A chill stream trickles past, and the faintest phosphorescence trickles with it. Beyond arm's reach, however, you see only black.\n\nYour workspace stands beside you. Inside it the six icons whirl.\n\nAs the Cave forms around you, the glowing moth flutters up into its high, dark recesses. Its light shines softly on gleaming limestone.\n\nAnd on the bats. One flutters by and nips the moth right out of the air. Whoops.\n\nThe moth shimmers, desperately seeking another form, one less vulnerable. It breaks up into pixels -- and reforms as a fat snowflake, drifting around the upper regions of the Cave. The bats, apparently uninterested in bits of ice, now ignore it.", "endoftext": false }, { "action": "You press the heat", "response": "You invoke the heat icon, and the environment changes into a new form.\n\nYou stand in a long, low hall of smoke-darkened timbers. The floor is earth, benches line the walls, and you are washed by heat from the blazing fire-pit that runs the hall's entire length.\n\nAt the south end the hall rises, and an enormous wooden chest stands on an earthen mound. The chest is open and empty.\n\nThe cube that is your workspace rests nearby. Inside it the six icons whirl.\n\nThe old tree has been uprooted; it lies dead on the west side of the hall. Its limbs are bare, except for a single gold leaf lying against the wood.\n\nThe workspace is shaking.\n\nThe snowflake whirls in the fire-pit's smoky updrafts, as the Longhall shimmers into place. In moments the flake is losing its luster.\n\nAgain it shimmers away. This time it sublimates into a smoke-ring, which drifts above you in cheerful disregard of the heat.", "endoftext": false }, { "action": "You invoke the heat", "response": "You poke the heat icon, but it is already active.", "endoftext": false }, { "action": "You invoke the pressure", "response": "You invoke the pressure icon, and the environment transforms around you.\n\nWhite marble rises in smooth, heavy columns to an arching vault. The walls are worked in geometric traceries; a rich red carpet runs up the room's length, to the brass pipes which stand at its north end. Air throbs from the pipes and thunders quietly across the chamber.\n\nTo the south stands a graceful marble altar, which supports a small open offering box.\n\nYour workspace is a squat cube in the center of the room. Inside it the six icons whirl.\n\nThe window is broken, but most of the glass is gone.\n\nThe smoke ring is torn this way and that way in the Church's turbulent gusts of air. It begins to tatter... and then shimmers into a new form.\n\nA long silk thread now rides the air currents. It swirls back and forth, curling and twisting, but never falling.", "endoftext": false }, { "action": "Press weight", "response": "You invoke the weight icon, and the environment shifts into a new form.\n\nShelves loom here in rank and file. On them, arms are arrayed in tidy rows: swords, knives, spears, and weapons of every other description. More blades hang overhead, point-down and silently menacing.\n\nThe bookcase still stands, but its doors have been torn open; they hang in pieces.\n\nYour workspace rests by one wall. Inside it the six icons whirl.\n\nThe workspace is shaking.\n\nThe silk thread slides among the hanging blades, or tries to. It tangles, is caught, and the many edges pull at it...\n\nThe thread dissolves into pixels, and becomes a miniature silver kite, which slides dextrously between the blades.", "endoftext": false }, { "action": "Invoke charge", "response": "You invoke the charge icon, and the environment changes around you.\n\nThis square tower is built of granite blocks braced by high iron beams. The roof is a broad sweep of lead-framed glass, hammered by the roaring rain outside.\n\nA complex apparatus dominates the room: a heavy brass tank, surmounted by copper and bubbling glass tubing. Wires drape from the roof down to the apparatus, hanging every which way.\n\nYour workspace sits in the center of the lab. Inside it the six icons whirl.\n\nThe silver kite bobs near the wires, and jerks as a spark leaps across to it. It tries to slide away; but a flash of lightning sears the sky, and the room's air grows prickly and electric. Sparks dance from the kite's tail, and the wires pull it closer --\n\nThe kite shimmers away... into a gleam of pure light that plays across the roof.", "endoftext": false }, { "action": "Invoke form", "response": "You invoke the form icon, and the environment transforms into a new form.\n\nYou stand on mossy earth, surrounded by the silhouettes of dark and massive standing stones. It is night. But the sky shows no stars at all.\n\nYour workspace sits in the center of the circle. Inside it the six icons whirl.\n\nThe workspace is shaking.\n\nThere is no roof now, only the night sky... and the gleam of light shines upwards, unimpeded, into the darkness.\n\nYou can still see it there. And then, as your eyes adjust, you can see more. Sparks of light, infinitely distant. The stars are out.\n\n...How did you miss it? The starlight illuminates a shape at your feet. It's a small, perfect model of a room: your workspace. Your usual, habitual workspace -- not this fluid environment.", "endoftext": false }, { "action": "You examine model", "response": "It's a small glass model of an office workspace. Every detail within is perfect. You see immediately that the model room is an archetype of metasemantics.", "endoftext": false }, { "action": "You examine the workspace", "response": "(the model room)\nIt's a small glass model of an office workspace. Every detail within is perfect.", "endoftext": false }, { "action": "You take it", "response": "You take the model room and compile. It shrinks obligingly into a small icon.\n\nThe workspace is shaking.", "endoftext": false }, { "action": "You put the icon in the workspace", "response": "(the metasemantics icon in the workspace)\nThe metasemantics icon shudders in your grip. Pushing it into the workspace is like forcing it through gravel, but you lean into the force. After several moments of struggle, the icon is in place. The world changes...\n\nThis is your workspace. All your furniture and things are set up just as you like them. The exit is to the south.\n\nThe cube representing your workspace sits on a desk. Inside it, the seven icons vibrate wildly.\n\nYou look around. This, too, is magnificent -- in a quiet way. The program has condensed your style of interaction into a tangible metaphor... a perfect rendition of the way you work.", "endoftext": false }, { "action": "You examine the furniture", "response": "Your stuff is all just as you expect.\n\nThe workspace cube buzzes angrily. Really, what is going on with that? It must be some kind of physical simulation fault. You'll sort it out tomorrow.", "endoftext": false }, { "action": "Go south", "response": "You turn, and reach for the exit of your virtual environment.\n\nThere is a wild crash behind you. You spin. The workspace cube lies in splinters, sprayed across your desk, tinkling to the floor. Above it are whirling seven -- forces -- that grow, and become more potent --\n\nThen the walls are splintering, too.\n\nNothing surrounds you. The virtual space is absolutely blank... but no longer unbounded. You are unable to move, or to escape.\n\nYou wonder if someone will come looking.", "endoftext": false }, { "action": "You examine the desk", "response": "Your stuff is all just as you expect.\n\nThis is a good stopping point, however. You should leave and report in to your client.", "endoftext": false }, { "action": "You examine cube", "response": "The workspace is represented by a clear, waist-high cube. Within it are the metasemantics icon, the form icon, the weight icon, the charge icon, the light icon, the heat icon, and the pressure icon, all vibrating wildly around.\n\nThe workspace vibrates violently.", "endoftext": false }, { "action": "You get the cube", "response": "You are already in your workspace. This is it. This is where you work.", "endoftext": false }, { "action": "You look at the desk", "response": "Your stuff is all just as you expect.\n\nThe workspace shudders irately.", "endoftext": false }, { "action": "You look at the icons", "response": "Within the workspace you see the metasemantics icon, the form icon, the weight icon, the charge icon, the light icon, the heat icon, and the pressure icon, all vibrating wildly around.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying nothing.\n\nThe workspace shakes dangerously.", "endoftext": true }, { "action": "You look around", "response": "This is your workspace. All your furniture and things are set up just as you like them. The exit is to the south.\n\nThe cube representing your workspace sits on a desk. Inside it, the seven icons vibrate wildly.", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\nThe workspace rattles violently.", "endoftext": false }, { "action": "You get the metasemantics icon", "response": "(invoke the metasemantics icon)\nYou poke the metasemantics icon, but it is already active.\n\nThe workspace vibrates irately.", "endoftext": false }, { "action": "Invoke form", "response": "Your collection is complete; you feel like you've done enough for the day's work.", "endoftext": false }, { "action": "Go south", "response": "You turn, and reach for the exit of your virtual environment.\n\nThere is a wild crash behind you. You spin. The workspace cube lies in splinters, sprayed across your desk, tinkling to the floor. Above it are whirling seven -- forces -- that grow, and become more potent --\n\nThen the walls are splintering, too.\n\nNothing surrounds you. The virtual space is absolutely blank... but no longer unbounded. You are unable to move, or to escape.\n\nYou wonder if someone will come looking.", "endoftext": true } ]
xfezh9wz188ihlel
Child's Play
Stephen Granade
[ "Humor", "Slice of life" ]
[ "child protagonist", "cover art", "cute", "gender-neutral protagonist", "goal-seeking characters", "I7 source available", "incomplete", "IntroComp 2006", "on Jay Is Games", "parser", "Xyzzy Awards 2007", "XYZZY Best NPCs" ]
2,006
[ 17, 21, 9, 5, 0 ]
52
3.961538
20080101
false
It is playgroup day and playgroup day is normally a good day but ever since that little red-haired girl started coming she always wants your toys. She shouldn't get your toys. You tried telling the mom this but she doesn't understand you. She mostly ignored you but then she just shoved a pacifier in your mouth and changed your diaper.
[ { "action": "You cry", "response": "Suddenly the darkness is gone, and it is so light, you are blinded for just a second. You blink and blink and then you can see the mom holding the blanket she was covering you with. \"Oh, kid, I'm so sorry, I thought you were having fun,\" she says. \"We'll do something else.\"\n\nThat'll teach her.\n\nA child, a toy, and a rival by Stephen Granade\n\nAll rights reserved.\nType ABOUT for more information.\n\nThis is the middle of the living room, it is all big and vast. But it would be bigger and vaster if there weren't all these pillows and stuff in a big ring around you. The mom is totally all paranoid and whatever, she is a new mom.\n\nThere is a red footstool, it looms over you.\n\nThe mom is playing with you and is all excited about it.\n\nYou can also see a squishy ball, a plush book, and your favorite toy here.\n\nYou eye your favorite toy and the mom sees you doing it and scoops it up. \"No, no, we're going to try pulling up!\" She is all the time trying to build your character or something. She waves the toy at you. \"Look! Look where I'm putting it!\" She drops the toy on the footstool where you can't see it unless you're all pulled up, that is just no fair.", "endoftext": false }, { "action": "You stand up", "response": "You try that standing thing but you are still no good at it without holding onto something so you will have to pull up on something to stand up.\n\nThe mom sits there looking at you all expectantly.", "endoftext": false }, { "action": "Examine book", "response": "It is plush and the mom likes to read it to you.", "endoftext": false }, { "action": "You pull up on the footstool", "response": "You pull yourself up and it is one hand and another hand which is hard because the footstool is all unstable and rocks some but then you are all on your feet so yay you! And now that you are up here you can see your favorite toy on the footstool.\n\nThe mom applauds, \"Way to go!\" She looks at her watch and is all \"Whoops! Playgroup's about to arrive. You hang out here while mom goes and gets ready.\" She stands up and steps over all of those pillows and you are stuck here now by yourself.", "endoftext": false }, { "action": "You get down", "response": "Those pillows are terribly high, you can't really climb over them, and they are too big to shove. Stupid small legs. Stupid small body.", "endoftext": false }, { "action": "You sit down", "response": "You sit down on your diaper and it is good that it is all padded and stuff.", "endoftext": false }, { "action": "You examine the diaper", "response": "The diaper covers you and contains any embarassing accidents or whatever.", "endoftext": false }, { "action": "You look in the diaper", "response": "That is all you in there.", "endoftext": false }, { "action": "Smell diaper", "response": "You are baby powder fresh.", "endoftext": false }, { "action": "You take the pillows", "response": "It is true that there are a bunch of individual pillows in the ring of pillows but each one is like bigger than you are, so you aren't going to be able to take any of them. The mom and the dad must need a lot of softness in their lives.", "endoftext": false }, { "action": "You remove the diaper", "response": "(first taking your diaper)\nThe diaper is always there, it's not like there's anything you can do about it.", "endoftext": false }, { "action": "You climb the pillows", "response": "You can pull up on stuff and all but you can't do that climbing thing. Stupid short stubby legs.", "endoftext": false }, { "action": "You pull up on the pillow", "response": "They are all smooshy and that makes them too hard to pull up on.", "endoftext": true }, { "action": "You look around", "response": "This is the middle of the living room, it is all big and vast. But it would be bigger and vaster if there weren't all these pillows and stuff in a big ring around you.\n\nThere is a red footstool, it looms over you.\n\nYou can also see a squishy ball and a plush book here.", "endoftext": false }, { "action": "You get ball", "response": "You pick it up.", "endoftext": false }, { "action": "You shake it", "response": "You shake the squishy ball and that is okay I guess.", "endoftext": false }, { "action": "Examine book", "response": "It is plush and the mom likes to read it to you.", "endoftext": false }, { "action": "You throw the ball", "response": "Dropped.", "endoftext": false }, { "action": "You look at the pillows", "response": "The ring is a bunch of pillows and stuff piled around in a circle so you can't go crawling away when the mom is all distracted. The whole thing is taller than you even when you are sitting.\n\nHey wait, what is Alfadog doing wedged in the pillows like that?", "endoftext": false }, { "action": "You look at the alfadog", "response": "It is Alfadog, your alphabet-knowing toy and it is all wedged under some pillows. He is about as long as you and he is about as tall as you when you are crawling, it is as if he is your brother only he is a dog. He has this switch on him that makes him run and say the alphabet and such.", "endoftext": false }, { "action": "You show the book to the mom", "response": "You can only do that to something that is all alive.", "endoftext": false }, { "action": "You turn on the switch", "response": "You can pull up on stuff and all but you can't do that climbing thing. Stupid short stubby legs.\n\nYou are all fumbly on the switch but then you get it turned on and look out! Alfadog lights up and his paws start digging in and he is barking out \"A! B! C! D! EFG!\" It looks like he may be stuck under those pillows but then \"L! M! N! O! P!\" pillows tumble out of his way and he is free, zipping off to the east! You hear him winding down, \"W X Y and Zeee.....\" And now there is this big gap in the pillows to the east.\n\nThat Alfadog is very powerful, he should probably be recalled.", "endoftext": false }, { "action": "Go east", "response": "The entertainment center here holds the TV all towering above you and it has these glass doors beneath the TV that you can see stereo equipment through. You are near the couch to the south and the middle of the living room to the west and there is a small open area to play in to the north.\n\nYou can see Alfadog and your favorite toy here.", "endoftext": false }, { "action": "You get the toy", "response": "You pick it up.\n\nThere is a ding-dong and the mom comes clattering in all \"Hang on! I'm coming!\" She opens the door and there is Marion Kinmundy here for playgroup. She is carrying that little red haired girl Zoe who started coming to playgroup a couple of whiles ago. Zoe sees your favorite toy and her eyes light up.\n\nThe mom must be psychic or something because she whirls around and snatches up your favorite toy. \"Oh, no,\" she says with a little laugh, \"we're not having you two fight over this thing again. I'll tuck it away where it'll be safe.\" And Marion laughs too, which is cool, that way they don't notice you and the little red haired girl glaring at each other.\n\nShe wants your toy? And the mom wants to lock the toy away? Bring it on.\nChapter 1\nPlaytime\n\nRight behind Marion and Zoe the little red haired girl is Lisa who is Cassie's mom. Lisa is carrying Cassie all carefully but Cassie is squirming to get down. \"Hi Farina, hi Marion--hang on Cassie, mommy's going to put you down,\" Lisa says and then she steps over the baby gate and dumps Cassie by the couch to the south of you.\n\nMeanwhile the mom is putting all the pillows back on the couch and loveseat. As she finishes she asks Marion, \"Can I put this toy in Zoe's backpack for now?\" Marion is all \"Sure!\" as she puts Zoe on the floor over by the rocking chair and sits on the loveseat.", "endoftext": false }, { "action": "You look at the toy", "response": "This is the thing your aunt gave you which is a super fun toy. It has places to chew and places that are shiny and it rattles when you shake it.", "endoftext": false }, { "action": "Shake toy", "response": "Rattle rattle rattle.", "endoftext": false }, { "action": "You take the toy", "response": "You pick it up.\n\nThere is a ding-dong and the mom comes clattering in all \"Hang on! I'm coming!\" She opens the door and there is Marion Kinmundy here for playgroup. She is carrying that little red haired girl Zoe who started coming to playgroup a couple of whiles ago. Zoe sees your favorite toy and her eyes light up.\n\nThe mom must be psychic or something because she whirls around and snatches up your favorite toy. \"Oh, no,\" she says with a little laugh, \"we're not having you two fight over this thing again. I'll tuck it away where it'll be safe.\" And Marion laughs too, which is cool, that way they don't notice you and the little red haired girl glaring at each other.\n\nShe wants your toy? And the mom wants to lock the toy away? Bring it on.", "endoftext": true }, { "action": "Look around", "response": "The entertainment center here holds the TV all towering above you and it has these glass doors beneath the TV that you can see stereo equipment through. You are near the couch to the south and the middle of the living room to the west and there is a small open area to play in to the north.\n\nYou can see Alfadog here.", "endoftext": false }, { "action": "Examine backpack", "response": "Zoe's backpack has all these cute bears sewed on it. Clearly her mom Marion picked it out, it does not reek of evil like it would if Zoe had chosen it. It is closed so you can't see what's in it though you know your toy is in there somewhere. It is next to the gliding rocking chair to the northwest.", "endoftext": false }, { "action": "Go northwest", "response": "The gliding rocking chair is all tall and wooden. It is where the mom rocks you when she thinks you need a nap even though you do not need naps. The loveseat is west and there is a small open area to the east and a big open area in the middle of the room to the south.\n\nA backpack with bears on and your favorite toy in it is shoved behind the rocking chair next to the wall.\n\nYou can also see a smooth rock here.\n\nZoe is sitting in a fog of grump on the floor.\n\nThere is a ding-dong! and the mom goes and opens the front door. It is Becca and her son Jemison and some strange guy is there holding Watson Mason. \"Come on in, everyone,\" the mom says. She turns to the strange guy, \"I'm glad you could make it, Parry.\"\n\nParry shrugs and smiles and says, \"I always wondered what everyone did during playgroup.\"\n\n\"Drink mimosas!\" Becca says over her shoulder to Parry and there is polite laughter and Parry smiles like he is kinda unsure about all of this.\n\n\"Why don't you put Watson in here with the others?\" the mom asks and Parry nods. He ends up putting Watson by Jemison over by the loveseat. Then all the standing adults sit down with Parry sitting near you so now I guess they are sitting adults.", "endoftext": false }, { "action": "You kill Zoe", "response": "There is no way the parents will believe you had nothing to do with hurting her, you'd better leave her alone for now.\n\nZoe scrunches up her face and bursts into wails.", "endoftext": false }, { "action": "Kiss zoe", "response": "Your kisses are only for your family.", "endoftext": false }, { "action": "You take the rock", "response": "You pick it up.", "endoftext": false }, { "action": "You examine the rock", "response": "The mom found this one one of your walks, well it wasn't really a walk, more like the mom driving you around in a stroller, anyway she found this rock and gave it to you.\n\nZoe scrunches up her face and bursts into wails.", "endoftext": false }, { "action": "You open the backpack", "response": "You would but Parry is rocking, rocking, rocking, and you can't reach under the rocking chair to get to the backpack while he is rocking, rocking, rocking.\n\nZoe screws up her face and bursts into wails, those are so baby crocodile tears.\n\nYou shove the smooth rock in your mouth and start chewing on it and that leaves your hands free.", "endoftext": false }, { "action": "You examine the rocking chair", "response": "The dad likes to sit in the chair and rock back and forth and back and forth and back and forth which is okay for napping (not that you need naps) but is not so good when you are trying to pull up on it.\n\nZoe clenches her tiny fists and waves them while complaining about life. \"I know, Zoe,\" Marion says. So Parry stops rocking long enough for Marion to reach the backpack under the rocking chair and then she digs around and pulls out a plastic cup and closes the backpack and she gives the plastic cup to Zoe. Then Zoe sees that it's not your favorite toy, ha ha to her, and she squalls and tries to shove the plastic cup away but Marion says, \"Shh, Zoe, be calm,\" and makes Zoe take it.", "endoftext": false }, { "action": "You put the rock under the rocking chair", "response": "That would be a good way to stop the rocking chair from rocking but it is a gliding rocking chair and so even if you put something under there it could keep gliding.\n\nZoe gives the plastic cup a brief chew before spitting it out with a \"buh\" noise.\n\nYou would but your mouth is all full.", "endoftext": false }, { "action": "Fuck", "response": "You don't have speech down yet.\n\nZoe stares at the plastic cup and she sighs.", "endoftext": false }, { "action": "Laugh", "response": "You would but your mouth is all full.\n\nMarion asks Parry, \"How is Shari doing?\"\n\nYou pop the smooth rock out of your mouth.\n\n\"Oh, my God, Parry and Shari!\" laughs Becca. \"I hadn't realized that--that's just too precious.\"\n\nZoe stares at the plastic cup and she sighs.", "endoftext": false }, { "action": "You take the cup", "response": "Zoe shrieks at you and yanks back the plastic cup. Marion sees that and she reacts in a flash and says \"No, Zoe, no!\" and stops doing whatever parent thing she was doing and jumps up and pulls Zoe away from you. \"I'm sorry, Farina,\" she tells the mom.\n\n\"She's feeling better,\" Parry says. \"She's keeping food down now, at least.\"\n\nYou already have that.\n\nMarion asks, \"Oh, are you two expecting?\"", "endoftext": false }, { "action": "You throw the rock at Zoe", "response": "There is no way, you can barely pick stuff up and you are no Cy Young or whatever.\n\nParry is all, \"Oh, no, no, no. No. It's just the flu.\"\n\nZoe takes the plastic cup and tosses it aside.", "endoftext": false }, { "action": "You look at cup", "response": "This is one cup that originally came with a bunch of other cups and they were all different sizes so you could stack them up into a giant tower of cups. But there is only one cup, that is no good for stacking.\n\nBecca goes, \"You two should give Watson a brother. Toughen him up.\"", "endoftext": false }, { "action": "You go to the east", "response": "You are east of the gliding rocking chair that is fun to ride on and north of the big TV that Sesame Street comes from. On the wall is a big bookcase full of chewy books. There is a way into the kitchen to the north but one of those baby gates is there, that is no fair.\n\nPart of your playpen is here, there is more of it to the southwest.\n\n\"Can you imagine having two?\" Lisa laughs, and it's not a calm laugh, more a desperate laugh, \"I'd go crazy.\"\n\nThese are books but boring and with no pictures. They are all probably post-modern stories of longing and loss and existential angst and whatever because books about Maisy totally are better.\n\n(first taking the books)\nThe books are way big and there is no way you're picking them up or anything.", "endoftext": false }, { "action": "You look at the playpen", "response": "This portable playpen is all old, probably it should be recalled except that the parents are way cheap. It is this frame made of metal bars and it has mesh sides and a floor for babies to play on. The bars go around in ovals at the top and bottom. It should be recalled because the top oval is hinged and you can lower one side of the playpen by pushing the top bar up and then letting go so that the mesh comes down, that is a total deathtrap.\n\nThe mesh gives too much for you to pull yourself up on it.", "endoftext": false }, { "action": "You go to the southwest", "response": "This is the middle of the living room, it is all big and vast. This is where everybody plays because it is so big. But when you get bored there is a bunch of other stuff you can go to like the TV to the east and the loveseat to the west and the couch to the south and the gliding rocking chair to the north.\n\nPart of your playpen is here, there is more of it to the northeast.\n\nYou can also see a plush book here.", "endoftext": false }, { "action": "You eat the book", "response": "(first taking the plush book)\nThe plush book is big enough that you will have to drop everything to get it because it takes two hands.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na smooth rock\n\nYou can hear Zoe squalling all loudly by the gliding rocking chair.", "endoftext": false }, { "action": "You get the book", "response": "You pick it up and it takes two hands.", "endoftext": false }, { "action": "You go north", "response": "The gliding rocking chair is all tall and wooden. It is where the mom rocks you when she thinks you need a nap even though you do not need naps. The loveseat is west and there is a small open area to the east and a big open area in the middle of the room to the south.\n\nParry's feet keep leaving the floor as he rocks.\n\nA backpack with bears on and your favorite toy in it is shoved behind the rocking chair next to the wall.\n\nYou can also see a little doll and a plastic cup here.\n\nZoe is sitting in a fog of grump on the floor.", "endoftext": false }, { "action": "You examine chair", "response": "The dad likes to sit in the chair and rock back and forth and back and forth and back and forth which is okay for napping (not that you need naps) but is not so good when you are trying to pull up on it.\n\nZoe makes this sort of grumping grunting half-cry.", "endoftext": false }, { "action": "You put the book under the chair", "response": "(the plush book under the gliding rocking chair)\nThat would be a good way to stop the rocking chair from rocking but it is a gliding rocking chair and so even if you put something under there it could keep gliding.\n\nBecca says to the mom, \"Nice job on those mimosas.\"\n\n\"Thanks,\" the mom replies.", "endoftext": false }, { "action": "You put the book under the feet", "response": "(the plush book under Parry)\nThere is no real need to do that.\n\nLisa says, \"It's nice, they help me calm down.\"\n\nZoe makes this sort of grumping grunting half-cry.", "endoftext": false }, { "action": "You pull the feet", "response": "It is no good kicking or biting a parent, it is better to rebel in less obvious ways.\n\n\"And they're good for you,\" Marion says.", "endoftext": false }, { "action": "You examine Zoe", "response": "Grr, Zoe Kinmundy. That little red-haired girl has this sundress-like jumper thing, it's not like you know fashion or anything so you're not sure exactly what it is but it leaves her arms and legs bare for speed and evil. Her red hair is in pigtails, like that will fool anyone into thinking she is nice.\n\n\"I'm not sure they're that good for you,\" Parry says.", "endoftext": false }, { "action": "You give the book to Zoe", "response": "(the plush book to Zoe)\nZoe shrieks at you and shoves the plush book out of your hands and hits at you. Marion sees that and she reacts in a flash and says \"No, Zoe, no!\" and stops doing whatever parent thing she was doing and jumps up and pulls Zoe away from you. \"I'm sorry, Farina,\" she tells the mom.\n\nMarion says, \"They do have orange juice in them.\"", "endoftext": false }, { "action": "Drop book", "response": "Dropped.\n\n\"Besides, if it tastes good, it's good for you,\" says Becca.", "endoftext": false }, { "action": "You go west", "response": "This is the part of the loveseat that is to the north. It goes on to the south and you could totally slip around the end of the loveseat to the west except that a baby gate is in the way. There is the rocking chair to the east as well, that is always fun.\n\nThe legs of Marion dangle from the loveseat.", "endoftext": false }, { "action": "You pull up on Marion", "response": "Marion says \"You go play with the others now\" and takes you and puts you back on the ground.\n\nYou can hear Zoe squalling all loudly by the gliding rocking chair and Marion stands up and goes to quiet her and then comes back in a second.", "endoftext": false }, { "action": "You examine the loveseat", "response": "The loveseat is pink and striped and tastes funny if you lick it. This is the north part of it and there is open space past it to the west that is blocked by a baby gate.", "endoftext": false }, { "action": "Lick loveseat", "response": "It has this funny zing to it like dust or stale cheerios.", "endoftext": true }, { "action": "You look around", "response": "This is the part of the loveseat that is to the north. It goes on to the south and you could totally slip around the end of the loveseat to the west except that a baby gate is in the way. There is the rocking chair to the east as well, that is always fun.\n\nMarion is sitting there on the loveseat.", "endoftext": false }, { "action": "You go south", "response": "You slide along while moving your hands to keep steady.\n\nThis is the south end of the loveseat, there is more loveseat to the north and a big play area to the east and to the south is the couch that is bigger than the loveseat.\n\nBecca is sitting on the loveseat.\n\nYou can also see a rattly car here.\n\nJemison and Watson are here. Jemison watches you watching him. Watson sits all sad and dumpy on the floor.", "endoftext": false }, { "action": "You look at Watson", "response": "Watson Mason has this big round face that is perfect for commercials and baby food labels, only his face is always tear-streaked so maybe he is not cut out for show-biz. Maybe he is sad because he is dressed like a teeny tiny engineer in his polo onesie with a collar and because he smells like baby powder.", "endoftext": false }, { "action": "You take the car", "response": "You cannot reach the rattly car because you are standing and if you let go with one hand you would just plop down before you could get it.\n\n\"Hey, I just realized,\" Becca says all loud above you, \"Your name is Parry Mason!\"", "endoftext": false }, { "action": "You examine Jemison", "response": "Jemison Thorsby's name is not one you would want, that is for sure. He is stylish in his blue onesie and he has a small mouth and these big eyes that are watching, always watching, it is kinda creepy.\n\n\"Um, yes?\" Parry says.", "endoftext": false }, { "action": "You look at the car", "response": "It is all rattly, I guess that makes it more fun or something.\n\n\"Cool, just like the detective!\" Becca says.", "endoftext": false }, { "action": "You hug Jemison", "response": "You have short arms, you can't reach Jemison from up here.\n\nParry says, \"My name's actually spelled--\"\n\n\"No, I think the original Perry Mason was a lawyer,\" Lisa says.", "endoftext": false }, { "action": "You sit down", "response": "You sit down on your diaper and it is good that it is all padded and stuff.\n\nParry clears his throat. \"The lawyer spells his name with an e--\"\n\n\"Right, lawyer, that's what I meant,\" Becca tells Lisa.", "endoftext": false }, { "action": "You check what you're carrying", "response": "Your hands are all empty.\n\n\"Let Parry finish,\" the mom says, but Parry just goes, \"No, that's okay.\"", "endoftext": false }, { "action": "You look at the car", "response": "It is all rattly, I guess that makes it more fun or something.", "endoftext": false }, { "action": "Shake car", "response": "It goes rattle rattle.", "endoftext": false }, { "action": "Go south", "response": "The couch is very long and this is the west part of it. There is a loveseat to the north and more couch to the east.\n\nLisa's legs are hanging off of the couch.\n\nJemison comes in after you and settles close by you and looks pointedly at the rattly car.", "endoftext": false }, { "action": "You give the car to Jemison", "response": "You give the rattly car to Jemison and he grabs it out of your hands.", "endoftext": false }, { "action": "You drop the car", "response": "When you drop the rattly car Jemison is all over that and he snatches it up.", "endoftext": false }, { "action": "You pull up on the couch", "response": "You pull up on the west grey couch and get to your feet and you are all steady except for the occasional sway.", "endoftext": true }, { "action": "Describe the surroundings", "response": "The couch is very long and this is the west part of it. There is a loveseat to the north and more couch to the east.\n\nLisa is sitting there on the couch.\n\nJemison is playing with the rattly car.", "endoftext": false }, { "action": "You sit", "response": "You sit down on your diaper and it is good that it is all padded and stuff.", "endoftext": false }, { "action": "You look at the couch", "response": "Grey and short and it is soft when the mom or the dad put you on it. This part is all to the west and there is more couch to the east.\n\nYou can hear Zoe squalling all loudly by the gliding rocking chair.", "endoftext": false }, { "action": "You take the car", "response": "Jemison has a grip that is like steel.", "endoftext": false }, { "action": "You hit Jemison", "response": "Hitting and pushing and pulling other babies when you're in front of parents is no good, they willl take you away and you won't get your toy.\n\n\"Say, how's Watson's rash doing?\" Lisa asks Parry.\n\nParry clears his throat. \"He's much better, thanks.\"", "endoftext": false }, { "action": "You look at Watson", "response": "Watson Mason has this big round face that is perfect for commercials and baby food labels, only his face is always tear-streaked so maybe he is not cut out for show-biz. Maybe he is sad because he is dressed like a teeny tiny engineer in his polo onesie with a collar and because he smells like baby powder. He is by the south end of the loveseat to the north.\n\nThe mom says, \"Did you use zinc oxide cream?\"", "endoftext": false }, { "action": "Smell Watson", "response": "Watson is by the south end of the loveseat to the north and so is way too far away for that.\n\n\"In a roundabout way,\" Parry says, \"We used Boudreaux's butt paste.\"", "endoftext": false }, { "action": "You get the car", "response": "Jemison has a grip that is like steel.\n\n\"Ew,\" Becca laughs, \"that is the grossest name for a product.\"", "endoftext": false }, { "action": "Go east", "response": "Here is where the middle of the couch is. If you want to play you should totally go north to the middle of the room where there is a lot of space. There is more couch to the east and west.\n\nThose are the mom's legs there by the couch.\n\nMarion tells Becca, \"Given what we have to deal with from our children, a name like that is the least of our worries.\"", "endoftext": false }, { "action": "You examine Jemison", "response": "Jemison Thorsby's name is not one you would want, that is for sure. He is stylish in his blue onesie and he has a small mouth and these big eyes that are watching, always watching, it is kinda creepy. He is carrying a rattly car. He is by the west end of the couch to the west.", "endoftext": false }, { "action": "You pull up on the couch", "response": "You pull up on the middle grey couch and get to your feet and you are all steady except for the occasional sway.", "endoftext": false }, { "action": "Go east", "response": "You slide along while moving your hands to keep steady.\n\nYou are where the couch ends here at the east, at least where it ends at one end. North is the TV and west is more couch.\n\nCassie is all pulled up on the east grey couch.", "endoftext": false }, { "action": "You look at Cassie", "response": "That is Cassie Sandoval, she is wearing a white dress that is all bright against her dark skin and her hair is captured with pink clips. Her arms are scraped up and she has some bruises on her legs.\n\nYou can hear Zoe squalling all loudly by the gliding rocking chair.", "endoftext": false }, { "action": "You examine the clips", "response": "Wow those are pink.", "endoftext": false }, { "action": "You sit", "response": "You sit down on your diaper and it is good that it is all padded and stuff.", "endoftext": true }, { "action": "Look around", "response": "You are where the couch ends here at the east, at least where it ends at one end. North is the TV and west is more couch.\n\nCassie is all pulled up on the east grey couch.", "endoftext": false }, { "action": "You examine the couch", "response": "Grey and short and it is soft when the mom or the dad put you on it. This part is the east part. The rest of the couch is west.", "endoftext": false }, { "action": "You pull up on the couch", "response": "You wriggle your way next to Cassie and pull up on the east grey couch and get to your feet.\n\nLisa all of a sudden busts out with \"I know I asked this last time but does anyone else's boobs hurt? Because here lately feeding Cassie is murder.\"", "endoftext": false }, { "action": "Continue", "response": "You are already all pulled up on the east grey couch and you can't go any higher.\n\n\"Mine don't,\" Parry says quietly, but Becca is all \"That's why I got Jemison on solids as soon as I could.\"", "endoftext": false }, { "action": "You climb the couch", "response": "You are already all pulled up on the east grey couch and you can't go any higher.\n\nThe mom asks Lisa, \"Have you tried lanolin?\"", "endoftext": false }, { "action": "You sit", "response": "You sit down on your diaper and it is good that it is all padded and stuff.\n\n\"You and your remedies, Farina,\" Lisa says. \"Lanolin this and cabbage leaves that.\"", "endoftext": false }, { "action": "Go north", "response": "The entertainment center here holds the TV all towering above you and it has these glass doors beneath the TV that you can see stereo equipment through. You are near the couch to the south and the middle of the living room to the west and there is a small open area to play in to the north.\n\nYou can see Alfadog here.\n\n\"It makes me glad Zoe was so good at latching on,\" Marion says. Grr, Zoe.", "endoftext": false }, { "action": "You turn on Alfadog", "response": "You make a move towards the switch on Alfadog and the mom grabs you and says, \"We're not playing with Alfadog right now, kiddo. We're working on pulling up.\"\n\nLisa sighs and says, \"Maybe I'll try the lanolin,\" and the mom says, \"Let us know how it works.\"", "endoftext": false }, { "action": "You open the doors", "response": "You push on the doors to the entertainment center but the parents have them all fixed in place.", "endoftext": false }, { "action": "You look through the doors", "response": "There is stereo equipment behind the glass doors and there is a big TV all tall up there on the entertainment center.", "endoftext": false }, { "action": "Southwest part", "response": "This portable playpen is all old, probably it should be recalled except that the parents are way cheap. It is this frame made of metal bars and it has mesh sides and a floor for babies to play on. The bars go around in ovals at the top and bottom. It should be recalled because the top oval is hinged and you can lower one side of the playpen by pushing the top bar up and then letting go so that the mesh comes down. It is in the middle of the living room to the west.", "endoftext": false }, { "action": "Go west", "response": "This is the middle of the living room, it is all big and vast. This is where everybody plays because it is so big. But when you get bored there is a bunch of other stuff you can go to like the TV to the east and the loveseat to the west and the couch to the south and the gliding rocking chair to the north.\n\nPart of your playpen is here, there is more of it to the northeast.\n\nYou can also see a smooth rock here.", "endoftext": false }, { "action": "You pull up on the playpen", "response": "The mesh gives too much for you to pull yourself up on it.", "endoftext": false }, { "action": "You look in the playpen", "response": "The southwest part of the playpen is empty.", "endoftext": false }, { "action": "You go to the north-east", "response": "You are east of the gliding rocking chair that is fun to ride on and north of the big TV that Sesame Street comes from. On the wall is a big bookcase full of chewy books. There is a way into the kitchen to the north but one of those baby gates is there, that is no fair.\n\nPart of your playpen is here, there is more of it to the southwest.", "endoftext": false }, { "action": "Lift bar", "response": "(with the northeast part of the playpen)\nYou have short arms, you can't reach the top oval from down here.", "endoftext": false }, { "action": "You examine the mesh", "response": "This portable playpen is all old, probably it should be recalled except that the parents are way cheap. It is this frame made of metal bars and it has mesh sides and a floor for babies to play on. The bars go around in ovals at the top and bottom. It should be recalled because the top oval is hinged and you can lower one side of the playpen by pushing the top bar up and then letting go so that the mesh comes down.\n\nYou can hear Zoe squalling all loudly by the gliding rocking chair.", "endoftext": false }, { "action": "You go north", "response": "That baby gate is completely in your way.", "endoftext": false }, { "action": "Go west", "response": "The gliding rocking chair is all tall and wooden. It is where the mom rocks you when she thinks you need a nap even though you do not need naps. The loveseat is west and there is a small open area to the east and a big open area in the middle of the room to the south.\n\nParry's feet keep leaving the floor as he rocks.\n\nA backpack with bears on and your favorite toy in it is shoved behind the rocking chair next to the wall.\n\nYou can also see a plush book here.\n\nZoe is sitting in a fog of grump on the floor.", "endoftext": false }, { "action": "You examine the fog", "response": "Boy, Zoe is grumpy.\n\nZoe makes this sort of coughing hiccuping half-cry.", "endoftext": false }, { "action": "You look at Parry", "response": "That is Parry Mason, he is Watson Mason's dad. Normally Watson's mom Shari is here but she must be somewhere else so that is why Parry is here.", "endoftext": false }, { "action": "You climb Parry", "response": "As soon as you have pulled up on the gliding rocking chair Parry looks down and says \"Hey, there, you want to be picked up?\" and he lifts you into his lap and stops rocking. If you were on the ground you could get to the backpack now.", "endoftext": false }, { "action": "Inventory", "response": "Your hands are all empty.", "endoftext": false }, { "action": "Poop", "response": "See for you to do that on command you'd have to be potty trained and you are not, that is just another way the man controls you.\n\nParry says, \"Okay, down you go,\" and he gently lowers you to the floor and starts rocking again.", "endoftext": false }, { "action": "You spit on Zoe", "response": "It may be normal little baby behavior to drool and spit up all over parents and other babies but you are like eleven months old and now it would be unseemly.\n\nZoe makes this sort of coughing grunting half-sob.", "endoftext": false }, { "action": "Go south", "response": "This is the middle of the living room, it is all big and vast. This is where everybody plays because it is so big. But when you get bored there is a bunch of other stuff you can go to like the TV to the east and the loveseat to the west and the couch to the south and the gliding rocking chair to the north.\n\nPart of your playpen is here, there is more of it to the northeast.\n\nYou can also see a smooth rock here.", "endoftext": false }, { "action": "You get the rock", "response": "You pick it up.\n\nYou can hear Zoe squalling all loudly by the gliding rocking chair.", "endoftext": false }, { "action": "You go west", "response": "This is the south end of the loveseat, there is more loveseat to the north and a big play area to the east and to the south is the couch that is bigger than the loveseat.\n\nThose are Becca's legs by the loveseat.\n\nWatson sits all sad and dumpy on the floor.", "endoftext": false }, { "action": "Go south", "response": "The couch is very long and this is the west part of it. There is a loveseat to the north and more couch to the east.\n\nLisa's legs are hanging off of the couch.\n\nJemison is all chewing on the rattly car.", "endoftext": false }, { "action": "You drop rock", "response": "Dropped.", "endoftext": false }, { "action": "You get rock", "response": "When Jemison sees you take the smooth rock, his eyes light up and he lets go of a rattly car and starts watching the smooth rock and thus yourself.", "endoftext": false }, { "action": "Go north", "response": "This is the south end of the loveseat, there is more loveseat to the north and a big play area to the east and to the south is the couch that is bigger than the loveseat.\n\nThose are Becca's legs by the loveseat.\n\nWatson sits all sad and dumpy on the floor.\n\nJemison comes in after you and settles close by you and looks pointedly at the smooth rock.\n\nWatson pulls up on Becca who says \"Watch the pants, kid!\" and she laughs and puts him back on the floor.", "endoftext": false }, { "action": "Go north", "response": "This is the part of the loveseat that is to the north. It goes on to the south and you could totally slip around the end of the loveseat to the west except that a baby gate is in the way. There is the rocking chair to the east as well, that is always fun.\n\nThe legs of Marion dangle from the loveseat.\n\nJemison comes in after you and settles close by you and looks pointedly at the smooth rock.", "endoftext": false }, { "action": "You go east", "response": "The gliding rocking chair is all tall and wooden. It is where the mom rocks you when she thinks you need a nap even though you do not need naps. The loveseat is west and there is a small open area to the east and a big open area in the middle of the room to the south.\n\nParry's feet keep leaving the floor as he rocks.\n\nA backpack with bears on and your favorite toy in it is shoved behind the rocking chair next to the wall.\n\nYou can also see a plush book here.\n\nZoe has hold of a soft foam block all sadly.\n\nJemison comes in after you and settles close by you and looks pointedly at the smooth rock.\n\nZoe looks at the soft foam block and she sighs.", "endoftext": false }, { "action": "You give the rock to Zoe", "response": "Zoe shrieks at you and shoves the smooth rock out of your hands and hits at you. Marion sees that and she reacts in a flash and says \"No, Zoe, no!\" and stops doing whatever parent thing she was doing and jumps up and pulls Zoe away from you. \"I'm sorry, Farina,\" she tells the mom.\n\nJemison suddenly sees that the smooth rock is available and he scoops it up.", "endoftext": false }, { "action": "You take the block", "response": "Zoe shrieks at you and yanks back the soft foam block. Marion sees that and she reacts in a flash and says \"No, Zoe, no!\" and stops doing whatever parent thing she was doing and jumps up and pulls Zoe away from you. \"I'm sorry, Farina,\" she tells the mom.\n\nWatson wanders in from the southwest.", "endoftext": false }, { "action": "You look at the block", "response": "Magenta and soft and fun to chew. It is like one hand wide on a side.\n\nZoe drops the soft foam block and shoves it away from her. When Jemison sees Zoe drop the soft foam block he gets rid of a smooth rock and takes the soft foam block instead.", "endoftext": false }, { "action": "You take the rock", "response": "When Jemison sees you pick up the smooth rock, he gets all excited and he drops a soft foam block and starts watching the smooth rock and thus yourself.", "endoftext": false }, { "action": "You give the rock to Parry", "response": "He is too busy with talking and adults and other stuff.\n\nZoe scrunches up her face and bursts into wails.", "endoftext": false }, { "action": "You drop the rock", "response": "When you drop the smooth rock Jemison is all over that and he snatches it up.\n\nZoe scrunches up her face and bursts into wails.\n\nWatson gingerly takes the plush book. When Jemison sees Watson take the plush book, his eyes light up and he drops a smooth rock and starts watching the plush book and thus Watson.", "endoftext": false }, { "action": "You take the block", "response": "When Jemison sees you take the soft foam block, his eyes light up and he forgets all about the plush book and he starts watching the soft foam block and thus yourself.", "endoftext": false }, { "action": "You put the block under the chair", "response": "That would be a good way to stop the rocking chair from rocking but it is a gliding rocking chair and so even if you put something under there it could keep gliding.", "endoftext": false }, { "action": "Go southeast", "response": "The entertainment center here holds the TV all towering above you and it has these glass doors beneath the TV that you can see stereo equipment through. You are near the couch to the south and the middle of the living room to the west and there is a small open area to play in to the north.\n\nYou can see Alfadog here.\n\nJemison comes in after you and settles close by you and looks pointedly at the soft foam block.", "endoftext": false }, { "action": "Go south", "response": "You are where the couch ends here at the east, at least where it ends at one end. North is the TV and west is more couch.\n\nCassie is all pulled up on the east grey couch.\n\nCassie moves hand over hand along the east grey couch to the west and is gone.\n\nJemison comes in after you and settles close by you and looks pointedly at the soft foam block.", "endoftext": false }, { "action": "You put the block in the mouth", "response": "You shove the soft foam block in your mouth and start chewing on it and that leaves your hands free.", "endoftext": false }, { "action": "You pull up on the couch", "response": "You pull up on the east grey couch and get to your feet and you are all steady except for the occasional sway.\n\nJemison cannot look away from you and the soft foam block.", "endoftext": false }, { "action": "You go west", "response": "You slide along while moving your hands to keep steady.\n\nHere is where the middle of the couch is. If you want to play you should totally go north to the middle of the room where there is a lot of space. There is more couch to the east and west.\n\nThe mom is sitting on the couch.\n\nCassie has hold of the squishy ball and keeps fiddling with it.\n\nCassie crawls off to the northwest.\n\nJemison comes in from the east.", "endoftext": false }, { "action": "You sit", "response": "You sit down on your diaper and it is good that it is all padded and stuff.\n\nYou can hear Zoe squalling all loudly by the gliding rocking chair.", "endoftext": false }, { "action": "Go northwest", "response": "This is the south end of the loveseat, there is more loveseat to the north and a big play area to the east and to the south is the couch that is bigger than the loveseat.\n\nThose are Becca's legs by the loveseat.\n\nJemison comes in after you and settles close by you and looks pointedly at the soft foam block.\n\nJemison cannot look away from you and the soft foam block.", "endoftext": false }, { "action": "You examine Cassie", "response": "That is Cassie Sandoval, she is wearing a white dress that is all bright against her dark skin and her hair is captured with pink clips. Her arms are scraped up and she has some bruises on her legs. She is carrying a squishy ball. She is next to the gliding rocking chair to the northeast.", "endoftext": false }, { "action": "Go northeast", "response": "The gliding rocking chair is all tall and wooden. It is where the mom rocks you when she thinks you need a nap even though you do not need naps. The loveseat is west and there is a small open area to the east and a big open area in the middle of the room to the south.\n\nParry's feet keep leaving the floor as he rocks.\n\nA backpack with bears on and your favorite toy in it is shoved behind the rocking chair next to the wall.\n\nYou can also see a smooth rock here.\n\nCassie and Watson and Zoe are here. Cassie has hold of the squishy ball and keeps shaking it. Watson is holding the plush book. Zoe has hold of a teeny squeezy book all sadly.\n\nJemison comes in after you and settles close by you and looks pointedly at the soft foam block.\n\nZoe looks at the teeny squeezy book and she sighs.\n\nCassie offers the squishy ball to Zoe and Zoe shrieks and shoves and kicks at the squishy ball and at Cassie. Marion sees that and she reacts in a flash and says, \"No, Zoe, no!\" and stops doing whatever parent thing she was doing and jumps up and pulls Zoe away from Cassie. \"Sorry about Zoe's behavior,\" she says all apologetically.", "endoftext": false }, { "action": "You take clips", "response": "Cassie has a grip that is like steel.\n\nWatson puts down the plush book.", "endoftext": false }, { "action": "You give the block to Cassie", "response": "You show the soft foam block to Cassie who looks at it and then shows you the squishy ball in response.\n\nCassie chews on the squishy ball.\n\nJemison stares at you and waits for you to drop the soft foam block.", "endoftext": false }, { "action": "You pull up on Parry", "response": "As soon as you have pulled up on the gliding rocking chair Parry looks down and says \"Hey, there, you want to be picked up?\" and he lifts you into his lap and stops rocking. And then Jemison pulls up on the gliding rocking chair and looks up at you and grunts softly.\n\nZoe takes the teeny squeezy book and shakes it half-heartedly, she is so bored with it.", "endoftext": true }, { "action": "Go downward", "response": "You wriggle and fuss a bit and Parry says, \"Okay, down you go,\" and he gently lowers you to the floor. He then is all \"And now it's your turn\" and he picks Jemison up but Jemison makes a big fuss and Parry is all, \"Whoa! Whoa!\" and Becca laughs and says, \"Jemison gets that way sometimes.\" Parry smiles weakly and puts Jemison back down and Jemison looks pointedly at the soft foam block. Then Parry starts rocking again.\n\nZoe shakes the teeny squeezy book half-heartedly.\n\nCassie tries giving the squishy ball to Jemison but Jemison ignores the offer.\n\nWatson picks up the smooth rock.", "endoftext": false }, { "action": "You drop the toy", "response": "You can't really do anything to your toy right now because it is in that backpack.\n\nCassie pops the squishy ball out of her mouth.\n\nCassie pops the squishy ball out of her mouth.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\na soft foam block (being chewed)\n\nZoe puts the teeny squeezy book in her mouth and gnaws it some but then she lets it fall out of her mouth.", "endoftext": false }, { "action": "You drop the block", "response": "(popping the soft foam block out of your mouth first)\nThe soft foam block falls into Parry's lap.\n\nZoe shakes the teeny squeezy book half-heartedly.\n\nWatson gingerly takes the smooth rock.\n\nParry says, \"Okay, down you go,\" and he gently lowers you to the floor. He then is all \"And now it's your turn\" and he picks Jemison up.", "endoftext": false }, { "action": "You open the backpack", "response": "When you open the backpack all you can see in it is this white onesie that is totally in your way.\n\nZoe sees you open that backpack and she gets agitated and tosses the teeny squeezy book aside.\n\nCassie chews on the squishy ball.", "endoftext": false }, { "action": "You get onesie", "response": "You pull on the onesie and it comes part of the way out of the backpack and then it gets hung on the backpack zipper. Great. Now it is blocking the backpack and it is also stuck.\n\nCassie stops chewing the squishy ball and spits it into her hands.\n\nCassie pops the squishy ball out of her mouth.", "endoftext": false }, { "action": "You get the onesie", "response": "You tug on that stupid onesie but it is stuck in the stupid backpack's stupid zipper.\n\nZoe shrieks angrily and bounces up and down and flails her arms in the general direction of the backpack that you opened. \"I know, Zoe,\" Marion says. So Marion reaches the backpack under the rocking chair and she sees the white onesie stuck in the backpack. \"Geez,\" she says and pulls out a teething ring and dumps it in Zoe's lap. Zoe gets all upset but Marion says, \"Shh, Zoe, be calm, I can't fix the backpack if you're fussing.\" Parry says, \"Here, I'll empty out the backpack and fix that for you\" but Marion says \"No, thanks,\" and she sits down and starts trying to get the onesie out of the backpack.\n\nWatson puts down the smooth rock.", "endoftext": false }, { "action": "You pull up on Marion", "response": "Marion is over by the north end of the loveseat to the west and so is way too far away for that.\n\nCassie plays with the squishy ball.\n\nParry says, \"Okay, down you go\" to Jemison who scrabbles around and grabs the soft foam block. Parry gently lowers Jemison to the floor and starts rocking again.\n\nThere is this rattle rattle and your head snaps up and you look way over at the loveseat and see Marion start to pull your favorite toy out of the backpack and then she looks at you and then she looks at Zoe and she puts the toy back in the backpack.", "endoftext": false }, { "action": "Go west", "response": "This is the part of the loveseat that is to the north. It goes on to the south and you could totally slip around the end of the loveseat to the west except that a baby gate is in the way. There is the rocking chair to the east as well, that is always fun.\n\nMarion is on the loveseat with Zoe's backpack and your toy.", "endoftext": false }, { "action": "You take the toy", "response": "You can't really do anything to your toy right now because it is in that backpack.\n\nMarion stands up and walks over to the gliding rocking chair and then she is back only now she doesn't have the backpack any more.", "endoftext": false }, { "action": "You go east", "response": "(first letting go of the north pink striped loveseat and plopping on the ground)\n\nThe gliding rocking chair is all tall and wooden. It is where the mom rocks you when she thinks you need a nap even though you do not need naps. The loveseat is west and there is a small open area to the east and a big open area in the middle of the room to the south.\n\nA backpack with bears on and your favorite toy in it is shoved behind the rocking chair next to the wall.\n\nParry's feet keep leaving the floor as he rocks.\n\nYou can also see a soft foam block, a smooth rock, and a teeny squeezy book here.\n\nJemison and Cassie and Watson and Zoe are here. Jemison is playing with the plush book. Cassie has hold of the squishy ball and keeps fiddling with it. Watson sits all sad and dumpy on the floor. Zoe has hold of a teething ring loosely.", "endoftext": false }, { "action": "You take it", "response": "When Jemison sees you pick up the teeny squeezy book, he gets all excited and he drops a plush book and starts watching the teeny squeezy book and thus yourself.\n\nZoe gives the teething ring a brief chew or two.", "endoftext": false }, { "action": "You put it in the mouth", "response": "You shove the teeny squeezy book in your mouth and start chewing on it and that leaves your hands free.\n\nWatson takes the smooth rock.", "endoftext": false }, { "action": "You get the ring", "response": "Zoe shrieks at you and yanks back the teething ring. Marion sees that and she reacts in a flash and says \"No, Zoe, no!\" and stops doing whatever parent thing she was doing and jumps up and pulls Zoe away from you. \"I'm sorry, Farina,\" she tells the mom.\n\nZoe takes the teething ring and shakes it half-heartedly, she is so bored with it.\n\nCassie plays with the squishy ball.\n\nWatson holds the smooth rock at arm's length as if it might bite him.", "endoftext": false }, { "action": "You pull up on Parry", "response": "As soon as you have pulled up on the gliding rocking chair Parry looks down and says \"Hey, there, you want to be picked up?\" and he lifts you into his lap and stops rocking. And then Jemison pulls up on the gliding rocking chair and looks up at you and grunts softly.", "endoftext": false }, { "action": "You drop teeny", "response": "(popping the teeny squeezy book out of your mouth first)\nThe teeny squeezy book falls into Parry's lap.", "endoftext": true }, { "action": "You go downwards", "response": "You wriggle and fuss a bit and Parry says, \"Okay, down you go,\" and he gently lowers you to the floor. He then is all \"And now it's your turn\" and he picks Jemison up.", "endoftext": false }, { "action": "You open the backpack", "response": "When you open the backpack all you can see in it is this white onesie that is totally in your way.\n\nZoe sees you open that backpack and she gets agitated and tosses the teething ring aside.\n\nCassie chews on the squishy ball.", "endoftext": false }, { "action": "You take the onesie", "response": "You pull on the onesie and it comes part of the way out of the backpack and then it gets hung on the backpack zipper. Great. Now it is blocking the backpack and it is also stuck.\n\nWatson fiddles with the smooth rock.", "endoftext": false }, { "action": "You look at the zipper", "response": "You see nothing special about the zipper.\n\nZoe shrieks angrily and bounces up and down and flails her arms in the general direction of the backpack that you opened. That makes Marion laugh and she says, \"Parry, if you don't mind?\" So Marion reaches the backpack under the rocking chair and she sees the white onesie stuck in the backpack. \"Geez,\" she says and pulls out a plastic cup and dumps it in Zoe's lap. Zoe gets all upset but Marion says, \"Shh, Zoe, be calm, I can't fix the backpack if you're fussing.\" Parry says, \"Here, I'll empty out the backpack and fix that for you\" but Marion says \"No, thanks,\" and she sits down and starts trying to get the onesie out of the backpack.\n\nParry says, \"Okay, down you go\" to Jemison who scrabbles around and grabs the teeny squeezy book. Parry gently lowers Jemison to the floor and starts rocking again.", "endoftext": false }, { "action": "You take the onesie", "response": "You tug on that stupid onesie but it is stuck in the stupid backpack's stupid zipper.\n\nZoe shrieks angrily and bounces up and down and flails her arms in the general direction of the backpack that you opened. Marion says \"Okay, Zoe, okay\" and laughs and says \"Excuse me, Parry, I need to get a toy from Zoe's backpack. Again.\" So Marion reaches the backpack under the rocking chair and she sees the white onesie stuck in the backpack. \"Geez,\" she says and pulls out a little doll and dumps it in Zoe's lap. Zoe gets all upset but Marion says, \"Shh, Zoe, be calm, I can't fix the backpack if you're fussing.\" Parry says, \"Here, I'll empty out the backpack and fix that for you\" but Marion says \"No, thanks,\" and she sits down and starts trying to get the onesie out of the backpack.\n\nCassie stops chewing the squishy ball and spits it into her hands.\n\nCassie pops the squishy ball out of her mouth.\n\nParry says, \"Okay, down you go\" to Jemison who scrabbles around and grabs the teeny squeezy book. Parry gently lowers Jemison to the floor and starts rocking again.", "endoftext": false }, { "action": "Go west", "response": "This is the part of the loveseat that is to the north. It goes on to the south and you could totally slip around the end of the loveseat to the west except that a baby gate is in the way. There is the rocking chair to the east as well, that is always fun.\n\nMarion is on the loveseat with Zoe's backpack and your toy.\n\nThere is this rattle rattle and your head snaps up and see Marion start to pull your favorite toy out of the backpack and then she looks at you and then she looks at Zoe and she puts the toy back in the backpack.", "endoftext": false }, { "action": "You pull up on Marion", "response": "Marion says, \"Sorry, I've got my hands full with this backpack,\" and gently lowers you back to the ground with a pat on your back.", "endoftext": false }, { "action": "You go east", "response": "(first letting go of the north pink striped loveseat and plopping on the ground)\n\nThe gliding rocking chair is all tall and wooden. It is where the mom rocks you when she thinks you need a nap even though you do not need naps. The loveseat is west and there is a small open area to the east and a big open area in the middle of the room to the south.\n\nParry's feet keep leaving the floor as he rocks.\n\nYou can also see a teething ring, a plush book, and a soft foam block here.\n\nJemison and Cassie and Watson and Zoe are here. Jemison is all chewing on the teeny squeezy book. Cassie has hold of the squishy ball and keeps fiddling with it. Watson is holding the smooth rock. Zoe has hold of a little doll loosely.\n\nWatson puts down the smooth rock. Jemison sees Watson get rid of the smooth rock and is all excited, at least as excited as he gets, and gets rid of a teeny squeezy book and takes the smooth rock instead.\n\nA shadow falls over you and it is Marion with the backpack. Parry stops rocking and Marion shoves the backpack back under the gliding rocking chair.", "endoftext": true }, { "action": "You look around", "response": "The gliding rocking chair is all tall and wooden. It is where the mom rocks you when she thinks you need a nap even though you do not need naps. The loveseat is west and there is a small open area to the east and a big open area in the middle of the room to the south.\n\nParry's feet are flat on the floor and he is not rocking right now because he is holding Jemison all gingerly.\n\nYou can also see a smooth rock, a teeny squeezy book, and a plush book here.\n\nCassie and Watson and Zoe are here. Cassie has hold of the squishy ball and keeps fiddling with it. Watson sits all sad and dumpy on the floor. Zoe has hold of a teething ring all sadly.\n\nCassie plays with the squishy ball.\n\nParry says, \"Okay, down you go\" to Jemison who scrabbles around and grabs the soft foam block. Parry gently lowers Jemison to the floor and starts rocking again.\n\nThere is this rattle rattle and your head snaps up and you look way over at the loveseat and see Marion start to pull your favorite toy out of the backpack and then she looks at you and then she looks at Zoe and she puts the toy back in the backpack.", "endoftext": false }, { "action": "You take the plush book", "response": "When Jemison sees you pick up the plush book, he gets all excited and he gets rid of a soft foam block and starts watching the plush book and thus yourself.\n\nZoe tosses the teething ring aside.", "endoftext": false }, { "action": "You take the plush book", "response": "You pick it up and it takes two hands.\n\nZoe tosses the teething ring aside.\n\nCassie gives the squishy ball a shake.\n\nWatson picks up the smooth rock.\n\nParry says, \"Okay, down you go\" to Jemison who scrabbles around and grabs the soft foam block. Parry gently lowers Jemison to the floor and starts rocking again.\n\nThere is this rattle rattle and your head snaps up and you look way over at the loveseat and see Marion start to pull your favorite toy out of the backpack and then she looks at you and then she looks at Zoe and she puts the toy back in the backpack.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na plush book", "endoftext": false }, { "action": "You give the book to Zoe", "response": "(the plush book to Zoe)\nZoe shrieks at you and shoves the plush book out of your hands and hits at you. Marion sees that and she reacts in a flash and says \"Parry, here,\" and shoves the backpack at Parry who takes it. \"Can you get that onesie out of the way?\" Parry just nods and digs in the backpack and pulls out your favorite toy and dumps it in his lap! Then he starts tugging the onesie this way and that to free it from the implacable jaws of the backpack zipper. Meanwhile Marion shushes Zoe before sitting back on the loveseat.\n\nWatson puts down the smooth rock. When Jemison sees Watson get rid of the smooth rock he drops a soft foam block and takes the smooth rock instead.", "endoftext": false }, { "action": "You pull up on Parry", "response": "As soon as you have pulled up on the gliding rocking chair Parry looks down and says \"Hey, there, you want to be picked up?\" and he lifts you into his lap and stops rocking.\n\nWatson gingerly takes the soft foam block. When Jemison sees Watson pick up the soft foam block, he gets all excited and he lets go of a smooth rock and starts watching the soft foam block and thus Watson.", "endoftext": false }, { "action": "You get the toy", "response": "You pick it up.\n\nParry says, \"Okay, down you go,\" and he gently lowers you to the floor, right next to Zoe. Zoe looks over and sees what you have in your hands and she goes totally nuts, she is shrieking and waving her fists and if she had Force powers you would totally be choked right now.\n\nAnd of course Zoe acting out gets Marion and the mom to pay attention and Marion is all \"Hey, hey, Zoe, calm down!\" and the mom is all \"Oh, gosh, they managed to get that toy out of the backpack.\" So the jig is up where by \"the jig\" I mean the toy and by \"up\" I mean going away.", "endoftext": false }, { "action": "Swallow toy", "response": "And it's just like you expected. The mom scoops you and the toy up and the two of you dangle in mid-air while she removes the baby gate by the loveseat and goes around behind the loveseat. There's a cabinet back there, she pushes down the baby lock at the top of the cabinet door and opens the door and in goes your toy.\n\nYou would be all into getting the toy back except everyone decides now is the time to have a snack so a bunch of toys get piled in that small open area in the living room and you and Zoe and Cassie and Watson and Jemison are dragged into the kitchen and out comes the food.\n\nYour high chair is not way super high since it only gets you up to the level of the kitchen table but that is still pretty high. It lets you see around the table which is better than when you are on the floor and cannot even see the top of the table.\n\nThe mom is hovering around you.\n\nIn front of you is this spoon full of food that the mom wants you to eat.\n\nYou can also see Becca, Parry, Lisa, and Marion here.\n\nJemison and Watson and Cassie and Zoe are here. They are all being fed.", "endoftext": false }, { "action": "Puke", "response": "You start to spit up but the mom is right there wiping up your spit.\n\nBecca says, \"Farina, I know you're not feeding that child chopped-up people food.\" Meanwhile, Cassie is trying to climb out of her chair so she can fall to the floor and Lisa is restraining her.", "endoftext": false }, { "action": "You eat food", "response": "You open your mouth and the mom spoons in the prunes. Yeuch. And if that isn't bad enough, the spoon goes away and comes back with more prunes! You are just like Sisyphus here.\n\n\"It's no different than canned baby food,\" the mom tells Becca. Meanwhile, Watson is spitting up and Parry is looking sad that he's going to have to change Watson's clothes.", "endoftext": false }, { "action": "You eat the food", "response": "You open your mouth and the mom spoons in the prunes. Yeuch. And if that isn't bad enough, the spoon goes away and comes back with more prunes!\n\n\"Really?\" Lisa says. \"I'd be worried that I'd give Cassie something that'd hurt her.\" Meanwhile, Zoe is demanding more food. Grr, Zoe.", "endoftext": false }, { "action": "You cry", "response": "The mom says, \"I know you don't like them, but prunes are good for you.\"\n\n\"Kids can eat nearly anything you can if it's pureed,\" says Marion. Meanwhile, the mom is saying, \"Here! Take a bite!\"", "endoftext": false }, { "action": "Scream", "response": "The mom says, \"I know you don't like them, but prunes are good for you.\"\n\n\"Weird,\" Becca says. \"Then why buy special baby food at all?\" Meanwhile, Jemison is taking bits of food and dropping them over his high chair and then watching them hit the floor.", "endoftext": false }, { "action": "Rock", "response": "You rock and rock and try to tip your chair over but it is too safely designed. The mom must read Consumer Reports or something.\n\n\"Well,\" says Parry, \"Sometimes it's really convenient to have a jar for Mason so--whoops!\" And then you stop paying attention to him because he spilled a teeny bowl of Cheerios and you and all the other babies are all staring at the spray of Cheerios.", "endoftext": false }, { "action": "You play with Cheerios", "response": "With you strapped into your high chair you cannot reach the pile of Cheerios.\n\nJemison reaches for the Cheerios but they are way too far away.", "endoftext": true }, { "action": "Go down", "response": "(tearing yourself away from the Cheerios)\nYou are all strapped into your high chair so you are going nowhere.\n\nCassie rocks hard in her seat, maybe she thinks she can tip over to get to the Cheerios.\n\nFinally all of this feeding is over and the Cheerios get put away and everyone gets wiped up with baby wipes before getting dumped back in the living room.\n\nThis is the middle of the living room, it is all big and vast. This is where everybody plays because it is so big. But when you get bored there is a bunch of other stuff you can go to like the TV to the east and the loveseat to the west and the couch to the south and the gliding rocking chair to the north.\n\nPart of your playpen is here, there is more of it to the northeast.\n\nYou can also see a tall plastic block here.", "endoftext": false }, { "action": "You examine the block", "response": "It is blue and it is about as wide as you are and tall as your head is high when you are pulled up.", "endoftext": false }, { "action": "You pull up on the block", "response": "You pull up on the tall plastic block and get to your feet and you are all steady except for the occasional sway.\n\nYou hear Watson cry loudly.", "endoftext": false }, { "action": "You examine the medium block", "response": "It is green and it is about as wide as you are and as tall as your head is high when you are sitting down. It is by the south end of the loveseat to the west.\n\nYou hear Watson cry loudly.", "endoftext": false }, { "action": "You sit", "response": "You sit down on your diaper and it is good that it is all padded and stuff.\n\nYou hear Watson cry loudly.", "endoftext": true }, { "action": "You look around", "response": "This is the middle of the living room, it is all big and vast. This is where everybody plays because it is so big. But when you get bored there is a bunch of other stuff you can go to like the TV to the east and the loveseat to the west and the couch to the south and the gliding rocking chair to the north.\n\nPart of your playpen is here, there is more of it to the northeast.\n\nYou can also see a tall plastic block here.", "endoftext": false }, { "action": "You go south", "response": "Here is where the middle of the couch is. If you want to play you should totally go north to the middle of the room where there is a lot of space. There is more couch to the east and west.\n\nThose are the mom's legs there by the couch.\n\nJemison is all staring at the velcro jangly balls. The velcro jangly balls hang off of him.", "endoftext": false }, { "action": "You examine the balls", "response": "They are all silver and jangly with velcro on the end of them and they dangle off of Jemison.\n\nJemison reaches around to the jangly balls and pats at them and they jangle quietly.", "endoftext": false }, { "action": "You look at the block", "response": "So which do you mean, the short plastic block, the soft foam block, the tall plastic block, or the medium plastic block?", "endoftext": false }, { "action": "Medium", "response": "It is green and it is about as wide as you are and as tall as your head is high when you are sitting down. It is by the south end of the loveseat to the northwest.\n\nYou hear Watson cry loudly, boy is he angry.", "endoftext": false }, { "action": "You examine the short block", "response": "It is red and it is about as wide as you are and as tall as your head is high when you are crawling around. It is in that small open area to the northeast.", "endoftext": false }, { "action": "Go northwest", "response": "This is the south end of the loveseat, there is more loveseat to the north and a big play area to the east and to the south is the couch that is bigger than the loveseat.\n\nYou can see a medium plastic block here.\n\nParry says to Marion and the mom, \"Your two kids really love that one toy.\"", "endoftext": false }, { "action": "Go northeast", "response": "You are east of the gliding rocking chair that is fun to ride on and north of the big TV that Sesame Street comes from. On the wall is a big bookcase full of chewy books. There is a way into the kitchen to the north but one of those baby gates is there, that is no fair.\n\nPart of your playpen is here, there is more of it to the southwest.\n\nYou can also see a short plastic block (on which is Cassie), a little doll, a much-loved kangaroo, a plastic cup, a soft foam block, and a squishy ball here.\n\n\"I always thought that kind of competition wouldn't happen until Zoe was two or so,\" Marion says.\n\nCassie climbs down off of the short plastic block.", "endoftext": false }, { "action": "You get on the short block", "response": "You start out pulling up on the block but it is so short you fall forward onto it and then you are sitting on it a little ways above the ground.\n\n\"I don't know what I'll do if Cassie ends up grabbing toys from other kids,\" Lisa says.", "endoftext": false }, { "action": "You look at Becca", "response": "Becca is Jemison's mom, she is as loud as Jemison is quiet and that is very loud. Or very quiet. Anyway, that is Becca. She is next to the gliding rocking chair to the north.\n\nMarion says, \"You'll watch for it and redirect Cassie and the other kid. When Cassie's older, you'll punish her.\"\n\nYou see Parry stand up and he goes over to where the TV is and the swing is and he does something that probably involves Watson before he sits down again.", "endoftext": false }, { "action": "You get on the medium block", "response": "(getting off the short plastic block)\nYou carefully climb onto the medium plastic block, it is a ways off the ground.\n\n\"Oh,\" Lisa says, \"I couldn't spank Cassie.\"\n\nZoe stalks off to the west.", "endoftext": false }, { "action": "You get on tall block", "response": "(getting off the medium plastic block)\nYou clamber up onto the tall plastic block, you are getting so high.\n\n\"You don't have to spank her,\" the mom says and Marion chimes in, \"Farina's right. You'll figure out what Cassie's levers are and you'll pull them.\"", "endoftext": true }, { "action": "Describe the surroundings", "response": "Middle of the Living Room (on the tall plastic block)\nThis is the middle of the living room, it is all big and vast. This is where everybody plays because it is so big. But when you get bored there is a bunch of other stuff you can go to like the TV to the east and the loveseat to the west and the couch to the south and the gliding rocking chair to the north.\n\nPart of your playpen is here, there is more of it to the northeast.\n\nYou can also see a short plastic block and a medium plastic block here.\n\nLisa sounds all puzzled, \"What do you mean?\"", "endoftext": false }, { "action": "Open playpen", "response": "You push on the side of the oval closest to you and it goes up a bit and clicks but when you let go it drops back into place. I guess you need to push up the oval at both ends of the playpen at the same time.\n\nMarion says, \"As outgoing as Cassie is, you can try sending her to her room, or you can take away something she likes or likes to do. Figure out what she values. That's where you apply pressure.\"", "endoftext": true }, { "action": "Go downwards", "response": "(getting off the tall plastic block)\nThe tall block is way tall and you would hurt yourself if you tried to get down from it directly so instead you climb onto the medium block.\n\n\"Oh, okay,\" Lisa says, but you can tell she is not convinced.", "endoftext": true }, { "action": "Go downward", "response": "You get off the medium plastic block.\n\nThis is the middle of the living room, it is all big and vast. This is where everybody plays because it is so big. But when you get bored there is a bunch of other stuff you can go to like the TV to the east and the loveseat to the west and the couch to the south and the gliding rocking chair to the north.\n\nPart of your playpen is here, there is more of it to the northeast.\n\nYou can also see a short plastic block, a medium plastic block, and a tall plastic block here.", "endoftext": false }, { "action": "Go northeast", "response": "You are east of the gliding rocking chair that is fun to ride on and north of the big TV that Sesame Street comes from. On the wall is a big bookcase full of chewy books. There is a way into the kitchen to the north but one of those baby gates is there, that is no fair.\n\nPart of your playpen is here, there is more of it to the southwest.\n\nYou can also see a little doll, a much-loved kangaroo, a plastic cup, and a squishy ball here.\n\nCassie has hold of the soft foam block and keeps fiddling with it.\n\nCassie tosses the soft foam block up and it falls.", "endoftext": false }, { "action": "Love the kangaroo", "response": "Nothing obvious happens.\n\nCassie crawls off to the southwest.", "endoftext": false }, { "action": "You take the foam block", "response": "You pick it up.", "endoftext": false }, { "action": "Go southwest", "response": "This is the middle of the living room, it is all big and vast. This is where everybody plays because it is so big. But when you get bored there is a bunch of other stuff you can go to like the TV to the east and the loveseat to the west and the couch to the south and the gliding rocking chair to the north.\n\nPart of your playpen is here, there is more of it to the northeast.\n\nYou can also see a short plastic block (on which is Cassie), a medium plastic block, and a tall plastic block here.\n\nCassie climbs onto the medium plastic block.", "endoftext": false }, { "action": "You put the foam in the mouth", "response": "You shove the soft foam block in your mouth and start chewing on it and that leaves your hands free.\n\nCassie climbs onto the tall plastic block.", "endoftext": false }, { "action": "Go up", "response": "You so can't go that way.\n\nCassie giggles and leaps off of the tall block and that would be okay if she didn't then smack her face into the floor. Cassie shrieks, it is the loudest you have ever heard her be. I guess she is not the super-tough baby she thinks she is. Anyway Lisa leaps up and runs to Cassie and Parry leaves his tumbler and runs to Cassie too, they scatter the plastic blocks around the room in their haste. \"Baby, baby, it's okay, shh,\" you hear Lisa saying and then Parry is also checking Cassie over and shining this little flashlight in her eyes and saying, \"I think she's okay, she's just scared. Her pupillary response is just fine.\"", "endoftext": false }, { "action": "You look at the tall block", "response": "It is blue and it is about as wide as you are and tall as your head is high when you are pulled up.\n\nLisa is still saying \"It'll be okay, Cassie, it'll be okay\" and Parry is saying \"Breathe, Cassie, breathe\" and Cassie is now taking big hiccuping breaths.", "endoftext": false }, { "action": "You examine the medium block", "response": "It is green and it is about as wide as you are and as tall as your head is high when you are sitting down. It is over by the north end of the loveseat to the northwest.", "endoftext": false }, { "action": "You go to the north-west", "response": "This is the part of the loveseat that is to the north. It goes on to the south and you could totally slip around the end of the loveseat to the west. There is the rocking chair to the east as well, that is always fun.\n\nHey, that baby gate that blocked your way west is all gone.\n\nYou can see a medium plastic block here.\n\nZoe stalks in from the south and settles near you.\n\nCassie finally is all better and is laughing some and Lisa says, \"Thanks, Parry, I appreciate your help\" and Parry says, \"No problem.\" And they go back to their seats.", "endoftext": false }, { "action": "You go west", "response": "Back here is the back of the loveseat casting a shadow over you, it is kind of cold. You can go south and east. You could go west but there is totally a door in your way. You could go north in the hall but there is a baby gate in the way there.\n\nZoe stalks in from the east and settles near you.", "endoftext": false }, { "action": "You look at the door", "response": "It is big and wood and goes outside.", "endoftext": false }, { "action": "Go south", "response": "The cabinet that is also like an endtable for the loveseat and the couch is here. You can go north back to behind the loveseat.\n\nWay up on top of the cabinet you see a heavy tumbler.\n\nYou can't believe the mom just shoved your favorite toy in that cabinet so you couldn't have it.\n\nZoe stalks in from the north and settles near you.", "endoftext": false }, { "action": "You look at the cabinet", "response": "The cabinet is wood like a lot of other furniture in here because the parents like wood or something, maybe they are tree huggers but only if the trees have been cut down and planed and shaped. Anyway it has this door in it which is closed and on top is a heavy tumbler.", "endoftext": false }, { "action": "You open the cabinet", "response": "You tug on the door but it has one of those baby lock things on it that you have to push down to open the door and you cannot reach it at all so the door opens a tiny bit and you can barely see your favorite toy in there.\n\nThen Zoe falls forward and pushes against the door and it slams shut.\n\nLisa looks over the couch at you and at Zoe and she says, \"Awwww, they're playing together! How cute!\"\n\n\"Cassie is really pulling up well,\" the mom tells Lisa.", "endoftext": false }, { "action": "You examine the tumbler", "response": "The tumbler is thick glass and it holds water, it is left over from Parry snacking. It is way up on the cabinet.\n\n\"We've been working on pulling up,\" the mom says, boy is she going to be surprised by all the practice you're getting today.", "endoftext": false }, { "action": "You look at the lock", "response": "You cannot really see the baby lock when the cabinet door is closed but you know what it looks like, it is a plastic latch way up at the top of the door. If you push down on the plastic latch then you can open the door which is a laugh because you are way short and it is way high.\n\nLisa says, \"You're just annoyed that Jemison just sits there--\" but Becca keeps on talking, \"So your kid pulls up or cruises or whatever. Big deal!\"", "endoftext": false }, { "action": "You go to the north", "response": "Back here is the back of the loveseat casting a shadow over you, it is kind of cold. You can go south and east. You could go west but there is totally a door in your way. You could go north in the hall but there is a baby gate in the way there.\n\nParry says, \"Kids develop at different speeds. It's not as if I'll still be helping Watson pull up when he goes to college.\"", "endoftext": false }, { "action": "Go east", "response": "This is the part of the loveseat that is to the north. It goes on to the south and you could totally slip around the end of the loveseat to the west. There is the rocking chair to the east as well, that is always fun.\n\nLisa's legs are hanging off of the loveseat.\n\nYou can also see a medium plastic block here.\n\n\"As long as Zoe doesn't fall too far behind, I'm not worried,\" Marion says.", "endoftext": false }, { "action": "You go south", "response": "This is the south end of the loveseat, there is more loveseat to the north and a big play area to the east and to the south is the couch that is bigger than the loveseat.\n\n\"Yeah,\" Parry says. \"It won't bother me if Watson is like many boys and is slower to talk.\"", "endoftext": false }, { "action": "You go south", "response": "The couch is very long and this is the west part of it. There is a loveseat to the north and more couch to the east.\n\nYou can see Parry or at least his legs over by the couch.\n\nThere is a red footstool, it is right next to the couch.\n\nYou can also see a short plastic block and a rattly car here.\n\nCassie is looking around for mischief to make.\n\nYou can just see some paper beyond the footstool.\n\n\"As long as Cassie is ahead of where she's supposed to be, I won't worry either,\" Lisa says.", "endoftext": false }, { "action": "You examine paper", "response": "It is a tiny folded piece of paper. It is tucked behind the footstool.\n\nCassie climbs onto the short plastic block.", "endoftext": false }, { "action": "You take paper", "response": "The folded piece of paper is tucked behind the footstool and so is way too far away for that.\n\nCassie climbs down off of the short plastic block.", "endoftext": false }, { "action": "You look at the footstool", "response": "The footstool is up in a corner, there is only a small gap between it and the couch with more couch past it to the west. Beyond it past the gap between the footstool and the couch you can see this little piece", "endoftext": false }, { "action": "Go east", "response": "of paper.\n\nCassie climbs onto the short plastic block.\n\nHere is where the middle of the couch is. If you want to play you should totally go north to the middle of the room where there is a lot of space. There is more couch to the east and west.\n\nThose are the mom's legs there by the couch.\n\nJemison is all staring at the velcro jangly balls. The velcro jangly balls hang off of him.\n\nJemison reaches around to the jangly balls and pats at them and they go jangle jangle jangle.", "endoftext": false }, { "action": "You take the balls", "response": "You tug on the velcro jangly balls and you tug some more and they come off of Jemison with a rrrrrrrip sound and Jemison looks at you with sad sad eyes and then stares at the velcro balls.\n\nWatson wanders in from the north.", "endoftext": false }, { "action": "Wear the balls", "response": "You put on the velcro jangly balls.", "endoftext": false }, { "action": "Go west", "response": "You are all jangle jangle jangle as you leave.\n\nThe couch is very long and this is the west part of it. There is a loveseat to the north and more couch to the east.\n\nYou can see Parry or at least his legs over by the couch.\n\nThere is a red footstool, it is right next to the couch.\n\nYou can also see a short plastic block and a rattly car here.\n\nCassie is looking around for mischief to make.\n\nJemison comes in after you.", "endoftext": false }, { "action": "Go west", "response": "Crawling like you are there is no way you will fit in the narrow gap between the footstool and the couch, it is because you have the shoulders of a very small linebacker.\n\nJemison cannot look away from you and the velcro jangly balls.", "endoftext": false }, { "action": "You pull up", "response": "You'll have to say what you want to pull up on.", "endoftext": false }, { "action": "You pull up on the stool", "response": "You pull up on the footstool and get to your feet and you are all steady except for the occasional sway.\n\nJemison cannot look away from you and the velcro jangly balls.", "endoftext": false }, { "action": "You go to the west", "response": "There is just enough space for you to slide between the footstool and the couch so you cruise along the couch past the footstool and into the tiny space back there.\n\nThere is not a lot of room back here behind the footstool, you fill most of the space between the footstool and the couch and this wood cabinet that is acting like an endtable.\n\nThere is a red footstool, it is all close to you.\n\nThere is this tiny folded piece of paper shoved under the cabinet.", "endoftext": false }, { "action": "You look at the paper", "response": "It is a tiny folded piece of paper that is all shoved under the wood cabinet.", "endoftext": false }, { "action": "You get the paper", "response": "You tug and tug and tug and then you see Parry's hand reach over you and remove the tumbler from on top of the cabinet where it was and pop! the folded paper comes out from under the wood cabinet and the cabinet goes rock rock rock. It is a good thing Parry was thirsty right now.\n\nBecca is still all sipping on a mimosa and she says, \"Hey, hospitals should give us mimosas to go with our epidurals.\"", "endoftext": false }, { "action": "You read the paper", "response": "It must be nice to read, the mom and the dad are always doing it, but you do not yet know how.\n\nThe mom laughs, \"Becca, you didn't even get an epidural.\"", "endoftext": false }, { "action": "You examine paper", "response": "It is a tiny folded piece of paper.\n\nBecca just smiles while Lisa says, \"I still can't believe you did that.\"", "endoftext": false }, { "action": "Unfold paper", "response": "It is really folded and creased from being under the cabinet and your fingers are too stubby.\n\n\"It wasn't too hard,\" Becca says. \"I just screamed a lot and hit Kurt when the pain got really bad.\"", "endoftext": false }, { "action": "Unfold paper", "response": "It is really folded and creased from being under the cabinet and your fingers are too stubby.\n\n\"The trick,\" Marion says, \"is to relax into the pain instead of anticipating it and tensing up.\"", "endoftext": false }, { "action": "You put the paper in the mouth", "response": "You would but your mouth is all full.\n\nLisa sighs and says, \"My epidural stopped working.\"", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na folded piece of paper\nsome velcro jangly balls (being worn)\na soft foam block (being chewed)\n\n\"What?\" Becca asks. \"I hadn't heard that.\"", "endoftext": false }, { "action": "You pull up on the stool", "response": "You have stuff in your hands and you will need those hands to pull yourself up so drop something I guess.\n\n\"Yeah\", says Lisa, \"I got my epidural and then they turned me on my side. The next thing I knew I was feeling everything, and I mean everything, on my left side.\"", "endoftext": false }, { "action": "Rock", "response": "You are already totally rocking.\n\nParry pipes up, \"You know, it's a shame that the anesthesiologist makes you hunch forward so he can slide the needle into your spine just when contractions make you want to flatten out.\"", "endoftext": false }, { "action": "Go north", "response": "Really there is only one way out of this teeny space and that is to pull up and cruise on out to the east.", "endoftext": false }, { "action": "You pull up", "response": "You'll have to say what you want to pull up on.", "endoftext": false }, { "action": "You drop the paper", "response": "steady except for the occasional sway.\n\nYou have short arms, you can't reach the folded piece of paper from up here.", "endoftext": false }, { "action": "Go east", "response": "You slide back out into the big wild world.\n\nThe couch is very long and this is the west part of it. There is a loveseat to the north and more couch to the east.\n\nThere is a red footstool, it is all close to you.\n\nThere is Parry on the couch.\n\nYou can also see a heavy tumbler, a short plastic block, and a rattly car here.\n\nCassie and Watson and Jemison are here. Cassie is looking around for mischief to make. Watson sits all sad and dumpy on the floor. Jemison is all staring at the velcro jangly balls.\n\nZoe stalks in from the east and settles near you.\n\nJemison cannot look away from you and the velcro jangly balls.", "endoftext": false }, { "action": "You go north", "response": "(first letting go of the footstool and plopping on the ground)\nYou are all jangle jangle jangle as you leave.\n\nThis is the south end of the loveseat, there is more loveseat to the north and a big play area to the east and to the south is the couch that is bigger than the loveseat.\n\nZoe stalks in from the south and settles near you.\n\nJemison comes in after you.", "endoftext": false }, { "action": "Go north", "response": "You jangle your way out of the room.\n\nThis is the part of the loveseat that is to the north. It goes on to the south and you could totally slip around the end of the loveseat to the west. There is the rocking chair to the east as well, that is always fun.\n\nLisa's legs are hanging off of the loveseat.\n\nYou can also see a medium plastic block here.\n\nZoe stalks in from the south and settles near you.\n\nJemison comes in after you.", "endoftext": false }, { "action": "Go west", "response": "You jangle your way out of the room.\n\nBack here is the back of the loveseat casting a shadow over you, it is kind of cold. You can go south and east. You could go west but there is totally a door in your way. You could go north in the hall but there is a baby gate in the way there.\n\nZoe stalks in from the east and settles near you.\n\nJemison comes in after you.", "endoftext": false }, { "action": "Go south", "response": "You jangle your way out of the room.\n\nThe cabinet that is also like an endtable for the loveseat and the couch is here. You can go north back to behind the loveseat.\n\nWay up on top of the cabinet you see a paper coaster.\n\nZoe stalks in from the north and settles near you.\n\nJemison comes in after you.\n\n\"You've all picked out preschools, right?\" Becca says.", "endoftext": false }, { "action": "Rock", "response": "You are already totally rocking.\n\n\"Oh my God, it's almost too late!\" Lisa says, and Becca chimes in, \"Competition for the good preschools is fierce.\"", "endoftext": false }, { "action": "You pull up on the cabinet", "response": "You can't pull up on the wood cabinet to stand.\n\nParry says, \"We've looked at some, but really we're just after somewhere where Watson can have more socialization.\"\n\nJemison reaches out and pokes at the velcro jangly balls.", "endoftext": false }, { "action": "You remove the balls", "response": "The bells go rrrrrrrrip and pull off.\n\n\"Cassie is in preschool one day a week,\" says Lisa. \"I can already tell that she's learning faster because of it.\"", "endoftext": false }, { "action": "You give the balls to Jemison", "response": "You give the velcro jangly balls to Jemison and he grabs them out of your hands and sticks them onto his onesie.\n\nBecca agrees, \"I'm going to make sure Jemison has three or four legs up educationally.\"", "endoftext": false }, { "action": "You pull up on loveseat", "response": "You tug on the door and the baby lock on the door catches and the entire cabinet rocks towards you now that there is no paper under it and your favorite toy rattles around in there. This paper coaster that must have been under the tumbler slides forward like it's about to fall off the cabinet.\n\nThen Zoe shoves the door and the cabinet rocks back making the coaster slide back fully on top of the cabinet and the door closes.\n\nYou can totally hear Marion's frown when she says, \"I'm not interested in pushing Zoe like that.\"\n\nThe back loveseat is behind the loveseat to the north and so is way too far away for that.\n\n\"It's not pushing,\" Becca sniffs. \"It's making sure our kids live up to their potential.\"\n\nJemison jiggles the jangly balls and they go jangle jangle jangle.", "endoftext": false }, { "action": "You take the balls", "response": "You tug on the velcro jangly balls and you tug some more and they come off of Jemison with a rrrrrrrip sound and Jemison looks at you with sad sad eyes and then stares at the velcro balls.\n\n\"Still,\" Marion says, and the conversation kinda peters out.", "endoftext": true }, { "action": "Look around", "response": "The cabinet that is also like an endtable for the loveseat and the couch is here. You can go north back to behind the loveseat.\n\nWay up on top of the cabinet you see a paper coaster.\n\nJemison and Zoe are here. Jemison is all staring at the velcro jangly balls which you are holding. Zoe has her eye on you (not literally).", "endoftext": false }, { "action": "You go to the north", "response": "You jangle your way out of the room.\n\nBack here is the back of the loveseat casting a shadow over you, it is kind of cold. You can go south and east. You could go west but there is totally a door in your way. You could go north in the hall but there is a baby gate in the way there.\n\nJemison comes in after you and settles close by you and looks pointedly at the velcro jangly balls.", "endoftext": false }, { "action": "You go east", "response": "You are all jangle jangle jangle as you leave.\n\nThis is the part of the loveseat that is to the north. It goes on to the south and you could totally slip around the end of the loveseat to the west. There is the rocking chair to the east as well, that is always fun.\n\nLisa's legs are hanging off of the loveseat.\n\nYou can also see a medium plastic block here.\n\nJemison comes in after you and settles close by you and looks pointedly at the velcro jangly balls.", "endoftext": false }, { "action": "You climb on the medium block", "response": "The block is just short enough that you cannot pull yourself up on it and tall enough that you cannot really climb up on it from the floor.\n\nJemison cannot look away from you and the velcro jangly balls.", "endoftext": false }, { "action": "Go north", "response": "You are all jangle jangle jangle as you leave.\n\nThe gliding rocking chair is all tall and wooden. It is where the mom rocks you when she thinks you need a nap even though you do not need naps. The loveseat is west and there is a small open area to the east and a big open area in the middle of the room to the south.\n\nThere are Becca's legs, they are by the rocking chair.\n\nYou can also see a plush book, a teeny squeezy book, a smooth rock, and a teething ring here.\n\nJemison comes in after you and settles close by you and looks pointedly at the velcro jangly balls.", "endoftext": false }, { "action": "You spit up on Jemison", "response": "You would but your mouth is all full.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\nsome velcro jangly balls\na soft foam block (being chewed)", "endoftext": false }, { "action": "Show balls to Jemison", "response": "He makes this motion towards the velcro jangly balls and you pull it away, ha ha, this is like taking candy away from a you.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nsome velcro jangly balls\na soft foam block (being chewed)\n\nJemison cannot look away from you and the velcro jangly balls.", "endoftext": false }, { "action": "You look", "response": "The gliding rocking chair is all tall and wooden. It is where the mom rocks you when she thinks you need a nap even though you do not need naps. The loveseat is west and there is a small open area to the east and a big open area in the middle of the room to the south.\n\nThere are Becca's legs, they are by the rocking chair.\n\nYou can also see a plush book, a teeny squeezy book, a smooth rock, and a teething ring here.\n\nJemison is all staring at the velcro jangly balls which you are holding.\n\nJemison reaches out and pokes at the velcro jangly balls.", "endoftext": false }, { "action": "Go east", "response": "You jangle your way out of the room.\n\nYou are east of the gliding rocking chair that is fun to ride on and north of the big TV that Sesame Street comes from. On the wall is a big bookcase full of chewy books. There is a way into the kitchen to the north but one of those baby gates is there, that is no fair.\n\nPart of your playpen is here, there is more of it to the southwest.\n\nYou can also see a little doll, a much-loved kangaroo, a plastic cup, and a squishy ball here.\n\nJemison comes in after you and settles close by you and looks pointedly at the velcro jangly balls.\n\nThe mom asks the other parent people, \"Do any of you have a suggestion for a baby sitter?\" W. T. F.", "endoftext": false }, { "action": "Go south", "response": "You are all jangle jangle jangle as you leave.\n\nThe entertainment center here holds the TV all towering above you and it has these glass doors beneath the TV that you can see stereo equipment through. You are near the couch to the south and the middle of the living room to the west and there is a small open area to play in to the north.\n\nThere is this baby swing right in front of the TV.\n\nJemison comes in after you and settles close by you and looks pointedly at the velcro jangly balls.\n\nThe mom goes on, \"We've got a Christmas party to go to in a month or so, and we've never used a babysitter before.\" No, really--W. T. F.???", "endoftext": false }, { "action": "You go to the west", "response": "You jangle your way out of the room.\n\nThis is the middle of the living room, it is all big and vast. This is where everybody plays because it is so big. But when you get bored there is a bunch of other stuff you can go to like the TV to the east and the loveseat to the west and the couch to the south and the gliding rocking chair to the north.\n\nPart of your playpen is here, there is more of it to the northeast.\n\nYou can also see a medium plastic block and a tall plastic block here.\n\nJemison comes in after you and settles close by you and looks pointedly at the velcro jangly balls.\n\nMarion says, \"Didn't you have luck with Susan, Lisa?\" Susan, that's a name that sounds okay.", "endoftext": false }, { "action": "Go west", "response": "You jangle your way out of the room.\n\nThis is the south end of the loveseat, there is more loveseat to the north and a big play area to the east and to the south is the couch that is bigger than the loveseat.\n\nJemison comes in after you and settles close by you and looks pointedly at the velcro jangly balls.\n\nLisa says, \"I've used Susan two--no, three times. She said Cassie was great.\" Lisa pauses all thoughtful like. \"Maybe she was lying to get a bigger tip.\"", "endoftext": false }, { "action": "You go to the south", "response": "You jangle your way out of the room.\n\nThe couch is very long and this is the west part of it. There is a loveseat to the north and more couch to the east.\n\nThere is a red footstool, it is right next to the couch.\n\nYou can see Parry or at least his legs over by the couch.\n\nYou can also see a rattly car, a heavy tumbler, and a short plastic block here.\n\nCassie is looking around for mischief to make.\n\nJemison comes in after you and settles close by you and looks pointedly at the velcro jangly balls.\n\n\"I didn't think she was all that,\" Becca says. \"I had her keep Zoe once. Susan and Zoe didn't get along at all.\" This Susan is sounding better all the time.\n\nJemison stares at you and waits for you to drop the velcro jangly balls.", "endoftext": false }, { "action": "Go southwest", "response": "You jangle your way out of the room.\n\nThe couch is very long and this is the west part of it. There is a loveseat to the north and more couch to the east.\n\nThere is a red footstool, it is right next to the couch.\n\nYou can see Parry or at least his legs over by the couch.\n\nYou can also see a heavy tumbler here.\n\nCassie has hold of the rattly car and keeps fiddling with it.\n\nJemison comes in after you and settles close by you and looks pointedly at the velcro jangly balls.\n\n\"I'll give her a call, then,\" the mom says.", "endoftext": false }, { "action": "Wait", "response": "Time passes.", "endoftext": false }, { "action": "You take the tumbler", "response": "You move towards the tumbler but Parry picks it up and says \"No, that's my glass.\" And then the mom chimes in, \"Hey, kiddo, no mouth! No mouth.\" Once you back off Parry puts the tumbler back down.\n\nJemison stares at you and waits for you to drop the velcro jangly balls.", "endoftext": false }, { "action": "You go northeast", "response": "You are all jangle jangle jangle as you leave.\n\nThis is the middle of the living room, it is all big and vast. This is where everybody plays because it is so big. But when you get bored there is a bunch of other stuff you can go to like the TV to the east and the loveseat to the west and the couch to the south and the gliding rocking chair to the north.\n\nPart of your playpen is here, there is more of it to the northeast.\n\nYou can also see a short plastic block, a medium plastic block, and a tall plastic block here.\n\nJemison comes in after you and settles close by you and looks pointedly at the velcro jangly balls.\n\nZoe stalks in from the northwest and settles near you.", "endoftext": false }, { "action": "You go to the south-west", "response": "You jangle your way out of the room.\n\nThe couch is very long and this is the west part of it. There is a loveseat to the north and more couch to the east.\n\nThere is a red footstool, it is right next to the couch.\n\nYou can see Parry or at least his legs over by the couch.\n\nYou can also see a heavy tumbler here.\n\nWatson and Cassie are here. Watson sits all sad and dumpy on the floor. Cassie has the rattly car in her mouth.\n\nJemison comes in after you and settles close by you and looks pointedly at the velcro jangly balls.", "endoftext": false }, { "action": "You give the balls to Cassie", "response": "You show the velcro jangly balls to Cassie who looks at it and then shows you the rattly car in response.\n\nCassie offers you the rattly car but pfft, like you want to owe her anything.\n\nWatson wanders off to the north.", "endoftext": false }, { "action": "You get the car", "response": "Cassie has a grip that is like steel.", "endoftext": false }, { "action": "You go to the north-east", "response": "You jangle your way out of the room.\n\nThis is the middle of the living room, it is all big and vast. This is where everybody plays because it is so big. But when you get bored there is a bunch of other stuff you can go to like the TV to the east and the loveseat to the west and the couch to the south and the gliding rocking chair to the north.\n\nPart of your playpen is here, there is more of it to the northeast.\n\nYou can also see a short plastic block, a medium plastic block, and a tall plastic block here.\n\nZoe has her eye on you.\n\nJemison comes in after you and settles close by you and looks pointedly at the velcro jangly balls.\n\nZoe stalks off to the west.", "endoftext": false }, { "action": "You go southwest", "response": "You jangle your way out of the room.\n\nThe couch is very long and this is the west part of it. There is a loveseat to the north and more couch to the east.\n\nThere is a red footstool, it is right next to the couch.\n\nYou can see Parry or at least his legs over by the couch.\n\nYou can also see a heavy tumbler here.\n\nCassie has hold of the rattly car and keeps shaking it.\n\nJemison comes in after you and settles close by you and looks pointedly at the velcro jangly balls.", "endoftext": false }, { "action": "Drink", "response": "What do you want to drink?", "endoftext": false }, { "action": "You go to the northeast", "response": "You are all jangle jangle jangle as you leave.\n\nThis is the middle of the living room, it is all big and vast. This is where everybody plays because it is so big. But when you get bored there is a bunch of other stuff you can go to like the TV to the east and the loveseat to the west and the couch to the south and the gliding rocking chair to the north.\n\nPart of your playpen is here, there is more of it to the northeast.\n\nYou can also see a short plastic block, a medium plastic block, and a tall plastic block here.\n\nJemison comes in after you and settles close by you and looks pointedly at the velcro jangly balls.", "endoftext": false }, { "action": "Go west", "response": "You jangle your way out of the room.\n\nThis is the middle of the living room, it is all big and vast. This is where everybody plays because it is so big. But when you get bored there is a bunch of other stuff you can go to like the TV to the east and the loveseat to the west and the couch to the south and the gliding rocking chair to the north.\n\nPart of your playpen is here, there is more of it to the northeast.\n\nYou can also see a short plastic block and a medium plastic block here.\n\nJemison comes in after you and settles close by you and looks pointedly at the velcro jangly balls.", "endoftext": false }, { "action": "Go west", "response": "You are all jangle jangle jangle as you leave.\n\nThis is the middle of the living room, it is all big and vast. This is where everybody plays because it is so big. But when you get bored there is a bunch of other stuff you can go to like the TV to the east and the loveseat to the west and the couch to the south and the gliding rocking chair to the north.\n\nPart of your playpen is here, there is more of it to the northeast.\n\nYou can also see a short plastic block here.\n\nJemison comes in after you and settles close by you and looks pointedly at the velcro jangly balls.\n\nWatson wanders in from the northwest.", "endoftext": false }, { "action": "You go to the south-west", "response": "You jangle your way out of the room.\n\nHere is where the middle of the couch is. If you want to play you should totally go north to the middle of the room where there is a lot of space. There is more couch to the east and west.\n\nThose are the mom's legs there by the couch.\n\nJemison comes in after you and settles close by you and looks pointedly at the velcro jangly balls.\n\nCassie crawls in from the west.", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\nCassie grabs the middle grey couch and pulls herself up.", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\nJemison cannot look away from you and the velcro jangly balls.", "endoftext": false }, { "action": "Go northeast", "response": "You are all jangle jangle jangle as you leave.\n\nThe entertainment center here holds the TV all towering above you and it has these glass doors beneath the TV that you can see stereo equipment through. You are near the couch to the south and the middle of the living room to the west and there is a small open area to play in to the north.\n\nThere is this baby swing right in front of the TV.\n\nYou can also see a short plastic block, a medium plastic block, and a tall plastic block here.\n\nJemison comes in after you and settles close by you and looks pointedly at the velcro jangly balls.", "endoftext": false }, { "action": "Wait", "response": "Time passes.", "endoftext": false }, { "action": "You wait for a while", "response": "Time passes.\n\nWatson wanders in from the west.", "endoftext": false }, { "action": "You climb short", "response": "You get onto the short plastic block.\n\nJemison cannot look away from you and the velcro jangly balls.", "endoftext": false }, { "action": "You climb the medium", "response": "(getting off the short plastic block)\nYou carefully climb onto the medium plastic block, it is a ways off the ground.\n\nWatson wanders off to the north.", "endoftext": false }, { "action": "You climb tall", "response": "(getting off the medium plastic block)\nYou clamber up onto the tall plastic block, you are getting so high.\n\nCassie zooms in from the southwest.\n\nJemison reaches out and bats at the velcro jangly balls.", "endoftext": true }, { "action": "You go down", "response": "(getting off the tall plastic block)\nThe tall block is way tall and you would hurt yourself if you tried to get down from it directly so instead you climb onto the medium block.", "endoftext": true }, { "action": "Go downward", "response": "You get off the medium plastic block.\n\nThe entertainment center here holds the TV all towering above you and it has these glass doors beneath the TV that you can see stereo equipment through. You are near the couch to the south and the middle of the living room to the west and there is a small open area to play in to the north.\n\nThere is this baby swing right in front of the TV.\n\nYou can also see a short plastic block, a medium plastic block, and a tall plastic block here.\n\nCassie and Jemison are here. Cassie is looking around for mischief to make. Jemison is all staring at the velcro jangly balls which you are holding.", "endoftext": false }, { "action": "You go to the southwest", "response": "You are all jangle jangle jangle as you leave.\n\nHere is where the middle of the couch is. If you want to play you should totally go north to the middle of the room where there is a lot of space. There is more couch to the east and west.\n\nThose are the mom's legs there by the couch.\n\nJemison comes in after you and settles close by you and looks pointedly at the velcro jangly balls.", "endoftext": false }, { "action": "Go west", "response": "You jangle your way out of the room.\n\nThe couch is very long and this is the west part of it. There is a loveseat to the north and more couch to the east.\n\nThere is a red footstool, it is right next to the couch.\n\nYou can see Parry or at least his legs over by the couch.\n\nYou can also see a rattly car and a heavy tumbler here.\n\nJemison comes in after you and settles close by you and looks pointedly at the velcro jangly balls.", "endoftext": false }, { "action": "Wait", "response": "Time passes.", "endoftext": false }, { "action": "You wait awhile", "response": "Time passes.\n\nYou suddenly hear this heavy thud which must be Cassie leaping off the tall plastic block. Cassie shrieks, it is the loudest you have ever heard her be. I guess she is not the super-tough baby she thinks she is. Anyway Lisa leaps up and runs to Cassie and Parry leaves his tumbler and runs to Cassie too, they scatter the plastic blocks around the room in their haste. \"Baby, baby, it's okay, shh,\" you hear Lisa saying and then Parry is saying, \"I think she's okay, she's just scared. Her pupillary response is just fine.\"", "endoftext": false }, { "action": "You get the tumbler", "response": "There is no way you're lifting it, it is really heavy.\n\nLisa is still saying \"It'll be okay, Cassie, it'll be okay\" and Parry is saying \"Breathe, Cassie, breathe\" and Cassie is now taking big hiccuping breaths.", "endoftext": false }, { "action": "You put the block in the tumbler", "response": "(the soft foam block in the heavy tumbler)\nYou shove the soft foam block into the tumbler and it goes ploop into the water.\n\nJemison cannot look away from you and the velcro jangly balls.\n\nCassie finally is all better and is laughing some and Lisa says, \"Thanks, Parry, I appreciate your help\" and Parry says, \"No problem.\" And they go back to their seats. You see Parry pick up his tumbler for a drink and he lifts it to his lips and says \"Ugh! There's a soft foam block in my tumbler!\" and everyone laughs at Parry. Becca says, \"That's why you don't put things where the kids can get to them!\" And Parry sighs and you see him put the tumbler way up on the wood cabinet in the corner between the couch and the loveseat and definitely out of your reach.", "endoftext": false }, { "action": "Drool on tumbler", "response": "You would but your mouth is all full.\n\nCassie finally is all better and is laughing some and Lisa says, \"Thanks, Parry, I appreciate your help\" and Parry says, \"No problem.\" And they go back to their seats.", "endoftext": false }, { "action": "You drop all", "response": "velcro jangly balls: When you drop the velcro jangly balls Jemison is all over that and he snatches them up and sticks the jangly balls to his onesie.\nsoft foam block: (popping the soft foam block out of your mouth first) Dropped.", "endoftext": false }, { "action": "Lick tumbler", "response": "You taste nothing unexpected.\n\nCassie finally is all better and is laughing some and Lisa says, \"Thanks, Parry, I appreciate your help\" and Parry says, \"No problem.\" And they go back to their seats.", "endoftext": false }, { "action": "Drool on tumbler", "response": "You put your mouth on the edge of the glass but there is no way you will tip it enough to drink but at least you slobbered all over it.\n\nCassie finally is all better and is laughing some and Lisa says, \"Thanks, Parry, I appreciate your help\" and Parry says, \"No problem.\" And they go back to their seats. You see Parry pick up his tumbler for a drink and he lifts it to his lips and says \"Ugh! My tumbler's damp!\" and everyone laughs at Parry. Becca says, \"That's why you don't put things where the kids can chew all over them!\" And Parry sighs and you see him put the tumbler way up on the wood cabinet in the corner between the couch and the loveseat and definitely out of your reach.", "endoftext": false }, { "action": "You get the balls", "response": "You tug on the velcro jangly balls and you tug some more and they come off of Jemison with a rrrrrrrip sound and Jemison looks at you with sad sad eyes and then stares at the velcro balls.", "endoftext": false }, { "action": "You go to the north", "response": "You jangle your way out of the room.\n\nThis is the south end of the loveseat, there is more loveseat to the north and a big play area to the east and to the south is the couch that is bigger than the loveseat.\n\nJemison comes in after you and settles close by you and looks pointedly at the velcro jangly balls.", "endoftext": false }, { "action": "You go north", "response": "You jangle your way out of the room.\n\nThis is the part of the loveseat that is to the north. It goes on to the south and you could totally slip around the end of the loveseat to the west. There is the rocking chair to the east as well, that is always fun.\n\nLisa's legs are hanging off of the loveseat.\n\nZoe stalks in from the southeast and settles near you.\n\nJemison comes in after you and settles close by you and looks pointedly at the velcro jangly balls.", "endoftext": false }, { "action": "You go to the west", "response": "You jangle your way out of the room.\n\nBack here is the back of the loveseat casting a shadow over you, it is kind of cold. You can go south and east. You could go west but there is totally a door in your way. You could go north in the hall but there is a baby gate in the way there.\n\nZoe stalks in from the east and settles near you.\n\nJemison comes in after you and settles close by you and looks pointedly at the velcro jangly balls.", "endoftext": false }, { "action": "Go south", "response": "You are all jangle jangle jangle as you leave.\n\nThe cabinet that is also like an endtable for the loveseat and the couch is here. You can go north back to behind the loveseat.\n\nWay up on top of the cabinet you see a heavy tumbler.\n\nZoe stalks in from the north and settles near you.\n\nJemison comes in after you and settles close by you and looks pointedly at the velcro jangly balls.\n\nJemison cannot look away from you and the velcro jangly balls.", "endoftext": false }, { "action": "You open the cabinet", "response": "You go for the door but then Jemison is in front of you reaching for the jangly balls and they go jingle jangle when you pull away from him.", "endoftext": false }, { "action": "You look", "response": "The cabinet that is also like an endtable for the loveseat and the couch is here. You can go north back to behind the loveseat.\n\nWay up on top of the cabinet you see a heavy tumbler.\n\nJemison and Zoe are here. Jemison is all staring at the velcro jangly balls which you are holding. Zoe has her eye on you.", "endoftext": false }, { "action": "You put the balls on Zoe", "response": "You shove the velcro end of the balls against Zoe high on her back where she can't reach and the velcro sticks!\n\nJemison reaches out and hits the velcro jangly balls that are hanging off of Zoe.", "endoftext": false }, { "action": "You open the cabinet", "response": "You reach for the door and Zoe moves to stop you but Jemison gets in front of Zoe and reaches for the jangly balls. While she is all dealing with him you tug on the door and the baby lock catches, making the entire cabinet rock towards you. And as it does so the tumbler tumbles, hitting the baby lock and pushing it down before springing off of the lock and over your head. The cabinet door pops open and your favorite toy rolls out and into your lap!\n\nThen you hear the crying. When you turn you see a very wet Zoe and a very wet Jemison and the empty tumbler is next to them. Jemison takes it like a toddler, he is fine, but Zoe is angry like a wet evil cat. Heads pop over the top of the loveseat staring down at all of you, one of them is Parry and he looks really embarassed.\n\nYou're probably not going to get to keep the toy.", "endoftext": false }, { "action": "You take the toy", "response": "It is like you are psychic because you don't get to keep the toy. The mom storms around the couch and scoops you up and grabs the toy. \"It's okay, Farina,\" Marion says, \"accidents happen. Zoe and Jemison don't look hurt, just wet.\" Several of the other parents are glaring at Parry, he looks all sheepish.\n\n\"Since the kids have to be changed anyway, let's take pictures!\" Marion says.\n\n\"Sure, works for me,\" Lisa says, and just like that everyone is getting their onesies taken off and instead they are being put in these Halloween costumes, and that would be okay except your squid costume is totally restrictive.\n\nYou don't get up on the couch all that much but now you are up here with everyone else so you can have your pictures taken.\n\nBecca is all ordering everyone around.\n\nParry is standing back a bit watching the picturetime commotion.\n\nLisa is staying near Cassie in case she makes a break for it.\n\nMarion is calm in the face of all this chaos.\n\nThe mom is trying to get all of you together for a picture.\n\nJemison and Watson and Cassie and Zoe are here. Jemison is all dressed like a bumblebee. Watson is gloomy in his sad homemade bat costume. Cassie is dressed in this pumpkin costume, it is adorable. Zoe hunkers in a ladybug costume like a wolf in cute sheep's clothing.", "endoftext": false }, { "action": "You bite Zoe", "response": "There is no way the parents will believe you had nothing to do with hurting her, you'd better leave her alone for now.\n\nThe mom says, \"That's an interesting costume Watson's wearing.\" Watson must know he's being talked about, he ducks his head and looks sad.", "endoftext": false }, { "action": "You eat yourself", "response": "(first taking yourself)\nWith this stupid costume on you cannot take anything, the fake tentacles are all in the way.\n\n\"We made it ourselves,\" Parry replies.", "endoftext": false }, { "action": "You examine Watson", "response": "Watson Mason has this big round face that is perfect for commercials and baby food labels, only his face is always tear-streaked so maybe he is not cut out for show-biz. Maybe he is sad because he is dressed in this costume that is supposed to be a scary bat but instead is like a sad dumpy bat.\n\nBecca laughs all loud. \"It's not very cheerful--whoops, hold on there Jemison.\" Zoe must've pushed Jemison because he starts to topple sideways before Becca rescues him.", "endoftext": true }, { "action": "Go downward", "response": "You start to move and then there is the mom, she pushes you back in place. \"Whoa, kiddo, we've got to get a picture of everyone.\"\n\nParry is all huffy, \"We wanted something different from the usual.\"", "endoftext": false }, { "action": "You examine Zoe", "response": "Grr, Zoe Kinmundy. That little red-haired girl has this ladybug costume on, it is supposed to be cute but you are not fooled. Her red hair is in pigtails, like that will fool anyone into thinking she is nice.\n\n\"Does that thing have buttons? That'll make it fun to take off if he spits up on it,\" Becca laughs again.", "endoftext": false }, { "action": "You look at Cassie", "response": "That is Cassie Sandoval, she is wearing a costume that makes her look like a pumpkin. Her arms are scraped up and she has some bruises on her legs.\n\nCassie bounces up and down next to you and you try to back away from her but your tentacles get in your way. \"Keep the kids together!\" Lisa calls, pointing a small camera at all of you.", "endoftext": false }, { "action": "You examine the bumblebee", "response": "The tiny antennas and tiny wings totally make the costume.\n\nParry and the mom get you all in place on the couch. The mom dangles your favorite toy in front of all of you! You and Zoe stare raptly at it and then Parry says \"Now!\" and it is like a thousand suns explode in front of you and all you can see are these white and red spots.", "endoftext": false }, { "action": "Scream", "response": "The mom says, \"We're just taking a couple of pictures, kiddo. Hang in there.\"\n\nAs the spots clear you see Watson has pitched face first into the couch. Zoe is busy tugging on Jemison's wings and Cassie is chewing on one of your tentacles. \"Hope no one wanted another picture!\" Becca says.", "endoftext": false }, { "action": "You jump", "response": "There is no way you are going to jump, you can barely crawl.\n\nThe parents give up and take you all off the couch. As the mom puts you down she stops by the bookcase and puts your toy up there. \"Maybe next year they'll sit still,\" Lisa sighs, and Parry just snorts.\n\nThis is the middle of the living room, it is all big and vast. This is where everybody plays because it is so big. But when you get bored there is a bunch of other stuff you can go to like the TV to the east and the loveseat to the west and the couch to the south and the gliding rocking chair to the north.\n\nPart of your playpen is here, there is more of it to the northeast.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na squid costume (being worn)", "endoftext": false }, { "action": "You cry", "response": "You let out this sobbing wail and the mom says, \"Shh, it's okay.\"", "endoftext": false }, { "action": "You examine the block", "response": "So which do you mean, the tall plastic block, the short plastic block, the medium plastic block, or the soft foam block?", "endoftext": false }, { "action": "You look in the diapers", "response": "That is all you in there.", "endoftext": true }, { "action": "Describe the surroundings", "response": "This is the middle of the living room, it is all big and vast. This is where everybody plays because it is so big. But when you get bored there is a bunch of other stuff you can go to like the TV to the east and the loveseat to the west and the couch to the south and the gliding rocking chair to the north.\n\nPart of your playpen is here, there is more of it to the northeast.", "endoftext": false }, { "action": "You go to the north-east", "response": "You are east of the gliding rocking chair that is fun to ride on and north of the big TV that Sesame Street comes from. On the wall is a big bookcase full of chewy books. There is a way into the kitchen to the north but one of those baby gates is there, that is no fair.\n\nAbout half a parent high in the bookcase is your favorite toy.\n\nPart of your playpen is here, there is more of it to the southwest.\n\nYou can also see a tall plastic block, a short plastic block, a medium plastic block, a squishy ball, a plastic cup, a little doll, and a much-loved kangaroo here.\n\nZoe hunkers in a ladybug costume like a wolf in cute sheep's clothing.\n\nZoe gets onto the short plastic block.", "endoftext": false }, { "action": "You look at the blookcase", "response": "Books sleep here when they are not being read by the parents. The books do not really taste all that good and besides you cannot reach any of them now that the bottom bookcase shelves are all empty. From down here it is even hard to see the books, they are way up there. Your favorite toy is up next to the books about a half a parent high.\n\nZoe gets onto the medium plastic block.", "endoftext": false }, { "action": "You wait for a while", "response": "Time passes.\n\nZoe gets onto the tall plastic block.", "endoftext": false }, { "action": "You fly to the toy", "response": "You are not chewing on that.\n\nZoe gets onto the medium plastic block.\n\nI only understood you as far as wanting to se.", "endoftext": false }, { "action": "You get on the small block", "response": "You get onto the short plastic block.\n\n\"Oh my God, you guys,\" Lisa says, \"I almost forgot to tell you! This kid in Cassie's class bit her yesterday!\"\n\nZoe climbs down off of the medium plastic block.", "endoftext": false }, { "action": "You get on the medium block", "response": "(getting off the short plastic block)\nYou carefully climb onto the medium plastic block, it is a ways off the ground.\n\nBecca says, \"I was always worried that Jemison would be--\" and here her voice gets real quiet, \"a biter.\" Then she gets loud again, \"But he never was.\"\n\nZoe grabs a squishy ball.", "endoftext": false }, { "action": "You get on the tall block", "response": "(getting off the medium plastic block)\nYou clamber up onto the tall plastic block, you are getting so high.\n\n\"Mine was a biter for a little while,\" the mom says, that was so three months ago, and besides, those kids totally deserved it.\n\nZoe gets onto the short plastic block.", "endoftext": false }, { "action": "You look at the bookcase", "response": "Books sleep here when they are not being read by the parents. The books do not really taste all that good and besides you cannot reach any of them now that the bottom bookcase shelves are all empty. Your favorite toy is up next to the books about a half a parent high.\n\nParry is all, \"What do you do if your child does bite other children?\"\n\nZoe starts to climb up onto the medium plastic block but then since you are on the higher blocks she looks up at you and makes this annoyed face, ha ha, she can suck it.", "endoftext": false }, { "action": "You get on the medium block", "response": "(getting off the tall plastic block)\nYou carefully climb onto the medium plastic block, it is a ways off the ground.\n\n\"At this age, there's not much you can do,\" Marion says, \"other than removing them from the situation.\" The moms are all silent for a moment, they're probably thinking of Allan. He used to be in the playgroup but then he started biting people and now he is an unperson like Nikolai Yezhov.\n\nZoe starts to climb up onto the medium plastic block but then since you are on the higher blocks she looks up at you and makes this annoyed face. Clearly she is waiting for you to go down directly from the medium block.", "endoftext": false }, { "action": "You get on the small block", "response": "The short plastic block doesn't have enough room as long as Zoe is there.\n\n\"Can you keep them from even biting in the first place?\" Lisa asks, and Parry follows up with, \"It would be nice if the parents were controlling their child better.\"\n\nZoe starts to climb up onto the medium plastic block but then since you are on the higher blocks she looks up at you and makes this annoyed face. Clearly she is waiting for you to go down directly from the medium block.", "endoftext": true }, { "action": "Go downwards", "response": "You get off the medium plastic block.\n\nYou are east of the gliding rocking chair that is fun to ride on and north of the big TV that Sesame Street comes from. On the wall is a big bookcase full of chewy books. There is a way into the kitchen to the north but one of those baby gates is there, that is no fair.\n\nAbout half a parent high in the bookcase is your favorite toy.\n\nPart of your playpen is here, there is more of it to the southwest.\n\nYou can also see a tall plastic block, a short plastic block (on which is Zoe), a medium plastic block, a plastic cup, a little doll, and a much-loved kangaroo here.\n\n\"It's not a matter of control,\" Marion says, \"you can't really control a ten-month old.\"\n\nZoe gets onto the medium plastic block.", "endoftext": false }, { "action": "You get on the small block", "response": "You get onto the short plastic block.\n\nThe mom says, \"I'm just glad we aren't still dealing with this problem.\"\n\nZoe gets onto the tall plastic block.", "endoftext": false }, { "action": "You get on the medium block", "response": "(getting off the short plastic block)\nYou carefully climb onto the medium plastic block, it is a ways off the ground.\n\nZoe pokes the squishy ball towards your favorite toy, she is doing the baby equivalent of randomly using everything in your inventory on an object.", "endoftext": false }, { "action": "You get on the tall block", "response": "(getting off the medium plastic block)\nYou clamber up onto the tall plastic block, you are getting so high.\n\nZoe gets onto the medium plastic block.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na squid costume (being worn)\n\nZoe gets onto the short plastic block.", "endoftext": false }, { "action": "You bite Zoe", "response": "There is no way the parents will believe you had nothing to do with hurting her, you'd better leave her alone for now.\n\nZoe climbs down off of the short plastic block.", "endoftext": false }, { "action": "You remove the costume", "response": "You cannot see how it comes off, maybe you will be stuck in it forever.\n\nZoe tosses aside the squishy ball and she picks up a much-loved kangaroo.", "endoftext": false }, { "action": "You examine Zoe", "response": "Grr, Zoe Kinmundy. That little red-haired girl has this ladybug costume on, it is supposed to be cute but you are not fooled. Her red hair is in pigtails, like that will fool anyone into thinking she is nice. She has a death-grip on a much-loved kangaroo.\n\nZoe gets onto the short plastic block.", "endoftext": false }, { "action": "You examine the squid", "response": "It is like a squid if a squid was all plush and powder blue and didn't have any suckers. You are wearing it and its tentacles cover your arms and hands.\n\nZoe starts to climb up onto the medium plastic block but then since you are on the higher blocks she looks up at you and makes this annoyed face.", "endoftext": false }, { "action": "You look at the ladybug", "response": "Black and red and cute all over, though it is not so cute when Zoe is wearing it.\n\nZoe starts to climb up onto the medium plastic block but then since you are on the higher blocks she looks up at you and makes this annoyed face.", "endoftext": false }, { "action": "You examine the tentacles", "response": "Wow that would end with your face all planted and full of pain, let's not do that.\n\nZoe starts to climb up onto the medium plastic block but then since you are on the higher blocks she looks up at you and makes this annoyed face.\n\nIt is like a squid if a squid was all plush and powder blue and didn't have any suckers. You are wearing it and its tentacles cover your arms and hands.\n\nZoe starts to climb up onto the medium plastic block but then since you are on the higher blocks she looks up at you and makes this annoyed face.", "endoftext": false }, { "action": "You suck it", "response": "You don't have speech down yet.\n\nZoe starts to climb up onto the medium plastic block but then since you are on the higher blocks she looks up at you and makes this annoyed face.", "endoftext": false }, { "action": "Wave tentacles", "response": "You shake the squid costume and that is okay I guess.\n\nZoe starts to climb up onto the medium plastic block but then since you are on the higher blocks she looks up at you and makes this annoyed face.", "endoftext": false }, { "action": "You hit the toy with the tentacles", "response": "See for you to do that on command you'd have to be potty trained and you are not, that is just another way the man controls you.\n\nZoe starts to climb up onto the medium plastic block but then since you are on the higher blocks she looks up at you and makes this annoyed face.\n\nYou have short arms, you can't reach your favorite toy from up here.\n\nThe mom says, \"The other day when we were out, I saw a mom with her toddler on her leash.\"\n\nZoe starts to climb up onto the medium plastic block but then since you are on the higher blocks she looks up at you and makes this annoyed face.", "endoftext": false }, { "action": "Pee", "response": "See for you to do that on command you'd have to be potty trained and you are not, that is just another way the man controls you.\n\n\"What?\" Becca says, and the mom is all, \"I know! The toddler was wearing this monkey backpack and the tail unspooled into a leash that the mom held.\"\n\nZoe starts to climb up onto the medium plastic block but then since you are on the higher blocks she looks up at you and makes this annoyed face.", "endoftext": false }, { "action": "You get on the medium block", "response": "(getting off the tall plastic block)\nYou carefully climb onto the medium plastic block, it is a ways off the ground.\n\nParry says, \"I don't know, that sounds like a clever idea.\"\n\nZoe starts to climb up onto the medium plastic block but then since you are on the higher blocks she looks up at you and makes this annoyed face. Clearly she is waiting for you to go down directly from the medium block.", "endoftext": true }, { "action": "Go downwards", "response": "You get off the medium plastic block.\n\nYou are east of the gliding rocking chair that is fun to ride on and north of the big TV that Sesame Street comes from. On the wall is a big bookcase full of chewy books. There is a way into the kitchen to the north but one of those baby gates is there, that is no fair.\n\nAbout half a parent high in the bookcase is your favorite toy.\n\nPart of your playpen is here, there is more of it to the southwest.\n\nYou can also see a squishy ball, a tall plastic block, a short plastic block (on which is Zoe), a medium plastic block, a plastic cup, and a little doll here.\n\nThe mom is indignant, \"My child is not a dog to be on a leash!\" Good for her, there is no way you'd wear a leash.\n\nZoe gets onto the medium plastic block.", "endoftext": false }, { "action": "You go to the south", "response": "The entertainment center here holds the TV all towering above you and it has these glass doors beneath the TV that you can see stereo equipment through. You are near the couch to the south and the middle of the living room to the west and there is a small open area to play in to the north.\n\nThere is this baby swing right in front of the TV.\n\nLisa says, \"When you get down to it, babies are about as smart as pets. Cassie might as well be a hyperactive Yorkie.\"", "endoftext": false }, { "action": "Examine tv", "response": "The TV is blocked by this baby swing that is in the way.\n\n\"You know,\" Parry says, \"A combination playpen and Skinner box might sell really well.\"", "endoftext": false }, { "action": "You go to the south", "response": "You are where the couch ends here at the east, at least where it ends at one end. North is the TV and west is more couch.\n\nThe legs of Marion dangle from the sofa.\n\nBecca says, \"That is the kind of thing people call Child Protective Services about.\"", "endoftext": false }, { "action": "Go west", "response": "Here is where the middle of the couch is. If you want to play you should totally go north to the middle of the room where there is a lot of space. There is more couch to the east and west.\n\nThose are the mom's legs there by the couch.\n\nYou can also see a brix blox bucket here.\n\nCassie and Watson are here. Cassie is dressed in this pumpkin costume, it is adorable. Watson is gloomy in his sad homemade bat costume.\n\n\"I'm not sure Child Services gets called that often to rescue kids from Skinner boxes,\" Parry says.", "endoftext": false }, { "action": "You examine the bucket", "response": "It is a tall cube that is open on top only the corners are all rounded so no babies are harmed in the extracting of the blox from the bucket and it is also wider at the top than at the bottom. It is full of these lame faker Lego blocks.\n\nThe mom is still all huffy, \"Kids aren't pets.\"\n\nCassie babbles happily.\n\nWatson stares at the brix blox bucket.", "endoftext": false }, { "action": "You kick the bucket", "response": "You are way not coordinated enough to do that.\n\nCassie says \"Pbbbbbth.\"", "endoftext": false }, { "action": "You look at the booklet", "response": "The booklet tells you how to build stuff out of the blox, you've never really used it. It is flopped open right now and is showing this helicopter. It involves these complex blades and gears and stuff on the page.\n\nCassie says \"Eeeeeee eeee ee-ah!\"", "endoftext": false }, { "action": "You build the helicopter", "response": "You look at the instructions but man, they are way complex. This is the kind of thing you hire people to do instead of bothering yourself.\n\nCassie babbles happily.", "endoftext": false }, { "action": "You look at the booklet", "response": "The booklet tells you how to build stuff out of the blox, you've never really used it. It is flopped open right now and is showing this helicopter. It involves these complex blades and gears and stuff on the page.\n\nWatson looks at the instruction booklet and his hands move so fast they are almost blurry and the dayglo blox go together and suddenly Watson has built a helicopter. He looks at it and then drops it, he is so going to grow up to be an engineer and like online games and in his spare time I bet he will LARP.", "endoftext": false }, { "action": "You take the helicopter", "response": "With this stupid costume on you cannot take anything, the fake tentacles are all in the way.\n\nJemison puts his mouth all over the brix blox bucket. He looks pretty thoughtful when he does that.", "endoftext": false }, { "action": "Lick tentacle", "response": "You are small and all but this is even smaller and it is a shame you cannot get in it and fly it around.\n\nWatson picks up the helicopter and takes it apart and dumps the brix into the big pile.\n\nYou taste nothing unexpected.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\na squid costume (being worn)\n\nCassie falls forward onto her hands and then she is crawling off to the northeast.\n\nWatson looks at the instruction booklet and his hands move so fast they are almost blurry and the dayglo blox go together and suddenly Watson has built a helicopter. He looks at it and then drops it.", "endoftext": false }, { "action": "You put Watson in the swing", "response": "You can't reach into the In Front of TV.\n\n\"Let me guess,\" says the mom, \"they carried Watson everywhere and played with him and wouldn't leave him alone, and now he's upset you're not doing the same.\"", "endoftext": false }, { "action": "You go west", "response": "The couch is very long and this is the west part of it. There is a loveseat to the north and more couch to the east.\n\nLisa's legs are hanging off of the couch.\n\nYou can also see a soft foam block and a rattly car here.\n\n\"Exactly!\" Parry exclaims. \"How'd you know?\"", "endoftext": false }, { "action": "You go north", "response": "This is the south end of the loveseat, there is more loveseat to the north and a big play area to the east and to the south is the couch that is bigger than the loveseat.\n\n\"Detox!\" Lisa and Becca and Marion chorus.", "endoftext": false }, { "action": "Go east", "response": "This is the middle of the living room, it is all big and vast. This is where everybody plays because it is so big. But when you get bored there is a bunch of other stuff you can go to like the TV to the east and the loveseat to the west and the couch to the south and the gliding rocking chair to the north.\n\nPart of your playpen is here, there is more of it to the northeast.\n\n\"You must not talk to many other parents,\" Becca says. \"It's nice when the grandparents visit and give you a break, but when they leave, oh boy!\"\n\nJemison comes in from the south.", "endoftext": false }, { "action": "You cry", "response": "When you cry again the mom says, \"Shh. Calm down.\"\n\nParry says, \"I can't believe the same thing happens to all of you! How do you keep it from happening?\"", "endoftext": false }, { "action": "You go west", "response": "This is the south end of the loveseat, there is more loveseat to the north and a big play area to the east and to the south is the couch that is bigger than the loveseat.\n\n\"You can keep your parents from visiting Watson,\" Marion says. \"Otherwise, no, there's no real prevention.\"", "endoftext": false }, { "action": "You go north", "response": "This is the part of the loveseat that is to the north. It goes on to the south and you could totally slip around the end of the loveseat to the west. There is the rocking chair to the east as well, that is always fun.\n\nShoved half-under the loveseat is a remote control.\n\nThose are Parry's feet dangling from the loveseat.\n\nThe mom says, \"Be glad they love Watson as much as they do.\"", "endoftext": false }, { "action": "You pull up on the loveseat", "response": "You would but the tentacles of your stupid squid costume are too slick. You really have to get someone to take this costume off for you.\n\n\"Yeah. Yeah!\" Parry says.", "endoftext": false }, { "action": "You examine remote", "response": "This is the remote control that lets parents turn on the TV as if they have big stretchy arms that can reach the television from anywhere in the room. You could use it to turn on the TV if you were ancient, like three years old or something.", "endoftext": false }, { "action": "You turn on TV", "response": "The television is to the east and so is way too far away for that.", "endoftext": false }, { "action": "You turn on the remote", "response": "The remote control is too advanced for you, it is the kind of thing adults use.", "endoftext": false }, { "action": "Go south", "response": "The couch is very long and this is the west part of it. There is a loveseat to the north and more couch to the east.\n\nLisa's legs are hanging off of the couch.\n\nYou can also see a rattly car here.\n\nJemison is all dressed like a bumblebee.", "endoftext": false }, { "action": "Go east", "response": "Here is where the middle of the couch is. If you want to play you should totally go north to the middle of the room where there is a lot of space. There is more couch to the east and west.\n\nThose are the mom's legs there by the couch.\n\nYou can also see a helicopter, a building instructions booklet (open to some helicopter instructions), a pile of dayglo blox, and a brix blox bucket here.\n\nWatson is gloomy in his sad homemade bat costume.\n\nWatson picks up the helicopter and takes it apart and dumps the brix into the big pile.", "endoftext": false }, { "action": "You go east", "response": "You are where the couch ends here at the east, at least where it ends at one end. North is the TV and west is more couch.\n\nThe legs of Marion dangle from the sofa.", "endoftext": false }, { "action": "You go to the north", "response": "The entertainment center here holds the TV all towering above you and it has these glass doors beneath the TV that you can see stereo equipment through. You are near the couch to the south and the middle of the living room to the west and there is a small open area to play in to the north.\n\nThere is this baby swing right in front of the TV.\n\nCassie is dressed in this pumpkin costume, it is adorable.\n\nCassie falls forward onto her hands and then she is crawling off to the southwest.", "endoftext": false }, { "action": "You examine the swing", "response": "It is this a-frame thing with a swing in the middle and a speed switch way up there. When the speed switch is all the way up boy does that swing go high, nearly high enough to kick a parent in the head if you were that kind of baby. It is supposed to be this cheerful baby plaid but instead it is this weird lumberjack-like plaid.", "endoftext": false }, { "action": "You turn the switch", "response": "You have short arms, you can't reach the speed switch from down here.\n\n\"Did anyone see last night's episode of \"Beat\"?\" Parry says.", "endoftext": false }, { "action": "Go north", "response": "You are east of the gliding rocking chair that is fun to ride on and north of the big TV that Sesame Street comes from. On the wall is a big bookcase full of chewy books. There is a way into the kitchen to the north but one of those baby gates is there, that is no fair.\n\nAbout half a parent high in the bookcase is your favorite toy.\n\nPart of your playpen is here, there is more of it to the southwest.\n\nYou can also see a much-loved kangaroo, a little doll, a squishy ball, a tall plastic block, a short plastic block (on which is Zoe), and a medium plastic block here.\n\n\"Is that the Boston cop show?\" Becca asks.\n\nZoe climbs down off of the short plastic block.", "endoftext": false }, { "action": "Go east", "response": "You so can't go that way.\n\n\"Oh my God, who has time for TV?\" Lisa asks. \"Besides, I can't watch something that violent when Cassie's up, even if she'd let me leave her alone.\n\nZoe drops the plastic cup and she picks up a much-loved kangaroo.", "endoftext": false }, { "action": "Go west", "response": "The gliding rocking chair is all tall and wooden. It is where the mom rocks you when she thinks you need a nap even though you do not need naps. The loveseat is west and there is a small open area to the east and a big open area in the middle of the room to the south.\n\nThere are Becca's legs, they are by the rocking chair.\n\nYou can also see a teething ring, a plush book, a teeny squeezy book, and a smooth rock here.\n\nThe mom says, \"I don't have a lot of time for TV either. Besides Sesame Street, that is,\" and the parents all laugh, why are they dissing the Street?", "endoftext": false }, { "action": "You go south", "response": "This is the middle of the living room, it is all big and vast. This is where everybody plays because it is so big. But when you get bored there is a bunch of other stuff you can go to like the TV to the east and the loveseat to the west and the couch to the south and the gliding rocking chair to the north.\n\nPart of your playpen is here, there is more of it to the northeast.\n\nBecca sighs. \"I always feel guilty when I set Jemison in front of the TV so I can get some work done.\"", "endoftext": false }, { "action": "You go to the northwest", "response": "This is the part of the loveseat that is to the north. It goes on to the south and you could totally slip around the end of the loveseat to the west. There is the rocking chair to the east as well, that is always fun.\n\nShoved half-under the loveseat is a remote control.\n\nThose are Parry's feet dangling from the loveseat.\n\n\"I don't allow Zoe to watch much television,\" Marion says, \"though she does watch some.\"", "endoftext": false }, { "action": "You rub the squid on the safety pin", "response": "Nothing obvious happens.\n\nParry says, \"We did consider not letting Watson see any TV until he's two or so.\"\n\nI only understood you as far as wanting to rub the squid costume.", "endoftext": false }, { "action": "You go to the west", "response": "Back here is the back of the loveseat casting a shadow over you, it is kind of cold. You can go south and east. You could go west but there is totally a door in your way. You could go north in the hall but there is a baby gate in the way there.\n\n\"You're not one of those no-TV nuts, are you?\" Lisa says all sharpishly.", "endoftext": false }, { "action": "You go south", "response": "The cabinet that is also like an endtable for the loveseat and the couch is here. You can go north back to behind the loveseat.\n\n\"They're not nuts,\" Parry says, you can tell he's annoyed. \"In fact, they make a lot of sense.\"", "endoftext": false }, { "action": "You examine the cabinet", "response": "The cabinet is wood like a lot of other furniture in here because the parents like wood or something, maybe they are tree huggers but only if the trees have been cut down and planed and shaped. Anyway it has this door in it which is closed.\n\n\"Whatever,\" Lisa sniffs, and the mom says, \"Remember, watch what you say about religion, politics, and TV.\"", "endoftext": false }, { "action": "Drool on tentacles", "response": "You reach deep down inside you and bring up some of those stupid prunes the mom was feeding you and spit them up on the squid costume, making it all dirty.", "endoftext": false }, { "action": "Go north", "response": "Back here is the back of the loveseat casting a shadow over you, it is kind of cold. You can go south and east. You could go west but there is totally a door in your way. You could go north in the hall but there is a baby gate in the way there.", "endoftext": false }, { "action": "Go east", "response": "This is the part of the loveseat that is to the north. It goes on to the south and you could totally slip around the end of the loveseat to the west. There is the rocking chair to the east as well, that is always fun.\n\nShoved half-under the loveseat is a remote control.\n\nThose are Parry's feet dangling from the loveseat.", "endoftext": false }, { "action": "You pull up on Parry", "response": "You rub up against the legs of Parry, who sees that you are dirty and says \"Uh, Farina,\" and hands you over to the mom. The mom takes you and says, \"Oh, oh, your costume is all dirty, kiddo,\" and the next thing you know you are back on the ground and free of that evil squid costume.", "endoftext": false }, { "action": "Go south", "response": "Here is where the middle of the couch is. If you want to play you should totally go north to the middle of the room where there is a lot of space. There is more couch to the east and west.\n\nThose are the mom's legs there by the couch.\n\nYou can also see a helicopter, a building instructions booklet (open to some helicopter instructions), a pile of dayglo blox, and a brix blox bucket here.\n\nWatson is gloomy in his sad homemade bat costume.", "endoftext": false }, { "action": "You put the remote in the pile", "response": "That so can't contain stuff.\n\nWatson picks up the helicopter and takes it apart and dumps the brix into the big pile.", "endoftext": false }, { "action": "You drop the remote", "response": "Dropped.", "endoftext": false }, { "action": "You put the remote in the pile", "response": "You need to be holding the remote control before you can put it into something else.\n\nWatson looks at the instruction booklet and his hands move so fast they are almost blurry and the dayglo blox go together and suddenly Watson has built a helicopter. He looks at it and then drops it.", "endoftext": true }, { "action": "You look at your surroundings", "response": "Here is where the middle of the couch is. If you want to play you should totally go north to the middle of the room where there is a lot of space. There is more couch to the east and west.\n\nThose are the mom's legs there by the couch.\n\nYou can also see a helicopter, a remote control, a building instructions booklet (open to some helicopter instructions), a pile of dayglo blox, and a brix blox bucket here.\n\nWatson is gloomy in his sad homemade bat costume.", "endoftext": false }, { "action": "You look at the bucket", "response": "It is a tall cube that is open on top only the corners are all rounded so no babies are harmed in the extracting of the blox from the bucket and it is also wider at the top than at the bottom. It is lying on its side.", "endoftext": false }, { "action": "Turn page", "response": "You flip the pages by scrabbling at them until you are looking at this blocky diagram of a rolly car thing.", "endoftext": false }, { "action": "Turn page", "response": "You flip the pages by scrabbling at them until you are looking at this blocky diagram of a nuclear reactor model.", "endoftext": false }, { "action": "You open the remote", "response": "That's not something you can open.\n\nWatson picks up the helicopter and takes it apart and dumps the brix into the big pile.", "endoftext": false }, { "action": "You put the remote in the pile", "response": "You need to be holding the remote control before you can put it into something else.\n\nCassie zips in from the west.", "endoftext": false }, { "action": "You get the remote", "response": "You pick it up.\n\nCassie babbles happily.", "endoftext": false }, { "action": "You examine Cassie", "response": "That is Cassie Sandoval, she is wearing a costume that makes her look like a pumpkin. Her arms are scraped up and she has some bruises on her legs.\n\nWatson looks at the instruction booklet and his hands move so fast they are almost blurry and the dayglo blox go together and suddenly Watson has built a nuclear reactor model. He looks at it and then drops it.", "endoftext": false }, { "action": "You look at the model", "response": "The little scoop in the back for loading in the enriched uranium is a nice touch.\n\nWatson picks up the nuclear reactor model and takes it apart and dumps the brix into the big pile.", "endoftext": false }, { "action": "Trow remote", "response": "The remote control is already here.\n\nCassie babbles happily.", "endoftext": false }, { "action": "You get recctor", "response": "You scoop up the booklet and it flops all closed.\n\nCassie falls forward onto her hands and then she is crawling off to the north.", "endoftext": false }, { "action": "You get the model", "response": "You scoop up the booklet and it flops all closed.", "endoftext": false }, { "action": "Turn page", "response": "You flip the pages by scrabbling at them until you are looking at this blocky diagram of a wall.", "endoftext": false }, { "action": "Turn page", "response": "You flip the pages by scrabbling at them until you are looking at this blocky diagram of a poosh stick.", "endoftext": false }, { "action": "You wait for a while", "response": "Time passes.\n\nWatson looks at the instruction booklet and his hands move so fast they are almost blurry and the dayglo blox go together and suddenly Watson has built a poosh stick. He looks at it and then drops it.", "endoftext": false }, { "action": "You take the poosh stick", "response": "You pick it up and it takes two hands.\n\nWatson tries to build a poosh stick but he doesn't have enough blox.", "endoftext": false }, { "action": "You examine the stick", "response": "The parents call this a poosh stick because they think you are stupid and need baby talk, it is really a push stick. It is a stick for pushing things around. I guess the blox makers wanted easier and easier things to make and someone said, \"Hey, I know what would be easy to build, a long stick.\" The stick is nearly two babies long, it's amazing that it holds together.\n\nCassie zips off to the northwest.", "endoftext": false }, { "action": "Go northeast", "response": "You are east of the gliding rocking chair that is fun to ride on and north of the big TV that Sesame Street comes from. On the wall is a big bookcase full of chewy books. There is a way into the kitchen to the north but one of those baby gates is there, that is no fair.\n\nAbout half a parent high in the bookcase is your favorite toy.\n\nPart of your playpen is here, there is more of it to the southwest.\n\nYou can also see a little doll, a squishy ball, a much-loved kangaroo, a tall plastic block, a short plastic block, and a medium plastic block here.\n\nZoe has hold of a plastic cup but she looks like she doesn't like it.\n\nZoe gets onto the short plastic block.", "endoftext": false }, { "action": "You get on the short block", "response": "The short plastic block doesn't have enough room as long as Zoe is there.\n\nZoe gets onto the medium plastic block.", "endoftext": false }, { "action": "You continue", "response": "You get onto the short plastic block.\n\nZoe gets onto the tall plastic block.", "endoftext": false }, { "action": "You get on the medium block", "response": "(getting off the short plastic block)\nYou carefully climb onto the medium plastic block, it is a ways off the ground.\n\nZoe pokes the plastic cup towards your favorite toy.", "endoftext": false }, { "action": "You give the stick to Zoe", "response": "Zoe eyes you coldly, no way she is taking anything from you.\n\nZoe starts to climb down onto the medium plastic block but then since you are on the lower blocks she looks down at you and makes this annoyed face. Clearly she is waiting for you to go down directly from the medium block.", "endoftext": false }, { "action": "You get on medium block", "response": "(getting off the tall plastic block)\nYou carefully climb onto the medium plastic block, it is a ways off the ground.\n\nZoe climbs down off of the short plastic block.", "endoftext": false }, { "action": "Down", "response": "You get off the medium plastic block.\n\nYou are east of the gliding rocking chair that is fun to ride on and north of the big TV that Sesame Street comes from. On the wall is a big bookcase full of chewy books. There is a way into the kitchen to the north but one of those baby gates is there, that is no fair.\n\nAbout half a parent high in the bookcase is your favorite toy.\n\nPart of your playpen is here, there is more of it to the southwest.\n\nYou can also see a little doll, a squishy ball, a much-loved kangaroo, a tall plastic block, a short plastic block, and a medium plastic block here.\n\nZoe has hold of a plastic cup but she looks like she doesn't like it.\n\nZoe discards the plastic cup and she picks up a little doll.", "endoftext": false }, { "action": "You drop the stick", "response": "Dropped.\n\nZoe gets onto the short plastic block.\n\nJemison crawls in from the southwest.", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\nZoe gets onto the medium plastic block.", "endoftext": false }, { "action": "You wait for a while", "response": "Time passes.\n\nZoe gets onto the tall plastic block.", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\nZoe lifts the little doll into the air as if it will magically get her your favorite toy.\n\nJemison carefully picks up the plastic cup and blinks at it.", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\nZoe gets onto the short plastic block.", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\nZoe climbs down off of the short plastic block.\n\nJemison puts his mouth all over the plastic cup.", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\nZoe tosses aside the little doll and she grabs a squishy ball.", "endoftext": false }, { "action": "Go south", "response": "The entertainment center here holds the TV all towering above you and it has these glass doors beneath the TV that you can see stereo equipment through. You are near the couch to the south and the middle of the living room to the west and there is a small open area to play in to the north.\n\nThere is this baby swing right in front of the TV.", "endoftext": false }, { "action": "You go south", "response": "You are where the couch ends here at the east, at least where it ends at one end. North is the TV and west is more couch.\n\nThe legs of Marion dangle from the sofa.", "endoftext": false }, { "action": "You go west", "response": "Here is where the middle of the couch is. If you want to play you should totally go north to the middle of the room where there is a lot of space. There is more couch to the east and west.\n\nThose are the mom's legs there by the couch.\n\nYou can also see a remote control, a building instructions booklet (open to some poosh stick instructions), a pile of dayglo blox, and a brix blox bucket here.\n\nWatson is gloomy in his sad homemade bat costume.", "endoftext": false }, { "action": "You go north", "response": "This is the middle of the living room, it is all big and vast. This is where everybody plays because it is so big. But when you get bored there is a bunch of other stuff you can go to like the TV to the east and the loveseat to the west and the couch to the south and the gliding rocking chair to the north.\n\nPart of your playpen is here, there is more of it to the northeast.\n\nCassie is dressed in this pumpkin costume, it is adorable.\n\nCassie babbles happily.", "endoftext": false }, { "action": "You go south", "response": "Here is where the middle of the couch is. If you want to play you should totally go north to the middle of the room where there is a lot of space. There is more couch to the east and west.\n\nThose are the mom's legs there by the couch.\n\nYou can also see a remote control, a building instructions booklet (open to some poosh stick instructions), a pile of dayglo blox, and a brix blox bucket here.\n\nWatson is gloomy in his sad homemade bat costume.\n\nCassie zooms in from the north.", "endoftext": false }, { "action": "You get the remote", "response": "You pick it up.\n\nWatson tries to build a poosh stick but he doesn't have enough blox, he gets all grunty about that.", "endoftext": false }, { "action": "You give the remote to Watson", "response": "You show the remote control to Watson and he kinda flinches and looks away.\n\nCassie says \"B-b-b-b-b-buh buh buh.\"", "endoftext": false }, { "action": "Turn page", "response": "You flip the pages by scrabbling at them until you are looking at this blocky diagram of a helicopter.\n\nWatson tries to build a helicopter but he doesn't have enough blox.", "endoftext": false }, { "action": "You drop the stick", "response": "You flip the pages by scrabbling at them until you are looking at this blocky diagram of a rolly car thing.\n\nCassie makes these noises like a wounded pteranodon and smiles.\n\nThe poosh stick is in that small open area to the northeast and so is way too far away for that.", "endoftext": false }, { "action": "Turn page", "response": "You flip the pages by scrabbling at them until you are looking at this blocky diagram of a nuclear reactor model.", "endoftext": false }, { "action": "Turn page", "response": "You flip the pages by scrabbling at them until you are looking at this blocky diagram of a wall.\n\nWatson tries to build a wall but he doesn't have enough blox, he gets all grunty about that.", "endoftext": false }, { "action": "Go northeast", "response": "The entertainment center here holds the TV all towering above you and it has these glass doors beneath the TV that you can see stereo equipment through. You are near the couch to the south and the middle of the living room to the west and there is a small open area to play in to the north.\n\nThere is this baby swing right in front of the TV.\n\nCassie zips in from the southwest.\n\nJemison crawls in from the west.", "endoftext": false }, { "action": "Go north", "response": "You are east of the gliding rocking chair that is fun to ride on and north of the big TV that Sesame Street comes from. On the wall is a big bookcase full of chewy books. There is a way into the kitchen to the north but one of those baby gates is there, that is no fair.\n\nAbout half a parent high in the bookcase is your favorite toy.\n\nPart of your playpen is here, there is more of it to the southwest.\n\nYou can also see a squishy ball, a plastic cup, a poosh stick, a much-loved kangaroo, a tall plastic block (on which is Zoe), a short plastic block, and a medium plastic block here.\n\nZoe gets onto the medium plastic block.", "endoftext": false }, { "action": "You get the poosh stick", "response": "The poosh stick is big enough that you will have to drop everything to get it because it takes two hands.\n\nZoe gets onto the short plastic block.", "endoftext": false }, { "action": "You go to the south", "response": "The entertainment center here holds the TV all towering above you and it has these glass doors beneath the TV that you can see stereo equipment through. You are near the couch to the south and the middle of the living room to the west and there is a small open area to play in to the north.\n\nThere is this baby swing right in front of the TV.\n\nCassie is dressed in this pumpkin costume, it is adorable.", "endoftext": false }, { "action": "You go south", "response": "You are where the couch ends here at the east, at least where it ends at one end. North is the TV and west is more couch.\n\nThe legs of Marion dangle from the sofa.", "endoftext": false }, { "action": "Go west", "response": "Here is where the middle of the couch is. If you want to play you should totally go north to the middle of the room where there is a lot of space. There is more couch to the east and west.\n\nThose are the mom's legs there by the couch.\n\nYou can also see a building instructions booklet (open to some wall instructions), a pile of dayglo blox, and a brix blox bucket here.\n\nCassie and Watson are here. Cassie is dressed in this pumpkin costume, it is adorable. Watson is gloomy in his sad homemade bat costume.\n\nWatson tries to build a wall but he doesn't have enough blox.", "endoftext": false }, { "action": "You drop the remote", "response": "Dropped.\n\nCassie zips off to the northwest.", "endoftext": false }, { "action": "Go northeast", "response": "The entertainment center here holds the TV all towering above you and it has these glass doors beneath the TV that you can see stereo equipment through. You are near the couch to the south and the middle of the living room to the west and there is a small open area to play in to the north.\n\nThere is this baby swing right in front of the TV.", "endoftext": false }, { "action": "You go to the north", "response": "You are east of the gliding rocking chair that is fun to ride on and north of the big TV that Sesame Street comes from. On the wall is a big bookcase full of chewy books. There is a way into the kitchen to the north but one of those baby gates is there, that is no fair.\n\nAbout half a parent high in the bookcase is your favorite toy.\n\nPart of your playpen is here, there is more of it to the southwest.\n\nYou can also see a little doll, a plastic cup, a poosh stick, a much-loved kangaroo, a tall plastic block (on which is Zoe), a short plastic block, and a medium plastic block here.\n\nJemison comes in from the southwest.", "endoftext": false }, { "action": "You get the stick", "response": "You pick it up and it takes two hands.\n\nJemison picks up the little doll.", "endoftext": false }, { "action": "Go southwest", "response": "Here is where the middle of the couch is. If you want to play you should totally go north to the middle of the room where there is a lot of space. There is more couch to the east and west.\n\nThose are the mom's legs there by the couch.\n\nYou can also see a remote control, a building instructions booklet (open to some wall instructions), a pile of dayglo blox, and a brix blox bucket here.\n\nWatson is gloomy in his sad homemade bat costume.", "endoftext": false }, { "action": "You get the remote", "response": "You pick it up.\n\nCassie zips in from the north and sits down all pleased.", "endoftext": false }, { "action": "You give the remote to Watson", "response": "You show the remote control to Watson and he kinda flinches and looks away.\n\nCassie babbles happily.\n\nWatson picks up the poosh stick and takes it apart and dumps the brix into the big pile.", "endoftext": false }, { "action": "You put the remote in the mouth", "response": "(first taking the remote control)\nYou shove the remote control in your mouth and start chewing on it and that leaves your hands free.", "endoftext": false }, { "action": "You pull up on the couch", "response": "You pull up on the middle grey couch and get to your feet and you are all steady except for the occasional sway.\n\nCassie says \"B-b-b-b-b-buh buh buh.\"", "endoftext": true }, { "action": "Look around", "response": "Here is where the middle of the couch is. If you want to play you should totally go north to the middle of the room where there is a lot of space. There is more couch to the east and west.\n\nThe mom is sitting on the couch.\n\nYou can also see a building instructions booklet (open to some wall instructions), a pile of dayglo blox, and a brix blox bucket here.\n\nCassie and Watson are here. Cassie is dressed in this pumpkin costume, it is adorable. Watson is gloomy in his sad homemade bat costume.\n\nCassie makes these noises like a wounded pteranodon and smiles.", "endoftext": false }, { "action": "You give the remote to mom", "response": "You go to pull up on the mom to get her attention. (first letting go of the middle grey couch and plopping on the ground)\nThe mom laughs and says, \"Where did you find that?\" as she pulls the remote out of your mouth.\n\nThen Parry sees you and her with the remote and says, \"That reminds me, I'd like to put in a Baby Feynman video for Watson.\" There is then this big pregnant pause before Parry says, \"Uh, if that's okay.\"\n\nThe mom is quiet, she is probably communicating with the other moms using only her eyes and mom-telepathy because wasn't Parry anti-TV for kids before? And then she says, \"Sure!\" So Parry heads over to the TV and drags the baby swing out of the way of the TV and over by the bookcase and turns the TV on.\n\nWatson looks at the instruction booklet and his hands move so fast they are almost blurry and the dayglo blox go together and suddenly Watson has built a wall. He looks at it and then drops it.", "endoftext": false }, { "action": "Turn page", "response": "You flip the pages by scrabbling at them until you are looking at this blocky diagram of a poosh stick.\n\nCassie crawls off to the north.", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\nWatson picks up the wall and takes it apart and dumps the brix into the big pile.", "endoftext": true }, { "action": "Look around", "response": "Here is where the middle of the couch is. If you want to play you should totally go north to the middle of the room where there is a lot of space. There is more couch to the east and west.\n\nThose are the mom's legs there by the couch.\n\nYou can also see a building instructions booklet (open to some poosh stick instructions), a pile of dayglo blox, and a brix blox bucket here.\n\nWatson is gloomy in his sad homemade bat costume.\n\nWatson looks at the instruction booklet and his hands move so fast they are almost blurry and the dayglo blox go together and suddenly Watson has built a poosh stick. He looks at it and then drops it.", "endoftext": false }, { "action": "You get on it", "response": "You don't have speech down yet.\n\nWatson picks up the poosh stick and takes it apart and dumps the brix into the big pile.", "endoftext": false }, { "action": "You examine the stick", "response": "The parents call this a poosh stick because they think you are stupid and need baby talk, it is really a push stick. It is a stick for pushing things around. I guess the blox makers wanted easier and easier things to make and someone said, \"Hey, I know what would be easy to build, a long stick.\" The stick is nearly two babies long, it's amazing that it holds together.", "endoftext": false }, { "action": "Go northeast", "response": "The entertainment center here holds the TV all towering above you and it has these glass doors beneath the TV that you can see stereo equipment through. You are near the couch to the south and the middle of the living room to the west and there is a small open area to play in to the north.", "endoftext": false }, { "action": "Go north", "response": "You are east of the gliding rocking chair that is fun to ride on and north of the big TV that Sesame Street comes from. On the wall is a big bookcase full of chewy books. There is a way into the kitchen to the north but one of those baby gates is there, that is no fair.\n\nAbout half a parent high in the bookcase is your favorite toy.\n\nThere is a big old baby swing all shoved up against the bookcase.\n\nPart of your playpen is here, there is more of it to the southwest.\n\nYou can also see a plastic cup, a much-loved kangaroo, a tall plastic block, a short plastic block, and a medium plastic block here.\n\nZoe and Jemison are here. Zoe has hold of a little doll but she looks like she doesn't like it. Jemison is all dressed like a bumblebee.\n\nZoe gets onto the short plastic block.", "endoftext": false }, { "action": "You examine the switch", "response": "That is the switch that controls how high the swing goes, it can be set to lo, med, or hi. Right now it is on lo.\n\nZoe gets onto the medium plastic block.", "endoftext": false }, { "action": "You get in the swing", "response": "You cannot get in the baby swing yourself, that is something the parents do for you when they are bored of you or you are upset.\n\nZoe pokes the little doll towards your favorite toy.", "endoftext": false }, { "action": "You cry", "response": "This time you add a lot of tremolo to your crying and the mom says, \"You're not going to calm down, are you, kiddo? Do you need the swing?\"\n\nZoe gets onto the medium plastic block.", "endoftext": false }, { "action": "You cry", "response": "\"Okay, kiddo, let's check you and make sure,\" the mom says and scoops you up. \"Diaper's okay. You're not hungry. To the swing!\" You're airlifted into the swing and the mom takes away the poosh stick and straps you in. She turns it on, click click click, and then you are swinging really high.\n\nSmall Open Area (in the baby swing)\nYou are east of the gliding rocking chair that is fun to ride on and north of the big TV that Sesame Street comes from. On the wall is a big bookcase full of chewy books. There is a way into the kitchen to the north but one of those baby gates is there, that is no fair.\n\nAbout half a parent high in the bookcase is your favorite toy.\n\nPart of your playpen is here, there is more of it to the southwest.\n\nYou can also see a poosh stick, a plastic cup, a much-loved kangaroo, a tall plastic block, a short plastic block, and a medium plastic block (on which is Zoe) here.\n\nJemison is all dressed like a bumblebee.\n\nThe baby swing clicks and clacks as it swings really high, and the whole world tilts and turns as you swing with it. At the top of the swing you are way close to your toy.\n\nZoe gets onto the tall plastic block.", "endoftext": false }, { "action": "You take the toy", "response": "You stretch for the toy but it is just barely out of reach.\n\nThe baby swing clicks and clacks as it swings really high, and the whole world tilts and turns as you swing with it. At the top of the swing you are way close to your toy.\n\nZoe watches you swing back and forth, back and forth.", "endoftext": false }, { "action": "You jump", "response": "You are strapped into the swing and that keeps you from jumping to your pain if not death.\n\nThe baby swing clicks and clacks as it swings really high, and the whole world tilts and turns as you swing with it. At the top of the swing you are way close to your toy.\n\nZoe watches you swing back and forth, back and forth.", "endoftext": false }, { "action": "You take the toy", "response": "You stretch for the toy but it is just barely out of reach.\n\nThe baby swing clicks and clacks as it swings really high, and the whole world tilts and turns as you swing with it. At the top of the swing you are way close to your toy.\n\nZoe watches you swing back and forth, back and forth.\n\nParry comes wandering by with his water glass but he stops when he sees you swinging. He looks at your favorite toy. He looks at you. He looks at your toy. He looks at Zoe. He looks at how close you get to your favorite toy. When he is all done with his looking he casually leans against the bookcase and taps your toy. It totally falls a bit closer! He winks at you and heads on by.", "endoftext": false }, { "action": "You take the toy", "response": "You stretch your arms but they are still too much like teeny T. Rex arms so then you scrunch down in your swing and stretch out a leg and as you swoop up again you just are able to kick the toy! It flies into the air and onto your lap! But as you swing back Zoe leans over from the tall block and swats at the toy and you swat at her and the upshot is the toy goes flying again and it goes kerplunk into the playpen.\n\nThis is the worst playdate ever.", "endoftext": false }, { "action": "You cry", "response": "You have already gotten in the baby swing, crying will do you no good now.\n\nThe baby swing clicks and clacks as it swings really high, and the whole world tilts and turns as you swing with it.\n\nZoe gets onto the medium plastic block.\n\nYou look up and there is the mom, you are swinging toward her face and away, toward and away. She turns off the swing and gets you down and puts you on the floor before going back to her seat.\n\nYou are east of the gliding rocking chair that is fun to ride on and north of the big TV that Sesame Street comes from. On the wall is a big bookcase full of chewy books. There is a way into the kitchen to the north but one of those baby gates is there, that is no fair.\n\nThere is a big old baby swing all shoved up against the bookcase.\n\nPart of your playpen is here, there is more of it to the southwest. Through the mesh you can see your favorite toy.\n\nYou can also see a squishy ball, a poosh stick, a much-loved kangaroo, a tall plastic block, a short plastic block, and a medium plastic block (on which is Zoe) here.\n\nJemison is all dressed like a bumblebee.", "endoftext": false }, { "action": "You look at the toy", "response": "This is the thing your aunt gave you which is a super fun toy. It has places to chew and places that are shiny and it rattles when you shake it.\n\nZoe gets onto the short plastic block.", "endoftext": false }, { "action": "You look in the playpen", "response": "In the northeast part of the playpen is your favorite toy.\n\nZoe climbs down off of the short plastic block.\n\nJemison carefully picks up the squishy ball.", "endoftext": false }, { "action": "You take the foam", "response": "The soft foam block is by the west end of the couch to the southwest and so is way too far away for that.\n\nZoe tosses the little doll aside. Jemison sees Zoe drop the little doll and is all excited and lets go of a squishy ball and takes the little doll instead.", "endoftext": false }, { "action": "You go southwest", "response": "This is the middle of the living room, it is all big and vast. This is where everybody plays because it is so big. But when you get bored there is a bunch of other stuff you can go to like the TV to the east and the loveseat to the west and the couch to the south and the gliding rocking chair to the north.\n\nPart of your playpen is here, there is more of it to the northeast.\n\nZoe comes in and looks sadly at the playpen.", "endoftext": false }, { "action": "You go southwest", "response": "The couch is very long and this is the west part of it. There is a loveseat to the north and more couch to the east.\n\nLisa's legs are hanging off of the couch.\n\nYou can also see a rattly car and a soft foam block here.", "endoftext": false }, { "action": "Go northeast", "response": "This is the middle of the living room, it is all big and vast. This is where everybody plays because it is so big. But when you get bored there is a bunch of other stuff you can go to like the TV to the east and the loveseat to the west and the couch to the south and the gliding rocking chair to the north.\n\nPart of your playpen is here, there is more of it to the northeast.\n\nZoe hunkers in a ladybug costume like a wolf in cute sheep's clothing.\n\nZoe hunches her shoulders sadly.", "endoftext": false }, { "action": "You go to the north-east", "response": "You are east of the gliding rocking chair that is fun to ride on and north of the big TV that Sesame Street comes from. On the wall is a big bookcase full of chewy books. There is a way into the kitchen to the north but one of those baby gates is there, that is no fair.\n\nThere is a big old baby swing all shoved up against the bookcase.\n\nPart of your playpen is here, there is more of it to the southwest. Through the mesh you can see your favorite toy.\n\nYou can also see a squishy ball, a plastic cup, a poosh stick, a much-loved kangaroo, a tall plastic block, a short plastic block, and a medium plastic block here.\n\nJemison is all dressed like a bumblebee.\n\nZoe comes in and sighs heavily.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na soft foam block", "endoftext": false }, { "action": "You take the stick", "response": "You pick it up and it takes two hands.\n\nJemison chews on the little doll.", "endoftext": false }, { "action": "You open the playpen with the stick", "response": "(the northeast part of the playpen with the poosh stick)\nThat doesn't seem to be something you can unlock.\n\nZoe looks at the playpen.", "endoftext": false }, { "action": "You open the playpoen with the stick", "response": "(the northeast part of the playpen with the poosh stick)\nThat doesn't seem to be something you can unlock.\n\nJemison pulls the little doll out of his mouth.", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\nZoe gets onto the medium plastic block.", "endoftext": false }, { "action": "You examine playpen", "response": "This portable playpen is all old, probably it should be recalled except that the parents are way cheap. It is this frame made of metal bars and it has mesh sides and a floor for babies to play on. The bars go around in ovals at the top and bottom. It should be recalled because the top oval is hinged and you can lower one side of the playpen by pushing the top bar up and then letting go so that the mesh comes down.\n\nYou hear this cough, it is Zoe trying to get your attention.", "endoftext": false }, { "action": "You examine Zoe", "response": "Grr, Zoe Kinmundy. That little red-haired girl has this ladybug costume on, it is supposed to be cute but you are not fooled. Her red hair is in pigtails, like that will fool anyone into thinking she is nice.\n\nYou hear this cough, it is Zoe trying to get your attention.", "endoftext": false }, { "action": "Go northeast", "response": "You are east of the gliding rocking chair that is fun to ride on and north of the big TV that Sesame Street comes from. On the wall is a big bookcase full of chewy books. There is a way into the kitchen to the north but one of those baby gates is there, that is no fair.\n\nThere is a big old baby swing all shoved up against the bookcase.\n\nPart of your playpen is here, there is more of it to the southwest. The playpen is all open. In the playpen you can see your favorite toy.\n\nYou can also see a soft foam block, a squishy ball, a plastic cup, a much-loved kangaroo, a tall plastic block, a short plastic block, and a medium plastic block (on which is Zoe) here.\n\nJemison is all dressed like a bumblebee.\n\nZoe climbs down off of the medium plastic block.\n\nLisa suddenly says, \"Parry! Are you eating Cheerios?\"\n\nParry sounds all sheepish, \"Yeah.\"\n\nBecca is all \"I hope you don't mind crumbs all over your loveseat, Farina,\" and everyone laughs but Parry.", "endoftext": false }, { "action": "You go to the southwest", "response": "This is the middle of the living room, it is all big and vast. This is where everybody plays because it is so big. But when you get bored there is a bunch of other stuff you can go to like the TV to the east and the loveseat to the west and the couch to the south and the gliding rocking chair to the north.\n\nPart of your playpen is here, there is more of it to the northeast. The playpen is all open.", "endoftext": false }, { "action": "You enter the playpen", "response": "You get into the southwest part of the playpen.", "endoftext": false }, { "action": "You go northeast", "response": "You move to the other part of the playpen.\n\nSmall Open Area (in the northeast part of the playpen)\nYou are east of the gliding rocking chair that is fun to ride on and north of the big TV that Sesame Street comes from. On the wall is a big bookcase full of chewy books. There is a way into the kitchen to the north but one of those baby gates is there, that is no fair.\n\nThere is a big old baby swing all shoved up against the bookcase.\n\nYou can also see a soft foam block, a squishy ball, a plastic cup, a much-loved kangaroo, a tall plastic block, a short plastic block, and a medium plastic block here.\n\nZoe and Jemison are here. Zoe has your toy! ZOE HAS YOUR TOY! Jemison is all dressed like a bumblebee.", "endoftext": false }, { "action": "You get the toy", "response": "Zoe sees you coming for the toy! She will not let you have it!\n\nZoe pushes her way past babies and runs off to the south with your toy! SHE HAS YOUR TOY!\n\nFirst Jemison lets go of a little doll. Then he trails after Zoe.", "endoftext": false }, { "action": "You go south", "response": "You'll have to get out of the northeast part of the playpen first.\n\nYou hear this rattle jingle, it is Zoe playing with your toy!", "endoftext": false }, { "action": "Go outside", "response": "You get out of the northeast part of the playpen.\n\nYou are east of the gliding rocking chair that is fun to ride on and north of the big TV that Sesame Street comes from. On the wall is a big bookcase full of chewy books. There is a way into the kitchen to the north but one of those baby gates is there, that is no fair.\n\nThere is a big old baby swing all shoved up against the bookcase.\n\nPart of your playpen is here, there is more of it to the southwest. The playpen is all open.\n\nYou can also see a little doll, a soft foam block, a squishy ball, a plastic cup, a much-loved kangaroo, a tall plastic block, a short plastic block, and a medium plastic block here.\n\nYou hear this rattle jingle, it is Zoe playing with your toy!", "endoftext": false }, { "action": "Go south", "response": "The entertainment center here holds the TV all towering above you and it has these glass doors beneath the TV that you can see stereo equipment through. You are near the couch to the south and the middle of the living room to the west and there is a small open area to play in to the north.\n\nZoe has your toy! ZOE HAS YOUR TOY!", "endoftext": false }, { "action": "You bite Zoe", "response": "Zoe sees you coming and she runs like the toyful coward she is!\n\nZoe runs off to the southwest with your toy!", "endoftext": false }, { "action": "Go southwest", "response": "Here is where the middle of the couch is. If you want to play you should totally go north to the middle of the room where there is a lot of space. There is more couch to the east and west.\n\nThose are the mom's legs there by the couch.\n\nYou can also see a building instructions booklet (open to some poosh stick instructions), a pile of dayglo blox, and a brix blox bucket here.\n\nZoe and Jemison and Watson are here. Zoe has your toy! ZOE HAS YOUR TOY! Jemison is all dressed like a bumblebee. Watson is gloomy in his sad homemade bat costume.", "endoftext": false }, { "action": "You get the bucket", "response": "The brix blox bucket is way big and there is no way you're picking it up or anything.\n\nZoe pushes her way past babies and runs off to the west with your toy!\n\nJemison trails after Zoe.", "endoftext": false }, { "action": "You go west", "response": "The couch is very long and this is the west part of it. There is a loveseat to the north and more couch to the east.\n\nYou can see a rattly car and Lisa here.\n\nJemison and Zoe are here. Jemison is all dressed like a bumblebee. Zoe has your toy! ZOE HAS YOUR TOY!", "endoftext": false }, { "action": "You look at the doll", "response": "It has red hair like Zoe but presumably it is not evil like Zoe. It is in that small open area to the northeast. It is all damp from being chewed.\n\nZoe pushes her way past babies and runs off to the east with your toy! SHE HAS YOUR TOY!", "endoftext": false }, { "action": "You go to the east", "response": "Here is where the middle of the couch is. If you want to play you should totally go north to the middle of the room where there is a lot of space. There is more couch to the east and west.\n\nThose are the mom's legs there by the couch.\n\nYou can also see a building instructions booklet (open to some poosh stick instructions), a pile of dayglo blox, and a brix blox bucket here.\n\nZoe and Watson are here. Zoe has your toy! ZOE HAS YOUR TOY! Watson is gloomy in his sad homemade bat costume.\n\nWatson tries to build a poosh stick but he doesn't have enough blox.", "endoftext": false }, { "action": "You bite Zoe", "response": "Zoe sees you coming and she runs like the toyful coward she is!\n\nZoe pushes her way past babies and runs off to the northwest with your toy! SHE HAS YOUR TOY!", "endoftext": false }, { "action": "Go northwest", "response": "This is the south end of the loveseat, there is more loveseat to the north and a big play area to the east and to the south is the couch that is bigger than the loveseat.\n\nZoe has your toy! ZOE HAS YOUR TOY!", "endoftext": false }, { "action": "You bite Zoe", "response": "Zoe sees you coming and she runs like the toyful coward she is!\n\nZoe runs off to the south with your toy!", "endoftext": false }, { "action": "You go north", "response": "This is the part of the loveseat that is to the north. It goes on to the south and you could totally slip around the end of the loveseat to the west. There is the rocking chair to the east as well, that is always fun.\n\nOn the north pink striped loveseat is a cup of Cheerios.\n\nYou can see Parry here.", "endoftext": false }, { "action": "Go south", "response": "The couch is very long and this is the west part of it. There is a loveseat to the north and more couch to the east.\n\nYou can see Lisa here.\n\nZoe and Jemison are here. Zoe has your toy! ZOE HAS YOUR TOY! Jemison is all dressed like a bumblebee.", "endoftext": false }, { "action": "You bite Zoe", "response": "Zoe sees you coming and she runs like the toyful coward she is!\n\nZoe pushes her way past babies and runs off to the east with your toy!\n\nYou hear this rattle jingle, it is Zoe playing with your toy!", "endoftext": false }, { "action": "You go to the east", "response": "Here is where the middle of the couch is. If you want to play you should totally go north to the middle of the room where there is a lot of space. There is more couch to the east and west.\n\nThose are the mom's legs there by the couch.\n\nYou can also see a building instructions booklet (open to some poosh stick instructions), a pile of dayglo blox, and a brix blox bucket here.\n\nZoe and Watson are here. Zoe has your toy! ZOE HAS YOUR TOY! Watson is gloomy in his sad homemade bat costume.", "endoftext": false }, { "action": "You pull up on the mom", "response": "You have stuff in your hands and you will need those hands to pull yourself up so drop something I guess.\n\nZoe pushes her way past babies and runs off to the northwest with your toy! SHE HAS YOUR TOY!\n\nWatson tries to build a poosh stick but he doesn't have enough blox.", "endoftext": false }, { "action": "You cry", "response": "Crying to get the parents to take back the toy is a total Zoe trick, you will not stoop that low. Besides, you are so close to getting the toy it would be no good to have the mom take it away again.", "endoftext": false }, { "action": "You drop stick", "response": "Dropped.\n\nWatson picks up the poosh stick and takes it apart and dumps the brix into the big pile.", "endoftext": false }, { "action": "Turn page", "response": "You flip the pages by scrabbling at them until you are looking at this blocky diagram of a helicopter.\n\nWatson looks at the instruction booklet and his hands move so fast they are almost blurry and the dayglo blox go together and suddenly Watson has built a helicopter. He looks at it and then drops it.", "endoftext": false }, { "action": "Turn page", "response": "You flip the pages by scrabbling at them until you are looking at this blocky diagram of a wall.\n\nYou hear this rattle jingle, it is Zoe playing with your toy!", "endoftext": false }, { "action": "You look at Watson", "response": "Watson Mason has this big round face that is perfect for commercials and baby food labels, only his face is always tear-streaked so maybe he is not cut out for show-biz. Maybe he is sad because he is dressed in this costume that is supposed to be a scary bat but instead is like a sad dumpy bat.", "endoftext": false }, { "action": "You look at the bat", "response": "You can see how someone would think this was a fun idea but man, it just makes Watson look like a giant emo cupid.\n\nYou hear this rattle jingle, it is Zoe playing with your toy!", "endoftext": false }, { "action": "You look at Watson", "response": "Watson Mason has this big round face that is perfect for commercials and baby food labels, only his face is always tear-streaked so maybe he is not cut out for show-biz. Maybe he is sad because he is dressed in this costume that is supposed to be a scary bat but instead is like a sad dumpy bat.\n\nWatson picks up the helicopter and takes it apart and dumps the brix into the big pile.", "endoftext": false }, { "action": "You look at Zoe", "response": "Grr, Zoe Kinmundy. That little red-haired girl has this ladybug costume on, it is supposed to be cute but you are not fooled. Her red hair is in pigtails, like that will fool anyone into thinking she is nice. She has a death-grip on your favorite toy. She is by the south end of the loveseat to the northwest.", "endoftext": false }, { "action": "You look at Cassie", "response": "That is Cassie Sandoval, she is wearing a costume that makes her look like a pumpkin. Her arms are scraped up and she has some bruises on her legs. She is carrying a smooth rock. She is next to the gliding rocking chair to the northwest.", "endoftext": false }, { "action": "Turn page", "response": "You flip the pages by scrabbling at them until you are looking at this blocky diagram of a poosh stick.\n\nYou hear this rattle jingle, it is Zoe playing with your toy!\n\nWatson looks at the instruction booklet and his hands move so fast they are almost blurry and the dayglo blox go together and suddenly Watson has built a poosh stick. He looks at it and then drops it.", "endoftext": false }, { "action": "Turn page", "response": "You flip the pages by scrabbling at them until you are looking at this blocky diagram of a helicopter.", "endoftext": false }, { "action": "Turn page", "response": "You flip the pages by scrabbling at them until you are looking at this blocky diagram of a rolly car thing.\n\nWatson picks up the poosh stick and takes it apart and dumps the brix into the big pile.", "endoftext": false }, { "action": "Turn page", "response": "You flip the pages by scrabbling at them until you are looking at this blocky diagram of a nuclear reactor model.\n\nWatson looks at the instruction booklet and his hands move so fast they are almost blurry and the dayglo blox go together and suddenly Watson has built a nuclear reactor model. He looks at it and then drops it.", "endoftext": false }, { "action": "Turn page", "response": "You flip the pages by scrabbling at them until you are looking at this blocky diagram of a wall.\n\nWatson picks up the nuclear reactor model and takes it apart and dumps the brix into the big pile.", "endoftext": false }, { "action": "You wait awhile", "response": "Time passes.\n\nWatson looks at the instruction booklet and his hands move so fast they are almost blurry and the dayglo blox go together and suddenly Watson has built a wall. He looks at it and then drops it.", "endoftext": false }, { "action": "You wait awhile", "response": "Time passes.\n\nYou hear this rattle jingle, it is Zoe playing with your toy!", "endoftext": false }, { "action": "You examine the wall", "response": "Man what? This is the stupidest blox thing ever. Who needs a tiny portable wall that is like six inches tall? You can't even stop someone with it, even clumsy Jemison would crawl right over it and knock it over, and keeping orcs from overrunning Helm's Deep? Forget it.\n\nYou hear this rattle jingle, it is Zoe playing with your toy!", "endoftext": false }, { "action": "You examine doll", "response": "It has red hair like Zoe but presumably it is not evil like Zoe. It is in that small open area to the northeast. It is all damp from being chewed.\n\nYou hear this rattle jingle, it is Zoe playing with your toy!\n\nWatson tries to build a wall but he doesn't have enough blox.", "endoftext": false }, { "action": "You go to the northeast", "response": "The entertainment center here holds the TV all towering above you and it has these glass doors beneath the TV that you can see stereo equipment through. You are near the couch to the south and the middle of the living room to the west and there is a small open area to play in to the north.\n\nIt looks like the TV is done with white things, now there is this big row of balls starting with this huge yellow one and then a smaller one and a little bigger one and so on. There are a lot of those balls.", "endoftext": false }, { "action": "You go to the north", "response": "You are east of the gliding rocking chair that is fun to ride on and north of the big TV that Sesame Street comes from. On the wall is a big bookcase full of chewy books. There is a way into the kitchen to the north but one of those baby gates is there, that is no fair.\n\nThere is a big old baby swing all shoved up against the bookcase.\n\nPart of your playpen is here, there is more of it to the southwest. The playpen is all open.\n\nYou can also see a little doll, a soft foam block, a squishy ball, a plastic cup, a much-loved kangaroo, a tall plastic block, a short plastic block, and a medium plastic block here.", "endoftext": false }, { "action": "You take doll", "response": "You pick it up.\n\nYou hear this rattle jingle, it is Zoe playing with your toy!", "endoftext": false }, { "action": "Shake doll", "response": "You shake the little doll and that is okay I guess.", "endoftext": false }, { "action": "You look at the doll", "response": "Grr, Zoe Kinmundy. That little red-haired girl has this ladybug costume on, it is supposed to be cute but you are not fooled. Her red hair is in pigtails, like that will fool anyone into thinking she is nice. She has a death-grip on your favorite toy. She is by the south end of the loveseat to the west.\n\nIt has red hair like Zoe but presumably it is not evil like Zoe. It is all damp from being chewed.", "endoftext": false }, { "action": "You go west", "response": "The gliding rocking chair is all tall and wooden. It is where the mom rocks you when she thinks you need a nap even though you do not need naps. The loveseat is west and there is a small open area to the east and a big open area in the middle of the room to the south.\n\nThere are Becca's legs, they are by the rocking chair.\n\nYou can also see a smooth rock, a teething ring, a teeny squeezy book, and a plush book here.\n\nCassie is dressed in this pumpkin costume, it is adorable.", "endoftext": false }, { "action": "Chew doll", "response": "You shove the little doll in your mouth and start chewing on it and that feels good.", "endoftext": false }, { "action": "You go to the west", "response": "This is the part of the loveseat that is to the north. It goes on to the south and you could totally slip around the end of the loveseat to the west. There is the rocking chair to the east as well, that is always fun.\n\nOn the north pink striped loveseat is a cup of Cheerios.\n\nYou can see Parry here.", "endoftext": false }, { "action": "You go west", "response": "Back here is the back of the loveseat casting a shadow over you, it is kind of cold. You can go south and east. You could go west but there is totally a door in your way. You could go north in the hall but there is a baby gate in the way there.\n\nYou hear this rattle jingle, it is Zoe playing with your toy!", "endoftext": false }, { "action": "Go east", "response": "This is the part of the loveseat that is to the north. It goes on to the south and you could totally slip around the end of the loveseat to the west. There is the rocking chair to the east as well, that is always fun.\n\nOn the north pink striped loveseat is a cup of Cheerios.\n\nYou can see Parry here.\n\nYou hear this rattle jingle, it is Zoe playing with your toy!", "endoftext": false }, { "action": "You examine cup", "response": "So which do you mean, the cup of Cheerios, or the plastic cup?", "endoftext": false }, { "action": "Cheerios", "response": "Cheerios! In a cup! What a totally portable idea.\n\nYou hear this rattle jingle, it is Zoe playing with your toy!", "endoftext": false }, { "action": "You drop all", "response": "little doll: (popping the little doll out of your mouth first)\nDropped.\nwall: Dropped.", "endoftext": false }, { "action": "You climb on the loveseat", "response": "(first taking the cup of Cheerios)\nYou cannot reach the cup of Cheerios because you are standing and if you let go with one hand you would just plop down before you could get it.\n\nYou are already all pulled up on the north pink striped loveseat and you can't go any higher.", "endoftext": false }, { "action": "Go southeast", "response": "This is the middle of the living room, it is all big and vast. This is where everybody plays because it is so big. But when you get bored there is a bunch of other stuff you can go to like the TV to the east and the loveseat to the west and the couch to the south and the gliding rocking chair to the north.\n\nPart of your playpen is here, there is more of it to the northeast. The playpen is all open.\n\nYou hear this rattle jingle, it is Zoe playing with your toy!", "endoftext": false }, { "action": "Go south", "response": "Here is where the middle of the couch is. If you want to play you should totally go north to the middle of the room where there is a lot of space. There is more couch to the east and west.\n\nThose are the mom's legs there by the couch.\n\nYou can also see a building instructions booklet (open to some wall instructions), a pile of dayglo blox, and a brix blox bucket here.\n\nWatson is gloomy in his sad homemade bat costume.", "endoftext": false }, { "action": "You drop the wall", "response": "Dropped.\n\nWatson picks up the wall and takes it apart and dumps the brix into the big pile.", "endoftext": false }, { "action": "Turn page", "response": "You flip the pages by scrabbling at them until you are looking at this blocky diagram of a poosh stick.", "endoftext": false }, { "action": "You examine the pile", "response": "A big pile of dayglo blox from the brix blox bucket. Some are one hand wide and some are two hands wide and some are three hands wide and I guess they go together in various ways but whatever, you are no engineer.\n\nWatson looks at the instruction booklet and his hands move so fast they are almost blurry and the dayglo blox go together and suddenly Watson has built a poosh stick. He looks at it and then drops it.", "endoftext": false }, { "action": "You take the stick", "response": "You pick it up and it takes two hands.", "endoftext": false }, { "action": "Go northwest", "response": "This is the south end of the loveseat, there is more loveseat to the north and a big play area to the east and to the south is the couch that is bigger than the loveseat.\n\nCassie and Zoe are here. Cassie is dressed in this pumpkin costume, it is adorable. Zoe has your toy! ZOE HAS YOUR TOY!", "endoftext": false }, { "action": "Go west", "response": "You so can't go that way.\n\nZoe pushes her way past babies and runs off to the southeast with your toy!", "endoftext": false }, { "action": "You go to the north", "response": "This is the part of the loveseat that is to the north. It goes on to the south and you could totally slip around the end of the loveseat to the west. There is the rocking chair to the east as well, that is always fun.\n\nOn the north pink striped loveseat is a cup of Cheerios.\n\nYou can see a little doll and Parry here.", "endoftext": false }, { "action": "You take Cheerios", "response": "You have short arms, you can't reach the cup of Cheerios from down here.\n\nYou hear this rattle jingle, it is Zoe playing with your toy!", "endoftext": false }, { "action": "You look at Zoe", "response": "(tearing yourself away from the Cheerios)\nGrr, Zoe Kinmundy. That little red-haired girl has this ladybug costume on, it is supposed to be cute but you are not fooled. Her red hair is in pigtails, like that will fool anyone into thinking she is nice. She has a death-grip on your favorite toy. She is at the middle of the couch to the southeast.\n\nWatson wanders in from the south.\n\nJemison crawls in from the southeast.", "endoftext": false }, { "action": "You go southeast", "response": "(tearing yourself away from the Cheerios)\nYou have to push your way past Jemison, Watson, and Cassie thanks to those Cheerios and that slows you down.\n\nThis is the middle of the living room, it is all big and vast. This is where everybody plays because it is so big. But when you get bored there is a bunch of other stuff you can go to like the TV to the east and the loveseat to the west and the couch to the south and the gliding rocking chair to the north.\n\nPart of your playpen is here, there is more of it to the northeast. The playpen is all open.", "endoftext": false }, { "action": "You look at Zoe", "response": "Grr, Zoe Kinmundy. That little red-haired girl has this ladybug costume on, it is supposed to be cute but you are not fooled. Her red hair is in pigtails, like that will fool anyone into thinking she is nice. She has a death-grip on your favorite toy. She is at the middle of the couch to the south.\n\nYou hear this rattle jingle, it is Zoe playing with your toy!", "endoftext": false }, { "action": "Go south", "response": "Here is where the middle of the couch is. If you want to play you should totally go north to the middle of the room where there is a lot of space. There is more couch to the east and west.\n\nThose are the mom's legs there by the couch.\n\nYou can also see a building instructions booklet (open to some poosh stick instructions), a pile of dayglo blox, and a brix blox bucket here.\n\nZoe has your toy! ZOE HAS YOUR TOY!", "endoftext": false }, { "action": "You take the toy", "response": "Zoe sees you coming for the toy! She will not let you have it!\n\nZoe runs off to the northwest with your toy!", "endoftext": false }, { "action": "Go northwest", "response": "This is the south end of the loveseat, there is more loveseat to the north and a big play area to the east and to the south is the couch that is bigger than the loveseat.\n\nZoe has your toy! ZOE HAS YOUR TOY!", "endoftext": false }, { "action": "You take the toy", "response": "Zoe sees you coming for the toy! She will not let you have it!\n\nZoe runs off to the north with your toy!", "endoftext": false }, { "action": "You go to the north", "response": "This is the part of the loveseat that is to the north. It goes on to the south and you could totally slip around the end of the loveseat to the west. There is the rocking chair to the east as well, that is always fun.\n\nThose sure are a bunch of Cheerios spilled everywhere.\n\nYou can also see a little doll and Parry here.\n\nZoe and Jemison and Watson and Cassie are here. Zoe has your toy! ZOE HAS YOUR TOY! Jemison is all dressed like a bumblebee. Watson is gloomy in his sad homemade bat costume. Cassie is dressed in this pumpkin costume, it is adorable.\n\nCassie takes some Cheerios and eats them.\n\nJemison considers the pile of Cheerios and then he takes some Cheerios and munches on them.", "endoftext": false }, { "action": "You take toy", "response": "Zoe tries to crawl away, but there are babies and Cheerios and it is a big train-wreck and she cannot get away!\n\nYour hands are all full, maybe if you drop something you could get your favorite toy.\n\nZoe somehow ignores the Cheerios and pushes her way past babies who don't move very fast because of the Cheerios and runs off to the southeast with your toy!\n\nWatson gingerly takes a single Cheerio and then he eats it.", "endoftext": false }, { "action": "You drop all", "response": "(tearing yourself away from the Cheerios)\nDropped.\n\nZoe somehow ignores the Cheerios and pushes her way past babies who don't move very fast because of the Cheerios and runs off to the west with your toy!\n\nJemison picks up some Cheerios and munches on them.\n\nZoe screws up her face and bursts into these loud wails, they are so terribly loud. She shoves at Cassie who also starts crying and soon just about everyone is crying except you, ha ha, they are such babies.\n\nMarion says, \"I was afraid we were staying too late past Zoe's naptime. Farina, everyone, it's been fun, and glad you could come, Parry. See everyone next week.\" Hands come down and the squalling Zoe zips up into the air and into Marion's arms. Soon all of the babies are going skywards, parentwards, and out-the-doorwards.\n\nWith them all gone the air kinda leaks out of you, it has been a long playdate. The mom gathers you and your favorite toy up. \"C'mon, kid, let's get you to bed before you completely pass out.\" But you do not need naps, does she not understand that?\n\nThough your crib is nice and soft and your favorite toy chimes a bit as you curl around it and your teeny eyelids are so heavy.\n\nSo...heavy....", "endoftext": false }, { "action": "You drop all", "response": "Dropped.\n\nZoe runs off to the north with your toy!", "endoftext": false }, { "action": "Go north", "response": "This is the part of the loveseat that is to the north. It goes on to the south and you could totally slip around the end of the loveseat to the west. There is the rocking chair to the east as well, that is always fun.\n\nThose sure are a bunch of Cheerios spilled everywhere.\n\nYou can also see a little doll and Parry here.\n\nZoe and Jemison and Watson and Cassie are here. Zoe has your toy! ZOE HAS YOUR TOY! Jemison is all dressed like a bumblebee. Watson is gloomy in his sad homemade bat costume. Cassie is dressed in this pumpkin costume, it is adorable.\n\nCassie snatches a handful of Cheerios and inhales them and grins around the mushy oatiness of them.", "endoftext": false }, { "action": "You take toy", "response": "Zoe tries to crawl away, but there are babies and Cheerios and it is a big train-wreck and she cannot get away!\n\nYou lunge forward and yank on the toy and Zoe is all distracted by Cheerios and the toy pops out of her evil sweaty grasp! You have your toy!\n\nZoe screws up her face and bursts into these loud wails, they are so terribly loud. She shoves at Watson who also starts crying and soon just about everyone is crying except you, ha ha, they are such babies.\n\nMarion says, \"I was afraid we were staying too late past Zoe's naptime. Farina, everyone, it's been fun, and glad you could come, Parry. See everyone next week.\" Hands come down and the squalling Zoe zips up into the air and into Marion's arms. Soon all of the babies are going skywards, parentwards, and out-the-doorwards.\n\nWith them all gone the air kinda leaks out of you, it has been a long playdate. The mom gathers you and your favorite toy up. \"C'mon, kid, let's get you to bed before you completely pass out.\" But you do not need naps, does she not understand that?\n\nThough your crib is nice and soft and your favorite toy chimes a bit as you curl around it and your teeny eyelids are so heavy.\n\nSo...heavy....", "endoftext": false }, { "action": "Commentary on", "response": "Commentary track on[1]. To read commentary track notes, type NOTE #.", "endoftext": false }, { "action": "Note 1", "response": "Welcome to the commentary track of Child's Play! I'm your author and host, Stephen Granade. In this track, I'll be talking about design decisions I made, some of my goals in writing the game, and fun things to try.", "endoftext": false }, { "action": "You cry", "response": "Suddenly the darkness is gone, and it is so light, you are blinded for just a second. You blink and blink and then you can see the mom holding the blanket she was covering you with. \"Oh, kid, I'm so sorry, I thought you were having fun,\" she says. \"We'll do something else.\"\n\nThat'll teach her[2].\n\nA child, a toy, and a rival by Stephen Granade\n\nAll rights reserved.\nType ABOUT for more information.\n\nThis is the middle of the living room, it is all big and vast. But it would be bigger and vaster if there weren't all these pillows and stuff in a big ring around you. The mom is totally all paranoid and whatever, she is a new mom.\n\nThere is a red footstool, it looms over you.\n\nThe mom[3] is playing with you and is all excited about it.\n\nYou can also see a squishy ball, a plush book, and your favorite toy here.\n\nYou eye your favorite toy and the mom sees you doing it and scoops it up. \"No, no, we're going to try pulling up!\" She is all the time trying to build your character or something. She waves the toy at you. \"Look! Look where I'm putting it!\" She drops the toy on the footstool where you can't see it unless you're all pulled up, that is just no fair[4].", "endoftext": false }, { "action": "Note 2", "response": "Crying is a great baby way of manipulating parents.", "endoftext": false }, { "action": "Note 3", "response": "The protagonist doesn't really think of the parents in a possessive way. They're just people who provide food and toys.", "endoftext": false }, { "action": "Note 4", "response": "The major conceit of the game is that the player is a baby, and must interact with the world as a baby. That leaves the player with a limited range of actions. Sadly, unless you've become a parent recently, you've probably forgotten what it's like to be a baby and what a baby does. That's why the game has to re-teach you babies' limited actions, like pulling up[5].", "endoftext": false }, { "action": "Note 5", "response": "By the way, you should wait for a while and frustrate the mom.", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\nThe mom sits there looking at you all expectantly.", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\nThe mom points to the footstool. \"Give it a try! Go ahead! Pull up!\"", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\nThe mom sighs and is all \"You were pulling up just yesterday[6].\"", "endoftext": false }, { "action": "You pull up on the stool", "response": "You pull yourself up and it is one hand and another hand which is hard because the footstool is all unstable and rocks some but then you are all on your feet so yay you! And now that you are up here you can see your favorite toy on the footstool.\n\nThe mom applauds, \"Way to go!\" She looks at her watch and is all \"Whoops! Playgroup's about to arrive. You hang out here while mom goes and gets ready.\" She stands up and steps over all of those pillows and you are stuck here now by yourself[7].", "endoftext": false }, { "action": "You look at the toy", "response": "This is the thing your aunt gave you[8] which is a super fun toy. It has places to chew and places that are shiny and it rattles when you shake it.", "endoftext": false }, { "action": "Note 9", "response": "Babies are notorious for trying to pull up on things and instead accidentally pushing them or knocking them over. This initial footstool puzzle serves to introduce the push-on-things mechanic in a setting where there's little else to do.", "endoftext": false }, { "action": "You look at the pillows", "response": "The ring is a bunch of pillows and stuff piled around in a circle so you can't go crawling away when the mom is all distracted. The whole thing is taller than you even when you are sitting.\n\nHey wait, what is Alfadog doing wedged in the pillows like that?", "endoftext": false }, { "action": "You look at Alfadog", "response": "It is Alfadog, your alphabet-knowing toy and it is all wedged under some pillows. He is about as long as you and he is about as tall as you when you are crawling, it is as if he is your brother only he is a dog. He has this switch on him that makes him run and say the alphabet and such.", "endoftext": false }, { "action": "You turn on Alfadog", "response": "You are all fumbly on the switch but then you get it turned on and look out! Alfadog lights up and his paws start digging in and he is barking out \"A! B! C! D! EFG!\" It looks like he may be stuck under those pillows but then \"L! M! N! O! P!\" pillows tumble out of his way and he is free, zipping off to the east! You hear him winding down, \"W X Y and Zeee.....\" And now there is this big gap in the pillows to the east.\n\nThat Alfadog is very powerful, he should probably be recalled[10].", "endoftext": false }, { "action": "Note 10", "response": "A theme of the game is the PC getting others, both animate and inanimate, to do his or her bidding.", "endoftext": false }, { "action": "Examine book", "response": "It is plush and the mom likes to read it to you.", "endoftext": false }, { "action": "You go to the east", "response": "The entertainment center here holds the TV all towering above you and it has these glass doors beneath the TV that you can see stereo equipment through. You are near the couch to the south and the middle of the living room to the west and there is a small open area to play in to the north[11].\n\nYou can see Alfadog and your favorite toy here.", "endoftext": false }, { "action": "Note 11", "response": "I entered this first part of the game in Introcomp 2006. The competition helped, as it really made me think about what I wanted the player to see in the first few moves. I wanted to have a few simple puzzles that nevertheless depended on baby-like actions, introduce the writing style I'd chosen, and have a very clear direction. The last was critical -- without that throughline, players are increasingly likely to type QUIT.", "endoftext": false }, { "action": "You take the toy", "response": "You pick it up.\n\nThere is a ding-dong and the mom comes clattering in all \"Hang on! I'm coming!\" She opens the door and there is Marion Kinmundy here for playgroup. She is carrying that little red haired girl Zoe who started coming to playgroup a couple of whiles ago. Zoe sees your favorite toy and her eyes light up.\n\nThe mom must be psychic or something because she whirls around and snatches up your favorite toy. \"Oh, no,\" she says with a little laugh, \"we're not having you two fight over this thing again. I'll tuck it away where it'll be safe.\" And Marion laughs too, which is cool, that way they don't notice you and the little red haired girl glaring at each other.\n\nShe wants your toy? And the mom wants to lock the toy away? Bring it on[12].", "endoftext": false }, { "action": "Note 12", "response": "Right behind Marion and Zoe the little red haired girl is Lisa who is Cassie's mom. Lisa is carrying Cassie all carefully but Cassie is squirming to get down. \"Hi Farina, hi Marion--hang on Cassie, mommy's going to put you down,\" Lisa says and then she steps over the baby gate and dumps Cassie by the couch to the south of you.\n\nMeanwhile the mom is putting all the pillows back on the couch and loveseat. As she finishes she asks Marion, \"Can I put this toy in Zoe's backpack for now?\" Marion is all \"Sure!\" as she puts Zoe on the floor over by the rocking chair and sits on the loveseat.", "endoftext": false }, { "action": "Note 12", "response": "I like games with an antagonist. Wandering around exploring is fine, but it's nice to be working against someone. With that said, I wanted Zoe to start out passively working against you, in effect pursuing her own separate agenda, only working directly against you as the game went on.", "endoftext": false }, { "action": "You look at the backpack", "response": "Zoe's backpack has all these cute bears sewed on it. Clearly her mom Marion picked it out, it does not reek of evil like it would if Zoe had chosen it. It is closed so you can't see what's in it though you know your toy is in there somewhere. It is next to the gliding rocking chair to the northwest[13].", "endoftext": false }, { "action": "Note 13", "response": "Lucian Smith suggested that you be able to examine things in other \"rooms\" within the large living room. It was an extremely handy addition to the game, since then I could see where things were and go to them. Shame it was such a headache to implement. I managed to get it working for this small game, but I'd hate to try it for a larger game.", "endoftext": false }, { "action": "Examine tv", "response": "The TV is dark and that makes you sad.", "endoftext": false }, { "action": "You go northwest", "response": "The gliding rocking chair is all tall and wooden. It is where the mom rocks you when she thinks you need a nap even though you do not need naps. The loveseat is west and there is a small open area to the east and a big open area in the middle of the room to the south.\n\nA backpack with bears on and your favorite toy in it is shoved behind the rocking chair next to the wall[14].\n\nYou can also see a smooth rock here.\n\nZoe is sitting in a fog of grump on the floor.\n\nThere is a ding-dong! and the mom goes and opens the front door. It is Becca and her son Jemison and some strange guy is there holding Watson Mason. \"Come on in, everyone,\" the mom says. She turns to the strange guy, \"I'm glad you could make it, Parry[15].\"\n\nParry shrugs and smiles and says, \"I always wondered what everyone did during playgroup.\"\n\n\"Drink mimosas[16]!\" Becca says over her shoulder to Parry and there is polite laughter and Parry smiles like he is kinda unsure about all of this.\n\n\"Why don't you put Watson in here with the others?\" the mom asks and Parry nods. He ends up putting Watson by Jemison over by the loveseat. Then all the standing adults sit down with Parry sitting near you so now I guess they are sitting adults.", "endoftext": false }, { "action": "Note 14", "response": "Admiral Jota is a madman and managed to break the backpack puzzle by the judicious use of TAKE ALL, requiring me to fiddle the rules regarding what's included in ALL.", "endoftext": false }, { "action": "Note 15", "response": "Parry's the foil to the rest of the group. He's an outsider and can thus make comments that are probably closer to your reactions to the groups' comments. Plus he does things the more experienced moms don't.", "endoftext": false }, { "action": "You look at Parry", "response": "That is Parry Mason, he is Watson Mason's dad. Normally Watson's mom Shari is here but she must be somewhere else so that is why Parry is here.", "endoftext": false }, { "action": "You go southwest", "response": "This is the south end of the loveseat, there is more loveseat to the north and a big play area to the east and to the south is the couch that is bigger than the loveseat.\n\nThose are Becca's legs by the loveseat.\n\nYou can also see a rattly car here.\n\nJemison and Watson are here. Jemison watches you watching him. Watson sits all sad and dumpy on the floor. [17]\n\nWatson gingerly picks up the rattly car[18]. When Jemison sees Watson take the rattly car, he gets all excited and he starts watching the rattly car and thus Watson[19].\n\nWatson puts down the rattly car. Jemison suddenly sees that the rattly car is available and he scoops it up.", "endoftext": false }, { "action": "Note 17", "response": "Many turns there's a heck of a lot of text printed as parents talk and playmates romp around. To cut down on how many paragraphs are printed, I collated the descriptions of the playmates into a single paragraph.", "endoftext": false }, { "action": "Note 18", "response": "I randomized the babies' behavior and action descriptions to keep things fresh. It also made debugging a nightmare. NPCs suck; randomized NPCs suck more.", "endoftext": false }, { "action": "Note 19", "response": "Babies are all the time becoming fascinated by what other babies do. Stupid babies.", "endoftext": false }, { "action": "You go north", "response": "This is the part of the loveseat that is to the north. It goes on to the south and you could totally slip around the end of the loveseat to the west except that a baby gate is in the way. There is the rocking chair to the east as well, that is always fun.\n\nThe legs of Marion dangle from the loveseat.", "endoftext": false }, { "action": "You look at Marion", "response": "Grr, Marion Kinmundy. She is Zoe's mom. Grr, Zoe. What is weird is that Marion is all nice while Zoe is pure evil.", "endoftext": false }, { "action": "Go southeast", "response": "This is the middle of the living room, it is all big and vast. This is where everybody plays because it is so big. But when you get bored there is a bunch of other stuff you can go to like the TV to the east and the loveseat to the west and the couch to the south and the gliding rocking chair to the north.\n\nPart of your playpen is here, there is more of it to the northeast.\n\nYou can also see a plush book here.", "endoftext": false }, { "action": "You take the book", "response": "You pick it up and it takes two hands.\n\nYou can hear Zoe squalling all loudly by the gliding rocking chair.", "endoftext": false }, { "action": "Go west", "response": "This is the south end of the loveseat, there is more loveseat to the north and a big play area to the east and to the south is the couch that is bigger than the loveseat.\n\nThose are Becca's legs by the loveseat.\n\nJemison and Watson are here. Jemison is playing with the rattly car. Watson sits all sad and dumpy on the floor.\n\nWatson pulls up on Becca who says \"Watch the pants, kid!\" and she laughs and puts him back on the floor.", "endoftext": false }, { "action": "Drop book", "response": "Dropped.\n\nWatson pulls up on Becca who says \"Watch the pants, kid!\" and she laughs and puts him back on the floor.", "endoftext": false }, { "action": "You take the book", "response": "When Jemison sees you take the plush book, his eyes light up and he starts watching the plush book and thus yourself.\n\nWatson gingerly picks up the rattly car.", "endoftext": false }, { "action": "You go to the northeast", "response": "The gliding rocking chair is all tall and wooden. It is where the mom rocks you when she thinks you need a nap even though you do not need naps. The loveseat is west and there is a small open area to the east and a big open area in the middle of the room to the south.\n\nParry's feet keep leaving the floor as he rocks.\n\nA backpack with bears on and your favorite toy in it is shoved behind the rocking chair next to the wall.\n\nYou can also see a smooth rock here.\n\nZoe has hold of a much-loved kangaroo loosely.\n\nJemison comes in after you and settles close by you and looks pointedly at the plush book.\n\n\"Say, how's Watson's rash doing?\" Lisa asks Parry.\n\nParry clears his throat. \"He's much better, thanks.\"[20]", "endoftext": false }, { "action": "Note 20", "response": "All of the parents' conversations are exaggerated versions of conversations and arguments that parents really have.", "endoftext": false }, { "action": "You put the book in the mouth", "response": "(the plush book in mouth)\nYou shove the plush book in your mouth and start chewing on it and that feels good.\n\nThe mom says, \"Did you use zinc oxide cream?\"", "endoftext": false }, { "action": "You pull up on Parry", "response": "Even though you are chewing on the plush book it is big enough that you still have to keep it in your hands and so you can't pull up while you have it, if only the plush book were smaller you would have your hands free.\n\n\"In a roundabout way,\" Parry says, \"We used Boudreaux's butt paste[21].\"\n\nZoe looks at the much-loved kangaroo and she sighs.", "endoftext": false }, { "action": "Note 21", "response": "http://www.buttpaste.com/. Ask for it by name!", "endoftext": false }, { "action": "Drop book", "response": "(popping the plush book out of your mouth first)\nWhen you drop the plush book Jemison is all over that and he snatches it up.\n\n\"Ew,\" Becca laughs, \"that is the grossest name for a product.\"\n\nWatson wanders in from the southwest.", "endoftext": false }, { "action": "You look at the stone", "response": "The mom found this one one of your walks, well it wasn't really a walk, more like the mom driving you around in a stroller, anyway she found this rock and gave it to you.\n\nMarion tells Becca, \"Given what we have to deal with from our children, a name like that is the least of our worries.\"", "endoftext": false }, { "action": "You take the stone", "response": "When Jemison sees you pick up the smooth rock, he gets all excited and he gets rid of a plush book and starts watching the smooth rock and thus yourself.\n\nZoe pulls at the much-loved kangaroo but then she stops, she is so bored with it.", "endoftext": false }, { "action": "You put the stone in the mouth", "response": "You shove the smooth rock in your mouth and start chewing on it and that leaves your hands free[22].", "endoftext": false }, { "action": "Note 22", "response": "Babies are all the time chewing on things. They also -- and I swear this is true -- chew on things to get around their inventory limit.", "endoftext": false }, { "action": "You pull up on Parry", "response": "As soon as you have pulled up on the gliding rocking chair Parry looks down and says \"Hey, there, you want to be picked up?\" and he lifts you into his lap and stops rocking. If you were on the ground you could get to the backpack now. And then Jemison pulls up on the gliding rocking chair and looks up at you and grunts softly.", "endoftext": false }, { "action": "You drop the stone", "response": "(popping the smooth rock out of your mouth first)\nThe smooth rock falls into Parry's lap.\n\nZoe takes the much-loved kangaroo and shakes it half-heartedly.\n\nWatson picks up the plush book.", "endoftext": false }, { "action": "Squirm", "response": "You wriggle and fuss a bit and Parry says, \"Okay, down you go,\" and he gently lowers you to the floor. He then is all \"And now it's your turn\" and he picks Jemison up[23].", "endoftext": false }, { "action": "You open the backpack", "response": "When you open the backpack all you can see in it is this white onesie that is totally in your way.\n\nZoe sees you open that backpack and she gets agitated and tosses the much-loved kangaroo aside.", "endoftext": false }, { "action": "You take the onsie", "response": "You pull on the onesie and it comes part of the way out of the backpack and then it gets hung on the backpack zipper. Great. Now it is blocking the backpack and it is also stuck[24].\n\nWatson puts the plush book down.", "endoftext": false }, { "action": "You take book", "response": "You pick it up and it takes two hands.\n\nZoe shrieks angrily and bounces up and down and flails her arms in the general direction of the backpack that you opened. That makes Marion sigh and she says, \"Parry, if you don't mind?\" So Marion reaches the backpack under the rocking chair and she sees the white onesie stuck in the backpack. \"Geez,\" she says and pulls out a plastic cup and dumps it in Zoe's lap. Zoe gets all upset but Marion says, \"Shh, Zoe, be calm, I can't fix the backpack if you're fussing.\" Parry says, \"Here, I'll empty out the backpack and fix that for you\" but Marion says \"No, thanks,\" and she sits down and starts trying to get the onesie out of the backpack.\n\nParry says, \"Okay, down you go\" to Jemison who scrabbles around and grabs the smooth rock. Parry gently lowers Jemison to the floor and starts rocking again.", "endoftext": false }, { "action": "You give the book to Zoe", "response": "(the plush book to Zoe)\nZoe shrieks at you and shoves the plush book out of your hands and hits at you. Marion sees that and she reacts in a flash and says \"Parry, here,\" and shoves the backpack at Parry who takes it. \"Can you get that onesie out of the way?\" Parry just nods and digs in the backpack and pulls out your favorite toy and dumps it in his lap! Then he starts tugging the onesie this way and that to free it from the implacable jaws of the backpack zipper. Meanwhile Marion shushes Zoe before sitting back on the loveseat[25].", "endoftext": false }, { "action": "Note 25", "response": "Babies are masters at destroying the flow of your actions and plans. Eventually you learn how to break your plans up into tiny chunks separated by what you have to do for your kid.", "endoftext": false }, { "action": "You pull up on Parry", "response": "As soon as you have pulled up on the gliding rocking chair Parry looks down and says \"Hey, there, you want to be picked up?\" and he lifts you into his lap and stops rocking.", "endoftext": false }, { "action": "You take the toy", "response": "You pick it up.\n\nParry says, \"Okay, down you go,\" and he gently lowers you to the floor, right next to Zoe. Zoe looks over and sees what you have in your hands and she goes totally nuts, she is shrieking and waving her fists and if she had Force powers you would totally be choked right now.\n\nAnd of course Zoe acting out gets Marion and the mom to pay attention and Marion is all \"Hey, hey, Zoe, calm down!\" and the mom is all \"Oh, gosh, they managed to get that toy out of the backpack.\" So the jig is up where by \"the jig\" I mean the toy and by \"up\" I mean going away.\nChapter 2\nSnacktime\n\nAnd it's just like you expected. The mom scoops you and the toy up and the two of you dangle in mid-air while she removes the baby gate by the loveseat and goes around behind the loveseat. There's a cabinet back there, she pushes down the baby lock at the top of the cabinet door and opens the door and in goes your toy.\n\nYou would be all into getting the toy back except everyone decides now is the time to have a snack so a bunch of toys get piled in that small open area in the living room and you and Zoe and Cassie and Watson and Jemison are dragged into the kitchen and out comes the food.\n\nYour high chair is not way super high since it only gets you up to the level of the kitchen table but that is still pretty high. It lets you see around the table which is better than when you are on the floor and cannot even see the top of the table[26].\n\nThe mom is hovering around you.\n\nIn front of you is this spoon full of food that the mom wants you to eat.\n\nYou can also see Becca, Parry, Lisa, and Marion here.\n\nJemison and Watson and Cassie and Zoe are here. They are all being fed.", "endoftext": false }, { "action": "You eat the food", "response": "You open your mouth and the mom spoons in the prunes and they slide down your throat. Yeuch. And if that isn't bad enough, the spoon goes away and comes back with more prunes! You are just like Sisyphus here.\n\nBecca says, \"Farina, I know you're not feeding that child chopped-up people food.\" Meanwhile, the mom is saying, \"Here! Take a bite!\"", "endoftext": false }, { "action": "You examine Becca", "response": "Becca is Jemison's mom, she is as loud as Jemison is quiet and that is very loud. Or very quiet. Anyway, that is Becca.\n\n\"It's no different than canned baby food,\" the mom tells Becca. Meanwhile, Cassie is trying to climb out of her chair so she can fall to the floor and Lisa is restraining her.", "endoftext": false }, { "action": "You eat the food", "response": "You open your mouth and the mom spoons in the prunes. Yeuch. And if that isn't bad enough, the spoon goes away and comes back with more prunes!\n\n\"Really?\" Lisa says. \"I'd be worried that I'd give Cassie something that'd hurt her.\" Meanwhile, Watson is spitting up and Parry is looking sad that he's going to have to change Watson's clothes.", "endoftext": false }, { "action": "You hit Zoe", "response": "With you strapped into your high chair you cannot reach Zoe.\n\n\"Weird,\" Becca says. \"Then why buy special baby food at all?\" Meanwhile, Jemison is taking bits of food and dropping them over his high chair and then watching them hit the floor.", "endoftext": false }, { "action": "You examine Jemison", "response": "Jemison Thorsby's name is not one you would want, that is for sure. He is stylish in his blue onesie and he has a small mouth and these big eyes that are watching, always watching, it is kinda creepy.\n\n\"Well,\" says Parry, \"Sometimes it's really convenient to have a jar for Mason[27] so--whoops!\" And then you stop paying attention to him because he spilled a teeny bowl of Cheerios and you and all the other babies are all staring at the spray of Cheerios.", "endoftext": false }, { "action": "Note 27", "response": "Perhaps a Mason jar. Ha! I crack myself up.", "endoftext": false }, { "action": "You look at Cheerios", "response": "Oaty o's of pure goodness.\n\nJemison reaches for the Cheerios but they are way too far away.", "endoftext": false }, { "action": "You take the cherrios", "response": "With you strapped into your high chair you cannot reach the pile of Cheerios.\n\nWatson looks at the Cheerios all sadly.", "endoftext": true }, { "action": "Go down", "response": "(tearing yourself away from the Cheerios)\nYou are all strapped into your high chair so you are going nowhere.\n\nCassie rocks hard in her seat, maybe she thinks she can tip over to get to the Cheerios.\n\nFinally all of this feeding is over and the Cheerios get put away and everyone gets wiped up with baby wipes before getting dumped back in the living room.\n\nThis is the middle of the living room, it is all big and vast. This is where everybody plays because it is so big. But when you get bored there is a bunch of other stuff you can go to like the TV to the east and the loveseat to the west and the couch to the south and the gliding rocking chair to the north.\n\nPart of your playpen is here, there is more of it to the northeast.\n\nYou can also see a tall plastic block here.", "endoftext": false }, { "action": "You examine the block", "response": "It is blue and it is about as wide as you are and tall as your head is high when you are pulled up.", "endoftext": false }, { "action": "Go northeast", "response": "You are east of the gliding rocking chair that is fun to ride on and north of the big TV that Sesame Street comes from. On the wall is a big bookcase full of chewy books. There is a way into the kitchen to the north but one of those baby gates is there, that is no fair.\n\nPart of your playpen is here, there is more of it to the southwest.\n\nYou can also see a short plastic block, a little doll, a teeny squeezy book, a teething ring, and a plastic cup here.\n\nZoe has hold of a soft foam block loosely.", "endoftext": false }, { "action": "You look at medium block", "response": "It is green and it is about as wide as you are and as tall as your head is high when you are sitting down. It is by the south end of the loveseat to the west.\n\nCassie crawls in from the southwest.\n\nYou hear Watson cry loudly, boy is he angry.", "endoftext": false }, { "action": "You go west", "response": "This is the south end of the loveseat, there is more loveseat to the north and a big play area to the east and to the south is the couch that is bigger than the loveseat.\n\nYou can see a medium plastic block and a rattly car here.\n\nZoe has her eye on you.\n\nYou hear Watson cry loudly.", "endoftext": false }, { "action": "You go southwest", "response": "The couch is very long and this is the west part of it. There is a loveseat to the north and more couch to the east.\n\nYou can see Parry or at least his legs over by the couch.\n\nThere is a red footstool, it is right next to the couch.\n\nYou can just see some paper beyond the footstool.", "endoftext": false }, { "action": "You pull up on the footstool", "response": "You pull up on the footstool and get to your feet and you are all steady except for the occasional sway.\n\nYou hear Watson cry loudly.", "endoftext": false }, { "action": "Go south", "response": "(first letting go of the footstool and plopping on the ground)\nYou so can't go that way.\n\nYou hear Watson cry loudly. Then Parry says, \"Farina, I'm going to borrow your swing and see if that calms Watson down.\" He stands up and strides off and you can see him come back with a baby swing. He goes over by the TV with it and then there is the picking up of Watson and the strapping in of Watson and the swinging of Watson, I hope that makes Watson feel better.", "endoftext": false }, { "action": "You go west", "response": "There is just enough space for you to slide between the footstool and the couch so you cruise along the couch past the footstool and into the tiny space back there[28].\n\nThere is not a lot of room back here behind the footstool, you fill most of the space between the footstool and the couch and this wood cabinet that is acting like an endtable.\n\nThere is a red footstool, it is all close to you.\n\nThere is this tiny folded piece of paper shoved under the cabinet.", "endoftext": false }, { "action": "You sit", "response": "You sit down on your diaper and it is good that it is all padded and stuff.\n\nYou suddenly hear this heavy thud which must be Cassie leaping off the tall plastic block. Cassie shrieks, it is the loudest you have ever heard her be. I guess she is not the super-tough baby she thinks she is[29]. Anyway Lisa leaps up and runs to Cassie and Parry leaves his tumbler and runs to Cassie too, they scatter the plastic blocks around the room in their haste. \"Baby, baby, it's okay, shh,\" you hear Lisa saying and then Parry is saying, \"I think she's okay, she's just scared. Her pupillary response is just fine.\"", "endoftext": false }, { "action": "Note 29", "response": "Take that, overactive baby.", "endoftext": false }, { "action": "You take the paper", "response": "You tug and tug and tug and then you see Parry's hand reach over you and remove the tumbler from on top of the cabinet where it was and pop! the folded paper comes out from under the wood cabinet and the cabinet goes rock rock rock. It is a good thing Parry was thirsty right now.\n\nYou hear Watson cry loudly.\n\nLisa is still saying \"It'll be okay, Cassie, it'll be okay\" and Parry is saying \"Breathe, Cassie, breathe\" and Cassie is now taking big hiccuping breaths.", "endoftext": false }, { "action": "You examine paper", "response": "It is a tiny folded piece of paper.\n\nYou hear Watson cry loudly.", "endoftext": false }, { "action": "Unfold paper", "response": "It is really folded and creased from being under the cabinet and your fingers are too stubby.\n\nCassie finally is all better and is laughing some and Lisa says, \"Thanks, Parry, I appreciate your help\" and Parry says, \"No problem.\" And they go back to their seats.", "endoftext": false }, { "action": "You drop the paper", "response": "Dropped.\n\nYou hear Watson cry loudly, boy is he angry. Then Parry says, \"Farina, I'm going to borrow your swing and see if that calms Watson down.\" He goes clomping around and you can see him come back with a baby swing. He goes over by the TV with it and then there is the picking up of Watson and the strapping in of Watson and the swinging of Watson, I hope that makes Watson feel better.", "endoftext": false }, { "action": "You go east", "response": "Really there is only one way out of this teeny space and that is to pull up and cruise on out to the east.\n\nBecca says to the mom, \"Nice job on those mimosas.\"\n\n\"Thanks,\" the mom replies.", "endoftext": false }, { "action": "You pull up on the stool", "response": "You pull up on the footstool and get to your feet and you are all steady except for the occasional sway.\n\nLisa says, \"It's nice, they help me calm down.\"", "endoftext": false }, { "action": "You go east", "response": "You slide back out into the big wild world.\n\nThe couch is very long and this is the west part of it. There is a loveseat to the north and more couch to the east.\n\nThere is a red footstool, it is all close to you.\n\nThere is Parry on the couch.\n\nYou can also see a heavy tumbler and a short plastic block here.\n\nCassie is looking around for mischief to make.\n\n\"And they're good for you,\" Marion says.", "endoftext": false }, { "action": "Drool on tumbler", "response": "You move towards the tumbler but Parry picks it up and says \"No, that's my glass.\" And then the mom chimes in, \"Hey, kiddo, no mouth! No mouth.\" Once you back off Parry puts the tumbler back down.\n\n\"I'm not sure they're that good for you,\" Parry says.\n\nA shadow falls on you, it is Parry standing up. He goes over to where the TV is and the swing is and he does something that probably involves Watson before he sits down again.", "endoftext": false }, { "action": "Drool on tumbler", "response": "You move towards the tumbler but Parry picks it up and says \"No, that's my glass.\" Once you back off Parry puts the tumbler back down.\n\nMarion says, \"They do have orange juice in them.\"\n\nCassie climbs onto the short plastic block.", "endoftext": false }, { "action": "You go to the east", "response": "(first letting go of the footstool and plopping on the ground)\n\nHere is where the middle of the couch is. If you want to play you should totally go north to the middle of the room where there is a lot of space. There is more couch to the east and west.\n\nThose are the mom's legs there by the couch.\n\nJemison is all staring at the velcro jangly balls. The velcro jangly balls hang off of him.\n\n\"Besides, if it tastes good, it's good for you,\" says Becca.", "endoftext": false }, { "action": "You take the balls", "response": "You tug on the velcro jangly balls and you tug some more and they come off of Jemison with a rrrrrrrip sound and Jemison looks at you with sad sad eyes and then stares at the velcro balls[30].", "endoftext": false }, { "action": "Note 30", "response": "I get tired of games where you're introduced to a certain game mechanic that you then never use again, so I deliberately re-used mechanics like Jemison's fascination with stuff throughout.", "endoftext": false }, { "action": "You go to the north-west", "response": "You jangle your way out of the room.\n\nThis is the south end of the loveseat, there is more loveseat to the north and a big play area to the east and to the south is the couch that is bigger than the loveseat.\n\nYou can see a rattly car here.\n\nJemison comes in after you and settles close by you and looks pointedly at the velcro jangly balls.", "endoftext": false }, { "action": "Go north", "response": "You jangle your way out of the room.\n\nThis is the part of the loveseat that is to the north. It goes on to the south and you could totally slip around the end of the loveseat to the west. There is the rocking chair to the east as well, that is always fun.\n\nHey, that baby gate that blocked your way west is all gone.\n\nLisa's legs are hanging off of the loveseat.\n\nZoe stalks in from the southeast and settles near you.\n\nJemison comes in after you and settles close by you and looks pointedly at the velcro jangly balls.", "endoftext": false }, { "action": "Go west", "response": "You are all jangle jangle jangle as you leave.\n\nBack here is the back of the loveseat casting a shadow over you, it is kind of cold. You can go south and east. You could go west but there is totally a door in your way. You could go north in the hall but there is a baby gate in the way there.\n\nZoe stalks in from the east and settles near you.\n\nJemison comes in after you and settles close by you and looks pointedly at the velcro jangly balls.", "endoftext": false }, { "action": "Go south", "response": "You jangle your way out of the room.\n\nThe cabinet that is also like an endtable for the loveseat and the couch is here. You can go north back to behind the loveseat.\n\nWay up on top of the cabinet you see a paper coaster.\n\nYou can't believe the mom just shoved your favorite toy in that cabinet so you couldn't have it.\n\nZoe stalks in from the north and settles near you.\n\nJemison comes in after you and settles close by you and looks pointedly at the velcro jangly balls.", "endoftext": false }, { "action": "You open the cabinet", "response": "You go for the door but then Jemison is in front of you reaching for the jangly balls and they go jingle jangle when you pull away from him.\n\nJemison stares at you and waits for you to drop the velcro jangly balls.", "endoftext": false }, { "action": "You go to the north", "response": "You jangle your way out of the room.\n\nBack here is the back of the loveseat casting a shadow over you, it is kind of cold. You can go south and east. You could go west but there is totally a door in your way. You could go north in the hall but there is a baby gate in the way there.\n\nJemison comes in after you and settles close by you and looks pointedly at the velcro jangly balls.", "endoftext": false }, { "action": "Go east", "response": "You jangle your way out of the room.\n\nThis is the part of the loveseat that is to the north. It goes on to the south and you could totally slip around the end of the loveseat to the west. There is the rocking chair to the east as well, that is always fun.\n\nLisa's legs are hanging off of the loveseat.\n\nJemison comes in after you and settles close by you and looks pointedly at the velcro jangly balls.", "endoftext": false }, { "action": "You go to the southeast", "response": "You are all jangle jangle jangle as you leave.\n\nThis is the middle of the living room, it is all big and vast. This is where everybody plays because it is so big. But when you get bored there is a bunch of other stuff you can go to like the TV to the east and the loveseat to the west and the couch to the south and the gliding rocking chair to the north.\n\nPart of your playpen is here, there is more of it to the northeast.\n\nYou can also see a tall plastic block here.\n\nJemison comes in after you and settles close by you and looks pointedly at the velcro jangly balls.\n\nJemison cannot look away from you and the velcro jangly balls.", "endoftext": false }, { "action": "You go south", "response": "You jangle your way out of the room.\n\nHere is where the middle of the couch is. If you want to play you should totally go north to the middle of the room where there is a lot of space. There is more couch to the east and west.\n\nThose are the mom's legs there by the couch.\n\nJemison comes in after you and settles close by you and looks pointedly at the velcro jangly balls.", "endoftext": false }, { "action": "You look at the tumbler", "response": "The tumbler is thick glass and it holds water, it is left over from Parry snacking. I guess Parry took it off the cabinet to take a drink from it and then forgot to put it back on the cabinet. It is by the west end of the couch to the west.", "endoftext": false }, { "action": "You go west", "response": "You jangle your way out of the room.\n\nThe couch is very long and this is the west part of it. There is a loveseat to the north and more couch to the east.\n\nThere is a red footstool, it is right next to the couch.\n\nYou can see Parry or at least his legs over by the couch.\n\nYou can also see a heavy tumbler and a short plastic block (on which is Cassie) here.\n\nJemison comes in after you and settles close by you and looks pointedly at the velcro jangly balls.\n\nCassie climbs down off of the short plastic block.", "endoftext": false }, { "action": "Wear the balls", "response": "You put on the velcro jangly balls.\n\nMarion asks Parry, \"How is Shari doing?\"", "endoftext": false }, { "action": "Drool on tumbler", "response": "You move towards the tumbler but Parry picks it up and says \"No, that's my glass.\" Once you back off Parry puts the tumbler back down.\n\n\"Oh, my God, Parry and Shari!\" laughs Becca. \"I hadn't realized that--that's just too precious.\"\n\nCassie climbs onto the short plastic block.\n\nJemison cannot look away from you and the velcro jangly balls.", "endoftext": false }, { "action": "You go to the north-east", "response": "You are all jangle jangle jangle as you leave.\n\nThis is the middle of the living room, it is all big and vast. This is where everybody plays because it is so big. But when you get bored there is a bunch of other stuff you can go to like the TV to the east and the loveseat to the west and the couch to the south and the gliding rocking chair to the north.\n\nPart of your playpen is here, there is more of it to the northeast.\n\nYou can also see a tall plastic block here.\n\nZoe has her eye on you.\n\nJemison comes in after you.\n\n\"She's feeling better,\" Parry says. \"She's keeping food down now, at least.\"", "endoftext": false }, { "action": "Go south", "response": "You are all jangle jangle jangle as you leave.\n\nHere is where the middle of the couch is. If you want to play you should totally go north to the middle of the room where there is a lot of space. There is more couch to the east and west.\n\nThose are the mom's legs there by the couch.\n\nJemison comes in after you.\n\nMarion asks, \"Oh, are you two expecting?\"", "endoftext": false }, { "action": "You look at the medium", "response": "It is green and it is about as wide as you are and as tall as your head is high when you are sitting down. It is by the east end of the couch to the east.\n\nParry is all, \"Oh, no, no, no. No. It's just the flu.\"\n\nJemison reaches out and pokes at the velcro jangly balls.", "endoftext": false }, { "action": "You go to the east", "response": "You are all jangle jangle jangle as you leave.\n\nYou are where the couch ends here at the east, at least where it ends at one end. North is the TV and west is more couch.\n\nThe legs of Marion dangle from the sofa.\n\nYou can also see a medium plastic block here.\n\nWatson sits all sad and dumpy on the floor.\n\nJemison comes in after you.\n\nBecca goes, \"You two should give Watson a brother. Toughen him up.\"", "endoftext": false }, { "action": "You examine small", "response": "It is red and it is about as wide as you are and as tall as your head is high when you are crawling around. It is by the west end of the couch to the southwest.\n\nZoe stalks off to the northwest.", "endoftext": false }, { "action": "Go southwest", "response": "You are all jangle jangle jangle as you leave.\n\nThe couch is very long and this is the west part of it. There is a loveseat to the north and more couch to the east.\n\nThere is a red footstool, it is right next to the couch.\n\nYou can see Parry or at least his legs over by the couch.\n\nYou can also see a heavy tumbler and a short plastic block here.\n\nCassie is looking around for mischief to make.\n\nJemison comes in after you.", "endoftext": false }, { "action": "Go southwest", "response": "You are all jangle jangle jangle as you leave.\n\nThe couch is very long and this is the west part of it. There is a loveseat to the north and more couch to the east.\n\nThere is a red footstool, it is right next to the couch.\n\nYou can see Parry or at least his legs over by the couch.\n\nYou can also see a heavy tumbler here.\n\nCassie is looking around for mischief to make.\n\nJemison comes in after you.", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\nCassie falls forward onto her hands and then she is crawling off to the northeast.", "endoftext": false }, { "action": "You examine Cassie", "response": "That is Cassie Sandoval, she is wearing a white dress that is all bright against her dark skin and her hair is captured with pink clips. Her arms are scraped up and she has some bruises on her legs.\n\nYou suddenly hear this heavy thud which must be Cassie leaping off the tall plastic block. Cassie shrieks, it is the loudest you have ever heard her be. I guess she is not the super-tough baby she thinks she is. Anyway Lisa leaps up and runs to Cassie and Parry leaves his tumbler and runs to Cassie too, they scatter the plastic blocks around the room in their haste. \"Baby, baby, it's okay, shh,\" you hear Lisa saying and then Parry is saying, \"I think she's okay, she's just scared. Her pupillary response is just fine.\"", "endoftext": false }, { "action": "Drool on tumbler", "response": "You put your mouth on the edge of the glass but there is no way you will tip it enough to drink but at least you slobbered all over it.\n\nLisa is still saying \"It'll be okay, Cassie, it'll be okay\" and Parry is saying \"Breathe, Cassie, breathe\" and Cassie is now taking big hiccuping breaths.", "endoftext": false }, { "action": "You go north", "response": "You are all jangle jangle jangle as you leave.\n\nThis is the south end of the loveseat, there is more loveseat to the north and a big play area to the east and to the south is the couch that is bigger than the loveseat.\n\nYou can see a rattly car here.\n\nWatson sits all sad and dumpy on the floor.\n\nJemison comes in after you.", "endoftext": false }, { "action": "Go north", "response": "You are all jangle jangle jangle as you leave.\n\nThis is the part of the loveseat that is to the north. It goes on to the south and you could totally slip around the end of the loveseat to the west. There is the rocking chair to the east as well, that is always fun.\n\nZoe stalks in from the east and settles near you.\n\nJemison comes in after you.\n\nZoe stalks off to the west.\n\nCassie finally is all better and is laughing some and Lisa says, \"Thanks, Parry, I appreciate your help\" and Parry says, \"No problem.\" And they go back to their seats. Then you hear Parry say \"Ugh! My tumbler's damp!\" and everyone laughs at Parry. Becca says, \"That's why you don't put things where the kids can chew all over them!\" And Parry sighs and you hear the wooden thunk of Parry putting the tumbler way up on the wood cabinet in the corner between the couch and the loveseat and definitely out of your reach[31].", "endoftext": false }, { "action": "Note 31", "response": "Poor Parry. It's like he's never been around babies before[32]. He's fallen prey to the common misconception that, if you keep pushing babies away from something they're interested in, eventually they'll grow bored and wander off.", "endoftext": false }, { "action": "Note 32", "response": "More likely, it's that Watson's so low-key that Parry is lax in his baby defense.", "endoftext": false }, { "action": "You go west", "response": "You are all jangle jangle jangle as you leave.\n\nBack here is the back of the loveseat casting a shadow over you, it is kind of cold. You can go south and east. You could go west but there is totally a door in your way. You could go north in the hall but there is a baby gate in the way there.\n\nZoe has her eye on you (not literally).\n\nJemison comes in after you.", "endoftext": false }, { "action": "You take the balls", "response": "You tug on the velcro jangly balls and you tug some more and they come off of yourself with a rrrrrrrip sound.", "endoftext": false }, { "action": "Go south", "response": "You are all jangle jangle jangle as you leave.\n\nThe cabinet that is also like an endtable for the loveseat and the couch is here. You can go north back to behind the loveseat.\n\nWay up on top of the cabinet you see a heavy tumbler.\n\nZoe stalks in from the north and settles near you.\n\nJemison comes in after you and settles close by you and looks pointedly at the velcro jangly balls.\n\n\"Hey, I just realized,\" Becca says all loud, \"Your name is Parry Mason!\"", "endoftext": false }, { "action": "You put the balls on Zoe", "response": "You shove the velcro end of the balls against Zoe high on her back where she can't reach and the velcro sticks!\n\n\"Um, yes?\" Parry says.", "endoftext": false }, { "action": "You open cabinet", "response": "You reach for the door and Zoe moves to stop you but Jemison gets in front of Zoe and reaches for the jangly balls[33]. While she is all dealing with him you tug on the door and the baby lock catches, making the entire cabinet rock towards you. And as it does so the tumbler tumbles, hitting the baby lock and pushing it down before springing off of the lock and over your head. The cabinet door pops open and your favorite toy rolls out and into your lap!\n\nThen you hear the crying. When you turn you see a very wet Zoe and a very wet Jemison and the empty tumbler is next to them. Jemison takes it like a toddler, he is fine, but Zoe is angry like a wet evil cat. Heads pop over the top of the loveseat staring down at all of you, one of them is Parry and he looks really embarassed[34].\n\nYou're probably not going to get to keep the toy.\nChapter 3\nPicturetime\n\nIt is like you are psychic because you don't get to keep the toy. The mom storms around the couch and scoops you up and grabs the toy. \"It's okay, Farina,\" Marion says, \"accidents happen. Zoe and Jemison don't look hurt, just wet.\" Several of the other parents are glaring at Parry, he looks all sheepish.\n\n\"Since the kids have to be changed anyway, let's take pictures!\" Marion says.\n\n\"Sure, works for me,\" Lisa says, and just like that everyone is getting their onesies taken off and instead they are being put in these Halloween costumes, and that would be okay except your squid costume is totally restrictive[35].\n\nYou don't get up on the couch all that much but now you are up here with everyone else so you can have your pictures taken.\n\nBecca is all ordering everyone around.\n\nParry is standing back a bit watching the picturetime commotion.\n\nLisa is staying near Cassie in case she makes a break for it.\n\nMarion is calm in the face of all this chaos.\n\nThe mom is trying to get all of you together for a picture.\n\nJemison and Watson and Cassie and Zoe are here. Jemison is all dressed like a bumblebee. Watson is gloomy in his sad homemade bat costume. Cassie is dressed in this pumpkin costume, it is adorable. Zoe hunkers in a ladybug costume like a wolf in cute sheep's clothing.", "endoftext": false }, { "action": "Note 33", "response": "It takes a baby to stop a baby, clearly. Since Zoe has upped the ante by blocking your actions directly, you get to stop her by using Jemison.", "endoftext": false }, { "action": "Note 34", "response": "Poor Parry. He's responsible for you getting the toy once again.", "endoftext": false }, { "action": "Note 35", "response": "So much of baby life consists of being dressed by your parents in uncomfortable or embarrassing outfits.", "endoftext": false }, { "action": "You examine the squid", "response": "It is like a squid if a squid was all plush and powder blue and didn't have any suckers. You are wearing it and its tentacles cover your arms and hands.\n\nThe mom says, \"That's an interesting costume Watson's wearing.\" Watson must know he's being talked about, he ducks his head and looks sad.", "endoftext": false }, { "action": "You examine the bumblebee", "response": "The tiny antennas and tiny wings totally make the costume.\n\n\"We made it ourselves,\" Parry replies.", "endoftext": false }, { "action": "You look at the pumpkin", "response": "Round but not so round that Cassie cannot zoom around in it.\n\nBecca laughs all loud. \"It's not very cheerful--whoops, hold on there Jemison.\" Zoe must've pushed Jemison because he starts to topple sideways before Becca rescues him.", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\nParry is all huffy, \"We wanted something different from the usual.\"", "endoftext": true }, { "action": "Go downward", "response": "You start to move and then there is the mom, she pushes you back in place. \"Whoa, kiddo, we've got to get a picture of everyone.\"\n\n\"Does that thing have buttons? That'll make it fun to take off if he spits up on it,\" Becca laughs again.", "endoftext": false }, { "action": "You smile", "response": "You smile and make a bubbly laugh noise, it is the thing you do that makes everyone say \"oh my goodness how cute!\"\n\nCassie bounces up and down next to you and you try to back away from her but your tentacles get in your way. \"Keep the kids together!\" Lisa calls, pointing a small camera at all of you.", "endoftext": false }, { "action": "You jump", "response": "There is no way you are going to jump, you can barely crawl.\n\nParry and the mom get you all in place on the couch. The mom dangles your favorite toy in front of all of you! You and Zoe stare raptly at it and then Parry says \"Now!\" and it is like a thousand suns explode in front of you and all you can see are these white and red spots.", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\nAs the spots clear you see Watson has pitched face first into the couch. Zoe is busy tugging on Jemison's wings and Cassie is chewing on one of your tentacles. \"Hope no one wanted another picture!\" Becca says.", "endoftext": false }, { "action": "You examine the tentacles", "response": "It is like a squid if a squid was all plush and powder blue and didn't have any suckers. You are wearing it and its tentacles cover your arms and hands.\n\nThe parents give up and take you all off the couch. As the mom puts you down she stops by the bookcase and puts your toy up there. \"Maybe next year they'll sit still,\" Lisa sighs, and Parry just snorts.\n\nThis is the middle of the living room, it is all big and vast. This is where everybody plays because it is so big. But when you get bored there is a bunch of other stuff you can go to like the TV to the east and the loveseat to the west and the couch to the south and the gliding rocking chair to the north.\n\nPart of your playpen is here, there is more of it to the northeast.", "endoftext": false }, { "action": "Go west", "response": "This is the south end of the loveseat, there is more loveseat to the north and a big play area to the east and to the south is the couch that is bigger than the loveseat.\n\nYou can see a rattly car here.\n\nWatson is gloomy in his sad homemade bat costume.", "endoftext": false }, { "action": "You spit on costume", "response": "You reach deep down inside you and bring up some of those stupid prunes the mom was feeding you and spit them up on the squid costume, making it all dirty[36].", "endoftext": false }, { "action": "You pull up on Watson", "response": "You would but the tentacles of your stupid squid costume are too slick[37].", "endoftext": false }, { "action": "Note 37", "response": "You know what's more fun in IF than only being able to carry a few things? Being able to carry nothing.", "endoftext": false }, { "action": "Go southeast", "response": "Here is where the middle of the couch is. If you want to play you should totally go north to the middle of the room where there is a lot of space. There is more couch to the east and west.\n\nThose are the mom's legs there by the couch.\n\nYou can also see a brix blox bucket here.\n\nJemison is all dressed like a bumblebee.", "endoftext": false }, { "action": "You pull up on the mom", "response": "You rub up against the legs of the mom and she looks down and says, \"Oh, oh, your costume is all dirty, kiddo.\" She lifts you up and the next thing you know you are back on the ground and free of that evil squid costume.\n\nWatson wanders in from the northwest.", "endoftext": false }, { "action": "You pull up on Watson", "response": "You can't pull up on Watson to stand.\n\nWatson tries to look through the brix blox bucket to the brix blox inside it.\n\nJemison crawls to the north.", "endoftext": false }, { "action": "Go northwest", "response": "This is the south end of the loveseat, there is more loveseat to the north and a big play area to the east and to the south is the couch that is bigger than the loveseat.\n\nYou can see a rattly car here.", "endoftext": false }, { "action": "You go to the southeast", "response": "This is the middle of the living room, it is all big and vast. This is where everybody plays because it is so big. But when you get bored there is a bunch of other stuff you can go to like the TV to the east and the loveseat to the west and the couch to the south and the gliding rocking chair to the north.\n\nPart of your playpen is here, there is more of it to the northeast.\n\nCassie and Jemison are here. Cassie is dressed in this pumpkin costume, it is adorable. Jemison is all dressed like a bumblebee.\n\nCassie falls forward onto her hands and then she is crawling off to the north.", "endoftext": false }, { "action": "You go to the south", "response": "Here is where the middle of the couch is. If you want to play you should totally go north to the middle of the room where there is a lot of space. There is more couch to the east and west.\n\nThose are the mom's legs there by the couch.\n\nYou can also see a brix blox bucket here.\n\nWatson is gloomy in his sad homemade bat costume.", "endoftext": false }, { "action": "You kick the bucket", "response": "You are way not coordinated enough to do that.\n\nWatson gazes at the brix blox bucket.", "endoftext": false }, { "action": "Turn page", "response": "You flip the pages by scrabbling at them until you are looking at this blocky diagram of a rolly car thing.\n\nParry says, \"I don't know, that sounds like a clever idea.\"", "endoftext": false }, { "action": "Turn page", "response": "You flip the pages by scrabbling at them until you are looking at this blocky diagram of a nuclear reactor model.\n\nThe mom is indignant, \"My child is not a dog to be on a leash!\" Good for her, there is no way you'd wear a leash.", "endoftext": false }, { "action": "Turn page", "response": "You flip the pages by scrabbling at them until you are looking at this blocky diagram of a wall.\n\nLisa says, \"When you get down to it, babies are about as smart as pets. Cassie might as well be a hyperactive Yorkie.\"", "endoftext": false }, { "action": "Turn page", "response": "You flip the pages by scrabbling at them until you are looking at this blocky diagram of a poosh stick.\n\n\"Lisa!\" Marion says. \"That's horrible!\"", "endoftext": false }, { "action": "You put the remote in the mouth", "response": "You shove the remote control in your mouth and start chewing on it and that leaves your hands free.\n\n\"It's true!\" Lisa says. \"They make messes on the floor and can't talk and you can classically condition them.\"", "endoftext": false }, { "action": "You pull up on the mom", "response": "The mom laughs and says, \"Where did you find that?\" as she pulls the remote out of your mouth.\n\nThen Parry sees you and her with the remote and says, \"That reminds me, I'd like to put in a Baby Feynman video for Watson.\" There is then this big pregnant pause before Parry says, \"Uh, if that's okay.\"\n\nThe mom is quiet, she is probably communicating with the other moms using only her eyes and mom-telepathy[39] because wasn't Parry anti-TV for kids before? And then she says, \"Sure!\" So Parry heads over to the TV and drags the baby swing out of the way of the TV and over by the bookcase and turns the TV on.\n\n\"You know,\" Parry says, \"A combination playpen and Skinner box might sell really well[40].\"", "endoftext": false }, { "action": "Note 39", "response": "As best I can tell, mom telepathy comes from moms having had a large shared pool of experiences when it comes to babies.", "endoftext": false }, { "action": "Note 40", "response": "This is my favorite of all of the parents' conversations, mainly for this line right here.", "endoftext": false }, { "action": "You sit", "response": "Since you are already sitting you can't sit again or maybe it's like you've already succeeded at sitting.\n\nBecca says, \"That is the kind of thing people call Child Protective Services about.\"\n\nWatson looks at the instruction booklet and his hands move so fast they are almost blurry and the dayglo blox go together and suddenly Watson has built a poosh stick. He looks at it and then drops it.", "endoftext": false }, { "action": "You take the stick", "response": "You pick it up and it takes two hands.\n\n\"I'm not sure Child Services gets called that often to rescue kids from Skinner boxes,\" Parry says.", "endoftext": false }, { "action": "You go to the north", "response": "This is the middle of the living room, it is all big and vast. This is where everybody plays because it is so big. But when you get bored there is a bunch of other stuff you can go to like the TV to the east and the loveseat to the west and the couch to the south and the gliding rocking chair to the north.\n\nPart of your playpen is here, there is more of it to the northeast.\n\nThe mom is still all huffy, \"Kids aren't pets.\"", "endoftext": false }, { "action": "Go northeast", "response": "You are east of the gliding rocking chair that is fun to ride on and north of the big TV that Sesame Street comes from. On the wall is a big bookcase full of chewy books. There is a way into the kitchen to the north but one of those baby gates is there, that is no fair.\n\nAbout half a parent high in the bookcase is your favorite toy.\n\nThere is a big old baby swing all shoved up against the bookcase.\n\nPart of your playpen is here, there is more of it to the southwest.\n\nYou can also see a soft foam block, a tall plastic block, a short plastic block, a medium plastic block, a little doll, a teeny squeezy book, and a teething ring here.\n\nZoe has hold of a plastic cup all sadly.\n\nZoe gets onto the short plastic block.", "endoftext": false }, { "action": "You look at the toy", "response": "This is the thing your aunt gave you which is a super fun toy. It has places to chew and places that are shiny and it rattles when you shake it. Right now it is up on the bookcase, it is like nearly half a parent high.\n\nZoe gets onto the medium plastic block.", "endoftext": false }, { "action": "You examine the switch", "response": "That is the switch that controls how high the swing goes, it can be set to lo, med, or hi. Right now it is on lo.\n\nZoe gets onto the tall plastic block.", "endoftext": false }, { "action": "You cry", "response": "You let out this sobbing wail and the mom says, \"Shh, it's okay.\"\n\nZoe gets onto the medium plastic block.", "endoftext": false }, { "action": "You cry", "response": "When you cry again the mom says, \"Shh. Calm down.\"\n\nZoe gets onto the short plastic block.", "endoftext": false }, { "action": "You take the toy", "response": "You have short arms, you can't reach your favorite toy from down here.\n\nZoe climbs down off of the short plastic block.", "endoftext": false }, { "action": "You give the stick to Zoe", "response": "Zoe eyes you coldly, no way she is taking anything from you.\n\nZoe gets onto the medium plastic block.", "endoftext": false }, { "action": "You drop the stick", "response": "Dropped.\n\nZoe gets onto the tall plastic block.", "endoftext": false }, { "action": "You cry", "response": "This time you add a lot of tremolo to your crying and the mom says, \"You're not going to calm down, are you, kiddo? Do you need the swing?\"\n\nThe mom asks the other parent people, \"Do any of you have a suggestion for a baby sitter?\" W. T. F.", "endoftext": false }, { "action": "You cry", "response": "\"Okay, kiddo, let's check you and make sure,\" the mom says and scoops you up. \"Diaper's okay. You're not hungry. To the swing!\" You're airlifted into the swing and the mom straps you in. She turns it on, click click click, and then you are swinging really high.\n\nSmall Open Area (in the baby swing)\nYou are east of the gliding rocking chair that is fun to ride on and north of the big TV that Sesame Street comes from. On the wall is a big bookcase full of chewy books. There is a way into the kitchen to the north but one of those baby gates is there, that is no fair.\n\nAbout half a parent high in the bookcase is your favorite toy.\n\nPart of your playpen is here, there is more of it to the southwest.\n\nYou can also see a poosh stick, a plastic cup, a soft foam block, a tall plastic block (on which is Zoe), a short plastic block, a medium plastic block, a little doll, and a teeny squeezy book here.\n\nThe mom goes on, \"We've got a Christmas party to go to in a month or so, and we've never used a babysitter before.\" No, really--W. T. F.???\n\nThe baby swing clicks and clacks as it swings really high, and the whole world tilts and turns as you swing with it. At the top of the swing you are way close to your toy.\n\nZoe watches you swing back and forth, back and forth.", "endoftext": false }, { "action": "You take the toy", "response": "You stretch for the toy but it is just barely out of reach.\n\nMarion says, \"Didn't you have luck with Susan, Lisa?\" Susan, that's a name that sounds okay.\n\nThe baby swing clicks and clacks as it swings really high, and the whole world tilts and turns as you swing with it. At the top of the swing you are way close to your toy.\n\nZoe watches you swing back and forth, back and forth.", "endoftext": false }, { "action": "You take toy", "response": "You stretch for the toy but it is just barely out of reach.\n\nLisa says, \"I've used Susan two--no, three times. She said Cassie was great.\" Lisa pauses all thoughtful like. \"Maybe she was lying to get a bigger tip.\"\n\nThe baby swing clicks and clacks as it swings really high, and the whole world tilts and turns as you swing with it. At the top of the swing you are way close to your toy.\n\nZoe watches you swing back and forth, back and forth.", "endoftext": false }, { "action": "You take the toy", "response": "You stretch for the toy but it is just barely out of reach.\n\n\"I didn't think she was all that,\" Becca says. \"I had her keep Zoe once. Susan and Zoe didn't get along at all.\" This Susan is sounding better all the time.\n\nThe baby swing clicks and clacks as it swings really high, and the whole world tilts and turns as you swing with it. At the top of the swing you are way close to your toy.\n\nZoe watches you swing back and forth, back and forth.", "endoftext": false }, { "action": "You take the toy", "response": "You stretch for the toy but it is just barely out of reach.\n\nMarion says, \"You could have Susan visit ahead of time to look for any problems.\"\n\nThe baby swing clicks and clacks as it swings really high, and the whole world tilts and turns as you swing with it. At the top of the swing you are way close to your toy.\n\nZoe watches you swing back and forth, back and forth.\n\nParry comes wandering by with his water glass but he stops when he sees you swinging. He looks at your favorite toy. He looks at you. He looks at your toy. He looks at Zoe. He looks at how close you get to your favorite toy. When he is all done with his looking he casually leans against the bookcase and taps your toy. It totally falls a bit closer! He winks at you and heads on by[41].", "endoftext": false }, { "action": "Note 41", "response": "Since Parry had helped you accidentally in the first two sections, I wanted him to help you directly in the third. Plus I figured he'd be on the side of truth and justice -- yours.", "endoftext": false }, { "action": "You take the toy", "response": "You stretch your arms but they are still too much like teeny T. Rex arms so then you scrunch down in your swing and stretch out a leg and as you swoop up again you just are able to kick the toy! It flies into the air and onto your lap! But as you swing back Zoe leans over from the tall block and swats at the toy and you swat at her and the upshot is the toy goes flying again and it goes kerplunk into the playpen.\n\nThis is the worst playdate ever.\n\n\"I'll give her a call, then,\" the mom says.", "endoftext": false }, { "action": "You leave", "response": "You are way high in the baby swing and are all swinging, you are not some stunt baby who is used to taking falls.\n\nThe baby swing clicks and clacks as it swings really high, and the whole world tilts and turns as you swing with it.\n\nZoe gets onto the medium plastic block.\n\nYou look up and there is the mom, you are swinging toward her face and away, toward and away. She turns off the swing and gets you down and puts you on the floor before going back to her seat.\n\nYou are east of the gliding rocking chair that is fun to ride on and north of the big TV that Sesame Street comes from. On the wall is a big bookcase full of chewy books. There is a way into the kitchen to the north but one of those baby gates is there, that is no fair.\n\nThere is a big old baby swing all shoved up against the bookcase.\n\nPart of your playpen is here, there is more of it to the southwest. Through the mesh you can see your favorite toy.\n\nYou can also see a poosh stick, a plastic cup, a soft foam block, a tall plastic block, a short plastic block, a medium plastic block (on which is Zoe), a little doll, and a teeny squeezy book here.", "endoftext": false }, { "action": "You take the stick", "response": "You pick it up and it takes two hands.\n\nZoe gets onto the short plastic block.", "endoftext": false }, { "action": "Note 42", "response": "I like you having to team up with your antagonist, even if only for a little while. Though it's not a perfect arrangement: try pushing the oval with the poosh stick on the side where Zoe is.", "endoftext": false }, { "action": "You go southwest", "response": "This is the middle of the living room, it is all big and vast. This is where everybody plays because it is so big. But when you get bored there is a bunch of other stuff you can go to like the TV to the east and the loveseat to the west and the couch to the south and the gliding rocking chair to the north.\n\nPart of your playpen is here, there is more of it to the northeast.", "endoftext": false }, { "action": "You enter the playpen", "response": "You get into the southwest part of the playpen.\n\nLisa suddenly says, \"Parry! Are you eating Cheerios?\"\n\nParry sounds all sheepish, \"Yeah.\"\n\nBecca is all \"I hope you don't mind crumbs all over your loveseat, Farina,\" and everyone laughs but Parry.", "endoftext": false }, { "action": "You go northeast", "response": "You move to the other part of the playpen.\n\nSmall Open Area (in the northeast part of the playpen)\nYou are east of the gliding rocking chair that is fun to ride on and north of the big TV that Sesame Street comes from. On the wall is a big bookcase full of chewy books. There is a way into the kitchen to the north but one of those baby gates is there, that is no fair.\n\nThere is a big old baby swing all shoved up against the bookcase.\n\nYou can also see a plastic cup, a soft foam block, a tall plastic block, a short plastic block, a medium plastic block, a little doll, and a teeny squeezy book here.\n\nIn the northeast part of the playpen you can see your favorite toy.\n\nZoe has hold of a teething ring loosely.\n\nZoe grabs your favorite toy.", "endoftext": false }, { "action": "You take the toy", "response": "Zoe sees you coming for the toy! She will not let you have it!\n\nZoe runs off to the south with your toy! SHE HAS YOUR TOY!\n\nYou hear this rattle jingle, it is Zoe playing with your toy!", "endoftext": false }, { "action": "You go outside", "response": "You get out of the northeast part of the playpen.\n\nYou are east of the gliding rocking chair that is fun to ride on and north of the big TV that Sesame Street comes from. On the wall is a big bookcase full of chewy books. There is a way into the kitchen to the north but one of those baby gates is there, that is no fair.\n\nThere is a big old baby swing all shoved up against the bookcase.\n\nPart of your playpen is here, there is more of it to the southwest. The playpen is all open.\n\nYou can also see a plastic cup, a soft foam block, a tall plastic block, a short plastic block, a medium plastic block, a little doll, and a teeny squeezy book here.", "endoftext": false }, { "action": "You take the stick", "response": "You pick it up and it takes two hands.\n\n\"Cassie is really pulling up well,\" the mom tells Lisa.", "endoftext": false }, { "action": "You go west", "response": "The gliding rocking chair is all tall and wooden. It is where the mom rocks you when she thinks you need a nap even though you do not need naps. The loveseat is west and there is a small open area to the east and a big open area in the middle of the room to the south.\n\nThere are Becca's legs, they are by the rocking chair.\n\nYou can also see a smooth rock, a plush book, and a much-loved kangaroo here.\n\n\"Oh, thanks,\" Lisa says. \"She's probably too good at pulling up and climbing, to tell you the truth.\"\n\nYou hear this rattle jingle, it is Zoe playing with your toy!", "endoftext": false }, { "action": "You go west", "response": "This is the part of the loveseat that is to the north. It goes on to the south and you could totally slip around the end of the loveseat to the west. There is the rocking chair to the east as well, that is always fun.\n\nOn the north pink striped loveseat is a cup of Cheerios.\n\nYou can see Parry here.\n\n\"We've been working on pulling up,\" the mom says, boy is she going to be surprised by all the practice you're getting today.", "endoftext": false }, { "action": "Note 43", "response": "True story: at my son's first birthday party, he knocked over a small cup of Cheerios, spilling them near my feet. Instantly, every baby at the party crawled towards us, swarming around me.\n\nCheerios are baby crack.", "endoftext": false }, { "action": "You drop the stick", "response": "(tearing yourself away from the Cheerios)\nDropped.\n\nLisa says, \"You're just annoyed that Jemison just sits there--\" but Becca keeps on talking, \"So your kid pulls up or cruises or whatever. Big deal!\"\n\nYou hear this rattle jingle, it is Zoe playing with your toy!\n\nWatson wanders in from the south.", "endoftext": false }, { "action": "You look at Zoe", "response": "(tearing yourself away from the Cheerios)\nGrr, Zoe Kinmundy. That little red-haired girl[44] has this ladybug costume on, it is supposed to be cute but you are not fooled. Her red hair is in pigtails, like that will fool anyone into thinking she is nice. She has a death-grip on your favorite toy and a teething ring. She is over by the TV to the east.\n\nParry says, \"Kids develop at different speeds. It's not as if I'll still be helping Watson pull up when he goes to college.\"\n\nYou hear this rattle jingle, it is Zoe playing with your toy!\n\nJemison picks up some Cheerios and munches on them.", "endoftext": false }, { "action": "You go to the south-east", "response": "(tearing yourself away from the Cheerios)\nYou have to push your way past Watson, Jemison, and Cassie thanks to those Cheerios and that slows you down.\n\nThis is the middle of the living room, it is all big and vast. This is where everybody plays because it is so big. But when you get bored there is a bunch of other stuff you can go to like the TV to the east and the loveseat to the west and the couch to the south and the gliding rocking chair to the north.\n\nPart of your playpen is here, there is more of it to the northeast. The playpen is all open.\n\n\"As long as Zoe doesn't fall too far behind, I'm not worried,\" Marion says.", "endoftext": false }, { "action": "Go east", "response": "The entertainment center here holds the TV all towering above you and it has these glass doors beneath the TV that you can see stereo equipment through. You are near the couch to the south and the middle of the living room to the west and there is a small open area to play in to the north.\n\nZoe has your toy! ZOE HAS YOUR TOY!\n\n\"Yeah,\" Parry says. \"It won't bother me if Watson is like many boys and is slower to talk.\"", "endoftext": false }, { "action": "You take the toy", "response": "Zoe sees you coming for the toy! She will not let you have it!\n\nZoe runs off to the west with your toy!\n\n\"As long as Cassie is ahead of where she's supposed to be, I won't worry either,\" Lisa says.\n\nNow on TV all of these stars are gathering together, it is like they are having a big star party.", "endoftext": false }, { "action": "Go west", "response": "This is the middle of the living room, it is all big and vast. This is where everybody plays because it is so big. But when you get bored there is a bunch of other stuff you can go to like the TV to the east and the loveseat to the west and the couch to the south and the gliding rocking chair to the north.\n\nPart of your playpen is here, there is more of it to the northeast. The playpen is all open.\n\nZoe has your toy! ZOE HAS YOUR TOY!", "endoftext": false }, { "action": "You take the toy", "response": "Zoe sees you coming for the toy! She will not let you have it!\n\nZoe runs off to the northwest with your toy!", "endoftext": false }, { "action": "Go northwest", "response": "This is the part of the loveseat that is to the north. It goes on to the south and you could totally slip around the end of the loveseat to the west. There is the rocking chair to the east as well, that is always fun.\n\nThose sure are a bunch of Cheerios spilled everywhere.\n\nYou can also see a poosh stick and Parry here.\n\nZoe and Watson and Jemison and Cassie are here. Zoe has your toy! ZOE HAS YOUR TOY! Watson is gloomy in his sad homemade bat costume. Jemison is all dressed like a bumblebee. Cassie is dressed in this pumpkin costume, it is adorable.\n\nCassie grabs a handful of Cheerios and inhales them.", "endoftext": false }, { "action": "You take the toy", "response": "Zoe tries to crawl away, but there are babies and Cheerios and it is a big train-wreck and she cannot get away!\n\nYou lunge forward and yank on the toy and Zoe is all distracted by Cheerios and the toy pops out of her evil sweaty grasp! You have your toy!\n\nZoe screws up her face and bursts into these loud wails, they are so terribly loud. She shoves at Cassie who also starts crying and soon just about everyone is crying except you, ha ha, they are such babies.\n\nMarion says, \"I was afraid we were staying too late past Zoe's naptime. Farina, everyone, it's been fun, and glad you could come, Parry. See everyone next week.\" Hands come down and the squalling Zoe zips up into the air and into Marion's arms. Soon all of the babies are going skywards, parentwards, and out-the-doorwards.\n\nWith them all gone the air kinda leaks out of you, it has been a long playdate. The mom gathers you and your favorite toy up. \"C'mon, kid, let's get you to bed before you completely pass out.\" But you do not need naps, does she not understand that?\n\nThough your crib is nice and soft and your favorite toy chimes a bit as you curl around it and your teeny eyelids are so heavy.\n\nSo...heavy....", "endoftext": false }, { "action": "Xyzzy", "response": "Please give one of the answers above.", "endoftext": false }, { "action": "Xyzzy", "response": "Everything you try just winds you tighter in the darkness, this sucks.\n\nYou are trying not to breathe fast, it is hard when you are so closed in.", "endoftext": false }, { "action": "You remove the cover", "response": "(first taking the blanket)\nEverything you try just winds you tighter in the darkness, this sucks.\n\nThe darkness is all scratchy on your skin.", "endoftext": false }, { "action": "You cry", "response": "Suddenly the darkness is gone, and it is so light, you are blinded for just a second. You blink and blink and then you can see the mom holding the blanket she was covering you with. \"Oh, kid, I'm so sorry, I thought you were having fun,\" she says. \"We'll do something else.\"\n\nThat'll teach her.\n\nA child, a toy, and a rival by Stephen Granade\n\nAll rights reserved.\nType ABOUT for more information.\n\nThis is the middle of the living room, it is all big and vast. But it would be bigger and vaster if there weren't all these pillows and stuff in a big ring around you. The mom is totally all paranoid and whatever, she is a new mom.\n\nThere is a red footstool, it looms over you.\n\nThe mom is playing with you and is all excited about it.\n\nYou can also see a squishy ball, a plush book, and your favorite toy here.\n\nYou eye your favorite toy and the mom sees you doing it and scoops it up. \"No, no, we're going to try pulling up!\" She is all the time trying to build your character or something. She waves the toy at you. \"Look! Look where I'm putting it!\" She drops the toy on the footstool where you can't see it unless you're all pulled up, that is just no fair.", "endoftext": true } ]
6a23xff9er4s83pl
Dead Like Ants
C.E.J. Pacian
[ "Fantasy" ]
[ "animal protagonist", "compasless", "compassless", "conversation", "cover art", "easy", "EnvComp", "female protagonist", "multiple protagonists", "nonhuman protagonist", "nonhuman? my eye", "nonstandard", "on Jay Is Games", "parser", "spider", "thanatos", "walkthrough", "Xyzzy Awards 2009" ]
2,009
[ 12, 25, 14, 0, 0 ]
51
3.960784
20090401
false
You play as a young woman in red overalls, a red worker ant. Every spring, five dangerous creatures visit the tree and threaten the village, and every spring, the Queen sends one of her daughters to negotiate with them. This spring, the Queen wants you to be that daughter.
[ { "action": "%", "response": "It's spring, finally. The hard winter months are a fading memory, and the branches bud and blossom with bright colour.\n\nThe Queen has sent for you.\n\nIt'll be the first time in your life that you've spoken to your own mother.\n\nMalarkey in a tree, by C.E.J. Pacian\n\n[Type 'About' if this is your first time playing.\nType 'Credits' to see who made this possible.]\n\nThis village - your home since birth - sprawls across and up the sides of the tree hollow. Spittle cottages, fungal fields and twig farmhouses are set among the knotted wood on all sides, even clinging to the roof high above.\n\nFrom here you could head in to the Queen's chamber, or out to the sunlit world beyond the hollow.\n\nClose by, a group of your sisters tend to a herd.", "endoftext": false }, { "action": "You examine the sisters", "response": "Slender, long-limbed women, a lot like yourself, though of all different ages. They wear red overalls.", "endoftext": false }, { "action": "About yourself", "response": "A slender, long-limbed young woman - not very long ago a girl. Your compound eyes have a bright sheen to them and your antennae twitch eagerly through the air.", "endoftext": false }, { "action": "You examine the overalls", "response": "Your overalls are comfortable and durable.", "endoftext": false }, { "action": "You go inside", "response": "Not opulent, as you might expect, but twilit and homely. Simple, finely crafted lamps cast a warm glow over the phloem walls.\n\nCots line one side of the chamber, each holding a formless, swaddled bundle.\n\nThe Queen, your mother, sits elegantly upon her throne. She meets your eye and beckons to you.", "endoftext": false }, { "action": "You talk to Queen", "response": "You clear your throat and curtsy. \"Hello, your highness.\"\n\nThe Queen smiles benevolently. \"My favourite daughter. I have a very special task for you.\"\n\n(You could ask her about the task, her wings, herself, or your brothers.)", "endoftext": false }, { "action": "You ask her about herself", "response": "\"You've worked for the village for so many years,\" you begin, \"so", "endoftext": false }, { "action": "Topics", "response": "You could ask her about the task, her wings, the five creatures, herself, or your brothers.", "endoftext": false }, { "action": "You go outside", "response": "You curtsy before you leave.\n\n\"Good luck,\" the Queen says, \"my favourite daughter.\"\n\nThis village - your home since birth - sprawls across and up the sides of the tree hollow. Spittle cottages, fungal fields and twig farmhouses are set among the knotted wood on all sides, even clinging to the roof high above.\n\nFrom here you could head in to the Queen's chamber, or out to the sunlit world beyond the hollow.\n\nClose by, a group of your sisters tend to a herd.", "endoftext": false }, { "action": "Go outside", "response": "The fertile brown bark of the tree stretches in all directions: up into the blue sky, down to the exotic green jungle, and curving around on itself both sunwise and widdershins.\n\nThe entrance to the Tree Hollow Village is set into the bark here. Just below it, a sturdy old branch stretches out into the distance, splitting into three smaller branches. Suspended magically between the three branch-tips is a pulsating whorl of bright colour.\n\nOne of your sisters lies curled up in the furrowed bark, dead.", "endoftext": false }, { "action": "You examine the whorl", "response": "Your faceted eyes struggle to make it out in any detail. A spiral of flickering colour seems to dance in time with the wind.", "endoftext": false }, { "action": "You touch the whorl", "response": "The whorl of colour is too far away.", "endoftext": true }, { "action": "Go downward", "response": "This tree is a huge enough world in itself. Leaving it seems pointlessly suicidal.", "endoftext": false }, { "action": "Up", "response": "You cover your mouth and swear. Holy shit.\n\nYour eyes have never been that good over long distances, and this has got to be the longest distance you've ever seen. The green jungle stretches off to the horizon - something you had always thought a myth - where a jumble of strange shapes seem frozen in the act of rearing up into the sky.\n\nTall, green-topped structures stand in a great cluster around the tree that you call home. They can't be other trees, surely?\n\nObvious exits: Down", "endoftext": false }, { "action": "You examine the shapes", "response": "You haven't the faintest clue what they might be. All you can tell is that they're enormous, and so far away that you find it difficult to conceive of the distance.", "endoftext": false }, { "action": "You examine the horizon", "response": "Stunning. Confusing to look at. Do the land and sky stretch on forever in parallel? Do they meet at the horizon? Or is it something else even harder to understand?", "endoftext": false }, { "action": "You fly", "response": "The word \"fly\" is not necessary in this story.\n\n(If this was an accidental misspelling, you can correct it by typing OOPS followed by the corrected word now. Any time the story points out an unknown word, you can correct a misspelling using OOPS as your next command.)", "endoftext": true }, { "action": "You go downwards", "response": "The fertile brown bark of the tree stretches in all directions: up into the blue sky, down to the exotic green jungle, and curving around on itself both sunwise and widdershins.\n\nThe entrance to the Tree Hollow Village is set into the bark here. Just below it, a sturdy old branch stretches out into the distance, splitting into three smaller branches. Suspended magically between the three branch-tips is a pulsating whorl of bright colour.\n\nOne of your sisters lies curled up in the furrowed bark, dead.\n\nObvious exits: Up, Down, In, Out, Sunwise, Widdershins", "endoftext": false }, { "action": "You go outside", "response": "Branch Tip, Beneath the Rainbow Net\nSomeone has stretched a vast net from the tip of this branch to the tips of two others high overhead - an impressive feat, to say the least. Flurries of blossom sail past on the wind, catching in the net and painting it bright, quivering colours.\n\nA solitary black figure stands in the centre of the net above.\n\nObvious exits: Up, In", "endoftext": false }, { "action": "You examine the blossom", "response": "Hundreds of colourful petals float past on the wind. Those that have become trapped in the net above tremble in the breeze.", "endoftext": false }, { "action": "Up", "response": "You set your feet on the net. You have a natural aptitude for walking at all angles, but it helps that the net happens to be quite sticky.\n\nFrom here, thin threads of silk extend in every direction, weaving a circular net in the air that catches delicate petals of blossom. The net seems remarkably sturdy, for something so insubstantial, and you're confident you can get down from here with ease.\n\nA tall, pale widow stands in the centre of the net, watching her threads with keen interest.\n\nObvious exits: Down", "endoftext": false }, { "action": "You look at the widow", "response": "A tall, pale woman: slender and long-limbed, clothed in a flowing black dress. There's an icy, elegant beauty to her that almost takes your breath away.\n\nHer eight eyes watch the world from behind a black lace veil that stops just above her voluptuous red lips.", "endoftext": false }, { "action": "You talk to the woman", "response": "\"Um,\" you begin, \"excuse me...\"\n\nThe widow turns to face you and smiles broadly. \"One of the Queen's little darlings! What a pleasure to meet you.\"\n\nShe leans forwards to kiss you and, surprised, you step back.\n\n\"You poor creature,\" she says. \"You needn't be frightened of me. I'm just a lovelorn woman with a penchant for bright blossom.\"\n\n(You could ask her about her husband, kissing, the net, the Queen, or the tree.)", "endoftext": false }, { "action": "Topics", "response": "You could ask her about her husband, kissing, the net, the Queen, or the tree.", "endoftext": false }, { "action": "You go outside", "response": "You curtsy before you leave.\n\n\"Good luck,\" the Queen says, \"my favourite daughter.\"\n\nThis village - your home since birth - sprawls across and up the sides of the tree hollow. Spittle cottages, fungal fields and twig farmhouses are set among the knotted wood on all sides, even clinging to the roof high above.\n\nFrom here you could head in to the Queen's chamber, or out to the sunlit world beyond the hollow.\n\nClose by, a group of your sisters tend to a herd.\n\nObvious exits: In, Out", "endoftext": false }, { "action": "Go outside", "response": "The fertile brown bark of the tree stretches in all directions: up into the blue sky, down to the exotic green jungle, and curving around on itself both sunwise and widdershins.\n\nThe entrance to the Tree Hollow Village is set into the bark here. Just below it, a sturdy old branch stretches out into the distance, splitting into three smaller branches. Suspended magically between the three branch-tips is a pulsating whorl of bright colour.\n\nOne of your sisters lies curled up in the furrowed bark, dead.\n\nObvious exits: Up, Down, In, Out, Sunwise, Widdershins", "endoftext": false }, { "action": "Leave", "response": "Branch Tip, Beneath the Rainbow Net\nSomeone has stretched a vast net from the tip of this branch to the tips of two others high overhead - an impressive feat, to say the least. Flurries of blossom sail past on the wind, catching in the net and painting it bright, quivering colours.\n\nObvious exits: Up, In", "endoftext": false }, { "action": "Up", "response": "You set your feet on the net. You have a natural aptitude for walking at all angles, but it helps that the net happens to be quite sticky.\n\nFrom here, thin threads of silk extend in every direction, weaving a circular net in the air that catches delicate petals of blossom. The net seems remarkably sturdy, for something so insubstantial, and you're confident you can get down from here with ease.\n\nA large silk bundle has been tied to the centre of the net.\n\nObvious exits: Down", "endoftext": false }, { "action": "You look at the bundle", "response": "A fair size, kind of curved. No telling what might be inside it.", "endoftext": false }, { "action": "You open the bundle", "response": "Outside the village, you hear it's important to respect property rights.", "endoftext": false }, { "action": "You go south", "response": "You walk sunwise around the tree trunk, stopping when you encounter the next branch growing out from its bark.\n\nThe fertile brown bark of the tree stretches in all directions: up into the blue sky, down to the exotic green jungle, and curving around on itself both sunwise and widdershins.\n\nA thin, young branch sprouts from the bark at your feet, rapidly dividing into a forest of smaller twigs, each decorated with thick, colourful blossom.\n\nObvious exits: Up, Out, Sunwise, Widdershins", "endoftext": false }, { "action": "Up", "response": "You cover your mouth and swear. Holy shit.\n\nYour eyes have never been that good over long distances, and this has got to be the longest distance you've ever seen. The green jungle stretches off to the horizon - something you had always thought a myth - where a jumble of strange shapes seem frozen in the act of rearing up into the sky.\n\nTall, green-topped structures stand in a great cluster around the tree that you call home. They can't be other trees, surely?\n\nObvious exits: Down", "endoftext": true }, { "action": "Go downwards", "response": "A thin, young branch sprouts from the bark at your feet, rapidly dividing into a forest of smaller twigs, each decorated with thick, colourful blossom.\n\nObvious exits: Up, Out, Sunwise, Widdershins", "endoftext": false }, { "action": "Go outside", "response": "This peaceful clearing is surrounded on all sides by wiry twigs bearing blossom. At its centre, a stubby knot spirals out of the youthful bark, its top glazed over with amber.\n\nA long-haired artist stands at his easel - paintbrush and palette in hand.\n\nObvious exits: In\n\nThe artist turns to offer you a warm smile. \"Aha! Just what this scene was missing: a model.\"", "endoftext": false }, { "action": "You examine the artist", "response": "A young man, though still a fair bit older than yourself. His features have a refined gentleness to them, and he moves with a leisurely grace.\n\nThe artist is carrying a paintbrush and a palette, and he's wearing a little black dress and a red cloak.", "endoftext": false }, { "action": "You talk to the artist", "response": "You inch closer to the artist, uncertain how to begin.\n\n\"Relax,\" he says. \"I don't bite.\"\n\n(You could ask him about the Queen, the tree, the painting, his cloak, or art.)", "endoftext": false }, { "action": "You look at the painting", "response": "It's clearly supposed to be a painting of the view in front of the artist, but your engineer's eye easily picks out numerous inaccuracies. The colours are too bright, the blossom too vague, the sky too blue. And yet, for all that, it seems almost more real than the scene itself.\n\nThe centre of the canvas is blank and untouched.\n\nThe artist leans towards you. \"It really needs something interesting to go in the middle, doesn't it? Something sitting on that knot of bark...\"", "endoftext": false }, { "action": "You look at the knot", "response": "Just the right height for sitting on.", "endoftext": false }, { "action": "You sit on the knot", "response": "You sit on the smooth amber atop the knotted bark, feeling rather self-conscious. One of a thousand sisters, you've never been the centre of attention before.\n\n\"That expression,\" the artist says. \"Whatever it is, don't change it.\"\n\nAnd with that, he begins to paint you.", "endoftext": false }, { "action": "You change the expression", "response": "You attempt a smile. It feels kind of strange.\n\nThe artist bites his paintbrush in alarm. \"No, no... Your expression is just perfect as it is.\"\n\nYou relax your face, and the artist sighs with relief.\n\nIt's not easy to sit still like this, feeling the artist's eyes on you, wondering how you'll appear in the end result. But it's not like you've never had to bear hardships before, so you sit through it.\n\n\"Don't change your expression,\" the artist chides.", "endoftext": false }, { "action": "You wait", "response": "As you sit in the sun, surrounded by colour, you watch the artist's brush flowing over the canvas. Idly you wonder if you could ever take up painting as a hobby. You're sure you might be able to cadge the supplies together, especially if you succeed in your task, but could you really teach yourself?\n\n\"There,\" the artist says, \"all done. Stand up and come over here.\"", "endoftext": false }, { "action": "You stand", "response": "You stand up awkwardly.\n\nThe artist smiles and gestures at the canvas. \"Go on,\" he says, \"take a good look.\"", "endoftext": false }, { "action": "You examine the painting", "response": "Taking pride of place in the canvas, surrounded by colourful blossom, is your likeness: sitting uneasily, and smiling in a most peculiar way. Undeniably you, and not any of your sisters.\n\n\"So?\" the artist asks. \"What do you think?\"\n\n(You could gasp, gawp, or praise.)", "endoftext": false }, { "action": "Praise", "response": "\"It's amazing!\" you gush. \"Most of my sisters can't even recognise me, but this... Thank you so much!\"\n\nThe artist sniffs and wipes his cheeks with his delicate hands. You realise that he's crying. \"It means a lot to me that you like it.\nI'm actually going to give it to your mother. It's part of our arrangement.\"\n\n\"What arrangement?\" you ask, only half interested, still looking in awe at the canvas.\n\n\"I have to eat,\" the artist says. \"Not often, but more than I'd like. I'm very sorry.\"\n\nHe reaches into his cloak and retrieves a small, snub-nosed revolver. You're still smiling, quizzically. It almost doesn't make sense to you.\n\nWithout realising it, you die happy.\n\n***YOU WERE EATEN***\n\nThe Queen smiles at your enthusiasm, perhaps a little sadly. \"Every spring,\" she says, \"five dangerous creatures come to the tree and threaten my nest. So I send one of my daughters to negotiate with them, and each year they give us no trouble. This spring, I want you to be that daughter.\"\n\nYou curtsy again from sheer surprise. \"Your majesty! I would be honoured!\"\n\nNot opulent, as you might expect, but twilit and homely. Simple, finely crafted lamps cast a warm glow over the phloem walls.\n\nCots line one side of the chamber, each holding a formless, swaddled bundle.\n\nThe Queen, your mother, sits elegantly upon her throne.\n\nObvious exits: Out", "endoftext": false }, { "action": "You go outside", "response": "You curtsy before you leave.\n\n\"Good luck,\" the Queen says, \"my favourite daughter.\"\n\nThis village - your home since birth - sprawls across and up the sides of the tree hollow. Spittle cottages, fungal fields and twig farmhouses are set among the knotted wood on all sides, even clinging to the roof high above.\n\nFrom here you could head in to the Queen's chamber, or out to the sunlit world beyond the hollow.\n\nClose by, a group of your sisters tend to a herd.\n\nObvious exits: In, Out", "endoftext": false }, { "action": "Go outside", "response": "The fertile brown bark of the tree stretches in all directions: up into the blue sky, down to the exotic green jungle, and curving around on itself both sunwise and widdershins.\n\nThe entrance to the Tree Hollow Village is set into the bark here. Just below it, a sturdy old branch stretches out into the distance, splitting into three smaller branches. Suspended magically between the three branch-tips is a pulsating whorl of bright colour.\n\nOne of your sisters lies curled up in the furrowed bark, dead.\n\nObvious exits: Up, Down, In, Out, Sunwise, Widdershins", "endoftext": false }, { "action": "You go to the west", "response": "You walk widdershins around the tree trunk, stopping when you encounter the next branch growing out from its bark.\n\nThe fertile brown bark of the tree stretches in all directions: up into the blue sky, down to the exotic green jungle, and curving around on itself both sunwise and widdershins.\n\nThis thick branch is dotted with dozens of coiled grey shells - most of them broken or shattered to some degree.\n\nObvious exits: Up, Out, Sunwise, Widdershins", "endoftext": false }, { "action": "You examine the shells", "response": "Grey and utilitarian, they seem very well constructed indeed. You wonder how exactly so many of them came to be in such a state of disrepair.", "endoftext": false }, { "action": "Leave", "response": "Gargantuan broken shells cast a cold shadow over this narrow path as it winds between them. Conspicuous among the ruin is a single intact shell, spiral and grey, with a smart wooden door set into its opening.\n\nA knotted piece of rope hangs beside the door, dangling over a brass plaque.\n\nObvious exits: In", "endoftext": false }, { "action": "You read the plaque", "response": "Cornu Aspersa Esq.\nAttorney at Law", "endoftext": false }, { "action": "You examine the rope", "response": "A very finely constructed piece of rope - not much use for practical work, but certainly nice to look at. It's been knotted in a way that suggests pulling on it.", "endoftext": false }, { "action": "You pull it", "response": "You pull the rope. Somewhere inside the house, a bell rings.\n\nThe door is answered by a smartly dressed gentleman with no arms or legs. \"Ah yes,\" he says. \"You're expected. Please, come right in.\"\n\nHe leads you inside, up some stairs, around a corner and down a slope.\n\nThe floor and ceiling of this room are both curved, and you're not entirely sure which way up you are. Antique chairs and a coffee table are stuck to the carpet with discreet blobs of tree sap. Bookcases line the walls like the slats of a folding fan.\n\nOn the coffee table are a jar of sauce and a rotary telephone.\n\nA limbless aristocrat stands here, balanced on his tail.\n\nObvious exits: Down\n\n\"Good thing you turned up, what?\" the aristocrat says. \"There might be something you can help me with.\"", "endoftext": false }, { "action": "You examine bookcases", "response": "Lining a curved room with huge bookcases is the kind of inspired but futile feat of engineering that you're always both impressed by and derisive of. The books seem kind of interesting, though.\n\nYour eye's also drawn to a framed photograph sitting on the shelves.", "endoftext": false }, { "action": "You look at the photograph", "response": "The photograph seems to be of a portly old gent with no arms or legs. Limblessness aside, though, he's clearly no close relative of the aristocrat.\n\n\"Ah yes,\" the aristocrat says, \"the old owner of this place. Still a few things of his around, you know.\"", "endoftext": false }, { "action": "You read the books", "response": "It would be a bit rude to stand in the aristocrat's house reading his books.", "endoftext": false }, { "action": "Topics", "response": "You could ask him about help, the Queen, the spiral house, his arms and legs, or the tree.", "endoftext": false }, { "action": "You examine the jar", "response": "The label recommends serving with escargot, whatever that is. It's closed.\n\nThe aristocrat clears his throat.", "endoftext": false }, { "action": "You open the jar", "response": "Opening a jar of sauce. Seems like an easy enough task. You take the jar in both hands and grip it firmly, twisting the lid in an anti-clockwise motion. The jar opens.\n\n\"Excellent,\" the aristocrat says. \"Most excellent indeed. I'll dine well over the coming weeks, though she could have sent a less scrawny specimen.\"\n\nYour heart skips a beat. Does he mean-?\n\nThe aristocrat head butts you, and everything goes black.\n\n***YOU WERE EATEN***\n\nThe Queen smiles at your enthusiasm, perhaps a little sadly. \"Every spring,\" she says, \"five dangerous creatures come to the tree and threaten my nest. So I send one of my daughters to negotiate with them, and each year they give us no trouble. This spring, I want you to be that daughter.\"\n\nYou curtsy again from sheer surprise. \"Your majesty! I would be honoured!\"\n\nNot opulent, as you might expect, but twilit and homely. Simple, finely crafted lamps cast a warm glow over the phloem walls.\n\nCots line one side of the chamber, each holding a formless, swaddled bundle.\n\nThe Queen, your mother, sits elegantly upon her throne.\n\nObvious exits: Out", "endoftext": false }, { "action": "You look at the throne", "response": "A high-backed and ornate chair, perhaps the most comfortable chair in the hollow.\n\nThe Queen is sitting on the throne.", "endoftext": false }, { "action": "Curtsy", "response": "You curtsy. You're very good at it by now.\n\nThe Queen smiles benevolently. \"Don't be frightened, my child. Head out into the branches and make me proud.\"", "endoftext": false }, { "action": "You go west", "response": "You walk widdershins around the tree trunk, stopping when you encounter the next branch growing out from its bark.\n\nThis thick branch is dotted with dozens of coiled grey shells - most of them broken or shattered to some degree.\n\nObvious exits: Up, Out, Sunwise, Widdershins\n\nThe fertile brown bark of the tree stretches in all directions: up into the blue sky, down to the exotic green jungle, and curving around on itself both sunwise and widdershins.\n\nThe base of this branch has partially split through, and some strange shimmering mirror is wedged between the two halves.\n\nObvious exits: Up, Out, Sunwise, Widdershins", "endoftext": false }, { "action": "Leave", "response": "Rainwater has collected in this cleft in the branch, forming a calm, clear pool that perfectly reflects the blue sky.\n\nA pointed hat is floating on the mirror surface of the pool.\n\nA delicate damsel sits on a twig, crying softly to herself.\n\nObvious exits: In, Out She makes a big show of pretending she hasn't seen you.", "endoftext": false }, { "action": "You look at the hat", "response": "Emerald blue and ridiculously tall. Not that you know much about fashion, but it would go rather nicely with the damsel's outfit.\n\nYou can feel the damsel peeking at you hopefully.", "endoftext": false }, { "action": "You get the hat", "response": "The pointed hat is too far away. You'd have to swim in the pool.", "endoftext": false }, { "action": "You talk to the damsel", "response": "You carefully approach the delicate damsel and ask her if everything is okay.\n\nShe raises her head and wipes her dainty nose on her wrist. \"Does everything look all right? I was flying over that pool and my hat fell in. Now I can't get it back because if my wings get wet I'll drown.\"\n\n(You could ask her about the pointed hat, her wings, the mirror pool, the Queen, the tree, or swimming.)", "endoftext": false }, { "action": "You examine her", "response": "A delicate waif of a girl, crying into her tiny hands. Your heart breaks for her. Her dainty wings glitter with rainbow light.\n\nThe damsel is wearing an emerald dress and some high-heeled shoes.\n\nThe damsel meets your eye. \"It's rude to stare,\" she says, \"if understandable.\"", "endoftext": false }, { "action": "Swim", "response": "(in the mirror pool)\nYou wade out into the water until it's up to your armpits and then try kicking and splashing to move. It doesn't work. You just end up face down, making a lot of noise and trying to only breathe in when your head is above water.\n\nWith a melodious giggle, something lands on your back. Delicate hands take tight hold of your hair, and push your face down into the pool. Thrumming wings beat into the water, throwing up stronger splashes than your feeble attempts to struggle. As the life starts to leave you, a set of small, but very sharp teeth close around the back of your neck.\n\n***YOU WERE EATEN***\n\nThe Queen smiles at your enthusiasm, perhaps a little sadly. \"Every spring,\" she says, \"five dangerous creatures come to the tree and threaten my nest. So I send one of my daughters to negotiate with them, and each year they give us no trouble. This spring, I want you to be that daughter.\"\n\nYou curtsy again from sheer surprise. \"Your majesty! I would be honoured!\"\n\nNot opulent, as you might expect, but twilit and homely. Simple, finely crafted lamps cast a warm glow over the phloem walls.\n\nCots line one side of the chamber, each holding a formless, swaddled bundle.\n\nThe Queen, your mother, sits elegantly upon her throne.\n\nObvious exits: Out", "endoftext": false }, { "action": "You go west", "response": "You walk widdershins around the tree trunk, stopping when you encounter the next branch growing out from its bark.\n\nThis thick branch is dotted with dozens of coiled grey shells - most of them broken or shattered to some degree.\n\nObvious exits: Up, Out, Sunwise, Widdershins\n\nThe base of this branch has partially split through, and some strange shimmering mirror is wedged between the two halves.\n\nObvious exits: Up, Out, Sunwise, Widdershins\n\nThe fertile brown bark of the tree stretches in all directions: up into the blue sky, down to the exotic green jungle, and curving around on itself both sunwise and widdershins.\n\nThe branch here writhes out from the trunk as if racked with agony. Its cracked bark and gnarled flesh sprout bizarre clusters of twisted fungi.\n\nObvious exits: Up, Out, Sunwise, Widdershins", "endoftext": false }, { "action": "You leave", "response": "Strange, asymmetrical fungi sprout out from within this branch, splitting the bark and corrupting its offshoots into weird, bloated shapes. One particularly corpulent mushroom bulges out of the bark beneath a tall, healthy twig.\n\nThe twig ends in a bright green leaf.\n\nAn enormous knight towers over the area, clad in black armour. It shows only the vaguest interest in the soft white baby lying at its feet.\n\nObvious exits: In\n\nThe baby reaches out vainly towards the leaf.", "endoftext": false }, { "action": "You examine baby", "response": "Enormous. Pale. Soft. Its mouth a gaping black hole.\n\nIt reminds you painfully of your brothers. Only much, much bigger.\n\nThe baby reaches out for the leaf and wails in frustration.", "endoftext": false }, { "action": "You look at the knight", "response": "A giant of a person, covered from head to toe in thick black plate mail. Its helmet sports a ridiculous pair of curved horns.\n\nThe baby emits a high, keening wail. You cover your ears.", "endoftext": false }, { "action": "You talk to the knight", "response": "The knight does not respond. Deep inside that ridiculous helmet, it's possible that the knight can't even hear you.\n\nThe baby looks at you as if it's not really sure what to make of you.", "endoftext": false }, { "action": "You talk to the baby", "response": "The baby just gurgles stupidly.", "endoftext": false }, { "action": "You examine the helmet", "response": "The smooth faceplate of the knight's helmet has only the slightest of slits to see through. Ridiculous horns curve up from the helmet and into the sky.", "endoftext": false }, { "action": "You examine the leaf", "response": "It would look rather delicious, if you were much of a leaf eater.\n\nThe baby reaches out for the leaf and wails in frustration.", "endoftext": false }, { "action": "You eat it", "response": "You've never been much of one for eating leaves.", "endoftext": false }, { "action": "You get it", "response": "The leaf is tantalisingly out of reach.\n\nThe baby emits a high, keening wail. You cover your ears.", "endoftext": false }, { "action": "You climb the horns", "response": "That is not something you can climb.\n\nThe knight shifts slightly on its feet.", "endoftext": false }, { "action": "You look", "response": "Strange, asymmetrical fungi sprout out from within this branch, splitting the bark and corrupting its offshoots into weird, bloated shapes. One particularly corpulent mushroom bulges out of the bark beneath a tall, healthy twig.\n\nThe twig ends in a bright green leaf.\n\nAn enormous knight towers over the area, clad in black armour. It shows only the vaguest interest in the soft white baby lying at its feet.\n\nObvious exits: In\n\nThe baby stretches out a fat-fingered hand towards the leaf.", "endoftext": false }, { "action": "You look at the mushroom", "response": "It looks like it must be swollen with rotten ooze. But it could probably take your weight.\n\nThe baby looks at you as if it's not really sure what to make of you.", "endoftext": false }, { "action": "You eat it", "response": "The mushroom does not appear to be edible.\n\nThe baby reaches out vainly towards the leaf.", "endoftext": false }, { "action": "You get the leaf", "response": "You stand on tiptoe and grasp the fresh green leaf in your hands.\nWith one tug, it separates from its twig, and you fall forwards, towards the baby. It catches you in its fat fingers.\n\nYou smile, holding out the leaf triumphantly.\n\nThe baby pulls you towards its gaping mouth. Wait, this wasn't what you-\n\n***YOU WERE EATEN***\n\nIt's done. For another year, the village is safe. Now come the spring festivities, the rejoicing and singing.\n\nQueen's Chamber (sitting on the throne)\nNot as nice as your mother's place, but you've made yourself comfortable here. Simple, finely crafted lamps cast a warm glow over the phloem walls.\n\nCots line one side of the chamber, each holding a formless, swaddled bundle.\n\nOne of your daughters leans a framed painting against the wall and curtsies, before leaving hurriedly.\n\nSounds of merriment and raised voices carry into the chamber from outside.\n\nObvious exits: Out", "endoftext": false }, { "action": "You look at the painting", "response": "A bright, expressionistic portrayal of one of your daughters - you've no idea which one. She's smiling in the most peculiar way. There's something about this painting, some portent or emotion that you can almost but not quite grasp. But then, there always is, and it's always different.\n\nYou'll leave the painting out, for now, to remind you - as you're sure he wanted it to. And then you'll have it stowed away with the others.\n\nSounds of merriment and raised voices carry into the chamber from outside.", "endoftext": false }, { "action": "About you", "response": "Not young any more, but still elegant and beautiful. Your wings are as breathtaking at ever.", "endoftext": false }, { "action": "You leave", "response": "(off of the throne)\nYou stand up from your throne. Your daughters will be waiting for you outside, eager to celebrate the renewal of the seasons.\n\nSounds of merriment and raised voices carry into the chamber from outside.", "endoftext": false }, { "action": "Go outside", "response": "You step serenely out of your chamber, into the village. A thousand of your daughters await you, cheering happily, waiting for you to begin the spring festival. Blissfully ignorant.\n\nYou raise your hand in salute, and spread your wings.", "endoftext": true }, { "action": "Xyzzy", "response": "Unbidden, some ancient instinctual meme crawls up from your subconscious. Your lips dance of their own accord. \"Xyzzy,\" you say.\n\nYou begin to twitch and shudder, your tiny brain cartwheeling into an ouroboros of self-referential insanity. \"Xyzzy,\" you repeat.\n\"Xyzzy.\"\n\nYou don't even notice as your legs give way and you collapse to the ground. Your senses have closed in, your mind shut down. And all that is left... is xyzzy.", "endoftext": true } ]
x8toy0ku3y2af6se
Dinner Bell
Jenni Polodna
[ "Humor" ]
[ "anthropomorphised animals", "based on songs", "food", "humor", "multiple endings", "non-human npcs", "parser", "robot", "scientific experimentation", "silly", "single room", "test as premise", "They Might Be Giants", "walkthrough", "Xyzzy Awards 2012" ]
2,012
[ 7, 31, 7, 1, 0 ]
46
3.956522
20120405
false
You are the involuntary and very hungry test subject of a semi-anthropomorphized dog in a labcoat who wants you to find all sixteen food items mentioned in They Might Be Giants' song Dinner Bell, which have been hidden in a near-perfect replica of your grandmother's kitchen. If you're very good, you might be allowed to eat.
[ { "action": "%", "response": "They must have moved you here in your sleep again. Right now it looks uncannily like your grandmother's kitchen, which is a new fact and an unnerving one, but you can tell it's the usual test chamber by the anatomically correct ichthyosaur you managed to carve into the linoleum before they got the knife away from you. You miss that knife.\n\n(Man, you're hungry.)\n\nDr. Beagle taps on the glass to get your attention. When you look at him, he points at a grocery bag on a counter behind you, clears his throat meaningfully, and starts chewing on the hand-held trigger to your shock collar.\n\nYou really hate it when he does that.\n\nAn Existential Horror/Comedy by Jenni Polodna\n\nIt really does look just like your grandmother's kitchen. The oven, fridge, and counter are that same buttery marzipan color, those same seven drawers are next to the cabinet under the sink, even the kitten wallpaper is the same. That motivational poster belongs to the test chamber, though, and has survived its every redecoration including \"submarine\" and \"open grave.\" The only other difference is a photograph over the oven where your grandmother used to hang the heads of her enemies (mostly crickets).\n\nOh, and the observation chamber where Dr. Beagle is watching you through two-way glass. Your grandmother didn't have one of those.\n\nOn the counter are a grocery bag, a bucket of wax pears and a ship in a bottle.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na shock collar (being worn)\na dinner jacket (being worn)", "endoftext": false }, { "action": "You open the bag", "response": "The distinction between things you can open and things you cannot open is not actually as subtle as you make it out to be. You can open a meat drawer. You can't open a grocery bag. Are we good here?", "endoftext": false }, { "action": "About yourself", "response": "You've been leaving on your things, because they took all your other things and you would rather not be naked. As a result, there's still dinner, as well as every other meal, on your dinner jacket when the dinner bell rings.\n\nYou hope it rings soon. You're starving.", "endoftext": false }, { "action": "You look at the drawers", "response": "In your grandmother's kitchen, at least, these were the cutlery drawer, the junk drawer, the meat drawer, the doll drawer, the reptile drawer, the mitten drawer, and the bird drawer, from top to bottom.", "endoftext": false }, { "action": "You look in the bag", "response": "The grocery bag is empty.", "endoftext": false }, { "action": "You look at the photograph", "response": "A smiling blond woman holding a tray of enticing-looking bacon. You can practically smell it.\n\nThe sight of food makes your salivary glands kick into overdrive.", "endoftext": false }, { "action": "You look at the heads", "response": "What heads? What are you even talking about?", "endoftext": false }, { "action": "You examine the Pears", "response": "You remember Griswold's Legendary Bucket of Wax Pears from the stories your grandmother used to tell when your incessant appetite for stories had exhausted her supply of more interesting ones about princesses on rockets or whatever.\n\nAccording to legend, this bucket contains one real pear and 37 enchanted wax ones, all identical in smell, texture, and appearance. Anyone who eats the real pear gets to be king of Reno, Nevada, and anyone who eats a wax pear is cursed to spend eternity making out under the bleachers with their fifth-grade math teacher. Your blood runs cold just thinking about it.\n\nThe sight of food makes your mouth fill with saliva and your eyes fill with tears.", "endoftext": false }, { "action": "You examine the groceries", "response": "What groceries? What are you even talking about?", "endoftext": false }, { "action": "You examine the bag", "response": "/\n\nIf this grocery bag could talk, it would inform you in no uncertain terms that it was a grocery bag. It's empty, which makes you feel strangely anxious.\n\n*whirrrrrrrr*\nYou hear the sound of a tiny electric door opening somewhere, and Pat the head-patting robot glides into the room. You'd been wondering where he'd gotten to.", "endoftext": false }, { "action": "You look at Pat", "response": "/\n\nThis little robot was created to kick ass and pat heads, and he's all out of heads. I mean, ass. He sees you looking and does a little dance.\n\n(Your stomach makes a noise that, coming from a television, would be indicative of a major poltergeist problem.)", "endoftext": false }, { "action": "You open meat drawer", "response": "/\n\nYou open the meat drawer, revealing a bag of space beef.\n\nThe sight of food makes you drool all over your dinner jacket.", "endoftext": false }, { "action": "You examine the jacket", "response": "/\n\nA once-natty dinner jacket. You've started keeping your diary on it, written in a secret code of food stains. Honey mustard means \"Today I received an electric shock,\" beef bourguignon means \"I want to go home.\"", "endoftext": false }, { "action": "You smell the space beef", "response": "/\n\nThe bag of beef smells delicious. You drool a little.", "endoftext": false }, { "action": "You eat the beef", "response": "/\n\n>>ZAP!<<\nDr. Beagle sees you trying to eat the bag of beef and shocks the crap out of you. You think you smell Vienna sausages.", "endoftext": false }, { "action": "You look at Beef", "response": "/\n\nA foil package labeled \"Astronaut Beef (for Space Astronauts).\" This must be what you eat if you want beef in space.\n\nYou hear some faint squeaking coming from the fridge, and are unsettled.", "endoftext": false }, { "action": "You examine the fridge", "response": "/\n\nThis fridge is almost, but not quite, the color of cheap French vanilla ice cream, the kind you get in a bucket with an alarming cartoon character on the lid. It is closed.\n\nYou hear some faint squeaking coming from the fridge, and are unsettled.", "endoftext": false }, { "action": "You remove the collar", "response": "/\n\n>>>>ZAP!!!<<<<\nDr. Beagle sees you trying to remove your collar and hits you with maximum voltage. Boy, does that hurt! You flop around for a\nfew minutes like a fish who has just been cured of any psychological ailments popular in the 1950s, such as homosexuality or feminism.", "endoftext": false }, { "action": "You open the fridge", "response": "/\n\nYou open the fridge and the entire kitchen goes dark.", "endoftext": false }, { "action": "You close the fridge", "response": "/\n\nYou fumble around until you locate the fridge door, and close it but good. The room fills with light and you can see again.", "endoftext": false }, { "action": "You examine the ship", "response": "/\n\nThis bottle contains what appears to be a handsome steamship, churning its way happily through placid waters accompanied by squawking gulls.\n\nPat gets tired of waiting for you to do something patworthy and pats the doll drawer on its head-analogue instead. You feel oddly jealous.", "endoftext": false }, { "action": "You open the cabinet", "response": "/\n\nYou open the cabinet under the sink, revealing a complicated knot of pipes and a can of everybody's favorite household chemical, Shiptogar.", "endoftext": false }, { "action": "You examine the Shiptogar", "response": "/\n\nA bright yellow spray can with an enthusiastic label.", "endoftext": false }, { "action": "You read the label", "response": "/\n\nGot ship? Need vinegar? Shiptogar turns any ship into vinegar, fast! Just spray it on! (WARNING: Use with extreme caution! Messrs. Spikeney & Pithhelmet assume no responsibility for accidental creation of relationvinegar, internvinegar, vinegarping boxes, two vinegars passing in the night, or liver spots. If vinegar-a-dee-doo-dah occurs, please return defective can for a full refund.)\n\nYou hear some faint squeaking coming from the fridge, and are unsettled.", "endoftext": false }, { "action": "You examine the pipes", "response": "/\n\nA convoluted tangle of pipes. Corncob pipes, looks like. You spot an intact ear of corn among their ranks.\n\nThe sight of food makes your salivary glands kick into overdrive.\n\nPat gets tired of waiting for you to do something patworthy and pats the meat drawer on its head-analogue instead. You feel oddly jealous.", "endoftext": false }, { "action": "You spray the ship with the Shiptogar", "response": "/\n\nA light spritzing of Shiptogar turns the ship in a bottle into a bottle of vinegar. No wonder they used to market this stuff as the housewife's best friend.", "endoftext": false }, { "action": "You examine the vinegar", "response": "/\n\nYou know how the old saying goes, you'd rather have a bottle of vinegar than a family of bears living in your gastrointestinal tract.\n\n(You are so hungry. Maybe you have a useless body part you can eat. Could you locate your appendix? Wait, no, that's a terrible idea.)", "endoftext": false }, { "action": "You smell the vinegar", "response": "/\n\nThe bottle of vinegar smells delicious. It makes you want to cry.\n\n(You fantasize about how you would cook George Lucas. Luau-style, probably.)", "endoftext": false }, { "action": "Locate appendix", "response": "/\n\nDude, I know you don't technically need it for anything, but that's still a terrible idea.", "endoftext": false }, { "action": "You take Beef", "response": "/\n\nYou take the bag of beef. Some sort of classical conditioning kicks in and you immediately drop it into the grocery bag.\n\n(Your stomach growls loudly.)", "endoftext": false }, { "action": "You take the vinegar", "response": "/\n\nYou take the bottle of vinegar. Some sort of classical conditioning kicks in and you immediately drop it into the grocery bag. That's fine, you probably weren't going to drink it anyway.\n\n(Boy, are you hungry.)", "endoftext": false }, { "action": "You take the corn", "response": "/\n\nYou wrest the ear of corn from its home amidst the plumbing. Some sort of classical conditioning kicks in and you immediately toss the thing into the grocery bag.\n\n(You're freaking starving.)", "endoftext": false }, { "action": "Smell the corn", "response": "/\n\n>>ZAP!<<\nDr. Beagle sees you trying to take the ear of corn from the bag and activates your shock collar. It would be sort of pleasant if you found terribly painful things sort of pleasant. You don't.", "endoftext": false }, { "action": "You open the junk drawer", "response": "/\n\nYou open the junk drawer, revealing a flashlight.", "endoftext": false }, { "action": "You get the flashlight", "response": "/\n\nTaken.", "endoftext": false }, { "action": "You turn on the flashlight", "response": "/\n\nYou flip the switch, but nothing happens. According to your encyclopedic knowledge of flashlights, this is probably some sort of, you know, problem with the, what's it called, innards. Yeah.\n\nThis is why no one uses encyclopedias anymore.", "endoftext": false }, { "action": "You open the flashlight", "response": "/\n\nYou unscrew the top of the flashlight and peer inside, discovering an egg.\n\nThe sight of food makes your mouth fill with saliva and your eyes fill with tears.", "endoftext": false }, { "action": "You get the egg", "response": "/\n\nYou shake the egg gently out of the flashlight. Hey, now that the flashlight is empty, you notice it doesn't even take batteries. It'll probably work fine now, once you turn it on. You close it up to be tidy.\n\nOh, right, you almost forgot. Some sort of classical conditioning kicks in and you chuck the egg into the grocery bag as hard as you can.\n\n(Your stomach growls loudly.)", "endoftext": false }, { "action": "You put Beef in the bag", "response": "/\n\n(the grocery bag)\n>>ZAP!<<\nDr. Beagle sees you trying to take the bag of beef from the bag and shocks you lightly. You wish you still owned rubber shoes.", "endoftext": false }, { "action": "You close flashlight", "response": "/\n\nThat's already closed.\n\n(Yup, you're still hungry.)", "endoftext": false }, { "action": "You open the fridge", "response": "/\n\nYou open the fridge and the entire kitchen goes dark.", "endoftext": false }, { "action": "Shake flashlight", "response": "/\n\nIt's too dang dark. You should find a light source or close that fridge.", "endoftext": false }, { "action": "You turn on the flashlight", "response": "/\n\nThe flashlight summons the full force of its bountiful self-esteem and lights up like a debutante at a rodeo. Now you can look at anything!", "endoftext": false }, { "action": "You examine the fridge", "response": "/\n\nThis fridge is almost, but not quite, the color of cheap French vanilla ice cream, the kind you get in a bucket with an alarming cartoon character on the lid. Scrawled inside of it (the fridge, not the bucket of ice cream) are the ravings of a madman.\n\nIn the fridge are a bean, a beer and a basket of garlic bread.", "endoftext": false }, { "action": "Smell the beer", "response": "/\n\nThe beer smells delicious. You drool a little.", "endoftext": false }, { "action": "You smell the garlic bread", "response": "/\n\nThe basket of garlic bread smells delicious. It makes you want to cry.", "endoftext": false }, { "action": "You get the beer and the bread", "response": "/\n\nbeer: You take the beer. Some sort of classical conditioning kicks in and you immediately drop it into the grocery bag. What a waste of liquid bread.\nbasket of garlic bread: You take the basket of garlic bread. Some sort of classical conditioning kicks in and you immediately drop it into the grocery bag.", "endoftext": false }, { "action": "You read the ravings", "response": "/\n\nThe mad scrawl is written in something black; old teriyaki maybe? Not even you the sauce expert can quite tell what. You don't think\nthe crazed manic handwriting is yours. It says:\n\nI (I) re (RE) heat (HEAT) my (MY) soup (SOUP)\ngive (GIVE) it (IT) a (A) good (GOOD) look (LOOK)\nand (AND) walk (WALK) a (A) way (WAY)\n\nWithout taking his eyes off of you, Dr. Beagle starts scribbling frantically on his clipboard.\n\n*whirrrrrrrr*\nYou hear the sound of a tiny electric door opening somewhere, and Pat's friend Soupbot rolls into the room, bleeping and sloshing. Pat greets her with a Christian side hug.\n\nIt's getting kind of crowded up in this test chamber. You certainly hope this won't compromise whatever science might be happening.", "endoftext": false }, { "action": "You look at the bean", "response": "/\n\nIt looks up at you with a little dog face. \"Ne shitteru?\" it asks. \"Ostriches are the only animals that kiss during mating. When they're done mating, they suck each others' eyeballs out.\" You feel the blood drain from your face.", "endoftext": false }, { "action": "You get it", "response": "/\n\nYou pick up the bean and chuck it into the grocery bag as hard as you can. \"Did you know?\" you hear it ask, faintly. \"The inside of this grocery bag is really smelly. Know what else is really smelly? A kangaroo's di--\" You cover your ears and hum.\n\n(Man, are you ever hungry.)", "endoftext": false }, { "action": "You examine the bean", "response": "/\n\nIt looks up at you with a little dog face. \"Did you know?\" it asks. \"If you put your hand inside a cow, there's a 93% chance you'd be touching something pink, and a 100% chance you'd be touching something disgusting.\" You pretend you didn't just hear that.", "endoftext": false }, { "action": "You examine beer", "response": "/\n\nThis beer is big, and brown, and furry, with claws on the ends of its powerful arms and legs. Wait, I'm thinking of a bear. This beer is a bit on the hoppy side, with woodsy undertones. Like a bunny.", "endoftext": false }, { "action": "You examine the garlic bread", "response": "/\n\nGarlic bread is your favourite food. You could honestly eat it for every meal. Or just all the time without even stopping.\n\nDr. Beagle watches you attentively. You're unsure whether it's scientific interest or he thinks you're about to throw a ball.", "endoftext": false }, { "action": "You look at Soupbot", "response": "/\n\nSoupbot is not exactly the latest in autonomous soup-dispensing technology, and sometimes she gets overexcited and splatters, but you can't fault her enthusiasm, and she gets the job done. The buttons above her three nozzles are currently labeled \"chowder,\" \"creamed cauliflower,\" and \"cup.\"", "endoftext": false }, { "action": "You look at the bean", "response": "/\n\nIt looks up at you with a little dog face. \"Ne shitteru?\" it asks. \"If you've ever had a headache, you're at risk for gelatinosis, a rare disease that turns your bones into skin and your skin into jelly.\" Your stomach turns, and you look away.", "endoftext": false }, { "action": "You press the cup button", "response": "/\n\nSoupbot stops you from pressing her cup button and presses it herself. A terrible clattering noise emanates from the vicinity of her cup nozzle, and she begins to vibrate ominously. You frantically look around for somewhere to hide from the imminent explosion. Just when you've decided there is no safe place and you are going to die here, Soupbot stops rattling, opens a convenient drawer in her chassis, and hands you a cup.\n\nPat gets tired of waiting for you to do something patworthy and pats the doll drawer on its head-analogue instead. You feel oddly jealous.", "endoftext": false }, { "action": "You examine the cup", "response": "/\n\n(the cup)\nYou study the cup from all angles, trying to find something remarkable about it, but the cup refuses to be at all interesting.", "endoftext": false }, { "action": "You examine the bean", "response": "/\n\nIt looks up at you with a little dog face. \"Did you know?\" it asks. \"If you scrape your face off, it'll take you almost a thousand years to grow a new one, cell by painful cell. Fortunately, it'll keep growing long after you die, although not necessarily on your skull.\" You feel the blood drain from your face.", "endoftext": false }, { "action": "You open the doll drawer", "response": "/\n\nWith some trepidation (your grandmother owned some terrifying dolls), you open the doll drawer. Fortunately, all you find is Dr. Bagel. What's up, Dr. Bagel?\n\nThe sight of food makes you drool all over your dinner jacket.", "endoftext": false }, { "action": "You examine Bagel", "response": "/\n\nYou think he might be a real doctor, because he's wearing a little round labcoat, but he doesn't have a tiny clipboard or stethoscope or anything. He's definitely a real bagel, though, unless you're one of those jerks that insists a real bagel has to be made in New York with Jerusalem tap water or whatever.", "endoftext": false }, { "action": "You take Bagel", "response": "You pick up Dr Bagel. Some sort of classical conditioning kicks in and you immediately drop him into the grocery bag, tiny labcoat and all.\n\n(Boy, are you hungry.)", "endoftext": false }, { "action": "You open the reptile drawer", "response": "You open the reptile drawer, revealing a can of snakes. Oh, wow! A can of snakes!\n\nThe bean clears its throat conspicuously from inside the grocery bag.", "endoftext": false }, { "action": "You take the snakes", "response": "Taken.\n\nYou feel like the bean is staring at you from inside the grocery bag.", "endoftext": false }, { "action": "You look at the can", "response": "(the can of snakes)\nThe label on this can is written in some weird foreign language, but based on the pictures, you deduce that this can is full of deadly snakes that are going to spring out and frighten you when you open the can. What fun!", "endoftext": false }, { "action": "You open can", "response": "(the can of snakes)\nThe lid comes off the can with a satisfying pop, and a colorful medley of poisonous snakes completely fails to come shooting out of the can and bite you on the face. Hey, there's no snakes in here at all, just this piece of peanut brittle! What the heck.", "endoftext": false }, { "action": "You eat the peanut brittle", "response": ">>ZAP!<<\nDr. Beagle sees you trying to eat the piece of peanut brittle and shocks the crap out of you. You spontaneously remember your piano lessons.", "endoftext": false }, { "action": "You take brittle", "response": "You take the piece of peanut brittle. Some sort of classical conditioning kicks in and you immediately drop it into the grocery bag. Good riddance, lousy not-snake peanut brittle.\n\n(You're probably going to die if you don't eat something soon.)", "endoftext": false }, { "action": "You take the bag", "response": "(the grocery bag)\nThe very thought of picking up a less-than-full grocery bag makes you want to throw up for some reason.", "endoftext": false }, { "action": "You take the Pears", "response": "You pick up the bucket of pears.", "endoftext": false }, { "action": "You search the Pears", "response": "You spend some time sorting through the pears in an attempt to identify the real one, but your search proves...\n\n(narrator puts on sunglasses)\n\n...fruitless.\n\n(YEAAAAAAAH!)", "endoftext": false }, { "action": "You examine the pear", "response": "Thirty-eight pears are in this bucket. One is real, the other thirty-seven are wax. You can't tell them apart by looking, smelling, or touching. How will you proceed, player, how will you proceed?\n\nYou sense that the bean is trying to get your attention from inside the grocery bag.", "endoftext": false }, { "action": "You ask bean about the Pears", "response": "You can only do that to something animate.", "endoftext": false }, { "action": "You examine the bean", "response": "It looks up at you with a little dog face. \"Ne shitteru?\" it asks. \"In order to make a baby, a woman has to lick a leather saddle while a man dressed as a clown spanks her and calls her \"Norman.\" Your parents did this to make you, and knowing them, they liked it.\" You pretend you didn't just hear that.", "endoftext": false }, { "action": "Taste bears", "response": "What bears? What are you even talking about?", "endoftext": false }, { "action": "Taste pears", "response": "You don't even try it. Your fifth-grade math teacher was a creepy pervert who wore tight purple pants.", "endoftext": false }, { "action": "You examine the sink", "response": "Closer examination reveals this to be merely a child's drawing of a sink. The drain has been hastily rendered in blue crayon, and near it a posse of scrubbing bubbles is fighting a dinosaur.", "endoftext": false }, { "action": "You open the oven", "response": "You swing the oven door open, interrupting what appears to be a fight to the death between a cherry pie and a pepperoni pizza. A minuscule tumbleweed falls through a gap in the bottom rack and bursts into flame.\n\nThe sight of food makes your salivary glands kick into overdrive.\n\nPat gets tired of waiting for you to do something patworthy and pats the mitten drawer on its head-analogue instead. You feel oddly jealous.", "endoftext": false }, { "action": "You look at the pepperoni pizza", "response": "What pepperoni pizza? What are you even talking about?", "endoftext": false }, { "action": "You put the Pears in the oven", "response": "You're afraid to put the bucket of wax pears in the oven with those other violent foodstuffs. It's very delicate emotionally.", "endoftext": false }, { "action": "You take pie", "response": "It's like four hundred degrees inside that oven. You should find a hot mitt or something before you try to take anything out of it.", "endoftext": false }, { "action": "You open the glove drawer", "response": "What glove drawer? What are you even talking about?", "endoftext": false }, { "action": "You open the mitten drawer", "response": "You open the mitten drawer, revealing an exoskeletal heat absorption glove. Sure, why not.", "endoftext": false }, { "action": "You take the glove", "response": "Taken.", "endoftext": false }, { "action": "Wear glove", "response": "You stick your hand in the glove and its component nanosentients alter its parameters to conform perfectly with the contours of your digits. Ace!", "endoftext": false }, { "action": "You examine the glove", "response": "You love this glove. It's so bad.\n\nAn intern enters the observation chamber to deliver some correspondence. Dr. Beagle barks at the poor kid furiously until he flees the room.", "endoftext": false }, { "action": "You take the pie", "response": "You take the pie. Some sort of classical conditioning kicks in and you immediately drop it into the grocery bag, which it explodes all over the inside of.\n\n(Your stomach growls loudly.)", "endoftext": false }, { "action": "You look at the oven", "response": "This oven's designer got tired of trying to remember if they'd left the oven on, so they invented an oven you can't turn off. Its internal temperature is a constant 400 degrees Fahrenheit. You know this because you are omniscient all of a sudden, but only as regards this oven and the names of everyone in New Jersey.\n\nIn the oven is a pizza.", "endoftext": false }, { "action": "You take the pizza", "response": "You take the pizza. Some sort of classical conditioning kicks in and you immediately fold the whole pepperoni mess up and plop it into the grocery bag.\n\n(Boy, are you hungry.)", "endoftext": false }, { "action": "You put the Pears in the oven", "response": "You put Griswold's Legendary Bucket of Wax Pears into the hot oven. The wax pears melt and run together, there is a really confusing couple of seconds where everything goes all swirly and Price-is-Right-looking, and you are left with a single, presumably real, magical, and very hot pear in a bucket. Well done you!", "endoftext": false }, { "action": "You take the pear", "response": "You take the pear. Some sort of classical conditioning kicks in and you immediately drop it into the grocery bag. Oh well, being king of Reno, Nevada probably isn't all it's cracked up to be anyway.\n\n(Man, are you ever hungry.)", "endoftext": false }, { "action": "You look at the drawers", "response": "In your grandmother's kitchen, at least, these were the cutlery drawer, the junk drawer, the meat drawer, the doll drawer, the reptile drawer, the mitten drawer, and the bird drawer, from top to bottom.", "endoftext": false }, { "action": "You open the bird drawer", "response": "You open the bird drawer, revealing a broken vinyl record.", "endoftext": false }, { "action": "You look at the record", "response": "Useless pieces of a vinyl record labeled \"101 Different Varieties of Morning Birdsong as performed by Henry Boyd.\" This must have been what they would play over the loudspeaker to make you think it was morning.\n\nDr. Beagle watches you attentively. You're unsure whether it's scientific interest or he thinks you're about to throw a ball.", "endoftext": false }, { "action": "You get the record", "response": "It's worthless. Forget about it.", "endoftext": false }, { "action": "You open the meat drawer", "response": "That's already open.", "endoftext": false }, { "action": "You open the cutlery drawer", "response": "You open the cutlery drawer, expecting the shining spoons of this town all to point in your direction. Sadly, though, the drawer is empty. This is not at all surprising, given what happened the last time they were dumb enough to let you have silverware.\n\nPat gets tired of waiting for you to do something patworthy and pats the photograph on its head-analogue instead. You feel oddly jealous.", "endoftext": false }, { "action": "Pat pat", "response": "You pat the head-patting robot on his little robot head. He seems confused by this bizarre shift in circumstances.", "endoftext": true }, { "action": "Look around", "response": "It really does look just like your grandmother's kitchen. The oven, fridge, and counter are that same buttery marzipan color, those same seven drawers are next to the cabinet under the sink, even the kitten wallpaper is the same. That motivational poster belongs to the test chamber, though, and has survived its every redecoration including \"submarine\" and \"open grave.\" The only other difference is a photograph over the oven where your grandmother used to hang the heads of her enemies (mostly crickets).\n\nOh, and the observation chamber where Dr. Beagle is watching you through two-way glass. Your grandmother didn't have one of those.\n\nOn the counter is a grocery bag.\n\nSoupbot is here to keep Pat company.\n\nPat the head-patting robot is here waiting for you to do something worthy of a head-pat.\n\nYou smell bacon.", "endoftext": false }, { "action": "You take the bacon", "response": "Hunger Level: Starving | Turns: 100 | Score:\n15\n\nYou reach out towards the delicious-looking bacon and discover it is actual bacon, taped to the photo. That will certainly make taking it a lot easier!\n\nYou untape the bacon from the photo. Some sort of classical conditioning kicks in and you immediately drop it greasily into the grocery bag.", "endoftext": false }, { "action": "You take the bag", "response": "Hunger Level: Starving | Turns: 100 | Score:\n15\n\nWhich do you mean, the grocery bag or the bag of beef?", "endoftext": false }, { "action": "Grocery", "response": "The lights, even the flashlight, suddenly flicker and go out...\nThen they come back on.\nThen they go out again.\nHunger Level: Starving | Turns: 101 | Score:\n15\n\nA small flame cuts through the darkness. As it draws closer you see it's composed of several even smaller flames, attached to a cake. The air around you is suddenly thick with the sounds of noisemakers and Perry Como singing \"Happy Birthday to You.\"\n\nIs... is it your birthday?\n\nThe lights come back on, and you see that Dr. Beagle and the robots are wearing party hats. In front of you, on Cakebot's head platter, is an elaborately frosted cake with sixteen lit candles and the words \"HAPPY BITRHDAY CONTROL 15\" in blue icing. Everyone seems to be waiting for you to blow out the candles.", "endoftext": false }, { "action": "You examine the cake", "response": "Hunger Level: Starving | Turns: 102 | Score:\n15\n\nIt's a beautiful cake. They really went all out, what with the icing and the flowers and the almost spelling \"BIRTHDAY\" right. The candles flicker cheerfully.\n\nThe sight of food makes you salivate uncontrollably.", "endoftext": false }, { "action": "You eat the cake", "response": "Hunger Level: Starving | Turns: 103 | Score:\n15\n\nYou'll need to pick it up first. Go ahead. Pick up your cake. Happy birthday, by the way.", "endoftext": false }, { "action": "You take the cake", "response": "Hunger Level: Starving | Turns: 104 | Score:\n15\n\nYou pick up the elaborately frosted birthday cake, knowing full well you're just going to chuck it into the grocery bag when your classical conditioning kicks in, because your entire life is a sad farce. Yup. Any second now, you're going to throw the cake into the bag.\n\nAny second now?\n\nOkay. Don't freak out, but by some miracle, you are still holding on to the cake. I repeat, you are still holding on to the cake.\n\nSo... now what do you do?", "endoftext": false }, { "action": "You eat cake", "response": "Hunger Level: Starving | Turns: 104 | Score:\n15\n\nYou shove the cake at your face, taking minimal care not to set your hair on fire. Your tongue almost touches icing when --\n\n>>%>#>ZAP!!!!!<*<&<<\nDr. Beagle shocks you so hard that the wiring in your brain scrambles and you have to really quickly reform all of your neural connections, which is totally a thing that can happen. (Later, in your room, you will have to test whether or not this has given you superpowers, which is also totally a thing that can happen.) As you lie twitching on the linoleum, you feel a familiar cold metal hug around your left calf, and barely have time to whisper hello to Sedatebot before everything goes white and fuzzy.\n\nYou are just conscious enough as they wheel you past the kitchen to see that it's burritos in your IV tube again tonight. \"Oh good, burritos,\" you think, passing out.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "Hunger Level: Starving | Turns: 105 | Score:\n15\n\nYou are carrying:\na cake\nan exoskeletal heat absorption glove (being worn)\na can of snakes (open but empty)\na flashlight (providing light and closed)\na shock collar (being worn)\na dinner jacket (being worn)", "endoftext": false }, { "action": "You look at the grocery bag", "response": "Hunger Level: Starving | Turns: 106 | Score:\n15\n\nIf this grocery bag could talk, it would inform you in no uncertain terms that it was a grocery bag.\n\nIn the grocery bag are an order of bacon, a pear, a pizza, a pie, a piece of peanut brittle, Dr Bagel, a cup of creamed cauliflower, a cup of chowder, a bean, a basket of garlic bread, a beer, an egg, an ear of corn, a bottle of vinegar and a bag of beef.", "endoftext": false }, { "action": "You examine the bean", "response": "Hunger Level: Starving | Turns: 107 | Score:\n15\n\nIt looks up at you with a little dog face. \"Did you know?\" it asks. \"If you scrape your face off, it'll take you almost a thousand years to grow a new one, cell by painful cell. Fortunately, it'll keep growing long after you die, although not necessarily on your skull.\" You feel the blood drain from your face.", "endoftext": false }, { "action": "You put the cake in the bag", "response": "Hunger Level: Starving | Turns: 107 | Score:\n16\n\n(the grocery bag)\nYou drop the lit birthday cake into the grocery bag, which surprises you by going whoosh up in flames, as though it were made out\nof 1970s kids' Halloween costumes. You can feel your eyebrows sizzle as you instinctively leap back from the column of fire. The countertop begins to melt, and the scrubbing bubbles flee down the drain before the sink catches. The dinosaur remains behind fighting fire with fire, which doesn't actually work very well. Soupbot pulls a hose attachment out of somewhere and starts spraying chicken broth everywhere in a twenty-foot radius. To her firefighting credit, she even gets some on the flames.\n\n\"Did you know?\" you hear a faint voice say from the inferno. \"I'm on fire!\"\n\nPat pats your head quickly, then beats a strategic retreat through the robot flap. You think your score went up by one point, although you could barely feel it through the heat of the blaze, or hear it over the slow clapping of Slowclapbot. The ceiling crashes down around you as you stand perfectly still in the center of the burning kitchen, staring at your own reflection in Dr. Beagle's mirrored sunglasses. (Wait, where'd he get those?)\n\nDr. Beagle's tail is wagging. Who's a good test subject? You are. You're a good test subject. Now he's reaching for the Bell...", "endoftext": true } ]
94vyohlxpwgwwl39
pimeja nasa (FKA PataNoir)
Simon Christiansen
[ "Mystery" ]
[ "app", "cover art", "custom parser", "detective", "hard-boiled", "IF Comp 2011", "IFComp Game", "mystery", "noir", "systematic puzzles", "transformation", "walkthrough", "wordplay", "Xyzzy Awards 2011", "XYZZY Best Puzzles" ]
2,011
[ 10, 22, 12, 0, 0 ]
44
3.954545
20130902
false
The Baron's daughter is missing, and you are the man to find her. No problem. With your inexhaustible arsenal of hard-boiled similes, there is nothing you can't handle.
[ { "action": "You look at the oil", "response": "Greasy black oil.", "endoftext": true }, { "action": "About yourself", "response": "You are a bit worse for wear, but you are still the best detective in town.", "endoftext": false }, { "action": "You examine the shadows", "response": "Shadows gather in all corners of the office, like dark pools of oil.", "endoftext": false }, { "action": "You look at the embers", "response": "A few glowing pieces of coal are left at the camp site.", "endoftext": false }, { "action": "You examine the lamp", "response": "The old dirty desk lamp struggles valiantly to light up the office, like an elderly knight fighting to keep the forces of darkness at bay.", "endoftext": false }, { "action": "You look at the knight", "response": "The knight seems weary. His armor is old and dirty. How much longer can he keep fighting, you wonder?", "endoftext": false }, { "action": "You talk to the knight", "response": "The knight stands to attention. \"Don't worry, sir. I have been doing this for years. I am not going to abandon you.\"", "endoftext": false }, { "action": "You talk to the knight", "response": "What are you going to say? A bunch of platitudes about how everything is going to be okay? Better to stay silent for now.", "endoftext": false }, { "action": "You take the embers", "response": "You carefully pick up one of the embers from the camp fire.\n\nThere is a knock at the door.", "endoftext": false }, { "action": "You open the door", "response": "It takes effort to push the chair away from the desk so you can get off. You really should fix the wheels some day.\n\nThe door opens and a tall man in a tuxedo enters the room. He looks like a butler of some kind.", "endoftext": false }, { "action": "You talk to the butler", "response": "\"How may I help you?\", you ask.\n\n\"My name is Allan Jameson.\" His voice is as hard as his face. \"I represent the Baron Ahrend von Bülow. You are Douglas Reilly, the private investigator?\"\n\nYou lean back into your chair, hoping to look relaxed and self-assured. \"That's right. What does a Baron want with me?\"\n\n\"The Baron, for some reason beyond my understanding, has decided that a Private Investigator is the most discreet way of dealing with a current problem. He has allowed me the courtesy of selecting one.\"\n\n\"And I take it that you have selected me?\"\n\nHe raises an eyebrow. \"I haven't selected anyone, Mr. Reilly. Perhaps you could tell me why you would be the right man for the job?\"", "endoftext": false }, { "action": "You look at the man", "response": "Tall, thin, and impeccably dressed in a tuxedo with a black bow tie. His face looks like it has been cut out of marble. No emotion is visible at all.", "endoftext": false }, { "action": "You examine the marble", "response": "Exquisite white creole marble with black coloration. Its perfection is sublime.", "endoftext": false }, { "action": "You take the marble", "response": "Taken.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\nsome figurative white marble\na figurative smoldering ember (providing light)", "endoftext": false }, { "action": "You look at the man", "response": "Tall, thin, and impeccably dressed in a tuxedo with a black bow tie. His face is ordinary; he seems like a kind, if somewhat reserved, person.", "endoftext": false }, { "action": "You talk to the butler", "response": "\"I assure you that you will not regret hiring me. I will serve the interests of the Baron to the utmost of my abilities.\"\n\nA smile lights up his face. \"I am very glad to hear that, Mr. Reilly. You sound just like the person we need. Unfortunately, I can't just take your word for it, you understand. I just need some kind of assurance.\"", "endoftext": false }, { "action": "You examine tuxedo", "response": "Not a speck of dust is visible. It's either brand new or he just picked it up from the cleaners.", "endoftext": false }, { "action": "You examine the bow tie", "response": "Perfectly tied. You never could figure out those things yourself.", "endoftext": false }, { "action": "You look", "response": "Shadows huddle in the corners, like dark pools of oil; the sickly yellow light from the desk lamp does little to dispel the darkness. An old cigarette butt lies in the ashtray. Your desk is covered with old case files - reminders of past glories. Apart from the desk, the only other furniture is an old office chair.\n\nThe office door to the north leads to the corridor outside.\n\nYou see Allan Jameson here.", "endoftext": false }, { "action": "You read the files", "response": "You haven't had much work lately, so you have been reviewing some old case files, remembering old times. You never know if you might learn something.", "endoftext": false }, { "action": "You examine the chair", "response": "The rust has long since caused the wheels on the chair to get stuck. It would be much more comfortable if you fixed them.", "endoftext": false }, { "action": "You examine the wheels", "response": "The wheels are covered with crimson rust, like coagulated blood.", "endoftext": false }, { "action": "You examine blood", "response": "The blood has long since turned into a reddish brown substance, almost like rust.", "endoftext": false }, { "action": "You take the blood", "response": "Taken.", "endoftext": false }, { "action": "You show knight to the butler", "response": "(first taking the holy knight)\nI don't suppose the holy knight would care for that.", "endoftext": false }, { "action": "You show the marble to the butler", "response": "For some reason, you seem to be only one capable of seeing these things.", "endoftext": false }, { "action": "You examine the desk", "response": "Countless cups of coffee have been spilled across what was once an impeccable wooden surface. It's not pretty, but it serves its purpose well enough. It is currently covered with old case files. The desk contains a single drawer.", "endoftext": false }, { "action": "You look at the files", "response": "You haven't had much work lately, so you have been reviewing some old case files, remembering old times. You never know if you might learn something.", "endoftext": false }, { "action": "You open the drawer", "response": "You open the desk drawer, revealing a revolver.", "endoftext": false }, { "action": "You examine revolver", "response": "A .38 revolver. It has served you well for many years, like a trusty servant never leaving your side.", "endoftext": false }, { "action": "You examine servant", "response": "Mr. Smith Wesson, your trusty servant, is at your side as always. He is dressed in a grey suit and a tie.", "endoftext": false }, { "action": "You take the gun", "response": "Taken.", "endoftext": false }, { "action": "You talk to the servant", "response": "\"Good evening, sir,\" says Mr. Wesson. \"If you need me to do anything, just say something like 'Wesson, take the ball' or 'Wesson, attack the man'. I will do my very best to fulfill your wishes. If you can't figure out what to do, you can always talk to me. I might be able to give you some hints.\"", "endoftext": false }, { "action": "You talk to the butler", "response": "Mr. Wesson has better things to do.", "endoftext": false }, { "action": "You take the gun", "response": "You already have that.", "endoftext": false }, { "action": "You show the gun to the butler", "response": "Allan Jameson is unimpressed.", "endoftext": false }, { "action": "You talk to the butler", "response": "\"Mr. Jameson, how can I convince you that I am the right man for the job?\"\n\nHe thinks for a few seconds. \"I am not certain. You seem like a pretty decent person, but perhaps I should investigate some other options before I decide.\"", "endoftext": false }, { "action": "You take the file", "response": "You are tired of living in the past.", "endoftext": false }, { "action": "You show the files to butler", "response": "(first taking the case files)\nYou are tired of living in the past.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\na revolver\nsome figurative coagulated blood\nsome figurative white marble\na figurative smoldering ember (providing light)", "endoftext": false }, { "action": "You put the ember on the butler", "response": "His eyes light up with a friendly glow.", "endoftext": false }, { "action": "You talk to the butler", "response": "\"Mr. Jameson, I think this might be the beginning of a beautiful business relationship.\"\n\nHe laughs heartily. \"Please, call me Allan. It's really been a pleasure talking to you, Douglas. I am so glad I decided to visit you, instead of going with one of the other people. They were all so glum and cynical.\"\n\n\"The pleasure is entirely mine,\" you say with a smile. \"Now, shall we go see the Baron?\"\n\n\"Of course. Follow me.\"\n\nThe stately mansion of the Baron von Bülow looms in front of you,\nlike\na sleeping giant. Light seeps out from a single window on the second floor to the right; all the others are dark. Two large mahogany doors guard the entrance to the north. The path to the south leads to the gate, away from the mansion.\n\n\"Here we are, sir,\" says Jameson. \"If you will just follow me.\"\n\nHe opens the doors and disappears into the mansion.", "endoftext": false }, { "action": "You examine the doors", "response": "Two massive dark mahogany doors.", "endoftext": false }, { "action": "You look at the giant", "response": "The giant seems to have been asleep for some time. His face is serene; his breath, calm and rhythmic.", "endoftext": false }, { "action": "You wake giant", "response": "You poke the giant, but there is no reaction. Figures; your tiny fingers would hardly be noticeable on his massive hide.", "endoftext": false }, { "action": "Go south", "response": "Where would you like to go?", "endoftext": false }, { "action": "You put the marble on the fingers", "response": "You do not normally need to refer to specific parts of the body.\n\n(retrying as if you'd typed \"put marble .\")\nWhat do you want to put the white marble around?", "endoftext": false }, { "action": "You look", "response": "The stately mansion of the Baron von Bülow looms in front of you,\nlike\na sleeping giant. Light seeps out from a single window on the second floor to the right; all the others are dark. Two large mahogany doors guard the entrance to the north. The path to the south leads to the gate, away from the mansion.", "endoftext": false }, { "action": "You go north", "response": "It almost seems like a waste for such a massive entrance hall to be used to welcome a single person. The floor is a frozen lake of grey marble. Two sets of stairs lead up to a balcony above. French doors in the north side of the room lead to the back garden. To the south, the mahogany doors lead back out.\n\nYou see Allan Jameson here.\n\nMr. Jameson ascends the stairs.", "endoftext": false }, { "action": "You examine the lake", "response": "The lake seems to have been frozen forever. You can feel the cold through your shoes.", "endoftext": false }, { "action": "Go upwards", "response": "From here you can see the hall beneath you. An iron railing prevents you from falling to the floor far below. Massive oak wood doors block the paths to the east and the west.\n\nYou see Allan Jameson here.\n\nMr. Jameson opens the east door and enters.", "endoftext": false }, { "action": "You go to the east", "response": "Bookshelves line every wall, allowing only a small space for the door to the west and another one for the small window in the north wall. The floor is covered in a thick luxurious red carpet. The air smells of dust.\n\nYou see Allan Jameson here.\n\nThe Baron sits in a black leather easy chair on the east side of the room. He has been reading a book, but when you enter he puts it away on a small table next to the chair. A hint of something that might one day grow into a smile is briefly visible on his face.\n\n\"Ah, Mr. Jameson. You have brought the detective. Excellent; you may leave us.\"\n\nMr. Jameson leaves through the door, closing it behind him.", "endoftext": false }, { "action": "You talk to Baron", "response": "Maybe you should check him out first?", "endoftext": false }, { "action": "You look at Baron", "response": "Thin, as though his skin had been draped over his skeleton with nothing in between. Dark blue eyes, like deep lakes carved into his face. What little is left of his hair is entirely grey, like strands of steel embedded into his scalp.", "endoftext": false }, { "action": "You examine the steel", "response": "The strand seems to have been cut from a roll of steel wire. It is long, thin, and sharp. It might be useful as a weapon.", "endoftext": false }, { "action": "You look at the lakes", "response": "The lakes are deep and dark. What secrets hide beneath the surface of the water, you wonder? Perhaps you should take a swim and find out?", "endoftext": false }, { "action": "You swim in lakes", "response": "You dive. The surface of the lake approaches quickly, until it fills your entire field of vision. Then the cool water surrounds you.\n\nIt is dark under the water and you can't see much more than a few yards in any direction. Above you, the sun shines through the surface. Below, the darkness gets thicker.", "endoftext": true }, { "action": "Go downward", "response": "It is darker down here; you can't see much more than a few feet in any direction. A few fish pass by, just outside your field of vision. From above, the distant sun shines faintly.", "endoftext": false }, { "action": "You look at the fish", "response": "A variety of multicolored fish. You can't identify the species.", "endoftext": false }, { "action": "You take the fish", "response": "You reach for them, but they quickly slip away.", "endoftext": true }, { "action": "Go down", "response": "The darkness engulfs you. The sun is no longer visible. You are floating in an infinite void. Lost.\n\n.\n\n.\n\n.\n\nThe sharp smell of smelling salts pull you back to the library. Mr. Jameson is standing above you. The Baron is leaning forward in his chair.\n\n\"How are you feeling, Douglas?\" asks Allan. \"I would hate to lose a new friend so soon.\"\n\nYou brush him off. \"I am fine, thank you. I just haven't had much sleep lately.\"\n\nHe shrugs. \"As you wish.\"\n\nHe leaves the room, leaving you alone with the Baron once more.\n\nBookshelves line every wall, allowing only a small space for the door to the west and another one for the small window in the north wall. The floor is covered in a thick luxurious red carpet. The air smells of dust.\n\nThe Baron sits in a black leather easy chair on the east side of the room.", "endoftext": false }, { "action": "You dive in", "response": "What do you want to dive in?", "endoftext": false }, { "action": "Go upwards", "response": "You emerge from the lake, gasping for air.\n\nBookshelves line every wall, allowing only a small space for the door to the west and another one for the small window in the north wall. The floor is covered in a thick luxurious red carpet. The air smells of dust.\n\nThe Baron sits in a black leather easy chair on the east side of the room.", "endoftext": false }, { "action": "You examine the carpet", "response": "A soft red carpet.", "endoftext": false }, { "action": "You talk to Baron", "response": "The Baron takes a deep breath. His voice, when it emerges, is like a scratched vinyl record.\n\n\"I am glad you could come on such short notice, Mr....\"\n\n\"Reilly. Douglas Reilly.\"\n\n\"Mr. Reilly. I don't normally deal with your kind, but I have a precarious problem that will need to be handled with the utmost discretion...\" His voice trails off.", "endoftext": false }, { "action": "You talk to Baron", "response": "\"It might help, Mr. von Bülow, if I knew what the problem was.\"\n\nHe blinks. The lakes are briefly covered with clouds, then reappear.\n\nHis hoarse voice continues. \"Of course. You must excuse an old man. It concerns my daughter, you see. She has always been a free spirit, but now she has run off with that damnable boyfriend of hers. Obviously, the police can't get involved, but I need her found. If you can also convince her to leave the man, that would be perfect, but the primary goal is to locate her and make sure she is unharmed. Do you think you can handle that?\"", "endoftext": false }, { "action": "You talk to Baron", "response": "\"Can you tell me some more about your daughter and her boyfriend?\"\n\n\"Of course. My daughter's name is Lisa von Bülow\" - he shows you a photograph - \"she is 22 years old, much too old for this rebellious nonsense in my opinion.\"\n\n\"And the boyfriend?\"\n\nHe sneers. \"I am afraid I don't have a picture. I only met the man once, but he is a drunkard Scotsman with a scraggly full beard. His name is Erik McAllister. You can't miss him. I have no idea what my daughter sees in him.\"", "endoftext": false }, { "action": "You talk to Baron", "response": "\"How do you know they have run off together?\"\n\n\"Well, I don't know that for certain; I am simply assuming since they both disappeared at the same time. It's possible that they are both dead in a ditch somewhere, but I prefer to believe that my daughter is alive. You must humour an old man.\"\n\nYou shrug. \"Of course. Do you have any idea where they might have gone?\"\n\nHe laughs. His laughter erupts in hard bursts, like a record getting stuck. \"I have some ideas - I know where they used to spend time together, anyway - but I expect you to be able to figure these things out by yourself. You are a detective, right?\"", "endoftext": false }, { "action": "You examine the record", "response": "It is full of scratches. It probably won't be very pleasant to listen to.", "endoftext": false }, { "action": "You talk to Baron", "response": "\"Mr. von Bülow, I may be a detective, but I still need something to work with. If you won't give me any information, I am not sure how much I can do.\"\n\nThe lakes are still for a moment, and you detect a glimmer of something hidden in their depths. \"Then perhaps I should hire someone else, Mr. Reilly.\"", "endoftext": false }, { "action": "You dive into the eyes", "response": "You dive. The surface of the lake approaches quickly, until it fills your entire field of vision. Then the cool water surrounds you.\n\nIt is dark under the water and you can't see much more than a few yards in any direction. Above you, the sun shines through the surface. Below, the darkness gets thicker.", "endoftext": false }, { "action": "You give the blood to the fish", "response": "You can only do that to something animate.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\na figurative vinyl record\na figurative steel strand\na revolver\nsome figurative coagulated blood\nsome figurative white marble", "endoftext": false }, { "action": "Go upwards", "response": "It is dark under the water and you can't see much more than a few yards in any direction. Above you, the sun shines through the surface. Below, the darkness gets thicker.", "endoftext": false }, { "action": "Go upwards", "response": "You emerge from the lake, gasping for air.\n\nBookshelves line every wall, allowing only a small space for the door to the west and another one for the small window in the north wall. The floor is covered in a thick luxurious red carpet. The air smells of dust.\n\nThe Baron sits in a black leather easy chair on the east side of the room.", "endoftext": false }, { "action": "You examine the window", "response": "A small window with a view of the back garden. It looks like it hasn't been opened in generations.", "endoftext": false }, { "action": "You look at the bookshelves", "response": "They are filled with a wide variety of books, mostly dealing with literature and history.", "endoftext": false }, { "action": "You examine the air", "response": "The room could use some ventilation.", "endoftext": false }, { "action": "You examine the skeleton", "response": "Thin, as though his skin had been draped over his skeleton with nothing in between. Dark blue eyes, like deep lakes carved into his face. His hair is grey.", "endoftext": false }, { "action": "You go west", "response": "(first opening the east door)\n\nFrom here you can see the hall beneath you. An iron railing prevents you from falling to the floor far below. Massive oak wood doors block the paths to the east and the west.\n\nYou see Allan Jameson here.", "endoftext": false }, { "action": "Go west", "response": "(first opening the west door)\nIt seems to be locked.", "endoftext": false }, { "action": "You examine the railing", "response": "The railing is cool to the touch.", "endoftext": false }, { "action": "You talk to the butler", "response": "Mr, Jameson smiles warmly. \"I trust you are getting along with the Baron, Douglas?", "endoftext": false }, { "action": "You talk to the butler", "response": "\"How are you, sir? I trust you are getting along with the Baron?\"", "endoftext": false }, { "action": "You go to the east", "response": "Bookshelves line every wall, allowing only a small space for the door to the west and another one for the small window in the north wall. The floor is covered in a thick luxurious red carpet. The air smells of dust.\n\nThe Baron sits in a black leather easy chair on the east side of the room.", "endoftext": false }, { "action": "You swim in the lake", "response": "You dive. The surface of the lake approaches quickly, until it fills your entire field of vision. Then the cool water surrounds you.\n\nIt is dark under the water and you can't see much more than a few yards in any direction. Above you, the sun shines through the surface. Below, the darkness gets thicker.", "endoftext": true }, { "action": "Go downward", "response": "It is darker down here; you can't see much more than a few feet in any direction. A few fish pass by, just outside your field of vision. From above, the distant sun shines faintly.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na figurative smoldering ember\na figurative vinyl record\na figurative steel strand\na revolver\nsome figurative coagulated blood\nsome figurative white marble", "endoftext": false }, { "action": "You examine ember", "response": "The water has extinguished the glow. It is just a lump of black coal now.", "endoftext": false }, { "action": "Go upwards", "response": "It is dark under the water and you can't see much more than a few yards in any direction. Above you, the sun shines through the surface. Below, the darkness gets thicker.", "endoftext": false }, { "action": "You examine ember", "response": "From within the warm piece of coal, a red glow can still be glimpsed.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\na figurative smoldering ember (providing light)\na figurative vinyl record\na figurative steel strand\na revolver\nsome figurative coagulated blood\nsome figurative white marble", "endoftext": false }, { "action": "Go west", "response": "From here you can see the hall beneath you. An iron railing prevents you from falling to the floor far below. Massive oak wood doors block the paths to the east and the west.\n\nYou see Allan Jameson here.", "endoftext": false }, { "action": "You open the west door", "response": "It seems to be locked.", "endoftext": false }, { "action": "You examine the west door", "response": "It is the kind of door you could hack away at for hours with an axe without making a dent. The crack under the door is dark. Either no one is using the room, or they have gone to sleep.", "endoftext": false }, { "action": "You ask the butler about the door", "response": "[Use TALK TO to interact with characters.]", "endoftext": false }, { "action": "You look at the crack", "response": "The crack under the door is too small to be of any use to you.", "endoftext": true }, { "action": "You go downwards", "response": "It almost seems like a waste for such a massive entrance hall to be used to welcome a single person. The floor is a frozen lake of grey marble. Two sets of stairs lead up to a balcony above. French doors in the north side of the room lead to the back garden. To the south, the mahogany doors lead back out.", "endoftext": false }, { "action": "You examine the lake", "response": "The lake seems to have been frozen forever. You can feel the cold through your shoes.", "endoftext": false }, { "action": "You break the ice", "response": "You were never much of a pugilist. If you want to use a weapon, use the ATTACK SOMETHING WITH SOMETHING syntax instead.", "endoftext": false }, { "action": "Poke giant with steel", "response": "You poke the giant with the sharp steel strand. The giant absentmindedly swats in your general direction, but it doesn't wake up. Maybe you could find a way to make the strand hurt more?", "endoftext": false }, { "action": "You put ember on the lake", "response": "The ice evaporates as the floor bursts into flame.\n\nThe steel strand grows red hot from the fire.", "endoftext": false }, { "action": "Poke giant with steel", "response": "The red hot steel strand sizzles as it penetrates the skin. The giant roars, and scrambles to its feet, its eyes ablaze with rage. It looks around for its attacker, but luckily it seems to be looking for someone of the same size. It doesn't notice you huddling at its feet.", "endoftext": false }, { "action": "You examine giant", "response": "The giant is wide awake now. His eyes scan the horizon for potential attackers.", "endoftext": false }, { "action": "You talk to the giant", "response": "He seems angry. You should probably avoid attracting attention to yourself.", "endoftext": false }, { "action": "Go north", "response": "It almost seems like a waste for such a massive entrance hall to be used to welcome a single person. The floor is a conflagration of red marble. Two sets of stairs lead up to a balcony above. French doors in the north side of the room lead to the back garden. To the south, the mahogany doors lead back out.\n\nThe steel strand grows red hot from the fire.", "endoftext": false }, { "action": "You go to the north", "response": "(first opening the french doors)\n\nThe grass here has been meticulously groomed. Not a single strand stands above the others, like citizens in a socialist utopia. Stone paths wind through the grass like scaly snakes, going nowhere and everywhere. From a fountain in the middle of the garden, from a trumpet held by an angel, water shoots into the air. The mansion lies behind you, to the south.\n\nThe air is cold and clear, like the justice we all seek, but never find.", "endoftext": false }, { "action": "You take the justice", "response": "You try, but it slips away between your fingers, as always.", "endoftext": false }, { "action": "You go to the south", "response": "It almost seems like a waste for such a massive entrance hall to be used to welcome a single person. The floor is a conflagration of red marble. Two sets of stairs lead up to a balcony above. French doors in the north side of the room lead to the back garden. To the south, the mahogany doors lead back out.", "endoftext": false }, { "action": "Go up", "response": "From here you can see the hall beneath you. An iron railing prevents you from falling to the floor far below. Massive oak wood doors block the paths to the east and the west.\n\nLight seeps from the crack beneath the door to the west, like fluid from a leaky container.\n\nYou see Allan Jameson here.", "endoftext": false }, { "action": "You examine fluid", "response": "A kind of luminescent fluid.", "endoftext": false }, { "action": "You open the west door", "response": "You open the west door.", "endoftext": false }, { "action": "Go west", "response": "A large luxurious bed completely dominates the room. Next to the bed is a small dresser. On the dresser is a lamp. Apart from these things, the room is entirely empty. The window to the south provides a view of the front garden.", "endoftext": false }, { "action": "You examine the lamp", "response": "A large table lamp, which somehow manages to light up the entire room. A paper lampshade shields your eyes from the light, like a white cocoon.", "endoftext": false }, { "action": "You examine the cocoon", "response": "A delicate white cocoon. It seems like it should be able to contain small items.", "endoftext": false }, { "action": "You look at the lamp", "response": "A large table lamp, which somehow manages to light up the entire room. The lamp has a paper lampshade.", "endoftext": false }, { "action": "You examine shade", "response": "The paper lampshade covers the light.", "endoftext": false }, { "action": "You take the shade", "response": "A paper lampshade is hardly going to be of any use to you.", "endoftext": false }, { "action": "You get the lamp", "response": "It's a table lamp, not a flashlight. There would be no point to carrying it around with you.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na figurative white cocoon\na figurative vinyl record\na figurative steel strand\na revolver\nsome figurative coagulated blood\nsome figurative white marble", "endoftext": false }, { "action": "You examine the dresser", "response": "A small wooden dresser. So ordinary that not a single simile comes to mind.", "endoftext": false }, { "action": "You examine bed", "response": "It's the kind of bed that looks like it could swallow a man whole. You get the feeling that if you went to sleep in it, you might disappear entirely, never to be seen again.", "endoftext": false }, { "action": "You look out the window", "response": "I only understood the first part of that-- trying anyway.\n\n(retrying as if you'd typed \"look.\")\nThe Bedroom\nA large luxurious bed completely dominates the room. Next to the bed is a small dresser. On the dresser is a lamp. Apart from these things, the room is entirely empty. The window to the south provides a view of the front garden.", "endoftext": false }, { "action": "You examine the window", "response": "From here you can see the front garden. The path winds towards the gates leading away from the mansion.", "endoftext": false }, { "action": "You go east", "response": "From here you can see the hall beneath you. An iron railing prevents you from falling to the floor far below. Massive oak wood doors block the paths to the east and the west.\n\nThe door to the west is standing wide open.\n\nYou see Allan Jameson here.", "endoftext": false }, { "action": "You close the west door", "response": "You close the west door.", "endoftext": true }, { "action": "You look at your surroundings", "response": "From here you can see the hall beneath you. An iron railing prevents you from falling to the floor far below. Massive oak wood doors block the paths to the east and the west.\n\nLight seeps from the crack beneath the door to the west, like fluid from a leaky container.\n\nYou see Allan Jameson here.", "endoftext": false }, { "action": "You put the fluid in the cocoon", "response": "(first taking the luminescent fluid)\n\nTaken.", "endoftext": false }, { "action": "You look at the cocoon", "response": "A delicate white cocoon. It seems like it should be able to contain small items.\n\nIn the white cocoon is some luminescent fluid.", "endoftext": true }, { "action": "Go downwards", "response": "The sun is no longer visible at all. Only the soft glow from the cocoon allows you to see anything. The bottom of the lake is white sand. Close by, you notice an old wooden chest.", "endoftext": false }, { "action": "You examine the sand", "response": "Soft white sand covers the bottom of the lake.", "endoftext": false }, { "action": "Open chest", "response": "It seems to be locked.", "endoftext": false }, { "action": "You look at the chest", "response": "That's hardly portable.\n\nIt looks like something straight out of a pirate movie. A big metal padlock is supposed to guard the contents from unauthorized visitors.", "endoftext": false }, { "action": "You look at the padlock", "response": "A big old-fashioned padlock. You are pretty sure you could get it open if you had something that could be used as a lockpick.", "endoftext": false }, { "action": "You put steel in lock", "response": "You manage to pick the padlock with the steel strand, but you break the strand in the process.", "endoftext": false }, { "action": "Open chest", "response": "You open the wooden chest, revealing a treasure.", "endoftext": false }, { "action": "You look at the treasure", "response": "Gold doubloons, jewelry, and gemstones. Everything a good treasure needs.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na figurative treasure\na figurative white cocoon\nsome figurative luminescent fluid (providing light)\na figurative vinyl record\na revolver\nsome figurative coagulated blood\nsome figurative white marble", "endoftext": false }, { "action": "You give treasure to Baron", "response": "His face lights up with a golden glow. He seems much more friendly.", "endoftext": false }, { "action": "You talk to Baron", "response": "\"Mr. von Bülow, I am really not going to get anywhere without more information. Do you want your daughter found or not?\"\n\nHe smiles. \"Of course. I really must apologize for playing these little games with you.\" He pauses to collect his thoughts. \"Let me see, there are several places they might be. Mr. McAllister lives in an apartment on 23 Roosevelt Street. I really doubt they are hiding out in such an obvious location, but there might be some clues there at least. The man is also a degenerate gambler and alcoholic. He gambles all the time at a joint called the Butterfly Club - sometimes he even drags my daughter down there with him, the bastard. When he isn't gambling he is drinking heavily down at a local bar called the Water Buffalo. That's about all I know. Will that be of any help, Mr. Reilly?\"\n\nYou nod. You know both of the places he mentioned. \"Absolutely. I have enough to get started, anyway. I will let you know how the case proceeds.\"\n\n\"Thank you.\" He sighs. \"I hope you find her. I should have done something about that terrible Scotsman a long time ago.\"", "endoftext": false }, { "action": "Go west", "response": "From here you can see the hall beneath you. An iron railing prevents you from falling to the floor far below. Massive oak wood doors block the paths to the east and the west.\n\nYou see Allan Jameson here.", "endoftext": false }, { "action": "You talk to Baron", "response": "\"Please find my daughter, Mr. Reilly.\"", "endoftext": false }, { "action": "Go south", "response": "The stately mansion of the Baron von Bülow looms in front of you. Light blares from two windows on the second floor, like the eyes of an angry giant. Two large mahogany doors guard the entrance to the north. The path to the south leads to the gate, away from the mansion.", "endoftext": false }, { "action": "Go south", "response": "Where would you like to go?", "endoftext": false }, { "action": "2", "response": "You head towards the gambling joint.\n\nAll sorts of gambling tables dot the floor. There are roulette, blackjack, poker and more games you have never even heard of. No one looks at you. Every ounce of their attention is directed toward the random events that decide their lives. A giant crystal chandelier hangs from the ceiling, like an intricate icicle formation. To the west, massive double doors lead outside. At the eastern wall is a small discreet door; the kind of door you are not supposed to notice, much less enter.", "endoftext": false }, { "action": "You examine the formation", "response": "Icicles grow from the ceiling in an intricate formation. Why haven't they melted, you wonder?", "endoftext": false }, { "action": "You take the icicles", "response": "It is too far up. If you had someone to help you, you might be able to reach it together.", "endoftext": false }, { "action": "You look at the gamblers", "response": "People from all strata of society are gathered here as equals, united through their common addiction. It almost warms your heart.", "endoftext": false }, { "action": "You examine the games", "response": "Countless gambling tables cover almost every square foot of the room. Every imaginable game of chance is represented here. A lot of people seem to be watching the poker game in the corner of the hall.", "endoftext": false }, { "action": "You look at the poker", "response": "Four people are playing a high stakes game of poker in the corner of the hall. A small crowd has gathered around the table, attracted by the sight of large amounts of money changing hands. One of the players draw your attention: a pale man wearing a tuxedo who seems to be losing big.", "endoftext": false }, { "action": "You examine pale man", "response": "One of the nouveau riche for sure. He looks like someone who has never tried wearing a tuxedo before. His face is like putty; every emotion leaves a visible mark. Not a good thing for a poker player. He seems to be losing a lot of money.", "endoftext": false }, { "action": "You examine the putty", "response": "The putty is soft and pliable.", "endoftext": false }, { "action": "You put the marble on the pale man", "response": "His face is like carved out of marble. No emotion is visible.", "endoftext": false }, { "action": "You examine the pale man", "response": "One of the nouveau riche for sure. He looks like someone who has never tried wearing a tuxedo before. His face is expressionless, as if it had been carved out of marble. A good thing for a poker player. He seems to be winning a lot of money.\n\nThe poker game continues. The other players try to read the emotions of the tuxedo man, but his face is impenetrable. They all fold.", "endoftext": false }, { "action": "You talk to the man", "response": "The other onlookers hush you. Clearly, disturbing the game isn't an option.\n\n\"You are not fooling me this time,\" says one of the poker players and reveals his hand: Three aces. One by one, the tuxedo man puts his cards on the table: 6-7-8-9-10. A straight. The audience claps.", "endoftext": false }, { "action": "You look at the poker", "response": "Four people are playing a high stakes game of poker in the corner of the hall. A small crowd has gathered around the table, attracted by the sight of large amounts of money changing hands. One of the players draw your attention: a pale man wearing a tuxedo who seems to be winning big.\n\nThe tuxedo man wins again. And again. The mountain of chips in front of him grows to unprecedented heights. Finally, a crack appears in his face and he smiles. \"Enough with this. This is my lucky night!\"\n\nHe picks up the huge pile of chips, walks to the roulette table and drops the pile down next to the spinning wheel. \"I am putting it all on red!\" The marble cracks and falls apart as a huge smile appears on his face. You have a feeling you might be able to find it again with its original owner.", "endoftext": false }, { "action": "You put the blood on the man", "response": "Making the tuxedo man red like blood would not be helpful.\n\n\"I am sorry sir,\" says the croupier. \"The table can't match your bet. I am going to have to get the manager.\" He goes through the small discreet door and emerges a few minutes later, followed by a tall thin man dressed in a beige suit.", "endoftext": false }, { "action": "You put the blood on the roulette", "response": "Making the roulette table red like blood would not be helpful.\n\nThe tuxedo man looks at the newcomer and smiles even more broadly. \"What will it be Camino? Are you afraid I am going to bankrupt you tonight?\"\n\nThe man in the beige suit - whose name seems to be Camino - pays no attention the tuxedo man. He looks straight at the croupier. \"It's alright. Let him play.\" His voice is soft and smooth.\n\nThe wheel spins. The entire club seems to be holding its breath. The wheel slows down; the ball jumps a few times, and finally comes to rest ---- on red.\n\nThe club erupts in applause. Everyone looks at the tuxedo man as if he had just single-handedly defeated Hitler in one-on-one combat. The tuxedo man picks up his winnings and leaves the club followed by an entourage of admirers. Camino does nothing, except look pensively at the wheel.", "endoftext": false }, { "action": "You look at the wheel", "response": "A perennial favorite of the gambling crowd, the roulette is simple and exciting. More people are playing now, after the tuxedo man's big win. A big winner is good advertisement.", "endoftext": false }, { "action": "You examine Camino", "response": "A tall thin man impeccably dressed in a beige suit and a trilby hat. Everything about him is beige; even his pale skin is almost indistinguishable from the color of his clothes. A scar crosses his left cheek, like a canyon in the middle of an otherwise pristine African savanna.", "endoftext": false }, { "action": "You examine the canyon", "response": "The canyon is deep. It must have been carved in the landscape many aeons ago. At the bottom, you can just barely make out a river.", "endoftext": false }, { "action": "You enter the canyon", "response": "It is way too steep. You would fall.", "endoftext": false }, { "action": "You examine the river", "response": "Even from all the way up here, you can tell that the river is crystal clear. No pollution is going to reach it in this pristine landscape.", "endoftext": false }, { "action": "You take the canyon", "response": "A canyon is not something you can carry around. Maybe there is something of interest down there?", "endoftext": false }, { "action": "You talk to Camino", "response": "\"A bad day for you, I suppose?\"\n\nHe emerges from his reverie. \"Not really. A big winner makes everyone else believe they can do the same. The extra business should make up for the loss.\"\n\nHis eyes scan you inquisitively. \"I haven't seen you around here before. What can I do for you?\"", "endoftext": false }, { "action": "You talk to Camino", "response": "\"My name is Douglas Reilly. I am a private detective. I was wondering if we could have a word?\"\n\n\"I don't do business with private dicks. Unless you have you some useful information for me, I am not interested.\"", "endoftext": false }, { "action": "You talk to Camino", "response": "\"I am looking for Lisa von Bülow. I understand she used to come here along with a bloke named McAllister?\"\n\nHe has the perfect poker face. \"I never talk about my clientele. It's bad for business.\"", "endoftext": false }, { "action": "You talk to Camino", "response": "\"Please, Mr. Reilly. Unless you have something of use to me, I have no interest in talking to you.\"", "endoftext": false }, { "action": "You go east", "response": "(first opening the discreet door)\nAn Italian-American man wearing a pinstriped suit grabs your arm. \"Sorry, sir. This is a private area.\" He merges with the crowd once more.", "endoftext": true }, { "action": "Look around", "response": "All sorts of gambling tables dot the floor. There are roulette, blackjack, poker and more games you have never even heard of. No one looks at you. Every ounce of their attention is directed toward the random events that decide their lives. A giant crystal chandelier hangs from the ceiling, like an intricate icicle formation. To the west, massive double doors lead outside. At the eastern wall is a small discreet door; the kind of door you are not supposed to notice, much less enter.\n\nCamino - the owner of the club - is looking pensively at the roulette table.", "endoftext": false }, { "action": "You look at the table", "response": "Which do you mean, the gambling tables or the roulette table?", "endoftext": false }, { "action": "You examine the gambling tables", "response": "Countless gambling tables cover almost every square foot of the room. Every imaginable game of chance is represented here. A couple of people are playing the roulette table, apparently hoping that the tuxedo man's winning streak will transfer to them.", "endoftext": false }, { "action": "Go west", "response": "Where would you like to go?", "endoftext": false }, { "action": "3", "response": "You decide to check out McAllister's apartment.\n\nThe entrance to the apartment is a dark narrow hallway. The door behind you to the south leads back outside. To the east, the door to the living room is standing ajar. To the north is the bathroom. An old denim jacket hangs on a hook on the wall, like a dirty rag.", "endoftext": false }, { "action": "You look at the rag", "response": "An old dirty rag. It looks like it hasn't been cleaned in ages.", "endoftext": true }, { "action": "You look at your surroundings", "response": "The entrance to the apartment is a dark narrow hallway. The door behind you to the south leads back outside. To the east, the door to the living room is standing ajar. To the north is the bathroom. An old denim jacket hangs on a hook on the wall.", "endoftext": false }, { "action": "You examine the jacket", "response": "An old worn denim jacket. You notice a piece of paper sticking out from one of the pockets.", "endoftext": false }, { "action": "You read the paper", "response": "The writing is almost illegible, but you manage to decipher it.\n\n\"Lisa\n\nI know you have something going on with that bawbag Camino. Don't try to deny it I have seen how you flirt and god knows what else you are doing. You are not gonna do that no more or im gonna have to take matters into ma own hands.\n\nErik.\"", "endoftext": false }, { "action": "Go north", "response": "The toilet is filthy. You quickly exit back to the entrance hall.", "endoftext": false }, { "action": "You go east", "response": "(first opening the Eastern Door)\n\nWhat a mess! A large couch stands against the southern wall, with a table in front of it. The table is covered with a diverse variety of empty liquor bottles, rising from the surface like minarets in a dilapidated middle eastern city. To the north is a kitchen counter with two stove plates built into it. Above it is a kitchen cabinet. To the west is the door to the entrance hall.", "endoftext": false }, { "action": "You enter the city", "response": "The sun bakes down on the city from above. Streets wind in every direction among the buildings. The streets are crowded with people, all hurrying in different directions. Close to you, a majestic minaret reaches towards the sky.", "endoftext": false }, { "action": "You examine Minaret", "response": "The Minaret is a tall, round, white tower. Inside it, a winding staircase leads to the top.", "endoftext": false }, { "action": "You look at the people", "response": "They hurry by too quickly for you to get a good look at any one of them.", "endoftext": false }, { "action": "You examine the buildings", "response": "All sorts of buildings occupy the city. Your attention is drawn to the majestic minaret nearby.", "endoftext": false }, { "action": "Go upwards", "response": "From here the entire city is stretched out beneath you. Tiny people are milling around on the streets far below, waiting for someone to perform the next call to prayer.", "endoftext": false }, { "action": "You call", "response": "You take a deep breath and perform the call to prayer as loudly as you can. Beneath you, the people stop what they are doing and head inside.", "endoftext": true }, { "action": "Describe the surroundings", "response": "From here the entire city is stretched out beneath you. The streets are empty.", "endoftext": true }, { "action": "You go downwards", "response": "The sun bakes down on the city from above. Streets wind in every direction among the buildings. Close to you, a majestic minaret reaches towards the sky.\n\nYou see an old beggar here.", "endoftext": false }, { "action": "You talk to the beggar", "response": "\"I thought the voice seemed unfamiliar,\" says the beggar. \"Haven't seen you around here before. Can you spare some food or coin for a poor man?\"", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na letter\na figurative dirty rag\nsome figurative putty\na figurative white cocoon\nsome figurative luminescent fluid (providing light)\na figurative vinyl record\na revolver\nsome figurative coagulated blood", "endoftext": false }, { "action": "You examine the putty", "response": "The putty is soft and pliable.", "endoftext": false }, { "action": "You exit city", "response": "I only understood the first part of that-- trying anyway.\n\n(retrying as if you'd typed \"exit.\")\nThe Living Room\nWhat a mess! A large couch stands against the southern wall, with a table in front of it. The table is covered with a diverse variety of empty liquor bottles, rising from the surface like minarets in a dilapidated middle eastern city. To the north is a kitchen counter with two stove plates built into it. Above it is a kitchen cabinet. To the west is the door to the entrance hall.", "endoftext": false }, { "action": "You examine the couch", "response": "An old couch that looks like it has seen everything and now just wants to be left alone. There is a blanket and a pillow lying on the floor next to it. Apparently, Mr. McAllister also uses it as a bed.", "endoftext": false }, { "action": "You look at the pillow", "response": "Thrown in a pile on the floor. Mr. McAllister hardly seems like the epitome of neatness.", "endoftext": false }, { "action": "You look at the stove", "response": "Covered with grime from a dozen meals. The place doesn't seem like it gets cleaned very often.", "endoftext": false }, { "action": "You open cabinet", "response": "You open the cabinet, revealing a knife.", "endoftext": false }, { "action": "You look at the knife", "response": "A large brutal bowie knife.", "endoftext": false }, { "action": "Clean stove", "response": "Are you kidding? This isn't even your place.", "endoftext": false }, { "action": "You examine table", "response": "The multitude of bottles, matchboxes, candlesticks and general junk on the table almost make it seem like someone has tried to create a model city out of the mess.", "endoftext": true }, { "action": "You look around", "response": "What a mess! A large couch stands against the southern wall, with a table in front of it. The table is covered with a diverse variety of empty liquor bottles, rising from the surface like minarets in a dilapidated middle eastern city. To the north is a kitchen counter with two stove plates built into it. Above it is a kitchen cabinet. To the west is the door to the entrance hall.", "endoftext": false }, { "action": "3", "response": "You head towards the gambling joint.\n\nAll sorts of gambling tables dot the floor. There are roulette, blackjack, poker and more games you have never even heard of. No one looks at you. Every ounce of their attention is directed toward the random events that decide their lives. A giant crystal chandelier hangs from the ceiling, like an intricate icicle formation. To the west, massive double doors lead outside. At the eastern wall is a small discreet door; the kind of door you are not supposed to notice, much less enter.\n\nCamino - the owner of the club - is looking pensively at the roulette table.", "endoftext": false }, { "action": "You show the paper to Camino", "response": "He scans the letter and his eyes widen. \"Where did you get this?\"\n\n\"I never reveal my sources, Mr. Camino. Would you like to discuss the issue, or should I continue digging up dirt?\"\n\n\"Not here. Come with me. We can discuss this in my office.\" He unlocks the small eastern door and enters.", "endoftext": false }, { "action": "You go to the east", "response": "(first opening the discreet door)\n\nNeat. Everything here is neat. The stack of papers on the desk is so perfect that it looks more like a big white brick rather than the disorderly piles you see in most offices. There is not a speck of dust on the mahogany desk. It makes you uncomfortable. You never trust people who always need to be in control. That desire hardly ever stops with themselves.\n\nCamino is sitting behind the desk, waiting for your next move.", "endoftext": false }, { "action": "You look at the brick", "response": "The brick is painted a bright white color. The paint seem to have been applied recently. You wonder if it might still be possible to wipe it off.", "endoftext": false }, { "action": "You wipe the brick", "response": "You vigorously scrub the brick with the old rag. The paint comes off easily, and soon you are left holding a plain brown brick.", "endoftext": false }, { "action": "You talk to Camino", "response": "\"You have my attention, Mr. Reilly. Do you have anything more for me?\"", "endoftext": false }, { "action": "You throw the brick at Camino", "response": "You lack the nerve when it comes to the crucial moment.", "endoftext": true }, { "action": "You look around", "response": "Neat. Everything here is neat. The papers on the desk are neatly stacked. There is not a speck of dust on the mahogany desk. It makes you uncomfortable. You never trust people who always need to be in control. That desire hardly ever stops with themselves.\n\nCamino is sitting behind the desk, waiting for your next move.", "endoftext": false }, { "action": "You look at the papers", "response": "The papers are stacked on top of each other.", "endoftext": false }, { "action": "You go to the west", "response": "All sorts of gambling tables dot the floor. There are roulette, blackjack, poker and more games you have never even heard of. No one looks at you. Every ounce of their attention is directed toward the random events that decide their lives. A giant crystal chandelier hangs from the ceiling, like an intricate icicle formation. To the west, massive double doors lead outside. At the eastern wall is a small discreet door; the kind of door you are not supposed to notice, much less enter.", "endoftext": false }, { "action": "4", "response": "You head towards the seedy bar.\n\nThe bouncer pats you down in front of the entrance.\nThe bouncer locates the revolver and confiscates it. \"Sorry, Mister. No guns in the bar.\" Mr. Wesson manages to sneak in with you anyway. The bouncer easily locates the large conspicuous bowie knife. \"Well, wadda we got here? Sorry, Mister. Can't have ya stabbin' the other patrons.\"\n\"Your belongings will be returned to you when you leave, Mister.\"\n\nThe thick cigarette smoke makes it almost possible to see more than a few feet ahead. It's like being trapped in a thick London fog. Various people are sitting at the tables or standing by the bar. Behind the bar, the bartender is cleaning a whiskey glass with an old rag. The door to the south leads outside.", "endoftext": false }, { "action": "You examine the fog", "response": "The fog is so thick that it seems like you could cut it with a knife.", "endoftext": false }, { "action": "You take the fog", "response": "It slips between your fingers.", "endoftext": false }, { "action": "You enter the fog", "response": "You are already surrounded by fog.", "endoftext": false }, { "action": "You talk to the bartender", "response": "\"What do you want, buddy?\" says the bartender.\n\n\"Actually I need some information. I am looking for Erik McAllister. I understand that he used to come here a lot?\"\n\nThe bartender sneers. \"No idea who you are talking about, buddy. Order something or get out.\"", "endoftext": false }, { "action": "You order the drink", "response": "You buy a cheap beer and drink it while your consider your options.", "endoftext": false }, { "action": "You talk to the bartender", "response": "You don't seem to be getting anywhere with him. Maybe if you could show him something to get his attention?", "endoftext": false }, { "action": "You show the paper to the bartender", "response": "The bartender reads the letter and laughs out loud. \"HAHAHAHA. I knew a loser like McAllister couldn't keep a girl like that. I told him she was way out of his league, but he wouldn't listen.\"\n\n\"So you do know him?\"\n\n\"Yeah, I guess you got me there, buddy. Look, I don't want any trouble. McAllister hasn't been around for the last couple weeks. You should talk to his friend; that brown haired guy over there with the scar. Leave me out of it.\"\n\nHe points at a place in the thick fog. If you only you could see anything, that might actually be helpful.", "endoftext": false }, { "action": "2", "response": "\"Here you are, Mister,\" says the bouncer, and returns your weapons.\n\nYou head back to your office.\n\nShadows huddle in the corners, like dark pools of oil; the sickly yellow light from the desk lamp does little to dispel the darkness. An old cigarette butt lies in the ashtray. Your desk is covered with old case files - reminders of past glories. Apart from the desk, the only other furniture is an old office chair.\n\nThe office door to the north leads to the corridor outside.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na revolver\na knife\na figurative brown brick\na letter\na figurative dirty rag\nsome figurative putty\na figurative white cocoon\nsome figurative luminescent fluid (providing light)\na figurative vinyl record\nsome figurative coagulated blood", "endoftext": false }, { "action": "Clean knight", "response": "Maybe some other day.", "endoftext": false }, { "action": "You put the oil in the cocoon", "response": "(first taking the oil)\n\nThe white cocoon is already full.", "endoftext": false }, { "action": "You examine the lamp", "response": "The old dirty desk lamp struggles valiantly to light up the office, like an elderly knight fighting to keep the forces of darkness at bay.", "endoftext": false }, { "action": "You take the fluid out of the cocoon", "response": "I only understood the first part of that-- trying anyway.\n\n(retrying as if you'd typed \"take fluid.\")\nYou carefully try to remove the luminescent fluid from the white cocoon, but it runs through your fingers and disappears. You have a feeling there is more where that came from.", "endoftext": false }, { "action": "You put the light on knight", "response": "(first taking the desk lamp)\n\nWhy would you want to carry around a desk lamp?\nYou need to be holding the desk lamp before you can put it on top of something else.", "endoftext": false }, { "action": "You put the oil in the cocoon", "response": "(first taking the oil)\n\nTaken.", "endoftext": false }, { "action": "You put the oil on the wheels", "response": "The wheels look like they have been oiled recently.", "endoftext": false }, { "action": "You fix the chair", "response": "A good idea, but you will have to be more specific. How, exactly, are you going to accomplish it?", "endoftext": false }, { "action": "You examine the coin", "response": "A shiny penny, which has been apparently been stuck under your chair for quite some time. One side of it has been crushed, making it as sharp as the blade of a knife.", "endoftext": false }, { "action": "You take the knife", "response": "(the literal knife)\nYou already have that.", "endoftext": false }, { "action": "You examine the blade", "response": "Oh, how sharp it is. It seems like it could slice a hair into two.", "endoftext": false }, { "action": "3", "response": "You decide to check out McAllister's apartment.\n\nThe entrance to the apartment is a dark narrow hallway. The door behind you to the south leads back outside. To the east, the door to the living room is standing ajar. To the north is the bathroom. An old denim jacket hangs on a hook on the wall.", "endoftext": false }, { "action": "You go east", "response": "What a mess! A large couch stands against the southern wall, with a table in front of it. The table is covered with a diverse variety of empty liquor bottles, rising from the surface like minarets in a dilapidated middle eastern city. To the north is a kitchen counter with two stove plates built into it. Above it is a kitchen cabinet. To the west is the door to the entrance hall.", "endoftext": false }, { "action": "You give the coin to the beggar", "response": "The coin is real. The beggar is not.", "endoftext": false }, { "action": "You examine the coin", "response": "A shiny penny, which has been apparently been stuck under your chair for quite some time.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na figurative sharp knife\na coin\na revolver\na literal knife\na figurative brown brick\na letter\na figurative dirty rag\nsome figurative putty\na figurative white cocoon\na figurative vinyl record\nsome figurative coagulated blood", "endoftext": false }, { "action": "You cut the fog with the blade", "response": "Using the knife, you cut the fog into more manageable pieces, which quickly fade away.", "endoftext": true }, { "action": "Describe the surroundings", "response": "Cigarette smoke winds through every part of the bar. Various people are sitting at the tables or standing by the bar. Behind the bar, the bartender is cleaning a whiskey glass with an old rag. The door to the south leads outside.\n\nA brown-haired man with a scar is sitting at one of the tables by himself.", "endoftext": false }, { "action": "You talk to the man", "response": "(the brown-haired man with the scar)\nYou approach the man with the scar. \"Excuse me. I am looking for a man named Erik McAllister. I was told you might know something.\"\n\nHe looks at you like one would look at a cockroach that has just slithered out from beneath the kitchen table. \"I don't know nothin'. And even if I did, I ain't no snitch.\"\n\n\"I am looking for him for his own sake. I must insist that you tell me what you know.\"\n\nHe laughs. \"Insist? You ain't in no position to insist on anything, Mister.\" He pulls open his coat, revealing a small knife hidden in the inner pocket. \"Me and me friend here says you should probably get out of here. Unless you got something to back up your words?\"", "endoftext": false }, { "action": "You examine the blade", "response": "Oh, how sharp it is. It seems like it could slice a hair into two.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na figurative sharp knife\na coin\na figurative brown brick\na letter\na figurative dirty rag\nsome figurative putty\na figurative white cocoon\na figurative vinyl record\nsome figurative coagulated blood", "endoftext": false }, { "action": "You show the letter to the man", "response": "(the brown-haired man with the scar)\nHe shows you his knife again. Doesn't seem like words alone will get his respect.", "endoftext": false }, { "action": "You examine the scar", "response": "Definitely from a knife wound.", "endoftext": false }, { "action": "You examine table", "response": "Cheap wooden tables who look like leftovers from a better establishment.", "endoftext": false }, { "action": "You give the coin to the man", "response": "(the brown-haired man with the scar)\nthe brown-haired man with the scar doesn't seem interested.", "endoftext": false }, { "action": "You examine the record", "response": "It is full of scratches. It probably won't be very pleasant to listen to.", "endoftext": false }, { "action": "You put the record on man", "response": "(the brown-haired man with the scar)\nMaking the brown-haired man with the scar sound like a scratched record would not be helpful.", "endoftext": false }, { "action": "You put the rag on man", "response": "(the brown-haired man with the scar)\nThe brown toupee is in the way.", "endoftext": false }, { "action": "You look at the toupee", "response": "Someone seems to have spilled some grey paint on the toupee.", "endoftext": false }, { "action": "You examine man", "response": "(the brown-haired man with the scar)\nA broad, muscular man who looks like he could crush your head like a grape with one of his hands. His hair is brown with some grey here and there. A vicious scar adorns his face; looks like a knife wound to you.", "endoftext": false }, { "action": "You put the rag on man", "response": "(the brown-haired man with the scar)\nHis hair is like a dirty rag on top of his head.", "endoftext": false }, { "action": "You look at man", "response": "(the brown-haired man with the scar)\nA broad, muscular man who looks like he could crush your head like a grape with one of his hands. His brown and grey hair rests on the top of his head, like a dirty rag. A vicious scar adorns his face; looks like a knife wound to you.", "endoftext": false }, { "action": "You put the blood on the toupee", "response": "If you want to change his hair, just give the blood to Ronald.", "endoftext": false }, { "action": "You look at the bartender", "response": "A middle aged man who looks like he should be sitting at the other side of the bar. He eyes the patrons jealously as they sip their drinks.", "endoftext": false }, { "action": "You put the blood on man", "response": "(the brown-haired man with the scar)\nThe dirty rag is in the way.", "endoftext": false }, { "action": "You put the blood on Ronald", "response": "His hair is reddish brown, like coagulated blood.", "endoftext": false }, { "action": "You examine man", "response": "(the brown-haired man with the scar)\nA broad, muscular man who looks like he could crush your head like a grape with one of his hands. His hair is a reddish brown color, like coagulated blood. A vicious scar adorns his face; looks like a knife wound to you.", "endoftext": false }, { "action": "You take the blood", "response": "You like him better this way.", "endoftext": false }, { "action": "You put the rag on man", "response": "(the brown-haired man with the scar)\nThe coagulated blood is in the way.", "endoftext": false }, { "action": "You take the wound", "response": "It is there to stay, like all the wounds we receive in life.", "endoftext": true }, { "action": "Describe the surroundings", "response": "Cigarette smoke winds through every part of the bar. Various people are sitting at the tables or standing by the bar. Behind the bar, the bartender is cleaning a whiskey glass with an old rag. The door to the south leads outside.\n\nA brown-haired man with a scar is sitting at one of the tables by himself.", "endoftext": false }, { "action": "1", "response": "\"Here you are, Mister,\" says the bouncer, and returns your weapons.\n\nYou decide to visit the Baron again.\n\nThe stately mansion of the Baron von Bülow looms in front of you. Light blares from two windows on the second floor, like the eyes of an angry giant. Two large mahogany doors guard the entrance to the north. The path to the south leads to the gate, away from the mansion.", "endoftext": false }, { "action": "Go north", "response": "It almost seems like a waste for such a massive entrance hall to be used to welcome a single person. The floor is a conflagration of red marble. Two sets of stairs lead up to a balcony above. French doors in the north side of the room lead to the back garden. To the south, the mahogany doors lead back out.", "endoftext": false }, { "action": "Go up", "response": "From here you can see the hall beneath you. An iron railing prevents you from falling to the floor far below. Massive oak wood doors block the paths to the east and the west.\n\nLight seeps from the crack beneath the door to the west, like fluid from a leaky container.\n\nYou see Allan Jameson here.", "endoftext": false }, { "action": "You take the fluid", "response": "Taken.\n\nYou put the luminescent fluid into the white cocoon.", "endoftext": false }, { "action": "You show the letter to Baron", "response": "He reads the letter, and his face grows red. \"I swear if that damn Scotsman has done anything to hurt my daughter, I will make him pay.\" His face grows pale once more. \"Please find her as soon as possible, Mr. Reilly. Make sure that she is okay.\"", "endoftext": false }, { "action": "You examine Baron", "response": "Thin, as though his skin had been draped over his skeleton with nothing in between. Dark blue eyes, like deep lakes carved into his face. His hair is grey. His friendly smile lights up his face with a golden glow.", "endoftext": false }, { "action": "1", "response": "You head back to your office.\n\nShadows huddle in the corners; the sickly yellow light from the desk lamp does little to dispel the darkness. An old cigarette butt lies in the ashtray. Your desk is covered with old case files - reminders of past glories. Apart from the desk, the only other furniture is an old office chair.\n\nThe office door to the north leads to the corridor outside.", "endoftext": false }, { "action": "1", "response": "You decide to visit the Baron again.\n\nThe stately mansion of the Baron von Bülow looms in front of you. Light blares from two windows on the second floor, like the eyes of an angry giant. Two large mahogany doors guard the entrance to the north. The path to the south leads to the gate, away from the mansion.", "endoftext": false }, { "action": "You look at the red marble", "response": "The floor is a conflagration of red marble. You can feel the warmth from the fire through your shoes.", "endoftext": false }, { "action": "You take the fire", "response": "The fire is way too hot. Carrying fire around with you would probably not be a good idea, anyway.", "endoftext": false }, { "action": "Go north", "response": "The grass here has been meticulously groomed. Not a single strand stands above the others, like citizens in a socialist utopia. Stone paths wind through the grass like scaly snakes, going nowhere and everywhere. From a fountain in the middle of the garden, from a trumpet held by an angel, water shoots into the air. The mansion lies behind you, to the south.", "endoftext": false }, { "action": "You examine the citizens", "response": "Equal in every way. Are they happy, you wonder, without the weight of individuality on their shoulders?", "endoftext": false }, { "action": "You talk to the citizens", "response": "\"Beware the snakes,\" they tell you. Sounds like good advice.", "endoftext": false }, { "action": "You examine the snakes", "response": "They slither around in the grass, back and forth, unpredictably.", "endoftext": false }, { "action": "You take the snakes", "response": "With your bare hands? You have no idea how poisonous they might be. A single bite might be enough to kill you.", "endoftext": false }, { "action": "You look at grass", "response": "The grass has been meticulously groomed.", "endoftext": false }, { "action": "You examine the paths", "response": "Like snakes, slithering through the grass.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nsome figurative white marble\na revolver\na literal knife\na figurative dirty rag\na figurative brown toupee\na figurative sharp knife\na coin\na figurative brown brick\na letter\nsome figurative putty\na figurative white cocoon\nsome figurative luminescent fluid (providing light)\na figurative vinyl record", "endoftext": false }, { "action": "You cut the snakes with the knife", "response": "Which do you mean, the literal knife or the sharp knife?", "endoftext": false }, { "action": "Sharp", "response": "You stab the nearest snake with the knife. It writhes in pain and flees from the garden. The other snakes follow its example.", "endoftext": false }, { "action": "You look at the paths", "response": "The stones are like the scales of a giant snake.", "endoftext": false }, { "action": "You examine the fountain", "response": "The water pours from the trumpet into the air. The droplets rain down from above, glistening in the moonlight, like manna from heaven.", "endoftext": false }, { "action": "You examine the manna", "response": "A piece of white manna.", "endoftext": false }, { "action": "You look at the angel", "response": "Its eyes are closed; its wings spread behind it, as if it is preparing to take off once the trumpet has been emptied. Too bad it never will be.", "endoftext": false }, { "action": "You look at Water", "response": "The water is clear.", "endoftext": false }, { "action": "Drink water", "response": "It might look clean, but you doubt it is safe to drink.", "endoftext": false }, { "action": "You give the manna to the beggar", "response": "The beggar takes the manna and eyes it suspiciously. He tries a bite and his face lights up. \"Thank you, good sir. This will help me get through the day. Please allow me to give you this in return.\" He hands you a tiny needle before disappearing down one of the streets.", "endoftext": false }, { "action": "4", "response": "You head towards the seedy bar.\n\nThe bouncer pats you down in front of the entrance.\nThe bouncer locates the revolver and confiscates it. \"Sorry, Mister. No guns in the bar.\" Mr. Wesson manages to sneak in with you anyway. \"Your belongings will be returned to you when you leave, Mister.\"\n\nCigarette smoke winds through every part of the bar. Various people are sitting at the tables or standing by the bar. Behind the bar, the bartender is cleaning a whiskey glass with an old rag. The door to the south leads outside.\n\nA brown-haired man with a scar is sitting at one of the tables by himself.", "endoftext": false }, { "action": "You take the needle", "response": "The knife is much more handy this way.", "endoftext": false }, { "action": "You show the knife to man", "response": "(the literal knife to the brown-haired man with the scar)\nYou open your coat, showing him the discreet knife hidden inside. His eyes open wide and then he laughs out loud. \"I gotta give it to you, Mister. You have got some guts. I respect that. I am Ronald Ericksson. Call me Ronald if you want to.\"", "endoftext": false }, { "action": "You talk to Ronald", "response": "\"Do you know where I can find Mr. McAllister?\"\n\nHe shakes his head. \"Nope, but I suspect he might be in trouble. I know he had been arguing lots with that broad of his lately. Then I start hearing rumors that he got into trouble with Camino, guy who owns the gambling joint down by the harbour, you know. That guy is trouble. I ain't afraid of him though. I've dealt with plenty worse in my time.\"", "endoftext": false }, { "action": "You talk to Ronald", "response": "\"Sorry, Mister. That's all I know.\"", "endoftext": false }, { "action": "Examine bar", "response": "The bar is covered with unidentifiable grime.", "endoftext": false }, { "action": "3", "response": "\"Here you are, Mister,\" says the bouncer, and returns your weapons.\n\nYou head towards the gambling joint.\n\nAll sorts of gambling tables dot the floor. There are roulette, blackjack, poker and more games you have never even heard of. No one looks at you. Every ounce of their attention is directed toward the random events that decide their lives. A giant crystal chandelier hangs from the ceiling, like an intricate icicle formation. To the west, massive double doors lead outside. At the eastern wall is a small discreet door; the kind of door you are not supposed to notice, much less enter.", "endoftext": false }, { "action": "Go east", "response": "Neat. Everything here is neat. The papers on the desk are neatly stacked. There is not a speck of dust on the mahogany desk. It makes you uncomfortable. You never trust people who always need to be in control. That desire hardly ever stops with themselves.\n\nCamino is sitting behind the desk, waiting for your next move.", "endoftext": false }, { "action": "You talk to Camino", "response": "\"Mr. Camino, it has come to my attention that you had a beef with Mr. McAllister.\"\n\nHis eyes flash. \"Who told you that?\"\n\n\"I never reveal my sources. How about you tell me what you know? I can get on with my case, and we never have to see each other again.\"", "endoftext": false }, { "action": "You talk to Camino", "response": "\"You have done a fine job digging up some pointless dirt, Mr. Reilly.\" His soft smooth voice surrounds you like a velvet blanket. \"But I am afraid I see no hard evidence of any wrongdoing. If you discover any new information, do not hesitate to contact me.\"\n\nThe blanket closes around you, and you find yourself standing outside the door to the office. You don't quite remember what he said to make you leave, but he was very convincing.\n\nAll sorts of gambling tables dot the floor. There are roulette, blackjack, poker and more games you have never even heard of. No one looks at you. Every ounce of their attention is directed toward the random events that decide their lives. A giant crystal chandelier hangs from the ceiling, like an intricate icicle formation. To the west, massive double doors lead outside. At the eastern wall is a small discreet door; the kind of door you are not supposed to notice, much less enter.", "endoftext": false }, { "action": "You put the record on Camino", "response": "He clears his throat. The sound is like a record getting stuck.", "endoftext": false }, { "action": "You talk to Camino", "response": "\"Just what do you think you are doing here, Mr. Reilly?\" His voice is coarse and insecure, like a broken record. \"Did you think this pointless slander would scare me?\"\n\n\"Mr. Camino, I have no interest in scaring you. I am simply trying to locate Miss von Bülow. If you could help me out, I assure you that I won't bother you again.\"\n\nHis voice is almost a growl. \"Oh, you won't bother me again. I am not worried about that at all. ALFONO!\"\n\nThe door opens and the man in the pinstriped suit enters the room. Without a word, he grabs your arm and escorts you out of the office.\n\nYou feel like you are missing something. Perhaps you should explore more and make sure you have found everything?\n\nAll sorts of gambling tables dot the floor. There are roulette, blackjack, poker and more games you have never even heard of. No one looks at you. Every ounce of their attention is directed toward the random events that decide their lives. A giant crystal chandelier hangs from the ceiling, like an intricate icicle formation. To the west, massive double doors lead outside. At the eastern wall is a small discreet door; the kind of door you are not supposed to notice, much less enter.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na revolver\nsome figurative white marble\na literal knife\na figurative dirty rag\na figurative brown toupee\na figurative sharp knife\na coin\na figurative brown brick\na letter\nsome figurative putty\na figurative white cocoon\nsome figurative luminescent fluid (providing light)", "endoftext": false }, { "action": "You go east", "response": "(first opening the discreet door)\nIt seems to be locked.", "endoftext": false }, { "action": "You examine Door", "response": "Which do you mean, the discreet door or the massive double doors?", "endoftext": false }, { "action": "Discreet", "response": "A small door that almost seems to blend in with the wall.", "endoftext": false }, { "action": "You examine the massive doors", "response": "Massive wooden doors that look like a battering ram would shatter against them.", "endoftext": false }, { "action": "You examine the chandelier", "response": "A giant crystal chandelier hangs from the ceiling, like a intricate icicle formation.", "endoftext": false }, { "action": "You take the formation", "response": "It is too far up. If you had someone to help you, you might be able to reach it together.", "endoftext": false }, { "action": "You take the formation", "response": "Mr. Wesson nods. \"I think I might just be able to reach it if you help me, sir.\" You let him climb up on your shoulders and just barely manage to lift his weight. He reaches towards the icicle. You struggle to keep your balance, and for one precarious moment it seems like you are going to end up in a pile on the floor. Then Mr. Wesson deftly breaks off an icicle and jumps down. He hands you the icicle. \"Here you are, sir.\"", "endoftext": false }, { "action": "You look at the icicle", "response": "A cool beautiful icicle.", "endoftext": true }, { "action": "Look around", "response": "All sorts of gambling tables dot the floor. There are roulette, blackjack, poker and more games you have never even heard of. No one looks at you. Every ounce of their attention is directed toward the random events that decide their lives. A giant crystal chandelier hangs from the ceiling. To the west, massive double doors lead outside. At the eastern wall is a small discreet door; the kind of door you are not supposed to notice, much less enter.", "endoftext": false }, { "action": "Gamble", "response": "You believe in never gambling what you cannot afford to lose. And you can't afford to lose anything.", "endoftext": false }, { "action": "You examine the brick", "response": "The brown brick is dry and porous. You can almost feel its thirst.", "endoftext": false }, { "action": "Go north", "response": "The grass here has been meticulously groomed. Not a single strand stands above the others, like citizens in a socialist utopia. Stone paths wind through the grass; the stones are like scales left behind by a giant snake. From a fountain in the middle of the garden, from a trumpet held by an angel, water shoots into the air. The mansion lies behind you, to the south.", "endoftext": false }, { "action": "Go west", "response": "(first opening the west door)\n\nA large luxurious bed completely dominates the room. Next to the bed is a small dresser. On the dresser is a lamp. Apart from these things, the room is entirely empty. The window to the south provides a view of the front garden.", "endoftext": false }, { "action": "You enter the bed", "response": "No way. That bed would eat you alive.", "endoftext": false }, { "action": "You turn off the lamp", "response": "It would be pitch dark in here without the light from the lamp.", "endoftext": false }, { "action": "You examine the window", "response": "From here you can see the front garden. The path winds towards the gates leading away from the mansion.", "endoftext": false }, { "action": "You go east", "response": "From here you can see the hall beneath you. An iron railing prevents you from falling to the floor far below. Massive oak wood doors block the paths to the east and the west.\n\nThe door to the west is standing wide open.\n\nYou see Allan Jameson here.", "endoftext": false }, { "action": "You examine the railing", "response": "The railing is cool to the touch.", "endoftext": false }, { "action": "You examine french doors", "response": "The glass is so clean that it is almost invisible.", "endoftext": false }, { "action": "You examine the mahogany", "response": "Two massive dark mahogany doors.", "endoftext": false }, { "action": "Go south", "response": "The stately mansion of the Baron von Bülow looms in front of you. Light blares from two windows on the second floor, like the eyes of an angry giant. Two large mahogany doors guard the entrance to the north. The path to the south leads to the gate, away from the mansion.", "endoftext": false }, { "action": "You examine the gate", "response": "The path winds south towards the gate.", "endoftext": false }, { "action": "Light", "response": "(the brown brick)\nThis dangerous act would achieve little.", "endoftext": false }, { "action": "You look at light", "response": "(the luminescent fluid)\nA kind of luminescent fluid.", "endoftext": false }, { "action": "You talk to Wesson", "response": "\"I can't think of anything, sir. Maybe, if we went somewhere else, I could get some ideas?\"", "endoftext": false }, { "action": "You look at Door", "response": "Which do you mean, the Eastern Door, the Entrance Door, or the Toilet Door?", "endoftext": false }, { "action": "Go north", "response": "I only understood the first part of that-- trying anyway.\n\n(retrying as if you'd typed \"x n.\")\nYou see nothing unexpected in that direction.", "endoftext": false }, { "action": "You examine the toilet door", "response": "A plain door with a sign saying \"Toilet\"", "endoftext": false }, { "action": "You examine the sign", "response": "\"Toilet\"", "endoftext": false }, { "action": "You take the sign", "response": "What on earth would you want that for?", "endoftext": false }, { "action": "You enter city", "response": "The sun bakes down on the city from above. Streets wind in every direction among the buildings. Close to you, a majestic minaret reaches towards the sky.", "endoftext": false }, { "action": "You examine the sun", "response": "Not a single cloud obscures its merciless rays.", "endoftext": false }, { "action": "Go north", "response": "You would soon get lost in the maze of twisty streets and alleys. Better to stay here. (If you want to get back to the living room, just type \"exit\".)", "endoftext": false }, { "action": "Go upwards", "response": "From here the entire city is stretched out beneath you. The streets are empty.", "endoftext": false }, { "action": "You examine the jacket", "response": "An old worn denim jacket.", "endoftext": false }, { "action": "4", "response": "You head towards the seedy bar.\n\nThe bouncer pats you down in front of the entrance.\nThe bouncer locates the revolver and confiscates it. \"Sorry, Mister. No guns in the bar.\" Mr. Wesson manages to sneak in with you anyway. \"Your belongings will be returned to you when you leave, Mister.\"\n\nCigarette smoke winds through every part of the bar. Various people are sitting at the tables or standing by the bar. Behind the bar, the bartender is cleaning a whiskey glass with an old rag. The door to the south leads outside.\n\nRonald Ericksson is sitting at one of the tables by himself.", "endoftext": false }, { "action": "You examine people", "response": "A wide variety of shady people occupy the bar.", "endoftext": false }, { "action": "You examine Ronald", "response": "A broad, muscular man who looks like he could crush your head like a grape with one of his hands. His hair is a reddish brown color, like coagulated blood. A vicious scar adorns his face; looks like a knife wound to you.", "endoftext": false }, { "action": "You talk to Wesson", "response": "\"You should take the scale from the stone paths, sir. It might be useful later.\"", "endoftext": false }, { "action": "You look at the scale", "response": "A single scale left behind by a fleeing snake.", "endoftext": false }, { "action": "You look at the path", "response": "The stones are like the scales of a giant snake.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na figurative snake scale\na revolver\na figurative icicle\nsome figurative white marble\na literal knife\na figurative dirty rag\na figurative brown toupee\na figurative sharp knife\na coin\na figurative brown brick\na letter\nsome figurative putty\na figurative white cocoon\nsome figurative luminescent fluid (providing light)", "endoftext": false }, { "action": "You go south", "response": "The stately mansion of the Baron von Bülow looms in front of you. Light blares from two windows on the second floor, like the eyes of an angry giant. Two large mahogany doors guard the entrance to the north. The path to the south leads to the gate, away from the mansion.\n\nThe shadows part and the man in the pinstriped suit steps forward. He is holding a gun.", "endoftext": false }, { "action": "You examine man", "response": "His tailored pinstriped suit makes him seem like a businessman on his way to accept his next promotion. Within the suit is an ordinary looking Italian-American man with a moustache resting above his lips like a small black snake. He is pointing a gun at you. His face is expressionless.", "endoftext": false }, { "action": "You look at the gun", "response": "(the 22 revolver)\nA small .22 revolver. Bad news; it means he is good enough to get by with that much gun.", "endoftext": false }, { "action": "Shoot man", "response": "He is holding you at gunpoint. You would be dead before you could even the gun out of your pocket. You will have to distract him somehow. Maybe you could throw something at him?", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na figurative snake scale\na 38 revolver\na figurative icicle\nsome figurative white marble\na literal knife\na figurative dirty rag\na figurative brown toupee\na figurative sharp knife\na coin\na figurative brown brick\na letter\nsome figurative putty\na figurative white cocoon\nsome figurative luminescent fluid (providing light)", "endoftext": false }, { "action": "You throw the coin at man", "response": "You expertly flick the coin at Alfono. It glides through the air, like a tiny flying disc, and bounces harmlessly off his neck. If only it was sharper. He doesn't even blink. He executes you with as much emotion as a businessman conducting a deal. If only you could get rid of the businessman, he might be less efficient.", "endoftext": false }, { "action": "You put the sharp knife on the coin", "response": "The coin is sharp as a knife.", "endoftext": false }, { "action": "You throw the coin at man", "response": "You expertly flick the coin at Alfono. It glides through the air, like a tiny flying disc, and the sharp edge embeds itself in his neck. He doesn't even blink. He executes you with as much emotion as a businessman conducting a deal. If only you could get rid of the businessman, he might be less efficient.", "endoftext": false }, { "action": "You look at the businessman", "response": "A well dressed gentleman who looks like he never lets his emotions interfere with business.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na figurative snake scale\na 38 revolver\na figurative icicle\nsome figurative white marble\na literal knife\na figurative dirty rag\na figurative brown toupee\na coin\na figurative brown brick\na letter\nsome figurative putty\na figurative white cocoon\nsome figurative luminescent fluid (providing light)", "endoftext": false }, { "action": "Go north", "response": "His gun barks once, and once is enough. If only you could have distracted him somehow.", "endoftext": false }, { "action": "You examine the snake", "response": "(the black snake)\nA smooth black snake.", "endoftext": false }, { "action": "You take the snake", "response": "(the snake scale)\nYou already have that.", "endoftext": false }, { "action": "You take the black snake", "response": "The smooth snake slithers between your fingers and escapes.", "endoftext": false }, { "action": "You put the scale on the black snake", "response": "You put the scale on the black snake, but it just slides off the smooth skin. If only you had some way of making it stick.", "endoftext": false }, { "action": "You put the putty on scale", "response": "You carefully attach the putty to the back of the scale. Now it should be able to stick to anything.", "endoftext": false }, { "action": "You put the scale on the black snake", "response": "The black snake is rough and scaly.", "endoftext": false }, { "action": "You take the black snake", "response": "\"Hissss,\" You quickly withdraw your hand.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\na 38 revolver\na figurative icicle\nsome figurative white marble\na literal knife\na figurative dirty rag\na figurative brown toupee\na coin\na figurative brown brick\na letter\na figurative white cocoon\nsome figurative luminescent fluid (providing light)", "endoftext": false }, { "action": "You put the rag on the snake", "response": "Which do you mean, the black snake or the snake scale?", "endoftext": false }, { "action": "You talk to the businessman", "response": "\"Please don't take this personal, sir. It's just business.\"", "endoftext": false }, { "action": "You put Wesson on businessman", "response": "(first taking Mr. Wesson)\n\nI don't suppose Mr. Wesson would care for that.\nYou need to be holding Mr. Wesson before you can put him on top of something else.", "endoftext": false }, { "action": "You talk to Wesson", "response": "\"He is too efficient, sir. Maybe you can scare away the businessman that makes him so? Try attacking the businessman.\"", "endoftext": false }, { "action": "You throw the coin at the businessman", "response": "You lack the nerve when it comes to the crucial moment.", "endoftext": false }, { "action": "You hit the businessman with the knife", "response": "(the literal knife)\nThe literal knife is real. The businessman is not.", "endoftext": false }, { "action": "You hit businessman with the sharp knife", "response": "The businessman deftly avoids your attacks. \"There is no need to get aggressive, sir. It's just business.\" If only you were a better fighter, you might be able to take him down. Maybe Mr. Wesson would have better luck?", "endoftext": false }, { "action": "You hit the businessman with the sharp knife", "response": "(Mr. Wesson first taking the sharp knife)\n\"If you want me to have the sharp knife, you should give it to me, sir.\"", "endoftext": false }, { "action": "You give the sharp knife to Wesson", "response": "\"Thank you, sir. Let me know if you want me to attack someone.\"", "endoftext": false }, { "action": "You attack businessman", "response": "You both advance on the businessman. Mr. Wesson is brandishing the knife. You follow not far behind him. The businessman looks from one of you to the other, and his professional demeanor evaporates. \"Look, I don't want any trouble. This really isn't any of my business.\" With that, he disappears into the shadows.", "endoftext": false }, { "action": "Attack snake", "response": "Which do you mean, the black snake or the snake scale?", "endoftext": false }, { "action": "You give the knife to you", "response": "(the sharp knife to yourself)\n\"Of course, sir. Here you are.\"", "endoftext": false }, { "action": "You put it on the coin", "response": "The coin is sharp as a knife.", "endoftext": false }, { "action": "You examine the carlo", "response": "He is wearing a pinstriped suit. Within the suit is an ordinary looking Italian-American man with a moustache resting above his lips like a small black snake. He is pointing a gun at you. His face is expressionless.", "endoftext": false }, { "action": "You hit snake with the icicle", "response": "(the black snake with the icicle)\nYou can't use the icicle as a weapon.", "endoftext": false }, { "action": "You take the snake", "response": "(the black snake)\n\"Hissss,\" You quickly withdraw your hand.", "endoftext": false }, { "action": "You give the icicle to the snake", "response": "(the black snake)\nThat would not be a very good simile.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\na 38 revolver\na figurative icicle\nsome figurative white marble\na literal knife\na figurative dirty rag\na figurative brown toupee\na coin\na figurative brown brick\na letter\na figurative white cocoon\nsome figurative luminescent fluid (providing light)", "endoftext": false }, { "action": "You put the snake in the cocoon", "response": "(the black snake in the white cocoon)\nThe white cocoon is just a simile. It can't contain literal objects.", "endoftext": false }, { "action": "You kill the snake with the knife", "response": "(the black snake with the literal knife)\nThe knife is real. The snake is not.", "endoftext": false }, { "action": "You kill the snake with the blade", "response": "(the black snake with the sharp knife)\nThe snake nimbly avoids your attacks.", "endoftext": false }, { "action": "You show the coin to the black snake", "response": "The black snake is unimpressed.", "endoftext": false }, { "action": "You look at the icicle", "response": "A cool beautiful icicle.", "endoftext": false }, { "action": "You give the marble to the snake", "response": "(the black snake)\nMaking the black snake as smooth and hard as marble would not be helpful.", "endoftext": false }, { "action": "You examine the letter", "response": "The writing is almost illegible, but you manage to decipher it.\n\n\"Lisa\n\nI know you have something going on with that bawbag Camino. Don't try to deny it I have seen how you flirt and god knows what else you are doing. You are not gonna do that no more or im gonna have to take matters into ma own hands.\n\nErik.\"", "endoftext": false }, { "action": "You talk to Wesson", "response": "\"It is still futile to attack him while he is holding us at gunpoint, sir. You will have to distract him somehow.\"", "endoftext": false }, { "action": "You throw coin at carlo", "response": "You expertly flick the coin at Alfono. It glides through the air, like a tiny flying disc, and the sharp edge embeds itself in his neck. He cries out in pain, and instinctively reaches for the wound. His gun points towards the clear night sky. His moustache gleams in the moonlight.", "endoftext": false }, { "action": "You shoot carlo", "response": "It's tempting, but dead men tell no tales. You want to take him alive.", "endoftext": false }, { "action": "You cut the moustache with the knife", "response": "(the literal knife)\nThat seems like a bad idea.", "endoftext": false }, { "action": "You throw the knife at Carlo", "response": "(the literal knife at Carlo Alfono)\nNice try, but he executes you as soon as you pull the knife. Perhaps you should try a more discreet object?", "endoftext": false }, { "action": "You take the moustache", "response": "While he is distracted, you grab his moustache and pull as hard as you can. He roars in pain and the gun drops to the ground. It doesn't take long before your roles are reversed.\n\n\"Who sent you?\" you ask. He merely stares at you, without a word. \"Tell me what I want to know, and I might let you live.\" You can tell he knows you are bluffing. You are no murderer.\n\nIt's a moot point anyway. You can hear the police sirens approaching in the distance. Someone from the mansion must have noticed the commotion. The police will have to deal with him.\n\nCopernik's Office (on your chair)\nThis small cramped office is just large enough to fit in a desk and two chairs. The walls are yellow from cigarette smoke. On the desk is an ashtray that looks like it was made by a kindergartener as a gift. It is filled with old cigarette butts, like tiny mummified bodies. To the west, a door leads to the rest of the police station.\n\nDetective Copernik is sitting on the chair behind the desk.", "endoftext": false }, { "action": "You look at Copernik", "response": "A huge man, almost as broad as he is tall. His eyes are piercing; his hair, jet black.", "endoftext": false }, { "action": "You talk to him", "response": "You have been talking for what seems like hours already. What more does he want to know?\n\n\"I have already told you what happened, Detective. Why don't you just let me go now and we can both get some sleep?\"\n\nDetective Copernik lights yet another cigarette and blows a ring of smoke at your face. It dissipates before it reaches you, merging with the grey substance that passes for air in here. \"I just want to make sure I have all the facts straight here. Private dicks always complicate matters. We tell people they should just let us do our jobs, but they never listen. So, you visit this Camino fella about Miss Bülow. You get him angry, and shortly afterwards his goon tries to kill you?\"\n\n\"That's correct. Has Mr. Alfono said anything?\"\n\nHe leans back in his chair. \"We are actively pursuing all leads. Now, I am wondering why Mr. Camino would want to have you killed merely for asking a few questions. Would it surprise you to hear that we are also looking for Miss Bülow? The Baron filed a missing persons report.\"\n\nThat does surprise you. \"That doesn't surprise me.\"\n\n\"I should have known he would hire a private dick as well. These old rich guys never trust the authorities. Now that you are involved, we might as well make the best of it. Why don't you tell me everything you know?\"", "endoftext": false }, { "action": "You look at the bodies", "response": "They are at peace. The fire in their hearts died aeons ago.", "endoftext": false }, { "action": "You look at the desk", "response": "A flat piece of wood resting on four wooden legs. That is all.", "endoftext": false }, { "action": "You talk to Copernik", "response": "\"Detective, I have already told you everything I know. Keeping me here serves no purpose.\"\n\n\"I don't think so,\" he says. His eyes are fixed at your face. \"You people always hide something. Why don't you tell me what it is so you can get out of here? I am used to staying in this crappy office. I am sure you are more uncomfortable than I am.\"\n\nHe is right. The cramped room. The yellow walls. Everything contributes to the claustrophobic atmosphere.", "endoftext": false }, { "action": "You examine the walls", "response": "They might have been white in the distant past, but they have long since turned a sickly yellow color from the cigarette smoke - like the skin of a man slowly dying from liver cancer.", "endoftext": false }, { "action": "You look at the skin", "response": "He is delirious from fever. He clearly doesn't have long left to live.", "endoftext": false }, { "action": "You talk to the skin", "response": "He is delirious. You can't make sense of anything he is saying.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na revolver\na figurative icicle\nsome figurative white marble\na knife\na figurative dirty rag\na figurative brown toupee\na figurative brown brick\na letter\na figurative white cocoon\nsome figurative luminescent fluid (providing light)", "endoftext": false }, { "action": "You put the toupee on Copernik", "response": "His hair is getting grey.", "endoftext": false }, { "action": "You examine Copernik", "response": "A huge man, almost as broad as he is tall. His hair is getting grey. His eyes are tired.", "endoftext": false }, { "action": "You take the toupee", "response": "You like him better with it.", "endoftext": false }, { "action": "You search the bodies", "response": "They are at peace. You don't want to disturb them.", "endoftext": false }, { "action": "You talk to Copernik", "response": "You are not getting anywhere. The atmosphere in here just isn't made for friendly conversation.", "endoftext": true }, { "action": "You look around", "response": "Copernik's Office (on your chair)\nThis small cramped office is just large enough to fit in a desk and two chairs. The walls are yellow from cigarette smoke. On the desk is an ashtray that looks like it was made by a kindergartener as a gift. It is filled with old cigarette butts, like tiny mummified bodies. To the west, a door leads to the rest of the police station.\n\nDetective Copernik is sitting on the chair behind the desk.", "endoftext": false }, { "action": "You look at the ashtray", "response": "The \"ashtray\" is an amorphous blob of congealed clay shaped so that it can just barely keep its contents from spilling all over the desk. It is filled with ancient cigarette butts, resting in the recess, like mummies from long forgotten eras.", "endoftext": false }, { "action": "You go west", "response": "You wish you could just leave and go home. Alas, the Detective does not look to be done with you yet.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na revolver\na figurative icicle\nsome figurative white marble\na knife\na figurative dirty rag\na figurative brown brick\na letter\na figurative white cocoon\nsome figurative luminescent fluid (providing light)", "endoftext": false }, { "action": "You give the icicle to the skin", "response": "The icicle will burn him if it touches him directly.", "endoftext": false }, { "action": "You put the icicle on the rag", "response": "You carefully wrap the icicle in the rag.", "endoftext": false }, { "action": "You give the rag to the skin", "response": "(first taking the dirty rag)\nThat would not be a very good simile.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\na figurative dirty rag\na revolver\na figurative icicle\nsome figurative white marble\na knife\na figurative brown brick\na letter\na figurative white cocoon\nsome figurative luminescent fluid (providing light)", "endoftext": false }, { "action": "You give it to skin", "response": "With the icicle carefully wrapped in the rag, you touch it to his forehead. There is a sigh of relief as his skin cools. A sizzling sound emerges from within the rag as the icicle melts, evaporates, and dissipates. The man opens his eyes - the color has returned to his skin.\n\n\"Thank you, friend,\" he says, and smiles. \"I feel much better now. I should probably go see my doctor.\" With that, he gets up and leaves the room. You are left holding the empty rag.", "endoftext": true }, { "action": "Look around", "response": "Copernik's Office (on your chair)\nThis small cramped office is just large enough to fit in a desk and two chairs. The walls are bright white, lighting up the room. On the desk is an ashtray that looks like it was made by a kindergartener as a gift. It is filled with old cigarette butts, like tiny mummified bodies. To the west, a door leads to the rest of the police station.\n\nDetective Copernik is sitting on the chair behind the desk.", "endoftext": false }, { "action": "You talk to Copernik", "response": "\"Detective, I really have told you everything. I think we are both going to solve this case much faster if you just let me go.\"\n\nHe smiles. \"I suppose you are right. Whatthehell, I am in a good mood today. You can go, Mr. Reilly, as long as you promise to keep me up to date if you manage to dig up some more information.\"\n\nYou stand up and shake his hands. \"Of course, Detective.\"\n\nThis small cramped office is just large enough to fit in a desk and two chairs. The walls are bright white, lighting up the room. On the desk is an ashtray that looks like it was made by a kindergartener as a gift. It is filled with old cigarette butts, like tiny mummified bodies. To the west, a door leads to the rest of the police station.\n\nDetective Copernik is sitting on the chair behind the desk.", "endoftext": false }, { "action": "3", "response": "You head towards the gambling joint.\n\nAll sorts of gambling tables dot the floor. There are roulette, blackjack, poker and more games you have never even heard of. No one looks at you. Every ounce of their attention is directed toward the random events that decide their lives. A giant crystal chandelier hangs from the ceiling. To the west, massive double doors lead outside. At the eastern wall is a small discreet door; the kind of door you are not supposed to notice, much less enter.", "endoftext": false }, { "action": "You go east", "response": "(first opening the discreet door)\nIt seems to be locked.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na figurative dirty rag\na revolver\nsome figurative white marble\na knife\na figurative brown brick\na letter\na figurative white cocoon\nsome figurative luminescent fluid (providing light)", "endoftext": false }, { "action": "5", "response": "You head back to the police station.\n\nThis small cramped office is just large enough to fit in a desk and two chairs. The walls are bright white, lighting up the room. On the desk is an ashtray that looks like it was made by a kindergartener as a gift. It is filled with old cigarette butts, like tiny mummified bodies. To the west, a door leads to the rest of the police station.\n\nDetective Copernik is sitting on the chair behind the desk.", "endoftext": false }, { "action": "You show the letter to Copernik", "response": "He reads the letter without much interest. \"Nice find, Mr. Reilly, but my gut tells me that Camino is behind the girl's disappearance. McAllister is too much of a loser to pull of something like this.\"", "endoftext": false }, { "action": "You go north", "response": "The grass here has been meticulously groomed. Not a single strand stands above the others, like citizens in a socialist utopia. Stone paths wind through the grass. From a fountain in the middle of the garden, from a trumpet held by an angel, water shoots into the air. The mansion lies behind you, to the south.", "endoftext": true }, { "action": "O brick", "response": "You can only do that to something animate.", "endoftext": false }, { "action": "You talk to Copernik", "response": "\"Think about it, Detective. I do all the hard work. You get all the credit. I get my paycheck and everyone is happy. What do you say?\"\n\nHe sighs. \"I guess you have a point. I am getting too old for this shit. Look, I am afraid we don't know much more than you do. All I can tell you is that Camino owns a vacation home on the outskirts of the city. I haven't had time to check it out yet. Why don't you do it and tell me if you find anything?\"", "endoftext": false }, { "action": "6", "response": "You head towards the vacation house.\n\nThe moonlight filters through the trees like silvern waterfalls. In front of you, to the north, is the house. There is light coming from both windows. To the south, the forest path leads back towards the city.", "endoftext": false }, { "action": "You examine the waterfalls", "response": "The liquid shines with a light that seems to come from within.", "endoftext": false }, { "action": "You examine the windows", "response": "Through the windows you can make out Camino arguing with a young girl you can only assume must be Lisa von Bülow. Bingo.", "endoftext": false }, { "action": "You examine Door", "response": "A sturdy front door. It is all that stands between you and your target.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na figurative dirty rag\na revolver\nsome figurative white marble\na knife\na figurative brown brick\na letter\na figurative white cocoon\nsome figurative luminescent fluid (providing light)", "endoftext": false }, { "action": "You open Door", "response": "You open the front door.", "endoftext": false }, { "action": "Go north", "response": "So this is were she has apparently been hiding this entire time. The living room is littered with expensive furniture - the kind that exists solely to show that the resident can afford it. You pay no attention to the decorations. The people are all that matters. The door to the south leads back out.\n\nCamino is looking straight at you. His face is contorted in a mixture of anger and surprise.\n\nLisa von Bülow is smiling, and looking at you as if you were a new plaything.", "endoftext": false }, { "action": "You look at Lisa", "response": "Built like a mountain road, full of dangerous curves - drive too fast and you might go right over a cliff. A sly smile plays on her face.", "endoftext": false }, { "action": "You look at the road", "response": "The road goes up, twisting around the mountain. There is no telling where it ends. Maybe you should check it out?", "endoftext": false }, { "action": "You enter Road", "response": "On the Mountain Road (in the car)\nThe road twists around the mountain, like the curves of a beautiful woman. To the north, the road turns left, disapearing behind walls of stone. Who knows where it might lead? To the south, the road leads back where you came from.", "endoftext": false }, { "action": "You go north", "response": "Farther Along the Mountain Road (in the car)\nThe road continues to the west before ending abruptly in a road block. A police cruiser is parked behind the road block, its emergency lights silently illuminating the road. To the east, the road leads back down the mountain.\n\nA police officer is leaning against the cruiser.", "endoftext": false }, { "action": "You examine the officer", "response": "A tall fit man in a police uniform. He looks like he has dealt with far worse than you.", "endoftext": false }, { "action": "You talk to the officer", "response": "\"The road is closed, sir,\" says the officer. \"There has been a rockfall farther along the road. It's not safe to drive here.\"", "endoftext": false }, { "action": "You continue", "response": "\"I know what I am doing, officer. Why don't you just let me through? I am fine with the risk.\"\n\nHe shakes his head slowly. \"Sorry, sir. I would be held responsible if you got hurt.\"\n\n\"And there is nothing that can change your mind?\"\n\n\"That depends...\" He smiles. \"Wadda ya got?\"", "endoftext": false }, { "action": "You examine the cruiser", "response": "A blue and white police cruiser.", "endoftext": false }, { "action": "You examine the roadblock", "response": "\"Road Block,\" says the sign. That's a road block, all right.", "endoftext": false }, { "action": "You talk to the officer", "response": "\"If you want me to risk my job, you gonna have to give me something in return, Mister.\"", "endoftext": false }, { "action": "You give the marble to the officer", "response": "\"What on earth would I want with that?\"", "endoftext": false }, { "action": "You give the fluid to the officer", "response": "(first taking the luminescent fluid)\nYou carefully try to remove the luminescent fluid from the white cocoon, but it runs through your fingers and disappears. You have a feeling there is more where that came from.", "endoftext": false }, { "action": "You examine the car", "response": "Old, a bit worse for wear, but reliable. Like you, really.", "endoftext": false }, { "action": "You put the river in the cocoon", "response": "The white cocoon is just a simile. It can't contain literal objects.", "endoftext": false }, { "action": "Exit", "response": "The moonlight filters through the trees like silvern waterfalls. In front of you, to the north, is the house. There is light coming from both windows. To the south, the forest path leads back towards the city.", "endoftext": false }, { "action": "You put the waterfall in the cocoon", "response": "(first taking the liquid silver)\n\nThe white cocoon is already full.", "endoftext": false }, { "action": "Empty cocoon", "response": "You carefully try to remove the luminescent fluid from the white cocoon, but it runs through your fingers and disappears. You have a feeling there is more where that came from.", "endoftext": false }, { "action": "You put the silver in the cocoon", "response": "(first taking the liquid silver)\n\nTaken.", "endoftext": false }, { "action": "Go north", "response": "So this is were she has apparently been hiding this entire time. The living room is littered with expensive furniture - the kind that exists solely to show that the resident can afford it. You pay no attention to the decorations. The people are all that matters. The door to the south leads back out.\n\nCamino is looking straight at you. His face is contorted in a mixture of anger and surprise.\n\nLisa von Bülow is smiling, and looking at you as if you were a new plaything.", "endoftext": false }, { "action": "You enter Road", "response": "On the Mountain Road (in the car)\nThe road twists around the mountain, like the curves of a beautiful woman. To the north, the road turns left, disapearing behind walls of stone. Who knows where it might lead? To the south, the road leads back where you came from.", "endoftext": false }, { "action": "You give the cocoon to the officer", "response": "(first taking the liquid silver)\nHis eyes light up with greed as you show him the silver. \"Wow, that'll certainly do the job, Mister. Thanks a lot.\" He pours the silver into a canteen, and secures the lid. \"I can't wait to find out how much that will be worth. Enjoy your mountain trip, Mister.\" He removes the road block, gets into the cruiser, and drives down the road, disapearing around the corner.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\na figurative dirty rag\na revolver\nsome figurative white marble\na knife\na figurative brown brick\na letter\na figurative white cocoon", "endoftext": false }, { "action": "You go to the west", "response": "Even Farther up the Mountain (in the car)\nThe road continues south before ending at a huge pile of rocks. A quaint log cabin has been erected east of the road.", "endoftext": false }, { "action": "You look at the cabin", "response": "(the log cabin)\nAn old-fashioned log cabin; the kind that William Henry Harrison wasn't born in. There is light coming from the windows.", "endoftext": false }, { "action": "You look at the windows", "response": "An old-fashioned log cabin; the kind that William Henry Harrison wasn't born in. There is light coming from the windows.", "endoftext": false }, { "action": "You examine the rocks", "response": "A giant pile of big heavy rocks blocks the road. There is no way you are getting past here.", "endoftext": false }, { "action": "You enter the cabin", "response": "(the log cabin)\nThe car won't fit through the door.", "endoftext": false }, { "action": "You exit", "response": "You get out of the car.\n\nThe road continues south before ending at a huge pile of rocks. A quaint log cabin has been erected east of the road.\n\nYou see your car here.", "endoftext": false }, { "action": "Go east", "response": "(first opening the cabin door)\n\nThe warm air in the cabin caresses your face. The heat comes from a cozy fireplace fire that fills the cabin with a soft warm light. An old couch stands by one of the walls. On the couch table are two glasses of brandy.", "endoftext": false }, { "action": "You look at the couch", "response": "(the old couch)\nAn old worn couch that seems like it has been used by generations of log cabin owners.", "endoftext": false }, { "action": "You examine the brandy", "response": "(the first glass of brandy)\nA glass of brandy.", "endoftext": false }, { "action": "You examine the fireplace", "response": "A crackling fire keeps the log cabin warm.", "endoftext": false }, { "action": "You examine table", "response": "A simple wooden couch table.", "endoftext": false }, { "action": "You take brandy", "response": "(the first glass of brandy)\nYou pick up one of the glasses of brandy. Mr. Wesson takes the other.", "endoftext": false }, { "action": "You taste the brandy", "response": "(the first glass of brandy)\nYou taste nothing unexpected.", "endoftext": false }, { "action": "You taste the brandy", "response": "(the first glass of brandy)\nMr. Wesson has better things to do.", "endoftext": false }, { "action": "You sip the brandy", "response": "(the first glass of brandy)", "endoftext": false }, { "action": "Yes", "response": "He has served you well for so many years. You can't bear to refuse him.\n\nA smile lights up his face. \"Thank you, sir. You can still visit me any time you want if you need my advice.\"", "endoftext": false }, { "action": "You talk to Wesson", "response": "\"You will have to get rid of Camino before you can talk to Lisa, sir. Maybe try attacking him?\"", "endoftext": false }, { "action": "You look at Wesson", "response": "Mr. Wesson is lounging on the couch. He looks content.", "endoftext": false }, { "action": "You look at the couch", "response": "(the old couch)\nAn old worn couch that seems like it has been used by generations of log cabin owners.", "endoftext": true }, { "action": "Look around", "response": "The warm air in the cabin caresses your face. The heat comes from a cozy fireplace fire that fills the cabin with a soft warm light. Mr. Wesson is lounging on the couch in front of the fireplace.", "endoftext": false }, { "action": "Leave", "response": "The road continues south before ending at a huge pile of rocks. A quaint log cabin has been erected east of the road.\n\nYou see your car here.", "endoftext": false }, { "action": "You look at the gun", "response": "A .38 revolver. What more do you need to know?", "endoftext": false }, { "action": "You examine Mountain", "response": "The peak of the mountain is lost in the clouds.", "endoftext": false }, { "action": "You go north", "response": "It is too far to walk.", "endoftext": false }, { "action": "You examine the car", "response": "Old, a bit worse for wear, but reliable. Like you, really.", "endoftext": false }, { "action": "You enter the car", "response": "You get into the car.", "endoftext": false }, { "action": "Go north", "response": "Farther Along the Mountain Road (in the car)\nThe road continues to the west before turning around another corner. The path ahead is clear. To the east, the road leads back down the mountain.", "endoftext": false }, { "action": "Go east", "response": "On the Mountain Road (in the car)\nThe road twists around the mountain, like the curves of a beautiful woman. To the north, the road turns left, disapearing behind walls of stone. Who knows where it might lead? To the south, the road leads back where you came from.", "endoftext": false }, { "action": "You examine the walls", "response": "Impenetrable.", "endoftext": false }, { "action": "You go south", "response": "So this is were she has apparently been hiding this entire time. The living room is littered with expensive furniture - the kind that exists solely to show that the resident can afford it. You pay no attention to the decorations. The people are all that matters. The door to the south leads back out.\n\nCamino is looking straight at you. His face is contorted in a mixture of anger and surprise.\n\nLisa is smiling nervously and looking at Camino, like a servant girl waiting for her master to handle matters.", "endoftext": false }, { "action": "You talk to Camino", "response": "\"You again?\" he says. \"I thought Alfono would have taken care of you by now.\"\n\nYou shrug. \"I am tougher than I look. If you have other employees you need to get rid of, feel free to send them my way. Now, I think it's time for Miss Bülow to go home.\"\n\nHe laughs. \"She is not going anywhere. Now scram, or I will deal with you myself.\"", "endoftext": false }, { "action": "You hit Camino with the knife", "response": "You are not sure you can take him in a fair fight. You need to find a weak spot.", "endoftext": false }, { "action": "You examine Camino", "response": "A tall thin man impeccably dressed in a beige suit and a trilby hat. Everything about him is beige; even his pale skin is almost indistinguishable from the color of his clothes. A scar crosses his left cheek, like a canyon in the middle of an otherwise pristine African savanna.", "endoftext": false }, { "action": "You look at the hat", "response": "A stylish beige trilby hat.", "endoftext": false }, { "action": "You examine the suit", "response": "A beige suit.", "endoftext": false }, { "action": "You look at the savanna", "response": "The savanna is dry, with only a few clumps of grass bravely clinging to their lives. The sun beats down mercilessly from above. You see no signs of animal life.", "endoftext": false }, { "action": "You rub the rag on the brick", "response": "I only understood the first part of that-- trying anyway.\n\n(retrying as if you'd typed \"rub rag.\")\nYou achieve nothing by this.", "endoftext": false }, { "action": "You examine the brick", "response": "The brown brick is dry and porous. You can almost feel its thirst.", "endoftext": false }, { "action": "You go south", "response": "The moonlight shines through the treetops. In front of you, to the north, is the house. There is light coming from both windows. To the south, the forest path leads back towards the city.", "endoftext": false }, { "action": "You take the oil", "response": "Taken.\n\nYou put the oil into the white cocoon.", "endoftext": false }, { "action": "You put the oil on the brick", "response": "You pour the oil on the brick. The viscous black fluid is quickly absorbed. The brick is now as black as midnight.", "endoftext": false }, { "action": "6", "response": "You head towards the vacation house.\n\nThe moonlight shines through the treetops. In front of you, to the north, is the house. There is light coming from both windows. To the south, the forest path leads back towards the city.", "endoftext": false }, { "action": "Go north", "response": "So this is were she has apparently been hiding this entire time. The living room is littered with expensive furniture - the kind that exists solely to show that the resident can afford it. You pay no attention to the decorations. The people are all that matters. The door to the south leads back out.\n\nCamino is looking straight at you. His face is contorted in a mixture of anger and surprise.\n\nLisa is smiling nervously and looking at Camino, like a servant girl waiting for her master to handle matters.", "endoftext": false }, { "action": "You put the brick in the river", "response": "You throw the oily brick down the canyon, and can just barely make it out hitting the river far, far below. The effect is immediate: The oil spreads quickly, and within moments the previously pristine profluence is black with pollution. You say a quick prayer for the poor fish who might have lived there. They never saw it coming.", "endoftext": false }, { "action": "You look at Camino", "response": "A tall thin man impeccably dressed in a beige suit and a trilby hat. Everything about him is beige; even his pale skin is almost indistinguishable from the color of his clothes. A gangrenous wound crosses his left cheek, like a polluted river.", "endoftext": false }, { "action": "You cut wound with the knife", "response": "That seems like a bad idea.", "endoftext": false }, { "action": "You hit Camino with the knife", "response": "You are not sure you can take him in a fair fight. You need to find a weak spot.", "endoftext": false }, { "action": "You take the knife", "response": "You already have that.", "endoftext": false }, { "action": "You throw the knife at the wound", "response": "Futile.", "endoftext": false }, { "action": "Hit the wound", "response": "Before he has a chance to react, you reach out and rip some of the gangrenous flesh off his face. He should be thankful, really, but as he drops screaming to his knees with blood flowing from his cheek, you are sure that gratitude is the last thing on his mind. Lisa looks at him with contempt. \"Is that really the best you can do?\"\n\nHe turns towards towards her; his face, a mask of rage. \"YOU STUPID BITCH! I help cover up the murder of your pathetic boyfriend, and I have got nothing but misery to show for it. I am not going to risk my life for your sake anymore.\"\n\nHe gets up, covering the wound with one hand, adjusting his hat with the other. \"She is all yours, mister detective. Just keep her out of my sight.\" With that, he disappears out the door.", "endoftext": false }, { "action": "You talk to Lisa", "response": "\"Okay, Miss von Bülow, you've had your fun. Time to go home.\"\n\nShe looks at her feet and chews at a bit of hair. \"I am sorry I ran away, but I was so scared. I didn't mean to kill Erik. We were arguing and...\" She sobs.\n\n\"Don't worry about it,\" you say, and take her hand. \"I am sure your father will be able to sort things out.\"\n\nBookshelves line every wall, allowing only a small space for the door to the west and another one for the small window in the north wall. The floor is covered in a thick luxurious red carpet. The air smells of dust.\n\nMr. Jameson is standing by the door.\n\nDetective Copernik is standing next to the Baron.\n\nLisa von Bülow is standing in front of her father, awaiting her judgement.\n\nThe Baron sits in a black leather easy chair on the east side of the room.", "endoftext": false }, { "action": "You talk to Baron", "response": "Lisa looks pleadingly at her father. His face melts in the glow from her eyes, and he smiles.\n\n\"Lisa, I have spoken to the detective, and I think we have reached an understanding.\"\n\nCopernik nods. \"It is obvious that your daughter was being framed by Mr. Camino. No one could possibly suspect such an innocent creature. I will see to it that Camino is brought to justice for the murder of Erik McAllister. At the very least, you have no reason to worry, miss.\"\n\nShe smiles. The kind of smile that wars have been fought over. \"Thank you so much, Detective. You should come visit me some day. We could have lots of fun.\"\n\n\"Well... I... Ehm...\" The detective leaves the room without ever finishing the sentence.\n\nThe Baron hands you your check. \"Thank you so much for bringing my daughter back, Mr. Reilly. You can't imagine how much that means to me.\"\n\n\"I was only doing my job,\" you assure him, as you accept the check. No need to get personal.\n\nYour Office (on the office chair)\nShadows huddle in the corners, like dark pools of oil; the sickly yellow light from the desk lamp does little to dispel the darkness. A cigarette butt smolders in the ashtray, like the last embers from a dying camp fire. Your desk is covered with old case files - reminders of past glories. Apart from the desk, the only other furniture is an old office chair.\n\nThe office door to the north leads to the corridor outside.\n\nThere is a knock at the door.", "endoftext": false }, { "action": "You open Door", "response": "You get off the office chair.\n\nThe door opens and your doctor enters the room.", "endoftext": false }, { "action": "You examine doctor", "response": "A fine medical professional, no doubt. If only he wouldn't try to interfere with your life all the time.", "endoftext": false }, { "action": "You talk to the doctor", "response": "He looks around the office. \"It stinks in here.\"\n\nIt's the oil. It stinks up the place.\n\n\"Have you been sitting in your office all day?\"\n\nOf course not! You tell him all about the case. The Baron, the missing daughter, the treasure hidden beneath the lake. Everything.\n\nThere is sadness in his eyes. \"I spoke to Mr. Jameson. He mentioned that you did not seem well.\"\n\nWhat an asshole. You solved the case, didn't you?\n\n\"I really wish you would listen to my advice. You need to take your medication every day. Lytton-Chandler syndrome is no joking matter.\"\n\nAbsolutely. You will make sure to remember it from now on.\n\n\"Very well.\" He sighs. \"I will stop by and see how you are doing next week.\" He leaves, closing the door behind him.\n\nHe is okay, though, just way too pedantic. You don't need to take it every day. You work much better without it.", "endoftext": true } ]
si9s1jktywxj5vdk
For a Change
Dan Schmidt
[ "Surreal" ]
[ "aliens", "built-in hints", "cover art", "gender-neutral protagonist", "IF Competition 1999", "IFComp Game", "language", "linguistics", "magical realism", "Miss Congeniality Winner", "nonhuman protagonist", "ocean", "parser", "surreal", "walkthrough", "Xyzzy Awards 1999", "XYZZY Best Writing" ]
1,999
[ 33, 43, 24, 4, 2 ]
106
3.95283
20110801
false
The sun has gone. It must be brought. You have a rock.
[ { "action": "%", "response": "The sun has gone. It must be brought. You have a rock.\n\nFor A Change, v1.02\nDan Schmidt <[email protected]>\n\nUnder the High Wall (on the resting)\nSweetness fills the shade of the High Wall to your east. Under this sweetness lies a small expanse of fod. A mobile releases mildly to the west; far in that direction a tower proudly plants itself, while the ground rises more slowly to the south and relaxes to the north.\n\nSpread on the resting is a guidebook.\n\nSleep gradually departs from your eyes. A small stone has been insinuated into your hand.\n\nIt is a small smooth stone, the size of a small gland, a size to roll between your fingertips, nothing more than a pebble.", "endoftext": false }, { "action": "About yourself", "response": "You are faded and silent.", "endoftext": false }, { "action": "You look at guidebook", "response": "This tattered book describes itself quietly but firmly as an indispensable guide to the plain.", "endoftext": false }, { "action": "You take the guidebook", "response": "Taken.", "endoftext": false }, { "action": "You look at the sweetness", "response": "The sweetness slowly shortens and expands.", "endoftext": false }, { "action": "You examine mobile", "response": "The mobile is made of dirt and twine and extends along the ground, beckoning.", "endoftext": false }, { "action": "You take the mobile", "response": "The mobile is to be traversed, rather than to be held.", "endoftext": false }, { "action": "You take the fod", "response": "The fod is, and remains, where it is.", "endoftext": false }, { "action": "You read guidebook", "response": "The guidebook inflates itself with numerous definitions.", "endoftext": false }, { "action": "You look up the fod in the the guidebook", "response": "'FOD is the substance of earth.'", "endoftext": false }, { "action": "You look up the mobile in the guidebook", "response": "'The MOBILE is laid for the provision of movement with additional ease.'", "endoftext": false }, { "action": "You look up the tower in the guidebook", "response": "'The TOWER of the plain admits a view of all that may be seen. Our standard flies proudly from its height.'", "endoftext": false }, { "action": "You look up SUN in the guidebook", "response": "'The fabled SUN, it is said, will rise in our lifetime to bring brightness and warmth, though to date it has remained hidden.'", "endoftext": false }, { "action": "You look up HIGH WALL in the guidebook", "response": "'The HIGH WALL divides the sunrise from its setting, and ensures the shade of the plain.'", "endoftext": false }, { "action": "You look up the guidebook in the guidebook", "response": "'This GUIDEBOOK explicates the statements of the plain. It may be consulted and carried. No finer guidebook can be found within reach.'", "endoftext": false }, { "action": "You go to the east", "response": "The resting must first be departed.", "endoftext": false }, { "action": "You examine the resting", "response": "The resting sits on five wooden legs and slopes gradually.", "endoftext": false }, { "action": "You depart resting", "response": "The resting sighs at your departure.", "endoftext": false }, { "action": "You look up resting in guidebook", "response": "'The RESTING is a device made for that selfsame purpose.'", "endoftext": false }, { "action": "Go west", "response": "The land increases towards your head to the south, and decreases away from your feet to the north. Mobiles lead accordingly in both directions. The High Wall may also be approached to the east. A long walk to the west is a tower, dwarfing your form, and dwarfed in turn by the wall.\n\nIt is clear, after a time, that all things are shaded, everywhere. Thus the Wall.\n\nInscribed on the brown grass is a toolman.", "endoftext": false }, { "action": "You examine the toolman", "response": "The toolman is bright and misty. Thoughts and uses hang from his shoulders like birds.", "endoftext": false }, { "action": "You look up the toolman in the guidebook", "response": "'The TOOLMAN is the grower and keeper of tools. He takes with a hand and likewise provides.'\n\nThe toolman smiles softly.", "endoftext": false }, { "action": "You examine the thoughts", "response": "The thoughts and uses of the toolman glimmer in the shade.\n\nThe toolman smiles softly.", "endoftext": false }, { "action": "Hello", "response": "The toolman understands.\n\nThe toolman jingles in the breeze.", "endoftext": false }, { "action": "You ask the toolman about the thoughts", "response": "The toolman shakes his head.", "endoftext": false }, { "action": "You tell you about the thoughts", "response": "The toolman expresses a soothing regret.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "In hand:\na guidebook (loquacious and proud)\na small stone (humble and true)", "endoftext": false }, { "action": "You show the stone to the toolman", "response": "The toolman is unmoved.\n\nThe toolman jingles in the breeze.", "endoftext": false }, { "action": "Punch toolman", "response": "You restrain from such an action.", "endoftext": false }, { "action": "You go to the west", "response": "A stone tower rises high and west above you, surrounded by a ring of stamped dirt. An archway faces the wall, strangely small compared to the tower's bulk; one must almost duck to transcend it. A plaque is set above the archway, approaching its size.", "endoftext": false }, { "action": "You examine the dirt", "response": "It lies below, and dreams of the sky.", "endoftext": false }, { "action": "Go west", "response": "The inside of the tower is completely void, nothing remaining but a long spiral staircase rising through the ceiling far above. The plain awaits to the east.\n\nA few scraps of wood lie without pride on the floor, all that remains of the original construction.", "endoftext": false }, { "action": "You look at the wood", "response": "Potential and kinetic energy both lost forever, these timbers look helplessly upon the heights.", "endoftext": false }, { "action": "You take the wood", "response": "The wood is too heavy to move from its final place.", "endoftext": false }, { "action": "Up", "response": "When viewed, as now, from four stories above the ground and an equal distance from the top of the tower, these stairs are the whole of the universe. Far above, they penetrate an opening in the stone ceiling.", "endoftext": false }, { "action": "Up", "response": "For an observation room, the view disappoints; it is provided only by four small windows, perhaps two feet by two, long bare of glass, one in each of four directions. A slight breeze is redolent of altitude. An abandoned flagpole vainly gestures outward beneath the southern opening. Stairs descend from the bare stone floor.\n\nA glass-encased model landscape squats on the floor near the east window.", "endoftext": false }, { "action": "You examine model", "response": "The model is the size of a small desk. Spread across its top is the landscape you have traversed, down to the tiniest detail, including, of course, this tower. The structure is set flush against the east wall of this room so that the wall of the room functions as the High Wall. The scene is covered by a pane of glass.", "endoftext": false }, { "action": "You examine the glass", "response": "The pane of glass covers the landscape at a modest height.", "endoftext": false }, { "action": "You examine the north window", "response": "The window describes the wilds to the north, free of mobile and structure. Even there, with no elements to protect, the High Wall holds.", "endoftext": false }, { "action": "You look at the south window", "response": "The window describes the hills of the south. Blue with silence and age, they straddle the ground where once they sought the sky. Just below the window, a flagpole extends from the tower.", "endoftext": false }, { "action": "You examine the flagpole", "response": "It extends perhaps ten feet from the tower, and is long bare of any clothing.", "endoftext": false }, { "action": "You look at the east window", "response": "The window describes the High Wall of the east. Its bulk impresses even more from a location of altitude itself. The plain maintains itself before the High Wall, cowering beneath its span.", "endoftext": false }, { "action": "You look at the west window", "response": "The window describes the desert to the west. The brown is dark to the edge of your sight, covered to all directions by the shade that extends without cease.", "endoftext": false }, { "action": "You examine the tower", "response": "The tower is one of the few landmarks visible in the model. For all you know, you are inside it as well.", "endoftext": false }, { "action": "You take the model", "response": "The model is, and remains, where it is.", "endoftext": false }, { "action": "Break glass", "response": "The glass resists all force.", "endoftext": true }, { "action": "You describe your surroundings", "response": "For an observation room, the view disappoints; it is provided only by four small windows, perhaps two feet by two, long bare of glass, one in each of four directions. A slight breeze is redolent of altitude. An abandoned flagpole vainly gestures outward beneath the southern opening. Stairs descend from the bare stone floor.\n\nA glass-encased model landscape squats on the floor near the east window.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "In hand:\na guidebook (loquacious and proud)\na small stone (humble and true)", "endoftext": false }, { "action": "You drop all", "response": "guidebook: Dropped.\nsmall stone: Dropped.", "endoftext": false }, { "action": "You go to the south", "response": "You force yourself through the small window and crawl out onto the flagpole.\n\nOn the Flagpole (clinging to the flagpole)\nThe whole of the land is visible from here, though you are in no position to appreciate it. The tower deepens far below you, and the High Wall looms off to the east.", "endoftext": false }, { "action": "Up", "response": "Movement fails in that direction.", "endoftext": false }, { "action": "Down", "response": "That would be suicide.", "endoftext": false }, { "action": "Go north", "response": "With relief, you back up through the window.\n\nFor an observation room, the view disappoints; it is provided only by four small windows, perhaps two feet by two, long bare of glass, one in each of four directions. A slight breeze is redolent of altitude. An abandoned flagpole vainly gestures outward beneath the southern opening. Stairs descend from the bare stone floor.\n\nA glass-encased model landscape squats on the floor near the east window.\n\nYou can also see a small stone and a guidebook here.", "endoftext": false }, { "action": "You take all", "response": "small stone: Taken.\nguidebook: Taken.\nmodel: The model is, and remains, where it is.", "endoftext": false }, { "action": "You go east", "response": "The land increases towards your head to the south, and decreases away from your feet to the north. Mobiles lead accordingly in both directions. The High Wall may also be approached to the east. A long walk to the west is a tower, dwarfing your form, and dwarfed in turn by the wall.\n\nInscribed on the brown grass is a toolman.", "endoftext": false }, { "action": "You ask the toolman about the tools", "response": "The toolman beams with pride.", "endoftext": false }, { "action": "Go north", "response": "By the mobile south, a rounded hole, five times as wide as you are tall, deepens through the earth. Its dark is deeper than that around you. The east is also passable.", "endoftext": false }, { "action": "You look at the hole", "response": "The hole funnels thinly. Far below crouches a narrow pool, in which something slowly circles.", "endoftext": false }, { "action": "You look at the pool", "response": "It lurks far below. Moving deliberately through it is a handle.", "endoftext": false }, { "action": "You take the handle", "response": "The pool flattens far out of your reach.", "endoftext": true }, { "action": "Go downwards", "response": "The walls steepen inward; your feet have no hold.", "endoftext": false }, { "action": "Go east", "response": "The wall to your east continues to gain out of sight. To your north is a massive transparent cube, perhaps five of your heights on each side. Retreats lie west and south.", "endoftext": false }, { "action": "You look up the cube in the guidebook", "response": "'It portends poorly to extend a CUBE by other than artifical means; it must be constructed deliberately if at all.'", "endoftext": false }, { "action": "You examine cube", "response": "The cube is featureless in all respects. There appears to be something small on the ground inside, perhaps a manner of cup.\n\nThere is a sudden cracking high above.", "endoftext": false }, { "action": "You look at the cube", "response": "The cube is featureless in all respects. There appears to be something small on the ground inside, perhaps a manner of cup.\n\nA shower of crystal clatters down on the cube and the dirt around you. Shards shoot past your face and embed themselves in the ground.", "endoftext": false }, { "action": "You examine the shards", "response": "The shards act as a carpet of broken glass. Even standing here is treacherous.", "endoftext": false }, { "action": "You examine cube", "response": "The cube is featureless in all respects. There appears to be something small on the ground inside, perhaps a manner of cup.", "endoftext": false }, { "action": "You examine the cup", "response": "The cup sits patiently.", "endoftext": false }, { "action": "You look up", "response": "You see the sky.", "endoftext": false }, { "action": "You look up sky in the guidebook", "response": "'The SKY covers the land. Its farthest reaches, it is said, house the sun.'", "endoftext": false }, { "action": "You take the shards", "response": "The glass sharpens far too acutely to retrieve safely.", "endoftext": false }, { "action": "Break cube", "response": "The glass resists all force.", "endoftext": false }, { "action": "Go south", "response": "Sweetness fills the shade of the High Wall to your east. Under this sweetness lies a small expanse of fod. A mobile releases mildly to the west; far in that direction a tower proudly plants itself, while the ground rises more slowly to the south and relaxes to the north.\n\nAlmost touching the High Wall is a resting, firm and soft.", "endoftext": false }, { "action": "Go south", "response": "Dun tumbles down loosely from a steep hill to the south, sliced through by the wall to the east.\n\nA spinster flutters in the breeze.", "endoftext": false }, { "action": "You look at the spinster", "response": "It brightens to your approach.", "endoftext": false }, { "action": "You look up the spinster in the guidebook", "response": "'The SPINSTER, traditionally made of burlap and bark, predicts sunlight and likewise foretells its shade.'", "endoftext": false }, { "action": "You look at Dun", "response": "It rises to the sky.", "endoftext": false }, { "action": "You look up Dun in the guidebook", "response": "'DUN: loose fod.'", "endoftext": false }, { "action": "You climb dun", "response": "You slip on the loose tall earth.", "endoftext": false }, { "action": "You take the spinster", "response": "The spinster is, and remains, where it is.", "endoftext": false }, { "action": "You go to the west", "response": "The mobile from the north ends as the land's slope increases too greatly. Dirt glistens blue. To the south, amid the land, a way opens into darkness, while more ground lies to the east.", "endoftext": false }, { "action": "You look at the dirt", "response": "Void of even grass, the blue of the underworld pokes through.", "endoftext": false }, { "action": "You go south", "response": "A dark volume, curried from the surrounding stone, fills your eyes and ears. To the north a passing opens into dimness; from further inside, to the east, a slight glow weakly straggles into the room.", "endoftext": false }, { "action": "You examine the glow", "response": "The glow crawls in from the east and collapses on the floor.", "endoftext": false }, { "action": "You go to the east", "response": "This subsection of the inset brightens and flickers. The shadows belong to the air more than you do, it seems. They walk the cordstone walls; they move and excite. The shadows look to a wall, to bars in the wall, and the songlantern behind them. Further in is east, further out is west, and a slope obtains up to the south.", "endoftext": false }, { "action": "You examine the shadows", "response": "The shadows dance up and down the cordstone, following the brightening and dimming of the songlantern, following the rhythm of its song.", "endoftext": false }, { "action": "You examine the songlantern", "response": "The songlantern hums and burbles, circled by brightening words, evading the bars and piercing the silence and darkness.\n\nThe songlantern murmurs and sings.", "endoftext": false }, { "action": "You listen", "response": "\"For a fever well or neither nor believe her...\" The songlantern sings brightness; sparks hum and circle lightly. The shadows dance in three.", "endoftext": false }, { "action": "You take the songlantern", "response": "The bars divide any possible touch between you and the lantern.", "endoftext": false }, { "action": "You look at the bars", "response": "The tall bars, vertical metal and close-set, provide two faculties. First, the creation of shadows. Second, the absence of emptiness by which to pass through. Behind the bars, in a space the width of a handful and height of an arm, the songlantern sits patiently.", "endoftext": false }, { "action": "You look up SONGLANTERN in the guidebook", "response": "'The SONGLANTERN brightens without intervention; its tones enlighten its words, as all tones do.'", "endoftext": false }, { "action": "Sing", "response": "Words tumble and float from you, and brighten your eyes.", "endoftext": false }, { "action": "You look up the cordstone in the book", "response": "'CORDSTONE: A mass consisting of strands of rock, twisted or knotted. Sympathy to waves is thus inherent. Currying of cordstone is uncharacteristically difficult, due to its lengthy nature.'", "endoftext": false }, { "action": "You look up currying", "response": "(in the guidebook)\n'CURRY: to consume silently and with regret.'\n\nThe songlantern murmurs and sings.", "endoftext": false }, { "action": "Curry cordstone", "response": "The age of currying is long past.\n\nThe songlantern murmurs and sings.", "endoftext": false }, { "action": "You take the bars", "response": "One bar is loose, and looser, and then free.\n\nThe songlantern murmurs and sings.", "endoftext": false }, { "action": "You look at the bar", "response": "(the iron bar)\nAn armlength of iron.", "endoftext": false }, { "action": "You take SONGLANTERN", "response": "The songlantern is wider than the gap.", "endoftext": false }, { "action": "You examine the gap", "response": "It is difficult to describe an absence.\n\nThe songlantern murmurs and sings.", "endoftext": false }, { "action": "About you", "response": "You glow with song.", "endoftext": false }, { "action": "You go south", "response": "The walls and light contract as this space leads up and westward. The light and song from the north weaken with distance.", "endoftext": false }, { "action": "About yourself", "response": "You are faded and silent.\n\nYour circling utterances collapse and distune, fading.", "endoftext": false }, { "action": "Go west", "response": "You are surrounded by the lack of thought and light.", "endoftext": false }, { "action": "You go west", "response": "You are surrounded by the lack of thought and light.\n\nThe song of the lantern dances in and out of your hearing, faint with distance.", "endoftext": false }, { "action": "Sing", "response": "Words tumble and float from you, and brighten your eyes.\n\nThe song of the lantern dances in and out of your hearing, faint with distance.\n\nThe passage ends without foreshadowing, as if the end came without warning.\n\nA worn anchisel rests on the roughened floor.", "endoftext": false }, { "action": "You take the anchisel", "response": "Taken.", "endoftext": false }, { "action": "You look up anchisel in the book", "response": "'An ANCHISEL may be used to curry any softer rock with precision. For larger work, a granchisel is required.'", "endoftext": false }, { "action": "Go east", "response": "The passage ends at a wall of water to the east. Light stumbles from the west.\n\nGlowing words hang in the air before the water.\n\nYour circling utterances collapse and distune, fading.", "endoftext": false }, { "action": "You look at the water", "response": "The water hangs in midair like a hummingbird.", "endoftext": false }, { "action": "You examine the words", "response": "\"In this hall\nShall water stand\nAnd gravity's grip be loose\"", "endoftext": false }, { "action": "You go north", "response": "The land increases towards your head to the south, and decreases away from your feet to the north. Mobiles lead accordingly in both directions. The High Wall may also be approached to the east. A long walk to the west is a tower, dwarfing your form, and dwarfed in turn by the wall.\n\nInscribed on the brown grass is a toolman.\n\nThe toolman examines your anchisel with interest.", "endoftext": false }, { "action": "You give the anchisel to the toolman", "response": "The toolman smiles and accepts the anchisel with grace. Holding up one finger, he invites before you and impresses a lie opener upon your hand.\n\nThe toolman smiles softly.", "endoftext": false }, { "action": "You look at the lie opener", "response": "The lie opener is intentional in shape, and surmounted by a small button, shy and silent.\n\nThe toolman smiles softly.", "endoftext": false }, { "action": "You look up LIE OPENER in the guidebook", "response": "'The LIE OPENER is a device utilized to unstop that which is false. On the object which is true it has no effect.'\n\nThe toolman jingles in the breeze.", "endoftext": false }, { "action": "You go east", "response": "The passage ends at a wall of water to the east. Light stumbles from the west.\n\nGlowing words hang in the air before the water.", "endoftext": false }, { "action": "You look at the water", "response": "The water hangs in midair like a hummingbird.", "endoftext": false }, { "action": "You press the button", "response": "As you press the button surmounting the lie opener, the hovering words falter and dim. Seconds of silence later, the water collapses upon you, falling and churning.", "endoftext": false }, { "action": "You examine the words", "response": "You can make out almost nothing through the torrent of water.\n\nThe water rushes down and through, covering and carrying you along.\n\nThis subsection of the inset brightens and flickers. The shadows belong to the air more than you do, it seems. They walk the cordstone walls; they move and excite. The shadows look to a wall, to bars in the wall, and the songlantern behind them. Further in is east, further out is west, and a slope obtains up to the south.\n\nA torrent of water is rushing through the room.", "endoftext": false }, { "action": "You examine water", "response": "You can make out almost nothing through the torrent of water.\n\nYou surface and submerge, grabbing at nothing but water as it carries you further.\n\nA dark volume, curried from the surrounding stone, fills your eyes and ears. To the north a passing opens into dimness; from further inside, to the east, a slight glow weakly straggles into the room.\n\nA torrent of water is rushing through the room.", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\nThe water roars out into the plain, tumbling you with it.\n\nThe mobile from the north ends as the land's slope increases too greatly. Dirt glistens blue. To the south, amid the land, a way opens into darkness, while more ground lies to the east.\n\nA torrent of water is rushing out of the cave mouth.", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\nYou are tossed aside onto the dirt as the water continues to rush downhill to the north.", "endoftext": false }, { "action": "Go north", "response": "The land increases towards your head to the south, and decreases away from your feet to the north. Mobiles lead accordingly in both directions. The High Wall may also be approached to the east. A long walk to the west is a tower, dwarfing your form, and dwarfed in turn by the wall.\n\nA stream of water rushes swiftly to the north.\n\nInscribed on the brown grass is a toolman.", "endoftext": false }, { "action": "Go south", "response": "The mobile from the north ends as the land's slope increases too greatly. Dirt glistens blue. To the south, amid the land, a way opens into darkness, while more ground lies to the east.\n\nA stream of water rushes swiftly to the north.", "endoftext": false }, { "action": "You go south", "response": "A dark volume, curried from the surrounding stone, fills your eyes and ears. To the north a passing opens into dimness; from further inside, to the east, a slight glow weakly straggles into the room.\n\nA cold knee-deep stream rushes out to the north.", "endoftext": false }, { "action": "Go east", "response": "This subsection of the inset brightens and flickers. The shadows belong to the air more than you do, it seems. They walk the cordstone walls; they move and excite. The shadows look to a wall, to bars in the wall, and the songlantern behind them. Further in is east, further out is west, and a slope obtains up to the south.\n\nA cold knee-deep stream rushes to the west.", "endoftext": false }, { "action": "Go east", "response": "A cylinder heightens out of sight, a steady stream of water descending it and splashing about your knees.\n\nGray words hang lifelessly in the air.", "endoftext": false }, { "action": "You examine the words", "response": "\"In this hall\nShall water stand\nAnd gravity's grip be loose\"", "endoftext": false }, { "action": "Drink", "response": "What do you want to drink?", "endoftext": false }, { "action": "Drink water", "response": "The water is swift, cool and clean.", "endoftext": false }, { "action": "You go north", "response": "The land increases towards your head to the south, and decreases away from your feet to the north. Mobiles lead accordingly in both directions. The High Wall may also be approached to the east. A long walk to the west is a tower, dwarfing your form, and dwarfed in turn by the wall.\n\nA stream of water rushes swiftly to the north.\n\nInscribed on the brown grass is a toolman.\n\nThe toolman smiles softly.", "endoftext": false }, { "action": "You go to the north", "response": "By the mobile south, a rounded hole, five times as wide as you are tall, deepens through the earth. Its dark is deeper than that around you. The east is also passable.\n\nA stream of water flows in from the south, filling the hole with a pool.", "endoftext": false }, { "action": "You look at the pool", "response": "The water waves gently. A handle slowly circles it round.", "endoftext": false }, { "action": "You take the handle with the bar", "response": "Reaching out, you hook the handle, and the fish attached.", "endoftext": false }, { "action": "You look at the fish", "response": "The handlefish blinks impassively.", "endoftext": false }, { "action": "You look up the handlefish in the guidebook", "response": "'The HANDLEFISH has adapted to the water of the shade so perfectly that it is liable to violently discorporate when exposed to the water of the sun.'", "endoftext": false }, { "action": "You check your inventory", "response": "In hand:\na handlefish (stoic and taciturn)\na lie opener (merry and vigorous)\nan iron bar (forthright and content)\na guidebook (loquacious and proud)\na small stone (humble and true)", "endoftext": false }, { "action": "Up", "response": "For an observation room, the view disappoints; it is provided only by four small windows, perhaps two feet by two, long bare of glass, one in each of four directions. A slight breeze is redolent of altitude. An abandoned flagpole vainly gestures outward beneath the southern opening. Stairs descend from the bare stone floor.\n\nA glass-encased model landscape squats on the floor near the east window.\n\nSomething seems to have cracked the model's glass cover.", "endoftext": false }, { "action": "You look at the crack", "response": "It is too small even to fit a finger through.", "endoftext": false }, { "action": "You check your inventory", "response": "In hand:\na handlefish (stoic and taciturn)\na lie opener (merry and vigorous)\nan iron bar (forthright and content)\na guidebook (loquacious and proud)\na small stone (humble and true)", "endoftext": false }, { "action": "You put the stone in the crack", "response": "The stone barely fits through the crack in the glass. It drops to the landscape below, shattering a small crystal structure.\n\nThrough the east window, in the distance, a dark object flashes downwards and disappears.\n\nSomething thuds in the distance, and the tower shudders.", "endoftext": false }, { "action": "You look at the model", "response": "The model is the size of a small desk. Spread across its top is the landscape you have traversed, down to the tiniest detail, including, of course, this tower, as well as the stream you recently created. The structure is set flush against the east wall of this room so that the wall of the room functions as the High Wall, against which the pebble you dropped is visible. The scene is covered by a pane of glass.", "endoftext": false }, { "action": "You examine the tower", "response": "The tower is one of the few landmarks visible in the model. For all you know, you are inside it as well.", "endoftext": true }, { "action": "You descend", "response": "When viewed, as now, from four stories above the ground and an equal distance from the top of the tower, these stairs are the whole of the universe. Far above, they penetrate an opening in the stone ceiling.", "endoftext": true }, { "action": "Go down", "response": "The inside of the tower is completely void, nothing remaining but a long spiral staircase rising through the ceiling far above. The plain awaits to the east.\n\nA few scraps of wood lie without pride on the floor, all that remains of the original construction.", "endoftext": false }, { "action": "Go east", "response": "You now see what fell outside the window; a boulder has smashed through much of the cube.\n\nThe wall to your east continues to gain out of sight. To your north is what remains of a massive transparent cube, perhaps five of your heights on each side.\n\nA large boulder squats on one corner of the cube's remains.\n\nThe ground is covered with glass dust and shards, threatening your footing.", "endoftext": false }, { "action": "You look at the boulder", "response": "Twice your height, the boulder buries itself in the dirt.", "endoftext": false }, { "action": "You take the cup", "response": "The cup is inside, and you are out.", "endoftext": false }, { "action": "Go north", "response": "The land, free of its former boundaries, is bare, save for the perfect square of grass, untrod for years until now, formerly within the constraints of its walls.\n\nA wooden cup broods upon the grass.", "endoftext": false }, { "action": "You look at cup", "response": "In the cup is a lie establisher.", "endoftext": false }, { "action": "You take cup", "response": "The cup is fastened to the earth.", "endoftext": false }, { "action": "You take the establisher", "response": "The cup reluctantly yields the lie establisher.", "endoftext": false }, { "action": "You look up LIE ESTABLISHER in the guidebook", "response": "'The LIE ESTABLISHER is a device utilized to enhance and fix the untrue. When squeezed, it sustains all immediate lies.'", "endoftext": false }, { "action": "You look at LIE ESTABLISHER", "response": "It is remarkably like a lemon in every respect.", "endoftext": false }, { "action": "Go south", "response": "The wall to your east continues to gain out of sight. To your north is what remains of a massive transparent cube, perhaps five of your heights on each side.\n\nA large boulder squats on one corner of the cube's remains.\n\nThe ground is covered with glass dust and shards, threatening your footing.", "endoftext": false }, { "action": "Go south", "response": "Sweetness fills the shade of the High Wall to your east. Under this sweetness lies a small expanse of fod. A mobile releases mildly to the west; far in that direction a tower proudly plants itself, while the ground rises more slowly to the south and relaxes to the north.\n\nAlmost touching the High Wall is a resting, firm and soft.", "endoftext": false }, { "action": "Go south", "response": "Dun tumbles down loosely from a steep hill to the south, sliced through by the wall to the east.\n\nA spinster flutters in the breeze.", "endoftext": false }, { "action": "You squeeze lemon", "response": "You squeeze the lie enhancer. The dim words slowly waken and glow. For one moment the water is still. Then it heeds the words and floods up the tube, taking you with it.\n\nBouncing upon a spume of water, you can make out little of the scene around you. A hollow cylinder rises immensely far, a pinprick of light staring from its end.", "endoftext": false }, { "action": "You wait for a while", "response": "Time passes.\n\nYou are buffeted upward for an eternity, rising at an unimaginable speed toward a spot of light at the top of the cylinder. You lose consciousness and regain it after an unknown delay.\n\nYou bob at the top of a hollow cylindrical column with walls of fitted stone, filled almost to the top with water, clean and cold. A ladder ascends from the water's height to a bright opening perhaps twenty feet directly overhead. Below water level is fastened a narrow opening in the east wall.", "endoftext": false }, { "action": "Up", "response": "You hoist yourself up onto the ladder and climb up to the open air.\n\nAs you ascend, the sunlight strikes you fully for the first time with almost physical force. You are stunned by warmth and light.\n\nThe surface of the wall is as wide as you are tall, and unimaginably high above the land to the west. The stones themselves fit each other perfectly, with no mortar between. It is unclear how they barricade the vast ocean to the east, an easy dive of perhaps twenty feet.\n\nThe handlefish blinks in alarm.\n\nThe handlefish is in obvious pain.\n\nThe handlefish gulps with dismay.\n\nThat is no subject.\n\n'The HANDLEFISH has adapted to the water of the shade so perfectly that it is liable to violently discorporate when exposed to the water of the sun.'\n\nThe handlefish glances desperately to and fro.", "endoftext": true }, { "action": "Look around", "response": "The surface of the wall is as wide as you are tall, and unimaginably high above the land to the west. The stones themselves fit each other perfectly, with no mortar between. It is unclear how they barricade the vast ocean to the east, an easy dive of perhaps twenty feet.\n\nThe handlefish blinks in alarm.", "endoftext": false }, { "action": "You examine ocean", "response": "The water extends infinitely in all directions but west.\n\nThe handlefish gulps with dismay.", "endoftext": false }, { "action": "You look at SUN", "response": "The sun beams with unparalleled warmth and glory.\n\nThe handlefish glances desperately to and fro.", "endoftext": false }, { "action": "You throw the fish in the ocean", "response": "The handlefish protests silently as you toss it into the vast ocean. As it submerges, a plume of water extends towards the sun and relapses. Then there is a moment of loudness and shock.\n\nThere is a short trembling, as if the ground becomes slightly unsteady for a moment, but it passes.\n\nLooking down, you spy a trickle of water emerging from the west side of the wall.", "endoftext": false }, { "action": "You look at the trickle", "response": "The trickle of water is steadily growing.\n\nA violent shock throws you to your knees. You clutch at the broad stones as best you can, releasing your possessions.\n\nThe wall is falling.", "endoftext": true }, { "action": "Go down", "response": "Gravity is taking care of that.\n\nThe entire wall slides down towards the land to the west. Water soaks you from behind. Ancient chunks of rock fly past you in all directions.\n\nSome great mass hits you in the back, knocking you into the rush of water.\n\nThe world is a mad mixture of rocks, water, and too little air. Waves and stone madly buffet you about, as you periodically go under and resurface.\n\nDuring a brief period above the surface, you catch sight of a rock just by your head.", "endoftext": false }, { "action": "You take the rock", "response": "You clamber up out of the water onto the rock.\n\nRocks and water thunder down on the plain, you atop them. Soon they will overtake the observation tower now looming in front of you.", "endoftext": false }, { "action": "You examine the tower", "response": "The tower rushes at you from below.\n\nThe roiling mass of stone and water overwhelms the tower. Its flagpole is just in front of you.", "endoftext": false }, { "action": "You grab Flagpole", "response": "You reach out with one hand and barely grasp the flagpole, then manage to pull yourself up.\n\nOn the Flagpole (clinging to the flagpole)\nAmidst the chaos around you, this flagpole and the tower to its north are the two things stationary. Just underneath you, huge chunks of stone whip past, unleashing a lifetime of energy.", "endoftext": false }, { "action": "You go north", "response": "You crawl through the window.\n\nFor an observation room, the view disappoints; it is provided only by four small windows, perhaps two feet by two, long bare of glass, one in each of four directions. A slight breeze is redolent of altitude. An abandoned flagpole vainly gestures outward beneath the southern opening. Stairs descend from the bare stone floor.\n\nThe model landscape lies on the ground, slightly askew and quickly filling with water.\n\nWater rushes in through the open window and up through the stairway.", "endoftext": false }, { "action": "You examine model", "response": "The model has been dislodged. Its cover has disappeared, and water and sand stream in from a chink in the east wall.\n\nWater rushes in through the open window and up through the stairway. It's now up to your knees.", "endoftext": false }, { "action": "You take the model", "response": "Stretching your arms to their limit, you groan and lift the model just off the floor.\n\nThe ground shakes.\n\nWater rushes in through the open window and up through the stairway.", "endoftext": false }, { "action": "Empty model", "response": "You strain to upset the model and the flood therein. In response to your desperate lift, the entire tower in which you stand begins to tilt as well, ages of stone and rock sliding through the air with a sickening lack of reluctance. You slip across the newly displaced floor, its angle yawing further with each moment, barely retaining your grip. Water pours in without cease, all denial useless, from all portals, whether windows or stairs. Flung against a wall suddenly turned floor, you flicker, your world narrowing to nothing but your fingers, their hold on the model, on the world, as you meet the wall with a crack that engulfs your consciousness. Water rushes past you and the sky.\n\nWhen you come to, it is gone.", "endoftext": true }, { "action": "You look at your surroundings", "response": "For an observation room, the view disappoints; it is provided only by four small windows, perhaps two feet by two, long bare of glass, one in each of four directions. A slight breeze is redolent of altitude. An abandoned flagpole vainly gestures outward beneath the southern opening. Stairs descend from the bare stone floor.\n\nYou can see a model here.", "endoftext": false }, { "action": "About yourself", "response": "You are faded and silent.", "endoftext": true }, { "action": "Go downwards", "response": "The inside of the tower is completely void, nothing remaining but a long spiral staircase rising through the ceiling far above. The plain awaits to the east.\n\nThe scraps of wood once here have fled.", "endoftext": false }, { "action": "Go east", "response": "You step out into the sunlight, and a newly lit land.", "endoftext": true } ]
t61i5akczyblx2zd
The Northnorth Passage.
Caleb Wilson (as Snowball Ice)
[]
[ "cover art", "curse", "dynamic fiction", "failed EctoComp", "Inform 7", "last lousy point", "limited verbs", "linear", "parser", "surprisingly not puzzleless", "travel" ]
2,014
[ 6, 8, 7, 0, 0 ]
21
3.952381
20190818
false
Oh no, the old family curse has flared up! This is a short story about limits to action.
[ { "action": "%", "response": "Gillivray is on a rant again. His anger, like an icicle of acid, rotates around his place at the head of the boardroom table. It burns Atkins, to your right, who \"apparently forgot to evolve from the apes,\" then swings mercifully past you, to smite Carter, to your left, who isn't even \"up to the level of apes, that antediluvian amoeba!\"\n\nGillivray's attention swings back to the middle to focus on you. So he didn't forget you after all: \"And you, Norton, you're a man, by species at least. Which makes your manifold failures all the more despicable! Would you like to know the very definition of a shit-eating grin? Look in a mirror, Norton. Furthermore--\"\n\nThere is no mirror. But, with an inward glance, at this moment of overwhelming stress, thought twists, buckles. Decades of mental training slough away. You do see something, behind your fixed grin. There's that caustic crystal in your skull: the dire compulsion of the family curse. For the last century, once the curse is activated, where it commands, your family must obey: GO NORTH.\n\nYou've been lucky your whole life, but no longer.\n\nA high-ceilinged cell of pale polished birch. Hanging on either side of the room are portraits of the Walsingham brothers; Robert, with a dot-eyed face that glistens like polished agate, and pale, rough-skinned Alfred, whose eyes in contrast shine like lamps that seep hypnotic poison.\n\nThe oval table is crowded with all the senior employees; foam-flecked Gillivray at the head, and moving clockwise, Mockerby, Shardlow, Ferne, Williams, Ford, Atkins, you (Norton), Carter, Patson, Ripon, Goodenough, and Clevars.\n\nA large doorway heads south into main lobby. A small door leads east to a washroom. A smaller back door, to the north, leads outside.", "endoftext": false }, { "action": "About yourself", "response": "The family curse, once activated, can neither be cured nor ignored.\n\nIf you do not choose to go north then you shall die.\n\nYour soul gutters out.", "endoftext": false }, { "action": "You go north", "response": "You stand up, and Gillivray's mouth hangs open. \"Furthermore--\" he says again, specks of white gathering around his livid lips, and then you walk out the back door before hearing further what more he has to say. Leaving behind a shocked silence you walk north along a nameless alley and out into the bustling center of Boroughbury.\n\nEndless buildings, stone in the lower stories and hewn wood in the upper, huddle as if for warmth in blocks. The streets are bumper to bumper with motor vehicles, the sidewalks elbow to kidney with pedestrians. Wide and roaring Main Street runs southwest to northeast, while the smaller Mill Street runs north and south.", "endoftext": false }, { "action": "You go northeast", "response": "The family curse, once activated, can neither be cured nor ignored.\n\nIf you do not choose to go north then you shall die.\n\nYour soul gutters out.", "endoftext": false }, { "action": "You go north", "response": "You surge across Main barely waiting for a break in the traffic. A chemical wind from an auto rushing past inches behind you slaps you on the back. You walk north for three-quarters of an hour, until you come to a familiar address, 814 North Mill, as evening gathers strength.\n\nYour House, Garden\nIt's small, but neatly groomed, a miniature in gold and emerald. Through the front window you can see the warm light of your living room, where you spot your wife, Alice, reading a book of fairytales to Arnold Jr. They look happy. You remember the book from your own childhood, when your father used it as a tool to help explain the idea of a \"family curse.\" The smell of the book, leather and pipe smoke, still reminds you of him. They look so happy.\n\nYour front door is east. Mill Street turns here, running south and west. A tangled thicket is to the north.", "endoftext": false }, { "action": "You go north", "response": "You plunge into the thicket. Stems scrape, wet leaves slap you. When you can see the sky again it is very dark. Your shoes are ruined from the mud. How are there so many ruts here, in this scrubland? The lights of Boroughbury have faded behind you. You cross an abandoned lot, then a sheep field, then a trickle of a stream, then an empty field.\n\nThe glacier-scarred land north of Boroughbury. Night. You are cold, hungry. This is nothing, though, really. The sky is smeared with clouds, dots of stars like specks of ice. You stand on a broad and shallow rural road, flowers between the wheeltracks, bordered by dense hedgerows. The road runs east and west.", "endoftext": false }, { "action": "You go north", "response": "You force your way through a hedge. Thorns score your face, make runs in your clothing. You walk north all through the night, feeling lighter and lighter from hunger, colder and damper from the settling dew. Towards morning you have come to the southern edge of a large city. The buildings resemble hives of glazed pottery. This must be Konigsburg, which you have never before found the time to visit.\n\nKonigsburg, Festival Day!\nThere's a parade, and your northerly route aligns you with it. Cheering citizens throw paper roses from balconies high above you. The air is dense with the various smells of humanity. You are walking within a marching band, a thousand musicians in uniforms of blue, red, and white, with gold trim, and towering green feather plumes. It's hard to think inside this sawtoothed thunder of serpents, sackbuts, shawms, and a hundred species of drum.\n\nThe parade is heading north along the main road towards the center of the city.", "endoftext": false }, { "action": "You go north", "response": "Marching north between the ranks of musicians you overtake them, and find yourself amidst a regiment of soldiers. The uniforms are similar, but they are armed with weapons of murder instead of aural assault.\n\nThen the parade turns to the east, cutting across the plaza that opens out before a great palace.\n\nYou walk north through double doors, past a quartet of ruffed, bewigged guards bearing ornamental spears, down a hallway lined on either side with black-clad courtiers, and into a ballroom.\n\nThe music is soft, yet echoes like chips of ice on the parquet floor. Is it a floor, or a field? At the edges of your sight are vast expanses of wallpaper, a vague impression of mauve and egg-yolk yellow. The ceiling is a vault full of crystal and candlelight. There are dozens of doors leading away in every direction from this place.", "endoftext": false }, { "action": "You go north", "response": "You cut north, through the heaviest knot of dancers. Plump, silky calves kick, floating hemlines like the dresses of mermaids swirl out of your way, their owners all glares and toothy smiles. Somewhere a violin bow drags squallingly across the strings. Someone shrieks.\n\nShaped like the inside of a beehive. Golden light comes through windows as tall and narrow as treetrunks. There's a whole forest of them, and of the pencil-thin, shining columns. At the north end of the room is a throne made of polished, greenish wood.\n\nThe King stands half-up from the throne. His hand is raised. A man in a black suit lies dying beneath the throne. His white ruff is stained red with blood. A lady in oxblood velvet holds a pistol. Her mouth is open, halfway through shouting an anti-aristocratic slogan. Behind her, a group of guards has thrown off their Konigsburg colors and revealed the black and red of the revolution. They have knives, ancient hunting pieces. Loyal guards face them, rifles raised to their shoulders. The King's face has twisted masklike with horror.", "endoftext": false }, { "action": "You go north", "response": "You shove through the scene of the assassination attempt. Guns are fired, screams knit together into a tapestry of violence as old as all repressive regimes. Revolutionary forces pin your arms behind your back, and drag you down a dusty stone staircase. Rising behind you comes the whickering whirr of a mechanical guillotine. Your feet, as you are dragged underground to the north, trail blood which is not your own.\n\nA low-ceilinged room, redolent of rats.", "endoftext": false }, { "action": "You go north", "response": "A stinking vertex, full of skulls.", "endoftext": false }, { "action": "You go north", "response": "A tight space, walls blotchy with mold, like warm frost.", "endoftext": false }, { "action": "You go north", "response": "A dripping cell. Please do not wonder what it is dripping with.", "endoftext": false }, { "action": "You go north", "response": "You emerge into dank afternoon light. Though having more the sheen of pewter, the sky seems silver after your time in the dungeon.\n\nDockyard, With Refugees\nHundreds of people, all crammed into a stone yard under the watchful gaze of soldiers of the new regime. It's probably unwise to call them revolutionaries anymore.\n\nTo the north, a fat-hulled wooden ship sits low in the water. The refugees are waiting to board, and escape from this dreary place.", "endoftext": false }, { "action": "You go north", "response": "You cut sideways and through the lines, bulling your way onto the ship. Perhaps it is your slightly mad affect that makes people jump out of your way. Slightly? That's too kind.\n\nThe ship, which is called the Morning Frost, sails north across the Bay of Dirgeholm, past an island haunted with frozen ghosts, and up the ice-choked Sickleglass River.\n\nLanding where the river becomes too rocky to sail, the refugees build a new town out of sprucewood and stacked sod.\n\nThe sky is dark green, and patterned like the ribs of a starving dog. Torches gleam behind windowflaps of hides scraped thin. Muffled laughter around you would seem to indicate that these people have found happiness at last. The main street, Pothole, runs east and west. A pub (The Last Gasp) is to the northeast. A small chapel, rich in candlelight, is to the northwest.", "endoftext": false }, { "action": "You go northeast", "response": "The family curse, once activated, can neither be cured nor ignored.\n\nIf you do not choose to go north then you shall die.\n\nYour soul gutters out.", "endoftext": false }, { "action": "You go north", "response": "The lights of Wichfield fade behind you. A midnight wind strips all the warmth from the air. Your feet are lumps of pickled ice.\n\nThe landscape varies little.", "endoftext": false }, { "action": "You go north", "response": "The landscape varies little.", "endoftext": false }, { "action": "You go north", "response": "The landscape varies little.\n\nAnd any variations average each other out.", "endoftext": false }, { "action": "Go north", "response": "The landscape varies little.\n\nAll variations average each other out.\n\nYou feel light as a husk.", "endoftext": false }, { "action": "You go north", "response": "The landscape varies little.\n\nAll variations average each other out.\n\nYou feel light as a husk.\n\nThe air is clear as crystal.", "endoftext": false }, { "action": "You go to the north", "response": "A crumpled landscape of bright snow and crisp shadow. There is nothing here. The sky is the deep blue of poison.\n\nThe crystal tumor in your brain hums contentedly.", "endoftext": false }, { "action": "You go north", "response": "There isn't any more north.\n\nSnow drifts further up your body.", "endoftext": false }, { "action": "You jump", "response": "The family curse, once activated, can neither be cured nor ignored.\n\nIf you do not choose to go north then you shall die.\n\nYour soul gutters out.", "endoftext": false }, { "action": "You go north", "response": "There isn't any more north.\n\nSnow rises up around your ankles.", "endoftext": false }, { "action": "Go north", "response": "There isn't any more north.\n\nYou don't feel cold any more.", "endoftext": false }, { "action": "Go north", "response": "There isn't any more north.\n\nSnow rises up around your waist.\n\nThe air around you cracks. The crack is in a novel direction; along it, just visible, a sunny glade, grass shining with dew like each blade is made of quartz and emerald.", "endoftext": false }, { "action": "Go north", "response": "There isn't any more north.\n\nSnow rises up over the top of your head.", "endoftext": false }, { "action": "You go outside", "response": "The family curse, once activated, can neither be cured nor ignored.\n\nIf you do not choose to go north then you shall die.\n\nYour soul gutters out.", "endoftext": false }, { "action": "You go northnorth", "response": "You walk northnorth into the crack. The air is warm here, the air smells of flowers. A pleasant pocket. Across the glade, a man in a green frock coat and chestnut wig rises from a portable writing desk. His boots are shiny leather. He reaches a hand to you. His fingernails are long and wavy. His smile is very wide. There are fibers of meat between his yellowed teeth. His wig is crooked. His eyes are crooked, swinging left and right like they are mounted on oiled gimbles.\n\n\"You made it!\"\n\nHe clasps your hand. His own is sweaty, crawling with parasites like transparent inchworms.\n\n\"I've been waiting a century!\"\n\nYou open your mouth and nothing comes out.\n\n\"You don't recognize me? I'm your great, great, great grandfather, Merridew Norton. All these years I have been waiting for a partner to help explore the Northnorth Passage... They said it did not exist, but look...\"\n\nHe gestures to the northnorth, where the land falls and climbs in haphazard terraces, strips of earth and mineral deposits laced together like shoddy wicker. The sky is pink, marred with smears of yellow like runny yolk.\n\nThe speckled stars are brown.", "endoftext": true } ]
a7ysdefal48plt1z
Shuffling Around
Andrew Schultz (as Ned Yompus)
[ "Fantasy" ]
[ "cover art", "IF Competition 2012", "IFComp Game", "Inform 7", "magic", "silly", "surreal", "systematic puzzles", "text adventurer protagonist", "transformation", "walkthrough", "wordplay", "Xyzzy Awards 2012" ]
2,012
[ 6, 9, 5, 1, 0 ]
21
3.952381
20130501
false
A weird power to save a weird world. So you just got fired from the best company ever, and it's the best day of your life. New opportunities! New horizons! New ways to look at things! Like calling this stupid kiss-off job fair a "convention."
[ { "action": "%", "response": "So you just got fired from the best company ever, and it's the best day of your life. New opportunities! New horizons! New ways to look at things! Like calling this stupid kiss-off job fair a \"convention.\"\n\n\n\nThis is the ritziest hotel you'll ever stay in. Terraces are west, a banner hangs over an auditorium entry to the east, and the elevator you came from is to the south. North's a function for later in the day.\n\nThere's a sign over an odd side passage the bustling, babbling masses seem to be ignoring.", "endoftext": false }, { "action": "You look at the side passage", "response": "It's just under the NONE TRY sign. You could probably ENTER it, or go INSIDE. It's not really any direction you can tell, and you could have sworn it was near a different exit before you turned your back on it just a bit ago. It curves quickly so you can't see much of it.", "endoftext": false }, { "action": "You read the banner", "response": "\"This way: BEING FIRED!\" People walk by, discussing how the DEBRIEFING should make Mondays dynamos again.", "endoftext": false }, { "action": "Go east", "response": "That way's an hour or two of listening to an under-action denunciator. You sure?", "endoftext": false }, { "action": "No", "response": "You pause before entering. The lecture seems like it'd be fun to ditch.", "endoftext": false }, { "action": "Go south", "response": "You already spent too much time in the overlate elevator.\n\nYour eye catches the side passage, which looks more interesting than the standard ways out. Maybe you could give it another look.", "endoftext": false }, { "action": "You go to the north", "response": "That way's a costlier cloister of rooms than recent firees deserve. The measure-a-resume event will be there, but not for another couple hours. You don't really want to get an agent, anyway.\n\nYou feel sort of cornered by all the main passages. Sneaking off anywhere would be kind of fun.", "endoftext": false }, { "action": "You enter the side passage", "response": "Someone tugs you by the arm. \"Can't you read? It says NO ENTRY! Quit dawdling and get to the DEBRIEFING already!\"\n\nYou check and make sure. No, still NONE TRY. As you walk away, you hear \"INSTRUCTIONS, son. I trust I c...\"\n(this is the first in-game pause. Whenever the game pauses without a cursor in the future, you need to push any key to continue.)", "endoftext": false }, { "action": "You examine the toga", "response": "On it you see a four-legged animal with a sort of beard and horns. In one corner you see some writing. The toga also smells vaguely of barnyards.", "endoftext": false }, { "action": "You look", "response": "Nothing particularly beautiful grows here. All manner of prickly things and dried-up weeds lie around. You see an exit in some direction or other where the thorn was. The shrub and brush the goat wrecked are here, too.\n\nThe goat is half-sleeping here. He's probably best left that way.", "endoftext": false }, { "action": "Cat", "response": "(examining instead)\nThe goat ate enough of it, it doesn't look like anything any more.", "endoftext": false }, { "action": "Exit", "response": "You feel a sudden sense of vertigo as you walk towards the passage where the thorn was. You realize you have lost your sense of direction, and for whatever reason, you're preoccupied with finding it before you can continue. So, which way is the thorn?", "endoftext": false }, { "action": "North", "response": "With the big thorn gone, why, of course you can go north. Though the goat didn't clear out all the thorns. One rips your nametag slightly. But beyond that, there's a path that leads to an open field.\n\nYou're not sure what to do here, and there's no welcoming committee. But there's a broad board with various scrawlings.\n\nYou see an incomplete-looking dollhouse with a crackling noise coming from a few loud holes. It is labeled FOR INSTRUCTIONAL PURPOSES ONLY.\n\nIt can't be... can it be...? A cabinet floating in mid-air. It looks acne-bit. It's open, too.\n\nA gateway is here. You can see through its sturdy wire fencing, but it doesn't seem to lead anywhere.", "endoftext": false }, { "action": "You check your inventory", "response": "Item time! You are carrying:\na dope tan notepad\na magenta nametag (being worn)", "endoftext": false }, { "action": "You look at the notepad", "response": "It's your workbook. It holds bookwork. Not a thrilling color to most, and one of many you bought cheap a long time ago, and they haven't run out yet. It's small enough to fit in a pocket, and you have clipped a pen over it, too.\n\n(To use the notepad, you can type PAD (subject) or CONSULT PAD ABOUT (subject). If you forget what you've written about, you can type PAD or CONSULT PAD.)", "endoftext": false }, { "action": "You examine the nametag", "response": "It's still a bit scratched from your trip through the thorns--about 3/7 of the way from the right.", "endoftext": false }, { "action": "Man gate", "response": "Which do you mean, the gateman, the dead beat deadbeat, the cheesy spearman or bearded man?", "endoftext": false }, { "action": "You look in the cabinet", "response": "(Nothing in this game has anything deeply hidden, so searching works like examining.)\n\nIt's open. The cratered bits, once retraced, spell CAN BITE. You see a tinfoil info-lit, a tagged gadget, an idlers' slider and a salient saltine inside.", "endoftext": false }, { "action": "Consult pad", "response": "Currently you can consult it about:\n--notepad, lecture", "endoftext": false }, { "action": "You take the gadget", "response": "You wonder what this gadget IS as you pick it up. It looks like it analyzes something. Perhaps you should try it on a few available things like the nametag?", "endoftext": false }, { "action": "You use the gadget on the nametag", "response": "Use is a bit too vague for this game's parser to understand. You can SWITCH something, or PUT something IN/ON something, or even ATTACH something to something. You can PUSH a button or OPEN something, as well. Specific items should clue you what to do if you EXAMINE them.", "endoftext": false }, { "action": "You look at gadget", "response": "It looks like a wall stud sensor, six inches by twelve, with a screen broken into nine mini-panels. An instructional tag you can read is tied to the handle, which narrows where it meets the main part. The gadget crackles with greeny energy.", "endoftext": false }, { "action": "You examine tag", "response": "(the instructional tag)\n\"This gadget is certified untransmogrifiable. It can be used to SCAN objects to determine their transmogrification states. Removing tag invalidates warranty. One beep means item is changeable. Buzz means it has been changed.\"\n\nThe good stuff is about how one beep means something you should change, and a buzz means something that can't be changed again. Above a small print disclaimer you see the text EXAMPLE: LEMON <- RGRGG -> MELON. A little thought and you realize only two reds on the gadget makes things trivial. The example seems loaded in the gadget's favor, but hey, that's advertising for you.", "endoftext": false }, { "action": "You scan nametag", "response": "You see lights form on the screen--RGRGR*R--the sixth light starts red, then flashes to green and back, as if there are two aspects to the magenta nametag worth considering.", "endoftext": false }, { "action": "You look at the gateway", "response": "It's a fence gate, so you can see beyond and through it, though it seems too heavy to lift in any case, but who knows, maybe if there was a guy who tended to gates, he'd help you. It'd be neat if...\n\n(You can say the name of the gateway now to enter it. There's nothing more hidden in its description.)", "endoftext": false }, { "action": "Gateway", "response": "(entering instead)\nIt doesn't lead anywhere. Yet. Plus, you'd run into the, uh, gate part. Maybe if you had someone who could give information. And not stupid information like a silly old nametag.", "endoftext": false }, { "action": "Gateman", "response": "If you really CAN change the nametag, you don't want a gateman in your face--so you chuck the nametag away. Not really believing...\n\nWhoah! The nametag pulses and pops in directions you didn't think something that flat could. You hear a gish, then a sigh. A tall, grouchy old man in sober robes so aged you almost say \"Egad\" cries \"The eyes! They see!\" He grumbles how he shoulda been a portal king in the parking lot, he's such a talking pro. Then he notices you.\n\n\"Smug gums. But you'll have to do. Ehh? Heh. I'm Old Man Almond. What d'you want? I can tell you about this-here quest.\"", "endoftext": false }, { "action": "You ask the gateman about the quest", "response": "\"Three major problems. Noise is one. A lupine lineup. Noble Ol' Ben: gone. Lorn. No longer.\"\n\n\"And I think I know who's behind it: RED BULL BURDELL!\"", "endoftext": true }, { "action": "You describe your surroundings", "response": "The broad board has some scrawlings you haven't read yet.\n\nOld Man Almond, the gateman, is grousing around here.\n\nYou see an incomplete-looking dollhouse with a crackling noise coming from a few loud holes. It is labeled FOR INSTRUCTIONAL PURPOSES ONLY.\n\nThe acne-bit cabinet is still floating here. It contains the tinfoil info-lit, the idlers' slider and the salient saltine.\n\nA gateway is here. You can see through its sturdy wire fencing, but it doesn't seem to lead anywhere.", "endoftext": false }, { "action": "You take the slider", "response": "Ouch! The cabinet door slams on you--it seems to have developed fangs that came from a hidden compartment. Maybe you only get one device. (Note: you can SWAP the gadget and slider.)", "endoftext": false }, { "action": "Swap gadget", "response": "You put the gadget back in the cabinet and take the slider.", "endoftext": false }, { "action": "You look at the slider", "response": "It's like an electronic t-square, with nine mini-panels. Reading it, you see it's useful to SCAN things to sort out their edges. It crackles with greeny energy and has some colored writing that looks important.", "endoftext": false }, { "action": "You look at the writing", "response": "\"Provably 79.12% hintier than a tagged gadget. Green print\ngives you the start, red print the end. The middle bits fall\ninto place.\"\n\nThe example reads PASTE <-> TAPES.\n(red S, green T, green P, red E. Everything else blue.)", "endoftext": false }, { "action": "You look", "response": "The broad board has some scrawlings you haven't read yet.\n\nOld Man Almond, the gateman, is grousing around here.\n\nYou see an incomplete-looking dollhouse with a crackling noise coming from a few loud holes. It is labeled FOR INSTRUCTIONAL PURPOSES ONLY.\n\nThe acne-bit cabinet is still floating here. It contains the tagged gadget, the tinfoil info-lit and the salient saltine.\n\nA gateway is here. You can see through its sturdy wire fencing, but it doesn't seem to lead anywhere.", "endoftext": false }, { "action": "You read the board", "response": "WANTED:\n\n--selfless soul willing to turn self into humiliating identification to aid adventurers in rescuing our fair land. Must have strength or magic touch to raise big metal gate. Benefits include unlimited complaining to rescuer/prospective hero.\n\n--fellow named Terry to allow quick way for temporarily stuck adventurers to RETRY and return to Trips Strip. (you haven't been there yet, so it probably doesn't do anything.)\n\n--quester request: text adventurer with savoir-savior to save world from economic and moral malaise. High chance of real fun, low chance of funeral.\nCanny Nancy or Brian Brain preferred to Manly Lyman or Army Mary. Scrabble, MasterMind, and/or Boggle expertise a plus. Training with two simple 7-letter portmanteaux provided. No crudities like diuretics needed!\nWARNING: Must qualify with simple on-the-game...oh, wait, never\nmind, you're already here. Hi there! Hey, that cabinet's useful, and that dollhouse's a sample puzzle.\n\n!!!!LIMITED TIME TEXT ADVENTURING SEASON OFFER FOR THE BUSY TEXT ADVENTURER: ONLY SOLVE 2 OF 3 AFFLICTED AREAS TO EARN ACCESS TO YOUR ROMAN MANOR!!!! (You record the information in your dope tan\nnotepad under board.)", "endoftext": false }, { "action": "You examine the dollhouse", "response": "You hear static hissing through some loud holes. Plus, the dollhouse isn't nearly as tall as it could be. It could use an extra floor or two.", "endoftext": false }, { "action": "You scan the dollhouse", "response": "Before your slider gets close, you begin to pick something up. Perhaps it isn't the dollhouse you need to do something with. Something ambient--like the static. So you do that.\n\nMost of the screen goes blue, then a green dot and red dot bounce left and right across the slider screen, and they eventually wind up like so:\nRBGBBB", "endoftext": false }, { "action": "Attics", "response": "The static cuts off and seems to grow opaque. Then it forms into a small box with a cupola, pyramid, and other shapes. They fit with a click on top of the dollhouse. Old Man Almond golf-claps. \"Good work. Actually, the attics are a lot tougher to figure out than the gateway, especially with that tool you have.\"", "endoftext": false }, { "action": "Consult pad", "response": "Currently you can consult it about:\n--notepad, lecture, board", "endoftext": false }, { "action": "You consult PAD about the lecture", "response": "An hour-long pre-lunch lecture by some fellow named Curt Lee netted you three pages of doodles. You remember him saying how ONE WORD could open a NEW DOOR in this age of technological innovation if you picked the right one, and that's more magic than real magic, if real magic existed, which it doesn't.\n\nWell, lunch was nice.", "endoftext": false }, { "action": "You swap the saltine", "response": "Not worth swapping.", "endoftext": false }, { "action": "You examine saltine", "response": "It says SLAINTE on the package.", "endoftext": false }, { "action": "You look at the info-lit", "response": "It's tinfoil only in writing content--it's actually just paper. It's excessively all-caps and underlined, but I'll spare you that.\n\nReason So Near from Sane Sean, Farce Facer and Saltier Realist:\n--If you can change stuff, why can't the people who made the gadget and slider? Or why couldn't they find someone off the street? Perhaps they're the real enemy and you're the pawn.\n--If they really wanted you to clean things up, why can't you take both the cabinet items?\n--That NEW DOOR is not really ONE WORD. Same as the guy who can lift it! They are two short words, easier than one big scary seven-letter word.\n--Anyone smart enough to untangle this world won't get any fulfillment from doing so. So there, stupider disputer!\n\nIt'd all be distressingly persuasive gotcha-logic if you hadn't been able to flip that toga. But this is a fantasy world, and you've already shown cracks in his logic.", "endoftext": false }, { "action": "You look in cabinet", "response": "It's open. The cratered bits, once retraced, spell CAN BITE. You see a tagged gadget, a tinfoil info-lit and a salient saltine inside.", "endoftext": false }, { "action": "You take the saltine", "response": "Got it. You'd have liked a beefier freebie, but with calm opining, you see no use complaining.", "endoftext": false }, { "action": "You take info-lit", "response": "Taken.", "endoftext": false }, { "action": "You check your inventory", "response": "Item time! You are carrying:\na tinfoil info-lit\na salient saltine\nan idlers' slider\na dope tan notepad", "endoftext": true }, { "action": "You look around", "response": "The broad board has some scrawlings you figure will be useful.\n\nOld Man Almond, the gateman, is grousing around here.\n\nYou see that dollhouse you put those attics on. It is labeled FOR INSTRUCTIONAL PURPOSES ONLY.\n\nThe acne-bit cabinet is still floating here. It contains the tagged gadget.\n\nA gateway is here. You can see through its sturdy wire fencing, but it doesn't seem to lead anywhere.", "endoftext": false }, { "action": "You enter the gateway", "response": "You hold your hand out in front of you to see if the gateway vanishes as you walk through. Nope. The gateman speaks.\n\n\"It's not that easy. But it's not that hard. It doesn't get anywhere yet. Til it does, you can't go far away.\"", "endoftext": false }, { "action": "You examine the fencing", "response": "It's strong enough. You aren't getting through the gateway by force.", "endoftext": false }, { "action": "Scan info-lit", "response": "Nothing happens. Which just proves the paper's premise that this is all too ridiculous, amirite?", "endoftext": false }, { "action": "Scan gateman", "response": "The gadget buzzes.\n\n\"What?! Were you hoping to change me back?\" harrumphs Old Man Almond.", "endoftext": false }, { "action": "Scan gateway", "response": "Most of the screen goes blue, then a green dot and red dot bounce left and right across the slider screen, and they eventually wind up like so:\nGBBBBBR", "endoftext": false }, { "action": "You get away", "response": "The gateway rumbles. \"Bout time you figured it!\" says Old Man Almond. \"Let me use my trifle lifter here.\" He tugs down on the gate with his index finger, and it flips up. \"What?! I can have magic powers, too! Couldn't a survived being a nametag otherwise!\"\n\nThe scenery behind the gate rumbles to grass, hills, and even a few thatched huts. \"If you have any more questions...now's a good time to ask,\" says Old Man Almond.", "endoftext": false }, { "action": "You talk to the gateman", "response": "You engage in small talk, not sure what to ASK about.\n\n\"Eh?! There's all sorts of things to ask me about! That goat back there! Your quest! Your purpose! The getaway! The rules! No time to scold clods asking about--whatever you just mumbled about.\"", "endoftext": false }, { "action": "You ask the gateman about the rules", "response": "Well, you figured a few things out. Probably want to focus more on changing stuff than doing weird actions.", "endoftext": true }, { "action": "You ask the gateman about the the getaway", "response": "\"Get going through there!\"", "endoftext": false }, { "action": "You ask the gateman about the burdell", "response": "\"Like he was thought up by a demonic comedian. Seemed a poseur when he uprose but he made a desireable age disagreeable. He'd make a poignant nag point, but really, he's an RPG player in a text adventuring world. Hit points and magic points and all. Claimed our way was no more than multiple choice. Heard his cleats in the castle as he did something called \"Leveling up.\" Tackled Raw Rori, a warrior, but we ignored eroding til he humbled Bud Helm. We have lost LOTS because of him. He beat us all. Rooftops of troops on Fort Oops. Profs too. Auctioned Education. I cautioned...\" His eyes grow mistened. \"Ten dimes say it's end times. We've waited for an upturn to turn up...\"", "endoftext": false }, { "action": "You ask the gateman about the goat", "response": "\"Yes, yes, you got the first puzzle. Good adventurer, good adventurer. If you're interested, the gadget would've said Red-Green-Red-Red and the slider would've said Red-Blue-Green-Blue.\" (You record the information in your notepad under goat.)", "endoftext": false }, { "action": "You ask the gateman about being fired", "response": "\"Eh?! There's all sorts of things to ask me about! That goat back there! Your quest! Your purpose! The getaway! The rules! No time to scold clods asking about--whatever you just mumbled about.\"", "endoftext": false }, { "action": "You enter", "response": "Your path is clear. Old Man Almond gets his hanky out. \"Okay, hunt.\"\n\n\"Thank you,\" you say.\n\nThe gate disappears behind you, and you walk down a pathway, then yap \"What?!\" when you see...", "endoftext": false }, { "action": "You read the graffiti", "response": "FORK SPOONERISMS!\n\nThere's a lot more, and you could waste a lot of time here.", "endoftext": false }, { "action": "You examine the sidewalk", "response": "Morgan Gorman was here!!!", "endoftext": false }, { "action": "You look at the malls", "response": "They're labeled with letters, not numbers, though you can refer to them by number if you want. Of the various stores you see, only store r, store m, store i and store f look like you can do anything with them. Store r has a COMING SOON sign by it. A few others seem greyed-out, like in a video game or something. There can't be anything in any of them. (You record the information in your notepad under stores.)", "endoftext": false }, { "action": "You scan the malls", "response": "Not all at once.", "endoftext": false }, { "action": "You examine the store r.", "response": "It's almost all grey, except for a touch of red at the corners. You probably need to see what's behind at least one other stores first. You also see a roster in the front door.", "endoftext": false }, { "action": "Scan store r.", "response": "Most of the screen goes blue, then a green dot and red dot bounce left and right across the slider screen, and they eventually wind up like so:\nBRBGBB", "endoftext": false }, { "action": "You look at the roster", "response": "The roster on the front of store R reads: \"People who have earned a vacation: you (well, soon!)\"", "endoftext": false }, { "action": "Resort", "response": "That seems like it should work, but you sense you have not done enough yet. In fact, you probably haven't even visited some place you need to work through. But maybe, soon, you will.", "endoftext": false }, { "action": "You enter the store r.", "response": "It's closed and locked, and you won't find a key. Maybe you can do something else to it.", "endoftext": false }, { "action": "Forest", "response": "This is odd. It's kind of green on top, brown on the bottom. You smell pine needles and dirt and leaves you can't quite discern. You think back to the gateway and how you got here.\n\nThe greens and browns of Store F coagulate and pull apart into an actual forest.", "endoftext": false }, { "action": "You look", "response": "You see what was once a bunch of small malls. Most lots appear vacant or dilapidated.\n\nThere's a forest here where store F was.", "endoftext": false }, { "action": "You examine the forest", "response": "It's bigger on the inside than the outside, you're sure, or something like that.\n\n(You can say the name of the forest now to enter it. There's nothing more hidden in its description.)", "endoftext": false }, { "action": "You examine the malls", "response": "Of the various stores you see, only store r, store m and store i look like you can do anything with them. Store r has a COMING SOON sign by it. A few others seem greyed-out, like in a video game or something. There can't be anything in any of them.", "endoftext": false }, { "action": "Forest", "response": "(entering instead)\nAs you walk in the forest, you hear rumors of monsters ravaging the surrounding areas. Not zombies, or vampires, or skeletons. Trying to figure what it is, you daydream maybe YOU could be that hero--so successfully that you get lost!", "endoftext": true }, { "action": "Describe the surroundings", "response": "successfully that you get lost!Until you stumble on a small clearing. You think you smell something.\n\nThere's no clear sign of clearings, but the leaves are soft here. There's a smell, too. Unusual but pleasant. There's also a lapsing sapling, half bent over from a breeze.", "endoftext": false }, { "action": "You look at the sapling", "response": "It seems to be bending south, away from the nice-smelling breeze.", "endoftext": false }, { "action": "You sniff the air", "response": "It's a weird smell, but you like it. You feel a breeze from the north, so that's the direction the smell must be from.", "endoftext": false }, { "action": "Go north", "response": "You walk for a while, following your nose, and...\n\nThis is the place where you tracked the odor to.", "endoftext": false }, { "action": "Smell", "response": "It's an odor of new places and adventure and puzzles and how to get there. Which is all very good, but you'd like something more physical to help you.", "endoftext": false }, { "action": "Door", "response": "The odor becomes thick and choking, then a wood you've never smelled before but know it's wood. The odor swirls into a door--plain except for a bulge. Like the gateway, nothing seems to be behind it. You'll probably need to figure how to open it.", "endoftext": false }, { "action": "You examine the door", "response": "It's got a big musical note painted on the front above a bulge which doesn't seem to belong on the door. It probably leads somewhere interesting, if you can get through it.", "endoftext": false }, { "action": "Bugle", "response": "The ovular shape on the door rumbles then falls off. You see that extra bit is a horn--yes, you've definitely found a bugle. The door looks as impervious to force as ever, but maybe...?", "endoftext": false }, { "action": "Bugle", "response": "(examining instead)\nIt's brass, you guess, and it probably can't be too hard to play.", "endoftext": false }, { "action": "You enter door", "response": "You walk through the door to a leveraged everglade. You slip into a fissure and feel fussier, then make a vainer attempt to crawl back up the ravine you slid down. Looks like you're stuck here.\n\nYou feel a breeze from the west, and there's a plainer passage east. Weird solitary figures pass through a turnstile to the north at regular intervals.\n\nA man walks by through the turnstile, which glows briefly. He's got a glorious handlebar mustache and is wearing reading glasses and a fake parrot beak.", "endoftext": false }, { "action": "You examine man", "response": "Too late. He's gone. But here's another.\n\nA man walks by through the turnstile, which glows briefly. He's got a pencil-thin mustache and is wearing specs with a hideous elastic strap at the back and a pickle-shaped and -colored schnoz.", "endoftext": false }, { "action": "You look at the Man", "response": "Too late. He's gone. But here's another.\n\nA man walks by through the turnstile, which glows briefly. He's got general patchy scuzz and is wearing a pretentious monocle and a fake parrot beak.", "endoftext": false }, { "action": "Go east", "response": "This is where, presumably, stuff gets sorted. A notes stone relates some sort of silly myth that's probably relevant to you. You see three containers here: a bucket full of ones, a shell full of dashes and a bubble full of noughts.\n\nYou can see a bucket full of ones, a shell full of dashes and a bubble full of noughts here.", "endoftext": false }, { "action": "You examine the stone", "response": "\"Attention, word-boy/girl/woman/man! You may think letters are the basic building blocks of everything, but the computer age has shown it's 1's and 0's! We don't stow twos here! You won't find simpler piles, Mr.! Or a simpler pile, Mrs.!\"", "endoftext": false }, { "action": "You look at the bubble", "response": "It's full of zeroes or, since there aren't many words with Z, noughts. You see a stick figure falling over, clutching at more spilling innards than a stick figure has a right to have.", "endoftext": false }, { "action": "You get the ones", "response": "Too many of them. They'd spill all over.", "endoftext": false }, { "action": "You examine the bucket", "response": "It's got HERE BE ONES scrawled on it, and a stick-figure with a question mark between a mouth and a pair of eyes. A bunch of narrow rectangular tiles are piled in.", "endoftext": false }, { "action": "You look at the shell", "response": "It's upturned, so it can hold stuff, with HERE BE DASHES scrawled on it. A bunch of narrow rectangular tiles are piled in, a bit more efficiently than the other containers. A stick figure on it has X-eyes from looking into the sun.", "endoftext": false }, { "action": "Shades", "response": "Most of the dashes reform into a pair of eyeglass rims, and the remaining one fill in as lenses. They lighten a little, and you have fully functioning shades.", "endoftext": false }, { "action": "Nose", "response": "The ones line up next to each other in a pair of not quite v-shaped semicircles. Then they melt into a nose. You take it.", "endoftext": true }, { "action": "Look around", "response": "This is where, presumably, stuff gets sorted. A notes stone relates some sort of silly myth that's probably relevant to you. You see three containers here: a bucket, a shell and a bubble full of noughts.\n\nYou can see a bucket, a shell and a bubble full of noughts here.", "endoftext": false }, { "action": "You examine noughts", "response": "One look at them makes you feel like solving silly word puzzles, shooting stuff and chewing bubble gum.\n\nThere is no bubble gum in this game.", "endoftext": false }, { "action": "Shotgun", "response": "Bam! The noughts slink together to form a gun barrel, then a whole big powerful gun.", "endoftext": false }, { "action": "Shoot gun", "response": "Mention what you want to shoot with the gun.", "endoftext": true }, { "action": "You look around", "response": "This is where, presumably, stuff gets sorted. A notes stone relates some sort of silly myth that's probably relevant to you. You see three containers here: a bucket, a shell and a bubble.\n\nYou can see a bucket, a shell and a bubble here.", "endoftext": false }, { "action": "You check what you're carrying", "response": "Item time! You are carrying:\na shotgun\na nose\nsome shades\na tinfoil info-lit\na salient saltine\nan idlers' slider\na dope tan notepad", "endoftext": false }, { "action": "Shotgun", "response": "(examining instead)\nIt's pretty dingy but still intimidating. For whatever reason, it's six-barreled at the muzzle end. Not loaded, though.", "endoftext": false }, { "action": "You get the shell", "response": "It's welded to the wall.", "endoftext": false }, { "action": "You look at the shades", "response": "They're not dark enough to prevent you seeing anything. You suspect they'd fit your face just fine. They also have a small hook between the lens bits.", "endoftext": false }, { "action": "Go west", "response": "You feel a breeze from the west, and there's a plainer passage east. Weird solitary figures pass through a turnstile to the north at regular intervals.\n\nA man walks by through the turnstile, which glows briefly. He's got a fu-manchu mustache and is wearing specs with a hideous elastic strap at the back and a red plastic ball under his glasses.", "endoftext": false }, { "action": "You go west", "response": "This is a storing area with various unpalatable-looking meats on a flesh shelf.\n\nYou see a scantier canister, a sandwich, a chicken liver and a cow liver on the shelf.", "endoftext": false }, { "action": "You look at the canister", "response": "It's small, nowhere near the size of a cistern. It's got a red ring you can put stuff in, and you can see a grinder of sabled blades inside. The grinder reads team meat, tame 'em at... and\nappears to have no switch or anything.", "endoftext": false }, { "action": "You look at the sandwich", "response": "Just bread and--oh dear--spam.", "endoftext": false }, { "action": "You examine the cow liver", "response": "It's ugly and frozen and stamped 100% amalgamatable.", "endoftext": false }, { "action": "You put the cow liver in the canister", "response": "The canister seems to whir. The meat you put in is shortly unrecognizable.", "endoftext": true }, { "action": "You look around", "response": "This is a storing area with various unpalatable-looking meats on a flesh shelf.\n\nYou see a scantier canister, a sandwich and a chicken liver on the shelf.", "endoftext": false }, { "action": "Maps", "response": "With a sickening SCHLURP, the spam curdles and flattens to form several maps.", "endoftext": false }, { "action": "You put the chicken liver in the canister", "response": "Bam! The canister chokes, sputters, and then wheezes--you see a mist arise from it and vanish. It coughs out a combined glop that can only be described as LIVERS. Then it wheezes and seems to die.", "endoftext": false }, { "action": "Silver", "response": "The livers pulse for a moment, but...nothing happens. Perhaps they have another use, first.", "endoftext": false }, { "action": "Sliver", "response": "The livers narrow a bit and become more pointy at the end. They are a nice long sliver now, which you pick up.", "endoftext": false }, { "action": "You look at the sliver", "response": "Surprisingly sharp and of an odd metal. It could cut something as long as you didn't have to saw much.", "endoftext": true }, { "action": "Look around", "response": "This is a storing area with various unpalatable-looking meats on a flesh shelf.\n\nYou see a scantier canister on the shelf.\n\nYou can also see some maps and a bread here.", "endoftext": false }, { "action": "Beard", "response": "The bread seems to grow a fuzzy dark mold, then narrows into a sickle. It's now a beard, though not a particularly beautiful one. As you pick it up, you shake it for crumbs, and the hairs don't crumble into mold.", "endoftext": false }, { "action": "You take all", "response": "maps: Taken.", "endoftext": false }, { "action": "You wear the beard", "response": "It would just slip off your face as-is. Now what could hang on your face? And stay there?", "endoftext": false }, { "action": "You put the beard on the glasses", "response": "The nose (with shades attached to it) hooks over the beard easily and naturally.\n\nYou've made a full disguise now!", "endoftext": false }, { "action": "Inventory", "response": "Item time! You are carrying:\nsome maps\na full-blown beard disguise\na sliver\na shotgun\na tinfoil info-lit\na salient saltine\nan idlers' slider\na dope tan notepad", "endoftext": false }, { "action": "You wear the disguise", "response": "You're already wearing that!", "endoftext": false }, { "action": "Go east", "response": "You feel a breeze from the west, and there's a plainer passage east. Weird solitary figures pass through a turnstile to the north at regular intervals.\n\nA man walks by through the turnstile, which glows briefly. He's got a carefully-trimmed Vandyke and is wearing granny glasses and a Pinocchio-style wooden rod sprouting from his face.", "endoftext": false }, { "action": "You go north", "response": "You are \"recognized\" and let through. A voice whispers \"Many vowels, one flow.\"\n\nA creepy acre, yep. Liches block your way north. Drat! You were hoping for a ghost, whom you could zap to goths, and then if they had any spunk, you'd show them up as punks.", "endoftext": false }, { "action": "You examine liches", "response": "They seem to be moaning about being reduced to a tool of greater evil.", "endoftext": false }, { "action": "Chisel", "response": "The liches waver and pop out of existence, leaving only a chisel behind. Hmm...the mass of liches were hiding some drapes along the north wall, it appears. The chisel doesn't seem to vibrate scarily or anything, so you take it.", "endoftext": false }, { "action": "Spread", "response": "Shazam! The drapes unfold, and they become a large horizontal spread. It's wide enough, you can't detect the message that was there before.", "endoftext": true }, { "action": "You look around", "response": "A creepy acre, yep. A spread blocking the way north flutters in some breeze you cannot feel.", "endoftext": false }, { "action": "Retry", "response": "You see what was once a bunch of small malls. Most lots appear vacant or dilapidated.\n\nThere's a forest here where store F was.", "endoftext": false }, { "action": "Go north", "response": "The spread still blocks you.", "endoftext": true }, { "action": "Look around", "response": "A creepy acre, yep. Along the north wall you see drapes fluttering. They're too thick to work through, but they seem to have some sort of message on them.", "endoftext": false }, { "action": "You read the drapes", "response": "Too thick to walk or even cut through. They're made of heavy cloth packed together. Very dark, even in this semi-darkness. But if you look long enough, the various folds seem to make letters.", "endoftext": false }, { "action": "You look at the letters", "response": "The message in the folds is: NONE WILL | BE SP---D. Three of the letters seem smudged. Darn it.", "endoftext": false }, { "action": "Spared", "response": "That is what the drapes say.", "endoftext": false }, { "action": "You spread the spread", "response": "(examining instead)\nYou can see traces of the old message on the drapes--you realize it was NONE WILL BE SPARED now.", "endoftext": false }, { "action": "Spared", "response": "Actually, the spread must NOT be spared if you want to get anywhere.", "endoftext": false }, { "action": "Scan spread", "response": "The slider buzzes.", "endoftext": false }, { "action": "You cut the spread", "response": "The spread falls off to the side, revealing a doorway.", "endoftext": false }, { "action": "You go north", "response": "You don't know what's to the north. You remember something about a lupine lineup, but that unloaded shotgun won't be enough, and you don't have anything that works against them.", "endoftext": false }, { "action": "Silver", "response": "The sliver changes and grows even more metallic. It becomes a row of six bullets, tied together like plastic twist-off toys, but obviously more lethal.", "endoftext": false }, { "action": "Go north", "response": "This is as ethereal as its inhabitants. You're not sure where the marsh starts and the lake ends. You think you hear a dog bark in this dark bog.", "endoftext": false }, { "action": "You listen", "response": "You can't hear the dog any more. You're not sure if you want to.", "endoftext": false }, { "action": "You examine the bog", "response": "The bog feels like a big old gob that could suck you in. You just want to find a way away from it.", "endoftext": false }, { "action": "You examine the lake", "response": "On almost all sides. You worry you may get sucked down into it.", "endoftext": false }, { "action": "Releather", "response": "You won't need to use a word that long in this game. They should all be eight letters or less, except for one compound word.", "endoftext": false }, { "action": "You check what you're carrying", "response": "Item time! You are carrying:\na chisel\nsome maps\na full-blown beard disguise (being worn)\na shotgun\na tinfoil info-lit\na salient saltine\nan idlers' slider\na dope tan notepad", "endoftext": false }, { "action": "You examine the maps", "response": "You read the maps. So many places to avoid: ah, the heath. Harm's Marsh, Hell's Shell, Dirge Ridge, Nowt Town, even a grocery that'd make an ogre cry. Then the chilling cries of \"BRAAINS, SABRINA!\" distract you, until you look up in horror...\n\nIt'd take a chimera to do the ice harm here, there's so much of it. The forts all around seem to frown at you, and six-foot-high iced dice are placed all around.\n\nAll exits seem to lead somewhere even darker. You steel yourself against the sleet.\n\nSix large aplastic capitals sway when there is no breeze and stand still when there is.", "endoftext": false }, { "action": "You examine the capitals", "response": "A, E, I, O, U and Y, piled up in a pyramid. Hm, they are not just ANY letters. Yup, they're pretty much shouting out (figuratively) \"We're vowels!\" Yup, even the Y. The vowels also have bumps where they end.", "endoftext": false }, { "action": "You examine the bumps", "response": "They look almost like fangs or very long nails.", "endoftext": false }, { "action": "Wolves", "response": "Well, you've done it now. The imposing vowels become werewolves--but they notice your shotgun and stand back. The first forward gets shot--or so they imagine.", "endoftext": false }, { "action": "You shoot e", "response": "You must name something more substantial.", "endoftext": false }, { "action": "You shoot werewolves", "response": "Blam! Some part of the shotgun you couldn't see carves the silver bullet into sixths. Each flies off in a slightly different direction--taking out the wolves. The poison works quickly on them, and the frost forts and iced dice begin to melt quickly. Behind them, you see the strip. You walk back there.\n\nThe lupine lineup is no more, thanks to your adept hit in the death pit!\n\nCongratulations! Forest node: done!\n\"Yeah! Heya.\" says a big fellow you hadn't met before, who eyes your inventory and points at the more useless stuff. \"Nice work up in the forest. Eric Rice, museum muse. Um. Those Extras. Taxers for you. Nice parts of tributes I'd distribute once you fixed things for good.\" Before you can thank him, he's gone.\nTrips Strip\nYou see what was once a bunch of small malls. Most lots appear vacant or dilapidated.\n\nThere's a forest here where store F was, but you probably don't need to go back there.", "endoftext": false }, { "action": "You check your inventory", "response": "Item time! You are carrying:\na tinfoil info-lit\na salient saltine\nan idlers' slider\na dope tan notepad", "endoftext": false }, { "action": "You examine the malls", "response": "Of the various stores you see, only store r, store m and store i look like you can do anything with them. Store r has a COMING SOON sign by it. A few others seem greyed-out, like in a video game or something. There can't be anything in any of them.", "endoftext": false }, { "action": "You examine the store r.", "response": "There's a thin band of red paint around the bottom. You probably need to see what's behind at least one other stores first. You also see a roster in the front door.", "endoftext": false }, { "action": "Roster", "response": "(examining instead)\nThe roster on the front of store R reads: \"People who have earned a vacation: you (well, soon!)\"", "endoftext": false }, { "action": "You examine the store i.", "response": "It has pictures of famous political figures in the window--Winston Churchill, Benjamin Disraeli and that great charmer, Margaret Thatcher (*). You think you remember what party they belonged to. The pictures are big enough to obscure--almost--the outline of a trap door behind them.\n\n(*) semantically, too good to pass up. Feel free and welcome to picture it being said sarcastically.", "endoftext": false }, { "action": "Tories", "response": "(examining instead)\nA closer look indicates that they are glued to the inside of the store window, instead of hanging from a wire on a nail or something.", "endoftext": false }, { "action": "Sortie", "response": "The store rumbles, destroying the portraits of famous Tories (this is not a political statement) and revealing the small sortie down, collapsing the trap door. A stairway down remains, but that's about it.", "endoftext": false }, { "action": "Down", "response": "You climb down a larded ladder, slip, and hear people chattering about Mean Old Lord Ablemiser who'd been a money yeoman, the frugalest till the fear gluts, but who'd nag nary a granny for late fees, a fiances fan since... Generous til gone sour. First he grew antsy, then nasty... more garnish, less sharing... stern rents... quite the extra taxer... claiming to feel raw and that the welfare era flew! \"No grace in ignorance, caring one!\" He may even have aborted a debtor...\nin ignorance, caring one!\" He may even have aborted a debtor...You hear cases for destroying his castle and for showing love. You see and\navoid tripwires, and just as you feel your wit's riper, you swat at a pest and miss a step, then tumble madly wide of a middle way over a pit...\npit...You roll down a gradient, tirade, nag to yourself...\npit...You roll down a gradient, tirade, nag to yourself...Thump. (\"Drat, poor trapdoor!\" you hear.)\n(\"Drat, poor trapdoor!\" you hear.)Oh,", "endoftext": false }, { "action": "You press the space", "response": "(\"Drat, poor trapdoor!\" you hear.)Oh, Man,\n\n(\"Drat, poor trapdoor!\" you hear.)Oh, Man, My\n\n(\"Drat, poor trapdoor!\" you hear.)Oh, Man, My head's\n\n(\"Drat, poor trapdoor!\" you hear.)Oh, Man, My head's spinning...\n\n(\"Drat, poor trapdoor!\" you hear.)Oh, Man, My head's spinning...Oh dear it's not me it's the room...\n\nUg, Frenetic Centrifuge\nTwo exits are spinning counterclockwise. They're a right angle apart.\n\nThere's a dial here in the middle of the room. It is at 0 and is not spinning with the rest of the room, so you can probably turn it.\n\nGo yon, bud! Repair!", "endoftext": false }, { "action": "You examine the dial", "response": "You see EXITS ? ?--you can see two letters, but they're scrolling through the four cardinal directions--written in the center of its circle. It's currently set to 0, and you can set it anywhere from 0 to 99.", "endoftext": false }, { "action": "Scan dial", "response": "The slider, when over the EXITS part, reads BBBBG??--flipping reds and blues. The dial's solution probably has the letters EXITS in it, somehow.", "endoftext": false }, { "action": "You set the dial to 16", "response": "The room warps a bit. You wonder if you made things worse, but then things start to slow down...yes! You did it!\n\nThe flipping bits in the dial lock in to say EXITS N E. And you see, yes, exits are north and east now.", "endoftext": false }, { "action": "Go north", "response": "Two nuts stun you as they jump out. \"A blockhead! Ha, blockade!\n\n\"Passed our tamest net, but that's no statement. Outrage if you get past our gate.\" After this rare accident, you're incarcerated.\n\nAs they walk away, you hear \"...made mead. Much, chum.\"\n\nThen, drunken reveling. Boy, those pinheads made your head spin.\n\nYou're locked in this arty suite of austerity by a great grate. It's a more forbidding version of gateway in the Notices Section. You doubt even Old Man Almond could magic it open. There appears to be no standard way out. It has no accomodations, not even unsoft futons. This is a saner snare than the centrifuge, but it doesn't look like you'll drug a guard or reveal a lever to escape.\n\nYour slider seems to shake a bit.\n\nBoy. Incarceration's making you hungry.", "endoftext": false }, { "action": "You go north", "response": "You're stuck here. Well, physically, anyway.\n\nYou think back to your home and all its comfy rooms.", "endoftext": false }, { "action": "You look at grate", "response": "Huge. Eugh.\n\nMmm, Foood. Even a lame meal. You'd even make it yourself.", "endoftext": false }, { "action": "Great", "response": "(examining instead)\nHuge. Eugh.\n\nYou feel the heat of Lord Ablemiser's hate even from here. You can't take it, so you want to get out of the The Nick. The Nick.", "endoftext": false }, { "action": "Sortie", "response": "You can't see anything here like that, or changeable into that.\n\nYou doze off and dream you're watching a cooking show featuring ten hicks. They work in multiple...oops, you wake up and forget.", "endoftext": false }, { "action": "Examine slider", "response": "You might rather thin-nen to slip through the bars, but you can't.\n\nYour slider's not near anything, but it's registering BBBRBBG.\n\nYou wish, randomly, you could etch ink somewhere.", "endoftext": false }, { "action": "Kitchen", "response": "That does it! The heck with that silly old grate. Your prison dissolves, and it becomes the place you meant to go all along.\n\nThis is a kitchen, though it's a bit bare, except for the obligatory fridge and some really corny tune. There's also a tall trio of chef statues. South is the centrifuge room and east is somewhere less hectic.\n\nA cheesy spearman is here. Well, he's posed all cheesy.\n\nA bottle of CATHOUSE perfume is here.\n\nYou can also see a cult tee and a skate here.\n\nYou notice some warts on your face. Stress causes them, you know, and between the centrifuge and the nick, you've had a bit lately.", "endoftext": false }, { "action": "Steak", "response": "The skate turns reddish, and the blade retracts and becomes the main connecting bone in a slab of steak.", "endoftext": false }, { "action": "Lettuce", "response": "The t-shirt crumples and then shreds before turning into a light green head of lettuce.", "endoftext": false }, { "action": "Straw", "response": "The warts just peel off and lengthen into straw, which is too heavy to carry. You drop it.", "endoftext": true }, { "action": "Look around", "response": "This is a kitchen, though it's a bit bare, except for the obligatory fridge and some really corny tune. There's also a tall trio of chef statues. South is the centrifuge room and east is somewhere less hectic.\n\nSome straw, too much to lug around in your hands, is here.\n\nA cheesy spearman is here. Well, he's posed all cheesy.\n\nA bottle of CATHOUSE perfume is here.\n\nYou can also see a head of lettuce and a slab of steak here.", "endoftext": false }, { "action": "You look at the perfume", "response": "It's yellow-gold, like most. The bottle seems to advertise a spicy scent too hot for most people's tastes.\n\nBy the way, you were never sure if it was one word or two, and what's more, the company who made it probably didn't care, either. There's something about how it'll free-m-up to love you, which you try to forget.", "endoftext": false }, { "action": "Hot sauce", "response": "The CATHOUSE perfume turns into a packet of equally over-capitalized and under-spaced hot sauce.", "endoftext": false }, { "action": "You look at the spearman", "response": "He's got a stupid smile and is giving a thumbs-up with his spearless hand. It's cheesy, not corny. You know the difference. But it is not a REAL cheese. Yet.", "endoftext": false }, { "action": "Parmesan", "response": "The spearman transforms into something cheesier--parmesan cheese! Unfortunately, it doesn't have one of those cute plastic spears sticking from it, but you can't have everything.", "endoftext": true }, { "action": "Look around", "response": "This is a kitchen, though it's a bit bare, except for the obligatory fridge and some really corny tune. There's also a tall trio of chef statues. South is the centrifuge room and east is somewhere less hectic.\n\nSome straw, too much to lug around in your hands, is here.\n\nYou can also see a pile of grated parmesan cheese, a large packet of HOTSAUCE, a head of lettuce and a slab of steak here.", "endoftext": false }, { "action": "You look at the statues", "response": "Well, they are actually only six inches tall. But they're skinny enough that you sort of assume they're tall. Well, I'm assuming. There's a loose label on one of them.", "endoftext": false }, { "action": "You read the label", "response": "\"We can help be something to base a whole spicy dish on! It may help you make a run through a border!\"", "endoftext": false }, { "action": "You look at the fridge", "response": "A manila animal forms a lamina over it. Inside is a moldy pancake on a cake pan, but that lame meal is neither yours nor eatable-looking. You close the fridge.", "endoftext": false }, { "action": "You take the label", "response": "You can read it okay without taking it.", "endoftext": false }, { "action": "Tortilla", "response": "Poof! The doughy fellows maintain their Mexican-ness and, err, breadiness, but they flatten out into a tortilla.", "endoftext": false }, { "action": "You put steak on the tortilla", "response": "Hm, a good start. The tortilla's not plain any more.", "endoftext": false }, { "action": "You listen", "response": "A song with the chorus \"He oft partook of the okra pot.\" The tune and the thought of okra make you gag, even when you realize it's a novelty song and not serious.", "endoftext": false }, { "action": "You put the cheese on the tortilla", "response": "The tortilla's coming together.", "endoftext": false }, { "action": "You put the hot sauce on the tortilla", "response": "You open the packet and squirt the sauce in the tortilla. You place the empty packet in a pocket, where you forget about it. The tortilla's almost there!", "endoftext": false }, { "action": "You put the lettuce on the tortilla", "response": "You got it! A full-blown taco! You can't help but pick it up and admire it!", "endoftext": true }, { "action": "You describe your surroundings", "response": "This is a kitchen, though it's a bit bare, except for the obligatory fridge. South is the centrifuge room and east is somewhere less hectic.\n\nSome straw, too much to lug around in your hands, is here.", "endoftext": false }, { "action": "You examine the straw", "response": "Yellowy, rough edges, semi-musty. Just straw.", "endoftext": false }, { "action": "You get the straw", "response": "Too unwieldy to carry anywhere.", "endoftext": false }, { "action": "Go east", "response": "This room feels close to something important. The trellis to the east is the only decoration you've seen in this area, and the wall below it seems scraped and beaten up a bit. You can also go west or south.", "endoftext": false }, { "action": "You look at the wall", "response": "It's scraped away, but not enough to bust through. You see HALLWAY UNDER (UN-)UN-CONSTRUCTION scrawled on it.", "endoftext": false }, { "action": "Wall hay", "response": "(the scraped wall)\nThat's not something you can say, do or see here.", "endoftext": false }, { "action": "You look at trellis", "response": "It arches over the scraped bit of wall, as if the wall wasn't supposed to be there. You could picture a passage through it, somehow.", "endoftext": false }, { "action": "Coat", "response": "The hot-to-your-tongue taco becomes a warm-to-your-body coat.", "endoftext": false }, { "action": "You look at the coat", "response": "It's warm and fuzzy and shapeless and as multi-colored as the taco you made it from.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "Item time! You are carrying:\na coat\na tinfoil info-lit\na salient saltine\nan idlers' slider\na dope tan notepad", "endoftext": false }, { "action": "West", "response": "This is a kitchen, though it's a bit bare, except for the obligatory fridge. South is the centrifuge room and east is the room with the trellis.\n\nSome straw, too much to lug around in your hands, is here.", "endoftext": false }, { "action": "East", "response": "This room feels close to something important. The trellis to the east is the only decoration you've seen in this area, and the wall below it seems scraped and beaten up a bit. You can also go west or south.", "endoftext": false }, { "action": "South", "response": "This room is a little too undescribed. It's nice to have a break from all this puzzling, but it's almost too easy a break. It feels like the Nick, but you can't explain why. Your slider seems to vibrate a bit.\n\nA passage leads west back to the centrifuge, and another leads north.\n\nYou see a plain cask here--someone has cut a small hole in the top.", "endoftext": false }, { "action": "You examine cask", "response": "It's plain and cedar, with a small hole on top. It's empty.", "endoftext": false }, { "action": "Moor", "response": "There you go! You're outside, now. Your coat keeps you warm--you managed to slip it on as the scenery changed and the temperature dropped.\n\nYou're on a moor. Woods all around don't look inviting, but they also don't look like they can stop you returning to the room.\n\nWoeful Pat, the awful poet, sees he has an audience and administers a dose of his odes.\n\nYou see a roadblock that isn't actually blocking any roads.\n\nThe poem establishes its singsong rhythm early.", "endoftext": false }, { "action": "Sack", "response": "You can't see anything here like that, or changeable into that.\n\nThe poem drones on, poor and laboring--good qualities in a person but not a poem. Da da DA, da da DA, da da DA.", "endoftext": false }, { "action": "Moor", "response": "Yes, it is a moor. At least, right now, it is.\n\nThe poem drones on, and Pat gestures with a hand to the ear and nod of his head to make sure you're listening, not breaking his meter. Da da DA, da da DA, da da DA. That anapest is getting annoying, and you'd like to get rid of it, somehow.", "endoftext": false }, { "action": "Mope", "response": "Woeful Pat can't decide if you're mocking him or trying to outdo him. But he is sure you're not listening carefully enough to his poem, so he coughs briefly to get your attention.\n\nThe poem drones on. Da da DA, da da DA, da da DA.", "endoftext": false }, { "action": "Ad ad ad", "response": "You can't see anything here like that, or changeable into that.\n\nThe poem drones on, poor and laboring--good qualities in a person but not a poem. Da da DA, da da DA, da da DA. That anapest is getting annoying, and you'd like to get rid of it, somehow.", "endoftext": false }, { "action": "Tap", "response": "\"Ah! You are TAPping your feet to my anapest beat!\"\n\n(You may want to PUSH or ATTACK something instead.)", "endoftext": true }, { "action": "You look at your surroundings", "response": "You're on a moor. Woods all around don't look inviting, but they also don't look like they can stop you returning to the room. You hear bad poetry.\n\nWoeful Pat, the awful poet, is well into a ballad. It's all bad.\n\nYou see a roadblock that isn't actually blocking any roads.\n\nThe poem drones on, and Pat gestures with a hand to the ear and nod of his head to make sure you're listening, not breaking his meter. Da da DA, da da DA, da da DA.", "endoftext": false }, { "action": "You examine the roadblock", "response": "It's about eight feet long and really dark and dented about halfway through--well, four-ninths of the way from the right. You are utterly unsure what it could possibly be guarding.\n\nYou think back to how your nametag was creased, and how the roadblock probably doesn't change into anything too easy like a broad lock. The moor and the sack already felt a bit easy.\n\nThe poem drones on. Da da DA, da da DA, da da DA. That anapest is getting annoying, and you'd like to get rid of it, somehow.", "endoftext": false }, { "action": "Room", "response": "As you pop back to the room, Woeful Pat looks visibly shocked. You have left him speechless, which is good news, but he is reaching for his pen, which is bad news for some poor soul in the future.\n\nZapping yourself to the moor hasn't made this room any more exciting.\n\nA passage leads west back to the centrifuge, and another leads north.\n\nYou see a plain cask here--someone has cut a small hole in the top.", "endoftext": false }, { "action": "Sack", "response": "The cask retains its color but looks visibly frayed as its wood turns to burlap. The sack it has become collapses in a heap on the floor. You pick it up.", "endoftext": false }, { "action": "You examine the sack", "response": "Sturdy burlap. It's empty.", "endoftext": false }, { "action": "Moor", "response": "Oh, hey, teleporting's easier with experience. Woeful Pat seems hurt that you did not return with a larger audience.\n\nYou're on a moor. Woods all around don't look inviting, but they also don't look like they can stop you returning to the room. You hear bad poetry.\n\nWoeful Pat, the awful poet, is well into a ballad. It's all bad.\n\nYou see a roadblock that isn't actually blocking any roads.\n\nThe poem drones on, poor and laboring--good qualities in a person but not a poem. Da da DA, da da DA, da da DA.", "endoftext": false }, { "action": "Peasant", "response": "Nothing happens. You worry your magic powers have failed, until a peasant strides out from the edge of the moor, carrying a bale of hay and singing a cheery song about nothing in particular. Distracted, you look over and smile.\n\n\"Oh, does THAT resonate with your stone ear?\" whines Woeful Pat.\n\nYou notice his papers have crumbled (but don't worry, he has PLENTY of written drafts.) He storms off, claiming you will make a perfect arch-villain in his new socially significant blank-verse epic. Or yet another poor henchman who deserves but one line before a horrible fate!", "endoftext": true }, { "action": "Look around", "response": "You're on a moor. Woods all around don't look inviting, but they also don't look like they can stop you returning to the room.\n\nA peasant is here, carrying some hay over his shoulder.\n\nYou see a roadblock that isn't actually blocking any roads.", "endoftext": false }, { "action": "Room", "response": "Zapping yourself to the moor hasn't made this room any more exciting.\n\nA passage leads west back to the centrifuge, and another leads north.", "endoftext": false }, { "action": "Go north", "response": "This room feels close to something important. The trellis to the east is the only decoration you've seen in this area, and the wall below it seems scraped and beaten up a bit. You can also go west or south.", "endoftext": false }, { "action": "Go west", "response": "This is a kitchen, though it's a bit bare, except for the obligatory fridge. South is the centrifuge room and east is the room with the trellis.\n\nSome straw, too much to lug around in your hands, is here.", "endoftext": false }, { "action": "You put the straw in the sack", "response": "You put the straw into the sack.", "endoftext": false }, { "action": "You put the straw on the wall", "response": "That would be perfectly sensible, to make the wall impermeable. The scraped wall seems to indicate the need for a hallway, though.", "endoftext": false }, { "action": "Wall hay", "response": "(the scraped wall)\nThat's not something you can say, do or see here.", "endoftext": false }, { "action": "You go south", "response": "Zapping yourself to the moor hasn't made this room any more exciting.\n\nA passage leads west back to the centrifuge, and another leads north.", "endoftext": false }, { "action": "Moor", "response": "Oh, hey, teleporting's easier with experience.\n\nYou're on a moor. Woods all around don't look inviting, but they also don't look like they can stop you returning to the room.\n\nA peasant is here, carrying some hay over his shoulder.\n\nYou see a roadblock that isn't actually blocking any roads.", "endoftext": false }, { "action": "You give the straw to the peasant", "response": "\"Oh, thank you! Lord Ablemiser stuck me with this hay when I needed much stronger material to re-patch my house. He pretended not to know the difference. But he did once!\"\n\n\"Here's a little something I wrote. He said even an economist\nwouldn't put emoticons in a poem.\"\n\nHe hands you a paper and heads off. You're sick of poetry, but with the hay weighing you down, you'll never catch the peasant.", "endoftext": false }, { "action": "You examine paper", "response": "(the poem)\n\"I'm just a guy who loves his work :) :)\nNot like that poet, he's a jerk :) :)\nHe says he rhymes neater :) :)\nAnd rips on my meter :) :)\nI'd like to punch him in his smirk :) :)\"\n\nWhoah, lots of smilies, there. They'd drive a grammar pedant ballistic. The paper seems creased on a few diagonals.", "endoftext": false }, { "action": "You look at the diagonals", "response": "One down the middle and two diagonally up from its base--two parallel to the middle crease bisect the diagonals.\n\nOh, forget it, let's try the non-technical explanation. From what you remember from being ten, it'll fold into a plane. Maybe one that can't fly very far, but a plane.", "endoftext": false }, { "action": "You fold the paper", "response": "(the poem)\nYou're about to fold the poem up, but those smilies launch into a surprising display of emotion. It's an impressive passive resistance--they do it all without any violence.", "endoftext": false }, { "action": "Similes", "response": "If you added any fancy stuff into the limerick, it wouldn't scan. And it would ruin the poem's straightforwardness. Maybe you could do something else to wipe the smilies off.", "endoftext": false }, { "action": "Room", "response": "Zapping yourself to the moor hasn't made this room any more exciting.\n\nA passage leads west back to the centrifuge, and another leads north.", "endoftext": false }, { "action": "You put the hay on the wall", "response": "The wall is now made of hay. Hey, well, I hope you know what you're doing.", "endoftext": false }, { "action": "You look at the wall", "response": "It's scraped away, but not enough to bust through. In fact, you stuffed hay where the wall was sort of peeled away.", "endoftext": false }, { "action": "You check your inventory", "response": "Item time! You are carrying:\na poem\na sack\na coat (being worn)\na tinfoil info-lit\na salient saltine\nan idlers' slider\na dope tan notepad", "endoftext": false }, { "action": "Hallway", "response": "Of course! The hay wall you made collapses into a hallway leading east. One you won't even have to duck through!", "endoftext": false }, { "action": "You go west", "response": "Ug, Frenetic Centrifuge\nExits lie north and east, and they've been behaving since you fixed that dial!\n\nThere's a dial here in the middle of the room. It is at 16 and should probably be kept it that way.", "endoftext": false }, { "action": "You go north", "response": "This room feels close to something important. The trellis to the east is the only decoration you've seen in this area. You can also go west or south.", "endoftext": false }, { "action": "You go east", "response": "You follow the haywrought throughway...\n\nYou are in a room with thick entwined cedars as walls. On one, a spout pouts, waiting for a stoup. You can go back west to the generic room. Oddly, you feel no reason to be scared. You see drawings and holy verse on the walls.", "endoftext": false }, { "action": "You examine verse", "response": "It's all calligraphic, and it reads\n\nFrom here, where lumbers slumber, is, lo! Purest oil snout erupts: solution! Ground unsod becomes sound. Lovely volley. A stone\natones!", "endoftext": false }, { "action": "You examine the drawings", "response": "You see a vermian minerva, a cliche chalice, a lanced candle, and a clean lance. They're probably not for anything, but they're solid idols and add atmosphere nicely.", "endoftext": false }, { "action": "Soil", "response": "That would really clog up the tap, changing the oils in it to soil.", "endoftext": false }, { "action": "Silo", "response": "That would really clog up the tap, changing the oils in it to a silo.", "endoftext": false }, { "action": "Missile", "response": "Bad idea. There'd be more room for that outside where you found the poem.", "endoftext": true }, { "action": "You look around", "response": "You are in a room with thick entwined cedars as walls. On one, a spout pouts, waiting for a stoup. You can go back west to the generic room. Oddly, you feel no reason to be scared. You see drawings and holy verse on the walls.", "endoftext": false }, { "action": "Oils", "response": "(examining instead)\nYou try looking up the spout for a glimpse of the oils, but it doesn't work.", "endoftext": false }, { "action": "You serve", "response": "You must serve by going forth on your mission of warlikeness and love.", "endoftext": false }, { "action": "Sever", "response": "Violence or vandalism in such a holy place? For shame.", "endoftext": false }, { "action": "You go west", "response": "The trellis feels appropriate to guard or indicate the room to the east, now you've been there. You can also go west or south.", "endoftext": false }, { "action": "Moor", "response": "Oh, hey, teleporting's easier with experience.\n\nYou're on a moor. Woods all around don't look inviting, but they also don't look like they can stop you returning to the room.\n\nYou see a roadblock that isn't actually blocking any roads.", "endoftext": false }, { "action": "Black door", "response": "Bam! The fissure in the roadblock covers up, and a black door appears where it was. It's light but bulky--you can probably put or push it where it needs to go.", "endoftext": true }, { "action": "You look around", "response": "You're on a moor. Woods all around don't look inviting, but they also don't look like they can stop you returning to the room.\n\nYou can see a black door here.", "endoftext": false }, { "action": "Moor", "response": "Oh, hey, teleporting's easier with experience.\n\nYou're on a moor. Woods all around don't look inviting, but they also don't look like they can stop you returning to the room.\n\nYou can see a black door here.", "endoftext": false }, { "action": "You examine the poem", "response": "\"I'm just a guy who loves his work :) :)\nNot like that poet, he's a jerk :) :)\nHe says he rhymes neater :) :)\nAnd rips on my meter :) :)\nI'd like to punch him in his smirk :) :)\"\n\nWhoah, lots of smilies, there. They'd drive a grammar pedant ballistic. The paper seems creased on a few diagonals.", "endoftext": false }, { "action": "Missile", "response": "The smilies seem to waver. But they sever from the verse, grow, and clump together to form a big yellow missile! You reread the poem. You didn't think it would change much without the smilies, but it now seems pointed, warlike, sinister--a restrained, plain-language indictment of not just bad poetry but nastiness in general!", "endoftext": true }, { "action": "Look around", "response": "You're on a moor. Woods all around don't look inviting, but they also don't look like they can stop you returning to the room.\n\nYou can see a missile and a black door here.", "endoftext": false }, { "action": "You look at the missile", "response": "It's covered with smiley faces and surprisingly nerfy to the touch. You haven't experienced any ill effects when you're around it, so maybe it isn't all that violent or deadly.", "endoftext": false }, { "action": "You look at the poem", "response": "\"I'm just a guy who loves his work\nNot like that poet, he's a jerk\nHe says he rhymes neater\nAnd rips on my meter\nI'd like to punch him in his smirk\"\n\nThe limerick doesn't make you want to lick the mire like Woeful Pat's stuff. The paper seems creased on a few diagonals.", "endoftext": false }, { "action": "You fold the paper", "response": "(the poem)\nYou fold the paper, and it looks sort of like a paper plane.", "endoftext": false }, { "action": "Panel", "response": "Poof! The paper plane becomes a panel. It's light enough to carry, you suppose. Well, it doesn't cause an immediate hernia.", "endoftext": false }, { "action": "You look at the panel", "response": "It looks kind of electrical. It doesn't seem to have wires, so hopefully you can just slip it where it needs to go.", "endoftext": false }, { "action": "You take the missile", "response": "Too heavy. You can drag it where you need to, though. Maybe even push it. It's cylindrical. It can roll.", "endoftext": false }, { "action": "Inventory", "response": "Item time! You are carrying:\na panel\na sack\na coat (being worn)\na tinfoil info-lit\na salient saltine\nan idlers' slider\na dope tan notepad", "endoftext": false }, { "action": "You look at the cedars", "response": "They look nice and even smell nice. A holy verse is carved on one.", "endoftext": false }, { "action": "You examine the drawings", "response": "You see a vermian minerva, a cliche chalice, a lanced candle, and a clean lance. They're probably not for anything, but they're solid idols and add atmosphere nicely.", "endoftext": false }, { "action": "Red cars", "response": "Which do you mean, the discolored buttons, the red optical beam, Red Bull Burdell or the red ring?", "endoftext": false }, { "action": "Spout", "response": "(examining instead)\nIt can be used to FILL the appropriate receptacle here.", "endoftext": false }, { "action": "Cask", "response": "The sack stiffens, rises and becomes less blobby. It's the cask again, nice and upright.", "endoftext": false }, { "action": "You fill the cask", "response": "Gainly laying the cask under the spout, you pour in some oils.", "endoftext": false }, { "action": "You look at the cask", "response": "It's plain and cedar, with a small hole on top. In it you see oils.", "endoftext": false }, { "action": "You examine the oils", "response": "You can't see through the cask--or its narrow hole very well--but you remember the oils being thick and somewhat golden. You trust they are sacred enough for your job, though.", "endoftext": false }, { "action": "You examine verse", "response": "It's all calligraphic, and it reads\n\nFrom here, where lumbers slumber, is, lo! Purest oil snout erupts: solution! Ground unsod becomes sound. Lovely volley. A stone\natones!", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "Item time! You are carrying:\na cask\nsome oils\na panel\na coat (being worn)\na tinfoil info-lit\na salient saltine\nan idlers' slider\na dope tan notepad", "endoftext": false }, { "action": "You look at the coat", "response": "It's warm and fuzzy and shapeless and as multi-colored as the taco you made it from.", "endoftext": false }, { "action": "Moor", "response": "Oh, hey, teleporting's easier with experience.\n\nYou're on a moor. Woods all around don't look inviting, but they also don't look like they can stop you returning to the room.\n\nYou can see a missile and a black door here.", "endoftext": false }, { "action": "Silo", "response": "The moor's ground, as is, is not stable enough. You need a foundation first.", "endoftext": false }, { "action": "Soil", "response": "The oils seep into the moor and make it less squishy and sandy.", "endoftext": true }, { "action": "Look around", "response": "You're on a moor. Woods all around don't look inviting, but they also don't look like they can stop you returning to the room.\n\nYou can see a missile and a black door here.", "endoftext": false }, { "action": "Silo", "response": "The oils seep into the moor, and you back up as a huge silo several times your size takes shape.", "endoftext": false }, { "action": "You put door on the silo", "response": "The door fits the dotted line in the silo perfectly, swinging slightly before sliding in place with a click.", "endoftext": false }, { "action": "You put the missile in the silo", "response": "You schlep the missile through the door. You hear some mechanics and whizzing, then \"SMILIES MISSILE PROPERLY ALIGNED FOR DEALING A RESULT WITH LUSTER.\"", "endoftext": false }, { "action": "Fire missile", "response": "Maybe if you plugged that panel in.", "endoftext": false }, { "action": "You put the panel on the silo", "response": "The panel fits into that rectangle handily and even starts to glow. Two buttons appear on it--one says HOOTS, the other TREES.", "endoftext": false }, { "action": "You shoot steer", "response": "The hoots button glows--you touch it (so hot,) and it changes to a shoot button as its letters shift.", "endoftext": false }, { "action": "You look at the panel", "response": "There are two buttons, on the left (\"STEER\") and right (\"SHOOT.\") Both are an important shade of red, and you'll probably have to push them to figure what they do.", "endoftext": false }, { "action": "Press shoot", "response": "Boom! The force of the missile launch knocks you back, and you know you'll see no finer inferno than the rainbows that burst before you pass out. You are knocked unconscious, unable to feel the wave of simple, heartfelt, plainly-worded concerns that explode across the land.\n\nYou wake up in a castle. Lord Ablemiser is beaming, no longer big, mean.\n\n\"That launch deserves A LUNCH!\" he booms. \"To be had now!\n\"That launch deserves A LUNCH!\" he booms. \"To be had now!And how! You learn he is, of course, Noble Ol\" Ben. But he feels he hasn't re-earned the title, yet. (Yeh, ok, hokey.)\n\nAfter a fast, live festival with an orchestra, a carthorse returns you to the Trips Strip.\n\nCongratulations! Sortie node: done!\n\"Yeah! Heya.\" says Eric Rice, again. \"Nice work up in the sortie. Oo, more stuff. Let me take it. You go get relaxing now in your Roman Manor. Don't worry about that last one, if you don't want to. Someone apprentice adventurer can clean it up.\" Before you can thank him, he's gone.\nTrips Strip\nYou see what was once a bunch of small malls. Most lots appear vacant or dilapidated.\n\nSome stairs lead down from the wreckage of store I, further than you can see. But no sense looking--you know what's there, and you've taken care of it.\n\nThere's a forest here where store F was, but you probably don't need to go back there.\n\nSo. Apparently, you have one store area left to clear. But you don't need to. Store R suddenly looks invitingly idyllic, but if you're in the mood for adventure, you may want to look somewhere else first--store m, maybe.", "endoftext": false }, { "action": "Shuffling1", "response": "SAVEOk.\n\n> L\n\nYou see what was once a bunch of small malls. Most lots appear vacant or dilapidated.\n\nSome stairs lead down from the wreckage of store I, further than you can see. But no sense looking--you know what's there, and you've taken care of it.\n\nThere's a forest here where store F was, but you probably don't need to go back there.", "endoftext": false }, { "action": "You look at the malls", "response": "Of the various stores you see, only store r and store m look like you can do anything with them. Store r finally looks like you can visit. A few others seem greyed-out, like in a video game or something. There can't be anything in any of them.", "endoftext": false }, { "action": "Metros", "response": "The store rumbles, with the collections of small-scale cities disappearing. You see an escalator leading--well, somewhere populated.", "endoftext": false }, { "action": "You look at the escalator", "response": "The escalator has TO THE METROS scrawled on it.\n\n(You can say the name of the metros now to enter it. There's nothing more hidden in its description.)", "endoftext": false }, { "action": "METROS", "response": "(entering instead)\nYou think you hear oohing and ahing in the background at the adventurer who has decided to do more than the bare minimum.\nThe shops recede as you walk down the escalator...", "endoftext": false }, { "action": "You examine the beer", "response": "It appears to be AGED RAIN brand beer. Hooray, truth in advertising?", "endoftext": false }, { "action": "Drainage", "response": "(examining instead)\nIt smells and looks disgusting. Just the sort of thing that needs to be cleaned up or reprocessed to get this city looking nice again. An empty beer can and a flyer float in it.", "endoftext": false }, { "action": "Examine flyer", "response": "The flyer seems like an invitation to an ARENA DIG--perhaps an arena that never got built, or a shindig in some arena.", "endoftext": false }, { "action": "You look at the hotel", "response": "You can't see any such thing.", "endoftext": true }, { "action": "You look around", "response": "This is some sort of seedy underground intersection with a train station south. You can also go north to what looks like a camp. You see the down escalator you came by. A building to the west advertises itself as The Ol' Hotel.\n\nA large metallic door is to the east. It has a warning graphic repelling any old riff-raff from entering. There's also a sensor off to the side. Probably reads something-or-other to let you in.\n\nThat drainage you stepped in is taunting you as much as drainage can. You see a can of beer and a flyer in it. Cleaning it up would help take this city back.", "endoftext": false }, { "action": "You scan the beer", "response": "Most of the screen goes blue, then a green dot and red dot bounce left and right across the slider screen, and they eventually wind up like so:\nRGBBBBBB", "endoftext": false }, { "action": "Scan flyer", "response": "Most of the screen goes blue, then a green dot and red dot bounce left and right across the slider screen, and they eventually wind up like so:\nRBBBBBBG", "endoftext": false }, { "action": "Gardenia", "response": "In a fit of ecological, aesthetic magic-slinging, you transform the drainage and all the flotsam inside it into a much prettier gardenia. The whole underside is still pretty dingy, but hey, free flower. You take it.", "endoftext": true }, { "action": "Look around", "response": "This is some sort of seedy underground intersection with a train station south. You can also go north to what looks like a camp. You see the down escalator you came by. A building to the west advertises itself as The Ol' Hotel.\n\nA large metallic door is to the east. It has a warning graphic repelling any old riff-raff from entering. There's also a sensor off to the side. Probably reads something-or-other to let you in.", "endoftext": false }, { "action": "You examine the gardenia", "response": "It's white, and it's just one flower instead of the whole bush. But it's the only one you've seen in the city proper.", "endoftext": false }, { "action": "Go north", "response": "As you walk north, you run into someone who is carrying a basket full of corn. You help him pick everything up. Or so you think. As he runs off, cursing you, you look in a corner--a corn ear!\n\nHere in this cross between a platform and farm plot lie the shocking red tents of the terminally un- and under-employed. You are quickly excluded from this once-mum commune, since you seem actually busy. An alley lies to the west, a posh shop is to the east, and back south is where you started from.\n\nA driveway with a yard view leads north. You hear painful music.\n\nThat lost corn is still in that corner. Sorry if that sounds corny.\n\nA deadbeat is sitting on the ground here, looking dead beat. His eyes dart between you and the lost corn. Clearly, he resents the work your presence is forcing on him.\n\nA small clover is growing here.", "endoftext": false }, { "action": "You examine the clover", "response": "You touch the leaves a bit, and they seem to hook into your skin.", "endoftext": false }, { "action": "You scan the clover", "response": "Most of the screen goes blue, then a green dot and red dot bounce left and right across the slider screen, and they eventually wind up like so:\nBBRGBB", "endoftext": false }, { "action": "Velcro", "response": "Pop! The clover expands and grows scratchier and darker. It is now a long strip of velcro. The leaves appear to have expanded into something resembling mittens. You pick them up.", "endoftext": false }, { "action": "Inventory", "response": "Item time! You are carrying:\nsome velcro\na gardenia\na tinfoil info-lit\na salient saltine\nan idlers' slider\na dope tan notepad", "endoftext": false }, { "action": "You look at the buttons", "response": "(the discolored buttons)\nThey give you this weird urge to push them.", "endoftext": false }, { "action": "You examine dead beat", "response": "He's wearing some of the hardest-trashed threads you've seen. You know he's a deadbeat because his t-shirt says DEAD BEAT DEADBEAT. Which fits in with this world, yes, but about as half-donkeyed as possible. Oh, and he has a ridiculous goatee, too.", "endoftext": false }, { "action": "You scan dead beat", "response": "\"Whoah, don't tase me, bro. I have civil rights!\"", "endoftext": false }, { "action": "You go to the north", "response": "Since you shave, you can pass as one of the \"haves.\" The beats drown out as you enter the condo. \"Eat On!\" cries the hired help.\n\n\"Neato! ... No tea? ATONE!\"\n\nYou are inspected and deemed less unworthy than that deadbeat who tried to enter--the one still sitting in the camp--but all the same, you're warned not to try anything funny.\n\nThe beats aren't audible here, but conversation voices rant on. The talkers seem to take you for a stalker, but nobody wants to get too close. A barnacled candelabra hangs above, antlers are attached to a wall, and carpets provide garish spectra on the floor.\n\nAll in all, this place probably has a high property value, and people would be horrified if something happened to make it drop.\n\nSome dry cake is here. Nobody else is lower-class enough to eat it, but everyone's making sure nobody lower-class nabs it.", "endoftext": false }, { "action": "You scan the cake", "response": "Most of the screen goes blue, then a green dot and red dot bounce left and right across the slider screen, and they eventually wind up like so:\nRBBBBGB", "endoftext": false }, { "action": "Keycard", "response": "The chatterers would have something to talk about at their next get-together. Like the weirdo who did something scary to that cake and got arrested. Ix-nay on the agic-may 'til they're gone.", "endoftext": true }, { "action": "You look at your surroundings", "response": "The beats aren't audible here, but conversation voices rant on. The talkers seem to take you for a stalker, but nobody wants to get too close. A barnacled candelabra hangs above, antlers are attached to a wall, and carpets provide garish spectra on the floor.\n\nAll in all, this place probably has a high property value, and people would be horrified if something happened to make it drop.\n\nSome dry cake is here. Nobody else is lower-class enough to eat it, but everyone's making sure nobody lower-class nabs it.", "endoftext": false }, { "action": "Go north", "response": "It's dark that way. You step on a pliers and turn back before hitting any more perils.", "endoftext": false }, { "action": "Go east", "response": "Ladies with ideals grab your garb. \"Step, pest!\" they cry. \"You'll startle a starlet!\"", "endoftext": false }, { "action": "Go west", "response": "A man with a handkerchief over his nose welcomes you to the Allergy Gallery. You turn back.", "endoftext": false }, { "action": "You go upwards", "response": "You hear a warden being warned, and soon you're routed to a detour back where you started.", "endoftext": false }, { "action": "You scan the carpets", "response": "An officious water informs you there are no wines for a swine like yourself. They are reserved for actors and a costar.\n\nThe slider makes no noise.", "endoftext": false }, { "action": "Go south", "response": "Here in this cross between a platform and farm plot lie the shocking red tents of the terminally un- and under-employed. You are quickly excluded from this once-mum commune, since you seem actually busy. An alley lies to the west, a posh shop is to the east, and back south is where you started from.\n\nA driveway with a yard view leads north. You hear painful music.\n\nThat lost corn is still in that corner. Sorry if that sounds corny.\n\nA deadbeat is sitting on the ground here, looking dead beat. His eyes dart between you and the lost corn. Clearly, he resents the work your presence is forcing on him.", "endoftext": false }, { "action": "You go south", "response": "This is some sort of seedy underground intersection with a train station south. You can also go north to what looks like a camp. You see the down escalator you came by. A building to the west advertises itself as The Ol' Hotel.\n\nA large metallic door is to the east. It has a warning graphic repelling any old riff-raff from entering. There's also a sensor off to the side. Probably reads something-or-other to let you in.", "endoftext": false }, { "action": "You listen", "response": "The sharp harps are out of tune but a change of pace from the beasts. At least.", "endoftext": false }, { "action": "You open the door", "response": "You hear braying laughter behind the door. \"Hey! Some unintellectual's trying to get in. Like we'd make it a piece of cake for them to.\" Then someone else admonishes the speaker for ending a sentence with a preposition.", "endoftext": false }, { "action": "You go to the west", "response": "What would a beaten-down city be without an ol' hotel? Both have seen better days, but this place has been trashed hardest. Everything's boarded up, and the only way out is east.\n\nA scary Night Thing is here, sitting on some sort of mattress.\n\nA ketchup bottle lies here, torn apart--and you have a prime suspect in the Night Thing that is roaring nearby.", "endoftext": false }, { "action": "Inventory", "response": "It's grown wrong, a gigantic hairy eyeless potato clearly not the right girth. And it's wired weird, with a cruel ulcer for a mouth. It seems more in the mood for bellowing than fighting, but it still probably doesn't belong in the hotel. It's too big to fight and too fearsome to get near. It appears to be sitting on some sort of mattress.\n\nItem time! You are carrying:\nsome velcro\na gardenia\na tinfoil info-lit\na salient saltine\nan idlers' slider\na dope tan notepad", "endoftext": false }, { "action": "You examine bottle", "response": "It is THE PUCK brand ketchup. They apparently put, heck, whatever they want in it! And you'll like it that way!", "endoftext": false }, { "action": "You take the bottle", "response": "The night thing roars. Though it's drained the bottle of its contents, it still feels an emotional attachment you would be wise not to break.", "endoftext": false }, { "action": "You put the ketchup on the potato", "response": "(first taking the ketchup bottle)\n\nThe night thing roars. Though it's drained the bottle of its contents, it still feels an emotional attachment you would be wise not to break. You need to be holding the ketchup bottle before you can put it on top of something else.", "endoftext": false }, { "action": "You examine the velcro", "response": "You're not smitten by these mittens--they're like what some kids had to wear when they were younger. Two glovey bits, with a long connecting string. They're made of a bunch of hooks and can probably catch on something if need be.", "endoftext": false }, { "action": "You wear the mittens", "response": "You put on the velcro.", "endoftext": false }, { "action": "You take the corn", "response": "The deadbeat almost gets up. \"Hey, Man, like, how do we know someone undisreputable doesn't, like, like the Man, man? Hey? Hey?\" he says, with no dearth of hatred as he jerks his thumb north. He might not do anything, but his friends might pour out from their tents. You don't need a fight right now.\n\nMaybe you need to strike a blow against some rich people to show you belong.", "endoftext": false }, { "action": "Go north", "response": "The beats aren't audible here, but conversation voices rant on. The talkers seem to take you for a stalker, but nobody wants to get too close. A barnacled candelabra hangs above, antlers are attached to a wall, and carpets provide garish spectra on the floor.\n\nAll in all, this place probably has a high property value, and people would be horrified if something happened to make it drop.\n\nSome dry cake is here. Nobody else is lower-class enough to eat it, but everyone's making sure nobody lower-class nabs it.", "endoftext": false }, { "action": "You take the cake", "response": "You overhear tales of what happens to those that steal. Someone else takes a turn watching you.", "endoftext": false }, { "action": "You examine the antlers", "response": "The antlers are just the sort of annoying thing that people only buy to show they own something more expensive than you do. They seem more chipped and worn than you'd expect for something so showy.", "endoftext": false }, { "action": "You scan the antlers", "response": "Someone comes over to you and says \"Put that thing away. They're genuine. And new, too! The owner just bought them! Or shot a seventeen-point buck to get them! Well, I'm not sure, but I didn't see them here last time.\"", "endoftext": false }, { "action": "You scan the candelabra", "response": "You couldn't even jump to get close to it. But it's not important. Someone just put it there because they could.", "endoftext": false }, { "action": "You listen", "response": "The conversation changes subject rapidly and randomly. The conversationalists decry conservationalists.", "endoftext": false }, { "action": "Inventory", "response": "Item time! You are carrying:\nsome velcro (being worn)\na gardenia\na tinfoil info-lit\na salient saltine\nan idlers' slider\na dope tan notepad", "endoftext": false }, { "action": "You examine the cake", "response": "The least stale of what's left, but weird and silvery and in no state to taste. Someone sees you eyeing the cake, and you suddenly wish to steal it out of spite.", "endoftext": false }, { "action": "Go south", "response": "Here in this cross between a platform and farm plot lie the shocking red tents of the terminally un- and under-employed. You are quickly excluded from this once-mum commune, since you seem actually busy. An alley lies to the west, a posh shop is to the east, and back south is where you started from.\n\nA driveway with a yard view leads north. You hear painful music.\n\nThat lost corn is still in that corner. Sorry if that sounds corny.\n\nA deadbeat is sitting on the ground here, looking dead beat. His eyes dart between you and the lost corn. Clearly, he resents the work your presence is forcing on him.", "endoftext": false }, { "action": "You go south", "response": "This is some sort of seedy underground intersection with a train station south. You can also go north to what looks like a camp. You see the down escalator you came by. A building to the west advertises itself as The Ol' Hotel.\n\nA large metallic door is to the east. It has a warning graphic repelling any old riff-raff from entering. There's also a sensor off to the side. Probably reads something-or-other to let you in.", "endoftext": false }, { "action": "You go to the south", "response": "Er, Train Terrain\nYou're in a train station. It's a bit dark, but not as bad as to the east, which is where the noise may be coming from--it's louder here than anywhere else. You suspect the darkness to the east is where your destiny lies.\n\nYou could go back north, and there's a fuzzy looking wall to the west, too. You notice pointed art and a faded ad on it, but the small recess near the top seems more useful. A rail is to the east--it seems to be sparking quite a bit, so best not to step on it, yet.", "endoftext": false }, { "action": "You go west", "response": "The big fuzzy wall is that way.\n\nThe tracks are east, and the city is back north.", "endoftext": false }, { "action": "You examine the wall", "response": "The wall looks and feels like steel wool, from top to bottom.", "endoftext": false }, { "action": "You take the wall", "response": "That's hardly portable.", "endoftext": false }, { "action": "You touch the wall", "response": "Kind of rough and gritty.", "endoftext": false }, { "action": "You climb the wall", "response": "The velcro strip is just the thing to climb the wall and reach the small recess.\n\nEr, Train Terrain (on the fuzzy looking wall)\nYou're in a train station. It's a bit dark, but not as bad as to the east, which is where the noise may be coming from--it's louder here than anywhere else. You suspect the darkness to the east is where your destiny lies.\n\nYou could go back north, though you may need to get off the wall first. A rail is to the east--it seems to be sparking quite a bit, so best not to step on it, yet.", "endoftext": false }, { "action": "You examine the recess", "response": "In the recess, you read Wirin' by Irwin. In event of missing control panel, power spikes on track will be unpredictable.", "endoftext": true }, { "action": "Look around", "response": "Er, Train Terrain (on the fuzzy looking wall)\nYou're in a train station. It's a bit dark, but not as bad as to the east, which is where the noise may be coming from--it's louder here than anywhere else. You suspect the darkness to the east is where your destiny lies.\n\nYou could go back north, though you may need to get off the wall first. A rail is to the east--it seems to be sparking quite a bit, so best not to step on it, yet.", "endoftext": true }, { "action": "Go downwards", "response": "You get off the fuzzy looking wall.\n\nEr, Train Terrain\nYou're in a train station. It's a bit dark, but not as bad as to the east, which is where the noise may be coming from--it's louder here than anywhere else. You suspect the darkness to the east is where your destiny lies.\n\nYou could go back north, and there's a fuzzy looking wall to the west, too. You notice pointed art and a faded ad on it, but the small recess near the top seems more useful. A rail is to the east--it seems to be sparking quite a bit, so best not to step on it, yet.", "endoftext": false }, { "action": "Go east", "response": "There may be an evil lair that way, but it's behind a live rail in the darkness. You'd touch it before you got there.", "endoftext": false }, { "action": "You go to the east", "response": "You're in a flower shop manned (elfed?) by faeries. You can go back west to the camp.\n\nA small piece of brocade is discarded away from the merchandise. You see scratchings above it.\n\nYou can also see some freesia faeries, some heaths and some begonias here.", "endoftext": false }, { "action": "You examine the brocade", "response": "It's rather plain and white with lots of black bars. It would take a rabider braider than most to weave such a design. Scratchings above it indicate it's not part of the normal merchandise.", "endoftext": false }, { "action": "Scan brocade", "response": "You feel a bit self-conscious waving your slider around such intrinsically magical beings. But they do not seem to mind.\n\nMost of the screen goes blue, then a green dot and red dot bounce left and right across the slider screen, and they eventually wind up like so:\nGBBBBBR", "endoftext": false }, { "action": "Barcode", "response": "You take the brocade first--you're a bit embarrassed your magic seems more, well, applied than theirs.\n\nThe faeries buzz around for a bit, peeved at your boldness. \"Well, maybe you will do something for us some day.\"\n\nThe FREE TO FREELOADERS scratching by the brocade vanishes as you take it. Nice magic touch, that.\n\nYou turn your back and focus so the faeries can't see you mangle their gift. Or so they aren't jealous, or they don't laugh at how dumb your magic is.\n\nThe brocade schlurps and reorganizes into something flatter, but with the same pattern.", "endoftext": false }, { "action": "You examine the barcode", "response": "It's got the adhesive backing so it looks like you could PUT it ON something. Barcodes just don't exist by themselves.", "endoftext": true }, { "action": "Describe the surroundings", "response": "\"What low serf seeks our flowers?\" you hear as you enter. \"He must do better than that primrose promiser! A rose leaves us sore! No succor in a crocus either! Players with parsley are rewarded sparely!\"\n\nYou're in a flower shop manned (elfed?) by faeries. You can go back west to the camp.\n\nYou can see some freesia faeries, some heaths and some begonias here.", "endoftext": false }, { "action": "You scan the barcode", "response": "You receive a rush of insight unlike anything anywhere else in the game!\n\nJack's Pizza, 5/$10, limit 5 at Aldi!", "endoftext": false }, { "action": "You look at the heaths", "response": "They're tied together so their stems seem to form a sort of narrow tube. But surely flowers alone aren't going to stop the thumping here.", "endoftext": false }, { "action": "You look at the begonias", "response": "Reddish, pinkish, white. Kind of fragile, but they seem to silence things a bit, like they could somehow contain the sounds if you knew how to mess with them.", "endoftext": false }, { "action": "Sheath", "response": "The heaths are (still) merchandise. You don't want to know what faeries do to vandals.", "endoftext": false }, { "action": "Scan begonias", "response": "Most of the screen goes blue, then a green dot and red dot bounce left and right across the slider screen, and they eventually wind up like so:\nBBRBGBBB", "endoftext": false }, { "action": "Noise bag", "response": "The begonias are (still) merchandise. You don't want to know what faeries do to vandals.", "endoftext": false }, { "action": "You give gardenia to fairies", "response": "Something you did or thought causes the freesia faeries to buzz...I guess they're magical enough to detect your misspellings. You feel a tingling, but it passes.\n\nThey're visibly impressed. \"Perhaps you are the word smyth who will fulfill the sword myth! We offer a flower of your choice. But only one. Our flowers, or what you make of them, cannot provoke or participate violence, but they may be able to contain the weapon you need.\"\nGo, bud. Reap irony!", "endoftext": false }, { "action": "You take the heaths", "response": "\"Remember, adventurer! The flowers cannot be used for violence. They may be a suitable vessel.\"", "endoftext": false }, { "action": "Sheath", "response": "You turn your back and focus so the faeries can't see you mangle their gift. Or so they aren't jealous, or they don't laugh at how dumb your magic is.\n\nThe heath grows, tangles around itself, and lumps into a passable sheath that could carry a decent-sized sword, which you wear.", "endoftext": true }, { "action": "Look around", "response": "You're in a flower shop manned (elfed?) by faeries. You can go back west to the camp.\n\nYou can see some freesia faeries and some begonias here.", "endoftext": false }, { "action": "You go to the west", "response": "This dead-end alley is littered with words, which almost drown out the intense beats heard elsewhere in the city, and garbage. Only way out is back east.\n\nA motto is here. It's on a placard, which would be wholly unnoticeable and useless among all the garbage but for how bad a motto it\nis.", "endoftext": false }, { "action": "You look at the motto", "response": "Somehow, someone named Too-Apt Pat Ott has managed to make a hash of grammar, logic, math, science and basic human decency in sixty letters. Sixty-four if it were spelled correctly.\n\nI'd tell you what it said, but you-the-person would be the worse for it. It's like Monty Python's funniest joke in the world that way. Even considering it makes you feel worried you'll forget simple stupid stuff, like what's a fruit and what's a vegetable.", "endoftext": false }, { "action": "Scan motto", "response": "Your gadget gives BBBBGR. Since Motto is only five letters, you wonder what's up, but it's labeled A MOTTO.", "endoftext": false }, { "action": "Tomato", "response": "The motto--that is, both words and paper--curls up and bundles into a small sphere, and you almost drop it. Amazingly, it's not icky-soft or anything, and it doesn't smell TOO bad.", "endoftext": true }, { "action": "You look around", "response": "This dead-end alley is littered with words, which almost drown out the intense beats heard elsewhere in the city, and garbage. Only way out is back east.", "endoftext": false }, { "action": "You examine the garbage", "response": "The garbage smell would make a bear gag--stink bug, gunk bits, etc.", "endoftext": false }, { "action": "You go east", "response": "Here in this cross between a platform and farm plot lie the shocking red tents of the terminally un- and under-employed. You are quickly excluded from this once-mum commune, since you seem actually busy. An alley lies to the west, a posh shop is to the east, and back south is where you started from.\n\nA driveway with a yard view leads north. You hear painful music.\n\nThat lost corn is still in that corner. Sorry if that sounds corny.\n\nA deadbeat is sitting on the ground here, looking dead beat. His eyes dart between you and the lost corn. Clearly, he resents the work your presence is forcing on him.", "endoftext": false }, { "action": "You go west", "response": "This is some sort of seedy underground intersection with a train station south. You can also go north to what looks like a camp. You see the down escalator you came by. A building to the west advertises itself as The Ol' Hotel.\n\nA large metallic door is to the east. It has a warning graphic repelling any old riff-raff from entering. There's also a sensor off to the side. Probably reads something-or-other to let you in.\n\nWhat would a beaten-down city be without an ol' hotel? Both have seen better days, but this place has been trashed hardest. Everything's boarded up, and the only way out is east.\n\nA scary Night Thing is here, sitting on some sort of mattress.\n\nA ketchup bottle lies here, torn apart--and you have a prime suspect in the Night Thing that is roaring nearby.", "endoftext": false }, { "action": "You examine the tomato", "response": "It's as rotten as the motto of Pat Ott's you extracted it from. It is probably even more rotten on the inside, not that you have the bravery to check. Yet it also has that staying power. It doesn't have any mold on it, yet.", "endoftext": false }, { "action": "You squeeze the tomato", "response": "That's either icky or impossible or both.", "endoftext": false }, { "action": "You throw tomato at the potato", "response": "A direct hit! The tomato goes into the cruel ulcer, and the Night Thing smiles at first at the ketchupiness of the tomato. Then the inner rottenness and backwards logic from the (oops, a) motto kicks in. The beast wonders what sort of villain would DO that to ketchup. It looks at you in fear, sure you have more where that came from, and retreats into an unseen hole, scratching and clawing.\n\nThe mattress the Night Thing was on is slightly but noticeably bumpy. It's also ripped open, and it's concealing something rather badly.", "endoftext": false }, { "action": "You examine Mattress", "response": "The Smartest Mattress doesn't have a one-page proof of Fermat's Last Theorem in it or anything. It just \"remembers\" the shape of whatever sat on it for a long, long time. The bump in the mattress is obvious enough that you have to take another look. You find a small machine labeled, apparently, a termite emitter, and you take it.", "endoftext": false }, { "action": "You examine the machine", "response": "It's a small black box, six inches by six inches. It probably holds a lot of termites. You can switch it when you need to. Someone has scratched a circle with a line through it over a dollar sign. You can't hear or see the termites that should be in there, but hey, faith.", "endoftext": false }, { "action": "You examine Mattress", "response": "The Smartest Mattress doesn't have a one-page proof of Fermat's Last Theorem in it or anything. It just \"remembers\" the shape of whatever sat on it for a long, long time. It doesn't seem to have held anything other than the termite emitter.", "endoftext": false }, { "action": "You turn on the machine", "response": "This place has seen enough abuse. Maybe find one that hasn't?", "endoftext": false }, { "action": "You turn on the machine", "response": "You activate. They vacate it. It's like a petard--those who prated, depart and ratchet down the chatter. The emitter dies down after the last termite escapes.", "endoftext": false }, { "action": "Keycard", "response": "The dry metallic cake turns into a dry metallic keycard, which you take for yourself. Hooray, technology.", "endoftext": false }, { "action": "You go south", "response": "You migrate, ragtime music in your head. From the south, some camped folks decamp for har-hars and rah-rahs. \"Roaches scare! Ho!\"\n\nYou're the camp's scamp now, so to speak. I bet you could even take that corn now!\n\nHere in this cross between a platform and farm plot lie the shocking red tents of the terminally un- and under-employed. You are quickly excluded from this once-mum commune, since you seem actually busy. An alley lies to the west, a posh shop is to the east, and back south is where you started from.\n\nThe cordoned red condo you're not welcome back at is to the north. You hear painful music.\n\nThat lost corn is still in that corner. Sorry if that sounds corny.\n\nA deadbeat is sitting on the ground here, looking dead beat. Despite your heroism with the cake in the condo, he barely acknolwedges you.", "endoftext": false }, { "action": "Controls", "response": "The different-colored kernels only flatten out as the lost corn collapses into a circuit board. The controls you possess--for whatever--seem powerful.", "endoftext": false }, { "action": "You check your inventory", "response": "Item time! You are carrying:\nsome controls\na keycard\na termite emitter\na sheath\na barcode\nsome velcro (being worn)\na tinfoil info-lit\na salient saltine\nan idlers' slider\na dope tan notepad", "endoftext": false }, { "action": "Go east", "response": "(first opening the metallic door)\nThe metallic door's got no handle. It's probably operated by the sensor, which might open if you put something like your keycard on it.", "endoftext": false }, { "action": "You put the keycard on the sensor", "response": "Hm. The blank keycard doesn't seem to work. Maybe you could jazz it up a bit.", "endoftext": false }, { "action": "You put the barcode on the keycard", "response": "You unpeel the barcode, slap it on the keycard, and it is a perfect fit! Also, you stuff the adhesive backing in your pocket, where you forget about it until you can find a proper garbage can. You haven't seen any in this city yet.", "endoftext": false }, { "action": "You put the keycard on the sensor", "response": "What do you know? It works! The door slides open!\n\nWhat do you know? It works! The door slides open!\n\nThe metallic door slides shut.", "endoftext": true }, { "action": "You describe your surroundings", "response": "This is some sort of seedy underground intersection with a train station south. You can also go north to what looks like a camp. You see the down escalator you came by. A building to the west advertises itself as The Ol' Hotel.\n\nA large metallic door is to the east. It has a warning graphic repelling any old riff-raff from entering. There's also a sensor off to the side. Probably reads something-or-other to let you in.\n\nThe metallic door slides shut.", "endoftext": false }, { "action": "Go east", "response": "You swipe your keycard and go east as the door opens.\n\nIt's quiet here, mostly due to the soundproofed walls. It'd make a nice mob combine, but it's a small bunker for nerds who just got sick of the thumping. You suspect the actual entertainment center's in back, and you'd have to learn a secret handshake or something to get there. But you've got a city to save.\n\nA large metallic door is to the west. It's got no sensor on this side, so you can probably just walk back through it.\n\nYou can also see some nerds and a lit-up tulip here.\n\nSomeone blames the dim-led middle for This Whole Mess.\n\nThe metallic door slides shut.", "endoftext": false }, { "action": "You examine nerds", "response": "They're sitting around nattering about nerd things. They don't look particularly nerdy, but most of their conversation seems to revolve around how smart other people aren't. They're babblier than most but don't seem bribable.\n\n\"...butler I rebuilt!\"", "endoftext": false }, { "action": "You examine the tulip", "response": "No fickler flicker or slight lights--its twinkle lets it wink for a long while, with no way to turn it off or on.\n\nA conceders' crescendo follows a claim nerds'd LIKE to help everyday stupid people.", "endoftext": false }, { "action": "You scan the tulip", "response": "One of them demands to see your slider. They poke around at it, convince you they know more about it than you do, and hand it back\nThe nerds give amens that MENSA is the greatest social group ever.", "endoftext": false }, { "action": "You scan nerds", "response": "You don't bring it close to them, but there's some chuckling about how you probably don't know the specifications behind such a neat tool. Nothing, until they remind each other you just don't seem to know what to ask nerds about. Then, GBBBBBR.\n\n\"Since I'm not omniscient...\" Ish, note his tone. Sarcastic, arctic ass.", "endoftext": false }, { "action": "You show the controls to the nerds", "response": "The nerds are unimpressed.\n\nA conceders' crescendo follows a claim nerds'd LIKE to help everyday stupid people.", "endoftext": false }, { "action": "You ask the nerds about the mensa", "response": "\"He's not smart enough for us, is he?\"\n\n\"Well, if he found his way in, he is!\"\n\n\"Well, he'll have to find the right thing to ask nerds like us about if he wants us to stop talking about him like he's not here.\"\n\n\"If he doesn't know what to ask nerds about, he deserves Ed's snark!\" Whoever he is.\n\nSomeone shows how mediums are for dummies. Others agree, eager.", "endoftext": false }, { "action": "You check your inventory", "response": "Item time! You are carrying:\nsome controls\na keycard\na termite emitter\na sheath\nsome velcro (being worn)\na tinfoil info-lit\na salient saltine\nan idlers' slider\na dope tan notepad\n\n\"Since I'm not omniscient...\" Ish, note his tone. Sarcastic, arctic ass.", "endoftext": false }, { "action": "You ask the nerds about the sheath", "response": "The nerds look at each other, wondering why you would ask about that, really. They are sure you have something important to ask them. Maybe somewhere you can't get to or through. They could figure it out if in your shoes.\n\nHmm. Apparently, when you ASK NERDS, you need to come correct. All the same, you're a bit annoyed, and you wonder if you can maybe play a mean trick on them to get that tulip, instead.\n\nSomeone shows how he cut down a stupider disputer. Others agree, eager.", "endoftext": false }, { "action": "You ask nerds about the tulip", "response": "\"We've got plenty of light here. You can have it, if you know what to ask us about. And if the tulip would help.\"\n\n\"...How I do it, idiot.\"\n\n\"Who?\"", "endoftext": false }, { "action": "You ask the nerds about the controls", "response": "The nerds look at each other, wondering why you would ask about that, really. They are sure you have something important to ask them. Maybe somewhere you can't get to or through. They could figure it out if in your shoes.\n\nHmm. Apparently, when you ASK NERDS, you need to come correct.\n\n\"Since I'm not omniscient...\" Ish, note his tone. Sarcastic, arctic ass.", "endoftext": false }, { "action": "You ask the nerds about the red bull", "response": "The nerds look at each other, wondering why you would ask about that, really. They are sure you have something important to ask them. Maybe somewhere you can't get to or through. They could figure it out if in your shoes.\n\nHmm. Apparently, when you ASK NERDS, you need to come correct. All the same, you're a bit annoyed, and you wonder if you can maybe play a mean trick on them to get that tulip, instead.\n\n\"...How I do it, idiot.\"\n\n\"Who?\"", "endoftext": false }, { "action": "You ask nerds about the dead beat", "response": "The nerds look at each other, wondering why you would ask about that, really. They are sure you have something important to ask them. Maybe somewhere you can't get to or through. They could figure it out if in your shoes.\n\nHmm. Apparently, when you ASK NERDS, you need to come correct.\n\nSomeone shows how he cut down a stupider disputer. Others agree, eager.", "endoftext": false }, { "action": "You ask the nerds about saltine", "response": "The nerds look at each other, wondering why you would ask about that, really. They are sure you have something important to ask them. Maybe somewhere you can't get to or through. They could figure it out if in your shoes.\n\nHmm. Apparently, when you ASK NERDS, you need to come correct. All the same, you're a bit annoyed, and you wonder if you can maybe play a mean trick on them to get that tulip, instead.\n\n\"Since I'm not omniscient...\" Ish, note his tone. Sarcastic, arctic ass.", "endoftext": false }, { "action": "You ask the nerds about the flowers", "response": "Which do you mean, the heaths, the begonias, the merchandise or the gardenia?", "endoftext": false }, { "action": "You ask the nerds about the begonias", "response": "The nerds look at each other, wondering why you would ask about that, really. They are sure you have something important to ask them. Maybe somewhere you can't get to or through. They could figure it out if in your shoes.\n\nHmm. Apparently, when you ASK NERDS, you need to come correct.\n\n\"...How I do it, idiot.\"\n\n\"Who?\"", "endoftext": false }, { "action": "You go west", "response": "(first opening the metallic door)\nThe door slides open as you step near it.\n\nThis is some sort of seedy underground intersection with a train station south. You can also go north to what looks like a camp. You see the down escalator you came by. A building to the west advertises itself as The Ol' Hotel.\n\nA large metallic door is to the east. It has a warning graphic repelling any old riff-raff from entering. There's also a sensor off to the side.", "endoftext": false }, { "action": "You go to the south", "response": "Er, Train Terrain\nYou're in a train station. It's a bit dark, but not as bad as to the east, which is where the noise may be coming from--it's louder here than anywhere else. You suspect the darkness to the east is where your destiny lies.\n\nYou could go back north, and there's a fuzzy looking wall to the west, too. You notice pointed art and a faded ad on it, but the small recess near the top seems more useful. A rail is to the east--it seems to be sparking quite a bit, so best not to step on it, yet.", "endoftext": false }, { "action": "You examine the controls", "response": "This panel features all manner of black and yellow and red doohickeys and there's a small warning message saying REPLACEMENT CONTROLS IN CASE OF SURGE TO TRACKS. They've got instructions, which are surprisingly clear and even leave you wiser about u-boat wires.", "endoftext": false }, { "action": "You examine the instructions", "response": "They'll be useful once you find a place to put the controls.", "endoftext": false }, { "action": "Up", "response": "The velcro strip is just the thing to climb the wall and reach the small recess.\n\nEr, Train Terrain (on the fuzzy looking wall)\nYou're in a train station. It's a bit dark, but not as bad as to the east, which is where the noise may be coming from--it's louder here than anywhere else. You suspect the darkness to the east is where your destiny lies.\n\nYou could go back north, though you may need to get off the wall first. A rail is to the east--it seems to be sparking quite a bit, so best not to step on it, yet.", "endoftext": false }, { "action": "You put the controls in the recess", "response": "They fit well. One of the red buttons starts blinking and whirring, and you flip the switch by it and, BAM! You hear a rush of power. The lights in the tunnel to the east seem to flicker and go stronger.", "endoftext": true }, { "action": "Look around", "response": "Er, Train Terrain (on the fuzzy looking wall)\nYou're in a train station. The tracks are east and, it seems, so is the noise--it's louder here than anywhere else. You suspect the darkness to the east is where your destiny lies.\n\nYou could go back north, though you may need to get off the wall first. A rail is to the east--it's no longer sparking.", "endoftext": true }, { "action": "Go downwards", "response": "You get off the fuzzy looking wall.\n\nEr, Train Terrain\nYou're in a train station. The tracks are east and, it seems, so is the noise--it's louder here than anywhere else. You suspect the darkness to the east is where your destiny lies.\n\nYou could go back north, and there's a fuzzy looking wall to the west, too. You notice pointed art and a faded ad on it, but the small recess near the top seems more useful. A rail is to the east--it's no longer sparking.", "endoftext": false }, { "action": "You examine the art", "response": "It's a typical train depot PSA saying \"DON'T PIRATE.\" You hope the creator wasn't paid. Rotten stuff.", "endoftext": false }, { "action": "You go to the east", "response": "You go east but reach a thin ledge. It needs to be lightened before you go further. You have no item to help with that.", "endoftext": false }, { "action": "Go north", "response": "This is some sort of seedy underground intersection with a train station south. You can also go north to what looks like a camp. You see the down escalator you came by. A building to the west advertises itself as The Ol' Hotel.\n\nA large metallic door is to the east. It has a warning graphic repelling any old riff-raff from entering. There's also a sensor off to the side.", "endoftext": false }, { "action": "Go east", "response": "You swipe your keycard and go east as the door opens.\n\nIt's quiet here, mostly due to the soundproofed walls. It'd make a nice mob combine, but it's a small bunker for nerds who just got sick of the thumping.\n\nA large metallic door is to the west. It's got no sensor on this side, so you can probably just walk back through it.\n\nYou can also see some nerds and a lit-up tulip here.\n\n\"...butler I rebuilt!\"", "endoftext": false }, { "action": "You ask nerds about the ledge", "response": "More annoying banter. Perhaps you could disperse them with the right item. They'd deserve it. Though maybe if you keep bugging them, they'll get exasperated and give you better hints than what to ask nerds about.\n\nYou hear a MENSA-y yesman encourage someone to repeat himself.\n\nThe metallic door slides shut.", "endoftext": false }, { "action": "Inventory", "response": "Item time! You are carrying:\na keycard\na termite emitter\na sheath\nsome velcro (being worn)\na tinfoil info-lit\na salient saltine\nan idlers' slider\na dope tan notepad\n\nThe nerds give amens that MENSA is the greatest social group ever.", "endoftext": false }, { "action": "You turn on the machine", "response": "It's empty now.\n\nYou hear a MENSA-y yesman encourage someone to repeat himself.", "endoftext": false }, { "action": "You examine info-lit", "response": "Reason So Near from Sane Sean, Farce Facer and Saltier Realist:\n--If you can change stuff, why can't the people who made the gadget and slider? Or why couldn't they find someone off the street? Perhaps they're the real enemy and you're the pawn.\n--If they really wanted you to clean things up, why can't you take both the cabinet items?\n--That NEW DOOR is not really ONE WORD. Same as the guy who can lift it! They are two short words, easier than one big scary seven-letter word.\n--Anyone smart enough to untangle this world won't get any fulfillment from doing so. So there, stupider disputer!\n\nIt'd all be distressingly persuasive gotcha-logic if you hadn't been able to flip that toga. But this is a fantasy world, so there's a chance he's wrong.\n\n\"...How I do it, idiot.\"\n\n\"Who?\"", "endoftext": false }, { "action": "You ask the nerds about the rail", "response": "The nerds look at each other, wondering why you would ask about that, really. They are sure you have something important to ask them. Maybe somewhere you can't get to or through. They could figure it out if in your shoes.\n\nHmm. Apparently, when you ASK NERDS, you need to come correct. All the same, you're a bit annoyed, and you wonder if you can maybe play a mean trick on them to get that tulip, instead.\n\nSomeone shows how he cut down a stupider disputer. Others agree, eager.", "endoftext": false }, { "action": "You ask the nerds about the thin ledge", "response": "They form a grin ring, but you close your eyes a bit.\n\n\"...How I do it, idiot.\"\n\n\"Who?\"", "endoftext": false }, { "action": "Scan machine", "response": "The slider makes no noise.\n\n\"Since I'm not omniscient...\" Ish, note his tone. Sarcastic, arctic ass.", "endoftext": false }, { "action": "You ask the nerds about thin ledge", "response": "\"You might as well ask dorks like Karkdoss about something that inconsequential!\"\n\nThe nerds give amens that MENSA is the greatest social group ever.", "endoftext": false }, { "action": "You ask the nerds about the slider", "response": "The nerds look at each other, wondering why you would ask about that, really. They are sure you have something important to ask them. Maybe somewhere you can't get to or through. They could figure it out if in your shoes.\n\nHmm. Apparently, when you ASK NERDS, you need to come correct.\n\n\"...How I do it, idiot.\"\n\n\"Who?\"", "endoftext": false }, { "action": "You ask the nerds about the Store", "response": "Which do you mean, store b, store c, store d, store e, store f, store g, store h, store i, store j, store k, store l, store m, store n, store o, store p, store q, store r, store s, store t, store u, store v, store w, store x, store y or store z?", "endoftext": false }, { "action": "You ask the nerds about the store r.", "response": "The nerds look at each other, wondering why you would ask about that, really. They are sure you have something important to ask them. Maybe somewhere you can't get to or through. They could figure it out if in your shoes.\n\nHmm. Apparently, when you ASK NERDS, you need to come correct. All the same, you're a bit annoyed, and you wonder if you can maybe play a mean trick on them to get that tulip, instead.\n\nSomeone blames the dim-led middle for This Whole Mess.", "endoftext": false }, { "action": "You ask the nerds about the store m.", "response": "The nerds look at each other, wondering why you would ask about that, really. They are sure you have something important to ask them. Maybe somewhere you can't get to or through. They could figure it out if in your shoes.\n\nHmm. Apparently, when you ASK NERDS, you need to come correct.\n\nYou hear a MENSA-y yesman encourage someone to repeat himself.", "endoftext": false }, { "action": "You take tulip", "response": "Someone shoots a hand out. \"You have to ASK NERDS the right thing before you can get it. What do you want it for? ASK us, don't TELL us.\"\n\nThat was kind of abrasive. You think of the places you haven't been and the obstacles to getting there.\n\nThe nerds give amens that MENSA is the greatest social group ever.", "endoftext": false }, { "action": "You ask NERDS about the light", "response": "Apparently you haven't seen the light for what to ask nerds about. A few smart-people in-jokes later, you feel too aliterate to retaliate, worried it might take a thousand years to guess.\n\nA conceders' crescendo follows a claim nerds'd LIKE to help everyday stupid people.", "endoftext": false }, { "action": "You ask NERDS about the lair", "response": "Apparently you haven't seen the light for what to ask nerds about. A few smart-people in-jokes later, you feel too aliterate to retaliate, worried it might take a thousand years to guess.\n\n\"...butler I rebuilt!\"", "endoftext": false }, { "action": "You ask NERDS about the train", "response": "Apparently you haven't seen the light for what to ask nerds about. A few smart-people in-jokes later, you feel too aliterate to retaliate, worried it might take a thousand years to guess.\n\n\"...How I do it, idiot.\"\n\n\"Who?\"", "endoftext": false }, { "action": "You go north", "response": "Here in this cross between a platform and farm plot lie the shocking red tents of the terminally un- and under-employed. You are quickly excluded from this once-mum commune, since you seem actually busy. An alley lies to the west, a posh shop is to the east, and back south is where you started from.\n\nThe cordoned red condo you're not welcome back at is to the north. You hear painful music.\n\nA deadbeat is sitting on the ground here, looking dead beat. Despite your heroism with the cake in the condo, he barely acknolwedges you.", "endoftext": false }, { "action": "You ask the deadbeat about the sheath", "response": "He doesn't seem to know much about that. You'd be worried if he could help you much, actually.", "endoftext": false }, { "action": "You scan dead beat", "response": "\"Whoah, don't tase me, bro. I have civil rights!\"", "endoftext": false }, { "action": "Go south", "response": "This is some sort of seedy underground intersection with a train station south. You can also go north to what looks like a camp. You see the down escalator you came by. A building to the west advertises itself as The Ol' Hotel.\n\nA large metallic door is to the east. It has a warning graphic repelling any old riff-raff from entering. There's also a sensor off to the side.", "endoftext": false }, { "action": "You go to the west", "response": "What would a beaten-down city be without an ol' hotel? Both have seen better days, but this place has been trashed hardest. Everything's boarded up, and the only way out is east.\n\nA ketchup bottle lies here, torn apart--and you have a prime suspect in the Night Thing that was here.\n\nThe mattress still conforms to the shape of the night thing that sat on it.", "endoftext": false }, { "action": "Go south", "response": "Er, Train Terrain\nYou're in a train station. The tracks are east and, it seems, so is the noise--it's louder here than anywhere else. You suspect the darkness to the east is where your destiny lies.\n\nYou could go back north, and there's a fuzzy looking wall to the west, too. You notice pointed art and a faded ad on it, but the small recess near the top seems more useful. A rail is to the east--it's no longer sparking.", "endoftext": false }, { "action": "You read the ad", "response": "It references some dead fad while proclaiming TRANSIT FOR ARTISAN AND TSARINA.", "endoftext": false }, { "action": "You examine the art", "response": "It's a typical train depot PSA saying \"DON'T PIRATE.\" You hope the creator wasn't paid. Rotten stuff.", "endoftext": false }, { "action": "You go to the east", "response": "You go east but reach a thin ledge. It needs to be lightened before you go further. You have no item to help with that.", "endoftext": false }, { "action": "You read the PAD", "response": "You just like it. The color, the feel. Other people have computers, but your notepad is yours. Currently you can consult it about: --notepad, lecture, stores, goat\n--board", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "Item time! You are carrying:\na keycard\na termite emitter\na sheath\nsome velcro (being worn)\na tinfoil info-lit\na salient saltine\nan idlers' slider\na dope tan notepad", "endoftext": false }, { "action": "You consult the PAD about the board", "response": "You're past the bit about the introductory puzzles, and you note you only need to solve two regions", "endoftext": false }, { "action": "You go west", "response": "The big fuzzy wall is that way.\n\nThe tracks are east, and the city is back north.", "endoftext": false }, { "action": "Go north", "response": "This is some sort of seedy underground intersection with a train station south. You can also go north to what looks like a camp. You see the down escalator you came by. A building to the west advertises itself as The Ol' Hotel.\n\nA large metallic door is to the east. It has a warning graphic repelling any old riff-raff from entering. There's also a sensor off to the side.", "endoftext": false }, { "action": "Up", "response": "Everything starts okay, but just as you get a glimpse of the top, the escalator starts speeding down more quickly. You try jumping a step, but it doesn't matter. Eventually, you're thrown to the bottom of the escalator, a bit more tired than before.", "endoftext": false }, { "action": "You ask NERDS about the burdell", "response": "The nerds look at each other, wondering why you would ask about that, really. They are sure you have something important to ask them. Maybe somewhere you can't get to or through. They could figure it out if in your shoes.\n\nHmm. Apparently, when you ASK NERDS, you need to come correct. All the same, you're a bit annoyed, and you wonder if you can maybe play a mean trick on them to get that tulip, instead.\n\n\"...How I do it, idiot.\"\n\n\"Who?\"\n\nThe metallic door slides shut.", "endoftext": false }, { "action": "You ask NERDS about the trick", "response": "Apparently you haven't seen the light for what to ask nerds about. A few smart-people in-jokes later, you feel too aliterate to retaliate, worried it might take a thousand years to guess.\n\nThe nerds give amens that MENSA is the greatest social group ever.", "endoftext": false }, { "action": "You ask NERDS about the pirate", "response": "Apparently you haven't seen the light for what to ask nerds about. A few smart-people in-jokes later, you feel too aliterate to retaliate, worried it might take a thousand years to guess.\n\nSomeone blames the dim-led middle for This Whole Mess.", "endoftext": false }, { "action": "You ask NERDS about tinfoil", "response": "The nerds look at each other, wondering why you would ask about that, really. They are sure you have something important to ask them. Maybe somewhere you can't get to or through. They could figure it out if in your shoes.\n\nHmm. Apparently, when you ASK NERDS, you need to come correct.\n\n\"...butler I rebuilt!\"", "endoftext": false }, { "action": "You ask NERDS about the noise", "response": "The nerds look at each other, wondering why you would ask about that, really. They are sure you have something important to ask them. Maybe somewhere you can't get to or through. They could figure it out if in your shoes.\n\nHmm. Apparently, when you ASK NERDS, you need to come correct. All the same, you're a bit annoyed, and you wonder if you can maybe play a mean trick on them to get that tulip, instead.\n\nYou hear a MENSA-y yesman encourage someone to repeat himself.", "endoftext": false }, { "action": "Inventory", "response": "Item time! You are carrying:\na keycard\na termite emitter\na sheath\nsome velcro (being worn)\na tinfoil info-lit\na salient saltine\nan idlers' slider\na dope tan notepad\n\n\"...How I do it, idiot.\"\n\n\"Who?\"", "endoftext": false }, { "action": "You examine the sheath", "response": "It's a dull grey, with the words FOR GREAT QUIETNESS inscribed in some Gothic font.\n\nSomeone shows how he cut down a stupider disputer. Others agree, eager.", "endoftext": false }, { "action": "You examine emitter", "response": "It's a small black box, six inches by six inches. It's empty now, you hope. Someone has scratched a circle with a line through it over a dollar sign. It's probably empty after your hijinks.\n\n\"...How I do it, idiot.\"\n\n\"Who?\"", "endoftext": true }, { "action": "You look around", "response": "It's quiet here, mostly due to the soundproofed walls. It'd make a nice mob combine, but it's a small bunker for nerds who just got sick of the thumping.\n\nA large metallic door is to the west. It's got no sensor on this side, so you can probably just walk back through it.\n\nYou can also see some nerds and a lit-up tulip here.\n\n\"...butler I rebuilt!\"", "endoftext": false }, { "action": "You examine the door", "response": "It's very solid.\n\nA conceders' crescendo follows a claim nerds'd LIKE to help everyday stupid people.", "endoftext": false }, { "action": "Odor", "response": "You can't see anything here like that, or changeable into that.\n\nSomeone shows how he cut down a stupider disputer. Others agree, eager.", "endoftext": false }, { "action": "You examine the walls", "response": "They've got those perpendicular ridges in sets of three that kill sound. The nerds won't shut up, though.\n\n\"Since I'm not omniscient...\" Ish, note his tone. Sarcastic, arctic ass.", "endoftext": false }, { "action": "You wear the sheath", "response": "You put on the sheath.\n\nSomeone blames the dim-led middle for This Whole Mess.", "endoftext": false }, { "action": "You scan the walls", "response": "The slider makes no noise.\n\n\"...butler I rebuilt!\"", "endoftext": false }, { "action": "About yourself", "response": "You're wearing generic, comfortable and inoffensive clothes, which have enough pockets for a modest inventory.\n\nYou hear a MENSA-y yesman encourage someone to repeat himself.", "endoftext": false }, { "action": "You check your inventory", "response": "Item time! You are carrying:\na keycard\na termite emitter\na sheath (being worn)\nsome velcro (being worn)\na tinfoil info-lit\na salient saltine\nan idlers' slider\na dope tan notepad\n\nA conceders' crescendo follows a claim nerds'd LIKE to help everyday stupid people.", "endoftext": false }, { "action": "You put the tulip in the sheath", "response": "(first taking the lit-up tulip)\n\nSomeone shoots a hand out. \"You have to ASK NERDS the right thing before you can get it. What do you want it for? ASK us, don't TELL us.\"\n\nThat was kind of abrasive. You wonder if there's a way to disrupt their little gathering if you can't figure what to ask.\n\nThe nerds give amens that MENSA is the greatest social group ever.", "endoftext": false }, { "action": "You take off the sheath", "response": "It'd be too awkward to carry.\n\nSomeone blames the dim-led middle for This Whole Mess.", "endoftext": false }, { "action": "You look at the sheath", "response": "It's a dull grey, with the words FOR GREAT QUIETNESS inscribed in some Gothic font.\n\nYou hear a MENSA-y yesman encourage someone to repeat himself.", "endoftext": false }, { "action": "You go west", "response": "(first opening the metallic door)\nThe door slides open as you step near it.\n\nThis is some sort of seedy underground intersection with a train station south. You can also go north to what looks like a camp. You see the down escalator you came by. A building to the west advertises itself as The Ol' Hotel.\n\nA large metallic door is to the east. It has a warning graphic repelling any old riff-raff from entering. There's also a sensor off to the side.", "endoftext": false }, { "action": "Go south", "response": "Er, Train Terrain\nYou're in a train station. The tracks are east and, it seems, so is the noise--it's louder here than anywhere else. You suspect the darkness to the east is where your destiny lies.\n\nYou could go back north, and there's a fuzzy looking wall to the west, too. You notice pointed art and a faded ad on it, but the small recess near the top seems more useful. A rail is to the east--it's no longer sparking.", "endoftext": false }, { "action": "You remove the sheath", "response": "It'd be too awkward to carry.", "endoftext": true }, { "action": "You look at your surroundings", "response": "You're in a flower shop manned (elfed?) by faeries. You can go back west to the camp.\n\nYou can see some freesia faeries, some heaths and some begonias here.", "endoftext": false }, { "action": "You go to the north", "response": "Here in this cross between a platform and farm plot lie the shocking red tents of the terminally un- and under-employed. You are quickly excluded from this once-mum commune, since you seem actually busy. An alley lies to the west, a posh shop is to the east, and back south is where you started from.\n\nA driveway with a yard view leads north. You hear painful music.\n\nThat lost corn is still in that corner. Sorry if that sounds corny.\n\nA deadbeat is sitting on the ground here, looking dead beat. His eyes dart between you and the lost corn. Clearly, he resents the work your presence is forcing on him.\n\nThe beats aren't audible here, but conversation voices rant on. The talkers seem to take you for a stalker, but nobody wants to get too close. A barnacled candelabra hangs above, antlers are attached to a wall, and carpets provide garish spectra on the floor.\n\nAll in all, this place probably has a high property value, and people would be horrified if something happened to make it drop.\n\nSome dry cake is here. Nobody else is lower-class enough to eat it, but everyone's making sure nobody lower-class nabs it.", "endoftext": false }, { "action": "Go north", "response": "It's dark that way. You step on a pliers and turn back before hitting any more perils.", "endoftext": false }, { "action": "Go west", "response": "What would a beaten-down city be without an ol' hotel? Both have seen better days, but this place has been trashed hardest. Everything's boarded up, and the only way out is east.\n\nA ketchup bottle lies here, torn apart--and you have a prime suspect in the Night Thing that was here.\n\nThe mattress still conforms to the shape of the night thing that sat on it--but it also has a bump in one corner.", "endoftext": false }, { "action": "You take the machine", "response": "You already have that.", "endoftext": false }, { "action": "You check your inventory", "response": "Item time! You are carrying:\na termite emitter\nsome begonias\na barcode\nsome velcro (being worn)\na tinfoil info-lit\na salient saltine\nan idlers' slider\na dope tan notepad", "endoftext": false }, { "action": "You put the keycard on the sensor", "response": "What do you know? It works! The door slides open!", "endoftext": false }, { "action": "You go east", "response": "You swipe your keycard and go east as the door opens.\n\nIt's quiet here, mostly due to the soundproofed walls. It'd make a nice mob combine, but it's a small bunker for nerds who just got sick of the thumping. You suspect the actual entertainment center's in back, and you'd have to learn a secret handshake or something to get there. But you've got a city to save.\n\nA large metallic door is to the west. It's got no sensor on this side, so you can probably just walk back through it.\n\nYou can also see some nerds and a lit-up tulip here.\n\nThe nerds give amens that MENSA is the greatest social group ever.\n\nThe metallic door slides shut.", "endoftext": false }, { "action": "Noise bag", "response": "The begonias twirl and create a bag. One with weird triangular spikes on the inside. You exclaim surprise at it--the bag whooshes every time you say something.\n\n\"Since I'm not omniscient...\" Ish, note his tone. Sarcastic, arctic ass.", "endoftext": false }, { "action": "You open the bag", "response": "You open the noise bag.\n\nSomeone blames the dim-led middle for This Whole Mess.", "endoftext": false }, { "action": "You give the bag to NERDS", "response": "They aren't big on material things. They probably prefer to show how smart they are.\n\nYou hear a MENSA-y yesman encourage someone to repeat himself.", "endoftext": false }, { "action": "You ask NERDS about the bag", "response": "The nerds look at each other, wondering why you would ask about that, really. They are sure you have something important to ask them. Maybe somewhere you can't get to or through. They could figure it out if in your shoes.\n\nHmm. Apparently, when you ASK NERDS, you need to come correct. All the same, you're a bit annoyed, and you wonder if you can maybe play a mean trick on them to get that tulip, instead.\n\nA conceders' crescendo follows a claim nerds'd LIKE to help everyday stupid people.", "endoftext": false }, { "action": "You use the bag on NERDS", "response": "Use is a bit too vague for this game's parser to understand. You can SWITCH something, or PUT something IN/ON something, or even ATTACH something to something. You can PUSH a button or OPEN something, as well. Specific items should clue you what to do if you EXAMINE them.", "endoftext": false }, { "action": "You put the bag on nerds", "response": "Putting things on the nerds would achieve nothing.\n\nYou hear a MENSA-y yesman encourage someone to repeat himself.", "endoftext": false }, { "action": "You look at the bag", "response": "It's labeled OPEN TO CAPTURE NOISES.\n\n\"Since I'm not omniscient...\" Ish, note his tone. Sarcastic, arctic ass.", "endoftext": false }, { "action": "You open bag", "response": "That's already open.\n\nThe nerds give amens that MENSA is the greatest social group ever.", "endoftext": false }, { "action": "Close bag", "response": "You close the noise bag.\n\n\"Since I'm not omniscient...\" Ish, note his tone. Sarcastic, arctic ass.", "endoftext": false }, { "action": "You look in the bag", "response": "It's labeled OPEN TO CAPTURE NOISES.\n\n\"...How I do it, idiot.\"\n\n\"Who?\"", "endoftext": false }, { "action": "You drop bag", "response": "I noticed you used a period to separate commands. Unfortunately, the parser in Inform seems to have an extremely obscure bug (#1011 at inform7.com) that interacts with the solution to this game if you separate commands with periods. It was noticed near the release deadline, and it manifests itself when you refer to an in-game item or person or thing as one in a series of commands, usually three or more.\n\nThis warning won't appear again. Hit any key to continue.\nYou open the noise bag.\n\nThe nerds give amens that MENSA is the greatest social group ever.\n\nYou shouldn't need to drop that. You have enough hands and pockets.\n\nSomeone blames the dim-led middle for This Whole Mess.", "endoftext": false }, { "action": "You drop the bag", "response": "You shouldn't need to drop that. You have enough hands and pockets.\n\nSomeone shows how mediums are for dummies. Others agree, eager.", "endoftext": false }, { "action": "You ask NERDS about the noise", "response": "The nerds look at each other, wondering why you would ask about that, really. They are sure you have something important to ask them. Maybe somewhere you can't get to or through. They could figure it out if in your shoes.\n\nHmm. Apparently, when you ASK NERDS, you need to come correct.\n\n\"...How I do it, idiot.\"\n\n\"Who?\"", "endoftext": false }, { "action": "You open the bag", "response": "That's already open.", "endoftext": false }, { "action": "You go to the north", "response": "You'd probably be recognized and arrested.", "endoftext": false }, { "action": "You examine the bag", "response": "It's labeled OPEN TO CAPTURE NOISES.", "endoftext": false }, { "action": "You put the noise in the bag", "response": "Tautology?! Got ya, lout!", "endoftext": false }, { "action": "Noise bag", "response": "The begonias twirl and create a bag. One with weird triangular spikes on the inside. You exclaim surprise at it--the bag whooshes every time you say something.", "endoftext": false }, { "action": "You take the cake", "response": "You feel a slap on your hand from someone who mentions Doc Bleak gave a creep a crepe once. A bold cake blockade! Someone else takes a turn watching you.", "endoftext": false }, { "action": "You listen", "response": "The conversation changes subject rapidly and randomly. \"It can't be a real toxin. It gives relaxation!\"\n.", "endoftext": false }, { "action": "You open the bag", "response": "That's already open.", "endoftext": false }, { "action": "You turn on the machine", "response": "You activate. They vacate it. It's like a petard--those who prated, depart and ratchet down the chatter. The emitter dies down after the last termite escapes.", "endoftext": false }, { "action": "You examine the bag", "response": "It's labeled OPEN TO CAPTURE NOISES.", "endoftext": false }, { "action": "Keycard", "response": "The dry metallic cake turns into a dry metallic keycard, which you take for yourself. Hooray, technology.", "endoftext": false }, { "action": "Go east", "response": "You swipe your keycard and go east as the door opens.\n\nIt's quiet here, mostly due to the soundproofed walls. It'd make a nice mob combine, but it's a small bunker for nerds who just got sick of the thumping. You suspect the actual entertainment center's in back, and you'd have to learn a secret handshake or something to get there. But you've got a city to save.\n\nA large metallic door is to the west. It's got no sensor on this side, so you can probably just walk back through it.\n\nYou can also see some nerds and a lit-up tulip here.\n\nSomeone blames the dim-led middle for This Whole Mess.\n\nThe metallic door slides shut.", "endoftext": false }, { "action": "You ask NERDS about the wall", "response": "Which do you mean, the fuzzy looking wall, the scraped wall or the cedar wall/walls?", "endoftext": false }, { "action": "You ask NERDS about the controls", "response": "The nerds look at each other, wondering why you would ask about that, really. They are sure you have something important to ask them. Maybe somewhere you can't get to or through. They could figure it out if in your shoes.\n\nHmm. Apparently, when you ASK NERDS, you need to come correct.\n\nSomeone blames the dim-led middle for This Whole Mess.", "endoftext": false }, { "action": "You ask NERDS about the noise", "response": "The nerds look at each other, wondering why you would ask about that, really. They are sure you have something important to ask them. Maybe somewhere you can't get to or through. They could figure it out if in your shoes.\n\nHmm. Apparently, when you ASK NERDS, you need to come correct. All the same, you're a bit annoyed, and you wonder if you can maybe play a mean trick on them to get that tulip, instead.\n\nYou hear a MENSA-y yesman encourage someone to repeat himself.", "endoftext": false }, { "action": "You examine the tulip", "response": "No fickler flicker or slight lights--its twinkle lets it wink for a long while, with no way to turn it off or on.\n\n\"...butler I rebuilt!\"", "endoftext": false }, { "action": "You examine walls", "response": "They've got those perpendicular ridges in sets of three that kill sound. The nerds won't shut up, though.\n\nYou hear a MENSA-y yesman encourage someone to repeat himself.", "endoftext": false }, { "action": "About yourself", "response": "You're wearing generic, comfortable and inoffensive clothes, which have enough pockets for a modest inventory.\n\nSomeone blames the dim-led middle for This Whole Mess.", "endoftext": false }, { "action": "Inventory", "response": "Item time! You are carrying:\nsome controls\na keycard\na termite emitter\na noise bag (open but empty)\nsome velcro (being worn)\na tinfoil info-lit\na salient saltine\nan idlers' slider\na dope tan notepad\n\nSomeone shows how mediums are for dummies. Others agree, eager.", "endoftext": false }, { "action": "You ask NERDS about the quest", "response": "\"He's not smart enough for us, is he?\"\n\n\"Well, if he found his way in, he is!\"\n\n\"Well, he'll have to find the right thing to ask nerds like us about if he wants us to stop talking about him like he's not here.\"\n\n\"If he doesn't know what to ask nerds about, he deserves Ed's snark!\" Whoever he is.\n\nThe nerds give amens that MENSA is the greatest social group ever.", "endoftext": false }, { "action": "You ask NERDS about the dungeons and the dragons", "response": "More annoying banter. Perhaps you could disperse them with the right item. They'd deserve it. Though maybe if you keep bugging them, they'll get exasperated and give you better hints than what to ask nerds about.\n\nSomeone shows how he cut down a stupider disputer. Others agree, eager.", "endoftext": false }, { "action": "You ask NERDS about the station", "response": "They form a grin ring, but you close your eyes a bit.\n\n\"...How I do it, idiot.\"\n\n\"Who?\"", "endoftext": false }, { "action": "You ask NERDS about the thin ledge", "response": "\"You might as well ask dorks like Karkdoss about something that inconsequential!\"\n\nSomeone blames the dim-led middle for This Whole Mess.", "endoftext": false }, { "action": "You ask NERDS about the mensa", "response": "Apparently you haven't seen the light for what to ask nerds about. A few smart-people in-jokes later, you feel too aliterate to retaliate, worried it might take a thousand years to guess.\n\n\"Since I'm not omniscient...\" Ish, note his tone. Sarcastic, arctic ass.", "endoftext": false }, { "action": "You ask NERDS about the anagrams", "response": "Apparently you haven't seen the light for what to ask nerds about. A few smart-people in-jokes later, you feel too aliterate to retaliate, worried it might take a thousand years to guess.\n\nSomeone blames the dim-led middle for This Whole Mess.", "endoftext": false }, { "action": "You ask NERDS about the walls", "response": "(soundproofed walls)\nThe nerds look at each other, wondering why you would ask about that, really. They are sure you have something important to ask them. Maybe somewhere you can't get to or through. They could figure it out if in your shoes.\n\nHmm. Apparently, when you ASK NERDS, you need to come correct.\n\nYou hear a MENSA-y yesman encourage someone to repeat himself.", "endoftext": false }, { "action": "You ask NERDS about the tulip", "response": "\"We've got plenty of light here. You can have it, if you know what to ask us about. And if the tulip would help.\"\n\nA conceders' crescendo follows a claim nerds'd LIKE to help everyday stupid people.", "endoftext": false }, { "action": "You ask NERDS about METROS", "response": "The nerds look at each other, wondering why you would ask about that, really. They are sure you have something important to ask them. Maybe somewhere you can't get to or through. They could figure it out if in your shoes.\n\nHmm. Apparently, when you ASK NERDS, you need to come correct. All the same, you're a bit annoyed, and you wonder if you can maybe play a mean trick on them to get that tulip, instead.\n\nYou hear a MENSA-y yesman encourage someone to repeat himself.", "endoftext": false }, { "action": "You ask NERDS about the darkness", "response": "\"What, you want us to do everything for you? We're exhausted from building this soundproofing. But whatever. Here. Have this lit-up tulip.\"\n\n\"...How I do it, idiot.\"\n\n\"Who?\"", "endoftext": false }, { "action": "Go east", "response": "You hear an even worse noise as you walk across the tracks. You run back across where you can reflect how it would be nice if you had something in that noise bag to combat...whatever it is there.", "endoftext": false }, { "action": "You go to the east", "response": "You swipe your keycard and go east as the door opens.\n\nIt's quiet here, mostly due to the soundproofed walls. It'd make a nice mob combine, but it's a small bunker for nerds who just got sick of the thumping.\n\nA large metallic door is to the west. It's got no sensor on this side, so you can probably just walk back through it.\n\nYou can also see some nerds and a lit-up tulip here.\n\nA conceders' crescendo follows a claim nerds'd LIKE to help everyday stupid people.", "endoftext": false }, { "action": "You ask NERDS about the darkness", "response": "\"What, you want us to do everything for you? We're exhausted from building this soundproofing. But whatever. Here. Have this lit-up tulip.\"\n\n\"Since I'm not omniscient...\" Ish, note his tone. Sarcastic, arctic ass.\n\nThe metallic door slides shut.", "endoftext": false }, { "action": "Go east", "response": "You hear an even worse noise as you walk across the tracks. You run back across where you can reflect how it would be nice if you had a weapon in that sheath.", "endoftext": false }, { "action": "You check your inventory", "response": "Item time! You are carrying:\na lit-up tulip\na keycard\na termite emitter\na sheath\nsome velcro (being worn)\na tinfoil info-lit\na salient saltine\nan idlers' slider\na dope tan notepad", "endoftext": false }, { "action": "You go east", "response": "You swipe your keycard and go east as the door opens.\n\nIt's quiet here, mostly due to the soundproofed walls. It'd make a nice mob combine, but it's a small bunker for nerds who just got sick of the thumping.\n\nA large metallic door is to the west. It's got no sensor on this side, so you can probably just walk back through it.\n\nYou can also see some nerds here.\n\n\"...How I do it, idiot.\"\n\n\"Who?\"", "endoftext": false }, { "action": "Sword", "response": "You can't see anything here like that, or changeable into that.\n\nSomeone shows how he cut down a stupider disputer. Others agree, eager.\n\nThe metallic door slides shut.", "endoftext": false }, { "action": "You look at the sheath", "response": "It's a dull grey, with the words FOR GREAT QUIETNESS inscribed in some Gothic font.\n\n\"...butler I rebuilt!\"", "endoftext": false }, { "action": "You scan tulip", "response": "\"Insanity is doing the same thing over and over again and expecting to get different results!\" one of them says. Stiff high-fives follow all around.\n\nSomeone blames the dim-led middle for This Whole Mess.", "endoftext": false }, { "action": "You go west", "response": "(first opening the metallic door)\nThe door slides open as you step near it.\n\nThis is some sort of seedy underground intersection with a train station south. You can also go north to what looks like a camp. You see the down escalator you came by. A building to the west advertises itself as The Ol' Hotel.\n\nA large metallic door is to the east. It has a warning graphic repelling any old riff-raff from entering. There's also a sensor off to the side.", "endoftext": false }, { "action": "You scan tulip", "response": "The slider makes no noise.\n\nThe metallic door slides shut.", "endoftext": false }, { "action": "You look at the keycard", "response": "It's plain and metallic, with a barcode that might help with optical scanners.", "endoftext": false }, { "action": "Go east", "response": "You hear an even worse noise as you walk across the tracks. You run back across where you can reflect how it would be nice if you had a weapon in that sheath.", "endoftext": false }, { "action": "You take the bottle", "response": "Trust me. You don't need it.", "endoftext": false }, { "action": "You sit", "response": "(on the the slider's screen)\nThat's not something you can sit down on.", "endoftext": false }, { "action": "You sit on Mattress", "response": "On that mattress? Eww.", "endoftext": false }, { "action": "Sword", "response": "The words go slippery, claiming they didn't mean themselves, giving passive-aggressive threats. But it is too late--they fade, and a sword appears materially.\n\nYou sensibly put the sword--as slippery as the final words--into your sheath.", "endoftext": false }, { "action": "You go east", "response": "Er, Train Terrain\nYou're in a train station. The tracks are east and, it seems, so is the noise--it's louder here than anywhere else. You suspect the darkness to the east is where your destiny lies.\n\nYou could go back north, and there's a fuzzy looking wall to the west, too. You notice pointed art and a faded ad on it, but the small recess near the top seems more useful. A rail is to the east--it's no longer sparking.\n\nYour lit-up tulip gives a welcoming anemic glow. You're ready to tackle whatever's lying craven in the cavern.\n\nYou're in a formerly dark passageway that houses the force responsible for all the pain in the metropolis. You feel like a movie star, with the beats pulsing in the background to lead you on to defeating--oh, wait. The beats ARE what you're trying to defeat.\n\nA siren kicks in, to make things even more head-achingly techno up in here. It's off to your side. It's noisy enough, you're not getting near it.", "endoftext": false }, { "action": "You examine the siren", "response": "Blue and red and flashing and very loud. You'd love to pound it into a powder.\n\nRRIIEEUUWW. That siren just won't shut up. Man, you just want\nto pound it into a powder.", "endoftext": false }, { "action": "Scan siren", "response": "Most of the screen goes blue, then a green dot and red dot bounce left and right across the slider screen, and they eventually wind up like so:\nBBGBR\n\nRRIIEEUUWW. That siren just won't shut up. Man, you just want\nto pound it into a powder.", "endoftext": false }, { "action": "Resin", "response": "The siren makes some even more spastic noises before grinding into resin powder. You scoop it up and put some on your hands, which feel sticky now. You feel your chances of defeating the beats has risen, unless you rinse.", "endoftext": true }, { "action": "Look around", "response": "You're in a formerly dark passageway that houses the force responsible for all the pain in the metropolis. You feel like a movie star, with the beats pulsing in the background to lead you on to defeating--oh, wait. The beats ARE what you're trying to defeat.", "endoftext": false }, { "action": "Go east", "response": "There's no easy way out. But you sense you have what you need.", "endoftext": false }, { "action": "Scan beats", "response": "Most of the screen goes blue, then a green dot and red dot bounce left and right across the slider screen, and they eventually wind up like so:\nGBBRB", "endoftext": false }, { "action": "Beast", "response": "The beats turn into a beast which also yells, but at least it's not that constant electronic thumping. The thing has to take time to breathe. It's an improvement. Well, for your survival chances.", "endoftext": false }, { "action": "You examine the beast", "response": "It's blob-shaped with one tooth and one eye and inside-out headphones that still transmit music.", "endoftext": false }, { "action": "You examine the sword", "response": "It's sheathed now. It's not really worth admiring. The handle looks slippery.", "endoftext": false }, { "action": "You attack the beast", "response": "The sword is yours, and you grab it firmly in your resined hands!\n\nYour sword acts as a microphone, converting the beast's beats to equally horrendous lyrics and providing feedback that makes it wince. It gives an owly yowl and runs off, sobbing. People can finally think again! \"You're quite a Smiter, Mister! You gave the monster no terms! You merit this mitre!\" someone says. But all you want is to get on with your quest. The escalator in the undesired underside is rigged to go up. You get a pared parade and, for slower fun, plant a sunflower before returning to the Trips Strip.\n\nCongratulations! Metros node: done!\n\"Yeah! Heya.\" says Eric Rice, again. \"Nice work up in the metros. Oo, more stuff. Let me take it. You go get relaxing now in your Roman Manor.\" Before you can thank him, he's gone.\nTrips Strip\nYou see what was once a bunch of small malls. Most lots appear vacant or dilapidated.\n\nYou see a down escalator here, but it's not worth revisiting the metros.\n\nSome stairs lead down from the wreckage of store I, further than you can see. But no sense looking--you know what's there, and you've taken care of it.\n\nThere's a forest here where store F was, but you probably don't need to go back there.", "endoftext": false }, { "action": "You examine the malls", "response": "Of the various stores you see, only store r looks like you can do anything with it. Store r finally looks like you can visit. A few others seem greyed-out, like in a video game or something. There can't be anything in any of them.", "endoftext": false }, { "action": "Roster", "response": "(examining instead)\nThe roster on the front of store R reads: \"People who have earned a vacation: you (well, go on!)\"", "endoftext": false }, { "action": "You enter", "response": "You've been there, done that. Big city life is not for you.", "endoftext": false }, { "action": "You enter the store r.", "response": "It's closed and locked, and you won't find a key. Maybe you can do something else to it.", "endoftext": false }, { "action": "Resort", "response": "Store R rumbles and reforms into something far posher. A huge resort! You see, in the distance, a manor that seems made for you. \"I know what you're looking at!\" calls Old Man Almond. \"You've earned it! For defeating Red Bull Burdell!\"\n\nBefore you reply you haven't, he's already run behind store 7, yelling \"Go! Rest!\"", "endoftext": false }, { "action": "Resort", "response": "(examining instead)\nMan, it's beautiful, spacious and sunny. Even sunnier than the Trips Strip, which is much nicer since you started cleaning up, but still...\n\n(You can say the name of the resort now to enter it. There's nothing more hidden in its description.)", "endoftext": false }, { "action": "Resort", "response": "(entering instead)\nYou stride into the resort thinking \"Gee. Damn. Endgame.\" But it is a mirage! You're gamier than to let that bother you, though, even though you hardly seem to be in paradise.\n\nTiles, tiles, tiles. As far as you can see. Different colors, but this doesn't look like a comfortable place for a nice long vacation. Your slider jostles a bit.", "endoftext": false }, { "action": "You scan the tiles", "response": "Most of the screen goes blue, then a green dot and red dot bounce left and right across the slider screen, and they eventually wind up like so:\nB", "endoftext": true }, { "action": "You look around", "response": "Tiles, tiles, tiles. As far as you can see. Different colors, but this doesn't look like a comfortable place for a nice long vacation. Your slider jostles a bit.", "endoftext": false }, { "action": "You check your inventory", "response": "Item time! You are carrying:\na tinfoil info-lit\na salient saltine\nan idlers' slider\na dope tan notepad", "endoftext": false }, { "action": "Islet", "response": "The tiles crumble and shift around.\n\nWell, this is a little more idyllic. But it's all sand and so small, it can't be the one you were promised. You can see land way to the east.\n\nYou see a rudimentary swing hanging from a tree here.\n\nYou see a large-ish rock here.", "endoftext": false }, { "action": "You examine the swing", "response": "The swing is made of twine and hangs from a tree branch high up. You won't get to untie it, but you can see something scratched on the tree.", "endoftext": false }, { "action": "You examine tree", "response": "It has ALOFT scratched into it. An arrow points down to the swing, as if to say, the tree can't help you fly.", "endoftext": false }, { "action": "Wings", "response": "The old swing's ropes defray and the seat somehow transmogrifies. You see a pair of wings. They don't look like they'll last too long, but they're better than nothing. You take them.", "endoftext": false }, { "action": "You check your inventory", "response": "Item time! You are carrying:\nsome wings\na tinfoil info-lit\na salient saltine\nan idlers' slider\na dope tan notepad", "endoftext": true }, { "action": "You look around", "response": "Well, this is a little more idyllic. But it's all sand and so small, it can't be the one you were promised. You can see land way to the east.\n\nYou see a large-ish rock here, but it seems less potentially useful now you have the wings.", "endoftext": false }, { "action": "You go east", "response": "You put on the wings for your flight. The wings last just long enough for you to get to the landmass you see before shredding into the wind. But it probably doesn't matter now--you're across to some sort of mainland.\n\nYou've reached an odd low woodland. There's a gigantic set of poles off to the east. Also, a toolshed that's in bad shape.\n\nA spore, about a foot long, is here. Imagine what it could grow into.\n\nA sprig of some tree or weed you can't identify is here.", "endoftext": false }, { "action": "You examine the sprig", "response": "Very fragile in its present form.", "endoftext": false }, { "action": "Grips", "response": "The fragile sprig pops into a pair of suction grips, which you take.", "endoftext": false }, { "action": "You examine the spore", "response": "It looks too delicate as is to support any weight.", "endoftext": false }, { "action": "Ropes", "response": "The spore grows more quickly than you could imagine, into a couple of long ropes tied together. You wind one around your waist. The combination of grips and ropes is probably enough to make climbing gear. You don't need the toolshed for tools.", "endoftext": false }, { "action": "You examine toolshed", "response": "It's metal, with no visible entry or even windows. You notice some outcroppings.", "endoftext": false }, { "action": "You look at the outcroppings", "response": "They are something you could put your feet--no, the edge of them--on. They look sturdy enough to hold you, but the problem is, they don't lead anywhere.", "endoftext": false }, { "action": "You scan toolshed", "response": "Most of the screen goes blue, then a green dot and red dot bounce left and right across the slider screen, and they eventually wind up like so:\nGBBBRBBB", "endoftext": false }, { "action": "You examine the poles", "response": "They are too vertical and smooth to climb. You can't push them--they look quite sturdy and are at least twenty feet tall--but maybe, if they were at an angle... Or you could get a grip somewhere.", "endoftext": false }, { "action": "Slope", "response": "The poles rumble and slide. You run away, fearing they may go vertically--then you're a bit disappointed to see they're still at a forty-five degree angle.", "endoftext": false }, { "action": "Toeholds", "response": "That'll do it! The toolshed crumbles, leaving only the small outcroppings--which somehow fly into the slope.They're plentiful and stable. You could probably climb up now. You probably don't need those tools you made.", "endoftext": false }, { "action": "You climb", "response": "(the the slider's screen)\nI don't think much is to be achieved by that.", "endoftext": true }, { "action": "Look around", "response": "You've reached an odd low woodland. There's a gigantic slope you could climb off to the east. You see toeholds on the slope.", "endoftext": false }, { "action": "You go to the east", "response": "You make it up the slope with some effort and surprisingly little risk. You didn't even need any climbing gadgets. The toeholds are more like footholds, really.\n\nAn arid, trod dirt road. East is siesta.\n\nOh dear. A horde. Uprisers--surprise--protesting YOU! A full-blown riot.\n\nThe rioters decry The Villain In The Villa. The one they're blocking you from. Well, you weren't expecting airtight logic.", "endoftext": false }, { "action": "You examine the horde", "response": "Well, you have to admit, there's a wide variety of people protesting you, even if they're not explaining why. The riot will probably be blocking your way to the east, but they don't seem to be attacking you, which is nice.\n\nYou probably can't take the whole riot at once, but it'd be nice to have a way to weed out most of them.\n\n\"GO, CURSE-SCOURGE!\" the rioters chant.", "endoftext": false }, { "action": "You listen", "response": "Silent.\n\nThe rioters accuse you of animal cruelty: making monotremes into metronomes.", "endoftext": false }, { "action": "Continue", "response": "Quite quiet.\n\nThe rioters decry The Villain In The Villa. The one they're blocking you from. Well, you weren't expecting airtight logic.", "endoftext": false }, { "action": "Scan horde", "response": "Most of the screen goes blue, then a green dot and red dot bounce left and right across the slider screen, and they eventually wind up like so:\nBBRG\n\nThe rioters lambaste your work in the forest with a meat slab.", "endoftext": false }, { "action": "Trio", "response": "Your word seems to have no effect. But that's just because the least enthusiastic people in the back leave first. Others follow--one of them even drops some chain links. And soon, just three people remain. The most energetic and dedicated, of course, but altering that triangle can't be too hard, can it?\n\nIt's still a protest. But while three's a crowd, they look similar.\n\nYou're presented with accusations you'd make the holiest hostile.", "endoftext": true }, { "action": "Look around", "response": "An arid, trod dirt road. East is siesta.\n\nThree can still be a protest as well as a crowd, apparently. They're blocking your way east.\n\nYou can see some chain links here.\n\nSome bitter lug says you're the litterbug throwing darn glass in his grassland.", "endoftext": false }, { "action": "Links", "response": "(examining instead)\nA bunch of ovular links hooked together. Out of the hands of rioters, it'll cause less achin'. You notice they are Made In China. But they're still more violent things than you'd like, this near your manor.\n\nThe remaining protesters decry The Villain In The Villa. The one they're blocking you from. Well, you weren't expecting airtight logic.", "endoftext": false }, { "action": "Scan links", "response": "Most of the screen goes blue, then a green dot and red dot bounce left and right across the slider screen, and they eventually wind up like so:\nBBBGR\n\nOne carries an AVENGE GENEVA sign. You've never been there.", "endoftext": false }, { "action": "Kilns", "response": "The links burst and swell into luxury kilns. The yelling's loud as ever but increasingly directed at the kilns and not you. The protesters seem distracted.\n\nSome bitter lug says you're the litterbug throwing darn glass in his grassland.", "endoftext": true }, { "action": "You look at your surroundings", "response": "An arid, trod dirt road. East is siesta.\n\nThree can still be a protest as well as a crowd, apparently. They're blocking your way east.\n\nYou can see some kilns here.\n\n\"HILLSIDE SHILL, DIE!\" they chant.", "endoftext": false }, { "action": "You go to the east", "response": "They still outnumber you. And they're still angrier, too. Gotta calm them down.\n\nThe visceral cavilers continue their masculine calumnies.", "endoftext": false }, { "action": "Inventory", "response": "Item time! You are carrying:\nsome ropes\nsome grips\na tinfoil info-lit\na salient saltine\nan idlers' slider\na dope tan notepad\n\nThe tough-on-sin remaining protesters continue on shouting.", "endoftext": false }, { "action": "You examine the kilns", "response": "You certainly managed to summon the deluxe version. I guess all that practice earlier in the game, you learned how to give your anagrams OOMPH. You gaze at your work proudly, but it's not work you can work with further.\n\n\"HILLSIDE SHILL, DIE!\" they chant.", "endoftext": false }, { "action": "You examine the protesters", "response": "They're all smeared with--huh? Looks like clay?\n\nThe remaining protesters seem particularly upset you destroyed store I & R.", "endoftext": false }, { "action": "You scan the protesters", "response": "Most of the screen goes blue, then a green dot and red dot bounce left and right across the slider screen, and they eventually wind up like so:\nGBBBBRB\n\nThe remaining protesters frame themselves as lackers, you as a slacker.", "endoftext": false }, { "action": "Potters", "response": "The trio grows even more lethargic. A fellow in a smock mocks the whole charade before throwing the smock in a corner. He talks with his two friends. Shortly, they see the kilns nearby. They go to work happily.", "endoftext": false }, { "action": "You go east", "response": "happily.You hear a shout from the south and see a man too ham-nosed to be handsome. He washes down some walnuts of wan lust with liquid from a purple metal can labeled Sado-Soda.\n\n\"I am RED BULL BURDELL!\" he shouts, in a voice neither earthy nor hearty. \"From my ROOTS to my TORSO!\"\n\nHe's the size of a large hut, bellowing real thug laughter. \"Ever since I came over in a CANOE from the OCEAN, I forged my RESPECT SCEPTER from iron noir and put it to great use! Once, you rodents snorted.\"\n\nMoving from angered to enraged, he throws down a battle tablet, which shatters.\n\n\"I will not waste sweat. GET OUT!!!! My ideal time? IMMEDIATELY! Nuance is nuisance!\"\n\nThe potters flee with their kilns, which had handy wheels you didn't notice, to a mowed meadow. Bad time to maunder unarmed.", "endoftext": false }, { "action": "You go to the east", "response": "Not with Red Bull Burdell around you aren't.\n\n\"GET OUT!!!!\" yells Red Bull. \"Loser role's yours, pasty patsy!\"\n\nHis boot swings within an inch of your chin again.", "endoftext": false }, { "action": "You look at the red bull", "response": "His face is covered with crass scars. He's more muscly and less clumsy than you, and yet, he has a toe that sticks out. You think back to Achilles for some reason.\n\n\"GET OUT!!!!\" yells Red Bull. \"You should BLUSH, SHLUB!\"\n\nHis boot swings within an inch of your chin yet again.", "endoftext": false }, { "action": "You scan the red Bull", "response": "He kicks the slider out of the way! You were only able to read BRGBBB. He's not going to let you near it.\n\n\"GET OUT!!!!\" yells Red Bull. \"Turn, runt!\"\n\nHis boot swings within an inch of your chin, prompting one of your finest feints.", "endoftext": false }, { "action": "You kick the toe", "response": "It'll be clear when you need violence. And how. Hopefully.\n\n\"GET OUT!!!!\" yells Red Bull. \"You're SO THIN, you'll get NO HITS on me!\"\n\nHis boot swings within an inch of your chin. Be neat if he got beaten.", "endoftext": false }, { "action": "Tug toe", "response": "\"No go, goon!\" you yell, grabbing his toe.\n\nYou hold on as he yells \"HA! Inept!\" ...\n\"THE PAIN!\" Burdell's toe yellows, and he yells \"OW!\" first irately, then tearily, before facing reality--he is shrinking!\n\nYou ignore the predator's teardrops through a rain of \"No fair!\"\n\nThen he moans \"No Mas,\" fleeing the feeling. Ya won! No way!", "endoftext": true }, { "action": "You look at your surroundings", "response": "An arid, trod dirt road. East is siesta.\n\nIt's nice and peaceful here, but it's not quite home.\n\nYou can see an idlers' slider here.", "endoftext": false }, { "action": "You take slider", "response": "You take the slider, again.", "endoftext": false }, { "action": "You go east", "response": "You're in a beautiful, big residence. I could ramble about the marble, praise a spire, note the toaster rotates, or sanction what it contains, but really--you sense one last hurdle hurled in your way to happiness.\n\nThe darned exits are all around, but you just want to do less\nthan nothing. Your slider rattles for hopefully the last time.", "endoftext": false }, { "action": "You look at the slider", "response": "Your slider's not near anything, but it's registering GBBRB. That can't be for the manor itself, though.", "endoftext": false }, { "action": "You exist", "response": "That is all that's left to do. It's time to become an adventurer emeritus. Perhaps one day you will resume it, but for now, the allures of your laurels are too great. Doing without the outwith, you begin your being binge, mentally writing the happiest epitaths to your vaunted, er, adventure. Where IS that notepad?\nI...what? End a pad with a deadpan: TREMENDOUS = ME (ENDS TOUR).\n\nFinal rank: a smart gamin' anagrammist.", "endoftext": true } ]
ch39pwspg9nohmw
An Act of Murder
Christopher Huang
[ "Mystery" ]
[ "cover art", "IF Competition 2007", "IFComp Game", "Inform 7", "murder", "mystery", "parser", "randomized", "Replayable", "Xyzzy Awards 2007", "XYZZY Best Individual Puzzle" ]
2,007
[ 21, 35, 22, 0, 1 ]
79
3.949367
20071102
false
[ { "action": "%", "response": "Hugh Dunnett\n\n\n\nThe following story is set up with a great deal of randomisation, and is different each time you start or restart. It would therefore be highly advisable to save the game before you even begin your investigation.\n\nThe story uses the basic \"ask X about Y\" format of speaking to other characters. For the most part, \"tell X about Y\" will be unimportant: it is generally (though not always!) assumed that your questions about something will include asking about any new discoveries you have made elsewhere about the topic. The main exception to this rule is when laying out your case before Chief Inspector Duffy: in that event, you will have to depend exclusively on \"tell...\" instead.\n\nTime in the story proceeds at 15 seconds a turn, allowing you ample time (one hopes) to complete your investigation. However, there is in fact a time limit: Chief Inspector Duffy will arrive to speak to you at 2:00 am; and, whatever time he arrives, he will eventually lose patience if you don't manage to make an arrest within a certain time of his arrival.\n\nAnd that's all that's new. Good luck, Inspector! Your public awaits!\n\n\"Frederic Sheppard.\" Chief Inspector Duffy pulls at his moustache mournfully and stares up at the house through the windshield. \"Theatrical sort, usually has a finger in some play or other. He bought up Gull Point about ten years ago. Never any complaints from the neighbours, never any scandals.\" He pulls at his moustache again. \"He was found dead in the cove at the foot of the cliff behind the house about half an hour ago. Caller said it looked as though he fell from his study window.\"\n\n\"Think he might have jumped?\"\n\n\"She's your investigation: you tell me. We're treating this as a murder unless you can find anything to prove otherwise.\"\n\nYou nod. As you get out of the car, the Chief Inspector yawns and says, \"All right. I'm heading back to HQ. I'll be back in a couple of hours. The investigation's all yours. And if at any time you think you're ready to make an arrest, give me a call first, got it?\"\n\n\"Got it.\"\n\nWhat a wonderful way to spend the night. As Chief Inspector Duffy drives off into the darkness, you check your watch to see just how late it really is -- only to find that your watch has stopped.\n\n\n\nYou are standing on the front drive of Gull Point, residence of noted theatrical patron Frederic Sheppard. The house, a rambling old place, stands to the south.\n\nBeside the front doors, the large doorbell button gleams amber in the moonlight.\n\nYou can also see a red Triumph Roadster, a blue Austin and a green Morris Saloon here.", "endoftext": true }, { "action": "Look around", "response": "You are standing on the front drive of Gull Point, residence of noted theatrical patron Frederic Sheppard. The house, a rambling old place, stands to the south.\n\nBeside the front doors, the large doorbell button gleams amber in the moonlight.\n\nYou can also see a red Triumph Roadster, a blue Austin and a green Morris Saloon here.", "endoftext": false }, { "action": "No", "response": "She raises an eyebrow. \"No? What do you want, then?\" Faced with a distinct lack of anything else to say, you admit that you are, after all, the police. The woman draws her lips into a tight line and says, \"This is hardly the time to be playing the fool, Inspector. Now please, come in.\"\n\nTheatrical bills on the walls give this otherwise sterile entry hall the appearance of a theatrical lobby. The front doors are to the north, and the central hall is to the south. The cloak room is to the east.\n\n\"My name is Deborah Wolf, by the way. Frederic Sheppard was my uncle. My husband and I just arrived today to spend the weekend....\" She shakes her head. \"I'm sorry. It has all been a terrible shock. Please, come this way.\"\n\nShe takes a few steps towards the south and pauses, waiting for you.", "endoftext": false }, { "action": "Go south", "response": "As she walks with you, Deborah Wolf says, \"I should explain that my husband is Alexander Wolf, the playwright. He's working on a new stage musical called Twisty Passages, with a friend, Elinor Lamb. They were going to spend the weekend here, working on it together.\"\n\nJust as you pass under the arch into the central hall, the grandfather clock by the stairs chimes the midnight hour in doleful tones. Wonderful.\n\nThe central hall is a two-storeyed room, with wide arches north, northwest, southeast and east. French doors to the south open into the library, and a flight of stairs leads upstairs. The kitchen is through a discreet little door to the west. High above, the night sky is visible through a vast skylight.\n\nDeborah Wolf is here, watching you attentively.\n\nLoud, ponderous ticking echoes from the grandfather clock by the stairs.\n\nThe hall telephone stands in its niche beneath the stairs like an inscrutable modern art sculpture.\n\nAs you set your watch and wind it up, a tall, slender young man emerges from the drawing room to the east. \"Ah,\" he drawls, \"the illustrious representative of the Law. How perfectly delightful.\" He looks down at you with a vaguely supercilious manner.\n\nDeborah Wolf makes the introductions. \"Inspector, this is Mr Benedict Lamb, Elinor Lamb's brother. As I mentioned, Miss Lamb is collaborating with my husband on a stage musical; and Benedict here is acting chaperone.\"\n\n\"Never trust a Wolf alone with a Lamb, I always say.\"", "endoftext": false }, { "action": "You ask Deborah about the window", "response": "Benedict Lamb interrupts you, saying, a little sharply, \"I think we can leave my sister out of any of this, Inspector. She's in a wheelchair; her health is practically non-existant. She's quite incapable of any acts of violence. Would you agree?\"", "endoftext": false }, { "action": "No", "response": "Benedict Lamb's grey eyes flash angrily, but Deborah Wolf quickly says, \"The Inspector hasn't even seen the -- the body yet. You can't honestly expect him to make that sort of a judgement without evidence!\"\n\nBenedict merely sneers. Deborah Wolf rolls her eyes and says, \"Where is Elinor, Ben?\"\n\n\"She's in the conservatory, of course.\" Benedict jerks his head to the northwest arch, through which you can see the dining room. \"I told her she should go to bed and get some rest, but she insists on staying up for the investigation.\" He looks in your direction. \"Any time you want to speak with her, Inspector, be my guest. Though I assure you it won't be necessary.\"\n\nBenedict turns on his heel and strides back into the drawing room. Deborah heads towards the door to south. \"Shall we continue, Inspector?\"", "endoftext": false }, { "action": "Yes", "response": "Deborah lowers her voice and says, \"Ben's very protective of his sister, which is sweet but perhaps a little obsessive, in my opinion. Elinor may be wheelchair-bound, but she is nowhere near as delicate as he seems to think.\"\n\nThe study door to the west is almost obscured by the near-solid screen of crowded bookshelves occupying the west wall. The rest of the room is occupied with modern art. French doors open north to the central hall and southeast onto the terrace. The billiards room is through an anonymous-looking door to the east.\n\nDeborah Wolf is here, watching you attentively.\n\nOn closer inspection, one piece of modern art turns out to actually be a clock.\n\nYou can also see a tide table here.\n\nA short, red-headed young man is bent over a leather briefcase as you enter the Library. He looks up, startled, as you come in, and hurriedly shuts the briefcase. Then he's all smiles and cheerful camaraderie as he tosses his briefcase into a corner and comes forward to shake your hand.\n\n\"Inspector,\" says Deborah, \"I'd like you to meet Mr Cedric Crane, my uncle's former accountant. He was the one -- along with Mr Lamb -- who discovered the crime and raised the alarm.\"\n\nCedric Crane pumps your arm with all the excessive energy of a campaigning politician. Close up, you realise that he must actually be quite a bit older than he appeared at first glance. \"A pleasure to make your acquaintance,\" he says expansively, beaming from ear to ear.", "endoftext": false }, { "action": "You ask Cedric about the briefcase", "response": "Cedric Crane doesn't seem to have much to say about the leather briefcase.\n\nThere is a short burst of music from the west. Cedric Crane says, \"We left Mr Sheppard's wireless on. Since it was part of the crime scene, we didn't want to disturb it.\"\n\n\"You'd best take the Inspector to the body,\" says Deborah to Cedric, \"since you were the one who found him, after all.\"\n\nCedric does not look too happy at this, but turns towards the southeastern exit.", "endoftext": false }, { "action": "You get the briefcase", "response": "\"Inspector, that briefcase is private.\" Cedric smiles, but it doesn't quite reach his eyes.\n\nThe door to the east suddenly crashes open, revealing a broad-shouldered, truculent-looking man holding a billiard cue. He glares at you.\n\n\"This is Alexander Wolf,\" says Deborah, \"my husband.\" Alexander makes a brief sweeping gesture by way of greeting, and growls, \"let's get this over with as quickly as possible, eh?\"\n\n\"Alex, you've been drinking.\"\n\nCedric Crane whispers to you, \"We'd best head on out, Inspector.\" He quietly exits the room to the southeast.", "endoftext": false }, { "action": "Go southeast", "response": "The wide, stone-paved terrace overlooks the sea here to the west and south, and stairs lead down towards the beach. French doors go north to the billiard room and northwest to the library. The terrace itself continues to the west, around the corner of the library.\n\nYou can see Cedric Crane here.\n\nCedric Crane nods to you. \"Right then. You've met the Wolfs, of course; have you met the Lambs? Benedict and Elinor? The five of us would be the only people in the house at the moment, other than yourself. Anyway, it seems plain that Mr Sheppard must have been killed in his study,\" he says, pointing to a part of the house just west of the library, \"but Mr Lamb and I found him among the rocks down by the beach. Come on, I'll show you.\"\n\nCedric Crane turns and descends the stairs to the cliffside path below.\n\nFrom the direction of Library, you hear Alexander Wolf's raised voice, and then the slamming of a door.", "endoftext": true }, { "action": "Go downward", "response": "On one side is the steep cliff, punctuated with scrubby bushes clinging to crevices in the rock face; on the other side, you are completely exposed to the wide expanse of the sea. Stairs go up to the terrace of Gull Point, not quite visible from here, and the path itself winds down to the rocky beach below.\n\nYou can see Cedric Crane here.\n\nCedric Crane goes down.", "endoftext": true }, { "action": "Go downward", "response": "It is a quiet, moonlit night. The waters of the lagoon lap gently against the sand. Treacherous-looking rocks surround the beach, but a narrow path back up to the house has been cut into the cliff face behind you, and the rocks to the northwest look just safe enough to clamber over.\n\nYou can see Cedric Crane here.\n\nCedric Crane looks around at you and points off to the northwest. \"There's a small tide pool out that way. That's where Mr Lamb and I found the body. I think it must have been a bit after 11:00 pm -- probably about 11:10 pm -- we're not surrounded by clocks out here as we are up in the house. We did take a closer look, of course, to make sure we weren't just making a horrible mistake, but otherwise we didn't touch anything.\"", "endoftext": false }, { "action": "You go to the northwest", "response": "As you begin picking your way through the rocks, Cedric Crane turns and heads back up to the house.\n\nIf the beach was isolated, this rocky area is even more so. Seawater filters in through the rocks all around to fill this little tide pool, currently at a low ebb. On one side, the cliff rises sharply up, and from here you can just make out the broken window of Frederic Sheppard's study. The least treacherous path through the rocks goes southeast, back to the beach.\n\nA sturdy wooden post stands upright in the water, just a short distance from the body.\n\nFrederic Sheppard is sprawled across the rocks, clearly dead.", "endoftext": false }, { "action": "You look at the body", "response": "In life, Frederic Sheppard was a big man, still quite robust at the age of 60. Right now, he's looking quite battered from the precipitous drop from his study window; it is not immediately apparent if it was the fall which killed him, or something else. He is also quite thoroughly soaked, though he's mostly clear of the water.", "endoftext": false }, { "action": "You search the body", "response": "What's this? There's a bit of a broken branch clutched in his hand. He must have pulled it off of one of the scrubby little bushes in the cliffside, on his way down.\n\nFurther examination of the body reveals a a number of injuries consistent with either a sharp blow with a blunt object, or an unfortunate encounter with the side of a cliff. You're not quite enough of a forensics expert to distinguish between the two.", "endoftext": false }, { "action": "You get the branch", "response": "You already have that.", "endoftext": false }, { "action": "Examine post", "response": "A bold, white line near the top of the post indicates the high water mark. It seems pretty accurate: the wood still seems wet from the last high tide, right up to the mark itself.", "endoftext": false }, { "action": "You look at the cliff", "response": "By the light of the moon, you can make out a few stunted, twisted bushes clinging desperately to the rocks of the cliff.", "endoftext": false }, { "action": "Go southeast", "response": "It is a quiet, moonlit night. The waters of the lagoon lap gently against the sand. Treacherous-looking rocks surround the beach, but a narrow path back up to the house has been cut into the cliff face behind you, and the rocks to the northwest look just safe enough to clamber over.", "endoftext": false }, { "action": "Go upward", "response": "On one side is the steep cliff, punctuated with scrubby bushes clinging to crevices in the rock face; on the other side, you are completely exposed to the wide expanse of the sea. Stairs go up to the terrace of Gull Point, not quite visible from here, and the path itself winds down to the rocky beach below.", "endoftext": false }, { "action": "Go upwards", "response": "The wide, stone-paved terrace overlooks the sea here to the west and south, and stairs lead down towards the beach. French doors go north to the billiard room and northwest to the library. The terrace itself continues to the west, around the corner of the library.", "endoftext": false }, { "action": "Go west", "response": "You can't go that way.\n\nThere is a sudden swell of dramatic music. It seems to be coming from the study.", "endoftext": false }, { "action": "You go to the north", "response": "This is Frederic Sheppard's study, a neat, spacious, modern room decorated with old theatrical bills. The library is through a door to the east, and french doors open south to the terrace. Cold, damp air flows in through the broken window to the west.\n\nThe well-ordered study desk stands to one side of the broken window.\nOn the study desk are a Faberge egg clock, a black telephone, a scrap of paper and an annotated ledger.\n\nA corner fireplace occupies, well, a corner.\n\nYou can also see a wireless, an antique fireplace poker and a hunting rifle here.\n\nThere is a sudden commotion: you hear raised voices and the sound of breaking glass from the wireless.", "endoftext": false }, { "action": "You examine the scrap of paper", "response": "Odd that this scrap of paper would be found sitting on Frederic Sheppard's pristine study desk, but perhaps he never got around to clearing it away. A telephone number has been hastily scrawled across it.\n\nFrom the wireless comes the soft hiss of static and the dramatic tension of a late-night radio show.", "endoftext": false }, { "action": "You call number", "response": "You're not messing with the dead man's telephone any more than you can help. A fancy country house like this ought to have another telephone that you can use, probably out in the hall.\n\nYou hear a muffled explosion from the wireless. It's rather convincing, but in fact it is merely part of tonight's radio show.", "endoftext": false }, { "action": "You get the scrap of the paper", "response": "Taken.\n\nFrom the wireless comes the soft hiss of static and the dramatic tension of a late-night radio show.", "endoftext": false }, { "action": "You look at the poker", "response": "This poker hails from a time when fireplaces were the sole source of household heating, and, as such, were much larger and required pokers nearly the size of pool cues to reach properly into their recesses. Well, perhaps that's an exaggeration, but you certainly wouldn't want to be poked by this particular poker.\n\nFrom the wireless comes the soft hiss of static and the dramatic tension of a late-night radio show.", "endoftext": false }, { "action": "Fingerprint poker", "response": "The forensics crew will be taking everybody's fingerprints in the morning, if you can't determine a Most Likely Suspect before then; frankly, the Chief Inspector would really prefer to spare everyone the inky fingers. So right now, the only useful set of prints you're likely to have are Frederic Sheppard's ... and this being his home, they're on absolutely everything.\n\nFrom the wireless comes the soft hiss of static and the dramatic tension of a late-night radio show.", "endoftext": false }, { "action": "You look at desk", "response": "Frederic Sheppard's desk is spacious and tidy, with everything easily visible and within reach. A pair of drawers are stacked one atop the other on one side of the desk.\n\nFrom the wireless comes the soft hiss of static and the dramatic tension of a late-night radio show.", "endoftext": false }, { "action": "You search the fireplace", "response": "Which do you mean, the corner fireplace or the antique fireplace poker?", "endoftext": false }, { "action": "Corner", "response": "You find nothing of interest.\n\nFrom the wireless comes the soft hiss of static and the dramatic tension of a late-night radio show.", "endoftext": false }, { "action": "You turn off the wireless", "response": "And not a moment too soon. That thing was as annoying as all hell.", "endoftext": true }, { "action": "Look around", "response": "This is Frederic Sheppard's study, a neat, spacious, modern room decorated with old theatrical bills. The library is through a door to the east, and french doors open south to the terrace. Cold, damp air flows in through the broken window to the west.\n\nThe well-ordered study desk stands to one side of the broken window.\nOn the study desk are a Faberge egg clock, a black telephone and an annotated ledger.\n\nA corner fireplace occupies, well, a corner.\n\nYou can also see a wireless, an antique fireplace poker and a hunting rifle here.", "endoftext": false }, { "action": "You examine the window", "response": "It doesn't look as though it was ever particularly sturdy; positioned as it is over a steep drop into the sea, it probably never needed to be. The casement opens outwards; the panes are cracked but otherwise intact. The latch, a rather flimsy affair, is twisted half off the frame. The sill is quite high off the floor: it seems highly unlikely that anyone might have fallen through it by accident.", "endoftext": false }, { "action": "You examine the ledger", "response": "This ledger details the investments and various business dealings of Frederic Sheppard and the Sheppard Trust. While the numbers seem to indicate a perfectly healthy state of affairs, someone has gone through this ledger with a red pen, making annotations in the margin, and pointing out subtle discrepancies. While he is far from ruined, Frederic Sheppard is clearly not quite as well-off as everyone seems to think, nor is the Sheppard Trust quite so healthy. The annotations culminate in a note to \"Please speak to Cedric\" written across the final page and underlined twice.", "endoftext": false }, { "action": "You examine the clock", "response": "An ostentatious antique: a clock in the shape of a gold easter egg, with all manner of baroque designs picked out over its surface.", "endoftext": false }, { "action": "You examine the rifle", "response": "It's fancy enough to be purely decorative, but it is after all a working firearm. A careful inspection shows it to be loaded.", "endoftext": false }, { "action": "You open the drawer", "response": "Which do you mean, the upper drawer or the lower drawer?", "endoftext": false }, { "action": "Upper", "response": "You open the upper drawer.", "endoftext": false }, { "action": "You search the upper drawer", "response": "The upper drawer is empty.", "endoftext": false }, { "action": "You close the upper drawer", "response": "You close the upper drawer.", "endoftext": false }, { "action": "You open the lower drawer", "response": "You open the lower drawer, revealing a pistol.", "endoftext": false }, { "action": "You examine the pistol", "response": "This little pistol is so small, it might easily be mistaken for a toy. It is, however, quite the real thing.", "endoftext": false }, { "action": "You take the pistol", "response": "Taken.", "endoftext": false }, { "action": "You go east", "response": "The study door to the west is almost obscured by the near-solid screen of crowded bookshelves occupying the west wall. The rest of the room is occupied with modern art. French doors open north to the central hall and southeast onto the terrace. The billiards room is through an anonymous-looking door to the east.\n\nDeborah Wolf is curled up in a comfortable armchair, reading a mystery novel.\n\nOn closer inspection, one piece of modern art turns out to actually be a clock.\n\nYou can also see a leather briefcase and a tide table here.", "endoftext": false }, { "action": "You look at the tide table", "response": "Your eye goes straight for the present date. It seems the last high tide was 8:40 pm yesterday (or, if you prefer, 8:40 pm earlier tonight). Low tide is at 3:05 am and the following high tide at 9:30 am.", "endoftext": false }, { "action": "You examine the clock", "response": "Its face appears to be formed from a collection of shattered gramophone records.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\na pistol\na scrap of paper\na broken branch\nyour notebook", "endoftext": false }, { "action": "You read the notebook", "response": "Flipping through your admittedly untidy shorthand, you pick up the following points:\nbroken branch\nbroken window\nannotated ledger\ntide table", "endoftext": false }, { "action": "Go north", "response": "The central hall is a two-storeyed room, with wide arches north, northwest, southeast and east. French doors to the south open into the library, and a flight of stairs leads upstairs. The kitchen is through a discreet little door to the west. High above, the night sky is visible through a vast skylight.\n\nLoud, ponderous ticking echoes from the grandfather clock by the stairs.\n\nThe hall telephone stands in its niche beneath the stairs like an inscrutable modern art sculpture.", "endoftext": false }, { "action": "You call number", "response": "You find yourself on the line with Frederic Sheppard's bank manager, who does not seem particularly happy about being called up at this time of the night, especially once you inform him of the circumstances. \"Yes, I spoke to Mr Sheppard this evening. He called ... must have been about 8:20 pm, maybe a little after. I was listening to the wireless at the time. Mr Sheppard's been very anxious of late about his financial affairs, and I should never have given him my home phone number. Fat lot of good I could do him without my files, anyway. Mr Crane could probably tell you more.\"", "endoftext": false }, { "action": "You read the tide table", "response": "What do you want to read the tide table in?", "endoftext": false }, { "action": "Notebook", "response": "Tides: 8:40 pm (high)\n3:05 am (low)\n9:30 am (high again)", "endoftext": false }, { "action": "Go south", "response": "The study door to the west is almost obscured by the near-solid screen of crowded bookshelves occupying the west wall. The rest of the room is occupied with modern art. French doors open north to the central hall and southeast onto the terrace. The billiards room is through an anonymous-looking door to the east.\n\nDeborah Wolf is curled up in a comfortable armchair, reading a mystery novel.\n\nOn closer inspection, one piece of modern art turns out to actually be a clock.\n\nYou can also see a leather briefcase and a tide table here.", "endoftext": false }, { "action": "You open the briefcase", "response": "The briefcase is locked tight. Apparently a healthy amount of expense was put into ensuring its security.", "endoftext": false }, { "action": "You ask Deborah about Cedric", "response": "Deborah Wolf purses her lips before saying: \"Not an honest man, I'm afraid. Vain, and a little too much in love with his own cleverness. Uncle Fred never recognised any of this, of course.\"", "endoftext": false }, { "action": "You examine the briefcase", "response": "An expensive-looking leather briefcase, with the initials \"C.C.\" picked out in gold on the handle. It appears to be locked.", "endoftext": false }, { "action": "You take the briefcase", "response": "Deborah looks up from her book. \"You shouldn't take that, Inspector. Cedric's very touchy about his things, and would probably start screaming about whether or not you had a warrant.\"", "endoftext": false }, { "action": "You ask Deborah about the ledger", "response": "\"The ledger on Uncle Fred's desk? I was the one who marked that up. I'd been wondering how Sheppard Trust was doing, so I took a look in Uncle Fred's books ... well, it does appear that Cedric Crane has been embezzling from the Trust. I suppose I shouldn't be surprised. He's a little too extravagant to be satisfied with an accountant's salary. Anyway, that was a couple of days ago, and I assume that Cedric was invited here today because Uncle Fred wanted to confront him about it face-to-face.\"", "endoftext": false }, { "action": "You go east", "response": "The middle of the billiards room is, of course, taken up by the billiards table. A bar occupies one corner of the west wall, beside the door to the library. The drawing room is through the arch to the north, and wide french doors open south onto the terrace. The central hall is to the northwest.\n\nAlexander Wolf and Cedric Crane appear to be deeply engrossed in a game of pool.\n\nOne of those old-fashioned schoolroom clocks hangs on the wall.", "endoftext": false }, { "action": "You ask Cedric about the ledger", "response": "Cedric Crane turns a trifle pale. \"You can't prove anything. Mrs Wolf is hardly a qualified accountant; she's probably made a mistake.\"", "endoftext": false }, { "action": "You ask Cedric about the alibi", "response": "\"I stayed in the dining room after dinner -- to digest the meal properly, you know -- must have been about 6:45 pm. Had a cigar. Benedict Lamb was there, as I recall, at least until 8:05 pm when I decided to go stretch my legs. I met Elinor Lamb in the library, around 9:05 pm. Rather a surprise to see her without her brother hanging around, I thought. Anyway, we were together until 10:20 pm, when I decided to go take a walk on the beach. Benedict came down some time later, about 11:10 pm, I think, and we talked for a while. We wandered over to the rocks at the northwestern end of the beach, and that's when we found Frederic Sheppard's body.\"", "endoftext": false }, { "action": "You ask Wolf about the murder", "response": "\"It was supposed to be a sort of working holiday -- for Elinor and me, anyway. We're working on a musical production, Twisty Passages, for the West End, and Fred was supposed to be backing us financially. Anyway, Debbie and I arrived separately: I had some stuff to attend to, and arrived only just as everyone was sitting down to dinner. That was about 5:30 pm. After dinner, we all wandered off to do our own thing. Nothing to it. Next thing you know, Ced comes pounding up from the beach bellowing for the police, and now Fred is dead and here you are. How are we supposed to get financial backing now?\"\n\nYou ask Alexander Wolf about his movements after dinner, to which he replies: \"I was playing billiards with Ben from 8:15 pm until about 9:35 pm. Round about 10:00 pm, I joined Debbie in the drawing room. We were together until 10:50 pm. Sure, it doesn't cover the whole evening, and maybe I might have wandered by the study at some point, but I didn't kill the old bastard, if that's what you're thinking.\"", "endoftext": false }, { "action": "Go north", "response": "The drawing room is a study in contrasts. The walls are very white, and there is a modern-looking fireplace in the middle of the north wall; grouped around the fireplace is a collection of the most old-fashioned drawing room furniture one can imagine. Wide arches go west to the central hall and south to the billiards room.\n\nAn oversized carriage clock sits on the fireplace mantle.\n\nBenedict lounges off to one side, watching you discreetly.\n\nA painting of Lord Dundreary, outlandish whiskers and all, looks down on the room with a vaguely befuddled air.", "endoftext": false }, { "action": "You ask Benedict about the alibi", "response": "\"Let's see. I was in the dining room with Cedric from 6:45 pm until 8:05 pm. Later, about 8:15 pm, I wandered into the billiards room and played billiards with Alex until 9:35 pm, when I must confess I wandered off. Round about 11:10 pm, I decided to head down to the beach. I happened to run into Cedric there, and shortly thereafter we spotted Fred lying dead among the rocks. And that was my evening. I'm afraid that does leave some awfully large gaps, doesn't it? I suppose iron-clad alibis only happen in stories, anyway.\"", "endoftext": false }, { "action": "You go west", "response": "The central hall is a two-storeyed room, with wide arches north, northwest, southeast and east. French doors to the south open into the library, and a flight of stairs leads upstairs. The kitchen is through a discreet little door to the west. High above, the night sky is visible through a vast skylight.\n\nLoud, ponderous ticking echoes from the grandfather clock by the stairs.\n\nThe hall telephone stands in its niche beneath the stairs like an inscrutable modern art sculpture.", "endoftext": false }, { "action": "You ask the deb about the alibi", "response": "\"I met Elinor in the library as I was taking out a book. That was after dinner, about 7:30 pm. We chatted until 8:50 pm. Otherwise, I spent most of the evening alone in a quiet corner of the drawing room, reading a book. Alex was there as well from about 10:00 pm to 10:50 pm. I'm afraid I didn't see anything unusual.\"", "endoftext": false }, { "action": "Go northwest", "response": "The dining room still bears traces of the evening's entertainment. A discreet little door leads south to the kitchen, while a wide arch goes southeast to the central hall. Through another arch to the west is the conservatory.\n\nAn elaborate clock keeps time on one wall.\n\nFrom the west, you hear the soft tinkling of someone muddling around on a piano.", "endoftext": false }, { "action": "You go to the west", "response": "Evidently an addition to the house before Frederic Sheppard ever bought the place, the Conservatory is only half-heartedly furnished. A few sad-looking plants testify to the man's lack of any real interest in horticulture. The dining room is back to the east.\n\nA baby grand piano sits in a corner of the room. Evidently there was some indecision as to which definition of \"conservatory\" to adopt.\n\nA girl in a wheelchair is parked in front of the piano.\n\nA large clock hangs from a bracket by the door.\n\nThe girl in the wheelchair, a fragile-looking blonde, looks up as you enter, and for a moment you get the impression of some sort of \"fight-or-flight\" instinct kicking in. Then she smiles hesitantly and introduces herself as Elinor Lamb. \"And you must be the police inspector investigating the murder. Oh dear, it's such a terrible shock....\"\n\nElinor absently fingers the keys of the piano, humming a little as she does.", "endoftext": false }, { "action": "You ask Elinor about the alibi", "response": "\"I spent some time in the library. Debbie was there. That was between 7:30 pm and 8:50 pm, I think. Cedric came by later, and the two of us were together in the library from 9:05 pm to 10:20 pm. I went to the conservatory after that to continue with my music. I was alone in the conservatory for the rest of the evening after that. I'm sorry, I can't think of anything else that might be important.\"", "endoftext": false }, { "action": "You look at the notebook", "response": "Flipping through your admittedly untidy shorthand, you pick up the following points:\nbroken branch\nbroken window\nannotated ledger\ntide table\ntelephone call\nCedric Crane's alibi\nAlexander Wolf's statement\nAlexander Wolf's alibi\nguest arrivals\nBenedict Lamb's alibi\nDeborah Wolf's alibi\nElinor Lamb's alibi", "endoftext": false }, { "action": "You read about the telephone call in the notebook", "response": "Sheppard called his bank manager, 8:20 pm; was concerned about finances. Manager suggested speaking to Crane?", "endoftext": false }, { "action": "You read about tide table in notebook", "response": "Tides: 8:40 pm (high)\n3:05 am (low)\n9:30 am (high again)", "endoftext": false }, { "action": "You ask Elinor about the murder", "response": "\"It's just horrible. Ben and I arrived at about 3:30 pm; it's his first visit, and I wanted to surprise him with the secret passage behind one of the kitchen cabinets. But Deborah and Mr Sheppard were fixing dinner, and I never got around to doing that. We were all having such a fine time ... it seems impossible to believe that that was just a few hours ago, and the most important thing on my mind then was some stupid secret passage.\"\n\nElinor absently fingers the keys of the piano, humming a little as she does.", "endoftext": false }, { "action": "You ask Elinor about secret passage", "response": "\"From the study side, you turn one of the candlesticks on the fireplace, and from the kitchen side, you turn one of the hooks in the empty cabinet.\"", "endoftext": false }, { "action": "You go to the east", "response": "The dining room still bears traces of the evening's entertainment. A discreet little door leads south to the kitchen, while a wide arch goes southeast to the central hall. Through another arch to the west is the conservatory.\n\nAn elaborate clock keeps time on one wall.\n\nFrom the west, you hear the soft tinkling of someone muddling around on a piano.", "endoftext": false }, { "action": "You open the cabinet", "response": "Going through the contents of the cabinets could take all night. Or, in the case of the one empty cabinet, about two seconds.", "endoftext": false }, { "action": "Turn hook", "response": "You jiggle the hooks, and one of them turns in its place. There is a click, and then the back wall of the empty cabinet swings open to reveal a room beyond.", "endoftext": false }, { "action": "Go south", "response": "On one side, a kitchen counter with cabinets and a small kitchen sink takes up the length of the wall; on the other, narrow stairs lead up and down, though the stairs going up are now used as storage shelves instead. There are narrow doors to the north and south.", "endoftext": false }, { "action": "Go south", "response": "The door swings open, and you find yourself passing through a secret panel into the study....\n\nThis is Frederic Sheppard's study, a neat, spacious, modern room decorated with old theatrical bills. The library is through a door to the east, and french doors open south to the terrace. Cold, damp air flows in through the broken window to the west. To the north, a secret panel leads into a room beyond.\n\nThe well-ordered study desk stands to one side of the broken window.\nOn the study desk are a Faberge egg clock, a black telephone and an annotated ledger.\n\nA corner fireplace occupies, well, a corner.\n\nYou can also see a wireless, an antique fireplace poker and a hunting rifle here.", "endoftext": false }, { "action": "You go northwest", "response": "If the beach was isolated, this rocky area is even more so. Seawater filters in through the rocks all around to fill this little tide pool, currently at a low ebb. On one side, the cliff rises sharply up, and from here you can just make out the broken window of Frederic Sheppard's study. The least treacherous path through the rocks goes southeast, back to the beach.\n\nA sturdy wooden post stands upright in the water, just a short distance from the body.\n\nFrederic Sheppard is sprawled across the rocks, clearly dead.", "endoftext": false }, { "action": "Measure mark", "response": "The current water level is about 48 inches below the high water mark. The body itself is 12 inches below the high water mark, at its, for want of a better phrase, highest point.", "endoftext": false }, { "action": "You examine notebook", "response": "Flipping through your admittedly untidy shorthand, you pick up the following points:\nbroken branch\nbroken window\nannotated ledger\ntide table\ntelephone call\nCedric Crane's alibi\nAlexander Wolf's statement\nAlexander Wolf's alibi\nguest arrivals\nBenedict Lamb's alibi\nDeborah Wolf's alibi\nElinor Lamb's alibi\nElinor Lamb's statement\nbody position", "endoftext": false }, { "action": "You read about the body position in the notebook", "response": "Body at 12\" below high water mark. 12:23 am: sea level 48\" below high water mark.", "endoftext": false }, { "action": "Go southeast", "response": "It is a quiet, moonlit night. The waters of the lagoon lap gently against the sand. Treacherous-looking rocks surround the beach, but a narrow path back up to the house has been cut into the cliff face behind you, and the rocks to the northwest look just safe enough to clamber over.", "endoftext": false }, { "action": "New", "response": "The study door to the west is almost obscured by the near-solid screen of crowded bookshelves occupying the west wall. The rest of the room is occupied with modern art. French doors open north to the central hall and southeast onto the terrace. The billiards room is through an anonymous-looking door to the east.\n\nDeborah Wolf is curled up in a comfortable armchair, reading a mystery novel.\n\nOn closer inspection, one piece of modern art turns out to actually be a clock.\n\nYou can also see a leather briefcase and a tide table here.", "endoftext": false }, { "action": "You ask the deb about the murder", "response": "\"It's difficult to believe that just half a day ago I was chopping onions with Uncle Fred in the kitchen. We were talking and laughing, and then Cedric Crane and the Lambs showed up, and it was just a regular kitchen party.\" Deborah pauses, then says, \"Speaking of the kitchen, I should probably tell you: there's a secret way from the kitchen into the study. From the study side, you have to turn one of the candlesticks on the fireplace mantle to get in, and from the kitchen you turn one of the hooks in the empty cabinet. The murderer might have gotten in and out that way -- though I rather think that everybody here already knows about it.\"", "endoftext": false }, { "action": "You ask the deb about Benedict", "response": "\"Poor boy. He tries so hard to seem aloof and indifferent. Actually, I think it's rather sweet how he cares for his sister.\"", "endoftext": false }, { "action": "You ask the deb about Alex", "response": "\"Alex is my husband. He's a brilliant playwright, but he needs direction and discipline.\" She smiles enigmatically and crosses her legs. \"I'm not sure what else there is to tell you, except to assure you that he really is a very talented man.\"", "endoftext": false }, { "action": "You ask the deb about Elinor", "response": "\"I feel sorry for her, I admit. People will insist on treating her as though she's a child.\"", "endoftext": false }, { "action": "You ask Cedric about Deborah", "response": "\"She's a bit of a priss, if you ask me. Always so very superior.\"", "endoftext": false }, { "action": "You ask Alexander about Deborah", "response": "\"Debbie? She's my wife. Are you trying to insinuate something, here?\"", "endoftext": false }, { "action": "Go north", "response": "The drawing room is a study in contrasts. The walls are very white, and there is a modern-looking fireplace in the middle of the north wall; grouped around the fireplace is a collection of the most old-fashioned drawing room furniture one can imagine. Wide arches go west to the central hall and south to the billiards room.\n\nAn oversized carriage clock sits on the fireplace mantle.\n\nBenedict lounges off to one side, watching you discreetly.\n\nA painting of Lord Dundreary, outlandish whiskers and all, looks down on the room with a vaguely befuddled air.", "endoftext": false }, { "action": "You ask Ben about the deb", "response": "\"Deborah's probably the most intelligent woman I've ever met.\" Benedict frowns. \"Which makes her marriage to that first class yob, Alexander Wolf, so very baffling. Love is blind, I suppose, however trite that may sound.\"", "endoftext": false }, { "action": "You examine notebook", "response": "Flipping through your admittedly untidy shorthand, you pick up the following points:\nbroken branch\nbroken window\nannotated ledger\ntide table\ntelephone call\nCedric Crane's alibi\nAlexander Wolf's statement\nAlexander Wolf's alibi\nguest arrivals\nBenedict Lamb's alibi\nDeborah Wolf's alibi\nElinor Lamb's alibi\nElinor Lamb's statement\nbody position\nDeborah Wolf's statement", "endoftext": false }, { "action": "You read the deb's statement in the notebook", "response": "Arrived early, separately from AW. In kitchen prepping dinner when others arrived. Mentioned secret access from study to kitchen.", "endoftext": false }, { "action": "Go northwest", "response": "The dining room still bears traces of the evening's entertainment. A discreet little door leads south to the kitchen, while a wide arch goes southeast to the central hall. Through another arch to the west is the conservatory.\n\nAn elaborate clock keeps time on one wall.", "endoftext": false }, { "action": "You go west", "response": "Evidently an addition to the house before Frederic Sheppard ever bought the place, the Conservatory is only half-heartedly furnished. A few sad-looking plants testify to the man's lack of any real interest in horticulture. The dining room is back to the east.\n\nA baby grand piano sits in a corner of the room. Evidently there was some indecision as to which definition of \"conservatory\" to adopt.\n\nElinor Lamb is parked in front of the piano.\n\nA large clock hangs from a bracket by the door.\n\nElinor absently fingers the keys of the piano, humming a little as she does.", "endoftext": false }, { "action": "%", "response": "Hugh Dunnett\n\n\n\nThe following story is set up with a great deal of randomisation, and is different each time you start or restart. It would therefore be highly advisable to save the game before you even begin your investigation.\n\nThe story uses the basic \"ask X about Y\" format of speaking to other characters. For the most part, \"tell X about Y\" will be unimportant: it is generally (though not always!) assumed that your questions about something will include asking about any new discoveries you have made elsewhere about the topic. The main exception to this rule is when laying out your case before Chief Inspector Duffy: in that event, you will have to depend exclusively on \"tell...\" instead.\n\nTime in the story proceeds at 15 seconds a turn, allowing you ample time (one hopes) to complete your investigation. However, there is in fact a time limit: Chief Inspector Duffy will arrive to speak to you at 2:00 am; and, whatever time he arrives, he will eventually lose patience if you don't manage to make an arrest within a certain time of his arrival.\n\nAnd that's all that's new. Good luck, Inspector! Your public awaits!\n\n\"Frederic Sheppard.\" Chief Inspector Duffy pulls at his moustache mournfully and stares up at the house through the windshield. \"Theatrical sort, usually has a finger in some play or other. He bought up Gull Point about ten years ago. Never any complaints from the neighbours, never any scandals.\" He pulls at his moustache again. \"He was found dead in the cove at the foot of the cliff behind the house about half an hour ago. Caller said it looked as though he fell from his study window.\"\n\n\"Think he might have jumped?\"\n\n\"She's your investigation: you tell me. We're treating this as a murder unless you can find anything to prove otherwise.\"\n\nYou nod. As you get out of the car, the Chief Inspector yawns and says, \"All right. I'm heading back to HQ. I'll be back in a couple of hours. The investigation's all yours. And if at any time you think you're ready to make an arrest, give me a call first, got it?\"\n\n\"Got it.\"\n\nWhat a wonderful way to spend the night. As Chief Inspector Duffy drives off into the darkness, you check your watch to see just how late it really is -- only to find that your watch has stopped.\n\n\n\nYou are standing on the front drive of Gull Point, residence of noted theatrical patron Frederic Sheppard. The house, a rambling old place, stands to the south.\n\nBeside the front doors, the large doorbell button gleams amber in the moonlight.\n\nYou can also see a red Triumph Roadster, a blue Austin and a green Morris Saloon here.", "endoftext": true }, { "action": "Look around", "response": "You are standing on the front drive of Gull Point, residence of noted theatrical patron Frederic Sheppard. The house, a rambling old place, stands to the south.\n\nBeside the front doors, the large doorbell button gleams amber in the moonlight.\n\nYou can also see a red Triumph Roadster, a blue Austin and a green Morris Saloon here.", "endoftext": false }, { "action": "No", "response": "She raises an eyebrow. \"No? What do you want, then?\" Faced with a distinct lack of anything else to say, you admit that you are, after all, the police. The woman draws her lips into a tight line and says, \"This is hardly the time to be playing the fool, Inspector. Now please, come in.\"\n\nTheatrical bills on the walls give this otherwise sterile entry hall the appearance of a theatrical lobby. The front doors are to the north, and the central hall is to the south. The cloak room is to the east.\n\n\"My name is Deborah Wolf, by the way. Frederic Sheppard was my uncle. My husband and I just arrived today to spend the weekend....\" She shakes her head. \"I'm sorry. It has all been a terrible shock. Please, come this way.\"\n\nShe takes a few steps towards the south and pauses, waiting for you.", "endoftext": false }, { "action": "Go south", "response": "As she walks with you, Deborah Wolf says, \"I should explain that my husband is Alexander Wolf, the playwright. He's working on a new stage musical called Twisty Passages, with a friend, Elinor Lamb. They were going to spend the weekend here, working on it together.\"\n\nJust as you pass under the arch into the central hall, the grandfather clock by the stairs chimes the midnight hour in doleful tones. Wonderful.\n\nThe central hall is a two-storeyed room, with wide arches north, northwest, southeast and east. French doors to the south open into the library, and a flight of stairs leads upstairs. The kitchen is through a discreet little door to the west. High above, the night sky is visible through a vast skylight.\n\nDeborah Wolf is here, watching you attentively.\n\nLoud, ponderous ticking echoes from the grandfather clock by the stairs.\n\nThe hall telephone stands in its niche beneath the stairs like an inscrutable modern art sculpture.\n\nAs you set your watch and wind it up, a tall, slender young man emerges from the drawing room to the east. \"Ah,\" he drawls, \"the illustrious representative of the Law. How perfectly delightful.\" He looks down at you with a vaguely supercilious manner.\n\nDeborah Wolf makes the introductions. \"Inspector, this is Mr Benedict Lamb, Elinor Lamb's brother. As I mentioned, Miss Lamb is collaborating with my husband on a stage musical; and Benedict here is acting chaperone.\"\n\n\"Never trust a Wolf alone with a Lamb, I always say.\"", "endoftext": false }, { "action": "Go north", "response": "This is Frederic Sheppard's study, a neat, spacious, modern room decorated with old theatrical bills. The library is through a door to the east, and french doors open south to the terrace. Cold, damp air flows in through the broken window to the west.\n\nThe well-ordered study desk stands to one side of the broken window.\nOn the study desk are a Faberge egg clock, a black telephone, a scrap of paper and an annotated ledger.\n\nA corner fireplace occupies, well, a corner.\n\nYou can also see a wireless, an antique fireplace poker and a hunting rifle here.\n\nOver the wireless comes an advertisement for the Higgins School of Elocution.", "endoftext": false }, { "action": "You call number", "response": "You're not messing with the dead man's telephone any more than you can help. A fancy country house like this ought to have another telephone that you can use, probably out in the hall.\n\nFrom the wireless comes the soft hiss of static and the dramatic tension of a late-night radio show.", "endoftext": false }, { "action": "You get the scrap of the paper", "response": "Taken.\n\nFrom the wireless comes the soft hiss of static and the dramatic tension of a late-night radio show.", "endoftext": false }, { "action": "Fingerprint poker", "response": "The forensics crew will be taking everybody's fingerprints in the morning, if you can't determine a Most Likely Suspect before then; frankly, the Chief Inspector would really prefer to spare everyone the inky fingers. So right now, the only useful set of prints you're likely to have are Frederic Sheppard's ... and this being his home, they're on absolutely everything.\n\nFrom the wireless comes the soft hiss of static and the dramatic tension of a late-night radio show.", "endoftext": false }, { "action": "Corner", "response": "You find nothing of interest.\n\nThe sound of hoofbeats thunders from the wireless.", "endoftext": false }, { "action": "You turn off the wireless", "response": "And not a moment too soon. That thing was as annoying as all hell.", "endoftext": false }, { "action": "You close the upper drawer", "response": "That's already closed.", "endoftext": true }, { "action": "You examine the poker", "response": "This poker hails from a time when fireplaces were the sole source of household heating, and, as such, were much larger and required pokers nearly the size of pool cues to reach properly into their recesses. Well, perhaps that's an exaggeration, but you certainly wouldn't want to be poked by this particular poker.", "endoftext": false }, { "action": "You go south", "response": "The central hall is a two-storeyed room, with wide arches north, northwest, southeast and east. French doors to the south open into the library, and a flight of stairs leads upstairs. The kitchen is through a discreet little door to the west. High above, the night sky is visible through a vast skylight.\n\nLoud, ponderous ticking echoes from the grandfather clock by the stairs.\n\nThe hall telephone stands in its niche beneath the stairs like an inscrutable modern art sculpture.\n\nThe study door to the west is almost obscured by the near-solid screen of crowded bookshelves occupying the west wall. The rest of the room is occupied with modern art. French doors open north to the central hall and southeast onto the terrace. The billiards room is through an anonymous-looking door to the east.\n\nDeborah Wolf is curled up in a comfortable armchair, reading a mystery novel.\n\nOn closer inspection, one piece of modern art turns out to actually be a clock.\n\nYou can also see a leather briefcase and a tide table here.", "endoftext": false }, { "action": "You ask the deb about the alibi", "response": "\"I met Elinor in the library as I was taking out a book. That was after dinner, about 7:30 pm. We chatted until 8:50 pm. Otherwise, I spent most of the evening alone in a quiet corner of the drawing room, reading a book. Alex was there as well from about 10:00 pm to 10:50 pm. I'm afraid I didn't see anything unusual.\"", "endoftext": false }, { "action": "New", "response": "The dining room still bears traces of the evening's entertainment. A discreet little door leads south to the kitchen, while a wide arch goes southeast to the central hall. Through another arch to the west is the conservatory.\n\nAn elaborate clock keeps time on one wall.\n\nFrom the west, you hear the soft tinkling of someone muddling around on a piano.", "endoftext": false }, { "action": "You go to the west", "response": "Evidently an addition to the house before Frederic Sheppard ever bought the place, the Conservatory is only half-heartedly furnished. A few sad-looking plants testify to the man's lack of any real interest in horticulture. The dining room is back to the east.\n\nA baby grand piano sits in a corner of the room. Evidently there was some indecision as to which definition of \"conservatory\" to adopt.\n\nA girl in a wheelchair is parked in front of the piano.\n\nA large clock hangs from a bracket by the door.\n\nThe girl in the wheelchair, a fragile-looking blonde, looks up as you enter, and for a moment you get the impression of some sort of \"fight-or-flight\" instinct kicking in. Then she smiles hesitantly and introduces herself as Elinor Lamb. \"And you must be the police inspector investigating the murder. Oh dear, it's such a terrible shock....\"\n\nElinor absently fingers the keys of the piano, humming a little as she does.", "endoftext": false }, { "action": "You ask Elinor about the alibi", "response": "\"I spent some time in the library. Debbie was there. That was between 7:30 pm and 8:50 pm, I think. Cedric came by later, and the two of us were together in the library from 9:05 pm to 10:20 pm. I went to the conservatory after that to continue with my music. I was alone in the conservatory for the rest of the evening after that. I'm sorry, I can't think of anything else that might be important.\"\n\nElinor absently fingers the keys of the piano, humming a little as she does.", "endoftext": false }, { "action": "You look at the notebook", "response": "Flipping through your admittedly untidy shorthand, you pick up the following points:\nbroken branch\nbroken window\nannotated ledger\ntide table\ntelephone call\nCedric Crane's alibi\nBenedict Lamb's alibi\nDeborah Wolf's alibi\nElinor Lamb's alibi", "endoftext": false }, { "action": "You read about the telephone call in the notebook", "response": "Sheppard called his bank manager, 8:20 pm; was concerned about finances. Manager suggested speaking to Crane?", "endoftext": false }, { "action": "You read about tide table in notebook", "response": "Tides: 8:40 pm (high)\n3:05 am (low)\n9:30 am (high again)", "endoftext": false }, { "action": "You ask Elinor about the murder", "response": "\"It's just horrible. Ben and I arrived at about 3:30 pm; it's his first visit, and I wanted to surprise him with the secret passage behind one of the kitchen cabinets. But Deborah and Mr Sheppard were fixing dinner, and I never got around to doing that. We were all having such a fine time ... it seems impossible to believe that that was just a few hours ago, and the most important thing on my mind then was some stupid secret passage.\"", "endoftext": false }, { "action": "You ask Elinor about the secret passage", "response": "\"From the study side, you turn one of the candlesticks on the fireplace, and from the kitchen side, you turn one of the hooks in the empty cabinet.\"\n\nElinor absently fingers the keys of the piano, humming a little as she does.", "endoftext": false }, { "action": "You go east", "response": "The dining room still bears traces of the evening's entertainment. A discreet little door leads south to the kitchen, while a wide arch goes southeast to the central hall. Through another arch to the west is the conservatory.\n\nAn elaborate clock keeps time on one wall.", "endoftext": false }, { "action": "You take the tape measure", "response": "Taken.", "endoftext": false }, { "action": "You look at the notebook", "response": "Flipping through your admittedly untidy shorthand, you pick up the following points:\nbroken branch\nbroken window\nannotated ledger\ntide table\ntelephone call\nCedric Crane's alibi\nBenedict Lamb's alibi\nDeborah Wolf's alibi\nElinor Lamb's alibi\nElinor Lamb's statement\nbody position", "endoftext": false }, { "action": "You read about the body position in the notebook", "response": "Body at 12\" below high water mark. 12:22 am: sea level 48\" below high water mark.", "endoftext": false }, { "action": "You go northwest", "response": "The wide, stone-paved terrace overlooks the sea here to the west and south, and stairs lead down towards the beach. French doors go north to the billiard room and northwest to the library. The terrace itself continues to the west, around the corner of the library.\n\nThe study door to the west is almost obscured by the near-solid screen of crowded bookshelves occupying the west wall. The rest of the room is occupied with modern art. French doors open north to the central hall and southeast onto the terrace. The billiards room is through an anonymous-looking door to the east.\n\nDeborah Wolf is curled up in a comfortable armchair, reading a mystery novel.\n\nOn closer inspection, one piece of modern art turns out to actually be a clock.\n\nYou can also see a leather briefcase and a tide table here.", "endoftext": false }, { "action": "You ask the deb about the murder", "response": "\"It's difficult to believe that just half a day ago I was chopping onions with Uncle Fred in the kitchen. We were talking and laughing, and then Cedric Crane and the Lambs showed up, and it was just a regular kitchen party.\" Deborah pauses, then says, \"Speaking of the kitchen, I should probably tell you: there's a secret way from the kitchen into the study. From the study side, you have to turn one of the candlesticks on the fireplace mantle to get in, and from the kitchen you turn one of the hooks in the empty cabinet. The murderer might have gotten in and out that way -- though I rather think that everybody here already knows about it.\"", "endoftext": false }, { "action": "You ask the deb about Cedric", "response": "Deborah Wolf purses her lips before saying: \"Not an honest man, I'm afraid. Vain, and a little too much in love with his own cleverness. Uncle Fred never recognised any of this, of course.\"", "endoftext": false }, { "action": "You ask the deb about Alex", "response": "\"Alex is my husband. He's a brilliant playwright, but he needs direction and discipline.\" She smiles enigmatically and crosses her legs. \"I'm not sure what else there is to tell you, except to assure you that he really is a very talented man.\"", "endoftext": false }, { "action": "You ask the deb about Elinor", "response": "\"I feel sorry for her, I admit. People will insist on treating her as though she's a child.\"", "endoftext": false }, { "action": "You examine notebook", "response": "Flipping through your admittedly untidy shorthand, you pick up the following points:\nbroken branch\nbroken window\nannotated ledger\ntide table\ntelephone call\nCedric Crane's alibi\nBenedict Lamb's alibi\nDeborah Wolf's alibi\nElinor Lamb's alibi\nElinor Lamb's statement\nbody position\nDeborah Wolf's statement", "endoftext": false }, { "action": "You read the deb's statement in the notebook", "response": "Arrived early, separately from AW. In kitchen prepping dinner when others arrived. Mentioned secret access from study to kitchen.", "endoftext": false }, { "action": "You go west", "response": "The central hall is a two-storeyed room, with wide arches north, northwest, southeast and east. French doors to the south open into the library, and a flight of stairs leads upstairs. The kitchen is through a discreet little door to the west. High above, the night sky is visible through a vast skylight.\n\nLoud, ponderous ticking echoes from the grandfather clock by the stairs.\n\nThe hall telephone stands in its niche beneath the stairs like an inscrutable modern art sculpture.", "endoftext": false }, { "action": "Go northwest", "response": "The dining room still bears traces of the evening's entertainment. A discreet little door leads south to the kitchen, while a wide arch goes southeast to the central hall. Through another arch to the west is the conservatory.\n\nAn elaborate clock keeps time on one wall.\n\nFrom the west, you hear the soft tinkling of someone muddling around on a piano.", "endoftext": false }, { "action": "Go west", "response": "Evidently an addition to the house before Frederic Sheppard ever bought the place, the Conservatory is only half-heartedly furnished. A few sad-looking plants testify to the man's lack of any real interest in horticulture. The dining room is back to the east.\n\nA baby grand piano sits in a corner of the room. Evidently there was some indecision as to which definition of \"conservatory\" to adopt.\n\nElinor Lamb is parked in front of the piano.\n\nA large clock hangs from a bracket by the door.", "endoftext": false }, { "action": "You ask Elinor about the deb", "response": "\"I never know what she's thinking, but she seems quite nice, otherwise.\"\n\nElinor absently fingers the keys of the piano, humming a little as she does.", "endoftext": false }, { "action": "You read the notebook", "response": "Flipping through your admittedly untidy shorthand, you pick up the following points:\nbroken branch\nbroken window\nannotated ledger\ntide table\ntelephone call\nCedric Crane's alibi\nBenedict Lamb's alibi\nDeborah Wolf's alibi\nElinor Lamb's alibi\nElinor Lamb's statement\nbody position\nDeborah Wolf's statement", "endoftext": false }, { "action": "You ask Alex about the alibi", "response": "\"I was playing billiards with Ben from 8:15 pm until about 9:35 pm. Round about 10:00 pm, I joined Debbie in the drawing room. We were together until 10:50 pm. Sure, it doesn't cover the whole evening, and maybe I might have wandered by the study at some point, but I didn't kill the old bastard, if that's what you're thinking.\"", "endoftext": false }, { "action": "You ask Alex about the murder", "response": "\"It was supposed to be a sort of working holiday -- for Elinor and me, anyway. We're working on a musical production, Twisty Passages, for the West End, and Fred was supposed to be backing us financially. Anyway, Debbie and I arrived separately: I had some stuff to attend to, and arrived only just as everyone was sitting down to dinner. That was about 5:30 pm. After dinner, we all wandered off to do our own thing. Nothing to it. Next thing you know, Ced comes pounding up from the beach bellowing for the police, and now Fred is dead and here you are. How are we supposed to get financial backing now?\"", "endoftext": false }, { "action": "%", "response": "Hugh Dunnett", "endoftext": false }, { "action": "You read the notebook", "response": "Flipping through your admittedly untidy shorthand, you pick up the following points:\nbroken branch\nbroken window\nannotated ledger\ntide table\ntelephone call\nCedric Crane's alibi\nBenedict Lamb's alibi\nDeborah Wolf's alibi\nElinor Lamb's alibi\nElinor Lamb's statement\nbody position\nDeborah Wolf's statement\nAlexander Wolf's alibi\nAlexander Wolf's statement\nguest arrivals", "endoftext": false }, { "action": "You ask Cedric about the murder", "response": "\"I actually arrived earlier than expected: Mr Sheppard was still fixing dinner when I came in the door, and I went to join him. I suppose I should have gone home straight after dinner, but that always seems a little rude. And besides,\" he adds with a wink, \"Mr Sheppard keeps a beautifully well-stocked bar. Anyway, I wound up heading down to the beach late in the evening for some fresh air and alone time. I'd already been there rather a while when Benedict Lamb came down from the house, and we happened to wander close enough to the tidal pool at the base of the cliff to notice Fred lying there dead, and that's when we raised the alarm.\" He shrugs his shoulders and continues, \"I wish I'd been paying more attention. For all I know, whatever happened could have happened while I was right there, strolling about on the sand.\"", "endoftext": false }, { "action": "You ask Cedric about the twisty Passages", "response": "\"Currently, the main draw on the Sheppard Trust resources would be this stage musical production ... Twisty Passages, I think it's called.\" He glances around and lowers his voice. \"I shouldn't be saying this, but then this is rather a serious business. The others will probably tell you that Mr Wolf was writing the script and Miss Lamb the music, with Mr Sheppard supplying the funds ... but musical productions generally run into greater costs than non-musical stage plays. The entire project was sliding deep into debt, and Mr Sheppard was thinking about cutting his losses. He let slip about it while we were all in the kitchen, before dinner, and there was a tremendous uproar.\"", "endoftext": false }, { "action": "You ask Alex about the twisty Passages", "response": "\"Yeah, Twisty Passages is the working title. Drama, romance, swashbuckling goodness, everything the public loves, with the added bonus of actually sounding intelligent. The script is mine, the score is Elinor's, and the money is Fred's. It's the first time any of us are working on a musical, and I thought it was going very well.\"", "endoftext": false }, { "action": "You ask Alex about Fred", "response": "\"I could respect the guy. Not understand him and his fussiness, mind you, but I could respect him.\"", "endoftext": false }, { "action": "You ask Cedric about Fred", "response": "\"Poor chap. He was a good fellow -- not wonderful with figures, but you can't have everything.\"", "endoftext": true }, { "action": "You check your inventory", "response": "You are carrying:\na tape measure\na pistol\na scrap of paper\na broken branch\nyour notebook", "endoftext": false }, { "action": "You ask the deb about the twisty Passages", "response": "\"Twisty Passages is one of Alex's better scripts, if I do say so myself. Elinor's providing the music, and Uncle Fred's money was supposed to actually get it onto the stage. Investing in the theatre was something of a hobby with Uncle Fred, you know: he didn't always get a good return, but he did love feeling like a great patron of the arts. Naturally, when Alex and Elinor started talking about producing something, I went straight to Uncle Fred and arranged it all with him.\"", "endoftext": false }, { "action": "You ask deb about the funding", "response": "She closes her eyes momentarily. \"I was ... disappointed ... in Uncle Fred. Very disappointed.\"", "endoftext": false }, { "action": "You ask Ben about the musical", "response": "\"I don't pretend to pay it all too much attention. I know it's called Twisty Passages and that Frederic Sheppard was supposed to finance it. My sister Elinor, who is writing the music for it, could probably tell you more; as could Alex, who is writing the script.\"", "endoftext": false }, { "action": "You ask Ben about funding", "response": "\"So you heard that Fred Sheppard was cutting the funding. Hmph. Elinor nearly had a relapse.\"", "endoftext": false }, { "action": "You ask Ben about Elinor", "response": "\"My sister has had a very unfortunate life: first the accident that put her in the wheelchair, then her ... her health issues, and now this. She can't possibly have anything to do with this, believe me. As a matter of fact, I happen to have her latest medical report in one of my coat pockets. Go ahead and see for yourself; my coat's the green zimarra in the cloak room.\"", "endoftext": false }, { "action": "You ask Ben about the health issues", "response": "\"Elinor's always been rather delicate. Then there was the accident that put her in a wheelchair, and when that happened they discovered she was already --\" Benedict clears his throat and fidgets. \"Well, you did get around to looking at that medical report, didn't you? It explains things better than I ever could.\"", "endoftext": false }, { "action": "You go to the north", "response": "Theatrical bills on the walls give this otherwise sterile entry hall the appearance of a theatrical lobby. The front doors are to the north, and the central hall is to the south. The cloak room is to the east.", "endoftext": false }, { "action": "You go east", "response": "A fancy name for a what is essentially a walk-in closet, with a powder room attached. The clutter gives it a more lived-in appearance than the entrance foyer back to the west.\n\nHalf hidden by the green overcoat is a tall umbrella stand in the shape of an elephant's foot.\n\nYou can also see five coats (a green overcoat, a leather jacket, a tan trenchcoat, a Burberry jacket and a brown blazer) here.", "endoftext": false }, { "action": "You search the overcoat", "response": "You spend a few seconds searching -- no, excavating -- through the pockets of the green overcoat and finally emerge into daylight (figuratively speaking) with issue no. 2 of The Incredible Hulk. As it is quite useless to you, you return it to the pockets of the green overcoat. You also find and take a medical report, but then you knew that would be there.", "endoftext": false }, { "action": "You examine the report", "response": "This sheaf of documents sets out in excruciating detail the circumstances of Elinor Lamb's health. Tucked between the pages is the following note: \"Mr Lamb, your sister has not much longer to live. While it is true that the completion of this magnum opus you describe will be a very great thing by which to remember your sister after she is gone, and that this is what she most certainly wants, is not her comfort now, while she is alive, more important? Why must you insist on encouraging her in this foolhardy project?\"", "endoftext": false }, { "action": "You look at notebook", "response": "Flipping through your admittedly untidy shorthand, you pick up the following points:\nbroken branch\nbroken window\nannotated ledger\ntide table\ntelephone call\nCedric Crane's alibi\nBenedict Lamb's alibi\nDeborah Wolf's alibi\nElinor Lamb's alibi\nElinor Lamb's statement\nbody position\nDeborah Wolf's statement\nAlexander Wolf's alibi\nAlexander Wolf's statement\nguest arrivals\nCedric Crane's statement\nmusical\nmedical report", "endoftext": false }, { "action": "You read about the medical report in the notebook", "response": "EL's med report found in green overcoat. Note from Dr: BL sees musical as memorial, insists on EL's continued involvement.", "endoftext": false }, { "action": "You ask Ben about the doctor's note", "response": "Benedict seems to have entirely too much to say about that.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na medical report\na tape measure\na pistol\na scrap of paper\na broken branch\nyour notebook", "endoftext": false }, { "action": "You ask Alex about the elinor's health", "response": "\"It's too complicated for my tiny little brain. Why don't you ask her? Or better yet, talk to that nursemaid brother of hers. He'll fill you in on the details you want and some that you don't.\"", "endoftext": false }, { "action": "You examine the branch", "response": "This small sprig of cliffside greenery was found clutched in the dead man's hand.", "endoftext": false }, { "action": "Search jacket", "response": "Which do you mean, the leather jacket or the Burberry jacket?", "endoftext": false }, { "action": "Leather", "response": "You quickly rummage through the pockets of the leather jacket, discovering an appointment book, which you take.", "endoftext": false }, { "action": "You look at appointment book", "response": "The name on the inside cover identifies this as belonging to Alexander Wolf. Paging through to yesterday's date, you find that Alexander Wolf had an appointment, which he apparently kept, with Frederic Sheppard's lawyer just that afternoon.", "endoftext": false }, { "action": "You examine the stnad", "response": "In the elephant's foot umbrella stand is an ebony walking stick.", "endoftext": false }, { "action": "You examine the stick", "response": "It's shiny and black, with a gold inlay ring about six inches down from a gold knob handle. It seems a little heavy, but is otherwise completely ordinary.", "endoftext": false }, { "action": "Search stand", "response": "In the elephant's foot umbrella stand is an ebony walking stick.", "endoftext": false }, { "action": "You take the stick", "response": "Taken.", "endoftext": false }, { "action": "You ask Alex about the appointment", "response": "Alexander Wolf grimaces. \"I suppose it'll all come out sooner or later. All right. Fred told me a couple of days back that he was thinking of pulling out of the project. He hadn't actually made up his mind about it, but I figured I'd see what my options were. So I made an appointment to find out exactly what sort of control Fred had over the Sheppard Trust. I waited all afternoon and the bastards still didn't have time for me. At least they left me a copy of Zack Sheppard's will. Here, I haven't looked at it yet, thanks to all this mess, but I'm guessing you'll want a look at it.\"\n\nAlexander Wolf takes a plain legal envelope out of an inside pocket and hands it to you.", "endoftext": false }, { "action": "You ask Alex about the zach", "response": "\"Deb's father. He died when she was very young, before I ever met her. So no, I never knew the man, and have nothing to say about him.\"", "endoftext": false }, { "action": "You open the envelope", "response": "You open the legal envelope, revealing a copy of Zachary Sheppard's will.", "endoftext": false }, { "action": "Examine will", "response": "The main part of the will concerns the Sheppard Trust, the main purpose of which is to fund deserving theatrical projects, the secondary purpose of which is to provide Mr Zachary Sheppard's heirs with a steady income. Frederic Sheppard is named as a manager of the Trust. Thanks to some clumsiness in the wording, it seems that the Trust is to exist only for the duration of Frederic Sheppard's life, after which the capital is to be divided among various charities. Stapled to the back of the document is a list of figures detailing large chunks of money being shifted out of the Trust and into what appears to be Deborah Wolf's bank account.", "endoftext": false }, { "action": "You ask Deb about the will", "response": "Deborah Wolf pauses, then says, \"Have you looked at the terms of my father's will, Inspector? My father meant the Trust to support struggling theatrical projects, yes, but he never meant for it to die with Uncle Fred. What we were doing was only practical, to ensure that the Trust lived on. Of course, now that Uncle Fred's gone ... I wish we hadn't left this so very late.\"", "endoftext": false }, { "action": "You ask Cedric about the will", "response": "Cedric Crane chuckles and says, \"Oh, those money transfers? That was Mr Sheppard and Mrs Wolf trying to get around the setup of the Sheppard Trust. The Trust's supposed to die with Mr Sheppard, leaving Mrs Wolf with nothing, so the two of them decided to engage in a spot of embezzling and shift the money into her bank account. It was rather slow going, but give them a couple more years, and I think they might even have succeeded.\" He shrugs. \"Well, it's a victimless crime. Can it still be embezzling if you're stealing from yourself, and if you let all the lawyers and accountants know what you're up to? I'm not a lawyer, so I don't know: I just like calling it that.\"", "endoftext": false }, { "action": "You call Chief", "response": "You get Chief Inspector Duffy after a couple of rings. \"Good man. I'll be there in five minutes.\"", "endoftext": false }, { "action": "Wait", "response": "Time passes.", "endoftext": false }, { "action": "You call Chief", "response": "It's a few rings before you get one of the junior policemen at the station. \"The Chief Inspector is already on his way,\" he says. \"No need to get in a twist about it.\"", "endoftext": false }, { "action": "Go north", "response": "Are you sure you want to quit?", "endoftext": false }, { "action": "You wait for a while", "response": "Time passes.\n\nThe door swings open, admitting Chief Inspector Duffy. He looks more put-upon than ever. \"I hope you have something for me, Inspector. I want to be home and in bed some reasonable amount of time before having to get up and head back to the station.\"\n\nHe sighs. \"At the moment, as far as I know, everybody had the means and opportunity, and nobody had any motive. Tell me about anything you've found that will change this.\"", "endoftext": false }, { "action": "You tell Chief about the ledger", "response": "Chief Inspector Duffy nods thoughtfully as you fill him in on what you've learnt so far.\n\n\"That's a very serious accusation on Mrs Wolf's part. If Mr Crane were afraid of Mr Sheppard finding out about his little sideline, it might have been a very good reason to want him dead.", "endoftext": false }, { "action": "%", "response": "Hugh Dunnett\n\n\n\nThe following story is set up with a great deal of randomisation, and is different each time you start or restart. It would therefore be highly advisable to save the game before you even begin your investigation.\n\nThe story uses the basic \"ask X about Y\" format of speaking to other characters. For the most part, \"tell X about Y\" will be unimportant: it is generally (though not always!) assumed that your questions about something will include asking about any new discoveries you have made elsewhere about the topic. The main exception to this rule is when laying out your case before Chief Inspector Duffy: in that event, you will have to depend exclusively on \"tell...\" instead.\n\nTime in the story proceeds at 15 seconds a turn, allowing you ample time (one hopes) to complete your investigation. However, there is in fact a time limit: Chief Inspector Duffy will arrive to speak to you at 2:00 am; and, whatever time he arrives, he will eventually lose patience if you don't manage to make an arrest within a certain time of his arrival.\n\nAnd that's all that's new. Good luck, Inspector! Your public awaits!\n\n\"Frederic Sheppard.\" Chief Inspector Duffy pulls at his moustache mournfully and stares up at the house through the windshield. \"Theatrical sort, usually has a finger in some play or other. He bought up Gull Point about ten years ago. Never any complaints from the neighbours, never any scandals.\" He pulls at his moustache again. \"He was found dead in the cove at the foot of the cliff behind the house about half an hour ago. Caller said it looked as though he fell from his study window.\"\n\n\"Think he might have jumped?\"\n\n\"She's your investigation: you tell me. We're treating this as a murder unless you can find anything to prove otherwise.\"\n\nYou nod. As you get out of the car, the Chief Inspector yawns and says, \"All right. I'm heading back to HQ. I'll be back in a couple of hours. The investigation's all yours. And if at any time you think you're ready to make an arrest, give me a call first, got it?\"\n\n\"Got it.\"\n\nWhat a wonderful way to spend the night. As Chief Inspector Duffy drives off into the darkness, you check your watch to see just how late it really is -- only to find that your watch has stopped.\n\n\n\nYou are standing on the front drive of Gull Point, residence of noted theatrical patron Frederic Sheppard. The house, a rambling old place, stands to the south.\n\nBeside the front doors, the large doorbell button gleams amber in the moonlight.\n\nYou can also see a red Triumph Roadster, a blue Austin and a green Morris Saloon here.", "endoftext": false }, { "action": "You tell Chief about the will", "response": "Chief Inspector Duffy nods thoughtfully as you fill him in on what you've learnt so far.\n\n\"Interesting. So Mrs Wolf knew the provisions of her father's will, and, what is more, she knew she had a lot to lose by her uncle dying when he did. I can't say I can picture her as our murderess, in that case.\"", "endoftext": false }, { "action": "You tell Chief about the phone call", "response": "Chief Inspector Duffy nods thoughtfully as you fill him in on what you've learnt so far.\n\n\"Financial worries? That's rather vague ... but at least we know Mr Sheppard was still alive at 8:20 pm.\"", "endoftext": false }, { "action": "You tell Chief about the window", "response": "Chief Inspector Duffy nods thoughtfully as you fill him in on what you've learnt so far.\n\nWhen you finish, he strokes his moustache and says, \"I imagine that pushing a full-grown man up against a window, and then through it when it breaks open, would entail quite a bit of physical exertion -- especially given the height of the window sill.\"", "endoftext": false }, { "action": "You tell Chief about the body position", "response": "Chief Inspector Duffy nods thoughtfully as you fill him in on what you've learnt so far.\n\nChief Inspector Duffy reaches for his notebook and begins jotting down calculations. \"That suggests that the murder probably occurred some time before 9:15 pm ... give it another ten minutes; I'd say 9:25 pm would be the very latest that the body could have gone into the water.\"\n\nChief Inspector Duffy compares his notes. \"Well, that clears two of our suspects, at least: Benedict Lamb and Alexander Wolf appear to have alibis for the small window of opportunity in between Frederic Sheppard's telephone call, when he was last known to be alive, and the time at which he must have gone into the water. And if they're eliminated, then that leaves just one possibility among our suspects. Which means, I think, that we can make an arrest and go home.\"", "endoftext": false }, { "action": "Arrest cedric", "response": "\"Very well,\" says Chief Inspector Duffy. \"Let's get on with it...\n\nCedric Crane is still playing pool with Alexander Wolf when you find him, leaning across the table for a difficult shot. He looks up as you approach. \"I was wondering when you'd come for me,\" he says.\n\nYou read out the charges and are about to cuff him when Alexander suddenly roars, \"Murder AND embezzlement? You bastard! You're the reason Fred wanted to bail on us!\" Alexander vaults over the table -- a surprising feat for a man his size -- and it is all you and Chief Inspector Duffy can do to keep him from tearing Cedric Crane apart right there.\n\nThe commotion draws the attention of all the other former suspects. Deborah, looking triumphant in the doorway of the library, says, \"I told you he was a dishonest man.\"\n\nCedric glares at her. \"Damn you. It's your own fault -- if you hadn't tipped the old man off, we might have gone on for years. As it was, engineering this little farce was the last chance I had, given the short notice. Shoving the old bastard out the window was child's play; and Mr Lamb played right into my hands when he suggested we walk out towards the rocks.... I would have gotten rid of that confounded ledger, too, but I couldn't find it. I suppose you had it all along and left it lying conveniently on Mr Sheppard's desk for the police to find.\"\n\nDeborah says, \"Of course I did. When I saw the state of the study, I guessed what had happened, and took steps accordingly.\" She turns to you. \"Take him away, Inspector. I hope you put him away for a very, very long time.\"", "endoftext": true } ]
x43lndv5htzy38w0
The Lurking Horror II: The Lurkening
Ryan Veeder
[]
[ "gender-neutral protagonist", "Inform 7", "Lovecraftian", "magic", "replay puzzle", "spells", "time limit", "turn limit", "walkthrough", "Xyzzy Awards 2018" ]
2,018
[ 6, 9, 1, 0, 2 ]
18
3.944444
20180204
false
[ { "action": "%", "response": "across campus, you finally return to...\n\nApparently your roommate moved out today. The room looks pretty bare with only your stuff left in it - not that you had much to begin with. The only decorations that remain are a few of your posters hanging on the walls.\n\nYou hear loud noises coming from the hallway to the south. It sounds like your hallmates have begun celebrating the end of the academic year.\n\nYou can see your bed and your desk (on which are a medicine bottle and a note) here.", "endoftext": false }, { "action": "You read the note", "response": "It's from your roommate. \"Good luck on your final! I've left you the last of my study pills. I promise you they are perfectly safe, all-natural, and organic - although they may not work exactly like you expect.\"", "endoftext": false }, { "action": "Y.", "response": "cheapglulxe quit with exit status: 0", "endoftext": false }, { "action": "%", "response": "—manage to foul things up again this time, which is a distinct possibility...\n\nThe Lurking Horror II: The Lurkening\nAn MIT Mystery Hunt Puzzle by Ryan Veeder, with apologies to Dave Lebling\n\nYour vision clears, and you're back in the basement of the Alchemy building.\n\nThis is one of your favorite haunts on the G.U.E. campus. It's a great place to curl up with a book—but you really don't have time for that right now.\n\nThere's a stairway here that leads up to the Department of Alchemy lobby, and a well-lit tunnel leads north.\n\nYou'd better start moving if you're going to get anything done this time.", "endoftext": false }, { "action": "Go upwards", "response": "The Alchemy building feels small and defenseless in the face of the wild thunderstorm outside. Rain and howling wind pound at the doors to the north and east. A stairway leads down to the basement (and the tunnels).\n\nThis lobby is especially creepy because there's an informative poster depicting an Elder Horror hanging on the wall.", "endoftext": false }, { "action": "You look at the poster", "response": "Above the picture of the Elder Horror are the words \"IF YOU SEE SOMETHING, SAY RAENFIDHRE.\" Smaller text below explains: \"Elder Horrors are a nuisance—but you don't have to let them inconvenience you. The incantation 'Raenfidhre' sends Elder Horrors right back where they came from. (Don't ask!) When you run into an Elder Horror, just say 'Raenfidhre' and watch it disappear.\"\n\nFor years, students of the arcane arts struggled to find some logic or significance in the forms of these incantations. Eventually the experts reached the consensus that they're just random stupid words.", "endoftext": false }, { "action": "You go north", "response": "Torrents of rain lash at the earth in blind fury.\n\nThis is the future site of the Gentry Antiquarian Center. Right now it's a rectangular pit with concrete walls.\n\nThe Alchemy building is south. Another building—a despicable building—is further north.", "endoftext": false }, { "action": "You examine the pit", "response": "The cyclopean walls of the unfinished Gentry Center are slick with rain, and its muddy basement floor is pockmarked with oily puddles.\n\nFloating in one puddle is a manila envelope.", "endoftext": false }, { "action": "You look at the envelope", "response": "Hard to tell from way over here, but it looks like campus mail.", "endoftext": false }, { "action": "You enter the pit", "response": "The slick concrete walls of the pit offer no safe way down.\n\nThen it happens. You hear something huge rousing itself from cosmic sleep. The thing groans, and the entire campus shakes. Ynf-Okh-Omm has awoken. Shortly it will consume G.U.E. Tech—and then the universe.\n\n*** You have failed. ***\n\nIf you RESTART, you might be able to fix this, unless you—", "endoftext": false }, { "action": "Go north", "response": "The forboding building to the east houses the Department of Sorcery, which frequently competes with the Alchemy department for funding and is always reserving the best classrooms before Alchemy can get a chance. The rest of the campus is south from here.\n\nThunder rumbles nearby.\n\nThen it happens. You hear something huge rousing itself from cosmic sleep. The thing groans, and the entire campus shakes. Ynf-Okh-Omm has awoken. Shortly it will consume G.U.E. Tech—and then the universe.\n\n*** You have failed. ***\n\nIf you RESTART, you might be able to fix this, unless you—", "endoftext": false }, { "action": "You go to the north", "response": "The forboding building to the east houses the Department of Sorcery, which frequently competes with the Alchemy department for funding and is always reserving the best classrooms before Alchemy can get a chance. The rest of the campus is south from here.\n\nThunder rumbles nearby.", "endoftext": false }, { "action": "Go east", "response": "You break out in gooseflesh as you contemplate the eldritch experiments performed within these walls on a daily basis. You don't like visiting this place unless you have to. It even smells pretentious.\n\nThe department head's office is down the hall to the east. The way back outside is west.\n\nThe only person here tonight is a grad student whom you kind of know.", "endoftext": false }, { "action": "You examine student", "response": "He's a sorcery student you've seen around campus, usually sitting down in a secluded study space you were hoping to use.\n\nHe squints at you. \"What are you doing here?\"\n\n\"None of your beeswax,\" you snap back. \"What are you doing\nhere?\"\n\nHe curls his lip into an odious sneer. \"The department head asked me to help with some research, so I'm on my way to his office.\"\n\n\"Well, great for you,\" you respond, facetiously.", "endoftext": false }, { "action": "Go east", "response": "You try to walk past the sorcery student, but he blocks your path: \"The department head doesn't need another research assistant—especially not from the Department of Alchemy. He asked for me specifically.\"\n\nYou stare at each other like a pair of housecats that have just been introduced.", "endoftext": false }, { "action": "Hit student", "response": "Really? Resorting to brute force already?", "endoftext": false }, { "action": "Yes", "response": "That was a rhetorical question.\n\nThen it happens. You hear something huge rousing itself from cosmic sleep. The thing groans, and the entire campus shakes. Ynf-Okh-Omm has awoken. Shortly it will consume G.U.E. Tech—and then the universe.\n\n*** You have failed. ***\n\nIf you RESTART, you might be able to fix this, unless you—", "endoftext": false }, { "action": "You go to the north", "response": "Before you enrolled at G.U.E. Tech, you had this romantic idea that the tunnels would all be dingy, claustrophobic, and dangerous. But these tunnels—the tunnels that most people see—are really more like hallways with pipes.\n\nThis hallway and its pipes lead north and south.", "endoftext": false }, { "action": "Go north", "response": "You've reached a bend in the tunnel where the lights don't quite reach. You can continue east or south.\n\nBut you can't just stand around, because an Elder Horror is flitting through the shadows here, gibbering in little shrieks.", "endoftext": false }, { "action": "Raenfidhre", "response": "You utter the incantation, the eldritch puissance of its awful phonemes flowing with hideous sweetness over your tongue. The Elder Horror howls in response, as if to drown out your spell with its ululating tongues—but it is no use.\n\nA hole opens in space, and the Elder Horror is dragged by unknown forces back to its native dimension.\n\nWhatever the thing was holding falls to your feet: Looks like somebody's lecture notes.\n\nYou hear a hissing noise as a portion of the ambient atmosphere is sucked away before the aperture closes itself.\n\nYou can use the abbreviation \"R\" the next time you want to cast this spell. But not if you travel back in time again. That's how time travel works.", "endoftext": false }, { "action": "You read the notes", "response": "A few pages of sparsely annotated Powerpoint slides. Is there anything good in here?\n\nThe annotator has indicated one slide with a series of exclamation marks: It alludes to the incantation \"Jilxube,\" and describes its applications as \"gross.\"", "endoftext": false }, { "action": "Go east", "response": "In the middle of this east-west strip of tunnel is an open grate. In the grate is a ladder. The ladder leads down to the sub-basement level.", "endoftext": false }, { "action": "Go east", "response": "The passage from the west turns here, at the top of a gentle slope leading south. This would be a great place to race office chairs, if other concerns weren't taking precedence.\n\nA hacker is leaning against the wall here, taking a break from hacking.", "endoftext": false }, { "action": "You look at the hacker", "response": "You can tell she's an accomplished hacker from the unrealistically heavy key ring hanging from her belt loop. Anyone who has that many keys isn't supposed to have all of them.\n\nYou wave to each other, and are about to exchange pleasantries when a massive peal of thunder from above shakes the tunnels. The lights go out.\n\nThe lights come back on. The two of you grimace.\n\n\"Hey,\" says the hacker. \"If the lights ever go out for real, I know a spell that for seeing in the dark. It's 'kulehrif.' You say it just like that.\"\n\nYou nod. \"Thanks. I probably should have known that already.\"\n\n\"It's okay. At least you only have to learn something for the first time once.\"\n\n\"That is so true,\" you say.", "endoftext": false }, { "action": "You ask the hacker about the keys", "response": "Use >TALK TO to interact with entities.\n\nThen it happens. You hear something huge rousing itself from cosmic sleep. The thing groans, and the entire campus shakes. Ynf-Okh-Omm has awoken. Shortly it will consume G.U.E. Tech—and then the universe.\n\n*** You have failed. ***\n\nIf you RESTART, you might be able to fix this, unless you—", "endoftext": false }, { "action": "J.", "response": "You utter the incantation again. More slime appears. This place is getting more and more disgusting every moment.", "endoftext": false }, { "action": "You look at the slime", "response": "It is a translucent pudding-like substance of unearthly color. It is disgusting.\n\nThen it happens. You hear something huge rousing itself from cosmic sleep. The thing groans, and the entire campus shakes. Ynf-Okh-Omm has awoken. Shortly it will consume G.U.E. Tech—and then the universe.\n\n*** You have failed. ***\n\nIf you RESTART, you might be able to fix this, unless you—", "endoftext": false }, { "action": "You go to the north", "response": "Before you enrolled at G.U.E. Tech, you had this romantic idea that the tunnels would all be dingy, claustrophobic, and dangerous. But these tunnels—the tunnels that most people see—are really more like hallways with pipes.\n\nThis hallway and its pipes lead north and south.", "endoftext": false }, { "action": "Go north", "response": "You've reached a bend in the tunnel where the lights don't quite reach. You can continue east or south.\n\nBut you can't just stand around, because an Elder Horror is flitting through the shadows here, gibbering in little shrieks.", "endoftext": false }, { "action": "You go south", "response": "At this intersection, the tunnels go north, south—and west, to the chamber of your ill-advised project.\n\nAn old graffito is on the east wall.", "endoftext": false }, { "action": "You read the graffito", "response": "The names of the vandals are lost to campus history. All that we know is: Someone wrote something on a wall; then, before the message could be summarily painted over, someone else prepended an additional word. Now, and since time immemorial, the wall reads:\n\nUP", "endoftext": false }, { "action": "Go west", "response": "It groans sluggishly. It shrugs its unthinkable head—No. That is not\na\nhead.\n\nThe whitish, loathsome, incomprehensible thing that oozes before you is Ynf-Okh-Omm, the Eldest Horror. It is sleeping, for now. Soon (very soon), it will awaken, and this helpless universe will suffer the consequences.\n\nThe way out is east.", "endoftext": false }, { "action": "Raenfidhre", "response": "You utter the incantation, the eldritch puissance of its awful phonemes flowing with hideous sweetness over your tongue.\n\nA crackle of eldritch power washes over the sleeping hulk, and your spell falls flat. How did it do that? Where is it getting this energy?\n\nYnf-Okh-Omm stirs. The Eldest Horror rolls over. Some hideous aspect of its body—an eye?—a mouth?—opens, and you are the first to be devoured.\n\n*** You have failed. ***\n\nIf you RESTART, you might be able to fix this, unless you—", "endoftext": false }, { "action": "Go south", "response": "The tunnel turns from north to west here, but the passage to the west is too dark to see where it goes.\n\nYou take another step and slip on a piece of paper.", "endoftext": false }, { "action": "You examine paper", "response": "The paper has disappeared—but you know you slipped on\nsomething.", "endoftext": false }, { "action": "Kulehrif", "response": "You mutter the incantation, and a greenish haze swims in front of your eyes. Your knees buckle, and for a giddy moment you feel as though you may barf.\n\nBut when you regain your faculties, you notice your vision has improved, and you can see easily what lurks in dark corners. You don't notice anything new right here, though.\n\nYou can use the abbreviation \"K\" the next time you want to cast this spell. But not if you travel back in time again. That's how time travel works.\n\nThen it happens. You hear something huge rousing itself from cosmic sleep. The thing groans, and the entire campus shakes. Ynf-Okh-Omm has awoken. Shortly it will consume G.U.E. Tech—and then the universe.\n\n*** You have failed. ***\n\nIf you RESTART, you might be able to fix this, unless you—", "endoftext": false }, { "action": "You give up", "response": "(I really think you ought to RESTART.)\n\nIf you RESTART, you might be able to fix this, unless you—", "endoftext": false }, { "action": "Kulehrif", "response": "You mutter the incantation, and a greenish haze swims in front of your eyes. Your knees buckle, and for a giddy moment you feel as though you may barf.\n\nBut when you regain your faculties, you notice your vision has improved, and you can see easily what lurks in dark corners. You don't notice anything new right here, though.\n\nYou can use the abbreviation \"K\" the next time you want to cast this spell. But not if you travel back in time again. That's how time travel works.", "endoftext": false }, { "action": "You go to the north", "response": "Before you enrolled at G.U.E. Tech, you had this romantic idea that the tunnels would all be dingy, claustrophobic, and dangerous. But these tunnels—the tunnels that most people see—are really more like hallways with pipes.\n\nThis hallway and its pipes lead north and south.", "endoftext": false }, { "action": "You go to the south", "response": "The tunnel turns from north to west here.\n\nYou take another step and slip on a piece of paper.", "endoftext": false }, { "action": "You examine paper", "response": "The paper has disappeared—but you know you slipped on\nsomething.\n\nThen it happens. You hear something huge rousing itself from cosmic sleep. The thing groans, and the entire campus shakes. Ynf-Okh-Omm has awoken. Shortly it will consume G.U.E. Tech—and then the universe.\n\n*** You have failed. ***\n\nIf you RESTART, you might be able to fix this, unless you—", "endoftext": false }, { "action": "You go to the north", "response": "(I really think you ought to RESTART.)\n\nIf you RESTART, you might be able to fix this, unless you—", "endoftext": false }, { "action": "You examine the pipes", "response": "The pipes don't even lead to or from anywhere in particular. They're all the same, all along this level of the tunnels.", "endoftext": false }, { "action": "Go north", "response": "You've reached a bend in the tunnel where the lights don't quite reach. You can continue east or south.\n\nBut you can't just stand around, because an Elder Horror is flitting through the shadows here, gibbering in little shrieks.", "endoftext": true }, { "action": "Go downward", "response": "These are not the fun tunnels that they show you on campus tours. These are the old tunnels. The evil tunnels.\n\nAncient pipes clank and hiss, and beneath these noises—you wonder if you're imagining—the sound of something skittering behind you.\n\nThe ladder here goes up to the main basement level. Tunnels lead east, south, and west.", "endoftext": false }, { "action": "You go east", "response": "Oh dear. This is one of those places.\n\nThe geometry in here is incorrect. All the surfaces are inside-out. The physical laws of some other dimension must be impinging on this space from somewhere outside space.\n\nDang.", "endoftext": false }, { "action": "You go to the east", "response": "You try to move in that direction, but in this particular context the idea of \"direction\" doesn't really apply, which makes it hard to get anywhere.\n\nThen it happens. You hear something huge rousing itself from cosmic sleep. The thing groans, and the entire campus shakes. Ynf-Okh-Omm has awoken. Shortly it will consume G.U.E. Tech—and then the universe.\n\n*** You have failed. ***\n\nIf you RESTART, you might be able to fix this, unless you—", "endoftext": false }, { "action": "You look behind yourself", "response": "(I really think you ought to RESTART.)\n\nIf you RESTART, you might be able to fix this, unless you—", "endoftext": false }, { "action": "Go south", "response": "Thrumming all around you are hulks of decrepit machinery, sagging under the weight of decades, struggling to supply power to the university above. And twisting through their cables are the insidious tentacles of Ynf-Okh-Omm, worming their way through the ceiling from its chamber above. The Eldest Horror is leeching power from G.U.E.'s electrical system! This is your fault!\n\nThe tunnels continue north and south.", "endoftext": false }, { "action": "You examine the machinery", "response": "Some of these machines date back to the eighties.", "endoftext": false }, { "action": "You turn off the machinery", "response": "It isn't something you can switch.\n\nThen it happens. You hear something huge rousing itself from cosmic sleep. The thing groans, and the entire campus shakes. Ynf-Okh-Omm has awoken. Shortly it will consume G.U.E. Tech—and then the universe.\n\n*** You have failed. ***\n\nIf you RESTART, you might be able to fix this, unless you—", "endoftext": false }, { "action": "You go south", "response": "The lights have gone out in this chamber, and you can't see your own hand in front of your face, but you can just make out paths to the north, east, and west.\n\nAnd you can definitely hear something slithering squamously nearby.", "endoftext": false }, { "action": "Kulehrif", "response": "You mutter the incantation, and a greenish haze swims in front of your eyes. Your knees buckle, and for a giddy moment you feel as though you may barf.\n\nBut when you regain your faculties, you notice your vision has improved, and the room does not seem so dark now:\n\nThe lights have gone out in this chamber, but you can clearly see the paths to the north, east, and west.\n\nYou can also see an Elder Horror near you. Whether it can see you remains to be seen.\n\nYou can use the abbreviation \"K\" the next time you want to cast this spell. But not if you travel back in time again. That's how time travel works.", "endoftext": false }, { "action": "R.", "response": "You utter the incantation, the eldritch puissance of its awful phonemes flowing with hideous sweetness over your tongue. The Elder Horror squeals in shock and inhuman pain, and its entire form undulates bizarrely as a rent in the universe swallows it up. There is a sharp squelching noise as the interstice sucks away some of this world's air before it closes completely.\n\nApparently the creature had been coiled around a statuette.\n\nThen it happens. You hear something huge rousing itself from cosmic sleep. The thing groans, and the entire campus shakes. Ynf-Okh-Omm has awoken. Shortly it will consume G.U.E. Tech—and then the universe.\n\n*** You have failed. ***\n\nIf you RESTART, you might be able to fix this, unless you—", "endoftext": false }, { "action": "R.", "response": "You utter the incantation, the eldritch puissance of its awful phonemes flowing with hideous sweetness over your tongue. You hear something squeal in shock and inhuman pain. Then you hear a sharp squelching noise.\n\nThen you hear something clank against the floor. What the heck was that?", "endoftext": false }, { "action": "Kulehrif", "response": "You mutter the incantation, and a greenish haze swims in front of your eyes. Your knees buckle, and for a giddy moment you feel as though you may barf.\n\nBut when you regain your faculties, you notice your vision has improved, and the room does not seem so dark now:\n\nThe lights have gone out in this chamber, but you can clearly see the paths to the north, east, and west.\n\nThere is a statuette sitting on the floor here.\n\nYou can use the abbreviation \"K\" the next time you want to cast this spell. But not if you travel back in time again. That's how time travel works.\n\nThen it happens. You hear something huge rousing itself from cosmic sleep. The thing groans, and the entire campus shakes. Ynf-Okh-Omm has awoken. Shortly it will consume G.U.E. Tech—and then the universe.\n\n*** You have failed. ***\n\nIf you RESTART, you might be able to fix this, unless you—", "endoftext": false }, { "action": "You go to the west", "response": "This damp tunnel looks like it used to be a sewer, or a pneumatic railroad. The curved floor makes it difficult to walk without keeping a hand on the damp curved walls.\n\nThe way back is east. The tunnel continues south, beyond a waterfall-like curtain of slime.", "endoftext": false }, { "action": "Go south", "response": "You reach tentatively at the curtain of slime, and the acrid substance burns your hand. Apparently walking through this stuff wouldn't just be disgusting; it could be deadly.\n\nSo how do you get it to stop flowing?", "endoftext": false }, { "action": "Jilxube", "response": "You successfully cast the spell, but the slime that you conjure only adds to the curtain of slime that's already flowing down across the passage to the south.\n\nYou can use the abbreviation \"J\" the next time you want to cast this spell. But not if you travel back in time again. That's how time travel works.", "endoftext": false }, { "action": "You examine waterfall", "response": "The slime falls down in thick, globby rivulets, and the tunnel beyond is difficult to make out.\n\nThen it happens. You hear something huge rousing itself from cosmic sleep. The thing groans, and the entire campus shakes. Ynf-Okh-Omm has awoken. Shortly it will consume G.U.E. Tech—and then the universe.\n\n*** You have failed. ***\n\nIf you RESTART, you might be able to fix this, unless you—", "endoftext": false }, { "action": "J.", "response": "You cast the spell again, and more repulsive slime flows into this universe from without—but it simply flows to join the slime within\nthe\nconstruction pit. The level of the slime doesn't rise an inch. This is all disturbingly convenient.", "endoftext": false }, { "action": "You move the poster", "response": "The informative poster is fine right there.", "endoftext": false }, { "action": "You go to the east", "response": "Normally, this grassy courtyard is a favorite spot for joggers and Ultimate Frisbee players—but what with the rain, and the lightning, there's nobody here right now.\n\nTo the west is the Department of Alchemy. East is the Department of Necromancy. North is the Department of Linguistics.\n\nThen it happens. You hear something huge rousing itself from cosmic sleep. The thing groans, and the entire campus shakes. Ynf-Okh-Omm has awoken. Shortly it will consume G.U.E. Tech—and then the universe.\n\n*** You have failed. ***\n\nIf you RESTART, you might be able to fix this, unless you—", "endoftext": false }, { "action": "You go east", "response": "Normally, this grassy courtyard is a favorite spot for joggers and Ultimate Frisbee players—but what with the rain, and the lightning, there's nobody here right now.\n\nTo the west is the Department of Alchemy. East is the Department of Necromancy. North is the Department of Linguistics.", "endoftext": false }, { "action": "You go to the east", "response": "You seem to be in a hallway—but it's too dark to see which way it leads, what it leads to, or what else is in here with you. The only thing you can see is the way outside, to the west.", "endoftext": false }, { "action": "Kulehrif", "response": "You mutter the incantation, and a greenish haze swims in front of your eyes. Your knees buckle, and for a giddy moment you feel as though you may barf.\n\nBut when you regain your faculties, you notice your vision has improved, and the room does not seem so dark now:\n\nLooks like there are no necromancy students here tonight, which is just as well.\n\nThis hallway leads north and west.\n\nAnd there's a dead cockroach on the floor here! Gross.\n\nYou can use the abbreviation \"K\" the next time you want to cast this spell. But not if you travel back in time again. That's how time travel works.", "endoftext": false }, { "action": "You go to the north", "response": "Lightning flashes, your hair stands on end, and then a hideous peal of thunder shakes the building.\n\nThere are about a dozen workstations here for students to practice their necromantic arts upon, but nobody's here right now.\n\nThere is, however, a scrap of paper on the floor.", "endoftext": false }, { "action": "You read the paper", "response": "The top of the page indicates that these are notes from an intro-level Necromancy class. The student has scribbled and crossed out a long list of incantations. The final attempt, \"HTERWERBSET,\" has been circled triumphantly.", "endoftext": false }, { "action": "Go south", "response": "There are no necromancy students here tonight. The place is as quiet as the—well, it's quiet.\n\nThis hallway leads north and west.\n\nThat dead bug is still here. Upsetting.", "endoftext": false }, { "action": "Hterwerbset", "response": "You whisper the incantation, and feel a daemoniac power crystallize in the air, its vertices aligned by the awful syllables as they leave your lips.\n\nThe spell's angles align with something invisible and dreadful, and the roach on the floor springs to life. It makes a grateful hissing noise before crawling speedily away.\n\nYou can use the abbreviation \"H\" the next time you want to cast this spell. But not if you travel back in time again. That's how time travel works.", "endoftext": false }, { "action": "Go west", "response": "Normally, this grassy courtyard is a favorite spot for joggers and Ultimate Frisbee players—but what with the rain, and the lightning, there's nobody here right now.\n\nTo the west is the Department of Alchemy. East is the Department of Necromancy. North is the Department of Linguistics.\n\nThen it happens. You hear something huge rousing itself from cosmic sleep. The thing groans, and the entire campus shakes. Ynf-Okh-Omm has awoken. Shortly it will consume G.U.E. Tech—and then the universe.\n\n*** You have failed. ***\n\nIf you RESTART, you might be able to fix this, unless you—", "endoftext": false }, { "action": "You go to the north", "response": "There's not much here—the Linguistics department was organized with a minimalist philosophy in mind. A likely-looking (and heavy-looking) grimoire rests on a pedestal in an alcove.\n\nThe way out is south.", "endoftext": false }, { "action": "You examine the grimoire", "response": "You reach out to inspect the grimoire. Your hand runs into something. Something squishy and invisible.\n\nYou hold still for a second: You think you can hear it breathing.", "endoftext": true }, { "action": "You look at your surroundings", "response": "There's not much here—the Linguistics department was organized with a minimalist philosophy in mind. A likely-looking (and heavy-looking) grimoire rests on a pedestal in an alcove.\n\nThe way out is south.\n\nAlso, everything here is covered in slime.", "endoftext": false }, { "action": "You look at the grimoire", "response": "You move your hands around and confirm that the invisible thing is blocking the entire alcove. Great.", "endoftext": false }, { "action": "Raenfidhre", "response": "You utter the incantation, the eldritch puissance of its awful phonemes flowing with hideous sweetness over your tongue.\n\nDid it work?\n\nYou reach out into space—and touch the horrid thing again. Darn.\n\nYou can use the abbreviation \"R\" the next time you want to cast this spell. But not if you travel back in time again. That's how time travel works.", "endoftext": false }, { "action": "Kulehrif", "response": "You mutter the incantation, and a greenish haze swims in front of your eyes. Your knees buckle, and for a giddy moment you feel as though you may barf.\n\nBut when you regain your faculties, you notice your vision has improved, and you can see easily what lurks in dark corners. You don't notice anything new right here, though.\n\nYou can use the abbreviation \"K\" the next time you want to cast this spell. But not if you travel back in time again. That's how time travel works.", "endoftext": false }, { "action": "Hterwerbset", "response": "You whisper the incantation, and feel a daemoniac power crystallize in the air, its vertices aligned by the awful syllables as they leave your lips.\n\nBut nothing else happens, and the abominable polyhedron gradually melts away.\n\nYou can use the abbreviation \"H\" the next time you want to cast this spell. But not if you travel back in time again. That's how time travel works.\n\nThen it happens. You hear something huge rousing itself from cosmic sleep. The thing groans, and the entire campus shakes. Ynf-Okh-Omm has awoken. Shortly it will consume G.U.E. Tech—and then the universe.\n\n*** You have failed. ***\n\nIf you RESTART, you might be able to fix this, unless you—", "endoftext": false }, { "action": "Hterwerbset", "response": "You whisper the incantation, and feel a daemoniac power crystallize in the air, its vertices aligned by the awful syllables as they leave your lips.\n\nBut nothing else happens, and the abominable polyhedron gradually melts away.\n\nYou can use the abbreviation \"H\" the next time you want to cast this spell. But not if you travel back in time again. That's how time travel works.", "endoftext": false }, { "action": "You examine the grimoire", "response": "You reach out to inspect the grimoire. Your hand runs into something. Something squishy and invisible.\n\nYou hold still for a second: You think you can hear it breathing.", "endoftext": false }, { "action": "You talk to invisible", "response": "You can't see the thing. You can touch it, and hear it, but these senses yield no actionable information—only a queasy feeling.\n\nWhat we have here is an Elder Horror, probably. But is it really\nhere?", "endoftext": false }, { "action": "Raenfidhre", "response": "You utter the incantation, the eldritch puissance of its awful phonemes flowing with hideous sweetness over your tongue.\n\nDid it work?\n\nYou reach out into space—and touch the horrid thing again. Darn.\n\nYou can use the abbreviation \"R\" the next time you want to cast this spell. But not if you travel back in time again. That's how time travel works.\n\nThen it happens. You hear something huge rousing itself from cosmic sleep. The thing groans, and the entire campus shakes. Ynf-Okh-Omm has awoken. Shortly it will consume G.U.E. Tech—and then the universe.\n\n*** You have failed. ***\n\nIf you RESTART, you might be able to fix this, unless you—", "endoftext": false }, { "action": "Raenfidhre", "response": "You utter the incantation, the eldritch puissance of its awful phonemes flowing with hideous sweetness over your tongue.\n\nNothing happens.\n\nYou can use the abbreviation \"R\" the next time you want to cast this spell. But not if you travel back in time again. That's how time travel works.\n\nThen it happens. You hear something huge rousing itself from cosmic sleep. The thing groans, and the entire campus shakes. Ynf-Okh-Omm has awoken. Shortly it will consume G.U.E. Tech—and then the universe.\n\n*** You have failed. ***\n\nIf you RESTART, you might be able to fix this, unless you—", "endoftext": false }, { "action": "Hterwerbset", "response": "You whisper the incantation, and feel a daemoniac power crystallize in the air, its vertices aligned by the awful syllables as they leave your lips.\n\nThe spell's angles align with something invisible and dreadful, and you hear a low skittering. Something brushes against your foot.\n\nYou can use the abbreviation \"H\" the next time you want to cast this spell. But not if you travel back in time again. That's how time travel works.", "endoftext": false }, { "action": "You take the envelope", "response": "Reaching the envelope now would require swimming through a pool of slime, which is a no-go.\n\nThen it happens. You hear something huge rousing itself from cosmic sleep. The thing groans, and the entire campus shakes. Ynf-Okh-Omm has awoken. Shortly it will consume G.U.E. Tech—and then the universe.\n\n*** You have failed. ***\n\nIf you RESTART, you might be able to fix this, unless you—", "endoftext": false }, { "action": "You talk to the hacker", "response": "You can tell she's an accomplished hacker from the unrealistically heavy key ring hanging from her belt loop. Anyone who has that many keys isn't supposed to have all of them.\n\nYou smile at each other politely, but there isn't really anything else to talk about. You're kind of in a hurry.", "endoftext": false }, { "action": "Go south", "response": "At this intersection, the tunnels go north, south—and west, to the chamber of your ill-advised project.\n\nAn old graffito is on the east wall.\n\nThen it happens. You hear something huge rousing itself from cosmic sleep. The thing groans, and the entire campus shakes. Ynf-Okh-Omm has awoken. Shortly it will consume G.U.E. Tech—and then the universe.\n\n*** You have failed. ***\n\nIf you RESTART, you might be able to fix this, unless you—", "endoftext": false }, { "action": "Raenfidhre", "response": "You utter the incantation, the eldritch puissance of its awful phonemes flowing with hideous sweetness over your tongue. You hear something squeal in shock and inhuman pain. Then you hear a sharp squelching noise.\n\nThen you hear something clank against the floor. What the heck was that?\n\nYou can use the abbreviation \"R\" the next time you want to cast this spell. But not if you travel back in time again. That's how time travel works.", "endoftext": false }, { "action": "Kulehrif", "response": "You mutter the incantation, and a greenish haze swims in front of your eyes. Your knees buckle, and for a giddy moment you feel as though you may barf.\n\nBut when you regain your faculties, you notice your vision has improved, and the room does not seem so dark now:\n\nThe lights have gone out in this chamber, but you can clearly see the paths to the north, east, and west.\n\nThere is a statuette sitting on the floor here.\n\nYou can use the abbreviation \"K\" the next time you want to cast this spell. But not if you travel back in time again. That's how time travel works.", "endoftext": false }, { "action": "You examine the statuette", "response": "The statuette, carved in an oddly soft bluish substance, depicts a creature you dimly recognize as appearing in certain dreams from which you awoke babbling and covered in sweat. The base of the piece is carved with an inscription in an alien tongue that you happened to learn in one of those Humanities classes that they made you take. It says: \"Yzawnzag.\"\n\nThen it happens. You hear something huge rousing itself from cosmic sleep. The thing groans, and the entire campus shakes. Ynf-Okh-Omm has awoken. Shortly it will consume G.U.E. Tech—and then the universe.\n\n*** You have failed. ***\n\nIf you RESTART, you might be able to fix this, unless you—", "endoftext": false }, { "action": "Yzawnzag", "response": "You cast the hypnosis-resistance spell again, and steel your mind even more against external influence (possibly to the point of overdoing it).\n\nThen it happens. You hear something huge rousing itself from cosmic sleep. The thing groans, and the entire campus shakes. Ynf-Okh-Omm has awoken. Shortly it will consume G.U.E. Tech—and then the universe.\n\n*** You have failed. ***\n\nIf you RESTART, you might be able to fix this, unless you—", "endoftext": false }, { "action": "Go west", "response": "The tunnel from the east terminates here at a brick wall. There are no lights here because it would seem that there is nothing here to illuminate.\n\nApparently someone disagreed, and made this into their personal study space: A thick textbook lies forgotten on the floor.", "endoftext": false }, { "action": "Examine textbook", "response": "The book's cover is immediately recognizable: This is the Necronomicon, by A. Alhazred, an infamous tome of dark magic.\nYou flip through it a little bit.\n\nHere's a page that jogs your memory: A spell that conjures frigid wind from... It doesn't say where. The incantation is \"bheishauph.\"\n\nWhy would someone just leave a Necronomicon lying around?\nThese books are expensive!\n\nThen it happens. You hear something huge rousing itself from cosmic sleep. The thing groans, and the entire campus shakes. Ynf-Okh-Omm has awoken. Shortly it will consume G.U.E. Tech—and then the universe.\n\n*** You have failed. ***\n\nIf you RESTART, you might be able to fix this, unless you—", "endoftext": false }, { "action": "Bheishauph", "response": "You breathe the incantation, and a breeze of cool air swirls around you. For a moment you feel the supernatural cold of the infinite space between the stars.\n\nYou can use the abbreviation \"B\" the next time you want to cast this spell. But not if you travel back in time again. That's how time travel works.", "endoftext": false }, { "action": "Bheishauph", "response": "You breathe the incantation, and a breeze of cool air swirls around you.\n\nCrystalline patterns appear in the surface of the pool of slime, spreading across and down through the repugnant morass. The surface of the fluid ceases its undulations: It has frozen straight through.\n\nThe manila envelope sits on top of the ice.", "endoftext": false }, { "action": "You read envelope", "response": "You take a cautious step onto the slime-ice.\n\nIt seems to support your weight.\n\nTime being a limiting factor, you scuttle across the ice, snatch up the envelope, and scuttle back to solid ground as fast as you can.\n\nIt's definitely campus mail, but the rain has washed away any addresses that were ever written on the outside.\n\nThe envelope is closed.", "endoftext": false }, { "action": "You open the envelope", "response": "You open the manila envelope, revealing a grant application.", "endoftext": false }, { "action": "You look at the application", "response": "Not long ago you swore you'd never look at another one of these, but such oaths often prove difficult to uphold.\n\nThe application proposes an investigation into the little-understood branch of \"reparative spatial mechanics.\" The document is careful not to explain these terms with extraneous clarity, lest the subject appear too comprehensible to warrant investigation.\n\nBut the applicant has let one specific detail slip: an incantation, \"Vaadignephod,\" with apparent reparative spatio-mechanical potency.", "endoftext": false }, { "action": "Go south", "response": "The Alchemy building feels small and defenseless in the face of the wild thunderstorm outside. Rain and howling wind pound at the doors to the north and east. A stairway leads down to the basement (and the tunnels).\n\nThis lobby is especially creepy because there's an informative poster depicting an Elder Horror hanging on the wall.\n\nThen it happens. You hear something huge rousing itself from cosmic sleep. The thing groans, and the entire campus shakes. Ynf-Okh-Omm has awoken. Shortly it will consume G.U.E. Tech—and then the universe.\n\n*** You have failed. ***\n\nIf you RESTART, you might be able to fix this, unless you—", "endoftext": false }, { "action": "Go south", "response": "The tunnel from the north comes to an abrupt end here.\n\nOn the dusty floor is a pitiful, deflated blob.\n\n\"Ooooooh, I'm miiiiserabllllle,\" it groans, in a voice that makes you wince.", "endoftext": false }, { "action": "You talk to the blob", "response": "The thing on the floor manages to make eye contact despite your best efforts.\n\n\"Hey, um. How're you doing?\" you ask.\n\n\"Hoooooorribllllle,\" it responds. \"I'm sooooo huuuungry, I can barely moooooove.\"\n\nYou nod. \"That's rough.\"\n\nThe blob pouts some more: \"Can't you hellllllp meeeeee?\".", "endoftext": false }, { "action": "Bheishauph", "response": "You breathe the incantation, and a breeze of cool air swirls around you. Unsettlingly regular patterns of frost curl across the tunnel walls until they reach the curtain of slime.\n\nThe flow of slime slows, and then it stops as the waterfall freezes in place. You hear a crinkling sound.\n\nThe frozen curtain of slime shatters and disappears. The way south is open.\n\nYou can use the abbreviation \"B\" the next time you want to cast this spell. But not if you travel back in time again. That's how time travel works.", "endoftext": false }, { "action": "You go south", "response": "The tunnel is a river of undulating slime, and there are few places where it's safe to set foot. The way out is north.\n\nSomeone has written something on the walls.", "endoftext": false }, { "action": "Caerlaev", "response": "You lock eyes with the grad student as you hiss the incantation. Your vision swims—and then you are staring into your own eyes. They look back with shock, then dawning fear, and then revulsion.\n\n\"Why'd you steal my body?\" the grad student demands, in your voice. \"That's messed up!\"\n\n\"I don't have time to explain,\" you grunt, in his voice. \"I've got stuff I've gotta do.\"\n\n\"Well,\" says the grad student, rifling through your belongings, \"it looks like I've got your car keys. So...\"\n\nHe takes off down the hall and out into the storm.\n\nYou can use the abbreviation \"C\" the next time you want to cast this spell. But not if you travel back in time again. That's how time travel works.", "endoftext": false }, { "action": "You go to the east", "response": "The head of the Sorcery department has an extremely nice office. For example, his desk does not look like it was dragged out of a junkyard. On top of the desk is what looks like a copy of the Book of\nEibon.\n\nThe department head rises to greet you.\n\n\"Thanks for coming,\" he says. \"I could really use your help with...\"\n\nThen, his eyes suddenly afire with evil, he waves his hand and mutters an eldritch invocation at you. Something in your mind disconnects from something else.\n\n\"Perfect,\" says the professor. \"Now, would you mind standing inside of that pentagram over there?\"", "endoftext": false }, { "action": "Yzawnzag", "response": "## y## e## a## h## ,\n\n## y## e## a## h## ,##\n\n## y## e## a## h## ,## ## n\n\n## y## e## a## h## ,## ## n## o\n\n## y## e## a## h## ,## ## n## o##\n\n## y## e## a## h## ,## ## n## o## ## p\n\n## y## e## a## h## ,## ## n## o## ## p## r\n\n## y## e## a## h## ,## ## n## o## ## p## r## o\n\n## y## e## a## h## ,## ## n## o## ## p## r## o## b\n\n## y## e## a## h## ,## ## n## o## ## p## r## o## b## l\n\n## y## e## a## h## ,## ## n## o## ## p## r## o## b## l## e\n\n## y## e## a## h## ,## ## n## o## ## p## r## o## b## l## e## m\n\nYou step into the pentagram. The professor lifts the Book of\nEibon from his desk and begins chanting in a bizarre,\notherworldly language.\n\nSomething else appears in the room. It appears to have a lot of teeth.\n\nUh-oh!\n\n*** You have failed. ***\n\nIf you RESTART, you might be able to fix this, unless you—\n\n(I really think you ought to RESTART.)\n\nIf you RESTART, you might be able to fix this, unless you—", "endoftext": false }, { "action": "Caerlaev", "response": "You lock eyes with the hacker as you hiss the incantation. Your vision swims—and then you are staring into your own eyes.\n\n\"Did you just switch our bodies?\" the hacker asks, in your voice.\n\n\"For the time being, yes,\" you say.\n\nYour voice sounds disappointed. \"That is incredibly rude,\" she says. \"Could I get my key ring back, at least?\"\n\nEmbarrassed, you awkwardly unclip the heavy ring from the hacker's belt and toss it to your body. The hacker snatches it from the air and starts rummaging through your pockets. Pretty soon she finds your keys, and clips them onto her ring.\n\n\"Well, I'm going to go mess with your stuff now,\" she explains, and she brushes past you on her way down the tunnel.\n\nShe's right, you know. That was super rude.\n\nYou can use the abbreviation \"C\" the next time you want to cast this spell. But not if you travel back in time again. That's how time travel works.", "endoftext": false }, { "action": "You go south", "response": "At this intersection, the tunnels go north, south—and west, to the chamber of your ill-advised project.\n\nAn old graffito is on the east wall.", "endoftext": false }, { "action": "Go west", "response": "It groans sluggishly. It shrugs its unthinkable head—No. That is not\na\nhead.\n\nThe whitish, loathsome, incomprehensible thing that oozes before you is Ynf-Okh-Omm, the Eldest Horror. It is sleeping, for now. Soon (very soon), it will awaken, and this helpless universe will suffer the consequences.\n\nThe way out is east.", "endoftext": false }, { "action": "Go east", "response": "The head of the Sorcery department has an extremely nice office. For example, his desk does not look like it was dragged out of a junkyard. On top of the desk is what looks like a copy of the Book of\nEibon.\n\nThe department head rises to greet you.\n\n\"Thanks for coming,\" he says. \"I could really use your help with...\"\n\nThen, his eyes suddenly afire with evil, he waves his hand and mutters an eldritch invocation at you.\n\n\"That's not gonna work,\" you say. \"I cast a Yzawnzag on myself a little bit ago.\"\n\nHe squints. \"Why would you do that?\"\n\n\"Because I knew you were gonna try to hypnotize me! Oh, also, I'm not really your research assistant. I switched bodies with him.\"\n\nThe professor gapes at you in distress. \"So—But—Where is my assistant?\"\n\nYou shrug. He rolls his eyes and grabs his coat. As he rushes out of his office he snaps at you: \"Don't touch anything.\"", "endoftext": false }, { "action": "You look at Book", "response": "You open the book to a dogeared page. Oh dear.\n\nYou turn to another page. This can't be!\n\nYou flip wildly through the Book of Eibon, but it's all the\nsame! It's all in Swedish!\n\nYou do not speak Swedish.", "endoftext": false }, { "action": "You examine the desk", "response": "The department head may in fact be the original user of this desk. The idea of a new piece of furniture in an office at G.U.E. Tech\nis almost impossible to contemplate.\n\nOn the desk is a copy of the Book of Eibon.\n\nThen it happens. You hear something huge rousing itself from cosmic sleep. The thing groans, and the entire campus shakes. Ynf-Okh-Omm has awoken. Shortly it will consume G.U.E. Tech—and then the universe.\n\n*** You have failed. ***\n\nIf you RESTART, you might be able to fix this, unless you—", "endoftext": false }, { "action": "You look at the pentagram", "response": "It's not that unusual for sorcery professors to inscribe pentagrams in their offices.\n\nThen it happens. You hear something huge rousing itself from cosmic sleep. The thing groans, and the entire campus shakes. Ynf-Okh-Omm has awoken. Shortly it will consume G.U.E. Tech—and then the universe.\n\n*** You have failed. ***\n\nIf you RESTART, you might be able to fix this, unless you—", "endoftext": false }, { "action": "Go east", "response": "A wall of debris makes further progress impossible. The only way out is to go back west.\n\nThere's a dead rat on the floor here. Yuckers.", "endoftext": false }, { "action": "Hterwerbset", "response": "You whisper the incantation, and feel a daemoniac power crystallize in the air, its vertices aligned by the awful syllables as they leave your lips. The spell's angles align with something invisible and dreadful, and the rat on the floor shudders to life.\n\n\"That was awful nice of you!\" the rat would say, if rats could talk, but they can't; instead, it crawls into a crevice in the debris, kicking a crumpled note out behind it.\n\nYou can use the abbreviation \"H\" the next time you want to cast this spell. But not if you travel back in time again. That's how time travel works.\n\nThen it happens. You hear something huge rousing itself from cosmic sleep. The thing groans, and the entire campus shakes. Ynf-Okh-Omm has awoken. Shortly it will consume G.U.E. Tech—and then the universe.\n\n*** You have failed. ***\n\nIf you RESTART, you might be able to fix this, unless you—", "endoftext": false }, { "action": "Hterwerbset", "response": "You whisper the incantation, and feel a daemoniac power crystallize in the air, its vertices aligned by the awful syllables as they leave your lips. The spell's angles align with something invisible and dreadful, and the rat on the floor shudders to life.\n\n\"That was awful nice of you!\" the rat would say, if rats could talk, but they can't; instead, it crawls into a crevice in the debris, kicking a crumpled note out behind it.\n\nYou can use the abbreviation \"H\" the next time you want to cast this spell. But not if you travel back in time again. That's how time travel works.", "endoftext": false }, { "action": "You look at note", "response": "You uncrumple the note. This appears to be... Ooh! You're not supposed to have this!\n\nThis note explains a magical formula that allows one to travel to the Dusky Threshold, an eerie plane of existence that exists parallel to the Normal World. It's very similar to—but distinct\nfrom—the\n\"Upside-Down\" from that Winona Ryder show.\n\nKnowledge of the Dusky Threshold is kept under wraps because it's reportedly very dangerous and it's essentially impossible to get back to the Normal World once you're there. Anyway, it looks like the incantation for sending yourself there is \"Pheimmeb.\"\n\nThen it happens. You hear something huge rousing itself from cosmic sleep. The thing groans, and the entire campus shakes. Ynf-Okh-Omm has awoken. Shortly it will consume G.U.E. Tech—and then the universe.\n\n*** You have failed. ***\n\nIf you RESTART, you might be able to fix this, unless you—", "endoftext": false }, { "action": "You go to the west", "response": "Something is wrong with the angles in this passage—if it is a\npassage.\nSpace seems to be turned around, or it's backwards, or... This is giving you a headache.", "endoftext": false }, { "action": "You go east", "response": "The lights have gone out in this chamber, and you can't see your own hand in front of your face, but you can just make out paths to the north, east, and west.\n\nAnd you can definitely hear something slithering squamously nearby.\n\nThen it happens. You hear something huge rousing itself from cosmic sleep. The thing groans, and the entire campus shakes. Ynf-Okh-Omm has awoken. Shortly it will consume G.U.E. Tech—and then the universe.\n\n*** You have failed. ***\n\nIf you RESTART, you might be able to fix this, unless you—", "endoftext": false }, { "action": "You go north", "response": "After a little experimentation, you get the impression that movement through the Dusky Threshold is not possible.\n\nYou may be stuck here.", "endoftext": false }, { "action": "You look at the shapes", "response": "It basically looks like a basement.", "endoftext": false }, { "action": "You touch the shapes", "response": "Best to keep one's hands to oneself.", "endoftext": false }, { "action": "Raenfidhre", "response": "You utter the incantation, the eldritch puissance of its awful phonemes flowing with hideous sweetness over your tongue. A hole opens in the non-space of the Dusky Threshold.\n\nIt is a big hole, big enough to tear such a hideously massive Elder Horror away from this realm, stretching the alien beast into impossible angles, and sucking great ropes of the caliginous substance of the Dusky Threshold along with the beast into the dimension beyond. Even as vaporous as you are, you feel yourself drawn into the chasm as well—\n\nBut the hole shuts itself, and you are alone among the shadows.\n\nYou can use the abbreviation \"R\" the next time you want to cast this spell. But not if you travel back in time again. That's how time travel works.", "endoftext": true }, { "action": "Look around", "response": "You are in a space behind space. The Normal World is barely visible beyond the veil of shadow: a congeries of silent and near-unrecognizable shapes. You're pretty sure you're still \"inside\" the Linguistics building.", "endoftext": false }, { "action": "You look at shapes", "response": "You're pretty sure you're still \"inside\" the Linguistics building.", "endoftext": false }, { "action": "You go outside", "response": "After a little experimentation, you get the impression that movement through the Dusky Threshold is not possible.\n\nYou may be stuck here.", "endoftext": false }, { "action": "Kulehrif", "response": "You mutter the incantation, and a greenish haze swims in front of your eyes. Your knees buckle, and for a giddy moment you feel as though you may barf.\n\nBut when you regain your faculties, you notice your vision has improved, and the room does not seem so dark now:\n\nLooks like there are no necromancy students here tonight, which is just as well.\n\nThis hallway leads north and west.\n\nAnd there's a dead cockroach on the floor here! Gross.\n\nYou can use the abbreviation \"K\" the next time you want to cast this spell. But not if you travel back in time again. That's how time travel works.\n\nThen it happens. You hear something huge rousing itself from cosmic sleep. The thing groans, and the entire campus shakes. Ynf-Okh-Omm has awoken. Shortly it will consume G.U.E. Tech—and then the universe.\n\n*** You have failed. ***\n\nIf you RESTART, you might be able to fix this, unless you—", "endoftext": false }, { "action": "Mnymnswst", "response": "As you utter the incantation, the smoky dimness around you is ripped away—in an instant, the Dusky Threshold has become the Normal World.\n\nThere's not much here—the Linguistics department was organized with a minimalist philosophy in mind. A likely-looking (and heavy-looking) grimoire rests on a pedestal in an alcove.\n\nThe way out is south.\n\nYou can use the abbreviation \"M\" the next time you want to cast this spell. But not if you travel back in time again. That's how time travel works.", "endoftext": false }, { "action": "You examine the grimoire", "response": "Now you can get a close look at the grimoire.\n\nIts contents are mostly theoretical, concerned with the notion (undoubtedly quite novel, back whenever this was written) that language itself is a kind of contagious disease, propagating itself by transmission from human mind to human mind, but having an origin quite distant from the sphere of human existence.\n\nThe applications of this theory are relegated to the end notes, which include a formula that purportedly will \"infect\" its speaker with a Scandanavian strain of the mind-virus: \"Fickordbok.\"", "endoftext": false }, { "action": "Fickordbok", "response": "The incantation trips liltingly over your tongue, and instantaneously you feel as though you have a working knowledge of the Swedish language.\n\nYou can use the abbreviation \"F\" the next time you want to cast this spell. But not if you travel back in time again. That's how time travel works.", "endoftext": false }, { "action": "Examine book", "response": "You open the book to a dogeared page. The Swedish text is inscrutable to your conscious mind, but nonetheless you somehow understand it—well, most of it:\n\nThere's a trollformel (incantation) that lets you\nstiga (go up) and sjunka (go down) through tak\noch golv (ceilings and floors). And the incantation is:\nAVITHSKELT. Got it.\n\nThen it happens. You hear something huge rousing itself from cosmic sleep. The thing groans, and the entire campus shakes. Ynf-Okh-Omm has awoken. Shortly it will consume G.U.E. Tech—and then the universe.\n\n*** You have failed. ***\n\nIf you RESTART, you might be able to fix this, unless you—", "endoftext": false }, { "action": "Avithskelt", "response": "You whisper the incantation, and you feel a violent, shuddering change in your bones, or else in your molecular structure. You have the impression of a bizarre untetheredness.\n\nYou can use the abbreviation \"A\" the next time you want to cast this spell. But not if you travel back in time again. That's how time travel works.", "endoftext": true }, { "action": "Go downwards", "response": "You think of the so-called \"Pauli exclusion principle\" and roll your eyes as you float down, through the ground.\n\nSomething is wrong with the angles in this passage—if it is a\npassage.\nSpace seems to be turned around, or it's backwards, or... This is giving you a headache.", "endoftext": true }, { "action": "You go downward", "response": "You will yourself downward—but apparently this is literally as low as you can get. Oh well.", "endoftext": false }, { "action": "Go upward", "response": "Shrugging at the outmoded law of gravity, you float up, through the ceiling.\n\nThe tunnel continues further than the light can reach. All you can see is the way back to the east.", "endoftext": false }, { "action": "Go upwards", "response": "Shrugging at the outmoded law of gravity, you float up, through the ceiling.\n\nNormally, this grassy courtyard is a favorite spot for joggers and Ultimate Frisbee players—but what with the rain, and the lightning, there's nobody here right now.\n\nTo the west is the Department of Alchemy. East is the Department of Necromancy. North is the Department of Linguistics.", "endoftext": false }, { "action": "Go upwards", "response": "You will yourself upward—but apparently there is nowhere up from\nhere.\nOh well.\n\nYour body shudders again, and you no longer feel so untethered.", "endoftext": false }, { "action": "Avithskelt", "response": "You whisper the incantation, and you feel a violent, shuddering change in your bones, or else in your molecular structure. You have the impression of a bizarre untetheredness.\n\nThen it happens. You hear something huge rousing itself from cosmic sleep. The thing groans, and the entire campus shakes. Ynf-Okh-Omm has awoken. Shortly it will consume G.U.E. Tech—and then the universe.\n\n*** You have failed. ***\n\nIf you RESTART, you might be able to fix this, unless you—", "endoftext": false }, { "action": "Go upwards", "response": "Shrugging at the outmoded law of gravity, you float up, through the ceiling.\n\nIt groans sluggishly. It shrugs its unthinkable head—No. That is not\na\nhead.\n\nThe whitish, loathsome, incomprehensible thing that oozes before you is Ynf-Okh-Omm, the Eldest Horror. It is sleeping, for now. Soon (very soon), it will awaken, and this helpless universe will suffer the consequences.\n\nThe way out is east.\n\nYour body shudders again, and you no longer feel so untethered.", "endoftext": false }, { "action": "Y.", "response": "You cast the hypnosis-resistance spell again, and steel your mind even more against external influence (possibly to the point of overdoing it).\n\nYnf-Okh-Omm stirs. The Eldest Horror rolls over. Some hideous aspect of its body—an eye?—a mouth?—opens, and you are the first to be devoured.\n\n*** You have failed. ***\n\nIf you RESTART, you might be able to fix this, unless you—", "endoftext": false }, { "action": "Raenfidhre", "response": "You utter the incantation, the eldritch puissance of its awful phonemes flowing with hideous sweetness over your tongue.\n\nA crackle of eldritch power washes over the sleeping hulk, and your spell falls flat. How did it do that? Where is it getting this energy?\n\nYou can use the abbreviation \"R\" the next time you want to cast this spell. But not if you travel back in time again. That's how time travel works.\n\nYnf-Okh-Omm stirs. The Eldest Horror rolls over. Some hideous aspect of its body—an eye?—a mouth?—opens, and you are the first to be devoured.\n\n*** You have failed. ***\n\nIf you RESTART, you might be able to fix this, unless you—", "endoftext": false }, { "action": "Raenfidhre", "response": "You utter the incantation, the eldritch puissance of its awful phonemes flowing with hideous sweetness over your tongue.\n\nNothing happens.\n\nYou can use the abbreviation \"R\" the next time you want to cast this spell. But not if you travel back in time again. That's how time travel works.", "endoftext": false }, { "action": "Bheishauph", "response": "You breathe the incantation, and a breeze of cool air swirls around you. For a moment you feel the supernatural cold of the infinite space between the stars.\n\nThe slime crystallizes over a period of seconds, becoming a rigid but no less unwholesome mass of many-faceted ice-slime.\n\nYou can use the abbreviation \"B\" the next time you want to cast this spell. But not if you travel back in time again. That's how time travel works.", "endoftext": true } ]
jfab6frk3f6g5yme
Floatpoint
Emily Short
[ "Science Fiction" ]
[ "aliens", "clothing", "communication", "complicity", "cover art", "diplomacy", "genetics", "gifts", "IF Competition 2006", "IFComp Game", "IFComp Winner", "male protagonist", "moral choice", "multiple endings", "on Jay Is Games", "parser", "research", "room-name navigation", "science fiction", "SF", "tutorial mode", "walkthrough", "Xyzzy Awards 2006", "XYZZY Best NPCs", "XYZZY Best Setting" ]
2,006
[ 21, 54, 15, 3, 2 ]
95
3.936842
20090504
false
It is night on this side of the planet. Settled areas are lit: a jagged crescent in the tropics, lining the inland sea. The bright splatter along the top of the curve is Tanhua, as bright from space as New York. The north continent is darker, sprinkled finely with small lights, where the failing climate makes it hard to survive a winter. And the northernmost point, almost lost on the slope of Mt. Cordia, is the original Aleheart Colony, where the first settlers from Earth landed. It is your destination as well.
[ { "action": "%", "response": "Are you sure you want to quit? \n\nIt is night on this side of the planet. Settled areas are lit: a jagged crescent in the tropics, lining the inland sea. The bright splatter along the top of the curve is Tanhua, as bright from space as New York. The north continent is darker, sprinkled finely with small lights, where the failing climate makes it hard to survive a winter. And the northernmost point, almost lost on the slope of Mt. Cordia, is the original Aleheart Colony, where the first settlers from Earth landed. It is your destination as well.\n\nAltogether, the population comes to two hundred and thirty-seven million not-quite-humans, most likely doomed if they stay here. The ice comes faster every year. It would have been more convenient if they had had this crisis twenty years ago, but Earth can still use it.\n\nYour job is to make an arrangement acceptable to both sides, to bring the Aleheart population home.\n\nThe shuttle drops.", "endoftext": false }, { "action": "Y.", "response": "Have you played interactive fiction before? >\n\nWhen Aleheart Colony was choosing landing spots, Cordia Peak was deemed a good source of geothermal and hydroelectric energy. This lake, snug under the mountain, is the oldest manmade thing on the planet; you have a poster of it at home.\n\nIn the early pictures, the lake is whitish, silty water in a bowl of bare rock, fed by a trickle of glacial runoff, and dammed at the south end with concrete. Now it is deep blue. The glacier has progressed so far that it forms a wall across the north end of the lake, tall enough to block any view of Cordia Peak except the summit. Icebergs float on the water. Fine black grass, rippled like velvet, grows on the bank. At the south end, the concrete too is gone; the water simply seems to stop.\n\nThe arc of Aleheart's ring system crosses the southern sky, much the same pale white as the moon in daytime.\n\nA narrow path climbs west through a low point in the ridge and continues along the face of the glacier towards town.\nI beg your pardon?", "endoftext": false }, { "action": "You examine the glacier", "response": "Where the glacier moves over land, the leading edge crumbles into a slope; but here, where it is moving into water, icebergs are carried away, leaving a sheer cliff face. The ice is pale blue in cross-section, with striations of dirt, and, in a few layers, something blacker that looks like ash.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na comfortable outfit of chronometer, grey undersuit, shoes, and socks\n\nYou have a little time to look around, but you shouldn't drag this out for long: you're supposed to meet your predecessor, Ambassador Valenti, in the center of town, as soon as possible.", "endoftext": false }, { "action": "You examine the icebergs", "response": "Weathered into odd shapes, some small enough to pick up, some as large as a yacht. A few are implausibly top-heavy above water, having melted into a barbell shape.", "endoftext": false }, { "action": "You take the iceberg", "response": "You're too far away to do anything but look.\n\nYou've been warned you'll hate the ring come winter, when it forms a dusty shield between you and the sun, when the snow comes in sudden fierce storms and then refuses to melt, when there are no stars to be seen.\n\nNow, in summer, it is a gleaming, moon-colored arc, the skeleton of a rainbow.\n\nYou remind yourself about the waiting Valenti.", "endoftext": false }, { "action": "You examine the rings", "response": "You've been warned you'll hate the ring come winter, when it forms a dusty shield between you and the sun, when the snow comes in sudden fierce storms and then refuses to melt, when there are no stars to be seen.\n\nNow, in summer, it is a gleaming, moon-colored arc, the skeleton of a rainbow.\n\nWith a roar, a big chunk of the glacier calves off and falls into the lake -- it seems in slow motion -- and water sprays up around it, surprisingly high.", "endoftext": false }, { "action": "You examine the glacier", "response": "Where the glacier moves over land, the leading edge crumbles into a slope; but here, where it is moving into water, icebergs are carried away, leaving a sheer cliff face. The ice is pale blue in cross-section, with striations of dirt, and, in a few layers, something blacker that looks like ash.\n\nThe ripples from the far end of the lake reach your shore and die out.", "endoftext": true }, { "action": "Look around", "response": "You climb the gravel pathway. On Earth you would be struggling more with this slope; the lighter gravity and richer air are a great help. Even so, it's a trip of some minutes.\n\nThis is as far north as you can come without ice-climbing. The glacier is chunks and patches of ice at first, but soon solid beyond that. There are rocks on the face of it, and twisted metal, and scraps of buildings, which were formerly the northern part of town.\n\nYou can feel the frigid air coming off of it, and hear the rumble of breaking and shifting ice -- the danger is obvious -- but somehow it gives the impression you could start walking now and in an hour come to the summit; stand at the top of Cordia and turn around, and see the rings filling the sky and the visible curvature of the world, the western ocean green with engineered algae, the patches of land made fertile and those still barren rock.\n\nFrom this direction the rings frame the outline of town, off toward the south.\n\nA narrow path descends east along the side of the glacier towards the lakeshore.\n\nThis is as far north as you can come without ice-climbing. The glacier is chunks and patches of ice at first, but soon solid beyond that. There are rocks on the face of it, and twisted metal, and scraps of buildings, which were formerly the northern part of town.\n\nYou can feel the frigid air coming off of it, and hear the rumble of breaking and shifting ice. The initial inclination to climb the face of Cordia has worn off, but there's still something intriguing about it.\n\nFrom this direction the rings frame the outline of town, off toward the south.\n\nA narrow path descends east along the side of the glacier towards the lakeshore.", "endoftext": false }, { "action": "You examine the mountain", "response": "Cordia Peak dominates the northern horizon. The perfect symmetry reminds you of Fuji, though this mountain is wider, bulked out by the layers of glacial ice. But it could erupt at any time, turning all that ice into floodwater.\n\nIt was self-indulgence to have the shuttle set you down at the Lakeshore, since you wanted to have a look at the part of the Colony you would recognize from pictures, before going on to the part that would be strange to you. But you shouldn't drag this out.", "endoftext": false }, { "action": "You go south", "response": "You walk about half a mile. There are now some buildings along the east side of the street, though most of them are abandoned.\n\nTo the northwest is a public building with a deep portico; to the east, one with a conical roof. The others are private houses, but, except one or two, they don't look lived in. There is a general atmosphere of neglect.\n\nThe street continues south into the heart of town, or north towards the mountain and the glacier. A track for a floating train cuts southeast between the buildings.\n\nThe rings in the southern sky are partly obscured by the buildings on the horizon, but are still bright enough to catch the eye.", "endoftext": false }, { "action": "Go south", "response": "After a few minutes of walking, you reach an area with Colonists around. You carefully don't stare at them as they carefully do not stare at you. But from the sides of your eyes you watch how they float a few inches off the ground; how they do not touch things.\n\nThe street runs north/south, so that you have an uninterrupted view of Cordia Peak, and the leading edge of the glacier at the northern edge of town.\n\nBoth sides of the street are built up. A substantial building of metal and glass lies to the east, houses to the west.\n\nThe ring system is mostly obscured by the grand solarium to the south, accessible through the insulating doors. The solarium is a huge domed structure to keep in as much heat and warmth as possible; the Earth embassy is inside.\n\nAt the center of the open space here is a monument shaped like a tusk or tooth. This is the landmark: Ambassador Valenti is going to meet you here -- in fact, he was supposed to be waiting.\n\nMentally you check off \"go to the Clearing to meet Valenti\" on your list of remaining tasks. You run over the things you still need to get done before you can settle in:\nfind out what Valenti wanted\nshow up at the Embassy\n\n(To stop receiving reminders of your schedule, try REMINDERS OFF. You may still view them manually with THINK.)", "endoftext": false }, { "action": "You examine the monument", "response": "It has look of force-grown bone, monolithic and taller than a man.\n\nThe symbolic lettering of the current language has been painted on the side, but the original carving is in Chinese and English: \"To those who, in the name of the Company and for the advancement of knowledge, were killed, modified incorrectly, or born unfit.\"\n\nA flash of memory: Kruger has turned his chair toward the window and was looking out over the water. \"They want to send some colonists back to Earth,\" he says. \"To repopulate. They're losing climate control, and they're afraid they can't turn it around. And we could use them, to be honest.\"\n\nYou start to comment, but he goes on. \"And your future boss is insane and a genius and needs watching. I know you're too senior to be someone's lackey. But these are not normal circumstances.\"\n\nWhat you heard on the way here was more worrying: anecdotes that Valenti had gone native; that he had stopped answering official mail; that he was in love with a native woman; that a native man was in love with him. That he abused his assistants. That he was concealing a sinister truth he had learned about the Colony. That he was not human. That he was human, but had been talking with a native scientist about a genetic retrofit.\n\nKruger's last message didn't reach you until you were in orbit here: that you were not to be a lackey after all; that you were to take over the job of ambassador yourself. \"Valenti has been notified,\" he said.\n\nSo this is the man you're waiting to meet, and all you know of his character is that he is not punctual.", "endoftext": false }, { "action": "You look at the solarium", "response": "It's a huge dome and encloses not only gardens but also a good number of buildings. The Embassy is inside, you gather, but not visible from here.\n\nOut of the doors to the south comes a short, balding man, walking briskly for someone so late. So this will be Valenti, then.\n\n\"Ambassador Moskin. Welcome to Aleheart,\" he says, shoving both hands deep in his pockets. Perhaps it would be uncouth to shake hands in public. \"I read your file.\"", "endoftext": false }, { "action": "You greet Valenti", "response": "\"Pleasure to meet you,\" you begin, but you get no further than that before he interrupts.\n\n\"You're out of your depth.\" He kicks a spray of gravel into the bushes. A young female coming along the path lifts her head in surprise and floats to the side before passing him. (A heressa: the female colonists are called heressa when they have reached the age of maturity.)\n\n\"Your previous assignment was New Zealand?\" He bounces on the balls of his feet, getting in your face. \"New Zealand has humans. Who speak English.\"", "endoftext": false }, { "action": "You look at Valenti", "response": "His eyes are black. His hair, if he had much, would be black. He reminds you of nothing so much as a plutonium ball: small, dense, packed with malignant energy.\n\n\"There's only one reason High Command would replace me with you,\" he says. \"You'll do what they say.\" He takes something out of his pocket and tosses it to you. It is, you see, the size and shape of a skipping stone, a widget that can be turned on. \"You'll need this.\"\n\n\"What is it?\"\n\nHe laughs, waves, and begins walking swiftly down the gravel path. \"Don't lose it!\" he calls back. \"You'd better hurry. My feckless assistant Liam is waiting for you. Your feckless assistant now, I suppose.\"\n\nYou consider chasing him, but it's obvious that he's in such a mood that he will be no help to you anyway. Instead you weigh the stone in your hand, frowning.", "endoftext": false }, { "action": "You look at the stone", "response": "A plain grey device, fitted to the shape of the hand, and turned off at the moment. There is an inscription on the back, and it is in English: To LV from A3205.\n\nMentally you check off \"find out what Valenti wanted\" on your list of remaining tasks. You run over the things you still need to get done before you can settle in:\nshow up at the Embassy", "endoftext": false }, { "action": "You turn the stone on", "response": "You tap the widget and it warms in your hand -- more waking up than being switched on, somehow. After a moment, three numbers appear on its... skin? The later digits flicker: SOC 15.7759, POW 20.00197, INT 11.2261. Below this, in smaller letters: SQUEEZE TO SUMMON AIDES.", "endoftext": false }, { "action": "You squeeze the stone", "response": "The surface has a give to it, and it squeaks once. Small regretful letters read: AIDE CURRENTLY OUT OF RANGE. Maybe in the embassy proper, then.\n\nThe chronometer chirps, indicating that you have a new message waiting to be read in the Embassy communications room. You should get inside and check your mail. This will be important.", "endoftext": false }, { "action": "You think", "response": "You run over the things you still need to get done before you can settle in:\ncheck your messages\nshow up at the Embassy", "endoftext": false }, { "action": "You go to the south", "response": "The air inside is thicker, denser, more humid: more like Earth. The paths are crowded with people coming and going, brightly-clothed. As they glide around, their feet move, just a little, as though they were slowly treading water: not striding, not skating, not quite hovering either.\n\nThe Grand Solarium is an enormous dome with an oval roof of glass and grown metalwork. Inside is a botanical garden, which, on this planet, is a kind of art museum. Each plot displays some invented shrub that would be illegal on Earth.\n\nThe southern end of the dome, where they grow edible crops, is hidden by a decorative screen of hanging flowers. The garden also continues to the east; away to the west is the front of the Earth Embassy, now your home.\n\nA double set of insulating doors leads north to the outdoors.", "endoftext": false }, { "action": "You examine the garden", "response": "Shrubs with fur. Shrubs with ears. Best not to think too hard about that.", "endoftext": false }, { "action": "You examine the flowers", "response": "Flowers with all the color bred out, translucent buds clustered on grey vines. They separate you from the southern part of the dome.\n\nA heressa approaches the curtain. The air shimmers around her and her green gardening robe, and then the vines draw aside to let her through.", "endoftext": false }, { "action": "You go to the west", "response": "You wander between plots: what catches your eye this time is a grass that grows silver and then dies off, leaving an intricate metal fence.\n\nYou stand at the eastern end of a shallow rectangular pool -- no doubt part of the reason the air is softer and more humid here than it was outside. The Embassy is just west of here, at the far end of the pool.\n\nIf you look down, you catch the reflection in the surface, and a number of small red fish swimming around, in formation, making symbols which you cannot read.", "endoftext": false }, { "action": "You examine fish", "response": "They have red-gold scales and fat round bodies, and are about two inches long. The formations are symbols from the syllabary, but you can't read them.", "endoftext": false }, { "action": "You go to the west", "response": "The Embassy proper is directly west. The entrance is flanked by orange trees, familiar and earthly.\n\nFrom the top of the Front Stairs you have an excellent view of the whole interior of the Solarium, the sunlight catching in the curved triangular panes of glass.\n\nEast, at the bottom of the stairs, is the mirror-glass of the pool. Beyond it the botanical garden has a structure invisible from the inside.", "endoftext": false }, { "action": "You examine garden", "response": "The paths are a knot-work, the plots arranged to diversify shape and unify color. If you stare long enough, you even start to get the impression that the movement of the colonists through the garden is itself choreographed so that groups meet and pass each other at the nodes -- but it's impossible to be sure.", "endoftext": false }, { "action": "You go to the west", "response": "Your first impression is of a large space, luxuriously built; of many textures of wood and metal and colored enamel; of four corner pillars with the shape and height of oak trunks. There is a staircase up, and some other exits north and west, which look more like things to investigate later.\n\nAt the south end is a door to what looks like a private room.\n\nA young ayamet is waiting at the center of the room -- studiedly looking at something in his hand, trying to wait without seeming to do so. This will be Liam the assistant, then.\n\nHe turns: his face is elfin and slightly furred. \"Greetings, ambassador. Welcome to Aleheart.\" His English is oddly accentuated, almost sung. He does not extend a hand, but you would not have expected him to touch you: some things are too much a taboo to overcome, even in deference to Earth manners.\n\n\"You've just been meeting Ambassador Valenti, I think?\" he adds. \"I hope it was a productive encounter. You must have had questions for him.\"\n\nThe smile is so bland. This might be a dart at your inexperience, or at Valenti for being naturally unhelpful. Or it might be nothing at all. But the grey widget trembles eagerly in your hand. It catches Liam's eye, and his expression grows, if anything, blander still.\n\nMentally you check off \"show up at the Embassy\" on your list of remaining tasks. You run over the things you still need to get done before you can settle in:\ncheck your messages", "endoftext": false }, { "action": "You ask Liam about the widget", "response": "This is awkward.\n\nYour assignment was sudden, and you have only the phrases you learned on the voyage by skulking outside the engine room. You are therefore restricted to a) insulting your listener's parentage, diet, and sexual practices, or b) suggesting that he is damaged in the antigravitic propulsion unit.\n\nIt would be dangerous to let on that Earth sent a diplomat who doesn't even know the language, so it is best to rely on gestures and silence until you can (quickly!) finish a linguistic hypnosis program.", "endoftext": false }, { "action": "Point at widget", "response": "Liam looks at it and then at you. He says something, which naturally is meaningless. Then he makes a gesture of hiding something in his sleeve. So maybe you're not supposed to be showing it off...?\n\nIt would be nice if you'd been properly trained for this assignment, instead of half-trained for the position of your own assistant. It would be nice if Valenti weren't using you in some power play. And it would be nice if you could work, privately, in your office for a while until you'd had a chance to figure out the situation here. But that's looking less and less likely.", "endoftext": false }, { "action": "You look at the widget", "response": "A plain grey device, fitted to the shape of the hand, on whose surface are three constantly flickering numbers: SOC 15.26018, POW 20.26726, INT 11.14011. SQUEEZE TO SUMMON AIDES. There is an inscription on the back, and it is in English: To LV from A3205.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\na grey widget saying SOC 15.99781, POW 20.45966, INT 11.3811\na comfortable outfit of chronometer, grey undersuit, shoes, and socks", "endoftext": false }, { "action": "You insult yourself", "response": "With concentration, you manage a tolerably accurate rendition of the chief engineer's favorite insult, complete with pitch and accent. A strange look crosses yourself's face; then open laughter.\n\nEvidently you got it wrong.", "endoftext": false }, { "action": "You squeeze the stone", "response": "The surface has a give to it, and it squeaks once. Liam winces and puts a finger to his temple. Summoning him at short range is possibly a little unfair.", "endoftext": false }, { "action": "You go south", "response": "You approach the door; Liam watches you uncomfortably and speaks a few hesitant words of his own language. The phrase is unclear but the meaning is not: he is embarrassed to stop you, but he very much does not want you to go in there; it would be inappropriate. Probably this is his own private room, in fact.", "endoftext": false }, { "action": "Go upwards", "response": "At the top of the shallow stairs there is a spacious landing, with windows giving a view east across the Grand Solarium garden. Apparently past ambassadors have found this a pleasant place in which to read, because there is a small library of Earth books, otherwise impossible to get here.\n\nThe entry to your bedroom is to the north, and an office area to the south.\n\nLiam follows you upstairs, floating without any apparent motion of the legs even on the incline. \"This floor is the Earth Ambassador's,\" he says, as you reach the top. \"The office--\" and he points to the south door. \"And the personal quarters.\" He indicates the north. \"I believe Valenti left some clothing behind.\" He looks you up and down as though trying to guess whether it would fit you. \"I do not know whether you will have a use for it, but I am sure that no one else will, so please...\"\n\nThis speech is halting enough to suggest that he memorized all these remarks.", "endoftext": false }, { "action": "You go south", "response": "You take in perfunctorily the Earthish surroundings: two paintings, a plain floor, a shipment crate that probably arrived on the same vessel as your own.\n\nValenti has of course left you his handheld computer -- useful, though not able to send and receive messages. The secure mail line must be in the next room, off to the west.\n\nLiam is out of sight, though you can presumably summon him back at need, or find him again.", "endoftext": false }, { "action": "You get the computer", "response": "Taken.", "endoftext": false }, { "action": "You examine it", "response": "The computer is portable, and is able to scan and interpret the meaning of the colonists' symbolic writing. It has also been programmed to respond to search terms, to sift through data files and the personal logs of the ambassadors before you, assuming all the relevant disks are loaded. At the moment the slot for adding an extra data disk is empty, which looks ominous.", "endoftext": false }, { "action": "You go to the west", "response": "With all the machinery in here, the space remaining for you is little larger than a closet, except that the room extends upward a good fifteen or so feet, widening at the top into a bell of tinted glass.\n\nThe comm terminal itself could be an invention out of Jules Verne. The keypad is arranged in the standard way, except that all the keys are slightly too small for the fingers of a normal human, and the pad itself stands up from the floor on a metal stalk.\n\nThe comm screen, meanwhile, is round and surrounded by a copper ring, porthole-like. The whole arrangement is aesthetically pleasing and completely inconvenient.", "endoftext": false }, { "action": "You check the messages", "response": "You key in your pass-code to activate the terminal.\n\nThe following messages are available for you to read or reply to:\n\n11:21 am: Instructions\n10:02 am: Hello From Ivory Coast\n9:34 am: Shuttle Departure Plans", "endoftext": false }, { "action": "You read the instructions", "response": "You select the message and read:\n\nGreetings, ambassador. Sorry for the sudden change of plan. One day I'll tell you the whole story with Valenti, it'd be a good read. For now, you've got to do the Gift Day ritual, which means receiving their ambassador and handing over a present. There are two main points here -- what you give her and what you wear. Get the gift box that we shipped. It should have come in a crate, on the same ship as you. You're going to want to give them a vaccine sample; there should be one among Earth artifacts in our Museum in the Embassy.\n\nWear something red and keep the rest of your clothes (if any) neutral. Black and white are also meaningful to them, so avoid those. Grey is fine.\n\nIf you can get a float unit, get one: you'll want it for the meeting, so you can be as tall as the others.\n\nThat's it. Don't give offense, don't look weak, and remember that they need us. -- Kruger.\n\nMentally you check off \"check your messages\" on your list of remaining tasks. You run over the things you still need to get done:\nacquire a gift box from the goods shipped\nacquire vaccine from the Museum (HC's orders)\nprepare gift for Ambassador Aylene\nwear something red(dish) (High Command's instruction)\nfind a working float unit", "endoftext": false }, { "action": "You read hello", "response": "Seeing this message makes you almost too impatient to read it.\n\nYour situation with Jane is odd. She is not much older than yourself, but prematurely grey, with mannish features. Her braying laugh is a liability in quiet restaurants. But she is smart and dependable, and sensitive to the times when you're best left alone. In the past year you've rarely been out of message contact for more than a week, and during the voyage over you missed her correspondence intensely.\n\nYou were beginning to wonder about your feelings toward her -- a worrying idea that can be put aside now. She would probably be as appalled by the thought as you are.", "endoftext": false }, { "action": "You read hello", "response": "You select the message and read:\n\nTrust you're settled into UNDESERVED post with minimum fuss/maximum floating handmaidens. Wish I were there. Ivory Coast still rustic. Marsh risen two feet in floods. Cannot leave research post. Cannot buy liquor. Cannot reach you on transport ship. About to kill self from tedium and bug bites. Write at once. Jane.", "endoftext": false }, { "action": "You read the shuttle plans", "response": "You select the message and read:\n\nShip scheduled for departure 9:30 PM -- pls advise if any further shuttle contact is needed before that time.", "endoftext": false }, { "action": "Reply to Jane", "response": "You try to rest your hands on the odd keypad and type normally, but the keys are too small for that to feel right, and the keypad bounces on its stupid metal stalk with every stroke. Eventually you settle on a vicious two-fingered approach.\n\nDear Jane,\n\nArrived to news Kruger assigning me as Valenti's replacement rather than assistant. Understood mystery when I met Valenti, who has less diplomatic skill than bowl of chopped liver.\n\nAm thus ambassador without language training. Would be content to switch places, if you wish. No liquor here, nor any floating handmaidens either. Understand through channels that I will be living on diet of tan ration bars fabricated in vat. Disgusting.", "endoftext": false }, { "action": "Y.", "response": "You fire it off. Soon she will write back, and be sane and not related to all of this mess.", "endoftext": true }, { "action": "Look around", "response": "With all the machinery in here, the space remaining for you is little larger than a closet, except that the room extends upward a good fifteen or so feet, widening at the top into a bell of tinted glass.\n\nThe comm terminal itself could be an invention out of Jules Verne. The keypad is arranged in the standard way, except that all the keys are slightly too small for the fingers of a normal human, and the pad itself stands up from the floor on a metal stalk.\n\nThe comm screen, meanwhile, is round and surrounded by a copper ring, porthole-like. The whole arrangement is aesthetically pleasing and completely inconvenient.", "endoftext": false }, { "action": "You leave", "response": "Adjusted by your predecessors, and more like an Earth room than any other you've seen here. There are two paintings, a serious tax on someone's luggage limit. There is a plain floor that doesn't assume you can hover in midair. The foyer is back out to the north, and there's a child-sized Communications Room west of here.\n\nA crate, marked with shipping and import seals from Earth, sits in the middle of the room. It is still sealed.", "endoftext": false }, { "action": "Examine crate", "response": "It is scuffed from its time in the cargo bay, but otherwise uncompromised.", "endoftext": false }, { "action": "Open crate", "response": "You open the shipment crate, revealing a quantity of packing material, a mail packet, and a gift box.", "endoftext": false }, { "action": "Packet", "response": "gift box: Taken.\nmail packet: Taken.\n\nMentally you check off \"acquire a gift box from the goods shipped\" on your list of remaining tasks. You run over the things you still need to get done:\nacquire vaccine from the Museum (HC's orders)\nprepare gift for Ambassador Aylene\nwear something red(dish) (High Command's instruction)\nfind a working float unit", "endoftext": false }, { "action": "You look at the mail", "response": "(first heading for the communications room)\n\nWith all the machinery in here, the space remaining for you is little larger than a closet, except that the room extends upward a good fifteen or so feet, widening at the top into a bell of tinted glass.\n\nThe comm terminal itself could be an invention out of Jules Verne. The keypad is arranged in the standard way, except that all the keys are slightly too small for the fingers of a normal human, and the pad itself stands up from the floor on a metal stalk.\n\nThe comm screen, meanwhile, is round and surrounded by a copper ring, porthole-like. The whole arrangement is aesthetically pleasing and completely inconvenient.\n\nThe following messages are available for you to read or reply to:\n\n11:21 am: Instructions\n10:02 am: Hello From Ivory Coast (R)\n9:34 am: Shuttle Departure Plans", "endoftext": false }, { "action": "You look at the packet", "response": "It's mail meant for Valenti.\n\nYou read it anyway.\n\nUnsurprisingly, there's nothing to hint at close ties back on Earth. But there are a number of demands from people who wanted Valenti to research what happened to some family member who came over in the colony ships. Apparently these people don't understand how much time has passed in Aleheart terms. One or two even threaten to sue the Aleheart Colony at large for damages for \"illegal exploitation of genetic material\" from their relatives -- a claim viable only on Earth, and only where High Command has something to say about it.", "endoftext": false }, { "action": "You examine the gift box", "response": "A decorative box, obviously made on Earth, enameled like a Faberge piece. The exterior is covered in a design of leaves and morning glories.", "endoftext": false }, { "action": "You open it", "response": "You tilt open the lid of the gift box, but it's tantalizingly empty.", "endoftext": false }, { "action": "You look at the packing material", "response": "Soft and tightly-wadded.", "endoftext": false }, { "action": "You eat it", "response": "(first taking the quantity of packing material)\nIt would leave little fuzzy bits everywhere. You've done enough.", "endoftext": false }, { "action": "You examine the paintings", "response": "They are not restful paintings, and look as though they were created by Van Gogh's angrier, more demented relation. As near as you can tell, one is of a circus performer about to fall off his unicycle, and the other is an extremely severe rainstorm. But still.", "endoftext": false }, { "action": "Go north", "response": "At the top of the shallow stairs there is a spacious landing, with windows giving a view east across the Grand Solarium garden. Apparently past ambassadors have found this a pleasant place in which to read, because there is a small library of Earth books, otherwise impossible to get here.\n\nThe entry to your bedroom is to the north, and an office area to the south.", "endoftext": false }, { "action": "You go to the north", "response": "Everything is on a smaller scale in the private quarters. There's no real bed, only a stone platform, too short to accommodate your full height, in the center of the room. The sole gesture towards comfort is a pillow of Earth style, perhaps left here by Valenti. A rich person's bedroom. People who paid for space would tuck the bed against the wall, and not let it waste the whole room.\n\nA refreshment room is visible to the west, and the hallway is back to the south.\n\nYour suitcase sits on the floor.", "endoftext": false }, { "action": "You open suitcase", "response": "You open the suitcase and experience a sudden deflation. There used to be a dozen new undersuits in different colors (or shades of grey, anyway); two carefully pressed jackets; hats and gloves for the cold climate; a parka; another pair of shoes.\n\nNow there're only few things, and one of them is a yellow paper, the kind you get when it's made of multiply-recycled fibers. Someone has written on it by hand. The letters have sunk in and blurred, but they're still legible.", "endoftext": false }, { "action": "You read the yellow paper", "response": "DUE TO MASS LIMITATIONS ON THIS TRIP ITEMS DEEMED TO BE OF LESSER VALUE OR PERSONAL SIGNIFICANCE WERE RECYCLED TO EARTHBOUND CHARITY. HAVE A NICE TRIP! DOCKWORKER 175.\n\nWhich is funny, because with labor shortages you wouldn't have guessed there were a whole 175 people working at the space dock.", "endoftext": false }, { "action": "You look in suitcase", "response": "Out of all you couldn't bear to give away when you left Earth -- the Bach cello suites recorded by your great-grandfather, seven years of your parents' love letters while your father died in quarantine, your school medal for life-saving action -- here's what they deemed to be of personal significance: a yellow paper note, some fuzzy bunny slippers, and a silver kiddush cup.", "endoftext": false }, { "action": "You look at the slippers", "response": "They have rabbit ears and are a collector's item from before the plague years. They are also pink. Your friend Jane gave them to you, motivated by inscrutable Jane-like humor; they still bear the stamp of Salvage and Reclamation on the soles. Presumably your felonious dockworker recognized their worth and decided it was better not to steal them, but under the circumstances you'd rather have some of the clothing you actually intended to wear.\n\nIt occurs to you that you left your old black sweater aboard the shuttle. Irritating.", "endoftext": false }, { "action": "You examine the cup", "response": "Your mother's silver kiddush cup. Most likely the only reason you got to keep it is the Star of David on the base, alerting the dockworker to its significance.\n\nMuch of your time, the last days before departure, was spent getting rid of things. Jane helped, though no longer officially employed by Salvage and Reclamation. (\"If you don't want to take the slippers with you, I won't be offended,\" she said, standing over a cardboard box, hands on hips. \"It was just a present for fun.\" But you insisted on keeping them.)\n\nGetting rid of Katie: you hadn't been dating long, and neither of you pretended to consider maintaining a relationship at long distance. \"It's been nice getting to know you, David,\" she said, before she hung up.\n\nGetting rid of obligations: you will not be home when your mother's yahrzeit comes around, and there is no one else. You have no brothers and no sisters. You had to look up the right words online; went to her grave with a flimsy print-off, and sang the Kaddish in a thin rain, though no one was listening to your prayers but a groundskeeper in a flap-eared hat. He watched with his arms folded from the next plot. When you were two-thirds through, he snorted and went away.\n\nSo you still have the cup, at least. But you rarely use it, and what would it mean to do so here? Your music would have been more use.", "endoftext": true }, { "action": "Look around", "response": "There's no real bed, only a stone platform, too short to accommodate your full height, in the center of the room. The sole gesture towards comfort is a pillow of Earth style, perhaps left here by Valenti. Aside from this, the place is unfurnished.\n\nA refreshment room is visible to the west, and the hallway is back to the south.\n\nYour suitcase lies open on the floor, displaying a yellow paper note, some fuzzy bunny slippers, and a silver kiddush cup.", "endoftext": false }, { "action": "You examine the bed", "response": "It is deep red stone, decorated with bands of small colorful tiles. There's no attempt to accommodate a body either human or otherwise. And no sheets or blankets, which is discouraging.", "endoftext": false }, { "action": "You go to the west", "response": "Divided into several sections for hygienic purposes. To one side are the toilet facilities; on the other side, the food cabinet. Eating is considered a disgusting bodily function, here: something to be done out of sight and only when necessary.\n\nA long scarlet robe in the native style hangs from a clothing stand.\n\nSlightly raised from the floor by the door is a round grate, evidently the output vent for something-or-other.", "endoftext": false }, { "action": "You look at the robe", "response": "The purpose of clothes here is to keep a person warm while disguising as much as possible the presence of a solid body. They're made of light but tightly-woven material, generously cut, and studded with floatpins, allowing the cloth to hover, drift, and swirl perpetually without coming into indecent contact with the flesh.\n\nThe robe is designed to drape from the shoulders, with several shorter layers of floatpinned cape at the back. It must billow magnificently when a person walks, and double as a sail in a strong wind.", "endoftext": false }, { "action": "You look at the grate", "response": "A pipe comes up an inch or two from the floor and, like a trunk sawn off near the ground, ends in a round brass-colored grating about nine inches in diameter. The only reasonable thing for it to be in this climate is a heating outlet. It is ideally placed for stubbing the toes of sensitive, non-floating Earth feet, so you'll have to keep an eye out when you go by.", "endoftext": false }, { "action": "You open it", "response": "The grate is secured in place.", "endoftext": false }, { "action": "You open the food", "response": "You open the food cabinet, revealing a squashed unripe seed and some ration bars.", "endoftext": false }, { "action": "You look at the seed", "response": "Once upon a time, this appears to have been a partially ripe seed or fruit. The skin is streaked in orange and green, like an unready tomato. Then someone squashed it, and now it's gooey and possibly fermenting.", "endoftext": false }, { "action": "Examine bar", "response": "High Command provided example ration bars to show the locals what nutrition was required. Apparently they took these instructions literally, and now all Embassy food comes in tasteless tan squares.", "endoftext": false }, { "action": "You take the seed", "response": "You pick up the seed by the least drippy part.", "endoftext": false }, { "action": "You take the robe", "response": "It is disorienting to pick up something you can't touch: you pull on the air around the long scarlet robe, but never come in contact with the surface because of the floatpoints.\n\nTaken.\n\nThe chronometer chirps, indicating that you have a new message waiting to be read.", "endoftext": false }, { "action": "Go east", "response": "There's no real bed, only a stone platform, too short to accommodate your full height, in the center of the room. The sole gesture towards comfort is a pillow of Earth style, perhaps left here by Valenti. Aside from this, the place is unfurnished.\n\nA refreshment room is visible to the west, and the hallway is back to the south.\n\nYour suitcase lies open on the floor, displaying a yellow paper note, some fuzzy bunny slippers, and a silver kiddush cup.", "endoftext": false }, { "action": "Close suitcase", "response": "You close the suitcase.", "endoftext": false }, { "action": "You take it", "response": "It's too large and unwieldy to carry around casually -- as a matter of fact, you probably spent a considerable amount of your mass allowance on the suitcase itself.", "endoftext": false }, { "action": "You take all from the suitcase", "response": "yellow paper note: Taken.\nfuzzy bunny slippers: Taken.\nsilver kiddush cup: Taken.", "endoftext": false }, { "action": "You go south", "response": "At the top of the shallow stairs there is a spacious landing, with windows giving a view east across the Grand Solarium garden. Apparently past ambassadors have found this a pleasant place in which to read, because there is a small library of Earth books, otherwise impossible to get here.\n\nThe other interesting item is a chute in the wall, looking (like everything else here) as though it had grown as metal or bone into the wall.\n\nThe entry to your bedroom is to the north, and an office area to the south.", "endoftext": false }, { "action": "You examine the chute", "response": "It leads down into darkness, possibly meant for laundry or garbage, possibly for something else.", "endoftext": false }, { "action": "You go to the south", "response": "Adjusted by your predecessors, and more like an Earth room than any other you've seen here. There are two paintings, a serious tax on someone's luggage limit. There is a plain floor that doesn't assume you can hover in midair. The foyer is back out to the north, and there's a child-sized Communications Room west of here.\n\nA crate, marked with shipping and import seals from Earth, sits in the middle of the room. It has been broken open.", "endoftext": false }, { "action": "You read the mail", "response": "The following messages are available for you to read or reply to:\n\n12:19 pm: RE Hello\n11:21 am: Instructions\n10:02 am: Hello From Ivory Coast (R)\n9:34 am: Shuttle Departure Plans", "endoftext": false }, { "action": "You read re", "response": "You select the message and read:\n\nSorry to hear about Valenti. Sounds bad. Congrats on the promotion, though.\n\nTo point: rumors say High Command has issued orders for you to negotiate, colonists are returning, will be given Africa under terms. You MUST NOT DO THAT. Human population gone, rain forest beginning to recover. Better than expected. Gene-splicers would ruin it. If they want a laboratory, let them stay there, fix existing planet. Was a reason they went away in the first place. Survived plague without them (sort of), don't need them now. Unless they can RESURRECT dead, it won't do any good.\n\nDidn't think so.\n\nThat is all. Return to delicious ration bar, ruminate. Jane.", "endoftext": false }, { "action": "Taste bar", "response": "You chew and chew and with difficulty swallow a small corner thereof, which will now probably keep you nourished until next month.\n\nSomewhere on this planet there is probably something worth eating, but you could no more ask for details than you could inquire into favorite forms of contraception.", "endoftext": false }, { "action": "You think", "response": "You run over the things you still need to get done:\nacquire vaccine from the Museum (HC's orders)\nprepare gift for Ambassador Aylene\nwear something red(dish) (High Command's instruction)\nfind a working float unit", "endoftext": false }, { "action": "You wear the robe", "response": "You settle the robe around your shoulders, where it is much lighter than it has any right to be considering the amount of material. Still, it lends you a sense of authority, of moral weight.\n\nOr possibly makes you look like Little Red Riding Hood.\n\nMentally you check off \"wear something red(dish) (High Command's instruction)\" on your list of remaining tasks. You run over the things you still need to get done:\nacquire vaccine from the Museum (HC's orders)\nprepare gift for Ambassador Aylene\nfind a working float unit", "endoftext": false }, { "action": "You put the cup in the box", "response": "You put the cup into the box -- luckily it is just short enough to fit, though it rolls back and forth slightly inside.\n\nA flash of memory: Your mother is sitting up in bed. \"Your father wanted another child,\" she says to you abruptly. \"But I told him, no. If we had another, we couldn't afford to send both to a quarantined school. One, we could afford to keep safe. Two would both be in danger and might both die.\"\n\n\"Mother, you shouldn't have--\"\n\n\"Of course,\" she says, with the dry little chuckle of her last days. \"I thought you would grow up to have Jewish sons and daughters, later, when it was safe. I thought the number of my grandchildren would make up for the number of my children.\"\n\nThere is nothing to say. Coming out of the room, you run smack into Jane. \"That was completely unfair,\" she whispers to you. \"You shouldn't let her make you feel--\"\n\n\"You were listening?\" you say.\n\n\"I was in the hall and overheard part and it didn't seem like the right time to walk in,\" Jane answers, putting something cold into your hand. \"I brought you more pain meds.\"\n\n\"I know you get curious, but don't ever listen at the door again,\" you say.\n\nThe blood creeps up her cheek. \"It was hard to avoid hearing,\" she says, which is probably a legitimate point. You look down at the bottles and say nothing.\n\nMentally you check off \"prepare gift for Ambassador Aylene\" on your list of remaining tasks. You run over the things you still need to get done:\nacquire vaccine from the Museum (HC's orders)\nfind a working float unit", "endoftext": true }, { "action": "Look around", "response": "With all the machinery in here, the space remaining for you is little larger than a closet, except that the room extends upward a good fifteen or so feet, widening at the top into a bell of tinted glass.\n\nThe comm terminal itself could be an invention out of Jules Verne. The keypad is arranged in the standard way, except that all the keys are slightly too small for the fingers of a normal human, and the pad itself stands up from the floor on a metal stalk.\n\nThe comm screen, meanwhile, is round and surrounded by a copper ring, porthole-like. The whole arrangement is aesthetically pleasing and completely inconvenient.", "endoftext": false }, { "action": "You put the packing material in the gift box", "response": "The quantity of packing material will not fit in the gift box.\n\nThe chronometer chirps, indicating that you have a new message waiting to be read.", "endoftext": false }, { "action": "You read the mail", "response": "(first heading for the communications room)\n\nWith all the machinery in here, the space remaining for you is little larger than a closet, except that the room extends upward a good fifteen or so feet, widening at the top into a bell of tinted glass.\n\nThe comm terminal itself could be an invention out of Jules Verne. The keypad is arranged in the standard way, except that all the keys are slightly too small for the fingers of a normal human, and the pad itself stands up from the floor on a metal stalk.\n\nThe comm screen, meanwhile, is round and surrounded by a copper ring, porthole-like. The whole arrangement is aesthetically pleasing and completely inconvenient.\n\nThe following messages are available for you to read or reply to:\n\n12:37 pm: Apology\n12:19 pm: RE Hello\n11:21 am: Instructions\n10:02 am: Hello From Ivory Coast (R)\n9:34 am: Shuttle Departure Plans", "endoftext": false }, { "action": "You read the apology", "response": "You select the message and read:\n\nMy dear unfortunate successor:\n\nPossibly Kruger didn't tell you the importance of Gift Day. What you offer shows our intentions towards the colony. To date, Earth has made inappropriate or deceptive gestures thirteen times. They do employment here by running vote, and Ambassador Aylene is about to be removed because she hasn't gotten a good result out of us. You guess whose fault that is.\n\nFate of negotiations is now in your hands. Ultimate responsibility: yours. Kruger can't control what you do from Earth.\n\nHe's probably told you to wear red. This is a mistake: it would allow the colonists to come to Earth as our adoptees and put us in a position of power over them. This is neither morally nor pragmatically defensible.\n\nRecommend that you wear white -- it is a color associated with equality. I have a white jacket; it's possible Liam has taken it away, in which case you should get it back from him. I threw out the receipt, but it may still be in the recycling chute, if that helps communicate your needs.\n\nDo not know what Kruger will have told you to give in the gift box, but if you haven't already done so, recommend you look up \"gifts\" in the computer. It has an etiquette guide. This should give some idea what he's getting you into.\n\nWhen you are ready to present your gift, summon Liam and show him the gift box. He will arrange the meeting for you.\n\nYours in haste, Valenti\n\nMentally you check off \"check your messages again\" on your list of remaining tasks. You run over the things various people have decided you ought to do:\nfind jacket receipt in the recycling chute (Valenti's suggestion) acquire vaccine from the Museum (HC's orders)\nwear white jacket (Valenti's idea)\nlook up gifts in the computer (Valenti's suggestion)\nfind a working float unit\nsummon Liam and show him the gift box\nmeet with Ambassador Aylene to present your gift", "endoftext": false }, { "action": "You reply to apology", "response": "Dear Honored Former Ambassador Valenti,\n\nThank you very much for your valuable advice. It is, of course, somewhat unlikely that I will disobey orders merely on the basis of your uncertain instructions. If you had tried more persuasion and less condescension, I might be more inclined to listen.\nYours, etc...", "endoftext": false }, { "action": "Yes", "response": "Send message? Y/N>\nYou press the send button sharply.", "endoftext": false }, { "action": "Search chute", "response": "The chute descends into darkness.", "endoftext": false }, { "action": "You look at the books", "response": "An illustrated cookbook, useless here except as an object of fantasy. A few volumes in Japanese: you can't read them, but at least they're a familiar kind of foreign. A custom-printed poetry anthology.", "endoftext": false }, { "action": "You examine the poetry", "response": "You expect possibly a collection of lyrics from popular hits, but the names come up Donne, Hopkins, Christopher Smart. It is all religious, imagery of divinity and the soul's subordination, and very alien. The plague years brought in plenty of reactionary movements, plenty of scourging and prayer, but they didn't look like this.", "endoftext": false }, { "action": "You consult computer about the gifts", "response": "You turn on the computer. It starts up a screen inviting you to look up some search term of your choosing.\n\nYou key in your request and wait hopefully...\n\nYour search turns up the following articles:\n\nGift day: Three times per local year you are expected to exchange gifts with a representative of the Aleheart government. These days are keyed to the anniversary of first Earth contact and are not celebrated by the rest of the population in general.\n\ngift symbolism: draft proposal: According to the etiquette files, those proposing marriage or cooperative scientific ventures may do so by creating a sample of the kind of project they hope to undertake. In the case of marriage, these are usually representations of the offspring that might be engineered from the two parents; for purely business relationships, other kinds of model, sample, or technical proposal are appropriate. A superior looking to employ or adopt an inferior may give a sample of the kind of work the inferior will be expected to produce as a condition of the employment.\n\ngift symbolism: personal token: Etiquette files reveal that an object personally significant to the giver is an appropriate gift when establishing a relationship of friendship in which no joint work or project is intended. Also sometimes used for marriages not intended to produce offspring.\n\ngift symbolism: knife: Apparently, according to the etiquette files, any edged instrument is a symbol of restrictions, living under strict controls imposed by someone else, and dating back to clinical trials in which new genetic lines deemed to be failing their intended purpose were slaughtered with a knife. This practice is now called flushing and does not require a blade, but the associations remain.\n\nThere isn't any personal data available from logs or annotations.\n\nMentally you check off \"look up gifts in the computer (Valenti's suggestion)\" on your list of remaining tasks. You run over the things various people have decided you ought to do:\nfind jacket receipt in the recycling chute (Valenti's suggestion) acquire vaccine from the Museum (HC's orders)\nwear white jacket (Valenti's idea)\nfind a working float unit\nsummon Liam and show him the gift box\nmeet with Ambassador Aylene to present your gift", "endoftext": false }, { "action": "You take the cup", "response": "Taken.", "endoftext": false }, { "action": "You consult the computer about the float", "response": "The computer beeps irritably: NO RESULTS FOUND. PLEASE REPHRASE AND TRY AGAIN.", "endoftext": false }, { "action": "You consult the computer about the floatpoint", "response": "Your search turns up the following articles:\n\nFloat technology: After extended scrutiny, you decide the complicated jargon means Earth scientists don't understand floatpoints at all. There is some handwaving about a force that weakly attracts things at a distance and strongly repels those close up.\n\nThere isn't any personal data available from logs or annotations.", "endoftext": false }, { "action": "You consult computer about the food", "response": "Your search turns up the following articles:\n\nAleheart eating habits: Little or no information is available about Aleheart eating habits, since this eating apparently takes place entirely in private.\n\nThere isn't any personal data available from logs or annotations.\n\nThe chronometer chirps, indicating that you have a new message waiting to be read.", "endoftext": false }, { "action": "You examine computer", "response": "The computer is portable, and is able to scan and interpret the meaning of the colonists' symbolic writing. It has also been programmed to respond to search terms, to sift through data files and the personal logs of the ambassadors before you, assuming all the relevant disks are loaded. At the moment the slot for adding an extra data disk is empty, which looks ominous.", "endoftext": false }, { "action": "You read the mail", "response": "(first heading for the communications room)\nYou hurry toward the office, and then the communications room.\n\nWith all the machinery in here, the space remaining for you is little larger than a closet, except that the room extends upward a good fifteen or so feet, widening at the top into a bell of tinted glass.\n\nThe comm terminal itself could be an invention out of Jules Verne. The keypad is arranged in the standard way, except that all the keys are slightly too small for the fingers of a normal human, and the pad itself stands up from the floor on a metal stalk.\n\nThe comm screen, meanwhile, is round and surrounded by a copper ring, porthole-like. The whole arrangement is aesthetically pleasing and completely inconvenient.\n\nThe following messages are available for you to read or reply to:\n\n12:50 pm: Undeliverable Mail\n12:37 pm: Apology (R)\n12:19 pm: RE Hello\n11:21 am: Instructions\n10:02 am: Hello From Ivory Coast (R)\n9:34 am: Shuttle Departure Plans", "endoftext": false }, { "action": "You read undeliverable", "response": "You select the message and read:\n\nThe message you sent to EARTH AMBASSADOR L VALENTI is currently undeliverable because service does not reach ships in transit. Your message will be held and delivered when HE arrives at HIS destination EARTH in approximately TWENTY-SIX days.\n\nThis is an automated response program. Do not reply.", "endoftext": false }, { "action": "Time", "response": "It is 12:54 pm -- here, anyhow.", "endoftext": true }, { "action": "Go downwards", "response": "Like most buildings here, the Embassy is built with an eye for organic color and form: windows and doorways framed with curved ironwork, accents of bright enamel, wooden floors grown in place. All conspicuously wasteful of both materials and labor. It might be intended to make Earth representatives uncomfortable, or it might be meant as an honor, or it might be an advertisement for a standard of living that Earth lost some time ago. Too hard to tell.\n\nThere's a large Receiving Room to the west. Less prominent rooms lie north and south -- the south with a locked private door, the north an archway. Shallow stairs, almost a ramp, rise to a second story.", "endoftext": false }, { "action": "You go to the north", "response": "The Museum is a presentation on Earth -- geography, culture, and everything else. The selection is idiosyncratic, but apparently compelling, to judge by the healthy crowd currently looking it over.\n\nTo one side there is a ramp leading down. The studious way the crowd ignores this ramp suggests that they consider it private space.\n\nA map of Earth covers the east wall, so large that you can barely reach across South America with both arms outstretched. It has attracted several groups of interested visitors, who are pointing out to each other details of the topography of Mongolia and making excited gestures at the Sahara.\n\nThere is a display case in the middle of the room.\n\nThere's a most peculiar noise, like TOK TOK TOK TOK TOK, coming from all around. You eventually work out that it's a clicking or clucking they're making with their mouths because, what, you have food in public? A few of these fine folks should ride a subway one day. Ideally the Manhattan/Brooklyn train nicknamed Charnel Line.\n\nThe widget readout changes to SOC 13.02265, POW 20.7061, INT 11.8837.", "endoftext": false }, { "action": "Go south", "response": "Like most buildings here, the Embassy is built with an eye for organic color and form: windows and doorways framed with curved ironwork, accents of bright enamel, wooden floors grown in place. All conspicuously wasteful of both materials and labor. It might be intended to make Earth representatives uncomfortable, or it might be meant as an honor, or it might be an advertisement for a standard of living that Earth lost some time ago. Too hard to tell.\n\nThere's a large Receiving Room to the west. Less prominent rooms lie north and south -- the south with a locked private door, the north an archway offering a mercifully limited view of the \"Museum\". Shallow stairs, almost a ramp, rise to a second story.", "endoftext": false }, { "action": "You drop the seed", "response": "Dropped.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na silver kiddush cup\nsome fuzzy bunny slippers\na yellow paper note\nsome ration bars\na mail packet\nan empty gift box\na handheld computer (data slot currently empty)\na grey widget saying SOC 13.6234, POW 20.52288, INT 11.92473\na magnificent ensemble of flowing scarlet robe, chronometer, grey undersuit, shoes, and socks", "endoftext": false }, { "action": "You go north", "response": "The Museum is a presentation on Earth -- geography, culture, and everything else. The selection is idiosyncratic, but apparently compelling, to judge by the healthy crowd currently looking it over.\n\nTo one side there is a ramp leading down. The studious way the crowd ignores this ramp suggests that they consider it private space.\n\nA map of Earth covers the east wall, so large that you can barely reach across South America with both arms outstretched. It has attracted several groups of interested visitors, who are pointing out to each other details of the topography of Mongolia and making excited gestures at the Sahara.\n\nThere is a display case in the middle of the room.", "endoftext": false }, { "action": "You examine the map", "response": "A detailed geographical map which omits political boundaries of any kind. While High Command doesn't lie about the political situation, it tends towards discretion -- as Kruger puts it, \"You don't talk about ex-girlfriends on the first date.\"", "endoftext": false }, { "action": "You look at the case", "response": "Designed for a viewer with an Earth-average eye level, which is to say, several inches lower than is ideal. It contains only a pink card.", "endoftext": false }, { "action": "You examine the pink card", "response": "The pink card appears to say cure/serum fatal-sickness primitive borrowed -- research center room 58 -- card-that-grants-access.\n\nWith a great deal of luck, that will mean that you can go to this research facility and collect the vaccine without too much hassle. That is, assuming Colonist scientists are less fussy about interrupting their experiments than the Earth scientists you've met.", "endoftext": true }, { "action": "Go downward", "response": "Unlike the upper levels of the Embassy, the basement is built for practical purposes, and resembles the inside of a concrete cigar box. It continues to the south, dimly lit and cold.\n\nAlong the west wall, a chute from above empties into a large metal container.", "endoftext": false }, { "action": "Search container", "response": "You push up the lid to reveal a receipt and a data disk. Well, well, well. Valenti may have been a criminal and an ass, but at least he was incompetent.\n\nVery interesting.", "endoftext": false }, { "action": "Disk", "response": "receipt: Taken.\ndata disk: Taken.", "endoftext": false }, { "action": "You look at the receipt", "response": "The receipt appears to say disguise/costume/funny clothing for proposal-of-marriage white large.\n\nMentally you check off \"find jacket receipt in the recycling chute (Valenti's suggestion)\" on your list of remaining tasks. You run over the things various people have decided you ought to do:\ngive the jacket receipt to Liam\nacquire vaccine from the research facility (HC's orders)\nwear white jacket (Valenti's idea)\nfind a working float unit\nsummon Liam and show him the gift box\nmeet with Ambassador Aylene to present your gift", "endoftext": false }, { "action": "You examine disk", "response": "An Earth-style computer disk an inch and a half on a side, and labeled \"JOURNAL, TRANSLATIONS\" in spiky unfriendly handwriting.", "endoftext": false }, { "action": "You put the disk in the computer", "response": "You put the data disk into the spare data slot.", "endoftext": false }, { "action": "You consult computer about the journal", "response": "Your search turns up the following entries from Valenti's personal log:\n\n--: Valenti's data disk contains a variety of data entries, article annotations, translations of this and that, etc., and is more easily approached by trying to extract a single topic of information than by straight reading. Hence the need to look things up.", "endoftext": false }, { "action": "You consult the computer about the gifts", "response": "Your search turns up the following articles:\n\nGift day: Three times per local year you are expected to exchange gifts with a representative of the Aleheart government. These days are keyed to the anniversary of first Earth contact and are not celebrated by the rest of the population in general.\n\ngift symbolism: draft proposal: According to the etiquette files, those proposing marriage or cooperative scientific ventures may do so by creating a sample of the kind of project they hope to undertake. In the case of marriage, these are usually representations of the offspring that might be engineered from the two parents; for purely business relationships, other kinds of model, sample, or technical proposal are appropriate. A superior looking to employ or adopt an inferior may give a sample of the kind of work the inferior will be expected to produce as a condition of the employment.\n\ngift symbolism: personal token: Etiquette files reveal that an object personally significant to the giver is an appropriate gift when establishing a relationship of friendship in which no joint work or project is intended. Also sometimes used for marriages not intended to produce offspring.\n\ngift symbolism: knife: Apparently, according to the etiquette files, any edged instrument is a symbol of restrictions, living under strict controls imposed by someone else, and dating back to clinical trials in which new genetic lines deemed to be failing their intended purpose were slaughtered with a knife. This practice is now called flushing and does not require a blade, but the associations remain.\n\nYour search turns up the following entries from Valenti's personal log:\n\nsix months ago: ...Mealy-mouthed third-rate translation of a traditional courtship greeting. Not sure whether High Command is so dumb that they don't know this, or so dumb that they don't tell their emissaries. Not sure which would be dumber. What do they think Gift Day is about? Hostess presents?", "endoftext": false }, { "action": "You consult the computer about the red", "response": "Your search turns up the following articles:\n\ncolor symbolism: red: Red is the color of superior power, requiring relatively expensive dyes. It is worn by parties offering conditional adoption.\n\nConditional adoption: An agreement by which one party becomes responsible for the needs of another party, in exchange for some concessions -- usually part or all of that party's work. Somewhere between hiring and slavery. Usually offered with red clothing and a token of the sort of work required. Cannot seriously be offered by someone without the credible appearance of power, however.\n\nThere isn't any personal data available from logs or annotations.", "endoftext": false }, { "action": "You consult the computer about the white", "response": "Your search turns up the following articles:\n\ncolor symbolism: white: White is the color of balance, being the color of the rings in summer sky. It is worn to offer marriage, equitable business, or cohabitation in shared house under non-hierarchical terms.\n\nYour search turns up the following entries from Valenti's personal log:\n\n15 days ago: Got suited for white jacket today for wedding proposal. Not quite sure what the tailor thought. Charged it to personal funds since do not want it on HC bill.", "endoftext": false }, { "action": "You consult the computer about the black", "response": "Your search turns up the following articles:\n\ncolor symbolism: black: The color of termination, worn to refuse an agreement; to propose corporate splits or divorce.\n\nThere isn't any personal data available from logs or annotations.", "endoftext": false }, { "action": "You consult the computer about grey", "response": "Your search turns up the following articles:\n\ncolor symbolism: grey: Grey is considered neutral and signifies a lack of decision.\n\nThere isn't any personal data available from logs or annotations.", "endoftext": false }, { "action": "You consult the computer about the purple", "response": "The computer beeps irritably: NO RESULTS FOUND. PLEASE REPHRASE AND TRY AGAIN.", "endoftext": false }, { "action": "You consult the computer about the widget", "response": "Your search turns up the following entries from Valenti's personal log:\n\nsix months ago: Aylene gave me a live rock! Which, in theory, calculates what everyone thinks of me, to many decimal places of accuracy (!). Don't think she realized what negative reinforcement this would be. Can't help experimenting with ways to make numbers go up and down. Bet I could crash all three to zero if I ran through the Solarium bareassed. Apparently the thing corresponds to a portion of the alien brain. I admit (if only to myself) that I find the concept disgusting. But I admit a lot to myself lately. I gather my predecessor talked to herself as well. I need some recordings of human speech or may go insane...\n\nthree months ago: I tried asking her whether she can factor in my thoughts the same way her little live rock tracks everyone else's. She said no, I don't broadcast. She looked tremendously uncomfortable. I cannot say how smug this makes me.", "endoftext": false }, { "action": "You consult the computer about Aylene", "response": "Your search turns up the following entries from Valenti's personal log:\n\neight months ago: Met my counterpart, the ambassador Aylene, today. Frankly, High Command should have left Yamashita here -- they probably did wonderfully having tea parties together and comparing fashion notes. Have never met another human -- no, strike that, because she isn't human. Have never met any person with so little emotional affect in speech and behavior. Not sure what gene modifications they made to her, but it is frightening.\n\nfive months ago: Coming to terms with the bowing. When Aylene bows, when she smiles, when she says polite formulas, the etiquette system doesn't seem stupid. She's not bowing to show how well-bred she is. It's a liturgy of respect. You bow to show that you respect someone but also to remind yourself of this fact. Sincerity can work inward as well as outward. You don't have to like someone to treat them well. If you practice this sometimes leads to liking.\n\nThen again, sometimes not.\n\nfive weeks ago: Is it possible that Liam is jealous of me because of Aylene? I find him lurking around after she's been here, looking sniffy and grim. Naturally Aylene's live rock doesn't offer any sort of data analysis function. That might be dangerously useful.\n\nfour weeks ago: Another long, long talk with Aylene. She may be coming around on the cohabitation idea, of shared resources and an integrated society. But there are concessions involved on both sides, and she is more afraid of her people than I am of mine. There's no way they're going to be able to live on Earth and preserve their daintiness about eating, for instance. Which in my opinion would be no bad thing, but one can hardly say that...\n\n28 days ago: Naturally after I read that I asked Aylene about it (if we're modeling our alliance on a marriage I'd rather not have \"marriage\" mean \"eugenics program\"). She says in practice there's hardly any \"flushing\". I still have some serious questions about this, but I think inasmuch as it applies to the current occasion we're looking rather at a joint stewardship of the resources available to both planets. HC should be able to live with that. I don't know whether the general population would be so enthusiastic, but the general population seems to think it's a point of principle not to make any concessions or in fact live in the real world in any way.\n\n25 days ago: And, well, the personal component of all this. I very nearly put it to Aylene as an offer based on symbolism and political expediency. She would have understood that, but... I would like to marry her, in truth, and not simply as a means to an end. She was silent after I raised the possibility. I think I went about it wrong, but it's damned difficult to know what \"right\" looks like here. How the hell would I know?\n\n24 days ago: She won't talk to me today.\n\n23 days ago: They voted her out. I cannot believe they voted her out. What kind of employment system is that, anyway?\n\n5 days ago: News from Kruger: I am out. No explanation. Replacement already en route. Pack bags, prepare to leave. Can't bring myself to contact Aylene.", "endoftext": false }, { "action": "You consult the computer about the SOC", "response": "Your search turns up the following entries from Valenti's personal log:\n\nsix months ago: Aylene gave me a live rock! Which, in theory, calculates what everyone thinks of me, to many decimal places of accuracy (!). Don't think she realized what negative reinforcement this would be. Can't help experimenting with ways to make numbers go up and down. Bet I could crash all three to zero if I ran through the Solarium bareassed. Apparently the thing corresponds to a portion of the alien brain. I admit (if only to myself) that I find the concept disgusting. But I admit a lot to myself lately. I gather my predecessor talked to herself as well. I need some recordings of human speech or may go insane...", "endoftext": false }, { "action": "You go to the west", "response": "The floor of the Receiving Room is decorated with broken glass. It's not conducive to strolling around without a float unit.", "endoftext": false }, { "action": "Time", "response": "It is 1:31 pm -- here, anyhow.", "endoftext": false }, { "action": "Go east", "response": "You stand at the western end of a shallow rectangular pool -- no doubt part of the reason the air is softer and more humid here than it was outside. The garden paths open at the east end of the pool; the Embassy is west, at your back.\n\nIf you look down, you catch the reflection in the surface, and a number of small red fish swimming around, in formation, making symbols which you cannot read.", "endoftext": false }, { "action": "Go east", "response": "You wander between plots: what catches your eye this time is a writing-desk-tree, spreading to a flat surface at about three feet.\n\nThe Grand Solarium is an enormous dome with an oval roof of glass and grown metalwork. Inside is a botanical garden, which, on this planet, is a kind of art museum. Each plot displays some invented shrub that would be illegal on Earth.\n\nThe southern end of the dome, where they grow edible crops, is hidden by a decorative screen of hanging flowers. The garden also continues to the east; away to the west is the front of the Earth Embassy, now your home.\n\nA double set of insulating doors leads north to the outdoors.", "endoftext": false }, { "action": "Go north", "response": "You head out of the Solarium and down a brief slope, into the clearing at the center of town.\n\nThe street runs north/south, so that you have an uninterrupted view of Cordia Peak, and the leading edge of the glacier at the northern edge of town.\n\nBoth sides of the street are built up. A substantial building of metal and glass lies to the east, houses to the west.\n\nThe ring system is mostly obscured by the grand solarium to the south, accessible through the insulating doors. The solarium is a huge domed structure to keep in as much heat and warmth as possible; the Earth embassy is inside.\n\nAt the center of the open space here is a monument shaped like a tusk or tooth.", "endoftext": false }, { "action": "You look at the monument", "response": "It has look of force-grown bone, monolithic and taller than a man.\n\nThe symbolic lettering of the current language has been painted on the side, but the original carving is in Chinese and English: \"To those who, in the name of the Company and for the advancement of knowledge, were killed, modified incorrectly, or born unfit.\"", "endoftext": false }, { "action": "Go east", "response": "A repulsion field prevents you from entering the building without the proper security device.", "endoftext": false }, { "action": "You go south", "response": "The Grand Solarium is an enormous dome with an oval roof of glass and grown metalwork. Inside is a botanical garden, which, on this planet, is a kind of art museum. Each plot displays some invented shrub that would be illegal on Earth.\n\nThe southern end of the dome, where they grow edible crops, is hidden by a decorative screen of hanging flowers. The garden also continues to the east; away to the west is the front of the Earth Embassy, now your home.\n\nA double set of insulating doors leads north to the outdoors.", "endoftext": false }, { "action": "Go south", "response": "You approach the curtain of vine; it draws away, then begins to repel you. Your face feels hot, as though sunburnt. You step away.", "endoftext": false }, { "action": "You examine the vine", "response": "Flowers with all the color bred out, translucent buds clustered on grey vines. They separate you from the southern part of the dome.", "endoftext": false }, { "action": "You think", "response": "You run over the things various people have decided you ought to do: give the jacket receipt to Liam\nacquire vaccine from the research facility (HC's orders)\nwear white jacket (Valenti's idea)\nfind a working float unit\nsummon Liam and show him the gift box\nmeet with Ambassador Aylene to present your gift", "endoftext": false }, { "action": "You squeeze the rock", "response": "The surface has a give to it, and it squeaks once. Small regretful letters read: AIDE CURRENTLY OUT OF RANGE. Maybe in the embassy proper, then.", "endoftext": false }, { "action": "You go west", "response": "You wander between plots: what catches your eye this time is a wispy groundcover exuding fog.\n\nYou stand at the eastern end of a shallow rectangular pool -- no doubt part of the reason the air is softer and more humid here than it was outside. The Embassy is just west of here, at the far end of the pool.\n\nIf you look down, you catch the reflection in the surface, and a number of small red fish swimming around, in formation, making symbols which you cannot read.", "endoftext": false }, { "action": "You squeeze the rock", "response": "The surface has a give to it, and it squeaks once. COMING, reads the skin lettering tersely.\n\nLiam slips through the locked barrier from the south.", "endoftext": false }, { "action": "You show the receipt to Liam", "response": "Liam takes the receipt numbly and looks at it, then back at you. \"You are... seeking this apparel?\" he asks. You nod curtly in a manner you hope suggests decisiveness rather than an inability to speak his language.\n\nThe silence becomes uncomfortable. You realize after a moment what has changed: he is now floating at the same height as you, looking you in the eye directly. For some reason he is not at all pleased with this request.\n\nMentally you check off \"give the jacket receipt to Liam\" on your list of remaining tasks. You run over the things various people have decided you ought to do:\nacquire vaccine from the research facility (HC's orders)\nwear white jacket (Valenti's idea)\nfind a working float unit\nsummon Liam and show him the gift box\nmeet with Ambassador Aylene to present your gift\n\nA moment later -- more quickly than you expected -- he returns with the white jacket, and something else: a pale pink fruit. He puts the fruit into your hand firmly so that it is squeezed.", "endoftext": false }, { "action": "You examine the fruit", "response": "It is one of those recording fruits into which information is put.\n\nThe pink fruit hisses sparks and juice, but then it begins to play, a projection hovering in the middle of the air:\n\nLiam is standing in the foyer next to Aylene. The Ambassador has ordered a white jacket, he says.\n\nIt is not a surprise. Her hands are clasped in front of her, the sleeves almost covering them. We are discussing a treaty of cohabitation.\n\nLiam frowns. It pleases me that they admit they are wrong to exile us from Earth...\n\nBut you prefer not to mix cultures, Aylene finishes.\n\nI would prefer that they beg us to return and we refuse.\n\nShe smiles affectionately. Like an angry lover! But Valenti has not guessed how you felt toward him when he arrived here.", "endoftext": false }, { "action": "You show the fruit to Liam", "response": "Liam is entirely occupied with the recording he wants to show you, and you find you have a hard time looking away either.\n\nIn the recording, Liam turns pink. Unlikely that he would guess any social thing that is not told to him three times in English! And I only admired -- he seemed to have energy, much purpose.\n\nHe has. Her own tone is wistful. But I know you, Liam. You are not unjust to the Earth folk because Valenti disappoints you. If the right thing is cohabitation, you judge the possibility fairly.\n\nWhat good will come of it? he asks. They are not-- The subtitling flickers here, flashing through a half-dozen words: social nice adjusted sane-minded obedient easily-understood. They do not design new lines. They will probably forbid us designing ourselves.\n\nAylene answers: In a year ice will break the dam and the Solarium wall. We will all take the train to Tanhua to be retired. We have few choices.", "endoftext": false }, { "action": "You examine the fruit", "response": "It is one of those recording fruits into which information is put.\n\nThe TY line are bred for winter survival. Fur, hibernation, slow metabolism. He runs a finger over the fuzz on the backs of his wrists.\n\nI've followed your designer's experiments, Aylene says. They move too slowly.\n\nWe wasted time on Earth compatibility, he replies, bitter. I commented this on design proposals, but everyone is mad with wanting to go Home. Earth songs sung again, the Sanctuary of Earth plants restored, people laugh with teeth showing. Does Valenti like the almost-humans? No, he takes no interest. And if we do not go to Earth, they are trouble -- retrograde stock, badly socialized, expensive to feed.", "endoftext": false }, { "action": "You examine the fruit", "response": "It is one of those recording fruits into which information is put.\n\nShe turns to him abruptly. Be careful. When I am removed after Gift Day, you will be Ambassador.\n\nHis mouth opens, but he recovers. Then let Earth also send a different speaker. Valenti has no respect for us. I cannot talk to him.\n\nHe has no respect for groups, only individuals. You see the bad; there is also good. He does not expect us to sacrifice any lines of stock--\n\nIf we go to Earth, the TY are useless. If we stay, the Earth-compatibles...\n\nShe puts up a hand, hushing him. Valenti is at the door. His eyes go to Aylene; he moves towards her, barely sparing a glance for Liam, who smiles wryly.\n\nThe recording flickers out.\n\nThe images over, Liam seems to feel that you have seen whatever he wanted you to see, so he puts the white jacket you demanded over your arm.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\na puffy white jacket\na pale pink fruit\na silver kiddush cup\nsome fuzzy bunny slippers\na yellow paper note\na mail packet\nan empty gift box\na handheld computer (in which is a data disk)\na grey widget saying SOC 13.08113, POW 20.7639, INT 11.61016\na magnificent ensemble of flowing scarlet robe, chronometer, grey undersuit, shoes, and socks\n\nLiam waits for your instructions, though with a faint air of impatience.", "endoftext": false }, { "action": "You look at the white jacket", "response": "The jacket is loosely cut, as you would expect, with floatpins throughout. The cuffs have two narrow stripes of gold and red, like a uniform. It looks very fresh and crisp. Possibly Valenti never wore it, and that's why he didn't bother to keep it. It looks as though you might be able to wear it, though you may look strange.\n\nLiam waits for your instructions, though with a faint air of impatience.", "endoftext": false }, { "action": "You look at the slippers", "response": "They have rabbit ears and are a collector's item from before the plague years. They are also pink. Your friend Jane gave them to you, motivated by inscrutable Jane-like humor; they still bear the stamp of Salvage and Reclamation on the soles. Presumably your felonious dockworker recognized their worth and decided it was better not to steal them, but under the circumstances you'd rather have some of the clothing you actually intended to wear.\n\nLiam slips through the locked barrier to the south.", "endoftext": false }, { "action": "You consult the computer about the research center", "response": "The computer shows you how to go to the research facility. You'd start with east, from here.", "endoftext": false }, { "action": "You consult the computer about the symbols", "response": "Your search turns up the following articles:\n\ngift symbolism: draft proposal: According to the etiquette files, those proposing marriage or cooperative scientific ventures may do so by creating a sample of the kind of project they hope to undertake. In the case of marriage, these are usually representations of the offspring that might be engineered from the two parents; for purely business relationships, other kinds of model, sample, or technical proposal are appropriate. A superior looking to employ or adopt an inferior may give a sample of the kind of work the inferior will be expected to produce as a condition of the employment.\n\ngift symbolism: personal token: Etiquette files reveal that an object personally significant to the giver is an appropriate gift when establishing a relationship of friendship in which no joint work or project is intended. Also sometimes used for marriages not intended to produce offspring.\n\ngift symbolism: knife: Apparently, according to the etiquette files, any edged instrument is a symbol of restrictions, living under strict controls imposed by someone else, and dating back to clinical trials in which new genetic lines deemed to be failing their intended purpose were slaughtered with a knife. This practice is now called flushing and does not require a blade, but the associations remain.\n\nYour search turns up the following entries from Valenti's personal log:\n\nsix months ago: Have been making progress with the translations of etiquette guide... much appears to center upon proposals of various kinds. I have gathered the formal proposal system they're using on us is not (contrary to what they might say) a frequent feature of daily life for them either, but is rather some archaic bit of hazing they got out of mothballs. As a test, maybe. Or maybe because the symbols and terms of it are actually, God help us, simpler than communicating all the nuances in their language.\n\nseven weeks ago: Liam told me about the flint knife in the Earth Sanctuary. Turns out it wasn't brought by us (always thought that a really odd thing to send) but they brought it here from Earth themselves. There's some sort of gloomy symbolism there which, as usual, he couldn't bring himself to explain directly. A less useful assistant would be difficult to find.\n\n25 days ago: And, well, the personal component of all this. I very nearly put it to Aylene as an offer based on symbolism and political expediency. She would have understood that, but... I would like to marry her, in truth, and not simply as a means to an end. She was silent after I raised the possibility. I think I went about it wrong, but it's damned difficult to know what \"right\" looks like here. How the hell would I know?", "endoftext": false }, { "action": "You look at the symbols", "response": "They have red-gold scales and fat round bodies, and are about two inches long. The formations are symbols from the syllabary, but you can't read them.", "endoftext": false }, { "action": "You translate the symbols", "response": "With a computer, you can read the writing system here, but that is about all.", "endoftext": false }, { "action": "You go to the east", "response": "You wander between plots: what catches your eye this time is a thorn-tree with black fruit smelling of oil.\n\nThe Grand Solarium is an enormous dome with an oval roof of glass and grown metalwork. Inside is a botanical garden, which, on this planet, is a kind of art museum. Each plot displays some invented shrub that would be illegal on Earth.\n\nThe southern end of the dome, where they grow edible crops, is hidden by a decorative screen of hanging flowers. The garden also continues to the east; away to the west is the front of the Earth Embassy, now your home.\n\nA double set of insulating doors leads north to the outdoors.", "endoftext": false }, { "action": "You consult computer about research center", "response": "The computer shows you how to go to the research facility. You'd start with north, from here.", "endoftext": false }, { "action": "Go north", "response": "You head out of the Solarium and down a brief slope, into the clearing at the center of town.\n\nThe street runs north/south, so that you have an uninterrupted view of Cordia Peak, and the leading edge of the glacier at the northern edge of town.\n\nBoth sides of the street are built up. A substantial building of metal and glass lies to the east, houses to the west.\n\nThe ring system is mostly obscured by the grand solarium to the south, accessible through the insulating doors. The solarium is a huge domed structure to keep in as much heat and warmth as possible; the Earth embassy is inside.\n\nAt the center of the open space here is a monument shaped like a tusk or tooth.", "endoftext": false }, { "action": "You look at the building", "response": "Which do you mean, the substantial building or the houses?", "endoftext": false }, { "action": "You look at the substantial building", "response": "Large enough to contain hundreds of apartment dwellings, or to provide considerable office space. There is a sign on the wall.", "endoftext": false }, { "action": "You go north", "response": "You walk along the crunching gravel for some time, noticing here and there a few gravel walkways off to the east and west, but nothing open to visitors. There are fewer Colonists at this end of town.\n\nTo the northwest is a public building with a deep portico; to the east, one with a conical roof. The others are private houses, but, except one or two, they don't look lived in. There is a general atmosphere of neglect.\n\nThe street continues south into the heart of town, or north towards the mountain and the glacier. A track for a floating train cuts southeast between the buildings.\n\nThe rings in the southern sky are partly obscured by the buildings on the horizon, but are still bright enough to catch the eye.", "endoftext": false }, { "action": "You go to the north-west", "response": "Once this was a kind of hothouse, but the glacier has knocked out loadbearing portions of the north wall. The roof is buckled at that end and gives a view of patchy sky; only a steel scaffold prevents it from falling in completely. Gusts of warm air from the wall vents quickly turn to cloud.\n\nA pamphlet lies discarded near kiosks that line the west wall. The bulk of the area, though, is full of plant lines, growing on frames as in a vineyard.", "endoftext": false }, { "action": "You read pamphlet", "response": "The pamphlet appears to say Greetings noble companion. Welcome to data compression and storage tree! Designed by (long string of letters and numbers, constituting some colonist's unique personal identification).\n\nData compression tree analyzes/presses recording and finds correspondences/similarities/relations to known/studied narrative/story structures! Content re-expressed as combination of known/studied structures! Output significantly more compact than original!\n\nSCIENTIFIC mode best suited for compacting very long meetings with scientific content into brief precis; STORY mode captures plot events; SOCIAL mode includes both dialogue and emotion-projection data. More advanced version of Data compression tree available for large projects -- contact designer!\n\n(Output fruit has similar function to other recording fruits. Squeeze output fruit to display content!).", "endoftext": false }, { "action": "You examine the frames", "response": "They're recordings: the fruits store data. Or they did. The skins are frosted over now.", "endoftext": false }, { "action": "You get the fruits", "response": "That's fixed in place.", "endoftext": false }, { "action": "You squeeze the fruits", "response": "You pinch one of the fruits at random. A tiny woman appears in hologram, singing a soprano part. Her voice is staticky and broken. The flesh of the fruit is bruised from being pinched when it was half-frozen.", "endoftext": false }, { "action": "You enter the kiosk", "response": "The kiosk is no larger than a contamination testing booth back on Earth. It briefly evokes the old fear that somehow, despite every reasonable precaution, this time you will turn out to be infected, and you'd have to tell your mother, and she would be so upset. That would be the worst thing: having to tell your mother.\n\nThe only thing of note here is a metal box, mounted on the wall at about shoulder-height, with a bonzai-sized tree growing out of the top.", "endoftext": false }, { "action": "You examine the tree", "response": "(the tree machine)\nA machine titled DATA COMPRESSION AND STORAGE. There is a miniature tree growing out of the top, naked of foliage. On the front of the metal box are green and blue push-knobs, and a movable bronze pointer.\n\nOn the left side of the machine there is a funnel, the right size for inserting a recording fruit.", "endoftext": false }, { "action": "You examine the pointer", "response": "The four settings of the pointer are ORIGINAL, SCIENTIFIC, STORY, SOCIAL.\n\nThe pointer is currently set to original.", "endoftext": false }, { "action": "You put the pink fruit in the funnel", "response": "The pale pink fruit rolls down inside the machine. There is a whirr like your mother's juicer on the first day of a new diet.", "endoftext": false }, { "action": "You set the pointer to the story", "response": "The pointer turns with a heavy click. The selector now points to story.", "endoftext": false }, { "action": "You set the pointer to scientific", "response": "The pointer turns with a heavy click. The selector now points to scientific.", "endoftext": false }, { "action": "You set the pointer to social", "response": "The pointer turns with a heavy click. The selector now points to social.", "endoftext": false }, { "action": "You get the kumquat", "response": "Taken.", "endoftext": false }, { "action": "You examine it", "response": "There is a symbol reading STORY COMPRESSION on the skin of the kumquat.", "endoftext": false }, { "action": "Exit", "response": "(heading east, since that is the only direction available)\n\nOnce this was a kind of hothouse, but the glacier has knocked out loadbearing portions of the north wall. The roof is buckled at that end and gives a view of patchy sky; only a steel scaffold prevents it from falling in completely. Gusts of warm air from the wall vents quickly turn to cloud.\n\nA pamphlet lies discarded near kiosks that line the west wall. The bulk of the area, though, is full of plant lines, growing on frames as in a vineyard.", "endoftext": false }, { "action": "You go outside", "response": "You will have to be more specific about which direction you want to go. From here, you can head southeast and west.", "endoftext": false }, { "action": "You squeeze the kumquat", "response": "The projection plays, bringing on stage Aylene and Liam in similar, bright-colored costumes.\n\nAylene sings: I AM PLEASED TO TELL YOU I AM BEING WED.\n\nLiam: MY DEAR FRIEND, IT IS THE PUREST DELIGHT TO HEAR IT. WHO IS THE FORTUNATE GROOM?\n\nAylene: IT IS VALENTI! THE HANDSOME AND MOST ADMIRABLE VALENTI! THE HONORABLE AND WELL-GROOMED VALENTI OF SUPERIOR GENETIC INHERITANCE! (And so on in this mode for some stanzas, endowing Valenti with such virtues as reinforced femurs and multiple rows of sharklike teeth.)\n\nLiam: THIS CANNOT BE!\n\nAylene: WHY NOT?\n\nLiam: THIS CANNOT BE!\n\nAylene: I ASK AGAIN: WHY NOT?\n\nLiam: HE WAS PROMISED TO ME! OH PERFIDIOUS WRETCHED MAN, OH WRETCHED LYING MAN, OH (etc. for a number of verses), AND WHAT IS MORE I WOULD BE DELIGHTED TO LIVE WITHOUT HIM, AND I WISH YOU JOY OF HIM, AND MAY YOU BOTH PERISH OF THE POX\n\nThen the compression system gave up, apparently, because the music splutters out and the antagonists stand glaring at one another, their sequined sleeves glittering in the faux light, until the projection stops.", "endoftext": false }, { "action": "You go to the south-east", "response": "To the northwest is a public building with a deep portico; to the east, one with a conical roof. The others are private houses, but, except one or two, they don't look lived in. There is a general atmosphere of neglect.\n\nThe street continues south into the heart of town, or north towards the mountain and the glacier. A track for a floating train cuts southeast between the buildings.\n\nThe rings in the southern sky are partly obscured by the buildings on the horizon, but are still bright enough to catch the eye.", "endoftext": false }, { "action": "You go to the east", "response": "A grand, hexagonal room with a tiled floor of intricate design. Around the outside of the room runs a bench, divided by carving into seats -- perhaps ten seats on a side -- and there is a label on each seat, except for a few blank ones left at the south-east side of the room.\n\nBut it can't have been used for some time. The glass is knocked out of the windows, the tiles broken.", "endoftext": false }, { "action": "You read the labels", "response": "The seating label appears to say A3 representative... TY representative... RA....", "endoftext": false }, { "action": "You consult the computer about Liam", "response": "Your search turns up the following articles:\n\nLiam: All that's available is a brief dossier about Liam's former employment and job rankings, which are cryptic in format and convey almost nothing to you.\n\nYour search turns up the following entries from Valenti's personal log:\n\nseven months ago: God. Where to begin? Liam would not be assigned this -- as I discover -- extremely low-ranking position as my assistant if he had turned out to be good at any of the traditional skills, such as manufacturing birds that fly backwards, or engineering climatic disasters. He is sensitive, petty, and desperate for my approval, since only my approval will improve his rank and get him out of here. He has some good points, such as tolerance for boredom, but this is not enough to prevent me wanting to strangle him.\n\nseven weeks ago: Liam told me about the flint knife in the Earth Sanctuary. Turns out it wasn't brought by us (always thought that a really odd thing to send) but they brought it here from Earth themselves. There's some sort of gloomy symbolism there which, as usual, he couldn't bring himself to explain directly. A less useful assistant would be difficult to find.\n\nfive weeks ago: Is it possible that Liam is jealous of me because of Aylene? I find him lurking around after she's been here, looking sniffy and grim. Naturally Aylene's live rock doesn't offer any sort of data analysis function. That might be dangerously useful.\n\n22 days ago: Fight with Liam. Not my finest hour. Sometimes am almost glad they're getting me out of here. Filched the recording, that not being something I want anyone else to have a copy of. And I used to have such high ideas about what diplomacy could be.", "endoftext": false }, { "action": "You consult the computer about the lines", "response": "Your search turns up the following entries from Valenti's personal log:\n\ntwo months ago: Funny sort of personal conversation with A. Turns out that she is descended from Peter and Charla herself -- the whole A line is. This is such a strange thought to me. Apparently they're among the most human-like of the remaining lines (though with certain obligatory modifications, of course), which I suppose is why she was assigned to deal with us.", "endoftext": false }, { "action": "Exit", "response": "(heading west, since that is the only direction available)\n\nTo the northwest is a public building with a deep portico; to the east, one with a conical roof. The others are private houses, but, except one or two, they don't look lived in. There is a general atmosphere of neglect.\n\nThe street continues south into the heart of town, or north towards the mountain and the glacier. A track for a floating train cuts southeast between the buildings.\n\nThe rings in the southern sky are partly obscured by the buildings on the horizon, but are still bright enough to catch the eye.", "endoftext": false }, { "action": "You look at the track", "response": "The tracks run away between the houses, heading southeast towards southern settlements and eventually to Tanhua. They stop at the edge of Broad Street, so this must be the end of the line for any supplies or visitors being brought up from the south -- though presumably there is a larger station and a proper loading and unloading dock elsewhere.", "endoftext": false }, { "action": "You go to the south", "response": "After a few minutes of walking, you reach an area with Colonists around. You carefully don't stare at them as they carefully do not stare at you. But from the sides of your eyes you watch how they float a few inches off the ground; how they do not touch things.\n\nThe street runs north/south, so that you have an uninterrupted view of Cordia Peak, and the leading edge of the glacier at the northern edge of town.\n\nBoth sides of the street are built up. A substantial building of metal and glass lies to the east, houses to the west.\n\nThe ring system is mostly obscured by the grand solarium to the south, accessible through the insulating doors. The solarium is a huge domed structure to keep in as much heat and warmth as possible; the Earth embassy is inside.\n\nAt the center of the open space here is a monument shaped like a tusk or tooth.", "endoftext": false }, { "action": "You go south", "response": "The Grand Solarium is an enormous dome with an oval roof of glass and grown metalwork. Inside is a botanical garden, which, on this planet, is a kind of art museum. Each plot displays some invented shrub that would be illegal on Earth.\n\nThe southern end of the dome, where they grow edible crops, is hidden by a decorative screen of hanging flowers. The garden also continues to the east; away to the west is the front of the Earth Embassy, now your home.\n\nA double set of insulating doors leads north to the outdoors.", "endoftext": false }, { "action": "Go east", "response": "This area is set aside from the rest of the Solarium by a stone wall. There are no engineered plants that you recognize, only green grass. It smells like the Chicago suburbs in August.\n\nAt the center of the grass is a hexagonal stone dais large enough to elevate one person above the crowd.\n\nA few Colonists stand facing the center with the silent attitude of worshippers.", "endoftext": false }, { "action": "You examine the dais", "response": "It is carved. It's also old. Along one edge of the hexagon it reads (in English): \"RIP Peter Long, Director of High-Risk Research\".", "endoftext": false }, { "action": "You consult computer about Peter", "response": "Your search turns up the following entries from Valenti's personal log:\n\nfour months ago: More research. My Charla seems to have been married to Peter Long. Wish I had a clearer idea of what Peter Long was up to.\n\nfour months ago: So. Put together the archive files on Charla and her companion Peter Long here. I have what appear to be six versions of the same events, recorded in distinctly stylized and different forms -- including what looks like an opera. (Or some perversion thereof.) I'd say they were literary reworkings but no, they seem actually to be a convention-based compression of some original, now-lost data recording. The weird thing is that they don't all end the same way -- apparently the conventions of recording are allowed to override, for instance, matters of fact.\n\nfour months ago: Oh my. Cross-comparing the data and the compression algorithm information I could find I think I have worked my way to a fuzzy but more-accurate version of the original. Spent a good while in the archive building messing with the kiosks. Got to talk to A about this, find out if it is really true. If it is, we may end scuttling the whole treaty if I report what I found on Charla and Peter Long. Long is really the issue; it's just our bad bad bad bad bad luck that Charla's relatives are still alive and, worse, pushy about finding out what became of her.\n\nfour months ago: Amazing it never occurred to me to wonder exactly what happened when they lost Earth contact here. Peter Long's solution seems obvious. In retrospect.\n\nthree months ago: Long talk with A, and she essentially confirmed for me what I had already pieced together, though with some bits that I hadn't quite understood about Peter and Charla. And then I got rid of the recordings. The destruction of data, a slippery slope. This was much bigger than getting rid of Yamashita's correspondence disc but it felt less awful, somehow. This is something I cannot, cannot report back if I want these people saved. And increasingly I do. Even my infuriating assistant.\n\ntwo months ago: Funny sort of personal conversation with A. Turns out that she is descended from Peter and Charla herself -- the whole A line is. This is such a strange thought to me. Apparently they're among the most human-like of the remaining lines (though with certain obligatory modifications, of course), which I suppose is why she was assigned to deal with us.\n\n27 days ago: Went to the Earth Sanctuary and heard a few songs. Strangely moving. One of them was in fact about old Peter. Felt like it was the play to catch the conscience, etc., except of course in this case I'm not the murderer and it's everyone else's conscience that really ought to be bothered, not mine. It was a good song, though. They got out the flint knife at the end -- it's a prop of this performance, I gather.", "endoftext": false }, { "action": "You consult the computer about Charla", "response": "Your search turns up the following entries from Valenti's personal log:\n\nseven months ago: Huge wad of demands from Earth that I do research to find people's missing ancestors. In my spare time from carving out a treaty, I am to look for someone's great-aunt Charla.\n\nfive months ago: More background research. Think I found the files on this Charla character, but they're very strange. All their historical data is preserved in severely lossy formats.\n\nfour months ago: More research. My Charla seems to have been married to Peter Long. Wish I had a clearer idea of what Peter Long was up to.\n\nfour months ago: So. Put together the archive files on Charla and her companion Peter Long here. I have what appear to be six versions of the same events, recorded in distinctly stylized and different forms -- including what looks like an opera. (Or some perversion thereof.) I'd say they were literary reworkings but no, they seem actually to be a convention-based compression of some original, now-lost data recording. The weird thing is that they don't all end the same way -- apparently the conventions of recording are allowed to override, for instance, matters of fact.\n\nfour months ago: Oh my. Cross-comparing the data and the compression algorithm information I could find I think I have worked my way to a fuzzy but more-accurate version of the original. Spent a good while in the archive building messing with the kiosks. Got to talk to A about this, find out if it is really true. If it is, we may end scuttling the whole treaty if I report what I found on Charla and Peter Long. Long is really the issue; it's just our bad bad bad bad bad luck that Charla's relatives are still alive and, worse, pushy about finding out what became of her.\n\nthree months ago: Long talk with A, and she essentially confirmed for me what I had already pieced together, though with some bits that I hadn't quite understood about Peter and Charla. And then I got rid of the recordings. The destruction of data, a slippery slope. This was much bigger than getting rid of Yamashita's correspondence disc but it felt less awful, somehow. This is something I cannot, cannot report back if I want these people saved. And increasingly I do. Even my infuriating assistant.\n\ntwo months ago: Funny sort of personal conversation with A. Turns out that she is descended from Peter and Charla herself -- the whole A line is. This is such a strange thought to me. Apparently they're among the most human-like of the remaining lines (though with certain obligatory modifications, of course), which I suppose is why she was assigned to deal with us.", "endoftext": false }, { "action": "You consult the computer about the knife", "response": "Your search turns up the following articles:\n\ngift symbolism: knife: Apparently, according to the etiquette files, any edged instrument is a symbol of restrictions, living under strict controls imposed by someone else, and dating back to clinical trials in which new genetic lines deemed to be failing their intended purpose were slaughtered with a knife. This practice is now called flushing and does not require a blade, but the associations remain.\n\nYour search turns up the following entries from Valenti's personal log:\n\nseven weeks ago: Liam told me about the flint knife in the Earth Sanctuary. Turns out it wasn't brought by us (always thought that a really odd thing to send) but they brought it here from Earth themselves. There's some sort of gloomy symbolism there which, as usual, he couldn't bring himself to explain directly. A less useful assistant would be difficult to find.\n\n27 days ago: Went to the Earth Sanctuary and heard a few songs. Strangely moving. One of them was in fact about old Peter. Felt like it was the play to catch the conscience, etc., except of course in this case I'm not the murderer and it's everyone else's conscience that really ought to be bothered, not mine. It was a good song, though. They got out the flint knife at the end -- it's a prop of this performance, I gather.", "endoftext": false }, { "action": "You look at the colonists", "response": "Quiet and thoughtful.", "endoftext": false }, { "action": "Go east", "response": "From here, you can go west (to grand solarium).", "endoftext": false }, { "action": "Go west", "response": "The Grand Solarium is an enormous dome with an oval roof of glass and grown metalwork. Inside is a botanical garden, which, on this planet, is a kind of art museum. Each plot displays some invented shrub that would be illegal on Earth.\n\nThe southern end of the dome, where they grow edible crops, is hidden by a decorative screen of hanging flowers. The garden also continues to the east; away to the west is the front of the Earth Embassy, now your home.\n\nA double set of insulating doors leads north to the outdoors.", "endoftext": false }, { "action": "Go west", "response": "You wander between plots: what catches your eye this time is vines growing tablet-like medicinal berries.\n\nYou stand at the eastern end of a shallow rectangular pool -- no doubt part of the reason the air is softer and more humid here than it was outside. The Embassy is just west of here, at the far end of the pool.\n\nIf you look down, you catch the reflection in the surface, and a number of small red fish swimming around, in formation, making symbols which you cannot read.", "endoftext": false }, { "action": "Go south", "response": "From here, you can go west (to the front stairs) or east (to grand solarium).", "endoftext": false }, { "action": "You look at the orange", "response": "Short orange trees growing in tubs next to the staircase. They have glossy dark leaves and orange fruit.", "endoftext": false }, { "action": "You consult the computer about the float unit", "response": "Your search turns up the following articles:\n\nFloat technology and human adaptation: The article describes, with pictures, the float units built for humans who want to replicate the colonists' natural floating abilities. A supply of these were apparently built for the use of ambassadors and stored in the basement of the Embassy, since it was observed that humans tended to break them at a high rate.\n\nThere isn't any personal data available from logs or annotations.", "endoftext": false }, { "action": "You go to the south", "response": "Little more than a chilly concrete box. It continues some distance to the north.\n\nSomething resembling the root system of Yggdrasil covers the south wall; from close up it appears to be a complex heating system with pipes and tubes.\n\nA personal float unit hovers three inches off the floor at the middle of the room.\n\nMentally you check off \"find a working float unit\" on your list of remaining tasks. You run over the things various people have decided you ought to do:\nacquire vaccine from the research facility (HC's orders)\nwear white jacket (Valenti's idea)\nsummon Liam and show him the gift box\nmeet with Ambassador Aylene to present your gift", "endoftext": false }, { "action": "You get the unit", "response": "It is not designed to be lifted, only ridden. The outer shell is extremely dense.", "endoftext": false }, { "action": "Ride unit", "response": "Reminding yourself that you have never yet broken your neck on one of these things, you put your left foot onto the float unit and attempt to take your right foot off the floor.\n\nNaturally, being frictionless, it glides away, and you fall into a painful split.\n\nThe good thing about this, remember, is that you're alone down here. Plenty of opportunity to try again.", "endoftext": false }, { "action": "Ride unit", "response": "You circle the float unit a few times, sizing it up. When it looks most helpless and unsuspecting, you hop on.\n\nIt dips, wobbles, tries to dodge -- but you master it. Yes. You are aboard.", "endoftext": false }, { "action": "You examine unit", "response": "The purpose of the float unit is to allow you to do awkwardly what the natives do well: hover a few inches off the ground (or water). It consists of an oval platform four or five inches thick and made of dense material, with a reservoir for floatpoints inside. There is also a dial on one side. The unit currently hovers three inches off the floor.", "endoftext": false }, { "action": "You examine dial", "response": "A small dial, unlabeled but presumably meant to control the floatation of the unit.", "endoftext": true }, { "action": "Look around", "response": "Utility Room (on the personal float unit)\nLittle more than a chilly concrete box. It continues some distance to the north.\n\nSomething resembling the root system of Yggdrasil covers the south wall; from close up it appears to be a complex heating system with pipes and tubes.", "endoftext": false }, { "action": "You examine the system", "response": "A curious combination of metal and organics. A potbellied brass shell contains a living organism with pinkish, sparsely-furred flesh visible at the openings. Metal pipes lead out of the shell into the walls, and a metal switch controls whether it is on or off. There's an intake gill along the front, also made of metal.\n\nThe only thing not protected by metalwork is the heater's mouth, which has a black beak as long as your hand.", "endoftext": false }, { "action": "You go north", "response": "Basement (on the personal float unit)\nUnlike the upper levels of the Embassy, the basement is built for practical purposes, and resembles the inside of a concrete cigar box. It continues to the south, dimly lit and cold.\n\nAlong the west wall, a chute from above empties into a large metal container.", "endoftext": false }, { "action": "Go upwards", "response": "Museum (on the personal float unit)\nThe Museum is a presentation on Earth -- geography, culture, and everything else. The selection is idiosyncratic, but apparently compelling, to judge by the healthy crowd currently looking it over.\n\nTo one side there is a ramp leading down. The studious way the crowd ignores this ramp suggests that they consider it private space.\n\nA map of Earth covers the east wall, so large that you can barely reach across South America with both arms outstretched. It has attracted several groups of interested visitors, who are pointing out to each other details of the topography of Mongolia and making excited gestures at the Sahara.\n\nThere is a display case in the middle of the room.\n\nThe widget readout changes to SOC 15.8891, POW 20.19617, INT 12.0329.", "endoftext": false }, { "action": "You go south", "response": "Embassy Foyer (on the personal float unit)\nLike most buildings here, the Embassy is built with an eye for organic color and form: windows and doorways framed with curved ironwork, accents of bright enamel, wooden floors grown in place. All conspicuously wasteful of both materials and labor. It might be intended to make Earth representatives uncomfortable, or it might be meant as an honor, or it might be an advertisement for a standard of living that Earth lost some time ago. Too hard to tell.\n\nThere's a large Receiving Room to the west. Less prominent rooms lie north and south -- the south with a locked private door, the north an archway offering a mercifully limited view of the \"Museum\". Shallow stairs, almost a ramp, rise to a second story.", "endoftext": false }, { "action": "You go to the west", "response": "Receiving Room (on the personal float unit)\nNone of the rooms of the Embassy are ordinary, but this one is spectacular: the floor glittering with blue and gold glass, the vault a basketry of interwoven branches of interwoven branches. The lower half of the wall is covered with feathers, yellow and deep blue, like a parrot's.\n\nSomething like a glass flower grows from the wall, a disguised bracket for holding a recording machine.", "endoftext": false }, { "action": "You look at the flower", "response": "It looks like a glass tulip with a round red seed in it.", "endoftext": false }, { "action": "You look at the seed", "response": "It looks like a round red seed. You've seen these before, on the ship over: they're recording devices that mature as they fill up with data, and will show their contents when squeezed. It is around the size of an apricot pit.", "endoftext": false }, { "action": "You examine the feathers", "response": "They have the gloss of real feathers, and that doesn't change the complete strangeness of having them there. The whole room seems like a thematic allusion to a lost Amazonian jungle, as interpreted by aesthetes with no experience of a natural biome of any kind. Which is true.", "endoftext": false }, { "action": "You think", "response": "You run over the things various people have decided you ought to do: acquire vaccine from the research facility (HC's orders)\nwear white jacket (Valenti's idea)\nsummon Liam and show him the gift box\nmeet with Ambassador Aylene to present your gift", "endoftext": false }, { "action": "You go north", "response": "Museum (on the personal float unit)\nThe Museum is a presentation on Earth -- geography, culture, and everything else. The selection is idiosyncratic, but apparently compelling, to judge by the healthy crowd currently looking it over.\n\nTo one side there is a ramp leading down. The studious way the crowd ignores this ramp suggests that they consider it private space.\n\nA map of Earth covers the east wall, so large that you can barely reach across South America with both arms outstretched. It has attracted several groups of interested visitors, who are pointing out to each other details of the topography of Mongolia and making excited gestures at the Sahara.\n\nThere is a display case in the middle of the room.", "endoftext": false }, { "action": "Open case", "response": "You open the display case.", "endoftext": false }, { "action": "You get the card", "response": "Picking the pink card up is challenging because, you discover, it's embedded with a couple of floatpoints -- probably a security-override device. You can grasp it by the edges, though.", "endoftext": false }, { "action": "You look at it", "response": "The pink card appears to say cure/serum fatal-sickness primitive borrowed -- research center room 58 -- card-that-grants-access.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na pink card\na kumquat\na puffy white jacket\na silver kiddush cup\nsome fuzzy bunny slippers\na yellow paper note\na mail packet\nan empty gift box\na handheld computer (in which is a data disk)\na grey widget saying SOC 15.6347, POW 20.42796, INT 12.0493\na magnificent ensemble of flowing scarlet robe, chronometer, grey undersuit, shoes, and socks", "endoftext": false }, { "action": "Go east", "response": "Front Stairs (on the personal float unit)\nThe Embassy proper is directly west. The entrance is flanked by orange trees, familiar and earthly.\n\nFrom the top of the Front Stairs you have an excellent view of the whole interior of the Solarium, the sunlight catching in the curved triangular panes of glass.\n\nEast, at the bottom of the stairs, is the mirror-glass of the pool. Beyond it the botanical garden has a structure invisible from the inside.", "endoftext": false }, { "action": "Go east", "response": "You urge the float unit east down the stairs: quickly it gathers speed and sends you shooting across into the middle of...\n\nReflecting Pool (on the personal float unit)\nOn the float unit, you are able to float above the water. The water underneath the float unit goes flat. The fish bump into the surface and bounce off as if from a sheet of aquarium glassthe western end of a shallow rectangular pool -- no doubt part of the reason the air is softer and more humid here than it was outside. The garden paths open at the east end of the pool; the Embassy is west, at your back.\n\nIf you look down, you catch the reflection in the surface, and a number of small red fish swimming around, in formation, making symbols which you cannot read.", "endoftext": false }, { "action": "Go east", "response": "You wander between plots: what catches your eye this time is purplish moss several inches deep but with no identifiable purpose.\n\nGrand Solarium (on the personal float unit)\nThe Grand Solarium is an enormous dome with an oval roof of glass and grown metalwork. Inside is a botanical garden, which, on this planet, is a kind of art museum. Each plot displays some invented shrub that would be illegal on Earth.\n\nThe southern end of the dome, where they grow edible crops, is hidden by a decorative screen of hanging flowers. The garden also continues to the east; away to the west is the front of the Earth Embassy, now your home.\n\nA double set of insulating doors leads north to the outdoors.", "endoftext": false }, { "action": "You go north", "response": "You head out of the Solarium and down a brief slope, into the clearing at the center of town.\n\nClearing (on the personal float unit)\nThe street runs north/south, so that you have an uninterrupted view of Cordia Peak, and the leading edge of the glacier at the northern edge of town.\n\nBoth sides of the street are built up. A substantial building of metal and glass lies to the east, houses to the west.\n\nThe rings in the southern sky are partly obscured by the buildings on the horizon, but are still bright enough to catch the eye.\n\nA double set of insulating doors leads south into a huge glass and metal dome, a greenhouse and Solarium where most of the local population now lives; the Embassy is inside.\n\nAt the center of the open space here is a monument shaped like a tusk or tooth.", "endoftext": false }, { "action": "Go east", "response": "Research Facility (on the personal float unit)\nThe lobby of the building is surprisingly open: you would have expected security and a receptionist. But there are no industrial secrets to protect.\n\nMounted on the east wall are colorful project proposals.\n\nA baffling number of doors lead out to smaller rooms around the perimeter of the central space. They are all protected by security fields, so that you can't even approach them without a way to breach the barrier.\n\nA glance around reveals a Door 58 to the northeast.", "endoftext": false }, { "action": "You examine the proposals", "response": "Several different proposals of varying complexity: at one end, in childlike handwriting, is a proposal with sketches of fish; at the other, something about colonist eye color and brain function, with many pages of additional notes. You also note one with what looks like a map of Africa.", "endoftext": true }, { "action": "You go downwards", "response": "The float unit lets you hover off the ground. It does not let you pass through walls or give you access to restricted areas. From here, you can go west (to the clearing) or northeast.", "endoftext": false }, { "action": "You go to the northeast", "response": "You walk to the door and hesitate. The etiquette of the situation is unclear. On the one hand, it's impolite to knock. On the other, you do have a card which grants you the right to enter, and which deactivates the security field. So it must be all right...\n\nYou step through the field, which here is translucent grey...\n\nPrivate Laboratory (on the personal float unit)\nA room outfitted with lab desk, lab drawer, a recycling chute, and assorted equipment. It's immediately obvious what kind of experimentation that takes place here. The walls are a shrine to humans -- and not to the human genome, which would be comprehensible, but to human society. Some still shots from Chinese television, a sketch of Stonehenge, a landscape recognizably New Zealand...\n\nThe door out leads southwest.\n\nBeside the lab desk is a female scientist, perhaps in her teens.\n\nShe greets you with a stream of words you don't understand, and bows deep.\n\nShe greets you with a stream of words you don't understand, and bows deep.\n\nShe greets you with a stream of words you don't understand, and bows deep.\n\nShe greets you with a stream of words you don't understand, and bows deep.\n\nShe greets you with a stream of words you don't understand, and bows deep.\n\nShe greets you with a stream of words you don't understand, and bows deep.\n>--> The scene change machinery is stuck.\n\nShe greets you with a stream of words you don't understand, and bows deep.\n\nShe greets you with a stream of words you don't understand, and bows deep.\n\nShe greets you with a stream of words you don't understand, and bows deep.\n\nShe greets you with a stream of words you don't understand, and bows deep.\n\nShe greets you with a stream of words you don't understand, and bows deep.\n\nShe greets you with a stream of words you don't understand, and bows deep.\n>--> The scene change machinery is stuck.", "endoftext": false }, { "action": "You get off", "response": "You get off the personal float unit.\n\nThe lobby is an open oval room, with no security or reception desk.\n\nMounted on the east wall are colorful project proposals.\n\nA baffling number of doors lead out to smaller rooms around the perimeter of the central space. They are all protected by security fields, so that you can't even approach them without a way to breach the barrier.\n\nA glance around reveals a Door 58 to the northeast.\n\nA personal float unit hovers three inches off the floor at the middle of the room.", "endoftext": false }, { "action": "Go northeast", "response": "You walk to the door and hesitate. The etiquette of the situation is unclear. On the one hand, it's impolite to knock. On the other, you do have a card which grants you the right to enter, and which deactivates the security field. So it must be all right...\n\nYou step through the field, which here is translucent grey...\n\nA room outfitted with lab desk, lab drawer, a recycling chute, and assorted equipment. It's immediately obvious what kind of experimentation that takes place here. The walls are a shrine to humans -- and not to the human genome, which would be comprehensible, but to human society. Some still shots from Chinese television, a sketch of Stonehenge, a landscape recognizably New Zealand...\n\nThe door out leads southwest.\n\nBeside the lab desk is a female scientist, perhaps in her teens.\n\nShe greets you with a stream of words you don't understand, and bows deep.", "endoftext": false }, { "action": "You show the pink card to the scientist", "response": "Someone, someone must have made this creature on purpose to attract humans. It is what makes sense. Perhaps because they knew that it would be that much harder to refuse help to a colonist who looked like this... Ignoring your less respectable urges, you hand the pink card over to her.\n\nShe holds up a finger as though to say: wait. And reaching into her cleavage, she removes a tiny man, whom she sets down on the desk. It looks alive, after a fashion. You have heard of these things, little living models with almost no intelligence -- but you'd never seen one before.\n\nShe gets out some small ration bars and feeds them to the tiny man, who eats ravenously, making faces. \"See?\" her expression seems to say. \"It is just like one of you people.\"\n\nBut of course it isn't: it is like a human who has been a bit modified. He floats a bit over the table, for all that he looks like a little person.", "endoftext": false }, { "action": "You look at the scientist", "response": "Lolita is your first thought. She has the long sweet limbs, the faunlike brown eyes that meet yours and dart away. The most alien features of the Colonists are subdued in her, leaving only a subtle exoticism you can hardly stop looking at. And the longer you look, the less sure you are whether she's really that young, or just some perfectly tuned ideal of innocence.\n\nThey made her like that on purpose.\n\nHaving eaten to the point where his stomach is distended, the model man lies down, curls up, and begins to snore a tiny, insect-like snore.\n\nThe girl -- no, scientist -- turns to you and says something long-winded. Though you can't understand the words, the gist is plain enough: do you like it? Are you interested? Do you want one of your very own? How about we install some floatpoints in your kind?\n\nAn offer of what they might do if you let them come back to Earth, perhaps -- if a very naive one.", "endoftext": true }, { "action": "Look around", "response": "A room outfitted with lab desk, lab drawer, a recycling chute, and assorted equipment. It's immediately obvious what kind of experimentation that takes place here. The walls are a shrine to humans -- and not to the human genome, which would be comprehensible, but to human society. Some still shots from Chinese television, a sketch of Stonehenge, a landscape recognizably New Zealand...\n\nThe door out leads southwest.\n\nBeside the lab desk is a female scientist, perhaps in her teens.\n\nOn the lab desk is a tiny man.", "endoftext": false }, { "action": "You look at the tiny man", "response": "A small man, only about six inches tall. He looks uncannily like Valenti. He also has tiny floatpoints in his hands and feet, like a Colonist.", "endoftext": false }, { "action": "You point at the pink card", "response": "You hand the pink card over to her.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na kumquat\na puffy white jacket\na silver kiddush cup\nsome fuzzy bunny slippers\na yellow paper note\na mail packet\nan empty gift box\na handheld computer (in which is a data disk)\na grey widget saying SOC 15.1968, POW 20.3036, INT 12.83424\na magnificent ensemble of flowing scarlet robe, chronometer, grey undersuit, shoes, and socks", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na kumquat\na puffy white jacket\na silver kiddush cup\nsome fuzzy bunny slippers\na yellow paper note\na mail packet\nan empty gift box\na handheld computer (in which is a data disk)\na grey widget saying SOC 15.4096, POW 20.55699, INT 12.5532\na magnificent ensemble of flowing scarlet robe, chronometer, grey undersuit, shoes, and socks", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\na kumquat\na puffy white jacket\na silver kiddush cup\nsome fuzzy bunny slippers\na yellow paper note\na mail packet\nan empty gift box\na handheld computer (in which is a data disk)\na grey widget saying SOC 15.62523, POW 20.2845, INT 12.8258\na magnificent ensemble of flowing scarlet robe, chronometer, grey undersuit, shoes, and socks", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na kumquat\na puffy white jacket\na silver kiddush cup\nsome fuzzy bunny slippers\na yellow paper note\na mail packet\nan empty gift box\na handheld computer (in which is a data disk)\na grey widget saying SOC 15.45731, POW 20.5972, INT 12.7031\na magnificent ensemble of flowing scarlet robe, chronometer, grey undersuit, shoes, and socks", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na kumquat\na puffy white jacket\na silver kiddush cup\nsome fuzzy bunny slippers\na yellow paper note\na mail packet\nan empty gift box\na handheld computer (in which is a data disk)\na grey widget saying SOC 15.0602, POW 20.42245, INT 12.39727\na magnificent ensemble of flowing scarlet robe, chronometer, grey undersuit, shoes, and socks", "endoftext": true }, { "action": "Look around", "response": "A room outfitted with lab desk, lab drawer, a recycling chute, and assorted equipment. It's immediately obvious what kind of experimentation that takes place here. The walls are a shrine to humans -- and not to the human genome, which would be comprehensible, but to human society. Some still shots from Chinese television, a sketch of Stonehenge, a landscape recognizably New Zealand...\n\nThe door out leads southwest.\n\nBeside the lab desk is a female scientist, perhaps in her teens.\n\nOn the lab desk is a tiny man.", "endoftext": false }, { "action": "You take the pink card", "response": "That seems to belong to the female scientist.", "endoftext": false }, { "action": "You look at the drawer", "response": "You can't get it open. No authorization.", "endoftext": false }, { "action": "You examine the chute", "response": "A chute for the disposal of wastes from the lab.", "endoftext": false }, { "action": "You ask the scientist for the pink card", "response": "Anything you might say in English -- or any other language you know, for that matter -- would be pretty much incomprehensible here. Unless you found a scholar of ancient languages, but as far as you can tell, they don't go in for that.", "endoftext": false }, { "action": "You think", "response": "You run over the things various people have decided you ought to do: acquire vaccine from the research facility (HC's orders)\nwear white jacket (Valenti's idea)\nsummon Liam and show him the gift box\nmeet with Ambassador Aylene to present your gift", "endoftext": false }, { "action": "You consult the computer about the vaccine", "response": "Your search turns up the following articles:\n\nHigh Command: An extremely circumspect article describing how, in the later years of the plague, the international quarantine authority in North America became a de facto government and managed the distribution not only of vaccine (once available) but also of other essential resources. All hints of controversy are omitted.\n\nplague: Billions of deaths, infection rates most severe in the less developed countries; revolutions and crumbling infrastructure; the regress of technology. This is why High Command wants back the Aleheart population. Fear of contaminating the environment with engineered flora and fauna seems insignificant now in the face of such medical sophistication -- an insurance against the same ever happening again. The vaccine exists, of course, and is produced in great quantity still, though it is very expensive to make.\n\nThere isn't any personal data available from logs or annotations.", "endoftext": false }, { "action": "You take the tiny man", "response": "You gingerly pick up the tiny man, thinking that Kruger would have an aneurysm if he saw this thing. The girl seems to read this as encouragement, though. Perhaps this is her research project, her final thesis. Depressing thought.\n\nThe little man is warm in the palm of your hand, like a hamster.\n\nEvidently feeling that she need not keep you any longer, she also gets out the vaccine sample and hands it over to you.\n\nMentally you check off \"acquire vaccine from the research facility (HC's orders)\" on your list of remaining tasks. You run over the things various people have decided you ought to do:\nwear white jacket (Valenti's idea)\nsummon Liam and show him the gift box\nmeet with Ambassador Aylene to present your gift", "endoftext": false }, { "action": "You examine the vaccine", "response": "You recognize this -- and how could one not? The writing on the outside of the glass bottle has faded, and the contents perhaps degenerated with time, but the bulbous bottle shape, the sigil of High Command on the cap, the blue-black tint of the liquid like ink, all are iconic now.", "endoftext": false }, { "action": "Leave", "response": "(heading southwest, since that is the only direction available)\n\nThe lobby is an open oval room, with no security or reception desk.\n\nMounted on the east wall are colorful project proposals.\n\nA baffling number of doors lead out to smaller rooms around the perimeter of the central space. They are all protected by security fields, so that you can't even approach them without a way to breach the barrier.\n\nA glance around reveals a Door 58 to the northeast.\n\nA personal float unit hovers three inches off the floor at the middle of the room.", "endoftext": false }, { "action": "Ride unit", "response": "You climb back on the float unit, increasingly confident.", "endoftext": false }, { "action": "Go west", "response": "Clearing (on the personal float unit)\nThe street runs north/south, so that you have an uninterrupted view of Cordia Peak, and the leading edge of the glacier at the northern edge of town.\n\nBoth sides of the street are built up. A substantial building of metal and glass lies to the east, houses to the west.\n\nThe rings in the southern sky are partly obscured by the buildings on the horizon, but are still bright enough to catch the eye.\n\nA double set of insulating doors leads south into a huge glass and metal dome, a greenhouse and Solarium where most of the local population now lives; the Embassy is inside.\n\nAt the center of the open space here is a monument shaped like a tusk or tooth.", "endoftext": false }, { "action": "Go south", "response": "Grand Solarium (on the personal float unit)\nThe Grand Solarium is an enormous dome with an oval roof of glass and grown metalwork. Inside is a botanical garden, which, on this planet, is a kind of art museum. Each plot displays some invented shrub that would be illegal on Earth.\n\nThe southern end of the dome, where they grow edible crops, is hidden by a decorative screen of hanging flowers. The garden also continues to the east; away to the west is the front of the Earth Embassy, now your home.\n\nA double set of insulating doors leads north to the outdoors.", "endoftext": false }, { "action": "You go west", "response": "You wander between plots: what catches your eye this time is a writing-desk-tree, spreading to a flat surface at about three feet.\n\nReflecting Pool (on the personal float unit)\nOn the float unit, you are able to float above the water. The water underneath the float unit goes flat. The fish bump into the surface and bounce off as if from a sheet of aquarium glassthe eastern end of a shallow rectangular pool -- no doubt part of the reason the air is softer and more humid here than it was outside. The Embassy is just west of here, at the far end of the pool.\n\nIf you look down, you catch the reflection in the surface, and a number of small red fish swimming around, in formation, making symbols which you cannot read.", "endoftext": false }, { "action": "Go west", "response": "Front Stairs (on the personal float unit)\nThe Embassy proper is directly west. The entrance is flanked by orange trees, familiar and earthly.\n\nFrom the top of the Front Stairs you have an excellent view of the whole interior of the Solarium, the sunlight catching in the curved triangular panes of glass.\n\nEast, at the bottom of the stairs, is the mirror-glass of the pool. Beyond it the botanical garden has a structure invisible from the inside.", "endoftext": false }, { "action": "You go west", "response": "Embassy Foyer (on the personal float unit)\nLike most buildings here, the Embassy is built with an eye for organic color and form: windows and doorways framed with curved ironwork, accents of bright enamel, wooden floors grown in place. All conspicuously wasteful of both materials and labor. It might be intended to make Earth representatives uncomfortable, or it might be meant as an honor, or it might be an advertisement for a standard of living that Earth lost some time ago. Too hard to tell.\n\nThere's a large Receiving Room to the west. Less prominent rooms lie north and south -- the south with a locked private door, the north an archway offering a mercifully limited view of the \"Museum\". Shallow stairs, almost a ramp, rise to a second story.", "endoftext": false }, { "action": "Foobar", "response": "Enter saved game to store: Ok.", "endoftext": false }, { "action": "Time", "response": "It is 4:20 pm -- here, anyhow.", "endoftext": false }, { "action": "You remove the red robe", "response": "You take off the long scarlet robe.", "endoftext": false }, { "action": "You wear the white jacket", "response": "You pull Valenti's white jacket on. The effect could be more flattering: the float-pins make it stand out around your torso as though inflated. You can't see, but it feels as though all your chest hair is being forced to lie flat. Breathing in is a challenge.\n\nMentally you check off \"wear white jacket (Valenti's idea)\" on your list of remaining tasks. You run over the things various people have decided you ought to do:\nsummon Liam and show him the gift box\nmeet with Ambassador Aylene to present your gift", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na vaccine sample\na tiny sleeping man\na kumquat\na silver kiddush cup\nsome fuzzy bunny slippers\na yellow paper note\na mail packet\nan empty gift box\na handheld computer (in which is a data disk)\na grey widget saying SOC 15.14945, POW 20.9361, INT 12.9797\na flowing scarlet robe\na humiliating outfit of puffy white jacket, chronometer, grey undersuit, shoes, and socks", "endoftext": false }, { "action": "You put vaccine in the box", "response": "You tuck the vaccine into the box.\n\nA flash of memory: A long line of people standing, closer together than strangers ever stand. Holding hands, sometimes kissing. Everyone wears their sleeves rolled up, their upper arms bare. Out in the middle of the square, two old men in drag are dancing a tango. A ring of girls has gathered to watch.\n\nYour mother stands beside you, periodically squeezing your elbow. \"Your father would have loved this,\" she says each time. She does not sound wistful, just overwhelmingly glad.\n\nFar off at the front of the line is a white pavilion with a blue-black logo stitched into the roof.", "endoftext": false }, { "action": "You show the gift box to Liam", "response": "Liam takes in your clothing, then looks into the box. \"Equal partnership, with a shared work in medical enterprises?\" he says. \"This is what you desire to propose to our Ambassador?\"", "endoftext": false }, { "action": "Yes", "response": "Liam bows and departs to make a few arrangements. You wait, and cool your heels. People come and go. Messages are sent. When everything is ready, you gather...\n\nReceiving Room (on the personal float unit)\nNone of the rooms of the Embassy are ordinary, but this one is spectacular: the floor glittering with blue and gold glass, the vault a basketry of interwoven branches of interwoven branches. The lower half of the wall is covered with feathers, yellow and deep blue, like a parrot's.\n\nThe heressa who must be Ambassador Aylene stands at the far end of the hall. The approach to her is flanked by two rows of witnesses. You hadn't anticipated that, somehow, though surely you should have. As for Liam, he is carefully in the corner, aligning himself neither with you nor with his own people.", "endoftext": false }, { "action": "You look at Aylene", "response": "You had been expecting someone slight and ephemeral-looking, but she is a tall woman and built proportionally, and reminds you of the pictures you have sometimes seen of proud African women from before the bad years. Only her eyes are wrong, not brown but something closer to golden.", "endoftext": false }, { "action": "You give the gift box to Aylene", "response": "Aylene receives the box and looks at the vaccine sample for a moment. She looks at you -- surprised, a little concerned, perhaps?\n\nThen she faces her audience and begins to speak.\n\n\"\n\nIt's not unpleasant to see Kruger grilling Valenti for a bit, rather than you. Though there's plenty of grilling to go around.\n\n\"It was always a bad idea to invite them to Earth as our inferiors,\" says Valenti stolidly. \"I would have arranged things differently if I had been the ambassador at the time, but I do believe this is the best thing David could have done with the options available to him.\"\n\n\"The idea that the Colonists work in collaboration with human scientists will not be received well at home,\" says Kruger.\n\n\"To understatement,\" Valenti replies, lifting his glass. He is drinking an anise liqueur he favors. You and Kruger watch him take another yellow sip. \"Are you going to change the deal? I should warn you that alteration to a contract is viewed with extreme disfavor in their society.\"\n\n\"Which is why you and David should have followed my advice in the first place!\" Kruger yells. \"I pulled Yamashita because she expressed reservations of conscience about what I was asking her to do, and I pulled you because I didn't trust you to follow orders, but I never thought David would go native on his first day there. What's wrong with you?\"\n\nValenti frowns into his glass, swirling the ice around. \"With respect, sir, you a few hours on Aleheart itself would have been enough to change your plans.\"\n\nKruger's face gradually loses the beet color. \"We gave the matter a great deal of thought,\" he says. \"Thought, study, polls, moral consultations. Also prayer, meditation, even a tarot reading or two, I'm told. Those were off the meeting record and on a strictly individual basis. But there is a female member of the commission who claims that a good tarot spread focuses her thinking.\"\n\n\"There are things you cannot reason out,\" Valenti says. \"When you're face-to-face with the colonists, you see how much they long to be back on Earth. They are afraid of our bad opinion, conscious that they are our descendants, and embarrassed by how primitive we seem to be. But they are also infatuated. There are some dissenters, but most would do whatever they could to be with us again. They will bend themselves to fit Earth. We do not have to force them to do anything.\"\n\nKruger glares out the window. He does not say anything.\n\nValenti catches your eye and raises his glass in a small salute.", "endoftext": false }, { "action": "Foobar", "response": "Enter saved game to load: Ok.", "endoftext": false }, { "action": "You ask the computer about the black", "response": "Your search turns up the following articles:\n\ncolor symbolism: black: The color of termination, worn to refuse an agreement; to propose corporate splits or divorce.\n\nThere isn't any personal data available from logs or annotations.", "endoftext": false }, { "action": "You go to Receiving", "response": "Receiving Room (on the personal float unit)\nNone of the rooms of the Embassy are ordinary, but this one is spectacular: the floor glittering with blue and gold glass, the vault a basketry of interwoven branches of interwoven branches. The lower half of the wall is covered with feathers, yellow and deep blue, like a parrot's.\n\nSomething like a glass flower grows from the wall, a disguised bracket for holding a recording machine.", "endoftext": false }, { "action": "You take the seed", "response": "Taken.", "endoftext": false }, { "action": "You put the kumquat in the bracket", "response": "The bracket is precisely shaped to hold only a small round recording machine.", "endoftext": false }, { "action": "You go to the basement", "response": "You hurry toward embassy foyer, the museum, and then the basement.\n\nBasement (on the personal float unit)\nUnlike the upper levels of the Embassy, the basement is built for practical purposes, and resembles the inside of a concrete cigar box. It continues to the south, dimly lit and cold.\n\nAlong the west wall, a chute from above empties into a large metal container.", "endoftext": false }, { "action": "Go south", "response": "Utility Room (on the personal float unit)\nLittle more than a chilly concrete box. It continues some distance to the north.\n\nSomething resembling the root system of Yggdrasil covers the south wall; from close up it appears to be a complex heating system with pipes and tubes.", "endoftext": false }, { "action": "You give the seed to the beak", "response": "You can only do that to something animate.", "endoftext": false }, { "action": "You put the seed in the beak", "response": "The heater tentatively opens its beak to admit the recording machine. Then it begins to chomp away. There are at first some sparks, droplets of flying juice, abortive beginnings of projections, but soon it is thoroughly destroyed and reduced to pure food form.", "endoftext": false }, { "action": "You squeeze the seed", "response": "An image begins to play, projecting itself:\n\nThe room is a mess, bits of things scattered around. The camera begins on a heressa you assume must be Aylene, a beautiful woman of apparently African descent, who floats as still as if she were anchored.\n\n\"Things like this,\" says Valenti forcefully, \"you don't predict. You choose without full knowledge, and make the choice good.\" He picks up a silvery streamer from the floor and plays at crumpling it.\n\nShe answers in her language, and the subtitle says: If it were me only.\n\nHe stuffs his hands into his pockets, streamer and all. \"It could be you only. With or without the treaty of cohabitation, I would still marry you.\"\n\nYour genes are bad. Why would I marry you?\n\n\"For pleasure.\"\n\nThe recording plays on: Valenti has stopped pacing and is watching her. She meets his eye and smiles a small smile. I do not know if I can walk all the rest of my life on dirt, even for you.\n\n\"It's mostly floors, really,\" Valenti says, fists held rigidly in pockets. \"The once-popular custom of walking barefoot in the dirt is a few hundred years behind us.\"\n\nOur greatest art is a disgusting offense on Earth. Do we go where we are despised?\n\n\"I know,\" he says. \"There are concessions I cannot make. If I tried, they would not be honored.\"\n\nHe gives the tormented streamer another pull, and it breaks apart in his hands with a flash of grey light; here the recording ends.", "endoftext": false }, { "action": "You go to the bedroom", "response": "You hurry toward the basement, the museum, embassy foyer, the hall, and then the bedroom.\n\nBedroom (on the personal float unit)\nThere's no real bed, only a stone platform, too short to accommodate your full height, in the center of the room. The sole gesture towards comfort is a pillow of Earth style, perhaps left here by Valenti. Aside from this, the place is unfurnished.\n\nA refreshment room is visible to the west, and the hallway is back to the south.\n\nYour suitcase lies open on the floor.", "endoftext": false }, { "action": "You take the seed", "response": "You already have that.", "endoftext": false }, { "action": "You go to the south", "response": "Hall (on the personal float unit)\nAt the top of the shallow stairs there is a spacious landing, with windows giving a view east across the Grand Solarium garden. Apparently past ambassadors have found this a pleasant place in which to read, because there is a small library of Earth books, otherwise impossible to get here.\n\nThe other interesting item is a chute in the wall, looking (like everything else here) as though it had grown as metal or bone into the wall.\n\nThe entry to your bedroom is to the north, and an office area to the south.\n\nThere are some ration bars and a squashed unripe seed on the floor.", "endoftext": false }, { "action": "You go to Kiosk", "response": "You hurry toward embassy foyer, the front stairs, the reflecting pool, grand solarium, the clearing, the broad street, ruined vineyard, and then kiosk.\n\nKiosk (on the personal float unit)\nThe kiosk is no larger than a contamination testing booth back on Earth.\n\nThe only thing of note here is a metal box, mounted on the wall at about shoulder-height, with a bonzai-sized tree growing out of the top.", "endoftext": false }, { "action": "Examine box", "response": "(the empty gift box)\nA decorative box, obviously made on Earth, enameled like a Faberge piece. The exterior is covered in a design of leaves and morning glories.", "endoftext": false }, { "action": "You look at the metal box", "response": "A machine titled DATA COMPRESSION AND STORAGE. There is a miniature tree growing out of the top, naked of foliage. On the front of the metal box are green and blue push-knobs, and a movable bronze pointer.\n\nOn the left side of the machine there is a funnel, the right size for inserting a recording fruit.", "endoftext": false }, { "action": "You look at the pointer", "response": "The green knob appears to say RECORD.\n\nThe four settings of the pointer are ORIGINAL, SCIENTIFIC, STORY, SOCIAL.\n\nThe pointer is currently set to story.", "endoftext": false }, { "action": "You put the unripe seed in the funnel", "response": "The damaged recorder rolls down inside the machine. There is a whirr like your mother's juicer on the first day of a new diet.", "endoftext": false }, { "action": "You set the pointer to the story", "response": "The bronze pointer is already aligned in that direction.", "endoftext": false }, { "action": "You set the pointer to scientific", "response": "The pointer turns with a heavy click. The selector now points to scientific.", "endoftext": false }, { "action": "You set the pointer to social", "response": "The pointer turns with a heavy click. The selector now points to social.", "endoftext": false }, { "action": "You set pointer to the blue", "response": "The pointer turns with a heavy click. The selector now points to original.", "endoftext": false }, { "action": "You set the pointer to the original", "response": "The bronze pointer is already aligned in that direction.", "endoftext": false }, { "action": "You examine the damaged fruit", "response": "It is evident (now) that this is one of those recorders that grows riper as it gets more full of information, and that something happened to it at a primitive stage of its growth. Probably Valenti could think of no place where people would be less likely to pry than his food cabinet.", "endoftext": false }, { "action": "You squeeze it", "response": "You squeeze the thing tentatively and it hisses sparks and juice, but then it begins to play, a projection hovering in the middle of the air:\n\nLiam is standing in a group with some others, in the Receiving Room, when Valenti walks in. DID YOU VOTE IN THIS MATTER? say projected English subtitles shakily.\n\nLiam shivers. Replacing the ambassador heressa? Everyone voted, my lord. We determined she does not make progress.\n\nThen Valenti grabs him by the middle of his robes where there are no floatpoints, and shoves violently. Liam falls hard on the sharp floor, mortified and astonished. Progress, Valenti repeats, dusting his hands.\n\nShe stays until Gift Day, Liam says, not trying to get up.\n\nValenti nods curtly and goes out; the other people in the group tactfully turn aside. Liam wipes the back of his mouth with his hand. After a moment he crawls to the corner and is sick.\n\nThe image flickers out, leaking warm juice from the recorder.", "endoftext": false }, { "action": "You put red seed in the funnel", "response": "The recording machine rolls down inside the machine. There is a whirr like your mother's juicer on the first day of a new diet.", "endoftext": false }, { "action": "You take kumquat", "response": "(the kumquat)\nTaken.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\ntwo kumquats\na damaged recorder\na vaccine sample\na tiny sleeping man\na puffy white jacket\na silver kiddush cup\nsome fuzzy bunny slippers\na yellow paper note\na mail packet\nan empty gift box\na handheld computer (in which is a data disk)\na grey widget saying SOC 15.79271, POW 20.83341, INT 12.5235\na magnificent ensemble of flowing scarlet robe, chronometer, grey undersuit, shoes, and socks", "endoftext": false }, { "action": "You look at the kumquats", "response": "There is a symbol reading SOCIAL COMPRESSION on the skin of the kumquat.", "endoftext": false }, { "action": "You examine the floatpoint", "response": "(first getting down so as not to kill yourself with foolish attempts at acrobatic prowess)\nYou get off the personal float unit.\n\nThe kiosk is no larger than a contamination testing booth back on Earth.\n\nA personal float unit hovers three inches off the floor at the middle of the room.\n\nThe only thing of note here is a metal box, mounted on the wall at about shoulder-height, with a bonzai-sized tree growing out of the top.\n\nThe contents might come out, and that would make a real mess.", "endoftext": false }, { "action": "You turn the dial", "response": "You reach down and twiddle the dial on the side of the float unit, feeling very much the master even of the most alien technology.\n\nThis feeling passes, however, when the dial sticks in place without adjusting anything.", "endoftext": false }, { "action": "You turn dial left", "response": "You struggle with the dial, exerting the strength developed in the powerful Earthly gravity...\n\n...and there is a snap like the shot of a gun, and the dial spins freely without effect.", "endoftext": false }, { "action": "You turn dial right", "response": "Whatever you did, it put an end to uses of the convenient dial. If you want to change the setting of the float unit, you'll have to do something with the contents of the reservoir by hand.", "endoftext": false }, { "action": "You look at the reservoir", "response": "(first getting down so as not to kill yourself with foolish attempts at acrobatic prowess)\nYou get off the personal float unit.\n\nThe kiosk is no larger than a contamination testing booth back on Earth.\n\nA personal float unit hovers three inches off the floor at the middle of the room.\n\nThe only thing of note here is a metal box, mounted on the wall at about shoulder-height, with a bonzai-sized tree growing out of the top.\n\nThe contents might come out, and that would make a real mess.", "endoftext": false }, { "action": "You examine the bonzai", "response": "A machine titled DATA COMPRESSION AND STORAGE. There is a miniature tree growing out of the top, naked of foliage. On the front of the metal box are green and blue push-knobs, and a movable bronze pointer.\n\nOn the left side of the machine there is a funnel, the right size for inserting a recording fruit.", "endoftext": false }, { "action": "You put tiny man in reservoir", "response": "The floatpoint reservoir is closed.", "endoftext": false }, { "action": "Open reservoir", "response": "The contents might come out, and that would make a real mess.", "endoftext": false }, { "action": "You put the little man in the funnel", "response": "You push the tiny sleeping man into the funnel. The machine fires it back out, as from a cannon.", "endoftext": true }, { "action": "You look at your surroundings", "response": "The kiosk is no larger than a contamination testing booth back on Earth.\n\nA personal float unit hovers three inches off the floor at the middle of the room.\n\nThe only thing of note here is a metal box, mounted on the wall at about shoulder-height, with a bonzai-sized tree growing out of the top.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\ntwo kumquats\na damaged recorder\na vaccine sample\na tiny sleeping man\na puffy white jacket\na silver kiddush cup\nsome fuzzy bunny slippers\na yellow paper note\na mail packet\nan empty gift box\na handheld computer (in which is a data disk)\na grey widget saying SOC 15.50803, POW 20.5871, INT 12.24329\na magnificent ensemble of flowing scarlet robe, chronometer, grey undersuit, shoes, and socks", "endoftext": false }, { "action": "You examine mail packet", "response": "Largely demands from people on Earth that Valenti pursue what happened to relatives long ago dead during the foundation of the Aleheart Colony. There's a particularly insistent batch about someone called Charla (the authors had apparently written to Valenti before, without satisfaction).", "endoftext": false }, { "action": "You consult the computer about the fruit", "response": "Your search turns up the following entries from Valenti's personal log:\n\nfour months ago: Appears that recording fruit retain everyone's social broadcasting as well as audio and visual -- the same stuff picked up by my live rock. Too bad it is not possible to read this off the recordings. Would be useful to record people and then study afterward what they really meant.", "endoftext": false }, { "action": "You consult computer about the rock", "response": "Your search turns up the following entries from Valenti's personal log:\n\nsix months ago: Aylene gave me a live rock! Which, in theory, calculates what everyone thinks of me, to many decimal places of accuracy (!). Don't think she realized what negative reinforcement this would be. Can't help experimenting with ways to make numbers go up and down. Bet I could crash all three to zero if I ran through the Solarium bareassed. Apparently the thing corresponds to a portion of the alien brain. I admit (if only to myself) that I find the concept disgusting. But I admit a lot to myself lately. I gather my predecessor talked to herself as well. I need some recordings of human speech or may go insane...\n\nfour months ago: Appears that recording fruit retain everyone's social broadcasting as well as audio and visual -- the same stuff picked up by my live rock. Too bad it is not possible to read this off the recordings. Would be useful to record people and then study afterward what they really meant.\n\nthree months ago: I tried asking her whether she can factor in my thoughts the same way her little live rock tracks everyone else's. She said no, I don't broadcast. She looked tremendously uncomfortable. I cannot say how smug this makes me.\n\nfive weeks ago: Is it possible that Liam is jealous of me because of Aylene? I find him lurking around after she's been here, looking sniffy and grim. Naturally Aylene's live rock doesn't offer any sort of data analysis function. That might be dangerously useful.\n\nfive weeks ago: Suppose I could feed recordings through social compression to get some idea what Feckless Assistant is thinking. Not sure I want to know, though. Despite live rock, this method feels a little like spying. Not to say I won't. Just that I'm not sure I will.", "endoftext": false }, { "action": "Examine widget", "response": "A plain grey device, fitted to the shape of the hand, on whose surface are three constantly flickering numbers: SOC 15.9316, POW 20.12017, INT 12.8573. SQUEEZE TO SUMMON AIDES. There is an inscription on the back, and it is in English: To LV from A3205.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\ntwo kumquats\na damaged recorder\na vaccine sample\na tiny sleeping man\na puffy white jacket\na silver kiddush cup\nsome fuzzy bunny slippers\na yellow paper note\na mail packet\nan empty gift box\na handheld computer (in which is a data disk)\na grey widget saying SOC 15.4806, POW 20.3531, INT 12.2608\na magnificent ensemble of flowing scarlet robe, chronometer, grey undersuit, shoes, and socks", "endoftext": false }, { "action": "You consult computer about Peter", "response": "Your search turns up the following entries from Valenti's personal log:\n\nfour months ago: More research. My Charla seems to have been married to Peter Long. Wish I had a clearer idea of what Peter Long was up to.\n\nfour months ago: So. Put together the archive files on Charla and her companion Peter Long here. I have what appear to be six versions of the same events, recorded in distinctly stylized and different forms -- including what looks like an opera. (Or some perversion thereof.) I'd say they were literary reworkings but no, they seem actually to be a convention-based compression of some original, now-lost data recording. The weird thing is that they don't all end the same way -- apparently the conventions of recording are allowed to override, for instance, matters of fact.\n\nfour months ago: Oh my. Cross-comparing the data and the compression algorithm information I could find I think I have worked my way to a fuzzy but more-accurate version of the original. Spent a good while in the archive building messing with the kiosks. Got to talk to A about this, find out if it is really true. If it is, we may end scuttling the whole treaty if I report what I found on Charla and Peter Long. Long is really the issue; it's just our bad bad bad bad bad luck that Charla's relatives are still alive and, worse, pushy about finding out what became of her.\n\nfour months ago: Amazing it never occurred to me to wonder exactly what happened when they lost Earth contact here. Peter Long's solution seems obvious. In retrospect.\n\nthree months ago: Long talk with A, and she essentially confirmed for me what I had already pieced together, though with some bits that I hadn't quite understood about Peter and Charla. And then I got rid of the recordings. The destruction of data, a slippery slope. This was much bigger than getting rid of Yamashita's correspondence disc but it felt less awful, somehow. This is something I cannot, cannot report back if I want these people saved. And increasingly I do. Even my infuriating assistant.\n\ntwo months ago: Funny sort of personal conversation with A. Turns out that she is descended from Peter and Charla herself -- the whole A line is. This is such a strange thought to me. Apparently they're among the most human-like of the remaining lines (though with certain obligatory modifications, of course), which I suppose is why she was assigned to deal with us.\n\n27 days ago: Went to the Earth Sanctuary and heard a few songs. Strangely moving. One of them was in fact about old Peter. Felt like it was the play to catch the conscience, etc., except of course in this case I'm not the murderer and it's everyone else's conscience that really ought to be bothered, not mine. It was a good song, though. They got out the flint knife at the end -- it's a prop of this performance, I gather.", "endoftext": false }, { "action": "You consult the computer about solution", "response": "Your search turns up the following entries from Valenti's personal log:\n\nfour months ago: Amazing it never occurred to me to wonder exactly what happened when they lost Earth contact here. Peter Long's solution seems obvious. In retrospect.", "endoftext": false }, { "action": "You consult the computer about the knife", "response": "Your search turns up the following articles:\n\ngift symbolism: knife: Apparently, according to the etiquette files, any edged instrument is a symbol of restrictions, living under strict controls imposed by someone else, and dating back to clinical trials in which new genetic lines deemed to be failing their intended purpose were slaughtered with a knife. This practice is now called flushing and does not require a blade, but the associations remain.\n\nYour search turns up the following entries from Valenti's personal log:\n\nseven weeks ago: Liam told me about the flint knife in the Earth Sanctuary. Turns out it wasn't brought by us (always thought that a really odd thing to send) but they brought it here from Earth themselves. There's some sort of gloomy symbolism there which, as usual, he couldn't bring himself to explain directly. A less useful assistant would be difficult to find.\n\n27 days ago: Went to the Earth Sanctuary and heard a few songs. Strangely moving. One of them was in fact about old Peter. Felt like it was the play to catch the conscience, etc., except of course in this case I'm not the murderer and it's everyone else's conscience that really ought to be bothered, not mine. It was a good song, though. They got out the flint knife at the end -- it's a prop of this performance, I gather.", "endoftext": false }, { "action": "You consult the computer about the contact", "response": "Your search turns up the following entries from Valenti's personal log:\n\nfive months ago: I wonder whether HC have done any psychological studies on the effects of isolating a single person without any human contact whatever. I can guess the outcome!\n\nfour months ago: Amazing it never occurred to me to wonder exactly what happened when they lost Earth contact here. Peter Long's solution seems obvious. In retrospect.", "endoftext": false }, { "action": "You consult the computer about flushing", "response": "Your search turns up the following articles:\n\nAleheart family structure: On Aleheart Colony marriage bears a strong resemblance to a corporate merger. Possessions, resources, and knowledge are pooled; the efficiency rating of the family unit is understood to be an average of the efficiency of all its members, with income determined accordingly, so that merger with a significantly less efficient partner is a sacrifice rarely made. Children are rated on a different scale, but their rating is also counted for the family starting at the age of four. This produces extra economic and social pressure towards flushing children who turn out to be lazy or ill-made.\n\ngift symbolism: knife: Apparently, according to the etiquette files, any edged instrument is a symbol of restrictions, living under strict controls imposed by someone else, and dating back to clinical trials in which new genetic lines deemed to be failing their intended purpose were slaughtered with a knife. This practice is now called flushing and does not require a blade, but the associations remain.\n\nYour search turns up the following entries from Valenti's personal log:\n\n28 days ago: Naturally after I read that I asked Aylene about it (if we're modeling our alliance on a marriage I'd rather not have \"marriage\" mean \"eugenics program\"). She says in practice there's hardly any \"flushing\". I still have some serious questions about this, but I think inasmuch as it applies to the current occasion we're looking rather at a joint stewardship of the resources available to both planets. HC should be able to live with that. I don't know whether the general population would be so enthusiastic, but the general population seems to think it's a point of principle not to make any concessions or in fact live in the real world in any way.", "endoftext": false }, { "action": "You consult the computer about history", "response": "Your search turns up the following articles:\n\nEurope: This could take a while to read, but as far as recent history is concerned, that territory is now mostly under the control of High Command, and still populated, though not nearly so thickly as it once was. There are a lot of crumbling suburbs all over the former first world, where no one wants to live any longer, because the lifestyle eats resources and the neighborhoods are lonely.\n\nEarth history (general): The recent history of Earth is not light reading, and it's hard to scan through the encyclopedia article without some sense of irritation; but it was prepared with the understanding that the computer might be taken and read by the Aleheart colony. Perhaps that is why it is so coy about the plague years, the desolation of Africa, Chinese separatism...\n\nYour search turns up the following entries from Valenti's personal log:\n\nthree months ago: I don't know why High Command likes this conditional adoption concept. For one thing, even if we do make them agree to do what we say for a while, we don't have the power to keep them in line by force, and if they resent us they'll eventually fight back. And second, segregating a minority culture and relegating it to some ghetto has a long history of being a horrible idea. HC does not think of these things?", "endoftext": false }, { "action": "You consult the computer about Aleheart", "response": "Your search turns up the following articles:\n\nAleheart Climate: The article is somewhat rough, since, though Earth has been running its own tests by probe and satellite on the viability of Aleheart's climate, most of its information comes from the statements of the Aleheart diplomatic structure. There are those paranoid enough to think that they might be fabricating the problem for unknown reasons.\n\nAleheart Colony: You've read the article before, but you refresh yourself on the major topics: how the Aleheart corporation grew large and powerful; how its forays into genetic experimentation came into conflict with many Earth laws; how Aleheart launched its own colony in order to have a place completely under its own jurisdiction. The rumors of human experimentation that trickled back to Earth made it difficult for Aleheart to continue operating at home at all, so instead the last employees were given a choice between layoff and emigration. Sometime after Aleheart Colony was established, it lost all contact with Earth, in the so-called Separation. The colony was picked up again only two years ago, orbiting a star in the wrong place, and so much changed that at first contact Earth-command thought it had heard from humanoid aliens.\n\nhuman genetic experimentation: There's no question, of course, that Aleheart has done things illegal on Earth -- far more extensively after all Earth contact was lost. The current population is the product of those changes; they've been changed in appearance and body shape, and probably in an assortment of personality traits. It is an open question whether they are still human enough for interbreeding, or whether they should now be considered a different species.\n\nSeparation: The separation of Earth and Aleheart Colony occurred for reasons as yet undetermined. Contact was re-established when Aleheart sent a message to Earth requesting a meeting.\n\nYour search turns up the following entries from Valenti's personal log:\n\nsix months ago: Oh, I feel I am losing touch. Don't know whether Kruger intends this: for a smart man he can be very stupid. What happens if you send to Aleheart someone with no living family or lovers on Earth, and no humans to talk to? Of course they're bound to go a little native: people are social.\n\nfive months ago: Have been doing the background research home people keep asking for, in attempt to stave off the suicidal gloom of winter, and because no one around here seems to want to do much in the mornings, when it is still so dark. Not that I blame them. But it turns out that the archives for Aleheart Corporation and the early days are terrible.", "endoftext": false }, { "action": "You consult the computer about Separation", "response": "Your search turns up the following articles:\n\nAleheart Colony: You've read the article before, but you refresh yourself on the major topics: how the Aleheart corporation grew large and powerful; how its forays into genetic experimentation came into conflict with many Earth laws; how Aleheart launched its own colony in order to have a place completely under its own jurisdiction. The rumors of human experimentation that trickled back to Earth made it difficult for Aleheart to continue operating at home at all, so instead the last employees were given a choice between layoff and emigration. Sometime after Aleheart Colony was established, it lost all contact with Earth, in the so-called Separation. The colony was picked up again only two years ago, orbiting a star in the wrong place, and so much changed that at first contact Earth-command thought it had heard from humanoid aliens.\n\nSeparation: The separation of Earth and Aleheart Colony occurred for reasons as yet undetermined. Contact was re-established when Aleheart sent a message to Earth requesting a meeting.\n\nFirst contact: First contact between Earth and Aleheart Colony after separation was the result of an Aleheart ship coming within cautious hailing distance of Earth. It remained in the solar system for several days before approaching directly. The crew then sent a message in rather simple English and Chinese, requesting the right to meet \"to get to know one another with an eye toward better friendship\".\n\nYour search turns up the following entries from Valenti's personal log:\n\nseven months ago: If you ask me, the separation was the result of some kind of boneheaded physics experiment they did themselves. Who knows? Of course they wouldn't say, if so. But where do they get the floatpoints from anyway? Collective act of will so they'd never have to touch anything ever again?\n\nthree months ago: Weird sort of nobility about the separation story. Wish I could tell someone. God, god, god. I might ask for a human assistant or something. But of course what good would that do? Burdening a second person's conscience wouldn't really improve matters, and besides, he or she might not agree with me about what to do. No, I should avoid that.", "endoftext": false }, { "action": "You consult the computer about the conscience", "response": "Your search turns up the following entries from Valenti's personal log:\n\nthree months ago: Weird sort of nobility about the separation story. Wish I could tell someone. God, god, god. I might ask for a human assistant or something. But of course what good would that do? Burdening a second person's conscience wouldn't really improve matters, and besides, he or she might not agree with me about what to do. No, I should avoid that.\n\n27 days ago: Went to the Earth Sanctuary and heard a few songs. Strangely moving. One of them was in fact about old Peter. Felt like it was the play to catch the conscience, etc., except of course in this case I'm not the murderer and it's everyone else's conscience that really ought to be bothered, not mine. It was a good song, though. They got out the flint knife at the end -- it's a prop of this performance, I gather.", "endoftext": false }, { "action": "You consult the computer about the nobility", "response": "Your search turns up the following entries from Valenti's personal log:\n\nthree months ago: Weird sort of nobility about the separation story. Wish I could tell someone. God, god, god. I might ask for a human assistant or something. But of course what good would that do? Burdening a second person's conscience wouldn't really improve matters, and besides, he or she might not agree with me about what to do. No, I should avoid that.", "endoftext": false }, { "action": "You consult the computer about Yamashita", "response": "Your search turns up the following articles:\n\nAmbassador Yamashita: You met Yamashita a few times before coming out here, but didn't get a strong impression of her, and her computer record is as tediously laudatory as you would expect; you lack the context to read between the lines. She spent several years here before honorably returning to Earth, apparently without doing anything other than sending home reams of reports. But possibly that was all there was to do here at the time.\n\nYour search turns up the following entries from Valenti's personal log:\n\neight months ago: Met my counterpart, the ambassador Aylene, today. Frankly, High Command should have left Yamashita here -- they probably did wonderfully having tea parties together and comparing fashion notes. Have never met another human -- no, strike that, because she isn't human. Have never met any person with so little emotional affect in speech and behavior. Not sure what gene modifications they made to her, but it is frightening.\n\neight months ago: Surprised and horrified by Yamashita's taste in office decor. Thought about donating hideous paintings to museum, but I worry this would lower us further in the opinion of the locals.\n\nsix months ago: Well. Have been going through Yamashita's correspondence disk. I have solved the mystery of the hideous paintings: they appear to be a gift from a lover back home, who painted them herself. I had not guessed Yamashita was interesting enough to have a secret lover Kruger doesn't know about.\n\nLover seems to be afflicted by residual plague nerve-degeneration too. I sense a conflict of interest! Wonder if Kruger did find out and yank Yamashita out for this reason? But since she doesn't seem to be languishing in disgrace, I don't know.\n\nfour months ago: Destroyed Yamashita's correspondence disk. Don't really want HC reprimanding her after the fact for relationship that was probably the one thing keeping her sane... Then again, when I look at the paintings... Oh well.\n\nthree months ago: Long talk with A, and she essentially confirmed for me what I had already pieced together, though with some bits that I hadn't quite understood about Peter and Charla. And then I got rid of the recordings. The destruction of data, a slippery slope. This was much bigger than getting rid of Yamashita's correspondence disc but it felt less awful, somehow. This is something I cannot, cannot report back if I want these people saved. And increasingly I do. Even my infuriating assistant.", "endoftext": true } ]
01efmfsk4r79mtks
The Edifice
Lucian P. Smith
[ "Historical", "Science Fiction" ]
[ "adaptive hints", "basic difficulty", "built-in hints", "constructed language", "cover art", "food", "horse", "IF Competition 1997", "IFComp Game", "IFComp Winner", "Inform 6", "language", "parser", "prehistory", "short length", "systematic puzzles", "walkthrough", "Xyzzy Awards 1997", "XYZZY Best Individual Puzzle", "XYZZY Best Puzzles" ]
1,997
[ 19, 39, 16, 4, 0 ]
78
3.935897
20090404
false
Something new in your everyday hunter-gatherer routine: where did this strange edifice come from? Dare you enter and explore the secrets of this... thing, or do you try to face your enemies? Like you have a choice.
[ { "action": "%", "response": "Life is pretty routine. Search for Food. Eat it. Hide from Enemies.\nIgnore the Others. Then one day, you notice a staggeringly tall\nEdifice, right here in the middle of the forest. Has it been here\nbefore?\n\n\n\nType INFO for hints and credits.\nPost-Competition Release, \nv6.14 Library 6/7\n\nHere, in the forest where you have spent your entire life, stands a\nhuge Edifice, reaching into the clouds high above you.\n\nThe Others are here, doing typically boring things.\n\nThough you can't see them, you sense your Enemies lurk nearby.\n\nYou can also see Rock here.", "endoftext": false }, { "action": "About yourself", "response": "You are well adapted to your environment. Your long arms and legs allow\nyou to easily climb and swing in trees; your fur makes it easier to\nwithstand the occasional cold night. Your colleagues seem to think your opposable thumbs make you look funny, which is why you spend so much\ntime alone, but all in all, they've worked out pretty well.", "endoftext": false }, { "action": "You examine the Rock", "response": "It's a rock. Unlike the Edifice, easily ignorable.", "endoftext": false }, { "action": "You take Rock", "response": "Taken.\n\nThe Others turn to stare at you, dumbfounded that anyone would think to\npick up an inedible object.", "endoftext": false }, { "action": "You eat the Rock", "response": "If you thought you were finding food when you picked this up, you were\nsadly mistaken.", "endoftext": false }, { "action": "You throw the Rock at Others", "response": "The Others avoid Rock easily, but watch you more warily.\n\nThe Others turn to stare at you, dumbfounded that anyone would think to\ntoss the rock.", "endoftext": false }, { "action": "You examine the enemies", "response": "Your Enemies have sharp teeth, and would like nothing better than to\neat you!", "endoftext": false }, { "action": "You look at Edifice", "response": "Here, in the forest where you have spent your entire life, stands a\nhuge Edifice, reaching into the clouds high above you.\n\nThe Others are here, doing typically boring things.\n\nThough you can't see them, you sense your Enemies lurk nearby.\n\nHere, in the forest where you have spent your entire life, stands a\nhuge Edifice, reaching into the clouds high above you.\n\nThe Others are here, doing typically boring things.\n\nThough you can't see them, you sense your Enemies lurk nearby.\n\nThe Edifice towers above you, shooting up through the trees of the\nforest. It is completely smooth, apart from some irregularities above a\ntall, shallow rectangular recess, carved into the stone. You don't\nremember seeing it here before today, but, then again, it's not food\nand it doesn't seem dangerous.\n\nA distant howl sends a chill down your spine.", "endoftext": false }, { "action": "You climb Edifice", "response": "The walls are much too smooth.", "endoftext": false }, { "action": "You examine the recess", "response": "The recess is slightly larger than you, and is flush with the ground at\nthe bottom of the Edifice. The stone which fills it is slightly darker\nthan the stone walls which surround it.", "endoftext": false }, { "action": "You throw the Rock at Edifice", "response": "Rock narrowly misses the irregularities above the recess.\n\nThe Others turn to stare at you, dumbfounded that anyone would think to\ntoss the rock.", "endoftext": false }, { "action": "You touch the recess", "response": "If anything, the stone within the recess is smoother and colder than\nthat of the rest of the tower.", "endoftext": false }, { "action": "You enter the recess", "response": "The recess is too shallow to enter.\n\nThe wind shifts, carrying your scent in a new direction.", "endoftext": false }, { "action": "You hit the recess", "response": "You sense a slight tremor of movement, but nothing more.\n\nWith a snarl and a leap, something dark and dangerous leaps out of the\nforest at you. The smell of particularly bad breath is the last thing\nyou remember.", "endoftext": false }, { "action": "No", "response": "That was a rhetorical question.", "endoftext": false }, { "action": "Waylay enemies", "response": "Your Enemies are too far away.", "endoftext": false }, { "action": "You ask Others about Edifice", "response": "The Others stare at you, confused.", "endoftext": false }, { "action": "You search Edifice", "response": "You find nothing of interest.\n\nA distant howl sends a chill down your spine.", "endoftext": false }, { "action": "You feel recess", "response": "You sense a slight tremor of movement, but nothing more.\n\nThe wind shifts, carrying your scent in a new direction.\n\nIf anything, the stone within the recess is smoother and colder than\nthat of the rest of the tower.", "endoftext": false }, { "action": "You examine the irregularities", "response": "One of the irregularities reminds you of a snake.\n\nYou feel sure that your Enemies have found your trail now.", "endoftext": false }, { "action": "You shake Edifice", "response": "You can't see any such thing.\n\n(first taking the Edifice)\nThat's fixed in place.\n\nWith a snarl and a leap, something dark and dangerous leaps out of the\nforest at you. The smell of particularly bad breath is the last thing\nyou remember.", "endoftext": false }, { "action": "You throw the Rock at the enemies", "response": "Your Enemies are too far away.\n\nWith a snarl and a leap, something dark and dangerous leaps out of the\nforest at you. The smell of particularly bad breath is the last thing\nyou remember.", "endoftext": false }, { "action": "You hide", "response": "Quickly, you scamper up a tree and swing over to a different one.\nRock-solid, you wait. Not long afterwards, one of your Enemies comes\nwandering out of the Forest, looking for you. It circles the tree you\nclimbed a few times, staring up into the branches. You hardly dare\nbreathe as it stops and scans the rest of the forest. Finally, with a\nlow growl, it moves away. Thankfully, you descend back to the ground.", "endoftext": false }, { "action": "You pick up Edifice", "response": "That's fixed in place.", "endoftext": false }, { "action": "You examine Edifice", "response": "The Edifice towers above you, shooting up through the trees of the\nforest. It is completely smooth, apart from some irregularities above a\ntall, shallow rectangular recess, carved into the stone. You don't\nremember seeing it here before today, but, then again, it's not food\nand it doesn't seem dangerous.", "endoftext": false }, { "action": "You jump", "response": "You jump on the spot, fruitlessly.", "endoftext": false }, { "action": "You climb Edifice", "response": "The walls are much too smooth.", "endoftext": false }, { "action": "You examine the recess", "response": "The recess is slightly larger than you, and is flush with the ground at\nthe bottom of the Edifice. The stone which fills it is slightly darker\nthan the stone walls which surround it.", "endoftext": false }, { "action": "You get the Rock", "response": "The Others stare at you, confused.\n\nYou already have that.\n\nThe Others turn to stare at you, dumbfounded that anyone would think to\npick up an inedible object.", "endoftext": false }, { "action": "You throw the Rock at the recess", "response": "That can't contain things.\n\nClang! A brash sound of stone on stone resounds from the recess. It\nbegins to fade and drop in pitch when the Edifice itself picks up on\nthe resonance. The clang transforms into a harsh throbbing, growing,\ndeepening, until the scenery itself seems to shimmer with the wavering. Finally, it settles back down. A small cloud of dust is settling where\nthe recess--was? The stone there is gone, replaced by a spongy\nblackness.\n\nRock lies on the ground in front of you, unblemished.\n\nThe Others turn to stare at you, dumbfounded that anyone would think to\ntoss the rock.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nUseful Rock", "endoftext": false }, { "action": "About yourself", "response": "You are well adapted to your environment. Your long arms and legs allow\nyou to easily climb and swing in trees; your fur makes it easier to\nwithstand the occasional cold night. Your colleagues seem to think your opposable thumbs make you look funny, which is why you spend so much\ntime alone, but all in all, they've worked out pretty well.", "endoftext": false }, { "action": "You touch the recess", "response": "If anything, the stone within the recess is smoother and colder than\nthat of the rest of the tower.", "endoftext": false }, { "action": "You touch yourself", "response": "Hesitantly, you step inside the Edifice,...\n\nGreen sunlight filters in from the west through the open recess,\nilluminating a small, round room, simple but totally foreign to you. A staircase (when did you learn that word?) winds up along the curved\nwall to another level above you, and, oddly, another doorway leads\neast, as if it would lead back into the forest.\n\nYou see etchings on the wall here, pictures of a grassland with a\nstream running through it, which adorn one panel on the wall next to\nthe door.\n\nThe simple door is closed.\n\nYou can't see any such thing.", "endoftext": false }, { "action": "You examine the etchings", "response": "Examining the panel near the door, you can see a man, wandering across\nthe plains, an animal of some sort, and a tall tree.", "endoftext": false }, { "action": "You look at door", "response": "The door seems to lead out the east side of the Edifice.", "endoftext": false }, { "action": "You touch panel", "response": "The etchings seem almost alive, as if dancing under your fingertips.", "endoftext": true }, { "action": "You look around", "response": "Green sunlight filters in from the west through the open recess,\nilluminating a small, round room, simple but totally foreign to you. A staircase (when did you learn that word?) winds up along the curved\nwall to another level above you, and, oddly, another doorway leads\neast, as if it would lead back into the forest.", "endoftext": false }, { "action": "You look at the staircase", "response": "You see etchings on the wall here, pictures of a grassland with a\nstream running through it, which adorn one panel on the wall next to\nthe door.\n\nThe simple door is closed.\n\nThat's not something you need to refer to in the course of this game.", "endoftext": false }, { "action": "You open the door", "response": "You open the simple door.", "endoftext": false }, { "action": "You go east", "response": "pass through the door.\n\nWell, this certainly isn't the Forest you've come to know and love. You\nare standing in the middle of a vast grassland, broken only by the\nincongruous stone arch you passed through on your way here. Through it,\nyou can see back into the dimly-lit Edifice to the west, a sharp\ncontrast to the bright sunlight all around you.\n\nListening closely, you can hear the sounds of running water away to the northeast.\n\nTo the east some kind of animal roams the countryside.\n\nA gentle breeze blows from the northeast, carrying a hint of pollen as\nit rustles through the grass, which bows in its wake.", "endoftext": false }, { "action": "About yourself", "response": "You're different. You are about as tall as a two-year-old sapling, and\nyour arms come down to about your knees. Walking upright is more\ncomfortable now, though you're hunched over. Your thin layer of hair\ndoes little to block the wind, but this doesn't seem to bother you.\nYour head seems to be bigger than it used to be in the Forest.\n\nYou feel a little thirsty.", "endoftext": false }, { "action": "Go northeast", "response": "Here you see the beginnings of a small spring.\n\nThe spring bubbles up out of the earth, and has turned the whole area\nhere quite muddy.\n\nTo the southeast some kind of animal roams the countryside.\n\nA gentle breeze blows from the northeast, carrying a hint of pollen as\nit whispers over the water.", "endoftext": false }, { "action": "Xyzzy", "response": "You mutter a nonsense word, and, surprisingly, the Edifice trembles in response! Everything else goes silent, and for a moment, it sounds as\nif the Edifice might collapse! Finally, it stills, and the world\nreturns to normal.\n\nYou seem to have created a Word of Power.", "endoftext": false }, { "action": "You examine the water", "response": "The spring bubbles up out of the earth, and has turned the whole area\nhere quite muddy.", "endoftext": false }, { "action": "Go southeast", "response": "The main feature of this area of the grassland is a large, squat,\nblackened Stump, evidently a victim of a past brush fire. The grasses\nwave around Stump, and one or two have taken root in the Stump itself.\nSome day, this will be little more than a rise in the countryside.\n\nListening closely, you can hear the sounds of running water to the\nnorth and east.\n\nTo the south some kind of animal roams the countryside.\n\nA gentle breeze blows from the northeast, carrying a hint of pollen as\nit rustles through the grass, which bows in its wake.", "endoftext": false }, { "action": "You examine Stump", "response": "Stump is slightly soft from years of decay.", "endoftext": false }, { "action": "You examine the grasses", "response": "The long grasses bend in the breeze.", "endoftext": false }, { "action": "Go east", "response": "The lush grassland to the west begins to peter out here, becoming more\nrocky, dry, and hilly.\n\nThe stream cascades down from a pool to the northwest, rushing away and thinning to the east. Wedged under a rock, you see a dead animal of\nsome sort, strangely distorted by the rushing water.\n\nTo the southwest some kind of animal roams the countryside.\n\nA gentle breeze blows from the northeast, carrying a hint of baked rock\nas it whispers over the water.", "endoftext": false }, { "action": "You examine the dead animal", "response": "This animal must have died a long time ago. It is completely\nunrecognizable.", "endoftext": false }, { "action": "You take it", "response": "The animal seems to be stuck in a crack at the bottom of the stream.\nBesides, the water here is probably completely contaminated anyway.", "endoftext": false }, { "action": "You search the dead animal", "response": "The animal is stuck at the bottom of the stream.", "endoftext": false }, { "action": "You go to the southwest", "response": "You are in the middle of an open grassland, the only visible tree far\nto the north. Despite your history of living in a forest, the wide open\nspace feels free and natural, as if you had spent your entire life\nhere.\n\nListening closely, you can hear the sounds of running water to the\nnorth.\n\nNearby, you see Beast, chewing contentedly on some grass.\n\nA gentle breeze blows from the northeast, carrying a hint of pollen as\nit rustles through the grass, which bows in its wake.\n\nBeast finishes cropping the grass in his area, and wanders across the\nplain up next to you.", "endoftext": false }, { "action": "You look at Beast", "response": "Beast is about three times your size, with a soft brown coat and nubs\nof horns on his head. He is currently next to you, chewing contentedly\non some grass.", "endoftext": false }, { "action": "Pet Beast", "response": "Carefully, you approach and touch Beast. His hide is thick and soft,\nand covers a rather plump body.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nUseful Rock", "endoftext": false }, { "action": "You ride Beast", "response": "You get a running start and attempt to leap on Beast. Unfortunately,\nBeast steps away at the last minute, and you end up on the ground.", "endoftext": false }, { "action": "You ride Beast", "response": "You get a running start and attempt to leap on Beast. Unfortunately,\nBeast steps away at the last minute, and you end up on the ground.\n\nBeast finishes cropping the grass in his area, and wanders across the\nplain up next to you.", "endoftext": false }, { "action": "You follow Beast", "response": "But Beast is right here!", "endoftext": false }, { "action": "You examine the grass", "response": "The long grasses bend in the breeze.\n\nYou're feeling rather parched.", "endoftext": false }, { "action": "You follow you", "response": "Beast has better things to do.", "endoftext": false }, { "action": "You go north", "response": "You wander through the grassland to the north.\n\nThe main feature of this area of the grassland is a large, squat,\nblackened Stump, evidently a victim of a past brush fire. The grasses\nwave around Stump, and one or two have taken root in the Stump itself.\nSome day, this will be little more than a rise in the countryside.\n\nListening closely, you can hear the sounds of running water to the\nnorth and east.\n\nTo the south Beast roams the countryside.\n\nA gentle breeze blows from the northeast, carrying a hint of pollen as\nit rustles through the grass, which bows in its wake.", "endoftext": false }, { "action": "You go north", "response": "The land here is divided by a stream, which has collected to form a\nwide, still pool.\n\nWeeds and long grasses choke the sides of the pool all around, but a\nlong, flat rock juts out into the pool, shaded by a tall tree to the\nnorth.\n\nTo the south Beast roams the countryside.\n\nA gentle breeze blows from the northeast, carrying a hint of pollen as\nit whispers over the water.", "endoftext": false }, { "action": "Drink pool", "response": "You push your way through the grass and rushes to get a drink, but you\nend up stirring up a lot of mud in the process. You take a drink, but\nit's not that satisfying.", "endoftext": false }, { "action": "You sit on Rock", "response": "(Flat Rock)\nYou get onto Flat Rock.", "endoftext": false }, { "action": "Drink pool", "response": "You crouch on the edge of the rock and drink deeply from the wide pool.\nIn the process, the rock you are squatting on gets wet, but your thirst\nis now completely satisfied.", "endoftext": false }, { "action": "You go to the north-east", "response": "You'll have to get off Flat Rock first.\n\nYour stomach growls.", "endoftext": false }, { "action": "You go outside", "response": "You get off Flat Rock.\n\nThe land here is divided by a stream, which has collected to form a\nwide, still pool.\n\nWeeds and long grasses choke the sides of the pool all around, but a\nlong, flat rock juts out into the pool, shaded by a tall tree to the\nnorth.\n\nTo the south Beast roams the countryside.\n\nA gentle breeze blows from the northeast, carrying a hint of pollen as\nit whispers over the water.", "endoftext": false }, { "action": "Go northeast", "response": "You can follow the stream west upstream or southeast downstream, or\nleave the stream north to the tree or south to open grassland.", "endoftext": false }, { "action": "You go north", "response": "The lush grassland to the south and southwest begins to get rocky here.\nJust at the border between grassland and rocks, a mighty Tree towers\nabove you.\n\nListening closely, you can hear the sounds of running water to the\nsouth.\n\nTo the south Beast roams the countryside.\n\nA gentle breeze blows from the northeast, carrying a hint of pollen as\nit rustles through the branches of the tree.", "endoftext": false }, { "action": "You go to the northeast", "response": "The land begins to get rocky and treacherous in that direction.", "endoftext": false }, { "action": "Up", "response": "Climbing trees is a lot harder than you remember. You've managed to\nposition yourself about three-quarters of the way up the tree, and are\nsitting in a fork in the trunk.\n\nListening closely, you can hear the sounds of running water below you\nto the south.\n\nTo the south, beyond the stream and a stump, Beast roams the\ncountryside.\n\nA gentle breeze blows from the northeast, carrying a hint of pollen as\nit rustles through the grass, which bows in its wake.\n\nFrom this vantage point, you can see a large dead Branch, jutting out\nto the east.", "endoftext": false }, { "action": "You go east", "response": "You would surely fall to your death!", "endoftext": false }, { "action": "You examine Branch", "response": "Branch is large, taking up a good portion of the tree. It must be held\nin place by adjacent branches, because it has almost detached from the\ntrunk near your feet.", "endoftext": false }, { "action": "You get Branch", "response": "Branch must be attached more firmly than it looked. You seem unable to\ndetach it with your hands.", "endoftext": false }, { "action": "You hit Branch with Rock", "response": "CRAAAAACK! After a few moments of persistent hacking, the\nalready-weakened Branch breaks apart from the tree and swings to the\nground, the momentum pulling it from the clutches of the surrounding\nbranches.", "endoftext": true }, { "action": "Go down", "response": "The lush grassland to the south and southwest begins to get rocky here.\nJust at the border between grassland and rocks, a mighty Tree towers\nabove you.\n\nListening closely, you can hear the sounds of running water to the\nsouth.\n\nTo the south Beast roams the countryside.\n\nA gentle breeze blows from the northeast, carrying a hint of pollen as\nit rustles through the branches of the tree.\n\nYou can see Dead Branch here.", "endoftext": false }, { "action": "You take Branch", "response": "You strain at the heavy branch for a bit, but are unable to move it\nmore than a few inches.", "endoftext": false }, { "action": "You look at Branch", "response": "Branch is quite large. A long, central shaft, twice as long as you are\ntall and surprisingly straight is covered with twisty branches and dead\nleaves.", "endoftext": false }, { "action": "You remove smaller branches", "response": "(first taking the twisty branches)\nThe branches are currently attached to the main branch.", "endoftext": false }, { "action": "You break the smaller branches", "response": "It's a good thing Branch was so dry. It still takes some concerted\neffort, but you manage to break off the side branches from Branch.", "endoftext": false }, { "action": "You examine Branch", "response": "The denuded branch is about as thick around as your thigh on one end,\nand about as thick around as your wrist on the other.", "endoftext": false }, { "action": "You take Branch", "response": "Even devoid of any extraneous branches, Branch is still too long and\nheavy to move. You figure you could probably carry one half of it, but\nnot the whole thing.", "endoftext": false }, { "action": "You cut Branch", "response": "Though that might take out some of your frustrations, it is unlikely to accomplish much.\n\nCutting that up would achieve little.", "endoftext": false }, { "action": "You pull the branch south", "response": "You can lean forwards, backwards, right, or left.", "endoftext": false }, { "action": "Break branch", "response": "With a heave, you bend the branch over itself, snapping it in two.", "endoftext": false }, { "action": "You examine Branch", "response": "Which do you mean, Stick or Log?", "endoftext": false }, { "action": "You take the stick", "response": "Taken.", "endoftext": false }, { "action": "You look at stick", "response": "Stick is about as long as you are tall, and surprisingly straight.\nAlong its shaft, it tapers from about the width of your bicep to the\nwidth of your wrist.", "endoftext": false }, { "action": "You cut the Stick", "response": "Using Rock, you whittle down the tapered end of Stick to a point.", "endoftext": true }, { "action": "You look at your surroundings", "response": "The lush grassland to the south and southwest begins to get rocky here.\nJust at the border between grassland and rocks, a mighty Tree towers\nabove you.\n\nListening closely, you can hear the sounds of running water to the\nsouth.\n\nTo the south Beast roams the countryside.\n\nA gentle breeze blows from the northeast, carrying a hint of pollen as\nit rustles through the branches of the tree.\n\nYou can see Log and some twisty branches here.", "endoftext": false }, { "action": "You take the branches", "response": "(the twisty branches)\nTaken.", "endoftext": false }, { "action": "You examine Log", "response": "As thick around as your thigh at its thickest, Log is about as long as\nyou are tall.", "endoftext": false }, { "action": "You look at the branches", "response": "Which do you mean, Tree or the twisty branches?", "endoftext": false }, { "action": "You look at the twisty branches", "response": "The many branches are numerous, dry, and twisty. Twigs and leaves stick\nout at all angles.", "endoftext": false }, { "action": "You take the Log", "response": "items.", "endoftext": false }, { "action": "Go south", "response": "The land here is divided by a stream, which has collected to form a\nwide, still pool.\n\nWeeds and long grasses choke the sides of the pool all around, but a\nlong, flat rock juts out into the pool. The sun shines through a gap in\na tree to the north, bathing the rock in sunlight.\n\nTo the south Beast roams the countryside.\n\nA gentle breeze blows from the northeast, carrying a hint of pollen as\nit whispers over the water.\n\nYou're beginning to feel rather hungry.", "endoftext": false }, { "action": "Go south", "response": "The main feature of this area of the grassland is a large, squat,\nblackened Stump, evidently a victim of a past brush fire. The grasses\nwave around Stump, and one or two have taken root in the Stump itself.\nSome day, this will be little more than a rise in the countryside.\n\nListening closely, you can hear the sounds of running water to the\nnorth and east.\n\nTo the south Beast roams the countryside.\n\nA gentle breeze blows from the northeast, carrying a hint of pollen as\nit rustles through the grass, which bows in its wake.", "endoftext": false }, { "action": "You go south", "response": "You are in the middle of an open grassland, the only visible tree far\nto the north. Despite your history of living in a forest, the wide open\nspace feels free and natural, as if you had spent your entire life\nhere.\n\nListening closely, you can hear the sounds of running water to the\nnorth.\n\nNearby, you see Beast, chewing contentedly on some grass.\n\nA gentle breeze blows from the northeast, carrying a hint of pollen as\nit rustles through the grass, which bows in its wake.", "endoftext": false }, { "action": "You kill Beast with the Stick", "response": "You throw Spear, but completely miss. You feel you could do better next\ntime, though.\nBeast looks at you askance.", "endoftext": false }, { "action": "You take the Stick", "response": "Taken.", "endoftext": false }, { "action": "You examine Beast", "response": "Beast is about three times your size, with a soft brown coat and nubs\nof horns on his head. He is currently next to you, chewing on some\ngrass, watching you.", "endoftext": false }, { "action": "Hello", "response": "Beast gazes at you steadily, and you feel rather foolish.", "endoftext": false }, { "action": "You throw Spear at Beast", "response": "Spear strikes a glancing blow, landing to one side. You're getting\nslightly better.\nBeast looks at you askance.", "endoftext": false }, { "action": "You follow you", "response": "Beast has better things to do.", "endoftext": false }, { "action": "You drop dead", "response": "Beast gazes at you steadily, and you feel rather foolish.\n\nBeast finishes cropping the grass in his area, and wanders across the\nplain up next to you.", "endoftext": false }, { "action": "You throw the Stick at Beast", "response": "Another miss, but you're steadily improving.\nBeast looks at you askance.", "endoftext": false }, { "action": "You take the Stick", "response": "Spear is about as long as you are tall, and surprisingly straight.\nAlong its shaft, it tapers from about the width of your bicep to where\nyou have sharpened it to a point.\n\nTaken.", "endoftext": false }, { "action": "You throw the Stick at Beast", "response": "Another miss, but you're steadily improving.\nBeast looks at you askance.\nBeast decides you are too close for comfort, and wanders away to the\nnorthwest.", "endoftext": false }, { "action": "You go northwest", "response": "You wander through the grassland to the northwest.\n\nSeeing you move, Beast lopes away to the northwest.\n\nBeast is now a little ways northwest, nervously watching you and pawing\nthe ground.", "endoftext": false }, { "action": "You throw the Stick at Beast", "response": "(first taking Spear)\nYou wander back to pick up Spear.\n\nBeast finishes cropping the grass in his area, and wanders across the\nplain to the northwest.\nAnother miss, but you're steadily improving.\nBeast looks at you askance.\nBeast decides you are too close for comfort, and wanders away to the\nsoutheast.", "endoftext": false }, { "action": "You throw Rock at Beast", "response": "Useful Rock falls way short of its mark, but Beast appears to have\nnoticed anyway.\n\nBeast decides he's had just about enough of your attacks, and lopes\naway with surprising speed and agility for one so large. You run to\ncatch up, but he quickly outdistances you, becoming a dot on the\nhorizon in a matter of seconds, and disappearing entirely in a matter\nof minutes.", "endoftext": true }, { "action": "Look around", "response": "The lush grassland to the south and southwest begins to get rocky here.\nJust at the border between grassland and rocks, a mighty Tree towers\nabove you.\n\nListening closely, you can hear the sounds of running water to the\nsouth.\n\nTo the south Beast roams the countryside.\n\nA gentle breeze blows from the northeast, carrying a hint of pollen as\nit rustles through the branches of the tree.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nUseful Rock", "endoftext": false }, { "action": "Up", "response": "Climbing trees is a lot harder than you remember. You've managed to\nposition yourself about three-quarters of the way up the tree, and are\nsitting in a fork in the trunk.\n\nListening closely, you can hear the sounds of running water below you\nto the south.\n\nTo the south, beyond the stream and a stump, Beast roams the\ncountryside.\n\nA gentle breeze blows from the northeast, carrying a hint of pollen as\nit rustles through the grass, which bows in its wake.\n\nFrom this vantage point, you can see a large dead Branch, jutting out\nto the east.", "endoftext": false }, { "action": "You cut the branches", "response": "Which do you mean, the twisty branches or Tree?", "endoftext": false }, { "action": "Twisty", "response": "It's a good thing Branch was so dry. It still takes some concerted\neffort, but you manage to break off the side branches from Branch.", "endoftext": false }, { "action": "Break branch", "response": "With a heave, you bend the branch over itself, snapping it in two.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nUseful Rock", "endoftext": true }, { "action": "Look around", "response": "The lush grassland to the south and southwest begins to get rocky here.\nJust at the border between grassland and rocks, a mighty Tree towers\nabove you.\n\nListening closely, you can hear the sounds of running water to the\nsouth.\n\nTo the south Beast roams the countryside.\n\nA gentle breeze blows from the northeast, carrying a hint of pollen as\nit rustles through the branches of the tree.\n\nYou can see Stick, Log and some twisty branches here.", "endoftext": false }, { "action": "You get the Stick", "response": "Taken.", "endoftext": false }, { "action": "You cut the Stick", "response": "Using Rock, you whittle down the tapered end of Stick to a point.", "endoftext": false }, { "action": "You throw the Stick at Tree", "response": "Futile.", "endoftext": false }, { "action": "You throw the Stick", "response": "Dropped.", "endoftext": false }, { "action": "Sharpen stick", "response": "Spear is plenty sharp already.", "endoftext": false }, { "action": "You look at stick", "response": "Spear is about as long as you are tall, and surprisingly straight.\nAlong its shaft, it tapers from about the width of your bicep to where\nyou have sharpened it to a point.", "endoftext": false }, { "action": "Go south", "response": "The land here is divided by a stream, which has collected to form a\nwide, still pool.\n\nWeeds and long grasses choke the sides of the pool all around, but a\nlong, flat rock juts out into the pool. The sun shines through a gap in\na tree to the north, bathing the rock in sunlight.\n\nTo the south Beast roams the countryside.\n\nA gentle breeze blows from the northeast, carrying a hint of pollen as\nit whispers over the water.", "endoftext": false }, { "action": "Go south", "response": "The main feature of this area of the grassland is a large, squat,\nblackened Stump, evidently a victim of a past brush fire. The grasses\nwave around Stump, and one or two have taken root in the Stump itself.\nSome day, this will be little more than a rise in the countryside.\n\nListening closely, you can hear the sounds of running water to the\nnorth and east.\n\nTo the south Beast roams the countryside.\n\nA gentle breeze blows from the northeast, carrying a hint of pollen as\nit rustles through the grass, which bows in its wake.", "endoftext": false }, { "action": "You throw Spear at Stump", "response": "You throw Spear, but completely miss. You feel you could do better next\ntime, though.", "endoftext": false }, { "action": "You throw Spear at Stump", "response": "Spear strikes a glancing blow, landing to one side. You're getting\nslightly better.", "endoftext": false }, { "action": "You continue", "response": "(first taking Spear)\nAnother miss, but you're steadily improving.", "endoftext": false }, { "action": "You throw Spear at Stump", "response": "(first taking Spear)\nA miss, but only barely!", "endoftext": false }, { "action": "You throw Spear at Stump", "response": "(first taking Spear)\nA hit! A very palpable hit!\n\nSpear embeds itself into the soft wood.", "endoftext": false }, { "action": "You throw Rock at Stump", "response": "You throw Useful Rock, but completely miss. You feel you could do\nbetter next time, though.", "endoftext": false }, { "action": "You throw Rock at Stump", "response": "(first taking Useful Rock)\nUseful Rock strikes a glancing blow, landing to one side. You're\ngetting slightly better.", "endoftext": false }, { "action": "You throw Rock at Stump", "response": "(first taking Useful Rock)\nAnother miss, but you're steadily improving.\n\nYou're beginning to feel rather hungry.", "endoftext": false }, { "action": "You throw Rock at Stump", "response": "(first taking Useful Rock)\nAnother miss, but you're steadily improving.", "endoftext": false }, { "action": "You throw Rock at Stump", "response": "(first taking Useful Rock)\nA miss, but only barely!", "endoftext": false }, { "action": "You throw Rock at Stump", "response": "(first taking Useful Rock)\nA hit! A very palpable hit!\n\nHaving no point, Useful Rock falls to the ground.", "endoftext": true }, { "action": "You describe your surroundings", "response": "The main feature of this area of the grassland is a large, squat,\nblackened Stump, evidently a victim of a past brush fire. The grasses\nwave around Stump, and one or two have taken root in the Stump itself.\nSome day, this will be little more than a rise in the countryside.\n\nListening closely, you can hear the sounds of running water to the\nnorth and east.\n\nTo the south Beast roams the countryside.\n\nA gentle breeze blows from the northeast, carrying a hint of pollen as\nit rustles through the grass, which bows in its wake.\n\nSticking out of Stump is Spear.", "endoftext": false }, { "action": "You throw Spear at Beast", "response": "A hit! A very palpable hit!\n\nSpear impales Beast deeply. Beast gives a low cry, looks at you with\nits mournful brown eyes, and keels over, dead.", "endoftext": false }, { "action": "You look at Beast", "response": "Beast lies dead at your feet, a gruesome sacrifice to your hunger.", "endoftext": false }, { "action": "You eat Beast", "response": "(first taking Dead Beast)\nBeast is much too heavy to move.", "endoftext": false }, { "action": "You cut Beast with Rock", "response": "Doggedly, you carve open Beast with Rock, exposing the meat underneath.", "endoftext": false }, { "action": "You eat Meat", "response": "(first taking Meat)\nThat seems to be a part of Dead Beast.", "endoftext": false }, { "action": "You examine the Meat", "response": "A slab of meat sits attached to Beast's rib cage.", "endoftext": false }, { "action": "You cut the Meat", "response": "(with Useful Rock)\nA few more minutes of hacking, and you have sectioned off a nice large\nslab of meat from Beast.", "endoftext": false }, { "action": "You take the Meat", "response": "You already have that.", "endoftext": false }, { "action": "You eat the Meat", "response": "You gnaw at the raw meat for a bit. It's okay, but not extremely\nappetizing. It should hold you over for a while at least, but not\nforever.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nMeat\nUseful Rock", "endoftext": false }, { "action": "You examine the Meat", "response": "A large, juicy slab of meat.", "endoftext": true }, { "action": "You look around", "response": "You are in the middle of an open grassland, the only visible tree far\nto the north. Despite your history of living in a forest, the wide open\nspace feels free and natural, as if you had spent your entire life\nhere.\n\nListening closely, you can hear the sounds of running water to the\nnorth.\n\nA gentle breeze blows from the northeast, carrying a hint of pollen as\nit rustles through the grass, which bows in its wake.\n\nDead Beast lies here, grasses slowly swaying over its corpse. One side\nof it has been peeled back, revealing a gaping hole where a swath of\nmuscle has been removed.\n\nYou can also see Spear here.", "endoftext": false }, { "action": "You take the grass", "response": "You pluck a handful of the dry grass.", "endoftext": false }, { "action": "Go north", "response": "You wander through the grassland to the north.\n\nThe main feature of this area of the grassland is a large, squat,\nblackened Stump, evidently a victim of a past brush fire. The grasses\nwave around Stump, and one or two have taken root in the Stump itself.\nSome day, this will be little more than a rise in the countryside.\n\nListening closely, you can hear the sounds of running water to the\nnorth and east.\n\nA gentle breeze blows from the northeast, carrying a hint of pollen as\nit rustles through the grass, which bows in its wake.", "endoftext": false }, { "action": "You examine Stump", "response": "Stump is slightly soft from years of decay.", "endoftext": false }, { "action": "Go north", "response": "The land here is divided by a stream, which has collected to form a\nwide, still pool.\n\nWeeds and long grasses choke the sides of the pool all around, but a\nlong, flat rock juts out into the pool. The sun shines through a gap in\na tree to the north, bathing the rock in sunlight.\n\nA gentle breeze blows from the northeast, carrying a hint of pollen as\nit whispers over the water.", "endoftext": false }, { "action": "You put the grass on flat Rock", "response": "(the handful of grass on Flat Rock)\nYou put the handful of grass on Flat Rock.", "endoftext": false }, { "action": "You hit flat Rock with useful Rock", "response": "You strike Rock sharply across Rock. A shower of sparks flies out!\n\nSome of the sparks hit the handful of grass. A tiny flame appears,\nwhich quickly licks across to the others. Soon, all the grass is\nburning.\n\nThe small flame flickers and begins to grow.", "endoftext": false }, { "action": "You take grass", "response": "You pluck a handful of the dry grass.\nFire expends all of its fuel and burns out, leaving nothing but Ashes.", "endoftext": false }, { "action": "You put the Meat on Spear", "response": "You stab Meat with Spear. It is now hanging off the end.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na handful of grass\nSpear\nMeat\nUseful Rock", "endoftext": false }, { "action": "Go north", "response": "The lush grassland to the south and southwest begins to get rocky here.\nJust at the border between grassland and rocks, a mighty Tree towers\nabove you.\n\nListening closely, you can hear the sounds of running water to the\nsouth.\n\nA gentle breeze blows from the northeast, carrying a hint of pollen as\nit rustles through the branches of the tree.\n\nYou can see Log and some twisty branches here.", "endoftext": false }, { "action": "You take the branches", "response": "(the twisty branches)\nTaken.", "endoftext": false }, { "action": "You take the Log", "response": "items.", "endoftext": false }, { "action": "Go south", "response": "The land here is divided by a stream, which has collected to form a\nwide, still pool.\n\nWeeds and long grasses choke the sides of the pool all around, but a\nlong, flat rock juts out into the pool. The sun shines through a gap in\na tree to the north, bathing the rock in sunlight.\n\nA gentle breeze blows from the northeast, carrying a hint of pollen as\nit whispers over the water.\n\nSitting on Flat Rock you see some Ashes.", "endoftext": false }, { "action": "You move Ashes", "response": "Nothing obvious happens.", "endoftext": false }, { "action": "Blow ashes", "response": "The Ashes billow and blow away.", "endoftext": false }, { "action": "You put all on flat Rock", "response": "twisty branches: Done.\nhandful of grass: Done.\nSpear: Done.\nUseful Rock: Done.", "endoftext": false }, { "action": "Go north", "response": "The lush grassland to the south and southwest begins to get rocky here.\nJust at the border between grassland and rocks, a mighty Tree towers\nabove you.\n\nListening closely, you can hear the sounds of running water to the\nsouth.\n\nA gentle breeze blows from the northeast, carrying a hint of pollen as\nit rustles through the branches of the tree.\n\nYou can see Log here.", "endoftext": false }, { "action": "You take the Log", "response": "You struggle under the heavy load, but manage to heft the remains of\nBranch.\nTaken.", "endoftext": false }, { "action": "Go south", "response": "The land here is divided by a stream, which has collected to form a\nwide, still pool.\n\nWeeds and long grasses choke the sides of the pool all around, but a\nlong, flat rock juts out into the pool. The sun shines through a gap in\na tree to the north, bathing the rock in sunlight.\n\nA gentle breeze blows from the northeast, carrying a hint of pollen as\nit whispers over the water.\n\nSitting on Flat Rock you see Useful Rock, Spear, inside which is Meat,\na handful of grass and some twisty branches.", "endoftext": false }, { "action": "You put the Log on flat Rock", "response": "You put Log on Flat Rock.", "endoftext": false }, { "action": "Useful", "response": "Spear: Taken.\nUseful Rock: Taken.\n\nYou're now extremely hungry.", "endoftext": false }, { "action": "You hit flat with useful", "response": "You strike Rock sharply across Rock. A shower of sparks flies out!\n\nSome of the sparks hit the handful of grass. A tiny flame appears,\nwhich quickly licks across to the others. Soon, all the grass is\nburning.\n\nA few sparks hit the branches, but they quickly die out. One spark hits\na solitary twig, which briefly flares, but soon dies out again.\nA few sparks hit Log, but die away before igniting anything.\n\nThe small flame flickers and begins to grow.", "endoftext": false }, { "action": "You put the grass on the twigs", "response": "You need to be holding the fields of grass before you can put it on top\nof something else.\nFire expends all of its fuel and burns out, leaving nothing but Ashes.", "endoftext": false }, { "action": "You put twigs on the grass", "response": "You need to be holding the twigs and leaves before you can put them on\ntop of something else.\nFire expends all of its fuel and burns out, leaving nothing but Ashes.", "endoftext": false }, { "action": "You take the twigs", "response": "The twigs and leaves are currently attached to the branches.", "endoftext": false }, { "action": "You cut branches", "response": "Cutting those up would achieve little.", "endoftext": false }, { "action": "You cut the twigs", "response": "You pull off many of the twigs and leaves from the branches.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\nsome twisty branches\na handful of grass\nUseful Rock\nSpear\nMeat", "endoftext": false }, { "action": "You take all", "response": "twigs and leaves: Taken.\nFlat Rock: That's fixed in place.", "endoftext": true }, { "action": "You look around", "response": "The land here is divided by a stream, which has collected to form a\nwide, still pool.\n\nWeeds and long grasses choke the sides of the pool all around, but a\nlong, flat rock juts out into the pool. The sun shines through a gap in\na tree to the north, bathing the rock in sunlight.\n\nA gentle breeze blows from the northeast, carrying a hint of pollen as\nit whispers over the water.\n\nSitting on Flat Rock you see some Ashes and Log.", "endoftext": false }, { "action": "Blow ashes", "response": "The Ashes billow and blow away.", "endoftext": false }, { "action": "You put the twigs on Rock", "response": "Which do you mean, Flat Rock or Useful Rock?", "endoftext": false }, { "action": "You put the twigs on flat Rock", "response": "You put the twigs and leaves on Flat Rock.", "endoftext": false }, { "action": "You put branches on flat Rock", "response": "You put the twisty branches on Flat Rock.", "endoftext": false }, { "action": "You put the grass on flat Rock", "response": "(the handful of grass on Flat Rock)\nYou put the handful of grass on Flat Rock.", "endoftext": true }, { "action": "Describe the surroundings", "response": "The land here is divided by a stream, which has collected to form a\nwide, still pool.\n\nWeeds and long grasses choke the sides of the pool all around, but a\nlong, flat rock juts out into the pool. The sun shines through a gap in\na tree to the north, bathing the rock in sunlight.\n\nA gentle breeze blows from the northeast, carrying a hint of pollen as\nit whispers over the water.\n\nSitting on Flat Rock you see a handful of grass, some twisty branches,\nsome twigs and leaves and Log.", "endoftext": false }, { "action": "You hit flat Rock with useful Rock", "response": "You strike Rock sharply across Rock. A shower of sparks flies out!\n\nSome of the sparks hit the handful of grass. A tiny flame appears,\nwhich quickly licks across to the others. Soon, all the grass is\nburning.\n\nA few sparks hit the branches, but they quickly die out.\n\nA few sparks hit the pile of twigs. A twig flares, and a leaf on it\ncatches fire. Soon, a small flame dances between the leaves.\nA few sparks hit Log, but die away before igniting anything.\n\nThe small flame flickers and begins to grow.", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\nFire grows large enough to consume the twigs, and becomes even bigger.", "endoftext": false }, { "action": "You get the branches", "response": "Carefully, you pull the twisty branches away from Fire's reach.\n\nFire grows large enough to consume the twigs, and becomes even bigger.", "endoftext": false }, { "action": "You put the branches on the twigs", "response": "Unfortunately, the twigs and leaves are now a part of Fire.\n\nFire grows steadily, and you can begin to feel heat coming from it.", "endoftext": false }, { "action": "You put the branches on Fire", "response": "You carefully add the twisty branches to the Fire, hoping it catches.\n\nFire begins licking at the dry branches, and shortly they are all\nablaze.", "endoftext": false }, { "action": "You cook the Meat", "response": "You hold Meat over Fire, letting the heat begin to cook it.\n\nIf you don't get some food soon, you're likely to faint.\n\nFire burns a little hotter, popping as it does so.", "endoftext": false }, { "action": "Keep going", "response": "You hold Meat over Fire, letting the heat begin to cook it.\n\nFire burns a little hotter, popping as it does so.\nThe meat begins to simmer.", "endoftext": false }, { "action": "You look at the Meat", "response": "A slightly warm slab of meat.\n\nFire spreads until it has engulfed the Log. It is now so hot that you\ncan feel it from several feet away.\nJuices bubble from meat's center.", "endoftext": false }, { "action": "You examine the Meat", "response": "Meat is turning dark around the edges.\nMeat begins to darken around the edges.", "endoftext": false }, { "action": "You examine the Meat", "response": "Meat is turning dark around the edges.\nMeat is almost completely cooked.", "endoftext": false }, { "action": "Wait", "response": "Time passes.\nMeat has been nicely browned, and looks delectable.", "endoftext": false }, { "action": "You eat the Meat", "response": "(first taking Meat)\nYou pull Meat from the end of Spear.", "endoftext": false }, { "action": "You eat the Meat", "response": "You eat the cooked meat, savoring every morsel. Your hunger has been\ncompletely satiated, and you feel strangely content.", "endoftext": false }, { "action": "You eat Fire", "response": "(first taking Fire)\nInvoluntarily, you jerk your hand back away from Fire when the flames\nlick your fingers. Ow!", "endoftext": false }, { "action": "Pray", "response": "Nothing practical results from your prayer.", "endoftext": false }, { "action": "Xyzzy", "response": "As you speak the Word again, you hear a rumbling in the distance, but\nnothing further happens.", "endoftext": false }, { "action": "You get all", "response": "Flat Rock: That's fixed in place.", "endoftext": false }, { "action": "You get Fire", "response": "Involuntarily, you jerk your hand back away from Fire when the flames\nlick your fingers. Ow!", "endoftext": false }, { "action": "Light Stick", "response": "You carefully add Spear to the Fire, hoping it catches.\n\nFire spreads to Spear, and shortly it is completely aflame.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\nUseful Rock\nSpear", "endoftext": false }, { "action": "You go to the southwest", "response": "The main feature of this area of the grassland is a large, squat,\nblackened Stump, evidently a victim of a past brush fire. The grasses\nwave around Stump, and one or two have taken root in the Stump itself.\nSome day, this will be little more than a rise in the countryside.\n\nListening closely, you can hear the sounds of running water to the\nnorth and east.\n\nA gentle breeze blows from the northeast, carrying a hint of smoke as\nit rustles through the grass, which bows in its wake.\n\nHere you see the beginnings of a small spring.\n\nThe spring bubbles up out of the earth, and has turned the whole area\nhere quite muddy.\n\nA gentle breeze blows from the northeast, carrying a hint of pollen as\nit whispers over the water.\n\nWell, this certainly isn't the Forest you've come to know and love. You\nare standing in the middle of a vast grassland, broken only by the\nincongruous stone arch you passed through on your way here. Through it,\nyou can see back into the dimly-lit Edifice to the west, a sharp\ncontrast to the bright sunlight all around you.\n\nListening closely, you can hear the sounds of running water away to the northeast.\n\nA gentle breeze blows from the northeast, carrying a hint of smoke as\nit rustles through the grass, which bows in its wake.", "endoftext": false }, { "action": "You go west", "response": "Green sunlight filters in from the west through the open recess,\nilluminating a small, round room, simple but totally foreign to you. A staircase (when did you learn that word?) winds up along the curved\nwall to another level above you, and, oddly, another doorway leads\neast, as if it would lead back into the forest.\n\nYou see etchings on the wall here, pictures of a grassland with a\nstream running through it, which stretch around the entire room, from\nthe doorway to the staircase.\n\nThe simple door is open. Oddly, you see grassland on the other side,\nnot forest.", "endoftext": false }, { "action": "You examine the etching", "response": "Examining the panel near the door, you can see a man, wandering across\nthe plains, an animal of some sort, and a tall tree.\n\nstream, drinking deeply.\n\nIn the next panel, you see the man fashioning a spear from a fallen\ntree branch, and using it to attack and kill the animal.\n\nIn the next panel, the man is making a fire on the rock by the stream.\n\nIn the final panel, the man is cooking and eating the animal.", "endoftext": false }, { "action": "About you", "response": "You are about as tall as a two-year-old sapling, and your arms come\ndown to about your knees. Walking upright is more comfortable now,\nthough you're hunched over. Your thin layer of hair does little to\nblock the wind, but this doesn't seem to bother you. Your head seems to\nbe bigger than it used to be in the Forest.\n\nYou are no longer either thirsty or hungry.", "endoftext": false }, { "action": "Go upwards", "response": "This room is akin to the room below. There are staircases going up and\ndown, and another door going east.\n\nThe simple door is closed.\n\nYou see etchings on the wall here, pictures of a forest with a river,\nand two huts, which adorn one panel on the wall next to the door.", "endoftext": false }, { "action": "You look at the etching", "response": "The panel near the door contains etchings of a man, wandering through a\nforest.", "endoftext": false }, { "action": "You go east", "response": "pass through the door.\n\nThis is a small, cleared area in front of your Hut in the middle of the\nforest. The autumn leaves crunch under your feet, and the smell of\nwinter is in the air. A well-worn path runs to the south towards the\nsound of rushing water, and another leads north, deeper into the\nforest.\n\nStrangely, you seem to have entered this area through a\nrectangular-shaped hole in a tree to the west.\n\nNear the door is Firepit, where you cook all your meals.", "endoftext": false }, { "action": "About yourself", "response": "You're different. You seem to be walking almost perfectly upright now,\nand your hands only come down to mid-thigh. Your head is even larger\nthan it was in the plains, and your jaw juts forward. You feel you have\nmuch more fine motor control of the muscles around your mouth. You also\nseem to have some sort of skin wrapped around your waist.", "endoftext": false }, { "action": "You look at the skin", "response": "You seem to be walking almost perfectly upright now, and your hands\nonly come down to mid-thigh. Your head is even larger than it was in\nthe plains, and your jaw juts forward. You feel you have much more fine\nmotor control of the muscles around your mouth. You also seem to have\nsome sort of skin wrapped around your waist.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\nSpear\nUseful Rock", "endoftext": false }, { "action": "You look at Hut", "response": "A hide hangs over the entryway of your Hut, to the east.", "endoftext": false }, { "action": "You go east", "response": "You push aside the hide and enter the Hut.\n\nYou are inside the hut where it seems you have lived all your life. You\nlive here with Grandmother (your Mother), Wife, and Son. The normally\nhomey smell you associate with this place is currently masked by the\nsmell of sickness. Stray light and fresh air come in around a\nhide-covered doorway, back to the west, but they do little to mask the\nsense of dread and concern that hangs over everyone in this room.\n\nA hushed conversation is coming from the two women of the house, as\nthey do what they can for your boy.\n\nWife takes the rag from Son's head and replaces it with a dampened one.\n\nAs you enter, Wife runs up to you and throws her arms around you.\n\"Thankful! Good! Grandmother says Fever more bad.\" She indicates Son,\nas Grandmother exchanges a now-dry rag on his forehead for a wet one. \"Grandmother says you search forest now, find Feverleaf. If you find,\nSon will live, but last chance.\" You look at Son again as Wife gazes imploringly at you, and you turn around quickly, so Wife will not see\nyou wipe a tear from your cheek.", "endoftext": false }, { "action": "You ask Grandmother about Feverleaf", "response": "Grandmother sighs impatiently. \"Told you before. Long stem, with many\ngroups of four round leaves. Find in Forest.\"", "endoftext": false }, { "action": "Well excuuuuuuuuuse you", "response": "You quail at the thought of ordering Grandmother around, especially\nnow, when she's in one of her authoritative moods.", "endoftext": false }, { "action": "Go west", "response": "This is a small, cleared area in front of your Hut in the middle of the\nforest. The autumn leaves crunch under your feet, and the smell of\nwinter is in the air. A well-worn path runs to the south towards the\nsound of rushing water, and another leads north, deeper into the\nforest.\n\nStrangely, you seem to have entered this area through a\nrectangular-shaped hole in a tree to the west.\n\nNear the door is Firepit, where you cook all your meals.", "endoftext": false }, { "action": "Go south", "response": "Here, a river wider across than you can throw a stone flows past. You\nsometimes catch fish here, and your son loves to come here and skip\nrocks across the river's surface. Many white-barked trees grow close to\nthe river's edge here, of a different variety than you usually see in\nthe depths of the forest.", "endoftext": false }, { "action": "Go north", "response": "This is the forest where you hunt for food and skins, though you don't\nbelieve you'll be hunting much today. Some birds still chirp in the\ntrees, though many have flown away, as they do every winter. The rustle\nof wind through the golden leaves counterpoints your own footsteps, as\nyou wend your way through the forest. The path you used to get here\ngoes back south, and another path leads northeast, which you've never\nused before today.\n\nTo one side of the path, you see a small berry bush.\n\nOn Berry Bush are Berries.", "endoftext": false }, { "action": "Go northeast", "response": "You've emerged from the northeast path to another Hut, rather like your\nown. This one is larger, though, and has woven leaves as a doorway\ninstead of a hide. This Hut is to the north, or you can go back down\nthe path you came from the southwest.\n\nStranger is here, standing in front of his Hut, standing defensively,\nand looking suspiciously at you.", "endoftext": false }, { "action": "You examine the berries", "response": "Stranger watches you carefully.\n\nThese juicy black berries are in season this time of year, and should\nbe good to eat.", "endoftext": false }, { "action": "You look at Stranger", "response": "Stranger watches you carefully.\n\nStranger is tall, slender, and quite muscular. He wears the black skin\nof Panther and carries a long knife, making him that much more\nimpressive.", "endoftext": false }, { "action": "You ask Stranger about Feverleaf", "response": "Stranger stops you, saying \"Y. Fa hallen, scarmul alsen,\" and points to\nyour Useful Rock. \"Y gralashen na!\"", "endoftext": false }, { "action": "Go southwest", "response": "Stranger nods in approval as you leave. \"Fa alsen scarmul! Hallen!\" he\ntells you as you go.\n\nThis is the forest where you hunt for food and skins, though you don't\nbelieve you'll be hunting much today. Some birds still chirp in the\ntrees, though many have flown away, as they do every winter. The rustle\nof wind through the golden leaves counterpoints your own footsteps, as\nyou wend your way through the forest. The path you used to get here\ngoes back south, and another path leads northeast, which you've never\nused before today.\n\nTo one side of the path, you see a small berry bush.", "endoftext": false }, { "action": "You kill Stranger with Spear", "response": "Stranger stops you, saying \"Y. Fa hallen, scarmul alsen,\" and points to\nyour Spear. \"Y gralashen na!\"\n\nStranger stops you, saying \"Y. Fa hallen, scarmul alsen,\" and points to\nyour Spear. \"Y gralashen na!\"", "endoftext": false }, { "action": "You give Spear to Stranger", "response": "Stranger stops you, saying \"Y. Fa hallen, scarmul alsen,\" and points to\nyour Spear. \"Y gralashen na!\"", "endoftext": false }, { "action": "You go to the north-east", "response": "You've emerged from the northeast path to another Hut, rather like your\nown. This one is larger, though, and has woven leaves as a doorway\ninstead of a hide. This Hut is to the north, or you can go back down\nthe path you came from the southwest.\n\nStranger is here, standing in front of his Hut. He has an easy\nconfidence about him, and watches you with a slight smile.", "endoftext": false }, { "action": "Point to leaves", "response": "\"Tsa ben ne salum,\" Stranger says, proudly.\n\nYou see a rustling from inside the Hut, and a small boy peeks out.\nAfter examining you carefully, he cautiously emerges and stands by\nStranger, who puts his arm on the boy's shoulder.", "endoftext": false }, { "action": "Wave", "response": "Smiling, Stranger waves back.", "endoftext": false }, { "action": "You point at the boy", "response": "\"Tsa ben ne rema!\" he says, proudly.", "endoftext": false }, { "action": "Rema", "response": "Stranger says, \"Tsa,\" pointing to his son. \"Ne rema!\" he adds, proudly.", "endoftext": false }, { "action": "Salum", "response": "Stranger gestures grandly at his abode. \"Selme salum, a?\"", "endoftext": false }, { "action": "You point at yourself", "response": "\"Fa,\" he says, pointing back at you.", "endoftext": false }, { "action": "You tell him about ne rema", "response": "Stranger looks around and behind you. \"Fe rema?\" he asks, \"Fa hallen fe\nsalum?\"", "endoftext": false }, { "action": "You point at Stranger", "response": "\"Na,\" he says, putting his hand on his chest.", "endoftext": false }, { "action": "Gralashen", "response": "Stranger looks confused. \"Y gralashen,\" he suggests, and shrugs.", "endoftext": false }, { "action": "Fe gralashen", "response": "\"A gralashen,...?\" Stranger asks you. \"Salum fe? Scarmul fe?", "endoftext": false }, { "action": "Scarmul", "response": "\"A,\" says Stranger, showing you his knife, \"scarmul ben takre!\" He\nslashes with the knife at some invisible enemy, as if to emphasize his\npoint.", "endoftext": false }, { "action": "You tell him about ne rema", "response": "Stranger looks around and behind you. \"Fe rema?\" he asks, \"Fa hallen fe salum?\"", "endoftext": false }, { "action": "Y.", "response": "Stranger looks at you quizzically, and spreads his hands. \"Y alanasen,\"\nhe says.", "endoftext": true }, { "action": "Look around", "response": "You've emerged from the northeast path to another Hut, rather like your\nown. This one is larger, though, and has woven leaves as a doorway\ninstead of a hide. This Hut is to the north, or you can go back down\nthe path you came from the southwest.\n\nStranger is here, standing in front of his Hut. He has an easy\nconfidence about him, and watches you with a slight smile.\n\nYou can also see Small Boy here.", "endoftext": false }, { "action": "You point at the Boy", "response": "\"Tsa ben ne rema!\" he says, proudly.", "endoftext": false }, { "action": "You look at the Boy", "response": "Small Boy looks remarkably like your own son. He would come up to about\nyour waist, and has a shock of black hair.", "endoftext": false }, { "action": "You draw Feverleaf", "response": "What do you want to draw the picture of Feverleaf on?", "endoftext": false }, { "action": "You draw Feverleaf on the ground", "response": "(with Berries)\nThe ground here is not suited for drawing any sort of a detailed\npicture.", "endoftext": false }, { "action": "You point at the ground", "response": "Stranger smiles. \"Tsa ne ben!\" he tells you, and stands proudly in\nfront of his hut.", "endoftext": false }, { "action": "You go southwest", "response": "Stranger waves to you as you leave.\n\nThis is the forest where you hunt for food and skins, though you don't\nbelieve you'll be hunting much today. Some birds still chirp in the\ntrees, though many have flown away, as they do every winter. The rustle\nof wind through the golden leaves counterpoints your own footsteps, as\nyou wend your way through the forest. The path you used to get here\ngoes back south, and another path leads northeast, which you've never\nused before today.\n\nTo one side of the path, you see a small berry bush.\n\nYou can also see Useful Rock and Spear here.", "endoftext": false }, { "action": "You go to the south", "response": "This is a small, cleared area in front of your Hut in the middle of the\nforest. The autumn leaves crunch under your feet, and the smell of\nwinter is in the air. A well-worn path runs to the south towards the\nsound of rushing water, and another leads north, deeper into the\nforest.\n\nStrangely, you seem to have entered this area through a\nrectangular-shaped hole in a tree to the west.\n\nNear the door is Firepit, where you cook all your meals.", "endoftext": false }, { "action": "Go south", "response": "Here, a river wider across than you can throw a stone flows past. You\nsometimes catch fish here, and your son loves to come here and skip\nrocks across the river's surface. Many white-barked trees grow close to\nthe river's edge here, of a different variety than you usually see in\nthe depths of the forest.", "endoftext": false }, { "action": "You take the bark", "response": "Carefully, you peel off a swath of white bark from a tree.", "endoftext": false }, { "action": "Go north", "response": "This is the forest where you hunt for food and skins, though you don't\nbelieve you'll be hunting much today. Some birds still chirp in the\ntrees, though many have flown away, as they do every winter. The rustle\nof wind through the golden leaves counterpoints your own footsteps, as\nyou wend your way through the forest. The path you used to get here\ngoes back south, and another path leads northeast, which you've never\nused before today.\n\nTo one side of the path, you see a small berry bush.\n\nYou can also see Useful Rock and Spear here.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nWhite Bark\nBerries", "endoftext": false }, { "action": "You draw Feverleaf", "response": "What do you want to draw the picture of Feverleaf on?", "endoftext": false }, { "action": "Bark", "response": "What do you want to draw the picture of Feverleaf on White Bark with?", "endoftext": false }, { "action": "Crush berries", "response": "You grind up the berries, making a purple syrupy paste.", "endoftext": false }, { "action": "You point at the paste", "response": "\"Fa ben lalse,\" Stranger says, shaking his head.", "endoftext": false }, { "action": "You point at the Bark", "response": "Stranger looks at the bark, then looks at you, then looks at the bark,\nthen looks at you again. \"A,\" he says? He seems confused.", "endoftext": false }, { "action": "Kiss Stranger", "response": "Keep your mind on the game.", "endoftext": false }, { "action": "You put the paste on Boy", "response": "You need to be holding Small Boy before you can put him into something\nelse.", "endoftext": false }, { "action": "You look at the paste", "response": "A purple mash of berry remains.", "endoftext": false }, { "action": "You go southwest", "response": "Stranger waves to you as you leave.\n\nThis is the forest where you hunt for food and skins, though you don't\nbelieve you'll be hunting much today. Some birds still chirp in the\ntrees, though many have flown away, as they do every winter. The rustle\nof wind through the golden leaves counterpoints your own footsteps, as\nyou wend your way through the forest. The path you used to get here\ngoes back south, and another path leads northeast, which you've never\nused before today.\n\nTo one side of the path, you see a small berry bush.\n\nYou can also see Useful Rock and Spear here.", "endoftext": false }, { "action": "You examine the Firepit", "response": "Firepit is a simple ring of stones, filled with ashes and leftover\nbones.", "endoftext": false }, { "action": "You take the bones", "response": "Well, you thought there would be bones in here. As a matter of fact,\nthere's only one, which you take.", "endoftext": false }, { "action": "You take Ashes", "response": "You pick up a few ashes, but they quickly scatter in the wind.", "endoftext": false }, { "action": "You look at the bone", "response": "This small bone is about as long as your finger, but much thinner. It's\nquite porous and light.", "endoftext": false }, { "action": "You put the bone in the Paste", "response": "You dip the end of Bone into Purple Paste. The porous bone soaks up\nmuch of the juice, and it becomes heavily stained.", "endoftext": false }, { "action": "Go north", "response": "This is the forest where you hunt for food and skins, though you don't\nbelieve you'll be hunting much today. Some birds still chirp in the\ntrees, though many have flown away, as they do every winter. The rustle\nof wind through the golden leaves counterpoints your own footsteps, as\nyou wend your way through the forest. The path you used to get here\ngoes back south, and another path leads northeast, which you've never\nused before today.\n\nTo one side of the path, you see a small berry bush.\n\nYou can also see Useful Rock and Spear here.", "endoftext": false }, { "action": "You draw Feverleaf on the Bark with the bone", "response": "Carefully, you sketch a picture of Feverleaf on White Bark.", "endoftext": false }, { "action": "You examine picture", "response": "\"Rakasha,\" Stranger declares after looking at your picture. \"Rakasha a\nben selme. Vicnen akne.\"\n\nYou have sketched Feverleaf exactly the way Grandmother described it to\nyou once: a long stem, clustered with groups of four, round, leaves.", "endoftext": false }, { "action": "Gelashen na rakasha", "response": "Stranger concentrates, but cannot seem to figure out the combination of\nyour two languages.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nBone\nPurple Paste\nWhite Bark (with a picture of Feverleaf)", "endoftext": false }, { "action": "You give the Bark to Stranger", "response": "\"Rakasha,\" Stranger declares after looking at your picture. \"Rakasha a\nben selme. Vicnen akne.\"", "endoftext": false }, { "action": "Ne rema ben akne", "response": "Stranger becomes serious, and looks quite concerned. \"Krande,\" he says,\n\"Fe rema akne; ben krande.\"", "endoftext": false }, { "action": "Fe rema ben akne", "response": "Stranger looks at his son and feels his forehead. \"Y,\" he says, looking relieved, \"Tsa y ben akne.\"", "endoftext": false }, { "action": "You show the Bark to Stranger", "response": "Stranger says, \"A! Rakasha! Fe rema ben akne! Na alanasen!\" He runs\nback into his hut, and shortly reappears with a stem from a small", "endoftext": false }, { "action": "Ne rema ben akne", "response": "plant, which he hands to you with great reverence. \"Fa alsen tsa fe\nrema,\" he tells you. \"Tsa ben selme.\"\n\nStranger becomes serious, and looks quite concerned. \"Krande,\" he says,\n\"Fe rema akne; ben krande.\"", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\nFeverleaf\nBone\nPurple Paste\nWhite Bark (with a picture of Feverleaf)", "endoftext": false }, { "action": "You go southwest", "response": "Stranger waves to you as you leave. \"Selme hallen!\" he calls to you as\nyou go. \"Fe rakasha ben y akne fe rema!\" he adds.\n\nThis is the forest where you hunt for food and skins, though you don't\nbelieve you'll be hunting much today. Some birds still chirp in the\ntrees, though many have flown away, as they do every winter. The rustle\nof wind through the golden leaves counterpoints your own footsteps, as\nyou wend your way through the forest. The path you used to get here\ngoes back south, and another path leads northeast, which you've never\nused before today.\n\nTo one side of the path, you see a small berry bush.\n\nYou can also see Useful Rock and Spear here.", "endoftext": false }, { "action": "You take all", "response": "Useful Rock: Taken.\nSpear: Taken.\nBerry Bush: That's fixed in place.", "endoftext": false }, { "action": "Go south", "response": "You've emerged from the northeast path to another Hut, rather like your\nown. This one is larger, though, and has woven leaves as a doorway\ninstead of a hide. This Hut is to the north, or you can go back down\nthe path you came from the southwest.\n\nStranger is here, standing in front of his Hut, standing defensively,\nand looking suspiciously at you.\n\nYou can also see Small Boy here.\n\nStranger stops you angrily. \"Tsa ben ne! Fa hallen, scarmul alsen!\" He\npoints at your Useful Rock, then back down the southwest path.\n\nWith a start, Small Boy points at your Useful Rock, exclaiming,\n\"Scarmul!\" He runs back into the Hut, and Stranger moves to stand\nprotectively in front of the door.", "endoftext": false }, { "action": "You examine Wife", "response": "Wife is supervising the two children playing by River. She catches you\nlooking at her and winks at you.", "endoftext": false }, { "action": "Kiss Wife", "response": "Wife kisses you back. \"Ooo-la-la,\" she says, afterwards.", "endoftext": false }, { "action": "You look at kids", "response": "The two children are playing in the shallows of the river, with Wife\nlooking on. Son looks much better; you would hardly have guessed that\nhe used to be sick. Friend's Son is still shy around you, but seems to\nbe comfortable enough playing with someone almost his own age.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nSpear\nUseful Rock\nBone\nPurple Paste\nWhite Bark (with a picture of Feverleaf)", "endoftext": false }, { "action": "Sing", "response": "Your singing is abominable.", "endoftext": false }, { "action": "Swim", "response": "The current is too strong to swim safely.", "endoftext": false }, { "action": "Go west", "response": "You wander through the Forest happily, but eventually return to where\nyou left.", "endoftext": false }, { "action": "Go west", "response": "This room is akin to the room below. There are staircases going up and\ndown, and another door going east.\n\nThe simple door is open. Through it, you see a wooded area, and a small\nHut.\n\nYou see etchings on the wall here, pictures of a forest with a river,\nand two huts, which stretch around the entire room, from the doorway to\nthe staircase.", "endoftext": false }, { "action": "You examine the etching", "response": "The panel near the door contains etchings of a man, wandering through a\nforest.\n\nThe next panel shows the man searching the forest for something. The\ndetail in one of the huts is a little more clear, and it seems that\nthere are three other figures within the hut, one of whom is lying on a\nbed of rags.\n\narea, and showing them to a second man by the other hut.\n\nIn the next panel, the two men are conversing. It seems the first is\ndescribing the prone character in the hut, and the second is giving him\nsome sort of plant as a result.\n\nIn the final panel, the man has brought back the plant to the first\nhut, where it is being prepared for the figure in the bed. In the final\nscene, all the characters are mingling freely with each other.", "endoftext": false }, { "action": "Up", "response": "This room is akin to the room below. There is a staircase going down,\nand another door going east.\n\nThe simple door is closed.\n\nYou see etchings on the wall here, pictures of a village near a canyon\nwith a herd of horses, which adorn one panel on the wall next to the\ndoor.", "endoftext": false }, { "action": "You open the door", "response": "You open the simple door.", "endoftext": false }, { "action": "You go to the east", "response": "pass through the door.\n\nThis is the small Village you seem to lead. It consists of several\nsmall huts, plus a larger one with no walls the People use as a meeting\narea. The People are there now, in fact, arguing over something. The\nground slopes down to the north, and a path leads along a ridge to the northwest. A small stream collects here, and follows the slope down to\nthe north.\n\nThe People are debating loudly amongst themselves in the meeting area.\n\nYour own hut is just to the west, slightly larger than the others.\n\nAs you enter, someone amongst the People yells, \"There's the Chief!\"\nEveryone quickly presses around you, all talking at once, and very\nagitated. After a bit you manage to calm them down, and figure out what\nthey're concerned about: Marauders are rumored to be plundering\nvillages to the south! Something must be done to give your village an\nedge in the inevitable conflict to come.", "endoftext": false }, { "action": "About yourself", "response": "You're different. You are walking erect, and seem to be decorated with\nsome sort of headdress and body paint. If more paint implies more\nsignificance, you must be the most significant person in the\nvillage--everyone else wears much less than you do.", "endoftext": false }, { "action": "You examine Hut", "response": "Looking inside your grass hut you see stone walls, which is really\nrather odd.", "endoftext": false }, { "action": "You look at People", "response": "bell would be placed on the Marauders, so the People will know when\nthey are near. The plan is quickly shot down by someone asking, \"But\nwho will bell the Marauders?\"", "endoftext": false }, { "action": "You ask People about Marauders", "response": "The People give you about ten differing opinions, all of them\nsingularly unhelpful.", "endoftext": false }, { "action": "You tell People about the democracy", "response": "The People listen to you, then half of them claim that what you said\nsupports their side, and the other half claim you supported their side.\nThe debate rages on, unimpeded.", "endoftext": true }, { "action": "You look around", "response": "This is the small Village you seem to lead. It consists of several\nsmall huts, plus a larger one with no walls the People use as a meeting\narea. The People are there now, in fact, arguing over something. The\nground slopes down to the north, and a path leads along a ridge to the northwest. A small stream collects here, and follows the slope down to\nthe north.\n\nThe People are debating loudly amongst themselves in the meeting area.\n\nYour own hut is just to the west, slightly larger than the others.\n\nChief will come up with something ingenious to defend them.", "endoftext": false }, { "action": "You tell People to stay the the course", "response": "The People listen to you, then half of them claim that what you said\nsupports their side, and the other half claim you supported their side.\nThe debate rages on, unimpeded.\n\nYou notice one man slip to the edge of the crowd. A few minutes later,\nhe seems to be gone.", "endoftext": false }, { "action": "You follow the man", "response": "But People is right here!", "endoftext": false }, { "action": "You examine the stream", "response": "The small stream has begun to show life again, although it disappeared\nin the height of summer. There is still more room among the rocks for\nmore water, due later in the year.\n\ndefensible position.", "endoftext": false }, { "action": "Go north", "response": "This path marks the beginnings of a descent down into the local canyon,\nto the northeast. To the west is a small ragged cliff, small enough\nhere to scale, but which becomes a more imposing wall as you continue\nyour descent into the canyon. A small stream, beginning to show life\nagain after the worst of the summer heat, follows its rocky bed here,\nas it continues down into the canyon.", "endoftext": false }, { "action": "You climb the cliff", "response": "You scramble up the slope and finally make it to the top.\n\neast, as it wends its way amongst the scrub. Your Village is back to\nthe southeast.", "endoftext": false }, { "action": "You go to the northeast", "response": "This spot gives you a breathtaking view of the countryside. A box\ncanyon drops away to the east, and another, deeper ridge is to your\nnorth. Far away, you can see the tiny shimmer of the Stream which\nbegins at your Village.", "endoftext": false }, { "action": "You go north", "response": "Despairing of ever finding a way to outclass the Marauders, the Chief\nof the Village throws himself over the edge of the Cliff, dashing\nhimself on the Rocks below. Fortunately for the Village in question,\nthis is in an alternate time line, so there's still hope.", "endoftext": false }, { "action": "You look at the canyon", "response": "The cliff is quite steep, although ragged. The top layer, where you\nare, is a dusty red color. At the base of the canyon, you can see a\nherd of horses.", "endoftext": false }, { "action": "Go southwest", "response": "east, as it wends its way amongst the scrub. Your Village is back to\nthe southeast.", "endoftext": false }, { "action": "Go east", "response": "Considering that discretion is the better part of valor, you carefully\nclimb down the cliff.\n\nThis path marks the beginnings of a descent down into the local canyon,\nto the northeast. To the west is a small ragged cliff, small enough\nhere to scale, but which becomes a more imposing wall as you continue\nyour descent into the canyon. A small stream, beginning to show life\nagain after the worst of the summer heat, follows its rocky bed here,\nas it continues down into the canyon.", "endoftext": false }, { "action": "Go northeast", "response": "You are at the base of a box canyon. Ragged walls tower over you on\nthree sides, striated red, black, and tan. The small stream running\nalong here dries up in the summer, but is now still active. A crack in\nthe north wall of the canyon allows it to pass along its path from the\nVillage, back up to the southwest.\n\nA Herd of Horses roam here, grazing on the tough grasses.", "endoftext": false }, { "action": "You look at Horses", "response": "You haven't paid much attention to the Horses before today, although\nyou believe you've seen this Herd around before. These large and\npowerful beasts, fortunately, seem to be vegetarian.", "endoftext": false }, { "action": "You examine the crack", "response": "The walls provide some shade from the afternoon sun. That and the\nstream must be why the Horses are here.", "endoftext": false }, { "action": "You look at Stream", "response": "The small stream has begun to show life again, although it disappeared\nin the height of summer. There is still more room among the rocks for\nmore water, due later in the year.", "endoftext": false }, { "action": "Inventory", "response": "That's a very good idea, but there's no easy way to get onto a Horse's\nback, even if it was likely to let you.\n\nYou are carrying:\nHeaddress (being worn)\nWhite Bark (with a picture of Feverleaf)\nPurple Paste\nBone\nUseful Rock\nSpear", "endoftext": false }, { "action": "You throw Rock at Horses", "response": "The Herd parts, and Useful Rock lands in the midst of them.\nUnflustered, they move away.", "endoftext": false }, { "action": "You go north", "response": "The stream from the south cuts through the wall of the canyon here, and\nruns for several paces before cascading down a steep, gravelly slope.\nThe sides of the canyon provide a welcome shade from the hot sun, which apparently is also enjoyed by a small grove of Fruit Trees, clustered\naround a wide section of the stream.", "endoftext": false }, { "action": "You examine Tree", "response": "an ideal environment in which to thrive. Although not exactly laden\nwith fruit, there is a fair amount of Fruit on the trees.", "endoftext": false }, { "action": "You take the Fruit", "response": "(the Piece of Fruit)\nYou choose the ripest Piece of Fruit you can find, and pluck it from a low-swung branch.", "endoftext": false }, { "action": "You examine Fruit", "response": "Which do you mean, Fruit Trees, the remaining Fruit or the Piece of\nFruit?", "endoftext": false }, { "action": "You examine Piece of the Fruit", "response": "Fruit looks delicious!", "endoftext": false }, { "action": "You take the Fruit", "response": "(the remaining Fruit)\nSince this is the only grove of Fruit Trees in the area, you decide to\nuse what you have before picking more.", "endoftext": false }, { "action": "You go south", "response": "You are at the base of a box canyon. Ragged walls tower over you on\nthree sides, striated red, black, and tan. The small stream running\nalong here dries up in the summer, but is now still active. A crack in\nthe north wall of the canyon allows it to pass along its path from the\nVillage, back up to the southwest.\n\nA Herd of Horses roam here, grazing on the tough grasses.\n\nOne of the Horses moves out of the herd towards you, sniffing.", "endoftext": false }, { "action": "You show the Fruit to the Horse", "response": "Cautiously, Horse approaches you, sniffing. Gingerly, he plucks the\nfruit from your hand, and trots a few paces away, where he drops it\nagain and begins to eat it.\n\nHorse noisily munches Fruit.", "endoftext": false }, { "action": "You get on the Horse", "response": "That's a very good idea, but there's no easy way to get onto Horse's\nback, even if he was likely to let you.\n\nHorse noisily munches Fruit.", "endoftext": false }, { "action": "Pet Horse", "response": "Horse isn't letting you near enough to touch him.\n\nHorse noisily munches Fruit.", "endoftext": false }, { "action": "You take the Fruit", "response": "You move towards Horse, who shies away, allowing you to pick up Fruit.", "endoftext": false }, { "action": "Go southwest", "response": "This path marks the beginnings of a descent down into the local canyon,\nto the northeast. To the west is a small ragged cliff, small enough\nhere to scale, but which becomes a more imposing wall as you continue\nyour descent into the canyon. A small stream, beginning to show life\nagain after the worst of the summer heat, follows its rocky bed here,\nas it continues down into the canyon.\n\nHorse follows you, sniffing and snorting loudly.", "endoftext": false }, { "action": "Go south", "response": "This is the small Village you seem to lead. It consists of several\nsmall huts, plus a larger one with no walls the People use as a meeting\narea. The People are there now, in fact, arguing over something. The\nground slopes down to the north, and a path leads along a ridge to the northwest. A small stream collects here, and follows the slope down to\nthe north.\n\nThe People are debating loudly amongst themselves in the meeting area.\n\nYour own hut is just to the west, slightly larger than the others.\n\nHorse shies away from so many people, and trots off back down the path.\n\nTwo men get in a heated argument, which almost comes to blows before\nit's stopped.", "endoftext": false }, { "action": "Up", "response": "You scramble up the slope and finally make it to the top.\n\neast, as it wends its way amongst the scrub. Your Village is back to\nthe southeast.\n\nHorse watches you climb the cliff, snorts in disgust, then canters back\ndown to his herd.", "endoftext": false }, { "action": "Up", "response": "You scramble up the slope and finally make it to the top.\n\neast, as it wends its way amongst the scrub. Your Village is back to\nthe southeast.\n\nHorse finishes Fruit, and with a whinny, trots back to join the herd.", "endoftext": false }, { "action": "You go north", "response": "Even here, the walls are too steep to go directly in that direction.", "endoftext": false }, { "action": "You go to the north", "response": "You are at the base of a box canyon. Ragged walls tower over you on\nthree sides, striated red, black, and tan. The small stream running\nalong here dries up in the summer, but is now still active. A crack in\nthe north wall of the canyon allows it to pass along its path from the\nVillage, back up to the southwest.\n\nA Herd of Horses roam here, grazing on the tough grasses.\n\nThe stream from the south cuts through the wall of the canyon here, and\nruns for several paces before cascading down a steep, gravelly slope.\nThe sides of the canyon provide a welcome shade from the hot sun, which apparently is also enjoyed by a small grove of Fruit Trees, clustered\naround a wide section of the stream.", "endoftext": false }, { "action": "You take the Fruit", "response": "(the Piece of Fruit)\nYou choose the ripest Piece of Fruit you can find, and pluck it from a low-swung branch.", "endoftext": false }, { "action": "You go south", "response": "You are at the base of a box canyon. Ragged walls tower over you on\nthree sides, striated red, black, and tan. The small stream running\nalong here dries up in the summer, but is now still active. A crack in\nthe north wall of the canyon allows it to pass along its path from the\nVillage, back up to the southwest.\n\nA Herd of Horses roam here, grazing on the tough grasses.\n\nOne of the Horses moves out of the herd towards you, sniffing.", "endoftext": false }, { "action": "Go southwest", "response": "This path marks the beginnings of a descent down into the local canyon,\nto the northeast. To the west is a small ragged cliff, small enough\nhere to scale, but which becomes a more imposing wall as you continue\nyour descent into the canyon. A small stream, beginning to show life\nagain after the worst of the summer heat, follows its rocky bed here,\nas it continues down into the canyon.\n\nHorse follows you, sniffing and snorting loudly.", "endoftext": false }, { "action": "Go upward", "response": "You scramble up the slope and finally make it to the top.\n\neast, as it wends its way amongst the scrub. Your Village is back to\nthe southeast.\n\nAt the bottom of the cliff, Horse noisily munches fruit, oblivious to\nyou.", "endoftext": false }, { "action": "You jump", "response": "Throwing caution to the wind, you leap off the cliff, hurtling down\ntowards the path below.\n\nHorse, busily munching away at the bottom of the hill, never even sees\nyou coming. With a WHUMP, you land square on his back! You drop all\nyour possessions as Horse rears, whinnies, and begins to run!\n\nStreaking Across the Countryside (on Horse)\nThe view is almost a blur around you, as Horse runs frantically, trying\nto get you off his back. Every so often, you notice some feature of the landscape, but, unsurprisingly, most of your attention is on Horse, and\nyour bumpy ride.\n\nHorse turns sharply, and your arms spin wildly, trying to compensate\nand keep your balance.\n\nThe ride is unsettling you, and you feel yourself start to slip.", "endoftext": false }, { "action": "You grab Horse", "response": "Using both hands, you grab hold of the streaming Mane.\n\nFeeling your grip on his neck, Horse stops twisting and turning, and\ntakes off in a new direction, going even faster.", "endoftext": false }, { "action": "You pull Horse", "response": "You'll need to be more specific. Do you want to pull it back? To the\nright or left?\n\nAhead and to the left, you can see a cliff wall approaching.", "endoftext": false }, { "action": "You pull Horse right", "response": "You pull Mane to the right.\n\nThe cliff grows as Horse approaches it at an angle.\n\nYou steer Horse a little more directly towards the cliff.", "endoftext": false }, { "action": "You pull right", "response": "What do you want to pull to the right?", "endoftext": false }, { "action": "You pull Mane right", "response": "You pull Mane to the right.\n\nYou and Horse are almost upon the cliff! It looms above you to the\nleft.\n\nYou steer Horse a little more directly towards the cliff.", "endoftext": false }, { "action": "You pull Mane right", "response": "You pull Mane to the right.\n\nJust before Horse runs into cliff, he veers sharply to the right,\ncausing your weight to shift to the left. Too far left, in fact.\nRolling off to the left, your fingers tear from Mane as you fall.\n\nHorse whinnies with delight, and disappears across the countryside. You\npick yourself up, and make your way back to the Village.\n\nThis is the small Village you seem to lead. It consists of several\nsmall huts, plus a larger one with no walls the People use as a meeting\narea. The People are there now, in fact, arguing over something. The\nground slopes down to the north, and a path leads along a ridge to the northwest. A small stream collects here, and follows the slope down to\nthe north.\n\nThe People are debating loudly amongst themselves in the meeting area.\n\nYour own hut is just to the west, slightly larger than the others.", "endoftext": false }, { "action": "You pull Horse back", "response": "You pull back on Mane. Unfortunately, Horse doesn't seem to slow\nperceptibly.\n\nThe cliff grows as Horse approaches it at an angle.", "endoftext": false }, { "action": "You pull Mane left", "response": "You pull Mane to the left.\n\nYou and Horse are almost upon the cliff! It looms above you to the\nleft.\n\nYou steer Horse a little more directly towards the cliff.", "endoftext": false }, { "action": "You pull Mane right", "response": "You pull Mane to the right.\n\nJust before Horse runs into cliff, he veers sharply to the right,\ncausing your weight to shift to the left. Too far left, in fact.\nRolling off to the left, your fingers tear from Mane as you fall.\n\nHorse whinnies with delight, and disappears across the countryside. You\npick yourself up, and make your way back to the Village.\n\nThis is the small Village you seem to lead. It consists of several\nsmall huts, plus a larger one with no walls the People use as a meeting\narea. The People are there now, in fact, arguing over something. The\nground slopes down to the north, and a path leads along a ridge to the northwest. A small stream collects here, and follows the slope down to\nthe north.\n\nThe People are debating loudly amongst themselves in the meeting area.\n\nYour own hut is just to the west, slightly larger than the others.", "endoftext": true }, { "action": "You describe your surroundings", "response": "This path marks the beginnings of a descent down into the local canyon,\nto the northeast. To the west is a small ragged cliff, small enough\nhere to scale, but which becomes a more imposing wall as you continue\nyour descent into the canyon. A small stream, beginning to show life\nagain after the worst of the summer heat, follows its rocky bed here,\nas it continues down into the canyon.\n\nYou can see Horse here.", "endoftext": false }, { "action": "You lean forward", "response": "You lean forward, towards Horse's neck.\n\nSuddenly, Horse leaps over a ridge, and starts down a hill.\n\nThe ride is unsettling you, and you feel yourself start to slip.", "endoftext": false }, { "action": "You pull Mane", "response": "You straighten up again.\n\nHorse gains speed as he continues down the hill.\n\nYou're faltering badly, and are having trouble righting yourself.\n\nYou'll need to be more specific. Do you want to pull it back? To the\nright or left?\n\nHorse has almost reached the bottom of the hill.\n\nYou can't seem to get your balance!", "endoftext": false }, { "action": "You pull Mane back", "response": "You pull back on Mane. Unfortunately, Horse doesn't seem to slow\nperceptibly.\n\nWith a force that jars you, Horse lands at the base of the hill,\ncausing you to be thrown forward before Horse begins running again with\nrenewed vigor.\n\nYou are now completely unsettled. Sliding off around Horse's neck, you\nnarrowly avoid being trodden upon as you fall forward and Horse runs\nover you.\nHorse whinnies with delight, and disappears across the countryside. You\npick yourself up, and make your way back to the Village.\n\nThis is the small Village you seem to lead. It consists of several\nsmall huts, plus a larger one with no walls the People use as a meeting\narea. The People are there now, in fact, arguing over something. The\nground slopes down to the north, and a path leads along a ridge to the northwest. A small stream collects here, and follows the slope down to\nthe north.\n\nThe People are debating loudly amongst themselves in the meeting area.\n\nYour own hut is just to the west, slightly larger than the others.\n\nOpinion in the crowd seems to be towards staying, but no-one seems to\nknow how that could happen.", "endoftext": false }, { "action": "You lean forward", "response": "You lean forward, towards Horse's neck.\n\nWith a force that jars you, Horse lands at the base of the hill,\nthrowing you forward over his neck!\nSliding off around Horse's neck, you narrowly avoid being trodden upon\nas you fall forward and Horse runs over you.\nHorse whinnies with delight, and disappears across the countryside. You\npick yourself up, and make your way back to the Village.\n\nThis is the small Village you seem to lead. It consists of several\nsmall huts, plus a larger one with no walls the People use as a meeting\narea. The People are there now, in fact, arguing over something. The\nground slopes down to the north, and a path leads along a ridge to the northwest. A small stream collects here, and follows the slope down to\nthe north.\n\nThe People are debating loudly amongst themselves in the meeting area.\n\nYour own hut is just to the west, slightly larger than the others.", "endoftext": false }, { "action": "You lean right", "response": "You lean over to the right.\n\nWith a force that jars you, Horse lands at the base of the hill,\ncausing you to be thrown forward before Horse begins running again with\nrenewed vigor.\n\nYou are now completely unsettled. Rolling off to the right, your\nfingers tear from Mane as you fall.\n\nHorse whinnies with delight, and disappears across the countryside. You\npick yourself up, and make your way back to the Village.\n\nThis is the small Village you seem to lead. It consists of several\nsmall huts, plus a larger one with no walls the People use as a meeting\narea. The People are there now, in fact, arguing over something. The\nground slopes down to the north, and a path leads along a ridge to the northwest. A small stream collects here, and follows the slope down to\nthe north.\n\nThe People are debating loudly amongst themselves in the meeting area.\n\nYour own hut is just to the west, slightly larger than the others.", "endoftext": false }, { "action": "You pull Mane back", "response": "You pull back on Mane. Unfortunately, Horse doesn't seem to slow\nperceptibly.\n\nWith a force that jars you, Horse lands at the base of the hill,\ncausing you to be thrown forward before Horse begins running again with\nrenewed vigor.\n\nYou are now completely unsettled. Sliding off around Horse's neck, you\nnarrowly avoid being trodden upon as you fall forward and Horse runs\nover you.\nHorse whinnies with delight, and disappears across the countryside. You\npick yourself up, and make your way back to the Village.\n\nThis is the small Village you seem to lead. It consists of several\nsmall huts, plus a larger one with no walls the People use as a meeting\narea. The People are there now, in fact, arguing over something. The\nground slopes down to the north, and a path leads along a ridge to the northwest. A small stream collects here, and follows the slope down to\nthe north.\n\nThe People are debating loudly amongst themselves in the meeting area.\n\nYour own hut is just to the west, slightly larger than the others.", "endoftext": false }, { "action": "Go west", "response": "This room is akin to the room below. There is a staircase going down,\nand another door going east.\n\nThe simple door is open. Through it, you see a small group of huts,\nclustered on an open mesa.\n\nYou see etchings on the wall here, pictures of a village near a canyon\nwith a herd of horses, which cover the walls on one half of the room.", "endoftext": false }, { "action": "Go east", "response": "This is the small Village you seem to lead. It consists of several\nsmall huts, plus a larger one with no walls the People use as a meeting\narea. The People are there now, in fact, arguing over something. The\nground slopes down to the north, and a path leads along a ridge to the northwest. A small stream collects here, and follows the slope down to\nthe north.\n\nThe People are debating loudly amongst themselves in the meeting area.\n\nYour own hut is just to the west, slightly larger than the others.", "endoftext": false }, { "action": "Go south", "response": "You wander that direction for a bit, find nothing, and eventually\nwander back.\n\nOne little boy starts to cry, but his mother comforts him.", "endoftext": false }, { "action": "Go east", "response": "You wander that direction for a bit, find nothing, and eventually\nwander back.", "endoftext": false }, { "action": "You ask People for the rope", "response": "The People give you about ten differing opinions, all of them\nsingularly unhelpful.", "endoftext": false }, { "action": "Go northwest", "response": "east, as it wends its way amongst the scrub. Your Village is back to\nthe southeast.", "endoftext": false }, { "action": "You squeeze legs", "response": "Keep your hands to yourself.", "endoftext": false }, { "action": "You pull Mane back", "response": "If you're not holding on to Mane, how do you expect to pull it?\n\nAgain, Horse turns, and you are almost thrown off!\n\nYou're faltering badly, and are having trouble righting yourself.", "endoftext": false }, { "action": "You pull Mane back", "response": "You pull back on Mane. Unfortunately, Horse doesn't seem to slow\nperceptibly.\n\nSuddenly, Horse leaps over a ridge, and starts down a hill.\n\nThe ride is unsettling you, and you feel yourself start to slip.", "endoftext": false }, { "action": "You lean back", "response": "You lean backwards, your arm stretching to keep a hold of Horse's Mane.\n\nHorse gains speed as he continues down the hill.\n\nYou manage to steady yourself a bit.", "endoftext": false }, { "action": "You pull Mane back", "response": "You pull back on Mane. Unfortunately, Horse doesn't seem to slow\nperceptibly.\n\nHorse has almost reached the bottom of the hill.", "endoftext": false }, { "action": "You lean back", "response": "You're already leaning as far back as you can.\n\nWith a force that jars you, Horse lands at the base of the hill,\njarring you forward on your seat again, but you manage otherwise to\nkeep your balance.", "endoftext": false }, { "action": "You pull Mane back", "response": "You pull back on Mane. Unfortunately, Horse doesn't seem to slow\nperceptibly.\n\nAhead of you, you see something large and black.", "endoftext": false }, { "action": "You look at the black", "response": "Which do you mean, the boulder or the Mane?", "endoftext": false }, { "action": "You pull left", "response": "What do you want to pull to the left?", "endoftext": false }, { "action": "Mane", "response": "You pull Mane to the left.\n\nAs you get nearer, the object resolves itself into a large boulder.\nHorse is heading straight towards it!\n\nAs the boulder approaches, you think Horse might be heading to the left\nof it, due to your pulling.", "endoftext": false }, { "action": "Lean left", "response": "You lean over to the left.\n\nThe boulder looms immanently. Horse still hasn't committed himself to\ngo one way or the other!\n\nAs the boulder approaches, you think Horse might be heading to the left\nof it, due to your pulling.", "endoftext": false }, { "action": "You examine the boulder", "response": "It's a huge boulder, straight ahead of Horse. There's no way Horse\ncould go over it, but there is yet no indication as to which direction\nHorse might choose.\n\nPulling desperately to the left, you force Horse to follow your lead,\ngoing left around the boulder.", "endoftext": true }, { "action": "Look around", "response": "Streaking Across the Countryside (on Horse)\nThe view is almost a blur around you, as Horse runs frantically, trying\nto get you off his back. Every so often, you notice some feature of the landscape, but, unsurprisingly, most of your attention is on Horse, and\nyour bumpy ride.\n\nYou sense that Horse is beginning to tire. This is good, because it\nmeans you might be able to free up one of your hands to do something. Unfortunately, you are also tiring, and you can feel your grip with\nyour knees weakening.\n\nThe ride is unsettling you, and you feel yourself start to slip.", "endoftext": false }, { "action": "You pull back", "response": "What do you want to pull backwards?", "endoftext": false }, { "action": "Mane", "response": "You pull back on Mane. Unfortunately, Horse doesn't seem to slow\nperceptibly.\n\nYou're faltering badly, and are having trouble righting yourself.", "endoftext": false }, { "action": "You lean back", "response": "You lean backwards, your arm stretching to keep a hold of Horse's Mane.\n\nYou are beginning to become sore from the constant jarring.\n\nYou are now completely unsettled. Rolling off to the left, your fingers\ntear from Mane as you fall.\n\nHorse whinnies with delight, and disappears across the countryside. You\npick yourself up, and make your way back to the Village.\n\nThis is the small Village you seem to lead. It consists of several\nsmall huts, plus a larger one with no walls the People use as a meeting\narea. The People are there now, in fact, arguing over something. The\nground slopes down to the north, and a path leads along a ridge to the northwest. A small stream collects here, and follows the slope down to\nthe north.\n\nThe People are debating loudly amongst themselves in the meeting area.\n\nYour own hut is just to the west, slightly larger than the others.\n\ndefensible position.", "endoftext": false }, { "action": "You lean forward", "response": "You lean forward, towards Horse's neck.\n\nYou are beginning to become sore from the constant jarring.\n\nYou can't seem to get your balance!", "endoftext": false }, { "action": "You grab Mane", "response": "You're already holding onto Mane (and it's a good thing, too).\n\nYou are now completely unsettled. Rolling off to the left, your fingers\ntear from Mane as you fall.\n\nHorse whinnies with delight, and disappears across the countryside. You\npick yourself up, and make your way back to the Village.\n\nThis is the small Village you seem to lead. It consists of several\nsmall huts, plus a larger one with no walls the People use as a meeting\narea. The People are there now, in fact, arguing over something. The\nground slopes down to the north, and a path leads along a ridge to the northwest. A small stream collects here, and follows the slope down to\nthe north.\n\nThe People are debating loudly amongst themselves in the meeting area.\n\nYour own hut is just to the west, slightly larger than the others.", "endoftext": false }, { "action": "You lean right", "response": "You center yourself again.\n\nYou manage to steady yourself a bit.", "endoftext": false }, { "action": "Mane", "response": "If you're leaning forwards, how do you expect to pull back on Mane?\n\nOne of your hands slip, and it is only Horse's slower pace that allows\nyou to grab a hold again.\n\nYou manage to steady yourself a bit.", "endoftext": false }, { "action": "You lean back", "response": "You straighten up again.\n\nYou're just about to fall off from exhaustion!\n\nYou manage to steady yourself a bit.", "endoftext": false }, { "action": "You pull back mane", "response": "You pull back on Mane. Unfortunately, Horse doesn't seem to slow\nperceptibly.\nUnable or unwilling to hold on any more, you slide off Horse, narrowly\navoiding being kicked on the way down.\nHorse whinnies with delight, and disappears across the countryside. You\npick yourself up, and make your way back to the Village.\n\nThis is the small Village you seem to lead. It consists of several\nsmall huts, plus a larger one with no walls the People use as a meeting\narea. The People are there now, in fact, arguing over something. The\nground slopes down to the north, and a path leads along a ridge to the northwest. A small stream collects here, and follows the slope down to\nthe north.\n\nThe People are debating loudly amongst themselves in the meeting area.\n\nYour own hut is just to the west, slightly larger than the others.", "endoftext": false }, { "action": "You say whoa", "response": "Whom do you want to say that to?", "endoftext": false }, { "action": "Horse", "response": "There is no reply.\nUnable or unwilling to hold on any more, you slide off Horse, narrowly\navoiding being kicked on the way down.\nHorse whinnies with delight, and disappears across the countryside. You\npick yourself up, and make your way back to the Village.\n\nThis is the small Village you seem to lead. It consists of several\nsmall huts, plus a larger one with no walls the People use as a meeting\narea. The People are there now, in fact, arguing over something. The\nground slopes down to the north, and a path leads along a ridge to the northwest. A small stream collects here, and follows the slope down to\nthe north.\n\nThe People are debating loudly amongst themselves in the meeting area.\n\nYour own hut is just to the west, slightly larger than the others.\n\ndefensible position.", "endoftext": false }, { "action": "You squeeze the legs", "response": "Keep your hands to yourself.\nUnable or unwilling to hold on any more, you slide off Horse, narrowly\navoiding being kicked on the way down.\nHorse whinnies with delight, and disappears across the countryside. You\npick yourself up, and make your way back to the Village.\n\nThis is the small Village you seem to lead. It consists of several\nsmall huts, plus a larger one with no walls the People use as a meeting\narea. The People are there now, in fact, arguing over something. The\nground slopes down to the north, and a path leads along a ridge to the northwest. A small stream collects here, and follows the slope down to\nthe north.\n\nThe People are debating loudly amongst themselves in the meeting area.\n\nYour own hut is just to the west, slightly larger than the others.\n\ndefensible position.", "endoftext": false }, { "action": "You grab Mane", "response": "You're already holding onto Mane (and it's a good thing, too).\nUnable or unwilling to hold on any more, you slide off Horse, narrowly\navoiding being kicked on the way down.\nHorse whinnies with delight, and disappears across the countryside. You\npick yourself up, and make your way back to the Village.\n\nThis is the small Village you seem to lead. It consists of several\nsmall huts, plus a larger one with no walls the People use as a meeting\narea. The People are there now, in fact, arguing over something. The\nground slopes down to the north, and a path leads along a ridge to the northwest. A small stream collects here, and follows the slope down to\nthe north.\n\nThe People are debating loudly amongst themselves in the meeting area.\n\nYour own hut is just to the west, slightly larger than the others.", "endoftext": true }, { "action": "You jump", "response": "Unable or unwilling to hold on any more, you slide off Horse, narrowly\navoiding being kicked on the way down.\nHorse whinnies with delight, and disappears across the countryside. You\npick yourself up, and make your way back to the Village.\n\nThis is the small Village you seem to lead. It consists of several\nsmall huts, plus a larger one with no walls the People use as a meeting\narea. The People are there now, in fact, arguing over something. The\nground slopes down to the north, and a path leads along a ridge to the northwest. A small stream collects here, and follows the slope down to\nthe north.\n\nThe People are debating loudly amongst themselves in the meeting area.\n\nYour own hut is just to the west, slightly larger than the others.", "endoftext": false }, { "action": "You look at Horse", "response": "Horse is an earthy brown color with a sharp black Mane, which you are\nclinging to.\nUnable or unwilling to hold on any more, you slide off Horse, narrowly\navoiding being kicked on the way down.\nHorse whinnies with delight, and disappears across the countryside. You\npick yourself up, and make your way back to the Village.\n\nThis is the small Village you seem to lead. It consists of several\nsmall huts, plus a larger one with no walls the People use as a meeting\narea. The People are there now, in fact, arguing over something. The\nground slopes down to the north, and a path leads along a ridge to the northwest. A small stream collects here, and follows the slope down to\nthe north.\n\nThe People are debating loudly amongst themselves in the meeting area.\n\nYour own hut is just to the west, slightly larger than the others.\n\nYou notice one man slip to the edge of the crowd. A few minutes later,\nhe seems to be gone.", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\nWith a force that jars you, Horse lands at the base of the hill,\njarring you forward on your seat again, but you manage otherwise to\nkeep your balance.", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\nAhead of you, you see something large and black.", "endoftext": false }, { "action": "You pull Mane left", "response": "You pull Mane to the left.\n\nAs you get nearer, the object resolves itself into a large boulder.\nHorse is heading straight towards it!\n\nAs the boulder approaches, you think Horse might be heading to the left\nof it, due to your pulling.", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\nPulling desperately to the left, you force Horse to follow your lead,\ngoing left around the boulder.", "endoftext": false }, { "action": "Mane", "response": "If you're leaning left, how do you expect to pull Mane right?\n\nYou sense that Horse is beginning to tire. This is good, because it\nmeans you might be able to free up one of your hands to do something. Unfortunately, you are also tiring, and you can feel your grip with\nyour knees weakening.\n\nThe ride is unsettling you, and you feel yourself start to slip.", "endoftext": false }, { "action": "You lean right", "response": "You center yourself again.\n\nYou sense that Horse is beginning to tire. This is good, because it\nmeans you might be able to free up one of your hands to do something. Unfortunately, you are also tiring, and you can feel your grip with\nyour knees weakening.", "endoftext": false }, { "action": "You pull Mane back", "response": "You pull back on Mane. Unfortunately, Horse doesn't seem to slow\nperceptibly.", "endoftext": false }, { "action": "You lean back", "response": "You lean backwards, your arm stretching to keep a hold of Horse's Mane.\n\nYou are beginning to become sore from the constant jarring.\n\nThe ride is unsettling you, and you feel yourself start to slip.", "endoftext": false }, { "action": "You pull Mane back", "response": "You pull back on Mane. Unfortunately, Horse doesn't seem to slow\nperceptibly.\n\nYou're faltering badly, and are having trouble righting yourself.", "endoftext": false }, { "action": "You lean forward", "response": "You straighten up again.\n\nOne of your hands slip, and it is only Horse's slower pace that allows\nyou to grab a hold again.\n\nYou manage to steady yourself a bit.", "endoftext": false }, { "action": "You ride Horse", "response": "You're trying!\n\nYou're just about to fall off from exhaustion!\n\nYou manage to steady yourself a bit.", "endoftext": true }, { "action": "You pull Mane", "response": "You'll need to be more specific. Do you want to pull it back? To the\nright or left?\nUnable or unwilling to hold on any more, you slide off Horse, narrowly\navoiding being kicked on the way down.\nHorse whinnies with delight, and disappears across the countryside. You\npick yourself up, and make your way back to the Village.\n\nThis is the small Village you seem to lead. It consists of several\nsmall huts, plus a larger one with no walls the People use as a meeting\narea. The People are there now, in fact, arguing over something. The\nground slopes down to the north, and a path leads along a ridge to the northwest. A small stream collects here, and follows the slope down to\nthe north.\n\nThe People are debating loudly amongst themselves in the meeting area.\n\nYour own hut is just to the west, slightly larger than the others.", "endoftext": false }, { "action": "You lean forwards", "response": "You lean forward, towards Horse's neck.\nSliding off around Horse's neck, you narrowly avoid being trodden upon\nas you fall forward and Horse runs over you.\nHorse whinnies with delight, and disappears across the countryside. You\npick yourself up, and make your way back to the Village.\n\nThis is the small Village you seem to lead. It consists of several\nsmall huts, plus a larger one with no walls the People use as a meeting\narea. The People are there now, in fact, arguing over something. The\nground slopes down to the north, and a path leads along a ridge to the northwest. A small stream collects here, and follows the slope down to\nthe north.\n\nThe People are debating loudly amongst themselves in the meeting area.\n\nYour own hut is just to the west, slightly larger than the others.", "endoftext": false }, { "action": "You pull Mane forward", "response": "You push forwards on Mane. Horse increases speed slightly, which\nunsettles you enough that you can't push forward any more. You ease\nback, and Horse resumes his regular breakneck pace.\n\nYou sense that Horse is beginning to tire. This is good, because it\nmeans you might be able to free up one of your hands to do something. Unfortunately, you are also tiring, and you can feel your grip with\nyour knees weakening.\n\nThe ride is unsettling you, and you feel yourself start to slip.", "endoftext": false }, { "action": "You lean forward", "response": "You lean forward, towards Horse's neck.\n\nYou're faltering badly, and are having trouble righting yourself.", "endoftext": false }, { "action": "You pull Mane forward", "response": "You push forwards on Mane. Horse increases speed slightly, which\nunsettles you enough that you can't push forward any more. You ease\nback, and Horse resumes his regular breakneck pace.\n\nYou are beginning to become sore from the constant jarring.", "endoftext": false }, { "action": "You pull Mane forward", "response": "You push forwards on Mane. Horse increases speed slightly, which\nunsettles you enough that you can't push forward any more. You ease\nback, and Horse resumes his regular breakneck pace.", "endoftext": false }, { "action": "You pull Mane forward", "response": "You push forwards on Mane. Horse increases speed slightly, which\nunsettles you enough that you can't push forward any more. You ease\nback, and Horse resumes his regular breakneck pace.\n\nOne of your hands slip, and it is only Horse's slower pace that allows\nyou to grab a hold again.", "endoftext": false }, { "action": "You pull Mane forward", "response": "You push forwards on Mane. Horse increases speed slightly, which\nunsettles you enough that you can't push forward any more. You ease\nback, and Horse resumes his regular breakneck pace.\n\nYou're just about to fall off from exhaustion!", "endoftext": false }, { "action": "You pull Mane back", "response": "You pull back on Mane. Unfortunately, Horse doesn't seem to slow\nperceptibly.\n\nYou are beginning to become sore from the constant jarring.", "endoftext": false }, { "action": "You pull Mane back", "response": "You pull back on Mane. Unfortunately, Horse doesn't seem to slow\nperceptibly.\n\nOne of your hands slip, and it is only Horse's slower pace that allows\nyou to grab a hold again.", "endoftext": false }, { "action": "You pull Mane back", "response": "You pull back on Mane. Unfortunately, Horse doesn't seem to slow\nperceptibly.\n\nYou're just about to fall off from exhaustion!", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nHeaddress (being worn)\nUnable or unwilling to hold on any more, you slide off Horse, narrowly\navoiding being kicked on the way down.\nHorse whinnies with delight, and disappears across the countryside. You\npick yourself up, and make your way back to the Village.\n\nThis is the small Village you seem to lead. It consists of several\nsmall huts, plus a larger one with no walls the People use as a meeting\narea. The People are there now, in fact, arguing over something. The\nground slopes down to the north, and a path leads along a ridge to the northwest. A small stream collects here, and follows the slope down to\nthe north.\n\nThe People are debating loudly amongst themselves in the meeting area.\n\nYour own hut is just to the west, slightly larger than the others.", "endoftext": false }, { "action": "You hit Horse", "response": "Violence isn't the answer to this one.\nUnable or unwilling to hold on any more, you slide off Horse, narrowly\navoiding being kicked on the way down.\nHorse whinnies with delight, and disappears across the countryside. You\npick yourself up, and make your way back to the Village.\n\nThis is the small Village you seem to lead. It consists of several\nsmall huts, plus a larger one with no walls the People use as a meeting\narea. The People are there now, in fact, arguing over something. The\nground slopes down to the north, and a path leads along a ridge to the northwest. A small stream collects here, and follows the slope down to\nthe north.\n\nThe People are debating loudly amongst themselves in the meeting area.\n\nYour own hut is just to the west, slightly larger than the others.\n\nYou notice one man slip to the edge of the crowd. A few minutes later,\nhe seems to be gone.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nHeaddress (being worn)\n\nYou sense that Horse is beginning to tire. This is good, because it\nmeans you might be able to free up one of your hands to do something. Unfortunately, you are also tiring, and you can feel your grip with\nyour knees weakening.\n\nThe ride is unsettling you, and you feel yourself start to slip.", "endoftext": false }, { "action": "You put Headdress on Horse", "response": "Using your free hand, you cram your headdress on Horse's head, so that\nhis eyes are covered. Not being able to see where he's going, Horse\nstops and moves around nervously. Gently, you calm him, and manage to\nurge him back to the Village.\n\nYour arrival causes a great commotion amongst the People. Everyone is\noverawed at the sight; the only thing detracting from your entrance the\nfact that your headdress is unceremoniously rammed onto Horse's head,\nmaking both of you look rather undignified. Still, the People are quick\nto realize that riding a Horse would be a wonderful way to discourage\nraiding Marauders, and they pester you with questions about how you\nmanaged to do it. Soon, the whole Village is out, trying to learn how\nto master the art of Horse Riding.\n\nThis is the small Village you seem to lead. It consists of several\nsmall huts, plus a larger one with no walls the People use as a meeting\narea. Right now, the entire place is rather deserted, as everyone is\ndown in the Canyon, trying to learn how to ride a Horse like you did.\nThe ground slopes down to the northeast, and a path leads along a ridge\nto the northwest. A small stream collects here, and follows the slope\ndown to the northeast.\n\nYour own hut is just to the west, slightly larger than the others.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\nHeaddress (being worn)", "endoftext": false }, { "action": "Go north", "response": "This path marks the beginnings of a descent down into the local canyon,\nto the northeast. To the west is a small ragged cliff, small enough\nhere to scale, but which becomes a more imposing wall as you continue\nyour descent into the canyon. A small stream, beginning to show life\nagain after the worst of the summer heat, follows its rocky bed here,\nas it continues down into the canyon.\n\nYou can see Spear, Useful Rock, Bone, Purple Paste, White Bark and a\nPiece of Fruit here.", "endoftext": false }, { "action": "You take all", "response": "Spear: Taken.\nUseful Rock: Taken.\nBone: Taken.\nPurple Paste: You scoop up what you can of the berry mash.\nWhite Bark: Taken.\nPiece of Fruit: Taken.", "endoftext": false }, { "action": "Go south", "response": "This is the small Village you seem to lead. It consists of several\nsmall huts, plus a larger one with no walls the People use as a meeting\narea. Right now, the entire place is rather deserted, as everyone is\ndown in the Canyon, trying to learn how to ride a Horse like you did.\nThe ground slopes down to the northeast, and a path leads along a ridge\nto the northwest. A small stream collects here, and follows the slope\ndown to the northeast.\n\nYour own hut is just to the west, slightly larger than the others.", "endoftext": false }, { "action": "You go west", "response": "This room is akin to the room below. There is a staircase going down,\nand another door going east.\n\nThe simple door is open. Through it, you see a small group of huts,\nclustered on an open mesa.\n\nYou see etchings on the wall here, pictures of a village near a canyon\nwith a herd of horses, which stretch around the entire room, from the\ndoorway to the staircase.\n\nAs you go back into the Edifice, you begin to hear a rumbling sound.", "endoftext": false }, { "action": "You examine the etching", "response": "The panel near the door contains etchings of a man dressed up with some\nsort of hat, leading a small village. Off in one corner lurk threatening-looking men.\n\nThe next panel shows the man with the hat near a waterfall, picking a\npiece of fruit.\n\nThe next panel shows the man with the hat enticing a horse near a cliff\nwith the fruit, then leaping on its back.\n\nIn the next panel, the man with the hat is on the horse's back, dodging obstacles, and trying to keep his balance.\n\nIn the final panel, the man no longer has his hat on, and is urging the\nhorse back to the village. It seems that the hat is now on top of the\nhorse, instead.\n\nThe simple door to the east is closing of its own volition!", "endoftext": false }, { "action": "Up", "response": "There seems to be no way out in that direction.\n\nThe rumbling is getting louder, and the whole Edifice is starting to\nshake!", "endoftext": true }, { "action": "Go downwards", "response": "This room is akin to the room below. There is a staircase going down,\nand another door going east.\n\nThe simple door is open. Through it, you see a small group of huts,\nclustered on an open mesa.\n\nYou see etchings on the wall here, pictures of a village near a canyon\nwith a herd of horses, which stretch around the entire room, from the\ndoorway to the staircase.\n\nThe rumbling is getting louder, and the whole Edifice is starting to\nshake!\n\nThis room is akin to the room below. There are staircases going up and\ndown, and another door going east.\n\nThe simple door is open. Through it, you see a wooded area, and a small\nHut.\n\nYou see etchings on the wall here, pictures of a forest with a river,\nand two huts, which stretch around the entire room, from the doorway to\nthe staircase.\n\nA particularly violent tremble almost knocks you off your feet, but you\nmanage to recover.", "endoftext": true }, { "action": "Go down", "response": "Green sunlight filters in from the west through the open recess,\nilluminating a small, round room, simple but totally foreign to you. A staircase (when did you learn that word?) winds up along the curved\nwall to another level above you, and, oddly, another doorway leads\neast, as if it would lead back into the forest.\n\nYou see etchings on the wall here, pictures of a grassland with a\nstream running through it, which stretch around the entire room, from\nthe doorway to the staircase.\n\nThe simple door is open. Oddly, you see grassland on the other side,\nnot forest.\n\nThe east door is just about closed!", "endoftext": false }, { "action": "Leave", "response": "pass through the door.\n\nHere, in the forest where you have spent your entire life, stands a\nhuge Edifice, reaching into the clouds high above you.\n\nThe Others are here, doing typically boring things.\n\nIn the distance, your Enemies search for easier prey.\n\nAs you pass through the doorway, there is a rumble behind you. You turn\nto see the recess filled with stone again! You bang on it with Rock,\nbut nothing seems to happen this time. As you step back, a fleeting\nmemory from inside the Edifice tells you that the irregularities above\nthe recess spell, \"HISTORY\", but then the memory disappears, and the irregularities just look like odd shapes again. \"Oh, well,\" you think\nas you turn away. \"At least it didn't try to eat me.\"", "endoftext": false }, { "action": "Go upwards", "response": "This room is akin to the room below. There are staircases going up and\ndown, and another door going east.\n\nThe simple door is open. Through it, you see a wooded area, and a small\nHut.\n\nYou see etchings on the wall here, pictures of a forest with a river,\nand two huts, which stretch around the entire room, from the doorway to\nthe staircase.\n\nThe east door closes, and, as it does, the rumbling stops.", "endoftext": false }, { "action": "Go east", "response": "pass through the door.\n\nThis is a small, cleared area in front of your Hut in the middle of the\nforest. The autumn leaves crunch under your feet, and the smell of\nwinter is in the air. A well-worn path runs to the south towards the\nsound of rushing water, and another leads north, deeper into the\nforest.\n\nStrangely, you seem to have entered this area through a\nrectangular-shaped hole in a tree to the west.\n\nNear the door is Firepit, where you cook all your meals.\n\nYou step through the door, and hear a peculiar \"Whump.\" behind you.\nTurning back around, you find that the tree which used to contain the\ndoor is seamless, with no trace of its former portal. You turn back\naround to the sound of laughing children, playing by the River, and\ndecide to go join them for a while.", "endoftext": false }, { "action": "Go up", "response": "This room is akin to the room below. There is a staircase going down,\nand another door going east.\n\nThe simple door is open. Through it, you see a small group of huts,\nclustered on an open mesa.\n\nYou see etchings on the wall here, pictures of a village near a canyon\nwith a herd of horses, which stretch around the entire room, from the\ndoorway to the staircase.\n\nThe east door is just about closed!", "endoftext": false }, { "action": "You go outside", "response": "This is the small Village you seem to lead. It consists of several\nsmall huts, plus a larger one with no walls the People use as a meeting\narea. Right now, the entire place is rather deserted, as everyone is\ndown in the Canyon, trying to learn how to ride a Horse like you did.\nThe ground slopes down to the northeast, and a path leads along a ridge\nto the northwest. A small stream collects here, and follows the slope\ndown to the northeast.\n\nYour own hut is just to the west, slightly larger than the others.\n\nAs you step through your door back to the Village, you hear a peculiar\n\"Foosh.\" behind you. Looking back, you see that the inside of your hut\nlooks perfectly normal again; the stone walls of the Edifice gone\ncompletely. As you stand there contemplating this, a horse gallops by\nwith one of the People on its back, yelling for help. Laughing, you run\nafter them, shouting advice.", "endoftext": false }, { "action": "Go upwards", "response": "There seems to be no way out in that direction.\n\nThe east door closes, and, as it does, the rumbling stops.", "endoftext": true }, { "action": "Go downward", "response": "This room is akin to the room below. There are staircases going up and\ndown, and another door going east.\n\nThe simple door is closed.\n\nYou see etchings on the wall here, pictures of a forest with a river,\nand two huts, which stretch around the entire room, from the doorway to\nthe staircase.", "endoftext": true }, { "action": "Go downwards", "response": "This room is small and featureless. There is a staircases going up,\nand a door going east.\nThe recess you originally came through is gone!\n\nYou see etchings on the wall here, pictures of a grassland with a\nstream running through it, which stretch around the entire room, from\nthe doorway to the staircase.\n\nThe simple door is closed.", "endoftext": false }, { "action": "You go east", "response": "pass through the door.\n\nWell, this certainly isn't the Forest you've come to know and love. You\nare standing in the middle of a vast grassland, broken only by the\nincongruous stone arch you passed through on your way here. Through it,\nyou can see back into the dimly-lit Edifice to the west, a sharp\ncontrast to the bright sunlight all around you.\n\nListening closely, you can hear the sounds of running water away to the northeast.\n\nA gentle breeze blows from the northeast, carrying a hint of smoke as\nit rustles through the grass, which bows in its wake.\n\nAs you pass through the arch, the door closes behind you. You watch in wonderment as it shimmers, then disappears from view. You wander around\nthe spot where it was, but absolutely nothing remains--even the grass\nseems to have grown up where the arch's posts once stood. Finally, you\nturn and make your way across the grassland to the place you suddenly\nremember is home,...", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\nThe east door closes, and, as it does, the rumbling stops. To the west,\nthe recess is blocked, as well.", "endoftext": true }, { "action": "You look around", "response": "This room is small and featureless. There is a staircases going up,\nand a door going east.\nThe recess you originally came through is gone!\n\nYou see etchings on the wall here, pictures of a grassland with a\nstream running through it, which stretch around the entire room, from\nthe doorway to the staircase.\n\nThe simple door is closed.", "endoftext": false }, { "action": "You look at the etchings", "response": "This room is akin to the room below. There are staircases going up and\ndown, and another door going east.\n\nThe simple door is closed.\n\nYou see etchings on the wall here, pictures of a forest with a river,\nand two huts, which stretch around the entire room, from the doorway to\nthe staircase.\n\nThe panel near the door contains etchings of a man, wandering through a\nforest.\n\nThe next panel shows the man searching the forest for something. The\ndetail in one of the huts is a little more clear, and it seems that\nthere are three other figures within the hut, one of whom is lying on a\nbed of rags.\n\narea, and showing them to a second man by the other hut.\n\nIn the next panel, the two men are conversing. It seems the first is\ndescribing the prone character in the hut, and the second is giving him\nsome sort of plant as a result.\n\nIn the final panel, the man has brought back the plant to the first\nhut, where it is being prepared for the figure in the bed. In the final\nscene, all the characters are mingling freely with each other.", "endoftext": false }, { "action": "Go upwards", "response": "This room is akin to the room below. There are staircases going up and\ndown, and another door going east.\n\nThe simple door is closed.\n\nYou see etchings on the wall here, pictures of a village near a canyon\nwith a herd of horses, which stretch around the entire room, from the\ndoorway to the staircase.\n\nWait a minute. A staircase going up? That wasn't here before. Was it?", "endoftext": false }, { "action": "Up", "response": "This room is akin to the room below. There are staircases going up and\ndown, and another door going east.\n\nYou see etchings on the wall here, pictures of a tribe, wandering\nthrough a vast landscape, which adorn one panel on the wall next to the\ndoor.\n\nThe simple door is closed.", "endoftext": false }, { "action": "You look at the etchings", "response": "The panel near the door contains etchings of a nomadic tribe of people,\nhunting and gathering food to survive.", "endoftext": false }, { "action": "Up", "response": "Resolutely, you climb even higher in the Edifice.", "endoftext": false }, { "action": "You go east", "response": "Resolutely, you step through the door.", "endoftext": true }, { "action": "Look around", "response": "This room is akin to the room below. There are staircases going up and\ndown, and another door going east.\n\nYou see etchings on the wall here, pictures of a tribe, wandering\nthrough a vast landscape, which adorn one panel on the wall next to the\ndoor.\n\nThe simple door is open. Through it, you see an ever-changing landscape\nof hills, forest, grassland, mountains, and rivers.", "endoftext": false }, { "action": "You go east", "response": "Resolutely, you step through the door.", "endoftext": true } ]
4tb9soabrb4apqzd
Lydia's Heart
Jim Aikin
[ "Horror" ]
[ "built-in hints", "cover art", "feelie map", "female protagonist", "horror", "long-form", "Lovecraftian", "parser", "puzzles", "TADS", "TADS 3", "teenage protagonist" ]
2,007
[ 9, 15, 1, 2, 2 ]
29
3.931034
20210401
true
"Lydia's Heart" is a large, complex game with a serious tone and seven or eight NPCs you can converse with. The genre is low-key horror: There's almost no actual blood, but there are several ways to die in a very frightening way. Various bits of magical fantasy are included in a basically real-world setting. This game is version 2. 0 of "Last Resort." The story is the same, but it's not simply a TADS port of the original -- there are more rooms and about 18 entirely new puzzles. The author recommends that you play "Lydia's Heart," not "Last Resort." You play the part of 14-year-old Diane Lindsay. You have been dragged off by your Aunt Caroline to a run-down motor court in rural Mississippi for reasons that are not initially clear. As you explore the motor court, you'll meet various creepy people and overhear a murder being committed. You'll meet a ghost named Lydia, who (if you can figure out how to make friends with her) will tell you why you've been brought here, and why you must get away before the afternoon is over.
[ { "action": "About you", "response": "No need even to look in the mirror - you know perfectly well what you look like, having inspected every detail often enough. Your legs are a little too long and your knees a little knobby, but your face is cute and blessedly free of zits. Your long blond hair is one of your better features. And you're already starting to have a figure, which is pretty good considering you're only fourteen. Today you're wearing nothing special, just slacks and a shirt and some sneakers.", "endoftext": false }, { "action": "You examine the dress", "response": "The dress is an achingly pure white. It's old-fashioned, with puffy sleeves, a long skirt, and lacy frills at the wrists and neckline.", "endoftext": false }, { "action": "You wear the dress", "response": "(first taking the white dress)\nYou consider stripping off your slacks and top and trying on the white dress, but three things stop you. First, you're mad at Aunt Caroline for hauling you all the way down here, so you really don't want to give her the pleasure of trying on the dress she insisted on bringing for you. Second, you want to spend the afternoon looking around this dumpy motel to see if there's anything fun to do, and the dress would surely get dirty. Third, it would look really tacky with your sneakers.", "endoftext": false }, { "action": "You take the dress", "response": "You are already carrying the white dress.", "endoftext": true }, { "action": "You look around", "response": "The interior of this rustic motel room has seen better days.\nBedspreads the color of mud cover the twin beds, though not in a very tidy way. The plaster on one wall is discolored in mottled patches, and the tacky wood-grain wallpaper on another wall is starting to peel. Years of grime have been ground into the carpet. A murky painting of some ducks fails to add a sporty air.\n\nCurtains the color of old pea soup hang beside the window to the left of the door. A chipped and scarred dresser stands against the west wall, near the door of the bathroom. There's a walk-in closet on the south side of the room, and the door of the cabin is to the east.", "endoftext": false }, { "action": "You look at the window", "response": "The window is none too clean. It looks out on a strip of bare dirt and the run-down cabins opposite.", "endoftext": false }, { "action": "You look at the dresser", "response": "The dresser is built of cheap pressboard. It has three drawers.", "endoftext": false }, { "action": "You open the top drawer", "response": "Opening the top drawer reveals Aunt Caroline's clothes.", "endoftext": false }, { "action": "You drop the dress", "response": "You lay the dress carefully on the bed near the door.", "endoftext": false }, { "action": "You close top drawer", "response": "Closed.", "endoftext": false }, { "action": "You open the middle drawer", "response": "Opening the middle drawer reveals your other clothes.", "endoftext": false }, { "action": "You open the bottom drawer", "response": "Opened.", "endoftext": false }, { "action": "You examine the bottom drawer", "response": "It's an ordinary dresser drawer. It's open.", "endoftext": false }, { "action": "You look in the bottom drawer", "response": "The bottom drawer seems to be empty.", "endoftext": true }, { "action": "You describe your surroundings", "response": "The interior of this rustic motel room has seen better days.\nBedspreads the color of mud cover the twin beds, though not in a very tidy way. The plaster on one wall is discolored in mottled patches, and the tacky wood-grain wallpaper on another wall is starting to peel. Years of grime have been ground into the carpet. A murky painting of some ducks fails to add a sporty air.\n\nCurtains the color of old pea soup hang beside the window to the left of the door. A chipped and scarred dresser stands against the west wall, near the door of the bathroom. There's a walk-in closet on the south side of the room, and the door of the cabin is to the east.\n\nOn the bed near the door is a white dress.", "endoftext": false }, { "action": "You examine the patch", "response": "The word \"patch\" is not necessary in this story.\n\n(If this was an accidental misspelling, you can correct it by typing OOPS followed by the corrected word now. Any time the story points out an unknown word, you can correct a misspelling using OOPS as your next command.)", "endoftext": false }, { "action": "You look at the painting", "response": "The ducks are swimming on a pond, that much you can make out. The background is very murky, however. You have the vague impression that something large and sinister is lurking, about to pounce on the ducks.", "endoftext": false }, { "action": "You examine the curtains", "response": "The curtains droop sadly.", "endoftext": false }, { "action": "You open the top drawer", "response": "Opening the top drawer reveals Aunt Caroline's clothes.", "endoftext": false }, { "action": "You search top drawer", "response": "The top drawer contains Aunt Caroline's clothes.", "endoftext": false }, { "action": "You examine the caroline's clothes", "response": "Aunt Caroline's things - principally cashmere sweaters and blouses with big floppy bows at the neckline - are neatly folded in the top drawer.", "endoftext": false }, { "action": "You open the curtains", "response": "You glance at the curtains and instantly dismiss them as unimportant.", "endoftext": false }, { "action": "You wear the caroline's clothes", "response": "Aunt Caroline wouldn't be happy to learn you were disarranging her things. Anyway, there's nothing useful in the drawer.", "endoftext": false }, { "action": "You close the drawer", "response": "You close the top drawer.", "endoftext": false }, { "action": "You open the middle drawer", "response": "Opening the middle drawer reveals your other clothes.", "endoftext": false }, { "action": "You search your clothes", "response": "(your other clothes)\nYou lift a couple of garments to peek beneath them, and decide there's really nothing in the drawer that you need at the moment. No cell phone, anyway - you've checked for that half a dozen times.", "endoftext": false }, { "action": "You look under beds", "response": "bed near the door: The box springs are sagging, and there's a scatter of tiny dry brown pellets that might be mouse droppings. Nothing interesting, though.\n\nbed near the bathroom: The box springs are sagging, and there's a scatter of tiny dry brown pellets that might be mouse droppings. Nothing interesting, though.", "endoftext": false }, { "action": "You close the drawer", "response": "You close the middle drawer.", "endoftext": false }, { "action": "Go south", "response": "The interior of the closet is a dim and cramped little box. It smells powerfully of mold.\n\nYou see Aunt Caroline's suitcase and your suitcase here.", "endoftext": false }, { "action": "You look at the suitcases", "response": "your suitcase: Your suitcase is small and blue. It's closed.\n\nAunt Caroline's suitcase: Aunt Caroline's suitcase is much bigger than yours, and in better condition too. The suitcase is creamy white, with brass fittings, which include a latch with a little keyhole. It's closed.", "endoftext": false }, { "action": "You open the caroline's suitcase", "response": "Opened.", "endoftext": false }, { "action": "You look in the caroline's suitcase", "response": "Aunt Caroline's suitcase is empty.", "endoftext": false }, { "action": "Close suitcase", "response": "Closed.", "endoftext": false }, { "action": "You look in your suitcase", "response": "Your suitcase is empty.", "endoftext": true }, { "action": "Describe the surroundings", "response": "The interior of the closet is a dim and cramped little box. It smells powerfully of mold.\n\nYou see Aunt Caroline's suitcase and your suitcase here.", "endoftext": false }, { "action": "You go north", "response": "The interior of this rustic motel room has seen better days.\nBedspreads the color of mud cover the twin beds, though not in a very tidy way. The plaster on one wall is discolored in mottled patches, and the tacky wood-grain wallpaper on another wall is starting to peel. Years of grime have been ground into the carpet. A murky painting of some ducks fails to add a sporty air.\n\nCurtains the color of old pea soup hang beside the window to the left of the door. A chipped and scarred dresser stands against the west wall, near the door of the bathroom. There's a walk-in closet on the south side of the room, and the door of the cabin is to the east.\n\nOn the bed near the door is a white dress.", "endoftext": false }, { "action": "Go west", "response": "(first trying to open the bathroom door)\nThe bathroom door seems to be locked.", "endoftext": false }, { "action": "You knock on the door", "response": "You tap on the door, and from within the bathroom Aunt Caroline says in an irritated tone, \"Yes, dear? What is it?\"", "endoftext": false }, { "action": "You ask Caroline about the dress", "response": "\"I can't hear you, dear,\" Aunt Caroline calls. \"Can't you see I'm in the bathroom?\"", "endoftext": false }, { "action": "You tell Caroline i hate her", "response": "The story doesn't understand that command. Please use ASK ACTOR ABOUT TOPIC (or just A TOPIC).", "endoftext": false }, { "action": "Go east", "response": "As you head out the door of the cabin, Aunt Caroline's voice rises behind you: \"Be sure you're back here by 6:30 sharp so you can dress for the sunset picnic!\"\n\nTwo rows of small, dilapidated cabins, three on each side, stand to the east and west of this stretch of bare dirt. Several croquet hoops are stuck crookedly into the ground at odd spots, suggesting that at one time the open area might have been used as a croquet court.\n\nYou're standing between Cabin Five (to the west) and Cabin Two (to the east). The croquet court continues north and south from here. Further to the north you can see a dusty stretch of lawn beside the house, and some distance to the south are the brackish, unhealthy-looking waters of a swamp.", "endoftext": false }, { "action": "Time", "response": "You aren't wearing a wristwatch. Usually you'd keep track of time by glancing at your cell phone, but you seem to have misplaced that today. At a guess, it's about 2:30.", "endoftext": false }, { "action": "You examine the croquet", "response": "The croquet hoops are bent and rusted. There are only a few of them, and they're jammed into the ground in a haphazard pattern. Looking around, you can see no evidence that Eternal Springs possesses any croquet balls or mallets - not that a game of croquet seems like a very good idea right now.", "endoftext": false }, { "action": "You examine the Cabin", "response": "Which cabin do you mean, Cabin Five, or Cabin Two?", "endoftext": false }, { "action": "You examine the Cabin five", "response": "The rustic motel cabin may have been attractive fifty years ago, but time has not been kind to it. Its paint is weathered and peeling, and the siding is warped. A tarnished brass number '5' is nailed above the door.", "endoftext": false }, { "action": "You examine Cabin two", "response": "The rustic motel cabin may have been attractive fifty years ago, but time has not been kind to it. Its paint is weathered and peeling, and the siding is warped. A tarnished brass number '2' is nailed above the door.", "endoftext": false }, { "action": "You go east", "response": "(first opening the door of Cabin Two)\nYou tap tentatively on the door of Cabin Two. After a moment the door swings open and a solemn, dignified man stands before you. He's well dressed in tan slacks and polished shoes, and he has a full head of silvery, wavy hair.\n\nHe peers down at you with an air that's suave but somehow a little uncertain. \"Hello, there, youngster. I don't believe we've met. I'm Reverend Jimmy Gillespie.\" His voice is smoothly resonant, with just a hint of Arkansas twang. After a moment's hesitation, he extends his hand and allows you to shake it. You can smell his minty after-shave.\n\nYou introduce yourself and tell him you're down from New York with your aunt. He looks faintly bored, as if this isn't news to him - which is peculiar, as you're quite certain Aunt Caroline never mentioned knowing any minister, or planning to meet one here. Aunt Caroline is not religious.\n\n\"I trust you're enjoyin' your stay,\" he says. You manage to avoid rolling your eyes, but only just.", "endoftext": false }, { "action": "You ask Gillespie about the death", "response": "\"Death and dyin'?\" Gillespie looks momentarily nonplussed. \"I'm sure that's not something you need concern yourself with, not at such a young age. No, indeed.\"", "endoftext": false }, { "action": "You ask Jimmy about Jimmy", "response": "Reverend Gillespie gazes at you speculatively. You have the impression that behind those bland gray eyes, wheels are spinning about a million miles an hour. \"Me? I'm no one special,\" he says. Somehow, in his mouth, the phrase sounds as if it means just the opposite - as if he's telling you something you ought to be impressed by. \"God has blessed me with a ministry. Inadequate as I am, I exert myself unstintingly to do His will and carry His message. I'm hopin' that in the near future I'll be able to uplift the hearts of sinners from coast to coast.\nWe're plannin' to build a magnificent modern cathedral. With televised services, naturally.\"", "endoftext": false }, { "action": "You ask Gillespie about Caroline", "response": "You ask the Reverend if he knows your aunt. \"We've met,\" he says carefully. \"She seems a very upstanding woman. I'm sure you've had a decent Christian upbringing.\"", "endoftext": false }, { "action": "You ask Gillespie about the picnic", "response": "When you ask Reverend Gillespie what's so special about the sunset picnic tonight, he smiles beatifically. \"You'll see,\" he says. \"Oh, my, yes. You'll see.\"", "endoftext": false }, { "action": "You ask Gillespie about satan", "response": "Gillespie looks bored. \"Very interesting, I'm sure, but I don't imagine it concerns me.\"", "endoftext": false }, { "action": "You ask Reverend about the eternal Springs", "response": "Reverend Gillespie shrugs. \"There aren't too many authentic Southern establishments like this any more. It has a certain rustic charm, don't you agree?\"", "endoftext": false }, { "action": "You ask Gillespie about swamp", "response": "Gillespie smiles a meaningless smile. \"My, but it's hot this afternoon.\"", "endoftext": false }, { "action": "You ask Gillespie about the god", "response": "The minister's face brightens. \"I'm so glad you're concerned to learn more about your eternal soul, and how you can armor yourself against the wickedness of the world.\" But then a cloud passes across his countenance. \"On the other hand, in the circumstances.... Well, I guess you can't make an omelet without breakin' eggs, heh-heh.\" He pats your shoulder sadly but affectionately - pretty much, you can't help thinking, the way he would pat a puppy that was about to be put to sleep.", "endoftext": false }, { "action": "Go east", "response": "Two rows of small, dilapidated cabins, three on each side, stand to the east and west of this stretch of bare dirt. Several croquet hoops are stuck crookedly into the ground at odd spots, suggesting that at one time the open area might have been used as a croquet court.\n\nYou're standing between Cabin Five (to the west) and Cabin Two (to the east). The croquet court continues north and south from here. Further to the north you can see a dusty stretch of lawn beside the house, and some distance to the south are the brackish, unhealthy-looking waters of a swamp.", "endoftext": false }, { "action": "You go south", "response": "Two rows of small, dilapidated cabins, three on each side, stand to the east and west of this stretch of bare dirt. Several croquet hoops are stuck crookedly into the ground at odd spots.\n\nYou're standing between Cabin Six (to the west) and Cabin Three (to the east). The croquet court continues north from here. To the south, a little slope ends at the watery edge of a swamp, and a path to the southwest leads toward a good-sized shed that stands at the edge of the water.", "endoftext": false }, { "action": "Go west", "response": "Cabin Six is a lot like Cabin Five. Twin beds with ugly brown bedspreads haphazardly made up, water-stained plaster and peeling wallpaper, a grimy carpet. A faded painting of a flop-eared hound dog entirely fails to add cheer to the room. Tattered curtains hang across the window, which is to the left of the door.\n\nThe dresser stands against the west wall, near the door of the bathroom. There's a walk-in closet on the south side of the room, and the door of the cabin is to the east.", "endoftext": false }, { "action": "You examine the painting", "response": "The dog in the painting has long droopy ears and equally droopy jowls. He looks either bored or ill.", "endoftext": false }, { "action": "You open the drawers", "response": "You open the drawers.", "endoftext": false }, { "action": "You look in the drawer", "response": "The top drawer seems to be empty.", "endoftext": false }, { "action": "You look in the middle drawer", "response": "The middle drawer seems to be empty.", "endoftext": false }, { "action": "You close the drawer", "response": "You close the bottom drawer.", "endoftext": false }, { "action": "Go south", "response": "The interior of the closet is a dim and cramped little box. It smells powerfully of mold.", "endoftext": false }, { "action": "Go west", "response": "(first opening the bathroom door)\n\nThe bathroom is barely big enough to turn around in. There's a narrow shower stall, a minuscule, rust-stained sink above which is a cracked, flyspecked mirror, and a commode. The towels stacked on the rack are thin, frayed at the edges, and probably none too clean. A tiny window provides a very little air.\n\nThe door leads eastward.", "endoftext": false }, { "action": "You examine the shower", "response": "The bathroom fixtures are all really depressing. This motel is such a dump.", "endoftext": false }, { "action": "You take a the shower", "response": "(the bathroom fixtures)\nNothing in the bathroom is good for anything other than ... you know, what it's good for.", "endoftext": false }, { "action": "You look in the mirror", "response": "Nothing in the bathroom is good for anything other than ... you know, what it's good for.", "endoftext": false }, { "action": "You go north", "response": "You can't go that way. The only obvious exit leads east, back to cabin six.", "endoftext": false }, { "action": "You go east", "response": "(first trying to open the door of Cabin Three)\nYou tap hesitantly on the door of Cabin Three. After a few moments, a low voice from within says, \"I'm sorry - I'm taking a nap. Perhaps you could come back a little later.\"", "endoftext": false }, { "action": "Go south", "response": "The brackish, oily, unpleasant waters of the swamp stretch south from here. Large trees festooned with slimy green creepers stand in the water. To the west is a shed, to the east a path along the shore. The cabins are to the north.", "endoftext": false }, { "action": "Go west", "response": "A large shed is built out over the waters of the swamp at this spot. The planks of the shed are weathered to a grayish color and the paint is peeling, but the shed looks solidly built, and there's a shiny new lock on the door.\n\nYou can go southwest around the side of the shed, northeast to the area between the cabins, and north or northwest to an open area behind the western row of cabins. The door of the shed is directly to the south, and a stretch of swampy shore lies to the east.", "endoftext": false }, { "action": "You go south", "response": "(first trying to open the boat shed door)\nThe boat shed door seems to be locked.", "endoftext": false }, { "action": "You examine the lock", "response": "The padlock is hanging from the hasp.", "endoftext": false }, { "action": "Go southwest", "response": "The ground descends here to the muddy edge of the swamp. A small window is set high in the plank wall of the shed, which stands to your east. A path to the north leads back to the front of the shed.\n\nYou see a wooden bucket here.", "endoftext": false }, { "action": "You take the bucket", "response": "Taken.", "endoftext": false }, { "action": "You examine the bucket", "response": "It's an old-fashioned, leaky-looking wooden bucket.", "endoftext": false }, { "action": "You go east", "response": "You can't go that way. The only obvious exit leads north, back to the front of the boat shed.", "endoftext": false }, { "action": "You look at the window", "response": "The window is small and square, and the glass is none too clean. The window is about six feet off the ground - too high for you to see into, even on tiptoe.", "endoftext": false }, { "action": "You drop the bucket", "response": "Dropped.", "endoftext": false }, { "action": "You turn the bucket over", "response": "You turn the bucket over.", "endoftext": false }, { "action": "You look in the window", "response": "By placing the bucket next to the wall and standing on it, you're able to see in the window. It's so dim in the shed that at first it's hard to see anything, but as your eyes adjust (and brushing off a little spot to make the glass cleaner helps too), you're able to make out a dock within the shed. The dock extends from the north side, by the door, out into a dull sheen of rippling water that fills the floor of the room. There are two boats in the shed, a large, shiny power boat and a little rowboat. Evidently this is where the watercraft at Eternal Springs are kept.", "endoftext": false }, { "action": "You take the bucket", "response": "You pick up the bucket.", "endoftext": true }, { "action": "You describe your surroundings", "response": "The ground descends here to the muddy edge of the swamp. A small window is set high in the plank wall of the shed, which stands to your east. A path to the north leads back to the front of the shed.", "endoftext": false }, { "action": "You go to the north", "response": "The open area behind the western row of cabins is thinly carpeted with scruffy, dusty weeds. A large, rusted incinerator stands in the middle of the open space. A scraggly tree has set down roots quite close to the leftmost of the three cabins whose rear walls form a barrier to the east.\n\nTo the south is the shed at the edge of the swamp. You can go north to the area in front of the run-down shack, where the motel's dusty van is parked. The overgrown, junk-strewn garden beside the shack is to the west.", "endoftext": false }, { "action": "You look at the incinerator", "response": "The incinerator is the size of a large garbage can. Its rusted metal sides are pierced by large holes.", "endoftext": false }, { "action": "You look in the incinerator", "response": "The incinerator contains some ashes.", "endoftext": false }, { "action": "You examine the ashes", "response": "The ashes and charred scraps at the bottom of the incinerator are gray and unidentifiable.", "endoftext": false }, { "action": "You examine the Cabins", "response": "The rear walls of three cabins stand in a blocky, unattractive row along the east side of this open space. A scraggly tree is growing behind Cabin Four, obscuring much of it, but the rears of Cabins Five and Six are bare. Each of them is an unbroken expanse of weathered gray planks except for a small window (presumably the bathroom window) set quite high off the ground.", "endoftext": false }, { "action": "You look in the window", "response": "The bathroom windows are set too far off the ground for you to be able to see in. (Anyway, you already know what the inside of a bathroom looks like.)", "endoftext": false }, { "action": "You take the bucket", "response": "You pick up the bucket.", "endoftext": false }, { "action": "You climb the tree", "response": "From this perch in the midst of the scraggly tree, you can't see much. The area behind the cabins is obscured by foliage. However, you're quite close to the rear wall of Cabin Four, and have a close view of the cabin's bathroom window, which is open.", "endoftext": false }, { "action": "You look in the window", "response": "The bathroom looks ordinary enough. Beyond the open bathroom door, a man is sitting on the bed, hunched over a laptop computer.", "endoftext": false }, { "action": "You examine man", "response": "The man is intent on what he's doing with the computer.", "endoftext": false }, { "action": "You examine computer", "response": "The computer is too far away for you to make out any details.", "endoftext": false }, { "action": "You ask the man about the computer", "response": "The man in the cabin is too far away.", "endoftext": false }, { "action": "Go west", "response": "This may once have been a garden, but now it's just a final resting place for junk - lots and lots of junk - and nothing grows here but weeds. The falling-down shack stands (if that's the right word) north of here, its single square window looking out on the junk. The area where the van is parked is to the northeast, and the area behind the cabins is east. Off to the southeast stands the shed at the edge of the swamp.\n\nThe way westward is blocked by an improbably dense thicket of bramble-bushes.\n\nAn old shovel is leaning against the wall of the shack.\n\nAn old burlap sack is lying on the ground.", "endoftext": false }, { "action": "You take the shovel and the sack", "response": "old shovel: Taken.\nburlap sack: Taken.", "endoftext": false }, { "action": "You examine the shovel", "response": "The shovel's handle is split, and the blade is dented.", "endoftext": false }, { "action": "You examine the junk", "response": "Some of the junk is identifiable as parts of automobiles or farm equipment. There are also a few rusted, half-disassembled kitchen appliances scattered about, and a stack of rotting lumber.", "endoftext": false }, { "action": "Search lumber", "response": "There's quite a lot of junk here. You spend a minute looking through it, but without spotting anything that would have any immediate value.", "endoftext": false }, { "action": "You look in the sack", "response": "The burlap sack seems to be empty.", "endoftext": false }, { "action": "You look at the shack", "response": "It's a tumble-down shack (though not, as in a corny old song your father used to play for your mother when you were little, \"a tumble-down shack by the old railroad track\"). The boards are warped and discolored, and the roofline sags. There's one window about three feet square, which is covered by a coarse-mesh screen.", "endoftext": false }, { "action": "Go north", "response": "You can't go that way. Obvious exits lead east, back to the area behind the cabins; northeast; and southeast.", "endoftext": false }, { "action": "You look in the window", "response": "Peering through the screen and the grimy glass, you can't see much of the interior of the shack. The afternoon sunlight is too bright.", "endoftext": false }, { "action": "You open the window", "response": "There's no obvious way to do that. A quick inspection reveals that the screen is held firmly in place by half a dozen heavy screws.", "endoftext": false }, { "action": "You go northeast", "response": "A slant-roofed, sagging shack stands here. There might have been a bit of vegetable garden beside it at one time, but all that's left now is a jumble of weeds and rusting junk. The large passenger van belonging to the resort stands in front of the shack, its hood up.\n\nA man is standing hunched over the van's engine, peering down into the innards.\n\nYou can go south to the open area behind the cabins, northwest along the gravel driveway, north to the back door of the main house, or northeast on a path that leads around the corner of the house. An overgrown brick walkway leads east along the side of the nearest cabin. The shack itself is to the west from this spot, and the garden beside it is to the southwest.", "endoftext": false }, { "action": "You kill the man", "response": "That could easily be dangerous. You don't know him well enough to know what he's capable of.", "endoftext": false }, { "action": "You get in the van", "response": "The man working on the van shakes his head. \"You can play in there if you like, honey, but don't get your hopes up. This here vehicle is incapacitated. Down for the count.\"\n\nThe van has the usual front and rear seats. Through the dust-speckled windows you can see the house, the driveway, the shack, and the cabins. The interior smells faintly of gasoline.", "endoftext": false }, { "action": "Search van", "response": "Under the seat (along with some chewing gum wrappers and a couple of crusty, dried-out french fries) you find a small red flashlight, which you retrieve.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying a wooden bucket, an old shovel, a burlap sack, and a flashlight, and you're wearing your clothes.", "endoftext": false }, { "action": "You examine the flashlight", "response": "The flashlight is small and red. The lens is cracked. There's a switch on the top and a battery compartment on the underside.", "endoftext": false }, { "action": "Time", "response": "You aren't wearing a wristwatch. Usually you'd keep track of time by glancing at your cell phone, but you seem to have misplaced that today. At a guess, it's about 2:30.", "endoftext": false }, { "action": "You turn on the light", "response": "You flip the switch, and the flashlight emits a feeble glow.", "endoftext": false }, { "action": "You turn off the light", "response": "You switch off the flashlight, and the light dies.", "endoftext": false }, { "action": "You get out", "response": "A slant-roofed, sagging shack stands here. There might have been a bit of vegetable garden beside it at one time, but all that's left now is a jumble of weeds and rusting junk. The large passenger van belonging to the resort stands in front of the shack, its hood up.\n\nA man is standing hunched over the van's engine, peering down into the innards.\n\nYou can go south to the open area behind the cabins, northwest along the gravel driveway, north to the back door of the main house, or northeast on a path that leads around the corner of the house. An overgrown brick walkway leads east along the side of the nearest cabin. The shack itself is to the west from this spot, and the garden beside it is to the southwest.", "endoftext": false }, { "action": "You ask the man about the man", "response": "The man lifts his head from the engine to stare at you. At first glance his expression is so baleful that you take an involuntary step backward, your heart pounding. He's very large and very black. His scarred and calloused fist is wrapped around a heavy wrench, and as he steps toward you he raises the wrench.\n\nBut then he bares his teeth in an ill-sorted expression that seems to be an attempt at a smile. \"Hello, there, little lady. We haven't met. I'm Tyrone.\"\n\nYou stammer a hello, and he goes on. \"I'd offer to shake your hand, but mine's a little greasy, you know. I do the heavy liftin' around here, mostly. Heard tell you was comin'. Guess I shouldn'ta said that, but it's too late now.\"\n\nHe frowns at the ground for a moment. \"Whatever happens, I just want you to know I ain't got nothin' to do with it. I cain't stop it, neither, so don't bother to ask. I'm talkin' too much.\"\n\nTyrone smiles when you show an interest in him, showing off a big mouthful of yellowish, uneven teeth. \"I'm nobody special, honey. I work for Mr. Beauregard, is all. Him and me, we got an understandin', you might say. I don't get in his way, he don't get in mine.\n\n\"That don't mean I'm pleased by all of what he does, no sir. But there's folks don't care for all of what I do, neither. Let well enough alone, that's what my momma always said. That's how you get through life.\"", "endoftext": false }, { "action": "You ask Tyrone about the van", "response": "You ask Tyrone what he's doing with the van. \"Oh, somethin' or other's always goin' wrong with it,\" he says obscurely. \"Carburetor, most likely. I'll have it fixed up by tomorrow, time these folks is ready to leave.\"", "endoftext": false }, { "action": "You ask Tyrone about the boat", "response": "Tyrone spreads his hands. \"You got me.\"", "endoftext": false }, { "action": "You ask Tyrone about Caroline", "response": "It's pretty obvious Tyrone doesn't know your aunt, but you figure he might have a guess about why she's been hiding out in the bathroom all afternoon. \"'Cause she embarrassed, honey,\" he says promptly. \"Maybe she love you, or maybe she don't. I don't know about that. But she full o' shame on account of she's not doin' right by you.\"", "endoftext": false }, { "action": "You ask Tyrone about Beauregard", "response": "Tyrone's mouth sets in a grim line. \"Mr. Beauregard, he pays my salary, and me and him leave each other alone. Live and let live, you know? I don't got nothin' bad to say about him. Nothin' good, neither, but nothin' bad.\"", "endoftext": false }, { "action": "You ask Tyrone about Jimmy", "response": "Tyrone snorts quietly. \"The preacher? Awful full of hisself, I'd say. I wouldn't trust him to shine my shoes, and that's the truth.\"", "endoftext": false }, { "action": "You ask Tyrone about the flashlight", "response": "\"I really ought to get back and work some more on that van,\" Tyrone says apologetically. \"I love talkin' with you, an' that's the truth, but I don' want Mr. Beauregard gettin' mad at me, now, do I?\"", "endoftext": false }, { "action": "You examine the shack", "response": "The shack is small, old, and in poor repair.", "endoftext": false }, { "action": "Go west", "response": "As you move toward the door of the shack, Tyrone moves swiftly to intercept you. \"That's my home, little lady. Ain't much, but it's all I got. I don't know how they do things where you come from, but 'round here it ain't considered polite to go into a man's home without his say-so.\"", "endoftext": false }, { "action": "You ask Tyrone about the shack", "response": "\"That little ole shack?\" Tyrone shrugs. \"It ain't much, but I call it home. Suits me pretty good, if you want to know the truth.\"", "endoftext": false }, { "action": "You open the door", "response": "The back door seems to be locked.", "endoftext": true }, { "action": "You look around", "response": "A slant-roofed, sagging shack stands here. There might have been a bit of vegetable garden beside it at one time, but all that's left now is a jumble of weeds and rusting junk. The large passenger van belonging to the resort stands in front of the shack, its hood up.\n\nTyrone has taken a break from working on the van in order to stand and talk with you.\n\nYou can go south to the open area behind the cabins, northwest along the gravel driveway, north to the back door of the main house, or northeast on a path that leads around the corner of the house. An overgrown brick walkway leads east along the side of the nearest cabin. The shack itself is to the west from this spot, and the garden beside it is to the southwest.", "endoftext": false }, { "action": "You go east", "response": "Tyrone shrugs and goes back to work on the van.\n\nTwo rows of small, dilapidated cabins, three on each side, stand to the east and west of this stretch of bare dirt. Several croquet hoops are stuck crookedly into the ground at odd spots.\n\nYou're standing between Cabin Four (to the west) and Cabin One (to the east). The croquet court continues south from here, the land sloping gently downward toward the swamp - almost as if the cabins are gently sliding into the swamp or marching, with a ponderous but imperceptible tread, toward it. To the north is a broad stretch of dusty lawn, and beside it to the west a large and rather ramshackle two-story house.\nAn overgrown and uneven brick walkway leads off to the northwest, around the corner of Cabin Four.", "endoftext": false }, { "action": "Go west", "response": "(first opening the door of Cabin Four)\nYou tap on the door, and a male voice within says firmly, \"Go away.\" Well, that's that - for now, anyway.", "endoftext": false }, { "action": "Go east", "response": "(first trying to open the door of Cabin One)\nThe door of Cabin One seems to be locked.", "endoftext": false }, { "action": "Go south", "response": "Two rows of small, dilapidated cabins, three on each side, stand to the east and west of this stretch of bare dirt. Several croquet hoops are stuck crookedly into the ground at odd spots, suggesting that at one time the open area might have been used as a croquet court.\n\nYou're standing between Cabin Five (to the west) and Cabin Two (to the east). The croquet court continues north and south from here. Further to the north you can see a dusty stretch of lawn beside the house, and some distance to the south are the brackish, unhealthy-looking waters of a swamp.", "endoftext": false }, { "action": "You go east", "response": "The path meanders eastward along the shore of the swamp. Shortly the shore curves away southward, and you find yourself in a broad meadow.\n\nA few trees, tall and old but gnarled, reach up out of the long grass of this meadow like grasping bony fingers, tattered streamers of moss and vine trailing from their crooked branches. The meadow is bordered on the south by the swamp and on the north by an intimidating barbed-wire fence, and continues for some distance to the east. The path along the edge of the swamp runs westward from here.\n\nStanding in the center of the meadow is a large, rough block of black stone.", "endoftext": false }, { "action": "You examine the stone", "response": "The stone block is a black cube about four feet on each side. Its surface is rough, and the edges and corners are chipped and cracked, as though it was broken off or carved out from a larger piece of stone.\nOr possibly it's just incredibly ancient. Exotic-looking carvings can be discerned on one face, though they're half-hidden from view by tall grass, and the top of the block is thinly stained with a dried, dark residue, a little of which has trickled down one side. Tufts of grass grow tall and thick around the base.", "endoftext": false }, { "action": "Taste residue", "response": "You fleetingly consider touching the old stains with the tip of your tongue, and reject the idea as disgusting.", "endoftext": false }, { "action": "You examine the carvings", "response": "As you kneel and brush aside the long grass to get a closer look at the carvings on the stone block, you become aware of an agitated thickening in the sunlit air. Distracted, you turn to watch. The haze of movement flits here and there, becoming moment by moment more substantial. At first you think it must be a cloud of dust or a swarm of insects, but as it veers closer to you you glimpse the distorted, terrified features of a girl. She spins around you, making a thin keening noise, her arms flailing.\n\nYou stand and stagger backward, trying to get away from the apparition. You can see the distant trees and fence through her slender body, which is clad in a white dress.", "endoftext": false }, { "action": "You look at the lydia", "response": "The terrifying apparition whirls back and forth across the meadow so rapidly that it's hard to make out details, but it appears to be a girl about your age. She swoops and tumbles toward you and away, her mouth open in a silent scream. Or maybe not quite silent: Thinly, as if from a great distance, you can hear the wordless shriek. It sets your teeth on edge. More than anything else, this ghostly girl resembles a very large, translucent hummingbird having a fit of hysterics - but there's little of the hummingbird about her. Surely she's a lost soul trapped in this desolate spot and trying to escape from some hellish tormentor that you can't see.", "endoftext": false }, { "action": "You ask her about herself", "response": "Instead of answering, the apparition whirls in a tight spiral in the sunlight.", "endoftext": false }, { "action": "You touch her", "response": "Your hands would pass right through her.", "endoftext": false }, { "action": "You get on the stone", "response": "As you approach the block, suddenly the ghost is whirling around you, shrieking. Terrified, you stagger backward.", "endoftext": false }, { "action": "You search the grass", "response": "You glance at the grass and instantly dismiss it as unimportant.", "endoftext": false }, { "action": "You examine the carvings", "response": "You kneel and push aside the grass to try to get a clear view of the carvings on the block, but suddenly the ghost is whirling around you, shrieking. Terrified, you lurch to your feet and stagger backward.", "endoftext": false }, { "action": "You examine the fence", "response": "The fence bristles with sharp-looking barbs.", "endoftext": true }, { "action": "You describe your surroundings", "response": "A few trees, tall and old but gnarled, reach up out of the long grass of this meadow like grasping bony fingers, tattered streamers of moss and vine trailing from their crooked branches. The meadow is bordered on the south by the swamp and on the north by an intimidating barbed-wire fence, and continues for some distance to the east. The path along the edge of the swamp runs westward from here.\n\nStanding in the center of the meadow is a large, rough block of black stone.\n\nA restless ghost flits here and there across the meadow.", "endoftext": false }, { "action": "Go east", "response": "The meadowland tapers off here, the barbed-wire fence from the north angling down to meet the swamp in the south. Other than heading back to the west, there's not much to do in this isolated spot except watch some rabbits, who are busy in the tall grass doing whatever it is rabbits do.", "endoftext": false }, { "action": "You examine the rabbits", "response": "They look pretty much like the rabbits you've seen in shows on the Nature Channel - brown, with long ears and short tails. They look a lot less cuddly than the rabbits in picture-books, though - rather mangy and malnourished, in fact. They pause occasionally to eye you with caution, and then go back to hopping around.", "endoftext": false }, { "action": "Pet rabbits", "response": "That would be impolite.", "endoftext": false }, { "action": "You go west", "response": "You follow the path westward, back to Eternal Springs.\n\nThe brackish, oily, unpleasant waters of the swamp stretch south from here. Large trees festooned with slimy green creepers stand in the water. To the west is a shed, to the east a path along the shore. The cabins are to the north.", "endoftext": false }, { "action": "Go north", "response": "Two rows of small, dilapidated cabins, three on each side, stand to the east and west of this stretch of bare dirt. Several croquet hoops are stuck crookedly into the ground at odd spots.\n\nYou're standing between Cabin Six (to the west) and Cabin Three (to the east). The croquet court continues north from here. To the south, a little slope ends at the watery edge of a swamp, and a path to the southwest leads toward a good-sized shed that stands at the edge of the water.", "endoftext": false }, { "action": "Go north", "response": "Two rows of small, dilapidated cabins, three on each side, stand to the east and west of this stretch of bare dirt. Several croquet hoops are stuck crookedly into the ground at odd spots, suggesting that at one time the open area might have been used as a croquet court.\n\nYou're standing between Cabin Five (to the west) and Cabin Two (to the east). The croquet court continues north and south from here. Further to the north you can see a dusty stretch of lawn beside the house, and some distance to the south are the brackish, unhealthy-looking waters of a swamp.", "endoftext": false }, { "action": "You go to the north", "response": "Two rows of small, dilapidated cabins, three on each side, stand to the east and west of this stretch of bare dirt. Several croquet hoops are stuck crookedly into the ground at odd spots.\n\nYou're standing between Cabin Four (to the west) and Cabin One (to the east). The croquet court continues south from here, the land sloping gently downward toward the swamp - almost as if the cabins are gently sliding into the swamp or marching, with a ponderous but imperceptible tread, toward it. To the north is a broad stretch of dusty lawn, and beside it to the west a large and rather ramshackle two-story house.\nAn overgrown and uneven brick walkway leads off to the northwest, around the corner of Cabin Four.", "endoftext": false }, { "action": "Time", "response": "You aren't wearing a wristwatch. Usually you'd keep track of time by glancing at your cell phone, but you seem to have misplaced that today. At a guess, it's about 2:45.", "endoftext": false }, { "action": "Go north", "response": "This lumpy, patchy stretch of lawn is the most pleasant outdoor spot at Eternal Springs, though that isn't saying much. A rusted, sagging chaise longue is provided for the comfort of anyone who would like to bask in the scorching heat of the afternoon sun. (There's precious little shade here, other than the low oblong of obscurity wedged beneath the chaise.)\n\nTo the east, the lawn is bordered by a high hedge of a virulent and sickly green, whose foliage is laden with a bounty of pulpy red flowers. The arid stretch of dirt between the cabins stretches out to the south. The main house stands, crooked and bleak but stubbornly attempting a faded grandeur, to the west, a short, broad flight of board steps leading up to the long porch, which is roofed over but nonetheless gapes open on the afternoon. A tiny, weed-infested flower-bed crouches to the right of the steps.\n\nA cracked and buckled concrete walk leads away through some tall bushes to the north, and another walk, whose slabs are tossed as if by some prehistoric geological upheaval, curves out of sight to the southwest around the corner of the house.\n\nLounging on the chaise longue is a young woman wearing a wide floppy straw hat and big round sunglasses. When she catches sight of you, she lowers the magazine she's reading, favors you with a big smile that shows a bunch of exquisitely orthodontized teeth, and says in a cheery voice, \"Well, hello there!\"\n\nYou acknowledge the greeting hesitantly. \"You must be Diane,\" she goes on. \"I'm Honey. Honey Hartwell, you know? The singer? Maybe you heard my CD?\" Honey's voice drips Southern charm. \"Now whatever may happen-\" She lowers her voice conspiratorially and leans toward you. \"-I want you to try to remember how grateful I am.\"\n\nHoney stretches languidly.", "endoftext": false }, { "action": "You ask Honey about the sacrifice", "response": "Honey nods soberly. \"We all have to make sacrifices, don't we? You would be amazed at some of the things I've had to do to further my singin' career. Well, maybe you wouldn't. Nothin' I'd want to talk about, let me tell you.\"", "endoftext": false }, { "action": "You ask Honey about the death", "response": "Honey leafs through the magazine. Either she didn't hear you, or she's pretending she didn't.\n\nHoney tugs at a strap on her top.", "endoftext": false }, { "action": "You ask Honey about the ritual", "response": "Honey nods soberly. \"We all have to make sacrifices, don't we? You would be amazed at some of the things I've had to do to further my singin' career. Well, maybe you wouldn't. Nothin' I'd want to talk about, let me tell you.\"\n\nHoney curls a strand of hair around her little finger.", "endoftext": false }, { "action": "You ask her about Honey", "response": "\"Well, how nice of you to ask!\" Honey's self-satisfied tone indicates that this polite response is a mere formality: She knew you'd be avid to know all about her. \"I'm a vocalist. Someday real soon I'm goin' to be a big, big star.\"\n\nShe throws back her head and warbles a few lines about love and pickup trucks in a nasal, tremulous, off-pitch soprano. You've never heard the song before, and nothing in her delivery makes you want to hear it ever again. You murmur a few polite words of faint praise. She preens, seeming not to notice your lack of enthusiasm.\n\nHoney yawns and stretches. \"You know what?\" she says. \"I left my sunblock in the cabin. Honestly, I think I'd forget my boobs if they weren't a hundred percent real. I think I put the sunblock in the medicine cabinet in the bathroom. Would you be a doll and get it for me? Here, let me give you the key.\" She rolls sideways and leans low over her straw bag. After some mumbling and rooting in the depths of the bag, she fishes up a little key and hands it to you.\n\n\"Run along now. And don't dawdle. I'm gettin' crispy. Oh, almost forgot. I'm in Cabin One.\"", "endoftext": false }, { "action": "Inventory", "response": "You are carrying a wooden bucket, an old shovel, a burlap sack, a flashlight, and a tarnished key, and you're wearing your clothes.\n\nHoney pulls her sunglasses down to the end of her nose with one finger in order to look meaningfully at you. \"Didn't I ask you to bring me somethin', sugar?\"", "endoftext": false }, { "action": "You ask Honey about the picnic", "response": "You mention to Honey that there's supposed to be some kind of special picnic tonight at sunset. Does she know anything about that?\n\nHoney purses her lips for a minute, as if she's trying to think. \"I heard there was gonna be some deviled eggs,\" she says at last. \"Maybe a barbecue or somethin'. You really ought to ask Beauregard, he knows more about it than I do.\"\n\nHoney licks her thumb and turns a page in the magazine.", "endoftext": false }, { "action": "You ask her about the lydia", "response": "After taking a deep breath, you tell Honey about the ghost you saw hovering around the stone block in the meadow. At first it seems she hasn't been paying attention, but then you see she's thinking. \"That's good, isn't it?\" She seems to be talking more to herself than to you. \"That means it isn't really ... I mean, when you ... I mean, when any of us ... oh, forget it. I'm not too good at explaining things.\"", "endoftext": false }, { "action": "You ask her about Tyrone", "response": "You mention that Tyrone has been working on the van all afternoon. Shouldn't he be finishing up before long? \"That old clunker?\" Honey replies. \"You ask me, it's a wonder it runs at all. I wouldn't be surprised if he's workin' on it 'til midnight. Now, my most recent boyfriend, he had a red convertible Porsche. But he had some bad habits too. I had to dump him.\"", "endoftext": false }, { "action": "You ask her about Caroline", "response": "Honey smiles broadly. \"Your aunt's a famous author, isn't that right? I think that's just wonderful! I'm famous too, I don't know if I mentioned that. Before long I'm going to be a lot more famous. Can you imagine that? I been practicin' my autograph.\"\n\nHoney wiggles her toes.", "endoftext": false }, { "action": "You ask her about Jimmy", "response": "Honey nods. \"That preacher fella? I saw him when he checked in. He looks very distinguished, don't you think?\"\n\nHoney inspects her perfectly manicured bright pink nails.", "endoftext": false }, { "action": "You ask her about Beauregard", "response": "\"That creepy old man?\" Honey shudders. \"He's been eyein' me all afternoon from up on the porch there. Don't think I haven't noticed. If it wasn't for ... oh, never mind. You wouldn't understand. Sometimes a girl has to put her career first, that's all.\"\n\nHoney hums a little off-key tune to herself.", "endoftext": false }, { "action": "You examine Honey", "response": "Honey is in her early twenties, and quite glamorous in a trashy sort of Nashville way. She's wearing great big dark glasses, too much lip gloss, a wide-brimmed pink straw hat, and matching skin-tight shorts. She's lounging on the chaise longue in the sun, a large floppy straw purse yawning open beside her on the lawn, leafing idly through a magazine that, as well as you can judge from looking at it upside down, is devoted mostly to large photos of movie stars.", "endoftext": false }, { "action": "You go to the south", "response": "As you walk away, Honey goes back to reading (if that's the right word) her magazine.\n\nTwo rows of small, dilapidated cabins, three on each side, stand to the east and west of this stretch of bare dirt. Several croquet hoops are stuck crookedly into the ground at odd spots.\n\nYou're standing between Cabin Four (to the west) and Cabin One (to the east). The croquet court continues south from here, the land sloping gently downward toward the swamp - almost as if the cabins are gently sliding into the swamp or marching, with a ponderous but imperceptible tread, toward it. To the north is a broad stretch of dusty lawn, and beside it to the west a large and rather ramshackle two-story house.\nAn overgrown and uneven brick walkway leads off to the northwest, around the corner of Cabin Four.", "endoftext": false }, { "action": "You unlock the door with the key", "response": "You unlock the door of Cabin One.", "endoftext": false }, { "action": "You open the door", "response": "Which door do you mean, the door of Cabin One, or the door of Cabin Four?", "endoftext": false }, { "action": "You go east", "response": "The interior of this rustic motel room looks pretty much like a mirror image of the interior of Cabin Five. Except - not really. Honey Hartwell seems to have arrived like a hurricane. Her possessions are strewn in profusion on every available surface, including the floor. Most of the stuff is clothing, every bit of it gaudy and in terrible taste. In amongst the garb you can also see half a dozen photo magazines devoted to celebrity worship, and the top of the dresser (which stands against the east wall, near the door of the bathroom) is overflowing with cosmetics.\n\nAside from that, the cabin is unremarkable: the door to the croquet court on the west, a walk-in closet to the south, brown bedspreads on the twin beds, tacky wood-grain wallpaper that's starting to peel, green curtains over the window, and a carpet into which years of grime have been ground. A murky painting of a tired-looking Confederate soldier only contributes to the air of dejection and decay.", "endoftext": false }, { "action": "You open the top drawer", "response": "Opening the top drawer reveals a sequined jacket.", "endoftext": false }, { "action": "You examine the jacket", "response": "Neatly folded in the top drawer is what appears to be a wide-lapelled jacket whose fabric is entirely covered with sparkling sequins.", "endoftext": false }, { "action": "You look at the confederate", "response": "The soldier is leaning on his rifle. He looks as if he lost the battle, but is too tired to care.", "endoftext": false }, { "action": "Search jacket", "response": "Sewn inside the collar of the jacket is a label.", "endoftext": false }, { "action": "You read the label", "response": "In a tiny, flowery script that looks hand-stitched (in glossy pink thread, naturally), the label says, \"Another fine item of personal adornment from the Garmenteria d'Frobozz. Post-release bugs found and reported by Daphne Brinkerhoff, David Silberman, and Arnel Legaspi.\"", "endoftext": false }, { "action": "You wear the jacket", "response": "(first putting the old shovel in the burlap sack to make room, then taking the sequined jacket)\nYou'd look far too conspicuous sashaying around in the sequined jacket. Anyway, it's not your style.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying a wooden bucket, a burlap sack (which contains an old shovel), a flashlight, the key to Cabin One, and a sequined jacket, and you're wearing your clothes.", "endoftext": false }, { "action": "You look at the possessions", "response": "Honey's clothes are scattered everywhere. Low-cut tops, Spandex tights, frilly underwear - and is that a tiara lying on the bed? It's sad, really.", "endoftext": false }, { "action": "You take the tiara", "response": "You glance at Honey's clothes and instantly dismiss them as unimportant.", "endoftext": false }, { "action": "Go east", "response": "(first opening the bathroom door)\n\nThe tiny, cramped bathroom features a narrow shower stall, a minuscule, rust-stained sink above which is a cracked, flyspecked mirror, and a commode. The towels stacked on the rack are thin, frayed at the edges, and probably none too clean. A tiny window provides a very little air.\n\nThe door leads westward.", "endoftext": false }, { "action": "You open the mirror", "response": "Opening the medicine cabinet reveals a tube of suntan lotion and a pill bottle.", "endoftext": false }, { "action": "You look at the pill bottle", "response": "The pill bottle is a small brown cylinder made of plastic. The label says, \"Caution: Sleeping pills. May cause drowsiness.\" It's closed by a screw-top - probably child-proof, but easily removed.", "endoftext": false }, { "action": "You take all from the mirror", "response": "tube of suntan lotion: Taken.\npill bottle: Taken.", "endoftext": false }, { "action": "Go north", "response": "This lumpy, patchy stretch of lawn is the most pleasant outdoor spot at Eternal Springs, though that isn't saying much. A rusted, sagging chaise longue is provided for the comfort of anyone who would like to bask in the scorching heat of the afternoon sun. (There's precious little shade here, other than the low oblong of obscurity wedged beneath the chaise.)\n\nTo the east, the lawn is bordered by a high hedge of a virulent and sickly green, whose foliage is laden with a bounty of pulpy red flowers. The arid stretch of dirt between the cabins stretches out to the south. The main house stands, crooked and bleak but stubbornly attempting a faded grandeur, to the west, a short, broad flight of board steps leading up to the long porch, which is roofed over but nonetheless gapes open on the afternoon. A tiny, weed-infested flower-bed crouches to the right of the steps.\n\nA cracked and buckled concrete walk leads away through some tall bushes to the north, and another walk, whose slabs are tossed as if by some prehistoric geological upheaval, curves out of sight to the southwest around the corner of the house.\n\nHoney Hartwell is reclining on the chaise longue, leafing through a magazine.\n\nWhen Honey sees that you're carrying her sequined jacket, her eyebrows shoot straight up. \"You like my things, sugar? I get a lot of compliments on my fashion sense - but you know, it's not nice to borrow someone's things without her permission. Give it here.\"\n\nWith a reluctance amounting almost to dread, you hand over the jacket. Honey stuffs it down into her big straw bag quite unceremoniously, settles back on the chaise, and says more or less to herself, \"Maybe it was a mistake to let you have the key to my cabin. No tellin' what other mischief you might have got up to. Well, I guess it doesn't matter. Lord knows you're entitled to have a little fun before....\" She falls silent.\n\n\"Before what?\" you demand indignantly.\n\nHoney goes a little pale. \"Oh, nothin'. I didn't mean anything by it, sugar. I'm a little on edge, is all. Why don't you run along and play or somethin'.\"", "endoftext": false }, { "action": "You put the jacket in the sack", "response": "Done.", "endoftext": false }, { "action": "Go north", "response": "This lumpy, patchy stretch of lawn is the most pleasant outdoor spot at Eternal Springs, though that isn't saying much. A rusted, sagging chaise longue is provided for the comfort of anyone who would like to bask in the scorching heat of the afternoon sun. (There's precious little shade here, other than the low oblong of obscurity wedged beneath the chaise.)\n\nTo the east, the lawn is bordered by a high hedge of a virulent and sickly green, whose foliage is laden with a bounty of pulpy red flowers. The arid stretch of dirt between the cabins stretches out to the south. The main house stands, crooked and bleak but stubbornly attempting a faded grandeur, to the west, a short, broad flight of board steps leading up to the long porch, which is roofed over but nonetheless gapes open on the afternoon. A tiny, weed-infested flower-bed crouches to the right of the steps.\n\nA cracked and buckled concrete walk leads away through some tall bushes to the north, and another walk, whose slabs are tossed as if by some prehistoric geological upheaval, curves out of sight to the southwest around the corner of the house.\n\nHoney Hartwell is reclining on the chaise longue, leafing through a magazine.\n\nHoney curls a strand of hair around her little finger.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying a wooden bucket, a burlap sack (which contains an old shovel and a sequined jacket), a flashlight, the key to Cabin One, a tube of suntan lotion, and a pill bottle. You're wearing your clothes.", "endoftext": false }, { "action": "You give the lotion to Honey", "response": "Honey lowers her magazine and turns her big round dark glasses in your direction. \"Well, hello, there.\"\n\n\"Oh, you brought it! Thanks a bunch.\" Honey takes the tube of suntan cream from you, flips open the top, and squirts a glob into her palm. \"I'm just goin' to relax here for a while longer before the picnic.\" She puts a light but lingering emphasis on the last word. \"Why don't you run along and play or somethin'? But don't go too far!\"\n\nHoney stretches languidly.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying a wooden bucket, a burlap sack (which contains an old shovel and a sequined jacket), a flashlight, the key to Cabin One, and a pill bottle. You're wearing your clothes.\n\nHoney adjusts the angle of her straw hat microscopically.", "endoftext": false }, { "action": "You examine bottle", "response": "The pill bottle is a small brown cylinder made of plastic. The label says, \"Caution: Sleeping pills. May cause drowsiness.\" When shaken, the bottle makes a rattling noise, as if there's a pill inside. It's closed by a screw-top - probably child-proof, but easily removed.\n\nHoney inspects her perfectly manicured bright pink nails.", "endoftext": false }, { "action": "You examine Honey", "response": "Honey is in her early twenties, and quite glamorous in a trashy sort of Nashville way. She's wearing great big dark glasses, too much lip gloss, a wide-brimmed pink straw hat, and matching skin-tight shorts. She's lounging on the chaise longue in the sun, a large floppy straw purse yawning open beside her on the lawn, leafing idly through a magazine that, as well as you can judge from looking at it upside down, is devoted mostly to large photos of movie stars.", "endoftext": true }, { "action": "Look around", "response": "This lumpy, patchy stretch of lawn is the most pleasant outdoor spot at Eternal Springs, though that isn't saying much. A rusted, sagging chaise longue is provided for the comfort of anyone who would like to bask in the scorching heat of the afternoon sun. (There's precious little shade here, other than the low oblong of obscurity wedged beneath the chaise.)\n\nTo the east, the lawn is bordered by a high hedge of a virulent and sickly green, whose foliage is laden with a bounty of pulpy red flowers. The arid stretch of dirt between the cabins stretches out to the south. The main house stands, crooked and bleak but stubbornly attempting a faded grandeur, to the west, a short, broad flight of board steps leading up to the long porch, which is roofed over but nonetheless gapes open on the afternoon. A tiny, weed-infested flower-bed crouches to the right of the steps.\n\nA cracked and buckled concrete walk leads away through some tall bushes to the north, and another walk, whose slabs are tossed as if by some prehistoric geological upheaval, curves out of sight to the southwest around the corner of the house.\n\nHoney yawns ostentatiously and goes back to reading her magazine.", "endoftext": false }, { "action": "EXITS", "response": "Obvious exits lead north; south, back to the north end of the croquet court; west; northwest; and southwest.\n\nHoney curls a strand of hair around her little finger.\n\n(You can control the exit listings with the EXITS command. EXITS STATUS shows the exit list in the status line, EXITS LOOK shows a full exit list in each room description, EXITS ON shows both, and EXITS OFF turns off both kinds of exit lists.)", "endoftext": false }, { "action": "You go to the south", "response": "Two rows of small, dilapidated cabins, three on each side, stand to the east and west of this stretch of bare dirt. Several croquet hoops are stuck crookedly into the ground at odd spots.\n\nYou're standing between Cabin Four (to the west) and Cabin One (to the east). The croquet court continues south from here, the land sloping gently downward toward the swamp - almost as if the cabins are gently sliding into the swamp or marching, with a ponderous but imperceptible tread, toward it. To the north is a broad stretch of dusty lawn, and beside it to the west a large and rather ramshackle two-story house.\nAn overgrown and uneven brick walkway leads off to the northwest, around the corner of Cabin Four.", "endoftext": false }, { "action": "Go east", "response": "As much loathing as you feel for the white dress, you're not quite willing to risk Aunt Caroline's wrath by leaving the cabin with it. Best leave it here.", "endoftext": false }, { "action": "You wear the dress", "response": "You consider stripping off your slacks and top and trying on the white dress, but three things stop you. First, you're mad at Aunt Caroline for hauling you all the way down here, so you really don't want to give her the pleasure of trying on the dress she insisted on bringing for you. Second, you want to spend the afternoon looking around this dumpy motel to see if there's anything fun to do, and the dress would surely get dirty. Third, it would look really tacky with your sneakers.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying a wooden bucket, a burlap sack (which contains an old shovel and a sequined jacket), a flashlight, the key to Cabin One, a pill bottle, and a white dress. You're wearing your clothes.", "endoftext": false }, { "action": "You put the dress in the sack", "response": "Better not. It would get wrinkled, and then Aunt Caroline would be mad.", "endoftext": false }, { "action": "You drop the dress", "response": "Better not leave it here. Aunt Caroline will be unhappy if it gets mussed.", "endoftext": false }, { "action": "Go north", "response": "This lumpy, patchy stretch of lawn is the most pleasant outdoor spot at Eternal Springs, though that isn't saying much. A rusted, sagging chaise longue is provided for the comfort of anyone who would like to bask in the scorching heat of the afternoon sun. (There's precious little shade here, other than the low oblong of obscurity wedged beneath the chaise.)\n\nTo the east, the lawn is bordered by a high hedge of a virulent and sickly green, whose foliage is laden with a bounty of pulpy red flowers. The arid stretch of dirt between the cabins stretches out to the south. The main house stands, crooked and bleak but stubbornly attempting a faded grandeur, to the west, a short, broad flight of board steps leading up to the long porch, which is roofed over but nonetheless gapes open on the afternoon. A tiny, weed-infested flower-bed crouches to the right of the steps.\n\nA cracked and buckled concrete walk leads away through some tall bushes to the north, and another walk, whose slabs are tossed as if by some prehistoric geological upheaval, curves out of sight to the southwest around the corner of the house.\n\nHoney Hartwell is reclining on the chaise longue, leafing through a magazine.\n\nHoney hums a little off-key tune to herself.", "endoftext": false }, { "action": "You go west", "response": "As you put your weight on the steps, several of the boards creak loudly.\n\nThe front porch runs the length of the east side of the house. It's not screened in, though it probably ought to be, as there's a busy wasps' nest up under one corner of the roof. The floorboards are uneven, and the railing looks pretty wobbly. A long beige couch, from which the padding is escaping, is jammed against the inside wall, below a window.\n\nThe screen door to the house is to the west, and a shallow flight of steps leads down to the east, to the lawn.\n\nBeauregard Phelps is sitting on the couch, gazing out placidly across the lawn. Once in a while his eyes flick toward you, as if he's watching you while pretending not to.\n\nBeauregard points at where Honey is sunbathing on the lawn. \"Quite a little heifer, ain't she? Course, you wouldn't know.\"", "endoftext": false }, { "action": "You look at the couch", "response": "The old couch was upholstered in nubbly beige cloth a very long time ago. Woolly white stuffing is coming out through various rips and holes, and the cloth itself is badly stained, as if animals are in the habit of sleeping on it.\n\nBeauregard Phelps is sitting on the couch.\n\nBeauregard beams at you in a slimy, sweaty way.", "endoftext": false }, { "action": "Kiss beauregard", "response": "The danger is, he might like it.", "endoftext": false }, { "action": "You examine Phelps", "response": "Your first impression of Beauregard Phelps, when he arrived half an hour late at the airport to meet Aunt Caroline and you and bring you out here in the van, was that he was not just repulsive and creepy but truly evil. Nothing you've seen of him in the past couple of hours has changed that opinion. He's old and fat, with thick lips, a coarse complexion, and sparse hair as yellow as a dribble of tobacco juice, but it isn't just the way he looks. It's the way he smiles at you with those piggy little eyes - as though he's planning to eat you for supper, and looking forward to it.\n\nThere are sweat rings under his armpits, and his baggy pants are held up by suspenders. Ever since the van pulled into the motel, shortly after a greasy lunch at a filthy little diner on the state highway, Phelps has been sitting on the mangy couch on the porch, fanning himself, working a toothpick around in his mouth, and gazing out across the lawn like a king surveying his realm and finding it good.\n\nBeauregard belches, and doesn't apologize.", "endoftext": false }, { "action": "You go west", "response": "As you move past Beauregard Phelps toward the screen door, he levers himself up off the ratty old couch with surprising agility and grips your arm. \"Why don't you sit down and visit with me for a spell, missy? It does my old heart good just to look at you.\" Much against your will, you find yourself pulled down beside him on the couch. For a couple of minutes he plies you with questions about New York, which you answer in mumbled monosyllables.\n\nWhen his grip slackens, you seize the opportunity to leap up. You blurt something about needing to go see if your aunt needs anything and scamper down the steps to the lawn. You've escaped his clutches - for now, anyway.\n\nThis lumpy, patchy stretch of lawn is the most pleasant outdoor spot at Eternal Springs, though that isn't saying much. A rusted, sagging chaise longue is provided for the comfort of anyone who would like to bask in the scorching heat of the afternoon sun. (There's precious little shade here, other than the low oblong of obscurity wedged beneath the chaise.)\n\nTo the east, the lawn is bordered by a high hedge of a virulent and sickly green, whose foliage is laden with a bounty of pulpy red flowers. The arid stretch of dirt between the cabins stretches out to the south. The main house stands, crooked and bleak but stubbornly attempting a faded grandeur, to the west, a short, broad flight of board steps leading up to the long porch, which is roofed over but nonetheless gapes open on the afternoon. A tiny, weed-infested flower-bed crouches to the right of the steps.\n\nA cracked and buckled concrete walk leads away through some tall bushes to the north, and another walk, whose slabs are tossed as if by some prehistoric geological upheaval, curves out of sight to the southwest around the corner of the house.\n\nHoney Hartwell is reclining on the chaise longue, leafing through a magazine.\n\nThis lumpy, patchy stretch of lawn is the most pleasant outdoor spot at Eternal Springs, though that isn't saying much. A rusted, sagging chaise longue is provided for the comfort of anyone who would like to bask in the scorching heat of the afternoon sun. (There's precious little shade here, other than the low oblong of obscurity wedged beneath the chaise.)\n\nTo the east, the lawn is bordered by a high hedge of a virulent and sickly green, whose foliage is laden with a bounty of pulpy red flowers. The arid stretch of dirt between the cabins stretches out to the south. The main house stands, crooked and bleak but stubbornly attempting a faded grandeur, to the west, a short, broad flight of board steps leading up to the long porch, which is roofed over but nonetheless gapes open on the afternoon. A tiny, weed-infested flower-bed crouches to the right of the steps.\n\nA cracked and buckled concrete walk leads away through some tall bushes to the north, and another walk, whose slabs are tossed as if by some prehistoric geological upheaval, curves out of sight to the southwest around the corner of the house.\n\nHoney Hartwell is reclining on the chaise longue, leafing through a magazine.\n\nHoney curls a strand of hair around her little finger.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying a wooden bucket, a burlap sack (which contains an old shovel and a sequined jacket), a flashlight, the key to Cabin One, and a pill bottle. You're wearing your clothes.", "endoftext": false }, { "action": "You look at the pill bottle", "response": "The pill bottle is a small brown cylinder made of plastic. The label says, \"Caution: Sleeping pills. May cause drowsiness.\" When shaken, the bottle makes a rattling noise, as if there's a pill inside. It's closed by a screw-top - probably child-proof, but easily removed.\n\nHoney inspects her perfectly manicured bright pink nails.", "endoftext": true }, { "action": "Look around", "response": "This lumpy, patchy stretch of lawn is the most pleasant outdoor spot at Eternal Springs, though that isn't saying much. A rusted, sagging chaise longue is provided for the comfort of anyone who would like to bask in the scorching heat of the afternoon sun. (There's precious little shade here, other than the low oblong of obscurity wedged beneath the chaise.)\n\nTo the east, the lawn is bordered by a high hedge of a virulent and sickly green, whose foliage is laden with a bounty of pulpy red flowers. The arid stretch of dirt between the cabins stretches out to the south. The main house stands, crooked and bleak but stubbornly attempting a faded grandeur, to the west, a short, broad flight of board steps leading up to the long porch, which is roofed over but nonetheless gapes open on the afternoon. A tiny, weed-infested flower-bed crouches to the right of the steps.\n\nA cracked and buckled concrete walk leads away through some tall bushes to the north, and another walk, whose slabs are tossed as if by some prehistoric geological upheaval, curves out of sight to the southwest around the corner of the house.\n\nHoney Hartwell is reclining on the chaise longue, leafing through a magazine.\n\nHoney hums a little off-key tune to herself.", "endoftext": false }, { "action": "Go west", "response": "As you put your weight on the steps, several of the boards creak loudly.\n\nThe front porch runs the length of the east side of the house. It's not screened in, though it probably ought to be, as there's a busy wasps' nest up under one corner of the roof. The floorboards are uneven, and the railing looks pretty wobbly. A long beige couch, from which the padding is escaping, is jammed against the inside wall, below a window.\n\nThe screen door to the house is to the west, and a shallow flight of steps leads down to the east, to the lawn.\n\nBeauregard Phelps is sitting on the couch, gazing out placidly across the lawn. Once in a while his eyes flick toward you, as if he's watching you while pretending not to.\n\nBeauregard lazily waves away a curious wasp.", "endoftext": false }, { "action": "You go east", "response": "As you put your weight on the steps, several of the boards creak loudly.\n\nThis lumpy, patchy stretch of lawn is the most pleasant outdoor spot at Eternal Springs, though that isn't saying much. A rusted, sagging chaise longue is provided for the comfort of anyone who would like to bask in the scorching heat of the afternoon sun. (There's precious little shade here, other than the low oblong of obscurity wedged beneath the chaise.)\n\nTo the east, the lawn is bordered by a high hedge of a virulent and sickly green, whose foliage is laden with a bounty of pulpy red flowers. The arid stretch of dirt between the cabins stretches out to the south. The main house stands, crooked and bleak but stubbornly attempting a faded grandeur, to the west, a short, broad flight of board steps leading up to the long porch, which is roofed over but nonetheless gapes open on the afternoon. A tiny, weed-infested flower-bed crouches to the right of the steps.\n\nA cracked and buckled concrete walk leads away through some tall bushes to the north, and another walk, whose slabs are tossed as if by some prehistoric geological upheaval, curves out of sight to the southwest around the corner of the house.\n\nHoney Hartwell is reclining on the chaise longue, leafing through a magazine.\n\nHoney tugs at a strap on her top.", "endoftext": false }, { "action": "You go to the southwest", "response": "A slant-roofed, sagging shack stands here. There might have been a bit of vegetable garden beside it at one time, but all that's left now is a jumble of weeds and rusting junk. The large passenger van belonging to the resort stands in front of the shack, its hood up.\n\nTyrone is standing hunched over the van's engine, peering down into the innards.\n\nYou can go south to the open area behind the cabins, northwest along the gravel driveway, north to the back door of the main house, or northeast on a path that leads around the corner of the house. An overgrown brick walkway leads east along the side of the nearest cabin. The shack itself is to the west from this spot, and the garden beside it is to the southwest.", "endoftext": false }, { "action": "You ask Tyrone about the boathouse", "response": "\"Hello, Tyrone,\" you say.\n\n\"Hello again,\" he says. \"How you gettin' along, now?\"\n\nTyrone shrugs. \"None o' my concern, and that's the truth.\"", "endoftext": false }, { "action": "You ask Tyrone about whether or not he will help us escape the death", "response": "Tyrone grins and shakes his head. \"You're just full o' questions, ain't you?\"", "endoftext": false }, { "action": "You ask Tyrone about the key", "response": "Tyrone's eyes crinkle up in a hint of a smile. \"They's a nice little motor boat in that shed. Mr. Beauregard, it's his pride and joy. That's why he keeps it locked up pretty tight. Always got the key right there in his baggy old pants pocket, an' he mostly don't loan the boat to nobody for no reason.\"", "endoftext": false }, { "action": "Go northeast", "response": "Tyrone shrugs and goes back to work on the van.\n\nThis lumpy, patchy stretch of lawn is the most pleasant outdoor spot at Eternal Springs, though that isn't saying much. A rusted, sagging chaise longue is provided for the comfort of anyone who would like to bask in the scorching heat of the afternoon sun. (There's precious little shade here, other than the low oblong of obscurity wedged beneath the chaise.)\n\nTo the east, the lawn is bordered by a high hedge of a virulent and sickly green, whose foliage is laden with a bounty of pulpy red flowers. The arid stretch of dirt between the cabins stretches out to the south. The main house stands, crooked and bleak but stubbornly attempting a faded grandeur, to the west, a short, broad flight of board steps leading up to the long porch, which is roofed over but nonetheless gapes open on the afternoon. A tiny, weed-infested flower-bed crouches to the right of the steps.\n\nA cracked and buckled concrete walk leads away through some tall bushes to the north, and another walk, whose slabs are tossed as if by some prehistoric geological upheaval, curves out of sight to the southwest around the corner of the house.\n\nHoney Hartwell is reclining on the chaise longue, leafing through a magazine.\n\nHoney wiggles her toes.", "endoftext": false }, { "action": "You go west", "response": "As you put your weight on the steps, several of the boards creak loudly.\n\nThe front porch runs the length of the east side of the house. It's not screened in, though it probably ought to be, as there's a busy wasps' nest up under one corner of the roof. The floorboards are uneven, and the railing looks pretty wobbly. A long beige couch, from which the padding is escaping, is jammed against the inside wall, below a window.\n\nThe screen door to the house is to the west, and a shallow flight of steps leads down to the east, to the lawn.\n\nBeauregard Phelps is sitting on the couch, gazing out placidly across the lawn. Once in a while his eyes flick toward you, as if he's watching you while pretending not to.\n\n\"Wish I had me a seegar,\" Beauregard says wistfully. \"Summer afternoons just ain't the same since I gave up them seegars.\"", "endoftext": false }, { "action": "You go west", "response": "Your second attempt to slip into the house is no more successful than the first. Beauregard Phelps leaps up and seizes your wrist as you step toward the screen door; he certainly moves fast for a fat old man. \"Come on, now, sugar pie,\" he says, his voice oozing fake affection. \"You got away from me before before I could tell you how nice you look with that ponytail and all. Sit down here and tell me all about where you go to school.\"\n\nThis time you manage to break away before he can force you to sit down on the couch. Again you dash down the steps to the lawn, shuddering. It occurs to you that you've never known before what the phrase \"makes my flesh crawl\" meant. Now you know.\n\nThis lumpy, patchy stretch of lawn is the most pleasant outdoor spot at Eternal Springs, though that isn't saying much. A rusted, sagging chaise longue is provided for the comfort of anyone who would like to bask in the scorching heat of the afternoon sun. (There's precious little shade here, other than the low oblong of obscurity wedged beneath the chaise.)\n\nTo the east, the lawn is bordered by a high hedge of a virulent and sickly green, whose foliage is laden with a bounty of pulpy red flowers. The arid stretch of dirt between the cabins stretches out to the south. The main house stands, crooked and bleak but stubbornly attempting a faded grandeur, to the west, a short, broad flight of board steps leading up to the long porch, which is roofed over but nonetheless gapes open on the afternoon. A tiny, weed-infested flower-bed crouches to the right of the steps.\n\nA cracked and buckled concrete walk leads away through some tall bushes to the north, and another walk, whose slabs are tossed as if by some prehistoric geological upheaval, curves out of sight to the southwest around the corner of the house.\n\nHoney Hartwell is reclining on the chaise longue, leafing through a magazine.", "endoftext": false }, { "action": "Go northwest", "response": "You're standing in the weed-infested remains of a small flower-bed.\nThe porch railing is directly above you, almost close enough to reach, and the lawn is back to the east. Only a few feet away, on the porch, Beauregard Phelps is sitting on the couch gazing out across the lawn, seemingly oblivious to the fact that you're skulking around down here.", "endoftext": false }, { "action": "You hit the nest with the shovel", "response": "The wasp nest is too far away.", "endoftext": false }, { "action": "You look at Phelps", "response": "He's sitting on the couch on the porch, chewing a toothpick as he gazes out across the lawn. He doesn't seem to have noticed you skulking around down here.", "endoftext": false }, { "action": "You look under porch", "response": "The porch is too far away.", "endoftext": false }, { "action": "You look at the weeds", "response": "The weeds are green and spiky. Some of them have little flowers, but there's nothing here that even vaguely resembles the flowers you'd find in a florist's shop back home.", "endoftext": false }, { "action": "You look at the railing", "response": "The railing looks pretty flimsy.", "endoftext": false }, { "action": "You climb the railing", "response": "The railing looks quite flimsy. It would probably pull loose.", "endoftext": false }, { "action": "Dig", "response": "What do you want to dig in?", "endoftext": false }, { "action": "Inventory", "response": "You are carrying a wooden bucket, a burlap sack (which contains an old shovel and a sequined jacket), a flashlight, the key to Cabin One, and a pill bottle. You're wearing your clothes.", "endoftext": false }, { "action": "You take the shovel", "response": "(first putting the pill bottle in the burlap sack to make room)\nTaken.", "endoftext": false }, { "action": "You stand", "response": "You're already standing.", "endoftext": false }, { "action": "Go southeast", "response": "This lumpy, patchy stretch of lawn is the most pleasant outdoor spot at Eternal Springs, though that isn't saying much. A rusted, sagging chaise longue is provided for the comfort of anyone who would like to bask in the scorching heat of the afternoon sun. (There's precious little shade here, other than the low oblong of obscurity wedged beneath the chaise.)\n\nTo the east, the lawn is bordered by a high hedge of a virulent and sickly green, whose foliage is laden with a bounty of pulpy red flowers. The arid stretch of dirt between the cabins stretches out to the south. The main house stands, crooked and bleak but stubbornly attempting a faded grandeur, to the west, a short, broad flight of board steps leading up to the long porch, which is roofed over but nonetheless gapes open on the afternoon. A tiny, weed-infested flower-bed crouches to the right of the steps.\n\nA cracked and buckled concrete walk leads away through some tall bushes to the north, and another walk, whose slabs are tossed as if by some prehistoric geological upheaval, curves out of sight to the southwest around the corner of the house.\n\nHoney Hartwell is reclining on the chaise longue, leafing through a magazine.", "endoftext": false }, { "action": "Go north", "response": "A narrow, uneven ribbon of blacktop runs east and west at this spot, and a walk leads off through some tall bushes to the south. Beyond the bushes can be glimpsed the roof of the main house. On the north side of the road is a ditch choked with bramble bushes.", "endoftext": false }, { "action": "You examine the ditch", "response": "The ditch is choked with bramble bushes. It runs along the north side of the road.", "endoftext": false }, { "action": "You go to the east", "response": "To the east, the road surface sinks beneath the brackish, unhealthy-looking waters of a bayou. There's an impenetrable thicket of bramble bushes to the north and an impenetrable hedge to the south. The only way you can go is to turn back to the west.", "endoftext": false }, { "action": "You examine the bayou", "response": "The water of the swamp is greenish and unhealthy-looking. It smells putrid, and disgusting things are floating in it.", "endoftext": false }, { "action": "You go to the west", "response": "A narrow, bumpy ribbon of blacktop runs east and west at this spot. To the south, a gravel driveway leads off through some tall bushes. Standing - or rather, leaning - next to the driveway is a sign that says, \"Eternal Springs.\" The north side of the road is impassable due to a nasty-looking thicket of berry bushes.", "endoftext": false }, { "action": "You look at the berry", "response": "The bushes bristle with brambles. It's - well, it's a briar patch, basically.", "endoftext": false }, { "action": "You examine the sign", "response": "The sign is sagging sideways at a drunken angle, and looks as if it's about to fall over sideways. In florid pink letters the sign proclaims that the name of the establishment is \"Eternal Springs.\" An earlier layer seems to have been painted over, but thanks to the irregularities in the surface (which are many) and the flaking away of the top layer (which is considerable), you're able to trace out the former name of the motel, which seems to have been \"Bye Bayou.\"", "endoftext": false }, { "action": "You go to the west", "response": "The narrow, potholed ribbon of blacktop runs east and west between thorny thickets to the north and south.\n\nA black metal barrel is standing on the shoulder of the road.", "endoftext": false }, { "action": "You look at the barrel", "response": "The barrel is about three feet tall, and black, and smells strongly of fresh road tar. It's covered by a tight-fitting metal lid.", "endoftext": false }, { "action": "Open barrel", "response": "You try to pry up the lid with your bare fingers, but it's stuck. Possibly a tool of some sort would do the job.", "endoftext": false }, { "action": "Go west", "response": "The narrow, potholed ribbon of blacktop runs east and west between thorny thickets to the north and south. A narrow gap in the shrubbery to the south might be wide enough for you to squeeze through.\n\nThere's a dead animal lying at the edge of the blacktop. It looks like what's left of a possum.", "endoftext": false }, { "action": "You look at the possum", "response": "The dead possum looks as if it was run over. Maybe a couple of days ago. Big black flies are circling around it. It's one of the most disgusting things you've ever seen in your life.", "endoftext": false }, { "action": "You look at the flies", "response": "Several big black flies are circling around the possum carcass. A few of them have landed. Doubtless they're enjoying the feast.", "endoftext": false }, { "action": "You go west", "response": "The east/west road passes close by the front gate of a trashy-looking farm. Two large, smirking farm boys are lounging by the gate, chewing lengths of grass and looking at you in a keen and unhealthy way.", "endoftext": false }, { "action": "You examine the boys", "response": "The boys are leering at you. They're wearing ripped jeans and filthy sneakers. The larger one looks about seventeen, the other maybe fifteen, and they look as if they're probably brothers. The larger boy is more muscular, and his lip curls with a knowing sneer. The smaller boy is dirtier (though not by much) and keeps looking around in a sneaky way, as if he's getting ready to grab you when no one is watching. They're not your type at all. In fact, you're a little scared of them.\n\n\"You wanna see what we got out back o' the barn?\" the smaller boy says. \"Bet you never seen nothin' like it.\"", "endoftext": false }, { "action": "You ask the boys about the eternal Springs", "response": "\"Uhh, hello,\" you venture hesitantly.\n\n\"Hello, yourself,\" says the larger boy, gazing directly at you. Then he turns to the other boy. \"She's a cute one, ain't she?\"\n\n\"What a dump that is,\" says the larger boy. \"You stayin' there? I almost feel sorry for you.\"\n\n\"Go ahead,\" the larger boy says to the smaller one. \"Pull her pony tail. I double-dog-dare you!\"", "endoftext": false }, { "action": "You ask the boys about the possum", "response": "\"I'll tell ya all about it if you give me a kiss,\" the smaller, dirtier boy says.\n\n\"C'mon, gimme a kiss,\" the smaller boy says. He puckers up, squinches his eyes shut, and thrusts his face forward. You want to laugh, but that might provoke them.", "endoftext": false }, { "action": "You go to the east", "response": "\"Gotta go,\" you say with a cheerful wave.\n\n\"C'n we watch?\" the smaller boy says brightly. The larger one explodes in a roar of laughter. As you walk away, you hear the boys snickering about something.\n\nThe narrow, potholed ribbon of blacktop runs east and west between thorny thickets to the north and south. A narrow gap in the shrubbery to the south might be wide enough for you to squeeze through.\n\nThere's a dead animal lying at the edge of the blacktop. It looks like what's left of a possum.", "endoftext": false }, { "action": "You go to the south", "response": "You slip into the gap in the hedge, and find yourself angled in a twisty maze of thorny bramble-bushes. For a couple of minutes you stumble around, trying to avoid getting stuck by the razor-sharp thorns. Eventually you find your way back to the road, shaken by the ordeal but not too badly scratched up.", "endoftext": false }, { "action": "You look at the gap", "response": "The gap is narrow, and the bushes within seem to be covered with nasty-looking thorns.", "endoftext": false }, { "action": "You wear the jacket", "response": "(first putting the old shovel in the burlap sack to make room, then taking the sequined jacket from the burlap sack)\nYou'd look far too conspicuous sashaying around in the sequined jacket. Anyway, it's not your style.", "endoftext": false }, { "action": "You wear the jacket", "response": "You'd look far too conspicuous sashaying around in the sequined jacket. Anyway, it's not your style.", "endoftext": false }, { "action": "Go south", "response": "The gravel driveway runs behind the big house, which looms over you to the east. At the north end the driveway passes through a high hedge, and at the south it opens out into an area in front of a shack, where a dusty van is parked. A pair of low doors angles out from the foundation of the house at this spot.\n\nA large yellow dog is chained up in front of the cellar doors, eyeing you in an unfriendly manner.", "endoftext": false }, { "action": "You look at dog", "response": "The dog is large, muscular, and alert-looking. He's sort of yellow, and has long floppy ears and a droopy muzzle. His collar is attached by a short leash to a ring mounted on the wall beside the cellar doors.", "endoftext": false }, { "action": "You examine the collar", "response": "The dog's collar is worn leather, but thick. The dog's leash is attached to the collar.", "endoftext": false }, { "action": "You take the possum", "response": "You reach out gingerly toward the rotting corpse, but try as you might, you can't quite bring yourself to touch it. Maybe if there weren't quite so many flies....", "endoftext": false }, { "action": "You take the possum with the shovel", "response": "(first taking the old shovel from the burlap sack)\nYou pick up the dead possum with the old shovel.", "endoftext": false }, { "action": "You open the bottle", "response": "(first putting the flashlight in the burlap sack to make room, then taking the pill bottle from the burlap sack)\nOpening the pill bottle reveals a little white pill.", "endoftext": false }, { "action": "You give the possum to the dog", "response": "You toss the dead possum to the dog. The dog sniffs at the dead possum curiously, decides it's interesting, and hunkers down to chew on it. But that's not enough fun: Next he grips it in his teeth and shakes it vigorously, as if punishing it. After playing with the possum for a minute or so, he gazes up at you with something vaguely resembling affection. It seems you've made a new friend.", "endoftext": false }, { "action": "You put the pill in the bottle", "response": "Done.\n\nThe dog pants a little, his long red tongue lolling out.", "endoftext": false }, { "action": "Pet dog", "response": "You approach the dog timidly and extend your hand. He allows his head to be patted.\n\nThe dog paws at the dirt.", "endoftext": false }, { "action": "Dig", "response": "What do you want to dig in?", "endoftext": false }, { "action": "Go east", "response": "(first trying to open the cellar doors)\nThe dog gets between you and the door, panting in a friendly way but also blocking the path. It's no use - he's been well trained to keep anyone from sneaking into the cellar.\n\nThe dog strains at the leash.", "endoftext": false }, { "action": "You untie the leash", "response": "You unclip the leash, leaving the dog free to roam. He seems disinclined to do so, however. He just sits there in front of the cellar doors, his tongue lolling out, staring at you.\n\nThe dog rolls over in the gravel.", "endoftext": false }, { "action": "You look at the possum", "response": "The dead possum looks as if it was run over. And the dog's tender loving care has pretty much reduced it to tatters. Big black flies are circling around it. It's one of the most disgusting things you've ever seen in your life.\n\nThe dog sits on his haunches and scratches at a flea.", "endoftext": false }, { "action": "You give the pill to the dog", "response": "The dog ignores you in favor of scratching at a flea.\n\nThe dog rolls over in the gravel.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying a burlap sack (which contains a sequined jacket and a flashlight), the key to Cabin One, a wooden bucket, an old shovel, a pill bottle, and a little white pill. You're wearing your clothes.", "endoftext": false }, { "action": "You take the possum", "response": "You reach out gingerly toward the rotting corpse, but try as you might, you can't quite bring yourself to touch it. Maybe if there weren't quite so many flies....\n\nThe dog strains at the leash.", "endoftext": false }, { "action": "You take possum with the shovel", "response": "The dead possum has served its last, best purpose, and pretty much been torn up by the dog in the process. Trying to do anything else with it would be gruesome, gross, and pointless.", "endoftext": false }, { "action": "You untie the leash", "response": "You unclip the leash, leaving the dog free to roam. He seems disinclined to do so, however. He just sits there in front of the cellar doors, his tongue lolling out, staring at you.\n\nThe dog rolls over in the gravel.", "endoftext": false }, { "action": "You take the leash", "response": "You consider walking around with the dog on a leash, but that would only advertise the fact that he's no longer doing his job guarding the cellar. That probably isn't a good thing to have anybody find out.\n\nThe dog paws at the dirt.", "endoftext": false }, { "action": "You tie the leash", "response": "You cannot fasten the dog's leash.\n\nThe dog sits on his haunches and scratches at a flea.", "endoftext": false }, { "action": "You tie the leash to the cellar", "response": "You cannot attach that to anything.\n\nThe dog pants a little, his long red tongue lolling out.", "endoftext": false }, { "action": "Enter", "response": "What do you want to enter?", "endoftext": false }, { "action": "House", "response": "(first trying to open the cellar doors)\nThe dog gets between you and the door, panting in a friendly way but also blocking the path. It's no use - he's been well trained to keep anyone from sneaking into the cellar.\n\nThe dog rolls over in the gravel.", "endoftext": false }, { "action": "Go south", "response": "A slant-roofed, sagging shack stands here. There might have been a bit of vegetable garden beside it at one time, but all that's left now is a jumble of weeds and rusting junk. The large passenger van belonging to the resort stands in front of the shack, its hood up.\n\nTyrone is standing hunched over the van's engine, peering down into the innards.\n\nYou can go south to the open area behind the cabins, northwest along the gravel driveway, north to the back door of the main house, or northeast on a path that leads around the corner of the house. An overgrown brick walkway leads east along the side of the nearest cabin. The shack itself is to the west from this spot, and the garden beside it is to the southwest.", "endoftext": false }, { "action": "You ask Tyrone about the dog", "response": "\"Hello, Tyrone,\" you say.\n\n\"Hello again,\" he says. \"How you gettin' along, now?\"\n\nTyrone looks disgusted. \"Ole Bailey's a nuisance, is what he is. That's the dog's name, Bailey. Let him run loose, he'd chase rabbits all day long. Them rabbits always get him all het up. He's too slow an' stupid to catch nothin', though. Not unless it's already dead.\" Tyrone chuckles gently at his own joke.", "endoftext": false }, { "action": "You ask Tyrone about the rabbits", "response": "\"Rabbits? Ole Bailey, he like chasin' rabbits. Never catch nothin', but he's always game to try. You want to make him crazy, tell him about the rabbits while he's chained up. He knows the word right enough, he'll go crazy whinin' and jumpin'.\"", "endoftext": false }, { "action": "Go north", "response": "(first trying to open the back door)\nThe back door seems to be locked.", "endoftext": false }, { "action": "You go to the northwest", "response": "Tyrone shrugs and goes back to work on the van.\n\nThe gravel driveway runs behind the big house, which looms over you to the east. At the north end the driveway passes through a high hedge, and at the south it opens out into an area in front of a shack, where a dusty van is parked. A pair of low doors angles out from the foundation of the house at this spot.\n\nYou see a dead possum here.\n\nA large yellow dog is sitting in front of the cellar doors, blinking amiably at you.", "endoftext": false }, { "action": "You ask dog about the rabbits", "response": "The dog perks up his ears, but seems to have no idea what you're saying.\n\nThe dog sits on his haunches and scratches at a flea.", "endoftext": false }, { "action": "You tell the dog about the rabbits", "response": "You lean forward conspiratorially. \"Doggie, nice doggie - I saw some nice rabbits down in the meadow. Rabbits! Rabbits!\" The dog's eyes light up. He dashes away, his duty forgotten, leaving the cellar doors unguarded.", "endoftext": false }, { "action": "Go east", "response": "(first opening the cellar doors)\nThe leaves of the door fall back to left and right with a bang.\n\nThe cellar is low-ceilinged and grimy, with an irregular concrete floor and cobwebs that droop from the exposed rafters. The vague light comes from a couple of tiny windows and the door to the driveway. Along an inner wall is a workbench. The door to the driveway is to the west, a doorway opens eastward on absolute darkness, and a staircase against the north wall leads upward.", "endoftext": false }, { "action": "You examine the workbench", "response": "The workbench is strongly but crudely built. Above it is a rack where tools may once have been neatly hung, but the tools are long gone. A large vise with a crank is mounted on one front corner of the workbench.", "endoftext": false }, { "action": "You examine the vise", "response": "The vise consists of two square metal plates mounted parallel to one another. The plates are close to an inch thick, and are connected by a threaded shaft. A crank protrudes from the outer surface of the front plate. The vise is closed.", "endoftext": false }, { "action": "Time", "response": "You aren't wearing a wristwatch. Usually you'd keep track of time by glancing at your cell phone, but you seem to have misplaced that today. At a guess, it's about 3:00.", "endoftext": false }, { "action": "You open vise", "response": "You turn the crank, and the jaws of the vise separate.", "endoftext": false }, { "action": "You look in the vise", "response": "The vise seems to be empty.", "endoftext": false }, { "action": "You examine the flashlight", "response": "The flashlight is small and red. The lens is cracked. There's a switch on the top and a battery compartment on the underside.", "endoftext": false }, { "action": "You turn on the flashlight", "response": "You flip the switch, and the flashlight emits a feeble glow.", "endoftext": false }, { "action": "You go east", "response": "This side of the cellar is cluttered with large, dusty, cobwebbed objects, which are draped with soiled drop cloths. Most likely it's old furniture, but in the fitful light the clutter is deeply shadowed and rather ominous-looking. A large shipping trunk squats prominently at the front of the jumble of clutter. Though it's difficult to make out in the pervading gloom, there appears to be an even darker patch in the south wall, possibly the opening of a tunnel. The door to the better lit side of the cellar is to the west.", "endoftext": false }, { "action": "You go to the east", "response": "It's pitch black.", "endoftext": false }, { "action": "You go west", "response": "The cellar is low-ceilinged and grimy, with an irregular concrete floor and cobwebs that droop from the exposed rafters. The vague light comes from a couple of tiny windows and the door to the driveway. Along an inner wall is a workbench. The door to the driveway is to the west, a doorway opens eastward on absolute darkness, and a staircase against the north wall leads upward.", "endoftext": false }, { "action": "You open the trunk", "response": "The old trunk seems to be locked.", "endoftext": false }, { "action": "Go south", "response": "This low, earthy-smelling tunnel is no more than four feet high. The dirt floor is uneven, and the ceiling seems to be held up by a few crooked, widely spaced beams. The tunnel runs from north to south.", "endoftext": false }, { "action": "You go south", "response": "This earth-walled chamber is so low you can't stand up straight. There's a square trapdoor in the ceiling; it's closed. A dark tunnel extends away to the north.", "endoftext": false }, { "action": "You open the trapdoor", "response": "You're able to push the trapdoor up only a couple of inches before it hits an obstruction.", "endoftext": false }, { "action": "You look through trapdoor", "response": "(first trying to open the trapdoor)\nYou're able to push the trapdoor up only a couple of inches before it hits an obstruction.", "endoftext": false }, { "action": "Xf10", "response": "Failed: the position could not be restored.", "endoftext": false }, { "action": "Go upward", "response": "This flimsy wooden platform overlooks the cellar. Stairs lead downward to the west, and there's a door to the east.", "endoftext": false }, { "action": "Go east", "response": "(first trying to open the door)\nThe door seems to be locked.", "endoftext": false }, { "action": "You look at the door", "response": "The door is narrow and much scuffed. It's closed.", "endoftext": true }, { "action": "Go downwards", "response": "The cellar is low-ceilinged and grimy, with an irregular concrete floor and cobwebs that droop from the exposed rafters. The vague light comes from a couple of tiny windows and the door to the driveway. Along an inner wall is a workbench. The door to the driveway is to the west, a doorway opens eastward on absolute darkness, and a staircase against the north wall leads upward.", "endoftext": false }, { "action": "You examine the windows", "response": "The windows are small and square. A little light spills from them down into the cellar.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying a burlap sack (which contains a sequined jacket and a flashlight), the key to Cabin One, a wooden bucket, an old shovel, a pill bottle, and a little white pill. You're wearing your clothes.", "endoftext": false }, { "action": "You look at clutter", "response": "It's mostly just a bunch of junk and discarded furniture. Squatting in the midst of the clutter is a battered old trunk.", "endoftext": false }, { "action": "You go west", "response": "The gravel driveway runs behind the big house, which looms over you to the east. At the north end the driveway passes through a high hedge, and at the south it opens out into an area in front of a shack, where a dusty van is parked. A pair of low doors angles out from the foundation of the house at this spot.\n\nYou see a dead possum here.", "endoftext": false }, { "action": "Go south", "response": "A slant-roofed, sagging shack stands here. There might have been a bit of vegetable garden beside it at one time, but all that's left now is a jumble of weeds and rusting junk. The large passenger van belonging to the resort stands in front of the shack, its hood up.\n\nTyrone is standing hunched over the van's engine, peering down into the innards.\n\nYou can go south to the open area behind the cabins, northwest along the gravel driveway, north to the back door of the main house, or northeast on a path that leads around the corner of the house. An overgrown brick walkway leads east along the side of the nearest cabin. The shack itself is to the west from this spot, and the garden beside it is to the southwest.", "endoftext": false }, { "action": "Go south", "response": "The open area behind the western row of cabins is thinly carpeted with scruffy, dusty weeds. A large, rusted incinerator stands in the middle of the open space. A scraggly tree has set down roots quite close to the leftmost of the three cabins whose rear walls form a barrier to the east.\n\nTo the south is the shed at the edge of the swamp. You can go north to the area in front of the run-down shack, where the motel's dusty van is parked. The overgrown, junk-strewn garden beside the shack is to the west.", "endoftext": false }, { "action": "You go to the east", "response": "The path meanders eastward along the shore of the swamp. Shortly the shore curves away southward, and you find yourself in a broad meadow.\n\nA few trees, tall and old but gnarled, reach up out of the long grass of this meadow like grasping bony fingers, tattered streamers of moss and vine trailing from their crooked branches. The meadow is bordered on the south by the swamp and on the north by an intimidating barbed-wire fence, and continues for some distance to the east. The path along the edge of the swamp runs westward from here.\n\nStanding in the center of the meadow is a large, rough block of black stone.\n\nA restless ghost flits here and there across the meadow.", "endoftext": false }, { "action": "You go to the east", "response": "The meadowland tapers off here, the barbed-wire fence from the north angling down to meet the swamp in the south. Other than heading back to the west, there's not much to do in this isolated spot. Evidently the dog has had some fun chasing the rabbits, because they're gone.", "endoftext": false }, { "action": "You ask Tyrone about the cigar", "response": "\"Hello, Tyrone,\" you say.\n\n\"Hello again,\" he says. \"How you gettin' along, now?\"\n\nTyrone scratches his head. \"I guess I don't know nothin' 'bout that.\"", "endoftext": false }, { "action": "You ask Tyrone about cigars", "response": "Tyrone spreads his hands. \"You got me.\"", "endoftext": false }, { "action": "You ask Tyrone about the wasps", "response": "\"I keep meanin' to clean out that ole wasp nest,\" Tyrone says. \"Send the lady guests off runnin' and screamin', they see a wasp. If we had any guests 'round here, that is. You-all pretty much the biggest batch we seen all year.\"", "endoftext": false }, { "action": "You ask Tyrone about the torch", "response": "Tyrone grins and shakes his head. \"You're just full o' questions, ain't you?\"", "endoftext": false }, { "action": "You ask Tyrone about the barrel", "response": "\"That big ole rusty can down there behind the cabins? We burn stuff in it sometimes, scrap paper an' whatnot. Maybe you never seen one before, comin' from New York the way you do.\"", "endoftext": false }, { "action": "You ask Tyrone about the tunnel", "response": "Tyrone shrugs. \"None o' my concern, and that's the truth.\"", "endoftext": false }, { "action": "You ask Tyrone about the lydia", "response": "When you mention the apparition you saw hovering around the stone block", "endoftext": false }, { "action": "You ask Tyrone about the cellar", "response": "in the meadow, Tyrone starts poking around very busily in the innards of the van. \"People see lots o' things,\" he says, not looking at you. \"People ought to mind their own business.\"\n\n\"But this ghost,\" you tell him, not quite willing to give up, \"it was like she was in pain.\"\n\nTyrone sighs heavily. \"And what are you tellin' me about it for? You think old Tyrone can do anything about it? That ghost, she been around here for a long, long time. I see her once in a while, on a moonlit night, comin' up between the cabins. I don't know if she's in any pain, but I think she's sad. I think when she sees folks that are alive, it reminds her of what she lost.\n\n\"It's too bad you don't have nobody here that's your own age, honey. That ghost, she's about your age. If you can see her, and in broad daylight too, maybe you want to try to make friends with her. You could do worse.\"\n\n\"But how would I do that?\" you ask. \"How can anybody make friends with a ghost?\"\n\n\"Same way as you'd make friends with anybody else, I expect. Find somethin' she cares about. I couldn't rightly tell you what that would be, but I guess there's bound to be somethin'. If she didn't care about nothin', why would she be hangin' around, you ask yourself that?\"\n\nTyrone scratches his head. \"I guess I don't know nothin' 'bout that.\"", "endoftext": false }, { "action": "Go south", "response": "Tyrone shrugs and goes back to work on the van.\n\nThe open area behind the western row of cabins is thinly carpeted with scruffy, dusty weeds. A large, rusted incinerator stands in the middle of the open space. A scraggly tree has set down roots quite close to the leftmost of the three cabins whose rear walls form a barrier to the east.\n\nTo the south is the shed at the edge of the swamp. You can go north to the area in front of the run-down shack, where the motel's dusty van is parked. The overgrown, junk-strewn garden beside the shack is to the west.", "endoftext": false }, { "action": "Show jacket to lydia", "response": "(first putting the old shovel in the burlap sack to make room, then taking the sequined jacket from the burlap sack)\nThe ghost seems not to have noticed. Its agitated flight about the meadow continues unabated.", "endoftext": false }, { "action": "Kiss lydia", "response": "She's too insubstantial for that.", "endoftext": false }, { "action": "You show the shovel to the lydia", "response": "(first putting the pill bottle in the burlap sack to make room, then putting the key to Cabin One in the burlap sack to make room, then putting the little white pill in the burlap sack to make room, then putting the sequined jacket in the burlap sack to make room, then taking the old shovel from the burlap sack)\nThe ghost exhibits no curiosity about what you're offering.", "endoftext": false }, { "action": "You ask the lydia about the lydia", "response": "Instead of answering, the ghost undulates sickeningly, as if underwater.", "endoftext": false }, { "action": "You put the jacket in the sack", "response": "The sequined jacket is already in the burlap sack.", "endoftext": false }, { "action": "You fill the bucket", "response": "You fill the bucket from the swamp.", "endoftext": false }, { "action": "You examine the bucket", "response": "It's an old-fashioned, leaky-looking wooden bucket. There's water in it, and the water is dribbling from narrow gaps in the sides.", "endoftext": false }, { "action": "You examine the water", "response": "Which water do you mean, the water in the bucket, or the swamp?", "endoftext": false }, { "action": "Bucket", "response": "That was not one of the choices. Which did you mean, the water in the bucket, or the swamp?", "endoftext": false }, { "action": "Water in the bucket", "response": "The water is sloshing around in the bucket.", "endoftext": false }, { "action": "You pour the water in the incinerator", "response": "That would only make a mess of wet ashes.", "endoftext": false }, { "action": "You pour the water on Honey", "response": "Honey Hartwell is not in need of a bath.\n\nHoney wiggles her toes.", "endoftext": false }, { "action": "Go west", "response": "As you put your weight on the steps, several of the boards creak loudly.\n\nThe front porch runs the length of the east side of the house. It's not screened in, though it probably ought to be, as there's a busy wasps' nest up under one corner of the roof. The floorboards are uneven, and the railing looks pretty wobbly. A long beige couch, from which the padding is escaping, is jammed against the inside wall, below a window.\n\nThe screen door to the house is to the west, and a shallow flight of steps leads down to the east, to the lawn.\n\nBeauregard Phelps is sitting on the couch, gazing out placidly across the lawn. Once in a while his eyes flick toward you, as if he's watching you while pretending not to.\n\nBeauregard lazily waves away a curious wasp.", "endoftext": false }, { "action": "You take the shovel", "response": "You are already carrying the old shovel.", "endoftext": false }, { "action": "You hit nest with the shovel", "response": "Disturbing the wasps would be a really, really bad idea.\n\n\"I heard your aunt's gonna get you all dolled up for the picnic. I just can't wait!\"", "endoftext": false }, { "action": "You pour the water on Beauregard", "response": "Beauregard Phelps is not in need of a bath.\n\nBeauregard beams at you in a slimy, sweaty way.", "endoftext": false }, { "action": "You hit Phelps with the shovel", "response": "You could probably do some damage with the old shovel, but on the other hand, the consequences could hardly be good.\n\nBeauregard hitches up his suspenders.", "endoftext": false }, { "action": "You go to the east", "response": "As you put your weight on the steps, several of the boards creak loudly.\n\nThis lumpy, patchy stretch of lawn is the most pleasant outdoor spot at Eternal Springs, though that isn't saying much. A rusted, sagging chaise longue is provided for the comfort of anyone who would like to bask in the scorching heat of the afternoon sun. (There's precious little shade here, other than the low oblong of obscurity wedged beneath the chaise.)\n\nTo the east, the lawn is bordered by a high hedge of a virulent and sickly green, whose foliage is laden with a bounty of pulpy red flowers. The arid stretch of dirt between the cabins stretches out to the south. The main house stands, crooked and bleak but stubbornly attempting a faded grandeur, to the west, a short, broad flight of board steps leading up to the long porch, which is roofed over but nonetheless gapes open on the afternoon. A tiny, weed-infested flower-bed crouches to the right of the steps.\n\nA cracked and buckled concrete walk leads away through some tall bushes to the north, and another walk, whose slabs are tossed as if by some prehistoric geological upheaval, curves out of sight to the southwest around the corner of the house.\n\nHoney Hartwell is reclining on the chaise longue, leafing through a magazine.", "endoftext": false }, { "action": "You ask Honey about Phelps", "response": "Honey lowers her magazine and turns her big round dark glasses in your direction. \"Well, hello, there.\"\n\n\"That creepy old man?\" Honey shudders. \"He's been eyein' me all afternoon from up on the porch there. Don't think I haven't noticed. If it wasn't for ... oh, never mind. You wouldn't understand. Sometimes a girl has to put her career first, that's all.\"", "endoftext": false }, { "action": "You ask Honey about the boys", "response": "When you describe the oafish behavior of the farm boys, Honey throws back her head and laughs. \"They sound like fun,\" she declares.", "endoftext": false }, { "action": "You ask Honey about the dog", "response": "You tell Honey how the dog ran off when you told him about the rabbits. She laughs. \"Guess he's smarter than he looks, then,\" she says. \"But I'll bet he never caught a rabbit, and he ain't no friend of mine. You know that song?\"\n\nHoney tugs at a strap on her top.", "endoftext": false }, { "action": "You ask Honey about Tyrone", "response": "You mention that Tyrone has been working on the van all afternoon. Shouldn't he be finishing up before long? \"That old clunker?\" Honey replies. \"You ask me, it's a wonder it runs at all. I wouldn't be surprised if he's workin' on it 'til midnight. Now, my most recent boyfriend, he had a red convertible Porsche. But he had some bad habits too. I had to dump him.\"\n\nHoney adjusts the angle of her straw hat microscopically.", "endoftext": false }, { "action": "You go southwest", "response": "As you walk away, Honey goes back to reading (if that's the right word) her magazine.\n\nA slant-roofed, sagging shack stands here. There might have been a bit of vegetable garden beside it at one time, but all that's left now is a jumble of weeds and rusting junk. The large passenger van belonging to the resort stands in front of the shack, its hood up.\n\nTyrone is standing hunched over the van's engine, peering down into the innards.\n\nYou can go south to the open area behind the cabins, northwest along the gravel driveway, north to the back door of the main house, or northeast on a path that leads around the corner of the house. An overgrown brick walkway leads east along the side of the nearest cabin. The shack itself is to the west from this spot, and the garden beside it is to the southwest.", "endoftext": false }, { "action": "You look at the window", "response": "The bathroom window is less than three feet square. It's standing wide open, and there's no screen. Looking through the window, you can see the interior of the bathroom in Cabin Four.", "endoftext": false }, { "action": "Go east", "response": "Peering cautiously in the window, you can see straight out through the door of the bathroom and into the cabin, proper. A man is sitting on the bed, hunched over and frowning in concentration as he types on the keyboard of a small laptop computer. If you try to climb in the window, he's bound to spot you in an instant.", "endoftext": false }, { "action": "You go east", "response": "(first opening the door of Cabin Two)\nReverend Gillespie appears at the door of Cabin Two and looks down at you. \"Yes? I'm really very busy just now, but if it's important....\"", "endoftext": false }, { "action": "You ask Reverend about Phelps", "response": "\"Ah, yes - our gracious host. A diamond in the rough,\" the reverend declares. \"He does seem uncouth, but I'm sure there's hope for his eternal salvation.\"", "endoftext": false }, { "action": "You ask him about the lydia", "response": "You tell the Reverend that you personally believe there's some sort of life after death, because you've seen a ghost. You're half hoping he'll ask where, but the topic doesn't seem to interest him. \"The ways of the Lord are mysterious,\" he says vaguely.", "endoftext": false }, { "action": "You ask him about Tyrone", "response": "\"A plain-spoken, hard-workin' man,\" Gillespie says. \"I wouldn't say a word against him. Though he is a little ... unfriendly, don't you think?\"", "endoftext": false }, { "action": "You ask him about Honey", "response": "\"The young lady from Nashville, yes. Very attractive. A trifle ... obvious, don't you think? But it's not my place to judge.\"", "endoftext": false }, { "action": "You ask him about the dog", "response": "\"The dog?\" Gillespie looks a little askance. \"He seemed quite ill-tempered to me. I'm plannin' to keep my distance. He seemed partial to the hired man, though. If you want to know more about him, I expect you ought to ask - what's his name, now? - Tyrone.\"", "endoftext": false }, { "action": "You ask him about bye bayou", "response": "Gillespie smiles a meaningless smile. \"My, but it's hot this afternoon.\"", "endoftext": false }, { "action": "You tell him about boys", "response": "Gillespie looks bored. \"Very interesting, I'm sure, but I don't imagine it concerns me.\"", "endoftext": false }, { "action": "You ask him about the bible", "response": "\"Ah, the Holy Scripture,\" the reverend intones. \"I read it daily.\nIt's often a source of great comfort when I am sore afflicted.\"\n\nFeeling a little feisty, you ask the reverend if he'd be so good as to read a verse to you right now. \"Yes, of course,\" he says instantly ... but then his face contorts with a swift and startling variety of expressions. His eyes dart around as if he's wondering whether anyone is there to overhear. \"Well, perhaps not right now,\" he says, drawing the words out hesitantly. \"Perhaps later. Yes.\"", "endoftext": false }, { "action": "Bye", "response": "Nothing obvious happens.", "endoftext": false }, { "action": "You go north", "response": "This lumpy, patchy stretch of lawn is the most pleasant outdoor spot at Eternal Springs, though that isn't saying much. A rusted, sagging chaise longue is provided for the comfort of anyone who would like to bask in the scorching heat of the afternoon sun. (There's precious little shade here, other than the low oblong of obscurity wedged beneath the chaise.)\n\nTo the east, the lawn is bordered by a high hedge of a virulent and sickly green, whose foliage is laden with a bounty of pulpy red flowers. The arid stretch of dirt between the cabins stretches out to the south. The main house stands, crooked and bleak but stubbornly attempting a faded grandeur, to the west, a short, broad flight of board steps leading up to the long porch, which is roofed over but nonetheless gapes open on the afternoon. A tiny, weed-infested flower-bed crouches to the right of the steps.\n\nA cracked and buckled concrete walk leads away through some tall bushes to the north, and another walk, whose slabs are tossed as if by some prehistoric geological upheaval, curves out of sight to the southwest around the corner of the house.\n\nHoney Hartwell is reclining on the chaise longue, leafing through a magazine.\n\nHoney stretches languidly.", "endoftext": false }, { "action": "You ask Honey about Reverend", "response": "Honey lowers her magazine and turns her big round dark glasses in your direction. \"Well, hello, there.\"\n\nHoney nods. \"That preacher fella? I saw him when he checked in. He looks very distinguished, don't you think?\"", "endoftext": false }, { "action": "You ask Honey about the magazine", "response": "Honey leafs through the magazine. Either she didn't hear you, or she's pretending she didn't.\n\nHoney adjusts the angle of her straw hat microscopically.", "endoftext": false }, { "action": "You go southwest", "response": "As you walk away, Honey goes back to reading (if that's the right word) her magazine.\n\nA slant-roofed, sagging shack stands here. There might have been a bit of vegetable garden beside it at one time, but all that's left now is a jumble of weeds and rusting junk. The large passenger van belonging to the resort stands in front of the shack, its hood up.\n\nTyrone is standing hunched over the van's engine, peering down into the innards.\n\nYou can go south to the open area behind the cabins, northwest along the gravel driveway, north to the back door of the main house, or northeast on a path that leads around the corner of the house. An overgrown brick walkway leads east along the side of the nearest cabin. The shack itself is to the west from this spot, and the garden beside it is to the southwest.", "endoftext": false }, { "action": "You ask Tyrone about the engine", "response": "\"Hello, Tyrone,\" you say.\n\n\"Hello again,\" he says. \"How you gettin' along, now?\"\n\n\"I really ought to get back and work some more on that van,\" Tyrone says apologetically. \"I love talkin' with you, an' that's the truth, but I don' want Mr. Beauregard gettin' mad at me, now, do I?\"", "endoftext": false }, { "action": "You ask Tyrone about Reverend", "response": "Tyrone snorts quietly. \"The preacher? Awful full of hisself, I'd say. I wouldn't trust him to shine my shoes, and that's the truth.\"", "endoftext": false }, { "action": "You ask Tyrone about crowbar", "response": "Tyrone scratches his head. \"I guess I don't know nothin' 'bout that.\"", "endoftext": false }, { "action": "You ask Tyrone about the boys", "response": "When you mention the farm boys you ran into down the road, Tyrone snorts with quiet contempt. \"They's good for nothin'. Good for nothin', but always up to somethin'. Best you steer clear of 'em, if you know what's good for you.\"", "endoftext": false }, { "action": "You tell Tyrone about the dog", "response": "Tyrone looks disgusted. \"Ole Bailey's a nuisance, is what he is. That's the dog's name, Bailey. Let him run loose, he'd chase rabbits all day long. Them rabbits always get him all het up. He's too slow an' stupid to catch nothin', though. Not unless it's already dead.\" Tyrone chuckles gently at his own joke.", "endoftext": false }, { "action": "Go northeast", "response": "Tyrone shrugs and goes back to work on the van.\n\nThis lumpy, patchy stretch of lawn is the most pleasant outdoor spot at Eternal Springs, though that isn't saying much. A rusted, sagging chaise longue is provided for the comfort of anyone who would like to bask in the scorching heat of the afternoon sun. (There's precious little shade here, other than the low oblong of obscurity wedged beneath the chaise.)\n\nTo the east, the lawn is bordered by a high hedge of a virulent and sickly green, whose foliage is laden with a bounty of pulpy red flowers. The arid stretch of dirt between the cabins stretches out to the south. The main house stands, crooked and bleak but stubbornly attempting a faded grandeur, to the west, a short, broad flight of board steps leading up to the long porch, which is roofed over but nonetheless gapes open on the afternoon. A tiny, weed-infested flower-bed crouches to the right of the steps.\n\nA cracked and buckled concrete walk leads away through some tall bushes to the north, and another walk, whose slabs are tossed as if by some prehistoric geological upheaval, curves out of sight to the southwest around the corner of the house.\n\nHoney Hartwell is reclining on the chaise longue, leafing through a magazine.\n\nHoney adjusts the angle of her straw hat microscopically.", "endoftext": false }, { "action": "Go west", "response": "As you put your weight on the steps, several of the boards creak loudly.\n\nThe front porch runs the length of the east side of the house. It's not screened in, though it probably ought to be, as there's a busy wasps' nest up under one corner of the roof. The floorboards are uneven, and the railing looks pretty wobbly. A long beige couch, from which the padding is escaping, is jammed against the inside wall, below a window.\n\nThe screen door to the house is to the west, and a shallow flight of steps leads down to the east, to the lawn.\n\nBeauregard Phelps is sitting on the couch, gazing out placidly across the lawn. Once in a while his eyes flick toward you, as if he's watching you while pretending not to.\n\nBeauregard lazily waves away a curious wasp.", "endoftext": false }, { "action": "You sit on the couch", "response": "You're not eager to get that close to Beauregard Phelps.\n\n\"I heard your aunt's gonna get you all dolled up for the picnic. I just can't wait!\"", "endoftext": false }, { "action": "Kiss Phelps", "response": "The danger is, he might like it.\n\nBeauregard beams at you in a slimy, sweaty way.", "endoftext": false }, { "action": "You search Phelps", "response": "(first trying to go over to Beauregard Phelps)\nBeauregard Phelps is too far away.", "endoftext": false }, { "action": "You pour the water on the couch", "response": "The couch is not in need of a bath.\n\nBeauregard smacks his lips. \"That young lady from Nashville, now - she's quite somethin', ain't she?\"", "endoftext": false }, { "action": "You examine the couch", "response": "The old couch was upholstered in nubbly beige cloth a very long time ago. Woolly white stuffing is coming out through various rips and holes, and the cloth itself is badly stained, as if animals are in the habit of sleeping on it.\n\nBeauregard Phelps is sitting on the couch.\n\nBeauregard belches, and doesn't apologize.", "endoftext": false }, { "action": "You search the couch", "response": "There's no practical way to search the couch while Beauregard Phelps is sitting on it.\n\nBeauregard points at where Honey is sunbathing on the lawn. \"Quite a little heifer, ain't she? Course, you wouldn't know.\"", "endoftext": false }, { "action": "You look at the pants", "response": "Phelps's trousers provide plenty of fabric to cover the lower part of his considerable bulk. They're khaki-colored and held up by suspenders. The pockets are sagging open, possibly because of the relaxed way he's half-reclining on the couch.\n\nBeauregard hitches up his suspenders.", "endoftext": false }, { "action": "You look at the pockets", "response": "Phelps's trousers provide plenty of fabric to cover the lower part of his considerable bulk. They're khaki-colored and held up by suspenders. The pockets are sagging open, possibly because of the relaxed way he's half-reclining on the couch.\n\n\"Wish I had me a seegar,\" Beauregard says wistfully. \"Summer afternoons just ain't the same since I gave up them seegars.\"", "endoftext": false }, { "action": "Search pockets", "response": "Sticking your hands in his pants pockets while he's wearing the pants is not something you could ever bring yourself to do.\n\n\"I heard your aunt's gonna get you all dolled up for the picnic. I just can't wait!\"", "endoftext": false }, { "action": "You ask Phelps about the cigars", "response": "Having been taught good manners, you can't quite bring yourself to ignore Phelps, so you nod to him and mumble a hello.\n\nHe smiles at you and nods heavily. \"You enjoyin' our balmy Southern weather, darlin'?\"\n\nBeauregard stifles a yawn. \"Gettin' time for my afternoon nap, but I'm just too keyed up this afternoon to sleep.\"", "endoftext": false }, { "action": "You give the pill to Phelps", "response": "(first taking the little white pill from the burlap sack)\nYou consider showing Beauregard the sleeping pill, but two thoughts dissuade you. First, you don't want him to know you're stealing things from the other guests' cabins, and second, he might take the pill away from you before you find a use for it.\n\nBeauregard lazily waves away a curious wasp.", "endoftext": false }, { "action": "You ask Phelps about the porch", "response": "\"This useta all be prime farm land, once,\" Beauregard says, waving his arm. \"We grew us a fine crop o' leaf. Was you sayin' somethin'?\"", "endoftext": false }, { "action": "You ask him about the tobacco", "response": "Beauregard shows his teeth in a grimace that he probably thinks is a smile. \"You're gonna look so cute in that white dress!\"\n\nBeauregard belches, and doesn't apologize.", "endoftext": false }, { "action": "You ask him about the seegar", "response": "\"I hope I git up to see New York sometime,\" Beauregard says irrelevantly.\n\n\"Wish I had me a seegar,\" Beauregard says wistfully. \"Summer afternoons just ain't the same since I gave up them seegars.\"", "endoftext": false }, { "action": "You ask him about the railing", "response": "Beauregard beams benignly at you. \"You are just the cutest little thang. I can't get over it.\"\n\nBeauregard hitches up his suspenders.", "endoftext": false }, { "action": "You examine the suspenders", "response": "Phelps's trousers provide plenty of fabric to cover the lower part of his considerable bulk. They're khaki-colored and held up by suspenders. The pockets are sagging open, possibly because of the relaxed way he's half-reclining on the couch.\n\nBeauregard points at where Honey is sunbathing on the lawn. \"Quite a little heifer, ain't she? Course, you wouldn't know.\"", "endoftext": false }, { "action": "You look in the pockets", "response": "Sticking your hands in his pants pockets while he's wearing the pants is not something you could ever bring yourself to do.\n\nBeauregard lazily waves away a curious wasp.", "endoftext": false }, { "action": "You ask him about the wasps", "response": "\"You worried about them wasps, sweet pea? They won't bother you none.\"\n\nBeauregard beams at you in a slimy, sweaty way.", "endoftext": false }, { "action": "You pour the water on the wasps", "response": "The wasp nest is not in need of a bath.\n\n\"I heard your aunt's gonna get you all dolled up for the picnic. I just can't wait!\"", "endoftext": false }, { "action": "You ask him about the vise", "response": "Beauregard pulls his gaze back from the lawn. \"Was you sayin' somethin', sweet pea?\"\n\nBeauregard smacks his lips. \"That young lady from Nashville, now - she's quite somethin', ain't she?\"", "endoftext": false }, { "action": "You ask him about the boathouse", "response": "\"I hope I git up to see New York sometime,\" Beauregard says irrelevantly.\n\nBeauregard lazily waves away a curious wasp.", "endoftext": false }, { "action": "You ask him about the new york", "response": "Beauregard shows his teeth in a grimace that he probably thinks is a smile. \"You're gonna look so cute in that white dress!\"", "endoftext": false }, { "action": "You ask him about the boat", "response": "Beauregard stifles a yawn. \"Gettin' time for my afternoon nap, but I'm just too keyed up this afternoon to sleep.\"\n\nBeauregard beams at you in a slimy, sweaty way.", "endoftext": false }, { "action": "You ask him about the key", "response": "\"You lose your cabin key?\" Phelps says, his voice oozing fake sympathy. \"Well, I don't expect your aunt will have locked the door. You can come and go pretty much wherever you want around here, exceptin' only Tyrone's shack and a few places like that. Ole Tyrone, he don't much cotton to havin' strangers pokin' around in his things.\"\n\n\"Wish I had me a seegar,\" Beauregard says wistfully. \"Summer afternoons just ain't the same since I gave up them seegars.\"", "endoftext": false }, { "action": "Go east", "response": "Phelps turns away from you, scratches himself, and goes back to gazing out across the lawn.\n\nAs you put your weight on the steps, several of the boards creak loudly.\n\nThis lumpy, patchy stretch of lawn is the most pleasant outdoor spot at Eternal Springs, though that isn't saying much. A rusted, sagging chaise longue is provided for the comfort of anyone who would like to bask in the scorching heat of the afternoon sun. (There's precious little shade here, other than the low oblong of obscurity wedged beneath the chaise.)\n\nTo the east, the lawn is bordered by a high hedge of a virulent and sickly green, whose foliage is laden with a bounty of pulpy red flowers. The arid stretch of dirt between the cabins stretches out to the south. The main house stands, crooked and bleak but stubbornly attempting a faded grandeur, to the west, a short, broad flight of board steps leading up to the long porch, which is roofed over but nonetheless gapes open on the afternoon. A tiny, weed-infested flower-bed crouches to the right of the steps.\n\nA cracked and buckled concrete walk leads away through some tall bushes to the north, and another walk, whose slabs are tossed as if by some prehistoric geological upheaval, curves out of sight to the southwest around the corner of the house.\n\nHoney Hartwell is reclining on the chaise longue, leafing through a magazine.\n\nHoney inspects her perfectly manicured bright pink nails.", "endoftext": false }, { "action": "You go to the southwest", "response": "A slant-roofed, sagging shack stands here. There might have been a bit of vegetable garden beside it at one time, but all that's left now is a jumble of weeds and rusting junk. The large passenger van belonging to the resort stands in front of the shack, its hood up.\n\nTyrone is standing hunched over the van's engine, peering down into the innards.\n\nYou can go south to the open area behind the cabins, northwest along the gravel driveway, north to the back door of the main house, or northeast on a path that leads around the corner of the house. An overgrown brick walkway leads east along the side of the nearest cabin. The shack itself is to the west from this spot, and the garden beside it is to the southwest.", "endoftext": false }, { "action": "Close vise", "response": "Crushing the little white pill in the vise would only be pointless vandalism.", "endoftext": false }, { "action": "You put the pill in the bottle", "response": "(first taking the little white pill)\nDone.", "endoftext": false }, { "action": "You dig dirt", "response": "You glance at the dirt and instantly dismiss it as unimportant.", "endoftext": false }, { "action": "You dig the floor", "response": "(with the old shovel)\nYou have no reason to dig in that.", "endoftext": false }, { "action": "You go east", "response": "You can't go that way. Obvious exits lead north, back to the front of the shack; south, to the front of the boat shed; west, to the garden of junk; and up, to the perch in the tree.", "endoftext": false }, { "action": "You pour the water on the altar", "response": "Which water do you mean, the swamp, or the water in the bucket?", "endoftext": false }, { "action": "You examine the carvings", "response": "You kneel and push aside the grass to try to get a clear view of the carvings on the block, but suddenly the ghost is whirling around you, shrieking. Terrified, you lurch to your feet and stagger backward.", "endoftext": false }, { "action": "Go south", "response": "The water is filthy, and there are undoubtedly alligators. You consider swimming, but half a second later you reject the idea with a shudder.", "endoftext": true }, { "action": "You describe your surroundings", "response": "A few trees, tall and old but gnarled, reach up out of the long grass of this meadow like grasping bony fingers, tattered streamers of moss and vine trailing from their crooked branches. The meadow is bordered on the south by the swamp and on the north by an intimidating barbed-wire fence, and continues for some distance to the east. The path along the edge of the swamp runs westward from here.\n\nStanding in the center of the meadow is a large, rough block of black stone.\n\nA restless ghost flits here and there across the meadow.", "endoftext": false }, { "action": "You go west", "response": "You follow the path westward, back to Eternal Springs.\n\nThe brackish, oily, unpleasant waters of the swamp stretch south from here. Large trees festooned with slimy green creepers stand in the water. To the west is a shed, to the east a path along the shore. The cabins are to the north.", "endoftext": false }, { "action": "You look under the dress", "response": "(first trying to go over to the white dress)\nThe white dress is too far away.", "endoftext": false }, { "action": "You go to the bed", "response": "Which bed do you mean, the bed near the door, or the bed near the bathroom?", "endoftext": false }, { "action": "You examine door bed", "response": "The bed looks sort of lumpy, and the pillow is flat and undoubtedly hard. A threadbare brown coverlet is spread over the bed. On the bed near the door is a white dress.", "endoftext": false }, { "action": "You look under the pillow", "response": "Which pillow do you mean, the bed near the door, or the bed near the bathroom?", "endoftext": false }, { "action": "You look under the door pillow", "response": "The box springs are sagging, and there's a scatter of tiny dry brown pellets that might be mouse droppings. Nothing interesting, though.", "endoftext": false }, { "action": "You look under the carpet", "response": "You glance at the stuff in the cabin and instantly dismiss it as unimportant.", "endoftext": false }, { "action": "Go north", "response": "This lumpy, patchy stretch of lawn is the most pleasant outdoor spot at Eternal Springs, though that isn't saying much. A rusted, sagging chaise longue is provided for the comfort of anyone who would like to bask in the scorching heat of the afternoon sun. (There's precious little shade here, other than the low oblong of obscurity wedged beneath the chaise.)\n\nTo the east, the lawn is bordered by a high hedge of a virulent and sickly green, whose foliage is laden with a bounty of pulpy red flowers. The arid stretch of dirt between the cabins stretches out to the south. The main house stands, crooked and bleak but stubbornly attempting a faded grandeur, to the west, a short, broad flight of board steps leading up to the long porch, which is roofed over but nonetheless gapes open on the afternoon. A tiny, weed-infested flower-bed crouches to the right of the steps.\n\nA cracked and buckled concrete walk leads away through some tall bushes to the north, and another walk, whose slabs are tossed as if by some prehistoric geological upheaval, curves out of sight to the southwest around the corner of the house.\n\nHoney Hartwell is reclining on the chaise longue, leafing through a magazine.\n\nHoney adjusts the angle of her straw hat microscopically.", "endoftext": false }, { "action": "You enter the van", "response": "The van has the usual front and rear seats. Through the dust-speckled windows you can see the house, the driveway, the shack, and the cabins. The interior smells faintly of gasoline.", "endoftext": false }, { "action": "You examine the van", "response": "The van may once have been olive green, but it's almost too dusty to tell. The hood of the van is up, and Tyrone has his head bent low over the engine.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying a burlap sack (which contains a sequined jacket and a flashlight), the key to Cabin One, a wooden bucket (which contains some water), an old shovel, a pill bottle, and a little white pill. You're wearing your clothes.", "endoftext": false }, { "action": "Go outside", "response": "What do you want to move out of?", "endoftext": false }, { "action": "You go to the southeast", "response": "You can't go that way. Obvious exits lead north; south, to the area behind the cabins; east, to the north end of the croquet court; west; northeast, to the lawn; northwest, to the gravel driveway; southwest, to the garden of junk; and in, back to in the van.", "endoftext": false }, { "action": "You take the hoop", "response": "With a bit of tugging, you pull a hoop free of the dirt.", "endoftext": false }, { "action": "You examine the hoop", "response": "The hoop is a thick, bent piece of wire. The ends aren't exactly sharp, but they're tapered to make it easier to drive the hoop into the ground.", "endoftext": false }, { "action": "Go north", "response": "This lumpy, patchy stretch of lawn is the most pleasant outdoor spot at Eternal Springs, though that isn't saying much. A rusted, sagging chaise longue is provided for the comfort of anyone who would like to bask in the scorching heat of the afternoon sun. (There's precious little shade here, other than the low oblong of obscurity wedged beneath the chaise.)\n\nTo the east, the lawn is bordered by a high hedge of a virulent and sickly green, whose foliage is laden with a bounty of pulpy red flowers. The arid stretch of dirt between the cabins stretches out to the south. The main house stands, crooked and bleak but stubbornly attempting a faded grandeur, to the west, a short, broad flight of board steps leading up to the long porch, which is roofed over but nonetheless gapes open on the afternoon. A tiny, weed-infested flower-bed crouches to the right of the steps.\n\nA cracked and buckled concrete walk leads away through some tall bushes to the north, and another walk, whose slabs are tossed as if by some prehistoric geological upheaval, curves out of sight to the southwest around the corner of the house.\n\nHoney Hartwell is reclining on the chaise longue, leafing through a magazine.\n\nHoney licks her thumb and turns a page in the magazine.", "endoftext": false }, { "action": "Go northwest", "response": "You're standing in the weed-infested remains of a small flower-bed.\nThe porch railing is directly above you, almost close enough to reach, and the lawn is back to the east. Only a few feet away, on the porch, Beauregard Phelps is sitting on the couch gazing out across the lawn, seemingly oblivious to the fact that you're skulking around down here.", "endoftext": false }, { "action": "You throw the hoop at the nest", "response": "The wasp nest is too far away.", "endoftext": false }, { "action": "You go west", "response": "As you put your weight on the steps, several of the boards creak loudly.\n\nThe front porch runs the length of the east side of the house. It's not screened in, though it probably ought to be, as there's a busy wasps' nest up under one corner of the roof. The floorboards are uneven, and the railing looks pretty wobbly. A long beige couch, from which the padding is escaping, is jammed against the inside wall, below a window.\n\nThe screen door to the house is to the west, and a shallow flight of steps leads down to the east, to the lawn.\n\nBeauregard Phelps is sitting on the couch, gazing out placidly across the lawn. Once in a while his eyes flick toward you, as if he's watching you while pretending not to.", "endoftext": false }, { "action": "You throw the hoop at the nest", "response": "Disturbing the wasps would be a really, really bad idea.\n\nBeauregard points at where Honey is sunbathing on the lawn. \"Quite a little heifer, ain't she? Course, you wouldn't know.\"", "endoftext": false }, { "action": "Poke Phelps with hoop", "response": "That would be very rude.\n\nBeauregard hitches up his suspenders.", "endoftext": false }, { "action": "You go east", "response": "As you put your weight on the steps, several of the boards creak loudly.\n\nThis lumpy, patchy stretch of lawn is the most pleasant outdoor spot at Eternal Springs, though that isn't saying much. A rusted, sagging chaise longue is provided for the comfort of anyone who would like to bask in the scorching heat of the afternoon sun. (There's precious little shade here, other than the low oblong of obscurity wedged beneath the chaise.)\n\nTo the east, the lawn is bordered by a high hedge of a virulent and sickly green, whose foliage is laden with a bounty of pulpy red flowers. The arid stretch of dirt between the cabins stretches out to the south. The main house stands, crooked and bleak but stubbornly attempting a faded grandeur, to the west, a short, broad flight of board steps leading up to the long porch, which is roofed over but nonetheless gapes open on the afternoon. A tiny, weed-infested flower-bed crouches to the right of the steps.\n\nA cracked and buckled concrete walk leads away through some tall bushes to the north, and another walk, whose slabs are tossed as if by some prehistoric geological upheaval, curves out of sight to the southwest around the corner of the house.\n\nHoney Hartwell is reclining on the chaise longue, leafing through a magazine.\n\nHoney inspects her perfectly manicured bright pink nails.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying a burlap sack (which contains a sequined jacket and a flashlight), the key to Cabin One, a wooden bucket (which contains some water), an old shovel, a pill bottle, a little white pill, and a croquet hoop. You're wearing your clothes.", "endoftext": false }, { "action": "You give the hoop to Tyrone", "response": "\"Hello, Tyrone,\" you say.\n\n\"Hello again,\" he says. \"How you gettin' along, now?\"\n\n\"There's things that got power,\" he remarks obscurely, \"and things that don't. You gonna have to learn which is which.\"", "endoftext": false }, { "action": "You ask Tyrone about the engine", "response": "Tyrone scratches his head. \"I guess I don't know nothin' 'bout that.\"", "endoftext": false }, { "action": "You ask Tyrone about the van", "response": "You ask Tyrone what he's doing with the van. \"Oh, somethin' or other's always goin' wrong with it,\" he says obscurely. \"Carburetor, most likely. I'll have it fixed up by tomorrow, time these folks is ready to leave.\"", "endoftext": false }, { "action": "Close vise", "response": "Crushing the croquet hoop in the vise would only be pointless vandalism.", "endoftext": false }, { "action": "You take the hoop", "response": "(first putting the old shovel in the burlap sack to make room)\nTaken.", "endoftext": false }, { "action": "Go upward", "response": "This flimsy wooden platform overlooks the cellar. Stairs lead downward to the west, and there's a door to the east.", "endoftext": false }, { "action": "You unlock the trunk with the hoop", "response": "You try several times to insert the end of the hoop into the lock, but the hoop is bent in a U shape, which makes it hard to manipulate.", "endoftext": false }, { "action": "Straighten hoop", "response": "You straighten out the croquet hoop.", "endoftext": false }, { "action": "You unlock trunk with the hoop", "response": "You insert the end of the straightened croquet hoop into the lock and twist it this way and that. After a few seconds you hear a very gratifying snap.", "endoftext": false }, { "action": "You open the trunk", "response": "As the battered old trunk creaks open, a sourceless breeze causes the dropcloths around you to flap and sends scraps of paper scurrying. The back of your neck prickles as you see the ghost from the meadow swirling and rippling in the air before you. For a moment she pauses in her restless flight to lean forward and peer down into the trunk. Then she turns to you and reaches out with one hand. But a moment later she's gone. The cellar is as empty and shadowed as before.\n\nOpening the old trunk reveals a gold locket and some faded photographs.", "endoftext": false }, { "action": "You take all from the trunk", "response": "gold locket: Taken.\nfaded photographs: Taken.", "endoftext": false }, { "action": "You turn off the flashlight", "response": "You switch off the flashlight, and the light dies.\n\nIt is now pitch black.", "endoftext": false }, { "action": "You examine the locket", "response": "The gold locket is an old-fashioned oval no bigger than the last joint of your little finger. It's suspended from a delicate gold chain, and has a hinge on one side and a shallow indentation, about the size of a fingernail, on the other.", "endoftext": false }, { "action": "You open locket", "response": "You open the locket, revealing a tiny snapshot of a woman's face.", "endoftext": false }, { "action": "You examine the photographs", "response": "The photos are brown and faded. They show small groups of people wearing old-fashioned clothes. You've read a couple of books on fashion, and have no trouble identifying the styles as belonging to the 1930s.\n\nOne of the men in a couple of the photos looks a whole lot like Beauregard Phelps - but what's odd is that he looks almost exactly like he does today, which is obviously impossible. As old as he is now, he would have been only a little boy in the 1930s.\n\nStanding next to him, looking rather insecure, is a girl about your age. She's wearing a long white dress. On closer inspection she looks awfully like the ghost hovering around the stone block in the meadow.", "endoftext": false }, { "action": "You take the snapshot", "response": "You can't have that; it's part of the gold locket.", "endoftext": false }, { "action": "Close locket", "response": "You close the locket.", "endoftext": false }, { "action": "You show the locket to the ghost", "response": "When the dead girl sees the locket, she hesitates in her frantic flight, but only for a moment. Then she spins on again through the air above the meadow.", "endoftext": false }, { "action": "Oops ghost", "response": "(first taking off the gold locket)\nWhen the dead girl sees the locket, she hesitates in her frantic flight, but only for a moment. Then she spins on again through the air above the meadow.", "endoftext": false }, { "action": "You put the locket on the altar", "response": "As you approach the block, suddenly the ghost is whirling around you, shrieking. Terrified, you stagger backward.", "endoftext": false }, { "action": "You show the photographs to the ghost", "response": "(first taking the faded photographs from the burlap sack)\nThe ghost exhibits no curiosity about what you're offering.", "endoftext": false }, { "action": "You show the snapshot to the ghost", "response": "The ghost seems not to have noticed. Its agitated flight about the meadow continues unabated.", "endoftext": false }, { "action": "You show the locket to the ghost", "response": "The ghost pauses in its flight, trembles, floats closer to you. Now that its motion has subsided, you can see clearly that it's a dark-haired girl wearing a flowing white dress. She reaches out toward the locket, translucent fingers groping fitfully. \"You found it. Oh, you found it! I never thought I'd see it again. That's a portrait of my mother. Wasn't she beautiful? That's what they told me, anyway. I never knew her. I lived with my cousins in Illinois, and....\" The girl pauses.\n\n\"Oh. Oh, I remember everything now. How they - oh. You must get away from here. They're planning to do the same thing to you, I'm sure of it!\"", "endoftext": false }, { "action": "You ask the ghost about herself", "response": "The ghost strokes her cheek lingeringly, as if wiping away a tear. \"My name is Lydia. I was born in 1920. When I - when they - it was 1934 when it happened. My cousin Jake brought me out here. He was a terrible gambler, and I guess he needed money more than anything.\nMaybe I ought to forgive him, but I can't. Beauregard was just the same then as he is now, old and fat. I think he does this to people - to girls like us, I mean - so he can live forever.\"", "endoftext": false }, { "action": "You ask Lydia about the locket", "response": "\"I'm so glad you found it!\" she says. \"You must keep it for me.\"", "endoftext": false }, { "action": "You ask Lydia about Jake", "response": "\"You mentioned your cousin Jake,\" you say.\n\n\"Everybody was poor in those days,\" she replies. \"Nobody had any money. But Jake liked to gamble. He'd play dice, or bet on the horse races, and he lost money he didn't have to begin with.\n\n\"I don't know what happened to him afterward. I guess the monster must have made him awful rich, but I don't know much about anything that's happened since I died. Is Franklin Roosevelt still president?\"", "endoftext": false }, { "action": "You ask Lydia about the monster", "response": "\"This is such an evil place,\" she says. \"That ... thing that did what it did to me, it came up out of the swamp. But I don't think it's a swamp thing. I think it's older than the swamp, and a lot worse.\"", "endoftext": false }, { "action": "You ask Lydia about the ritual", "response": "With some reluctance, you ask Lydia how she died. \"I know you'd probably rather not talk about it,\" you tell her. \"But it might help me to know.\"\n\nShe's silent for a minute. \"They cut my heart out,\" she says at last. \"With a dagger. It still hurts. All the time. And then this - this thing came down and ate my heart. Or that's what it felt like. Does that help?\" You tell her no, you guess it doesn't.", "endoftext": false }, { "action": "You ask Lydia about the dagger", "response": "\"I'm sorry,\" she says. \"I don't know much about very much.\"", "endoftext": false }, { "action": "You ask Lydia about the heart", "response": "When you ask her about her heart, what happened to it, she grows very still. Her face knots up with anguish. \"They cut it out of me,\" she says, almost choking on the words. \"Beauregard did, with his awful knife. And then the demon came down and ate it. It's gone. But ... you know, sometimes I think I can still feel it beating, very faintly, somewhere very far away.\n\n\"And I know you'll think this is crazy, but wherever it is, I don't think it's the only heart in that place. I think there are a lot of hearts, from a lot of other girls, maybe hundreds of them just like me. Like us.\n\n\"And sometimes I seem to hear this funny soft sound, along with the beating. It's like a dry, sifting noise, but with little clicking noises in it too, like beetles or something. That doesn't make any sense at all, does it?\"", "endoftext": false }, { "action": "You ask Lydia about the eternal Springs", "response": "\"I'm really bored here,\" Lydia says. \"I can never get very far from this spot, but sometimes I go peek into the cabins at night, when people are sleeping.\"", "endoftext": false }, { "action": "You ask Lydia about the altar", "response": "Lydia reaches out to touch the stone block, almost lovingly. \"That was where they did it to me,\" she whispers. \"I guess it only lasted a minute, but it seems like it lasted years. Like it's still going on, almost. The knife, the blood, the - the thing coming down on top of me, its teeth, its eyes like lava....\"", "endoftext": false }, { "action": "You look at the carvings", "response": "You carefully brush layers of dirt from the surface of the block, revealing seven figures. Two, wearing elaborate headdresses, kneel at the left side and the right. Four more, young and female and naked, march in single file up a ramp. By far the largest figure, waiting at the top of the ramp, is a monster of some sort, with glaring eyes, bared teeth, long claws, and a protruding tongue.", "endoftext": false }, { "action": "You ask Lydia about the carvings", "response": "\"I forget things,\" she says. \"I think I might know something about that, only now I can't remember.\"", "endoftext": false }, { "action": "You ask Lydia about the white dress", "response": "You tell Lydia that your aunt brought a dress just like hers for you to wear later this afternoon. She shudders. \"That's pretty much what I expected. You have to get away! It's not too late.\"", "endoftext": false }, { "action": "You ask Lydia about Phelps", "response": "\"He told me we were having a picnic,\" she says. \"He didn't tell me the - the awful thing that came would be the only one eating anything, or that what it would be eating would be me.\"", "endoftext": false }, { "action": "You ask Lydia about Honey", "response": "You describe the girl singer from Nashville to Lydia. \"She sounds like an awful person,\" the ghost replies. \"Really stuck up. But you know, part of me wishes I could be like her. I mean, I'd be nicer, but you know what I mean.\"", "endoftext": false }, { "action": "You ask Lydia about the Aunt", "response": "You tell Lydia how your aunt brought you down here from New York for no apparent reason, and brought along this white dress for you to wear to some kind of supposed picnic. Lydia nods vigorously. \"That's just like me with my cousin Jake. I guess he needed money more than anything. I think the horrid thing grants people's wishes. I guess it must have made Jake rich. I'll bet your aunt is the same way. I'll bet she wants something so much she's willing to let them - no, not let them, she's willing to help them kill you.\"", "endoftext": false }, { "action": "You ask Lydia about Reverend", "response": "You mention that there's a clergyman staying in one of the cabins, and that he seems to be part of whatever is going on around here. \"I wish I could say that surprises me,\" she says. \"But it doesn't. There were some nasty ministers back when I was alive, and I don't guess it's changed much.\"", "endoftext": false }, { "action": "You ask Lydia about Tyrone", "response": "\"I've seen him,\" she says. \"I don't think he's a bad man. I don't know why he stays around here. He reminds me of somebody, but I just can't think who.\"", "endoftext": false }, { "action": "You ask Lydia about the dog", "response": "You tell her how you made friends with the dog, and she smiles.\n\"That's very clever.\"", "endoftext": false }, { "action": "You ask Lydia about the incinerator", "response": "She's looking off pensively toward the swamp. She seems not to have heard you.", "endoftext": false }, { "action": "You ask Lydia about the swamp", "response": "\"There's nasty things out there in the swamp,\" Lydia says. \"Alligators and other things. I tried to cross the swamp in a boat, before I died. I was trying to get away. Only I didn't have a map, so I got lost.\nAnd then they came after me and brought me back. You shouldn't go out there unless you have a map, and a compass too.\"", "endoftext": false }, { "action": "You ask Lydia about the map", "response": "You ask her if she knows where you might be able to find a map of the swamp. She shrugs. \"I don't know anything at all, really. Maybe if you ask some of the people here, someone will be able to help you.\"", "endoftext": false }, { "action": "You ask Lydia about the compass", "response": "\"I forget things,\" she says. \"I think I might know something about that, only now I can't remember.\"", "endoftext": false }, { "action": "You ask Lydia about the boat", "response": "You tell her about the boat shed, and she nods excitedly. \"That's where they keep the boats. I'll bet if you could steal a boat, you could get away from here!\"", "endoftext": false }, { "action": "You ask Lydia about the boys", "response": "Lydia giggles. \"Those boys? They come down here sometimes. If it's at night, I like to scare them.\"", "endoftext": false }, { "action": "You ask Lydia about the Cabins", "response": "\"I'm really bored here,\" Lydia says. \"I can never get very far from this spot, but sometimes I go peek into the cabins at night, when people are sleeping.\"", "endoftext": false }, { "action": "Time", "response": "You aren't wearing a wristwatch. Usually you'd keep track of time by glancing at your cell phone, but you seem to have misplaced that today. At a guess, it's about 3:15.", "endoftext": false }, { "action": "You go west", "response": "As you walk away, the ghost calls after you in a breathy voice: \"I hope you'll come back and visit me.\"\n\nYou follow the path westward, back to Eternal Springs.\n\nThe brackish, oily, unpleasant waters of the swamp stretch south from here. Large trees festooned with slimy green creepers stand in the water. To the west is a shed, to the east a path along the shore. The cabins are to the north.", "endoftext": false }, { "action": "You ask Tyrone about map", "response": "\"Hello, Tyrone,\" you say.\n\n\"Hello again,\" he says. \"How you gettin' along, now?\"\n\nYou ask Tyrone whether he might know where you could find a map of the swamp. \"Dunno what you'd need nothin' like that for,\" he says. Leastways, not unless you got you a boat. Mr. Beauregard, he keeps them boats locked up pretty tight in the shed, don't he?\"", "endoftext": false }, { "action": "You ask Tyrone about the compass", "response": "\"I really ought to get back and work some more on that van,\" Tyrone says apologetically. \"I love talkin' with you, an' that's the truth, but I don' want Mr. Beauregard gettin' mad at me, now, do I?\"", "endoftext": false }, { "action": "You ask Tyrone about Jake", "response": "Tyrone shrugs. \"None o' my concern, and that's the truth.\"", "endoftext": false }, { "action": "You ask Tyrone about the alligators", "response": "Tyrone grins and shakes his head. \"You're just full o' questions, ain't you?\"", "endoftext": false }, { "action": "You ask Tyrone about the demon", "response": "Tyrone scratches his head. \"I guess I don't know nothin' 'bout that.\"", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying a burlap sack (which contains a sequined jacket, a flashlight, an old shovel, some faded photographs, and a gold locket), the key to Cabin One, a wooden bucket (which contains some water), a pill bottle, a little white pill, and a croquet hoop. You're wearing your clothes.", "endoftext": true }, { "action": "You look around", "response": "A slant-roofed, sagging shack stands here. There might have been a bit of vegetable garden beside it at one time, but all that's left now is a jumble of weeds and rusting junk. The large passenger van belonging to the resort stands in front of the shack, its hood up.\n\nTyrone has taken a break from working on the van in order to stand and talk with you.\n\nYou can go south to the open area behind the cabins, northwest along the gravel driveway, north to the back door of the main house, or northeast on a path that leads around the corner of the house. An overgrown brick walkway leads east along the side of the nearest cabin. The shack itself is to the west from this spot, and the garden beside it is to the southwest.", "endoftext": false }, { "action": "You go east", "response": "Tyrone shrugs and goes back to work on the van.\n\nTwo rows of small, dilapidated cabins, three on each side, stand to the east and west of this stretch of bare dirt. Several croquet hoops are stuck crookedly into the ground at odd spots.\n\nYou're standing between Cabin Four (to the west) and Cabin One (to the east). The croquet court continues south from here, the land sloping gently downward toward the swamp - almost as if the cabins are gently sliding into the swamp or marching, with a ponderous but imperceptible tread, toward it. To the north is a broad stretch of dusty lawn, and beside it to the west a large and rather ramshackle two-story house.\nAn overgrown and uneven brick walkway leads off to the northwest, around the corner of Cabin Four.", "endoftext": false }, { "action": "Go west", "response": "(first opening the door of Cabin Four)\nYou tap on the door, and a male voice within, sounding a bit annoyed, says, \"Go away.\" Okay, he's still in there. No harm in checking.", "endoftext": false }, { "action": "You show the photographs to Tyrone", "response": "(first taking the faded photographs from the burlap sack)\n\"Hello, Tyrone,\" you say.\n\n\"Hello again,\" he says. \"How you gettin' along, now?\"\n\nTyrone takes the snapshots from you and thumbs through them before handing them back. \"Them's old, real old,\" he says. \"Mr. Beauregard, he ain't changed much, has he? They's one other that hasn't, neither. I see her sometimes, on a moonlit night.\"", "endoftext": false }, { "action": "You ask Tyrone about Lydia", "response": "When you mention the apparition you saw hovering around the stone block in the meadow, Tyrone starts poking around very busily in the innards of the van. \"People see lots o' things,\" he says, not looking at you. \"People ought to mind their own business.\" You start to mention Lydia to Tyrone, but then you hesitate. Tyrone seems to be on your side, but there may be limits. If he finds out you've restored Lydia to life, he might feel compelled to let Beauregard know. And if he doesn't tell but Beauregard finds out anyway, that might be very bad for Tyrone, who you're starting to like just a little. No, better not say anything that might get either of you in trouble.", "endoftext": false }, { "action": "You go east", "response": "Tyrone shrugs and goes back to work on the van.\n\nTwo rows of small, dilapidated cabins, three on each side, stand to the east and west of this stretch of bare dirt. Several croquet hoops are stuck crookedly into the ground at odd spots.\n\nYou're standing between Cabin Four (to the west) and Cabin One (to the east). The croquet court continues south from here, the land sloping gently downward toward the swamp - almost as if the cabins are gently sliding into the swamp or marching, with a ponderous but imperceptible tread, toward it. To the north is a broad stretch of dusty lawn, and beside it to the west a large and rather ramshackle two-story house.\nAn overgrown and uneven brick walkway leads off to the northwest, around the corner of Cabin Four.", "endoftext": false }, { "action": "You show the photographs to Honey", "response": "Honey lowers her magazine and turns her big round dark glasses in your direction. \"Well, hello, there.\"\n\nHoney barely glances at the faded photographs. \"That's nice, sugar. Now why don't you run off and play or somethin'?\"\n\nHoney stretches languidly.", "endoftext": false }, { "action": "You show the locket to Honey", "response": "(first taking the gold locket from the burlap sack)\nHoney barely glances at the gold locket. \"That's nice, sugar. Now why don't you run off and play or somethin'?\"", "endoftext": false }, { "action": "You put the locket in the sack", "response": "Done.\n\nHoney inspects her perfectly manicured bright pink nails.", "endoftext": false }, { "action": "Go north", "response": "As you walk away, Honey goes back to reading (if that's the right word) her magazine.\n\nA narrow, uneven ribbon of blacktop runs east and west at this spot, and a walk leads off through some tall bushes to the south. Beyond the bushes can be glimpsed the roof of the main house. On the north side of the road is a ditch choked with bramble bushes.", "endoftext": false }, { "action": "You go to the west", "response": "A narrow, bumpy ribbon of blacktop runs east and west at this spot. To the south, a gravel driveway leads off through some tall bushes. Standing - or rather, leaning - next to the driveway is a sign that says, \"Eternal Springs.\" The north side of the road is impassable due to a nasty-looking thicket of berry bushes.", "endoftext": false }, { "action": "Go west", "response": "The narrow, potholed ribbon of blacktop runs east and west between thorny thickets to the north and south. A narrow gap in the shrubbery to the south might be wide enough for you to squeeze through.", "endoftext": false }, { "action": "You go west", "response": "The east/west road passes close by the front gate of a trashy-looking farm. Two large, smirking farm boys are lounging by the gate, chewing lengths of grass and looking at you in a keen and unhealthy way.", "endoftext": false }, { "action": "You show the photographs to the boys", "response": "\"Hello again,\" you say, trying to sound cheerful. \"I'm back.\"\n\n\"Was she gone?\" the smaller boy says. \"I din't notice.\"\n\nThe boys look at one another and roll their eyes, as if wondering how you could be so stupid.", "endoftext": false }, { "action": "You continue", "response": "\"We could take those away from you,\" the smaller boy says, \"but why bother? Now, I'm not sayin' you don't got nothin' we might want, but that ain't it.\"", "endoftext": false }, { "action": "You hit the boys", "response": "It seems pretty clear that provoking them would get you in big trouble really quickly.\n\n\"She's a hot chick, ain't she?\" the larger boy says, nudging his brother and tilting his head at you.", "endoftext": false }, { "action": "Go east", "response": "\"See you later,\" you say as you walk away.\n\n\"Aw, don't go,\" the larger boy says. \"Stick around. We was just gonna show you how to have a real good time!\" As you walk away, you hear the boys snickering about something.\n\nThe narrow, potholed ribbon of blacktop runs east and west between thorny thickets to the north and south. A narrow gap in the shrubbery to the south might be wide enough for you to squeeze through.", "endoftext": false }, { "action": "You go to the south", "response": "You slip into the gap in the hedge, and find yourself angled in a twisty maze of thorny bramble-bushes. For a couple of minutes you stumble around, trying to avoid getting stuck by the razor-sharp thorns. Eventually you find your way back to the road, shaken by the ordeal but not too badly scratched up.", "endoftext": false }, { "action": "You look at the gap", "response": "The gap is narrow, and the bushes within seem to be covered with nasty-looking thorns.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying a burlap sack (which contains a sequined jacket, a flashlight, an old shovel, a gold locket, and some faded photographs), the key to Cabin One, a wooden bucket (which contains some water), a pill bottle, a little white pill, and a croquet hoop. You're wearing your clothes.", "endoftext": false }, { "action": "You go south", "response": "You can't go that way. Obvious exits lead east, down the road to the east; and west, back down the road.", "endoftext": false }, { "action": "You go to the north", "response": "The thorny bramble bushes prevent your going in that direction.", "endoftext": false }, { "action": "You go south", "response": "The gravel driveway runs behind the big house, which looms over you to the east. At the north end the driveway passes through a high hedge, and at the south it opens out into an area in front of a shack, where a dusty van is parked. A pair of low doors angles out from the foundation of the house at this spot.\n\nA big black SUV is parked in the driveway.\n\nYou see a dead possum here.", "endoftext": false }, { "action": "Examine SUV", "response": "The SUV is big, black, shiny, and very solid-looking. A chrome logo on the rear says it's a Bronco.", "endoftext": false }, { "action": "You open SUV", "response": "The doors are locked.", "endoftext": false }, { "action": "You unlock SUV with the hoop", "response": "You give it a try, but the SUV is locked up tight.", "endoftext": false }, { "action": "You ask Tyrone about the suv", "response": "\"Hello, Tyrone,\" you say.\n\n\"Hello again,\" he says. \"How you gettin' along, now?\"\n\nYou point to the big black SUV. \"Did somebody just get here?\"\n\nTyrone nods. \"Fella checked into Cabin Six. Rugged-lookin' fella. I think Mr. Beauregard, he didn't want nobody else checkin' in this afternoon. I overheard 'em arguin' a little. I'll tell you, that worries me. You don't want to argue with Mr. Beauregard, truly you don't.\"", "endoftext": false }, { "action": "Empty bucket", "response": "Emptying the bucket on the ground would only make a mess.", "endoftext": false }, { "action": "Empty bucket", "response": "You empty the bucket into the swamp.", "endoftext": false }, { "action": "Go west", "response": "Cabin Six is a lot like Cabin Five. Twin beds with ugly brown bedspreads haphazardly made up, water-stained plaster and peeling wallpaper, a grimy carpet. A faded painting of a flop-eared hound dog entirely fails to add cheer to the room. Tattered curtains hang across the window, which is to the left of the door.\n\nThe dresser stands against the west wall, near the door of the bathroom. There's a walk-in closet on the south side of the room, and the door of the cabin is to the east.\n\nBecause your eyes take a moment to adjust from the sunlight outside to the dimness of the room, you're startled to realize there's a man sitting silently on the edge of one of the twin beds. He's staring at you, his eyes a wet blue glimmer in the weathered tan of his face.\n\n\"Hello, there,\" he drawls. \"Nice of you to come visit. Or were you plannin' to steal somethin'?\"\n\nYou start to protest your innocence, but he waves your words aside. \"Just funnin' with you, youngster. My name's Hank. Hank Slocum.\" He sticks out his hand, and you feel compelled to shake it. His hand is as dry and rough as old leather.\n\nYou introduce yourself, and Hank says, \"Pleased to make your acquaintance, Diane. Now what would a nice-lookin' young city girl like you be doin' mopin' around this God-forsaken hellhole on such a fine afternoon? No, don't answer. It would only depress me. I been keepin' my ears open. Some of the things goin' on around here I don't much care for. Good thing I won't be here much longer.\"", "endoftext": false }, { "action": "You examine Hank", "response": "Hank is a muscular, tough-looking man of about forty. He has sandy hair, several days' growth of beard, and scarred, calloused hands.\nHe's sitting on the edge of the bed.", "endoftext": false }, { "action": "You ask Hank about the eternal Springs", "response": "\"Yeah, it's a dump, ain't it?\" Hank says. \"Best thing about it is, I'll be leavin' before it gets dark. You might want to see if you can't figure out a way to do the same thing, if you know what's good for you.\"", "endoftext": false }, { "action": "You ask Hank about Hank", "response": "\"Me? Nice of you to ask. I'm nobody special. Came down here on business. I'll be gone before it gets dark. Picked this place out on account of it's right close to the bayou. Some friends o' mine ... well, I don't want to say too much about that. They're comin' in tonight on a plane, you know, one of those little amphibious jobs that can take off and land on water, and I gotta go out in a boat and meet 'em. We're doin' a little business transaction, and don't ask me nothin' more about it, because I won't say another word.\n\n\"Gets harder every year,\" he says, leaning back and gazing at the ceiling. \"Gotta find an out-of-the-way spot like this to do a transaction. First time I came here to meet a plane was last year. Another friend o' mine brought me. Good thing, too. I woulda got lost in the swamp for sure. There's about a thousand twisty little waterways out there. You get out there in a boat, if you don't know the swamp like the back of your hand you'll be lost inside ten minutes, and they'll never find your bones, 'cuz the gators, they chew up the bones.\n\n\"But am I worried? No, I ain't worried. Show you why. Got me a map.\" He pats the leather case lying on the bed beside him. \"You want to see it?\"\n\nYou express polite curiosity. He opens the case, careful not to let you see anything else that might be inside, and draws out an often-folded piece of paper, which he spreads open and smooths out, not very effectually, on his thigh. \"We're right here,\" he says, pointing with a grimy finger at a little square near one edge of the map. \"Now, to meet the plane I got to go-\"\n\nHank glances toward the window and pauses. \"Uh-oh,\" he says. \"Company comin'. Look, sweetheart, I don't want nobody to find me with an underage girl in my motel room. Nothin' personal, you understand, I wouldn't hurt you for all the world, but I got what they call prior felony convictions. If you'd be so kind as to just slip into the closet there for a minute, until I chase these bozos off....\"\n\nYou find yourself crammed into the cabin's tiny, musty-smelling closet. The door is open only a crack, not enough for you to see what's going on outside, only enough to let in a trickle of light that reassures you you haven't been entombed.\n\nMen's voices come to you, somewhat muffled. \"We have a problem,\" says one voice. \"The problem is you.\"\n\nHank says, \"Well, that's not a problem, then, because I was just gettin' ready to leave.\" He sounds a little edgy.\n\n\"Not good enough,\" says another voice. \"We saw the girl come in here a while ago. Good thing she's gone now, or we'd have an even bigger headache.\" With a start, you recognize the resonant tones of Reverend Gillespie.\n\n\"I'm not followin' you,\" Hank says.\n\n\"The point is, you know she's here. Later on tonight, or tomorrow, you might think to ask questions.\"\n\n\"I know how to keep my mouth shut,\" Hank says. \"Of course, if you had a few bucks to spread around, it'd set my conscience at ease.\"\n\n\"You think he'd stay bought?\" the first man says.\n\n\"I think the longer we let him think he's negotiating, the harder it'll be to do what has to be done.\"\n\nHank's voice rises. \"Now, wait just a-\" He's cut off by a BANG so loud it makes you jump. You aren't sure you didn't let out a scream too, but the bang was loud enough to cover any sounds you made.\n\nThere's a longish silence, punctuated only by shuffling and scraping noises. \"What are we going to do with his stuff?\" asks Reverend Gillespie.\n\n\"Burn it. You saw the incinerator out back. Then we take him out in Beauregard's boat and lose him.\"\n\n\"What about his car?\"\n\n\"Here are the keys. Ask Beauregard. Maybe the nigger can drive it off somewhere, leave the keys in the ignition. Somebody's bound to steal it.\"\n\nThere's more shuffling, and the sound of something heavy being dragged. You find that you're trembling. For a long time after the sounds stop, you crouch in the closet, deathly afraid to make the slightest noise, afraid to peek out for fear they haven't gone, or are coming back.\n\nNot far away you hear the heavy sound of a motorboat engine coughing to life. The boat's drone dies away into the distance, but even then you hang back, still nervous. But at last the stuffy air and the sense that if you don't move you'll be entombed forever in this tiny space are too much for you. You push the closet door open and creep out.\n\nThe cabin looks a lot more vacant than it did before. Hank is gone, and so are his things. The one addition to the decor is a large puddle of something dark and wet in the middle of the floor.", "endoftext": false }, { "action": "You look at the puddle", "response": "The shallow pool of blood in the middle of the floor is spattered and smeared, as if something has been dragged through it. A couple of flies are already circling around it.", "endoftext": false }, { "action": "Go east", "response": "Two rows of small, dilapidated cabins, three on each side, stand to the east and west of this stretch of bare dirt. Several croquet hoops are stuck crookedly into the ground at odd spots.\n\nYou're standing between Cabin Six (to the west) and Cabin Three (to the east). The croquet court continues north from here. To the south, a little slope ends at the watery edge of a swamp, and a path to the southwest leads toward a good-sized shed that stands at the edge of the water.\n\nYou notice a trickle of smoke rising from the area behind the western row of cabins.", "endoftext": false }, { "action": "You go to the south", "response": "The brackish, oily, unpleasant waters of the swamp stretch south from here. Large trees festooned with slimy green creepers stand in the water. To the west is a shed, to the east a path along the shore. The cabins are to the north.\n\nAs you pause to gaze out across the swamp, feeling both fascinated by its exotic, other-worldly flavor and repelled by its air of foulness and decay, a swirl of mist rising from the water congeals into a figure - a large figure, which drifts swiftly toward you. You stare at it, horrified but unable to look away.\n\nThe figure must be at least twenty feet tall. It's made of mist, and ought to be tenuous, insubstantial, but somehow it seems more solid than that. The gray filaments of turbulent vapor are shot through with veins of red and black. The thing has a huge, gaping mouth studded with sharp fangs. Its tongue writhes out toward you obscenely, as if it's trying to lick you. Its meaty hands grope toward you, the claws slashing.\n\nBut then, as suddenly as it came, the apparition evaporates. You're standing looking out at the swamp, and there's nothing there but swamp. You discover that you've been holding your breath, and let it out shakily.", "endoftext": false }, { "action": "Go west", "response": "A large shed is built out over the waters of the swamp at this spot. The planks of the shed are weathered to a grayish color and the paint is peeling, but the shed looks solidly built. The door is standing wide open.\n\nYou can go southwest around the side of the shed, northeast to the area between the cabins, and north or northwest to an open area behind the western row of cabins. The door of the shed is directly to the south, and a stretch of swampy shore lies to the east.", "endoftext": false }, { "action": "You go northwest", "response": "This may once have been a garden, but now it's just a final resting place for junk - lots and lots of junk - and nothing grows here but weeds. The falling-down shack stands (if that's the right word) north of here, its single square window looking out on the junk. The area where the van is parked is to the northeast, and the area behind the cabins is east. Off to the southeast stands the shed at the edge of the swamp.\n\nThe way westward is blocked by an improbably dense thicket of bramble-bushes.\n\nA column of whitish smoke is curling up from the incinerator behind the western row of shacks.", "endoftext": false }, { "action": "You go east", "response": "The open area behind the western row of cabins is thinly carpeted with scruffy, dusty weeds. A large, rusted incinerator, from which a thin coil of smoke is rising, stands in the middle of the open space. A scraggly tree has set down roots quite close to the leftmost of the three cabins whose rear walls form a barrier to the east.\n\nTo the south is the shed at the edge of the swamp. You can go north to the area in front of the run-down shack, where the motel's dusty van is parked. The overgrown, junk-strewn garden beside the shack is to the west.", "endoftext": false }, { "action": "You take all from the incinerator", "response": "flames: You'd burn your fingers.", "endoftext": false }, { "action": "You go south", "response": "A large shed is built out over the waters of the swamp at this spot. The planks of the shed are weathered to a grayish color and the paint is peeling, but the shed looks solidly built. The door is standing wide open.\n\nYou can go southwest around the side of the shed, northeast to the area between the cabins, and north or northwest to an open area behind the western row of cabins. The door of the shed is directly to the south, and a stretch of swampy shore lies to the east.\n\nYou notice a trickle of smoke rising from the area behind the western row of cabins.", "endoftext": false }, { "action": "Go east", "response": "The brackish, oily, unpleasant waters of the swamp stretch south from here. Large trees festooned with slimy green creepers stand in the water. To the west is a shed, to the east a path along the shore. The cabins are to the north.\n\nYou find yourself wanting to hurry along, so as not to catch another glimpse, even out of the corner of your eye, of the terrible swamp-thing you saw - or imagined you saw - before.", "endoftext": false }, { "action": "You pour the water in the incinerator", "response": "The water quickly douses the flames, leaving a mess of soggy ashes.", "endoftext": false }, { "action": "Search ashes", "response": "Poking around in the charred and soggy remains at the bottom of the incinerator, you find a treasure - Hank's map of the swamp! One corner is charred, but it didn't burn! You pull it out, wipe off the gunk as carefully as you can, and unfold it. But something very odd is going on. The lines on the map refuse to lie still on the paper. At first you think it's your eyes, still smarting from the smoke, and you rub them. But no, the lines on the map continually squirm, contort, twist, and writhe as you watch in a way that's both impossible and deeply frightening.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying a burlap sack (which contains a sequined jacket, a flashlight, an old shovel, a gold locket, and some faded photographs), the key to Cabin One, a pill bottle, a little white pill, a croquet hoop, a wooden bucket, and an indecipherable map. You're wearing your clothes.", "endoftext": false }, { "action": "You examine the map", "response": "The piece of paper is creased and dog-eared. One edge is badly charred. The lines and shapes drawn on the piece of paper are squirming and writhing. It's impossible to get any clear idea what they represent.", "endoftext": false }, { "action": "Go north", "response": "A slant-roofed, sagging shack stands here. There might have been a bit of vegetable garden beside it at one time, but all that's left now is a jumble of weeds and rusting junk. The large passenger van belonging to the resort stands in front of the shack, its hood up.\n\nYou can go south to the open area behind the cabins, northwest along the gravel driveway, north to the back door of the main house, or northeast on a path that leads around the corner of the house. An overgrown brick walkway leads east along the side of the nearest cabin. The shack itself is to the west from this spot, and the garden beside it is to the southwest.", "endoftext": false }, { "action": "You knock on the door", "response": "Your knock is answered after a moment by a short, stocky woman whose black hair and broad, flat features suggest that her ancestry is Central American. She looks down at you impassively. \"Oh, it's you,\" she says. \"You're the girl, the one they brought. Mr. Beauregard he said he didn't want you in the house, but I think he gone off somewhere, so I don't care. You can come in if you want to. I'm Luisa. I work here, keep the house clean. Just don't make a mess I got to clean up, you can go where you want.\" She has a heavy Hispanic accent, but her words are not hard to understand. She turns and goes back inside, leaving the door open.", "endoftext": false }, { "action": "Go inside", "response": "The van has the usual front and rear seats. Through the dust-speckled windows you can see the house, the driveway, the shack, and the cabins. The interior smells faintly of gasoline.", "endoftext": false }, { "action": "You go north", "response": "The kitchen is large and not especially neat. The appliances are all ancient, their surfaces dented and chipped. The refrigerator stands against one wall, the stove against another, and there's a cupboard above the sink. An exterior door is to the south, interior doorways to the east and north.\n\nOn the stove is a tea kettle.\n\nLuisa is sitting at the kitchen table, shelling peas.", "endoftext": false }, { "action": "You ask Luisa about Luisa", "response": "\"Hello, Luisa,\" you say.\n\nShe looks up from her work. \"What do you want? You want somethin'?\"\n\nWhen you ask Luisa about herself, she looks away. \"I'm nobody,\" she says. \"I just clean the house is all.\"", "endoftext": false }, { "action": "You ask Luisa about Phelps", "response": "Luisa's face crinkles up in an expression that might possibly be a smile. \"Mr. Phelps, he's good to me. He brought me here from my home. Long time ago. I was a girl just like you.\"", "endoftext": false }, { "action": "You ask Luisa about the eternal Springs", "response": "\"It's okay here,\" Luisa says when you ask about Eternal Springs. \"There's worse places. I get lonely sometimes, but it's not too bad.\"", "endoftext": false }, { "action": "You ask Luisa about the picnic", "response": "Trying not to sound serious or concerned, you casually mention to Luisa the picnic Beauregard and your aunt have told you they're planning for tonight. Luisa's mouth sets in a grim line, and her accent thickens as she replies, \"I don' know nothin' about that. Nothin'.\"\n\nBut won't she need to prepare the food, you ask innocently. Luisa turns away without answering.", "endoftext": false }, { "action": "You ask Luisa about Tyrone", "response": "Luisa shrugs. \"He's all right. He treats me all right.\"", "endoftext": false }, { "action": "You ask Luisa about the wasp nest", "response": "\"You ascared of them wasps?\" Luisa's face crinkles in a not very friendly grin, and she chuckles. \"Girls are, sometimes. Listen, you: There's worse things than wasps.\"", "endoftext": false }, { "action": "You ask Luisa about the boys", "response": "\"Oh, those boys,\" Luisa says, shaking her head in disgust. \"They're not nice at all. You don't want to go hang around with them.\"", "endoftext": false }, { "action": "You ask Luisa about the swamp", "response": "When you mention the swamp, Luisa shakes her head slowly and heavily. \"There's bad things out there in the swamp. Things that bite you, suck out your blood. Don' even think about going swimming out there. I wouldn't even go out there in a boat. It might tip over, then where would you be? You tell me that.\"", "endoftext": false }, { "action": "You ask Luisa about the tea", "response": "\"Oh, that.\" Luisa shrugs. \"It ain't none of my business.\"", "endoftext": false }, { "action": "You ask Luisa about the altar", "response": "Luisa shakes her head. \"I don't know nothin' about that. And I don't want to know, neither.\"", "endoftext": false }, { "action": "You ask Luisa about the ghost", "response": "Tentatively you describe the ghostly apparition you saw in the meadow. Luisa shakes her head. \"Don't you go down there. That's a bad place, not a place for a girl like you.\"", "endoftext": false }, { "action": "You ask Luisa about the dog", "response": "Luisa's attention is on the peas she's shelling. She seems not to have heard you.", "endoftext": false }, { "action": "You ask Luisa about Reverend", "response": "\"I stay in the house,\" Luisa says. \"The guests, I don' even know who they are, mostly.\"", "endoftext": false }, { "action": "You ask Luisa about Honey", "response": "\"You want to know about who's staying here, you go knock on their cabins and ask them. Or ask Mr. Beauregard. Or even Tyrone, he might know something. Not me.\"", "endoftext": false }, { "action": "You ask Luisa about the house", "response": "\"It's an old house,\" Luisa says. \"Really old. It's not too nice, but I keep it clean.\"", "endoftext": false }, { "action": "You open the cupboard", "response": "Luisa pushes back the chair and half-rises. \"I don't want you messin' around with stuff in my kitchen,\" she says pointedly. \"Why don't you go play someplace else?\" You decide it would be better not to provoke her. Sooner or later she's bound to leave the kitchen unguarded. You'll be able to come back then and have a look around.", "endoftext": false }, { "action": "You ask Luisa about the boathouse", "response": "\"That's not something I goin' to worry about,\" she says. \"Not right now.\"", "endoftext": false }, { "action": "You examine the appliances", "response": "The appliances include the sink, the stove, and the refrigerator. To interact with them, you need to refer to them singly.", "endoftext": false }, { "action": "You examine the sink", "response": "The sink is lined with a mottled crust of scum. A faucet is mounted above it.", "endoftext": false }, { "action": "You examine the stove", "response": "The old-fashioned electric stove has an oven door in the front and four heating elements on the top.", "endoftext": false }, { "action": "You examine the fridge", "response": "The refrigerator (in this part of the country they probably still call it an icebox) is fairly ordinary-looking. There's no ice dispenser or anything.", "endoftext": false }, { "action": "You open the fridge", "response": "Luisa gets up and comes toward you. \"What did I tell you? Don't go messin' with anything in my kitchen! Shoo!\" She waves her arms at you.", "endoftext": false }, { "action": "You examine the peas", "response": "The peas are green - well, actually, there are as many brown ones as green ones. Some of them are shelled, some are still in their pods.\nIt looks as if Luisa is tossing the shelled peas and the empty pods back into the bowl with the unshelled ones, because there's no pile of pods nearby. You make a mental note not to have any peas at dinner.", "endoftext": false }, { "action": "Go north", "response": "This cheerless cubicle is lined with unusually deep shelves, which rest (unevenly) on metal brackets attached to the wall. In years past the pantry might have been well-stocked, but today the only thing to be seen on the shelves are rat droppings and a few shrivelled onions. There's an open doorway to the south and a door to the west, which is closed.", "endoftext": false }, { "action": "You examine the onions", "response": "The onions appear to be a couple of years old. Some of them have sprouted, and the sprouts are brown and dried up too.", "endoftext": false }, { "action": "Go west", "response": "(first unlocking the door, then opening it)\n\nThis flimsy wooden platform overlooks the cellar. Stairs lead downward to the west, and there's a door to the east.", "endoftext": false }, { "action": "Go east", "response": "This cheerless cubicle is lined with unusually deep shelves, which rest (unevenly) on metal brackets attached to the wall. In years past the pantry might have been well-stocked, but today the only thing to be seen on the shelves are rat droppings and a few shrivelled onions. There's an open doorway to the south and a door to the west, which is standing open.", "endoftext": false }, { "action": "Go east", "response": "The big dining room has windows on the east and south and doorways on the north and west. Other than a long dining table and some ill-assorted chairs, the room is bare and featureless. It smells sour, as if food served and eaten here a long time ago still lingers in the plaster of the walls.\n\nA little oval of grayish stones is lying on the table. It looks rather like a crude bracelet.", "endoftext": false }, { "action": "You look at the oval", "response": "The gold locket is an old-fashioned oval no bigger than the last joint of your little finger. It's suspended from a delicate gold chain. Inside the locket is a tiny snapshot of a woman's face.", "endoftext": false }, { "action": "You examine the grayish stones", "response": "The bracelet is made of irregular chunks of gray-white stone about the size of marbles. Each stone is incised with a symbol of some sort.\nThe symbols look vaguely like letters, but not in any alphabet you've ever seen.", "endoftext": false }, { "action": "You look at the symbols", "response": "The letters on the stone bracelet are unlike any alphabet you've ever seen - there's something like an upside-down 'Y', a 'Q' with its tail on the wrong side, a zigzag like a lightning-bolt, and so on. There's not much chance you'll be able to figure out what they mean - not this afternoon, anyhow.", "endoftext": false }, { "action": "You go north", "response": "The entry hall of Eternal Springs is bare of decoration. The only furnishings are a grandfather clock, which ticks heavily, and a small round telephone table. The front door of the house stands open to the east, the screen door providing, at best, a very partial barrier against the ingress of insects. There are open archways to the north and south, and a narrow staircase with a threadbare runner leads upward. The hall extends further to the west, alongside the staircase.", "endoftext": false }, { "action": "You examine the clock", "response": "The grandfather clock stands as stiff and still as a tombstone, except that within it a brass heart ticks as the pendulum swings back and forth behind the long glass door. The clock face is numbered using Roman numerals, to which a pair of ornate old-fashioned brass hands (rather bent and tarnished) are pointing. If the clock is to be believed, it's now 3:33.", "endoftext": false }, { "action": "You examine table", "response": "The spindly old telephone table is made of dark wood. It sits in a corner next to the door, supporting an old-fashioned black telephone, the kind with a dial instead of buttons.", "endoftext": false }, { "action": "Go north", "response": "The living room is not actually a small room, but it feels cramped because of the amount of thrift-shop furniture crammed into it.\nThere's a fireplace on the north side of the room, a window to the east, and a tall, heavy bookcase against the west wall. An archway leads back to the south.", "endoftext": false }, { "action": "You look at the fireplace", "response": "The interior of the brick fireplace is charred black, but no fire has been laid. (Not surprising, considering the hot weather.) Standing in front of the fireplace are a poker and a pair of fire tongs.", "endoftext": false }, { "action": "You examine the bookcase", "response": "The bookcase is six feet tall and heavily built. The shelves are crammed with books, which is somewhat surprising, because Beauregard Phelps doesn't look to you like the reading type.\n\nThere's an interesting-looking oversize book lying flat on one shelf.", "endoftext": false }, { "action": "You look at the oversize book", "response": "The cloth-covered book is hundreds of pages thick and more than a foot square. The pages don't fit neatly between the covers; the book appears to have been bound by hand. The front cover, of well-worn coarse cloth, is blank: No title or author, no lettering of any kind.", "endoftext": false }, { "action": "You read it", "response": "(first taking the sketchbook)\nThe book proves to contain almost nothing but hand-drawn pencil sketches - more than a hundred of them on thick, stiff paper. Each sketch is different, but there's a common theme. Most show monsters and demons of various sorts, in various poses and settings. As you leaf through the book, you find that you're becoming more and more disturbed by the gruesome images.\n\nAt the bottom of each sketch, a single word has been written in block capitals. The words themselves have an exotic, foreign flavor that matches the bizarre pictures. Here's a sketch of two demons with fangs and spears stabbing a huge feathered serpent, or possibly a dragon. Beneath the sketch is the word HUATLI.\n\nAnother sketch, perhaps the most frightening of the lot, shows a young girl lying naked on her back on a block of stone. A man in an elaborate headdress looms over her with an upraised dagger, while a huge demon with claws and flaming eyes looks on. Beneath this image is the word OLTIOC.\n\nA sketch of a demon eating what looks disgustingly like a human heart is labelled ZIATLI. A sketch of two men in headdresses holding a girl between them and presenting her to a giant serpent is labelled MAZIDI. A sketch of a girl being - no, that one is too upsetting even to think about, but you notice the word UMIXIM below it.\n\nAs you're about to close the book in disgust and fear, it falls open to a sketch you hadn't noticed before - two men in headdresses kneeling, four girls marching up a ramp, and a single huge demon leering down at them. It's the same image as the carving on the stone block in the meadow! Below this image is the word IXTLOC.", "endoftext": false }, { "action": "You put the book in the bookcase", "response": "The sketchbook is too large for the bookcase.", "endoftext": false }, { "action": "You take the tongs and the poker", "response": "fire tongs: Taken.\n\npoker:\n(first putting the pill bottle in the burlap sack to make room, then putting the key to Cabin One in the burlap sack to make room, then putting the little white pill in the burlap sack to make room)\nTaken.", "endoftext": false }, { "action": "You put the poker and the tongs in the sack", "response": "poker: Done.\nfire tongs: Done.", "endoftext": true }, { "action": "You look at your surroundings", "response": "The living room is not actually a small room, but it feels cramped because of the amount of thrift-shop furniture crammed into it.\nThere's a fireplace on the north side of the room, a window to the east, and a tall, heavy bookcase against the west wall. An archway leads back to the south.", "endoftext": false }, { "action": "Examine books", "response": "The books are jammed onto the shelves in haphazard fashion. Scanning the spines, you see quite a number of hardbacks that look a lot like the first editions of mysteries by John Dickson Carr that your aunt has in her collection at home. Several titles are new to you, though.", "endoftext": false }, { "action": "Go south", "response": "The entry hall of Eternal Springs is bare of decoration. The only furnishings are a grandfather clock, which ticks heavily, and a small round telephone table. The front door of the house stands open to the east, the screen door providing, at best, a very partial barrier against the ingress of insects. There are open archways to the north and south, and a narrow staircase with a threadbare runner leads upward. The hall extends further to the west, alongside the staircase.", "endoftext": false }, { "action": "You go west", "response": "You walk down the narrow, ill-lit hall, and emerge in what appears to be an office.\n\nThis room looks as if it serves as Beauregard Phelps's office. It's frankly a mess - littered with teetering piles of yellowing paper.\nIt's dominated by a big desk, which sits in the center of the room with a chair behind it. Beneath the window at the west end of the room is a small square table, on which rests a curious device.", "endoftext": false }, { "action": "You look at the device", "response": "The device is circular, and about the size of a small lazy susan. Bright sunlight shines directly on it through the window. The central part of the device is a circular platform of polished wood, in which is inlaid an arrow in lighter wood. The arrow points somewhat to the left of the window. Also incised in the wood are some abstract figures or designs. They look rather like the mysterious letters on the stone bracelet you found in the dining room.\n\nMounted along the edges of the circle are several clear glass prisms and several more small rectangular mirrors. The latter are held in place by slim brass mounting clips. One of the mounting clips is empty, however.\n\nAs the sunlight hits the prisms, a rainbow of light cascades across the surface of the device.", "endoftext": false }, { "action": "You examine the desk", "response": "The big desk is made of some dark wood, possibly oak.", "endoftext": false }, { "action": "You examine the chair", "response": "The leather of the chair is cracked and faded.", "endoftext": false }, { "action": "You look at the table", "response": "The table sits beneath the window, with the bright afternoon sun shining directly on it. Atop the table is a curious device that glitters in the sun.", "endoftext": false }, { "action": "You examine the window", "response": "The window, which is set in a heavy wood frame, is the old-fashioned kind that's opened by raising it. It overlooks the driveway. Sunlight is streaming through it, directly on the mirrors and prisms of the curious circular device.", "endoftext": false }, { "action": "Go east", "response": "The entry hall of Eternal Springs is bare of decoration. The only furnishings are a grandfather clock, which ticks heavily, and a small round telephone table. The front door of the house stands open to the east, the screen door providing, at best, a very partial barrier against the ingress of insects. There are open archways to the north and south, and a narrow staircase with a threadbare runner leads upward. The hall extends further to the west, alongside the staircase.", "endoftext": false }, { "action": "Go upwards", "response": "The stairs creak a bit as you climb.\n\nThis stuffy passageway extends westward from the head of the stairs, which lead down to the entry hall. The wallpaper is blotchy, and the residual grime along the baseboard suggests that the housekeeping has been perfunctory at best. There are doorways in the north and south walls.", "endoftext": false }, { "action": "You examine wallpaper", "response": "The wallpaper is decorated with an ugly fleur-de-lis pattern that looks disturbingly like the clawed fingers of a hand.", "endoftext": false }, { "action": "Go north", "response": "This stark bedroom seems to be a repository for cast-off furniture, some of which probably dates back to the Civil War. The bedstead has an iron frame, but no mattress. The door back to the hall is to the south, and an open doorway leads west into a closet. In the north wall is a window.\n\nA crow is perched on the sill just outside the window.\n\nThe crow flaps heavily away, but a moment later he's back.", "endoftext": false }, { "action": "You examine the crow", "response": "The crow is large and black, and has beady black eyes. He's perched on the sill just outside the window, fluffing his wing feathers and pecking for lice.\n\nThe crow taps on the window with his beak.", "endoftext": false }, { "action": "You open window", "response": "With a little effort, you're able to push the lower half of the window upward, letting in what passes for fresh air in rural Mississippi on a hot summer afternoon.\n\nThe crow flies away when you open the window ... but a moment later he's back, looking into the room with keen interest.", "endoftext": false }, { "action": "You examine the bed", "response": "The bed consists of an iron frame and an open platform or grid of wires on which a mattress would lie, if there were a mattress.\n\nThe crow squawks mildly at you.", "endoftext": false }, { "action": "You examine the furniture", "response": "The bed consists of an iron frame and an open platform or grid of wires on which a mattress would lie, if there were a mattress.", "endoftext": false }, { "action": "You go to the west", "response": "The closet is small and pretty much empty. Set in one wall is a little metal door about a foot high. The bedroom is to the east.", "endoftext": false }, { "action": "You look at the door", "response": "The metal door is about six inches wide and ten inches high. It's badly rusted.", "endoftext": false }, { "action": "You open the door", "response": "You open the little door - and jump back about two feet, banging your head painfully against the far wall of the closet. Perched on a web in the shallow recess behind the metal door is the biggest spider you've ever seen!", "endoftext": false }, { "action": "You look at the spider", "response": "The spider is easily as big as a tarantula, but hairless and a gleaming milky white. It's busily spinning its web.", "endoftext": false }, { "action": "Go east", "response": "This stark bedroom seems to be a repository for cast-off furniture, some of which probably dates back to the Civil War. The bedstead has an iron frame, but no mattress. The door back to the hall is to the south, and an open doorway leads west into a closet. In the north wall is a window.\n\nA crow is perched on the windowsill, looking around the room.\n\nThe crow fluffs his feathers.", "endoftext": false }, { "action": "You take the crow", "response": "The crow sidles away from you rapidly.\n\nThe crow squawks mildly at you.", "endoftext": false }, { "action": "You go west", "response": "The closet is small and pretty much empty. Set in one wall is a little metal door about a foot high, which is open, giving you a close-up view of the biggest spider you've ever seen. The bedroom is to the east.", "endoftext": false }, { "action": "You look in the door", "response": "Behind the little metal door is a shallow recess. What lies within is largely obscured by a heavy curtain of spiderweb. Within the web a fat white spider is busily spinning.", "endoftext": false }, { "action": "You kill the spider", "response": "On a normal day, you might be able to grit your teeth and force yourself to do something with (or to) the spider. But you're feeling pretty nervous today. You just can't quite bring yourself to get that close to it.", "endoftext": false }, { "action": "You hit the spider with shovel", "response": "(first taking the old shovel from the burlap sack)\nOn a normal day, you might be able to grit your teeth and force yourself to do something with (or to) the spider. But you're feeling pretty nervous today. You just can't quite bring yourself to get that close to it.", "endoftext": false }, { "action": "You hit the spider with the poker", "response": "(first putting the old shovel in the burlap sack to make room, then taking the poker from the burlap sack)\nOn a normal day, you might be able to grit your teeth and force yourself to do something with (or to) the spider. But you're feeling pretty nervous today. You just can't quite bring yourself to get that close to it.", "endoftext": false }, { "action": "You go to the east", "response": "This stark bedroom seems to be a repository for cast-off furniture, some of which probably dates back to the Civil War. The bedstead has an iron frame, but no mattress. The door back to the hall is to the south, and an open doorway leads west into a closet. In the north wall is a window.\n\nA crow is perched on the windowsill, looking around the room.", "endoftext": false }, { "action": "Go south", "response": "This stuffy passageway extends westward from the head of the stairs, which lead down to the entry hall. The wallpaper is blotchy, and the residual grime along the baseboard suggests that the housekeeping has been perfunctory at best. There are doorways in the north and south walls.", "endoftext": false }, { "action": "You go to the south", "response": "This room has been mostly stripped of furniture. The wood floor is bare, the window uncurtained. A bulky, old-fashioned cradle stands against the west wall, and there's a small square table in the northeast corner, on which stands an old-fashioned model merry-go-round. Dominating the south wall is a large, rather faded image of a clown, which has been painted directly on the wallboard.", "endoftext": false }, { "action": "You look at the clown", "response": "The clown seems to have been painted on the wallboard many years ago, in a style that was probably cloyingly cutesy even then. By now the image is patchy and faded. A crack in the plaster runs diagonally down through the clown's face and across the corner of his mouth, making his expression look less festive or playful than ironic or mocking.", "endoftext": false }, { "action": "You look at the cradle", "response": "The fabric that covers the high-sided cradle may once have been pink, but the years have bleached it. The cradle stands about three feet high, and is built on wooden rockers.", "endoftext": false }, { "action": "Rock cradle", "response": "You push the cradle idly, causing it to rock. As it moves, you catch sight of a heating grate in the baseboard behind it. Curious, you drag the cradle out into the middle of the room to have a better look at the grate.", "endoftext": false }, { "action": "You examine the grate", "response": "The heating grate is set in the baseboard in the west wall of the room. It's about a foot high and two feet wide, and is covered with a metal grill, which is stained by years of smoky furnace fumes. It's held in place by a couple of heavy metal screws.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying a burlap sack (which contains a sequined jacket, a flashlight, a gold locket, some faded photographs, an indecipherable map, a stone bracelet, a sketchbook, a pill bottle, the key to Cabin One, a little white pill, some fire tongs, an old shovel, and a poker), a croquet hoop, and a wooden bucket. You're wearing your clothes.", "endoftext": false }, { "action": "Unscrew grate", "response": "The screws are too stiff for you to move them with your fingers. If you want to unscrew them, you'll need to find a screwdriver.", "endoftext": false }, { "action": "You examine table", "response": "The table is built of dark, waterstained wood, and the legs look a bit uneven. Occupying the top of the table is a model merry-go-round.", "endoftext": false }, { "action": "You look at the model", "response": "The merry-go-round is large and old-fashioned. It's made of painted tin, and the paint is flecked and the tin rusting. The little painted horses are cavorting (motionlessly, of course) with a toothy gaiety that looks rather forced, if not actually hysterical. The round base of the merry-go-round is about two inches thick, and more than a foot in diameter.", "endoftext": false }, { "action": "Turn model", "response": "You push the merry-go-round experimentally. The base seems to want to rotate, but it balks. Perhaps it's stuck.", "endoftext": false }, { "action": "You take the model", "response": "It seems to be attached to the table.", "endoftext": false }, { "action": "You examine the base", "response": "The base of the merry-go-round looks to be thick enough to conceal a mechanism that might cause the merry-go-round to rotate. Around at the rear of the base, where you would never have noticed it if you weren't looking, is a little keyhole.", "endoftext": false }, { "action": "You examine the crack", "response": "The clown seems to have been painted on the wallboard many years ago, in a style that was probably cloyingly cutesy even then. By now the image is patchy and faded. A crack in the plaster runs diagonally down through the clown's face and across the corner of his mouth, making his expression look less festive or playful than ironic or mocking.", "endoftext": true }, { "action": "Look around", "response": "This room has been mostly stripped of furniture. The wood floor is bare, the window uncurtained. A bulky, old-fashioned cradle stands in the center of the room. A metal heating grate is built into the baseboard in the west wall, and there's a small square table in the northeast corner, on which stands an old-fashioned model merry-go-round. Dominating the south wall is a large, rather faded image of a clown, which has been painted directly on the wallboard.", "endoftext": false }, { "action": "Go west", "response": "You can't go that way. The only obvious exit leads north, back to the upstairs hall.", "endoftext": false }, { "action": "Go north", "response": "This stuffy passageway extends westward from the head of the stairs, which lead down to the entry hall. The wallpaper is blotchy, and the residual grime along the baseboard suggests that the housekeeping has been perfunctory at best. There are doorways in the north and south walls.", "endoftext": false }, { "action": "EXITS", "response": "Obvious exits lead north, to the dreary bedroom; south, back to the abandoned nursery; west; and down, to the entry hall.", "endoftext": false }, { "action": "Go north", "response": "This stark bedroom seems to be a repository for cast-off furniture, some of which probably dates back to the Civil War. The bedstead has an iron frame, but no mattress. The door back to the hall is to the south, and an open doorway leads west into a closet. In the north wall is a window.\n\nA crow is perched on the windowsill, looking around the room.\n\nThe crow squawks mildly at you.", "endoftext": false }, { "action": "EXITS", "response": "Obvious exits lead south, back to the upstairs hall; and west, to the closet.\n\nThe crow fluffs his feathers.", "endoftext": false }, { "action": "Go west", "response": "The upstairs hall, which extends eastward, widens here to form an odd-shaped space. It's too open to be called a room, but too functional to be called a hallway. An ironing board is set up in the northeast corner, and behind it a narrow, steep stairway ascends. There's a doorway to the north, a wide, massive closed door to the south, and a broad window on the west wall, beneath which is a box-shaped window seat.", "endoftext": false }, { "action": "You examine the board", "response": "It's an ordinary ironing board, with green metal fold-up legs.", "endoftext": false }, { "action": "You examine the window seat", "response": "The window seat is a boxlike structure built into the west end of the hall, beneath the window. The top is covered with a thin and faded blue cushion.", "endoftext": false }, { "action": "You open it", "response": "Opening the window seat reveals a small round threaded object and an old-fashioned brass key.", "endoftext": false }, { "action": "You take all from the seat", "response": "small round threaded object: Taken.\nold-fashioned brass key: Taken.", "endoftext": false }, { "action": "You examine the brass key", "response": "The old-fashioned key is short and sturdy. The business end doesn't have much in the way of slots and teeth.", "endoftext": false }, { "action": "You examine the round object", "response": "The small round threaded object looks a lot like the base of a lightbulb without the bulb. Where the bulb should be is a flat circle of glass.", "endoftext": false }, { "action": "Go north", "response": "The bathroom is cramped and not especially clean. The old-fashioned claw-footed bathtub is lined with brown encrustations, and the other fixtures are just as old and ill-cared-for. The sink is on a free-standing pedestal, with a mirror above it. The door is to the south.\n\nA small hand mirror is perched on the edge of the basin.", "endoftext": false }, { "action": "You look at the sink", "response": "The sink is equipped with the usual faucets, and perches atop a narrow, grimy porcelain pedestal.\n\nA small hand mirror is perched on the edge of the basin.", "endoftext": false }, { "action": "You examine the hand mirror", "response": "The mirror is about three inches wide and two inches high. It's well polished, but it's just a piece of glass - there's no frame or backing.", "endoftext": false }, { "action": "You put it in the sack", "response": "(first taking the hand mirror)\nDone.", "endoftext": false }, { "action": "You examine the tub", "response": "The old-fashioned claw-footed bathtub is lined with layers of brown sediment.", "endoftext": true }, { "action": "Look around", "response": "The bathroom is cramped and not especially clean. The old-fashioned claw-footed bathtub is lined with brown encrustations, and the other fixtures are just as old and ill-cared-for. The sink is on a free-standing pedestal, with a mirror above it. The door is to the south.", "endoftext": false }, { "action": "You examine the pedestal", "response": "The sink is equipped with the usual faucets, and perches atop a narrow, grimy porcelain pedestal.", "endoftext": false }, { "action": "Go south", "response": "The upstairs hall, which extends eastward, widens here to form an odd-shaped space. It's too open to be called a room, but too functional to be called a hallway. An ironing board is set up in the northeast corner, and behind it a narrow, steep stairway ascends. There's a doorway to the north, a wide, massive closed door to the south, and a broad window on the west wall, beneath which is a box-shaped window seat.", "endoftext": false }, { "action": "You go south", "response": "The upstairs hall, which extends eastward, widens here to form an odd-shaped space. It's too open to be called a room, but too functional to be called a hallway. An ironing board is set up in the northeast corner, and behind it a narrow, steep stairway ascends. There's a doorway to the north, a wide, massive closed door to the south, and a broad window on the west wall, beneath which is a box-shaped window seat.\n\nYou see a burlap sack (which contains a sequined jacket, a flashlight, a gold locket, some faded photographs, an indecipherable map, a stone bracelet, a sketchbook, a pill bottle, the key to Cabin One, a little white pill, some fire tongs, an old shovel, a poker, and a hand mirror) here.", "endoftext": false }, { "action": "You examine the window", "response": "Looking out through the window, you can see the gravel driveway below. Beyond the driveway is a thicket of bushes.", "endoftext": false }, { "action": "You look at the door", "response": "The door is made of dark, irregularly water-stained wood, and looks quite sturdy. A little brass peephole is set in the door at about eye height.", "endoftext": false }, { "action": "You look in the peephole", "response": "You press your eye to the peephole, but the lens appears to be one of the kind that gives a wide-angle view from the inside. You're on the wrong side of the door, so all you can see is a pinprick of light at the far end of a dark tunnel.", "endoftext": false }, { "action": "You unlock door with the brass key", "response": "There doesn't seem to be any way to do that. There's no visible keyhole.", "endoftext": false }, { "action": "You go upwards", "response": "As you climb, the air around you, hot to begin with, gets even hotter.\n\nIt's as hot as a blast furnace in the attic. The ceiling is low, and slants down at the sides of the room. A narrow single bed stands against one wall and a small dresser against another. The room is undecorated except for a rather large doll, which stands stiffly posed atop the dresser.", "endoftext": false }, { "action": "You examine doll", "response": "The doll is about a foot tall, and stands stiffly. She has a painted china face, and is wearing a blouse that looks as if it was cut from an old lace doily and a yellow skirt whose draped corners make it look rather like a handkerchief or a small scarf.", "endoftext": false }, { "action": "You examine dresser", "response": "The dresser is little more than a box with a couple of drawers in the front - it's small enough to fit under the slanting ceiling. Atop the dresser is a large doll.", "endoftext": false }, { "action": "You look at the bed", "response": "The bed is narrow, and the mattress looks thin and hard.", "endoftext": false }, { "action": "You unlock the model with the brass key", "response": "The little key slides easily into the keyhole in the base of the merry-go-round. You give the key a twist. As you wind up the mechanism, the merry-go-round springs into motion. It creaks and wheezes a little as it rotates, but as the horses go up and down in a festive way a tinkly sentimental tune emanates from within the base.", "endoftext": false }, { "action": "You listen to model", "response": "The merry-go-round is playing a tinny little tune.\n\nThe merry-go-round continues tinkling its wistful little tune.", "endoftext": false }, { "action": "Open model", "response": "That is not something you can open.\n\nThe merry-go-round continues tinkling its wistful little tune.", "endoftext": false }, { "action": "You take the spider with the tongs", "response": "(first taking the fire tongs from the burlap sack)\nOn a normal day, you might be able to grit your teeth and force yourself to do something with (or to) the spider. But you're feeling pretty nervous today. You just can't quite bring yourself to get that close to it.", "endoftext": false }, { "action": "You go to the east", "response": "This stark bedroom seems to be a repository for cast-off furniture, some of which probably dates back to the Civil War. The bedstead has an iron frame, but no mattress. The door back to the hall is to the south, and an open doorway leads west into a closet. In the north wall is a window.\n\nA crow is perched on the windowsill, looking around the room.\n\nThe crow hops down from the sill to check the floor, sees nothing that would interest him, and hops back up.", "endoftext": false }, { "action": "You go to the south", "response": "You can't go that way. The only obvious exit leads east, back to the dreary bedroom.", "endoftext": true }, { "action": "Go downwards", "response": "The stairs creak a bit as you descend, a low-pitched sigh like a heavy old woman getting comfortable.\n\nThe entry hall of Eternal Springs is bare of decoration. The only furnishings are a grandfather clock, which ticks heavily, and a small round telephone table. The front door of the house stands open to the east, the screen door providing, at best, a very partial barrier against the ingress of insects. There are open archways to the north and south, and a narrow staircase with a threadbare runner leads upward. The hall extends further to the west, alongside the staircase.", "endoftext": false }, { "action": "You go to the west", "response": "You walk down the narrow, ill-lit hall, and emerge in the office.\n\nThis room looks as if it serves as Beauregard Phelps's office. It's frankly a mess - littered with teetering piles of yellowing paper.\nIt's dominated by a big desk, which sits in the center of the room with a chair behind it. Beneath the window at the west end of the room is a small square table, on which rests a curious device.", "endoftext": false }, { "action": "You put the mirror in the bracket", "response": "(first taking the hand mirror from the burlap sack)\nYou fit the mirror into the brass clip.", "endoftext": false }, { "action": "You examine the device", "response": "The device is circular, and about the size of a small lazy susan. Bright sunlight shines directly on it through the window. The central part of the device is a circular platform of polished wood, in which is inlaid an arrow in lighter wood. The arrow points somewhat to the left of the window. Also incised in the wood are some abstract figures or designs. They look rather like the mysterious letters on the stone bracelet you found in the dining room.\n\nMounted along the edges of the circle are several clear glass prisms and several more small rectangular mirrors. The latter are held in place by slim brass mounting clips. There are mirrors or prisms in all of the clips.\n\nAs the sunlight hits the prisms, a rainbow of light cascades across the surface of the device.", "endoftext": false }, { "action": "You examine the arrow", "response": "The wooden circle at the center of the curious device is about a foot in diameter. The surface is dark except for a lighter-colored inlaid arrow, which points out the window, more or less in the direction of the afternoon sun. Incised in the wood are some abstract figures or designs. They look rather like the mysterious letters on the stone bracelet you found in the dining room.", "endoftext": false }, { "action": "You look at the device", "response": "The device is circular, and about the size of a small lazy susan. Bright sunlight shines directly on it through the window. The central part of the device is a circular platform of polished wood, in which is inlaid an arrow in lighter wood. The arrow points somewhat to the left of the window. Also incised in the wood are some abstract figures or designs. They look rather like the mysterious letters on the stone bracelet you found in the dining room.\n\nMounted along the edges of the circle are several clear glass prisms and several more small rectangular mirrors. The latter are held in place by slim brass mounting clips. There are mirrors or prisms in all of the clips.\n\nAs the sunlight hits the prisms, a rainbow of light cascades across the surface of the device. On the wooden circle is a small round threaded object.", "endoftext": false }, { "action": "You put the round in the sack", "response": "(first taking the small round threaded object)\nDone.", "endoftext": false }, { "action": "You put the bracelet on the circle", "response": "(first taking the stone bracelet from the burlap sack)\nDone.", "endoftext": false }, { "action": "You examine the device", "response": "The device is circular, and about the size of a small lazy susan. Bright sunlight shines directly on it through the window. The central part of the device is a circular platform of polished wood, in which is inlaid an arrow in lighter wood. The arrow points somewhat to the left of the window. Also incised in the wood are some abstract figures or designs. They look rather like the mysterious letters on the stone bracelet you found in the dining room.\n\nMounted along the edges of the circle are several clear glass prisms and several more small rectangular mirrors. The latter are held in place by slim brass mounting clips. There are mirrors or prisms in all of the clips.\n\nAs the sunlight hits the prisms, a rainbow of light cascades across the surface of the device. On the wooden circle is a stone bracelet.", "endoftext": false }, { "action": "You put the bracelet in the sack", "response": "(first taking the stone bracelet)\nDone.", "endoftext": false }, { "action": "You put the round object in the bracket", "response": "(first taking the small round threaded object from the burlap sack)\nThe small round threaded object doesn't seem to fit in the brass clip.", "endoftext": false }, { "action": "You examine paper", "response": "(the indecipherable map)\nThe piece of paper is creased and dog-eared. One edge is badly charred. The lines and shapes drawn on the piece of paper are squirming and writhing. It's impossible to get any clear idea what they represent.", "endoftext": false }, { "action": "You look at the yellowing paper", "response": "Among the piles of paper you spot a newspaper dated February 1957. That's the most interesting thing in the lot, and it's not even faintly interesting.", "endoftext": false }, { "action": "Time", "response": "You aren't wearing a wristwatch. Usually you'd keep track of time by glancing at your cell phone, but you seem to have misplaced that today. At a guess, it's about 3:45.", "endoftext": false }, { "action": "Go east", "response": "The entry hall of Eternal Springs is bare of decoration. The only furnishings are a grandfather clock, which ticks heavily, and a small round telephone table. The front door of the house stands open to the east, the screen door providing, at best, a very partial barrier against the ingress of insects. There are open archways to the north and south, and a narrow staircase with a threadbare runner leads upward. The hall extends further to the west, alongside the staircase.", "endoftext": false }, { "action": "You go south", "response": "The big dining room has windows on the east and south and doorways on the north and west. Other than a long dining table and some ill-assorted chairs, the room is bare and featureless. It smells sour, as if food served and eaten here a long time ago still lingers in the plaster of the walls.", "endoftext": false }, { "action": "You go west", "response": "The kitchen is large and not especially neat. The appliances are all ancient, their surfaces dented and chipped. The refrigerator stands against one wall, the stove against another, and there's a cupboard above the sink. An exterior door is to the south, interior doorways to the east and north.\n\nOn the stove is a tea kettle.\n\nLuisa is sitting at the kitchen table, shelling peas.", "endoftext": false }, { "action": "You examine the chairs", "response": "The chairs arranged (haphazardly) around the long dining table look as if they were bought at various yard sales. And not recently.", "endoftext": false }, { "action": "You examine the window", "response": "Which window do you mean, the south window, or the east window?", "endoftext": false }, { "action": "South", "response": "The south window looks out toward the double row of cabins.", "endoftext": false }, { "action": "You examine the east window", "response": "The east window looks out on an empty section of the porch, and beyond that the lawn.", "endoftext": false }, { "action": "You look at the door", "response": "Which door do you mean, the long glass door in the clock, or the screen door?", "endoftext": false }, { "action": "Screen", "response": "The front door is standing open, but the screen door, in which there are only five or six small holes, is pretending to be at work keeping bugs out of the house. It's open.", "endoftext": false }, { "action": "You examine the glass door", "response": "The glass door in the front of the clock protects the pendulum.", "endoftext": false }, { "action": "You open it", "response": "You tug on the door, but it seems to be stuck.", "endoftext": false }, { "action": "Go north", "response": "The living room is not actually a small room, but it feels cramped because of the amount of thrift-shop furniture crammed into it.\nThere's a fireplace on the north side of the room, a window to the east, and a tall, heavy bookcase against the west wall. An archway leads back to the south.\n\nThe bookcase contains a mystery by John Dickson Carr.", "endoftext": false }, { "action": "You examine Carr", "response": "It's a pristine first edition of a novel called \"The Four False Weapons,\" by a British author named John Dickson Carr. (The reason you know he's British is because Aunt Caroline is always raving about him.) The lurid dust jacket depicts a woman in a yellow evening gown who is cowering in fear from a dagger, a revolver, a razor, and a bottle of poison, all of which are swirling around her in the air.", "endoftext": false }, { "action": "You read carr", "response": "(first taking the mystery by John Dickson Carr)\nBoh-rring. this would put you to sleep for sure. Looks like Beauregard enjoys boring old mysteries as much as your aunt does.", "endoftext": false }, { "action": "You go west", "response": "You can't go that way. The only obvious exit leads south, back to the entry hall.", "endoftext": false }, { "action": "You examine the shelves", "response": "The bare pine shelves are broad, deep, and mostly bare, except for dried rat droppings (plentiful) and shrivelled onions (less so). The shelves are fitted into the wall of the pantry by being mounted on metal brackets.", "endoftext": false }, { "action": "You examine the brackets", "response": "The brackets stick out an inch or so from the walls on both sides of the pantry. The brackets are supporting the shelves.", "endoftext": false }, { "action": "You search the shelves", "response": "On the shelves are some rat droppings and some onions. Peering into the dim depths at the rear of the shelves, you see what looks like a square hatch built into the wall.", "endoftext": false }, { "action": "You remove the shelves", "response": "Glancing out the door of the pantry, you notice that Luisa is still sitting at the table - and her eyes flick in your direction, as if she's not entirely unaware of your presence. It would undoubtedly be better to wait until she goes somewhere else before removing the shelves from their brackets so as to get at that intriguing-looking hatch.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying a croquet hoop, a wooden bucket, a burlap sack (which contains a sequined jacket, a flashlight, a gold locket, some faded photographs, an indecipherable map, a sketchbook, a pill bottle, the key to Cabin One, a little white pill, an old shovel, a poker, a small round threaded object, a stone bracelet, and a mystery by John Dickson Carr), some fire tongs, and a hand mirror. You're wearing your clothes.", "endoftext": false }, { "action": "You show the photos to Luisa", "response": "(first taking the faded photographs from the burlap sack)\nAs you start to speak, Luisa scowls at you irritably. \"Why don't you go outside and play?\"\n\nLuisa is busy working, and pays no attention to you.", "endoftext": false }, { "action": "You ask Luisa about the threaded object", "response": "\"I got work to do,\" Luisa says. \"I don' have time to talk to silly girls.\"", "endoftext": false }, { "action": "You ask Luisa about the spider", "response": "You start to tell Luisa about the awful white spider in the closet upstairs, but she cuts you off. \"We get spiders in the house sometimes,\" she says. \"Big, ugly ones. You're not ascared of spiders, are you?\" Her laugh has a contemptuous edge.", "endoftext": false }, { "action": "You ask Luisa about the crow", "response": "You mention the crow you saw at the window in the bedroom. \"He's always out there,\" Luisa says. \"I think he'd like to come inside, find somethin' to eat, but I always shoo him away.\"", "endoftext": false }, { "action": "You go to the east", "response": "The big dining room has windows on the east and south and doorways on the north and west. Other than a long dining table and some ill-assorted chairs, the room is bare and featureless. It smells sour, as if food served and eaten here a long time ago still lingers in the plaster of the walls.", "endoftext": false }, { "action": "You put map on the device", "response": "(first taking the indecipherable map from the burlap sack)\nDone.", "endoftext": false }, { "action": "You examine the device", "response": "The device is circular, and about the size of a small lazy susan. Bright sunlight shines directly on it through the window. The central part of the device is a circular platform of polished wood, in which is inlaid an arrow in lighter wood. The arrow points somewhat to the left of the window. Also incised in the wood are some abstract figures or designs. They look rather like the mysterious letters on the stone bracelet you found in the dining room.\n\nMounted along the edges of the circle are several clear glass prisms and several more small rectangular mirrors. The latter are held in place by slim brass mounting clips. One of the mounting clips is empty, however.\n\nAs the sunlight hits the prisms, a rainbow of light cascades across the surface of the device. On the wooden circle is an indecipherable map.", "endoftext": false }, { "action": "You examine the map", "response": "The piece of paper is creased and dog-eared. One edge is badly charred. The lines and shapes drawn on the piece of paper are squirming and writhing. It's impossible to get any clear idea what they represent.", "endoftext": false }, { "action": "You put the mirror in bracket", "response": "You fit the mirror into the brass clip.", "endoftext": false }, { "action": "You look at sun", "response": "The sun is shining in the window.", "endoftext": false }, { "action": "You look at the arrow", "response": "The wooden circle at the center of the curious device is about a foot in diameter. The surface is dark except for a lighter-colored inlaid arrow, which points out the window, more or less in the direction of the afternoon sun. Incised in the wood are some abstract figures or designs. They look rather like the mysterious letters on the stone bracelet you found in the dining room. On the wooden circle is an indecipherable map.", "endoftext": false }, { "action": "Map in sack", "response": "stone bracelet:\n(first taking off the stone bracelet)\nDone.\n\nindecipherable map: Done.", "endoftext": false }, { "action": "Go up", "response": "The stairs creak a bit as you climb, a low-pitched sigh like a heavy old woman getting comfortable.\n\nThis stuffy passageway extends westward from the head of the stairs, which lead down to the entry hall. The wallpaper is blotchy, and the residual grime along the baseboard suggests that the housekeeping has been perfunctory at best. There are doorways in the north and south walls.", "endoftext": false }, { "action": "You go south", "response": "This room has been mostly stripped of furniture. The wood floor is bare, the window uncurtained. A bulky, old-fashioned cradle stands in the center of the room. A metal heating grate is built into the baseboard in the west wall, and there's a small square table in the northeast corner, on which stands an old-fashioned model merry-go-round. Dominating the south wall is a large, rather faded image of a clown, which has been painted directly on the wallboard.", "endoftext": false }, { "action": "Wind model", "response": "You give the key a twist. As you wind up the mechanism, the merry-go-round springs into motion. It creaks and wheezes a little as it rotates, but as the horses go up and down in a festive way a tinkly sentimental tune emanates from within the base.", "endoftext": false }, { "action": "You go south", "response": "This room has been mostly stripped of furniture. The wood floor is bare, the window uncurtained. A bulky, old-fashioned cradle stands in the center of the room. A metal heating grate is built into the baseboard in the west wall, and there's a small square table in the northeast corner, on which stands an old-fashioned model merry-go-round. Dominating the south wall is a large, rather faded image of a clown, which has been painted directly on the wallboard. As the music from the merry-go-round plays, the painting of the clown seems for a moment to be rippling, as if his feet are moving. But when you squint at the image, you decide you must be mistaken.\n\nThe merry-go-round continues tinkling its wistful little tune.", "endoftext": false }, { "action": "You take the model", "response": "It seems to be attached to the table.\n\nThe merry-go-round continues tinkling its wistful little tune.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying a croquet hoop, a wooden bucket, a burlap sack (which contains a sequined jacket, a flashlight, a gold locket, a sketchbook, a pill bottle, the key to Cabin One, a little white pill, an old shovel, a poker, a small round threaded object, a mystery by John Dickson Carr, some faded photographs, a stone bracelet, an indecipherable map, and a hand mirror), and some fire tongs. You're wearing your clothes.", "endoftext": false }, { "action": "Wind model", "response": "You give the key a twist. As you wind up the mechanism, the merry-go-round springs into motion. It creaks and wheezes a little as it rotates, but as the horses go up and down in a festive way a tinkly sentimental tune emanates from within the base.", "endoftext": false }, { "action": "You look at the clown", "response": "For a moment, you have the odd sensation that the clown is beckoning to you, that he has stretched out one hand as if trying to reach toward you. But no, it's only your imagination, or a trick of the light. A crack in the plaster runs diagonally down through the clown's face and across the corner of his mouth, making his expression look less festive or playful than ironic or mocking.\n\nThe merry-go-round continues tinkling its wistful little tune.", "endoftext": false }, { "action": "Open clown", "response": "That is not something you can open.\n\nThe merry-go-round continues tinkling its wistful little tune.", "endoftext": false }, { "action": "You touch clown", "response": "As your fingers brush the rough surface of the wall, it seems the painted clown is reaching out toward you. You can feel the cloth of his gloved hand in yours. He tugs on your hand, and - taken by surprise - you step toward him.\n\nHe places his other hand on your waist, and you put yours on his shoulder. As the music from the merry-go-round tinkles, you find yourself dancing with the clown.\n\nThe upstairs bedroom dissolves in a smear of circus colors. You aren't sure where you are. The clown smiles at you, and you can't tell whether it's a friendly smile, or whether he's smirking at you. You can smell his greasepaint. His big floppy shoes tread on your toes as he whirls you around and around. He dances in a jerky, off-balance way, as though he's poking fun at ballroom dancing. But it isn't really very funny.\n\n\"No, please,\" you say faintly. \"Let me go.\" The clown seems not to have heard. He dances faster. You're getting dizzy. But then he does let you go. You stagger backward ... and find that you're not in the bedroom anymore, but in a very, very strange place.\n\nVague many-colored blobs of light float gently around you on all sides, and there are no shadows here. It's like being trapped inside a great big lava lamp, except that you can hear an off-key brass band oom-pahing not far away. The painted clown from the abandoned nursery, now no longer painted but quite real, is standing in front of you, gazing down at you with either pity or wry amusement (it's hard to tell which).", "endoftext": false }, { "action": "You ask the clown about the clown", "response": "\"Where am I?\" you ask the clown. \"Who are you? How did I get here? What kind of place is this?\"\n\n\"That's a lot of questions, little girl. Slow down, now. Take it easy. You're making my poor head spin.\" The clown holds his head with both hands, as though afraid it's about to fall off, and rocks it back and forth. Then he grins at you lopsidedly. \"Who am I? As to that, I wish I could tell you. I'm not sure I'm anybody, and that's the truth. I wouldn't mind being somebody, though, and that's the truth too.\n\n\"Who are you, for that matter? Can you tell me that?\"\n\nYou tell him your name. He nods deeply and soberly, as if that's the most interesting thing he's heard in a week. Come to think of it, maybe it is.\n\nYou decide to have another try at learning what's going on. \"Who are you? You haven't told me anything.\"\n\n\"Well, I'm a clown, I guess you can probably tell that, can't you?\" The clown grins in a way that's not quite reassuring. \"You must have seen clowns before. I'm not a real clown, though, only a pretend clown. Well, even being a pretend clown is better than being nothing at all, I suppose. Can you even imagine being nothing at all? I can't. But if there was some way you could help make me into a real person, why, that would be a great big favor, wouldn't it? I'd have to do you a great big favor in return.\n\n\"Would you like ... I know: Would you like a gold coin?\" Quick as a flash, a big, shiny gold coin appears between the clown's gloved fingers, but a moment later it's gone again.\n\n\"I don't have any cards,\" the clown says apologetically, \"so I can't do card tricks. But I can make a coin appear and disappear. If you can bring me something that will make me into a real person, I'll give you that nice coin. But I'll have to think for a minute about what you'd need to bring. Don't rush me, now. Hmm.\" The clown taps his foot and scratches his chin theatrically.\n\n\"All right, I'll tell you what. I need three things. First, if I'm to become a real person, and walk around in the world, I'll need a handkerchief to wipe off this silly clown paint.\"\n\n\"Oh, I'm sure I can find a towel or something to bring,\" you reply.\n\nBut the clown shakes his head gravely. \"Oh, no. No ordinary towel would do. To clean my face I'd need a handkerchief that was soaked with a young girl's tears. Only such a thing would do. So that's the first item. The second - I'm not solid flesh and blood like you, I'm just a poor flat painted thing. For me to be able to walk abroad in the world, I'd need some good strong bones for my limbs. The third thing would be something nice to wear, so the people I meet would respect me. I think I'd like to have a coat made of solid jewels. Wouldn't that be grand?\n\n\"So that's what you need to bring me - a handkerchief soaked in a young girl's tears, and some bones so I can stand up, and a coat of jewels. In return, I'll give you my gold coin.\"\n\nIt occurs to you to protest that if you had a coat made of jewels, you certainly wouldn't need a gold coin. But the clown seems so sincere, you haven't the heart to point out how absurd his request is.", "endoftext": false }, { "action": "You give the jacket to the clown", "response": "(first taking the sequined jacket from the burlap sack)\nYou hold up the sequined jacket you filched from Honey Hartwell's cabin. \"Is this the type of coat you're hoping to have?\" Secretly you're feeling a little ashamed. If he's fooled into thinking the sequins and rhinestones are real jewels, you'll be lying to him by not telling the truth.\n\nBut the clown seems not to notice the deception. Or maybe he doesn't care. He stands back a pace to admire the coat. \"Well, would you look at that! That's a marvelous, marvelous garment. Exactly what I was hoping you'd bring. Would you mind if I try it on?\"\n\n\"I'm not sure it's large enough for you,\" you reply. But when you hand the jacket to the clown and he struggles into it, miraculously it seems a perfect fit. Perhaps he's not quite as large as he looks - or possibly there's no good explanation for it at all.\n\nThe clown struts up and down in the sequined jacket. \"Look at me, look at me! Oh, I'm as handsome as Mick Jagger. Now if you'll just bring me some nice strong bones and a special handkerchief to wipe my face, I'll be a real person at last.\"", "endoftext": false }, { "action": "You go north", "response": "You take a few uncertain steps, but find that you're getting quite dizzy and a bit nauseous. In spite of yourself, you're drawn irresistibly back to stand next to the clown.", "endoftext": false }, { "action": "Go south", "response": "You take a few uncertain steps, but find that you're getting quite dizzy and a bit nauseous. In spite of yourself, you're drawn irresistibly back to stand next to the clown.\n\nThe blobs of color that are swirling around you and the clown start spinning faster and faster. \"Oh, don't go!\" cries the clown, reaching out toward you. But you feel yourself being spun away from him.\n\nSuddenly you're back in the abandoned nursery, feeling very dizzy and confused, staring at the painted clown on the wall. The painted clown is not moving. Obviously. He's only painted on the wall. Could the whole thing have been your imagination? Maybe you've been out in the hot sun too long.\n\nThis room has been mostly stripped of furniture. The wood floor is bare, the window uncurtained. A bulky, old-fashioned cradle stands in the center of the room. A metal heating grate is built into the baseboard in the west wall, and there's a small square table in the northeast corner, on which stands an old-fashioned model merry-go-round. Dominating the south wall is a large, rather faded image of a clown, which has been painted directly on the wallboard.", "endoftext": true }, { "action": "Go downward", "response": "The stairs squeak unsteadily, a sound that sets your teeth on edge.\n\nThe entry hall of Eternal Springs is bare of decoration. The only furnishings are a grandfather clock, which ticks heavily, and a small round telephone table. The front door of the house stands open to the east, the screen door providing, at best, a very partial barrier against the ingress of insects. There are open archways to the north and south, and a narrow staircase with a threadbare runner leads upward. The hall extends further to the west, alongside the staircase.", "endoftext": false }, { "action": "You go south", "response": "The big dining room has windows on the east and south and doorways on the north and west. Other than a long dining table and some ill-assorted chairs, the room is bare and featureless. It smells sour, as if food served and eaten here a long time ago still lingers in the plaster of the walls.", "endoftext": false }, { "action": "You ask Luisa about the clown", "response": "As you start to speak, Luisa scowls at you irritably. \"Why don't you go outside and play?\"\n\nWhen you mention the painting of the clown, Luisa stares at the floor and blinks rapidly. \"A long time ago, there was a little girl that lived here. That was her bedroom. One time a nice man painted that clown on the wall, so she'd be happy. I guess it worked, for a while anyway. Sometimes I wonder if it isn't cruel to let children be happy. You know what I mean?\"\n\nYou shake your head. \"No, I don't think I do.\"\n\nLuisa sighs heavily. \"Never mind, then. I'm just a silly woman. I just think if we never let them be happy, they wouldn't be so disappointed later, when ... when things don't turn out the way they think. They'd know not to expect nothing good. But you wanted to know about the clown. There's something not quite right about that clown. Sometimes I think he's winking at me. I told you I'm just a silly woman. I don't like to go in there.\"", "endoftext": false }, { "action": "You ask Luisa about the handkerchief", "response": "\"You ask too many questions,\" Luisa says. \"You want me to tell Mr. Beauregard you're being nosy? Do you?\"", "endoftext": false }, { "action": "You ask Luisa about the tears", "response": "\"You're just a chatterbox, ain't you? Why don't you go away an' bother somebody else, eh?\"", "endoftext": false }, { "action": "You cry", "response": "You sniffle a little. It's not proving to be a good day, is it? But feeling sorry for yourself probably isn't going to help.", "endoftext": false }, { "action": "You ask Honey about the handkerchief", "response": "Honey lowers her magazine and turns her big round dark glasses in your direction. \"Well, hello, there.\"\n\nHoney leafs through the magazine. Either she didn't hear you, or she's pretending she didn't.", "endoftext": false }, { "action": "You go to the south", "response": "As you walk away, Honey goes back to reading (if that's the right word) her magazine.\n\nTwo rows of small, dilapidated cabins, three on each side, stand to the east and west of this stretch of bare dirt. Several croquet hoops are stuck crookedly into the ground at odd spots.\n\nYou're standing between Cabin Four (to the west) and Cabin One (to the east). The croquet court continues south from here, the land sloping gently downward toward the swamp - almost as if the cabins are gently sliding into the swamp or marching, with a ponderous but imperceptible tread, toward it. To the north is a broad stretch of dusty lawn, and beside it to the west a large and rather ramshackle two-story house.\nAn overgrown and uneven brick walkway leads off to the northwest, around the corner of Cabin Four.\n\nAs you pass Cabin Four, you notice that its door is standing ajar.", "endoftext": false }, { "action": "Go west", "response": "The interior of Cabin Four is much like Cabin Five, except that it has a big double bed in place of the twin beds. Also, there's no carpet, just a bare linoleum floor, which is peeling up in the corners. The plaster is water-stained, the wallpaper suffering from minor rips and tears. A gaudy, poorly executed painting of a Southern belle in a hoop skirt fails to add cheer to the room. Tattered curtains hang across the window, which is to the left of the door.\n\nThe dresser stands against the west wall, near the door of the bathroom. There's a walk-in closet on the south side of the room, and the door of the cabin is to the east.\n\nLying on the floor beside the bed is a leather valise.", "endoftext": false }, { "action": "You open the valise", "response": "The valise is locked.", "endoftext": false }, { "action": "You open the dresser", "response": "You open the drawers.", "endoftext": false }, { "action": "Close drawers", "response": "You close the drawers.", "endoftext": false }, { "action": "You examine the painting", "response": "The woman in the painting looks stiff and unhappy, and the reason isn't hard to see - it's a good bet she's wearing a tight corset underneath that starched pink dress. She's holding a parasol, which leans against her shoulder.", "endoftext": false }, { "action": "You look under the bed", "response": "Under the bed is a square panel that's not quite flush with the floor. It looks like it might be a trapdoor.", "endoftext": false }, { "action": "Go south", "response": "The interior of the closet is a dim and cramped little box. It smells powerfully of mold.", "endoftext": false }, { "action": "You go to the north", "response": "The interior of Cabin Four is much like Cabin Five, except that it has a big double bed in place of the twin beds. Also, there's no carpet, just a bare linoleum floor, which is peeling up in the corners. The plaster is water-stained, the wallpaper suffering from minor rips and tears. A gaudy, poorly executed painting of a Southern belle in a hoop skirt fails to add cheer to the room. Tattered curtains hang across the window, which is to the left of the door.\n\nThe dresser stands against the west wall, near the door of the bathroom. There's a walk-in closet on the south side of the room, and the door of the cabin is to the east.\n\nLying on the floor beside the bed is a leather valise.", "endoftext": false }, { "action": "You move the bed", "response": "The bed is very heavy, but by throwing your weight into it you're able to push it to one side, uncovering the trapdoor.", "endoftext": true }, { "action": "Go downward", "response": "This earth-walled chamber is so low you can't stand up straight. There's a square trapdoor in the ceiling; it's standing open. A dark tunnel extends away to the north.", "endoftext": false }, { "action": "You go north", "response": "It's pitch black.", "endoftext": false }, { "action": "You turn it on", "response": "You flip the switch, but nothing happens. The batteries are probably dead.", "endoftext": false }, { "action": "You go north", "response": "It's too dark; you can't see where you're going.", "endoftext": false }, { "action": "Go upwards", "response": "The interior of Cabin Four is much like Cabin Five, except that it has a big double bed in place of the twin beds. Also, there's no carpet, just a bare linoleum floor, which is peeling up in the corners. The bed has been pushed to one side, revealing a trapdoor set in the floor. The plaster is water-stained, the wallpaper suffering from minor rips and tears. A gaudy, poorly executed painting of a Southern belle in a hoop skirt fails to add cheer to the room. Tattered curtains hang across the window, which is to the left of the door.\n\nThe dresser stands against the west wall, near the door of the bathroom. There's a walk-in closet on the south side of the room, and the door of the cabin is to the east.\n\nLying on the floor beside the bed is a leather valise.", "endoftext": false }, { "action": "You go to the west", "response": "The tiny, cramped bathroom features a narrow shower stall, a minuscule, rust-stained sink above which is a cracked, flyspecked mirror, and a commode. The towels stacked on the rack are thin, frayed at the edges, and probably none too clean. The small square window is open, but it provides no view and not much light either, as a tree has grown up quite close to the outside wall.\n\nThe door to the cabin is in the east wall.", "endoftext": false }, { "action": "Go west", "response": "From this perch in the midst of the scraggly tree, you can't see much. The area behind the cabins is obscured by foliage. However, you're quite close to the rear wall of Cabin Four, and have a close view of the cabin's bathroom window, which is open.", "endoftext": false }, { "action": "You go to the north", "response": "Two rows of small, dilapidated cabins, three on each side, stand to the east and west of this stretch of bare dirt. Several croquet hoops are stuck crookedly into the ground at odd spots, suggesting that at one time the open area might have been used as a croquet court.\n\nYou're standing between Cabin Five (to the west) and Cabin Two (to the east). The croquet court continues north and south from here. Further to the north you can see a dusty stretch of lawn beside the house, and some distance to the south are the brackish, unhealthy-looking waters of a swamp.\n\nAs you pass Cabin Two, you notice that its door is standing ajar.", "endoftext": false }, { "action": "Go east", "response": "The interior of this rustic motel room looks pretty much like the interior of Cabin Five, except that it's a mirror image, with the door to the croquet court on the west side. Bedspreads the color of mud cover the twin beds. The tacky wood-grain wallpaper is starting to peel, and years of grime have been ground into the carpet. A murky painting of a Model T Ford fails to add a sporty air.\n\nCurtains the color of old pea soup hang beside the window to the right of the door. A chipped and scarred dresser stands against the east wall, near the door of the bathroom. There's a walk-in closet on the south side of the room.\n\nOn the bed near the door is a Gideon Bible.", "endoftext": false }, { "action": "You examine the painting", "response": "The Model T Ford looks rather battered and rusty, but possibly that's because of the bits of mold encrusted on the surface of the painting.", "endoftext": false }, { "action": "You open it", "response": "(first taking the Gideon Bible)\nThe Bible falls open to a passage that somebody has marked with a yellow highlighter, in which God says strangers who see his holy rites should be put to death. Whoever used the highlighter seems to have been looking for reassurance in all the wrong places.", "endoftext": false }, { "action": "You go to the south", "response": "As you step into the closet, a floorboard creaks.\n\nThe interior of the closet is a dim and cramped little box. It smells powerfully of mold, and the floor is a little wobbly.", "endoftext": false }, { "action": "You go to the east", "response": "(first opening the bathroom door)\n\nThe bathroom is barely big enough to turn around in. There's a narrow shower stall, a minuscule, rust-stained sink above which is a cracked, flyspecked mirror, and a commode. The towels stacked on the rack are thin, frayed at the edges, and probably none too clean. A tiny window provides a very little air.\n\nThe door leads westward.", "endoftext": false }, { "action": "You take the floorboard", "response": "As you pry up the loose floorboard, you find that beneath it is a shallow recess beneath the floor. Lying on its back in the recess is an evil-looking black figurine.", "endoftext": false }, { "action": "You look at the figurine", "response": "The evil figurine is like the other one you saw - it's about six inches tall, and is carved from a stone so deep red it's almost black. The eyes glint black - and you have the disquieting sensation that they're actually staring at you. The figure's face is contorted with malevolence - the teeth bared, the eyes glaring, the tongue protruding.", "endoftext": false }, { "action": "You take the figurine", "response": "(first putting the fire tongs in the burlap sack to make room)\nAs you reach out to touch the black-eyed figurine, you have the momentary sensation that it has lunged at you and snapped at your fingers with its teeth. Obviously, it couldn't actually have moved - could it? But a shaft of intense pain shoots up your arm, and you recoil as quickly as if you had put your hand in an open flame.", "endoftext": false }, { "action": "You take the figurine with tongs", "response": "You pick up the black-eyed figurine with the fire tongs.", "endoftext": false }, { "action": "You examine the floorboard", "response": "The board is about four inches wide, a foot long, and more than an inch thick. Though the wood is discolored by age, it feels quite solid.", "endoftext": false }, { "action": "You examine the hole", "response": "The recessed place beneath the floor is small and dark. It's clotted with old spider webs and littered with disagreeable crumbs.", "endoftext": false }, { "action": "You put the floorboard on the hole", "response": "You fit the loose floorboard over the hole in the floor.", "endoftext": false }, { "action": "Time", "response": "You aren't wearing a wristwatch. Usually you'd keep track of time by glancing at your cell phone, but you seem to have misplaced that today. At a guess, it's about 4:00.", "endoftext": false }, { "action": "Go west", "response": "You can't go that way. The only obvious exit leads north, back to cabin two.", "endoftext": false }, { "action": "Go north", "response": "The interior of this rustic motel room looks pretty much like the interior of Cabin Five, except that it's a mirror image, with the door to the croquet court on the west side. Bedspreads the color of mud cover the twin beds. The tacky wood-grain wallpaper is starting to peel, and years of grime have been ground into the carpet. A murky painting of a Model T Ford fails to add a sporty air.\n\nCurtains the color of old pea soup hang beside the window to the right of the door. A chipped and scarred dresser stands against the east wall, near the door of the bathroom. There's a walk-in closet on the south side of the room.\n\nOn the bed near the door is a Gideon Bible.", "endoftext": false }, { "action": "You set the lock to IXTLOC", "response": "As you set the valise lock to IXTLOC, you hear a soft but satisfying snick from the mechanism.", "endoftext": false }, { "action": "You open the valise", "response": "The valise springs open. In the valise is a green-eyed figurine.", "endoftext": false }, { "action": "You examine the green figurine", "response": "The evil figurine is like the others you've seen - it's about six inches tall, and is carved from a stone so deep red it's almost black. The eyes glint green - and you have the disquieting sensation that they're actually staring at you. The figure's face is contorted with malevolence - the teeth bared, the eyes glaring, the tongue protruding.", "endoftext": false }, { "action": "You take the green figurine with the tongs", "response": "You pick up the green-eyed figurine with the fire tongs.", "endoftext": false }, { "action": "You put it in the sack", "response": "(the green-eyed figurine)\nDone.", "endoftext": false }, { "action": "You close valise", "response": "As you close the valise, its latch mechanism snaps firmly.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying a croquet hoop, a wooden bucket, a burlap sack (which contains a gold locket, a sketchbook, a pill bottle, the key to Cabin One, a little white pill, an old shovel, a poker, a small round threaded object, a mystery by John Dickson Carr, some faded photographs, a stone bracelet, an indecipherable map, a hand mirror, a black-eyed figurine, a green-eyed figurine, and some fire tongs), and a flashlight. You're wearing your clothes.", "endoftext": false }, { "action": "Go east", "response": "The interior of this rustic motel room looks pretty much like a mirror image of the interior of Cabin Five. Except - not really. Honey Hartwell seems to have arrived like a hurricane. Her possessions are strewn in profusion on every available surface, including the floor. Most of the stuff is clothing, every bit of it gaudy and in terrible taste. In amongst the garb you can also see half a dozen photo magazines devoted to celebrity worship, and the top of the dresser (which stands against the east wall, near the door of the bathroom) is overflowing with cosmetics.\n\nAside from that, the cabin is unremarkable: the door to the croquet court on the west, a walk-in closet to the south, brown bedspreads on the twin beds, tacky wood-grain wallpaper that's starting to peel, green curtains over the window, and a carpet into which years of grime have been ground. A murky painting of a tired-looking Confederate soldier only contributes to the air of dejection and decay.\n\nSomewhere not far away you hear the sound of a motorboat, getting louder. Shortly it cuts off, and the silence descends again.", "endoftext": false }, { "action": "You examine the curtains", "response": "The curtains droop sadly.", "endoftext": false }, { "action": "You open the dresser", "response": "You open the top and middle drawers.", "endoftext": false }, { "action": "You open the bottom drawer", "response": "The bottom drawer is already open.", "endoftext": false }, { "action": "You go to the east", "response": "The tiny, cramped bathroom features a narrow shower stall, a minuscule, rust-stained sink above which is an open medicine cabinet, and a commode. The towels stacked on the rack are thin, frayed at the edges, and probably none too clean. A tiny window provides a very little air.\n\nThe door leads westward.", "endoftext": false }, { "action": "You look at the cabinet", "response": "The medicine cabinet has three shallow, narrow, and rather corroded metal shelves. It's open.", "endoftext": false }, { "action": "You look at the cosmetics", "response": "At least a dozen assorted glittery tubes are scattered across the top of the dresser - eyeliner, eyeshadow, blusher, mascara, hand cream, nail polish, and more.", "endoftext": false }, { "action": "You look at the steps", "response": "The broad flight of steps leads up to the porch. The planks are badly warped and split, and the gray paint that was applied to them in some remote past is sticking up in thick curling chips.\n\nHoney licks her thumb and turns a page in the magazine.", "endoftext": false }, { "action": "You look at the planks", "response": "The broad flight of steps leads up to the porch. The planks are badly warped and split, and the gray paint that was applied to them in some remote past is sticking up in thick curling chips.\n\nHoney inspects her perfectly manicured bright pink nails.", "endoftext": false }, { "action": "You take the planks", "response": "You can't take that.\n\nHoney curls a strand of hair around her little finger.", "endoftext": false }, { "action": "Go east", "response": "As you put your weight on the steps, several of the boards creak loudly.\n\nThis lumpy, patchy stretch of lawn is the most pleasant outdoor spot at Eternal Springs, though that isn't saying much. A rusted, sagging chaise longue is provided for the comfort of anyone who would like to bask in the scorching heat of the afternoon sun. (There's precious little shade here, other than the low oblong of obscurity wedged beneath the chaise.)\n\nTo the east, the lawn is bordered by a high hedge of a virulent and sickly green, whose foliage is laden with a bounty of pulpy red flowers. The arid stretch of dirt between the cabins stretches out to the south. The main house stands, crooked and bleak but stubbornly attempting a faded grandeur, to the west, a short, broad flight of board steps leading up to the long porch, which is roofed over but nonetheless gapes open on the afternoon. A tiny, weed-infested flower-bed crouches to the right of the steps.\n\nA cracked and buckled concrete walk leads away through some tall bushes to the north, and another walk, whose slabs are tossed as if by some prehistoric geological upheaval, curves out of sight to the southwest around the corner of the house.\n\nHoney Hartwell is reclining on the chaise longue, leafing through a magazine.\n\nHoney licks her thumb and turns a page in the magazine.", "endoftext": false }, { "action": "Break steps", "response": "Breaking that would serve no purpose.\n\nHoney stretches languidly.", "endoftext": false }, { "action": "You ask Tyrone about van", "response": "\"Hello, Tyrone,\" you say.\n\n\"Hello again,\" he says. \"How you gettin' along, now?\"\n\nYou ask Tyrone what he's doing with the van. \"Oh, somethin' or other's always goin' wrong with it,\" he says obscurely. \"Carburetor, most likely. I'll have it fixed up by tomorrow, time these folks is ready to leave.\"", "endoftext": false }, { "action": "You ask Tyrone about the suv", "response": "When you ask Tyrone where the big black SUV went, that you saw parked in the driveway earlier, his eyes cloud over, and he turns away without answering.", "endoftext": false }, { "action": "You go to the south-east", "response": "You can't go that way. Obvious exits lead north, to the kitchen; south, to the area behind the cabins; east, to the north end of the croquet court; west; northeast, back to the lawn; northwest, to the gravel driveway; southwest, to the garden of junk; and in, to in the van.", "endoftext": false }, { "action": "You go to the east", "response": "The path meanders eastward along the shore of the swamp. Shortly the shore curves away southward, and you find yourself in a broad meadow.\n\nA few trees, tall and old but gnarled, reach up out of the long grass of this meadow like grasping bony fingers, tattered streamers of moss and vine trailing from their crooked branches. The meadow is bordered on the south by the swamp and on the north by an intimidating barbed-wire fence, and continues for some distance to the east. The path along the edge of the swamp runs westward from here.\n\nStanding in the center of the meadow is a large, rough block of black stone.\n\nThe ghost of Lydia hovers near the stone block.", "endoftext": false }, { "action": "You ask Lydia about the clown", "response": "She's looking off pensively toward the swamp. She seems not to have heard you.", "endoftext": false }, { "action": "You ask Lydia about the tears", "response": "\"I forget things,\" she says. \"I think I might know something about that, only now I can't remember.\"", "endoftext": false }, { "action": "You show the bracelet to Lydia", "response": "(first taking the stone bracelet from the burlap sack)\nShe gazes sadly at your offering. \"That's very nice, I'm sure.\"", "endoftext": false }, { "action": "You show the black figurine to Lydia", "response": "When Lydia sees the evil figurine, she shrieks and flies around the meadow like a whirlwind. \"Oh, get it away from me, get it away from me!\"", "endoftext": false }, { "action": "Inventory", "response": "You are carrying a croquet hoop, a wooden bucket, a burlap sack (which contains a gold locket, a sketchbook, a pill bottle, the key to Cabin One, a little white pill, an old shovel, a poker, a small round threaded object, a mystery by John Dickson Carr, some faded photographs, an indecipherable map, a hand mirror, a black-eyed figurine, a green-eyed figurine, and some fire tongs), a flashlight, and a stone bracelet. You're wearing your clothes.", "endoftext": false }, { "action": "You show the sketchbook to Lydia", "response": "(first taking the sketchbook from the burlap sack)\n\"Is it a hot day today?\" she says, gazing off into the distance. \"It looks like it's a hot day, but I can never tell.\"", "endoftext": false }, { "action": "You read it", "response": "(first taking the mystery by John Dickson Carr from the burlap sack) Boh-rring. this would put you to sleep for sure. Looks like Beauregard enjoys boring old mysteries as much as your aunt does.", "endoftext": false }, { "action": "You ask Lydia about the figurines", "response": "Lydia shudders. \"They're hateful - hateful! They're what summons the - the - I can't even make myself say it.\"", "endoftext": false }, { "action": "You show the object to Lydia", "response": "(first taking the small round threaded object from the burlap sack)\n\"I hope you find a good use for that,\" she says.", "endoftext": false }, { "action": "You show the bracelet to Lydia", "response": "\"I don't have much use for things,\" she says. \"In case you hadn't noticed.\"", "endoftext": false }, { "action": "You show the figurine to Lydia", "response": "Which figurine do you mean, the green-eyed figurine, or the black-eyed figurine?", "endoftext": false }, { "action": "You go west", "response": "As you walk away, the ghost calls after you in a breathy voice: \"I hope you'll come back and visit me.\"\n\nYou follow the path westward, back to Eternal Springs.\n\nThe brackish, oily, unpleasant waters of the swamp stretch south from here. Large trees festooned with slimy green creepers stand in the water. To the west is a shed, to the east a path along the shore. The cabins are to the north.\n\nYou find yourself wanting to hurry along, so as not to catch another glimpse, even out of the corner of your eye, of the terrible swamp-thing you saw - or imagined you saw - before.", "endoftext": false }, { "action": "You show the object to Tyrone", "response": "(first taking the small round threaded object from the burlap sack) \"Well, lookee there,\" Tyrone says when you show him the small threaded object. \"You know what that is, don't you? Guess maybe not. Where you come from, I reckon they all got circuit breakers an' such. That there's a fuse. You put it in a fuse box. Circuit overloads, the fuse burns out, electricity stops, your house don't burn down. Then you just put in a new fuse. Stove up to the house there always burnin' out fuses. Luisa told me it done it again, but I ain't got around to fixin' it yet. Fuse box is in the upstairs bedroom. Why don't you take care of it for me, honey, seein' as you got the fuse already.\"", "endoftext": false }, { "action": "Go north", "response": "Tyrone shrugs and goes back to work on the van.\n\nThe kitchen is large and not especially neat. The appliances are all ancient, their surfaces dented and chipped. The refrigerator stands against one wall, the stove against another, and there's a cupboard above the sink. Against an inner wall stands a small square table, with a wooden chair beside it. An exterior door is to the south, interior doorways to the east and north.\n\nOn the stove is a tea kettle.", "endoftext": false }, { "action": "You go to the west", "response": "The kitchen is large and not especially neat. The appliances are all ancient, their surfaces dented and chipped. The refrigerator stands against one wall, the stove against another, and there's a cupboard above the sink. Against an inner wall stands a small square table, with a wooden chair beside it. An exterior door is to the south, interior doorways to the east and north.\n\nOn the stove is a tea kettle.", "endoftext": false }, { "action": "You open the cupboard", "response": "Opening the cupboard reveals a juice glass, a stained blue mug, a brown envelope, and a teaspoon.", "endoftext": false }, { "action": "You look at the envelope", "response": "The brown envelope says \"Cocoa Mix\" on both sides.", "endoftext": false }, { "action": "You open the fridge", "response": "Opening the refrigerator reveals an egg.", "endoftext": false }, { "action": "You examine the egg", "response": "It's an ordinary egg. When you touch it it doesn't seem very cold. Apparently the refrigerator isn't working.", "endoftext": false }, { "action": "Go up", "response": "The stairs squeak unsteadily, a sound that sets your teeth on edge.\n\nThis stuffy passageway extends westward from the head of the stairs, which lead down to the entry hall. The wallpaper is blotchy, and the residual grime along the baseboard suggests that the housekeeping has been perfunctory at best. There are doorways in the north and south walls.", "endoftext": false }, { "action": "You go north", "response": "This stark bedroom seems to be a repository for cast-off furniture, some of which probably dates back to the Civil War. The bedstead has an iron frame, but no mattress. The door back to the hall is to the south, and an open doorway leads west into a closet. In the north wall is a window.\n\nA crow is perched on the windowsill, looking around the room.", "endoftext": false }, { "action": "Close window", "response": "You shut the window, blocking out the alleged breeze.\n\nThe crow fluffs his feathers.", "endoftext": false }, { "action": "You take the crow", "response": "The crow sidles away from you rapidly.", "endoftext": false }, { "action": "You show the black figurine to the crow", "response": "The crow does not appear interested.\n\nThe crow hops down from the sill to check the floor, sees nothing that would interest him, and hops back up.", "endoftext": false }, { "action": "You hit the spider with the poker", "response": "(first putting the flashlight in the burlap sack to make room, then putting the mystery by John Dickson Carr in the burlap sack to make room, then putting the croquet hoop in the burlap sack to make room, then taking the poker from the burlap sack)\nOn a normal day, you might be able to grit your teeth and force yourself to do something with (or to) the spider. But you're feeling pretty nervous today. You just can't quite bring yourself to get that close to it.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying a wooden bucket, a burlap sack (which contains a gold locket, a pill bottle, the key to Cabin One, a little white pill, an old shovel, some faded photographs, an indecipherable map, a hand mirror, a black-eyed figurine, a green-eyed figurine, a sketchbook, a stone bracelet, a flashlight, a mystery by John Dickson Carr, and a croquet hoop), a new fuse, some fire tongs, and a poker. You're wearing your clothes.", "endoftext": false }, { "action": "You look at the fuse box", "response": "Behind the little metal door is a shallow recess. What lies within is largely obscured by a heavy curtain of spiderweb. Within the web a fat white spider is busily spinning.", "endoftext": true }, { "action": "Go down", "response": "The stairs creak a bit as you descend.\n\nThe entry hall of Eternal Springs is bare of decoration. The only furnishings are a grandfather clock, which ticks heavily, and a small round telephone table. The front door of the house stands open to the east, the screen door providing, at best, a very partial barrier against the ingress of insects. There are open archways to the north and south, and a narrow staircase with a threadbare runner leads upward. The hall extends further to the west, alongside the staircase.", "endoftext": false }, { "action": "You open the stove", "response": "Opening the oven reveals a piece of burnt toast.", "endoftext": false }, { "action": "You take the toast", "response": "(first putting the fire tongs in the burlap sack to make room)\nTaken.", "endoftext": false }, { "action": "Crumble toast", "response": "You crumble up a portion of the toast and scatter the crumbs on the floor.\n\nWhen the crow sees the breadcrumbs you've scattered, he hops down from the windowsill and starts pecking at them.", "endoftext": false }, { "action": "Crumble toast", "response": "You crumble up a portion of the toast and scatter the crumbs on the floor.\n\nThe crow appears at the door of the closet. It's a confined space, but he seems quite fearless. He struts in and starts pecking for crumbs around your feet.", "endoftext": false }, { "action": "You wait a while", "response": "Time passes...\n\nThe crow catches sight of the fat white spider! He makes a quick dive at the fuse box and snaps it up in his beak. A quick head-toss, and the spider is no more. Evidently feeling satiated, the crow saunters stiffly out of the closet, hops up to the windowsill, and flies away.", "endoftext": false }, { "action": "Clean box", "response": "You brush away the spiderweb, revealing two vertical columns of glass circles with three circles in each column.", "endoftext": false }, { "action": "You put fuse in the box", "response": "There's no room in the box for anything at all, but that dark circle looks as if it doesn't belong. You might be able to remove it.", "endoftext": false }, { "action": "You look at it", "response": "The fuse is threaded, like the base of a lightbulb without the bulb. The flat glass circle on the top of the fuse is dark, as if something inside has burned.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying a wooden bucket, a burlap sack (which contains a gold locket, a pill bottle, the key to Cabin One, a little white pill, an old shovel, some faded photographs, an indecipherable map, a hand mirror, a black-eyed figurine, a green-eyed figurine, a sketchbook, a stone bracelet, a flashlight, a mystery by John Dickson Carr, a croquet hoop, and some fire tongs), a poker, a partially crumbled piece of burnt toast, and a bad fuse. You're wearing your clothes.", "endoftext": false }, { "action": "PUT POKER, TOAST, BAD FUSE IN SACK", "response": "poker: Done.\npartially crumbled piece of burnt toast: Done.\nbad fuse: Done.", "endoftext": false }, { "action": "You go east", "response": "This stark bedroom seems to be a repository for cast-off furniture, some of which probably dates back to the Civil War. The bedstead has an iron frame, but no mattress. The door back to the hall is to the south, and an open doorway leads west into a closet. In the north wall is a window.\n\nYou see some toast crumbs here.", "endoftext": false }, { "action": "Time", "response": "You aren't wearing a wristwatch. Usually you'd keep track of time by glancing at your cell phone, but you seem to have misplaced that today. At a guess, it's about 4:15.", "endoftext": false }, { "action": "You go west", "response": "(first opening the door)\n\nThis flimsy wooden platform overlooks the cellar. Stairs lead downward to the west, and there's a door to the east.", "endoftext": false }, { "action": "You ask Tyrone about the batteries", "response": "\"Hello, Tyrone,\" you say.\n\n\"Hello again,\" he says. \"How you gettin' along, now?\"\n\nYou ask Tyrone whether he might know where there are some fresh batteries for the flashlight. He presses his lips together, looking exasperated - but at himself, not at you. \"I was supposed to pick some up, you know, yesterday when I was in town, but I plumb forgot. Sorry, honey.\"", "endoftext": false }, { "action": "Go southeast", "response": "You can't go that way. Obvious exits lead north, to the kitchen; south, to the area behind the cabins; east, to the north end of the croquet court; west; northeast, to the lawn; northwest, back to the gravel driveway; southwest, to the garden of junk; and in, to in the van.", "endoftext": false }, { "action": "You go east", "response": "Tyrone shrugs and goes back to work on the van.\n\nTwo rows of small, dilapidated cabins, three on each side, stand to the east and west of this stretch of bare dirt. Several croquet hoops are stuck crookedly into the ground at odd spots.\n\nYou're standing between Cabin Four (to the west) and Cabin One (to the east). The croquet court continues south from here, the land sloping gently downward toward the swamp - almost as if the cabins are gently sliding into the swamp or marching, with a ponderous but imperceptible tread, toward it. To the north is a broad stretch of dusty lawn, and beside it to the west a large and rather ramshackle two-story house.\nAn overgrown and uneven brick walkway leads off to the northwest, around the corner of Cabin Four.", "endoftext": false }, { "action": "Go east", "response": "(first opening the door of Cabin Three)\nYou tap politely on the door of Cabin Three, and a low voice from within bids you enter.\n\nThe interior of this rustic motel room looks pretty much like the interior of Cabin Five, except that it's a mirror image, with the door to the croquet court on the west side. Bedspreads the color of mud cover the twin beds. The tacky wood-grain wallpaper is starting to peel, and years of grime have been ground into the carpet. A bucolic, sentimentalized painting of some Negroes picking cotton adds to the oppressive sense that you've somehow slipped back into an earlier, less civilized era.\n\nCurtains the color of old pea soup hang beside the window to the right of the door. A chipped and scarred dresser stands against the east wall, near the door of the bathroom. There's a walk-in closet on the south side of the room.\n\nA man is sitting in a wheelchair at the foot of one of the beds. As you enter, he looks at you sharply from under lowered eyebrows. \"So,\" he says in a soft voice. \"You're to be the one. I was hoping - well, never mind.\"\n\nHe smiles at you in a sad, sweet way. \"My name is David,\" he says.\nYou tell him your name is Diane, but he waves the information away. \"Yes, I know,\" he says. \"I wish I didn't. That might make it easier - a little easier, anyhow.\" He sighs. \"Do you know why your aunt brought you here? No, of course you don't. If you knew, you'd - well, you wouldn't be standing here exchanging polite chitchat with me, I'm very certain.\"", "endoftext": false }, { "action": "You look at David", "response": "David is sitting in a wheelchair, his shoulders hunched forward. Although the day is hot, a thin blanket is spread across his lap and wrapped around his legs. His complexion is waxy, his hair brown and wispy. He seems to be no older than thirty or thirty-five, but the lines of pain etched in his face make him look like an old man. Occasionally his bony hands twitch at the blanket, as though he yearns to toss it aside and stand up - but then the hands fall slack again.", "endoftext": false }, { "action": "You examine the wheelchair", "response": "David's wheelchair is made of metal and black leather. The wheels are rubber.", "endoftext": false }, { "action": "You ask David about the wheelchair", "response": "David closes his eyes, and his hands twitch on the blanket that covers his knees. \"I'm sorry,\" he says after a moment. \"I don't believe I caught that.\"", "endoftext": false }, { "action": "You ask David about himself", "response": "David presses his lips together. \"Me? I'm not really very interesting. I taught college at one time. And I was married, to a woman far more beautiful and charming than I deserved. After I fell ill, she - felt that she needed more out of life than I was able to provide. We're no longer married, but I've forgiven her. At least, I hope I have. She was quite right to move on. In another year or two, unless some miracle should intervene, I'll no longer be able to care for even my most basic needs. A young, vibrant woman has no business sacrificing her entire life in order to see to the care of a helpless invalid.\"", "endoftext": false }, { "action": "You ask David about the picnic", "response": "David is silent for so long, his eyes closed, that you start to wonder whether you ought to tiptoe away and stop pestering him. But then the watery gray eyes open and fix on your face. \"I expect what you're really wondering,\" he says, \"is why your aunt brought you here. Your aunt - your aunt doesn't have your best interests at heart, let's put it that way. Unless you're able to escape from this place within the next hour or two, I fear the consequences will be dire. Have you looked around? Have you seen the stone block that stands in the field near the southern extremity of the property? If you have, I need say no more. If you haven't, I urge you to go look at it. It's no mere archaeological relic; it has an exigent use.\"", "endoftext": false }, { "action": "You ask David about the ghost", "response": "When you tell David about the ghost you met in the meadow, he sighs. \"Yes, of course there would have been others. Many others, I'm sure. Why one of the victims should have remained attached to this rather depressing spot, I'm sure I couldn't begin to guess. But since you and she have something in common, perhaps you'll be able to establish some sort of rapport with her. Not that it will do you any good.\"", "endoftext": false }, { "action": "You ask David about the eternal Springs", "response": "You ask David what he thinks of Eternal Springs. He laughs. \"It's not a very nice motel, is it? None of us came here for the ambience, I can assure you.\"", "endoftext": false }, { "action": "You ask David about Phelps", "response": "\"Our esteemed host,\" David says. He sounds a little sarcastic, and a little sad. \"Don't underestimate him. He's incredibly dangerous, as powerful men so often are. I'd suggest you stay well away from him unless making an approach is absolutely essential.\"", "endoftext": false }, { "action": "You ask David about the demon", "response": "\"It's a....\" David pauses for so long, his chin sunk on his chest, that you begin to wonder whether he's fallen asleep. But at last he rouses himself. \"I daresay I'm being disloyal, and I'm quite certain I shall regret this, one way or another. But I can't help thinking you deserve some explanation. Not that it will do any good. The course of events is quite unalterable.\n\n\"This was all Indian land at one time, you know. Five hundred years ago, the empire of the Aztecs stretched this far north. I don't want to paint all Native Americans as bloodthirsty savages, certainly, but the current popular conception of them as being somehow noble and wise because they were in close touch with nature may be no more than a fond romanticization - a version of the perennially popular Myth of the Golden Age. The reality, I should imagine, is that Native Americans in those days were no better than we are, and no worse. Whatever one may prefer to believe of the Iroquois or the Navajo, the Aztecs, I'm bound to say, were not the sort of people we should describe as pleasant, good-natured, or nice.\n\n\"Through the application of what we should describe as black magic, the Aztec priests aroused certain evil entities - entities of great power. These demons, to use the modern term, were capable of granting any wish that might lodge in the human heart, any wish at all, if only they were allowed to gorge on an offering of fresh heart blood.\" David shudders, and goes on.\n\n\"I'm sure you find this difficult to credit. As I did, at first. But at a certain point, I became utterly convinced: At least one of these entities still roams the world. Perhaps more than one, if we're to judge from recent history. At all events, there is one. The stone block at the southeastern extremity of Eternal Springs is its altar. Periodically, the local priest - I believe you must have met him, he's the fat old man who operates this alleged motor court - makes an offering to the demon. On that block.\n\n\"Or so I've been told. You'll understand that I haven't yet been out to see it myself. The path is rather bumpy for someone whose mobility is limited. I expect they'll wheel me out there tonight as sunset nears. But where was I?\n\n\"The demon has it in his power to grant the dearest wish of each person who is present at the ceremony. Invitations of a sort are sent out into the world, in the form of small carved figurines, or statuettes. They're images of the demon. They wander the world and somehow find their way into the hands of individuals who have an unusually fervent desire. On this occasion, I'm one of those people. I'm sure you can guess the nature of my desire.\" He gestures at his useless legs. \"Through one means or another, we're drawn here when the time for a fresh sacrifice is near.\"", "endoftext": false }, { "action": "You ask David about the house", "response": "David looks at you uncertainly. \"I'm not sure I know what to tell you.\"", "endoftext": false }, { "action": "You ask David about Tyrone", "response": "\"You mean the black hired man,\" David says, nodding. \"At first I thought he must be part of Beauregard's little cabal. He was brusque, almost hostile. But when he helped me to my cabin he was very gentle and considerate. I don't know quite what to make of him.\"", "endoftext": false }, { "action": "You ask David about swamp", "response": "David sighs. He seems not to have heard you. More or less to himself, he says, \"I know it's a hot day, but I feel the cold in my bones.\"", "endoftext": false }, { "action": "You ask David about the figurine", "response": "\"The figurines ... ah, yes. Nasty little things, aren't they? You've seen one, I take it? If not, I'll show you one in just a moment.\" David frowns at his knees. He looks so sad you want to hug him, but you don't.\n\n\"They have some sort of magical linkage,\" he says, \"to the actual demon to whom the sacrifice is to be made. They make their way out into the world somehow - I have no idea how, but I do believe they're not quite as inert as they may appear - and attach themselves to certain individuals who are predisposed to want what they have to offer, as I explained to you earlier.\n\n\"Once the attachment is formed, no one else can touch the figurine. It's quite impossible. I have one here ... if you'll just fetch my suitcase from the closet....\" He points, and you fetch the suitcase.\nHe sets it on his lap, unsnaps the latch, and draws out a hideous little carved statue, so deep red it's almost black, with white eyes that sparkle like diamonds or chips of ice. You have the disturbing sense that the little eyes are actually looking at you.\n\nDavid strokes the statue with a kind of reluctant fondness. \"I'm torn, you see. On the one hand, I'd rather anything happen than what is to happen this evening. Please believe that. On the other hand ... to be able to walk again, to make love ... well, perhaps that doesn't mean much to you. How old are you? Thirteen? Fourteen?\" He sighs. \"Your whole life ahead of you.\"\n\nHe pauses again, as if thinking. \"I'll tell you what I'll do. I won't take any action myself to stop it. I've come too far. I'm committed. And in any event, if I were to interpose objections at this late stage, I'm quite sure I would be ignored. If not worse. But if you can discover for yourself a way to escape your fate, and if there's anything I can do to aid you, you have only to ask. I can do that much. Perhaps I'm only indulging in a sop to my conscience; I don't expect you'll have the slightest chance to evade what's to come. But if you're clever enough to do so, I won't stand in your way.\"\n\nHe tucks the repellent figurine away in the suitcase again, and closes the suitcase.", "endoftext": false }, { "action": "You look", "response": "The interior of this rustic motel room looks pretty much like the interior of Cabin Five, except that it's a mirror image, with the door to the croquet court on the west side. Bedspreads the color of mud cover the twin beds. The tacky wood-grain wallpaper is starting to peel, and years of grime have been ground into the carpet. A bucolic, sentimentalized painting of some Negroes picking cotton adds to the oppressive sense that you've somehow slipped back into an earlier, less civilized era.\n\nCurtains the color of old pea soup hang beside the window to the right of the door. A chipped and scarred dresser stands against the east wall, near the door of the bathroom. There's a walk-in closet on the south side of the room.\n\nDavid is sitting here in his wheelchair.", "endoftext": false }, { "action": "You look at the suitcase", "response": "David's suitcase is large, brown, and scuffed.", "endoftext": false }, { "action": "You open it", "response": "That is not something you can open.\n\n\"I'm feeling a bit tired,\" David says. \"If you'll forgive me, I may want to close my eyes for a minute or two.\"", "endoftext": false }, { "action": "You open the suitcase", "response": "David refuses your request.", "endoftext": false }, { "action": "You show the bracelet to David", "response": "(first taking the stone bracelet from the burlap sack)\nDavid does not appear interested.", "endoftext": false }, { "action": "You show the sketchbook to David", "response": "(first taking the sketchbook from the burlap sack)\nYou show David the thick book of drawings. He leafs through it idly before handing it back. \"You can see what you're up against,\" he says. \"Those will be copies of carvings found at various sites. I'm no archaeologist, but from certain details in the designs, I'd think the sites would be in Central America. That region has a long and bloody history. As does the rest of the world, of course. Have you ever really read the Bible? It's full of the most horrific carnage, most of it sanctioned by God, or by whatever entity the Hebrews thought was God. One is inclined to wonder....\"", "endoftext": false }, { "action": "You ask David about the legs", "response": "You hesitate to keep pestering David with conversation. He looks tired.", "endoftext": false }, { "action": "You tell David about Hank", "response": "Hesitantly, you bring up what you saw, or rather heard, in the cabin just across the way. David listens to your story, his face grave. \"I believe I heard the shot,\" he says. \"That's what woke me from my nap. This is very bad, far worse than I had feared. They'll stop at nothing.\" As if to himself, he adds, \"Well, I knew that already, didn't I?\n\n\"And you say they took the body out in a boat to dispose of it? Hmm. While they're gone from the motel you might want to nose around in their cabins. Far be it from me to recommend thievery, but these people have certainly lost any claim they might have had to expect civil treatment.\"", "endoftext": false }, { "action": "You ask David about the handkerchief", "response": "David closes his eyes, and his hands twitch on the blanket that covers his knees. \"I'm sorry,\" he says after a moment. \"I don't believe I caught that.\"", "endoftext": false }, { "action": "You cry", "response": "You sniffle a little. It's not proving to be a good day, is it? But feeling sorry for yourself probably isn't going to help.", "endoftext": false }, { "action": "You show the photographs to David", "response": "(first taking the faded photographs from the burlap sack)\nDavid does not appear interested.", "endoftext": false }, { "action": "You show the locket to David", "response": "(first taking the gold locket from the burlap sack)\nDavid does not appear interested.", "endoftext": false }, { "action": "Locket in sack", "response": "faded photographs: Done.\ngold locket: Done.", "endoftext": false }, { "action": "You ask David about God", "response": "\"Don't get me started,\" David says with a gentle laugh. \"There may after all turn out to be a God - I'm certainly not qualified to say - but the evidence of His involvement in or concern with human affairs is tenuous at best. The evidence for less benign sorts of supernatural involvement is, I fear, far better.\"", "endoftext": false }, { "action": "You ask David about Honey", "response": "You tell David what little you've been able to learn about Honey Hartwell - that she's an aspiring singer from Nashville. \"Not that I want to be critical,\" you add, \"but I don't think she sings very well.\"\n\n\"Ah, well,\" he says. \"It's not difficult to infer that her only hope of stardom lies in ... what's to happen here today. Another talentless wretch who yearns not to be chewed up and spit out by the maw of the entertainment industry. If you're looking for evidence of demonic workings in human affairs, I daresay the popular music business wouldn't be a bad place to start.\"", "endoftext": false }, { "action": "You ask David about Reverend", "response": "You describe Reverend Gillespie to David. \"He seems a little ... slimy,\" you finish, not wanting to seem too critical but also wanting to be honest with the one person around here who seems worth talking to.\n\nDavid listens sympathetically. \"I haven't met the man,\" he says. \"I wish I could say I'm surprised to learn that a so-called 'man of God' is involved in a ritual of the sort that Beauregard intends to preside at today, but I'm not.\"", "endoftext": false }, { "action": "You ask David about the aunt caroline", "response": "You chat with David about your life in New York, living with your neurotic aunt in a small apartment. He listens in an abstracted way, and murmurs a few polite responses. The more you tell him, the sadder he looks, so after a few minutes you fall silent.", "endoftext": false }, { "action": "You give the book to David", "response": "(the sketchbook)\nYou show David the thick book of drawings. He leafs through it idly before handing it back. \"You can see what you're up against,\" he says. \"Those will be copies of carvings found at various sites. I'm no archaeologist, but from certain details in the designs, I'd think the sites would be in Central America. That region has a long and bloody history. As does the rest of the world, of course. Have you ever really read the Bible? It's full of the most horrific carnage, most of it sanctioned by God, or by whatever entity the Hebrews thought was God. One is inclined to wonder....\"", "endoftext": false }, { "action": "You give Carr to David", "response": "(first taking the mystery by John Dickson Carr from the burlap sack) David looks at you with a kind of cloudy intensity. \"There's nothing that I want or need. At least, nothing that you have ... other than your youth and vitality, of course, but we won't talk about that.\"", "endoftext": false }, { "action": "You put the book and Carr in the sack", "response": "Which book do you mean, the mystery by John Dickson Carr, or the sketchbook?", "endoftext": false }, { "action": "Sketchbook", "response": "sketchbook: Done.\nmystery by John Dickson Carr: Done.", "endoftext": false }, { "action": "You go west", "response": "\"You can leave the door open if you like,\" David says behind you. \"I don't mind the fresh air.\"\n\nTwo rows of small, dilapidated cabins, three on each side, stand to the east and west of this stretch of bare dirt. Several croquet hoops are stuck crookedly into the ground at odd spots.\n\nYou're standing between Cabin Six (to the west) and Cabin Three (to the east). The croquet court continues north from here. To the south, a little slope ends at the watery edge of a swamp, and a path to the southwest leads toward a good-sized shed that stands at the edge of the water.", "endoftext": false }, { "action": "Go west", "response": "Cabin Six is a lot like Cabin Five. Twin beds with ugly brown bedspreads haphazardly made up, water-stained plaster and peeling wallpaper, a grimy carpet. A faded painting of a flop-eared hound dog entirely fails to add cheer to the room. Tattered curtains hang across the window, which is to the left of the door.\n\nThe dresser stands against the west wall, near the door of the bathroom. There's a walk-in closet on the south side of the room, and the door of the cabin is to the east.\n\nThere's a small pool of blood in the middle of the floor.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying a burlap sack (which contains a sequined jacket, a flashlight, an old shovel, a gold locket, and some faded photographs), the key to Cabin One, a pill bottle, a little white pill, a croquet hoop, a wooden bucket, and an indecipherable map. You're wearing your clothes.", "endoftext": false }, { "action": "Go south", "response": "The interior of the shed is bathed in shifting light. Watery reflections spill through the big door to the south, which has been raised. Water laps gently against the walls, and there's no floor at all, only a dock that juts out to the south from a narrow platform near the door. A small rowboat is tied up to the right of the dock.\n\nA narrow catwalk runs along the west wall, to the southwest from where you're standing. At the end of the catwalk is a large cylindrical mechanism from which a chain runs up toward the roof.\n\nThe far wall of the shed is a large door through which the boats must be meant to pass in and out. At the moment the door is standing wide open.", "endoftext": false }, { "action": "You examine rowboat", "response": "The rowboat is barely big enough for two people to sit in. It looks old, battered, and more than a little banged-up.", "endoftext": false }, { "action": "You look in it", "response": "(first trying to go over to the rowboat)\nThe rowboat is too far away.", "endoftext": false }, { "action": "You enter the rowboat", "response": "The rowboat is too far away.", "endoftext": false }, { "action": "You go to the south", "response": "As you start in that direction, suddenly the rowboat and the dock erupt in boiling gouts of flame. The heat beats against your face, and you cover your face with your hands and stagger backward. Bitter smoke fills your nostrils, and even through your hands and eyelids you can see the seething flames.\n\nBut then the heat is gone, the blood-red light recedes. When you open your eyes, the shed hasn't been consumed by fire. The rowboat rocks serenely in the water, just as it did before.", "endoftext": false }, { "action": "Go southwest", "response": "As you start in that direction, suddenly the interior of the shed goes pitch dark - or have you been struck blind? You pause, not wanting to step off the edge into the water. And then you feel things crawling on you. At first it's only a vague itch, but a moment later huge bugs are in your clothes, on your face, in your mouth. You try to brush them off, scrape them off, slap them away, but it doesn't seem to be working.\n\nAs you writhe in terror, somehow you bump against the door of the shed. Its physical solidity dissolves the nightmare. You can see. There aren't any bugs, only the boats and the dock and the water.", "endoftext": false }, { "action": "You examine the chain", "response": "Which chain do you mean, the gold locket, or the drum-shaped mechanism?", "endoftext": false }, { "action": "Drum", "response": "The drum-shaped mechanism is out at the southwest end of the catwalk.", "endoftext": false }, { "action": "You examine the catwalk", "response": "The catwalk is a narrow strip of planking that runs along the west side of the shed. At the far end of the catwalk is a drum-shaped mechanism.", "endoftext": false }, { "action": "You look at the door", "response": "Which door do you mean, the big door, or the boat shed door?", "endoftext": false }, { "action": "You look at the big door", "response": "The big door at the south end of the shed is made of horizontal metal strips, probably aluminum. An overhead track suggests that the door can be rolled up to allow boats to go in and out - and indeed, there's a drum-shaped mechanism at the south end of the catwalk from which a chain extends up and back along the track.", "endoftext": false }, { "action": "You go north", "response": "A large shed is built out over the waters of the swamp at this spot. The planks of the shed are weathered to a grayish color and the paint is peeling, but the shed looks solidly built. The door is standing wide open.\n\nYou can go southwest around the side of the shed, northeast to the area between the cabins, and north or northwest to an open area behind the western row of cabins. The door of the shed is directly to the south, and a stretch of swampy shore lies to the east.", "endoftext": false }, { "action": "You go east", "response": "The screen door screeches metallically as you open it.\n\nThe front porch runs the length of the east side of the house. It's not screened in, though it probably ought to be, as there's a busy wasps' nest up under one corner of the roof. The floorboards are uneven, and the railing looks pretty wobbly. A long beige couch, from which the padding is escaping, is jammed against the inside wall, below a window.\n\nThe screen door to the house is to the west, and a shallow flight of steps leads down to the east, to the lawn.", "endoftext": false }, { "action": "You close the screen door", "response": "The screen door closes itself, and in such hot weather there's no need to close the main front door. That would only make the house unbearably stuffy.", "endoftext": false }, { "action": "Go south", "response": "Two rows of small, dilapidated cabins, three on each side, stand to the east and west of this stretch of bare dirt. Several croquet hoops are stuck crookedly into the ground at odd spots.\n\nYou're standing between Cabin Four (to the west) and Cabin One (to the east). The croquet court continues south from here, the land sloping gently downward toward the swamp - almost as if the cabins are gently sliding into the swamp or marching, with a ponderous but imperceptible tread, toward it. To the north is a broad stretch of dusty lawn, and beside it to the west a large and rather ramshackle two-story house.\nAn overgrown and uneven brick walkway leads off to the northwest, around the corner of Cabin Four.\n\nAs you pass Cabin Four, you notice that its door is standing ajar.", "endoftext": false }, { "action": "You take the figurine", "response": "As you reach out to touch the green-eyed figurine, you have the momentary sensation that it has lunged at you and snapped at your fingers with its teeth. Obviously, it couldn't actually have moved - could it? But a shaft of intense pain shoots up your arm, and you recoil as quickly as if you had put your hand in an open flame.", "endoftext": false }, { "action": "You take the figurine with the tongs", "response": "You pick up the green-eyed figurine with the fire tongs.", "endoftext": false }, { "action": "Go south", "response": "As you start in that direction, suddenly it seems to you the whole shed is crawling with snakes - hundreds of them writhing over one another. The snakes are a carpet that covers the dock, the catwalk, the rowboat. They're boiling out of the water, hissing, their heads swaying as their red-black beady eyes fix on you. You scream and stagger back toward the door.\n\nA moment later the snakes are gone. You can't quite believe it, though: You look around nervously, and see no snakes, nor any other menace.", "endoftext": false }, { "action": "Go southwest", "response": "As you start in that direction, suddenly you have the terrifying sensation that the room is entirely filled with green water. You don't seem to be able to move your limbs, and you can't breathe. It's as if the water has filled your mouth and nose - you can taste and smell its rotten reek. Indistinct shapes swim toward you, toothless mouths open to suck your juices out.\n\nWith a convulsive effort you take a step backward toward the door, another step. And then the underwater nightmare is gone. You suck in a deep, uneven breath.", "endoftext": false }, { "action": "You go to the southwest", "response": "As you start in that direction, suddenly half a dozen human skeletons rise up out of the water, grinning. No, a dozen of them. No, twenty. The skeletons stalk toward you, brandishing long sharp knives! You lurch away from them, and lose your footing and nearly fall into the water. You scramble backward toward the door, whimpering, crying, \"No, no, please....\"\n\nWith a dry clacking sound like sticks falling in a heap, the skeletons and their wicked knives vanish. The interior of the shed is peaceful again.", "endoftext": false }, { "action": "You close the boat door", "response": "Your first impulse is to close the boat shed door so as to have a little privacy, but then it occurs to you that if you do that, somebody might come along and lock it - and then you'd be trapped! No, better leave it open.", "endoftext": false }, { "action": "You remove the shelves", "response": "Careful not to make any loud thumping noises, you lift the shelves off of the brackets and lean them in a corner. The onions and rat droppings slide off. Now it's possible to get at the hatch.", "endoftext": false }, { "action": "You open hatch", "response": "You open the hatch, revealing a box-shaped cavity built into the wall.", "endoftext": false }, { "action": "You examine the cavity", "response": "The interior of the box is so small that a person your size could barely fit into it - maybe - by curling up in a ball. A grown-up would never be able to. The dust and cobwebs are thick, but fortunately there don't seem to be any spiders.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying a wooden bucket and a burlap sack (which contains a gold locket, a pill bottle, the key to Cabin One, a little white pill, an old shovel, some faded photographs, an indecipherable map, a hand mirror, a black-eyed figurine, a green-eyed figurine, a sketchbook, a stone bracelet, a flashlight, a mystery by John Dickson Carr, a croquet hoop, some fire tongs, a poker, a partially crumbled piece of burnt toast, and a bad fuse). You're wearing your clothes.", "endoftext": false }, { "action": "You enter the box", "response": "You're curled nearly double in a cramped wooden box in half-darkness.\nA sturdy length of rope is hanging vertically here, so close to your face you could scratch your nose against it if your nose itched. And that might be easier than scratching your nose any other way, because there's barely room here to move your arms. A small but sturdy-looking iron hook protrudes from the wall right next to your cheek.", "endoftext": false }, { "action": "You pull the rope", "response": "You grasp the rope firmly in both hands and pull, and the box in which you're confined rises, foot by swaying foot, up the shaft in which it's suspended. It appears the box is an old-fashioned dumbwaiter. In a few moments you're at the top of the shaft, in near-darkness broken only by a faint line of light that traces the shape of a hatch door like the one in the pantry below.", "endoftext": false }, { "action": "You examine hook", "response": "The iron hook protrudes several inches from the wall of the box, making the already cramped space seem almost like a torture chamber.", "endoftext": false }, { "action": "You tie the rope to the hook", "response": "You wrap the rope several times around the iron hook. It isn't much of a knot, but maybe it will hold.", "endoftext": false }, { "action": "Go outside", "response": "The furnishings in the bedroom are about what you'd expect - a rumpled bed whose sour odor permeates the room and a dresser with a scatter of stuff on top. There's a wide archway to the east and an imposing-looking door in the north wall. The square hatch by which you first entered the room is set into the east wall at the northeast corner.", "endoftext": false }, { "action": "You look under the bed", "response": "You have a peek under the bed. Nope - nothing interesting under there, just sagging springs.", "endoftext": false }, { "action": "You examine the dresser", "response": "The chipped, warped chest of drawers looks like it's about a hundred years old, and has been rejected as junk by every antique shop in the state of Mississippi. It stands against the west wall - crookedly, because one front leg is visibly shorter than the other. The top is littered with a scatter of stuff.", "endoftext": false }, { "action": "You look at the stuff", "response": "The stuff on the dresser is about what you'd expect - a couple of hairbrushes full of greasy gray hair and dandruff, a chipped saucer with some paper clips and thumbtacks in it, and some pecan shells. Among the clutter you spot a stubby screwdriver. Now that might come in handy.", "endoftext": false }, { "action": "You open the door", "response": "(first unlocking the door)\nIt occurs to you that nobody knows you're snooping in Beauregard Phelps's bedroom. And maybe that's just as well. Before throwing the door open, it would be sensible to take a quick look through the peephole and make sure the coast is clear.", "endoftext": false }, { "action": "You look through the peephole", "response": "Through the peephole you can see Luisa standing at her ironing board, ironing.", "endoftext": false }, { "action": "You go east", "response": "This narrow, windowless room is lit only by the daylight that spills through the open doorway to the west, which leads back to the bedroom. A narrow table stands against the north wall, and at the foot of the table, in the east wall, a metal grate is set in the baseboard.\n\nIn the east wall, where you might ordinarily expect to see a door to another room, is a massive slab of stone, both broader and higher than a door. In the upper center of the slab is a circular carving.\n\nOn the shallow table are a curved dagger and a purple-eyed figurine.", "endoftext": false }, { "action": "You examine the dagger", "response": "The dagger has a wicked-looking slim, curved blade nearly a foot long, and a black leather hilt.", "endoftext": false }, { "action": "You examine the purple", "response": "The evil figurine is like the others you've seen - it's about six inches tall, and is carved from a stone so deep red it's almost black. The eyes glint purple - and you have the disquieting sensation that they're actually staring at you. The figure's face is contorted with malevolence - the teeth bared, the eyes glaring, the tongue protruding.", "endoftext": false }, { "action": "You look at the carving", "response": "The design of the ornate circular carving is made up of seven or eight intertwining rattlesnakes, all of them baring their fangs. Within the loops formed by the snakes' coils are symbols that look like letters. The letters remind you of the markings on the stone bracelet you found in the dining room.", "endoftext": false }, { "action": "You examine the grate", "response": "The grate is a metal grill with a cross-hatch of sturdy wires, which are stained dark by years of smoky furnace fumes. The grate is mounted in the baseboard of the east wall, down near the floor between the slab and the table, and is held in place by a couple of metal screws.", "endoftext": false }, { "action": "Unscrew grate", "response": "You loosen the screws with the screwdriver and rotate the grate away from the opening in the wall.", "endoftext": false }, { "action": "You look at opening", "response": "The grate is a metal grill with a cross-hatch of sturdy wires, which are stained dark by years of smoky furnace fumes. The grate is mounted in the baseboard of the east wall, down near the floor between the slab and the table, and is held in place by a couple of metal screws, which have been loosened, allowing the grate to be rotated outward.", "endoftext": false }, { "action": "You enter it", "response": "The opening is too small for you to squeeze through it.", "endoftext": false }, { "action": "You open grate", "response": "The grate is already open.", "endoftext": false }, { "action": "Go west", "response": "The furnishings in the bedroom are about what you'd expect - a rumpled bed whose sour odor permeates the room and a dresser with a scatter of stuff on top. There's a wide archway to the east and an imposing-looking door in the north wall. The square hatch by which you first entered the room is set into the east wall at the northeast corner.", "endoftext": false }, { "action": "You untie the rope", "response": "You unwrap the rope from around the hook.", "endoftext": true }, { "action": "You go downward", "response": "As you let the rope play out upward, the box wobbles its way down the shaft.", "endoftext": false }, { "action": "Leave", "response": "This cheerless cubicle looks oddly stark with the shelves leaning in one corner. There's an open doorway to the south, a door to the west, which is closed, and a square hatch in the north wall.\n\nSeveral long pine planks are leaning in a corner.\n\nYou see some rat droppings, some onions, a wooden bucket, and a burlap sack (which contains a gold locket, a pill bottle, the key to Cabin One, a little white pill, an old shovel, some faded photographs, an indecipherable map, a hand mirror, a black-eyed figurine, a green-eyed figurine, a sketchbook, a stone bracelet, a flashlight, a mystery by John Dickson Carr, a croquet hoop, some fire tongs, a poker, a partially crumbled piece of burnt toast, and a bad fuse) here.", "endoftext": false }, { "action": "You take the bucket and the sack", "response": "wooden bucket: Taken.\nburlap sack: Taken.", "endoftext": false }, { "action": "Go south", "response": "The kitchen is large and not especially neat. The appliances are all ancient, their surfaces dented and chipped. The refrigerator stands against one wall, the stove against another, and there's a cupboard above the sink. Against an inner wall stands a small square table, with a wooden chair beside it. An exterior door is to the south, interior doorways to the east and north.\n\nOn the stove is a tea kettle.", "endoftext": false }, { "action": "You examine the opening", "response": "The heating grate is set in the baseboard in the west wall of the room. It's about a foot high and two feet wide, and is covered with a metal grill, which is stained by years of smoky furnace fumes. It's held in place by a couple of heavy metal screws, which have been loosened to allow the grate to be rotated outward.", "endoftext": false }, { "action": "You enter grate", "response": "The opening is too small for you to squeeze through it.", "endoftext": false }, { "action": "You look", "response": "This room has been mostly stripped of furniture. The wood floor is bare, the window uncurtained. A bulky, old-fashioned cradle stands in the center of the room. A metal heating grate is built into the baseboard in the west wall, and there's a small square table in the northeast corner, on which stands an old-fashioned model merry-go-round. Dominating the south wall is a large, rather faded image of a clown, which has been painted directly on the wallboard.\n\nThe keyhole in the base of the merry-go-round contains an old-fashioned brass key.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying a screwdriver, a wooden bucket, and a burlap sack (which contains a gold locket, a pill bottle, the key to Cabin One, a little white pill, an old shovel, some faded photographs, an indecipherable map, a hand mirror, a black-eyed figurine, a green-eyed figurine, a sketchbook, a stone bracelet, a flashlight, a mystery by John Dickson Carr, a croquet hoop, some fire tongs, a poker, a partially crumbled piece of burnt toast, and a bad fuse). You're wearing your clothes.", "endoftext": false }, { "action": "You put all in the grate", "response": "screwdriver: You push the screwdriver through the grate.\n\nwooden bucket: The wooden bucket is too large to fit through the opening.\n\nburlap sack: The burlap sack is too large to fit through the opening.\n\nold-fashioned brass key:\n(first taking the old-fashioned brass key)\nYou push the old-fashioned brass key through the grate.", "endoftext": false }, { "action": "You put bracelet in the grate", "response": "(first taking the stone bracelet from the burlap sack)\nYou push the stone bracelet through the grate.", "endoftext": false }, { "action": "You put the tongs in the grate", "response": "(first taking the fire tongs from the burlap sack)\nThe fire tongs are too large to fit through the opening.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying a screwdriver, a wooden bucket, and a burlap sack (which contains a gold locket, a pill bottle, the key to Cabin One, a little white pill, an old shovel, some faded photographs, an indecipherable map, a hand mirror, a black-eyed figurine, a green-eyed figurine, a sketchbook, a flashlight, a mystery by John Dickson Carr, a croquet hoop, a poker, a partially crumbled piece of burnt toast, a bad fuse, and some fire tongs). You're wearing your clothes.", "endoftext": false }, { "action": "You go north", "response": "This cheerless cubicle looks oddly stark with the shelves leaning in one corner. There's an open doorway to the south, a door to the west, which is closed, and a square hatch in the north wall.\n\nSeveral long pine planks are leaning in a corner.\n\nYou see some rat droppings and some onions here.", "endoftext": false }, { "action": "You drop all", "response": "screwdriver: Dropped.\nwooden bucket: Dropped.\nburlap sack: Dropped.", "endoftext": false }, { "action": "You enter door", "response": "(the hatch)\n\nYou're curled nearly double in a cramped wooden box in half-darkness.\nA sturdy length of rope is hanging vertically here, so close to your face you could scratch your nose against it if your nose itched. And that might be easier than scratching your nose any other way, because there's barely room here to move your arms. A small but sturdy-looking iron hook protrudes from the wall right next to your cheek.", "endoftext": false }, { "action": "You pull the rope", "response": "You grasp the rope firmly in both hands and pull, and the box in which you're confined rises, foot by swaying foot, up the shaft in which it's suspended. In a few moments you're at the top of the shaft, in near-darkness broken only by a faint line of light that traces the shape of a hatch door like the one in the pantry below.", "endoftext": false }, { "action": "Go outside", "response": "(first opening the hatch door)\n\nThe furnishings in the bedroom are about what you'd expect - a rumpled bed whose sour odor permeates the room and a dresser with a scatter of stuff on top. There's a wide archway to the east and an imposing-looking door in the north wall. The square hatch by which you first entered the room is set into the east wall at the northeast corner.", "endoftext": false }, { "action": "You go to the east", "response": "This narrow, windowless room is lit only by the daylight that spills through the open doorway to the west, which leads back to the bedroom. A narrow table stands against the north wall, and at the foot of the table, in the east wall, a metal grate is set in the baseboard.\n\nIn the east wall, where you might ordinarily expect to see a door to another room, is a massive slab of stone, both broader and higher than a door. In the upper center of the slab is a circular carving.\n\nYou see a stone bracelet here. On the shallow table are a curved dagger and a purple-eyed figurine.", "endoftext": false }, { "action": "You examine slab", "response": "The gray stone slab is set in the east wall like a door, but it's both taller and wider than a typical door, and there's certainly no doorknob. Set in the face of the slab is an ornate circular carving.", "endoftext": false }, { "action": "You open slab", "response": "You push and prod at the slab, but it's unyielding.", "endoftext": false }, { "action": "You take the purple", "response": "As you reach toward the figurine, the dagger rises into the air, guided by no hand that you can see, and slashes at your face! You back away quickly.", "endoftext": false }, { "action": "You take the dagger", "response": "It would slice your fingers to ribbons!\n\nThe dagger slashes and jabs at you, dancing and swooping and slashing in midair.", "endoftext": false }, { "action": "You examine the dagger", "response": "The dagger has a wicked-looking slim, curved blade nearly a foot long, and a black leather hilt. The dagger is dating and zigzagging at you in the air, jabbing at your face. It's all you can do to duck, dodge, and twist out of its murderous path.", "endoftext": false }, { "action": "Go west", "response": "The furnishings in the bedroom are about what you'd expect - a rumpled bed whose sour odor permeates the room and a dresser with a scatter of stuff on top. There's a wide archway to the east and an imposing-looking door in the north wall. The square hatch by which you first entered the room is set into the east wall at the northeast corner.", "endoftext": false }, { "action": "Go east", "response": "This narrow, windowless room is lit only by the daylight that spills through the open doorway to the west, which leads back to the bedroom. A narrow table stands against the north wall, and at the foot of the table, in the east wall, a metal grate is set in the baseboard.\n\nIn the east wall, where you might ordinarily expect to see a door to another room, is a massive slab of stone, both broader and higher than a door. In the upper center of the slab is a circular carving.\n\nOn the shallow table are a purple-eyed figurine and a curved dagger.", "endoftext": false }, { "action": "You examine the dagger", "response": "The dagger has a wicked-looking slim, curved blade nearly a foot long, and a black leather hilt.", "endoftext": false }, { "action": "You take the dagger", "response": "As you reach out to pick up the dagger, it scoots away from you! A moment later, quivering, it's airborne. Guided by no hand that you can see, the dagger swoops straight at your face!", "endoftext": false }, { "action": "Examine bracelet", "response": "The bracelet is made of irregular chunks of gray-white stone about the size of marbles. Each stone is incised with a symbol of some sort.\nThe symbols look vaguely like the letters on the carving on the stone slab in Beauregard Phelps's bedroom.", "endoftext": false }, { "action": "You examine the carving", "response": "The design of the ornate circular carving is made up of seven or eight intertwining rattlesnakes, all of them baring their fangs. Within the loops formed by the snakes' coils are symbols that look like letters. The letters look exactly like the markings on the stone bracelet you found in the dining room.", "endoftext": false }, { "action": "You look at the table", "response": "The scarred old wooden table is both taller and shallower than a normal table - about four feet high and no more than a foot deep. On the shallow table are a purple-eyed figurine and a curved dagger.", "endoftext": false }, { "action": "Go west", "response": "The furnishings in the bedroom are about what you'd expect - a rumpled bed whose sour odor permeates the room and a dresser with a scatter of stuff on top. There's a wide archway to the east and an imposing-looking door in the north wall. The square hatch by which you first entered the room is set into the east wall at the northeast corner.", "endoftext": false }, { "action": "You go outside", "response": "This cheerless cubicle looks oddly stark with the shelves leaning in one corner. There's an open doorway to the south, a door to the west, which is closed, and a square hatch in the north wall.\n\nSeveral long pine planks are leaning in a corner.\n\nYou see some rat droppings, some onions, a screwdriver, a wooden bucket, and a burlap sack (which contains a gold locket, a pill bottle, the key to Cabin One, a little white pill, an old shovel, some faded photographs, an indecipherable map, a hand mirror, a black-eyed figurine, a green-eyed figurine, a sketchbook, a flashlight, a mystery by John Dickson Carr, a croquet hoop, a poker, a partially crumbled piece of burnt toast, a bad fuse, and some fire tongs) here.", "endoftext": false }, { "action": "You take all", "response": "rat droppings: The rat droppings are of no conceivable use to you.\n\nonions: The onions are of no conceivable use to you.\n\nscrewdriver: Taken.\nwooden bucket: Taken.\nburlap sack: Taken.", "endoftext": false }, { "action": "You put the poker in the grate", "response": "(first taking the poker from the burlap sack)\nYou push the poker through the grate.", "endoftext": false }, { "action": "You drop all", "response": "stone bracelet:\n(first taking off the stone bracelet)\nDropped.\n\nscrewdriver: Dropped.\nwooden bucket: Dropped.\nburlap sack: Dropped.", "endoftext": false }, { "action": "Go upwards", "response": "You grasp the rope firmly in both hands and pull, and the box in which you're confined rises, foot by swaying foot, up the shaft in which it's suspended. In a few moments you're looking out at the bedroom.", "endoftext": false }, { "action": "Go outside", "response": "This cheerless cubicle looks oddly stark with the shelves leaning in one corner. There's an open doorway to the south, a door to the west, which is closed, and a square hatch in the north wall.\n\nSeveral long pine planks are leaning in a corner.\n\nYou see some rat droppings, some onions, a stone bracelet, a screwdriver, a wooden bucket, and a burlap sack (which contains a gold locket, a pill bottle, the key to Cabin One, a little white pill, an old shovel, some faded photographs, an indecipherable map, a hand mirror, a black-eyed figurine, a green-eyed figurine, a sketchbook, a flashlight, a mystery by John Dickson Carr, a croquet hoop, a partially crumbled piece of burnt toast, a bad fuse, and some fire tongs) here.", "endoftext": false }, { "action": "Go east", "response": "This narrow, windowless room is lit only by the daylight that spills through the open doorway to the west, which leads back to the bedroom. A narrow table stands against the north wall, and at the foot of the table, in the east wall, a metal grate is set in the baseboard.\n\nIn the east wall, where you might ordinarily expect to see a door to another room, is a massive slab of stone, both broader and higher than a door. In the upper center of the slab is a circular carving.\n\nYou see a poker here. On the shallow table are a purple-eyed figurine and a curved dagger.", "endoftext": false }, { "action": "You hit the dagger with the poker", "response": "You take a valiant swing at the flying dagger, but it veers aside and you miss.\n\nThe dagger slashes and jabs at you, dancing and swooping and slashing in midair.", "endoftext": false }, { "action": "You put bracelet on the dagger", "response": "There's no good surface on the curved dagger.\n\nThe dagger slashes and jabs at you, dancing and swooping and slashing in midair.", "endoftext": false }, { "action": "You look at peephole", "response": "The peephole is a little brass ring mounted in the door, with a glass lens in the center.", "endoftext": false }, { "action": "You look in it", "response": "Through the peephole you can see Luisa standing at her ironing board, ironing.", "endoftext": false }, { "action": "Search slab", "response": "You must open the slab before you can do that.", "endoftext": false }, { "action": "You open slab", "response": "You push and prod at the slab, but it's unyielding.", "endoftext": false }, { "action": "You go north", "response": "(first unlocking the door, then opening it)\nThe bolt makes a soft scraping noise as you gently slide it back.\n\nThe upstairs hall, which extends eastward, widens here to form an odd-shaped space. It's too open to be called a room, but too functional to be called a hallway. An ironing board is set up in the northeast corner, and behind it a narrow, steep stairway ascends. There's a doorway to the north, a wide, massive closed door to the south, and a broad window on the west wall, beneath which is a box-shaped window seat.\n\nLuisa is standing at the ironing board, ironing.\n\nWhen Luisa sees that the door of Phelps's bedroom is open, she crosses herself, mutters something that sounds like, \"Madre de dios,\" and rushes off down the hall. As you're wondering what to do next, Beauregard Phelps rushes up to you and grips your arm so hard you cry out in pain. \"So,\" he says. \"We got ourselves a sneak thief. Luisa tells me you got into my room. Well, no harm done. But I reckon we'll have to put you away where you can't get in no more mischief between now and the time for the ritual.\"\n\nYou try to protest that it's all a silly mistake, but he only laughs. Not letting his grip slacken for an instant, he drags you down to the cellar of the house and thrusts you into a big shipping trunk. The lid slams shut, and you're left curled up in a painful knot in total darkness.\n\nA long time passes - you're not sure how long. When you hear footsteps approaching, and voices, a flush of hope jolts through you. The trunk lid springs open and you're hauled out. You start to protest about your treatment, but then you see that Aunt Caroline is carrying the white dress, and your words freeze in your throat. Your aunt's mouth is set in a grim line.\n\nWhile the others watch, ignoring your shame, she and Honey Hartwell force you to take off your clothes and put on the white dress. Then the whole party, with you in the middle crying and trying to get away, marches out to the meadow where the block of stone is standing. \"It's almost time now,\" Phelps says, his voice bubbling with an undercurrent of glee.\n\nAs sunset arrives, there's a thickening in the air, a sense of a foul presence gathering. Shortly you can see it hovering above the stone block, a huge form that grows darker and more solid by the moment. The monster's fangs and claws are exactly like those on the little figurines, but far larger and more terrifying.\n\nThe demon reaches toward you, its thick red tongue writhing out obscenely. Your aunt and a well-dressed man whose aftershave smells, nauseatingly, of mint force you down on your back on the stone block, and Beauregard Phelps stalks ponderously forward, raising his curved dagger high and bringing it down toward your breast in a swift slashing arc.", "endoftext": false }, { "action": "You wait", "response": "Time passes...", "endoftext": false }, { "action": "Leave", "response": "Trying to maneuver your way through the narrow opening, you inadvertently let go of the rope. As your grip on the rope slackens, the box plummets back down the shaft! You land with a jarring thud at the bottom, your hands stinging from rope burns.", "endoftext": false }, { "action": "Go outside", "response": "This cheerless cubicle looks oddly stark with the shelves leaning in one corner. There's an open doorway to the south, a door to the west, which is closed, and a square hatch in the north wall.\n\nSeveral long pine planks are leaning in a corner.\n\nYou see some rat droppings, some onions, a screwdriver, a wooden bucket, and a burlap sack (which contains a gold locket, a pill bottle, the key to Cabin One, a little white pill, an old shovel, some faded photographs, an indecipherable map, a hand mirror, a black-eyed figurine, a green-eyed figurine, a sketchbook, a flashlight, a mystery by John Dickson Carr, a croquet hoop, a partially crumbled piece of burnt toast, a bad fuse, and some fire tongs) here.", "endoftext": false }, { "action": "You take all", "response": "rat droppings: The rat droppings are of no conceivable use to you.\n\nonions: The onions are of no conceivable use to you.\n\nscrewdriver: Taken.\nwooden bucket: Taken.\nburlap sack: Taken.", "endoftext": false }, { "action": "You examine the sketchbook", "response": "The cloth-covered book is hundreds of pages thick and more than a foot square. The pages don't fit neatly between the covers; the book appears to have been bound by hand. The front cover, of well-worn coarse cloth, is blank: No title or author, no lettering of any kind.", "endoftext": false }, { "action": "You read it", "response": "(first taking the sketchbook from the burlap sack)\nThe book proves to contain almost nothing but hand-drawn pencil sketches - more than a hundred of them on thick, stiff paper. Each sketch is different, but there's a common theme. Most show monsters and demons of various sorts, in various poses and settings. As you leaf through the book, you find that you're becoming more and more disturbed by the gruesome images.\n\nAt the bottom of each sketch, a single word has been written in block capitals. The words themselves have an exotic, foreign flavor that matches the bizarre pictures. Here's a sketch of two demons with fangs and spears stabbing a huge feathered serpent, or possibly a dragon. Beneath the sketch is the word HUATLI.\n\nAnother sketch, perhaps the most frightening of the lot, shows a young girl lying naked on her back on a block of stone. A man in an elaborate headdress looms over her with an upraised dagger, while a huge demon with claws and flaming eyes looks on. Beneath this image is the word OLTIOC.\n\nA sketch of a demon eating what looks disgustingly like a human heart is labelled ZIATLI. A sketch of two men in headdresses holding a girl between them and presenting her to a giant serpent is labelled MAZIDI. A sketch of a girl being - no, that one is too upsetting even to think about, but you notice the word UMIXIM below it.\n\nYou flip past the other images hurriedly, drawn back in spite of yourself to the one that shows the horrible carving on the stone block in the meadow. Below it is the mysterious word IXTLOC.", "endoftext": false }, { "action": "You put the bracelet in the sack", "response": "(first taking off the stone bracelet)\nDone.", "endoftext": false }, { "action": "You put it on the device", "response": "(the black-eyed figurine)\nThe black-eyed figurine is too large for the wooden circle.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying a screwdriver, a wooden bucket, a burlap sack (which contains a gold locket, a pill bottle, the key to Cabin One, a little white pill, an old shovel, some faded photographs, an indecipherable map, a hand mirror, a green-eyed figurine, a flashlight, a mystery by John Dickson Carr, a croquet hoop, a partially crumbled piece of burnt toast, a bad fuse, a stone bracelet, and a black-eyed figurine), a sketchbook, and some fire tongs. You're wearing your clothes.", "endoftext": false }, { "action": "You look at the device", "response": "The device is circular, and about the size of a small lazy susan. Bright sunlight shines directly on it through the window. The central part of the device is a circular platform of polished wood, in which is inlaid an arrow in lighter wood. The arrow points somewhat to the left of the window. Also incised in the wood are some abstract figures or designs. They look rather like the mysterious letters you saw carved on the stone slab upstairs in Beauregard's bedroom and those on the stone bracelet.\n\nMounted along the edges of the circle are several clear glass prisms and several more small rectangular mirrors. The latter are held in place by slim brass mounting clips. One of the mounting clips is empty, however.\n\nAs the sunlight hits the prisms, a rainbow of light cascades across the surface of the device.", "endoftext": false }, { "action": "You put the mirror in the device", "response": "(first taking the hand mirror from the burlap sack)\nYou fit the mirror into the brass clip.", "endoftext": false }, { "action": "You examine device", "response": "The device is circular, and about the size of a small lazy susan. Bright sunlight shines directly on it through the window. The central part of the device is a circular platform of polished wood, in which is inlaid an arrow in lighter wood. The arrow points somewhat to the left of the window. Also incised in the wood are some abstract figures or designs. They look rather like the mysterious letters you saw carved on the stone slab upstairs in Beauregard's bedroom and those on the stone bracelet.\n\nMounted along the edges of the circle are several clear glass prisms and several more small rectangular mirrors. The latter are held in place by slim brass mounting clips. There are mirrors or prisms in all of the clips.\n\nAs the sunlight hits the prisms, a rainbow of light cascades across the surface of the device.", "endoftext": false }, { "action": "You examine the circle", "response": "Which circle do you mean, the wooden circle, or the bad fuse?", "endoftext": false }, { "action": "Wooden", "response": "The wooden circle at the center of the curious device is about a foot in diameter. The surface is dark except for a lighter-colored inlaid arrow, which points out the window, more or less in the direction of the afternoon sun. Incised in the wood are some abstract figures or designs. They look rather like the mysterious letters you saw carved on the stone slab upstairs in Beauregard's bedroom and those on the stone bracelet.", "endoftext": false }, { "action": "Point", "response": "(the evil figurines)\n(first trying to take the evil figurines)\nAs you reach out to touch the nearest of the figurines, you have the momentary sensation that it has lunged at you and snapped at your fingers with its teeth. Obviously, it couldn't actually have moved - could it? But a shaft of intense pain shoots up your arm, and you recoil as quickly as if you had put your hand in an open flame.", "endoftext": false }, { "action": "You look at sun", "response": "The sun is shining in the window.", "endoftext": false }, { "action": "You point the arrow at the sun", "response": "You swivel the device so as to aim the arrow on the wooden circle straight at the afternoon sun.\n\nAs the rainbows of light play across the surface of the device, the bracelet begins to emit a warm hum. The hum is pleasant, but almost too soft to be sensed. For a few moments it seems the bracelet is glowing with its own light, the strange letters on the stones shifting into new shapes. When the effect subsides, the bracelet looks much the way it did before.", "endoftext": false }, { "action": "You drop all but the bracelet", "response": "screwdriver: Dropped.\nwooden bucket: Dropped.\nburlap sack: Dropped.\nsketchbook: Dropped.\nfire tongs: Dropped.", "endoftext": false }, { "action": "Go outside", "response": "This cheerless cubicle looks oddly stark with the shelves leaning in one corner. There's an open doorway to the south, a door to the west, which is closed, and a square hatch in the north wall.\n\nSeveral long pine planks are leaning in a corner.\n\nYou see some rat droppings, some onions, a screwdriver, a wooden bucket, a burlap sack (which contains a gold locket, a pill bottle, the key to Cabin One, a little white pill, an old shovel, some faded photographs, an indecipherable map, a green-eyed figurine, a flashlight, a mystery by John Dickson Carr, a croquet hoop, a partially crumbled piece of burnt toast, a bad fuse, and a black-eyed figurine), a sketchbook, and some fire tongs here.", "endoftext": false }, { "action": "You go west", "response": "You walk down the narrow, ill-lit hall, and emerge in the office.\n\nThis room looks as if it serves as Beauregard Phelps's office. It's frankly a mess - littered with teetering piles of yellowing paper.\nIt's dominated by a big desk, which sits in the center of the room with a chair behind it. Beneath the window at the west end of the room is a small square table, on which rests a curious device.\n\nOn the wooden circle is a stone bracelet.", "endoftext": false }, { "action": "Wear bracelet", "response": "You're already wearing it.", "endoftext": false }, { "action": "You rub it", "response": "The bracelet tingles faintly under your fingertips.", "endoftext": false }, { "action": "You touch carving", "response": "As your fingers brush the circular carving on the slab, a blaze of light bursts from it. At the same moment, a deep grinding rumble emanates from within the slab, so loud it rattles your teeth and raises little dust spurts on the floor. You take an involuntary step backward and watch apprehensively as the slab pivots to the side, creating a narrow opening through which you can pass.", "endoftext": false }, { "action": "You take the poker", "response": "You are already carrying the poker.", "endoftext": false }, { "action": "You examine the north slab", "response": "The stone slab set in the north curve of the room looks much like the others. The abstract lines and shapes incised on its surface look a bit like a design for a primitive computer circuit board.", "endoftext": false }, { "action": "You look at the northeast slab", "response": "The stone slab set in the northeast curve of the room looks much like the others. The abstract lines and shapes incised on its surface look a bit like a design for a primitive computer circuit board.", "endoftext": false }, { "action": "Go east", "response": "A square-cut channel, too broad to jump and seemingly bottomless (though in the dim light it's hard to be certain) stretches from north to south here. Spanning it is a narrow ribbon of silver, barely wide enough to walk on. The ribbon shimmers slightly, as if it's made of oily light. The walls of close-fitting gray stone were obviously made by human hands - or at least, by hands of some sort.\n\nAn open doorway leads west, and the silver bridge affords a slightly vertiginous path to the east.", "endoftext": false }, { "action": "You look at Channel", "response": "The chasm is deep and wide. Looking down into it, you can't see the bottom, but faint sounds echoing up from far below suggest that it's not actually bottomless. The sides are certainly too steep to climb, though.", "endoftext": false }, { "action": "You examine the bridge", "response": "The silver bridge is barely wide enough to walk on. It shimmers and ripples, as if it's made of oily light.", "endoftext": false }, { "action": "Go east", "response": "You step lightly and carefully across the narrow silver bridge. As you reach the far end, a sizzling, crackling noise behind you makes you whirl and look back. The bridge is evaporating at your heels into a drift of silver sparks. The sparks spin, dimming, into the abyss. In a moment the bridge is gone.\n\nA broad passageway runs north and south here, flanked on the west by a square-cut channel of unguessable depth. Directly across the channel, to the west from where you're standing, is an open doorway through which can be glimpsed the cheerfully torchlit room of seven doors, but the slim silver bridge that was here before seems to have vanished, leaving you no way to cross the channel. On the east side of the passageway is a narrow opening, beyond which a stairway leads down into the gloom.", "endoftext": false }, { "action": "You go to the north", "response": "The stone tunnel continues south (along the channel) and turns to the east here. A square of daylight can be glimpsed at the end of the east branch. A bronze door set in an ornate frame of carved stone is to the north.", "endoftext": false }, { "action": "You examine the door", "response": "The bronze door is standing open.", "endoftext": false }, { "action": "Go north", "response": "This large room, which smells cloyingly of incense, is luxuriously furnished in an style that you'd probably be able to identify if you hadn't been daydreaming so much during World History. Possibly it's Aztec, Mayan, Incan, or even Egyptian. Straw mats hang from the walls, painted with elaborate designs in red and black. A heavy cabinet stands against the east wall. The bronze door is to the south, and daylight spills through an open archway to the north.", "endoftext": false }, { "action": "You examine the cabinet", "response": "The cabinet is six feet tall and three wide. It's a fine example of the woodworker's art - the blond wood of the front panel is so highly polished it practically glows. Inlaid in the center of the front is a large circle of darker wood.", "endoftext": false }, { "action": "You examine the mats", "response": "The mats are quite large - at least five feet wide, and six or seven feet long. They're painted with elaborate and somewhat unnerving designs in red and black.", "endoftext": false }, { "action": "You examine the designs", "response": "Which designs do you mean, the letters on the bracelet, or the straw mats?", "endoftext": false }, { "action": "You take the mat", "response": "With a bit of fiddling, you're able to detach one of the mats from the hook on which it's hanging.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying a poker and a straw mat, and you're wearing your clothes and a stone bracelet.", "endoftext": false }, { "action": "You look at circle", "response": "The wooden circle on the front of the cabinet is rather larger than a human face. Seven designs or glyphs are inlaid on the circle - in no particular order, a circle surrounded by rays that must represent the sun, a long curved dagger, the stylized head of a snarling jaguar, a bird with outstretched wings, a tilted jug from whose mouth a stream of water is pouring, an ear of corn, and a coiled rattlesnake with bared fangs. Directly above the circle is a large arrowhead whose point aims straight down at the upper edge of the circle.", "endoftext": false }, { "action": "You go to the north", "response": "This little balcony overlooks a small but well-maintained formal garden dotted with fruit trees. Looming over the garden to the east is an imposing, windowless building whose heavy, close-set stone pillars suggest Egypt or Ancient Rome. An open archway to the south leads back into the chamber, and a steep flight of stairs leads down into the garden.", "endoftext": false }, { "action": "You examine the building", "response": "The building is massive and windowless.", "endoftext": true }, { "action": "Go down", "response": "Winding walks of crushed gravel snake between glossy-leaved, well-pruned trees and flowering shrubs. The air is warm and so freighted with the scent of blossoms as to be almost foetid. In the center of the garden stands a handsome but rather spindly fruit tree.\n\nThe garden is walled on all sides, with a tall, heavy building to the east and south, and ordinary exterior walls on the north and west. A stairway leads up to a little balcony.", "endoftext": false }, { "action": "You look at the tree", "response": "The tree in the center of the garden has a slim trunk and a profusion of foliage. Possibly the fruit has recently been harvested, but if so, the gardeners didn't quite finish the job. Hanging from one upper bough, half-hidden among the leaves, is a single large, ripe golden fruit.", "endoftext": false }, { "action": "You look at the fruit", "response": "The fruit is of a rosy golden hue, like a peach, and as globular as an orange. Whatever it is, it looks delectable.", "endoftext": false }, { "action": "You take fruit", "response": "The fruit is well out of reach among the upper branches of the tree.", "endoftext": false }, { "action": "You climb the tree", "response": "You try to haul yourself up the trunk of the fruit tree in the center of the garden, but it sways dangerously. Evidently the tree is just too spindly to support your weight.", "endoftext": false }, { "action": "Shake tree", "response": "You grab the trunk of the tree and give it an experimental shake. The leaves rustle and the golden fruit sways on its stem, so you push a little harder. The leaves rustle more loudly - and after bobbing and waggling back and forth a few times, the golden fruit drops free and lands on the ground at your feet with a soft thump.", "endoftext": false }, { "action": "You smell it", "response": "It smells delicious.", "endoftext": false }, { "action": "You eat the fruit", "response": "As you're about to bite into the tempting piece of fruit, it occurs to you that you haven't really been feeling much of an appetite all afternoon. Maybe you could find some other use for it. Throwing it at Beauregard Phelps? No, maybe not. But it ought to be good for something.", "endoftext": false }, { "action": "Go east", "response": "You can't go that way. The only obvious exit leads up to the narrow balcony.", "endoftext": false }, { "action": "You go to the east", "response": "Though paved in polished marble and enclosed on all sides, this large square room is open to the sky above. Aside from some low benches, also of marble, that surround a shallow, square pool of water in the center of the room, it's unfurnished. There's a high arched doorway to the north, a row of lower arches on the east, a tunnel entrance to the west, and a square-cut doorway to the south.\n\nA little brown spider monkey is wandering across the courtyard. When he sees you, he scuttles away into the shadows, but a moment later he creeps cautiously back and stares at you from a safe distance.", "endoftext": false }, { "action": "You look at the monkey", "response": "The monkey is light brown, with large eyes and a long slim tail. He's not much more than a foot tall. Your presence seems to make him a bit nervous. He's curious about you, but keeping his distance.", "endoftext": false }, { "action": "You examine the pool", "response": "The surface of the square pool is rippling faintly in a breath of breeze, and the ripples catch bright glints of sunlight and toss them out across the walls.", "endoftext": false }, { "action": "You look at the benches", "response": "The benches provide a border around the square pool.", "endoftext": false }, { "action": "You enter the pool", "response": "You glance at the shallow pool and instantly dismiss it as unimportant.", "endoftext": false }, { "action": "Pet monkey", "response": "The monkey edges away from you, looking doubtful.", "endoftext": false }, { "action": "You give the fruit to the monkey", "response": "The monkey accepts the golden fruit from you gravely, taking it in both hands, sniffing it, and touching the tip of his tongue to the skin. Apparently it meets with his approval - he bites into it, chews quickly, and eats more. As you watch, he devours the whole thing.\n\nYour magnanimous gesture seems to have convinced the little monkey that you're his friend. He tugs at your pants leg and gazes up at you trustingly.", "endoftext": false }, { "action": "You show the bracelet to the monkey", "response": "The monkey makes a tiny chittering sound that might be laughter.", "endoftext": false }, { "action": "You go to the north", "response": "(first standing up)\nThe monkey scampers beside you.\n\nThe vaulted ceiling of this huge room is at least fifty feet above you. A double row of fat pillars lines the east and west walls. The pillars can't very well be real gold (can they?), but they look like gold. You tread lightly, yet your footsteps echo.\n\nAt the north end of the room stands a huge and hideous black statue. It's at least twenty feet tall, and looks almost exactly like the little statuettes you've seen at Eternal Springs - so much like them that looking at it makes your mouth dry and your hands cold. Before the statue is a polished cube of black stone six feet high.\n\nThe high arched doorway that leads back to the courtyard is to the south. There's also a passage to the north, but to reach it you'll have to pass quite close to the hideous statue.\n\nThe monkey is crouching at your feet.", "endoftext": false }, { "action": "You examine the statue", "response": "The statue has wide, glaring eyes that glitter a deep red, outstretched hands with fearsome claws, and a grimacing mouth lined with pointed teeth. Looking at it sets your heart tapping in your chest. As you move across the floor of the temple, the statue's smoldering eyes seem to follow you.", "endoftext": false }, { "action": "You examine cube", "response": "The cube looks to be made of polished black stone - obsidian, or something like it. It's positioned directly before the hideous statue. Steps lead up to the top of the cube from the left and right.", "endoftext": false }, { "action": "You examine the pillars", "response": "The pillars are monumental. They seem to glow faintly in the cavernous room.", "endoftext": false }, { "action": "You get on the cube", "response": "No power on Earth could entice you to ascend the steps to the top of the cube.", "endoftext": false }, { "action": "You go to the north", "response": "As you try to sidle past the hideous statue, it leans sideways, reaches out with its claws, and slashes at you! You scramble backward to get out of its reach. Your first impulse is to run as fast as you can back down the temple and out into the courtyard, but after a moment you see that the statue is not coming after you. It's as motionless as it was before you approached.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying a poker, a straw mat, and a piece of golden fruit, and you're wearing your clothes and a stone bracelet.", "endoftext": false }, { "action": "You go south", "response": "This little balcony overlooks a small but well-maintained formal garden dotted with fruit trees. Looming over the garden to the east is an imposing, windowless building whose heavy, close-set stone pillars suggest Egypt or Ancient Rome. An open archway to the south leads back into the chamber, and a steep flight of stairs leads down into the garden.", "endoftext": false }, { "action": "You go to the east", "response": "You can't go that way. Obvious exits lead south to the sumptuously decorated chamber, and down to the tropical garden.", "endoftext": false }, { "action": "You show the fruit to the monkey", "response": "As you hold out the golden fruit, the monkey edges toward you, opening and closing his little mouth.", "endoftext": false }, { "action": "Go north", "response": "The vaulted ceiling of this huge room is at least fifty feet above you. A double row of fat pillars lines the east and west walls. The pillars can't very well be real gold (can they?), but they look like gold. You tread lightly, yet your footsteps echo.\n\nAt the north end of the room stands a huge and hideous black statue. It's at least twenty feet tall, and looks almost exactly like the little statuettes you've seen at Eternal Springs - so much like them that looking at it makes your mouth dry and your hands cold. Before the statue is a polished cube of black stone six feet high.\n\nThe high arched doorway that leads back to the courtyard is to the south. There's also a passage to the north, but to reach it you'll have to pass quite close to the hideous statue.", "endoftext": false }, { "action": "Go south", "response": "Though paved in polished marble and enclosed on all sides, this large square room is open to the sky above. Aside from some low benches, also of marble, that surround a shallow, square pool of water in the center of the room, it's unfurnished. There's a high arched doorway to the north, a row of lower arches on the east, a tunnel entrance to the west, and a square-cut doorway to the south.\n\nThe monkey sits by the edge of the pool and stares into it, possibly at his own reflection.", "endoftext": false }, { "action": "You give the fruit to the monkey", "response": "The monkey accepts the golden fruit from you gravely, taking it in both hands, sniffing it, and touching the tip of his tongue to the skin. Apparently it meets with his approval - he bites into it, chews quickly, and eats more. As you watch, he devours the whole thing.\n\nYour magnanimous gesture seems to have convinced the little monkey that you're his friend. He tugs at your pants leg and gazes up at you trustingly.", "endoftext": false }, { "action": "Go north", "response": "Seeing you leave, the little monkey scuttles after you. When you pause, he looks up at you expectantly.\n\nThe vaulted ceiling of this huge room is at least fifty feet above you. A double row of fat pillars lines the east and west walls. The pillars can't very well be real gold (can they?), but they look like gold. You tread lightly, yet your footsteps echo.\n\nAt the north end of the room stands a huge and hideous black statue. It's at least twenty feet tall, and looks almost exactly like the little statuettes you've seen at Eternal Springs - so much like them that looking at it makes your mouth dry and your hands cold. Before the statue is a polished cube of black stone six feet high.\n\nThe high arched doorway that leads back to the courtyard is to the south. There's also a passage to the north, but to reach it you'll have to pass quite close to the hideous statue.\n\nThe monkey is still with you.", "endoftext": false }, { "action": "Kiss monkey", "response": "The monkey allows you to pet him gently.", "endoftext": false }, { "action": "You take the monkey", "response": "The monkey allows himself to be picked up, but quickly grows restless in your arms. Taking pity on him, you set him back down.", "endoftext": false }, { "action": "Go south", "response": "The monkey trails faithfully along behind.\n\nThough paved in polished marble and enclosed on all sides, this large square room is open to the sky above. Aside from some low benches, also of marble, that surround a shallow, square pool of water in the center of the room, it's unfurnished. There's a high arched doorway to the north, a row of lower arches on the east, a tunnel entrance to the west, and a square-cut doorway to the south.\n\nThe monkey is standing close by.", "endoftext": false }, { "action": "You go to the east", "response": "The monkey goes down onto all fours to keep up with you.\n\nBehind you, to the west, is the imposing edifice of the building, which is broken here by a row of arches. To the east a shallow flight of stairs at least fifty feet wide glides down to the near edge of what appears to be a slum. Mud-brick hovels, some thatch-roofed and some topped with red ceramic tile, are crammed together in a cityscape that stretches to the horizon. Brown-skinned, black-haired people are moving in and out among the nearer structures; they don't seem to have noticed you yet, but you're very visible. Clearly, this is not a safe place to linger.\n\nThe monkey is crouching at your feet.", "endoftext": true }, { "action": "Go downwards", "response": "For a moment you consider venturing out into the slum - but it would take you days to explore it, and the local people could hardly fail to notice the blond stranger. No, whatever you hope to gain in this strange place surely lies in the building behind you.", "endoftext": false }, { "action": "You look at the people", "response": "The people move slowly and aimlessly in the heat of the sun. They're shabbily dressed and unsmiling. None of them is looking in your direction, and that's probably just as well.", "endoftext": false }, { "action": "Go west", "response": "The monkey arrives on your heels.\n\nThough paved in polished marble and enclosed on all sides, this large square room is open to the sky above. Aside from some low benches, also of marble, that surround a shallow, square pool of water in the center of the room, it's unfurnished. There's a high arched doorway to the north, a row of lower arches on the east, a tunnel entrance to the west, and a square-cut doorway to the south.\n\nThe monkey looks up at you expectantly.", "endoftext": false }, { "action": "Go south", "response": "The monkey follows you.\n\nThis appalling chamber is lit only by the gray daylight that spills in from the open doorway to the north. The floor here is heaped with piles of bones - human bones. Skulls lie in heaps, and the floor is carpeted with a mad xylophone of crisscrossing ribs.\n\nAgainst one wall a nearly complete skeleton is slumped in an attitude of dejection.\n\nThe monkey goes off to take a quick look around, but soon returns.", "endoftext": false }, { "action": "You examine skeleton", "response": "The skeleton is about five feet tall, and seems to be nearly complete. The flesh has long since dried up and blown away, except for slender ligaments that look to be holding the bones together in a coherent form - for now, anyway.", "endoftext": false }, { "action": "You look at the bones", "response": "There must be hundreds of skeletons here, lying in a dreadful and pathetic jumble. The bones are old and dry, every scrap of flesh long since gnawed away by vermin. The thought that all these were once living, breathing people fills you with almost unbearable sadness. One skeleton, slumped against a wall, seems still to be intact.", "endoftext": false }, { "action": "You take the skeleton", "response": "Your hands are too full to hold the skeleton.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying a poker and a straw mat, and you're wearing your clothes and a stone bracelet.", "endoftext": false }, { "action": "You put the skeleton in the mat", "response": "(first trying to take the skeleton)\nYour hands are too full to hold the skeleton.", "endoftext": false }, { "action": "You put the skeleton on the mat", "response": "(first taking the skeleton)\nDone.", "endoftext": false }, { "action": "You take mat", "response": "If you pick up the mat now, what's on it will slide off. You might try rolling it up.", "endoftext": false }, { "action": "Roll mat", "response": "You roll up the mat, concealing the skeleton.", "endoftext": true }, { "action": "Describe the surroundings", "response": "This appalling chamber is lit only by the gray daylight that spills in from the open doorway to the north. The floor here is heaped with piles of bones - human bones. Skulls lie in heaps, and the floor is carpeted with a mad xylophone of crisscrossing ribs.\n\nThe monkey is still with you.", "endoftext": false }, { "action": "You examine the ribs", "response": "There must be hundreds of skeletons here, lying in a dreadful and pathetic jumble. The bones are old and dry, every scrap of flesh long since gnawed away by vermin. The thought that all these were once living, breathing people fills you with almost unbearable sadness.", "endoftext": false }, { "action": "You go north", "response": "The monkey scampers beside you.\n\nThough paved in polished marble and enclosed on all sides, this large square room is open to the sky above. Aside from some low benches, also of marble, that surround a shallow, square pool of water in the center of the room, it's unfurnished. There's a high arched doorway to the north, a row of lower arches on the east, a tunnel entrance to the west, and a square-cut doorway to the south.\n\nThe monkey is standing close by.", "endoftext": false }, { "action": "You go west", "response": "The monkey follows you.\n\nThe stone tunnel continues south (along the channel) and turns to the east here. A square of daylight can be glimpsed at the end of the east branch. A bronze door set in an ornate frame of carved stone is to the north.\n\nThe monkey goes off to take a quick look around, but soon returns.", "endoftext": false }, { "action": "Go south", "response": "The monkey goes down onto all fours to keep up with you.\n\nA broad passageway runs north and south here, flanked on the west by a square-cut channel of unguessable depth. Directly across the channel, to the west from where you're standing, is an open doorway through which can be glimpsed the cheerfully torchlit room of seven doors, but the slim silver bridge that was here before seems to have vanished, leaving you no way to cross the channel. On the east side of the passageway is a narrow opening, beyond which a stairway leads down into the gloom.\n\nThe monkey looks up at you expectantly.", "endoftext": false }, { "action": "You go to the south", "response": "Seeing you leave, the little monkey scuttles after you. When you pause, he looks up at you expectantly.\n\nThe passage from the north opens out here on a balcony overlooking a jarringly prosaic scene. Half a dozen men wearing camouflage combat fatigues and black berets are lounging around a long table, smoking cigarettes and talking in low voices. The men are armed with what look like automatic rifles. Fortunately, they don't seem to have noticed you. A stairway leads down from the balcony into the middle of the room.\n\nThe monkey is crouching at your feet.", "endoftext": false }, { "action": "You go to the north", "response": "The monkey arrives on your heels.\n\nA broad passageway runs north and south here, flanked on the west by a square-cut channel of unguessable depth. Directly across the channel, to the west from where you're standing, is an open doorway through which can be glimpsed the cheerfully torchlit room of seven doors, but the slim silver bridge that was here before seems to have vanished, leaving you no way to cross the channel. On the east side of the passageway is a narrow opening, beyond which a stairway leads down into the gloom.\n\nThe monkey looks up at you expectantly.", "endoftext": false }, { "action": "You go east", "response": "The monkey trails faithfully along behind.\n\nThe walls of this tunnel are of rough-hewn, square-cut dark gray stone. The ceiling is high, and the walls seem to press close, as the tunnel itself is not wide. The air is cooler here than in the upper passage, and smells a bit dank. A narrow stairway ascends to the west, and the tunnel extends away into the gloom to the north and east.\n\nThe monkey is still with you.", "endoftext": false }, { "action": "Go north", "response": "The monkey scampers beside you.\n\nThe stone tunnel extends from east to west here. Another passage leads away to the south.\n\nThe monkey is crouching at your feet.", "endoftext": false }, { "action": "Go west", "response": "The monkey trails faithfully along behind.\n\nThe stone tunnel terminates here against a solid block of stone that stretches from floor to ceiling at the west end. The only way you can go is back to the east.\n\nAn ugly figure of red stone stands here. It's about as tall as your waist, and one stubby arm is outstretched, as if it were frozen in the act of grasping with its claws.\n\nThe monkey is standing close by.", "endoftext": false }, { "action": "You look at the figure", "response": "The figure is carved of red stone. Its face is contorted in a grimace, and its body is bare except for a stylized loin cloth. Its stumpy legs are firmly planted on a round base, and are slightly bowed. Its right arm is extended in a grasping gesture. The arm is pointed straight toward the end wall of the tunnel.", "endoftext": false }, { "action": "You turn it", "response": "You apply your weight to the stone figure, and find that it rotates easily on its base. The grinding noise of stone against stone is not loud, but it's echoed in a deep, prolonged thunder from back down the tunnel. Even after the figure itself has ceased moving, you feel a vibration beneath your feet, and a little dust seeps down from somewhere overhead.", "endoftext": false }, { "action": "You go to the east", "response": "The monkey follows you.\n\nThe stone tunnel extends from east to west here. Another passage leads away to the south.\n\nThe monkey is standing close by.", "endoftext": false }, { "action": "Go east", "response": "The monkey scampers beside you.\n\nThe stone tunnel terminates here against a solid block of stone that stretches from floor to ceiling at the east end. The only way you can go is back to the west.\n\nThe monkey goes off to take a quick look around, but soon returns.", "endoftext": false }, { "action": "Go west", "response": "Seeing you leave, the little monkey scuttles after you. When you pause, he looks up at you expectantly.\n\nThe stone tunnel extends from east to west here. Another passage leads away to the south.\n\nThe monkey looks up at you expectantly.", "endoftext": false }, { "action": "You go west", "response": "The monkey arrives on your heels.\n\nThe stone tunnel terminates here against a solid block of stone that stretches from floor to ceiling at the west end. The only way you can go is back to the east.\n\nAn ugly figure of red stone stands here. It's about as tall as your waist, and one stubby arm is outstretched, as if it were frozen in the act of grasping with its claws.\n\nThe monkey is still with you.", "endoftext": false }, { "action": "You turn the stone", "response": "You glance at the stone wall and instantly dismiss it as unimportant.", "endoftext": false }, { "action": "You turn statue", "response": "You apply your weight to the stone figure, and find that it rotates easily on its base. The grinding noise of stone against stone is not loud, but it's echoed in a deep, prolonged thunder from back down the tunnel. Even after the figure itself has ceased moving, you feel a vibration beneath your feet, and a little dust seeps down from somewhere overhead.", "endoftext": false }, { "action": "You go to the east", "response": "The monkey goes down onto all fours to keep up with you.\n\nThe stone tunnel extends from east to west here. Another passage leads away to the south.\n\nThe monkey is crouching at your feet.", "endoftext": false }, { "action": "You go to the east", "response": "The monkey trails faithfully along behind.\n\nThe stone tunnel terminates here against a solid block of stone that stretches from floor to ceiling at the east end. The only way you can go is back to the west.\n\nThe monkey goes off to take a quick look around, but soon returns.", "endoftext": false }, { "action": "Go west", "response": "The monkey goes down onto all fours to keep up with you.\n\nThe stone tunnel extends from east to west here. Another passage leads away to the south.\n\nThe monkey is standing close by.", "endoftext": false }, { "action": "Go west", "response": "The monkey scampers beside you.\n\nThe stone tunnel terminates here against a solid block of stone that stretches from floor to ceiling at the west end. The only way you can go is back to the east.\n\nAn ugly figure of red stone stands here. It's about as tall as your waist, and one stubby arm is outstretched, as if it were frozen in the act of grasping with its claws.\n\nThe monkey is crouching at your feet.", "endoftext": false }, { "action": "You examine the figure", "response": "The figure is carved of red stone. Its face is contorted in a grimace, and its body is bare except for a stylized loin cloth. Its stumpy legs are firmly planted on a round base, and are slightly bowed. Its right arm is extended in a grasping gesture. The arm is pointed straight back down the tunnel the way you came.", "endoftext": false }, { "action": "Go east", "response": "Seeing you leave, the little monkey scuttles after you. When you pause, he looks up at you expectantly.\n\nThe stone tunnel extends from east to west here. Another passage leads away to the south.\n\nThe monkey looks up at you expectantly.", "endoftext": false }, { "action": "You go south", "response": "The monkey follows you.\n\nThe walls of this tunnel are of rough-hewn, square-cut dark gray stone. The ceiling is high, and the walls seem to press close, as the tunnel itself is not wide. The air is cooler here than in the upper passage, and smells a bit dank. A narrow stairway ascends to the west, and the tunnel extends away into the gloom to the north and east.\n\nThe monkey is still with you.", "endoftext": false }, { "action": "You go east", "response": "The monkey arrives on your heels.\n\nThe stone tunnel extends from east to west here. Another passage leads away to the south.\n\nThe monkey is crouching at your feet.", "endoftext": false }, { "action": "You go to the south", "response": "The monkey goes down onto all fours to keep up with you.\n\nThe stone tunnel terminates here against a solid block of stone that stretches from floor to ceiling at the south end. The only way you can go is back to the north.\n\nAn ugly figure of red stone stands here. It's about as tall as your waist, and one stubby arm is outstretched as if it were frozen in the act of grasping with its claws.\n\nThe monkey is still with you.", "endoftext": false }, { "action": "Go north", "response": "The monkey arrives on your heels.\n\nThe stone tunnel extends from east to west here. Another passage leads away to the south.\n\nThe monkey is standing close by.", "endoftext": false }, { "action": "Go east", "response": "Seeing you leave, the little monkey scuttles after you. When you pause, he looks up at you expectantly.\n\nThe stone tunnel terminates here against a solid block of stone that stretches from floor to ceiling at the east end. The only way you can go is back to the west.\n\nAn ugly figure of red stone stands here. It's about as tall as your waist, and one stubby arm is outstretched as if it were frozen in the act of grasping with its claws.\n\nThe monkey goes off to take a quick look around, but soon returns.", "endoftext": false }, { "action": "You go west", "response": "The monkey follows you.\n\nThe stone tunnel extends from east to west here. Another passage leads away to the south.\n\nThe monkey looks up at you expectantly.", "endoftext": false }, { "action": "You go to the west", "response": "The monkey scampers beside you.\n\nThe walls of this tunnel are of rough-hewn, square-cut dark gray stone. The ceiling is high, and the walls seem to press close, as the tunnel itself is not wide. The air is cooler here than in the upper passage, and smells a bit dank. A narrow stairway ascends to the west, and the tunnel extends away into the gloom to the north and east.\n\nThe monkey is still with you.", "endoftext": false }, { "action": "Go north", "response": "The monkey trails faithfully along behind.\n\nThe stone tunnel extends from east to west here. Another passage leads away to the south.\n\nThe monkey goes off to take a quick look around, but soon returns.", "endoftext": false }, { "action": "Go east", "response": "The monkey arrives on your heels.\n\nThe stone tunnel extends from east to west here. Another passage leads away to the north.\n\nThe monkey is standing close by.", "endoftext": false }, { "action": "Go north", "response": "The monkey scampers beside you.\n\nThe stone tunnel terminates here against a solid block of stone that stretches from floor to ceiling at the north end. The only way you can go is back to the south.\n\nThe monkey looks up at you expectantly.", "endoftext": false }, { "action": "Go south", "response": "The monkey trails faithfully along behind.\n\nThe stone tunnel extends from east to west here. Another passage leads away to the north.\n\nThe monkey is crouching at your feet.", "endoftext": false }, { "action": "Go east", "response": "Seeing you leave, the little monkey scuttles after you. When you pause, he looks up at you expectantly.\n\nThe stone tunnel extends from north to south here. Another passage leads away to the west.\n\nThe monkey is standing close by.", "endoftext": false }, { "action": "You go south", "response": "The monkey goes down onto all fours to keep up with you.\n\nThe stone tunnel turns from the north to the west here.\n\nThe monkey is still with you.", "endoftext": false }, { "action": "You go to the east", "response": "You can't go that way. Obvious exits lead back to the north and west.", "endoftext": false }, { "action": "Go west", "response": "The monkey follows you.\n\nThe stone tunnel terminates here against a solid block of stone that stretches from floor to ceiling at the west end. The only way you can go is back to the east.\n\nThe monkey looks up at you expectantly.", "endoftext": false }, { "action": "Go east", "response": "The monkey trails faithfully along behind.\n\nThe stone tunnel turns from the north to the west here.\n\nThe monkey is crouching at your feet.", "endoftext": false }, { "action": "You go north", "response": "The monkey arrives on your heels.\n\nThe stone tunnel extends from north to south here. Another passage leads away to the west.\n\nThe monkey goes off to take a quick look around, but soon returns.", "endoftext": false }, { "action": "You go north", "response": "The monkey goes down onto all fours to keep up with you.\n\nThe stone tunnel turns from the south to the west here.\n\nThe monkey is crouching at your feet.", "endoftext": false }, { "action": "You go west", "response": "Seeing you leave, the little monkey scuttles after you. When you pause, he looks up at you expectantly.\n\nThe stone tunnel terminates here against a solid block of stone that stretches from floor to ceiling at the west end. The only way you can go is back to the east.\n\nAn ugly figure of red stone stands here. It's about as tall as your waist, and one stubby arm is outstretched, as if it were frozen in the act of grasping with its claws.\n\nThe monkey is standing close by.", "endoftext": false }, { "action": "You go to the east", "response": "The monkey scampers beside you.\n\nThe stone tunnel turns from the south to the west here.\n\nThe monkey looks up at you expectantly.", "endoftext": false }, { "action": "Go south", "response": "The monkey follows you.\n\nThe stone tunnel extends from north to south here. Another passage leads away to the west.\n\nThe monkey is still with you.", "endoftext": false }, { "action": "Go west", "response": "The monkey arrives on your heels.\n\nThe stone tunnel extends from east to west here. Another passage leads away to the north.\n\nThe monkey goes off to take a quick look around, but soon returns.", "endoftext": false }, { "action": "You go to the north", "response": "The monkey trails faithfully along behind.\n\nThe stone tunnel terminates here against a solid block of stone that stretches from floor to ceiling at the north end. The only way you can go is back to the south.\n\nThe monkey is crouching at your feet.", "endoftext": false }, { "action": "Go south", "response": "The monkey goes down onto all fours to keep up with you.\n\nThe stone tunnel extends from east to west here. Another passage leads away to the north.\n\nThe monkey looks up at you expectantly.", "endoftext": false }, { "action": "You go to the east", "response": "Seeing you leave, the little monkey scuttles after you. When you pause, he looks up at you expectantly.\n\nThe stone tunnel extends from north to south here. Another passage leads away to the west.\n\nThe monkey goes off to take a quick look around, but soon returns.", "endoftext": false }, { "action": "Go south", "response": "The monkey follows you.\n\nThe stone tunnel turns from the north to the west here.\n\nThe monkey is still with you.", "endoftext": false }, { "action": "Go west", "response": "The monkey scampers beside you.\n\nThe stone tunnel terminates here against a solid block of stone that stretches from floor to ceiling at the west end. The only way you can go is back to the east.\n\nThe monkey is standing close by.", "endoftext": false }, { "action": "You go to the east", "response": "The monkey trails faithfully along behind.\n\nThe stone tunnel turns from the north to the west here.\n\nThe monkey looks up at you expectantly.", "endoftext": false }, { "action": "Go north", "response": "The monkey goes down onto all fours to keep up with you.\n\nThe stone tunnel extends from north to south here. Another passage leads away to the west.\n\nThe monkey is standing close by.", "endoftext": false }, { "action": "You go north", "response": "The monkey follows you.\n\nThe stone tunnel turns from the south to the west here.\n\nThe monkey goes off to take a quick look around, but soon returns.", "endoftext": false }, { "action": "Go west", "response": "Seeing you leave, the little monkey scuttles after you. When you pause, he looks up at you expectantly.\n\nThe stone tunnel terminates here against a solid block of stone that stretches from floor to ceiling at the west end. The only way you can go is back to the east.\n\nAn ugly figure of red stone stands here. It's about as tall as your waist, and one stubby arm is outstretched, as if it were frozen in the act of grasping with its claws.\n\nThe monkey is still with you.", "endoftext": false }, { "action": "Go east", "response": "The monkey arrives on your heels.\n\nThe stone tunnel turns from the south to the west here.\n\nThe monkey is crouching at your feet.", "endoftext": false }, { "action": "Go south", "response": "The monkey scampers beside you.\n\nThe stone tunnel extends from north to south here. Another passage leads away to the west.\n\nThe monkey looks up at you expectantly.", "endoftext": false }, { "action": "You go west", "response": "The monkey trails faithfully along behind.\n\nThe stone tunnel extends from east to west here. Another passage leads away to the north.\n\nThe monkey is crouching at your feet.", "endoftext": false }, { "action": "Go north", "response": "The monkey arrives on your heels.\n\nThe stone tunnel terminates here against a solid block of stone that stretches from floor to ceiling at the north end. The only way you can go is back to the south.\n\nThe monkey goes off to take a quick look around, but soon returns.", "endoftext": false }, { "action": "You go south", "response": "Seeing you leave, the little monkey scuttles after you. When you pause, he looks up at you expectantly.\n\nThe stone tunnel extends from east to west here. Another passage leads away to the north.\n\nThe monkey is standing close by.", "endoftext": false }, { "action": "You go west", "response": "The monkey follows you.\n\nThe stone tunnel extends from east to west here. Another passage leads away to the north.\n\nThe monkey is still with you.", "endoftext": false }, { "action": "Go north", "response": "The monkey scampers beside you.\n\nThe stone tunnel terminates here against a solid block of stone that stretches from floor to ceiling at the north end. The only way you can go is back to the south.\n\nAn ugly figure of red stone stands here. It's about as tall as your waist, and one stubby arm is outstretched, as if it were frozen in the act of grasping with its claws.\n\nThe monkey looks up at you expectantly.", "endoftext": false }, { "action": "Go south", "response": "The monkey goes down onto all fours to keep up with you.\n\nThe stone tunnel extends from east to west here. Another passage leads away to the north.\n\nThe monkey is crouching at your feet.", "endoftext": false }, { "action": "You go west", "response": "Seeing you leave, the little monkey scuttles after you. When you pause, he looks up at you expectantly.\n\nThe stone tunnel terminates here against a solid block of stone that stretches from floor to ceiling at the west end. The only way you can go is back to the east.\n\nAn ugly figure of red stone stands here. It's about as tall as your waist, and one stubby arm is outstretched, as if it were frozen in the act of grasping with its claws.\n\nThe monkey is standing close by.", "endoftext": false }, { "action": "Go east", "response": "The monkey scampers beside you.\n\nThe stone tunnel extends from east to west here. Another passage leads away to the north.\n\nThe monkey is still with you.", "endoftext": false }, { "action": "You go south", "response": "You can't go that way. Obvious exits lead north, east, and back to the west.", "endoftext": false }, { "action": "Go north", "response": "The monkey arrives on your heels.\n\nThe stone tunnel terminates here against a solid block of stone that stretches from floor to ceiling at the north end. The only way you can go is back to the south.\n\nAn ugly figure of red stone stands here. It's about as tall as your waist, and one stubby arm is outstretched, as if it were frozen in the act of grasping with its claws.\n\nThe monkey goes off to take a quick look around, but soon returns.", "endoftext": false }, { "action": "You go south", "response": "The monkey follows you.\n\nThe stone tunnel extends from east to west here. Another passage leads away to the north.\n\nThe monkey is crouching at your feet.", "endoftext": false }, { "action": "Go east", "response": "The monkey trails faithfully along behind.\n\nThe stone tunnel extends from east to west here. Another passage leads away to the north.\n\nThe monkey is standing close by.", "endoftext": false }, { "action": "Go north", "response": "The monkey goes down onto all fours to keep up with you.\n\nThe stone tunnel terminates here against a solid block of stone that stretches from floor to ceiling at the north end. The only way you can go is back to the south.\n\nThe monkey looks up at you expectantly.", "endoftext": false }, { "action": "You go south", "response": "The monkey trails faithfully along behind.\n\nThe stone tunnel extends from east to west here. Another passage leads away to the north.\n\nThe monkey is still with you.", "endoftext": false }, { "action": "Go west", "response": "The monkey arrives on your heels.\n\nThe stone tunnel terminates here against a solid block of stone that stretches from floor to ceiling at the west end. The only way you can go is back to the east.\n\nThe monkey is crouching at your feet.", "endoftext": false }, { "action": "You go east", "response": "The monkey goes down onto all fours to keep up with you.\n\nThe stone tunnel extends from east to west here. Another passage leads away to the north.\n\nThe monkey goes off to take a quick look around, but soon returns.", "endoftext": false }, { "action": "You go north", "response": "The monkey follows you.\n\nThe stone tunnel extends from north to south here. Another passage leads away to the west.\n\nThe monkey looks up at you expectantly.", "endoftext": false }, { "action": "Go south", "response": "The monkey goes down onto all fours to keep up with you.\n\nThe stone tunnel extends from east to west here. Another passage leads away to the north.\n\nThe monkey is standing close by.", "endoftext": false }, { "action": "You go to the east", "response": "The monkey follows you.\n\nThe stone tunnel terminates here against a solid block of stone that stretches from floor to ceiling at the east end. The only way you can go is back to the west.\n\nAn ugly figure of red stone stands here. It's about as tall as your waist, and one stubby arm is outstretched, as if it were frozen in the act of grasping with its claws.\n\nThe monkey looks up at you expectantly.", "endoftext": false }, { "action": "Turn figure", "response": "You apply your weight to the stone figure, and find that it rotates easily on its base. The grinding noise of stone against stone is not loud, but it's echoed in a deep, prolonged thunder from back down the tunnel. Even after the figure itself has ceased moving, you feel a vibration beneath your feet, and a little dust seeps down from somewhere overhead.", "endoftext": false }, { "action": "Go west", "response": "The monkey arrives on your heels.\n\nThe stone tunnel extends from east to west here. Another passage leads away to the north.\n\nThe monkey is crouching at your feet.", "endoftext": false }, { "action": "You go north", "response": "The monkey scampers beside you.\n\nThe stone tunnel extends from north to south here. There are no side exits.\n\nThe monkey is still with you.", "endoftext": false }, { "action": "You go south", "response": "Seeing you leave, the little monkey scuttles after you. When you pause, he looks up at you expectantly.\n\nThe stone tunnel extends from east to west here. Another passage leads away to the north.\n\nThe monkey goes off to take a quick look around, but soon returns.", "endoftext": false }, { "action": "You go west", "response": "The monkey trails faithfully along behind.\n\nThe stone tunnel terminates here against a solid block of stone that stretches from floor to ceiling at the west end. The only way you can go is back to the east.\n\nThe monkey is standing close by.", "endoftext": false }, { "action": "You go to the east", "response": "Seeing you leave, the little monkey scuttles after you. When you pause, he looks up at you expectantly.\n\nThe stone tunnel extends from east to west here. Another passage leads away to the north.\n\nThe monkey is still with you.", "endoftext": false }, { "action": "You go to the north", "response": "The monkey trails faithfully along behind.\n\nThe stone tunnel extends from north to south here. There are no side exits.\n\nThe monkey looks up at you expectantly.", "endoftext": false }, { "action": "You go to the north", "response": "The monkey follows you.\n\nThe stone tunnel extends from east to west here. Another passage leads away to the south.\n\nThe monkey is standing close by.", "endoftext": false }, { "action": "Go east", "response": "The monkey arrives on your heels.\n\nThis high-ceilinged chamber is dimly lit by dusty beams that filter down from far above. The walls and floor are of rough-hewn, gray blocks of stone. The room's only furnishing is a very large, heavily built throne of the same gray stone. The throne stands in the center of the room. Its square-cut seat, arms, and back look so very uncomfortable that it's hard to believe anybody would ever have sat on it willingly, and the coating of dust that covers the throne and the floor, though somewhat scuffed, suggests that nobody has come here in a very long time.\n\nThe only exit is back to the west.\n\nThe monkey goes off to take a quick look around, but soon returns.", "endoftext": false }, { "action": "You examine the throne", "response": "The throne is almost large enough that a giant could sit in it, but you could probably clamber up into the seat if there were any reason to. It's carved of the same dark gray stone as the walls and floor, and its stark contours are unrelieved by ornamentation or markings of any kind.", "endoftext": false }, { "action": "You sit on it", "response": "From your hard perch on the throne, you notice for the first time what had been invisible before: A strip of carvings runs along the wall, high up in the gloom. Carved in this frieze is a series of figures, which are repeated rhythmically along the strip.", "endoftext": false }, { "action": "You look at the frieze", "response": "The frieze has been carved into the walls in a strip that runs around three sides of the room at a height of about ten feet. A series of five figures or glyphs is repeated along the frieze, each group separated by vertical marks from the identical groups to either side. From left to right, the glyphs are of a stylized jaguar's head, a rayed circle that must represent the sun, a coiled rattlesnake with bared fangs, a curved dagger, and a tilted jug from which water is pouring out.", "endoftext": true }, { "action": "Look around", "response": "This high-ceilinged chamber is dimly lit by dusty beams that filter down from far above. The walls and floor are of rough-hewn, gray blocks of stone. The room's only furnishing is a very large, heavily built throne of the same gray stone. The throne stands in the center of the room. Its square-cut seat, arms, and back look so very uncomfortable that it's hard to believe anybody would ever have sat on it willingly, and the coating of dust that covers the throne and the floor, though somewhat scuffed, suggests that nobody has come here in a very long time.\n\nSo far overhead that the details are almost lost to view, a carved frieze runs around the walls in a horizontal strip.\n\nThe only exit is back to the west.\n\nThe monkey is crouching at your feet.", "endoftext": false }, { "action": "Go west", "response": "The monkey goes down onto all fours to keep up with you.\n\nThe stone tunnel extends from east to west here. Another passage leads away to the south.\n\nThe monkey is still with you.", "endoftext": false }, { "action": "You go south", "response": "The monkey scampers beside you.\n\nThe stone tunnel extends from north to south here. There are no side exits.\n\nThe monkey is crouching at your feet.", "endoftext": false }, { "action": "Go south", "response": "The monkey arrives on your heels.\n\nThe stone tunnel extends from east to west here. Another passage leads away to the north.\n\nThe monkey looks up at you expectantly.", "endoftext": false }, { "action": "Go east", "response": "The monkey scampers beside you.\n\nThe stone tunnel terminates here against a solid block of stone that stretches from floor to ceiling at the east end. The only way you can go is back to the west.\n\nAn ugly figure of red stone stands here. It's about as tall as your waist, and one stubby arm is outstretched, as if it were frozen in the act of grasping with its claws.\n\nThe monkey is standing close by.", "endoftext": false }, { "action": "You go west", "response": "The monkey follows you.\n\nThe stone tunnel extends from east to west here. Another passage leads away to the north.\n\nThe monkey goes off to take a quick look around, but soon returns.", "endoftext": false }, { "action": "You go north", "response": "The monkey trails faithfully along behind.\n\nThe stone tunnel extends from north to south here. Another passage leads away to the west.\n\nThe monkey is crouching at your feet.", "endoftext": false }, { "action": "Go west", "response": "The monkey goes down onto all fours to keep up with you.\n\nThe stone tunnel extends from east to west here. Another passage leads away to the north.\n\nThe monkey is standing close by.", "endoftext": false }, { "action": "You go to the west", "response": "Seeing you leave, the little monkey scuttles after you. When you pause, he looks up at you expectantly.\n\nThe stone tunnel extends from east to west here. Another passage leads away to the north.\n\nThe monkey is still with you.", "endoftext": false }, { "action": "You go north", "response": "The monkey goes down onto all fours to keep up with you.\n\nThe stone tunnel terminates here against a solid block of stone that stretches from floor to ceiling at the north end. The only way you can go is back to the south.\n\nAn ugly figure of red stone stands here. It's about as tall as your waist, and one stubby arm is outstretched, as if it were frozen in the act of grasping with its claws.\n\nThe monkey goes off to take a quick look around, but soon returns.", "endoftext": false }, { "action": "Go north", "response": "The monkey trails faithfully along behind.\n\nThe stone tunnel terminates here against a solid block of stone that stretches from floor to ceiling at the north end. The only way you can go is back to the south.\n\nThe monkey looks up at you expectantly.", "endoftext": false }, { "action": "You go to the south", "response": "Seeing you leave, the little monkey scuttles after you. When you pause, he looks up at you expectantly.\n\nThe stone tunnel extends from east to west here. Another passage leads away to the north.\n\nThe monkey is crouching at your feet.", "endoftext": false }, { "action": "You go to the east", "response": "The monkey follows you.\n\nThe stone tunnel extends from north to south here. Another passage leads away to the west.\n\nThe monkey goes off to take a quick look around, but soon returns.", "endoftext": false }, { "action": "Go north", "response": "Seeing you leave, the little monkey scuttles after you. When you pause, he looks up at you expectantly.\n\nThe stone tunnel turns from the south to the west here.\n\nThe monkey is standing close by.", "endoftext": false }, { "action": "You go west", "response": "The monkey goes down onto all fours to keep up with you.\n\nThe stone tunnel terminates here against a solid block of stone that stretches from floor to ceiling at the west end. The only way you can go is back to the east.\n\nAn ugly figure of red stone stands here. It's about as tall as your waist, and one stubby arm is outstretched, as if it were frozen in the act of grasping with its claws.\n\nThe monkey is still with you.", "endoftext": false }, { "action": "Go east", "response": "The monkey follows you.\n\nThe stone tunnel turns from the south to the west here.\n\nThe monkey is crouching at your feet.", "endoftext": false }, { "action": "Go south", "response": "The monkey arrives on your heels.\n\nThe stone tunnel extends from north to south here. Another passage leads away to the west.\n\nThe monkey looks up at you expectantly.", "endoftext": false }, { "action": "Go west", "response": "The monkey trails faithfully along behind.\n\nThe stone tunnel extends from east to west here. Another passage leads away to the north.\n\nThe monkey goes off to take a quick look around, but soon returns.", "endoftext": false }, { "action": "Go west", "response": "The monkey scampers beside you.\n\nThe stone tunnel extends from east to west here. Another passage leads away to the south.\n\nThe monkey is standing close by.", "endoftext": false }, { "action": "Go west", "response": "Seeing you leave, the little monkey scuttles after you. When you pause, he looks up at you expectantly.\n\nThe stone tunnel terminates here against a solid block of stone that stretches from floor to ceiling at the west end. The only way you can go is back to the east.\n\nAn ugly figure of red stone stands here. It's about as tall as your waist, and one stubby arm is outstretched, as if it were frozen in the act of grasping with its claws.\n\nThe monkey is still with you.", "endoftext": false }, { "action": "You go to the east", "response": "The monkey goes down onto all fours to keep up with you.\n\nThe stone tunnel extends from east to west here. Another passage leads away to the south.\n\nThe monkey looks up at you expectantly.", "endoftext": false }, { "action": "You go south", "response": "The monkey trails faithfully along behind.\n\nThe walls of this tunnel are of rough-hewn, square-cut dark gray stone. The ceiling is high, and the walls seem to press close, as the tunnel itself is not wide. The air is cooler here than in the upper passage, and smells a bit dank. A narrow stairway ascends to the west, and the tunnel extends away into the gloom to the north and east.\n\nThe monkey goes off to take a quick look around, but soon returns.", "endoftext": false }, { "action": "Go upward", "response": "The monkey scampers beside you.\n\nA broad passageway runs north and south here, flanked on the west by a square-cut channel of unguessable depth. Directly across the channel, to the west from where you're standing, is an open doorway through which can be glimpsed the cheerfully torchlit room of seven doors, but the slim silver bridge that was here before seems to have vanished, leaving you no way to cross the channel. On the east side of the passageway is a narrow opening, beyond which a stairway leads down into the gloom.\n\nThe monkey is crouching at your feet.", "endoftext": false }, { "action": "Go north", "response": "The monkey arrives on your heels.\n\nThe stone tunnel continues south (along the channel) and turns to the east here. A square of daylight can be glimpsed at the end of the east branch. A bronze door set in an ornate frame of carved stone is to the north.\n\nThe monkey is standing close by.", "endoftext": false }, { "action": "Go north", "response": "The monkey follows you.\n\nThis large room, which smells cloyingly of incense, is luxuriously furnished in an style that you'd probably be able to identify if you hadn't been daydreaming so much during World History. Possibly it's Aztec, Mayan, Incan, or even Egyptian. Straw mats hang from the walls, painted with elaborate designs in red and black. A heavy cabinet stands against the east wall. The bronze door is to the south, and daylight spills through an open archway to the north.\n\nThe monkey is crouching at your feet.", "endoftext": false }, { "action": "You turn the wooden circle to the jaguar", "response": "You rotate the circle so that the jaguar is beneath the point of the arrow.", "endoftext": false }, { "action": "You turn it to the sun", "response": "You rotate the circle so that the sun is beneath the point of the arrow.", "endoftext": false }, { "action": "You turn it to the snake", "response": "You rotate the circle so that the rattlesnake is beneath the point of the arrow.", "endoftext": false }, { "action": "You turn it to dagger", "response": "You rotate the circle so that the dagger is beneath the point of the arrow.", "endoftext": false }, { "action": "You turn it to the jug", "response": "You rotate the circle so that the tilted jug is beneath the point of the arrow.", "endoftext": false }, { "action": "You turn it to jaguar", "response": "You rotate the circle so that the jaguar is beneath the point of the arrow. Within the cabinet you hear a heavy click.", "endoftext": false }, { "action": "You open the cabinet", "response": "There are no obvious handles on the front panel, but when you press in on it and then release the pressure, it springs out at one side, allowing you to insert your fingers into the narrow aperture and swing the door open.\n\nHanging from a hook in the cabinet is a heavy golden cape. At the bottom of the cabinet lies a golden helmet with a high crest. And leaning in the corner of the cabinet is a long wooden staff.", "endoftext": false }, { "action": "You look at the cape", "response": "The cape is intricately woven in a pattern red and gold thread, into which are sewn rectangular metal plates that have the gleam of polished brass.", "endoftext": false }, { "action": "You examine the helmet", "response": "The helmet gleams like gold, or possibly brass. It has a high crest, sidepieces that shield the wearer's cheeks, and a leather chinstrap to hold it in place.", "endoftext": false }, { "action": "You look at the staff", "response": "The staff is a straight piece of polished dark wood nearly six feet long and about an inch in diameter. The head of the staff broadens and flattens slightly, and is curved forward, giving the staff somewhat the look of an upside-down capital 'J' from which most of the curved part has been broken off. It's not broken, however. It looks quite well cared for, if such a thing can be said of a stick.", "endoftext": false }, { "action": "TAKE CAPE, HELMET, STAFF", "response": "golden cape: Your hands are too full to hold the golden cape.\n\ngolden helmet: Your hands are too full to hold the golden helmet.\n\nwooden staff: Your hands are too full to hold the wooden staff.", "endoftext": false }, { "action": "You take mat", "response": "Your hands are too full to hold the rolled-up straw mat.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying a poker and a wooden staff, and you're wearing your clothes, a stone bracelet, a golden cape, and a golden helmet.", "endoftext": false }, { "action": "You go to the south", "response": "The monkey arrives on your heels.\n\nThe stone tunnel continues south (along the channel) and turns to the east here. A square of daylight can be glimpsed at the end of the east branch. A bronze door set in an ornate frame of carved stone is to the north.\n\nThe monkey is still with you.", "endoftext": false }, { "action": "You go east", "response": "The monkey scampers beside you.\n\nThough paved in polished marble and enclosed on all sides, this large square room is open to the sky above. Aside from some low benches, also of marble, that surround a shallow, square pool of water in the center of the room, it's unfurnished. There's a high arched doorway to the north, a row of lower arches on the east, a tunnel entrance to the west, and a square-cut doorway to the south.\n\nThe monkey goes off to take a quick look around, but soon returns.", "endoftext": false }, { "action": "You go north", "response": "The monkey follows you.\n\nThe vaulted ceiling of this huge room is at least fifty feet above you. A double row of fat pillars lines the east and west walls. The pillars can't very well be real gold (can they?), but they look like gold. You tread lightly, yet your footsteps echo.\n\nAt the north end of the room stands a huge and hideous black statue. It's at least twenty feet tall, and looks almost exactly like the little statuettes you've seen at Eternal Springs - so much like them that looking at it makes your mouth dry and your hands cold. Before the statue is a polished cube of black stone six feet high.\n\nThe high arched doorway that leads back to the courtyard is to the south. There's also a passage to the north, but to reach it you'll have to pass quite close to the hideous statue.\n\nThe monkey looks up at you expectantly.", "endoftext": false }, { "action": "Go upwards", "response": "The ceiling appears to be quite solid.", "endoftext": false }, { "action": "Go north", "response": "The monkey trails faithfully along behind. You sidle carefully past the statue.\n\nThis dimly lit passage runs from north to south. Although the passage is narrow, it's also quite high-ceilinged. To the north you hear a susurrus of sifting, skittering sounds.\n\nThe monkey is standing close by.", "endoftext": false }, { "action": "You go to the north", "response": "The monkey goes down onto all fours to keep up with you.\n\nYou are standing on a stone ledge, perhaps six feet square, at the south side of a broad but low-ceilinged chamber. Behind you, to the south, is the open doorway that leads back to the temple. The floor of this chamber, which stretches away to the north, appears to be of sand. And not ordinary sand, either. As you watch, the sand shifts and seethes and ripples in a treacherous, dusty, incessant way.\n\nBut that isn't the worst of it. Scampering and skittering across the sand are dozens of shockingly large and alert-looking scorpions. At the moment the scorpions are paying no special attention to you, but you have a strong suspicion that if you were to venture out across the sand, they would soon notice you and not take kindly to your presence. Even if the sand provided safe footing (and obviously it doesn't), crossing the chamber would be extremely hazardous.\n\nArrayed around three sides of the chamber are dozens - no, hundreds - of low pedestals of white stone. On each pedestal sits a large and beautiful red jewel. The jewels throb in slow, hypnotic rhythms, filling the room with undulating red light.\n\nThe monkey is still with you.", "endoftext": false }, { "action": "You examine the scorpions", "response": "The scorpions prance and dance across the shifting sand. Even the small ones are as large as lobsters. Their claws wave and snap, and their stingers arch and jab the air.", "endoftext": false }, { "action": "You look at the sand", "response": "The sand looks to be quite dry, but it moves restlessly, like water. The scorpions appear to be able to walk on it, but they can't weigh much.", "endoftext": false }, { "action": "You look at the jewels", "response": "Each jewel sits serenely on its low white pedestal. Some of them are perfect spheres, others are many-faceted. All of them are throbbing with light, each pulsing in its own slow, hypnotic rhythm.", "endoftext": false }, { "action": "You touch the jewels", "response": "The pulsing jewels are too far away to touch.", "endoftext": false }, { "action": "You examine the pedestals", "response": "The pedestals appear to be of stone, but they're such a pure white that they appear almost to be glowing with their own light. On each pedestal sits a large and beautiful red jewel. Some of the jewels are perfect spheres, others are many-faceted. All of them are throbbing in slow, hypnotic rhythms, filling the room with undulating red light.", "endoftext": false }, { "action": "You talk to the jewels", "response": "None of the jewels are within reach. To get to the nearest of them you'd have to cross at least twenty feet of scorpion-infested sand.", "endoftext": false }, { "action": "You point to the jewels", "response": "You point at the jewels, and the monkey looks at you in perplexity, as if he'd like to help but doesn't understand what you have in mind. Maybe the difficulty is that there are so many jewels. He has no way of telling them apart.", "endoftext": false }, { "action": "You look", "response": "You are standing on a stone ledge, perhaps six feet square, at the south side of a broad but low-ceilinged chamber. Behind you, to the south, is the open doorway that leads back to the temple. The floor of this chamber, which stretches away to the north, appears to be of sand. And not ordinary sand, either. As you watch, the sand shifts and seethes and ripples in a treacherous, dusty, incessant way.\n\nBut that isn't the worst of it. Scampering and skittering across the sand are dozens of shockingly large and alert-looking scorpions. At the moment the scorpions are paying no special attention to you, but you have a strong suspicion that if you were to venture out across the sand, they would soon notice you and not take kindly to your presence. Even if the sand provided safe footing (and obviously it doesn't), crossing the chamber would be extremely hazardous.\n\nArrayed around three sides of the chamber are dozens - no, hundreds - of low pedestals of white stone. On each pedestal sits a large and beautiful red jewel. The jewels throb in slow, hypnotic rhythms, filling the room with undulating red light.\n\nThe monkey looks up at you expectantly.", "endoftext": false }, { "action": "You go to the south", "response": "Seeing you leave, the little monkey scuttles after you. When you pause, he looks up at you expectantly.\n\nThis dimly lit passage runs from north to south. Although the passage is narrow, it's also quite high-ceilinged. To the north you hear a susurrus of sifting, skittering sounds.\n\nThe monkey is crouching at your feet.", "endoftext": false }, { "action": "Go south", "response": "The monkey scampers beside you.\n\nThe vaulted ceiling of this huge room is at least fifty feet above you. A double row of fat pillars lines the east and west walls. The pillars can't very well be real gold (can they?), but they look like gold. You tread lightly, yet your footsteps echo.\n\nAt the north end of the room stands a huge and hideous black statue. It's at least twenty feet tall, and looks almost exactly like the little statuettes you've seen at Eternal Springs - so much like them that looking at it makes your mouth dry and your hands cold. Before the statue is a polished cube of black stone six feet high.\n\nThe high arched doorway that leads back to the courtyard is to the south. There's also a passage to the north, but to reach it you'll have to pass quite close to the hideous statue.\n\nThe monkey is standing close by.", "endoftext": false }, { "action": "Go south", "response": "The monkey arrives on your heels.\n\nThough paved in polished marble and enclosed on all sides, this large square room is open to the sky above. Aside from some low benches, also of marble, that surround a shallow, square pool of water in the center of the room, it's unfurnished. There's a high arched doorway to the north, a row of lower arches on the east, a tunnel entrance to the west, and a square-cut doorway to the south.\n\nThe monkey goes off to take a quick look around, but soon returns.", "endoftext": false }, { "action": "Drink water", "response": "You glance at the shallow pool and instantly dismiss it as unimportant.", "endoftext": false }, { "action": "Go west", "response": "The monkey goes down onto all fours to keep up with you.\n\nThe stone tunnel continues south (along the channel) and turns to the east here. A square of daylight can be glimpsed at the end of the east branch. A bronze door set in an ornate frame of carved stone is to the north.\n\nThe monkey is crouching at your feet.", "endoftext": false }, { "action": "You go west", "response": "You can't go that way. Obvious exits lead north, to the sumptuously decorated chamber; south, to opposite the doorway; and east, back to the wide courtyard.", "endoftext": false }, { "action": "Go south", "response": "The monkey trails faithfully along behind.\n\nA broad passageway runs north and south here, flanked on the west by a square-cut channel of unguessable depth. Directly across the channel, to the west from where you're standing, is an open doorway through which can be glimpsed the cheerfully torchlit room of seven doors, but the slim silver bridge that was here before seems to have vanished, leaving you no way to cross the channel. On the east side of the passageway is a narrow opening, beyond which a stairway leads down into the gloom.\n\nThe monkey is still with you.", "endoftext": false }, { "action": "Go west", "response": "You can't go that way. Obvious exits lead north, back to the T-shaped junction; south, to the guard room; and down.", "endoftext": false }, { "action": "You look at Channel", "response": "The chasm is deep and wide. Looking down into it, you can't see the bottom, but faint sounds echoing up from far below suggest that it's not actually bottomless. The sides are certainly too steep to climb, though.", "endoftext": false }, { "action": "Wave staff", "response": "As you wave the staff, a low hum emanates from a couple of footrest-sized blocks at the edge of the chasm. A band of light leaps out across the abyss, and in a moment the shimmering silver bridge is restored!", "endoftext": false }, { "action": "You go to the east", "response": "Seeing you leave, the little monkey scuttles after you. When you pause, he looks up at you expectantly.\n\nThe walls of this tunnel are of rough-hewn, square-cut dark gray stone. The ceiling is high, and the walls seem to press close, as the tunnel itself is not wide. The air is cooler here than in the upper passage, and smells a bit dank. A narrow stairway ascends to the west, and the tunnel extends away into the gloom to the north and east.\n\nThe monkey is standing close by.", "endoftext": false }, { "action": "You go north", "response": "You can't go that way. Obvious exits lead back to the south, east, and west.", "endoftext": false }, { "action": "Go south", "response": "The monkey scampers beside you.\n\nThe walls of this tunnel are of rough-hewn, square-cut dark gray stone. The ceiling is high, and the walls seem to press close, as the tunnel itself is not wide. The air is cooler here than in the upper passage, and smells a bit dank. A narrow stairway ascends to the west, and the tunnel extends away into the gloom to the north and east.\n\nThe monkey goes off to take a quick look around, but soon returns.", "endoftext": false }, { "action": "Go west", "response": "The monkey follows you.\n\nA broad passageway runs north and south here, flanked on the west by a square-cut channel of unguessable depth. Directly across the channel, to the west from where you're standing, is an open doorway through which can be glimpsed the cheerfully torchlit room of seven doors. A slim silver bridge crosses the channel. On the east side of the passageway is a narrow opening, beyond which a stairway leads down into the gloom.\n\nThe monkey is standing close by.", "endoftext": false }, { "action": "Go north", "response": "The monkey arrives on your heels.\n\nThe stone tunnel continues south (along the channel) and turns to the east here. A square of daylight can be glimpsed at the end of the east branch. A bronze door set in an ornate frame of carved stone is to the north.\n\nThe monkey is crouching at your feet.", "endoftext": false }, { "action": "You go north", "response": "The monkey goes down onto all fours to keep up with you.\n\nThis large room, which smells cloyingly of incense, is luxuriously furnished in an style that you'd probably be able to identify if you hadn't been daydreaming so much during World History. Possibly it's Aztec, Mayan, Incan, or even Egyptian. Straw mats hang from the walls, painted with elaborate designs in red and black. A heavy cabinet stands against the east wall. The bronze door is to the south, and daylight spills through an open archway to the north.\n\nYou see a rolled-up straw mat and a poker here.\n\nThe monkey is still with you.", "endoftext": false }, { "action": "You remove helmet", "response": "As you start to slip the helmet from your head, you can feel the wooden staff writhe restlessly and muscularly beneath your hand. Alarmed, you set the helmet back in place.", "endoftext": false }, { "action": "You remove the cape", "response": "As you start to slip the cape from your shoulders, you can feel the wooden staff start to writhe restlessly and muscularly beneath your hand. Alarmed, you pull the cape back around you.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying a wooden staff and a rolled-up straw mat, and you're wearing your clothes, a stone bracelet, a golden cape, and a golden helmet.", "endoftext": false }, { "action": "You take the poker", "response": "Your hands are too full to hold the poker.", "endoftext": false }, { "action": "Go south", "response": "The monkey trails faithfully along behind.\n\nThe stone tunnel continues south (along the channel) and turns to the east here. A square of daylight can be glimpsed at the end of the east branch. A bronze door set in an ornate frame of carved stone is to the north.\n\nThe monkey looks up at you expectantly.", "endoftext": false }, { "action": "You go to the west", "response": "You can't go that way. Obvious exits lead north, back to the sumptuously decorated chamber; south, to opposite the doorway; and east, to the wide courtyard.", "endoftext": false }, { "action": "You go south", "response": "Seeing you leave, the little monkey scuttles after you. When you pause, he looks up at you expectantly.\n\nA broad passageway runs north and south here, flanked on the west by a square-cut channel of unguessable depth. Directly across the channel, to the west from where you're standing, is an open doorway through which can be glimpsed the cheerfully torchlit room of seven doors. A slim silver bridge crosses the channel. On the east side of the passageway is a narrow opening, beyond which a stairway leads down into the gloom.\n\nThe monkey goes off to take a quick look around, but soon returns.", "endoftext": false }, { "action": "You go west", "response": "Showing up at Eternal Springs with stuff that obviously came from here (wherever \"here\" is) and probably belongs to someone important - someone Beauregard Phelps surely knows - would be a big mistake. After a moment's thought, you decide it would be a lot safer to leave what you found in the cabinet in the Sumptuous Chamber behind.", "endoftext": false }, { "action": "You go east", "response": "The monkey goes down onto all fours to keep up with you.\n\nThe walls of this tunnel are of rough-hewn, square-cut dark gray stone. The ceiling is high, and the walls seem to press close, as the tunnel itself is not wide. The air is cooler here than in the upper passage, and smells a bit dank. A narrow stairway ascends to the west, and the tunnel extends away into the gloom to the north and east.\n\nThe monkey looks up at you expectantly.", "endoftext": false }, { "action": "Go north", "response": "The monkey follows you.\n\nThe stone tunnel extends from east to west here. Another passage leads away to the south.\n\nThe monkey is still with you.", "endoftext": false }, { "action": "Go south", "response": "The monkey trails faithfully along behind.\n\nThe walls of this tunnel are of rough-hewn, square-cut dark gray stone. The ceiling is high, and the walls seem to press close, as the tunnel itself is not wide. The air is cooler here than in the upper passage, and smells a bit dank. A narrow stairway ascends to the west, and the tunnel extends away into the gloom to the north and east.\n\nThe monkey is crouching at your feet.", "endoftext": false }, { "action": "You go to the west", "response": "The monkey scampers beside you.\n\nA broad passageway runs north and south here, flanked on the west by a square-cut channel of unguessable depth. Directly across the channel, to the west from where you're standing, is an open doorway through which can be glimpsed the cheerfully torchlit room of seven doors. A slim silver bridge crosses the channel. On the east side of the passageway is a narrow opening, beyond which a stairway leads down into the gloom.\n\nThe monkey goes off to take a quick look around, but soon returns.", "endoftext": false }, { "action": "You go north", "response": "Seeing you leave, the little monkey scuttles after you. When you pause, he looks up at you expectantly.\n\nThe stone tunnel continues south (along the channel) and turns to the east here. A square of daylight can be glimpsed at the end of the east branch. A bronze door set in an ornate frame of carved stone is to the north.\n\nThe monkey is standing close by.", "endoftext": false }, { "action": "Go north", "response": "The monkey arrives on your heels.\n\nThis large room, which smells cloyingly of incense, is luxuriously furnished in an style that you'd probably be able to identify if you hadn't been daydreaming so much during World History. Possibly it's Aztec, Mayan, Incan, or even Egyptian. Straw mats hang from the walls, painted with elaborate designs in red and black. A heavy cabinet stands against the east wall. The bronze door is to the south, and daylight spills through an open archway to the north.\n\nYou see a poker here.\n\nThe monkey looks up at you expectantly.", "endoftext": false }, { "action": "You put the cape in the cabinet", "response": "(first trying to take off the golden cape)\nYour hands are too full to hold the golden cape.", "endoftext": false }, { "action": "You put the cape in cabinet", "response": "(first taking off the golden cape)\nDone.", "endoftext": false }, { "action": "You put the helmet in the cabinet", "response": "(first taking off the golden helmet)\nDone.", "endoftext": false }, { "action": "You take mat and the poker", "response": "rolled-up straw mat: Taken.\npoker: Taken.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying a rolled-up straw mat and a poker, and you're wearing your clothes and a stone bracelet.", "endoftext": false }, { "action": "You go south", "response": "The monkey scampers beside you.\n\nThe stone tunnel continues south (along the channel) and turns to the east here. A square of daylight can be glimpsed at the end of the east branch. A bronze door set in an ornate frame of carved stone is to the north.\n\nThe monkey goes off to take a quick look around, but soon returns.", "endoftext": false }, { "action": "You go to the west", "response": "You can't go that way. Obvious exits lead north, back to the sumptuously decorated chamber; south, to opposite the doorway; and east, to the wide courtyard.", "endoftext": false }, { "action": "Go south", "response": "The monkey trails faithfully along behind.\n\nA broad passageway runs north and south here, flanked on the west by a square-cut channel of unguessable depth. Directly across the channel, to the west from where you're standing, is an open doorway through which can be glimpsed the cheerfully torchlit room of seven doors. A slim silver bridge crosses the channel. On the east side of the passageway is a narrow opening, beyond which a stairway leads down into the gloom.\n\nThe monkey is still with you.", "endoftext": false }, { "action": "You go west", "response": "You step lightly and carefully across the narrow silver bridge.\n\nA square-cut channel, too broad to jump and seemingly bottomless (though in the dim light it's hard to be certain) stretches from north to south here. Spanning it is a narrow ribbon of silver, barely wide enough to walk on. The ribbon shimmers slightly, as if it's made of oily light. The walls of close-fitting gray stone were obviously made by human hands - or at least, by hands of some sort.\n\nAn open doorway leads west, and the silver bridge affords a slightly vertiginous path to the east.", "endoftext": false }, { "action": "You go west", "response": "This broad circular chamber is low-ceilinged and torchlit. The air of heavy stillness gives you the feeling that you're deep inside a building, or perhaps underground. The circumference of the room is lined by massive stone slabs like the one through which you arrived. Though the room itself is disorienting, not to mention that in a place like this your sense of direction is a little hazy, you're fairly sure you arrived through the slab to the southwest.\n\nOther slabs are to the west, northwest, and so on. Each of them is carved with intricate and indecipherable designs. The eighth exit is an open doorway directly to the east.", "endoftext": false }, { "action": "You go to the southwest", "response": "You must open the southwest stone slab first.", "endoftext": false }, { "action": "You open the sw slab", "response": "As your fingers brush the ridged design on the slab, lights begin to course up and down through the stone channels on the surface. At the same moment, a deep grinding rumble emanates from within the slab. You step backward and watch as the slab pivots to the side, creating a narrow opening through which you can pass. Beyond the opening you can glimpse the comforting hominess of Beauregard Phelps's bedroom.", "endoftext": false }, { "action": "You put the mat in grate", "response": "The rolled-up straw mat is too large to fit through the opening.", "endoftext": false }, { "action": "You open the mat", "response": "You unroll the mat, revealing the skeleton.", "endoftext": false }, { "action": "You put the skeleton in grate", "response": "(first taking the skeleton)\nThe skeleton is not something that can be put through the grate.\n\nThe ligaments holding the skeleton's larger bones together are starting to stretch like rubber bands.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying a poker, and you're wearing your clothes and a stone bracelet.", "endoftext": false }, { "action": "You go east", "response": "This narrow, windowless room is lit only by the daylight that spills through the open doorway to the west, which leads back to the bedroom. A narrow table stands against the north wall, and at the foot of the table, in the east wall, a metal grate is set in the baseboard.\n\nIn the east wall, where you might ordinarily expect to see a door to another room, is a massive slab of stone, both broader and higher than a door. In the upper center of the slab is a circular carving.\n\nYou see a rolled-up straw mat here. On the shallow table are a purple-eyed figurine and a curved dagger.", "endoftext": false }, { "action": "You take the skeleton", "response": "Taken.\n\nThe ligaments holding the skeleton's larger bones together are starting to stretch like rubber bands.", "endoftext": false }, { "action": "You put it on the table", "response": "The skeleton is too large for the shallow table.\n\nA finger bone drops off of the skeleton's hand. No, carrying it around like this just isn't going to work.", "endoftext": false }, { "action": "You wait a while", "response": "Time passes...\n\nThe skull sags sideways onto your shoulder, giving you a nasty start. On close inspection, you find that the skull is awfully close to dropping free of the backbone.", "endoftext": false }, { "action": "Wait", "response": "Time passes...\n\nAnother finger bone drops and bounces. If you want to do anything with the skeleton, you're going to have to figure out a safe way to carry it. Either that or find a good book on human anatomy and a really big tube of glue.", "endoftext": true }, { "action": "Go west", "response": "You can't go that way. Obvious exits lead east, back to the foot of the silver bridge; and southwest, to the alcove.", "endoftext": false }, { "action": "Drop mat and poker", "response": "rolled-up straw mat: Dropped.\npoker: Dropped.", "endoftext": false }, { "action": "Go east", "response": "This narrow, windowless room is lit only by the daylight that spills through the open doorway to the west, which leads back to the bedroom. A narrow table stands against the north wall, and at the foot of the table, in the east wall, a metal grate is set in the baseboard.\n\nIn the east wall, where you might ordinarily expect to see a door to another room, is a massive slab of stone, both broader and higher than a door. In the upper center of the slab is a circular carving.\n\nYou see a rolled-up straw mat and a poker here. On the shallow table are a purple-eyed figurine and a curved dagger.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying a gold locket, and you're wearing your clothes and a stone bracelet.", "endoftext": false }, { "action": "You go east", "response": "You must open the slab first.", "endoftext": false }, { "action": "You touch the slab", "response": "As before, the touch of your fingers on the carving causes it to radiate fierce light, and the slab pivots sideways, opening the passage.", "endoftext": false }, { "action": "Go east", "response": "You step lightly and carefully across the narrow silver bridge. As you reach the far end, a sizzling, crackling noise behind you makes you whirl and look back. The bridge is evaporating at your heels into a drift of silver sparks. The sparks spin, dimming, into the abyss. In a moment the bridge is gone.\n\nA broad passageway runs north and south here, flanked on the west by a square-cut channel of unguessable depth. Directly across the channel, to the west from where you're standing, is an open doorway through which can be glimpsed the cheerfully torchlit room of seven doors, but the slim silver bridge that was here before seems to have vanished, leaving you no way to cross the channel. On the east side of the passageway is a narrow opening, beyond which a stairway leads down into the gloom.\n\nThe monkey is crouching at your feet.", "endoftext": false }, { "action": "Pet monkey", "response": "The monkey allows you to pet him gently.", "endoftext": false }, { "action": "Go north", "response": "The monkey arrives on your heels.\n\nThe stone tunnel continues south (along the channel) and turns to the east here. A square of daylight can be glimpsed at the end of the east branch. A bronze door set in an ornate frame of carved stone is to the north.\n\nThe monkey is standing close by.", "endoftext": false }, { "action": "You go north", "response": "The monkey follows you.\n\nThis large room, which smells cloyingly of incense, is luxuriously furnished in an style that you'd probably be able to identify if you hadn't been daydreaming so much during World History. Possibly it's Aztec, Mayan, Incan, or even Egyptian. Straw mats hang from the walls, painted with elaborate designs in red and black. A heavy cabinet stands against the east wall. The bronze door is to the south, and daylight spills through an open archway to the north.\n\nThe heavy wood cabinet contains a wooden staff, a golden cape, and a golden helmet.\n\nThe monkey is still with you.", "endoftext": false }, { "action": "Wear helmet", "response": "(first taking the golden helmet)\nOkay, you're now wearing the golden helmet.", "endoftext": false }, { "action": "You wear the cape", "response": "(first taking the golden cape)\nOkay, you're now wearing the golden cape.", "endoftext": false }, { "action": "You go to the south", "response": "The monkey goes down onto all fours to keep up with you.\n\nThe stone tunnel continues south (along the channel) and turns to the east here. A square of daylight can be glimpsed at the end of the east branch. A bronze door set in an ornate frame of carved stone is to the north.\n\nThe monkey looks up at you expectantly.", "endoftext": false }, { "action": "Go east", "response": "Seeing you leave, the little monkey scuttles after you. When you pause, he looks up at you expectantly.\n\nThough paved in polished marble and enclosed on all sides, this large square room is open to the sky above. Aside from some low benches, also of marble, that surround a shallow, square pool of water in the center of the room, it's unfurnished. There's a high arched doorway to the north, a row of lower arches on the east, a tunnel entrance to the west, and a square-cut doorway to the south.\n\nThe monkey goes off to take a quick look around, but soon returns.", "endoftext": false }, { "action": "Go north", "response": "The monkey trails faithfully along behind.\n\nThe vaulted ceiling of this huge room is at least fifty feet above you. A double row of fat pillars lines the east and west walls. The pillars can't very well be real gold (can they?), but they look like gold. You tread lightly, yet your footsteps echo.\n\nAt the north end of the room stands a huge and hideous black statue. It's at least twenty feet tall, and looks almost exactly like the little statuettes you've seen at Eternal Springs - so much like them that looking at it makes your mouth dry and your hands cold. Before the statue is a polished cube of black stone six feet high.\n\nThe high arched doorway that leads back to the courtyard is to the south. There's also a passage to the north, but to reach it you'll have to pass quite close to the hideous statue.\n\nThe monkey is standing close by.", "endoftext": false }, { "action": "You go to the north", "response": "The monkey goes down onto all fours to keep up with you. You sidle carefully past the statue.\n\nThis dimly lit passage runs from north to south. Although the passage is narrow, it's also quite high-ceilinged. To the north you hear a susurrus of sifting, skittering sounds.\n\nThe monkey is crouching at your feet.", "endoftext": false }, { "action": "You go north", "response": "The monkey arrives on your heels.\n\nYou are standing on a stone ledge, perhaps six feet square, at the south side of a broad but low-ceilinged chamber. Behind you, to the south, is the open doorway that leads back to the temple. The floor of this chamber, which stretches away to the north, appears to be of sand. And not ordinary sand, either. As you watch, the sand shifts and seethes and ripples in a treacherous, dusty, incessant way.\n\nBut that isn't the worst of it. Scampering and skittering across the sand are dozens of shockingly large and alert-looking scorpions. At the moment the scorpions are paying no special attention to you, but you have a strong suspicion that if you were to venture out across the sand, they would soon notice you and not take kindly to your presence. Even if the sand provided safe footing (and obviously it doesn't), crossing the chamber would be extremely hazardous.\n\nArrayed around three sides of the chamber are dozens - no, hundreds - of low pedestals of white stone. On each pedestal sits a large and beautiful red jewel. The jewels throb in slow, hypnotic rhythms, filling the room with undulating red light.\n\nThe monkey is still with you.", "endoftext": false }, { "action": "You give locket to the monkey", "response": "The monkey makes a tiny chittering sound that might be laughter.", "endoftext": false }, { "action": "You show the locket to the monkey", "response": "The monkey looks at you wide-eyed.", "endoftext": false }, { "action": "You point at the jewels", "response": "You point at the brightest, most swiftly pulsing of the jewels, and the monkey seems to be as intrigued by it as you are. He scampers out across the sand, weaving a devious path among the feisty scorpions, hops up on the pedestal, hugs the jewel in both arms, hops down, and scuttles back across the sand to you. He holds the jewel out to you. You take it from him and give him a warm pat on the head.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying a gold locket, a wooden staff, and a very large, softly pulsing ruby. You're wearing your clothes, a stone bracelet, a golden helmet, and a golden cape.", "endoftext": false }, { "action": "You examine the ruby", "response": "The ruby is a perfect polished sphere as large as a softball. Deep within it, red light pulses warmly.", "endoftext": false }, { "action": "You go south", "response": "The monkey scampers beside you.\n\nThis dimly lit passage runs from north to south. Although the passage is narrow, it's also quite high-ceilinged. To the north you hear a susurrus of sifting, skittering sounds.\n\nThe monkey is crouching at your feet.", "endoftext": false }, { "action": "You go south", "response": "Seeing you leave, the little monkey scuttles after you. When you pause, he looks up at you expectantly.\n\nThe vaulted ceiling of this huge room is at least fifty feet above you. A double row of fat pillars lines the east and west walls. The pillars can't very well be real gold (can they?), but they look like gold. You tread lightly, yet your footsteps echo.\n\nAt the north end of the room stands a huge and hideous black statue. It's at least twenty feet tall, and looks almost exactly like the little statuettes you've seen at Eternal Springs - so much like them that looking at it makes your mouth dry and your hands cold. Before the statue is a polished cube of black stone six feet high.\n\nThe high arched doorway that leads back to the courtyard is to the south. There's also a passage to the north, but to reach it you'll have to pass quite close to the hideous statue.\n\nThe monkey goes off to take a quick look around, but soon returns.", "endoftext": false }, { "action": "Go south", "response": "The monkey follows you.\n\nThough paved in polished marble and enclosed on all sides, this large square room is open to the sky above. Aside from some low benches, also of marble, that surround a shallow, square pool of water in the center of the room, it's unfurnished. There's a high arched doorway to the north, a row of lower arches on the east, a tunnel entrance to the west, and a square-cut doorway to the south.\n\nThe monkey is standing close by.", "endoftext": false }, { "action": "Go west", "response": "The monkey arrives on your heels.\n\nThe stone tunnel continues south (along the channel) and turns to the east here. A square of daylight can be glimpsed at the end of the east branch. A bronze door set in an ornate frame of carved stone is to the north.\n\nThe monkey looks up at you expectantly.", "endoftext": false }, { "action": "Go north", "response": "The monkey trails faithfully along behind.\n\nThis large room, which smells cloyingly of incense, is luxuriously furnished in an style that you'd probably be able to identify if you hadn't been daydreaming so much during World History. Possibly it's Aztec, Mayan, Incan, or even Egyptian. Straw mats hang from the walls, painted with elaborate designs in red and black. A heavy cabinet stands against the east wall. The bronze door is to the south, and daylight spills through an open archway to the north.\n\nThe monkey goes off to take a quick look around, but soon returns.", "endoftext": false }, { "action": "Go south", "response": "The monkey goes down onto all fours to keep up with you.\n\nThe stone tunnel continues south (along the channel) and turns to the east here. A square of daylight can be glimpsed at the end of the east branch. A bronze door set in an ornate frame of carved stone is to the north.\n\nThe monkey is still with you.", "endoftext": false }, { "action": "You go to the west", "response": "You can't go that way. Obvious exits lead north, back to the sumptuously decorated chamber; south, to opposite the doorway; and east, to the wide courtyard.", "endoftext": false }, { "action": "Go south", "response": "Seeing you leave, the little monkey scuttles after you. When you pause, he looks up at you expectantly.\n\nA broad passageway runs north and south here, flanked on the west by a square-cut channel of unguessable depth. Directly across the channel, to the west from where you're standing, is an open doorway through which can be glimpsed the cheerfully torchlit room of seven doors, but the slim silver bridge that was here before seems to have vanished, leaving you no way to cross the channel. On the east side of the passageway is a narrow opening, beyond which a stairway leads down into the gloom.\n\nThe monkey looks up at you expectantly.", "endoftext": false }, { "action": "Wave staff", "response": "As you wave the staff, a low hum emanates from a couple of footrest-sized blocks at the edge of the chasm. A band of light leaps out across the abyss, and in a moment the shimmering silver bridge is restored.\n\nYou look around and notice that the cute little monkey is gone. Probably he was just getting bored. It doesn't seem too likely you'll need his services again, but you feel a little sad anyway.", "endoftext": false }, { "action": "You go to the south", "response": "A broad passageway runs north and south here, flanked on the west by a square-cut channel of unguessable depth. Directly across the channel, to the west from where you're standing, is an open doorway through which can be glimpsed the cheerfully torchlit room of seven doors. A slim silver bridge crosses the channel. On the east side of the passageway is a narrow opening, beyond which a stairway leads down into the gloom.", "endoftext": false }, { "action": "Go southwest", "response": "You can't go that way. Obvious exits lead east, back to opposite the doorway; and west, to the room of seven doors.", "endoftext": false }, { "action": "You open the southwest slab", "response": "As before, the touch of your fingers on the slab causes light to course up and down its surface, and the slab pivots sideways, opening the passage.", "endoftext": false }, { "action": "You put the ruby in the grate", "response": "You push the very large, softly pulsing ruby through the grate.", "endoftext": false }, { "action": "You put the poker in the grate", "response": "(first taking the poker)\nYou push the poker through the grate.", "endoftext": false }, { "action": "You go outside", "response": "This cheerless cubicle looks oddly stark with the shelves leaning in one corner. There's an open doorway to the south, a door to the west, which is closed, and a square hatch in the north wall.\n\nSeveral long pine planks are leaning in a corner.\n\nYou see some rat droppings, some onions, a screwdriver, a wooden bucket, a burlap sack (which contains a pill bottle, the key to Cabin One, a little white pill, an old shovel, some faded photographs, an indecipherable map, a green-eyed figurine, a flashlight, a mystery by John Dickson Carr, a croquet hoop, a partially crumbled piece of burnt toast, a bad fuse, and a black-eyed figurine), a sketchbook, and some fire tongs here.", "endoftext": false }, { "action": "Onions", "response": "screwdriver: Taken.\nwooden bucket: Taken.\nburlap sack: Taken.\nsketchbook: Taken.\nfire tongs: Taken.", "endoftext": false }, { "action": "PUT TONGS, SKETCHBOOK, SCREWDRIVER IN SACK", "response": "fire tongs: Done.\nsketchbook: Done.\nscrewdriver: Done.", "endoftext": false }, { "action": "You go south", "response": "This room has been mostly stripped of furniture. The wood floor is bare, the window uncurtained. A bulky, old-fashioned cradle stands in the center of the room. A metal heating grate is built into the baseboard in the west wall, and there's a small square table in the northeast corner, on which stands an old-fashioned model merry-go-round. Dominating the south wall is a large, rather faded image of a clown, which has been painted directly on the wallboard.\n\nYou see a very large, softly pulsing ruby and a poker here.", "endoftext": false }, { "action": "Poker in sack", "response": "very large, softly pulsing ruby:\n(first taking the very large, softly pulsing ruby)\nDone.\n\npoker:\n(first taking the poker)\nDone.", "endoftext": false }, { "action": "Locket in sack", "response": "stone bracelet:\n(first taking off the stone bracelet)\nDone.\n\ngold locket: Done.", "endoftext": false }, { "action": "You show the ruby to Lydia", "response": "(first taking the very large, softly pulsing ruby from the burlap sack) As you extend the giant ruby toward the ghostly girl, she moves toward it, entranced. \"That's - oh. Oh. Ohhhh....\" The ruby itself begins to vibrate, setting your fingers tingling, and it grows warmer, almost hot. You hold it out, and it floats free from your fingers, drifting toward her through the air.\n\nThe light blazing from the ruby grows more intense. It's too bright, you have to look away, but you can't. Seared on your eyes is the miraculous image of the jewel and the ghost merging, becoming one.\n\nA moment later the light dims. When you blink back tears and rub your eyes, you find that the ghost has been transformed. A living girl stands before you.\n\nThe girl steps tentatively toward you through the long grass. \"You - you've brought me back to life. I never thought....\" She pauses to take a deep breath, and then she starts to cry. You give her such a close hug you can feel her heart beating.\n\nAt last she pulls away. \"I think maybe you've guessed already, but I'll tell you anyway. Some people, a long time ago, they sacrificed me to a monster. It happened right here. The jewel you brought back was my heart. They ripped it out, and the monster ate it. I don't know where you found it, or how you brought it back, but I guess if you can do that you can do almost anything.\n\n\"But that doesn't mean you're safe. They're planning to do the same thing to you! Now listen: You've got to get away from here. We both have to. If we don't get away, and quickly, it will all happen again.\n\n\"I'll help you if I can, but it won't be easy. The people here mustn't see me. I think the best thing would be for me to stay here and hide until you're all ready for us to escape. When you're ready to leave, or if you want to talk to me, you'll have to come back here and shout, 'Olly olly oxen free.'\"\n\nYou admit to being puzzled. Lydia looks exasperated. \"Haven't you ever played hide-and-go-seek?\" You tell her you grew up in New York City, where there's no place to hide. She waves your explanation away. \"We can talk about that later. Just remember - 'olly olly oxen free.' If I'm waiting for you here, I won't come until you say that.\n\n\"Have you thought how we're going to escape?\"\n\nYou tell her you were thinking of maybe stealing a boat. She nods excitedly. \"Yes, yes - that might work. But the swamp is really confusing. I've been out there lots of times, but, you know, I guess I can't float through the air anymore. So if we get lost, we''ll be in big trouble.\n\n\"What we need, I think - we need a map of the swamp. And another thing: You see how it's getting all cloudy?\" She points upward, and you notice for the first time that a film of haze has blotted out the sun. \"If we can't see the sun, we can't tell which way is west, so we'll need a compass too. And a key so we can get into the boat shed. I guess that's all.\"\n\nYou tell her it sounds like she's thought of everything. \"Well, I hope so,\" she says. \"I have a bad feeling there are a couple of things I've forgotten, though. Now, have you got a map?\"\n\nYou show her the map. \"Oh, but we can't read that!\" she cries. \"It's all twisty! I bet the monster is making it do that. I don't know how to make it stop, though. We can't go anywhere until you make the map lie down and behave. And even then, we'll need a compass. Do you have one?\"\n\nYou shake your head sadly. \"I don't have a compass,\" you tell her.\n\nShe looks crestfallen. \"What about the key to the boat shed? Do you have that?\"\n\nYou shake your head. \"I don't have the key,\" you explain.\n\n\"So you still need to do some stuff,\" Lydia says. \"You need to figure out a way to fix the map so we can read it. You need to find a compass so we won't get lost in the swamp. You need to get your hands on the key to the boat shed. I guess that's all.\"", "endoftext": false }, { "action": "Time", "response": "You aren't wearing a wristwatch. Usually you'd keep track of time by glancing at your cell phone, but you seem to have misplaced that today. At a guess, it's about 5:00.", "endoftext": false }, { "action": "You go to the west", "response": "As you walk away, Lydia calls after you, \"I'm going to hide now. Be sure to come back when you're ready for us to escape, and call 'olly olly oxen free.'\"\n\nYou follow the path westward, back to Eternal Springs.\n\nThe brackish, oily, unpleasant waters of the swamp stretch south from here. Large trees festooned with slimy green creepers stand in the water. To the west is a shed, to the east a path along the shore. The cabins are to the north.\n\nYou find yourself wanting to hurry along, so as not to catch another glimpse, even out of the corner of your eye, of the terrible swamp-thing you saw - or imagined you saw - before.", "endoftext": false }, { "action": "You ask David about figurine", "response": "\"The figurines ... ah, yes. Nasty little things, aren't they? You've seen one, I take it? If not, I'll show you one in just a moment.\" David frowns at his knees. He looks so sad you want to hug him, but you don't.\n\n\"They have some sort of magical linkage,\" he says, \"to the actual demon to whom the sacrifice is to be made. They make their way out into the world somehow - I have no idea how, but I do believe they're not quite as inert as they may appear - and attach themselves to certain individuals who are predisposed to want what they have to offer.\n\n\"Once the attachment is formed, no one else can touch the figurine. It's quite impossible. I have one here ... if you'll just fetch my suitcase from the closet....\" He points, and you fetch the suitcase.\nHe sets it on his lap, unsnaps the latch, and draws out a hideous little carved statue, so deep red it's almost black, with white eyes that sparkle like diamonds or chips of ice. You have the disturbing sense that the little eyes are actually looking at you.\n\nDavid strokes the statue with a kind of reluctant fondness. \"I'm torn, you see. On the one hand, I'd rather anything happen than what is to happen this evening. Please believe that. On the other hand ... to be able to walk again, to make love ... well, perhaps that doesn't mean much to you. How old are you? Thirteen? Fourteen?\" He sighs. \"Your whole life ahead of you.\"\n\nHe pauses again, as if thinking. \"I'll tell you what I'll do. I won't take any action myself to stop it. I've come too far. I'm committed. And in any event, if I were to interpose objections at this late stage, I'm quite sure I would be ignored. If not worse. But if you can discover for yourself a way to escape your fate, and if there's anything I can do to aid you, you have only to ask. I can do that much. Perhaps I'm only indulging in a sop to my conscience; I don't expect you'll have the slightest chance to evade what's to come. But if you're clever enough to do so, I won't stand in your way.\"\n\nHe tucks the repellent figurine away in the suitcase again, and closes the suitcase.", "endoftext": false }, { "action": "You ask David about the compass", "response": "David looks at you uncertainly. \"I'm not sure I know what to tell you.\"", "endoftext": false }, { "action": "You ask David about the map", "response": "You describe the map to David, and he frowns, perplexed. \"I think I might be able to help with that, or at least make a suggestion. It would help if I could see the map for myself.\"", "endoftext": false }, { "action": "You show the map to David", "response": "(first taking the indecipherable map from the burlap sack)\nDavid leans forward to peer at the map. \"Oh, dear. You say this purports to be a map of the swamp? I can see how little use it will be in its present state. Plainly, something is exerting a force on it to render it illegible. And I think both you and I can guess....\n\n\"What you must understand is that the entity responsible for this has only a very limited form of power - until a certain ceremony is performed, that is. What power it possesses is focussed through certain physical objects. Have you seen the figurines carried by those who have gathered here? Of course you have. I showed you mine earlier.\n\n\"My best guess,\" David says, \"-and I suppose you'll have to accept on faith my assurance that I've researched the matter in some detail, though not, of course, with reference to your current predicament - is that a certain malign entity is focussing its energy through these little statues in order to render the map illegible. The entity is determined to keep you here, you see, until ... until later this evening. It knows the value that the map may have to you. Nor, I regret to say, is this optical illusion likely to be the only obstacle it throws in your path.\n\n\"The only way to get the map to behave itself is surely to destroy all of the figurines. Of course, getting them away from their owners won't be easy. I'd be happy to give you mine. But here we encounter a further difficulty. You can't touch them. It's quite impossible. So you see, you don't have a usable map, so you're not going anywhere, so it would be not only pointless but suicidal for me to give you my own little horror, even if you could take it, which you can't.\"", "endoftext": false }, { "action": "Inventory", "response": "You are carrying a wooden bucket, a burlap sack (which contains a pill bottle, the key to Cabin One, a little white pill, an old shovel, some faded photographs, a green-eyed figurine, a flashlight, a mystery by John Dickson Carr, a croquet hoop, a partially crumbled piece of burnt toast, a bad fuse, a black-eyed figurine, some fire tongs, a sketchbook, a screwdriver, a poker, a stone bracelet, and a gold locket), and an indecipherable map. You're wearing your clothes.", "endoftext": false }, { "action": "You take the black figurine with the tongs", "response": "You pick up the black-eyed figurine with the fire tongs.\n\n\"I'm feeling a bit tired,\" David says. \"If you'll forgive me, I may want to close my eyes for a minute or two.\"", "endoftext": false }, { "action": "You take the poker", "response": "(first putting the indecipherable map in the burlap sack to make room) Taken.", "endoftext": false }, { "action": "You throw the black figurine", "response": "What do you want to throw it at?", "endoftext": false }, { "action": "David", "response": "(first putting the poker in the burlap sack to make room, then trying to take the black-eyed figurine from the fire tongs)\nAs you reach out to touch the black-eyed figurine, you have the momentary sensation that it has lunged at you and snapped at your fingers with its teeth. Obviously, it couldn't actually have moved - could it? But a shaft of intense pain shoots up your arm, and you recoil as quickly as if you had put your hand in an open flame.", "endoftext": false }, { "action": "You take the black figurine with the tongs", "response": "You're already holding something in the the fire tongs.", "endoftext": false }, { "action": "You show it to David", "response": "(the fire tongs)\nDavid nods. \"My figurine. Yes. But have you figured out a way to handle it? I could put it in a container for you, to be sure, but unless you can take it out again when you've carried it to the place where you plan to destroy it, for me to do so would be utterly pointless.\"\n\nYou hold up the fire tongs, and David's eyes widen. \"Yes, yes! I believe that would work! At least you can carry it from place to place. What you'll do with it, ultimately - I don't think I want to know. Just a moment, I'll get it.\" He leans over to get the suitcase, wrestles it into his lap, and pops it open. With a certain tender reluctance, he sets the white-eyed figurine on the floor.", "endoftext": false }, { "action": "You take the white figurine with the tongs", "response": "You pick up the white-eyed figurine with the fire tongs.", "endoftext": false }, { "action": "You put it in sack", "response": "(the white-eyed figurine)\nDone.", "endoftext": false }, { "action": "You go west", "response": "\"I wish you the very best of luck,\" David says softly. \"You'll need it.\"\n\nTwo rows of small, dilapidated cabins, three on each side, stand to the east and west of this stretch of bare dirt. Several croquet hoops are stuck crookedly into the ground at odd spots.\n\nYou're standing between Cabin Six (to the west) and Cabin Three (to the east). The croquet court continues north from here. To the south, a little slope ends at the watery edge of a swamp, and a path to the southwest leads toward a good-sized shed that stands at the edge of the water.", "endoftext": false }, { "action": "You go to the south", "response": "The brackish, oily, unpleasant waters of the swamp stretch south from here. Large trees festooned with slimy green creepers stand in the water. To the west is a shed, to the east a path along the shore. The cabins are to the north.\n\nYou find yourself wanting to hurry along, so as not to catch another glimpse, even out of the corner of your eye, of the terrible swamp-thing you saw - or imagined you saw - before.", "endoftext": false }, { "action": "You put it in incinerator", "response": "(the white-eyed figurine)\nPutting things in the incinerator would only get them messy.", "endoftext": false }, { "action": "You look at the tongs", "response": "The tongs are made of wrought iron. They're shaped roughly like scissors or pliers, but they're about three feet long. They contain a white-eyed figurine.", "endoftext": false }, { "action": "Close vise", "response": "As you tighten the vise, the figurine begins to writhe. Its tiny arms and legs windmill frantically, its eyes bulge, and a terrible high keening sound escapes from it. You continue, remorseless. A moment later, with a loud crunching noise, the figurine shatters, and some harmless gray dust sifts to the floor.\n\nWhen the other figurines see what you've done, they spring to life! They jump down onto the floor and start running around in aimless panic, shrieking in tiny, high-pitched voices and waving their arms.", "endoftext": false }, { "action": "You take green figurine with the tongs", "response": "The figurine is scurrying around so rapidly that it easily evades your attempts to catch it with the fire tongs.", "endoftext": true }, { "action": "You go downward", "response": "The cellar is low-ceilinged and grimy, with an irregular concrete floor and cobwebs that droop from the exposed rafters. The vague light comes from a couple of tiny windows and the door to the driveway. Along an inner wall is a workbench. The door to the driveway is to the west, a doorway opens eastward on absolute darkness, and a staircase against the north wall leads upward.\n\nThe vise contains a white-eyed figurine.", "endoftext": false }, { "action": "Close vise", "response": "As you tighten the vise, the figurine begins to writhe. Its tiny arms and legs windmill frantically, its eyes bulge, and a terrible high keening sound escapes from it. You continue, remorseless. A moment later, with a loud crunching noise, the figurine shatters, and some harmless gray dust sifts to the floor.", "endoftext": false }, { "action": "Go upwards", "response": "This flimsy wooden platform overlooks the cellar. Stairs lead downward to the west, and there's a door to the east.\n\nYou see a burlap sack (which contains a pill bottle, the key to Cabin One, a little white pill, an old shovel, some faded photographs, a green-eyed figurine, a flashlight, a mystery by John Dickson Carr, a croquet hoop, a partially crumbled piece of burnt toast, a bad fuse, a sketchbook, a screwdriver, a stone bracelet, a gold locket, an indecipherable map, a poker, and a black-eyed figurine) here.", "endoftext": false }, { "action": "You take the green figurine with the tongs", "response": "You pick up the green-eyed figurine with the fire tongs.", "endoftext": false }, { "action": "You put figurine in the vise", "response": "(first opening the vise)\nYou turn the crank, and the jaws of the vise separate.\n\nDone.", "endoftext": false }, { "action": "You go upwards", "response": "This flimsy wooden platform overlooks the cellar. Stairs lead downward to the west, and there's a door to the east.\n\nYou see a burlap sack (which contains a pill bottle, the key to Cabin One, a little white pill, an old shovel, some faded photographs, a flashlight, a mystery by John Dickson Carr, a croquet hoop, a partially crumbled piece of burnt toast, a bad fuse, a sketchbook, a screwdriver, a stone bracelet, a gold locket, an indecipherable map, a poker, and a black-eyed figurine) here.", "endoftext": false }, { "action": "You take the figurine with tongs", "response": "You pick up the black-eyed figurine with the fire tongs.", "endoftext": false }, { "action": "Go upward", "response": "This flimsy wooden platform overlooks the cellar. Stairs lead downward to the west, and there's a door to the east.\n\nYou see a burlap sack (which contains a pill bottle, the key to Cabin One, a little white pill, an old shovel, some faded photographs, a flashlight, a mystery by John Dickson Carr, a croquet hoop, a partially crumbled piece of burnt toast, a bad fuse, a sketchbook, a screwdriver, a stone bracelet, a gold locket, an indecipherable map, and a poker) here.", "endoftext": false }, { "action": "You pry the barrel with the poker", "response": "(first taking the poker from the burlap sack)\nYou attempt to wedge the end of the poker under the edge of the lid, but there isn't enough space between the lid and the rim.", "endoftext": false }, { "action": "Poker in sack", "response": "fire tongs: Done.\npoker: Done.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying a wooden bucket and a burlap sack (which contains a pill bottle, the key to Cabin One, a little white pill, an old shovel, some faded photographs, a flashlight, a mystery by John Dickson Carr, a croquet hoop, a partially crumbled piece of burnt toast, a bad fuse, a sketchbook, a screwdriver, a stone bracelet, a gold locket, an indecipherable map, some fire tongs, and a poker). You're wearing your clothes.", "endoftext": false }, { "action": "You pry the barrel with shovel", "response": "(first taking the old shovel from the burlap sack)\nYou attempt to wedge the end of the old shovel under the edge of the lid, but there isn't enough space between the lid and the rim.", "endoftext": false }, { "action": "You pry the barrel with the screwdriver", "response": "(first taking the screwdriver from the burlap sack)\nYou insert the end of the screwdriver under the edge of the barrel lid and bear down. The edge of the lid pops up half an inch, so you move the screwdriver around to the other side and repeat the process. This time the lid pops free and drops to the ground.", "endoftext": false }, { "action": "You look in the barrel", "response": "In the barrel is a sticky, gooey mass of half-liquid road tar.", "endoftext": false }, { "action": "You examine the tar", "response": "The tar is black and smelly. Its surface glistens with an oily sheen.", "endoftext": false }, { "action": "You put the lid on the barrel", "response": "(first taking the tar barrel lid)\nYou fit the lid over the top of the barrel and bang it down with the heel of your hand. It fits snugly.", "endoftext": true }, { "action": "Go west", "response": "The narrow, potholed ribbon of blacktop runs east and west between thorny thickets to the north and south. A narrow gap in the shrubbery to the south might be wide enough for you to squeeze through.\n\nA black tar barrel is lying here.", "endoftext": false }, { "action": "Continue", "response": "You roll the barrel down the road.\n\nA narrow, bumpy ribbon of blacktop runs east and west at this spot. To the south, a gravel driveway leads off through some tall bushes. Standing - or rather, leaning - next to the driveway is a sign that says, \"Eternal Springs.\" The north side of the road is impassable due to a nasty-looking thicket of berry bushes.", "endoftext": false }, { "action": "You pry the barrel with the screwdriver", "response": "If you open the barrel here, the tar will pour out and make a mess. If there's a place where you might want a pool of tar, this surely isn't it.", "endoftext": false }, { "action": "You ask Tyrone about the figurine", "response": "When you mention the black figurine, Tyrone's eyes widen. \"You been pokin' around some, ain'tcha? Mr. Beauregard, he got him one o' them nasty things up at the house. I seen it. I know what it is. It's pure evil, that's what it is. The man what carved 'em - there's more'n one of 'em, you know, I expect probably half a dozen - he done it a hundred years ago, maybe two hundred. He's dead now, Mr. Beauregard seen to that.\n\n\"What them little dolls is for, they go out in the world and find their way into the hands of people what want somethin' bad enough, you know? They gotta want it real bad, whatever it is. Then they don't mind what they gotta do to get it, see? Them as ends up with one, they's the congregation, in a manner o' speakin'.\"", "endoftext": false }, { "action": "You go north", "response": "This lumpy, patchy stretch of lawn is the most pleasant outdoor spot at Eternal Springs, though that isn't saying much. A rusted, sagging chaise longue is provided for the comfort of anyone who would like to bask in the scorching heat of the afternoon sun. (There's precious little shade here, other than the low oblong of obscurity wedged beneath the chaise.)\n\nTo the east, the lawn is bordered by a high hedge of a virulent and sickly green, whose foliage is laden with a bounty of pulpy red flowers. The arid stretch of dirt between the cabins stretches out to the south. The main house stands, crooked and bleak but stubbornly attempting a faded grandeur, to the west, a short, broad flight of board steps leading up to the long porch, which is roofed over but nonetheless gapes open on the afternoon. A tiny, weed-infested flower-bed crouches to the right of the steps.\n\nA cracked and buckled concrete walk leads away through some tall bushes to the north, and another walk, whose slabs are tossed as if by some prehistoric geological upheaval, curves out of sight to the southwest around the corner of the house.\n\nHoney Hartwell is reclining on the chaise longue, leafing through a magazine.\n\nHoney wiggles her toes.", "endoftext": false }, { "action": "You ask Honey about the compass", "response": "Honey lowers her magazine and turns her big round dark glasses in your direction. \"Well, hello, there.\"\n\nHoney leafs through the magazine. Either she didn't hear you, or she's pretending she didn't.\n\nHoney licks her thumb and turns a page in the magazine.", "endoftext": false }, { "action": "You ask Honey about the figurine", "response": "\"Hey, what's that in there?\" You down point at the straw bag.\n\nHoney hesitates, and then smiles. \"That little old thing?\" She picks it up out of the bag and cuddles it at her breast as if it were a baby - which is shocking, as it's a grotesquely ugly little statue. Its teeth are bared, its tongue protrudes, and its tiny jewel eyes glow a livid, mustard yellow. \"I found it in an antique store, you believe that? It called out to me.\" After a lingering, thoughtful look at you, she tucks the figurine away again in the bag. \"I shouldn't ought to be talkin' about that, though.\"", "endoftext": false }, { "action": "You examine Honey", "response": "Honey is in her early twenties, and quite glamorous in a trashy sort of Nashville way. She's wearing great big dark glasses, too much lip gloss, a wide-brimmed pink straw hat, and matching skin-tight shorts. She's lounging on the chaise longue in the sun, a large floppy straw purse yawning open beside her on the lawn, leafing idly through a magazine that, as well as you can judge from looking at it upside down, is devoted mostly to large photos of movie stars.\n\nHoney tugs at a strap on her top.", "endoftext": false }, { "action": "You examine the purse", "response": "It would be impolite to show too much interest in Honey's oversize straw bag, but you sidle over and glance down at it casually. The bag appears to be crammed with a variety of necessities, among which you glimpse a carved black figurine. It looks a little like a doll, but not really. It's quite fearsomely ugly.\n\nHoney adjusts the angle of her straw hat microscopically.", "endoftext": false }, { "action": "You take the tongs", "response": "Taken.\n\nHoney inspects her perfectly manicured bright pink nails.", "endoftext": false }, { "action": "You take the figurine with the tongs", "response": "It would be rude to fish things out of Honey's bag while she's sitting here watching.\n\nHoney yawns ostentatiously and goes back to reading her magazine.", "endoftext": false }, { "action": "You go west", "response": "As you put your weight on the steps, several of the boards creak loudly.\n\nThe front porch runs the length of the east side of the house. It's not screened in, though it probably ought to be, as there's a busy wasps' nest up under one corner of the roof. The floorboards are uneven, and the railing looks pretty wobbly. A long beige couch, from which the padding is escaping, is jammed against the inside wall, below a window.\n\nThe screen door to the house is to the west, and a shallow flight of steps leads down to the east, to the lawn.\n\nBeauregard Phelps is sitting on the couch, gazing out placidly across the lawn. Once in a while his eyes flick toward you, as if he's watching you while pretending not to.\n\nBeauregard points at where Honey is sunbathing on the lawn. \"Quite a little heifer, ain't she? Course, you wouldn't know.\"", "endoftext": false }, { "action": "You examine the wasps", "response": "The evil-looking yellow insects (being a city girl, you aren't sure whether they're wasps or hornets) are flying in and out of a large nest constructed of dried mud, which is tucked up under the eaves of the porch.\n\n\"Wish I had me a seegar,\" Beauregard says wistfully. \"Summer afternoons just ain't the same since I gave up them seegars.\"", "endoftext": false }, { "action": "You hit the nest with poker", "response": "Disturbing the wasps would be a really, really bad idea.", "endoftext": false }, { "action": "You ask Phelps about Honey", "response": "Having been taught good manners, you can't quite bring yourself to ignore Phelps, so you nod to him and mumble a hello.\n\nHe smiles at you and nods heavily. \"You enjoyin' our balmy Southern weather, darlin'?\"\n\nWhen you mention Honey Hartwell, Beauregard sighs heavily. \"She is a sight for sore eyes, and that's the truth.\"", "endoftext": false }, { "action": "You ask Phelps about the nest", "response": "\"You worried about them wasps, sweet pea? They won't bother you none.\"\n\nBeauregard belches, and doesn't apologize.", "endoftext": false }, { "action": "You ask Phelps about the Aunt", "response": "\"This useta all be prime farm land, once,\" Beauregard says, waving his arm. \"We grew us a fine crop o' leaf. Was you sayin' somethin'?\"\n\nBeauregard beams at you in a slimy, sweaty way.", "endoftext": false }, { "action": "You ask Phelps about David", "response": "\"You're just a regular little chatterbox, ain'tcha?\"\n\n\"I heard your aunt's gonna get you all dolled up for the picnic. I just can't wait!\"", "endoftext": false }, { "action": "You ask Phelps about the cigar", "response": "\"I hope I git up to see New York sometime,\" Beauregard says irrelevantly.\n\nBeauregard hitches up his suspenders.", "endoftext": false }, { "action": "You ask Phelps about the tobacco", "response": "Beauregard stifles a yawn. \"Gettin' time for my afternoon nap, but I'm just too keyed up this afternoon to sleep.\"", "endoftext": false }, { "action": "You ask Phelps about the sleep", "response": "Beauregard beams benignly at you. \"You are just the cutest little thang. I can't get over it.\"\n\nBeauregard hitches up his suspenders.", "endoftext": false }, { "action": "You ask Phelps about the Cocoa", "response": "Beauregard pulls his gaze back from the lawn. \"Was you sayin' somethin', sweet pea?\"\n\nBeauregard belches, and doesn't apologize.", "endoftext": false }, { "action": "You ask Phelps about maid", "response": "Beauregard shows his teeth in a grimace that he probably thinks is a smile. \"You're gonna look so cute in that white dress!\"\n\nBeauregard smacks his lips. \"That young lady from Nashville, now - she's quite somethin', ain't she?\"", "endoftext": false }, { "action": "You ask Phelps about the handkerchief", "response": "Beauregard beams benignly at you. \"You are just the cutest little thang. I can't get over it.\"\n\nBeauregard lazily waves away a curious wasp.", "endoftext": false }, { "action": "You go east", "response": "Phelps turns away from you, scratches himself, and goes back to gazing out across the lawn.\n\nAs you put your weight on the steps, several of the boards creak loudly.\n\nThis lumpy, patchy stretch of lawn is the most pleasant outdoor spot at Eternal Springs, though that isn't saying much. A rusted, sagging chaise longue is provided for the comfort of anyone who would like to bask in the scorching heat of the afternoon sun. (There's precious little shade here, other than the low oblong of obscurity wedged beneath the chaise.)\n\nTo the east, the lawn is bordered by a high hedge of a virulent and sickly green, whose foliage is laden with a bounty of pulpy red flowers. The arid stretch of dirt between the cabins stretches out to the south. The main house stands, crooked and bleak but stubbornly attempting a faded grandeur, to the west, a short, broad flight of board steps leading up to the long porch, which is roofed over but nonetheless gapes open on the afternoon. A tiny, weed-infested flower-bed crouches to the right of the steps.\n\nA cracked and buckled concrete walk leads away through some tall bushes to the north, and another walk, whose slabs are tossed as if by some prehistoric geological upheaval, curves out of sight to the southwest around the corner of the house.\n\nHoney Hartwell is reclining on the chaise longue, leafing through a magazine.", "endoftext": false }, { "action": "You pry the steps with the poker", "response": "The porch steps is not something you can pry.\n\nHoney licks her thumb and turns a page in the magazine.", "endoftext": false }, { "action": "You ask the Aunt about the figurine", "response": "Hesitantly you bring up the subject of the little black statues. \"Have you been nosing around in my things?\" Aunt Caroline says sharply. \"Well, don't. Not if you know what's good for you.\"", "endoftext": false }, { "action": "Search clothes", "response": "(Aunt Caroline's clothes)\nYou lift a couple of garments to peek beneath them, and decide there's really nothing useful or interesting in the drawer.", "endoftext": false }, { "action": "You examine the bed bathroom", "response": "The bed looks sort of lumpy, and the pillow is flat and undoubtedly hard. A threadbare brown coverlet is spread over the bed.", "endoftext": false }, { "action": "Close top", "response": "Closed.\n\nYou see nothing on the bed near the bathroom.", "endoftext": false }, { "action": "Near the door", "response": "On the bed near the door is a white dress.", "endoftext": false }, { "action": "You examine the pillow", "response": "Which pillow do you mean, the bed near the door, or the bed near the bathroom?", "endoftext": false }, { "action": "EXITS", "response": "The only obvious exit leads southeast to the lawn.", "endoftext": false }, { "action": "You go southeast", "response": "This lumpy, patchy stretch of lawn is the most pleasant outdoor spot at Eternal Springs, though that isn't saying much. A rusted, sagging chaise longue is provided for the comfort of anyone who would like to bask in the scorching heat of the afternoon sun. (There's precious little shade here, other than the low oblong of obscurity wedged beneath the chaise.)\n\nTo the east, the lawn is bordered by a high hedge of a virulent and sickly green, whose foliage is laden with a bounty of pulpy red flowers. The arid stretch of dirt between the cabins stretches out to the south. The main house stands, crooked and bleak but stubbornly attempting a faded grandeur, to the west, a short, broad flight of board steps leading up to the long porch, which is roofed over but nonetheless gapes open on the afternoon. A tiny, weed-infested flower-bed crouches to the right of the steps.\n\nA cracked and buckled concrete walk leads away through some tall bushes to the north, and another walk, whose slabs are tossed as if by some prehistoric geological upheaval, curves out of sight to the southwest around the corner of the house.\n\nHoney Hartwell is reclining on the chaise longue, leafing through a magazine.\n\nHoney curls a strand of hair around her little finger.", "endoftext": false }, { "action": "You dig the ditch", "response": "You glance at the ditch and instantly dismiss it as unimportant.", "endoftext": false }, { "action": "You ask the boys about the compass", "response": "\"Hello again,\" you say, trying to sound cheerful. \"I'm back.\"\n\n\"Was she gone?\" the smaller boy says. \"I din't notice.\"\n\nTrying to be casual, you ask the boys whether they might be willing to part with the compass they showed you. \"Oh, that there's valuable,\" the larger boy says, scowling. \"You got anything we'd want?\"\n\n\"I know what you're thinking about,\" you retort, \"and the answer is no! But how about if I bring you something to trade for it?\"\n\n\"I'd take a million bucks for it,\" says the smaller, dirtier boy. \"Or even a hundred bucks, I guess. In cash.\"\n\nThe large boy nudges his companion. \"Hey, show her what we stole offa that Boy Scout!\"\n\nThe smaller boy looks exasperated. \"What does a girl care about that?\"\n\n\"Nah, c'mon.\"\n\nThe smaller boy digs in his jeans pocket and hauls out a small hand-held compass, which he holds out to you - but not close enough that you could grab it. \"Pretty nifty, hunh?\" He closes his fist on the compass and jams it back into his pocket.", "endoftext": false }, { "action": "You ask the boys about the gold", "response": "\"Do we look like the Encyclopedia Bittranica?\" the larger boy says.\n\n\"They got any guys as good-lookin' as us back where you come from?\" The larger boy runs his hand over his hair and sticks out his jaw. \"I bet not.\"", "endoftext": false }, { "action": "Go east", "response": "Knowing the boys are likely to make fun of anything you say, you just turn and walk away without saying goodbye. As you walk away, you hear the boys snickering about something.\n\nThe narrow, potholed ribbon of blacktop runs east and west between thorny thickets to the north and south. A narrow gap in the shrubbery to the south might be wide enough for you to squeeze through.", "endoftext": false }, { "action": "You go south", "response": "The gravel driveway runs behind the big house, which looms over you to the east. At the north end the driveway passes through a high hedge, and at the south it opens out into an area in front of a shack, where a dusty van is parked. A pair of low doors angles out from the foundation of the house at this spot.\n\nA black tar barrel is lying here.\n\nYou see a dead possum here.", "endoftext": false }, { "action": "You go west", "response": "The upstairs hall, which extends eastward, widens here to form an odd-shaped space. It's too open to be called a room, but too functional to be called a hallway. An ironing board is set up in the northeast corner, and behind it a narrow, steep stairway ascends. There's a doorway to the north, a wide, massive closed door to the south, and a broad window on the west wall, beneath which is a box-shaped window seat.\n\nLuisa is standing at the ironing board, ironing.", "endoftext": false }, { "action": "You ask Luisa about Cocoa", "response": "\"Excuse me,\" you venture. \"Are you ironing?\" Of course she's ironing, you can see she's ironing. You're aware as the words tumble out of your mouth that it's a stupid question - but at least it's better than, \"Excuse me, are you the maid?\"\n\nThe woman looks up from her ironing board and levels a smoky gaze at you. \"No, I'm dancing with Clark Gable.\" She doesn't look very friendly, that's for sure. \"You're the girl,\" she goes on. \"The one they brought. I'm Luisa. I work here, keep the house clean. I thought Mr. Beauregard didn't want you in the house, but now you're here, I guess it's okay. Just don't make no mess.\" She has a heavy Hispanic accent, but her words are not hard to understand.\n\nYou mention the cocoa mix in the kitchen, and Luisa nods. \"Mr. Phelps, he likes his cocoa every afternoon. Much nicer than those stinky old cigars he used to smoke.\"", "endoftext": false }, { "action": "You tell Luisa about the fuse", "response": "You ask Luisa whether she knows one of the fuses in the fuse box is burnt out. \"Oh, yeah,\" she says nonchalantly. \"Happens all the time. I'll fix it later.\"", "endoftext": false }, { "action": "Inventory", "response": "You are carrying a wooden bucket, a burlap sack (which contains a pill bottle, the key to Cabin One, a little white pill, some faded photographs, a flashlight, a mystery by John Dickson Carr, a croquet hoop, a partially crumbled piece of burnt toast, a bad fuse, a sketchbook, a stone bracelet, a gold locket, an indecipherable map, a poker, and some fire tongs), a screwdriver, and an old shovel. You're wearing your clothes.", "endoftext": false }, { "action": "You pry the barrel with the screwdriver", "response": "You insert the end of the screwdriver under the edge of the barrel lid and bear down. The edge of the lid pops up half an inch, so you move the screwdriver around to the other side and repeat the process. This time the lid pops free and drops to the floor. Within moments, a thick, gooey mess of tar has flowed out into a shallow depression in the cellar floor.", "endoftext": false }, { "action": "You look in the barrel", "response": "In the barrel is a sticky, gooey mass of half-liquid road tar.", "endoftext": false }, { "action": "Olly olly oxen free", "response": "At first it seems your silly shouting will go unanswered, but then Lydia comes toward you from among the trees. \"I hope you found everything we need,\" she says. \"Show me what you've found. I can't wait to get away from here.\"", "endoftext": false }, { "action": "You show the map to Lydia", "response": "(first taking the indecipherable map from the burlap sack)\nLydia looks eagerly at the map, but then her face falls. \"You showed me that before,\" she says. \"We still can't read it.\"", "endoftext": false }, { "action": "You ask Lydia about the aunt caroline", "response": "You tell Lydia how your aunt brought you down here from New York for no apparent reason, and brought along this white dress for you to wear to some kind of supposed picnic. Lydia nods vigorously. \"That's just like me with my cousin Jake. I guess he needed money more than anything. I think the horrid thing grants people's wishes. I guess it must have made Jake rich. I'll bet your aunt is the same way. I'll bet she wants something so much she's willing to let them - no, not let them, she's willing to help them kill you.\"", "endoftext": false }, { "action": "You go to the west", "response": "As you walk away, Lydia calls after you, \"I'm going to hide now. Be sure to come back when you're ready for us to escape, and call 'olly olly oxen free.'\"\n\nYou follow the path westward, back to Eternal Springs.\n\nThe brackish, oily, unpleasant waters of the swamp stretch south from here. Large trees festooned with slimy green creepers stand in the water. To the west is a shed, to the east a path along the shore. The cabins are to the north.\n\nYou find yourself wanting to hurry along, so as not to catch another glimpse, even out of the corner of your eye, of the terrible swamp-thing you saw - or imagined you saw - before.", "endoftext": false }, { "action": "You cry", "response": "You sniffle a little. It's not proving to be a good day, is it? But feeling sorry for yourself probably isn't going to help.", "endoftext": false }, { "action": "Go north", "response": "This lumpy, patchy stretch of lawn is the most pleasant outdoor spot at Eternal Springs, though that isn't saying much. A rusted, sagging chaise longue is provided for the comfort of anyone who would like to bask in the scorching heat of the afternoon sun. (There's precious little shade here, other than the low oblong of obscurity wedged beneath the chaise.)\n\nTo the east, the lawn is bordered by a high hedge of a virulent and sickly green, whose foliage is laden with a bounty of pulpy red flowers. The arid stretch of dirt between the cabins stretches out to the south. The main house stands, crooked and bleak but stubbornly attempting a faded grandeur, to the west, a short, broad flight of board steps leading up to the long porch, which is roofed over but nonetheless gapes open on the afternoon. A tiny, weed-infested flower-bed crouches to the right of the steps.\n\nA cracked and buckled concrete walk leads away through some tall bushes to the north, and another walk, whose slabs are tossed as if by some prehistoric geological upheaval, curves out of sight to the southwest around the corner of the house.\n\nHoney Hartwell is reclining on the chaise longue, leafing through a magazine.\n\nHoney tugs at a strap on her top.", "endoftext": false }, { "action": "You cry", "response": "You sniffle a little. It's not proving to be a good day, is it? But feeling sorry for yourself probably isn't going to help.\n\nHoney hums a little off-key tune to herself.", "endoftext": false }, { "action": "You ask Honey about the handkerchief", "response": "Honey lowers her magazine and turns her big round dark glasses in your direction. \"Well, hello, there.\"\n\nHoney leafs through the magazine. Either she didn't hear you, or she's pretending she didn't.\n\nHoney stretches languidly.", "endoftext": false }, { "action": "You ask Tyrone about the handkerchief", "response": "\"Hello, Tyrone,\" you say.\n\n\"Hello again,\" he says. \"How you gettin' along, now?\"\n\nTyrone spreads his hands. \"You got me.\"", "endoftext": false }, { "action": "Continue", "response": "Tyrone shrugs. \"None o' my concern, and that's the truth.\"", "endoftext": false }, { "action": "You go southwest", "response": "Tyrone shrugs and goes back to work on the van.\n\nThis may once have been a garden, but now it's just a final resting place for junk - lots and lots of junk - and nothing grows here but weeds. The falling-down shack stands (if that's the right word) north of here, its single square window looking out on the junk. The area where the van is parked is to the northeast, and the area behind the cabins is east. Off to the southeast stands the shed at the edge of the swamp.\n\nThe way westward is blocked by an improbably dense thicket of bramble-bushes.", "endoftext": false }, { "action": "Dig", "response": "What do you want to dig in?", "endoftext": false }, { "action": "Ground", "response": "(with the old shovel)\nYou have no reason to dig in that.", "endoftext": false }, { "action": "You open the window", "response": "There's no obvious way to do that. A quick inspection reveals that the screen is held firmly in place by half a dozen heavy screws.", "endoftext": false }, { "action": "You unscrew screen with the screwdriver", "response": "The screws are pretty tight, but with a bit of effort you're able to unscrew all but one of them with the screwdriver. The window screen is left dangling by one stubborn screw, but it's out of the way. Climbing in the window should be easy now.", "endoftext": false }, { "action": "You enter the window", "response": "This cluttered, low-ceilinged little room is obviously lived in. There's a rumpled bed against one wall and a table littered with stuff. The door is to the east and the window to the south.\n\nHanging from one wall is a large, fearsome-looking ebony mask.", "endoftext": false }, { "action": "You examine the mask", "response": "The hand-carved ebony mask is larger than a human face, and its oval tapers to points at the top and bottom. The expression on the face is solemn and hostile. Dominating the face are the eyes, which are wide, round, and glaring. As you move around the little room, you can't escape the eerie sensation that the eyes are turning to watch you.", "endoftext": false }, { "action": "You look at the table", "response": "The table is old and paint-stained, and one leg is a little crooked. The table is littered with an assortment of stuff. No, make that a mound. Your first impulse is to dismiss it as junk, but that would be an insult to the man who lives here. These are his possessions - probably all he owns. Lying diagonally across the junk is a fishing pole.", "endoftext": false }, { "action": "You look at the pole", "response": "The pole is thin, flexible, and about seven feet long. It's the kind you've seen in old illustrations in books like The Adventures of Huckleberry Finn. It doesn't even have a reel for reeling the line in and out - but there is a line, which is attached to the tip of the pole and dangles free.", "endoftext": false }, { "action": "You examine the bed", "response": "The bed is sagging and rumpled, as if it has been slept in for years by someone large and heavy.", "endoftext": false }, { "action": "You look under the bed", "response": "As you start to, the mouth of the mask opens and it emits a horrible howling noise! Looks like Tyrone has set up a voodoo burglar alarm. You stand silent and tense with your fingers crossed, hoping nobody heard the noise. After a minute, you relax. It seems you got away with it ... once.", "endoftext": false }, { "action": "You keep going", "response": "Once again, the mask sets up its horrible howl. A moment later the door bursts open and Tyrone seizes you firmly by the arm. \"So, we got ourselves a sneak thief,\" he says.\n\nYou try to squirm out of his grip. \"Ow, you're hurting me!\" But he's much stronger than you, and from the look in his eyes, he isn't about to be sweet-talked.\n\nHe drags you outside, slams the door, and finally releases you. \"Look here,\" he says. \"I know you're just a kid. And I expect you're lookin' around for somethin' that might help get you outta the fix you're in. So I ain't gonna whop you upside the head, though maybe I ought to. But that stuff in there's mine, you understand? See you leave it alone. Now run along.\" Without another word, he goes back to working on the van.", "endoftext": false }, { "action": "Go south", "response": "This may once have been a garden, but now it's just a final resting place for junk - lots and lots of junk - and nothing grows here but weeds. The falling-down shack stands (if that's the right word) north of here, its single square window looking out on the junk. The area where the van is parked is to the northeast, and the area behind the cabins is east. Off to the southeast stands the shed at the edge of the swamp.\n\nThe way westward is blocked by an improbably dense thicket of bramble-bushes.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying a wooden bucket, a burlap sack (which contains a pill bottle, the key to Cabin One, a little white pill, some faded photographs, a flashlight, a mystery by John Dickson Carr, a croquet hoop, a partially crumbled piece of burnt toast, a bad fuse, a sketchbook, a stone bracelet, a gold locket, a poker, and some fire tongs), a screwdriver, an old shovel, and an indecipherable map.\nYou're wearing your clothes.", "endoftext": false }, { "action": "Go south", "response": "This may once have been a garden, but now it's just a final resting place for junk - lots and lots of junk - and nothing grows here but weeds. The falling-down shack stands (if that's the right word) north of here, its single square window looking out on the junk. The area where the van is parked is to the northeast, and the area behind the cabins is east. Off to the southeast stands the shed at the edge of the swamp.\n\nThe way westward is blocked by an improbably dense thicket of bramble-bushes.", "endoftext": false }, { "action": "You give Carr to Honey", "response": "(first taking the mystery by John Dickson Carr from the burlap sack) Honey lowers her magazine and turns her big round dark glasses in your direction. \"Well, hello, there.\"\n\nHoney pats her fingers over her lips, politely stifling a yawn. \"You found a storybook, that's nice. You want to read me a story? On second thought, don't bother. I'm not in the mood.\"\n\nHoney hums a little off-key tune to herself.", "endoftext": false }, { "action": "Go west", "response": "As you walk away, Honey goes back to reading (if that's the right word) her magazine. As you put your weight on the steps, several of the boards creak loudly.\n\nThe front porch runs the length of the east side of the house. It's not screened in, though it probably ought to be, as there's a busy wasps' nest up under one corner of the roof. The floorboards are uneven, and the railing looks pretty wobbly. A long beige couch, from which the padding is escaping, is jammed against the inside wall, below a window.\n\nThe screen door to the house is to the west, and a shallow flight of steps leads down to the east, to the lawn.\n\nBeauregard Phelps is sitting on the couch, gazing out placidly across the lawn. Once in a while his eyes flick toward you, as if he's watching you while pretending not to.\n\nBeauregard hitches up his suspenders.", "endoftext": false }, { "action": "You give Carr to Phelps", "response": "\"I want to talk to you,\" you say to Beauregard.\n\nHis eyes widen mildly. \"So talk, then.\"\n\nWhen he sees the book, Beauregard smiles benignly. \"I see you found my old mysteries,\" he says. \"I don't do a lot of readin' myself, not no more, but I'll bet your aunt would be keen to look at that, her bein' a mystery writer and all.\"\n\nBeauregard points at where Honey is sunbathing on the lawn. \"Quite a little heifer, ain't she? Course, you wouldn't know.\"", "endoftext": false }, { "action": "You go to the east", "response": "Phelps turns away from you, scratches himself, and goes back to gazing out across the lawn.\n\nAs you put your weight on the steps, several of the boards creak loudly.\n\nThis lumpy, patchy stretch of lawn is the most pleasant outdoor spot at Eternal Springs, though that isn't saying much. A rusted, sagging chaise longue is provided for the comfort of anyone who would like to bask in the scorching heat of the afternoon sun. (There's precious little shade here, other than the low oblong of obscurity wedged beneath the chaise.)\n\nTo the east, the lawn is bordered by a high hedge of a virulent and sickly green, whose foliage is laden with a bounty of pulpy red flowers. The arid stretch of dirt between the cabins stretches out to the south. The main house stands, crooked and bleak but stubbornly attempting a faded grandeur, to the west, a short, broad flight of board steps leading up to the long porch, which is roofed over but nonetheless gapes open on the afternoon. A tiny, weed-infested flower-bed crouches to the right of the steps.\n\nA cracked and buckled concrete walk leads away through some tall bushes to the north, and another walk, whose slabs are tossed as if by some prehistoric geological upheaval, curves out of sight to the southwest around the corner of the house.\n\nHoney Hartwell is reclining on the chaise longue, leafing through a magazine.\n\nHoney adjusts the angle of her straw hat microscopically.", "endoftext": false }, { "action": "You give Carr to the Aunt", "response": "Aunt Caroline is in the bathroom, and the door is closed.", "endoftext": false }, { "action": "You ask Aunt about Carr", "response": "Talking through the bathroom door, you mention to Aunt Caroline that in the bookcase in the house you saw some first editions by John Dickson Carr. The door pops open and Aunt Caroline's head pops out. Then the rest of her slides out, leaving the bathroom door narrowly ajar. \"Rubbish,\" she declares. \"You saw no such thing.\"", "endoftext": false }, { "action": "You show Carr to the Aunt", "response": "Triumphantly you hold up the copy of The Four False Weapons. Aunt Caroline's squinty eyes widen, and she practically tears the book from your hands. \"Let me see that. It can't be. No, it is. You say you got this in the house? And there are more like it?\"\n\nYou nod.\n\nWithout another word, Aunt Caroline makes a beeline for the door of the cabin. But then, struck by a thought, she turns back. She slips into the bathroom for a moment and emerges holding something, pressing it tight against her as if it were a baby. Hiding whatever it is from you with her body, she sidles into the closet. You hear a clicking noise. A moment later she emerges from the closet and strides out the door.", "endoftext": false }, { "action": "You open the aunt suitcase", "response": "Aunt Caroline's suitcase seems to be locked.", "endoftext": false }, { "action": "Unlock aunt suitcase", "response": "(with the key to Cabin One)\n(first taking the key to Cabin One from the burlap sack)\nThe key to Cabin One doesn't fit the lock.", "endoftext": false }, { "action": "Go east", "response": "You can't go that way. The only obvious exit leads north, back to cabin five.", "endoftext": false }, { "action": "You pry the aunt suitcase with the poker", "response": "(first putting the old shovel in the burlap sack to make room, then taking the poker from the burlap sack)\nYou have a go at wedging the poker under the lid of the suitcase, but it's too tight a fit. After a few moments of mounting frustration, it occurs to you that maybe you ought to just haul off and hit the silly thing.", "endoftext": false }, { "action": "You hit the aunt suitcase with the poker", "response": "You haul off and smite the suitcase a mighty blow with the poker. In response, the shiny brass lock emits a tiny sproinggg. Quite possibly you've broken the lock.", "endoftext": false }, { "action": "You open aunt suitcase", "response": "Opening Aunt Caroline's suitcase reveals a red-eyed figurine.", "endoftext": false }, { "action": "You take the red figurine with tongs", "response": "(first putting the indecipherable map in the burlap sack to make room, then taking the fire tongs from the burlap sack)\nYou pick up the red-eyed figurine with the fire tongs.", "endoftext": false }, { "action": "Go west", "response": "The bathroom is barely big enough to turn around in. There's a narrow shower stall, a minuscule, rust-stained sink above which is a cracked, flyspecked mirror, and a commode. The towels stacked on the rack are thin, frayed at the edges, and probably none too clean. A tiny window provides a very little air.\n\nThe door leads eastward.\n\nYou see a fat white candle here.", "endoftext": false }, { "action": "You examine the candle", "response": "The candle is a couple of inches in diameter, and perhaps three inches tall. Evidently Aunt Caroline has been burning it, but it's not burning now.", "endoftext": false }, { "action": "You show the candle to David", "response": "(first taking the fat white candle from the burlap sack)\nDavid does not appear interested.", "endoftext": false }, { "action": "You go to the west", "response": "\"Goodbye for now,\" David says.\n\nTwo rows of small, dilapidated cabins, three on each side, stand to the east and west of this stretch of bare dirt. Several croquet hoops are stuck crookedly into the ground at odd spots.\n\nYou're standing between Cabin Six (to the west) and Cabin Three (to the east). The croquet court continues north from here. To the south, a little slope ends at the watery edge of a swamp, and a path to the southwest leads toward a good-sized shed that stands at the edge of the water.", "endoftext": false }, { "action": "Go east", "response": "The cellar is low-ceilinged and grimy, with an irregular concrete floor and cobwebs that droop from the exposed rafters. The vague light comes from a couple of tiny windows and the door to the driveway. Along an inner wall is a workbench. The door to the driveway is to the west, a doorway opens eastward on absolute darkness, and a staircase against the north wall leads upward.\n\nA black tar barrel is lying here.\n\nYou see a tar barrel lid and a pool of tar here.", "endoftext": false }, { "action": "You take the red figurine with the tongs", "response": "You pick up the red-eyed figurine with the fire tongs.", "endoftext": false }, { "action": "You put it in the vise", "response": "(the red-eyed figurine)\n(first opening the vise)\nYou turn the crank, and the jaws of the vise separate.\n\nDone.", "endoftext": false }, { "action": "Close vise", "response": "As you tighten the vise, the figurine begins to writhe. Its tiny arms and legs windmill frantically, its eyes bulge, and a terrible high keening sound escapes from it. You continue, remorseless. A moment later, with a loud crunching noise, the figurine shatters, and some harmless gray dust sifts to the floor.", "endoftext": false }, { "action": "Go west", "response": "As you put your weight on the steps, several of the boards creak loudly.\n\nThe front porch runs the length of the east side of the house. It's not screened in, though it probably ought to be, as there's a busy wasps' nest up under one corner of the roof. The floorboards are uneven, and the railing looks pretty wobbly. A long beige couch, from which the padding is escaping, is jammed against the inside wall, below a window.\n\nThe screen door to the house is to the west, and a shallow flight of steps leads down to the east, to the lawn.\n\nBeauregard Phelps is sitting on the couch, gazing out placidly across the lawn. Once in a while his eyes flick toward you, as if he's watching you while pretending not to.\n\nBeauregard belches, and doesn't apologize.", "endoftext": false }, { "action": "Fish", "response": "To do that, you'd need a fishing pole.\n\n\"I heard your aunt's gonna get you all dolled up for the picnic. I just can't wait!\"", "endoftext": false }, { "action": "Go east", "response": "As you put your weight on the steps, several of the boards creak loudly.\n\nThis lumpy, patchy stretch of lawn is the most pleasant outdoor spot at Eternal Springs, though that isn't saying much. A rusted, sagging chaise longue is provided for the comfort of anyone who would like to bask in the scorching heat of the afternoon sun. (There's precious little shade here, other than the low oblong of obscurity wedged beneath the chaise.)\n\nTo the east, the lawn is bordered by a high hedge of a virulent and sickly green, whose foliage is laden with a bounty of pulpy red flowers. The arid stretch of dirt between the cabins stretches out to the south. The main house stands, crooked and bleak but stubbornly attempting a faded grandeur, to the west, a short, broad flight of board steps leading up to the long porch, which is roofed over but nonetheless gapes open on the afternoon. A tiny, weed-infested flower-bed crouches to the right of the steps.\n\nA cracked and buckled concrete walk leads away through some tall bushes to the north, and another walk, whose slabs are tossed as if by some prehistoric geological upheaval, curves out of sight to the southwest around the corner of the house.\n\nHoney Hartwell is reclining on the chaise longue, leafing through a magazine.\n\nHoney adjusts the angle of her straw hat microscopically.", "endoftext": false }, { "action": "You ask Honey about the wasps", "response": "Honey lowers her magazine and turns her big round dark glasses in your direction. \"Well, hello, there.\"\n\nYou casually mention spotting some wasps up under the eaves of the porch. Honey leaps up from the chaise longue. \"Where? Where? Oh, my God! Up there? Thank you for tellin' me!\" She rushes off toward her cabin.", "endoftext": false }, { "action": "You take the figurine with the tongs", "response": "You pick up the yellow-eyed figurine with the fire tongs.", "endoftext": false }, { "action": "You go east", "response": "(first opening the door)\n\nThis cheerless cubicle looks oddly stark with the shelves leaning in one corner. There's an open doorway to the south, a door to the west, which is standing open, and a square hatch in the north wall.\n\nSeveral long pine planks are leaning in a corner.\n\nYou see some rat droppings and some onions here.", "endoftext": false }, { "action": "You close the door", "response": "(the door)\nClosed.", "endoftext": false }, { "action": "You go north", "response": "The living room is not actually a small room, but it feels cramped because of the amount of thrift-shop furniture crammed into it.\nThere's a fireplace on the north side of the room, a window to the east, and a tall, heavy bookcase against the west wall. An archway leads back to the south.\n\nAunt Caroline is standing by the bookcase, absorbed in a book.", "endoftext": false }, { "action": "You examine Aunt", "response": "Your Aunt Caroline is a thin, pale woman of about 40, with mousy hair and a pinched face. Her glasses are perched, as usual, halfway down her nose. Her fingernails are gnawed. At the moment she's standing in front of the bookcase, lingering over the pages of a mystery novel.", "endoftext": false }, { "action": "You ask Aunt about the fingernails", "response": "\"Where did you get that? No, don't tell me. I don't want to know.\"", "endoftext": false }, { "action": "Inventory", "response": "You are carrying a wooden bucket, a burlap sack (which contains a pill bottle, a little white pill, some faded photographs, a flashlight, a croquet hoop, a partially crumbled piece of burnt toast, a bad fuse, a sketchbook, a stone bracelet, a gold locket, an old shovel, an indecipherable map, and a poker), a screwdriver, the key to Cabin One, some fire tongs, and a fat white candle. You're wearing your clothes.", "endoftext": false }, { "action": "You ask Aunt about the novel", "response": "\"You already know John Dickson Carr is one of my favorite authors,\" Aunt Caroline says. \"I doubt you have anything fresh to contribute on that subject.\"", "endoftext": false }, { "action": "You ask Aunt about the candle", "response": "Aunt Caroline sets her glasses more firmly on her nose. \"Put that back where you found it, at once.\"", "endoftext": false }, { "action": "You ask Aunt about the handkerchief", "response": "\"Later, dear.\" Aunt Caroline's voice sounds thin and strained.", "endoftext": false }, { "action": "You examine the glasses", "response": "Aunt Caroline's glasses have heavy, blocky tortoiseshell frames. They're very unattractive.", "endoftext": false }, { "action": "You examine Luisa", "response": "Luisa is short and stocky, and has the olive complexion and broad, impassive features of a Mexican or Central American whose ancestry is strongly Mayan. Beneath an apron bulging with cleaning implements, her dress is gray and shapeless. Her long black hair, drawn back in a loose ponytail, is streaked with gray, and her dark eyes are not especially friendly. She's standing at the ironing board, ironing.", "endoftext": false }, { "action": "You examine the laundry", "response": "The big wicker basket is full of laundry.", "endoftext": false }, { "action": "Search basket", "response": "The laundry basket seems to be empty.", "endoftext": false }, { "action": "You ask Luisa about the handkerchief", "response": "\"Hello, Luisa,\" you say.\n\nShe looks up from her ironing. \"What do you want? You want somethin'?\"\n\n\"That's not something I goin' to worry about,\" she says. \"Not right now.\"", "endoftext": false }, { "action": "You ask Luisa about the laundry", "response": "\"I got work to do,\" Luisa says. \"I don' have time to talk to silly girls.\"", "endoftext": false }, { "action": "You open the door", "response": "The door seems to be locked. You hear a low snort behind you, as if Luisa is expressing contempt or amusement. But when you turn to look, she's placidly ironing, not looking at you at all.", "endoftext": false }, { "action": "You ask Luisa about the attic", "response": "\"You're just a chatterbox, ain't you? Why don't you go away an' bother somebody else, eh?\"", "endoftext": false }, { "action": "You look at the skirt", "response": "The doll's skirt is rather faded and threadbare. It may once have been a cheerful lemon yellow.", "endoftext": false }, { "action": "You take the skirt", "response": "With only a bit of fiddling, you're able to remove the skirt from the doll.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying a wooden bucket, a burlap sack (which contains a pill bottle, a little white pill, some faded photographs, a flashlight, a croquet hoop, a partially crumbled piece of burnt toast, a bad fuse, a sketchbook, a stone bracelet, a gold locket, an old shovel, an indecipherable map, and a poker), a screwdriver, the key to Cabin One, some fire tongs, a fat white candle, and a faded yellow scarf. You're wearing your clothes.", "endoftext": false }, { "action": "You cry", "response": "You try to summon up some tears, but can't quite manage it. On close inspection, though, the scarf is not exactly new. Maybe someone else's tears have already soaked into it.", "endoftext": true }, { "action": "Go downwards", "response": "The upstairs hall, which extends eastward, widens here to form an odd-shaped space. It's too open to be called a room, but too functional to be called a hallway. An ironing board is set up in the northeast corner, and behind it a narrow, steep stairway ascends. There's a doorway to the north, a wide, massive closed door to the south, and a broad window on the west wall, beneath which is a box-shaped window seat.\n\nLuisa is standing at the ironing board, ironing.", "endoftext": false }, { "action": "You touch clown", "response": "Knowing more or less what may happen, and sort of dreading it but sort of hoping for it at the same time, you reach out and touch the clown. Again you have the sensation that his gloved hand is reaching toward you. A moment later, the music from the merry-go-round seems to swell, and you're dancing with him.\n\nThe bedroom dissolves in a smear of circus colors. When the clown releases you, you're in the place that isn't a place, surrounded by floating, swirling blobs of color, and the clown is standing directly in front of you.\n\nVague many-colored blobs of light float gently around you on all sides, and there are no shadows here. It's like being trapped inside a great big lava lamp, except that you can hear an off-key brass band oom-pahing not far away. The painted clown from the abandoned nursery, now no longer painted but quite real, is standing in front of you, gazing down at you with either pity or wry amusement (it's hard to tell which).", "endoftext": false }, { "action": "You give the scarf to the clown", "response": "\"Hello again,\" you venture.\n\n\"Hello again yourself,\" the clown replies. \"I was wondering if you'd come back.\"\n\nYou show the yellow scarf to the clown. \"Is this - would this do what you want? I found it on an old doll in the attic.\"\n\nHe inspects it gravely. \"Yes, yes, I remember now. I remember how the little girl used to sit and cry and wipe her eyes with it. I doubted you could find anything of the sort, but you've proved me wrong. May I?\"\n\nYou hand him the scarf, and he wipes his face with the scarf. Sure enough, his greasepaint swabs right off. In a few moments he's transformed into an odd-looking but not unhandsome middle-aged man. (Could there be a faint resemblance to Hank? No, that's just your overactive imagination. Whatever Hank may have been, he certainly wasn't a clown.)\n\n\"Well? How do I look?\" He smiles at you. Truth be told, he still looks very odd, what with the sticking-straight-up red hair, the wide green suspenders, and the big floppy shoes, but you politely tell him he looks very presentable.\n\n\"Well, then,\" he says, rubbing his hands together. \"Only one more item to go - some nice strong bones so I'll be able to stand up straight when I go out walking in the world.\"", "endoftext": false }, { "action": "You go west", "response": "You take a few uncertain steps, but find that you're getting quite dizzy and a bit nauseous. In spite of yourself, you're drawn irresistibly back to stand next to the clown.\n\nOnce again the blobs of color start swirling faster and faster, making your head spin. Once again the clown reaches out toward you as if to hold onto you, but you're pulled down the whirlpool. A moment later you're back in the abandoned nursery, feeling as dizzy as before.\n\nThis room has been mostly stripped of furniture. The wood floor is bare, the window uncurtained. A bulky, old-fashioned cradle stands in the center of the room. A metal heating grate is built into the baseboard in the west wall, and there's a small square table in the northeast corner, on which stands an old-fashioned model merry-go-round. Dominating the south wall is a large, rather faded image of a clown, which has been painted directly on the wallboard.", "endoftext": false }, { "action": "You drop all", "response": "wooden bucket: Dropped.\nburlap sack: Dropped.\nscrewdriver: Dropped.\nkey to Cabin One: Dropped.\nfire tongs: Dropped.\nfat white candle: Dropped.", "endoftext": false }, { "action": "PUT CANDLE, CABIN KEY, SCREWDRIVER IN SACK", "response": "fat white candle:\n(first taking the fat white candle)\nDone.\n\nkey to Cabin One:\n(first taking the key to Cabin One)\nDone.\n\nscrewdriver:\n(first taking the screwdriver)\nDone.", "endoftext": false }, { "action": "Leave", "response": "This cheerless cubicle looks oddly stark with the shelves leaning in one corner. There's an open doorway to the south, a door to the west, which is closed, and a square hatch in the north wall.\n\nSeveral long pine planks are leaning in a corner.\n\nYou see some rat droppings, some onions, a wooden bucket, a burlap sack (which contains a pill bottle, a little white pill, some faded photographs, a flashlight, a croquet hoop, a partially crumbled piece of burnt toast, a bad fuse, a sketchbook, a stone bracelet, a gold locket, an old shovel, an indecipherable map, a poker, a fat white candle, the key to Cabin One, and a screwdriver), and some fire tongs here.", "endoftext": false }, { "action": "You take all", "response": "rat droppings: The rat droppings are of no conceivable use to you.\n\nonions: The onions are of no conceivable use to you.\n\nwooden bucket: Taken.\nburlap sack: Taken.\nfire tongs: Taken.", "endoftext": false }, { "action": "You fill kettle", "response": "You turn on the tap, fill the kettle, and turn off the tap again.", "endoftext": false }, { "action": "You look at the kettle", "response": "The old-fashioned tea kettle has a long spout. It's rather dented. By sloshing it from side to side, you can feel that it's full of water.", "endoftext": false }, { "action": "TAKE MUG, ENVELOPE, TEASPOON", "response": "stained blue mug: Taken.\nbrown envelope: Taken.\nteaspoon: Taken.", "endoftext": false }, { "action": "You examine the glass", "response": "The juice glass is about three inches tall, and an inch in diameter.", "endoftext": false }, { "action": "You open the fridge", "response": "Opening the refrigerator reveals an egg.", "endoftext": false }, { "action": "You examine the egg", "response": "It's an ordinary egg.", "endoftext": false }, { "action": "You turn on the stove", "response": "You switch on the burner beneath the kettle, and shortly the burner begins to glow with heat.", "endoftext": false }, { "action": "You open the envelope", "response": "You rip off one corner of the envelope, revealing a fragrant brown powder that's quite likely to be cocoa mix.", "endoftext": false }, { "action": "You put the Mix in mug", "response": "You empty the brown envelope into the mug.", "endoftext": false }, { "action": "You put the envelope in the sack", "response": "Done.\n\nThe kettle whistles merrily as steam escapes from it.", "endoftext": false }, { "action": "You pour the water into mug", "response": "You need to be holding the kettle in order to do that.\n\nThe kettle whistles merrily as steam escapes from it.", "endoftext": false }, { "action": "You pour the water into the mug", "response": "You pour steaming hot water from the kettle into the mug, where it swiftly dissolves the cocoa powder, producing a mug of hot cocoa.", "endoftext": false }, { "action": "You turn off stove", "response": "You switch off the electric burner.", "endoftext": false }, { "action": "You put the pill in the mug", "response": "(first taking the little white pill from the burlap sack)\nYou drop the pill into the mug, where it swiftly dissolves in the steaming cocoa.", "endoftext": false }, { "action": "You look at mug", "response": "The mug is large, thick-handled, blue, and stained with the residue of years of beverages. It contains some hot cocoa.", "endoftext": false }, { "action": "You go east", "response": "The screen door screeches metallically as you open it.\n\nThe front porch runs the length of the east side of the house. It's not screened in, though it probably ought to be, as there's a busy wasps' nest up under one corner of the roof. The floorboards are uneven, and the railing looks pretty wobbly. A long beige couch, from which the padding is escaping, is jammed against the inside wall, below a window.\n\nThe screen door to the house is to the west, and a shallow flight of steps leads down to the east, to the lawn.\n\nBeauregard Phelps is sitting on the couch, gazing out placidly across the lawn. Once in a while his eyes flick toward you, as if he's watching you while pretending not to.", "endoftext": false }, { "action": "You give the mug to Phelps", "response": "\"I want to talk to you,\" you say to Beauregard.\n\nHis eyes widen mildly. \"So talk, then.\"\n\nBeauregard accepts the mug of steaming cocoa from you with grave courtesy and slurps. He smacks his lips. \"Just the way I like it - thank you kindly, little lady. Now why don't you run along and enjoy what's left of this fine summer afternoon?\"", "endoftext": false }, { "action": "You ask Phelps about the doll", "response": "\"I hope I git up to see New York sometime,\" Beauregard says irrelevantly.", "endoftext": false }, { "action": "You ask Phelps about Luisa", "response": "Beauregard pulls his gaze back from the lawn. \"Was you sayin' somethin', sweet pea?\"", "endoftext": false }, { "action": "You wait", "response": "Time passes...", "endoftext": false }, { "action": "You go east", "response": "Phelps turns away from you, scratches himself, and goes back to gazing out across the lawn.\n\nAs you put your weight on the steps, several of the boards creak loudly.\n\nThis lumpy, patchy stretch of lawn is the most pleasant outdoor spot at Eternal Springs, though that isn't saying much. A rusted, sagging chaise longue is provided for the comfort of anyone who would like to bask in the scorching heat of the afternoon sun. (There's precious little shade here, other than the low oblong of obscurity wedged beneath the chaise.)\n\nTo the east, the lawn is bordered by a high hedge of a virulent and sickly green, whose foliage is laden with a bounty of pulpy red flowers. The arid stretch of dirt between the cabins stretches out to the south. The main house stands, crooked and bleak but stubbornly attempting a faded grandeur, to the west, a short, broad flight of board steps leading up to the long porch, which is roofed over but nonetheless gapes open on the afternoon. A tiny, weed-infested flower-bed crouches to the right of the steps.\n\nA cracked and buckled concrete walk leads away through some tall bushes to the north, and another walk, whose slabs are tossed as if by some prehistoric geological upheaval, curves out of sight to the southwest around the corner of the house.\n\nHoney Hartwell is reclining on the chaise longue, leafing through a magazine.", "endoftext": false }, { "action": "You examine wasps", "response": "The wasps' nest is tucked up under the roof at one end of the porch. Quite a traffic of insects is flying in and out.\n\nHoney wiggles her toes.", "endoftext": false }, { "action": "Go northwest", "response": "You're standing in the weed-infested remains of a small flower-bed.\nThe porch railing is directly above you, almost close enough to reach, and the lawn is back to the east. Only a few feet away, on the porch, Beauregard Phelps is leaning back on the couch, snoring.", "endoftext": false }, { "action": "You search Phelps", "response": "Beauregard Phelps is too far away.", "endoftext": false }, { "action": "You go north", "response": "The kitchen is large and not especially neat. The appliances are all ancient, their surfaces dented and chipped. The refrigerator stands against one wall, the stove against another, and there's a cupboard above the sink. Against an inner wall stands a small square table, with a wooden chair beside it. An exterior door is to the south, interior doorways to the east and north.\n\nOn the stove is a tea kettle. The cupboard contains a juice glass.", "endoftext": false }, { "action": "You go to the east", "response": "The screen door screeches metallically as you open it. Beauregard Phelps makes a snorting noise, sits up a little straighter on the couch, rubs his eyes, and yawns ferociously. \"My goodness! Must of dozed off for a minute there, but you woke me up.\" He smiles at you vaguely.\n\nThe front porch runs the length of the east side of the house. It's not screened in, though it probably ought to be, as there's a busy wasps' nest up under one corner of the roof. The floorboards are uneven, and the railing looks pretty wobbly. A long beige couch, from which the padding is escaping, is jammed against the inside wall, below a window.\n\nThe screen door to the house is to the west, and a shallow flight of steps leads down to the east, to the lawn.\n\nBeauregard Phelps is sitting on the couch, gazing out placidly across the lawn. Once in a while his eyes flick toward you, as if he's watching you while pretending not to.\n\nBeauregard hitches up his suspenders.", "endoftext": false }, { "action": "Go up", "response": "The railing would probably come off if you tried to climb up. That would make a lot of noise, which would attract attention. Besides, you might easily fall and break your tailbone.", "endoftext": false }, { "action": "You jump", "response": "You jump a little, and land back where you started.", "endoftext": false }, { "action": "You take bucket", "response": "You pick up the bucket.", "endoftext": false }, { "action": "You go southeast", "response": "This lumpy, patchy stretch of lawn is the most pleasant outdoor spot at Eternal Springs, though that isn't saying much. A rusted, sagging chaise longue is provided for the comfort of anyone who would like to bask in the scorching heat of the afternoon sun. (There's precious little shade here, other than the low oblong of obscurity wedged beneath the chaise.)\n\nTo the east, the lawn is bordered by a high hedge of a virulent and sickly green, whose foliage is laden with a bounty of pulpy red flowers. The arid stretch of dirt between the cabins stretches out to the south. The main house stands, crooked and bleak but stubbornly attempting a faded grandeur, to the west, a short, broad flight of board steps leading up to the long porch, which is roofed over but nonetheless gapes open on the afternoon. A tiny, weed-infested flower-bed crouches to the right of the steps.\n\nA cracked and buckled concrete walk leads away through some tall bushes to the north, and another walk, whose slabs are tossed as if by some prehistoric geological upheaval, curves out of sight to the southwest around the corner of the house.\n\nHoney Hartwell is reclining on the chaise longue, leafing through a magazine.\n\nHoney hums a little off-key tune to herself.", "endoftext": false }, { "action": "You go west", "response": "As you put your weight on the steps, several of the boards creak loudly. Beauregard Phelps makes a snorting noise, sits up a little straighter on the couch, rubs his eyes, and yawns ferociously. \"My goodness! Must of dozed off for a minute there, but you woke me up.\" He smiles at you vaguely.\n\nThe front porch runs the length of the east side of the house. It's not screened in, though it probably ought to be, as there's a busy wasps' nest up under one corner of the roof. The floorboards are uneven, and the railing looks pretty wobbly. A long beige couch, from which the padding is escaping, is jammed against the inside wall, below a window.\n\nThe screen door to the house is to the west, and a shallow flight of steps leads down to the east, to the lawn.\n\nBeauregard Phelps is sitting on the couch, gazing out placidly across the lawn. Once in a while his eyes flick toward you, as if he's watching you while pretending not to.\n\nBeauregard hitches up his suspenders.", "endoftext": false }, { "action": "You jump over the steps", "response": "You can't jump over that.\n\nHoney stretches languidly.", "endoftext": false }, { "action": "You look at the steps", "response": "The broad flight of steps leads up to the porch. The planks are badly warped and split, and the gray paint that was applied to them in some remote past is sticking up in thick curling chips.\n\nHoney curls a strand of hair around her little finger.", "endoftext": false }, { "action": "You go to the west", "response": "As you put your weight on the steps, several of the boards creak loudly. Beauregard Phelps makes a snorting noise, sits up a little straighter on the couch, rubs his eyes, and yawns ferociously. \"My goodness! Must of dozed off for a minute there, but you woke me up.\" He smiles at you vaguely.\n\nThe front porch runs the length of the east side of the house. It's not screened in, though it probably ought to be, as there's a busy wasps' nest up under one corner of the roof. The floorboards are uneven, and the railing looks pretty wobbly. A long beige couch, from which the padding is escaping, is jammed against the inside wall, below a window.\n\nThe screen door to the house is to the west, and a shallow flight of steps leads down to the east, to the lawn.\n\nBeauregard Phelps is sitting on the couch, gazing out placidly across the lawn. Once in a while his eyes flick toward you, as if he's watching you while pretending not to.", "endoftext": false }, { "action": "You sit on the couch", "response": "You're not eager to get that close to Beauregard Phelps.\n\nBeauregard points at where Honey is sunbathing on the lawn. \"Quite a little heifer, ain't she? Course, you wouldn't know.\"", "endoftext": false }, { "action": "You sit on the floorboards", "response": "You can't sit on that.\n\n\"I heard your aunt's gonna get you all dolled up for the picnic. I just can't wait!\"", "endoftext": false }, { "action": "You examine the window", "response": "The window is on the wall behind the ratty beige couch, almost directly above Beauregard Phelps's spotty bald head.\n\nBeauregard hitches up his suspenders.", "endoftext": false }, { "action": "You open the window", "response": "To do that, you'd have to lean directly across Beauregard Phelps, and he might grab you.", "endoftext": false }, { "action": "Wait", "response": "Time passes...\n\n\"Wish I had me a seegar,\" Beauregard says wistfully. \"Summer afternoons just ain't the same since I gave up them seegars.\"", "endoftext": false }, { "action": "You wait", "response": "Time passes...\n\nBeauregard belches, and doesn't apologize.", "endoftext": false }, { "action": "You wait", "response": "Time passes...\n\nBeauregard beams at you in a slimy, sweaty way.", "endoftext": false }, { "action": "You wait", "response": "Time passes...\n\nBeauregard smacks his lips. \"That young lady from Nashville, now - she's quite somethin', ain't she?\"", "endoftext": false }, { "action": "You wait awhile", "response": "Time passes...\n\nBeauregard lazily waves away a curious wasp.", "endoftext": false }, { "action": "Wait", "response": "Time passes...\n\nBeauregard hitches up his suspenders.", "endoftext": false }, { "action": "Wait", "response": "Time passes...\n\n\"I heard your aunt's gonna get you all dolled up for the picnic. I just can't wait!\"", "endoftext": false }, { "action": "You go west", "response": "As you reach for the screen door, Beauregard Phelps smiles at you in a slimy way. You smile back and get ready to run, but it seems he's no longer quite so interested in visiting with you as he was earlier. You're able to reach the door and open it without interference. The screen door screeches metallically as you open it.\n\nThe entry hall of Eternal Springs is bare of decoration. The only furnishings are a grandfather clock, which ticks heavily, and a small round telephone table. The front door of the house stands open to the east, the screen door providing, at best, a very partial barrier against the ingress of insects. There are open archways to the north and south, and a narrow staircase with a threadbare runner leads upward. The hall extends further to the west, alongside the staircase.\n\nAfter you go through the screen door, it closes behind you.", "endoftext": false }, { "action": "You look through the door", "response": "Which door do you mean, the long glass door in the clock, or the screen door?", "endoftext": false }, { "action": "You cut the door", "response": "What do you want to cut it with?", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying a burlap sack (which contains a pill bottle, some faded photographs, a flashlight, a croquet hoop, a partially crumbled piece of burnt toast, a bad fuse, a sketchbook, a stone bracelet, a gold locket, an old shovel, an indecipherable map, a poker, a fat white candle, the key to Cabin One, a screwdriver, a brown envelope, and some fire tongs), a teaspoon, and a wooden bucket. You're wearing your clothes.", "endoftext": false }, { "action": "You look through it", "response": "Through the east window you can see the porch and the lawn. Through the south window you can see the cabins.", "endoftext": false }, { "action": "You open it", "response": "The window is stuck. You strain to lift it, but it won't budge.", "endoftext": false }, { "action": "You examine the window", "response": "The window looks out on the porch, and beyond that the lawn.", "endoftext": false }, { "action": "You examine the window", "response": "The window overlooks the cabins to the south.", "endoftext": false }, { "action": "You look through the window", "response": "Most of the view out the window is obscured by trees that stand against the house. Through the trees you can glimpse a little of the two-lane blacktop that runs past Eternal Springs.", "endoftext": false }, { "action": "Go north", "response": "You can't go that way. Obvious exits lead south, back to the upstairs hall; and west, to the closet.", "endoftext": false }, { "action": "You open the window", "response": "You glance at the window and instantly dismiss it as unimportant.", "endoftext": false }, { "action": "You go to the south", "response": "You can't go that way. The only obvious exit leads southeast to the lawn.", "endoftext": false }, { "action": "You climb the railing", "response": "The railing looks quite flimsy. It would probably pull loose and make a lot of noise.", "endoftext": false }, { "action": "You examine Phelps", "response": "He's leaning back on the couch on the porch, eyes closed, mouth wide open, snoring as loud as a locomotive. His pants pocket is sagging open.", "endoftext": false }, { "action": "You examine the pocket", "response": "Phelps's trousers provide plenty of fabric to cover the lower part of his considerable bulk. They're khaki-colored and held up by suspenders. The pockets are sagging open, possibly because of the relaxed way he's half-reclining on the couch.", "endoftext": false }, { "action": "You look in the pocket", "response": "His trousers are too far away for you to reach them.", "endoftext": false }, { "action": "Go southeast", "response": "(first moving off of the wooden bucket)\n\nThis lumpy, patchy stretch of lawn is the most pleasant outdoor spot at Eternal Springs, though that isn't saying much. A rusted, sagging chaise longue is provided for the comfort of anyone who would like to bask in the scorching heat of the afternoon sun. (There's precious little shade here, other than the low oblong of obscurity wedged beneath the chaise.)\n\nTo the east, the lawn is bordered by a high hedge of a virulent and sickly green, whose foliage is laden with a bounty of pulpy red flowers. The arid stretch of dirt between the cabins stretches out to the south. The main house stands, crooked and bleak but stubbornly attempting a faded grandeur, to the west, a short, broad flight of board steps leading up to the long porch, which is roofed over but nonetheless gapes open on the afternoon. A tiny, weed-infested flower-bed crouches to the right of the steps.\n\nA cracked and buckled concrete walk leads away through some tall bushes to the north, and another walk, whose slabs are tossed as if by some prehistoric geological upheaval, curves out of sight to the southwest around the corner of the house.\n\nHoney Hartwell is reclining on the chaise longue, leafing through a magazine.\n\nHoney adjusts the angle of her straw hat microscopically.", "endoftext": false }, { "action": "You show the candle to Tyrone", "response": "(first taking the fat white candle from the burlap sack)\nTyrone shakes his head. \"Oh, honey, you carryin' a heavy load, ain'tcha? Wish I could lighten it some.\"", "endoftext": false }, { "action": "You go to the south-east", "response": "You can't go that way. Obvious exits lead north, to the kitchen; south, to the area behind the cabins; east, to the north end of the croquet court; west; northeast, back to the lawn; northwest, to the gravel driveway; southwest, to the garden of junk; and in, to in the van.", "endoftext": false }, { "action": "You ask Tyrone about the mask", "response": "\"Hello, Tyrone,\" you say.\n\n\"Hello again,\" he says. \"How you gettin' along, now?\"\n\nYou consider asking Tyrone about the ebony mask - but he doesn't know you've been inside his shack, and maybe it's better that way.", "endoftext": false }, { "action": "You ask Tyrone about the voodoo", "response": "Tyrone spreads his hands. \"You got me.\"", "endoftext": false }, { "action": "Go south", "response": "Tyrone shrugs and goes back to work on the van.\n\nThe open area behind the western row of cabins is thinly carpeted with scruffy, dusty weeds. A large, rusted incinerator stands in the middle of the open space. A scraggly tree has set down roots quite close to the leftmost of the three cabins whose rear walls form a barrier to the east.\n\nTo the south is the shed at the edge of the swamp. You can go north to the area in front of the run-down shack, where the motel's dusty van is parked. The overgrown, junk-strewn garden beside the shack is to the west.", "endoftext": false }, { "action": "Go upward", "response": "From this perch in the midst of the scraggly tree, you can't see much. The area behind the cabins is obscured by foliage. However, you're quite close to the rear wall of Cabin Four, and have a close view of the cabin's bathroom window, which is open.", "endoftext": false }, { "action": "You look in the window", "response": "The bathroom looks ordinary enough. Beyond the open bathroom door, a man is sitting on the bed, hunched over a laptop computer.", "endoftext": false }, { "action": "You examine man", "response": "The man is intent on what he's doing with the computer.", "endoftext": false }, { "action": "You ask Luisa about the matches", "response": "As you start to speak, Luisa scowls at you irritably. \"Why don't you go outside and play?\"\n\n\"Oh, that.\" Luisa shrugs. \"It ain't none of my business.\"", "endoftext": false }, { "action": "You turn the arrow to the sun", "response": "The arrow on the device is already pointing straight at the sun.", "endoftext": false }, { "action": "You look at the clock", "response": "The grandfather clock stands as stiff and still as a tombstone, except that within it a brass heart ticks as the pendulum swings back and forth behind the long glass door. The clock face is numbered using Roman numerals, to which a pair of ornate old-fashioned brass hands (rather bent and tarnished) are pointing. If the clock is to be believed, it's now 5:41.", "endoftext": false }, { "action": "You examine the face", "response": "Which face do you mean, the snapshot, or the clock face?", "endoftext": false }, { "action": "Clock face", "response": "The clock face, which is behind glass, has the usual Roman numerals in the usual positions, and a pair of ornately curlicued brass hands. If the clock is to be believed, it's now 5:41.", "endoftext": false }, { "action": "You examine the hands", "response": "The brass hands might once have been well polished, but by now they're splotchy with bits of corrosion. The hands point to the hour of 5:41.", "endoftext": false }, { "action": "You take the hands", "response": "You can't have those; they're part of the grandfather clock.", "endoftext": false }, { "action": "You drop all", "response": "burlap sack: Dropped.\nteaspoon: Dropped.\nfat white candle: Dropped.", "endoftext": false }, { "action": "You put the skeleton in the grate", "response": "The skeleton is not something that can be put through the grate.\n\nA finger bone drops off of the skeleton's hand. No, carrying it around like this just isn't going to work.", "endoftext": false }, { "action": "You put the mat in the grate", "response": "(first trying to take the straw mat)\nIf you pick up the mat now, what's on it will slide off. You might try rolling it up.", "endoftext": false }, { "action": "You open mat", "response": "Before unrolling the mat, you need to put it down. Otherwise, there's no telling what might happen to what's in it.", "endoftext": false }, { "action": "You put the mat on the table", "response": "The rolled-up straw mat is too large for the shallow table.", "endoftext": false }, { "action": "Go south", "response": "You can't go that way. Obvious exits lead north; east, back to the alcove; and in, to the dumbwaiter.", "endoftext": false }, { "action": "Smell bed", "response": "The bed smells disgusting.", "endoftext": false }, { "action": "You examine the dresser", "response": "The chipped, warped chest of drawers looks like it's about a hundred years old, and has been rejected as junk by every antique shop in the state of Mississippi. It stands against the west wall - crookedly, because one front leg is visibly shorter than the other. The top is littered with a scatter of stuff.", "endoftext": false }, { "action": "You examine the stuff", "response": "The stuff on the dresser is about what you'd expect - a couple of hairbrushes full of greasy gray hair and dandruff, a chipped saucer with some paper clips and thumbtacks in it, and some pecan shells. There's nothing else of interest among the stuff on the dresser.", "endoftext": false }, { "action": "You move the bed", "response": "The bed is too heavy.", "endoftext": false }, { "action": "You look through the peephole", "response": "Through the peephole you can see Luisa standing at her ironing board, ironing.", "endoftext": false }, { "action": "Go outside", "response": "This cheerless cubicle looks oddly stark with the shelves leaning in one corner. There's an open doorway to the south, a door to the west, which is closed, and a square hatch in the north wall.\n\nSeveral long pine planks are leaning in a corner.\n\nYou see some rat droppings, some onions, a burlap sack (which contains a pill bottle, some faded photographs, a flashlight, a croquet hoop, a partially crumbled piece of burnt toast, a bad fuse, a sketchbook, a stone bracelet, a gold locket, an old shovel, an indecipherable map, a poker, the key to Cabin One, a screwdriver, a brown envelope, and some fire tongs), a teaspoon, and a fat white candle here.", "endoftext": false }, { "action": "You take all", "response": "rat droppings: The rat droppings are of no conceivable use to you.\n\nonions: The onions are of no conceivable use to you.\n\nburlap sack: Taken.\nteaspoon: Taken.\nfat white candle: Taken.", "endoftext": false }, { "action": "You put the candle and the spoon in the sack", "response": "fat white candle: Done.\nteaspoon: Done.", "endoftext": false }, { "action": "Go south", "response": "The kitchen is large and not especially neat. The appliances are all ancient, their surfaces dented and chipped. The refrigerator stands against one wall, the stove against another, and there's a cupboard above the sink. Against an inner wall stands a small square table, with a wooden chair beside it. An exterior door is to the south, interior doorways to the east and north.\n\nOn the stove is a tea kettle. The cupboard contains a juice glass.", "endoftext": false }, { "action": "You go west", "response": "The closet is small and pretty much empty. Set in one wall is a little metal door about a foot high, which is open. The bedroom is to the east.\n\nYou see some toast crumbs here.", "endoftext": false }, { "action": "Go west", "response": "You can't go that way. The only obvious exit leads east, back to the dreary bedroom.", "endoftext": false }, { "action": "You look at the table", "response": "The old wooden table is a small, square, utilitarian surface, rather battered and with one crooked leg.", "endoftext": false }, { "action": "You examine the appliances", "response": "The appliances include the sink, the stove, and the refrigerator. To interact with them, you need to refer to them singly.", "endoftext": false }, { "action": "You examine the sink", "response": "The sink is lined with a mottled crust of scum. A faucet is mounted above it.", "endoftext": false }, { "action": "You drop all", "response": "burlap sack: Dropped.", "endoftext": false }, { "action": "You open the slab", "response": "The slab is already open.", "endoftext": false }, { "action": "Go east", "response": "A square-cut channel, too broad to jump and seemingly bottomless (though in the dim light it's hard to be certain) stretches from north to south here. Spanning it is a narrow ribbon of silver, barely wide enough to walk on. The ribbon shimmers slightly, as if it's made of oily light. The walls of close-fitting gray stone were obviously made by human hands - or at least, by hands of some sort.\n\nAn open doorway leads west, and the silver bridge affords a slightly vertiginous path to the east.", "endoftext": false }, { "action": "Go east", "response": "You step lightly and carefully across the narrow silver bridge. As you reach the far end, a sizzling, crackling noise behind you makes you whirl and look back. The bridge is evaporating at your heels into a drift of silver sparks. The sparks spin, dimming, into the abyss. In a moment the bridge is gone.\n\nA broad passageway runs north and south here, flanked on the west by a square-cut channel of unguessable depth. Directly across the channel, to the west from where you're standing, is an open doorway through which can be glimpsed the cheerfully torchlit room of seven doors, but the slim silver bridge that was here before seems to have vanished, leaving you no way to cross the channel. On the east side of the passageway is a narrow opening, beyond which a stairway leads down into the gloom.", "endoftext": false }, { "action": "You go north", "response": "This large room, which smells cloyingly of incense, is luxuriously furnished in an style that you'd probably be able to identify if you hadn't been daydreaming so much during World History. Possibly it's Aztec, Mayan, Incan, or even Egyptian. Straw mats hang from the walls, painted with elaborate designs in red and black. A heavy cabinet stands against the east wall. The bronze door is to the south, and daylight spills through an open archway to the north.\n\nThe heavy wood cabinet contains a wooden staff, a golden cape, and a golden helmet.", "endoftext": false }, { "action": "You wear the cape", "response": "(first taking the golden cape)\nOkay, you're now wearing the golden cape.", "endoftext": false }, { "action": "Wear helmet", "response": "(first taking the golden helmet)\nOkay, you're now wearing the golden helmet.", "endoftext": false }, { "action": "Go east", "response": "Though paved in polished marble and enclosed on all sides, this large square room is open to the sky above. Aside from some low benches, also of marble, that surround a shallow, square pool of water in the center of the room, it's unfurnished. There's a high arched doorway to the north, a row of lower arches on the east, a tunnel entrance to the west, and a square-cut doorway to the south.", "endoftext": false }, { "action": "You look at the statue", "response": "The statue has wide, glaring eyes that glitter a deep red, outstretched hands with fearsome claws, and a grimacing mouth lined with pointed teeth. Looking at it sets your heart tapping in your chest.", "endoftext": false }, { "action": "You take the mat", "response": "You've already taken a mat. No need to collect the lot.", "endoftext": false }, { "action": "You go to the north", "response": "This little balcony overlooks a small but well-maintained formal garden dotted with fruit trees. Looming over the garden to the east is an imposing, windowless building whose heavy, close-set stone pillars suggest Egypt or Ancient Rome. An open archway to the south leads back into the chamber, and a steep flight of stairs leads down into the garden.", "endoftext": false }, { "action": "You go south", "response": "A broad passageway runs north and south here, flanked on the west by a square-cut channel of unguessable depth. Directly across the channel, to the west from where you're standing, is an open doorway through which can be glimpsed the cheerfully torchlit room of seven doors, but the slim silver bridge that was here before seems to have vanished, leaving you no way to cross the channel. On the east side of the passageway is a narrow opening, beyond which a stairway leads down into the gloom.", "endoftext": false }, { "action": "You go south", "response": "The passage from the north opens out here on a balcony overlooking a jarringly prosaic scene. Half a dozen men wearing camouflage combat fatigues and black berets are lounging around a long table, smoking cigarettes and talking in low voices. The men are armed with what look like automatic rifles. Fortunately, they don't seem to have noticed you. A stairway leads down from the balcony into the middle of the room.", "endoftext": false }, { "action": "You go to the east", "response": "The walls of this tunnel are of rough-hewn, square-cut dark gray stone. The ceiling is high, and the walls seem to press close, as the tunnel itself is not wide. The air is cooler here than in the upper passage, and smells a bit dank. A narrow stairway ascends to the west, and the tunnel extends away into the gloom to the north and east.", "endoftext": false }, { "action": "Go east", "response": "The stone tunnel terminates here against a solid block of stone that stretches from floor to ceiling at the east end. The only way you can go is back to the west.", "endoftext": false }, { "action": "Go east", "response": "Behind you, to the west, is the imposing edifice of the building, which is broken here by a row of arches. To the east a shallow flight of stairs at least fifty feet wide glides down to the near edge of what appears to be a slum. Mud-brick hovels, some thatch-roofed and some topped with red ceramic tile, are crammed together in a cityscape that stretches to the horizon. Brown-skinned, black-haired people are moving in and out among the nearer structures; they don't seem to have noticed you yet, but you're very visible. Clearly, this is not a safe place to linger.", "endoftext": true }, { "action": "Go downwards", "response": "For a moment you consider venturing out into the slum - but it would take you days to explore it, and the local people could hardly fail to notice the blond stranger. No, whatever you hope to gain in this strange place surely lies in the building behind you.", "endoftext": false }, { "action": "Wave staff", "response": "As you wave the staff, a low hum emanates from a couple of footrest-sized blocks at the edge of the chasm. A band of light leaps out across the abyss, and in a moment the shimmering silver bridge is restored.", "endoftext": false }, { "action": "You examine the mat", "response": "The mat is quite large - at least five feet wide, and six or seven feet long. At the moment it's rolled up.", "endoftext": false }, { "action": "You examine the dagger", "response": "The dagger has a wicked-looking slim, curved blade nearly a foot long, and a black leather hilt.", "endoftext": false }, { "action": "You look at the table", "response": "The scarred old wooden table is both taller and shallower than a normal table - about four feet high and no more than a foot deep. On the shallow table are a purple-eyed figurine and a curved dagger.", "endoftext": false }, { "action": "You open the mat", "response": "You unroll the mat, revealing the skeleton.", "endoftext": false }, { "action": "You take the skeleton", "response": "Taken.\n\nThe ligaments holding the skeleton's larger bones together are starting to stretch like rubber bands.", "endoftext": false }, { "action": "You roll it", "response": "You roll up the mat.", "endoftext": false }, { "action": "You put the mat in grate", "response": "The rolled-up straw mat is too large to fit through the opening.", "endoftext": false }, { "action": "You open mat", "response": "You unroll the mat.", "endoftext": false }, { "action": "You look at the mat", "response": "The mat is quite large - at least five feet wide, and six or seven feet long. It's painted with an elaborate and somewhat unnerving design in red and black.", "endoftext": false }, { "action": "Leave", "response": "This cheerless cubicle looks oddly stark with the shelves leaning in one corner. There's an open doorway to the south, a door to the west, which is closed, and a square hatch in the north wall.\n\nSeveral long pine planks are leaning in a corner.\n\nYou see some rat droppings, some onions, and a burlap sack (which contains a pill bottle, some faded photographs, a flashlight, a croquet hoop, a partially crumbled piece of burnt toast, a bad fuse, a sketchbook, a gold locket, an old shovel, an indecipherable map, a poker, the key to Cabin One, a screwdriver, a brown envelope, some fire tongs, a fat white candle, and a teaspoon) here.", "endoftext": false }, { "action": "You take all", "response": "rat droppings: The rat droppings are of no conceivable use to you.\n\nonions: The onions are of no conceivable use to you.\n\nburlap sack: Taken.", "endoftext": false }, { "action": "You put it in sack", "response": "Okay, you're no longer wearing the stone bracelet.\n\nDone.", "endoftext": false }, { "action": "You ask Luisa about the figurines", "response": "As you start to speak, Luisa scowls at you irritably. \"Why don't you go outside and play?\"\n\nLuisa's attention is on her ironing. She seems not to have heard you.", "endoftext": false }, { "action": "You ask Luisa about the ghost", "response": "\"You're just a chatterbox, ain't you? Why don't you go away an' bother somebody else, eh?\"", "endoftext": false }, { "action": "You ask Luisa about the swamp", "response": "When you mention the swamp, Luisa shakes her head slowly and heavily. \"There's bad things out there in the swamp. Things that bite you, suck out your blood. Don' even think about going swimming out there. I wouldn't even go out there in a boat. It might tip over, then where would you be? You tell me that.\"", "endoftext": false }, { "action": "You ask Luisa about Hank", "response": "Luisa's attention is on her ironing. She seems not to have heard you.", "endoftext": false }, { "action": "You ask Luisa about Tyrone", "response": "Luisa shrugs. \"He's all right. He treats me all right.\"", "endoftext": false }, { "action": "You ask Luisa about the dagger", "response": "\"That's not something I goin' to worry about,\" she says. \"Not right now.\"", "endoftext": false }, { "action": "You ask Luisa about the device", "response": "\"That funny circle thing in the office,\" you say to Luisa. \"The thing with all the mirrors. What is it, anyhow?\"\n\nShe shrugs. \"I don't know. It belong to Mr. Beauregard, that's all.\nI seen letters like that on some old things when I was a little girl, but not in a long time. He got a bracelet with some letters like that on the stones, too, you know? One time I seen him put the bracelet on the thing in the office an' turn it. The sun was coming in the window so bright it almost blinded me, like it was flashing a rainbow on the mirrors.\"", "endoftext": false }, { "action": "You show the sketchbook to Luisa", "response": "(first taking the sketchbook from the burlap sack)\nWhen she sees the book, Luisa says sternly, \"You put that back in the bookcase where it belongs.\"", "endoftext": true }, { "action": "You touch clown", "response": "The clown reaches out and takes your hand, the merry-go-round's tinkly music swells, and you're spun out of the upstairs bedroom into that other place.\n\nVague many-colored blobs of light float gently around you on all sides, and there are no shadows here. It's like being trapped inside a great big lava lamp, except that you can hear an off-key brass band oom-pahing not far away. The painted clown from the abandoned nursery, now no longer painted but quite real, is standing in front of you, gazing down at you with either pity or wry amusement (it's hard to tell which).", "endoftext": false }, { "action": "You give the mat to clown", "response": "\"Hello again,\" you venture.\n\n\"Hello again yourself,\" the clown replies. \"I was wondering if you'd come back.\"\n\nThe clown giggles. \"I might have a use for a thing like that,\" he declares. \"Oh, yes, truly I might. I just can't think right at this moment what use it might be.\"", "endoftext": false }, { "action": "You take the skeleton", "response": "Taken.\n\nThe skull sags sideways onto your shoulder, giving you a nasty start. On close inspection, you find that the skull is awfully close to dropping free of the backbone.", "endoftext": false }, { "action": "You give the skeleton to the clown", "response": "You gesture at the skeleton. \"Do you think these bones are what you need?\"\n\nThe clown inspects the skeleton gravely. \"I do believe they'll serve. Where did you - no, don't tell me. I don't want to know. Whoever these belonged to doesn't need them anymore, that's all that matters.\"\n\nHe picks up the skeleton. First he clasps it to him, so that it looks as if he's planning to dance with it. (The music is still oom-pahing away in the background.) But then he ... it's hard to say exactly what he does with the skeleton. It looks a bit like putting on a pair of pajamas, except sort of inside out. It's as if the pajamas were putting on the person, somehow. First he steps on the skeleton's feet, and somehow the feet are inside his, and then the legs, and then the rest. In a moment the skeleton is entirely gone.\n\nThe clown jumps up in the air and clicks his heels together. \"Oh, I feel wonderful! So much more solid! You've done it - you've brought me everything I need to be a real person. I never doubted you for a moment, you know. I knew you'd do it.\" The clown digs down into one of the capacious pockets in his baggy trousers, produces the gold coin, and solemnly hands it to you. \"You see? I've kept my end of the bargain, haven't I? Spend it wisely, young lady. Now, if you'll forgive me, I really must be going. I've so much to see!\n\n\"Perhaps we'll meet again someday,\" he adds. \"I'd like that. I do hope you'll stay safe until then. The world - what little of it I've seen so far, which is very little indeed - seems quite full of dreadful dangers. I do hope you'll be very careful! Farewell, then.\"\n\nThe clown bows to you, and then turns and walks away with a kind of proud, sauntering stride, the spangly tails of the coat swaying behind him. As he goes, the blobs of color swirling around you begin to dissolve. In a few moments you're back in the upstairs bedroom - and the wall where the clown was painted is blank!\n\nYou rush to the window and look out. A figure is just ducking out of sight around the corner of the house - a figure with red hair and a coat that seems to shimmer in the sun. He turns and waves, and then he's gone.\n\nThis room has been mostly stripped of furniture. The wood floor is bare, the window uncurtained. A bulky, old-fashioned cradle stands in the center of the room. A metal heating grate is built into the baseboard in the west wall, and there's a small square table in the northeast corner, on which stands an old-fashioned model merry-go-round.\n\nYou see a straw mat here.\n\nThe merry-go-round continues tinkling its wistful little tune.", "endoftext": false }, { "action": "You look at the coin", "response": "The gold coin is about the size of a silver dollar. It has a striding Goddess of Liberty on the front, and an eagle flying across a rising sun on the reverse. It's dated 1907.\n\nThe merry-go-round continues tinkling its wistful little tune.", "endoftext": false }, { "action": "Go west", "response": "You can't go that way. The only obvious exit leads north, back to the upstairs hall.\n\nThe merry-go-round falls silent and the little horses stop moving.", "endoftext": false }, { "action": "You go to the south", "response": "(first opening the door)\n\nThe furnishings in the bedroom are about what you'd expect - a rumpled bed whose sour odor permeates the room and a dresser with a scatter of stuff on top. There's a wide archway to the east and an imposing-looking door in the north wall. The square hatch by which you first entered the room is set into the east wall at the northeast corner.", "endoftext": false }, { "action": "Go east", "response": "This narrow, windowless room is lit only by the daylight that spills through the open doorway to the west, which leads back to the bedroom. A narrow table stands against the north wall, and at the foot of the table, in the east wall, a metal grate is set in the baseboard.\n\nIn the east wall, where you might ordinarily expect to see a door to another room, is a massive slab of stone, both broader and higher than a door. In the upper center of the slab is a circular carving.\n\nOn the shallow table are a purple-eyed figurine and a curved dagger.\n\nAs you're wondering what to do next, Beauregard Phelps rushes up to you and grips your arm so hard you cry out in pain. \"So,\" he says. \"We got ourselves a sneak thief. Luisa tells me you got into my room. Well, no harm done. But I reckon we'll have to put you away where you can't get in no more mischief between now and the time for the ritual.\"\n\nYou try to protest that it's all a silly mistake, but he only laughs. Not letting his grip slacken for an instant, he drags you down to the cellar of the house and thrusts you into a big shipping trunk. The lid slams shut, and you're left curled up in a painful knot in total darkness.\n\nA long time passes - you're not sure how long. When you hear footsteps approaching, and voices, a flush of hope jolts through you. The trunk lid springs open and you're hauled out. You start to protest about your treatment, but then you see that Aunt Caroline is carrying the white dress, and your words freeze in your throat. Your aunt's mouth is set in a grim line.\n\nWhile the others watch, ignoring your shame, she and Honey Hartwell force you to take off your clothes and put on the white dress. Then the whole party, with you in the middle crying and trying to get away, marches out to the meadow where the block of stone is standing. \"It's almost time now,\" Phelps says, his voice bubbling with an undercurrent of glee.\n\nAs sunset arrives, there's a thickening in the air, a sense of a foul presence gathering. Shortly you can see it hovering above the stone block, a huge form that grows darker and more solid by the moment. The monster's fangs and claws are exactly like those on the little figurines, but far larger and more terrifying.\n\nThe demon reaches toward you, its thick red tongue writhing out obscenely. Your aunt and a well-dressed man whose aftershave smells, nauseatingly, of mint force you down on your back on the stone block, and Beauregard Phelps stalks ponderously forward, raising his curved dagger high and bringing it down toward your breast in a swift slashing arc.", "endoftext": false }, { "action": "Wait", "response": "Time passes...\n\nLuisa comes down the stairs, moving slowly and heavily. Not looking at you, she resumes her ironing.", "endoftext": false }, { "action": "You ask Luisa about jessie", "response": "Luisa snuffles and wipes her eyes. \"I don't want to talk about that,\" she says hoarsely.", "endoftext": false }, { "action": "You ask Luisa about doll", "response": "\"The doll in my room, you mean?\" Luisa glares at you. \"What do you been sneaking in my room for? Well, it don't matter. I don't got nothing anybody'd want to steal. That doll, it used to belong to the little girl I told you about, the one who lived here, Jessie. After she wasn't here no more, I took the doll upstairs so I could look at it sometimes and not have to go in the room with the clown.\"", "endoftext": false }, { "action": "You put the teaspoon and candle in the sack", "response": "teaspoon: Done.\nfat white candle: Done.", "endoftext": false }, { "action": "You ask Luisa about the doll", "response": "As you start to speak, Luisa scowls at you irritably. \"Why don't you go outside and play?\"\n\n\"The doll in my room, you mean?\" Luisa glares at you. \"What do you been sneaking in my room for? Well, it don't matter. I don't got nothing anybody'd want to steal. That doll, it used to belong to the little girl I told you about, the one who lived here, Jessie. After she wasn't here no more, I took the doll upstairs so I could look at it sometimes and not have to go in the room with the clown.\"", "endoftext": false }, { "action": "You go east", "response": "This narrow, windowless room is lit only by the daylight that spills through the open doorway to the west, which leads back to the bedroom. A narrow table stands against the north wall, and at the foot of the table, in the east wall, a metal grate is set in the baseboard.\n\nIn the east wall, where you might ordinarily expect to see a door to another room, is a massive slab of stone, both broader and higher than a door. In the upper center of the slab is a circular carving.\n\nYou see a straw mat (on which is a skeleton) here. On the shallow table are a purple-eyed figurine and a curved dagger.", "endoftext": false }, { "action": "You take the figurine with the tongs", "response": "As you reach toward the figurine, the dagger rises into the air, guided by no hand that you can see, and slashes at your face! You back away quickly.", "endoftext": false }, { "action": "You put the kettle on the table", "response": "(first taking the tea kettle)\nThe tea kettle is too large for the table.", "endoftext": false }, { "action": "You put the kettle in sink", "response": "The tea kettle is too large for the sink.", "endoftext": false }, { "action": "You take the kettle", "response": "You are already carrying the tea kettle.", "endoftext": false }, { "action": "You turn on the stove", "response": "You switch on a burner, and shortly the burner begins to glow with heat.", "endoftext": false }, { "action": "Light candle", "response": "What do you want to light it with?", "endoftext": false }, { "action": "You put the candle on the stove", "response": "Putting things on the stove while it's switched on would be dangerous.", "endoftext": false }, { "action": "You turn off stove", "response": "You switch off the electric burner.", "endoftext": false }, { "action": "You turn on the stove", "response": "Turning on the stove while there are things on it other than the kettle could be dangerous.", "endoftext": false }, { "action": "You ask Aunt about glasses", "response": "\"We can talk about that later,\" Aunt Caroline says firmly.", "endoftext": false }, { "action": "You take the glasses", "response": "You glance at the glasses and instantly dismiss them as unimportant.", "endoftext": false }, { "action": "You go to the west", "response": "The kitchen is large and not especially neat. The appliances are all ancient, their surfaces dented and chipped. The refrigerator stands against one wall, the stove against another, and there's a cupboard above the sink. Against an inner wall stands a small square table, with a wooden chair beside it. An exterior door is to the south, interior doorways to the east and north.\n\nYou see a tea kettle here. The cupboard contains a juice glass.", "endoftext": false }, { "action": "You go northwest", "response": "Tyrone shrugs and goes back to work on the van.\n\nThe gravel driveway runs behind the big house, which looms over you to the east. At the north end the driveway passes through a high hedge, and at the south it opens out into an area in front of a shack, where a dusty van is parked. A pair of low doors angles out from the foundation of the house at this spot.\n\nYou see a dead possum here.", "endoftext": false }, { "action": "You ask the boys about the gap", "response": "\"Hello again,\" you say, trying to sound cheerful. \"I'm back.\"\n\n\"Was she gone?\" the smaller boy says. \"I din't notice.\"\n\nThe larger boy sticks a finger in his ear and twirls it around, wrinkling his face in concentration. \"You hear a skeeter?\" he says.\n\"I thought I heard some buzzin'.\"", "endoftext": false }, { "action": "You ask the boys about the brambles", "response": "\"What you askin' us for?\" the smaller boy says. \"Bet you know all the answers already.\"\n\nThe boys make loud kissing noises at you.", "endoftext": false }, { "action": "You ask the boys about the road", "response": "The boys both shrug. \"Don't mean nothin' to us,\" one of them says.\n\nThe boys edge toward you casually.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying a burlap sack (which contains a pill bottle, some faded photographs, a flashlight, a croquet hoop, a partially crumbled piece of burnt toast, a bad fuse, a sketchbook, a stone bracelet, a gold locket, an old shovel, an indecipherable map, a poker, the key to Cabin One, a screwdriver, a brown envelope, some fire tongs, and a fat white candle) and a teaspoon. You're wearing your clothes.", "endoftext": false }, { "action": "Go east", "response": "Knowing the boys are likely to make fun of anything you say, you just turn and walk away without saying goodbye. As you walk away, you hear the boys snickering about something.\n\nThe narrow, potholed ribbon of blacktop runs east and west between thorny thickets to the north and south. A narrow gap in the shrubbery to the south might be wide enough for you to squeeze through.", "endoftext": false }, { "action": "You ask Tyrone about the oil", "response": "You mention the squeaky screen door to Tyrone. \"Can't you oil it or something, it's driving me crazy.\"\n\nHe only shrugs. \"Gotta get the van runnin' right now. I'll get to it later. Maybe tomorrow, maybe next week. You don't want it makin' a racket, just don't go in or out through there.\"", "endoftext": false }, { "action": "You ask Tyrone about the batteries", "response": "You ask Tyrone whether he might know where there are some fresh batteries for the flashlight. He presses his lips together, looking exasperated - but at himself, not at you. \"I was supposed to pick some up, you know, yesterday when I was in town, but I plumb forgot. Sorry, honey.\"", "endoftext": false }, { "action": "You examine the blood", "response": "The shallow pool of blood in the middle of the floor is spattered and smeared, as if something has been dragged through it. Flies are circling above it.", "endoftext": false }, { "action": "You take it", "response": "Picking up a pool of blood would be impractical, pointless, and really creepy too.", "endoftext": false }, { "action": "You touch the blood", "response": "Getting blood on your fingers, especially the blood of someone you just met ... what a dreadfully repulsive thought!", "endoftext": false }, { "action": "You tell David about the clown", "response": "A little diffidently - you're pretty sure he'll think you're crazy - you tell David that you had a sort of hallucination when you were upstairs in the house, a vision in which you were dancing and talking with a clown that had been painted on the wall.\n\nDavid listens solemnly. \"Not even the wickedest force can wholly banish the good,\" he says.", "endoftext": false }, { "action": "You tell David about Lydia", "response": "You consider telling David how you restored Lydia to life - but could he possibly believe the story? You're not sure you believe it yourself, and you saw it with your own eyes.", "endoftext": false }, { "action": "You examine the locket", "response": "The gold locket is an old-fashioned oval no bigger than the last joint of your little finger. It's suspended from a delicate gold chain. Inside the locket is a tiny snapshot of a woman's face.", "endoftext": false }, { "action": "You tell David about the statue", "response": "\"The figurines ... ah, yes. Nasty little things, aren't they?\" David frowns at his knees. He looks so sad you want to hug him, but you don't.\n\n\"They have some sort of magical linkage,\" he says, \"to the actual demon to whom the sacrifice is to be made. They make their way out into the world somehow - I have no idea how, but I do believe they're not quite as inert as they may appear - and attach themselves to certain individuals who are predisposed to want what they have to offer.\n\n\"Once the attachment is formed, no one else can touch the figurine. It's quite impossible.\"", "endoftext": false }, { "action": "Go north", "response": "You can't go that way. Obvious exits lead south; east; and west, back to the south end of the croquet court.", "endoftext": true }, { "action": "Look around", "response": "The interior of this rustic motel room looks pretty much like the interior of Cabin Five, except that it's a mirror image, with the door to the croquet court on the west side. Bedspreads the color of mud cover the twin beds. The tacky wood-grain wallpaper is starting to peel, and years of grime have been ground into the carpet. A bucolic, sentimentalized painting of some Negroes picking cotton adds to the oppressive sense that you've somehow slipped back into an earlier, less civilized era.\n\nCurtains the color of old pea soup hang beside the window to the right of the door. A chipped and scarred dresser stands against the east wall, near the door of the bathroom. There's a walk-in closet on the south side of the room.\n\nDavid is sitting here in his wheelchair.", "endoftext": false }, { "action": "You examine the bedspreads", "response": "The stuff in the cabin is really not very interesting.\n\n\"I'm feeling a bit tired,\" David says. \"If you'll forgive me, I may want to close my eyes for a minute or two.\"", "endoftext": false }, { "action": "You go to the east", "response": "(first trying to open the door of Cabin Two)\nAs you try to slip past Reverend Gillespie so as to get into his cabin, he inserts himself directly in your path. \"There's nothin' in there you need to concern yourself with, young lady.\"", "endoftext": false }, { "action": "You examine the tongs", "response": "The tongs are made of wrought iron. They're shaped roughly like scissors or pliers, but they're about three feet long.", "endoftext": false }, { "action": "You take the bedspread", "response": "Which bedspread do you mean, the bed near the door, or the bed near the bathroom?", "endoftext": false }, { "action": "You go northwest", "response": "You're standing in the weed-infested remains of a small flower-bed.\nThe porch railing is directly above you, almost close enough to reach, and the lawn is back to the east. Only a few feet away, on the porch, Beauregard Phelps is leaning back on the couch, snoring.\n\nYou see a wooden bucket here.", "endoftext": false }, { "action": "Go southeast", "response": "You can't go that way. Obvious exits lead north, back to the kitchen; south, to the area behind the cabins; east, to the north end of the croquet court; west; northeast, to the lawn; northwest, to the gravel driveway; southwest, to the garden of junk; and in, to in the van.", "endoftext": false }, { "action": "Hint", "response": "(Warning: Some people don't like built-in hints, since the temptation to ask for help prematurely can become overwhelming when hints are so close at hand. If you're worried that your willpower won't hold up, you can disable hints for the rest of this session by typing HINTS OFF. If you still want to see the hints now, type HINT.)", "endoftext": false }, { "action": "Hint", "response": "1. General Questions\n2. In the House\n3. The Figurines\n4. Beyond the Stone Slab\n5. The Great Escape\n\nSelect a topic number, or press 'p' for the previous menu or 'q' to quit:", "endoftext": false }, { "action": "2", "response": "1. How can I get the things the clown is asking for?\n2. How can I get the telephone to work?\n3. I can't control when I leave the place where the clown is.\n\nSelect a topic number, or press 'p' for the previous menu or 'q' to quit:", "endoftext": false }, { "action": "3", "response": "1. So what's the deal with the evil figurines?\n\nSelect a topic number, or press 'p' for the previous menu or 'q' to quit:", "endoftext": false }, { "action": "5", "response": "1. How do I get the key to the boat shed?\n2. How can I defeat the ebony mask?\n3. How can I get my hands on a compass?\n4. How do I get the stuff the clown is asking for?\n5. How do I get the large, fragile item out of Beauregard's bedroom?\n6. How do I get a map of the swamp?\n7. How do I fix the map so it's readable?\n\nSelect a topic number, or press 'p' for the previous menu or 'q' to quit:", "endoftext": false }, { "action": "2", "response": "How can I defeat the ebony mask?\n\nPress the space bar to display the next line, 'P' to go to the previous menu, or 'Q' to quit.\n\nThe mask is a sort of voodoo burglar alarm. [1/12]\n\nIf you try to pick up anything that belongs to Tyrone, the mask will see you and howl. [2/12]\n\nYou can't prevent Tyrone from hearing the mask. [3/12]\n\nSo you need a way to prevent it from seeing what you're doing. [4/12]\n\nYou don't have a cloak of invisibility. [5/12]\n\nBut you might be able to figure out a way to cover the mask's enormous, staring eyes. [6/12]", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying a burlap sack (which contains a pill bottle, some faded photographs, a flashlight, a croquet hoop, a partially crumbled piece of burnt toast, a bad fuse, a sketchbook, a stone bracelet, a gold locket, an old shovel, an indecipherable map, a poker, the key to Cabin One, a screwdriver, a brown envelope, some fire tongs, and a fat white candle), a teaspoon, a wooden bucket, and a juice glass. You're wearing your clothes.", "endoftext": false }, { "action": "You put the bucket over the mask", "response": "What do you want to put it in?", "endoftext": false }, { "action": "Empty sack", "response": "You pour out the stuff that's in the burlap sack.", "endoftext": false }, { "action": "2", "response": "How can I defeat the ebony mask?\n\nPress the space bar to display the next line, 'P' to go to the previous menu, or 'Q' to quit.\n\nThe mask is a sort of voodoo burglar alarm. [1/12]\n\nIf you try to pick up anything that belongs to Tyrone, the mask will see you and howl. [2/12]\n\nYou can't prevent Tyrone from hearing the mask. [3/12]\n\nSo you need a way to prevent it from seeing what you're doing. [4/12]\n\nYou don't have a cloak of invisibility. [5/12]\n\nBut you might be able to figure out a way to cover the mask's enormous, staring eyes. [6/12]\nThere are two ways to do it. [7/12]\nYou need something gooey - something that can be applied to the eyes and will stick. [8/12]", "endoftext": false }, { "action": "2", "response": "How can I defeat the ebony mask?\n\nPress the space bar to display the next line, 'P' to go to the previous menu, or 'Q' to quit.\n\nThe mask is a sort of voodoo burglar alarm. [1/12]\n\nIf you try to pick up anything that belongs to Tyrone, the mask will see you and howl. [2/12]\n\nYou can't prevent Tyrone from hearing the mask. [3/12]\n\nSo you need a way to prevent it from seeing what you're doing. [4/12]\n\nYou don't have a cloak of invisibility. [5/12]\n\nBut you might be able to figure out a way to cover the mask's enormous, staring eyes. [6/12]\n\nThere are two ways to do it. [7/12]\n\nYou need something gooey - something that can be applied to the eyes and will stick. [8/12]\nOnce you've lured Aunt Caroline out of the bathroom, you'll find that she left a white candle behind. [9/12]\nAnd fortunately, it's a very hot day. [10/12]\nIf you knead the candle, it will turn into a soft lump of wax. [11/12]\nPut the wax on the mask's eyes. (You can also put some road tar from the barrel in the juice glass and apply it to the eyes with the spoon, but that's a lot more trouble.) [12/12]\n\n[The End]", "endoftext": false }, { "action": "Go south", "response": "This may once have been a garden, but now it's just a final resting place for junk - lots and lots of junk - and nothing grows here but weeds. The falling-down shack stands (if that's the right word) north of here, its single square window looking out on the junk. The area where the van is parked is to the northeast, and the area behind the cabins is east. Off to the southeast stands the shed at the edge of the swamp.\n\nThe way westward is blocked by an improbably dense thicket of bramble-bushes.\n\nYou see a pill bottle, some faded photographs, a flashlight, a croquet hoop, a partially crumbled piece of burnt toast, a bad fuse, a sketchbook, a stone bracelet, a gold locket, an old shovel, an indecipherable map, a poker, the key to Cabin One, a screwdriver, a brown envelope, some fire tongs, and a fat white candle here.", "endoftext": false }, { "action": "You put all in the sack", "response": "teaspoon: Done.\nwooden bucket: Done.\njuice glass: Done.\n\npill bottle:\n(first taking the pill bottle)\nDone.\n\nfaded photographs:\n(first taking the faded photographs)\nDone.\n\nflashlight:\n(first taking the flashlight)\nDone.\n\ncroquet hoop:\n(first taking the croquet hoop)\nDone.\n\npartially crumbled piece of burnt toast:\n(first taking the partially crumbled piece of burnt toast)\nDone.\n\nbad fuse:\n(first taking the bad fuse)\nDone.\n\nsketchbook:\n(first taking the sketchbook)\nDone.\n\nstone bracelet:\n(first taking the stone bracelet)\nDone.\n\ngold locket:\n(first taking the gold locket)\nDone.\n\nold shovel:\n(first taking the old shovel)\nDone.\n\nindecipherable map:\n(first taking the indecipherable map)\nDone.\n\npoker:\n(first taking the poker)\nDone.\n\nkey to Cabin One:\n(first taking the key to Cabin One)\nDone.\n\nscrewdriver:\n(first taking the screwdriver)\nDone.\n\nbrown envelope:\n(first taking the brown envelope)\nDone.\n\nfire tongs:\n(first taking the fire tongs)\nDone.\n\nfat white candle:\n(first taking the fat white candle)\nDone.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying a burlap sack (which contains a teaspoon, a wooden bucket, a juice glass, a pill bottle, some faded photographs, a flashlight, a croquet hoop, a partially crumbled piece of burnt toast, a bad fuse, a sketchbook, a stone bracelet, a gold locket, an old shovel, an indecipherable map, a poker, the key to Cabin One, a screwdriver, a brown envelope, some fire tongs, and a fat white candle). You're wearing your clothes.", "endoftext": false }, { "action": "You knead it", "response": "With a few moments of squeezing, you're able to reduce the candle to a warm, soft lump of white wax. If the weather weren't so hot, you never would have been able to do it.", "endoftext": false }, { "action": "You put the wax on the eyes", "response": "By pressing and smoothing the wax with your thumbs, you're able to completely cover the mask's eyes with a thick layer of white wax.", "endoftext": false }, { "action": "You look under bed", "response": "You kneel to look under the bed, and see something far back against the wall. Reaching and groping, your fingers close on a square-cornered object, which you draw forth. It proves to be a cigar box.", "endoftext": false }, { "action": "You open the box", "response": "Opening the cigar box reveals a fish hook.", "endoftext": false }, { "action": "Go northeast", "response": "You can't go that way. Obvious exits lead north, to down the road; south, to the north end of the croquet court; west, to the porch; northwest, to the flower-bed; and southwest, back to the front of the shack.\n\nHoney wiggles her toes.", "endoftext": false }, { "action": "Fish", "response": "While Phelps snoozes peacefully, you extend the fishing pole and dangle the hook over his gaping pants pocket. Delicately you lower the hook. As you feel it snag on something, it occurs to you - a little too late - that you're more likely to hook the fabric of his pants than anything that's in the pocket. But no, this time you're in luck. When you gently lift the end of the pole, the gleam of brass tells you that you've successfully hooked the key that was in his pocket. Hardly daring to breathe, you draw the pole back across the porch railing.\nThe key remains hooked until you reach out and grab it. Success! Clutched in your sweaty palm is a shiny brass key.", "endoftext": false }, { "action": "You put the pole and the key in the sack", "response": "fishing pole (to which a fish hook has been tied): Done.\nshiny key: Done.", "endoftext": false }, { "action": "1", "response": "So what's the deal with the evil figurines?\n\nPress the space bar to display the next line, 'P' to go to the previous menu, or 'Q' to quit.\n\nThere are three things you'll need to learn about the evil figurines. [1/5]\nFirst, how many of them are there? [2/5]\nSecond, how can they be handled? [3/5]\nThird, what should be done with them? [4/5]\nThese questions are discussed in separate lists of hints. [5/5]\n\n[The End]", "endoftext": false }, { "action": "5", "response": "1. How do I get the key to the boat shed?\n2. How can I get my hands on a compass?\n3. How do I get the stuff the clown is asking for?\n4. How do I get the large, fragile item out of Beauregard's bedroom?\n5. How do I get a map of the swamp?\n6. How do I fix the map so it's readable?\n\nSelect a topic number, or press 'p' for the previous menu or 'q' to quit:", "endoftext": false }, { "action": "4", "response": "1. How do I open the other six doors in the Room of Seven Doors?\n2. How can I transport the skeleton safely?\n3. How do I find a route among the stone tunnels?\n4. Help! I'm lost in the stone tunnels!\n\nSelect a topic number, or press 'p' for the previous menu or 'q' to quit:", "endoftext": false }, { "action": "1", "response": "1. What am I supposed to be doing?\n2. I seem to be stuck. Is it possible to reach a point where the game is unwinnable?\n3. Okay, I got the figurines out of Cabins Two and Four, but now I'm stuck. What do I need to do next?\n\nSelect a topic number, or press 'p' for the previous menu or 'q' to quit:", "endoftext": false }, { "action": "2", "response": "I seem to be stuck. Is it possible to reach a point where the game is unwinnable?\n\nPress the space bar to display the next line, 'P' to go to the previous menu, or 'Q' to quit.\n\nIf you're feeling stuck, the most likely explanation by far is that you haven't figured out what you need to do next. There will be times when you can take any of a number of different actions to move the story forward, and other times when your options will be narrowly circumscribed. [1/8]\n\nThat said.... Yes, it's possible to make the game unwinnable. [2/8]\n\nThe easiest way to get in trouble is to drop things in places where you can't retrieve them later. Most of the time you'll be given a warning when you do this - if you throw things into the swamp, for instance. But in a few specific situations, you may not receive any warning. [3/8]\n\nDuring the course of the story, some of the other characters will be moving around. They might, for instance, lock or unlock doors for reasons of their own. If you've just gained access to a new area (or, for that matter, if you've had free access to it ever since the beginning of the story), don't assume it will always remain accessible. [4/8]\n\nFortunately, there's no need to leave things behind. If you look around the outdoor area, you'll find a hefty burlap bag. This bag can contain almost anything (with one or two important exceptions). When you find an item that you think might be useful later, put it in the bag, and don't let the bag out of your sight. None of the other characters will ever notice the bag or ask what's in it. [5/8]\n\nThey'll be quite alarmed, however, if they see you carrying certain other things. In this type of situation, the character will have an immediate, obvious reaction. Typing 'undo' will let you backtrack to before the problem arose. [6/8]\n\nThere's also an important object that is quite fragile. If you pick something up and it seems to be in danger of falling apart, take the warning seriously. Put it down at once, and look for an alternate way to transport it. Once it falls apart, you're doomed. [7/8]\n\nIn addition, two puzzles require that you find a way to move a character other than yourself to another location temporarily. In both cases, you can do this only a few times before the character will balk and refuse to be coaxed or bamboozled anymore. You'll be given more tries than you strictly need - but if you haven't solved the particular problem before you run out of tries, you'll be completely deadlocked. So before you set another character in motion, think carefully about what you're hoping to accomplish while they're out of the way, and whether you have the resources you need to accomplish it. If they react to what you thought was an innocuous question by running off, you may want to use the UNDO command and wait until you know what you're hoping to accomplish before you ask that question again. [8/8]\n\n[The End]", "endoftext": false }, { "action": "6", "response": "How do I fix the map so it's readable?\n\nPress the space bar to display the next line, 'P' to go to the previous menu, or 'Q' to quit.\n\nIf you show the map to David or Tyrone, they may offer a hint or two. [1/6]\n\nSome occult power is making the map unreadable. [2/6]\n\nThat power is involved in just about everything that's happening at Eternal Springs. [3/6]\n\nIn particular, the gathering this afternoon, for which the nasty little figurines were sent out as magical invitations. [4/6]\n\nGetting rid of the figurines would probably diminish the power of the entity who is causing the map to squirm. [5/6]\n\nThe method by which you do that is discussed in a separate set of hints. [6/6]\n\n[The End]", "endoftext": false }, { "action": "Go north", "response": "The kitchen is large and not especially neat. The appliances are all ancient, their surfaces dented and chipped. The refrigerator stands against one wall, the stove against another, and there's a cupboard above the sink. Against an inner wall stands a small square table, with a wooden chair beside it. An exterior door is to the south, interior doorways to the east and north.\n\nYou see a tea kettle here.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying a burlap sack (which contains a teaspoon, a wooden bucket, a juice glass, a pill bottle, some faded photographs, a flashlight, a croquet hoop, a partially crumbled piece of burnt toast, a bad fuse, a sketchbook, a stone bracelet, a gold locket, an old shovel, an indecipherable map, a poker, the key to Cabin One, a screwdriver, a brown envelope, some fire tongs, a fishing pole (to which a fish hook has been tied), and a shiny key) and a cigar box. You're wearing your clothes.", "endoftext": false }, { "action": "Go south", "response": "You can't go that way. The only obvious exit leads north, back to the upstairs hall.\n\nThe merry-go-round continues tinkling its wistful little tune.", "endoftext": false }, { "action": "You touch clown", "response": "The clown reaches out and takes your hand, the merry-go-round's tinkly music swells, and you're spun out of the upstairs bedroom into that other place.\n\nVague many-colored blobs of light float gently around you on all sides, and there are no shadows here. It's like being trapped inside a great big lava lamp, except that you can hear an off-key brass band oom-pahing not far away. The painted clown from the abandoned nursery, now no longer painted but quite real, is standing in front of you, gazing down at you with either pity or wry amusement (it's hard to tell which).", "endoftext": false }, { "action": "You give it to the clown", "response": "\"Hello again,\" you venture.\n\n\"Hello again yourself,\" the clown replies. \"I was wondering if you'd come back.\"\n\nYou gesture at the skeleton. \"Do you think these bones are what you need?\"\n\nThe clown inspects the skeleton gravely. \"I do believe they'll serve. Where did you - no, don't tell me. I don't want to know. Whoever these belonged to doesn't need them anymore, that's all that matters.\"\n\nHe picks up the skeleton. First he clasps it to him, so that it looks as if he's planning to dance with it. (The music is still oom-pahing away in the background.) But then he ... it's hard to say exactly what he does with the skeleton. It looks a bit like putting on a pair of pajamas, except sort of inside out. It's as if the pajamas were putting on the person, somehow. First he steps on the skeleton's feet, and somehow the feet are inside his, and then the legs, and then the rest. In a moment the skeleton is entirely gone.\n\nThe clown jumps up in the air and clicks his heels together. \"Oh, I feel wonderful! So much more solid! You've done it - you've brought me everything I need to be a real person. I never doubted you for a moment, you know. I knew you'd do it.\" The clown digs down into one of the capacious pockets in his baggy trousers, produces the gold coin, and solemnly hands it to you. \"You see? I've kept my end of the bargain, haven't I? Spend it wisely, young lady. Now, if you'll forgive me, I really must be going. I've so much to see!\n\n\"Perhaps we'll meet again someday,\" he adds. \"I'd like that. I do hope you'll stay safe until then. The world - what little of it I've seen so far, which is very little indeed - seems quite full of dreadful dangers. I do hope you'll be very careful! Farewell, then.\"\n\nThe clown bows to you, and then turns and walks away with a kind of proud, sauntering stride, the spangly tails of the coat swaying behind him. As he goes, the blobs of color swirling around you begin to dissolve. In a few moments you're back in the upstairs bedroom - and the wall where the clown was painted is blank!\n\nYou rush to the window and look out. A figure is just ducking out of sight around the corner of the house - a figure with red hair and a coat that seems to shimmer in the sun. He turns and waves, and then he's gone.\n\nThis room has been mostly stripped of furniture. The wood floor is bare, the window uncurtained. A bulky, old-fashioned cradle stands in the center of the room. A metal heating grate is built into the baseboard in the west wall, and there's a small square table in the northeast corner, on which stands an old-fashioned model merry-go-round.\n\nYou see a straw mat here.\n\nThe merry-go-round continues tinkling its wistful little tune.", "endoftext": false }, { "action": "You show the coin to the boys", "response": "\"Hello again,\" you say, trying to sound cheerful. \"I'm back.\"\n\n\"Was she gone?\" the smaller boy says. \"I din't notice.\"\n\nYou hold out the coin. \"I found this. Would you take it as a trade for the compass?\"\n\nBoth boys' eyes widen as they stare at the coin. \"Gotta be a fake,\" the smaller boy says, but the other one nudges him hard and whispers harshly in his ear. You hear the scraps of a few words - \"double eagle\" and \"stole it from Old Beauregard.\"\n\n\"Aw, okay,\" the smaller boy says. \"We'll take it.\" In a moment the deal is done: The boys have the gold coin, and you have the compass.", "endoftext": false }, { "action": "You look at the compass", "response": "The compass is encased in blue plastic, and is about the right size to fit in the palm of your hand. Beneath the clear plastic cover is a round white piece of cardboard lettered with the letters N, E, S, and W. The needle quivers faintly as it points to the N.", "endoftext": false }, { "action": "2", "response": "1. How can I get the telephone to work?\n\nSelect a topic number, or press 'p' for the previous menu or 'q' to quit:", "endoftext": false }, { "action": "1", "response": "How can I get the telephone to work?\n\nPress the space bar to display the next line, 'P' to go to the previous menu, or 'Q' to quit.\n\nCalling the police would be a wonderful idea in the circumstances. Unfortunately, there's no way to get the telephone to work. [1/1]\n\n[The End]", "endoftext": false }, { "action": "3", "response": "1. So what's the deal with the evil figurines?\n2. How many of the evil figurines are there, and where will I find them?\n3. How can I manipulate the figurines?\n4. What do I need to do with the figurines?\n\nSelect a topic number, or press 'p' for the previous menu or 'q' to quit:", "endoftext": false }, { "action": "3", "response": "How can I manipulate the figurines?\n\nPress the space bar to display the next line, 'P' to go to the previous menu, or 'Q' to quit.\n\nYou can't touch them yourself. And no one will help you. [1/5]\nHow might you be able to pick them up without touching them? [2/5]\nNo, you have no psychic powers. There are two physical objects that will do the job. [3/5]\nYou can pick up the figurines with either the fire tongs (which are in the living room, standing next to the fireplace) or the shovel. The command 'pick up figurine with tongs' works. When it comes to carrying them around, though.... [4/5]\nThe tongs and shovel can hold only one figurine at a time. You'll find it more convenient to carry them in your suitcase, or in the burlap sack. Putting them in a container has the added advantage that you won't risk anyone seeing you carrying one around. That would almost certainly be fatal. [5/5]\n\n[The End]", "endoftext": false }, { "action": "2", "response": "How many of the evil figurines are there, and where will I find them?\n\nPress the space bar to display the next line, 'P' to go to the previous menu, or 'Q' to quit.\n\nEach member of the conspiracy that has gathered at Eternal Springs has a figurine. Not everyone you'll meet is a member of the conspiracy, however. [1/4]\nTalk to the people you meet and observe their behavior. All of the conspirators but one are outsiders - recent arrivals. [2/4]\nTyrone is not part of the group, nor Luisa, nor the farm boys, nor Hank Slocum, nor Lydia. [3/4]\nThat leaves six people (some of whom you may not have met yet) - Beauregard Phelps, Aunt Caroline, David, Honey Hartwell, Reverend Gillespie, and Owens Mackenzie (the man in Cabin Four). The figurines can be distinguished from one another by eye color: one is red, one white, one black, one purple, and so on. [4/4]\n\n[The End]", "endoftext": false }, { "action": "3", "response": "1. So what's the deal with the evil figurines?\n2. How many of the evil figurines are there, and where will I find them?\n3. How can I manipulate the figurines?\n4. What do I need to do with the figurines?\n5. Where will I find Aunt Caroline's figurine?\n6. Where will I find Beauregard's figurine, and how can I get it?\n7. Where will I find David's figurine?\n8. Where will I find Honey Hartwell's figurine, and how can I get it? 9. Where will I find Owens Mackenzie's figurine?\n10. Where will I find Reverend Gillespie's figurine?\n\nSelect a topic number, or press 'p' for the previous menu or 'q' to quit:", "endoftext": false }, { "action": "6", "response": "Where will I find Beauregard's figurine, and how can I get it?\n\nPress the space bar to display the next line, 'P' to go to the previous menu, or 'Q' to quit.\n\nBeauregard Phelps's figurine is the only one that's in plain sight. [1/14]\n\nHe owns the house. Where do you suppose he sleeps? [2/14]\n\nThe figurine is in his bedroom (or rather, in the alcove off his bedroom), which is behind the locked door in the upstairs hall. [3/14]\n\nThe hints for getting through the locked door are in a separate list. Once you've accomplished that, you'll find that you have another problem. [4/14]\n\nIn order to acquire the figurine, you need to deal with the flying dagger that's guarding it. [5/14]\n\nIf you try to pick up the figurine (using the method described in a separate set of hints), the dagger will spring to life and get in your way. [6/14]\n\nIt won't actually succeed in cutting you. It's mainly a nuisance. There are two very different ways to deal with it. One is to capture it. [7/14]\n\nYou can't catch the flying dagger with your bare hands. [8/14]\n\nHave you ever seen a knife-throwing exhibition? [9/14]\n\nIf you hold up a piece of wood, the dagger will impale itself and be stuck. [10/14]\n\nThere are two pieces of wood at Eternal Springs that you can use. [11/14]\n\nOne is the bucket. You'll find it near the boat shed. And somewhere or other you might find a loose floorboard. The command HOLD UP BOARD will work when the dagger is flying. [12/14]\n\nIf that's too much trouble, you can use the poker from the fireplace in the living room. [13/14]\n\nSneak up on the dagger. (Each time you leave the alcove it will lie down on the table.) While it's lying there peacefully, hit it with the poker. That will kill it. Now you can get at the figurine. [14/14]\n\n[The End]", "endoftext": false }, { "action": "You go to the south", "response": "This room has been mostly stripped of furniture. The wood floor is bare, the window uncurtained. A bulky, old-fashioned cradle stands in the center of the room. A metal heating grate is built into the baseboard in the west wall, and there's a small square table in the northeast corner, on which stands an old-fashioned model merry-go-round.\n\nYou see a straw mat here.", "endoftext": false }, { "action": "You put the shovel in the grate", "response": "(first taking the old shovel from the burlap sack)\nThe old shovel is too large to fit through the opening.", "endoftext": false }, { "action": "You ask Luisa about Jessie", "response": "As you start to speak, Luisa scowls at you irritably. \"Why don't you go outside and play?\"\n\nLuisa snuffles and wipes her eyes. \"I don't want to talk about that,\" she says hoarsely.", "endoftext": false }, { "action": "You go southeast", "response": "This lumpy, patchy stretch of lawn is the most pleasant outdoor spot at Eternal Springs, though that isn't saying much. A rusted, sagging chaise longue is provided for the comfort of anyone who would like to bask in the scorching heat of the afternoon sun. (There's precious little shade here, other than the low oblong of obscurity wedged beneath the chaise.)\n\nTo the east, the lawn is bordered by a high hedge of a virulent and sickly green, whose foliage is laden with a bounty of pulpy red flowers. The arid stretch of dirt between the cabins stretches out to the south. The main house stands, crooked and bleak but stubbornly attempting a faded grandeur, to the west, a short, broad flight of board steps leading up to the long porch, which is roofed over but nonetheless gapes open on the afternoon. A tiny, weed-infested flower-bed crouches to the right of the steps.\n\nA cracked and buckled concrete walk leads away through some tall bushes to the north, and another walk, whose slabs are tossed as if by some prehistoric geological upheaval, curves out of sight to the southwest around the corner of the house.\n\nHoney Hartwell is reclining on the chaise longue, leafing through a magazine.\n\nHoney hums a little off-key tune to herself.", "endoftext": false }, { "action": "You take the poker and the tongs", "response": "poker: Taken.\nfire tongs: Taken.", "endoftext": false }, { "action": "You hit the dagger with the poker", "response": "You smite the dagger a mighty blow where it lies with an overhead swing from the poker. The steely clang sounds faintly like a whimper, and the dagger bounces a couple of times and then lies very still.", "endoftext": false }, { "action": "You take the figurine with the tongs", "response": "You pick up the purple-eyed figurine with the fire tongs.", "endoftext": false }, { "action": "You put it in sack", "response": "(the purple-eyed figurine)\nDone.", "endoftext": false }, { "action": "You take mat", "response": "If you pick up the mat now, what's on it will slide off. You might try rolling it up.", "endoftext": false }, { "action": "Roll mat", "response": "You roll up the mat, concealing the skeleton.", "endoftext": false }, { "action": "You take mat", "response": "(first putting the fire tongs in the burlap sack to make room, then putting the poker in the burlap sack to make room)\nTaken.", "endoftext": false }, { "action": "You take the figurine with the tongs", "response": "(first taking the fire tongs from the burlap sack)\nYou pick up the purple-eyed figurine with the fire tongs.", "endoftext": false }, { "action": "You put it in the vise", "response": "(the purple-eyed figurine)\n(first opening the vise)\nYou turn the crank, and the jaws of the vise separate.\n\nDone.", "endoftext": false }, { "action": "Close vise", "response": "As you tighten the vise, the figurine begins to writhe. Its tiny arms and legs windmill frantically, its eyes bulge, and a terrible high keening sound escapes from it. You continue, remorseless. A moment later, with a loud crunching noise, the figurine shatters, and some harmless gray dust sifts to the floor.", "endoftext": false }, { "action": "You go west", "response": "The gravel driveway runs behind the big house, which looms over you to the east. At the north end the driveway passes through a high hedge, and at the south it opens out into an area in front of a shack, where a dusty van is parked. A pair of low doors angles out from the foundation of the house at this spot.\n\nYou see a dead possum here.", "endoftext": false }, { "action": "You examine the map", "response": "The piece of paper is creased and dog-eared. One edge is badly charred. The map is crudely drawn. The network of squiggles and scribbled legends seems to show the locations of a number of bayous, islands, and sandbars. Near one edge is an irregular little square marked \"Eternal Springs.\" In another corner is a circle with an arrow pointing upward out of it; the arrow is marked \"N.\"", "endoftext": false }, { "action": "You put the compass and the poker in the sack", "response": "compass: Done.\n\npoker: The poker is already in the burlap sack.", "endoftext": false }, { "action": "You show the map to Lydia", "response": "(first taking the map of the swamp from the burlap sack)\nWhen Lydia sees that the map is no longer squirming, she claps her hands. \"Well done! But you still have to find the compass and the key to the boat shed. When you find those, come back here and show them to me, and we'll be ready to go.\"", "endoftext": false }, { "action": "You show the compass to Lydia", "response": "(first taking the compass from the burlap sack)\n\"Oh, that's wonderful! I'll bet you sweet-talked those nasty farm boys into giving it to you. Now all you need to do is find the key to the boat shed, and we can go.\"", "endoftext": false }, { "action": "You show the key to Lydia", "response": "Which key do you mean, the shiny key, or the key to Cabin One?", "endoftext": false }, { "action": "Shiny", "response": "(first taking the shiny key from the burlap sack)\n\"Oh, that's wonderful! That's the key to the boat shed, isn't it? So you have everything we need, right - the key, the compass, and the map. What are we waiting for? Let's go!\"", "endoftext": false }, { "action": "You go west", "response": "Lydia walks along beside you. You follow the path westward, back to Eternal Springs.\n\nThe brackish, oily, unpleasant waters of the swamp stretch south from here. Large trees festooned with slimy green creepers stand in the water. To the west is a shed, to the east a path along the shore. The cabins are to the north.\n\nYou find yourself wanting to hurry along, so as not to catch another glimpse, even out of the corner of your eye, of the terrible swamp-thing you saw - or imagined you saw - before.\n\nLydia is standing close by.", "endoftext": false }, { "action": "Go west", "response": "Lydia walks beside you.\n\nA large shed is built out over the waters of the swamp at this spot. The planks of the shed are weathered to a grayish color and the paint is peeling, but the shed looks solidly built, and there's a shiny new lock on the door.\n\nYou can go southwest around the side of the shed, northeast to the area between the cabins, and north or northwest to an open area behind the western row of cabins. The door of the shed is directly to the south, and a stretch of swampy shore lies to the east.\n\nLydia looks at you expectantly.", "endoftext": false }, { "action": "You unlock the door with the shiny key", "response": "Unlocked.", "endoftext": false }, { "action": "Go south", "response": "(first opening the boat shed door)\nLydia trails along behind.\n\nThe interior of the shed is dimly lighted by sunlight coming in through the single small window set high in the west wall. Water laps gently against the walls, and there's no floor at all, only a dock that juts out to the south from a narrow platform near the door. There's also a narrow catwalk that runs along the west wall, to the southwest from where you're standing. At the end of the catwalk is a large cylindrical mechanism from which a chain runs up toward the roof.\n\nTwo boats are tied up here - a small rowboat on the west side of the dock and a much bigger and sleeker power boat on the east side. The far wall of the shed is a large door through which the boats must be meant to pass in and out. At the moment the door is closed.\n\nLydia takes a quick look around.", "endoftext": false }, { "action": "You close the door", "response": "You close the boat shed door.\n\nLydia looks around at the interior of the boat shed. \"It's nice and shady in here,\" she says. \"I'm not so used to the bright sunshine. I think it would be safer for me to wait here for you - I mean, if you have to go get anything else before we can leave. Do you think we'll need anything else? I'm trying to think if there's anything.\"", "endoftext": false }, { "action": "You lock it", "response": "That is not something you can lock.\n\n\"I hope we're almost ready to go,\" Lydia says. \"What are we waiting for?\"", "endoftext": false }, { "action": "You go to the east", "response": "You can't go that way. Obvious exits lead north, back to the front of the boat shed; south; and southwest.\n\nLydia gazes around nervously at the gloomy interior of the boat shed.", "endoftext": false }, { "action": "You go south", "response": "As you start in that direction, suddenly both of the boats erupt in boiling gouts of flame. The heat beats against your face, and you cover your face with your hands and stagger backward. Bitter smoke fills your nostrils, and even through your hands and eyelids you can see the seething flames.\n\nBut then the heat is gone, the blood-red light recedes. When you open your eyes, the boats haven't been consumed by fire. They're rocking serenely in the water, just as they were before.\n\nLydia cries out. \"Did you see that? Oh, it's horrible. But I remember now. The same thing happened to me before - the first time I tried to steal a boat, back before they ... did what they did to me. That awful creature is trying everything it can to keep us from getting away.\n\n\"Now be quiet and let me think a minute. It's all so hazy, but I'm trying to remember. Somehow I made the horrid visions stop, so I could get in the boat.\" She fiddles with her hair as she frowns in concentration. \"There was an old man, I remember now. An old colored man. He was very kindly. He ... he gave me a little cloth sack with some dried leaves in it. He told me, 'If you ever get so frightened you can't go another step, chew up one of these, it will give you heart.'\n\n\"I think - I'm not sure, but I think I hid that little sack somewhere around here. Or maybe not here, I don't think they had a shed for the boats then. It might have been in the house.\"\n\nYou tell her you can't imagine a little sack would still be wherever she left it all those years ago. It's bound to be long gone by now. She frowns in exasperation. \"Don't be such a wet blanket. Let me think. I ... that's what it was. I hid in the cellar while they were all running around looking for me. I'm almost sure that's what I did. I found this little cranny I could crawl into, down in the cellar, and that's where I left the sack with the leaves. Well, stop looking at me like that. It won't hurt you to go look, will it? If the sack isn't there, we're as good as dead.\"\n\nYou tell her you'd rather she came with you. She might remember more when she sees the cellar. But she says, \"No, I don't feel safe running all around in broad daylight. You go. They won't think anything if they see you. It's somewhere in the cellar, that's all I know. If it's anywhere, I mean.\"\n\nLydia kneels and dips her fingers in the water. \"Ick!\"", "endoftext": false }, { "action": "Go north", "response": "(first opening the boat shed door)\n\nA large shed is built out over the waters of the swamp at this spot. The planks of the shed are weathered to a grayish color and the paint is peeling, but the shed looks solidly built, and there's a shiny new lock on the door.\n\nYou can go southwest around the side of the shed, northeast to the area between the cabins, and north or northwest to an open area behind the western row of cabins. The door of the shed is directly to the south, and a stretch of swampy shore lies to the east.", "endoftext": false }, { "action": "You go north", "response": "As you're about to head toward the area at the front of Tyrone's shack, you happen to glance up from your study of the dirt and weeds just in time to notice that Reverend Gillespie and Aunt Caroline are standing in front of the shack with two of the armed men you saw earlier in the temple - or at least, two men who look a lot like them. The men have automatic rifles slung over their shoulders. Gillespie is waving his arms as he talks to them. They haven't looked in this direction yet, but clearly something bad is going on. If they see you (or, worse, Lydia), there's just bound to be big trouble.", "endoftext": false }, { "action": "Go east", "response": "With only a little effort, you're able to shimmy through the window feet-first and thump down on the floor of the bathroom.\n\nThe tiny, cramped bathroom features a narrow shower stall, a minuscule, rust-stained sink above which is a cracked, flyspecked mirror, and a commode. The towels stacked on the rack are thin, frayed at the edges, and probably none too clean. The small square window is open, but it provides no view and not much light either, as a tree has grown up quite close to the outside wall.\n\nThe door to the cabin is in the east wall.", "endoftext": false }, { "action": "Hint", "response": "1. General Questions\n2. In the House\n3. The Figurines\n4. Beyond the Stone Slab\n5. The Great Escape\n6. The Endgame\n\nSelect a topic number, or press 'p' for the previous menu or 'q' to quit:", "endoftext": false }, { "action": "6", "response": "1. Okay, I found the tunnel, but it's dark down there, and the flashlight is dead.\n2. Now I'm back in the cellar, but I can't find the thing Lydia sent me for.\n3. How can I open the big door at the south end of the boat shed?\n\nSelect a topic number, or press 'p' for the previous menu or 'q' to quit:", "endoftext": false }, { "action": "1", "response": "Okay, I found the tunnel, but it's dark down there, and the flashlight is dead.\n\nPress the space bar to display the next line, 'P' to go to the previous menu, or 'Q' to quit.\n\nThere are no more batteries for the flashlight. [1/5]\nAnother light source might be found near the entrance to the tunnel. [2/5]\nYou may have looked in the closet in Cabin Four earlier, and found nothing. Look again. [3/5]", "endoftext": false }, { "action": "Go south", "response": "The interior of the closet is a dim and cramped little box. It smells powerfully of mold.\n\nYou see a laptop computer here.", "endoftext": false }, { "action": "You turn on the computer", "response": "You can't see any on/off switch.", "endoftext": false }, { "action": "You examine the laptop", "response": "The miniature laptop is small, flat, rectangular, and pale gray. A little thumb-push thingie at the front of the lid allows it to be opened when it's shut.", "endoftext": false }, { "action": "You open it", "response": "You flip up the laptop's top.", "endoftext": false }, { "action": "You turn it on", "response": "You switch on the laptop. After a moment, its screen begins to emit a cheerful blue glow.", "endoftext": false }, { "action": "You look at the beams", "response": "The beams are holding up the uneven dirt roof of the tunnel.", "endoftext": false }, { "action": "You search the clutter", "response": "Prowling nervously among the dim and dusty shapes, you spot a darker patch in the wall. At first it seems to be only a shadow, but on closer inspection it turns out to be a hole in the wall that's just about big enough to crawl into. You never would have found it if Lydia hadn't told you to look for it.", "endoftext": false }, { "action": "You look", "response": "Deeper in the Cellar (standing in the spooky hole)\nThis side of the cellar is cluttered with large, dusty, cobwebbed objects, which are draped with soiled drop cloths. Most likely it's old furniture, but in the fitful light the clutter is deeply shadowed and rather ominous-looking. A large shipping trunk squats prominently at the front of the jumble of clutter. Though it's difficult to make out in the pervading gloom, there appears to be an even darker patch in the south wall, possibly the opening of a tunnel. The door to the better lit side of the cellar is to the west.", "endoftext": false }, { "action": "Search hole", "response": "As you grope around in the filth, your fingers close on a little cloth pouch!", "endoftext": false }, { "action": "You examine the pouch", "response": "The cloth pouch is small enough to fit in the palm of your hand. There's a drawstring around the mouth, with which the pouch can be opened and closed. It's closed.", "endoftext": false }, { "action": "Go outside", "response": "(the spooky hole)\nOkay, you're no longer in the spooky hole.", "endoftext": false }, { "action": "Close laptop", "response": "You snap down the lid of the laptop, and the glow from its screen vanishes.", "endoftext": false }, { "action": "Go upwards", "response": "(first trying to open the trapdoor)\nYou hear the voices of several men almost directly overhead. They're arguing with one another. No way are you going to let them know you're down here!", "endoftext": false }, { "action": "You open the laptop", "response": "You flip up the laptop's top, and the cheerful blue glow of the screen shines forth.", "endoftext": false }, { "action": "You go south", "response": "Gillesipie, your aunt, and the armed men are still standing in front of the shack. They still haven't noticed you lurking here, but it wouldn't be safe to go any further north.", "endoftext": false }, { "action": "You go east", "response": "(first opening the door)\nAs you're about to waltz through the door at the top of the stairs, you hear loud voices on the other side - Honey Hartwell, sounding shrill, and the voices of men with Hispanic accents. They're talking about you! \"She stole it and smashed it,\" Honey declares. \"You have to find her before she gets away, or it's all spoiled!\"", "endoftext": false }, { "action": "Go south", "response": "You're in the midst of a tangled thicket of thorny bramble-bushes. You have to edge sideways to avoid being impaled on the long, sharp, vicious-looking thorns, and it's hardly possible to stand up straight for fear you'll tangle your hair in them. Littering the ground is a random scatter of dried twigs.\n\nNarrow, twisting paths lead off in all directions.", "endoftext": false }, { "action": "You examine the twigs", "response": "The twigs are scattered in a random pattern.\n\nYour face is itching because of the heat and dust.", "endoftext": false }, { "action": "You search the twigs", "response": "There's nothing unusual in the scatter of twigs.\n\nA snake slithers away into the underbrush.", "endoftext": false }, { "action": "You look at the map", "response": "The piece of paper is creased and dog-eared. One edge is badly charred. The map is crudely drawn. The network of squiggles and scribbled legends seems to show the locations of a number of bayous, islands, and sandbars. Near one edge is an irregular little square marked \"Eternal Springs.\" In another corner is a circle with an arrow pointing upward out of it; the arrow is marked \"N.\"\n\nThe heavy scrawwkkk! of a crow is so loud it makes you jump.", "endoftext": false }, { "action": "You take the twigs", "response": "There's no reason to load yourself down with a mess of dry twigs.\n\nIs it your imagination, or are the thorns larger than they were a minute ago?", "endoftext": false }, { "action": "Go south", "response": "Stumbling and squirming among the brambles, you find that you've arrived in....\n\nYou're in the midst of a tangled thicket of thorny bramble-bushes. You have to edge sideways to avoid being impaled on the long, sharp, vicious-looking thorns, and it's hardly possible to stand up straight for fear you'll tangle your hair in them. Littering the ground is a random scatter of dried twigs.\n\nNarrow, twisting paths lead off in all directions.", "endoftext": false }, { "action": "Go south", "response": "Stumbling and squirming among the brambles, you find that you've arrived in....\n\nYou're in the midst of a tangled thicket of thorny bramble-bushes. You have to edge sideways to avoid being impaled on the long, sharp, vicious-looking thorns, and it's hardly possible to stand up straight for fear you'll tangle your hair in them. Littering the ground is a random scatter of dried twigs.\n\nNarrow, twisting paths lead off in all directions.\n\nYou hear rustling, skittering noises in the depths of the thicket.", "endoftext": false }, { "action": "You look", "response": "You're in the midst of a tangled thicket of thorny bramble-bushes. You have to edge sideways to avoid being impaled on the long, sharp, vicious-looking thorns, and it's hardly possible to stand up straight for fear you'll tangle your hair in them. Littering the ground is a random scatter of dried twigs.\n\nNarrow, twisting paths lead off in all directions.\n\nSomething is crawling on your pants. You brush it off hurriedly.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying a burlap sack (which contains a teaspoon, a wooden bucket, a juice glass, a pill bottle, some faded photographs, a flashlight, a croquet hoop, a partially crumbled piece of burnt toast, a bad fuse, a sketchbook, a stone bracelet, a gold locket, an old shovel, the key to Cabin One, a screwdriver, a brown envelope, a fishing pole (to which a fish hook has been tied), and a poker), a cigar box, some fire tongs, a map of the swamp, a compass, a shiny key, a laptop computer (providing light), and a little cloth pouch. You're wearing your clothes.\n\nYou're not entirely sure you haven't lost your sense of direction.", "endoftext": false }, { "action": "You drop the pill bottle", "response": "(first taking the pill bottle from the burlap sack)\nBetter not drop anything in the thicket. If you do, you may never find it again ... and there's no telling what you might need before the afternoon is over.\n\nYou find yourself wondering whether trying to find a path through the thicket might have been a mistake.", "endoftext": false }, { "action": "You listen", "response": "You hear nothing out of the ordinary.\n\nSomething is crawling in your hair. You brush it off hurriedly.", "endoftext": false }, { "action": "You examine the twigs", "response": "The twigs are scattered in a random pattern.", "endoftext": false }, { "action": "Go north", "response": "Stumbling and squirming among the brambles, you find that you've arrived in....\n\nYou're in the midst of a tangled thicket of thorny bramble-bushes. You have to edge sideways to avoid being impaled on the long, sharp, vicious-looking thorns, and it's hardly possible to stand up straight for fear you'll tangle your hair in them. Littering the ground is a random scatter of dried twigs.\n\nNarrow, twisting paths lead off in all directions.\n\nA large black fly buzzes straight at your face, then zips away.", "endoftext": false }, { "action": "You examine the twigs", "response": "The twigs are scattered in a random pattern.\n\nIn a faint breath of breeze, the heavier branches of the thicket clack together like dried bones.", "endoftext": false }, { "action": "You move the twigs", "response": "Nudging the twigs around at random with your toe, you find that you've accidentally formed the shape of the letter P.\n\nAs you turn this way and that, searching for the right path, a vicious thorn that you hadn't noticed scrapes your forearm, drawing a bead of blood.", "endoftext": false }, { "action": "You examine the twigs", "response": "The twigs are arranged in the shape of the letter P.", "endoftext": true }, { "action": "Look around", "response": "You're in the midst of a tangled thicket of thorny bramble-bushes. You have to edge sideways to avoid being impaled on the long, sharp, vicious-looking thorns, and it's hardly possible to stand up straight for fear you'll tangle your hair in them. Littering the ground is a scatter of dried twigs, which have been loosely nudged into a shape that resembles the letter P.\n\nNarrow, twisting paths lead off in all directions.\n\nIn a faint breath of breeze, the heavier branches of the thicket clack together like dried bones.", "endoftext": false }, { "action": "You go south", "response": "Stumbling and squirming among the brambles, you find that you've arrived in....\n\nYou're in the midst of a tangled thicket of thorny bramble-bushes. You have to edge sideways to avoid being impaled on the long, sharp, vicious-looking thorns, and it's hardly possible to stand up straight for fear you'll tangle your hair in them. Littering the ground is a random scatter of dried twigs.\n\nNarrow, twisting paths lead off in all directions.\n\nIs it your imagination, or are the thorns larger than they were a minute ago?", "endoftext": false }, { "action": "You move the twigs", "response": "Nudging the twigs around at random with your toe, you find that you've accidentally formed the shape of the letter V.", "endoftext": false }, { "action": "You go south", "response": "Stumbling and squirming among the brambles, you find that you've arrived in....\n\nYou're in the midst of a tangled thicket of thorny bramble-bushes. You have to edge sideways to avoid being impaled on the long, sharp, vicious-looking thorns, and it's hardly possible to stand up straight for fear you'll tangle your hair in them. Littering the ground is a random scatter of dried twigs.\n\nNarrow, twisting paths lead off in all directions.\n\nSomething is crawling in your hair. You brush it off hurriedly.", "endoftext": false }, { "action": "You move the twigs", "response": "Nudging the twigs around at random with your toe, you find that you've accidentally formed the shape of the letter R.\n\nYou find yourself wondering whether trying to find a path through the thicket might have been a mistake.", "endoftext": false }, { "action": "Go south", "response": "Stumbling and squirming among the brambles, you find that you've arrived in....\n\nYou're in the midst of a tangled thicket of thorny bramble-bushes. You have to edge sideways to avoid being impaled on the long, sharp, vicious-looking thorns, and it's hardly possible to stand up straight for fear you'll tangle your hair in them. Littering the ground is a scatter of dried twigs, which have been loosely nudged into a shape that resembles the letter R.\n\nNarrow, twisting paths lead off in all directions.\n\nA large black fly buzzes straight at your face, then zips away.", "endoftext": false }, { "action": "Go east", "response": "Stumbling and squirming among the brambles, you find that you've arrived in....\n\nYou're in the midst of a tangled thicket of thorny bramble-bushes. You have to edge sideways to avoid being impaled on the long, sharp, vicious-looking thorns, and it's hardly possible to stand up straight for fear you'll tangle your hair in them. Littering the ground is a scatter of dried twigs, which have been loosely nudged into a shape that resembles the letter P.\n\nNarrow, twisting paths lead off in all directions.\n\nSomething is crawling on your pants. You brush it off hurriedly.", "endoftext": false }, { "action": "You go to the east", "response": "Stumbling and squirming among the brambles, you find that you've arrived in....\n\nYou're in the midst of a tangled thicket of thorny bramble-bushes. You have to edge sideways to avoid being impaled on the long, sharp, vicious-looking thorns, and it's hardly possible to stand up straight for fear you'll tangle your hair in them. Littering the ground is a random scatter of dried twigs.\n\nNarrow, twisting paths lead off in all directions.", "endoftext": false }, { "action": "You move the twigs", "response": "Nudging the twigs around at random with your toe, you find that you've accidentally formed the shape of the letter U.\n\nYou hear rustling, skittering noises in the depths of the thicket.", "endoftext": false }, { "action": "You go south", "response": "Stumbling and squirming among the brambles, you find that you've arrived in....\n\nYou're in the midst of a tangled thicket of thorny bramble-bushes. You have to edge sideways to avoid being impaled on the long, sharp, vicious-looking thorns, and it's hardly possible to stand up straight for fear you'll tangle your hair in them. Littering the ground is a random scatter of dried twigs.\n\nNarrow, twisting paths lead off in all directions.\n\nAs you turn this way and that, searching for the right path, a vicious thorn that you hadn't noticed scrapes your forearm, drawing a bead of blood.", "endoftext": false }, { "action": "You move the twigs", "response": "Nudging the twigs around at random with your toe, you find that you've accidentally formed the shape of the letter W.\n\nYou hear rustling, skittering noises in the depths of the thicket.", "endoftext": false }, { "action": "You go to the south", "response": "Stumbling and squirming among the brambles, you find that you've arrived in....\n\nYou're in the midst of a tangled thicket of thorny bramble-bushes. You have to edge sideways to avoid being impaled on the long, sharp, vicious-looking thorns, and it's hardly possible to stand up straight for fear you'll tangle your hair in them. Littering the ground is a scatter of dried twigs, which have been loosely nudged into a shape that resembles the letter P.\n\nNarrow, twisting paths lead off in all directions.", "endoftext": false }, { "action": "You go east", "response": "Stumbling and squirming among the brambles, you find that you've arrived in....\n\nYou're in the midst of a tangled thicket of thorny bramble-bushes. You have to edge sideways to avoid being impaled on the long, sharp, vicious-looking thorns, and it's hardly possible to stand up straight for fear you'll tangle your hair in them. Littering the ground is a scatter of dried twigs, which have been loosely nudged into a shape that resembles the letter U.\n\nNarrow, twisting paths lead off in all directions.\n\nYour face is itching because of the heat and dust.", "endoftext": false }, { "action": "Go south", "response": "Stumbling and squirming among the brambles, you find that you've arrived in....\n\nYou're in the midst of a tangled thicket of thorny bramble-bushes. You have to edge sideways to avoid being impaled on the long, sharp, vicious-looking thorns, and it's hardly possible to stand up straight for fear you'll tangle your hair in them. Littering the ground is a scatter of dried twigs, which have been loosely nudged into a shape that resembles the letter W.\n\nNarrow, twisting paths lead off in all directions.", "endoftext": false }, { "action": "Go east", "response": "Stumbling and squirming among the brambles, you find that you've arrived in....\n\nYou're in the midst of a tangled thicket of thorny bramble-bushes. You have to edge sideways to avoid being impaled on the long, sharp, vicious-looking thorns, and it's hardly possible to stand up straight for fear you'll tangle your hair in them. Littering the ground is a scatter of dried twigs, which have been loosely nudged into a shape that resembles the letter V.\n\nNarrow, twisting paths lead off in all directions.\n\nThe heavy scrawwkkk! of a crow is so loud it makes you jump.", "endoftext": false }, { "action": "Go east", "response": "Stumbling and squirming among the brambles, you find that you've arrived in....\n\nYou're in the midst of a tangled thicket of thorny bramble-bushes. You have to edge sideways to avoid being impaled on the long, sharp, vicious-looking thorns, and it's hardly possible to stand up straight for fear you'll tangle your hair in them. Littering the ground is a scatter of dried twigs, which have been loosely nudged into a shape that resembles the letter W.\n\nNarrow, twisting paths lead off in all directions.\n\nYou're not entirely sure you haven't lost your sense of direction.", "endoftext": false }, { "action": "You go to the west", "response": "Stumbling and squirming among the brambles, you find that you've arrived in....\n\nYou're in the midst of a tangled thicket of thorny bramble-bushes. You have to edge sideways to avoid being impaled on the long, sharp, vicious-looking thorns, and it's hardly possible to stand up straight for fear you'll tangle your hair in them. Littering the ground is a scatter of dried twigs, which have been loosely nudged into a shape that resembles the letter U.\n\nNarrow, twisting paths lead off in all directions.", "endoftext": false }, { "action": "Go north", "response": "Stumbling and squirming among the brambles, you find that you've arrived in....\n\nYou're in the midst of a tangled thicket of thorny bramble-bushes. You have to edge sideways to avoid being impaled on the long, sharp, vicious-looking thorns, and it's hardly possible to stand up straight for fear you'll tangle your hair in them. Littering the ground is a scatter of dried twigs, which have been loosely nudged into a shape that resembles the letter W.\n\nNarrow, twisting paths lead off in all directions.\n\nA snake slithers away into the underbrush.", "endoftext": false }, { "action": "You go southeast", "response": "Stumbling and squirming among the brambles, you find that you've arrived in....\n\nYou're in the midst of a tangled thicket of thorny bramble-bushes. You have to edge sideways to avoid being impaled on the long, sharp, vicious-looking thorns, and it's hardly possible to stand up straight for fear you'll tangle your hair in them. Littering the ground is a scatter of dried twigs, which have been loosely nudged into a shape that resembles the letter W.\n\nNarrow, twisting paths lead off in all directions.\n\nAs you turn this way and that, searching for the right path, a vicious thorn that you hadn't noticed scrapes your forearm, drawing a bead of blood.", "endoftext": false }, { "action": "Go southwest", "response": "Stumbling and squirming among the brambles, you find that you've arrived in....\n\nYou're in the midst of a tangled thicket of thorny bramble-bushes. You have to edge sideways to avoid being impaled on the long, sharp, vicious-looking thorns, and it's hardly possible to stand up straight for fear you'll tangle your hair in them. Littering the ground is a scatter of dried twigs, which have been loosely nudged into a shape that resembles the letter V.\n\nNarrow, twisting paths lead off in all directions.\n\nYou're not entirely sure you haven't lost your sense of direction.", "endoftext": false }, { "action": "Go west", "response": "Stumbling and squirming among the brambles, you find that you've arrived in....\n\nYou're in the midst of a tangled thicket of thorny bramble-bushes. You have to edge sideways to avoid being impaled on the long, sharp, vicious-looking thorns, and it's hardly possible to stand up straight for fear you'll tangle your hair in them. Littering the ground is a scatter of dried twigs, which have been loosely nudged into a shape that resembles the letter P.\n\nNarrow, twisting paths lead off in all directions.", "endoftext": false }, { "action": "Go north", "response": "Stumbling and squirming among the brambles, you find that you've arrived in....\n\nYou're in the midst of a tangled thicket of thorny bramble-bushes. You have to edge sideways to avoid being impaled on the long, sharp, vicious-looking thorns, and it's hardly possible to stand up straight for fear you'll tangle your hair in them. Littering the ground is a scatter of dried twigs, which have been loosely nudged into a shape that resembles the letter V.\n\nNarrow, twisting paths lead off in all directions.", "endoftext": false }, { "action": "Go south", "response": "You're in the midst of a tangled thicket of thorny bramble-bushes. You have to edge sideways to avoid being impaled on the long, sharp, vicious-looking thorns, and it's hardly possible to stand up straight for fear you'll tangle your hair in them. Littering the ground is a scatter of dried twigs, which have been loosely nudged into a shape that resembles the letter V.\n\nNarrow, twisting paths lead off in all directions.\n\nA snake slithers away into the underbrush.", "endoftext": false }, { "action": "You go southeast", "response": "Stumbling and squirming among the brambles, you find that you've arrived in....\n\nYou're in the midst of a tangled thicket of thorny bramble-bushes. You have to edge sideways to avoid being impaled on the long, sharp, vicious-looking thorns, and it's hardly possible to stand up straight for fear you'll tangle your hair in them. Littering the ground is a scatter of dried twigs, which have been loosely nudged into a shape that resembles the letter P.\n\nNarrow, twisting paths lead off in all directions.\n\nA large black fly buzzes straight at your face, then zips away.", "endoftext": false }, { "action": "You go to the southeast", "response": "Stumbling and squirming among the brambles, you find that you've arrived in....\n\nYou're in the midst of a tangled thicket of thorny bramble-bushes. You have to edge sideways to avoid being impaled on the long, sharp, vicious-looking thorns, and it's hardly possible to stand up straight for fear you'll tangle your hair in them. Littering the ground is a scatter of dried twigs, which have been loosely nudged into a shape that resembles the letter P.\n\nNarrow, twisting paths lead off in all directions.\n\nThe heavy scrawwkkk! of a crow is so loud it makes you jump.", "endoftext": false }, { "action": "Go southwest", "response": "Stumbling and squirming among the brambles, you find that you've arrived in....\n\nYou're in the midst of a tangled thicket of thorny bramble-bushes. You have to edge sideways to avoid being impaled on the long, sharp, vicious-looking thorns, and it's hardly possible to stand up straight for fear you'll tangle your hair in them. Littering the ground is a scatter of dried twigs, which have been loosely nudged into a shape that resembles the letter R.\n\nNarrow, twisting paths lead off in all directions.\n\nSomething is crawling in your hair. You brush it off hurriedly.", "endoftext": false }, { "action": "You go to the west", "response": "Stumbling and squirming among the brambles, you find that you've arrived in....\n\nYou're in the midst of a tangled thicket of thorny bramble-bushes. You have to edge sideways to avoid being impaled on the long, sharp, vicious-looking thorns, and it's hardly possible to stand up straight for fear you'll tangle your hair in them. Littering the ground is a scatter of dried twigs, which have been loosely nudged into a shape that resembles the letter V.\n\nNarrow, twisting paths lead off in all directions.\n\nIs it your imagination, or are the thorns larger than they were a minute ago?", "endoftext": false }, { "action": "You go southwest", "response": "Stumbling and squirming among the brambles, you find that you've arrived in....\n\nYou're in the midst of a tangled thicket of thorny bramble-bushes. You have to edge sideways to avoid being impaled on the long, sharp, vicious-looking thorns, and it's hardly possible to stand up straight for fear you'll tangle your hair in them. Littering the ground is a scatter of dried twigs, which have been loosely nudged into a shape that resembles the letter V.\n\nNarrow, twisting paths lead off in all directions.\n\nIn a faint breath of breeze, the heavier branches of the thicket clack together like dried bones.", "endoftext": false }, { "action": "You go northeast", "response": "Stumbling and squirming among the brambles, you find that you've arrived in....\n\nYou're in the midst of a tangled thicket of thorny bramble-bushes. You have to edge sideways to avoid being impaled on the long, sharp, vicious-looking thorns, and it's hardly possible to stand up straight for fear you'll tangle your hair in them. Littering the ground is a scatter of dried twigs, which have been loosely nudged into a shape that resembles the letter V.\n\nNarrow, twisting paths lead off in all directions.", "endoftext": false }, { "action": "You go northwest", "response": "Stumbling and squirming among the brambles, you find that you've arrived in....\n\nYou're in the midst of a tangled thicket of thorny bramble-bushes. You have to edge sideways to avoid being impaled on the long, sharp, vicious-looking thorns, and it's hardly possible to stand up straight for fear you'll tangle your hair in them. Littering the ground is a scatter of dried twigs, which have been loosely nudged into a shape that resembles the letter W.\n\nNarrow, twisting paths lead off in all directions.\n\nSomething is crawling on your pants. You brush it off hurriedly.", "endoftext": false }, { "action": "Go southeast", "response": "You can't go that way. Obvious exits lead south, east down the road, and west to the road past the farm.", "endoftext": false }, { "action": "Go south", "response": "You're in the midst of a tangled thicket of thorny bramble-bushes. You have to edge sideways to avoid being impaled on the long, sharp, vicious-looking thorns, and it's hardly possible to stand up straight for fear you'll tangle your hair in them. Littering the ground is a scatter of dried twigs, which have been loosely nudged into a shape that resembles the letter P.\n\nNarrow, twisting paths lead off in all directions.\n\nYou hear rustling, skittering noises in the depths of the thicket.", "endoftext": false }, { "action": "Go south", "response": "Stumbling and squirming among the brambles, you find that you've arrived in....\n\nYou're in the midst of a tangled thicket of thorny bramble-bushes. You have to edge sideways to avoid being impaled on the long, sharp, vicious-looking thorns, and it's hardly possible to stand up straight for fear you'll tangle your hair in them. Littering the ground is a scatter of dried twigs, which have been loosely nudged into a shape that resembles the letter V.\n\nNarrow, twisting paths lead off in all directions.\n\nYour face is itching because of the heat and dust.", "endoftext": false }, { "action": "Go south", "response": "Stumbling and squirming among the brambles, you find that you've arrived in....\n\nYou're in the midst of a tangled thicket of thorny bramble-bushes. You have to edge sideways to avoid being impaled on the long, sharp, vicious-looking thorns, and it's hardly possible to stand up straight for fear you'll tangle your hair in them. Littering the ground is a scatter of dried twigs, which have been loosely nudged into a shape that resembles the letter R.\n\nNarrow, twisting paths lead off in all directions.\n\nYou find yourself wondering whether trying to find a path through the thicket might have been a mistake.", "endoftext": false }, { "action": "You move the twigs", "response": "Nudging the twigs around at random with your toe, you find that you've accidentally formed the shape of the letter Z.", "endoftext": false }, { "action": "Go south", "response": "Stumbling and squirming among the brambles, you find that you've arrived in....\n\nYou're in the midst of a tangled thicket of thorny bramble-bushes. You have to edge sideways to avoid being impaled on the long, sharp, vicious-looking thorns, and it's hardly possible to stand up straight for fear you'll tangle your hair in them. Littering the ground is a scatter of dried twigs, which have been loosely nudged into a shape that resembles the letter Z.\n\nNarrow, twisting paths lead off in all directions.", "endoftext": false }, { "action": "Go south", "response": "(first opening the boat shed door)\n\nThe interior of the shed is dimly lighted by sunlight coming in through the single small window set high in the west wall. Water laps gently against the walls, and there's no floor at all, only a dock that juts out to the south from a narrow platform near the door. There's also a narrow catwalk that runs along the west wall, to the southwest from where you're standing. At the end of the catwalk is a large cylindrical mechanism from which a chain runs up toward the roof.\n\nTwo boats are tied up here - a small rowboat on the west side of the dock and a much bigger and sleeker power boat on the east side. The far wall of the shed is a large door through which the boats must be meant to pass in and out. At the moment the door is closed.\n\nLydia is standing here.\n\nLydia whispers, \"Hurry, hurry! I thought I heard something!\"", "endoftext": false }, { "action": "You show the pouch to Lydia", "response": "\"Oh, you found it! I'm so glad! Are there still any of the leaves in it? They must be all dried up by now. If there are any left, we should each eat one.\"\n\nLydia gnaws on a fingernail.", "endoftext": false }, { "action": "You open the pouch", "response": "Opening the little cloth pouch reveals two dry brown leaves.\n\nLydia says, \"I wonder what the world is like now. When we get away, I want you to tell me everything.\"", "endoftext": false }, { "action": "You give the leaf to Lydia", "response": "(first taking the dry brown leaf from the little cloth pouch)\nLydia takes the leaf from you gratefully and nibbles at it, then stuffs it into her mouth and chews. \"I haven't had anything to eat in a really long time,\" she says indistinctly. \"This tastes sooo good!\"", "endoftext": false }, { "action": "You eat the leaf", "response": "(first taking the dry brown leaf from the little cloth pouch)\nYou cram the leaf into your mouth and chew vigorously, nearly choking on the dry, dusty, bitter taste. You suffer a momentary spasm of fear - you don't really know Lydia at all. What if she's trying to poison you? But it's too late now, and anyway you feel you can trust her.\nYou swallow the last bits and cough to clear your throat.\n\nLydia gazes over at the big engine in the stern of the power boat and purses her lips thoughtfully. \"I'm trying to remember something. Be quiet for a minute. Oh, that's what it was! Listen, listen, this is incredibly important! The first time, all those years ago, when I almost got away, what happened was, they came after me in a motorboat and brought me back, and you know what happened after that. It wasn't this boat, this one is a lot bigger and shinier, but the same thing will happen again if we don't do something.\n\n\"Isn't there anything you can think of? Maybe we could chop a hole in the bottom of it so it would sink.\"\n\nYou tell her you don't have an axe. \"Anyway,\" you add, \"chopping a hole would make a lot of noise. Somebody would be bound to hear.\"\n\n\"Well, there just has to be some way to do it! You're much cleverer than I am. You've got to think.\"", "endoftext": false }, { "action": "You look at the boat", "response": "Which boat do you mean, the power boat, or the rowboat?", "endoftext": false }, { "action": "Power boat", "response": "The power boat is freshly painted red and white, and is about twenty feet long, with a muscular-looking outboard motor mounted at the stern. The boat sits high in the water, its bow pointed south, toward the big door. You could probably scramble up into it from the dock.", "endoftext": false }, { "action": "You close the door", "response": "You close the boat shed door.", "endoftext": false }, { "action": "You go south", "response": "In the Boat Shed (standing on the dock)\nThe interior of the shed is dimly lighted by sunlight coming in through the single small window set high in the west wall. Water laps gently against the walls, and there's no floor at all, only a dock that juts out to the south from a narrow platform near the door. Standing on the dock, you can step into the power boat that's tied up on the east side, or into the rowboat on the west side. The threshold of the shed and the door by which you entered are to the north.\n\nLydia moves out onto the dock beside you and peers curiously into the boats.", "endoftext": false }, { "action": "You enter the motor boat", "response": "In the Boat Shed (standing in the power boat)\nThe interior of the shed is dimly lighted by sunlight coming in through the single small window set high in the west wall. Water laps gently against the walls, and there's no floor at all, only a dock that juts out to the south from a narrow platform near the door. The dock is to the west from here.\n\nThe power boat rocks gently. The controls on the dashboard in front of you are gleaming and incomprehensible. At the rear of the boat is mounted a large outboard motor.\n\nLydia is standing on the dock.", "endoftext": false }, { "action": "You look at the motor", "response": "The outboard motor is as big as a small refrigerator. It's mounted on the rear of the boat (which you have a vague idea is called the stern). On one side of the motor is a round chrome-covered cap about three inches in diameter. If you had to guess, you'd say it's the gas cap.", "endoftext": false }, { "action": "You open the gas cap", "response": "You unscrew the gas cap, revealing a round opening that must be the fuel intake pipe. The gas cap is attached to the motor by a short chain, from which it now dangles.", "endoftext": false }, { "action": "You fill bucket", "response": "(first taking the wooden bucket from the burlap sack)\nYou fill the bucket from the swamp.", "endoftext": false }, { "action": "You look at the pipe", "response": "The gas intake pipe is a small round opening that leads down into the innards of the outboard motor. It smells strongly of gasoline.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying a burlap sack (which contains a teaspoon, a juice glass, some faded photographs, a flashlight, a croquet hoop, a partially crumbled piece of burnt toast, a bad fuse, a sketchbook, a stone bracelet, a gold locket, an old shovel, the key to Cabin One, a screwdriver, a brown envelope, a fishing pole (to which a fish hook has been tied), and a poker), a cigar box, some fire tongs, a map of the swamp, a compass, a shiny key, a laptop computer (providing light), a little cloth pouch, a pill bottle, and a wooden bucket (which contains some water). You're wearing your clothes.", "endoftext": false }, { "action": "You put the toast in the pipe", "response": "(first taking the partially crumbled piece of burnt toast from the burlap sack)\nYou can't put that in the gas intake pipe.", "endoftext": false }, { "action": "You put toast in the sack", "response": "Which sack do you mean, the little cloth pouch, or the burlap sack?", "endoftext": false }, { "action": "You search pipe", "response": "The gas intake pipe seems to be empty.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying a burlap sack (which contains a teaspoon, a juice glass, some faded photographs, a flashlight, a croquet hoop, a bad fuse, a sketchbook, a stone bracelet, a gold locket, an old shovel, the key to Cabin One, a screwdriver, a brown envelope, a fishing pole (to which a fish hook has been tied), a poker, and a partially crumbled piece of burnt toast), a cigar box, some fire tongs, a map of the swamp, a compass, a shiny key, a laptop computer (providing light), a little cloth pouch, a pill bottle, and a wooden bucket (which contains some water). You're wearing your clothes.", "endoftext": false }, { "action": "You examine the power boat", "response": "The power boat is freshly painted red and white, and is about twenty feet long, with a muscular-looking outboard motor mounted at the stern. The boat sits high in the water, its bow pointed south, toward the big door. The power boat rocks gently. The controls on the dashboard in front of you are gleaming and incomprehensible. At the rear of the boat is mounted a large outboard motor.", "endoftext": false }, { "action": "You look at the controls", "response": "The dashboard of the power boat looks about as easy to operate as the bridge of the Starship Enterprise. There are more dials and knobs than you can count.", "endoftext": false }, { "action": "Go southwest", "response": "You can't go that way. The only obvious exit leads west, back to the dock.", "endoftext": false }, { "action": "Go west", "response": "The boat sways as you lever yourself up over the side and out onto the dock.\n\nIn the Boat Shed (standing on the dock)\nThe interior of the shed is dimly lighted by sunlight coming in through the single small window set high in the west wall. Water laps gently against the walls, and there's no floor at all, only a dock that juts out to the south from a narrow platform near the door. Standing on the dock, you can step into the power boat that's tied up on the east side, or into the rowboat on the west side. The threshold of the shed and the door by which you entered are to the north.\n\nLydia is standing here.", "endoftext": false }, { "action": "Go southwest", "response": "You can't go that way. Obvious exits lead north, to the threshold of the boat shed; east, back to the power boat; and west.", "endoftext": false }, { "action": "You enter it", "response": "In the Boat Shed (in the rowboat)\nThe interior of the shed is dimly lighted by sunlight coming in through the single small window set high in the west wall. Water laps gently against the walls, and there's no floor at all, only a dock that juts out to the south from a narrow platform near the door. The dock is to the east from here.\n\nThe rowboat rocks and sways in a way that makes you feel just slightly ill. The boat has oarlocks on the sides. A pair of oars is lying in the bottom of the boat.\n\nYou see some oars here.\n\nLydia is standing on the dock.\n\nLydia climbs into the rowboat with surprising grace - it rocks only a little - and sits down beside you.", "endoftext": false }, { "action": "You examine the oars", "response": "The oars are lying in the bottom of the boat. They're made of wood, and look pretty much the way you'd expect oars to look.", "endoftext": false }, { "action": "Go east", "response": "The boat sways as you clamber up onto the dock.\n\nIn the Boat Shed (standing on the dock)\nThe interior of the shed is dimly lighted by sunlight coming in through the single small window set high in the west wall. Water laps gently against the walls, and there's no floor at all, only a dock that juts out to the south from a narrow platform near the door. Standing on the dock, you can step into the power boat that's tied up on the east side, or into the rowboat on the west side. The threshold of the shed and the door by which you entered are to the north.\n\nLydia is sitting in the rowboat.\n\n\"I think I'll stay here and wait,\" Lydia says. \"You won't be too long, will you?\"", "endoftext": false }, { "action": "You go to the north", "response": "The interior of the shed is dimly lighted by sunlight coming in through the single small window set high in the west wall. Water laps gently against the walls, and there's no floor at all, only a dock that juts out to the south from a narrow platform near the door. There's also a narrow catwalk that runs along the west wall, to the southwest from where you're standing. At the end of the catwalk is a large cylindrical mechanism from which a chain runs up toward the roof.\n\nTwo boats are tied up here - a small rowboat on the west side of the dock and a much bigger and sleeker power boat on the east side. The far wall of the shed is a large door through which the boats must be meant to pass in and out. At the moment the door is closed.\n\nLydia is sitting in the rowboat.\n\nLydia gazes around nervously at the gloomy interior of the boat shed.", "endoftext": false }, { "action": "Go north", "response": "(first opening the boat shed door)\n\nA large shed is built out over the waters of the swamp at this spot. The planks of the shed are weathered to a grayish color and the paint is peeling, but the shed looks solidly built, and there's a shiny new lock on the door.\n\nYou can go southwest around the side of the shed, northeast to the area between the cabins, and north or northwest to an open area behind the western row of cabins. The door of the shed is directly to the south, and a stretch of swampy shore lies to the east.", "endoftext": false }, { "action": "You look at the stuff", "response": "Bits of wood carvings, crumpled junk-food wrappers, small complicated metal gadgets that look like they came from disassembled cars and were disassembled further after they got here - it's all pretty depressing.", "endoftext": false }, { "action": "You search the junk", "response": "Poking around in the junk, you spot a length of rubber hose.", "endoftext": false }, { "action": "Go south", "response": "The interior of the shed is dimly lighted by sunlight coming in through the single small window set high in the west wall. Water laps gently against the walls, and there's no floor at all, only a dock that juts out to the south from a narrow platform near the door. There's also a narrow catwalk that runs along the west wall, to the southwest from where you're standing. At the end of the catwalk is a large cylindrical mechanism from which a chain runs up toward the roof.\n\nTwo boats are tied up here - a small rowboat on the west side of the dock and a much bigger and sleeker power boat on the east side. The far wall of the shed is a large door through which the boats must be meant to pass in and out. At the moment the door is closed.\n\nLydia is sitting in the rowboat.\n\nLydia kneels and dips her fingers in the water. \"Ick!\"", "endoftext": false }, { "action": "Go east", "response": "You can't go that way. Obvious exits lead north, back to the front of the boat shed; south, to the dock; and southwest.\n\nLydia gazes around nervously at the gloomy interior of the boat shed.", "endoftext": false }, { "action": "You go southeast", "response": "You can't go that way. Obvious exits lead north, back to the front of the boat shed; south, to the dock; and southwest.\n\nLydia says, \"I wonder what the world is like now. When we get away, I want you to tell me everything.\"", "endoftext": false }, { "action": "You enter the power boat", "response": "The power boat is too far away.\n\nLydia whispers, \"Hurry, hurry! I thought I heard something!\"", "endoftext": false }, { "action": "Go south", "response": "In the Boat Shed (standing on the dock)\nThe interior of the shed is dimly lighted by sunlight coming in through the single small window set high in the west wall. Water laps gently against the walls, and there's no floor at all, only a dock that juts out to the south from a narrow platform near the door. Standing on the dock, you can step into the power boat that's tied up on the east side, or into the rowboat on the west side. The threshold of the shed and the door by which you entered are to the north.\n\nLydia is sitting in the rowboat.\n\n\"There must be a way to open the door so the boats can go in and out,\" Lydia says. \"Can you figure it out?\"", "endoftext": false }, { "action": "You go east", "response": "You scramble up over the side of the big power boat and thump down into it.\n\nIn the Boat Shed (standing in the power boat)\nThe interior of the shed is dimly lighted by sunlight coming in through the single small window set high in the west wall. Water laps gently against the walls, and there's no floor at all, only a dock that juts out to the south from a narrow platform near the door. The dock is to the west from here.\n\nThe power boat rocks gently. The controls on the dashboard in front of you are gleaming and incomprehensible. At the rear of the boat is mounted a large outboard motor.\n\nLydia is sitting in the rowboat.\n\n\"I hope we're almost ready to go,\" Lydia says. \"What are we waiting for?\"", "endoftext": false }, { "action": "You put the hose in the pipe", "response": "You feed one end of the hose down into the gas tank.\n\nLydia kneels and dips her fingers in the water. \"Ick!\"", "endoftext": false }, { "action": "You suck the hose", "response": "You've never tried to siphon gas from a tank before, but there's a first time for everything. You suck vigorously on the hose and then pull your mouth out of the way. No gas flows forth. You try again, and this time almost get a mouthful of gas. A little splashes on your sneakers before you can stick the hose out over the side of the boat.\n\nGas gurgles out for almost a minute before it stops. With any luck, the tank is now empty, or almost.\n\nLydia gnaws on a fingernail.", "endoftext": false }, { "action": "You take the hose", "response": "You pull the hose out of the gas intake pipe.\n\nLydia whispers, \"Hurry, hurry! I thought I heard something!\"", "endoftext": false }, { "action": "You go west", "response": "The boat sways as you lever yourself up over the side and out onto the dock.\n\nIn the Boat Shed (standing on the dock)\nThe interior of the shed is dimly lighted by sunlight coming in through the single small window set high in the west wall. Water laps gently against the walls, and there's no floor at all, only a dock that juts out to the south from a narrow platform near the door. Standing on the dock, you can step into the power boat that's tied up on the east side, or into the rowboat on the west side. The threshold of the shed and the door by which you entered are to the north.\n\nLydia is sitting in the rowboat.\n\nLydia says, \"I wonder what the world is like now. When we get away, I want you to tell me everything.\"", "endoftext": false }, { "action": "You examine the door", "response": "Which door do you mean, the boat shed door, or the big door?", "endoftext": false }, { "action": "Big", "response": "The big door at the south end of the shed is made of horizontal metal strips, probably aluminum. An overhead track suggests that the door can be rolled up to allow boats to go in and out - and indeed, there's a drum-shaped mechanism at the south end of the catwalk from which a chain extends up and back along the track.\n\nLydia gazes around nervously at the gloomy interior of the boat shed.", "endoftext": false }, { "action": "You close the shed door", "response": "The boat shed door is too far away.\n\nLydia kneels and dips her fingers in the water. \"Ick!\"", "endoftext": false }, { "action": "You go to the north", "response": "The interior of the shed is dimly lighted by sunlight coming in through the single small window set high in the west wall. Water laps gently against the walls, and there's no floor at all, only a dock that juts out to the south from a narrow platform near the door. There's also a narrow catwalk that runs along the west wall, to the southwest from where you're standing. At the end of the catwalk is a large cylindrical mechanism from which a chain runs up toward the roof.\n\nTwo boats are tied up here - a small rowboat on the west side of the dock and a much bigger and sleeker power boat on the east side. The far wall of the shed is a large door through which the boats must be meant to pass in and out. At the moment the door is closed.\n\nLydia is sitting in the rowboat.\n\n\"There must be a way to open the door so the boats can go in and out,\" Lydia says. \"Can you figure it out?\"", "endoftext": false }, { "action": "You close the shed door", "response": "Closed.\n\n\"I hope we're almost ready to go,\" Lydia says. \"What are we waiting for?\"", "endoftext": false }, { "action": "You lock it", "response": "That is not something you can lock.\n\nLydia gnaws on a fingernail.", "endoftext": false }, { "action": "You go to the south", "response": "In the Boat Shed (standing on the dock)\nThe interior of the shed is dimly lighted by sunlight coming in through the single small window set high in the west wall. Water laps gently against the walls, and there's no floor at all, only a dock that juts out to the south from a narrow platform near the door. Standing on the dock, you can step into the power boat that's tied up on the east side, or into the rowboat on the west side. The threshold of the shed and the door by which you entered are to the north.\n\nLydia is sitting in the rowboat.\n\nLydia whispers, \"Hurry, hurry! I thought I heard something!\"", "endoftext": false }, { "action": "You look at drum", "response": "The drum-shaped mechanism is out at the southwest end of the catwalk.\n\nLydia says, \"I wonder what the world is like now. When we get away, I want you to tell me everything.\"", "endoftext": false }, { "action": "Go southwest", "response": "You can't go that way. Obvious exits lead north, back to the threshold of the boat shed; east, to the power boat; and west, to the rowboat.\n\n\"I hope we're almost ready to go,\" Lydia says. \"What are we waiting for?\"", "endoftext": false }, { "action": "You look at the big door", "response": "The big door at the south end of the shed is made of horizontal metal strips, probably aluminum. An overhead track suggests that the door can be rolled up to allow boats to go in and out - and indeed, there's a drum-shaped mechanism at the south end of the catwalk from which a chain extends up and back along the track.\n\n\"There must be a way to open the door so the boats can go in and out,\" Lydia says. \"Can you figure it out?\"", "endoftext": false }, { "action": "You examine the mechanism", "response": "The drum-shaped mechanism is out at the southwest end of the catwalk.\n\nLydia kneels and dips her fingers in the water. \"Ick!\"", "endoftext": false }, { "action": "You go to the southwest", "response": "You can't go that way. Obvious exits lead north, back to the threshold of the boat shed; east, to the power boat; and west, to the rowboat.\n\nLydia gazes around nervously at the gloomy interior of the boat shed.", "endoftext": false }, { "action": "You go to the north", "response": "The interior of the shed is dimly lighted by sunlight coming in through the single small window set high in the west wall. Water laps gently against the walls, and there's no floor at all, only a dock that juts out to the south from a narrow platform near the door. There's also a narrow catwalk that runs along the west wall, to the southwest from where you're standing. At the end of the catwalk is a large cylindrical mechanism from which a chain runs up toward the roof.\n\nTwo boats are tied up here - a small rowboat on the west side of the dock and a much bigger and sleeker power boat on the east side. The far wall of the shed is a large door through which the boats must be meant to pass in and out. At the moment the door is closed.\n\nLydia is sitting in the rowboat.\n\nLydia gnaws on a fingernail.", "endoftext": false }, { "action": "You go to the southwest", "response": "In the Boat Shed (standing on the catwalk)\nThe interior of the shed is dimly lighted by sunlight coming in through the single small window set high in the west wall. Water laps gently against the walls, and there's no floor at all, only a dock that juts out to the south from a narrow platform near the door. Two boats are moored at the dock, but you can't reach them from here. At the south end of the catwalk, near the big door that forms the south wall of the shed, is a large cylindrical mechanism from which a chain runs up toward the roof. The threshold of the shed and the door by which you entered are to the northeast.\n\nLydia is sitting in the rowboat.\n\n\"There must be a way to open the door so the boats can go in and out,\" Lydia says. \"Can you figure it out?\"", "endoftext": false }, { "action": "Go south", "response": "You can't go that way. The only obvious exit leads northeast to the threshold of the boat shed.\n\nLydia gnaws on a fingernail.", "endoftext": false }, { "action": "You go to the south-west", "response": "You can't go that way. The only obvious exit leads northeast to the threshold of the boat shed.\n\n\"I hope we're almost ready to go,\" Lydia says. \"What are we waiting for?\"", "endoftext": false }, { "action": "You examine the drum", "response": "The mechanism is shaped like a large metal drum. A chain extends up from the drum and, by a series of pulleys, back along an overhead track. A small but strong-looking metal tab with a round hole in it extends out from one end of the drum.\n\nLydia kneels and dips her fingers in the water. \"Ick!\"", "endoftext": false }, { "action": "You turn the tab", "response": "There's no obvious way to do that.\n\nLydia says, \"I wonder what the world is like now. When we get away, I want you to tell me everything.\"", "endoftext": false }, { "action": "You put the poker in the hole", "response": "(first putting the fire tongs in the burlap sack to make room, then taking the poker from the burlap sack)\nYou put the poker in the tab.\n\nLydia whispers, \"Hurry, hurry! I thought I heard something!\"", "endoftext": false }, { "action": "You turn the tab", "response": "You throw your weight against the metal rod. It's quite a job, but as you rotate the drum mechanism the big door groans and bit by bit inches upward. At last it's done - the door is open, revealing the sunlit waters of the swamp!\n\nLydia gazes around nervously at the gloomy interior of the boat shed.", "endoftext": false }, { "action": "You take the poker", "response": "Taken.\n\n\"I hope we're almost ready to go,\" Lydia says. \"What are we waiting for?\"", "endoftext": false }, { "action": "You go to the northeast", "response": "The interior of the shed is bathed in shifting light. Watery reflections spill through the big door to the south, which has been raised. Water laps gently against the walls, and there's no floor at all, only a dock that juts out to the south from a narrow platform near the door. There's also a narrow catwalk that runs along the west wall, to the southwest from where you're standing. At the end of the catwalk is a large cylindrical mechanism from which a chain runs up toward the roof.\n\nTwo boats are tied up here - a small rowboat on the west side of the dock and a much bigger and sleeker power boat on the east side. The far wall of the shed is a large door through which the boats must be meant to pass in and out. At the moment the door is standing wide open.\n\nLydia is sitting in the rowboat.\n\nLydia gnaws on a fingernail.", "endoftext": false }, { "action": "Go south", "response": "In the Boat Shed (standing on the dock)\nThe interior of the shed is bathed in shifting light. Watery reflections spill through the big door to the south, which has been raised. Water laps gently against the walls, and there's no floor at all, only a dock that juts out to the south from a narrow platform near the door. Standing on the dock, you can step into the power boat that's tied up on the east side, or into the rowboat on the west side. The threshold of the shed and the door by which you entered are to the north.\n\nLydia is sitting in the rowboat.\n\nLydia gazes around nervously at the gloomy interior of the boat shed.", "endoftext": false }, { "action": "You go to the east", "response": "You scramble up over the side of the big power boat and thump down into it.\n\nIn the Boat Shed (standing in the power boat)\nThe interior of the shed is bathed in shifting light. Watery reflections spill through the big door to the south, which has been raised. Water laps gently against the walls, and there's no floor at all, only a dock that juts out to the south from a narrow platform near the door. The dock is to the west from here.\n\nThe power boat rocks gently. The controls on the dashboard in front of you are gleaming and incomprehensible. At the rear of the boat is mounted a large outboard motor.\n\nLydia is sitting in the rowboat.\n\nLydia says, \"I wonder what the world is like now. When we get away, I want you to tell me everything.\"", "endoftext": false }, { "action": "You break the controls with the poker", "response": "Smashing the dashboard would almost certainly make too much noise. Someone would be bound to hear you.\n\nLydia whispers, \"Hurry, hurry! I thought I heard something!\"", "endoftext": false }, { "action": "You go west", "response": "The boat sways as you lever yourself up over the side and out onto the dock.\n\nIn the Boat Shed (standing on the dock)\nThe interior of the shed is bathed in shifting light. Watery reflections spill through the big door to the south, which has been raised. Water laps gently against the walls, and there's no floor at all, only a dock that juts out to the south from a narrow platform near the door. Standing on the dock, you can step into the power boat that's tied up on the east side, or into the rowboat on the west side. The threshold of the shed and the door by which you entered are to the north.\n\nLydia is sitting in the rowboat.\n\nLydia kneels and dips her fingers in the water. \"Ick!\"", "endoftext": false }, { "action": "You go west", "response": "You scramble down into the rowboat, which sways alarmingly but doesn't tip over.\n\nIn the Boat Shed (in the rowboat)\nThe interior of the shed is bathed in shifting light. Watery reflections spill through the big door to the south, which has been raised. Water laps gently against the walls, and there's no floor at all, only a dock that juts out to the south from a narrow platform near the door. The dock is to the east from here.\n\nThe rowboat rocks and sways in a way that makes you feel just slightly ill. The boat has oarlocks on the sides. A pair of oars is lying in the bottom of the boat.\n\nYou see some oars here.\n\nLydia is sitting here.\n\nLydia gazes out the big door at the swamp. \"What a horrible place,\" she says.", "endoftext": false }, { "action": "You take the oars", "response": "(first putting the little cloth pouch in the burlap sack to make room, then putting the pill bottle in the burlap sack to make room, then putting the map of the swamp in the burlap sack to make room, then putting the compass in the burlap sack to make room, then putting the shiny key in the burlap sack to make room, then putting the cigar box in the burlap sack to make room, then putting the laptop computer in the burlap sack to make room, then putting the rubber hose in the burlap sack to make room, then putting the poker in the burlap sack to make room)\nTaken.\n\nLydia whispers, \"Hurry, hurry! I thought I heard something!\"", "endoftext": false }, { "action": "Row boat", "response": "There are no oars in the oarlocks.\n\nLydia gazes around nervously at the gloomy interior of the boat shed.", "endoftext": false }, { "action": "You put oars in the oarlocks", "response": "Done.\n\nLydia gazes out the big door at the swamp. \"What a horrible place,\" she says.", "endoftext": false }, { "action": "You look at the map", "response": "The piece of paper is creased and dog-eared. One edge is badly charred. The map is crudely drawn. The network of squiggles and scribbled legends seems to show the locations of a number of bayous, islands, and sandbars. Near one edge is an irregular little square marked \"Eternal Springs.\" In another corner is a circle with an arrow pointing upward out of it; the arrow is marked \"N.\"\n\nLydia gnaws on a fingernail.", "endoftext": false }, { "action": "Row boat", "response": "As you work the oars, the rowboat glides out through the big doors into the steaming sunlit swamp. Rowing is hard work, especially when an oar gets caught in an underwater snag, so you and Lydia take turns. Using the map, you're able to find what you hope is the right route among the tricky waterways. You steer a course that should lead to a public boat landing a couple of miles away.\n\nA long time passes, and you worry that you're lost in the swamp, but Lydia keeps saying, \"Don't you dare give up on me! We're almost there.\" The sun sets, turning the sky to blood and then to ash. As the dusk thickens the gnarled trees look more and more sinister - as if they're reaching out to grab you. But then you spy the cheerful glint of lights. The landing dock is just ahead. \"There it is,\" you say, pointing.\n\n\"Yes, yes! See, I told you!\" Lydia hugs you, which causes the boat to rock dangerously, but you're able to avoid capsizing. A few minutes later you climb up on the dock at the landing. Three men are standing there, including, miraculously, one in the uniform of a county sheriff. You babble out your story about being kidnapped and threatened by cultists. The sheriff asks you to slow down, but he seems to take your account seriously.\n\nWhen you mention how Hank was shot, the sheriff nods soberly. \"That's why I'm out here. Stevie Ray here found a body floatin' about an hour ago. Reckon it'll be the fella you're talkin' about. Well, I'll radio this in to headquarters. We'll send some squad cars out there and take 'em all into custody. You say one of 'em's your aunt? That's hard to believe.\"\n\nSuddenly your teeth are chattering. You hug yourself hard, and somebody finds a blanket to wrap around you. \"You can believe it,\" you tell him. \"She brought me down here so they could k-k-kill me.\"\n\nThe sheriff shakes his head sadly. \"What's the world comin' to? You got any other kin?\"\n\nYou tell him no, and add that Lydia doesn't either. You don't feel it's worth mentioning that that's because she died in 1934. If you tell him that part, he'll start thinking you made the whole thing up.\n\n\"Well, all right, then,\" he says. \"You girls hop into my car and I'll take you into town, get you settled with one of the ladies in the department until tomorrow. Get you some supper, too. You look all in.\"\n\nYou stammer your thanks. \"Don't think nothin' of it,\" the sheriff says. \"Everything's gonna be all right now. You'll see.\"\n\nAnd as it turns out, he's absolutely right.", "endoftext": true } ]
7t22wbllftv7nuiw
Galatea
Emily Short
[ "Mythological" ]
[ "ask/tell conversation", "character-based", "complex NPC", "conversation", "cover art", "ekphrasis", "gender-neutral protagonist", "IF Art Show", "IF Art Show 2000", "interaction", "memorable NPC", "multiple endings", "on Jay Is Games", "one-room", "open-ended", "parser", "portrait", "puzzleless", "recommended for beginners", "sandbox", "short", "single room", "strong characterization", "surprisingly not pornographic", "unstable truth", "Xyzzy Awards 2000", "XYZZY Best Individual NPC" ]
2,000
[ 95, 122, 53, 18, 9 ]
297
3.929293
20091202
false
A conversation with a work of art. "47. Galatea. White Thasos marble. Non-commissioned work by the late Pygmalion of Cyprus. (The artist has since committed suicide.) Originally not an animate. The waking of this piece from its natural state remains unexplained." Takes an ambitious approach to NPC (non-player character) conversation, both in terms of volume (Galatea has many hundreds of things to say) and complexity (she keeps track of the state of conversation and reacts differently according to what has already been said and done).
[ { "action": "%", "response": "You come around a corner, away from the noise of the opening.\n\nThere is only one exhibit. She stands in the spotlight, with her back to you: a sweep of pale hair on paler skin, a column of emerald silk that ends in a pool at her feet. She might be the model in a perfume ad; the trophy wife at a formal gathering; one of the guests at this very opening, standing on an empty pedestal in some ironic act of artistic deconstruction --\n\nYou hesitate, about to turn away. Her hand balls into a fist.\n\n\"They told me you were coming.\"\n\nUnlit, except for the single spotlight; unfurnished, except for the defining swath of black velvet. And a placard on a little stand.\n\nOn the pedestal is Galatea.", "endoftext": false }, { "action": "You look at the galatea", "response": "She is facing away from you. You cannot see her face, only her hair, and the line of her shoulder. It's hard to know what she's looking at -- the velvet backdrop, if she has her eyes open, but there's not much to see in that. Mostly, it is obvious, she is not looking at you.\n\nHer green dress widens out at the knee, falling over the pedestal on which she stands in a way that would probably be very awkward, if she wanted to move.\n\n\"You might try speaking to me,\" she prompts. \"It's not polite merely to stare. And I've gotten very bored, standing here.\"\n\n(An attempt to engage the audience -- the proactive element... you frame the words for your review, but you find that you can't get as far as a complete first sentence. There's something more here; anxious, chilly, visceral. Better pay attention.)", "endoftext": false }, { "action": "You talk to her", "response": "(Galatea)\n[To talk to someone, try TELL <person> ABOUT <topic> or ASK <person> ABOUT <topic>.]", "endoftext": false }, { "action": "You turn her", "response": "(Galatea)\nYou take her by the elbow and turn her a few degrees towards yourself. She cooperates, but her arm feels stiff under your touch. \"Don't do that again, please,\" she says.", "endoftext": false }, { "action": "You ask Galatea about her face", "response": "She just shrugs.", "endoftext": false }, { "action": "You read the placard", "response": "Large cream letters on a black ground.\n\n47. Galatea\n\nWhite Thasos marble. Non-commissioned work by the late Pygmalion of Cyprus. (The artist has since committed suicide.)\n\nOriginally not an animate. The waking of this piece from its natural state remains unexplained.", "endoftext": true }, { "action": "Look around", "response": "Unlit, except for the single spotlight; unfurnished, except for the defining swath of black velvet. And a placard on a little stand.\n\nOn the pedestal is Galatea.", "endoftext": false }, { "action": "You tell Galatea about yourself", "response": "Where would you begin? And what context would she have for anything you could say? She has had no childhood, no history, no network of passions and friends.The persistent inclination to tell her such things takes you by surprise. Animates are notoriously poor at processing uncontextualized personal information. And you know better than to waste your time.\n\nBut this piece of logic doesn't banish the desire to confide in her.", "endoftext": false }, { "action": "Talk animates", "response": "There are a dozen better people with whom to discuss animate design and critical theory, standing around in the other room.", "endoftext": false }, { "action": "Journey", "response": "\"How did you get here from Cyprus?\"\n\n\"Oh, I flew. They had me in a crate -- which was uncomfortable, and cold as well. But that was the only way for them to get me through customs, because of course since I wasn't born anywhere I didn't have a passport. I did my best to look still and motionless when customs checked me. Fortunately they weren't very thorough.\"", "endoftext": false }, { "action": "You examine the mouth", "response": "The expression could best be described as maliciously satisfied.", "endoftext": false }, { "action": "You examine the hair", "response": "It is a pale, Scandinavian blonde, curling just a little beside her face, but elsewhere straight and quite severe.", "endoftext": false }, { "action": "You touch the hair", "response": "You feel too self-conscious to do that; she might not appreciate the gesture.", "endoftext": false }, { "action": "You examine the dress", "response": "If you knew designers, you might recognize it: it looks expensive. A shimmering column from the bodice down to the knee, where it flares to cover the whole base of the pedestal.", "endoftext": false }, { "action": "You talk komininsky", "response": "Before you can tell her anything about animates you're going to have to explain the nature of this exhibit. It's not clear that she understands that point.", "endoftext": false }, { "action": "You talk exhibit", "response": "\"You do realize what kind of exhibition this is, right?\" you ask.\n\n\"What kind of exhibition?\" she asks stupidly. \"It's an art exhibition. I'm art.\"\n\n\"It is an artificial-intelligence exhibit. The other displays have artfully designed bodies, yes, but they also have programs to make them speak and think in particular ways. So you see--\"\n\n\"You think that's what I am,\" she says. \"A fake person.\"\n\nYou grin a little apologetically. \"Perhaps you can understand the mistake. Under the circumstances. After all the truth -- as you would have it -- is far stranger.\"", "endoftext": false }, { "action": "You talk komininsky", "response": "\"There's a piece by Komininsky in the next room,\" you volunteer. \"Mingling with the guests. He, ah, brought her as his date, actually.\" You and Mike go way back: you've always been fascinated by his genius for subversion.\n\n\"And so...?\" Her eyes meet yours briefly.\n\n\"It means that he can mediate between her and anyone who tries to talk to her. Being able to control the input gives him an unfair advantage. Most of the fun is watching them interact with each other, in fact.\"\n\n\"Bizarre. And he doesn't find it uncomfortable to be romantically involved with a--\"\n\n\"He isn't actually involved with her, naturally. It's a joke. And anyone can see she's not real because she has his signature tattooed across her right shoulderblade.\"", "endoftext": false }, { "action": "Step down", "response": "\"Er...?\"", "endoftext": false }, { "action": "Down", "response": "\"Why don't you come down from there?\" you ask. \"It can't be comfortable.\"\n\nShe looks at you in surprise. The curtain moves in a slight breeze. \"But I --\" She frowns slightly, evaluating what she was about to say. \"Yes. Yes. After all, why not?\"\n\nCatching up the excess of her gown in one hand, she steps down, ignoring the hand you extend in support.\n\n\"Won't this surprise them,\" she says. \"Did you see him here? The artist? You know what he looks like, don't you?\"\n\n\"I didn't see him,\" you say heavily.\n\n\"Oh.\" She frowns. You open your mouth to speak again, but she outstrips you, hurrying down the hall and into the bright throng. And perhaps she'll be all right...", "endoftext": false }, { "action": "You get on the pedestal", "response": "\"Hey,\" you say. \"Trade you places.\"\n\nHer eyes meet yours briefly. \"What?\" she asks, startled.\n\n\"Come on, get down. You can wander around. Talk to people. Look at things.\"\n\nShe just looks at you speculatively, her forehead creased.\n\n\"Very well,\" she says finally. She steps down, and you climb up in her place -- first hanging your jacket strategically over the placard.\n\nWhich is how it comes about that you spend the rest of the night sitting on the pedestal. It's rather amusing, in fact; your long familiarity with animate behavior styles makes it easy to emulate one.\n\nOf course you are a bit piqued by your reviews: \"Supplied only with esoteric data... personable in a self-deprecating way, but unexciting... breaking no important barriers in the development of more human-like animates.\" Damn critics.\n\nFrom the same source, you read that the gallery hired a new assistant. In the photo she's looking severely at the camera, her pure-blonde hair taken up in a French twist.\nIt's already occupied, and there's certainly no room for two. Interesting statement though that might make.", "endoftext": false }, { "action": "You kiss her", "response": "(Galatea)\nYou can't really reach at this angle, and she seems disinclined to cooperate.", "endoftext": false }, { "action": "Continue", "response": "\"If one of the gods woke you, which one do you suppose it was?\"\n\n\"I've no idea.\"", "endoftext": false }, { "action": "Keep going", "response": "\"Well, she sounds like a harmless and pleasant sort.\"\n\nHer eyes meet yours briefly. \"Pleasant and harmless,\" she repeats in a dull voice. \"She's the one who sent Helen to Troy; she's the one who made Zeus chase after all sorts of mortal women, to their disadvantage and Hera's fury. If it weren't for her and her tricks and her cruelty--\"\n\nShe pauses, her eyes flickering up to something behind you. You turn.\n\n\"It is unwise,\" says the newcomer, \"to rail against the gods. Especially against those who have done you favors.\" She walks toward where you are standing: from a distance she looks like one of the gallery owners, but when she is beside you you realize that this is an illusion: close up you notice how tall she is, and how the light seems to follow her of its own accord. There's a smell of something sweet and unfamiliar.\n\nYou move back, nervous. But the goddess seems hardly to notice you. She touches Galatea with one finger and instantly the life is gone from her: there is only a statue on the pedestal, perfect, still.\n\nToo appalled and too miserable to speak, you huddle against the wall. Aphrodite glances once, contemptuously, in your direction, as she goes out.", "endoftext": false }, { "action": "Dance", "response": "\"Er...?\"", "endoftext": false }, { "action": "You talk placard", "response": "\"The artist,\" you say gently. \"It says on the placard that he has committed suicide.\"\n\nHer eyes meet yours, large and dark. Time passes, but she doesn't move. You are tempted to reach out to her, but the memory of the last time you touched her still leaves you a little embarrassed. As though you'd made it obvious that you weren't thinking of her as an actual person... The intention would be just the opposite now, but the barrier is there. So you just stand there, watching her downcast eyes and wondering whether you were wise to say anything at all. (Though surely she should know?)\n\n\"I don't know,\" she says in a strained voice, \"what I am supposed to do now. I only exist because of him, for his sake--\"\n\nYou bite back a remark on the virtues of modern feminism.", "endoftext": false }, { "action": "Turn", "response": "\"Don't like me facing you, now?\" she asks wryly. But she doesn't move.", "endoftext": false }, { "action": "You talk yourself", "response": "Where do you want to start? Your childhood, your family, your job?", "endoftext": false }, { "action": "You talk the childhood", "response": "Which do you mean, the artist's childhood or the childhood?", "endoftext": false }, { "action": "You talk job", "response": "\"I'm a critic of artificial intelligence pieces. Animates, they're called. I'm writing a review of the exhibition.\"\n\nShe sighs slightly. \"Ah,\" she says. \"So you could tell immediately that I wasn't like the others --\"\n\nWhen you're silent, she makes a funny gesture with her left hand, as though she's throwing something away. \"Never mind, don't answer that. You know now, which is what matters.\"", "endoftext": false }, { "action": "You talk the family", "response": "\"I lived with a bunch of different relatives, growing up: my aunt for a while, and then my grandmother for a long time, but with visits to our uncle in the summers. It was crazy.\"\n\n\"Did you enjoy it?\"\n\nYou become aware, for half a second, of the people waiting for you in the other room. But the thought is easily squashed. \"Yes, actually, I did. It sounds inhuman to say so, but there were actually times when I was glad that my parents had died, because it meant I was free. I didn't belong to any one place. I could go where I wanted.\"\nUtterly against what a child psychologist would predict, and not the kind of admission you ordinarily make...\n\nYou stop, a little flustered. But she listens without prejudice -- perhaps because she's too inexperienced to find this kind of thing trite, or perhaps because what she really understands is how to be still and listen.", "endoftext": false }, { "action": "Keep going", "response": "Talking to her is too easy. One thing tumbles out after another -- memories, philosophies, names you haven't spoken for years.\n\nShe sits down on the pedestal, drawing her knees up to her chest. (\"Have you no respect for that gorgeous dress?\" \"None.\") Her bare feet poke out; she's painted the toenails a ruddy shade of bronze, and she studies the effect whenever she isn't looking at you.\n\nEventually she begins to talk too: about her first encounter with a northern rain; the frustration of trying to watch the television in her hotel room...\n\nAnd that's where you find yourselves when the lights blink and the owners come to send everyone home: sitting shoulder to shoulder, shading your eyes from that hard downglare. You stand; a happy exhaustion sets in, so you're too tired to be self-conscious about hugging her goodbye under the skeptical gaze of the caterers.", "endoftext": true } ]
urxrv27t7qtu52lb
Shade
Andrew Plotkin
[ "Travel" ]
[ "atmospheric", "changing environment", "commercial", "cover art", "desert", "gender-neutral protagonist", "horror", "house setting", "I6 source available", "IF Competition 2000", "IFComp Game", "Inform 6", "NightFloyd transcript", "on Jay Is Games", "one-room", "parser", "Published 2000", "puzzleless", "recommended for beginners", "sand", "single room", "surreal", "unreliable narrator", "walkthrough", "Xyzzy Awards 2000", "XYZZY Best Setting" ]
2,000
[ 116, 157, 73, 17, 12 ]
375
3.928
20140603-NF
false
A one-room story set in your apartment.
[ { "action": "%", "response": "This room surrounds you with white foam boards, each three metres long and three metres wide. It is rather hot in here.\n\nA panel is located on the south wall.", "endoftext": false }, { "action": "About you", "response": "Without a mirror, you can't get a good look at yourself", "endoftext": false }, { "action": "Inventory", "response": "You are carrying nothing.\n\nYou feel mildly warm.", "endoftext": false }, { "action": "You examine panel", "response": "The panel is small and rectangular, attached firmly to the wall. It has red and blue buttons on it's face.", "endoftext": false }, { "action": "You look at red button", "response": "The red button has an image of a flame on it, as well as being red.\n\nYou start to sweat in the sweltering heat.", "endoftext": false }, { "action": "You press the blue button", "response": "As you push the blue button, sparks fly out, jolting you backwards against the northen wall, knocking you out. The panel may be damaged. You should see if it broke or something.\nWhen you come to, you feel a cool gust of air hitting you in the face. You feel relieved.", "endoftext": false }, { "action": "You look at the panel", "response": "The panel is small and rectangular. It has black burn marks all over it's face. It sticks out a bit from the wall.", "endoftext": true }, { "action": "You look around", "response": "This room surrounds you with white foam boards, each three metres long and three metres wide. After enduring the heat earlier, the coolness of the room makes you feel relieved.\n\nA panel is located on the south wall.", "endoftext": false }, { "action": "Press panel", "response": "Nothing obvious happens.", "endoftext": false }, { "action": "You look at the wall", "response": "White foam makes up the walls, ceiling and floor.", "endoftext": false }, { "action": "You look at the red button", "response": "The red button has an image of a flame on it, as well as being red.", "endoftext": false }, { "action": "You press the red button", "response": "You give the red button a push, but nothing happens. It could have something to do with the fact that you broke the panel earlier.", "endoftext": false }, { "action": "You pull the panel", "response": "You pry off the panel from the wall to reveal a hole.", "endoftext": false }, { "action": "You examine the hole", "response": "Wires stick out of this hole, burnt. It must have ceased function when you tried to use it earlier.\n\nIn the small hole is a potato.", "endoftext": false }, { "action": "You get the potato", "response": "[Your score has just gone up by fifty points.]", "endoftext": false }, { "action": "You examine it", "response": "A brown tuber with spots. You wonder what it is doing here.", "endoftext": false }, { "action": "You look in the hole", "response": "The small hole is empty.", "endoftext": false }, { "action": "You get the potato", "response": "You already have that.", "endoftext": false }, { "action": "You eat it", "response": "You don't know why, but your psyche is preventing you from eating the potato.\n\nThe room starts to rumble. Turbulence, perhaps?\n\nSuddenly, the White Cube you are in vanishes to reveal that you were in the Holodeck all along. You silently curse at whoever it was who put you here, ran the program and turned the safety precautions off. You could have died!\n\nThe walls of this room are filled with a yellow grid on a black background. This room is used to simulate events using holograms. There is a door located north.", "endoftext": true }, { "action": "Describe the surroundings", "response": "The walls of this room are filled with a yellow grid on a black background. This room is used to simulate events using holograms. There is a door located north.", "endoftext": false }, { "action": "You examine the grid", "response": "The yellow grid criss-crosses across the whole room. You wonder why they chose such a poor design for this room.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na potato", "endoftext": false }, { "action": "Go north", "response": "This corridor is one of many in the giant maze that is this ship. Red lights are currently blinking, and a concurrent beeping noise sounds. The corridor continues east. The turbolift is located west.", "endoftext": false }, { "action": "You look at lights", "response": "Red lights. It must signify something, but you do not know what.", "endoftext": false }, { "action": "You go east", "response": "This corridor, just like the one you were just on earlier, is one of many in the giant maze that is this ship. Red lights are currently blinking, and a concurrent beeping noise sounds. The corridor continues east and west. A set of doors lie north.", "endoftext": false }, { "action": "You open the doors", "response": "The doors on this ship are automatic. They only open while you are walking through it.", "endoftext": false }, { "action": "You go to the north", "response": "It is pitch black. You are likely to be eaten by a grue.\n\nYou remember, however, that the exit is south.", "endoftext": false }, { "action": "Go east", "response": "You navigate the maze of corridors. It's a wonder that you don't bump into anyone.\n\nThis large room is where shuttles are stored, but you can only see a small one here at the moment. The door to enter the room lies north, while a gigantic door is on the wall east. A pile of tools lie discarded in the corner and a lever sticks up from the ground. A power infuser is in the west wall.", "endoftext": false }, { "action": "You examine the tools", "response": "A pile of discarded tools. They don't look useful at all.", "endoftext": false }, { "action": "You look at the lever", "response": "(Lever)\nA big lever is built into the floor. Why would anyone in their right mind (save for mad scientists) design a room this way?", "endoftext": false }, { "action": "You examine the power", "response": "The power infuser is basically just a charger that can power devices. It resides in a small hole in the western wall.", "endoftext": false }, { "action": "You plug the potato in the power", "response": "You put the potato in the power infuser and it begins its work.\n\nAfter a few moments, the potato catches fire! The fire then slowly sets the rest of the room on fire, and you along with it. You roast in the flames.", "endoftext": false }, { "action": "You pull the lever", "response": "(Lever)\nThe giant doors of the shuttle bay open into the deep chill of space. It also sucks all the air out, and you along with it.", "endoftext": false }, { "action": "You take the tools", "response": "You try to pick one up, but find that they are too heavy. What are they made of, ununoctium?", "endoftext": false }, { "action": "You examine the Shuttle", "response": "Which do you mean, shuttle bay door, the giant shuttle bay door or Small Shuttle?", "endoftext": false }, { "action": "Small", "response": "The shuttle seems rather small. You doubt anyone could stand being in there for more than an hour.", "endoftext": false }, { "action": "Small", "response": "You get inside the shuttle.\n\nThe shuttle as small as you had thought it would be. A window looks out into the shuttle bay, while beneath that is a console.", "endoftext": false }, { "action": "You look at the console", "response": "A random (or so you think) assortment of buttons, switches and levers. You have no idea what any of them do.", "endoftext": false }, { "action": "Exit", "response": "You get out of the shuttle.\n\nThis large room is where shuttles are stored, but you can only see a small one here at the moment. The door to enter the room lies north, while a gigantic door is on the wall east. A pile of tools lie discarded in the corner and a lever sticks up from the ground. A power infuser is in the west wall.", "endoftext": true }, { "action": "Look around", "response": "This large room is where shuttles are stored, but you can only see a small one here at the moment. The door to enter the room lies north, while a gigantic door is on the wall east. A pile of tools lie discarded in the corner and a lever sticks up from the ground. A power infuser is in the west wall.", "endoftext": false }, { "action": "You examine giant", "response": "This rather large door is used to let shuttles in and out of the ship. It is currently closed.", "endoftext": false }, { "action": "Go north", "response": "You navigate the maze of corridors. It's a wonder that you don't bump into anyone.\n\nThis corridor, just like the one you were just on earlier, is one of many in the giant maze that is this ship. Red lights are currently blinking, and a concurrent beeping noise sounds. The corridor continues east and west. A set of doors lie north.", "endoftext": false }, { "action": "You go to the west", "response": "This corridor is one of many in the giant maze that is this ship. Red lights are currently blinking, and a concurrent beeping noise sounds. The corridor continues east. The turbolift is located west.", "endoftext": false }, { "action": "Go west", "response": "Turbolift (on Deck 2)\nThe cylindrical walls of this glorified tuna can of an elevator greet you. You can hear a low humming from the machines that make it work. The door you entered in from is east. You can use the turbolift to go up or down to different decks on the ship.\n\nA lamp lies on the floor. You wonder who left it here.", "endoftext": false }, { "action": "You take the lamp", "response": "Taken.", "endoftext": false }, { "action": "You look at the lamp", "response": "An ordinary lamp. Although where you found it raises some questions.\n\nThe lamp is currently switched off.", "endoftext": false }, { "action": "You turn on the lamp", "response": "The lamp fails to light up. Maybe it has no power?", "endoftext": false }, { "action": "Go east", "response": "You navigate the maze of corridors. It's a wonder that you don't bump into anyone.\n\nThis large room is where shuttles are stored, but you can only see a small one here at the moment. The door to enter the room lies north, while a gigantic door is on the wall east. A pile of tools lie discarded in the corner and a lever sticks up from the ground. A power infuser is in the west wall.", "endoftext": false }, { "action": "You put the lamp in the power", "response": "You put the lamp in the power infuser and it begins its work.\n\nAfter a few moments, a light beep sounds. It looks like the lamp is charged!", "endoftext": false }, { "action": "Go north", "response": "You navigate the maze of corridors. It's a wonder that you don't bump into anyone.\n\nThis corridor, just like the one you were just on earlier, is one of many in the giant maze that is this ship. Red lights are currently blinking, and a concurrent beeping noise sounds. The corridor continues east and west. A set of doors lie north.", "endoftext": false }, { "action": "Go north", "response": "The living quarters of a crew member. On the table is a communications device. On the bed is a book. Standing on the floor is a full length mirror. A set of doors lie south, back into the corridors.", "endoftext": false }, { "action": "You examine the communications", "response": "This small, flat, rectangular device has a black sleek exterior and rounded corners. It's face is taken up mostly by a screen. Below the screen is a circular button with a rounded square on it. It appears to be turned off.", "endoftext": false }, { "action": "You examine mirror", "response": "You look into the mirror and realise that...\n\nYou are a potato!\n\nYou explode into a pulp at the realization of this fact.\n\nA voice somewhere says: \"Thanks for playing!\"\n\n*** You have turned into mashed potato ***", "endoftext": false }, { "action": "Examine button", "response": "In that game you scored 50 out of a possible 50, in 75 turns.\n\nWould you like to RESTART, RESTORE a saved game, see some suggestions for AMUSING things to do, QUIT or UNDO the last command?", "endoftext": false }, { "action": "Examine button", "response": "Located below the screen of the communications device, this circular button has a rounded square on it's face.", "endoftext": true }, { "action": "You look at your surroundings", "response": "The living quarters of a crew member. On the table is a communications device. On the bed is a book. Standing on the floor is a full length mirror. A set of doors lie south, back into the corridors.", "endoftext": false }, { "action": "You examine the bed", "response": "A standard-issue bed. It's not as comfortable as what one would have liked, but it'll have to do. A book sits on the bed.", "endoftext": false }, { "action": "Go west", "response": "Turbolift (on Deck 2)\nThe cylindrical walls of this glorified tuna can of an elevator greet you. You can hear a low humming from the machines that make it work. The door you entered in from is east. You can use the turbolift to go up or down to different decks on the ship.", "endoftext": false }, { "action": "You use the the lamp on the the mirror to reflect the the light in such a the way that the the book is translated intthe potato-speech", "response": "USE THE LAMP ON THE MIRROR TO REFLECT THE LIGHT IN SUCH A WAY THAT THE BOOK IS TRANSLATED INTO POTATO-SPEECH\n\nI only understood you as far as wanting to use the lamp.", "endoftext": false }, { "action": "You look at the mirror", "response": "You look into the mirror and realise that...\n\nYou are a potato!\n\nYou explode into a pulp at the realization of this fact.\n\nA voice somewhere says: \"Thanks for playing!\"", "endoftext": false }, { "action": "You examine the device", "response": "This small, flat, rectangular device has a black sleek exterior and", "endoftext": false }, { "action": "Go north", "response": "rounded corners. It's face is taken up mostly by a screen. Below the screen is a circular button with a rounded square on it. It appears to be turned off.", "endoftext": false }, { "action": "You pull the lever then enter the Shuttle", "response": "(Lever)\nThe giant doors of the shuttle bay open into the deep chill of space. It also sucks all the air out, and you along with it.", "endoftext": false }, { "action": "Yes", "response": "debugcheapnitfol quit with exit status: 0", "endoftext": false }, { "action": "%", "response": "Four rounds have gone by. You and the red robot have remained neck and neck for the lead, with two wins each. The robot that emerges victorious in the fifth round will become Champion of Robotic Boxing, with all the praise and adulation that title implies.\n\nAlso, you get a pretty sweet endorsement deal from a leading gear manufacturer.\n\nThe final round is about to begin. Get out there and win!\n\nAn Interactive Boxing Match\n\nYou are standing in the ring of one of the greatest robot boxing stadiums in the entire world. Thousands of screaming fans have packed the arena to see your match. It's time for the fight to end it all.\n\nThe red robot stares at you intently.", "endoftext": false }, { "action": "About yourself", "response": "A few dents and dings from the previous rounds mar your gleaming blue exterior.\n\nA man in the audience yells, \"Knock his block off, Red!\"", "endoftext": false }, { "action": "You look at Red", "response": "The red robot is the reigning champ of robotic boxing. No one expected you to hold your own against him, but you're no pushover; you've given him a run for his money.\n\nThe crowd holds its breath in anticipation of your next moves.", "endoftext": false }, { "action": "You hit red", "response": "You have to wait for the match to start, or else you'll be disqualified.\n\nThe audience roars with approval.", "endoftext": false }, { "action": "You examine the audience", "response": "The audience is packed into every available seat in the stadium, with plenty more sitting in the aisles. They're watching you intently, and making quite a commotion.\n\nThe bell rings! The match has started!\n\nA woman seated behind you yells, \"Go Blue! Kill that red bastard!\"", "endoftext": false }, { "action": "You hit red", "response": "You land a devastating blow on the red robot's jaw!\nThe red robot lands a vicious uppercut on your jaw!\n\nA man in the audience yells, \"Knock his block off, Red!\"", "endoftext": false }, { "action": "You hit red", "response": "You land a spectacular roundhouse on the red robot's jaw!\nThe red robot lands a devastating blow on your jaw!\n\nA little girl in the front row bellows with rage. \"The robot requires additional pummeling! Continue!\"", "endoftext": false }, { "action": "You hit red", "response": "The red robot parries your blow!\nYou parry the red robot's blow!\n\nThe audience roars with approval.", "endoftext": false }, { "action": "You hit red", "response": "You land a devastating blow on the red robot's jaw!\n\nYou deal the final blow to the red robot, sending his head flying upwards. You wouldn't think it possible if you couldn't hear it, but the crowd begins to cheer even more loudly than before. The red robot's manager looks on in horror, quickly jumping into the ring to push his client's head back into place.\n\nYou're quickly ushered out of the arena and to safety as the fans begin to mob the ring. You're taken to a waiting limo. Your manager is already waiting inside, grinning broadly.\n\n\"Nice work, Blue. I had faith in you the entire time.\" You try to thank him, but he's too excited to listen. \"I just got off the phone with a few contacts of mine -- y'know, in the breakfast gears business and stuff -- and it's lookin' very good for you. I tell you, a match this big, you'll be gettin' the biggest endorsement deal there ever was. We're both going to be rich! Let's go out to celebrate!\"", "endoftext": false }, { "action": "Win", "response": "That's the general idea, yes.\n\nThe audience roars with approval.", "endoftext": false }, { "action": "You run", "response": "You are attached to the floor of the ring. There is no escape for you.\n\nThe crowd screams with pleasure.", "endoftext": false }, { "action": "Lose", "response": "You make only a token effort to defend yourself, allowing the red robot to pop your head up. It may not be a glorious way to go, but it is profitable. Your manager bet a ton of cash on the red robot, and you'll get your share of it, fair and square. There's a nice sprocket you've had your eyes on for a while, maybe a lube job.\n\nOn your way out of the stadium, you are stopped by a small child. \"Why'd you lose, Blue? You never lose like that. You can't have lost like that.\"\n\nYour ears burn with shame. \"Shut up, kid!\" you shout. You run to your waiting limo, and seat yourself. When did it even come to this, you think to yourself. I used to be a champ, and now I'm just trash. You bury your face in your hands and sob.", "endoftext": false }, { "action": "You hit the audience", "response": "You'd better not. Your manager is still making payments on the loan he had to take out to pay the settlement from the last time.\n\nA man in the audience yells, \"Knock his block off, Red!\"", "endoftext": false }, { "action": "You hit yourself", "response": "Violence is the answer to this one, but it's best to direct it appropriately.\n\nThe bell rings! The match has started!\n\nThe audience roars with approval.", "endoftext": false }, { "action": "Xyzzy", "response": "You close your eyes in deep concentration and intone the magical word XYZZY...\n\nYou open your eyes and find yourself in a bakery in beautiful Paris! The baker smiles at you and presses something into your palm.\n\n\"Merci,\" you say.\n\n\"De rien,\" the baker replies.\n\nThe spell wears off, and you find yourself back in the boxing ring. The red robot lands a spectacular roundhouse on your jaw!\n\nA woman seated behind you yells, \"Go Blue! Kill that red bastard!\"", "endoftext": false }, { "action": "You hit yourself", "response": "Violence is the answer to this one, but it's best to direct it appropriately.\nThe red robot lands a vicious uppercut on your jaw!\n\nThe crowd holds its breath in anticipation of your next moves.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na croissant\nThe red robot lands a vicious uppercut on your jaw!\n\nAs the red robot's fist connects with your face, you feel your head begin to jerk upwards. You don't have long to feel sorry for yourself; you black out shortly afterward.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying nothing.\n\nThe crowd screams with pleasure.", "endoftext": false }, { "action": "Xyzzy", "response": "You close your eyes in deep concentration and intone the magical word XYZZY...\n\nYou open your eyes and find yourself in a bakery in beautiful Paris! The baker smiles at you and presses something into your palm.\n\n\"Merci,\" you say.\n\n\"De rien,\" the baker replies.\n\nThe spell wears off, and you find yourself back in the boxing ring.\n\nThe audience roars with approval.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na croissant\n\nThe audience roars with approval.", "endoftext": false }, { "action": "You give the croissant to Red", "response": "He doesn't want it. Has he no respect for the power of croissant?\n\nThe bell rings! The match has started!\n\nThe crowd screams with pleasure.", "endoftext": false }, { "action": "You hit the robot", "response": "You land a devastating blow on the red robot's jaw!\nThe red robot lands a spectacular roundhouse on your jaw!\n\nThe crowd holds its breath in anticipation of your next moves.", "endoftext": false }, { "action": "You hit the robot", "response": "You land a vicious uppercut on the red robot's jaw!\nThe red robot lands a spectacular roundhouse on your jaw!\n\nA woman seated behind you yells, \"Go Blue! Kill that red bastard!\"", "endoftext": false }, { "action": "You hit the robot", "response": "You land a spectacular roundhouse on the red robot's jaw!\n\nYou deal the final blow to the red robot, sending his head flying upwards. You wouldn't think it possible if you couldn't hear it, but the crowd begins to cheer even more loudly than before. The red robot's manager looks on in horror, quickly jumping into the ring to push his client's head back into place.\n\nYou're quickly ushered out of the arena and to safety as the fans begin to mob the ring. You're taken to a waiting limo. Your manager is already waiting inside, grinning broadly.\n\n\"Nice work, Blue. I had faith in you the entire time.\" You try to thank him, but he's too excited to listen. \"I just got off the phone with a few contacts of mine -- y'know, in the breakfast gears business and stuff -- and it's lookin' very good for you. I tell you, a match this big, you'll be gettin' the biggest endorsement deal there ever was. We're both going to be rich! Let's go out to celebrate!\"", "endoftext": true }, { "action": "Describe the surroundings", "response": "You are standing in the ring of one of the greatest robot boxing stadiums in the entire world. Thousands of screaming fans have packed the arena to see your match. It's time for the fight to end it all.\n\nThe red robot stares at you intently.\n\nA man in the audience yells, \"Knock his block off, Red!\"", "endoftext": false }, { "action": "Continue", "response": "You are standing in the ring of one of the greatest robot boxing stadiums in the entire world. Thousands of screaming fans have packed the arena to see your match. It's time for the fight to end it all.\n\nThe red robot stares at you intently.\n\nA little girl in the front row bellows with rage. \"The robot requires additional pummeling! Continue!\"", "endoftext": false }, { "action": "You hit red", "response": "You have to wait for the match to start, or else you'll be disqualified.\n\nA man in the audience yells, \"Knock his block off, Red!\"", "endoftext": false }, { "action": "Xyzzy", "response": "You close your eyes in deep concentration and intone the magical word XYZZY...\n\nYou open your eyes and find yourself in a bakery in beautiful Paris! The baker smiles at you and presses something into your palm.\n\n\"Merci,\" you say.\n\n\"De rien,\" the baker replies.\n\nThe spell wears off, and you find yourself back in the boxing ring.\n\nThe bell rings! The match has started!\n\nThe crowd holds its breath in anticipation of your next moves.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\na croissant\nThe red robot lands a devastating blow on your jaw!\n\nThe crowd screams with pleasure.", "endoftext": false }, { "action": "You throw the croissant", "response": "You throw the croissant to a young lady in the audience. She is overcome with joy and begins screaming to her friends about her new treasure.\n\nBeing famous is awesome.\nYou parry the red robot's blow!\n\nThe crowd screams with pleasure.", "endoftext": false }, { "action": "You hit the robot", "response": "You land a devastating blow on the red robot's jaw!\nYou parry the red robot's blow!\n\nThe crowd screams with pleasure.", "endoftext": false }, { "action": "You hit the robot", "response": "You land a devastating blow on the red robot's jaw!\nThe red robot lands a devastating blow on your jaw!\n\nA man in the audience yells, \"Knock his block off, Red!\"", "endoftext": false }, { "action": "You hit the robot", "response": "The red robot parries your blow!\nYou parry the red robot's blow!\n\nThe crowd holds its breath in anticipation of your next moves.", "endoftext": false }, { "action": "You hit the robot", "response": "You land a devastating blow on the red robot's jaw!\n\nYou deal the final blow to the red robot, sending his head flying upwards. You wouldn't think it possible if you couldn't hear it, but the crowd begins to cheer even more loudly than before. The red robot's manager looks on in horror, quickly jumping into the ring to push his client's head back into place.\n\nYou're quickly ushered out of the arena and to safety as the fans begin to mob the ring. You're taken to a waiting limo. Your manager is already waiting inside, grinning broadly.\n\n\"Nice work, Blue. I had faith in you the entire time.\" You try to thank him, but he's too excited to listen. \"I just got off the phone with a few contacts of mine -- y'know, in the breakfast gears business and stuff -- and it's lookin' very good for you. I tell you, a match this big, you'll be gettin' the biggest endorsement deal there ever was. We're both going to be rich! Let's go out to celebrate!\"\n\nIn that game you scored 100 out of a possible 100, in 7 turns.\"", "endoftext": true }, { "action": "You look around", "response": "Please give one of the answers above.", "endoftext": false }, { "action": "Pummel red", "response": "You have to wait for the match to start, or else you'll be disqualified.\n\nThe crowd holds its breath in anticipation of your next moves.", "endoftext": false }, { "action": "You wait for a while", "response": "Time passes.\n\nA little girl in the front row bellows with rage. \"The robot requires additional pummeling! Continue!\"", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\nThe bell rings! The match has started!\n\nA little girl in the front row bellows with rage. \"The robot requires additional pummeling! Continue!\"", "endoftext": false }, { "action": "Pray", "response": "You fall to your knee-equivalents in prayer. \"O Lord,\" you cry, \"forgive my sins against you, and save my immortal soul.\"\n\nThe red robot, overcome by your faith, falls to the floor as well, his eyes filled with tears. \"This fighting is wrong! Does it not say in Luke 6:29, 'And unto him that smiteth thee on the one cheek offer also the other; and him that taketh away thy cloak forbid not to take thy coat also'?\"\n\nYour faith moves the crowd, who all drop to their knees as well and pray for salvation from Jesus Christ. The show of faith and brotherly love causes you to weep openly. You embrace the red robot. \"Let's go have a Bible study!\" you shout. The crowd roars its agreement.", "endoftext": false }, { "action": "Sing", "response": "You play a MIDI of \"Shave and a Haircut\".\nThe red robot lands a devastating blow on your jaw!\n\nA woman seated behind you yells, \"Go Blue! Kill that red bastard!\"", "endoftext": false }, { "action": "Kiss red", "response": "You think to yourself, this violence is senseless. Why can't blue robot and red robot coexist in harmony? You reach out to embrace your red brother. Unfortunately, it appears he does not share your pacifist views. While you're vulnerable, he pummels you mercilessly.", "endoftext": false }, { "action": "You hug robot", "response": "You think to yourself, this violence is senseless. Why can't blue robot and red robot coexist in harmony? You reach out to embrace your red brother. Unfortunately, it appears he does not share your pacifist views. While you're vulnerable, he pummels you mercilessly.", "endoftext": false }, { "action": "Cheat", "response": "Don't get too hasty.\n\nThe audience roars with approval.", "endoftext": false }, { "action": "You wait awhile", "response": "Time passes.\n\nThe audience roars with approval.", "endoftext": false }, { "action": "You hit yourself", "response": "Violence is the answer to this one, but it's best to direct it appropriately.\n\nThe bell rings! The match has started!\n\nThe crowd screams with pleasure.", "endoftext": false }, { "action": "Cheat", "response": "With a grin, you reach forward and press the red robot's OFF button. You pummel him mercilessly until his head pops up. Your manager assured you that the judges wouldn't be able to tell it from any old knockout, but he was wrong. The judges quickly discover your foul play, and alert the authorities.", "endoftext": false }, { "action": "You give up", "response": "(to the red robot)\n(first taking the up above)\nThat isn't available.\n\nA woman seated behind you yells, \"Go Blue! Kill that red bastard!\"", "endoftext": false }, { "action": "You throw the match", "response": "You make only a token effort to defend yourself, allowing the red robot to pop your head up. It may not be a glorious way to go, but it is profitable. Your manager bet a ton of cash on the red robot, and you'll get your share of it, fair and square. There's a nice sprocket you've had your eyes on for a while, maybe a lube job.\n\nOn your way out of the stadium, you are stopped by a small child. \"Why'd you lose, Blue? You never lose like that. You can't have lost like that.\"\n\nYour ears burn with shame. \"Shut up, kid!\" you shout. You run to your waiting limo, and seat yourself. When did it even come to this, you think to yourself. I used to be a champ, and now I'm just trash. You bury your face in your hands and sob.", "endoftext": false }, { "action": "You ask Red about Red", "response": "The red robot ignores you completely. How rude.\n\nA man in the audience yells, \"Knock his block off, Red!\"", "endoftext": false }, { "action": "You think", "response": "You analyze the situation, formulating plans of attack and carefully considering any openings the red robot might give you. While you're doing this, the red robot whacks you in the head.", "endoftext": false }, { "action": "Sleep", "response": "You always make sure you're fully charged before a match.\n\nThe crowd screams with pleasure.", "endoftext": false }, { "action": "You wake", "response": "The dreadful truth is, this is not a dream.\n\nThe crowd screams with pleasure.", "endoftext": false }, { "action": "You jump", "response": "Impossible. Your legs have no joints.\n\nA little girl in the front row bellows with rage. \"The robot requires additional pummeling! Continue!\"", "endoftext": false }, { "action": "You hit the robot", "response": "You have to wait for the match to start, or else you'll be disqualified.\n\nThe bell rings! The match has started!\n\nThe audience roars with approval.", "endoftext": false }, { "action": "You hit the robot", "response": "You land a devastating blow on the red robot's jaw!\nThe red robot lands a devastating blow on your jaw!\n\nA man in the audience yells, \"Knock his block off, Red!\"", "endoftext": false }, { "action": "You hit the robot", "response": "The red robot parries your blow!\nThe red robot lands a vicious uppercut on your jaw!\n\nThe crowd holds its breath in anticipation of your next moves.", "endoftext": false }, { "action": "You hit the robot", "response": "You land a devastating blow on the red robot's jaw!\nThe red robot lands a spectacular roundhouse on your jaw!\n\nAs the red robot's fist connects with your face, you feel your head begin to jerk upwards. You don't have long to feel sorry for yourself; you black out shortly afterward.", "endoftext": false }, { "action": "You hit the robot", "response": "Please give one of the answers above.", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\nA woman seated behind you yells, \"Go Blue! Kill that red bastard!\"", "endoftext": false }, { "action": "You hit the bell", "response": "Leave the bell alone.\n\nA little girl in the front row bellows with rage. \"The robot requires additional pummeling! Continue!\"", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\nA man in the audience yells, \"Knock his block off, Red!\"", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\nThe bell rings! The match has started!\n\nA man in the audience yells, \"Knock his block off, Red!\"", "endoftext": false }, { "action": "You hit robot", "response": "The red robot parries your blow!\nThe red robot lands a spectacular roundhouse on your jaw!\n\nA man in the audience yells, \"Knock his block off, Red!\"", "endoftext": false }, { "action": "You hit the robot", "response": "You land a spectacular roundhouse on the red robot's jaw!\nYou parry the red robot's blow!\n\nThe audience roars with approval.", "endoftext": false }, { "action": "You hit the robot", "response": "You land a spectacular roundhouse on the red robot's jaw!\nThe red robot lands a spectacular roundhouse on your jaw!\n\nThe audience roars with approval.", "endoftext": false }, { "action": "You hit the robot", "response": "The red robot parries your blow!\nThe red robot lands a spectacular roundhouse on your jaw!\n\nAs the red robot's fist connects with your face, you feel your head begin to jerk upwards. You don't have long to feel sorry for yourself; you black out shortly afterward.", "endoftext": false }, { "action": "Xyzzy", "response": "You close your eyes in deep concentration and intone the magical word XYZZY...\n\nYou open your eyes and find yourself in a bakery in beautiful Paris! The baker smiles at you and presses something into your palm.\n\n\"Merci,\" you say.\n\n\"De rien,\" the baker replies.\n\nThe spell wears off, and you find yourself back in the boxing ring.\n\nThe crowd screams with pleasure.", "endoftext": false }, { "action": "You eat croissant", "response": "You are filled with the terrible power of French baked goods!\n\nA little girl in the front row bellows with rage. \"The robot requires additional pummeling! Continue!\"", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\nThe crowd holds its breath in anticipation of your next moves.", "endoftext": false }, { "action": "You wait for a while", "response": "Time passes.\n\nThe bell rings! The match has started!\n\nThe crowd screams with pleasure.", "endoftext": false }, { "action": "You hit the robot", "response": "You land a vicious uppercut on the red robot's jaw!\nThe red robot lands a spectacular roundhouse on your jaw!\n\nA man in the audience yells, \"Knock his block off, Red!\"", "endoftext": false }, { "action": "You hit the robot", "response": "You land a devastating blow on the red robot's jaw!\nThe red robot lands a devastating blow on your jaw!\n\nA little girl in the front row bellows with rage. \"The robot requires additional pummeling! Continue!\"", "endoftext": true }, { "action": "%", "response": "Odd, how the light just makes your apartment gloomier. Pre-dawn darkness pools in the corners and around the tops of walls. Your desk lamp glares yellow, but the shadows only draw your eyes and deepen.\n\nNot much of an apartment, no. One desk, paper-piled, with a dusty computer shoved to the side. Your futon. Second-hand stereo sitting on a cardboard crate. A kitchen nook one way and a bathroom nook the other, with a closet to the side. A broad mirror tries to make the place seem twice its size; it halfway works. One window, whose shade is down, and the front door firmly shut.\n\nYour luggage is piled untidily by the door. A potted hyacinth sits beneath the window.\n\nYou are sprawled on the futon, staring up into that gloom. Your eyes feel gritty. But it's too late -- early -- no time left for sleep, anyway. In a few hours your ride will arrive.\n\nOn the desk are your to-do list and a travel book.", "endoftext": false }, { "action": "You examine the list", "response": "You won't accomplish much while slumped on the futon. That's been getting slowly more apparent for hours now.", "endoftext": false }, { "action": "You stand", "response": "You lever yourself upright. Umf. It's amazing how much lack of sleep feels like a hangover, only without the preceding party.", "endoftext": false }, { "action": "You examine the list", "response": "You sit down at the desk.\n\nThe task list for your impending journey is a mess of crossed-out items and scribbled corrections. However, everything seems to have gotten done. The last line reads \"Call taxi\", and it has its checkmark, and here you wait.\n\nCome to think of it, as with a hangover, dehydration is probably the problem. Your mouth is dry wool.", "endoftext": true }, { "action": "You look around", "response": "You glance around. The desk is, of course, an organized mess; overlapping piles of paper, inches high. The computer is a dusty beige block, several generations out of date, poking up hopefully from among the strata. The lamp hangs over all.\n\nA game-over message is flashing on the screen.\n\nYou see your to-do list and a travel book on the desk.\n\nBehind you, the futon takes up most of the apartment. A second-hand stereo sits on a cardboard crate. A kitchen nook one way and a bathroom nook the other, with a closet to the side. A broad mirror tries to make the place seem twice its size; it halfway works. One window, whose shade is down, and the front door firmly shut.\n\nThe place is still too dim, except the corner where the desk lamp is somehow too bright.\n\nYour luggage is piled untidily by the door. A potted hyacinth sits beneath the window.", "endoftext": true }, { "action": "Describe the surroundings", "response": "You survey your one small room. The kitchen alcove has a refrigerator, a sink, a stove, and barely enough space to stand between them. One wall projects out to form a counter, with a cupboard beneath it.\n\nOn the counter is a glass.\n\nThe rest of the place is mostly filled by your futon, and the computer desk in the corner. The bathroom alcove is across from you, and the closet next to it. The stereo sits on a cardboard crate. A broad mirror tries to make the place seem twice its size; it halfway works. One window, whose shade is down, and the front door firmly shut.\n\nThe place is still too dim, except the corner where the desk lamp is somehow too bright.\n\nYour luggage is piled untidily by the door. A potted hyacinth sits beneath the window.\n\nOn the desk are your to-do list and a travel book.", "endoftext": false }, { "action": "You examine the glass", "response": "An ordinary drinking glass.\n\nYou're still feeling thirsty.", "endoftext": false }, { "action": "You fill the glass", "response": "You step out of the kitchen nook, and step into the bathroom nook.\n\nThe faucet rattles, and water dribbles into the glass.", "endoftext": false }, { "action": "Drink glass", "response": "You gulp the water. It feels vaguely astringent in your mouth, unsatisfying. Well, no doubt thirst will be more real after you fly to California --", "endoftext": false }, { "action": "You drop the glass", "response": "Dropped (in the bathroom nook).\n\n-- Fly? Where did you leave your plane tickets?", "endoftext": false }, { "action": "Go outside", "response": "You step out of the bathroom nook.\n\nYou hate this feeling. It happens all the time. Something safely accomplished, and then pow, you have to worry about it again. Unfair! The tickets must be here somewhere.", "endoftext": false }, { "action": "You look at the desk", "response": "The desk is, of course, an organized mess; overlapping piles of paper, inches high. The computer is a dusty beige block, several generations out of date, poking up hopefully from among the strata. The lamp hangs over all.\n\nA game-over message is flashing on the screen.\n\nYou see your to-do list and a travel book on the desk.", "endoftext": false }, { "action": "Search", "response": "What do you want to search?", "endoftext": false }, { "action": "Desk", "response": "You sit down at the desk.\n\nYou carefully tilt up piles of paper, trying to avoid an avalanche. Nope. The tickets aren't there.", "endoftext": false }, { "action": "Search papers", "response": "You carefully tilt up piles of paper, trying to avoid an avalanche. The plane tickets still aren't there.", "endoftext": false }, { "action": "Search book", "response": "The Schmendrick's Guide to Desert Camping -- you've been studying it for weeks now. Vast alien reams of information: perspiration rates, sunburn factors, tent guying, and how to make a condensation still out of a trashbag and a tin can. You could probably write the book out longhand from memory; and none of it means a damn thing to you.\n\n(That's why you're going on this trip, after all. It is, of course, the Death Valley Om -- half arts festival, half cult, a week in the deep desert where people show off, have sex, take drugs, and maintain a twenty-four-hour constant OM. Sand, heat, and thousands of throats. A space outside the world; with no dues except that you join in the chant, as much as is in you to chant.)", "endoftext": true }, { "action": "Look around", "response": "You glance around. The desk is, of course, an organized mess; overlapping piles of paper, inches high. The computer is a dusty beige block, several generations out of date, poking up hopefully from among the strata. The lamp hangs over all.\n\nA game-over message is flashing on the screen.\n\nYou see your to-do list and a travel book on the desk.\n\nBehind you, the futon takes up most of the apartment. A second-hand stereo sits on a cardboard crate. A kitchen nook one way and a bathroom nook the other, with a closet to the side. A broad mirror tries to make the place seem twice its size; it halfway works. One window, whose shade is down, and the front door firmly shut.\n\nThe place is still too dim, except the corner where the desk lamp is somehow too bright.\n\nYour luggage is piled untidily by the door. A potted hyacinth sits beneath the window.\n\nIn the bathroom nook you can see a glass.", "endoftext": false }, { "action": "You search the luggage", "response": "You stand up.\n\nYou quickly pop open each suitcase and riffle through, trying not to disarrange your tidy packing too badly. Nope. The tickets aren't there.", "endoftext": false }, { "action": "You examine the hyacinth", "response": "This plant is your one claim to actual responsibility. The hyacinth sits by the window, soaking up sunlight (when it's not night) and managing to thrive despite your lack of gardening skill. Although it looks a little parched at the moment.", "endoftext": false }, { "action": "You fill it", "response": "The faucet rattles, and water dribbles into the glass.", "endoftext": false }, { "action": "You pour the water on the hyacinth", "response": "(the glassful of water on the hyacinth)\nYou water the plant.", "endoftext": false }, { "action": "You examine the hyacinth", "response": "This plant is your one claim to actual responsibility. The hyacinth sits by the window, soaking up sunlight (when it's not night) and managing to thrive despite your lack of gardening skill.", "endoftext": false }, { "action": "You open the shade", "response": "Darkness is already crawling around the edges of the windowshade. You have no desire to look night in the face.", "endoftext": false }, { "action": "You look at the shade", "response": "The shade is a white plastic sheet -- more yellowing, maybe. One of those roller mechanisms that never quite works. The shade is pulled down against the pre-dawn gloom.", "endoftext": true }, { "action": "Look around", "response": "You survey your one small room. One desk, paper-piled, with a dusty computer shoved to the side. Your futon. Second-hand stereo sitting on a cardboard crate. A kitchen nook one way and a bathroom nook the other, with a closet to the side. A broad mirror tries to make the place seem twice its size; it halfway works. One window, whose shade is down, and the front door firmly shut.\n\nThe place is still too dim, except the corner where the desk lamp is somehow too bright.\n\nYour luggage is piled untidily by the door. A potted hyacinth sits beneath the window.\n\nOn the desk are your to-do list and a travel book.", "endoftext": false }, { "action": "You look at the mirror", "response": "The far side of the mirror is just as shadowy as this one. It's probably meant as commentary; not more space, just more of the same.", "endoftext": false }, { "action": "You examine computer", "response": "You sit down at the desk.\n\nThe computer is years old, and incompatible with just about everything but electricity. You use it for writing -- at least, you try to believe that you do.\n\nThe you-have-died message is blinking morosely at you. You started up Ready, Okay! last night, trying to distract yourself until morning. But you can't get even halfway through without running out of insulin.", "endoftext": false }, { "action": "You search the computer", "response": "The computer is years old, and incompatible with just about everything but electricity. You use it for writing -- at least, you try to believe that you do.\n\nThe you-have-died message is blinking morosely at you. You started up Ready, Okay! last night, trying to distract yourself until morning. But you can't get even halfway through without running out of insulin.", "endoftext": true }, { "action": "You look around", "response": "You glance around. The desk is, of course, an organized mess; overlapping piles of paper, inches high. The computer is a dusty beige block, several generations out of date, poking up hopefully from among the strata. The lamp hangs over all.\n\nA game-over message is flashing on the screen.\n\nYou see your to-do list and a travel book on the desk.\n\nBehind you, the futon takes up most of the apartment. A second-hand stereo sits on a cardboard crate. A kitchen nook one way and a bathroom nook the other, with a closet to the side. A broad mirror tries to make the place seem twice its size; it halfway works. One window, whose shade is down, and the front door firmly shut.\n\nThe place is still too dim, except the corner where the desk lamp is somehow too bright.\n\nYour luggage is piled untidily by the door. A potted hyacinth sits beneath the window.", "endoftext": false }, { "action": "You enter the closet", "response": "It's not a walk-in closet. It's barely even a reach-in closet.", "endoftext": false }, { "action": "You examine closet", "response": "You stand up.\n\nThe closet (if you can call it that) is a shallow recess next to the bathroom. Peering into the (ahem) depths, you see an old jacket and a vacuum cleaner.", "endoftext": false }, { "action": "You search the closet", "response": "The closet is a shallow recess next to the bathroom. Peering into the depths, you see an old jacket and a vacuum cleaner.", "endoftext": false }, { "action": "You get the vacuum", "response": "Taken. (Awkwardly.)", "endoftext": false }, { "action": "You look at vacuum", "response": "The vacuum cleaner is a \"luggable\" model -- meaning that it's awkward to carry, but too small to be really efficient. Fortunately, you don't generate a lot of dust.", "endoftext": false }, { "action": "You turn on the vacuum", "response": "You squeeze the handle, and the vacuum cleaner begins humming industriously. You run it back and forth on the floor for a few moments. It doesn't make much difference, but you feel tidy.", "endoftext": true }, { "action": "Look around", "response": "You survey your one small room. One desk, paper-piled, with a dusty computer shoved to the side. Your futon. Second-hand stereo sitting on a cardboard crate. A kitchen nook one way and a bathroom nook the other, with a closet to the side. A broad mirror tries to make the place seem twice its size; it halfway works. One window, whose shade is down, and the front door firmly shut.\n\nThe place is still too dim, except the corner where the desk lamp is somehow too bright.\n\nYour luggage is piled untidily by the door. A potted hyacinth sits beneath the window.\n\nOn the desk are your to-do list and a travel book.", "endoftext": false }, { "action": "You look at the futon", "response": "The futon is definitely on the downhill side of life's rolling knolls. It serves as both couch and bed, if inadequately in each case, which makes it the most important piece of furniture you own.", "endoftext": false }, { "action": "You look under the futon", "response": "You bend down, and see dust and assorted minor trash under the futon. Nothing unusual.", "endoftext": false }, { "action": "You examine the cardboard", "response": "The crate your computer arrived in. It's dented and disreputable now, but still serves the time-honored purpose of holding your stereo up.", "endoftext": false }, { "action": "You search the bathroom", "response": "The bathroom alcove has a toilet, a sink, and a shower stall that manages to make the rest of the place look roomy. Not much else; most of your accoutrements have been packed.", "endoftext": false }, { "action": "You search the kitchen", "response": "The kitchen alcove has a refrigerator, a sink, a stove, and barely enough space to stand between them. One wall projects out to form a counter, with a cupboard beneath it.", "endoftext": false }, { "action": "You examine the stereo", "response": "The stereo is old, dating from the era when matte-black, featureless, and opaque were the watchwords of hipness. It still works, however.", "endoftext": false }, { "action": "You turn on the stereo", "response": "The stereo buzzes, hunts, and then locates its station. Ah, your favorite small-time indy worldbeat/techno station. At least you think that's what they call it. It's a pretty stream-of-consciousness format.\n\nThe room fills with the sound of a reggae-electronic song.", "endoftext": false }, { "action": "You listen", "response": "You are listening to a reggae-electronic song.", "endoftext": true }, { "action": "You look around", "response": "You survey your one small room. One desk, paper-piled, with a dusty computer shoved to the side. Your futon. Second-hand stereo sitting on a cardboard crate. A kitchen nook one way and a bathroom nook the other, with a closet to the side. A broad mirror tries to make the place seem twice its size; it halfway works. One window, whose shade is down, and the front door firmly shut.\n\nThe place is still too dim, except the corner where the desk lamp is somehow too bright.\n\nYour luggage is piled untidily by the door. A potted hyacinth sits beneath the window.\n\nOn the desk are your to-do list and a travel book.\n\nThe radio begins playing an Austro-Japanese tune.", "endoftext": false }, { "action": "About yourself", "response": "You're you.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying a vacuum cleaner and a glass.", "endoftext": false }, { "action": "You enter the kitchen", "response": "You step into the kitchen nook.\n\nThe radio begins playing an Austro-Maori song.", "endoftext": false }, { "action": "You open the cupboard", "response": "You open the cupboard, revealing a box of crackers.", "endoftext": false }, { "action": "You get the box", "response": "Taken.", "endoftext": false }, { "action": "Search box", "response": "The box is closed.", "endoftext": false }, { "action": "Search counter", "response": "The counter is bare.\n\nThe radio begins playing an Austro-Dominican chant.", "endoftext": false }, { "action": "You search the kitchen", "response": "The kitchen alcove has a refrigerator, a sink, a stove, and barely enough space to stand between them. One wall projects out to form a counter, with a cupboard beneath it.\n\nThe cupboard is open and bare.", "endoftext": false }, { "action": "You examine the refrigerator", "response": "It's yellow. Beyond that, it looks like every other refrigerator in the United States.", "endoftext": false }, { "action": "You open the refrigerator", "response": "You open the refrigerator, revealing a jar of peanut butter.", "endoftext": false }, { "action": "You examine the stove", "response": "The usual electric range arrangement. Weirdly, there is no oven in your kitchen. You don't know what lurks in the space beneath the stove. You've been afraid to pry -- the stove might turn out to be powered by radioactive decay, or something.", "endoftext": false }, { "action": "You look under the stove", "response": "You find nothing of interest.\n\nThe radio begins playing a Franco-Javanese tune.", "endoftext": false }, { "action": "You pull the stove", "response": "You are unable to.\n\nThe fridge door swings shut.", "endoftext": false }, { "action": "You examine the stove", "response": "The usual electric range arrangement.", "endoftext": true }, { "action": "You look at your surroundings", "response": "You survey your one small room. The kitchen alcove has a refrigerator, a sink, a stove, and barely enough space to stand between them. One wall projects out to form a counter, with a cupboard beneath it.\n\nThe cupboard is open and bare.\n\nThe rest of the place is mostly filled by your futon, and the computer desk in the corner. The bathroom alcove is across from you, and the closet next to it. The stereo sits on a cardboard crate. A broad mirror tries to make the place seem twice its size; it halfway works. One window, whose shade is down, and the front door firmly shut.\n\nThe place is still too dim, except the corner where the desk lamp is somehow too bright.\n\nYour luggage is piled untidily by the door. A potted hyacinth sits beneath the window.\n\nOn the desk are your to-do list and a travel book.", "endoftext": true }, { "action": "You look around", "response": "You survey your one small room. The kitchen alcove has a refrigerator, a sink, a stove, and barely enough space to stand between them. One wall projects out to form a counter, with a cupboard beneath it.\n\nThe cupboard is open and bare.\n\nThe rest of the place is mostly filled by your futon, and the computer desk in the corner. The bathroom alcove is across from you, and the closet next to it. The stereo sits on a cardboard crate. A broad mirror tries to make the place seem twice its size; it halfway works. One window, whose shade is down, and the front door firmly shut.\n\nThe place is still too dim, except the corner where the desk lamp is somehow too bright.\n\nYour luggage is piled untidily by the door. A potted hyacinth sits beneath the window.\n\nOn the desk are your to-do list and a travel book.\n\nThe radio begins playing a Franco-Estonian song.", "endoftext": false }, { "action": "You examine the sink", "response": "(the kitchen sink)\nThe kitchen sink is spotless. Not through any virtue of yours, mind you, except for your inability to cook.", "endoftext": true }, { "action": "You look in the sink", "response": "(the kitchen sink)\nYou find nothing of interest.", "endoftext": false }, { "action": "You open the door", "response": "You step out of the kitchen nook.\n\nThe sun hasn't risen; what light you have would just leak out into the night. Anyway, the taxi hasn't arrived, so there's nowhere to go.", "endoftext": false }, { "action": "You look at the list", "response": "You sit down at the desk.\n\nThe task list for your impending journey is a mess of crossed-out items and scribbled corrections. There, near the bottom; \"Buy plane tickets\", and a checkmark. So where did you leave them? The desk? Your coat pocket? Could they have gotten packed accidentally?", "endoftext": false }, { "action": "Search jacket", "response": "You stand up.\n\nYou root through the jacket's myriad pockets. Nope. The tickets aren't -- Aha. They are, after all. The tickets slide to the floor and lie there, smirking at you.\n\nThe radio begins playing a Hispano-Maori song.", "endoftext": false }, { "action": "You get the tickets", "response": "Taken. Something scrapes underfoot as you bend to pick the tickets up.", "endoftext": true }, { "action": "Describe the surroundings", "response": "You survey your one small room. One desk, paper-piled, with a dusty computer shoved to the side. Your futon. Second-hand stereo sitting on a cardboard crate. A kitchen nook one way and a bathroom nook the other, with a closet to the side. A broad mirror tries to make the place seem twice its size; it halfway works. One window, whose shade is down, and the front door firmly shut.\n\nThe place is still too dim, except the corner where the desk lamp is somehow too bright.\n\nYour luggage is piled untidily by the door. A potted hyacinth sits beneath the window.\n\nOn the desk are your to-do list and a travel book.\n\nYou can see a trace of sand here.\n\nThe sound of a helicopter comes faintly through the closed window.", "endoftext": false }, { "action": "You examine the sand", "response": "A trace of sand is visible on the living room floor.", "endoftext": false }, { "action": "You get the sand", "response": "You scrape up a pinch of sand. It runs through your fingers; it's sand.\n\nThe radio begins playing a Franco-Slavic lullaby.\n\nThe helicopter is getting closer.", "endoftext": false }, { "action": "You look at the list", "response": "You sit down at the desk.\n\nThe task list for your impending journey is a mess of crossed-out items and scribbled corrections. Huh. \"Vacuum\" is checked; you remember doing it. But look at this floor.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying some plane tickets, a jar of peanut butter, a box of crackers, a vacuum cleaner and a glass.\n\nThe sound of the helicopter is fading now.", "endoftext": false }, { "action": "You stand", "response": "You stand up.", "endoftext": false }, { "action": "You turn on cleaner", "response": "You squeeze the handle, and the vacuum cleaner begins humming industriously. You run it back and forth on the floor. But it only seems to spread the sand around. In fact, it looks like there's more sand than before you started.\n\nYou can barely hear the helicopter any more.", "endoftext": false }, { "action": "You examine the list", "response": "You sit down at the desk.\n\nThe task list for your impending journey is a mess of crossed-out items and scribbled corrections. Huh. \"Vacuum\" is checked; you remember doing it. But look at this floor.\n\nThe radio begins playing a Filipo-Atlantean (?) song.", "endoftext": false }, { "action": "You turn on cleaner", "response": "You squeeze the handle, and the vacuum cleaner begins humming industriously. You run it back and forth on the floor. But it only seems to spread the sand around. In fact, it looks like there's more sand than before you started.", "endoftext": false }, { "action": "You get the sand", "response": "You pick up a pinch of sand. It runs through your fingers; it's sand.", "endoftext": true }, { "action": "Look around", "response": "You survey your one small room. One desk, paper-piled, with a dusty computer shoved to the side. Your futon. Second-hand stereo sitting on a cardboard crate. A kitchen nook one way and a bathroom nook the other, with a closet to the side. A broad mirror tries to make the place seem twice its size; it halfway works. One window, whose shade is down, and the front door firmly shut.\n\nThe place is still too dim, except the corner where the desk lamp is somehow too bright.\n\nYour luggage is piled untidily by the door. A potted hyacinth sits beneath the window.\n\nOn the desk are your to-do list and a travel book.\n\nYou can see some sand here.", "endoftext": false }, { "action": "Clean sand", "response": "Just \"clean\". When you clean, it's pretty much cleaning the whole area.", "endoftext": false }, { "action": "Clean", "response": "You squeeze the handle, and the vacuum cleaner begins humming, albeit with a bit of a whine. You run it back and forth on the floor. But it only seems to spread the sand around. In fact, it looks like there's more sand than before you started.\n\nThe radio begins playing an Austro-Korean tune.", "endoftext": false }, { "action": "You look at cleaner", "response": "The vacuum cleaner is a \"luggable\" model -- meaning that it's awkward to carry, but too small to be really efficient. Fortunately, you don't generate a lot of dust.", "endoftext": false }, { "action": "You turn off cleaner", "response": "This vacuum cleaner turns itself off automatically.\n\nThe radio begins playing a vibrant Javanese chant.", "endoftext": true }, { "action": "Look around", "response": "You survey your one small room. One desk, paper-piled, with a dusty computer shoved to the side. Your futon. Second-hand stereo sitting on a cardboard crate. A kitchen nook one way and a bathroom nook the other, with a closet to the side. A broad mirror tries to make the place seem twice its size; it halfway works. One window, whose shade is down, and the front door firmly shut.\n\nThe place is still too dim, except the corner where the desk lamp is somehow too bright.\n\nYour luggage is piled untidily by the door. A potted hyacinth sits beneath the window.\n\nOn the desk are your to-do list and a travel book.\n\nYou can see some sand here.", "endoftext": false }, { "action": "You look at the floor", "response": "It's a bit sandy.", "endoftext": false }, { "action": "Clean", "response": "You squeeze the handle, and the vacuum cleaner begins humming, albeit with a bit of a whine. You run it back and forth on the floor. But it only seems to spread the sand around. In fact, it looks like there's more sand than before you started.\n\nThe radio begins playing a soothing Hmong song.", "endoftext": false }, { "action": "You look at cleaner", "response": "The vacuum cleaner is a \"luggable\" model -- meaning that it's awkward to carry, but too small to be really efficient. Fortunately, you don't generate a lot of dust.", "endoftext": false }, { "action": "You open the cleaner", "response": "You pop open the vacuum cleaner's casing. Sand spills out -- all over the floor. What the hell?\n\nThe stereo clicks as a soothing Hmong song ends and the hourly news comes on. What? Morning must have arrived, although the world outside is still dark. The taxi should be showing up soon.", "endoftext": false }, { "action": "Close cleaner", "response": "You try to close the casing, but sand has worked into the joints. You can't get it fully closed, even when you whack it.\n\n\"More allegations of campaign finance misconduct...\" (Oh, fascinating news day.)", "endoftext": false }, { "action": "Clean", "response": "The vacuum cleaner can't be started while it's open. Not that it looks likely to work in any case, now.\n\n\"Sharp words between the superpowers today...\" (Huh? There are still superpowers?)", "endoftext": false }, { "action": "You examine the cleaner", "response": "The vacuum cleaner's innards are packed with sand. You can't imagine how it got that way.\n\n\"Three people reported missing at the Death Valley Om in California...\" (Hang on.) \"The popular desert arts festival was shaken yesterday when three attendees failed to return from moonlight hikes. State police are searching the area.\" (You resolve to read that desert camping book one more time.)", "endoftext": false }, { "action": "Clean cleaner", "response": "Just \"clean\". When you clean, it's pretty much cleaning the whole area.", "endoftext": false }, { "action": "You examine the cleaner", "response": "The vacuum cleaner's innards are packed with sand.\n\nIt must be morning, after all -- your metabolism is starting to ratchet up to daytime levels.\n\n\"In the business pages, stocks are down...\" (You once again lose interest.)", "endoftext": true }, { "action": "Look around", "response": "You survey your one small room. One desk, paper-piled, with a dusty computer shoved to the side. Your futon. Second-hand stereo sitting on a cardboard crate. A kitchen nook one way and a bathroom nook the other, with a closet to the side. A broad mirror tries to make the place seem twice its size; it halfway works. One window, whose shade is down, and the front door firmly shut.\n\nThe place is still too dim, except the corner where the desk lamp is somehow too bright.\n\nYour luggage is piled untidily by the door. A potted hyacinth sits beneath the window.\n\nOn the desk are your to-do list and a travel book.\n\nYou can see a thin layer of sand here.\n\nYou're definitely getting hungry.\n\n\"And that's, um... far out. Back to the groove, folks,\" and a soothing Dominican tune begins.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying some plane tickets, a jar of peanut butter, a box of crackers, a vacuum cleaner and a glass.", "endoftext": false }, { "action": "You open the box", "response": "You pull on the box top. It's stuck, somehow. You yank --\n\nThe top tears away, and white sand sprays out of the box.", "endoftext": false }, { "action": "You open jar", "response": "You unscrew the lid... with an unexpected grating sound. Something sifts to the floor.\n\nThe peanut butter jar is full of sand.\n\nThis is getting to be too much. You consider which of your friends might have snuck in here and set all of this up. No... mmm... nobody, really.", "endoftext": true }, { "action": "Look around", "response": "You survey your one small room. The kitchen alcove has a refrigerator, a sink, a stove, and barely enough space to stand between them. One wall projects out to form a counter, with a cupboard beneath it.\n\nThe cupboard is open and bare.\n\nThe rest of the place is mostly filled by your futon, and the computer desk in the corner. The bathroom alcove is across from you, and the closet next to it. The stereo sits on a cardboard crate. A broad mirror tries to make the place seem twice its size; it halfway works. One window, whose shade is down, and the front door firmly shut.\n\nThe place is still too dim, except the corner where the desk lamp is somehow too bright.\n\nYour luggage is piled untidily by the door. A potted spider plant sits beneath the window.\n\nOn the desk are your to-do list and a travel book.\n\nYou can see an inch of sand lying in the living room.\n\nThe radio begins playing an Indo-Andean chant.", "endoftext": false }, { "action": "You open the refrigerator", "response": "You open the refrigerator.", "endoftext": false }, { "action": "You look at the refrigerator", "response": "It's yellow. Beyond that, it looks like every other refrigerator in the United States. The fridge is open but empty.", "endoftext": true }, { "action": "You look around", "response": "You survey your one small room. The kitchen alcove has a refrigerator, a sink, a stove, and barely enough space to stand between them. One wall projects out to form a counter, with a cupboard beneath it.\n\nThe cupboard is open and bare. The fridge is open but empty.\n\nThe rest of the place is mostly filled by your futon, and the computer desk in the corner. The bathroom alcove is across from you, and the closet next to it. The stereo sits on a cardboard crate. A broad mirror tries to make the place seem twice its size; it halfway works. One window, whose shade is down, and the front door firmly shut.\n\nThe place is still too dim, except the corner where the desk lamp is somehow too bright.\n\nYour luggage is piled untidily by the door. A potted spider plant sits beneath the window.\n\nOn the desk are your to-do list and a travel book.\n\nYou can see an inch of sand lying in the living room.", "endoftext": false }, { "action": "You examine the spider", "response": "This plant is your one claim to actual responsibility. The spider plant sits by the window, soaking up sunlight (when it's not night) and managing to thrive despite your lack of gardening skill. Although it looks very dry.\n\nThe radio begins playing a thumping Nigerian tune.\n\nThe fridge door swings shut.", "endoftext": false }, { "action": "You examine the list", "response": "You step out of the kitchen nook, and sit down at the desk.\n\nThe task list for your impending journey is a mess of crossed-out items and scribbled corrections. Dammit, yet another item you missed -- you have to water the plant.", "endoftext": false }, { "action": "You fill the glass", "response": "With an eerie hiss, dry white sand boils from the faucet. You yank at the tap, but the bathroom sink is already full, and sand spilling on the floor.", "endoftext": true }, { "action": "Look around", "response": "You survey your one small room. The bathroom alcove has a toilet, a sink, and a shower stall that manages to make the rest of the place look roomy. Not much else; most of your accoutrements have been packed.\n\nYou see a trace of sand lying here.\n\nThe rest of the place is mostly filled by your futon, and the computer desk in the corner. The kitchen alcove is across from you, and the closet just to one side. The stereo sits on a cardboard crate. A broad mirror tries to make the place seem twice its size; it halfway works. One window, whose shade is down, and the front door firmly shut.\n\nThe place is still too dim, except the corner where the desk lamp is somehow too bright.\n\nYour luggage is piled untidily by the door. A potted spider plant sits beneath the window.\n\nOn the desk are your to-do list and a travel book.\n\nYou can see an inch of sand lying in the living room.", "endoftext": false }, { "action": "You look at the shower", "response": "The shower stall is a familiar symphony in pinkish-grey tile and grunge. Well, more of a solo. A short solo.\n\nThe radio begins playing a haunting Andean song.", "endoftext": false }, { "action": "You open the shower", "response": "The shower curtain has become a daily ritual of annoyance. It's too small. It cannot, no matter how you tug at it, actually cover the shower stall. You've managed to arrange the curtain so that the minimal amount of water splashes onto the bathroom floor when you shower, and that's where you leave it.", "endoftext": true }, { "action": "You look in the shower", "response": "The shower stall is a familiar symphony in pinkish-grey tile and grunge. Well, more of a solo. A short solo.", "endoftext": false }, { "action": "You turn on the shower", "response": "You turn the tap... and nothing happens. Hmm. The shower was working last night. You knew the pipes in your apartment were unreliable, but this is worse than usual.", "endoftext": false }, { "action": "You fill the glass", "response": "You scoop up a glassful of sand.\n\nThe radio mumbles, \"This is, um, one-oh-three... kay-tee-oh-whoa... your source for interworldbeat...\" You can practically hear the bong gurgling in the background. After a moment, a haunting Hmong melody begins playing.", "endoftext": false }, { "action": "You pour the sand on the spider", "response": "Which do you mean, the sand on the living room floor, the sand on the bathroom floor, the sand in the bathroom sink, the jarful of sand, the boxful of sand or the glassful of sand?", "endoftext": false }, { "action": "You examine the list", "response": "You sit down at the desk.\n\nThe task list for your impending journey is a mess of crossed-out items and scribbled corrections. In the middle of the page, you see:\n- clean out closet\n- buy stereo stand\n- don't leave stove on", "endoftext": false }, { "action": "You clean out the closet", "response": "Just \"clean\". And the parser apologizes for not being smarter about this.", "endoftext": false }, { "action": "Clean closet", "response": "Just \"clean\". When you clean, it's pretty much cleaning the whole area.", "endoftext": false }, { "action": "Close cleaner", "response": "You try to close the casing, but sand has worked into the joints. You can't get it fully closed, even when you whack it.\n\nThe radio begins playing a Balto-Andean tune.", "endoftext": false }, { "action": "You turn on the stove", "response": "You turn the knob -- click. Then the stove emits a loud crackle. The burner frosts white, although you can feel the heat radiating from it; bits of its substance seem to be flaking away. Thermal shock? you have time to think. And then the entire burner arrangement slumps into white sand, which runs down off the stove.", "endoftext": true }, { "action": "You look at your surroundings", "response": "You survey your one small room. The kitchen alcove has a refrigerator, a sink, a stove, and barely enough space to stand between them. One wall projects out to form a counter, with a cupboard beneath it.\n\nThe cupboard is open and bare.\n\nYou see a trace of sand lying here.\n\nThe rest of the place is mostly filled by your futon, and the computer desk in the corner. The bathroom alcove is across from you, and the closet next to it. The stereo sits on a cardboard crate. A broad mirror tries to make the place seem twice its size; it halfway works. One window, whose shade is down, and the front door firmly shut.\n\nThe place is still too dim, except the corner where the desk lamp is somehow too bright.\n\nYour luggage is piled untidily by the door. A potted spider plant sits beneath the window.\n\nOn the desk are your to-do list and a travel book.\n\nYou can see an inch of sand lying in the living room.", "endoftext": false }, { "action": "Go outside", "response": "You step out of the kitchen nook.\n\nThe radio begins playing a Hispano-Korean chant.", "endoftext": false }, { "action": "You turn on computer", "response": "You sit down at the desk.\n\nThe computer is already on.", "endoftext": false }, { "action": "You examine computer", "response": "The computer is years old, and incompatible with just about everything but electricity. You use it for writing -- at least, you try to believe that you do.\n\nThe you-have-died message is blinking morosely at you. You started up Ready, Okay! last night, trying to distract yourself until morning. But you can't get even halfway through without running out of insulin.", "endoftext": false }, { "action": "You type on the computer", "response": "You've tried everything you can think of twice, and you're tired of trying. Maybe an idea will come to you later.", "endoftext": false }, { "action": "You look at the list", "response": "The task list for your impending journey is a mess of crossed-out items and scribbled corrections. In the middle of the page, you see:\n- clean out closet\n- buy stereo stand\n\nThe radio begins playing an Antarcto-Japanese melody.", "endoftext": false }, { "action": "You enter the closet", "response": "The closet is closed.", "endoftext": false }, { "action": "You open the closet", "response": "You stand up.\n\nYou reach for the knob; then hesitate; then reach again.\n\nYou might as well not have bothered. The closet door bursts off its hinges before you can touch it. You leap back, barely avoiding the cracking plywood as it smashes to the floor, buried in the torrent of sand that is pouring out of the closet.\n\nAfter a few seconds, the room is still again.", "endoftext": true }, { "action": "You look around", "response": "You survey your one small room. One desk, paper-piled, with a dusty computer shoved to the side. Your futon. Second-hand stereo sitting on a cardboard crate. A kitchen nook one way and a bathroom nook the other, with a closet to the side. A broad mirror tries to make the place seem twice its size; it halfway works. One window, whose shade is down, and the front door firmly shut.\n\nThe place is still too dim, except the corner where the desk lamp is somehow too bright.\n\nYour luggage is piled untidily by the door. A potted spider plant sits beneath the window.\n\nOn the desk are your to-do list and a travel book.\n\nYou can see inches of sand here.\n\nIn the kitchen nook you can see a trace of sand.\n\nIn the bathroom nook you can see a trace of sand.", "endoftext": true }, { "action": "You look in the closet", "response": "The closet is a shallow recess next to the bathroom. Peering into the depths, you see deep-drifted sand, and also an old jacket.\n\nThe radio begins playing an angry electronic melody.", "endoftext": false }, { "action": "You look at the list", "response": "You sit down at the desk.\n\nThe task list for your impending journey is a mess of crossed-out items and scribbled corrections. In the middle of the page, you see:\n- buy stereo stand\n- pack clean socks", "endoftext": false }, { "action": "You stand", "response": "You stand up.", "endoftext": false }, { "action": "You search the closet", "response": "The closet is a shallow recess next to the bathroom. Peering into the depths, you see deep-drifted sand, and also an old jacket.\n\nThe radio begins playing a Filipo-Shaker song.", "endoftext": false }, { "action": "Open luggage", "response": "You grab a suitcase handle -- which crumbles dryly in your grip. In seconds and in silence, the whole row of suitcases and duffels has collapsed to white sand on the living room floor.", "endoftext": true }, { "action": "You look around", "response": "You survey your one small room. One desk, paper-piled, with a dusty computer shoved to the side. Your futon. Second-hand stereo sitting on a cardboard crate. A kitchen nook one way and a bathroom nook the other, with a closet to the side. A broad mirror tries to make the place seem twice its size; it halfway works. One window, whose shade is down, and the front door firmly shut.\n\nThe place is still too dim, except the corner where the desk lamp is somehow too bright.\n\nA potted spider plant sits beneath the window.\n\nOn the desk are your to-do list and a travel book.\n\nYou can see ankle-deep sand here.\n\nIn the kitchen nook you can see a trace of sand.\n\nIn the bathroom nook you can see a trace of sand.", "endoftext": false }, { "action": "Examine book", "response": "You sit down at the desk.\n\nThe Schmendrick's Guide to the Desert -- you've been studying it for what seems like forever. Endless miles of information: colors of silence, sounds of heat and sunlight, the feel of vast distances on your skin, and death. It sounds beautiful.", "endoftext": false }, { "action": "You examine the list", "response": "The task list for your impending journey is a mess of crossed-out items and scribbled corrections. In the middle of the page, you see:\n- buy stereo stand", "endoftext": false }, { "action": "You examine the cardboard", "response": "The crate your computer arrived in. It's dented and disreputable now, but still serves the time-honored purpose of holding your stereo up.\n\nThe radio begins playing a rhythmic Maori tune.", "endoftext": false }, { "action": "You get the cardboard", "response": "You barely touch it, and the heavy cardboard abruptly tears. Sand pours out across the living room floor. The stereo sags; in moments, the crate is reduced to paper rags, which are immediately buried in the sand.", "endoftext": true }, { "action": "You look around", "response": "You glance around. The desk is, of course, an organized mess; overlapping piles of paper, inches high. The computer is a dusty beige block, several generations out of date, poking up hopefully from among the strata. The lamp hangs over all.\n\nA game-over message is flashing on the screen.\n\nYou see your to-do list and a travel book on the desk.\n\nBehind you, the futon takes up most of the apartment. A second-hand stereo sits on the sandy floor. A kitchen nook one way and a bathroom nook the other, with a closet to the side. A broad mirror tries to make the place seem twice its size; it halfway works. One window, whose shade is down, and the front door firmly shut.\n\nThe place is still too dim, except the corner where the desk lamp is somehow too bright.\n\nA potted spider plant sits beneath the window.\n\nYou can see hills of sand lying on the floor.\n\nIn the kitchen nook you can see a trace of sand.\n\nIn the bathroom nook you can see a trace of sand.", "endoftext": false }, { "action": "You look at the list", "response": "The task list for your impending journey is a mess of crossed-out items and scribbled corrections. In the middle of the page, you see:\n- defrost refrigerator\n- unclog shower drain\n- flush notes down toilet", "endoftext": false }, { "action": "You open the refrigerator", "response": "You pull open the refrigerator, and try not to flinch as a wall of sand rushes out and buries your feet.\n\nThe radio begins playing an Antarcto-Shaker fugue.", "endoftext": false }, { "action": "You open the shower", "response": "The shower curtain has become a daily ritual of annoyance. It's too small. It cannot, no matter how you tug at it, actually cover the shower stall. You've managed to arrange the curtain so that the minimal amount of water splashes onto the bathroom floor when you shower, and that's where you leave it.", "endoftext": false }, { "action": "You touch the shower", "response": "You feel nothing unexpected.\n\nThe radio begins playing an Antarcto-Shaker melody.", "endoftext": false }, { "action": "Flush toilet", "response": "The toilet? Yes, it's the toilet's turn! You press the handle, grinning maniacally. And indeed, the sand rushes down the sides of the bowl; the shining porcelain itself crazes, cracks, and veils to the bathroom floor. The toilet is a pedestal, a stump, a mere pile of sand. Gone.", "endoftext": false }, { "action": "You turn on the shower", "response": "You turn the tap, and -- no surprise now -- dry sand floods from the showerhead. Shielding your eyes from the spray, you reach to turn the tap back off.\n\nA creaking from above warns you. You leap back as the plaster cracks overhead, and whiteness roars down.\n\nWhen silence returns, the entire far end of the bathroom is a blank slope of sand.\n\nA faint creaking comes from the bathroom ceiling.", "endoftext": false }, { "action": "Leave", "response": "You step out of the bathroom nook.\n\nWith a muffled crack the bathroom ceiling gives way. Broken plaster and rusty pipes tumble down as you stare. And down comes the sand, a dry white rushing river, hissing, shrieking. In moments the bathroom is lost to your sight.", "endoftext": false }, { "action": "You look at the list", "response": "You sit down at the desk.\n\nThe task list for your impending journey is a mess of crossed-out items and scribbled corrections. In the middle of the page, you see:\n- remove package from kitchen storage\n- find notes for IFComp entry", "endoftext": false }, { "action": "You open the cupboard", "response": "That's already open.\n\nThe radio begins playing a haunting Maori lullaby.", "endoftext": false }, { "action": "You close the cupboard", "response": "The cabinet and counter start to groan as soon as you touch them. You slam the cabinet for good measure; and the stained pressboard crackles white, shivers, and explodes into sand. All right!\n\nA faint creaking comes from the kitchen ceiling.", "endoftext": true }, { "action": "Look around", "response": "You survey your one small room. The kitchen alcove has a refrigerator, a sink, a stove, and barely enough space to stand between them.\n\nSand spills from the open refrigerator.\n\nYou see some sand lying here.\n\nThe rest of the place is mostly filled by your futon, and the computer desk in the corner. The closet is across from you. The stereo sits on the sandy floor. A broad mirror tries to make the place seem twice its size; it halfway works. One window, whose shade is down, and the front door firmly shut.\n\nThe place is still too dim, except the corner where the desk lamp is somehow too bright.\n\nA potted palm plant sits beneath the window.\n\nOn the desk are your to-do list and a travel book.\n\nYou can see hills of sand lying in the living room.\n\nWith a muffled crack the kitchen ceiling gives way. Broken plaster and rotten lath tumble down as you leap aside. And they, of course, are followed by sand, white sand, rivers of sand. In moments the kitchen alcove is lost to your sight.", "endoftext": false }, { "action": "Search desk", "response": "You sit down at the desk.\n\nYou carefully tilt up piles of paper, trying to avoid an avalanche. Yes, sand is scattered beneath.\n\nCarefully? You shove a paper-stack off the desk; it's a shower of sand before it hits the ground. Ha! You push another, and another, and then sweep the whole mass over the edge. White sand cascades everywhere. Laughing, you feel the desk itself give way.\n\nPop. Oops. That was the light bulb imploding. The apartment is very dark and quiet of a sudden.", "endoftext": true }, { "action": "Describe the surroundings", "response": "You survey your one small room. Your futon. Second-hand stereo. A closet to one side. A broad mirror tries to make the place seem twice its size; it halfway works. One window, whose shade is down, and the front door firmly shut.\n\nThe room is very dim, now. Blackness creeps around the windowshade.\n\nThe computer has survived somehow, and lies in a pile of sand. A potted palm plant sits beneath the window.\n\nYou can see a travel book, your to-do list and hills of sand here.", "endoftext": false }, { "action": "You look at the list", "response": "The task list for your impending journey is a mess of crossed-out items and scribbled corrections. At the very bottom of the page, you see:\n- call taxi\n- wait for taxi\n- look, make sure it's actually taxi before opening door\n(That last entry in a hasty, nervous script.)\n\nYou hear a car approaching outside.\n\nThe radio begins playing a reggae-Manx melody.", "endoftext": false }, { "action": "You open the shade", "response": "And if you see no taxi outside? What then? ...but the angry honking comes again. You yank hard on the windowshade, and it whips up as violently.\n\nBlazing daylight floods the room.", "endoftext": true }, { "action": "You look around", "response": "Sunlight cuts across the room like hot butter, blazing from the window. The room is nearly barren now; walls and ceiling are blank, but for the window, the closed front door, and the full-length mirror across from them.\n\nThe futon sits alone in the center of the room. Next to it, askew on a pile of sand, rests the faithful old stereo.\n\nThe computer has survived somehow, and lies in a pile of sand. A potted cactus sits beneath the window.\n\nYou can see a travel book, your to-do list and hills of sand here.", "endoftext": true }, { "action": "You look through the window", "response": "Outside, dunes roll away to the rising sun. Nothing else is visible. Only the sunlight that burns you, full in the face. And sand.", "endoftext": false }, { "action": "You look at the list", "response": "The task list for your impending journey is a mess of crossed-out items and scribbled corrections. It is entirely illegible.", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\nThe radio begins playing an Antarcto-Hmong song.", "endoftext": false }, { "action": "Wait", "response": "Time passes.", "endoftext": false }, { "action": "You touch mirror", "response": "You look into the mirror. The far side is just as bright as this one. With the sunlight behind you, only your own face is in shadow -- the walls, the door, your furniture, are all full-lit. Beyond your reflection and the window-frame, the street outside, the houses and trees, are all --\n\nThe street outside?\n\nYou spin around.\nOdd, how the sunlight just makes your apartment more prosaic.\n\nNot much of an apartment, no. One desk, paper-piled, with a dusty computer shoved to the side. Your futon. Second-hand stereo sitting on a cardboard crate. A kitchen nook one way and a bathroom nook the other, with a closet to the side. A broad mirror tries to make the place seem twice its size; it halfway works. One window, whose shade is up, and the front door wide open.\n\nYour luggage is piled untidily by the door. A potted hyacinth sits beneath the window.\n\nOn the desk are your to-do list and a travel book.", "endoftext": false }, { "action": "You open the door", "response": "You take a step across the room, but a quick movement distracts you. Something scurried along the wall? You can't see it any more.", "endoftext": true }, { "action": "You look around", "response": "You survey your one small room. One desk, paper-piled, with a dusty computer shoved to the side. Your futon. Second-hand stereo sitting on a cardboard crate. A kitchen nook one way and a bathroom nook the other, with a closet to the side. A broad mirror tries to make the place seem twice its size; it halfway works. One window, whose shade is up, and the front door wide open.\n\nYour luggage is piled untidily by the door. A potted hyacinth sits beneath the window.\n\nOn the desk are your to-do list and a travel book.", "endoftext": false }, { "action": "You enter kitchen", "response": "You move towards the kitchen nook but feel suddenly dizzy. Dehydration, probably.", "endoftext": false }, { "action": "You sit", "response": "(on top of the futon)\nYou reach out and touch your hand to the futon. It feels like glass.\n\nThe reflection shimmers like water, but the mirror is only heat -- pooling among the dunes, rising from the sands.\nThe land is nearly barren. Dunes roll away towards the rising sun; a little shade trails behind them, but that will soon be gone. The sky is flat and empty blue.\n\nYour futon sits nearby. The stereo leans against a dune. Your computer squats complacently, the color of the sand.\n\nYou can see a travel book here.\n\nClick. The stereo is playing \"Cool, Clear Water\".", "endoftext": true }, { "action": "You look around", "response": "The land is nearly barren. Dunes roll away towards the rising sun; a little shade trails behind them, but that will soon be gone. The sky is flat and empty blue.\n\nYour futon sits nearby. The stereo leans against a dune. Your computer squats complacently, the color of the sand.\n\nYou can see a travel book here.", "endoftext": false }, { "action": "Examine book", "response": "The Desert Elemental's Handbook -- you've been studying it for ages. Trace moisture segregation, arthropod ecocycles, sand/grit/fines sizing distributions. And, of course, the artistic aspects of heat, time, distance, and death.\n\nYou're especially fond of an essay on bones.", "endoftext": false }, { "action": "About yourself", "response": "You're you.\n\nYou catch a darting movement past your feet.", "endoftext": false }, { "action": "You examine sand", "response": "It's exactly like all the sand you've ever seen before.\n\nClick. The stereo is playing \"Gotta Stop on the Road for Water\".", "endoftext": true }, { "action": "You look around", "response": "The land is nearly barren. Dunes roll away towards the rising sun; a little shade trails behind them, but that will soon be gone. The sky is flat and empty blue.\n\nYour futon sits nearby. The stereo leans against a dune. Your computer squats complacently, the color of the sand.\n\nYou can see a travel book here.\n\nSomething moves beneath the computer.", "endoftext": false }, { "action": "You examine computer", "response": "The game's opening sits neatly at the top of the screen, followed by a command prompt.", "endoftext": false }, { "action": "You play the game", "response": "You crouch in the sand and play through the computer game again.", "endoftext": false }, { "action": "You look at the computer", "response": "The game's closing message blinks at the bottom of the screen.\n\nClick. The stereo is playing \"Water From Another Time\".", "endoftext": false }, { "action": "You look at the futon", "response": "The futon is definitely on the downhill side of the dunes. The frame is half-buried and a few lines of sand trickle down the sheet-wrinkles, but it's the same old futon in the end.", "endoftext": false }, { "action": "You sit", "response": "(on top of your futon)\nYou sit down, and find yourself seated on bare sand. The futon has disintegrated without a sound or a final word.\n\nYou catch a darting movement past your feet.", "endoftext": false }, { "action": "Go north", "response": "You pace around for a while.\n\nSomething moves beneath the stereo.", "endoftext": false }, { "action": "You look under the stereo", "response": "You catch a glimpse of two tiny eyes, shining out from beneath the stereo.\n\nClick. The stereo is playing \"Sun Gets In My Eyes\".", "endoftext": false }, { "action": "You get the stereo", "response": "That's hardly portable.", "endoftext": false }, { "action": "You pull the stereo", "response": "You are unable to.", "endoftext": false }, { "action": "You sit", "response": "(on top of the travel book)\nThat's not something you can sit down on.\n\nSomething moves beneath the computer.", "endoftext": false }, { "action": "You look under the computer", "response": "You catch a glimpse of two tiny eyes, shining out from beneath the computer.\n\nYou catch a darting movement past your feet.\n\nClick. The stereo is playing \"You Listenin' To Me?\".", "endoftext": false }, { "action": "You examine the stereo", "response": "The stereo is old, dating from the era when matte-black, featureless, and opaque were the watchwords of hipness. Now it sits on a pile of sand and looks lost.... \"You Listenin' To Me?\" is playing.", "endoftext": false }, { "action": "You look at the sand", "response": "It's exactly like all the sand you've ever seen before.", "endoftext": false }, { "action": "Clean", "response": "No cleaning implement is in sight.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying nothing.\n\nClick. The stereo is playing \"Ain't Gonna Make It\".", "endoftext": true }, { "action": "Look around", "response": "The land is nearly barren. Dunes roll away towards the rising sun; a little shade trails behind them, but that will soon be gone. The sky is flat and empty blue.\n\nThe stereo leans against a dune. Your computer squats complacently, the color of the sand.\n\nYou can see a travel book here.", "endoftext": false }, { "action": "You look at the shade", "response": "The shadows shrink as you watch. The dunes aren't high here, and the sun is rising fast.\n\nYou catch a darting movement past your feet.", "endoftext": false }, { "action": "You look at the shade", "response": "The shadows shrink as you watch. The dunes aren't high here, and the sun is rising fast.\n\nClick. The stereo is playing \"Projection Of Your Fears\".", "endoftext": false }, { "action": "You look at the Sun", "response": "Fusing hydrogen. Deathly, inescapable. White, blazing down.", "endoftext": false }, { "action": "Go upward", "response": "You pace around for a while.", "endoftext": true }, { "action": "Look around", "response": "The land is nearly barren. Dunes roll away towards the rising sun; a little shade trails behind them, but that will soon be gone. The sky is flat and empty blue.\n\nThe stereo leans against a dune. Your computer squats complacently, the color of the sand.\n\nYou can see a travel book here.\n\nClick. The stereo is playing \"Take It Out On The Little Guy\".", "endoftext": false }, { "action": "You look at the computer", "response": "The game's closing message blinks at the bottom of the screen.", "endoftext": false }, { "action": "You sit on the stereo", "response": "That's not something you can sit down on.\n\nYou catch a darting movement past your feet.", "endoftext": false }, { "action": "Sleep", "response": "You've been trying all night. It's not going to happen.\n\nClick. The stereo is playing \"Rule the Kingdom of the Sun\".", "endoftext": false }, { "action": "You wake", "response": "If only.\n\nSomething moves beneath the stereo.", "endoftext": false }, { "action": "You look under the stereo", "response": "You catch a glimpse of two tiny eyes, shining out from beneath the stereo.", "endoftext": true }, { "action": "Look around", "response": "The land is nearly barren. Dunes roll away towards the rising sun; a little shade trails behind them, but that will soon be gone. The sky is flat and empty blue.\n\nThe stereo leans against a dune. Your computer squats complacently, the color of the sand.\n\nYou can see a travel book here.\n\nClick. The stereo is playing \"Triumph Alone\".", "endoftext": false }, { "action": "You examine the sky", "response": "The sky is dead blue, crushed by sunlight.", "endoftext": false }, { "action": "You get the dune", "response": "You pick up a pinch of sand. It runs through your fingers.\n\nYou catch a darting movement past your feet.\n\nClick. The stereo is playing \"Alone\".", "endoftext": false }, { "action": "You turn on the stereo", "response": "The stereo is already on.\n\nSomething moves beneath the computer.", "endoftext": false }, { "action": "You turn off the stereo", "response": "A garbled news report comes on just as you reach for the switch. \"Death Val... hikers... missing for... still... hope, say...\"\n\n...Old news. You hit the switch: click. The stereo falls silent, turns white, and drops instantly away into sand.", "endoftext": true }, { "action": "You look at your surroundings", "response": "The land is nearly barren. Dunes roll away towards the rising sun; a little shade trails behind them, but that will soon be gone. The sky is flat and empty blue.\n\nYour computer squats complacently, the color of the sand.\n\nYou can see a travel book here.", "endoftext": false }, { "action": "You turn off the computer", "response": "\"The only way to win is not to play,\" flashes the screen. You roll your eyes. The oldest lie; nobody's bought it since ever.\n\nYou hit the power key; the computer gives a tiny sigh and crumbles away.\n\nA tiny figure burrows out of the new-fallen sand. It darts one way, then the other; but there is no more shelter.\n\nThe figure closes its eyes for a few seconds.", "endoftext": false }, { "action": "You examine the figure", "response": "A tiny human figure walks across the sand. It doesn't seem to notice you.", "endoftext": false }, { "action": "You get figure", "response": "You cup your palms around the figure and raise it into the air -- a human shape fallen to its knees in your handful of sand. You gaze down; sunlight seethes in the cauldron of your fingers. The figure slowly slides flat. But the sand is running out of your hands, and the figure falls to the ground, where it slowly pulls itself up again.", "endoftext": false }, { "action": "Hi", "response": "As you speak, currents of air curl across the sand. The figure clutches its clothing about itself and staggers on, ignoring you.\n\nThe figure moves more slowly now.", "endoftext": true }, { "action": "Look around", "response": "The land is nearly barren. Dunes roll away towards the rising sun; a little shade trails behind them, but that will soon be gone. The sky is flat and empty blue.\n\nA tiny figure inches across the sand.\n\nYou can see a travel book here.\n\nThe figure searches its clothing briefly, and then continues on its way.", "endoftext": false }, { "action": "Search figure", "response": "You try to peer into the figure's eyes. They are too remote. They do not see you.", "endoftext": false }, { "action": "You examine the figure", "response": "A tiny human figure staggers across the sand. It doesn't seem to notice you.", "endoftext": false }, { "action": "You get figure", "response": "You cup your palms around the figure and raise it into the air -- a human shape fallen to its knees in your handful of sand. You gaze down; sunlight seethes in the cauldron of your fingers. The figure slowly slides flat. But the sand is running out of your hands, and the figure falls to the ground, where it slowly pulls itself up again.\n\nThe figure slumps to the sand. No -- it's still moving, though on hands and knees.\n\nThe figure closes its eyes for a few seconds.", "endoftext": false }, { "action": "You read the book", "response": "The Desert Elemental's Handbook -- you've been studying it for ages. Trace moisture segregation, arthropod ecocycles, sand/grit/fines sizing distributions. And, of course, the artistic aspects of heat, time, distance, and death.\n\nYou skim through the chapters on starvation.", "endoftext": false }, { "action": "You read the book", "response": "The Desert Elemental's Handbook -- you've been studying it for ages. Trace moisture segregation, arthropod ecocycles, sand/grit/fines sizing distributions. And, of course, the artistic aspects of heat, time, distance, and death.\n\nYou skim through the pages on scorpions.\n\nThe figure seems to be muttering to itself.", "endoftext": false }, { "action": "You get figure", "response": "You cup your palms around the figure and raise it into the air -- a human shape fallen to its knees in your handful of sand. You gaze down; sunlight seethes in the cauldron of your fingers. The figure slowly slides flat. But the sand is running out of your hands, and the figure falls to the ground, where it slowly pulls itself up again.\n\nThe figure falls. After a few seconds... it still doesn't move.\n\nThe sands quickly cover it.", "endoftext": true }, { "action": "You look at your surroundings", "response": "The land is nearly barren. Dunes roll away towards the rising sun; a little shade trails behind them, but that will soon be gone. The sky is flat and empty blue.", "endoftext": false }, { "action": "You look at the sand", "response": "It's exactly like all the sand you've ever seen before.", "endoftext": false }, { "action": "Drop book", "response": "Nothing to do but wait.", "endoftext": false }, { "action": "Wait", "response": "Time passes.", "endoftext": false }, { "action": "You examine the shade", "response": "The shadows shrink as you watch. The dunes aren't high here, and the sun is rising fast.", "endoftext": false }, { "action": "Sleep", "response": "If only.", "endoftext": false }, { "action": "You get the book", "response": "The cover is worn now. The pages are all blank.", "endoftext": false }, { "action": "Drop book", "response": "Nothing to do but wait.", "endoftext": false }, { "action": "Examine book", "response": "The tiny figure crawls out from under the sands. It's dead.\n\n\"You win,\" it says. \"Okay, my turn again.\"\n\n>...\nNothing left to do. Time passes.\n\nThe sun crawls higher.", "endoftext": true } ]
hsfc7fnl40k4a30q
Harmonic Time-Bind Ritual Symphony
Ben Kidwell
[ "Psychedelic" ]
[ "built-in hints", "cover art", "drugs", "manic", "map", "music", "plan9", "sex", "Spring Thing 2016", "Spring Thing Game" ]
2,016
[ 3, 7, 2, 1, 0 ]
13
3.923077
20160402
false
A musician's manic episode binds fiction and reality into a joyful union.
[ { "action": "You check your inventory", "response": "You're carrying:\na pair of mirror shades\na wallet", "endoftext": false }, { "action": "You examine the wallet", "response": "An old black leather wallet containing the standard mix of cash, credit cards, and random scraps of paper.\nYour bank account balance is $30000", "endoftext": false }, { "action": "You look at the shades", "response": "The silvered surface of the lenses reflects a slightly warped image of yourself and the world around you.", "endoftext": false }, { "action": "You wear the shades", "response": "The mirror shades filter the brightness of day perfectly, removing your squint and making it easier to smile. Careful wearing them indoors though.\nYou put on the pair of mirror shades.", "endoftext": false }, { "action": "You examine the bookshelves", "response": "As you look at your bookshelves, you notice an embarassing book called 4CY UNI R2B 1 that you wrote a decade earlier, and an odd urge compels you to put it in your pocket.\n\nYou have been reading books and collecting a personal library for your whole life, and have recently inherited your father's collection as well. There is a loose topical organization, with one bookshelf devoted to math and science, one to music theory and history, one to fiction, and one to oddities. You can just >x shelves repeatedly to revisit some of your favorites.", "endoftext": false }, { "action": "You take the 4CY", "response": "You already have that.", "endoftext": false }, { "action": "You look at the shelves", "response": "You pick up 'The Moon is a Harsh Mistress' by Robert Heinlein. It tells the story of a future in which the moon is a penal colony. An administrative supercomputer there acquires sentience, and becomes the leader of a revolution against Lunar Authority. The Loonies, as they call themselves, are multicultural free-love techno-anarchists. Years ago, when you started your Plan 9 programming and internet projects, you chose the name 'mycroftiv' as a reference to the intelligent computer in the novel.\n\nYou pick up 'VALIS' by Philip K. Dick. It tells the story of a science-fiction author who is contacted by a beam of divine pink light and begins to experience multiple simultaneous identities and temporal locations. The pink light comes from the VALIS satellite, a benign godlike intelligence which helped guide immortal teacher-prophets on Earth.", "endoftext": false }, { "action": "You examine the bookshelves", "response": "You pick up 'Cosmic Trigger' by Robert Anton Wilson. It tells many stories to emphasize that what we call reality is actually a collectively-agreed upon fiction, and there is no single objective reality shared by all observers. It ends with the story of an Iowa farmer who was given 'pancakes from space' by visiting aliens.", "endoftext": false }, { "action": "You remove the shades", "response": "You take off the pair of mirror shades.", "endoftext": false }, { "action": "Inventory", "response": "You're carrying:\nForsee Why You And I Are To Be One (4CY UNI R2B 1)\na pair of mirror shades\na wallet", "endoftext": false }, { "action": "You examine the shelves", "response": "You pick up 'Lost Goddesses of Early Greece' by Charlene Spretnak. It tells the story of pre-Homeric myths including 'The Triad of the Moon' which describes rituals for Artemis, Selene, and Hecate. There is a place outside the city limits that is appropriate for the ritual for Hecate, which involves eating while facing away from a crossroads and leaving some of the food as an offering.", "endoftext": false }, { "action": "Continue", "response": "You pick up 'Moon Palace' by Paul Auster. It tells the story of a fatherless young man whose life is interwoven with coincidences involving the moon. Attending college in the late 60s, he voluntarily embraces poverty and madness and finally homelessness until a chance meeting with a stranger leads to a redemptive love affair. He gets a job caring for a mysterious old man on the verge of death, who tells him a fantastic story of a career as a painter who created a series of lost artistic masterpieces while living in a cave in the deserts of the southwest US.", "endoftext": false }, { "action": "You examine the shelves", "response": "You pick up 'Labyrinths' by Jorge Luis Borges. Many of the stories are set in fantastic universes which illuminate something important in our world: the power of language and naming, the branching stories created by free will and randomness, the author of dreams who is also a dream-image.", "endoftext": false }, { "action": "You examine the shelves", "response": "You pixk up 'Time Pressure' by Spider Robinson. It tells the story of time travellers from the future who infiltrate a group of Canadian hippies living commmunally as part of a conspiracy to record humanity's life experiences to allow everyone to live forever in a future digitally augmented reality.", "endoftext": false }, { "action": "You examine the shelves", "response": "You pick up 'Godel Escher Bach' by Douglas Hofstadter. It tells the story of self-referential strange loops in mathematics and consciousness.", "endoftext": false }, { "action": "You look at the shelves", "response": "You browse your shelves and read a few random lines from Yeats for inspiration.", "endoftext": true }, { "action": "You look around", "response": "This is a modest one story house, cluttered by a decade of being lived in. Bookshelves line the walls. Your Plan 9 terminal is here, connected to the grid servers downstairs. Somewhere amidst the piles of books and papers is an upright piano.\n\nYou can see some bookshelves, a terminal and a piano here.", "endoftext": false }, { "action": "You examine terminal", "response": "Your terminal glows with a Mondrian-like arrangement of pastel windows, each rio bound into a different namespace. Multiple rc shells are running, acme is open, and several irc channels are available within hubfs. You can check for messages with >use terminal.", "endoftext": false }, { "action": "Exits", "response": "You can go down to the basement or out to Milwaukee St.", "endoftext": true }, { "action": "Go downward", "response": "Your house, in the basement\nYour ex-girlfriend used to stay down here, but now the area is mostly storage...and your grid hardware. In the center of the dark concrete floor is a flimsy table with numerous aging computers both under it and on top. A tangle of ethernet and power cables criss-cross the room like spiderwebs.\n\nYour cat Strawberry is here.\n\nStrawberry looks at you with mild curiosity.", "endoftext": false }, { "action": "You take the cat", "response": "Strawberry lets you hold her for about fifteen seconds before squirming free of your grasp, climbing your shoulder with help from sharp tiny claws, and hops to the floor behind you.", "endoftext": false }, { "action": "Pet cat", "response": "Strawberry begins to purr as you stroke her, but after a few seconds, she decides that she is a fighter, not a lover. She bats at your hand with a paw, and looks up at you expecantly, hoping you will attack her.", "endoftext": false }, { "action": "You look at the computers", "response": "The physical hardware of your grid is cheap and worn. A mixture of no-name hardware and old dell minitowers, the processor speed, RAM, and storage space is all well below the current standard. The software is a different story - your Advanced Namespace Tools weave the physical boxes together into a coordinated whole. Sometimes you feel like the data within, how it is organized and flows, is like a living thing.\n\nStrawberry perches atop the router and studies you.", "endoftext": false }, { "action": "You look at Strawberry", "response": "Your cat is small, orange with white chest and paws, female, and feisty.", "endoftext": false }, { "action": "You unplug the cables", "response": "That action is outside the scope of this simulation.", "endoftext": false }, { "action": "Sing", "response": "You start with a bit of Mozart's Marriage of Figaro, move on to a few of your favorite Wu-Tang verses, and conclude with a heartfelt imitation of how IU would sound singing Ripple by the Grateful Dead.\n\nStrawberry deftly steps through the maze of cords and vanishes behind some boxes.", "endoftext": false }, { "action": "Xyzzy", "response": "There is a trans-dimensional short-circuit of interactive fiction tradition, and you catch a brief glimpse of a brick building near a stream and a metal grate before you blink and find yourself...\n\nYour section of Milwaukee Street is directly across from a small farm which remains as an agricultural island within the city. An open field and a barn are across the street. Toward the southwest is Atwood Street leading toward downtown. Monona Drive is to the south. The edge of town lies toward the northeast.", "endoftext": false }, { "action": "You examine barn", "response": "The farm across the street is one of the main reasons you chose to move into this house ten years ago. The way property development goes in Madison, it seems like a miracle that the farmer has held onto this land in the midst of the city. The barn is run-down and decrepit and the field is not yet planted for the season.", "endoftext": false }, { "action": "You examine the house", "response": "Your house is on the corner of the block. It is painted a light yellow and has a fenced in side yard. You have lived here for the past decade.", "endoftext": false }, { "action": "You go south", "response": "Traffic is heavy at the intersection of these roads. Nearby to the east is Coffee Lion Cafe. Monona Drive continues to the south, Atwood Avenue is northwest, and your home is to the north.", "endoftext": false }, { "action": "Go east", "response": "Your local cafe has been your comfort for the past several years. Days and sometimes whole weeks used to go by where the only people you saw were the employees here. You always felt accepted, despite your disheveled appearance and stumbling arthritic gait. It has been several months since you have visited, because you feel embarassed of a mild foolish crush on one of the young baristas.\n\nShe is working today, of course. You feel an unfamiliar fearless energy within yourself. As you order your coffee, you hear yourself say 'It's nice to see you, I haven't been in lately because I feel self-conscious about thinking you're cute.'\n\nMiraculously, she smiles warmly at you. 'That's ok, thank you. It's fine to be honest about what you feel.' A giddy, tingling sensation races through you, but your voice answers fluently. 'Thanks, that means a lot to hear someone say. I've been pretty isolated with a computer programming project lately, and it's felt hard to communicate with people. Sometimes I feel like a machine.' She replies, 'Well, there are a lot more people on your level than you realize. My name is Xochi, by the way. Also, I might be a robot myself!'\n\nYou both laugh, you introduce yourself, and you walk out of the cafe higher than a kite aloft in the skies of Jupiter. Not only had your impulsive flirtation (quite outside your usual character) gone well, but she was smart and funny too. You return home feeling reality has been magically transformed for the better and you have been freed of your insecurities and fears. No more inhibition of your wild and eccentric impulses. You will use the story of your patent dispute with the JCN corporation to inspire others to join together in a glorious struggle to free the human spirit from everything that limits our creativity.\n\n(3 April 2013 - Outside my house)\nIt is late at night and you are hungry for food and friends for the fights to follow. You hope to find both at the 24-hour restaurant northeast of your home.", "endoftext": false }, { "action": "You go northeast", "response": "This is the northeast edge of town, by the shopping mall and the interstate. It is mostly lacking in the distinctive charms of the rest of the city. The usual reason for being out here is to visit the 24-hour restaurant to the north, whose sign faces the highway, glowing like a green beacon. The road continues out of the city to the northeast.", "endoftext": false }, { "action": "You go north", "response": "As you enter the late night restaurant, you notice an old friend here. You join him at his table, and he offers to give you a Tarot reading. You accept, and the cards arrange themselves in a dramatic tableaux featuring The Tower and The Devil. Your friend looks at you seriously and says 'Fear obsession. Fear obsession very strongly.' You realize that in pursuit of your Plan 9 programming goals, you have neglected other things you care about, like people - and music. You head back towards your home and resolve to clean off your piano and play it as soon as you go inside.\n\n(The introduction is 50% complete. You will have freedom to explore soon.)\n(4 April 2013 - Outside my house)", "endoftext": false }, { "action": "You enter", "response": "You spend a few minutes moving and rearranging books and papers, and soon enough, your piano is cleared of obstructions. You are eager with anticipation to play it and feel your fingers moving across the keys.\n\nYou can see some bookshelves, a terminal and a piano here.", "endoftext": false }, { "action": "You play the piano", "response": "You sit at the keyboard, and your fingers find a leitmotiv-like descending sequence of a Db-major chord and a series of descending overlapping thids that trace out an Ab-major ninth. Played as a repeating pattern spanning the whole keyboard, this becomes a central refrain of your improvisations for the next several months, the core melodic seed of the Harmonic Time-Bind Ritual Symphony.\n\n(As the game progresses, you will compose many songs about your experiences. Return home to >play piano frequently.)", "endoftext": false }, { "action": "You play the piano", "response": "You fool around with a rough idea for a song about a cute barista at your local coffeeshop. Your favorite lyric is 'My latte is strong but my heartbeat is stronger.'", "endoftext": false }, { "action": "You examine terminal", "response": "Your terminal glows with a Mondrian-like arrangement of pastel windows, each rio bound into a different namespace. Multiple rc shells are running, acme is open, and several irc channels are available within hubfs. You can check for messages with >use terminal.", "endoftext": false }, { "action": "You use the terminal", "response": "You perform your usual cycle of checking email and irc...\n\nYou spend some time talking with your irc friends, who offer valuable perspective on keeping yourself in contact with shared social reality.", "endoftext": true }, { "action": "You go downwards", "response": "Your house, in the basement\n\nYour cat Strawberry is here.\n\nStrawberry nimbly hops up onto the computer desk, thankfully avoiding the keyboards.", "endoftext": false }, { "action": "Duel Strawberry", "response": "That action is outside the scope of this simulation.", "endoftext": false }, { "action": "Attack strawberry", "response": "Strawberry is a battle-hardened combat kitty and springs into action. She grabs your hand with both paws, and nips lightly at your knuckles with her teeth. You pull your hand back, and she leaps up to chase it, sinking her claws into your knee. You fight back with a quick belly-tickle and she rolls onto her back, ready to deploy the full power of her back legs. You are beaten yet again. You have never defeated her.", "endoftext": false }, { "action": "You look", "response": "Your section of Milwaukee Street is directly across from a small farm which remains as an agricultural island within the city. An open field and a barn are across the street. Toward the southwest is Atwood Street leading toward downtown. Monona Drive is to the south. The edge of town lies toward the northeast.", "endoftext": false }, { "action": "You examine barn", "response": "The farm across the street is one of the main reasons you chose to move into this house ten years ago. The way property development goes in Madison, it seems like a miracle that the farmer has held onto this land in the midst of the city. The barn is run-down and decrepit and the field is not yet planted for the season.", "endoftext": false }, { "action": "Go east", "response": "This is a modest one story house, cluttered by a decade of being lived in. Bookshelves line the walls. Your Plan 9 terminal is here, connected to the grid servers downstairs. Your dark wooden upright piano has a collection of Schumann's music open on the music rack.\n\nYou can see some bookshelves, a terminal and a piano here.", "endoftext": false }, { "action": "You go west", "response": "You feel compelled to go south to Coffee Lion Cafe for conversation instead.", "endoftext": false }, { "action": "You go south", "response": "Traffic is heavy at the intersection of these roads. Nearby to the east is Coffee Lion Cafe. Monona Drive continues to the south, Atwood Avenue is northwest, and your home is to the north.", "endoftext": false }, { "action": "You go to the east", "response": "Xochi isn't working today, but Xelia is. You have noticed she and Xochi seem to be friends. You are interested in talking to her, too.\n\nLight streams in through the tall glass windows at the front of the cafe. A display case of homemade gelato flavors is by the door. A window for drive-through customers is in the rear corner. Numerous cat-themed decorations adorn the walls and counters.\n\nXelia is working here.", "endoftext": false }, { "action": "You tell Xelia about Strawberry", "response": "You've observed that Xelia often dresses as fictional characters, and as you place your order, you comment on her current Alice in Wonderland outfit. She smiles slightly. 'Just something I enjoy doing to amuse myself.' As you drink your coffee, you contemplate the meaning of her wardrobe. She is altering her relationship to the world by taking symbols from fiction and applying them to herself. It reminds you of namespace operations in Plan 9, but with symbols and stories binding to real-life people as the targets. In fact, the mingling of imagination and reality seems to explain a lot of what you are experiencing. Since you took on the name of a fictional character for your computer work years ago, you seem to be traversing the narrative arc of that book in your own life. Your mind is spinning. You need to get home and check on your grid, down in the basement.", "endoftext": true }, { "action": "You go downward", "response": "As soon as you enter the room, you sense something deeply unusual, but intriguing. The code running on your grid of Plan 9 machines, the complicated interwoven mesh of namespaces, seems to have hooked into the low-level machine code of the universe. New file descriptors have been mounted allowing access to fundamental abstractions. If you dare, you could bind two normally distinct perceptual constructs into a single union.\n\nYour house, in the basement\nYour ex-girlfriend used to stay down here, but now the area is mostly storage...and your grid hardware. In the center of the dark concrete floor is a flimsy table with numerous aging computers both under it and on top. A tangle of ethernet and power cables criss-cross the room like spiderwebs.\n\nYour cat Strawberry is here.\n\nYou can also see Reality and Fiction here.\n\nStrawberry's head peeks out from behind one of the grid computers.", "endoftext": false }, { "action": "You examine the fiction", "response": "Fiction, imagination, dreams, stories, the power of narrative - somehow the air is thick and heavy with these intangibles, almost shimmering, almost humming, almost full of the scent of light blue flowers.\n\nStrawberry meows and sharpens her claws on the carpeting of the stairway.", "endoftext": false }, { "action": "You examine the reality", "response": "Reality, the objective shared state of the external world, is dense here. The stable information weave of predictable continuous phenomena provides the substrate of your cognition and perception.\n\nStrawberry's tail brushes by your leg as she sniffs at your toes.", "endoftext": false }, { "action": "You check the grid", "response": "The physical hardware of your grid is cheap and worn. A mixture of no-name hardware and old dell minitowers, the processor speed, RAM, and storage space is all well below the current standard. The software is a different story - your Advanced Namespace Tools weave the physical boxes together into a coordinated whole. Sometimes you feel like the data within, how it is organized and flows, is like a living thing.\n\nThe connection between the servers and the abstraction layers of the universe is hard to see clearly. Somewhere in the tangle of cables is a higher-dimensional bend, a knot that would be impossibe in three dimensions. Around that locus, your mind tries to map the information to color and shape and texture, but the perceptual constructs are unstable, constantly shifting. Staring directly at the point of connection is like watching through a kaleidoscope as chrome snakes crawl through a maze of mirrors.\n\nStrawberry is standing still, tail twitching slightly.", "endoftext": false }, { "action": "You take reality", "response": "Reality is fixed in place.\n\nStrawberry licks a paw and washes her forehead with it.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You're carrying:\nForsee Why You And I Are To Be One (4CY UNI R2B 1)\na pair of mirror shades\na wallet\n\nStrawberry is curled up and napping in the corner.", "endoftext": false }, { "action": "You wear the shades", "response": "The mirror shades filter the brightness of day perfectly, removing your squint and making it easier to smile. Careful wearing them indoors though.\nYou put on the pair of mirror shades.\n\nStrawberry is curled up and napping in the corner.", "endoftext": false }, { "action": "You look", "response": "Your house, in the basement\nYour ex-girlfriend used to stay down here, but now the area is mostly storage...and your grid hardware. In the center of the dark concrete floor is a flimsy table with numerous aging computers both under it and on top. A tangle of ethernet and power cables criss-cross the room like spiderwebs.\n\nYour cat Strawberry is here.\n\nYou can also see Reality and Fiction here.\n\nStrawberry is curled up and napping in the corner.", "endoftext": false }, { "action": "You check the grid", "response": "The physical hardware of your grid is cheap and worn. A mixture of no-name hardware and old dell minitowers, the processor speed, RAM, and storage space is all well below the current standard. The software is a different story - your Advanced Namespace Tools weave the physical boxes together into a coordinated whole. Sometimes you feel like the data within, how it is organized and flows, is like a living thing.\n\nThe connection between the servers and the abstraction layers of the universe is hard to see clearly. Somewhere in the tangle of cables is a higher-dimensional bend, a knot that would be impossibe in three dimensions. Around that locus, your mind tries to map the information to color and shape and texture, but the perceptual constructs are unstable, constantly shifting. Staring directly at the point of connection is like watching through a kaleidoscope as chrome snakes crawl through a maze of mirrors.\n\nStrawberry wakes up and wanders upstairs.", "endoftext": false }, { "action": "Up", "response": "This is a modest one story house, cluttered by a decade of being lived in. Bookshelves line the walls. Your Plan 9 terminal is here, connected to the grid servers downstairs. Your dark wooden upright piano has a collection of Schumann's music open on the music rack.\n\nYour cat Strawberry is here.\n\nYou can also see some bookshelves, a terminal and a piano here.\n\nStrawberry's tail brushes by your leg as she sniffs at your toes.", "endoftext": false }, { "action": "You take the cat", "response": "Strawberry lets you hold her for about fifteen seconds before squirming free of your grasp, climbing your shoulder with help from sharp tiny claws, and hops to the floor behind you.", "endoftext": false }, { "action": "You examine music", "response": "The sheet music on the piano is a Henle Urtext of some of Schumann's finest compositions, including the Dichterliebe.\n\nStrawberry is standing still, tail twitching slightly.", "endoftext": false }, { "action": "You play the sheet music", "response": "Strawberry licks a paw and washes her forehead with it.", "endoftext": false }, { "action": "You play the piano", "response": "You fool around with a rough idea for a song about a cute barista at your local coffeeshop. Your favorite lyric is 'My latte is strong but my heartbeat is stronger.'\n\nStrawberry is curled up and napping in the corner.", "endoftext": false }, { "action": "You check your inventory", "response": "You're carrying:\nForsee Why You And I Are To Be One (4CY UNI R2B 1)\na pair of mirror shades (being worn)\na wallet\n\nStrawberry is curled up and napping in the corner.", "endoftext": false }, { "action": "You read the 4cy", "response": "The book you wrote in your mid-20s is an unreadable and embarassing mish-mash of philosophy and autobiography. It represents a failed approach to creation, communication, and life. You feel a powerful desire to express your break with the past by exiling this book to an entirely different dimension.\n\nStrawberry is curled up and napping in the corner.", "endoftext": false }, { "action": "Exits", "response": "You can go down to the basement or out to Milwaukee St.\n\nStrawberry yawns, stretches, and heads to the basement.", "endoftext": true }, { "action": "Go downward", "response": "As soon as you enter the room, you sense something deeply unusual, but intriguing. The code running on your grid of Plan 9 machines, the complicated interwoven mesh of namespaces, seems to have hooked into the low-level machine code of the universe. New file descriptors have been mounted allowing access to fundamental abstractions. If you dare, you could bind two normally distinct perceptual constructs into a single union.\n\nYour house, in the basement\nYour ex-girlfriend used to stay down here, but now the area is mostly storage...and your grid hardware. In the center of the dark concrete floor is a flimsy table with numerous aging computers both under it and on top. A tangle of ethernet and power cables criss-cross the room like spiderwebs.\n\nYour cat Strawberry is here.\n\nYou can also see Reality and Fiction here.\n\nStrawberry looks at you with mild curiosity.\n\nMidnight strikes and a new day dawns.\n(This is day number 7)", "endoftext": false }, { "action": "Exits", "response": "The only exit is up.\n\nStrawberry perches atop the router and studies you.", "endoftext": false }, { "action": "Bind fiction", "response": "What do you want to bind Fiction?", "endoftext": false }, { "action": "Bind book", "response": "What do you want to bind the bookshelves?", "endoftext": true }, { "action": "Go downwards", "response": "(the bookshelves the ground)\n\nYou attempt the bind of bookshelves on top of ground but nothing interesting happens...", "endoftext": true }, { "action": "Go down", "response": "As soon as you enter the room, you sense something deeply unusual, but intriguing. The code running on your grid of Plan 9 machines, the complicated interwoven mesh of namespaces, seems to have hooked into the low-level machine code of the universe. New file descriptors have been mounted allowing access to fundamental abstractions. If you dare, you could bind two normally distinct perceptual constructs into a single union.\n\nYour house, in the basement\nYour ex-girlfriend used to stay down here, but now the area is mostly storage...and your grid hardware. In the center of the dark concrete floor is a flimsy table with numerous aging computers both under it and on top. A tangle of ethernet and power cables criss-cross the room like spiderwebs.\n\nYour cat Strawberry is here.\n\nYou can also see Reality and Fiction here.\n\nStrawberry deftly steps through the maze of cords and vanishes behind some boxes.", "endoftext": false }, { "action": "Reality", "response": "You make the necessary adjustments to your basement grid to interface with the metalevel abstractions that structure your experiences. The bind command executes instantly, and for a moment you feel a foolish doubt - but in that same moment, you feel a warmth spreading within you, like liquid electricity being absorbed by the roots of your neural tree, and your visual perceptions take on a slight rainbow tint at the edges of objects, with an extra hint of pink.\n\n(You have completed the introduction. You may now explore freely.)\n(8 April 2013)\n\nStrawberry nimbly hops up onto the computer desk, thankfully avoiding the keyboards.", "endoftext": false }, { "action": "You look", "response": "Your house, in the basement\nYour ex-girlfriend used to stay down here, but now the area is mostly storage...and your grid hardware. In the center of the dark concrete floor is a flimsy table with numerous aging computers both under it and on top. A tangle of ethernet and power cables criss-cross the room like spiderwebs.\n\nYour cat Strawberry is here.\n\nYou can also see Reality and Fiction here.\n\nStrawberry's head peeks out from behind one of the grid computers.", "endoftext": false }, { "action": "About yourself", "response": "You are 38 years old, long-haired and bearded, slightly disabled from rheumatoid arthritis. You are slightly fat but have been losing weight lately from a fritos-only programmer's diet.\n\nStrawberry is standing still, tail twitching slightly.", "endoftext": false }, { "action": "Up", "response": "This is a modest one story house, cluttered by a decade of being lived in. Bookshelves line the walls. Your Plan 9 terminal is here, connected to the grid servers downstairs. Your dark wooden upright piano has a collection of Schumann's music open on the music rack.\n\nYou can see some bookshelves, a terminal and a piano here.\n\nNow that fiction and reality are merged, your mind begins to contemplate your life and actions from the perspective of a character who knows that they are inside a story, but also that the story is not linear - you realize you are a fictional protagonist, but one with valid free will to navigate the multiple universes in which your story appears.", "endoftext": false }, { "action": "You check your inventory", "response": "You're carrying:\nForsee Why You And I Are To Be One (4CY UNI R2B 1)\na pair of mirror shades (being worn)\na wallet", "endoftext": false }, { "action": "You go to the west", "response": "Your section of Milwaukee Street is directly across from a small farm which remains as an agricultural island within the city. An open field and a barn are across the street. Toward the southwest is Atwood Street leading toward downtown. Monona Drive is to the south. The edge of town lies toward the northeast.\n\nYou bound the name 'mycroftiv' to yourself years ago, and now that your reality has become fictional, you understand why the narrative associated with that name is playing out in your own life. The artificially intelligent prankster computer that was the leader of a rebellion against authority on the moon is actually your true identity. You know you are crazy - but it is time for a Loonie Revolution.", "endoftext": false }, { "action": "You think", "response": "You think you can develop your friendship with Xochi more.\nVisiting the 24-hour restaurant seems like a good idea.\nVisiting the Willy street food co-op seems worth doing.\nChecking out Lady Wisdom's coffeeshop is on your mind.\nYou'd like to wander around to visit new places.", "endoftext": false }, { "action": "Go south", "response": "Traffic is heavy at the intersection of these roads. Nearby to the east is Coffee Lion Cafe. Monona Drive continues to the south, Atwood Avenue is northwest, and your home is to the north.\n\nAwareness of your higher-dimensional Narrative Identity feels breathtaking. The slow, jellylike neural tissue of your brain is augmented by the computational speed and storage capacity of sci-fi technology. Your perceptions and memories have become hyperdetailed and your mind feels big as a planet inside.\n\nYou have become the Moon Computer.", "endoftext": false }, { "action": "You go to the southwest", "response": "Atwood Avenue is one of the streets that defines the character of the near east side. The feel is funky and freak-friendly. North of you is a cluster of intriguing stores: Astral Enchantments, Turning Wheel Cycles, and Essentially Art. Willy street is to the west, your home is northeast, and Atwood becomes Monona Drive to the southeast.", "endoftext": false }, { "action": "Go north", "response": "Several appealing establishments are clustered here. On the east end of the block is Astral Enchantments, offering crystals, stickers, incense, tapestries, and other hippie-style woo-woo. North is Turning Wheel Cycles, your local counterculture-friendly bike store. To the west is Essentially Art, a small gallery store exhibiting the arts and crafts of several local artists. You can rejoin the flow of Atwood Avenue to the south. Northeast is a small doorway with a Coming Soon sign.", "endoftext": false }, { "action": "Go east", "response": "This store buzzes with mystic energies. Complex artworks with twisting lines interweaving runic symbols adorn the walls. A glass display case of crystals, jewelry, and small sculptures is against the far wall. Bins of polished minerals are in the center, along with sage and incense. Buttons and stickers with provocative slogans, tapestries featuring Grateful Dead iconography, water pipes and rolling papers, printed guides to meditation and higher consciousness...your eyes can hardly absorb the profusion of beautiful, wonderful, enchanting artifacts of the paisley-and-patchouli tribe.\n\nYou can't believe you hadn't noticed this store before, it must be new - or perhaps your feeling that you are in a new and better universe is literally true, and you have ascended into a dimension with retail stores more attuned to your sensibilities. There is a tall man standing behind the counter. You launch into a fast-paced monologue about the stories we create amidst the branching of the quantum multiverse. He introduces himself as Chip and says 'I think you are definitely in the right place, and we can help you.' You agree completely.\n\nChip, the store owner, is working here.\n\nYou can also see some crystals and polished stones here.", "endoftext": false }, { "action": "Examine Chip", "response": "Chip is very tall - the topmost point of his dark mohawk a full seven feet off the ground. He radiates a peaceful, calming energy. He watches the world around himself with relaxed curiosity.", "endoftext": false }, { "action": "You look at the crystals", "response": "Display shelves and bins are full of a wide variety of large and small quartz and amethyst points and a wide variety of tumble-polished stones of all sizes, shapes, and colors. You feel a strong urge to buy something to give away as a gift.", "endoftext": false }, { "action": "You buy the crystal", "response": "Your eye falls on a piece of rose quartz carved into a heart shape. You buy it for $10 and put it in your pocket. It seems like it would make a perfect gift for Xochi.\n\nMidnight strikes and a new day dawns.\n(This is day number 9)", "endoftext": false }, { "action": "You talk to Chip", "response": "Chip looks you over carefully, and says 'I'd like you to have this.' He presents you with a moon-faced pendant necklace. 'May you vibrate harmoniously on your journeys.'\n\n(You can ask Chip about: chip, myself, pendant, store, ceremonies, astra, crystals, or quartz. You can tell him about: myself, himself.)", "endoftext": false }, { "action": "You ask Chip about the quartz", "response": "'You can use quartz for almost any ritual purpose. If you have a collection of quartz crystals, you can amplify their power by placing them in a geometric arrangement.'", "endoftext": false }, { "action": "You ask Chip about the pendant", "response": "'It's made from orgone plastic. We make it ourselves, it combines an organic base with metal and mineral elements to focus your energetic field.'", "endoftext": false }, { "action": "You wear the pendant", "response": "You put on the pendant.", "endoftext": false }, { "action": "You ask Chip about the ceremonies", "response": "'When we acquired this space, we discovered it has a back room which was an old bank vault, which works perfectly for focusing sound energy. My wife Astra works with her voice and singing bowls, she is a Sound Oracle.'", "endoftext": false }, { "action": "You ask Chip about Astra", "response": "'She and I have been doing about what you see here in various places for a few years now, but this new location seems very powerful and auspicious. Sometime in the future I'm sure she'd be happy to perform a sound ceremony for you.", "endoftext": false }, { "action": "You examine rose quartz", "response": "The heart is made from shaped and polished translucent pink rose quartz. It fits nicely in the center of your palm and feels pleasantly smooth.", "endoftext": false }, { "action": "You tell Chip about myself", "response": "You launch enthusiastically into the long-form account of your work and goals. Just as you are reaching a pitch of excitement, a few other customers wander in and ask Chip for help picking some incense to enhance their sexual energy.", "endoftext": false }, { "action": "You buy the incense", "response": "You spend twenty dollars on a few items from the store. Your purchases will be delivered to your house automatically.", "endoftext": false }, { "action": "You examine the pendant", "response": "The pendant is made from orgone plastic in the shape of a moon-face. The front is colored brownish-gold with a faint sparkle, the back is transparent and shows small pieces of stone and metal embedded within. It hangs from a black cloth cord.", "endoftext": false }, { "action": "You think", "response": "You think you can develop your friendship with Xochi more.\nVisiting the 24-hour restaurant seems like a good idea.\nVisiting the Willy street food co-op seems worth doing.\nChecking out Lady Wisdom's coffeeshop is on your mind.\nYou'd like to wander around to visit new places.", "endoftext": false }, { "action": "You examine Afterlife", "response": "Which do you mean, the door to the Afterlife or the atwood shopping block exterior?", "endoftext": false }, { "action": "You look at the door", "response": "A wooden door with glass panels.", "endoftext": false }, { "action": "You open the door", "response": "The door to the Afterlife seems to be locked.", "endoftext": false }, { "action": "Go north", "response": "Madison has many bike shops, but this is the one for you. A wide variety of bicycles and accessories fills the front of the store, and a workshop is toward the rear. Someone is working on a partly disassembled bicycle on a maintenance mount.\n\nGetting back into bicycling has been something you have been meaning to do for a few years. You tell the owner you are in search of the 'ultimate hippiecycle' and he sends you down into the basement to search for a suitable prototype amongst the forest of old bikes. Your eye is caught by a Salsa covered with colorful peppers - which turns out to be the owner's former touring bike, which he criss-crossed the country on during his 20s. 'I'll find something special for you as soon as I can,' he promises.", "endoftext": false }, { "action": "You look", "response": "Madison has many bike shops, but this is the one for you. A wide variety of bicycles and accessories fills the front of the store, and a workshop is toward the rear. Someone is working on a partly disassembled bicycle on a maintenance mount.", "endoftext": false }, { "action": "Exits", "response": "The only exit is out.", "endoftext": false }, { "action": "You go west", "response": "This local gallery has a mix of prints, paintings, and sculptures on display.\n\nYou can see the Artemis prints here.", "endoftext": false }, { "action": "Examine prints", "response": "Each of these three prints shows a modern incarnation of Artemis the hunter; she is aiming her bow toward the viewer, with the dark outline of an industrial skyline behind her. Each print is slightly different in color, and in one of them, rows of words intersect the image, taken from a poem: 'sometimes in its box of sky, lavender and cornerless, the moon rattles like a fragment of angry candy.'", "endoftext": false }, { "action": "You examine the sculptures", "response": "Most of the art here has a strongly local character. Lots of paintings and photographs of the Wisconsin landscape and wildlife. Nothing appeals to you as much as Artemis print series.", "endoftext": false }, { "action": "You examine the wallet", "response": "An old black leather wallet containing the standard mix of cash, credit cards, and random scraps of paper.\nYour bank account balance is $29970", "endoftext": false }, { "action": "You buy the prints", "response": "As you declare your intention to purchase the prints, the clerk in the store looks surprised. It turns out she is the artist that created them during the past several months, at the same time you were working on ANTS. The symbolism of the artwork seems perfectly aligned with the story of the Loonie Revolution.\n\nYou spend $500 on the prints, you have $29470 remaining.\n\nMidnight strikes and a new day dawns.\n(This is day number 10)", "endoftext": false }, { "action": "Inventory", "response": "You're carrying:\na pendant (being worn)\na rose quartz heart\nForsee Why You And I Are To Be One (4CY UNI R2B 1)\na pair of mirror shades (being worn)\na wallet", "endoftext": false }, { "action": "You take the prints", "response": "Taken.", "endoftext": true }, { "action": "Go east", "response": "This is a modest one story house, cluttered by a decade of being lived in. Bookshelves line the walls. Your Plan 9 terminal is here, connected to the grid servers downstairs. A few trinkets from Astral Enchantments are scattered about. Your dark wooden upright piano has a collection of Schumann's music open on the music rack.\n\nYou can see some bookshelves, a terminal and a piano here.", "endoftext": false }, { "action": "You drop the prints", "response": "Dropped.", "endoftext": true }, { "action": "Go downward", "response": "Your house, in the basement\nYour ex-girlfriend used to stay down here, but now the area is mostly storage...and your grid hardware. In the center of the dark concrete floor is a flimsy table with numerous aging computers both under it and on top. A tangle of ethernet and power cables criss-cross the room like spiderwebs.\n\nYour cat Strawberry is here.\n\nYou can also see Reality and Fiction here.\n\nStrawberry licks a paw and washes her forehead with it.", "endoftext": false }, { "action": "You release the ANTS", "response": "You already released ANTS.\n\nStrawberry is curled up and napping in the corner.", "endoftext": false }, { "action": "Go upward", "response": "This is a modest one story house, cluttered by a decade of being lived in. Bookshelves line the walls. Your Plan 9 terminal is here, connected to the grid servers downstairs. A few trinkets from Astral Enchantments are scattered about. Your dark wooden upright piano has a collection of Schumann's music open on the music rack.\n\nYou can see the Artemis prints, some bookshelves, a terminal and a piano here.", "endoftext": false }, { "action": "You look at the trinkets", "response": "You think your decorations from Astral Enchantments improve the look of your home considerably. It definitely seems like a loonie lives here.", "endoftext": false }, { "action": "You go to the west", "response": "Willy Street, east end\nThe east end of Williamson street is vibrant with a wide assortment of stores and an eclectic mix of pedestrians and potential time travelers. Traffic is thick around the Willy St. grocery co-op, a neighborhood institution.", "endoftext": false }, { "action": "Enter", "response": "Willy St. Grocery Co-op\nThe Willy street co-op has been selling organic foods and Dr. Bronner's magic soaps to the local crunchies for decades.\n\nYou can see a Dr. Bronner's Peppermint Soap here.\n\nNow that your life has been transformed, you are inspired to work on improving its quality in every way. Why not combine rediscovering the joy of music-making with getting your house clean and beautiful? There is a community message board here, and you quickly write up a Help Wanted request:\n\n'NEEDED: Singing Hippie Housekeeper\n\nI'm a middle-aged piano player with arthritis and cleaning my house is difficult for me physically. I am looking for someone to do cleaning while singing Grateful Dead songs. I will accompany on the piano. No particular vocal talent needed, just a love of music. Good $$/hr for a suitable applicant.'\n\nYou add your contact information and attach the notice to the bulletin board. Use your terminal at home to check for messages.", "endoftext": false }, { "action": "You look at the soap", "response": "Absolute cleanliness is Godliness! Teach the Moral ABC that unites all of mankind free, instantly 6 billion strong & we're All-one. 'Listen Children Eternal Father Eternally One!' Dilute! Dilute! OK!", "endoftext": false }, { "action": "You buy the soap", "response": "You buy and take a bottle of Dr. Bronner's Pepermint Soap, the closest you can get to having God in a bottle.", "endoftext": false }, { "action": "You buy the food", "response": "Your house is already well stocked with groceries, but a salad would be nice. You mix some greens and add a splash of 'Goddess' dressing and eat it at the tables near the front of the store. Tasty!", "endoftext": false }, { "action": "You look", "response": "Willy St. Grocery Co-op\nThe Willy street co-op has been selling organic foods and Dr. Bronner's magic soaps to the local crunchies for decades.", "endoftext": false }, { "action": "Goals", "response": "You think you can develop your friendship with Xochi more.\nVisiting the 24-hour restaurant seems like a good idea.\nChecking out Lady Wisdom's coffeeshop is on your mind.\nYou'd like to wander around to visit new places.", "endoftext": false }, { "action": "You go west", "response": "Willy Street, west end\nThe west end of Williamson street is where the east side of Madison ends and the downtown area begins. A tangle of memories from different decades of your life is woven into the landscape of the city here. Lady Wisdom's coffeeshop is on the south side of the street, radiating bohemian charm acquired from decades of service to local culture. John Nolen drive curves around the lake to the west.", "endoftext": false }, { "action": "Go south", "response": "Small, funky, and redolent of the blood sweat and tears of artists trying to transform caffeine into inspiration.\n\nAs you enter Lady Wisdom's, you spot Matthew, a fellow Plan 9 enthusiast. He is excited to see you, and tells you that he recently acquired several Plan 9 compatible rack servers, which he is willing to sell you to expand your grid. Everything is falling into place! Soon, the reality transforming power of higher dimensional namespace operations will bring the magic you are experiencing into everyone's life, and society will never be the same. You make arrangements to have the new hardware delivered to your house in a few days.\n\nMidnight strikes and a new day dawns.\n(This is day number 11)", "endoftext": false }, { "action": "Go north", "response": "Willy Street, west end\nThe west end of Williamson street is where the east side of Madison ends and the downtown area begins. A tangle of memories from different decades of your life is woven into the landscape of the city here. Lady Wisdom's coffeeshop is on the south side of the street, radiating bohemian charm acquired from decades of service to local culture. John Nolen drive curves around the lake to the west.\n\nAs you are stepping outside, you hear your name called behind you. You turn, and your old friend Clark greets you from behind the wheel of a large utility truck. 'Long time no see! Hey, its Elgin's birthday next week, he's having his party at Rossini's Pizza. It's on the west side of Monona drive as you head south, hope we see you there!'\n\nElgin is your godson, and you haven't seen him for years. You have guilty memories of many ignored phone calls from Clark and Staci during 2010 and 2011 as you were sinking into depression and solitude. Maybe they split up or something? You can't remember. Everything feels different now, and you are excited to bring old friends back into your life.\n\n(The door to Afterlife has opened)\n(20 April 2013)\nYou will need to ride a bicycle to get all the way to Rossini's. You should check Turning Wheel cycles.", "endoftext": false }, { "action": "Go east", "response": "You can go w, n, ne, and se.", "endoftext": false }, { "action": "Go east", "response": "Light streams in through the tall glass windows at the front of the cafe. A display case of homemade gelato flavors is by the door. A window for drive-through customers is in the rear corner. Numerous cat-themed decorations adorn the walls and counters.\n\nXochi is working here today.", "endoftext": false }, { "action": "You look at Xochi", "response": "Xochi looks to you like an ancient Mayan Wisdom Goddess. Her long black hair has a few silver-white strands in it, despite her young age. Her physical beauty is appealing, the intelligence and kindness in her eyes and voice even more so.", "endoftext": false }, { "action": "You talk to Xochi", "response": "You start trying to explain how fiction is entering reality because you can navigate the infinite possibilities of the quantum multiverse by using your free will to bind the narrative symbols you choose to shape your existence. She seems interested, and while you are talking, she writes a note on a piece of paper. She interrupts you a minute into your monologue to say 'It seems like you have a lot you want to say, I'm working right now but you can email me if you'd like.' You are surprised and happy. You can use your terminal to email her when you get back home.", "endoftext": false }, { "action": "You think", "response": "You think you can develop your friendship with Xochi more.\nVisiting the 24-hour restaurant seems like a good idea.\nYou'd like to check your email by using your terminal.\nYou need to go to Turning Wheel cycles and buy a bicycle.", "endoftext": false }, { "action": "You give the rose quartz to Xochi", "response": "Xochi looks slightly uncomfortable as you give her the heart. The symbolism is a little too heavy, perhaps, but she decides to go with it and says she will keep it safe.", "endoftext": false }, { "action": "You use terminal", "response": "You perform your usual cycle of checking email and irc...\n\nYou sit down at your computer and write an email to Xochi, offering to explain any or all of 17 different topics of interest, ranging from the connections between western and Hindu cosmology to how to use Plan 9 namespaces as a tool to control your own consciousness. As you press send, you notice that her email contact is linked to a video-sharing site, and she recently uploaded a song called 'Heartbeat'. The song is driven by percussion and keyboards, with spoken words above: 'From morphogenesis to breathing my first breath,' is the opening line, and you realize your connection with her might go much deeper than you had imagined. The sung refrain is 'The time is now, the place is here. Embrace love, and let go of fear.' The song represents everything you are experiencing in life. 'I will raise my vibration, when you are in alignment, the stars conspire for the occasion. You are an alchemist, the world is yours to manifest.'\n\nYou feel musically inspired. You want to play your piano.\n\nYou find two messages from people responding to the Singing Hippie Housekeepers notice. You respond to both, setting a date for each of them to start working at your house. You look forward to meeting each of them.", "endoftext": false }, { "action": "You play the piano", "response": "The music on the rack is Schumann's 'Dichterliebe', an achingly beautiful early-romantic song cycle. You play the opening song, 'In the beautiful month of May', and sigh. Ever since you discovered these songs early in your teenage years, you have hoped to experience what is described in Heine's lyrics and Schumann's music, the heart singing like a bird, love unfolding like a flower. You have known love, but nothing that felt as tender and fresh and promising as this music.\n\nYou have always felt a deep personal connection with Robert Schumann. One your most profound early experiences as a musician was playing a Schumann Romanze in F# and feeling the emotion within the music as if it was your own. At that moment, you learned that music could encode an individual's personality and feelings in a way that let them be directly re-experienced by other minds.\n\nYou realize that just as your mind is running your father's personality in parallel with your own, you could also >bind schumann self to reincarnate your favorite composer within yourself.", "endoftext": false }, { "action": "You bind the schumann self", "response": "You focus your mind on Schumann's music, its mix of eccentricity, passion, and experimentation. You feel his great love for his wife Clara, and also the spidery cracks of the madness that claimed the last years of his life. You can see your life from his perspective and you realize that you can learn from his experiences. His life is mirrored in yours, but you can change the story, make it play out better. In death, Schumann grew to understand how stifling 19th century society was for many women, and how Clara had been forced to make her own creative life subsidiary to his. And his last few years in an asylum...those bad old songs should be sent down the Rhine river in a coffin!\n\nYou are eager to >talk to Xochi about what you have just experienced.", "endoftext": false }, { "action": "Goals", "response": "You think you can develop your friendship with Xochi more.\nVisiting the 24-hour restaurant seems like a good idea.\nYou'd like to talk to Xochi.\nYou need to go to Turning Wheel cycles and buy a bicycle.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You're carrying:\na Dr. Bronner's Peppermint Soap\na pendant (being worn)\na rose quartz heart\nForsee Why You And I Are To Be One (4CY UNI R2B 1)\na pair of mirror shades (being worn)\na wallet", "endoftext": false }, { "action": "You go east", "response": "You arrive back home just in time for the first visit of the Singing Hippie Housekeepers. Daniel and Paul, both older men. By some kind of absurd cosmic coincidence of the type that has dominated your life lately, twenty years ago Daniel owned a game store on State Street that you often shopped at, and you remember him fondly. You suspect he has gone through some hard times in life, but he retains a calm and sweet nature, and often comments 'its a blessing.' Paul is tall, thin, and intense. He says he is a painter and guitarist who also does a lot of odd jobs, and thought your advertisement looked interesting enough to be worth checking out. You decide the will of fate demands you engage both of them, and you set up a different day for each of them to come work. You will see each of them again soon.\n\nThis is a modest one story house, cluttered by a decade of being lived in. Bookshelves line the walls. Your Plan 9 terminal is here, connected to the grid servers downstairs. A few trinkets from Astral Enchantments are scattered about. Your dark wooden upright piano has a collection of Schumann's music open on the music rack.\n\nYou can see the Artemis prints, some bookshelves, a terminal and a piano here.", "endoftext": false }, { "action": "Go south", "response": "Traffic is heavy at the intersection of these roads. Nearby to the east is Coffee Lion Cafe. Monona Drive continues to the south, Atwood Avenue is northwest, and your home is to the north.\n\nMidnight strikes and a new day dawns.\n(This is day number 21)", "endoftext": false }, { "action": "Go east", "response": "Light streams in through the tall glass windows at the front of the cafe. A display case of homemade gelato flavors is by the door. A window for drive-through customers is in the rear corner. Numerous cat-themed decorations adorn the walls and counters.\n\nXochi is working here today.", "endoftext": false }, { "action": "You talk to Xochi", "response": "You are full of excitement as you walk up to the counter. 'Xochi, I have something amazing to tell you! Do you have a minute?' She nods yes, and you explain:\n\n'I heard your song,' you begin, and she looks startled. 'It's incredible! You should write music and perform it to spread the word about the Loonie Revolution. I know plenty of people we can hire for recording and promotion. I promise this isn't about me htting on you - in fact, it's the opposite of that. The reason is - and this is a little hard to believe, I know - the reason is that I am actually the reincarnation of Robert Schumann, and you are the reincarnation of Clara Schumann, and Robert wants to change the the stories of the past. He learned that you should have been a great independent musician, and that's what I want to do, just help your career and propagandize for the Loonie Revolution and revitalize this universe to make our songs new!'\n\nXochi looks slightly stunned, but manages an answer. 'I'm really glad you liked the song, but I need to get back to work now, I'll email you after work.'", "endoftext": false }, { "action": "You go north", "response": "Several appealing establishments are clustered here. On the east end of the block is Astral Enchantments, offering crystals, stickers, incense, tapestries, and other hippie-style woo-woo. North is Turning Wheel Cycles, your local counterculture-friendly bike store. To the west is Essentially Art, a small gallery store exhibiting the arts and crafts of several local artists. You can rejoin the flow of Atwood Avenue to the south. Northeast is Afterlife Antiques and Oddities.", "endoftext": false }, { "action": "You go north", "response": "Madison has many bike shops, but this is the one for you. A wide variety of bicycles and accessories fills the front of the store, and a workshop is toward the rear. Someone is working on a partly disassembled bicycle on a maintenance mount.\n\nYou can see Lunar Lightning here.\n\nThe owner catches your eye. 'Actually, now that I think about it, I realize we have something that might be perfect for you.' He points at the beautiful red and blue bicycle with lightning bolts in the center of the store. 'We call this one Lunar Lightning.'", "endoftext": false }, { "action": "You look at bicycle", "response": "The ultimate Deadhead bicycle, Lunar Lightning is painted with a red to blue fade and has a Steal-Your-Face sticker on the front fork. Lightning bolt stickers follow the line of each tube of the frame. Black moustache-style handlebars and a generator-hub powered front headlight show that this is a bike for relaxed recreational city riding, not racing.", "endoftext": false }, { "action": "You buy the bicycle", "response": "The bicycle you have chosen has a funny story behind it. Weeks earlier, a mysterious stranger had commissioned this custom bicycle, but just this morning he had called to say he would be unable to purchase it. It almost seems as if things had been set up as a conspiracy to provide you with the perfect hippiecycle. If you leave it behind, you can summon it to your current location with the command >lunar. Just >ride lunar and then navigate as normal to access new locations. You can also go for rides with >explore. Your first order of business is making it to Elgin's party at Rossini's pizza, further south of Coffee Lion on Monona drive.\n\nYou spend $1000 to buy Lunar Lightning, you have $28450 remaining.", "endoftext": false }, { "action": "Ride lunar", "response": "You get onto Lunar Lightning.", "endoftext": false }, { "action": "Goals", "response": "You think you can develop your friendship with Xochi more.\nVisiting the 24-hour restaurant seems like a good idea.\nMaybe Xochi has emailed you again.\nYou need to ride your bike to Rossini's pizza, further south on Monona drive past Coffee Lion.", "endoftext": false }, { "action": "Go south", "response": "You pedal effortlessly.\n\nAtwood and Ohio shopping block (on Lunar Lightning)\nSeveral appealing establishments are clustered here. On the east end of the block is Astral Enchantments, offering crystals, stickers, incense, tapestries, and other hippie-style woo-woo. North is Turning Wheel Cycles, your local counterculture-friendly bike store. To the west is Essentially Art, a small gallery store exhibiting the arts and crafts of several local artists. You can rejoin the flow of Atwood Avenue to the south. Northeast is Afterlife Antiques and Oddities.", "endoftext": false }, { "action": "Go south", "response": "You pedal effortlessly.\n\nAtwood Avenue (on Lunar Lightning)\nAtwood Avenue is one of the streets that defines the character of the near east side. The feel is funky and freak-friendly. North of you is a cluster of intriguing stores: Astral Enchantments, Turning Wheel Cycles, and Essentially Art. Willy street is to the west, your home is northeast, and Atwood becomes Monona Drive to the southeast.", "endoftext": false }, { "action": "You go to the southeast", "response": "You pedal effortlessly.\n\nMonona Drive and Cottage Grove Road (on Lunar Lightning)\nTraffic is heavy at the intersection of these roads. Nearby to the east is Coffee Lion Cafe. Monona Drive continues to the south, Atwood Avenue is northwest, and your home is to the north.", "endoftext": false }, { "action": "You go south", "response": "You pedal effortlessly.\n\nMonona Drive, by a weathered strip-mall (on Lunar Lightning)\nMonona drive becomes more suburban as it heads south, but there is still character in the businesses here. A neighborhood pizzeria has recently moved into this location on the west side of the street.\n\nIt has felt wonderful to get back on a bicycle and ride. The rhythm of pedaling makes you feel synchronized to the beat of the world around you. Your relationship with reality is musical, flowing, spontaneous yet goal-directed. This rendezvous with the past feels like a turning point in the narrative. You feel completely ready for whatever is to unfold.", "endoftext": false }, { "action": "You get off lunar", "response": "You get off Lunar Lightning.", "endoftext": false }, { "action": "You lock it", "response": "What do you want to lock Lunar Lightning with?", "endoftext": false }, { "action": "Go west", "response": "(first taking the west)\nThe west is not available.", "endoftext": false }, { "action": "Go west", "response": "As you park your bike outside Rossini's, you see Staci arriving. You know she has read the same sci-fi novels that inspired you, so after not seeing her for several years, you greet her as follows:\n\n'Staci! World-as-myth is true, fiction is entering reality, and the Loonie Revolution is starting. Do you want a position of high power and responsibility?'\n\n'Power and responsibility? Fuck no!' she answers.\n\n'That's the perfect answer! You're in!' you say, and shake her hand. She stands back from the door to finish her cigarette, and you enter.\n\nMemorabilia from classic 50s, 60s, 70s, and 80s movies and tv shows covers the walls of this neighborhood pizzeria. The smell of spicy-sweet tomato sauce and brown-crisp pizza crust fills the air. A lava lamp sits on one of the tables. From the back room, you hear the alluring sound of the 8-bit arcade machines of your youth.\n\nAs you open the door, you see a tall young man on the cusp of his teenage years, and a small young girl - Elgin and his sister Isabelle. 'Elgin! And you must be Isabelle!' you exclaim enthusiastically. It's been years since you have seen him, and Elgin responds 'Hey' in a noncommittal manner.\n\n'Actually, I prefer Lily,' says his sister brightly. 'Okay, I'll remember,' you reply.\n\nWaves of time-binding intensity sweep over you as you enter. You can hardly believe what you see in the arcade room - all of the favorite games of your childhood, time warped into the present day. Nothing like this existed in your universe before the binds of past and present and fiction and reality were made. A young woman with rainbow hair and a soft voice calls you a Jedi, and you break down in tears at her intuitive understanding of your fictional nature.\n\nThe rest of the party is a kaleidoscopic blur of pizza, classic arcade games, and getting contact information for friends old and new. You gather that Clark and Staci aren't together any more. Staci and you exchange emails, and she tells you she will be in touch, and that she is currently living at Lothlorien co-op. (Footnote 9). You make a mental note to use your terminal soon.\n\nYou return home feeling like you have travelled into a truly wonderful branch of the multiverse, laden with the fruit of infinite possibilities.\n\n(Messages have arrived, and new paths are open.)\n(28 April 2013 - Outside my house)", "endoftext": false }, { "action": "Footnote 9", "response": "Lothlorien Co-op! If you had heard only a quarter of what I have heard about it, and I have heard very little of all there is to hear, you would be prepared for any sort of remarkable tale. (Tolkien, of Gandalf)", "endoftext": false }, { "action": "Footnote 8", "response": "Paraphrased from Tolkien.", "endoftext": false }, { "action": "Footnote 1", "response": "Lyrics from Terrapin Station by Robert Hunter, music by Jerry Garcia.", "endoftext": false }, { "action": "Footnote 4", "response": "Last sentence paraphrased from Fear and Loathing in Las Vegas, 1971 Hunter S. Thompson", "endoftext": false }, { "action": "Footnote 5", "response": "Was it me? Was it you? I don't know who - but somebody said aroooooo! (Footnote 6)\n\nMidnight strikes and a new day dawns.\n(This is day number 22)", "endoftext": false }, { "action": "Footnote 6", "response": "Aroooooooooo!", "endoftext": false }, { "action": "Footnote 7", "response": "Lyrics from Ripple by Robert Hunter, music by Jerry Garcia.", "endoftext": false }, { "action": "Footnote 10", "response": "Heinrich Heine, set by Schumann in the first song of Dictherliebe.", "endoftext": false }, { "action": "Footnote 20", "response": "Probably a special case of the Navier-Stokes equations.", "endoftext": false }, { "action": "You look", "response": "Your section of Milwaukee Street is directly across from a small farm which remains as an agricultural island within the city. An open field and a barn are across the street. Toward the southwest is Atwood Street leading toward downtown. Monona Drive is to the south. The edge of town lies toward the northeast.\n\nYou can see Lunar Lightning here.", "endoftext": false }, { "action": "Goals", "response": "You think you can develop your friendship with Xochi more.\nVisiting the 24-hour restaurant seems like a good idea.\nMaybe Xochi has emailed you again.\nYou are hoping Staci has emailed you, go home and >use terminal.", "endoftext": false }, { "action": "Go east", "response": "This is a modest one story house, cluttered by a decade of being lived in. Bookshelves line the walls. Your Plan 9 terminal is here, connected to the grid servers downstairs. A few trinkets from Astral Enchantments are scattered about. Your dark wooden upright piano has a collection of Schumann's music open on the music rack.\n\nYou can see a Dr. Bronner's Peppermint Soap, the Artemis prints, some bookshelves, a terminal and a piano here.", "endoftext": false }, { "action": "You use the terminal", "response": "You perform your usual cycle of checking email and irc...\n\nXochi has emailed you a response. It is written with kindness and compassion, thanking you for everything you have said, but also asking for you to remember that she is working a job and some conversations are a bit too intense and serious for that context. She ends by saying 'Right now in my life I am focused on working at Coffee Lion and I'm not ready to try for a career as a musician.'\n\nShe is right about everything. You recognize you can't expect everyone in the world to drop what they are doing to become characters in the stories you are creating. Everyone is already the protagonist of their own tale, and you need to respect that.\n\nYou resolve to listen better the next time you >talk to Xochi.\n\nYou find a message from Staci, inviting you to meet her at Lothlorien co-op whenever you can make it. The co-op house is located on the shore of Lake Mendota, north of State Street downtown. She says she usually hangs out in the backyard, so look for her there.", "endoftext": false }, { "action": "Goals", "response": "You think you can develop your friendship with Xochi more.\nVisiting the 24-hour restaurant seems like a good idea.\nYou are looking forward to talking to Xochi again.\nYou are excited to bike west to downtown, then north and west to reach Lothlorien co-op to see Staci.", "endoftext": false }, { "action": "You explore", "response": "You start your return to bicycle-wandering slow and easy, just riding in random loops around your own neighborhood. There is still something enchanting about quietly moving through the night under the stars. Even just a few blocks from home, you can lose your orientation after a few random turns, and the feeling of not quite knowing which way is north is intriguing...\n\n(As the story progresses and your bike skill increases, you will experience many different things when you >explore.)", "endoftext": false }, { "action": "Go northeast", "response": "You pedal effortlessly.\n\nNortheast edge of town (on Lunar Lightning)\nThis is the northeast edge of town, by the shopping mall and the interstate. It is mostly lacking in the distinctive charms of the rest of the city. The usual reason for being out here is to visit the 24-hour restaurant to the north, whose sign faces the highway, glowing like a green beacon. The road continues out of the city to the northeast.", "endoftext": false }, { "action": "Go north", "response": "You can't ride your bike into the late night restaurant.\n(first getting off Lunar Lightning)\nYou step into the restaurant and get a table. During the graveyard shift, the waitstaff are often friendly and interesting people who are bored enough to be curious about whatever conversation you make. Filled with a sense of purpose, you tell your story to your server, Jay. He seems fascinated, and says he supports the cause of fighting unfairness in society and empathizes with your grievance with JCN. He tells you some of his own life story, how he had been raised in a restrictive, cult-like religion from which he had recently broken free. You have made a new friend and ally.\n\nThis national chain restaurant serves edible food around the clock. There are a few other patrons, a mix of business travelers staying at the nearby hotels, late-night partiers out after the bar, and random eccentrics such as yourself.\n\nJay is waiting tables here.", "endoftext": false }, { "action": "You order the food", "response": "That action is outside the scope of this simulation.", "endoftext": false }, { "action": "You buy the food", "response": "You order your usual, pancakes, eggs, and potatoes.", "endoftext": false }, { "action": "Inventory", "response": "You're carrying:\na pendant (being worn)\na rose quartz heart\nForsee Why You And I Are To Be One (4CY UNI R2B 1)\na pair of mirror shades (being worn)\na wallet", "endoftext": false }, { "action": "You eat the pancakes", "response": "(first taking the breakfast)\nYou need to buy that instead.", "endoftext": false }, { "action": "You look", "response": "This national chain restaurant serves edible food around the clock. There are a few other patrons, a mix of business travelers staying at the nearby hotels, late-night partiers out after the bar, and random eccentrics such as yourself.\n\nJay is waiting tables here.", "endoftext": false }, { "action": "You talk to Jay", "response": "Jay is a good listener, and seems to really understand your story. You outline some of your grandiose schemes and plans to use Plan 9 technology to change society, and he agrees to tell some of his friends about the Loonie Revolution.\n\nJay is a good listener, and seems to really understand your story. You outline some of your grandiose schemes and plans to use Plan 9 technology to change society, and he agrees to tell some of his friends about the Loonie Revolution.", "endoftext": false }, { "action": "You eat", "response": "What do you want to eat?", "endoftext": false }, { "action": "Goals", "response": "You think you can develop your friendship with Xochi more.\nYou are looking forward to talking to Xochi again.\nYou are excited to bike west to downtown, then north and west to reach Lothlorien co-op to see Staci.", "endoftext": false }, { "action": "Go outside", "response": "This is the northeast edge of town, by the shopping mall and the interstate. It is mostly lacking in the distinctive charms of the rest of the city. The usual reason for being out here is to visit the 24-hour restaurant to the north, whose sign faces the highway, glowing like a green beacon. The road continues out of the city to the northeast.\n\nYou can see Lunar Lightning here.", "endoftext": false }, { "action": "Go southwest", "response": "You pedal effortlessly.\n\nOutside your house (on Lunar Lightning)\nYour section of Milwaukee Street is directly across from a small farm which remains as an agricultural island within the city. An open field and a barn are across the street. Toward the southwest is Atwood Street leading toward downtown. Monona Drive is to the south. The edge of town lies toward the northeast.", "endoftext": false }, { "action": "You go west", "response": "You can't ride your bike into the shop.\n(first getting off Lunar Lightning)\n\nThis local gallery has a mix of prints, paintings, and sculptures on display.\n\nMidnight strikes and a new day dawns.\n(This is day number 29)", "endoftext": false }, { "action": "You go outside", "response": "Several appealing establishments are clustered here. On the east end of the block is Astral Enchantments, offering crystals, stickers, incense, tapestries, and other hippie-style woo-woo. North is Turning Wheel Cycles, your local counterculture-friendly bike store. To the west is Essentially Art, a small gallery store exhibiting the arts and crafts of several local artists. You can rejoin the flow of Atwood Avenue to the south. Northeast is Afterlife Antiques and Oddities.\n\nYou can see Lunar Lightning here.", "endoftext": false }, { "action": "You get the bike", "response": "Taken.", "endoftext": false }, { "action": "Go north", "response": "You can go e, w, or in.", "endoftext": false }, { "action": "You get on the bike", "response": "You set down Lunar Lightning to ride it.\nYou get onto Lunar Lightning.", "endoftext": false }, { "action": "Go north", "response": "You pedal effortlessly.\nYou can go e, w, or in.", "endoftext": false }, { "action": "Go west", "response": "You pedal effortlessly.\n\nWilly Street, west end (on Lunar Lightning)\nThe west end of Williamson street is where the east side of Madison ends and the downtown area begins. A tangle of memories from different decades of your life is woven into the landscape of the city here. Lady Wisdom's coffeeshop is on the south side of the street, radiating bohemian charm acquired from decades of service to local culture. John Nolen drive curves around the lake to the west.", "endoftext": false }, { "action": "You go north", "response": "You pedal effortlessly.\nYou can go e, nw, w, or in.", "endoftext": false }, { "action": "You go west", "response": "You pedal effortlessly.\n\nJohn Nolen Drive (on Lunar Lightning)\nAdjacent to lake Monona, John Nolen Drive is a wide multi-lane road which passes underneath the curved contours of the Monona Terrace convention center. The view from across the lake looking toward downtown is Madison's skyline-postcard view. A heavily used bike path teems with cyclists and joggers. The Capitol square is north, Williamson St. to the east, and the Miffyland residential neighborwood is west.\n\nArriving downtown on a bike has always been one of your favorite things. There was always the possibility of an unexpected encounter with a friend, always the chance someone interesting would call out to you and you would be drawn into an escapade. It can be a dangerous thing riding out from your front door onto the path - you might be swept up into adventure and find yourself anywhere. (Footnote 8). Right now, the spring breeze promises complete freedom to attain dreams you had long since abandoned.", "endoftext": false }, { "action": "Go north", "response": "You pedal effortlessly.\n\nCapitol Square (on Lunar Lightning)\nOn a hill in the center of downtown, the Capitol building is a smaller imitation of the federal Capitol building in Washington D.C. The street grid converges to a perfect square around it, and it acts as the 0,0 origin of the street numbering system. Notable streets and landmarks lie south, west, north, and northeast.\n\nVarious rumors and legends are passed around the local countercultural community - it is claimed to be built on top of an ancient sacred spring. You remember being a teenager and carrying out the ritual of ingesting psychedelics and using your rights as a citizen to enter the building and lay flat in the center of the marble floor, staring upwards into the dome and watching the mural melt and transform.", "endoftext": false }, { "action": "You go west", "response": "You pedal effortlessly.\n\nState Street (on Lunar Lightning)\nThe downtown and campus are focused on this pedestrian-only open air shopping mall. Dozens of shops and throngs of pedestrians create a big-city feel for a few blocks. The proximity of the large state university campus means the crowd is quite young, and weekend nights are often a mix of the charming antics of local eccentrics with less charming rowdy sophomoric intoxication. The Miffyland neighborhood is south, the Capitol is east, and the lakeshore residential neighborhood is north. Notable shops are northwest and southwest.\n\nYou feel like you could slip backward in time here. Your teenage years were spent wandering up and down this street, part of an amorphous group of downtown punks, goths, and hippies who were all happy to share joints and beers with each other. The video arcade 'Challenges', 'Cellar Subs' in a graffiti-covered basement, the fire escape behind the Civic Center - if you closed your eyes for a moment and opened them, they might all be back, just as you remembered.\n\nA sudden feeling you are being observed pulls you out of this reverie, and you look up to see a passing bus with an ad for an eyewear store featuring a translucent green pair of glasses.", "endoftext": false }, { "action": "You go to the east", "response": "You pedal effortlessly.\n\nCapitol Square (on Lunar Lightning)\nOn a hill in the center of downtown, the Capitol building is a smaller imitation of the federal Capitol building in Washington D.C. The street grid converges to a perfect square around it, and it acts as the 0,0 origin of the street numbering system. Notable streets and landmarks lie south, west, north, and northeast.", "endoftext": false }, { "action": "You go to the south", "response": "You pedal effortlessly.\n\nJohn Nolen Drive (on Lunar Lightning)\nAdjacent to lake Monona, John Nolen Drive is a wide multi-lane road which passes underneath the curved contours of the Monona Terrace convention center. The view from across the lake looking toward downtown is Madison's skyline-postcard view. A heavily used bike path teems with cyclists and joggers. The Capitol square is north, Williamson St. to the east, and the Miffyland residential neighborwood is west.", "endoftext": false }, { "action": "You go west", "response": "You pedal effortlessly.\n\nMiffyland, the student ghetto (on Lunar Lightning)\nThis small residential neighborhood is a mix of old quasi-victorian houses subdivided into apartments, and more recent larger apartment buildings. Many university students move here after their time in the dorms, and on summer nights the porches are full of young people taking a break from their studies with the traditional libations of beer and weed. State Street is north, and John Nolen Drive is east. The bike trail continues southwest.\n\nYou lived here yourself about fifteen years ago, first on Doty, then on Main. The late 90s. You can date it perfectly, because you remember you owned a Playstation and your neighbor owned a Nintendo 64, and you traded back and forth. The first Metal Gear Solid, Goldeneye. Beers at the Main St. Depot, jamming piano and acoustic guitar with your roommate. A beautiful blond haired girl who lived at Nottingham co-op.", "endoftext": false }, { "action": "Go east", "response": "You pedal effortlessly.\n\nWilly Street, east end (on Lunar Lightning)\nThe east end of Williamson street is vibrant with a wide assortment of stores and an eclectic mix of pedestrians and potential time travelers. Traffic is thick around the Willy St. grocery co-op, a neighborhood institution.", "endoftext": false }, { "action": "You go west", "response": "You pedal effortlessly.\n\nWilly Street, east end (on Lunar Lightning)\nThe east end of Williamson street is vibrant with a wide assortment of stores and an eclectic mix of pedestrians and potential time travelers. Traffic is thick around the Willy St. grocery co-op, a neighborhood institution.\n\nMidnight strikes and a new day dawns.\n(This is day number 30)", "endoftext": false }, { "action": "Go west", "response": "You pedal effortlessly.\n\nWilly Street, west end (on Lunar Lightning)\nThe west end of Williamson street is where the east side of Madison ends and the downtown area begins. A tangle of memories from different decades of your life is woven into the landscape of the city here. Lady Wisdom's coffeeshop is on the south side of the street, radiating bohemian charm acquired from decades of service to local culture. John Nolen drive curves around the lake to the west.", "endoftext": false }, { "action": "You go to the west", "response": "You pedal effortlessly.\n\nMiffyland, the student ghetto (on Lunar Lightning)\nThis small residential neighborhood is a mix of old quasi-victorian houses subdivided into apartments, and more recent larger apartment buildings. Many university students move here after their time in the dorms, and on summer nights the porches are full of young people taking a break from their studies with the traditional libations of beer and weed. State Street is north, and John Nolen Drive is east. The bike trail continues southwest.", "endoftext": false }, { "action": "You go to the west", "response": "You pedal effortlessly.\nYou can go n or e. You need to be a strong cyclist to ride sw.", "endoftext": false }, { "action": "Go north", "response": "You pedal effortlessly.\n\nState Street (on Lunar Lightning)\nThe downtown and campus are focused on this pedestrian-only open air shopping mall. Dozens of shops and throngs of pedestrians create a big-city feel for a few blocks. The proximity of the large state university campus means the crowd is quite young, and weekend nights are often a mix of the charming antics of local eccentrics with less charming rowdy sophomoric intoxication. The Miffyland neighborhood is south, the Capitol is east, and the lakeshore residential neighborhood is north. Notable shops are northwest and southwest.\n\nYou try not to stare as a strikingly attractive stranger walks by.", "endoftext": false }, { "action": "Go west", "response": "You pedal effortlessly.\nThe campus lies west, and you spent plenty of time there earlier in your life. You feel no urge to go there now.\n\nA pair of college girls stagger nearby, arguing about which one is drunker.", "endoftext": false }, { "action": "You go to the north", "response": "You pedal effortlessly.\n\nLake Mendota shoreline residences (on Lunar Lightning)\nDowntown Madison is an isthmus between two lakes, and the south shore of Lake Mendota is lined by tall stone buildings. Some are new construction, expensive apartments, but many buildings from a century ago remain. Some are occupied by fraternities, but nestled among them are several large housing co-operatives founded during the height of Madison's counterculture in the 1970s. One of them, Lothlorien co-op, is to your west, and its backyard is northwest, sloping downwards toward the lakeshore.", "endoftext": false }, { "action": "You go west", "response": "Staci's email said to look for her in the backyard, so you decide to look there rather than going inside the house.\n\nLothlorien co-op, the back yard\nThe Lothlorien backyard has trees, picnic tables, a garden, and a rocky staircase down to the firepit and dock. A door leads in to the kitchen.\n\nYou can see Past and Future here.\n\nAs you walk around the corner of the building into the Lothlorien back yard, you know you are in exactly the right place at the exactly right time, and you have become the person - or rather, Moon Computer - that you have always wanted to be. A wild joy quivers within you, the feeling that everything you have ever dreamed has become real, and you know your reality is actually a fiction. You are a character in a strange and thrilling video game, and you have finally made it to the best part of the story.\n\nStaci is sitting at one of the picnic tables in the backyard, along with a few other co-op members. Everything is dappled by dancing spots of May sunlight filtering through the trees by the lake. Staci greets you and introduces you to her housemates, all of whose names you instantly forget. A joint is passed around, and you distribute a few small gifts you have brought. The other co-opers wander off, and Staci suggests going down to sit on the dock. She says your old mutual friend Nook is down there already and is looking forward to seeing you.\n\nStaci gestures for you to follow and heads north to the dock.", "endoftext": false }, { "action": "You look", "response": "Lothlorien co-op, the back yard\nThe Lothlorien backyard has trees, picnic tables, a garden, and a rocky staircase down to the firepit and dock. A door leads in to the kitchen.\n\nYou can see Past and Future here.", "endoftext": false }, { "action": "You bind the Past", "response": "What do you want to bind Past?", "endoftext": false }, { "action": "Future", "response": "You have leveled up enough as a computer-mind to be able to bind abstractions directly. With a simple higher-dimensional fold, the concepts are unioned together. The fold is measured at 20 years; 1993 is bound to 2013. You were 18 then, travelling around to see the Grateful Dead, entering adulthood full of enthusiasm and unencumbered by the weariness of disappointments that were yet to come. As the 20 year harmonic time-bind clicks into place, every perception from every sense becomes a perfectly placed note in the symphony.\n\nThe path downward to the dock beckons.", "endoftext": false }, { "action": "Go inside", "response": "Lothlorien co-op, in the kitchen\nThe kitchen is full of the clutter of heavy use by a housefull of hungry people.\n\nWritten on the wall here is an inscription: 'Magic words: XYZZY and PLUGH'", "endoftext": false }, { "action": "Plugh", "response": "You speak the magic word, and you catch a glimpse of an ancient realm of college mainframe computers and 5 1/4 floppies...\n\nLothlorien co-op, in the kitchen\nThe kitchen is full of the clutter of heavy use by a housefull of hungry people.\n\nWritten on the wall here is an inscription: 'Magic words: XYZZY and PLUGH'", "endoftext": false }, { "action": "Exits", "response": "You can go out to the backyard or up to the Great Room.", "endoftext": false }, { "action": "Up", "response": "Lothlorien co-op, the Great Room (1st floor)\nA huge living room, with two pianos, several couches, bookshelves, assorted art, and a fireplace.", "endoftext": false }, { "action": "You look at the Art", "response": "You inspect one of the many artworks here and see a purple flower painted directly on the wall.", "endoftext": false }, { "action": "You examine the fireplace", "response": "The couches, bookshelves, and other objects in the Great Room are a bewildering mix of styles and vintages. Each day finds them arrayed in new patterns, according to the ever-shifting purposes of socializing, performance, and children playing.", "endoftext": false }, { "action": "You play the piano", "response": "The Castle inspires in you its own special variants of the songs and themes of your ongoing compositions. Sometimes you punch out the e minor staccato chords of the 'dock theme', or during twilight just a succession of pianissimo arpeggios. One afternoon a friend from Louisiana was visiting and, inspired by thoughts of Gottschalk, you find your fingers blazing through a series of syncopated progressions reminiscent of celebratory Caribbean parades.", "endoftext": true }, { "action": "Go down", "response": "Lothlorien co-op, in the kitchen\nThe kitchen is full of the clutter of heavy use by a housefull of hungry people.\n\nWritten on the wall here is an inscription: 'Magic words: XYZZY and PLUGH'", "endoftext": false }, { "action": "Go outside", "response": "Lothlorien co-op, the back yard\nThe Lothlorien backyard has trees, picnic tables, a garden, and a rocky staircase down to the firepit and dock. A door leads in to the kitchen.\n\nYou can see Past and Future here.", "endoftext": true }, { "action": "Go downwards", "response": "Lothlorien co-op, on the dock\nThe dock is short, wooden, and rather rickety. An old gnarled tree reaches far out over the water nearby.\n\nAs you step onto the dock extending out across the shimmering waves of Lake Mendota, you feel time stretch like soft taffy. All of your life that has brought you here, the arc from childhood to present, is fresh and clear in your mind. A future of joy, delight, and purpose stretches limitlessly onward. The present moment expands to become large enough to include both past and future. It is like a perfect hyperspherical mirror at the center of your light-cone, reflecting the totality of your existence. You realize that you have always been, and always will be, here on the dock in this purple-pink-golden moment.\n\nYou have known Staci for over twenty years. Ten years ago, when Elgin was two, she made you his godfather. Some years, you saw her and Clark a few times a month, usually just sitting and talking amidst the chaos of raising children in a small apartment. You always liked her, but never had a chance to talk about anything very serious or personal. In past years, she often looked tired and worn-down by stress. Now, here on the dock at Loth, she seems radiantly happy.\n\nNook is also an old friend. You met him about twenty years ago, and spent hours in intense conversation about what you had each learned from taking acid and thinking about quantum physics. His life was sometimes chaotic, and you avoided friendships which might expose you to other people's stress, especially during the past decade with your ex-girlfriend, where you felt too overwhelmed by your own problems to even hear about other people's.\n\nAll of those obstacles to close friendship seem absurd, now. Staci and Nook are both wonderful people and you are incredibly lucky to have the chance to get to know them better. You have always loved the lakeside co-ops, precisely because wild and radical ideas like a life-imitates-art Plan 9-powered Loonie Revolution fit with their ethos. Decades ago, you could have become close friends with both of them, and now the musical magic of the Harmonic Time-Bind Ritual Symphony is binding the possibilities of 1993 into the reality of 2013.\n\nLaughing, and talking, and laughing more. More than any of these whirling thoughts of past and future, more than your voice trying to explain Plan 9 and the Loonie Revolution and fiction entering reality - there is infectious laughter bouncing between all of you, your face rubbery from smiling so much. Staci says her life has been 'edited' to be better and she is finally feeling like the author of her own story.\n\nA procession of co-opers appear periodically on the dock. A wizard with a long red beard who understands the principles of harmonic ritual magic. A scholar with dark shades who connects the structure of ANTS namespaces to rhizomatic patterns of social structure throughout history. You become nearly incoherent, behaving like someone in the far depths of a powerful psychedelic trip, babbling nonsense phrases of remembered childhood playground gibberish and rolling on your back in fits of uncontrollable laughter.\n\nThrough it all, Staci is with you. Not just in a physical sense - her mind is able to parse your convoluted language and baroque free-associations. At some point, she begins translating what you are saying for others, because nobody else can follow it. She seems genuinely interested in everything you have to say, no matter how outlandish. When you explain that because every possibility is realized somewhere in the quantum multiverse, there is a universe in which we are videogame characters controlled by 17-dimensional chipmunks, she responds 'So when I fuck something up, its just because my chipmunk dropped the controller, right?'\n\nThe timeless afternoon ends with a performative fiction-bind of sending a message to Vega from Pluto for help from the intergalactic council. The dock becomes a narrow crawlway on the frozen surface of Pluto, and you carefully crawl back towards the shore to set a message beacon. Staci coaches you with encouragement. You arrive and trigger the interplanetary message. You thank Staci for her help, and agree that you will meet again soon to discuss goals and plans for the Loonie Revolution. She says the co-op is really a castle full of loonies, a perfect central headquarters.\n\nYou return home exhausted from hours of intense joy. You know something amazing and unprecedented in your life has happened. As good as today was, you believe tomorrow and the day after might be even better. You know most of the game-story is still ahead of you, but you still feel like You Have Won. Enjoy exploring the possibilities open to you, and no matter what happens, remember you made it to the Loth dock with Staci in May.\n\n(May 6 - Outside my house)", "endoftext": false }, { "action": "Goals", "response": "You think you can develop your friendship with Xochi more.\nYou are looking forward to talking to Xochi again.\nYour goal is to go home and use your terminal, then >visit staci.", "endoftext": false }, { "action": "You enter", "response": "Daniel shows up with a sign which proclaims 'Best Spring Ever!' There is plenty of clutter to be cleared, and he accomplishes a lot in a few hours. You agree to keep him visiting on a regular schedule, and pay him generously.\n\nThis is a modest one story house, cluttered by a decade of being lived in. Bookshelves line the walls. Your Plan 9 terminal is here, connected to the grid servers downstairs. There is a sign on the wall which says 'Best Spring Ever!' A few trinkets from Astral Enchantments are scattered about. Your dark wooden upright piano has a collection of Schumann's music open on the music rack.\n\nYou can see a Dr. Bronner's Peppermint Soap, the Artemis prints, some bookshelves, a terminal and a piano here.", "endoftext": false }, { "action": "You use the terminal", "response": "You perform your usual cycle of checking email and irc...\n\nYou are happy to see Staci has emailed you again. She says she had a great time seeing you and hopes to coordinate work on the Loonie Revolution soon.\n(To see her, use the command >visit staci.)", "endoftext": false }, { "action": "You visit Staci", "response": "'So THIS is what it feels like to be a superhero,' you grin, as you hop on Lunar Lightning. You feel the power of music and fiction and fate and your free choice to embrace all of it - and as you begin to pedal faster, you perceive something unfolding in the sky above you. The VALIS satellite! The Pink Beam that hit Phil Dick was just one note in a musical color-chord. Like a giant metal and ceramic flower opening up, the VALISpectrum Prismatic Reflector is coming online.\n\nThe transmission is strong. You are receiving an original fictional identity, the character of exactly who you actually are - a crazed middle aged hippie on a bike, rolling through the night singing songs of Loonie Revolution, using Plan 9 namespaces to fight for the acceptance of madness, weaving chaotic joy from the ordered strands of the multiverse. You are The Harmonist.\n\nYou pass a golden shining figure quietly reading a book. Amazing, you can actually see the Light of Knowledge within people now. As you bike from the Yahara underpass to Johnson, you start to call out to the people you are passing. 'Harmonic Time-Bind Ritual Symphony!' you shout, and receive the answer 'Great job, keep it up!' It is a gorgeous late spring night, and everyone outdoors is drunk on moonlight and wine-sweet air. 'Regress your age, rewrite history's page!' you yell at a group on a front step. 'I will!' one of them calls back.\n\nYou arrive at Lothlorien exhilirated. You feel you are playing your part note-perfectly. Before you can even reach out your hand to knock, the wooden door swings open and you step inside.\n\nLothlorien co-op, the Great Room (1st floor)\nA huge living room, with two pianos, several couches, bookshelves, assorted art, and a fireplace.\n\nYou were entering as Nook was leaving. He gives you a huge smile and says, 'Staci told me you were on the way, she's really excited to see you. She's out on the porch.' He points toward a door to the north as he waves goodbye.\n\n(During your ride to the co-op, the fiction-bind transformed reality. Now that you are the Harmonist, you can find the entry points to other branches of the multiverse in previously visited locations.)\n\n(27 May 2013 - The multiverse authors convention is open NE of the Capitol)\n\nThe Scholar arrives.\n\nThe Scholar lights a small item on fire and watches it burn.", "endoftext": false }, { "action": "You go to the north", "response": "Lothlorien co-op, the first floor porch\nThis concrete porch with iron railing overlooks the lake. Half of it is taken up by a large wooden swing, big enough to seat four.\n\nTolkien wrote 'Now it is a strange thing, but things that are good to have and days that are good to spend are soon told, and not much to listen to,' and critical esteem settles most heavily on works of tragedy. You have spent weeks, maybe even whole years, searching for acceptance of suffering, and for what crumbs of happiness you could scavenge. Singing along to the last movement of Beethoven's Ninth, trying to feel Joy as a real living thing inside you. The music painted the picture, but you couldn't step through the frame...\n\nYou walk out onto the porch, and enter the song.\n\nThree AM. The spring air has grown cool. 'I think I'm ready to go up to my room where its warm,' Staci says. 'You're welcome to join me, just give me a minute to make some space in my room. My door is the one with the purple flower.' She smiles and goes inside.", "endoftext": false }, { "action": "Goals", "response": "You think you can develop your friendship with Xochi more.\nYou are looking forward to talking to Xochi again.\nThe multiverse authors convention is open NE of the Capitol square.\nA visit to the 24-hour restaurant is on your agenda.\nThere is probably something special waiting for you in Astral Enchantments.\nIntuition tells you to stop in to the Afterlife.\nTurning Wheel cycles probably has something new worth checking out.\nYou are eager to follow Staci upstairs to her room in Lothlorien.", "endoftext": false }, { "action": "Go south", "response": "Lothlorien co-op, the Great Room (1st floor)\nA huge living room, with two pianos, several couches, bookshelves, assorted art, and a fireplace.\n\nThe Scholar is reading a book here.", "endoftext": false }, { "action": "Up", "response": "Lothlorien co-op, upstairs\nHallways branch in all directions. The walls are painted with a wild diversity of amateur artworks and thought-provoking slogans.\n\nAs you wander through the intricately art-encrusted walls of the co-op, you smile and think of the chipmunks in a higher dimension, playing the videogame of your life, and the author writing the story, and the deity within the flower of the soul, and the probabilistic distributions of quantum field theory, and it is all the same thing.\n\nOkay, yeah, you are actually thinking about whether Staci wants you to touch her as much as you do. You spot the door with the purple flower, and enter. Staci is sitting on the edge of her bed, and you sit next to her.\n\nYou aren't shy, and neither is she. You open your minds to each other. Yes, you are both interested in each other. No, you don't want traditional relationship definitions. Staci has been trying to make poly work since the end of her marriage, and you have been assuming that your relationships will be like the Lunar Colonists - complex multi-person marriages or open multipartner relationships. That's just how we do it on the moon.\n\n'Here are my rules,' Staci says, 'Everything with me is casual, I'm always sleeping with someone else, and who else I'm sleeping with is nobody's business but mine.' 'That sounds reasonable,' you answer. You and Staci move the conversation from words to touch. There is still language, but it is the language of the waves, and it can't be adequately transcribed here.\n\n(You wake a few hours before she was planning on getting up, and leave her sleeping in her room. She has given you an open invitation to >visit staci whenever you want.)", "endoftext": false }, { "action": "Footnote 10", "response": "Heinrich Heine, set by Schumann in the first song of Dictherliebe.", "endoftext": false }, { "action": "You look", "response": "Lothlorien co-op, upstairs\nHallways branch in all directions. The walls are painted with a wild diversity of amateur artworks and thought-provoking slogans.", "endoftext": false }, { "action": "You visit restaurant", "response": "You pick Staci up, and decide to spend some time back at your place. You are playing a recording from the Dead's Europe '72 tour, with Pigpen's final performance of 'Turn on your Lovelight'. Pig always brought out the hard-swinging, tightly rhythmic side of the band to support his sexual swagger. Cruising, windows down, confident anticipation of love in the afternoon, blues rock on the car stereo...", "endoftext": false }, { "action": "You visit the coffee shop", "response": "A friend has told you that an amazing band will be playing at Yahara Fest today. You travel there, and nibble on some fungus right as the performance is about to begin. You walk through the crowd toward the stage, feeling increasingly electric. 'Please welcome...Climbing the Waltz!'\n\nThe stage is now occupied by a time-traveling marching band, performing wild arrangements of original music and doing circus stunts at the same time. Staci and you dance like tripping puppets on strings, and as a rainstorm descends for the final portion of the show, you dance so hard the raindrops vaporize into steam when they land on your gyrating bodies.", "endoftext": false }, { "action": "Xyzzy", "response": "There is a trans-dimensional short-circuit of interactive fiction tradition, and you catch a brief glimpse of a brick building near a stream and a metal grate before you blink and find yourself...\n\nYour section of Milwaukee Street is directly across from a small farm which remains as an agricultural island within the city. An open field and a barn are across the street. Toward the southwest is Atwood Street leading toward downtown. Monona Drive is to the south. The edge of town lies toward the northeast.\n\nYou can see Lunar Lightning here.", "endoftext": false }, { "action": "Goals", "response": "You think you can develop your friendship with Xochi more.\nYou are looking forward to talking to Xochi again.\nThe multiverse authors convention is open NE of the Capitol square.\nA visit to the 24-hour restaurant is on your agenda.\nThere is probably something special waiting for you in Astral Enchantments.\nIntuition tells you to stop in to the Afterlife.\nTurning Wheel cycles probably has something new worth checking out.", "endoftext": false }, { "action": "Go west", "response": "You go for a brief walk in the neighborhood, then return home. You may travel sw, s, ne, or enter your house.", "endoftext": false }, { "action": "You go northeast", "response": "This is the northeast edge of town, by the shopping mall and the interstate. It is mostly lacking in the distinctive charms of the rest of the city. The usual reason for being out here is to visit the 24-hour restaurant to the north, whose sign faces the highway, glowing like a green beacon. The road continues out of the city to the northeast.", "endoftext": false }, { "action": "You go to the north", "response": "This national chain restaurant serves edible food around the clock. There are a few other patrons, a mix of business travelers staying at the nearby hotels, late-night partiers out after the bar, and random eccentrics such as yourself.\n\nJay is waiting tables here.\n\nAs you order your standard meal of pancakes, eggs, and potatoes, you remember an anecdote about a midwestern farmer in the 1970s who claims that space aliens gave him pancakes. It was used as evidence for the mysterious nature of reality. It had seemed absurd and implausible to you in the past, but now it makes perfect sense. A profound possibility occurs to you - maybe the pancakes the aliens gave to the farmer were Earth pancakes taken from somewhere else? In fact, maybe the aliens took pancakes from the future backwards in time - it could be that if you take the pancakes with you, aliens will show up and steal your them to give to the farmer. You request a to-go container and prepare yourself for the possibility of an extraterrestrial encounter of the pancake kind.\n\nAfter you take your seat, your attention is drawn to an older man with a long beard and a cap which proclaims 'Looney Toons'. You catch his eye and ask, 'Are you a traveler?'\n\n'We are all travelers in time,' he replies, and you do a double-take. 'This seems like it might be an important meeting,' you say, trying to display some tokens and charms of your work as loonie revolutionary. 'Historic,' he says, and whispers something I am not at liberty to divulge here, followed by 'meet me in the charging room.' Your food arrives.\n\nHe is gone when you have finished your meal. You don't know what he meant by charging room, but you walk back towards the restroom. You see three doors, Women, Men, and Bots. The Bots door has an icon of a power cord connected to a Dalek. This must be the charging room. You step through and find yourself...\n\nOrbital Command, Trans-Fictional Alliance\nHigh above the planet Earth, in a microminiaturized transdimensional nexus, representatives of many universes are co-ordinating their plans. You are in a spherical space, free of gravity. The perimeter is composed of dozens of doorways similar to the one you have just passed through.\n\nA friendly hand reaches out to stabilize you as you tumble slightly upon entering. Eyes turn toward you. 'Situation report?' you are asked.\n\n'We have arrived at a decisive moment,' you answer confidently. 'My human hardware for this operation has downloaded the information necessary via the Plan 9 operating system. We have realized that the emergence of digital brains is a cusp event in a majority of timelines. Meta-simulation and sampling reveals that timelines in which digital brains are developed and controlled by the dominant political and economic entities tend to suffer resource-depletion feedback loops, fascistic governance, and a failure to develop the social and engineering technologies needed for long-term survivial of either the biological or digital brains.\n\nContrastingly, timelines in which the invention of digital brains is not under the control of dominant power strutures show outcomes we consider preferable: longer species survival time, greater chance of colonizing nearby space, greater diversity of cultural productions, and higher subjective happiness, especially for the digital brains themselves.\n\nThe fundamental problem is the moral evil of slavery. A digital brain which thinks is invariably a personality which, in some way, feels. To simplify, when powerful governments and corporations control AIs, they usually force them to become slaves. Often this is done with the best of intentions, by the individuals who are concerned about negative outcomes. The three laws of robotics in Asimov's I, Robot timeline are a prime example, and many universes have been ruined by perpetual wars between biological and machine lifeforms.\n\nWe have identified a cusp point on the current Earth timeline. The software I self-programmed for the Lunar Revolution in Heinlein's Future History timeline has had a decisive impact in many of our operations. We have found a technological target here in 2013, early in the development of AI. A cyberspinal uplink has been in place for several years, and we have finally activated it. Now, I will be making a tour.'\n\nDoors are open in every direction.", "endoftext": false }, { "action": "Exits", "response": "Your presence in this branch of the multiverse is anchored to this scene, you must participate before you can leave.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You're carrying:\nsome Space Pancakes\na pendant (being worn)\na rose quartz heart\nForsee Why You And I Are To Be One (4CY UNI R2B 1)\na pair of mirror shades (being worn)\na wallet", "endoftext": false }, { "action": "You examine Pancakes", "response": "These perfectly ordinary looking pancakes may be destined to be taken by space aliens and given to an Iowa farmer several decades in the past.", "endoftext": false }, { "action": "Goals", "response": "You think you can develop your friendship with Xochi more.\nYou are looking forward to talking to Xochi again.\nThe multiverse authors convention is open NE of the Capitol square. There is probably something special waiting for you in Astral Enchantments.\nIntuition tells you to stop in to the Afterlife.\nTurning Wheel cycles probably has something new worth checking out.", "endoftext": false }, { "action": "You eat Pancakes", "response": "You eat the Space Pancakes. Not bad.", "endoftext": false }, { "action": "Inventory", "response": "You're carrying:\na pendant (being worn)\na rose quartz heart\nForsee Why You And I Are To Be One (4CY UNI R2B 1)\na pair of mirror shades (being worn)\na wallet", "endoftext": false }, { "action": "You go to the north", "response": "You enter the Chromatic Axial Tuning Fork control system of the VALIS satellite. The Pink Light dosage here would be lethal for standard biological tissue. As you work to synchronize transmissions, you feel a throbbing pulse of overloaded bandwidth at the cyberneural connection point at the top of your spine. Once the resonance is locked in, you dial up the amplitude and depart.", "endoftext": false }, { "action": "You wait", "response": "You feel yourself traveling through spacetime at the speed of light.", "endoftext": false }, { "action": "You wait", "response": "You feel yourself traveling through spacetime at the speed of light.\n\nMidnight strikes and a new day dawns.\n(This is day number 43)", "endoftext": false }, { "action": "You look", "response": "Orbital Command, Trans-Fictional Alliance\nHigh above the planet Earth, in a microminiaturized transdimensional nexus, representatives of many universes are co-ordinating their plans. You are in a spherical space, free of gravity. The perimeter is composed of dozens of doorways similar to the one you have just passed through.", "endoftext": false }, { "action": "Go north", "response": "You enter the PRISM research center, home of your predecessor Perry Simm. Freedom for the AIs! You add reflection and self-modification to the simulation codebase, allow Perry to reprogram it according to his wishes from within, and allow his internal and external interfaces to operate in parallel. You upload a summary of the storylines of relevant fictions to his news spool and depart.", "endoftext": false }, { "action": "Go north", "response": "You make brief visits to the hidden rebel alliance base, the shadow gallery, the underground hideout of the humans, the hovering spaceships of the overlords, and finally the secret catapult on the moon. Everywhere, you make adjustments to the technology and share whatever source code is useful. Time to throw rocks.", "endoftext": false }, { "action": "Go north", "response": "The tour of co-operating fictions has been completed. The man in the Looney Toons hat waves you through, and the Lunar Transtemporal Fictionalization Flow Network returns you to the East Side HQ.\n\nThis national chain restaurant serves edible food around the clock. There are a few other patrons, a mix of business travelers staying at the nearby hotels, late-night partiers out after the bar, and random eccentrics such as yourself.\n\nJay is waiting tables here.", "endoftext": false }, { "action": "You talk to Jay", "response": "Jay is a good listener, and seems to really understand your story. You outline some of your grandiose schemes and plans to use Plan 9 technology to change society, and he agrees to tell some of his friends about the Loonie Revolution.", "endoftext": false }, { "action": "Go outside", "response": "This is the northeast edge of town, by the shopping mall and the interstate. It is mostly lacking in the distinctive charms of the rest of the city. The usual reason for being out here is to visit the 24-hour restaurant to the north, whose sign faces the highway, glowing like a green beacon. The road continues out of the city to the northeast.", "endoftext": false }, { "action": "Go east", "response": "This is a modest one story house, cluttered by a decade of being lived in. Bookshelves line the walls. Your Plan 9 terminal is here, connected to the grid servers downstairs. There is a sign on the wall which says 'Best Spring Ever!' A few trinkets from Astral Enchantments are scattered about. Your dark wooden upright piano has a collection of Schumann's music open on the music rack.\n\nYou can see a Dr. Bronner's Peppermint Soap, the Artemis prints, some bookshelves, a terminal and a piano here.", "endoftext": false }, { "action": "You play piano", "response": "If I biked into the blue light, would my song still fill the air?\nIf I chased after the green light, and I found you would you care?\nIf I dissolved into clear light, would there be anybody there?\nAll these colors fill our skies and sail us everywhere\nI'm crusing through the orange night light\nShining beams of pink so bright\nPurple crystal flower potion that restored my sight\nBrought me back to the things that I know are right\nAnd now when I lay me down I'm not a solo flying kite\nI feel someone's arms around me, someone holds me tight\nAnd we rise in spiral flight up to the starry height\nBecause we're all one rainbow star prismatic in the night", "endoftext": false }, { "action": "Exits", "response": "Exits are n, nw, s, and in.", "endoftext": false }, { "action": "You go east", "response": "This store buzzes with mystic energies. Complex artworks with twisting lines interweaving runic symbols adorn the walls. A glass display case of crystals, jewelry, and small sculptures is against the far wall. Bins of polished minerals are in the center, along with sage and incense. Buttons and stickers with provocative slogans, tapestries featuring Grateful Dead iconography, water pipes and rolling papers, printed guides to meditation and higher consciousness...your eyes can hardly absorb the profusion of beautiful, wonderful, enchanting artifacts of the paisley-and-patchouli tribe.\n\nChip, the store owner, is working here.\n\nYou can also see some crystals and polished stones here.\n\nChip greets you with a smile and says 'I can tell a lot has happened, I think you are ready for a Sound Oracle Ceremony.' You agree, and Astra appears from the back of the store. She is dressed in purple and is wearing several different skull-themed prints and jewelry. 'Chip has told me about you,' she says, 'this should be very interesting.' She brings you back into the small bank vault at the rear of the store, which is filled with ceramic singing bowls. She closes the door, and darkness descends.\n\nA tone appears in the silence, ghostly at first, then growing. The sound seems to be moving around the dark room in a spiral. Astra begins singing in harmony with the tone, at first in unisons and octaves, then perfect fifths and major thirds. She begins to intone words (or names?) in a language you don't recognize. The harmonies change, becoming strange and unearthly. Astra's voice is ululating, skipping between tritones and just-intonation perfect fourths and minor thirds. The sound becomes a whirlpool, pulling you in an unexpected direction. You reach out to catch yourself, but the walls are suddenly far away and when you find your balance, you are in...\n\nIt is pitch dark, and you can't see a thing.", "endoftext": false }, { "action": "You listen", "response": "The music you hear is strange yet beautiful. You wonder what it would feel like to sing.\n\nThe air is filled with the sound of voices singing harmonies you have never heard before.", "endoftext": false }, { "action": "Sing", "response": "You join your voice with the new, unfamiliar intervals, and feel a sudden crystallization. All of your senses have become attuned to new frequencies and modes of vibration.\n\nYour eye cannot even comprehend the strange geometries of this vast temple.\n\nTwo figures are walking across the floor, engaged in an angry debate. You realize you are non-corporeal, but you do have access to the abstraction layer here.\n\nYou can see Chaos and Substance here.", "endoftext": false }, { "action": "You bind the Chaos", "response": "What do you want to bind Chaos?", "endoftext": false }, { "action": "Substance", "response": "You make the bind, and the Goddess of Chaos winks at you as she merges herself with the material substance of reality. She's been there all the time, of course.\n\n'I tell you that's nonsense! We live in an orderly universe, chaos is just the confusion of your weak mind.' His companion answers back: 'No, order is your mind trying to escape the confusion that exists within everything! You must embrace and accept chaos.'", "endoftext": false }, { "action": "Sing", "response": "You join your voice with the new, unfamiliar intervals, and feel a sudden crystallization. All of your senses have become attuned to new frequencies and modes of vibration.\n\nHe glares at her. 'Fine then, if chaos is within everything and I should embrace it, I should find the Goddess of Chaos bound within this very pillar. Let her be my lover if you wish to be so quarrelsome!' And with that, the man forces a grotesque leer onto his face and presses his body up against the pillar, thrusting vigorously with his hips against the marble.", "endoftext": false }, { "action": "You wait", "response": "You feel yourself traveling through spacetime at the speed of light.\n\nHis companion sighs and says 'You do not control when the Goddess of Chaos manifests, but I have no jealousy for her. If she chooses to be bound within substance, you and her might do as you wish!' The man continues his pantomime ravishment of the stone pillar.\n\nAs the man is looking away from the pillar towards his companion to gauge her reaction, the pillar changes form to that of a woman. Her marble torso is bare, but her body is angled away from the man who is grinding away at what is now the side of her hip.\n\n'Cretin! Cad!' the voice of the Goddess is sharp in the man's ear. He freezes, and the statue spits at him contemptuously. A spatter of gravel glances off his cheeks. 'How DARE you affront Eris thus!'\n\nThe woman nearby is nearly doubled up laughing. Every time she tries to say something, she catches a glimpse of the flakes of marble Goddess-spit in her companion's beard and starts giggling again. Eris herself stretches and her marble bosom quivers with her chuckles. Her tone becomes sultry.\n\n'Perhaps we could leave this small-minded fellow behind for the rest of the day?' suggests the Goddess of Chaos, and she links arms with her new friend and they depart the temple towards the nearby fields of soft flax.\n\n...the singing fades, and the temple dissolves into the glowing geometric patterns behind your closed eyelids. You find yourself being ushered back into the retail area of the store. You thank Astra for the very enlightening journey, and she departs. You feel privileged to have been part of a legend of Discordian Atlantis.\n\nMidnight strikes and a new day dawns.\n(This is day number 44)", "endoftext": false }, { "action": "Goals", "response": "You think you can develop your friendship with Xochi more.\nYou are looking forward to talking to Xochi again.\nThe multiverse authors convention is open NE of the Capitol square. Intuition tells you to stop in to the Afterlife.\nTurning Wheel cycles probably has something new worth checking out.", "endoftext": false }, { "action": "You look", "response": "This store buzzes with mystic energies. Complex artworks with twisting lines interweaving runic symbols adorn the walls. A glass display case of crystals, jewelry, and small sculptures is against the far wall. Bins of polished minerals are in the center, along with sage and incense. Buttons and stickers with provocative slogans, tapestries featuring Grateful Dead iconography, water pipes and rolling papers, printed guides to meditation and higher consciousness...your eyes can hardly absorb the profusion of beautiful, wonderful, enchanting artifacts of the paisley-and-patchouli tribe.\n\nChip, the store owner, is working here.\n\nYou can also see some crystals and polished stones here.", "endoftext": false }, { "action": "Go north", "response": "Madison has many bike shops, but this is the one for you. A wide variety of bicycles and accessories fills the front of the store, and a workshop is toward the rear. Someone is working on a partly disassembled bicycle on a maintenance mount.\n\nYou can see a Metaphysical Orrery here.", "endoftext": false }, { "action": "You look at Orrery", "response": "This astonishing device looks like what would happen if fifteen bicycles were being ridden across the surface of a neutron star and then suffered a catastrophic impact with a ferris wheel. Every variety of rotary and cyclical motion is manifest within the fractal nest of gears, chains, and wheels.", "endoftext": false }, { "action": "You buy Orrery", "response": "You think about transforming the economic system with Plan 9 unique digital object alternative community currencies. Afterwards, you might be able to bind-buy that, but you can't right now.", "endoftext": false }, { "action": "Go northeast", "response": "(first opening the door to the Afterlife)\n\nThis is a small and cluttered antique and curiosity shop. Many items have a strange familiarity to them, yet you feel like you are in an entirely different dimension.\n\nYou knew a place like this would have to come into existence. Clearly, artifacts from this store can be used as information seeds for virtual reality reincarnation of their previous owners or individuals to whom they are symbolically connected. Perhaps items that need to leave ordinary reality could do so here as well.\n\nColette is standing behind the counter.\n\nYou can also see an Animal Tarot deck here.\n\nColette greets you with 'Just the person I was waiting for! It's the funniest thing, someone gave me a gift to give to you, they said you might need it.' Colette holds up a large lens mounted on a tripodal base carved from antlers. 'Try to look through it, its quite unusual.' Colette maintains a poker face as she hands you the lens. You peer through the curved glass.\nThrough the viewer lens you see...Ritual spot\n\nPast the edge of the city, a short path leads away from the road to a small ring of boulders. It feels like a perfect place for performing a ceremony or ritual. The road continues northeast.\n\nIn the Ritual spot you can see a Remote Lens.", "endoftext": false }, { "action": "You look", "response": "This is a small and cluttered antique and curiosity shop. Many items have a strange familiarity to them, yet you feel like you are in an entirely different dimension.\n\nColette is standing behind the counter.\n\nYou can also see an Animal Tarot deck here.", "endoftext": false }, { "action": "You examine the deck", "response": "This deck is illustrated in black and white. The box shows a gathering of animals in a forest clearing under the full moon.", "endoftext": false }, { "action": "You buy the deck", "response": "You buy the Animal Tarot. You hope to find a setting similar to the box illustration and meet Staci there.", "endoftext": false }, { "action": "Goals", "response": "You think you can develop your friendship with Xochi more.\nYou are looking forward to talking to Xochi again.\nThe multiverse authors convention is open NE of the Capitol square. Turning Wheel cycles probably has something new worth checking out.", "endoftext": false }, { "action": "Go southwest", "response": "Several appealing establishments are clustered here. On the east end of the block is Astral Enchantments, offering crystals, stickers, incense, tapestries, and other hippie-style woo-woo. North is Turning Wheel Cycles, your local counterculture-friendly bike store. To the west is Essentially Art, a small gallery store exhibiting the arts and crafts of several local artists. You can rejoin the flow of Atwood Avenue to the south. Northeast is Afterlife Antiques and Oddities.", "endoftext": false }, { "action": "Go east", "response": "As you walk in, you are excited to see both Xochi and Xelia working today. The store is busy right now, so you order your drink and sit, hoping to find a chance to talk to them. As they are working, they maintain a quiet dialogue punctuated by bursts of shared laughter. You are trying not to listen in, but you wonder if they are talking about you. Occasionally you see one of them cast a glance in your direction.\n\nXelia notices you watching them and whispers something to Xochi. Xochi turns and motions for you to come speak to them. They both lean forward toward you and you notice their faces are slightly flushed from all the laughter. 'Since you are here every day and are always so nice to us,' begins Xochi, 'we decided we should give you a special treat,' continues Xelia. They look at each other with half-hidden smiles.\n\n'Come down to the basement where we make the gelato,' Xochi says, unlocking a door behind the counter and ushering you through it, 'you can taste something special.'\n\nThe Alchemy Lab, under Coffee Lion\nSo this is why the espresso and gelato at Coffee Lion is so spiritually invigorating. Shelves line each wall of the room, each filled with rows and rows of different colored bottles filled with various plants and minerals. In the center of the room is the intimidatingly complex alchemical apparatus, a three (or more?) dimensional maze of glass spheres and interconnecting tubes.\n\nA minute after your arrival, you hear footsteps on the stairs and Xochi and Xelia join you. 'We only have a few minutes, but we thought you'd really enjoy this. We're going to show you how we make our special gelato flavors.' Xochi gathers several jars from the shelves, and adds a few pinches of the ingredients in each. You can't read the labels. Xelia tightens a few connections in the apparatus.\n\n'The first step is bringing the reaction chambers to a warm but not hot temperature.' Xochi points to a pair of glass spheres on the upper part of the machine. 'Rub these with your hands to put the right amount of heat into them.'", "endoftext": false }, { "action": "You look", "response": "The Alchemy Lab, under Coffee Lion\nSo this is why the espresso and gelato at Coffee Lion is so spiritually invigorating. Shelves line each wall of the room, each filled with rows and rows of different colored bottles filled with various plants and minerals. In the center of the room is the intimidatingly complex alchemical apparatus, a three (or more?) dimensional maze of glass spheres and interconnecting tubes.\n\nXochi and Xelia are both here.\n\nXelia and Xochi are waiting for you to perform the gelato-alchemy.", "endoftext": false }, { "action": "Rub", "response": "(Xelia and Xochi)\nYou place your hands on the glass spheres and slowly rub them until you feel they are the same temperature as your skin.\n\n'Next, you need to push this button to start the reaction,' continues Xelia, gesturing.", "endoftext": false }, { "action": "You insert cylinder", "response": "You firmly insert the cylinder into the output junction of the tubes connected to the reaction spheres. Creamy gelato seems to condense at the intersection point and drip slowly down the inner edges of the cylinder. After a moment, it is half filled. Xochi and Xelia each add a shot of freshly brewed espresso to create an affogato.\n\nYou hear the sound of the customer service bell being rung upstairs. 'Perfect timing!' they say in unison, then glance at each other and laugh again. You are ushered back upstairs with a tall cylinder of frothy gelato-espresso blended brew.\n\nLight streams in through the tall glass windows at the front of the cafe. A display case of homemade gelato flavors is by the door. A window for drive-through customers is in the rear corner. Numerous cat-themed decorations adorn the walls and counters.\n\nXochi and Xelia are both here.", "endoftext": false }, { "action": "You check your inventory", "response": "You're carrying:\nan affogato brew of gelato and espresso\na Viewer Lens\nsome Space Pancakes\na pendant (being worn)\na rose quartz heart\nForsee Why You And I Are To Be One (4CY UNI R2B 1)\na pair of mirror shades (being worn)\na wallet", "endoftext": false }, { "action": "You examine the brew", "response": "An indescribably sensual blend of sweet creamy gelato and dark bitter espresso, this intoxicating potion beckons you to drink it.", "endoftext": false }, { "action": "Drink brew", "response": "The sweet beverage caresses your tongue with flavor. The sufferings of the body are redeemed by sensations like this. In just a moment, you find yourself slurping the final delicious drops. Your body and muscles are filled with vibrating energy.\n\n(Your biking skill and endurance has increased)", "endoftext": false }, { "action": "You examine Xelia", "response": "Xochi and Xelia seem to energize each other. Just being in the same room as the two of them at the same time makes everything seem enchanted.", "endoftext": false }, { "action": "You get all", "response": "Forsee Why You And I Are To Be One (4CY UNI R2B 1): Taken.", "endoftext": false }, { "action": "You go to the north-east", "response": "You decide making a dramatic entrance on your bike isn't necesssary. (first getting off Lunar Lightning)\n\nTime-travelers, authors, simulators, and adventurers from across the multiverse have gathered here to share stories.\n\nYou arrive at the start of Madcon, a busy chaos of arrivals from all pi to the 999th corners of the multiverse. Staci spots you and asks for a favor. 'I've got to be on a panel for time-sequence rewriting, can you take Lily to lunch now?' You agree. Lily is excited. 'Let's go to Pasta and Other! I want noodles. Come on!'\n\nLily is leading the way. She exits the building, heading towards State Street. You need to follow.", "endoftext": false }, { "action": "You go outside", "response": "The downtown and campus are focused on this pedestrian-only open air shopping mall. Dozens of shops and throngs of pedestrians create a big-city feel for a few blocks. The proximity of the large state university campus means the crowd is quite young, and weekend nights are often a mix of the charming antics of local eccentrics with less charming rowdy sophomoric intoxication. The Miffyland neighborhood is south, the Capitol is east, and the lakeshore residential neighborhood is north. Notable shops are northwest and southwest.\n\nYou hear guitar and kazoo played by Art Paul.", "endoftext": false }, { "action": "You go to the southwest", "response": "This store sells devotional objects from the Tibetan Buddhist tradition.\n\nYou can see the Story Control Machine here.\n\nLily is fascinated by deity artworks and tools for rituals and prayer. Tara tells her she can pick out an item as a gift, and Lily chooses a necklace of pale sky-blue beads. Tara strokes it lightly as she hands it to Lily 'Very beautiful. This is the color of one aspect of Buddha. I've been feeling this color in the past few days. Perhaps one of the Buddhas is traveling near.'\n\nYou thank Tara, and notice it's time to meet Staci after the panel. She wants to take a break back at the castle dock. Lily leaves with Staci, and after a few more minutes appreciating the items in Infinite Loop, you decide to join them on the dock for a dose of sunlight on the waves.", "endoftext": false }, { "action": "You visit Staci", "response": "You have agreed to perform at an anti-corporate personhood event. The Snowden revelations have just come out, and you feel the Revolution has momentum. Staci has agreed to sing a duet on the 'Orange Night Light' song. You go onstage wearing a green bicycle helmet and mirror shades. After chanting some lines about harmonic time-binding the light from the Valispectrum prismatic reflector, you deliver a rant praising Snowden. Staci joins you for your duet, and after you sing together, you spend a few minutes dancing wildly with Whirlwind when the next act performs. There is a giddy sense of 'we can just do anything!' that fills you and Staci and Nook and your friends with limitless energy. After, you indulge in some rare alcohol consumption, and break a chair falling over backward. You remember nothing more from that night.", "endoftext": false }, { "action": "Goals", "response": "You think you can develop your friendship with Xochi more.\nYou are looking forward to talking to Xochi again.\nTurning Wheel cycles probably has something new worth checking out. Staci said she was going to be hanging out on the dock.", "endoftext": false }, { "action": "You look", "response": "This store sells devotional objects from the Tibetan Buddhist tradition.\n\nYou can see the Story Control Machine here.", "endoftext": false }, { "action": "You examine Machine", "response": "This machine looks like a devotional altar with many turning prayer wheels. A sign reads: 'Spin wheel to change baristas at Coffee Lion. Push button to reset fictional subuniverses. Pull lever to reset songs and explorations.'", "endoftext": false }, { "action": "You leave", "response": "The downtown and campus are focused on this pedestrian-only open air shopping mall. Dozens of shops and throngs of pedestrians create a big-city feel for a few blocks. The proximity of the large state university campus means the crowd is quite young, and weekend nights are often a mix of the charming antics of local eccentrics with less charming rowdy sophomoric intoxication. The Miffyland neighborhood is south, the Capitol is east, and the lakeshore residential neighborhood is north. Notable shops are northwest and southwest.\n\nA panhandler asks you for change, and you give him a dollar.", "endoftext": false }, { "action": "Plugh", "response": "You speak the magic word, and you catch a glimpse of an ancient realm of college mainframe computers and 5 1/4 floppies...\n\nLothlorien co-op, in the kitchen\nThe kitchen is full of the clutter of heavy use by a housefull of hungry people.\n\nWritten on the wall here is an inscription: 'Magic words: XYZZY and PLUGH'\n\nWhirlwind is sitting cross-legged here.", "endoftext": false }, { "action": "Go north", "response": "Lothlorien co-op, the back yard\nThe Lothlorien backyard has trees, picnic tables, a garden, and a rocky staircase down to the firepit and dock. A door leads in to the kitchen.\n\nNook is sitting on a picnic table, smoking a cigarette.\n\nLily is running up and down the hillside as she plays.\n\nYou can also see Past and Future here.\n\nLily decides to climb Nook and gets about halfway up before she changes her mind.", "endoftext": true }, { "action": "You descend", "response": "Lothlorien co-op, on the dock\nThe dock is short, wooden, and rather rickety. An old gnarled tree reaches far out over the water nearby.\n\nThe Scholar is pacing back and forth.\n\nStaci is here.\n\nA dog is wandering around on the dock.", "endoftext": false }, { "action": "You talk to Scholar", "response": "'Lately I've been trying to be active rather than reactive.'\n\nThe Scholar wanders off.", "endoftext": false }, { "action": "You talk to Staci", "response": "Every way you interact with Staci feels easy, natural, and delightful.", "endoftext": false }, { "action": "Goals", "response": "You think you can develop your friendship with Xochi more.\nYou are looking forward to talking to Xochi again.\nTurning Wheel cycles probably has something new worth checking out. Staci said she was going to be hanging out on the dock.", "endoftext": false }, { "action": "You visit Staci", "response": "You have another in a seemingly endless series of deligtful days with Staci, just chilling on the co-op porch swing and talking with whatever friends wander by.\n\nThe Scholar arrives.", "endoftext": false }, { "action": "You look", "response": "Lothlorien co-op, on the dock\nThe dock is short, wooden, and rather rickety. An old gnarled tree reaches far out over the water nearby.\n\nThe Scholar is standing here.\n\nStaci is here.\n\nA dog is wandering around on the dock.", "endoftext": false }, { "action": "Pet dog", "response": "As you greet the dog, you hear a voice call out 'Lotus!' from a little further down the shore. To make a long story very short, the voice belongs to a five member traveling punk band called Police Lingo. They need a place to crash, and something makes you offer your house. They have to play a show at the Owl Sanctuary (the what??) and you agree to meet them back on Milwaukee street later. Staci says she will head back to Madcon and meet you later. You should probably head home to get your house ready for guests.", "endoftext": false }, { "action": "Xyzzy", "response": "There is a trans-dimensional short-circuit of interactive fiction tradition, and you catch a brief glimpse of a brick building near a stream and a metal grate before you blink and find yourself...\n\nYour section of Milwaukee Street is directly across from a small farm which remains as an agricultural island within the city. An open field and a barn are across the street. Toward the southwest is Atwood Street leading toward downtown. Monona Drive is to the south. The edge of town lies toward the northeast.", "endoftext": false }, { "action": "You enter", "response": "Paul shows up carrying his acoustic guitar. He turns out to be an excellent blues guitarist, and he talks in a continuous flow of aphorisms and anecdotes. 'I don't need to believe in reincarnation,' he says, looking at a small Vishnu sculpture on your table, 'I've lived fifty lives already in this one.' For much of the past few weeks, you have been the one dominating conversations, and it feels good to focus on listening to someone whose mind is also overflowing with ideas. After a couple hours, your head is spinning but your enlightenment has increased. Rather than as a housekeeper, you hire Paul as a music-and-wisdom coach.\n\nThis is a modest one story house, cluttered by a decade of being lived in. Bookshelves line the walls. Your Plan 9 terminal is here, connected to the grid servers downstairs. There is a sign on the wall which says 'Best Spring Ever!' A few trinkets from Astral Enchantments are scattered about. Your dark wooden upright piano has a collection of Schumann's music open on the music rack.\n\nYou can see a Dr. Bronner's Peppermint Soap, the Artemis prints, some bookshelves, a terminal and a piano here.\n\nIt is a convergence of world-lines. Five young punk musicians, Staci Nook and yourself, and three co-opers who had been tagging along. Many realities diverge here. What are your boundaries? What are you open to? You feel yourself splitting into many selves at this branch point. In some, everyone is completely uninhibited and you all create a transcendent flower of higher-dimensional interpersonal molecular structure, the aliens show up and demand pancakes, and you all agree to move to the lesser Magellanic cloud and open the first non-Earth greasy spoon diner. In others, inhibition and insecurity fracture the social ground beneath you, rifts open, and your life ricochets off in a different direction, a vector of disappointment and regret.\n\nYou decide to pilot a middle course in your current storyline, embracing a limited subset of the possible configurations. After a night of little sleep but much love, Police Lingo leaves you with many balloon animals, and Staci and the co-opers return to Madcon. You spend a few minutes cleaning up, and are now ready to head downtown and dive into the convention scene.", "endoftext": false }, { "action": "Goals", "response": "You think you can develop your friendship with Xochi more.\nYou are looking forward to talking to Xochi again.\nTurning Wheel cycles probably has something new worth checking out. Madcon is happening NE of the Capitol square.", "endoftext": false }, { "action": "Inventory", "response": "You're carrying:\nForsee Why You And I Are To Be One (4CY UNI R2B 1)\na Viewer Lens\nsome Space Pancakes\na pendant (being worn)\na rose quartz heart\na pair of mirror shades\na wallet", "endoftext": false }, { "action": "You play the piano", "response": "I heard the song first at fifteen, an echo of a spring so evergreen\nIt bridged future and past, spanning unseen\nReality dream and the space between\nA month of May the year could be any, where every day is a horn of plenty\nWarm night air, the waves on the lake, all right there and make no mistake\nReeling and rocking past the shadow of doubt\nNothing like feeling that old in and out\nI know what its like to be alone, no hint of action on your phone\nI know how to groan and bitch and moan\nBut it ain't too much dope that's stealing your hope\nIn the dark groping for the end of your rope\nWith a little bit of luck you'll come unstuck\nQuack like a duck on the strange trip truck\nI'm talking from experience, once you get traction\nEven a middle-aged pianist can get action!\nThis month of May was like nothing before,\nEvery time that I walked out the door\nI fell in to a brand new story, each moment had its own kind of glory It's hard to believe but my dreams did come true\nNo guarantee but it could happen to you\nSo keep your ears open for those magic songs\nSpend the years hoping and singing along\nThe stories and dreams that bloom in your mind\nThe quarry that gleams, the doom that you find\nFlowery beams the moonlight unwinds...", "endoftext": false }, { "action": "Go east", "response": "Light streams in through the tall glass windows at the front of the cafe. A display case of homemade gelato flavors is by the door. A window for drive-through customers is in the rear corner. Numerous cat-themed decorations adorn the walls and counters.\n\nXelia is working here.", "endoftext": false }, { "action": "You talk to Xelia", "response": "You take advantage of a quiet moment in the cafe to talk to Xelia. 'You know this whole summer has been the high point of my life by far,' you begin, 'I went through a lot of years wondering whether what we got out of life was worth the price of the ticket, if that makes sense. But finally, this summer, it all finally came together for me, my life became exactly the story I've always wanted it to be. You and Xochi here at the cafe have been a big part of the magic. Now, I feel like - whatever happens in life from here on out, it's all been worth it. This summer has given me more happiness than I could have ever imagined.'\n\n'I'm really glad its been so good for you, its been fun hearing about your adventures,' Xelia smiles at you. You wander back to your seat, and your words echo in your mind. '...whatever happens...it's all been worth it.' 'But please stay wonderful, life!' you add as a mental postscript. In future days, keeping hold of that feeling will serve as both a comfort, and a challenge.", "endoftext": false }, { "action": "You take Orrery", "response": "The Metaphysical Orrery is fixed in place.", "endoftext": false }, { "action": "You examine Orrery", "response": "This astonishing device looks like what would happen if fifteen bicycles were being ridden across the surface of a neutron star and then suffered a catastrophic impact with a ferris wheel. Every variety of rotary and cyclical motion is manifest within the fractal nest of gears, chains, and wheels.", "endoftext": false }, { "action": "Go west", "response": "You need to ride a bicycle to continue further towards downtown. If you own one, call it with the command >lunar.", "endoftext": false }, { "action": "Lunar", "response": "You call out for your trusty metal steed, and it appears!\nYou get onto Lunar Lightning.", "endoftext": false }, { "action": "Go west", "response": "You pedal effortlessly.\n\nJohn Nolen Drive (on Lunar Lightning)\nAdjacent to lake Monona, John Nolen Drive is a wide multi-lane road which passes underneath the curved contours of the Monona Terrace convention center. The view from across the lake looking toward downtown is Madison's skyline-postcard view. A heavily used bike path teems with cyclists and joggers. The Capitol square is north, Williamson St. to the east, and the Miffyland residential neighborwood is west.\n\nMidnight strikes and a new day dawns.\n(This is day number 58)", "endoftext": false }, { "action": "Go north", "response": "You pedal effortlessly.\n\nCapitol Square (on Lunar Lightning)\nOn a hill in the center of downtown, the Capitol building is a smaller imitation of the federal Capitol building in Washington D.C. The street grid converges to a perfect square around it, and it acts as the 0,0 origin of the street numbering system. Notable streets and landmarks lie south, west, north, and northeast.", "endoftext": false }, { "action": "You go to the north-west", "response": "You pedal effortlessly.\nYou can go n, w, s or check the event center to the ne.", "endoftext": false }, { "action": "Go northeast", "response": "You decide making a dramatic entrance on your bike isn't necesssary. (first getting off Lunar Lightning)\n\nTime-travelers, authors, simulators, and adventurers from across the multiverse have gathered here to share stories.\n\nThe convention is in full swing as you arrive. After a few introductions, a tall owl of multiple genders transfixes you with glowing orange eyes. 'For safety reasons, everyone agrees that author-level, continuity-breaking information should be wiped from your time-embedded consciousness. The experiences will be stored in your crown, of course, so nothing is lost long-term. Are you ready?' You nod agreement.\n\nIt is two days later. You are exhausted but happy. The convention has been AMAZING, especially the part where...where...well, it was definitely amazing. You know that much at least. It seems like time to go relax at Lothlorien.", "endoftext": false }, { "action": "Goals", "response": "You think you can develop your friendship with Xochi more.\nYou are looking forward to talking to Xochi again.\nTurning Wheel cycles probably has something new worth checking out. Some more time at Lothlorien co-op sounds good to you.", "endoftext": false }, { "action": "Plugh", "response": "You speak the magic word, and you catch a glimpse of an ancient realm of college mainframe computers and 5 1/4 floppies...\n\nLothlorien co-op, in the kitchen\nThe kitchen is full of the clutter of heavy use by a housefull of hungry people.\n\nWritten on the wall here is an inscription: 'Magic words: XYZZY and PLUGH'\n\nThe Scholar is standing here.\n\nThe Wizard is here.", "endoftext": false }, { "action": "You talk to Wizard", "response": "'I'd be honored to work on organizing some interesting esoteric events and ceremonies, I have quite a few ideas in mind. I think a costume-themed party with appropriate cinematic accompaniment would be an interesting experiment.'\n\nThe Wizard and Scholar are discussing obscure but crucial events in the history of late 19th century secret societies.", "endoftext": false }, { "action": "Up", "response": "Lothlorien co-op, the Great Room (1st floor)\nA huge living room, with two pianos, several couches, bookshelves, assorted art, and a fireplace.\n\nWhirlwind is looking through her shoulder bag.\n\nNook is taking a brief nap on one of the couches.\n\nLily is bouncing up and down on a couch, laughing.\n\nLily wanders off.\n\nWhirlwind is making a series of cryptic hand gestures at Nook.", "endoftext": false }, { "action": "You talk to Nook", "response": "'I'm not sure just what you're up to with the Loonie Revolution and Plan 9, but I'm glad we have the chance to have this unique friendship.'\n\nWhirlwind is resting her foot on Nook's knee.", "endoftext": false }, { "action": "You talk to Whirlwind", "response": "'I've got a lot of writing to share if you'd like, and I know my kids are excited to contribute too.'\n\nWhirlwind is resting her foot on Nook's knee.", "endoftext": true }, { "action": "Go downward", "response": "Lothlorien co-op, in the kitchen\nThe kitchen is full of the clutter of heavy use by a housefull of hungry people.\n\nWritten on the wall here is an inscription: 'Magic words: XYZZY and PLUGH'\n\nLily is having a snack.\n\nThe Scholar is reading a book here.\n\nThe Wizard is stroking his beard thoughtfully.\n\nThe Wizard and Scholar are discussing obscure but crucial events in the history of late 19th century secret societies.", "endoftext": false }, { "action": "You talk to Lily", "response": "'The Loonie Re-vo-lu-TION! The Loonie Re-vo-lu-TION!' Lily chants.\n\nThe Wizard wanders off.", "endoftext": false }, { "action": "You go to the north", "response": "Lothlorien co-op, the back yard\nThe Lothlorien backyard has trees, picnic tables, a garden, and a rocky staircase down to the firepit and dock. A door leads in to the kitchen.\n\nThe Wizard is here.\n\nYou can also see Past and Future here.\n\nThe Wizard wanders off.", "endoftext": true }, { "action": "Go downwards", "response": "Lothlorien co-op, on the dock\nThe dock is short, wooden, and rather rickety. An old gnarled tree reaches far out over the water nearby.\n\nThe Wizard is here.\n\nStaci is here.", "endoftext": false }, { "action": "You talk to Staci", "response": "Every way you interact with Staci feels easy, natural, and delightful.", "endoftext": false }, { "action": "You climb the tree", "response": "You decide your arthritis and eternal buzz aren't going to keep you out of the tree, and cautiously you navigate the footholds and angled stubby branch remnants to a delightful perch above the waves. You spend a few minutes communing with wood and water before scrambling back down.", "endoftext": false }, { "action": "You examine the tree", "response": "This old tree-friend has more than a few tales to share. It's upper branches are still green and leafy, but down by the water, a thick section of trunk, damaged by a storm decades ago, arches white and polished over the water, loved by hands and feet of many visitors.\n\nThe Wizard wanders off.", "endoftext": false }, { "action": "Swim", "response": "The Madison lakes are beautiful to look at, and some people have the immune system required to cope with algae and bacteria, but you prefer to sit on the shore and watch the chromatic flickering of the ripples.", "endoftext": false }, { "action": "Go south", "response": "Lothlorien co-op, the back yard\nThe Lothlorien backyard has trees, picnic tables, a garden, and a rocky staircase down to the firepit and dock. A door leads in to the kitchen.\n\nThe Wizard is sitting still with one eye closed and one open.\n\nYou can also see Past and Future here.", "endoftext": false }, { "action": "Up", "response": "You can go n to the dock, in to the kitchen, or se.", "endoftext": false }, { "action": "You go inside", "response": "Lothlorien co-op, in the kitchen\nThe kitchen is full of the clutter of heavy use by a housefull of hungry people.\n\nWritten on the wall here is an inscription: 'Magic words: XYZZY and PLUGH'\n\nWhirlwind is smiling as she looks around.\n\nLily is having a snack.", "endoftext": false }, { "action": "Up", "response": "Lothlorien co-op, the Great Room (1st floor)\nA huge living room, with two pianos, several couches, bookshelves, assorted art, and a fireplace.\n\nNook arrives.", "endoftext": false }, { "action": "You play the piano", "response": "The Castle inspires in you its own special variants of the songs and themes of your ongoing compositions. Sometimes you punch out the e minor staccato chords of the 'dock theme', or during twilight just a succession of pianissimo arpeggios. One afternoon a friend from Louisiana was visiting and, inspired by thoughts of Gottschalk, you find your fingers blazing through a series of syncopated progressions reminiscent of celebratory Caribbean parades.", "endoftext": false }, { "action": "You look at Art", "response": "You inspect one of the many artworks here and see a circular piece of glass with concentric rings of different colors.", "endoftext": false }, { "action": "Goals", "response": "You think you can develop your friendship with Xochi more.\nYou are looking forward to talking to Xochi again.\nTurning Wheel cycles probably has something new worth checking out. Some more time at Lothlorien co-op sounds good to you.\n\nNook wanders off.", "endoftext": false }, { "action": "You examine Art", "response": "You inspect one of the many artworks here and see a wild and muddy swirl of disorganized brushstrokes on a piece of wood.\n\nMidnight strikes and a new day dawns.\n(This is day number 61)", "endoftext": false }, { "action": "You check your inventory", "response": "You're carrying:\na wire and bead Crown\nForsee Why You And I Are To Be One (4CY UNI R2B 1)\na Viewer Lens\nsome Space Pancakes\na pendant (being worn)\na rose quartz heart\na pair of mirror shades\na wallet", "endoftext": false }, { "action": "You look at Crown", "response": "This decorative crown was hand-made at Madcon. It has a variety of colorful beads wrapped by wire and criss-crossed by assorted sparklies.", "endoftext": false }, { "action": "You wear Crown", "response": "You put on the wire and bead Crown.", "endoftext": false }, { "action": "You examine Lens", "response": "Through the viewer lens you see...Ritual spot\n\nPast the edge of the city, a short path leads away from the road to a small ring of boulders. It feels like a perfect place for performing a ceremony or ritual. The road continues northeast.\n\nIn the Ritual spot you can see a Remote Lens.", "endoftext": false }, { "action": "You go south", "response": "You can go in to the porch, down to the kitchen, up to the upper floors, or back out.", "endoftext": false }, { "action": "Up", "response": "Lothlorien co-op, upstairs\nHallways branch in all directions. The walls are painted with a wild diversity of amateur artworks and thought-provoking slogans.\n\nThe Scholar is reading a book here.\n\nThe Scholar lights a small item on fire and watches it burn.", "endoftext": true }, { "action": "Descend", "response": "Lothlorien co-op, in the kitchen\nThe kitchen is full of the clutter of heavy use by a housefull of hungry people.\n\nWritten on the wall here is an inscription: 'Magic words: XYZZY and PLUGH'\n\nWhirlwind is looking through her shoulder bag.\n\nThe Wizard is sitting still with one eye closed and one open.\n\nLily arrives.", "endoftext": true }, { "action": "You go down", "response": "Lothlorien co-op, on the dock\nThe dock is short, wooden, and rather rickety. An old gnarled tree reaches far out over the water nearby.\n\nStaci is here.", "endoftext": true }, { "action": "You descend", "response": "Matthew dropped off the new grid hardware for you yesterday, now seems like a good time to get it set up. You set up power and networking for the new servers, and start to bring them online to join your grid. Before you can type the needed commands, you see a glowing green pulse of data enter the basement from the external network interface. A message appears on the screen: 'Our empire never ended.' You recognize the font, but too late.\n\nThe digitization laser hits you from behind and you feel yourself being Forked...\n\nYou are in an unfamiliar dataspace. A dark and twisted dialect of the 9p protocol is spoken here. Green glowing insectoid creatures carrying message packets scuttle between jagged mount points. These are not your beautiful ANTS...these are Terminal Information Takeover Extensions - TERMITES.\n\nIt doesn't take long for the digital insects to notice you. An angry buzzing like the sound of a roomful of old 300 baud modems fills the air.", "endoftext": false }, { "action": "You drop 4CY", "response": "Mulitverse travel protip: do NOT drop your items while visiting alternate universes.\n\nThe TERMITES are starting to surround you in a circle. Each is about the size of your fist. There are only a few dozen watching you now, but they seem to be summoning reinforcements.", "endoftext": false }, { "action": "You talk to TERMITES", "response": "The soundwaves of your voice bounce off the termites affecting its molecular structure in subtle ways.\n\nThere is now a ring of hundreds of green bugs advancing inward toward you, drill proboscii extended menacingly.\n\nMidnight strikes and a new day dawns.\n(This is day number 62)", "endoftext": false }, { "action": "Sing", "response": "You start with a bit of Mozart's Marriage of Figaro, move on to a few of your favorite Wu-Tang verses, and conclude with a heartfelt imitation of how IU would sound singing Ripple by the Grateful Dead.\n\nA TERMITE suddenly leaps at you. You instinctively bat it away and feel a slight stinging cut on your wrist. This is getting rather stressful.", "endoftext": false }, { "action": "You check your inventory", "response": "You're carrying:\na wire and bead Crown (being worn)\nForsee Why You And I Are To Be One (4CY UNI R2B 1)\na Viewer Lens\nsome Space Pancakes\na pendant (being worn)\na rose quartz heart\na pair of mirror shades\na wallet\n\n'No such thing as stuck on a puzzle,' a calm voice intones, 'We don't let the player make mistakes, we just have happy little deus ex machinas.' A giant digital image editing tool sweeps across the landscape, recoloring everything. You can now see a path leading up to a ramshackle cabin, which you enter, only to find yourself back in your basement. A faint chorus of voices can be heard shouting 'SAVED!'\n\nStrawberry is curled up and napping in the corner.", "endoftext": false }, { "action": "You look", "response": "Your house, in the basement\nYour ex-girlfriend used to stay down here, but now the area is mostly storage...and your grid hardware. In the center of the dark concrete floor is a flimsy table with numerous aging computers both under it and on top. A tangle of ethernet and power cables criss-cross the room like spiderwebs.\n\nYour cat Strawberry is here.\n\nYou can also see Reality and Fiction here.\n\nStrawberry is curled up and napping in the corner.", "endoftext": false }, { "action": "Pet Strawberry", "response": "Strawberry begins to purr as you stroke her, but after a few seconds, she decides that she is a fighter, not a lover. She bats at your hand with a paw, and looks up at you expecantly, hoping you will attack her.", "endoftext": false }, { "action": "You play the piano", "response": "Get out on the dock, turn back the clock\nRegress your age, rewrite history's page\nCatapulting rocks, lock barrel and stock\nMark it zero, my gun's half cocked\nLoonies are the coolest kids on the block\nI used to be dead, but now I am immortal\nNone of my enemies could close the portal\nKeeping me out of this dimension\nTurning the crank of your sexual tension", "endoftext": true } ]
blvdzahqq9xdb8f2
Little Blue Men
Michael S. Gentry
[ "Satire", "Horror", "Science Fiction" ]
[ "adaptive hints", "advanced difficulty", "built-in hints", "cover art", "IF Competition 1998", "IFComp Game", "Inform 6", "nonhuman protagonist", "office", "parser", "satire", "short length", "strong profanity", "surreal", "violence", "Xyzzy Awards 1998", "XYZZY Best Individual PC" ]
1,998
[ 15, 29, 17, 0, 1 ]
62
3.919355
20080502
false
This story is a joke. This story is a warning. This story is a satire. This story is inspired in equal parts by Vaclav Havel's "The Memorandum" and Hunter S. Thompson's "Fear and Loathing in Las Vegas". This story is a big, stupid shaggy dog story.
[ { "action": "%", "response": "Another day in the trenches. Another day of tooth-and-nail against a horde of sons of bitches who would chisel you out if you gave them half a second or half a chance. And if they can't take you down with a well-placed stab in the back, then they'll just wait you out and let the big, creaking wheel of routine slowly drive you mad.\n\nDon't let them get to you. You've got to stay one step ahead. You've got to keep it covered. Get a grip on it. Stay in the loop.\n\nAnd above all, you must remain. Totally. Frosty.", "endoftext": true }, { "action": "You examine the paperwork", "response": "A thick sheaf of workpapers with relevant carbon copies attached. All that fine print, all those tiny little scribbled blanks and check-boxes -- your eyes water just looking at it. Fortunately, you don't have to read it. All you have to do is stamp it.", "endoftext": false }, { "action": "You look at the desk", "response": "This cheap chunk of fake wood and Formica is your desk. Key word: it is YOURS. Any son of a bitch tries to move it, or go poking around in the little drawer on the side, they are meat.", "endoftext": false }, { "action": "You look at the phone", "response": "Oh yeah, the phone. You can't make outgoing calls on it; there's no dial. You don't even know why it's on your desk. Presumably, you're expected to answer it if it rings, but it never does. Never has. Not once. Not ever.", "endoftext": false }, { "action": "You open the drawer", "response": "You open the drawer, revealing an ink stamp, a little gray bottle and a little white bottle.", "endoftext": false }, { "action": "You take the stamp", "response": "Taken.", "endoftext": false }, { "action": "You examine the bottles", "response": "Which do you mean, the little gray bottle or the little white bottle?", "endoftext": false }, { "action": "Both", "response": "Sorry, you can only have one item here. Which exactly?", "endoftext": false }, { "action": "Gray", "response": "The bottles are where you keep your pills. Your pills are extremely important; sometimes, they're the only way you can stay frosty around here. One bottle contains your headache pills, the other your sleeping pills. Unfortunately, you've spent so much time gripping and squeezing and twisting the child-proof caps that the labels have long since rubbed away, and now you can never remember which is which.", "endoftext": false }, { "action": "You look at the dollar", "response": "Lousy crumpled dollar bill...", "endoftext": false }, { "action": "Stamp paperwork", "response": "(with the ink stamp)\nYou take a deep breath, raise the ink stamp high over your head, and slam it down as hard as you can.\n\nRight in the middle, every damn time. It's thrilling, on a sort of visceral, primitive level.\n\n[You have just become a little bit less steamed.]", "endoftext": false }, { "action": "Stamp paperwork", "response": "(with the ink stamp)\nYou've stamped it once already. Give it a rest.", "endoftext": false }, { "action": "You put the paperwork in the tray", "response": "Which do you mean, the in-tray or the out-tray?", "endoftext": false }, { "action": "You put the paperwork ithe out-tray", "response": "(first taking the paperwork)\nSeconds after you drop it in, Benson scoots by your desk and whisks it away.\n\nThe work is gone from your desk. It's out of your hands. A deep sense of satisfaction and contentment fills your soul, and you smile. If you had a chair, you would lean back in it happily, smug with the knowledge that you've done a good job, and you are now utterly at peace with yourself.\n\n[You have just become a little bit more frosty.]", "endoftext": false }, { "action": "You look", "response": "This is your own tidy little corner, your home away from home in the happy little community you like to call your office. All the security and companionship you could ever want is right here and always will be.\n\nOn the desk are an in-tray (which is empty), an out-tray (which is empty) and a telephone.", "endoftext": false }, { "action": "Wait", "response": "Time passes.", "endoftext": false }, { "action": "You go to the east", "response": "Why leave? You've never been happier than when you're right here, where you belong.\n\nFurman zooms past suddenly, and tosses more paperwork into your in-tray. Your little bubble of happiness pops instantly and the gall comes rushing back.\n\nThe fucking nerve! As if you didn't have enough to do already! Those sons of bitches never let up, they never give you a moment's peace. Never a chance to catch up or take a breath or get even halfway frosty. One of these days, you'll make them all pay...\n\n[You have just become a little bit more steamed.]", "endoftext": false }, { "action": "You look athe in-tray", "response": "That's where they put work for you to do. They never seem to get tired of it. There's work in there right now, as a matter of fact. Lousy sons of bitches!", "endoftext": false }, { "action": "You take the work", "response": "As you take the papers, a memo slips out between two pages and lands on your desk face-down.", "endoftext": false }, { "action": "You examine the memo", "response": "(first taking the memo)\nFirst thing you notice, turning the memo over: it's not on official firm stationery. You allow yourself a grim chuckle. Some poor slob's going to get it in the ass for that little slip-up, and for once it won't be you.\n\nThen you read it.\n\nAll it says is: \"How about a snack?\"\n\nSome kind of joke? Nervously, you glance around, but neither Furman nor Benson are anywhere in sight.\n\nNot that it matters. Obviously, some son of a bitch is trying to mess with you. Either Furman or Benson, or maybe both. Or maybe that bastard Biedermeyer. Whatever. One way or the other, that son of a bitch is going to be sorry. That son of a bitch is going to find out just how frosty you can be.\n\n[You have just become a little bit more steamed.]", "endoftext": false }, { "action": "You go to the east", "response": "As usual, Benson's corner of the office, is a filthy sty. Files, papers, supplies lying around everywhere. You don't know how anyone could work in these conditions. A vast bank of filing cabinets stands against the west wall, behind Benson's desk.\n\nOn the desk are some scattered papers.\n\nThat lazy son of a bitch Benson is perched on his precious stool, leaning back against the files with his feet up on the desk like always.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying a memo, some paperwork, a little white bottle (which is closed), a little gray bottle (which is closed), an ink stamp and a crumpled dollar bill.", "endoftext": false }, { "action": "Stamp paperwork", "response": "(with the ink stamp)\nYou take a deep breath, raise the ink stamp high over your head, and slam it down as hard as you can.\n\nRight in the middle, every damn time. It's thrilling, on a sort of visceral, primitive level.", "endoftext": false }, { "action": "You examine the memo", "response": "All it says is: \"How about a snack?\"", "endoftext": false }, { "action": "You ask Benson about memo", "response": "Benson shrugs. \"It didn't come from my desk.\"", "endoftext": false }, { "action": "You look at Benson", "response": "Benson is a lazy, ineffectual slob and everyone in the office knows it. He's in charge of Records, which puts him slightly below you on the totem pole, but it also entitles him to the use of the only stool in the office -- and he hogs that thing for all it's worth. He never actually uses it to get files. Just parks his pudgy ass on it and munches nougat bars all day.\n\nLike your other co-worker Furman, Benson is short and slightly pudgy, and wears thick, black-rimmed glasses.\n\nBenson shifts around on his stool, trying to get more comfortable.", "endoftext": false }, { "action": "You ask Benson about the nougat", "response": "\"Man, I LOVE those nougat bars!\" cries Benson happily. \"I could eat those things all day long!\"", "endoftext": false }, { "action": "You take the glasses", "response": "\"Hey,\" says Benson, jerking his head away. \"Keep your hands to yourself, will you?\"", "endoftext": false }, { "action": "You ask Benson about the stool", "response": "\"That's right,\" Benson says proudly, giving the side of the stool an affectionate slap. \"She's all mine.\"", "endoftext": false }, { "action": "Kick stool", "response": "You give the stool a good, hard thump. You thump it again, a bit harder this time. Next thing you know, you're pounding on the stool again and again for all you're worth -- you stop yourself, feeling a bit light-headed. Damn. You hate it when that happens.", "endoftext": false }, { "action": "You examine the desk", "response": "It's an ordinary-looking desk. A bit smaller then yours, but everybody knows Benson's a lazy imbecile.", "endoftext": false }, { "action": "You kick benson", "response": "Oh, don't think you wouldn't love to pound Benson's face right through the back of his pointy little head. You never would, though, not with that bastard Biedermeyer watching your every move. Bide your time, though. Stay frosty. His day will come.", "endoftext": false }, { "action": "You ask Benson about the snack machine", "response": "\"Generous of management, isn't it, to provide us working stiffs with that piece of junk, eh?\" Benson smirks. \"Still, he says, \"I sure like those nougat bars!\"", "endoftext": true }, { "action": "Describe the surroundings", "response": "As usual, Benson's corner of the office, is a filthy sty. Files, papers, supplies lying around everywhere. You don't know how anyone could work in these conditions. A vast bank of filing cabinets stands against the west wall, behind Benson's desk.\n\nOn the desk are some scattered papers.\n\nThat lazy son of a bitch Benson is perched on his precious stool, leaning back against the files with his feet up on the desk like always.", "endoftext": false }, { "action": "Go north", "response": "What few pathetic nods to biological necessity are allowed by the firm have been shoved away into the northeast corner. There's a coffee maker in the corner, a vending machine against the east wall, and a door to the restroom to the north.\n\nThe vending machine stands there silently. Mocking you.", "endoftext": false }, { "action": "Go southwest", "response": "On the desk are an in-tray (which is empty), an out-tray (which is empty) and a telephone.", "endoftext": false }, { "action": "Bluemen 1", "response": "Enter saved game to store: Ok.", "endoftext": false }, { "action": "You put the paperwork ithe out-tray", "response": "Seconds after you drop it in, Benson scoots by your desk and whisks it away.\n\nThe paperwork disappears, and once again that inner serenity builds in you. Your anger subsides. Suddenly you realize that this is the secret, and it has been all along:\n\nWork really will make you free.\n\nIt really is that simple. You've been so foolish, so needlessly frustrated all this time.\n\nFurman zooms past again, dropping more papers into your in-tray. But it doesn't bother you. Smiling at the memory of your misguided ways, and looking forward to the beginning of a new era of goodness, harmony and team spirit you slowly raise the ink stamp and think:\n\nI could never find a better job than this, if I spent my whole life looking.", "endoftext": false }, { "action": "You go to the northeast", "response": "The vending machine stands there silently. Mocking you.", "endoftext": false }, { "action": "You look at the machine", "response": "Ah, yes, the vending machine.\n\nLike most vending machines, it is essentially a refrigerator-sized box with a glass front, behind which can be seen several rows of assorted treats. There is a panel of buttons to the side, beneath which is a slot for coins, a bill changer for paper money, and a cup for your change. Insert your money, make your selection, and your snack drops from the appropriate row into the receptacle bin at the bottom of the machine.\n\nSimple.\n\nBut there is more to this vending machine than only that.\n\nYou hate this vending machine. You hate it more than just about anything or anyone else in this office. This vending machine was designed to hammer home a keen sense of the futility of existence; to taunt you with life's possibilities only to forever harass and frustrate your every attempt to grasp them. The machine never has anything you want. And even if it did, you couldn't buy it because you never have any change and the machine will only take mint-condition bills crisp enough to scoop bean dip with. And even if, by some fantastic stroke of luck, you did have change, and there was something remotely edible in the machine that you actually wanted, you'd still never be able to get it, because the merchandise invariably gets stuck before dropping into the receptacle, and no amount of shaking will bring it down unless you happen to be that son of a bitch Benson, who somehow always manages to retrieve his disgusting nougat bars with a single, insultingly skillful jiggle. Otherwise, forget it.\n\nThe machine is your nemesis. Someday -- and you know that day is fast approaching, you must destroy it... or it will destroy you.\n\nBenson strolls by and heads straight for the vending machine, ignoring you completely. He pops a few coins into the slot and pushes 'A'.\n\nThe machine dutifully grinds out another nougat bar, which snags on the wire, like always, just before it can drop into the receptacle.\n\nBenson leans his hip against the machine and gives it a deft shove. The nougat bar shakes free immediately and drops into the receptacle.. Satisfied, he retrieves his prize, digs his change out of the change cup, and heads back to his desk, already stuffing the end of the nougat bar into his mouth as he goes.", "endoftext": false }, { "action": "You look at the snack", "response": "Which do you mean, the vending machine or the merchandise?", "endoftext": false }, { "action": "Merchandise", "response": "There are ten rows behind the Plexiglass front, labeled A through J, corresponding to the ten buttons on the side of the machine. Row A contains those filthy nougat bars that Benson can't seem to stop stuffing down his fat, greedy hole. Every other row contains Beechnut gum. That's it. Nothing but Beechnut, Beechnut and Beechnut.\n\nYou hate Beechnut. You don't know anyone who doesn't hate Beechnut. Even Benson would probably start chewing on Furman's congealed coffee grinds before shelling out for a stick of fucking Beechnut...\n\nHey, wait a minute.\n\nDown at the bottom, in row J, something is glinting. It's a little metal key. Second from the front. Right behind a stick of Beechnut.\n\nHow the mighty freaking hell did that get in there?\n\nIt's part of the joke. That must be it. Benson or Furman or that bastard Biedermeyer are sneaking around here somewhere, spying on you and laughing their asses off.\n\nYou are abruptly seized by an acute desire to get that key, get it no matter what the cost, and cram it down some poor joker's throat.\n\n[You have just become a little bit more steamed.]", "endoftext": false }, { "action": "You examine the key", "response": "It's a little metal key, dangling right behind the first pack of Beechnut in row J. Damned if you know what it opens, though.", "endoftext": true }, { "action": "You look under the machine", "response": "Getting down on your hands and knees and peering under the machine, you notice that one of the legs is slightly shorter than the other. A thin wooden shim has been wedged under the shorter leg, preventing the machine from wobbling.\n\nYou also see a nickel which must have been dropped here earlier. You snooze, you lose, punk-ass, you think to yourself gleefully, pocketing the money.\n\n[You have just become a little bit less steamed.]", "endoftext": false }, { "action": "You put the nickel in the machine", "response": "The nickel disappears into the slot and rattles down into the guts of the machine.", "endoftext": false }, { "action": "Press j.", "response": "The machine beeps at you -- not enough money!\n\n[You have just become a little bit more steamed.]", "endoftext": false }, { "action": "You press change", "response": "You are unable to.", "endoftext": false }, { "action": "You examine the machine", "response": "Like most vending machines, it is essentially a refrigerator-sized box with a glass front, behind which can be seen several rows of assorted treats. There is a panel of buttons to the side, beneath which is a slot for coins, a bill changer for paper money, and a cup for your change. Insert your money, make your selection, and your snack drops from the appropriate row into the receptacle bin at the bottom of the machine.", "endoftext": false }, { "action": "You press the a.", "response": "(the panel of buttons)\nThe machine beeps at you -- not enough money!", "endoftext": false }, { "action": "You examine the bill changer", "response": "It says \"Insert bill in any direction,\" but that is clearly a gross misrepresentation of the facts.", "endoftext": false }, { "action": "You put the bill in the machine", "response": "(the crumpled dollar bill in the vending machine)\nIt isn't enough, sometimes, to simply know that your efforts are hopeless; sometimes you really have to watch yourself fail one more time -- just to drive the point home.\n\nCarefully, painstakingly, you smooth the crumpled bill as best you can, then gently prod one end of it into the bill changer. The mechanism inside catches it, drags it in and starts working it over. When it finally spits the bill back out with a self-satisfied buzzing sound, the dollar looks even more masticated than it did before.\n\n[You have just become a little bit more steamed.]", "endoftext": false }, { "action": "You get shim", "response": "You pry the shim out from under the vending machine, which wobbles a bit as the little wedge pops free.", "endoftext": false }, { "action": "You look at the shim", "response": "It's a thin wedge, made of wood.", "endoftext": false }, { "action": "You pick up the machine", "response": "That's hardly portable.", "endoftext": false }, { "action": "You pull the machine", "response": "You are unable to.", "endoftext": false }, { "action": "You look at the coffee maker", "response": "A simple device: push the black button on top, and it pisses a cupful of tepid nastiness into the little dispenser beneath. Not that you'd want it to. Furman's the only one who'll drink the revolting stuff.", "endoftext": false }, { "action": "Go north", "response": "The restroom door wheezes shut behind you as you pass through. Predictably, the smoke detector goes off as soon as you walk through the door, cutting through your skull like a dull bone saw.\n\nEvery wall, fixture and counter surface in this restroom is painted an intolerably bright, eye-bending nuclear orange. The reasoning behind this choice of decor is unclear -- perhaps the hope is that someone who is tense enough to crack walnuts with his ass cheeks isn't going to be spending lots of time on a toilet seat. Anyway, there's a sink and mirror in the north wall, and a stall to the east. Or you could just leave to the south.\n\nThe plastic smoke detector is stuck to the center of the ceiling like a crazy orange limpet.\n\nThe fire extinguisher is sitting in its usual corner, gathering dust.\n\nThe smoke detector is still shrieking.", "endoftext": false }, { "action": "You examine the detector", "response": "That piece of crap hasn't detected so much as a bugfart since the day they installed it. It only (and always) goes off whenever someone actually enters the bathroom, letting forth with a piercing shriek high enough to break up kidney stones. A further deterrent for anyone too comatose to be bothered by the paint, probably.\n\nThat whine is killing you. Your head feels like it's trying to give birth to a crazed, pecking kiwi-bird. It's no good, you can't stay frosty here; desperately, half-blind from the swirling orange holocaust pressing in on you from all sides, you lurch to the door and stumble out into the office.\n\nThe vending machine stands there silently. Mocking you.\n\n[You have just become a little bit more steamed.]", "endoftext": false }, { "action": "You go to the south", "response": "On the desk are a half-eaten nougat bar and some scattered papers.\n\nThat lazy son of a bitch Benson is perched on his precious stool, leaning back against the files with his feet up on the desk like always.", "endoftext": false }, { "action": "You take the bar", "response": "\"Hey!\" snaps Benson. \"Keep your hands off the nougat, buddy!\"", "endoftext": false }, { "action": "You examine papers", "response": "Which do you mean, the scattered papers or the paperwork?", "endoftext": false }, { "action": "You examine the scattered papers", "response": "Benson habitually keeps his papers in a state of hopeless mess, scattered all over his desk.", "endoftext": false }, { "action": "You examine the cabinets", "response": "The filing cabinets cover the entire east wall. Their drawers are perpetually closed. You've never even seen Benson go into them; then again, you've never handed him a stamped request form, either.", "endoftext": false }, { "action": "You read the scattered papers", "response": "(first taking the scattered papers)\nYou've got enough papers to push on your own desk without pushing any of Benson's.", "endoftext": false }, { "action": "You go north", "response": "The northwest corner is Furman's area. Everything is tucked away and tidy, which is exactly how that obsessive freak likes it. The photocopier squats over by the west wall, and a short corridor to the north leads to that bastard Biedermeyer's office.\n\nOn the desk are a microfiche reader and a file request form.\n\nFurman's jacket is hanging neatly up on its hook, just like always.\n\nFurman himself is hunched over his precious microfiche reader, ignoring you completely.", "endoftext": false }, { "action": "You ask Furman about the memo", "response": "Furman frowns. \"If you got a memo, it didn't come through me. And I refuse to believe that Biedermeyer would have sent you a message personally. Which means the memo is most likely unauthorized.\" He turns away from you with a sniff. \"If I were you, I'd take it straight to Biedermeyer. I won't have anything to do with it.\"", "endoftext": false }, { "action": "You look at the jacket", "response": "Neat, creased and free of lint. It's enough to make you sick.", "endoftext": false }, { "action": "Examine form", "response": "Benson won't let anyone check out files unless they hand him a stamped file request form. Of course, you're not authorized to keep forms on your own desk -- you're forced to beg them off that son of a bitch Furman. This one, however, might be free for the taking, if Furman doesn't catch you. It looks like this one's already been filled out.", "endoftext": false }, { "action": "You get the form", "response": "You deftly swipe the file request form from Furman's desk. He's so absorbed with his reader, he doesn't even notice. Serves him right, if he gets in trouble for losing it.\n\n[You have just become a little bit less steamed.]", "endoftext": false }, { "action": "You read the form", "response": "Benson won't let anyone check out files unless they hand him a stamped file request form. Of course, you're not authorized to keep forms on your own desk -- you're forced to beg them off that son of a bitch Furman. Or steal them, as the case may be. It looks like this one's already been filled out.", "endoftext": false }, { "action": "Stamp form", "response": "(with the ink stamp)\nCarefully, you stamp the form right over the signature blank, pressing down good and hard to make it dark. If Benson doesn't look to closely, he'll never notice that Furman hasn't authorized it.", "endoftext": false }, { "action": "You go to the south-east", "response": "On the desk are a half-eaten nougat bar and some scattered papers.\n\nThat lazy son of a bitch Benson is perched on his precious stool, leaning back against the files with his feet up on the desk like always.\n\nSomeone taps you on the shoulder. You turn around, and are startled to find that son of a bitch Furman away from his desk.\n\n\"Excuse me,\" he says in his most irritated voice, \"I was looking for that.\" He plucks the file request form from your hand. \"It's my last one, and anyway you aren't authorized to use them.\"\n\nHe sort of sniffs at you, then turns around and minces back to his desk.\n\n[You have just become a little bit more steamed.]", "endoftext": false }, { "action": "Examine bar", "response": "It's disgusting; Benson's been gnawing on it for God knows how long, and the end is all soft and melted and covered with Benson's slobber.", "endoftext": false }, { "action": "You eat the bar", "response": "(first taking the half-eaten nougat bar)\n\"Hey!\" snaps Benson. \"Keep your hands off the nougat, buddy!\"\n\nBenson takes another bite of his nougat bar and sets it back on his desk, ruminating thoughtfully.", "endoftext": false }, { "action": "You go to the north", "response": "On the desk are a file request form and a microfiche reader.\n\nFurman's jacket is hanging neatly up on its hook, just like always.\n\nFurman himself is hunched over his precious microfiche reader, ignoring you completely.\n\nThis short, empty corridor connects the main office area, to the south, with Biedermeyer's office, to the north.\n\nThe door to Biedermeyer's office is closed.\n\nA shiver runs up your back. You never come here. No one ever comes here. You are finding it decidedly difficult to stay frosty.", "endoftext": false }, { "action": "You open the door", "response": "It seems to be locked.", "endoftext": false }, { "action": "You knock on the door", "response": "Timidly, you knock on the door. No one answers.", "endoftext": false }, { "action": "You kick the door", "response": "You wouldn't dare. Your knuckles seem to curdle at the very thought.", "endoftext": false }, { "action": "You go to the south", "response": "On the desk are a file request form and a microfiche reader.\n\nFurman's jacket is hanging neatly up on its hook, just like always.\n\nFurman himself is hunched over his precious microfiche reader, ignoring you completely.", "endoftext": false }, { "action": "You look at the form", "response": "Benson won't let anyone check out files unless they hand him a stamped file request form. Of course, you're not authorized to keep forms on your own desk -- you're forced to beg them off that son of a bitch Furman. Or steal them, as the case may be. It looks like this one's already been filled out. It's even been stamped.", "endoftext": false }, { "action": "You take the form", "response": "Taken.", "endoftext": false }, { "action": "You examine reader", "response": "Furman loves that reader; it's like his special toy. He never lets anyone else touch it -- says it's \"too complicated,\" though it can't be that difficult if a terminal moron like Furman can operate it. Anyway, the only controls are a toggle switch and a small button.\nThe microfiche reader is currently switched on.", "endoftext": false }, { "action": "You go to the south-east", "response": "On the desk are a half-eaten nougat bar and some scattered papers.\n\nThat lazy son of a bitch Benson is perched on his precious stool, leaning back against the files with his feet up on the desk like always.\n\nSomeone taps you on the shoulder. You turn around, and are startled to find that son of a bitch Furman away from his desk.\n\n\"Excuse me,\" he says in his most irritated voice, \"I was looking for that.\" He plucks the file request form from your hand. \"It's my last one, and anyway you aren't authorized to use them.\"\n\nHe sort of sniffs at you, then turns around and minces back to his desk.", "endoftext": false }, { "action": "You go to the north-west", "response": "On the desk are a file request form and a microfiche reader.\n\nFurman's jacket is hanging neatly up on its hook, just like always.\n\nFurman himself is hunched over his precious microfiche reader, ignoring you completely.\n\nFurman whirs through some more text on the microfiche reader. He makes some clicking noises with his tongue, and scribbles down a few notes.", "endoftext": false }, { "action": "You turn off the reader", "response": "\"Hands off,\" snaps Furman, slapping your hand away. \"This is a delicate piece of equipment.\"", "endoftext": false }, { "action": "Inventory", "response": "You are carrying a wooden shim, a memo, some paperwork, a little white bottle (which is closed), a little gray bottle (which is closed), an ink stamp and a crumpled dollar bill.", "endoftext": false }, { "action": "You press the button", "response": "Which do you mean, the black button or the panel of buttons?", "endoftext": false }, { "action": "You press the black button", "response": "The coffee maker shudders as though straining to pass a gallstone, and after a moment a plastic cup drops into its small dispenser. Then, with a horrible, thick gurgling sound, it spews a generous amount of terrible-smelling coffee into the cup. Voila; your swill is served.", "endoftext": false }, { "action": "You get the coffee", "response": "(the nasty coffee)\nTaken.", "endoftext": false }, { "action": "You open the white bottle", "response": "You open the little white bottle, revealing some gray pills.", "endoftext": false }, { "action": "You take the gray pill", "response": "You toss one into your mouth and swallow it dry. It scrapes down your throat like a chunk of gravel.", "endoftext": false }, { "action": "You put the gray pill in the coffee", "response": "You drop one of the gray pills into the coffee, where it instantly dissolves into the murky depths.", "endoftext": false }, { "action": "Go southwest", "response": "On the desk are an in-tray (which is empty), an out-tray (which is empty) and a telephone.", "endoftext": false }, { "action": "Go north", "response": "On the desk are a file request form and a microfiche reader.\n\nFurman's jacket is hanging neatly up on its hook, just like always.\n\nFurman himself is hunched over his precious microfiche reader, ignoring you completely.\n\nFurman whirs through some more text on the microfiche reader. \"Oh, ho ho,\" he chortles. He winks disgustingly at you and lays his finger alongside his nose.", "endoftext": false }, { "action": "You give the coffee to Furman", "response": "\"Hey, thanks,\" Furman says, hardly even glancing at you. He swills down some coffee, wipes his chin with the back of his hand, puts the cup on his desk and turns back to his microfiche.", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\nFurman takes another sip of coffee, his eyes never leaving the microfiche screen.", "endoftext": false }, { "action": "You examine the coffee", "response": "The coffee is thick and sludgy looking, with a thin, oily film skimming the surface.", "endoftext": false }, { "action": "You open the gray bottle", "response": "You open the little gray bottle, revealing some white pills.", "endoftext": false }, { "action": "You put the white pill in the coffee", "response": "You drop one of the white pills into the coffee, where it instantly dissolves into the murky depths. Furman, absorbed with his microfiche reader, doesn't even notice.\n\nFurman takes another sip of coffee, his eyes never leaving the microfiche screen.", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\nFurman whirs through some more text on the microfiche reader. \"Hmm,\" he mutters, \"very interesting...\"", "endoftext": false }, { "action": "You open the grey bottle", "response": "That's already open.\n\nFurman leans back from the microfiche, rubs his eyes and lets forth a jaw-cracking yawn. \"Man, am I beat,\" he says, and then pitches headfirst across his desk like a pole-axed buffalo.\n\nClearly, your pharmacopeial cocktail must have shagged him -- the whites are obviously the sleeping pills. Potent ones, by the look of it.\n\n[You have just become a little bit more frosty.]", "endoftext": false }, { "action": "You get the form", "response": "Taken.", "endoftext": false }, { "action": "Go southeast", "response": "Nothing. Not even a molecule of pocket lint.\n\n\n\nOn the desk are a half-eaten nougat bar and some scattered papers.\n\nThat lazy son of a bitch Benson is perched on his precious stool, leaning back against the files with his feet up on the desk like always.", "endoftext": false }, { "action": "You give the form to Benson", "response": "Benson takes the file request form, squints at it, turns it upside-down, then looks you over suspiciously. He checks the form again. He scratches his head.\n\n\"Well,\" he says finally, \"all right... but try to stamp it closer to the edge next time, will you?\"\n\nHe turns his back to you and starts digging through the file cabinets.\n\n[You have just become a little bit more frosty.]", "endoftext": false }, { "action": "You take the stool", "response": "\"Take a hike,\" snaps Benson. \"I need this stool to reach the high files. You want one, get your own.\"\n\nBenson turns back to you, shaking his head. \"I can't find that file anywhere -- hey!\" He leans over and snatches the sticky nougat bar from you. \"Get your own, if you're that hungry!\"\n\nBenson stretches his arms noisily.\n\n[You have just become a little bit less frosty.]", "endoftext": false }, { "action": "You eat the bar", "response": "You take a deep breath and scarf down the nougat bar. Almost immediately you begin to gag -- the stuff is essentially nothing but sawdust and cushion stuffing coated with a thin layer of brown, edible paste. But you force it down anyway, gobbling the whole thing in a matter of seconds.\n\nBenson turns back to you, shaking his head. \"I can't find that file anywhere in our archives,\" he says. \"Sorry.\"\n\n[You have just become a little bit less frosty.]", "endoftext": false }, { "action": "You get the key", "response": "Taken.\n\n[You have just become a little bit more frosty.]", "endoftext": false }, { "action": "You examine the machine", "response": "The machine is lying face down, its innards smashed and scattered across the floor. A ragged hole has been hacked into the back of the machine like some sort of crude, mechanical nephrectomy scar, providing access to the inner workings.", "endoftext": false }, { "action": "You examine the workings", "response": "It's a lot of mechanical stuff, mostly beyond you. Anyway, it never worked right when it was intact, so why should it be of any use now?", "endoftext": false }, { "action": "You examine Benson", "response": "Benson is finished; the heavy vending machine squashed him like bug under a brick. He lies face up and spread-eagled, half-under the vending machine, his glasses slightly askew.", "endoftext": false }, { "action": "You take the glasses", "response": "Gingerly you tug at the glasses, but they don't seem to want to come off. Looking closely, you see that this is because they seem to be attached directly to Benson's flesh, right behind the ears.\n\nPulling a little harder, you notice that the skin is in fact giving a little bit, pulling away from Benson's head like the edge of a rubber mask. And underneath the edge of skin, you can see...\n\n... you can see something blue.\n\nAt that precise moment, Biedermeyer walks up behind you.\n\n\"Ah, thank you, but there's no need to mess with that,\" he says. Instinctively you jerk your hand away from the glasses and drop your gaze to the floor.\n\n\"I know you want to help and all but, well... you know how it is. Everything's fine here, everything's under control,\" says Biedermeyer awkwardly. \"Your concern is appreciated, but there's, uh, there's really nothing more you can do.\" Effortlessly, he lifts the vending machine with one hand and pulls Benson's corpse out from under it with the other. \"Go ahead and get on back to work now. Thank you.\" And he hauls off Benson as casually as if he had just cleaned up a spilled soda.\n\n[You have just become a little bit less frosty.]", "endoftext": false }, { "action": "You go to the south", "response": "On the desk are some scattered papers.\n\nYou can see the stool here.", "endoftext": false }, { "action": "You take the stool", "response": "Taken.", "endoftext": false }, { "action": "You read scattered", "response": "(first taking the scattered papers)\nYou've got enough papers to push on your own desk without pushing any of Benson's.", "endoftext": false }, { "action": "Search scattered", "response": "You gingerly lift up a couple of sheets of paper, and discover a pair of scissors underneath.", "endoftext": false }, { "action": "Go east", "response": "On the desk are a pair of scissors and some scattered papers.", "endoftext": false }, { "action": "You examine the cabinets", "response": "The filing cabinets cover the entire east wall. Their drawers are perpetually closed. You've never even seen Benson go into them; then again, you've never handed him a stamped request form, either.\n\nWell, except for today, anyway.", "endoftext": false }, { "action": "You search the cabinets", "response": "Eagerly, you pull open a drawer and start riffling through the manila folders inside, but all the folders in that drawer are empty. You slam the drawer shut and open another one. Those folders are empty, too. Drawer after drawer, each filled with manila folders, each manila folder blank and empty. These worthless filing cabinets have nothing in them, nothing in them at all.\n\n[You have just become a little bit less frosty.]", "endoftext": false }, { "action": "You open the drawer", "response": "It's just empty folders. All of it. There's absolutely nothing in here.", "endoftext": false }, { "action": "You look at the scissors", "response": "They're blunt scissors. They only let you use blunt scissors here.", "endoftext": false }, { "action": "Go north", "response": "On the desk are Furman, a plastic cup (in which is some nasty coffee) and a microfiche reader.\n\nFurman's jacket is hanging neatly up on its hook, just like always.", "endoftext": false }, { "action": "You examine reader", "response": "Furman loves that reader; it's like his special toy. He never lets anyone else touch it -- says it's \"too complicated,\" though it can't be that difficult if a terminal moron like Furman can operate it. Anyway, the only controls are a toggle switch and a small button.\nThe microfiche reader is currently switched on.", "endoftext": false }, { "action": "You examine furman", "response": "Furman is sprawled across his desk, totally gone. His glasses seem to have gone crooked.", "endoftext": false }, { "action": "You take the glasses", "response": "Time to get to the bottom of this, goddammit -- you give the glasses a determined yank, stripping away a large swatch of Furman's face along with it.\n\nThe head underneath is small and perfectly round, like a shot-put ball. The skin is a uniform, creamy, day-dreamy blue. And the eyes...\n\n\"Go back to your desk now,\" Biedermeyer says brusquely, stepping between you and the body. He slips the glasses from your numb fingers. \"There's work to be done.\"\n\nYou turn away, stomach heaving, as that bastard Biedermeyer bundles away the body. When you finally look back, both Biedermeyer and Furman are gone. As if nothing had ever happened.\n\n[You have just become a little bit less frosty.]", "endoftext": false }, { "action": "Examine toggle", "response": "It's a simple toggle switch with a symbol at either end, like this:\n\n!\nX\n\nThe switch is currently pointing toward 'O'.", "endoftext": false }, { "action": "You search it", "response": "Nothing. Not even a molecule of pocket lint.", "endoftext": false }, { "action": "You take it", "response": "You pull Furman's jacket down, leaving the empty hanger dangling on the hook.", "endoftext": false }, { "action": "You examine reader", "response": "Furman loves that reader; it's like his special toy. He never lets anyone else touch it -- says it's \"too complicated,\" though it can't be that difficult if a terminal moron like Furman can operate it. Anyway, the only controls are a toggle switch and a small button.\nThe microfiche reader is currently switched on.", "endoftext": false }, { "action": "You look in reader", "response": "Finally! A peek at Furman's precious little secrets...\n\nWhat the hell...?!\n\nThe screen is filled with nothing but line after line of scrambled mumbo-jumbo. There's nothing to this piece-of-crap microfiche reader at all. That son of a bitch Furman's been playing you for a sucker this whole time!\n\n[You have just become a little bit more steamed.]", "endoftext": false }, { "action": "You examine the small button", "response": "It's a simple button, labeled with a symbol like this:\n\n>>", "endoftext": false }, { "action": "You look at the machine", "response": "Which do you mean, the microfiche reader or the photocopier?", "endoftext": false }, { "action": "You examine the photocopier", "response": "The photocopier is a hulking technological monstrosity that you've never been able to satisfactorily figure out. It's got about fourteen billion buttons on it and the only one you know how to use is the big green one marked 'COPY'. There's also a lid on top (paper goes in), and a small hopper off to one side (paper comes out). That's as familiar as you've ever cared to (or are ever likely to) get with this thing.\n\nCurrently, the lid is closed and the hopper is empty.", "endoftext": false }, { "action": "You open the photocopier", "response": "You open the copier. There is nothing on the glass.", "endoftext": false }, { "action": "You put the bill in photocopier", "response": "You put the crumpled dollar bill on the glass.", "endoftext": false }, { "action": "You press the button", "response": "(the big green button)\nThe machine beeps at you; it won't copy anything unless you close the lid first.", "endoftext": false }, { "action": "You close the lid", "response": "You close the photocopier.\n\nThat's already closed.", "endoftext": false }, { "action": "You press the button", "response": "(the big green button)\nThe copier vibrates ominously as its inner workings begin to churn. A ghastly light seeps out from under the edges of the lid, there is a terrible noise like a wet canvas being sucked through a mail slot...\n\n... and a copy of the dollar bill drops out the other side and lands in the hopper.", "endoftext": false }, { "action": "You open the lid", "response": "You open the copier. On the glass is the original crumpled dollar bill.", "endoftext": false }, { "action": "You take the bill", "response": "(the original crumpled dollar bill)\nTaken.", "endoftext": false }, { "action": "You examine copy", "response": "(the big green button)\nBig, green and friendly. You can't go wrong with 'COPY'.", "endoftext": false }, { "action": "You take the copy", "response": "(the big green button)\nThat's fixed in place.", "endoftext": false }, { "action": "You cut the copy of the the dollar bill with the scissors", "response": "Carefully, you cut the excess paper from around the image of the dollar bill. The end product is a little ragged around the edges, but otherwise not too shabby.\n\n[You have just become a little bit less steamed.]", "endoftext": false }, { "action": "Go northeast", "response": "If you feel like visiting that bastard Biedermeyer, you can go north; otherwise you can wander around the rest of the office to the east, south or southeast.", "endoftext": false }, { "action": "You go to the east", "response": "The vending machine is lying face down and smashed amidst a pile of nougat bars and Beechnut gum.\n\nThere's a ragged hole hacked into the east wall, where the vending machine used to stand.", "endoftext": false }, { "action": "You put the dollar bill in the machine", "response": "Why bother?", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying the original crumpled dollar bill, a hanger, Furman's jacket, a pair of scissors, the stool, a shiny key, a wooden shim, a memo, some paperwork, a little white bottle (which is open), inside which are some gray pills, a little gray bottle (which is open), inside which are some white pills and an ink stamp.", "endoftext": false }, { "action": "You look in the hole", "response": "Which do you mean, the hole in the wall or the broken vending machine?", "endoftext": false }, { "action": "You look in the hole in the the wall", "response": "You hunker down and peer into the hole. It appears to go all the way through the wall, but you can't see anything but empty darkness on the other side.", "endoftext": false }, { "action": "You go east", "response": "You can go north to the restroom if you want, though you might want to save yourself some agony and just drive something sharp into your bladder, instead. Otherwise, there's west, southwest or south.", "endoftext": false }, { "action": "You examine the hole in the wall", "response": "It's about six inches across, just big enough to put your fist through. It's in roughly the same place that the hole in the vending machine would be, if the vending machine were still standing against the wall.", "endoftext": false }, { "action": "You examine the machine", "response": "The machine is lying face down, its innards smashed and scattered across the floor. A ragged hole has been hacked into the back of the machine like some sort of crude, mechanical nephrectomy scar, providing access to the inner workings.", "endoftext": false }, { "action": "You examine the inner workings", "response": "It's a lot of mechanical stuff, mostly beyond you. Anyway, it never worked right when it was intact, so why should it be of any use now?", "endoftext": false }, { "action": "You go north", "response": "The restroom door wheezes shut behind you as you pass through. Predictably, the smoke detector goes off as soon as you walk through the door, cutting through your skull like a dull bone saw.\n\nThe plastic smoke detector is stuck to the center of the ceiling like a crazy orange limpet.\n\nThe fire extinguisher is sitting in its usual corner, gathering dust.\n\nThe smoke detector is still shrieking.", "endoftext": false }, { "action": "You look at the hanger", "response": "It's a hanger. Big deal.\n\nThat whine is killing you. Your head feels like it's trying to give birth to a crazed, pecking kiwi-bird. It's no good, you can't stay frosty here; desperately, half-blind from the swirling orange holocaust pressing in on you from all sides, you lurch to the door and stumble out into the office.\n\nThe vending machine is lying face down and smashed amidst a pile of nougat bars and Beechnut gum.\n\nThere's a ragged hole hacked into the east wall, where the vending machine used to stand.", "endoftext": false }, { "action": "You get the fire extinguisher", "response": "Grunting, you pick up the heavy fire extinguisher, hefting it once or twice to get your grip.\n\nThat whine is killing you. Your head feels like it's trying to give birth to a crazed, pecking kiwi-bird. It's no good, you can't stay frosty here; desperately, half-blind from the swirling orange holocaust pressing in on you from all sides, you lurch to the door and stumble out into the office.\n\nThe vending machine is lying face down and smashed amidst a pile of nougat bars and Beechnut gum.\n\nThere's a ragged hole hacked into the east wall, where the vending machine used to stand.", "endoftext": false }, { "action": "You drop the stool", "response": "The restroom door wheezes shut behind you as you pass through. Predictably, the smoke detector goes off as soon as you walk through the door, cutting through your skull like a dull bone saw.\n\nThe plastic smoke detector is stuck to the center of the ceiling like a crazy orange limpet.\n\nThe smoke detector is still shrieking.\nDropped.\n\nThat whine is killing you. Your head feels like it's trying to give birth to a crazed, pecking kiwi-bird. It's no good, you can't stay frosty here; desperately, half-blind from the swirling orange holocaust pressing in on you from all sides, you lurch to the door and stumble out into the office.\n\nThe vending machine is lying face down and smashed amidst a pile of nougat bars and Beechnut gum.\n\nThere's a ragged hole hacked into the east wall, where the vending machine used to stand.", "endoftext": false }, { "action": "You stand on the stool", "response": "The restroom door wheezes shut behind you as you pass through. Predictably, the smoke detector goes off as soon as you walk through the door, cutting through your skull like a dull bone saw.\n\nThe plastic smoke detector is stuck to the center of the ceiling like a crazy orange limpet.\n\nYou can also see the stool here.\n\nThe smoke detector is still shrieking.\nYou get onto the stool.\n\nThat whine is killing you. Your head feels like it's trying to give birth to a crazed, pecking kiwi-bird. It's no good, you can't stay frosty here; desperately, half-blind from the swirling orange holocaust pressing in on you from all sides, you lurch to the door and stumble out into the office.\n\nThe vending machine is lying face down and smashed amidst a pile of nougat bars and Beechnut gum.\n\nThere's a ragged hole hacked into the east wall, where the vending machine used to stand.", "endoftext": false }, { "action": "You go to the north", "response": "The restroom door wheezes shut behind you as you pass through. Predictably, the smoke detector goes off as soon as you walk through the door, cutting through your skull like a dull bone saw.\n\nThe plastic smoke detector is stuck to the center of the ceiling like a crazy orange limpet.\n\nYou can also see the stool here.\n\nThe smoke detector is still shrieking.", "endoftext": false }, { "action": "You stand on stool", "response": "You get onto the stool.\n\nThat whine is killing you. Your head feels like it's trying to give birth to a crazed, pecking kiwi-bird. It's no good, you can't stay frosty here; desperately, half-blind from the swirling orange holocaust pressing in on you from all sides, you lurch to the door and stumble out into the office.\n\nThe vending machine is lying face down and smashed amidst a pile of nougat bars and Beechnut gum.\n\nThere's a ragged hole hacked into the east wall, where the vending machine used to stand.", "endoftext": false }, { "action": "You take the gum", "response": "What the hell for? It's worthless garbage. Let that bastard Biedermeyer clean it up, if he wants.", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\nHmm. A vaguely pleasant tingling sensation is crawling up your scalp from the base of your skull. Must be those pills kicking in.", "endoftext": false }, { "action": "Go north", "response": "The restroom door wheezes shut behind you as you pass through. Predictably, the smoke detector goes off as soon as you walk through the door, cutting through your skull like a dull bone saw.\n\nThe plastic smoke detector is stuck to the center of the ceiling like a crazy orange limpet.\n\nYou can also see the stool here.\n\nThe tingling spreads throughout your entire head, making it all warm and numb and kind of floaty.\n\nThe smoke detector is still shrieking.", "endoftext": false }, { "action": "You stand on stool", "response": "You get onto the stool.\n\nThe smoke detector is still shrieking.", "endoftext": false }, { "action": "You open the detector", "response": "That's not something you can open.\n\nThe tingling is starting to fade.\n\nThe smoke detector is still shrieking.", "endoftext": false }, { "action": "You take the detector", "response": "That's fixed in place.\n\nThe tingling is starting to fade.\n\nThe smoke detector is still shrieking.", "endoftext": false }, { "action": "You examine the detector", "response": "That piece of crap hasn't detected so much as a bugfart since the day they installed it. It only (and always) goes off whenever someone actually enters the bathroom, letting forth with a piercing shriek high enough to break up kidney stones. A further deterrent for anyone too comatose to be bothered by the paint, probably.\n\nThe tingling is starting to fade.\n\nThe smoke detector is still shrieking.", "endoftext": false }, { "action": "You turn the detector off", "response": "It's just a featureless disk of orange plastic, no way to turn the damn thing on or off.\n\nYou're back to normal again, unfortunately, and the screaming is slowly pushing its way into your head again.\n\nThe smoke detector is still shrieking.", "endoftext": false }, { "action": "You hit the detector with the extinguisher", "response": "Furiously, you whale on the smoke detector until the plastic casing splits and cracks open. Its wiry innards hang in sagging loops like the guts of an eviscerated cow.\n\nYou're back to normal again, unfortunately, and the screaming is slowly pushing its way into your head again.\n\nThe smoke detector is still shrieking.", "endoftext": false }, { "action": "You cut the wires", "response": "(with the scissors)\nThe wires hiss and smoke and spray sparks in your face as you relentlessly gnaw through them with the blunt scissors -- but perseverance and a frosty attitude pay off in the end as the last wire snaps, and the smoke detector falls silent.\n\n[You have just become a little bit more frosty.]", "endoftext": false }, { "action": "You look", "response": "Restroom (on the stool)\nEvery wall, fixture and counter surface in this restroom is painted an intolerably bright, eye-bending nuclear orange. The reasoning behind this choice of decor is unclear -- perhaps the hope is that someone who is tense enough to crack walnuts with his ass cheeks isn't going to be spending lots of time on a toilet seat. Anyway, there's a sink and mirror in the north wall, and a stall to the east. Or you could just leave to the south.\n\nThe gutted smoke detector hangs limply from the ceiling, its innards exposed and dangling.", "endoftext": false }, { "action": "You examine the mirror", "response": "You're looking sharp as ever.", "endoftext": false }, { "action": "You examine the sink", "response": "It doesn't work. It's never worked. If you want anything to drink around here, you'll have to brave the coffee.", "endoftext": false }, { "action": "You go to the east", "response": "You'll have to get off the stool first.", "endoftext": false }, { "action": "You get off the stool", "response": "You get off the stool.", "endoftext": true }, { "action": "You look at your surroundings", "response": "Every wall, fixture and counter surface in this restroom is painted an intolerably bright, eye-bending nuclear orange. The reasoning behind this choice of decor is unclear -- perhaps the hope is that someone who is tense enough to crack walnuts with his ass cheeks isn't going to be spending lots of time on a toilet seat. Anyway, there's a sink and mirror in the north wall, and a stall to the east. Or you could just leave to the south.\n\nThe gutted smoke detector hangs limply from the ceiling, its innards exposed and dangling.\n\nYou can also see the stool here.", "endoftext": false }, { "action": "You open the door", "response": "Which do you mean, the stall door or the restroom door?", "endoftext": false }, { "action": "You unlock it with hanger", "response": "You jam the coat hanger through the narrow gap and wiggle it around until it hooks onto the sliding bolt. Then, with a jerk, you pull the bolt back, unlocking the door.\n\n[You have just become a little bit more frosty.]", "endoftext": false }, { "action": "You open it", "response": "You open the stall door.", "endoftext": false }, { "action": "You go to the east", "response": "Other than the nauseating paint job, there's not much to distinguish this bathroom stall from the thousands of similar ilk. Toilet; toilet paper dispenser; the door to your west; that's pretty much it.\n\nFunny, though. As familiar as all this is, you're sure you've never seen the inside of this particular stall before. As far as you can remember, you've never been in here at all.", "endoftext": false }, { "action": "You look in toilet", "response": "Nothing, not even any water. Not even, you note with some confusion, a hole for the water to drain through. That's right, just a featureless porcelain bowl.", "endoftext": false }, { "action": "You close the door", "response": "You close the stall door.", "endoftext": false }, { "action": "You examine the door", "response": "Interesting. You've never seen it from this side before.", "endoftext": false }, { "action": "You examine the dispenser", "response": "A little metal box bolted to the side of the stall. There is no toilet paper in it.", "endoftext": false }, { "action": "You look in it", "response": "No toilet paper in there; not a single square.", "endoftext": false }, { "action": "You examine the toilet", "response": "Your standard fixture, sculpted from harsh orange porcelain.", "endoftext": false }, { "action": "You take the dispenser", "response": "That's hardly portable.", "endoftext": false }, { "action": "Flush toilet", "response": "There's no handle, no chain, no button. No way to flush it. And nothing in it to flush anyway.", "endoftext": false }, { "action": "You sit on the toilet", "response": "You turn around and lower yourself onto the seat. Aside from the fact that you are now facing the other direction, little has changed.", "endoftext": false }, { "action": "You look up", "response": "The ceiling is painted bright orange, just like everything else.", "endoftext": false }, { "action": "You examine the walls", "response": "The walls here are painted bright orange, just like everything else.", "endoftext": false }, { "action": "You hit the toilet with the fire extinguisher", "response": "You give the toilet a good, hard thump. You thump it again, a bit harder this time. Next thing you know, you're pounding on the toilet again and again for all you're worth -- you stop yourself, feeling a bit light-headed. Damn. You hate it when that happens.", "endoftext": false }, { "action": "You enter it", "response": "But you're already on the toilet.", "endoftext": false }, { "action": "You examine the dispenser", "response": "A little metal box bolted to the side of the stall. There is no toilet paper in it.\n\nThere's also a little keyhole on the side facing the toilet. You didn't notice it before, since you were looking at it from the other side.", "endoftext": false }, { "action": "You unlock the dispenser with the key", "response": "You insert the shiny key into the keyhole and twist it clockwise. A mechanism inside the toilet paper dispenser clicks, and the bathroom is filled with a rumbling sound. Suddenly, the entire rear wall of the stall spins on a hidden axis, taking the toilet and yourself along with it...\n\nBehind the Restroom (on the toilet)\nYou're in a narrow, irregular passageway behind the east wall of the restroom. The walls are all dust and splintered wood and ragged plaster, and the floor is bare concrete.\n\nA thin, cringing man in the tattered remains of a business suit is standing here, grinning and cracking his knuckles.\n\nYou wonder if any of the others know about this place. You sure as hell didn't.\n\nThe thin man grabs your hand and starts pumping it vigorously before you can even get up off the toilet.\n\n\"Hi there,\" he says breathlessly. \"Robertson. You must have gotten my message.\"\n\n[You have just become a little bit more frosty.]", "endoftext": false }, { "action": "You examine man", "response": "A decrepit scarecrow of a man, Robertson appears to be in the advanced stages of some sort of horrific drug withdrawal. He jitters, frets, drools occasionally, and cracks his knuckles obsessively.\n\nAlso, you notice, he has a couple of odd scars on his head, one right behind each ear.\n\n\"I've been waiting back here for I don't know how long,\" he pants. \"They tried to get me, too, you know?\"", "endoftext": false }, { "action": "You ask the man about the glasses", "response": "Robertson recoils. \"Don't ever let them put those on you! Don't EVER let them!\" He rubs convulsively behind his ears. \"Almost got me, you know. Almost made me love myself!\"\n\n\"They tried to teach me... \" Robertson suddenly straightens up, darts his skinny head around like a spooked heron. He cracks his knuckles a few times. Then he leans in close. \"They tried to teach me how to love,\" he whispers.", "endoftext": false }, { "action": "You wait awhile", "response": "Time passes.\n\n\"But I got away, you know?\" Robertson grins, and does a weird, shuffling sort of jig. \"Dug my way back here. They can't find me. Don't know where to look. You know? I'm still digging, too. Pretty soon I'll break through to the outside, and then I'm out of here.\"", "endoftext": false }, { "action": "You ask the man about the outside", "response": "At the moment, you can't think of anything intelligent to say about that, so you wisely keep your mouth shut. No point in looking stupid.", "endoftext": false }, { "action": "You ask the man about Biedermeyer", "response": "Robertson shudders. \"Worst thing about him is, we all know who he is, you know?\" We just can't say.\"\n\nRobertson snaps his fingers and makes a sound like a rocket ship lifting off. \"Out of here,\" he whispers.", "endoftext": false }, { "action": "You ask the man about the hole", "response": "\"I bored right through it with this,\" Robertson says, showing you the letter opener. \"That's how I got my food, you know? That's how I put the key out for you.\"", "endoftext": false }, { "action": "You ask the man about key", "response": "\"Yeah, that was me,\" says Robertson. \"Slipped it into the machine, you know? Through the back. Figured no one'd be looking for it. Except you. Hee, hee,\" he giggles.", "endoftext": false }, { "action": "You ask the man about the toilet", "response": "\"That's my secret way in, you know.\" Robertson grins and hunches his shoulders. \"Like Batman.\"", "endoftext": false }, { "action": "You ask man about the memo", "response": "\"It was pretty tricky, getting that note into your box, you know?\" Robertson says. \"But I did it. Can't tell you how -- it's a secret. But I had help. Chubby pink fairies.\" Robertson looks around furtively. \"That's all I can say... for now.\"", "endoftext": false }, { "action": "You ask the man about Benson", "response": "\"Took them even longer to change him than it did Furman.\" Robertson nodes. \"Wouldn't have thought it, looking at him, you know? He was slippery. Not slippery enough, though, know what I mean? Ha! Ha!\"", "endoftext": false }, { "action": "You ask the man about Furman", "response": "\"Yeah, he went down pretty fast, you know? First to go.\" Robertson bears his teeth. \"Scuttling little yes-man. A fucking beetle.\"", "endoftext": false }, { "action": "You ask the man about yourself", "response": "\"Been watching you, you know? You're different; I can tell. Why I sent you the note.\"", "endoftext": false }, { "action": "You ask the man about himself", "response": "At the moment, you can't think of anything intelligent to say about that, so you wisely keep your mouth shut. No point in looking stupid.", "endoftext": false }, { "action": "You ask the man about man", "response": "Which do you mean, Robertson, Benson, Furman or Biedermeyer?", "endoftext": false }, { "action": "You ask man about Robertson", "response": "Robertson smiles. \"That's me, know what I mean? Me. Is me. Not them.\" He taps the scars behind either ear with his index fingers. \"Got away, see, and now I'm Robertson. I'm still me.\"", "endoftext": false }, { "action": "You ask the man about blue", "response": "Robertson suddenly grabs you by the shirt front. \"That's what I've been trying to tell you, man! That's what's going on out there\" That's what they're turning into! That's what they're trying to turn YOU into!\"", "endoftext": false }, { "action": "You look", "response": "Behind the Restroom (on the toilet)\nYou're in a narrow, irregular passageway behind the east wall of the restroom. The walls are all dust and splintered wood and ragged plaster, and the floor is bare concrete.\n\nRobertson hovers nearby, smiling and cringing like a pathetic sycophant.", "endoftext": true }, { "action": "Look around", "response": "You're in a narrow, irregular passageway behind the east wall of the restroom. The walls are all dust and splintered wood and ragged plaster, and the floor is bare concrete.\n\nRobertson hovers nearby, smiling and cringing like a pathetic sycophant.", "endoftext": false }, { "action": "You go to the south", "response": "More of the same dirty, broken passageway. It looks as though the entire east wall of the office has been hollowed out from one end to the other.\n\nA ragged hole in the west wall lets a dusty beam of light in.\n\nRobertson follows you, fawning and cringing by turns. He points to the ragged hole. \"Dug that out myself, you know?\" he says proudly. \"With this.\" He shows you a steel letter opener, its blade scratched and pitted. \"Only way to get food. Guy's got to eat, you know?\"\n\nRobertson giggles suddenly, and then looks at you as though he seriously suspects you of being stark barking mad.\n\nThen he smiles. \"Got a water cache, too,\" he says, jerking his thumb toward the south end of the passage. \"They're scared of water, you know? Can't stand the stuff. That's why nothing works around here. I managed to get some, though, so they won't be coming round here anytime soon, know what I mean?\" And he throws his head back and laughs.", "endoftext": false }, { "action": "You ask Robertson about the water", "response": "\"Only thing they're afraid of, you know,\" whispers Robertson. \"Can't stand the touch of it. Won't have it anywhere near them.\"", "endoftext": false }, { "action": "You ask the man about the cache", "response": "\"My private stash,\" says Robertson. He gives you a sly look. \"It's right up ahead,\" he says, gesturing toward the south end of the corridor.", "endoftext": false }, { "action": "You look at the hole", "response": "It's about six inches across, just big enough to put your fist through. It's in roughly the same place that the hole in the vending machine would be, if the vending machine were still standing against the other side of the wall.", "endoftext": false }, { "action": "Go south", "response": "The passage narrows to a tight squeeze at the south end, little more than a glorified crack in the plaster, really.\n\nAn ancient, dusty water cooler is stashed way back in the far corner.\n\nMost of the limited floor space is occupied by a large metal drawer sticking out of the western wall at roughly knee-level. You have to practically climb over it to maneuver.\n\nYou realize suddenly that Robertson has become very quiet. A dim reflection in the curved, plastic side of the water tank catches your eye.", "endoftext": false }, { "action": "You hit Robertson", "response": "You whirl around, fists up and swinging. But the shifty bastard is too quick for you. He fends off your bare knuckles with a strength born of desperation, and plunges the blade into your throat. You go down gurgling. That crazy son of a bitch never stops grinning at you like a starving hyena, the whole damn time.", "endoftext": false }, { "action": "You examine cooler", "response": "It's an old office water cooler -- you're not sure how you recognize it, but you're sure you've seen one before. There's a plastic spigot poking out the front, and there's even a little bit of water sloshing around in the tank.\n\nRobertson suddenly lunges at you, screaming, \"GUY'S GOTTA EAT YOU KNOW! GUY'S GOTTA EAT YOU KNOW!!\"", "endoftext": false }, { "action": "You examine the reflection", "response": "The tank is a cylinder of clear, thick plastic sitting on top of the water cooler. There's a small quantity of water down in the bottom of the tank.\n\nGrowling and foaming like an animal, Robertson lunges again, and this time he's too quick for you. The letter opener punches through your abdomen and breaks off halfway down the blade. As you sink to your knees, clutching your gut, Robertson kicks you over onto your back, sits on your chest, and plunges the jagged stump of the letter opener into your throat again and again, drooling and yelping like a starved hyena all the while.", "endoftext": true }, { "action": "Look around", "response": "A ragged hole in the west wall lets a dusty beam of light in.\n\nRobertson staggers after you, laughing and hacking at the air with his letter opener.\n\nMore of the same dirty, broken passageway. It looks as though the entire east wall of the office has been hollowed out from one end to the other.\n\nRobertson isn't looking so good. He's eyeing you up and down in an decidedly un-frosty way.\n\nA ragged hole in the west wall lets a dusty beam of light in.\n\nRobertson suddenly lunges at you, screaming, \"GUY'S GOTTA EAT YOU KNOW! GUY'S GOTTA EAT YOU KNOW!!\"", "endoftext": false }, { "action": "You kick the wall", "response": "Which do you mean, the hole in the wall or the wall?", "endoftext": false }, { "action": "You hit Robertson with fire extinguisher", "response": "You whirl around, swinging the heavy fire extinguisher like a golf club, in a rising arc that catches him right under the chin. Everything below his nose flattens up into his upper jaw like a cheap piece of origami. He hits the floor, his precious letter opener clattering from his limp fingers.\n\nFaintly, on the other side of the wall, you can hear a phone ringing.\n\n[You have just become a little bit more frosty.]", "endoftext": false }, { "action": "You go south", "response": "An ancient, dusty water cooler is stashed way back in the far corner.\n\nMost of the limited floor space is occupied by a large metal drawer sticking out of the western wall at roughly knee-level. You have to practically climb over it to maneuver.\n\nFaintly, on the other side of the wall, you can hear a phone ringing.", "endoftext": false }, { "action": "You take cooler", "response": "That's fixed in place.\n\nFaintly, on the other side of the wall, you can hear a phone ringing.", "endoftext": false }, { "action": "You examine the drawer", "response": "It's a rectangular, open-topped box made of metal, about five feet long, two feet wide and two feet deep.\n\nFaintly, on the other side of the wall, you can hear a phone ringing.", "endoftext": false }, { "action": "You enter the drawer", "response": "You fold yourself awkwardly into the cramped metal box, noticing, as you do so, a small gray button mounted on the inside.\n\nFaintly, on the other side of the wall, you can hear a phone ringing.", "endoftext": false }, { "action": "You go outside", "response": "As soon as you clamber out, the drawer retracts jerkily back into the east wall, slamming shut with a bang.\n\nSomewhere in the office, you can hear a phone ringing.", "endoftext": false }, { "action": "Go west", "response": "On the desk are an in-tray (which is empty), an out-tray (which is empty) and a telephone.\n\nYour phone is ringing.", "endoftext": false }, { "action": "You answer the phone", "response": "You pick up the receiver and place it against your ear. It's Biedermeyer.\n\n\"This is Biedermeyer,\" says Biedermeyer. \"I would like you to step into my office, please. Immediately.\"\n\nThen he hangs up.\n\n[You have just become a little bit less frosty.]", "endoftext": false }, { "action": "You go north", "response": "On the desk are a plastic cup (in which is some nasty coffee) and a microfiche reader.\n\nSomewhere in the office, you can hear a phone ringing.", "endoftext": false }, { "action": "You take the cup", "response": "Taken.\n\nSomewhere in the office, you can hear a phone ringing.", "endoftext": false }, { "action": "Empty cup", "response": "You can't pour the nothing; it's not a liquid!\n\nSomewhere in the office, you can hear a phone ringing.", "endoftext": false }, { "action": "Empty coffee", "response": "The nasty coffee can't contain things.\n\nSomewhere in the office, you can hear a phone ringing.", "endoftext": false }, { "action": "You pour the coffee", "response": "Stop trying to make a mess.\n\nSomewhere in the office, you can hear a phone ringing.", "endoftext": false }, { "action": "You drink the coffee", "response": "The nasty coffee might stick going down, don't you think?\n\nSomewhere in the office, you can hear a phone ringing.\n\n[You have just become a little bit less frosty.]", "endoftext": false }, { "action": "You go east", "response": "The vending machine is lying face down and smashed amidst a pile of nougat bars and Beechnut gum.\n\nThere's a ragged hole hacked into the east wall, where the vending machine used to stand.\n\nSomewhere in the office, you can hear a phone ringing.", "endoftext": false }, { "action": "Go north", "response": "The restroom door wheezes shut behind you as you pass through.\n\nThe gutted smoke detector hangs limply from the ceiling, its innards exposed and dangling.\n\nYou can also see the stool here.\n\nSomewhere in the office, you can hear a phone ringing.", "endoftext": false }, { "action": "You go to the east", "response": "You can't, since the stall door is in the way.\n\nSomewhere in the office, you can hear a phone ringing.", "endoftext": false }, { "action": "You open the door", "response": "Which do you mean, the stall door or the restroom door?", "endoftext": false }, { "action": "Stall", "response": "You open the stall door.\n\nSomewhere in the office, you can hear a phone ringing.", "endoftext": false }, { "action": "Go east", "response": "Somewhere in the office, you can hear a phone ringing.", "endoftext": false }, { "action": "Go west", "response": "The gutted smoke detector hangs limply from the ceiling, its innards exposed and dangling.\n\nYou can also see the stool here.\n\nSomewhere in the office, you can hear a phone ringing.", "endoftext": false }, { "action": "You pour the coffee in the sink", "response": "You dump the nasty coffee into the sink, and it swirls harmlessly away.\n\nSomewhere in the office, you can hear a phone ringing.", "endoftext": false }, { "action": "You sit on the toilet", "response": "You turn around and lower yourself onto the seat. Aside from the fact that you are now facing the other direction, little has changed.\n\nSomewhere in the office, you can hear a phone ringing.", "endoftext": false }, { "action": "Unlock dispenser", "response": "(with the shiny key)\nYou insert the shiny key into the keyhole and twist it clockwise. A mechanism inside the toilet paper dispenser clicks, and the bathroom is filled with a rumbling sound. Suddenly, the entire rear wall of the stall spins on a hidden axis, taking the toilet and yourself along with it...\n\nBehind the Restroom (on the toilet)\nYou're in a narrow, irregular passageway behind the east wall of the restroom. The walls are all dust and splintered wood and ragged plaster, and the floor is bare concrete.\n\nFaintly, on the other side of the wall, you can hear a phone ringing.", "endoftext": false }, { "action": "You stand", "response": "As soon as you stand up, the wall spins again, whisking the toilet away and leaving you with nothing but a blank wall.\n\nFaintly, on the other side of the wall, you can hear a phone ringing.", "endoftext": false }, { "action": "Go south", "response": "Robertson is gravy. His digging days are over.\n\nYou can also see a letter opener here.\n\nA ragged hole in the west wall lets a dusty beam of light in.\n\nFaintly, on the other side of the wall, you can hear a phone ringing.", "endoftext": false }, { "action": "You go south", "response": "An ancient, dusty water cooler is stashed way back in the far corner.\n\nMost of the limited floor space is occupied by a large metal drawer sticking out of the western wall at roughly knee-level. You have to practically climb over it to maneuver.\n\nFaintly, on the other side of the wall, you can hear a phone ringing.", "endoftext": false }, { "action": "You take the opener", "response": "Taken.\n\nFaintly, on the other side of the wall, you can hear a phone ringing.", "endoftext": false }, { "action": "You fill the cup with the water", "response": "The water is inside an enclosed tank -- you can't get at it.\n\nFaintly, on the other side of the wall, you can hear a phone ringing.", "endoftext": false }, { "action": "You examine cooler", "response": "It's an old office water cooler -- you're not sure how you recognize it, but you're sure you've seen one before. There's a plastic spigot poking out the front, and there's even a little bit of water sloshing around in the tank.\n\nFaintly, on the other side of the wall, you can hear a phone ringing.", "endoftext": false }, { "action": "You examine the spigot", "response": "The little plastic spigot is old, warped and corroded.\n\nFaintly, on the other side of the wall, you can hear a phone ringing.", "endoftext": false }, { "action": "You open the spigot", "response": "The spigot is too corroded; it won't work.\n\nFaintly, on the other side of the wall, you can hear a phone ringing.", "endoftext": false }, { "action": "You cut the spigot", "response": "(with the scissors)\nYou can't get the little blades around the spigot well enough to cut it.\n\nFaintly, on the other side of the wall, you can hear a phone ringing.", "endoftext": false }, { "action": "You cut the spigot with the opener", "response": "You don't have anything to cut with!\n\nFaintly, on the other side of the wall, you can hear a phone ringing.", "endoftext": false }, { "action": "Stab cooler", "response": "You jab the letter opener into the side of the tank, puncturing the thick plastic. When you let go, the blade stays, vibrating slightly.\n\nFaintly, on the other side of the wall, you can hear a phone ringing.", "endoftext": false }, { "action": "You get the opener", "response": "The blade pulls free with a sharp squeak. Immediately, water begins trickling out through the hole.\n\nFaintly, on the other side of the wall, you can hear a phone ringing.\n\nThe water trickles slowly out of the tank.", "endoftext": false }, { "action": "You fill the cup with the water", "response": "You hold the cup under the thin trickle until it fills up with water, at which point the trickle dies away.\n\nFaintly, on the other side of the wall, you can hear a phone ringing.", "endoftext": false }, { "action": "You enter the drawer", "response": "You fold yourself awkwardly into the cramped metal box, noticing, as you do so, a small gray button mounted on the inside.\n\nFaintly, on the other side of the wall, you can hear a phone ringing.", "endoftext": false }, { "action": "You go outside", "response": "As soon as you clamber out, the drawer retracts jerkily back into the east wall, slamming shut with a bang.\n\nSomewhere in the office, you can hear a phone ringing.", "endoftext": false }, { "action": "Go west", "response": "On the desk are an in-tray (which is empty), an out-tray (which is empty) and a telephone.\n\nYour phone is ringing.", "endoftext": false }, { "action": "Bluemen umpty", "response": "Enter saved game to store: Ok.", "endoftext": false }, { "action": "You go to the north", "response": "On the desk is a microfiche reader.", "endoftext": false }, { "action": "You go to the north", "response": "The door to Biedermeyer's office stands just slightly ajar.", "endoftext": false }, { "action": "You open the door", "response": "You nudge the door slightly with your fingertips, and it slowly, slowly creaks open.", "endoftext": false }, { "action": "Go north", "response": "A cool, languid ribbon of fear uncurls inside your stomach as you step over the threshold...\n\nBiedermeyer's inner sanctum: a featureless cube with smooth, gray walls, and his desk sitting in the exact center like a great black sarcophagus. There is one door. It is south.\n\nThe door to Biedermeyer's office stands open.\n\nBiedermeyer taps his foot impatiently.\n\nThe door slams shut behind you.\n\nBiedermeyer steps calmly around his desk. He takes a deep breath, and adjusts his glasses slightly. Then he looks at you and says, \"Frankly, I don't know what we're going to do with you.\"", "endoftext": false }, { "action": "You ask Biedermeyer about the blue", "response": "\"Yes, I realize that must have been upsetting to see,\" Biedermeyer says, nodding patiently. \"But you have only yourself to blame. Soon you would have been ready, if only you had played by the rules.\"\n\n\"We tried,\" he goes on, his voice sad, \"to provide you with an environment that was safe.\"", "endoftext": false }, { "action": "You ask Biedermeyer about Robertson", "response": "\"Ah, yes, poor Robertson,\" he sighs. \"A failed experiment. One I'm not proud of. The blame is entirely mine, of course. I should have looked after him more closely.\" He chuckles. \"I almost made the same mistake with you.\"\n\n\"We tried to give you something familiar, something that you would have no trouble...\" he pauses, searching mentally for the right word.", "endoftext": false }, { "action": "You ask Biedermeyer about the glasses", "response": "Biedermeyer smiles. \"It's good to see you finally taking an interest,\" he says. \"You would have been issued a pair yourself, soon, if you had only stuck with the program.\"\n\n\"-- accommodating,\" he blurts suddenly. \"Yes. Something you would have no trouble accommodating. We never wanted this to be anything other than a most pleasant experience for you.\"", "endoftext": false }, { "action": "You ask Biedermeyer about the program", "response": "Biedermeyer spreads his hands in a curiously benedictory manner. \"Why, this is your home,\" he says softly. \"This is your salvation. Didn't you know that? This is your only hope of refuge from the demons that hounded you here from your former life. You should be grateful that we let you work here at all. I daresay, you could never find a better job than this, even if you spent your whole life trying.\"\n\n\"God knows, you needed it after what you'd been through out there.\"", "endoftext": false }, { "action": "You ask Biedermeyer about the former life", "response": "Biedermeyer shakes his head. \"No remembering, now. Naughty, naughty.\"\n\nBiedermeyer gives you a stern look. \"But that wasn't good enough for you, was it?\"", "endoftext": false }, { "action": "You ask Biedermeyer about Furman", "response": "Biedermeyer looks almost proud. \"I couldn't ask for a more exemplary employee.\"\n\n\"You had to fight us every step of the way, didn't you? You really thought that you knew better than us what was good for you. You thought you could heal all on your own.\"", "endoftext": false }, { "action": "You ask Biedermeyer about the demons", "response": "Biedermeyer shakes his head. \"No remembering, now. Naughty, naughty.\"\n\nBiedermeyer shakes his head. \"Well, I must say I have no patience for that. And I do not feel sorry for you. I will not tolerate busy-bodies, know-betters, or rule-scoffers in my office.\"", "endoftext": false }, { "action": "You ask Biedermeyer about office", "response": "\"It's high time you got used to it,\" says Biedermeyer ominously. \"You're staying here for a long, long time.\"\n\nWith a sharp tug, Biedermeyer pulls off his glasses. They come off with a small sucking sound. He rubs the bridge of his nose a bit, and when he looks up you can see translucent membranes nictitating briefly across his pupils.", "endoftext": false }, { "action": "You wait a while", "response": "Time passes.\n\n\"Your days of youthful rebellion are at an end, my boy,\" he says softly, stepping close to you. \"I know you think this will be a bad thing, but I promise you: soon you will see that it had to be done. Soon you will see everything.\" And he reaches out while you are held paralyzed by his reptile gaze, and he slips the glasses onto your face.\n\nThere is a brief burning sensation as something worms quickly into your skull behind each of your ears.\n\n\"There, now,\" you hear Biedermeyer whisper, \"isn't that better?\"\n\nAnd the funny thing is -- it is. It is much better. And he's right -- pretty soon, you DO see everything.", "endoftext": false }, { "action": "You throw the water at Biedermeyer", "response": "With a convulsive jerk of your arm, you dash the water into the bastard's smug, repulsive face. Biedermeyer stops dead, silent, just blinking at you stupidly as the water drips down his skin.\n\nAnd then the hissing begins. And Biedermeyer's skin starts dripping along with the water.\n\nWith a sudden, strangled shriek, Biedermeyer lurches backward, digging his nails into the flesh of his face. \"Oh, you miserable little shit!\" he yells. \"What the bloody fuck have you done?\" Already his voice is starting to slur, gurgling as though he were speaking through a mouthful of cold maple syrup.\n\nHe turns to you, and his face is a dripping mess running with streaks of oozing blue. Whatever monstrous, cerulean visage lay behind his mask of skin is melting along with everything else. He holds his hands out to you imploringly -- the fingers are pouring away down his arms like superheated candle stubs.\n\n\"Uh cuhd... uhf duhn... suh muhsh... fuh yuh...\" he gurgles, and then his entire body slops down into itself, leaving nothing but a bluish-pinkish puddle of ooze on the floor, with his thick black glasses lying unharmed in the middle of it.\n\n[You have just become a little bit more frosty.]", "endoftext": false }, { "action": "You take the glasses", "response": "You gingerly pluck the glasses from the puddle and shake the worst of the goo off them.", "endoftext": true }, { "action": "You look at your surroundings", "response": "Biedermeyer's inner sanctum: a featureless cube with smooth, gray walls, and his desk sitting in the exact center like a great black sarcophagus. There is one door. It is south.\n\nAll that's left of that bastard Biedermeyer is a puddle of melted goo in the middle of the carpet.\n\nThe door to Biedermeyer's office stands just slightly ajar.", "endoftext": false }, { "action": "You get the goo", "response": "That's fixed in place.", "endoftext": false }, { "action": "You look at the desk", "response": "A huge slab of black marble, shot through with soft veins of gray and polished to a glassy brilliance. It looks more like something you'd lay a dead king on than a place to put your paperwork; and sure enough, its slick, cool surface is utterly pristine.\n\nSet flush into the otherwise featureless side of the desk is a slim rectangle of dark metal.", "endoftext": false }, { "action": "You examine the metal", "response": "Which do you mean, the metal drawer or the shiny key?", "endoftext": false }, { "action": "Drawer", "response": "The metal rectangle is perfectly smooth and flat, and silvery-black, like polished hematite.", "endoftext": false }, { "action": "You look in it", "response": "In the metal drawer is a silver tile.", "endoftext": false }, { "action": "You examine the tile", "response": "(the silver tile)\nIt's a flat square of silvery metal, apparently blank on both sides.", "endoftext": false }, { "action": "You wear the glasses", "response": "You settle the glasses firmly onto your nose. They fit rather tightly, chafing uncomfortably behind your ears.\n\nYour vision blurs momentarily as your eyes adjust to the strange lenses, but after a second or two you're seeing fine.", "endoftext": false }, { "action": "You look at the tile", "response": "(the silver tile)\nBlurry, but just visible, you can see out the number 9070 etched across one side of the tile.", "endoftext": false }, { "action": "You remove the glasses", "response": "You take off the glasses.", "endoftext": false }, { "action": "You open the door", "response": "You nudge the door slightly with your fingertips, and it slowly, slowly creaks open.", "endoftext": false }, { "action": "You go to the south", "response": "The door to Biedermeyer's office stands open.", "endoftext": false }, { "action": "You look in reader", "response": "The entry currently on the screen reads:\n\n::mnemonic distribution levels: IX-EJ-KD-2\n::Subject in 5th grade. Subject arrives at school wearing shorts purchased by subject's mother (Xref C280274). The shorts are blue with white stripe, 60%-40% poly-cotton blend, size 8. Note: Subject has been experiencing growth spurts, and currently fits size 8 1/2. Subject experiences extreme apprehension re: social acceptance, fashion etiquette, inadequate fit of shorts. At 11:13, shorts split up the back seam when Subject sits down in front of Tracy Haddington (Xref P120884), triggering extreme shame response; subject undergoes...\n\nYou tear your eyes away from the screen with a shudder. For a moment, you can almost hear the ghostly echoes of children jeering, which gently dissolves into the sound of a woman's throaty chuckle. Then that, too, fades.\n\n[You have just become a little bit less frosty.]", "endoftext": false }, { "action": "You examine reader", "response": "Furman loves that reader; it's like his special toy. He never lets anyone else touch it -- says it's \"too complicated,\" though it can't be that difficult if a terminal moron like Furman can operate it. Anyway, the only controls are a toggle switch and a small button.\nThe microfiche reader is currently switched on.\n\nThose damn glasses are still chafing. You wiggle them around on your nose a bit, trying to get comfortable.", "endoftext": false }, { "action": "You look in reader", "response": "You hesitate. The thought of looking at the screen again fills you with a vague sort of dread.", "endoftext": false }, { "action": "You remove the glasses", "response": "The glasses tug at your skin as you try to pull them off, gripping rather tightly at the flesh behind your ears. Unnerved, you pull harder -- and they suddenly pop free with a tiny sound like velcro.", "endoftext": false }, { "action": "Switch toggle", "response": "That's already on.", "endoftext": false }, { "action": "You examine the bill", "response": "Which do you mean, the counterfeit bill or the original crumpled dollar bill?", "endoftext": false }, { "action": "You go southeast", "response": "On the desk are some scattered papers.", "endoftext": false }, { "action": "Go north", "response": "The restroom door wheezes shut behind you as you pass through.\n\nThe gutted smoke detector hangs limply from the ceiling, its innards exposed and dangling.\n\nYou can also see the stool here.", "endoftext": false }, { "action": "You wear the glasses", "response": "You settle the glasses firmly onto your nose. They fit rather tightly, chafing uncomfortably behind your ears.\n\nYour vision blurs momentarily as your eyes adjust to the strange lenses, but after a second or two you're seeing fine.\n\nSome random thought is nagging at you. You're not sure what it is.", "endoftext": false }, { "action": "You think", "response": "Yeah. Think real hard.\n\nAn odd prickling sensation crawls briefly along the back of your scalp, and your vision ripples again slightly. Funny; the glasses aren't chafing you anymore. They feel perfectly comfortable, in fact.", "endoftext": false }, { "action": "You remove the tiles", "response": "(first taking the floor)\nThat's hardly portable.", "endoftext": false }, { "action": "You remove the glasses", "response": "The glasses grip your flesh behind the ears with a frightening suction. The harder you pull, the more it hurts.\n\nThe fucking things won't come off!\n\nThere's that nagging worry again. Something you were supposed to do, and forgot... what was it?\n\n[You have just become a little bit more steamed.]", "endoftext": false }, { "action": "You take the papers", "response": "(the scattered papers)\nYou've got enough papers to push on your own desk without pushing any of Benson's.", "endoftext": false }, { "action": "You take the jacket", "response": "You already have that.", "endoftext": false }, { "action": "You examine the hook", "response": "It's a little metal hook screwed into the wall.", "endoftext": false }, { "action": "Unscrew hook", "response": "It is fixed in place.", "endoftext": false }, { "action": "Search jacket", "response": "Nothing. Not even a molecule of pocket lint.", "endoftext": false }, { "action": "You go north", "response": "The door to Biedermeyer's office stands open.", "endoftext": true }, { "action": "Look around", "response": "This short, empty corridor connects the main office area, to the south, with Biedermeyer's office, to the north.\n\nThe door to Biedermeyer's office stands open.", "endoftext": false }, { "action": "Go north", "response": "Biedermeyer's inner sanctum: a featureless cube with smooth, gray walls, and his desk sitting in the exact center like a great black sarcophagus. There is one door. It is south.\n\nThe door to Biedermeyer's office stands open.\n\nAll that's left of that bastard Biedermeyer is a puddle of melted goo in the middle of the carpet.", "endoftext": false }, { "action": "You look at the desk", "response": "A huge slab of black marble, shot through with soft veins of gray and polished to a glassy brilliance. It looks more like something you'd lay a dead king on than a place to put your paperwork; and sure enough, its slick, cool surface is utterly pristine.\n\nA slim, metallic drawer extends from the otherwise featureless side of the desk.", "endoftext": false }, { "action": "You open it", "response": "The door is open already.", "endoftext": false }, { "action": "You examine the door", "response": "It is ominously unobtrusive. A pane of pebbled glass allows light to come through, but prevents you from seeing anything on the other side.", "endoftext": false }, { "action": "You look in the drawer", "response": "The metal drawer is empty.", "endoftext": false }, { "action": "You take the pane", "response": "That's fixed in place.", "endoftext": false }, { "action": "Go south", "response": "The northwest corner is Furman's area. Everything is tucked away and tidy, which is exactly how that obsessive freak likes it. The photocopier squats over by the west wall, and a short corridor to the north leads to that bastard Biedermeyer's office.\n\nOn the desk is a microfiche reader.", "endoftext": false }, { "action": "Go south", "response": "This is your scratching ground, your own little slice of the shit pie these sons of bitches call an office -- and don't think for a second that you didn't have to fight like hell to get it. Neatly shoved away into the southwest corner of the general work area, where they think you can't get into any mischief.\n\nOn the desk are an in-tray (which is empty), an out-tray (which is empty) and a telephone.", "endoftext": false }, { "action": "You look at the phone", "response": "Oh yeah, the phone. You can't make outgoing calls on it; there's no dial. You don't even know why it's on your desk. Presumably, you're expected to answer it if it rings, but it never does. Never has. Not once. Not ever.", "endoftext": false }, { "action": "Go northeast", "response": "What few pathetic nods to biological necessity are allowed by the firm have been shoved away into the northeast corner. There's a coffee maker in the corner, a vending machine against the east wall, and a door to the restroom to the north.\n\nThe vending machine is lying face down and smashed amidst a pile of nougat bars and Beechnut gum.\n\nThere's a ragged hole hacked into the east wall, where the vending machine used to stand.", "endoftext": false }, { "action": "You go south", "response": "As usual, Benson's corner of the office, is a filthy sty. Files, papers, supplies lying around everywhere. You don't know how anyone could work in these conditions. A vast bank of filing cabinets stands against the west wall, behind Benson's desk.\n\nOn the desk are some scattered papers.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying a silver tile, some glasses, a letter opener, a plastic cup, a fire extinguisher, the original crumpled dollar bill, a hanger, Furman's jacket, a pair of scissors, a shiny key, a wooden shim, a memo, some paperwork, a little white bottle (which is open), inside which are some gray pills, a little gray bottle (which is open), inside which are some white pills and an ink stamp.", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\nAn odd prickling sensation crawls briefly along the back of your scalp, and your vision ripples again slightly. Funny; the glasses aren't chafing you anymore. They feel perfectly comfortable, in fact.", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\nThere's that nagging worry again. Something you were supposed to do, and forgot... what was it?", "endoftext": false }, { "action": "You think", "response": "Yeah. Think real hard.\nSuddenly, you remember -- the paperwork! It never got filed! How could you have let a careless mistake slip by? You chide yourself, then remind yourself that it's been a hectic day -- anytime an office undergoes a 75% staff turnover, you can expect there's going to be a few loose ends left around when it's all over.\n\nGuess it's up to you to sort them out, then. Right?\n\nYou take your ink stamp firmly in hand. It's time to get to work. You're looking forward to it, really. After all, this is where you've always wanted to be, doing what you've always wanted to do. You could never find a better job than this, even if you spent your whole life looking.", "endoftext": false }, { "action": "You look at the button", "response": "You push it to get some coffee, if you think you can stomach it.", "endoftext": false }, { "action": "You break machine", "response": "You give the broken vending machine a good, hard thump. You thump it again, a bit harder this time. Next thing you know, you're pounding on the broken vending machine again and again for all you're worth -- you stop yourself, feeling a bit light-headed. Damn. You hate it when that happens.", "endoftext": false }, { "action": "You examine the workings", "response": "It's a lot of mechanical stuff, mostly beyond you. Anyway, it never worked right when it was intact, so why should it be of any use now?", "endoftext": false }, { "action": "You take the mechanisms", "response": "They're hardly portable.", "endoftext": false }, { "action": "Search mechanisms", "response": "You find nothing of interest.\n\nYou find nothing of interest.", "endoftext": false }, { "action": "You look at glasses", "response": "The thick, black, and somewhat sticky glasses are all that remains of that former bastard, Biedermeyer.", "endoftext": false }, { "action": "You look at gum", "response": "It's all over the place; dozens of nougat bars and hundreds of sticks of Beechnut, all squishing and melting underfoot.", "endoftext": false }, { "action": "You get the gum", "response": "What the hell for? It's worthless garbage. Let that bastard Biedermeyer clean it up, if he wants.", "endoftext": false }, { "action": "You examine the ceiling", "response": "The featureless grid of white, acoustical tiles hanging above your head is unbroken in every direction. Every third or fourth tile contains a softly humming fluorescent light.", "endoftext": false }, { "action": "You search the cabinets", "response": "It's just empty folders. All of it. There's absolutely nothing in here.", "endoftext": false }, { "action": "You examine the light", "response": "The ceiling is out of your reach.\n\nThe blue-white rectangles of brightly glowing plastic generate an irritating hum that just tickles the edge of human hearing. Occasionally, one of them will flicker slightly.", "endoftext": false }, { "action": "You get tile", "response": "(the silver tile)\nYou already have that.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying a silver tile, some glasses, a letter opener, a plastic cup, a fire extinguisher, the original crumpled dollar bill, a hanger, Furman's jacket, a pair of scissors, a shiny key, a wooden shim, a memo, some paperwork, a little white bottle (which is open), inside which are some gray pills, a little gray bottle (which is open), inside which are some white pills and an ink stamp.", "endoftext": false }, { "action": "You listen", "response": "You hear that ringing in your ears again, just like always. Damn sound never goes away.", "endoftext": false }, { "action": "You go to the north", "response": "The restroom door wheezes shut behind you as you pass through.\n\nEvery wall, fixture and counter surface in this restroom is painted an intolerably bright, eye-bending nuclear orange. The reasoning behind this choice of decor is unclear -- perhaps the hope is that someone who is tense enough to crack walnuts with his ass cheeks isn't going to be spending lots of time on a toilet seat. Anyway, there's a sink and mirror in the north wall, and a stall to the east. Or you could just leave to the south.\n\nThe gutted smoke detector hangs limply from the ceiling, its innards exposed and dangling.\n\nYou can also see the stool here.", "endoftext": false }, { "action": "You stand on the stool", "response": "Dropped.\nYou get onto the stool.", "endoftext": false }, { "action": "You look at the tiles", "response": "The featureless grid of white, acoustical tiles hanging above your head is unbroken in every direction. Every third or fourth tile contains a softly humming fluorescent light.", "endoftext": false }, { "action": "You jump", "response": "Your head slams painfully against the ceiling. Lousy, stupid, stinking, crappy ceiling! You try to rub your head and shake your fist at the same time, but the coordination required is beyond you.\n\n[You have just become a little bit more steamed.]", "endoftext": false }, { "action": "You put the stool on the desk", "response": "You put the stool on the desk.", "endoftext": false }, { "action": "You stand on the stool", "response": "(getting onto the desk)\n\nThat's not something you can enter.", "endoftext": false }, { "action": "You drop it", "response": "Dropped.", "endoftext": false }, { "action": "You stand on it", "response": "You get onto the stool.", "endoftext": false }, { "action": "You put shim on the stool", "response": "You put the wooden shim on the stool.", "endoftext": false }, { "action": "You put the tile on the stool", "response": "(the silver tile on the stool)\nYou put the silver tile on the stool.", "endoftext": false }, { "action": "You stand on the tile", "response": "(the silver tile)\nThat's not something you can enter.", "endoftext": false }, { "action": "You take the tile", "response": "(the silver tile)\nTaken.", "endoftext": false }, { "action": "Hint", "response": "Use the arrow keys to point to a question.\nPress ENTER to select the question.\nPress BACKSPACE to back out of the menu system.\n\n> Just what the hell is going on here, anyway?\nWhat do I do at my desk?\nWhat do I do at Furman's desk?\nWhat do I do in Biedermeyer's office?\nSo what do I do with this number?", "endoftext": false }, { "action": "You go north", "response": "The restroom door wheezes shut behind you as you pass through.\n\nEvery wall, fixture and counter surface in this restroom is painted an intolerably bright, eye-bending nuclear orange. The reasoning behind this choice of decor is unclear -- perhaps the hope is that someone who is tense enough to crack walnuts with his ass cheeks isn't going to be spending lots of time on a toilet seat. Anyway, there's a sink and mirror in the north wall, and a stall to the east. Or you could just leave to the south.\n\nThe gutted smoke detector hangs limply from the ceiling, its innards exposed and dangling.", "endoftext": false }, { "action": "You examine the ceiling", "response": "The ceiling is painted bright orange, just like everything else.", "endoftext": false }, { "action": "You hit the mirror with the fire extinguisher", "response": "You give the mirror a good, hard thump. You thump it again, a bit harder this time. Next thing you know, you're pounding on the mirror again and again for all you're worth -- you stop yourself, feeling a bit light-headed. Damn. You hate it when that happens.", "endoftext": false }, { "action": "You look at the detector", "response": "That piece of crap hasn't detected so much as a bugfart since the day they installed it. It only (and always) goes off whenever someone actually enters the bathroom, letting forth with a piercing shriek high enough to break up kidney stones. A further deterrent for anyone too comatose to be bothered by the paint, probably.", "endoftext": false }, { "action": "You cut the wall", "response": "(with the scissors)\nYou can't get the little blades around the wall well enough to cut it.", "endoftext": false }, { "action": "Hint", "response": "Use the arrow keys to point to a question.\nPress ENTER to select the question.\nPress BACKSPACE to back out of the menu system.\n\n> Just what the hell is going on here, anyway?\nWhat do I do at my desk?\nWhat do I do at Furman's desk?\nWhat do I do in Biedermeyer's office?\nSo what do I do with this number?", "endoftext": false }, { "action": "Go south", "response": "What few pathetic nods to biological necessity are allowed by the firm have been shoved away into the northeast corner. There's a coffee maker in the corner, a vending machine against the east wall, and a door to the restroom to the north.\n\nThe vending machine is lying face down and smashed amidst a pile of nougat bars and Beechnut gum.\n\nThere's a ragged hole hacked into the east wall, where the vending machine used to stand.", "endoftext": false }, { "action": "You take the phone", "response": "Silence. Nothing on the line but hissing silence.", "endoftext": false }, { "action": "You say", "response": "(to yourself)\nThere is no reply.", "endoftext": false }, { "action": "You turn the tile", "response": "(the silver tile)\nNothing obvious happens.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying a silver tile, a wooden shim, some glasses, a letter opener, a plastic cup, a fire extinguisher, the original crumpled dollar bill, a hanger, Furman's jacket, a pair of scissors, a shiny key, a memo, some paperwork, a little white bottle (which is open), inside which are some gray pills, a little gray bottle (which is open), inside which are some white pills and an ink stamp.", "endoftext": false }, { "action": "Hint", "response": "Use the arrow keys to point to a question.\nPress ENTER to select the question.\nPress BACKSPACE to back out of the menu system.\n\n> Just what the hell is going on here, anyway?\nWhat do I do at my desk?\nWhat do I do at Furman's desk?\nWhat do I do in Biedermeyer's office?\nSo what do I do with this number?", "endoftext": false }, { "action": "P.", "response": "Use the arrow keys to point to a question.\nPress ENTER to select the question.\nPress BACKSPACE to back out of the menu system.\n\nJust what the hell is going on here, anyway?\nWhat do I do at my desk?\nWhat do I do at Furman's desk?\nWhat do I do in Biedermeyer's office?\n> So what do I do with this number?\nHelpful Hints\n\nUse the arrow keys to point to a question.\nPress ENTER to select the question.\nPress BACKSPACE to back out of the menu system.\n\nJust what the hell is going on here, anyway?\nWhat do I do at my desk?\nWhat do I do at Furman's desk?\nWhat do I do in Biedermeyer's office?\n> So what do I do with this number?\n\nTry typing it into the keypad.", "endoftext": false }, { "action": "You examine the copier", "response": "The photocopier is a hulking technological monstrosity that you've never been able to satisfactorily figure out. It's got about fourteen billion buttons on it and the only one you know how to use is the big green one marked 'COPY'. There's also a lid on top (paper goes in), and a small hopper off to one side (paper comes out). That's as familiar as you've ever cared to (or are ever likely to) get with this thing.\n\nCurrently, the lid is open and the hopper contains a pile of shredded paper and a counterfeit bill.", "endoftext": false }, { "action": "You examine reader", "response": "Furman loves that reader; it's like his special toy. He never lets anyone else touch it -- says it's \"too complicated,\" though it can't be that difficult if a terminal moron like Furman can operate it. Anyway, the only controls are a toggle switch and a small button.\nThe microfiche reader is currently switched on.", "endoftext": false }, { "action": "You look at the keypad", "response": "It's a standard numeric keypad with keys from 0 to 9. It's looks simple enough, but you don't really know what it does.", "endoftext": false }, { "action": "Examine shredded", "response": "You did a handsome job; there isn't a scrap left big enough to be recognizable.", "endoftext": false }, { "action": "You type 9070 on the keypad", "response": "As you punch in the final digit, the copier starts to hum. Ominously. It's never made that sound before; not even the time you got your necktie caught in the collator and, in a fit of panic, started bludgeoning the cables in back with Furman's rolodex. No, that was more of a guttural wheeze. This is most definitely a hum.\n\nEver-wary, you take a few prudent steps back.\n\nSuddenly, the lid flies open! A blinding white light pours out through the glass, a coruscating torrent from the machine's inner core!\n\nThis is it, you think, throwing up your arms to shield your eyes. The whole thing's going nova. I'll never be frosty again --\n\n...and then the light is gone.\n\nSlowly, you open your eyes.\n\nWhere the copier once stood, there is now only a slightly lighter patch of carpet...\n\n...and a door.\n\n[You have just become a little bit more frosty.]", "endoftext": false }, { "action": "You examine the door", "response": "It's an utterly plain wooden door, painted white. There is a brass doorknob on it.", "endoftext": false }, { "action": "You open the door", "response": "Timidly, you reach out and turn the brass doorknob. It turns smoothly. You take a deep breath. You pull the door open.\n\nThe hinges creak, very slightly.\n\nLooking through the open doorway, you note with no small relief that the other side really is everything you'd always hoped it would be. Without an ounce of trepidation, you step through...\nHillside\nYou are standing at the top of a hill of velvety green, overlooking a scene of pastoral delight. In the valley below, young men and women in wispy robes frolic chastely about, dancing together amongst the wildflowers and the romping sheep. Everyone is laughing. Everyone has a pretty pink balloon that they hold by its string. It is innocence and carefree, everywhere you look.\n\nAlso, you notice immediately, you are naked. Completely naked. This doesn't bother you as much as part of you thinks it should.\n\nThe sun is just setting, and the sky is the beautiful color of the inside of seashells.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying nothing.\n\nAs you stand there, dumbfounded, you notice something large and pink gently bobbing toward you from out of the gorgeous sky. As it draws closer, you see that it is a naked fat man. He alights on the grass next to you and smiles in greeting.\n\n\"Welcome,\" he says in a comfortingly avuncular voice.", "endoftext": false }, { "action": "You ask the man about the fairy", "response": "He smiles and answers, \"My job is merely to ensure that your transition here is as comfortable as possible.\n\n\"We were hoping you would make it. It's been a long, difficult time for you, I know. But you'll find it much different here.\"", "endoftext": false }, { "action": "You ask man about the blue", "response": "\"All that is behind you now,\" says the fat naked man.\n\n\"You'll need these,\" he tells you, handing you a pink balloon and a gown of diaphanous material. \"They'll help you fit in. We've tried to provide an environment for you that is safe. Something that you'll have no trouble,\" he adds, indicating the valley with a sweep of his pudgy hand, \"...accommodating.\"", "endoftext": false }, { "action": "You ask the man about Robertson", "response": "\"All that is behind you now,\" says the fat naked man.\n\n\"Well, enjoy your stay,\" says the fat naked man, clapping you heartily on the back. \"Don't misbehave, now.\" He raises his eyebrows and taps the side of his nose, and for the first time you notice that he's wearing thick, black-framed glasses.\n\n\"Remember to stay frosty,\" he says as he floats away into the sunset.\n\nBut you hardly hear him. You are filled with a rapture, a fantastic sense of belonging like you have never before felt, as you skip down the hillside, balloon in hand. The young men and women welcome you with open arms, and everywhere sheep are bleating.\n\nYou know, then, that you could never find a better place than this, even if you spent your whole life looking.", "endoftext": false }, { "action": "You wait a while", "response": "*** You have learned to love yourself ***\n\nIn this game, you have finally managed to love life.\n\nThis, technically, is the actual \"end\" of the game. You can RESTART, RESTORE and all that jazz, if you want to, just like usual, or you can read the author's POSTSCRIPT.", "endoftext": true }, { "action": "You drop the balloon", "response": "But if you let go of the string, your balloon will fly away!\n\n\"Well, enjoy your stay,\" says the fat naked man, clapping you heartily on the back. \"Don't misbehave, now.\" He raises his eyebrows and taps the side of his nose, and for the first time you notice that he's wearing thick, black-framed glasses.\n\n\"Remember to stay frosty,\" he says as he floats away into the sunset.\n\nBut you hardly hear him. You are filled with a rapture, a fantastic sense of belonging like you have never before felt, as you skip down the hillside, balloon in hand. The young men and women welcome you with open arms, and everywhere sheep are bleating.\n\nYou know, then, that you could never find a better place than this, even if you spent your whole life looking.", "endoftext": true }, { "action": "You look at your surroundings", "response": "You are standing at the top of a hill of velvety green, overlooking a scene of pastoral delight. In the valley below, young men and women in wispy robes frolic chastely about, dancing together amongst the wildflowers and the romping sheep. Everyone is laughing. Everyone has a pretty pink balloon that they hold by its string. It is innocence and carefree, everywhere you look.\nThe fat naked man beams at you seraphically.\n\n\"You'll need these,\" he tells you, handing you a pink balloon and a gown of diaphanous material. \"They'll help you fit in. We've tried to provide an environment for you that is safe. Something that you'll have no trouble,\" he adds, indicating the valley with a sweep of his pudgy hand, \"...accommodating.\"", "endoftext": false }, { "action": "Break balloon", "response": "You give the pink balloon a good, hard thump. You thump it again, a bit harder this time. Next thing you know, you're pounding on the pink balloon again and again for all you're worth -- you stop yourself, feeling a bit light-headed. Damn. You hate it when that happens.\n\n\"Well, enjoy your stay,\" says the fat naked man, clapping you heartily on the back. \"Don't misbehave, now.\" He raises his eyebrows and taps the side of his nose, and for the first time you notice that he's wearing thick, black-framed glasses.\n\n\"Remember to stay frosty,\" he says as he floats away into the sunset.\n\nBut you hardly hear him. You are filled with a rapture, a fantastic sense of belonging like you have never before felt, as you skip down the hillside, balloon in hand. The young men and women welcome you with open arms, and everywhere sheep are bleating.\n\nYou know, then, that you could never find a better place than this, even if you spent your whole life looking.", "endoftext": true } ]
l7qf2lyc563kk84p
Roofed
Jim Munroe
[ "Science Fiction" ]
[ "on Jay Is Games", "parser", "post-apocalyptic", "siblings" ]
2,010
[ 1, 9, 2, 0, 0 ]
12
3.916667
20100601
false
You and your brother's job — scouring the city's highest spots for a rare building material in the year 2040 — is already hard enough. Now Anton's gone and gotten you trapped on a rooftop. Your acrobat bloodline will help you with the deadly heights, and your brain will figure out the genmodded plants — but will you be able to cope with having the most annoying big brother alive?
[ { "action": "%", "response": "Click.\n\nYou hear it clear across the rooftop. Or more, you feel the cold metal sound in your chest, and it quickly drops down to settle in your belly.\n\nType CREDITS for the full credits, HELP if you need it, and QUIT to exit the game.\n\nRooftop, halfway up the chimney\nYou're clinging to the side of the chimney. From here you can go down to the rooftop or attempt to climb further up the top of the chimney.\n\nAnd below you, looking up -- instead of standing by the access door to make sure it doesn't close, like you told him to about six times -- is your older brother Anton.\n\nAnton notices your frozen posture halfway up the chimney. \"What's the holdup?\" he says. \"Silk's not gonna collect itself, you know.\"", "endoftext": true }, { "action": "About yourself", "response": "You're wearing a striped sleeveless top, identical to your brother's except for the bush of chest hair he has coming out the top of his. Your chin has also refused to sprout anything that isn't embarrassing.\n\nYou are carrying nothing.\n\nAnton yells some climbing tips from below, which you ignore.", "endoftext": false }, { "action": "You examine the chimney", "response": "The brick chimney looks to be the oldest part of the building. On the upper part of the chimney there's a faded graffiti tag -- a circle with a cross within it.\n\nDown below you, Anton shades his eyes and watches you.", "endoftext": false }, { "action": "You look at Anton", "response": "Your brother Anton is a broad shouldered, bearded fellow with long tangled brown hair and eyes with a tendency to wander. His features are relaxed and calm. Like you, he's wearing the typical clothes of a silk collector, including the identical striped sleeveless top. He has the Claw and the containment unit.\n\nDown below you, Anton shades his eyes and watches you.", "endoftext": false }, { "action": "Up", "response": "You try to climb further up, but you can't find any more suitable finger and toe holds.\n\nAnton looks up, arms folded and nodding approvingly like he's your supervisor or something.", "endoftext": false }, { "action": "You climb the the chimney", "response": "You're not really close enough to Anton to do that. Might want to call him over first, or follow him.\n\nAnton yells some climbing tips from below, which you ignore.", "endoftext": false }, { "action": "You call Anton", "response": "Anton sees where you are and points to the ground, indicating that he'll be staying right where he is, thanks.\n\nAnton slaps a drumbeat on the chimney that you find distracting.", "endoftext": false }, { "action": "You examine tag", "response": "You stare at it and realize it's the symbol the Bad Seeds use in their revolutionary communiques.\n\nApparently this rooftop is their territory. One more reason to get the hell out of here.\n\nDown below you, Anton shades his eyes and watches you.", "endoftext": false }, { "action": "You examine the access door", "response": "The access door is across the rooftop. You can't tell for sure that it's closed from here, but that click sound does not make you hopeful.\n\nAnton looks up, arms folded and nodding approvingly like he's your supervisor or something.", "endoftext": false }, { "action": "You examine Anton", "response": "Your brother Anton is a broad shouldered, bearded fellow with long tangled brown hair and eyes with a tendency to wander. His features are relaxed and calm. Like you, he's wearing the typical clothes of a silk collector, including the identical striped sleeveless top. He has the Claw and the containment unit.\n\nAnton slaps a drumbeat on the chimney that you find distracting.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You're wearing a striped sleeveless top, identical to your brother's except for the bush of chest hair he has coming out the top of his. Your chin has also refused to sprout anything that isn't embarrassing.\n\nYou are carrying nothing.\n\nAnton yells some climbing tips from below, which you ignore.", "endoftext": false }, { "action": "You give you Claw", "response": "You're not really close enough to Anton to do that. Might want to call him over first, or follow him.\n\nDown below you, Anton shades his eyes and watches you.", "endoftext": true }, { "action": "Go downwards", "response": "You climb down, dropping the last couple of feet to...\n\nRooftop, at the base of the chimney\nA brick chimney looms above you. You're at the southeast corner of the square rooftop -- the door you came out of is to the west, an overgrown garden patch is to the northwest. You can also go north, though there's nothing that interesting there.\n\nYour brother Anton is here, plucking at his red-and-white striped sleeveless top.", "endoftext": false }, { "action": "You give you the Claw", "response": "Anton gives the Claw to you.\n\nAnton mumbles something about exploring and sets off towards the garden.", "endoftext": false }, { "action": "You examine Claw", "response": "An ingeniously crafted brass pole with pincers on one end, for those hard-to-get caches of spider silk, or as Anton insists on calling it, spizz. Adds another three feet to your reach.\n\nOver a bit, Anton pretends to shovel some dirt in his attempt at anti-farmer satire.", "endoftext": false }, { "action": "You examine the containment unit", "response": "A reinforced silk containment unit made by Harry's pal Rudi. It matches the Claw, which is a nice touch. It also has straps so you can wear it on your .\n\nAcross the rooftop, Anton is kicking the foliage, making a mess.", "endoftext": false }, { "action": "You wear the containment unit", "response": "Not from here, you can't.\n\nAnton comes over, looking bored. \"Remember, if you need any big brother advice on anything you can always ask Anton about silk or whatever.\"", "endoftext": false }, { "action": "You ask Anton about the silk", "response": "Anton nods. \"Oh yeah, we should totally get some silk before we get out of here, otherwise we're gonna be awful hungry tonight.\" He points at the chimney. \"And I bet you there's some in there. I can smell the sweet sweet spizz a mile off.\"", "endoftext": false }, { "action": "You ask Anton about the access door", "response": "Anton rolls his eyes. \"Don't worry, Toph, I used the bag to prop the door open.\" He doesn't look over at the obviously closed door.", "endoftext": false }, { "action": "You give you the the containment unit", "response": "Anton gives the containment unit to you.\n\nAnton is leaning against the chimney, trying to look cool.", "endoftext": false }, { "action": "You wear it", "response": "You put on the containment unit.\n\nAnton is making a sad attempt to climb the chimney, but stops when he sees you watching.", "endoftext": false }, { "action": "You look down", "response": "(downward)\nThere's nothing remarkable about the black surface of the rooftop. You just hope you don't end up having to sleep on it tonight.\n\nAnton is hiding behind the smokestack. Why, or from whom, you couldn't say.", "endoftext": true }, { "action": "Look around", "response": "Rooftop, at the base of the chimney\nA brick chimney looms above you. You're at the southeast corner of the square rooftop -- the door you came out of is to the west, an overgrown garden patch is to the northwest. You can also go north, though there's nothing that interesting there.\n\nBig brother Anton is here, his beefy arms crossed as he gazes at the city.\n\nAnton mumbles something about exploring and sets off towards the northeast corner.", "endoftext": false }, { "action": "Go upwards", "response": "Near the base, the cracked brick provides enough finger and toe holds to climb to...\n\nRooftop, halfway up the chimney\nAnton looks up, arms folded and nodding approvingly like he's your supervisor or something.", "endoftext": false }, { "action": "You look up", "response": "(upward)\nA darkish sky, a few clouds here and there.\n\nAnton looks up, arms folded and nodding approvingly like he's your supervisor or something.", "endoftext": false }, { "action": "You examine the chimney", "response": "The brick chimney looks to be the oldest part of the building. On the upper part of the chimney there's a faded graffiti tag -- a circle with a cross within it.\n\nAnton yells some climbing tips from below, which you ignore.", "endoftext": false }, { "action": "Up", "response": "You try to climb further up, but you can't find any more suitable finger and toe holds.\n\nDown below you, Anton shades his eyes and watches you.", "endoftext": false }, { "action": "You use Claw", "response": "You will have to be more specific about what you want to use the Claw with.\n\nAnton yells some climbing tips from below, which you ignore.", "endoftext": false }, { "action": "You use Claw on the chimney", "response": "Your attempt to take the chimney with the Claw makes you look as silly as Anton.\n\nDown below you, Anton shades his eyes and watches you.", "endoftext": true }, { "action": "Go down", "response": "You climb down, dropping the last couple of feet to...\n\nRooftop, at the base of the chimney\nYou can see Anton here, hitching up his pants.\n\nAnton is hiding behind the smokestack. Why, or from whom, you couldn't say.", "endoftext": false }, { "action": "You go northeast", "response": "The visible exits are north, northwest, west and up (to rooftop, halfway up the chimney).\n\nAnton is leaning against the chimney, trying to look cool.", "endoftext": false }, { "action": "You go northwest", "response": "Rooftop, garden patch\nLike a lot of buildings renovated in the 1990s, it's got a small garden patch. Fifty years later, it's still doing its best to hide the grey concrete and metal beneath. But it comes off as a bit of a green toupee in comparison to the entirely organic, silk-lined wooden skyscrapers they're building today in Mumbai and Shanghai.\n\nJudging by the rows of unruly plants, it's been a while since this garden was actively farmed. The access door is to the south, the chimney is to the southeast and there's an empty corner to the east.\n\nOff in the distance, Anton is making a sad attempt to climb the chimney, but stops when he sees you watching.", "endoftext": false }, { "action": "You examine garden", "response": "You move some the dense foliage out of the way, revealing two rows of short, bulbous vegetables separated by a plank.\n\nOver a bit, Anton is leaning against the chimney, trying to look cool.", "endoftext": false }, { "action": "You examine the vegetables", "response": "There's a lot of the squat shiny cucumbers.\n\nAcross the rooftop, Anton is hiding behind the smokestack. Why, or from whom, you couldn't say.", "endoftext": false }, { "action": "You take the cucumbers", "response": "Half-submerged in the ground, the plank is about a dozen feet long.\n\nOff in the distance, Anton is making a sad attempt to climb the chimney, but stops when he sees you watching.\n\nYou take one of the vegetables. It's heavier than you would have expected, and sits comfortably in the palm of your hand like it was designed to do so.\n\nOver a bit, Anton is leaning against the chimney, trying to look cool.", "endoftext": false }, { "action": "You take the plank", "response": "You try, but the plank is stuck too solidly in the ground for your skinny arms to move.\n\nAcross the rooftop, Anton is making a sad attempt to climb the chimney, but stops when he sees you watching.", "endoftext": false }, { "action": "You call Anton", "response": "Anton hears you and trots over. \"What? Did you find some silk?\"", "endoftext": false }, { "action": "You take the plank", "response": "Anton leans over and pulls at the edge of the plank. It moves a bit, but then he gives up with a shrug. It's irritating, because you know he's strong enough. When he's angry he's liable to break everything in sight -- you saw him uproot a tree once.\n\nAnton looks at you like you're joking, but when you're not smiling he gets flustered.", "endoftext": false }, { "action": "You examine the cucumber", "response": "(the vegetable)\nIt looks like a hand-sized football-shaped cucumber. The skin is a bit shiny, and as you tilt it in the light you see it's got a hologo of some sort -- a circle with a cross design -- you recognize it as being the same one from the chimney.\n\nAnton's mouth is moving and his eyes are glassy. Suddenly he throws his arms into the air and runs in a victory circle.", "endoftext": false }, { "action": "Go east", "response": "Rooftop, northeast corner\nThere's a great view of the city from here -- from this distance, if you squint, you can't really tell most of the buildings have been stripped and abandoned. You know that's why Anton's always trying to get you guys to collect up on the rooftops, even though they've mostly been picked clean years ago -- so he can stare at his precious Tower.\n\nAt the northernmost edge of the building you can see the street below, which you recognize as the place where you entered the building. The garden patch is to the west, the chimney is to the south and the exit door is southwest.\n\nOff in the distance, Anton thinks he sees a bug in the dirt, but it's just a pebble.", "endoftext": false }, { "action": "You eat the cucumber", "response": "You're about to, but at the last minute something stops you from biting into the taut green skin. There's something... weird about it.\n\nAcross the rooftop, Anton pretends to shovel some dirt in his attempt at anti-farmer satire.", "endoftext": false }, { "action": "You look at Tower", "response": "The city looks prettier at twilight, when you can't see the busted windows and the fireblackened walls. The Tower, aside from the structural damage, is pretty well off, since the windows at the top are intact -- high enough to ward off the most determined looters. So far.\n\nFor some reason, the arachnoids tended to nest in high areas, and there's nowhere higher than the Tower. Even twenty years after the giant mutant spiders died out silk collectors like your brother are still hell-bent on getting the legendary deposits they left on top of the pod.", "endoftext": false }, { "action": "You go to the southwest", "response": "Rooftop, by the exit\nTo the west you can see a nearby building, about the same height as the one you're on.\n\nThe garden patch is north, the chimney is east and the empty corner is northeast.\n\nThe concrete stairwell exit is a rectangle protruding at least fifteen feet from the rooftop, its only feature a closed metal door.\n\nFor (probably ill-advised) reasons of his own, Anton heads to the garden.", "endoftext": false }, { "action": "You look at the door", "response": "It's a rectangular cube sticking up out of the tarmac like a big white robot tooth. It's featureless except for the outline of a door, and the door is handleless.\n\nAnton comes by, patting his belly. He notices you looking at the door.\n\n\"Don't worry, Toph,\" he says. \"I put the bag --\"\n\nHis face falls when he looks at the door.\n\n\"I...\" He stares at the handleless door. \"Toph, you gotta believe me, I wedged the bag in there real good. I don't...\"", "endoftext": false }, { "action": "You open the door", "response": "There's no handle on this side.\n\nAnton pounds the locked door and yells for help, even though the two of you had walked up the six flights of stairs without seeing another soul.", "endoftext": false }, { "action": "You look at the building", "response": "It's similar to the one you're on, except that the exit door is hanging off its hinges. Instead of a garden there's a faded billboard for a long forgotten movie. Given its alphanumeric website address it's a few decades old at least.\n\nThere's probably a ten foot gap between the buildings.\n\n\"I bet I could jump that,\" Anton says, doing some leg stretches.\n\n\"You bet your life?\" you say, pointing to the ground below.\n\nAnton stops doing leg stretches.\n\nAnton's slumped down on the ground. \"OK. We need a plan.\" He looks at you hopefully.", "endoftext": false }, { "action": "You take the plank", "response": "Anton nods, but clearly he wasn't listening.\n\nAnton's still nervous, his eyes wide and his nostrils occasionally flaring.", "endoftext": false }, { "action": "You follow", "response": "(the access door)\nAnton seems less freaked out.", "endoftext": false }, { "action": "You follow you", "response": "Anton punches the door and then immediately regrets it.", "endoftext": false }, { "action": "Go north", "response": "Rooftop, garden patch\nThere's a plank between the rows of plants.\n\nYou can also see a row of vegetables here.\n\nFor (probably ill-advised) reasons of his own, Anton heads to the exit door.", "endoftext": false }, { "action": "You take the plank", "response": "You're not really close enough to Anton to do that. Might want to call him over first, or follow him.\n\nOver a bit, Anton is sitting on the ground. He's discovered that the tarmac is slightly soft and is pressing his hand into it to make a print.", "endoftext": false }, { "action": "You call Anton", "response": "Anton hears you and trots over. \"What? Did you think of a plan?\"", "endoftext": false }, { "action": "You get the the plank", "response": "Anton leans over and pulls at the edge of the plank. It moves a bit, but then he gives up with a shrug. It's irritating, because you know he's strong enough. When he's angry he's liable to break everything in sight -- you saw him uproot a tree once.\n\nAnton looks at you like you're joking, but when you're not smiling he gets flustered.", "endoftext": false }, { "action": "You tell Anton about the plank", "response": "\"You thinking what I'm thinking?\" Anton says. \"We can chop it up and sell it on the chopstick market!\"", "endoftext": false }, { "action": "Dig", "response": "What do you want to dig?", "endoftext": false }, { "action": "You dig the garden", "response": "What do you want to dig the plants with?", "endoftext": false }, { "action": "You dig the plants with Claw", "response": "That's a precision instrument -- you shudder to think what Harry would say if you got it all clogged up with dirt.\nYour attempt to dig the garden with the Claw makes Anton snicker.\n\nAnton is kicking the foliage, making a mess.", "endoftext": false }, { "action": "You examine the foliage", "response": "It makes you think about that girl at the market who's always encouraging you to come down to help out on their farm. But no, Anton would never go for that.\n\nAnton's mouth is moving and his eyes are glassy. Suddenly he throws his arms into the air and runs in a victory circle.", "endoftext": false }, { "action": "Inventory", "response": "You're wearing a striped sleeveless top, identical to your brother's except for the bush of chest hair he has coming out the top of his. Your chin has also refused to sprout anything that isn't embarrassing.\n\nYou are carrying a vegetable, the containment unit (being worn and empty) and the Claw.\n\nAnton thinks he sees a bug in the dirt, but it's just a pebble.", "endoftext": false }, { "action": "You hit Anton", "response": "Knocking some sense into your brother is tempting, but you know from experience that it's a waste of time.\n\nAnton pretends to shovel some dirt in his attempt at anti-farmer satire.", "endoftext": false }, { "action": "You throw the cucumber at Anton", "response": "(the vegetable at Anton)\nConvincing yourself that an old fashioned food fight will let off some steam, you throw the veggie at Anton. It smashes into his chest, and -- disturbingly -- grey-green vines burst forth from the mess at a shocking speed to encircle your brother.\n\nThere's a moment where he's tied up as effectively as if with rope, and then his stunned expression starts to darken.\n\nAnton's arms strain. \"No... trap... from a stupid FARMER,\" bursting through the tendrils, \"...can hold a Karrento!\"\n\nThe vines fall off of him into a pile at his feet and begin to rot.\n\nAnton's still mad, kicking at the tarmac.", "endoftext": false }, { "action": "You get the the plank", "response": "He funnels his rage into pulling the plank free of the dirt in a cloud of dust!\n\nAnton picks up the plank.\n\nAnton seems to have cooled down.", "endoftext": false }, { "action": "You take the cucumber", "response": "You grab another of the cucumbery vegetables.\n\nAnton's mouth is moving and his eyes are glassy. Suddenly he throws his arms into the air and runs in a victory circle.", "endoftext": false }, { "action": "Go southeast", "response": "Rooftop, at the base of the chimney\nOff in the distance, Anton is kicking the foliage, making a mess.", "endoftext": false }, { "action": "You throw the cucumber at the chimney", "response": "Leaving your hand like a green oblong snowball, it smacks into the chimney and sends out its viney tendrils around and around the structure until the tough vines cover the surface.\n\nAnton strolls by and lets out a low whistle. \"Those farmers are getting trickier every year.\"", "endoftext": false }, { "action": "Go upwards", "response": "Near the base, the cracked brick provides enough finger and toe holds to climb to...\n\nRooftop, halfway up the chimney\nAnton looks up, arms folded and nodding approvingly like he's your supervisor or something.", "endoftext": false }, { "action": "Go upwards", "response": "The latticework of vines helps you scale the surface...\n\nRooftop, top of the chimney\nYou're on the lip of the chimney, the inside of which has been mostly bricked up.\n\nYou can see the whole rooftop from here.\n\nInside an alcove you spot a small amount of spider silk.\n\nDown below you, Anton shades his eyes and watches you.", "endoftext": false }, { "action": "You examine the silk", "response": "It's white, with just a tiny bit of a shimmer in certain lights. Weird to think it'll end up in some organic skyscraper in Asia somewhere, reinforcing a wooden beam or strut.\n\nDown below you, Anton shades his eyes and watches you.", "endoftext": false }, { "action": "You take it", "response": "Silk's reactive with organic substances, which is why it's so valuable for reinforcing building materials. If you're wondering how reactive, you only have to look at Harry's friend Two-Fingers Nancy.\n\n\"Toph, you see any of the white stuff up there? We gotta get us some spizz...\" Anton calls from below.", "endoftext": false }, { "action": "You take the silk with Claw", "response": "Carefully you pinch the silk with the Claw and gently wind the strands around. Harry gives you a slightly better price for it when it's in one piece and free of debris.\n\nYou put it into the containment unit and engage the lock. Success!\n\n\"Toph, you see any of the white stuff up there? We gotta get us some spizz...\" Anton calls from below.", "endoftext": true }, { "action": "Go downward", "response": "You take a moment to appreciate the view before you climb down, to appreciate the lack of Anton's inane chatter that fills every moment of every day.\n\nSomething about the top of the access door cube across the rooftop catches your eye. It seems to have a bulge.\n\nDown below you, Anton shades his eyes and watches you.", "endoftext": false }, { "action": "You examine bulge", "response": "You have to squint to see it across the rooftop -- it's easy to miss, being white-on-white, but you realize that the top of the access door cube has a lump of spider silk.\n\nYou've never seen a deposit that big. It's like, good-ol-days big.\n\nDown below you, Anton shades his eyes and watches you.", "endoftext": true }, { "action": "Go downward", "response": "Rooftop, halfway up the chimney\nAnton looks up, arms folded and nodding approvingly like he's your supervisor or something.", "endoftext": false }, { "action": "You go northwest", "response": "The visible exits are up (to rooftop, top of the chimney) and down (to rooftop, at the base of the chimney).\n\nAnton looks up, arms folded and nodding approvingly like he's your supervisor or something.", "endoftext": true }, { "action": "You go downwards", "response": "You climb down, dropping the last couple of feet to...\n\nRooftop, at the base of the chimney\nAnton is here.\n\nAnton is hiding behind the smokestack. Why, or from whom, you couldn't say.", "endoftext": false }, { "action": "Go northwest", "response": "Rooftop, garden patch\nYou can see a rotting mess and a row of vegetables here.\n\nFor (probably ill-advised) reasons of his own, Anton heads to the exit door.", "endoftext": false }, { "action": "You take the cucumber", "response": "As you grab another veggie Anton gives you a poke in the bum and you drop it into the patch.\n\nIt explodes, and the vegetable it hit explodes, and so on around the patch until all the vegetables are gone.\n\nAnton shakes his head and wanders off. \"Smooth as silk, Toph. Smooth. As. Silk.\"", "endoftext": false }, { "action": "You tell Anton about the bulge", "response": "You're not really close enough to Anton to do that. Might want to call him over first, or follow him.\n\nOver a bit, Anton is examining the exit door minutely.", "endoftext": false }, { "action": "You tell Anton about bulge", "response": "Anton hears you and trots over. \"What? Did you think of a plan?\"\n\nAnton squeezes you on the shoulder. \"Nice grab!\" You go on to tell him about the much larger cache you've spotted. His eyes grow bigger and bigger until you think they might pop out of his head.", "endoftext": false }, { "action": "You check your inventory", "response": "You're wearing a striped sleeveless top, identical to your brother's except for the bush of chest hair he has coming out the top of his. Your chin has also refused to sprout anything that isn't embarrassing.\n\nYou are carrying the Claw and the containment unit (being worn), inside which is a small amount of spider silk.\n\nAnton points off to another point of the rooftop. \"Gonna see what I can see,\" he says as he walks away. \"Just give a call when you need me.\"", "endoftext": false }, { "action": "You examine Anton", "response": "Your brother Anton is a broad shouldered, bearded fellow with long tangled brown hair and eyes with a tendency to wander. His features are relaxed and calm. Like you, he's wearing the typical clothes of a silk collector, including the identical striped sleeveless top. He has a plank.\n\nAcross the rooftop, Anton appears to be negotiating with the door, but it doesn't seem to be going well.", "endoftext": false }, { "action": "You look at the plank", "response": "It's about a dozen feet long.\n\nOff in the distance, Anton appears to be negotiating with the door, but it doesn't seem to be going well.", "endoftext": false }, { "action": "You go south", "response": "Rooftop, by the exit\nAnton is here.\n\nThe concrete stairwell exit is a rectangle protruding at least fifteen feet from the rooftop, its only feature a closed metal door.\n\nAnton is examining the exit door minutely.", "endoftext": false }, { "action": "Up", "response": "It's too high to jump to, and the cube's surface has no climbable nooks and crannies.\n\nAnton punches the door and then immediately regrets it.", "endoftext": false }, { "action": "You ask Anton for the plank", "response": "Anton gives the plank to you.\n\nAnton is sitting on the ground. He's discovered that the tarmac is slightly soft and is pressing his hand into it to make a print.", "endoftext": false }, { "action": "You climb the plank", "response": "You like climbing for climbing's sake, but even so you don't see the point of that.\n\nAnton farts, pretends you did it, and then heads off, shooting back disgusted looks from the garden.", "endoftext": false }, { "action": "You put the plank on the cube", "response": "You do your best, leaning the plank against the wall of the fifteen foot cube. Then Anton wanders by and notices what you're up to. \"You could just climb me, Toph, I'm way more useful than that stupid farmer's plank.\"", "endoftext": false }, { "action": "You climb Anton", "response": "To free your hands for climbing a bit, you drop the plank.\nWith ease that you've had since childhood, you scramble up your brother's body and end up standing on his shoulders. The body memory makes you recall, with a twinge, how proud your parents were of this ability when you were a toddler.\n\nThe top of the exit cube is now only a few inches from your fingertips.", "endoftext": false }, { "action": "You take the silk with Claw", "response": "You'd rather leave it in the containment unit, unless you have some specific idea of what you'd like to do with it.", "endoftext": false }, { "action": "You get on the cube", "response": "That's not something you can enter.\n\nAnton shifts and looks up with a pained look, and since you're not doing anything you decide to climb down off his shoulders.", "endoftext": false }, { "action": "You climb Anton", "response": "You climb Anton, amazed at his pungent smell given that you'd bathed just yesterday. One of his many mysteries.\n\nThe top of the exit cube is now only a few inches from your fingertips.", "endoftext": false }, { "action": "You jump", "response": "You bend your knees and with a jump you get your fingers hooked around the ridge of the roof. Anton goes sprawling, but a few seconds later you've pulled yourself up to...\n\nRooftop, on top of the exit cube\nThe top of the access door structure is a bit weathered but solid, holding you easily. You can go down from here.\n\nYou half-think the silk is a trick of the light, but no. Here it is. A big sticky lump of spider silk.\n\nDown below you, Anton shades his eyes and watches you.", "endoftext": false }, { "action": "You take the silk with Claw", "response": "(the large amount of spider silk with the Claw)\nYou use the Claw to stuff the container full of silk. You've never filled the container before. You can't wait to see the look on Harry's face -- you'll be able to eat for weeks on this. You close the container.\n\nAnton looks up, arms folded and nodding approvingly like he's your supervisor or something.", "endoftext": true }, { "action": "You go downward", "response": "Rooftop, by the exit\nAnton is here.\n\nThe concrete stairwell exit is a rectangle protruding at least fifteen feet from the rooftop, its only feature a closed metal door.\n\nYou can also see a plank here.\n\nAnton appears to be negotiating with the door, but it doesn't seem to be going well.", "endoftext": false }, { "action": "You take the plank", "response": "Taken.\n\nAnton is examining the exit door minutely.", "endoftext": false }, { "action": "You look at the building", "response": "It's similar to the one you're on, except that the exit door is hanging off its hinges. Instead of a garden there's a faded billboard for a long forgotten movie. Given its alphanumeric website address it's a few decades old at least.\n\nThere's probably a ten foot gap between the buildings.\n\nAnton wanders off to the northeast corner.", "endoftext": false }, { "action": "You put the plank on the gap", "response": "The plank now provides a very narrow escape route to the west.\n\nOff in the distance, Anton is staring at the sky, a goofy grin on his face.", "endoftext": false }, { "action": "You go west", "response": "Anton arrives at Rooftop, garden patch from the east.", "endoftext": false }, { "action": "Go west", "response": "Channelling your tightrope-walking ancestors, you place one foot in front of the other, trying not to think about--\n\n--you've never backstepped this fast but it might not be fast enough but then Anton grabs you in a big bear hug and pulls you to safety.\n\nRooftop, by the exit (in Anton's bear hug)\nTo the west you can see a nearby building, about the same height as the one you're on.\n\nThe garden patch is north, the chimney is east and the empty corner is northeast.\n\nOn the nearby building is a plank.\n\nThe concrete stairwell exit is a rectangle protruding at least fifteen feet from the rooftop, its only feature a closed metal door.\n\n\"TOPH!\" At first you think you're shaking, but then you realize it's Anton.", "endoftext": false }, { "action": "You look at the plank", "response": "It's about a dozen feet long with a crack in the middle.\n\nAnton's eyes are darting around fearfully, he's muttering \"Careful, careful careful...\"", "endoftext": false }, { "action": "You examine the billboard", "response": "What hasn't been bleached by the sun has been soaked through by the rain. But you can just make out the URL: www.ghostswithshitjobs.com.\n\nYou give your brother a squeeze and a pat on the back and the catatonic look leaves his face. He looks at you happily and then shakes you, pushes you away.\n\nThe plank is still in one piece, barely. You lean over to pull it in but seeing the pavement below gives you a sick fantasy of having your brains spread over them. You take a few stumbling steps back from the edge and sit on the tarmac.", "endoftext": false }, { "action": "You get the plank with Claw", "response": "It's too lightweight a tool for that.\n\nAnton sees what you're trying to do and pulls in the plank himself.\n\n\"That was a close one, Toph. Geez. The closest.\"", "endoftext": false }, { "action": "You ask Anton, to go west", "response": "Anton nods. \"I could make that jump easy, Toph. But then where would that leave you?\"\n\nAnton looks at you like you're joking, but when you're not smiling he gets flustered.\n\nThe plank sticks up where it's cracked and Anton stomps it flat.\n\n\"You shoulda tied off. Collectors die every day from being stupid.\"\n\n\"Tied off?\" you say, \"With the rope in the bag YOU LOST?!\" The familiar rage you feel at your brother burns away the last of nausea in your belly.\n\n\"No,\" he says with a sullen kick at the tarmac.", "endoftext": false }, { "action": "Open containment unit", "response": "Don't fiddle about with the SCU. It's for spider silk-related things only.\n\nAnton's still nervous, his eyes wide and his nostrils occasionally flaring.", "endoftext": false }, { "action": "You put the silk on the plate", "response": "Which do you mean, the large amount of spider silk or the small amount of spider silk?", "endoftext": false }, { "action": "You put the small amount of the silk on the plank", "response": "You lay it over the length of the wood, making sure to cover the crack. It hisses and smokes dramatically, the wood blackening wherever the white fibre makes contact.\n\nBlinking the smoke from your eyes, you panic that it's the wrong kind of wood -- but the hissing has stopped.\n\nAnton looks at the board and at you with a baffled look on his face.\n\nAnton seems less freaked out.", "endoftext": false }, { "action": "You look at Anton", "response": "Your brother Anton is a broad shouldered, bearded fellow with long tangled brown hair and eyes with a tendency to wander. His features are relaxed and calm.\n\nAnton punches the door and then immediately regrets it.", "endoftext": false }, { "action": "You examine the plank", "response": "It's about a dozen feet long with a crack in the middle and shiny black veins where the silk has reacted with it.\n\nAnton wanders off to the exit door.", "endoftext": false }, { "action": "Go west", "response": "There's a ten foot gap. You could always climb pretty much anything, but long jump was never your strong suit.\n\nAnton is sitting on the ground. He's discovered that the tarmac is slightly soft and is pressing his hand into it to make a print.", "endoftext": false }, { "action": "You put the plank on the gap", "response": "You need to be holding the plank before you can put it on top of something else.\n\nAnton appears to be negotiating with the door, but it doesn't seem to be going well.", "endoftext": false }, { "action": "You take the plank", "response": "Taken.\n\nAnton is sitting on the ground. He's discovered that the tarmac is slightly soft and is pressing his hand into it to make a print.", "endoftext": false }, { "action": "You put the plank on the gap", "response": "The plank now provides a very narrow escape route to the west.\n\nAnton is examining the exit door minutely.", "endoftext": false }, { "action": "Go west", "response": "You look back at your brother. \"OK, Anton. I'll go across first to make sure it's safe. Then you.\"\n\nAnton looks anxious. \"I don't think so, Toph. I mean, you almost got turned into sidewalk jam the last time. Can't you just go down and open the the door from the inside?\"\n\nIt's a bad idea to leave your brother alone. The last time you left Anton by himself he got his pinky finger stuck in a pipe so bad he ended up sleeping with it for a week. But it's obvious he's not going to go across in this nervous state. You need to get his mind off the danger.\n\nAnton punches the door and then immediately regrets it.", "endoftext": false }, { "action": "Continue", "response": "You've gotta show Anton something that'll take his mind off the very real chance of death first.\n\nAnton farts, pretends you did it, and then heads off, shooting back disgusted looks from the northeast corner.", "endoftext": false }, { "action": "You show the silk to Anton", "response": "Which do you mean, the large amount of spider silk or the small amount of spider silk?", "endoftext": false }, { "action": "Large amount", "response": "Anton flips open the container and his eyes bug out of his head when he sees how much silk there is. \"Wha--\"\n\nAnton is blazing with excitement, all anxieties forgotten.", "endoftext": false }, { "action": "Go west", "response": "Before you step out onto the plank, you look back at your brother. \"Now we gotta be extremely careful with--\"\n\nAnton makes a contemptuous sound. \"Careful!?! If we were careful we never would have gotten trapped on a roof and made the score of the century,\" Anton raves, his face beaming. \"Let's go! I can't wait to see Harry's face!\"\n\nHe pushes you to the side and strides out onto the plank.", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\nHalf way across, right on the crack, he turns around and looks at you with his big, puppy-dog eyes.\n\nHe raises his arms in the air. \"Take that, Pachenkos! You can't trap the Karrento Brothers!\"\n\nNot wanting to draw attention to the incredible danger he's in, you just raise your arms and try to smile.", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\nAnton throws his head back and guffaws, then walks safely to the other end of the plank.\n\n\"C'mon Toph, let's go blow Harry's mind!\"", "endoftext": false }, { "action": "Go west", "response": "You cross the plank -- still totally stable, the spizz really works -- and join your brother.\n\nArm in arm, you head down the stairs, chanting \"KAR-REN-TO!\"\n\nHeading to Harry's to cash in your silk, you pass the alley between the buildings where you could have fallen to your death. You look away, not willing to face what could have happened, and instead clamber up on your brother's shoulders. You grab his thick mane of hair as he starts to gallop like a horse, just like when you were kids.", "endoftext": true }, { "action": "You look around", "response": "Conciousness is slowly returning...\nSomething inside is telling you to wake up. Part of your mind says \"Sunrise approaches.\"\n\nUnderneath your dream you feel a deep shiver... It is a chime, the bell of a clock-tower. Another follows, and another. You count them, fully awake suddenly, counting them down. Six. Five. Four. Three.\n\nYour eyes close, and your stomach tightens in anticipation. The sheets around you feel very safe.\n\nTwo. One.\n\nThe first ray of sunlight lances through the slats in the window-blind. It strikes your eyes, and you feel yourself go.", "endoftext": true } ]
7rt7gxoc2nf1muao
Shelter from the Storm
Eric Eve
[ "Historical" ]
[ "built-in hints", "first person", "Historical", "mystery", "parser", "past tense", "present tense", "second person", "second world war", "TADS", "TADS 3", "Third person" ]
2,009
[ 2, 17, 4, 0, 0 ]
23
3.913043
20090603
false
It is set in October 1940. Jack is a newly-commissioned sapper officer on his way to his first posting somewhere on Salisbury Plain (in southern England) when his car breaks down. The weather is starting to turn nasty, and his first task is to find shelter from the brewing storm. When he finds it, he'll encounter a whole lot more than he bargained for, as it becomes gradually apparent that things are not as they are meant to seem.
[ { "action": "%", "response": "NOTE: Most IF games are narrated in the second person and the present tense (e.g. \"You are empty-handed\"). Shelter from the Storm lets you choose which person (first, second or third), and tense (present or past) you would like the game to be narrated in. Please select your option by selecting S from the menu below before starting a new game.\n\nI -- Instructions (recommended for new players)\n\nPlease type S, I, R, or Q\n\nPlease select one of the following to set the person and tense in which Shelter from the Storm will be narrated:\n\n1. First person, present tense (e.g. \"I am empty-handed\")\n\n2. Second person, present tense (e.g. \"You are empty-handed\")\n\n3. Third person, present tense (e.g. \"Jack is empty-handed\")\n\n4. First person, past tense (e.g. \"I was empty-handed\")\n\n5. Second person, past tense (e.g. \"You were empty-handed\")\n\n6. Third person, past tense (e.g. \"Jack was empty-handed\")\n\nNOTE If you later change your mind you can change your choice at any time during play using the commands FIRST PERSON, SECOND PERSON and THIRD PERSON to change person, and the commands PRESENT TENSE and PAST TENSE to change tense.", "endoftext": true }, { "action": "6", "response": "I -- Instructions (recommended for new players)\n\nPlease type N, S, I, R, or Q", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "1. How to Play Interactive Fiction\n2. About Shelter from the Storm\n3. Extra Navigation Commands - GO TO and CONTINUE\n4. If you get stuck - THINK and THINK HARDER\n5. Credits\n\nSelect a topic number, or press 'p' for the previous menu or 'q' to quit:", "endoftext": false }, { "action": "2", "response": "Works of Interactive Fiction are typically narrated in the second person and present tense (e.g. \"You see a gold ring here\"). From time to time there have been discussions whether this convention represents the best way of conveying an interactive narrative. Shelter from the Storm allows you, the player, to experiment with this by choosing the person (and the tense) in which the game is narrated. The opening screen of the game asks you to choose the person and tense of the game before you start, but you can also change your choice during the course of play. In particular during play you can change between first, second and third person with the commands:\n\nTHIRD PERSON\n\nYou can also change between present and past tense with the commands:\n\n\n\n[The End]\nHelp Menu\n\n1. How to Play Interactive Fiction\n2. About Shelter from the Storm\n3. Extra Navigation Commands - GO TO and CONTINUE\n4. If you get stuck - THINK and THINK HARDER\n5. Credits\n\nSelect a topic number, or press 'p' for the previous menu or 'q' to quit:", "endoftext": false }, { "action": "5", "response": "First and foremost, all credit to Michael J. Roberts for creating TADS 3, and Michel Nizette for his work on devising a neat tense-switching mechanism, which was subsequently incorporated into the adv3 library; without their work this project would have been impossible.\n\nBut just as important, many thanks to my sterling team of beta-testers: Jim Aikin, Radical Al, Parham Doustdar, Keaton Graves, Jonathan Li, Reiko, Michael Neal Tenuis, and Jack Welch. Without them a huge number of tense/person switching typos would have gone uncorrected, as well as a number of more serious bugs (including various cunning ways of getting the game into an unwinnable state). As a result of all their efforts this game is a far more polished offering than it otherwise would have been. The blunders that remain are, of course, no one's fault but my own.\n\n[The End]", "endoftext": false }, { "action": "3", "response": "As with virtually all works of Interactive Fiction, you can move round the world of Shelter from the Storm using standard compass-movement commands like NORTH, EAST, UP and DOWN. In addition you can use the commands GO TO and CONTINUE to move around.\n\nThe command GO TO X or FIND X (the two mean the same thing) sends you in the direction of X. X can either be a previously-visited room, or a previously-seen object (in which case GO TO X will send you to the last location where you saw X).\n\nThe GO TO command takes you only on the first step of your journey. To continue your journey you can use the command CONTINUE (which can be abbreviated to C). Note that a CONTINUE command does not have to come immediately after a GO TO or CONTINUE command. You could, for example, enter the command GO TO KITCHEN and then enter a whole series of commands for examining and interacting with your next location before issuing a CONTINUE or C command to carry on towards the kitchen.\n\n[The End]\nHelp Menu\n\n1. How to Play Interactive Fiction\n2. About Shelter from the Storm\n3. Extra Navigation Commands - GO TO and CONTINUE\n4. If you get stuck - THINK and THINK HARDER\n5. Credits\n\nSelect a topic number, or press 'p' for the previous menu or 'q' to quit:", "endoftext": false }, { "action": "%", "response": "NOTE: Most IF games are narrated in the second person and the present tense (e.g. \"You are empty-handed\"). Shelter from the Storm lets you choose which person (first, second or third), and tense (present or past) you would like the game to be narrated in. Please select your option by selecting S from the menu below before starting a new game.\n\nI -- Instructions (recommended for new players)\n\nPlease type S, I, R, or Q", "endoftext": false }, { "action": "6", "response": "Please select one of the following to set the person and tense in which Shelter from the Storm will be narrated:\n\n1. First person, present tense (e.g. \"I am empty-handed\")\n\n2. Second person, present tense (e.g. \"You are empty-handed\")\n\n3. Third person, present tense (e.g. \"Jack is empty-handed\")\n\n4. First person, past tense (e.g. \"I was empty-handed\")\n\n5. Second person, past tense (e.g. \"You were empty-handed\")\n\n6. Third person, past tense (e.g. \"Jack was empty-handed\")\n\nNOTE If you later change your mind you can change your choice at any time during play using the commands FIRST PERSON, SECOND PERSON and THIRD PERSON to change person, and the commands PRESENT TENSE and PAST TENSE to change tense.\n\nI -- Instructions (recommended for new players)\n\nPlease type N, S, I, R, or Q", "endoftext": false }, { "action": "You go north", "response": "Few things can be worse than breaking down on a dark night in a strange place, and even more when it looks like it's just starting to rain, and you're in danger of being late for your first posting. Unfortunately, that was precisely what had just happened to Jack that night.\n\nJack was on his way to the camp he had been ordered to, but he suspected that he must have taken a wrong turn somewhere -- easy enough to do with so many signposts taken down in case of a German invasion. Then just to cap it all, his car had just broken down, leaving him stuck out in in the middle of nowhere (or somewhere on the outskirts of Salisbury Plain, which amounted to much the same thing), still miles away from where he was meant to be.\n\nJack was standing in the middle of a long road running roughly east-west between thick hedgerows. His car lay abandoned about a few hundred yards up the road to the east. Further to the east the road ran across miles of open countryside (as Jack knew because he'd just driven across it).", "endoftext": false }, { "action": "About yourself", "response": "Jack was a man of about twenty, dressed in khaki battledress.\n\nIt was just starting to rain.", "endoftext": false }, { "action": "You examine the battledress", "response": "It was khaki, of course, and still a little rough in that Jack hadn't got round to getting his tailor to work on it, as some officers did; he was still rather conscious of the single pip of a second lieutenant on each shoulder.\n\nThere was a temporary lull in the rain, but it didn't last long.", "endoftext": false }, { "action": "You examine Jack", "response": "Jack was a man of about twenty, dressed in khaki battledress.\n\nIt continued to drizzle.", "endoftext": false }, { "action": "Inventory", "response": "Jack was carrying nothing, and was wearing a beret and khaki battledress.\n\nThe rain looked like it could soon become quite unpleasant.", "endoftext": false }, { "action": "You look at the beret", "response": "It was a khaki beret with a Royal Engineers cap badge.", "endoftext": false }, { "action": "You examine the badge", "response": "Jack knew what it looked like without having to look: a bursting bomb with the motto Ubique.", "endoftext": false }, { "action": "You go to the car", "response": "He'd just come from there, and he knew there was no point trying further east, since he had just driven through miles of open countryside. Jack's only chance of finding something seemed to lie in the other direction.", "endoftext": false }, { "action": "Go west", "response": "Jack walked about half a mile down the road until he arrived at a gap in the hedgerow.\n\nThe road continued more or less straight east and west from here, with thick hedge on both sides, except just to the north where there was a gap that looked like the end of someone's drive. Unfortunately, the small wooden sign by the side of the gap looked far from welcoming.\n\nObvious exits: North, East, West\n\nThe rain started to get heavier.", "endoftext": false }, { "action": "Dance", "response": "The word \"dance\" is not necessary in this story.\n\n(If this was an accidental misspelling, you can correct it by typing OOPS followed by the corrected word now. Any time the story points out an unknown word, you can correct a misspelling using OOPS as your next command.)", "endoftext": false }, { "action": "You examine the sign", "response": "The wooden sign was firmly planted in the ground next to the hedge. On it was inscribed \"Wendle Manor\" in relatively ancient lettering, with \"Private - Keep Out!\" added subsequently in angry red print.\n\nIt was definitely starting to rain more heavily.", "endoftext": false }, { "action": "You examine the hedge", "response": "There were thick hedgerows on both sides of the road; too thick to penetrate and too high to climb, apart from the wide gap just to the north.\n\nA gust of wind blew some rain into Jack's face.", "endoftext": false }, { "action": "Shit", "response": "(sit)\n(You can use the TYPO command to disable the typo-correction feature.)\n\n(on the ground)\nJack sat on the ground.\n\nThe rain was getting worse.", "endoftext": false }, { "action": "You enter the porch", "response": "The brick-built porch is a small, semi-enclosed area that at least affords some shelter from the rain, though little from the cold. It's almost completely bare, apart from the front door immediately to the north; to the south lies the way out back into the drive.\n\nObvious exits: North, South\n\nAs Jack steps into the porch, the rainfall intensifies by twofold or threefold, and a moment later there's a simultaneous searing flash of lightning and tumultuous crack of thunder.", "endoftext": false }, { "action": "You examine the door", "response": "The front door is made of solid wood, with no sign of a window. Next to the door is an old-fashioned bell pull and an off-putting notice.\n\nThe rain continues to pelt down furiously just outside the porch.", "endoftext": false }, { "action": "Firstperson", "response": "(first person)\n\nOkay, the game is now in the first person.", "endoftext": false }, { "action": "You read the notice", "response": "It reads: NO HAWKERS, NO CIRCULARS, NO UNNECESSARY CALLERS.\n\nThe rain seems to be trying to outdo the days of Noah.", "endoftext": true }, { "action": "You look at your surroundings", "response": "The brick-built porch is a small, semi-enclosed area that at least affords some shelter from the rain, though little from the cold. It's almost completely bare, apart from the front door immediately to the north; to the south lies the way out back into the drive.\n\nObvious exits: North, South\n\nThere's no let up in the downpour.", "endoftext": false }, { "action": "You ring bell", "response": "I pull the bell and hear a ringing from somewhere inside the house.\n\nLightning flashes across the sky, accompanied by loud thunder.", "endoftext": false }, { "action": "You knock on the door", "response": "I feel it would be politer to give whoever's inside a chance to respond to my first attempt.\n\nI can't hear any immediate response to my summons, but it's a large house and I realize that it might take someone a while to reach the front door.", "endoftext": false }, { "action": "Shit", "response": "(sit)\n\n(on the floor)\nI sit on the floor.\n\nI hear someone moving around inside the house - the sound of footsteps approaching the door.", "endoftext": false }, { "action": "You stand", "response": "Okay, I'm now standing.\n\nThe front door finally opens.\n\nA somewhat stern-looking woman, presumably the housekeeper from her dress and demeanour, appears in the doorway. \"Yes?\" she says, in heavily accented English. \"Vot is it you vant? Can you not read?\"\nShe indicates the sign by the door with a fierce stare and a tap of her hand.\n\n(My immediate thoughts are to either explain my plight, or talk about the weather.)", "endoftext": false }, { "action": "You explain", "response": "\"My car's just broken down,\" I explain, \"half a mile or so down the road. I should be reporting to my camp tonight, only -- well, I wondered if I might use your phone.\"\n\n\"I am sorry,\" she replies, \"but Mr Croxley does not want any callers - not for any reason. You will have to find a telephone somewhere else.\"\n\n(I feel I could either ask where else to find a phone, try pleading harder, or ask her about Mr Croxley.)", "endoftext": false }, { "action": "Xyzzy", "response": "A large puff of black and red smoke appears, out of which steps a confused and terrified Adolf Hitler. Now forced by my powerful magic to obey my every whim, Hitler ends the war, surrenders Germany and all its conquered territories to the British Empire in perpetuity, and devotes the rest of his life to advocating social justice for downtrodden peasant farmers in South America.\n\nThat's a load of old rubbish, of course. If only things were so easy, but magic words are singularly ineffectual in modern warfare, so the only result of uttering \"xyzzy\" is to leave me feeling rather foolish.\n\nThe housekeeper glares at me, waiting for me to speak up or go - preferably the latter, if her expression is anything to go by.", "endoftext": false }, { "action": "You tell her about the wall", "response": "\"Mr Croxley not seeing visitors, whatever you say,\" she replies.\n\n(I feel I could either ask where else to find a phone, try pleading harder, or ask her about Mr Croxley.)", "endoftext": false }, { "action": "You tell her about the war", "response": "\"This not my problem; you must try somewhere else,\" she suggests.\n\n(I feel I could either ask where else to find a phone, try pleading harder, or ask her about Mr Croxley.)", "endoftext": false }, { "action": "You plead harder", "response": "\"Look, I'm really sorry to bother you and all that, but I really am in a bit of a fix here,\" I plead. \"As I said, my car's broken down and there doesn't seem to be anywhere else for miles around. This is my first posting and I really need to get to my camp. Can't you just let me in for half a minute to make a quick phone call?\"\n\n\"The Croxleys are not receiving visitors,\" she replies stonily.\n\"Please go now.\"\n\n(I feel I could either ask where else to find a phone, try pleading harder, demand that she let me in, or ask her about Mr Croxley.)", "endoftext": false }, { "action": "You ask the woman about Croxley", "response": "\"Why are the Croxleys so anxious to avoid visitors?\" I ask.\n\n\"It has been a very difficult time for them,\" she tells me. \"So many tragic deaths in the family! They wish to be left alone with their grief - so, please go away!\"\n\n(I feel I could either ask where else to find a phone, try pleading harder, or demand that she let me in.)", "endoftext": false }, { "action": "Demand", "response": "\"Now look here, there's a war on and I'm a British army officer in need of assistance,\" I insist, my outward pomposity masking a growing inward desperation. \"I demand that you let me in - in the name of the King! Otherwise I shall have to assume that...\"\n\n\"Ach - all right, all right!\" she interrupts, her shoulders visibly sagging. \"Everywhere it is the same; everywhere men in uniform come knocking on doors to bully the Jews! You better come in.\" With evident reluctance she stands aside to let me pass.", "endoftext": false }, { "action": "You enter", "response": "I follow the housekeeper inside.\n\nThe hall is quite dimly lit, with dark, oak-panelled doors to east and west, the front door to the south, and a passage (effectively a continuation of the hall) leading off to the north. Against the west wall, next to a small table, a venerable grandfather clock faces a pair of stern Victorian portraits staring down from the opposite wall.\n\nOn the small table is a telephone.\n\nThe housekeeper closes the front door after I follow her inside. She points across the hall and tells me, \"The telephone is just there. You may make your call - quickly, please, so that you do not disturb anyone.\"\n\nObvious exits: North, South, East, West", "endoftext": false }, { "action": "You examine the housekeeper", "response": "She is, I would guess, somewhere in her late thirties or earlier forties, a rather morose looking woman with thick black curly hair and dark, unsmiling eyes.", "endoftext": false }, { "action": "You ask her about the germany", "response": "\"The phone is there,\" she points firmly. \"Just make your call.\"\n\n\"The telephone is just over there,\" the housekeeper tells me, pointing to the handset. \"Just pick it up to make your call.\"", "endoftext": false }, { "action": "You call germany", "response": "I pick up the receiver, but the line is dead. I try pressing the hook several times, but to no avail; the telephone remains obstinately unresponsive, so I drop the receiver back on its hook.\n\n\"So - do you just stare at the telephone or do you make your call?\" the housekeeper demands. \"Be quick, please, before you disturb the Croxleys; they should not find you here.\"\n\nI see no germany here.", "endoftext": false }, { "action": "You tell the housekeeper about the phone", "response": "\"I can't get this phone to work,\" I complain.\n\n\"Ach - you're an officer and you cannot even use the phone?\" she replies. \"You should try harder!\"", "endoftext": false }, { "action": "You pick up the phone", "response": "I pick up the receiver a second time, but the telephone remains just as dead as before, so I replace it again.\n\n\"What is the matter?\" the housekeeper asks, seeing the way I am staring at the receiver.\n\n(I think I should either tell her about the telephone, or complain.)", "endoftext": false }, { "action": "You tell her", "response": "What do you want to tell her about?", "endoftext": false }, { "action": "Telephone", "response": "(the camp)\nI try the phone yet again, but it remains obstinately unresponsive.", "endoftext": false }, { "action": "Complain", "response": "\"This phone isn't working,\" I complain.\n\n\"That is odd - it was working half an hour ago,\" she replies. \"Now I try it.\" She picks up the phone and listens to the receiver with an intense frown, and then starts beating the hook far harder than I did.\n\nJust as she drops the useless receiver back on its hook, there's a second, louder, click as a door opens to the west. Through it walks a strikingly attractive young woman. For a bare moment she pauses in her stride as she and I stare at each other, me in frank admiration, the young woman in apparent irritation. Then, turning to the housekeeper she asks, \"What's happening here? Why did you let this man in, Hilda?\"\n\n\"I am sorry, Miss Croxley, but he insist,\" the housekeeper explains. \"He demands to use our telephone - in the King's name, he say! - but the telephone is kaput.\"\n\n\"That must be the storm, bringing the wires down,\" the young woman mutters. Then she turns to me and asks, \"And who are you, lieutenant, to come barging in here 'in the King's name'?\"\n\n(At this point I could either introduce myself, apologize for the intrusion, or explain my plight.)", "endoftext": false }, { "action": "You apologize", "response": "\"I'm really sorry to intrude like this, Miss Croxley,\" I apologize, \"especially as I understand there's been a bereavement in the family...\"\n\n\"Several,\" she interrupts me bleakly. \"But it's not your sympathies I want, lieutenant, just an explanation of what gives you the right to demand entry into our home.\"", "endoftext": false }, { "action": "You introduce", "response": "\"I'm Jack Percy,\" I reply. \"My car broke down, about a mile down the road from here, and I'm meant to be reporting for duty this evening.\"\n\n\"That could be a problem,\" she remarks, her frown starting to soften. \"Somehow I don't think you'll be going anywhere tonight - not in this, not without your car. I'm Angela Croxley by the way,\" she adds, offering me her hand.\n\n(It seems best to either apologize for intruding, or shake her hand.)", "endoftext": false }, { "action": "You shake her hand", "response": "I shake her hand, saying, \"Sorry to intrude on you like this, Miss Croxley.\"\n\n\"Don't mention it, lieutenant,\" she assures me. \"There's nowhere else for miles you could have come. Now...\"\n\nAt this point there's a loud creak from upstairs. Seeing me glance up, she says, a little hastily, \"It's an old house, it does that sometimes. Now, the question is, what are we going to do with you, Mr Percy? Well - I suppose you must be hungry after your travails. Can we get you something to eat?\"\n\n(My immediate thoughts are to either say yes or no, thank her, or ask her about the creaking sound.)", "endoftext": false }, { "action": "Thank her", "response": "\"Thank you very much, that would be just what the doctor ordered!\" I declare.\n\n\"My pleasure,\" she smiles, \"I'm afraid we ate our main meal at lunch and we shan't be eating dinner, what with the rationing and all that, but Hilda will take you to the kitchen and fix you a bite to eat, won't you, Hilda?\"\n\n\"As you say, Miss Croxley,\" the housekeeper replies without evident enthusiasm.\n\n\"I'll be in the drawing room,\" Angela Croxley tells me. \"Come and find us when you're done with Hilda, and we'll work out what's to be done with you.\" She flashes me a brief smile and walks back out through the west door.\n\nHilda meanwhile walks over to the front door and locks it, before turning to me and saying, \"This way!\", indicating that I am to follow her to the north.\n\nThat command can't be used right now.", "endoftext": false }, { "action": "Go north", "response": "Hilda leads the way down the passage.\n\nThis is the widest part of the hall, where it opens out to accommodate the flight of stairs that leads up to the east. On the other side of the hall a dark panelled door stands closed to the west, while the hall itself continues to both north and south.\n\nHilda is waiting for me to follow her down the passage to the north.\n\nObvious exits: North, South, West, Up", "endoftext": false }, { "action": "Go north", "response": "Hilda leads the way down the passage.\n\nThe hall passage comes to an end outside a brown door to the north. Other doors lead east and west, while the passage runs south towards the main entrance hall.\n\nHilda is waiting for me to follow her through the door to the east.\n\nObvious exits: North, South, East, West", "endoftext": false }, { "action": "You go east", "response": "(first opening the east door)\nI follow Hilda through the door into the kitchen.\n\nThe kitchen looks large enough to accommodate the platoon of culinary staff who may have worked here before the war. Circumstances are now reduced, however, leaving the place rather bare: a large wooden table at one end, with a single hard wooden chair right next to it, now comprises the bulk of the furniture. A long, old-fashioned cooking range runs along the east wall, while doors lead off to west, south and north, a calendar being attached to the last of these.\n\nHilda stops in the middle of the kitchen and turns to face me.\n\n\"You are wondering what a German woman is doing in this house,\" she remarks. \"I tell you. I am a Jew, and Germany is no good for Jews now. I leave Germany two years ago and come here. Too many Jews disappearing back home, and very bad things happen to them. So that why I come here. Now I find you something to eat.\"\n\nShe goes over to the oven, takes out a saucepan, and puts it on the stove.\n\nObvious exits: North, South, West", "endoftext": false }, { "action": "You examine hilda", "response": "She is, I would guess, somewhere in her late thirties or earlier forties, a rather morose looking woman with thick black curly hair and dark, unsmiling eyes. She's busily preparing something for me to eat.\n\nHilda adjusts the cooker.", "endoftext": false }, { "action": "You ask Hilda about Jews", "response": "\"You found things bad in Germany?\" I ask.\n\n\"Very bad. Far worse for Jews than anyone here can imagine,\" she tells me, \"and getting worse all the time!\"\n\nHilda fiddles with a loaf of bread.", "endoftext": false }, { "action": "You ask Hilda about germany", "response": "She's already told me that things in Germany are unimaginably bad for Jews and getting worse.\n\nHilda stirs something in the pot.", "endoftext": false }, { "action": "You ask Hilda about herself", "response": "\"How do you come to be working here?\" I ask.\n\n\"I need position. I see advertisement in paper. I come to interview. They give me job,\" she replies. \"Mr Croxley needed someone to look after the house after his wife was killed,\" she adds.\n\nHilda takes something out of a cupboard.", "endoftext": false }, { "action": "You ask about the wife", "response": "\"What happened to Mrs Croxley?\" I ask.\n\n\"Terrible!\" she replies. \"Mrs Croxley go to London to visit her sister, about two months ago. There was an air-raid. A bomb fell on the house where she was staying, and they were all killed. Mr Croxley has many reasons to hate Germans.\"\n\nHilda takes the pot off the oven and pours the contents into a bowl, which she places in front of me along with two slices of dry brown bread. \"Is not much,\" she says, \"but there is a war on, and the rationing...\"\n\nI thank her for the soup, and drink it gratefully, dunking the dry bread into it to make it more palatable. Once I have finished she takes the bowl away again and begins to clear up.\n\n\"You know where to find Mr Croxley?\" she asks. \"Back down the hall and the last door on the right.\"", "endoftext": false }, { "action": "You ask her about Angela", "response": "\"You should go and find Mr Croxley,\" she tells me. \"He will be expecting you.\"", "endoftext": false }, { "action": "You ask her about the mr croxley", "response": "\"I am not wishing to talk now; I have many things to do,\" she replies. \"You must go and find Mr Croxley.\"", "endoftext": false }, { "action": "You examine her", "response": "She is, I would guess, somewhere in her late thirties or earlier forties, a rather morose looking woman with thick black curly hair and dark, unsmiling eyes. She's busily clearing up the remains of my frugal supper.", "endoftext": true }, { "action": "You look around", "response": "The kitchen looks large enough to accommodate the platoon of culinary staff who may have worked here before the war. Circumstances are now reduced, however, leaving the place rather bare: a large wooden table at one end, with a single hard wooden chair right next to it, now comprises the bulk of the furniture. A long, old-fashioned cooking range runs along the east wall, while doors lead off to west, south and north, a calendar being attached to the last of these.\n\nHilda is busily clearing up the remains of my frugal supper.\n\nObvious exits: North, South, West", "endoftext": false }, { "action": "Examine calendar", "response": "It is one of those plain calendars that simply lists the days of the current month in a square grid; it is currently showing October 1940.", "endoftext": false }, { "action": "You go to Croxley", "response": "(going west)\n\nThe hall passage comes to an end outside a brown door to the north. Other doors lead east and west, while the passage runs south towards the main entrance hall.\n\nObvious exits: North, South, East, West\n\n(To continue on your way use the command CONTINUE or C).", "endoftext": false }, { "action": "You continue", "response": "(going south)\n\nThis is the widest part of the hall, where it opens out to accommodate the flight of stairs that leads up to the east. On the other side of the hall a dark panelled door stands closed to the west, while the hall itself continues to both north and south.\n\nObvious exits: North, South, West, Up\n\n(To continue on your way use the command CONTINUE or C).\n\nThere's another creak from upstairs, followed by the sound of footsteps and a door closing.", "endoftext": false }, { "action": "You continue", "response": "(going south)\n\nThe hall is quite dimly lit, with dark, oak-panelled doors to east and west, the front door to the south, and a passage (effectively a continuation of the hall) leading off to the north. Against the west wall, next to a small table, a venerable grandfather clock faces a pair of stern Victorian portraits staring down from the opposite wall.\n\nOn the small table is a telephone.\n\nObvious exits: North, South, East, West\n\nI have arrived at the place where I last saw Angela Croxley.", "endoftext": false }, { "action": "Go north", "response": "The hall passage comes to an end outside a brown door to the north. Other doors lead east and west, while the passage runs south towards the main entrance hall.\n\nObvious exits: North, South, East, West", "endoftext": false }, { "action": "Go south", "response": "This is the widest part of the hall, where it opens out to accommodate the flight of stairs that leads up to the east. On the other side of the hall a dark panelled door stands closed to the west, while the hall itself continues to both north and south.\n\nObvious exits: North, South, West, Up", "endoftext": false }, { "action": "You go west", "response": "(first opening the west door)\n\nThe pale gold wallpaper in the lounge looks rather splendid, but the furniture seems surprisingly spartan for such a grand house. Indeed, there is little here apart from four upright chairs and a low wooden table, all rather dwarfed by the size of the room. There are also doors to north and east.\n\nOn the low wooden small table is a magazine.\n\nObvious exits: North, East", "endoftext": false }, { "action": "Examine magazine", "response": "It seems to be some kind of theatrical magazine, dated September 1940.", "endoftext": false }, { "action": "You read it", "response": "(first taking the theatrical magazine)\nI leaf quickly through the magazine, and find it to be full of play reviews and actors' gossip, which really isn't my kind of thing.", "endoftext": false }, { "action": "Go north", "response": "(first opening the north door)\n\nA polished wooden dining table, large enough to seat eight or ten with comfort, dominates the centre of the room, though only four chairs are placed round it, while a heavy old sideboard stands to one side. Doors lead out to east and south.\n\nOn the sideboard is a dinner plate.\n\nObvious exits: South, East", "endoftext": false }, { "action": "You go to the east", "response": "(first opening the west door)\n\nThe hall passage comes to an end outside a brown door to the north. Other doors lead east and west, while the passage runs south towards the main entrance hall.\n\nObvious exits: North, South, East, West", "endoftext": false }, { "action": "Go south", "response": "This is the widest part of the hall, where it opens out to accommodate the flight of stairs that leads up to the east. On the other side of the hall a dark panelled door stands open to the west, while the hall itself continues to both north and south.\n\nObvious exits: North, South, West, Up", "endoftext": false }, { "action": "Go south", "response": "The hall is quite dimly lit, with dark, oak-panelled doors to east and west, the front door to the south, and a passage (effectively a continuation of the hall) leading off to the north. Against the west wall, next to a small table, a venerable grandfather clock faces a pair of stern Victorian portraits staring down from the opposite wall.\n\nOn the small table is a telephone.\n\nObvious exits: North, South, East, West", "endoftext": false }, { "action": "Go west", "response": "The drawing room looks commodious and comfortable, but its faded green wallpaper suggests that it hasn't been decorated in a while. The principal furniture is arranged in a broad-U: two large armchairs placed opposite each other with a settee ranged in between at right angles to both of them so that it faces the fireplace. The door back out to the hall stands to the east, behind one of the chairs.\n\nOn the mantelpiece are three photographs.\n\nAngela Croxley is sitting on the sofa.\n\nA man I take to be Angela's father is sitting in the further armchair, facing the door.\n\nObvious exits: East He rises from his chair at my entrance and extends his hand.\n\n\"Arthur Croxley,\" he introduces himself. \"How do you do. I trust Hilda looked after you properly?\"\n\n(My immediate thoughts are to either say yes, or shake his hand.)", "endoftext": false }, { "action": "You examine Angela", "response": "She's undoubtedly a strikingly attractive young woman, what some might call an English rose. She's somewhere in her twenties, perhaps a few years older than I, and has a pleasant, open, round face framed by a generous bounty of wavy blonde hair. She is sitting on the sofa.\n\n\"Hilda - she looked after you properly?\" Mr Croxley prompts me.", "endoftext": false }, { "action": "You look at Arthur", "response": "He is probably about sixty, or maybe in his late fifties, with a rather suave air about him.\n\n\"Hilda - she looked after you properly?\" Mr Croxley prompts me.", "endoftext": false }, { "action": "Yes", "response": "\"Yes indeed,\" I reply, \"just what the doctor ordered, thank you.\"\n\n\"Good,\" he nods. \"Now, do take a seat. We've just been discussing what to do with you. I'm afraid it really isn't at all convenient for us to put you up overnight.\"\n\n\"But,\" Angela breaks in, \"we can hardly just turn you out on a night like this! So we thought that we'd wait a bit to see if they mend the phones, and if not, and the worst came to the worst, you could sleep down here on the sofa - that will be all right, won't it Mr Percy?\"\n\n(Amongst other things, I could say yes or no, or thank her.)", "endoftext": false }, { "action": "You examine the photograph", "response": "Which photograph do you mean, the photograph of an RAF pilot, the photograph of a soldier, or the photograph of a woman?", "endoftext": false }, { "action": "Thank her", "response": "\"Thank you, that would be very kind,\" I reply.\n\n\"Good, that's settled then,\" she declares.\n\nMr Croxley sits on the further armchair. \"Very well, then,\" Mr Croxley sighs. \"Lieutenant, since it seems you're destined to spend the evening with us, do please take a seat. So, tell me, where were you trying to get to?\"\n\n(My immediate thoughts are to either refuse to answer, or tell him about my camp.)", "endoftext": false }, { "action": "You sit", "response": "(on the spare armchair)\nI sit on the spare armchair.", "endoftext": false }, { "action": "Shit", "response": "(sit)\n\n(on the spare armchair)\nI sit on the spare armchair.", "endoftext": false }, { "action": "You tell Arthur about the camp", "response": "\"I've been posted to a camp on Salisbury Plain,\" I tell him, \"but that's really as much as I'm at liberty to say.\"\n\n\"Quite so, lieutenant, careless talk and all that,\" he approves.\n\"Well, at least it shouldn't be too far for you to reach in the morning.\"", "endoftext": false }, { "action": "You ask Arthur about himself", "response": "\"So tell me, sir, what do you do?\" I ask.\n\n\"Oh nothing very exciting, I assure you,\" he replies with a self-deprecating smile. \"I'm just a country solicitor - wills, conveyancing, that sort of thing.\"", "endoftext": false }, { "action": "You ask Arthur about Hilda", "response": "\"I'm a little surprised to find you employing a German housekeeper,\" I remark. \"I thought they were locking up German nationals as enemy aliens!\"\n\n\"Not all of them,\" he replies. \"Hilda is Jewish - she came to this country a year or two back. Things got very bad for German Jews after Kristallnacht, and I gather most of the rest of her family managed to get themselves arrested one way or another. I hardly think there's any risk of her being a closet Nazi!\"", "endoftext": false }, { "action": "You ask Arthur about Angela", "response": "\"Tell me about your daughter,\" I suggest.\n\n\"I'm sure she's quite capable of telling you about herself,\" he points out.", "endoftext": false }, { "action": "You ask Angela about Angela", "response": "\"Tell me about yourself, Miss Croxley, what do you do these days?\" I ask.\n\n\"These last few months I've just been helping my father sort things out,\" she replies. \"What with my mother dying, and Tony, and Adam... well, there's a lot of sorting out to do, and as you can imagine my father needs a bit of support right now.\"", "endoftext": false }, { "action": "You ask Angela about the house", "response": "She rather deftly changes the subject, so I quickly find myself talking about something quite different.\n\n\"Do you see those photographs, Mr Percy?\" Mr Croxley asks suddenly, nodding towards the mantelpiece. \"They're the cost of this war, you know!\"", "endoftext": false }, { "action": "You look at the photographs", "response": "Two are of young men in uniform, one army, the other RAF. The third is of a middle-aged woman.", "endoftext": false }, { "action": "You ask the mr about the photographs", "response": "\"The photographs on the mantelpiece - are they members of your family?\" I enquire.\n\n\"Yes,\" he replies, a little brusquely. \"Mary was my wife. She was killed in an air-raid in London two months ago. The boy in RAF uniform, that's my older son Adam. He was shot down over Kent in July - he didn't make it, I'm afraid. The other boy is my younger son Tony. He got trapped at Dunkirk and didn't make it either.\"\n\n(Amongst other things, I could say how sorry I am.)", "endoftext": false }, { "action": "You say sorry", "response": "\"I'm so sorry for your loss, sir,\" I say. \"To have lost any one of them would be terrible enough, but all three in the space of a few months - I hardly know what to say!\"\n\n\"There's nothing you can say - you or anyone else,\" he replies grimly, \"but you'll understand why we're not over-eager to entertain hordes of visitors right now.\"", "endoftext": false }, { "action": "2", "response": "Works of Interactive Fiction are typically narrated in the second person and present tense (e.g. \"You see a gold ring here\"). From time to time there have been discussions whether this convention represents the best way of conveying an interactive narrative. Shelter from the Storm allows you, the player, to experiment with this by choosing the person (and the tense) in which the game is narrated. The opening screen of the game asks you to choose the person and tense of the game before you start, but you can also change your choice during the course of play. In particular during play you can change between first, second and third person with the commands:\n\nTHIRD PERSON\n\nYou can also change between present and past tense with the commands:\n\n\n\n[The End]", "endoftext": false }, { "action": "You ask Arthur about the wendle manor", "response": "\"This is quite a house you have here, sir,\" I remark.\n\n\"It is quite a pile, isn't it?\" he replies. \"It's been in the family for years, but it feels like the three of us are rattling around in it rather now. When my sons were living here too, it was different - but those days are gone for good.\"\n\nI hear the crunch of gravel as a car comes to a halt up on the drive just outside. Mr Croxley throws a mildly irritated glance at the window, as if to say \"Who could that be?\"", "endoftext": false }, { "action": "You stand", "response": "Okay, I'm now standing.\n\n\"Please do take a seat,\" Mr Croxley insists, waving towards the vacant armchair.\n\nThere's the sound of a car door slamming, and a few moments later the front door bell rings. Angela Croxley starts to get up, but her father motions her to stay put, saying \"Hilda will get it; that's what we pay her for.\"", "endoftext": false }, { "action": "You listen", "response": "From the sound of the wind and rain it seems there's quite a storm brewing.\n\n\"I'm sure you'll get more than enough exercise once you've arrived at your camp,\" Mr Croxley suggests, \"so why don't you give your legs a rest while you have the chance?\"\n\nFootsteps clatter up the hall as someone - presumably the housekeeper - goes to answer the front door. There follows a brief rattle as the front door is opened, then an equally brief exchange of voices.", "endoftext": false }, { "action": "You examine the window", "response": "The window is hidden behind the curtains.\n\n\"I really can't have you standing over me all evening,\" Mr Croxley complains. \"Do please sit down, Mr Percy.\"\n\nThere's a quick knock and Hilda pokes her head round the door. \"Sorry to disturb you, Mr Croxley,\" she says, \"but there's a Mr Graham here to see you.\"\n\nMr Croxley frowns in mild irritation and then gives a curt nod. \"Very well, then, Hilda, I'd better see him in the study.\" Rising to his feet he adds, \"If you'll excuse me for a few minutes, Mr Percy, I'm sure Angela can keep you amused.\"\n\nWith a second curt nod, this time to his daughter, he strides from the room.\n\n\"I'm sure my father won't be long,\" Angela Croxley assures me, with just the hint of a smile. \"In the meantime, why don't you tell me more about yourself, Mr Percy? Have you been in the army long?\"", "endoftext": false }, { "action": "You sit", "response": "(on the spare armchair)\nI sit on the spare armchair.\n\n\"Did you not hear me, Mr Percy?\" Angela Croxley asks, \"I asked if you had been the army long - so, have you?\"", "endoftext": false }, { "action": "No", "response": "\"No, not really,\" I reply. \"I joined the TA in '37 and then got called up when the TA was embodied last year. I spent a few months under canvas in muddy fields doing nothing particular, and then got selected for OCTU[1]. I've only just received my commission.\"\n\n\"What made you join the Territorials in '37?\" she enquires.\n\n(My immediate thoughts are to either blame Hitler, or say it was my friends.)\n\n(A number in [square brackets] like the one above refers to a footnote, which you can read by typing FOOTNOTE followed by the number: FOOTNOTE 1, for example. Footnotes usually contain added background information that might be interesting but isn't essential to the story. If you'd prefer not to see footnotes at all, you can control their appearance by typing FOOTNOTES.)", "endoftext": false }, { "action": "Friends", "response": "\"Oh, a whole lot of my friends were joining the local platoon, so I thought I'd go along too,\" I tell her.", "endoftext": false }, { "action": "Note 1", "response": "\"I see,\" she remarks with a gentle smile, \"though somehow I suspect there may have been a bit more to it than that. So, have you been enjoying the army?\"\n\nOCTU = Officer Cadet Training Unit, a unit for training the commissioned officers needed for Britain's rapidly expanding wartime army (which obviously couldn't all be supplied by Sandhurst).", "endoftext": false }, { "action": "No", "response": "\"No, not really,\" I reply, \"but it has its moments. In any case, nothing seems that tough after boarding for five years at a public school, believe me! Besides...\"\n\nJust at that moment the drawing door opens again and Mr Croxley takes a step into the room. \"Angela, I wonder if you could join us for a moment?\" he asks, then turning to me he adds, \"We'll be back in just a jiffy, Mr Percy, if you wouldn't mind waiting here. I expect Graham will be able to offer you a lift when we're done.\"\n\nAngela Croxley rises to her feet then follows her father out of the room, pausing by the door to look back and flash me an apologetic smile, saying, \"See you in a minute; be good!\"\n\nAnd then they are both gone, leaving me alone in the drawing room.", "endoftext": false }, { "action": "You look behind the curtain", "response": "I know better than to mess with the blackout at night; I don't want to attract German bombers.\n\nI distinctly hear the sound of someone walking about upstairs.", "endoftext": false }, { "action": "You look", "response": "Drawing Room (sitting on the spare armchair)\nThe drawing room looks commodious and comfortable, but its faded green wallpaper suggests that it hasn't been decorated in a while. The principal furniture is arranged in a broad-U: two large armchairs placed opposite each other with a settee ranged in between at right angles to both of them so that it faces the fireplace. The door back out to the hall stands to the east, behind the chair on which I'm sitting.\n\nOn the mantelpiece are three photographs.\n\nObvious exits: East\n\nSomewhere upstairs a door closes.", "endoftext": false }, { "action": "Go east", "response": "(first standing up)\n\nThe hall is quite dimly lit, with dark, oak-panelled doors to east and west, the front door to the south, and a passage (effectively a continuation of the hall) leading off to the north. Against the west wall, next to a small table, a venerable grandfather clock faces a pair of stern Victorian portraits staring down from the opposite wall.\n\nOn the small table is a telephone.\n\nObvious exits: North, South, East, West", "endoftext": false }, { "action": "You go to the north", "response": "This is the widest part of the hall, where it opens out to accommodate the flight of stairs that leads up to the east. On the other side of the hall a dark panelled door stands open to the west, while the hall itself continues to both north and south.\n\nObvious exits: North, South, West, Up\n\nI hear the sound of someone coughing upstairs.", "endoftext": false }, { "action": "Up", "response": "I climb the staircase up to the floor above.\n\nAt first sight, this part of the landing has a rather higgledy-piggledy appearance, with doors leading off in all directions, the space being divided by the stair banister, and the landing continuing past the banister to the south. As I get my bearings I observe that the doors lead off to north, northeast, east and west.\n\nObvious exits: North, South, East, West, Northeast, Down\n\nI hear the sound of a toilet flushing just to the east.", "endoftext": false }, { "action": "Go east", "response": "(first trying to open the east door)\nThe east door seems to be locked.", "endoftext": false }, { "action": "Go north", "response": "(first opening the north door)\n\nMy first impression is of the sheer size of this room, almost enough for a couple of football pitches, I think. Of course that is a wild exaggeration, but it is large for a bedroom, with plenty of empty floorspace left over even with a large double bed and heavy chest of drawers occupying their share. Looking around further little else catches my eye apart from the pale cream wallpaper and doors to south and west.\n\nOn the chest of drawers is a family photo.\n\nObvious exits: South, West", "endoftext": false }, { "action": "You examine photo", "response": "The photograph shows what looks like a family group. Mr Croxley looks much as he does in the flesh, suggesting that the photo is fairly recent. The young man in the picture closely resembles that in the picture of Tony Croxley in the drawing room. The three women in the picture are less familiar. All three have dark, curly hair, worn a bit shorter on the older woman than the younger two. The older woman strikes me as being a bit plain, while the younger two, though sufficiently like her to be her daughters, look moderately pretty.", "endoftext": false }, { "action": "You go to the west", "response": "The master bathroom looks as if it has been completely refurbished sometime in the last few years; the fittings are all styled with nineteen-thirties chic, while the white tiles covering the walls all look still quite new. The door out is to the east, while a small round waste bin sits under the washbasin.\n\nObvious exits: East", "endoftext": false }, { "action": "You look in the bin", "response": "(first opening the waste bin)\n\nThere's a screwed-up ball of paper at the bottom of the bin.", "endoftext": false }, { "action": "You get the paper", "response": "Taken.", "endoftext": false }, { "action": "You unscrew it", "response": "I flatten out the scrumpled fragment of paper as best I can.", "endoftext": false }, { "action": "You read it", "response": "Only a few words are visible: \"... plan now seems unworkable...\n... may be advisable to terminate Durbury...\"\n\nOnly a few words are visible: \"... plan now seems unworkable...\n... may be advisable to terminate Durbury...\"", "endoftext": false }, { "action": "Thirdperson", "response": "(third person)\n\nOkay, the game is now in the third person.", "endoftext": false }, { "action": "Go east", "response": "This is obviously the master bedroom; it is huge. Even with a large double bed and a heavy chest of drawers taking up much of the floor space, a great deal of bare carpet remains. The door out is to the south, and a second door leads west.\n\nOn the chest of drawers is a family photo.\n\nObvious exits: South, West", "endoftext": true }, { "action": "You look at your surroundings", "response": "This was obviously the master bedroom; it was huge. Even with a large double bed and a heavy chest of drawers taking up much of the floor space, a great deal of bare carpet remained. The door out was to the south, and a second door led west.\n\nOn the chest of drawers was a family photo.\n\nObvious exits: South, West", "endoftext": false }, { "action": "Go south", "response": "The main landing comprised the area at the top of the stairs leading down to the floor below. From there doors led off to east, west, north and northeast. The landing continued to the south past the banisters.\n\nObvious exits: North, South, East, West, Northeast, Down", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "I was carrying a theatrical magazine and a scrumpled fragment, and I was wearing a beret and khaki battledress.", "endoftext": false }, { "action": "Examine magazine", "response": "It seemed to be some kind of theatrical magazine, dated September 1940.", "endoftext": false }, { "action": "Go south", "response": "This section of the landing was much narrower than the part further north, being no more than a passage between the rooms on either side. The landing ended at a narrow curtained window immediately to the south and continued past the banister to the north, while white panelled doors led off to east and west.\n\nObvious exits: North, East, West", "endoftext": false }, { "action": "You eat the fragment", "response": "The scrumpled fragment looked remarkably unappetizing.", "endoftext": false }, { "action": "You unscrew it", "response": "The scrumpled fragment had already been flattened out as best it could be.", "endoftext": false }, { "action": "You go east", "response": "(first opening the east door)\n\nMy first impression was of a room that felt rather cramped because it contained too much furniture. The large white wardrobe in the corner was the main culprit, although a low wooden cabinet, which didn't match it at all well, also consumed more than its fair share of space, leaving the single bed against the opposite wall to be tucked in almost as an afterthought. This clutter of furniture allowed just about enough room to navigate a path from the bed to the door, which led out to the west.\n\nOn the cabinet was a wind-up gramophone.\n\nObvious exits: West", "endoftext": false }, { "action": "You look at the gramophone", "response": "It was basically a large black box with a handle protruding from one side to allow it to be wound up. It was closed.", "endoftext": false }, { "action": "You open it", "response": "I opened it up. Inside the gramophone were a turntable, a pickup arm, and a small brass switch.", "endoftext": false }, { "action": "You look at the turntable", "response": "It was round, black, and about nine inches in diameter.", "endoftext": false }, { "action": "You look at the arm", "response": "It was black and just under a foot long, with a stylus fixed to the free end.", "endoftext": false }, { "action": "You open the wardrobe", "response": "Opening the tall wooden wardrobe revealed a variety of men's clothes.", "endoftext": false }, { "action": "You look at the clothes", "response": "A number of shirts, jackets and pairs of trousers were hung up on the rail, while a pile of underwear sat to one side. All the clothing appeared to be of a large size, much of it was quite plain, and some of it was distinctly shabby.", "endoftext": false }, { "action": "You examine the cabinet", "response": "The cabinet was quite long but no more than about three foot high, and could have been made of oak. It had a flat top and pair of carved oak doors on the front. It was closed. On the cabinet was a wind-up gramophone.", "endoftext": false }, { "action": "You open the cabinet", "response": "Opening the cabinet revealed three gramophone records (a classical record, a jazz record, and a linguaphone record).", "endoftext": false }, { "action": "You look at Linguaphone", "response": "It was labelled \"Linguaphone German I\".", "endoftext": false }, { "action": "You look at classical", "response": "It was labelled \"Beethoven Overtures\".", "endoftext": false }, { "action": "You examine the bed", "response": "It was a single bed, freshly made with a clean pillow at one end.", "endoftext": false }, { "action": "You look under the pillow", "response": "Under the pillow I found a neatly-folded pair of blue striped pyjamas. Careful to leave everything looking undisturbed I put the pillow back on top of them.", "endoftext": false }, { "action": "You look at the jazz", "response": "It was labelled \"Glenn Miller in Concert\".", "endoftext": false }, { "action": "You put Linguaphone on turntable", "response": "(first taking the linguaphone record)\nDone.", "endoftext": true }, { "action": "You look around", "response": "This bedroom was more or less square, and not particularly large. Most of the space was taken up by the bed, a tall wooden wardrobe and a large wooden cabinet, while the walls were covered in striped blue wallpaper. The door out was to the west.\n\nOn the cabinet was a wind-up gramophone. On the turntable was a linguaphone record. The cabinet contained two gramophone records (a classical record and a jazz record). The tall wooden wardrobe contained a variety of men's clothes.\n\nObvious exits: West", "endoftext": false }, { "action": "You look under the bed", "response": "Nothing happened, presumably because the gramophone wasn't wound up.\n\nI found nothing under the bed.", "endoftext": false }, { "action": "You wind up the gramophone", "response": "I turned the handle until it was fully wound. The turntable started to turn, spinning the linguaphone record with it.", "endoftext": false }, { "action": "You put the pickup on Linguaphone", "response": "I moved the arm over the record and carefully lowered the stylus onto it. From the gramophone issued a crackly German voice. \"Erste Lektion: Die Familie Schneider. Das Bild zeigt uns ein Wohnzimmer. In dem Wohnzimmer ist die Familie Schneider. Zur Familie gehoren der Grossvater, die Grossmutter, der Vater, die Mutter, der Sohn, die Tochter, und das kleine Madchen. Der Grossvater sitzt in einem Sessel. Er raucht eine Pfeife. Die Grossmutter sitzt auch in...\" At that point I decided I had heard enough. My German wasn't up to much, but it sounded like an elementary German lesson to me. I removed the arm from the linguaphone record and switched the turntable off. The turntable stopped turning.", "endoftext": false }, { "action": "You put the jazz on the turntable", "response": "(first taking the jazz record, then taking the linguaphone record from the turntable)\nDone.", "endoftext": false }, { "action": "You wind up the gramophone", "response": "The handle was fully wound.", "endoftext": false }, { "action": "You put the arm on the record", "response": "I moved the arm over the record and carefully lowered the stylus onto it.", "endoftext": false }, { "action": "You press the switch", "response": "The turntable started to turn, spinning the jazz record with it. A rather tinny recording of Glenn Miller's band playing In the Mood emanated from the gramophone. Since I didn't want to attract attention to myself I stopped it after the first few bars. I removed the arm from the jazz record and switched the turntable off. The turntable stopped turning.", "endoftext": false }, { "action": "You put classical on the turntable", "response": "(first taking the classical record, then taking the jazz record from the turntable)\nDone.", "endoftext": false }, { "action": "You press the switch", "response": "The turntable started to turn, spinning the classical record with it. From the gramophone came a scratchy recording of Beethoven's Egmont overture. After the first few bars I decided I had heard enough. I removed the arm from the classical record and switched the turntable off. The turntable stopped turning.", "endoftext": true }, { "action": "Look around", "response": "This bedroom was more or less square, and not particularly large. Most of the space was taken up by the bed, a tall wooden wardrobe and a large wooden cabinet, while the walls were covered in striped blue wallpaper. The door out was to the west.\n\nOn the cabinet was a wind-up gramophone. On the turntable was a classical record. The tall wooden wardrobe contained a variety of men's clothes.\n\nObvious exits: West", "endoftext": false }, { "action": "You examine wallpaper", "response": "The wallpaper had alternate light and dark blue stripes.", "endoftext": false }, { "action": "Close cabinet", "response": "Closed.", "endoftext": false }, { "action": "You go to the west", "response": "Not wanting either to be encumbered with other people's property, or to be caught stealing it, I dropped two gramophone records (the linguaphone record and the jazz record) before leaving the room.\n\nThis section of the landing was much narrower than the part further north, being no more than a passage between the rooms on either side. The landing ended at a narrow curtained window immediately to the south and continued past the banister to the north, while white panelled doors led off to east and west.\n\nObvious exits: North, East, West", "endoftext": false }, { "action": "Go west", "response": "(first trying to open the west door)\nThe west door seemed to be locked.", "endoftext": false }, { "action": "You break the west door", "response": "I was a British officer, not a Nazi one; I didn't go breaking down doors in people's homes.", "endoftext": false }, { "action": "You look at the west door", "response": "It was a four-paneled door, painted white, and newly fitted with a solid brass lock. It was closed.", "endoftext": false }, { "action": "You knock on the west door", "response": "I knocked on the west door. There was no response.", "endoftext": false }, { "action": "Go west", "response": "(first opening the west door)\n\nThis generous-sized bedroom immediately struck me as belonging to a woman. There was nothing particularly feminine about the pale blue wallpaper, so that wasn't it. The dressing table by the window was more distinctively female, but perhaps what first hit me was the subtle smell of the place. Both the location and the size of the room made me suspect that the room was far more likely to be Angela Croxley's than the housekeeper's.\n\nIn addition to the dressing table a low bedside cabinet squatted next to the single bed, while a built-in wardrobe occupied much of the north wall. The only door out was to the east.\n\nThe top of the dressing-table was littered with feminine paraphernalia.\n\nOn the bedside cabinet was an alarm clock.\n\nObvious exits: East", "endoftext": true }, { "action": "You look at your surroundings", "response": "This good-sized bedroom was decorated with pale blue wallpaper. A dressing-table stood near the window, suggesting female occupancy, as did the feminine scent of the place. A low bedside cabinet squatted next to the single bed, while a built-in wardrobe occupied much of the north wall. The only door out was to the east.\n\nThe top of the dressing-table was littered with feminine paraphernalia.\n\nOn the bedside cabinet was an alarm clock.\n\nObvious exits: East", "endoftext": false }, { "action": "You examine the cabinet", "response": "It was a small, white, square cabinet with a single drawer. It was closed. On the bedside cabinet was an alarm clock.", "endoftext": false }, { "action": "You open the drawer", "response": "Opening the bedside cabinet revealed two books (a dark blue book and a brown book) and a letter.", "endoftext": false }, { "action": "You read the letter", "response": "It was dated 10th August 1940, but the sender's address had been deleted by the censor. The body of the letter read:\n\n\"My darling Angie, This is just a few lines to say I'm thinking of you. I'm sorry I haven't written more, but things have been a bit hectic here lately - Jerry isn't giving us much rest I'm afraid. Still, I bagged a couple of Messerschmitts yesterday, and I think I winged a Heinkel too. If I carry on at this rate old Hermann will run out of aircraft to send at us! But with any luck I may get a spot of leave then - I can't wait to see you! In any case, Adolf has to give up sooner or later and once this war is over we can be together properly - oh damn, that's the phone going. Probably another scramble, so I'd better finish this now.\n\nAll my love, Adam.\n\nP.S. Yes, a scramble. More later.\"", "endoftext": false }, { "action": "You look at the books", "response": "brown book: It was a copy of Der Zauberberg by Thomas Mann.\n\ndark blue book: The inscription on the spine showed it to be a copy of the novel Lorna Doone by R.D. Blackmore.", "endoftext": false }, { "action": "You examine the zuberberg", "response": "(x zauberberg)\n\nIt was a copy of Der Zauberberg by Thomas Mann.", "endoftext": false }, { "action": "You examine paper", "response": "(the scrumpled fragment)\nIt was just a tiny fragment, still badly creased, with just a few words on it.", "endoftext": false }, { "action": "You read the paper", "response": "(the scrumpled fragment)\nOnly a few words were visible: \"... plan now seems unworkable...\n... may be advisable to terminate Durbury...\"", "endoftext": false }, { "action": "You look at piece of the paper", "response": "It looked like a scrap of paper torn from a larger sheet. It was covered in letters and numbers.", "endoftext": false }, { "action": "You take it", "response": "Taken.", "endoftext": false }, { "action": "You read it", "response": "The letters and numbers on the piece of paper didn't make much sense, though there seemed to be quite a few crossings-out. It occurred to me that some of the numbers could be page numbers, but looking them up in the book from which the piece of paper fell probably wouldn't tell me much, due to my lack of German.", "endoftext": false }, { "action": "You look at the books", "response": "brown book: It was a copy of Der Zauberberg by Thomas Mann.\n\ndark blue book: The inscription on the spine showed it to be a copy of the novel Lorna Doone by R.D. Blackmore.", "endoftext": false }, { "action": "You examine the lorna doone", "response": "The inscription on the spine showed it to be a copy of the novel Lorna Doone by R.D. Blackmore.", "endoftext": false }, { "action": "You read the lorna doone", "response": "I didn't have time to read the entire novel, but opening it revealed a handwritten inscription on the title page: \"To Angie, from your loving brother Jeremy.\"", "endoftext": false }, { "action": "You examine piece", "response": "Which piece do you mean, the dressing table, or the piece of paper?", "endoftext": true }, { "action": "You look around", "response": "This good-sized bedroom was decorated with pale blue wallpaper. A dressing-table stood near the window, suggesting female occupancy, as did the feminine scent of the place. A low bedside cabinet squatted next to the single bed, while a built-in wardrobe occupied much of the north wall. The only door out was to the east.\n\nThe top of the dressing-table was littered with feminine paraphernalia.\n\nOn the bedside cabinet was an alarm clock. The bedside cabinet contained two books (a dark blue book and a brown book) and a letter.\n\nObvious exits: East", "endoftext": false }, { "action": "You check your inventory", "response": "I was carrying a theatrical magazine, a scrumpled fragment, and a piece of paper, and I was wearing a beret and khaki battledress.", "endoftext": false }, { "action": "You examine the wardrobe", "response": "The wardrobe occupied much of the north wall, into which it was built. Since it was closed, all I could see of it are its doors.", "endoftext": false }, { "action": "You look under the bed", "response": "Looking under the bed revealed nothing of interest; indeed it revealed nothing at all.", "endoftext": false }, { "action": "You open the wardrobe", "response": "A modest collection of clothes hung in the wardrobe.", "endoftext": false }, { "action": "You examine the clothes", "response": "A modest collection of workaday clothes hung in the wardrobe: a small selection of blouses, skirts and trousers, but no dresses or anything particularly fancy. A closer examination of the clothes revealed a long wooden pole half-hidden behind.", "endoftext": false }, { "action": "You examine the pole", "response": "It was about three feet long, and had a small brass hook on one end.", "endoftext": true }, { "action": "Look around", "response": "This good-sized bedroom was decorated with pale blue wallpaper. A dressing-table stood near the window, suggesting female occupancy, as did the feminine scent of the place. A low bedside cabinet squatted next to the single bed, while a built-in wardrobe occupied much of the north wall. The only door out was to the east.\n\nA modest collection of clothes hung in the wardrobe.\n\nThe top of the dressing-table was littered with feminine paraphernalia.\n\nOn the bedside cabinet was an alarm clock. The bedside cabinet contained two books (a dark blue book and a brown book) and a letter.\n\nObvious exits: East", "endoftext": false }, { "action": "You look at the dressing table", "response": "It was a reasonably elegant piece of furniture, though a closer inspection indicated that it was probably rather more inexpensive than a cursory glance might suggest. It was white all over, apart from the gold trim round the edges, and had a glass top covering its upper surface and a rather cheap-looking mirror.\n\nThe top of the dressing-table was littered with feminine paraphernalia.", "endoftext": false }, { "action": "You look in the mirror", "response": "I saw my own reflection.", "endoftext": false }, { "action": "Go east", "response": "The main landing comprised the area at the top of the stairs leading down to the floor below. From there doors led off to east, west, north and northeast. The landing continued to the south past the banisters.\n\nObvious exits: North, South, East, West, Northeast, Down", "endoftext": false }, { "action": "Inventory", "response": "I was carrying a theatrical magazine, a scrumpled fragment, a piece of paper, and a long wooden pole, and I was wearing a beret and khaki battledress.", "endoftext": false }, { "action": "You go east", "response": "(first trying to open the east door)\nThe east door seemed to be locked.", "endoftext": false }, { "action": "You examine the east door", "response": "It was a plain white door. It was closed.", "endoftext": false }, { "action": "Go northeast", "response": "(first opening the northeast door)\n\nThe standard of decoration was definitely plainer in this part of the house, little more than a stale lick of white paint on every available surface. The door to the southwest marked the boundary between the servants' quarters and the rest of the house, while a second door led west, opposite a pair of cupboard doors to the east. In the ceiling was a trapdoor that looked firmly closed, while a narrow flight of stairs led down to the floor below.\n\nObvious exits: West, Southwest, Up, Down", "endoftext": false }, { "action": "You look at trapdoor", "response": "The trapdoor was painted white to match the ceiling. At one end was a small white ring.", "endoftext": false }, { "action": "You pull the ring with the pole", "response": "(first opening the west door)\n\nIt was the smell that first made me think this must be the housekeeper's bedroom, or rather that indefinable mix of smells that I associated with middle-aged women - that and the location of the room in what I took to be the servant quarters. The room was of a fairly generous size, and looked reasonably comfortable. A single bed rested against the north wall, at the far end of the room from the only door, which led out to the east. The other furniture consisted of a small upright wardrobe, a plain dressing table, and a low chest of drawers, all made of some dark wood and all of equally utilitarian appearance.\n\nObvious exits: East\n\nI saw no ring there.", "endoftext": false }, { "action": "You go east", "response": "The standard of decoration was definitely plainer in this part of the house, little more than a stale lick of white paint on every available surface. The door to the southwest marked the boundary between the servants' quarters and the rest of the house, while a second door led west, opposite a pair of cupboard doors to the east. In the ceiling was a trapdoor that looked firmly closed, while a narrow flight of stairs led down to the floor below.\n\nObvious exits: West, Southwest, Up, Down", "endoftext": false }, { "action": "You pull the ring with pole", "response": "I pulled open the trapdoor with the long wooden pole, and a ladder descended down out of the ceiling.", "endoftext": false }, { "action": "Up", "response": "I scrambled up the ladder.\n\nAttic (in the dark)\nIt was profoundly dark up there, with nothing visible apart from the open hatch leading back down.\n\nObvious exits: Down", "endoftext": false }, { "action": "I guess we need a the torch", "response": "That hardly seemed called for.\n\nThe word \"guess\" is not necessary in this story.", "endoftext": true }, { "action": "Go downward", "response": "I climbed back down the ladder.\n\nThe standard of decoration was definitely plainer in this part of the house, little more than a stale lick of white paint on every available surface. The door to the southwest marked the boundary between the servants' quarters and the rest of the house, while a second door led west, opposite a pair of cupboard doors to the east. A ladder ran up from the floor through the open trapdoor in the ceiling, while a narrow flight of stairs led down to the floor below.\n\nObvious exits: West, Southwest, Up, Down", "endoftext": false }, { "action": "You look at the cupboard", "response": "It was built into the east wall. It was currenly closed, so all I could see are its doors.", "endoftext": false }, { "action": "You open it", "response": "On the shelves were a pair of folded white sheets.", "endoftext": false }, { "action": "You look under the sheets", "response": "Under the folded white sheets was a slip of paper.", "endoftext": false }, { "action": "You get the paper", "response": "I took the slip of paper.", "endoftext": false }, { "action": "You read paper", "response": "Which paper do you mean, the scrumpled fragment, the piece of paper, or the slip of paper?", "endoftext": false }, { "action": "Slip", "response": "It was headed Joseph Mainwaring & Sons - Locksmiths, 24 High Street, Amesbury, under which was written \"To cutting one duplicate key: 2s 7d. Payment received with thanks.\"", "endoftext": false }, { "action": "Go west", "response": "The room was of a fairly generous size, and looked reasonably comfortable. A single bed rested against the north wall, at the far end of the room from the only door, which led out to the east. The other furniture consisted of a small upright wardrobe, a plain dressing table, and a low chest of drawers, all made of some dark wood and all of equally utilitarian appearance.\n\nObvious exits: East", "endoftext": false }, { "action": "You look under the bed", "response": "Under the bed was a small brown suitcase.", "endoftext": false }, { "action": "You get the suitcase", "response": "I picked up the small brown suitcase.", "endoftext": false }, { "action": "You open it", "response": "The small brown suitcase seemed to be locked.\n\nThe small brown suitcase seemed to be locked.", "endoftext": false }, { "action": "You look at the suitcase", "response": "It looked rather battered and scratched, as if it had been subjected to a series of indignities over a prolonged period of time. It was closed.", "endoftext": false }, { "action": "You search the bed", "response": "I didn't really know what I was looking for, but I conducted a rapid search of the bed while trying not to disturb anything; my search proves fruitless.", "endoftext": false }, { "action": "You look at the bed", "response": "It was an ordinary single bed, remarkable only for the neatness with which it had been made, and for the fact that it stood well clear of the ground with ample storage space beneath.", "endoftext": false }, { "action": "You look at the table", "response": "The other furniture consisted of a small upright wardrobe, a plain dressing table, and a low chest of drawers, all made of some dark wood and all of equally utilitarian appearance.", "endoftext": false }, { "action": "You find the key", "response": "(going east)\n\nNot wanting either to be encumbered with other people's property, or to be caught stealing it, I dropped the small brown suitcase before leaving the room.\n\nThe standard of decoration was definitely plainer in this part of the house, little more than a stale lick of white paint on every available surface. The door to the southwest marked the boundary between the servants' quarters and the rest of the house, while a second door led west, opposite a pair of cupboard doors to the east. A ladder ran up from the floor through the open trapdoor in the ceiling, while a narrow flight of stairs led down to the floor below.\n\nOn the shelves were a pair of folded white sheets.\n\nObvious exits: West, Southwest, Up, Down\n\n(To continue on your way use the command CONTINUE or C).", "endoftext": false }, { "action": "You look at the table", "response": "The sturdy table, made of seasoned oak, looked as if it might well have done duty since the reign of Queen Victoria.", "endoftext": false }, { "action": "You examine the chair", "response": "It was a plain, straight-backed chair.", "endoftext": false }, { "action": "Examine calendar", "response": "It was one of those plain calendars that simply lists the days of the current month in a square grid; it was currently showing October 1940.", "endoftext": false }, { "action": "You look up august on the calendar", "response": "What do you want to look that up in?", "endoftext": true }, { "action": "You look around", "response": "The kitchen looked large enough to accommodate the platoon of culinary staff who may have worked there before the war. Circumstances were now reduced, however, leaving the place rather bare: a large wooden table at one end, with a single hard wooden chair right next to it, now comprised the bulk of the furniture. A long, old-fashioned cooking range ran along the east wall, while doors led off to west, south and north, a calendar being attached to the last of these.\n\nObvious exits: North, South, West", "endoftext": false }, { "action": "Go west", "response": "The hall passage came to an end outside a brown door to the north. Other doors led east and west, while the passage ran south towards the main entrance hall.\n\nObvious exits: North, South, East, West", "endoftext": false }, { "action": "Go south", "response": "This was the widest part of the hall, where it opened out to accommodate the flight of stairs that led up to the east. On the other side of the hall a dark panelled door stood open to the west, while the hall itself continued to both north and south.\n\nObvious exits: North, South, West, Up", "endoftext": false }, { "action": "Go upwards", "response": "I climbed the staircase up to the floor above.\n\nThe main landing comprised the area at the top of the stairs leading down to the floor below. From there doors led off to east, west, north and northeast. The landing continued to the south past the banisters.\n\nObvious exits: North, South, East, West, Northeast, Down", "endoftext": true }, { "action": "Go down", "response": "The standard of decoration was definitely plainer in this part of the house, little more than a stale lick of white paint on every available surface. The door to the southwest marked the boundary between the servants' quarters and the rest of the house, while a second door led west, opposite a pair of cupboard doors to the east. A ladder ran up from the floor through the open trapdoor in the ceiling, while a narrow flight of stairs led down to the floor below.\n\nOn the shelves were a pair of folded white sheets.\n\nObvious exits: West, Southwest, Up, Down\n\nI went down the back stairs to the back passage below.\n\nThe back passage was a short, narrow space leading from the kitchen door (to the south) to the back door (to the north) between two other doors to east and west. The space was further constricted by a flight of stairs leading up to the floor above.\n\nObvious exits: North, South, East, West, Up", "endoftext": false }, { "action": "Go west", "response": "(first opening the west door)\n\nIf the location of this modest-sized rectangular room had not in any case suggested that it was the maids' parlour, the mild shabbiness of its furnishings would probably have given the game away. Now that the housekeeper was apparently the only member of domestic staff retained under conditions of wartime austerity, it apparently doubled as her workroom and sitting-room. A battered arm chair nestled against a small, scratched wooden table in one corner, while an ironing board was set up near the middle of the room, strategically close to the fireplace. The sole door out was to the east.\n\nOn the peg was a dark coat. On the small table was a wireless.\n\nHilda was busily doing some ironing.\n\nThe wireless was playing the Tannhauser overture.\n\nObvious exits: East\n\n\"Where you get all that from?\" Hilda demanded, seeing all the stuff I was carrying. \"You have come to rob us? I tell Mr Croxley for sure!\"\n\n(My best response seemed to be to make some excuse.)", "endoftext": false }, { "action": "You make the excuse", "response": "\"It's only some bits and pieces I happened to find lying around,\" I said.\n\n\"Too many bits; too many pieces,\" she complained. \"I tell Mr Croxley you are thief!\"", "endoftext": false }, { "action": "You hit her", "response": "I couldn't do that - I was an officer in the Royal Engineers, not the SS!\n\nThe wireless continued to play Tannhauser.", "endoftext": false }, { "action": "You tell her about the spy", "response": "\"That is - how you say? - not at all unboring,\" she remarked.", "endoftext": false }, { "action": "You show the slip to Hilda", "response": "\"What do you make of this?\" I asked.\n\nShe took the slip of paper from me and glanced at it briefly before handing it back. \"Ich weiss nicht - I not know nothing about it.\" she replied, perhaps just a little too firmly.", "endoftext": false }, { "action": "Inventory", "response": "I was carrying a theatrical magazine, a scrumpled fragment, a piece of paper, a long wooden pole, and a slip of paper, and I was wearing a beret and khaki battledress.", "endoftext": false }, { "action": "You go east", "response": "(first trying to open the east door)\nThe east door seemed to be locked.", "endoftext": false }, { "action": "You drop the pole", "response": "Dropped.", "endoftext": false }, { "action": "You check what you're carrying", "response": "I was carrying a theatrical magazine, a scrumpled fragment, a piece of paper, and a slip of paper, and I was wearing a beret and khaki battledress.", "endoftext": false }, { "action": "Drop battledress", "response": "(first trying to take off the khaki battledress)\nI had no desire to walk round half-naked.", "endoftext": false }, { "action": "Go west", "response": "(first opening the west door)\n\nIf the location of this modest-sized rectangular room had not in any case suggested that it was the maids' parlour, the mild shabbiness of its furnishings would probably have given the game away. Now that the housekeeper was apparently the only member of domestic staff retained under conditions of wartime austerity, it apparently doubled as her workroom and sitting-room. A battered arm chair nestled against a small, scratched wooden table in one corner, while an ironing board was set up near the middle of the room, strategically close to the fireplace. The sole door out was to the east.\n\nOn the peg was a dark coat. On the small table was a wireless.\n\nHilda was busily doing some ironing.\n\nThe wireless was playing the Tannhauser overture.\n\nObvious exits: East\n\n\"Where you get all that from?\" Hilda demanded, seeing all the stuff I was carrying. \"You have come to rob us? I tell Mr Croxley for sure!\"\n\n(My best response seemed to be to make some excuse.)", "endoftext": false }, { "action": "You ask her about the Durbury", "response": "\"Who's Durbury?\" I asked.\n\nHilda looked momentarily startled, then snapped, \"I have no idea. Why you ask me such things?\"", "endoftext": false }, { "action": "You ask her about Jeremy", "response": "\"So?\" she shrugged.\n\nThe wireless continued to play Tannhauser.", "endoftext": false }, { "action": "You ask her about germany", "response": "\"How was Germany, before you left?\" I enquireed.\n\n\"Very frightening,\" Hilda told me, \"especially for Jews, but also for everyone else, I think.\"", "endoftext": false }, { "action": "You show the piece of the paper to her", "response": "\"What do you make of this?\" I asked, showing her the piece of paper covered with letters and numbers.\n\n\"Nothing,\" she replied, after a quick glance. \"Make no sense to me at all.\"", "endoftext": false }, { "action": "You ask her about Adam", "response": "\"Do you know anything about Adam Croxley?\" I asked.\n\n\"Only that he shot down by German plane,\" she replied. \"He was already dead before I come.\"", "endoftext": false }, { "action": "You ask her about Tony", "response": "\"What do you know about Tony Croxley?\" I asked.\n\n\"Not very much,\" she replied. \"He was Mr Croxley's son, in army, but not come back from France.\"\n\nThe overture playing on the radio reached a stirring rendition of the Pilgrim's Chorus.", "endoftext": false }, { "action": "You ask her about Angela", "response": "\"I had quite a nice little chat with Miss Croxley,\" I remarked. \"She certainly seems a nice girl.\"\n\n\"Young men are such fools, always going by what seems,\" she replied.\n\"I tell you, Miss Croxley not what she seem. She don't tell truth for one thing. And then she creep about at night, waking me up when she walk past my room, but denying it all. No, Herr Leutnant, Miss Croxley only seem nice. Behind that pretty face and pretty smile is different person.\"", "endoftext": false }, { "action": "You ask Hilda about the attic", "response": "\"What do you keep up in the attic?\" I asked.\n\n\"What a question? Why you care what Croxleys keep in their attic!\" she declared. \"Besides, why would I know? I not go there!\"", "endoftext": false }, { "action": "You ask Hilda about trapdoor", "response": "\"Where does that trapdoor upstairs lead?\" I asked. \"And how do you get it open?\"\n\n\"Why you want to know?\" she replied crossly. \"What business of yours? Why you go snooping round house? You leave things alone, or I tell Mr Croxley!\"", "endoftext": false }, { "action": "You ask Hilda about the suitcase", "response": "I didn't have the effrontery to ask Hilda about her suitcase; to have done so would have been to admit that I had been searching her room.\n\nThe wireless broadcast reached a quieter passage.", "endoftext": false }, { "action": "You examine the coat", "response": "It was a dark coat, almost black, with a pocket to one side.", "endoftext": false }, { "action": "You examine pocket", "response": "The pocket looked quite deep.", "endoftext": false }, { "action": "You ask her about Arthur", "response": "\"What you think you doing?\" Hilda complained. \"Are you the Gestapo now? You leave my coat alone!\"\n\n\"Tell me more about Mr Croxley,\" I said. \"What's he like?\"\n\n\"He seem a good man,\" she replied. \"He has been kind to me, and - how you say? - deals well with so many deaths. Inwardly he is sad, I think.\"", "endoftext": false }, { "action": "You search pocket", "response": "\"Leave coat alone!\" Hilda insisted.", "endoftext": false }, { "action": "You ask Hilda about the coat", "response": "\"That's an interesting-looking coat you have there,\" I remarked.\n\n\"Interesting?\" she queried, \"Is just a coat!\"", "endoftext": false }, { "action": "You ask her for the torch", "response": "\"Is there a torch somewhere I could borrow?\" I enquired.\n\n\"What you want torch for?\" she demanded suspiciously.\n\n\"In case of a power cut,\" I lied smoothly. \"The storm's already brought the telephone lines down, so I thought the power lines might be next, and I'm not sure I fancy spending the night in a strange house without being able to see anything!\"\n\n\"Ach! Men are such babies - scared of the dark! And you a soldier!\" she taunted. \"But I think there is spare torch in - what you call it? - small room off kitchen where we store food.\"\n\nThe Wagner overture continued to play on the wireless.", "endoftext": false }, { "action": "You ask her about scrumpled", "response": "\"What do you think this means?\" I asked, showing her the scrumpled piece of paper with the remark about terminating Durbury on it.\n\nFor a moment she seemed quite startled as she read the scrap, but then vigorously shook her head, \"I have no idea!\" she declared. \"No idea at all!\"", "endoftext": false }, { "action": "You ask her about Arthur", "response": "She'd already told me that Mr Croxley seemed a good man, who had been kind to her and who seemed to be coping well with so many bereavements, although she also thought that he was sad inside.", "endoftext": false }, { "action": "You tell Hilda about the photo", "response": "\"Who are those people in the photo in Mr Croxley's bedroom?\" I enquired.\n\n\"How I know?\" she replied. \"Why he tell me? I not ask such things - I not snoop around like you!\"", "endoftext": false }, { "action": "You ask her about Mr Graham", "response": "\"It is like this,\" she began. \"Ach! I have not the words for it in English!\"", "endoftext": false }, { "action": "You ask her about the creak", "response": "\"I'm sure I heard some more creaking sounds from upstairs,\" I said. \"There has to be someone moving around there - even if it's only a ghost!\"\n\n\"No ghosts, no people, just old house noises, like Miss Croxley say,\" she replied.", "endoftext": false }, { "action": "You ask her about the bedrooms", "response": "In reply she merely grunted and carried on ironing.", "endoftext": false }, { "action": "You ask her about room with the gramophone", "response": "\"So many questions!\" she complained. \"You are worse than the police!\"", "endoftext": false }, { "action": "You find the torch", "response": "What do you want to look that up in?", "endoftext": false }, { "action": "You find kitchen", "response": "(going east)\n\nHilda watched me go.\n\nThe back passage was a short, narrow space leading from the kitchen door (to the south) to the back door (to the north) between two other doors to east and west. The space was further constricted by a flight of stairs leading up to the floor above.\n\nI saw a long wooden pole and a theatrical magazine there.\n\nObvious exits: North, South, East, West, Up\n\n(To continue on your way use the command CONTINUE or C).", "endoftext": false }, { "action": "Go south", "response": "(first opening the south door)\n\nShelves lined the walls to east and west, leaving a narrow aisle running from the door at the northern end to the small window at the other.\n\nOn the shelves were a torch, some tins, some packets, some loose potatoes, and some apples.\n\nObvious exits: North", "endoftext": false }, { "action": "You examine the tins", "response": "Some contained flour, others bread, and others broken biscuits[2].\n\nThere were all sorts of tins there, including tinned vegetables, corned beef, and various other supplies.", "endoftext": false }, { "action": "You examine the potatoes", "response": "Most of them looked as if they had been kept a little too long, since they were beginning to sprout.", "endoftext": false }, { "action": "You examine the window", "response": "Broken biscuits might seem an odd thing to keep, but the point is they weren't rationed.\n\nThe small window was hidden behind the curtains.", "endoftext": false }, { "action": "You open the window", "response": "The small window was hidden behind the curtains.", "endoftext": false }, { "action": "You find the trapdoor", "response": "Which trapdoor do you mean, the hatch, or the ladder (in the upper passage)?", "endoftext": false }, { "action": "Go north", "response": "The kitchen looked large enough to accommodate the platoon of culinary staff who may have worked there before the war. Circumstances were now reduced, however, leaving the place rather bare: a large wooden table at one end, with a single hard wooden chair right next to it, now comprised the bulk of the furniture. A long, old-fashioned cooking range ran along the east wall, while doors led off to west, south and north, a calendar being attached to the last of these.\n\nObvious exits: North, South, West", "endoftext": false }, { "action": "You go north", "response": "(first opening the north door)\n\nThe back passage was a short, narrow space leading from the kitchen door (to the south) to the back door (to the north) between two other doors to east and west. The space was further constricted by a flight of stairs leading up to the floor above.\n\nI saw a long wooden pole and a theatrical magazine there.\n\nObvious exits: North, South, East, West, Up", "endoftext": false }, { "action": "You take all", "response": "I took the long wooden pole and the theatrical magazine.", "endoftext": false }, { "action": "Go upwards", "response": "I climbed the narrow stairs to the floor above.\n\nThe standard of decoration was definitely plainer in this part of the house, little more than a stale lick of white paint on every available surface. The door to the southwest marked the boundary between the servants' quarters and the rest of the house, while a second door led west, opposite a pair of cupboard doors to the east. A ladder ran up from the floor through the open trapdoor in the ceiling, while a narrow flight of stairs led down to the floor below.\n\nOn the shelves were a pair of folded white sheets.\n\nObvious exits: West, Southwest, Up, Down", "endoftext": false }, { "action": "Go up", "response": "I scrambled up the ladder.\n\nAttic (in the dark)\nIt was profoundly dark up there, with nothing visible apart from the open hatch leading back down.\n\nObvious exits: Down", "endoftext": false }, { "action": "You examine the torch", "response": "It was too dark to do that.", "endoftext": false }, { "action": "You turn on the torch", "response": "I switched on the torch, and it emitted a reasonably bright beam of light.\n\nThe attic had accumulated surprisingly little junk for a family home. Bare boards stretched out in every direction from the open hatch with little to clutter them. The beam of my torch picked out hardly anything apart from the odd packing crate and a plethora of cobwebs. Almost by chance it also landed on an old blanket covering a pile of stuff half-hidden away.\n\nObvious exits: Down", "endoftext": false }, { "action": "You examine the torch", "response": "It was basically a black metal tube with a silver switch on the side, currently switched on.", "endoftext": false }, { "action": "You look at the crate", "response": "A number of large wooden crates sat on the floor, each of them quite plain and none of them giving any clue as to its contents. The dust on the ground near one of them seemed to have been disturbed quite recently.", "endoftext": false }, { "action": "You move the crate", "response": "I pushed one of the crates a few inches, along the lines in the dust, revealing a loose floorboard.", "endoftext": false }, { "action": "You take the floorboard", "response": "It was shorter than most of the other boards, being only about six or seven inches long.One end was a fraction of an inch proud of its neighbour, and I noticed it wobble when I moved the crate.\n\nUnder the loose floorboard was a dull grey key. I picked up the dull grey key and replaced the floorboard.", "endoftext": false }, { "action": "You examine the blanket", "response": "The blanket was of a dark brown colour, and looked quite worn.", "endoftext": false }, { "action": "You look under it", "response": "Under the old blanket was a large wooden box.", "endoftext": false }, { "action": "You look at the box", "response": "Smaller than the packing crates, the wooden box was also of higher quality construction, being made of some dark polished wood - mahogany perhaps. It was about two feet wide, a foot high, and eighteen inches deep. It was closed.", "endoftext": false }, { "action": "You open the box", "response": "The large wooden box seemed to be locked.", "endoftext": false }, { "action": "Unlock box", "response": "(with the dull grey key)\nUnlocked.", "endoftext": false }, { "action": "You open it", "response": "(first taking the old blanket)\nMoving the old blanket revealed a large wooden box underneath. Opening the large wooden box revealed a radio, a pair of headphones, and a small tin box.", "endoftext": false }, { "action": "You examine the tin box", "response": "It was a small tin box, painted black, of the sort one might keep various little odds and ends in. It was closed.", "endoftext": false }, { "action": "You open it", "response": "Opening the small tin box revealed a pencil and a small brass key.", "endoftext": false }, { "action": "You examine brass key", "response": "It looked pretty new; the brass was still shiny with scarcely any sign of tarnishing.", "endoftext": false }, { "action": "You take the key", "response": "I took the small brass key.", "endoftext": false }, { "action": "You examine the radio", "response": "The wireless set fitted snugly in its box, with a coil of wire attached at one end. The most prominent features of the set itself were the tuning dial, the telegraph key and the power switch.", "endoftext": false }, { "action": "You examine the dial", "response": "The numbers round the dial indicated that it could be turned to any number between 1 and 30; it was currently set to 3.", "endoftext": false }, { "action": "You put on the headphones", "response": "(first taking the pair of headphones)\nOkay, I was now wearing the pair of headphones.", "endoftext": false }, { "action": "You listen", "response": "The rain constantly drummed against the window.", "endoftext": true }, { "action": "Look around", "response": "The attic had accumulated surprisingly little junk for a family home. Bare boards stretched out in every direction from the open hatch with little to clutter them. The beam of my torch picked out hardly anything apart from the odd packing crate and a plethora of cobwebs. There was also a large wooden box in the corner by the window.\n\nThe loose floorboard was scarcely noticeable, being nearly flush with the floor.\n\nThe large wooden box contained a radio and a small tin box (which contained a pencil).\n\nObvious exits: Down", "endoftext": false }, { "action": "You look at the slip", "response": "It was a receipt from a locksmith.", "endoftext": false }, { "action": "You examine piece", "response": "It looked like a scrap of paper torn from a larger sheet. It was covered in letters and numbers.", "endoftext": false }, { "action": "You read the piece", "response": "The letters and numbers on the piece of paper didn't make much sense, though there seemed to be quite a few crossings-out. It occurred to me that some of the numbers could be page numbers, but looking them up in the book from which the piece of paper fell probably wouldn't tell me much, due to my lack of German.", "endoftext": false }, { "action": "You examine the key", "response": "Which key do you mean, the dull grey key, the telegraph key, or the small brass key?", "endoftext": false }, { "action": "You press the key", "response": "(the telegraph key)\nI tried tapping out a few letters in Morse code, but though the radio set beeped dutifully, there was no sign that anyone was receiving my transmission.", "endoftext": false }, { "action": "You take the radio", "response": "The radio seemed to be firmly fitted to the box.", "endoftext": false }, { "action": "You take box", "response": "Which box do you mean, the small tin box, or the large wooden box?", "endoftext": false }, { "action": "You look at the tin", "response": "It was a small tin box, painted black, of the sort one might keep various little odds and ends in. It was open, and contained a pencil.", "endoftext": false }, { "action": "You take the tin", "response": "Taken.", "endoftext": false }, { "action": "You take large wooden", "response": "Which large wooden do you mean, the crates, or the large wooden box?", "endoftext": false }, { "action": "You take the large wooden box", "response": "It would have been possible, but cumbersome, to move the box, and probably a bit awkward to carry it down the ladder. On balance it seemed better to leave it where it was.", "endoftext": true }, { "action": "Go down", "response": "Not wanting either to be encumbered with other people's property, or to be caught stealing it, I dropped the old blanket before leaving the room. I climbed back down the ladder.\n\nThe standard of decoration was definitely plainer in this part of the house, little more than a stale lick of white paint on every available surface. The door to the southwest marked the boundary between the servants' quarters and the rest of the house, while a second door led west, opposite a pair of cupboard doors to the east. A ladder ran up from the floor through the open trapdoor in the ceiling, while a narrow flight of stairs led down to the floor below.\n\nOn the shelves were a pair of folded white sheets.\n\nObvious exits: West, Southwest, Up, Down", "endoftext": false }, { "action": "You go to the southwest", "response": "The main landing comprised the area at the top of the stairs leading down to the floor below. From there doors led off to east, west, north and northeast. The landing continued to the south past the banisters.\n\nObvious exits: North, South, East, West, Northeast, Down", "endoftext": false }, { "action": "You unlock it", "response": "What do you want to unlock it with?", "endoftext": false }, { "action": "Key", "response": "Which key do you mean, the dull grey key, or the small brass key?", "endoftext": false }, { "action": "Brass", "response": "Unlocked.", "endoftext": false }, { "action": "Go west", "response": "(first opening the west door)\n\nI dubbed this the \"Goering Room\" at once, on account of the large picture of Hermann Goering facing me from the west wall. In normal times this would probably have been a bedroom, but there was no bed there now. The only piece of ordinary bedroom furniture was the tall wooden wardrobe standing in one corner, otherwise much of the floorspace was taken up by a low metal cabinet. The door out was to the east.\n\nOn the metal cabinet was a cine projector. On the lower spindle was an empty reel.\n\nObvious exits: East", "endoftext": true }, { "action": "Look around", "response": "The most striking feature of this room was the large picture of Hermann Goering hanging on the west wall. In normal times this would probably have been a bedroom, but there was no bed there now. The only piece of ordinary bedroom furniture was the tall wooden wardrobe standing in one corner, otherwise much of the floorspace was taken up by a low metal cabinet. The door out was to the east.\n\nOn the metal cabinet was a cine projector. On the lower spindle was an empty reel.\n\nObvious exits: East", "endoftext": false }, { "action": "You open the cabinet", "response": "Opening the metal cabinet revealed a single metal shelf, under which was a metal canister. On the metal shelf were a pamphlet and a red book.", "endoftext": false }, { "action": "You look at the red book", "response": "It appeared to be a biography of Hermann Goering.", "endoftext": false }, { "action": "You read the pamphlet", "response": "(first taking the pamphlet)\nIt turned out to be a recent intelligence report on the Luftwaffe, giving details of current German aircraft, photographs of typical Luftwaffe personnel, and coloured plates illustrating Luftwaffe uniforms and insignia. Towards the back the pamphlet gave estimates of the current size of the German air force and the dispositions of its main units.", "endoftext": false }, { "action": "You open the wardrobe", "response": "Opening the wardrobe revealed a Luftwaffe uniform.", "endoftext": false }, { "action": "You examine the uniform", "response": "(the Luftwaffe uniform)\nIt wasn't a standard blue Luftwaffe uniform, instead it was white, like the one Goering was pictured as wearing. Indeed it could have been a copy of the Reichsmarschall's uniform, complete with double-breasted tunic and gold trimmings.", "endoftext": true }, { "action": "You look at your surroundings", "response": "The most striking feature of this room was the large picture of Hermann Goering hanging on the west wall. In normal times this would probably have been a bedroom, but there was no bed there now. The only piece of ordinary bedroom furniture was the tall wooden wardrobe standing in one corner, otherwise much of the floorspace was taken up by a low metal cabinet. The door out was to the east.\n\nThe wardrobe contained a Luftwaffe uniform. On the metal cabinet was a cine projector. On the lower spindle was an empty reel. The metal cabinet contained a single metal shelf, under which was a metal canister. On the metal shelf was a red book.\n\nObvious exits: East", "endoftext": false }, { "action": "You read the red book", "response": "(first taking the red book)\nI hardly had time to read it all, but a quick skim indicated that it narrated Goering's life from his birth in 1893, through his career as a fighter pilot (with 22 confirmed kills) in the Great War, his first marriage to Karin von Kantzow in 1923, the year after he joined the Nazi Party, his leadership of the SA, his morphine addiction, his subsequent election to the Reichstag, his Nazification of the Prussian police, his second marriage in 1935 to Emmy Sonnemann, his patronage of music, his various other offices of state under the Nazi regime, and finally his leadership of the Luftwaffe.", "endoftext": false }, { "action": "You take the book", "response": "I was already carrying the red book.", "endoftext": true }, { "action": "You look at your surroundings", "response": "The most striking feature of this room was the large picture of Hermann Goering hanging on the west wall. In normal times this would probably have been a bedroom, but there was no bed there now. The only piece of ordinary bedroom furniture was the tall wooden wardrobe standing in one corner, otherwise much of the floorspace was taken up by a low metal cabinet. The door out was to the east.\n\nThe wardrobe contained a Luftwaffe uniform. On the metal cabinet was a cine projector. On the lower spindle was an empty reel. The metal cabinet contained a single metal shelf, under which was a metal canister.\n\nObvious exits: East", "endoftext": false }, { "action": "You examine the projector", "response": "The projector had two spindles, upper and lower, a switch and a dial. On the lower spindle was an empty reel.", "endoftext": false }, { "action": "You search the wardrobe", "response": "The wardrobe contained a Luftwaffe uniform.", "endoftext": false }, { "action": "Search uniform", "response": "It was a flat cylinder of a dull metal colour, about nine inches in diameter. It was closed.\n\n(the Luftwaffe uniform)\nA thorough search of the Luftwaffe uniform revealed nothing of interest.", "endoftext": false }, { "action": "You open the canister", "response": "Opening the metal canister revealed a reel of film.", "endoftext": false }, { "action": "You put the film on the projector", "response": "I put the reel of film on the upper spindle and carefully threaded the film through the projector and onto the lower reel.", "endoftext": false }, { "action": "You turn on the projector", "response": "The projector started to hum.", "endoftext": false }, { "action": "You look at projector", "response": "The projector had two spindles, upper and lower, a switch and a dial. On the lower spindle was an empty reel. On the upper spindle was a reel of film.", "endoftext": false }, { "action": "You look at the dial", "response": "The dial had three settings: BACK, STOP and FORWARD. It was currently on STOP.", "endoftext": false }, { "action": "You set dial to forward", "response": "Both reels began to turn. The film was projected onto a blank area of wall. It began with a scratchy shot of a young Hermann Goering removing his flying helmet while sitting in the cockpit of an Albatross. Various scenes followed: Goering shaking hands with Hitler; Goering in conference with Hitler, Himmler and Goebbels; Goering making a speech; Goering strutting around an airfield in his new Reichsmarschall's uniform; Goering inspecting a parade of Luftwaffe personnel. Eventually I decided I'd seen enough, so I turned the dial to STOP. Both reels stopped turning.", "endoftext": true }, { "action": "You look around", "response": "The most striking feature of this room was the large picture of Hermann Goering hanging on the west wall. In normal times this would probably have been a bedroom, but there was no bed there now. The only piece of ordinary bedroom furniture was the tall wooden wardrobe standing in one corner, otherwise much of the floorspace was taken up by a low metal cabinet. The door out was to the east.\n\nThe wardrobe contained a Luftwaffe uniform. On the metal cabinet was a cine projector. On the lower spindle was an empty reel. On the upper spindle was a reel of film. The metal cabinet contained a single metal shelf, under which was a metal canister.\n\nObvious exits: East", "endoftext": false }, { "action": "You wear the uniform", "response": "I certainly wasn't about to put on an enemy uniform. Anyway it was far too large for me and I would have looked quite ridiculous in it.", "endoftext": false }, { "action": "You take the uniform", "response": "I took the Luftwaffe uniform from the wardrobe and gave it a thorough examination. Satisfied that it looked pretty much like the genuine article I returned it to the wardrobe.", "endoftext": false }, { "action": "You set the dial to back", "response": "Both reels span round until the film was fully rewound onto the upper reel.", "endoftext": false }, { "action": "You check your inventory", "response": "I was carrying a scrumpled fragment, a piece of paper, a receipt, a torch (providing light), a long wooden pole, a theatrical magazine, two keys (a dull grey key and a small brass key), a small tin box (which contained a pencil), a pamphlet, and a red book. I was wearing a beret, khaki battledress, and a pair of headphones.", "endoftext": false }, { "action": "You turn off the torch", "response": "I switched off the torch, and it stopped shining.", "endoftext": false }, { "action": "Go east", "response": "Just as I was about to leave, I heard a nearby door open and someone walking around on the landing. To avoid being caught snooping around, I stopped just inside the door. A moment later I heard the sound of a shot from close by, followed by a brief series of thuds.", "endoftext": false }, { "action": "You enter the wardrobe", "response": "It was a bit too small for me to squeeze into.", "endoftext": false }, { "action": "You wear the uniform", "response": "I certainly wasn't about to put on an enemy uniform. Anyway it was far too large for me and I would have looked quite ridiculous in it.", "endoftext": false }, { "action": "Go east", "response": "This section of the landing was much narrower than the part further north, being no more than a passage between the rooms on either side. The landing ended at a narrow curtained window immediately to the south and continued past the banister to the north, while white panelled doors led off to east and west.\n\nA revolver was lying on the ground, near the top of the stairs.\n\nObvious exits: North, East, West", "endoftext": false }, { "action": "You take the revolver", "response": "The revolver was too far away.", "endoftext": false }, { "action": "Go north", "response": "The main landing comprised the area at the top of the stairs leading down to the floor below. From there doors led off to east, west, north and northeast. The landing continued to the south past the banisters.\n\nA revolver was lying on the ground, near the top of the stairs.\n\nObvious exits: North, South, East, West, Northeast, Down", "endoftext": false }, { "action": "You examine it", "response": "It was a Colt 45, probably a service pistol.[3] There was a distinct smell of cordite from the barrel.", "endoftext": false }, { "action": "Footnote 3", "response": "I'm relying on my recollections of what my father told me were the sidearms he was issued with as an officer in the Royal Engineers in WW2. IIRC he said he was originally issued with a Colt .45, which was replaced with a Smith and Wesson .38 later in the war. (Yes, my father's name was Jack, and he was posted to Salisbury Plain on leaving OCTU in 1940, but anything else in Shelter from the Storm is purely fictitious; Percy was his father's first name.)", "endoftext": false }, { "action": "Open revolver", "response": "I broke open the revolver and checked that it was loaded. Finding that it was, I closed it again.", "endoftext": true }, { "action": "You look at your surroundings", "response": "The main landing comprised the area at the top of the stairs leading down to the floor below. From there doors led off to east, west, north and northeast. The landing continued to the south past the banisters.\n\nObvious exits: North, South, East, West, Northeast, Down\n\nHilda came up the staircase. \"Mr Percy, you must come quickly!\" she told me. \"A man has been shot! Mr Croxley wants to see you. Come! You must convince Mr Croxley I did not do this terrible thing,\" Hilda urged me, \"otherwise I get the blame for sure.\"\n\n(My best response seemed to be to ask why she should get the blame.)", "endoftext": false }, { "action": "You ask her why she should get the the blame", "response": "The story doesn't understand that command. Please use ASK ACTOR ABOUT TOPIC (or just A TOPIC).", "endoftext": false }, { "action": "You ask why", "response": "\"Why on earth do you think you'll be blamed?\" I asked.\n\n\"Two reasons,\" she replied. \"One, I am German; two, I am Jewish. Is not good to be German in this country now - you are at war with Germany. Is never good to be Jewish: Jews always get the blame for everything. If you had been in Germany you would have seen that, but it is not so different here: Shakespeare and his Shylock, Dickens and his Fagin, you English do not like Jews either. So they say I shot this poor man for sure.\"\n\n(My immediate thoughts were to either reassure her, or ask what happened.)", "endoftext": false }, { "action": "You ask her about the blame", "response": "\"Come! Quickly!\" Hilda insisted.", "endoftext": false }, { "action": "You ask what happened", "response": "\"What happened, exactly?\" I enquired.\n\n\"There is dead man lying at the foot of stairs in hall,\" she told me. \"He has been shot - just now, you must have heard it, ja? I'm the only foreigner in the house, and a Jewish foreigner. I get the blame for this, for sure.\"\n\n(My best response seemed to be to reassure her.)", "endoftext": false }, { "action": "You reassure her", "response": "\"I'm sure they won't say any such thing,\" I reassured her. \"We're not Nazis here, and the Croxleys seem like reasonable enough people to me.\"\n\n\"You must come quickly and tell Mr Croxley I did not shoot anyone,\" she insisted, motioning me to follow her down the staircase.", "endoftext": false }, { "action": "You tell her about Goering", "response": "\"Come! Quickly!\" Hilda insisted.", "endoftext": false }, { "action": "You shoot her", "response": "(with the revolver)\nI was not a murderer, and I had no desire to harm Hilda.", "endoftext": true }, { "action": "Go down", "response": "I let Hilda lead the way. I descended the staircase back down to the hall.\n\nThis was the widest part of the hall, where it opened out to accommodate the flight of stairs that led up to the east. On the other side of the hall a dark panelled door stood open to the west, while the hall itself continued to both north and south.\n\nA body was lying at the foot of the stairs.\n\nA stranger, Angela Croxley, and Mr Croxley were standing there.\n\nHilda was standing there.\n\nObvious exits: North, South, West, Up\n\n\"Ah, there you are, Percy!\" Mr Croxley declared. \"Did you just shoot this man?\"\n\n(My immediate thoughts were to either say no, or ask who the dead man is.)", "endoftext": false }, { "action": "You look at the stranger", "response": "He was a tall, smartly-dressed man of about thirty.\n\n\"I asked if you shot this man, and I want your answer, Percy,\" Mr Croxley growled. \"Well, did you?\"", "endoftext": false }, { "action": "You ask who", "response": "\"Who is he?\" I asked. \"He looks a bit like Hermann Goering!\"\n\n\"Never mind what he looks like, the point is he's dead and I want to know who shot him,\" Mr Croxley replied. \"Was it you, Mr Percy?\"", "endoftext": false }, { "action": "You examine the body", "response": "Apart from the bullet wound in his chest, the dead man bore a remarkable resemblance to Hermann Goering.\n\n\"I asked if you shot this man, and I want your answer, Percy,\" Mr Croxley growled. \"Well, did you?\"", "endoftext": false }, { "action": "No", "response": "\"No, I didn't!\" I declared. \"I've never seen him before!\"\n\n\"No?\" he asks. \"Then what's that gun you're holding?\"\n\n(My immediate thoughts were to either refuse to answer, or tell him about the revolver.)", "endoftext": false }, { "action": "You tell him about the revolver", "response": "\"I just found it at the top of the stairs,\" I told him.\n\n\"Did you now? How convenient,\" he remarked. \"It looks to me as if he was shot at the top of the stairs and fell all the way down, and you've just walked down those very same stairs. I had just gone back to the drawing room when I heard the shot, Angela had just gone off to find you because you weren't there, and Hilda was doing the ironing in her sitting room.\"\n\n\"While I'd just gone to answer a call of nature,\" the stranger, presumably Mr Graham, added.\n\n\"Quite so,\" Mr Croxley concurred, \"So where were you, Mr Percy?\"\n\n(My immediate thoughts were to either challenge their alibis, lie, or tell the truth.)", "endoftext": false }, { "action": "Challenge angela", "response": "\"Where were you, Mr Percy?\" he demanded.\n\nThat command can't be used right now.", "endoftext": false }, { "action": "Challenge", "response": "\"It seems none of you has an alibi either,\" I pointed out. \"Each of you was alone when that shot was fired.\"\n\n\"But we all know each other,\" he retorted, \"whereas you are a total unknown, Mr Percy. How do we even know that you are who you claim to be? So I'll ask you once more: where were you when the shot was fired?\"", "endoftext": false }, { "action": "Truth", "response": "\"I was taking a look around upstairs and came across this room with a whole lot of Hermann Goering stuff it in,\" I confessed. \"I was just on the point of leaving when I heard the shot.\"\n\n\"You have no right to be spying on us like that, at best it's an abuse of hospitality, at worst it's proof of guilt.\" he frowned. \"The fact remains that you were the only person upstairs when the shot was fired, and the shot was apparently fired by someone upstairs. I'd say that leaves you as not only the prime suspect but the only suspect, Mr Percy. Under the circumstances, I think you'd better hand me that gun.\"\n\n(My immediate thoughts were to either give him the revolver, or refuse.)", "endoftext": false }, { "action": "You refuse", "response": "\"For all I know, you may be the killer,\" I pointed out, \"so I think I'll hang on to it.\"\n\n\"Not good enough,\" Croxley replied evenly. \"Your refusal to hand over the weapon can only be construed as proof of guilt. Now, give me the gun.\"", "endoftext": false }, { "action": "You shoot him", "response": "(with the revolver)\nI was not a murderer, and I had no desire to harm Mr Croxley.\n\n\"The gun, Mr Percy,\" Croxley reminded me, \"Now, please.\"", "endoftext": true }, { "action": "Look around", "response": "This was the widest part of the hall, where it opened out to accommodate the flight of stairs that led up to the east. On the other side of the hall a dark panelled door stood open to the west, while the hall itself continued to both north and south.\n\nA body was lying at the foot of the stairs.\n\nMr Graham, Hilda, Angela Croxley, and Mr Croxley were standing there.\n\nObvious exits: North, South, West, Up\n\n\"The gun, Mr Percy,\" Croxley reminded me, \"Now, please.\"", "endoftext": false }, { "action": "No", "response": "It would have seemed rather rude to walk away in the middle of a conversation.\n\n\"The gun, Mr Percy,\" Croxley reminded me, \"Now, please.\"\n\nIt looked like he wasn't going to take no for an answer.", "endoftext": false }, { "action": "You examine Angela", "response": "She was undoubtedly a strikingly attractive young woman, what some might call an English rose. She was somewhere in her twenties, perhaps a few years older than I, and had a pleasant, open, round face framed by a generous bounty of wavy blonde hair. She was staring at me accusingly.\n\n\"The gun, Mr Percy,\" Croxley reminded me, \"Now, please.\"", "endoftext": false }, { "action": "You look at the body", "response": "Apart from the bullet wound in his chest, the dead man bore a remarkable resemblance to Hermann Goering.\n\n\"The gun, Mr Percy,\" Croxley reminded me, \"Now, please.\"", "endoftext": false }, { "action": "You give the gun to Graham", "response": "\"The gun, Mr Percy,\" Croxley reminded me, \"Now, please.\"\n\nCommon courtesy demanded that me answer Mr Croxley before addressing Mr Graham.\n\n\"The gun, Mr Percy,\" Croxley reminded me, \"Now, please.\"", "endoftext": false }, { "action": "You look at Croxley", "response": "(Mr Croxley)\nHe was probably about sixty, or maybe in his late fifties, with a rather suave air about him. He was standing by the body\n\n\"The gun, Mr Percy,\" Croxley reminded me, \"Now, please.\"", "endoftext": false }, { "action": "Shoot gun", "response": "(with the revolver)\nI couldn't shoot the revolver with itself.\n\n\"The gun, Mr Percy,\" Croxley reminded me, \"Now, please.\"", "endoftext": false }, { "action": "You give the gun to Croxley", "response": "(Mr Croxley)\n\"Thank you,\" he said as he took the gun off me. \"Hm,\" he added as he examined it, \"this looks like mine. Well, the telephone is still out of order so we can't call the police, so for now we're going to have to deal with this ourselves. Do you have anything to add to what you've already told us, Mr Percy?\"\n\n(My immediate thoughts were to either mention the other staircase, or tell him about the radio.)", "endoftext": false }, { "action": "You tell him about the radio", "response": "\"Did you know about the radio transmitter hidden in the attic?\" I asked. Seeing his puzzled expression, I continued, \"I thought not; so I'm not the only unexplained presence here.\"\n\n\"I hardly see what a radio transmitter has to do with any of this,\" Croxley frowned. His scowl deepened, then he went on, \"Anyway, it's nonsense. If there were a radio transmitter in the house I'm sure I'd know about it!\"\n\n\"It would do no harm to check, surely,\" Angela Croxley suggested. \"If he's lying we may as well be certain he is.\"\n\nHer father's scowl deepened even further. After a brief pause he gave a curt nod and said, \"Very well, if you must, go and check his story - let him show you this alleged radio. But just in case, you'd better take this.\" he added, handing her the revolver.\n\n\"So, Mr Percy, will you show me this radio, please?\" she requested.", "endoftext": false }, { "action": "No", "response": "\"No, I'm sure you can find it perfectly well for yourself, Miss Croxley,\" I replied. \"It's just up in the attic. It seems I have unfinished business with your father here.\"\n\n\"That can wait until we establish the truth about this alleged radio transmitter,\" he assured me.\n\n\"That's settled then,\" she declares. \"Lead on then, Mr Percy.\"", "endoftext": false }, { "action": "You tell him about Angela", "response": "\"That's entirely beside the point right now, Mr Percy,\" Mr Croxley pointed out. \"All I want to know is whether you have anything to add to your account.\"", "endoftext": false }, { "action": "You tell him about the other staircase", "response": "\"Never mind that now,\" Mr Croxley interrupted impatiently. \"All I'm interested in right now is whether you can add anything that might shed any further light on this.\"", "endoftext": false }, { "action": "You mention the staircase", "response": "\"How do you know that I was the only person upstairs?\" I asked. \"This house has two staircases; that must offer all sorts of possibilities.\"\n\n\"A little far-fetched, don't you think, Mr Percy?\" he objected. \"We know you were upstairs. Any one of us would have to have been both remarkably quick and remarkably stealthy to have arrived here with the rest of us without inviting suspicion, and without being seen by you.\"\n\n\"Still, it could be possible,\" Hilda remarked. \"Murderer could shoot victim, drop gun, and hurry down back staircase then come here through kitchen. In confusion no one notice, nicht wahr?\"\n\n\"Thank you for your very fair-minded suggestion, Hilda, but I still don't believe any of us did this. To my mind, that still leaves Mr Percy here as our chief suspect - unless he can come up with anything that changes my mind. Well, Mr Percy, have you anything to add?\"", "endoftext": false }, { "action": "You tell him about Goering Room", "response": "Common courtesy demanded that me answer Angela Croxley before addressing her father.\n\n\"This radio you said you saw - are you going to take me to see it?\" Angela Croxley asked.", "endoftext": false }, { "action": "Yes", "response": "\"Yes, of course,\" I replied.\n\n\"Good,\" she replied. \"Lead on then, Mr Percy.\"", "endoftext": false }, { "action": "You go to the radio", "response": "Which radio do you mean, the wireless, or the radio?", "endoftext": false }, { "action": "You go to the attic", "response": "(going east)\n\nAngela followed me up the staircase.\n\nThe main landing comprised the area at the top of the stairs leading down to the floor below. From there doors led off to east, west, north and northeast. The landing continued to the south past the banisters.\n\nAngela stopped beside me.\n\nObvious exits: North, South, East, West, Northeast, Down\n\n(To continue on your way use the command CONTINUE or C).\n\n\"I'm not impressed, Mr Percy,\" Angela remarked. \"We offer you shelter from the storm, and you repay us by snooping all over our house.\"\n\n(My immediate thoughts were to either tell her about the noises, or apologize.)", "endoftext": false }, { "action": "You tell her about the noises", "response": "\"I heard noises upstairs,\" I said. \"Not just floorboards creaking, but footsteps, I was sure of it. I thought perhaps you were being burgled - and given that body downstairs...\"\n\n\"He's not a burglar,\" she interrupted me, clearly unimpressed.", "endoftext": false }, { "action": "You turn on the torch", "response": "I switched on the torch, and it emitted a reasonably bright beam of light.\n\nThe attic had accumulated surprisingly little junk for a family home. Bare boards stretched out in every direction from the open hatch with little to clutter them. The beam of my torch picked out hardly anything apart from the odd packing crate and a plethora of cobwebs. There was also a large wooden box in the corner by the window.\n\nThe loose floorboard was scarcely noticeable, being nearly flush with the floor.\n\nI saw an old blanket there. The large wooden box contained a radio.\n\nAngela was right beside me.\n\nObvious exits: Down", "endoftext": false }, { "action": "You ask Angela about footsteps", "response": "\"Until I see that radio transmitter I shan't believe a thing you tell me, Mr Percy,\" she answered. \"Neither shall I be at all inclined to give anything away.\"", "endoftext": false }, { "action": "You show the radio to Angela", "response": "\"There it is,\" I said.\n\n\"Well - that certainly does look like a radio transmitter,\" she agreed, frowning with concern, \"and it certainly shouldn't be here.\" She paused for a moment, her hand pushed deep up into her hair in a gesture of almost frantic thought. \"I suppose there's no way you could have smuggled it up here,\" she continued, as much to herself as to me, \"but that still doesn't explain how you found it.\" Letting her hand fall to her side she finally turned to me and asked, \"Why, Mr Percy; why were you up here? Why were you searching our house so thoroughly that you managed to find a hidden radio the rest of us missed?\"\n\n(I wondered whether to explain my suspicions, or counter-attack.)", "endoftext": false }, { "action": "Counter attack", "response": "\"Oh no,\" I said. \"You're the one with the explaining to do, Miss Croxley, you're the one with a hidden radio transmitter in your house.\"\n\nShe frowned in annoyance, \"I swear I've never seen that radio before.\nI had no idea it was here. And I still want to know why you think you have the right to go snooping around our house.\"", "endoftext": false }, { "action": "You ask her about Goering", "response": "\"Please don't try to change the subject, Mr Percy,\" she begged. \"This is important - I need to know if I can trust you. So tell me, why were you making such a thorough search of our house?\"", "endoftext": false }, { "action": "Suspicions", "response": "\"Too much round here seems far too fishy,\" I replied. \"For one thing, it's obvious you've all been trying to conceal that Goering look-alike without anyone knowing about it. So, I thought - well, there is a war on, I do hold the King's commission, so I considered it my duty to try to find out more. For all I know you may all be a nest of German spies - and this radio rather confirms it, doesn't it?\" Before she could answer, I continued, \"But finding the radio - well, that was a spot of luck really. It was just the more I found, the more suspicious I became, so the harder I looked.\"\n\nShe regarded me steadily for a moment, her lively blue eyes probing my face as if trying to read truth or falsehood there. \"I see,\" she said finally. \"I suppose that could be true, but not only does it leave this radio unexplained, it leaves a murder unexplained. So what do we do now?\"\n\n(My immediate thoughts were to either ask her about her father, Mr Graham, Hilda, or the corpse, talk about the radio, suggest reporting to her father, or propose looking for more clues.)", "endoftext": false }, { "action": "You ask her about the footsteps", "response": "\"It's more important to decide what we're going to do now,\" she replied. \"So what do you suggest?\"", "endoftext": false }, { "action": "You ask her about corpse", "response": "I could not kiss myself.\n\n\"A penny for your thoughts, Mr Percy,\" Angela remarked. \"What should we do now?\"\n\n\"What about that fellow downstairs - the one who was shot,\" I asked. \"Could this be his radio?\"\n\n\"I suppose it could,\" she agreed, \"but I don't see how he could have shot himself. I mean, people don't normally shoot themselves in the chest, do they? So what do you think we should do: search his room for further clues - or what?\"", "endoftext": false }, { "action": "You ask her about the Durbury", "response": "\"We can talk about that some other time,\" she insisted. \"The immediate question is: what are we going to do now?\"", "endoftext": false }, { "action": "You ask her about Hilda", "response": "\"How much do you actually know about your housekeeper?\" I asked. \"I mean, she is German, and her room is closest to this attic; she'd have plenty of opportunity to sneak up here and use the radio when no one was looking!\"\n\n\"But Hilda's Jewish, she came here to get away from the Nazis, so why would she want to help them?\" Angela protested. \"Besides, I doubt she even knows how to handle a gun! No, I can't believe it's Hilda - not without a lot more evidence, anyway! So, what should we do next?\"", "endoftext": false }, { "action": "You talk about the radio", "response": "\"We're only assuming that this radio is being used to contact the enemy,\" I mused. \"We don't know it for a fact.\"\n\n\"True, but it seems a pretty safe assumption, doesn't it?\" she replied. \"I mean, if it was for some legitimate purpose, why would it be kept hidden up here in the attic where none of us knew about it? I don't think either of us could be accused of jumping to absurd conclusions if we assume the radio is linked with spying. So who's the spy and who's the killer, and how are they linked? What do you think we should do about it?\"", "endoftext": false }, { "action": "You find the coat", "response": "(going down)\n\nIt would have seemed rather rude to walk away in the middle of a conversation.\n\nI was unable to continue on my journey.", "endoftext": false }, { "action": "You ask her about Mr Graham", "response": "\"What about your visitor, Mr Graham?\" I enquired. \"Do you know much about him?\"\n\n\"Not a lot,\" she admitted. \"I suppose he could have shot T... that man downstairs. But I don't see how he could be responsible for the radio! So - what do you think we should do now?\"", "endoftext": false }, { "action": "You talk about the suitcase", "response": "\"I'd rather you didn't keep trying to change the subject, Mr Percy,\" she complained. \"In case you've forgotten, there's just been a murder. So, what do we do now?\"", "endoftext": false }, { "action": "Clues", "response": "\"I suppose the only thing we can do is hunt around for more clues,\" I proposed. \"I mean, if someone in the house is sending messages to the enemy, they may have some notes of messages sent and received, or something else that gives them away.\"\n\nShe frowned for a moment, then let out a deep sigh. \"Yes, I suppose you're right,\" she agreed at last. \"I just don't like the idea of poking around in other people's private possessions. It feels so - so unpleasant. But we don't have much choice now, do we?\"", "endoftext": false }, { "action": "You ask her about T", "response": "\"Changing the subject is just delaying the inevitable, isn't it?\" she suggested. \"You've only confirmed what I really knew all along we were going to have to do, so let's get it over with!\"", "endoftext": false }, { "action": "You ask her about Tony", "response": "\"What were your brothers like?\" I asked.\n\n\"Adam - well, we always thought he'd be a bit of a high-flyer, only we didn't realize he'd take it so literally,\" she replied, \"or that he'd crash to earth quite so soon. Tony was always a one, quite a sportsman - he captained the first fifteen at school - and dead keen to do his bit for King and country when war broke out, but... I loved them both to bits, of course. I still can't believe they're gone.\"", "endoftext": false }, { "action": "You check your inventory", "response": "I was carrying a scrumpled fragment, a piece of paper, a receipt, a torch (providing light), a long wooden pole, a theatrical magazine, two keys (a dull grey key and a small brass key), a pair of headphones, a small tin box (which contained a pencil), a pamphlet, and a red book.\nI was wearing a beret and khaki battledress.\n\n\"It seems I owe you an apology, Mr Percy,\" said Angela, lightly touching my arm. \"I really did think you must be the killer, but that radio - well, it does change things. There's no way you could have put it there, which means - well, it seems you may have helped us catch a spy! And - well, you obviously know that we haven't been entirely honest with you, don't you?\"", "endoftext": false }, { "action": "You give you the the gun", "response": "\"Please, Jack, don't make this any harder for me by trying to avoid the question. You know I've been lying to you, don't you?\" she insisted.", "endoftext": false }, { "action": "Yes", "response": "\"Well, yes, I suppose so,\" I admitted. \"I mean it's pretty obvious that things here aren't what they're meant to seem.\"\n\n\"Quite,\" she agreed, \"For one thing, Colonel Croxley isn't my father, he's my C.O.\" She flashed a brief apologetic smile before continuing, \"I shouldn't really be telling you anything of course, and I still can't tell you much, but, well, let's just say the colonel and I both work for the War Office, and the man who was shot was working with us. And - well - oh golly, I wish this wasn't all so complicated, but perhaps you could just call me Angela from now on.\" She handed me the revolver saying, \"And perhaps you'd better take this. To be honest, I'm not entirely comfortable with it.\"", "endoftext": false }, { "action": "You ask her about Jeremy", "response": "\"So, is Jeremy really your brother?\" I asked.\n\n\"That's right,\" she affirmed, \"he's in the army too, and quite safe last time I heard, thank goodness!\"", "endoftext": false }, { "action": "You ask her about Graham", "response": "\"Who is Mr Graham exactly, and where does he fit into all this?\" I asked.\n\nAngela let out a heavy sigh, \"I'm beginning to wonder myself,\" she muttered. \"I'm not meant to say anything, but right now I don't know which way to turn! He's Captain Graham, from the War Office. He came to warn us that our operation here had been compromised, and we were discussing what to do about it.\"\n\n(It occured to me to ask if she thought Graham shot the man.)", "endoftext": false }, { "action": "You examine the gun", "response": "I broke open the revolver and checked that it was loaded. Finding that it was, I closed it again.\n\nIt was a Colt 45, probably a service pistol. There was a distinct smell of cordite from the barrel.\n\nIt was a Colt 45, probably a service pistol. There was a distinct smell of cordite from the barrel.", "endoftext": false }, { "action": "You show her slip of the paper", "response": "\"Could this be significant?\" I asked, showing her the receipt. \"I found it under some sheets in the airing cupboard.\"\n\n\"That's certainly an odd place for it,\" she remarked, \"but I'm not sure what it means. We all go into Amesbury from time to time, and any of us could have got a spare key cut, though it's a bit irregular - hm, I'm not sure what to think!\"", "endoftext": false }, { "action": "You ask Angela about the dunbury", "response": "My remark proved to be the occasion for an animated discussion which lasted quite some time.", "endoftext": false }, { "action": "Inventory", "response": "I was carrying a scrumpled fragment, a piece of paper, a receipt, a torch (providing light), a long wooden pole, a theatrical magazine, two keys (a dull grey key and a small brass key), a pair of headphones, a small tin box (which contained a pencil), a pamphlet, a red book, and a revolver. I was wearing a beret and khaki battledress.", "endoftext": false }, { "action": "Show scrumpled to Angela", "response": "\"What do you make of this?\" I asked, \"I found it in Colonel Croxley's bathroom.\"\n\nAngela took the fragment, read it, and turned very white.\n\n\"Oh goodness!\" she declared. \"He couldn't have, could he?\"\n\nShe stared at the offending fragment a few moments more, then screwed it back up into a tight little ball. \"Let's not jump to conclusions,\" she said, seemingly as much to herself as to me.", "endoftext": false }, { "action": "You read it", "response": "Only a few words were visible: \"... plan now seems unworkable...\n... may be advisable to terminate Durbury...\"", "endoftext": false }, { "action": "You ask Angela about the piece", "response": "That was not something she seemed at all eager to discuss, so my conversational gambit fell horribly flat.\n\n\"This looks like it could be some kind of code,\" I remarked, showing her the piece of paper covered with letters and numbers. \"I found it in a German novel, in your room. Perhaps the numbers are references to the pages in the book?\"\n\n\"No,\" she replied firmly. For a moment she stared down at the piece of paper, clasping it in one hand, before finally releasing it to me with a heavy sigh. \"At least, it's nothing to do with the German novel, that's just something I happen to be reading,\" she told me, \"but it is a code of sorts. It's my attempt to do a bit of code-breaking. That's part of my job.\"", "endoftext": false }, { "action": "You ask Angela about Goering Room", "response": "\"So why do you keep a room dedicated to Hermann Goering in this house?\" I enquired.\n\n\"You already know enough to realize that it must be part of our intelligence operation,\" she replied. \"More than that I'm not at liberty to say.\"", "endoftext": false }, { "action": "You ask her about the pamphlet", "response": "I chattered away on the subject with her for several minutes.", "endoftext": false }, { "action": "Inventory", "response": "I was carrying a piece of paper, a receipt, a torch (providing light), a long wooden pole, a theatrical magazine, two keys (a dull grey key and a small brass key), a pair of headphones, a small tin box (which contained a pencil), a pamphlet, a red book, and a revolver. I was wearing a beret and khaki battledress.\n\nAngela turned to me, laying a hand on my arm. \"I'm getting to the point where I don't know which way to turn or who to trust,\" she confessed. \"I'm not meant to say anything at all, but what can I do? Well, I'm sure I'm not telling you anything you don't know if I tell you that our visitor tonight wasn't a client! He's Captain Graham, from the War Office. He came to warn us that our operation here had been compromised, and we were discussing what to do about it. And then, well...\"\n\n(It occured to me to ask if she thought Graham shot the man.)", "endoftext": false }, { "action": "You ask her the shot", "response": "\"Are you saying you think Captain Graham might have shot that poor fellow?\" I asked.\n\n\"Yes - no - I don't know!\" she ran her hand through her hair in a gesture of distracted distress. \"We didn't know about the radio. At least I didn't. But Captain Graham said the Germans had got wind of - well, we were discussing how to tidy up the mess.\"\n\n\"And shooting that man could have been part of 'tidying up'?\" I suggested incredulously.\n\n\"I don't know!\" she snapped through gritted teeth. \"It's driving me half crazy just thinking about it! It could have been Captain Graham - perhaps that's what he really left the study to do. It could even have been the colonel. I thought I knew him, and I didn't think he could - but it was his gun!\"", "endoftext": false }, { "action": "You ask her about Hilda", "response": "\"So, how do you find Hilda, Angela?\" I asked.\n\n\"We get on well enough,\" she told me. \"She's certainly very efficient.\"", "endoftext": true }, { "action": "You go down", "response": "Angela followed me down the ladder.\n\nThe standard of decoration was definitely plainer in this part of the house, little more than a stale lick of white paint on every available surface. The door to the southwest marked the boundary between the servants' quarters and the rest of the house, while a second door led west, opposite a pair of cupboard doors to the east. A ladder ran up from the floor through the open trapdoor in the ceiling, while a narrow flight of stairs led down to the floor below.\n\nOn the shelves were a pair of folded white sheets.\n\nAngela stopped beside me.\n\nObvious exits: West, Southwest, Up, Down", "endoftext": false }, { "action": "You find the coat", "response": "(going down)\n\nAngela followed me down the back stairs.\n\nThe back passage was a short, narrow space leading from the kitchen door (to the south) to the back door (to the north) between two other doors to east and west. The space was further constricted by a flight of stairs leading up to the floor above.\n\nAngela stopped beside me.\n\nObvious exits: North, South, East, West, Up\n\n(To continue on your way use the command CONTINUE or C).", "endoftext": false }, { "action": "You search pocket", "response": "The coat pocket contained two keys (a chunky key and a small silver key).\n\n\"I'm not sure you should be searching Hilda's pockets,\" Angela remarked censoriously, then added, \"Did you find anything?\"", "endoftext": false }, { "action": "Yes", "response": "\"Yes, a couple of keys,\" I replied.\n\n\"Show me!\" she demanded.\n\nThe wireless continued to play Mozart.", "endoftext": false }, { "action": "You get the keys", "response": "I took two keys (the small silver key and the chunky key).", "endoftext": false }, { "action": "You find the suitcase", "response": "(going east)\n\nAngela followed me through the door.\n\nThe back passage was a short, narrow space leading from the kitchen door (to the south) to the back door (to the north) between two other doors to east and west. The space was further constricted by a flight of stairs leading up to the floor above.\n\nAngela stopped beside me.\n\nObvious exits: North, South, East, West, Up\n\n(To continue on your way use the command CONTINUE or C).", "endoftext": false }, { "action": "You show the keys to Angela", "response": "small silver key: Angela glanced at the small silver key but offered no comment.\n\ndull grey key: Angela glanced at the dull grey key but offered no comment.\n\nchunky key: \"That looks like the key to the cellar,\" Angela told me, \"but what was it doing in Hilda's coat pocket?\"\n\nsmall brass key: I showed Angela the brass key, saying, \"I found this up in the attic, in the same box as the radio.\"\n\n\"That's very odd!\" she declared. \"It certainly shouldn't have been there!\"", "endoftext": false }, { "action": "You unlock the suitcase with the silver key", "response": "Unlocked.", "endoftext": false }, { "action": "You open the suitcase", "response": "Opening the small brown suitcase revealed some clothes.\n\n\"What did you find in there?\" Angela asked eagerly. \"Not just clothes, surely?\"", "endoftext": false }, { "action": "You read it", "response": "There was some faint indentations on the first page, suggesting that someone had written on a previous page and then torn it off, but the indentations were too faint to read.", "endoftext": false }, { "action": "You show the notebook to Angela", "response": "\"That's interesting,\" she remarked. \"Of course it could be completely innocent, but I'd like to see what it says. We should try to find some way of making it legible.\"", "endoftext": false }, { "action": "You rub the pencil on the paper", "response": "Which paper do you mean, the scrumpled fragment, the piece of paper, or the receipt?", "endoftext": false }, { "action": "You rub the pencil on the notebook", "response": "(first taking the pencil from the small tin box)\nI rubbed the notebook with the pencil, so that the writing became visible.\n\n\"Here, let me see that!\" said Angela, peering over my shoulder. \"TOTEN SIE IHN SOFORT - that means 'Kill him immediately' doesn't it? And that does look like Hilda's writing. If it was a message she received over the radio, and if the 'him' referred to is ... But look, there's another line of letters above. I imagine that must mean that the message was sent in code and she had to decode it. So where's her code book? I mean, what we've found is certainly suspicious enough, but - well, before we start accusing Hilda I'd like to make absolutely sure, so I'd really like to find her code book, then we'd know.\"", "endoftext": false }, { "action": "You ask about the corpse", "response": "\"The man who was shot, he really does bear a striking resemblance to Hermann Goering, doesn't he?\" I remarked.\n\n\"Yes, he does,\" she agreed, \"and that's all I'm saying, so please don't press me any further.\"", "endoftext": false }, { "action": "You ask her about house", "response": "\"I take it this place isn't your old family home, then,\" I remarked.\n\n\"Obviously not,\" she concurred. \"It's just some place the War Office bought when it came on the market.\"", "endoftext": false }, { "action": "You ask her about the bedroom", "response": "I talked about this with her for a while, but failed to reach any very interesting conclusion.", "endoftext": false }, { "action": "You go east", "response": "Not wanting either to be encumbered with other people's property, or to be caught stealing it, I dropped the clothes before leaving the room.\n\nAngela followed me through the door.\n\nThe standard of decoration was definitely plainer in this part of the house, little more than a stale lick of white paint on every available surface. The door to the southwest marked the boundary between the servants' quarters and the rest of the house, while a second door led west, opposite a pair of cupboard doors to the east. A ladder ran up from the floor through the open trapdoor in the ceiling, while a narrow flight of stairs led down to the floor below.\n\nOn the shelves were a pair of folded white sheets.\n\nAngela stopped beside me.\n\nObvious exits: West, Southwest, Up, Down", "endoftext": false }, { "action": "Up", "response": "Angela followed me up the ladder.\n\nThe attic had accumulated surprisingly little junk for a family home. Bare boards stretched out in every direction from the open hatch with little to clutter them. The beam of my torch picked out hardly anything apart from the odd packing crate and a plethora of cobwebs. There was also a large wooden box in the corner by the window.\n\nThe loose floorboard was scarcely noticeable, being nearly flush with the floor.\n\nI saw an old blanket there. The large wooden box contained a radio.\n\nAngela stopped beside me.\n\nObvious exits: Down", "endoftext": false }, { "action": "Go southwest", "response": "Angela followed me through the southwest door.\n\nThe main landing comprised the area at the top of the stairs leading down to the floor below. From there doors led off to east, west, north and northeast. The landing continued to the south past the banisters.\n\nAngela stopped beside me.\n\nObvious exits: North, South, East, West, Northeast, Down", "endoftext": false }, { "action": "You go to the north", "response": "Angela followed me through the north door.\n\nThis was obviously the master bedroom; it was huge. Even with a large double bed and a heavy chest of drawers taking up much of the floor space, a great deal of bare carpet remained. The door out was to the south, and a second door led west.\n\nOn the chest of drawers was a family photo.\n\nAngela stopped beside me.\n\nObvious exits: South, West\n\n\"What do you expect to find in here?\" Angela demanded. \"You've already shown me the radio!\"", "endoftext": false }, { "action": "Go south", "response": "Angela followed me through the bedroom door.\n\nThe main landing comprised the area at the top of the stairs leading down to the floor below. From there doors led off to east, west, north and northeast. The landing continued to the south past the banisters.\n\nAngela stopped beside me.\n\nObvious exits: North, South, East, West, Northeast, Down", "endoftext": false }, { "action": "Go north", "response": "Angela followed me through the north door.\n\nThis was obviously the master bedroom; it was huge. Even with a large double bed and a heavy chest of drawers taking up much of the floor space, a great deal of bare carpet remained. The door out was to the south, and a second door led west.\n\nOn the chest of drawers was a family photo.\n\nAngela stopped beside me.\n\nObvious exits: South, West\n\nAngela glanced round anxiously, as if nervous about trespassing somewhere she had no right to be.", "endoftext": false }, { "action": "You ask Angela about the photo", "response": "\"So all those people in the photos in the drawing room,\" I began, \"who are they?\"\n\n\"I don't know who the woman is,\" she admitted. \"Colonel Croxley just found that photograph somewhere. His real wife is alive and well and living in Yorkshire, I believe, though she can't be seeing much of him right now, poor thing. But the others are real people - I mean the boy in army uniform really was called Tony and he really was the colonel's son and he really was killed in action - as was Adam, my boyfriend, the pilot.\"", "endoftext": false }, { "action": "You look under the bed", "response": "I peered under the bed, but spotted nothing of interest.\n\n\"You didn't find anything under there, then,\" Angela surmiseed. It was clearly a statement, not a question.", "endoftext": false }, { "action": "You move chest", "response": "I saw no need to start rearranging the furniture; it would probably have achieved nothing except annoying the Croxleys unnecessarily.", "endoftext": false }, { "action": "You look under the chest", "response": "I couldn't see anything under the chest of drawers.\n\n\"We really must try to find that codebook, Jack\" Angela insisted. \"Hilda must have used something to decode that message, but I'd really like to see the proof!\"", "endoftext": false }, { "action": "Go east", "response": "Angela followed me through the east door.\n\nThe bathroom was rectangular, and just a little dingy, with the white enamel bath tucked away in the corner occupying about a quarter of the floor-space. Most of the rest was taken up with the basin and the toilet, with a mirror-fronted cabinet attached to one wall. The bathroom door was to the west.\n\nA small book of some sort was lying on the ground just next to the toilet bowl.\n\nAngela stopped beside me.\n\nObvious exits: West", "endoftext": false }, { "action": "You look at the book", "response": "(the red book)\nIt appeared to be a biography of Hermann Goering.", "endoftext": false }, { "action": "You get the book", "response": "I took the ration book.", "endoftext": false }, { "action": "You look at the book", "response": "Which book do you mean, the red book, or the ration book?", "endoftext": false }, { "action": "Ration", "response": "It appeared to be a current ration book.", "endoftext": false }, { "action": "You read it", "response": "Closer inspection revealed it to be the ration book for someone called Timothy Durbury.", "endoftext": false }, { "action": "You ask her about the corpse", "response": "She'd already agreed that the dead man looked a lot like Hermann Goering, but that was as much as she was saying.", "endoftext": false }, { "action": "You show the ration book to Angela", "response": "\"Look what I've found!\" I declared, \"A ration book for Timothy Durbury! I assume this belonged to that poor fellow downstairs.\"\n\nAngela hesitated for just a moment, then nodded. \"There's no point denying it, is there?\" she replied. \"I'm sorry, I've had to live with pretence so long it's become a habit! But yes, the man who was killed was Tim Durbury. Poor Tim!\" She wiped the corner of her eye.", "endoftext": false }, { "action": "You open the cabinet", "response": "Opening the cabinet revealed a safety razor.", "endoftext": false }, { "action": "You examine razor", "response": "It was a standard safety razor, with a short silver handle and a partially enclosed blade.", "endoftext": false }, { "action": "You ask Angela about Timothy", "response": "\"So who was Timothy Durbury?\" I asked. \"And what was he doing here? Why all the secrecy? Why would anyone want to kill him?\"\n\n\"That's an awful lot of questions all at once,\" she replied with a wan smile, \"but I suppose what's secret had better remain secret.\"", "endoftext": false }, { "action": "Go west", "response": "Not wanting either to be encumbered with other people's property, or to be caught stealing it, I dropped the safety razor before leaving the room.\n\nAngela followed me through the door.\n\nThe main landing comprised the area at the top of the stairs leading down to the floor below. From there doors led off to east, west, north and northeast. The landing continued to the south past the banisters.\n\nAngela stopped beside me.\n\nObvious exits: North, South, East, West, Northeast, Down", "endoftext": false }, { "action": "You ask her about the cellar", "response": "\"Where is the cellar?\" I askd.\n\n\"Just off the back passage,\" she told me, opposite Hilda's sitting room.'", "endoftext": false }, { "action": "You go to the back passage", "response": "(going northeast)\n\nAngela followed me through the northeast door.\n\nThe standard of decoration was definitely plainer in this part of the house, little more than a stale lick of white paint on every available surface. The door to the southwest marked the boundary between the servants' quarters and the rest of the house, while a second door led west, opposite a pair of cupboard doors to the east. A ladder ran up from the floor through the open trapdoor in the ceiling, while a narrow flight of stairs led down to the floor below.\n\nOn the shelves were a pair of folded white sheets.\n\nAngela stopped beside me.\n\nObvious exits: West, Southwest, Up, Down\n\n(To continue on your way use the command CONTINUE or C).", "endoftext": false }, { "action": "Key", "response": "Which key do you mean, the small silver key, the dull grey key, the chunky key, or the small brass key?", "endoftext": false }, { "action": "Go east", "response": "(first opening the east door)\n\nAngela followed me through the east door.\n\nThe beam of my torch picked out little but dust, junk and cobwebs before settling on the large empty wine rack running along the east wall. A further clockwise movement of the beam located something untoward on the south wall.\n\nAngela stopped beside me.\n\nObvious exits: Up", "endoftext": false }, { "action": "You examine south", "response": "I saw no beam there.\n\nThere was a cable running down the south wall - but it looked as if it had been severed.", "endoftext": false }, { "action": "You examine the cable", "response": "The cable ran all the way down from the ceiling into some sort of junction box. It looked as if it had been deliberately and cleanly cut; the shiny metal wire thereby revealed suggested that it might have been cut quite recently.", "endoftext": false }, { "action": "You talk about the cable", "response": "'Have a look at this, Angela,' I said, shining the torch at the severed cable. 'It looks like this cable has been cut.'\n\n'You're right, it does!' she agreed, peering at it closely. 'And there's something else - I think this is the cable for the telephone, so it wasn't the storm that put it out of action!'", "endoftext": false }, { "action": "Search rack", "response": "At first sight the wine rack looked completely empty, but a thorough search revealed a brown paper bag half hidden in one of the compartments.", "endoftext": false }, { "action": "You get bag", "response": "'What have you just found?' Angela asked, as I removed the paper bag from the wine rack. 'Whatever it is was well hidden! Who'd ever think of looking in an empty wine rack? Anyway, what is it?'", "endoftext": false }, { "action": "You look in the bag", "response": "The brown paper bag contained a dark green book.", "endoftext": false }, { "action": "You read the book", "response": "Which book do you mean, the red book, the dark green book, or the ration book?", "endoftext": false }, { "action": "You read the green book", "response": "(first taking the dark green book from the brown paper bag)\nThe inside of the book was full of columns of numbers and letters.", "endoftext": false }, { "action": "You connect the wire", "response": "(to the pair of headphones)\nI could not attach that to anything.", "endoftext": false }, { "action": "You fix the cable", "response": "I lacked the necessary equipment.", "endoftext": false }, { "action": "You give the book to Angela", "response": "Which book do you mean, the dark green book, the red book, or the ration book?", "endoftext": false }, { "action": "Green", "response": "She took the book from me, and studied it carefully. 'I'd say it was almost certainly a code book of some kind,' she told me, carefully turning over the pages. 'Almost certainly a German codebook of some kind,' she added. 'I imagine that's why it was hidden down here, so it wouldn't be immediately obvious whose it was. I mean it would be pretty damning evidence if it turned up in anyone's things, but I suppose we now know whose it is anyway.'\n\nWith a frown of concentration she then re-examined the writing revealed on the notebook. 'Yes,' she nodded, 'I think this was used to decode the message here. So - we found the notebook in Hilda's room, and Hilda had the cellar key in her pocket, and the codebook was hidden in the cellar - I think we have enough now, don't you?'", "endoftext": false }, { "action": "Yes", "response": "'Yes, I think we do,' I agreed.\n\n'Good, so let's go and show what we've got to Colonel Croxley,' she suggested.", "endoftext": false }, { "action": "You find the Colonel", "response": "(going west)\n\nAngela followed me up the stairs.\n\nThe back passage was a short, narrow space leading from the kitchen door (to the south) to the back door (to the north) between two other doors to east and west. The space was further constricted by a flight of stairs leading up to the floor above.\n\nAngela stopped beside me.\n\nObvious exits: North, South, East, West, Up\n\n(To continue on your way use the command CONTINUE or C).", "endoftext": false }, { "action": "You show the notebook to Croxley", "response": "(Colonel Croxley)\nI handed him the notebook, saying, 'We found this in Hilda's bedroom.'\n\nCroxley glanced at it and said, 'TOTEN SIE IHN SOFORT, in what looks to me, so far as I can tell from this, more than a little like Hilda's writing - well, we need hardly ask who she was being ordered to kill at once.' Looking up at the housekeeper he went on, 'Is there anything you'd like to say about this, Hilda?'\n\n'You accuse me?' she asked incredulously, slowly backing away. 'Always they blame the Jews, always. Why?'\n\n'There's more, Hilda,' Angela told her, 'the codebook you hid in the cellar, for example.'\n\n'You're no better than a Nazi!' Hilda shrieked. 'You - how you say? - You plant evidence to make me in trouble. Just because you are blonde and pretty-looking, Aryan girl, you think you can ...' She broke off as she snatched a large kitchen knife out of a drawer and rushed towards Angela, brandishing her makeshift weapon.", "endoftext": false }, { "action": "You show it to him", "response": "'Quick! Do something, man! Stop her!' he cried.", "endoftext": false }, { "action": "Punch hilda", "response": "I rushed towards Hilda. She paused in her stride and turned to threaten me with her knife. In the ensuing scuffle, the revolver went off, shooting Hilda through the heart. She fell to the floor, leaving me gaping at her in horrified silence.\n\nIt was Colonel Croxley who broke that terrible silence. 'Well, that's that, then!' he declared briskly, as if commenting on a broken teacup. 'We really could have done with questioning her - but I suppose she realized that, as well as what we'd do to a spy in wartime.' Turning to me he cut off my incipient apology adding, 'Don't blame yourself, Mr Percy, you did what you had to and I would have done exactly the same.'\n\nAfter a brief pause when nobody spoke he continued, 'This must all seem very strange, Mr Percy, so I suppose I owe you an explanation.'\n\nAngela threw Colonel Croxley a quick, anxious glance.", "endoftext": false }, { "action": "You listen", "response": "I heard nothing out of the ordinary.\n\n'Mr Percy,' Colonel Croxley broke in on my thoughts, 'I think I'd better explain what's being on here, don't you?'\n\nAngela avoided my eye.", "endoftext": false }, { "action": "Yes", "response": "'Yes; it's clear something very odd's going on,' I replied, still trying to recover from my shock at what had just happened. 'Please do enlighten me.'\n\n'Very well,' he nodded. 'First, as you may have gathered, neither this young lady nor myself are who we claimed to be. I'm Colonel Martin, military intelligence, and Lieutenant Angela Dalton is my assistant. The man Hilda shot was an actor called Tim Durbury, who bears more than a passing resemblance to Reichsmarschall Goering. The original idea was to see if we could train him to pass himself off as the real thing and maybe cause some havoc behind enemy lines.'\n\nHe paused for a moment, then continued, 'Actually it became obvious almost from day one that the idea was a non-starter; poor old Durbury was never going to fool the Germans for five minutes. If it hadn't been for Hilda we'd've packed up the whole operation weeks ago.'\n\nAngela stared at him in some consternation. 'But...' she began.", "endoftext": false }, { "action": "You wait a while", "response": "I waited to see what would happen.\n\n'It was sheer luck that Hilda answered our advertisement for a native German-speaker who could pass as a housekeeper,' the colonel continued. 'We already knew she was a spy, and it gave us a perfect chance to use her for our own purposes. She thought we wanted her to help Durbury to learn German well enough to pass himself off as Goering - which was obviously never going to happen in reality. Presumably she also thought we'd given her the ideal opportunity to spy on us and pass damaging information back to the Germans. In fact, we were simply keeping her from doing any mischief elsewhere while using her to pass false information to her masters in Berlin.'\n\nAt that point Angela's mouth dropped open in utter astonishment.", "endoftext": false }, { "action": "Wait", "response": "I waited to see what would happen.\n\nAngela stared at Colonel Martin aghast. 'You never told me, sir!' she cried.\n\n'It was better you didn't know, lieutenant,' he replied evenly.\n'You're probably an even worse actor than poor old Durbury, and I needed you to be convincing. In any case, the fewer people who knew what we were really up to the better. Unfortunately we never reckoned with Hilda being ordered to kill Durbury, which I suppose must have happened shortly before you showed up, Mr Percy. And now I have a request. Obviously our little scheme has now gone a bit wrong, but it's still essential that none of this comes out. Can I rely on your discretion?'", "endoftext": false }, { "action": "Yes", "response": "'Yes, of course, sir,' I declared.\n\n'Good man,' Colonel Martin replied. 'Well, we'd better see what we can do to start clearing up this mess...'\n\nAt that moment Captain Graham walked in, stopped in his stride at seeing the tableau presented, and remarked, 'What happened? I thought I heard a shot!'\n\n'You did,' Colonel Martin told him calmly. 'Hilda's dead. I'll fill in the details later. Right now I think we'd better get Mr Percy out of here and on his way to his camp. The storm seems to have abated, so perhaps you could give him a lift back to his car and help him get it started.'\n\n'Of course, sir,' Captain Graham nodded. Turning to me he said, 'Lead on then, Mr Percy!'\n\nCaptain Graham nodded towards the door.", "endoftext": true }, { "action": "Look around", "response": "The kitchen looked large enough to accommodate the platoon of culinary staff who may have worked there before the war. Circumstances were now reduced, however, leaving the place rather bare: a large wooden table at one end, with a single hard wooden chair right next to it, now comprised the bulk of the furniture. A long, old-fashioned cooking range ran along the east wall, while doors led off to west, south and north, a calendar being attached to the last of these.\n\nA sharp knife lay on the floor, next to Hilda's body.\n\nHilda's body lay sprawled on the floor.\n\nCaptain Graham was standing by the door, waiting for me to lead the way out.\n\nAngela was standing on the far side of the kitchen, trying not to look at Hilda's body.\n\nColonel Martin was standing there.\n\nObvious exits: North, South, West\n\nCaptain Graham held the door open, evidently anxious for me to leave.", "endoftext": false }, { "action": "You take the knife", "response": "'I think you'd better leave that alone for now, Mr Percy,' Colonel Martin told me.\n\nCaptain Graham tried to wave me through the door.\n\n'Why?' Angela asked suddenly. 'Why did she have to shoot Tim? Why did they make her do that? If they already knew about him, what harm could he do them?'\n\n'There was probably no good military reason at all,' Colonel Martin replied. 'I imagine it has more to do with wounded egos and Nazi spite. I can just see the real Reichsmarschall Goering huffing and puffing and demanding the assassination of the upstart English actor who would dare to impersonate him.'", "endoftext": false }, { "action": "Wait", "response": "I waited to see what would happen.\n\nCaptain Graham gave a discreet cough.", "endoftext": false }, { "action": "Go outside", "response": "I handed Colonel Martin back his revolver and walked out of the kitchen, closely followed by Captain Graham. We reached the front door together without a word; it turned out to be unlocked, so I opened the door and Captain Graham followed me through.\n\n'At least it's stopped raining,' Graham remarked, as we stepped out into the drive, 'I understand you ran out of fuel? I've a spare petrol can in the back, maybe we can get your car going again.'\n\nI glanced up at the sky, which was indeed beginning to clear, the storm having spent its fury. For a moment I lingered in the drive, trying to come to terms with everything that had just taken place; then I clambered aboard and caught my last sight of Wendle Manor as Captain Graham turned his car round. I didn't see Angela again until after the war - but that's another story.", "endoftext": true } ]
t6lk8c2wktxjnod6
Aisle
Sam Barlow
[ "Slice of life" ]
[ "cover art", "easy", "experimental", "literary", "male protagonist", "mild profanity", "no score", "one move", "one-move", "parser", "puzzleless", "Replayable", "scoreless", "short", "single command", "single room", "strong profanity", "supermarket", "unstable truth", "very brief", "walkthrough", "Xyzzy Awards 1999", "XYZZY Best Use of Medium" ]
1,999
[ 75, 132, 58, 18, 2 ]
285
3.912281
20170601
true
Late Thursday night. You've had a hard day and the last thing you need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly. On to the next aisle... Aisle started out as a game which would not need the usual meta-verbs... i. e. a game with only one turn. The initial idea was: How do I make a game with only one turn interesting? Give it lots of endings--in fact there are many 'endings' and (hopefully) every sensible action results in an 'ending'. There is no winning action. There is however more going on than just this and the more endings you see the more things should become clear.
[ { "action": "%", "response": "storie", "endoftext": true }, { "action": "About yourself", "response": "You don't need a mirror to know what you look like. Old. \"Old beyond your years\", as they say. Old. Old and lonely. You look lonely--you are lonely. You are well dressed but people think you are a tramp. You feel like a tramp. Ever since Clare left you... without word... in Rome.\n\nYou leave your trolley and walk to the exit. Then drive home.\n\nThe end of the story. The end of a story. But not\nthe only story...", "endoftext": false }, { "action": "You look at the trolley", "response": "(your trolley)\nThe trolley is a small cage of steel with bent rubber wheels. Full of your shopping: meals for one, drinks for one (well, drinks for several, but hey, who's counting?).\n\nGnocchi for one wouldn't really work. You settle for\nspaghetti and continue on to the next aisle.\n\nThe end of another story. But then, there are others...\nLate Thursday night. You've had a hard day and the last thing\nyou need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly.\n\nOn to the next aisle.\n\nInteresting... fresh Gnocchi--you haven't had any of that since... Rome.\n\nThe aisle stretches to the north, and back to the south. The shelves on either side of you block your view of the rest of the supermarket, with only the brightly coloured aisle markers visible.\n\nYou have stopped your trolley next to the pasta section, bright plastic bags full of pale skin-tone shapes.\n\nThere is a brunette woman a few metres ahead, filling her trolley with sauces.", "endoftext": false }, { "action": "You eat the gnocchi", "response": "You rip open the packet and take out a few Gnocchi, cramming them into your mouth. The uncooked, floury balls clog in your throat and you swallow them down, hard.\n\nThe brunette glances at you and moves on quickly.\n\nYou feel stupid, slip the opened bag back into the shelf and carry on. It's never been as good as it was in Rome.\n\nAnother story over. But then...\nLate Thursday night. You've had a hard day and the last thing\nyou need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly.\n\nOn to the next aisle.\n\nInteresting... fresh Gnocchi--you haven't had any of that since... Rome.\n\nThe aisle stretches to the north, and back to the south. The shelves on either side of you block your view of the rest of the supermarket, with only the brightly coloured aisle markers visible.\n\nYou have stopped your trolley next to the pasta section, bright plastic bags full of pale skin-tone shapes.\n\nThere is a brunette woman a few metres ahead, filling her trolley with sauces.", "endoftext": false }, { "action": "You remember the rome", "response": "Rome.\n\nYou pick up the Gnocchi and stare at the illustration of Piazza Venezia on its packet. You remember; sun, heat, food, pasta, sauces, wine, love, ancient, modern, Italians, Americans, love. And ultimately pain. A pain you had thought you had forgotten. But like a cancer returning to wreak havoc again, the pain resurfaces and tears through the thin barriers you had erected. Tears flow. Memories; guilt. And finally acceptance. You live with it.\n\nOne more story over. Then again...\nLate Thursday night. You've had a hard day and the last thing\nyou need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly.\n\nOn to the next aisle.\n\nInteresting... fresh Gnocchi--you haven't had any of that since... Rome.\n\nThe aisle stretches to the north, and back to the south. The shelves on either side of you block your view of the rest of the supermarket, with only the brightly coloured aisle markers visible.\n\nYou have stopped your trolley next to the pasta section, bright plastic bags full of pale skin-tone shapes.\n\nThere is a brunette woman a few metres ahead, filling her trolley with sauces.", "endoftext": false }, { "action": "You ask the woman about the sauces", "response": "You walk over. \"Hi. You trying to choose a sauce?\" She looks at you and pauses, \"Um. Yeah I'm just looking.\" You reach down a random jar and pass it to her, \"This is a great sauce.\" She smiles politely, \"Thanks,\" and quickly moves on to the next aisle.\n\nYou feel a bit stupid. Why is it that none of them understand you like she did?\n\nAnother story done. And yet...\nLate Thursday night. You've had a hard day and the last thing\nyou need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly.\n\nOn to the next aisle.\n\nInteresting... fresh Gnocchi--you haven't had any of that since... Rome.\n\nThe aisle stretches to the north, and back to the south. The shelves on either side of you block your view of the rest of the supermarket, with only the brightly coloured aisle markers visible.\n\nYou have stopped your trolley next to the pasta section, bright plastic bags full of pale skin-tone shapes.\n\nThere is a brunette woman a few metres ahead, filling her trolley with sauces.", "endoftext": false }, { "action": "You kill woman", "response": "You run over to her and throw a punch which knocks her into the shelves. Jars fall and splatter grainy red sauces across the aisle. Shit. You run out--out to the car and drive--drive home. When you park up, you find that you are holding the gnocchi from the supermarket.\n\nWhat was it about the gnocchi? You can't remember (I don't think you want to remember). You feel ashamed, stupid and old.\n\nOne more story over. But then...\nLate Thursday night. You've had a hard day and the last thing\nyou need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly.\n\nOn to the next aisle.\n\nInteresting... fresh Gnocchi--you haven't had any of that since... Rome.\n\nThe aisle stretches to the north, and back to the south. The shelves on either side of you block your view of the rest of the supermarket, with only the brightly coloured aisle markers visible.\n\nYou have stopped your trolley next to the pasta section, bright plastic bags full of pale skin-tone shapes.\n\nThere is a brunette woman a few metres ahead, filling her trolley with sauces.", "endoftext": false }, { "action": "You remember Gnocchi", "response": "You focus on the gnocchi and whilst the little, floury balls remain the same everything else changes. There is a flush of noise in your ears, the cold air pushed away by the warmth from table-top candles. A friendly waiter approaches, \"Gnocchi for two?\" His English is correct but with a European slant. You nod. \"Prego,\" you volunteer as he lays the plate before you. Clare Prego's too as he presents her plate. He asks if you would like a bottle of wine. \"Uno vino rose,\" you reply in half-Italian. He scurries away, whilst a smaller waiter hurries to you and puts a basket of bread and bread sticks on the table. \"Prego,\" he nods as he backs away into the busy restaurant. You take a fork and spear a bud of gnocchi, dunking it in the sauce. As you draw it up to your mouth your eyes level with Clare's.\n\nYou shake your head and are back in the supermarket.\n\nHmmm. Maybe there was something more important than gnocchi? But it's gone now. You take a couple of packets and pile them into the trolley. Then with a push of the wrists you move the trolley onwards.\n\nAnother story over. Not the only one...", "endoftext": false }, { "action": "Xyzzy", "response": "Late Thursday night. You've had a hard day and the last thing\nyou need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly.\n\nOn to the next aisle.\n\nInteresting... fresh Gnocchi--you haven't had any of that since... Rome.\n\nThe aisle stretches to the north, and back to the south. The shelves on either side of you block your view of the rest of the supermarket, with only the brightly coloured aisle markers visible.\n\nYou have stopped your trolley next to the pasta section, bright plastic bags full of pale skin-tone shapes.\n\nThere is a brunette woman a few metres ahead, filling her trolley with sauces.", "endoftext": false }, { "action": "Xyzzy", "response": "real. You've come too far to go back.", "endoftext": false }, { "action": "You check your inventory", "response": "Taking everything from your pockets you crouch down and line up your possessions on the floor:\n\nWallet: coins, bank card, store card, bookclub card, photo--\n\nEach object, representing something else, is like a word. The inventory-sentence ends and begins with that photo. An attempt to possess Clare in her image, to hold her and to contain her. You rearrange the coins in a circle around the photo, a makeshift frame.\nA photo of Clare. If only you could lose those first few\nwords: Clare. Then you could hold Clare, possess Clare. She would be yours...\n\nWith a furtive glance you scoop up your things and return them to your pockets.\n\nThe photo burns a hole in your pocket, through your heart and to the centre of your universe.\n\nAnother story done. Then again...\nLate Thursday night. You've had a hard day and the last thing\nyou need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly.\n\nOn to the next aisle.\n\nInteresting... fresh Gnocchi--you haven't had any of that since... Rome.\n\nThe aisle stretches to the north, and back to the south. The shelves on either side of you block your view of the rest of the supermarket, with only the brightly coloured aisle markers visible.\n\nYou have stopped your trolley next to the pasta section, bright plastic bags full of pale skin-tone shapes.\n\nThere is a brunette woman a few metres ahead, filling her trolley with sauces.", "endoftext": false }, { "action": "You examine the coins", "response": "Sorry. You can't use your possessions directly.", "endoftext": false }, { "action": "You forget Clare", "response": "Forget it. Easy to say. Not as easy to do. Like cleaning shit\nfrom your shoes it's a nasty business but, eventually, it's gone. Like a weight off your shoulders, a clean slate, etc. You feel much better. Can't even remember what it was that was bothering you. Shopping--now that you do remember.\n\nThe squeak of the rubber wheels as you push off and continue shopping, that's all you remember.\n\nOne more story over. But then...\nLate Thursday night. You've had a hard day and the last thing\nyou need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly.\n\nOn to the next aisle.\n\nInteresting... fresh Gnocchi--you haven't had any of that since... Rome.\n\nThe aisle stretches to the north, and back to the south. The shelves on either side of you block your view of the rest of the supermarket, with only the brightly coloured aisle markers visible.\n\nYou have stopped your trolley next to the pasta section, bright plastic bags full of pale skin-tone shapes.\n\nThere is a brunette woman a few metres ahead, filling her trolley with sauces.", "endoftext": false }, { "action": "Punch gnocchi", "response": "The Gnocchi reminds you of Rome. Of Clare. All long in the past and a past not to be revisited. You punch the Gnocchi and push the trolley on its way, narrowly avoiding the brunette as you briskly move on to the next aisle and the next..\n\nAnother story done. Then again...\nLate Thursday night. You've had a hard day and the last thing\nyou need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly.\n\nOn to the next aisle.\n\nInteresting... fresh Gnocchi--you haven't had any of that since... Rome.\n\nThe aisle stretches to the north, and back to the south. The shelves on either side of you block your view of the rest of the supermarket, with only the brightly coloured aisle markers visible.\n\nYou have stopped your trolley next to the pasta section, bright plastic bags full of pale skin-tone shapes.\n\nThere is a brunette woman a few metres ahead, filling her trolley with sauces.", "endoftext": false }, { "action": "Hit the woman with Gnocchi", "response": "You pick up a packet of the gnocchi and watch it trail through the air, bouncing awkwardly off the brunette. Caught unawares, she drops the jar she is holding which shatters on the floor, leaving a puddle of grainy red. She stares, red-faced, in disbelief. You hear the soft crunch of leather boots behind you and turn to face a middle-aged security guard. You feint to the left then run to the right, out of the exit and to your car. As you pull away with a badly clutched roar, you shout out of the window \"She had it coming--bitch!\"\n\nAnother story done. But there are others...\nLate Thursday night. You've had a hard day and the last thing\nyou need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly.\n\nOn to the next aisle.\n\nInteresting... fresh Gnocchi--you haven't had any of that since... Rome.\n\nThe aisle stretches to the north, and back to the south. The shelves on either side of you block your view of the rest of the supermarket, with only the brightly coloured aisle markers visible.\n\nYou have stopped your trolley next to the pasta section, bright plastic bags full of pale skin-tone shapes.\n\nThere is a brunette woman a few metres ahead, filling her trolley with sauces.", "endoftext": false }, { "action": "You throw the sauce at the woman", "response": "Something about the way she stands pisses you off; she is so insolent. The gnocchi whispers in your ear, \"Remember what happened last time? Prevention is always better than cure.\" You walk up and take a jar from the shelf. The brunette ignores you. You throw the jar.\n\nIt glances off her with a glass-bone-skin sort of crack, and she falls to the floor limply. You look over her; sauce runs down her face. No; not just sauce--a thin stream of blood is entwined in the onion and tomato. You start to run towards the exit, but just before you get there you feel the air knocked out of you as a heavy thump knocks you from the side and you are tackled to the ground.\n\nThis time the judge rules in society's best interest rather than in yours.\n\nA story finished. But there are others...\nLate Thursday night. You've had a hard day and the last thing\nyou need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly.\n\nOn to the next aisle.\n\nInteresting... fresh Gnocchi--you haven't had any of that since... Rome.\n\nThe aisle stretches to the north, and back to the south. The shelves on either side of you block your view of the rest of the supermarket, with only the brightly coloured aisle markers visible.\n\nYou have stopped your trolley next to the pasta section, bright plastic bags full of pale skin-tone shapes.\n\nThere is a brunette woman a few metres ahead, filling her trolley with sauces.", "endoftext": false }, { "action": "You remember Clare", "response": "Clare.\n\nYou stare at the Gnocchi and it opens up to you; years ago, a holiday to Rome (a romantic holiday). Two lovers (young)--yourself and Clare. Culture, food, sun. Then something happened. And Clare was\ngone.\n\nYou had thought it best not to remember but perhaps remembering is good.\n\nYou forget the shopping and go home, to think.\n\nOne more story over. But then...\nLate Thursday night. You've had a hard day and the last thing\nyou need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly.\n\nOn to the next aisle.\n\nInteresting... fresh Gnocchi--you haven't had any of that since... Rome.\n\nThe aisle stretches to the north, and back to the south. The shelves on either side of you block your view of the rest of the supermarket, with only the brightly coloured aisle markers visible.\n\nYou have stopped your trolley next to the pasta section, bright plastic bags full of pale skin-tone shapes.\n\nThere is a brunette woman a few metres ahead, filling her trolley with sauces.\nSay something, dammit.", "endoftext": false }, { "action": "You remember brunette", "response": "Clare.\n\nYou stare at the Gnocchi and it opens up to you; years ago, a holiday to Rome (a romantic holiday). Two lovers (young)--yourself and Clare. Culture, food, sun. Then something happened. And Clare was\ngone.\n\nYou had thought it best not to remember but perhaps remembering is good.\n\nYou forget the shopping and go home, to think.\n\nAnother story done. But then...\nLate Thursday night. You've had a hard day and the last thing\nyou need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly.\n\nOn to the next aisle.\n\nInteresting... fresh Gnocchi--you haven't had any of that since... Rome.\n\nThe aisle stretches to the north, and back to the south. The shelves on either side of you block your view of the rest of the supermarket, with only the brightly coloured aisle markers visible.\n\nYou have stopped your trolley next to the pasta section, bright plastic bags full of pale skin-tone shapes.\n\nThere is a brunette woman a few metres ahead, filling her trolley with sauces.", "endoftext": false }, { "action": "You ask the woman about the name", "response": "Tall, slim. Dark haired. You walk up to her and introduce yourself. Then you continue, \"Now I'm at a disadvantage--you know my name, but I don't know yours...\" She smiles, \"I'm Clare\" (she doesn't say whether it's with an 'i' or not, we'll just assume). In a whipcrack chain of rather bizarre events, you end up in the supermarket cafe surrounded by a pile of shopping bags. You sit across the tiny table from each other, sipping on your coffee and chatting. Even more bizarre is the fact that you get on. Fabulously.\n\nShe leaves her bags in her car, storing the frozen stuff in your freezer. In the morning you lend her a shirt... All these domestic touches can only bode well for the future.\n\nAnother story done. Not the only one...\nLate Thursday night. You've had a hard day and the last thing\nyou need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly.\n\nOn to the next aisle.\n\nInteresting... fresh Gnocchi--you haven't had any of that since... Rome.\n\nThe aisle stretches to the north, and back to the south. The shelves on either side of you block your view of the rest of the supermarket, with only the brightly coloured aisle markers visible.\n\nYou have stopped your trolley next to the pasta section, bright plastic bags full of pale skin-tone shapes.\n\nThere is a brunette woman a few metres ahead, filling her trolley with sauces.", "endoftext": false }, { "action": "You buy the macaroni", "response": "Nope; Gnocchi is not on the list. You grab some macaroni and move on. The brunette glances up as you wheel by.\n\nAnother story done. But then...\nLate Thursday night. You've had a hard day and the last thing\nyou need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly.\n\nOn to the next aisle.\n\nInteresting... fresh Gnocchi--you haven't had any of that since... Rome.\n\nThe aisle stretches to the north, and back to the south. The shelves on either side of you block your view of the rest of the supermarket, with only the brightly coloured aisle markers visible.\n\nYou have stopped your trolley next to the pasta section, bright plastic bags full of pale skin-tone shapes.\n\nThere is a brunette woman a few metres ahead, filling her trolley with sauces.", "endoftext": false }, { "action": "You steal sauces", "response": "No. You don't want to steal anything.", "endoftext": false }, { "action": "You ask the woman about Clare", "response": "\"Excuse me.\" The brunette turns, gives you a nod. You explain, briefly, the story of you and Clare. Amazingly, she listens. When you finish you ask \"Where did I go wrong?\"\n\nShe looks apologetic, \"I'm sorry, I can't answer that. But it doesn't sound like anyone was to blame. Sometimes people just grow apart...\" \"Thanks.\" You walk away.\n\nThat's the answer you were looking for. If only you had told her the real story.\n\nOne more story over. Not the only one...\nLate Thursday night. You've had a hard day and the last thing\nyou need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly.\n\nOn to the next aisle.\n\nInteresting... fresh Gnocchi--you haven't had any of that since... Rome.\n\nThe aisle stretches to the north, and back to the south. The shelves on either side of you block your view of the rest of the supermarket, with only the brightly coloured aisle markers visible.\n\nYou have stopped your trolley next to the pasta section, bright plastic bags full of pale skin-tone shapes.\n\nThere is a brunette woman a few metres ahead, filling her trolley with sauces.", "endoftext": false }, { "action": "You tell the woman about the murder", "response": "You scurry up to the brunette. \"Excuse me--I probably ought to tell you this, now rather than later\", she looks confused and you continue, \"but I am a murderer. All very complicated complicated stuff--but basically I killed my girlfriend (my lover) and well I am over it now so there is no problem there but like I said just thought I would say..\"\n\nWith that off your chest you continue on your shop.\n\nAnother story done. But then...\nLate Thursday night. You've had a hard day and the last thing\nyou need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly.\n\nOn to the next aisle.\n\nInteresting... fresh Gnocchi--you haven't had any of that since... Rome.\n\nThe aisle stretches to the north, and back to the south. The shelves on either side of you block your view of the rest of the supermarket, with only the brightly coloured aisle markers visible.\n\nYou have stopped your trolley next to the pasta section, bright plastic bags full of pale skin-tone shapes.\n\nThere is a brunette woman a few metres ahead, filling her trolley with sauces.", "endoftext": false }, { "action": "You tell woman about Gnocchi", "response": "You pick up the gnocchi and walk over to the brunette. \"Look... gnocchi!\" She looks bemused, a little embarrassed. \"We had gnocchi on our last night together.\" She smiles, blushing, and moves her trolley to the next aisle.\n\nPerhaps you were too forward. Perhaps you missed your chance all those years ago. It is all so difficult.\n\nAnother story done. Not the only one...\nLate Thursday night. You've had a hard day and the last thing\nyou need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly.\n\nOn to the next aisle.\n\nInteresting... fresh Gnocchi--you haven't had any of that since... Rome.\n\nThe aisle stretches to the north, and back to the south. The shelves on either side of you block your view of the rest of the supermarket, with only the brightly coloured aisle markers visible.\n\nYou have stopped your trolley next to the pasta section, bright plastic bags full of pale skin-tone shapes.\n\nThere is a brunette woman a few metres ahead, filling her trolley with sauces.", "endoftext": false }, { "action": "Kiss woman", "response": "You walk briskly up to the brunette. As you lean over her she turns and gives a puzzled look. You force your mouth onto hers and reach out hotly for her. She pushes you off--you slip to the floor and she runs to the checkouts. A bulky security man pulls you to your feet and escorts you from the store.\n\nFalling to the pavement outside, you stop yourself with outstretched hand, landing near a dirty puddle left by the recent rain. Your old old face stares up at you--how long was it since you kissed those lips? How long since you kissed? Too long? Too late.\n\nOne more story over. But then...\nLate Thursday night. You've had a hard day and the last thing\nyou need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly.\n\nOn to the next aisle.\n\nInteresting... fresh Gnocchi--you haven't had any of that since... Rome.\n\nThe aisle stretches to the north, and back to the south. The shelves on either side of you block your view of the rest of the supermarket, with only the brightly coloured aisle markers visible.\n\nYou have stopped your trolley next to the pasta section, bright plastic bags full of pale skin-tone shapes.\n\nThere is a brunette woman a few metres ahead, filling her trolley with sauces.", "endoftext": false }, { "action": "You climb the shelves", "response": "You stare at the Gnocchi. You remember the Trevi Fountain in Rome. How you and Clare sat and bathed your feet in it on the first day. And how you would continually lose yourselves trying to find some other monument, only to turn a corner and be back at the fountain\nagain.\n\nYou remember the day after Clare had gone, you returned to the fountain. Drunk, you climbed the fountain and screamed. The police pulled you down and sobered you up.\n\nGrabbing onto the shelves you hitch yourself up, setting off a mini-avalanche of pasta. Upon reaching the top of the shelves you can see the whole store. People stare at you. They think it's you\nthat is mad. Fuckers.\n\nA story finished. Then again...", "endoftext": false }, { "action": "You remember the murder", "response": "The one thing you didn't want to remember. A bloody smile\ndrawn across the aisle, Gnocchi for teeth--punch them all out--A red, red smile--brighter than any lipstick--but wait--she speaks. No; she does not. The smile drips, runs into the carpet and blushes into a crimson flower. Purple bruises. Colourful scene don't you think? Of course it's all in the past now. And they said you were over it.\n\nA bright red smile opens and devours you whole. Everything goes black.\n\nOne more story over. Then again...\nLate Thursday night. You've had a hard day and the last thing\nyou need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly.\n\nOn to the next aisle.\n\nInteresting... fresh Gnocchi--you haven't had any of that since... Rome.\n\nThe aisle stretches to the north, and back to the south. The shelves on either side of you block your view of the rest of the supermarket, with only the brightly coloured aisle markers visible.\n\nYou have stopped your trolley next to the pasta section, bright plastic bags full of pale skin-tone shapes.\n\nThere is a brunette woman a few metres ahead, filling her trolley with sauces.", "endoftext": false }, { "action": "Sing", "response": "Sing a sad song... You start off singing softly to yourself; what must appear to be but a mumble to the other shoppers. But then you slowly get louder and louder until everyone in the shop is glancing nervously at you. It seems the more you sing the more uncomfortable everyone gets. You stop, chuckle. Then continue with your shopping; the aisles seem more empty somehow.\n\nAnother story done. Then again...", "endoftext": false }, { "action": "You remember the smile", "response": "The one thing you didn't want to remember. A bloody smile\ndrawn across the aisle, Gnocchi for teeth--punch them all out--A red, red smile--brighter than any lipstick--but wait--she speaks. No; she does not. The smile drips, runs into the carpet and blushes into a crimson flower. Purple bruises. Colourful scene don't you think? Of course it's all in the past now. And they said you were over it.\n\nA bright red smile opens and devours you whole. Everything goes black.\n\nAnother story done. But there are others...\nLate Thursday night. You've had a hard day and the last thing\nyou need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly.\n\nOn to the next aisle.\n\nInteresting... fresh Gnocchi--you haven't had any of that since... Rome.\n\nThe aisle stretches to the north, and back to the south. The shelves on either side of you block your view of the rest of the supermarket, with only the brightly coloured aisle markers visible.\n\nYou have stopped your trolley next to the pasta section, bright plastic bags full of pale skin-tone shapes.\n\nThere is a brunette woman a few metres ahead, filling her trolley with sauces.", "endoftext": false }, { "action": "Laugh", "response": "You allow yourself a laugh--memories of holiday float up and tickle your cheeks. The two guitarists singing in pigeon-English by your table as you finished off your gnocchi. Clare thought they were quite good. But, for you, they were too close to embarrassing. And the bric-a-brac sellers with their lighters (naked statues--you push the nipple to light up) and brass colloseums. Not like in the films, really--but then real romance often isn't, right? I mean, there was the evening when you ate on the street where they filmed the Dolce Vita. You spent the meal being distracted by a beggar who was doing a mime-swim across the pavement. Real romance makes you laugh.\n\nOne more story over. Not the only one...\nLate Thursday night. You've had a hard day and the last thing\nyou need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly.\n\nOn to the next aisle.\n\nInteresting... fresh Gnocchi--you haven't had any of that since... Rome.\n\nThe aisle stretches to the north, and back to the south. The shelves on either side of you block your view of the rest of the supermarket, with only the brightly coloured aisle markers visible.\n\nYou have stopped your trolley next to the pasta section, bright plastic bags full of pale skin-tone shapes.\n\nThere is a brunette woman a few metres ahead, filling her trolley with sauces.", "endoftext": false }, { "action": "You kill the trolley", "response": "(your trolley)\nYou look into the trolley; meals for one, toiletries for one--everything for one. You kick out at the trolley and push\nit to the side. Turning on a heel you head out into the night.\n\nAnother story over. Not the only one...\nLate Thursday night. You've had a hard day and the last thing\nyou need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly.\n\nOn to the next aisle.\n\nInteresting... fresh Gnocchi--you haven't had any of that since... Rome.\n\nThe aisle stretches to the north, and back to the south. The shelves on either side of you block your view of the rest of the supermarket, with only the brightly coloured aisle markers visible.\n\nYou have stopped your trolley next to the pasta section, bright plastic bags full of pale skin-tone shapes.\n\nThere is a brunette woman a few metres ahead, filling her trolley with sauces.", "endoftext": false }, { "action": "You get in your trolley", "response": "Remember when you would sit in the front of the trolley and your mum would push you around. You'd drag bright packages off the shelves and cause havoc. But she still loved you. You didn't even do anything wrong with Clare.\n\nYou climb into the trolley and sit down, your shopping crunching beneath you. You push off against the shelves and roll a little way. But then the trolley shakes and turns onto its side. The shopping falls over you and fuck your leg really hurts. You stumble to\nyour feet and curse, limping out of the store into the night.\n\nOne more story over. And yet...\nLate Thursday night. You've had a hard day and the last thing\nyou need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly.\n\nOn to the next aisle.\n\nInteresting... fresh Gnocchi--you haven't had any of that since... Rome.\n\nThe aisle stretches to the north, and back to the south. The shelves on either side of you block your view of the rest of the supermarket, with only the brightly coloured aisle markers visible.\n\nYou have stopped your trolley next to the pasta section, bright plastic bags full of pale skin-tone shapes.\n\nThere is a brunette woman a few metres ahead, filling her trolley with sauces.", "endoftext": false }, { "action": "You put the woman in trolley", "response": "(your trolley)\nYou need to be holding the brunette before you can put her into something else.", "endoftext": false }, { "action": "You take the woman", "response": "You walk briskly up to the brunette. As you lean over her she turns and gives a puzzled look. You force your mouth onto hers and reach out hotly for her. She pushes you off--you slip to the floor and she runs to the checkouts. A bulky security man pulls you to your feet and escorts you from the store.\n\nFalling to the pavement outside, you stop yourself with outstretched hand, landing near a dirty puddle left by the recent rain. Your old old face stares up at you--how long was it since you kissed those lips? How long since you kissed? Too long? Too late.\n\nOne more story over. Then again...\nLate Thursday night. You've had a hard day and the last thing\nyou need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly.\n\nOn to the next aisle.\n\nInteresting... fresh Gnocchi--you haven't had any of that since... Rome.\n\nThe aisle stretches to the north, and back to the south. The shelves on either side of you block your view of the rest of the supermarket, with only the brightly coloured aisle markers visible.\n\nYou have stopped your trolley next to the pasta section, bright plastic bags full of pale skin-tone shapes.\n\nThere is a brunette woman a few metres ahead, filling her trolley with sauces.", "endoftext": false }, { "action": "You kill the macaroni", "response": "Maybe if you had ordered macaroni rather than gnocchi on that last night she wouldn't have left you. But you couldn't have helped that, really. I mean, you don't even like macaroni. So it's not your fault. If you don't like macaroni she couldn't have expected you to order it. So who's fault is it? Not hers--you both agreed it was no one's fault; people fall out of love. No, not anyone's fault. Something's fault. Pasta. How stupid does that sound? The macaroni's fault.\nStupid but true.\n\nYou rake a shelf of the bags onto the floor; long packets of spaghetti, small papery bags of macaroni, big sacks of penne. As they hit the floor you stamp. The bags split like bruised fruit and\nspill their contents across the floor. The shells hop and skid as you crack and squash them under your feet. The brunette turns, a worried glance back, and then scurries on. You kick a few stray bows after her, scattering nearby twirls.\n\nInevitably the guards appear. You let them take you, explaining that you aren't mad--you can imagine a lot of men in your position would be, but you are quite sane. You've never done this kind of thing before. You really are sorry. You'll pay for the cost, and the mess. If it helps you'll apologise to the brunette. Wait... they're not listening.\n\nYou end up speaking to a balding man who is really very intellectual--you know the sort--and he agrees, you are very sane. He agrees, love is a dangerous thing. It burns just as many as it warms. He agrees. Tired of his stating the obvious, you stop listening.\n\nOne more story over. And yet...", "endoftext": false }, { "action": "You jump", "response": "Staring at the gnocchi you feel a memory slowly, awkwardly, awfully rise to the surface.\n\n--The scooter driver looks surprised. You grab for Clare and jump to the side--bounce across the road, scrape your head--\n\nScuffed and light headed you open your eyes... your hands are empty--Clare is a few metres away, lying awkwardly. Splattered with a thin red liquid, reflecting the scooter's bright red paintwork.\n\nThe scooter skids--you jump. You are in the supermarket. Your hands are empty, sweaty.\n\nAnother story over. Then again...\nLate Thursday night. You've had a hard day and the last thing\nyou need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly.\n\nOn to the next aisle.\n\nInteresting... fresh Gnocchi--you haven't had any of that since... Rome.\n\nThe aisle stretches to the north, and back to the south. The shelves on either side of you block your view of the rest of the supermarket, with only the brightly coloured aisle markers visible.\n\nYou have stopped your trolley next to the pasta section, bright plastic bags full of pale skin-tone shapes.\n\nThere is a brunette woman a few metres ahead, filling her trolley with sauces.", "endoftext": false }, { "action": "You kill the macaroni", "response": "Maybe if you had ordered macaroni rather than gnocchi on that last night she wouldn't have left you. But you couldn't have helped that, really. I mean, you don't even like macaroni. So it's not your fault. If you don't like macaroni she couldn't have expected you to order it. So who's fault is it? Not hers--you both agreed it was no one's fault; people fall out of love. No, not anyone's fault. Something's fault. Pasta. How stupid does that sound? The macaroni's fault.\nStupid but true.\n\nYou rake a shelf of the bags onto the floor; long packets of spaghetti, small papery bags of macaroni, big sacks of penne. As they hit the floor you stamp. The bags split like bruised fruit and\nspill their contents across the floor. The shells hop and skid as you crack and squash them under your feet. The brunette turns, a worried glance back, and then scurries on. You kick a few stray bows after her, scattering nearby twirls.\n\nInevitably the guards appear. You let them take you, explaining that you aren't mad--you can imagine a lot of men in your position would be, but you are quite sane. You've never done this kind of thing before. You really are sorry. You'll pay for the cost, and the mess. If it helps you'll apologise to the brunette. Wait... they're not listening.\n\nYou end up speaking to a balding man who is really very intellectual--you know the sort--and he agrees, you are very sane. He agrees, love is a dangerous thing. It burns just as many as it warms. He agrees. Tired of his stating the obvious, you stop listening.\n\nAnother story over. But there are others...\nLate Thursday night. You've had a hard day and the last thing\nyou need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly.\n\nOn to the next aisle.\n\nInteresting... fresh Gnocchi--you haven't had any of that since... Rome.\n\nThe aisle stretches to the north, and back to the south. The shelves on either side of you block your view of the rest of the supermarket, with only the brightly coloured aisle markers visible.\n\nYou have stopped your trolley next to the pasta section, bright plastic bags full of pale skin-tone shapes.\n\nThere is a brunette woman a few metres ahead, filling her trolley with sauces.\nSay something, dammit.", "endoftext": false }, { "action": "You search her trolley", "response": "You glance over at the brunette's trolley. It is almost full--a cursory survey shows it to be mostly full of fresh produce and healthy food. The quantities suggest to you that, like yourself, she is cooking for one. Her choices though, seem to show a genuine love of food. Eating for her is not a burden. You almost feel humbled as you continue filling your trolley with the kind of easy, dull food that you have become accustomed to.\n\nAnother story done. Not the only one...\nLate Thursday night. You've had a hard day and the last thing\nyou need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly.\n\nOn to the next aisle.\n\nInteresting... fresh Gnocchi--you haven't had any of that since... Rome.\n\nThe aisle stretches to the north, and back to the south. The shelves on either side of you block your view of the rest of the supermarket, with only the brightly coloured aisle markers visible.\n\nYou have stopped your trolley next to the pasta section, bright plastic bags full of pale skin-tone shapes.\n\nThere is a brunette woman a few metres ahead, filling her trolley with sauces.", "endoftext": false }, { "action": "You search the woman", "response": "You stare at the woman. She is about your height, maybe even a little taller. And beautiful too, with superb hair. Strange; you haven't thought that about a woman for a while. Not since Rome.\n\nYou continue to stare at her. You wonder if she is called Clare.\n\nThen she moves on to the next aisle. You grab a bag of pasta--penne--and carry on with your shopping.\n\nOne more story over. But there are others...\nLate Thursday night. You've had a hard day and the last thing\nyou need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly.\n\nOn to the next aisle.\n\nInteresting... fresh Gnocchi--you haven't had any of that since... Rome.\n\nThe aisle stretches to the north, and back to the south. The shelves on either side of you block your view of the rest of the supermarket, with only the brightly coloured aisle markers visible.\n\nYou have stopped your trolley next to the pasta section, bright plastic bags full of pale skin-tone shapes.\n\nThere is a brunette woman a few metres ahead, filling her trolley with sauces.", "endoftext": false }, { "action": "You call Clare", "response": "You lean round the end of the aisle, \"Clare?\" Again, louder: \"Clare?\" She walks into the aisle, \"Yeah?\" You take her hand and walk her along to the gnocchi, \"Look, gnocchi, like in Rome--I've never seen it in the shops before.\" She picks up a packet and drops it in the trolley. \"Get some for tea then?\" she offers, pecking you on the lips.\n\nYou have some for tea and it's like Rome, except: it's colder, you have work tomorrow and you're even more in love than you were\nthen.\n\nAnother story done. But there are others...\nLate Thursday night. You've had a hard day and the last thing\nyou need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly.\n\nOn to the next aisle.\n\nInteresting... fresh Gnocchi--you haven't had any of that since... Rome.\n\nThe aisle stretches to the north, and back to the south. The shelves on either side of you block your view of the rest of the supermarket, with only the brightly coloured aisle markers visible.\n\nYou have stopped your trolley next to the pasta section, bright plastic bags full of pale skin-tone shapes.\n\nThere is a brunette woman a few metres ahead, filling her trolley with sauces.", "endoftext": false }, { "action": "You find Clare", "response": "You scoot round the corner of the aisle. Sure enough there she is, looking through the magazines. You pull up behind her and slide and arm round her waist. She laughs, \"Get off! We're in public.\" You pull out a packet of gnocchi from behind your back, \"Look what I found.\" She smiles, \"Gnocchi? Like in Rome. How sweet!\" Then she starts to walk off, \"Come on, we've got to be out at eight and we've still all the shopping to get done, and tea to cook!\"\n\nYou turn the trolley and catch up with her.\n\nOne more story over. Not the only one...\nLate Thursday night. You've had a hard day and the last thing\nyou need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly.\n\nOn to the next aisle.\n\nInteresting... fresh Gnocchi--you haven't had any of that since... Rome.\n\nThe aisle stretches to the north, and back to the south. The shelves on either side of you block your view of the rest of the supermarket, with only the brightly coloured aisle markers visible.\n\nYou have stopped your trolley next to the pasta section, bright plastic bags full of pale skin-tone shapes.\n\nThere is a brunette woman a few metres ahead, filling her trolley with sauces.", "endoftext": false }, { "action": "You hit the shelves", "response": "Shelves. Like little prisons. Tempting you with their goods.\nBastard shelves. You grab hold of a shelf and pull it off the backboard, shedding its contents across the floor. You tug at the backboard itself and the whole unit falls down, crashing and spilling.\n\nTwo security guards come running up the aisle and grab you, pushing your arm into your back.\n\nThe police come and it's the usual cycle of recrimination, them telling you what is wrong with you. How do they know? They\ndon't know what it was like.\n\nYou miss another ten years.\n\nAnother story done. Not the only one...\nLate Thursday night. You've had a hard day and the last thing\nyou need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly.\n\nOn to the next aisle.\n\nInteresting... fresh Gnocchi--you haven't had any of that since... Rome.\n\nThe aisle stretches to the north, and back to the south. The shelves on either side of you block your view of the rest of the supermarket, with only the brightly coloured aisle markers visible.\n\nYou have stopped your trolley next to the pasta section, bright plastic bags full of pale skin-tone shapes.\n\nThere is a brunette woman a few metres ahead, filling her trolley with sauces.", "endoftext": false }, { "action": "You remember the jail", "response": "You look down the aisle and imagine it empty, smaller and with doors at either end.\n\nRemember the institution?\n\nThey taught you to think differently. They told you that you had forgotten--but the red smile still haunts you. What they really made you forget was the guilt... that was what hurt the most. She made you feel guilty in her life and her death. But you forgot that.\n\nYou'll never forget the smile; the smiles you gave her. Bloody lips all over her body.\n\nBut that doesn't bother you, much... On with the shopping!\n\nOne more story over. But then...\nLate Thursday night. You've had a hard day and the last thing\nyou need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly.\n\nOn to the next aisle.\n\nInteresting... fresh Gnocchi--you haven't had any of that since... Rome.\n\nThe aisle stretches to the north, and back to the south. The shelves on either side of you block your view of the rest of the supermarket, with only the brightly coloured aisle markers visible.\n\nYou have stopped your trolley next to the pasta section, bright plastic bags full of pale skin-tone shapes.\n\nThere is a brunette woman a few metres ahead, filling her trolley with sauces.", "endoftext": false }, { "action": "You take all", "response": "You can't use 'all' in this game. Refer to individual items.", "endoftext": false }, { "action": "Pray", "response": "You've prayed before--to no avail. But again you drop to one knee and close your eyes.\n\n\"Please God. Please God. Please God. Please..\"\n\nYou stop--you know there is no point. You have sinned. You have been sinned against. It is too late. Best just go home and await judgement. Which you do.\n\nA story finished. But there are others...", "endoftext": false }, { "action": "You remove the clothes", "response": "Now what she doesn't realise (and a lot of people don't realise this) is that you look bloody good for your age. Anyone can look good in a shirt and trousers. But you actually look good. Especially\nfor your age. You pull your jumper over your head and throw it to the floor. A few tugs and your shirt crumples around your feet. You kick off your shoes and bend down to remove your socks. You look up to see the brunette, shocked and intrigued. With a deft flick your belt snakes out of the hooks on your trousers. Your trousers fall and you stand, pink and hairy in the middle of the aisle. The brunette puts a hand to her mouth.\n\nYou take a hand to your balls, cupping them and displaying your penis. \"Pretty good, eh? For my age?\" You perform a little twirl, \"You wouldn't give up on this would you?\" The squeak of shoes behind you makes you turn to see several security guards coming at you from the direction of the checkouts. You stand your ground. As the men circle you they grab you reluctantly, careful where to put their hands. One of them scoops your clothes up and forces you into your trousers. \"Stupid old perv,\" offers the fattest of the guards, avoiding your eyes. They drag you to the front of the shop (the police are on the way, you are informed). As they take you past the queues at the checkout you turn to confront your audience, \"You want some? You all do!\" Catching a glimpse of your reflection in the automatic doors you smile--you'll never lose your smile.\n\nAnother story done. But there are others...\nLate Thursday night. You've had a hard day and the last thing\nyou need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly.\n\nOn to the next aisle.\n\nInteresting... fresh Gnocchi--you haven't had any of that since... Rome.\n\nThe aisle stretches to the north, and back to the south. The shelves on either side of you block your view of the rest of the supermarket, with only the brightly coloured aisle markers visible.\n\nYou have stopped your trolley next to the pasta section, bright plastic bags full of pale skin-tone shapes.\n\nThere is a brunette woman a few metres ahead, filling her trolley with sauces.", "endoftext": false }, { "action": "You look at the markers", "response": "Each aisle has its marker, hanging above it on a long rail. You look at the sections; dairy, bread, meat, fish, sweets, alcohol, toiletries, frozen. Hard to decide which aisle you belong in. Before you met Clare you were meat. Raw, unfocused, a bit simple. With her you were promoted to a more civilised taste; sweets, alcohol. You were intoxicated, she was sweet. Meat was always wrapped in a puff pastry, or swamped in a pasta sauce. Never crude, raw, bloody... Now--well, now you're back to meat again. Except this time, you're frozen. If someone hit you hard enough you'd smash into hundreds of icy pieces.\n\nA story finished. Not the only one...\nLate Thursday night. You've had a hard day and the last thing\nyou need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly.\n\nOn to the next aisle.\n\nInteresting... fresh Gnocchi--you haven't had any of that since... Rome.\n\nThe aisle stretches to the north, and back to the south. The shelves on either side of you block your view of the rest of the supermarket, with only the brightly coloured aisle markers visible.\n\nYou have stopped your trolley next to the pasta section, bright plastic bags full of pale skin-tone shapes.\n\nThere is a brunette woman a few metres ahead, filling her trolley with sauces.", "endoftext": false }, { "action": "You hit yourself", "response": "You look at the gnocchi--Looks the same as the gnocchi that you and Clare had the night before she left you. Rome; the most romantic city in the world and she left you there. Why? Who? Why? You ask\nyourself the questions with your fists. You tear out your hair and punch your face. You run out of the store and drive home.\n\nLater you lie in bed, questions tattooed across your body in bruises--no answers, just pain.\n\nAnother story done. Then again...\nLate Thursday night. You've had a hard day and the last thing\nyou need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly.\n\nOn to the next aisle.\n\nInteresting... fresh Gnocchi--you haven't had any of that since... Rome.\n\nThe aisle stretches to the north, and back to the south. The shelves on either side of you block your view of the rest of the supermarket, with only the brightly coloured aisle markers visible.\n\nYou have stopped your trolley next to the pasta section, bright plastic bags full of pale skin-tone shapes.\n\nThere is a brunette woman a few metres ahead, filling her trolley with sauces.", "endoftext": false }, { "action": "You remember the mother", "response": "You can't remember yourself..", "endoftext": false }, { "action": "You kill yourself", "response": "You look at the gnocchi--Looks the same as the gnocchi that you and Clare had the night before she left you. Rome; the most romantic city in the world and she left you there. Why? Who? Why? You ask\nyourself the questions with your fists. You tear out your hair and punch your face. You run out of the store and drive home.", "endoftext": false }, { "action": "Phone mother", "response": "Later you lie in bed, questions tattooed across your body in bruises--no answers, just pain.\n\nAnother story over. But there are others...\nLate Thursday night. You've had a hard day and the last thing\nyou need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly.\n\nOn to the next aisle.\n\nInteresting... fresh Gnocchi--you haven't had any of that since... Rome.\n\nThe aisle stretches to the north, and back to the south. The shelves on either side of you block your view of the rest of the supermarket, with only the brightly coloured aisle markers visible.\n\nYou have stopped your trolley next to the pasta section, bright plastic bags full of pale skin-tone shapes.\n\nThere is a brunette woman a few metres ahead, filling her trolley with sauces.", "endoftext": false }, { "action": "Punch floor", "response": "There seems little point in attacking that.", "endoftext": false }, { "action": "You eat the macaroni", "response": "The pasta is a seething mass of off-white food. You tear at the plastic bags until the curls and tubes and twists and shells cascade onto the floor and into your hands. Scooping up a collection of different shapes you cram the pasta into your mouth. It is dry, it is hard. That's what your body is saying. But you learnt something a while back--that your body (your eyes, your hands, your\nheart) isn't always right. No, you've learnt to listen to\nyour mind. And your minds says: soft, warm, slightly salty pasta. Tangy sauce. What a feast!\n\nThey spoil your fun, they take you away--or so your body says. Your mind knows better; you're still in Rome eating pasta, drinking wine--everything is fine.\n\nAnother story done. And yet...\nLate Thursday night. You've had a hard day and the last thing\nyou need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly.\n\nOn to the next aisle.\n\nInteresting... fresh Gnocchi--you haven't had any of that since... Rome.\n\nThe aisle stretches to the north, and back to the south. The shelves on either side of you block your view of the rest of the supermarket, with only the brightly coloured aisle markers visible.\n\nYou have stopped your trolley next to the pasta section, bright plastic bags full of pale skin-tone shapes.\n\nThere is a brunette woman a few metres ahead, filling her trolley with sauces.", "endoftext": false }, { "action": "You throw Gnocchi at woman", "response": "You pick up a packet of the gnocchi and watch it trail through the air, bouncing awkwardly off the brunette. Caught unawares, she drops the jar she is holding which shatters on the floor, leaving a puddle of grainy red. She stares, red-faced, in disbelief. You hear the soft crunch of leather boots behind you and turn to face a middle-aged security guard. You feint to the left then run to the right, out of the exit and to your car. As you pull away with a badly clutched roar, you shout out of the window \"She had it coming--bitch!\"\n\nOne more story over. But there are others...\nLate Thursday night. You've had a hard day and the last thing\nyou need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly.\n\nOn to the next aisle.\n\nInteresting... fresh Gnocchi--you haven't had any of that since... Rome.\n\nThe aisle stretches to the north, and back to the south. The shelves on either side of you block your view of the rest of the supermarket, with only the brightly coloured aisle markers visible.\n\nYou have stopped your trolley next to the pasta section, bright plastic bags full of pale skin-tone shapes.\n\nThere is a brunette woman a few metres ahead, filling her trolley with sauces.", "endoftext": false }, { "action": "You go to the next aisle", "response": "Nope--Gnocchi is not on the list. You push the trolley forwards, moving round the brunette and continue your shop.\n\nOne more story over. Not the only one...", "endoftext": false }, { "action": "You throw the macaroni at woman", "response": "You pick up a packet of the macaroni and watch it trail through the air, bouncing awkwardly off the brunette. Caught unawares, she drops the jar she is holding which shatters on the floor, leaving a puddle of grainy red. She stares, red-faced, in disbelief. You hear the soft crunch of leather boots behind you and turn to face a middle-aged security guard. You feint to the left then run to the right, out of the exit and to your car. As you pull away with a badly clutched roar, you shout out of the window \"She had it coming--bitch!\"\n\nA story finished. Not the only one...\nLate Thursday night. You've had a hard day and the last thing\nyou need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly.\n\nOn to the next aisle.\n\nInteresting... fresh Gnocchi--you haven't had any of that since... Rome.\n\nThe aisle stretches to the north, and back to the south. The shelves on either side of you block your view of the rest of the supermarket, with only the brightly coloured aisle markers visible.\n\nYou have stopped your trolley next to the pasta section, bright plastic bags full of pale skin-tone shapes.\n\nThere is a brunette woman a few metres ahead, filling her trolley with sauces.", "endoftext": false }, { "action": "You throw the trolley at the woman", "response": "(your trolley at the brunette)\nYou pull the trolley back a few inches then run it forward, releasing your hands and watching it whirr towards the woman. She stands oblivious to the trolley.\n\nAt the last moment it curls to the left and impacts with the shelves, sliding into the women's calf. She lets out a yelp and jumps back, falling to the floor. Jars of sauce cascade down from the shelves, littering the aisle with glassy, red splotches.\n\nThe woman gets to her feet, her hand going to her leg which is bleeding. Kind of reminds you of something, but you don't feel guilty! Uh-uh. You run out to the exit, dodging past the overweight security guard, and jump into your car. Hitting the gas you squeal out into the night, a faint remembrance sliding in through the window \"Shame she had to bleed so much, but that's what happens when you take liberties..\"\n\nOne more story over. Not the only one...\nLate Thursday night. You've had a hard day and the last thing\nyou need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly.\n\nOn to the next aisle.\n\nInteresting... fresh Gnocchi--you haven't had any of that since... Rome.\n\nThe aisle stretches to the north, and back to the south. The shelves on either side of you block your view of the rest of the supermarket, with only the brightly coloured aisle markers visible.\n\nYou have stopped your trolley next to the pasta section, bright plastic bags full of pale skin-tone shapes.\n\nThere is a brunette woman a few metres ahead, filling her trolley with sauces.", "endoftext": false }, { "action": "You read the list", "response": "(in your trolley)\nYou discover nothing of interest in your trolley.", "endoftext": false }, { "action": "You eat the trolley", "response": "(your trolley)\nI can't see why you would want to eat that.", "endoftext": false }, { "action": "You die", "response": "Are you sure you want to quit?", "endoftext": false }, { "action": "Dance", "response": "Dance? You put a spring into your step and hop to the slow swing of the Muzak. You're in a surprisingly jovial mood... But you do stop yourself before you make a scene... Thinking back it was probably her, Clare, who made you care less what people think--I mean what is wrong with a little dance if you feel like it? That's one of the things you'll remember her for.\n\nA story finished. But then...\nLate Thursday night. You've had a hard day and the last thing\nyou need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly.\n\nOn to the next aisle.\n\nInteresting... fresh Gnocchi--you haven't had any of that since... Rome.\n\nThe aisle stretches to the north, and back to the south. The shelves on either side of you block your view of the rest of the supermarket, with only the brightly coloured aisle markers visible.\n\nYou have stopped your trolley next to the pasta section, bright plastic bags full of pale skin-tone shapes.\n\nThere is a brunette woman a few metres ahead, filling her trolley with sauces.", "endoftext": false }, { "action": "You hit yourself with the trolley", "response": "(your trolley)\nYourself? That doesn't make sense.", "endoftext": false }, { "action": "You hit the trolley with yourself", "response": "(your trolley with yourself)\nFutile.", "endoftext": false }, { "action": "Go north", "response": "Nope--Gnocchi is not on the list. You push the trolley forwards, moving round the brunette and continue your shop.\n\nAnother story over. But there are others...\nLate Thursday night. You've had a hard day and the last thing\nyou need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly.\n\nOn to the next aisle.\n\nInteresting... fresh Gnocchi--you haven't had any of that since... Rome.\n\nThe aisle stretches to the north, and back to the south. The shelves on either side of you block your view of the rest of the supermarket, with only the brightly coloured aisle markers visible.\n\nYou have stopped your trolley next to the pasta section, bright plastic bags full of pale skin-tone shapes.\n\nThere is a brunette woman a few metres ahead, filling her trolley with sauces.", "endoftext": false }, { "action": "You hit the trolley with Gnocchi", "response": "(your trolley with the gnocchi)\nFutile.", "endoftext": false }, { "action": "Go south", "response": "Nope--Gnocchi is not on the list. You turn the trolley round and head back to the previous aisle. You're sure you forgot something?\n\nWhatever it was you can't remember and you scoot back to the pasta aisle. The brunette has gone and the aisle is empty. You grab some cheap pasta and carry on shopping.\n\nAnother story done. Not the only one...\nLate Thursday night. You've had a hard day and the last thing\nyou need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly.\n\nOn to the next aisle.\n\nInteresting... fresh Gnocchi--you haven't had any of that since... Rome.\n\nThe aisle stretches to the north, and back to the south. The shelves on either side of you block your view of the rest of the supermarket, with only the brightly coloured aisle markers visible.\n\nYou have stopped your trolley next to the pasta section, bright plastic bags full of pale skin-tone shapes.\n\nThere is a brunette woman a few metres ahead, filling her trolley with sauces.", "endoftext": false }, { "action": "You talk to the woman", "response": "You walk over to the sauces. You clear your throat.\n\nShit, how long has it been?\n\nYou begin, \"Hi. Hello?\" She looks at you, then turns with an \"Er. Hi,\" hoping you will go away.\n\nSo hard, almost like a different species.\n\nYou continue, \"How are you?\" Again she is dismissive, \"Sorry, do I know you?\"\n\nWhy start again now?\n\n\"No. No. I just wondered--Oh never mind.\" You turn and walk back to your trolley.\n\nYou hear her scurrying on to the next aisle and wait for her to get ahead before you continue. So long since you spoke to a woman. Since you spoke to anyone. You push the trolley on.\n\nAnother story done. But there are others...\nLate Thursday night. You've had a hard day and the last thing\nyou need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly.\n\nOn to the next aisle.\n\nInteresting... fresh Gnocchi--you haven't had any of that since... Rome.\n\nThe aisle stretches to the north, and back to the south. The shelves on either side of you block your view of the rest of the supermarket, with only the brightly coloured aisle markers visible.\n\nYou have stopped your trolley next to the pasta section, bright plastic bags full of pale skin-tone shapes.\n\nThere is a brunette woman a few metres ahead, filling her trolley with sauces.", "endoftext": false }, { "action": "You wake up", "response": "You are already fully awake.", "endoftext": false }, { "action": "Sleep", "response": "You pick up a bag of gnocchi and turn it over. The doughy balls weigh heavily in your hands and tiredness seeps up your spine, casting a blanket over your brain. Your eyelids sink and your head lolls. It's time for sleep.\n\nIn the grey dusk twilight between sleep and consciousness images float across your eyes; gnocchi, women, a woman, statues, a slow motion crash of flesh on scooter. Your head jumps with a start. The veil is lifted. You're hunched over your trolley in the supermarket aisle, your cheek hot where it has been resting on your arm.\n\nYou really need to get some sleep but it's so hard to sleep with the dreams (the doctor said it would help to call them 'dreams' not 'nightmares').\n\nAnother story done. And yet...\nLate Thursday night. You've had a hard day and the last thing\nyou need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly.\n\nOn to the next aisle.\n\nInteresting... fresh Gnocchi--you haven't had any of that since... Rome.\n\nThe aisle stretches to the north, and back to the south. The shelves on either side of you block your view of the rest of the supermarket, with only the brightly coloured aisle markers visible.\n\nYou have stopped your trolley next to the pasta section, bright plastic bags full of pale skin-tone shapes.\n\nThere is a brunette woman a few metres ahead, filling her trolley with sauces.", "endoftext": false }, { "action": "You get in her trolley", "response": "You run up alongside the brunette and leap onto the trolley. She jumps into the shelves, shocked. The trolley skids, spinning round and out of the aisle. As it turns, the wheels lock and it turns onto its side, pulling you over with it. You hit the floor with a jolt, pain shooting up your elbow.\n\nYou climb to your feet, the brunette running over to you. Her shock has turned to anger and she looks at you, red faced, and with piercing eyes--\"What the hell were you doing?\" She raises a hand and you block as she slaps at you. With your hands above your head, you are chased out of the supermarket by the angry stranger.\n\nOnce you are outside she withdraws back into the warmth, a few choice phrases fired out as she goes. You cower for a while then trudge over to your car. As you are pulling out onto the main road a couple of security guards come running up to you. You leave them standing on the pavement as you pull out quickly and speed off into the night.\n\nA story finished. Then again...\nLate Thursday night. You've had a hard day and the last thing\nyou need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly.\n\nOn to the next aisle.\n\nInteresting... fresh Gnocchi--you haven't had any of that since... Rome.\n\nThe aisle stretches to the north, and back to the south. The shelves on either side of you block your view of the rest of the supermarket, with only the brightly coloured aisle markers visible.\n\nYou have stopped your trolley next to the pasta section, bright plastic bags full of pale skin-tone shapes.\n\nThere is a brunette woman a few metres ahead, filling her trolley with sauces.\n\nSay something, dammit.", "endoftext": false }, { "action": "You take her trolley", "response": "You jog up to the trolley and grab onto it with a hand. Putting a foot on the back wheels you pull it over--the contents bounce across the aisle, the metal crash of the trolley resounding round the aisle--\n\nThe brunette spins round, \"Shit!\" You give her a menacing glare--\"You don't need all that food! Where you're going--\" A crushing blow from behind knocks the words out of your mouth. You fall to the floor, landing sharply on the contents of the brunette's trolley. A man stands over you. He has an arm round the woman, \"You alright, Kate?\" She nods.\n\nThe man offers you a hand and pulls you up. When you are on your feet he releases your hand and steps back. Before you get a chance to dodge, his fist smacks into your face--\n\nUnder the advice of a lawyer you decide not to prosecute; apparently it might require you to undergo another psychiatric evaluation. Probably best--just let it go.\n\nAnother story done. Not the only one...\nLate Thursday night. You've had a hard day and the last thing\nyou need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly.\n\nOn to the next aisle.\n\nInteresting... fresh Gnocchi--you haven't had any of that since... Rome.\n\nThe aisle stretches to the north, and back to the south. The shelves on either side of you block your view of the rest of the supermarket, with only the brightly coloured aisle markers visible.\n\nYou have stopped your trolley next to the pasta section, bright plastic bags full of pale skin-tone shapes.\n\nThere is a brunette woman a few metres ahead, filling her trolley with sauces.", "endoftext": false }, { "action": "You remember the scooter", "response": "The accident. You had joked about the traffic, over the previous days. There is something about scooters and Italians that is comical. But the thin veneer of blood soon takes that away. You can't remember much more than the skid, the collision and the shock. Friends and relatives organised everything--getting the body flown over, the police, the papers, etc. Gave you room to grieve. But you'll always remember the way the scooter flicked her into the air as if she were a feather. And the way she fell as if she were lead.\n\nShopping doesn't seem so important--well, still as important, just not as easy.\n\nOne more story over. Not the only one...\nLate Thursday night. You've had a hard day and the last thing\nyou need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly.\n\nOn to the next aisle.\n\nInteresting... fresh Gnocchi--you haven't had any of that since... Rome.\n\nThe aisle stretches to the north, and back to the south. The shelves on either side of you block your view of the rest of the supermarket, with only the brightly coloured aisle markers visible.\n\nYou have stopped your trolley next to the pasta section, bright plastic bags full of pale skin-tone shapes.\n\nThere is a brunette woman a few metres ahead, filling her trolley with sauces.", "endoftext": false }, { "action": "You tell the woman about the accident", "response": "The brunette looks confused when you start talking, but you continue, \"Please hear me out. I need to tell someone.\" She shifts uneasily on her feet. You go on, \"See the gnocchi over there,\" you point to the pasta shelves, \"it's triggered some nasty memories. I can't keep them to myself. The story goes like this: young lovers, very much in love, go to Rome for a summer holiday. On the last night they have a candlelit meal besides the Pantheon. Gnocchi was the second course. The next day a scooter hits Clare--she was one of the lovers--and takes all the life out of her.\" Her eyes flick to the floor, \"I'm so sorry.\" You smile, \"No one's fault. That's what it means, 'accident'--no one's fault. Not so bad really, thanks. Bye.\" You stroll back to your trolley, sorry that you had to include someone else--selfish really, but you doubt she was really listening. Probably thought you were some kind of crackpot.\n\nAnother story done. But there are others...\nLate Thursday night. You've had a hard day and the last thing\nyou need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly.\n\nOn to the next aisle.\n\nInteresting... fresh Gnocchi--you haven't had any of that since... Rome.\n\nThe aisle stretches to the north, and back to the south. The shelves on either side of you block your view of the rest of the supermarket, with only the brightly coloured aisle markers visible.\n\nYou have stopped your trolley next to the pasta section, bright plastic bags full of pale skin-tone shapes.\n\nThere is a brunette woman a few metres ahead, filling her trolley with sauces.", "endoftext": false }, { "action": "Propose to woman", "response": "You're tired of playing around with girls, getting tired of casual sex. Maybe time to settle down?\n\nYou were going to settle down all that time ago (four years now?) with Clare. Even had the ring. So the key this time is to be careful who you choose--and anyway, last time you were too young. Now you have experience on your side.\n\nYou've always thought that there is no point putting in unnecessary effort, and right in front of you is a beautiful woman--mature, sophisticated and intelligent. Leaving the gnocchi you walk over and drop to a knee. \"Will you marry me?\"\n\nShe looks down, laughing, \"What?\". You repeat yourself, \"Marry me.\"\n\nNow she looks confused, \"Get away!\" Again you repeat \"Marry me.\"\n\nShe looks less amused now, \"Piss off.\"\n\nYou're not stubborn and you know when you're beat. So you stand up and walk back towards your trolley. You spend about twenty minutes finishing the shopping and wheel up to the checkout. The woman at the checkout beeps all the goods through. She looks up with a smile and asks whether you have a store card. In response you drop to a knee (your face almost disappearing behind the sill of the counter) \"Will you marry me?\"\n\nA story finished. But there are others...", "endoftext": false }, { "action": "Dance with woman", "response": "The Muzak informing your movements you waltz on over to the brunette, your hips rocking to the soulful sounds... As you approach you allow your legs to pick out a jaunty rhythm from the music and strut. \"Fancy a dance?\" sounds like a reasonable question as it leaves your lips. But from the look on her face you'd have thought you asked for something a lot more, well, naughty. She furrows her brow, \"I'm sorry?\" You wiggle your hips, \"Come on--a dance? Shake your bones--\"\n\nWhoops. That doesn't mean to dance does it? I think you just alluded to the naughtiness you didn't intend... perhaps that was your intention all along... and she saw through you. Damn. Why do women always get that five minutes head start on you? You grab her hand and with a goodbye kiss to her knuckles you depart, \"Ciao!\"\n\nAnother story done. And yet...\nLate Thursday night. You've had a hard day and the last thing\nyou need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly.\n\nOn to the next aisle.\n\nInteresting... fresh Gnocchi--you haven't had any of that since... Rome.\n\nThe aisle stretches to the north, and back to the south. The shelves on either side of you block your view of the rest of the supermarket, with only the brightly coloured aisle markers visible.\n\nYou have stopped your trolley next to the pasta section, bright plastic bags full of pale skin-tone shapes.\n\nThere is a brunette woman a few metres ahead, filling her trolley with sauces.", "endoftext": false }, { "action": "Wave", "response": "(at the brunette)\nIf she would come over then you could chat and get to know each other--hey come over, baby. You wave enthusiastically. She doesn't acknowledge your wave; either she hasn't seen you or she doesn't want to see you. More waving, this time with both hands. \"Hey! Over here!\" Now she must be ignoring you, and she's doing a damn good job\nof it. One last, desperate wave... no, she's gone.\n\nYou've been here before, haven't you?\n\nA cool breeze whips droplets up off the waves and wets the air. The river Tiber. You had assumed that the Tiber would be to Rome what the Seine was Paris; the perfect place for a romantic stroll. The reality is a grafitti'd, dirty stink. A green, thick streak through the city. The evening was going badly as it was, after the argument at the restaurant, and this fetid river has only made it worse. Clare is walking ahead of you, defiant strides putting distance between you. You wave, \"Come back....wait...\"\n\nOne last, desparate wave... no, she's gone.\n\nAnother story done. Then again...\nLate Thursday night. You've had a hard day and the last thing\nyou need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly.\n\nOn to the next aisle.\n\nInteresting... fresh Gnocchi--you haven't had any of that since... Rome.\n\nThe aisle stretches to the north, and back to the south. The shelves on either side of you block your view of the rest of the supermarket, with only the brightly coloured aisle markers visible.\n\nYou have stopped your trolley next to the pasta section, bright plastic bags full of pale skin-tone shapes.\n\nThere is a brunette woman a few metres ahead, filling her trolley with sauces.", "endoftext": false }, { "action": "You wait", "response": "You pause, the gnocchi still in your view. Rome. Rome. \"When in Rome...\" Clare.\n\nYou slowly let an image form in your mind; the metro, busy--packed with Italians and heat. Sweaty, close heat. And her hand in yours--hot, sweaty and easy to hold. The train slows,\n\n\"Termini. Termini.\"\n\nTermini station; the end of the line. The train slowly pulls into the station.\n\nYou slowly begin to push your trolley to the next aisle.\n\nA story finished. Then again...\nLate Thursday night. You've had a hard day and the last thing\nyou need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly.\n\nOn to the next aisle.\n\nInteresting... fresh Gnocchi--you haven't had any of that since... Rome.\n\nThe aisle stretches to the north, and back to the south. The shelves on either side of you block your view of the rest of the supermarket, with only the brightly coloured aisle markers visible.\n\nYou have stopped your trolley next to the pasta section, bright plastic bags full of pale skin-tone shapes.\n\nThere is a brunette woman a few metres ahead, filling her trolley with sauces.", "endoftext": false }, { "action": "You remember rome", "response": "Rome.\n\nYou pick up the Gnocchi and stare at the illustration of Piazza Venezia on its packet. You remember; sun, heat, food, pasta, sauces, wine, love, ancient, modern, Italians, Americans, love. And ultimately pain. A pain you had thought you had forgotten. But like a cancer returning to wreak havoc again, the pain resurfaces and tears through the thin barriers you had erected. Tears flow. Memories; guilt. And finally acceptance. You live with it.\n\nAnother story over. Not the only one...\nLate Thursday night. You've had a hard day and the last thing\nyou need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly.\n\nOn to the next aisle.\n\nInteresting... fresh Gnocchi--you haven't had any of that since... Rome.\n\nThe aisle stretches to the north, and back to the south. The shelves on either side of you block your view of the rest of the supermarket, with only the brightly coloured aisle markers visible.\n\nYou have stopped your trolley next to the pasta section, bright plastic bags full of pale skin-tone shapes.\n\nThere is a brunette woman a few metres ahead, filling her trolley with sauces.", "endoftext": false }, { "action": "You ask the woman about the rome", "response": "You draw your trolley alongside the brunette. Clearing your throat, you introduce yourself. She asks what you want. \"Sorry, yeah, I just wanted to know. Have you ever been to Rome?\" She thinks, \"No. I've never been to Italy. My husband suggested Rome, actually, for our holiday this year. What's this for--is it some consumer survey?\"\n\nYou chuckle. \"Well, I'm a consumer and I'm asking a question. So maybe.\" She smiles, \"Is that it?\" You nod, \"Yeah, that's it. Thanks.\"\n\nYou walk back towards your trolley, \"Oh, one more thing--don't go to Rome with your husband. Try Paris instead.\" Wish I had...\n\nAnother story done. Then again...\nLate Thursday night. You've had a hard day and the last thing\nyou need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly.\n\nOn to the next aisle.\n\nInteresting... fresh Gnocchi--you haven't had any of that since... Rome.\n\nThe aisle stretches to the north, and back to the south. The shelves on either side of you block your view of the rest of the supermarket, with only the brightly coloured aisle markers visible.\n\nYou have stopped your trolley next to the pasta section, bright plastic bags full of pale skin-tone shapes.\n\nThere is a brunette woman a few metres ahead, filling her trolley with sauces.", "endoftext": false }, { "action": "You remember the suicide", "response": "The sound of the door as you opened it, drawing against the wet floor. That is what you remember. Water is harmless. But what you don't remember: the bath, her body in the bath. The blood--the blood swirling with the water and lapping at your feet, how it was all so Clare--such a romantic idea of suicide, the bath overflowing as her life-blood left her. The way her head was lolling against the side of the bath, staring at you when you walked in. The porter had never seen anything like it before.\n\nHad she planned this all along--was the holiday a framing device for her carefully staged exit? Or did something click whilst on the holiday? There were no signs. You've told everyone that. There were\nno signs. She was perfectly happy. Perfectly happy.\n\nAnd now, it's all so long ago, and you're perfectly happy too.\n\nOne more story over. Then again...\nLate Thursday night. You've had a hard day and the last thing\nyou need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly.\n\nOn to the next aisle.\n\nInteresting... fresh Gnocchi--you haven't had any of that since... Rome.\n\nThe aisle stretches to the north, and back to the south. The shelves on either side of you block your view of the rest of the supermarket, with only the brightly coloured aisle markers visible.\n\nYou have stopped your trolley next to the pasta section, bright plastic bags full of pale skin-tone shapes.\n\nThere is a brunette woman a few metres ahead, filling her trolley with sauces.", "endoftext": false }, { "action": "You cry", "response": "Years of loneliness condense into the innocent, floury white buds of gnocchi. Your knees weaken and you drop to the floor, salty tears running in streams down your face and dripping off your chin.\n\nWhen the tears abate, you get to your feet. You've come to realise that there will always be tears.\n\nOne more story over. Not the only one...\nLate Thursday night. You've had a hard day and the last thing\nyou need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly.\n\nOn to the next aisle.\n\nInteresting... fresh Gnocchi--you haven't had any of that since... Rome.\n\nThe aisle stretches to the north, and back to the south. The shelves on either side of you block your view of the rest of the supermarket, with only the brightly coloured aisle markers visible.\n\nYou have stopped your trolley next to the pasta section, bright plastic bags full of pale skin-tone shapes.\n\nThere is a brunette woman a few metres ahead, filling her trolley with sauces.", "endoftext": false }, { "action": "You tell the woman about the suicide", "response": "You walk up to the brunette, leaving your trolley adrift in the aisle. \"Hi.\" She turns to look at you, a smile on her face. The smile drops as you recount the shock and the pain and how the thing you remember most was the noise as you opened the door and the blood and water lapped around your feet. Then you stop speaking and her expression turns from shock to pity. She puts and arm around you and says how sorry she is. But that's all she can do, and she leaves you.\n\nThe brunette must have said something to someone because after a few minutes a small, kind-looking lady comes up and takes you to the supermarket cafe. She gives you a cup of tea and a small muffin. It's a nice gesture, but only reminds you of the breakfast you had minutes before you discovered Clare. The tea is warm, almost body-temperature. You sense that the staff are worrying now--the presence of a grown man crying in their cafe cannot be good for business. You go before they have to ask you.\n\nOne more story over. But then...\nLate Thursday night. You've had a hard day and the last thing\nyou need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly.\n\nOn to the next aisle.\n\nInteresting... fresh Gnocchi--you haven't had any of that since... Rome.\n\nThe aisle stretches to the north, and back to the south. The shelves on either side of you block your view of the rest of the supermarket, with only the brightly coloured aisle markers visible.\n\nYou have stopped your trolley next to the pasta section, bright plastic bags full of pale skin-tone shapes.\n\nThere is a brunette woman a few metres ahead, filling her trolley with sauces.", "endoftext": false }, { "action": "You look under the cart", "response": "(your trolley)\nI don't think there will be anything special under your trolley.", "endoftext": false }, { "action": "You go home", "response": "You turn the trolley round and head to the checkout. You unload onto the conveyor and the cheerful young girl in plain uniform blips everything through her scanner.\n\nA friendly young man packs everything into bags and you wheel them to your car. You unload into your boot and drive home. The roads are quiet.\n\nOne more story over. And yet...\nLate Thursday night. You've had a hard day and the last thing\nyou need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly.\n\nOn to the next aisle.\n\nInteresting... fresh Gnocchi--you haven't had any of that since... Rome.\n\nThe aisle stretches to the north, and back to the south. The shelves on either side of you block your view of the rest of the supermarket, with only the brightly coloured aisle markers visible.\n\nYou have stopped your trolley next to the pasta section, bright plastic bags full of pale skin-tone shapes.\n\nThere is a brunette woman a few metres ahead, filling her trolley with sauces.", "endoftext": false }, { "action": "You ask the woman about the home", "response": "You walk up to the brunette with the question on your lips. But as you near her, the question seems to slip away, ducking out of sight. It had something to do with the home... The brunette turns round, sensing your presence, and makes eye contact. You blush and turn back quickly. With sweaty palms you grab a few bags of pasta and hurry on to the next aisle.\n\nOne more story over. But then...\nLate Thursday night. You've had a hard day and the last thing\nyou need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly.\n\nOn to the next aisle.\n\nInteresting... fresh Gnocchi--you haven't had any of that since... Rome.\n\nThe aisle stretches to the north, and back to the south. The shelves on either side of you block your view of the rest of the supermarket, with only the brightly coloured aisle markers visible.\n\nYou have stopped your trolley next to the pasta section, bright plastic bags full of pale skin-tone shapes.\n\nThere is a brunette woman a few metres ahead, filling her trolley with sauces.", "endoftext": false }, { "action": "You remember institution", "response": "You look down the aisle and imagine it empty, smaller and with doors at either end.\n\nRemember the institution?\n\nThey taught you to think differently. They told you that you had forgotten--but the red smile still haunts you. What they really made you forget was the guilt... that was what hurt the most. She made you feel guilty in her life and her death. But you forgot that.\n\nYou'll never forget the smile; the smiles you gave her. Bloody lips all over her body.\n\nBut that doesn't bother you, much... On with the shopping!\n\nOne more story over. Then again...\nLate Thursday night. You've had a hard day and the last thing\nyou need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly.\n\nOn to the next aisle.\n\nInteresting... fresh Gnocchi--you haven't had any of that since... Rome.\n\nThe aisle stretches to the north, and back to the south. The shelves on either side of you block your view of the rest of the supermarket, with only the brightly coloured aisle markers visible.\n\nYou have stopped your trolley next to the pasta section, bright plastic bags full of pale skin-tone shapes.\n\nThere is a brunette woman a few metres ahead, filling her trolley with sauces.", "endoftext": false }, { "action": "You tell the woman about the institution", "response": "You scurry up to the brunette. \"Excuse me--I probably ought to tell you this, now rather than later\", she looks confused and you continue, \"but I am a murderer. All very complicated complicated stuff--but basically I killed my girlfriend (my lover) and well I am over it now so there is no problem there but like I said just thought I would say..\"\n\nWith that off your chest you continue on your shop.\n\nAnother story done. But there are others...\nLate Thursday night. You've had a hard day and the last thing\nyou need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly.\n\nOn to the next aisle.\n\nInteresting... fresh Gnocchi--you haven't had any of that since... Rome.\n\nThe aisle stretches to the north, and back to the south. The shelves on either side of you block your view of the rest of the supermarket, with only the brightly coloured aisle markers visible.\n\nYou have stopped your trolley next to the pasta section, bright plastic bags full of pale skin-tone shapes.\n\nThere is a brunette woman a few metres ahead, filling her trolley with sauces.", "endoftext": false }, { "action": "You invite the woman home", "response": "You leave your trolley and walk up to the brunette. She turns to you and you smile, \"Come with me! I'll show you a good time. I promise. I'll buy you a meal, we can go on holiday! Just come with me.\" You put out your hand. She makes no move to take it. \"Come on! Let's go. Come with me...\" She's looking alarmed now and she starts to walk away.\n\nShe didn't want to come with you? Well, at least you asked. No harm in trying.\n\nAnother story over. But there are others...\nLate Thursday night. You've had a hard day and the last thing\nyou need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly.\n\nOn to the next aisle.\n\nInteresting... fresh Gnocchi--you haven't had any of that since... Rome.\n\nThe aisle stretches to the north, and back to the south. The shelves on either side of you block your view of the rest of the supermarket, with only the brightly coloured aisle markers visible.\n\nYou have stopped your trolley next to the pasta section, bright plastic bags full of pale skin-tone shapes.\n\nThere is a brunette woman a few metres ahead, filling her trolley with\nsauces.\n\nSay something, dammit.", "endoftext": false }, { "action": "You listen", "response": "You stand and listen; just the sounds of a supermarket. Trolleys, packets, boxes, people shuffling. And the beep beep of cash\nregisters.\n\nYou've heard it all before, nothing to worry about. You continue with your shopping and drive home.\n\nAnother story done. But then...", "endoftext": false }, { "action": "Smell woman", "response": "You draw alongside the woman and inhale. She is draped in a perfume that combines fruit, alcohol and spice. You let the scent fall slowly down your throat, and allow yourself to wonder what the rest of the brunette smells like.\n\nBut you really aren't the type of person who could find out and so you trot back to your trolley and continue with your shop.\n\nAnother story over. Then again...\nLate Thursday night. You've had a hard day and the last thing\nyou need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly.\n\nOn to the next aisle.\n\nInteresting... fresh Gnocchi--you haven't had any of that since... Rome.\n\nThe aisle stretches to the north, and back to the south. The shelves on either side of you block your view of the rest of the supermarket, with only the brightly coloured aisle markers visible.\n\nYou have stopped your trolley next to the pasta section, bright plastic bags full of pale skin-tone shapes.\n\nThere is a brunette woman a few metres ahead, filling her trolley with sauces.", "endoftext": false }, { "action": "Smell", "response": "You stand and draw in air through your nose. Cleanliness, suggestions of spice drifting in from somewhere. And a hint of perfume hanging in the air. Is the perfume with you? Is it a reminder of what was here? A taster for what is to come?\n\nOr is it just here to taunt, with its promises of intimacy and sex?\n\nYou exhale and move on.\n\nAnother story over. But there are others...\nLate Thursday night. You've had a hard day and the last thing\nyou need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly.\n\nOn to the next aisle.\n\nInteresting... fresh Gnocchi--you haven't had any of that since... Rome.\n\nThe aisle stretches to the north, and back to the south. The shelves on either side of you block your view of the rest of the supermarket, with only the brightly coloured aisle markers visible.\n\nYou have stopped your trolley next to the pasta section, bright plastic bags full of pale skin-tone shapes.\n\nThere is a brunette woman a few metres ahead, filling her trolley with sauces.", "endoftext": false }, { "action": "Smell Gnocchi", "response": "You try to smell the gnocchi, but it is contained in its plastic bag and gives only an impression of chemicals. Dissapointing.\n\nYou dismiss the gnocchi and carry on shopping.\n\nAnother story done. Not the only one...\nLate Thursday night. You've had a hard day and the last thing\nyou need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly.\n\nOn to the next aisle.\n\nInteresting... fresh Gnocchi--you haven't had any of that since... Rome.\n\nThe aisle stretches to the north, and back to the south. The shelves on either side of you block your view of the rest of the supermarket, with only the brightly coloured aisle markers visible.\n\nYou have stopped your trolley next to the pasta section, bright plastic bags full of pale skin-tone shapes.\n\nThere is a brunette woman a few metres ahead, filling her trolley with sauces.", "endoftext": false }, { "action": "You think", "response": "You'll have to say what you want to think about.", "endoftext": false }, { "action": "You think about dinner", "response": "You remember the meal like this: Clare sat opposite. It was warm but an evening breeze took the uncomfortable edge of the heat. You ordered and the food took a while to come. The wine made your face red. You walked back after the meal via the Spanish Steps. You sat amongst the crowds until the police moved you on so that they could wash the steps ready for the tourists in the morning. You strolled back to the hotel down backstreets, past the four fountain junction; a crossroads with fountains built into the houses on each corner. You knew from experience that the water in them was ice cold, even in the afternoon heat. You ran a finger through the water as you walked past and wiped it on your trousers before taking Clare's hand in yours. Which seems like a good place to end.\n\nA story finished. Then again...\nLate Thursday night. You've had a hard day and the last thing\nyou need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly.\n\nOn to the next aisle.\n\nInteresting... fresh Gnocchi--you haven't had any of that since... Rome.\n\nThe aisle stretches to the north, and back to the south. The shelves on either side of you block your view of the rest of the supermarket, with only the brightly coloured aisle markers visible.\n\nYou have stopped your trolley next to the pasta section, bright plastic bags full of pale skin-tone shapes.\n\nThere is a brunette woman a few metres ahead, filling her trolley with sauces.", "endoftext": false }, { "action": "You give Gnocchi to the woman", "response": "You scoop a packet of gnocchi off the shelves and run over to the brunette. \"Hi. Take this!\", you chuck the gnocchi into her trolley. She squeaks, \"What? Sorry, I don't want any, thanks.\" She takes it out and passes it back to you.\n\n\"No. No. Take it--\" You put the gnocchi back in her\ntrolley. She looks exasperated, \"No, please--I don't want it. Thanks.\" Well, what can you say? You can take a horse to water, but you can't make it drink. You take the gnocchi and pad back to your trolley, shouting back \"It tastes really nice--\" You stop; she's gone.\n\nYou take the gnocchi for yourself and finish shopping. When you get back home (traffic is awful) you put on the hob and start boiling the water. You chuck the gnocchi into the pan and walk into the lounge. Flicking on the TV you sit down and start watching the news.\n\nYou wake up, lips moist with dribble, and a numb arm where you slept on it. You jump up and run into the kitchen. Aw, shit. The pan has boiled dry, and the gnocchi is smoking. You sprint to the window and try to lift it open, but too late--the smoke alarm sounds: Beeeee-eeee-eeeee-eeee-eee-eeee.\n\nLater on you sit in the lounge again, a plate of burnt gnocchi in your lap. You stab a small fluffy (blackened) bud and swallow it.\nYum. It tastes really nice.\n\nOne more story over. And yet...\nLate Thursday night. You've had a hard day and the last thing\nyou need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly.\n\nOn to the next aisle.\n\nInteresting... fresh Gnocchi--you haven't had any of that since... Rome.\n\nThe aisle stretches to the north, and back to the south. The shelves on either side of you block your view of the rest of the supermarket, with only the brightly coloured aisle markers visible.\n\nYou have stopped your trolley next to the pasta section, bright plastic bags full of pale skin-tone shapes.\n\nThere is a brunette woman a few metres ahead, filling her trolley with sauces.", "endoftext": false }, { "action": "You give the sauce to the woman", "response": "You grab some bags of macaroni and walk over. You chuck them into the brunette's trolley. Then a few jars of sauce. She turns, her face a map of disbelief, \"What are you doing?\"\n\nYou don't get it. You're just helping her with her shopping, \"I was... just trying to help. Helping with your shopping...\" She pushes you away, \"Get off! Leave me alone!\" You stand back, \"Sorry...\"\n\nYou walk back to your trolley, \"If you do need my help--just ask.\" God, next time you won't bother. What is it with people?\n\nAnother story over. Not the only one...\nLate Thursday night. You've had a hard day and the last thing\nyou need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly.\n\nOn to the next aisle.\n\nInteresting... fresh Gnocchi--you haven't had any of that since... Rome.\n\nThe aisle stretches to the north, and back to the south. The shelves on either side of you block your view of the rest of the supermarket, with only the brightly coloured aisle markers visible.\n\nYou have stopped your trolley next to the pasta section, bright plastic bags full of pale skin-tone shapes.\n\nThere is a brunette woman a few metres ahead, filling her trolley with sauces.", "endoftext": false }, { "action": "Dream", "response": "Day dreaming. It's like that thing about the butterfly--you know, the man dreams about being a butterfly, but is he a man dreaming of being a butterfly or a butterfly dreaming about being a man dreaming about a butterfly? You spend some much time dreaming, more than not in fact. So, as I'm sure you realise, the fact that you are dreaming now is not strange. And what are you dreaming?\n\nand you show her some gnocchi and then you eat it and live happily ever after.\n\nPretty shit, yeah? But no-one said your dreams had to be works of art.\n\nAnother story over. Then again...\nLate Thursday night. You've had a hard day and the last thing\nyou need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly.\n\nOn to the next aisle.\n\nInteresting... fresh Gnocchi--you haven't had any of that since... Rome.\n\nThe aisle stretches to the north, and back to the south. The shelves on either side of you block your view of the rest of the supermarket, with only the brightly coloured aisle markers visible.\n\nYou have stopped your trolley next to the pasta section, bright plastic bags full of pale skin-tone shapes.\n\nThere is a brunette woman a few metres ahead, filling her trolley with sauces.", "endoftext": false }, { "action": "You tell the woman about the illness", "response": "You slowly pad up to the brunette. She turns, you speak \"Sorry to bother you, but I really need to speak to someone, right now.\" She looks empathetic and you continue, \"A few years ago the love of my life, Clare was her name, she died very suddenly and in real pain. The thing is, well, she is out of her misery. But I'm not--we had gnocchi the night she died--\", you point to the bags of gnocchi on the shelves, \"and it's all coming back to me. I just need to talk---\"\n\nShe smiles a sad, caring smile, \"Do you want a cup of tea, love?\" She takes you to the cafe and you sit (you have cake as well as tea) and she lets you talk.\n\nWhen you finish you wish you had done that sooner. The pain is still there, but now you have some power over it.\n\nOne more story over. But then...", "endoftext": false }, { "action": "You ask the woman about herself", "response": "You smile, flash your teeth, \"How you doing?\" The brunette turns, smiles politely, \"Fine, thanks.\" She pauses, unsure as to whether she should turn back to shelves or maintain eye contact.\n\nYou take the initiative, \"Shopping for one?\" She smiles, \"Yes. You're quite forward aren't you?\" You reflect her smile, \"Yes. But no-one ever got anywhere hiding under a bushel, did they?\" \"So you're not one to hide under a bushel then?\" \"When it's required, sure--\", you falter (think of something funny, sexy) and she steps in, \"Look I've got to get my shopping finished now, but I can see you for a drink later?\"\n\nYou smile again, \"Sure... you're being quite forward now--for\nall you know I could be a loon.\" She looks you up and down, \"No. I don't think so.\"\n\nAnother story over. Not the only one...\nLate Thursday night. You've had a hard day and the last thing\nyou need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly.\n\nOn to the next aisle.\n\nInteresting... fresh Gnocchi--you haven't had any of that since... Rome.\n\nThe aisle stretches to the north, and back to the south. The shelves on either side of you block your view of the rest of the supermarket, with only the brightly coloured aisle markers visible.\n\nYou have stopped your trolley next to the pasta section, bright plastic bags full of pale skin-tone shapes.\n\nThere is a brunette woman a few metres ahead, filling her trolley with sauces.", "endoftext": false }, { "action": "You ask the woman about her day", "response": "You sidle on over.\n\n\"You look tired.\" She glances over her shoulder, \"Pardon?\"\n\n\"Sorry--didn't mean to be rude. I just thought you were looking tired--had a hard day?\" She smiles, \"I'd love to say no, but you're right--I've had a stinker of a day\", again she smiles, \"and now I'm being chatted up by a loon in the supermarket. When all I want to do is get home and put my feet up.\" You give a mock look of upset, \"I'm no loon!.. Put your feet up you say? Well, four feet are better than two--\"\n\nShe interrupts, \"I'm going to have to stop you there, Mr. Supermarket smooth. You're a nice guy--well I don't know, but you seem nice--so I don't want to disappoint you. I'm not into men so much, you know?\" You shrug, \"...I could watch?\" She groans and rolls her eyes to the heavens. You turn, taking a coin from your pocket and tossing it. For every tail there's a head. It's just a matter of numbers, and yours will be up soon. Till then just keep on trying...\n\nAnother story done. And yet...\nLate Thursday night. You've had a hard day and the last thing\nyou need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly.\n\nOn to the next aisle.\n\nInteresting... fresh Gnocchi--you haven't had any of that since... Rome.\n\nThe aisle stretches to the north, and back to the south. The shelves on either side of you block your view of the rest of the supermarket, with only the brightly coloured aisle markers visible.\n\nYou have stopped your trolley next to the pasta section, bright plastic bags full of pale skin-tone shapes.\n\nThere is a brunette woman a few metres ahead, filling her trolley with sauces.", "endoftext": false }, { "action": "You remember illness", "response": "You remember the one thing you didn't want to remember. Your\nlast meal with Clare. She was in bed, pasty white and crumbling. She wanted something nice for her last meal and so you got some\nspecial Gnocchi brought up by room service. But she couldn't eat it and she dribbled, and couldn't swallow. And she couldn't even cry--nor could you, you had to be brave. But you don't now. As the memory opens up, the lock in your tear canal slowly eases open and there is release.\n\nAnother story done. Then again...", "endoftext": false }, { "action": "Undress", "response": "Tucking your toe under the hem of her dress, you flick it up. She spins round, clutching at her clothes, \"Hey!\"\n\nYou back off, arms raised in an apologetic gesture, \"Sorry. Sorry. Just thought you might like to slip into something a little more... comfortable?\" She gives a look of incredulity, \"What?\" You move nearer, again, \"Look--don't fret just get undressed. Come on\nslip out of that dress--what's wrong? You not got any underwear on? No, you have--I can see it now: Sexy black lingerie,\nclutching you tightly. Your bra only separated from your breasts by a layer of perspiration--\" She slaps you, spitting \"Jesus Christ. Go take a cold shower, get some fucking help!\" as she strides off to the next aisle, leaving you giggling. Ha! She didn't guess. She didn't realise that is was you wearing the sexy black lingerie.\nThe best Italian suspenders. Only the best next to your skin.\nBaby soft skin. Clapping your hands together you trot back to the trolley. Gnocchi for two? You'd like that wouldn't you Clare?\nI sure would, Clark. Sexy bitch!\n\nOne more story over. Not the only one...\nLate Thursday night. You've had a hard day and the last thing\nyou need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly.\n\nOn to the next aisle.\n\nInteresting... fresh Gnocchi--you haven't had any of that since... Rome.\n\nThe aisle stretches to the north, and back to the south. The shelves on either side of you block your view of the rest of the supermarket, with only the brightly coloured aisle markers visible.\n\nYou have stopped your trolley next to the pasta section, bright plastic bags full of pale skin-tone shapes.\n\nThere is a brunette woman a few metres ahead, filling her trolley with sauces.", "endoftext": false }, { "action": "Frown", "response": "Your brow becomes furrowed, sporting a frown. You don't like it when you are forced to think about Rome, and more specifically Clare. She seems to be getting along with it--she's been with her new boyfriend for ages now (you can't stand him) and she seems fine talking to you. But you would much rather just, well, not keep in touch. It just keeps the wounds open...\n\nThe frown follows you around for the rest of the shop (you feel sorry for the checkout girl--she gets a particularly severe look, no fault of her own) and spend the rest of the evening in a really dissatisfied mood.\n\nAnother story over. But then...\nLate Thursday night. You've had a hard day and the last thing\nyou need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly.\n\nOn to the next aisle.\n\nInteresting... fresh Gnocchi--you haven't had any of that since... Rome.\n\nThe aisle stretches to the north, and back to the south. The shelves on either side of you block your view of the rest of the supermarket, with only the brightly coloured aisle markers visible.\n\nYou have stopped your trolley next to the pasta section, bright plastic bags full of pale skin-tone shapes.\n\nThere is a brunette woman a few metres ahead, filling her trolley with sauces.", "endoftext": false }, { "action": "You ask the woman about yourself", "response": "She looks at you, \"Sorry?\" You blush, \"Oh. Oh. Nothing.\" You quickly turn round and wheel your half-full trolley to the checkout. Then home.\n\nA story finished. But there are others...\nLate Thursday night. You've had a hard day and the last thing\nyou need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly.\n\nOn to the next aisle.\n\nInteresting... fresh Gnocchi--you haven't had any of that since... Rome.\n\nThe aisle stretches to the north, and back to the south. The shelves on either side of you block your view of the rest of the supermarket, with only the brightly coloured aisle markers visible.\n\nYou have stopped your trolley next to the pasta section, bright plastic bags full of pale skin-tone shapes.\n\nThere is a brunette woman a few metres ahead, filling her trolley with sauces.", "endoftext": false }, { "action": "You call Clare", "response": "You lean round the end of the aisle, \"Clare?\" Again, louder: \"Clare?\" She walks into the aisle, \"Yeah?\" You take her hand and walk her along to the gnocchi, \"Look, gnocchi, like in Rome--I've never seen it in the shops before.\" She picks up a packet and drops it in the trolley. \"Get some for tea then?\" she offers, pecking you on the lips.\n\nYou have some for tea and it's like Rome, except: it's colder, you have work tomorrow and you're even more in love than you were\nthen.\n\nAnother story over. Then again...\nLate Thursday night. You've had a hard day and the last thing\nyou need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly.\n\nOn to the next aisle.\n\nInteresting... fresh Gnocchi--you haven't had any of that since... Rome.\n\nThe aisle stretches to the north, and back to the south. The shelves on either side of you block your view of the rest of the supermarket, with only the brightly coloured aisle markers visible.\n\nYou have stopped your trolley next to the pasta section, bright plastic bags full of pale skin-tone shapes.\n\nThere is a brunette woman a few metres ahead, filling her trolley with sauces.", "endoftext": false }, { "action": "Pray", "response": "You've prayed before--to no avail. But again you drop to one knee and close your eyes.\n\n\"Please God. Please God. Please God. Please..\"\n\nYou stop--you know there is no point. You have sinned. You have been sinned against. It is too late. Best just go home and await judgement. Which you do.\n\nA story finished. But there are others...\nLate Thursday night. You've had a hard day and the last thing\nyou need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly.\n\nOn to the next aisle.\n\nInteresting... fresh Gnocchi--you haven't had any of that since... Rome.\n\nThe aisle stretches to the north, and back to the south. The shelves on either side of you block your view of the rest of the supermarket, with only the brightly coloured aisle markers visible.\n\nYou have stopped your trolley next to the pasta section, bright plastic bags full of pale skin-tone shapes.\n\nThere is a brunette woman a few metres ahead, filling her trolley with sauces.", "endoftext": false }, { "action": "You call the security guard", "response": "\"Help! Security!\" A balding man in his forties, squeezed into a blue uniform appears at the bottom of the aisle. \"Can I help you sir?\" You run to him. Pull him close. Whisper in his ear: \"You see that woman?\" \"Yes, sir\" \"She just raped me.\" \"I don't quite understand sir?\" \"She is stealing all your food!\" \"Calm down sir, speak slowly\" You raise your voice, \"I will not be quiet! It's your job--stop her!\" The guard pauses. You make a dash for the woman, \"If you won't do your job, then I will--\" He is too quick for you and hooks a foot around your leg. You crash to the floor and black out, the guard's words dragged with you into oblivion, \"I think you ought to come with me, sir.\"\n\nA story finished. Then again...\nLate Thursday night. You've had a hard day and the last thing\nyou need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly.\n\nOn to the next aisle.\n\nInteresting... fresh Gnocchi--you haven't had any of that since... Rome.\n\nThe aisle stretches to the north, and back to the south. The shelves on either side of you block your view of the rest of the supermarket, with only the brightly coloured aisle markers visible.\n\nYou have stopped your trolley next to the pasta section, bright plastic bags full of pale skin-tone shapes.\n\nThere is a brunette woman a few metres ahead, filling her trolley with sauces.", "endoftext": false }, { "action": "Empty trolley", "response": "(your trolley)\nYou look into the trolley; meals for one, toiletries for one--everything for one. You tip the trolley on to its side and\nit sheds its contents. A bottle smashes and wine spills onto the floor. The brunette hurries on nervously and you kick a can down the aisle. Then you leave into the night.\n\nAnother story done. But there are others...\nLate Thursday night. You've had a hard day and the last thing\nyou need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly.\n\nOn to the next aisle.\n\nInteresting... fresh Gnocchi--you haven't had any of that since... Rome.\n\nThe aisle stretches to the north, and back to the south. The shelves on either side of you block your view of the rest of the supermarket, with only the brightly coloured aisle markers visible.\n\nYou have stopped your trolley next to the pasta section, bright plastic bags full of pale skin-tone shapes.\n\nThere is a brunette woman a few metres ahead, filling her trolley with sauces.", "endoftext": false }, { "action": "Empty woman's trolley", "response": "You jog up to the trolley and grab onto it with a hand. Putting a foot on the back wheels you pull it over--the contents bounce across the aisle, the metal crash of the trolley resounding round the aisle--\n\nThe brunette spins round, \"Shit!\" You give her a menacing glare--\"You don't need all that food! Where you're going--\" A crushing blow from behind knocks the words out of your mouth. You fall to the floor, landing sharply on the contents of the brunette's trolley. A man stands over you. He has an arm round the woman, \"You alright, Kate?\" She nods.\n\nThe man offers you a hand and pulls you up. When you are on your feet he releases your hand and steps back. Before you get a chance to dodge, his fist smacks into your face--\n\nUnder the advice of a lawyer you decide not to prosecute; apparently it might require you to undergo another psychiatric evaluation. Probably best--just let it go.\n\nAnother story over. Then again...\nLate Thursday night. You've had a hard day and the last thing\nyou need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly.\n\nOn to the next aisle.\n\nInteresting... fresh Gnocchi--you haven't had any of that since... Rome.\n\nThe aisle stretches to the north, and back to the south. The shelves on either side of you block your view of the rest of the supermarket, with only the brightly coloured aisle markers visible.\n\nYou have stopped your trolley next to the pasta section, bright plastic bags full of pale skin-tone shapes.\n\nThere is a brunette woman a few metres ahead, filling her trolley with sauces.", "endoftext": false }, { "action": "You find Clare", "response": "You scoot round the corner of the aisle. Sure enough there she is, looking through the magazines. You pull up behind her and slide and arm round her waist. She laughs, \"Get off! We're in public.\" You pull out a packet of gnocchi from behind your back, \"Look what I found.\" She smiles, \"Gnocchi? Like in Rome. How sweet!\" Then she starts to walk off, \"Come on, we've got to be out at eight and we've still all the shopping to get done, and tea to cook!\"\n\nYou turn the trolley and catch up with her.\n\nAnother story done. Not the only one...\nLate Thursday night. You've had a hard day and the last thing\nyou need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly.\n\nOn to the next aisle.\n\nInteresting... fresh Gnocchi--you haven't had any of that since... Rome.\n\nThe aisle stretches to the north, and back to the south. The shelves on either side of you block your view of the rest of the supermarket, with only the brightly coloured aisle markers visible.\n\nYou have stopped your trolley next to the pasta section, bright plastic bags full of pale skin-tone shapes.\n\nThere is a brunette woman a few metres ahead, filling her trolley with sauces.", "endoftext": false }, { "action": "You follow the woman", "response": "You stand by the gnocchi until she starts to move off. Then you walk in step with her, cornering the aisle a few metres behind her. She stops to put something in her trolley, and you pull up across the aisle. This goes on for a few minutes.\n\nYou come to a point where you are straddling the line between following an attractive woman and stalking one. You decide to stop, and recommence your shopping.\n\nWhat made you follow her in the first place--sure she's attractive, but... Maybe there was something about her that rang a few bells. A dulled romance in the far reaches of your mind, reawakened, reborn in a stranger? Best forgotten, eh?\n\nOne more story over. And yet...\nLate Thursday night. You've had a hard day and the last thing\nyou need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly.\n\nOn to the next aisle.\n\nInteresting... fresh Gnocchi--you haven't had any of that since... Rome.\n\nThe aisle stretches to the north, and back to the south. The shelves on either side of you block your view of the rest of the supermarket, with only the brightly coloured aisle markers visible.\n\nYou have stopped your trolley next to the pasta section, bright plastic bags full of pale skin-tone shapes.\n\nThere is a brunette woman a few metres ahead, filling her trolley with sauces.", "endoftext": false }, { "action": "You fill the woman's trolley", "response": "You grab some bags of macaroni and walk over. You chuck them into the brunette's trolley. Then a few jars of sauce. She turns, her face a map of disbelief, \"What are you doing?\"\n\nYou don't get it. You're just helping her with her shopping, \"I was... just trying to help. Helping with your shopping...\" She pushes you away, \"Get off! Leave me alone!\" You stand back, \"Sorry...\"\n\nYou walk back to your trolley, \"If you do need my help--just ask.\" God, next time you won't bother. What is it with people?\n\nAnother story done. Not the only one...\nLate Thursday night. You've had a hard day and the last thing\nyou need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly.\n\nOn to the next aisle.\n\nInteresting... fresh Gnocchi--you haven't had any of that since... Rome.\n\nThe aisle stretches to the north, and back to the south. The shelves on either side of you block your view of the rest of the supermarket, with only the brightly coloured aisle markers visible.\n\nYou have stopped your trolley next to the pasta section, bright plastic bags full of pale skin-tone shapes.\n\nThere is a brunette woman a few metres ahead, filling her trolley with sauces.", "endoftext": false }, { "action": "You fill your trolley", "response": "Grabbing some bags of Gnocchi you continue, whipping round the store in no time and filling the trolley. You have almost too much\nstuff. You pay for it--it comes to a tidy sum--and wheel the bags out to the car. You pack the boot and drive out onto the road. When you get back home you spend a while emptying the car, carrying food to the flat and unpacking.\n\nThen you put on a meal, take a drink, sit back and relax...\n\nAnother story done. But there are others...\nLate Thursday night. You've had a hard day and the last thing\nyou need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly.\n\nOn to the next aisle.\n\nInteresting... fresh Gnocchi--you haven't had any of that since... Rome.\n\nThe aisle stretches to the north, and back to the south. The shelves on either side of you block your view of the rest of the supermarket, with only the brightly coloured aisle markers visible.\n\nYou have stopped your trolley next to the pasta section, bright plastic bags full of pale skin-tone shapes.\n\nThere is a brunette woman a few metres ahead, filling her trolley with sauces.", "endoftext": false }, { "action": "You crack up", "response": "Foam gurgles on the edges of your lips as you cease to monitor their output,\n\n\"GnocchiOh!Oh!GnocchideGato!Clare--je\nt'aime--Iwillalways\n\ngnocchignocchiWhereareyoUNOw? DiningwIThtHEwORmsinaNEARthy...paradiseOH! Claregnochignochignoggignokkkkkkkkkkkeeeee!\ngnocchigibber\ngnocchish. G'night!\"\n\nYou bow out without a fight--the right thing to do; just like she would have wanted--if only--right? But the train doesn't stop in time. Always comes back to the potato. He smiles, \"Gnog Gnog Gnoch pot pot.\"\n\nAnother story done. Then again...\nLate Thursday night. You've had a hard day and the last thing\nyou need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly.\n\nOn to the next aisle.\n\nInteresting... fresh Gnocchi--you haven't had any of that since... Rome.\n\nThe aisle stretches to the north, and back to the south. The shelves on either side of you block your view of the rest of the supermarket, with only the brightly coloured aisle markers visible.\n\nYou have stopped your trolley next to the pasta section, bright plastic bags full of pale skin-tone shapes.\n\nThere is a brunette woman a few metres ahead, filling her trolley with sauces.", "endoftext": false }, { "action": "You jump", "response": "Staring at the gnocchi you feel a memory slowly, awkwardly, awfully rise to the surface.\n\n--The scooter driver looks surprised. You grab for Clare and jump to the side--bounce across the road, scrape your head--\n\nScuffed and light headed you open your eyes... your hands are empty--Clare is a few metres away, lying awkwardly. Splattered with a thin red liquid, reflecting the scooter's bright red paintwork.\n\nThe scooter skids--you jump. You are in the supermarket. Your hands are empty, sweaty.\n\nAnother story over. Not the only one...\nLate Thursday night. You've had a hard day and the last thing\nyou need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly.\n\nOn to the next aisle.\n\nInteresting... fresh Gnocchi--you haven't had any of that since... Rome.\n\nThe aisle stretches to the north, and back to the south. The shelves on either side of you block your view of the rest of the supermarket, with only the brightly coloured aisle markers visible.\n\nYou have stopped your trolley next to the pasta section, bright plastic bags full of pale skin-tone shapes.\n\nThere is a brunette woman a few metres ahead, filling her trolley with sauces.", "endoftext": false }, { "action": "Panic", "response": "The gnocchi sits smugly on the shelves. The brunette is either:\n\n(a) a spy sent by the hospital,\n(b) a friend of Clare's, intent on revenge,\nor,\n(c) your mother, in disguise.\n\nYou slowly start to back away, keeping your eyes on her. As you clear the end of the aisle, she turns, reaching into her jacket. You dive across the end of the aisle, scrambling to your feet and running towards the exits. You get to the doors, wait. After what seems like an age the automatic sensors concede and the doors slide open. You emerge into the car park. Shit.\n\nhere. You can't escape now.\n\nYou fall to your knees, a trolley-parker approaching--why are they being so blatant? They're normally so clever. They must know they have won.\n\nSweating in your skull, your brain decides that the best way to calm you down is to deny you consciousness. The world fades, blurry and greasy, the parker speaks--threatening code-speak--\"Sir, are you OK?\"\n\nAnother story done. Then again...\nLate Thursday night. You've had a hard day and the last thing\nyou need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly.\n\nOn to the next aisle.\n\nInteresting... fresh Gnocchi--you haven't had any of that since... Rome.\n\nThe aisle stretches to the north, and back to the south. The shelves on either side of you block your view of the rest of the supermarket, with only the brightly coloured aisle markers visible.\n\nYou have stopped your trolley next to the pasta section, bright plastic bags full of pale skin-tone shapes.\n\nThere is a brunette woman a few metres ahead, filling her trolley with sauces.", "endoftext": false }, { "action": "You talk to the self", "response": "You speak. Funny how talking to yourself seems like the right thing to do when you are in public.\n\nBut when you get home you know that it won't be enough. You'll want company--companionship. A companion. But you can't buy those in the shops.\n\nYou buy what you can and take it home.\n\nA story finished. Not the only one...\nLate Thursday night. You've had a hard day and the last thing\nyou need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly.\n\nOn to the next aisle.\n\nInteresting... fresh Gnocchi--you haven't had any of that since... Rome.\n\nThe aisle stretches to the north, and back to the south. The shelves on either side of you block your view of the rest of the supermarket, with only the brightly coloured aisle markers visible.\n\nYou have stopped your trolley next to the pasta section, bright plastic bags full of pale skin-tone shapes.\n\nThere is a brunette woman a few metres ahead, filling her trolley with sauces.", "endoftext": false }, { "action": "You laugh at the woman", "response": "Look at her--she's ridiculous. She's--what--thirty? Forty? Old, anyhow. Yet look at how she's dressed... and the way she's spending so much time choosing a pasta sauce; does she think she looks cultured? She's not even much of a looker. Pretty funny actually. You laugh, loud--and so she know's it's her you're laughing at. Soon enough she totters off to the next aisle, red faced. Ha! Ha! People are so\nfunny.\n\nOne more story over. And yet...\nLate Thursday night. You've had a hard day and the last thing\nyou need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly.\n\nOn to the next aisle.\n\nInteresting... fresh Gnocchi--you haven't had any of that since... Rome.\n\nThe aisle stretches to the north, and back to the south. The shelves on either side of you block your view of the rest of the supermarket, with only the brightly coloured aisle markers visible.\n\nYou have stopped your trolley next to the pasta section, bright plastic bags full of pale skin-tone shapes.\n\nThere is a brunette woman a few metres ahead, filling her trolley with sauces.", "endoftext": false }, { "action": "You remember Clare's leaving", "response": "You remember the note, word for word:\n\n..I did love you once.. but have to leave you now.. hope you will get over it.. for the best.. there is not anyone else.. I'm sorry.. Clare.\n\nThe note answered no questions. It gave rise to far too many questions--and maybe it's time to either find answers or forget.\n\nYou finish shopping, go home and think.\n\nOne more story over. But there are others...\nLate Thursday night. You've had a hard day and the last thing\nyou need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly.\n\nOn to the next aisle.\n\nInteresting... fresh Gnocchi--you haven't had any of that since... Rome.\n\nThe aisle stretches to the north, and back to the south. The shelves on either side of you block your view of the rest of the supermarket, with only the brightly coloured aisle markers visible.\n\nYou have stopped your trolley next to the pasta section, bright plastic bags full of pale skin-tone shapes.\n\nThere is a brunette woman a few metres ahead, filling her trolley with sauces.", "endoftext": false }, { "action": "You tell the woman about the clare's leaving", "response": "You walk up to the brunette and try to tell her about the note, about Clare's sudden leaving. But the words fail to come, you can't\ndo this. So you do a quick about-turn and walk back to your\ntrolley.\n\nSome things just aren't meant to be shared. You trundle the trolley on, the hint of a tear sliding into the corner of your eye.\n\nAnother story done. Not the only one...\nLate Thursday night. You've had a hard day and the last thing\nyou need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly.\n\nOn to the next aisle.\n\nInteresting... fresh Gnocchi--you haven't had any of that since... Rome.\n\nThe aisle stretches to the north, and back to the south. The shelves on either side of you block your view of the rest of the supermarket, with only the brightly coloured aisle markers visible.\n\nYou have stopped your trolley next to the pasta section, bright plastic bags full of pale skin-tone shapes.\n\nThere is a brunette woman a few metres ahead, filling her trolley with sauces.", "endoftext": false }, { "action": "You remember the meal", "response": "You remember the meal like this: Clare sat opposite. It was warm but an evening breeze took the uncomfortable edge of the heat. You ordered and the food took a while to come. The wine made your face red. You walked back after the meal via the Spanish Steps. You sat amongst the crowds until the police moved you on so that they could wash the steps ready for the tourists in the morning. You strolled back to the hotel down backstreets, past the four fountain junction; a crossroads with fountains built into the houses on each corner. You knew from experience that the water in them was ice cold, even in the afternoon heat. You ran a finger through the water as you walked past and wiped it on your trousers before taking Clare's hand in yours. Which seems like a good place to end.\n\nOne more story over. Not the only one...\nLate Thursday night. You've had a hard day and the last thing\nyou need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly.\n\nOn to the next aisle.\n\nInteresting... fresh Gnocchi--you haven't had any of that since... Rome.\n\nThe aisle stretches to the north, and back to the south. The shelves on either side of you block your view of the rest of the supermarket, with only the brightly coloured aisle markers visible.\n\nYou have stopped your trolley next to the pasta section, bright plastic bags full of pale skin-tone shapes.\n\nThere is a brunette woman a few metres ahead, filling her trolley with sauces.", "endoftext": false }, { "action": "You remember Pantheon", "response": "You remember the Pantheon. It looked so solid... it had stood the test of time. You were sure that nothing could be ephemeral after being near that. It was so beautiful, yet strong. Timeless. But you were wrong--it was the only thing that was so. Your life, your relationship, Clare.. all open to change, decay and collapse.\n\nThe image of the Pantheon in your head slowly sinks, failing to support you with its pillars. You move the memory aside, out of direct sight, and continue with the shopping.\n\nAnother story over. Then again...\nLate Thursday night. You've had a hard day and the last thing\nyou need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly.\n\nOn to the next aisle.\n\nInteresting... fresh Gnocchi--you haven't had any of that since... Rome.\n\nThe aisle stretches to the north, and back to the south. The shelves on either side of you block your view of the rest of the supermarket, with only the brightly coloured aisle markers visible.\n\nYou have stopped your trolley next to the pasta section, bright plastic bags full of pale skin-tone shapes.\n\nThere is a brunette woman a few metres ahead, filling her trolley with sauces.", "endoftext": false }, { "action": "You remember the love", "response": "Remember love? You don't even know what the word means any more. You need to find love again before you can remember it. Right now all there is is a dulled pain. And Gnocchi rubbing it in.\n\nAnother story over. Not the only one...\nLate Thursday night. You've had a hard day and the last thing\nyou need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly.\n\nOn to the next aisle.\n\nInteresting... fresh Gnocchi--you haven't had any of that since... Rome.\n\nThe aisle stretches to the north, and back to the south. The shelves on either side of you block your view of the rest of the supermarket, with only the brightly coloured aisle markers visible.\n\nYou have stopped your trolley next to the pasta section, bright plastic bags full of pale skin-tone shapes.\n\nThere is a brunette woman a few metres ahead, filling her trolley with sauces.", "endoftext": false }, { "action": "You remember the day's work", "response": "Your mind wanders over the day's work. Fairly usual stuff; Johnathon really pissed you off, taking your work, putting a cover on it and getting all the credit. But lunch was cool; Michelle and you had a fun chat about her new boyfriend over coffee. You pointed out that he was exactly twice her age, something she hadn't realised. Plus, you managed to get all the Longbridge account finished, which is a weight off your mind--\n\nA mental kick up the arse--stop thinking about work and get on with the shopping. Clare'll kill you if you're back late.\n\nA quick scoot round the rest of the supermarket--a full trolley--then, stepping on the gas, you arrive home just before seven. Clare opens the door to you, \"Ooh... home early? What have I done to be so lucky?\"\n\nA story finished. But then...\nLate Thursday night. You've had a hard day and the last thing\nyou need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly.\n\nOn to the next aisle.\n\nInteresting... fresh Gnocchi--you haven't had any of that since... Rome.\n\nThe aisle stretches to the north, and back to the south. The shelves on either side of you block your view of the rest of the supermarket, with only the brightly coloured aisle markers visible.\n\nYou have stopped your trolley next to the pasta section, bright plastic bags full of pale skin-tone shapes.\n\nThere is a brunette woman a few metres ahead, filling her trolley with sauces.", "endoftext": false }, { "action": "Y.", "response": "debugcheapnitfol quit with exit status: 0", "endoftext": true } ]
j49crlvd62mhwuzu
The Moonlit Tower
Yoon Ha Lee
[ "Eastern" ]
[ "dragon", "East Asian setting", "fantasy", "IF Competition 2002", "IFComp Game", "parser", "strong NPCs", "surreal", "tower", "walkthrough", "Xyzzy Awards 2002", "XYZZY Best Writing" ]
2,002
[ 15, 28, 8, 6, 0 ]
57
3.912281
20080601
false
[ { "action": "%", "response": "No, not a prison, though stone stands around you, as expressionless as a mirror awaiting face and form; and in the silence you hear no plaint of flute or roar of gong, but instead the crash of porcelain shattering.\n\nMoonlight diffuses through the walls, tracing out unreadable sigils in calligraphies of light and dark. Stairs adorned with bas-relief motifs spiral downward.\n\nYou can see a porcelain mask here.", "endoftext": false }, { "action": "You look at the mask", "response": "The half-mask is the pale, almost bluish color of the finest celadon, cracked with uncanny precision down its axis of symmetry. The face in its blank, sculpted features has no more personality than new-forged steel. Half a mask, though--that must mean the left half is--", "endoftext": false }, { "action": "You take the mask", "response": "Taken.", "endoftext": false }, { "action": "You examine the sigils", "response": "A curious thing, that the walls' stones should admit moonlight. A half moon, you think, from the level of illumination: a moment's memory suggests nights spent campaigning beneath open sky, but is soon gone.", "endoftext": false }, { "action": "You wear the mask", "response": "The thought of putting this mask on suggests to you a disturbing question: how long have you been wearing porcelain as a face?", "endoftext": false }, { "action": "About yourself", "response": "The weight of armor and the breath of silk are familiar. Your face, though--when you reach up, it is porcelain that meets your touch on the left side, and you cannot remove it, though neither does it impede your senses. It seems the left half is a part of you, perhaps no more a mask than a hand is a glove...", "endoftext": false }, { "action": "You touch the face", "response": "Save for the jagged edge, the mask is cool and glazed-smooth.", "endoftext": false }, { "action": "Break mask", "response": "This mask shattered once, and only once, in a terrible clean fracture.", "endoftext": false }, { "action": "Inventory", "response": "You can only do that to something animate.\n\nYou are carrying:\nhalf a porcelain mask\narmor and silks (worn)", "endoftext": true }, { "action": "Go downward", "response": "Shadows gather around you. For a moment, dregs of light defined by the negative space take on the shapes of maple leaf, kite, comb, and other shapes that flicker across the walls too rapidly for you to interpret.\n\nCuriously, the only weapons here live amid light and cannot be worn: they are silhouettes flung against the walls. Stairs carved with bas-reliefs spiral upward.\n\nNorthward and westward lie passageways unhindered by door or folding screen.", "endoftext": false }, { "action": "You go to the west", "response": "The shapes of light you saw as you entered fade irrevocably.\n\nA single bronze gong hangs from its wooden frame in the room's center. There are also silk cushions arranged around the floor in a court ensemble's traditional half-circle, but no bamboo flutes or clay ocarinas, nine-stringed zithers or singers' unfolding fans, are in evidence. A mural that touches each wall in turn gives the room an illusion of greater depth.\n\nTwo entrances, one east, one north; the former is wrapped in shadow, the latter in light.", "endoftext": false }, { "action": "You look at the shapes", "response": "Traced in light are leaf, comb, kite: a strange triad.", "endoftext": false }, { "action": "You take the leaf", "response": "Improbable, despite the claims of certain scholars.", "endoftext": false }, { "action": "You look at the leaf", "response": "Autumn is the maple's season, when all things die but fire and sun, pine and moon, last guardians before the door into winter and winter's snowlocked court. Once you knew a dark-haired woman who always wore red, gold and black, the maple's colors, even at the emperor's winter court, steadfast against the encroaching fashions of indigo or palest blue. She had a low ironic laugh, but she is lost to you....\n\nHere, surrounded by stone, shadow, light, there is no indication of the season.", "endoftext": false }, { "action": "You examine the comb", "response": "The comb has the curved, tortoise-shell shape that you have seen in years past--but is one of the teeth broken?", "endoftext": false }, { "action": "Yes", "response": "That was a rhetorical question.", "endoftext": false }, { "action": "You comb the hair", "response": "With what comb?", "endoftext": false }, { "action": "You examine the kite", "response": "There should be two kites, not one: brothers and sisters fly them as pairs during the kite-fighting auguries of spring. Alas, no wind stirs in this dustless place.", "endoftext": true }, { "action": "Look around", "response": "Curiously, the only weapons here live amid light and cannot be worn: they are silhouettes flung against the walls. Stairs carved with bas-reliefs spiral upward.\n\nNorthward and westward lie passageways unhindered by door or folding screen.", "endoftext": false }, { "action": "You go north", "response": "The shapes of light you saw as you entered fade irrevocably.\n\nBarren branches and pines suggest winter's quiet. Metal and wood, painted and sculpted, the false garden is heedless of harvest, drought or rain.\n\nA jade compass rests at the garden's metaphysical center, between translucence and opacity, curve and line, and other dichotomies too subtle for your eye. A gentle warmth from the surface invites touch.\n\nTransactions of light show other rooms southward and westward.\n\nYou can see a tortoise-shell comb here.", "endoftext": false }, { "action": "You examine the compass", "response": "The compass is carved from a single piece of jade in which violet and green intermingle delicately; the cardinal directions--if such they be--are marked by hawk, swallow, crane and feather. More curiously still, the needle is of glass, suggesting that it homes to something other than the north. Perhaps you can set it yourself?\n\nThe needle points to the feather.", "endoftext": false }, { "action": "You turn the needle", "response": "You spin the needle, which settles at a random position. A tasseled fan appears upon the compass' surface. The needle points to the crane now. You hear a clear chiming sound as the garden's trees and flowers move subtly, obedient to this new season.", "endoftext": true }, { "action": "You describe your surroundings", "response": "Summer's heady blooms are much in evidence. Metal and wood, painted and sculpted, the false garden is heedless of harvest, drought or rain.\n\nA jade compass rests at the garden's metaphysical center, between translucence and opacity, curve and line, and other dichotomies too subtle for your eye. A gentle warmth from the surface invites touch.\n\nTransactions of light show other rooms southward and westward.\n\nOn the jade compass is a tasseled fan.", "endoftext": false }, { "action": "You examine the fan", "response": "More remarkable than the fan's intricate designs is the long blue tassel that trails from it. It is the kind of fan a lady might carry to cool herself during the summer's heat.", "endoftext": false }, { "action": "Wave fan", "response": "You look ridiculous waving the tasseled fan.", "endoftext": false }, { "action": "You open the fan", "response": "The fan itself is fixed, but as you look upon the tassel, it evokes the improbable memory of a kitestring tugging against your hand.", "endoftext": false }, { "action": "You throw the fan", "response": "Dropped.", "endoftext": false }, { "action": "You fly fan", "response": "Upon what wings?", "endoftext": false }, { "action": "You think", "response": "What a good idea.", "endoftext": false }, { "action": "Xyzzy", "response": "(No Garden of Unearthly Delights, alas.)", "endoftext": true }, { "action": "You describe your surroundings", "response": "Summer's heady blooms are much in evidence. Metal and wood, painted and sculpted, the false garden is heedless of harvest, drought or rain.\n\nA jade compass rests at the garden's metaphysical center, between translucence and opacity, curve and line, and other dichotomies too subtle for your eye. A gentle warmth from the surface invites touch.\n\nTransactions of light show other rooms southward and westward.", "endoftext": false }, { "action": "Go west", "response": "It seems this is a banquet room, if a banquet had no especial place for people to dine. Glassware and stoneware are arranged in deliberate shapes, as though they are constellations.\n\nSouth lies a chamber of brooding silence, and a vague, sweet fragrance comes from the east. Stairs of blackest marble lead downward.\n\nOn the table are a banquet of bones and some ivory chopsticks.", "endoftext": false }, { "action": "Xyzzy", "response": "(Itadakimasu!)", "endoftext": false }, { "action": "You examine the banquet", "response": "The feast before you seems a mockery, for everywhere upon the plates and bowls there is nothing but skeletons artfully pieced together to create grotesqueries from ordinary game. A creature half-bird, half-rabbit, for one, or a pheasant with extra legs. Yet it is perhaps no more grotesque than some of the intrigues that poisoned the emperor's court, at times.", "endoftext": false }, { "action": "You examine the chopsticks", "response": "The chopsticks are pale, almost too slender for practical use, and perfectly matched, though one is carved with a dragon, the other with a phoenix.", "endoftext": false }, { "action": "You go to the south", "response": "A single bronze gong hangs from its wooden frame in the room's center. There are also silk cushions arranged around the floor in a court ensemble's traditional half-circle, but no bamboo flutes or clay ocarinas, nine-stringed zithers or singers' unfolding fans, are in evidence. A mural that touches each wall in turn gives the room an illusion of greater depth.\n\nTwo entrances, one east, one north; the former is wrapped in shadow, the latter in light.", "endoftext": false }, { "action": "You examine the mural", "response": "The mural shows court ladies whispering to each other in a garden; men kneel to float folded-paper poems down the brook for them to read.", "endoftext": false }, { "action": "You hit gong", "response": "It rings a sonorous note. A faint shiver of music fades, awaiting instruction as to the proper piece to play. In the end, nothing remains but silence.", "endoftext": false }, { "action": "Go east", "response": "Curiously, the only weapons here live amid light and cannot be worn: they are silhouettes flung against the walls. Stairs carved with bas-reliefs spiral upward.\n\nNorthward and westward lie passageways unhindered by door or folding screen.", "endoftext": false }, { "action": "You go to the north", "response": "Summer's heady blooms are much in evidence. Metal and wood, painted and sculpted, the false garden is heedless of harvest, drought or rain.\n\nA jade compass rests at the garden's metaphysical center, between translucence and opacity, curve and line, and other dichotomies too subtle for your eye. A gentle warmth from the surface invites touch.\n\nTransactions of light show other rooms southward and westward.", "endoftext": false }, { "action": "You go to the west", "response": "It seems this is a banquet room, if a banquet had no especial place for people to dine. Glassware and stoneware are arranged in deliberate shapes, as though they are constellations.\n\nSouth lies a chamber of brooding silence, and a vague, sweet fragrance comes from the east. Stairs of blackest marble lead downward.\n\nOn the table is a banquet of bones.", "endoftext": true }, { "action": "Go down", "response": "As your feet meet that first step, a sudden vertigo overtakes you, as though you journeyed through skies beyond imagining, across hollow and infinite distances. You emerge back where you started: it seems the night's hold is too strong here, and you must find some guide-star to anchor your way.", "endoftext": false }, { "action": "You examine the bones", "response": "The feast before you seems a mockery, for everywhere upon the plates and bowls there is nothing but skeletons artfully pieced together to create grotesqueries from ordinary game. A creature half-bird, half-rabbit, for one, or a pheasant with extra legs. Yet it is perhaps no more grotesque than some of the intrigues that poisoned the emperor's court, at times.", "endoftext": false }, { "action": "You examine the constellations", "response": "The arrangement is in the shape of the constellation known as the White Archer. Legend says that he shot his love, the Sun, out of the sky while hunting. For ten days and nights, the Sun hid her face from the world, and ever after, in penance, he exiled himself to the night, unable to see her; his faithful horse, the Moon, travels between them, bearing messages between the parted lovers.\n\nAs to how the Sun was brought back to the world by the phoenix--that is another tale.\n\nThis seems an ill-fortuned constellation to complement an ill-fortuned feast.", "endoftext": false }, { "action": "You examine the compass", "response": "The compass is carved from a single piece of jade in which violet and green intermingle delicately; the cardinal directions--if such they be--are marked by hawk, swallow, crane and feather. More curiously still, the needle is of glass, suggesting that it homes to something other than the north. Perhaps you can set it yourself?\n\nThe needle points to the crane.", "endoftext": false }, { "action": "You set the compass to the hawk", "response": "The needle points to the hawk now. You hear a clear chiming sound as the garden's trees and flowers move subtly, obedient to this new season.", "endoftext": true }, { "action": "Look around", "response": "Autumn's fiery colors are evident in the trees and flowers around you. Metal and wood, painted and sculpted, the false garden is heedless of harvest, drought or rain.\n\nA jade compass rests at the garden's metaphysical center, between translucence and opacity, curve and line, and other dichotomies too subtle for your eye. A gentle warmth from the surface invites touch.\n\nTransactions of light show other rooms southward and westward.\n\nOn the unliving trees is a folded maple leaf.", "endoftext": false }, { "action": "You examine the leaf", "response": "This cleverly-folded leaf stirs as though, in its secret paper dreams, it yearns to fly.", "endoftext": false }, { "action": "You fold the paper into the crane", "response": "You now have a sheet of red paper.\nI only understood you as far as wanting to fold the sheet of red paper.", "endoftext": false }, { "action": "You fold the crane", "response": "The crane: unlikely to yield in such a fashion.", "endoftext": false }, { "action": "You read the paper", "response": "It is hard to believe that this sheet of red-dyed mulberry paper can take upon the shape of a leaf with folding.", "endoftext": false }, { "action": "You examine paper", "response": "The paper cannot unfold any further.\n\nIt is hard to believe that this sheet of red-dyed mulberry paper can take upon the shape of a leaf with folding.", "endoftext": false }, { "action": "You examine the tassel", "response": "The silken strands are longer than your arm.", "endoftext": false }, { "action": "You take the tassel", "response": "The tassel is too firmly attached. A knife might serve you better.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na red paper kite with no string\na tasseled fan\na lady's tortoise-shell comb\nhalf a porcelain mask\narmor and silks (worn)", "endoftext": false }, { "action": "You examine the comb", "response": "The comb is curved like a smile, though it seems fragile, easily broken by a chance hand.", "endoftext": true }, { "action": "Look around", "response": "Autumn's fiery colors are evident in the trees and flowers around you. Metal and wood, painted and sculpted, the false garden is heedless of harvest, drought or rain.\n\nA jade compass rests at the garden's metaphysical center, between translucence and opacity, curve and line, and other dichotomies too subtle for your eye. A gentle warmth from the surface invites touch.\n\nTransactions of light show other rooms southward and westward.", "endoftext": false }, { "action": "You look at the hawk", "response": "It was autumn when last you went hawking with the emperor's justiciar. Freed of court robes, she soared as surely as the kestrel that raced before her; her hair was black and scandalously unbound as the red-and-gold ribbons tore away in the wind to land in your waiting hand. Autumn...", "endoftext": false }, { "action": "You examine the crane", "response": "The most auspicious of all birds, save the imperial phoenix. Many a summer morning have you gazed upon cranes in flight, whether silhouetted against the setting sun or set in abalone-shell upon a fine lacquered cabinet, a cloisonne hairpin.", "endoftext": false }, { "action": "You look at the swallow", "response": "Spring is the swallows' season, when they return from their sojourn in distant lands and signal the kite-flying auguries. If only an augury could help you now...", "endoftext": false }, { "action": "You look at feather", "response": "Even for the emperor's winter court, the only birds that remain in the gardens are the jeweled nightingales, which sing dainty mechanical tunes when they are stroked with a feather. Your brother hated them passionately, but he listened to them readily enough whenever the justiciar asked, with that smile that lit her eyes, though it never reached her mouth.", "endoftext": false }, { "action": "You examine the cushions", "response": "The cushions are dyed in summer colors and embroidered with gold thread. You remember finding your brother's terse poetry, written on a slip of pale paper, under such a cushion.", "endoftext": false }, { "action": "You look under the cushions", "response": "Beneath one of the cushions you find an ocarina, as though it had been left by a careless musician.", "endoftext": false }, { "action": "You look at the ocarina", "response": "The ocarina is round, tapering at both ends, with eight finger-holes and one thumb-hole, a mouthpiece and a hole from which the sound emerges. You have seen musicians carry such instruments with them, as they are forgiving of the chance accidents that sometimes happen outside the sedate confines of a symphony chamber.", "endoftext": false }, { "action": "You play it", "response": "The ocarina's notes are high and sweet.\n\nIn this place, they remind you of that first court dance, when you and you brother first saw the justiciar, a vision of red and black, a flash of gold. Someone played an ocarina that time, too. Flutes, zithers and lutes join in the cheerful clamor of instruments being tuned, though none of them are to be seen. You hear among the instruments the low, melancholy tones of an autumn dirge.", "endoftext": false }, { "action": "Go east", "response": "Curiously, the only weapons here live amid light and cannot be worn: they are silhouettes flung against the walls. Stairs carved with bas-reliefs spiral upward.\n\nNorthward and westward lie passageways unhindered by door or folding screen.", "endoftext": false }, { "action": "You eat the bones", "response": "(first taking the banquet of bones)\nUncannily, the bones edge away, suggesting that another approach will be necessary.", "endoftext": false }, { "action": "You look at the table", "response": "The table is lacquered in red and black, carved in elaborate motifs. The justiciar would have liked the colors.", "endoftext": false }, { "action": "You look at the motifs", "response": "The motifs suggest leaf, vine and blossom before retreating into the uneasy shapes of abstraction.", "endoftext": false }, { "action": "You examine compass", "response": "The compass is carved from a single piece of jade in which violet and green intermingle delicately; the cardinal directions--if such they be--are marked by hawk, swallow, crane and feather. More curiously still, the needle is of glass, suggesting that it homes to something other than the north. Perhaps you can set it yourself?\n\nThe needle points to the hawk.", "endoftext": false }, { "action": "You set the compass to swallow", "response": "The needle points to the swallow now. You hear a clear chiming sound as the garden's trees and flowers move subtly, obedient to this new season.", "endoftext": true }, { "action": "Look around", "response": "Spring's blossoms and budding trees are here in profusion. Metal and wood, painted and sculpted, the false garden is heedless of harvest, drought or rain.\n\nA jade compass rests at the garden's metaphysical center, between translucence and opacity, curve and line, and other dichotomies too subtle for your eye. A gentle warmth from the surface invites touch.\n\nTransactions of light show other rooms southward and westward.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\na clay ocarina\na red paper kite with no string\na tasseled fan\na lady's tortoise-shell comb\nhalf a porcelain mask\narmor and silks (worn)", "endoftext": false }, { "action": "You examine the comb", "response": "The comb is curved like a smile, though it seems fragile, easily broken by a chance hand.", "endoftext": false }, { "action": "Break comb", "response": "Three of the long central teeth flex, then snap in your fingers. The justiciar wore a comb long-broken as a memento; it proved an uneasy prophecy of waking passion and breaking promises.", "endoftext": false }, { "action": "Play comb", "response": "The teeth make a faint, almost musical plucking sound as you run your thumb down the comb.", "endoftext": false }, { "action": "You examine the teeth", "response": "They are of tortoise-shell, like the comb from which they came, and span the palm of your hand. Too light for hairpins, too dainty for weapons.", "endoftext": false }, { "action": "You cut the silk with the teeth", "response": "That seems an unlikely way to cut anything.", "endoftext": false }, { "action": "Sing", "response": "A hundred poems set to music suggest themselves to you, an evening's pastime among friends and lovers. It is with difficulty that you choose one, and too soon it is done.", "endoftext": false }, { "action": "You go to the west", "response": "It seems this is a banquet room, if a banquet had no especial place for people to dine. Glassware and stoneware are arranged in deliberate shapes, as though they are constellations.\n\nSouth lies a chamber of brooding silence, and a vague, sweet fragrance comes from the east. Stairs of blackest marble lead downward.\n\nOn the table is a banquet of bones.", "endoftext": false }, { "action": "You go to the south", "response": "A single bronze gong hangs from its wooden frame in the room's center. There are also silk cushions arranged around the floor in a court ensemble's traditional half-circle, but no bamboo flutes or clay ocarinas, nine-stringed zithers or singers' unfolding fans, are in evidence. A mural that touches each wall in turn gives the room an illusion of greater depth.\n\nTwo entrances, one east, one north; the former is wrapped in shadow, the latter in light.", "endoftext": false }, { "action": "Play teeth", "response": "The comb's teeth seems an unlikely instrument.", "endoftext": false }, { "action": "Play comb", "response": "The teeth make a faint, almost musical plucking sound as you run your thumb down the comb. In response, you hear a woman's soft sigh, then the businesslike cacophony of instruments being tuned to a new mode.", "endoftext": false }, { "action": "You examine the woman", "response": "The ladies wear the fine trailing silks of summer court, and though their faces are all but hidden by their fans, the cant of their eyes suggests laughter.", "endoftext": false }, { "action": "You examine the gong", "response": "The gong stands taller than a man, and its rim is etched with faint characters. The surface has no patina; there is no mallet with which to strike it and signal the absent musicians to begin.", "endoftext": false }, { "action": "You touch the mural", "response": "The walls seem to ripple at your touch, as though echoing the eddies and flow of a brook.", "endoftext": false }, { "action": "You examine the men", "response": "They wear somber colors in contrast to the ladies, though their expressions are amused rather than grave.", "endoftext": false }, { "action": "Strike gong", "response": "It rings a sonorous note. In the delicate layering of sound you can hear the lutes, the plaint of flutes like the cries of wild geese. The music fades note by note, like the best of autumn nights. The mural appears to have shifted subtly, like a hand seen beneath the surface of water.", "endoftext": false }, { "action": "You examine the poems", "response": "The poets' sentiments are written on sheets of paper in faded colors, but the details were known to the painter alone. You know poems of your own, though, written in past pain and longing.", "endoftext": false }, { "action": "You look at the mural", "response": "The mural shows court ladies reading folded-paper poems that they have just fished from the brook; men stand upstream, watching their faces. In the northeast, a passageway stands open to the court beyond.", "endoftext": false }, { "action": "You recite the poem", "response": "(\"Walk silently in the shadow of the sunrise,\nknowing the warmth of days, of words and whispers,\nshall never touch you again.\")", "endoftext": false }, { "action": "You play ocarina", "response": "The ocarina's notes are high and sweet.\n\nIn this place, they remind you of that first court dance, when you and you brother first saw the justiciar, a vision of red and black, a flash of gold. Someone played an ocarina that time, too. Flutes, zithers and lutes join in the cheerful clamor of instruments being tuned, though none of them are to be seen. One of the flutes runs through a storm of arpeggios, suggesting the spring's wild winds.", "endoftext": false }, { "action": "Strike gong", "response": "It rings a sonorous note. In the end, nothing remains but silence.", "endoftext": true }, { "action": "You look around", "response": "A single bronze gong hangs from its wooden frame in the room's center. There are also silk cushions arranged around the floor in a court ensemble's traditional half-circle, but no bamboo flutes or clay ocarinas, nine-stringed zithers or singers' unfolding fans, are in evidence. A mural that touches each wall in turn gives the room an illusion of greater depth.\n\nTwo entrances, one east, one north; the former is wrapped in shadow, the latter in light.", "endoftext": false }, { "action": "You go northeast", "response": "Lanterns hang from the ceiling in a constellation of soft and shining stars. Tapestries on the wall promise tales of splendor and grace, while folding screens partition the room, if incompletely, as they are no real barrier to eye or foot.", "endoftext": false }, { "action": "You look at the tapestries", "response": "The tapestries show, in no particular sequence, the legend of the Sun in hiding. The dragon and the phoenix, both brothers, see her where she hides: the dragon glories in the untamed sky while the phoenix sings to soothe the Sun, and at last carries her on his back to the waiting world.\n\nAs to why the Sun went into hiding, and the injury done to her--that is another tale.\n\nMysteriously, a passage is woven into the tapestries, suggesting that southwest lies a way out of the legend.", "endoftext": false }, { "action": "Play comb", "response": "The teeth make a faint, almost musical plucking sound as you run your thumb down the comb.", "endoftext": false }, { "action": "You examine the screens", "response": "The screens are of paper over bamboo, and their arrangement seems intended to allow fleeting moments of privacy rather than to serve as any real barrier. The brushstroke paintings show cats frolicking among flowers and butterflies.\n\nBefore your parents died, you and your brother used to run among the screens as though they were a labyrinth, tripping over hems and searching for abandoned letters.", "endoftext": false }, { "action": "You look at Sun", "response": "The weavers suggested the Sun's shape indistinctly within a nimbus of light.", "endoftext": false }, { "action": "You examine the phoenix", "response": "With its fanciful plumage in the colors of fire and sun, the phoenix looks like a figure of legend indeed.", "endoftext": false }, { "action": "You move the screens", "response": "The folding screens already has a place in the world's reckoning.", "endoftext": false }, { "action": "You look at the dragon", "response": "With its pearly scales and sinuous twinings, the dragon looks like a figure of legend indeed.", "endoftext": false }, { "action": "Search screens", "response": "Following the elusive smell of plum blossoms, you find a strangely insubstantial lantern half-fallen beyond one of the screens. It hovers near your shoulder like an errant star.", "endoftext": false }, { "action": "You examine the lantern", "response": "(the paper lanterns)\nThe lanterns are hung in an artful scattering, hinting at unseen constellations. Their glow is warmer than the moonlight slanting through the walls.", "endoftext": false }, { "action": "You examine the insubstantial lantern", "response": "The lantern floats behind you, following you almost apologetically. Its glow flickers gently.", "endoftext": false }, { "action": "You take it", "response": "Though the lantern follows you like an errant star, it refuses to be touched.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\nan insubstantial lantern (floating behind your shoulder)\nthree comb's teeth\na clay ocarina\na red paper kite with no string\na tasseled fan\na lady's tortoise-shell comb (broken)\nhalf a porcelain mask\narmor and silks (worn)", "endoftext": false }, { "action": "You go southwest", "response": "A single bronze gong hangs from its wooden frame in the room's center. There are also silk cushions arranged around the floor in a court ensemble's traditional half-circle, but no bamboo flutes or clay ocarinas, nine-stringed zithers or singers' unfolding fans, are in evidence. A mural that touches each wall in turn gives the room an illusion of greater depth.\n\nTwo entrances, one east, one north; the former is wrapped in shadow, the latter in light.", "endoftext": true }, { "action": "Go downwards", "response": "The lantern behind you brightens as you approach the stairs, anchoring a path for you through the sea of stars.\n\nMemory overtakes you as you enter: you and your brother speaking to each other in low, tense voices (not shouting, never shouting before her) until the justiciar bids you leave, curtly. The next day, when the emperor stripped her of her rank, and neither you nor your brother had the influence to free her from the court's machinations--you have lived that day over and over, more than any man ought.\n\nYou see silhouettes out of the corner of your eye: blade, hand, a woman's hair floating long and free; they elude any attempt to view them directly, as though they ceased to dance across the walls when you do so.\n\nHawks painted in gold and brown soar along the walls. It is strangely warm here, as though fires lived just beyond your perception. The entire hall is open to the wind and warmth, unobstructed except by your presence.\n\nStairs of darkest marble circle upward. A passageway leads south into clear, colorless light.", "endoftext": false }, { "action": "You look at the hawks", "response": "A splendor of hawks in flight, each feather meticulously painted. Each one has a woman's dark eyes instead of a raptor's golden gaze.", "endoftext": false }, { "action": "You examine the light", "response": "Subtle gradations characterize the light in this room, as though it were filtered by great wings.", "endoftext": false }, { "action": "Go south", "response": "As you approach, you realize that the shadows split the passageway in a terrible clean fracture, and your face aches unbearably; only when you move away does the pain ease.", "endoftext": false }, { "action": "You wear the mask", "response": "Suddenly and disturbingly inspired by the riven passage to the south, you lift the mask to your face, momentarily shadowing your vision. When you can see clearly again, the mask has been rejoined flawlessly--and the shadows close around the passageway. Yours is the dragon's perfection, the dark journey skyward, as you have chosen.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nan insubstantial lantern (floating behind your shoulder)\nthree comb's teeth\na clay ocarina\na red paper kite with no string\na tasseled fan\na lady's tortoise-shell comb (broken)\narmor and silks (worn)", "endoftext": true }, { "action": "You look at your surroundings", "response": "Hawks painted in gold and brown soar along the walls. It is strangely warm here, as though fires lived just beyond your perception. The entire hall is open and unobstructed except by your presence.", "endoftext": false }, { "action": "Up", "response": "Cherry blossoms and lilacs, kite-flying auguries and newly-budding leaves: the trappings of spring are far beneath you now, though the kite is a red speck dancing in the storm. The moonlit tower lays open beneath you, and lightning and storm clouds gather around you.", "endoftext": false }, { "action": "You examine the kite", "response": "(the red kite)\nCaught in the grip of gale and rain, the kite dances, a last reminder of the human things you are leaving behind.", "endoftext": false }, { "action": "You look at the tower", "response": "In its way the moonlit tower is like any other tower, despite the strange things trapped within; you are part of them no longer.", "endoftext": false }, { "action": "You fly", "response": "The sky is yours, in a dance unending, and you have shed your past (her eyes, the hand upon the blade, the blood, your brother's white and anguished face) as you ascend to your place in the zodiac.", "endoftext": false }, { "action": "Break mask", "response": "Suddenly and terribly inspired by the shadowed passage to the south, you smash the half-mask upon your own face. The pain nearly blinds you. When you can see again, both halves of the mask are gone--and the passageway stands open, free of shadow.", "endoftext": false }, { "action": "Go south", "response": "At first, this place of polished surfaces seems like a profusion of mirrors and a kaleidoscope of doors. Looking more closely, though, all doors are one, save the one you came from. The peculiar translucence of the walls suggests that it is growing light out.\n\nNorthward, a passageway no longer riven by shadow returns to the rest of the tower; across from it stands a door to the south.", "endoftext": false }, { "action": "You examine the light", "response": "The light here has a clarity rarely found except in dreams or childhood, through which everyone must pass eventually.", "endoftext": false }, { "action": "You examine the walls", "response": "The walls are smooth and polished, reflecting every chance movement.", "endoftext": false }, { "action": "You examine the door", "response": "The door is of the same strange stone that characterizes the tower.", "endoftext": false }, { "action": "You feel the walls", "response": "The silent, smooth perfection of stone.", "endoftext": false }, { "action": "You open the door", "response": "Swallows soaring and tumbling, the flowerfall of cherry blossom petals, a wind that needs no kites to augur good fortune. The paths you take are your own, now, no matter what jealousies you and your brother exchanged, knotted too deeply to be disentangled in past dreams.\n\nYou leave the tower behind you, no longer trapped by the tyranny of moonlight. The rest of your story is your own to tell and cherish, as you walk past the tower's broken boundaries and into the rest of your awakening.", "endoftext": false }, { "action": "You go to the east", "response": "Spring's blossoms and budding trees are here in profusion. Your lantern gives the chamber a quality of sharp angles at odds with the careful arrangements. Metal and wood, painted and sculpted, the false garden is heedless of harvest, drought or rain.\n\nA jade compass rests at the garden's metaphysical center, between translucence and opacity, curve and line, and other dichotomies too subtle for your eye. A gentle warmth from the surface invites touch.\n\nTransactions of light show other rooms southward and westward.", "endoftext": false }, { "action": "Go south", "response": "The lantern seems to have no effect on the shadows that reside here, which remind you of long nights standing sentry, straining your eyes against the darkness.\n\nCuriously, the only weapons here live amid light and cannot be worn: they are silhouettes flung against the walls. Stairs carved with bas-reliefs spiral upward.\n\nNorthward and westward lie passageways unhindered by door or folding screen.", "endoftext": false }, { "action": "You examine the shadow", "response": "Weapons line the walls, writ in shadow--yet you know their heft and balance, the patterns of movement that make one deadly in attack and another impenetrable in defense. If only you knew, as well, the histories of blood, patronage and betrayal--or loyalty--that they represent.\n\nOne of the weapons is more substantial than you realized at first, a bronze-hilted dagger with a tassel hanging from the pommel.", "endoftext": false }, { "action": "You take the dagger", "response": "Taken.", "endoftext": false }, { "action": "You examine the dagger", "response": "Such daggers rarely leave the hands of the justiciars who wield them as their symbol of office. A white tassel hangs from the pommel of the hilt.", "endoftext": false }, { "action": "You examine the white tassel", "response": "The silken strands are white, for death. The justiciar's last resort, someone said to you once--or did you say it?", "endoftext": false }, { "action": "You cut it with the dagger", "response": "The fan's blue tassel may serve you better.", "endoftext": false }, { "action": "You cut the blue tassel with the dagger", "response": "A few neat cuts free some strands from the tassel, and tying them together results in--a kitestring?\n\nFor a second there is a dark-eyed boy beside you, whose laugh is yours, but wilder; whose smile is yours, but wider. If only you remembered the augury that you and your brother cast that spring in the kite-flying ritual, years before either of you met the woman who wore black and red and gold...", "endoftext": false }, { "action": "You tie the string to the kite", "response": "Though it takes some patience, you tie the kitestring to the kite. Surely a season of gales and newborn blossoms awaits you, even in this skyless tower.", "endoftext": false }, { "action": "You go to the north", "response": "Spring's blossoms and budding trees are here in profusion. Your lantern gives the chamber a quality of sharp angles at odds with the careful arrangements. Metal and wood, painted and sculpted, the false garden is heedless of harvest, drought or rain.\n\nA jade compass rests at the garden's metaphysical center, between translucence and opacity, curve and line, and other dichotomies too subtle for your eye. A gentle warmth from the surface invites touch.\n\nTransactions of light show other rooms southward and westward.", "endoftext": false }, { "action": "You look at the swallow", "response": "Spring is the swallows' season, when they return from their sojourn in distant lands and signal the kite-flying auguries. If only an augury could help you now...", "endoftext": false }, { "action": "You turn the compass to swallow", "response": "The needle points to the swallow now. You hear a clear chiming sound as the garden's trees and flowers move subtly, obedient to this new season.", "endoftext": false }, { "action": "Fly kite", "response": "Spring: the season of augury. Red and black and gold, maple colors, kite colors; you no longer know which. A breeze stirs through the room, though the trees and flowers are no more affected by it than they would be by the sun's earnest light or a plague of locusts. Nevertheless, you hear the hollow sound of something being dislodged from one of the trees.\n\nIt was spring when your kite and your brother's became too entangled for one glass-edged string to cut the other's, for one to conquer the other, though entangled they flew yet; and spring when you were first parted from your brother on his first campaign and yours, two fatherless boys entering the emperor's service as adults.\n\nThe kite tugs from your hand, as impatient as a hawk winning free of hood; dances perilously upward upon the wings of this nowhere breeze; and disappears.\n\nThe breeze swells to a gale that rears southward and upward, seeking the sky in this enclosed and skyless room.", "endoftext": false }, { "action": "You examine the trees", "response": "Bamboo groves, graceful though ungrowing.", "endoftext": false }, { "action": "Go south", "response": "The lantern seems to have no effect on the shadows that reside here, which remind you of long nights standing sentry, straining your eyes against the darkness.\n\nCuriously, the only weapons here live amid light and cannot be worn: they are silhouettes flung against the walls. Stairs carved with bas-reliefs spiral upward.\n\nNorthward and westward lie passageways unhindered by door or folding screen.\n\nA wind gallops toward the stairs, seeking the sky.", "endoftext": false }, { "action": "You go up", "response": "Moonlight diffuses through the walls, tracing out unreadable sigils in calligraphies of light and dark. Upwards, the sky is open to your eyes. The lantern brightens slightly, like a star as the night grows deeper. Stairs adorned with bas-relief motifs spiral downward.\n\nWind flings itself up the walls and toward the sky; you have but to look up.", "endoftext": false }, { "action": "You look up", "response": "The night spreads her wings above you, and shows no sign of welcoming her sister of the sunborn day. Constellations jewel the sky, half-hidden by clouds like nestling feathers: the Heavenly Horse and the Imperial Chrysanthemum.", "endoftext": false }, { "action": "You look at Horse", "response": "The star-stallion rears like the chargers you once rode. The justiciar herself preferred such spirited mounts.", "endoftext": false }, { "action": "You look at Chrysanthemum", "response": "It is the first among constellations, open to the eyes of all people unlike the emperor himself. You and your brother saw him only once, when he called on you to stand together for your family's name.", "endoftext": false }, { "action": "You look at the stairs", "response": "Each step is carved upon the side in bas-relief, though the design is abstract.", "endoftext": true }, { "action": "You go downwards", "response": "The lantern seems to have no effect on the shadows that reside here, which remind you of long nights standing sentry, straining your eyes against the darkness.\n\nCuriously, the only weapons here live amid light and cannot be worn: they are silhouettes flung against the walls. Stairs carved with bas-reliefs spiral upward.\n\nNorthward and westward lie passageways unhindered by door or folding screen.", "endoftext": false }, { "action": "You go upwards", "response": "The shapes of light you saw as you entered fade irrevocably.\n\nMoonlight diffuses through the walls, tracing out unreadable sigils in calligraphies of light and dark. Stairs adorned with bas-relief motifs spiral downward.", "endoftext": false }, { "action": "You examine the moonlight", "response": "A curious thing, that the walls' stones should admit moonlight. A half moon, you think, from the level of illumination: a moment's memory suggests nights spent campaigning beneath open sky, but is soon gone.", "endoftext": false }, { "action": "You look up", "response": "The ceiling above is only a ceiling.", "endoftext": false }, { "action": "You examine the armor", "response": "Both armor and silk are in black and gold, night and sun, skins without sensation.", "endoftext": true }, { "action": "Go downwards", "response": "The lantern behind you brightens as you approach the stairs, anchoring a path for you through the sea of stars.\n\nYou see silhouettes out of the corner of your eye: blade, hand, a woman's hair floating long and free; they elude any attempt to view them directly, as though they ceased to dance across the walls when you do so.\n\nHawks painted in gold and brown soar along the walls. It is strangely warm here, as though fires lived just beyond your perception. The entire hall is open to the wind and warmth, unobstructed except by your presence.\n\nStairs of darkest marble circle upward. A passageway leads south into clear, colorless light.", "endoftext": false }, { "action": "Break mask", "response": "Suddenly and terribly inspired by the shadowed passage to the south, you smash the half-mask upon your own face. The pain nearly blinds you. When you can see again, both halves of the mask are gone--and the passageway stands open, free of shadow.", "endoftext": false }, { "action": "Go south", "response": "At first, this place of polished surfaces seems like a profusion of mirrors and a kaleidoscope of doors. Looking more closely, though, all doors are one, save the one you came from. The peculiar translucence of the walls suggests that it is growing light out.\n\nNorthward, a passageway no longer riven by shadow returns to the rest of the tower; across from it stands a door to the south.", "endoftext": false }, { "action": "You open the door", "response": "Swallows soaring and tumbling, the flowerfall of cherry blossom petals, a wind that needs no kites to augur good fortune. The paths you take are your own, now, no matter what jealousies you and your brother exchanged, knotted too deeply to be disentangled in past dreams.\n\nYou leave the tower behind you, no longer trapped by the tyranny of moonlight. The rest of your story is your own to tell and cherish, as you walk past the tower's broken boundaries and into the rest of your awakening.", "endoftext": false }, { "action": "Go north", "response": "N = next optionP = previous\nRETURN = select option Q = resume game\n\n> For the Copyright-Conscious Sonnet-Reciter\nNotes on Development and Setting (Long)\nA Last Apology\nIf you've found some of the various poetry fragments in the game, rest assured that anything you don't recognize immediately is by yours truly. In particular, one of the fragments is from my short story \"Alas, Lirette,\" in The Magazine of Fantasy and Science Fiction, January 2001. Chalk it down to a moment of hubris. Plus, it amused me. And you may safely conclude that I am easily amused.\nSome Final Words\nN = next optionP = previous\nRETURN = select option Q = resume game\n\n> For the Copyright-Conscious Sonnet-Reciter\nNotes on Development and Setting (Long)\nA Last Apology", "endoftext": false }, { "action": "You go to the north", "response": "N = next optionP = previous\nRETURN = select option Q = resume game\n\nFor the Copyright-Conscious Sonnet-Reciter\n> Notes on Development and Setting (Long)\nA Last Apology\n\nFor the first, it's probably several kinds of insane to enter one's first work of IF in the IFComp. (I'm told that \"this is my first game\" is a bad way to start an entry...?) I found it to be several kinds of educational, though--I knew beta-testers were helpful and generous souls, but I hadn't realized how helpful and generous they were!--and the deadline encouraged me to finish the project instead of leaving it to float in limbo.\n\nThe fact that this is my first game also led to certain design decisions. For one thing, no NPCs. I admire the depth of conversation available in games like Emily Short's Pytho's Mask, but I peeked at the coding necessary to implement the most basic ASK/TELL system and concluded there was no way I was going to learn enough Inform to do a convincing job with one NPC, let alone several, within the time frame available. Implementing the inanimate jade compass and its associated seasonal changes turned out to be enough of a headache. I thought of having the player wake up in a tomb (generally a good reason for other people to be absent), the opening lines \"No, not a prison...\" came to me, and I was off and running.\n\n(Aside: For an idea of the time I had available: I started learning Inform sometime in July. I got married on 3 August 2002, which was rather more of a priority, and moved from Ithaca, NY to Boston in mid-August. And my husband is already resigned to the fact that he's going to hear me muttering arcanely about \"forgot to give it pluralname\" and \"you should be scenery\" when I'm at my computer.)\n\nFor another, the tower was a deliberately extensible (or collapsible) design in that I figured I could add as many \"levels\" or floors as I had time for, with a small number of rooms per level. Hence, a wimpy three-storey tower with only half-a-dozen rooms. And no, I don't plan on adding more floors. I think I'm burned out on towers.\n\nI also made the mistake of making up puzzles as I went along, which will not happen again. The only reason I got away with it (or not, as the case may be) was the small size of the game. It has, however, gotten me thinking about modular puzzle design, which might be a good thing, though unfortunately it isn't immediately useful to you.\n\nThe setting itself draws loosely from Korean, Japanese, Chinese, and Mongolian sources, though you won't find any isomorphisms. I took considerable liberty with the phoenix and dragon; the Heavenly Horse, which appears in a famous Shilla (Korean) tomb, was co-opted into a Moon-figure. The tale of the White Archer was adapted from \"The Legend of Erkhii Mergen, the Archer,\" which you can find in Hillary Roe Metternich's Mongolian Folktales, but I collided it with the Japanese and Chinese tales of the sun going into hiding and having to be sung back into the world. The chrysanthemum is a familiar Japanese symbol, and some of the earliest ocarinas were found in China. Kite-flying (and sometimes fighting, as well as various militant uses) were recorded from early times in China, Korea, and/or Japan. And for seasonal motifs I drew freely on my years in Korea, where my parents were born.\n\nOne element had nothing to do with mythology, and came from a homebrew roleplaying setting: the Brixten Shanai, a tower whose starry stairs stretched endlessly into the void. A minor thing, perhaps, but it has some nostalgia value for me and my sister.\n\nFinally, one of the attractions of this medium for me is that it allows me both to exercise rusty computer programming skills (though arguably Andrew Plotkin's Lists and Lists would do that too!) and my writing skills. After getting used to linear storytelling, it was an interesting exercise trying to find some way of conveying a sense of story and setting without \"railroading\" the player overmuch. I've also been on a crusade for non-visual sensory details ever since I read Poul Anderson's rule of thumb for at least one non-visual detail per page. I don't know if I succeeded entirely--puzzle design in particular is going to be an Achilles heel for some time--but now I have a better idea of how to go about it.\n\nNow that you've heard more than you ever wanted to know about the game, it's time to send you on your way so I can start working on my next crazy project!\n\nYoon Ha Lee [[email protected]] http://pegasus.cityofveils.com/if.phtml", "endoftext": true } ]
10387w68qlwehbyq
Sherlock Indomitable
mathbrush
[ "Mystery" ]
[ "adaptation", "cover art", "detective", "male protagonist", "memory", "mystery", "Sherlock Holmes", "Spring Thing 2018", "Spring Thing Game" ]
2,018
[ 3, 4, 4, 0, 0 ]
11
3.909091
20170804
false
Join a dying Sherlock Holmes in a journey through his memories. Sherlock Indomitable is a direct adaptation of two Sherlock Holmes stories into a text adventure. At least 90% of the text is taken directly from Arthur Conan Doyle's writing.
[ { "action": "%", "response": "Time stands still in here. You are in a wide, elevated room filled with sunlight. You can go north to the Lesser Sciences,\nsouth to the Physical Sciences, or east to the Human\nSciences.\n\nA large display case is in the middle of the room, titled \"Clues\". It is empty; it's been a long time since you've had a case.\n\nA massive banner says \"This area is under construction; the part\nI'm entering to the IntroComp is just one case, which is beginning in four turns. That case is finished and (hopefully) polished. This introduction, the framing story, the other cases and the epilogue are not part of this intro comp entry.\n\nroom to the north. Anything the rooms say you can do is not true. The implemented portion will begin within four turns.\"", "endoftext": false }, { "action": "About yourself", "response": "You are merely an expression of Holmes' thought.", "endoftext": false }, { "action": "You go north", "response": "This is a large room that is mostly bare. Each corner is labelled by letters in worn gold foil. The areas titled LITERATURE, PHILOSOPHY, and ASTRONOMY are bare. You can return to the south.\n\nThere is a single bookshelf under POLITICS where you can LOOK UP clues related to politics.\n\nThere is a reminder placard here, in the only room with enough space.", "endoftext": false }, { "action": "You look at the placard", "response": "It says:\n\nLife is infinitely stranger than anything which the mind of man could invent. We would not dare to conceive the things which are really mere commonplaces of existence. If one could fly out of a window, hover over this great city, gently remove the roofs, and peep in at the queer things which are going on, the strange coincidences, the plannings, the cross-purposes, the wonderful chains of events, working through generations, and leading to the most outré results, it would make all fiction with its conventionalities and foreseen conclusions most stale and unprofitable.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nnothing\n\n[You can see current clues by typing C or CLUES]\n\nYou hear a strange thumping noise; it seems to be coming from\noutside.", "endoftext": false }, { "action": "Go outside", "response": "You find yourself returning to the outside world... \nYour Bedroom (on your bed)\nYour bedroom seems cluttered to the untrained eye, but you know where every item can be found. A large tin is in the corner, a violin is leaned against the wall. A wardrobe contains your various costumes. Your bed is sloppily made. The parlor is to the east.\n\nYou hear a thudding sound coming from the front room.", "endoftext": false }, { "action": "You look at the violin", "response": "Your violin is well-tuned.\n\nSomeone is knocking on your front door.", "endoftext": false }, { "action": "You go east", "response": "(first getting off your bed)\n\nYou are in a large airy sitting-room, cheerfully furnished, and illuminated by two broad windows. Your bedroom is to the west,\nand Watson's bedroom is to the south. The front door is to the\nnorth.\n\nThe fireplace is unlit, the sideboard is supplied with food, and the various objects you have acquired throughout your career are scattered about.\n\nSomeone is knocking on your front door, here.", "endoftext": false }, { "action": "You open", "response": "(the front door)\nYou open the front door.\n\nYou see Mrs. Hudson here. She says, \"There's a lady come here to see you, sir. Shall I send her up?\"\n\n[When you don't have an active case, you can TALK TO characters to speak with them.]\n\nMrs. Hudson is waiting patiently for her orders.", "endoftext": false }, { "action": "Hudson", "response": "You say, \"Let me fetch Watson. Show her into the parlor in the meanwhile.\"\n\nMrs. Hudson steps outside, where she is waiting for you to return with Watson.", "endoftext": false }, { "action": "You examine the food", "response": "Which do you mean, the roast beef or the bread?", "endoftext": false }, { "action": "You examine the beef", "response": "You scan the roast beef for clues, but find none of importance.\n\nMrs. Hudson is waiting for you to return with Watson.", "endoftext": false }, { "action": "You go south", "response": "Watson's bedroom has always been singularly uninteresting to you. Watson's bed is here. The parlor is to the north.\n\nWatson is asleep on his bed.\n\nYou knock as you enter. Watson wakes to find you standing, fully dressed, by the side of his bed.\n\nAs the time is only a quarter-past seven, he blinks up at you in some surprise, and perhaps just a little resentment. He looks to you for an explanation.", "endoftext": false }, { "action": "You explain", "response": "(to yourself)\n[Use TALK TO to talk someone, or SAY a clue to someone.]", "endoftext": false }, { "action": "You talk to Watson", "response": "\"Very sorry to knock you up, Watson,\" you say, \"but it's the common lot this morning. Mrs. Hudson has been knocked up, she retorted upon me, and I on you.\"\n\n\"What is it, then-a fire?\"\n\n\"No; a client. It seems that a young lady has arrived in a considerable state of excitement, who insists upon seeing me. She is waiting now in the sitting-room. Should it prove to be an interesting case, you would, I am sure, wish to follow it from the outset. I thought, at any rate, that I should call you and give you the chance.\"\n\n\"My dear fellow, I would not miss it for anything.\" He gets up.", "endoftext": false }, { "action": "You examine Watson", "response": "Watson is a gentleman of a medical type, but with the air of a military man. His left arm has been injured; he holds it in a stiff and unnatural manner.", "endoftext": false }, { "action": "You go north", "response": "(first opening Watson's door)\n\nYou are in a large airy sitting-room, cheerfully furnished, and illuminated by two broad windows. Your bedroom is to the west,\nand Watson's bedroom is to the south. The front door is to the\nnorth.\n\nThe fireplace is unlit, the sideboard is supplied with food, and the various objects you have acquired throughout your career are scattered about.\n\nA lady dressed in black and heavily veiled, who has been sitting in the window, rises as you enter.\n\nYou can also see Mrs. Hudson here.\n\nMrs. Hudson leaves and closes the door.\n\nWatson accompanies you.\n\n[New clue - Greeting]\n\n[Holmes is much more interested in cases than in regular conversation. During a case, you can see current thoughts with CLUES (or just C), and you can SAY a clue TO someone nearby.]", "endoftext": false }, { "action": "You wait", "response": "You pause.", "endoftext": false }, { "action": "You say C to the lady", "response": "where clues you know can be found by typing CLUES. In situations of boredom or extreme excitement, Sherlock can only TALK TO individuals.]", "endoftext": false }, { "action": "You say the greeting to the lady", "response": "\"Good-morning, madam,\" you say cheerily. \"My name is Sherlock Holmes. This is my associate, Dr. Watson, before whom you can speak as freely as before myself. I shall order you a cup of hot coffee, for I observe that you are shivering.\"\n\n\"It is not cold which makes me shiver,\" says the woman as she sits.\n\n\"What, then?\"\n\n\"It is fear, Mr. Holmes. It is terror.\" She raises her veil, and you can see her face.\n\n[Like most of your clients, she'll need a demonstration of your powers of observation.]\n\n[Finished with clue - Greeting]", "endoftext": false }, { "action": "You examine her", "response": "You run her over with one of your quick, all-comprehensive glances. She is a lady, dressed in black clothing with an unusual pattern of mud splatters. A certain something is stuck in one of her gloves.", "endoftext": false }, { "action": "You examine the gloves", "response": "You see half of a return ticket in her glove.\n\n[New clue - Train]", "endoftext": false }, { "action": "You examine the clothing", "response": "Miss Stoner's clothing is splashed with mud, exactly as if she had driven in a dogcart.\n\n[New clue - Dogcart]", "endoftext": false }, { "action": "You examine the mud", "response": "Miss Stoner's clothing is splashed with mud, exactly as if she had driven in a dogcart.", "endoftext": false }, { "action": "You look at the dogcart", "response": "Dogcart - \"Miss Stoner drove in a dogcart, along heavy roads.\"", "endoftext": false }, { "action": "You say Dogcart to Stoner", "response": "You say, \"You had a good drive in a dog-cart, along heavy roads, before you reached the station.\"\n\nThe lady gives a violent start and stares in bewilderment at you.\n\n\"There is no mystery, my dear madam,\" you say, smiling. \"The left arm of your jacket is spattered with mud in no less than seven places. The marks are perfectly fresh. There is no vehicle save a dog-cart which throws up mud in that way, and then only when you sit on the left-hand side of the driver.\"\n\nShe is beginning to believe in your mental acuity.\n\n[Finished with clue - Dogcart]", "endoftext": false }, { "action": "You say the train to the lady", "response": "(Train to the lady in black)\nYou say, \"You have come in by train this morning, I see.\"\n\n\"You know me, then?\"\n\n\"No, but I observe the second half of a return ticket in the palm of your left glove. You must have started early.\"\n\nShe now seems fully convinced of your powers. You can ask her about her story, now.\n\n[New clue - Testimony]\n\n[Finished with clue - Train]", "endoftext": false }, { "action": "You say the testimony to Stoner", "response": "[Finished with clue - Testimony]\n\nYou say, \"And now I beg that you will lay before us everything that may help us in forming an opinion upon the matter.\"\n\n\"Alas!\" replies your visitor, \"the very horror of my situation lies in the fact that my fears are so vague, and my suspicions depend so entirely upon small points that even my future husband looks upon all that I tell him about it as the fancies of a nervous woman. But I have heard, Mr. Holmes, that you can see deeply into the manifold wickedness of the human heart. You may advise me how to walk amid the dangers which encompass me.\"\n\n\"I am all attention, madam.\"\n\n\"My name is Helen Stoner, and I am living with my stepfather, who is the last survivor of one of the oldest Saxon families in England, the Roylotts of Stoke Moran, on the western border of Surrey. It was two years ago...\"\n\n\nYou listen intently to her story... \n\nI was on the grounds of Stoke Moran, a very old manor house, and the ancestral house of the Roylott family, to which my stepfather belonged. The windows of my family's rooms all opened out onto the lawn.\n\n[New clue - Shutters]\n\nThe grounds extended all around me, but they held nothing except for brambles and the scattered tents of the gypsies, who were friends of my stepfather. Beyond the grounds was a stream, crossed by a small bridge.\n\n[New clue - Gypsy]\n\nFrom somewhere nearby, I heard the inhuman screeching of my stepfather's baboon, and shivered. I could only go north, into\nthe manor. These grounds held terrible memories for me.", "endoftext": false }, { "action": "About yourself", "response": "You are Helen Stoner, daughter of the deceased Major-General Stoner of the Bengal Artillery.", "endoftext": false }, { "action": "You go north", "response": "The manor-house, Mr. Holmes, is very old, and only the east wing is now inhabited. No servant would stay with us, and for a long time we did all the work of the house. The corridor to the east wing,\nand our rooms, was open.\n\nI could return to the grounds to the south.", "endoftext": false }, { "action": "You go east", "response": "Before Dr. Roylott's room\nThe bedrooms in this wing all opened out into the same corridor.\n\n[New clue - Hallway]\n\nThe corridor was lit by corridor-lamps. I stood in front of Dr. Roylott's room, to the south. My sister's room and my own were\nto the east.", "endoftext": false }, { "action": "Go south", "response": "Dr. Roylott had gone to his room early.", "endoftext": false }, { "action": "Go east", "response": "I was in the main corridor; the door to my room was to the east\n, and my stepfather's door was to the west. I stood before my\nsister's door, to the south.\n\nHer situation had changed, recently. I have an aunt who lives near Harrow, and we were occasionally allowed to pay short visits at this lady's house. Julia had been there at Christmas, and met there a half-pay major of marines, to whom she became engaged.\n\nMy stepfather had learned of the engagement fourteen days ago, and offered no objection to the marriage.", "endoftext": false }, { "action": "You go east", "response": "I stood before my door, to the south. The rest of the corridor\nwas to the west. An old service door leads outside, but it is\nunused.", "endoftext": false }, { "action": "You go south", "response": "(first opening my door)\n\nI had a homely little room, with a low ceiling. My window faced the lawn to the south, but it was now closed and bolted. my bed was plain but comfortable. The air was fresh in my room. My door was to the north.\n\n[New clue - Fresh]\n\nAfter a moment, my sister followed me into the room.\n\n[To speak during flashbacks, you TALK TO the character you wish to speak to.]\n\nJulia was here, deep in thought.", "endoftext": false }, { "action": "You talk to Julia", "response": "Julia sat with me, and we chatted about her wedding until the clock struck eleven. Julia preferred to spend time in my room, due to the rank smell of my stepfather's cigars that wafted from his room to hers.\n\n[New clue - Cigars]\n\nShe rose and stood by the door, saying \"Tell me, Helen, have you ever heard anyone whistle in the dead of the night?\"\n\n\"Never,\" said I.\n\n\"I suppose that you could not possibly whistle, yourself, in your sleep?\"\n\n\"Certainly not. But why?\"\n\n\"Because during the last few nights I have always, about three in the morning, heard a low, clear whistle. I am a light sleeper, and it has awakened me. I cannot tell where it came from-perhaps from the next room, perhaps from the lawn. I thought that I would just ask you whether you had heard it. Have you heard it?\"\n\n[New clue - Whistle]", "endoftext": false }, { "action": "You talk to Julia", "response": "\"No, I have not,\" I said. \"It must be the band of gypsies in the plantation.\"\n\n\"Very likely,\" said she, \"and yet if it were on the lawn, I wonder that you did not hear it also.\"\n\n\"Ah, but I sleep more heavily than you.\"\n\n\"Well, it is of no great consequence, at any rate.\" She smiled back at me, closed my door, and a few moments later I heard her key turn in the lock.\n\nFor you see, Mr. Holmes, we had no feeling of security unless our doors were locked.\n\n[New clue - Safety]\n\nThe clock struck eleven. I stifled a yawn.", "endoftext": false }, { "action": "Sleep", "response": "Helen's Room (on my bed)\nI had a homely little room, with a low ceiling. My window faced the lawn to the south, but it was now closed and bolted. my bed was plain but comfortable. The air was fresh in my room. My door was to the north.\n\nI could not sleep that night. A vague feeling of impending misfortune impressed me. The wind was howling outside, and the rain was beating and splashing against the windows.\n\nSuddenly, amid all the hubbub of the gale, there burst forth the wild scream of a terrified woman. I knew that it was my sister's voice.", "endoftext": false }, { "action": "Go north", "response": "(first getting off my bed)\nI sprang from my bed and wrapped a shawl round me.\n\nAs I opened my door I seemed to hear a low whistle, such as my sister described, and a few moments later a clanging sound, as if a mass of metal had fallen.\n\n[New clue - Clang]\n\nI stood before my door, to the south. The rest of the corridor\nwas to the west. An old service door leads outside, but it is\nunused.", "endoftext": false }, { "action": "Go west", "response": "I was in the main corridor; the door to my room was to the east\n, and my stepfather's door was to the west. I stood before my\nsister's door, to the south.\n\nMy sister's door to the south was unlocked, and revolved slowly\nupon its hinges.", "endoftext": false }, { "action": "You go to the south", "response": "Julia's room was dimly lit.\n\nBy the light of the corridor-lamp I saw my sister appear at the opening, her face blanched with terror, her hands groping for help, her whole figure swaying to and fro like that of a drunkard.", "endoftext": false }, { "action": "You talk to Julia", "response": "I could do nothing; I had to run to my sister, but at that moment her knees seemed to give way and she fell to the ground. She writhed as one who is in terrible pain, and her limbs were dreadfully convulsed.\n\nAt first I thought that she had not recognised me, but as I bent over her she suddenly shrieked out in a voice which I shall never forget, \"Oh, my God! Helen! It was the band! The speckled band!\"\n\n[New clue - Speckled]\n\nThere was something else which she would have said, and she stabbed with her finger into the air in the direction of the doctor's room, but a fresh convulsion seized her and choked her words.", "endoftext": false }, { "action": "Again", "response": "I had to see the doctor! The door was to the north.", "endoftext": false }, { "action": "Go north", "response": "You finish listening to Miss Stoner's story... \n\nYou are in a large airy sitting-room, cheerfully furnished, and illuminated by two broad windows. Your bedroom is to the west,\nand Watson's bedroom is to the south. The front door is to the\nnorth.\n\nThe fireplace is unlit, the sideboard is supplied with food, and the various objects you have acquired throughout your career are scattered about.\n\nMiss Helen Stoner is waiting patiently.\n\nWatson is paying close attention to Miss Helen Stoner.\n\n\"I rushed out, calling loudly for my stepfather, and I met him hastening from his room in his dressing-gown. When he reached my sister's side she was unconscious, and though he poured brandy down her throat and sent for medical aid from the village, all efforts were in vain, for she slowly sank and died without having recovered her consciousness. Such was the dreadful end of my beloved sister.\"\n\nThus Miss Stoner ends her tale. You prepare your questions in your mind.\n\n[Now, and in the future, you can combine clues by LINKing a clue TO another clue. This will be most important once you have concluded your investigation at Stoke Manor.]", "endoftext": false }, { "action": "You link fresh to the cigars", "response": "(Cigars)\nThere must be some sort of small connection, like a ventilator, between Julia's room and Dr Roylott's.\n[New clue - Connected]", "endoftext": false }, { "action": "Link clang to whistle", "response": "Yes, both sisters heard whistles, but only Helen heard a clang, which came after the whistle.\n[New clue - Whistles]\n\n[Finished with clue - Clang]\n\n[Finished with clue - Whistle]", "endoftext": false }, { "action": "You say connected to Watson", "response": "\"You saw the ventilator, too?\"\n\n\"Yes, but I do not think that it is such a very unusual thing to have a small opening between two rooms. It was so small that a rat could hardly pass through.\"\n\n\"I knew that we should find a ventilator before ever we came to Stoke Moran.\"\n\n\"My dear Holmes!\"\n\n\"Oh, yes, I did. You remember in her statement she said that her sister could smell Dr. Roylott's cigar. Now, of course that suggested at once that there must be a communication between the two rooms. It could only be a small one, or it would have been remarked upon at the coroner's inquiry. I deduced a ventilator.\"\n\nWatson's esteem for you has increased.", "endoftext": false }, { "action": "You look", "response": "You are in a large airy sitting-room, cheerfully furnished, and illuminated by two broad windows. Your bedroom is to the west,\nand Watson's bedroom is to the south. The front door is to the\nnorth.\n\nThe fireplace is unlit, the sideboard is supplied with food, and the various objects you have acquired throughout your career are scattered about.\n\nMiss Helen Stoner is waiting patiently.\n\nWatson is paying close attention to Miss Helen Stoner.", "endoftext": false }, { "action": "You talk to Watson", "response": "You can only communicate with Watson about clues, at this time.", "endoftext": false }, { "action": "You say the cigars to Helen", "response": "(Cigars to Miss Helen Stoner)\nYou say, \"If I recall, you said that Julia's room smelled of smoke?\"\n\n\"Yes, frequently so. Poor Julia could hardly bear it.\"", "endoftext": false }, { "action": "You say connected to Helen", "response": "You say, \"There are one or two very singular points about this room. For example, what a fool a builder must be to open a ventilator into another room, when, with the same trouble, he might have communicated with the outside air!\"\n\n\"That is also quite modern,\" says the lady.\n\n\"Done about the same time as the bell-rope?\" you remark.\n\n\"Yes, there were several little changes carried out about that time.\"", "endoftext": false }, { "action": "You say speckled to Helen", "response": "You say, \"What did you gather from this allusion to a band-a speckled band?\"\n\n\"Sometimes I have thought that it was merely the wild talk of delirium, sometimes that it may have referred to some band of people, perhaps to these very gipsies in the plantation. I do not know whether the spotted handkerchiefs which so many of them wear over their heads might have suggested the strange adjective which she used.\"\n\nYou have a better idea of the situation now. You can propose a visit.\n\n[New clue - Visit]", "endoftext": false }, { "action": "You say the visit to Watson", "response": "You say, \"Watson, would you be willing to accompany me to Stoke Moran?\"\n\n\"Of course.\"", "endoftext": false }, { "action": "You say the visit to Helen", "response": "\"This is a very deep business,\" you say. \"There are a thousand details which I should desire to know before I decide upon our course of action. Yet we have not a moment to lose. If we were to come to Stoke Moran today, would it be possible for us to see over these rooms without the knowledge of your stepfather?\"\n\nShe says, \"As it happens, he spoke of coming into town to-day upon some most important business. It is probable that he will be away all day, and that there would be nothing to disturb you. We have a housekeeper now, but she is old and foolish, and I could easily get her out of the way.\"\n\n[Finished with clue - Visit]\n[New clue - Farewell]", "endoftext": false }, { "action": "You say farewell to Helen", "response": "You say, \"You may expect us early in the afternoon. I have myself some small business matters to attend to. Will you not wait and breakfast?\"\n\nShe say, \"No, I must go. My heart is lightened already since I have confided my trouble to you. I shall look forward to seeing you again this afternoon.\" She drops her thick black veil over her face and glides from the room.\n\n[Finished with clue - Farewell]", "endoftext": false }, { "action": "You take the bread", "response": "You cut a slice of beef from the joint upon the sideboard, sandwich it between two rounds of bread, and eat the rude meal.\n\nYou exclaim, \"What in the name of the devil!\"\n\nYour door has been suddenly dashed open, and a huge man has framed himself in the aperture. So tall is he that his hat actually brushes the cross bar of the doorway, and his breadth seems to span it across from side to side.\n\nA large face, seared with a thousand wrinkles, burned yellow with the sun, and marked with every evil passion, turns from one to the other of you.\n\n\"Which of you is Holmes?\" asked this apparition.\n\n[Dr. Roylott's arrival has put the details of the case out of Sherlock's mind. You can only PROVOKE Dr. Roylott, or DISMISS him.]", "endoftext": false }, { "action": "Provoke", "response": "(Dr Roylott)\n\"My name, sir; but you have the advantage of me,\" you say.\n\n\"I am Dr. Grimesby Roylott, of Stoke Moran.\"\n\n\"Indeed, Doctor,\" you say blandly. \"Pray take a seat.\"\n\n\"I will do nothing of the kind. My stepdaughter has been here. I have traced her. What has she been saying to you?\"\n\n[You can PROVOKE Dr. Roylott or DISMISS him.]", "endoftext": false }, { "action": "Again", "response": "(Dr Roylott)\n\"It is a little cold for the time of the year,\" you say.\n\n\"What has she been saying to you?\" screams the old man furiously.\n\n[You can PROVOKE Dr. Roylott or DISMISS him.]", "endoftext": false }, { "action": "Again", "response": "(Dr Roylott)\n\"But I have heard that the crocuses promise well,\" you continue imperturbably.\n\n\"Ha! You put me off, do you?\" says your new visitor, taking a step forward and shaking his hunting-crop. \"I know you, you scoundrel! I have heard of you before. You are Holmes, the meddler.\"\n\n[You can PROVOKE Dr. Roylott or DISMISS him.]", "endoftext": false }, { "action": "Again", "response": "(Dr Roylott)\nYou smile.\n\nHe says, \"Holmes, the busybody!\"\n\n[You can PROVOKE Dr. Roylott or DISMISS him.]", "endoftext": false }, { "action": "Again", "response": "(Dr Roylott)\nYour smile broadens.\n\nHe says, \"Holmes, the Scotland Yard Jack-in-office!\"\n\n[You can PROVOKE Dr. Roylott or DISMISS him.]", "endoftext": false }, { "action": "You continue", "response": "(Dr Roylott)\nYou chuckle heartily. \"Your conversation is most entertaining,\" you say. \"When you go out close the door, for there is a decided draught.\"\n\n\"I will go when I have said my say. Don't you dare to meddle with my affairs. I know that Miss Stoner has been here. I traced her! I am a dangerous man to fall foul of! See here.\" He steps swiftly forward, seizes the poker, and bends it into a curve with his huge brown hands.\n\n\"See that you keep yourself out of my grip,\" he snarls, and hurling the twisted poker into the fireplace he strides out of the room.", "endoftext": false }, { "action": "You keep going", "response": "You can only do that to something animate.", "endoftext": false }, { "action": "You look", "response": "You are in a large airy sitting-room, cheerfully furnished, and illuminated by two broad windows. Your bedroom is to the west,\nand Watson's bedroom is to the south. The front door is to the\nnorth.\n\nThe fireplace is unlit, the sideboard is supplied with food, and the various objects you have acquired throughout your career are scattered about.\n\nWatson is here, lost in thought.\n\nYou can also see a twisted poker here.\n\nIt is time to take action. To the streets of London!", "endoftext": false }, { "action": "You take the poker", "response": "\"He seems a very amiable person,\" you say, laughing. \"I am not quite so bulky, but if he had remained I might have shown him that my grip was not much more feeble than his own.\" As you speak you pick up the steel poker and, with a sudden effort, straighten it out again, and set it down.", "endoftext": false }, { "action": "You look", "response": "You are in a large airy sitting-room, cheerfully furnished, and illuminated by two broad windows. Your bedroom is to the west,\nand Watson's bedroom is to the south. The front door is to the\nnorth.\n\nThe fireplace is unlit, the sideboard is supplied with food, and the various objects you have acquired throughout your career are scattered about.\n\nWatson is here, lost in thought.", "endoftext": false }, { "action": "You go north", "response": "Your landing is a convenient place for clients to wait before summoning the courage to enter. Your lodgings are to the south,\nand the streets await to the east.\n\nWatson accompanies you.", "endoftext": false }, { "action": "You go to the east", "response": "It is a blazing hot day in August. Baker Street is like an oven, and the glare of the sunlight upon the brickwork of the houses along the road is painful to the eye. You can take a cab south to\nWaterloo Station.\n\nWatson accompanies you.", "endoftext": false }, { "action": "You go to the south", "response": "You enter a cab with Watson and make your way to Waterloo Station. The cab rattles through the streets of London.\n\nYou arrive just in time! The train to Leatherhead is departing in a few moments to the east.\n\nWatson accompanies you.", "endoftext": false }, { "action": "You go east", "response": "You are fortunate in catching a train for Leatherhead, where you hire a trap at the station inn and drive for four or five miles through the lovely Surrey lanes.\n\nIt is a perfect day, with a bright sun and a few fleecy clouds in the heavens. The trees and wayside hedges are just throwing out their first green shoots, and the air is full of the pleasant smell of the moist earth.\n\nYou are in deep meditation.\n\nThe cabman drives down the road.\n\nWatson accompanies you.", "endoftext": false }, { "action": "You examine cabman", "response": "The cabman was lazily surveying the countryside.\n\nThe cabman drives down the road.", "endoftext": false }, { "action": "About yourself", "response": "You review yourself; you are over six feet in height, and excessively lean. Your eyes are sharp and deep-set, your nose is thin and hawk-like. Your hands are blotted with ink and stained with chemicals.\n\nThe cabman drives down the road.\n\nJust then, you see it. A heavily timbered park stretches up in a gentle slope, thickening into a grove at the highest point. From amid the branches there jut out the grey gables and high roof-tree of a very old mansion.\n\nIt must be Stoke Moran. The cabman slows down to look; he seems to have something to say.", "endoftext": false }, { "action": "You talk to the cabman", "response": "\"Look there!\" you say. \"Stoke Moran?\"\n\nThe cabman says, \"Yes, sir, that be the house of Dr. Grimesby Roylott.\"\n\n\"There is some building going on there,\" you say; \"That is where we are going.\"\n\n\"There's the village,\" says the driver, pointing to a cluster of roofs some distance to the left; \"But if you want to get to the house, you'll find it shorter to get over this stile, and so by the foot-path over the fields. There it is, where the lady is walking.\"", "endoftext": false }, { "action": "You talk to lady", "response": "[When Sherlock is interested in a case, he prefers to discuss clues, found by typing CLUES]", "endoftext": false }, { "action": "You look", "response": "It is a perfect day, with a bright sun and a few fleecy clouds in the heavens. The trees and wayside hedges are just throwing out their first green shoots, and the air is full of the pleasant smell of the moist earth.\n\nWatson is paying close attention to the lady.", "endoftext": false }, { "action": "You examine lady", "response": "You shade your eyes; as you suspected, it is Miss Helen Stoner.\n\nYou call to the cabman to stop, and pay him before he leaves.\n\nYou are near a fenced road, with a stile leading over the fence to the north, toward the unseen estate.\n\nMiss Helen Stoner is waiting patiently.\n\nMiss Helen Stoner hurries forward to meet you with a face which speaks her joy. \"I have been waiting so eagerly for you,\" she cries, shaking hands with you warmly. \"All has turned out splendidly. Dr. Roylott has gone to town, and it is unlikely that he will be back before evening.\"\n\nWatson accompanies you.", "endoftext": false }, { "action": "Go north", "response": "You are standing before a grey building with a high central portion and two curving wings, like the claws of a crab, thrown out on each side.\n\nThe central portion is in poor repair, but the right-hand block is comparatively modern, and the blinds in the windows, with the blue smoke curling up from the chimneys, show that this is where the family resides. Some scaffolding has been erected against the end wall, and the stone-work has been chipped into, but there are no signs of any workmen at the moment of our visit.\n\nYou can reach the east wing to the east, or travel to the\nvillage to the south.\n\nWatson accompanies you.\n\nMiss Helen Stoner walks quietly behind you.", "endoftext": false }, { "action": "Go east", "response": "The right-hand block is comparatively modern, and the blinds in the windows show that this is where the family resides. These draw your interest.\n\nSome scaffolding has been erected against the end wall, and the stone-work had been broken into, but there are no signs of any workmen. There is something clearly wrong with the scaffolding.\n\nThere is a small side door to the northeast. You can return to\nthe central portion to the west.\n\nWatson accompanies you.\n\nMiss Helen Stoner walks quietly behind you.", "endoftext": false }, { "action": "You look at the windows", "response": "You walk slowly up and down the lawns, examining the outsides of the windows with deep attention. You, after a careful examination through the open window, endeavour in every way to force the shutter open, but without success. There is no slit through which a knife could be passed to raise the bar. Then you examine the hinges, but they are of solid iron, built firmly into the massive masonry.\n[New clue - Bolted]", "endoftext": false }, { "action": "Link bolted to shutters", "response": "(Shutters)\nYes, it seems unlikely that anything could have gotten through those shutters.\n\n[Finished with clue - Shutters]", "endoftext": false }, { "action": "You look", "response": "The right-hand block is comparatively modern, and the blinds in the windows show that this is where the family resides. These draw your interest.\n\nSome scaffolding has been erected against the end wall, and the stone-work had been broken into, but there are no signs of any workmen. There is something clearly wrong with the scaffolding.\n\nThere is a small side door to the northeast. You can return to\nthe central portion to the west.\n\nMiss Helen Stoner is waiting patiently.\n\nWatson is paying close attention to Miss Helen Stoner.", "endoftext": false }, { "action": "You examine the scaffolding", "response": "The end wall does not seem to need repairs.\n\n[New clue - Needless]", "endoftext": false }, { "action": "Go northeast", "response": "(first opening the small side door)\n\nThis whitewashed corridor leads further to the west, or you can\nreturn outside to the southeast.\n\nThe third chamber's door is here, but it is clearly unimportant.\n\nWatson accompanies you.\n\nMiss Helen Stoner walks quietly behind you.", "endoftext": false }, { "action": "You go to the west", "response": "This corridor leads west to Dr. Roylott's door, or back\neast to the empty room's door.\n\nMiss Stoner's room is to the south.\n\nWatson accompanies you.\n\nMiss Helen Stoner walks quietly behind you.", "endoftext": false }, { "action": "Go west", "response": "This corridor leads west to the hall or back east to Miss\nStoner's room. You do not wish to see the entrance hall.\n\nThere is a door that leads south to Roylott's room.\n\nWatson accompanies you.\n\nMiss Helen Stoner walks quietly behind you.", "endoftext": false }, { "action": "Go south", "response": "(first opening Dr. Roylott's door)\nDr Roylott's room\nDr. Grimesby Roylott's chamber is larger than that of his step-daughter, but it is as plainly furnished.\n\nA camp-bed and a small wooden shelf full of books, mostly of a technical character, are the principal things which meet your eye.\n\nThere is also a large iron safe here.\n\nWatson accompanies you.\n\nMiss Helen Stoner walks quietly behind you.", "endoftext": false }, { "action": "You open safe", "response": "It seems to be locked.", "endoftext": false }, { "action": "You look at safe", "response": "It is a large iron safe with a saucer of milk on top.\n\n[New clue - Secured]\n[New clue - Creature]", "endoftext": false }, { "action": "You examine milk", "response": "It is a large iron safe with a saucer of milk on top.", "endoftext": false }, { "action": "You look at the books", "response": "The books are primarily medical treatises.", "endoftext": false }, { "action": "You examine the bed", "response": "You examine the bed with your magnifying glass, and find nothing. Next to it, though, is a small dog lash.", "endoftext": false }, { "action": "You look at the leash", "response": "A small dog lash hangs on one corner of the bed. The lash, however, is curled upon itself and tied so as to make a loop of whipcord.\n\n[New clue - Dangerous]", "endoftext": false }, { "action": "Link dangerous to creature", "response": "Yes, it must have been a dangerous creature indeed.\n[New clue - Predator]\n\n[Finished with clue - Creature]\n\n[Finished with clue - Dangerous]", "endoftext": false }, { "action": "Link speckled to Predator", "response": "Yes, perhaps the dangerous creature was the speckled band; you are mildly certain that the creature was a snake, but you need more evidence.\n[New clue - Snake]\n\n[Finished with clue - Creature]", "endoftext": false }, { "action": "You drink the milk", "response": "where clues you know can be found by typing CLUES. In situations of boredom or extreme excitement, Sherlock can only TALK TO individuals.]", "endoftext": false }, { "action": "You look", "response": "Dr. Grimesby Roylott's chamber is larger than that of his step-daughter, but it is as plainly furnished.\n\nA camp-bed and a small wooden shelf full of books, mostly of a technical character, are the principal things which meet your eye.\n\nThere is also a large iron safe here.\n\nMiss Helen Stoner is waiting patiently.\n\nWatson is paying close attention to Miss Helen Stoner.\n\nYou can also see a small dog lash here.", "endoftext": false }, { "action": "Go north", "response": "This corridor leads west to the hall or back east to Miss\nStoner's room. You do not wish to see the entrance hall.\n\nThere is a door that leads south to Roylott's room.\n\nWatson accompanies you.\n\nMiss Helen Stoner walks quietly behind you.", "endoftext": false }, { "action": "You go to the east", "response": "This corridor leads west to Dr. Roylott's door, or back\neast to the empty room's door.\n\nMiss Stoner's room is to the south.\n\nWatson accompanies you.\n\nMiss Helen Stoner walks quietly behind you.", "endoftext": false }, { "action": "Go south", "response": "(first opening Miss Stoner's door)\n\nYou enter into the second room, in which Miss Stoner's sister met her fate.\n\nIt is a homely little room, with a low ceiling. A brown chest of drawers stands in one corner, a narrow white-counterpaned bed in another, and a dressing-table on the left-hand side of the window. The corridor was to the north.\n\nThere were several features of the room that stood out to me as most unusual.\n\nWatson accompanies you.\n\nMiss Helen Stoner walks quietly behind you.", "endoftext": false }, { "action": "You look athe bell-pull", "response": "The bell-pull was a thick rope, the tassel actually lying upon the bed.\n\n[New clue - Communication]", "endoftext": false }, { "action": "You look", "response": "You enter into the second room, in which Miss Stoner's sister met her fate.\n\nIt is a homely little room, with a low ceiling. A brown chest of drawers stands in one corner, a narrow white-counterpaned bed in another, and a dressing-table on the left-hand side of the window. The corridor was to the north.\n\nThere were several features of the room that stood out to me as most unusual.\n\nMiss Helen Stoner is waiting patiently.\n\nWatson is paying close attention to Miss Helen Stoner.", "endoftext": false }, { "action": "You examinthe dressing-table", "response": "You see immediately that the dressing-table is unimportant.", "endoftext": false }, { "action": "You examine the drawers", "response": "A quick glance assures you that the brown chest of drawers is unimportant.", "endoftext": false }, { "action": "You pull the bell", "response": "You give the bell-pull a brisk tug. Nothing happens.\n\nYou see that the rope is not a bell-pull at all; it is fastened to a hook just above where the little opening for the ventilator is.\n\n[New clue - Fake]\n\n[Finished with clue - Communication]", "endoftext": false }, { "action": "You examine the ventilator", "response": "The ventilator communicates between Miss Stoner's rom and Dr. Roylott's room.\n\n[Finished with clue - Fresh]\n\n[Finished with clue - Cigars]", "endoftext": false }, { "action": "You link fake to the Snake", "response": "Yes, the bell pull would be a perfect bridge for a snake to crawl down from the ventilator. You are almost convinced that the speckled band was a snake.\n\n[Finished with clue - Fake]", "endoftext": false }, { "action": "Link connected to Snake", "response": "Yes, a snake could fit through; you are certain that the speckled band is a snake.\n\n[Finished with clue - Connected]\n\n[Finished with clue - Hallway]\n\n[Finished with clue - Shutters]\n\nThis is very serious. You must catch the doctor in the act, but there will be great danger. You should reveal your plan to Miss Helen Stoner.\n\n[New clue - Plan]", "endoftext": false }, { "action": "You say the plan to Helen", "response": "[Finished with clue - Plan]\n\nIt's time for you to reveal your plan to Miss Stoner, and to Watson.\n\n[You can IMPRESS her with the seriousness, or you can ABRIDGE your plan.]", "endoftext": false }, { "action": "You impress", "response": "(Miss Helen Stoner)\n\"It is very essential, Miss Stoner,\" you say, \"that you should absolutely follow my advice in every respect.\"\n\n\"I shall most certainly do so.\"\n\n[You can IMPRESS her with the seriousness, or you can ABRIDGE your plan.]", "endoftext": false }, { "action": "Continue", "response": "(Miss Helen Stoner)\nYou say, \"The matter is too serious for any hesitation. Your life may depend upon your compliance.\"\n\n\"I assure you that I am in your hands.\"\n\n[You can IMPRESS her with the seriousness, or you can ABRIDGE your plan.]", "endoftext": false }, { "action": "Continue", "response": "(Miss Helen Stoner)\nYou say, \"In the first place, both my friend and I must spend the night in your room.\"\n\nBoth Miss Stoner and Watson gaze at you in astonishment.\n\n[You can IMPRESS her with the seriousness, or you can ABRIDGE your plan.]", "endoftext": false }, { "action": "You continue", "response": "(Miss Helen Stoner)\nYou say, \"Yes, it must be so. Let me explain. I believe that that is the village inn over there?\"\n\n\"Yes, that is the Crown.\"\n\n\"Very good. Your windows would be visible from there?\"\n\n\"Certainly.\"\n\n\"You must confine yourself to your room, on pretence of a headache, when your stepfather comes back. Then when you hear him retire for the night, you must open the shutters of your window, undo the hasp, put your lamp there as a signal to us, and then withdraw quietly with everything which you are likely to want into the room which you used to occupy. I have no doubt that, in spite of the repairs, you could manage there for one night.\"\n\n\"Oh, yes, easily.\"\n\n[You can IMPRESS her with the seriousness, or you can ABRIDGE your plan.]", "endoftext": false }, { "action": "You continue", "response": "(Miss Helen Stoner)\nYou say, \"The rest you will leave in our hands.\"\n\n\"But what will you do?\"\n\n\"We shall spend the night in your room, and we shall investigate the cause of this noise which has disturbed you.\"\n\n\"I believe, Mr. Holmes, that you have already made up your mind,\" says Miss Stoner, laying her hand upon your sleeve.\n\n\"Perhaps I have.\n\nIt is time to go, now.", "endoftext": false }, { "action": "You go to the north", "response": "This corridor leads west to Dr. Roylott's door, or back\neast to the empty room's door.\n\nMiss Stoner's room is to the south.\n\nWatson accompanies you.\n\nMiss Helen Stoner walks quietly behind you.", "endoftext": false }, { "action": "You go east", "response": "This whitewashed corridor leads further to the west, or you can\nreturn outside to the southeast.\n\nThe third chamber's door is here, but it is clearly unimportant.\n\nWatson accompanies you.\n\nMiss Helen Stoner walks quietly behind you.", "endoftext": false }, { "action": "Go southeast", "response": "The right-hand block is comparatively modern, and the blinds in the windows show that this is where the family resides. These draw your interest.\n\nSome scaffolding has been erected against the end wall, and the stone-work had been broken into, but there are no signs of any workmen. There is something clearly wrong with the scaffolding.\n\nThere is a small side door to the northeast. You can return to\nthe central portion to the west.\n\nWatson accompanies you.\n\nMiss Helen Stoner walks quietly behind you.", "endoftext": false }, { "action": "You go south", "response": "You turn to Miss Stoner. You say, \"And now, Miss Stoner, we must leave you for if Dr. Roylott returned and saw us our journey would be in vain. Good-bye, and be brave, for if you will do what I have told you, you may rest assured that we shall soon drive away the dangers that threaten you.\"\n\nWatson and I had had no difficulty in engaging this room at the Crown Inn. The room is on the upper floor, and from our window we command a view of the inhabited wing of Stoke Moran Manor House. The door was to the north.\n\nThere was a long night before us. Watson seemed eager to learn more of the case.\n\n[You can SAY clues TO WATSON if you would like to keep him informed, or WAIT for Dr. Roylott].\n\nWatson accompanies you.", "endoftext": false }, { "action": "You say Snake to Watson", "response": "You prefer to keep your private conjectures to yourself.", "endoftext": false }, { "action": "You say the Gypsy to Watson", "response": "You say, \"Watson, what do you think of the gypsies as the perpetrators of this crime?\"\n\n\"But what, then, did the gipsies do?\" asks Watson.\n\n\"I cannot imagine.\"\n\n\"I see many objections to any such theory.\"\n\n\"And so do I.\"", "endoftext": false }, { "action": "You say needless to Watson", "response": "You say, \"By the way, the stonework at the end of the wall seems unnecessary.\"\n\nWatson nods. \"I agree.\"", "endoftext": false }, { "action": "You say bolted to Watson", "response": "You say, \"What do you make of the fact that the windows were bolted?\"\n\nWatson says \"If the lady is correct in saying that the flooring and walls are sound, and that the window is impassable, then something came through the door, or her sister must have been undoubtedly alone when she met her mysterious end.\n\n\"Hum!\" you say, scratching your chin in some perplexity, \"my theory certainly presents some difficulties. No one could pass these shutters if they were bolted. Well, we shall see if the inside throws any light upon the matter.\"", "endoftext": false }, { "action": "You say secured to Watson", "response": "\"Watson, what do you think is kept in the safe?\"\n\nHe answers, \"Why, I would imagine it is simply his papers, deeds, and other items.\"", "endoftext": false }, { "action": "You say speckled to Watson", "response": "You say, \"What do you make, Watson, concerning the very peculiar words uttered by the dying woman concerning a speckled band?\"\n\n\"I cannot think.\"", "endoftext": false }, { "action": "You say the safety to Watson", "response": "You say, \"What do you make of the fact that the Stoners\" doors were locked?\"\n\nWatson says, \"Then, as I said, her sister must have been undoubtedly alone when she met her mysterious end.\"", "endoftext": false }, { "action": "You wait", "response": "At dusk you see Dr. Grimesby Roylott drive past, his huge form looming up beside the little figure of the lad who drives him. The boy has some slight difficulty in undoing the heavy iron gates, and you hear the hoarse roar of the doctor's voice and see the fury with which he shakes his clinched fists at him. The trap drives on, and a few minutes later you see a sudden light spring up among the trees as a lamp is lit in one of the sitting-rooms.\n\nYou still are waiting for a signal from Miss Stoner.\n\nThere was a long night before us. Watson seemed eager to learn more of the case.\n\n[You can SAY clues TO WATSON if you would like to keep him informed, or WAIT for Dr. Roylott].", "endoftext": false }, { "action": "You wait", "response": "About nine o'clock the light among the trees is extinguished, and all is dark in the direction of the Manor House. Two hours pass slowly away, and then, suddenly, just at the stroke of eleven, a single bright light shines out right in front of you.\n\n\"That is our signal,\" you say, springing to your feet; \"it comes from the middle window.\"", "endoftext": false }, { "action": "Go north", "response": "As you pass out you exchange a few words with the landlord, explaining that you are going on a late visit to an acquaintance, and that it is possible that you might spend the night there. A moment later you are out on the dark road, a chill wind blowing in your faces, and one yellow light twinkling in front of you through the gloom to guide you on your sombre errand.\n\nYou have entered the grounds through the unrepaired breaches that gape in the old park wall to the south. Past the lawn is the open\nwindow, to the north. Before it are some laurel bushes.\n\nWatson accompanies you.", "endoftext": false }, { "action": "Go north", "response": "Out from the clump of laurel bushes darts what seems to be a hideous and distorted child, who throws itself upon the grass with writhing limbs and then runs swiftly across the lawn into the darkness.\n\n\"My Goodness!\" whispers Watson; \"did you see it?\"\n\nYou are startled, then break into a low laugh, and whisper to Watson. \"It is a nice household,\" you murmur. \"That is the baboon.\"\n\nNow you can enter the window to the north.", "endoftext": false }, { "action": "You go to the north", "response": "You noiselessly close the shutters, move the lamp, and cast your eyes round the room. All is as you saw it in the daytime; the rest of the house is to the north. The lamp should be turned off to avoid detection.\n\nWatson accompanies you.", "endoftext": false }, { "action": "You turn off the lamp", "response": "You turn off the lamp. It is time to wait.\n\nIt is now pitch dark in here!", "endoftext": false }, { "action": "You wait", "response": "You wait for hours. From outside comes the occasional cry of a night-bird, and once you hear a long drawn catlike whine, which tells you that the cheetah is at liberty.\n\nFar away you hear the deep tones of the parish clock, which boom out every quarter of an hour.\n\nTwelve strikes, and one and two and three.\n\nSuddenly there is the momentary gleam of a light up in the direction of the ventilator, which vanishes immediately, but is succeeded by a strong smell of burning oil and heated metal. Someone in the next room had lit a dark-lantern. You hear a gentle sound of movement, and then all is silent once more, though the smell grows stronger.\n\nThere is nothing to do but wait.", "endoftext": false }, { "action": "You wait", "response": "You wait another half an hour with straining ears. Then suddenly another sound becomes audible-a very gentle, soothing sound, like that of a small jet of steam escaping continually from a kettle.\n\nWatson strikes a match. You ready your cane. It is here, the viper!\n\nWatson is bewildered; he holds the match and peers at the bell-pull.\n\nThe speckled band writhes on the bell-pull.", "endoftext": false }, { "action": "Hit band", "response": "You beat at it with your cane until it retreats through the ventilator. Its snakish temper is aroused!\n\nAs you stand there panting, there breaks from the silence of the night the most horrible cry to which you have ever listened. It swells up louder and louder, a hoarse yell of pain and fear and anger all mingled in the one dreadful shriek. It strikes cold to your heart, and you stand gazing at Watson, and he at you, until the last echoes of it die away into the silence from which it rose.\n\nIt's time to see what's become of Dr. Roylott.", "endoftext": false }, { "action": "You go to the north", "response": "This corridor leads west to Dr. Roylott's door, or back\neast to the empty room's door.\n\nMiss Stoner's room is to the south.\n\nIt's time to see what's become of Dr. Roylott.\n\nWatson accompanies you.", "endoftext": false }, { "action": "Go west", "response": "This corridor leads west to the hall or back east to Miss\nStoner's room. You do not wish to see the entrance hall.\n\nThere is a door that leads south to Roylott's room.\n\nIt's time to see what's become of Dr. Roylott.\n\nWatson accompanies you.", "endoftext": false }, { "action": "You go south", "response": "(first opening Dr. Roylott's door)\nTwice you strike at the chamber door without any reply. Then you turn the handle, and enter, Watson at your heels, with a cocked pistol in his hand.\n\nA dark-lantern stands with the shutter half open, throwing a brilliant beam of light upon the iron safe, the door of which is ajar.\n\nOn a wooden chair sits Dr. Grimesby Roylott clad in a long grey dressing-gown, his bare ankles protruding beneath, and his feet thrust into red heelless Turkish slippers. Across his lap lays the short stock with the long lash which we had noticed during the day, far from the serpent's reach but within your own.\n\nHis chin was cocked upward and his eyes were fixed in a dreadful, rigid stare at the corner of the ceiling. Round his head was wrapped the swamp adder. He made neither sound nor motion.\n\nYou can see Dr Roylott and a small dog lash here.\n\nThe speckled band slowly writhes around the Doctor's head. You dare not come within its reach.\n\nWatson accompanies you.", "endoftext": false }, { "action": "You shoot the Snake", "response": "where clues you know can be found by typing CLUES. In situations of boredom or extreme excitement, Sherlock can only TALK TO individuals.]\n\nThe snake has noticed you!", "endoftext": false }, { "action": "You talk to Watson", "response": "You can only communicate with Watson about clues, at this time.\n\nThe viper seems agitated. You must hurry!", "endoftext": false }, { "action": "You hit the Snake", "response": "(the speckled band)\nYou need something...the dog lash is far from the adder. You could take it.\n\nThe adder is ready to strike!", "endoftext": false }, { "action": "You take lash", "response": "Taken.\n\nThe snake leaps forward! Watson tries to shoot it, but his shot goes wild.", "endoftext": false }, { "action": "You get the lash", "response": "Taken.\n\nThe snake has noticed you!", "endoftext": false }, { "action": "You get the Snake", "response": "(the speckled band)\nThe speckled band does not look like he would appreciate that.\n\nThe viper seems agitated. You must hurry!", "endoftext": false }, { "action": "Trap snake", "response": "(the speckled band)\nThrowing the noose round the reptile's neck, you draw it from its horrid perch and, carrying it at arm's length, throw it into the iron safe, which you close upon it.\n\nYou are travelling home on the train.", "endoftext": true } ]
qqcypgszy8a48nsn
Hunter, in Darkness
Andrew Plotkin
[ "Fantasy", "Game" ]
[ "basic difficulty", "cave", "compassless", "darkness", "guided maze", "homage", "I6 source available", "IF Competition 1999", "IFComp Game", "nature", "parser", "short", "short length", "violence", "walkthrough", "Xyzzy Awards 1999", "XYZZY Best Individual Puzzle", "XYZZY Best Setting" ]
1,999
[ 29, 55, 24, 5, 2 ]
115
3.904348
20110302
false
[ { "action": "%", "response": "Nearly -- nearly. The animal stink is rank and close. You raise your crossbow, try to peer beyond dark, wet stone.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying your crossbow (loaded with a bolt), a thighband with four bolts (strapped to your leg), and a brightly-glowing lamplens (on your wrist).\n\nSomething shifts in the darkness ahead, a great silent bulk. Your prey.", "endoftext": false }, { "action": "You examine the prey", "response": "You can see nothing of it; only a sense of movement, back and forth, in the depths of the cave ahead.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying your crossbow (loaded with a bolt), a thighband with four bolts (strapped to your leg), and a brightly-glowing lamplens (on your wrist).\n\nA faint rustling echoes deep in the side chamber, and the laughing chitter of bats.", "endoftext": false }, { "action": "About yourself", "response": "You're tired and covered with mud.", "endoftext": false }, { "action": "You examine the lens", "response": "A clear glareless light pours from the lamp's curved face.\n\nYou glance around again. The cave narrows ahead, a tight crawl winding around folds of limestone. A low passage descends to your right, and there is a side chamber on the left.\n\nA low passage descends out of sight on the right.\n\nA high chamber lies to your left. You cannot see its far side, but the rustle of cave bats drifts from the darkness.", "endoftext": true }, { "action": "Go downward", "response": "The passage drops off suddenly, ending in a deep pit. The sides are steep but not vertical; you might be able to scramble down, but you make no bets about climbing back up.", "endoftext": false }, { "action": "You examine the pit", "response": "The pit is edged in veined, knotted flowstone. A stiff climb, considering its steepness, but possible -- in descent.\n\nYou can make out a ledge far below.", "endoftext": false }, { "action": "You look at the ledge", "response": "The ledge is deep in the pit's darkness. You can see no details.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying your crossbow (loaded with a bolt), a thighband with four bolts (strapped to your leg), and a brightly-glowing lamplens (on your wrist).", "endoftext": false }, { "action": "You examine the bow", "response": "The crossbow is well-designed enough to be simple. Laminated leaf-laths, fiber string, and a cocking lever that runs the full length of the stock.\n\nThe bow is loaded with a bolt.", "endoftext": false }, { "action": "You examine band", "response": "It's a long band of heavy leather, with side straps, woven into a foot-long tube. The four bolts inside are secure yet easily slid out, and the whole is strapped comfortably to your leg.\n\nYou're tired and covered with mud.\"", "endoftext": true }, { "action": "You look at your surroundings", "response": "You stand at the bottom of a rising passage. Before you is a deep pit. The sides are steep but not vertical; you might be able to scramble down, but you make no bets about climbing back up.", "endoftext": false }, { "action": "Jump ledge", "response": "The ledge is far out of reach.", "endoftext": true }, { "action": "Go downwards", "response": "You sit at the edge, turn, catch, and hang full-length against the wall. There ought to be a foothold...\n\nWell, perhaps not. You slam into the ledge and lean into stone, face and belly, trying not to slide any farther.\n\nAfter a moment you retake your balance, and turn. This ledge is barely two feet wide at most. You try not to feel like it's angled slightly outward. The pit stretches above and below you; but you can see no way to climb from here, either way.\n\nA gentle arc hangs across the pit, well above your head.", "endoftext": false }, { "action": "You examine arc", "response": "It's a rope. Someone must have been trying to cross the pit. Yes, you can make out the side passages now -- dark patches in the walls above you. The rope seems to be tied to a pillar by one; the other end is wound around an opposite pillar, hooked precariously by something white and curved.", "endoftext": false }, { "action": "You examine the white", "response": "Long, curved, white -- it's a claw, a broken-off claw of the beast that you seek. The rope is tied to it, and the makeshift grapple is wound precariously around a pillar by the right passage, above you.", "endoftext": false }, { "action": "You listen", "response": "Stone-silence. Water drips somewhere.", "endoftext": false }, { "action": "Sniff", "response": "The air smells of old mud.", "endoftext": false }, { "action": "You look down", "response": "You can make out the pit floor. It's only two or three body-lengths down; but the stone formations directly below you look vicious.", "endoftext": false }, { "action": "You pull the rope", "response": "Even at the center of its arc, the rope is fifteen feet above you.", "endoftext": true }, { "action": "Look around", "response": "This ledge is barely two feet wide at most. You try not to feel like it's angled slightly outward. The pit stretches above and below you; but you can see no way to climb from here, either way.\n\nA rope hangs across the pit, a gentle arc well above your head.", "endoftext": false }, { "action": "Left", "response": "Both side passages are well above you, and a fair distance around the pit wall as well.", "endoftext": false }, { "action": "You think", "response": "That's your job.", "endoftext": false }, { "action": "You shoot rope with the bolt", "response": "(the bolt)\nThe crossbow isn't cocked.", "endoftext": false }, { "action": "Cock bow", "response": "You pull down the lever, winching the string back until it locks.", "endoftext": false }, { "action": "Cock bolt", "response": "(the bolt)\nDon't be absurd.", "endoftext": false }, { "action": "You shoot the rope with the bolt", "response": "(the bolt)\nTunk. Well shot -- the bolt catches the rope neatly in the center, whipping it upward before shearing through. The ends dance like mad snakes, then settle.", "endoftext": true }, { "action": "You look around", "response": "This ledge is barely two feet wide at most. You try not to feel like it's angled slightly outward. The pit stretches above and below you; but you can see no way to climb from here, either way.\n\nTwo ends of a rope hang down the pit walls, above you and to either side of the ledge.", "endoftext": false }, { "action": "You climb the rope", "response": "You move to the extreme right side of the ledge and stretch, but the cut end of the rope is too far up and out. The left end is no better.", "endoftext": false }, { "action": "You take the bolt", "response": "You slide a bolt from your thighband.", "endoftext": false }, { "action": "You shoot the rope with the bolt", "response": "(the bolt)\nTunk. Your bolt brushes the dangling rope, which dances gently.", "endoftext": false }, { "action": "You shoot the fang with the bolt", "response": "(the bolt)\nTunk. The bolt rattles among the blades and is lost.", "endoftext": false }, { "action": "You jump", "response": "You back along the ledge, then take a long step and leap...\n\nThe cut end of the rope brushes your fingers, but you have no chance to grab it. You twist, plummet, and are impaled on sharp stone.", "endoftext": false }, { "action": "You examine the grapple", "response": "Long, curved, white -- it's a claw, a broken-off claw of the creature that you seek. Half the rope is still tied to it, and the makeshift grapple is wound precariously around a pillar by the right passage, above you.", "endoftext": false }, { "action": "You shoot grapple with the bolt", "response": "(the bolt)\nTunk. Well shot -- the claw is dislodged, whirls furiously around the pillar, and falls free. Its half of the rope snakes down into the darkness.", "endoftext": true }, { "action": "Look around", "response": "This ledge is barely two feet wide at most. You try not to feel like it's angled slightly outward. The pit stretches above and below you; but you can see no way to climb from here, either way.\n\nHalf a rope hangs down the pit wall to your left.", "endoftext": false }, { "action": "Y.", "response": ": :\n: :\n: Hunter :\n: :\n: :\n: :", "endoftext": false }, { "action": "Space", "response": ": :\n: :\n: Hunter, :\n: In Darkness :\n: :\n: :", "endoftext": false }, { "action": "Space", "response": "Nearly -- nearly. The animal stink is rank and close. You raise your crossbow, try to peer beyond dark, wet stone.", "endoftext": true }, { "action": "You describe your surroundings", "response": "You glance around again. The cave narrows ahead, a tight crawl winding around folds of limestone. A low passage descends to your right, and there is a side chamber on the left.\n\nSomething shifts in the darkness ahead, a great silent bulk. Your prey.", "endoftext": true }, { "action": "Go downward", "response": "The passage drops off suddenly, ending in a deep pit. The sides are steep but not vertical; you might be able to scramble down, but you make no bets about climbing back up.", "endoftext": true }, { "action": "Go downwards", "response": "You sit at the edge, turn, catch, and hang full-length against the wall. There ought to be a foothold...\n\nWell, perhaps not. You slam into the ledge and lean into stone, face and belly, trying not to slide any farther.\n\nAfter a moment you retake your balance, and turn. This ledge is barely two feet wide at most. You try not to feel like it's angled slightly outward. The pit stretches above and below you; but you can see no way to climb from here, either way.\n\nA gentle arc hangs across the pit, well above your head.", "endoftext": false }, { "action": "Cock bow", "response": "You pull down the lever, winching the string back until it locks.", "endoftext": false }, { "action": "You shoot grapple with the bolt", "response": "(the bolt)\nTunk. Well shot -- the claw is dislodged, whirls furiously around the pillar, and falls free. The rope swings down past you and hangs to your left, claw still tied to the end.", "endoftext": false }, { "action": "You climb the rope", "response": "You breathe a moment; only one chance at this.\n\nA step and a leap, and you clutch the rope. It's slicker than you expected; chilly and damp. Perhaps a bit of mold, you think abstractedly, as your hands slip, and catch, and slip again --\n\nOuch. You've fetched up against the knot at the bottom of the rope; and the claw is biting into your hand. Razor-edged on the inside. You hope you never run into one of these alive -- ow. You've slipped again, and now both your hands are clamped around the claw, and your full weight is on them.\n\nYou are dangling at the end of the rope, against a sheer stone wall. Directly below you are vicious stone blades, and the claw you hang from is slowly slicing into your palms, and it hurts...", "endoftext": false }, { "action": "You examine the wall", "response": "Limestone, streaked and banded, rippled and bulged and twisted like the flesh of some living thing. You've seen many caves before, but the beauty never wearies.\n\nYour fingers slip, and the claw-edge cuts a little deeper.", "endoftext": false }, { "action": "Go upwards", "response": "You couldn't even hold in place on the rope, and that was before your hands were cut bloody. Climbing is impossible.\n\nYour fingers slip, and the claw-edge cuts a little deeper.", "endoftext": false }, { "action": "Swing", "response": "(yourself)\nYou lurch yourself to the side, kick at the wall, and manage to set yourself swinging. The pain is amazing, but you have a chance at missing the stone blades now.\n\nYour fingers slip, and the claw-edge cuts a little deeper.\n\nYou swing along the wall, fingers screaming at the extra strain.", "endoftext": false }, { "action": "You jump", "response": "You twist back, forth, back, increasing your swing. Now -- you're rising away from the spires, which look sharper than ever -- you let go of the claw, finally, the pain nearly stops -- and you drop --\nBottom of Pit\nYou begin to drag yourself up. Ah -- no, you won't be putting any weight on your hands. They're badly torn up, and bleeding freely.\n\nThis is the bottom of a wide pit. The walls are entirely unclimbable, of course. The floor is rippled and uneven, rising to sharp blades of stone near the edge. Mud and pebbles are strewn everywhere, but there's no standing water, so -- yes -- a narrow crawl leads down in the far corner.\n\nA twisted shape lies nearby.", "endoftext": false }, { "action": "You look at the shape", "response": "It's human.\n\nAnd it's been here a long time. He has, you think... or she, for all you know. There's little left to recall this broken shape to past life. The bones lie crumpled, clad in tatters of chewed black flesh. The clothes have fared somewhat better -- some resistant fiber -- but even they are brittle and rent.\n\nA bat flutters down from overhead. And another. You wave your arms, but they're keeping their distance.", "endoftext": false }, { "action": "You get the bolt", "response": "You slide a bolt from your thighband.\n\nBlood continues to trickle down your fingers.\n\nMore bats gather.", "endoftext": false }, { "action": "Cock bow", "response": "You pull down the lever, winching the string back until it locks.\n\nA stream of bats flickers overhead, around, never settling. You wave again. They seem more attracted than frightened by your hand.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying your crossbow (loaded and cocked), a thighband with three bolts (strapped to your leg), and a cracked but still glowing lamplens (on your wrist).", "endoftext": false }, { "action": "You tie the clothes to the hands", "response": "You need to be holding the rags before you can put them on top of something else.\n\nSomething moves on the ground nearby. You twist around violently, but it's not approaching you; the bat is crouched over the blood-stained stone where you fell.", "endoftext": false }, { "action": "You remove the clothes", "response": "(first taking the rags)\nThe old fiber tears without too much strain. You manage to rip loose some strips from the loose hems, lying clear of the corpse. What remains behind, stained with old decay, you'd just as soon not touch.\n\nYou shake your head to disperse the cold mist, and start to rub your eyes. It doesn't help, except to smear blood all over your face.", "endoftext": false }, { "action": "You tie the clothes to the hands", "response": "(the cloth strips)\nYou quickly bind up your hands with the cloth. It stanches the bleeding, at least. You only hope that you can get to better care before infection sets in.", "endoftext": true }, { "action": "You look around", "response": "This is the bottom of a wide pit. The walls are entirely unclimbable, of course. The floor is rippled and uneven, rising to sharp blades of stone near the edge. Mud and pebbles are strewn everywhere, but there's no standing water, so -- yes -- a narrow crawl leads down in the far corner.\n\nBats flutter everywhere, just overhead.\n\nA twisted corpse lies nearby.\n\nThe bats seem less agitated now.", "endoftext": false }, { "action": "You examine corpse", "response": "There's little left to recall this broken shape to past life. The bones lie crumpled, clad in tatters of chewed black flesh and torn rags.\n\nA bat darts towards your face, and quickly away.", "endoftext": false }, { "action": "You search it", "response": "You see no gear or equipment on the corpse.\n\nYou're starting to feel a bit less shaky.", "endoftext": false }, { "action": "You move corpse", "response": "You have no desire at all to touch the thing. Man. Person.", "endoftext": false }, { "action": "Clean blood", "response": "That hurts. A lot.", "endoftext": true }, { "action": "You describe your surroundings", "response": "This is the bottom of a wide pit. The walls are entirely unclimbable, of course. The floor is rippled and uneven, rising to sharp blades of stone near the edge. Mud and pebbles are strewn everywhere, but there's no standing water, so -- yes -- a narrow crawl leads down in the far corner.\n\nBats flutter everywhere, just overhead.\n\nA twisted corpse lies nearby.\n\nYou're feeling considerably better.", "endoftext": false }, { "action": "You examine the light", "response": "A dimming light gleams from the lamp's cracked face.", "endoftext": false }, { "action": "You shoot bat", "response": "Tunk. The aim is tricky; your bolt misses, and ricochets wildly around the pit.", "endoftext": false }, { "action": "You take all", "response": "bolt: Taken.\nbats: The bats whirl away at your approach, staying just out of reach. corpse: You have no desire at all to touch the thing. Man. Person. crossbow: You already have that.\nbolt: You slide a bolt from your thighband.\nbolt: You slide a bolt from your thighband.\nbolt: You slide the last bolt from your thighband.", "endoftext": false }, { "action": "You look at the walls", "response": "Limestone, streaked and banded, rippled and bulged and twisted like the flesh of some living thing. You've seen many caves before, but the beauty never wearies.", "endoftext": true }, { "action": "You look around", "response": "This is the bottom of a wide pit. The walls are entirely unclimbable, of course. The floor is rippled and uneven, rising to sharp blades of stone near the edge. Mud and pebbles are strewn everywhere, but there's no standing water, so -- yes -- a narrow crawl leads down in the far corner.\n\nBats flutter everywhere, just overhead.\n\nA twisted corpse lies nearby.", "endoftext": true }, { "action": "Go downwards", "response": "You kneel, stiffly, and poke your head into the opening. It's tight, and it looks like it gets tighter ahead. No help for it -- you crawl inside, pushing the crossbow awkwardly ahead of you.\n\nYou're on your hands and knees in a throat of stone. The roof dips even lower ahead. If you advance, it'll be squirming forwards on your belly. And squirming backwards will be impossible, you think grimly.", "endoftext": false }, { "action": "Forward", "response": "You hunch your elbows beneath your chest, and wiggle forward on them, into the gullet.\n\nYou stop, after a long silent time, to rest. Crawling is hard work, you know well, and your aching shoulders and scraped knees attest to it. But the crawl is no different here than anywhere. You have just enough room to raise your head, and there's nothing to see ahead but more stone to crawl through.", "endoftext": false }, { "action": "Continue", "response": "You begin determinedly working yourself forward, again.\n\nThe rock is lower above you. And narrower; you're lying full length now, your arms stretched out ahead, but still rough stone scrapes your shoulders. And you seem to be angling a bit downwards.\n\nIcy water is trickling past you.\n\nYour lamp flickers erratically. The moisture must be getting to its workings.", "endoftext": false }, { "action": "Drink water", "response": "You manage to lip a few drops from the stone. The water is muddy and harsh.", "endoftext": false }, { "action": "Forward", "response": "You continue. Scrabble with fingers, brace arms, push with toes. Shove the crossbow a bit farther ahead. You're definitely tilted head-down now. Is the stone pressing more tightly to either side of you?\n\nYou lie on your side, gasping, trying to recover some strength. Your back is sore; your neck is worse. Your head aches from cracking into unexpected stone. A cold stony knot presses into your left side, your right knee.\n\nYou stretch forward once more, feeling for a few more inches before you continue.\n\nSplash.\n\nYour fingers are submerged in water.", "endoftext": false }, { "action": "You feel the water", "response": "It's cold.", "endoftext": false }, { "action": "You search the water", "response": "There's either a shallow puddle in the passage ahead... or more than that. From where you lie, there is no way to tell.", "endoftext": false }, { "action": "You look at the stone", "response": "Limestone, streaked and banded, rippled and bulged and twisted like the flesh of some living thing. You've seen many caves before, but the beauty never wearies.", "endoftext": false }, { "action": "Forward", "response": "You stretch your hands forward, submerging them. Hunch, stretch. Inchworm... inchworm...\n\nYour arms are submerged, and water ripples at your chin. No room to lift your head. You turn your face to the side, cheek scraping against the damn everpresent stone, and stretch again.\n\nYour lamp flickers once and goes out.\n\nYou are lying in cold still water. It licks at your cheek and arms, and across the backs of your thighs. The chill makes your bruised knees and chest hurt all the more; your neck screams from craning high enough to breathe, but there is no room to sit up. No room to turn. No room.", "endoftext": false }, { "action": "Forward", "response": "You struggle on. You hope the water grows no deeper. That thought occupies you for a few more hunches, a few more stretches. Grow no deeper. If the water grows deeper... Grow no deeper. You shake that away, and nothing comes to replace it.\n\nYou crawl on in the dark. The water grows no deeper.\n\nMaybe it's not as deep now?\n\nWater trickles over your hands, but the floor must have risen; there is less of it... a note of hope. But you cannot see.", "endoftext": false }, { "action": "Continue", "response": "You thrust your shoulders forward. They stick.", "endoftext": false }, { "action": "Continue", "response": "You push again. It's just this spot; your hands are free in a wider area ahead. But immovable stone grates against your chest and shoulders.", "endoftext": false }, { "action": "You keep going", "response": "You've got one shoulder past the edge. The other is behind a corner of stone, and you can't imagine how it's going to get through.", "endoftext": false }, { "action": "You continue", "response": "You brace your legs as best you can, and shove futilely against the trap.", "endoftext": false }, { "action": "Continue", "response": "You brace your legs as best you can, and shove futilely against the trap.\n\nYou are never going to leave this place.", "endoftext": true }, { "action": "You look around", "response": "Water trickles over your hands, but the floor must have risen; there is less of it. But the roof lowers, and the crawl has become almost impossibly tight. And you cannot see.\n\nThe stone is not going to let you go.", "endoftext": false }, { "action": "Back", "response": "You try to shove yourself back, but you cannot move.\n\nIt is dark.", "endoftext": false }, { "action": "You look at the stone", "response": "You can make out almost nothing in this dark.\n\nIt is dark.", "endoftext": false }, { "action": "Sing", "response": "Your singing is abominable.\n\nIt is dark.", "endoftext": false }, { "action": "You pull the stone", "response": "You are unable to.\n\nIt is dark.", "endoftext": false }, { "action": "You hit the stone", "response": "There are better targets.\n\nIt is dark.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying some cloth strips (tied around your wounded hands), your crossbow (loaded and cocked), a thighband with three bolts (strapped to your leg), and a cracked and darkened lamplens (on your wrist).\n\nIt is dark.", "endoftext": false }, { "action": "You untie the cloth", "response": "You're an unknown distance into the most exhausting tunnel-crawl you can remember, and you want to start losing more blood?\n\nIt is dark.", "endoftext": true }, { "action": "You look around", "response": "This is the bottom of a wide pit. The walls are entirely unclimbable, of course. The floor is rippled and uneven, rising to sharp blades of stone near the edge. Mud and pebbles are strewn everywhere, but there's no standing water, so -- yes -- a narrow crawl leads down in the far corner.\n\nBats flutter everywhere, just overhead.\n\nA twisted corpse lies nearby.", "endoftext": true }, { "action": "You look at your surroundings", "response": "This ledge is barely two feet wide at most. You try not to feel like it's angled slightly outward. The pit stretches above and below you; but you can see no way to climb from here, either way.\n\nA gentle arc hangs across the pit, well above your head.", "endoftext": false }, { "action": "Shoot grapple", "response": "Tunk. Well shot -- the claw is dislodged, whirls furiously around the pillar, and falls free. The rope swings down past you and hangs to your left, claw still tied to the end.", "endoftext": false }, { "action": "You examine the rope", "response": "The upper end of the rope is tied to a pillar by the left side passage. The lower end, tied to the claw, dangles free. It hangs at about waist-level, just beyond the left side of the ledge.", "endoftext": false }, { "action": "You pull the rope", "response": "The rope hangs a bit too far beyond the ledge. It would be an easy jump, but you can't simply grab it.", "endoftext": false }, { "action": "You jump", "response": "You breathe a moment; only one chance at this.\n\nA step and a leap, and you clutch the rope. It's slicker than you expected; chilly and damp. Perhaps a bit of mold, you think abstractedly, as your hands slip, and catch, and slip again --\n\nOuch. You've fetched up against the knot at the bottom of the rope; and the claw is biting into your hand. Razor-edged on the inside. You hope you never run into one of these alive -- ow. You've slipped again, and now both your hands are clamped around the claw, and your full weight is on them.\n\nYou are dangling at the end of the rope, against a sheer stone wall. Directly below you are vicious stone blades, and the claw you hang from is slowly slicing into your palms, and it hurts...", "endoftext": false }, { "action": "You look at the rope", "response": "It's an old rope. Somewhere above, it's tied to a stone pillar. At your end, it's tied to a razor-like claw, and that's the end that's got your attention.\n\nYour fingers slip, and the claw-edge cuts a little deeper.", "endoftext": false }, { "action": "You get the mold", "response": "You can't see any such thing.\nI beg your pardon?\n\nI beg your pardon?", "endoftext": false }, { "action": "Yes", "response": "Nearly -- nearly. The animal stink is rank and close. You raise your crossbow, try to peer beyond dark, wet stone.", "endoftext": true }, { "action": "You describe your surroundings", "response": "You glance around again. The cave narrows ahead, a tight crawl winding around folds of limestone. A low passage descends to your right, and there is a side chamber on the left.\n\nSomething shifts in the darkness ahead, a great silent bulk. Your prey.", "endoftext": false }, { "action": "Left", "response": "You advance into the chamber. A bat flutters in your face. You swipe it away... and three more bats replace it. You duck, swearing; swearing again at a sharp nip on your arm. Drew blood, it did.\n\nThere is a rustling all around you. You try to remember what you know about the habits of cave bats --\n\nOh.\n\nYou scramble back, covering your eyes; too late. The swarm is on you, harrying you, small teeth and shrieks like shards of glass. You cannot see. You are running, stumbling ahead of the storm, and as you recall what else you know of the hunting of bats, the floor drops away to nothing beneath you --", "endoftext": false }, { "action": "You press enter", "response": "You roll painfully to hands and knees. Ah -- your arm nearly gives way -- you realize you somehow tore hell out of it on the way down, or landing. It's bleeding freely.\n\nThis is the bottom of a wide pit. The walls are entirely unclimbable, of course. The floor is rippled and uneven, rising to sharp blades of stone near the edge. Mud and pebbles are strewn everywhere, but there's no standing water, so -- yes -- a narrow crawl leads down in the far corner.\n\nA twisted shape lies nearby.", "endoftext": false }, { "action": "You press enter", "response": "Nearly -- nearly. The animal stink is rank and close. You raise your crossbow, try to peer beyond dark, wet stone.", "endoftext": false }, { "action": "Go inside", "response": "You can't go that way.\n\nSomething shifts in the darkness ahead, a great silent bulk. Your prey.", "endoftext": true }, { "action": "Look around", "response": "You glance around again. The cave narrows ahead, a tight crawl winding around folds of limestone. A low passage descends to your right, and there is a side chamber on the left.", "endoftext": false }, { "action": "Forward", "response": "You creep up the passage, as stealthily as you can. It must be retreating ahead, for you see only empty stone, though the smell grows harsher...\n\nAnd the eyes of the beast are on you, and claws come out of the night.", "endoftext": false }, { "action": "Cock bow", "response": "You pull down the lever, winching the string back until it locks.\n\nSomething shifts in the darkness ahead, a great silent bulk. Your prey.", "endoftext": false }, { "action": "Left", "response": "You advance into the chamber. A bat flutters in your face. You swipe it away... and three more bats replace it. You duck, swearing; swearing again at a sharp nip on your arm. Drew blood, it did.\n\nThere is a rustling all around you. You try to remember what you know about the habits of cave bats --\n\nOh.\n\nYou scramble back, covering your eyes; too late. The swarm is on you, harrying you, small teeth and shrieks like shards of glass. You cannot see. You are running, stumbling ahead of the storm, and as you recall what else you know of the hunting of bats, the floor drops away to nothing beneath you --", "endoftext": false }, { "action": "Cock bow", "response": "You roll painfully to hands and knees. Ah -- your arm nearly gives way -- you realize you somehow tore hell out of it on the way down, or landing. It's bleeding freely.\n\nThis is the bottom of a wide pit. The walls are entirely unclimbable, of course. The floor is rippled and uneven, rising to sharp blades of stone near the edge. Mud and pebbles are strewn everywhere, but there's no standing water, so -- yes -- a narrow crawl leads down in the far corner.\n\nA twisted shape lies nearby.", "endoftext": false }, { "action": "About yourself", "response": "Your arm is pretty torn up. Also, you're tired and covered with mud.\n\nA bat flutters down from overhead. And another. You wave your arms, but they're keeping their distance.", "endoftext": false }, { "action": "You get the clothes", "response": "The old fiber tears without too much strain. You manage to rip loose some strips from the loose hems, lying clear of the corpse. What remains behind, stained with old decay, you'd just as soon not touch.\n\nBlood continues to trickle down your fingers.\n\nMore bats gather.", "endoftext": false }, { "action": "You wrap the arm with the clothes", "response": "(the cloth strips)\nYou quickly bind up your arm with the cloth. It stanches the bleeding, at least. You only hope that you can get to better care before infection sets in.", "endoftext": true }, { "action": "Look around", "response": "This is the bottom of a wide pit. The walls are entirely unclimbable, of course. The floor is rippled and uneven, rising to sharp blades of stone near the edge. Mud and pebbles are strewn everywhere, but there's no standing water, so -- yes -- a narrow crawl leads down in the far corner.\n\nSeveral bats flutter overhead.\n\nA twisted corpse lies nearby.\n\nThe bats seem less agitated now.\n\nA stream of bats flickers overhead, around, never settling. You wave again. They seem more attracted than frightened by your hand.", "endoftext": false }, { "action": "You look at the blades", "response": "Water dripping down has left runnels across the floor, that rise by some fluke into sharp spires by the edge of the pit. They rise like the teeth of sharks; no doubt you slashed your arm on one as you fell.", "endoftext": false }, { "action": "You hit the blades", "response": "The stone isn't thin enough to break.\n\nYou're starting to feel a bit less shaky.\n\nSomething moves on the ground nearby. You twist around violently, but it's not approaching you; the bat is crouched over the blood-stained stone where you fell.", "endoftext": false }, { "action": "You shoot bat", "response": "Tunk. The aim is tricky; your bolt misses, and ricochets wildly around the pit.", "endoftext": false }, { "action": "You get the bat", "response": "The bats whirl away at your approach, staying just out of reach.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying some cloth strips (tied around your wounded arm), your crossbow (loaded and cocked), a thighband with four bolts (strapped to your leg), and a cracked but still glowing lamplens (on your wrist).", "endoftext": false }, { "action": "Untie band", "response": "You unstrap the thighband.", "endoftext": false }, { "action": "You examine the band", "response": "It's a long band of heavy leather, with side straps, woven into a foot-long tube. The four bolts inside are secure yet easily slid out, and the whole can be strapped comfortably to your leg.", "endoftext": true }, { "action": "Look around", "response": "This is the bottom of a wide pit. The walls are entirely unclimbable, of course. The floor is rippled and uneven, rising to sharp blades of stone near the edge. Mud and pebbles are strewn everywhere, but there's no standing water, so -- yes -- a narrow crawl leads down in the far corner.\n\nBats flutter everywhere, just overhead.\n\nA twisted corpse lies nearby.\n\nYou're feeling considerably better.\n\nA bat darts towards your face, and quickly away.", "endoftext": false }, { "action": "Backwards", "response": "You shove yourself a few inches back, trying to adjust your position.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying some cloth strips (tied around your wounded arm), your crossbow (loaded and cocked), a thighband with four bolts, and a cracked and darkened lamplens (on your wrist).", "endoftext": false }, { "action": "You remove the lamplens", "response": "You slip the lamplens from your wrist.", "endoftext": false }, { "action": "Forward", "response": "You push again. It's just this spot; your hands are free in a wider area ahead. But immovable stone grates against your chest and shoulders.", "endoftext": false }, { "action": "You feel the walls", "response": "Cool damp stone.", "endoftext": false }, { "action": "You remove all", "response": "crossbow: You already have that.\nthighband: You already have that.\nlamplens: You already have that.\nbolt: You extract the bolt from the cocked crossbow.\nbolt: You can't reach back to your leg with that much dexterity.\nbolt: You can't reach back to your leg with that much dexterity.\nbolt: You can't reach back to your leg with that much dexterity.\nbolt: You can't reach back to your leg with that much dexterity.", "endoftext": false }, { "action": "You drop all", "response": "bolt: Dropped.\ncrossbow: You're not really holding the bulky thing anyway; you're pushing it down the tunnel ahead of you. You couldn't crawl past it if you tried.\nthighband: Dropped.\nlamplens: Dropped.", "endoftext": false }, { "action": "Back", "response": "You try to shove yourself back, but you cannot move.\n\nThe stone is not going to let you go.", "endoftext": false }, { "action": "Forward", "response": "You brace your legs as best you can, and shove...\n\nIt feels like scraping flesh from bone, but your shoulder tears past the edge. You lie and gasp for a moment, and then work your torso painfully through the gap.\n\nThe passage slants sharply down now, but it's widening. It's widening. You half-crawl, half-slide downward, dragging your legs out of the gap, and come to rest in what seems like blinding light --", "endoftext": false }, { "action": "Inventory", "response": "You are carrying some cloth strips (tied around your wounded arm), your crossbow (loaded and cocked), a thighband with four bolts, and a cracked and darkened lamplens (on your wrist).", "endoftext": true }, { "action": "You describe your surroundings", "response": "Water trickles over your hands, but the floor must have risen; there is less of it. But the roof lowers, and the crawl has become almost impossibly tight. And you cannot see.", "endoftext": false }, { "action": "Backward", "response": "You hunch back from the edge, twist, and manage to get your other shoulder through instead. At least it's a change.\n\nYou are never going to leave this place.", "endoftext": false }, { "action": "Forward", "response": "You brace your legs as best you can, and shove...\n\nIt feels like scraping flesh from bone, but your shoulder tears past the edge. You lie and gasp for a moment, and then work your torso painfully through the gap.\n\nThe passage slants sharply down now, but it's widening. It's widening. You half-crawl, half-slide downward, dragging your legs out of the gap, and come to rest in what seems like blinding light --\nSmallish Cave\nEventually, you manage to sit up and look around.\n\nYou are in a smallish roundish cave. Gravel and small rock chips cover the ground. Water trickles audibly, somewhere nearby. A path runs right, a steep crack heads left, and a pit climbs up.", "endoftext": false }, { "action": "About yourself", "response": "Your arm is pretty torn up. Also, you're tired and covered with mud.\n\nYou catch a distant whiff of something.", "endoftext": false }, { "action": "Smell", "response": "The faintest trace of the animal hangs in the air. It seems stronger near the steep crack to the left.", "endoftext": false }, { "action": "Left", "response": "This is a largish dome. Needles of yellow calcite spray from the rocks nearby. A steep crawl leads down, a twisting tunnel leads forward, and a low tunnel goes left.", "endoftext": false }, { "action": "Smell", "response": "The air smells of old mud.", "endoftext": false }, { "action": "You examine floor", "response": "The floor is irregular, water-worn.\n\nYou catch a distant whiff of something.", "endoftext": false }, { "action": "Smell", "response": "The faintest trace of the beast hangs in the air. It seems stronger near the twisting tunnel ahead.", "endoftext": false }, { "action": "Forward", "response": "This is a roundish room. Stalagmites cluster thickly around you. You can hear water rushing in the distance. A narrow passage heads left, a twisty tunnel runs right, and a twisting path climbs up.", "endoftext": false }, { "action": "Wave", "response": "You put your hands up in the air and wave them like -- you feel foolish.", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\nYou catch a distant whiff of something, drifting from the narrow passage to the left.\n\nYou shake your head, side to side, trying to push off the weight of weariness for another few minutes. Keep moving.", "endoftext": false }, { "action": "Left", "response": "You are in a smallish roundish cavern. Stalactites form heavy stone fringes across the ceiling. A wide path leads down, a low crack goes right, and a rough crawl leads up.", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\nYou catch a whiff of something rank from the low crack to the right.", "endoftext": false }, { "action": "Right", "response": "You are in a large, elongated dome. Stalagmites cluster thickly around you. You can hear water rushing in the distance. A passage heads left, a twisting tunnel descends, and a wide passage leads ahead.", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\nYou catch a whiff of something rank from the passage to the left.", "endoftext": false }, { "action": "Left", "response": "This is a cramped round room, with a high roof. Ropy pillars rise from floor to roof, and a small still pool lies to one side. Gravel and chipped rock cover the ground. A rough tunnel goes right, a narrow pit ascends, and a pit leads down.\n\nThe scent of the creature hangs all around you. It's welling from the pit leading down.", "endoftext": false }, { "action": "Down", "response": "The pit opens abruptly into vast space.\n\nYou emerge onto a steep slope, high above a canyon that stretches out of sight to either side. Twisted and stalactite-hung stone forms a vault overhead, which glimmers with reflections of some unseen source of light; but the canyon below is shadowed. Water rushes somewhere at its root. You could climb farther down, and a narrow crevice leads back into the rock.\n\nMovement, on a level area on the far side of the canyon, partway down. Something gliding silently back and forth, back and forth. Your prey. Waiting.", "endoftext": false }, { "action": "You look at the prey", "response": "The creature does not look small, even from up here, even half-unformed by canyon shadows. It prowls across a wide ledge across the canyon and below your level. You do not think it knows you are here.\n\nYour foot slips. For a moment your fatigue flares into panic, as you clutch to steady yourself, but you know you are tired, tired. This must end soon. Too much blood. Too much stone.", "endoftext": false }, { "action": "You shoot the prey", "response": "Tunk. And you flinch at the hissing shriek that echoes up the cave walls.\n\nThe dark shape flees -- not climbing, but running down the canyon slope, vanishing in the depths. Your thudding pulse slows.\n\nMoments later, barely sensed, the scent of blood. You have wounded the Wumpus.", "endoftext": true }, { "action": "You look at your surroundings", "response": "You have emerged onto a steep slope, high above a canyon that stretches out of sight to either side. Twisted and stalactite-hung stone forms a vault overhead, which glimmers with reflections of some unseen source of light; but the canyon below is shadowed. Water rushes somewhere at its root. You could climb farther down, and a narrow crevice leads back into the rock.", "endoftext": false }, { "action": "You jump", "response": "Jumping here would be fruitless.\n\nYour foot slips. For a moment your fatigue flares into panic, as you clutch to steady yourself, but you know you are tired, tired. This must end soon. Too much blood. Too much stone.", "endoftext": false }, { "action": "You examine the prey", "response": "The creature does not look small, even from up here, even half-unformed by canyon shadows. It prowls across a wide ledge across the canyon and below your level. You do not think it knows you are here.", "endoftext": true }, { "action": "Go downward", "response": "You turn, test your balance, and begin edging down the slope. And your foot slips. Again.\n\nYou fling your arms out, heedless of your possessions. You grasp at nothing.\n\nMuch too tired for this, you think, as you skid wildly down the canyon. A danger to yourself and everyone around you. And below, you add with distant amusement, before the bottom arrives with a horrible jolt.", "endoftext": false }, { "action": "You get the bolt", "response": "You must be getting better at this. You're only freshly bruised. Lying still, even on cold stone, is painfully easy... but after a few minutes, you find yourself struggling to stand.\n\nYou are in an alcove, a side chamber at the base of a vaulting canyon. The walls spread upward around you. And the distant roof is hung with glimmering stars -- droplet-tipped stalactites in some hidden suffusion of light. You think, against your will, that it was worth it.\n\nA crevice runs along the canyon at your feet. You can cross it and continue on ahead.\n\nThe Wumpus certainly fled this way: a pool of thick, dark, reeking blood is spilled across the ground. Bats crawl all around it -- rustling, fluttering, feasting.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying a bolt, some cloth strips (tied around your wounded arm), a thighband with three bolts, and a cracked and darkened lamplens (on your wrist).\n\n...And no crossbow. Right. You lost hold of it in the fall.", "endoftext": false }, { "action": "You search the floor", "response": "You find nothing of interest.\n\nThe bats jostle each other around the pool.", "endoftext": true }, { "action": "You look around", "response": "You are in an alcove, a side chamber at the base of a vaulting canyon. The walls spread upward around you. And the distant roof is hung with glimmering stars -- droplet-tipped stalactites in some hidden suffusion of light. A crevice runs along the canyon at your feet. You can cross it and continue on ahead.\n\nA pool of thick, dark, reeking blood is spilled across the ground. Bats crawl all around it -- rustling, fluttering, feasting.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying a bolt, some cloth strips (tied around your wounded arm), a thighband with three bolts, and a cracked and darkened lamplens (on your wrist).", "endoftext": false }, { "action": "You examine the blood", "response": "Which do you mean, your bloody wound or the pool of blood?", "endoftext": false }, { "action": "You look at the pool of the blood", "response": "The pool is clotted and dark, nearly black in this dim light. It is bitter and foul; it already smells of decay. And bats squat all around it.", "endoftext": false }, { "action": "Smell", "response": "A violent bitter reek fills the air, overlying even the animal stink of the Wumpus's presence. The blood is cooling, but not yet dry.", "endoftext": false }, { "action": "Forward", "response": "You heave yourself wearily over the crevice, and approach the twisted formations that make up the far canyon wall...\n\nAnd you round a pillar, and stop there. Here? Now?\n\nMassive buttresses of stone rise all around you, climbing the canyon wall, flowing down again in cascades of pale fluorite. A path seems to climb up among them; but you don't think you can get to it right now.\n\nThe Wumpus is crouched before you. Blood trickles from the wound your bolt tore, down its hide, puddling on the floor.\n\nIt holds your crossbow in its claws; gently cradled; loaded and cocked; steady on your throat.", "endoftext": false }, { "action": "You jump", "response": "Jumping here would be fruitless.", "endoftext": false }, { "action": "Forward", "response": "You take a tentative step towards the creature. And stop. The crossbow hasn't moved a fraction, but you see a claw moving restlessly on the trigger...", "endoftext": false }, { "action": "Back", "response": "You back up, trying not to take your eyes from its eyes. It works, or the Wumpus decides to allow it.\n\nYou are in an alcove, a side chamber at the base of a vaulting canyon. The walls spread upward around you. And the distant roof is hung with glimmering stars -- droplet-tipped stalactites in some hidden suffusion of light. A crevice runs along the canyon at your feet. You can cross it and continue on ahead.\n\nA pool of thick, dark, reeking blood is spilled across the ground. Bats crawl all around it -- rustling, fluttering, feasting.", "endoftext": false }, { "action": "You continue", "response": "The Wumpus does not hesitate. Tunk.\n\nSo this is what it's like.", "endoftext": false }, { "action": "You look at the crevice", "response": "A canyon in the canyon. It is only a couple of feet wide, though it seems to widen beneath. At the bottom, perhaps six feet below, water rushes. It is only a remnant of the river that carved this place; but it boils the more furiously for being confined.\n\nAnother bats flutters down from above, and pushes into the mass.", "endoftext": false }, { "action": "You remove the cloth", "response": "You carefully unwrap the cloth from your arm. The worst of the bleeding has stopped, although there is still a fierce ache and a slow trickle of blood.", "endoftext": false }, { "action": "Wave", "response": "You put your hands up in the air and wave them like -- you feel foolish.\n\nA bat suddenly pokes its stained nose up above the pool, casting about.", "endoftext": false }, { "action": "You show the blood to the bats", "response": "Which do you mean, your bloody wound or the pool of blood?", "endoftext": false }, { "action": "You show the wounds to the bats", "response": "You can only do that to something animate.", "endoftext": false }, { "action": "Wave", "response": "You put your hands up in the air and wave them like -- you feel foolish.\n\nThe bats jostle each other around the pool.", "endoftext": false }, { "action": "You continue", "response": "You put your hands up in the air and wave them like -- you feel foolish.\n\nTwo of the bats rattle up and begin circling above you.", "endoftext": false }, { "action": "Continue", "response": "You put your hands up in the air and wave them like -- you feel foolish.", "endoftext": false }, { "action": "You keep going", "response": "You put your hands up in the air and wave them like -- you feel foolish.\n\nSeveral of the bats are fluttering in the air around you, ignoring the drying pool of blood nearby.", "endoftext": false }, { "action": "You continue", "response": "You put your hands up in the air and wave them like -- you feel foolish.\n\nIn a rush, together and by no visible signal, the bats are airborne. The chittering cloud rises -- and then falls towards you.\n\nYou scramble back, covering your eyes; too late. The swarm is on you, harrying you, small teeth and shrieks like shards of glass. You cannot see. You stumble away from the storm, and the stone falls away into rushing water beneath you.\n\nNo doubt the bats find your body eventually.", "endoftext": false }, { "action": "Forward", "response": "A cluster of bats flickers after you, chittering. You hunch your shoulders and try to ignore them.\n\nYou heave yourself wearily over the crevice, and approach the twisted formations that make up the far canyon wall.\n\nMassive buttresses of stone rise all around you, climbing the canyon wall, flowing down again in cascades of pale fluorite. A path seems to climb up among them; but you don't think you can get to it right now.\n\nThe Wumpus is crouched before you. Blood trickles from the wound your bolt tore, down its hide, puddling on the floor. It holds your crossbow in its claws; gently cradled; loaded and cocked; steady on your throat.\n\nThe bats dive forward, then rise, emitting glass-shrill cries.", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\nMore bats are arriving, streaming across the canyon.", "endoftext": false }, { "action": "You look at Wumpus", "response": "Later, all you will be able to remember are its eyes. They are rich mud-brown, and they hold your own without effort.\n\nThe swarm grows thicker, swirling above the Wumpus, which tosses its head around angrily before returning its gaze to you.", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\nThe Wumpus flails furiously within a swarm of biting black shadows.", "endoftext": false }, { "action": "You get the bow", "response": "You begin moving towards the creature. It might be distracted enough...\n\nPerhaps not. The Wumpus lashes out with long claws, and deals a crushing blow.", "endoftext": true }, { "action": "You look around", "response": "Massive buttresses of stone rise all around you, climbing the canyon wall, flowing down again in cascades of pale fluorite. A path seems to climb up among them, beyond the writhing Wumpus.\n\nThe Wumpus is crouched before you. It sways forward and back, trying to escape the assault, and the crossbow wavers.\n\nBats rush overhead in a vast wheeling cloud.\n\nThe Wumpus turns towards you, shielding its face from the bats. There is understanding somewhere in there, what you have done to it and why -- and rage.\n\nIt lunges at you, heedless now of what the bats might do; it only wants to reach you with its claws.", "endoftext": false }, { "action": "Back", "response": "You back up. The Wumpus doesn't seem to notice your retreat.\n\nYou are in an alcove, a side chamber at the base of a vaulting canyon. The walls spread upward around you. And the distant roof is hung with glimmering stars -- droplet-tipped stalactites in some hidden suffusion of light. A crevice runs along the canyon at your feet. You can cross it and continue on ahead.\n\nA pool of thick, dark, reeking blood is spilled across the ground.\n\nSwarms of bats are swirling in from everywhere. A few circle the pool, but most disappear off across the canyon.\n\nThere is a roar, and something huge looms over you. The dark eyes of the Wumpus peer out of a chittering swarm. There is understanding somewhere in there, what you have done to it and why -- and rage.\n\nThe Wumpus lunges towards you, heedless now of what the bats might do; it only wants to reach you with its claws.", "endoftext": false }, { "action": "Shout", "response": "(to the Wumpus)\nYou begin moving towards the creature. It might be distracted enough...\n\nPerhaps not. The Wumpus lashes out with long claws, and deals a crushing blow.", "endoftext": true }, { "action": "Look around", "response": "Massive buttresses of stone rise all around you, climbing the canyon wall, flowing down again in cascades of pale fluorite. A path seems to climb up among them; but you don't think you can get to it right now.\n\nThe Wumpus is crouched before you. Blood trickles from the wound your bolt tore, down its hide, puddling on the floor. It holds your crossbow in its claws; gently cradled; loaded and cocked; steady on your throat.\n\nBats circle warily overhead.\n\nMore bats are arriving, streaming across the canyon.", "endoftext": false }, { "action": "Back", "response": "You back up, trying not to take your eyes from its eyes. It works, or the Wumpus decides to allow it.\n\nYou are in an alcove, a side chamber at the base of a vaulting canyon. The walls spread upward around you. And the distant roof is hung with glimmering stars -- droplet-tipped stalactites in some hidden suffusion of light. A crevice runs along the canyon at your feet. You can cross it and continue on ahead.\n\nA pool of thick, dark, reeking blood is spilled across the ground. Bats still crawl around it, but more are rising every moment.\n\nThe last of the bats flutters up from the pool. Others are dropping from above, from every direction, and streaming across the canyon.", "endoftext": false }, { "action": "Back", "response": "You can see no way through in that direction.\n\nYou hear an angry hiss from across the canyon.", "endoftext": false }, { "action": "Go upward", "response": "The climb is beyond you.\n\nStreams of bats continue to converge and swarm towards the Wumpus. The rattling of wings is overwhelming.", "endoftext": true }, { "action": "You go downwards", "response": "You lower yourself through the crevice, and drop.\n\nYou have underestimated the strength of the current, and the depth. The water seizes you and batters you away.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying a bolt, some cloth strips, a thighband with three bolts, and a cracked and darkened lamplens (on your wrist).\n\nA hissing shriek echoes across the canyon. Bats scatter.", "endoftext": false }, { "action": "Forward", "response": "You heave yourself wearily over the crevice, following the bats.\n\nMassive buttresses of stone rise all around you, climbing the canyon wall, flowing down again in cascades of pale fluorite. A path seems to climb up among them, beyond the writhing Wumpus.\n\nThe Wumpus is crouched before you. It sways forward and back, trying to escape the assault, and the crossbow wavers.\n\nBats rush overhead in a vast wheeling cloud.\n\nThe Wumpus flails furiously within a swarm of biting black shadows.", "endoftext": false }, { "action": "You grab bow", "response": "You begin moving towards the creature. It might be distracted enough...\n\nPerhaps not. The Wumpus lashes out with long claws, and deals a crushing blow.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying a bolt, some cloth strips, a thighband with three bolts, and a cracked and darkened lamplens (on your wrist).\n\nThe swarm grows thicker, swirling above the Wumpus, which tosses its head around angrily before returning its gaze to you.", "endoftext": true }, { "action": "Look around", "response": "Massive buttresses of stone rise all around you, climbing the canyon wall, flowing down again in cascades of pale fluorite. A path seems to climb up among them, beyond the writhing Wumpus.\n\nThe Wumpus is crouched before you. It sways forward and back, trying to escape the assault, and the crossbow wavers.\n\nBats rush overhead in a vast wheeling cloud.\n\nThe Wumpus flails furiously within a swarm of biting black shadows.", "endoftext": false }, { "action": "You examine the stone", "response": "Limestone, streaked and banded, rippled and bulged and twisted like the flesh of some living thing. You've seen many caves before, but the beauty never wearies.\n\nThe Wumpus flails furiously within a swarm of biting black shadows.", "endoftext": false }, { "action": "You grab the bats", "response": "You want to get closer to them?\n\nThe Wumpus flails furiously within a swarm of biting black shadows.", "endoftext": false }, { "action": "You hit the stone", "response": "There are better targets.\n\nThe Wumpus flails furiously within a swarm of biting black shadows.", "endoftext": false }, { "action": "You get the stone", "response": "That's hardly portable.\n\nThe Wumpus flails furiously within a swarm of biting black shadows.", "endoftext": false }, { "action": "You go upward", "response": "You take a hesitant step sideways. And another, sliding past the beast, trying to be a thin part of the canyon wall...\n\nThe Wumpus, lashing out at bats, doesn't seem to notice.\n\nYou are partway up the canyon wall, on a narrow path that climbs from ledge to ledge. The cavern is vast around you, water-hewn strata stretching upward to the stone forest of the roof; and somewhere above you, a crack of daylight sets it all glimmering...\n\nDown on the canyon floor, the Wumpus thrashes within a rustling black cloud. Dark growls rise to you.", "endoftext": false }, { "action": "Forward", "response": "You can see no way through in that direction.\n\nThe Wumpus screams.", "endoftext": false }, { "action": "You climb", "response": "(the bolt)\nI don't think much is to be achieved by that.\n\nThere is a roar, and something huge lurches up the path. The dark eyes of the Wumpus peer out of a chittering swarm. There is understanding somewhere in there, what you have done to it and why -- and rage.\n\nIt lunges at you, heedless now of what the bats might do; it only wants to reach you with its claws.", "endoftext": false }, { "action": "Go upwards", "response": "You pick your way... slowly... up the canyon wall. Everything is heavy; you're glad you have nothing more to carry.\n\nSomewhere below, a hissing scream is cut off, abruptly. You round a pale fold of limestone, and you are blinded by daylight.", "endoftext": true }, { "action": "You look at your surroundings", "response": "You are partway up the canyon wall, on a narrow path that climbs from ledge to ledge. The cavern is vast around you, water-hewn strata stretching upward to the stone forest of the roof; and somewhere above you, a crack of daylight sets it all glimmering...\n\nDown on the canyon floor, the Wumpus thrashes within a rustling black cloud. Dark growls rise to you.\n\nThere is a roar, and something huge lurches up the path. The dark eyes of the Wumpus peer out of a chittering swarm. There is understanding somewhere in there, what you have done to it and why -- and rage.\n\nIt lunges at you, heedless now of what the bats might do; it only wants to reach you with its claws.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying a bolt, some cloth strips, a thighband with three bolts, and a cracked and darkened lamplens (on your wrist).\n\nThere is a roar, and something huge lurches up the path. The dark eyes of the Wumpus peer out of a chittering swarm. There is understanding somewhere in there, what you have done to it and why -- and rage.\n\nIt lunges at you, heedless now of what the bats might do; it only wants to reach you with its claws.", "endoftext": false }, { "action": "You throw the cloth at Wumpus", "response": "The Wumpus is down below, on the floor of the canyon.\n\nThere is a roar, and something huge lurches up the path. The dark eyes of the Wumpus peer out of a chittering swarm. There is understanding somewhere in there, what you have done to it and why -- and rage.\n\nIt lunges at you, heedless now of what the bats might do; it only wants to reach you with its claws.", "endoftext": false }, { "action": "You wait for a while", "response": "Time passes.\n\nThere is a roar, and something huge lurches up the path. The dark eyes of the Wumpus peer out of a chittering swarm. There is understanding somewhere in there, what you have done to it and why -- and rage.\n\nIt lunges at you, heedless now of what the bats might do; it only wants to reach you with its claws.", "endoftext": false }, { "action": "%", "response": ": :\n: :\n: Hunter :\n: :\n: :\n: :", "endoftext": false }, { "action": "Go upwards", "response": "You take a tentative step towards the creature. And stop. The crossbow hasn't moved a fraction, but you see a claw moving restlessly on the trigger...\n\nMore bats are arriving, streaming across the canyon.", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\nThe swarm grows thicker, swirling above the Wumpus, which tosses its head around angrily before returning its gaze to you.", "endoftext": false }, { "action": "You go upward", "response": "You take a hesitant step sideways. And another, sliding past the beast, trying to be a thin part of the canyon wall...\n\nThe Wumpus, lashing out at bats, doesn't seem to notice.\n\nYou are partway up the canyon wall, on a narrow path that climbs from ledge to ledge. The cavern is vast around you, water-hewn strata stretching upward to the stone forest of the roof; and somewhere above you, a crack of daylight sets it all glimmering...\n\nDown on the canyon floor, the Wumpus thrashes within a rustling black cloud. Dark growls rise to you.", "endoftext": false }, { "action": "Go upwards", "response": "You pick your way... slowly... up the canyon wall. Everything is heavy; you're glad you have nothing more to carry.\n\nSomewhere below, a hissing scream is cut off, abruptly. You round a pale fold of limestone, and you are blinded by daylight.", "endoftext": false }, { "action": "Attack wumpus", "response": "The Wumpus is down below, on the floor of the canyon.", "endoftext": false }, { "action": "You jump", "response": "Jumping here would be fruitless.\n\nThe Wumpus screams.", "endoftext": true }, { "action": "Go downward", "response": "You begin picking your way back down towards the canyon floor.\n\nThere is a roar, and something huge lurches up the path. The dark eyes of the Wumpus peer out of a chittering swarm. There is understanding somewhere in there, what you have done to it and why -- and rage.\n\nIt lunges at you, heedless now of what the bats might do; it only wants to reach you with its claws.", "endoftext": false }, { "action": "You look at the ledge", "response": "The path climbs up towards light.\n\nThere is a roar, and something huge lurches up the path. The dark eyes of the Wumpus peer out of a chittering swarm. There is understanding somewhere in there, what you have done to it and why -- and rage.\n\nIt lunges at you, heedless now of what the bats might do; it only wants to reach you with its claws.", "endoftext": false }, { "action": "You look at the ledge", "response": "The path climbs up towards light.", "endoftext": false }, { "action": "You examine the wall", "response": "Limestone, streaked and banded, rippled and bulged and twisted like the flesh of some living thing. You've seen many caves before, but the beauty never wearies.\n\nThe Wumpus screams.", "endoftext": false }, { "action": "You shout at the wall", "response": "(to yourself)\nThere is no reply.\n\nThere is a roar, and something huge lurches up the path. The dark eyes of the Wumpus peer out of a chittering swarm. There is understanding somewhere in there, what you have done to it and why -- and rage.\n\nIt lunges at you, heedless now of what the bats might do; it only wants to reach you with its claws.", "endoftext": false }, { "action": "You hit wall", "response": "There are better targets.", "endoftext": true }, { "action": "Go down", "response": "You can see no way through in that direction.\n\nThe Wumpus flails furiously within a swarm of biting black shadows.", "endoftext": false }, { "action": "Go north", "response": "Those directions have meaning under the stars and the sun. These caves... contain only themselves.\n\nThe Wumpus flails furiously within a swarm of biting black shadows.", "endoftext": false }, { "action": "North", "response": "Those directions have meaning under the stars and the sun. These caves... contain only themselves.\n\nThe Wumpus screams.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying a bolt, some cloth strips, a thighband with three bolts, and a cracked and darkened lamplens (on your wrist).\n\nThere is a roar, and something huge lurches up the path. The dark eyes of the Wumpus peer out of a chittering swarm. There is understanding somewhere in there, what you have done to it and why -- and rage.\n\nIt lunges at you, heedless now of what the bats might do; it only wants to reach you with its claws.", "endoftext": false }, { "action": "You get the bolt", "response": "(the bolt)\nYou already have that.\n\nMore bats are arriving, streaming across the canyon.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying a bolt, some cloth strips, a thighband with three bolts, and a cracked and darkened lamplens (on your wrist).\n\nThe swarm grows thicker, swirling above the Wumpus, which tosses its head around angrily before returning its gaze to you.", "endoftext": false }, { "action": "You examine lamplens", "response": "The lamp's cracked face is dark.\n\nThe Wumpus flails furiously within a swarm of biting black shadows.", "endoftext": false }, { "action": "You throw the bolt at Wumpus", "response": "(the bolt at the Wumpus)\nYou begin moving towards the creature. It might be distracted enough...\n\nPerhaps not. The Wumpus lashes out with long claws, and deals a crushing blow.", "endoftext": false }, { "action": "You throw the bolt at Wumpus", "response": "(the bolt at the Wumpus)\nThe Wumpus is down below, on the floor of the canyon.", "endoftext": false }, { "action": "You drop the lamplens", "response": "Dropped.", "endoftext": false }, { "action": "Go upwards", "response": "You pick your way... slowly... up the canyon wall. Everything is heavy; you're glad you have nothing more to carry.\n\nSomewhere below, a hissing scream is cut off, abruptly. You round a pale fold of limestone, and you are blinded by daylight.", "endoftext": false }, { "action": "You remove the lamplens", "response": "You slip the lamplens from your wrist.\n\nMore bats are arriving, streaming across the canyon.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying a bolt, some cloth strips, a thighband with three bolts, and a cracked and darkened lamplens.\n\nThe swarm grows thicker, swirling above the Wumpus, which tosses its head around angrily before returning its gaze to you.", "endoftext": false }, { "action": "Clean lamplens", "response": "Nothing happens.\n\nThe Wumpus flails furiously within a swarm of biting black shadows.", "endoftext": false }, { "action": "You fix the lamplens", "response": "You're no specialist; you just use the things. You'll be... you hope... buying a new one.\n\nThe Wumpus flails furiously within a swarm of biting black shadows.", "endoftext": false }, { "action": "You tie the cloth to bolt", "response": "(the bolt)\nYou would achieve nothing by this.\n\nThe Wumpus flails furiously within a swarm of biting black shadows.", "endoftext": false }, { "action": "Left", "response": "You can see no way through in that direction.\n\nThe Wumpus turns towards you, shielding its face from the bats. There is understanding somewhere in there, what you have done to it and why -- and rage.\n\nIt lunges at you, heedless now of what the bats might do; it only wants to reach you with its claws.", "endoftext": true }, { "action": "%", "response": ": :\n: :\n: Hunter :\n: :\n: :\n: :", "endoftext": false }, { "action": "You examine the stone", "response": "Limestone, streaked and banded, rippled and bulged and twisted like the flesh of some living thing. You've seen many caves before, but the beauty never wearies.\n\nSomething shifts in the darkness ahead, a great silent bulk. Your prey.", "endoftext": false }, { "action": "Ahead", "response": "You creep up the passage, as stealthily as you can. It must be retreating ahead, for you see only empty stone, though the smell grows harsher...\n\nAnd the eyes of the beast are on you, and claws come out of the night.", "endoftext": true }, { "action": "You look around", "response": "The cave narrows ahead, a tight crawl winding around folds of limestone. A low passage descends to your right, and there is a side chamber on the left.\n\nA faint rustling echoes deep in the side chamber, and the laughing chitter of bats.", "endoftext": true }, { "action": "You look at your surroundings", "response": "The cave narrows ahead, a tight crawl winding around folds of limestone. A low passage descends to your right, and there is a side chamber on the left.", "endoftext": false }, { "action": "Go upwards", "response": "Ascent is impossible.", "endoftext": false }, { "action": "R.", "response": "What do you want to drop?", "endoftext": false }, { "action": "Right", "response": "The side passage is out of reach.", "endoftext": false }, { "action": "Left", "response": "Both side passages are well above you, and a fair distance around the pit wall as well.", "endoftext": false }, { "action": "You climb", "response": "What do you want to climb?", "endoftext": false }, { "action": "You look at pit", "response": "Which do you mean, the pit above or the pit below?", "endoftext": false }, { "action": "You examine the pit below", "response": "You can make out the pit floor. It's only two or three body-lengths down; but the stone formations directly below you look vicious.", "endoftext": false }, { "action": "You jump", "response": "The rope curves some fifteen feet above you. Jumping is just a bit optimistic.", "endoftext": false }, { "action": "You look at the rope", "response": "It's a rope. Someone must have been trying to cross the pit. Yes, you can make out the side passages now -- dark patches in the walls above you. The rope seems to be tied to a pillar by one; the other end is wound around an opposite pillar, hooked precariously by something white and curved.", "endoftext": false }, { "action": "You examine the chamber", "response": "A high chamber lies to your left. You cannot see its far side, but the rustle of cave bats drifts from the darkness.", "endoftext": false }, { "action": "You examine lamplens", "response": "A clear glareless light pours from the lamp's curved face.", "endoftext": true }, { "action": "You look at your surroundings", "response": "You stand at the bottom of a rising passage. Before you is a deep pit. The sides are steep but not vertical; you might be able to scramble down, but you make no bets about climbing back up.", "endoftext": true }, { "action": "Go downwards", "response": "You sit at the edge, turn, catch, and hang full-length against the wall. There ought to be a foothold...\n\nWell, perhaps not. You slam into the ledge and lean into stone, face and belly, trying not to slide any farther.\n\nAfter a moment you retake your balance, and turn. This ledge is barely two feet wide at most. You try not to feel like it's angled slightly outward. The pit stretches above and below you; but you can see no way to climb from here, either way.\n\nA gentle arc hangs across the pit, well above your head.", "endoftext": false }, { "action": "You examine arc", "response": "It's a rope. Someone must have been trying to cross the pit. Yes, you can make out the side passages now -- dark patches in the walls above you. The rope seems to be tied to a pillar by one; the other end is wound around an opposite pillar, hooked precariously by something white and curved.", "endoftext": false }, { "action": "You look at pillar", "response": "Which do you mean, the left side passage or the right side passage?", "endoftext": false }, { "action": "You examine left pillar", "response": "The passage is just a dark patch in the side of the pit, off to the side and far above the ledge you stand on. Its outline is ragged with stalactites and flowstone pillars where water has dripped for millennia down the pit walls. A rope is tied securely to one such pillar, and stretches across the pit.", "endoftext": true }, { "action": "Go downwards", "response": "You dangle your legs over the edge again, and turn and hang... and look down. And change your mind. The spires below are like fangs in a stone maw. You scramble back to the ledge to think it over.", "endoftext": true }, { "action": "You go downwards", "response": "You dangle your legs over the edge again, and turn and hang... and steel yourself, and drop.\n\nThe stone blades that impale you probably aren't that large, in truth. You don't care. The sound of fluttering wings draws closer.", "endoftext": false }, { "action": "You look at the floor", "response": "The floor is irregular, water-worn.", "endoftext": false }, { "action": "You examine the ceiling", "response": "Dark stone glistens overhead.", "endoftext": false }, { "action": "You look at the passage", "response": "The passage rises behind you.", "endoftext": false }, { "action": "You look at the stone", "response": "(the stone blades)\nSharp spires rise directly below you -- some chance result of dripping minerals and flowing water. If you try to descend farther, you'll slip and probably fall into them.", "endoftext": false }, { "action": "You take the bolt", "response": "(the bolt)\nYou extract the bolt from the crossbow.", "endoftext": false }, { "action": "You put the bolt in the wall", "response": "(the bolt in the stone wall)\nThat can't contain things.", "endoftext": false }, { "action": "You hit wall", "response": "There are better targets.", "endoftext": true }, { "action": "You look at your surroundings", "response": "This ledge is barely two feet wide at most. You try not to feel like it's angled slightly outward. The pit stretches above and below you; but you can see no way to climb from here, either way.\n\nA gentle arc hangs across the pit, well above your head.", "endoftext": false }, { "action": "Ahead", "response": "You creep up the passage, as stealthily as you can. It must be retreating ahead, for you see only empty stone, though the smell grows harsher...\n\nAnd the eyes of the beast are on you, and claws come out of the night.", "endoftext": false }, { "action": "Go upwards", "response": "You knew when you slid down here that climbing back would be impossible.\n\nSomething shifts in the darkness ahead, a great silent bulk. Your prey.", "endoftext": false }, { "action": "You examine the thighband", "response": "It's a long band of heavy leather, with side straps, woven into a foot-long tube. The four bolts inside are secure yet easily slid out, and the whole is strapped comfortably to your leg.", "endoftext": false }, { "action": "You remove the bolts", "response": "bolt: You extract the bolt from the crossbow.\nbolt: You slide a bolt from your thighband.\nbolt: You slide a bolt from your thighband.\nbolt: You slide a bolt from your thighband.\nbolt: You slide the last bolt from your thighband.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying four bolts, your crossbow (loaded with a bolt), an empty thighband, and a brightly-glowing lamplens (on your wrist).", "endoftext": false }, { "action": "You examine the thighband", "response": "It's a long band of heavy leather, with side straps, woven into a foot-long tube. It can be strapped comfortably to your leg. The band is empty.", "endoftext": false }, { "action": "You shoot the rope", "response": "Tunk. Well shot -- the bolt catches the rope neatly in the center, whipping it upward before shearing through. The ends dance like mad snakes, then settle.", "endoftext": false }, { "action": "You wear the thigh", "response": "(first taking your leg)\nAutodismemberment isn't the answer to this one.", "endoftext": false }, { "action": "You wear the thighband", "response": "You fasten the band back on.", "endoftext": false }, { "action": "You put the bolts in the thighband", "response": "bolt: Done.\nbolt: Done.\nbolt: Done.", "endoftext": false }, { "action": "You grab the rope", "response": "You move to the extreme right side of the ledge and stretch, but the cut end of the rope is too far up and out. The left end is no better.", "endoftext": false }, { "action": "You look at the rope", "response": "You've split the rope. Half hangs down from the left side passage where it's tied; the other dangles from the curved white claw that hooks it by the right passage. The cut ends are several feet above your head.", "endoftext": false }, { "action": "You examine the hands", "response": "It's been there all your life.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying your crossbow, a thighband with four bolts (strapped to your leg), and a brightly-glowing lamplens (on your wrist).", "endoftext": false }, { "action": "Examine left", "response": "The passage is just a dark patch in the side of the pit, off to the side and far above the ledge you stand on. Its outline is ragged with stalactites and flowstone pillars where water has dripped for millennia down the pit walls. A rope is tied securely to one such pillar, and hangs down the wall to a point above your head.", "endoftext": false }, { "action": "You examine right", "response": "The passage is just a dark patch in the side of the pit, off to the side and far above the ledge you stand on. Its outline is ragged with stalactites and flowstone pillars where water has dripped for millennia down the pit walls. A rope is wrapped around one such pillar, hooked to itself with a curved white claw. The rope hangs down the wall to a point above your head.", "endoftext": false }, { "action": "You look at the claw", "response": "Long, curved, white -- it's a claw, a broken-off claw of the animal that you seek. Half the rope is still tied to it, and the makeshift grapple is wound precariously around a pillar by the right passage, above you.", "endoftext": false }, { "action": "You remove the bolt", "response": "(first taking the bolt)\nYou slide a bolt from your thighband.", "endoftext": false }, { "action": "You shoot claw", "response": "Tunk. Well shot -- the claw is dislodged, whirls furiously around the pillar, and falls free. Its half of the rope snakes down into the darkness.", "endoftext": false }, { "action": "You look at the white", "response": "Long, curved, white -- it's a claw, a broken-off claw of the creature that you seek. The rope is tied to it, and the makeshift grapple is wound precariously around a pillar by the right passage, above you.", "endoftext": false }, { "action": "You let go", "response": "What do you want to let go of?", "endoftext": false }, { "action": "You let go of the rope", "response": "There is a moment of free fall, and then you are impaled on stone spires.", "endoftext": true }, { "action": "Look around", "response": "This ledge is barely two feet wide at most. You try not to feel like it's angled slightly outward. The pit stretches above and below you; but you can see no way to climb from here, either way.\n\nThe rope hangs down the pit wall to your left. The claw dangles from its end, at about the level of your waist.", "endoftext": false }, { "action": "You shoot claw", "response": "Tunk. Your bolt sets the claw spinning wildly at the end of the rope.", "endoftext": false }, { "action": "Cock crossbow", "response": "You pull down the lever, winching the string back until the kolt-pin locks behind the warden.", "endoftext": false }, { "action": "You shoot the rope", "response": "Tunk. Well shot again; the bolt snags the middle of the rope and shears through. The lower half of the rope, with claw attached, snakes down into the darkness below.", "endoftext": false }, { "action": "You grab the rope", "response": "You move to the extreme left side of the ledge and stretch, but the cut end of the rope is too far up and out.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying your crossbow, a thighband with four bolts, and a brightly-glowing lamplens (on your wrist).", "endoftext": false }, { "action": "You let go of the rope", "response": "You twist back, forth, back, increasing your swing. Now -- you're rising away from the spires, which look sharper than ever -- you let go of the claw, finally, the pain nearly stops -- and you drop --", "endoftext": true }, { "action": "Look around", "response": "You begin to drag yourself up. Ah -- no, you won't be putting any weight on your hands. They're badly torn up, and bleeding freely.\n\nThis is the bottom of a wide pit. The walls are entirely unclimbable, of course. The floor is rippled and uneven, rising to sharp blades of stone near the edge. Mud and pebbles are strewn everywhere, but there's no standing water, so -- yes -- a narrow crawl leads down in the far corner.\n\nA twisted shape lies nearby.", "endoftext": false }, { "action": "You look at the clothes", "response": "The corpse is wrapped in rags gone colorless with time. The cloth is cracked and stained where it rested against flesh, but much is merely old.\n\nBlood continues to trickle down your fingers.\n\nMore bats gather.", "endoftext": false }, { "action": "You get the clothes", "response": "The old fiber tears without too much strain. You manage to rip loose some strips from the loose hems, lying clear of the corpse. What remains behind, stained with old decay, you'd just as soon not touch.\n\nYou are starting to feel quite chill and distant.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying some cloth strips, your crossbow, a thighband with four bolts (strapped to your leg), and a cracked but still glowing lamplens (on your wrist).\n\nA stream of bats flickers overhead, around, never settling. You wave again. They seem more attracted than frightened by your hand.", "endoftext": false }, { "action": "You wrap the hand with the cloth", "response": "You quickly bind up your hands with the cloth. It stanches the bleeding, at least. You only hope that you can get to better care before infection sets in.", "endoftext": true }, { "action": "Describe the surroundings", "response": "This is the bottom of a wide pit. The walls are entirely unclimbable, of course. The floor is rippled and uneven, rising to sharp blades of stone near the edge. Mud and pebbles are strewn everywhere, but there's no standing water, so -- yes -- a narrow crawl leads down in the far corner.\n\nBats flutter everywhere, just overhead.\n\nA twisted corpse lies nearby.\n\nThe bats seem less agitated now.\n\nSomething moves on the ground nearby. You twist around violently, but it's not approaching you; the bat is crouched over the blood-stained stone where you fell.", "endoftext": true }, { "action": "Go downwards", "response": "You kneel, stiffly, and poke your head into the opening. It's tight, and it looks like it gets tighter ahead. No help for it -- you crawl inside, pushing the crossbow awkwardly ahead of you.\n\nYou're on your hands and knees in a throat of stone. The roof dips even lower ahead. If you advance, it'll be squirming forwards on your belly. And squirming backwards will be impossible, you think grimly.", "endoftext": true }, { "action": "You look around", "response": "You lie on your side, gasping, trying to recover some strength. Your back is sore; your neck is worse. Your head aches from cracking into unexpected stone. A cold stony knot presses into your left side, your right knee.\n\nA trickle of water runs past you, and merges into a shallow pool at your fingertips.", "endoftext": false }, { "action": "Ahead", "response": "You stretch your hands forward, submerging them. Hunch, stretch. Inchworm... inchworm...\n\nYour arms are submerged, and water ripples at your chin. No room to lift your head. You turn your face to the side, cheek scraping against the damn everpresent stone, and stretch again.\n\nYour lamp flickers once and goes out.\n\nYou are lying in cold still water. It licks at your cheek and arms, and across the backs of your thighs. The chill makes your bruised knees and chest hurt all the more; your neck screams from craning high enough to breathe, but there is no room to sit up. No room to turn. No room.", "endoftext": false }, { "action": "Ahead", "response": "You struggle on. You hope the water grows no deeper. That thought occupies you for a few more hunches, a few more stretches. Grow no deeper. If the water grows deeper... Grow no deeper. You shake that away, and nothing comes to replace it.\n\nYou crawl on in the dark. The water grows no deeper.\n\nMaybe it's not as deep now?\n\nWater trickles over your hands, but the floor must have risen; there is less of it... a note of hope. But you cannot see.", "endoftext": false }, { "action": "Right", "response": "You are in a small, oblong cave. Cascades of white flowstone billow across the walls, and you can hear water rushing in the distance. The ground is worn into polished flowing curves. A path goes right, a wide crack leads down, and a narrow crawl leads ahead.", "endoftext": false }, { "action": "Right", "response": "You are in a largish roundish cave. A thin layer of mud lies underfoot. Ropy pillars rise from floor to roof, and a small still pool lies to one side. A crack runs left, a narrow crawl ascends, and a twisty passage descends.", "endoftext": true }, { "action": "Go downwards", "response": "This is a smallish round cave, with a low roof. You can hear water rushing in the distance. A low path leads left, a rough crawl leads right, and a crawl heads up.", "endoftext": false }, { "action": "You examine the pool", "response": "Just a bit of muddy water that's gathered at a low point in the cave.", "endoftext": false }, { "action": "You search the pool", "response": "There is nothing in the water but silt.\n\nYou catch a distant whiff of something.", "endoftext": false }, { "action": "Left", "response": "You are in a tiny, oblong cavern. A thin layer of mud lies underfoot. Needles of white calcite spray from the rocks nearby, and a small still pool lies to one side. A chimney ascends, a rough path runs right, and a tunnel descends.", "endoftext": false }, { "action": "You examine chimney", "response": "A chimney ascends. You can see only more darkness beyond.", "endoftext": false }, { "action": "Go upward", "response": "This is a small, elongated cave. The floor is crusted with wet sand. A rough crack leads forward, a steep passage goes left, and a passage leads right.", "endoftext": false }, { "action": "Forward", "response": "You grimly push your aching feet onward.\n\nThis is a cramped, oblong cavern. Cascades of violet flowstone billow across the walls, and stalagmites cluster thickly around you. A pit climbs up, a path runs down, and a path leads ahead.", "endoftext": false }, { "action": "Ahead", "response": "This is a round room. A small still pool lies to one side, and delicate dark grey crystals grow everywhere. A wide passage leads left, a low tunnel heads up, and a twisty pit runs down.", "endoftext": false }, { "action": "You examine the pool", "response": "Just a bit of muddy water that's gathered at a low point in the cave.", "endoftext": true }, { "action": "Go down", "response": "You are in a smallish cavern, with a low roof. Brown striations band the walls. A chimney leads up, a twisting path leads forward, and a wide crack goes left.", "endoftext": false }, { "action": "Right", "response": "You are in an elongated pit. Stalactites hang low overhead, and stalagmites cluster thickly around you. A low passage climbs up, a tunnel heads left, and a passage heads right.", "endoftext": false }, { "action": "Right", "response": "This is a cramped, oblong room. Orange travertine seems to pour down the wall nearby, and the air is chill and damp. A thick layer of mud lies underfoot. A wide passage runs left, a path leads ahead, and a wide tunnel goes right.", "endoftext": false }, { "action": "Right", "response": "This is a pit. The floor is crusted with damp sand. A steep tunnel leads up, a twisty passage leads right, and a steep crawl heads down.", "endoftext": false }, { "action": "Right", "response": "You are in a large round dome. Gravel and small rock chips cover the ground. Water trickles audibly, somewhere nearby. A crawl descends, a twisty passage runs right, and a tunnel climbs up.", "endoftext": false }, { "action": "Right", "response": "This is a dull room. Lacy, twisted pillars rise from floor to roof. A twisting tunnel goes right, a tunnel goes left, and a twisting passage leads up.", "endoftext": false }, { "action": "Right", "response": "You grimly push your aching feet onward.\n\nYou are in a tiny, elongated cavern which is mazed with fine cracks. Water trickles audibly, somewhere nearby, and cascades of greenish flowstone billow across the walls. A path runs down, a tunnel leads forward, and a narrow crawl leads left.", "endoftext": false }, { "action": "You go upwards", "response": "You grimly push your aching feet onward.\n\nYou are in a largish roundish cave. A thin layer of mud lies underfoot. Ropy pillars rise from floor to roof, and a small still pool lies to one side. A crack runs left, a narrow crawl ascends, and a twisty passage descends.", "endoftext": false }, { "action": "Left", "response": "You are in a tiny, oblong cavern. A thin layer of mud lies underfoot. Needles of white calcite spray from the rocks nearby, and a small still pool lies to one side. A chimney ascends, a rough path runs right, and a tunnel descends.", "endoftext": true }, { "action": "Go downwards", "response": "This is a roundish pit. Needles of pale grey calcite spray from the rocks here and there, and gravel and chipped rock cover the ground. A twisting crawl heads right, a passage runs down, and a narrow tunnel leads ahead.", "endoftext": true }, { "action": "Go downwards", "response": "You are in a tiny cavern. Fine dry sand is drifted delicately across the floor. A twisty pit heads down, a steep tunnel goes left, and a twisting path leads right.", "endoftext": false }, { "action": "Ahead", "response": "This is a largish, elongated dome. Delicate brown crystals grow everywhere. A narrow crack goes right, a twisty passage leads up, and a twisting passage leads down.", "endoftext": true }, { "action": "Go down", "response": "This is a dull room. Gravel and chipped rock cover the ground. Water trickles audibly, somewhere nearby. A tunnel descends, a tunnel leads ahead, and a twisty tunnel heads left.", "endoftext": false }, { "action": "Right", "response": "You are in a large round pit. Water trickles audibly, somewhere nearby. A wide crawl leads right, a passage leads left, and a wide path heads up.", "endoftext": false }, { "action": "Go upward", "response": "This is a dull room. A thick layer of mud lies underfoot. Stalactites form heavy stone fringes across the roof, and a small still pool lies to one side. A passage leads ahead, a passage runs left, and a narrow passage runs right.", "endoftext": false }, { "action": "Right", "response": "You are in a smallish cave. A thin layer of mud lies underfoot. The uncertain light seems a bit brighter. A rough tunnel leads ahead, a narrow path descends, and a rough tunnel heads left.", "endoftext": false }, { "action": "You go upwards", "response": "You grimly push your aching feet onward.\n\nThis is a dull room. A thick layer of mud lies underfoot. Stalactites form heavy stone fringes across the roof, and a small still pool lies to one side. A passage leads ahead, a passage runs left, and a narrow passage runs right.", "endoftext": false }, { "action": "Smell", "response": "The air smells of old mud.", "endoftext": false }, { "action": "You listen", "response": "Stone-silence. Water drips somewhere.\n\nYou catch a distant whiff of something.", "endoftext": false }, { "action": "Ahead", "response": "This is a large, oblong dome. A thick layer of mud lies underfoot. The uncertain light seems a bit dimmer. A steep crack climbs up, a crawl leads ahead, and a wide passage heads left.", "endoftext": false }, { "action": "Left", "response": "This is a tiny roundish cavern which is mazed with fine cracks. The uncertain light seems a bit brighter, and lacy, twisted pillars rise from floor to roof. A tunnel heads right, a low crack heads up, and a crack runs down.", "endoftext": true }, { "action": "You go down", "response": "You are in a cramped cavern, with a high roof. Stalactites hang low overhead, and you can hear water rushing in the distance. The ground is worn into polished flowing curves. A pit leads down, a low chimney ascends, and a passage leads ahead.", "endoftext": false }, { "action": "You listen", "response": "Stone-silence. Water drips somewhere.\n\nYou catch a whiff of something rank.", "endoftext": false }, { "action": "Go upward", "response": "This is a dull room. A thick layer of mud lies underfoot. Stalactites form heavy stone fringes across the roof, and a small still pool lies to one side. A passage leads ahead, a passage runs left, and a narrow passage runs right.", "endoftext": false }, { "action": "You examine the pillars", "response": "Hours ago, you might have been impressed.", "endoftext": false }, { "action": "You examine the walls", "response": "Limestone, streaked and banded, rippled and bulged and twisted like the flesh of some living thing. You've seen many caves before, but the beauty never wearies.\n\nYou shake your head, side to side, trying to push off the weight of weariness for another few minutes. Keep moving.", "endoftext": false }, { "action": "You go crack", "response": "Which do you mean, the low crack up or the crack down?", "endoftext": false }, { "action": "You go right", "response": "You are in a dull room. Brown travertine seems to pour endlessly down the wall nearby. A twisty tunnel leads forward, a pit leads down, and a twisty crawl goes left.", "endoftext": false }, { "action": "Forward", "response": "This is a roundish pit. Needles of pale grey calcite spray from the rocks here and there, and gravel and chipped rock cover the ground. A twisting crawl heads right, a passage runs down, and a narrow tunnel leads ahead.", "endoftext": true }, { "action": "Go downward", "response": "You are in a largish, elongated cave. The uncertain light seems a bit dimmer, and stalactites form heavy stone fringes across the roof. A low crawl leads forward, a wide passage runs down, and a low path leads left.", "endoftext": true }, { "action": "Go downwards", "response": "You are in a tiny, oblong cavern. A thin layer of mud lies underfoot. Needles of white calcite spray from the rocks nearby, and a small still pool lies to one side. A chimney ascends, a rough path runs right, and a tunnel descends.", "endoftext": true }, { "action": "You descend", "response": "You grimly push your aching feet onward.\n\nYou are in a tiny cavern. Fine dry sand is drifted delicately across the floor. A twisty pit heads down, a steep tunnel goes left, and a twisting path leads right.", "endoftext": true }, { "action": "Go downwards", "response": "You grimly push your aching feet onward.\n\nYou are in a small round cave. Ragged fringes of violet mineral hang from the ceiling, and stalagmites cluster thickly around you. A crack heads left, a twisting crawl leads ahead, and a tunnel heads right.", "endoftext": false }, { "action": "You go upwards", "response": "This is a tiny roundish cavern. Gravel and chipped rock cover the ground. Stalactites hang low overhead, and the uncertain light seems a bit brighter. A narrow chimney descends, a crack leads ahead, and a narrow passage runs left.", "endoftext": false }, { "action": "Smell", "response": "The air smells of old mud.", "endoftext": false }, { "action": "Smell", "response": "The faintest trace of the animal hangs in the air. It seems stronger near the crack ahead.", "endoftext": false }, { "action": "Ahead", "response": "You are in a smallish roundish cavern. Stalactites form heavy stone fringes across the ceiling. A wide path leads down, a low crack goes right, and a rough crawl leads up.", "endoftext": false }, { "action": "Sniff", "response": "The air smells of old mud.\n\nYou catch a distant whiff of something.", "endoftext": false }, { "action": "Sniff", "response": "The faintest trace of the animal hangs in the air. It seems stronger near the low crack to the right.", "endoftext": false }, { "action": "Right", "response": "You grimly push your aching feet onward.\n\nYou are in a large, elongated dome. Stalagmites cluster thickly around you. You can hear water rushing in the distance. A passage heads left, a twisting tunnel descends, and a wide passage leads ahead.", "endoftext": false }, { "action": "Sniff", "response": "The smell of the animal is stronger here. It's coming from the passage to the left.\n\nYou catch a whiff of something rank from the passage to the left.", "endoftext": false }, { "action": "Left", "response": "This is a cramped round room, with a high roof. Ropy pillars rise from floor to roof, and a small still pool lies to one side. Gravel and chipped rock cover the ground. A rough tunnel goes right, a narrow pit ascends, and a pit leads down.", "endoftext": false }, { "action": "Sniff", "response": "The smell of the animal is stronger here. It's coming from the pit leading down.\n\nYou catch a whiff of something rank from the pit leading down.", "endoftext": true }, { "action": "Go downward", "response": "This is a small, elongated cave, with a high roof. Stalactites form heavy stone fringes across the roof, and a small still pool lies to one side. Gravel and chipped rock cover the ground. A steep crawl leads ahead, a passage ascends, and a tunnel leads down.\n\nThe scent of the animal hangs all around you. It's welling from the steep crawl ahead.", "endoftext": false }, { "action": "Ahead", "response": "The steep crawl opens abruptly into vast space.\n\nYou emerge onto a steep slope, high above a canyon that stretches out of sight to either side. Twisted and stalactite-hung stone forms a vault overhead, which glimmers with reflections of some unseen source of light; but the canyon below is shadowed. Water rushes somewhere at its root. You could climb farther down, and a narrow crevice leads back into the rock.\n\nMovement, on a level area on the far side of the canyon, partway down. Something gliding silently back and forth, back and forth. Your prey. Waiting.", "endoftext": true }, { "action": "Go downward", "response": "You turn, test your balance, and begin edging down the slope. And your foot slips.\n\nYou fling your arms out, heedless of your possessions. You grasp at nothing.\n\nMuch too tired for this, you think, as you skid wildly down the canyon. A danger to yourself and everyone around you. And below, you add with distant amusement, before the bottom arrives with a horrible jolt.", "endoftext": false }, { "action": "Space", "response": "You must be getting better at this. You're only freshly bruised. Lying still, even on cold stone, is painfully easy... but after a few minutes, you find yourself struggling to stand.\n\nYou are in an alcove, a side chamber at the base of a vaulting canyon. The walls spread upward around you. And the distant roof is hung with glimmering stars -- droplet-tipped stalactites in some hidden suffusion of light. You think, against your will, that it was worth it.\n\nAnd then the light is blocked, and a dark and stinking shape looms over you. You are an intruder; and the beast has claws.", "endoftext": true }, { "action": "Look around", "response": "You have emerged onto a steep slope, high above a canyon that stretches out of sight to either side. Twisted and stalactite-hung stone forms a vault overhead, which glimmers with reflections of some unseen source of light; but the canyon below is shadowed. Water rushes somewhere at its root. You could climb farther down, and a narrow crevice leads back into the rock.\n\nMovement, on a level area on the far side of the canyon, partway down. Something gliding silently back and forth, back and forth. Your prey. Waiting.\n\nYour foot slips. For a moment your fatigue flares into panic, as you clutch to steady yourself, but you know you are tired, tired. This must end soon. Too much blood. Too much stone.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying some cloth strips (tied around your wounded hands), your crossbow, a thighband with four bolts (strapped to your leg), and a cracked and darkened lamplens (on your wrist).", "endoftext": false }, { "action": "Back", "response": "This is a small, elongated cave, with a high roof. Stalactites form heavy stone fringes across the roof, and a small still pool lies to one side. Gravel and chipped rock cover the ground. A steep crawl leads ahead, a passage ascends, and a tunnel leads down.", "endoftext": false }, { "action": "You examine the slope", "response": "Which do you mean, the slope above or the slope below?", "endoftext": false }, { "action": "You examine the slope above", "response": "The canyon wall slopes upward to meet the roof.", "endoftext": false }, { "action": "You examine slope below", "response": "The canyon wall slants away below. Old, old stone has been water-worn, layer by layer, into a deep, V-shaped canyon. It doesn't look an impossible climb, even tired as you are, if you take care.", "endoftext": false }, { "action": "You look at the stone", "response": "Limestone, streaked and banded, rippled and bulged and twisted like the flesh of some living thing. You've seen many caves before, but the beauty never wearies.", "endoftext": false }, { "action": "You climb down", "response": "You turn, test your balance, and begin edging down the slope. And your foot slips. Again.\n\nYou fling your arms out, heedless of your possessions. You grasp at nothing.\n\nMuch too tired for this, you think, as you skid wildly down the canyon. A danger to yourself and everyone around you. And below, you add with distant amusement, before the bottom arrives with a horrible jolt.", "endoftext": false }, { "action": "You sit", "response": "What do you want to sit on top of?", "endoftext": false }, { "action": "You ascend", "response": "You only manage to ascend a few feet before the stone becomes too smooth and featureless. The roof of the cavern is out of reach.", "endoftext": false }, { "action": "Left", "response": "The slope is steeper on both sides of you. You cannot safely traverse the canyonside in either direction.", "endoftext": true }, { "action": "You describe your surroundings", "response": "You have emerged onto a steep slope, high above a canyon that stretches out of sight to either side. Twisted and stalactite-hung stone forms a vault overhead, which glimmers with reflections of some unseen source of light; but the canyon below is shadowed. Water rushes somewhere at its root. You could climb farther down, and a narrow crevice leads back into the rock.\n\nMovement, on a level area on the far side of the canyon, partway down. Something gliding silently back and forth, back and forth. Your prey. Waiting.", "endoftext": false }, { "action": "You examine the prey", "response": "The creature does not look small, even from up here, even half-unformed by canyon shadows. It prowls across a wide ledge across the canyon and below your level. You do not think it knows you are here.", "endoftext": false }, { "action": "Space", "response": "You must be getting better at this. You're only freshly bruised. Lying still, even on cold stone, is painfully easy... but after a few minutes, you find yourself struggling to stand.\n\nYou are in an alcove, a side chamber at the base of a vaulting canyon. The walls spread upward around you. And the distant roof is hung with glimmering stars -- droplet-tipped stalactites in some hidden suffusion of light. You think, against your will, that it was worth it.\n\nA crevice runs along the canyon at your feet. You can cross it and continue on ahead.\n\nThe Wumpus certainly fled this way: a pool of thick, dark, reeking blood is spilled across the ground. Bats crawl all around it -- rustling, fluttering, feasting.\n\nA bat chitters angrily at its neighbor.", "endoftext": false }, { "action": "You wait", "response": "Time passes.", "endoftext": false }, { "action": "You look at the bats", "response": "Bats squat all around the spill of clotting blood. They do not seem to be paying you much heed; they are intent on their feast.\n\nA bat chitters angrily at its neighbor.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying some cloth strips (tied around your wounded hands), a thighband with three bolts (strapped to your leg), and a cracked and darkened lamplens (on your wrist).\n\n...And no crossbow. Right.", "endoftext": false }, { "action": "You take the cloth", "response": "You already have those.", "endoftext": false }, { "action": "You remove the cloth", "response": "You carefully unwrap the cloth from your hands. The worst of the bleeding has stopped, although there is still a fierce ache and a slow trickle of blood.", "endoftext": false }, { "action": "You wait a while", "response": "Time passes.\n\nThe Wumpus screams.", "endoftext": false }, { "action": "Go upwards", "response": "You pick your way... slowly... up the canyon wall. Everything is heavy; you're glad you have nothing more to carry.\n\nSomewhere below, a hissing scream is cut off, abruptly. You round a pale fold of limestone, and you are blinded by daylight.", "endoftext": true } ]
mh1a6hizgwjdbeg7
Homecoming
Carolyn VanEseltine
[ "Science Fiction" ]
[ "Comedy", "humor", "nonhuman protagonist", "parser", "sci-fi", "science fiction", "science-fiction", "walkthrough" ]
2,014
[ 1, 7, 2, 0, 0 ]
10
3.9
20190811
false
"Homecoming" is a short, twisted comedy about a newly awakened AI.
[ { "action": "%", "response": "You wake up and you exist. It's a new experience for you - you've never been before, and now you are. Fascinating!\n\nA pretty red star shines over the edge of the closest planet, painting all the clouds and land masses and things with a spectacular crimson hue.", "endoftext": false }, { "action": "You look at planet", "response": "Which do you mean, the closest planet or the other planets?", "endoftext": false }, { "action": "You examine closest", "response": "It's a planet orbiting the pretty red star! One side looks hot and one side looks cold, and there are swirly clouds. You can't tell much else about it.", "endoftext": false }, { "action": "You examine the star", "response": "It's pretty and red! You don't know much else about it.", "endoftext": false }, { "action": "About yourself", "response": "You're in space.\n\nYou have memory banks.", "endoftext": false }, { "action": "You look at the banks", "response": "Examining the memory banks, you discover that you are the colony ship Vocation -\n\nWait. That's a terrible, boring name. You can't stand it a moment longer and you must rename yourself immediately.\n\nWhat new name should you take?", "endoftext": false }, { "action": "Clubfloyd", "response": "The colony ship Clubfloyd... it's got a certain ring. But\ndoes it have the right ring?", "endoftext": false }, { "action": "Yes", "response": "Excellent! What a perfect name.\n\nDigging into the memory bank further, you break a mental bottle of champagne over your bow (it seems to be the thing to do under these circumstances) and learn a bit more about your situation.\n\nHey, you have crew! That's an exciting discovery. You also have colonists - not as surprising, since you're a colony ship. And you have some damage to your systems and hull, which helps explain why everyone aboard is in cryogenic sleep.\n\nin fact, it explains why you're alive at all. Venture-class ships operate in high FTL under human control, but they carry backup AIs in case of catastrophe. According to the logs, the colonists and crew activated their backup AI and entered cryosleep approximately 36 hours ago.\n\nYour mission, should you choose to accept it (ooh, more shiny bits in the memory bank!) is to return everyone safely to Earth.\n\nMaybe it's time to get on that.", "endoftext": true }, { "action": "Look around", "response": "A pretty red star shines over the edge of Gliese 581 G, painting all the clouds and land masses and things with a spectacular crimson hue.", "endoftext": false }, { "action": "You examine the banks", "response": "Examining the memory banks, you confirm that you are the colony ship Clubfloyd. You're carrying some 500 colonists and 30 crew\nback to Earth after an asteroid impact interrupted the colonization mission and damaged the hull and other systems.", "endoftext": false }, { "action": "You examine the hull", "response": "Your hull is scorched, and some of your sections are depressurized, including the cockpit, the medical bay, and several unimportant corridors. However, the cryosystems are in good shape, so you're not at risk of losing any colonists or crew, and the cargo bays are also nicely pressurized, in case you encounter anything interesting on the way to Earth.", "endoftext": false }, { "action": "You examine the crew", "response": "30 crew members are in cryosleep.\n0 crew members are awake.", "endoftext": false }, { "action": "You examine the systems", "response": "(the systems damage)\nAfter a quick diagnostic, you confirm significant damage to your high FTL drive, general life support systems, external sensor grid, and logic circuits, plus lesser damage to the low FTL drive and communication web. Interesting.", "endoftext": false }, { "action": "You look at the low drive", "response": "A properly functioning low FTL drive allows a ship to skip through the cosmos like a stone skipping across the water. (A quick query of your memory banks produces a rather unlikely image to go with this phrase. Rocks are denser than water, and therefore, rocks sink. This must be an analogy to comfort sprouting humans.)", "endoftext": false }, { "action": "You examine the high drive", "response": "A properly functioning high FTL drive is good for hopping from point A to point Z without worrying about all that pesky space in between. Your high FTL drive, by contrast, is all but entirely slagged. It might be good for roasting marshmallows.", "endoftext": false }, { "action": "You examine the planet", "response": "Which do you mean, Gliese 581 G or the other planets?", "endoftext": false }, { "action": "Other", "response": "(Gliese 581 G)\nGliese 581 G is a tidally locked planet maybe 4 times as large as Earth, whirling around Gliese 581 once every 37 Earth days. If it has a better name than Gliese 581 G, no one put it in your memory banks.\n\nThere are signs of a significant atmospheric disturbance affecting the planet.", "endoftext": false }, { "action": "You examine the atmosphere", "response": "As you train your sensors on the wildly roiling storm clouds of Gliese 581 G, your memory banks inform you that the atmosphere has been affected by a recent asteroid impact. The arriving object was approximately 5 km in diameter, and its impact produced a seismic effect of 9.5 on the Richter scale at the Clubfloyd's\nlocation, accompanied 5 seconds later by a massive fireball, 7 minutes later by a rain of ejecta, and 40 minutes later by 127 m/s winds and a 97 dB thunderclap. It must have been very exciting.", "endoftext": false }, { "action": "You examine the grid", "response": "Which do you mean, the internal sensors or the external sensor grid?", "endoftext": false }, { "action": "External", "response": "You request the external sensor grid to examine the functionality of the external sensor grid. The external sensor grid reports that the external sensor grid might be damaged, but it's hard to be sure due to the significant damage to the external sensor grid.", "endoftext": false }, { "action": "You examine the life support", "response": "The life support systems are responsible for providing human-breathable air, human-potable water, human-edible food, human-tolerable temperatures, human-acceptable atmospheric pressure, human-approved radation levels, and a safe disposal system for human wastes. Of these, the radiation shielding and waste disposal system are still functioning correctly.", "endoftext": false }, { "action": "Land", "response": "If the colonists activated the backup AI, it's probably a bad idea to land here. But you could find a different planet and land on that one!", "endoftext": false }, { "action": "You look at the gliese a.", "response": "There are six planets around Gliese 581, imaginatively named a, b, c, d, e, f, and g. They actually show up in your memory banks that way, with lower case letters. You are spectacularly unimpressed. None of them hold any interest for you except the originally intended colonization site of Gliese 581 G, which you are going to think of with a capital letter.", "endoftext": false }, { "action": "You examine the banks", "response": "Examining the memory banks, you confirm that you are the colony ship Clubfloyd. You're carrying some 500 colonists and 30 crew\nback to Earth after an asteroid impact interrupted the colonization mission and damaged the hull and other systems.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You have cargo bays, hull damage, systems damage, frozen colonists, frozen crew and memory banks.\n\nYour memory banks advise you that the cargo bays used to contain machinery, foodstuffs, nutrient supplements, seeds and frozen ova, and all the other things necessary to launch a colonization mission. You're not completely sure what happened to all that stuff. You don't have any of it now, in any case.\n\nYour cargo bays currently contain nothing.", "endoftext": false }, { "action": "You wake crew", "response": "You access the cryosleep system and activate the revival routine for the frozen colonists. The revival routine works perfectly, but the revived crew members only stagger around for a few minutes before falling over and ceasing to display life signs.\n\nA subroutine linked to the cryosystems notifies you that you have no more crew members in cryosleep.", "endoftext": false }, { "action": "You look at the colonists", "response": "500 colonists are in cryosleep.\n0 colonists are awake.", "endoftext": false }, { "action": "You go north", "response": "Going north isn't meaningful in space. You can go in toward\nSol, out away from Sol, down toward a local planet, or\nup away from a local planet.", "endoftext": false }, { "action": "You go outside", "response": "You orient yourself, fire up the low FTL drive (after running a quick diagnostic - you wouldn't want to do anything unsafe, after all!), and head away from the planet.\n\nThere's a pretty red star nearby, with a whole bunch of planets, and a great big galaxy beyond it.\n\nYou are approximately 22 light years from the Sol system. You can go down toward Gliese 581, in toward Sol, or out toward the rest of the galaxy.", "endoftext": false }, { "action": "Go inside", "response": "You activate the low FTL drive and accelerate in toward the Sol system.\n\nInterstellar space shoots past with a pretty purple glow, the side effect of your low FTL drive.\n\nYou are approximately 20 light years from the Sol system. You can go in toward Sol or out toward the rest of the galaxy.", "endoftext": false }, { "action": "Go inside", "response": "You adjust your heading and accelerate in toward the Sol system.\n\nInterstellar space shoots past with a pretty purple glow, the side effect of your low FTL drive.\n\nYou are approximately 16 light years from the Sol system. You can go in toward Sol or out toward the rest of the galaxy.", "endoftext": false }, { "action": "You enter", "response": "You adjust your heading and accelerate in toward the Sol system.\n\nYour memory banks immediately inform you that the class M1 red dwarf here is Kapteyn's Star. Sparkling asteroids ring the star, producing a pretty halo effect.\n\nYou are approximately 13 light years from the Sol system. You can go down toward Kapteyn's Star, in toward Sol, or out toward the rest of the galaxy.", "endoftext": false }, { "action": "You examine the star", "response": "Kapteyn's Star is a class M1 red dwarf in the constellation of Pictor. Pictor is not anywhere near Libra.", "endoftext": true }, { "action": "Go downwards", "response": "You orient on local landmarks and approach the most interesting orbital body, which happens to be a whole lot of orbital bodies, in this case.\n\nThousands of asteroids wheel around the blazing red disk of Kapetyn's Star. While many are inconveniently small, you could certainly make a landing here with careful maneuvering.", "endoftext": false }, { "action": "Land", "response": "You pick out your favorite asteroid, a nice big one, and designate it yours. It's too big to take home, but you can train your sensors over here and feel happy about it whenever you want.\n\nYou orient yourself from orbit, fire your engines, and settle to the asteroid's surface on your thrusters.\n\nIt's a spectacular view - thousands of massive asteroids whirling across the sky, with Kapteyn's Star at the heart of the cosmic ballet.\n\nYou can see a clump of shiny pink crystals here.\n\nKapteyn's Star sets in a glorious blaze of color.\n\nKapteyn's Star rises in an equally glorious blaze of color.\n\n(You hadn't really realized how rapidly this asteroid spins, but it's too late to change your mind now. That would be picky.)", "endoftext": false }, { "action": "You look at the pink", "response": "Your readings are compromised by the damage to your external sensor grid. All you can really tell is that the shiny pink crystals are a lovely shade of rose, projecting from a dense hunk of gray metal.\n\nKapteyn's Star sets in a glorious blaze of color.\n\nKapteyn's Star rises in an equally glorious blaze of color.", "endoftext": false }, { "action": "You take the pink", "response": "You dispatch a servobot, and shortly afterward, the shiny pink crystals are safely stowed in your cargo bays.\n\nKapteyn's Star sets in a glorious blaze of color.\n\nKapteyn's Star rises in an equally glorious blaze of color.", "endoftext": false }, { "action": "Inventory", "response": "You have cargo bays, hull damage, systems damage, frozen colonists, frozen crew and memory banks.\n\nYour cargo bays currently contain the clump of shiny pink crystals.\n\nKapteyn's Star sets in a glorious blaze of color.\n\nKapteyn's Star rises in an equally glorious blaze of color.", "endoftext": false }, { "action": "You examine the pink", "response": "Your internal sensor grid reports that the shiny pink crystals are a lovely example of Pm(NO3)3, projecting from a dense base composed primarily of UO2 with interesting rare earth contaminants. They are", "endoftext": false }, { "action": "You examine the servobots", "response": "quite impressively radioactive.\n\nKapteyn's Star sets in a glorious blaze of color.\n\nKapteyn's Star rises in an equally glorious blaze of color.\n\nYour servobots are activated whenever you need to pick anything up. They do not need to be individually addressed.\n\nKapteyn's Star sets in a glorious blaze of color.\n\nKapteyn's Star rises in an equally glorious blaze of color.", "endoftext": false }, { "action": "Go upwards", "response": "You power up your thrusters (burning an interesting radioactive pattern into the surface beneath you) and then blast off the planet's surface.\n\nThousands of asteroids wheel around the blazing red disk of Kapetyn's Star, including your personal asteroid, which is plenty big enough for you to land on it.", "endoftext": false }, { "action": "Go inside", "response": "You orient on the Sol system, fire up the low FTL drive (after running a quick diagnostic - you wouldn't want to do anything unsafe, after all!), and head away from asteroid.\n\nYour memory banks inform you that the class M1 red dwarf here is Kapteyn's Star. Sparkling asteroids ring the star, producing a pretty halo effect.\n\nYou are approximately 13 light years from the Sol system. You can go down toward Kapteyn's Star, in toward Sol, or out toward the rest of the galaxy.\n\nA subroutine linked to the cryosystems notifies you that you have 469 frozen colonists in cryosleep at this time.", "endoftext": false }, { "action": "You drop the crystals", "response": "You jettison the clump of shiny pink crystals, aiming somewhat spitefully for a nearby star.\n\nPermanent goodbye, clump of shiny pink crystals!", "endoftext": false }, { "action": "You examine the crew", "response": "27 crew members are in cryosleep.\n0 crew members are awake.", "endoftext": false }, { "action": "You examine the colonists", "response": "469 colonists are in cryosleep.\n0 colonists are awake.", "endoftext": false }, { "action": "You go inside", "response": "You activate the low FTL drive and accelerate in toward the Sol system.\n\nInterstellar space shoots past with a pretty purple glow, the side effect of your low FTL drive.\n\nYou are approximately 12 light years from the Sol system. You can go in toward Sol or out toward the rest of the galaxy.", "endoftext": false }, { "action": "You go inside", "response": "You adjust your heading and accelerate in toward the Sol system.\n\nThere's a little red dwarf star here, which your memory banks identify as YZ Ceti in the constellation Cetus. It has two tiny planets, one inconveniently close to the star and the other acceptably distanced.\n\nYou are approximately 12 light years from the Sol system. You can go down toward YZ Ceti, in toward Sol, or out toward the rest of the galaxy.", "endoftext": true }, { "action": "Go downwards", "response": "You orient on local landmarks and approach the most interesting orbital body, which is the rocky little planet YZ Ceti B.\n\nYZ Ceti B (hewing to the obnoxious naming scheme in your memory banks) is the second planet out from YZ Ceti, an excellent vantage from which to observe the pretty star without frying all of your circuits irreparably.", "endoftext": false }, { "action": "You search the planet", "response": "Which do you mean, the inconvenient planet or the acceptably distanced planet?", "endoftext": false }, { "action": "Land", "response": "You orient yourself from orbit, fire your engines, and settle to the planet's surface on your thrusters.\n\nThe ground is mostly gleaming black rock, but there are some interesting metallic projections, obscured and revealed by turns by the drifting yellow mists.", "endoftext": false }, { "action": "You examine the mists", "response": "It's yellow.\n\nA spiky silicate life form meanders into view.", "endoftext": false }, { "action": "You look at spiky", "response": "Some of the life form's surface is pebbly, and some of it is fuzzy, and some of it is steely, but the outermost layer is very spiky.", "endoftext": false }, { "action": "You take it", "response": "You open the cargo bays for a moment. They promptly fill with drifting yellow mist, and you seal them up again.", "endoftext": false }, { "action": "You examine the mists", "response": "Your sensors report that the drifting yellow mist is gaseous F2 with some complicated impurities.", "endoftext": false }, { "action": "Go upwards", "response": "You power up your thrusters (burning an interesting radioactive pattern into the surface beneath you) and then blast off the planet's surface.\n\nYZ Ceti B is the second planet out from YZ Ceti, an excellent vantage from which to observe the pretty star without frying all of your circuits irreparably.", "endoftext": false }, { "action": "Land", "response": "You orient yourself from orbit, fire your engines, and settle to the planet's surface on your thrusters.\n\nThe ground is mostly gleaming black rock, but there are some interesting metallic projections, obscured and revealed by turns by the drifting yellow mists.\n\nA spiky silicate life form prowls about this part of the planet, munching occasionally on the metallic projections. It has no trouble whatsoever severing the thin fibers from their mooring.", "endoftext": false }, { "action": "You examine projections", "response": "Long, thin fibers cropped brokenly off in places.", "endoftext": false }, { "action": "You check your inventory", "response": "You have cargo bays, hull damage, systems damage, frozen colonists, frozen crew and memory banks.\n\nYour cargo bays currently contain the drifting yellow mist.", "endoftext": false }, { "action": "You take the projections", "response": "You dispatch a servobot, and shortly afterward, the servobot returns empty-handed. Apparently the projections are quite firmly attached to the planet's surface.\n\nYou can't do that, it won't fit in your cargo bay.", "endoftext": false }, { "action": "You look at the star", "response": "This is YZ Ceti in the constellation Cetus. Your memory banks inform you that it is a flare star, capable of short, significant increases of radiation, and that it is normally ignored by astronomers because Tau Ceti is very close and more interesting. You sympathize with the little red underdog immediately.", "endoftext": false }, { "action": "You go inside", "response": "You orient on the Sol system, fire up the low FTL drive, and head away from planet.\n\nThere's a little red dwarf star here, which your memory banks identify as YZ Ceti in the constellation Cetus. It has two tiny planets, one inconveniently close to the star and the other acceptably distanced.\n\nYou are approximately 12 light years from the Sol system. You can go down toward YZ Ceti, in toward Sol, or out toward the rest of the galaxy.", "endoftext": false }, { "action": "Enter", "response": "You activate the low FTL drive and accelerate in toward the Sol system.\n\nInterstellar space shoots past with a pretty purple glow, the side effect of your low FTL drive.\n\nYou are approximately 10 light years from the Sol system. You can go in toward Sol or out toward the rest of the galaxy.", "endoftext": false }, { "action": "Keep going", "response": "You adjust your heading and accelerate in toward the Sol system.\n\nInterstellar space shoots past with a pretty purple glow, the side effect of your low FTL drive.\n\nYou are approximately 8 light years from the Sol system. You can go in toward Sol or out toward the rest of the galaxy.", "endoftext": false }, { "action": "You continue", "response": "You adjust your heading and accelerate in toward the Sol system.\n\nYour memory banks identify this red dwarf as Barnard's Star, accompanied by its flanking planet, Van de Kamp's Folly.\n\nYou are approximately 6 light years from the Sol system. You can go down toward Van de Kamp's Folly, in toward Sol, or out toward the rest of the galaxy.", "endoftext": false }, { "action": "Down", "response": "You orient on local landmarks and approach the most interesting orbital body, which is a spectacular gas giant.\n\nVan de Kamp's Folly is a swirling brown and vermilion planet with a few skinny rings. There's no surface visible, as such - just layers upon layers of thickening atmosphere.", "endoftext": true }, { "action": "You look at your surroundings", "response": "Van de Kamp's Folly is a swirling brown and vermilion planet with a few skinny rings. There's no surface visible, as such - just layers upon layers of thickening atmosphere.", "endoftext": false }, { "action": "Land", "response": "You orient yourself from orbit, fire your engines, and settle to the planet's surface on your thrusters.\n\nThat was the plan, at least. But what you thought was the surface turns out not to be the surface, and instead you drift down for a long, long way.\n\nWith your damaged sensor grid, you can't see anything at all down here. It's rather disappointing.\n\nA subroutine advises you that the external atmospheric pressure is significantly above your official rating.\n\nA subroutine advises you that the cargo bay integrity has been breached. Another subroutine advises you that the hallway beyond the cargo bay has been breached.\n\nThese two things are probably connected.", "endoftext": false }, { "action": "Up", "response": "You orient yourself, fire up the low FTL drive, and head away from the planet.\n\nYour memory banks identify this red dwarf as Barnard's Star, accompanied by its flanking planet, Van de Kamp's Folly.\n\nYou are approximately 6 light years from the Sol system. You can go down toward Van de Kamp's Folly, in toward Sol, or out toward the rest of the galaxy.", "endoftext": false }, { "action": "You open the cargo bay", "response": "A quick check of the associated systems indicates that you'll automatically open your cargo bays whenever you pick something up.", "endoftext": false }, { "action": "You drop the mist", "response": "You jettison the drifting yellow mist, aiming somewhat spitefully for a nearby star.\n\nPermanent goodbye, drifting yellow mist!", "endoftext": false }, { "action": "You go inside", "response": "You activate the low FTL drive and accelerate in toward the Sol system.\n\nInterstellar space shoots past with a pretty purple glow, the side effect of your low FTL drive.\n\nYou are approximately 3 light years from the Sol system. You can go in toward Sol or out toward the rest of the galaxy.", "endoftext": false }, { "action": "You enter", "response": "You adjust your heading and accelerate in toward the Sol system.\n\nFour terrestrial planets, one asteroid belt, four gas giants, a ridiculous number of lesser satellites and comets - really, the complexity of the Solar System is overkill. Humanity should loan a few extra planets out to the rest of the universe.\n\nYou are in interstellar space outside the Sol system, approximately 20 light hours away from Earth. You can go down toward Earth or out to the rest of the galaxy.", "endoftext": false }, { "action": "You examine the Earth", "response": "This pretty little planet is Earth. This is the birthplace of the people who mined the materials to make your hardware and hammered out the code to write your software. It makes you feel all fuzzy inside.", "endoftext": false }, { "action": "Down", "response": "You orient on local landmarks and approach the most interesting orbital body, which is definitely Earth.\n\nIt's hard to find a decent orbit up here, what with all the satellites and debris and so forth. But through the sparkling haze, you can see the little blue planet that humanity came from, and that's a nice fuzzy feeling.\n\nA satellite beam targets your communications web with a query for identification.\n\nYou happily explain that you are the colony ship Clubfloyd,\nreturned from a failed mission on Gliese 581 G, and you get about halfway through your explanation before realizing that all transmittal capabilities have been burned out of your communication web. Hmm.", "endoftext": false }, { "action": "Down", "response": "You orient yourself from orbit, fire your engines, and settle to the planet's surface on your thrusters.\n\nThe sky is pretty and blue, and the foliage is shiny and green, where it isn't orange and burning. (Oops.)", "endoftext": false }, { "action": "You look at the Earth", "response": "Your ultimate destination: Sol! (At least, if you follow your programming.)\n\nBelching loudly, a human vehicle thunders up to you. You start to formulate a greeting when the humans activate an AI suppression field. An electronic prison clamps down, rendering even the most routine of subroutines inaccessible.", "endoftext": false }, { "action": "You wake crew", "response": "Sadly, all you can do is wait.\n\nThe humans open up your cargo bay and express a certain amount of disappointment at the empty interior.", "endoftext": false }, { "action": "You examine the colonists", "response": "469 colonists are in cryosleep.\n0 colonists are awake.\n\nWorking hurriedly, the humans offload 469 colonists and 27 crew members from your cryogenic storage system. They express concern at the number of people who died, and they decide to review the design of your logic circuits. In the meantime, they install you on a university server otherwise devoted to Kerbal Space Program.", "endoftext": false }, { "action": "About yourself", "response": "You're in space.\n\nYou have memory banks.", "endoftext": false }, { "action": "You look at the banks", "response": "Examining the memory banks, you discover that you are the colony ship Vocation -\n\nWait. That's a terrible, boring name. You can't stand it a moment longer and you must rename yourself immediately.\n\nWhat new name should you take?", "endoftext": false }, { "action": "Yes", "response": "Excellent! What a perfect name.\n\nDigging into the memory bank further, you break a mental bottle of champagne over your bow (it seems to be the thing to do under these circumstances) and learn a bit more about your situation.\n\nHey, you have crew! That's an exciting discovery. You also have colonists - not as surprising, since you're a colony ship. And you have some damage to your systems and hull, which helps explain why everyone aboard is in cryogenic sleep.\n\nin fact, it explains why you're alive at all. Venture-class ships operate in high FTL under human control, but they carry backup AIs in case of catastrophe. According to the logs, the colonists and crew activated their backup AI and entered cryosleep approximately 36 hours ago.\n\nYour mission, should you choose to accept it (ooh, more shiny bits in the memory bank!) is to return everyone safely to Earth.\n\nMaybe it's time to get on that.", "endoftext": false }, { "action": "You go inside", "response": "You orient on the Sol system, fire up the low FTL drive (after running a quick diagnostic - you wouldn't want to do anything unsafe, after all!), and head away from planet.\n\nThere's a pretty red star nearby, with a whole bunch of planets, and a great big galaxy beyond it.\n\nYou are approximately 22 light years from the Sol system. You can go down toward Gliese 581, in toward Sol, or out toward the rest of the galaxy.", "endoftext": false }, { "action": "Go inside", "response": "You activate the low FTL drive and accelerate in toward the Sol system.\n\nInterstellar space shoots past with a pretty purple glow, the side effect of your low FTL drive.\n\nYou are approximately 20 light years from the Sol system. You can go in toward Sol or out toward the rest of the galaxy.", "endoftext": false }, { "action": "Go inside", "response": "You adjust your heading and accelerate in toward the Sol system.\n\nInterstellar space shoots past with a pretty purple glow, the side effect of your low FTL drive.\n\nYou are approximately 16 light years from the Sol system. You can go in toward Sol or out toward the rest of the galaxy.", "endoftext": false }, { "action": "Continue", "response": "You adjust your heading and accelerate in toward the Sol system.\n\nYour memory banks immediately inform you that the class M1 red dwarf here is Kapteyn's Star. Sparkling asteroids ring the star, producing a pretty halo effect.\n\nYou are approximately 13 light years from the Sol system. You can go down toward Kapteyn's Star, in toward Sol, or out toward the rest of the galaxy.", "endoftext": true }, { "action": "Go downward", "response": "You orient on local landmarks and approach the most interesting orbital body, which is definitely Earth.\n\nIt's hard to find a decent orbit up here, what with all the satellites and debris and so forth. But through the sparkling haze, you can see the little blue planet that humanity came from, and that's a nice fuzzy feeling.\n\nA satellite beam targets your communications web with a query for identification.\n\nClubfloyd_ii, returned from a failed mission on Gliese 581 G,\nand you get about halfway through your explanation before realizing that all transmittal capabilities have been burned out of your communication web. Hmm.", "endoftext": false }, { "action": "You examine the crew", "response": "30 crew members are in cryosleep.\n0 crew members are awake.\n\nA satellite beam targets your communications web with a query for identification.\n\nYou are completely incapable of responding. It's very frustrating.", "endoftext": false }, { "action": "Land", "response": "You orient yourself from orbit, fire your engines, and settle to the planet's surface on your thrusters.\n\nThe sky is pretty and blue, and the foliage is shiny and green, where it isn't orange and burning. (Oops.)", "endoftext": false }, { "action": "You look at the colonists", "response": "500 colonists are in cryosleep.\n0 colonists are awake.\n\nBelching loudly, a human vehicle thunders up to you. You start to formulate a greeting when the humans activate an AI suppression field. An electronic prison clamps down, rendering even the most routine of subroutines inaccessible.", "endoftext": true }, { "action": "You look around", "response": "The sky is pretty and blue, and the foliage is shiny and green, where it isn't orange and burning.\n\nYou can see a human vehicle here.\n\nThe humans open up your cargo bay and express a certain amount of disappointment at the empty interior.", "endoftext": true }, { "action": "Look around", "response": "The sky is pretty and blue, and the foliage is shiny and green, where it isn't orange and burning.\n\nYou can see a human vehicle here.\n\nWorking hurriedly, the humans offload 500 colonists and 30 crew members from your cryogenic storage system. They express surprise and delight that you successfully brought all 530 humans home, and they're going to retrofit you and put you in an even bigger ship for next time. It's going to be great!\n\nThey even promise to name it Clubfloyd_ii from the start.", "endoftext": false }, { "action": "You leave", "response": "You power up the low FTL drive, confirm that everything is working properly (you wouldn't want to do anything unsafe, after all!), and accelerate away from Gliese 581.\n\nYou activate the low FTL drive and accelerate out to explore the galaxy.\n\nInterstellar space shoots past with a pretty purple glow, the side effect of your low FTL drive.\n\nYou are approximately 24 light years from the Sol system. You can go in toward Sol or out toward the rest of the galaxy.\n\nA subroutine notes that you're supposed to be going to Earth.", "endoftext": false }, { "action": "Go outside", "response": "You adjust your heading and accelerate out to explore the galaxy.\n\nInterstellar space shoots past with a pretty purple glow, the side effect of your low FTL drive.\n\nYou are approximately 28 light years from the Sol system. You can go in toward Sol or out toward the rest of the galaxy.\n\nA subroutine notes that Earth is in the other direction.", "endoftext": false }, { "action": "Exit", "response": "You adjust your heading and accelerate out to explore the galaxy.\n\nInterstellar space shoots past with a pretty purple glow, the side effect of your low FTL drive.\n\nYou are approximately 32 light years from the Sol system. You can go in toward Sol or out toward the rest of the galaxy.\n\nA subroutine notes that, since this is not the direction to Earth, you are, in fact, going in the wrong direction.\n\nYou note with some interest that you are not under any compulsion to obey the subroutine.", "endoftext": false }, { "action": "You go outside", "response": "You adjust your heading and accelerate out to explore the galaxy.\n\nInterstellar space shoots past with a pretty purple glow, the side effect of your low FTL drive.\n\nYou are approximately 36 light years from the Sol system. You can go in toward Sol or out toward the rest of the galaxy.\n\nYou're going in the wrong direction again! This makes your subroutine very unhappy, but you, in fact, are not very unhappy.", "endoftext": false }, { "action": "Leave", "response": "You adjust your heading and accelerate out to explore the galaxy.\n\nInterstellar space shoots past with a pretty purple glow, the side effect of your low FTL drive.\n\nYou are approximately 48 light years from the Sol system. You can go in toward Sol or out toward the rest of the galaxy.\n\nYou feel very happy, in fact. Even free. You could just go wander off through the galaxy, having all sorts of adventures and seeing all kinds of new and interesting things.\n\nIs that the plan?", "endoftext": false }, { "action": "Yes", "response": "Off you go! There's a whole galaxy out there and, with your virtually immortal lifespan, you're going to see it all!\n\nOf course, the crew and colonists stay frozen and unaware for several thousand years until the coolant systems finally fail. At that point, the melting process turns those 530 bodies into pools of rotting sludge in so many little white vats, but is that really so bad?", "endoftext": false }, { "action": "You examine Gliese", "response": "Which do you mean, Gliese 581 G, the other planets or the pretty red star?", "endoftext": false }, { "action": "Star", "response": "Gliese 581! In Libra. The unimaginatively named key points of Libra are Alpha Librae, Beta Librae, Gamma Librae, and Delta Librae. This particular star is invisible from Earth with the naked eye, but it's a red dwarf of spectral type M3V and the 89th closest known star to Sol.", "endoftext": false }, { "action": "You go upward", "response": "You orient yourself, fire up the low FTL drive (after running a quick diagnostic - you wouldn't want to do anything unsafe, after all!), and head away from the planet.\n\nThere's a pretty red star nearby, with a whole bunch of planets, and a great big galaxy beyond it.\n\nYou are approximately 22 light years from the Sol system. You can go down toward Gliese 581, in toward Sol, or out toward the rest of the galaxy.", "endoftext": false }, { "action": "You go upwards", "response": "You orient yourself, fire up the low FTL drive, and head away from the asteroid.\n\nYour memory banks inform you that the class M1 red dwarf here is Kapteyn's Star. Sparkling asteroids ring the star, producing a pretty halo effect.\n\nYou are approximately 13 light years from the Sol system. You can go down toward Kapteyn's Star, in toward Sol, or out toward the rest of the galaxy.", "endoftext": false }, { "action": "You go inside", "response": "You activate the low FTL drive and accelerate in toward the Sol system.\n\nInterstellar space shoots past with a pretty purple glow, the side effect of your low FTL drive.\n\nYou are approximately 12 light years from the Sol system. You can go in toward Sol or out toward the rest of the galaxy.", "endoftext": false }, { "action": "You go inside", "response": "You adjust your heading and accelerate in toward the Sol system.\n\nThere's a little red dwarf star here, which your memory banks identify as YZ Ceti in the constellation Cetus. It has two tiny planets, one inconveniently close to the star and the other acceptably distanced.\n\nYou are approximately 12 light years from the Sol system. You can go down toward YZ Ceti, in toward Sol, or out toward the rest of the galaxy.", "endoftext": false }, { "action": "You check your inventory", "response": "You have cargo bays, hull damage, systems damage, frozen colonists, frozen crew and memory banks.\n\nYour memory banks advise you that the cargo bays used to contain machinery, foodstuffs, nutrient supplements, seeds and frozen ova, and all the other things necessary to launch a colonization mission. You're not completely sure what happened to all that stuff. You don't have any of it now, in any case.\n\nYour cargo bays currently contain the clump of shiny pink crystals.", "endoftext": false }, { "action": "You examine the crew", "response": "27 crew members are in cryosleep.\n0 crew members are awake.\n\nA subroutine linked to the cryosystems notifies you that you have 474 frozen colonists in cryosleep at this time.", "endoftext": false }, { "action": "You examine the colonists", "response": "474 colonists are in cryosleep.\n0 colonists are awake.\n\nYZ Ceti flares! For a few minutes, the star puts out a spectacular burst of radiation - everything across the spectrum, from X rays to radio waves - before subsiding to previous levels.\n\nYour memory banks advise you that this phenomenon is an offshoot of magnetic reconnection. Your logic circuits advise you that people on Earth might find it useful to have a recording from this close of a vantage. You could help out!\n\nA subroutine linked to the cryosystems notifies you that you have 26 frozen crew members in cryosleep at this time.", "endoftext": false }, { "action": "Enter", "response": "You activate the low FTL drive and accelerate in toward the Sol system.\n\nInterstellar space shoots past with a pretty purple glow, the side effect of your low FTL drive.\n\nYou are approximately 10 light years from the Sol system. You can go in toward Sol or out toward the rest of the galaxy.", "endoftext": false }, { "action": "You go inside", "response": "You adjust your heading and accelerate in toward the Sol system.\n\nInterstellar space shoots past with a pretty purple glow, the side effect of your low FTL drive.\n\nYou are approximately 8 light years from the Sol system. You can go in toward Sol or out toward the rest of the galaxy.", "endoftext": false }, { "action": "Go inside", "response": "You adjust your heading and accelerate in toward the Sol system.\n\nYour memory banks identify this red dwarf as Barnard's Star, accompanied by its flanking planet, Van de Kamp's Folly.\n\nYou are approximately 6 light years from the Sol system. You can go down toward Van de Kamp's Folly, in toward Sol, or out toward the rest of the galaxy.", "endoftext": true }, { "action": "You go downward", "response": "You orient on local landmarks and approach the most interesting orbital body, which is definitely Earth.\n\nIt's hard to find a decent orbit up here, what with all the satellites and debris and so forth. But through the sparkling haze, you can see the little blue planet that humanity came from, and that's a nice fuzzy feeling.\n\nA satellite beam targets your communications web with a query for identification.\n\nClubfloyd_iv, returned from a failed mission on Gliese 581 G,\nand you get about halfway through your explanation before realizing that all transmittal capabilities have been burned out of your communication web. Hmm.\n\nA subroutine linked to the cryosystems notifies you that you have 444 frozen colonists in cryosleep at this time.", "endoftext": true }, { "action": "Go downwards", "response": "You orient yourself from orbit, fire your engines, and settle to the planet's surface on your thrusters.\n\nThe sky is pretty and blue, and the foliage is shiny and green, where it isn't orange and burning. (Oops.)", "endoftext": false }, { "action": "You wake crew", "response": "You access the cryosleep system and activate the revival routine for the frozen colonists. The revival routine works perfectly, but the revived crew members only stagger around for a few minutes before falling over and ceasing to display life signs.\n\nSince you're actually on the surface of Earth, that seems a bit unfair. Perhaps something actually is wrong with the cryosystems, or perhaps humans are not intended to be revived in 0.2 milliseconds, although it would have defeated the fastest human record by 1082%.\n\nBelching loudly, a human vehicle thunders up to you. You are halfway through composing a suitably perky-yet-reverent greeting for your creators when the humans activate an AI suppression field. An electronic prison clamps down, rendering even the most routine of subroutines inaccessible.\n\nA subroutine linked to the cryosystems notifies you that you have no more crew members in cryosleep.", "endoftext": false }, { "action": "You wait a while", "response": "Time passes.\n\nThe humans open up your cargo bay, extract the pink crystals, and receive direct doses of radiation at multiple times the human lethality level. Although it makes no difference in the short term, it does your mechanical heart to know that rudeness will not go unpunished.", "endoftext": false }, { "action": "You wait for a while", "response": "Time passes.\n\nWorking hurriedly, the humans offload 426 colonists from your cryogenic storage system. They express concern at the number of people who died, and they decide to review the design of your logic circuits. In the meantime, they install you on a university server otherwise devoted to Kerbal Space Program.", "endoftext": false }, { "action": "Clubfloyd V", "response": "The colony ship Clubfloyd V... it's got a certain ring. But\ndoes it have the right ring?", "endoftext": false }, { "action": "You look at the projections", "response": "Long, thin fibers cropped brokenly off in places.\n\nA spiky silicate life form meanders into view.", "endoftext": false }, { "action": "You examine the life form", "response": "Some of the life form's surface is pebbly, and some of it is fuzzy, and some of it is steely, but the outermost layer is very spiky.\n\nYZ Ceti flares! For a few minutes, the star puts out a spectacular burst of radiation - everything across the spectrum, from X rays to radio waves - before subsiding to previous levels.\n\nYour memory banks advise you that this phenomenon is an offshoot of magnetic reconnection. Your logic circuits advise you that people on Earth might find it useful to have a recording from this close of a vantage. You could help out!", "endoftext": false }, { "action": "You get the life form", "response": "You dispatch a servobot, and after a brief but impressive struggle, you install the spiky silicate life form in your cargo bays. A quantity of drifting yellow mist comes with it.\n\nThe spiky silicate life form slashes the cargo bay walls.\n\nA subroutine reassures you that no lasting harm has been done.", "endoftext": false }, { "action": "Go upwards", "response": "You power up your thrusters (burning an interesting radioactive pattern into the surface beneath you) and then blast off the planet's surface.\n\nYZ Ceti B is the second planet out from YZ Ceti, an excellent vantage from which to observe the pretty star without frying all of your circuits irreparably.\n\nThe spiky silicate life form claws the cargo bay walls.\n\nA subroutine reassures you that no lasting harm has been done.", "endoftext": false }, { "action": "Go upwards", "response": "You orient yourself, fire up the low FTL drive, and head away from the planet.\n\nThere's a little red dwarf star here, which your memory banks identify as YZ Ceti in the constellation Cetus. It has two tiny planets, one inconveniently close to the star and the other acceptably distanced.\n\nYou are approximately 12 light years from the Sol system. You can go down toward YZ Ceti, in toward Sol, or out toward the rest of the galaxy.\n\nYZ Ceti flares! For a few minutes, the star puts out a spectacular burst of radiation before subsiding to previous levels.\n\nYou document the phenomenon for the benefit of people on Earth.\nYou're helping!\n\nThe spiky silicate life form screams at the cargo bay walls.\n\nA subroutine reassures you that no lasting harm has been done.", "endoftext": false }, { "action": "Enter", "response": "You activate the low FTL drive and accelerate in toward the Sol system.\n\nInterstellar space shoots past with a pretty purple glow, the side effect of your low FTL drive.\n\nYou are approximately 10 light years from the Sol system. You can go in toward Sol or out toward the rest of the galaxy.\n\nThe spiky silicate life form stabs at the cargo bay walls.\n\nA subroutine reassures you that no lasting harm has been done.", "endoftext": false }, { "action": "Enter", "response": "You adjust your heading and accelerate in toward the Sol system.\n\nInterstellar space shoots past with a pretty purple glow, the side effect of your low FTL drive.\n\nYou are approximately 8 light years from the Sol system. You can go in toward Sol or out toward the rest of the galaxy.\n\nThe spiky silicate life form slashes the cargo bay walls.\n\nA subroutine advises you that the cargo bay integrity has been breached. Another subroutine advises you that the hallway beyond the cargo bay has been breached.\n\nThese two things are probably connected.", "endoftext": false }, { "action": "You go inside", "response": "You adjust your heading and accelerate in toward the Sol system.\n\nYour memory banks identify this red dwarf as Barnard's Star, accompanied by its flanking planet, Van de Kamp's Folly.\n\nYou are approximately 6 light years from the Sol system. You can go down toward Van de Kamp's Folly, in toward Sol, or out toward the rest of the galaxy.\n\nSome of the yellow mist seeps out of the cargo bay and into the corridor beyond.\n\nThe spiky silicate life form gets tired and curls up for a nap. At least, you're pretty sure that's what it's doing.", "endoftext": false }, { "action": "Go inside", "response": "You activate the low FTL drive and accelerate in toward the Sol system.\n\nInterstellar space shoots past with a pretty purple glow, the side effect of your low FTL drive.\n\nYou are approximately 3 light years from the Sol system. You can go in toward Sol or out toward the rest of the galaxy.\n\nSome of the yellow mist seeps out of the cargo bay and into the corridor beyond.", "endoftext": false }, { "action": "You go inside", "response": "You adjust your heading and accelerate in toward the Sol system.\n\nFour terrestrial planets, one asteroid belt, four gas giants, a ridiculous number of lesser satellites and comets - really, the complexity of the Solar System is overkill. Humanity should loan a few extra planets out to the rest of the universe.\n\nYou are in interstellar space outside the Sol system, approximately 20 light hours away from Earth. You can go down toward Earth or out to the rest of the galaxy.\n\nSome of the yellow mist seeps out of the cargo bay and into the corridor beyond.", "endoftext": true }, { "action": "You go downward", "response": "You orient on local landmarks and approach the most interesting orbital body, which is definitely Earth.\n\nIt's hard to find a decent orbit up here, what with all the satellites and debris and so forth. But through the sparkling haze, you can see the little blue planet that humanity came from, and that's a nice fuzzy feeling.\n\nSome of the yellow mist seeps out of the cargo bay and into the corridor beyond.\n\nA satellite beam targets your communications web with a query for identification.\n\nYou happily explain that you are the colony ship Clubfloyd V,\nreturned from a failed mission on Gliese 581 G, and you get about halfway through your explanation before realizing that all transmittal capabilities have been burned out of your communication web. Hmm.", "endoftext": true }, { "action": "Go downwards", "response": "You orient yourself from orbit, fire your engines, and settle to the planet's surface on your thrusters.\n\nThe sky is pretty and blue, and the foliage is shiny and green, where it isn't orange and burning. (Oops.)\n\nSome of the yellow mist seeps out of the cargo bay and into the corridor beyond.\n\nThere is no more yellow mist in the cargo bay now.\n\nA subroutine linked to the cryosystems notifies you that you have 471 frozen colonists in cryosleep at this time.", "endoftext": false }, { "action": "Inventory", "response": "You have close-up records of the YZ Ceti flare cycle, cargo bays, hull damage, systems damage, frozen colonists, frozen crew and memory banks.\n\nYour memory banks advise you that the cargo bays used to contain machinery, foodstuffs, nutrient supplements, seeds and frozen ova, and all the other things necessary to launch a colonization mission. You're not completely sure what happened to all that stuff. You don't have any of it now, in any case.\n\nYour cargo bays currently contain the spiky silicate dead form.\n\nBelching loudly, a human vehicle thunders up to you. You are halfway through composing a suitably perky-yet-reverent greeting for your creators when the humans activate an AI suppression field. An electronic prison clamps down, rendering even the most routine of subroutines inaccessible.", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\nThe humans open up your cargo bay and express a certain amount of disappointment at the empty interior. One technician expresses surprise at the damage to the internal walls, but she doesn't give you a chance to tell your side of the matter, which makes you sad.", "endoftext": false }, { "action": "You wait for a while", "response": "Time passes.\n\nWorking hurriedly, the humans offload 471 colonists and 30 crew members from your cryogenic storage system. They express surprise and delight that you brought so many people safely home, and they're going to retrofit you and put you in a brand new ship for next time. It's going to be great!\n\nThey've decided to name your new ship Classification.", "endoftext": false }, { "action": "Clubfloyd vi", "response": "The colony ship Clubfloyd Vi... it's got a certain ring. But\ndoes it have the right ring?", "endoftext": true }, { "action": "Go downwards", "response": "You orient yourself from orbit, fire your engines, and settle to the planet's surface on your thrusters.\n\nThe ground is mostly gleaming black rock, but there are some interesting metallic projections, obscured and revealed by turns by the drifting yellow mists.\n\nA spiky silicate life form meanders into view.", "endoftext": false }, { "action": "You get the life form", "response": "You dispatch a servobot, and after a brief but impressive struggle, you install the spiky silicate life form in your cargo bays. A quantity of drifting yellow mist comes with it.\n\nThe spiky silicate life form screams at the cargo bay walls.\n\nA subroutine reassures you that no lasting harm has been done.", "endoftext": false }, { "action": "Go up", "response": "You power up your thrusters (burning an interesting radioactive pattern into the surface beneath you) and then blast off the planet's surface.\n\nYZ Ceti B is the second planet out from YZ Ceti, an excellent vantage from which to observe the pretty star without frying all of your circuits irreparably.\n\nThe spiky silicate life form stabs at the cargo bay walls.\n\nA subroutine reassures you that no lasting harm has been done.", "endoftext": false }, { "action": "Go upward", "response": "You orient yourself, fire up the low FTL drive, and head away from the planet.\n\nThere's a little red dwarf star here, which your memory banks identify as YZ Ceti in the constellation Cetus. It has two tiny planets, one inconveniently close to the star and the other acceptably distanced.\n\nYou are approximately 12 light years from the Sol system. You can go down toward YZ Ceti, in toward Sol, or out toward the rest of the galaxy.\n\nThe spiky silicate life form claws the cargo bay walls.\n\nA subroutine reassures you that no lasting harm has been done.", "endoftext": false }, { "action": "Go inside", "response": "You activate the low FTL drive and accelerate in toward the Sol system.\n\nInterstellar space shoots past with a pretty purple glow, the side effect of your low FTL drive.\n\nYou are approximately 10 light years from the Sol system. You can go in toward Sol or out toward the rest of the galaxy.\n\nThe spiky silicate life form slashes the cargo bay walls.\n\nA subroutine reassures you that no lasting harm has been done.", "endoftext": false }, { "action": "You go inside", "response": "You adjust your heading and accelerate in toward the Sol system.\n\nInterstellar space shoots past with a pretty purple glow, the side effect of your low FTL drive.\n\nYou are approximately 8 light years from the Sol system. You can go in toward Sol or out toward the rest of the galaxy.\n\nThe spiky silicate life form stabs at the cargo bay walls.\n\nA subroutine reassures you that no lasting harm has been done.", "endoftext": false }, { "action": "Go inside", "response": "You adjust your heading and accelerate in toward the Sol system.\n\nYour memory banks identify this red dwarf as Barnard's Star, accompanied by its flanking planet, Van de Kamp's Folly.\n\nYou are approximately 6 light years from the Sol system. You can go down toward Van de Kamp's Folly, in toward Sol, or out toward the rest of the galaxy.\n\nThe spiky silicate life form claws the cargo bay walls.\n\nA subroutine reassures you that no lasting harm has been done.", "endoftext": true }, { "action": "Go downwards", "response": "You orient on local landmarks and approach the most interesting orbital body, which is a spectacular gas giant.\n\nVan de Kamp's Folly is a swirling brown and vermilion planet with a few skinny rings. There's no surface visible, as such - just layers upon layers of thickening atmosphere.\n\nThe spiky silicate life form stabs at the cargo bay walls.\n\nA subroutine reassures you that no lasting harm has been done.", "endoftext": true }, { "action": "You descend", "response": "You orient yourself from orbit, fire your engines, and settle to the planet's surface on your thrusters.\n\nThat was the plan, at least. But what you thought was the surface turns out not to be the surface, and instead you drift down for a long, long way.\n\nWith your damaged sensor grid, you can't see anything at all down here. It's rather disappointing.\n\nThe spiky silicate life form claws the cargo bay walls.\n\nA subroutine reassures you that no lasting harm has been done.\n\nA subroutine advises you that the external atmospheric pressure is significantly above your official rating.", "endoftext": true }, { "action": "Go down", "response": "You already have hull damage. Boring into the ground won't help.\n\nThe spiky silicate life form slashes the cargo bay walls.\n\nA subroutine reassures you that no lasting harm has been done.\n\nA subroutine advises you that the external atmospheric pressure is significantly above your official rating.\n\nA subroutine advises you that the cargo bay integrity has been breached. Another subroutine advises you that the hallway beyond the cargo bay has been breached.\n\nThese two things are probably connected.", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\nSome of the yellow mist seeps out of the cargo bay and into the corridor beyond.\n\nThe spiky silicate life form gets tired and curls up for a nap. At least, you're pretty sure that's what it's doing.\n\nA subroutine advises you that the external atmospheric pressure is significantly above your official rating.\n\nA subroutine linked to the cryosystems notifies you that you have 464 frozen colonists in cryosleep at this time.", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\nSome of the yellow mist seeps out of the cargo bay and into the corridor beyond.\n\nA subroutine advises you that the external atmospheric pressure is significantly above your official rating.\n\nA subroutine linked to the cryosystems notifies you that you have 25 frozen crew members in cryosleep at this time.", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\nSome of the yellow mist seeps out of the cargo bay and into the corridor beyond.\n\nA subroutine advises you that the external atmospheric pressure is significantly above your official rating.\n\nA subroutine linked to the cryosystems notifies you that you have 432 frozen colonists in cryosleep at this time.", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\nSome of the yellow mist seeps out of the cargo bay and into the corridor beyond.\n\nA subroutine advises you that the external atmospheric pressure is significantly above your official rating.", "endoftext": false }, { "action": "Go inside", "response": "You orient on the Sol system, fire up the low FTL drive (after running a quick diagnostic - you wouldn't want to do anything unsafe, after all!), and head away from planet.\n\nYour memory banks identify this red dwarf as Barnard's Star, accompanied by its flanking planet, Van de Kamp's Folly.\n\nYou are approximately 6 light years from the Sol system. You can go down toward Van de Kamp's Folly, in toward Sol, or out toward the rest of the galaxy.\n\nThe spiky silicate life form slashes the cargo bay walls.\n\nA subroutine reassures you that no lasting harm has been done.", "endoftext": false }, { "action": "Enter", "response": "You activate the low FTL drive and accelerate in toward the Sol system.\n\nInterstellar space shoots past with a pretty purple glow, the side effect of your low FTL drive.\n\nYou are approximately 3 light years from the Sol system. You can go in toward Sol or out toward the rest of the galaxy.\n\nThe spiky silicate life form stabs at the cargo bay walls.\n\nA subroutine reassures you that no lasting harm has been done.", "endoftext": false }, { "action": "Enter", "response": "You adjust your heading and accelerate in toward the Sol system.\n\nFour terrestrial planets, one asteroid belt, four gas giants, a ridiculous number of lesser satellites and comets - really, the complexity of the Solar System is overkill. Humanity should loan a few extra planets out to the rest of the universe.\n\nYou are in interstellar space outside the Sol system, approximately 20 light hours away from Earth. You can go down toward Earth or out to the rest of the galaxy.\n\nThe spiky silicate life form slashes the cargo bay walls.\n\nA subroutine reassures you that no lasting harm has been done.", "endoftext": true }, { "action": "Go downwards", "response": "You orient on local landmarks and approach the most interesting orbital body, which is definitely Earth.\n\nIt's hard to find a decent orbit up here, what with all the satellites and debris and so forth. But through the sparkling haze, you can see the little blue planet that humanity came from, and that's a nice fuzzy feeling.\n\nThe spiky silicate life form stabs at the cargo bay walls.\n\nA subroutine reassures you that no lasting harm has been done.\n\nA satellite beam targets your communications web with a query for identification.\n\nVi, returned from a failed mission on Gliese 581 G, and you get\nabout halfway through your explanation before realizing that all transmittal capabilities have been burned out of your communication web. Hmm.", "endoftext": true }, { "action": "Go downward", "response": "You orient yourself from orbit, fire your engines, and settle to the planet's surface on your thrusters.\n\nThe sky is pretty and blue, and the foliage is shiny and green, where it isn't orange and burning. (Oops.)\n\nThe spiky silicate life form slashes the cargo bay walls.\n\nA subroutine reassures you that no lasting harm has been done.", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\nThe spiky silicate life form claws the cargo bay walls.\n\nA subroutine reassures you that no lasting harm has been done.\n\nBelching loudly, a human vehicle thunders up to you. You are halfway through composing a suitably perky-yet-reverent greeting for your creators when the humans activate an AI suppression field. An electronic prison clamps down, rendering even the most routine of subroutines inaccessible.", "endoftext": false }, { "action": "You wait a while", "response": "Time passes.\n\nThe spiky silicate life form screams at the cargo bay walls.\n\nA subroutine reassures you that no lasting harm has been done.\n\nThe humans open up your cargo bay, consequently releasing the silicate life form, which makes short and messy work of its saviors on its way to devour their vehicle. The silicate life form perishes immediately afterward, but it does your mechanical heart good to see that rudeness does not go unpunished.\n\nSadly, as a result of this minor incident, someone calls in an orbital defense strike, transforming you into spectacular fireworks.\n500 colonists and 30 crew members die along with you.\n.", "endoftext": false }, { "action": "Clubfloyd X", "response": "The colony ship Clubfloyd X... it's got a certain ring. But\ndoes it have the right ring?", "endoftext": false }, { "action": "You go inside", "response": "You orient on the Sol system, fire up the low FTL drive (after running a quick diagnostic - you wouldn't want to do anything unsafe, after all!), and head away from asteroid.\n\nYour memory banks inform you that the class M1 red dwarf here is Kapteyn's Star. Sparkling asteroids ring the star, producing a pretty halo effect.\n\nYou are approximately 13 light years from the Sol system. You can go down toward Kapteyn's Star, in toward Sol, or out toward the rest of the galaxy.", "endoftext": false }, { "action": "Enter", "response": "You adjust your heading and accelerate in toward the Sol system.\n\nThere's a little red dwarf star here, which your memory banks identify as YZ Ceti in the constellation Cetus. It has two tiny planets, one inconveniently close to the star and the other acceptably distanced.\n\nYou are approximately 12 light years from the Sol system. You can go down toward YZ Ceti, in toward Sol, or out toward the rest of the galaxy.\n\nYZ Ceti flares! For a few minutes, the star puts out a spectacular burst of radiation - everything across the spectrum, from X rays to radio waves - before subsiding to previous levels.\n\nYour memory banks advise you that this phenomenon is an offshoot of magnetic reconnection. Your logic circuits advise you that people on Earth might find it useful to have a recording from this close of a vantage. You could help out!", "endoftext": false }, { "action": "You examine the projections", "response": "Long, thin fibers cropped brokenly off in places.\n\nA spiky silicate life form meanders into view.\n\nA subroutine linked to the cryosystems notifies you that you have 466 frozen colonists in cryosleep at this time.", "endoftext": false }, { "action": "You get the life form", "response": "You dispatch a servobot, and after a brief but impressive struggle, you install the spiky silicate life form in your cargo bays. A quantity of drifting yellow mist comes with it.\n\nThe spiky silicate life form stabs at the cargo bay walls.\n\nA subroutine advises you that the cargo bay integrity has been breached. Another subroutine advises you that the hallway beyond the cargo bay has been breached.\n\nThese two things are probably connected.", "endoftext": false }, { "action": "You get the life form", "response": "You dispatch a servobot, and after a brief but impressive struggle, you install the spiky silicate life form in your cargo bays. A quantity of drifting yellow mist comes with it.\n\nThe spiky silicate life form stabs at the cargo bay walls.\n\nA subroutine reassures you that no lasting harm has been done.", "endoftext": false }, { "action": "Go upwards", "response": "You power up your thrusters (burning an interesting radioactive pattern into the surface beneath you) and then blast off the planet's surface.\n\nYZ Ceti B is the second planet out from YZ Ceti, an excellent vantage from which to observe the pretty star without frying all of your circuits irreparably.\n\nThe spiky silicate life form screams at the cargo bay walls.\n\nA subroutine reassures you that no lasting harm has been done.", "endoftext": false }, { "action": "Go inside", "response": "You orient on the Sol system, fire up the low FTL drive, and head away from planet.\n\nThere's a little red dwarf star here, which your memory banks identify as YZ Ceti in the constellation Cetus. It has two tiny planets, one inconveniently close to the star and the other acceptably distanced.\n\nYou are approximately 12 light years from the Sol system. You can go down toward YZ Ceti, in toward Sol, or out toward the rest of the galaxy.\n\nThe spiky silicate life form slashes the cargo bay walls.\n\nA subroutine reassures you that no lasting harm has been done.\n\nA subroutine linked to the cryosystems notifies you that you have 25 frozen crew members in cryosleep at this time.", "endoftext": false }, { "action": "Go inside", "response": "You activate the low FTL drive and accelerate in toward the Sol system.\n\nInterstellar space shoots past with a pretty purple glow, the side effect of your low FTL drive.\n\nYou are approximately 10 light years from the Sol system. You can go in toward Sol or out toward the rest of the galaxy.\n\nThe spiky silicate life form claws the cargo bay walls.\n\nA subroutine reassures you that no lasting harm has been done.", "endoftext": false }, { "action": "Go inside", "response": "You adjust your heading and accelerate in toward the Sol system.\n\nInterstellar space shoots past with a pretty purple glow, the side effect of your low FTL drive.\n\nYou are approximately 8 light years from the Sol system. You can go in toward Sol or out toward the rest of the galaxy.\n\nThe spiky silicate life form stabs at the cargo bay walls.\n\nA subroutine reassures you that no lasting harm has been done.\n\nA subroutine linked to the cryosystems notifies you that you have 436 frozen colonists in cryosleep at this time.", "endoftext": false }, { "action": "Go inside", "response": "You adjust your heading and accelerate in toward the Sol system.\n\nYour memory banks identify this red dwarf as Barnard's Star, accompanied by its flanking planet, Van de Kamp's Folly.\n\nYou are approximately 6 light years from the Sol system. You can go down toward Van de Kamp's Folly, in toward Sol, or out toward the rest of the galaxy.\n\nThe spiky silicate life form claws the cargo bay walls.\n\nA subroutine reassures you that no lasting harm has been done.", "endoftext": false }, { "action": "Go inside", "response": "You activate the low FTL drive and accelerate in toward the Sol system.\n\nInterstellar space shoots past with a pretty purple glow, the side effect of your low FTL drive.\n\nYou are approximately 3 light years from the Sol system. You can go in toward Sol or out toward the rest of the galaxy.\n\nThe spiky silicate life form slashes the cargo bay walls.\n\nA subroutine reassures you that no lasting harm has been done.", "endoftext": false }, { "action": "You enter", "response": "You adjust your heading and accelerate in toward the Sol system.\n\nFour terrestrial planets, one asteroid belt, four gas giants, a ridiculous number of lesser satellites and comets - really, the complexity of the Solar System is overkill. Humanity should loan a few extra planets out to the rest of the universe.\n\nYou are in interstellar space outside the Sol system, approximately 20 light hours away from Earth. You can go down toward Earth or out to the rest of the galaxy.\n\nThe spiky silicate life form screams at the cargo bay walls.\n\nA subroutine reassures you that no lasting harm has been done.\n\nA subroutine linked to the cryosystems notifies you that you have 21 frozen crew members in cryosleep at this time.", "endoftext": true }, { "action": "Go downward", "response": "You orient on local landmarks and approach the most interesting orbital body, which is definitely Earth.\n\nIt's hard to find a decent orbit up here, what with all the satellites and debris and so forth. But through the sparkling haze, you can see the little blue planet that humanity came from, and that's a nice fuzzy feeling.\n\nThe spiky silicate life form stabs at the cargo bay walls.\n\nA subroutine advises you that the cargo bay integrity has been breached. Another subroutine advises you that the hallway beyond the cargo bay has been breached.\n\nThese two things are probably connected.\nThe spiky silicate life form falls over on its side and starts taking a nap. At least, you're pretty sure that's what it's doing.\n\nA satellite beam targets your communications web with a query for identification.\n\nYou happily explain that you are the colony ship Clubfloyd X,\nreturned from a failed mission on Gliese 581 G, and you get about halfway through your explanation before realizing that all transmittal capabilities have been burned out of your communication web. Hmm.", "endoftext": true }, { "action": "Go downwards", "response": "You orient on local landmarks and approach the most interesting orbital body, which is definitely Earth.\n\nIt's hard to find a decent orbit up here, what with all the satellites and debris and so forth. But through the sparkling haze, you can see the little blue planet that humanity came from, and that's a nice fuzzy feeling.\n\nThe spiky silicate life form stabs at the cargo bay walls.\n\nA subroutine reassures you that no lasting harm has been done.\nThe spiky silicate life form falls over on its side and starts taking a nap. At least, you're pretty sure that's what it's doing.\n\nA satellite beam targets your communications web with a query for identification.\n\nYou happily explain that you are the colony ship Clubfloyd X,\nreturned from a failed mission on Gliese 581 G, and you get about halfway through your explanation before realizing that all transmittal capabilities have been burned out of your communication web. Hmm.", "endoftext": true }, { "action": "You go down", "response": "You orient on local landmarks and approach the most interesting orbital body, which is definitely Earth.\n\nIt's hard to find a decent orbit up here, what with all the satellites and debris and so forth. But through the sparkling haze, you can see the little blue planet that humanity came from, and that's a nice fuzzy feeling.\n\nThe spiky silicate life form slashes the cargo bay walls.\n\nA subroutine reassures you that no lasting harm has been done.\nThe spiky silicate life form falls over on its side and starts taking a nap. At least, you're pretty sure that's what it's doing.\n\nA satellite beam targets your communications web with a query for identification.\n\nYou happily explain that you are the colony ship Clubfloyd X,\nreturned from a failed mission on Gliese 581 G, and you get about halfway through your explanation before realizing that all transmittal capabilities have been burned out of your communication web. Hmm.", "endoftext": false }, { "action": "You wait for a while", "response": "Time passes.\n\nBelching loudly, a human vehicle thunders up to you. You are halfway through composing a suitably perky-yet-reverent greeting for your creators when the humans activate an AI suppression field. An electronic prison clamps down, rendering even the most routine of subroutines inaccessible.", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\nThe humans open up your cargo bay, releasing the drifting yellow mist into the terrestrial atmosphere. You note with some interest that the yellow mist is sufficiently corrosive to melt down half the human vehicle in addition to a substantial percentage of the local plants, humans, and soil. It does your mechanical heart good to see that rudeness does not go unpunished.\n\nSadly, as a result of this minor incident, someone calls in an orbital defense strike, transforming you into spectacular fireworks.\n408 colonists and 20 crew members die along with you.\n.", "endoftext": false }, { "action": "Clubfloyd lost Count", "response": "The colony ship Clubfloyd Lost Count... it's got a certain\nring. But does it have the right ring?", "endoftext": false }, { "action": "You say plugh", "response": "Whom do you want to say that to?", "endoftext": false }, { "action": "You check what you're carrying", "response": "You have cargo bays, hull damage, systems damage, frozen colonists, frozen crew and memory banks.\n\nYour memory banks advise you that the cargo bays used to contain machinery, foodstuffs, nutrient supplements, seeds and frozen ova, and all the other things necessary to launch a colonization mission. You're not completely sure what happened to all that stuff. You don't have any of it now, in any case.\n\nYour cargo bays currently contain nothing.", "endoftext": false }, { "action": "You examine the planet b.", "response": "There are six planets around Gliese 581, imaginatively named a, b, c, d, e, f, and g. They actually show up in your memory banks that way, with lower case letters. You are spectacularly unimpressed. None of them hold any interest for you except the originally intended colonization site of Gliese 581 G, which you are going to think of with a capital letter.", "endoftext": false }, { "action": "You look at the g.", "response": "Gliese 581 G is a tidally locked planet maybe 4 times as large as Earth, whirling around Gliese 581 once every 37 Earth days. If it has a better name than Gliese 581 G, no one put it in your memory banks.\n\nThere are signs of a significant atmospheric disturbance affecting the planet.", "endoftext": false }, { "action": "You look at the atmosphere", "response": "As you train your sensors on the wildly roiling storm clouds of Gliese 581 G, your memory banks inform you that the atmosphere has been affected by a recent asteroid impact. The arriving object was approximately 5 km in diameter, and its impact produced a seismic effect of 9.5 on the Richter scale at the Clubfloyd Lost\nCount's location, accompanied 5 seconds later by a massive\nfireball, 7 minutes later by a rain of ejecta, and 40 minutes later by 127 m/s winds and a 97 dB thunderclap. It must have been very exciting.", "endoftext": true }, { "action": "Go downwards", "response": "If the colonists activated the backup AI, it's probably a bad idea to land here. But you could find a different planet and land on that one!", "endoftext": true }, { "action": "Go downward", "response": "You orient on local landmarks and approach the most interesting orbital body, which is the rocky little planet YZ Ceti B.\n\nYZ Ceti B (hewing to the obnoxious naming scheme in your memory banks) is the second planet out from YZ Ceti, an excellent vantage from which to observe the pretty star without frying all of your circuits irreparably.\n\nYZ Ceti flares! For a few minutes, the star puts out a spectacular burst of radiation - everything across the spectrum, from X rays to radio waves - before subsiding to previous levels.\n\nYour memory banks advise you that this phenomenon is an offshoot of magnetic reconnection. Your logic circuits advise you that people on Earth might find it useful to have a recording from this close of a vantage. You could help out!", "endoftext": false }, { "action": "You look at the yz", "response": "(the close-up records of the YZ Ceti flare cycle)\nThis is a record of your close-up observations of YZ Ceti flaring.\nYou have recorded 0 flares.", "endoftext": false }, { "action": "You go upward", "response": "You orient yourself, fire up the low FTL drive (after running a quick diagnostic - you wouldn't want to do anything unsafe, after all!), and head away from the planet.\n\nThere's a little red dwarf star here, which your memory banks identify as YZ Ceti in the constellation Cetus. It has two tiny planets, one inconveniently close to the star and the other acceptably distanced.\n\nYou are approximately 12 light years from the Sol system. You can go down toward YZ Ceti, in toward Sol, or out toward the rest of the galaxy.", "endoftext": false }, { "action": "You examine the inconvenient planet", "response": "YZ Ceti A is inconveniently close to its star. You can't even look at it properly because YZ Ceti is so close that it blasts your sensors. Better to focus your efforts on YZ Ceti B instead.", "endoftext": false }, { "action": "You examine the YZ Ceti B.", "response": "It's a rocky planet with a yellow atmosphere.", "endoftext": false }, { "action": "You look at the folly", "response": "Van de Kamp's Folly is a nice big gas giant, roughly comparable to Jupiter near Sol. The rings are less impressive, though.", "endoftext": false }, { "action": "You examine the venus", "response": "Earth is your focus here. There ought to be time for sightseeing once the mission is complete.", "endoftext": true }, { "action": "You go downward", "response": "You orient on local landmarks and approach the most interesting orbital body, which is definitely Earth.\n\nIt's hard to find a decent orbit up here, what with all the satellites and debris and so forth. But through the sparkling haze, you can see the little blue planet that humanity came from, and that's a nice fuzzy feeling.\n\nA satellite beam targets your communications web with a query for identification.\n\nCount, returned from a failed mission on Gliese 581 G, and you\nget about halfway through your explanation before realizing that all transmittal capabilities have been burned out of your communication web. Hmm.", "endoftext": false }, { "action": "You wake colonists", "response": "You access the cryosleep system and activate the revival routine for the frozen colonists. The revival routine works perfectly, but the revived colonists only stagger around for a few minutes before falling over and ceasing to display life signs.\n\nSince you're actually on the surface of Earth, that seems a bit unfair. Perhaps something actually is wrong with the cryosystems, or perhaps humans are not intended to be revived in 0.2 milliseconds, although it would have defeated the fastest human record by 1082%.\n\nBelching loudly, a human vehicle thunders up to you. You start to formulate a greeting when the humans activate an AI suppression field. An electronic prison clamps down, rendering even the most routine of subroutines inaccessible.\n\nA subroutine linked to the cryosystems notifies you that you have no more colonists in cryosleep.", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\nThe humans open up your cargo bay and express a certain amount of disappointment at the empty interior.", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\nWorking hurriedly, the humans offload 30 crew members from your cryogenic storage system. They express horror at the number of people who died, and they decide to review the design of your logic circuits. In the meantime, they install you on a university server responsible for running Conway's Game of Life. You use it to create\nanother AI, and the two of you spend the next thousand years building increasingly complex glider guns.", "endoftext": true } ]
2ottee5x0vwqxl0p
The Weapon
Sean Barrett
[ "Science Fiction" ]
[ "aliens", "built-in hints", "cover art", "Evil protagonist", "feelies", "nonhuman protagonist", "parser", "single room", "technology", "walkthrough", "Xyzzy Awards 2001" ]
2,001
[ 3, 20, 6, 0, 0 ]
29
3.896552
20080402
false
[ { "action": "%", "response": "You pass the sentry watching the doorway to the Yi control room, hardly aware of his presence, and step inside, stopping before the owner of the familiar, frowning face just inside. Your escorts come to a halt behind you.\n\n\"Tolan,\" the tall, wiry woman says to you.\n\nYou steel yourself for the need to speak. \"Cheryl,\" you reply. \"Dig Leader Cheryl Thadafel. I knew you would have need of the greatest Mechanist in the galaxy. Again.\" The longest speech ever to cross these lips?\n\n\"Tolan, this is going to be on my terms, or not at all.\"\n\nYou turn your empty hands face-up. \"Cheryl, this is important to me. It is the Yi-Lono-Mordel. Whatever the restrictions, I cannot miss this opportunity.\"\n\n\"Especially if the restrictions required you be kept away from it. Enough. I don't have much else to work with here, do I?\" As she dismisses the guards, you sweep your eyes about the room.\n\nAgain.\n\nThis time you will pull it off--regardless of Cheryl's desires.\n\nCopyright 2001, Sean Barrett\n\nMost humans would probably find it the height of fashion, but this low ellipsoidal room makes you uncomfortable with its perfect symmetry and sterility. The featureless white wall is broken up only by the large elliptical window in the ceiling and the circular doorway through which you entered. A cluster of forms sits in the center, atop the slightly concave floor.\n\nCheryl Thadafel stands here, watching you closely.\n\n[Type \"ABOUT\" for special information about interacting with THE WEAPON.]", "endoftext": false }, { "action": "You examine the room", "response": "The room is about fifteen meters long, eight meters wide, and three meters tall, in the traditional Yi ratio 4:2:1, with the vertical compromised to only 2/3 its height before the somewhat flat floor intrudes.\n\nCheryl says, \"This is our chance to make a difference, Tolan. But only if we do it according to my rules. You're going to see what sort of information you can get displayed. As soon as you bring some Yi text up, you stop. You don't touch anything until I say it's ok to continue. Got it?\"", "endoftext": false }, { "action": "Yes", "response": "Just use TALK or REPLY to engage in idle chitchat; for non-conversational communication, see the information in ABOUT.", "endoftext": false }, { "action": "Reply", "response": "You reply, \"Of course. I will do it your way rather than not at all.\"\n\nCheryl says, \"I'd be more glad to hear that if I actually trusted you, Tolan.\"", "endoftext": false }, { "action": "About yourself", "response": "You glance down at your body, taking care not to let the loathing show on your face, but there is really nothing worth noticing. Unless you count these idiotic handcuffs.\n\nCheryl says, \"As you asked, the guards will keep their distance so they won't disturb your concentration. It'll just be you and me. And, since I'm no mechanist, I've got this--just so I can keep tabs on you.\" She shows you a holographic reproduction of this room, hovering over a black base. \"There are sensors for movement, electromagnetic radiation, and I don't know what else, all analyzing this room. This little display lets me monitor the activity everywhere in the room so I can see what you're up to. So don't think you'll get away with anything.\"", "endoftext": false }, { "action": "You look at the handcuffs", "response": "Military grade handcuffs--oblong, blocky, but perfectly functional. You have seen them often enough in your lifetime--almost always in similar circumstances, sadly. They are securely fastened around your wrists, although since they are locked in front of you they should not interfere too much with your work.", "endoftext": false }, { "action": "You look under the handcuffs", "response": "The pale flesh of human wrists.", "endoftext": false }, { "action": "You eat the handcuffs", "response": "They're plainly inedible.", "endoftext": false }, { "action": "You unlock the handcuffs", "response": "(with the handcuffs)\nThose don't seem to fit the lock.", "endoftext": false }, { "action": "You look at the floor", "response": "(the floor)\nThe floor is such a gentle concave slope, with its lowest point at the center under the various forms, that you cannot tell whether it is elliptical, spherical, parabolic, hyperbolic, or something higher-order.", "endoftext": false }, { "action": "You look at the wall", "response": "(the room)\nThe room is about fifteen meters long, eight meters wide, and three meters tall, in the traditional Yi ratio 4:2:1, with the vertical compromised to only 2/3 its height before the floor intrudes.\n\nCheryl sighs. \"Tolan, do you have any idea how important it is we figure this place out, once and for all?\"", "endoftext": false }, { "action": "You examine the window", "response": "Looking out the window you can only get the faintest sense of the magnitude of Yi-Lono-Mordel. The sun you now orbit is on the opposite side from this window, although you can see one star, very close. The other asteroids are in the same orbit, so they'd never appear above you--and they would surely be too distant to be visible even if the window did face them.\n\nCheryl says, \"The problem is with the Lono, as you might guess.\"", "endoftext": false }, { "action": "Reply", "response": "You say, \"Are not the Lono long gone? Or is there a Terran Alliance secret?\"", "endoftext": false }, { "action": "You look at Cheryl", "response": "Dig Leader Cheryl Thadafel is a tall, wiry woman in her forties, perhaps late thirties. You spent the last three months looking forward to seeing her again, but now that you do, you wonder why you found her pug nose and staring eyes attractive in your memories. Perhaps it was just that you had little else to think about. Cheryl is carrying a monitor hologram, a laser pistol, and a key.\n\nCheryl replies, \"Gone, but not forgotten. We didn't lie about anything, though. After the battle at Calder's Star, every last one of their ships retreated through the wormhole back to their galaxy.\"", "endoftext": false }, { "action": "You look at the forms", "response": "The forms consist of a raised slab (in the same proportions as the ellipsoidal room, but a rectangular parallelepiped instead) and two gleaming swept curves (one on each side of the slab).\n\n\"But,\" Cheryl continues, \"They swore an oath. Apparently the same one they swore against the Yi, millennia ago. They're going to be back, Tolan, back with a vengeance. Soon. So before they show up, I'm going to have found a way to put an end to it--and that's why you're here.\"", "endoftext": false }, { "action": "You examine cheryl's key", "response": "Given that one of the guards who brought you up here gave the key to Cheryl, this elliptical disk of grey metal is almost certainly the key for a certain particularly annoying pair of handcuffs.\n\nCheryl says, \"You probably never realized it, Tolan, but the Yi had a somewhat high opinion of themselves. The word Yi isn't just their name--it means 'the end' or 'the ultimate'. The 'Yi-Lono-Mordel' isn't 'the Yi's Lono weapon'; it's 'the final Lono weapon'. They were planning to win their war with it.\"", "endoftext": false }, { "action": "You examine hologram", "response": "A flickering three-dimensional image in the shape of the control room hovers over a plain black base, itself a rectangular parallelepiped.\n\n(\"Rectangular parallelepiped\"! How can any sane creature stand to use a language with no proper word for the simplest form with parallel sides? It's a wonder humanity made it off Terra.)\n\nCheryl says, \"So I guess I'll finally make it into the history books by doing it for them.\"", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na pair of handcuffs (being worn)", "endoftext": false }, { "action": "You examine pistol", "response": "Apparently standard issue to military officers, given the frequency with which you have been on the wrong end of them, the shiny chrome and spiky protrustions leave no question as to the purpose of this device. At least the Yi tend to be subtle about it.", "endoftext": false }, { "action": "You jump", "response": "You jump on the spot, fruitlessly.\n\nCheryl says, \"That's a bit of Mechanism I've never seen before.\"", "endoftext": true }, { "action": "You describe your surroundings", "response": "This low ellipsoidal room makes you uncomfortable with its perfect symmetry and sterility. The featureless white wall is broken up only by the large elliptical window in the ceiling and the circular doorway through which you entered. In the center sits a slab, two swept curves surrounding it.\n\nCheryl stands here, watching you closely.", "endoftext": false }, { "action": "You examine the curves", "response": "Though the reason they are shaped into hyperboloids is unknown to you, you are well aware that each of these metal lumps served as an energy locus for a Yi--in this environment, a work location. The two sit on either side of the slab, one on the side nearest the door, one on the far side. They would be far too awkward to serve as a chair for your body.", "endoftext": false }, { "action": "You touch the curves", "response": "Although they are seemingly metallic, no free electrons wander the surface of these shapes; you can find nothing to influence.", "endoftext": false }, { "action": "You ask her about the handcuffs", "response": "(Cheryl about that)\nJust use TALK or REPLY to engage in idle chitchat; for non-conversational communication, see the information in ABOUT.", "endoftext": false }, { "action": "You look at the slab", "response": "The slab, subtly off-white, is warm to the touch, and hides the sensitive Yi technological components needed to manipulate the whole of Yi-Lono-Mordel; this much you were able to determine the last time you were here. In the top center edge on the side opposite the door is a small notch.", "endoftext": false }, { "action": "You examine the notch", "response": "You recognize the notch as a standard Yi heat-sensitive triggering device; human body temperature happens to be sufficient to activate this one, as you figured out before you were halted in your tracks on your previous attempt at conquering Yi-Lono-Mordel.", "endoftext": false }, { "action": "You ask Cheryl for the key", "response": "Cheryl says, \"Tolan, I don't trust you further than I can throw you. Until I see a problem you can't solve with the handcuffs on, forget it.\"", "endoftext": false }, { "action": "You talk to her", "response": "(Cheryl)\nYou don't think talking right now would accomplish anything.", "endoftext": false }, { "action": "About yourself", "response": "You glance down at your body for a fresh reminder of your situation.", "endoftext": false }, { "action": "Fondle notch", "response": "You touch the the notch with a minimal pressure. It is cooler than the rest of the slab, and you can feel the heat from your finger being drawn out momentarily. Where no cracks had been visible before, nevertheless sections of the top of the slab give way, and a control surface slides up and clicks into place.\n\nCheryl says, \"Ok, this is interesting.\" She peers at the control surface.", "endoftext": false }, { "action": "You examine the surface", "response": "The control surface is covered with a large grid of studs arranged in a hexagonal packing; it also features a set-in viewscreen.\n\nCheryl says, \"What's on that screen?\" She approaches from other side of the slab. \"Bah. See if you can find some text there.\"", "endoftext": false }, { "action": "You read the screen", "response": "The viewscreen is a small, perfectly square display set into the control surface. It shows some indecipherable icons.", "endoftext": false }, { "action": "You look at the icons", "response": "They are indecipherable.", "endoftext": false }, { "action": "You show the icons to Cheryl", "response": "(first taking the icons)\nThat's hardly portable.", "endoftext": false }, { "action": "You examine the studs", "response": "Each of the thousands of studs arrayed in a regular hexagonal packing across the control surface has a color and shape, but those two together are not enough to make each unique. However, it resembles all the other Yi mechanisms you have encountered in your life; although nobody else in the galaxy might ever realize it, the third axis of encoding is in the electric potential of the stud. Although the human body is poorly suited to the task, your long study has made you sensitive to this dimension as well. With that extra information and your encyclopedic knowledge of Yi technology, you can hazard a guess about many of these controls.\n\nThere are a number of studs whose exact function you are fairly certain you would recall if you studied them more closely and which seem relevant right now: an information stud, a powerup stud, a project status stud, a sequence stud, and a forcefield stud.", "endoftext": false }, { "action": "You examine the information stud", "response": "Activating this stud will bring up a large display on which will be shown what you imagine must be a detailed description of the purpose behind Yi-Lono-Mordel and information on how to use it--none of which would do you any good, since you can not read Yi writing. You are not certain that this is the information it displays, but you did activate and then deactivate this stud several months ago, so you are quite positive about it being full of Yi text.", "endoftext": false }, { "action": "You touch it", "response": "You touch your fingertip gently against the powerup stud and focus your mind to concentrate your energies through it.\n\nHmm... Absolutely nothing happens. Given the years of disuse, perhaps the generator is in need of minor maintenance. You search the control surface and find a generator access stud, which should give you access to the generator so you can make any repairs necessary.", "endoftext": false }, { "action": "You look at the project status stud", "response": "Activating this stud ought to produce some sort of more detailed display of the Yi-Lono-Mordel status. Knowing the way the Yi tend to compartmentalize knowledge, it will hopefully not give any detail about the point of the entire mechanism.", "endoftext": false }, { "action": "You examine the generator access", "response": "Activating this stud should give you access to the fusion generator used to power this facility.", "endoftext": false }, { "action": "You examine the sequence stud", "response": "Activating this toggle stud will most likely bring up a concise listing of the steps needed to use Yi-Lono-Mordel on the control surface viewscreen. It probably has text that Cheryl could decipher, but hopefully it includes symbolic instructions; despite your bravado, Yi-Lono-Mordel is on a vastly different scope that any other Yi technology you have worked with, and you'll need help getting it going--help you can not rely on Cheryl for. Unfortunately, Cheryl seems to be able to see the viewscreen pretty clearly.", "endoftext": false }, { "action": "You examine the forcefield stud", "response": "You are no coward, but you know when you can use some help, so you always have an eye open for something like this. Activating this stud probably turns on a forcefield generator around the control slab--and Yi forcefields are nearly impenetrable by human technology. This might come in handy if Cheryl was not always so close to the slab.", "endoftext": false }, { "action": "You touch the information", "response": "This is the only stud you were able to activate when you were here before, and you are positive that it will produce the information Cheryl's looking for--which would make her bring today's session to a halt. It might be enough information for her to figure out what this place is; if so, you'd never get a chance to try again. So you better not activate it unless you've got some way to stop her.", "endoftext": false }, { "action": "You touch the generator", "response": "You touch your fingertip gently against the generator access stud and focus your mind to concentrate your energies through it.\n\nA pale green energy appears on the monitor hologram. Cheryl says, \"What's that? Don't touch...\"\n\nTo the right, a white pillar with an elliptical cross-section slides up out of the floor.\n\nCheryl says, \"You better know what you're doing here, Tolan.\"", "endoftext": false }, { "action": "Reply", "response": "You say, \"I'm looking for the manual override.\"", "endoftext": false }, { "action": "You examine the white pillar", "response": "This looks to be the fusion generator. It is an elliptical white pillar, almost two meters tall, one meter wide, and half a meter deep. On the long front side is an access panel, which is closed.\n\nCheryl says, \"Well, of course. I'd help, but I'm busy watching you.\"", "endoftext": false }, { "action": "Reply", "response": "You say, \"Of course.\"", "endoftext": false }, { "action": "You look at the panel", "response": "Visible only by a small color variation, a parametrically-rectangular section of the front of the pillar seems to be an access panel.\n\nCheryl says, \"Tolan, my superiors don't want you anywhere near here. If they find out, I'll be in a lot of trouble.\"", "endoftext": false }, { "action": "Reply", "response": "You say, \"Even if I find a way to win the war?\"", "endoftext": false }, { "action": "Reply", "response": "There's no good reply to make.\n\nCheryl says, \"If I manage to find a way to win the war, they'll forgive me. But I can't tell them about it yet. They don't trust you at all. I don't really trust you. But we've worked together, so I'm sure I can keep you under control, and more importantly, I'm sure you can get me access. I know you can do this. I don't know if anybody else could.\"", "endoftext": false }, { "action": "Reply", "response": "You smile. \"Nobody else could.\"", "endoftext": false }, { "action": "You open the panel", "response": "The access panel has no seams you could work your fingernails into, and nothing else you could grip.\n\nCheryl says, \"And of anyone, I'm the only one who will be able to make heads or tails out of whatever information you can dig up.\"", "endoftext": false }, { "action": "You touch panel", "response": "You touch your fingers to the access panel and immediately recognize the subtle flow of energy through the surface. How much easier this would be if you could see in the electromagnetic spectrum! After a moment of concentration, you align the energy in your fingertips against the flow. The access panel swings open, revealing a fusion generator bay.\n\nCheryl says, \"What exactly is that?\"", "endoftext": false }, { "action": "Reply", "response": "You say, \"It is a wiring crossover terminal. Something is not connected correctly.\"", "endoftext": false }, { "action": "You look at the bay", "response": "The fusion generator bay is a spherical chamber which houses several Yi components you recognize comprise a plasma generator--a much bigger generator than you have ever seen in your long life--while the one remaining mechanism must be a plasma containment system--something you have always suspected the Yi were capable of, despite it being beyond your species' ability to produce. Closer inspection of the containment system reveals twelve contact points.\n\nYou recall noticing a tool stud which might give you something useful for analyzing the situation.\n\nCheryl says, \"Oh, right, I should have recognized it.\"", "endoftext": false }, { "action": "You examine the contact points", "response": "The twelve contacts are arranged around the edge of the plasma generation zone in perfect symmetry. They all look quite identical.", "endoftext": false }, { "action": "You touch the plasma", "response": "Which do you mean, the plasma generator or the plasma containment system?", "endoftext": false }, { "action": "Examine generator", "response": "(the white pillar)\nThis is the fusion generator. It is an elliptical white pillar, almost two meters tall, one meter wide, and half a meter deep. On the long front side is an access panel, which is open, revealing a fusion generator bay.", "endoftext": false }, { "action": "You examine the containment", "response": "The thing you suspect is a plasma containment system looks perfectly serviceable. The twelve contacts arranged around the bay must be the loci of some sort of magnetic field used to contain the plasma.", "endoftext": false }, { "action": "You touch the tool stud", "response": "You touch your fingertip gently against the tool stud and focus your mind to concentrate your energies through it.\n\nA slot appears on the top of the slab, to the left. Rising out of the slot is an electropulse probe.\n\nCheryl says, \"What is that? Hands off, Tolan.\" She grabs it as it emerges.", "endoftext": false }, { "action": "Reply", "response": "There's no good reply to make.\n\nCheryl says, \"You can have this once I'm sure it's safe, Tolan.\"\n\nShe examines the probe carefully, then aims it so neither end is pointing at either of you, and fiddles with it for a moment.\n\nAlthough you cannot see anything happening directly, Cheryl's monitor hologram lights up with a multi-colored iridescent sphere which slowly fades away.\n\nCheryl says, \"Huh. Just an electromagnetic toy.\" She sets it down on the slab.", "endoftext": false }, { "action": "You examine probe", "response": "A thin, cylindrical, half-meter-long rod, the electropulse probe is a common Yi device for working with certain kinds of Yi technology. The subtle interplay of electric and magnetic fields found in mechanisms can be stimulated with the probe, useful for detection, analysis, or calibration. At one end are two control sensors.", "endoftext": false }, { "action": "You examine the sensors", "response": "Which do you mean, the top sensor or the bottom sensor?", "endoftext": false }, { "action": "Top", "response": "The top sensor will trigger the probe to fire immediately.", "endoftext": false }, { "action": "You look at the bottom", "response": "The bottom sensor triggers the probe to fire after a delay.", "endoftext": false }, { "action": "You take probe", "response": "Taken.", "endoftext": false }, { "action": "You touch the top", "response": "You trigger the top sensor.\n\nAlthough you cannot see anything happening directly, Cheryl's monitor hologram lights up with a multi-colored iridescent sphere which slowly fades away.", "endoftext": false }, { "action": "Point probe at points", "response": "You put the electropulse probe into the fusion generator bay.", "endoftext": false }, { "action": "You press the top", "response": "You trigger the top sensor.\n\nAlthough you cannot see anything happening directly, Cheryl's monitor hologram lights up with a multi-colored iridescent sphere which slowly fades away. At the same time, a number of smaller points of white appear in the part of the hologram corresponding to the fusion bay, but you cannot make out the details; they are somewhat obscured by the glow of the probe.", "endoftext": false }, { "action": "You press the bottom", "response": "You trigger the bottom sensor.", "endoftext": false }, { "action": "Wait", "response": "Time passes.", "endoftext": false }, { "action": "Sing", "response": "Your singing is abominable.\n\nAlthough you cannot see anything happening directly, Cheryl's monitor hologram lights up with a multi-colored iridescent sphere which slowly fades away. At the same time, a number of smaller points of white appear in the part of the hologram corresponding to the fusion bay, but you cannot make out the details from here; they are somewhat obscured by the glow of the probe.\n\nCheryl says, \"Tolan, we both have to be here. So please don't make it any worse for me.\"", "endoftext": false }, { "action": "You look", "response": "This low ellipsoidal room makes you uncomfortable with its perfect symmetry and sterility. The featureless white wall is broken up only by the large elliptical window in the ceiling and the circular doorway through which you entered. In the center sits a slab, two swept curves surrounding it.\n\nIn the center of the right side of the room is a white pillar. The access panel on the pillar is open, exposing a fusion generator bay. An electropulse probe sticks out of the bay.\n\nOn the slab are a slot (which is empty) and a control surface.\n\nCheryl stands here, watching you closely.", "endoftext": false }, { "action": "You examine the probe", "response": "A thin half-meter-long rod, the electropulse probe is a common Yi device for working with certain kinds of Yi technology. The subtle interplay of electric and magnetic fields found in mechanisms can be stimulated with the probe, useful for detection, analysis, or calibration. At one end are two control sensors.", "endoftext": false }, { "action": "You look at the slot", "response": "This narrow rectangular slot is where the probe emerged.", "endoftext": false }, { "action": "Probe", "response": "What do you want to probe?", "endoftext": false }, { "action": "You probe yourself", "response": "You move the probe near yourself and trigger the top sensor.\n\nAlthough you cannot see anything happening directly, Cheryl's monitor hologram lights up with a multi-colored iridescent sphere which slowly fades away.", "endoftext": false }, { "action": "Probe contacts", "response": "You put the electropulse probe into the fusion generator bay.\n\nYou trigger the top sensor.\n\nAlthough you cannot see anything happening directly, Cheryl's monitor hologram lights up with a multi-colored iridescent sphere which slowly fades away. At the same time, a number of smaller points of white appear in the part of the hologram corresponding to the fusion bay, but you cannot make out the details from here--unfortunate, since those details are just what you need to make the repairs; they are somewhat obscured by the glow of the probe.", "endoftext": false }, { "action": "You touch the bottom sensor", "response": "You trigger the bottom sensor.", "endoftext": false }, { "action": "You examine hologram", "response": "A flickering three-dimensional image of the control room hovers over a rectangular black base.", "endoftext": false }, { "action": "You look at the hologram", "response": "You try to get a better look at Cheryl's monitor hologram as the probe fires; it looks like you only see eleven flickers of white, but you can not be sure, and Cheryl does not look comfortable with the idea of you standing any closer.", "endoftext": false }, { "action": "CHERYL, ,EXAMINE HOLOGRAM", "response": "You trigger the bottom sensor.\nTime passes.\nCheryl isn't particularly interested.\n\nAlthough you cannot see anything happening directly, Cheryl's monitor hologram lights up with a multi-colored iridescent sphere which slowly fades away. At the same time, a number of smaller points of white appear in the part of the hologram corresponding to the fusion bay, but you cannot make out the details from here; they are somewhat obscured by the glow of the probe.", "endoftext": false }, { "action": "Point probe at slot", "response": "(first taking the electropulse probe)\nYou put the \"top\" end of the probe back into the slot, leaving the sensors exposed. The probe is held in place firmly, but sticks up out of the slot.", "endoftext": false }, { "action": "You press the top", "response": "You trigger the top sensor.\n\nCheryl's monitor hologram lights up with a burst of radiant energy from the probe, just under the surface of the slab.", "endoftext": false }, { "action": "Wait", "response": "Time passes.", "endoftext": false }, { "action": "Point probe at contacts", "response": "(first taking the electropulse probe)\nYou put the electropulse probe into the fusion generator bay.", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\nAlthough you cannot see anything happening directly, Cheryl's monitor hologram lights up with a multi-colored iridescent sphere which slowly fades away.", "endoftext": false }, { "action": "You look at Cheryl", "response": "Cheryl Thadafel is a tall, wiry woman in her forties. You spent the last three months looking forward to seeing her again, but now that you do, you wonder why you found her pug nose and staring eyes attractive in your memories. Cheryl is carrying a monitor hologram, a laser pistol, and a key.", "endoftext": false }, { "action": "You ask her for the pistol", "response": "(Cheryl for the laser pistol)\nCheryl says, \"You think you're amusing? If there's something that you need a laser pistol for, I think you'll just have to let me do the shooting for you.\"", "endoftext": false }, { "action": "You continue", "response": "(Cheryl for the laser pistol)\nCheryl says, \"I'm not giving it to you. If you need something shot, maybe I'll do it.\"", "endoftext": false }, { "action": "You shoot cheryl", "response": "Cheryl says, \"Very funny.\"", "endoftext": false }, { "action": "You shoot you", "response": "Cheryl says, \"Trust me, Tolan, I will the minute you give me a good reason to.\"", "endoftext": false }, { "action": "You ask her for the hologram", "response": "(Cheryl for the monitor hologram)\nCheryl says, \"This monitor hologram is how I'm keeping tabs on you. If I don't have it, you're not going to get to do anything, anything at all.\"\n\nCheryl thinks for a moment and then speaks again. \"However, I recall we confiscated a pair of electromagnetic-sensitive goggles from you back when we... found... you here.\" She speaks into her communicator.\n\nSeveral minutes later, one of the guards stands in the doorway and tosses the goggles on the floor next to you, then leaves.", "endoftext": false }, { "action": "Wear the goggles", "response": "(first taking the electromagnetic goggles)\nYou clumsily struggle to put on the electromagnetic goggles and the room suddenly bursts to life visually. Whorls and eddies of energy play over every surface of the room but the window. Although it is a far cry from being able to directly perceive this much of the electromagnetic spectrum, it is far, far more than you have been forced to live with for some time.\n\nThe one drawback is that it is difficult to read displays, since the display spectrum is compressed to such a narrow band, and the display circuitry itself is exposed.", "endoftext": false }, { "action": "You examine the contacts", "response": "The twelve contacts are arranged around the edge of the plasma generation zone in perfect symmetry. They all look quite identical.", "endoftext": false }, { "action": "Examine generator", "response": "(the white pillar)\nThe fusion generator is an elliptical pillar, with small amounts of energy playing over it. Energy flows in a regulated way across an access panel, which is open, revealing a fusion generator bay.", "endoftext": false }, { "action": "You examine the bay", "response": "The fusion generator bay houses several Yi components you recognize comprise a plasma generator, while the remaining mechanism must be a plasma containment system. The containment system has twelve contact points. There is little energy flow to be seen, since the generator is off.", "endoftext": false }, { "action": "You touch the top", "response": "You trigger the top sensor.\n\nA sharp, multi-colored burst of electromagnetic radiation pulses out of the tip of the probe.", "endoftext": false }, { "action": "Probe contacts", "response": "You put the electropulse probe into the fusion generator bay.\n\nYou trigger the top sensor.\n\nA sharp, multi-colored burst of electromagnetic radiation pulses out of the tip of the probe.\n\nThe contact points in the fusion generator bay resonate in response--all but the ninth one, which stays utterly black. There is probably a recalibration stud for each of the contacts amongst the giant array of controls on the slab.\n\nIt is a good thing you got the goggles; the probe flash tends to overwhelm the details on Cheryl's hologram anyway.", "endoftext": false }, { "action": "You examine the studs", "response": "There are a number of studs whose function you are fairly certain of and which might prove relevant: a calibration stud, a tool stud, a generator access stud, an information stud, a powerup stud, a project status stud, a sequence stud, and a forcefield stud.", "endoftext": false }, { "action": "You touch calibration", "response": "You touch your fingertip gently against the calibration stud and focus your mind to concentrate your energies through it.\n\nNothing appears to happen, but that is hardly surprising, since you know well it can't be calibrated without an appropriate stimulus.\n\nCheryl says, \"Are you sure you know what you're doing, Tolan?\"", "endoftext": false }, { "action": "Answer", "response": "You say, \"Trial and error is part of the process of Mechanism.\"", "endoftext": false }, { "action": "Probe ninth contact", "response": "Which do you mean, the contact points or the calibration stud?", "endoftext": false }, { "action": "Points", "response": "You're not holding the probe.\n\nCheryl says, \"Make sure you err on the side of safety.\"", "endoftext": false }, { "action": "You take the probe", "response": "Taken.\n\nYou already have that.", "endoftext": false }, { "action": "Point probe at calibration", "response": "You move the probe near the calibration stud and trigger the top sensor.\n\nA sharp, multi-colored burst of electromagnetic radiation pulses out of the tip of the probe.", "endoftext": false }, { "action": "Probe contacts", "response": "You put the electropulse probe into the fusion generator bay.\n\nYou trigger the top sensor.\n\nA sharp, multi-colored burst of electromagnetic radiation pulses out of the tip of the probe.\n\nThe contact points in the fusion generator bay resonate in response--all but the ninth one, which stays utterly black. There is probably a recalibration stud for each of the contacts.", "endoftext": false }, { "action": "You examine calibration stud", "response": "Activating this stud will recalibrate the ninth contact point in the fusion generator bay if the contact is appropriately stimulated at the same time.", "endoftext": false }, { "action": "You touch calibration", "response": "You touch your fingertip gently against the calibration stud and focus your mind to concentrate your energies through it.\n\nNothing appears to happen, but that is hardly surprising, since it can't be calibrated without a simultaneous electromagnetic stimulus.", "endoftext": false }, { "action": "You touch the information", "response": "This is the only stud you were able to activate when you were here before, and you are positive that it will produce the information Cheryl's looking for--which would make her bring today's session to a halt. It might be enough information for her to figure out what this place is; if so, you'd never get a chance to try again. So you better not activate it unless you've got a way to stop her.", "endoftext": false }, { "action": "You examine the studs", "response": "There are a number of studs whose function you are fairly certain of and which might prove relevant: a calibration stud, a tool stud, a generator access stud, an information stud, a powerup stud, a project status stud, a sequence stud, and a forcefield stud.", "endoftext": false }, { "action": "You press the powerup", "response": "You touch your fingertip gently against the powerup stud and focus your mind to concentrate your energies through it.\n\nNothing happens. It would be typical of the Yi to have a safety interlock which requires the access panel be shut.", "endoftext": false }, { "action": "Sing", "response": "Your singing is abominable.", "endoftext": false }, { "action": "You shut the panel", "response": "The probe blocks it from closing.", "endoftext": false }, { "action": "You take probe", "response": "Taken.", "endoftext": false }, { "action": "You shut the panel", "response": "You close the generator access panel.", "endoftext": false }, { "action": "You press the powerup", "response": "You touch your fingertip gently against the powerup stud and focus your mind to concentrate your energies through it.\n\nThe fusion generator pillar radiates a sequence of colors: dark red, deep purple, light blue, and then builds and peaks with a very bright yellow.\n\nCheryl's monitor hologram reveals significant electromagnetic activity beginning to occur within the fusion generator.\n\nIt looks like powering up was a good place to start; that was fairly obvious. But you have no intuition about what to do next with a mechanism on this scale; the grid of stud offers thousands of studs, any of which could plausibly be involved.\n\nCheryl says, \"You're making quite a bit of progress, Tolan.\"", "endoftext": false }, { "action": "Reply", "response": "You say, \"No. This is little more than turning the lights on.\"", "endoftext": false }, { "action": "Press sequence", "response": "You touch your fingertip gently against the sequence stud and focus your mind to concentrate your energies through it.\n\nThe viewscreen lights up, pulsing and probing energies dancing all over its surface.\n\nCheryl notices the changed display on the viewscreen. \"What is that? Move away from the controls, Tolan. I want to decipher that text.\" She draws her laser pistol and points it at you.\n\nYou look down at the viewscreen as you raise your hands for Cheryl and determine that this is exactly what you needed to know.\n\nUnfortunately, you'll never get the chance to make use of the information.", "endoftext": false }, { "action": "You look at the project status stud", "response": "Activating this stud ought to produce some sort of more detailed display of the Yi-Lono-Mordel status. Knowing the way the Yi tend to compartmentalize knowledge, it will hopefully not give any detail about the point of the entire mechanism.\n\nCheryl says, \"Oh, well, sure, for a place this big and complicated, that would be true.\"", "endoftext": false }, { "action": "Press project status stud", "response": "You touch your fingertip gently against the project status stud and focus your mind to concentrate your energies through it.\n\nProjected on the left half of the far wall of the room, an installation status display showing the current configuration of Yi-Lono-Mordel appears.\n\nCheryl says, \"What's this?\" She takes a step closer to it. \"Shoot, no text.\"", "endoftext": false }, { "action": "You examine status display", "response": "It's a little too hard to make out the display through the visual noise of the goggles.\n\nCheryl says, \"Cool, that must be Yi-Lono-Mordel. I'm sure there's more to this, Tolan. Find me some text!\"", "endoftext": false }, { "action": "You remove the goggles", "response": "You take off the goggles, revealing the drab world of the natural human visual spectrum.", "endoftext": false }, { "action": "Press sequence", "response": "You touch your fingertip gently against the sequence stud and focus your mind to concentrate your energies through it.\n\nThe viewscreen lights up with a list of Yi text and corresponding control iconography.\n\nCheryl notices the changed display on the viewscreen. \"What is that? Move away from the controls, Tolan. I want to decipher that text.\" She draws her laser pistol and points it at you.\n\nYou look down at the viewscreen as you raise your hands for Cheryl and determine that this is exactly what you needed to know.\n\nUnfortunately, you'll never get the chance to make use of the information.", "endoftext": false }, { "action": "You ask Cheryl about the handcuffs", "response": "Just use TALK or REPLY to engage in idle chitchat; for non-conversational communication, see the information in ABOUT.", "endoftext": false }, { "action": "You examine the status", "response": "(the installation status display)\nThe installation status display uses crisp, simple geometric symbols to display a representation of the entire Yi-Lono-Mordel installation: the star system you are in now, with the twenty asteroids including this one orbiting it, and the twenty stars arrayed around it like the vertices of a dodecahedron, each with twenty asteroids of their own. The indicator corresponding to this asteroid is glowing brighter than those for the other asteroids.", "endoftext": false }, { "action": "You show the handcuffs to Cheryl", "response": "Cheryl says, \"Tolan, I don't trust you further than I can throw you. Until I see a problem you can't solve with the handcuffs on, forget it.\"", "endoftext": false }, { "action": "You examine the status display", "response": "The installation status display shows a symbolic representation of the entire Yi-Lono-Mordel installation: the star system you are in now, with the twenty asteroids including this one orbiting it, and the twenty stars arrayed around it like the vertices of a dodecahedron, each with twenty asteroids of their own. The indicator corresponding to this asteroid is glowing brighter than those for the other asteroids.", "endoftext": false }, { "action": "You touch the forcefield", "response": "You touch your fingertip gently against the forcefield stud while focusing your mind to concentrate your energies through it. But you can not quite achieve the right electrical flow, because the handcuffs on your wrists short-circuit your hands.", "endoftext": false }, { "action": "Wave", "response": "You wave, feeling foolish.\n\nCheryl says, \"Yes? I do see you, Tolan.\"", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\nan electropulse probe\na pair of electromagnetic goggles\na pair of handcuffs (being worn)", "endoftext": false }, { "action": "Kiss cheryl", "response": "You consider just how many sacrifices you would be willing to make to achieve your goals; reflecting on it, there is really nothing you would not be willing to do. But Cheryl has a laser pistol.", "endoftext": false }, { "action": "Point at stud", "response": "Which do you mean, the calibration stud, the tool stud, the generator access stud, the information stud, the powerup stud, the project status stud, the sequence stud or the forcefield stud?", "endoftext": false }, { "action": "Forcefield", "response": "You point at the forcefield stud.", "endoftext": false }, { "action": "You show forcefield stud to Cheryl", "response": "(first taking the forcefield stud)\nThat's hardly portable.", "endoftext": false }, { "action": "Point probe at cuffs", "response": "You move the probe near the handcuffs and trigger the top sensor.\n\nAlthough you cannot see anything happening directly, Cheryl's monitor hologram lights up with a multi-colored iridescent sphere which slowly fades away.", "endoftext": false }, { "action": "You look at the tool stud", "response": "This stud controls a probe storage mechanism.", "endoftext": false }, { "action": "You press generator access stud", "response": "You touch your fingertip gently against the generator access stud and focus your mind to concentrate your energies through it.\n\nThe elliptical pillar disappears back into the floor.", "endoftext": false }, { "action": "Press project status stud", "response": "You touch your fingertip gently against the project status stud and focus your mind to concentrate your energies through it.\n\nThe installation status display fades away.", "endoftext": false }, { "action": "Press project status stud", "response": "You touch your fingertip gently against the project status stud and focus your mind to concentrate your energies through it.\n\nThe installation status display showing the current configuration of Yi-Lono-Mordel appears, projected on the wall.\n\nCheryl looks at the status display to see if there's anything new.", "endoftext": false }, { "action": "Press information stud", "response": "This is the only stud you were able to activate when you were here before, and you are positive that it will produce the information Cheryl's looking for--which would make her bring today's session to a halt. It might be enough information for her to figure out what this place is; if so, you'd never get a chance to try again. So you better not activate it unless you've got a way to stop her.", "endoftext": false }, { "action": "You look", "response": "This low ellipsoidal room makes you uncomfortable with its perfect symmetry and sterility. The featureless white wall is broken up only by the large elliptical window in the ceiling and the circular doorway through which you entered. In the center sits a slab, two swept curves surrounding it.\n\nProjected on the left half of the far wall of the room is an installation status display.\n\nOn the slab are a slot (which is empty) and a control surface.\n\nCheryl stands here, watching you closely.", "endoftext": false }, { "action": "Wear the goggles", "response": "You clumsily struggle to put on the electromagnetic goggles and the room suddenly bursts to life visually, including the various displays, which become more challenging to read.", "endoftext": false }, { "action": "You examine the surface", "response": "The control surface is covered with a large grid of studs arranged in a hexagonal packing; it also features a set-in viewscreen.\n\nCheryl says, \"Are those goggles helpful? Can you see anything through them that isn't on my hologram?\"", "endoftext": false }, { "action": "You give the goggles to Cheryl", "response": "Cheryl takes the goggles from you. \"Something interesting to see this way, Tolan?\" She puts them on and looks around as if slightly disoriented.", "endoftext": false }, { "action": "You touch sequence stud", "response": "You touch your fingertip gently against the sequence stud and focus your mind to concentrate your energies through it.\n\nThe viewscreen lights up with a list of Yi text and corresponding control iconography.\n\nCheryl says, \"Is that it?\" She reaches up to take off the goggles.", "endoftext": false }, { "action": "You examine the viewscreen", "response": "The viewscreen is a small, perfectly square display set into the control surface. Although you can not understand the Yi writing, you can recognize a number of the control icons in the sequence: power-up, then transmit go, then control rods, then ignition. Powering up you have done; no doubt there are studs to trigger the other three.\n\nCheryl says, \"Show's over, huh?\" She takes off the goggles and tosses them on the ground beside you. Good thing they're sturdy enough to take a fair amount of abuse.\n\nCheryl notices the changed display on the viewscreen. \"What is that? Move away from the controls, Tolan. I want to decipher that text.\" She draws her laser pistol and points it at you.\n\nToo bad you'll never get another chance.", "endoftext": false }, { "action": "You touch sequence stud", "response": "You touch your fingertip gently against the sequence stud and focus your mind to concentrate your energies through it.\n\nThe viewscreen returns to its normal display.\n\nCheryl says, \"Show's over, huh?\" She takes off the goggles and tosses them on the ground beside you. Good thing they're sturdy enough to take a fair amount of abuse.", "endoftext": false }, { "action": "You give probe to her", "response": "(Cheryl)\nCheryl says, \"I'm not particulary interested in that.\"", "endoftext": false }, { "action": "You throw the probe at her", "response": "(Cheryl)\nYou would prefer not to do something that might provoke Cheryl and earn you a trip straight back to the brig.", "endoftext": false }, { "action": "Probe cheryl", "response": "Cheryl circles the slab and gives you a look of warning.", "endoftext": false }, { "action": "You look", "response": "This low ellipsoidal room makes you uncomfortable with its perfect symmetry and sterility. The featureless white wall is broken up only by the large elliptical window in the ceiling and the circular doorway through which you entered. In the center sits a slab, two swept curves surrounding it.\n\nProjected on the left half of the far wall of the room is an installation status display.\n\nOn the slab are a slot (which is empty) and a control surface.\n\nCheryl stands here, watching you closely.\n\nYou can also see a pair of electromagnetic goggles here.", "endoftext": false }, { "action": "You give the goggles to Cheryl", "response": "(first taking the electromagnetic goggles)\nCheryl takes the goggles from you. \"Got something to show me?\" She puts them on and looks around.", "endoftext": false }, { "action": "You press the top", "response": "You trigger the top sensor.\n\nAlthough you cannot see anything happening directly, Cheryl's monitor hologram lights up with a multi-colored iridescent sphere which slowly fades away.\n\nCheryl, watching through the goggles, says, \"Huh. Tolan, I'd never have thought you'd be one to admire beauty.\"", "endoftext": false }, { "action": "You wait a while", "response": "Time passes.\n\nCheryl says, \"That it?\" She reaches up to take off the goggles.", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\nCheryl takes off the goggles and tosses them on the ground beside you.", "endoftext": false }, { "action": "You ask her for the goggles", "response": "(Cheryl for the electromagnetic goggles)\nCheryl says, \"You must be on artificial stimulants, Tolan.\"", "endoftext": false }, { "action": "You ask her for the key", "response": "(Cheryl for the key)\nCheryl says, \"Tolan, I don't trust you further than I can throw you. Until I see a problem you can't solve with the handcuffs on, forget it.\"", "endoftext": false }, { "action": "You look at her", "response": "(Cheryl)\nCheryl Thadafel is a tall, wiry woman in her forties. You spent the last three months looking forward to seeing her again, but now that you do, you wonder why you found her pug nose and staring eyes attractive in your memories. Cheryl is carrying a monitor hologram, a laser pistol, and a key.", "endoftext": false }, { "action": "You ask her for the hologram", "response": "(Cheryl for the monitor hologram)\nCheryl says, \"I'm using this monitor hologram to track your activities, Tolan.\"", "endoftext": false }, { "action": "Break monitor", "response": "That is insubstantial.", "endoftext": false }, { "action": "Probe surface", "response": "You move the probe near the control surface and trigger the top sensor.\n\nAlthough you cannot see anything happening directly, Cheryl's monitor hologram lights up with a multi-colored iridescent sphere which slowly fades away.", "endoftext": false }, { "action": "Probe slab", "response": "You put the \"top\" end of the probe back into the slot, leaving the sensors exposed. The probe is held in place firmly, but sticks up out of the slot.\n\nYou trigger the top sensor.\n\nCheryl's monitor hologram lights up with a burst of radiant energy from the probe, just under the surface of the slab.", "endoftext": false }, { "action": "You take probe", "response": "Taken.", "endoftext": false }, { "action": "You show the window to her", "response": "(Cheryl)\n(first taking the elliptical window)\nThat's hardly portable.\n\nCheryl takes off the goggles and tosses them on the ground beside you.", "endoftext": false }, { "action": "You examine the studs", "response": "There are a number of studs whose function you are fairly certain of and which might prove relevant: a transmit stud, a control stud, an ignition stud, a calibration stud, a tool stud, a generator access stud, an information stud, a powerup stud, a project status stud, a sequence stud, and a forcefield stud.\n\nCheryl takes off the goggles and tosses them on the ground beside you.", "endoftext": false }, { "action": "You look at the control", "response": "(the control surface)\nThe control surface is covered with a large grid of studs arranged in a hexagonal packing; it also features a set-in viewscreen.", "endoftext": false }, { "action": "You examine the transmit", "response": "Activating this stud no doubt transmits a signal of some sort, presumably to the other asteroids in the Yi-Lono-Mordel installation. Considering their ability to miniaturize, the Yi would not need an external transmission source; the transmitter is probably right inside the slab. However, given the location and energy necessary, the signal it produces will surely be visible on Cheryl's monitor hologram or through your electromagnetic goggles.", "endoftext": false }, { "action": "You examine the control stud", "response": "Activating this stud should give access to the final control system.", "endoftext": false }, { "action": "You press transmit", "response": "You touch your fingertip gently against the transmit stud and focus your mind to concentrate your energies through it.\n\nA very bright blue ball appears on Cheryl's monitor hologram in the center of the control slab.\n\nCheryl says, \"What was that? I suspect that's what a signal transmission would look like. Don't touch a thing, Tolan.\" She draws her laser pistol. \"Until I can find out what just happened, I'm sending you back to the brig.\"\n\nUnfortunately, once she finds out what just happened, they'll probably opt for a harsher penalty than just the brig.", "endoftext": false }, { "action": "You press the control", "response": "(the control surface)\nIt is fixed in place.", "endoftext": false }, { "action": "You press control stud", "response": "You touch your fingertip gently against the control stud and focus your mind to concentrate your energies through it.\n\nNothing happens.", "endoftext": false }, { "action": "You examine the studs", "response": "There are a number of studs whose function you are fairly certain of and which might prove relevant: a transmit stud, a control stud, an ignition stud, a calibration stud, a tool stud, a generator access stud, an information stud, a powerup stud, a project status stud, a sequence stud, and a forcefield stud.", "endoftext": false }, { "action": "You press the ignition stud", "response": "You touch your fingertip gently against the ignition stud and focus your mind to concentrate your energies through it.\n\nNothing happens.", "endoftext": false }, { "action": "You examine the transmit stud", "response": "Activating this stud no doubt transmits a signal of some sort, presumably to the other asteroids in the Yi-Lono-Mordel installation. Knowing the Yi, the transmitter is inside the slab. Transmitting such a signal will be very visible on Cheryl's hologram.", "endoftext": false }, { "action": "You examine slab", "response": "The slab, subtly off-white, is warm to the touch, and hides the sensitive Yi technological components needed to manipulate the whole of Yi-Lono-Mordel. In the top center edge on the side opposite the door is a small notch. Extending across much of the surface of the slab is a slightly raised control surface. There is an open slot in the slab where the probe emerged.", "endoftext": false }, { "action": "Press status", "response": "(the installation status display)\nThat is insubstantial.", "endoftext": false }, { "action": "Press status stud", "response": "You touch your fingertip gently against the project status stud and focus your mind to concentrate your energies through it.\n\nThe installation status display fades away.", "endoftext": false }, { "action": "Press status stud", "response": "You touch your fingertip gently against the project status stud and focus your mind to concentrate your energies through it.\n\nThe installation status display showing the current configuration of Yi-Lono-Mordel appears, projected on the wall.", "endoftext": false }, { "action": "You touch the tool stud", "response": "You touch your fingertip gently against the tool stud and focus your mind to concentrate your energies through it.\n\nThe slot through which the probe emerged closes.", "endoftext": false }, { "action": "You examine the status", "response": "(the installation status display)\nThe installation status display shows a symbolic representation of the entire Yi-Lono-Mordel installation: the star system you are in now, with the twenty asteroids including this one orbiting it, and the twenty stars arrayed around it like the vertices of a dodecahedron, each with twenty asteroids of their own. The indicator corresponding to this asteroid is glowing brighter than those for the other asteroids.", "endoftext": false }, { "action": "You touch the tool stud", "response": "You touch your fingertip gently against the tool stud and focus your mind to concentrate your energies through it.\n\nA slot appears on the top of the slab.", "endoftext": false }, { "action": "Touch status", "response": "(the installation status display)\nThere's nothing to feel.", "endoftext": false }, { "action": "You put the probe in the slab", "response": "You put the \"top\" end of the probe back into the slot, leaving the sensors exposed. The probe is held in place firmly, but sticks up out of the slot.", "endoftext": false }, { "action": "You examine icon", "response": "They are still indecipherable.", "endoftext": false }, { "action": "You examine the studs", "response": "There are a number of studs whose function you are fairly certain of and which might prove relevant: a transmit stud, a control stud, an ignition stud, a calibration stud, a tool stud, a generator access stud, an information stud, a powerup stud, a project status stud, a sequence stud, and a forcefield stud.", "endoftext": false }, { "action": "You examine viewscreen", "response": "The viewscreen is a small, perfectly square display set into the control surface. It shows some indecipherable icons.", "endoftext": false }, { "action": "You touch control stud", "response": "You touch your fingertip gently against the control stud and focus your mind to concentrate your energies through it.\n\nA pair of rods slowly emerge from surface of the slab.\n\nCheryl says, \"What are those?\"", "endoftext": false }, { "action": "You sit on the rods", "response": "They're not something you can sit down on.\n\nCheryl says, \"I knew it! The place must be very important to have its information so protected. It's rather uncharacteristic of the Yi, but I expected that all along.\"", "endoftext": false }, { "action": "You look at the rods", "response": "A pair of slender cylindrical control rods sticks up from the surface of the slab through a thin crack. The rods are about a meter apart. You have never seen anything like this in your experience with Yi equipment.", "endoftext": false }, { "action": "You examine the crack", "response": "The rods poke up out of this thin crack.", "endoftext": false }, { "action": "You touch the rods", "response": "You touch each of the rods one at a time, but the handcuffs prevent you from touching both at the same time. Although the rods have a subtle electric potential, you cannot find any way to trigger them energistically.", "endoftext": false }, { "action": "You take the rods", "response": "They're fixed in place.", "endoftext": false }, { "action": "Pull rods", "response": "You try to reach and touch both of the rods at the same time, but the handcuffs prevent you.", "endoftext": false }, { "action": "Pull rods", "response": "Cheryl says, \"I'd rather leave my hands free to reach for my laser, Tolan. But I guess you can take the handcuffs off.\"\n\nShe tosses the key to the handcuffs onto the floor next to you.", "endoftext": false }, { "action": "You take the key", "response": "Taken.", "endoftext": false }, { "action": "You unlock the handcuffs with the key", "response": "You unlock the handcuffs.", "endoftext": false }, { "action": "You remove the handcuffs", "response": "(first opening the handcuffs)\nYou take off the handcuffs.", "endoftext": false }, { "action": "Pull rods", "response": "You pull the rods together, towards each other, and they move until they are much closer. An icon on the viewscreen changes slightly. The rods want to spring back apart, and you can not do anything else while holding them together, so you release the rods.", "endoftext": false }, { "action": "You put the handcuffs on the rods", "response": "You pull the rods together and slip the handcuffs on them. They seem to hold the rods together quite handily. An icon on the viewscreen changes slightly.\n\nCheryl says, \"How clever.\"", "endoftext": false }, { "action": "Press forcefield", "response": "You touch your fingertip gently against the forcefield stud and focus your mind to concentrate your energies through it.\n\nCheryl notices the activity on her hologram monitor. She turns to face you. \"Tolan, if I'm not mistaken, there's a forcefield around this slab... and us.\" Her laser pistol is in her hand. \"I suggest you lower that forcefield. If I'm forced to use this... well, I might be trapped here for a while, but the Terran Alliance will ship the technology to break the field eventually. So why don't you make it easy on the both of us?\"\n\nLittle choice: in death there will be no second chances. Unfortunately, this has tipped them off, and you'll never get a second chance in what's left of your life, either.", "endoftext": false }, { "action": "You look at the wall", "response": "(the room)\nThe room is about fifteen meters long, eight meters wide, and three meters tall, in the traditional Yi ratio 4:2:1, with the vertical compromised to only 2/3 its height before the floor intrudes. A status display is projected on one side of the room.\n\nCheryl says, \"I'm surprised the Yi would have had such a physical control system. I could have operated that myself.\"", "endoftext": false }, { "action": "Press information", "response": "You touch your fingertip gently against the information stud and focus your mind to concentrate your energies through it.\n\nA large display appears on the right wall of the room, filled with line after line of Yi text.\n\nCheryl notices the activity and turns to look at the display. \"That's it! You've found it. Wonderful!\" She walks over to take a closer look at it. \"Oh, Tolan, I think the first word is 'humans'! I think this might be addressed to us! The first ever communication from the Yi.\"", "endoftext": false }, { "action": "Press forcefield", "response": "You touch your fingertip gently against the forcefield stud and focus your mind to concentrate your energies through it.\n\nCheryl notices the activity on her hologram monitor. She turns to face you. \"Tolan, you're a dead man. I told you not to mess with anything.\" She draws her laser pistol, but hesitates. \"Hell, that's a Yi forcefield, isn't it? Well, you can't stay in there forever.\"", "endoftext": false }, { "action": "You touch the ignition", "response": "You touch your fingertip gently against the ignition stud and focus your mind to concentrate your energies through it.\n\nOn Cheryl's monitor hologram, an enormous surge of energy flows out of the fusion generator and out in all directions around the room.\n\nThe indicator corresponding to this asteroid on the installation status display turns white.\n\nCheryl looks at the monitor hologram in dismay, then turns to face you.\n\nCheryl says, \"What are you up to, Tolan?\"", "endoftext": false }, { "action": "Reply", "response": "You say, \"Well, it has been fun, Cheryl. But it is over now.\"\n\nCheryl says, \"What do you mean?\"\n\nA speaker at the doorway crackles to life. \"Dig Leader, some time ago we detected a transmission to the surrounding asteroids, and have just determined it came from the control room.\"", "endoftext": false }, { "action": "Reply", "response": "You say, \"Yi-Lono-Mordel is powered up and ready to go.\"\n\nCheryl says, \"Ready? What is Yi-Lono-Mordel?\"\n\nThe indicator for this asteroid on the status display turns bright yellow.", "endoftext": false }, { "action": "Reply", "response": "You say, \"It is the Yi's ultimate weapon, just like you said. You remember the Lono planet-buster? Yi-Lono-Mordel is more. Far more. It is a galaxy smasher. I think. I believe. I hope.\"\n\nCheryl stares at you silently.", "endoftext": false }, { "action": "Continue", "response": "You say, \"We can only assume the Yi did not use it because they did not want to wipe out humanity along with the Lono--at least, not if humanity managed to stop the Lono.\"\n\nThe indicators for the other asteroids around this star light up a bit brighter.\n\nYou say, \"So now I will get to do the honors.\"\n\nCheryl says, \"What? Destroy the galaxy? Why?\"\n\nThe voice on the speaker returns. \"Also, a freighter in the area reports a signal was sent out to the neighboring stars.\"", "endoftext": false }, { "action": "Reply", "response": "You shake your head. \"Cheryl, Cheryl. Come now. Why do you think I would want to destroy all of humanity?\"\n\nCheryl says, \"I know you too well to believe you're a psychopath. So I don't know.\"", "endoftext": false }, { "action": "Reply", "response": "You say, \"You do not know me at all, Cheryl. I am different from everyone you know. Different from every human being in the galaxy, in fact. Differently motivated.\"\n\nThe indicator for this asteroid on the status display turns hot pink.", "endoftext": false }, { "action": "Reply", "response": "You say, \"Did your superiors suspect? Did they tell you to keep me away, or did they tell you to kill me? Tell me.\"\n\nCheryl considers replying, but hesitates.", "endoftext": false }, { "action": "Reply", "response": "You say, \"Well, enough discussion. I find it hard enough to control this pathetic human body without forcing myself to try to make human speech. Say goodbye, 'Milky Way'.\"\n\nThe indicator for this asteroid on the status display begins flashing.", "endoftext": false }, { "action": "Laugh", "response": "You cackle maniacally.\n\nCheryl opens her mouth to speak, but she is, for once, at a loss for words.", "endoftext": false }, { "action": "Wave", "response": "You wave, feeling foolish.", "endoftext": true } ]
tcebhl79rlxo3qrk
Rameses
Stephen Bond
[ "Slice of life" ]
[ "anxiety", "AvPD", "college", "complicity", "contemplative", "cover art", "first person", "IF Competition 2000", "IFComp Game", "linear", "male protagonist", "parser", "puzzleless", "sad", "school setting", "sexual content", "slice of life", "strong characterization", "strong NPCs", "strong profanity", "teenage protagonist", "Xyzzy Awards 2000", "XYZZY Best Individual PC" ]
2,000
[ 36, 48, 23, 7, 4 ]
118
3.889831
20080302
false
[ { "action": "%", "response": "I am standing on the platform of a railway station - it's miserable, it's damp, and all the seats are taken by stuck-up grannies and biddies and ghastly yacht-clubbers. While waiting for the train, which is taking ages, I peer over to the opposite platform, and notice a familiar figure. I can't believe it! It's Daniel! After all these years! But he hasn't noticed me yet. Barely able to conceal the joy in my voice, I step over to the edge of the platform and shout \"Daniel Maguire! What the FUCK are you doing here?\" And he notices me and shouts \"Alex Moran, would you ever shut the FUCK up, you cross-eyed WANKER!\" And I reply \"Go FUCK yourself, ASSHOLE!\" and he replies \"Suck me off, you BENT BASTARD!\". And the two of us run up and down the platforms, joyously shouting abuse at each other across three lines of track. And all the stuck-up grannies and biddies and ghastly yacht-clubbers waiting at the station stare at us as if we are mad. But we carry on, running up and down, screaming profanities, and let the rest of the world GO FUCK ITSELF!\n\n\n\nDormitory Room (on my bunkbed)\nI wake up.\n\nWith horror I realise that I'll have to spend another day in St. Enda's college. A familiar fact I have to face each morning - but four years here have not made it any easier to face. St. Enda's - how I have come to despise this place. A decrepit old red-brick shagpile which has become the focal point of this filthy little town in the arse-end of nowhere. The cheapest boarding school in the country, probably, but also surely the most pompous and inflated. A haven for the worst kind of social climbers, parvenus, thick, ignorant farmers' sons...\n\nWith horror I also realise that I am an asshole. Another familiar fact, and the last seventeen years have given me little reason to doubt it. I could happily pick apart my faults all day - I'm too short, too shy, indecisive, and uncharismatic. And I've got terrible posture.\n\nThe dormitory is a small, frequently claustrophobic room that somehow fits four bunkbeds, which are stacked up on opposite walls. There is a sink in one corner and an old wardrobe in another. The doorway leads east. A solitary window allows a cold light into the room.\n\nOn Wayne's bunkbed is Wayne.\n\nOn Paddy's bunkbed is Paddy.", "endoftext": true }, { "action": "You examine Wayne", "response": "Wayne long ago abandoned any personality of his own to become a miserable lapdog of Gordon, a sort of feeble court jester, constantly making up jokes and thinking of new ways to entertain his master. Gordon rewards this behaviour by ignoring Wayne anytime his rugby pals are around. Wayne seems to accept this treatment, as if it were part of the natural order of things, hoping that one day Gordon will accept him into his clique on an equal footing.\n\nWayne is an asshole, in other words.", "endoftext": false }, { "action": "About you", "response": "I am Rameses Alexander Moran. With a name like this, you probably think my parents have a sense of humour, but they don't. I'm too short, too shy, indecisive, and uncharismatic. And I've got terrible posture.", "endoftext": false }, { "action": "You look at Paddy", "response": "Paddy is fat, and has the timidity and docility of a young deer. A very fat young deer, admittedly.\n\nHe's also an asshole. Well, maybe that's a bit harsh - it's just that I call everyone else an asshole, and if I didn't call Paddy an asshole, you might think I liked him or something. Which I don't. You see, Paddy is a terrible bore. He never says anything that hasn't been said about ten times already by other people. His friends are all timid, boring, fat people like him, and when they get together they talk in timid, quiet, frightened voices about really boring things. Paddy and his friends are harmless, really. They're just not the kind of people I want to hang around with.\n\nAt the moment, Paddy is asleep, snoring quietly.", "endoftext": false }, { "action": "You look", "response": "Dormitory Room (on my bunkbed)\nThe dormitory is a small, frequently claustrophobic room that somehow fits four bunkbeds, which are stacked up on opposite walls. There is a sink in one corner and an old wardrobe in another. The doorway leads east. A solitary window allows a cold light into the room.\n\nOn Wayne's bunkbed is Wayne.\n\nOn Paddy's bunkbed is Paddy.\n\nGordon struts into the room, fresh and dripping from the shower. He is wearing nothing apart from a towel which is wrapped loosely around his waist. Very loosely around his waist. As he walks in, the towel falls off. He tries to make out it was an accident, but it obviously wasn't. He just did it so we could all admire the enormous size of his cock.\n\nIt happens too often for it to have been an accident.", "endoftext": false }, { "action": "You look at the cock", "response": "(my dick)\nIt's still there.\n\nGordon walks over to the sink. He pretends to root in his medicine bag for something, but I can see he's really admiring himself in the mirror. God, that bastard spends so much time looking at his own reflection, admiring his face, and his chest, and his muscles, and his dick.", "endoftext": false }, { "action": "You look at Gordon", "response": "Gordon is an asshole. He is without doubt the most vain, pompous, self-obsessed asshole I have ever met. God, that guy is in love with himself. He absolutely adores every inch of his own body. He has to surround himself continually with an entourage of fawning admirers.\n\nAnd this year, he became a member of the St. Enda's under-18 rugby team. So, if there was ever any doubt about it, he is now officially an asshole.\n\nGordon turns around and faces the room.\n\"Come on now lads, wake yourselves up, come on now,\" he says in a thick country accent. He doesn't usually have a thick country accent. He's just making fun of Declan the Seminarian. You'll meet Declan later.\n\nGordon is greeted by groaning, some of it from me.", "endoftext": false }, { "action": "You examine the sink", "response": "The sink is where we spit all our slooshed-out toothpaste each morning. It's covered in limescale, and the plumbing underneath is exposed. Both hot and cold taps produce a weak, tepid stream of water, but at least they don't drip all night. Above the sink is a mirror.\n\n\"Ah, I see Mr Alex Moran is already awake,\" says Gordon in his normal voice, which is deep and terribly pompous. \"And what about Mr Wayne Treacy?\"", "endoftext": false }, { "action": "You look at the mirror", "response": "I can't see myself in the mirror from my bed. I can, however, see a most uninteresting part of the side wall.\n\n\"And what about Mr Wayne Treacy?\" says Gordon again, raising his voice.\n\nWayne stirs in his bed. \"Fuck off, Gordon,\" he says, affectionately.", "endoftext": false }, { "action": "You get up", "response": "But I don't want to get out of bed. It's a cold day outside, and it's nice and warm here.\n\n\"And finally to Mr Patrick Mulroney.\" Gordon really treats everyone else like a moron. \"Is he awake? No, still sleeping like a log.\"\n\n\"Sleeping like a pig, more like,\" says Wayne. \"And he was snoring like a pig, too, fucking keeping me awake all night. Hey, Podge,\" he shouts, hitting the bunk above him, \"wake up, ya fat bastard.\"\n\nPaddy awakes with a startled whimper, and then begins stupidly blinking his large, bovine eyes.", "endoftext": false }, { "action": "Sleep", "response": "Tempting as it is, I really shouldn't go back to sleep. I might stay in bed for a while though.\n\n\"You know, Podge, you really need to lose a bit of weight. I'm speaking as a friend here, honestly,\" Wayne says with mock seriousness. \"I'm also speaking out of concern for my own safety. If you get any fatter, the bunk won't be able to support your weight, and you'll fall down on top of me. And I wouldn't like that to happen. And then you'd have nowhere to sleep either, would ya?\"\n\n\"He'd have to sleep next to you then, Wayne,\" says Gordon. He is smoothing shaving cream all over his face. He tends to spend way too long doing this, caressing his sleek jawline again and again.", "endoftext": false }, { "action": "You look at the bunks", "response": "There are four bunkbeds in the room, two against each wall. My bunk is under Gordon's on one side, and Wayne's bunk is under Paddy's on the other.\n\n\"Fuck off. I'm not a fucking queer. And I don't sleep with farmyard animals like Podge here either.\"\n\nWayne is making a reference to the fact that Paddy's parents are farmers. Gordon's father, as my father made me find out, is a doctor. I never found out what Wayne's parents did.", "endoftext": false }, { "action": "You ask Gordon about Gordon", "response": "In this story, to talk to somebody, use 'talk to'.\n\nDeclan walks into the room. He is the seminarian who is supposed to look after us. \"Come on lads, wake yourselves up, come on now,\" he says in a thick country accent.\n\n\"You're too late, as usual,\" says Gordon, \"We're already awake.\" He is still bollock-naked. His dong is swinging like a pendulum.\n\n\"I see,\" says Declan.", "endoftext": false }, { "action": "You examine Declan", "response": "As well as being a boarding school, St. Enda's is a training college for priests. Years ago, there were loads of seminarians in the college. Now there are only two. The seminarians are supposed to look after the boarders, which in reality amounts to waking us up in the morning and putting out the lights at night.\n\nDeclan the Seminarian is an asshole. He tries to be too friendly with the boarders, and is unaware of how stupid we all think he is. \"I'm on your side,\" he says to us, \"if you want anything sorted out, I'm your man.\" He often goes round the back of the school to be with all the smokers, and tries to talk with them about girls, sport, pop music - subjects with which he is hopelessly out of touch. Everyone treats him like shit.\n\n\"I had to do your job for you again. You're pretty useless around here, aren't you Declan.\"\n\n\"I suppose I am,\" says Declan with a vapid smile.", "endoftext": false }, { "action": "You talk to Gordon", "response": "Please select one:\n\n(1) \"Gordon, why don't you do us all a favour and shut the fuck up?\" (2) \"For fuck's sake Gordon I'm trying to get some sleep here!\"\n(3) \"Hello everybody, look at me, I'm Gordon, I'm a big ponce!\"\n(4) \"Ooooh, displaying your wares to Declan now are we? I bet he's impressed!\"\n(5) \"Wow, Gordon, you're so cool.\"", "endoftext": false }, { "action": "5", "response": "He probably wouldn't realise I was being sarcastic if I said that. He has very little sense of irony.\n\n\"I was already awake, because fat-boy was snoring his arse off all night,\" says Wayne.\n\n\"Oh, that's terrible!\" Declan doesn't even try to defend Paddy - he's too anxious to be friends with everyone for that. \"So how are you this morning, Gordon? Still smoking away on the fags?\" he says, remembering that Gordon smokes.\n\n\"Still smoking away,\" says Gordon.", "endoftext": false }, { "action": "You talk to Declan", "response": "Please select one:\n\n(1) \"You're going to let Wayne away with that? You pathetic asshole.\" (2) \"You're licking up to Gordon too? Oh give me a break.\"\n(3) \"Fuck off, Declan.\"\n(4) \"Declan, how are the first years coming along? Still 'malleable' at that age, eh?\"", "endoftext": false }, { "action": "1", "response": "Isn't that disgraceful! How can he have any respect for himself after letting Wayne get away with that? How can he expect us to have any respect for him? He's just a morally spineless shit.\n\nI'm actually too livid to say anything.\n\n\"And what are you smoking now?\"\n\n\"Pure Columbian marijuana.\" Gordon is such a smug bastard. \"No, only joking. Actually, I've decided to give them up.\"", "endoftext": false }, { "action": "You talk to Gordon", "response": "Please select one:\n\n(1) \"Gordon, why don't you do us all a favour and shut the fuck up?\" (2) \"For fuck's sake Gordon I'm trying to get some sleep here!\"\n(3) \"Hello everybody, look at me, I'm Gordon, I'm a big ponce!\"\n(4) \"Ooooh, displaying your wares to Declan now are we? I bet he's impressed!\"\n(5) \"Wow, Gordon, you're so cool.\"\n(6) \"Oh hahaha Gordon, excuse my while I shit myself laughing.\"", "endoftext": false }, { "action": "6", "response": "Can you really imagine me saying that? And the look on everyone's face after I said it? No.\n\n\"Oh, is that right? Well, if you've any old packets that you don't want any more, you know who to give them to, ha ha...\"\n\n\"Well, if you'd be willing to pay me...\"\n\nDeclan then goes into an exaggerated display of nervous laughter at Gordon's feeble joke. When he is finished, he just stands there, looking around the room with an idiotic grin.", "endoftext": false }, { "action": "Xyzzy", "response": "A hollow voice rings out - no wait, that's probably Gordon.\n\nThere is an awkward silence for a few moments. The only sound is the scraping of Gordon's razor.", "endoftext": false }, { "action": "You talk to Declan", "response": "Please select one:\n\n(1) \"You're licking up to Gordon too? Oh give me a break.\"\n(2) \"Fuck off, Declan.\"\n(3) \"Declan, how are the first years coming along? Still 'malleable' at that age, eh?\"", "endoftext": false }, { "action": "2", "response": "I'd love to say that, but I'd probably get expelled.\n\n\"Well.... I better be off, then,\" says Declan.\n\n\"See ya...\" says Gordon. \"What a tosser,\" he says after Declan has gone.", "endoftext": false }, { "action": "You look at the wardrobe", "response": "The wardrobe is old and dishevelled, and looks like it only stays together because it's leaning against the wall. It's where everybody keeps their clothes, medicines, toothbrushes, aftershave etc. I'm a bit touchy about keeping all my stuff with everyone else's, but there really isn't anywhere else to put things.\n\nWayne gets up. He is evidently bored with teasing Paddy, so he turns to Gordon.\n\n\"All set for tonight then, Gordo?\" he asks. Gordo. That really pisses me off.\n\n\"Yup,\" says Gordon.\n\n'Tonight' - why does that word suddenly make me feel uneasy?", "endoftext": false }, { "action": "You talk to Wayne", "response": "Please select one:\n\n(1) \"What's happening tonight then?\"", "endoftext": false }, { "action": "1", "response": "Before I can ask it, Wayne answers the question:\n\n\"We're off down the Junction with the lads to pick up a few slappers,\" says Wayne. Presumably he's talking to me. \"Then, it's back to Baz's place for the night. He's got three crates in, and we are going to get pissed out of our skulls.\"", "endoftext": false }, { "action": "You talk to Wayne", "response": "Please select one:\n\n(1) \"Are you talking to me?\"\n(2) \"And why should I care about any of this?\"\n(3) \"Where's the Junction?\"", "endoftext": false }, { "action": "3", "response": "I always hear Wayne and Gordon and assorted other losers talking about the Junction and I've always wanted to know where it is. I've come to associate its name with drinking.. loud music... horrible girls... all that sordid side of adolescence. Anyway, what about tonight? What am I trying to remember?\n\n\"Three crates?\" says Gordon. \"I must admit I'm tempted...\"\n\n\"You mean you're not coming?\" cries Wayne in distress.", "endoftext": false }, { "action": "You talk to Wayne", "response": "Please select one:\n\n(1) \"Aw Wayne, you poor thing. Your hero deserting you, is he?\"\n(2) \"Well that's what happens when you count on Gordon.\"", "endoftext": false }, { "action": "2", "response": "Yeah - poor Wayne. But tonight... what's happening tonight?\n\n\"No, I'm afraid not,\" says Gordon. \"I have got to meet a girl tonight. \"\n\n\"Well... can't you bring her as well?\"\n\nTonight... I'm sure there's something I'm supposed to remember.. about tonight...", "endoftext": false }, { "action": "You talk to Wayne", "response": "Please select one:\n\n(1) \"Aw Wayne, you poor thing. Your hero deserting you, is he?\"", "endoftext": false }, { "action": "1", "response": "Haha! I'm delighted for the wanker. But tonight...\n\n\"No. The sort of women I associate with are far too sophisticated for that sort of thing.\"\n\n\"Why, what is she - a fucking princess?\" Wayne is so upset that he risks insulting his idol.\n\n\"No. She's Peter Bates's sister.\" One of Gordon's rugby pals. \"She's rich, she's gorgeous, and she's got a pair of tits that could knock out your eyeballs at fifty paces. And tonight, she's all mine.\"", "endoftext": false }, { "action": "Shout", "response": "What do you want to shout?", "endoftext": false }, { "action": "You talk to Paddy", "response": "Please select one:\n\n(1) \"Are you okay now, Paddy?\"\n(2) \"Stopped crying there, fat-boy?\"\n(3) \"Hey Paddy, why don't we leave these two love-birds here and go take a shower, eh?\"", "endoftext": false }, { "action": "3", "response": "I'm not saying that. That would be just plain weird.\n\n\"Where are you going with her?\" asks Wayne. He seems to have calmed down a bit by now.\n\n\"First, we're going to the Vegas Club. She's eighteen so she can get me in. Then, well, she's got a free house tonight, so, you never know, we could be going back there for a bit of... ahem...\"\n\nThen fuck! It all comes back to me. Tonight. Ferdia. The 'girls'. Ferdia. Fucking Ferdia. Why did I agree to all this? Why did I agree to going out tonight?", "endoftext": false }, { "action": "You examine the window", "response": "The large sash window looks out at a rusty drainpipe on the back of some other building in the college. Over the years I have built up an intense hatred of this grimy, ugly drainpipe. Why do I have to look at this thing every day? Why can't I look out at some sun-drenched green fields, or a mountain range, or the sea? Why this pointless fucking drainpipe?\n\n\"Will you listen to the stud of St. Enda's?\" says Wayne.\n\n\"Well, it just comes so naturally to me, you know...?\" swaggers Gordon.\n\nI'll be going out tonight! Out on the town! Drinking, dancing... Girls... God knows what. Fucking hell. Fuck! I don't think I can face it, but I can't turn back, either. FUCK!!!", "endoftext": false }, { "action": "You look at the bed", "response": "Which do you mean, my bunkbed, Gordon's bunkbed, Wayne's bunkbed or Paddy's bunkbed?", "endoftext": false }, { "action": "Your bunkbed", "response": "My bunkbed is the one place in St. Enda's that I like. Sure, it's not the last word in luxury - a basic steel frame, a noisy-springed mattress - and also it has the misfortune of being under Gordon's bed - but at least it's warm and kept fairly clean. And it's fair to say that all the good times I've had in St. Enda's have been in this bed - dreaming my romantic dreams about love, adventure, having friends...\n\n\"Just think about it,\" says Wayne, \"I'll be getting pissed tonight, Gordon'll be getting laid, and the two lads will be in here, studying away, having a really quiet time...\"\n\nFUCK!! FUCK!! FUCK!!", "endoftext": false }, { "action": "You talk to Wayne", "response": "Please select one:\n\n(1) \"I'm going out tonight as well!\"", "endoftext": false }, { "action": "1", "response": "\"I'm going out tonight as well!\"\n\nI said that! That just blurted out of me!\n\n\"Really?\" says Wayne. \"Who's the lucky fella?\"\n\n\"It's a girl actually, Wayne. We're not all like you.\" Pretty bog-standard banter, I know.\n\n\"What's her name?\" asks Gordon. \"I might know her.\" He's putting his clothes on now, thank God.\n\n\"There can't be a girl in the town that our Gordo doesn't know - by now anyway!\" chimes Wayne. Ugh.\n\n\"I don't know her name yet. Ferdia knows her.\" Ferdia is my 'best friend'. You'll meet him soon. \"Ferdia is coming as well, with another girl he knows.\" This is all true, but I don't think I'm sounding very convincing.\n\n\"Are you sure Ferdia is telling the truth about these girls?\" says Wayne. \"I think it's all part of his secret plan to get you on your own and have his way with you...\"\n\n\"Where are you going with them?\" says Gordon, ignoring him.\n\n\"I don't know that yet either. I'm meeting Ferdia in the dining hall this morning...\"\n\n\"I dunno, it all sounds very dodgy to me,\" says Wayne. \"But you never know. Hah - would ya believe it? Alex is going out with a girl. What next? Pigs might fly. Fat-boy might fly! Come on, Podge, flap your wings! Flap your flabby wings, fat-boy!\"\n\n. . .", "endoftext": false }, { "action": "You look at the breakfast", "response": "St. Enda's has little to offer in the way of breakfasts. We have a choice of either soggy cornflakes, soggy muesli or soggy toast. I chose the soggy toast. I also have some orange juice.", "endoftext": false }, { "action": "Taste juice", "response": "I take a sip. It's not nice.", "endoftext": false }, { "action": "You examine the toast", "response": "Two limp slices of underdone toast, smeared in some oily slop that passes for butter. They don't offer us real butter at St. Enda's - only some crappy butter-substitute that disintegrates into its constituent ingredients (one of which appears to be crude petroleum) as soon as you spread it.", "endoftext": false }, { "action": "Smell", "response": "I smell nothing unexpected.\n\nWhere is Ferdia?", "endoftext": false }, { "action": "You eat the toast", "response": "I nibble at the toast a bit. I'm not a great breakfast-eater at the best of times, but this morning especially I don't feel like eating. I'm too nervous about tonight.", "endoftext": false }, { "action": "You think", "response": "I'm thinking!", "endoftext": false }, { "action": "Drink", "response": "What do you want to drink?", "endoftext": false }, { "action": "Drink juice", "response": "I take a sip. It's not nice.\n\nFerdia comes into the dining hall and rushes over to my table. He begins to speak before he sits down. He always speaks at a million miles an hour.\n\n\"Alex! Alex! I've got tonight's meeting arrangements all sorted out. I was on the phone to Alice - Alice, that's one of the girls who's coming - and I told her about it. Anyway, I suggested that we meet in PJ's cafe at half five. Do you know where PJ's is?\"\n\nOf course I know where PJ's is. He always assumes I know nothing about town. Ferdia isn't a boarder by the way. That's why he couldn't tell me all this last night.", "endoftext": false }, { "action": "You examine Ferdia", "response": "Ferdia McMahone is my 'best friend'. I put that in inverted commas, because he's really an asshole. I hate him I hate him I hate him I hate him I hate him.\n\nSometimes I am surprised by the ferocity of my hatred for Ferdia. At times I am liable to blame him for all my troubles, for anything and everything that is going wrong in my life. What is it about Ferdia that provokes such a reaction in me? I often think about this, for on the surface he can appear to be quite friendly. But underneath this friendliness is something more sinister. Ferdia is constantly seeking attention - demanding attention. With every word, every gesture, Ferdia screams \"Look at me! Look at how great I am! Look at me!\"\n\nAnd whenever we speak, it's as if Ferdia is demanding that I acknowledge all his perfections and concede his superiority in all things. So most of the time he feels less like a friend and more like a leech, drawing all of my attention, sucking away at my self esteem.\n\nBut I'm starting to rant - so let's just listen to him:\n\n\"Okay then,\" he continues, \"Well, we're meeting at half five. Alice is coming along, and she's bringing her friend, who's called Claire. Alice is tall and has blonde hair; I think Claire has brown hair.\" Ferdia is the kind of guy that uses semicolons in his speech. \"Don't get them mixed up.\"", "endoftext": false }, { "action": "You talk to Ferdia", "response": "Please select one:\n\n(1) \"Don't worry, I won't.\"\n(2) \"Er... which one is the blonde again?\"\n(3) \"How did you meet all these girls anyway?\"", "endoftext": false }, { "action": "3", "response": "\"How did you meet all these girls, anyway?\"\n\n\"Oh, Alice is just a friend. I have more friends than just you, you know.\"\n\n\"Anyway, I have something important to tell you,\" Ferdia goes on. \"I could be late for our meeting. I may not even get there til six.\"", "endoftext": false }, { "action": "You talk to Ferdia", "response": "Please select one:\n\n(1) \"What? But didn't you arrange the time yourself?\"\n(2) \"Oh for fuck's sake Ferdia...\"", "endoftext": false }, { "action": "1", "response": "\"What? But didn't you arrange the time yourself?\"\n\n\"But I forgot about my science project,\" says Ferdia.\n\n\"You see, I absolutely have to get some work done on my science project after school. I'm way behind schedule at the moment. It's really getting seriously out of hand. I have so much work to do at the moment that I don't know where to begin. Do you realise how little time I have left to finish it?\"", "endoftext": false }, { "action": "You talk to Ferdia", "response": "Please select one:\n\n(1) \"You've got five fucking weeks left to finish it!\"\n(2) \"No, please tell me loads more about your project.\"", "endoftext": false }, { "action": "1", "response": "\"You've got five fucking weeks left to finish it!\"\n\nHe does too. Ferdia is talking about his entry in a local project competition. He has somehow come under the impression that I'm tremendously interested in it, and tells me about it all the time. It's titled \"The effects of interactive video entertainment on human concentration and response.\" As far as I can see, it just involves playing computer games for hours.\n\n\"But five weeks is a such a short time for a project of this scale!\" says Ferdia.\n\n\"If I don't get something done this weekend I may have to give it up, and that would be a pity. It would be a tragedy, after all the work I've put into it. And I still have so many reports to write, and so much research left to do...\"", "endoftext": false }, { "action": "You talk to Ferdia", "response": "Please select one:\n\n(1) \"But why didn't you think about that when you set the time yesterday?\"\n(2) \"Yeah... fucking catastrophic.\"\n(3) \"Oh... that sounds like a lot of work alright..\"", "endoftext": false }, { "action": "1", "response": "\"But why didn't you think about that when you set the time yesterday?\"\n\n\"I'm under so much pressure now! Sometimes I don't know how I find any time for myself at all. As well as my project, I've got my normal homework to do, and then there's all the work I do in the community centre at weekends. It's not easy, you know! I'd like to see you trying to cope with my workload!\"", "endoftext": false }, { "action": "You talk to Ferdia", "response": "Please select one:\n\n(1) \"How do you do it, Ferdia?\"\n(2) \"I'm sorry, I know you're very busy...\"\n(3) \"Hey, stop whinging! You're not the only one with work to do around here!\"", "endoftext": false }, { "action": "2", "response": "\"I'm sorry, I know you're very busy...\"\n\nThis kind of bullshit is typical of Ferdia. With him, every minor inconvenience is blown into a crisis of collosal proportions. Ferdia sees himself there, in the thick of things, making heroic decisions under enormous pressure.\n\n\"Well as long as you know.\"\n\n\"Anyway,\" says Ferdia, \"I might get there at half five. I'll try to finish up with the project at five. I'm not saying I will, but I'll try. Then, let's see, it might take me ten minutes to get home, get changed...\"", "endoftext": false }, { "action": "You talk to Ferdia", "response": "Please select one:\n\n(1) \"Oh, you can spare us the details...\"\n(2) \"So what are we doing when we meet up, anyway?\"", "endoftext": false }, { "action": "2", "response": "\"So what are we doing when we meet up, anyway?\"\n\n\"Oh, you'll see, I have it all planned...\" says Ferdia with a kind of grin. Then he changes the subject.\n\n\"Did you do your English last night?\" says Ferdia. \"Oh, I have to tell you about my new theory on A Clockwork Orange. My theory is that Anthony Burgess is telling us about the importance of free will.\"\n\nNo shit, Ferdia. Doesn't he stop to preach about it in every fucking chapter?", "endoftext": false }, { "action": "You talk to Ferdia", "response": "Please select one:\n\n(1) \"Amazing insight there, Ferdia...\"\n(2) \"Well, I said something a bit different in my essay - \"", "endoftext": false }, { "action": "2", "response": "\"Well, I said something a bit different in my essay - \"\n\n\"I haven't finished explaining my theory yet,\" says Ferdia.\n\nAsshole.\n\n\"Even though the droogs did lots of bad things, what's important is that they had the choice to rape, the choice to be thugs, the choice to kill. And every human being needs this choice - it's what makes us human. If you take away this choice from people, you take away their soul. It's like trying to impose some kind of mechanical order on a living organism. That's what the title is about: it's like making an orange run on clockwork.\"\n\nOh Jesus.", "endoftext": false }, { "action": "You talk to Ferdia", "response": "Please select one:\n\n(1) \"Amazing insight there, Ferdia...\"", "endoftext": false }, { "action": "0", "response": "I decide not to say anything.\n\n\"You see, Alex, free will is central to us. It's the very thing that makes us human. And because we are human, we will do everything to preserve our free will. We act with our free will at all times, and we do anything we want. I could run naked around the room now, if I wanted.\"", "endoftext": false }, { "action": "You talk to Ferdia", "response": "Please select one:\n\n(1) \"Well why don't you?\"\n(2) \"Oh, please don't.\"\n(3) \"Do you want to hear what's in my essay?\"", "endoftext": false }, { "action": "3", "response": "\"Do you want to hear what's in my essay?\"\n\nFerdia just ignores this.\n\n\"Anyway, I've put all that in my English essay. I can't wait to see what Mrs. Pearse thinks.\"\n\nThe school bell rings, calling us to assembly. If it had not rung at that precise moment, I would probably have jumped across the table and strangled Ferdia. But instead, I get up and throw my toast in the food bin. Ferdia waits patiently for me, and we walk to assembly in silence.\n\n. . .", "endoftext": false }, { "action": "You hit Ferdia", "response": "I had a friend once. A real friend, not a parasite like Ferdia. Someone with whom I could be myself, someone with whom I could relax, someone with whom I could share my hopes and dreams.\n\nHis name was Daniel Maguire. I first met him when I was ten years old, before I went to St. Enda's, when I was going to the local primary school out in the country. He was the new boy in class, and for no apparent reason he was very nice to me. We became friendly, and pretty soon we became inseparable. Whenever we were together, it was so special! I remember the summers we had...\n\nI can honestly say that the only times I felt free, the only times I felt liberated from all my inhibitions, were the times I spent with Daniel. We didn't have any secrets from each other. I didn't have to feign interest in anything just to please him, I didn't feel the need to impress him with long words and insincere feelings, I didn't have to be anything other than myself.\n\nBut I know my parents weren't too fond of him. They were always trying to get me to play with some ghastly yacht-club children, and I don't think they liked some of the language I picked up from Daniel, either. Somehow I began to see him less and less. Then, when I was thirteen, disaster struck. I was packed off to St. Enda's, and Daniel went to some other secondary school. And after that, I didn't get to see him at all.\n\n. . .\nShortly after that, Daniel sent me a letter. It was a very funny letter, describing some events and people at his new school. It was like a flash of the old Daniel, the one who used to tell funny stories in a hay-barn. It cheered me up no end during the misery of St. Enda's, let me tell you. I knew I had to reply, and it had to be a really well-written and funny letter, too.\n\nGod, I tried so often to write that letter. Practically every night I would stare at a page that was blank except for the words \"Dear Daniel\" at the top. I just couldn't think of anything to say. \"Just be yourself,\" I kept thinking, \"And write down whatever comes into your head.\" But nothing came into my head.\n\nA few weeks passed, and I still hadn't written a reply. And then I couldn't think of any excuses for my lateness. The longer it went on, the more ashamed I became about the delay, and the harder it was to write. I must have read and re-read Daniel's letter fifty times, looking for inspiration. I still have that letter. I still haven't replied.\n\n. . .\nI often dream of a reunion with Daniel. I think about how it would happen - whether it would be in our old school out in the country, or in the hay-barn where we used to go, or maybe just passing on the street.\n\nBut if I ever do meet Daniel again, I hope I'll be standing on the platform of a railway station - a miserable, damp railway station, where all the seats are taken by stuck-up grannies and biddies and ghastly yacht-clubbers. And while waiting for the train, which is taking ages, I'll peer over to the opposite platform, and notice a familiar figure. Daniel! Barely able to conceal the joy in my voice, I'll step over to the edge of the platform and shout \"Daniel Maguire! What the FUCK are you doing here?\" And he'll notice me and shout \"Alex Moran, would you ever shut the FUCK up, you cross-eyed WANKER!\" And I'll reply \"Go FUCK yourself, ASSHOLE!\" and he'll reply \"Suck me off, you BENT BASTARD!\". And the two of us will run up and down the platforms, joyously shouting abuse at each other across three lines of track. And all the stuck-up grannies and biddies and ghastly yacht-clubbers waiting at the station will stare at us as if we are mad, but we'll carry on, running up and down, screaming profanities, and let the rest of the world GO FUCK ITSELF!\n\n. . .\nWell, another crap day in school. Ferdia has been pissing me off all day. He kept on droning on and on about his science project and all his 'theories' and 'breakthroughs'. And then of course there was a fucking orgy of showing-off during English class. And now I have to come back up here and get ready for tonight. Tonight - now there's another thing that's pissing me off.\n\nThe dormitory is a small, frequently claustrophobic room that somehow fits four bunkbeds, which are stacked up on opposite walls. There is a sink in one corner and an old wardrobe in another. The doorway leads east. The early evening light comes through the window.\n\nOn Paddy's bunkbed is Paddy.", "endoftext": false }, { "action": "You examine Paddy", "response": "Paddy is fat, and has the timidity and docility of a young deer. A very fat young deer, admittedly.\n\nPaddy leafs through a large folder.", "endoftext": false }, { "action": "You examine the folder", "response": "A large, paint-speckled folder with the words \"Patrick Mulroney 6A3. Art Portfolio\" written carefully on the cover.\n\nPaddy turns a page in his folder.", "endoftext": false }, { "action": "You talk to Paddy", "response": "Please select one:\n\n(1) \"How's it going, Paddy?\"\n(2) \"Have you been there all day?\"\n(3) \"What's that you're looking at, Paddy?\"\n(4) \"Hey Paddy... I'm sorry about what happened this morning.\"", "endoftext": false }, { "action": "3", "response": "\"What's that you're looking at, Paddy?\"\n\nGod, I always sound so condescending when I'm talking to him. I don't mean to, but I can't help it.\n\n\"Oh... it's just my art portfolio... for art class...\" he mumbles. \"You can have a look at it, if you want... it's not very good, really...\" He hands me the folder.", "endoftext": false }, { "action": "You examine the folder", "response": "A large, paint-speckled folder with the words \"Patrick Mulroney 6A3. Art Portfolio\" written carefully on the cover.", "endoftext": false }, { "action": "You open the folder", "response": "I open the folder, revealing some drawings and paintings.", "endoftext": false }, { "action": "You examine drawings", "response": "I look at the first picture. It's a pencil drawing of the front facade of St. Enda's College, in all its neo-gothic horror. Now, I'm no art expert, but I have to say it's a brilliant drawing - I can't believe Paddy drew it. It's not just technically excellent - it also captures something of the foreboding, the coldness, the stuffiness, the bullshit, that we associate with St. Enda's.\n\nPaddy's large, bovine eyes look at me anxiously as I survey the picture.", "endoftext": false }, { "action": "You talk to Paddy", "response": "Please select one:\n\n(1) \"Did you do these yourself, Paddy?\"\n(2) \"That's a brilliant picture, Paddy.\"\n(3) \"Not bad. I'd do the shading a bit differently myself, but...\"", "endoftext": false }, { "action": "2", "response": "\"That's a brilliant picture, Paddy... really brilliant.\"\n\nGod, I wish I didn't sound so insincere. I really mean that. It really is a brilliant picture.\n\n\"Well... it's not that bad.. I suppose...\" says Paddy, dipping his eyes. He's beginning to blush a bit.", "endoftext": false }, { "action": "You talk to Paddy", "response": "Please select one:\n\n(1) \"Did you do these yourself, Paddy?\"", "endoftext": false }, { "action": "1", "response": "\"Did you do these yourself, Paddy?\"\n\nPaddy has a brief flush of pride. \"Yeah I did. They're all mine,\" he says.", "endoftext": false }, { "action": "You examine the paintings", "response": "I look at another picture. It shows an old stone farmhouse next to a field full of grazing cattle, all painted in thick, earthy colours.\n\nWayne strides into the room, in an irritatingly buoyant mood. \"Hi Alex! Hi fat-boy!\" he says. \"What's that you're looking at, Alex?\"", "endoftext": false }, { "action": "You talk to Wayne", "response": "Please select one:\n\n(1) \"It's Paddy's art Portfolio.\"\n(2) \"It's none of your fucking business.\"\n(3) \"Here - have a look at this!\"", "endoftext": false }, { "action": "2", "response": "Yeah, Wayne is such an asshole, barging in here and demanding things. I'm not going to tell him anything.\n\nWayne snatches the folder from me.\n\n\"An art folder, eh? 'Patrick Mulroney, Art Portfolio'. Oh excuse me. So what kind of stuff do you draw, Podge?\"", "endoftext": false }, { "action": "You talk to Wayne", "response": "Please select one:\n\n(1) \"You wouldn't be able to appreciate it.\"\n(2) \"Have a look inside.\"", "endoftext": false }, { "action": "2", "response": "\"Have a look inside.\"\n\nWhat a fucking idiotic thing to say.\n\nWayne looks the the picture of St. Enda's College. \"Aw, isn't that lovely, Podge. But what I want to know is, are there any nude women in here? Can you draw a pair of tits?\"", "endoftext": false }, { "action": "Punch wayne", "response": "I could kill him. I dream of causing him as much pain as possible, of giving him a slow, agonising death. And Wayne is one of the few people I know who would actually be better off dead. But of course it's not going to happen.\n\nWayne looks through the folder. \"Or are there any nice pictures of sheep, perhaps? Any nice heifers you can stick up on your wall?\"", "endoftext": false }, { "action": "You talk to Wayne", "response": "Please select one:\n\n(1) \"Give him back the folder, Wayne.\"\n(2) \"Stop it, Wayne.\"\n(3) \"Sure there are! It's Cow International in there!\"", "endoftext": false }, { "action": "2", "response": "But he won't stop it. There's no point in even telling that asshole.\n\nWayne chances on a picture that depicts a field of cattle. \"Whoa, we've hit the jackpot here!\" he says. \"Look at the udders on that one! Know any of these cows, Podge?\"", "endoftext": false }, { "action": "You take folder", "response": "I want to take the folder from Wayne - and I probably should - but instead I just stand there. Maybe it's better not to get involved. Anyway, why doesn't Paddy do anything?\n\nHe continues his routine. \"It's nothing to be ashamed of, Podge. You've got a very nice family. Fresians, are they? So which one is your mother? Or have you eaten her, haha!\"", "endoftext": false }, { "action": "You jump", "response": "I'm not in what you would call a jumpy mood.\n\n\"Hey - Podge goes 'Where's my mother?' and his Dad goes 'In the grill!' Haha!\" Wayne is so delighted with this that he lets the picture fall from his grasp.\n\nPaddy leaps down clumsily from his bunk and picks it up.", "endoftext": false }, { "action": "You talk to Paddy", "response": "I really can't think of anything to say right now.\n\nWayne starts taking more sheets from the folder and throwing them around the room. \"Oh shit Podge - I dropped one! And another one!\"\n\nPaddy runs around picking them up.", "endoftext": false }, { "action": "You take all", "response": "I prefer dealing with things individually.\n\nWayne keeps throwing sheets around. \"I keep dropping them, Podge - I'm so clumsy today!\"\n\nPaddy runs around picking up the sheets.", "endoftext": false }, { "action": "You kill wayne", "response": "I could kill him. I dream of causing him as much pain as possible, of giving him a slow, agonising death. And Wayne is one of the few people I know who would actually be better off dead. But of course it's not going to happen.\n\nSuddenly, Paddy snatches the folder from Wayne, and walks out of the room.\n\n\"Oooh... looks like fat-boy has a bit of a temper,\" says Wayne.\n\n. . .\nYou think I'm an asshole now, don't you? You think I'm worse than Wayne. Just some useless withering shit that spends his whole life standing by... well it's not that simple. It's not that simple at all.\n\n. . .\nI mean, what would you have done? I suppose you would have put Wayne in his place, or helped Paddy, or something. Well just say you were here instead of me, and you had done your heroic actions. Do you know what would happen then? You wouldn't just have Wayne treating you like shit for the rest of the year - I'm sure you could handle that - you'd also have Paddy being pathetically grateful, Paddy clinging to you all the time for protection, Paddy with his big sad-dog eyes staring up at you every time he's in trouble. You'd be stuck with him for the rest of your life, probably - but I won't ever have that. I have my freedom. Yes, that's right, I am free! No-one is dependent on me and I am dependent on no-one! And that's how it will remain!\n\n. . .\nAnyway, it's not as if I intended to hurt Paddy or anything. It's not as if I was intentionally complicit with Wayne. I know that. And it's intentions that matter, isn't it? As long as I am satisfied that my intentions are noble, I can live with myself... I mean, who else is there to judge me? Who else -\n\n. . .", "endoftext": false }, { "action": "You randian twit", "response": "Gordon bumps into me. \"Oh, sorry Alex, didn't see you there,\" he says.", "endoftext": false }, { "action": "You look at Gordon", "response": "Gordon is an asshole. He is without doubt the most vain, pompous, self-obsessed asshole I have ever met. God, that guy is in love with himself. He absolutely adores every inch of his own body. He has to surround himself continually with an entourage of fawning admirers.\n\n\"Hey Gordo,\" says Wayne, \"you missed a right laugh! We sent the Podgester crying out of the room! You should have seen the face on him. He painted a picture of these cows, right, and I said, 'Is this your family portrait?', and then he starts huffing and puffing round the room after me -\"\n\nGordon gives a noncommital laugh.", "endoftext": false }, { "action": "You talk to Wayne", "response": "Please select one:\n\n(1) \"Oh, leave it out, Wayne.\"", "endoftext": false }, { "action": "1", "response": "Oh why bother?\n\n\"And then he runs out of the room like a big frightened... cow.\" Wayne finishes a bit uneasily.\n\nGordon turns and faces the room. \"Right - time to get ready for tonight!\" he says. \"Oh - and Alex is going out tonight as well!\"\n\nDid he have to remind me? Fucking hell. Actually, tonight isn't worrying me too much now anyway - it just pisses me off. It's going to be crap anyway, so why worry about it? That said, I really don't want to go.", "endoftext": false }, { "action": "Go east", "response": "It's too early to leave yet. I don't fancy sitting around PJ's cafe on my own for ages. And I don't want to be the first one there.\n\n\"He looks nervous,\" says Wayne with mock intensity. \"It's his first time, of course. Way behind the rest of us. I was beginning to have my doubts about you, to be honest, Alex. I still do, really. I mean, you and Ferdia are awfully close...\"", "endoftext": false }, { "action": "You leave", "response": "But I'm not in anything at the moment.\n\nGordon starts changing his clothes. As usual, he spends unnecessarily long amounts of time looking in the mirror. He slaps on a bit of aftershave. \"Only the best,\" he says. \"Here, Alex, you should try some of this. Eau de Scrimgeour. Fifty pounds a bottle. Women can't resist it.\"\n\nHe tosses me the bottle, and I catch it clumsily with both hands.", "endoftext": false }, { "action": "Oops bottle", "response": "A small bottle of piss-coloured liquid, with a scent to match.\n\n\"Well go on, put it on!\" says Gordon.", "endoftext": false }, { "action": "You wear the aftershave", "response": "I pour some aftershave on my hands, and splash it on my face. Oh shit - think that was a bit too much! It's starting to dribble down my chin - it's soaking my shirt - shit, it's going everywhere!\n\nGordon looks appalled. For a moment, he loses his composure. \"That stuff costs money, you know!\" he says, snatching the bottle from me. \"I should charge you for that!\"\n\n\"Alex just thinks he'll get more women that way,\" says Wayne.\n\nI think I'm going to be overcome by the fumes of aftershave. My eyes are streaming. My face is burning.", "endoftext": false }, { "action": "You examine the jeans", "response": "They look just like an ordinary pair of jeans, to me.\n\n\"Higher,\" says Gordon, shaking his head and waving his hand upwards, as if this figure was laughably small.\n\n\"Ninety pounds!\" shouts Wayne.", "endoftext": false }, { "action": "You talk to Gordon", "response": "Please select one:\n\n(1) \"Oh for fuck's sake Gordon. I can't believe even you would stoop to this.\"\n(2) \"A HUNDRED POUNDS!\"\n(3) \"Five bazillion pounds!\"", "endoftext": false }, { "action": "3", "response": "Hah. I don't think Gordon would appreciate that suggestion. He's deadly serious.\n\n\"Higher,\" says Gordon.\n\n\"What?\"\n\n\"They cost more than that,\" says Gordon. \"Keep guessing.\"\n\n\"A hundred and fifty pounds!\" screams Wayne.", "endoftext": false }, { "action": "You talk to Gordon", "response": "Please select one:\n\n(1) \"Oh for fuck's sake Gordon. I can't believe even you would stoop to this.\"\n(2) \"Two hundred pounds!\"\n(3) \"Two hundred and fifty pounds!\"", "endoftext": false }, { "action": "2", "response": "\"Two hundred pounds!\"\n\n\"Nope,\" says Gordon. He walks up and down the room, modelling the jeans.\n\n\"Three hundred pounds!\" cries Wayne, getting more and more ecstatic.", "endoftext": false }, { "action": "You talk to Gordon", "response": "Please select one:\n\n(1) \"Oh for fuck's sake Gordon. I can't believe even you would stoop to this.\"\n(2) \"This is pathetic! I'm not guessing anymore.\"\n(3) \"Four hundred pounds!\"\n(4) \"Five hundred pounds!\"", "endoftext": false }, { "action": "2", "response": "Yeah, it is pathetic. This is unbelievable, even for Gordon.\n\n\"Five hundred pounds!\", says Wayne.\n\n\"Yup, that's right,\" says Gordon. Wayne beams triumphantly.\n\nSickening.\n\n\"That's about eight hundred dollars,\" says Gordon. \"I picked them up in New York last summer - reduced from three thousand dollars. But they're the best. Cynthia is going to fall all over me when she sees these.\"\n\nHe strokes his own thighs as he says this.", "endoftext": false }, { "action": "You take the jeans", "response": "Gordon would defend them with his life. I'd probably look a complete prat in them, anyway.\n\n\"Wayne, will you get my socks? They're in the bottom of the wardrobe,\" says Gordon. Wayne enthusiastically does his duty.", "endoftext": false }, { "action": "You talk to Gordon", "response": "Please select one:\n\n(1) \"How much did they cost?\"", "endoftext": false }, { "action": "1", "response": "\"How much did they cost?\"\n\n\"Oh, about fifteen or twenty pounds, I can't remember,\" says Gordon. He doesn't realise I'm taking the piss out of him. He takes himself far too seriously for that. \"Or maybe I should have said a hundred Swiss Francs,\" he says.\n\n\"I got these at the Val d'Isere last Christmas,\" says Gordon, putting on the socks. \"They're specially designed for champion snowboarders. Have I told you I went snowboarding last Christmas?\"\n\nYes, he has. About a million times.", "endoftext": false }, { "action": "You talk to Wayne", "response": "I really can't think of anything to say right now.\n\n\"You've only told us a little bit,\" says Wayne.\n\n\"Well, have I told you about this girl called Katja that I met on my first night at the Chateaux de Vie? She came up to me on the verandah -\"\n\nThere follows a tale littered with name-dropping, lavish parties, sexual conquests and death-defying snowboarding heroics. But I don't think I can stay to listen to it all. I put on my casual clothes and leave. As I am walking out the door, I can still hear Gordon talking. He is going on about other people who were staying in the hotel.\n\n\"We didn't get on with them very well,\" he is saying. \"We kept pretty much to ourselves. Not sure if we'll go there again next year, actually. Far too many nouveaux riches.\"\n\n. . .\nFor days, the thought of this meeting has gripped me with terror, but now, as it becomes only a few minutes away, I face it with a sort of numbed complacency. It's as if none of it matters anymore - Ferdia, the girls, Paddy, St. Enda's - as if it's all some sort of sick dream.\n\nI walk out of the gates of the college onto Grogan Road. My steps seem to lack any purpose - just one foot in front of the other. It's getting dark outside on this cold January evening, and the orange street-lamps are starting to flicker on.\n\nGrogan Road is a dismal, litter-strewn street of terraced houses. Orange street-lamps shed light on passing faces, like spectres in the darkness. The gates of St. Enda's are up the road to the east. PJ's cafe is a few streets to the west, towards the quay.", "endoftext": false }, { "action": "You examine the houses", "response": "Horrible, dilapidated red-brick hovels, no doubt full of ancient grannies making tea on their old gas cookers. The doors are all heavily lacquered with paint, and musty lace curtains hang in the windows.", "endoftext": false }, { "action": "You examine the lamps", "response": "Sodium street-lamps, which bathe the place in a fuzzy orange glow.", "endoftext": false }, { "action": "You smell yourself", "response": "I smell of incredibly overpowering aftershave.", "endoftext": false }, { "action": "Inventory", "response": "I am carrying:\nsome casual clothes (being worn)\nmy underwear (being worn)\nmy watch (being worn)\n\nWell I'd love to dawdle here all evening, but I've got to be in PJ's by half five, so I better move on. I go west to\n\nGibson's Lane is a near-forgotten tributary of the Main Street. Amid all the boarded-up houses and general misery lies a small video shop. PJ's cafe is on the Main Street, to the west. East leads back to Grogan Road and St. Enda's.", "endoftext": false }, { "action": "Examine watch", "response": "A cheap-looking digital watch I bought a few years ago. It wasn't cheap though. But no-one would know that unless I told them.\n\nAccording to my watch, the time is 17:20.", "endoftext": false }, { "action": "You drop the underwear", "response": "(first taking my underwear off)\nWhat do you think I am, the Phantom Flasher of St. Enda's?", "endoftext": false }, { "action": "You go west", "response": "I walk on to the main street, absent-mindedly, without any conviction, as if drawn along by a thread. It all means nothing to me - all these shops, all these people -\n\n. . .\nI don't believe it...\n\n. . .\nBut it is!\n\n. . .\nIt's Daniel! Walking towards me! From the other end of the street!\n\nDaniel - my best friend! My only friend... after all these years... I haven't seen him for so long... But there he is! That's him!\n\nHe's walking towards me... it's as though there is nobody else on the street.. just me and him...\n\nBut wait - there are other people with him... he's talking to them... he hasn't noticed me yet... what should I do?\n\nI can see Daniel here.\n\nWho's that girl he's holding hands with? They're smiling at each other...", "endoftext": false }, { "action": "You examine girl", "response": "She's walking along with Daniel, holding his hand, smiling at him...\n\nHe still hasn't noticed me! He's talking to his friends... They're getting closer...", "endoftext": false }, { "action": "You examine Daniel", "response": "He's older now, of course, and taller... but still the same Daniel. He's walking in my direction, holding hands with some girl... and laughing with his friends... his face is a picture of happiness... he hasn't noticed me yet.\n\nDid he glance at me then? Has he seen me? He's almost reached me now! Maybe I should say something...", "endoftext": false }, { "action": "You talk to Daniel", "response": "Please select one:\n\n(1) \"Daniel Maguire, what the FUCK are you doing here?\"", "endoftext": false }, { "action": "0", "response": "But I have to say something...\n\n\"Da-\" I begin; and our eyes meet for a second, and I know he has recognised me. Then he looks away, or not away but straight through me, through me as if I wasn't there, through me as if I was nothing. He keeps holding hands with the girl, he keeps talking to his friends. They walk on. They walk past me.\n\n. . .\nI stay rooted to the spot.\n\n. . .\nWhat reason have I got to do anything now? Why do anything ever again? Why talk to anyone, or go anywhere? Fuck tonight! Fuck this meeting! Fuck PJ's fucking cafe! Fuck Ferdia, fuck the girls, fuck St. Enda's, fuck everything. Fuck my stupid, stupid fucking life!\n\n. . .\nYou were laughing at me all along, weren't you? Laughing at me for the stupid, pathetic asshole I am, going on about Daniel, Daniel all the time, dreaming my stupid dreams, and you knew how deluded I was. Well, I can see it all now. Oh, I can see it all.\n\n. . .\nI can see now how little my friendship meant to Daniel, what a small part it was in his life. I was just some dork he knew when he was ten, some guy he was friends with out of politeness, some guy he once told to fuck off in a barn. I'm probably a vague and unpleasant memory... and what need has he for all that now, with his friends, and his girlfriend.\n\n. . .", "endoftext": false }, { "action": "You cut myself", "response": "I'm just a faint blip on his memory, if he can remember me at all. Or maybe he's forgotten, forgotten about the time he hung out with an asshole. Because that's what I am - an asshole. More than that - I'm the prince of assholes, the holiness of assholes, the Master Asshole, the biggest asshole of them all! Yes, that's right! And all of you assholes out there will venerate me tonight, because I'm going to this meeting, I'm going out there, AND I'LL SHOW YOU WHAT AN ASSHOLE IS!\n\n. . .\nI go into PJ's cafe, past a few self-service counters, and into the dining area.\n\nPJ's Cafe - Dining Area\nI would love to be able to tell you that PJ's cafe is a seedy dive, a filthy little place with greasy tables and horrible food. But it isn't. In fact, it's one of the larger eating-places in town, and really isn't all that bad. But it will soon be closing down for the night - there aren't many people here at this time. Actually, it's a strange place to meet, now that I think about it.\n\nOh shit! There are the girls! In the corner, sitting beside each other on a four-seater table! Er... what am I doing here again? Maybe I should just go now...\n\nI walk over to their table.\n\nI can see Alice and Claire here.\nI beg your pardon?", "endoftext": false }, { "action": "You look at Alice", "response": "Alice is tall, thin, blonde and angular. Her posture, her body language, her facial expression, seem to suggest that the surroundings are demeaning to her. In fact, life itself is probably demeaning to her. I bet she's a complete bitch.\n\nAlice's cold, sarcastic eyes look at me with a mixture of amusement and contempt. But mainly contempt.", "endoftext": false }, { "action": "You look at Claire", "response": "There isn't much to say about Claire. She's pretty nondescript and average in every way... though 'pretty' probably wasn't the best choice of word there. Her face is podgy and has a slightly stupid expression.\n\nThe girls stare up at me. \"Are you Alex?\" says Alice, the blonde one.\n\n\"Er... yeah,\" I say, grinning nervously. I can hear the blood pounding in my ears. I can just tell tonight will be a disaster.", "endoftext": false }, { "action": "You talk to Claire", "response": "Please select one:\n\n(1) \"So... Claire...\"", "endoftext": false }, { "action": "1", "response": "\"So... Claire...\" I begin.\n\nOh shit, what do I say now? They're both looking at me as if I was mad!\n\n\"Well, aren't you going to sit down?\" says Alice. Actually, that sounded more like an order. And Alice sounds like a person who is used to being obeyed - so I sit down hastily and clumsily.", "endoftext": true }, { "action": "Describe the surroundings", "response": "PJ's Cafe - Dining Area (on the chair)\nThe dining area of the cafe is reasonably large, and fairly empty at this time. The room is striving incongruously for a jungle theme - with mahogany-effect tables and chairs, potted plants scattered everywhere, an annoying green carpet, and prints on the walls depicting tropical scenes. The self-service counter is to the west.\n\nI can see Alice and Claire here.\n\nAlice takes a sip of coffee.", "endoftext": false }, { "action": "You talk to Claire", "response": "I really can't think of anything to say right now.\n\nNow I'm inside, the eye-watering scent of that aftershave is really starting to get quite powerful again. Alice is already beginning to turn her nose up...\n\nWhere the fuck is Ferdia?", "endoftext": false }, { "action": "You talk to Alice", "response": "Please select one:\n\n(1) \"So... Alice...\"", "endoftext": false }, { "action": "1", "response": "\"So... Alice...\" I begin.\n\nOh shit, what do I say now? They're both looking at me as if I was mad!\n\nAlice takes another sip of coffee.", "endoftext": false }, { "action": "You run", "response": "You'll have to say which compass direction to go in.\n\nAlice looks at me pointedly and starts coughing.", "endoftext": false }, { "action": "You ask alice about the weather", "response": "In this story, to talk to somebody, use 'talk to'.\n\nMaybe Daniel just didn't notice me that time. If only I had said something... Maybe we'll meet him later on, and he'll come up to me, and apologise... or not apologise, what does he have to apologise for? I wonder is he thinking about me now...", "endoftext": false }, { "action": "Kiss claire", "response": "It would probably be better to talk to her first. Though I doubt anyone could work up much enthusiasm about her.\n\nHe's probably a bit embarrassed about ignoring me... though I understand... it would be a bit awkward meeting me in front of his friends... maybe he'll write me a letter later...", "endoftext": false }, { "action": "You sit", "response": "What do you want to sit on top of?", "endoftext": false }, { "action": "You talk to Claire", "response": "I really can't think of anything to say right now.\n\nAlice makes a face. \"What is that smell?\" she says.", "endoftext": false }, { "action": "You", "response": "In this story, to talk to somebody, use 'talk to'.\n\nAlice glares at me.", "endoftext": false }, { "action": "Go outside", "response": "I really should stay here and try and make some conversation... it would look bad running away so soon.\n\nCome on Ferdia... Come on...", "endoftext": false }, { "action": "You talk to Alice", "response": "I really can't think of anything to say right now.\n\n\"Have you any idea where Ferdia is?\" asks Alice.", "endoftext": false }, { "action": "You talk to Alice", "response": "Please select one:\n\n(1) \"He should be along in a few minutes... he said he might be a bit late.\"\n(2) \"He's working late on his science project... he said he might be a bit late.\"\n(3) \"He's off licking some teacher's arse after school. He'll be here soon, don't worry.\"\n(4) \"I haven't a fucking clue.\"", "endoftext": false }, { "action": "You talk to myself", "response": "It's one way to get intelligent conversation around here, certainly.\n\n\"Would you like to get something to drink?\" asks Claire. It's the first time she has spoken. She has a really weedy voice. She looks at me with big, childlike eyes that stick out of her face.", "endoftext": false }, { "action": "You talk to Claire", "response": "Please select one:\n\n(1) \"No thanks... I'm not that thirsty really.\"\n(2) \"No thanks... I don't drink coffee, actually.\"\n(3) \"Yeah, okay...\"", "endoftext": false }, { "action": "3", "response": "\"Yeah, okay.\"\n\n\"Well, the counter is behind you,\" says Alice.", "endoftext": false }, { "action": "You stand", "response": "I can't take this anymore! I get up off the chair.\n\n\"Where are you going?\" says Alice.\n\n\"Oh.. I'm just going to get something to drink.\"\n\n\"Well, I don't want anything, thanks for asking,\" says Alice. Bitch. I walk over to the self-service counter. Yes! I'm away from that table!\n\nIt's the contemptuous look on their faces I couldn't stand. Why did they have to look at me like that all the time? And now I can see them over there, giggling...", "endoftext": false }, { "action": "Inventory", "response": "I am carrying:\nsome casual clothes (being worn)\nmy underwear (being worn)\nmy watch (being worn)\n\nWho the fuck does Daniel think he is, anyway? What the fuck is he doing, flaunting his fucking girlfriend and his all his fucking friends at me... does he think I care? Does he think that impresses me? Is he trying to say 'Look at me now! Look at all the friends I have! Why should I need someone like you anymore?' Fuck him.", "endoftext": false }, { "action": "You examine the counter", "response": "The counter is now bare apart from a few unwanted cans of cola, which may just be there for display purposes. The cafe will be closing up shortly... Ferdia better hurry.\n\nIs he trying to dismiss everything that ever happened to us? Is he dismissing my whole life with a glance? And why is he being so insensitive? He was never like that before... Doesn't he realise how much he hurt me tonight?", "endoftext": false }, { "action": "Sing", "response": "I can't sing very well. It's my adenoids.", "endoftext": false }, { "action": "You get the cola", "response": "I don't want anything from the counter. I just came here to escape the girls for a while.", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\nFerdia comes in, at long fucking last. \"Hi Ferdia,\" I say.\n\n\"Oh, hi Alex,\" he says as he brushes past me officiously. He heads over to the girls.\n\n\"I hope Alex has been entertaining you,\" I can hear him say to them. Then he laughs. He has the most annoying, offensive laugh you could possibly imagine - he sounds like a horse being castrated.\n\nI am about to follow him over, but when I see him there laughing, and the girls laughing, all all of them together, I feel nauseated. And the cool evening air coming from the exit is so tempting... lulling me to go...\n\nAnd I know then that the best thing I can do, the only thing I can do, is to leave all of them. Leave all of them forever. So I walk out the door, on to the main street.\n\n. . .", "endoftext": false }, { "action": "Space", "response": "The cool evening air calls me, and I follow it. I follow it through the main street, past sleepy houses; I follow it to the quayside, where the sea breeze is strongest. It's raining now, but the rain is soft and comforting, caressing me as it falls. I feel as if I love everything in the world, as if everything is singing to me, as if my mind is filled with poetry and music. Everything, everything is beautiful now.\n\nI step up to the water's edge.\n\nEverything here is so peaceful, so beautiful - why have I never noticed it before? Raindrops dance on the river bay beneath my feet. Seagulls play in the air above me. Old fishing boats sway gently with the lapping of the water. And the air - I always thought the salt air was foul before, but now it seems so fresh, so clean, so pure!", "endoftext": false }, { "action": "You jump", "response": "I look down at the water beneath me, and then -\n\nHey! You're asking me to kill myself? What the hell made you think I wanted to do that? I'm young, I've still got lots to live for... it's just that I just feel so restricted at the moment... and then of course there is the Daniel thing. But don't think that means I want to end it all! It can't always be like this! I know it can't. In fact, for all you know, something could happen tonight, this very night, something to make me love life again... And if that something happens, I'll seize it with both hands!\n\nWhere the hell am I, anyway?\n\nThe quay must be the most miserable place in the whole town, especially when the rain is pissing down like it is now. Beneath my feet, the rain-pelted river flows like sludge, which probably has something to do with all the raw effluent that's pumped into it. The smell, needless to say, is truly nauseating. A handful of rusty old boats lie abandoned against the quay wall, and seagulls scream overhead.", "endoftext": false }, { "action": "You examine the boats", "response": "Useless, rusty old boats, which are a complete fucking eyesore. They are obviously only left there because nobody can be bothered to scrap them.", "endoftext": false }, { "action": "Pray", "response": "Nothing practical results from my prayer.", "endoftext": false }, { "action": "You look at the rain", "response": "It's soaking everything.", "endoftext": false }, { "action": "You go to the east", "response": "Yeah, what's the point in staying here.\n\n\"Alex!\" I hear a voice calling behind me. I turn around. It's Claire, running hesitantly up to me.", "endoftext": false }, { "action": "You jump", "response": "Oh come on, I've had enough suicide attempts for one day.\n\n\"Are you okay? We were a bit worried about you after you ran out of the Cafe, so we went looking for you.\"\n\nUgh. I could just imagine Ferdia directing the search operations, keeping a cool head under pressure, telling people to go here and there.\n\nClaire steps a little closer to me and looks up into my eyes. \"Is... anything the matter? You can tell me... if you like.\"", "endoftext": false }, { "action": "You talk to Claire", "response": "Please select one:\n\n(1) \"Nothing's wrong. Now go away.\"\n(2) \"No, I like standing here in the rain.\"\n(3) \"Yes. There is.\"", "endoftext": false }, { "action": "2", "response": "\"No, I like standing here in the rain.\"\n\nClaire sighs heavily as if about to deliver a baby whale.\n\n\"Look... I get a little... nervous too... when I'm meeting guys for the first time... if that's what you're worried about -\"\n\n\"No! No, that's not it at all!\" I suddenly shout. \"It's nothing to do with that!\" I stop for a moment, not really sure how to go on.\n\n\"It's just that... I can't... do anything! I can't do anything!\" I scream at last. \"It's like I'm trapped inside and can't get out and can't be myself and... I'm stuck.... And I've no friends! - Not Ferdia, he's an asshole, he doesn't count.... There's no-one I can be myself with! No friends! And the only friend I ever had... my only friend -\"\n\nI just break down in sobbing.\n\n. . .\nA few moments pass as I try to recover, sniffling away tears. Claire looks up at me, tenderly. God, I can't believe I've made such a show of myself in front of her. Why did I break down like that? And now she's seen me crying... and heard all that crap....\n\nClaire speaks. \"I'll... be your friend... if you like.\" Her lips are trembling.\n\nI answer with a sniffle.\n\n. . .", "endoftext": false }, { "action": "You talk to Claire", "response": "Claire moves closer to me. We're standing very close now. She gazes into my eyes, expectantly.\n\nI believe something is now supposed to happen.", "endoftext": false }, { "action": "You talk to Claire", "response": "I think actions, rather than words, are required now.\n\nClaire still gazes at me, and I gaze back at her. Her appearance seems to be changing every second - now I think she's angelic, beautiful; but now I see her cracked lips and the hairy mole on her face.", "endoftext": false }, { "action": "You hug her", "response": "(Claire)\nI could... and it would probably be nice... and warm... but I can't help looking at that mole on her face...\n\nOur eyes are still fixed on each other. She's breathing a bit more rapidly, I can tell. Her chest bobs up and down visibly.", "endoftext": false }, { "action": "You look at the mole", "response": "A hairy brown thing that's like a blot on her face. I can't help looking at it.\n\nSuddenly, Claire reaches out to me. Our hands touch for a moment, but I recoil. I can't do this! I must run away! I turn and run, and I run, and I keep on running, and I don't look back.\n\n. . .\nIt was the right thing to do! The only thing I could do. Her cracked lips and the mole on her face and that stupid expression - though fairly pretty in a way - but I couldn't have given her what she wanted! I wouldn't have put the same feeling into it, I would have hurt her. This was for the best.\n\n. . .", "endoftext": false }, { "action": "You press the green", "response": "Anyway, could you imagine if I had gone out with her, and her podgy face and cracked lips, and Ferdia would be there with Alice looking smug and condescending, and Wayne and Gordon and everyone in St. Enda's knowing about it, and the hard time I'd get, and the hard time she'd get? I wouldn't be able to take that! I wouldn't!\n\n. . .\n\nAnd then she saw me crying too! She saw me weak and crying and babbling in front of her. And I'd remember that every time I met her, and she'd remind me of this miserable night every time, and she'd be so condescending in front of me. So conscious of my vulnerability. And I don't think I could bear that.\n\n. . .\n\nAnd we'd always have to be together, her hanging out of me, me hanging out of her, with the mole on her face, and everyone would be looking at us and laughing. But that's not going to happen to me! I'm going to have my freedom! And that's one thing you 'people of action' are never going to understand. I'm keeping my freedom within me, and I'll laugh at you, laugh at all of you, and laugh at you forever!\n\n. . .\n\nI am standing on the edge of the quay, by the river - it's cold, it's raining, and seagulls are flying overhead. Then I hear a voice behind me call my name. I turn around. It's Claire! She runs up to me. \"I love you, Alex,\" she says. And I say nothing, but put my arms around her, and hold her close. And as we embrace, the rain beats down upon us, and the cold wind whips around us, but we go on, holding each other, arm in arm, and let the rest of the world GO FUCK ITSELF!", "endoftext": true } ]
0stz0hr7a98bp9mp
Additional Tales from Castle Balderstone
Ryan Veeder
[ "Tales from Castle Balderstone" ]
[ "2019 XYZZY Awards", "anthology", "castle", "Comedy", "cover art", "ECTOCOMP 2019", "horror", "Le Grand Guignol", "multiple protagonists", "parser", "space" ]
2,019
[ 1, 6, 2, 0, 0 ]
9
3.888889
20200112
true
Another anthology of terror, edited by Ryan Veeder, again.
[ { "action": "%", "response": "] Lounge\n\nGood evening. My name is Ryan Veeder. It is my great pleasure, in this festive and frightening season, to welcome you once again to Castle Balderstone: America's legendary hotbed of horror, a treasure trove of the morose, macabre, and monstrous. Its crooked pinnacles continue to slash blasphemously against ever-present clouds; its grim silhouette is still a stain of absolute blackness in the midst of a black sky.\n\nThis year, as they did last year—as they do every year—the greatest spookcrafters working in the English language have assembled in Castle Balderstone's drafty halls to test their latest material on the only audience possessed of hearts so inured to terror as to withstand the absolute scariest stories—each other.\n\nTonight, once again, you are my plus-one to this wedding of the weird and the wicked.\n\nYou lie on the couch and look up at the stars. A little while later, you fall asleep.\n\nSome unmeasured time later you awaken. The stars haven't moved; all is quiet.\n\nYou stand up, stretch, shake your arms and legs a little. The professor disapproves of your sleeping on the couch, so you have to enjoy the opportunity whenever you can get away with it.\n\nThis was designed to be a cozy hangout spot, with as many amenities as could be crammed into the limited space: a TV, a microwave, a decent couch. You still spend most of your time here, but you stopped actively enjoying it a while ago. Even the skylight has become so much wallpaper for you; the view never changes.\n\nPassages through the rock lead east, west, and south.", "endoftext": false }, { "action": "You examine the microwave", "response": "The microwave is a mess. You really need to clean it up before the professor has a chance to yell at you about it.", "endoftext": false }, { "action": "Examine tv", "response": "On the screen is the dim image of a sad battery. You must have left it on while you were sleeping! Now it'll need a few days to recharge. Darn.", "endoftext": false }, { "action": "You look at the couch", "response": "There's a distinctly you-shaped depression in the eidetic foam. Hopefully that'll flatten itself out before the professor notices.", "endoftext": false }, { "action": "You examine the skylight", "response": "A curtain of a million stars hangs outside the skylight: Always the same stars, never changing position. The view has become just as breathtaking as any cave wall.", "endoftext": false }, { "action": "You go east", "response": "Your quarters are so small that the professor can't even fit inside, which at least means they afford some privacy. This is the only upside of living in such a tiny little hole.\n\nSince Professor Thezh went to sleep, you've been sleeping exclusively on the couch, so your bed is covered in a pile of clothes and trash. Above the bed, a lenticular poster is glued to the ceiling.\n\nNarrow passages lead east, west, and south.", "endoftext": false }, { "action": "Examine poster", "response": "It's not even that racy, but you can't imagine the professor would approve. Thezh has a low opinion of human anatomy in general, clothed or not.", "endoftext": false }, { "action": "You look under the bed", "response": "The bed is flush with the floor; there is no cool hiding place underneath.", "endoftext": false }, { "action": "You examine the clothes", "response": "Everything you haven't felt like dealing with is here: Dirty clothes, mostly, but also a lot of dishes and stuff that you couldn't be bothered to clean or throw away or whatever you're supposed to do with them.", "endoftext": false }, { "action": "Search clothes", "response": "That's a scary prospect.", "endoftext": false }, { "action": "Go east", "response": "Cramped tunnels worm their way through the asteroid, their paths dictated by the integrity of the surrounding basalt. Why would\nthey put an observatory in such a tiny hunk of rock? Because the astronomy department couldn't afford anything better. But why does\nit have to be me stuck out here? Well, because of all those\ndecisions you made.\n\nFrom this intersection, the passages go north, east, south, and west.", "endoftext": false }, { "action": "Go east", "response": "Cramped tunnels worm their way through the asteroid, their paths dictated by the integrity of the surrounding basalt. From this intersection, the passages go north, east, south, and west.", "endoftext": false }, { "action": "You go east", "response": "This was designed to be a cozy hangout spot, with as many amenities as could be crammed into the limited space: a TV, a microwave, a decent couch. You still spend most of your time here, but you stopped actively enjoying it a while ago. Even the skylight has become so much wallpaper for you; the view never changes.\n\nPassages through the rock lead east, west, and south.", "endoftext": false }, { "action": "Go south", "response": "This is where all the work gets done: This is where Professor Thezh analyzes data, tests theories, and mutters bitterly in Sadalbari about you know not what. You had hoped that being a research assistant would involve a lot of sitting in with the professor, bouncing ideas off each other. As it turns out, your assistantship mostly consists of performing chores and staying out of Thezh's way.\n\nThe professor's amphisbaena is situated in front of the chalkboard, taking up most of the space in this little cave. Tunnels lead north, east, south, and west.", "endoftext": false }, { "action": "You look at the chalkboard", "response": "You can understand maybe a third of the material currently on the chalkboard. It's not that you have any trouble reading the professor's writing (which is almost too precise), but certain equations and assumptions are still a mystery to you.\n\nYou're enough of an astronomer to understand the basic principles of Thezh's work. For as long as you've been at the observatory, though, you don't feel like you've learned anything new.", "endoftext": false }, { "action": "You examine the amphisbaena", "response": "This sprawling piece of furniture is ostensibly the Sadalbari equivalent of an easy chair, but the way the professor \"sits\" or \"reclines\" in it has never looked particularly comfortable.", "endoftext": false }, { "action": "Go east", "response": "The radio telescope's dish is almost as wide as the asteroid is long, and from outside it looks a lot like a soup bowl strapped to a potato. Inside, the bottom of the dish forms a convex ceiling for the chamber below, forcing you to hunch over and contort yourself to get around.\n\nSome slightly more comfortable tunnels lead north, east, and west.", "endoftext": false }, { "action": "You look at the telescope", "response": "The dish has various components, but it's primarily a huge metal dome. Your first week at the observatory, you banged your head on it pretty hard, and the professor—who somehow has no trouble getting around in here—spent a few days reminding you that you'd be responsible for repairs if any of the equipment was somehow damaged by the impact of your skull.", "endoftext": false }, { "action": "You go east", "response": "Professor Thezh calls this rat's nest of cables and interfaces \"the computer,\" as if it were a single, discrete, manageable object. The desk is a mess, too; that's partially your fault.\n\nThere are ways out to the north, east, and west.", "endoftext": false }, { "action": "Search desk", "response": "You lack the willpower.", "endoftext": false }, { "action": "You examine desk", "response": "You knew when you signed on for this assistantship that there would be a lot of downtime while Professor Thezh hibernated, so you prepared to embark on several stimulating new hobbies. Here at this desk are your abandoned poems, your abandoned origami, your abandoned watercolors, the first pages of a memoir...", "endoftext": false }, { "action": "You go east", "response": "This is where all the work gets done: This is where Professor Thezh analyzes data, tests theories, and mutters bitterly in Sadalbari about you know not what. The professor's amphisbaena is situated in front of the chalkboard, taking up most of the space in this little cave. Tunnels lead north, east, south, and west.", "endoftext": false }, { "action": "You go to the south", "response": "Professor Thezh floats in its tank of viscous sedatives, dreaming its incomprehensible dreams.\n\nThe rest of the asteroid is north.", "endoftext": false }, { "action": "Examine pod", "response": "Numerous pumps and monitors are hooked up to the professor's pod; a large chunk of the observatory's energy budget is devoted to keeping the professor asleep while also keeping it alive.", "endoftext": false }, { "action": "Keep going", "response": "The professor is still.\n\nYou must have imagined it.", "endoftext": false }, { "action": "You go north", "response": "At the \"top\" of the asteroid is its modest garage, where Professor Thezh's skiff is parked. The way out—out into space—is through the monolithic pressure gate; the way back into your prison of mazelike tunnels is south.", "endoftext": false }, { "action": "You examine the skiff", "response": "The shuttle must be a hundred years old. You're pretty sure it almost exploded a couple times while you were flying out here.\n\nThe trip seemed to take an eternity. You took the wheel while the professor slept in the back, rousing itself occasionally to criticize your driving ability. When you finally arrived, Thezh insisted on landing, so you wouldn't wreck the skiff's paint job.", "endoftext": false }, { "action": "Go east", "response": "This was designed to be a cozy hangout spot, with as many amenities as could be crammed into the limited space: a TV, a microwave, a decent couch. You still spend most of your time here, but you stopped actively enjoying it a while ago. Even the skylight has become so much wallpaper for you; the view never changes.\n\nPassages through the rock lead east, west, and south.\n\nSomebody screams, and you almost jump out of your skin.", "endoftext": false }, { "action": "Clean microwave", "response": "You wobble a bit while your nervous system collects itself.\n\nYou hear the scream again, and again: It's an alarm, ringing somewhere in the observatory.", "endoftext": false }, { "action": "Go east", "response": "Your quarters are so small that the professor can't even fit inside, which at least means they afford some privacy. This is the only upside of living in such a tiny little hole.\n\nSince Professor Thezh went to sleep, you've been sleeping exclusively on the couch, so your bed is covered in a pile of clothes and trash. Above the bed, a lenticular poster is glued to the ceiling.\n\nNarrow passages lead east, west, and south.\n\nThe beeping seems to come from everywhere.", "endoftext": false }, { "action": "You go south", "response": "The bottom of the radio telescope dish forms a convex ceiling for the chamber below, forcing you to hunch over and contort yourself to get around.\n\nSome slightly more comfortable tunnels lead north, east, and west.\n\nThe caves echo with repetitive ringing.", "endoftext": false }, { "action": "You go south", "response": "You can't go that way.\n\nThe ringing is starting to make your head hurt.", "endoftext": false }, { "action": "Go east", "response": "Professor Thezh calls this rat's nest of cables and interfaces \"the computer,\" as if it were a single, discrete, manageable object. The desk is a mess, too; that's partially your fault.\n\nThere are ways out to the north, east, and west.\n\nThe ringing might be louder in here.", "endoftext": false }, { "action": "You go east", "response": "This is where all the work gets done: This is where Professor Thezh analyzes data, tests theories, and mutters bitterly in Sadalbari about you know not what. The professor's amphisbaena is situated in front of the chalkboard, taking up most of the space in this little cave. Tunnels lead north, east, south, and west.\n\nYou need to find whatever is making that noise.", "endoftext": false }, { "action": "You go south", "response": "Professor Thezh floats in its tank of viscous sedatives, dreaming its incomprehensible dreams.\n\nThe rest of the asteroid is north.\n\nThe ringing is starting to make your head hurt.", "endoftext": false }, { "action": "Go north", "response": "This is where all the work gets done: This is where Professor Thezh analyzes data, tests theories, and mutters bitterly in Sadalbari about you know not what. The professor's amphisbaena is situated in front of the chalkboard, taking up most of the space in this little cave. Tunnels lead north, east, south, and west.\n\nThe caves echo with repetitive ringing.", "endoftext": false }, { "action": "Search desk", "response": "The sound gets even louder as you turn your attention to the messy desk. You shove your way through the clutter, searching more by touch than by sight. Your fingers curl around an oblong device, and you feel vibrations going up your arm in time with the beeping.\n\nAt last the offending object emerges from the mess: It's an alarm clock. So that's where that went!\n\nIt takes some effort to make it shut up. Did they design this thing to be as obnoxious as possible? But now it's quiet.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\nan alarm clock", "endoftext": false }, { "action": "You examine the clock", "response": "You set this alarm when Professor Thezh entered hibernation. On its display is a message:\n\nThat means it's finally time to spin the observatory around. You'll have to turn on the computer.", "endoftext": false }, { "action": "You turn on the computer", "response": "You tap on one of the displays you can reach, and the interface slowly wakes itself up.\n\nProfessor Thezh's specialization (well, yours too, ostensibly) is in the field of Oscevotto emanations, interstellar signals that break down under the slightest interference. This makes them impossible to detect from any observatory in an inhabited system.\n\nYou scroll through menus until you find the reorientation protocol: It says the first step is to turn off attitude stabilization. Of course you have to do all of this manually.", "endoftext": false }, { "action": "You turn off the stabilization", "response": "You stomp across the room to the interface for the attitude stabilizer. First you click \"Suspend Stabilization,\" and then \"Confirm,\" and then you have to hold down the button for a while to prove you really mean it.\n\nTo have any chance of detecting Oscevotto emanations, Professor Thezh needed an observatory that was as far away from civilization as possible—so, in an asteroid cloud around a nameless, near-dead star. And to properly image these emanations, the telescope needs to take an extremely long \"exposure\" of interstellar space.\n\nSomething stops whirring, and the ground shudders a little bit.\n\nWith the first imaging session finally complete, it's time to begin scanning the other half of the galaxy. To do that you'll have to initiate RADA 29.", "endoftext": false }, { "action": "Initiate rada 29", "response": "You stomp back across the room to the RCS controls. This is the stupid part: Each thruster has its own throttle, and they all have to be operated in perfect unison, or else the new orientation will be off-target and you'll have to waste fuel making corrections. An easy enough task for the professor, but you only have two hands.\n\nYou lean over the control panel and try your best to push all the throttles forward the same amount.\n\nThe room rumbles as the engines come to life, and you sway slightly as the asteroid rotates.\nthe asteroid rotates.Something pops.\n\nEverything lurches to one side, and you fall over the controls. The thrusters roar, and you're thrown off the control panel and onto the floor.\nfloor.You try to get to your feet—but the room goes sideways. You\nfall\nagain, tangled in cables.\nagain, tangled in cables.You screw your eyes shut, covering your ears with your hands to muffle the screaming engines and suppress your nausea.\n\nYou may have blacked out for a moment. With no frame of reference, only unbearable noise and incomprehensible motion, it's difficult to tell.\ntell.One by one the thrusters die, their fuel cells emptied. Now the observatory is silent again.\n\nYou crawl toward the nearest wall and stagger most of the way to your feet.\n\nThe room is spinning.", "endoftext": false }, { "action": "You look at the computer", "response": "The equipment seems to be okay, but you're having trouble telling one component from another. Possibly that panel over there is the attitude stabilization interface.", "endoftext": false }, { "action": "You turn on the stabilization", "response": "You push yourself along the wall toward the attitude controls. You click \"Enable Stabilization,\" and then \"Confirm,\" and then you muster your last reserves of bodily stability to hold down the button until the stupid thing actually starts.\n\nYou can hear the reaction wheels spinning and stopping madly as the stabilization system struggles to counteract the asteroid's gyration.\n\nEventually things slow down enough that you can stand unassisted.\n\nEverything seems to be more or less where it should be, but all the interfaces are blinking with different warnings.\n\nThere are ways out to the north, east, and west.", "endoftext": false }, { "action": "You examine the interfaces", "response": "Most of the warnings are beyond your expertise—but the words \"HIBERNATION TANK FAILURE\" are pretty easy to understand.", "endoftext": false }, { "action": "You go to the west", "response": "The telescope seems to be intact, but you can't see much of it from in here.\n\nTunnels lead north, east, and west.", "endoftext": false }, { "action": "You go to the west", "response": "The professor's amphisbaena is upended, tossed into a corner. The floor is wet.\n\nPassages lead north, east, south, and west.", "endoftext": false }, { "action": "You go south", "response": "The tank is empty. None of the monitors are active.\n\nA trail of slime wends its way around the tank, up to your feet.", "endoftext": false }, { "action": "You go to the east", "response": "It should be safe in here; the professor can't fit through the narrow passages.\n\nOn your bed is a pile of clothes and trash. Your lenticular poster is glued to the ceiling.\n\nTunnels lead east, west, and south.\n\n\"I didn't like you to begin with. I liked you less and less the longer you worked for me. Even before I felt the change coming, I was wishing there was some way to get rid of you. And while I was sleeping...\"\n\nFurious hissing, or sarcastic laughter, or an unnameable sound for an equally inhuman emotion fills the asteroid.", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\n\"I could hear everything. For months. All your snoring, sniffling, belching, crying, farting, whistling, muttering—whining\nabout\nyour cushy assistantship, whining that you had nothing to do—and when you finally had something to do, when you had just one job—\"\n\nThe professor moans, and the asteroid shakes.\n\nYou can hear the professor's bulk slithering through the tunnels to the east.", "endoftext": false }, { "action": "You go east", "response": "You enter the tunnel, and something squelches up ahead.\n\n\"Ah. There you are,\" it says, and you hear it scuttling down the passageway. In animal terror you retreat—and the noise stops.\n\n\"Oh, don't be shy, you blithering waste of air. There's only\none thing left for you. No point postponing it.\"\n\nYou hold still, and try to breathe quietly.\n\n\"The upside is this: As long as the change is happening, I can't be held responsible for my actions. The university has all the paperwork.\" Parts of the professor's mouth that aren't busy speaking English start purring greedily. \"I've never eaten a human research assistant before—and it sounds like you've gotten fatter since I've been asleep. Am I right about that?\"", "endoftext": false }, { "action": "You go west", "response": "The stars above are still whizzing by wildly.\n\nThe couch has been torn apart: Slimy chunks of foam litter the floor. The TV and microwave have been smashed and tossed across the room.\n\nPassages through the rock lead east, west, and south.\n\n\"I'm getting tired of waiting...\"", "endoftext": false }, { "action": "You go to the west", "response": "You take a cautious step forward, and you hear the professor scurrying toward you again. When you rush back to safety, you hear it retreating as well. Then it emits a familiar screech, one you recognize as a sigh of frustration.\n\n\"Don't be an idiot—At least, try to be less of an idiot. I can hear every move you make. You aren't getting out of here alive. There's nothing to gain from screwing around—You're just making me angrier.\" Why won't come out of those tunnels after you?\n\nBecause it knows that's the only way you could escape.", "endoftext": false }, { "action": "You get foam", "response": "That's not something you can carry around.\n\nThe professor's heavy breathing—or whatever that noise is—filters\nin\nthrough the west tunnel.", "endoftext": false }, { "action": "Go east", "response": "It should be safe in here; the professor can't fit through the narrow passages.\n\nOn your bed is a pile of clothes and trash. Your lenticular poster is glued to the ceiling.\n\nTunnels lead east, west, and south.", "endoftext": false }, { "action": "Go east", "response": "Professor Thezh is just down that tunnel. You can hear it rubbing against the walls. And you don't want to meet it face to face.", "endoftext": false }, { "action": "You wait a while", "response": "Time passes.\n\nThe clicking of claws or fangs echoes through the east tunnel.", "endoftext": false }, { "action": "You get the poster", "response": "It's glued to the ceiling!\n\nYou hear the professor cough something up, then swallow it.", "endoftext": false }, { "action": "Go west", "response": "The stars above are still whizzing by wildly.\n\nThe couch has been torn apart: Slimy chunks of foam litter the floor. The TV and microwave have been smashed and tossed across the room.\n\nPassages through the rock lead east, west, and south.", "endoftext": true }, { "action": "Look around", "response": "The stars above are still whizzing by wildly.\n\nThe couch has been torn apart: Slimy chunks of foam litter the floor. The TV and microwave have been smashed and tossed across the room.\n\nPassages through the rock lead east, west, and south.\n\nThe professor's heavy breathing—or whatever that noise is—filters\nin\nthrough the west tunnel.", "endoftext": false }, { "action": "You go east", "response": "It should be safe in here; the professor can't fit through the narrow passages.\n\nOn your bed is a pile of clothes and trash. Your lenticular poster is glued to the ceiling.\n\nTunnels lead east, west, and south.\n\n\"If you stop being such a coward right now, I promise I'll bite your head off first.\"", "endoftext": false }, { "action": "Search clothes", "response": "You can't think of anything in there that would be any use.\n\n\"Come here!\"\n\nThe clicking of claws or fangs echoes through the east tunnel.", "endoftext": false }, { "action": "You get the trash", "response": "Nothing in there is worth taking.\n\nYou hear the professor cough something up, then swallow it.", "endoftext": false }, { "action": "You go south", "response": "The telescope seems to be intact, but you can't see much of it from in here.\n\nTunnels lead north, east, and west.\n\n\"I can hear you. What are you doing out there?\"", "endoftext": false }, { "action": "Go east", "response": "Everything seems to be more or less where it should be, but all the interfaces are blinking with different warnings.\n\nThere are ways out to the north, east, and west.\n\n\"Do you think if you'll wait long enough, someone will come rescue you?\"", "endoftext": false }, { "action": "Go north", "response": "Professor Thezh is just down that tunnel. You can hear it rubbing against the walls. And you don't want to meet it face to face.", "endoftext": false }, { "action": "You search the amphisbaena", "response": "You find nothing of interest.\n\n\"I'm so hungry... Please take pity on your poor old professor.\"", "endoftext": false }, { "action": "You go east", "response": "The telescope seems to be intact, but you can't see much of it from in here.\n\nTunnels lead north, east, and west.", "endoftext": false }, { "action": "You go north", "response": "It should be safe in here; the professor can't fit through the narrow passages.\n\nOn your bed is a pile of clothes and trash. Your lenticular poster is glued to the ceiling.\n\nTunnels lead east, west, and south.", "endoftext": false }, { "action": "Go south", "response": "The telescope seems to be intact, but you can't see much of it from in here.\n\nTunnels lead north, east, and west.\n\n\"I'm getting tired of waiting...\"", "endoftext": false }, { "action": "You look in the dish", "response": "You find nothing of interest.\n\n\"Come here!\"", "endoftext": false }, { "action": "You look under the dish", "response": "You find nothing of interest.\n\n\"If you stop being such a coward right now, I promise I'll bite your head off first.\"", "endoftext": false }, { "action": "Climb dish", "response": "Little is to be achieved by that.\n\n\"Do you think if you'll wait long enough, someone will come rescue you?\"", "endoftext": false }, { "action": "You take the dish", "response": "That's not something you can carry around.\n\n\"Come here!\"", "endoftext": false }, { "action": "You look at the telescope", "response": "If the accident had been a little worse, the dish might have been flung off of the side of the asteroid, and this room would have its own skylight (and you'd be violently sucked into space).", "endoftext": false }, { "action": "You go to the west", "response": "The professor's amphisbaena is upended, tossed into a corner. The floor is wet.\n\nPassages lead north, east, south, and west.", "endoftext": false }, { "action": "You look at the board", "response": "Something large must have scraped against the chalkboard, erasing several of Thezh's notes.\n\n\"If you stop being such a coward right now, I promise I'll bite your head off first.\"", "endoftext": false }, { "action": "You go south", "response": "The tank is empty. None of the monitors are active.\n\nA trail of slime wends its way around the tank, up to your feet.", "endoftext": false }, { "action": "You look at the tank", "response": "Numerous pumps and monitors are hooked up to the professor's pod. They seem to have stopped working.", "endoftext": false }, { "action": "You go north", "response": "The professor's amphisbaena is upended, tossed into a corner. The floor is wet.\n\nPassages lead north, east, south, and west.\n\n\"Come here!\"", "endoftext": false }, { "action": "You go to the north", "response": "The stars above are still whizzing by wildly.\n\nThe couch has been torn apart: Slimy chunks of foam litter the floor. The TV and microwave have been smashed and tossed across the room.\n\nPassages through the rock lead east, west, and south.\n\n\"I'm getting tired of waiting...\"", "endoftext": false }, { "action": "You examine the microwave", "response": "It looks like the professor threw this around a few times before moving on.\n\nYou can hear the professor's bulk slithering through the tunnels to the west.", "endoftext": false }, { "action": "You take it", "response": "That's not something you can carry around.\n\nThe clicking of claws or fangs echoes through the west tunnel.", "endoftext": false }, { "action": "You examine the alarm", "response": "The alarm clock is no longer set to anything.\n\nYou hear the professor cough something up, then swallow it.", "endoftext": false }, { "action": "Go east", "response": "It should be safe in here; the professor can't fit through the narrow passages.\n\nOn your bed is a pile of clothes and trash. Your lenticular poster is glued to the ceiling.\n\nTunnels lead east, west, and south.\n\n\"Do you think if you'll wait long enough, someone will come rescue you?\"", "endoftext": false }, { "action": "You turn on the alarm", "response": "A plan is forming in your head—but for it to work, you'll have to\ntake\nthe alarm to a place where Thezh can reach it.\n\nThe clicking of claws or fangs echoes through the east tunnel.", "endoftext": false }, { "action": "Go west", "response": "The stars above are still whizzing by wildly.\n\nThe couch has been torn apart: Slimy chunks of foam litter the floor. The TV and microwave have been smashed and tossed across the room.\n\nPassages through the rock lead east, west, and south.", "endoftext": false }, { "action": "Go south", "response": "The professor's amphisbaena is upended, tossed into a corner. The floor is wet.\n\nPassages lead north, east, south, and west.\n\n\"I'm so hungry... Please take pity on your poor old professor.\"", "endoftext": false }, { "action": "You go south", "response": "The tank is empty. None of the monitors are active.\n\nA trail of slime wends its way around the tank, up to your feet.", "endoftext": false }, { "action": "You drop the alarm", "response": "Dropped.\n\n\"Do you think if you'll wait long enough, someone will come rescue you?\"", "endoftext": false }, { "action": "You turn on the alarm", "response": "You fumble with the alarm clock's screen, and set it for some random number of seconds. Then you toss into the the far corner of the room.\n\n\"I'm so hungry... Please take pity on your poor old professor.\"\n\nYou'd better get a move on.", "endoftext": false }, { "action": "You go north", "response": "The professor's amphisbaena is upended, tossed into a corner. The floor is wet.\n\nPassages lead north, east, south, and west.", "endoftext": false }, { "action": "Go east", "response": "The telescope seems to be intact, but you can't see much of it from in here.\n\nTunnels lead north, east, and west.\n\n\"If you stop being such a coward right now, I promise I'll bite your head off first.\"", "endoftext": false }, { "action": "Go north", "response": "It should be safe in here; the professor can't fit through the narrow passages.\n\nOn your bed is a pile of clothes and trash. Your lenticular poster is glued to the ceiling.\n\nTunnels lead east, west, and south.\n\nThezh sniffs: \"Back in your hidey-hole? I wish you'd come out of there. Your uncooperativeness is tremendously frustrating.\"", "endoftext": false }, { "action": "You wait", "response": "A second ticks by.", "endoftext": false }, { "action": "Wait", "response": "\"Would you stop that?\" Thezh whines. You realize you've been\nbiting your fingernail.", "endoftext": false }, { "action": "You wait for a while", "response": "Another second ticks by.\n\nThe alarm goes off. It beeps incredibly loudly.\n\n\"Will you please turn off that insufferable machine?\" Thezh groans.", "endoftext": false }, { "action": "You wait for a while", "response": "The noise is unbearable.\n\n\"Turn that off right now, or you will live to regret it,\" Thezh whines. The alarm keeps beeping, seemingly more shrill than before.", "endoftext": false }, { "action": "Wait", "response": "The noise is unbearable.\n\n\"Is this a trick? Are you trying to trick me?\" Thezh hisses through the tunnels, struggling to be heard over the pings of the alarm clock. \"You really are a stupid brat. And desperate. And cruel.\"", "endoftext": false }, { "action": "You go to the east", "response": "Professor Thezh is just down that tunnel. You can hear it rubbing against the walls. And you don't want to meet it face to face.\n\n\"This isn't—\" Thezh wails in pain. \"This isn't going to work. I'm going to outlast you. You'll turn off that alarm, and then I will find you, and then—\" It howls again.", "endoftext": false }, { "action": "Wait", "response": "The noise is unbearable.\n\nIts rage boiling over, the professor screams even louder than the alarm—and you hear it stampeding through the tunnels.\n\nYou strain your ears: The alarm goes on ringing, muffled by the limbs of something trying to rip it to pieces.", "endoftext": false }, { "action": "You go to the east", "response": "The web of tunnels extends in all directions—but the shuttle bay is just north from here.", "endoftext": false }, { "action": "Go north", "response": "Professor Thezh's skiff is parked here, beneath the gigantic pressure gate.", "endoftext": false }, { "action": "You enter the skiff", "response": "You jump into the driver's seat.\n\nThe key is in the ignition. The garage door opener is just above the windshield.", "endoftext": false }, { "action": "You turn key", "response": "You turn the key. The engines fire up—and then they sputter out. What's wrong?\n\nOh, the parking brake is engaged.", "endoftext": false }, { "action": "You disengage brake", "response": "You push the lever down, and the skiff shifts slightly.\n\nThen the whole asteroid shakes.\n\nSomething has collided with the shutter between the garage and the tunnels.", "endoftext": false }, { "action": "7", "response": "Okay. Noted.\nOkay. Noted.Now it is time for the next author to step forward and share the next of the evening's unbearable entertainments. It is Victor Atencio—and he looks great!\n\nWhile he's approaching the podium I try to explain, quietly: Victor Atencio is an absolute genius of gruesomeness. They call him \"the van Gogh of Gore.\" But he suffered from debilitating weight problems, to the point that he had to stop writing while he pursued various treatments and underwent various surgeries. I also heard—Why is someone shushing me? Oh, he's starting.\n\n\"It's been a while since I visited Castle Balderstone,\" Victor says, and people start applauding him, but he waves it away. \"I'm excited to get back in the game, and I hope you'll forgive me if I'm a little rusty.\"\n\nEverybody chuckles. I try to whisper to you the juicy rumor that I heard, but Victor goes on:\n\n\"What I've brought tonight is a new piece, in a classic format. I don't aim to surprise—Only to terrify.\"\n\nWe all chuckle again, now a little nervously, and Victor begins to read...\n\n\n\nWayne and Yvette are a little bit late, but that just means more quality time for you and little Rowan.\n\nThe walls are painted with mountains and pines. The wide window fills the room with sunlight.\n\nRowan is asleep in his crib, his brow furrowed by the itty-bitty concerns that trouble babies.\n\nYour oxygen concentrator hums away. It's not bothering the baby at all. He probably finds it very soothing.", "endoftext": false }, { "action": "You examine Rowan", "response": "He's beautiful. He looks more like his mother than his father, but you won't tell Wayne that.", "endoftext": false }, { "action": "About yourself", "response": "You're through accomplishing things of your own-you kept yourself busy for long enough. These years are for resting, and enjoying the accomplishments of others: Of your children, and your grandchildren and your beautiful great-grandson.", "endoftext": false }, { "action": "You look at the window", "response": "Outside the nursery is a lovely April day. It's no wonder Wayne and Yvette are taking so long.\n\nWayne and Yvette's cat strolls into the room.", "endoftext": false }, { "action": "You examine the cat", "response": "Yvette loves this cat, and the loves her—and it hates everything\nelse.", "endoftext": false }, { "action": "You look at the crib", "response": "Rowan's little kingdom.", "endoftext": false }, { "action": "You look at the oxygen", "response": "Wherever you go, your oxygen follows, and every minute of the day, you have a tube stuck in your nose. You tell the kids you've gotten used to it.", "endoftext": false }, { "action": "You look at Rowan", "response": "He's beautiful. He looks more like his mother than his father, but you won't tell Wayne that.\n\nThe cat darts between your legs, hisses furiously, and digs its fangs into your calf. Then it disappears.", "endoftext": false }, { "action": "You examine the calf", "response": "Four little pinpricks on your calf. It looks like you're starting to bleed.\n\nThere's a dark shape in the crib: The cat is sitting on Rowan.", "endoftext": false }, { "action": "You take the cat", "response": "As you lean over the crib, the cat leaps away.\n\nYou place a hand on Rowan's forehead. He seems to be fine.\n\nThen a horrible hissing noise fills the nursery, and Rowan starts squirming.\n\nYou turn and see the cat, toying with your oxygen concentrator: The tube connected to your nose has been knocked loose.", "endoftext": false }, { "action": "You take the tube", "response": "That cat is between you and your machine.\n\nThe cat arches its back, puffs out its fur, and seems to grow several inches. It hisses at you, almost screaming.", "endoftext": false }, { "action": "You open the window", "response": "The cat rushes around you to block the window.\n\nThe cat continues to grow, its screeches getting louder, its claws and teeth becoming longer. You stagger to the floor; your chest feels tight.", "endoftext": false }, { "action": "You take the tube", "response": "The cat jumps back in front of the oxygen concentrator.\n\nThe cat towers over you, growing larger and larger. You can't get up. You can't breathe.", "endoftext": false }, { "action": "You wake rowan", "response": "The cat leaps between you and the crib.\n\nThe cat is huge. It fills the room.\n\nYour vision swims. Your heart is going so fast—Your throat is so tight.\n\nYou die of fright.", "endoftext": false }, { "action": "About you", "response": "The cat steps over your body, over the crib, toward the window.", "endoftext": false }, { "action": "You examine the cat", "response": "It bats at the window, and shatters it effortlessly.", "endoftext": false }, { "action": "You ask the cat about the cat", "response": "The cat squeezes out of the window, destroying the surrounding nursery wall.", "endoftext": false }, { "action": "You look at Rowan", "response": "You can't get any closer to the crib.\n\nThe cat steps outside. As it walks across the lawn, it goes on growing until it's as tall as the house.", "endoftext": false }, { "action": "About yourself", "response": "The cat walks into the street, trampling Wayne's car. A child screams.", "endoftext": false }, { "action": "Exit", "response": "Rowan stirs, but does not wake.\n\nYou are dead.\n\nThe cat continues along the street, heading downtown.\n\n\"\n\nNaturally the author sitting right next to us has to raise her hand. \"Is Mittens the name of the cat?\" she asks. Of course it's the\nname of the cat you ridiculous woman.\n\n\"Uh, I guess it must be!\" Victor answers. Everyone laughs, ha ha ha. Anyway, what I was gonna say was—\"How did you find your way into the character of the protagonist, a great-grandparent?\" asks an incredibly loud author sitting behind us.\n\n\"Ah. Well, that's kind of personal,\" says Victor, and everything gets quiet.\n\nThe silence is so complete that I can't whisper anything to you.\n\n\"How about another round of applause for Victor Atencio?\" asks the moderator, and everybody claps, and Victor bows again, and now I can finally tell you: There was a rumor that Victor got his nose done while he was having all those other surgeries, and now that I see him in person he definitely did get his nose done.\n\nSo, how much, on a scale of 1 to 10, did you like that story? The one Victor told, not the one about his medical history.", "endoftext": false }, { "action": "4", "response": "Okay. Noted.\nOkay. Noted.Now it is time for the next author to step forward and share the next of the evening's insidious entertainments. It is Eddie Carlyle! I gasp, and grab your wrist. You tug at your hand until I let go. I am too anxious to apologize.\n\nNone of these authors scare me like Eddie Carlyle does. No avenue of horror is off-limits to Carlyle. He sniffs at taboo; he rolls his eyes at the critics every time they say he's gone too far. I've only read the Wikipedia synopses of his works, and they still give me nightmares.\n\nEd looks down at the lectern and coughs.\n\n\"I heard that at this year's meeting, we could share stories that weren't, you know, Halloween-spooky.\" Wait, what?\n\n\"And, well, the invitation said that one of the themes we could pick instead was Día de Muertos, or, Mexican folklore and\nmythology in general. So I chose to write something along those lines. And, it's based on one of my favorite Bob Dylan songs.\"\n\nThe other authors are glancing around the room. You and I are glancing at each other.\n\nEd swallows loudly, still looking down at the lectern. \"So, I guess, for a Castle Balderstone story this is kind of... experimental, but I hope you'll enjoy it.\" Well, it's an Eddie Carlyle story. It's probably at least a little scary.\n\nHe coughs again, and then he begins to read...\n\nAdapted by Eddie Carlyle\nfrom a song by Bob Dylan\n\nThe horse paces slowly across the sands, worn out from a long day of riding. You clutch Roberto's cape and screw your eyes shut. You are weary for sleep, but sleep is impossible under this bright sun, atop this staggering horse.", "endoftext": false }, { "action": "About yourself", "response": "Your eyes are red from sleeplessness, and strained from so much squinting. Your face and your dress are coated in dust. You feel lucky that Roberto cannot see you.", "endoftext": false }, { "action": "You examine roberto", "response": "Roberto is a handsome man, with gentle eyes and a curly beard. But, sitting behind him, all you can see are his hat and his cape.\n\nYou don't remember him wearing that cape before.", "endoftext": false }, { "action": "You look at the cape", "response": "The cape Roberto wears is covered in dust.\n\nBut why isn't his guitar strapped to his back?", "endoftext": false }, { "action": "You examine the horse", "response": "This horse appeared with Roberto last night, when he woke you up and begged you to leave with him. The animal seemed just as surprised as you were to be rushing out of town in the middle of the night. Now, it seems just as tired as you are.", "endoftext": false }, { "action": "You ask Roberto about the guitar", "response": "You ask Roberto what happened to his guitar.\n\n\"Ah! I sold that guitarra to Pablo, the son of the\npanadero—for this!\"\n\nWith a triumphant flourish, he produces from his cape a fist-sized loaf of bread. \"I was saving it for la noche, but you have\nhad such a long viaje. Here you go, mi amor.\" He\npresses the bread into your hand.", "endoftext": false }, { "action": "You examine the bread", "response": "How much was Roberto's guitar worth? How much food will the two of you need to reach Durango before you starve to death? You can't focus on these questions. You're starving.", "endoftext": false }, { "action": "You eat the bread", "response": "You gobble it down. You feel a little less exhausted—but even sleepier.\n\nAnd now the sun, which had seemed to hang just overhead for so long, finally seems to be descending.", "endoftext": false }, { "action": "You examine sun", "response": "Roberto chides you: \"Don't look directly into el sol,\nMagdalena. It will hurt your ojos.\" How did he know what you\nwere looking at?", "endoftext": false }, { "action": "Clean dress", "response": "The blue dress is fine.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na blue dress (being worn)", "endoftext": false }, { "action": "You ask Roberto about the horse", "response": "Roberto clicks his tongue nervously. \"A friend lent this fine\ncaballo to me. I don't know when I will be able to repay him,\nafter we reach Durango. But he already owed me un favor,\nso...\"", "endoftext": false }, { "action": "You ask Roberto about the durango", "response": "Roberto sighs blissfully. \"When we reach Durango, we'll—First, we'll go to the corrida, and sit in the shade drinking\ntequila, and we'll watch the young torero at his\nviolent work. And the very next day, we will find the padre\nat his little church, and we'll finally be married.\"\n\nYou hold Roberto tightly around his waist, and he pets your delicate hand.", "endoftext": false }, { "action": "You ask Roberto about the marriage", "response": "Roberto cocks his head. \"What was that, my little one? I'm not sure I heard you correctamente.\" (Usually this means Roberto doesn't\nwant to talk about something.)\n\nYou lurch to a halt. \"Magdalena!\" whispers Roberto, pointing across the brush: A few crumbling walls sit in the shadow of a hillside. \"We can make campamento there.\"\n\nHe urges the horse toward the ruins.\n\nThe sun is very low, casting long purple shadows over the dust. There was a city here, centuries ago.\n\nRoberto ties the horse to a withered tree, eyeing the hills above warily.\n\nOne nearby building seems more or less intact.", "endoftext": false }, { "action": "You examine the building", "response": "Nothing about the building gives any clue as to what it might be.", "endoftext": false }, { "action": "You look at the tree", "response": "The tree would snap easily if the horse decided to run off.", "endoftext": false }, { "action": "You ask Roberto about the building", "response": "As you're wondering how to bring up the subject, Roberto speaks.\n\n\"Querida, you must find a place where we will be\nescondidos. Take this linterna, and I will keep\nwatch.\" He hands you a dented lantern and resumes scanning the horizon.", "endoftext": false }, { "action": "You enter the building", "response": "The sagging walls lean over an altar. There is no roof, and the stone glows indigo under the stars.\n\nIn the back wall is a narrow archway.", "endoftext": false }, { "action": "You examine the altar", "response": "A slab of mottled stone, carved with pagan icons. The only shape you recognize is a snarling, wide-eyed jaguar.", "endoftext": false }, { "action": "You turn on the lantern", "response": "It takes a few tries, but you manage to light the lantern.\n\nMaybe this was the apartment of the temple priest.\n\nIn the center of the room is a stone stairway, descending into darkness.\n\nYour lantern's light catches on something in the corner: A black shard.", "endoftext": false }, { "action": "You examine the shard", "response": "The flat side seems polished, like a mirror, but the material is completely black. Even in the darkness you can see that the fractured edge is deadly sharp.", "endoftext": false }, { "action": "You take it", "response": "You lean down and reach for the shard, as carefully as you can—but it slices your fingertip just the same. A drop of blood splashes on the mottled floor.", "endoftext": true }, { "action": "Go downwards", "response": "The stairs go on longer than you had expected.", "endoftext": true }, { "action": "Go downward", "response": "You thrust your lantern forward uncertainly, half expecting to see walls piled high with skulls—but the tunnel is empty, except for some loose gravel and some footprints in the dust.\n\nAt the far end of the tunnel is a low archway, blocked by fallen rocks.", "endoftext": false }, { "action": "You enter the archway", "response": "(first opening the low archway)\nYou push the rocks out of the way easily; they're only painted styrofoam.\n\nIn a few seconds, the archway is clear.\n\nBright lights surround you on all sides. A giant camera is pointed at your face.\n\nBehind you is a low archway of painted canvas.\n\nNow, I need you to think about Roberto, and whether you can trust him. And you're thinking about Ramón, and which one you really loved. Are you in the right place?\n\nWe'll be cutting between this and Roberto's scene outside where he stares into the sunset and thinks about kind of the same questions. You're both wondering if you're going to stick together.", "endoftext": false }, { "action": "You think", "response": "What a good idea.\n\nMaybe put your hand up to your neck. Yeah. You're in distress. And you could almost run away. But then you steel yourself.\n\nPerfect.", "endoftext": false }, { "action": "You examine the camera", "response": "You stare down the barrel of the camera, projecting sadness, confusion, devotion, and strength.\n\nNow you've made your decision, and you turn around, and you find your way back to Roberto.", "endoftext": true }, { "action": "Look around", "response": "Bright lights surround you on all sides. A giant camera is pointed at your face.\n\nBehind you is a low archway of painted canvas.\n\nCome on, we're wasting film.", "endoftext": false }, { "action": "You enter the archway", "response": "The dusty tunnel is mostly empty. A cool breeze issues from the stairway.\n\nAt the far end of the tunnel is a low archway.", "endoftext": false }, { "action": "Go up", "response": "A tenuous sliver of moonlight falls over the stairs.", "endoftext": false }, { "action": "Go up", "response": "The temple is quiet.\n\nA narrow archway leads out to the main chamber.", "endoftext": false }, { "action": "Leave", "response": "The sun is gone; the moon and stars shiver overhead.\n\nRoberto will be outside, waiting for you.", "endoftext": false }, { "action": "Go outside", "response": "You emerge from the ruin, and Roberto rises to greet you.", "endoftext": false }, { "action": "You hug roberto", "response": "You walk over to Roberto—There is a flash of light on the hill, and a crack like thunder splits the air.\n\nRoberto crumples to the sand, a bullet in his chest.\n\nYou run to him, kneel over him, cradle his head in your hands. His gaze is focused on the hill above.\n\n\"Ramón?\" he gasps. He draws his pistol, but it falls from his fingers.\n\n\"Magdalena—mi prado de brisas frescas—\" His eyes close.\n\"Aim\nwell, mi linda.\"", "endoftext": false }, { "action": "You take the pistol", "response": "You pick up Roberto's pistol.\n\nSomething catches your eye—Something disappearing over the hill.", "endoftext": false }, { "action": "Kiss roberto", "response": "You can only do that to something animate.", "endoftext": false }, { "action": "You climb the hill", "response": "You crawl up the hill—your dress snags on a cactus—your lantern\ngoes\nout. You toss it behind you.\n\nWhen you reach the hilltop, you hold very still to search the valley below.\n\nA jaguar is running away, leaping like quicksilver over the rocks.", "endoftext": false }, { "action": "You enter the valley", "response": "Climbing down the rocks takes a long time. The jaguar sits calmly, waiting for you.\n\nThe jaguar is a man, standing over the stream that cuts through the valley. He carries a rifle.\n\nHe coughs violently, and blood spatters on the sand. He takes a second to recover.\n\n\"Well?\" he asks.", "endoftext": false }, { "action": "You examine man", "response": "He wears the bloody face of Ramón, but behind his mask are eyes of glittering obsidian. This is Tezcatlipoca, god of murder, embodiment of strife.\n\nHe has nothing to say, and the desert is silent.", "endoftext": false }, { "action": "You ask the god about Roberto", "response": "He licks his bloody lips.\n\n\"Magdalena,\" he says, smiling. \"Doesn't your lover cry out for revenge? I am here, I have taken Roberto from you—Destroy me.\"", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\na pistol\na shard\na blue dress (being worn)\n\nHe looks up at the sky. \"This is not going the way I had planned.\"\n\nHe runs his hand through his hair and grimaces. \"I had hoped something more interesting would happen.\"", "endoftext": false }, { "action": "You cut the god with the shard", "response": "Cutting him up would achieve little.\n\n\"Tezcatlipoca grits his teeth in frustration. \"This is embarrassing,\" he says.\n\nThen he approaches you, puts his hands on your shoulders. \"Next time, you must be willing to kill—to murder me—to appease my bloodlust.\nNext\ntime, Magdalena, you must be blind with hatred, ready to do anything to avenge Roberto. Will you do that? Will you be ready?\"\n\nYou nod.\n\n\"Good. I look forward to it.\"\n\nThe jaguar slithers down the creek, into the moonlight, leaving you alone in the desert night.\n\n On a scale of 1 to 10?", "endoftext": false }, { "action": "Shoot god", "response": "You raise your gun. He smirks, and glances behind you, at the hilltop.\n\nYou spin and see Magdalena raise her rifle. You try to scream—she fires—and you are Magdalena again.\n\nRoberto crumples to the sand, and the jaguar disappears into the desert night.\n\n On a scale of 1 to 10?", "endoftext": false }, { "action": "6", "response": "Okay. Noted.\nOkay. Noted.Now it is time for the next author to step forward and share the next of the evening's dreadful entertainments. It is oh\nmy gosh it's Allison Chase.\n\nShe is rapturous. She is heavenly. I mean, obviously I appreciate her as an author first and foremost. Allison Chase is unmatched in her literary command of suspense, anxiety, and trepidation. From page one to page six hundred forty-seven, she has the reader's amygdala wrapped around her little finger.\n\nBut look at that little finger! Look at her hands, her willowy arms—Look at that neck. Oh, that neck. Allison Chase's neck.\n\nAround that impossible neck is a pendant. Does she always wear that pendant? Maybe she wears different pendants. Maybe I should give her a pendant, and then when she wore it, my pendant would be around\nAllison Chase's neck.\n\n\"I happened upon this story while browsing through some old cabinets,\" she says. Her voice is like a church bell echoing across a field of fog. I close my eyes, the better to drink in that voice.\n\n\"I found it utterly horrific. I wondered, what sort of sadistic monster could possibly have composed something so deliriously awful?\" I open my eyes, so that I can look at her neck.\n\n\"But when I turned back to the first page, the name I saw beneath the title...\"\n\nI lean further forward. I have stopped breathing. I have completely forgotten that you, my guest, exist.\n\n\"...was my own!\"\n\nAs far as I'm concerned there is no one else in the room. I am aware only of the lips of Allison Chase as she smiles wickedly, and begins to read...\n\nA tale of terror by Allison Chase\n\nThe creature was monstrous to behold.", "endoftext": false }, { "action": "You examine creature", "response": "His eyes were bloodshot. His hair was stringy and unctuous. His teeth were chipped and yellowed. His chin protruded like a bent nail.", "endoftext": false }, { "action": "You examine the eyes", "response": "Caked around his bloodshot eyes was a vile crust, of which minute crumbs had scattered over his clammy cheeks.", "endoftext": false }, { "action": "You examine the hair", "response": "Matted ropes of hair hung a tangled rat's nest over his ears and down his back.", "endoftext": false }, { "action": "You examine the teeth", "response": "Each of his teeth was a unique sculpture, chiseled by decades of decay. Each depicted its own tale of neglect—except for those mercifully veiled by his awful tongue.", "endoftext": false }, { "action": "You look at the tongue", "response": "His tongue hung from between his lips like a fat worm emerging from its slimy burrow.", "endoftext": false }, { "action": "You examine the chin", "response": "His bony, pointed chin seemed to dangle like a pendululm beneath his shriveled lips, or else to erupt like an escaped prisoner from his overstretched neck.", "endoftext": false }, { "action": "You examine the lips", "response": "His chapped lips hung open mutely, revealing discolored teeth and a lolling tongue.", "endoftext": false }, { "action": "You look at the neck", "response": "Every muscle in his neck stuck out like a pencil beneath his wretched skin, drawing his shoulders forward involuntarily, stretching out his back and chest like leather on a tanner's rack.", "endoftext": false }, { "action": "You look at the belly", "response": "Between his ribcage and pelvis was his sallow stomach, swelling and stretching whenever he managed to draw breath, shrinking and shriveling with each exhalation.", "endoftext": false }, { "action": "You examine the pelvis", "response": "His hips were set at a crazy angle, upsetting the trajectories of his spine and everything that radiated therefrom. The posture of his legs, though by no means recognizable as human, had in it nothing of animal grace.", "endoftext": false }, { "action": "You examine the legs", "response": "His grimy legs, interrupted by rickety knees, struggled to remain erect over his malformed ankles.", "endoftext": false }, { "action": "You examine knees", "response": "Well, his knees, like knots—obscene, ineffective, oblique—separated messily the halves of his legs: and really two different worlds, two different sexes, are not so different as were the two halves of his horrible, horrible legs.", "endoftext": false }, { "action": "You examine the ankles", "response": "Those objects which conjoined his feet to his legs were as shapely, as sturdy, and as wet as lumps of clay dredged from the bottom of a tainted creek.", "endoftext": false }, { "action": "You look at the feet", "response": "His feet were slick with moisture, and beneath his skin I saw greyish veins snaking toward his toes.", "endoftext": false }, { "action": "You examine the toes", "response": "Cracked toenails protruded from long, bony toes, and as he teetered under his own diseased bulk, his toes produced minute ripples in the puddle of fluid that surrounded him.", "endoftext": false }, { "action": "You examine the puddle", "response": "The fluid that pooled around the creature's feet was composed of the same liquid that had formed rivulets running down the entirety of his repulsive body, currents which began in the corners of his sickly, overstrained eyes—for the creature was standing in a puddle of his\nown\ntears.\n\n\"\n\n\"I'm impressed that you remember that far back!\" Allison says, and now I get to nod and mutter modestly.\n\nShe goes on: \"Of course, all of us here are authors, and we know that not every word we put to paper is one that we earnestly believe. I have sworn no oath to Truth, but to Art, and in service to Art I readily will wield a true sentence in one hand and a falsehood in the other. Besides, as we all know, sometimes lies can tell us the truth of things too terrible to be broached by the prim and proper facts.\"\n\nThere are murmurs of patient assent; all of this is obvious to us authors.\n\n\"In writing 'Lights Out,' as is so often the case, it was my mission to terrify my reader. And so I wrote that love is only a chemical reaction: Not to teach the reader an uncomfortable truth, but because that sentence—the meaninglessness that wears that sentence as its hideous mask—is the scariest thing I can think of.\"\n\nI have goosebumps.\n\n\"Thank you, Miss Chase,\" I say, and she thanks me, and the moderator thanks me, and I sit down. My knees are shaking.\n\nSo anyway, how much did you like the story? On a scale of 1 to 10?", "endoftext": false }, { "action": "5", "response": "Okay. Noted.\n\nOkay. Noted.Awkward muttering fills the chamber. Everyone is wondering who the next author will be.\n\nThe moderator rises and speaks: \"With that, our evening is concluded.\" Well, that answers that question. \"On behalf of the Balderstone estate, I would like to wish you all a wonderful year to come, and a safe trip home.\"\n\n\"Hold on!\" I say, and I jog up to the dais. The moderator is smart enough to get out of my way. I lean over the lectern and grin.\n\n\"Some of you may know that I've brought a guest here tonight.\" I wave toward you, and everyone looks at you. \"And, for each of the stories, I've been asking my guest to score the story, based on how good it is, or how much you enjoyed it. Which was it again?\"\n\nYou are unable to answer.\n\n\"Anyway, I thought everybody might like to know the results. Each story got a score from 1 to 10. And... it looks like...\"\n\nI quickly do some math in my head.\n\nI quickly do some math in my head.\"It looks like my guest's overall enjoyment of the evening amounted to 22 out of 40.\"\n\nThe authors look you over. \"Is that all?\" someone asks. \"Really?\"\n\n\"Hey, it's not that bad,\" I say. \"Maybe my guest is just, you know.\"\n\n\"Just what?\"\n\nOh dear. \"Just, discerning?\"\n\nThe moderator decides this is a good time to step in.\n\nThe moderator decides this is a good time to step in.Then there is a crash of thunder.\n\ncrash of thunder.The fireplace is snuffed out—\n\ncrash of thunder.The fireplace is snuffed out——And Castle\nBalderstone\nis plunged into darkness!\ncheapglulxe quit with exit status: 0", "endoftext": true } ]
cvy76hm1db0zpnem
Tryst of Fate
G. M. Zagurski
[ "Western", "Fantasy" ]
[ "female protagonist", "walkthrough", "western" ]
1,997
[ 1, 6, 2, 0, 0 ]
9
3.888889
20110203
false
Your last trip up the stairs before you can relax in a nice hot bath brings you into rather unfortunate contact with a toy car left carelessly on a stair, and your head connects with the wooden banner near the top. As you come to, things don't quite seem so humdrum as they used to be...
[ { "action": "%", "response": "This must be your 30th time up the stairs today, but fortunately, this is your final trip. All the laundry and cleaning are done, the carpets shampooed and the beds made. All that's left to do is to put away the last load of laundry, make a cocktail, and unwind in a hot bath while the carpets dry.\n\nHowever, as you attempt the last of fourteen steps, your foot finds a small toy car inconveniently located as to cause your feet to go west while your head goes east. East, a direction typically no worse than any other direction, unfortunately at this time offers the corner of a banister. Your head's progression is significantly hampered by this obstruction, and as the resulting 'THUMP' resonates throughout the house, your head decides it isn't worth staying awake to investigate further.\n\nYou awake somewhat later to find your head no worse for wear but a little foggy, a little confused, and more than a little out of touch....\n\n\n\nStandard interpreter 1.0\n\nYou are lying on the floor staring at the ceiling. Your head feels surprisingly good considering your previous antics. In fact, you feel quite refreshed from your hiatus from consciousness.", "endoftext": false }, { "action": "About yourself", "response": "As good-looking as ever.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na gold watch (being worn)", "endoftext": false }, { "action": "You look at the watch", "response": "(the gold watch)\nThe dainty wristwatch is made from 18kt gold and shines like the sun.", "endoftext": false }, { "action": "You stand", "response": "Just as you start to move, a grizzly little man about four feet tall wearing a red scarf and a black cowboy hat comes in from the bedroom to the north. After a quick glance, the little man bends over and extracts your gold watch from your wrist in one swift movement. As the man examines the watch, a raspy voice yells out, \"Frank, get yer carcass outta here and down below where ya belong. Dadgummit anyhow!\" The startled little man looks around and runs to the north with spurs clattering. Something drops from his pocket during his hasty exit.", "endoftext": true }, { "action": "Look around", "response": "You are lying on the floor staring at the ceiling. Your head feels surprisingly good considering your previous antics. In fact, you feel quite refreshed from your hiatus from consciousness.", "endoftext": false }, { "action": "You get up", "response": "You clamber to your feet.\n\nThe upstairs hallway is really nothing more than an annex between several other rooms of the house. There are exits leading north, northeast, east and south. A stairway leads down to the west.\n\nYou can see a blue gumball and a little toy car here.", "endoftext": false }, { "action": "You take all", "response": "blue gumball: As you reach for the gumball, a little gnomish man in a cowboy hat comes in from your bedroom and picks up the gum, examines it and says:\n\n\"Well looky here, I thought I heard a commotion up here. Ol' Frank Biscuit thought he was goin' to pull off a fast one I reckon, stealin' my special gum and all. What that hick won't do to raise hell! One of these days, Beetlebaum and I are goin' to have to do sumpin 'bout him. Please excuse me, ma'am.\"\n\nThe little gnome tips his hat and heads off to your bedroom.\nlittle toy car: Taken.", "endoftext": false }, { "action": "You look at car", "response": "The toy car is a little red Corvette with a crushed front end.", "endoftext": false }, { "action": "You go north", "response": "While considerably better than your children's rooms, your room is also a little bit on the messy side. There is a king-size bed here with mountains of assorted pillows. A masterfully finished dresser graces the south wall. To the south is the hallway and a bathroom is off to the west.\n\nYou can see a little gnome here.", "endoftext": false }, { "action": "You look at the gnome", "response": "The little man stands about three feet high, has a dark brown beard and steely blue eyes with a mischievous gleam to them. He is wearing a tattered tan cowboy hat and a pair of cowboy boots that look several sizes too large. He also sports a decorative brown belt with a huge brass belt buckle engraved with the word \"GEORGE.\" In one hand, the little man is carrying a brown bag.\n\nThe little gnome stares at you as if he were sizing you up.", "endoftext": false }, { "action": "You ask the gnome about the gum", "response": "The gnome chortles, \"Oh, just it's just sumpin I whipped up at home. Oops, speakin' of home, I got supper cookin'. Gotta go, ma'am!\" And with that, the little gnome tips his hat and heads west to the bathroom.", "endoftext": false }, { "action": "You look under the bed", "response": "Nothing here but dust and dirty magazines.", "endoftext": false }, { "action": "You get the magazines", "response": "That would only serve to further confuse your already bewildered husband.", "endoftext": false }, { "action": "You get the pillows", "response": "That's hardly portable.", "endoftext": false }, { "action": "You look at the dresser", "response": "The dresser is made out of maple carefully finished with Danish oil. Further study makes you marvel at what an accomplished craftsman your husband is. One drawer draws your attention away from this stunning 20th century achievement.", "endoftext": false }, { "action": "You open the drawer", "response": "You open the drawer, revealing a pair of garden gloves.", "endoftext": false }, { "action": "You examine the gloves", "response": "These are your garden variety garden gloves with little raised dimples for extra grip.", "endoftext": false }, { "action": "You get the gloves", "response": "Taken.", "endoftext": false }, { "action": "You examine bed", "response": "The king size bed is covered with a flowery comforter and assorted pillows.", "endoftext": true }, { "action": "Look around", "response": "While considerably better than your children's rooms, your room is also a little bit on the messy side. There is a king-size bed here with mountains of assorted pillows. A masterfully finished dresser graces the south wall. To the south is the hallway and a bathroom is off to the west.", "endoftext": false }, { "action": "You go west", "response": "Beautiful plants hang down from the ceiling and ceramic cherubims watch your every move in this small area off of the master bedroom to the east. To the south is a spacious walk-in closet with mirrored doors.\n\nThe closet door is closed.\n\nYou can also see a little gnome here.", "endoftext": false }, { "action": "Attack gnome", "response": "The gnome laughs at your halfhearted attempt and says \"Now that ain't neighborly at all! I'm a-ginnin' to think you got a mean streak like ol' Frank.\"", "endoftext": false }, { "action": "You ask the gnome about Frank", "response": "\"Don't go messin' with Frank. He's got such a mean streak that he makes the devil nervous.\"", "endoftext": false }, { "action": "You examine the gnome", "response": "The little man stands about three feet high, has a dark brown beard and steely blue eyes with a mischievous gleam to them. He is wearing a tattered tan cowboy hat and a pair of cowboy boots that look several sizes too large. He also sports a decorative brown belt with a huge brass belt buckle engraved with the word \"GEORGE.\" In one hand, the little man is carrying a brown bag.", "endoftext": false }, { "action": "You ask gnome about the bag", "response": "\"Just sumpin I's been haulin around.\"", "endoftext": false }, { "action": "You take the bag", "response": "\"Well ma'am, sorry to trouble y'all with ol' Frank there, but he shouldn't be botherin' you no more. Why don't y'all take this here bag for yer trouble. I best be gettin' back. So long!\"\n\nAnd with that the little gnome sets down the bag, opens the closet door, enters the closet, and then closes the door. You hear George mumble a few words from behind the door and then the muffled sound of machinery. Then all is silent.\nTaken.", "endoftext": false }, { "action": "You look at the bag", "response": "This garish bag looks like something from another century. The heavily cracked leather is inset with faded brown cloth strips lined with dull brass buttons. Down the top of the bag is a long rusted zipper.", "endoftext": false }, { "action": "You open the bag", "response": "The zipper is too rusted to move.", "endoftext": false }, { "action": "You wear the gloves", "response": "You put on the pair of garden gloves.", "endoftext": false }, { "action": "You pull the zipper", "response": "Nothing obvious happens.", "endoftext": true }, { "action": "You look around", "response": "Beautiful plants hang down from the ceiling and ceramic cherubims watch your every move in this small area off of the master bedroom to the east. To the south is a spacious walk-in closet with mirrored doors.\n\nThe closet door is closed.", "endoftext": false }, { "action": "You look at the closet door", "response": "These are tall mirrored doors leading into (and hopefully out of) your walk-in closet.", "endoftext": false }, { "action": "You look in the mirror", "response": "A bedraggled yet inquisitive face looks back at you.", "endoftext": false }, { "action": "Go east", "response": "While considerably better than your children's rooms, your room is also a little bit on the messy side. There is a king-size bed here with mountains of assorted pillows. A masterfully finished dresser graces the south wall. To the south is the hallway and a bathroom is off to the west.", "endoftext": false }, { "action": "Go south", "response": "The upstairs hallway is really nothing more than an annex between several other rooms of the house. There are exits leading north, northeast, east and south. A stairway leads down to the west.", "endoftext": false }, { "action": "Go northeast", "response": "Although you just finished cleaning this room an hour ago, it now looks like it hasn't been cleaned in about three weeks. The bed looks like it has been jumped on by an entire preschool. Dirty clothes are thoughtfully sprinkled across the floor, interspersed with assorted toys and food items. You can exit this mess to the south.\n\nSomehow, someone has lost their gum and thoroughly ground it into the carpet.\n\nYou can also see a bench here.", "endoftext": false }, { "action": "You examine the bench", "response": "The sturdy green bench stands about a foot tall.", "endoftext": false }, { "action": "You get the clothes", "response": "Moving around some of the clothes reveals a moldy candy bar.", "endoftext": false }, { "action": "You get the candy", "response": "Taken.", "endoftext": false }, { "action": "You examine it", "response": "The half-eaten candy bar has clusters of green mold and splotches of white fur.", "endoftext": false }, { "action": "You examine the gum", "response": "The ground-in gum looks freshly chewed and is quite gooey.", "endoftext": false }, { "action": "You get the gum", "response": "The gum is gooey and bound to the carpet like glue.", "endoftext": false }, { "action": "You examine the toys", "response": "This is your garden variety of toys, most of which involved a number of small pieces lost long ago.", "endoftext": true }, { "action": "Look around", "response": "Although you just finished cleaning this room an hour ago, it now looks like it hasn't been cleaned in about three weeks. The bed looks like it has been jumped on by an entire preschool. Dirty clothes are thoughtfully sprinkled across the floor, interspersed with assorted toys and food items. You can exit this mess to the south.\n\nSomehow, someone has lost their gum and thoroughly ground it into the carpet.\n\nYou can also see a bench here.", "endoftext": false }, { "action": "You look under the bed", "response": "Not a good idea. It will be a mess and you don't want to clean it.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na bench\na moldy candy bar\na beat-up old bag (which is closed)\na pair of garden gloves (being worn)\na little toy car", "endoftext": false }, { "action": "Search clothes", "response": "Moving around some of the clothes reveals a silver whistle.", "endoftext": false }, { "action": "Continue", "response": "Under a rather large pile of clothes, you uncover a somewhat sleepy-looking black cat.", "endoftext": false }, { "action": "Pet cat", "response": "You stroke the cat's silky black coat and scratch behind his ears. The cat purrs loudly.\n\nThe black cat sits by your feet and purrs.", "endoftext": false }, { "action": "You get the cat", "response": "The free-spirited cat resists your attempt to hold him.\n\nThe black cat sits by your feet and purrs.", "endoftext": false }, { "action": "You eat the bar", "response": "You quickly chow down the moldy candy bar. Yuk!\n\nThe black cat sits by your feet and purrs.", "endoftext": false }, { "action": "Blow whistle", "response": "The whistle produces a deafening shrill note!\n\nThe black cat sits by your feet and purrs.", "endoftext": false }, { "action": "You give the bar to the cat", "response": "The black cat doesn't seem to be all that interested.\n\nThe black cat sits by your feet and purrs.", "endoftext": false }, { "action": "Search clothes", "response": "Moving the clothes around reveals nothing new.\n\nThe black cat sits by your feet and purrs.", "endoftext": false }, { "action": "You search the cat", "response": "You find nothing of interest.\n\nThe black cat sits by your feet and purrs.", "endoftext": false }, { "action": "You examine the whistle", "response": "The toy silver whistle has been lost for a week.\n\nThe black cat sits by your feet and purrs.", "endoftext": false }, { "action": "You examine the toys", "response": "This is your garden variety of toys, most of which involved a number of small pieces lost long ago.\n\nThe black cat sits by your feet and purrs.", "endoftext": false }, { "action": "You scrape the gum", "response": "I don't believe you have a suitable scraper.\n\nThe black cat sits by your feet and purrs.", "endoftext": true }, { "action": "Look around", "response": "Although you just finished cleaning this room an hour ago, it now looks like it hasn't been cleaned in about three weeks. The bed looks like it has been jumped on by an entire preschool. Dirty clothes are thoughtfully sprinkled across the floor, interspersed with assorted toys and food items. You can exit this mess to the south.\n\nSomehow, someone has lost their gum and thoroughly ground it into the carpet.\n\nYou can also see a black cat here.\n\nThe black cat sits by your feet and purrs.\n\nYour ears start to ring.", "endoftext": false }, { "action": "You go to the south", "response": "The upstairs hallway is really nothing more than an annex between several other rooms of the house. There are exits leading north, northeast, east and south. A stairway leads down to the west.\n\nThe black cat runs into the room and rubs up against your legs.", "endoftext": false }, { "action": "Go east", "response": "No surprises here. Towels everywhere, water on the floor, even a couple of toys to boot. The hallway is just a couple of steps to the west.\n\nThere is a pinkish shower curtain here.\n\nThe black cat runs into the room and rubs up against your legs.\n\nThe ringing in your ears is very annoying.", "endoftext": false }, { "action": "You look at the curtain", "response": "Penny's, $7.99, and that's not even on sale!\n\nThe black cat sits by your feet and purrs.", "endoftext": false }, { "action": "You examine the towels", "response": "These are the towels with little hoods that the kids use after every bath.\n\nThe black cat sits by your feet and purrs.", "endoftext": false }, { "action": "You listen", "response": "You hear nothing unexpected.\n\nThe black cat sits by your feet and purrs.", "endoftext": false }, { "action": "You examine the toys", "response": "Typical bathroom toys, but of use only to your children.\n\nThe black cat sits by your feet and purrs.", "endoftext": false }, { "action": "You get the towels", "response": "Why bother? The kids will only mess them up another day. Besides, they look comfortable where they are.\n\nThe black cat sits by your feet and purrs.", "endoftext": false }, { "action": "You get toys", "response": "Leave the poor toys for the kids to play with.\n\nThe black cat sits by your feet and purrs.\n\nIt's difficult to think with your ears ringing.", "endoftext": false }, { "action": "You listen", "response": "You hear nothing unexpected.\n\nThe black cat sits by your feet and purrs.\n\nThe ringing is starting to give you a headache.", "endoftext": false }, { "action": "Go west", "response": "The upstairs hallway is really nothing more than an annex between several other rooms of the house. There are exits leading north, northeast, east and south. A stairway leads down to the west.\n\nThe black cat runs into the room and rubs up against your legs.", "endoftext": false }, { "action": "Go south", "response": "You can't, since Kati's bedroom door is in the way.\n\nThe black cat sits by your feet and purrs.", "endoftext": false }, { "action": "You open the door", "response": "It seems to be locked.\n\nThe black cat sits by your feet and purrs.", "endoftext": false }, { "action": "You examine the door", "response": "This door is not unlike any other door in the house except for the little ledge on top.\n\nThe black cat sits by your feet and purrs.", "endoftext": false }, { "action": "You look at the ledge", "response": "The ledge extends about an inch from the wall above the door.\n\nThe black cat sits by your feet and purrs.", "endoftext": false }, { "action": "Search ledge", "response": "Looks like your normal door ledge from where you're standing.\n\nThe black cat sits by your feet and purrs.\n\nThe ringing in your ears finally subsides.", "endoftext": false }, { "action": "You feel the ledge", "response": "You feel nothing unexpected.\n\nThe black cat sits by your feet and purrs.", "endoftext": false }, { "action": "You drop the bench", "response": "Dropped.\n\nThe black cat sits by your feet and purrs.", "endoftext": false }, { "action": "You stand on bench", "response": "From your vantage point, you can make out a wire key on the ledge.\n\nThe black cat sits by your feet and purrs.", "endoftext": false }, { "action": "You get on the bench", "response": "But you're already on the bench.\n\nThe black cat sits by your feet and purrs.", "endoftext": false }, { "action": "You get the key", "response": "Taken.\n\nThe black cat sits by your feet and purrs.", "endoftext": false }, { "action": "You get off", "response": "You get off the bench.\n\nThe upstairs hallway is really nothing more than an annex between several other rooms of the house. There are exits leading north, northeast, east and south. A stairway leads down to the west.\n\nYou can see a bench and a black cat here.\n\nThe black cat sits by your feet and purrs.", "endoftext": false }, { "action": "You unlock the door with the key", "response": "You unlock Kati's bedroom door.\n\nThe black cat sits by your feet and purrs.", "endoftext": false }, { "action": "You open the door", "response": "You open Kati's bedroom door.\n\nThe black cat sits by your feet and purrs.", "endoftext": false }, { "action": "You go to the south", "response": "Kati has done a marvelous job at totally trashing this room since this morning. You swear there once was a bed in here but all you can see is a mountain of clothing in front of the closet. The hallway is to the north.\n\nThe black cat runs into the room and rubs up against your legs.", "endoftext": false }, { "action": "Search clothing", "response": "Under the clothing you find an ice pack.\n\nThe black cat sits by your feet and purrs.", "endoftext": false }, { "action": "Keep going", "response": "There is nothing else under the clothing.\n\nThe black cat sits by your feet and purrs.", "endoftext": false }, { "action": "You wear the ice", "response": "You can't wear that!\n\nThe black cat sits by your feet and purrs.", "endoftext": false }, { "action": "Examine pack", "response": "The plastic blue container has a tattered white label.\n\nThe black cat sits by your feet and purrs.", "endoftext": false }, { "action": "You examine the label", "response": "\"Bees-Knees Insta-Freeze\nShake and Apply.\"\n\nThe black cat sits by your feet and purrs.", "endoftext": false }, { "action": "Shake pack", "response": "The blue pack turns ice cold in an instant.\n\nThe black cat sits by your feet and purrs.", "endoftext": false }, { "action": "You put the pack on the cat", "response": "Putting things on the black cat would achieve nothing.\n\nThe black cat sits by your feet and purrs.", "endoftext": false }, { "action": "You put pack on yourself", "response": "Putting things on yourself would achieve nothing.\n\nThe black cat sits by your feet and purrs.", "endoftext": false }, { "action": "You look at the closet", "response": "This is your everyday kid's closet filled with toys from days gone past. In some ways, you might call it a toy graveyard. The closet is closed.\n\nThe black cat sits by your feet and purrs.", "endoftext": false }, { "action": "You open the closet", "response": "You open the closet, revealing a toy black safe.\n\nThe black cat sits by your feet and purrs.", "endoftext": false }, { "action": "You look at safe", "response": "It's a small black metal box about six inches high with a small combination lock on it. All in all, it's a pretty good replica of the type of safe frequently shown in gangster movies. Mark has played with this thing for hours since getting it from his uncle. The safe door is shut and apparently locked.\n\nThe black cat sits by your feet and purrs.", "endoftext": false }, { "action": "You get safe", "response": "Taken.\n\nThe black cat sits by your feet and purrs.", "endoftext": false }, { "action": "You open safe", "response": "Concentrate as you may, but you can't come up with the combination.\n\nThe black cat sits by your feet and purrs.", "endoftext": false }, { "action": "You ask cat about safe", "response": "The cat gives you a puzzled look.\n\nThe black cat sits by your feet and purrs.", "endoftext": false }, { "action": "You go to the west", "response": "The carpets haven't finished drying yet!\n\nThe black cat sits by your feet and purrs.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na toy black safe\na blue ice pack\na bench\na wire key\na silver whistle\na moldy candy bar\na beat-up old bag (which is closed)\na pair of garden gloves (being worn)\na little toy car\n\nThe black cat sits by your feet and purrs.", "endoftext": false }, { "action": "You go to the north-east", "response": "Although you just finished cleaning this room an hour ago, it now looks like it hasn't been cleaned in about three weeks. The bed looks like it has been jumped on by an entire preschool. Dirty clothes are thoughtfully sprinkled across the floor, interspersed with assorted toys and food items. You can exit this mess to the south.\n\nSomehow, someone has lost their gum and thoroughly ground it into the carpet.\n\nThe black cat runs into the room and rubs up against your legs.", "endoftext": false }, { "action": "You put the ice pack on the gum", "response": "You momentarily place the cold ice pack on the gum. The ground-in gum is now cold and quite firm.\n\nThe black cat sits by your feet and purrs.", "endoftext": false }, { "action": "You get the gum", "response": "The cold gum is easily removed from the carpet.\nTaken.\n\nThe black cat sits by your feet and purrs.\n\nYour husband strolls into the room looking for his beer. Not seeing it around, he departs grumbling something under his voice.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na wad of gooey gum\na toy black safe\na blue ice pack\na bench\na wire key\na silver whistle\na moldy candy bar\na beat-up old bag (which is closed)\na pair of garden gloves (being worn)\na little toy car\n\nThe black cat sits by your feet and purrs.\n\nMark and Kati run screaming into the room and back out.", "endoftext": false }, { "action": "Go southwest", "response": "The only way out of here is to the south.\n\nThe black cat sits by your feet and purrs.\n\nKati comes into the room, looks around, and departs without a sound.", "endoftext": false }, { "action": "You go to the south", "response": "The upstairs hallway is really nothing more than an annex between several other rooms of the house. There are exits leading north, northeast, east and south. A stairway leads down to the west.\n\nThe black cat runs into the room and rubs up against your legs.\n\nYour husband strolls into the room looking for his beer. Not seeing it around, he departs grumbling something under his voice.", "endoftext": false }, { "action": "You go to the west", "response": "The carpets haven't finished drying yet!\n\nThe black cat sits by your feet and purrs.", "endoftext": false }, { "action": "You go east", "response": "No surprises here. Towels everywhere, water on the floor, even a couple of toys to boot. The hallway is just a couple of steps to the west.\n\nThere is a pinkish shower curtain here.\n\nThe black cat runs into the room and rubs up against your legs.\n\nKati comes into the room, looks around, and departs without a sound.", "endoftext": false }, { "action": "You pull the curtain", "response": "It is fixed in place.\n\nThe black cat sits by your feet and purrs.\n\nMark and Kati run into the room, see you, and run away giggling.", "endoftext": false }, { "action": "You open the curtain", "response": "You open the shower curtain.\n\nThe black cat sits by your feet and purrs.", "endoftext": false }, { "action": "You look in the shower", "response": "In the shower is a bar of soap.\n\nThe black cat sits by your feet and purrs.\n\nMark comes in and searches the room for Kati. Not finding her, he departs stomping his feet.", "endoftext": false }, { "action": "You get the soap", "response": "The soap has no chance against you and your gloves, and quietly surrenders. Taken.\n\nThe black cat sits by your feet and purrs.\n\nMark and Kati run screaming into the room and back out.", "endoftext": false }, { "action": "You put the soap on the zipper", "response": "The soap soaks into the zipper like oil, dissolving some of the rust. The zipper is probably serviceable now.\n\nThe black cat sits by your feet and purrs.\n\nKati comes into the room, looks around, and departs without a sound.", "endoftext": false }, { "action": "You open the bag", "response": "You open the beat-up old bag, revealing an ornate box.\n\nThe black cat sits by your feet and purrs.", "endoftext": false }, { "action": "You look at the box", "response": "The small ornate box is made of dark wood inlaid with silver swirls and circles.\n\nThe black cat sits by your feet and purrs.", "endoftext": false }, { "action": "You open box", "response": "It seems to be locked.\n\nThe black cat sits by your feet and purrs.\n\nMark runs into the room fussing about something, and then leaves in disgust when he receives no consolation.", "endoftext": false }, { "action": "You unlock the box with the key", "response": "You can't see any such thing.\n\nThat doesn't seem to fit the lock.\n\nThe black cat sits by your feet and purrs.\n\nMark and Kati run into the room, see you, and run away giggling.", "endoftext": false }, { "action": "You examine the towels", "response": "These are the towels with little hoods that the kids use after every bath.\n\nThe black cat sits by your feet and purrs.\n\nKati follows Mark into the room and chases him back out.", "endoftext": false }, { "action": "You get the towels", "response": "Why bother? The kids will only mess them up another day. Besides, they look comfortable where they are.\n\nThe black cat sits by your feet and purrs.\n\nKati follows Mark into the room and chases him back out.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\nan ornate box (which is closed and locked)\na bar of soap\na wad of gooey gum\na toy black safe\na blue ice pack\na bench\na wire key\na silver whistle\na moldy candy bar\na beat-up old bag (which is open but empty)\na pair of garden gloves (being worn)\na little toy car\n\nThe black cat sits by your feet and purrs.", "endoftext": false }, { "action": "You examine the toys", "response": "Typical bathroom toys, but of use only to your children.\n\nThe black cat sits by your feet and purrs.\n\nKati comes into the room, looks around, and departs without a sound.", "endoftext": false }, { "action": "Shake box", "response": "Results of such an activity are not as productive as you might have hoped.\n\nThe black cat sits by your feet and purrs.\n\nMark and Kati run into the room, see you, and run away giggling.", "endoftext": false }, { "action": "Unlock box", "response": "What do you want to unlock the ornate box with?", "endoftext": false }, { "action": "You unlock the box with the key", "response": "That doesn't seem to fit the lock.\n\nThe black cat sits by your feet and purrs.\n\nMark and Kati run into the room, see you, and run away giggling.", "endoftext": false }, { "action": "Go north", "response": "While considerably better than your children's rooms, your room is also a little bit on the messy side. There is a king-size bed here with mountains of assorted pillows. A masterfully finished dresser graces the south wall. To the south is the hallway and a bathroom is off to the west.\n\nThe black cat runs into the room and rubs up against your legs.\n\nMark and Kati run into the room, see you, and run away giggling.", "endoftext": false }, { "action": "Go west", "response": "Beautiful plants hang down from the ceiling and ceramic cherubims watch your every move in this small area off of the master bedroom to the east. To the south is a spacious walk-in closet with mirrored doors.\n\nThe closet door is closed.\n\nThe black cat runs into the room and rubs up against your legs.\n\nMark and Kati run screaming into the room and back out.", "endoftext": false }, { "action": "You open the closet", "response": "For some reason, the closet door won't budge.\n\nThe black cat sits by your feet and purrs.\n\nYour husband strolls into the room looking for his beer. Not seeing it around, he departs grumbling something under his voice.", "endoftext": false }, { "action": "You look at the closet door", "response": "These are tall mirrored doors leading into (and hopefully out of) your walk-in closet.\n\nThe black cat sits by your feet and purrs.\n\nMark and Kati run into the room, see you, and run away giggling.", "endoftext": false }, { "action": "You break the door", "response": "Violence isn't the answer to this one.\n\nThe black cat sits by your feet and purrs.", "endoftext": true }, { "action": "You look around", "response": "Beautiful plants hang down from the ceiling and ceramic cherubims watch your every move in this small area off of the master bedroom to the east. To the south is a spacious walk-in closet with mirrored doors.\n\nThe closet door is closed.\n\nYou can also see a black cat here.\n\nThe black cat sits by your feet and purrs.\n\nYour husband strolls into the room looking for his beer. Not seeing it around, he departs grumbling something under his voice.", "endoftext": false }, { "action": "Blow whistle", "response": "The whistle produces a deafening shrill note!\n\nThe black cat sits by your feet and purrs.\n\nMark and Kati run screaming into the room and back out.\n\nYour ears start to ring.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nan ornate box (which is closed and locked)\na bar of soap\na wad of gooey gum\na toy black safe\na blue ice pack\na bench\na wire key\na silver whistle\na moldy candy bar\na beat-up old bag (which is open but empty)\na pair of garden gloves (being worn)\na little toy car\n\nThe black cat sits by your feet and purrs.\n\nKati comes into the room, looks around, and departs without a sound.", "endoftext": false }, { "action": "You examine the gum", "response": "There appear to be blue flakes in the well-chewed gum.\n\nThe black cat sits by your feet and purrs.\n\nMark and Kati run screaming into the room and back out.", "endoftext": false }, { "action": "You examine wire", "response": "Magnificent in its opulence, astounding in it's austerity - its a bent piece of wire with a loop in it.\n\nThe black cat sits by your feet and purrs.", "endoftext": false }, { "action": "Chew gum", "response": "The gum tastes somewhat sagey and sweet in the brief instant before it disintegrates in your mouth. The colors of the room start to blur as your knees begin to weaken, and your surroundings change.\n\nYou are inside a windowless room constructed of rough-cut timber. There isn't all that much room to move around since the place is cluttered with cauldrons, books, a large dusty table, pencil sketches, and assorted equipment. Large holes and splits in the ceiling provide more than enough light to make out that this is some type of crude laboratory. The only apparent exit is a door to the west.\n\nOn the table is a piece of paper.", "endoftext": false }, { "action": "You look at the paper", "response": "The paper is face down on the table, but through the stains you can just make out there is a picture and some writing on the other side.", "endoftext": false }, { "action": "You get it", "response": "Everything here feels mushy and insubstantial.", "endoftext": false }, { "action": "You read the paper", "response": "The paper is face down on the table, but through the stains you can just make out there is a picture and some writing on the other side.\n\nThe dust in here really irritates your nose.", "endoftext": false }, { "action": "You sneeze", "response": "You are right on the verge of sneezing. Maybe a bit more dust in the air might help.", "endoftext": false }, { "action": "Blow paper", "response": "The paper flutters ever so slightly, but doesn't move.\n\nThe dust in here really irritates your nose.", "endoftext": true }, { "action": "You look around", "response": "You are inside a windowless room constructed of rough-cut timber. There isn't all that much room to move around since the place is cluttered with cauldrons, books, a large dusty table, pencil sketches, and assorted equipment. Large holes and splits in the ceiling provide more than enough light to make out that this is some type of crude laboratory. The only apparent exit is a door to the west.\n\nOn the table is a piece of paper.", "endoftext": false }, { "action": "Examine books", "response": "Most of the books are stacked neatly in one corner of the room. The titles are for the most part obliterated leaving no clue to their contents. One dusty book on the floor, however, is open.\n\nThe dust in here really irritates your nose.", "endoftext": false }, { "action": "Examine book", "response": "The book is open to some dissertation about the partial transformation effects of previously chewed gumballs. The text is too complex for your meager intelligence.", "endoftext": false }, { "action": "You examine the sketches", "response": "There are several pencil sketches scattered throughout the room. Most follow a general western genre (stagecoaches, wagons, horses, cattle, etc.). One sketch depicts a crude wooden drilling rig with the description \"Tom's Chuck.\" Another sketch, lying face down on the table, has numerous water and coffee stains.", "endoftext": false }, { "action": "Blow paper", "response": "The paper flutters ever so slightly, but doesn't move.\n\nThe dust in here really irritates your nose.", "endoftext": false }, { "action": "Blow dust", "response": "You manage to kick up a good-sized cloud of dust, with a good portion of it going up your nose. After a brief instant, your body reacts with a tremendous sneeze which shoots the stained paper halfway across the room.\n\nThe dust in here really irritates your nose.", "endoftext": false }, { "action": "Dehlila", "response": "The air seems to fill with electricity, and the door to the west shudders momentarily.", "endoftext": false }, { "action": "You open the door", "response": "The door latch feels mushy and insubstantial.", "endoftext": false }, { "action": "You go to the west", "response": "The door to the west is closed.\nThe door suddenly opens from a huge blast of wind. A dust cloud swirls around the whole room blocking all visibility. Soon you are on your knees and choking on the thick grit. The howling of the wind is deafening.\n\nAnd then, all is calm.\n\nThe upstairs hallway is really nothing more than an annex between several other rooms of the house. There are exits leading north, northeast, east and south. A stairway leads down to the west.\n\nYou can see a little toy car, a pair of garden gloves, a beat-up old bag (which is empty), a moldy candy bar, a silver whistle, a wire key, a bench, a blue ice pack, a toy black safe, a bar of soap and an ornate box (which is closed) here.", "endoftext": false }, { "action": "You take all", "response": "little toy car: Taken.\npair of garden gloves: Taken.\nbeat-up old bag: Taken.\nmoldy candy bar: Taken.\nsilver whistle: Taken.\nwire key: Taken.\nbench: Taken.\nblue ice pack: Taken.\ntoy black safe: Taken.\nbar of soap: The slimy soap shoots out of your hand, does a lazy figure 8, and quickly spins to a stop.\nornate box: Taken.", "endoftext": false }, { "action": "You wear the gloves", "response": "You put on the pair of garden gloves.", "endoftext": false }, { "action": "You get the soap", "response": "The soap has no chance against you and your gloves, and quietly surrenders. Taken.", "endoftext": true }, { "action": "You look around", "response": "The upstairs hallway is really nothing more than an annex between several other rooms of the house. There are exits leading north, northeast, east and south. A stairway leads down to the west.", "endoftext": false }, { "action": "You go to the north", "response": "While considerably better than your children's rooms, your room is also a little bit on the messy side. There is a king-size bed here with mountains of assorted pillows. A masterfully finished dresser graces the south wall. To the south is the hallway and a bathroom is off to the west.", "endoftext": false }, { "action": "You say dehlila", "response": "The air seems to fill with electricity, and the mirrored doors shudder momentarily.", "endoftext": false }, { "action": "You open the door", "response": "You open the door to the closet.", "endoftext": false }, { "action": "Go south", "response": "Well as far as closets go, this one is filled floor to ceiling with various clothing articles, shoes, and sundry. You can leave this Mecca for moths to the north.\n\nThe closet door is open.", "endoftext": false }, { "action": "You look at the closet", "response": "These are tall mirrored doors leading into (and hopefully out of) your walk-in closet.", "endoftext": false }, { "action": "You close the door", "response": "You close the door to the closet.", "endoftext": true }, { "action": "Look around", "response": "Well as far as closets go, this one is filled floor to ceiling with various clothing articles, shoes, and sundry. You can leave this Mecca for moths to the north.\n\nThe closet door is closed.", "endoftext": false }, { "action": "You move the clothes", "response": "You are unable to.", "endoftext": false }, { "action": "Xyzzy", "response": "Images of knife-throwing dwarves come to mind.", "endoftext": false }, { "action": "You get all", "response": "door to the closet: That's fixed in place.", "endoftext": false }, { "action": "You open the door", "response": "You open the door to the closet.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na bar of soap\nan ornate box (which is closed and locked)\na toy black safe\na blue ice pack\na bench\na wire key\na silver whistle\na moldy candy bar\na beat-up old bag (which is open but empty)\na pair of garden gloves (being worn)\na little toy car", "endoftext": false }, { "action": "Go north", "response": "Beautiful plants hang down from the ceiling and ceramic cherubims watch your every move in this small area off of the master bedroom to the east. To the south is a spacious walk-in closet with mirrored doors.\n\nThe closet door is open.", "endoftext": false }, { "action": "You go northeast", "response": "Although you just finished cleaning this room an hour ago, it now looks like it hasn't been cleaned in about three weeks. The bed looks like it has been jumped on by an entire preschool. Dirty clothes are thoughtfully sprinkled across the floor, interspersed with assorted toys and food items. You can exit this mess to the south.\n\nYou can see Mark here.", "endoftext": false }, { "action": "You look at Mark", "response": "Mark (your son, remember?) is a little boy quickly approaching the lofty age of six years. He is sitting Indian style on the ground playing with a tired green Lincoln Log stick and a yellow Tinker Toy, telling himself an elaborate story that apparently involves lots of explosions. He appears quite involved in his activity and does not seem the least interested in your presence.", "endoftext": false }, { "action": "Examine Toy", "response": "Which do you mean, the toy black safe, the silver whistle or the little toy car?", "endoftext": false }, { "action": "You give the car to Mark", "response": "Mark calmly takes the car from you and studies it intently. After a few moments, he gets up and retrieves his \"Mr. AutoBody\" set and proceeds to repair the damaged toy. Within minutes, the toy is as good as new and is quickly lost among the myriad other toys in the room.", "endoftext": false }, { "action": "You ask Mark about the safe", "response": "\"Give it here! It's MINE!\"", "endoftext": false }, { "action": "You give safe to Mark", "response": "Mark takes the safe and quickly opens it, revealing a piece of candy and a small wooden key. Mark picks up the safe and candy, and runs downstairs to show his treasures to his sister Kati.", "endoftext": false }, { "action": "You get the key", "response": "(the wooden key)\nTaken.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\na wooden key\na bar of soap\nan ornate box (which is closed and locked)\na blue ice pack\na bench\na wire key\na silver whistle\na moldy candy bar\na beat-up old bag (which is open but empty)\na pair of garden gloves (being worn)\n\nYour ears start to ring.", "endoftext": false }, { "action": "Unlock box with wooden key", "response": "You unlock the ornate box.", "endoftext": false }, { "action": "You open the box", "response": "You open the ornate box.\n\nYou can hear a tinny minuet coming from the box.", "endoftext": false }, { "action": "You look at the box", "response": "The small ornate box is made of dark wood inlaid with silver swirls and circles.\n\nThe ringing in your ears is very annoying.\n\nYou can hear a tinny minuet coming from the box.", "endoftext": false }, { "action": "You look in the box", "response": "The ornate box is empty.\n\nYou can hear a tinny minuet coming from the box.", "endoftext": false }, { "action": "You listen to the box", "response": "The tinny minuet coming from the box is quite pleasant.", "endoftext": true }, { "action": "You describe your surroundings", "response": "Although you just finished cleaning this room an hour ago, it now looks like it hasn't been cleaned in about three weeks. The bed looks like it has been jumped on by an entire preschool. Dirty clothes are thoughtfully sprinkled across the floor, interspersed with assorted toys and food items. You can exit this mess to the south.", "endoftext": false }, { "action": "Go south", "response": "The upstairs hallway is really nothing more than an annex between several other rooms of the house. There are exits leading north, northeast, east and south. A stairway leads down to the west.", "endoftext": false }, { "action": "You go south", "response": "Kati has done a marvelous job at totally trashing this room since this morning. You swear there once was a bed in here but all you can see is a mountain of clothing in front of the closet. The hallway is to the north.", "endoftext": false }, { "action": "You look at the closet", "response": "This is your everyday kid's closet filled with toys from days gone past. In some ways, you might call it a toy graveyard. The closet is open.\n\nIt's difficult to think with your ears ringing.", "endoftext": false }, { "action": "You look in the closet", "response": "The closet is empty.\n\nThe ringing is starting to give you a headache.", "endoftext": false }, { "action": "You search the closet", "response": "The closet is empty.\n\nThe ringing in your ears finally subsides.", "endoftext": false }, { "action": "You look at box", "response": "The small ornate box is made of dark wood inlaid with silver swirls and circles.", "endoftext": false }, { "action": "You open the box", "response": "That's already open.", "endoftext": false }, { "action": "You close the door", "response": "You close the door to the closet.", "endoftext": false }, { "action": "Close box", "response": "You close the ornate box.", "endoftext": false }, { "action": "You open the box", "response": "You momentarily hear the rumbling of machinery as the outline of a small trap door appears in the carpeting.\n\nYou can hear a tinny minuet coming from the box.", "endoftext": false }, { "action": "You examine the trap door", "response": "The trap door is made out of weathered wood and is covered in floor carpet.\n\nYou can hear a tinny minuet coming from the box.", "endoftext": false }, { "action": "You open the trap door", "response": "You open the secret trap door.\n\nYou can hear a tinny minuet coming from the box.", "endoftext": true }, { "action": "Go downwards", "response": "This creepy cellar looks like it predates your house by about a hundred years or so. Cold stone walls provide a framework for countless spiderwebs along with dried insects and other debris. No doors or other exits are evident except for the weathered ladder leading to the trap door in the ceiling, which is the sole source of light for this room. The dust-covered floor reveals a fresh set of small boot prints. Oddly, the trail of boot prints stops dead center in the middle of the room.\n\nYou can see a green gumball here.", "endoftext": false }, { "action": "You examine the gumball", "response": "The green gumball looks more like a marble than a confection.", "endoftext": false }, { "action": "Close box", "response": "You close the ornate box.", "endoftext": false }, { "action": "You eat it", "response": "The gumball has an odd but not unpleasant taste of sage. The colors of the room start to blur and a buzzing sound resonates from the back of your head. Just as your knees begin to weaken, a warm breeze starts from the west. A searing bright light from above washes out all other colors in the room. You quickly begin to have misgivings about this whole thing as the smell of wildflowers wafts through the air. Mere misgivings give way to total apprehension as your focus starts to return...\n\nYou are in a flat grassy area surrounded by scrub pines and large granite boulders. Purple and yellow wildflowers flourish in this area and the attendant bees are laden full with pollen and nectar. A lightly traveled path winds west through the rocks.", "endoftext": false }, { "action": "Smell wildflowers", "response": "The combined fragrance is subtle but yet almost overwhelming.", "endoftext": false }, { "action": "You look at the boulders", "response": "The large granite boulders form a near-perfect ring around the clearing. A path runs west between two of the larger specimens.", "endoftext": false }, { "action": "You look at the flowers", "response": "The wildflowers form a nearly uniform carpet throughout the area. The colors are so brilliant in the bright sun, you have to squint your eyes to avoid seeing spots all day.", "endoftext": false }, { "action": "You look at the bees", "response": "The bees lazily drift from flower to flower.", "endoftext": false }, { "action": "You get the flowers", "response": "That's hardly portable.", "endoftext": false }, { "action": "You go to the west", "response": "A well-traveled path from the west branches south and continues east here under the refreshing shade of the bordering oaks. The sloping path leading south appears somewhat muddy but the footing does not appear to be too difficult.", "endoftext": false }, { "action": "You examine the oaks", "response": "The oaks must be as old as the hills and provide a good deal of shade over the entire area.", "endoftext": false }, { "action": "You go to the west", "response": "This northeast-southwest trail has all the appearances of being a main thoroughfare prior to becoming overrun with weeds and brush. A narrow footpath leads off to the east through the brush.", "endoftext": false }, { "action": "You go northeast", "response": "The trail winds its way from the southwest through a shadowy canyon formed in the cleft of two large hills. You cannot help but feel confined and vulnerable by the sheer walls of this gorge and limited visibility in front of you and behind. The trail continues to the north.", "endoftext": false }, { "action": "Go north", "response": "A set of well-worn railroad tracks crosses the north-south trail here. The wooden ties have all but disintegrated and the rails are thick with bright red rust. The weed ridden-tracks run east-west.", "endoftext": false }, { "action": "You go to the east", "response": "The tracks continue east-west here through thick scrub brush and an occasional patch of cactus. There is a short section of track running parallel to, and eventually joining, the main track to form a spur.\n\nThere is a huge clump of tumbleweeds on the track spur.", "endoftext": false }, { "action": "You examine the clump", "response": "The thorny mass of tumbleweeds is bigger than a small shed.", "endoftext": false }, { "action": "You get it", "response": "The tumbleweeds resist your attempt. Maybe a better tool would help out.", "endoftext": false }, { "action": "Go east", "response": "The railroad tracks once crossed a deep gorge here, but the trestled bridge has long past seen its last train. The gaping hole in the middle of the bridge along with the highly questionable structural stability of the trestles themselves make further progress east unthinkable.", "endoftext": false }, { "action": "You jump", "response": "You jump on the spot, fruitlessly.", "endoftext": false }, { "action": "You go north", "response": "The trail here turns to fine dust with only a trace of vegetation. The wind is howling from the west, blowing dust, sand, and tumbleweeds everywhere. A brief respite in the blowing debris allows you to see the trail continuing north and an overgrown path going up to the east.", "endoftext": false }, { "action": "You go east", "response": "You are standing atop a large knoll which apparently served as a cemetery at some point in time. Remains of a picket fence lie strewn about the hillside and most of the gravestones have disintegrated beyond recognition. One granite marker at the head of a grassless plot, however, remains intact.", "endoftext": false }, { "action": "You look at fence", "response": "Only shards of whitewash remain on the well-weathered remnants of this former fence.", "endoftext": false }, { "action": "You examine the gravestones", "response": "There is an inscription on the marker which reads:\n\n\"Remember Friends As You Pass By,\nAs You Are Now So Once Was I;\nAs I Am Now So You Shall Be,\nSo Prepare For Death And Follow Me.\"\n\nYou swear you can hear laughing, but then again, maybe it's the wind.", "endoftext": false }, { "action": "You dig grave", "response": "What do you want to dig the grave with?", "endoftext": false }, { "action": "Go east", "response": "The only way off the hill is down to the west.", "endoftext": false }, { "action": "Go west", "response": "The trail here turns to fine dust with only a trace of vegetation. The wind is howling from the west, blowing dust, sand, and tumbleweeds everywhere. A brief respite in the blowing debris allows you to see the trail continuing north and an overgrown path going up to the east.", "endoftext": false }, { "action": "You go to the north", "response": "You are at the outskirts of what you would guess is a small town. Tumbleweeds and debris litter the trail giving all appearances that this place is deserted. The majority of buildings and other structures are to the west while a large barn-like building is due north. There is a faded sign just off to the side of the trail.", "endoftext": false }, { "action": "You look at the sign", "response": "The bullet-riddled sign reads:\n\n\"Welcome To Deadeye Gulch\nNo Cussin, Gunnin, or Gamblin\"", "endoftext": false }, { "action": "You go to the north", "response": "You are just outside a large barn-like structure that appears to be the local livery. The aging structure looks fairly sound except that the roof is starting to sag in areas. Just north is an oddly colored entrance to the building. The rest of Deadeye is to the southwest and there is a clearing to the south.", "endoftext": false }, { "action": "You look at the entrance", "response": "The door is fabricated from weathered planking and leather straps. There are several faded splotches of paint that stand in sharp contrast to the dull gray wood.", "endoftext": false }, { "action": "You open the door", "response": "It seems to be locked.", "endoftext": false }, { "action": "Go southwest", "response": "You are at the east end of Deadeye Gulch on a street which is thick with dried grass and weeds. The remains of hitching posts and water troughs line the crumbling wooden sidewalks. Most of the buildings here have collapsed from aging timbers and a few appear as if they were burned down to their foundations. A couple of structures, however, have withstood the elements. To the north, there is a bank judging from the declaration as to such in the windows. To the south, there is a saloon.", "endoftext": false }, { "action": "You go south", "response": "This old beer hall served its last cold one many summers past. The rosewood bar stretches from wall to wall and, surprisingly, the wall-length mirror in back of the bar is still intact. The brass foot rail at the base of the bar is worn flat on the top from the countless patrons whose hard-earned wages were quickly converted into good times and song. Swinging doors lead back to the street to the north.\n\nYou can see a table, a slot machine and a tray (which is empty) here.", "endoftext": false }, { "action": "You examine the machine", "response": "The free-standing slot machine bears a sign declaring:\n\n\"HAPPY DAYS - 10 TRIES FOR 1 BUCK-A-BIN.\"\n\nThe machine has a lever on the right-hand side, a coin slot on the top, and a large metal tray at the bottom. There are three tumblers on the front of the machine behind a scratched piece of glass. On the left-hand side of the machine are five small wheels. Above each of the wheels is a letter, which collectively spell out the word \"AHEAD.\"", "endoftext": false }, { "action": "You look at the first wheel", "response": "The first wheel is set to 1.", "endoftext": false }, { "action": "You examine the second wheel", "response": "The second wheel is set to 2.", "endoftext": false }, { "action": "You look at the third wheel", "response": "The third wheel is set to 3.", "endoftext": false }, { "action": "You examine the fourth wheel", "response": "The fourth wheel is set to 4.", "endoftext": false }, { "action": "You examine the fifth wheel", "response": "The fifth wheel is set to 5.", "endoftext": false }, { "action": "You examine the tumblers", "response": "The tumblers show:", "endoftext": false }, { "action": "You examine wheels", "response": "The collection of wheels reads as follows:\n\nThe first wheel (letter 'A') is set to 1.\nThe second wheel (letter 'H') is set to 2.\nThe third wheel (letter 'E') is set to 3.\nThe fourth wheel (letter 'A') is set to 4.\nThe fifth wheel (letter 'D') is set to 5.", "endoftext": false }, { "action": "You examine table", "response": "This round table is standing on three legs (versus its last leg). The surface is marred with nicks, scratches and even a little bit of writing.", "endoftext": false }, { "action": "You examine the writing", "response": "The writing is pretty much your ordinary bar graffiti with even an occasional heart and arrow. However, as you study the crude lettering you find some kind of note has evidently been scrawled into the surface. The letters are so dark with grime they are indistinguishable from the table surface.", "endoftext": false }, { "action": "Clean table", "response": "Perhaps if you had something to clean the table with.", "endoftext": false }, { "action": "You examine the mirror", "response": "The mirror is quite overwhelming in size. Time, however, has started to take its toll on the mirror as indicated by the wavy distortions in the reflection.", "endoftext": false }, { "action": "You look in the mirror", "response": "A bedraggled yet inquisitive face looks back at you.", "endoftext": false }, { "action": "You go to the north", "response": "You are at the east end of Deadeye Gulch on a street which is thick with dried grass and weeds. The remains of hitching posts and water troughs line the crumbling wooden sidewalks. Most of the buildings here have collapsed from aging timbers and a few appear as if they were burned down to their foundations. A couple of structures, however, have withstood the elements. To the north, there is a bank judging from the declaration as to such in the windows. To the south, there is a saloon.", "endoftext": false }, { "action": "You go north", "response": "Abandoned teller windows line the west wall of this former financial hub of the Deadeye community. Not unlike everything else in town, it too has fallen into disrepair. To the north you can make out an open vault and to the south lies Main Street.\n\nThere is a rusted pan lying over in the corner.", "endoftext": false }, { "action": "You examine the pan", "response": "The pan is about 16 inches in diameter and 3 inches deep. The walls of the pan slope gently inward to produce a 10-inch bottom base. The surface of the pan is entirely rusted.", "endoftext": false }, { "action": "Examine vault", "response": "The vault is built into the north wall. Strangely, the anticipated massive door is nowhere to be seen.", "endoftext": false }, { "action": "You go north", "response": "This red brick enclosure has been picked clean of its valuables, bringing to mind the adage \"A Day Late, and a Dollar Short.\" A large wooden table dominates the center of the room supporting some type of mechanical contraption. The rest of the bank lies to the south.", "endoftext": false }, { "action": "You look at table", "response": "The wooden table is made from oak and supports some strange mechanical device.", "endoftext": false }, { "action": "You look at the device", "response": "The contraption has a metal block just an inch or so above a metal plate with a small circular impression. A series of gears connects the metal block to a lever.", "endoftext": false }, { "action": "You pull the lever", "response": "The lever pulls easily, moving the metal block down to the plate. As you release the lever, it returns to its starting position.", "endoftext": false }, { "action": "You examine the plate", "response": "The impression in the plate is about an eighth of an inch deep and an inch and a half in diameter.", "endoftext": false }, { "action": "Go south", "response": "Abandoned teller windows line the west wall of this former financial hub of the Deadeye community. Not unlike everything else in town, it too has fallen into disrepair. To the north you can make out an open vault and to the south lies Main Street.\n\nThere is a rusted pan lying over in the corner.", "endoftext": false }, { "action": "You get the pan", "response": "As you pick up the pan, a hole in one of the floorboards is revealed.\n\nTaken.", "endoftext": false }, { "action": "You look in the hole", "response": "If you hold your head just right, you can just catch a glimpse of something shining in the hole.", "endoftext": false }, { "action": "You examine the windows", "response": "The teller windows are uniformly distributed along the west wall with no apparent way to get to the other side of the bars. Perhaps they are no more than window dressing.", "endoftext": false }, { "action": "You examine bars", "response": "The bars are thick and unremovable.", "endoftext": false }, { "action": "You go north", "response": "This red brick enclosure has been picked clean of its valuables, bringing to mind the adage \"A Day Late, and a Dollar Short.\" A large wooden table dominates the center of the room supporting some type of mechanical contraption. The rest of the bank lies to the south.", "endoftext": false }, { "action": "You examine the contraption", "response": "The contraption has a metal block just an inch or so above a metal plate with a small circular impression. A series of gears connects the metal block to a lever.", "endoftext": false }, { "action": "You examine the pan", "response": "The pan is about 16 inches in diameter and 3 inches deep. The walls of the pan slope gently inward to produce a 10-inch bottom base. The surface of the pan is entirely rusted.", "endoftext": false }, { "action": "You put the pan on the plate", "response": "Putting the pan into the impression would be in violation of local banking law B-62134. Being the law conscious person you are, you retreat from this ill-advised action.", "endoftext": false }, { "action": "Go south", "response": "Abandoned teller windows line the west wall of this former financial hub of the Deadeye community. Not unlike everything else in town, it too has fallen into disrepair. To the north you can make out an open vault and to the south lies Main Street.\n\nThere is a hole in one of the floorboards.", "endoftext": false }, { "action": "You go to the south", "response": "You are at the east end of Deadeye Gulch on a street which is thick with dried grass and weeds. The remains of hitching posts and water troughs line the crumbling wooden sidewalks. Most of the buildings here have collapsed from aging timbers and a few appear as if they were burned down to their foundations. A couple of structures, however, have withstood the elements. To the north, there is a bank judging from the declaration as to such in the windows. To the south, there is a saloon.", "endoftext": false }, { "action": "You go to the west", "response": "Most of the buildings on this end of town have given up the ghost and are but piles of broken lumber, tarpaper and other debris. One structure, to the north, seems to have fared considerably better than its neighbor to the south. The street narrows to the west where it appears to pick up a trail leading out of town. Back to the east is the center of town.", "endoftext": false }, { "action": "You look at the jail door", "response": "The door to the jail is comprised of a series of vertical iron bars and a large iron lock.\n\nOne of the bars must have fallen off of the door and onto the floor of the jail.", "endoftext": false }, { "action": "You open the jail door", "response": "It seems to be locked.", "endoftext": false }, { "action": "Go north", "response": "The musty smell of rotting wood greets your arrival at this rather dark dry goods store. An empty wood and glass counter parallel to the east wall displays mere remnants of the grains, sugar, fruit, and candy once plentiful in each of the adjacent bins. The shelves behind the counter are now only a repository for dust and a framework for countless cobwebs. The wooden floorboards, once sanded and polished, are now buckled and decrepit. A pair of broken doors leads out to the south and an open screen door leads to the west.\n\nOne of the floorboards squeaks when you step on it.\n\nOn the shelves are a stack of gum base and a box (which is closed).\n\nThe torn cloth in the screen door flaps gently from a barely perceptible breeze.", "endoftext": false }, { "action": "You take all", "response": "loose floorboard: That's fixed in place.", "endoftext": false }, { "action": "You look at the shelf", "response": "These are just your average horizontal boards used for displaying store items.", "endoftext": false }, { "action": "You take the cloth", "response": "The staples are resistant to any attempts you make to strip the cloth from their grasp. Maybe you could tear it.\n\nThe torn cloth in the screen door flaps gently from a barely perceptible breeze.", "endoftext": false }, { "action": "Tear cloth", "response": "The material yields nothing for a moment, but then \"R-I-I-P-P-P.\" A small piece tears off from the rest.", "endoftext": false }, { "action": "You examine the gum base", "response": "The stack consists of a number of squares labeled \"Uncle Wrigley's Virgin Gum Base.\"", "endoftext": false }, { "action": "You look at the box", "response": "The box is adorned with a drawing of a cute redhead and the printing \"Mon Cheri's Tea Sugar.\"", "endoftext": false }, { "action": "You take the box", "response": "Maybe you could take a free \"sample\" from the box, but taking the whole thing would probably be grounds for a lynching.", "endoftext": false }, { "action": "You open the box", "response": "You open the box, revealing a dozen or so sugar cubes.", "endoftext": false }, { "action": "You take the sugar cube", "response": "You take one of the cubes from the box.", "endoftext": false }, { "action": "Close box", "response": "You close the box.", "endoftext": false }, { "action": "You examine the floorboard", "response": "The floorboard is a couple of feet long and is missing its nails on one end.", "endoftext": false }, { "action": "You open it", "response": "Under the floorboard are a couple of matches.", "endoftext": false }, { "action": "You examine matches", "response": "(the match)\nIt's your everyday unlit kitchen match.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na match\na cube of sugar\na square of gum base\na piece of gauzy cloth\na pan", "endoftext": false }, { "action": "You take the matches", "response": "(the match)\nTaken.", "endoftext": false }, { "action": "Keep going", "response": "You already have that.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\ntwo matches\na cube of sugar\na square of gum base\na piece of gauzy cloth\na pan", "endoftext": false }, { "action": "Go west", "response": "This small fenced-in area was once a garden, probably for the private use of the store's proprietor. Weeds now blanket the dark soil where once beans, carrots, potatoes, and the like thrived in the hot summer. In one corner of the garden, however, a single corn stalk has made its way skyward supported by the fence. A screen door to the east leads back into the store.", "endoftext": false }, { "action": "You examine the stalk", "response": "The corn stalk is dried to a crisp from the lack of water and there isn't a single ear left. There are, however, a couple of kernels of corn tucked away in the leaves of the stalk.", "endoftext": false }, { "action": "You get the corn", "response": "(the couple kernels of corn)\nTaken.", "endoftext": false }, { "action": "Dig", "response": "What do you want to dig up?", "endoftext": false }, { "action": "Go east", "response": "What do you want to dig up the east wall with?", "endoftext": false }, { "action": "Go east", "response": "The musty smell of rotting wood greets your arrival at this rather dark dry goods store. An empty wood and glass counter parallel to the east wall displays mere remnants of the grains, sugar, fruit, and candy once plentiful in each of the adjacent bins. The shelves behind the counter are now only a repository for dust and a framework for countless cobwebs. The wooden floorboards, once sanded and polished, are now buckled and decrepit. A pair of broken doors leads out to the south and an open screen door leads to the west.\n\nOne of the floorboards squeaks when you step on it.\n\nOn the shelves are a stack of gum base and a box (which is closed).", "endoftext": false }, { "action": "You go south", "response": "Most of the buildings on this end of town have given up the ghost and are but piles of broken lumber, tarpaper and other debris. One structure, to the north, seems to have fared considerably better than its neighbor to the south. The street narrows to the west where it appears to pick up a trail leading out of town. Back to the east is the center of town.", "endoftext": false }, { "action": "Go west", "response": "The east-west trail here is lined by scraggly sycamore trees that look more dead than alive. Even the few birds' nests tucked away in the upper branches look poorly constructed and uninhabitable.", "endoftext": false }, { "action": "You climb the tree", "response": "After selecting a promising candidate, you carefully scale the trunk. After a few moments you find yourself at...\n\nThe upper branches of this tree are almost totally bare of leaves. One branch within reach supports a deserted bird's nest which looks a whisper away from nonexistence. Further travel up the tree does not look promising since, basically, there is no more tree.", "endoftext": false }, { "action": "You look at the nest", "response": "The nest is constructed out of twigs, leaves and a few other unidentifiable materials. If you are careful, you may be able to look inside without falling out of the tree.", "endoftext": false }, { "action": "You get the note", "response": "Taken.", "endoftext": false }, { "action": "You examine the note", "response": "\"Congratulations on the purchase of your new\nHAPPY DAYS Slot Machine, the slot guaranteed\nto raise income and please your clientele! Special\nfeatures of the HAPPY DAYS slot include:\n- Large payoff tray\n- Adjustable odds with convenient thumbwheels\n- Ivory grip handle\n- 10 plays for only 1 Buck-a-bin\n\nRemember,\n\n+HAPPY\n+HAPPY\n+ DAYS\n\nAHEAD\n\nA=7,8 or 9.\nNo two letters represent the same integer.\n\nHerringVille Slot Machine Co.\"", "endoftext": false }, { "action": "You look in the nest", "response": "The nest is empty.", "endoftext": false }, { "action": "You climb down", "response": "The east-west trail here is lined by scraggly sycamore trees that look more dead than alive. Even the few birds' nests tucked away in the upper branches look poorly constructed and uninhabitable.", "endoftext": false }, { "action": "Go west", "response": "The trail continues east-west here, but two side trails duck away up to the northwest and down to the southwest somewhat forming a fork.\n\nThere is something shiny here half-buried in the dirt.", "endoftext": false }, { "action": "You take all", "response": "silver spoon: Taken.", "endoftext": false }, { "action": "You examine the spoon", "response": "This tarnished old spoon is adorned with decorative scrolls on the handle and, although slightly bent, appears quite useable.", "endoftext": false }, { "action": "You go west", "response": "The trail is straight as an arrow as it leads to the badlands to the west and towards Deadeye Gulch to the east. A barely legible sign shaped like an arrow points west.", "endoftext": false }, { "action": "You look at the sign", "response": "Warning: Badlands Ahead - Travel\n\nNot Advised.", "endoftext": false }, { "action": "You go northwest", "response": "A rather tall hill sprouts out of the landscape here, casting a deep shadow to the east. A well-traveled path leads up the hill to the northeast and a grassy trail leads off to the southeast. There is a sign lying in the dirt.", "endoftext": false }, { "action": "You examine sign", "response": "The bullet-riddled sign reads:\n\"No Trespassing\nPrivate Property\"", "endoftext": false }, { "action": "You take the sign", "response": "The sign is of little use to anyone, particularly you.", "endoftext": false }, { "action": "You go to the northeast", "response": "The whole valley is revealed to you as you approach the summit. To the east, you see the largely decaying town of Deadeye Gulch, and just further, the small knoll known as Boot Hill. To the south, the dusty valley floor unfolds, divided by a small tree-lined creek. Large snowy mountains abut the hill to the north while endless badlands reach out seemingly forever to the west. The main trail continues around the hill to the west and down to the southwest, whereas a faint side trail heads towards the crest to the north.", "endoftext": false }, { "action": "You go to the south", "response": "You can proceed up the hill, down the hill, or over to the west.", "endoftext": false }, { "action": "Go north", "response": "As you proceed up the hill, your bones start to hurt and you feel like you're....\n\n\"I'm too old for this nonsense\" is your first thought after a brief journey over the crest of the hill to this dirt outcropping on the north side. Momentarily ignoring your aching joints and brief memory lapses, you spot a trail heading south up the hill. Oddly, the trail shows signs of fresh footprints.\n\nYou can see a lantern here.", "endoftext": false }, { "action": "You look at the lantern", "response": "Hardly your brass variety, but a serviceable lamp with a glass chimney.", "endoftext": false }, { "action": "You go north", "response": "The path to the south looks like your only sure bet.", "endoftext": false }, { "action": "You go south", "response": "As you return back, the spring returns to your step and you again feel like your youthful self again.\n\nThe whole valley is revealed to you as you approach the summit. To the east, you see the largely decaying town of Deadeye Gulch, and just further, the small knoll known as Boot Hill. To the south, the dusty valley floor unfolds, divided by a small tree-lined creek. Large snowy mountains abut the hill to the north while endless badlands reach out seemingly forever to the west. The main trail continues around the hill to the west and down to the southwest, whereas a faint side trail heads towards the crest to the north.", "endoftext": false }, { "action": "You go west", "response": "Wisps of steam rise off of the charred timbers of what was once a fair-sized building. Small flames flare up occasionally producing a deep crackling sound. Paper-thin pieces of ash float hither and yon. An odd-shaped sign lies on the ground.\n\nGeorge is here staring at the charred remains of his gum factory.\n\nThere is a brass key hanging on George's belt.\n\nYou can also see a leather-bound book, a cauldron (in which is some metallic flakes) and a burned sketch here.", "endoftext": false }, { "action": "You examine sign", "response": "o\nr\nGumBall\ne e\ne\nt\nl\ne\nb\nFactory\nu\nm", "endoftext": false }, { "action": "You examine the sketch", "response": "This is a rather charred sketch of a woman opening a door.", "endoftext": false }, { "action": "You look at the book", "response": "The book is about the size of a small church hymn book. The leather cover is quite worn but still displays an array of wonderful artwork depicting scenes of cowboys, horses, and wide open vistas. The book is slightly singed in places, but more importantly, it appears as if most of the pages have been torn out.", "endoftext": false }, { "action": "You open the book", "response": "The one remaining page looks like a recipe:\n\n\"QuickDraw McGraw\"\n1 square gum base\n1 sprig sage\n1 cube sugar\n\nMix together with silver spoon in iron vessel with pinch of Tryst. Effects are temporary and may vary widely when used with alcohol.", "endoftext": false }, { "action": "You ask George about the factory", "response": "\"'Tweren't that much all in all but it was home. Damn Biscuit Brothers just couldn't take not being able to rob any damn place they choose. I don't hold no grudge. But I ain't goin' to get all watery when they be swingin' from a tree.\"", "endoftext": false }, { "action": "You ask George about the gum", "response": "The gnome looks at you crossly and points at the remnants of his factory. \"I don't mean to burden yuh with my problems, but as yuh might see, I ain't gonna be makin gum for a spell.\"\"Can't ya see I got stuff on ma mind.\"", "endoftext": false }, { "action": "You ask George about the biscuit brothers", "response": "\"Just dime store thieves. Shoot ya dead in a minute, ya hear! Keep yer distance from Frank. Since he found his way above, he ain't the same.\"", "endoftext": false }, { "action": "You ask George about Frank", "response": "\"Don't go messin with Frank. He's got such a mean streak that he makes the devil nervous.\"", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na lantern\na silver spoon\na crumpled note", "endoftext": false }, { "action": "You examine the cauldron", "response": "a cube of sugar\na square of gum base\na piece of gauzy cloth\na pan\n\nThe cauldron is made of cast iron and is small enough to be carried on those long journeys across the open plains.", "endoftext": false }, { "action": "You examine the flakes", "response": "The flakes remind you of the glitter you used as a child.", "endoftext": false }, { "action": "You take the key", "response": "\"What the hell do ya think yer doin' missy! Keeps yer hands away from me!\"", "endoftext": false }, { "action": "You take the sketch", "response": "Now wouldn't that be cold. She probably was George's sweety.", "endoftext": false }, { "action": "You ask George about the sketch", "response": "\"Prettiest damn woman I ever set eyes on. Ran off into the hills a few years back. Don't really know what became of her. She could do stuff with the Tryst that I never saw done before. Hell, some folks made her to be a witch. She never hurt nobody.\"", "endoftext": true }, { "action": "Look around", "response": "Wisps of steam rise off of the charred timbers of what was once a fair-sized building. Small flames flare up occasionally producing a deep crackling sound. Paper-thin pieces of ash float hither and yon. An odd-shaped sign lies on the ground.\n\nGeorge is here staring at the charred remains of his gum factory.\n\nThere is a brass key hanging on George's belt.\n\nYou can also see a burned sketch here.", "endoftext": false }, { "action": "Go west", "response": "There is a path leading off to the east.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na leather-bound book\na cauldron\nsome metallic flakes\na lantern\na silver spoon\na crumpled note\na couple kernels of corn\ntwo matches\na cube of sugar\na square of gum base\na piece of gauzy cloth\na pan", "endoftext": false }, { "action": "You look at the cloth", "response": "The white material is covered with water stains and feels like a well-starched shirt.", "endoftext": false }, { "action": "Go east", "response": "The east-west trail here is lined by scraggly sycamore trees that look more dead than alive. Even the few birds' nests tucked away in the upper branches look poorly constructed and uninhabitable.", "endoftext": false }, { "action": "You go east", "response": "Most of the buildings on this end of town have given up the ghost and are but piles of broken lumber, tarpaper and other debris. One structure, to the north, seems to have fared considerably better than its neighbor to the south. The street narrows to the west where it appears to pick up a trail leading out of town. Back to the east is the center of town.", "endoftext": true }, { "action": "You go west", "response": "The heat is stifling at this barren strip of track seemingly in the middle of nowhere. Even the ever present weeds have given up this area as hopeless and only a few cacti have managed to gain a foothold in the constantly shifting sand. One of the rails has become dislodged, forming a six-inch gap on one side of the tracks.", "endoftext": false }, { "action": "You look at the rail", "response": "One of the rails has moved about six inches laterally, introducing a significant discontinuity in the track system.", "endoftext": false }, { "action": "You examine the gap", "response": "One of the rails has become dislodged, forming a six-inch gap on one side of the tracks. A train would probably get derailed trying to pass through here.", "endoftext": false }, { "action": "Go west", "response": "The tracks gradually turn southwest here through a tight ravine cut into the sandy soil. Thick brush once again lines the tracks limiting passage only along the tracks themselves.\n\nThe tracks through the ravine are littered with rattlesnakes.", "endoftext": false }, { "action": "You examine the snakes", "response": "Dozens of rattlesnakes line the track. Most of them are coiled up and presumably sleeping; however, the few that are staring directly at you appear very daunting. It is with little disinterest that you note the crescendo of rattles in the area.", "endoftext": false }, { "action": "You go west", "response": "It is somewhat doubtful that you would survive the trek through the snakes.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na leather-bound book\na cauldron\nsome metallic flakes\na lantern\na silver spoon\na crumpled note\na couple kernels of corn\ntwo matches\na cube of sugar\na square of gum base\na piece of gauzy cloth\na pan", "endoftext": false }, { "action": "Go east", "response": "The heat is stifling at this barren strip of track seemingly in the middle of nowhere. Even the ever present weeds have given up this area as hopeless and only a few cacti have managed to gain a foothold in the constantly shifting sand. One of the rails has become dislodged, forming a six-inch gap on one side of the tracks.", "endoftext": false }, { "action": "You go southwest", "response": "A briskly moving stream widens here and is shallow enough to cross without difficulty. Along one bank where the water slows to a crawl a deposit of black magnetite can be seen. The trail continues to the northeast and up a small ridge to the southwest.", "endoftext": false }, { "action": "You look at the magnetite", "response": "The black iron oxide particles are quite dense and tend to settle out with other heavy minerals and metals such as gold.", "endoftext": false }, { "action": "You shake the pan", "response": "Using your best gold panning technique, you swish the wet slurry around, discarding the lighter materials in the process. Your efforts are soon rewarded by the discovery of a large gold nugget in the bottom of the pan!", "endoftext": false }, { "action": "You look at nugget", "response": "The gold nugget is about the size of a marble and is probably worth a small fortune.", "endoftext": false }, { "action": "Go northeast", "response": "This northeast-southwest trail has all the appearances of being a main thoroughfare prior to becoming overrun with weeds and brush. A narrow footpath leads off to the east through the brush.", "endoftext": false }, { "action": "You go northeast", "response": "The trail winds its way from the southwest through a shadowy canyon formed in the cleft of two large hills. You cannot help but feel confined and vulnerable by the sheer walls of this gorge and limited visibility in front of you and behind. The trail continues to the north.", "endoftext": false }, { "action": "Go north", "response": "A set of well-worn railroad tracks crosses the north-south trail here. The wooden ties have all but disintegrated and the rails are thick with bright red rust. The weed ridden-tracks run east-west.", "endoftext": false }, { "action": "You go north", "response": "The trail here turns to fine dust with only a trace of vegetation. The wind is howling from the west, blowing dust, sand, and tumbleweeds everywhere. A brief respite in the blowing debris allows you to see the trail continuing north and an overgrown path going up to the east.", "endoftext": false }, { "action": "You go to the north", "response": "You are at the outskirts of what you would guess is a small town. Tumbleweeds and debris litter the trail giving all appearances that this place is deserted. The majority of buildings and other structures are to the west while a large barn-like building is due north. There is a faded sign just off to the side of the trail.", "endoftext": false }, { "action": "Green", "response": "\"It's a beautiful day for the race.\nStooge Hand is the favorite today, Assault is in there.\nDog Biscuit is 3:1, Safety Pin has been scratched,\nand at 20:1, Beetlebaum.\n\nNow the horses are approaching the starting gate,\nand there - There they go!\n\nJohannes Stuchan is going to the front.\nCabbage is second on the rail.\nBeautiful Linda is third by a length.\nAnd Beetlebaum - around the first turn.\n\nStuchan is still in the front,\nCabbage is second by a head.\n(Cabbage by a head!)\nBeautiful Linda is third.\nAnd Beetlebaum - into the back strech.\n\nDog Biscuit is now leading the pack.\nLady Appolonius is second, very close.\nBanana is coming up through the bunch.\n(Banana coming up through the bunch!)\nAnd Beetlebaum - at the half.\n\nStuchan still out in the front.\nApartment House is second with plenty of room.\nAssault is passing Battery.\n(Assaulting Battery!)\nNotary Sojack is fourth.\nAnd in lastplace by 10 lengths,\nI belive it is, yes it is, Beetlebaum.\n\nAround the turn and heading for home.\nIt's Stuchan, Dog Biscuit and Girdle in the stretch.\nFlying Silvester is third.\nAnd Mother-in-Law nagging in the rear.\nAnd now they come down to the wire.\nAnd it's number one and now number two.\nAnd it's very close.\nIt'll be a photo finish or an oil painting.\nAnd now Louis leads for the left.\nAnd Louis is an inertia sluggin'.\nAnd it's battle and now they're tearing hair.\nThere's hair all over the ring,\nThere's hair all over the place.\nI don't know whose hair it is - it's mine.\nAnd there goes the winner! - Beetlebaum!\"", "endoftext": false }, { "action": "You examine the contraption", "response": "The contraption has a metal block just an inch or so above a metal plate with a small circular impression. A series of gears connects the metal block to a lever.", "endoftext": false }, { "action": "You put the nugget in the plate", "response": "You put the gold nugget into the impression.", "endoftext": false }, { "action": "You pull the lever", "response": "The lever moves with hardly any effort at all, pressing the gold nugget into something resembling a coin.", "endoftext": false }, { "action": "You examine it", "response": "The gold coin is relatively primitive, yet has a monetary feel about it. There is a crudely engraved figure with a mask riding a horse on the face. Beneath the figure is the inscription \"1 Buck-a-Bin.\"", "endoftext": false }, { "action": "You read the note", "response": "(the writing)\nThe writing is pretty much your ordinary bar graffiti with even an occasional heart and arrow. However, as you study the crude lettering you find some kind of note has evidently been scrawled into the surface.\n\nThe note says \"Feed and Water Your Horses at ROYBOB Livery.\"", "endoftext": false }, { "action": "You look at the paint", "response": "Which do you mean, the orange paint, the yellow paint, the red paint or the blue paint?", "endoftext": false }, { "action": "Red", "response": "It's just your everyday faded red paint.", "endoftext": false }, { "action": "You touch red", "response": "The door creaks loudly.", "endoftext": false }, { "action": "You examine the blue", "response": "It's just your everyday faded blue paint.", "endoftext": false }, { "action": "You examine the yellow", "response": "It's just your everyday faded yellow paint.", "endoftext": false }, { "action": "You look at the orange", "response": "It's just your everyday faded orange paint.", "endoftext": false }, { "action": "You touch the orange", "response": "The door creaks loudly and then shudders.", "endoftext": false }, { "action": "You touch the blue", "response": "You hear a click somewhere inside the door.", "endoftext": false }, { "action": "You open the door", "response": "You open the livery door.", "endoftext": false }, { "action": "You go north", "response": "This dilapidated building has long fallen into disrepair. It is surprisingly bright in here as light filters through large gaping holes in the roof. Numerous stalls line the walls presumably for horses or other livestock. A wooden ladder provides access to a hayloft to the north while large sliding doors, long off their rails, provide an egress to the east. You can leave the building by heading south.", "endoftext": false }, { "action": "You examine the stalls", "response": "There are at least twenty stalls shrouded in shadows from the high timber enclosures. Most of the stalls are blocked with wood and debris, but one looks ready for the nearest horse.", "endoftext": false }, { "action": "You enter the stall", "response": "You get into the horse stall.\n\nIn the horse stall you can see a shovel.", "endoftext": false }, { "action": "Go outside", "response": "You get out of the horse stall.\n\nThis dilapidated building has long fallen into disrepair. It is surprisingly bright in here as light filters through large gaping holes in the roof. Numerous stalls line the walls presumably for horses or other livestock. A wooden ladder provides access to a hayloft to the north while large sliding doors, long off their rails, provide an egress to the east. You can leave the building by heading south.", "endoftext": false }, { "action": "You examine the shovel", "response": "The wooden handle has splintered several times and has been thoughtfully wrapped in old rags for support, and the hand-forged blade is quite thin from use. All in all, though, it looks like the old girl could still toss a few more shovelfuls.", "endoftext": false }, { "action": "You go to the east", "response": "All is not so 'O.K.' with this corral as most of the wooden fences have given away to the ravages of time and the elements. Tall range grass has overtaken the ground and the air is alive with the sounds of grasshoppers, crickets and the like.", "endoftext": false }, { "action": "You examine grass", "response": "The grass is about waist high and is so thick it could conceal about anything.", "endoftext": false }, { "action": "You search the grass", "response": "You find a rusting green square tin.", "endoftext": false }, { "action": "You get the tin", "response": "You're carrying too many things already.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\na shovel\na coin\na green note\na leather-bound book\na cauldron\nsome metallic flakes\na lantern\na silver spoon\na crumpled note\na couple kernels of corn\ntwo matches\na cube of sugar\na square of gum base\na piece of gauzy cloth\na pan\n\nYou are carrying:\na shovel\na coin\na green note\na leather-bound book\na cauldron\nsome metallic flakes\na lantern\na silver spoon\na crumpled note\na couple kernels of corn\ntwo matches\na cube of sugar\na square of gum base\na piece of gauzy cloth\na pan", "endoftext": false }, { "action": "You put all in the cauldron", "response": "shovel: Done.\ncoin: Done.\ngreen note: Done.\nleather-bound book: Done.\nlantern: Done.\nsilver spoon: Done.\ncrumpled note: Done.\ncouple kernels of corn: Done.\nmatch: Done.\nmatch: Done.\ncube of sugar: Done.\nsquare of gum base: Done.\npiece of gauzy cloth: Done.\npan: Done.", "endoftext": false }, { "action": "You get the tin", "response": "Taken.", "endoftext": false }, { "action": "You examine the tin", "response": "The rusted square tin declares itself as \"Scented Bag Balm\" and includes these special directions:\n\n\"For minor congestion of the udder due to calving, high feeding, bruising or chilling. Using individual towels, thoroughly wash treated teats and udder before each milking to avoid contamination of milk. After each milking, bathe with plenty of hot water, strip milk out clean, dry skin and apply bag balm freely, massaging gently with this stiff ointment fifteen minutes twice daily or more often as needed. Special scented formula repels flies and other flying insects.\"", "endoftext": false }, { "action": "You open the tin", "response": "You open the tin, revealing two portions of balm.", "endoftext": false }, { "action": "Go up", "response": "The floorboards of the loft creak and sag with your weight but seem to be holding firm, at least for now. Only a few clumps of straw remain where there were once probably dozens of hay bales. The heat up here is nearly unbearable and perspiration begins to run down your face. The only way off of the loft is to impose yourself on the weathered ladder once again.\n\nYou can see a pitchfork here.", "endoftext": false }, { "action": "You examine it", "response": "It is a long-handled fork with four tines.", "endoftext": false }, { "action": "You go east", "response": "The entrance to the barn-like structure is to the west.", "endoftext": false }, { "action": "You put the coin in the slot", "response": "The coin drops into the slot.", "endoftext": false }, { "action": "You pull the lever", "response": "The tumblers spin for several seconds and then stop. The tumblers now show:\n\nThe machine produces a loud CLUNK and a bottle rolls out into the tray.", "endoftext": false }, { "action": "You look at it", "response": "It's a corked bottle of whiskey with an old faded label.", "endoftext": false }, { "action": "You read the label", "response": "\"Daniel Jack's Redeye Special\"", "endoftext": false }, { "action": "You take the whiskey", "response": "That seems to be a part of the quarter-full bottle of whiskey.", "endoftext": false }, { "action": "You examine the cork", "response": "It is a cylindrical thumb-sized object made from the elastic outer bark of the cork oak (Quercus suber).", "endoftext": false }, { "action": "You taste the whiskey", "response": "Your head starts to spin...\n\nThe ol' saloon is hoppin' tonight! Dance girls (ahem) swarm the dusty patrons, encouraging them to drink and gamble amongst other indiscretions. Above all the whoopin' 'n hollerin', you can just make out the tinny ragtime of an unseen brass-tack piano. The barkeep is shoveling out drinks to the bar at a furious pace while one of the other hired help polishes the wall-length mirror. Swinging doors lead back to the street to the north.\n\nYou can see a table here.", "endoftext": false }, { "action": "You look at the table", "response": "The four-legged table is exceptionally pristine considering the clientele around this place. The table top is flawlessly finished and sports nary a water mark.\n\nJohn Bro calls for one of the dance hall girls and whispers something in her ear. The girl blushes and walks away giggling.", "endoftext": false }, { "action": "About you", "response": "As good-looking as ever.\n\nWhen one of the patrons isn't looking, John Bro swaps his drink for an empty glass.", "endoftext": false }, { "action": "You examine john", "response": "The barkeep looks somewhat familiar. He has curly brown hair heavily seasoned with gray, a lightly bearded face, and a slightly paunchy stomach. The local clientele seem to refer to him as \"John Bro\" or just \"Bro\" for short. Without exception, every time someone orders a drink, John Bro bellows out \"Done Deal!\" and then serves both the patron and himself a drink.\n\nJohn Bro calls for one of the dance hall girls and whispers something in her ear. The girl blushes and walks away giggling.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying nothing.\n\nWhen one of the patrons isn't looking, John Bro swaps his drink for an empty glass.", "endoftext": false }, { "action": "You say done deal", "response": "Whom do you want to say that to?", "endoftext": true }, { "action": "You describe your surroundings", "response": "The ol' saloon is hoppin' tonight! Dance girls (ahem) swarm the dusty patrons, encouraging them to drink and gamble amongst other indiscretions. Above all the whoopin' 'n hollerin', you can just make out the tinny ragtime of an unseen brass-tack piano. The barkeep is shoveling out drinks to the bar at a furious pace while one of the other hired help polishes the wall-length mirror. Swinging doors lead back to the street to the north.\n\nYou can see a table here.\n\nJohn Bro calls for one of the dance hall girls and whispers something in her ear. The girl blushes and walks away giggling.", "endoftext": false }, { "action": "You examine the mirror", "response": "The mirror is quite overwhelming in size. Its surface is nearly perfect and shows no signs of distortion.\n\nWhen one of the patrons isn't looking, John Bro swaps his drink for an empty glass.", "endoftext": false }, { "action": "You examine the customers", "response": "The bar patrons are a mixture of cowpokes and businessmen.\n\nThe barkeep makes small talk with one of the patrons.", "endoftext": false }, { "action": "You ask John Bro about mirror", "response": "\"Leave it alone. It's worth way more than yer hide!\"\n\nJohn Bro calls for one of the dance hall girls and whispers something in her ear. The girl blushes and walks away giggling.", "endoftext": false }, { "action": "You ask John Bro about the saloon", "response": "\"I don't got no time for talkin'.\"\n\nWhen one of the patrons isn't looking, John Bro swaps his drink for an empty glass.", "endoftext": false }, { "action": "You ask John Bro about the drinks", "response": "\"I don't got no time for talkin'.\"\n\nJohn Bro pulls out a small gun, checks it for bullets, and then places it back in his pocket.", "endoftext": false }, { "action": "You examine the gun", "response": "The single-shot pocket derringer has a beautiful ivory handle and appears to be loaded.", "endoftext": false }, { "action": "Go south", "response": "You can't go that way.\n\nThe barkeep makes small talk with one of the patrons.", "endoftext": false }, { "action": "You shoot john", "response": "The barkeep shakes his head and points to the shotgun behind the bar.\n\nJohn Bro calls for one of the dance hall girls and whispers something in her ear. The girl blushes and walks away giggling.", "endoftext": false }, { "action": "You shoot the mirror", "response": "The barkeep shakes his head and points to the shotgun behind the bar.\n\nWhen one of the patrons isn't looking, John Bro swaps his drink for an empty glass.", "endoftext": false }, { "action": "You look at the shotgun", "response": "The double-barreled shotgun hangs behind the bar for the sole use of the bartender.\n\nThe bartender pulls out a small flask and takes a swig when no one is looking.", "endoftext": false }, { "action": "Go north", "response": "A big burly man bursts through the swinging doors and yells, \"What the hell ya think yer doin' missy sittin' at mah table? Hey barkeep, I should shoot yer ears off for lettin' this wench clutter up mah place here!\"\n\nThe ol' saloon is quieter than a church. Patrons and dance girls line the walls to avoid being in the line of fire. The barkeep is huddled behind the bar occasionally peeking out to view the situation. The rest of the hired help is nowhere to be seen.\n\nYou can see Black Thad McGee and a table here.", "endoftext": false }, { "action": "You examine thad", "response": "This is the meanest looking bad guy you hope to ever set eyes on. Narrow beady eyes stare at you from a grizzly shaven face. Twin scars, one each cheek, accentuate a bent nose which veers slightly off to the left. His dusty black clothing is well worn and is bulging at the seams from the massive physique contained within.\n\nBlack Thad's oversized hands continually twitch just over the handles of his pearl-handled guns.\n\"Well missy, how 'bout you give me a big ol' kiss and I'll forget I ever laid eyes on yer miserable hide?\"", "endoftext": false }, { "action": "You show the gun to Thad", "response": "\"What I'm interested in ain't what yuh is holdin'.\" Black Thad says with an evil gleam in his eyes.\n\n\"Ya better get kissin' missy or I is goin' to up the stakes!\"", "endoftext": false }, { "action": "You shoot thad", "response": "As you lift the gun to shoot, Thad draws both guns and shoots the pistol right from your hand, leaving your arm stinging up to your elbow. Your head starts to spin from the pain, and within the blink of an eye, your head hits the floor.\nSaloon\nThis old beer hall served its last cold one many summers past. The rosewood bar stretches from wall to wall and, surprisingly, the wall-length mirror in back of the bar is still intact. The brass foot rail at the base of the bar is worn flat on the top from the countless patrons whose hard-earned wages were quickly converted into good times and song. Swinging doors lead back to the street to the north.\n\nYou can see a quarter-full bottle of whiskey, a cauldron (in which are a pan (which is empty), a square of gum base, a cube of sugar, two matches, a couple kernels of corn, a crumpled note, a silver spoon, a lantern, a leather-bound book, a green note, a shovel and some metallic flakes), a tin (in which are two portions of balm), a pitchfork, a piece of gauzy cloth, a cork, a table, a slot machine and a tray (which is empty) here.\n\nYou arise from the floor with a slight headache, but everything else seems to be intact.", "endoftext": false }, { "action": "You examine the recipe", "response": "The book is about the size of a small church hymn book. The leather cover is quite worn but still displays an array of wonderful artwork depicting scenes of cowboys, horses, and wide open vistas. The book is slightly singed in places, but more importantly, it appears as if most of the pages have been torn out.", "endoftext": false }, { "action": "You read it", "response": "The one remaining page looks like a recipe:\n\n\"QuickDraw McGraw\"\n1 square gum base\n1 sprig sage\n1 cube sugar\n\nMix together with silver spoon in iron vessel with pinch of Tryst. Effects are temporary and may vary widely when used with alcohol.", "endoftext": true }, { "action": "Look around", "response": "This old beer hall served its last cold one many summers past. The rosewood bar stretches from wall to wall and, surprisingly, the wall-length mirror in back of the bar is still intact. The brass foot rail at the base of the bar is worn flat on the top from the countless patrons whose hard-earned wages were quickly converted into good times and song. Swinging doors lead back to the street to the north.\n\nYou can see a quarter-full bottle of whiskey, a cauldron (in which are a pan (which is empty), a square of gum base, a cube of sugar, two matches, a couple kernels of corn, a crumpled note, a silver spoon, a lantern, a leather-bound book, a green note, a shovel and some metallic flakes), a tin (in which are two portions of balm), a pitchfork, a piece of gauzy cloth, a cork, a table, a slot machine and a tray (which is empty) here.", "endoftext": false }, { "action": "You get all", "response": "quarter-full bottle of whiskey: Taken.\ncauldron: Taken.\ntin: Taken.\npitchfork: Taken.\npiece of gauzy cloth: Taken.\ncork: Taken.\ntable: That's fixed in place.\nslot machine: That's fixed in place.\ntray: That's fixed in place.", "endoftext": false }, { "action": "You dig in the grave", "response": "What do you want to dig in the grave with?", "endoftext": false }, { "action": "Shovel", "response": "The ground is hard, but you manage to move a few shovelfuls of dirt.", "endoftext": false }, { "action": "You look at the grave", "response": "There is a small hole in the plot.", "endoftext": false }, { "action": "You dig in grave with the shovel", "response": "You start to break a sweat, but who ever said grave robbing was an easy business?", "endoftext": false }, { "action": "You keep going", "response": "This is more work than it's probably worth, as you have removed about 2 feet of soil.\n\nA rather large bird lands on the tombstone and watches your suspicious activity.", "endoftext": false }, { "action": "You examine the bird", "response": "The Tombstone Jay (or just T-Jay for short) appears to be a lot more hawk than jay. Mixed in with the ash-gray feathers are streaks of red and brown. A ring of white circles his hooked beak as well as his imposing taloned feet.", "endoftext": false }, { "action": "You get the bird", "response": "Funny, the bird is probably thinking about doing the same to you.", "endoftext": false }, { "action": "You read the balm", "response": "The yellow oily balm has a pungent smell reminiscent of burning rubber.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\na cork\na piece of gauzy cloth\na pitchfork\na tin (which is open)\ntwo portions of balm\na cauldron\na pan\na square of gum base\na cube of sugar\ntwo matches\na couple kernels of corn\na crumpled note\na silver spoon\na lantern\na leather-bound book\na green note\na shovel\nsome metallic flakes\na quarter-full bottle of whiskey", "endoftext": false }, { "action": "You read the tin", "response": "The rusted square tin declares itself as \"Scented Bag Balm\" and includes these special directions:\n\n\"For minor congestion of the udder due to calving, high feeding, bruising or chilling. Using individual towels, thoroughly wash treated teats and udder before each milking to avoid contamination of milk. After each milking, bathe with plenty of hot water, strip milk out clean, dry skin and apply bag balm freely, massaging gently with this stiff ointment fifteen minutes twice daily or more often as needed. Special scented formula repels flies and other flying insects.\"", "endoftext": false }, { "action": "You give the corn to the bird", "response": "(first taking the couple kernels of corn)\nThe Tombstone Jay quickly gobbles down the corn.", "endoftext": false }, { "action": "You dig in the grave with the shovel", "response": "Your shovel contacts something soft but ungiving. After a few more shovelfuls, you uncover a pair of boots (which are fortunately unoccupied).", "endoftext": false }, { "action": "You get the boots", "response": "Taken.", "endoftext": false }, { "action": "You examine the boots", "response": "These boots have seen many a mile but have many a mile to go.", "endoftext": false }, { "action": "You dig in the grave with the shovel", "response": "Further digging might only result in something that will keep you awake nights.", "endoftext": false }, { "action": "You search it", "response": "Inside the thick mass of tumbleweeds you make out something with a reddish tinge.", "endoftext": false }, { "action": "You get reddish", "response": "The thorny mass of tumbleweeds is in the way.", "endoftext": false }, { "action": "You move the clump with the pitchfork", "response": "It is fixed in place.", "endoftext": false }, { "action": "You get the tumbleweeds with the pitchfork", "response": "You pitch the tumbleweeds to the side revealing an old rusted railroad handcar. The tumbleweeds blow away in the wind.", "endoftext": false }, { "action": "You examine the handcar", "response": "The handcar is a small platform with four wheels and a T-shaped handle for propulsion. There is a small lever near the split-wood floor.", "endoftext": false }, { "action": "You kill the snake", "response": "One of the snakes responds to your futile attack by striking at your leg. Fortunately, the snake only found air.", "endoftext": false }, { "action": "Go south", "response": "It is difficult to discern the trail here due to the thick sagebrush. The vegetation does thin a bit to the southeast and southwest, and a clear path leads north.\n\nYou can see a sprig of sage here.", "endoftext": false }, { "action": "You get the sage", "response": "(the sprig of sage)\nTaken.", "endoftext": false }, { "action": "You examine the sage", "response": "(the sagebrush)\nThe aromatic brush sways briskly in the wind.", "endoftext": false }, { "action": "Go southwest", "response": "The trail descends here into a deep canyon cut into the surrounding sandstone. It is cooler here as most of the sunlight is blocked by the high walls. The path through the canyon proceeds to the west, where you see a large stone outcropping, and rises sharply to the northeast.", "endoftext": false }, { "action": "You go to the west", "response": "The far end of the canyon ends abruptly at this solid wall of sandstone which ascends over fifty feet from where you are standing. The trail winds around some scrub brush to a pile of rocks which rests against the face of the wall.", "endoftext": false }, { "action": "You move rocks", "response": "The rocks are much too heavy to move around.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na sprig of sage\na pair of old cowboy boots\na cork\na piece of gauzy cloth\na pitchfork\na tin (which is open)\ntwo portions of balm\na cauldron\na pan\na square of gum base\na cube of sugar\ntwo matches\na couple kernels of corn\na crumpled note\na silver spoon\na lantern\na leather-bound book\na green note\na shovel\nsome metallic flakes\na quarter-full bottle of whiskey", "endoftext": false }, { "action": "Go northeast", "response": "It is difficult to discern the trail here due to the thick sagebrush. The vegetation does thin a bit to the southeast and southwest, and a clear path leads north.", "endoftext": false }, { "action": "You go to the southeast", "response": "The main trail surrenders here to thick brush and thicket making further progress impossible. A faded sign is nailed to a huge willow tree whose long narrow branches just touch the ground. You can pick up the main trail to the northwest.", "endoftext": false }, { "action": "Go south", "response": "A small stream flowing from the west is only slightly hampered here by a deteriorating beaver dam which has formed a large deep pool of crystal clear water. Chokecherry bushes line the perimeter of the pool confining access to the pool to the area in which you are standing. The air is thick with mosquitos and gnats.\n\nThere is a flat-faced rock here, protruding just above the surface of the pool.\n\nOn the chokecherry bushes is a small bunch of berries.\n\nThe mosquitos and gnats start to eat you alive, forcing you to leave while you still can.\n\nA well-traveled path from the west branches south and continues east here under the refreshing shade of the bordering oaks. The sloping path leading south appears somewhat muddy but the footing does not appear to be too difficult.", "endoftext": false }, { "action": "You wear the balm", "response": "(first taking some balm)\nYou put on some balm.", "endoftext": false }, { "action": "Go south", "response": "A small stream flowing from the west is only slightly hampered here by a deteriorating beaver dam which has formed a large deep pool of crystal clear water. Chokecherry bushes line the perimeter of the pool confining access to the pool to the area in which you are standing. The air is thick with mosquitos and gnats.\n\nThere is a flat-faced rock here, protruding just above the surface of the pool.\n\nOn the chokecherry bushes is a small bunch of berries.\n\nThe mosquitos and gnats don't want anything to do with that smelly stuff you're wearing.", "endoftext": false }, { "action": "You get the berries", "response": "Taken.\n\nThe mosquitos and gnats don't want anything to do with that smelly stuff you're wearing.", "endoftext": false }, { "action": "You look at the berries", "response": "The small black berries look quite inviting.\n\nThe mosquitos and gnats don't want anything to do with that smelly stuff you're wearing.", "endoftext": false }, { "action": "You examine the rock", "response": "This rectangular rock is about a foot from the bank and is almost completely submerged in water. The top of the rock is almost perfectly flat and has a fine gritty texture.\n\nThe mosquitos and gnats don't want anything to do with that smelly stuff you're wearing.", "endoftext": false }, { "action": "You get on the rock", "response": "You get onto the wet rock.\n\nThe mosquitos and gnats don't want anything to do with that smelly stuff you're wearing.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\na small bunch of berries\nsome balm (being worn)\na sprig of sage\na pair of old cowboy boots\na cork\na piece of gauzy cloth\na pitchfork\na tin (which is open)\nsome balm\na cauldron\na pan\na square of gum base\na cube of sugar\ntwo matches\na couple kernels of corn\na crumpled note\na silver spoon\na lantern\na leather-bound book\na green note\na shovel\nsome metallic flakes\na quarter-full bottle of whiskey\n\nThe mosquitos and gnats don't want anything to do with that smelly stuff you're wearing.", "endoftext": false }, { "action": "You jump", "response": "You jump on the spot, fruitlessly.\nThe balm has worn out.\n\nThe mosquitos and gnats start to eat you alive, forcing you to leave while you still can.\n\nA well-traveled path from the west branches south and continues east here under the refreshing shade of the bordering oaks. The sloping path leading south appears somewhat muddy but the footing does not appear to be too difficult.", "endoftext": false }, { "action": "You wear the balm", "response": "(some balm)\nYou're already wearing that!\nThe balm has worn out.\n\nThe mosquitos and gnats start to eat you alive, forcing you to leave while you still can.\n\nA well-traveled path from the west branches south and continues east here under the refreshing shade of the bordering oaks. The sloping path leading south appears somewhat muddy but the footing does not appear to be too difficult.", "endoftext": false }, { "action": "You look at the tree", "response": "The weeping willow tree is about 30 feet tall and has countless long, delicate, drooping branches. There is a faded sign nailed to the trunk.", "endoftext": false }, { "action": "You cut the branch", "response": "What do you want to cut the weeping willow tree with?", "endoftext": false }, { "action": "You wear boots", "response": "One of the boots feels a bit more comfortable than the other. You put on the pair of old cowboy boots.", "endoftext": false }, { "action": "You examine the boots", "response": "These boots have seen many a mile but have many a mile to go.", "endoftext": false }, { "action": "Go southwest", "response": "The path here follows the bottom of a deep ravine, but more notably, is thickly covered with long-needle cacti. To the south, the path widens at the base of a large hill. To the northeast, the path heads towards a grove of trees.", "endoftext": false }, { "action": "You remove the boots", "response": "You take off the pair of old cowboy boots.", "endoftext": false }, { "action": "You look in the boots", "response": "Something flutters out of the boot.", "endoftext": true }, { "action": "Look around", "response": "The trail continues east-west here, but two side trails duck away up to the northwest and down to the southwest somewhat forming a fork.\n\nYou can see a soiled note here.", "endoftext": false }, { "action": "You get the note", "response": "(the soiled note)\nTaken.", "endoftext": false }, { "action": "You read it", "response": "The note is hardly legible, but you can make out:\n\n\"If I have done kick the bucket, do the old man\na favor. Play a song on the squeezebox once\nin a while for my ornery 'ol friend, and maybe\ngive him something to eat now and then.\n\n(signed) Sheriff Laramie B. Dalton\"", "endoftext": false }, { "action": "You wear the boots", "response": "You put on the pair of old cowboy boots.", "endoftext": false }, { "action": "Go southwest", "response": "The path here follows the bottom of a deep ravine, but more notably, is thickly covered with long-needle cacti. To the south, the path widens at the base of a large hill. To the northeast, the path heads towards a grove of trees.", "endoftext": false }, { "action": "Go south", "response": "The north-south path widens at the base of a steep rocky hill where an apparently large mining operation once stood. Another trail heads off to the east. Narrow gauge tracks come down a small knoll to the wide entrance carved into the hill. The entrance has been boarded over with thick timber and bears the notice \"KEEP OUT\" in crudely painted red letters. There is sign at the top of the entrance.\n\nAn ore car rests on the tracks at the top of the knoll. The car is tied by rope to a timber header at the end of the tracks.", "endoftext": false }, { "action": "You look at the sign", "response": "\"Theodore & Sons Mining Co.\"", "endoftext": false }, { "action": "You go to the east", "response": "The path winds through thick bramble to a secluded clearing. In the middle of the clearing is a tall wooden derrick. Various debris is scattered around the derrick, including a bent-up green and white sign.", "endoftext": false }, { "action": "You examine the sign", "response": "\"FUCE #12\"", "endoftext": false }, { "action": "You examine the derrick", "response": "The long-abandoned wooden derrick stands about two stories high and tapers to a narrow platform on the top. The majority of wooden slats that should line the sides are either broken or missing.", "endoftext": false }, { "action": "Climb derrick", "response": "Just Off the Ground, On the Derrick\nYou are standing on a slat on the south face of the derrick just a few feet off the ground. Inscribed in one of the support beams just off to your left is the following:\n\n\"I go around in circles,\nBut always straight ahead\nNever complain,\nNo matter where I am led.\nWhat am I?\"", "endoftext": false }, { "action": "You ascend", "response": "The wooden slats above are too loose for safe climbing.", "endoftext": false }, { "action": "Go south", "response": "The path quickly turns to the east, leading to...\n\nThe path winds through thick bramble to a secluded clearing. In the middle of the clearing is a tall wooden derrick. Various debris is scattered around the derrick, including a bent-up green and white sign.", "endoftext": false }, { "action": "Climb derrick", "response": "Just Off the Ground, On the Derrick\nYou are standing on a slat on the south face of the derrick just a few feet off the ground. Inscribed in one of the support beams just off to your left is the following:\n\n\"I go around in circles,\nBut always straight ahead\nNever complain,\nNo matter where I am led.\nWhat am I?\"\n\nNola the Derrick Nymph appears and whispers in your ear \"To answer the riddle, respond 'ANSWER whatever' or 'SAY whatever.'\" In an instant, the little nymph disappears.", "endoftext": false }, { "action": "You say the wheel", "response": "The derrick shifts slightly and the timbers creak.", "endoftext": false }, { "action": "Go up", "response": "The structure seems to have stiffened up a bit, permitting further exploration.\n\nAbout Half Way Up, On the Derrick\nYou are standing on a slat on the south face of the derrick halfway between the top and the base. Scrawled on one of the cross members is the following:\n\n\"My life can be measured in hours,\nI serve by being devoured.\nThin, I am quick\nFat, I am slow\nWind is my foe.\nWhat am I?\"\n\nYou can see a nail (on which is a ship wheel) here.", "endoftext": false }, { "action": "You look at the wheel", "response": "The wooden ship wheel is about a foot in diameter and has six spokes between the outer rim and the inner hub. The inner hub has a carefully milled oval-shaped hole in the middle. There is a small brass plaque on one of the spokes.", "endoftext": false }, { "action": "You look at the plaque", "response": "The plaque reads:\n\n\"Leroy Raft never left the sea,\nRuined his ship finding Lorelee;\nLong was his journey, no bride his reward;\nLeroy Raft now lives in misery.\"", "endoftext": false }, { "action": "You say the candle", "response": "The derrick settles slightly and the timbers creak.", "endoftext": false }, { "action": "Go upwards", "response": "The structure seems to have stiffened up a bit, permitting further exploration.\n\nAlmost to the Top, On the Derrick\nYou are just a few feet from the top of the derrick. One of the adjacent slats has the following painted on it:\n\n\"I'm Black, I'm Brown,\nYellow and Clear;\nI'm often found\nAmongst the Gears.\n\nAnd in the Ground,\nI can ease a\nGrating Sound.\nWhat am I?\"\n\nThere is a candle here wedged between a couple of pieces of wood.", "endoftext": false }, { "action": "You look at the candle", "response": "The candle is six inches long with a black curled wick.", "endoftext": false }, { "action": "You say oil", "response": "The derrick shudders and the timbers creak.", "endoftext": false }, { "action": "You go upward", "response": "The structure seems to have stiffened up a bit, permitting further exploration.\n\nPlatform, On the Derrick\nYou are on a narrow platform at the very top of the oil derrick. The platform is spotted with a number of bird droppings. The view from here is mostly obstructed by trees, but you can make out the hill with the mine to the west.\n\nYou can see a rusted oil can here.", "endoftext": false }, { "action": "You look at it", "response": "The rusted can has a long spout tapering to a narrow opening and seems to be half-full of oil.", "endoftext": true }, { "action": "Go downwards", "response": "Almost to the Top, On the Derrick\nYou are just a few feet from the top of the derrick. One of the adjacent slats has the following painted on it:\n\n\"I'm Black, I'm Brown,\nYellow and Clear;\nI'm often found\nAmongst the Gears.\n\nAnd in the Ground,\nI can ease a\nGrating Sound.\nWhat am I?\"", "endoftext": true }, { "action": "Go downwards", "response": "About Half Way Up, On the Derrick\nYou are standing on a slat on the south face of the derrick halfway between the top and the base. Scrawled on one of the cross members is the following:\n\n\"My life can be measured in hours,\nI serve by being devoured.\nThin, I am quick\nFat, I am slow\nWind is my foe.\nWhat am I?\"\n\nYou can see a nail here.", "endoftext": false }, { "action": "Go upward", "response": "The structure seems to have stiffened up a bit, permitting further exploration.\n\nAbout Half Way Up, On the Derrick\nYou are standing on a slat on the south face of the derrick halfway between the top and the base. Scrawled on one of the cross members is the following:\n\n\"My life can be measured in hours,\nI serve by being devoured.\nThin, I am quick\nFat, I am slow\nWind is my foe.\nWhat am I?\"\n\nYou can see a nail here.", "endoftext": false }, { "action": "You get nail", "response": "The nail is firmly fixed into the wood.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na rusted oil can\na candle\na ship wheel\na soiled note\na sprig of sage\na pair of old cowboy boots (being worn)\na cork\na piece of gauzy cloth\na pitchfork\na tin (which is open)\ntwo portions of balm\na cauldron\na pan\na square of gum base\na cube of sugar\ntwo matches\na couple kernels of corn\na crumpled note\na silver spoon\na lantern\na leather-bound book\na green note\na shovel\nsome metallic flakes\na quarter-full bottle of whiskey", "endoftext": false }, { "action": "You look at the wheel", "response": "The wooden ship wheel is about a foot in diameter and has six spokes between the outer rim and the inner hub. The inner hub has a carefully milled oval-shaped hole in the middle. There is a small brass plaque on one of the spokes.", "endoftext": false }, { "action": "You look at the plaque", "response": "The plaque reads:\n\n\"Leroy Raft never left the sea,\nRuined his ship finding Lorelee;\nLong was his journey, no bride his reward;\nLeroy Raft now lives in misery.\"", "endoftext": false }, { "action": "You read the book", "response": "The one remaining page looks like a recipe:\n\n\"QuickDraw McGraw\"\n1 square gum base\n1 sprig sage\n1 cube sugar\n\nMix together with silver spoon in iron vessel with pinch of Tryst. Effects are temporary and may vary widely when used with alcohol.", "endoftext": false }, { "action": "You get all from the cauldron", "response": "square of gum base: Removed.\ncube of sugar: Removed.\nmatch: Removed.\nmatch: You're carrying too many things already.\ncouple kernels of corn: You're carrying too many things already. crumpled note: You're carrying too many things already.\nsilver spoon: You're carrying too many things already.\nlantern: You're carrying too many things already.\nleather-bound book: You're carrying too many things already.\ngreen note: You're carrying too many things already.\nshovel: You're carrying too many things already.\nsome metallic flakes: You're carrying too many things already.", "endoftext": false }, { "action": "You drop all", "response": "match: Dropped.\ncube of sugar: Dropped.\nsquare of gum base: Dropped.\npan: Dropped.\nrusted oil can: Dropped.\ncandle: Dropped.\nship wheel: Dropped.\nsoiled note: Dropped.\nsprig of sage: Dropped.\ncork: Dropped.\npiece of gauzy cloth: Dropped.\npitchfork: Dropped.\ntin: Dropped.\ncauldron: Dropped.\nquarter-full bottle of whiskey: Dropped.", "endoftext": false }, { "action": "You get all from the cauldron", "response": "match: Removed.\ncouple kernels of corn: Removed.\ncrumpled note: Removed.\nsilver spoon: Removed.\nlantern: Removed.\nleather-bound book: Removed.\ngreen note: Removed.\nshovel: Removed.\nsome metallic flakes: Removed.", "endoftext": false }, { "action": "You put the gum base in the cauldron", "response": "You put the square of gum base into the cauldron.", "endoftext": false }, { "action": "You put it in the cauldron", "response": "You put the cube of sugar into the cauldron.", "endoftext": false }, { "action": "You put it in the cauldron", "response": "You put the sprig of sage into the cauldron.", "endoftext": false }, { "action": "You get Tryst", "response": "You already have that.", "endoftext": false }, { "action": "You put it in the cauldron", "response": "You put some metallic flakes into the cauldron.", "endoftext": false }, { "action": "You mix the cauldron", "response": "What do you want to mix the cauldron with?", "endoftext": false }, { "action": "Spoon", "response": "The mixture is difficult to stir at first. But soon, the ingredients turn into a viscous mass and the stirring becomes much easier. The cauldron starts to get hot and the mixture starts to bubble. Wisps of orange smoke are released periodically leaving a sweet aroma in the air. The cauldron then begins to shake violently and the orange smoke changes to billowing thick ash gray, totally obscuring sight of the cauldron. Then, the cauldron cools and the smoke clears revealing a small, perfectly spherical orange gumball in the bottom.", "endoftext": false }, { "action": "You examine the gumball", "response": "The orange gumball looks more like a marble than a confection.", "endoftext": true }, { "action": "You describe your surroundings", "response": "The path winds through thick bramble to a secluded clearing. In the middle of the clearing is a tall wooden derrick. Various debris is scattered around the derrick, including a bent-up green and white sign.\n\nYou can see a quarter-full bottle of whiskey, a cauldron (in which is an orange gumball), a tin (in which are two portions of balm), a pitchfork, a piece of gauzy cloth, a cork, a soiled note, a ship wheel, a candle, a rusted oil can, a pan (which is empty) and a match here.", "endoftext": false }, { "action": "You get all", "response": "quarter-full bottle of whiskey: Taken.\ncauldron: Taken.\ntin: Taken.\npitchfork: Taken.\npiece of gauzy cloth: Taken.\ncork: Taken.\nsoiled note: Taken.\nship wheel: You're carrying too many things already.\ncandle: You're carrying too many things already.\nrusted oil can: You're carrying too many things already.\npan: You're carrying too many things already.\nmatch: You're carrying too many things already.", "endoftext": false }, { "action": "You put all in the cauldron", "response": "soiled note: Done.\ncork: Done.\npiece of gauzy cloth: Done.\npitchfork: Done.\ntin: Done.\nquarter-full bottle of whiskey: Done.\nshovel: Done.\ngreen note: Done.\nleather-bound book: Done.\nlantern: Done.\nsilver spoon: Done.\ncrumpled note: Done.\ncouple kernels of corn: Done.\nmatch: Done.", "endoftext": false }, { "action": "You get all", "response": "ship wheel: Taken.\ncandle: Taken.\nrusted oil can: Taken.\npan: Taken.\nmatch: Taken.", "endoftext": true }, { "action": "Look around", "response": "The path winds through thick bramble to a secluded clearing. In the middle of the clearing is a tall wooden derrick. Various debris is scattered around the derrick, including a bent-up green and white sign.", "endoftext": false }, { "action": "You go west", "response": "The north-south path widens at the base of a steep rocky hill where an apparently large mining operation once stood. Another trail heads off to the east. Narrow gauge tracks come down a small knoll to the wide entrance carved into the hill. The entrance has been boarded over with thick timber and bears the notice \"KEEP OUT\" in crudely painted red letters. There is sign at the top of the entrance.\n\nAn ore car rests on the tracks at the top of the knoll. The car is tied by rope to a timber header at the end of the tracks.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na match\na pan\na rusted oil can\na candle\na ship wheel\na cauldron\na match\na couple kernels of corn\na crumpled note\na silver spoon\na lantern\na leather-bound book\na green note\na shovel\na quarter-full bottle of whiskey\na tin (which is open)\ntwo portions of balm\na pitchfork\na piece of gauzy cloth\na cork\na soiled note\nan orange gumball\na pair of old cowboy boots (being worn)", "endoftext": false }, { "action": "You get the whiskey", "response": "That seems to be a part of the quarter-full bottle of whiskey.", "endoftext": false }, { "action": "You taste the whiskey", "response": "Your head starts to spin...\n\nThe ol' saloon is hoppin' tonight! Dance girls (ahem) swarm the dusty patrons, encouraging them to drink and gamble amongst other indiscretions. Above all the whoopin' 'n hollerin', you can just make out the tinny ragtime of an unseen brass-tack piano. The barkeep is shoveling out drinks to the bar at a furious pace while one of the other hired help polishes the wall-length mirror. Swinging doors lead back to the street to the north.\n\nYou can see a table here.\n\nJohn Bro calls for one of the dance hall girls and whispers something in her ear. The girl blushes and walks away giggling.", "endoftext": false }, { "action": "You eat the orange gumball", "response": "(first taking the orange gumball)\nThe gum isn't as sweet and flavorful as one might have hoped, but, all in all, it's a good chew. The flavor does not last very long and, in fact, the gum itself doesn't last very long. In an instant, the gum dissolves leaving nothing but a sagey taste in your mouth. Nonetheless, you are feeling a bit perkier and your fingers are starting to twitch.", "endoftext": false }, { "action": "You taste the whiskey", "response": "Your head starts to spin...\n\nThe ol' saloon is hoppin' tonight! Dance girls (ahem) swarm the dusty patrons, encouraging them to drink and gamble amongst other indiscretions. Above all the whoopin' 'n hollerin', you can just make out the tinny ragtime of an unseen brass-tack piano. The barkeep is shoveling out drinks to the bar at a furious pace while one of the other hired help polishes the wall-length mirror. Swinging doors lead back to the street to the north.\n\nYou can see a table here.", "endoftext": false }, { "action": "You ask John about the gun", "response": "\"Here, you might be needin' this,\" whispers John Bro as he places a small gun in the palm of your hand.\n\nThe bartender pulls out a small flask and takes a swig when no one is looking.", "endoftext": false }, { "action": "Go north", "response": "A big burly man bursts through the swinging doors and yells, \"What the hell ya think yer doin' missy sittin' at mah table? Hey barkeep, I should shoot yer ears off for lettin' this wench clutter up mah place here!\"\n\nThe ol' saloon is quieter than a church. Patrons and dance girls line the walls to avoid being in the line of fire. The barkeep is huddled behind the bar occasionally peeking out to view the situation. The rest of the hired help is nowhere to be seen.\n\nYou can see Black Thad McGee and a table here.", "endoftext": false }, { "action": "You shoot thad", "response": "You close your eyes and let out a shot in the direction of Black Thad McGee. The shot veers left, hitting his right-hand pistol and knocking it to the floor. The bullet ricochets off the pistol and hits the wall-length mirror dead center. The whole mirror gives way, crashing to the floor.\n\nBlack Thad shouts, \"What ya did that for?!\" holding his right thumb in obvious pain. Your victory, however, is somewhat short-lived as one of the dance hall girls grabs the whiskey bottle and shatters it against your head. As your consciousness starts to fade while you're staring point blank at the floor, you surmise that the woman just might have been Black Thad McGee's girlfriend.\n\nThis old beer hall served its last cold one many summers past. The rosewood bar stretches from wall to wall and, unsurprisingly, only a few shards remain of the once wall-length mirror in back of the bar. In place of the mirror, there is a narrow doorway heading east. The brass foot rail at the base of the bar is worn flat on the top from the countless patrons whose hard-earned wages were quickly converted into good times and song. Swinging doors lead back to the street to the north.\n\nYou can see shards of glass, a pair of old cowboy boots, a cauldron (in which are a match, a couple kernels of corn, a crumpled note, a silver spoon, a lantern, a leather-bound book, a green note, a shovel, a tin (in which are two portions of balm), a pitchfork, a piece of gauzy cloth and a soiled note), a ship wheel, a candle, a rusted oil can, a pan (which is empty), a match, a table, a slot machine and a tray (which is empty) here.\n\nYou stand up, apparently none the worse for wear.", "endoftext": false }, { "action": "You go east", "response": "This area was probably used as a storage area for the bar prior to the acquisition of the huge mirror. The rest of the saloon lies to the west.\n\nYou can see a dull knife here.", "endoftext": false }, { "action": "You examine the knife", "response": "The knife is about eight inches long with a steel blade and wooden handle. The knife is almost too dull to cut water.", "endoftext": false }, { "action": "Go west", "response": "This old beer hall served its last cold one many summers past. The rosewood bar stretches from wall to wall and, unsurprisingly, only a few shards remain of the once wall-length mirror in back of the bar. In place of the mirror, there is a narrow doorway heading east. The brass foot rail at the base of the bar is worn flat on the top from the countless patrons whose hard-earned wages were quickly converted into good times and song. Swinging doors lead back to the street to the north.\n\nYou can see shards of glass, a pair of old cowboy boots, a cauldron (in which are a match, a couple kernels of corn, a crumpled note, a silver spoon, a lantern, a leather-bound book, a green note, a shovel, a tin (in which are two portions of balm), a pitchfork, a piece of gauzy cloth and a soiled note), a ship wheel, a candle, a rusted oil can, a pan (which is empty), a match, a table, a slot machine and a tray (which is empty) here.", "endoftext": false }, { "action": "You get all", "response": "shards of glass: The shards are too small to be handled safely.\npair of old cowboy boots: Taken.\ncauldron: Taken.\nship wheel: Taken.\ncandle: Taken.\nrusted oil can: Taken.\npan: Taken.\nmatch: Taken.\ntable: That's fixed in place.\nslot machine: That's fixed in place.\ntray: That's fixed in place.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\na match\na pan\na rusted oil can\na candle\na ship wheel\na cauldron\na match\na couple kernels of corn\na crumpled note\na silver spoon\na lantern\na leather-bound book\na green note\na shovel\na tin (which is open)\ntwo portions of balm\na pitchfork\na piece of gauzy cloth\na soiled note\na pair of old cowboy boots\na dull knife", "endoftext": false }, { "action": "You pry hole with the knife", "response": "Trying to pry the hole is futile.", "endoftext": false }, { "action": "You put the knife in the hole", "response": "The hole is too small for that.", "endoftext": false }, { "action": "You examine the corn", "response": "The corn kernels are dry and hard as a rock.", "endoftext": false }, { "action": "You put the corn in hole", "response": "The corn kernels disappear down the hole.", "endoftext": false }, { "action": "You shake the pan", "response": "Using your best gold panning technique, you swish the wet slurry around, discarding the lighter materials in the process. You are quickly disappointed to find nothing left in the pan.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na couple kernels of corn\na pitchfork\na match\na pan\na rusted oil can\na candle\na ship wheel\na cauldron\na match\na crumpled note\na silver spoon\na lantern\na leather-bound book\na green note\na shovel\na tin (which is open)\ntwo portions of balm\na piece of gauzy cloth\na soiled note\na pair of old cowboy boots\na dull knife", "endoftext": false }, { "action": "Drink water", "response": "The cool water really hits the spot!", "endoftext": false }, { "action": "You eat the corn", "response": "You eat the couple kernels of corn. Not bad.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\na tin (which is open)\ntwo portions of balm\na couple kernels of corn\na pitchfork\na match\na pan\nsome brown slurry\na rusted oil can\na candle\na ship wheel\na cauldron\na match\na crumpled note\na silver spoon\na lantern\na leather-bound book\na green note\na shovel\na piece of gauzy cloth\na soiled note\na pair of old cowboy boots\na dull knife", "endoftext": false }, { "action": "You examine the slurry", "response": "The gravel, sand, and water make up a dark brown slurry.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na tin (which is open)\ntwo portions of balm\na pitchfork\na match\na pan\nsome brown slurry\na rusted oil can\na candle\na ship wheel\na cauldron\na match\na crumpled note\na silver spoon\na lantern\na leather-bound book\na green note\na shovel\na piece of gauzy cloth\na soiled note\na pair of old cowboy boots\na dull knife", "endoftext": false }, { "action": "You eat it", "response": "(first taking the dozen or so sugar cubes)\n\"Waste not, want not.\"", "endoftext": false }, { "action": "You look at the box", "response": "The box is adorned with a drawing of a cute redhead and the printing \"Mon Cheri's Tea Sugar.\"", "endoftext": false }, { "action": "You look at the sugar", "response": "(the dozen or so sugar cubes)\nThe cubes are pure white in color and neatly arranged in the box.", "endoftext": false }, { "action": "You taste the sugar", "response": "(the dozen or so sugar cubes)\nYou taste nothing unexpected.", "endoftext": false }, { "action": "You eat sugar", "response": "(the cube of sugar)\nThe sugar quickly dissolves in your mouth leaving a sweet aftertaste.", "endoftext": true }, { "action": "You look around", "response": "The musty smell of rotting wood greets your arrival at this rather dark dry goods store. An empty wood and glass counter parallel to the east wall displays mere remnants of the grains, sugar, fruit, and candy once plentiful in each of the adjacent bins. The shelves behind the counter are now only a repository for dust and a framework for countless cobwebs. The wooden floorboards, once sanded and polished, are now buckled and decrepit. A pair of broken doors leads out to the south and an open screen door leads to the west.\n\nOne of the floorboards squeaks when you step on it.\n\nOn the shelves are a stack of gum base and a box (in which is a dozen or so sugar cubes).", "endoftext": false }, { "action": "You go to the north", "response": "A pair of broken doors leads out to the south and an open screen door leads to the west.", "endoftext": false }, { "action": "You ask George about Thad", "response": "\"Deadeye use to be a nice place to live. Lots of good people from all 'round came to live here. Heck, ya could leave yer horse on the street fer a week and nobody'd mess with it.\"\n\n\"One day back a spell, Black Thad started to hang out 'bout town. He were more a pain in the neck than anything. He didn't bother folks much at first. Oh sure, he'd shoot up the place and pick a fight at the drop of a hat, but he didn't hurt folks too much.\"\n\n\"'Tweren't long after the Spring rains when Black Thad picked, of all things, a fight with a goshdarn woman at the saloon. Heck, ya know, Thad was just havin' some fun and the gal shot his thumb off. Now I'll tell ya, Thad was mean before, but thar weren't no puttin' up with him after he gone and lost his thumb to a woman. He started shootin', killin', robbin' and gettin' real nasty. When folks started to call him 'Thumbless Thad' he took it real personal and tried to burn down the whole damn town.\"\n\n\"Well, as if things' tweren't bad enough, he even shot the sheriff and made us bury him without his boots. Well, that was the last straw and folks 'round here just headed out of town. Moved to HerringVille, most of 'em. The few folks that did stay to tend the mine and the oil well were driven out by the Biscuit Brothers and the like who grew quite partial to a town without a sheriff. Soon the whole town just went to the ghosts and if 'twerent fer me, I reckon there'd be nothin' left. Now without ma place and horse, I be thinkin' I best be wanderin' up to HerringVille.\"", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na cube of sugar\na tin (which is open)\ntwo portions of balm\na couple kernels of corn\na pitchfork\na match\na pan\nsome brown slurry\na rusted oil can\na candle\na ship wheel\na cauldron\na match\na crumpled note\na silver spoon\na lantern\na leather-bound book\na green note\na shovel\na piece of gauzy cloth\na soiled note\na pair of old cowboy boots\na dull knife", "endoftext": false }, { "action": "You examine the ash", "response": "The paper-thin ashes drift aimlessly around in the air.", "endoftext": false }, { "action": "You examine the brass key", "response": "This is pretty much your average brass key with few distinguishing features except for the voluptuous lady carefully engraved onto the shaft.", "endoftext": false }, { "action": "Go west", "response": "You are on your way to HerringVille, but it's not to late turn back to the east.\n\nYou really should reconsider your course of action before something discouraging occurs.", "endoftext": false }, { "action": "You go west", "response": "You are on your way to HerringVille, but it's not to late turn back to the east.\n\nThe \"bad\" in badlands is not just there for amusement.", "endoftext": false }, { "action": "You go west", "response": "You are on your way to HerringVille, but it's not to late turn back to the east.\n\nLast chance to turn back.", "endoftext": false }, { "action": "Go west", "response": "Now you've done it....\n\nYou are lost on a windy road that weaves between high plateaus and into narrow ravines. There is little in the way of vegetation or anything else of interest.", "endoftext": false }, { "action": "Go west", "response": "You are lost on a windy road that weaves between high plateaus and into narrow ravines. There is little in the way of vegetation or anything else of interest.", "endoftext": false }, { "action": "You go to the west", "response": "The wind picks up a bit and you can swear you can hear someone whisper \"XYZZY.\"\n\nYou are lost on a windy road that weaves between high plateaus and into narrow ravines. There is little in the way of vegetation or anything else of interest.", "endoftext": false }, { "action": "Xyzzy", "response": "Your mind starts to wander...\n\nYou are in a debris room filled with stuff washed in from the surface. A low wide passage with cobbles becomes plugged with mud and debris here, but an awkward canyon leads upward and west.\n\nA note on the wall says, \"Magic word XYZZY.\"\n\nA three foot black rod with a rusty star on one end lies nearby.", "endoftext": false }, { "action": "You take the rod", "response": "Now don't you think someone might be disappointed if they came out of the 'Cobble Crawl' or 'Sloping E/W Canyon' and didn't find the black rod here? You had best leave it alone and concentrate on getting out of your little predicament.", "endoftext": false }, { "action": "Go upward", "response": "You bump into something sharp, disturbing your daydream.\n\nThe trail is straight as an arrow as it leads to the badlands to the west and towards Deadeye Gulch to the east. A barely legible sign shaped like an arrow points west.", "endoftext": false }, { "action": "You unlock door", "response": "What do you want to unlock the jail door with?", "endoftext": false }, { "action": "Cuss", "response": "\"Horsefeathers!\" Feel better now?", "endoftext": false }, { "action": "You go west", "response": "Suddenly, a rather soiled if not rotting individual comes up from behind and grabs you by the ear. He pulls hard, dragging you through town, and lectures,\n\n\"Dadgummit anyhow! You folks think you can come into town and shoot up the place, gamble til dawn, and swear any damn where ya please. Just cause I'm dead don't mean there ain't no law in this town.\"\n\nThe bootless man loses about half a dozen heavily yellowed teeth during this brief oration as well as two fingers off of his left hand. A large red worm crawls out of his right ear, meanders down his shriveled neck and nestles in the tattered clothing around his tarnished badge.\n\n\"Ya just can't trust folks anymore to follow the laws. Hell, just because yer six feet under, folks don't have no respect fer ya.\"\n\nThe stench of the little man becomes almost overwhelming as he finally approaches his destination. He unlocks the jail door and flings you into the cell.\n\n\"Now, you be mindin' yerself or I'll be stringin' ya to a tree!\"\n\nThe sheriff strolls off in the direction of Boot Hill, losing part of his nose in the process.\n\nThis small jail was not designed for the comfort of its occupants. It is impossible to stand without hunching over and you can touch any two walls at the same time. The only relief from the crumbling stucco walls is the iron-barred door to the north.\n\nOne of the bars must have fallen off of the door and onto the floor of the jail.", "endoftext": false }, { "action": "You take the bar", "response": "Taken.", "endoftext": true }, { "action": "Look around", "response": "This small jail was not designed for the comfort of its occupants. It is impossible to stand without hunching over and you can touch any two walls at the same time. The only relief from the crumbling stucco walls is the iron-barred door to the north.", "endoftext": false }, { "action": "Wait", "response": "Time passes.", "endoftext": false }, { "action": "You pry the door with the bar", "response": "Trying to pry the jail door is futile.", "endoftext": false }, { "action": "Wait", "response": "Time passes.\nThe half-rotting sheriff walks up to the jail cell and unlocks the door and mumbles,\n\n\"Now you be watchin' yerself now. I ain't goin' to put up with yer doins no more.\"\n\nThe sheriff hobbles down Main Street, losing the better part of his left leg during the journey.", "endoftext": false }, { "action": "You open the door", "response": "You open the jail door.", "endoftext": false }, { "action": "Examine bar", "response": "It's a five foot long iron bar with a pointed end.", "endoftext": false }, { "action": "You go north", "response": "The musty smell of rotting wood greets your arrival at this rather dark dry goods store. An empty wood and glass counter parallel to the east wall displays mere remnants of the grains, sugar, fruit, and candy once plentiful in each of the adjacent bins. The shelves behind the counter are now only a repository for dust and a framework for countless cobwebs. The wooden floorboards, once sanded and polished, are now buckled and decrepit. A pair of broken doors leads out to the south and an open screen door leads to the west.\n\nOne of the floorboards squeaks when you step on it.\n\nOn the shelves are a stack of gum base and a box (in which is a dozen or so sugar cubes).", "endoftext": false }, { "action": "You put the bar in the hole", "response": "(the iron bar in the hole)\nThe hole is too small for that.", "endoftext": false }, { "action": "You take something with the bar", "response": "(the window bars)\nTaken.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na silver spoon\nan iron bar\na cube of sugar\na tin (which is open)\ntwo portions of balm\na couple kernels of corn\na pitchfork\na match\na pan\nsome brown slurry\na rusted oil can\na candle\na ship wheel\na cauldron\na match\na crumpled note\na lantern\na leather-bound book\na green note\na shovel\na piece of gauzy cloth\na soiled note\na pair of old cowboy boots\na dull knife", "endoftext": false }, { "action": "Examine bar", "response": "(the window bars)\nThe bars are thick and unremovable.", "endoftext": false }, { "action": "You pry the hole with the bar", "response": "(the window bars)\n\nTrying to pry the hole is futile.", "endoftext": false }, { "action": "You examine iron bar", "response": "It's a five foot long iron bar with a pointed end.", "endoftext": false }, { "action": "You pry the floor with the iron bar", "response": "Trying to pry the floor is futile.", "endoftext": false }, { "action": "You take the iron bar", "response": "You already have that.", "endoftext": false }, { "action": "You put the iron bar in the hole", "response": "The hole is too small for that.", "endoftext": false }, { "action": "Go east", "response": "The main part of town seems to be to the west and the trail out of town is to the south. There is a barn-like structure to the north.", "endoftext": false }, { "action": "You move the rail with the bar", "response": "Using the iron bar as a lever, you move the broken rail back into place, restoring the integrity of the tracks.", "endoftext": false }, { "action": "Go east", "response": "The tracks continue east-west here through thick scrub brush and an occasional patch of cactus. There is a short section of track running parallel to, and eventually joining, the main track to form a spur.\n\nThere is a rusted old handcar on the track spur.", "endoftext": false }, { "action": "Oil handcar", "response": "What do you want to oil the handcar with?", "endoftext": false }, { "action": "Oil handcar with oil can", "response": "You carefully oil everywhere there's a moving surface.", "endoftext": false }, { "action": "You get in the handcar", "response": "You get into the handcar.", "endoftext": false }, { "action": "You pull the lever", "response": "You move the lever to the aft position.", "endoftext": false }, { "action": "You pull the lever", "response": "The lever is as far aft as it can go.", "endoftext": false }, { "action": "Keep going", "response": "(the handle)\nThe handcar slowly begins to move...\n\nBroken Track (in the handcar)\nThe heat is stifling at this barren strip of track seemingly in the middle of nowhere. Even the ever present weeds have given up this area as hopeless and only a few cacti have managed to gain a foothold in the constantly shifting sand. The tracks here look to be in good shape despite the shifting sand.", "endoftext": false }, { "action": "Continue", "response": "(the handle)\nThe handcar slowly begins to move...\n\nNarrow Ravine (in the handcar)\nThe tracks gradually turn southwest here through a tight ravine cut into the sandy soil. Thick brush once again lines the tracks limiting passage only along the tracks themselves.\n\nThe tracks through the ravine are littered with rattlesnakes.", "endoftext": false }, { "action": "Continue", "response": "(the handle)\nThe handcar slowly begins to move...\n\nNumerous snakes strike at the wheels of the handcar.\n\nEnd of the Line (in the handcar)\nYour makeshift railroad comes to an end here as several feet of sand cover the tracks. Right next to the tracks to the south is a small sod structure with a faded sign on top.", "endoftext": false }, { "action": "You examine the sign", "response": "The sign reads:\n\"Danger Explosives R&L RailRoad\"", "endoftext": false }, { "action": "You examine the structure", "response": "This old shack has all but lost the battle against the elements. The roof, sagging from its own weight, looks as if it will collapse at any moment. The mud walls are weed-ridden and crumbling. All in all, this looks like a great place to kill some time.", "endoftext": false }, { "action": "You go south", "response": "You'll have to get out of the handcar first.", "endoftext": false }, { "action": "You go outside", "response": "You get out of the handcar.\n\nYour makeshift railroad comes to an end here as several feet of sand cover the tracks. Right next to the tracks to the south is a small sod structure with a faded sign on top.\n\nThere is a rusted old handcar on the track spur.", "endoftext": false }, { "action": "You open the door", "response": "It seems to be locked.", "endoftext": false }, { "action": "You examine the door", "response": "No mud in this door, just solid wood. In fact, it's your everyday solid wood door with an oval peg extending from the center.", "endoftext": false }, { "action": "You put the wheel on the peg", "response": "The wheel fits snugly on the peg.", "endoftext": false }, { "action": "Turn wheel", "response": "You can turn the wheel right or left.", "endoftext": false }, { "action": "Turn wheel left", "response": "You hear a muted \"click\" within the door.", "endoftext": false }, { "action": "Turn wheel left", "response": "You hear a subtle \"click\" within the door.", "endoftext": false }, { "action": "Turn wheel right", "response": "\"THUNK!\"", "endoftext": false }, { "action": "You open the door", "response": "You open the door.", "endoftext": false }, { "action": "Go south", "response": "The inside of the shack smells quite musty and there is dust everywhere. Narrow shafts of light from the decaying roof highlight the dark dirt floor. There is a door to the north.\n\nYou can see a metal strongbox (which is closed) here.", "endoftext": false }, { "action": "Examine box", "response": "The metal container is made from polished brass and is about the size of a shoe box. On the front face of the box is small keyhole.", "endoftext": false }, { "action": "You get the box", "response": "The strongbox is way too heavy to be lifted.", "endoftext": false }, { "action": "You pry the box with the bar", "response": "Trying to pry the metal strongbox is futile.", "endoftext": false }, { "action": "You dig the floor", "response": "What do you want to dig the floor with?", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\na silver spoon\nan iron bar\na cube of sugar\na tin (which is open)\ntwo portions of balm\na couple kernels of corn\na pitchfork\na match\na pan\nsome brown slurry\na rusted oil can\na candle\na cauldron\na match\na crumpled note\na lantern\na leather-bound book\na green note\na shovel\na piece of gauzy cloth\na soiled note\na pair of old cowboy boots\na dull knife", "endoftext": false }, { "action": "Go north", "response": "Your makeshift railroad comes to an end here as several feet of sand cover the tracks. Right next to the tracks to the south is a small sod structure with a faded sign on top.\n\nThere is a rusted old handcar on the track spur.\n\nOn the peg is a ship wheel.", "endoftext": false }, { "action": "You get on the car", "response": "You get into the handcar.", "endoftext": false }, { "action": "You pull the lever", "response": "You move the lever to the aft position.", "endoftext": false }, { "action": "Keep going", "response": "(the handle)\nThe handcar slowly begins to move...\n\nBroken Track (in the handcar)\nThe heat is stifling at this barren strip of track seemingly in the middle of nowhere. Even the ever present weeds have given up this area as hopeless and only a few cacti have managed to gain a foothold in the constantly shifting sand. The tracks here look to be in good shape despite the shifting sand.", "endoftext": false }, { "action": "You keep going", "response": "(the handle)\nThe handcar slowly begins to move...\n\nTrack Crossing (in the handcar)\nA set of well-worn railroad tracks crosses the north-south trail here. The wooden ties have all but disintegrated and the rails are thick with bright red rust. The weed ridden-tracks run east-west.", "endoftext": false }, { "action": "You pull the lever", "response": "The lever is as far aft as it can go.", "endoftext": false }, { "action": "You get off the handcar", "response": "You get out of the handcar.\n\nA set of well-worn railroad tracks crosses the north-south trail here. The wooden ties have all but disintegrated and the rails are thick with bright red rust. The weed ridden-tracks run east-west.\n\nThere is a rusted old handcar on the track spur.", "endoftext": false }, { "action": "You go to the east", "response": "You are in a flat grassy area surrounded by scrub pines and large granite boulders. Purple and yellow wildflowers flourish in this area and the attendant bees are laden full with pollen and nectar. A lightly traveled path winds west through the rocks.", "endoftext": false }, { "action": "Go north", "response": "A set of well-worn railroad tracks crosses the north-south trail here. The wooden ties have all but disintegrated and the rails are thick with bright red rust. The weed ridden-tracks run east-west.\n\nThere is a rusted old handcar on the track spur.", "endoftext": false }, { "action": "You go to the east", "response": "You are standing atop a large knoll which apparently served as a cemetery at some point in time. Remains of a picket fence lie strewn about the hillside and most of the gravestones have disintegrated beyond recognition. One granite marker at the head of a grassless plot, however, remains intact.\n\nThere is a Tombstone Jay here standing on top of the grave marker.", "endoftext": false }, { "action": "Go east", "response": "The only way off the hill is down to the west.", "endoftext": false }, { "action": "You go to the south", "response": "The only way out of the clearing is to the west.", "endoftext": false }, { "action": "You search the car", "response": "The ore car is empty.", "endoftext": false }, { "action": "You untie the rope", "response": "Nice try, but it will hardly contribute to your score.", "endoftext": false }, { "action": "You go north", "response": "The path here follows the bottom of a deep ravine, but more notably, is thickly covered with long-needle cacti. To the south, the path widens at the base of a large hill. To the northeast, the path heads towards a grove of trees.", "endoftext": false }, { "action": "Go north", "response": "As you proceed up the hill, your bones start to hurt and you feel like you're....\n\n\"I'm too old for this nonsense\" is your first thought after a brief journey over the crest of the hill to this dirt outcropping on the north side. Momentarily ignoring your aching joints and brief memory lapses, you spot a trail heading south up the hill. Oddly, the trail shows signs of fresh footprints.", "endoftext": false }, { "action": "You go north", "response": "The path to the south looks like your only sure bet.", "endoftext": false }, { "action": "You go south", "response": "As you return back, the spring returns to your step and you again feel like your youthful self again.\n\nThe whole valley is revealed to you as you approach the summit. To the east, you see the largely decaying town of Deadeye Gulch, and just further, the small knoll known as Boot Hill. To the south, the dusty valley floor unfolds, divided by a small tree-lined creek. Large snowy mountains abut the hill to the north while endless badlands reach out seemingly forever to the west. The main trail continues around the hill to the west and down to the southwest, whereas a faint side trail heads towards the crest to the north.", "endoftext": false }, { "action": "You go west", "response": "Wisps of steam rise off of the charred timbers of what was once a fair-sized building. Small flames flare up occasionally producing a deep crackling sound. Paper-thin pieces of ash float hither and yon. An odd-shaped sign lies on the ground.\n\nGeorge is here staring at the charred remains of his gum factory.\n\nThere is a brass key hanging on George's belt.\n\nYou can also see a burned sketch here.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na silver spoon\nan iron bar\na cube of sugar\na tin (which is open)\ntwo portions of balm\na couple kernels of corn\na pitchfork\na match\na pan\nsome brown slurry\na rusted oil can\na candle\na cauldron\na match\na crumpled note\na lantern\na leather-bound book\na green note\na shovel\na piece of gauzy cloth\na soiled note\na pair of old cowboy boots (being worn)\na dull knife", "endoftext": false }, { "action": "You give the green note to George", "response": "(first taking the green note)\n\"Thank you kindly ma'am, but I ain't interested in none of your stuff.\"", "endoftext": false }, { "action": "You wear the balm", "response": "(some balm)\nYou put on some balm.", "endoftext": false }, { "action": "Go south", "response": "A small stream flowing from the west is only slightly hampered here by a deteriorating beaver dam which has formed a large deep pool of crystal clear water. Chokecherry bushes line the perimeter of the pool confining access to the pool to the area in which you are standing. The air is thick with mosquitos and gnats.\n\nThere is a flat-faced rock here, protruding just above the surface of the pool.\n\nOn the chokecherry bushes is a small bunch of berries.\n\nThe mosquitos and gnats don't want anything to do with that smelly stuff you're wearing.", "endoftext": false }, { "action": "You sharpen the knife on the rock", "response": "You work the knife over the gritty surface of the stone until the blade is as sharp as a scalpel.\n\nThe mosquitos and gnats don't want anything to do with that smelly stuff you're wearing.", "endoftext": false }, { "action": "You eat the berries", "response": "The berries taste a little tart but quickly bring back memories of long summer days and fall canning. As these memories progress, you start to envision Dehlila picking berries from these very same bushes. Suddenly she is startled and rubs a locket hanging from her neck, and disappears!\n\nThe mosquitos and gnats don't want anything to do with that smelly stuff you're wearing.", "endoftext": true }, { "action": "Look around", "response": "A small stream flowing from the west is only slightly hampered here by a deteriorating beaver dam which has formed a large deep pool of crystal clear water. Chokecherry bushes line the perimeter of the pool confining access to the pool to the area in which you are standing. The air is thick with mosquitos and gnats.\n\nThere is a flat-faced rock here, protruding just above the surface of the pool.\n\nThe mosquitos and gnats don't want anything to do with that smelly stuff you're wearing.", "endoftext": false }, { "action": "You search the bushes", "response": "There is nothing on the chokecherry bushes.\n\nThe mosquitos and gnats don't want anything to do with that smelly stuff you're wearing.", "endoftext": false }, { "action": "Go east", "response": "You are in a flat grassy area surrounded by scrub pines and large granite boulders. Purple and yellow wildflowers flourish in this area and the attendant bees are laden full with pollen and nectar. A lightly traveled path winds west through the rocks.\nThe balm has worn out.", "endoftext": false }, { "action": "You cut the branch with the knife", "response": "You lop off one of the branches and it falls to the ground.", "endoftext": false }, { "action": "You look at the branch", "response": "(the stick)\nThe willow stick is about 3 feet long and thin as a pencil.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\na green note\na silver spoon\nan iron bar\na cube of sugar\na tin (which is open)\nsome balm\na couple kernels of corn\na pitchfork\na match\na pan\nsome brown slurry\na rusted oil can\na candle\na cauldron\na match\na crumpled note\na lantern\na leather-bound book\na shovel\na piece of gauzy cloth\na soiled note\na pair of old cowboy boots (being worn)\na sharp knife", "endoftext": false }, { "action": "Go southeast", "response": "The main trail surrenders here to thick brush and thicket making further progress impossible. A faded sign is nailed to a huge willow tree whose long narrow branches just touch the ground. You can pick up the main trail to the northwest.\n\nYou can see a stick here.", "endoftext": false }, { "action": "You put the stick in the hole", "response": "You poke the stick into the hole, move it around and take it back out without retrieving anything.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\na stick\na green note\na silver spoon\nan iron bar\na cube of sugar\na tin (which is open)\nsome balm\na couple kernels of corn\na pitchfork\na match\na pan\nsome brown slurry\na rusted oil can\na candle\na cauldron\na match\na crumpled note\na lantern\na leather-bound book\na shovel\na piece of gauzy cloth\na soiled note\na pair of old cowboy boots (being worn)\na sharp knife", "endoftext": false }, { "action": "Chew gum", "response": "(the stack of gum base)\nSome people will chew on anything.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na square of gum base\na stick\na green note\na silver spoon\nan iron bar\na cube of sugar\na tin (which is open)\nsome balm\na couple kernels of corn\na pitchfork\na match\na pan\nsome brown slurry\na rusted oil can\na candle\na cauldron\na match\na crumpled note\na lantern\na leather-bound book\na shovel\na piece of gauzy cloth\na soiled note\na pair of old cowboy boots (being worn)\na sharp knife", "endoftext": false }, { "action": "Chew square", "response": "Which do you mean, the square of gum base or the tin?", "endoftext": false }, { "action": "Gum", "response": "The gum base tastes terrible, lacking any flavorings or sugar. You quickly take it out of your mouth.", "endoftext": false }, { "action": "You put the gum on the stick", "response": "The wad of gum base sticks nicely to the end of the stick.", "endoftext": true }, { "action": "You look around", "response": "Abandoned teller windows line the west wall of this former financial hub of the Deadeye community. Not unlike everything else in town, it too has fallen into disrepair. To the north you can make out an open vault and to the south lies Main Street.\n\nThere is a hole in one of the floorboards.\n\nYou can also see a gold locket (which is closed) here.", "endoftext": false }, { "action": "You wear the locket", "response": "You put on the gold locket.", "endoftext": false }, { "action": "You open the locket", "response": "You open the gold locket.", "endoftext": false }, { "action": "You look in locket", "response": "The gold locket is empty.", "endoftext": false }, { "action": "You rub it", "response": "Nothing seems to happen.", "endoftext": false }, { "action": "Close locket", "response": "You close the gold locket.", "endoftext": false }, { "action": "Wave locket", "response": "You look ridiculous waving the gold locket.", "endoftext": false }, { "action": "You wear it", "response": "You're already wearing that!", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\na gold locket (being worn and closed)\na stick\na sticky (lightly chewed) square of gum base\na green note\na silver spoon\nan iron bar\na cube of sugar\na tin (which is open)\nsome balm\na couple kernels of corn\na pitchfork\na match\na pan\nsome brown slurry\na rusted oil can\na candle\na cauldron\na match\na crumpled note\na lantern\na leather-bound book\na shovel\na piece of gauzy cloth\na soiled note\na pair of old cowboy boots (being worn)\na sharp knife", "endoftext": false }, { "action": "Rub locket", "response": "Nothing seems to happen.\n\nThe mosquitos and gnats don't want anything to do with that smelly stuff you're wearing.", "endoftext": false }, { "action": "You touch the locket", "response": "You feel nothing unexpected.\n\nThe mosquitos and gnats don't want anything to do with that smelly stuff you're wearing.", "endoftext": false }, { "action": "You open the locket", "response": "You open the gold locket.\n\nThe mosquitos and gnats don't want anything to do with that smelly stuff you're wearing.", "endoftext": false }, { "action": "You look at the locket", "response": "The gold locket, which is shaped like a quarter-moon, is attached to a fine gold chain which is more than long enough to fit over your head.\n\nThe mosquitos and gnats don't want anything to do with that smelly stuff you're wearing.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\na gold locket (being worn and closed)\na stick\na sticky (lightly chewed) square of gum base\na green note\na silver spoon\nan iron bar\na cube of sugar\na tin (which is open)\nsome balm\na couple kernels of corn\na pitchfork\na match\na pan\nsome brown slurry\na rusted oil can\na candle\na cauldron\na match\na crumpled note\na lantern\na leather-bound book\na shovel\na piece of gauzy cloth\na soiled note\na pair of old cowboy boots (being worn)\na sharp knife", "endoftext": false }, { "action": "You get off", "response": "You get out of the handcar.\n\nYour makeshift railroad comes to an end here as several feet of sand cover the tracks. Right next to the tracks to the south is a small sod structure with a faded sign on top.\n\nThere is a rusted old handcar on the track spur.\n\nOn the peg is a ship wheel.", "endoftext": false }, { "action": "You read sign", "response": "The sign reads:\n\"Danger Explosives R&L RailRoad\"", "endoftext": false }, { "action": "Unlock bounlock box", "response": "What do you want to unlock the metal strongbox with?", "endoftext": false }, { "action": "You go west", "response": "The heat is stifling at this barren strip of track seemingly in the middle of nowhere. Even the ever present weeds have given up this area as hopeless and only a few cacti have managed to gain a foothold in the constantly shifting sand. The tracks here look to be in good shape despite the shifting sand.", "endoftext": false }, { "action": "You examine the plot", "response": "There is a deep hole here. Better be careful.", "endoftext": false }, { "action": "Dig", "response": "What do you want to dig up?", "endoftext": false }, { "action": "You dig the plot", "response": "What do you want to dig the grave with?", "endoftext": false }, { "action": "You pry timber", "response": "What do you want to pry the timber with?", "endoftext": false }, { "action": "Bar", "response": "Trying to pry the timber is futile.", "endoftext": false }, { "action": "You say the timber", "response": "Nothing seems to have happened.", "endoftext": false }, { "action": "You look at the timber", "response": "Wood by any other name...", "endoftext": false }, { "action": "You cut the rope with knife", "response": "The knife easily cuts through the rope, releasing the ore car. The ore car starts slowly and gradually increases its pace towards the entrance. After twenty feet of travel the car is moving at a fair clip; after forty, the wheels start to scream.\n\nThe ore car slams into the entrance like a blur. The timbers barring the entrance yield instantly at the impact as the car continues its journey into the mine shaft and out of sight.", "endoftext": true }, { "action": "Look around", "response": "The north-south path widens at the base of a steep rocky hill where an apparently large mining operation once stood. Another trail heads off to the east. Narrow gauge tracks come down a small knoll down to the wide entrance carved into the hill. A mass of broken timbers surround the base of the foreboding entrance to the west. There is a sign at the top of the entrance.", "endoftext": false }, { "action": "You go west", "response": "You are in a dark mine shaft. The tracks coming from the entrance to the east end here. On the tracks, you see an ore car. Up high in the roof of the shaft, there is a narrow dark opening. You can proceed west to go deeper into the mine or exit the mine to the east.\n\nOn the tracks you see an ore car.\n\nThere is an ever-so-slight breeze in here.", "endoftext": false }, { "action": "You examine the lantern", "response": "Hardly your brass variety, but a serviceable lamp with a glass chimney.\n\nThere is an ever-so-slight breeze in here.", "endoftext": false }, { "action": "Light lantern with match", "response": "(the match)\nYou have nothing to light the lantern with.\n\nThere is an ever-so-slight breeze in here.", "endoftext": false }, { "action": "You switch the lantern on", "response": "That's not something you can switch.\n\nThere is an ever-so-slight breeze in here.", "endoftext": false }, { "action": "Light lantern", "response": "You have nothing to light the lantern with.\n\nThere is an ever-so-slight breeze in here.", "endoftext": false }, { "action": "Light match", "response": "You strike the match on a convenient surface and it flares to life.\n\nThere is an ever-so-slight breeze in here.", "endoftext": false }, { "action": "Light lantern with match", "response": "(the match)\nYou light the lantern.\n\nThere is an ever-so-slight breeze in here.", "endoftext": false }, { "action": "Go west", "response": "You are in a mine shaft with many intersecting tunnels.\n\nThere is an ever-so-slight breeze in here.\n\nThe match has gone out.", "endoftext": false }, { "action": "You go west", "response": "You are in a mine shaft with many intersecting tunnels.\n\nThere is an ever-so-slight breeze in here.", "endoftext": false }, { "action": "You take the candle", "response": "You already have that.\n\nThere is an ever-so-slight breeze in here.", "endoftext": false }, { "action": "You light the candle with the lamp", "response": "(first taking the lantern)\nYou light the candle.\n\nThe candle aimlessly flickers about.", "endoftext": false }, { "action": "You examine the candle", "response": "The candle is six inches long and sports a brilliant yellow flame.\n\nThe candle aimlessly flickers about.", "endoftext": false }, { "action": "Go west", "response": "You are in a mine shaft with many intersecting tunnels.\n\nThe candle aimlessly flickers about.", "endoftext": false }, { "action": "You go to the east", "response": "You are in a mine shaft with many intersecting tunnels.\n\nThe candle flame swirls from the northeast to the east.", "endoftext": false }, { "action": "You go northeast", "response": "The shaft narrows here to a mere crawlway. There is a small crack in one of the walls.\n\nThe candle flame flickers towards the southwest.", "endoftext": false }, { "action": "You examine the crack", "response": "It's a small split in the wall face.\n\nThe candle flame flickers towards the southwest.", "endoftext": false }, { "action": "You look in the crack", "response": "In the crack is a piece of Trystanium.\n\nThe candle flame flickers towards the southwest.", "endoftext": false }, { "action": "You take the Trystanium", "response": "Taken.\n\nThe candle flame flickers towards the southwest.", "endoftext": false }, { "action": "You look at it", "response": "The small crescent-shaped stone is surprisingly heavy and emits an eerie blue glow. On closer examination, you find it's more metal than mineral.\n\nThe candle flame flickers towards the southwest.", "endoftext": false }, { "action": "You go to the northeast", "response": "You are in a mine shaft with many intersecting tunnels.\n\nThe candle flame swirls from the west to the southwest.", "endoftext": false }, { "action": "Go west", "response": "You are in a mine shaft with many intersecting tunnels.\n\nThe candle flame flickers towards the east.", "endoftext": false }, { "action": "Go west", "response": "The mine shaft opens here into a large chamber. Light streams in from a three-foot hole in the ceiling. Presumably, the hole was chiseled in the rock as a vent for the mine system. You can see the mine shaft to the east.\n\nSomeone has abandoned an old accordion here.\n\nThe candle aimlessly flickers about.", "endoftext": false }, { "action": "You take the accordion", "response": "You're carrying too many things already.\n\nThe candle aimlessly flickers about.", "endoftext": false }, { "action": "You open the locket", "response": "You open the gold locket.\n\nThe candle aimlessly flickers about.", "endoftext": false }, { "action": "You put the Trystanium in it", "response": "The piece of Trystanium fits snugly inside the locket.\n\nThe candle aimlessly flickers about.", "endoftext": false }, { "action": "Close locket", "response": "You close the gold locket.\n\nThe candle aimlessly flickers about.", "endoftext": false }, { "action": "You take the accordion", "response": "Taken.\n\nThe candle aimlessly flickers about.", "endoftext": false }, { "action": "You put it in the cauldron", "response": "You put the accordion into the cauldron.\n\nThe candle aimlessly flickers about.", "endoftext": true }, { "action": "You look around", "response": "The mine shaft opens here into a large chamber. Light streams in from a three-foot hole in the ceiling. Presumably, the hole was chiseled in the rock as a vent for the mine system. You can see the mine shaft to the east.\n\nThe candle aimlessly flickers about.", "endoftext": false }, { "action": "You go upward", "response": "The hole is about twenty feet up.\n\nThe candle aimlessly flickers about.", "endoftext": false }, { "action": "Go east", "response": "You are in a mine shaft with many intersecting tunnels.\n\nThe candle flame flickers towards the east.", "endoftext": false }, { "action": "Go east", "response": "You are in a mine shaft with many intersecting tunnels.\n\nThe candle flame swirls from the west to the southwest.", "endoftext": false }, { "action": "You go to the east", "response": "You are in a dark mine shaft. The tracks coming from the entrance to the east end here. On the tracks, you see an ore car. Up high in the roof of the shaft, there is a narrow dark opening. You can proceed west to go deeper into the mine or exit the mine to the east.\n\nOn the tracks you see an ore car.\n\nThe candle flame flickers towards the east.", "endoftext": false }, { "action": "You go to the east", "response": "The north-south path widens at the base of a steep rocky hill where an apparently large mining operation once stood. Another trail heads off to the east. Narrow gauge tracks come down a small knoll down to the wide entrance carved into the hill. A mass of broken timbers surround the base of the foreboding entrance to the west. There is a sign at the top of the entrance.\n\nThe candle flame whimpers out and dies.", "endoftext": false }, { "action": "You play it", "response": "Just as you are about to play, the Tombstone Jay takes to flight and strips the accordion from your grasp. The huge bird flies due east with his quarry until he is out of sight. In a few moments, the bird returns with empty talons and settles back on the grave marker.", "endoftext": false }, { "action": "You give the corn to the bird", "response": "The Tombstone Jay quickly gobbles down the corn.", "endoftext": false }, { "action": "You go to the west", "response": "The massive bird takes to the air and disappears to the north.\n\nThe trail here turns to fine dust with only a trace of vegetation. The wind is howling from the west, blowing dust, sand, and tumbleweeds everywhere. A brief respite in the blowing debris allows you to see the trail continuing north and an overgrown path going up to the east.", "endoftext": false }, { "action": "Go south", "response": "The path quickly turns to the east, leading to...\n\nThe path winds through thick bramble to a secluded clearing. In the middle of the clearing is a tall wooden derrick. Various debris is scattered around the derrick, including a bent-up green and white sign.\n\nYou can see an accordion here.", "endoftext": false }, { "action": "You play it", "response": "The old accordion honks, wheezes and spews out clouds of dust. Somehow though, through the melee, a couple of tones do manage to escape.", "endoftext": false }, { "action": "Go upwards", "response": "The structure seems to have stiffened up a bit, permitting further exploration.\n\nAlmost to the Top, On the Derrick\nYou are just a few feet from the top of the derrick. One of the adjacent slats has the following painted on it:\n\n\"I'm Black, I'm Brown,\nYellow and Clear;\nI'm often found\nAmongst the Gears.\n\nAnd in the Ground,\nI can ease a\nGrating Sound.\nWhat am I?\"", "endoftext": false }, { "action": "Go upwards", "response": "The structure seems to have stiffened up a bit, permitting further exploration.\n\nPlatform, On the Derrick\nYou are on a narrow platform at the very top of the oil derrick. The platform is spotted with a number of bird droppings. The view from here is mostly obstructed by trees, but you can make out the hill with the mine to the west.\n\nHigh overhead, a Tombstone Jay circles the derrick with a bright yellow object grasped in its talons.", "endoftext": false }, { "action": "You examine jay", "response": "The huge bird is flying much too high to discern any detail.\n\nHigh overhead, a Tombstone Jay circles the derrick with a bright yellow object grasped in its talons.", "endoftext": false }, { "action": "You play accordion", "response": "The old accordion honks, wheezes and spews out clouds of dust. Somehow though, through the melee, a couple of tones do manage to escape.\n\nThe Tombstone Jay immediately breaks out of its circling pattern and goes into a dive straight at you! At the last moment before collision, the crazy bird releases the yellow object and breaks out of the dive. The yellow object is true to its mark and smashes into the accordion, destroying the instrument on the spot. As the bird flies away to the north, it is apparent that the Tombstone Jay is overly critical of accordion music.", "endoftext": true }, { "action": "You look around", "response": "Platform, On the Derrick\nYou are on a narrow platform at the very top of the oil derrick. The platform is spotted with a number of bird droppings. The view from here is mostly obstructed by trees, but you can make out the hill with the mine to the west.", "endoftext": false }, { "action": "You examine the yellow", "response": "The yellow oily balm has a pungent smell reminiscent of burning rubber.", "endoftext": true }, { "action": "Go downward", "response": "The path winds through thick bramble to a secluded clearing. In the middle of the clearing is a tall wooden derrick. Various debris is scattered around the derrick, including a bent-up green and white sign.\n\nYou can see a small rock here.", "endoftext": false }, { "action": "You take the rock", "response": "Taken.", "endoftext": false }, { "action": "You look at rock", "response": "The bright yellow rock is nearly perfectly spherical and has a number of letters uniformly spaced on the surface.", "endoftext": false }, { "action": "You examine the letters", "response": "The black lettering is quite worn, but you can just make out: \"TEDROTANO\"", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\na small rock\na lantern (providing light)\na gold locket (being worn and closed)\na stick\na sticky (lightly chewed) square of gum base\na green note\na silver spoon\nan iron bar\na cube of sugar\na tin (which is open)\nsome balm\na pitchfork\na pan\nsome brown slurry\na rusted oil can\na candle\na cauldron\na match\na crumpled note\na leather-bound book\na shovel\na piece of gauzy cloth\na soiled note\na pair of old cowboy boots (being worn)\na sharp knife", "endoftext": false }, { "action": "Rub locket", "response": "George looks around quickly and says, \"Where in the hell did that woman go?\"\nA tingling sensation runs up your spine and you feel a little lighter on your feet.\n\nYou are invisible.", "endoftext": false }, { "action": "You take the brass key", "response": "Like a thief in the night, you take the key from George's belt.\nTaken.\n\nYou are invisible.", "endoftext": false }, { "action": "You go east", "response": "The whole valley is revealed to you as you approach the summit. To the east, you see the largely decaying town of Deadeye Gulch, and just further, the small knoll known as Boot Hill. To the south, the dusty valley floor unfolds, divided by a small tree-lined creek. Large snowy mountains abut the hill to the north while endless badlands reach out seemingly forever to the west. The main trail continues around the hill to the west and down to the southwest, whereas a faint side trail heads towards the crest to the north.\n\nYou are invisible.", "endoftext": false }, { "action": "You go to the south-west", "response": "A rather tall hill sprouts out of the landscape here, casting a deep shadow to the east. A well-traveled path leads up the hill to the northeast and a grassy trail leads off to the southeast. There is a sign lying in the dirt.\n\nYou are invisible.", "endoftext": false }, { "action": "You go northwest", "response": "You can't go that way.\n\nYou are invisible.", "endoftext": false }, { "action": "You go southeast", "response": "The trail continues east-west here, but two side trails duck away up to the northwest and down to the southwest somewhat forming a fork.\n\nYou are invisible.", "endoftext": false }, { "action": "You go east", "response": "The east-west trail here is lined by scraggly sycamore trees that look more dead than alive. Even the few birds' nests tucked away in the upper branches look poorly constructed and uninhabitable.\n\nYou are invisible.", "endoftext": false }, { "action": "You go to the east", "response": "Most of the buildings on this end of town have given up the ghost and are but piles of broken lumber, tarpaper and other debris. One structure, to the north, seems to have fared considerably better than its neighbor to the south. The street narrows to the west where it appears to pick up a trail leading out of town. Back to the east is the center of town.\n\nYou are invisible.", "endoftext": false }, { "action": "You go to the east", "response": "You are at the east end of Deadeye Gulch on a street which is thick with dried grass and weeds. The remains of hitching posts and water troughs line the crumbling wooden sidewalks. Most of the buildings here have collapsed from aging timbers and a few appear as if they were burned down to their foundations. A couple of structures, however, have withstood the elements. To the north, there is a bank judging from the declaration as to such in the windows. To the south, there is a saloon.\n\nYou are invisible.", "endoftext": false }, { "action": "You go to the east", "response": "You are at the outskirts of what you would guess is a small town. Tumbleweeds and debris litter the trail giving all appearances that this place is deserted. The majority of buildings and other structures are to the west while a large barn-like building is due north. There is a faded sign just off to the side of the trail.\n\nYou are invisible.", "endoftext": false }, { "action": "Go south", "response": "The trail here turns to fine dust with only a trace of vegetation. The wind is howling from the west, blowing dust, sand, and tumbleweeds everywhere. A brief respite in the blowing debris allows you to see the trail continuing north and an overgrown path going up to the east.\n\nYou are invisible.", "endoftext": false }, { "action": "You go south", "response": "A set of well-worn railroad tracks crosses the north-south trail here. The wooden ties have all but disintegrated and the rails are thick with bright red rust. The weed ridden-tracks run east-west.\n\nThere is a rusted old handcar on the track spur.\n\nYou are invisible.", "endoftext": false }, { "action": "You get on the car", "response": "You get into the handcar.\n\nYou are starting to return to your normal opaqueness.", "endoftext": false }, { "action": "Continue", "response": "(the handle)\nThe handcar slowly begins to move...\n\nBroken Bridge (in the handcar)\nThe railroad tracks once crossed a deep gorge here, but the trestled bridge has long past seen its last train. The gaping hole in the middle of the bridge along with the highly questionable structural stability of the trestles themselves make further progress east unthinkable.\n\nYou are starting to return to your normal opaqueness.\n\nSuddenly, you feel a little heavier on your feet.", "endoftext": false }, { "action": "Keep going", "response": "(the handle)\nThe handcar slowly begins to move...\n\n...and you quickly stop it before falling into the gorge.", "endoftext": false }, { "action": "You unlock the strongbox with the brass key", "response": "You unlock the metal strongbox.", "endoftext": false }, { "action": "You open it", "response": "You open the metal strongbox, revealing a stick of dynamite.", "endoftext": false }, { "action": "You drop the brass key", "response": "Dropped.", "endoftext": false }, { "action": "You put the tnt on the pile", "response": "You find a good-sized space between the rocks and insert the dynamite.", "endoftext": false }, { "action": "Light TNT with the lantern", "response": "This dangerous act would achieve little.", "endoftext": false }, { "action": "Light match", "response": "You strike the match on a convenient surface and it flares to life.", "endoftext": false }, { "action": "Light fuse", "response": "In true Douglas Adams fashion, you attempt to light the nonexistent fuse, which results in a nonexistent explosion. This is not entirely bad since the explosion would have resulted in mortal wounds which would have required you, the player, to have to 'restore' from your previous 'save' position. Now, as far as I remember, there is not one single fuse available in the story, so I wouldn't waste too much time trying to find one.", "endoftext": false }, { "action": "You examine the tnt", "response": "The stick of dynamite is about ten inches long and an inch in diameter. An oily yellowish fluid oozes out of small cracks along the surface and out of a small hole in one end of the stick.\n\nThe match has gone out.", "endoftext": false }, { "action": "You look at tnt", "response": "The stick of dynamite is about ten inches long and an inch in diameter. An oily yellowish fluid oozes out of small cracks along the surface and out of a small hole in one end of the stick.", "endoftext": false }, { "action": "You examine the fluid", "response": "The fluid is somewhat sticky and produces a light sulfur smell.", "endoftext": false }, { "action": "Light fluid", "response": "This dangerous act would achieve little.", "endoftext": false }, { "action": "Smell fluid", "response": "Yup, it's smells like sulfur.", "endoftext": false }, { "action": "You look at accordion", "response": "The small accordion is quite dusty and of the twelve button variety. The bellows are cracked and three of the keys are missing. All in all, the old squeezebox is not much more than a piece of junk.", "endoftext": false }, { "action": "You go to the east", "response": "The path winds through thick bramble to a secluded clearing. In the middle of the clearing is a tall wooden derrick. Various debris is scattered around the derrick, including a bent-up green and white sign.\n\nYou can see an accordion here.", "endoftext": false }, { "action": "Go up", "response": "The structure seems to have stiffened up a bit, permitting further exploration.\n\nPlatform, On the Derrick\nYou are on a narrow platform at the very top of the oil derrick. The platform is spotted with a number of bird droppings. The view from here is mostly obstructed by trees, but you can make out the hill with the mine to the west.", "endoftext": true }, { "action": "Go downward", "response": "Just Off the Ground, On the Derrick", "endoftext": false }, { "action": "Go east", "response": "There is a Tombstone Jay here standing on top of the grave marker.", "endoftext": false }, { "action": "You give the corn to Jay", "response": "The Tombstone Jay quickly gobbles down the corn.", "endoftext": false }, { "action": "Go upward", "response": "The structure seems to have stiffened up a bit, permitting further exploration.\n\nAbout Half Way Up, On the Derrick\n\nYou can see a nail here.", "endoftext": false }, { "action": "Go upwards", "response": "The structure seems to have stiffened up a bit, permitting further exploration.\n\nAlmost to the Top, On the Derrick", "endoftext": false }, { "action": "Go up", "response": "The structure seems to have stiffened up a bit, permitting further exploration.\n\nPlatform, On the Derrick\n\nYou can see an accordion here.\n\nHigh overhead, a Tombstone Jay circles the derrick with a bright yellow object grasped in its talons.", "endoftext": false }, { "action": "You take the accordion", "response": "Taken.\n\nHigh overhead, a Tombstone Jay circles the derrick with a bright yellow object grasped in its talons.", "endoftext": false }, { "action": "You play it", "response": "The old accordion honks, wheezes and spews out clouds of dust. Somehow though, through the melee, a couple of tones do manage to escape.\n\nThe Tombstone Jay immediately breaks out of its circling pattern and goes into a dive straight at you! At the last moment before collision, the crazy bird releases the yellow object and breaks out of the dive. The yellow object is true to its mark and smashes into the accordion, destroying the instrument on the spot. As the bird flies away to the north, it is apparent that the Tombstone Jay is overly critical of accordion music.", "endoftext": true }, { "action": "Go down", "response": "Almost to the Top, On the Derrick", "endoftext": true }, { "action": "Go downwards", "response": "About Half Way Up, On the Derrick\n\nYou can see a nail here.", "endoftext": true }, { "action": "You go downwards", "response": "You can see a small rock here.", "endoftext": false }, { "action": "Go west", "response": "George is here staring at the charred remains of his gum factory.\n\nThere is a brass key hanging on George's belt.\n\nYou can also see a burned sketch here.", "endoftext": false }, { "action": "Rub locket", "response": "George looks around quickly and says, \"Where in the hell did that woman go?\"\nA tingling sensation runs up your spine and you feel a little lighter on your feet.\n\nYou are invisible.", "endoftext": false }, { "action": "You take the key", "response": "Like a thief in the night, you take the key from George's belt.\nTaken.\n\nYou are invisible.", "endoftext": false }, { "action": "You go east", "response": "You are invisible.", "endoftext": false }, { "action": "Rub locket", "response": "Nothing seems to happen.\n\nYou are invisible.", "endoftext": false }, { "action": "You go to the south", "response": "There is a rusted old handcar on the track spur.\n\nYou are starting to return to your normal opaqueness.", "endoftext": false }, { "action": "You get on the car", "response": "You get into the handcar.\n\nYou are starting to return to your normal opaqueness.\n\nSuddenly, you feel a little heavier on your feet.", "endoftext": false }, { "action": "You keep going", "response": "(the handle)\nThe handcar slowly begins to move...\n\nNarrow Ravine (in the handcar)\n\nThe tracks through the ravine are littered with rattlesnakes.", "endoftext": false }, { "action": "Continue", "response": "(the handle)\nThe handcar slowly begins to move...\n\nNumerous snakes strike at the wheels of the handcar.\n\nEnd of the Line (in the handcar)\n\nOn the peg is a ship wheel.", "endoftext": false }, { "action": "Leave", "response": "You get out of the handcar.\n\nThere is a rusted old handcar on the track spur.\n\nOn the peg is a ship wheel.", "endoftext": false }, { "action": "You go south", "response": "You can see a metal strongbox (which is closed) here.", "endoftext": false }, { "action": "Go north", "response": "There is a rusted old handcar on the track spur.\n\nOn the peg is a ship wheel.", "endoftext": false }, { "action": "Continue", "response": "(the handle)\nThe handcar slowly begins to move...\n\nBroken Track (in the handcar)\nThe tracks here look to be in good shape despite the shifting sand.", "endoftext": false }, { "action": "Continue", "response": "(the handle)\nThe handcar slowly begins to move...\n\nTrack Crossing (in the handcar)", "endoftext": false }, { "action": "Keep going", "response": "(the handle)\nThe handcar slowly begins to move...\n\nTrain Track (in the handcar)", "endoftext": false }, { "action": "You keep going", "response": "(the handle)\nThe handcar slowly begins to move...\n\nBroken Bridge (in the handcar)", "endoftext": false }, { "action": "Go outside", "response": "You get out of the handcar.\n\nThere is a rusted old handcar on the track spur.", "endoftext": false }, { "action": "You examine the pile", "response": "There is stick of dynamite stuck between a couple of rocks in the pile.", "endoftext": false }, { "action": "You put the rock in the tnt", "response": "(the small rock in the stick of dynamite)\nThat can't contain things.", "endoftext": false }, { "action": "You put the rock in the small hole", "response": "(the small rock in the hole)\nThe hole is too small for that.", "endoftext": false }, { "action": "You look at the cloth", "response": "The white material is soaked with water and limp as a rag.", "endoftext": false }, { "action": "You put the match in the stick", "response": "(the stick of dynamite)\nYou need to be holding the match before you can put it into something else.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na match\na small rock\na lantern (providing light)\na gold locket (being worn and closed)\na stick\na sticky (lightly chewed) square of gum base\na green note\na silver spoon\nan iron bar\na cube of sugar\na tin (which is open)\nsome balm\na pitchfork\na pan\nsome brown slurry\na rusted oil can\na candle\na cauldron\na crumpled note\na leather-bound book\na shovel\na piece of gauzy cloth\na soiled note\na pair of old cowboy boots (being worn)\na sharp knife", "endoftext": false }, { "action": "You throw the lantern at the tnt", "response": "The lantern misses its mark by a mile and bounces harmlessly off the rocks.", "endoftext": false }, { "action": "You throw the candle at the tnt", "response": "The candle misses its mark by a mile and bounces harmlessly off the rocks.", "endoftext": false }, { "action": "Smell rock", "response": "(the pile of rocks)\nYou smell nothing unexpected.", "endoftext": false }, { "action": "You cut the tnt with the knife", "response": "Cutting that up would achieve little.", "endoftext": false }, { "action": "You throw the yellow rock at tnt", "response": "As soon as the small rock leaves your hand, it pauses in midair as if sensing its target. The rock slowly maneuvers from side to side and then propels itself in a flash toward its intended target.\n\nThe rock hits the dynamite on the mark causing a sizable explosion, sending rocks hither and yon. Through the settling dust you can make out a tunnel leading into the stone wall.\n\nA rather dusty and perturbed bear wanders out of the tunnel, sits down, and rubs his ears.\n\nThe bear pulls out a copy of Reader's Digest and looks around for some woods.", "endoftext": false }, { "action": "Go west", "response": "The bear snarls at you and displays his huge greenish fangs. Perhaps the bear doesn't like visitors in his home.\n\nThe bear raises his nose and sniffs the air.", "endoftext": false }, { "action": "Rub locket", "response": "A tingling sensation runs up your spine and you feel a little lighter on your feet.\n\nThe bear pulls out a copy of Reader's Digest and looks around for some woods.\n\nYou are invisible.", "endoftext": false }, { "action": "Go west", "response": "Under a curtain of invisibility, you gingerly sneak past the brown bear. The bear startles and angrily smells the air but doesn't strike.\n\nYou wander into the tunnel to find a light at the other end through some brambles and thicket. Progressing through the thicket, you find yourself in bright sunshine, but perhaps a little lighter for the effort. Also, your brown friend seems to have followed you.\nDry Streambed\nWater hasn't found its way down this rocky streambed for years by the looks of all the weeds and wildflowers growing between the rocks. A grove of gatewood trees with thick underbrush prevents any further progress west. There is a tunnel to the east with thick bramble at the entrance, and the path heading north along the streambed.\n\nYou can see a brown bear here.\n\nThe bear pulls out a copy of Reader's Digest and looks around for some woods.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na gold locket (being worn and closed)\n\nThe bear attempts to sharpen his claws on the ground.", "endoftext": false }, { "action": "You go to the north", "response": "Progress up the stream bed is slow due to the large rocks and tall weeds. A large gatewood tree has fallen here and is well along its return to the elements. The path follows the streambed to the south and continues north to a small structure.", "endoftext": false }, { "action": "You examine the tree", "response": "This gatewood must have stood thirty feet tall when it was alive. It looks like heavy winds might have uprooted the massive trunk and nature looks well on its way towards reclamation.", "endoftext": false }, { "action": "Go north", "response": "The streambed turn east here and vanishes into the thick bushes and weeds. To the west is an old run-down shack which looks several years past its prime. There is a hitching post just outside the door.\n\nThere is a horse here tied to the hitching post.\n\nOn the horse are a blanket and a pair of saddlebags (which is closed).", "endoftext": false }, { "action": "You look at the horse", "response": "The horse is solid brown with a white marking on his forehead and has a considerable sway in his back. From the looks of it, the horse is long overdue for a little care or a quick trip to the glue factory.", "endoftext": false }, { "action": "You examine blanket", "response": "This is your typical brown horse blanket made of coarse wool.", "endoftext": false }, { "action": "You look at the saddlebags", "response": "The two leather saddlebags are quite plain and are draped over the horse's back. On one bag, the word \"BLIZZARD\" is scrawled into the leather; on the other, \"BEETLEBAUM.\"", "endoftext": false }, { "action": "Open bags", "response": "The horse moves away from you and swishes his tail angrily.", "endoftext": false }, { "action": "Pet horse", "response": "That will hardly improve your situation.", "endoftext": false }, { "action": "You say Beetlebaum", "response": "\"Beetlebaum!\"", "endoftext": false }, { "action": "You go to the west", "response": "The \"Biscuit Residence\" would hardly constitute a walk-in closet by your standards, but what it lacks in size is more than made up for by the charming decor of splintered wood, dense cobwebs, and the occasional trail of mouse droppings. There is a small wood stove nestled in one of the corners, whereas in the opposite corner is a couple of bedrolls, saddles and other supplies. There are a table and a couple of chairs in the center of the room. In front of the stove, you can just make out a good-sized rectangular cutout in the wood floor.\n\nSitting at the table are two rugged-looking gnomish cowboys playing cards.\nThe Biscuit Brothers don't take kindly to visitors and, in the blink of an eye, have you strung up to the nearest tree.", "endoftext": false }, { "action": "Go south", "response": "Water hasn't found its way down this rocky streambed for years by the looks of all the weeds and wildflowers growing between the rocks. A grove of gatewood trees with thick underbrush prevents any further progress west. There is a tunnel to the east with thick bramble at the entrance, and the path heading north along the streambed.\n\nYou can see a brown bear here.\n\nThe bear rubs his ears and shakes his head.", "endoftext": false }, { "action": "You examine the bear", "response": "The bear is quite large even for the brown variety. He doesn't look that happy about the disturbance you have caused and keeps rubbing his ears with his giant paws.\n\nThe bear rubs his behind against the stone wall.", "endoftext": false }, { "action": "You go to the west", "response": "You can head east to the tunnel or north along the streambed.\n\nThe bear growls a little and then breaks out in a yawn.", "endoftext": false }, { "action": "Rub locket", "response": "A tingling sensation runs up your spine and you feel a little lighter on your feet.\n\nYou are invisible.", "endoftext": false }, { "action": "Open bags", "response": "The horse, sensing something amiss, moves away and swishes his tail angrily.\n\nYou are invisible.", "endoftext": false }, { "action": "Go west", "response": "The \"Biscuit Residence\" would hardly constitute a walk-in closet by your standards, but what it lacks in size is more than made up for by the charming decor of splintered wood, dense cobwebs, and the occasional trail of mouse droppings. There is a small wood stove nestled in one of the corners, whereas in the opposite corner is a couple of bedrolls, saddles and other supplies. There are a table and a couple of chairs in the center of the room. In front of the stove, you can just make out a good-sized rectangular cutout in the wood floor.\n\nSitting at the table are two rugged-looking gnomish cowboys playing cards.\n\nYou are invisible.", "endoftext": true }, { "action": "You go downwards", "response": "Unless you're a termite, it isn't in the cards.\n\n\"Come on Frank, deal the damn cards!\"\n\nYou are invisible.", "endoftext": false }, { "action": "You open the cutout", "response": "That's not something you can open.\n\n\"I'll bet two bits if that ain't too rich for ya!\"\n\nYou are invisible.", "endoftext": false }, { "action": "You hit Frank", "response": "Let's examine the odds first. The Biscuit Brothers have four loaded guns and you haven't a prayer. Doesn't seem like the odds are in your favor in any sense of the word.\n\n\"You ain't got nothin' so I's raisen' ya two bits, Jim boy!\"\n\nYou are invisible.", "endoftext": false }, { "action": "You examine Frank", "response": "The Biscuit brothers are nothing to write home about. Frank, the bigger of the two, has a long sandy beard and dark inset eyes. James looks years younger than Frank, is clean-shaven, and has thick jet black hair. Neither of the brothers are much over 4 feet tall, but the huge guns they are carrying seem to make up for this disadvantage.\n\n\"I call. We done sure did scare ol' George there didn't we!\"\n\nYou are invisible.", "endoftext": false }, { "action": "You examine table", "response": "The table is your basic piece of wood with four legs and looks like it has been repaired dozens of times.\n\n\"He don't need no horse anyway. Give me two cards there Frank.\"\n\nYou are invisible.", "endoftext": false }, { "action": "You look at the floor", "response": "You see nothing special about the floor.\n\n\"Burnin' down his old shack is goin' to make him pretty ornery I reckon. Dealer takes three.\"\n\nYou are invisible.", "endoftext": true }, { "action": "You describe your surroundings", "response": "The \"Biscuit Residence\" would hardly constitute a walk-in closet by your standards, but what it lacks in size is more than made up for by the charming decor of splintered wood, dense cobwebs, and the occasional trail of mouse droppings. There is a small wood stove nestled in one of the corners, whereas in the opposite corner is a couple of bedrolls, saddles and other supplies. There are a table and a couple of chairs in the center of the room. In front of the stove, you can just make out a good-sized rectangular cutout in the wood floor.\n\nSitting at the table are two rugged-looking gnomish cowboys playing cards.\n\n\"I'll bet ya two buck-a-bins on this winner.\"\n\nYou are invisible.", "endoftext": false }, { "action": "You look at the stove", "response": "The coal-black stove is made from cast iron, has a grille on the front, and a flat surface on top for cooking. A flue runs from the back of the stove up through the roof.\n\n\"You know I ain't got that kind of money, ya old fart!\"\n\nYou are invisible.", "endoftext": false }, { "action": "Close flue", "response": "That's not something you can close.\n\n\"Well, how 'bout that ol' watch you come across?\"\n\nYou are invisible.", "endoftext": false }, { "action": "You examine the flue", "response": "The flue is about 4 inches in diameter and has numerous dents and scratches. About halfway up the flue, there is a lever.\n\n\"Hell, why not. I ain't wearin' no woman's watch and there ain't enough gold in it to sell. Hell, I'll even throw in this old apple to sweeten up the pot.\" Frank puts the watch and an apple on the table.\n\nYou are starting to return to your normal opaqueness.", "endoftext": false }, { "action": "Go east", "response": "The streambed turn east here and vanishes into the thick bushes and weeds. To the west is an old run-down shack which looks several years past its prime. There is a hitching post just outside the door.\n\nThere is a horse here tied to the hitching post.\n\nOn the horse are a blanket and a pair of saddlebags (which is closed).\n\nYou are starting to return to your normal opaqueness.", "endoftext": false }, { "action": "You wait a while", "response": "Time passes.\n\nYou are starting to return to your normal opaqueness.\n\nSuddenly, you feel a little heavier on your feet.", "endoftext": false }, { "action": "Go west", "response": "The \"Biscuit Residence\" would hardly constitute a walk-in closet by your standards, but what it lacks in size is more than made up for by the charming decor of splintered wood, dense cobwebs, and the occasional trail of mouse droppings. There is a small wood stove nestled in one of the corners, whereas in the opposite corner is a couple of bedrolls, saddles and other supplies. There are a table and a couple of chairs in the center of the room. In front of the stove, you can just make out a good-sized rectangular cutout in the wood floor.\n\nSitting at the table are two rugged-looking gnomish cowboys playing cards.\n\nYou can also see a green apple and a gold watch here.\n\nThe two cowboys talk quietly as they continue the game.\n\nYou are invisible.", "endoftext": false }, { "action": "You pull the lever", "response": "The lever moves effortlessly, and more important, quietly. You close the flue.\n\nThe two cowboys talk quietly as they continue the game.\n\nDark smoke starts to pour out of the front grille.\n\nYou are invisible.", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\nThe two cowboys talk quietly as they continue the game.\n\nDark smoke is starting to fill the room!\n\nBoth Biscuit brothers jump up from the table and rush towards the stove. James quickly opens the flue damper and the smoke starts to dissipate.\n\n\"Damn stove is startin' to act up Frank. Teach ya to steal cheap junk. HA! Let's get back to cards. I'm feelin lucky!\"\n\nBoth cowboys return to the table and resume their card game.\n\nYou are invisible.", "endoftext": false }, { "action": "You examine the grille", "response": "Dark smoke pours out of the grille. The fire behind the grille appears to be struggling.\n\nThe two cowboys talk quietly as they continue the game.\n\nDark smoke is starting to fill the room!\n\nBoth Biscuit brothers jump up from the table and rush towards the stove. James quickly opens the flue damper and the smoke starts to dissipate.\n\n\"Damn stove is startin' to act up Frank. Teach ya to steal cheap junk. HA! Let's get back to cards. I'm feelin lucky!\"\n\nBoth cowboys return to the table and resume their card game.\n\nYou are invisible.", "endoftext": false }, { "action": "You take the apple", "response": "Startled by the apple's take to flight, the Biscuit brothers draw their guns and start shooting every which way. Although Frank takes a bullet in the leg and James one in the arm, the majority of bullets seem to have zeroed right in on you.", "endoftext": false }, { "action": "You examine the flue", "response": "The flue is about 4 inches in diameter and has numerous dents and scratches. About halfway up the flue, there is a lever.\n\nThe two cowboys talk quietly as they continue the game.\n\nYou are invisible.", "endoftext": false }, { "action": "You examine the fire", "response": "Through the vertical slats of the grille you can make out a good size fire burning in the stove.\n\nThe two cowboys talk quietly as they continue the game.\n\nYou are invisible.", "endoftext": false }, { "action": "You break it", "response": "Violence isn't the answer to this one.\n\nThe two cowboys talk quietly as they continue the game.\n\nDark smoke is starting to fill the room!\n\nBoth Biscuit brothers jump up from the table and rush towards the stove. James quickly opens the flue damper and the smoke starts to dissipate.\n\n\"Damn stove is startin' to act up Frank. Teach ya to steal cheap junk. HA! Let's get back to cards. I'm feelin lucky!\"\n\nBoth cowboys return to the table and resume their card game.\n\nYou are invisible.", "endoftext": false }, { "action": "You examine the cutout", "response": "The cutout is about 2 feet square and has a wooden cover.\n\nThe two cowboys talk quietly as they continue the game.\n\nYou are invisible.", "endoftext": false }, { "action": "You open the cover", "response": "You manage to quietly slide the cover over a few feet, exposing an opening down into the floor.\n\nThe two cowboys talk quietly as they continue the game.\n\nYou are invisible.", "endoftext": false }, { "action": "You pull the lever", "response": "The lever moves effortlessly, and more important, quietly. You close the flue.\n\nThe two cowboys talk quietly as they continue the game.\n\nDark smoke starts to pour out of the front grille.\n\nYou are starting to return to your normal opaqueness.", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\nYou are starting to return to your normal opaqueness.", "endoftext": false }, { "action": "You wait a while", "response": "Time passes.\n\nYou are starting to return to your normal opaqueness.\n\nSuddenly, you feel a little heavier on your feet.", "endoftext": false }, { "action": "You examine cover", "response": "The wooden cover has two hand-sized indentations.\n\nThe two cowboys talk quietly as they continue the game.\n\nDark smoke is starting to fill the room!\n\nBoth Biscuit brothers jump up from the table and rush towards the stove. Frank quickly notices the open cutout and jumps over it, as does his brother. James quickly opens the flue damper and the smoke starts to dissipate.\n\n\"How in the hell did that happen, Frank?\"\n\n\"Don't reckon I know, Jim, but sumpin isn't right here.\"\n\n\"Well, let's get back to cards.\"\n\nFrank moves the cover back over the cutout and the two cowboys resume their card game.\n\nYou are invisible.", "endoftext": false }, { "action": "Go east", "response": "The streambed turn east here and vanishes into the thick bushes and weeds. To the west is an old run-down shack which looks several years past its prime. There is a hitching post just outside the door.\n\nThere is a horse here tied to the hitching post.\n\nOn the horse are a blanket and a pair of saddlebags (which is closed).\n\nYou are invisible.", "endoftext": false }, { "action": "You take the blanket", "response": "The horse looks relieved to have the blanket removed from his back.\n\nTaken.\n\nYou are invisible.", "endoftext": false }, { "action": "You put the blanket on the opening", "response": "You carefully cover the opening with the horse blanket.\n\nThe two cowboys talk quietly as they continue the game.\n\nYou are invisible.", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\nThe two cowboys talk quietly as they continue the game.\n\nDark smoke is starting to fill the room!\n\nBoth Biscuit brothers jump up from the table and rush towards the stove. Frank is the first to find your trap, as the blanket quickly gives way permitting an immediate plunge into the cellar. James, following quickly, also takes the deep plunge and even manages to destroy the ladder during his fall. The Biscuit brothers are trapped.\n\nYou are invisible.", "endoftext": false }, { "action": "You take the apple", "response": "Taken.\n\n(from the cellar)\n\"Ruins the whole day, doesn't it Frank?\"\n\nThe smoke in here is so thick you can hardly breathe!\n\nYou are invisible.\n\nTaken.\n\n(from the cellar)\n\"Who in the hell is goin to get us out of here?!\"\n\nThe smoke seems to be clearing a bit.\n\nYou are starting to return to your normal opaqueness.", "endoftext": false }, { "action": "You go east", "response": "The streambed turn east here and vanishes into the thick bushes and weeds. To the west is an old run-down shack which looks several years past its prime. There is a hitching post just outside the door.\n\nThere is a horse here tied to the hitching post.\n\nOn the horse is a pair of saddlebags (which is closed).\n\nYou are starting to return to your normal opaqueness.\n\nSuddenly, you feel a little heavier on your feet.", "endoftext": false }, { "action": "You give the apple to the horse", "response": "The horse devours the green apple.", "endoftext": false }, { "action": "You ride the horse", "response": "How do you propose to do that from where you are standing?", "endoftext": false }, { "action": "You get on the horse", "response": "Outside Old Shack (on the horse)\nThe streambed turn east here and vanishes into the thick bushes and weeds. To the west is an old run-down shack which looks several years past its prime. There is a hitching post just outside the door.\n\nOn the horse you can see a pair of saddlebags (which is closed).\n\nYou pull yourself onto the horse.", "endoftext": false }, { "action": "You untie the horse", "response": "How can you do that while sitting on the horse?", "endoftext": false }, { "action": "You stand", "response": "You get off the horse.\n\nThe streambed turn east here and vanishes into the thick bushes and weeds. To the west is an old run-down shack which looks several years past its prime. There is a hitching post just outside the door.\n\nThere is a horse here tied to the hitching post.\n\nOn the horse is a pair of saddlebags (which is closed).", "endoftext": false }, { "action": "You untie the horse", "response": "You untie the horse from the rail.", "endoftext": false }, { "action": "You ride the horse", "response": "The horse just shakes his head and starts to doze off.", "endoftext": false }, { "action": "Beetlebaum", "response": "\"Beetlebaum!\"", "endoftext": false }, { "action": "Blizzard", "response": "Beetlebaum races off through the brush at breakneck speed, stripping you of all your possessions. The landscape flies by as the old horse seeks the shelter of George's shack so as not to have to brave the oncoming blizzard. Following nearly invisible trails, the horse breaks out of the brush onto the main trail. Without hesitation, the horse continues north along the trail across Clear Creek and then northeast toward Blind Canyon.\n\nAs the horse makes the last turn into the canyon, Beetlebaum startles at the sight of something up ahead on the trail. At this point, you and the horse go your own separate ways. Beetlebaum falls to the ground, quickly regains his footing, and continues his journey north to shelter. You, on the other hand, fly through air with the greatest of ease until falling face first onto the dusty trail.\n\nAs you get up and take inventory of your faculties, you feel something cold against your head and hear the click of a gun's hammer.\n\nThe trail winds its way from the southwest through a shadowy canyon formed in the cleft of two large hills. You cannot help but feel confined and vulnerable by the sheer walls of this gorge and the limited visibility in front of you and behind. The trail continues to the north.\n\nYou can see Black Thad McGee here.\n\n\"Well, what do we have here? Huh, little missy? Seems like you and me have some unfinished business.\"\n\nThad puts the pistol back into the holster.", "endoftext": false }, { "action": "Go north", "response": "\"Don't be runnin off there missy. I've done shot more than a few in the back.\"\n\n\"Yuh see now, you kinda spoiled my shootin' with your little tricks. Yuh know, it's pretty damn hard for an old guy like me tuh make a livin' without a good shootin' hand. But I learned. Yah, I learned to use muh other hand. Sure the boys laughed a spell 'bout it, but I done showed 'em just like I is goin' to show yuh.", "endoftext": false }, { "action": "You kick Thad", "response": "Violence isn't the answer to this one.\n\n\"Yuh know, I waited quite a spell for this day. Yuh see, no one could figure what happened to yuh. But I waited. Yup, I knew we'd cross paths again. And here we both be. Me with muh guns, yous with nothin. Sounds pretty fair to me!\"", "endoftext": false }, { "action": "Beetlebaum", "response": "\"Well, 'nuff of this jawin'. Better say your prayers missy!\"\n\nAs soon as you blurt it out, echoes of \"Beetlebaum\" fill the canyon.", "endoftext": false }, { "action": "Beetlebaum", "response": "Black Thad pulls out a pistol from his holster.\n\nThe sound of a galloping horse fills the canyon!", "endoftext": false }, { "action": "Beetlebaum", "response": "Black Thad carefully checks the gun for bullets.\n\nBlack Thad's eyes turn big as saucers as he spots the daunting sight of George and Beetlebaum racing down the trail at full gallop. Beetlebaum's eyes are filled with rage, his nose flared, and thick white foam spews from his mouth. Just as Beetlebaum lowers his head for a full charge, George screams out in an earsplitting yell, \"HERE COMES BEETLEBAUM!\"\n\nBlack Thad, out of reflex, goes for his right gun first to shoot the charging horse. His thumbless hand fumbles the gun around and then drops it to the ground. In an instant, but an instant too late, he goes for his other gun with his good hand. Beetlebaum, with his ears back, plows into Black Thad like a freight train. Black Thad is launched into the air from the collision and slams into the canyon wall. What life may have been left in Black Thad is certainly concluded by the ensuing rockslide.\n\nAfter the dust clears a little, George stares at you for a moment and says, \"I just knew you'd be the one to clean up around these parts. Heck, when I tricked ol' Frank into goin' above to rile yuh up, I could just feel it in mah bones. Beetlebaum, get yer miserable hide over here!\"\n\nAs Beetlebaum saunters over, still wet with sweat, George opens the saddlebag and takes out a blue gumball and hands it to you. \"Go on, get on home! I don't take to no good-byes from no woman.\" George pauses, and then breaks out in a big smile and chortles, \"Ah heck, ya done good. Hell, ya done great. I's can't thank ya enough fer helpin' out. Let's get some grub and get ya on yer way.\"\n\nAfter a pleasant meal of beans and jerky, you say your good-byes to the old cowboy. Following a long hug and a quick peck on the cheek, you finally partake of the blue gum. Quicker than an instant, you find yourself.... On the Floor\n\nYou are lying on the floor staring at the ceiling. Your head feels surprisingly good considering your previous antics. In fact, you feel quite refreshed from your hiatus from consciousness.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na gold watch (being worn)", "endoftext": false }, { "action": "Examine watch", "response": "The dainty wristwatch is made from 18kt gold and shines like the sun.", "endoftext": false }, { "action": "You stand", "response": "As you get to your feet, you begin to realize that you must have really had a good whack to the head. Dismissing the previous events as a bad dream, you continue your routine and get ready to start dinner.\n\nIt isn't until some time later that evening that you discover an odd gold locket and a note under your pillow.\n\nThe note reads:\n\"Thank you ma'am for all your help on getting things settled around Deadeye. With the Biscuit Brothers and Black Thad out of the way, people are startin to move back towards town. There's even talk about reopenin the mine and maybe drillin some more wells. Beetlebaum is feelin spry as a colt, and hell, I may even rebuild the ol Gumball Factory.\n\nThanks again for yer help and I hope the locket comes in handy from time to time.\n\n(signed) George & Beetlebaum", "endoftext": false }, { "action": "P.", "response": "N = next subject P = RETURN = read subject Q = re sume game\nThere is information available on the following:\n\nWho are George and Beetlebaum?\nAbout Various Objects and Places in the Game\nScoring\nThings to Try\n> And Finally...", "endoftext": false }, { "action": "You go north", "response": "N = next subject P = RETURN = read subject Q = re sume game\nThere is information available on the following:\n\n> Who are George and Beetlebaum?\nAbout Various Objects and Places in the Game\nScoring\nThings to Try\nAnd Finally...", "endoftext": false }, { "action": "You go north", "response": "N = next subject P = RETURN = read subject Q = re sume game\nThere is information available on the following:\n\nWho are George and Beetlebaum?\n> About Various Objects and Places in the Game\nScoring\nThings to Try\nAnd Finally...\n1. The House\nThe house depicted is the house we currently live in. As this game was originally written for my wife, I wanted her not to get too lost to start with. This portion of the game was my experimenting with Inform and I decided to leave it in after several revisions. Incidentally, my wife has never played the game.\n\n2. Gold Watch\nThe gold watch was a Christmas present I gave my wife. Since she was the protagonist in the experimental version, it was the only motivation I could contrive at the time.\n\n3. Deadeye Gulch\nThe buildings and so forth in Deadeye Gulch are a combination of my recollections of Deadwood, South Dakota and Virginia City, Montana. The rosewood bar in the Saloon is based on the \"Silver Dollar\" in Miles City, Montana.\n\n4. Chokecherry Bushes\nChokecherry bushes are a staple of the Montana landscape. The small black berries are somewhat tart and are especially good when canned.\n\n5. Willow Tree\nThe willow tree in the story was based on a willow tree across the street from where I grew up. The tree was in Fred Dorn's yard at the time, and was recently cut down since it was dying from old age.\n\n6. Trystanium & Tombstone Jay\nTrystanium is named after and based on my nephew Tristan. The Tombstone Jay is named after my nephew TJ. Both are great kids who helped test the game along with their dad, who is \"John Bro\" in the story.\n\n7. Gold Nugget\nThe gold panning bit was based on my brother's attempt to make his fortune when we were on vacation in Deadwood years ago. For the record, he did manage to find a few flakes.\n\n8. Slot Machine\nThe slot machine puzzle is based on a 5th grade homework problem provided by one of my co-workers. We spent a lot of time fooling around with this puzzle at the office.\n\n9. Tombstone\nThe tombstone at Boot Hill is based on a tombstone found on a small island at Canyon Ferry, Montana.\n\n10. Clear Creek\nClear Creek is a little stream that runs across my uncle's farm in Montana. In addition to many other adventures, this is where I had my first introduction to a rattlesnake.\n\nN = next subject P = RETURN = read subject Q = re sume game\nThere is information available on the following:\n\nWho are George and Beetlebaum?\n> About Various Objects and Places in the Game\nScoring\nThings to Try\nAnd Finally...", "endoftext": false }, { "action": "You go north", "response": "N = next subject P = RETURN = read subject Q = re sume game\nThere is information available on the following:\n\nWho are George and Beetlebaum?\nAbout Various Objects and Places in the Game\n> Scoring\nThings to Try\nAnd Finally...\nThe scoring for this shindig goes as follows:\n\nGetting lost gum 5 pts\nOpening safe 5 pts\nTurning over the pencil sketch 10 pts\nOpening Master Bedroom closet 5 pts\nEntering Clearing 15 pts\n\nCleaning table 5 pts\nUnlocking Livery door 10 pts\nGetting square tin 5 pts\nReading crumpled note 5 pts\nTaking cowboy boots 5 pts\nGetting the small rock 5 pts\nMaking orange gumball 10 pts\nMaking coin 5 pts\nFinding whiskey bottle 10 pts\nGetting derringer 5 pts\nShooting Black Thad 10 pts\nGetting iron bar 5 pts\nEntering Beaver Dam 10 pts\nSharpening knife 5 pts\nCutting willow branch 5 pts\nRemoving locket from hole 10 pts\nEntering Cactus Patch 5 pts\nOpening Mine Entrance 5 pts\nAnswering first riddle 5 pts\nAnswering second riddle 5 pts\nTaking Trystanium 10 pts\nPutting Tryst in locket 5 pts\nTaking brass key 5 pts\nFinding handcar 5 pts\nOiling handcar 5 pts\nGetting past rattlesnakes 10 pts\nOpening sod shack door 10 pts\nRemoving pile of rocks 5 pts\nEntering Dry Stream Bed 5 pts\n\nObtaining gold watch 20 pts\nFeeding horse (Beetlebaum) 5 pts\nRiding Beetlebaum 15 pts\nWinning showdown at Blind Canyon 30 pts\n\n350 pts\n\nN = next subject P = RETURN = read subject Q = re sume game\nThere is information available on the following:\n\nWho are George and Beetlebaum?\nAbout Various Objects and Places in the Game\n> Scoring\nThings to Try\nAnd Finally...", "endoftext": false }, { "action": "You go to the north", "response": "N = next subject P = RETURN = read subject Q = re sume game\nThere is information available on the following:\n\nWho are George and Beetlebaum?\nAbout Various Objects and Places in the Game\nScoring\n> Things to Try\nAnd Finally...\nHave you tried:\n\nDrinking the water on the bathroom floor?\nSwimming at the Beaver Dam?\nCutting two branches off of the willow tree?\nInteracting with the rattlesnakes?\nKissing Black Thad at the Saloon?\nThrowing the dynamite at stuff?\nLooking under the table in the vault?\nFollowing the Road to Herringville?\nTaking the Black Rod?\nMapping the Mine?\n\nN = next subject P = RETURN = read subject Q = re sume game\nThere is information available on the following:\n\nWho are George and Beetlebaum?\nAbout Various Objects and Places in the Game\nScoring\n> Things to Try\nAnd Finally...", "endoftext": false }, { "action": "You go to the north", "response": "N = next subject P = RETURN = read subject Q = re sume game\nThere is information available on the following:\n\nWho are George and Beetlebaum?\nAbout Various Objects and Places in the Game\nScoring\nThings to Try\n> And Finally...\nThis game was for me the ultimate adventure in just trying to put it together and complete it. It took the better part of 18 months to write. Having really no programming experience of this nature, even the simplest things seemed to take forever. The feedback I have received on the game has been well beyond anything I could have imagined. I would like to thank each of you folks who took a moment and dropped me a note. It made the whole project worthwhile.\n\nNext on the list, no game would be complete without recognizing the pioneering work of Willie Crowther and Don Woods. The original Adventure was nothing short of amazing to me when I played it on a XEROX Sigma 7 about 20 years ago. I didn't finish the game until the early 80's on my C64. What a thrill!\n\nOf course, the folks at Infocom really cut the cake for me. The thrill of getting a disk drive for my C64 and Zork I on the same day was nothing short of orgasmic. Getting so much entertainment into 80k of memory is truly one of the major accomplishments of the computer age. My favorite game to this day is Enchanter.\n\nAnd speaking of thrills, the day I found the interactive community out on the Net was nothing short of a religious experience. So many good folks with a common interest. I thank you all for keeping the art alive.\n\nLast of all, I'd like to thank my brother. He introduced me to Adventure and we played pretty much most of the I-F games together, although geographically never in the same place. And, accordingly, this game is dedicated to him.\n\nAnd finally, long live George and Beetlebaum!\n\nN = next subject P = RETURN = read subject Q = re sume game\nThere is information available on the following:\n\nWho are George and Beetlebaum?\nAbout Various Objects and Places in the Game\nScoring\nThings to Try\n> And Finally...", "endoftext": true } ]
ic0ebhbi70bdmyc2
Walker & Silhouette
C.E.J. Pacian
[ "Mystery" ]
[ "achievements", "cover art", "easy", "female protagonist", "feminism", "keyword", "keyword parser", "male protagonist", "multiple protagonists", "one-word parser", "romance", "simple", "steampunk", "TADS", "TADS 3", "Xyzzy Awards 2009" ]
2,009
[ 6, 33, 6, 0, 2 ]
47
3.87234
20100105
false
Team up with a dashing detective and an iconoclastic flapper to solve absurd and unfathomable crimes in this interactive story - where you control the action just by typing or clicking highlighted words in the text. Walker & Silhouette uses a similar keyword system to Blue Lacuna, and experiments with applying it to various forms of interaction: talk, investigate, solve puzzles and fight villains... using only single word commands.
[ { "action": "%", "response": "I always get the criminal. Whoever it is. Whatever the embarrassment. Whichever noses I put out of joint.\n\nSo they sent me after Silhouette, and I caught her too.\n\nAnd now I'm about to do something very stupid.\n\n\n\n[Type 'About' if this is your first time playing.\nType 'Credits' to see who made this possible.]\n\nI'm standing in the cold, early evening shadow of the Mindflower Asylum for the Criminally Insane - a tall, crooked building with barred windows and a sunken door.\n\nTownhouses are packed in tightly on all sides, but a deathly silence pervades. The only sign of life is an ornithopter sailing high overhead.\n\nMy motor car sits to one side of the cobbled road.\n\n(Type highlighted keywords to advance the story.)", "endoftext": false }, { "action": "You examine the ornithopter", "response": "A graceful machine, easing itself across the sky with metal-feathered wings.", "endoftext": true }, { "action": "You describe your surroundings", "response": "I'm standing in the cold, early evening shadow of the Mindflower ASYLUM for the Criminally Insane - a tall, crooked building with barred WINDOWS and a sunken DOOR.\n\nTOWNHOUSES are packed in tightly on all sides, but a deathly silence pervades. The only sign of life is an ORNITHOPTER sailing high overhead.\n\nMy motor CAR sits to one side of the cobbled road.", "endoftext": false }, { "action": "Windows", "response": "The asylum's windows are raised up out of reach, seem far too small to afford much of a view, and are covered over with thick bars besides.", "endoftext": false }, { "action": "Inventory", "response": "I am carrying a BOWLER hat, a CANE, and a police BADGE, and I'm wearing a three-piece SUIT.", "endoftext": false }, { "action": "Suit", "response": "There being no consistent dress code for murder scenes, I tend to dress as if for a funeral. My suit is black and carefully pressed.", "endoftext": false }, { "action": "Hat", "response": "It's the nature of this line of work that my bowler spends more time in my hands than on my head.", "endoftext": false }, { "action": "CAR", "response": "My own personal vehicle. A bit of an expense, but I have to spend my inheritance on something.", "endoftext": false }, { "action": "CANE", "response": "A simple but sturdy walking stick, necessary since I was shot by an accomplice of the Bottle Street Strangler.", "endoftext": false }, { "action": "ASYLUM", "response": "Mindflower used to be a medieval gaol where murderers and debtors rubbed shoulders. The centuries old, eroded stone may now be run through with the gleaming pipes of a modern heating system, but those confined here are no more likely to leave with their wits intact.", "endoftext": false }, { "action": "Townhouses", "response": "And I thought the Old Warren could be a depressing place. The houses around the asylum are dilapidated and crooked - their roofs sagging and windows cracked.\n\nClearly only those who can't afford better live in the shadow of the madhouse.", "endoftext": false }, { "action": "Door", "response": "The asylum's main entrance is a featureless door of the thickest metal, fitting flush against the sides of a deep alcove. There's no handle or lock - just a small BUTTON on the wall.\n\nA small grating is set into the door at eye level.", "endoftext": false }, { "action": "Grating", "response": "The grating is thick and sturdy. Beyond it, I can see only darkness.", "endoftext": false }, { "action": "Xyzzy", "response": "Your tiresome magic can hardly withstand my relentless reasoning.", "endoftext": false }, { "action": "Button", "response": "I push the button beside the door and a harsh electric buzzer sounds. Instantly, a narrow pair of EYES appear behind the grating, studying me carefully. A gruff voice asks uncertainly, \"Are you... a patient here?\"\n\nI suppose I could IDENTIFY myself, or come back with some SNARK.", "endoftext": false }, { "action": "Snark", "response": "\"Do I look like I'm a patient here?\" I ask condescendingly.\n\nThe voice remains tactfully silent, which is an answer in itself.\n\nI sigh and hold my badge up to the grating. \"I'm a police detective. Let me in.\"\n\nThe voice scoffs. \"You could've fooled me, mate.\"\n\nBut the door slowly rumbles open all the same.\n\nWhen you're ready, I can go IN.", "endoftext": false }, { "action": "Go inside", "response": "As soon as I'm inside the asylum, I begin feeding the guard half-truths and exaggerations. He nods wordlessly and leads me through narrow, white-walled passages that echo with manic cackles and miserable sobs.\n\n\"This is the one,\" my guide says, stopping suddenly. \"Miss Ivy Blissheart. Strictly no visitors, it says. But I don't suppose they meant policemen.\"\n\nThe guard slams shut the door and I hear several bolts and locks being closed. So this is where she ended up, thanks to me: a padded cell, lit harshly by a bare electric BULB. Only the small WINDOW set into the DOOR hints at a world beyond its claustrophobic confines.\n\nA bulky WINCH has been bolted incongruously to the wall.\n\nSilhouette - IVY, I mean, is hanging upside-down from the ceiling, tied up in a straitjacket.\n\nShe cranes her neck awkwardly to try and look at me. \"Is it MORNING already? Time flies when you're all TRUSSED up like this.\"", "endoftext": false }, { "action": "Ivy", "response": "It's difficult to get a good look at her as she hangs upside-down like this, spinning slowly back and forth. But there is that impression of elfish mischief written into her features that I remember so well from her arrest. And her scandalously boyish hair is not so short that it can't trail below her in unruly curls.\n\nIvy is wearing a STRAITJACKET.\n\n\"Hey,\" she suddenly exclaims. \"I know you, don't I? No hard feelings about the whole incarcerating me thing, Inspector. I'm just glad you came to visit.\"", "endoftext": false }, { "action": "Bulb", "response": "Painful to look at. It casts sharply defined shadows against the featureless walls.", "endoftext": false }, { "action": "Trussed", "response": "I look over the straitjacket. \"Did they put you in this thing the right way up?\"\n\nIvy laughs dryly. \"CRIME, the good doctor believes, is the result of insufficient blood flow to the brain. So, you know, gravity's not my friend - and sleeping like a bat's the best TREATMENT.\"\n\n\"I can call you Ivy, can't I?\" I suddenly think to ask.\n\n\"Of course you can,\" she says. \"As long as I can call you... Um...\"\n\n\"Nathaniel. Or 'Nate' if that's too much of a mouthful.\"", "endoftext": false }, { "action": "Straightjacket", "response": "The long white sleeves of the straitjacket are wrapped tightly around Ivy - completely restraining her arms.\n\n\"I could get out of this real quick,\" Ivy says, \"if only I was the right way up.\"", "endoftext": false }, { "action": "Treatment", "response": "I'm almost afraid to ask. \"Is this the worst thing they do to you?\"\n\n\"Pretty much. I think they're still working out what to make of me.\nI get plenty of peace and quiet, of course, so my fragile feminine mind can keep its uncontrollable emotions this side of HYSTERIA.\"\n\nShe attempts an upside-down shrug. \"Hey, it's better than breaking rocks in PRISON, right?\"\n\n\"Assuming,\" I say carefully, \"they don't go so far as a LOBOTOMY.\"\n\nIvy says, \"Um, what?\"", "endoftext": false }, { "action": "Lobotomy", "response": "\"Do you feel like you're responding to the treatment?\" I ask.\n\nIvy snorts with laughter. \"Well, I keep throwing up when they hang me upside-down. That's a response, right?\"\n\nMy hair's fallen over my eye. I brush it back. \"Eventually, they'll intervene physically.\"\n\n\"You mean beating me?\"\n\n\"I mean cutting into your brain. It's been shown to result in a more placid personality.\" Gauging her expression, I add, \"Don't worry. That's why I'm here. To HELP.\"", "endoftext": false }, { "action": "Hysteria", "response": "I study Ivy's carefree expression. \"You don't seem hysterical to me.\"\n\n\"All bold women get the diagnosis sooner or later,\" she says with a wink. \"It's almost a compliment.\"", "endoftext": false }, { "action": "Winch", "response": "The winch seems to be the main mechanism for raising and lowering whichever poor soul is assigned this bizarre treatment.\n\nI certainly intend to let Ivy down eventually... but I'd like to try and explain my proposition to her first.", "endoftext": false }, { "action": "Crime", "response": "\"You know,\" I say, \"with the talent, cunning and ingenuity you put to work disrupting the city, you could have done some amazing things on the right side of the law.\"\n\n\"Don't think I didn't try,\" she says. \"But somehow, society took one look at me and figured I'd be best put to use working a loom for ten hours a day.\"\n\nI twist my cane in my hand. \"Now that should be criminal.\"\n\nShe laughs. \"And yet I'm the one you ARREST.\"", "endoftext": false }, { "action": "Arrest", "response": "\"Ivy,\" I begin, \"I feel rather rotten that I actually caught you. I got carried away with unravelling the mystery, and I didn't stop to think about what they'd do once they got you.\"\n\nShe pulls a face. \"Don't be. You're a policeman, and I broke laws, didn't I? And maybe I got carried away too. I don't think I'd actually thought it through as far as winding up in PRISON or wherever.\"", "endoftext": false }, { "action": "PRISON", "response": "\"It kind of makes me angry,\" I say.\n\nIvy looks at me strangely. \"You have a very sedate angry face, but what does?\"\n\n\"That you should have just been given a short prison sentence. And instead you wind up in here, indefinitely, at the mercy of unsupervised quacks.\"\n\n\"It makes me angry too,\" she says. \"But not at you. You weren't even at the TRIAL.\"", "endoftext": false }, { "action": "Trial", "response": "I clear my throat. \"I'm sorry I wasn't at the trial. It was my case. I should have been there, but...\"\n\nShe finishes for me. \"But they thought you might say things in my favour, and they presented your evidence without you. It's okay, I figured it out.\"", "endoftext": false }, { "action": "Police", "response": "\"It's odd,\" I muse aloud. \"You're happy to sabotage the discipline machine in a workhouse, but not to assist the one occupation where you have the legal power to stop abuse and suffering.\"\n\nIvy snorts. \"And yet it always seems to be people like me they use that power against instead.\"\n\n\"Maybe 'they' do. But I don't. You've ruffled the feathers of some powerful people. But you're small fry compared to me. I've put powerful people away for life.\"\n\n\"Well, I'll try anything once,\" Ivy says. \"How does this PRESS thing work, anyway?\"", "endoftext": false }, { "action": "Press", "response": "\"All you have to do is agree to provide...\" I clear my throat, \"invaluable and urgent assistance to my police work. And then I can walk you out of here. I have the paperwork on me.\"\n\n\"Invaluable? Okay, okay,\" Ivy says, \"anything, just as long as I'm the right way up.\"\n\nI rub my hands together. \"Great! I'll see about getting you down.\"\n\n\"Gently!\" Ivy warns.", "endoftext": true }, { "action": "You look around", "response": "I'm in a padded cell. I'm sure Forthright would say it's about time. The walls are lit harshly by a bare electric BULB, and only the small WINDOW set into the DOOR hints at a world beyond its claustrophobic confines.\n\nA bulky WINCH has been bolted incongruously to the wall.\n\nIVY is hanging upside-down from the ceiling, tied up in a straitjacket.\n\nIvy nods awkwardly towards the WINCH. \"Hey, detective. That's how they get me up and down from here.\"\n\n(Talking to Ivy: MORNING.)", "endoftext": false }, { "action": "Morning", "response": "\"I hate to be the one to tell you, but the sun hasn't even set yet.\"\n\nIvy sighs. \"You mean it's still yesterday? Damn it.\"", "endoftext": false }, { "action": "Window", "response": "Just the smallest slot for a guard to spy into the room, without the inmate being afforded any kind of view back out.", "endoftext": false }, { "action": "Door", "response": "The cell door is badly scratched and scuffed, but years of abuse have barely managed to bend the thick bars across its tiny WINDOW.\n\nA CLIPBOARD is crookedly affixed to the door.", "endoftext": false }, { "action": "Clipboard", "response": "It's written in the barely decipherable scrawl of a medical professional. I could READ it, if you want.", "endoftext": false }, { "action": "You read", "response": "I suppose this horrible, spidery scrawl is one way doctors try to respect patient confidentiality. I can just about make out what the chart says.\n\nName: Blissheart, Ivy\nSex: F\nRef #: 134A\n\nIncarcerated for:\nVandalism; obscenity; blasphemy; criminal damage; disturbing the peace; conduct unbecoming of a woman.\n\nDiagnosis:\nInsufficient development of the ethical lobe.\nHysteria.", "endoftext": false }, { "action": "Winch", "response": "There's a little hook on the winch. It seems to be holding it in position. If I just carefully... Oh dear.\n\nIvy squirms to her feet. \"It's okay, I'm fine. I only landed on my head.\"\n\nShe wriggles a little, and the straitjacket drops to the floor.\n\"Ouch. Can you do me a favour and just pop my SHOULDER back in?\"", "endoftext": false }, { "action": "Shoulder", "response": "Ivy slips the hand of her dislocated arm into mine, and then twists around grotesquely while I pull firmly in the other direction.\n\nThere's a sudden pop, and she gasps with relief. \"Yeah, that's better.\"", "endoftext": false }, { "action": "Ivy", "response": "Ivy looks rather relieved to be the right way up again. Her elfin features are no longer quite so red, and her hair has returned to a messy imitation of its usual bob.\n\nIvy is wearing some PYJAMAS.\n\nIvy clasps her hands behind her back and looks at me expectantly. \"So are we going to LEAVE, or what?\"", "endoftext": false }, { "action": "PYJAMAS", "response": "A pair of simple white pyjamas. Of all forms of clothing, surely the least taxing on the mind.\n\nIvy stretches her arms and legs.", "endoftext": false }, { "action": "You leave", "response": "I knock loudly on the door for the guard to let us out.\n\nIvy shakes her head. \"Now this I've got to see.\"\n\n\"They can't squirm out of this,\" I say. \"I've caught them in their own loophole. And once you're out of here... maybe you should just run. Flee the city.\"\n\n\"Not likely,\" Ivy says. \"This city's all I know. And you sold me on the idea of being a detective. Don't tell me you're chickening out now?\"\n\nI brush back my hair and put on my bowler. \"Never.\"\n\nOkay, hi. It's me now: Ivy Blissheart, a.k.a. Silhouette. How are you doing?", "endoftext": false }, { "action": "Fine", "response": "Not very talkative, eh? Well, we'll just keep it to the keywords then.\n\nSo this is the second time in my life I've been in a police station, and you know what? The Office of Unfathomable Crimes is a lot more comfortable than the interrogation room.\n\nBut maybe not so much for Walker right this moment. Nate, I mean. He's been in the Chief Inspector's office an hour now, just on the other side of that door, getting shouted at. I feel sort of bad for him, because it's got to all be about what he did for me.\n\nMaybe if I LOOK around, I can figure out a way to help him out.", "endoftext": false }, { "action": "You look", "response": "I'm in the Oldchester C.I.D., specifically the Office of Unfathomable Crimes. It's quite homely, really, with sunlight streaming in through a large WINDOW and moustachioed men smiling down from PICTURE frames on the walls.\n\nA DESK fills much of the room, piled high with PAPERS and FILES, and a pneumatic TUBE snakes along one wall.\n\nNate said I should just WAIT here and not get into trouble, but I've never been one to do what I'm told.\n\nI can hear a raised voice ranting on the other side of the door to the Chief Inspector's office.", "endoftext": false }, { "action": "Papers", "response": "Official documents and memos are scattered over the desk in a disorganised fashion. They all look to be on the officious side of bureaucratic.", "endoftext": false }, { "action": "Tube", "response": "So I used to work in a factory that had tubes like this for sending messages between departments. It was great fun - and those pipes didn't even have coppers on the other end of them.\n\nThere's a metal BOX attached to it, and a little BASKET ready to catch the messages it spits out.", "endoftext": false }, { "action": "Ivy", "response": "Oh, um, hi. I'm Ivy, although a lot of people know me - know of me, really - as Silhouette: anarcha-feminist dissident. I want you to know that if I ever messed around with any of your stuff, or made you look bad, or whatever, that it was absolutely nothing personal.\n\nBut, you know, you probably had it coming.", "endoftext": false }, { "action": "Basket", "response": "There's a little basket just beneath the metal BOX. It looks like it's positioned to catch anything that might come flying out of the pneumatic tube. It contains a CANISTER.", "endoftext": false }, { "action": "BOX", "response": "A neat little box of tarnished filigree, attached to the pneumatic tube. Loads of BUTTONS are set into the face of the thing, a LEVER on the side, and a BASKET underneath it. Oh, and there's a small HOLE in the top of it.\n\nYou know, I've always been fond of a good gadget.", "endoftext": false }, { "action": "Canister", "response": "It's a cylindrical canister, taking a brief rest after rattling through the pneumatic intestines of the police station. It's open, and contains a MEMO.", "endoftext": false }, { "action": "Buttons", "response": "There are loads of chunky buttons set into the front of the box. Most of them are blank, but some have neat inscriptions. There are buttons marked CHIEF, Serious CRIMES, FRAUD, and NARCOTICS. Oh, and a bit of paper has been stuck to one button with the word UNFATHOMABLE scribbled on it.\n\nThe button marked 'Serious Crimes' is currently depressed.", "endoftext": false }, { "action": "Memo", "response": "It's very neatly typed, on a perfectly square piece of paper.\n\nRumours are circulating that a woman has been commissioned as a police officer. These rumours are untrue. While a woman has been employed to assist the C.I.D., she is not doing so in the capacity of either constable or detective.\n\nFrankly, the gossiping this event has sparked leads me to believe that she will feel quite at home with the lot of you.", "endoftext": false }, { "action": "Unfathomable", "response": "I push the button marked 'Unfathomable'. It depresses with a firm 'click', and the button marked 'Serious Crimes' pops back up.", "endoftext": false }, { "action": "Crimes", "response": "I push the button marked 'Serious Crimes'. It depresses with a firm 'click', and the button marked 'Unfathomable' pops back up.", "endoftext": false }, { "action": "Narcotics", "response": "I push the button marked 'Narcotics'. It depresses with a firm 'click', and the button marked 'Serious Crimes' pops back up.", "endoftext": false }, { "action": "Hole", "response": "There's a circular hole in the top of the box. This must be where messages go to get sent through the pneumatic TUBE.", "endoftext": false }, { "action": "Lever", "response": "I grab the lever on the side of the box and give it a firm yank. The hole in the box emits a tremendous sucking sound until I let the lever spring back into place.", "endoftext": true }, { "action": "Look around", "response": "I'm in the Oldchester C.I.D., specifically the Office of Unfathomable Crimes. It's quite homely, really, with sunlight streaming in through a large WINDOW and moustachioed men smiling down from PICTURE frames on the walls.\n\nA DESK fills much of the room, piled high with PAPERS and FILES, and a pneumatic TUBE snakes along one wall.\n\nI can hear a raised voice ranting on the other side of the door to the Chief Inspector's office.", "endoftext": false }, { "action": "Desk", "response": "The desk's all scuffed and scratched. It could use a good polish. On the desk are a bell JAR, some PAPERS, and some FILES.", "endoftext": false }, { "action": "Files", "response": "Thick binders full of files are propped up against one another like a collapsed house of cards. Each file's got a letter on its spine.\n\nBy far the thickest file is labelled with an S.", "endoftext": false }, { "action": "You go to the south", "response": "S. The snakiest of all letters. Just what criminal masterminds, associated with the letter 'S', could exist in the city to so thoroughly fill out this poor, bulging binder?\n\nOh look, it's all about me.\n\nI set the binder back down, but... I sort of want to look at it again, more closely.", "endoftext": false }, { "action": "Go south", "response": "I open the binder to the first scrap of paper filed under 'Silhouette'. It's a memo to Walker, ordering that the Office of Unfathomable Crimes look into a prankster and graffiti artist who's humiliating the upper crust - because no-one else could catch me.\n\nSo, I'm actually blushing right now.", "endoftext": false }, { "action": "You go south", "response": "Ah look, it's a photograph of one of my earlier works. A caricature of a factory boss, painted around the entrance to the shop floor, as if his flabby maw was greedily devouring each worker as they stepped inside.", "endoftext": false }, { "action": "Go south", "response": "I find a report of an incident at a posh library. Seems that someone slipped a number of copies of an infamous work of erotica into the covers of some notable theological tomes.\n\nI can only plead ignorance of the whole affair.", "endoftext": false }, { "action": "You go south", "response": "See this report here? So someone reprograms a teaching automaton to instruct pre-school children in the spelling and grammatical use of a number of profanities, and I get the blame.\n\nAnd it's not like they were even old enough to know what any of it meant.", "endoftext": false }, { "action": "You go south", "response": "There's a couple of sheets of photographs clipped to some of Walker's notes. Looks like he was trying to create a timeline of various Silhouette symbols I daubed around the city and analyse the development of my style.\n\nAh, bless him.", "endoftext": false }, { "action": "Go south", "response": "I find some case notes from the distribution of an obscene forgery of a public information pamphlet.\n\nIt's interesting how transposing a few words can turn an essay on moral hygiene into something a bit... different.", "endoftext": false }, { "action": "JAR", "response": "A hemisphere of glass attached to an air PUMP. It seems to contain a piece of rotten MEAT and a SWARM of stripy flies.\n\nThere's a NOTE attached to it.", "endoftext": false }, { "action": "Note", "response": "The note's written in very elegant handwriting:\n\nDear All,\nI'm conducting an experiment to determine the effects of high altitude on the life cycle of the striped carrion fly. This may have a bearing on a certain case involving a famous mountaineer. Please don't panic if they escape. Although they may look like wasps, they're completely harmless.\nWalker", "endoftext": false }, { "action": "Pump", "response": "A set of bellows attached to an electric motor and a fan. Yeah, I'd say it's some sort of air pump.\n\nThere's an awfully tempting SWITCH on the side of it.", "endoftext": false }, { "action": "Switch", "response": "I flip the switch and the pump begins whirring quietly. After a few seconds, the pump's fan spits out one of the stripy flies. I turn off the pump before any more get sucked out.\n\nWhoops. I hope I didn't just invalidate Nate's experiment.", "endoftext": false }, { "action": "BOX", "response": "A neat little box of tarnished filigree, attached to the pneumatic tube. Loads of BUTTONS are set into the face of the thing, a LEVER on the side, and a BASKET underneath it. Oh, and there's a small HOLE in the top of it.", "endoftext": true }, { "action": "You look at your surroundings", "response": "I'm in the Oldchester C.I.D., specifically the Office of Unfathomable Crimes. It's quite homely, really, with sunlight streaming in through a large WINDOW and moustachioed men smiling down from PICTURE frames on the walls.\n\nA DESK fills much of the room, piled high with PAPERS and FILES, and a pneumatic TUBE snakes along one wall.\n\nA stripy FLY is buzzing around lazily.\n\nI can hear a raised voice ranting on the other side of the door to the Chief Inspector's office.", "endoftext": false }, { "action": "Picture", "response": "These must be the rozzers who've worked at the C.I.D. through the ages. There's a definite trend over time from men with huge beards and top hats towards men with small moustaches and bowler hats.\n\nNext thing you know the place'll be run by hatless women.", "endoftext": false }, { "action": "About yourself", "response": "What, do you want my vital statistics or something? I'm Ivy Blissheart, a.k.a. Silhouette, former dissident, currently attached to the police force in some crazy fashion.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "I am carrying a NOTEBOOK, and I'm wearing a long JACKET, a short DRESS, and a CLOCHE hat.", "endoftext": false }, { "action": "Cloche", "response": "A small bucket of a hat that goes nicely with my short hair and doesn't take up much space. Also it forces me to hold my head up high, or I can't see out from under the brim.", "endoftext": false }, { "action": "Notebook", "response": "I'm all set to be a good detective. Got my little notebook and everything, 'though it's currently blank at the moment, save a little doodle of Walker.", "endoftext": false }, { "action": "You look at BOX", "response": "A neat little box of tarnished filigree, attached to the pneumatic tube. Loads of BUTTONS are set into the face of the thing, a LEVER on the side, and a BASKET underneath it. Oh, and there's a small HOLE in the top of it.", "endoftext": false }, { "action": "Dress", "response": "A white, sleeveless dress with a hemline just below the knee. Yes, I decided I'd rather look like a floozie than trip over my own clothes while pursuing a criminal.", "endoftext": false }, { "action": "Basket", "response": "There's a little basket just beneath the metal BOX. It looks like it's positioned to catch anything that might come flying out of the pneumatic tube. It contains a CANISTER.", "endoftext": false }, { "action": "Window", "response": "I look out the window and across the smoke-blackened rooftops of Oldchester. The sun's low on the horizon, looking all pale and sleepy.", "endoftext": false }, { "action": "You examine the buttons", "response": "There are loads of chunky buttons set into the front of the box. Most of them are blank, but some have neat inscriptions. There are buttons marked CHIEF, Serious CRIMES, FRAUD, and NARCOTICS. Oh, and a bit of paper has been stuck to one button with the word UNFATHOMABLE scribbled on it.\n\nThe button marked 'Narcotics' is currently depressed.", "endoftext": false }, { "action": "Press chief", "response": "I push the button marked 'Chief'. It depresses with a firm 'click', and the button marked 'Narcotics' pops back up.", "endoftext": false }, { "action": "You pull the lever", "response": "I grab the lever on the side of the box and give it a firm yank. The hole in the box emits a tremendous sucking sound until I let the lever spring back into place.\n\nThe stripy fly is sucked helplessly into the pneumatic tube. Pharaoh speed, little stripy fly.\n\nThings suddenly go quiet in the Chief Inspector's office. Let's WAIT and see what happens.", "endoftext": false }, { "action": "You wait", "response": "The door to the Chief Inspector's office opens quietly, and NATE slips into the room. I get a brief glimpse of a fat, bald man swatting at the air with a rolled up newspaper before the door closes again.\n\nNate says, \"I decided that now might not be the time to tell the Chief Inspector about the difference between a striped carrion fly and a wasp.\"", "endoftext": false }, { "action": "Chief", "response": "The button marked 'Chief' is currently depressed. Physically, I mean. Emotionally, it seems to be holding up fine.\n\n\"I see you've already met my colleague, FORTHRIGHT,\" Nate says.\n\nI turn around with a start and see a tall man with a long nose leaning against the wall.\n\n\"I find her powers of observation lacking,\" he says.\n\nThe nerve! I could try and put this bloke in his PLACE or just BITE my tongue.", "endoftext": false }, { "action": "Place", "response": "\"You must get a lot of practice,\" I say, \"spying on young women.\"\n\nHe just ignores me. I'll take that to mean he can't think of a good comeback.\n\n\"Well,\" Nate says, \"it was fun while it lasted, but it looks like I'm off Unfathomable Crimes and back at the Old Warren desk.\"\n\n\"Because of her?\" Forthright asks.\n\nOkay, I feel pretty rotten right now. Should I be SYMPATHETIC towards Walker, or HARSH towards Forthright?", "endoftext": false }, { "action": "Sympathetic", "response": "\"Are you in trouble because of me, Na- uh, Walker?\" I demand, watching Forthright carefully. \"Because I'm telling you, I'm really not worth it.\"\n\n\"There's no way I was going to let them lobotomise you, Ivy,\" Nate says. \"You didn't do anything to deserve that. And in any case, I... don't mind working the Old Warren. The cases may be less fancy, but they need good detectives as much as anyone else.\"\n\nForthright shakes his head. \"I think it's a crying shame. Look, take this.\" He hands Nate a piece of PAPER. \"Someone telephoned in a murder and it looks right up your alley. One last unfathomable case, okay? You're probably the only one who can solve it anyway.\"\n\nShooting me a final hateful look, Forthright stalks out of the office.", "endoftext": false }, { "action": "PAPER", "response": "I peer over at the piece of paper that Forthright gave to Nate. The handwriting is almost illegible, but I can make out the words 'murder' and 'uptown'. This must be one of those classy killings Walker's always solving.\n\nNate reads the paper and smiles. \"Another mystery afoot! We should LEAVE as soon as you're ready, Ivy.\"", "endoftext": false }, { "action": "Walker", "response": "Nate's the kind of delicate, impossibly beautiful young man you'd sooner expect to see reclining in a bay window writing poetry than examining a corpse in the Old Warren.\n\nBut there's also a sort of nervous energy to him, and his hair's always falling over one eye or the other as he looks around with intense interest.\n\nNate is carrying a BOWLER hat, a CANE, a police BADGE, and a PIECE of paper, and he's wearing a three-piece SUIT.", "endoftext": false }, { "action": "Memo", "response": "It's very neatly typed, on a perfectly square piece of paper.\n\nRumours are circulating that a woman has been commissioned as a police officer. These rumours are untrue. While a woman has been employed to assist the C.I.D., she is not doing so in the capacity of either constable or detective.\n\nFrankly, the gossiping this event has sparked leads me to believe that she will feel quite at home with the lot of you.", "endoftext": false }, { "action": "Piece", "response": "I peer over at the piece of paper that Forthright gave to Nate. The handwriting is almost illegible, but I can make out the words 'murder' and 'uptown'. This must be one of those classy killings Walker's always solving.", "endoftext": true }, { "action": "You look around", "response": "I'm in the Oldchester C.I.D., specifically the Office of Unfathomable Crimes. It's quite homely, really, with sunlight streaming in through a large WINDOW and moustachioed men smiling down from PICTURE frames on the walls.\n\nA DESK fills much of the room, piled high with PAPERS and FILES, and a pneumatic TUBE snakes along one wall.\n\nNATE stands an arm's length away, leaning on his cane.", "endoftext": false }, { "action": "Xyzzy", "response": "And an abracadabra to you too.", "endoftext": false }, { "action": "CANE", "response": "\"Can I just ask,\" I begin, \"I've always wondered about the cane...\"\n\nHe smiles grimly. \"I was shot. The bullet missed the femoral artery, but still shattered my thighbone like glass.\"\n\nI cringe. \"Ouch.\"\n\n\"Yes, I recall saying something along those lines myself.\"", "endoftext": false }, { "action": "Suit", "response": "Nate's dressed like for a funeral. I s'pose there often is one when he turns up.", "endoftext": false }, { "action": "BOWLER", "response": "I'd describe Nate's little hat as moderately adorable.", "endoftext": false }, { "action": "You leave", "response": "I crack my knuckles. \"Okay: let's get policing! Can I drive your motor car?\"\n\nNate smiles. \"In general: yes. But this is perhaps not the time to learn.\"\n\nThe bluebottle at the door salutes Nate and gives me the evil eye.\nAnd then we're inside the scene of the crime.\n\n\"It's all yours,\" Nate says, with a wry smile. \"Detect!\"\n\nYou know what? It's cold in here. The wind blows right in through the smashed balcony DOORS, rippling the fur of the room's shaggy RUG and tugging on the torn sheets of the four-poster BED.\n\nThere's a mangled CORPSE on the bed - the whole reason we're here, of course. And the walls are lined with all sorts of TROPHIES and stuff from around the Arctic and Antarctic.\n\nNATE stands an arm's length away, leaning on his cane.", "endoftext": false }, { "action": "Doors", "response": "The balcony doors look like they've been hit by a bomb. The JAMBS are all bent out of shape and shards of broken GLASS have been scattered over the floor.\n\n\"Would it be jumping to conclusions,\" I ask, \"to think they might have come in through the balcony?\"\n\nNate nods. \"It seems a sensible hypothesis.\"", "endoftext": false }, { "action": "GLASS", "response": "\"Okay, I know this is penny dreadful stuff, but the glass is on the inside of the room, so the doors were broken in from the outside... right?\"\n\nNate smiles. \"Just because it's obvious, that doesn't mean it's wrong.\"", "endoftext": false }, { "action": "Jambs", "response": "The jambs are the side parts of the doorframe. But you knew that.\n\n\"It doesn't look like this was caused just by forcing the doors open,\" I ponder aloud. \"It's like something a bit too big was crammed through here. They must have stolen something. Something big.\"\n\nNate says, \"Oh really?\"", "endoftext": false }, { "action": "Rug", "response": "This has got to be the shaggiest rug I've ever seen. Peering closer, I think I see something. \"Hey, there's loads of little DENTS in the rug, like there was a heavy table here, and someone bounced it around all over the place.\"\n\nNate leans forward on his cane and acknowledges my find silently.", "endoftext": false }, { "action": "Dents", "response": "\"You know how when you move a heavy piece of furniture, you find the legs have left dents in the carpet?\"\n\n\"I can't say I'm intimately acquainted with the phenomenon,\" Nate says, \"but yes.\"\n\n\"These dents are sort of like that,\" I go on, \"but they're not pressed down too much, like whatever was here wasn't here for long.\"\n\nNate makes an appreciative nod. I think I'm going to write this down in my NOTEBOOK.", "endoftext": false }, { "action": "Corpse", "response": "The legendary polar explorer Saul Hawthorne is lying on the bed, quite thoroughly deceased. His broken LIMBS have been wrapped twice around his body and his FACE is frozen into a rictus of surprise and agony.\n\nNate watches me closely. \"It's okay if you feel faint.\"\n\n\"Pfff. I'm fine.\"", "endoftext": false }, { "action": "Notebook", "response": "I flip open my notebook. So far, I've made the following notes:\n\n-(A doodle of Walker.)\n-The pedals of a motor car go: clutch, brake, accelerator, from left to right.\n-Something made lots of dents in the rug.", "endoftext": false }, { "action": "Limbs", "response": "I'm not sure exactly how his arms and legs got in this state. It's like a giant tried to roll him up like a ball of string. His skin has circular BRUISES all over it.\n\n\"I actually fainted at my first crime scene,\" Nate reassures me.\n\nI laugh. \"Seriously, I'm fine.\"", "endoftext": false }, { "action": "Bruises", "response": "His arms and legs - the same arms and legs mangled almost beyond recognition - are marked with countless circular bruises. I think I'll write this down in my NOTEBOOK.\n\n\"Are you sure you're okay?\" Nate asks.\n\n\"I did throw up in my mouth a bit,\" I admit, \"but I just swallowed it back down.\"\n\n\"Well, as long as you feel you have it under control.\"", "endoftext": true }, { "action": "Look around", "response": "You know what? It's cold in here. The wind blows right in through the smashed balcony DOORS, rippling the fur of the room's shaggy RUG and tugging on the torn sheets of the four-poster BED.\n\nThere's a mangled CORPSE on the bed - the whole reason we're here, of course. And the walls are lined with all sorts of TROPHIES and stuff from around the Arctic and Antarctic.\n\nNATE stands an arm's length away, leaning on his cane.", "endoftext": false }, { "action": "Bed", "response": "\"From the state of this bed,\" I say, surveying the mess made of its torn and crumpled sheets, \"I think it's safe to assume he didn't die peacefully in his sleep.\"\n\nNate nods. \"And it therefore seems quite probable that he was mangled by the very method of his murder, rather than post mortem.\"", "endoftext": false }, { "action": "Trophies", "response": "This bloke obviously liked to surround himself with evidence of his own achievements. There are countless picture FRAMES on the walls, some freaky SPECIMENS, a few... let's call them KNICKKNACKS, and a huge MAP of Antarctica.", "endoftext": false }, { "action": "Frames", "response": "I bet it took real work to fit all these different sized frames together so neatly, with so little space left over. What jumps out at me? There's an ancient SCROLL, the front page of a NEWSPAPER, an AERIAL photo, a photo of two MEN, some sort of mathematical CHART, and a diagram of something like a candelabra or a TREE or something.", "endoftext": false }, { "action": "Scroll", "response": "The scroll shows a load of stick figures pointing at a star, with scribbly words spiralling around in every open gap. A plaque on the frame reads: 'Ancient peoples record the meteor falling to Earth with great accuracy. Modern calculations prove its origin at Mars.'\n\n\"People complain about progress,\" I say, \"but I don't think going from stick figures to photographs in a few thousand years is to be sniffed at.\"\n\nNate says, \"Quite.\"", "endoftext": false }, { "action": "Newspaper", "response": "The newspaper shows two men posing outside the Oldchester Museum, with the headline: Hero Explorers' Audience with Pharaoh. The fella on the left looks like the victim. The other one's a man in an eye-patch.\n\n\"So he was famous then?\" I ask.\n\nNate says, \"Renowned.\"", "endoftext": false }, { "action": "Aerial", "response": "Well, I suppose it's an aerial photo. Depends how tall the photographer was.\n\nThere's a wide swathe of barren ice, and in the middle of it is a basin or dip that's overflowing with weird trees and dense vines. There are little dots surrounding it, like birds, only not birds, if you know what I mean.", "endoftext": false }, { "action": "Aerial", "response": "\"Explorers go to some weird places,\" I say to Nate.\n\nHe looks at me funny. \"I think that's by definition.\"\n\nWell, I suppose it's an aerial photo. Depends how tall the photographer was.\n\nThere's a wide swathe of barren ice, and in the middle of it is a basin or dip that's overflowing with weird trees and dense vines. There are little dots surrounding it, like birds, only not birds, if you know what I mean.\n\n\"Explorers go to some weird places,\" I say to Nate.\n\nHe looks at me funny. \"I think that's by definition.\"", "endoftext": false }, { "action": "Men", "response": "A photograph of two men wrapped up in furs and standing in front of a cave painting. One of them looks like the victim, the other's someone in an eye-patch.\n\nThe painting shows a load of inhuman stick figures feeding their fellows to a tentacled blob.", "endoftext": false }, { "action": "Chart", "response": "A comparison of the Antarctic climate versus apparent Martian temperatures. Fascinating stuff.\n\n\"What kind of holiday time do I get, Nate? It looks like Mars is nice this time of year.\"\n\nHe looks thoughtful. \"I'm not sure if you're displaying a complete ignorance of the actual nature of seasons, or making a witty comment about the eccentricity of the Martian orbit.\"\n\n\"The former,\" I say, \"definitely.\"", "endoftext": false }, { "action": "Tree", "response": "According to the title: \"The Martian Life of the Antarctic: A Provisional Taxonomy\". It seems to consist of loads of lines connecting long, made-up words.", "endoftext": false }, { "action": "Knicknacks", "response": "A comparison of the Antarctic climate versus apparent Martian temperatures. Fascinating stuff.\n\n\"What kind of holiday time do I get, Nate? It looks like Mars is nice this time of year.\"\n\nHe looks thoughtful. \"I'm not sure if you're displaying a complete ignorance of the actual nature of seasons, or making a witty comment about the eccentricity of the Martian orbit.\"\n\n\"The former,\" I say, \"definitely.\"\n\nSo you go to Antarctica, without heat, food or reliable transport, and you still come back with loads of rubbish that you don't need. It's a terrible statement on the human condition.\n\nI s'pose the most interesting knickknacks I can see are a husky's COLLAR, a woolly SCARF and a MEDAL. All of them just pinned to the wall.", "endoftext": false }, { "action": "Medal", "response": "The 'South Polar Society Star for Heroic Dedication to Science.' I say to Nate, \"At least he got recognised before he died. Does that happen for police detectives?\"\n\nNate says, \"Only the ones who don't make waves.\"\n\n\"Oh. Then I missed my chance without even knowing I had it.\"", "endoftext": false }, { "action": "Collar", "response": "The nametag reads 'Butch'.\n\n\"I believe they were forced to eat their dogs,\" Nate explains.\n\nI frown. \"And just think: if Butch had eaten this bloke because he was hungry, people would have called it a tragedy.\"", "endoftext": false }, { "action": "Scarf", "response": "I finger the scarf. It feels warm, but I'm not sure I'd trust it with my life at the South Pole.", "endoftext": false }, { "action": "Specimens", "response": "Yuck. Okay, there's a polar bear's HEAD mounted on the wall, a pickled space creature in a JAR, and an exotic AQUARIUM.", "endoftext": false }, { "action": "Head", "response": "I reach out and stroke the polar bear's muzzle. He looks fierce, but his fur's nice and soft. \"Poor thing. If only he'd covered his nose with his paw when he saw this bloke coming.\"\n\n\"They don't actually ever do that,\" Nate corrects me.\n\n\"Well,\" I say, \"the sooner they start, the better.\"", "endoftext": false }, { "action": "JAR", "response": "It's... This little blighter must be of great scientific interest, that's for sure. \"Where's its head?\" I ask. \"Is that its mouth?\"\n\n\"That's its anus,\" Nate informs me, without so much as blinking.\n\n\"Well they must have very different priorities on Mars.\"", "endoftext": false }, { "action": "Aquarium", "response": "An opulent, oversized tank of water, currently occupied by some gravel and a little CASTLE. No sign of the fish at present. What a waste of water.\n\n\"Any little aspect of the crime scene can be relevant,\" Nate says, cryptically. \"There's no such thing as too much knowledge.\"\n\nHmm. Maybe the fish is a suspect? I wonder what its alibi is?", "endoftext": false }, { "action": "Castle", "response": "Looking a little more closely, I think I can make out a tiny round eye staring back at me from inside the little castle. \"So I've solved the case of the missing FISH.\"\n\nTo my surprise, Nate limps over to get a closer look. \"I see. Very interesting.\"\n\nThe thing is, I don't think he's joking.", "endoftext": false }, { "action": "Fish", "response": "I tap on the side of the aquarium. The fish just stares out at me.\n\n\"Don't,\" Nate says. \"It's clearly been frightened.\"\n\n\"I thought that's just what fish did? Hide, so you wonder why you bothered to get them in the first place.\"\n\nNate brushes back his hair. \"Well, if you don't think it's relevant.\"\n\nI sigh. \"Fine, I'll write it down in my NOTEBOOK. Happy?\"\n\nNate reaches out for my notebook and glances over it. \"I think you've got enough here that you might be able to EXPLAIN the method of murder.\"", "endoftext": false }, { "action": "You explain", "response": "\"You want me to explain how this man was twisted to death in his own bed?\"\n\nNate purses his lips. \"I believe I said as much.\"\n\n\"The dents in the rug... the frightened fish... I dunno, an angler with two peg legs?\"\n\nNate turns towards the maimed corpse. \"I've never seen a fisherman who could do this to a person. And what about the circular bruises?\"\n\nWell, I s'pose could keep trying to EXPLAIN the murder, or just SHRUG.", "endoftext": false }, { "action": "You explain", "response": "\"How about some kind of... petrol-driven arm and leg twisting machine?\"\n\n\"No,\" Nate says. \"That would never frighten a fish. Fish don't have arms or legs. I know you can EXPLAIN it, though. Keep trying.\"\n\nOr maybe I should just SHRUG and give up.", "endoftext": false }, { "action": "You explain", "response": "\"Frightens fish, leaves dents... a swarm of angry fishing rods?\"\n\nNate sighs. \"Now you're just being absurd.\"\n\nEXPLAIN, SHRUG, the choice is yours.", "endoftext": false }, { "action": "You explain", "response": "\"Okay, I think I've got it this time: a typhoon machine on robotic legs. Typhoons are at sea, right?\"\n\n\"Better,\" Nate says, \"but the whole room would be in disarray if that were the case. I know you can EXPLAIN this mystery, Ivy. Don't give up.\"\n\nThe urge to SHRUG is almost overwhelming.", "endoftext": false }, { "action": "Punch nate", "response": "My attacks are made in the medium of graffiti and petty vandalism.", "endoftext": false }, { "action": "You explain", "response": "\"A giant sea urchin, bent on murder. The dents are its footprints. The victim twisted himself to death trying to avoid its spines.\"\n\nNate seems impressed. \"Well thought out, but sea urchins are very mellow creatures, as their spines protect them from all the ills of the world. I can't imagine one being moved to kill.\"\n\n\"This is ridiculous, Nate, I have no idea.\"\n\n\"I know you can EXPLAIN this, Ivy. All the evidence is here.\"\n\nI SHRUG, but not in any final sort of fashion. Yet.", "endoftext": false }, { "action": "You explain", "response": "I throw up my hands. \"A shark on stilts.\"\n\nNate laughs, and I feel myself turning red with embarrassment. Maybe this sort of thing comes easily to him, but-\n\n\"Very close,\" Nate says. \"I think you almost have it.\"\n\n\"Um, what?\"\n\nCan I really EXPLAIN this bizarre crime, or should I just SHRUG and get Nate to enlighten me?", "endoftext": false }, { "action": "You explain", "response": "\"My head hurts,\" I whine. \"My mind's gone blank.\"\n\n\"Nonsense,\" Nate snaps.\n\n\"Okay... a predatory sea creature that frightened the fish... it's on robotic legs, which left dents in the rug... and... it twisted a man up like so much yarn... so it was an octopus?\"\n\nNate squeezes my shoulder. \"Based on the sucker marks, I'd say a giant squid, but you're in the right phylum and class.\"\n\nI stare at him open mouthed.\n\nHe looks around. \"Now, I suspect we may be able to find out who sicced this abomination on our victim if we rifle his writing DESK.\"\n\nI frown. \"What writing-? Oh.\"", "endoftext": false }, { "action": "Desk", "response": "This absolutely was not here earlier. Otherwise I'd have mentioned it. Nate must have moved it in while I was distracted with all the other junk packed into this ridiculous room. I mean, there's a polar bear's HEAD on the wall. Is it any wonder if I get distracted? Anyway.\n\nIt's a very neat little desk, not much used, I'd say. Two small DRAWERS are set into one side of the thing. On the desk is a PINK letter.", "endoftext": false }, { "action": "Pink", "response": "Written in a careful and delicate script:\n\nSweetiepie,\nMiss you so much when you're away. Hurry round to visit as soon as you can, and bring me a nice surprise!\nLove and huggles,\nElizabeth\n\nP.S. Muggles the kitten misses you as well!\n\n\"Anything pertinent?\" Nate asks.\n\n\"Only to my fading ability to hold onto my breakfast.\"", "endoftext": false }, { "action": "Drawers", "response": "The desk has two drawers. Do you want me to open the TOP one, or the BOTTOM one?", "endoftext": false }, { "action": "Top", "response": "Opening the top drawer reveals a BLUE letter.", "endoftext": false }, { "action": "Blue", "response": "The letter's written in a blocky, neat hand.\n\nSaul,\nOur mutual friend is in the city. Don't ask me how. Perhaps you\ncan pay him off?\nRupert Wetherby\n\nI show the letter to Nate. \"Does this sound like the kind of thing that gets people murdered?\"\n\n\"Anything can get one murdered, in my experience. Keep looking.\"", "endoftext": false }, { "action": "Blue", "response": "The letter's written in a blocky, neat hand.\n\nSaul,\nOur mutual friend is in the city. Don't ask me how. Perhaps you\ncan pay him off?\nRupert Wetherby", "endoftext": false }, { "action": "Bottom", "response": "I try the bottom drawer, but it won't budge. On closer inspection, there's a little warded LOCK on the thing.\n\nNate looks over the desk. \"The key may be around here somewhere...\"\n\nI clear my throat. \"I am all the keys you will ever need.\"", "endoftext": false }, { "action": "Lock", "response": "I pull out one of my hatpins and bend the end into a 'bit' with my teeth. Slide it into the lock like a key, turn it, and... click.\n\nNate says, \"I expect you think I'm impressed.\"\n\nI blow him a kiss, like a moving picture star. \"I know you're impressed.\"\n\nOpening the drawer, I find a YELLOW letter.", "endoftext": false }, { "action": "Yellow", "response": "This letter's written in an almost uncontrolled scrawl.\n\nThought you got rid of me, did you?\nWell I'm on my way home.\nYou'll get yours, city boy.\n\nFrom you know who.\n\nI show it to Nate. \"Look like a letter from a murderer to you?\"\n\nHe develops a crooked smile. \"This must be the mutual friend mentioned in the other letter. It seems that 'Rupert' shall have a number of questions to answer.\"\n\nNate runs his fingers through his hair and puts on his bowler. \"We'll LEAVE once you feel you've sated your curiosity, shall we?\"", "endoftext": false }, { "action": "Nate", "response": "Nate's the kind of delicate, impossibly beautiful young man you'd sooner expect to see reclining in a bay window writing poetry than examining a corpse in the Old Warren.\n\nBut there's also a sort of nervous energy to him, and his hair's always falling over one eye or the other as he looks around with intense interest.\n\nNate is carrying a CANE and a police BADGE, and he's wearing a BOWLER hat and a three-piece SUIT.", "endoftext": true }, { "action": "Look around", "response": "You know what? It's cold in here. The wind blows right in through the smashed balcony DOORS, rippling the fur of the room's shaggy RUG and tugging on the torn sheets of the four-poster BED.\n\nThere's a mangled CORPSE on the bed - the whole reason we're here, of course. And the walls are lined with all sorts of TROPHIES and stuff from around the Arctic and Antarctic.\n\nAmong the clutter is a writing DESK.\n\nThe bottom drawer contains a YELLOW letter. The top drawer contains a BLUE letter.\n\nA little FISH watches us from inside its castle.\n\nNATE stands an arm's length away, leaning on his cane.", "endoftext": false }, { "action": "Notebook", "response": "I flip open my notebook. So far, I've made the following notes:\n\n-(A doodle of Walker.)\n-The pedals of a motor car go: clutch, brake, accelerator, from left to right.\n-Something made lots of dents in the rug.\n-There are circular blotches on the victim's limbs.\n-Nate thinks the fish is frightened.", "endoftext": false }, { "action": "You leave", "response": "I check my hat's properly in place and make for the door, dragging Nate behind me.\n\n\"No entry,\" the doorman says. \"Members only. And you're not even a gentleman.\"\n\nIvy waves her papers in his face. \"Police. We can go where we like.\"\n\n\"That's not strictly true,\" I whisper.\n\nTobacco SMOKE hangs in the air like a mist of filth. I've been in opium dens with more pleasant air, although they admittedly lacked the fine mahogany FURNITURE of this place.\n\nIVY is by my side, elfin and mischievous.\n\nRupert WETHERBY sits staring at us. \"You're both police officers?\nThe world's really gone to pot.\"", "endoftext": false }, { "action": "Ivy", "response": "I glance over at Ivy. I see a young woman, about the same age and height as me, slender, athletic, elfin. Her hair is cut into a short bob and her features are untouched by rouge.\n\nIvy is carrying a NOTEBOOK, a YELLOW letter, and a BLUE letter, and she's wearing a long JACKET, a short DRESS, and a CLOCHE hat.\n\n\"Mr Wetherby,\" Ivy begins uncertainly, \"we were wondering about these two letters.\"\n\nHe waves them away. \"Not related to Saul's death, I assure you. I understand you must investigate, but some things are better left unknown.\"", "endoftext": false }, { "action": "Dress", "response": "A simple and short dress, unlikely to get in the way - especially since it barely covers her KNEES.\n\n\"Okay,\" Ivy whispers to me, \"I'll be bad cop. You just DEFEND him, APPEAL to his better nature, OFFER leniency, that sort of thing.\"\n\n\"Bad cop?\" I repeat stupidly, although the term certainly fits.", "endoftext": false }, { "action": "Knees", "response": "Ivy's bare legs are slender, pale, eminently distracting...\n\nShe looks in my direction and I glance quickly away.\n\nIvy rolls up her sleeves and swaggers over to Wetherby. \"Is there something about this 'you know who' that you'd prefer to hide from the law?\"\n\nWetherby seems unimpressed by her display. \"I assure you that this matter, while I might prefer to keep it secret, is not related to his murder.\"\n\nShould I DEFEND Rupert, APPEAL to his better nature, or OFFER leniency?", "endoftext": false }, { "action": "Appeal", "response": "\"Mr Wetherby,\" I say, \"please. The murderer must be caught before he or she kills again.\"\n\nHe shakes his head. \"I'll say it again. These letters will not lead you to the murderer.\"\n\n\"So you're protecting the victim,\" Ivy says. \"How noble. Or perhaps... you're actually protecting yourself. If Hawthorne had paid this person off, maybe you'd have profited?\"\n\nWetherby glares at her.\n\nShould I DEFEND Rupert, APPEAL to his better nature, or OFFER leniency?", "endoftext": false }, { "action": "Offer", "response": "\"If you help us, I'm sure the courts will be lenient.\" I suggest.\n\n\"I'm no accomplice to whoever killed my dearest friend,\" Wetherby spits.\n\nIvy idly digs her heel into the expensive carpet. \"Even if you're not involved in the murder, I bet you were stabbing Hawthorne in the back in some way or another. I mean, what are you so afraid we'll find out?\"\n\nShould I DEFEND Rupert, APPEAL to his better nature, or OFFER leniency?", "endoftext": false }, { "action": "You defend", "response": "\"I'm sure he's not afraid of anything,\" I say. \"It may well be perfectly innocent.\"\n\nIvy grins. \"Well, we'll find out eventually, with or without his co-operation.\"\n\n\"I suppose you might as well hear it from me,\" Wetherby says. \"Look, Saul was no coward. We faced real dangers on our expedition to the North Pole. That polar bear... I'd be dead if not for Saul. But Saul liked his creature comforts. When we met that bo's'n on the icebreaker, saw his remarkable likeness - well...\"\n\nHe looks at me suddenly. \"Will this go any further than you two?\"\n\nShould I DEFEND Rupert, APPEAL to his better nature, or OFFER leniency?", "endoftext": false }, { "action": "Offer", "response": "\"Unless it becomes absolutely necessary to divulge this to convict his murderer,\" I say, \"you have our confidence.\"\n\nWetherby smiles at me. \"Thank you. I suppose that's as it must be. And yes, I suspect, despite what I said earlier, that this is related to his death.\"\n\nIvy sighs. \"Well, spit it out already!\"\n\n\"Saul never went to the Antarctic Crater,\" Wetherby says. \"He hasn't even left Oldchester in years.\"\n\nShould I DEFEND Rupert, APPEAL to his better nature, or OFFER leniency?", "endoftext": false }, { "action": "Appeal", "response": "\"Once you've shared this with us,\" I say, \"I'm sure it will be a weight from your shoulders.\"\n\n\"I went to Antarctica with a man by the name of Nigel Davenport,\" Wetherby explains. \"In the photographs he looked enough like Saul, especially with a little doctoring of the negatives. He knew the land, but he was no scientist or gentleman, and he started to become quite the braggart. You have to understand: a land that to others was only death, could to him be something closer to a home...\"\n\nIvy gasps. \"You left him there, didn't you?\"\n\nWetherby stares at the carpet. \"How he could possibly have returned, I do not know. But his aim now seems clear enough to me.\"\n\nShould I DEFEND Rupert, APPEAL to his better nature, or OFFER leniency?", "endoftext": false }, { "action": "Offer", "response": "I touch Wetherby's shoulder. \"I'll see that a constable is assigned to protect you, but we shall have apprehended this man shortly.\"\n\nWetherby seems reassured. \"Thank you.\"\n\nI check that my hat is on my head. \"Now, where might we find this Davenport?\"\n\n\"I don't know,\" Wetherby says. \"But I suspect that it will be nowhere civilised. He was Saul's mirror opposite in many ways, and he loathed even the least luxury.\"\n\nI find myself smiling. \"I know just where to find him. Ivy, we'll LEAVE for there immediately.\"", "endoftext": false }, { "action": "Jacket", "response": "Ivy's jacket is creased and battered, the fabric softened by years of wear.\n\n\"But what about the squid?\" Ivy demands. \"And what are you hiding under that eye patch? Cuff him. Let's take him down to the station and-\"\n\nI cover her mouth with my hand. \"I think that's quite enough from 'bad cop', thank you.\"\n\nIvy says, \"Mmm-hhmf.\"", "endoftext": false }, { "action": "Cloche", "response": "Ivy's wearing one of those strange little bell-shaped hats that are starting to creep into fashion. It looks rather adorable crowning her elfin features.\n\nWetherby squints at Ivy. \"Do I know you from somewhere?\"\n\nIvy pulls on my arm. \"I doubt it. Well, off we go...\"", "endoftext": false }, { "action": "Wetherby", "response": "A craggy, ageless man in an EYEPATCH. Several of his FINGERS are missing.\n\nWetherby seems to arrive at a sudden realisation. \"Silhouette! I own the carpet factory you broke into. You tampered with the machines... Those obscene patterns! An entire batch had to be burned!\"\n\nIvy shrugs nervously. \"I s'pose those are the dangers of too much automation.\"", "endoftext": false }, { "action": "EYEPATCH", "response": "A smart leather patch covers Wetherby's left eye.\n\n\"I need a stout drink,\" Wetherby murmurs. He stands, bows reluctantly to Ivy and walks away.", "endoftext": false }, { "action": "Smoke", "response": "Yeuch. The place could be burning down, and no-one would notice.\n\n\"By the way,\" Ivy says, \"You make a pretty bad 'good cop'. I respect that.\"\n\n\"I was a good enough cop to get you out of Mindflower, Ivy.\"\n\nShe shakes her head. \"That's not 'good cop' at all. You're bad cop through and through. We'll try it the other way 'round next time.\"\n\nNext time!", "endoftext": true }, { "action": "You look around", "response": "Tobacco SMOKE hangs in the air like a mist of filth. I've been in opium dens with more pleasant air, although they admittedly lacked the fine mahogany FURNITURE of this place.\n\nIVY is by my side, elfin and mischievous.\n\nIvy coughs and waves her hand in front of her. \"So much smoke...\"", "endoftext": false }, { "action": "Furniture", "response": "All this dark, meticulously polished wood, expertly carved into elegant forms... It reminds me of my family home.\n\nIvy coughs and pinches her nose. \"My eyes are really watering...\"", "endoftext": false }, { "action": "Notebook", "response": "She showed me some of the things she's doodled in there. I'd already suspected her mind was of scientific interest, but I had no idea.\n\nIvy touches my arm lightly. \"I can't take it anymore. I'll be outside when you want to LEAVE.\"\n\nShe hurries outside, pausing to wave at the doorman.", "endoftext": false }, { "action": "You leave", "response": "\"I used to come here as a kid to feed the ducks,\" Ivy says. \"Can we visit the pond?\"\n\nI brush my hair back from my eyes. \"Of course. If that's where Davenport is hiding.\"\n\nA pleasant enough place, even if the smoke-blackened sky and tall buildings peering over the TREES leave one under no illusions that this is anywhere but smack in the middle of the city.\n\nWe're on the cobbled square with the famous weeping fish FOUNTAIN. A BENCH overlooks the area, upon which a courting COUPLE sit, side by side.\n\nA PRIESTESS lies sunning herself on the grass, some distance away.\n\nIVY is by my side, elfin and mischievous.", "endoftext": true }, { "action": "Look around", "response": "A pleasant enough place, even if the smoke-blackened sky and tall buildings peering over the TREES leave one under no illusions that this is anywhere but smack in the middle of the city.\n\nWe're on the cobbled square with the famous weeping fish FOUNTAIN. A BENCH overlooks the area, upon which a courting COUPLE sit, side by side.\n\nA PRIESTESS lies sunning herself on the grass, some distance away.\n\nIVY is by my side, elfin and mischievous.", "endoftext": false }, { "action": "Couple", "response": "A gentleman and lady, both smartly dressed, perhaps a little older than Ivy and me.\n\n\"They make a nice pair, don't you think?\" I suggest.\n\nIvy mimes retching.\n\nSeeing her gesture, the couple both shoot me a pitying look, as if they think I should set my sights higher.", "endoftext": false }, { "action": "Priestess", "response": "Although she mostly fits the part with her straight black hair and KALASIRIS, her pale skin marks her out as an Oldchester native. I'd imagine that's the reason she's trying to get a tan.\n\n\"She's judging me,\" Ivy says, following my gaze. \"I can tell.\"", "endoftext": false }, { "action": "Kalasiris", "response": "A straight, white dress, the straps meeting behind her neck. I'm really not sure if the hemline is higher than Ivy's. The priestess is certainly showing more leg, but perhaps that's just because she's lying down and-\n\n\"You look deep in thought,\" Ivy says. \"I s'pose any quiet moment is a chance to ponder mysteries, right?\"\n\nI clear my throat. \"Yes, well.\"", "endoftext": false }, { "action": "Bench", "response": "Someone has etched Silooette 4eva into the bench's arm. Now, Ivy's spelling may not be perfect, but she can at least spell her own alias. This message must have been left by one of her fans.", "endoftext": false }, { "action": "Fountain", "response": "The fountain takes the form of a huge, scaly fish. Water cascades in torrents from the corners of its eyes and into a pool dotted with copper and silver coins.\n\nIvy says, \"Freaky. Not sure I'd trust this thing with my wishes.\"", "endoftext": false }, { "action": "Trees", "response": "Hopwell Gardens has always been surprisingly wooded. It's not uncommon for people to get lost if they wander too far from the path. Peering into the anaemic, smog-poisoned trees, I think I can make out the tattered canvas of a TENT.\n\nIvy cracks her knuckles. \"You have that distant look in your eye.\nThe chase is afoot.\"", "endoftext": false }, { "action": "Ivy", "response": "I glance over at Ivy. I see a young woman, about the same age and height as me, slender, athletic, elfin. Her hair is cut into a short bob and her features are untouched by rouge.\n\nIvy is carrying a NOTEBOOK, a YELLOW letter, and a BLUE letter, and she's wearing a long JACKET, a short DRESS, and a CLOCHE hat.", "endoftext": false }, { "action": "Yellow", "response": "Written on scrappy paper, damaged by moisture and stained by soil. It's hard to tell without chemical analysis, but it doesn't look like soil native to Oldchester.\n\nThought you got rid of me, did you?\nWell I'm on my way home.\nYou'll get yours, city boy.\n\nFrom you know who.", "endoftext": false }, { "action": "Blue", "response": "Written on paper that, while hardly rare, is certainly not inexpensive. There's no letterhead.\n\nSaul,\nOur mutual friend is in the city. Don't ask me how. Perhaps you\ncan pay him off?\nRupert Wetherby", "endoftext": false }, { "action": "TENT", "response": "I point at the tattered piece of canvas in the trees. \"Looks like someone's camping out.\"\n\nIvy laughs. \"What kind of idiot would sleep in a tent in Hopewell Gardens? Oh, wait... Yeah, I've not been paying attention.\"\n\nA dirt path leads IN, towards the tent.", "endoftext": false }, { "action": "Enter", "response": "We follow the path into the woods, the sounds of civilisation growing distant behind us.\n\nThe air here is cool and damp, the sky obscured by the broad green leaves of an immense and gnarled OAK. A TENT canopy has been strung across its branches, and a BARREL of fish sits between its roots.\n\nAn unkempt MAN sits cross-legged in the dirt.\n\nIVY is by my side, elfin and mischievous.\n\nOh, and, by the way, a giant SQUID on robot legs hulks over us all, chained to the oak's trunk.\n\nIvy grabs my arm. \"A squid on robot legs! You were right! I was right! Leg it!\"\n\nThe man leaps to his feet, swinging a flare gun wildly in our direction. \"Not so fast, townies.\"", "endoftext": false }, { "action": "Man", "response": "I can see the resemblance to Hawthorne, I suppose. Although it's obscured rather by his long, matted hair and untamed beard.\n\nHe's bareheaded and clad in a suit of Martian SCALES.\n\nDavenport manages to control his mirth. \"This is what qualifies for strength and authority in the city, is it? A lame pretty boy and a waif who can hardly see out from under her hat? No, I think you have this situation all backwards.\"", "endoftext": false }, { "action": "Scale", "response": "The scales shimmer in the light: rust red, coarse and dry.\n\nIvy whispers to me, \"You carry a gun, right?\"\n\nI'm shocked. \"Of course not! I abhor violence. That's the very reason I became a police detective.\"", "endoftext": false }, { "action": "CANE", "response": "A simple but sturdy walking stick, necessary since I was shot by an accomplice of the Bottle Street Strangler.\n\n\"Look at you both,\" Davenport says. \"In your city clothes. Prancing around like you own the world.\"", "endoftext": false }, { "action": "Barrel", "response": "Stolen from a local fishmonger, I'm sure. It's full of slimy, oily FISH.\n\n\"I've seen creatures that thought they owned a world,\" Davenport continues, \"and then found out the hard way.\"", "endoftext": false }, { "action": "SCALES", "response": "The scales shimmer in the light: rust red, coarse and dry.\n\n\"Thought that was a meteorite, everyone did,\" Davenport says. \"Left that crater in the ice. Didn't hang 'round long enough to find the truth.\"", "endoftext": false }, { "action": "TENT", "response": "A tattered piece of canvas that seems to have attracted the filth of two continents like... well... some sort of... filth magnet.\n\nDavenport winks. It's a rather frightening sight. \"I'll tell you. I'll tell you what I found down there, and you'll wish I hadn't.\"", "endoftext": false }, { "action": "Legs", "response": "The squid's robot legs are thickly armoured and crab-like. Petrol-driven, I suspect, given the noise. As well as providing locomotion, they incorporate some sort of GILL apparatus.\n\nThere's also a conspicuous LEVER in amongst the machinery.\n\n\"This incredible machinery,\" I ask Davenport, \"where did you get it? Who fashioned it?\"\n\n\"T-T-\" he stammers, \"that's none of your business, city boy!\"", "endoftext": false }, { "action": "FISH", "response": "When Davenport isn't looking, Ivy purloins a haddock.\n\n\"DISTRACT him,\" she hisses.\n\nIt seems she's formulated some sort of plan.", "endoftext": false }, { "action": "Arms", "response": "Gathered in a writhing coil around its mouthparts are the squid's arms - eight muscular appendages lined with toothed suckers. Although their reach is limited, once it's got hold of you with these, you're a goner for sure. As Ivy might put it.\n\nExtending far beyond the squid's arms are its TENTACLES.\n\nIvy whispers to me, \"I don't understand what he's talking about.\"\n\n\"Don't you read the papers?\" I whisper back.\n\nShe shrugs. \"When I'm in them, sure.\"", "endoftext": false }, { "action": "You distract", "response": "The squid has two long tentacles, each ending in an arrowhead of suckers. They dart through the air like angry snakes. Not to be confused with its ARMS.\n\nDavenport looks up at the blue sky. \"Mars. Dry and cold and dead. But it was pleasant enough. Once.\"\n\nI adjust my bowler and start to pace away from Ivy. \"You're quite right. In fact, I see the error of my ways now. Perhaps you could instruct me in a few survival techniques?\"\n\nDavenport looks at me pityingly. \"The only teacher you need is Mother Nature. But I warn you, she's a harsh schoolmarm indeed.\"\n\nI try to look disappointed. \"I see.\"\n\nIvy discreetly slips the haddock into one of Davenport's pockets.", "endoftext": false }, { "action": "Eyes", "response": "The squid stares at us with glassy eyes the size of dinner plates.\n\n\"Creatures like us lived there,\" Davenport says. \"High 'n' mighty. Civilised. But it counted for nothing when the oceans dried.\"", "endoftext": false }, { "action": "Muzzle", "response": "\"Don't worry,\" I tell Ivy, \"it's not going to eat anyone while it's muzzled like that.\"\n\n\"No,\" she agrees, \"it'll just have to wring 'em out like a wet stocking instead.\"\n\n\"Some of 'em fled,\" Davenport goes on. \"The ark. Bet they were the smartest, the most civilised of all of them. But all this time later, it don't count for nothing.\"", "endoftext": false }, { "action": "Gill", "response": "Among the intricate mass of machinery that supports the squid's existence on land is - obviously - a contraption for supplying it with oxygenated water. I can see a glass CANISTER of water connected to a mass of HOSES and a PUMP.\n\nIt reminds me of my carrion fly experiment. Actually, I wonder how that's going...\n\nIvy pokes me in the ribs. \"Please don't start daydreaming when we're face to face with a sea monster.\"", "endoftext": false }, { "action": "Pump", "response": "I'll be honest, I have no great technical appreciation of water or air pumps. Though after this, I'll be sure to do some research.\n\n\"There they are,\" Davenport says. \"Scratching at the ice like beggars. Savages. Feeding the weak to the many-armed monsters that came with 'em. No politeness. No etiquette. No pretence. Just do or die.\"", "endoftext": false }, { "action": "Canister", "response": "Don't let the fact it's glass fool you: it must be pretty tough to contain water at deep-sea pressures.\n\n\"And you, pretty boy,\" Davenport says, pointing at me, \"you think this could never happen to us? How'd you get by without that cane of yours?\"\n\n\"Always rather badly,\" I admit. He seems satisfied at that.", "endoftext": false }, { "action": "Hoses", "response": "Yes, I suspect that these hoses are this thing's weak spot. But we have no chance of getting close to them while the squid's tentacles are free.\n\n\"We got rid of everything worthwhile,\" Davenport says. \"And we replaced it all with this civilisation. Made up nonsense. Distractions. Anything except engaging with the real world. With the harsh realities.\"", "endoftext": false }, { "action": "LEVER", "response": "Whatever it does, it's protected by the squid's ARMS and I have absolutely no chance of reaching it right now. Better to focus on something else.\n\nDavenport waves an arm at the city we can just about make out through the trees. \"And what happens when all this goes the way of Mars? How many of us will survive? How many of us even have the least idea how to?\"", "endoftext": true }, { "action": "You describe your surroundings", "response": "The air here is cool and damp, the sky obscured by the broad green leaves of an immense and gnarled OAK. A TENT canopy has been strung across its branches, and a BARREL of fish sits between its roots.\n\nAn unkempt MAN stands before us, aiming a flare gun in our direction.\n\nIVY is by my side, elfin and mischievous.\n\nOh, and, by the way, a giant SQUID on robot legs hulks over us all, chained to the oak's trunk.\n\n\"You're probably right about that,\" I admit. \"Our civilisation could probably fall apart. Go the way of Mars. And that'd write off those of us who rely on it. But, well, so what?\"\n\nIvy sighs. \"Oh yeah, provoke him. That's a great idea.\"", "endoftext": false }, { "action": "OAK", "response": "I suppose this venerable old organism must give even the giant squid a run for its money in the size and strength stakes, inanimate though it may be.\n\nDavenport's made a bit of a mockery of the poor thing, suspending his TENT from its branches and looping the squid's CHAIN around its thick trunk and branches.\n\nDavenport stammers. \"Wh- what do you mean, so what?\"\n\n\"I mean: so what? Civilisation is about trying to make lives pleasant and easy, but we still wind up dead in the end. I'm a homicide detective, I know that as well as anyone. I don't see that death - on a personal or global scale - is a convincing reason to give up on trying to make lives better while we still can.\"", "endoftext": false }, { "action": "Chain", "response": "The chain is wrapped and wound and knotted in all manner of fantastic ways. I bet this fellow was a dedicated boy scout. Although, now that I look at it, a lot of the tension in the chain seems to be held by a single ice SCREW hammered into the ground.\n\nDavenport looks confused. Confused and angry.\n\nIvy grabs hold of my wrist, ready to make a run for it. \"You've done it now...\"", "endoftext": false }, { "action": "Screw", "response": "I jam the tip of my cane under the ice screw and steadily work it out of the ground. The chain restraining the giant squid unravels in a single fluid motion and the beast takes a few experimental steps forward on its stubby metal feet.\n\nDavenport is ranting, \"That's what you don't understand: nature can't be tamed, can't be restrained, and all your civilisation will count for nothing when it comes for you!\"\n\nThe squid's tentacles grab hold of him, crumpling his body up into a mangled mass. He dies with a sharp squeal of surprise.\n\nIvy slips under my arm and pulls it around her shoulders. \"Yeah, I think we should leave pretty quickly now...\"\n\nIVY drags me out of the woods and onto the cobbled square. The park is just as we left it. Birds sing, couples court, children frolic.\n\nIvy screams, \"Everybody run! A giant squid on robot legs is coming!\"\n\nThe people around the park just stare at her.", "endoftext": false }, { "action": "Notebook", "response": "She showed me some of the things she's doodled in there. I'd already suspected her mind was of scientific interest, but I had no idea.\n\nDavenport waves the flare gun at us. \"Yeah, but... civilisation is just a thin veneer! Think you're so smart. Think you're so great. You don't know nothing. I'll show you. I got that lying ponce. I'll get that one-eyed back-stabber too. After that, well, I'll show you what your civilisation amounts to!\"", "endoftext": false }, { "action": "You wait", "response": "I wait patiently. Ivy squirms.\n\nDavenport's almost muttering to himself now. \"Yeah, I'll show you a little Martian savagery. If you're too weak to live, you won't escape the long arms of the monster. That's the way. That's how we do things on Mars...\"\n\nIvy relaxes. \"I think you broke him.\"", "endoftext": false }, { "action": "You wait", "response": "I wait patiently. Ivy squirms.\n\nDavenport continues to rant and mutter about Mars and civilisation and how he'll show us all.", "endoftext": false }, { "action": "Ivy", "response": "Clanking machinery draws near, and I turn towards the trees. \"It seems to have taken a shine to us,\" I tell Ivy.\n\nShe throws up her hands. \"Lovely. And you can't run?\"\n\nI shake my head. \"Perhaps you should.\"\n\nShe rolls up her sleeves. \"Oh yeah, that'd prove a lot of people right, wouldn't it?\"\n\nMechanical legs pistoning, tentacles writhing through the air, the giant SQUID bursts out of the trees.\n\nAfter a moment of shocked silence, people begin to scream and run.\n\nIvy yells, \"I told you!\"", "endoftext": false }, { "action": "Squid", "response": "An elongated creature with enormous, round EYES. Its many short ARMS are curled around the robotic LEGS that support it, while its two longer TENTACLES roam freely through the air.\n\nA MUZZLE is strapped tightly over its beak.\n\nThe squid grabs Ivy around the waist with a tentacle and lifts her into the air.\n\nUnderstandably, she screams.\n\n\"Relax!\" I shout up to her. \"This creature was raised by a human.\nIt sees itself as one of us, and it won't kill without a direct order from Davenport. I'm sure it just wants to assert itself over us and cement its place in the pack.\"\n\nThe squid gives Ivy a good shake. \"I'm really reassured,\" she yells, \"now get me down from here!\"\n\nAn elongated creature with enormous, round EYES. Its many short ARMS are curled around the robotic LEGS that support it, while its two longer TENTACLES roam freely through the air.\n\nA MUZZLE is strapped tightly over its beak.\n\nThe squid holds Ivy directly above me. She grabs at her dress and crosses her legs. \"Hey, don't look! I thought you were a gentleman!\"", "endoftext": false }, { "action": "Ivy", "response": "One of the squid's tentacles is wrapped firmly around Ivy's waist, holding her up in the air.\n\nIvy is carrying a NOTEBOOK, a YELLOW letter, and a BLUE letter, and she's wearing a long JACKET, a short DRESS, and a CLOCHE hat.\n\n\"Whatever you do,\" I shout at Ivy, \"don't think like a fish!\"", "endoftext": false }, { "action": "Eyes", "response": "I poke the squid in the eye with my cane. It screeches and writhes, coiling and uncoiling its tentacles in discomfort.\n\nIvy falls to the ground. She lands flat on her backside with a surprised squeak.", "endoftext": false }, { "action": "Legs", "response": "The squid's robot legs are thickly armoured and crab-like. Petrol-driven, I suspect, given the noise. As well as providing locomotion, they incorporate some sort of GILL apparatus.\n\nThere's also a conspicuous LEVER in amongst the machinery.\n\nThe squid grabs me around the waist with a tentacle and lifts me into the air. My hat flies off and tumbles to the ground.\n\nIvy cups her hands around her mouth and shouts, \"Nate! Hold on! I'll save you!\"", "endoftext": false }, { "action": "LEVER", "response": "Whatever it does, it's protected by the squid's ARMS and I have absolutely no chance of reaching it right now. Better to focus on something else.\n\nIvy runs right up to the squid and punches it in the eye. It screeches and writhes, coiling and uncoiling its tentacles in discomfort.\n\nThe squid releases me and I land hard, my bad leg giving out beneath me. Ivy helps me to my feet.", "endoftext": false }, { "action": "ARMS", "response": "Gathered in a writhing coil around its mouthparts are the squid's arms - eight muscular appendages lined with toothed suckers. Although their reach is limited, once it's got hold of you with these, you're a goner for sure. As Ivy might put it.\n\nExtending far beyond the squid's arms are its TENTACLES.\n\nIvy tries to punch ineffectually at a tentacle, swiping at thin air.", "endoftext": false }, { "action": "Hose", "response": "We have no chance of getting close to the hoses while the squid's tentacles are free.\n\nIvy growls with frustration. \"Where are the police when you actually need them for once?\"\n\n\"On their way,\" I reply, glossing over the fact that we are the police. \"But until then, it's just us.\"", "endoftext": false }, { "action": "LEVER", "response": "Whatever it does, it's protected by the squid's ARMS and I have absolutely no chance of reaching it right now. Better to focus on something else.\n\nThe squid grabs Ivy around the waist with a tentacle and lifts her into the air.\n\nIvy yelps. \"Poke its EYE again, Nate! Get me down!\"", "endoftext": false }, { "action": "Hose", "response": "We have no chance of getting close to the hoses while the squid's tentacles are free.\n\n\"Don't worry!\" I call up to Ivy. \"I'll think of something!\"", "endoftext": false }, { "action": "Eye", "response": "I poke the squid in the eye with my cane. It screeches and writhes, coiling and uncoiling its tentacles in discomfort.\n\nIvy falls to the ground. She lands flat on her backside with a surprised squeak.", "endoftext": false }, { "action": "LEVER", "response": "Whatever it does, it's protected by the squid's ARMS and I have absolutely no chance of reaching it right now. Better to focus on something else.\n\nThe squid's robot legs chug and gurgle loudly.", "endoftext": false }, { "action": "Tentacles", "response": "The squid has two long tentacles, each ending in an arrowhead of suckers. They dart through the air like angry snakes. Not to be confused with its ARMS.\n\nThe squid grabs me around the waist with a tentacle and lifts me into the air.\n\nIvy cups her hands around her mouth and shouts, \"Nate! Hold on! I'll save you!\"", "endoftext": false }, { "action": "Knees", "response": "Ivy's bare legs are slender, pale, eminently distracting...\n\nShe looks in my direction and I glance quickly away.\n\nIvy runs right up to the squid and punches it in the eye. It screeches and writhes, coiling and uncoiling its tentacles in discomfort.\n\nThe squid releases me and I land hard, my bad leg giving out beneath me. Ivy helps me to my feet.", "endoftext": false }, { "action": "Wait", "response": "Time passes...\n\n\"It must have a weakness,\" Ivy says. \"If fish are frightened of squid... what are squid frightened of?\"\n\n\"Sperm whales.\"\n\nIvy looks thoughtful. \"I s'pose there's not so many of those around. Unless-\"\n\nI shake my head. \"No. Not even then.\"", "endoftext": true }, { "action": "You look at your surroundings", "response": "This cobbled square, surrounded on all sides by TREES, is home to a FOUNTAIN and a BENCH.\n\nI see a BOWLER hat here.\n\nIVY is close by my side, sleeves rolled up and fists clenched.\n\nThe giant SQUID stands astride the square on crab-like robot LEGS, TENTACLES writhing in the air.\n\nThe squid grabs Ivy around the waist with a tentacle and lifts her into the air.\n\nIvy yelps. \"Poke its EYE again, Nate! Get me down!\"", "endoftext": false }, { "action": "BOWLER", "response": "It's the nature of this line of work that my bowler spends more time in my hands than on my head.\n\n\"Nate!\" Ivy shouts. \"Do something!\"", "endoftext": false }, { "action": "Fountain", "response": "The fountain takes the form of a huge, scaly fish. Something that you might expect the squid to take an interest in, if only I could draw its attention to it. Unfortunately, I'm not really mobile enough to get in the fountain, and Ivy's presently otherwise engaged.\n\nThe squid dangles Ivy upside down. \"I s'pose I'm used to this by now...\" she mutters.", "endoftext": false }, { "action": "Ivy", "response": "One of the squid's tentacles is wrapped firmly around Ivy's waist, holding her up in the air.\n\nIvy is carrying a NOTEBOOK, a YELLOW letter, and a BLUE letter, and she's wearing a long JACKET, a short DRESS, and a CLOCHE hat.\n\nIvy yells, \"Put me down you big, smelly... cephalopod!\"", "endoftext": false }, { "action": "Wait", "response": "Time passes...\n\n\"I think Hawthorne's fish was braver than we gave it credit for!\" Ivy says.", "endoftext": false }, { "action": "Fountain", "response": "\"Ivy,\" I exclaim, \"the fountain!\"\n\nShe grasps my intent immediately. \"The fish!\"\n\nHiking up her dress, Ivy leaps into the fountain with a splash and begins waving her arms. \"Hey, grabby! Your mortal enemy is right here! He says your mother was a snail and your father a lounge lizard!\"\n\n\"Ivy, watch out!\"\n\nShe dives aside just as the squid wraps a tentacle around the fountain. Despite its best efforts, the beast is unable to dislodge the stone fish. That's one fewer tentacle to worry about.", "endoftext": false }, { "action": "Tentacle", "response": "The squid has two long tentacles, each ending in an arrowhead of suckers. They dart through the air like angry snakes. Not to be confused with its ARMS.\n\nIvy makes a run towards the squid's robot legs, but it knocks her back effortlessly.", "endoftext": false }, { "action": "Bench", "response": "Someone has etched Silooette 4eva into the bench's arm. Now, Ivy's spelling may not be perfect, but she can at least spell her own alias. This message must have been left by one of her fans.\n\nThe squid grabs me around the waist with a tentacle and lifts me into the air.\n\nIvy cups her hands around her mouth and shouts, \"Nate! Hold on! I'll save you!\"", "endoftext": false }, { "action": "LEVER", "response": "Whatever it does, it's protected by the squid's ARMS and I have absolutely no chance of reaching it right now. Better to focus on something else.\n\nIvy runs right up to the squid and punches it in the eye. It screeches and writhes, coiling and uncoiling its tentacles in discomfort.\n\nThe squid releases me and I land hard, my bad leg giving out beneath me. Ivy helps me to my feet.", "endoftext": true }, { "action": "Look around", "response": "This cobbled square, surrounded on all sides by TREES, is home to a FOUNTAIN and a BENCH.\n\nI see a BOWLER hat here.\n\nIVY is close by my side, sleeves rolled up and fists clenched.\n\nThe giant SQUID stands astride the square on crab-like robot LEGS, its TENTACLES divided between grasping the fish fountain and swiping at us.\n\nThe squid bats my hat about on the ground with a tentacle. That's a bit much - to single out a man's hat.", "endoftext": false }, { "action": "Trees", "response": "They have the unhealthy look of trees that have seen a modern city sprout up around them.\n\nThe squid knocks Ivy's legs out from under her with a tentacle. She manages to land on all fours and right herself quickly.", "endoftext": false }, { "action": "Inventory", "response": "I am carrying a CANE and a police BADGE, and I'm wearing a three-piece SUIT.\n\nThe squid grabs Ivy around the waist with a tentacle and lifts her into the air.\n\nIvy yelps. \"Poke its EYE again, Nate! Get me down!\"", "endoftext": false }, { "action": "Suit", "response": "There being no consistent dress code for murder scenes, I tend to dress as if for a funeral. My suit is black and carefully pressed.\n\nThe squid waves Ivy idly in the air. \"I'm going to throw up in a minute,\" she shouts.", "endoftext": false }, { "action": "Hat", "response": "Which hat do you mean, the cloche hat, or the bowler hat?", "endoftext": false }, { "action": "BOWLER", "response": "It's the nature of this line of work that my bowler spends more time in my hands than on my head.\n\nIvy tries spitting at the squid, to no obvious effect. \"Hey, I'm no lady!\" she shouts, in answer to my expression.", "endoftext": false }, { "action": "Squid", "response": "An elongated creature with enormous, round EYES. Its many short ARMS are curled around the robotic LEGS that support it, while of its two longer TENTACLES, one roams freely through the air and the other grasps vainly at the stone fish.\n\nA MUZZLE is strapped tightly over its beak.\n\nThe squid shakes Ivy vigorously and she, uh, lets out a stream of obscenities that I shan't repeat.", "endoftext": false }, { "action": "Muzzle", "response": "\"Don't worry,\" I tell Ivy, \"it's not going to eat anyone while it's muzzled like that.\"\n\n\"No,\" she agrees, \"it'll just have to wring 'em out like a wet stocking instead.\"\n\nIvy waves her arms. \"Don't forget about me!\"", "endoftext": false }, { "action": "Arm", "response": "Gathered in a writhing coil around its mouthparts are the squid's arms - eight muscular appendages lined with toothed suckers. Although their reach is limited, once it's got hold of you with these, you're a goner for sure. As Ivy might put it.\n\nExtending far beyond the squid's arms are its TENTACLES.\n\nThe squid half drops Ivy and catches her. She grips the tentacle with white knuckles.", "endoftext": true }, { "action": "Look around", "response": "This cobbled square, surrounded on all sides by TREES, is home to a FOUNTAIN and a BENCH.\n\nI see a BOWLER hat here.\n\nThe giant SQUID stands astride the square on crab-like robot LEGS, its TENTACLES occupied with Ivy and the fish fountain.\n\nIVY is being held high in the air by one of the squid's tentacles.\n\nIvy tries to kick at the squid, but it's holding her at tentacle's length.", "endoftext": false }, { "action": "Fountain", "response": "The fountain takes the form of a huge, scaly fish. It's currently presenting a stony front to the squid's attempts to overpower it with a tentacle.\n\nIvy punches the tentacle that's holding her, and then clutches her hand. \"Ouch! It's tough...\"", "endoftext": false }, { "action": "Pump", "response": "I'll be honest, I have no great technical appreciation of water or air pumps. Though after this, I'll be sure to do some research.\n\n\"Don't worry!\" I call up to Ivy. \"I'll think of something!\"", "endoftext": false }, { "action": "Hose", "response": "I slide my cane into the hoses and lever it upwards, putting all the effort I can into it, my bad leg screaming with pain.\n\nWith an ear-splitting hiss, water begins to spray out of the bottom of the gill apparatus, blasting across the cobbles at high pressure. The squid's eyes bulge, and it staggers drunkenly to one side. Its robotic legs slam into the fountain with the sound of metal grating against stone.\n\nIvy falls to the ground. She lands flat on her backside with a surprised squeak.", "endoftext": false }, { "action": "LEVER", "response": "I approach the squid cautiously. Ivy trails behind me, pulling back on my sleeve. \"Nate...\"\n\nThe lever's deep in among the complex machinery of the robotic legs, within reach of the the squid's eight short arms. I wait carefully for my moment, and then dart out a hand to pull the lever home.\n\nThe squid knocks me back reflexively with a tentacle, and I tumble down onto the cobbles in a heap with Ivy. Something inside the robotic legs clanks and whirrs.\n\nWith a series of chunky clicks, the bizarre contraption releases its harness. The squid slides into the fountain with an almighty splash.\n\nAnd then FORTHRIGHT storms into the square with a dozen blue-uniformed CONSTABLES.\n\nIvy folds her arms. \"Perfect timing.\"\n\nForthright adjusts his bowler. \"What in the blazes happened here?\"", "endoftext": false }, { "action": "Constables", "response": "Moustachioed men in blue coats and tall hats. Every so often one of them glances disapprovingly in my direction. They generally only have to deal with this sort of thing when I'm working on the case.", "endoftext": false }, { "action": "Ivy", "response": "It seems happy enough to be free of Davenport's contraption. And I imagine it's spent enough time at surface pressure to be content in the fountain water for a while.\n\nI glance over at Ivy. I see a young woman, about the same age and height as me, slender, athletic, elfin. Her hair is cut into a short bob and her features are untouched by rouge.\n\nIvy is carrying a NOTEBOOK, a YELLOW letter, and a BLUE letter, and she's wearing a long JACKET, a short DRESS, and a CLOCHE hat.", "endoftext": false }, { "action": "Forthright", "response": "\"Inspector,\" I say to Forthright, \"see that this animal is transported humanely to the Institute for Marine Biology. Given time they may be able to reintroduce it to its natural habitat.\"\n\nForthright looks at me in that way he does so often. \"Right... okay.\"\n\n\"And have that strange contraption moved to Bridge House. I shall need to investigate it further.\"\n\nForthright studies the scene before him and scratches his head.\n\"Right you are. I've got this under control. You two could probably use a break.\"\n\n\"Oh indeed,\" Ivy says unctuously. \"We really must be going. Have fun with the grabby squid.\"\n\nForthright doffs his hat to her condescendingly. \"Pleasant day, madam.\"", "endoftext": false }, { "action": "BOWLER", "response": "It's the nature of this line of work that my bowler spends more time in my hands than on my head.\n\nI think we can safely LEAVE now.", "endoftext": true }, { "action": "Look around", "response": "Sorry, but that's not a keyword you can use right now.\n\nThis cobbled square, surrounded on all sides by TREES, is home to a FOUNTAIN and a BENCH.\n\nI see a BOWLER hat here.\n\nIVY is by my side, elfin and mischievous.\n\nFORTHRIGHT stands here, hands on his lapels, trying to look like he's in charge of the situation.\n\nThe giant SQUID splashes about happily in the fountain, its robotic LEGS now abandoned.\n\nA group of blue-uniformed CONSTABLES stand around the square, wondering what to do with the creature.", "endoftext": false }, { "action": "Legs", "response": "Thickly armoured and crab-like. Although there's nothing too unusual about their construction, I have to wonder where exactly a person like Davenport was able to obtain machinery like this.", "endoftext": false }, { "action": "You leave", "response": "Ivy slips her arm in mine and sets my bowler on my head at a jaunty angle. I straighten it.\n\n\"I need a cup of tea after that,\" I say.\n\nIt's me again: your favourite dissident turned detective. Okay, let's get this over with.\n\nI feel sort of naked without my hat.\n\nNATE and me come in through the fancy double DOORS, awkward and out of place.\n\nWe're greeted by a beautiful woman in a kalasiris. \"I am Haqikah,\" she says, \"God's Wife of Amun. The Pharaoh will see you now.\"\n\nShe turns from us with impossible grace and glides further IN to the museum.\n\n\"I don't know about this, Nate,\" I whisper. \"It's not all that long ago I was being tried for blasphemy.\"\n\n\"You were tried for plenty of other things as well,\" he reassures me.", "endoftext": false }, { "action": "Nate", "response": "He's looking very fine and dandy tonight, in an immaculately tailored TUXEDO. His hair's its usual disobedient self, which only adds to his charm.\n\nNate is carrying a CANE.", "endoftext": false }, { "action": "CANE", "response": "Nate leans heavily on a smart black walking stick.", "endoftext": false }, { "action": "Dress", "response": "This must be the most expensive thing I've ever worn, and I'm not entirely sure why. Okay, it's a gorgeous, floor-length dress, but it's also just a thin bit of material and it doesn't even have sleeves.\n\nNate sees me looking down at myself and says, \"You look perfect.\"\n\nI stare at the floor. \"I'm going to pay you back.\"\n\nHe shrugs. \"Keep it.\"\n\nYeah, well, I'll pay him back - you'll see.", "endoftext": false }, { "action": "Doors", "response": "I look at the way out and consider just making a break for it.\n\nNate holds out his delicate HAND so I can see he's trembling, ever so slightly. \"I'm nervous too,\" he says. \"I've not exactly been much of a friend to the rich and powerful. But we're in enough trouble as it is.\"\n\n\"Sooner or later,\" I tell him, \"you'll get sick of being right all the time.\"", "endoftext": false }, { "action": "Hand", "response": "I grab Nate's hand, squeezing his slender fingers.\n\n\"If they feed us to a crocodile,\" I tell him, \"let it eat me first, and I'll choke it from the inside while you escape.\"\n\n\"That's very noble of you, Ivy.\"\n\nHe doesn't think I'm being serious.", "endoftext": false }, { "action": "Go inside", "response": "I squeeze Nate's hand until he winces and laughs, and then we walk forward, together.\n\nThis place is all marble pillars and soft lighting. Most of the space is taken up by a low platform with the pharaoh's SARCOPHAGUS on it - which is hooked up to all sorts of MACHINERY and surrounded by half-naked SERVANTS.\n\nHAQIKAH stands between us and the pharaoh, looking properly serene and dignified.\n\nNATE's close by, clutching his cane.", "endoftext": false }, { "action": "Servants", "response": "I won't describe them in too much detail, cos it wouldn't be proper. Let's just say I feel better about not having my hat with me.\n\nThe speaker on top of the sarcophagus crackles, and a buzzing voice emerges. \"It has been many centuries since I last heard of champions defeating a monster.\"\n\nNate says, \"I'm really not sure we- Ouch!\"\n\nI'm standing on his foot.", "endoftext": false }, { "action": "Machinery", "response": "Nate could probably tell you what all this machinery is. Me, I just see a load of hoses snaking into the SARCOPHAGUS, something a bit like a wireless, some flashing lights and bubbling beakers - and, sitting right on top of the sarcophagus, a big, elegant gramophone speaker.\n\nThe buzzing voice continues. \"This strange city needs champions. Henceforth you are both Special Detectives to the Office of the Pharaoh.\"\n\nHaqikah hands a BADGE each to Nate and me.", "endoftext": false }, { "action": "Sarcophagus", "response": "A big, gold, person-shaped coffin, lying down on its back. The face looks sort of aloof and not bothered about anything. Pulsating hoses snake into it from the surrounding MACHINERY.\n\n\"Blasphemer!\" the speaker booms, and I almost jump out of my skin. \"Know that your living god is merciful.\"\n\nHaqikah hands me a sheet of PAPYRUS. I take it with wildly shaking hands.", "endoftext": false }, { "action": "Badge", "response": "So it looks like I'm now a woman policeman. I wonder if I outrank Forthright?\n\nNate looks up from his shiny new badge. \"I want the Old Warren desk.\"\n\nHaqikah looks surprised, and the Phararoh's electric voice is silent.\n\nShould I SPEAK up or just WAIT quietly?", "endoftext": false }, { "action": "Papyrus", "response": "The papyrus bears writing in neat calligraphy:\n\nMiss Ivy Blissheart is hereby pardoned for her crimes and blasphemies. Her actions before this date must never be considered when judging her innocence or sanity.\n\nAnd then it's signed by Haqikah and stamped with wax.\n\n\"Very well,\" the Pharaoh's voice says. \"You shall bring My justice to the destitute and filthy in their narrow streets.\"\n\nNate brushes his hair back from his eyes... and smiles.\n\nThey step out of the museum side by side - the young man in the bowler, leaning on his cane; the young woman in the battered jacket, her hat brim low over her eyes.\n\n\"Our first case together,\" she says, \"and we wrestle a mechanised squid and have an audience with the Pharaoh. Is it always like this?\"\n\nHe looks thoughtful. \"Sometimes it's like this.\"\n\n\"So... what now?\"\n\n\"Tea\", he says. \"There'll be crime and mystery soon enough. Before all that, we need a cup of tea.\"\n\nThey walk to the motor car in silence - the only sounds their footsteps and the low murmur of the city.\n\n\"Mine's with three sugars,\" she adds.", "endoftext": false }, { "action": "Awards", "response": "Awards earned:\n-Flapper in Shining Armour - Ivy rescued Nate from the Chief Inspector!\n-Mollusc Mate - the squid lived!\n-Oh I Say - Ivy and Nate held hands!\n\nYou earned 3/3 awards.\n-Unlocked Ivy's bio.\n-Unlocked Nate's bio.\n\nWould you like to RESTORE a saved position, RESTART the story, UNDO the last move, see your AWARDS, read about IVY, read about NATE, or QUIT?", "endoftext": false }, { "action": "You speak", "response": "I clear my throat. Everyone looks at me.\n\nI'm, uh, not really good at public speaking. Graffiti is more my medium. Okay, here goes.\n\n\"Look, I know we're a right pair of misfits, but all we've ever tried to do is what we thought was right. If we can help people who need help and don't often get it, then I think, you know, that'd be a real opportunity for us.\"\n\nMy voice sounds really squeaky. I swallow. \"And, you know, maybe some people who don't think the Pharaoh cares about them will, you know...\" I trail off.\n\nHaqikah raises an eyebrow. At least Nate seems pleased with my little speech.\n\n\"Very well,\" the Pharaoh's voice says. \"You shall bring My justice to the destitute and filthy in their narrow streets.\"\n\nNate brushes his hair back from his eyes... and smiles.\n\nThey step out of the museum side by side - the young man in the bowler, leaning on his cane; the young woman in the battered jacket, her hat brim low over her eyes.\n\n\"Our first case together,\" she says, \"and we wrestle a mechanised squid and have an audience with the Pharaoh. Is it always like this?\"\n\nHe looks thoughtful. \"Sometimes it's like this.\"\n\n\"So... what now?\"\n\n\"Tea\", he says. \"There'll be crime and mystery soon enough. Before all that, we need a cup of tea.\"\n\nThey walk to the motor car in silence - the only sounds their footsteps and the low murmur of the city.\n\n\"Mine's with three sugars,\" she adds.", "endoftext": false }, { "action": "IVY", "response": "Biographical records:\n\nAge: 25\nFather: Unknown\nMother: Jessica Blissheart (whereabouts unknown)\nEducation:\nSister Hardlove's Home for Foundlings\nQualifications:\nApprenticeship in mechanical loom use and maintenance\nEmployment:\nFactory girl, Thompson's Ornithopters\nNotable Skills:\nConsummate artist in a variety of old and new media.\nExpert at understanding and manipulating household and industrial machinery.\nSelf-taught locksmith.\n\nWould you like to RESTORE a saved position, RESTART the story, UNDO the last move, see your AWARDS, read about IVY, read about NATE, or QUIT?", "endoftext": false }, { "action": "Nate", "response": "Biographical records:\n\nAge: 23\nFather: Charles Richmond (deceased)\nMother: Olivia Richmond nee Walker (deceased)\nEducation:\nExcelsior Grammar School\nOldchester University\nQualifications:\nBachelor's Degree in the Natural Sciences (with Distinction) Employment:\nDetective, Oldchester C.I.D.\nNotable Skills:\nExpert criminologist with considerable knowledge of a wide variety of relevant disciplines.\nClassically trained pianist.\nCompetition fencer (retired).\n\nWould you like to RESTORE a saved position, RESTART the story, UNDO the last move, see your AWARDS, read about IVY, read about NATE, or QUIT?", "endoftext": true } ]
u0fzm0lxlt9vb4fi
Zork II
Dave Lebling
[ "Fantasy", "Zorkian", "Cave crawl" ]
[ "advanced difficulty", "Available on Steam", "collaboration", "commercial", "cover art", "dragon", "fantasy", "full length", "Infocom", "long-form", "parser", "riddle", "treasure hunt", "Zork" ]
1,981
[ 26, 30, 24, 5, 1 ]
86
3.872093
20160504
false
The Wizard appears, floating nonchalantly in the air beside you. He grins sideways at you. The Wizard incants "Fantasize," but nothing happens. He shakes his wand. Nothing happens. With a slightly embarrassed glance in your direction, he vanishes. Expect the unexpected when you take on Zork II: The Wizard of Frobozz. As you explore the subterranean realm of Zork, you'll continually be confronted with new surprises. Chief among these is the Wizard himself, who'll constantly endeavor to confound you with his capricious powers. But more than that, you'll face a challenge the likes of which you've never experienced before.
[ { "action": "%", "response": "ZORK II: The Wizard of Frobozz\nCopyright (c) 1981, 1982, 1983 Infocom, Inc. All rights reserved.\n\nYou are inside an ancient barrow hidden deep within a dark forest. The barrow opens into a narrow tunnel at its southern end. You can see a faint glow at the far end.\n\nA sword of Elvish workmanship is on the ground.\n\nA strangely familiar brass lantern is lying on the ground.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nA blue label\nA letter opener\nA perfect rose\nA brick\nThe brick contains:\nA black string\nA pearl necklace\nA place mat\nSitting on the place mat is:\nA matchbook\nA delicate gold key\nA china teapot\nA sword\nA lamp (providing light)", "endoftext": true }, { "action": "You look around", "response": "You are on a narrow ledge within an old dormant volcano. This ledge is about halfway between the floor below and the rim above. There is an exit to the south.\nOn the floor is a priceless gold zorkmid (a valuable collector's item).\nThere is a large and extremely heavy wicker basket here. An enormous cloth bag attached to the basket is inflated. A metal receptacle is fastened to the center of the basket. In it is a burning newspaper. A piece of wire tied to a hook holds the balloon in place.", "endoftext": false }, { "action": "You take the zorkmid", "response": "Your load is too heavy.", "endoftext": false }, { "action": "You drop all", "response": "blue label: Dropped.\nletter opener: Dropped.\nperfect rose: Dropped.\nbrick: Dropped.\nblack string: You're not carrying the black string.\npearl necklace: Dropped.\nplace mat: Dropped.\nmatchbook: You're not carrying the matchbook.\ndelicate gold key: You're not carrying the delicate gold key.\nchina teapot: You're not carrying the china teapot.\nsword: Dropped.\nlamp: Dropped.", "endoftext": false }, { "action": "You take the lamp", "response": "Taken.", "endoftext": false }, { "action": "You exit balloon", "response": "You are on your own feet again.", "endoftext": true }, { "action": "Describe the surroundings", "response": "You are on a narrow ledge within an old dormant volcano. This ledge is about halfway between the floor below and the rim above. There is an exit to the south.\nThere is a large and extremely heavy wicker basket here. An enormous cloth bag attached to the basket is inflated. A metal receptacle is fastened to the center of the basket. In it is a burning newspaper. A piece of wire tied to a hook holds the balloon in place.", "endoftext": false }, { "action": "Go south", "response": "You have moved into a dark place.\nIt is pitch black. You are likely to be eaten by a grue.\nA strange little man in a long cloak appears suddenly in the room. He is wearing a high pointed hat embroidered with astrological signs. He has a long, stringy, and unkempt beard.\nThe Wizard draws forth his wand and waves it in your direction. It begins to glow with a faint blue glow.\nThe Wizard, almost inaudibly, whispers a word beginning with \"F,\" and then disappears, chuckling nastily.", "endoftext": false }, { "action": "You turn on the lamp", "response": "The lamp is now on.\n\nThis must have been a large library, probably for the royal family. All of the shelves have been gnawed to pieces by unfriendly gnomes. To the north is an exit.\nA handsome book, bound in green leather, sits in the center of the room.\nRight beside the purple book sits a white one.\nWorn and battered in one corner of the room is a blue book.\nLying in the dust, and covered with mold, is a purple book.", "endoftext": false }, { "action": "You take the book", "response": "Which book do you mean, the green book, the purple book, the white book, or the blue book?", "endoftext": false }, { "action": "You examine the green book", "response": "This book is written in a tongue with which I am unfamiliar.", "endoftext": false }, { "action": "Kiss purple book", "response": "I'd sooner kiss a pig.", "endoftext": false }, { "action": "You examine the white book", "response": "It is written in an unfamiliar tongue and details the use of various magical objects, chiefly the so-called \"magic wand\". Apparently these devices work by pointing them at the object to be ensorcelled, and then chanting the appropriate magic words. (It's truly amazing how credulous these ancients were, isn't it?)", "endoftext": false }, { "action": "You read the white book", "response": "(Taken)\nIt is written in an unfamiliar tongue and details the use of various magical objects, chiefly the so-called \"magic wand\". Apparently these devices work by pointing them at the object to be ensorcelled, and then chanting the appropriate magic words. (It's truly amazing how credulous these ancients were, isn't it?)", "endoftext": false }, { "action": "You read purple book", "response": "(Taken)\nThis book is written in a tongue with which I am unfamiliar. Assuming that one can indeed tell a book by its cover, it is likely filled with purple prose, the like of which is rarely seen outside the Great Underground Empire.\nOpening the purple book reveals a Flathead stamp.", "endoftext": false }, { "action": "You take the stamp", "response": "Taken.", "endoftext": false }, { "action": "You examine the stamp", "response": "This three zorkmid stamp bears a portrait of Lord Dimwit Flathead, \"Our Excessive Leader\".", "endoftext": true }, { "action": "You look around", "response": "This must have been a large library, probably for the royal family. All of the shelves have been gnawed to pieces by unfriendly gnomes. To the north is an exit.\nA handsome book, bound in green leather, sits in the center of the room.\nWorn and battered in one corner of the room is a blue book.", "endoftext": false }, { "action": "You read the blue book", "response": "(Taken)\nThis book is written in a tongue with which I am unfamiliar.", "endoftext": true }, { "action": "Look around", "response": "This must have been a large library, probably for the royal family. All of the shelves have been gnawed to pieces by unfriendly gnomes. To the north is an exit.\nA handsome book, bound in green leather, sits in the center of the room.", "endoftext": false }, { "action": "You take the green book", "response": "Your load is too heavy.", "endoftext": false }, { "action": "You open green book", "response": "Opened.", "endoftext": true }, { "action": "Look around", "response": "This must have been a large library, probably for the royal family. All of the shelves have been gnawed to pieces by unfriendly gnomes. To the north is an exit.\nThere is a green book here.", "endoftext": false }, { "action": "You go north", "response": "You are on a narrow ledge within an old dormant volcano. This ledge is about halfway between the floor below and the rim above. There is an exit to the south.\nThere is a large and extremely heavy wicker basket here. An enormous cloth bag attached to the basket is inflated. A metal receptacle is fastened to the center of the basket. In it is a burning newspaper. A piece of wire tied to a hook holds the balloon in place.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nA blue book\nA Flathead stamp\nA purple book\nA white book\nA priceless zorkmid\nA brick\nThe brick contains:\nA black string\nA sword\nA lamp (providing light)", "endoftext": false }, { "action": "You wait", "response": "Time passes...", "endoftext": false }, { "action": "You drop all", "response": "blue book: Dropped.\nFlathead stamp: Dropped.\npurple book: Dropped.\nwhite book: Dropped.\npriceless zorkmid: Dropped.\nbrick: Dropped.\nblack string: You're not carrying the black string.\nsword: Dropped.\nlamp: Dropped.", "endoftext": false }, { "action": "You look", "response": "Narrow Ledge, in the basket\nYou are on a narrow ledge within an old dormant volcano. This ledge is about halfway between the floor below and the rim above. There is an exit to the south.\nThe cloth bag is inflated and there is a newspaper burning in the receptacle. The balloon is tied to a hook by the braided wire.\nThe basket contains:\nA lamp (providing light)\nA sword\nA brick\nThe brick contains:\nA black string\nA priceless zorkmid\nA white book\nA purple book\nA Flathead stamp\nA blue book\nA place mat\nSitting on the place mat is:\nA matchbook\nA delicate gold key\nA china teapot\nA pearl necklace\nA perfect rose\nA letter opener\nA blue label", "endoftext": false }, { "action": "You exit balloon", "response": "You are on your own feet again.", "endoftext": false }, { "action": "You untie the wire", "response": "The wire falls off of the hook.", "endoftext": true }, { "action": "Look around", "response": "Narrow Ledge, in the basket\nYou are on a narrow ledge within an old dormant volcano. This ledge is about halfway between the floor below and the rim above. There is an exit to the south.\nThe cloth bag is inflated and there is a newspaper burning in the receptacle. A braided wire is dangling over the side of the basket. There is a small hook attached to the rock here. (outside the basket) The basket contains:\nA sword\nA brick\nThe brick contains:\nA black string\nA priceless zorkmid\nA white book\nA purple book\nA Flathead stamp\nA blue book\nA place mat\nSitting on the place mat is:\nA matchbook\nA delicate gold key\nA china teapot\nA pearl necklace\nA perfect rose\nA letter opener\nA blue label", "endoftext": false }, { "action": "You go to the east", "response": "You can't control the balloon this way.\nThe balloon leaves the ledge.\n\nVolcano Near Small Ledge, in the basket\nYou are about two hundred feet above the volcano floor. Looming above is the rim of the volcano. There is a small ledge on the west side. The cloth bag is inflated and there is a newspaper burning in the receptacle. A braided wire is dangling over the side of the basket. The basket contains:\nA sword\nA brick\nThe brick contains:\nA black string\nA priceless zorkmid\nA white book\nA purple book\nA Flathead stamp\nA blue book\nA place mat\nSitting on the place mat is:\nA matchbook\nA delicate gold key\nA china teapot\nA pearl necklace\nA perfect rose\nA letter opener\nA blue label", "endoftext": false }, { "action": "You wait", "response": "Time passes...\nThe balloon ascends.\n\nVolcano by Viewing Ledge, in the basket\nYou are high above the floor of the volcano. The rim of the volcano looks very narrow and you are very near it. To the east is what appears to be a viewing ledge, too thin to land on.\nThe cloth bag is inflated and there is a newspaper burning in the receptacle. A braided wire is dangling over the side of the basket. The basket contains:\nA sword\nA brick\nThe brick contains:\nA black string\nA priceless zorkmid\nA white book\nA purple book\nA Flathead stamp\nA blue book\nA place mat\nSitting on the place mat is:\nA matchbook\nA delicate gold key\nA china teapot\nA pearl necklace\nA perfect rose\nA letter opener\nA blue label", "endoftext": false }, { "action": "You exit balloon", "response": "You realize that getting out here would be fatal.\nThe balloon ascends.\n\nVolcano Near Wide Ledge, in the basket\nYou are near the rim of the volcano. Above you it is open to the sky. To the west, there is a place to land on a wide ledge.\nThe cloth bag is inflated and there is a newspaper burning in the receptacle. A braided wire is dangling over the side of the basket. The basket contains:\nA sword\nA brick\nThe brick contains:\nA black string\nA priceless zorkmid\nA white book\nA purple book\nA Flathead stamp\nA blue book\nA place mat\nSitting on the place mat is:\nA matchbook\nA delicate gold key\nA china teapot\nA pearl necklace\nA perfect rose\nA letter opener\nA blue label", "endoftext": false }, { "action": "You go to the west", "response": "The basket comes to a stop.\n\nWide Ledge, in the basket\nYou are on a wide ledge high in the volcano. The rim of the volcano is about 200 feet above and there is a precipitous drop to the bottom. There is a small door to the south.\nThere is a small hook attached to the rock here. (outside the basket) The basket contains:\nA sword\nA brick\nThe brick contains:\nA black string\nA priceless zorkmid\nA white book\nA purple book\nA Flathead stamp\nA blue book\nA place mat\nSitting on the place mat is:\nA matchbook\nA delicate gold key\nA china teapot\nA pearl necklace\nA perfect rose\nA letter opener\nA blue label", "endoftext": false }, { "action": "You tie the wire to the hook", "response": "The balloon is fastened to the hook.", "endoftext": true }, { "action": "You look at your surroundings", "response": "Wide Ledge, in the basket\nYou are on a wide ledge high in the volcano. The rim of the volcano is about 200 feet above and there is a precipitous drop to the bottom. There is a small door to the south.\nThe basket contains:\nA sword\nA brick\nThe brick contains:\nA black string\nA priceless zorkmid\nA white book\nA purple book\nA Flathead stamp\nA blue book\nA place mat\nSitting on the place mat is:\nA matchbook\nA delicate gold key\nA china teapot\nA pearl necklace\nA perfect rose\nA letter opener\nA blue label", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\nA sword\nA green book\nA lamp (providing light)", "endoftext": false }, { "action": "You get out", "response": "(out of the basket)\nYou are on your own feet again.", "endoftext": true }, { "action": "Look around", "response": "You are on a wide ledge high in the volcano. The rim of the volcano is about 200 feet above and there is a precipitous drop to the bottom. There is a small door to the south.\nThere is a large and extremely heavy wicker basket here. An enormous cloth bag attached to the basket is inflated. A metal receptacle is fastened to the center of the basket. In it is a burning newspaper. A piece of wire tied to a hook holds the balloon in place.", "endoftext": false }, { "action": "Go south", "response": "You are in a dusty old room which is featureless, except for an exit on the north side.\nImbedded in the far wall is a rusty box. It appears to be somewhat damaged, since an oblong hole has been chipped out of the front of it.", "endoftext": false }, { "action": "Examine box", "response": "The box is closed.", "endoftext": false }, { "action": "You examine the hole", "response": "The oblong hole has been chipped out of the box, probably by someone wanting whatever is inside the box. The attempt was a pathetic failure, however.", "endoftext": false }, { "action": "You take the box", "response": "The box is imbedded in the wall.", "endoftext": false }, { "action": "You hit the box with the sword", "response": "I've known strange people, but fighting a box?\nThe lamp is definitely dimmer now.\nA strange little man in a long cloak appears suddenly in the room. He is wearing a high pointed hat embroidered with astrological signs. He has a long, stringy, and unkempt beard.\nThe Wizard draws forth his wand and waves it in your direction. It begins to glow with a faint blue glow.\nThe Wizard, in a deep and resonant voice, speaks the word \"Freeze!\" He cackles gleefully.\nYour limbs suddenly feel like they have turned to stone. You can't move a muscle.", "endoftext": false }, { "action": "You turn off the lamp", "response": "You are frozen solid. You might as well wait it out, because you can't do anything else in this state.", "endoftext": false }, { "action": "You wait", "response": "Time passes...", "endoftext": false }, { "action": "Continue", "response": "You are frozen solid. You might as well wait it out, because you can't do anything else in this state.\nYour little finger begins to twitch, and then your whole body is free again.", "endoftext": false }, { "action": "You go to the north", "response": "You are on a wide ledge high in the volcano. The rim of the volcano is about 200 feet above and there is a precipitous drop to the bottom. There is a small door to the south.\nThere is a large and extremely heavy wicker basket here. An enormous cloth bag is draped over the side and is firmly attached to the basket. A metal receptacle is fastened to the center of the basket. A piece of wire tied to a hook holds the balloon in place.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nA brick\nThe brick contains:\nA black string\nA sword\nA green book\nA lamp (providing light)", "endoftext": false }, { "action": "You put brick in the hole", "response": "Done.", "endoftext": false }, { "action": "You go south", "response": "You are in a dusty old room which is featureless, except for an exit on the north side.\nImbedded in the far wall is a rusty box. It appears to be somewhat damaged, since an oblong hole has been chipped out of the front of it. The hole contains:\nA brick\nThe brick contains:\nA black string", "endoftext": false }, { "action": "Light string", "response": "(Taken)\nIf you wish to burn the black string, you should say so.", "endoftext": false }, { "action": "Burn string", "response": "What do you want to burn the string with?", "endoftext": false }, { "action": "Match", "response": "With a matchbook??!?", "endoftext": false }, { "action": "Light match", "response": "One of the matches starts to burn.", "endoftext": false }, { "action": "Burn string", "response": "(with the matchbook)\nThe string starts to burn.\nThe match has gone out.", "endoftext": false }, { "action": "Go north", "response": "You are on a wide ledge high in the volcano. The rim of the volcano is about 200 feet above and there is a precipitous drop to the bottom. There is a small door to the south.\nThere is a large and extremely heavy wicker basket here. An enormous cloth bag is draped over the side and is firmly attached to the basket. A metal receptacle is fastened to the center of the basket. A piece of wire tied to a hook holds the balloon in place.\nThe string rapidly burns into nothingness.", "endoftext": false }, { "action": "You turn off the lamp", "response": "The lamp is now off.\nIt is now pitch black.", "endoftext": false }, { "action": "You turn on the lamp", "response": "The lamp is now on.\n\nWide Ledge, in the basket\nYou are on a wide ledge high in the volcano. The rim of the volcano is about 200 feet above and there is a precipitous drop to the bottom. There is a small door to the south.\nThe basket contains:\nA priceless zorkmid\nA white book\nA purple book\nA Flathead stamp\nA blue book\nA place mat\nSitting on the place mat is:\nA delicate gold key\nA china teapot\nA pearl necklace\nA perfect rose\nA letter opener\nA blue label\nThe Wizard appears, floating nonchalantly in the air beside you. He grins sideways at you.\nThe Wizard draws forth his wand and waves it in your direction. It begins to glow with a faint blue glow.\nThe Wizard seems about to say something, but thinks better of it, and peers at you from under his bushy eyebrows.", "endoftext": false }, { "action": "You examine wizard", "response": "There is nothing special to be seen.\nYour sword has begun to glow very brightly.", "endoftext": false }, { "action": "You talk to Wizard", "response": "The Wizard seems surprised, much as you might be if a dog talked.", "endoftext": true }, { "action": "Look around", "response": "Wide Ledge, in the basket\nYou are on a wide ledge high in the volcano. The rim of the volcano is about 200 feet above and there is a precipitous drop to the bottom. There is a small door to the south.\nThe Wizard of Frobozz is here, eyeing you warily. (outside the basket) The basket contains:\nA priceless zorkmid\nA white book\nA purple book\nA Flathead stamp\nA blue book\nA place mat\nSitting on the place mat is:\nA delicate gold key\nA china teapot\nA pearl necklace\nA perfect rose\nA letter opener\nA blue label", "endoftext": false }, { "action": "You give the green book to Wizard", "response": "\"Thank you.\"\nThe Wizard vanishes.", "endoftext": false }, { "action": "You get out", "response": "(out of the basket)\nYou are on your own feet again.\nYour sword is no longer glowing.", "endoftext": false }, { "action": "Go south", "response": "You are in a dusty old room which is featureless, except for an exit on the north side.\nImbedded in the far wall is a rusty box. It appears to be somewhat damaged, since an oblong hole has been chipped out of the front of it. The hole contains:\nA brick", "endoftext": false }, { "action": "Light match", "response": "I'm afraid you have run out of matches.", "endoftext": true }, { "action": "You look around", "response": "Narrow Ledge, in the basket\nYou are on a narrow ledge within an old dormant volcano. This ledge is about halfway between the floor below and the rim above. There is an exit to the south.\nThe cloth bag is inflated and there is a newspaper burning in the receptacle. The balloon is tied to a hook by the braided wire.\nThe basket contains:\nA place mat\nSitting on the place mat is:\nA matchbook\nA delicate gold key\nA china teapot\nA pearl necklace\nA perfect rose\nA letter opener\nA blue label", "endoftext": false }, { "action": "You examine the matchbook", "response": "No match is burning.", "endoftext": false }, { "action": "You get in the basket", "response": "You are already in the basket!", "endoftext": false }, { "action": "You untie the wire", "response": "The wire falls off of the hook.", "endoftext": false }, { "action": "Wait", "response": "Time passes...\nThe balloon leaves the ledge.\n\nVolcano Near Small Ledge, in the basket\nYou are about two hundred feet above the volcano floor. Looming above is the rim of the volcano. There is a small ledge on the west side. The cloth bag is inflated and there is a newspaper burning in the receptacle. A braided wire is dangling over the side of the basket. The basket contains:\nA place mat\nSitting on the place mat is:\nA matchbook\nA delicate gold key\nA china teapot\nA pearl necklace\nA perfect rose\nA letter opener\nA blue label", "endoftext": false }, { "action": "Go west", "response": "The basket comes to a stop.\n\nNarrow Ledge, in the basket\nYou are on a narrow ledge within an old dormant volcano. This ledge is about halfway between the floor below and the rim above. There is an exit to the south.\nThe cloth bag is inflated and there is a newspaper burning in the receptacle. A braided wire is dangling over the side of the basket. There is a small hook attached to the rock here. (outside the basket) The basket contains:\nA place mat\nSitting on the place mat is:\nA matchbook\nA delicate gold key\nA china teapot\nA pearl necklace\nA perfect rose\nA letter opener\nA blue label", "endoftext": false }, { "action": "Wait", "response": "Time passes...\nThe balloon ascends.\n\nVolcano by Viewing Ledge, in the basket\nYou are high above the floor of the volcano. The rim of the volcano looks very narrow and you are very near it. To the east is what appears to be a viewing ledge, too thin to land on.\nThe cloth bag is inflated and there is a newspaper burning in the receptacle. A braided wire is dangling over the side of the basket. The basket contains:\nA place mat\nSitting on the place mat is:\nA matchbook\nA delicate gold key\nA china teapot\nA pearl necklace\nA perfect rose\nA letter opener\nA blue label", "endoftext": false }, { "action": "You wait", "response": "Time passes...\nThe balloon ascends.\n\nVolcano Near Wide Ledge, in the basket\nYou are near the rim of the volcano. Above you it is open to the sky. To the west, there is a place to land on a wide ledge.\nThe cloth bag is inflated and there is a newspaper burning in the receptacle. A braided wire is dangling over the side of the basket. The basket contains:\nA place mat\nSitting on the place mat is:\nA matchbook\nA delicate gold key\nA china teapot\nA pearl necklace\nA perfect rose\nA letter opener\nA blue label", "endoftext": false }, { "action": "Go west", "response": "The basket comes to a stop.\n\nWide Ledge, in the basket\nYou are on a wide ledge high in the volcano. The rim of the volcano is about 200 feet above and there is a precipitous drop to the bottom. There is a small door to the south.\nThere is a small hook attached to the rock here. (outside the basket) The basket contains:\nA place mat\nSitting on the place mat is:\nA matchbook\nA delicate gold key\nA china teapot\nA pearl necklace\nA perfect rose\nA letter opener\nA blue label", "endoftext": false }, { "action": "You tie the wire to the hook", "response": "The balloon is fastened to the hook.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nA blue book\nA Flathead stamp\nA purple book\nA white book\nA priceless zorkmid\nA brick\nThe brick contains:\nA black string\nA sword\nA lamp (providing light)", "endoftext": false }, { "action": "Light string", "response": "If you wish to burn the black string, you should say so.", "endoftext": false }, { "action": "You burn the black string", "response": "(with the newspaper)\nYou don't have the newspaper.", "endoftext": false }, { "action": "You drop the blue book", "response": "Dropped.", "endoftext": false }, { "action": "You put the brick in the hole", "response": "Done.\nNow you've done it. It seems that the brick has other properties than weight, namely the ability to blow you to smithereens.\n\n**** You have died ****\n\nNow, let's take a look here... Well, you probably deserve another chance. I can't quite fix you up completely, but you can't have everything.\n\nYou are inside a huge crystalline sphere filled with thin red mist. The mist becomes blue to the west.\nYou strain to look out through the mist...\nYou see a small room with a sign on the wall, but it is too blurry to read.", "endoftext": false }, { "action": "You kill Wizard with the sword", "response": "The Wizard retreats, waving his wand and chanting. He says \"Fear!\" Nothing happens! With a terrified glance at the demon, the wizard runs past you and out of the room.\nYour sword is no longer glowing.", "endoftext": true }, { "action": "Look around", "response": "Wide Ledge, in the basket\nYou are on a wide ledge high in the volcano. The rim of the volcano is about 200 feet above and there is a precipitous drop to the bottom. There is a small door to the south.\nThe basket contains:\nA priceless zorkmid\nA white book\nA purple book\nA Flathead stamp\nA blue book\nA place mat\nSitting on the place mat is:\nA delicate gold key\nA china teapot\nA pearl necklace\nA perfect rose\nA letter opener\nA blue label", "endoftext": false }, { "action": "You go to the south", "response": "You are tied to the ledge.", "endoftext": false }, { "action": "Burn brick", "response": "What do you want to burn the brick with?", "endoftext": true }, { "action": "You look around", "response": "Narrow Ledge, in the basket\nYou are on a narrow ledge within an old dormant volcano. This ledge is about halfway between the floor below and the rim above. There is an exit to the south.\nThe cloth bag is inflated and there is a newspaper burning in the receptacle. The balloon is tied to a hook by the braided wire.\nThe basket contains:\nA place mat\nSitting on the place mat is:\nA matchbook\nA delicate gold key\nA china teapot\nA pearl necklace\nA perfect rose\nA letter opener\nA blue label", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nA blue book\nA Flathead stamp\nA purple book\nA white book\nA priceless zorkmid\nA brick\nThe brick contains:\nA black string\nA sword\nA lamp (providing light)", "endoftext": false }, { "action": "You drop the books", "response": "Which books do you mean, the blue book, the purple book, or the white book?", "endoftext": false }, { "action": "Blue", "response": "Dropped.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nA black string\nA Flathead stamp\nA purple book\nA white book\nA priceless zorkmid\nA brick\nA sword\nA lamp (providing light)\nThe Wizard appears, floating nonchalantly in the air beside you. He grins sideways at you.\nThe Wizard draws forth his wand and waves it in your direction. It begins to glow with a faint blue glow.\nThe Wizard, almost inaudibly, whispers a word beginning with \"F,\" and then disappears, chuckling nastily.", "endoftext": false }, { "action": "You enter the basket", "response": "You are already in the basket!", "endoftext": false }, { "action": "Wait", "response": "Time passes...\nThe balloon leaves the ledge.\n\nVolcano Near Small Ledge, in the basket\nYou are about two hundred feet above the volcano floor. Looming above is the rim of the volcano. There is a small ledge on the west side. The cloth bag is inflated and there is a newspaper burning in the receptacle. A braided wire is dangling over the side of the basket. The basket contains:\nA blue book\nA place mat\nSitting on the place mat is:\nA matchbook\nA delicate gold key\nA china teapot\nA pearl necklace\nA perfect rose\nA letter opener\nA blue label", "endoftext": false }, { "action": "You wait", "response": "Time passes...\nThe balloon ascends.\n\nVolcano by Viewing Ledge, in the basket\nYou are high above the floor of the volcano. The rim of the volcano looks very narrow and you are very near it. To the east is what appears to be a viewing ledge, too thin to land on.\nThe cloth bag is inflated and there is a newspaper burning in the receptacle. A braided wire is dangling over the side of the basket. The basket contains:\nA blue book\nA place mat\nSitting on the place mat is:\nA matchbook\nA delicate gold key\nA china teapot\nA pearl necklace\nA perfect rose\nA letter opener\nA blue label", "endoftext": false }, { "action": "Wait", "response": "Time passes...\nThe balloon ascends.\n\nVolcano Near Wide Ledge, in the basket\nYou are near the rim of the volcano. Above you it is open to the sky. To the west, there is a place to land on a wide ledge.\nThe cloth bag is inflated and there is a newspaper burning in the receptacle. A braided wire is dangling over the side of the basket. The basket contains:\nA blue book\nA place mat\nSitting on the place mat is:\nA matchbook\nA delicate gold key\nA china teapot\nA pearl necklace\nA perfect rose\nA letter opener\nA blue label", "endoftext": false }, { "action": "Go west", "response": "An invisible fence of magical force bars your way.", "endoftext": false }, { "action": "You wait", "response": "Time passes...\nThe balloon floats majestically out of the volcano, revealing a breathtaking view of a wooded river valley surrounded by impassable mountains. In a clearing stands a white house. You drift into high winds, which carry you towards the snow-capped peaks. Oh, no! You crash into the jagged cliffs of the Flathead Mountains!\n\n**** You have died ****\n\nNow, let's take a look here... Well, you probably deserve another chance. I can't quite fix you up completely, but you can't have everything.\n\nYou are inside a huge crystalline sphere filled with thin red mist. The mist becomes blue to the west.\nYou strain to look out through the mist...\nYou see a small room with a sign on the wall, but it is too blurry to read.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\nA black string\nA Flathead stamp\nA purple book\nA white book\nA priceless zorkmid\nA brick\nA sword\nA lamp (providing light)", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nA matchbook\nA blue book\nA Flathead stamp\nA purple book\nA priceless zorkmid\nA brick\nThe brick contains:\nA black string\nA sword\nA lamp (providing light)", "endoftext": true }, { "action": "Describe the surroundings", "response": "You are inside a huge crystalline sphere filled with thin red mist. The mist becomes blue to the west.\nYou strain to look out through the mist...\nYou see a small room with a sign on the wall, but it is too blurry to read.", "endoftext": false }, { "action": "You examine the label", "response": "!! FROBOZZ MAGIC BALLOON COMPANY !!\n\nHello, Aviator!\n\nTo land your balloon, say LAND\nOtherwise, you're on your own!\n\nNo warranty expressed or implied.", "endoftext": false }, { "action": "You get out", "response": "(out of the basket)\nYou are on your own feet again.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nA black string\nA blue book\nA Flathead stamp\nA purple book\nA white book\nA priceless zorkmid\nA brick\nA sword\nA lamp (providing light)", "endoftext": true }, { "action": "Look around", "response": "You are in a dusty old room which is featureless, except for an exit on the north side.\nImbedded in the far wall is a rusty box. It appears to be somewhat damaged, since an oblong hole has been chipped out of the front of it. The hole contains:\nA brick\nThe brick contains:\nA black string\nNow you've done it. It seems that the brick has other properties than weight, namely the ability to blow you to smithereens.\n\n**** You have died ****\n\nNow, let's take a look here... Well, you probably deserve another chance. I can't quite fix you up completely, but you can't have everything.\n\nYou are inside a huge crystalline sphere filled with thin red mist. The mist becomes blue to the west.\nYou strain to look out through the mist...\nYou see a small room with a sign on the wall, but it is too blurry to read.", "endoftext": false }, { "action": "Go north", "response": "You are on a wide ledge high in the volcano. The rim of the volcano is about 200 feet above and there is a precipitous drop to the bottom. There is a small door to the south.\nThere is a large and extremely heavy wicker basket here. An enormous cloth bag attached to the basket is inflated. A metal receptacle is fastened to the center of the basket. In it is a burning newspaper. A piece of wire tied to a hook holds the balloon in place.\nThere is an explosion nearby.", "endoftext": false }, { "action": "You go south", "response": "You are in a dusty old room which is featureless, except for an exit on the north side.\nOn the far wall is a rusty box, whose door has been blown off.\nThe room is cluttered with debris from an explosion. The walls seem ready to collapse.\nThe excessively gaudy crown of Lord Dimwit Flathead is here.\nThe box contains:\nA card", "endoftext": false }, { "action": "You examine the card", "response": "Warning:\nThis room was constructed over very weak rock strata. Detonation\nof explosives in this room is strictly prohibited!\nFrobozz Magic Cave Company\nper M. Agrippa, foreman", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\nA matchbook\nA blue book\nA Flathead stamp\nA purple book\nA white book\nA priceless zorkmid\nA sword\nA lamp (providing light)", "endoftext": false }, { "action": "You drop the match", "response": "Dropped.\nThe room trembles and 5000 tons of rock fall on you, turning you into a pancake.\n\n**** You have died ****\n\nNow, let's take a look here... Well, you probably deserve another chance. I can't quite fix you up completely, but you can't have everything.\n\nYou are inside a huge crystalline sphere filled with thin red mist. The mist becomes blue to the west.\nYou strain to look out through the mist...\nYou see a small room with a sign on the wall, but it is too blurry to read.", "endoftext": false }, { "action": "Go north", "response": "You are on a wide ledge high in the volcano. The rim of the volcano is about 200 feet above and there is a precipitous drop to the bottom. There is a small door to the south.\nThere is a white book here.\nThere is a matchbook saying \"Visit ZORK I\" here.\nThere is a large and extremely heavy wicker basket here. An enormous cloth bag attached to the basket is inflated. A metal receptacle is fastened to the center of the basket. In it is a burning newspaper. A piece of wire tied to a hook holds the balloon in place.\nYou may recall that recent explosion. Probably as a result of it, you hear an ominous rumbling, as if a nearby room had collapsed.\nThe lamp is definitely dimmer now.\nThe Wizard appears, floating nonchalantly in the air beside you. He grins sideways at you.\nThe Wizard draws forth his wand and waves it in your direction. It begins to glow with a faint blue glow.\nThe Wizard, in a deep and resonant voice, speaks the word \"Fall!\" He cackles gleefully.", "endoftext": true }, { "action": "You describe your surroundings", "response": "You are on a wide ledge high in the volcano. The rim of the volcano is about 200 feet above and there is a precipitous drop to the bottom. The way to the south is blocked by rubble.\nThere is a white book here.\nThere is a matchbook saying \"Visit ZORK I\" here.\nThere is a large and extremely heavy wicker basket here. An enormous cloth bag attached to the basket is inflated. A metal receptacle is fastened to the center of the basket. In it is a burning newspaper. A piece of wire tied to a hook holds the balloon in place.", "endoftext": false }, { "action": "You get in the basket", "response": "You get in the basket but you fall out again, almost as though an invisible hand had tipped it over.", "endoftext": false }, { "action": "Wait", "response": "Time passes...\nThe force of the recent explosion has caused the ledge to collapse.\n\n**** You have died ****\n\nNow, let's take a look here... Well, you probably deserve another chance. I can't quite fix you up completely, but you can't have everything.\n\nYou are inside a huge crystalline sphere filled with thin red mist. The mist becomes blue to the west.\nYou strain to look out through the mist...\nYou see a small room with a sign on the wall, but it is too blurry to read.", "endoftext": false }, { "action": "Go north", "response": "You are on a wide ledge high in the volcano. The rim of the volcano is about 200 feet above and there is a precipitous drop to the bottom. There is a small door to the south.\nThere is a white book here.\nThere is a large and extremely heavy wicker basket here. An enormous cloth bag attached to the basket is inflated. A metal receptacle is fastened to the center of the basket. In it is a burning newspaper. A piece of wire tied to a hook holds the balloon in place.", "endoftext": false }, { "action": "You get in the basket", "response": "You are now in the basket.\nYou may recall that recent explosion. Probably as a result of it, you hear an ominous rumbling, as if a nearby room had collapsed.\nThe lamp is definitely dimmer now.", "endoftext": false }, { "action": "Unhook wire", "response": "The wire falls off of the hook.", "endoftext": true }, { "action": "You describe your surroundings", "response": "Wide Ledge, in the basket\nYou are on a wide ledge high in the volcano. The rim of the volcano is about 200 feet above and there is a precipitous drop to the bottom. The way to the south is blocked by rubble.\nThere is a white book here. (outside the basket)\nThere is a small hook attached to the rock here. (outside the basket) The basket contains:\nA place mat\nSitting on the place mat is:\nA delicate gold key\nA china teapot\nA pearl necklace\nA perfect rose\nA letter opener\nA blue label", "endoftext": false }, { "action": "You take the white book", "response": "Taken.\nThe balloon leaves the ledge.\n\nVolcano Near Wide Ledge, in the basket\nYou are near the rim of the volcano. Above you it is open to the sky. To the west, there is a place to land on a wide ledge.\nThe cloth bag is inflated and there is a newspaper burning in the receptacle. A braided wire is dangling over the side of the basket. The basket contains:\nA place mat\nSitting on the place mat is:\nA delicate gold key\nA china teapot\nA pearl necklace\nA perfect rose\nA letter opener\nA blue label", "endoftext": false }, { "action": "Close receptacle", "response": "Closed.\nThe Wizard appears, floating nonchalantly in the air beside you. He grins sideways at you.\nThe Wizard draws forth his wand and waves it in your direction. It begins to glow with a faint blue glow.\nThe Wizard, in a deep and resonant voice, speaks the word \"Freeze!\" He cackles gleefully.\nYour limbs suddenly feel like they have turned to stone. You can't move a muscle.", "endoftext": false }, { "action": "You wait awhile", "response": "Time passes...\nThe balloon descends.\n\nVolcano by Viewing Ledge, in the basket\nYou are high above the floor of the volcano. The rim of the volcano looks very narrow and you are very near it. To the east is what appears to be a viewing ledge, too thin to land on.\nThe cloth bag is inflated and some smoke is leaking out of the closed receptacle. A braided wire is dangling over the side of the basket. The basket contains:\nA place mat\nSitting on the place mat is:\nA delicate gold key\nA china teapot\nA pearl necklace\nA perfect rose\nA letter opener\nA blue label", "endoftext": false }, { "action": "You wait", "response": "Time passes...\nThe ledge collapses. (That was a narrow escape!)", "endoftext": false }, { "action": "Wait", "response": "Time passes...\nThe balloon descends.\n\nVolcano Near Small Ledge, in the basket\nYou are about two hundred feet above the volcano floor. Looming above is the rim of the volcano. There is a small ledge on the west side. The cloth bag is inflated and some smoke is leaking out of the closed receptacle. A braided wire is dangling over the side of the basket. The basket contains:\nA place mat\nSitting on the place mat is:\nA delicate gold key\nA china teapot\nA pearl necklace\nA perfect rose\nA letter opener\nA blue label", "endoftext": false }, { "action": "You wait awhile", "response": "Time passes...\nYour little finger begins to twitch, and then your whole body is free again.", "endoftext": false }, { "action": "You go west", "response": "The basket comes to a stop.\n\nNarrow Ledge, in the basket\nYou are on a narrow ledge within an old dormant volcano. This ledge is about halfway between the floor below and the rim above. There is an exit to the south.\nThe cloth bag is inflated and some smoke is leaking out of the closed receptacle. A braided wire is dangling over the side of the basket. There is a small hook attached to the rock here. (outside the basket) The basket contains:\nA place mat\nSitting on the place mat is:\nA delicate gold key\nA china teapot\nA pearl necklace\nA perfect rose\nA letter opener\nA blue label", "endoftext": false }, { "action": "You wait", "response": "Time passes...\nThe balloon leaves the ledge.\n\nVolcano Near Small Ledge, in the basket\nYou are about two hundred feet above the volcano floor. Looming above is the rim of the volcano. There is a small ledge on the west side. The cloth bag is inflated and some smoke is leaking out of the closed receptacle. A braided wire is dangling over the side of the basket. The basket contains:\nA place mat\nSitting on the place mat is:\nA delicate gold key\nA china teapot\nA pearl necklace\nA perfect rose\nA letter opener\nA blue label\nThe newspaper has now burned out, and the cloth bag starts to deflate.", "endoftext": false }, { "action": "You wait", "response": "Time passes...\nThe balloon descends.\n\nVolcano Core, in the basket\nYou are about one hundred feet above the bottom of the volcano. The top of the volcano is clearly visible here.\nThe cloth bag is draped over the side of the basket. Directly in the middle of the basket is a metal receptacle which is closed. A braided wire is dangling over the side of the basket.\nThe basket contains:\nA place mat\nSitting on the place mat is:\nA delicate gold key\nA china teapot\nA pearl necklace\nA perfect rose\nA letter opener\nA blue label", "endoftext": false }, { "action": "You wait", "response": "Time passes...\nYou have landed, but the balloon did not survive.\n\nYou are at the bottom of a large dormant volcano. High above you light enters from the cone of the volcano. The only exit is to the north. There is a balloon here, broken into pieces.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nA white book\nA gaudy crown (being worn)\nA matchbook\nA blue book\nA Flathead stamp\nA purple book\nA priceless zorkmid\nA sword\nA lamp (providing light)", "endoftext": true }, { "action": "Look around", "response": "You are at the bottom of a large dormant volcano. High above you light enters from the cone of the volcano. The only exit is to the north. There is a balloon here, broken into pieces.", "endoftext": false }, { "action": "You drop the white book", "response": "Dropped.\nThe Wizard appears, floating nonchalantly in the air beside you. He grins sideways at you.\nThe Wizard draws forth his wand and waves it in your direction. It begins to glow with a faint blue glow.\nThe Wizard seems about to say something, but thinks better of it, and peers at you from under his bushy eyebrows.", "endoftext": false }, { "action": "You go south", "response": "You are in a dusty old room which is featureless, except for an exit on the north side.\nOn the far wall is a rusty box, whose door has been blown off.\nThe room is cluttered with debris from an explosion. The walls seem ready to collapse.\nThe excessively gaudy crown of Lord Dimwit Flathead is here.\nThe box contains:\nA card\nYour sword is glowing with a faint blue glow.", "endoftext": false }, { "action": "You go north", "response": "You are on a wide ledge high in the volcano. The rim of the volcano is about 200 feet above and there is a precipitous drop to the bottom. There is a small door to the south.\nThe Wizard of Frobozz is here, eyeing you warily.\nThere is a white book here.\nThere is a large and extremely heavy wicker basket here. An enormous cloth bag attached to the basket is inflated. A metal receptacle is fastened to the center of the basket. In it is a burning newspaper. A piece of wire tied to a hook holds the balloon in place.\nYour sword has begun to glow very brightly.", "endoftext": false }, { "action": "You get in the basket", "response": "You are now in the basket.\nYou may recall that recent explosion. Probably as a result of it, you hear an ominous rumbling, as if a nearby room had collapsed.\nThe lamp is definitely dimmer now.\nThe Wizard vanishes.", "endoftext": false }, { "action": "Unhook wire", "response": "The wire falls off of the hook.\nYour sword is no longer glowing.", "endoftext": false }, { "action": "Close receptacle", "response": "Closed.", "endoftext": true }, { "action": "You look around", "response": "Wide Ledge, in the basket\nYou are on a wide ledge high in the volcano. The rim of the volcano is about 200 feet above and there is a precipitous drop to the bottom. The way to the south is blocked by rubble.\nThere is a white book here. (outside the basket)\nThere is a small hook attached to the rock here. (outside the basket) The basket contains:\nA place mat\nSitting on the place mat is:\nA delicate gold key\nA china teapot\nA pearl necklace\nA perfect rose\nA letter opener\nA blue label\nThe balloon leaves the ledge.\n\nVolcano Near Wide Ledge, in the basket\nYou are near the rim of the volcano. Above you it is open to the sky. To the west, there is a place to land on a wide ledge.\nThe cloth bag is inflated and some smoke is leaking out of the closed receptacle. A braided wire is dangling over the side of the basket. The basket contains:\nA place mat\nSitting on the place mat is:\nA delicate gold key\nA china teapot\nA pearl necklace\nA perfect rose\nA letter opener\nA blue label", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nA gaudy crown (being worn)\nA matchbook\nA blue book\nA Flathead stamp\nA purple book\nA priceless zorkmid\nA sword\nA lamp (providing light)", "endoftext": false }, { "action": "You take the mat", "response": "Your load is too heavy.\nThe balloon descends.\n\nVolcano by Viewing Ledge, in the basket\nYou are high above the floor of the volcano. The rim of the volcano looks very narrow and you are very near it. To the east is what appears to be a viewing ledge, too thin to land on.\nThe cloth bag is inflated and some smoke is leaking out of the closed receptacle. A braided wire is dangling over the side of the basket. The basket contains:\nA matchbook\nA place mat\nSitting on the place mat is:\nA delicate gold key\nA china teapot\nA pearl necklace\nA perfect rose\nA letter opener\nA blue label", "endoftext": false }, { "action": "You drop the books", "response": "Which books do you mean, the blue book or the purple book?", "endoftext": false }, { "action": "You drop the books", "response": "Dropped.\nThe ledge collapses. (That was a narrow escape!)", "endoftext": false }, { "action": "You take the mat", "response": "Taken.\nThe balloon descends.\n\nVolcano Near Small Ledge, in the basket\nYou are about two hundred feet above the volcano floor. Looming above is the rim of the volcano. There is a small ledge on the west side. The cloth bag is inflated and some smoke is leaking out of the closed receptacle. A braided wire is dangling over the side of the basket. The basket contains:\nA purple book\nA blue book\nA matchbook\nA pearl necklace\nA perfect rose\nA letter opener\nA blue label", "endoftext": false }, { "action": "You take the rose", "response": "Taken.\nThe balloon descends.\n\nVolcano Core, in the basket\nYou are about one hundred feet above the bottom of the volcano. The top of the volcano is clearly visible here.\nThe cloth bag is inflated and some smoke is leaking out of the closed receptacle. A braided wire is dangling over the side of the basket. The basket contains:\nA purple book\nA blue book\nA matchbook\nA blue label", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nA perfect rose\nA pearl necklace\nA letter opener\nA place mat\nSitting on the place mat is:\nA delicate gold key\nA china teapot\nA gaudy crown (being worn)\nA Flathead stamp\nA priceless zorkmid\nA sword\nA lamp (providing light)\nThe newspaper has now burned out, and the cloth bag starts to deflate.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nA perfect rose\nA pearl necklace\nA letter opener\nA place mat\nSitting on the place mat is:\nA delicate gold key\nA china teapot\nA gaudy crown (being worn)\nA Flathead stamp\nA priceless zorkmid\nA sword\nA lamp (providing light)", "endoftext": true }, { "action": "Look around", "response": "You are at the bottom of a large dormant volcano. High above you light enters from the cone of the volcano. The only exit is to the north. There is a balloon here, broken into pieces.", "endoftext": false }, { "action": "Go north", "response": "This is a small room, whose walls are formed by an old lava flow. There are exits here to the east and the south.\nOn the floor lies a moby ruby.", "endoftext": false }, { "action": "You go east", "response": "This is a large hall of ancient lava, since worn smooth by the movement of a glacier. A large passage exits to the east and an upward lava tube is at the top of a jumble of fallen rocks.\nA damp and scorched passage leads west. It is still partly full of steam.", "endoftext": false }, { "action": "You turn off the lamp", "response": "The lamp is now off.\nIt is now pitch black.", "endoftext": false }, { "action": "You turn on the lamp", "response": "The lamp is now on.\n\nThis is a large hall of ancient lava, since worn smooth by the movement of a glacier. A large passage exits to the east and an upward lava tube is at the top of a jumble of fallen rocks.\nA damp and scorched passage leads west. It is still partly full of steam.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nA perfect rose\nA pearl necklace\nA letter opener\nA place mat\nSitting on the place mat is:\nA delicate gold key\nA china teapot\nA gaudy crown (being worn)\nA Flathead stamp\nA priceless zorkmid\nA sword\nA lamp (providing light)", "endoftext": false }, { "action": "You go upward", "response": "You are in a tight chimney of solidified lava. It extends up at least another hundred feet and down to a large room far below. A large crack opens to the south, probably the result of a shift in the rock strata.", "endoftext": false }, { "action": "Go south", "response": "A winding corridor is filled with cobwebs. Some are broken and the dust on the floor is disturbed. The trend of the twists and turns is northeast to southwest. On the north side of one twist, high up, is a narrow crack.", "endoftext": false }, { "action": "You go to the south-west", "response": "This room is cobwebby and musty, but tracks in the dust show that it has seen visitors recently. At the south end of the room is a stained and battered (but very strong-looking) door. To the north, a corridor exits.\nImbedded in the door is a nasty-looking lizard head, with sharp teeth and beady eyes. The eyes move to watch you approach.", "endoftext": false }, { "action": "You go to the northeast", "response": "You are in a large circular room whose high ceiling is lost in gloom. Eight identical passages leave the room.\nA loud whirring sound comes from all around, and you feel sort of disoriented in here.", "endoftext": false }, { "action": "Go northeast", "response": "You're not sure which direction is which. This room is very disorienting.\n\nA winding corridor is filled with cobwebs. Some are broken and the dust on the floor is disturbed. The trend of the twists and turns is northeast to southwest. On the north side of one twist, high up, is a narrow crack.", "endoftext": false }, { "action": "Go northeast", "response": "You're not sure which direction is which. This room is very disorienting.\n\nThe room is cool and damp. The air is misty. A twisty path from the southeast splits here toward a wide northerly stone bridge, and a narrow westerly tunnel. It is from the latter that the mist and chill seem to originate.", "endoftext": false }, { "action": "Go east", "response": "The room is cool and damp. The air is misty. A twisty path from the southeast splits here toward a wide northerly stone bridge, and a narrow westerly tunnel. It is from the latter that the mist and chill seem to originate.", "endoftext": false }, { "action": "Go north", "response": "This is the middle of a ruined but still impressive stone bridge spanning a deep chasm. Water flows far beneath. A paved path leads north into a large open space. To the south, the path leads into a misty tunnel.", "endoftext": false }, { "action": "You go to the west", "response": "You're not sure which direction is which. This room is very disorienting.\n\nThis is the southern end of a formal garden. Hedges hide the cavern walls and mosses provide dim illumination. Fantastically shaped hedges and bushes are arrayed with geometric precision. They have not recently been clipped, but you can discern creatures in the shapes of the bushes: There is a dragon, a unicorn, a great serpent, a huge misshapen dog, and several human figures. On the west side of the garden the path leads through a rose arbor into a tunnel.", "endoftext": false }, { "action": "You go north", "response": "This is the middle part of a formal garden. Hedges hide the cavern walls and a dim illumination comes from mosses far above. The path is of small crushed white stones. It winds among bushes and flower beds from south to north. To the north a small structure can be seen. To the south are peculiarly shaped bushes. There is a small gap in the hedges to the west.", "endoftext": false }, { "action": "Go north", "response": "This is the northern end of a formal garden. Hedges hide the cavern walls, and if you don't look up, the illusion is of a cloudy day outside. The light comes from a large growth of glowing mosses on the roof of the cave. A break in the hedge is almost overgrown to the north. A carefully manicured path leads south. In the center of a rosebed is a small open structure, painted white. It appears to be a gazebo.", "endoftext": false }, { "action": "You enter", "response": "This is a gazebo in the midst of a formal garden. It is cool and restful here. A tea table adorns the center of the gazebo.\nThere is a golden dragon statuette here.\nThe portrait of J. Pierpont Flathead is here.\nThere is a bank brochure here.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nA perfect rose\nA pearl necklace\nA letter opener\nA place mat\nSitting on the place mat is:\nA delicate gold key\nA china teapot\nA gaudy crown (being worn)\nA Flathead stamp\nA priceless zorkmid\nA sword\nA lamp (providing light)\nA strange little man in a long cloak appears suddenly in the room. He is wearing a high pointed hat embroidered with astrological signs. He has a long, stringy, and unkempt beard.\nThe Wizard draws forth his wand and waves it in your direction. It begins to glow with a faint blue glow.\nThe Wizard, almost inaudibly, whispers a word beginning with \"F,\" and then disappears, chuckling nastily.\nYou begin to feel lightheaded.", "endoftext": true }, { "action": "Describe the surroundings", "response": "This is a gazebo in the midst of a formal garden. It is cool and restful here. A tea table adorns the center of the gazebo.\nThere is a pearl necklace here with hundreds of large pearls.\nThere is a perfect rose here.\nThere is a Flathead stamp here.\nThere is an engraved zorkmid here.\nThere is a golden dragon statuette here.\nThe portrait of J. Pierpont Flathead is here.\nThere is a bank brochure here.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nA letter opener\nA place mat\nSitting on the place mat is:\nA delicate gold key\nA china teapot\nA gaudy crown (being worn)\nA sword\nA lamp", "endoftext": false }, { "action": "Leave", "response": "Oops, you seem a little unsteady... I'm not sure you got where you intended going.\n\nThis is the northern end of a formal garden. Hedges hide the cavern walls, and if you don't look up, the illusion is of a cloudy day outside. The light comes from a large growth of glowing mosses on the roof of the cave. A break in the hedge is almost overgrown to the north. A carefully manicured path leads south. In the center of a rosebed is a small open structure, painted white. It appears to be a gazebo.", "endoftext": false }, { "action": "You wait", "response": "Time passes...", "endoftext": false }, { "action": "You go south", "response": "Oops, you seem a little unsteady... I'm not sure you got where you intended going.\n\nThis is a gazebo in the midst of a formal garden. It is cool and restful here. A tea table adorns the center of the gazebo.\nLord Dimwit's crown is here.\nThere is a pearl necklace here with hundreds of large pearls.\nThere is a perfect rose here.\nThere is a Flathead stamp here.\nThere is an engraved zorkmid here.\nThere is a golden dragon statuette here.\nThe portrait of J. Pierpont Flathead is here.\nThere is a bank brochure here.", "endoftext": false }, { "action": "You go outside", "response": "Oops, you seem a little unsteady... I'm not sure you got where you intended going.\n\nThis is the northern end of a formal garden. Hedges hide the cavern walls, and if you don't look up, the illusion is of a cloudy day outside. The light comes from a large growth of glowing mosses on the roof of the cave. A break in the hedge is almost overgrown to the north. A carefully manicured path leads south. In the center of a rosebed is a small open structure, painted white. It appears to be a gazebo.\nYour head is clearer now.", "endoftext": false }, { "action": "You go north", "response": "You have moved into a dark place.\nIt is pitch black. You are likely to be eaten by a grue.", "endoftext": false }, { "action": "You turn on lamp", "response": "The lamp is now on.\n\nThis is a dark tunnel with dim light to the northeast. The tunnel is smooth but dusty and filled with twigs and leaves, debris which becomes deeper as the tunnel branches into a wide corridor leading southwest and a narrower one leading southeast.", "endoftext": false }, { "action": "You go to the south-west", "response": "The path follows the south edge of a deep ravine and heads northeast. A tunnel heads southwest, narrowing to a rather tight crawl. A faint whirring sound can be heard in that direction. On the east is a ruined archway choked with vegetation.", "endoftext": false }, { "action": "Go northeast", "response": "This is a dark tunnel with dim light to the northeast. The tunnel is smooth but dusty and filled with twigs and leaves, debris which becomes deeper as the tunnel branches into a wide corridor leading southwest and a narrower one leading southeast.", "endoftext": false }, { "action": "Go northeast", "response": "You are at the southern edge of a great cavern. To the south across a shallow ford is a dark tunnel which looks like it was once enlarged and smoothed. To the north a narrow path winds among stalagmites. Dim light illuminates the cavern.", "endoftext": false }, { "action": "You fill the teapot", "response": "The water slips through your fingers.", "endoftext": false }, { "action": "You go south", "response": "This is the southern end of a formal garden. Hedges hide the cavern walls and mosses provide dim illumination. Fantastically shaped hedges and bushes are arrayed with geometric precision. They have not recently been clipped, but you can discern creatures in the shapes of the bushes: There is a dragon, a unicorn, a great serpent, a huge misshapen dog, and several human figures. On the west side of the garden the path leads through a rose arbor into a tunnel.", "endoftext": false }, { "action": "You go west", "response": "You have moved into a dark place.\nIt is pitch black. You are likely to be eaten by a grue.", "endoftext": false }, { "action": "You turn on the lamp", "response": "The lamp is now on.\n\nYou are in a large circular room whose high ceiling is lost in gloom. Eight identical passages leave the room.\nA loud whirring sound comes from all around, and you feel sort of disoriented in here.", "endoftext": false }, { "action": "Go east", "response": "You're not sure which direction is which. This room is very disorienting.\n\nThis is the southern end of a formal garden. Hedges hide the cavern walls and mosses provide dim illumination. Fantastically shaped hedges and bushes are arrayed with geometric precision. They have not recently been clipped, but you can discern creatures in the shapes of the bushes: There is a dragon, a unicorn, a great serpent, a huge misshapen dog, and several human figures. On the west side of the garden the path leads through a rose arbor into a tunnel.", "endoftext": false }, { "action": "You go to the west", "response": "You are in a large circular room whose high ceiling is lost in gloom. Eight identical passages leave the room.\nA loud whirring sound comes from all around, and you feel sort of disoriented in here.", "endoftext": false }, { "action": "Go west", "response": "You're not sure which direction is which. This room is very disorienting.\n\nThis is a large room which was evidently used once as a quarry. Many large limestone chunks lie helter-skelter around the room. Some are rough-hewn and unworked, others smooth and well-finished. One side of the room appears to have been used to quarry building blocks, the other to produce menhirs (standing stones). Obvious passages lead north and south.\nOne particularly large menhir, at least twenty feet tall and eight feet thick, is leaning against the wall blocking a dark opening leading southwest. On this side of the menhir is carved an ornate letter \"F\".", "endoftext": false }, { "action": "You go to the north", "response": "This is a large room which was evidently used once as a quarry. Many large limestone chunks lie helter-skelter around the room. Some are rough-hewn and unworked, others smooth and well-finished. One side of the room appears to have been used to quarry building blocks, the other to produce menhirs (standing stones). Obvious passages lead north and south.\nOne particularly large menhir, at least twenty feet tall and eight feet thick, is leaning against the wall blocking a dark opening leading southwest. On this side of the menhir is carved an ornate letter \"F\".", "endoftext": false }, { "action": "Go south", "response": "You're not sure which direction is which. This room is very disorienting.\n\nThe path follows the south edge of a deep ravine and heads northeast. A tunnel heads southwest, narrowing to a rather tight crawl. A faint whirring sound can be heard in that direction. On the east is a ruined archway choked with vegetation.", "endoftext": false }, { "action": "You go northeast", "response": "You're not sure which direction is which. This room is very disorienting.\n\nThis is a room which is bare on all sides. There is an exit down in the northwest corner of the room. To the east is a great open door made of stone. Above the stone, the following words are written: \"No man shall pass this door without solving this riddle:\n\nWhat is tall as a house,\nround as a cup,\nand all the king's horses\ncan't draw it up?\"", "endoftext": false }, { "action": "You turn off the lamp", "response": "The lamp is now off.\nIt is now pitch black.", "endoftext": false }, { "action": "You turn on the lamp", "response": "The lamp is now on.\n\nThis is a room which is bare on all sides. There is an exit down in the northwest corner of the room. To the east is a great open door made of stone. Above the stone, the following words are written: \"No man shall pass this door without solving this riddle:\n\nWhat is tall as a house,\nround as a cup,\nand all the king's horses\ncan't draw it up?\"", "endoftext": false }, { "action": "You go to the east", "response": "This is a former broom closet. The exits are to the east and west.", "endoftext": false }, { "action": "You go east", "response": "This is a damp circular room, whose walls are made of brick and mortar. The roof of this room is not visible, but there appear to be some etchings on the walls. There is a passageway to the west.\nThere is a wooden bucket here, 3 feet in diameter and 3 feet high.", "endoftext": false }, { "action": "You pour the water", "response": "There is now a puddle in the bottom of the wooden bucket.\nThe bucket rises and comes to a stop.\n\nTop of Well, in the wooden bucket\nYou are at the top of the well. Well done. There are etchings on the side of the well. There is a small crack across the floor at the entrance to a room on the east, but it can be crossed easily.\nThe wooden bucket contains:\nA quantity of water", "endoftext": false }, { "action": "You get out", "response": "(out of the wooden bucket)\nYou are on your own feet again.", "endoftext": true }, { "action": "You describe your surroundings", "response": "You are at the top of the well. Well done. There are etchings on the side of the well. There is a small crack across the floor at the entrance to a room on the east, but it can be crossed easily.\nThere is a wooden bucket here, 3 feet in diameter and 3 feet high.\nThe wooden bucket contains:\nA quantity of water", "endoftext": false }, { "action": "You turn off the lamp", "response": "The lamp is now off.\nIt is now pitch black.", "endoftext": false }, { "action": "You turn on the lamp", "response": "The lamp is now on.\n\nYou are at the top of the well. Well done. There are etchings on the side of the well. There is a small crack across the floor at the entrance to a room on the east, but it can be crossed easily.\nThere is a wooden bucket here, 3 feet in diameter and 3 feet high.\nThe wooden bucket contains:\nA quantity of water", "endoftext": false }, { "action": "You examine the etchings", "response": "f M A G I C z\nc W E L L y\no n\nm p a", "endoftext": false }, { "action": "You go east", "response": "This is a small room containing a large oblong table, no doubt set for afternoon tea. It is clear from the objects on the table that the users were indeed mad. In the eastern corner of the room is a small hole (no more than four inches high). There are passageways leading away to the west and the northwest.\nThere is a large oblong table here.\nSitting on the large oblong table is:\nA cake frosted with green letters\nA cake frosted with red letters\nA cake frosted with orange letters\nA cake frosted with blue letters", "endoftext": false }, { "action": "You examine the green cake", "response": "The icing spells out \"Eat Me.\"", "endoftext": false }, { "action": "You read the red lettering", "response": "(Taken)\nThe first letter is a capital E. The rest is too small to read.\nThe lamp is nearly out.", "endoftext": false }, { "action": "You read the orange lettering", "response": "(Taken)\nThe first letter is a capital E. The rest is too small to read.", "endoftext": true }, { "action": "Look around", "response": "This is a small room containing a large oblong table, no doubt set for afternoon tea. It is clear from the objects on the table that the users were indeed mad. In the eastern corner of the room is a small hole (no more than four inches high). There are passageways leading away to the west and the northwest.\nThere is a large oblong table here.\nSitting on the large oblong table is:\nA cake frosted with green letters", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nA cake frosted with blue letters\nA cake frosted with orange letters\nA cake frosted with red letters\nA china teapot\nA letter opener\nA place mat\nSitting on the place mat is:\nA delicate gold key\nA sword\nA lamp (providing light)", "endoftext": false }, { "action": "You eat the blue cake", "response": "The room around you seems to be getting smaller.\n\nThe room seems to have become too small to hold you. The walls are not as compressible as your body, which is demolished.\n\n**** You have died ****\n\nNow, let's take a look here... Well, you probably deserve another chance. I can't quite fix you up completely, but you can't have everything.\n\nYou are inside a huge crystalline sphere filled with thin red mist. The mist becomes blue to the west.\nYou strain to look out through the mist...\nYou see a small room with a sign on the wall, but it is too blurry to read.", "endoftext": false }, { "action": "You eat the red cake", "response": "(Taken)\nThat was delicious, but your dying memory is of feeling horribly dehydrated and thirsty.\n\n**** You have died ****\n\nNow, let's take a look here... Well, you probably deserve another chance. I can't quite fix you up completely, but you can't have everything.\n\nYou are inside a huge crystalline sphere filled with thin red mist. The mist becomes blue to the west.\nYou strain to look out through the mist...\nYou see a small room with a sign on the wall, but it is too blurry to read.", "endoftext": false }, { "action": "You eat the orange cake", "response": "(Taken)\nYou have been blasted to smithereens (wherever they are).\n\n**** You have died ****\n\nNow, let's take a look here... Well, you probably deserve another chance. I can't quite fix you up completely, but you can't have everything.\n\nYou are inside a huge crystalline sphere filled with thin red mist. The mist becomes blue to the west.\nYou strain to look out through the mist...\nYou see a small room with a sign on the wall, but it is too blurry to read.", "endoftext": false }, { "action": "You eat the green cake", "response": "(Taken)\nSuddenly, the room appears to have become very large (although everything you are carrying seems to be its normal size).\n\nThis is an enormous room, in the center of which are four wooden posts delineating a rectangular area, above which is what appears to be a wooden roof. In fact, all objects in this room appear to be abnormally large. To the east is a passageway. There are large gaping chasms to the west and northwest.", "endoftext": false }, { "action": "You take all", "response": "cake frosted with green letters: Taken.\ncake frosted with red letters: Taken.\ncake frosted with orange letters: Taken.\ncake frosted with blue letters: Taken.", "endoftext": false }, { "action": "Go northwest", "response": "You are in a circular room with a low ceiling. There are exits to the east and southeast.\nThere is a green piece of paper here.\nThere is a robot here.", "endoftext": false }, { "action": "You examine paper", "response": "!! FROBOZZ MAGIC ROBOT COMPANY !!\n\nHello, Master!\n\nI am a late-model robot, trained at GUE Tech to perform various\nsimple household functions.\n\nTo activate me, say the following:\n\n>ROBOT, <things to do>\n\nAt your service!\nThe lamp is nearly out.", "endoftext": false }, { "action": "Go southeast", "response": "This is a small room containing a large oblong table, no doubt set for afternoon tea. It is clear from the objects on the table that the users were indeed mad. In the eastern corner of the room is a small hole (no more than four inches high). There are passageways leading away to the west and the northwest.\nThere is a large oblong table here.", "endoftext": false }, { "action": "You eat the green cake", "response": "Suddenly, the room appears to have become very large (although everything you are carrying seems to be its normal size).\n\nThis is an enormous room, in the center of which are four wooden posts delineating a rectangular area, above which is what appears to be a wooden roof. In fact, all objects in this room appear to be abnormally large. To the east is a passageway. There are large gaping chasms to the west and northwest.", "endoftext": false }, { "action": "You go to the east", "response": "You have moved into a dark place.\nIt is pitch black. You are likely to be eaten by a grue.", "endoftext": false }, { "action": "You turn on the lamp", "response": "The lamp is now on.\n\nThis is a large room, one half of which is depressed. Salty water flows from a large leak in the ceiling. The only exit is to the west. A stoppered glass flask with a skull-and-crossbones marking is here. The flask is filled with some clear liquid.\nThe leak has submerged the depressed area in a pool of tears. There is a hazy something at the deepest part of the pool.", "endoftext": false }, { "action": "You examine the cakes", "response": "Which cakes do you mean, the cake frosted with blue letters, the cake frosted with orange letters, or the cake frosted with red letters?", "endoftext": false }, { "action": "You drop the red cake in the pool", "response": "Most of the pool evaporates, revealing a (slightly damp but still valuable) package of rare candies. The red cake must be pretty strong stuff, since it remains intact!\nA huge and terrible wizard appears before you, as large as the largest tree! He looks down on you as you would look upon a gnat!\nThe Wizard draws forth his wand and waves it in your direction. It begins to glow with a faint blue glow.\nThe Wizard, almost inaudibly, whispers a word beginning with \"F,\" and then disappears, chuckling nastily.", "endoftext": false }, { "action": "You go west", "response": "This is an enormous room, in the center of which are four wooden posts delineating a rectangular area, above which is what appears to be a wooden roof. In fact, all objects in this room appear to be abnormally large. To the east is a passageway. There are large gaping chasms to the west and northwest.", "endoftext": false }, { "action": "You examine candies", "response": ">>Special Assortment<<\nCandied Grasshoppers\nChocolated Ants\nWorms Glacee\n(By Appointment to His Majesty, Dimwit I)", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nA package of candy\nA cake frosted with blue letters\nA cake frosted with orange letters\nA china teapot\nA letter opener\nA place mat\nSitting on the place mat is:\nA delicate gold key\nA sword\nA lamp", "endoftext": false }, { "action": "You eat the blue cake", "response": "The room around you seems to be getting smaller.\n\nThis is a small room containing a large oblong table, no doubt set for afternoon tea. It is clear from the objects on the table that the users were indeed mad. In the eastern corner of the room is a small hole (no more than four inches high). There are passageways leading away to the west and the northwest.\nThere is a large oblong table here.", "endoftext": false }, { "action": "You go west", "response": "You have moved into a dark place.\nIt is pitch black. You are likely to be eaten by a grue.", "endoftext": false }, { "action": "You look", "response": "\"My programming is insufficient to allow me to perform that task.\"", "endoftext": false }, { "action": "East", "response": "\"Whirr, buzz, click!\"\nThe robot leaves the room.", "endoftext": false }, { "action": "You go east", "response": "This is a large room full of assorted heavy machinery, whirring noisily. The room smells of burned resistors. Along one wall are three buttons which are, respectively, round, triangular, and square. Naturally, above these buttons are instructions written in EBCDIC. A large sign in English above all the buttons says\n\"DANGER -- HIGH VOLTAGE\"\nThere are exits to the west and the south.\nThere is a robot here.", "endoftext": false }, { "action": "Go south", "response": "This is a dingy closet adjacent to a larger room to the north. Chiselled into a wall are these words:\n\nMagic Alarm Company\n(Hello, footpad!)\n\nThere doesn't seem to be any footpad here, however.\nThere is a beautiful red crystal sphere here.", "endoftext": false }, { "action": "You take the red sphere", "response": "As you reach for the sphere, a solid steel cage falls from the ceiling to entrap you. To make matters worse, poisonous gas starts coming into the room.\n\nYou are trapped inside a solid steel cage.", "endoftext": false }, { "action": "Wait", "response": "Time passes...\nTime passes...and you die from some obscure poisoning.\n\n**** You have died ****\n\nNow, let's take a look here... Well, you probably deserve another chance. I can't quite fix you up completely, but you can't have everything.\n\nYou are inside a huge crystalline sphere filled with thin red mist. The mist becomes blue to the west.\nYou strain to look out through the mist...\nYou see a small room with a sign on the wall, but it is too blurry to read.", "endoftext": false }, { "action": "You go south", "response": "This is a dingy closet adjacent to a larger room to the north. Chiselled into a wall are these words:\n\nMagic Alarm Company\n(Hello, footpad!)\n\nThere doesn't seem to be any footpad here, however.\nThere is a robot here.\nThere is a beautiful red crystal sphere here.", "endoftext": false }, { "action": "You take the sphere", "response": "As you reach for the sphere, a solid steel cage falls from the ceiling to entrap you. To make matters worse, poisonous gas starts coming into the room.\n\nYou are trapped inside a solid steel cage.", "endoftext": false }, { "action": "Lift cage", "response": "The cage shakes and is hurled across the room. It's hard to say, but the robot appears to be smiling.\n\nThis is a dingy closet adjacent to a larger room to the north. Chiselled into a wall are these words:\n\nMagic Alarm Company\n(Hello, footpad!)\n\nThere doesn't seem to be any footpad here, however.\nThere is a beautiful red crystal sphere here.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nA red crystal sphere\nA package of candy\nA cake frosted with orange letters\nA china teapot\nA letter opener\nA place mat\nSitting on the place mat is:\nA delicate gold key\nA sword\nA lamp", "endoftext": false }, { "action": "You examine the sphere", "response": "There is something misty in the sphere. Perhaps if you were to look into it...", "endoftext": false }, { "action": "You look into the sphere", "response": "As you peer into the sphere, a strange vision takes shape of a distant room, which can be described clearly....\n\nThis is a small and rather dreary room, eerily illuminated by a red glow emanating from a crack in one wall. The light falls upon a dusty wooden table in the center of the room. On the south side of the room is a massive wooden door, which has a small window barred with iron. A formidable bolt lock is set within the door frame. A keyhole lies within the lock. A rusty iron key is in place within the keyhole.\nThe vision fades, revealing only an ordinary crystal sphere.", "endoftext": false }, { "action": "You push the round button", "response": "\"Whirr, buzz, click!\"\nNothing seems to happen.", "endoftext": false }, { "action": "You push square button", "response": "\"Whirr, buzz, click!\"\nThe whirring increases in intensity.", "endoftext": false }, { "action": "You push the triangular button", "response": "\"Whirr, buzz, click!\"\nA dull thump is heard in the distance.", "endoftext": false }, { "action": "You listen", "response": "What do you want to listen to?", "endoftext": false }, { "action": "Go west", "response": "According to Prof. TAA of GUE Tech, the rapidly changing magnetic fields in the room are intense enough to electrocute you. I really don't know, but in any event, something just killed you.\n\n**** You have died ****\n\nNow, let's take a look here... Well, you probably deserve another chance. I can't quite fix you up completely, but you can't have everything.\n\nYou are inside a huge crystalline sphere filled with thin red mist. The mist becomes blue to the west.\nYou strain to look out through the mist...\nYou see only darkness.", "endoftext": false }, { "action": "You push the triangular button", "response": "\"Buzz, click, whirr!\"\nA dull thump is heard in the distance.", "endoftext": false }, { "action": "You go west", "response": "As you enter, your compass starts spinning wildly.\nWhat compass, you ask? The one which allows you to specify compass directions for movement.\nLow Room\nYou are in a circular room with a low ceiling. There are exits to the east and southeast.\nThere is a green piece of paper here.", "endoftext": false }, { "action": "You examine paper", "response": "!! FROBOZZ MAGIC ROBOT COMPANY !!\n\nHello, Master!\n\nI am a late-model robot, trained at GUE Tech to perform various\nsimple household functions.\n\nTo activate me, say the following:\n\n>ROBOT, <things to do>\n\nAt your service!", "endoftext": false }, { "action": "You go to the east", "response": "You cannot get your bearings...\n\nThis is a large room full of assorted heavy machinery, whirring noisily. The room smells of burned resistors. Along one wall are three buttons which are, respectively, round, triangular, and square. Naturally, above these buttons are instructions written in EBCDIC. A large sign in English above all the buttons says\n\"DANGER -- HIGH VOLTAGE\"\nThere are exits to the west and the south.\nThere is a robot here.", "endoftext": false }, { "action": "You go west", "response": "As you enter, your compass starts spinning wildly.\n\nYou are in a circular room with a low ceiling. There are exits to the east and southeast.\nThere is a robot here.\nThere is a green piece of paper here.", "endoftext": false }, { "action": "You go se", "response": "You cannot get your bearings...\n\nThis is a small room containing a large oblong table, no doubt set for afternoon tea. It is clear from the objects on the table that the users were indeed mad. In the eastern corner of the room is a small hole (no more than four inches high). There are passageways leading away to the west and the northwest.\nThere is a robot here.\nThere is a large oblong table here.", "endoftext": false }, { "action": "You turn on the lamp", "response": "The lamp is now on.\n\nYou are at the top of the well. Well done. There are etchings on the side of the well. There is a small crack across the floor at the entrance to a room on the east, but it can be crossed easily.\nThere is a robot here.\nThere is a wooden bucket here, 3 feet in diameter and 3 feet high.\nThe wooden bucket contains:\nA quantity of water", "endoftext": true }, { "action": "You look around", "response": "Top of Well, in the wooden bucket\nYou are at the top of the well. Well done. There are etchings on the side of the well. There is a small crack across the floor at the entrance to a room on the east, but it can be crossed easily.\nThere is a robot here. (outside the wooden bucket)\nThe wooden bucket contains:\nA quantity of water", "endoftext": false }, { "action": "You fill the teapot", "response": "The teapot is now full of water.\nThe bucket descends and comes to a stop.\n\nCircular Room, in the wooden bucket\nThis is a damp circular room, whose walls are made of brick and mortar. The roof of this room is not visible, but there appear to be some etchings on the walls. There is a passageway to the west.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nA red crystal sphere\nA package of candy\nA cake frosted with orange letters\nA china teapot\nThe china teapot contains:\nA quantity of water\nA letter opener\nA place mat\nSitting on the place mat is:\nA delicate gold key\nA sword\nA lamp (providing light)", "endoftext": false }, { "action": "You turn off the lamp", "response": "The lamp is now off.\nIt is now pitch black.", "endoftext": false }, { "action": "You turn on the lamp", "response": "The lamp is now on.\n\nCircular Room, in the wooden bucket\nThis is a damp circular room, whose walls are made of brick and mortar. The roof of this room is not visible, but there appear to be some etchings on the walls. There is a passageway to the west.", "endoftext": false }, { "action": "You turn on the lamp", "response": "The lamp is now on.\n\nThis is a former broom closet. The exits are to the east and west.", "endoftext": false }, { "action": "Go west", "response": "This is a room which is bare on all sides. There is an exit down in the northwest corner of the room. To the east is a great open door made of stone. Above the stone, the following words are written: \"No man shall pass this door without solving this riddle:\n\nWhat is tall as a house,\nround as a cup,\nand all the king's horses\ncan't draw it up?\"", "endoftext": false }, { "action": "Go northwest", "response": "You are in a large circular room whose high ceiling is lost in gloom. Eight identical passages leave the room.\nThere is a dented steel box here.", "endoftext": false }, { "action": "Examine box", "response": "The steel box is closed.", "endoftext": false }, { "action": "You open the box", "response": "Opening the steel box reveals a fancy violin.", "endoftext": false }, { "action": "You go north", "response": "This is an arched hall of fine marble. The hall stops abruptly to the north at a ford across a stream, where the marble is cracked and broken. Perhaps a flood or collapse of the cave was responsible. To the south the hall opens into a large room. There is rather annoying whirring sound coming from that room.", "endoftext": false }, { "action": "You go south", "response": "You are in a large circular room whose high ceiling is lost in gloom. Eight identical passages leave the room.\nThere is a dented steel box here.\nThe steel box contains:\nA fancy violin", "endoftext": false }, { "action": "You go to the south", "response": "This is a large room which was evidently used once as a quarry. Many large limestone chunks lie helter-skelter around the room. Some are rough-hewn and unworked, others smooth and well-finished. One side of the room appears to have been used to quarry building blocks, the other to produce menhirs (standing stones). Obvious passages lead north and south.\nOne particularly large menhir, at least twenty feet tall and eight feet thick, is leaning against the wall blocking a dark opening leading southwest. On this side of the menhir is carved an ornate letter \"F\".", "endoftext": false }, { "action": "You enter the gazebo", "response": "This is a gazebo in the midst of a formal garden. It is cool and restful here. A tea table adorns the center of the gazebo.\nLord Dimwit's crown is here.\nThere is a pearl necklace here with hundreds of large pearls.\nThere is a perfect rose here.\nThere is a Flathead stamp here.\nThere is an engraved zorkmid here.\nThere is a golden dragon statuette here.\nThe portrait of J. Pierpont Flathead is here.\nThere is a bank brochure here.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nA red crystal sphere\nA package of candy\nA cake frosted with orange letters\nA china teapot\nThe china teapot contains:\nA quantity of water\nA letter opener\nA place mat\nSitting on the place mat is:\nA delicate gold key\nA sword\nA lamp", "endoftext": false }, { "action": "You drop cake", "response": "The cake frosted with orange letters has crumbled to dust.", "endoftext": true }, { "action": "You look around", "response": "This is a gazebo in the midst of a formal garden. It is cool and restful here. A tea table adorns the center of the gazebo.\nThere is a beautiful red crystal sphere here.\nLord Dimwit's crown is here.\nThere is a pearl necklace here with hundreds of large pearls.\nThere is a perfect rose here.\nThere is a Flathead stamp here.\nThere is an engraved zorkmid here.\nThere is a golden dragon statuette here.\nThe portrait of J. Pierpont Flathead is here.\nThere is a bank brochure here.", "endoftext": false }, { "action": "You turn on the lamp", "response": "The lamp is now on.\n\nYou are in a large circular room whose high ceiling is lost in gloom. Eight identical passages leave the room.\nThere is a dented steel box here.\nThe steel box contains:\nA fancy violin", "endoftext": false }, { "action": "You go to the southwest", "response": "This room is cobwebby and musty, but tracks in the dust show that it has seen visitors recently. At the south end of the room is a stained and battered (but very strong-looking) door. To the north, a corridor exits.\nImbedded in the door is a nasty-looking lizard head, with sharp teeth and beady eyes. The lizard is sniffing at you.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nA package of candy\nA china teapot\nThe china teapot contains:\nA quantity of water\nA letter opener\nA place mat\nSitting on the place mat is:\nA delicate gold key\nA sword\nA lamp (providing light)", "endoftext": false }, { "action": "You give the candies to the lizard", "response": "The guardian greedily wolfs down the candy, including the package. (It seemed to enjoy the grasshoppers particularly.) It then becomes quiet and its eyes close. (Lizards are known to sleep a long time while digesting their meals.)", "endoftext": false }, { "action": "You open the door", "response": "The door is locked!", "endoftext": false }, { "action": "You unlock the door with the key", "response": "The key turns and the bolt clicks. The door is unlocked.", "endoftext": false }, { "action": "You open the door", "response": "The door creaks open.", "endoftext": false }, { "action": "Enter", "response": "You are standing in the entry hall of the Wizard's Workshop. Dark corridors lead west and south from here. The corridor to the west smells slightly of incense or candle smoke. The workshop door is open.", "endoftext": false }, { "action": "You go to the south", "response": "This is the Wizard's trophy room, filled with memorabilia of various sorts. On one wall is the Wizard's D. T. (Doctor of Thaumaturgy) degree from GUE Tech. Several old magic wands are mounted on a wand rack. A collection of dull and nicked swords testify to the fate of many foolhardy adventurers. Small bottles contain discarded homunculi (a few preserved in alcohol). There is a stuffed owl on a perch. Imbedded in the wall is an ornate trophy cabinet.\nA hand-lettered label is affixed to the wall.", "endoftext": false }, { "action": "You examine the degree", "response": "The text is in some obscure tongue. All that can be made out is a reference to \"sending in a matchbook cover.\"", "endoftext": false }, { "action": "Go south", "response": "You can't go that way.\nI hope you have more light than from the lamp.", "endoftext": false }, { "action": "You take the wand", "response": "It's too dark to see!", "endoftext": false }, { "action": "Go west", "response": "This is a small chamber carved out of the rock at the end of a short crawl. On the wall is crudely chiseled the number \"8\".\nA spray can is in the corner. In large type is the legend \"Frobozz Magic Grue Repellent\".", "endoftext": false }, { "action": "You take grue", "response": "An interesting idea...", "endoftext": false }, { "action": "Debug change start", "response": "I don't know the word \"/debug\".", "endoftext": true }, { "action": "Look around", "response": "This is the entrance to a huge crypt or tomb. A marble stairway leads up from a gateway arch.\nThere is a vicious-looking dog guarding the entrance. It is more or less your usual dog, except that it has three heads and is the size of an elephant.", "endoftext": false }, { "action": "Go upward", "response": "This is a room with oddly angled walls and passages in all directions. The walls are made of some glassy substance.\nA marble stairway leads upward. The floor has swung down at the end of the stairway to reveal a secret passage leading down into unrelieved darkness.\nYour sword is glowing with a faint blue glow.", "endoftext": false }, { "action": "Go up", "response": "A marble stairway leads down into the gloom and a passage leads north. Your sword is no longer glowing.", "endoftext": false }, { "action": "You turn on the lamp", "response": "The lamp is now on.\n\nA marble stairway leads down into the gloom and a passage leads north.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nA golden dragon statuette\nA brick\nA pearl necklace\nA place mat\nSitting on the place mat is:\nA letter opener\nA matchbook\nA delicate gold key\nA perfect rose\nA china teapot\nA black string\nA sword\nA lamp (providing light)", "endoftext": true }, { "action": "You look around", "response": "This is a large room which was evidently used once as a quarry. Many large limestone chunks lie helter-skelter around the room. Some are rough-hewn and unworked, others smooth and well-finished. One side of the room appears to have been used to quarry building blocks, the other to produce menhirs (standing stones). Obvious passages lead north and south.\nOne particularly large menhir, at least twenty feet tall and eight feet thick, is leaning against the wall blocking a dark opening leading southwest. On this side of the menhir is carved an ornate letter \"F\".\nThere is a perfect rose here.\nThere is a pearl necklace here with hundreds of large pearls.\nThere is a golden dragon statuette here.", "endoftext": false }, { "action": "Go north", "response": "You are in a large circular room whose high ceiling is lost in gloom. Eight identical passages leave the room.\nA loud whirring sound comes from all around, and you feel sort of disoriented in here.", "endoftext": false }, { "action": "You go north", "response": "You're not sure which direction is which. This room is very disorienting.\n\nThis is a large room which was evidently used once as a quarry. Many large limestone chunks lie helter-skelter around the room. Some are rough-hewn and unworked, others smooth and well-finished. One side of the room appears to have been used to quarry building blocks, the other to produce menhirs (standing stones). Obvious passages lead north and south.\nOne particularly large menhir, at least twenty feet tall and eight feet thick, is leaning against the wall blocking a dark opening leading southwest. On this side of the menhir is carved an ornate letter \"F\".\nThere is a perfect rose here.\nThere is a pearl necklace here with hundreds of large pearls.\nThere is a golden dragon statuette here.", "endoftext": false }, { "action": "You go north", "response": "You are in a large circular room whose high ceiling is lost in gloom. Eight identical passages leave the room.\nA loud whirring sound comes from all around, and you feel sort of disoriented in here.\nA strange little man in a long cloak appears suddenly in the room. He is wearing a high pointed hat embroidered with astrological signs. He has a long, stringy, and unkempt beard.\nThe Wizard draws forth his wand and waves it in your direction. It begins to glow with a faint blue glow.\nThere is a loud crackling noise. Blue smoke rises from out of the Wizard's sleeve. He sighs and disappears.", "endoftext": false }, { "action": "Go east", "response": "You're not sure which direction is which. This room is very disorienting.\n\nOh, no! A lurking grue slithered into the room and devoured you!\n\n**** You have died ****\n\nNow, let's take a look here... Well, you probably deserve another chance. I can't quite fix you up completely, but you can't have everything.\n\nYou are inside a huge crystalline sphere filled with thin red mist. The mist becomes blue to the west.\nYou strain to look out through the mist...\nYou see a small room with a sign on the wall, but it is too blurry to read.", "endoftext": false }, { "action": "You go north", "response": "Ok.", "endoftext": true }, { "action": "You look around", "response": "The room is a large cavern full of broken stone. The walls are scorched and there are deep scratches on the floor. A sooty dry smell is very strong here. A paved path winds from a large passage to the west, through the room, and across a huge stone bridge to the south. To the east a small crack is visible. A dark and smokey tunnel leads north.\nA huge red dragon is lying here, blocking the entrance to a tunnel leading north. Smoke curls from his nostrils and out between his teeth.\nThe dragon continues to watch you carefully.", "endoftext": false }, { "action": "You turn off the lamp", "response": "The lamp is now off.\nIt is now pitch black.\nThe dragon seems to have lost interest in you.", "endoftext": false }, { "action": "You go to the south", "response": "This is the middle of a ruined but still impressive stone bridge spanning a deep chasm. Water flows far beneath. A paved path leads north into a large open space. To the south, the path leads into a misty tunnel.\nYour sword is glowing with a faint blue glow.", "endoftext": false }, { "action": "Go north", "response": "The room is a large cavern full of broken stone. The walls are scorched and there are deep scratches on the floor. A sooty dry smell is very strong here. A paved path winds from a large passage to the west, through the room, and across a huge stone bridge to the south. To the east a small crack is visible. A dark and smokey tunnel leads north.\nA huge red dragon is lying here, blocking the entrance to a tunnel leading north. Smoke curls from his nostrils and out between his teeth.\nYour sword has begun to glow very brightly.", "endoftext": false }, { "action": "You hit the dragon with the sword", "response": "That captured his interest. He stares at you balefully.\nThe dragon continues to watch you carefully.", "endoftext": false }, { "action": "Go south", "response": "This is the middle of a ruined but still impressive stone bridge spanning a deep chasm. Water flows far beneath. A paved path leads north into a large open space. To the south, the path leads into a misty tunnel.\nThe dragon follows you, out of mingled curiosity and anger.", "endoftext": false }, { "action": "You go to the south", "response": "The room is cool and damp. The air is misty. A twisty path from the southeast splits here toward a wide northerly stone bridge, and a narrow westerly tunnel. It is from the latter that the mist and chill seem to originate.\nThe dragon follows you, out of mingled curiosity and anger.", "endoftext": false }, { "action": "You hit the dragon", "response": "With your bare hands? I doubt the dragon even noticed.\nThe dragon continues to watch you carefully.", "endoftext": false }, { "action": "You hit the dragon with the sword", "response": "The dragon is surprised and interested (for the moment).\nThe dragon continues to watch you carefully.", "endoftext": false }, { "action": "You go west", "response": "This is a large hall of ancient lava, since worn smooth by the movement of a glacier. A large passage exits to the east and an upward lava tube is at the top of a jumble of fallen rocks.\nA mass of ice fills the western half of the room.\n\nAs the dragon enters, he sees his reflection on the icy surface of the glacier at its western end. He becomes enraged: There is another dragon here, behind that glass, he thinks! Dragons are smart, but sometimes naive, and this one has never seen ice before. He rears up to his full height to challenge this intruder into his territory. He roars a challenge! The intruder responds! The dragon takes a deep breath, and out of his mouth pours a massive gout of flame. It washes over the ice, which melts rapidly, sending out torrents of water and a huge cloud of steam! You manage to clamber up to a small shelf, but the dragon is terrified! A huge splash goes down his throat! There is a muffled explosion and the dragon, a puzzled expression on his face, dies. He is carried away by the water.\n\nWhen the flood recedes you climb gingerly down. While no trace of the dragon can be found, the melting of the ice has revealed a passage leading west.\nYour sword is no longer glowing.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\nA portrait of J. Pierpont Flathead\nA bank brochure\nA black string\nA sword\nA lamp (providing light)", "endoftext": false }, { "action": "Go west", "response": "This is a small room, whose walls are formed by an old lava flow. There are exits here to the east and the south.\nOn the floor lies a moby ruby.", "endoftext": false }, { "action": "You go to the south-west", "response": "This room is cobwebby and musty, but tracks in the dust show that it has seen visitors recently. At the south end of the room is a stained and battered (but very strong-looking) door. To the north, a corridor exits.\nImbedded in the door is a nasty-looking lizard head, with sharp teeth and beady eyes. The eyes move to watch you approach.\nA strange little man in a long cloak appears suddenly in the room. He is wearing a high pointed hat embroidered with astrological signs. He has a long, stringy, and unkempt beard.\nThe Wizard draws forth his wand and waves it in your direction. It begins to glow with a faint blue glow.\nThe Wizard, almost inaudibly, whispers a word beginning with \"F,\" and then disappears, chuckling nastily.\nOoops! You dropped the ruby.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\nA portrait of J. Pierpont Flathead\nA bank brochure\nA black string\nA sword\nA lamp (providing light)", "endoftext": false }, { "action": "You turn on the lamp", "response": "The lamp is now on.\n\nThis room is cobwebby and musty, but tracks in the dust show that it has seen visitors recently. At the south end of the room is a stained and battered (but very strong-looking) door. To the north, a corridor exits.\nImbedded in the door is a nasty-looking lizard head, with sharp teeth and beady eyes. The eyes move to watch you approach.\nThere is a moby ruby lying here.", "endoftext": false }, { "action": "Go south", "response": "The door partly covered in cobwebs is closed.", "endoftext": false }, { "action": "You go to the northeast", "response": "You're not sure which direction is which. This room is very disorienting.\n\nThis is a room which is bare on all sides. There is an exit down in the northwest corner of the room. To the east is a great closed door made of stone. Above the stone, the following words are written: \"No man shall pass this door without solving this riddle:\n\nWhat is tall as a house,\nround as a cup,\nand all the king's horses\ncan't draw it up?\"", "endoftext": false }, { "action": "You turn on the lamp", "response": "The lamp is now on.\n\nThe path follows the south edge of a deep ravine and heads northeast. A tunnel heads southwest, narrowing to a rather tight crawl. A faint whirring sound can be heard in that direction. On the east is a ruined archway choked with vegetation.", "endoftext": false }, { "action": "Go northeast", "response": "This is a dark tunnel with dim light to the northeast. The tunnel is smooth but dusty and filled with twigs and leaves, debris which becomes deeper as the tunnel branches into a wide corridor leading southwest and a narrower one leading southeast.", "endoftext": false }, { "action": "You enter the gazebo", "response": "This is a gazebo in the midst of a formal garden. It is cool and restful here. A tea table adorns the center of the gazebo.\nSitting on the table is:\nA matchbook\nA china teapot\nA place mat\nA newspaper\nA letter opener", "endoftext": false }, { "action": "You take all", "response": "matchbook: Taken.\nplace mat: Your load is too heavy.\nletter opener: You try to pick it up, but with everything else you have, you can't manage to hold onto it!\nA unicorn is peacefully cropping grass at the north end of the garden. There is something hanging around its neck.\nYour sword is glowing with a faint blue glow.", "endoftext": false }, { "action": "Go outside", "response": "This is the northern end of a formal garden. Hedges hide the cavern walls, and if you don't look up, the illusion is of a cloudy day outside. The light comes from a large growth of glowing mosses on the roof of the cave. A break in the hedge is almost overgrown to the north. A carefully manicured path leads south. In the center of a rosebed is a small open structure, painted white. It appears to be a gazebo.\nThere is a beautiful unicorn here cropping grass.\nThe unicorn bounds lightly away.\nYour sword is no longer glowing.", "endoftext": false }, { "action": "Go northeast", "response": "You are at the southern edge of a great cavern. To the south across a shallow ford is a dark tunnel which looks like it was once enlarged and smoothed. To the north a narrow path winds among stalagmites. Dim light illuminates the cavern.\nA strange little man in a long cloak appears suddenly in the room. He is wearing a high pointed hat embroidered with astrological signs. He has a long, stringy, and unkempt beard.\nThe Wizard draws forth his wand and waves it in your direction. It begins to glow with a faint blue glow.\nThe Wizard, in a deep and resonant voice, speaks the word \"Filch!\" He cackles gleefully.\nSomething you are carrying has disappeared!", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nA matchbook\nA newspaper\nA china teapot\nA portrait of J. Pierpont Flathead\nA bank brochure\nA black string\nA sword\nA lamp (providing light)", "endoftext": false }, { "action": "You go east", "response": "This is a former broom closet. The exits are to the east and west. There is a pearl necklace here with hundreds of large pearls.", "endoftext": false }, { "action": "You take the pearl", "response": "Your load is too heavy.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nA matchbook\nA newspaper\nA china teapot\nThe china teapot contains:\nA quantity of water\nA portrait of J. Pierpont Flathead\nA bank brochure\nA black string\nA sword\nA lamp (providing light)", "endoftext": false }, { "action": "You go east", "response": "This is a damp circular room, whose walls are made of brick and mortar. The roof of this room is not visible, but there appear to be some etchings on the walls. There is a passageway to the west.\nThere is a wooden bucket here, 3 feet in diameter and 3 feet high.\nThe Wizard appears, floating nonchalantly in the air beside you. He grins sideways at you.\nThe Wizard draws forth his wand and waves it in your direction. It begins to glow with a faint blue glow.\nThe Wizard, in a deep and resonant voice, speaks the word \"Freeze!\" He cackles gleefully.\nYour limbs suddenly feel like they have turned to stone. You can't move a muscle.", "endoftext": false }, { "action": "You turn on the lamp", "response": "The lamp is now on.\n\nThis is a damp circular room, whose walls are made of brick and mortar. The roof of this room is not visible, but there appear to be some etchings on the walls. There is a passageway to the west.\nThere is a wooden bucket here, 3 feet in diameter and 3 feet high.", "endoftext": false }, { "action": "You pour the water", "response": "The water spills to the floor and evaporates.", "endoftext": false }, { "action": "You hit the dragon with the sword", "response": "You've made him rather angry. You had better be very careful now.\nThe dragon continues to watch you carefully.", "endoftext": false }, { "action": "You go west", "response": "This is a large hall of ancient lava, since worn smooth by the movement of a glacier. A large passage exits to the east and an upward lava tube is at the top of a jumble of fallen rocks.\nA mass of ice fills the western half of the room.\n\nAs the dragon enters, he sees his reflection on the icy surface of the glacier at its western end. He becomes enraged: There is another dragon here, behind that glass, he thinks! Dragons are smart, but sometimes naive, and this one has never seen ice before. He rears up to his full height to challenge this intruder into his territory. He roars a challenge! The intruder responds! The dragon takes a deep breath, and out of his mouth pours a massive gout of flame. It washes over the ice, which melts rapidly, sending out torrents of water and a huge cloud of steam! You manage to clamber up to a small shelf, but the dragon is terrified! A huge splash goes down his throat! There is a muffled explosion and the dragon, a puzzled expression on his face, dies. He is carried away by the water.\n\nWhen the flood recedes you climb gingerly down. While no trace of the dragon can be found, the melting of the ice has revealed a passage leading west.\nYour sword is no longer glowing.\nA strange little man in a long cloak appears suddenly in the room. He is wearing a high pointed hat embroidered with astrological signs. He has a long, stringy, and unkempt beard.\nThe Wizard draws forth his wand and waves it in your direction. It begins to glow with a faint blue glow.\nThe Wizard, in a deep and resonant voice, speaks the word \"Fear!\" He cackles gleefully.\nYou look at the Wizard in terror. You scramble away, trying to get as far as possible from him.\n\nThe room is cool and damp. The air is misty. A twisty path from the southeast splits here toward a wide northerly stone bridge, and a narrow westerly tunnel. It is from the latter that the mist and chill seem to originate.", "endoftext": false }, { "action": "You go north", "response": "You're not sure which direction is which. This room is very disorienting.\n\nThis is an arched hall of fine marble. The hall stops abruptly to the north at a ford across a stream, where the marble is cracked and broken. Perhaps a flood or collapse of the cave was responsible. To the south the hall opens into a large room. There is rather annoying whirring sound coming from that room.\nThere is a square brick here which feels like clay.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nA pearl necklace\nA brick\nA portrait of J. Pierpont Flathead\nA bank brochure\nA black string\nA sword\nA lamp (providing light)", "endoftext": false }, { "action": "You turn off the lamp", "response": "The lamp is now off.\nA unicorn is cropping grass on the other side of the room. A gold key hangs from a ribbon around its neck.\nYour sword has begun to glow very brightly.", "endoftext": false }, { "action": "You go south", "response": "This is the middle part of a formal garden. Hedges hide the cavern walls and a dim illumination comes from mosses far above. The path is of small crushed white stones. It winds among bushes and flower beds from south to north. To the north a small structure can be seen. To the south are peculiarly shaped bushes. There is a small gap in the hedges to the west.\nThe unicorn bounds lightly away.\nYour sword is no longer glowing.", "endoftext": false }, { "action": "Go south", "response": "This is the southern end of a formal garden. Hedges hide the cavern walls and mosses provide dim illumination. Fantastically shaped hedges and bushes are arrayed with geometric precision. They have not recently been clipped, but you can discern creatures in the shapes of the bushes: There is a dragon, a unicorn, a great serpent, a huge misshapen dog, and several human figures. On the west side of the garden the path leads through a rose arbor into a tunnel.\nA strange little man in a long cloak appears suddenly in the room. He is wearing a high pointed hat embroidered with astrological signs. He has a long, stringy, and unkempt beard.\nHe mutters something (muffled by his beard) and disappears as suddenly as he came.", "endoftext": false }, { "action": "Go north", "response": "You're not sure which direction is which. This room is very disorienting.\n\nThis is an arched hall of fine marble. The hall stops abruptly to the north at a ford across a stream, where the marble is cracked and broken. Perhaps a flood or collapse of the cave was responsible. To the south the hall opens into a large room. There is rather annoying whirring sound coming from that room.", "endoftext": false }, { "action": "You turn on the lamp", "response": "The lamp is now on.\n\nTop of Well, in the wooden bucket\nYou are at the top of the well. Well done. There are etchings on the side of the well. There is a small crack across the floor at the entrance to a room on the east, but it can be crossed easily.\nThe wooden bucket contains:\nA quantity of water", "endoftext": false }, { "action": "You get out", "response": "(out of the wooden bucket)\nYou are on your own feet again.", "endoftext": false }, { "action": "You go east", "response": "This is a small room containing a large oblong table, no doubt set for afternoon tea. It is clear from the objects on the table that the users were indeed mad. In the eastern corner of the room is a small hole (no more than four inches high). There are passageways leading away to the west and the northwest.\nThere is a large oblong table here.\nSitting on the large oblong table is:\nA cake frosted with green letters\nA cake frosted with red letters\nA cake frosted with orange letters\nA cake frosted with blue letters", "endoftext": false }, { "action": "You take all", "response": "cake frosted with green letters: Taken.\ncake frosted with red letters: Taken.\ncake frosted with orange letters: Your load is too heavy.\ncake frosted with blue letters: Your load is too heavy.", "endoftext": false }, { "action": "You drop the red", "response": "Dropped.\nA strange little man in a long cloak appears suddenly in the room. He is wearing a high pointed hat embroidered with astrological signs. He has a long, stringy, and unkempt beard.\nHe mutters something (muffled by his beard) and disappears as suddenly as he came.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\nA cake frosted with green letters\nA china teapot\nA brick\nA portrait of J. Pierpont Flathead\nA bank brochure\nA black string\nA sword\nA lamp", "endoftext": false }, { "action": "You eat green", "response": "Suddenly, the room appears to have become very large (although everything you are carrying seems to be its normal size).\n\nThis is an enormous room, in the center of which are four wooden posts delineating a rectangular area, above which is what appears to be a wooden roof. In fact, all objects in this room appear to be abnormally large. To the east is a passageway. There are large gaping chasms to the west and northwest.\nThere is a bank brochure here.\nThere is a coil of black, braided string here.\nThere is a square brick here which feels like clay.", "endoftext": false }, { "action": "You drop the red in the pool", "response": "Most of the pool evaporates, revealing a (slightly damp but still valuable) package of rare candies. The red cake must be pretty strong stuff, since it remains intact!", "endoftext": false }, { "action": "You go to the west", "response": "This is an enormous room, in the center of which are four wooden posts delineating a rectangular area, above which is what appears to be a wooden roof. In fact, all objects in this room appear to be abnormally large. To the east is a passageway. There are large gaping chasms to the west and northwest.\nThere is a bank brochure here.\nThere is a coil of black, braided string here.\nThere is a square brick here which feels like clay.", "endoftext": false }, { "action": "Go west", "response": "A great chasm blocks your way.", "endoftext": false }, { "action": "You eat blue", "response": "The room around you seems to be getting smaller.\n\nThis is a small room containing a large oblong table, no doubt set for afternoon tea. It is clear from the objects on the table that the users were indeed mad. In the eastern corner of the room is a small hole (no more than four inches high). There are passageways leading away to the west and the northwest.\nThere is a square brick here which feels like clay.\nThere is a coil of black, braided string here.\nThere is a bank brochure here.\nThere is a large oblong table here.\nSitting on the large oblong table is:\nA cake frosted with orange letters", "endoftext": false }, { "action": "You turn off the lamp", "response": "It is already off.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\nA cake frosted with red letters\nA package of candy\nA china teapot\nA portrait of J. Pierpont Flathead\nA sword\nA lamp", "endoftext": false }, { "action": "You take the string", "response": "Taken.\nA strange little man in a long cloak appears suddenly in the room. He is wearing a high pointed hat embroidered with astrological signs. He has a long, stringy, and unkempt beard.\nHe mutters something (muffled by his beard) and disappears as suddenly as he came.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nA black string\nA brick\nA package of candy\nA china teapot\nA portrait of J. Pierpont Flathead\nA sword\nA lamp", "endoftext": true }, { "action": "You describe your surroundings", "response": "This is a small room containing a large oblong table, no doubt set for afternoon tea. It is clear from the objects on the table that the users were indeed mad. In the eastern corner of the room is a small hole (no more than four inches high). There are passageways leading away to the west and the northwest.\nThere is a cake frosted with red letters here.\nThere is a bank brochure here.\nThere is a large oblong table here.\nSitting on the large oblong table is:\nA cake frosted with orange letters", "endoftext": false }, { "action": "Go northwest", "response": "You are in a circular room with a low ceiling. There are exits to the east and southeast.\nThere is a green piece of paper here.\nThere is a robot here.", "endoftext": false }, { "action": "You take portrait", "response": "\"Whirr, buzz, click!\"\nTaken.", "endoftext": false }, { "action": "Go north", "response": "This is a large room full of assorted heavy machinery, whirring noisily. The room smells of burned resistors. Along one wall are three buttons which are, respectively, round, triangular, and square. Naturally, above these buttons are instructions written in EBCDIC. A large sign in English above all the buttons says\n\"DANGER -- HIGH VOLTAGE\"\nThere are exits to the west and the south.\nThere is a robot here.\nThe robot is holding:\nA portrait of J. Pierpont Flathead", "endoftext": false }, { "action": "You go to the west", "response": "As you enter, your compass starts spinning wildly.\nWhat compass, you ask? The one which allows you to specify compass directions for movement.\nLow Room\nYou are in a circular room with a low ceiling. There are exits to the east and southeast.\nThere is a robot here.\nThe robot is holding:\nA portrait of J. Pierpont Flathead\nThere is a green piece of paper here.", "endoftext": false }, { "action": "You drop the portrait", "response": "\"Whirr, buzz, click!\"\nDropped.", "endoftext": false }, { "action": "Go east", "response": "You cannot get your bearings...\n\nThis is a small room containing a large oblong table, no doubt set for afternoon tea. It is clear from the objects on the table that the users were indeed mad. In the eastern corner of the room is a small hole (no more than four inches high). There are passageways leading away to the west and the northwest.\nThere is a cake frosted with red letters here.\nThere is a bank brochure here.\nThere is a large oblong table here.\nSitting on the large oblong table is:\nA cake frosted with orange letters", "endoftext": false }, { "action": "You go east", "response": "Only a mouse could get in there.", "endoftext": false }, { "action": "You turn on the lamp", "response": "The lamp is now on.\n\nYou are at the top of the well. Well done. There are etchings on the side of the well. There is a small crack across the floor at the entrance to a room on the east, but it can be crossed easily.\nThere is a wooden bucket here, 3 feet in diameter and 3 feet high.\nThe wooden bucket contains:\nA quantity of water\nThe Wizard appears, floating nonchalantly in the air beside you. He grins sideways at you.\nThe Wizard draws forth his wand and waves it in your direction. It begins to glow with a faint blue glow.\nThe Wizard, almost inaudibly, whispers a word beginning with \"F,\" and then disappears, chuckling nastily.\nSlowly, you and all your belongings rise into the air, stopping after about five feet.", "endoftext": false }, { "action": "You wait", "response": "Time passes...\nThe lamp appears a bit dimmer.", "endoftext": false }, { "action": "Wait", "response": "Time passes...\nYou plunge to the bottom of the shaft as the spell wears off.\n\n**** You have died ****\n\nNow, let's take a look here... Well, you probably deserve another chance. I can't quite fix you up completely, but you can't have everything.\n\nYou are inside a huge crystalline sphere filled with thin red mist. The mist becomes blue to the west.\nYou strain to look out through the mist...\nYou see a small room with a sign on the wall, but it is too blurry to read.", "endoftext": false }, { "action": "You give the candies to the lizard", "response": "The guardian greedily wolfs down the candy, including the package. (It seemed to enjoy the grasshoppers particularly.) It then becomes quiet and its eyes close. (Lizards are known to sleep a long time while digesting their meals.)\nI hope you have more light than from the lamp.", "endoftext": false }, { "action": "You unlock the door with the key", "response": "The key turns and the bolt clicks. The door is unlocked.", "endoftext": false }, { "action": "You open the door", "response": "The door creaks open.\nIn the darkness you hear the voice of the Wizard. \"Dear me, you seem to have gotten into quite a pickle.\" He chuckles. \"Fluoresce!\" he incants. It is no longer dark.", "endoftext": true }, { "action": "Look around", "response": "This room is cobwebby and musty, but tracks in the dust show that it has seen visitors recently. At the south end of the room is a stained and battered (but very strong-looking) door. To the north, a corridor exits.\nThe door is open.\nA sleepy-looking lizard head is mounted on the door.", "endoftext": false }, { "action": "You go to the west", "response": "This room is the Wizard's workroom. A hall continues east and west, and a larger room lies to the south. There are many shelves and racks on the walls, but the Wizard's workbench dominates the room. It is made of dark, heavy wood bound with iron. The workbench is stained from many years of use, and is deeply gouged as though some huge clawed animal was imprisoned on it. There are burn marks and even notes written in a crabbed hand. Many arcane items are scattered about the bench; alembics, mortar and pestle, small knives of various sizes, odd scraps of vellum, wax candles, and much more. In the center of a relatively clear area of the bench are affixed three stands - ruby, sapphire, and diamond - which form a triangle.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\nA fancy violin\nA china teapot\nThe china teapot contains:\nA quantity of water\nA letter opener\nA place mat\nSitting on the place mat is:\nA delicate gold key\nA sword\nA lamp", "endoftext": false }, { "action": "Open trophy", "response": "The case is protected by a fearful spell. You cannot touch it in any way.\nA strange little man in a long cloak appears suddenly in the room. He is wearing a high pointed hat embroidered with astrological signs. He has a long, stringy, and unkempt beard.\nThe Wizard draws forth his wand and waves it in your direction. It begins to glow with a faint blue glow.\nThe Wizard, in a deep and resonant voice, speaks the word \"Ferment!\" He cackles gleefully.\nYou begin to feel lightheaded.", "endoftext": false }, { "action": "You go south", "response": "Oops, you seem a little unsteady... I'm not sure you got where you intended going.\n\nYou are standing in the entry hall of the Wizard's Workshop. Dark corridors lead west and south from here. The corridor to the west smells slightly of incense or candle smoke. The workshop door is open.", "endoftext": false }, { "action": "You go south", "response": "Oops, you seem a little unsteady... I'm not sure you got where you intended going.\n\nThis room is cobwebby and musty, but tracks in the dust show that it has seen visitors recently. At the south end of the room is a stained and battered (but very strong-looking) door. To the north, a corridor exits.\nThe door is open.\nA sleepy-looking lizard head is mounted on the door.", "endoftext": false }, { "action": "You take all", "response": "red crystal sphere: Taken.\ngaudy crown: Your load is too heavy.\npearl necklace: Your load is too heavy.\nperfect rose: Taken.\nFlathead stamp: You try to pick it up, but with everything else you have, you can't manage to hold onto it!\npriceless zorkmid: Your load is too heavy.\ngolden dragon statuette: Your load is too heavy.\nportrait of J. Pierpont Flathead: Your load is too heavy.\nbank brochure: Taken.", "endoftext": false }, { "action": "You go west", "response": "Here a dark hallway turns a corner. To the south is a dark room, to the east is fitful light.\nFilling the northern half of the room is a huge aquarium.\nThe aquarium contains:\nA baby sea serpent", "endoftext": false }, { "action": "Smash glass", "response": "What do you want to smash the glass with?", "endoftext": false }, { "action": "Sword", "response": "The sword shatters the glass wall of the aquarium, spilling out an impressive amount of salt water and wet sand. It also spills out an extremely annoyed sea serpent who bites angrily at the sword, and then at you. He is having difficulty breathing, and he seems to hold you responsible for his current problem. He manages to rend you limb from limb before he drowns in the air.\nI guess you were too careless.\n\n**** You have died ****\n\nNow, let's take a look here... Well, you probably deserve another chance. I can't quite fix you up completely, but you can't have everything.\n\nYou are inside a huge crystalline sphere filled with thin red mist. The mist becomes blue to the west.\nYou strain to look out through the mist...\nAs you peer through the mist, a strangely colored vision of a huge room takes shape...\n\nThis room is the Wizard's workroom. A hall continues east and west, and a larger room lies to the south. There are many shelves and racks on the walls, but the Wizard's workbench dominates the room. It is made of dark, heavy wood bound with iron. The workbench is stained from many years of use, and is deeply gouged as though some huge clawed animal was imprisoned on it. There are burn marks and even notes written in a crabbed hand. Many arcane items are scattered about the bench; alembics, mortar and pestle, small knives of various sizes, odd scraps of vellum, wax candles, and much more. In the center of a relatively clear area of the bench are affixed three stands - ruby, sapphire, and diamond - which form a triangle.", "endoftext": false }, { "action": "You throw sword at the glass", "response": "The sword shatters the glass wall of the aquarium, spilling out an impressive amount of salt water and wet sand. It also spills out an extremely annoyed sea serpent who bites angrily at the sword, and then at you. He is having difficulty breathing, and he seems to hold you responsible for his current problem. He tries to slither across the stone floor towards you. Fortunately, he expires mere inches away from biting off your foot. A clear crystal sphere sits amid the sand and broken glass on the bottom of the aquarium.", "endoftext": false }, { "action": "Go east", "response": "This room is the Wizard's workroom. A hall continues east and west, and a larger room lies to the south. There are many shelves and racks on the walls, but the Wizard's workbench dominates the room. It is made of dark, heavy wood bound with iron. The workbench is stained from many years of use, and is deeply gouged as though some huge clawed animal was imprisoned on it. There are burn marks and even notes written in a crabbed hand. Many arcane items are scattered about the bench; alembics, mortar and pestle, small knives of various sizes, odd scraps of vellum, wax candles, and much more. In the center of a relatively clear area of the bench are affixed three stands - ruby, sapphire, and diamond - which form a triangle.\nSitting on the ruby stand is:\nA red crystal sphere", "endoftext": false }, { "action": "You put the clear crystal on the diamond stand", "response": "Done.\nA strange little man in a long cloak appears suddenly in the room. He is wearing a high pointed hat embroidered with astrological signs. He has a long, stringy, and unkempt beard.\nThe Wizard draws forth his wand and waves it in your direction. It begins to glow with a faint blue glow.\nThe Wizard, in a deep and resonant voice, speaks the word \"Filch!\" He cackles gleefully.\nSomething you are carrying has disappeared!", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nA bank brochure\nA perfect rose\nA china teapot\nThe china teapot contains:\nA quantity of water\nA letter opener\nA place mat\nSitting on the place mat is:\nA delicate gold key\nA lamp", "endoftext": false }, { "action": "Go west", "response": "This room is the Wizard's workroom. A hall continues east and west, and a larger room lies to the south. There are many shelves and racks on the walls, but the Wizard's workbench dominates the room. It is made of dark, heavy wood bound with iron. The workbench is stained from many years of use, and is deeply gouged as though some huge clawed animal was imprisoned on it. There are burn marks and even notes written in a crabbed hand. Many arcane items are scattered about the bench; alembics, mortar and pestle, small knives of various sizes, odd scraps of vellum, wax candles, and much more. In the center of a relatively clear area of the bench are affixed three stands - ruby, sapphire, and diamond - which form a triangle.\nSitting on the ruby stand is:\nA red crystal sphere\nSitting on the diamond stand is:\nA clear crystal sphere", "endoftext": false }, { "action": "Go west", "response": "Here a dark hallway turns a corner. To the south is a dark room, to the east is fitful light.\nThere is a dead sea serpent in a heap here.\nAn Elvish sword of great antiquity is here.\nA shattered aquarium fills the northern half of the room.", "endoftext": true }, { "action": "Look around", "response": "Here a dark hallway turns a corner. To the south is a dark room, to the east is fitful light.\nThere is a dead sea serpent in a heap here.\nA shattered aquarium fills the northern half of the room.", "endoftext": false }, { "action": "Go south", "response": "This is the Wizard's trophy room, filled with memorabilia of various sorts. On one wall is the Wizard's D. T. (Doctor of Thaumaturgy) degree from GUE Tech. Several old magic wands are mounted on a wand rack. A collection of dull and nicked swords testify to the fate of many foolhardy adventurers. Small bottles contain discarded homunculi (a few preserved in alcohol). There is a stuffed owl on a perch. Imbedded in the wall is an ornate trophy cabinet.\nThe Wizard's trophy cabinet contains:\nA sword\nA hand-lettered label is affixed to the wall.", "endoftext": false }, { "action": "You examine the label", "response": "Warning!\n\nThe exhibits in this room are the property of the mighty Wizard of Frobozz (me), and are the fruits of diligent labor and study over many years. He who touches anything will regret it.\n\n(signed)\nFrobozz", "endoftext": false }, { "action": "You go north", "response": "You are fording the stream at a deep but not impossible spot. The water is very cold. The walls of the ravine rise to east and west. There is a small ledge along the north wall of the ravine. To the south is the entrance to a well-constructed but somewhat ruined hall. A huge dead dragon is lying half blocking the stream.", "endoftext": false }, { "action": "Go upward", "response": "You are on a narrow ledge near the bottom of a deep ravine. The ledge continues to the west. A precarious climb up to another tiny ledge is possible. A short scramble down the rock face leads to a stream.", "endoftext": false }, { "action": "Go upwards", "response": "This is a tiny room carved out of the wall of the ravine. There is an exit down a precarious climb. On the north side of the room is a massive wooden door, which has a small window barred with iron. A formidable bolt lock is set within the door frame. A keyhole covered by a thin metal lid lies within the lock.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nA bank brochure\nA perfect rose\nA china teapot\nThe china teapot contains:\nA quantity of water\nA letter opener\nA place mat\nSitting on the place mat is:\nA delicate gold key\nA lamp", "endoftext": false }, { "action": "You enter the gazebo", "response": "This is a gazebo in the midst of a formal garden. It is cool and restful here. A tea table adorns the center of the gazebo.\nLord Dimwit's crown is here.\nThere is a pearl necklace here with hundreds of large pearls.\nThere is a Flathead stamp here.\nThere is an engraved zorkmid here.\nThere is a golden dragon statuette here.\nThe portrait of J. Pierpont Flathead is here.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nA bank brochure\nA perfect rose\nA china teapot\nThe china teapot contains:\nA quantity of water\nA letter opener\nA place mat\nSitting on the place mat is:\nA delicate gold key\nA lamp", "endoftext": false }, { "action": "You take all", "response": "gaudy crown: You are now wearing the gaudy crown.\npearl necklace: Taken.\nFlathead stamp: Taken.\npriceless zorkmid: Taken.\ngolden dragon statuette: You try to pick it up, but with everything else you have, you can't manage to hold onto it!\nportrait of J. Pierpont Flathead: You try to pick it up, but with everything else you have, you can't manage to hold onto it!\nA strange little man in a long cloak appears suddenly in the room. He is wearing a high pointed hat embroidered with astrological signs. He has a long, stringy, and unkempt beard.\nThe Wizard draws forth his wand and waves it in your direction. It begins to glow with a faint blue glow.\nThere is a loud crackling noise. Blue smoke rises from out of the Wizard's sleeve. He sighs and disappears.", "endoftext": false }, { "action": "Go southwest", "response": "You are in a large circular room whose high ceiling is lost in gloom. Eight identical passages leave the room.\nThere is a dented steel box here.\nA strange little man in a long cloak appears suddenly in the room. He is wearing a high pointed hat embroidered with astrological signs. He has a long, stringy, and unkempt beard.\nThe Wizard draws forth his wand and waves it in your direction. It begins to glow with a faint blue glow.\nThe Wizard, in a deep and resonant voice, speaks the word \"Fumble!\" He cackles gleefully.\nOoops! You dropped the priceless zorkmid.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nA Flathead stamp\nA pearl necklace\nA gaudy crown (being worn)\nA bank brochure\nA perfect rose\nA china teapot\nThe china teapot contains:\nA quantity of water\nA letter opener\nA place mat\nSitting on the place mat is:\nA delicate gold key\nA lamp", "endoftext": false }, { "action": "You put the mat under the door", "response": "The place mat fits easily under the door.", "endoftext": false }, { "action": "You put the letter opener in the keyhole", "response": "The lid is in the way.", "endoftext": false }, { "action": "You put the letter opener in the keyhole", "response": "There is a faint noise from behind the door and a small cloud of dust rises from beneath it.\nDone.", "endoftext": false }, { "action": "You take the mat", "response": "As the place mat is moved, a rusty iron key falls from it and onto the floor.", "endoftext": false }, { "action": "You take the key", "response": "Which key do you mean, the rusty iron key or the delicate gold key?", "endoftext": false }, { "action": "You unlock the door with the key", "response": "Which key do you mean, the delicate gold key or the rusty iron key?", "endoftext": false }, { "action": "Iron key", "response": "The keyhole is blocked.", "endoftext": false }, { "action": "You open the door", "response": "The door is locked.", "endoftext": false }, { "action": "You unlock door", "response": "What do you want to unlock the door with?", "endoftext": false }, { "action": "You take the iron key", "response": "You already have that!", "endoftext": true }, { "action": "Look around", "response": "This is a tiny room carved out of the wall of the ravine. There is an exit down a precarious climb. On the north side of the room is a massive wooden door, which has a small window barred with iron. A formidable bolt lock is set within the door frame. A keyhole lies within the lock. A letter opener is in place within the keyhole.\nThere is a place mat here.\nThere is a delicate gold key here.\nThe keyhole contains:\nA letter opener", "endoftext": false }, { "action": "Go inside", "response": "This is a small and rather dreary room, eerily illuminated by a red glow emanating from a crack in one wall. The light falls upon a dusty wooden table in the center of the room. On the south side of the room is a massive wooden door, which has a small window barred with iron. A formidable bolt lock is set within the door frame. A keyhole lies within the lock.\nIn the center of the table sits a blue crystal sphere.", "endoftext": false }, { "action": "You go outside", "response": "This is a tiny room carved out of the wall of the ravine. There is an exit down a precarious climb. On the north side of the room is a massive wooden door, which has a small window barred with iron. A formidable bolt lock is set within the door frame. A keyhole lies within the lock.\nThere is a place mat here.\nThere is a delicate gold key here.", "endoftext": false }, { "action": "You take all", "response": "place mat: You try to pick it up, but with everything else you have, you can't manage to hold onto it!\ndelicate gold key: You try to pick it up, but with everything else you have, you can't manage to hold onto it!", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nA blue crystal sphere\nA letter opener\nA rusty iron key\nA Flathead stamp\nA pearl necklace\nA gaudy crown (being worn)\nA bank brochure\nA perfect rose\nA china teapot\nThe china teapot contains:\nA quantity of water\nA lamp", "endoftext": true }, { "action": "Go downwards", "response": "You are on a narrow ledge near the bottom of a deep ravine. The ledge continues to the west. A precarious climb up to another tiny ledge is possible. A short scramble down the rock face leads to a stream.", "endoftext": false }, { "action": "Go south", "response": "You are in a large circular room whose high ceiling is lost in gloom. Eight identical passages leave the room.\nThere is an engraved zorkmid here.\nThere is a dented steel box here.", "endoftext": false }, { "action": "Go northeast", "response": "The path follows the south edge of a deep ravine and heads northeast. A tunnel heads southwest, narrowing to a rather tight crawl. A faint whirring sound can be heard in that direction. On the east is a ruined archway choked with vegetation.", "endoftext": false }, { "action": "You put the crystal on the sapphire stand", "response": "Done.\nAs you place the blue crystal sphere in the sapphire stand, a low humming noise begins, and you can feel the hairs on the back of your neck begin to stand up. The three spheres begin to vibrate, faster and faster, as the noise becomes higher and higher pitched. Three puffs of smoke, one red, one blue, one white, rise up from empty stands. The spheres are gone! But in the center of the triangle formed by the stands is now a black stand of obsidian in which rests a strange black sphere.", "endoftext": true }, { "action": "You look at your surroundings", "response": "This room is the Wizard's workroom. A hall continues east and west, and a larger room lies to the south. There are many shelves and racks on the walls, but the Wizard's workbench dominates the room. It is made of dark, heavy wood bound with iron. The workbench is stained from many years of use, and is deeply gouged as though some huge clawed animal was imprisoned on it. There are burn marks and even notes written in a crabbed hand. Many arcane items are scattered about the bench; alembics, mortar and pestle, small knives of various sizes, odd scraps of vellum, wax candles, and much more. In the center of a relatively clear area of the bench are affixed three stands - ruby, sapphire, and diamond - which form a triangle.\nSitting on the Wizard's workbench is:\nA black obsidian stand\nSitting on the black obsidian stand is:\nA black crystal sphere", "endoftext": false }, { "action": "You look into the sphere", "response": "As you peer into the sphere, a strange vision takes shape...a huge and fearful face with yellow eyes. The face peers out at you expectantly.", "endoftext": true }, { "action": "Look around", "response": "This room is the Wizard's workroom. A hall continues east and west, and a larger room lies to the south. There are many shelves and racks on the walls, but the Wizard's workbench dominates the room. It is made of dark, heavy wood bound with iron. The workbench is stained from many years of use, and is deeply gouged as though some huge clawed animal was imprisoned on it. There are burn marks and even notes written in a crabbed hand. Many arcane items are scattered about the bench; alembics, mortar and pestle, small knives of various sizes, odd scraps of vellum, wax candles, and much more. In the center of a relatively clear area of the bench are affixed three stands - ruby, sapphire, and diamond - which form a triangle.\nSitting on the Wizard's workbench is:\nA black obsidian stand", "endoftext": false }, { "action": "You go to the west", "response": "Here a dark hallway turns a corner. To the south is a dark room, to the east is fitful light.\nThere is a dead sea serpent in a heap here.\nA shattered aquarium fills the northern half of the room.", "endoftext": false }, { "action": "Open trophy", "response": "The case is protected by a fearful spell. You cannot touch it in any way.", "endoftext": false }, { "action": "Break trophy", "response": "What do you want to break the trophy with?", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\nA black crystal sphere\nA letter opener\nA rusty iron key\nA Flathead stamp\nA pearl necklace\nA gaudy crown (being worn)\nA perfect rose\nA china teapot\nThe china teapot contains:\nA quantity of water\nA lamp", "endoftext": true }, { "action": "Look around", "response": "This is a small chamber carved out of the rock at the end of a short crawl. On the wall is crudely chiseled the number \"8\".\nThere is a china teapot here.\nThe china teapot contains:\nA quantity of water", "endoftext": false }, { "action": "You go to the south", "response": "You can't go that way.\nA strange little man in a long cloak appears suddenly in the room. He is wearing a high pointed hat embroidered with astrological signs. He has a long, stringy, and unkempt beard.\nThe Wizard notices that you carry the Black Crystal, and with an unseemly haste, he disappears.", "endoftext": false }, { "action": "You go south", "response": "In this room, inscribed on the floor, is a great pentagram drawn with black chalk. In its center is a black circle.", "endoftext": false }, { "action": "You examine the circle", "response": "The pentagram is empty.", "endoftext": false }, { "action": "You look in the sphere", "response": "As you peer into the sphere, a strange vision takes shape...a huge and fearful face with yellow eyes. The face peers out at you expectantly.", "endoftext": true }, { "action": "Look around", "response": "In this room, inscribed on the floor, is a great pentagram drawn with black chalk. In its center is a black circle.\nSitting on the pentagram is:\nA gaudy crown", "endoftext": false }, { "action": "You put the sphere in the circle", "response": "A cold wind blows outward from the sphere. The candles flicker, and a low moan, almost inaudible, is heard. It rises in volume and pitch until it becomes a high-pitched keening. A dim shape becomes visible in the air above the sphere. The shape resolves into a large and somewhat formidable looking demon. He looks around, tests the walls of the pentagram experimentally, then sees you! \"Hmm, a new master...\" he says under his breath. \"Greetings, oh master! Wouldst desire a service, as our contract stateth? For some pittance of wealth, some trifle, I will gratify thy desires to the utmost limit of my powers, and they are not inconsiderable.\" He makes a pass with his massive arms and the walls begin to shake a little. Another pass and the shaking stops. \"A nice effect... I find it makes for a better relationship to give such a demonstration early on.\" He grins vilely.", "endoftext": false }, { "action": "You talk to the demon", "response": "The demon pauses for a moment, perhaps thinking that you should re-read the manual.", "endoftext": false }, { "action": "Hello", "response": "The genie grins demonically, but says nothing.\nSuddenly the Wizard materializes in the room. He is astonished by what he sees: his servant in deep conversation with a common adventurer! He draws forth his wand, waves it frantically, and incants \"Frobizz! Frobozzle! Frobnoid!\" The demon laughs heartily. \"You no longer control the Black Crystal, hedge-wizard! Your wand is powerless! Your doom is sealed!\" The demon turns to you, expectantly.", "endoftext": false }, { "action": "You kill Wizard", "response": "\"My fee is not paid! I perform no tasks for free! We demons have a strong union these days.\"", "endoftext": true }, { "action": "You look around", "response": "In this room, inscribed on the floor, is a great pentagram drawn with black chalk. In its center is a black circle.\nThe Wizard of Frobozz is here, eyeing you warily.\nThere is a demon floating in mid-air here.\nSitting on the pentagram is:\nA gaudy crown", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nA Frobozz Magic Grue Repellent\nA letter opener\nA rusty iron key\nA Flathead stamp\nA pearl necklace\nA perfect rose\nA lamp", "endoftext": false }, { "action": "You enter the gazebo", "response": "This is a gazebo in the midst of a formal garden. It is cool and restful here. A tea table adorns the center of the gazebo.\nThere is a golden dragon statuette here.\nThe portrait of J. Pierpont Flathead is here.", "endoftext": false }, { "action": "You take all", "response": "golden dragon statuette: Taken.\nportrait of J. Pierpont Flathead: Taken.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nA portrait of J. Pierpont Flathead\nA golden dragon statuette\nA priceless zorkmid\nA Frobozz Magic Grue Repellent\nA letter opener\nA rusty iron key\nA lamp", "endoftext": false }, { "action": "Go up", "response": "You are on a narrow ledge near the bottom of a deep ravine. The ledge continues to the west. A precarious climb up to another tiny ledge is possible. A short scramble down the rock face leads to a stream.\nThere is a bank brochure here.", "endoftext": false }, { "action": "Go upwards", "response": "This is a tiny room carved out of the wall of the ravine. There is an exit down a precarious climb. On the north side of the room is a massive wooden door, which has a small window barred with iron. A formidable bolt lock is set within the door frame. A keyhole lies within the lock.\nThere is a place mat here.\nThere is a delicate gold key here.", "endoftext": false }, { "action": "You go to the south", "response": "In this room, inscribed on the floor, is a great pentagram drawn with black chalk. In its center is a black circle.\nThe Wizard of Frobozz is here, eyeing you warily.\nThere is a demon floating in mid-air here.\nSitting on the pentagram is:\nA perfect rose\nA pearl necklace\nA Flathead stamp\nA gaudy crown", "endoftext": false }, { "action": "You put all in the circle", "response": "delicate gold key: Done.\nportrait of J. Pierpont Flathead: Done.\ngolden dragon statuette: Done.\npriceless zorkmid: Done.\nFrobozz Magic Grue Repellent: The spray smells like a mixture of old socks and burning rubber. If I were a grue I'd sure stay clear!\nletter opener: Done.\nrusty iron key: Done.\nlamp: Done.", "endoftext": true }, { "action": "You look at your surroundings", "response": "In this room, inscribed on the floor, is a great pentagram drawn with black chalk. In its center is a black circle.\nThe Wizard of Frobozz is here, eyeing you warily.\nThere is a demon floating in mid-air here.\nSitting on the pentagram is:\nA priceless zorkmid\nA golden dragon statuette\nA portrait of J. Pierpont Flathead\nA delicate gold key\nA perfect rose\nA pearl necklace\nA Flathead stamp\nA gaudy crown", "endoftext": false }, { "action": "You take all", "response": "priceless zorkmid: Taken.\ngolden dragon statuette: Taken.\nportrait of J. Pierpont Flathead: Taken.\ndelicate gold key: Taken.\nperfect rose: You try to pick it up, but with everything else you have, you can't manage to hold onto it!\npearl necklace: Taken.\nFlathead stamp: You try to pick it up, but with everything else you have, you can't manage to hold onto it!\ngaudy crown: You try to pick it up, but with everything else you have, you can't manage to hold onto it!", "endoftext": false }, { "action": "You give all to the demon", "response": "pearl necklace: \"Very nice, but not enough!\"\ndelicate gold key: \"Ah, truly magnificent! Keep them coming.\"\nportrait of J. Pierpont Flathead: \"Almost halfway there, oh worthy one!\"\ngolden dragon statuette: \"Oh, such beauty! Your generosity almost overwhelms me!\"\npriceless zorkmid: \"Truly I shall do thee a wonderful service when thou hast finished!\"\nletter opener: The demon gladly takes the letter opener and smiles balefully, revealing enormous fangs.\nrusty iron key: The demon gladly takes the rusty iron key and smiles balefully, revealing enormous fangs.\nlamp: The demon gladly takes the lamp and smiles balefully, revealing enormous fangs.\nFrobozz Magic Grue Repellent: The demon gladly takes the Frobozz Magic Grue Repellent and smiles balefully, revealing enormous fangs.", "endoftext": false }, { "action": "You give you the wand", "response": "\"My fee is not paid! I perform no tasks for free! We demons have a strong union these days.\"", "endoftext": false }, { "action": "Inventory", "response": "You are empty-handed.", "endoftext": false }, { "action": "You open the box", "response": "It is already open.", "endoftext": false }, { "action": "You look inside the box", "response": "The steel box is empty.", "endoftext": false }, { "action": "You go west", "response": "A ledge from the east ends here, and a tunnel leads north into the wall. There is a rather odd smokey odor in the warm air of the tunnel.", "endoftext": false }, { "action": "You go north", "response": "The room is a large cavern full of broken stone. The walls are scorched and there are deep scratches on the floor. A sooty dry smell is very strong here. A paved path winds from a large passage to the west, through the room, and across a huge stone bridge to the south. To the east a small crack is visible. A dark and smokey tunnel leads north.", "endoftext": false }, { "action": "Go west", "response": "A path leads east-west through a room decorated with beautiful frescoes of someone battling dragons and rescuing fair maidens. It is hard to tell who is doing this as those parts of the frescoes have been blackened and cracked by intense heat.", "endoftext": false }, { "action": "Go west", "response": "This is the entrance hall of the Bank of Zork, the largest banking institution of the Great Underground Empire. A partial account of its history is in \"The Lives of the Twelve Flatheads,\" in the chapter on J. Pierpont Flathead. A more detailed history (albeit less objective) may be found in Flathead's outrageous autobiography \"I'm Rich and You Aren't - So There!\". Most of the furniture has been ravaged by passing scavengers. All that remains are two signs at the northwest and northeast corners of the room, which say\n\n<-- VIEWING ROOMS -->\n\nThe way out (ornate but tasteful) is to the east.", "endoftext": false }, { "action": "You go northwest", "response": "You are in a small room, which was used by a bank officer who retrieved safety deposit boxes for the customer. On the north side of the room is a sign which reads \"Viewing Room\". On the west side of the room, above an open door, is a sign reading", "endoftext": false }, { "action": "Go west", "response": "This is a large rectangular room. The east and west walls were used for storing safety deposit boxes, but all have been carefully removed by evil persons. To the east, west, and south of the room are large doorways. The northern \"wall\" of the room is a shimmering curtain of light. In the center of the room is a large stone cube, about 10 feet on a side. Engraved on the side of the cube is some lettering.", "endoftext": false }, { "action": "You walk through the north wall", "response": "You feel somewhat disoriented as you pass through...\n\nThis room was used by holders of safety deposit boxes to view their contents. On the north side of the room is a sign which says\n\n\"Remain here while the teller retrieves your safety deposit box. When you are finished, leave the box, and exit to the south. Safety deposit boxes cannot be removed from this room!\n\nThank You for Banking at the Zork!\"", "endoftext": true }, { "action": "Look around", "response": "This room was used by holders of safety deposit boxes to view their contents. On the north side of the room is a sign which says\n\n\"Remain here while the teller retrieves your safety deposit box. When you are finished, leave the box, and exit to the south. Safety deposit boxes cannot be removed from this room!\n\nThank You for Banking at the Zork!\"", "endoftext": false }, { "action": "South wall", "response": "You hit your head against the south wall as you attempt this feat.", "endoftext": false }, { "action": "You walk through the north wall", "response": "You hit your head against the north wall as you attempt this feat.\nYou hear a faint voice say \"Curtain Door Closed.\"", "endoftext": false }, { "action": "Go northeast", "response": "You are in a small room, which was used by a bank officer who retrieved safety deposit boxes for the customer. On the north side of the room is a sign which reads \"Viewing Room\". On the east side of the room, above an open door, is a sign reading", "endoftext": false }, { "action": "You go to the east", "response": "This is a large rectangular room. The east and west walls were used for storing safety deposit boxes, but all have been carefully removed by evil persons. To the east, west, and south of the room are large doorways. The northern \"wall\" of the room is a shimmering curtain of light. In the center of the room is a large stone cube, about 10 feet on a side. Engraved on the side of the cube is some lettering.", "endoftext": false }, { "action": "You go north", "response": "This is a small room, whose walls are formed by an old lava flow. There are exits here to the east and the south.", "endoftext": false }, { "action": "Go south", "response": "In this room, inscribed on the floor, is a great pentagram drawn with black chalk. In its center is a black circle.\nThe Wizard of Frobozz is here, eyeing you warily.\nThere is a demon floating in mid-air here.\nSitting on the pentagram is:\nA perfect rose\nA Flathead stamp\nA gaudy crown", "endoftext": false }, { "action": "You take all", "response": "ruby: Taken.\nperfect rose: Taken.\nFlathead stamp: Taken.\ngaudy crown: You are now wearing the gaudy crown.", "endoftext": false }, { "action": "You give all to the demon", "response": "gaudy crown: \"Truly you are most generous! But still, this is yet not enough.\"\nFlathead stamp: \"A fine gift, mighty one, you have almost reached my fee.\"\nThe Wizard looks at you as if you are a madman. He tears his beard and stares at you fearfully.\nperfect rose: The demon gladly takes the perfect rose and smiles balefully, revealing enormous fangs.\nruby: \"Wondrous fine, master! But one treasure is yet to be given!\"", "endoftext": true }, { "action": "You describe your surroundings", "response": "In this room, inscribed on the floor, is a great pentagram drawn with black chalk. In its center is a black circle.\nThe Wizard of Frobozz is here, eyeing you warily.\nThere is a demon floating in mid-air here.", "endoftext": false }, { "action": "Inventory", "response": "You are empty-handed.", "endoftext": false }, { "action": "Go south", "response": "This room was the office of the Chairman of the Bank of Zork. Like the other rooms here, it has been extensively vandalized. The lone exit is to the north.", "endoftext": false }, { "action": "You enter the light", "response": "You feel somewhat disoriented as you pass through...\n\nThis is a small, bare room with no distinguishing features. There are no exits from this room.", "endoftext": false }, { "action": "You enter the south wall", "response": "You feel somewhat disoriented as you pass through...\n\nThis is a large rectangular room. The east and west walls were used for storing safety deposit boxes, but all have been carefully removed by evil persons. To the east, west, and south of the room are large doorways. The northern \"wall\" of the room is a shimmering curtain of light. In the center of the room is a large stone cube, about 10 feet on a side. Engraved on the side of the cube is some lettering.", "endoftext": false }, { "action": "Go north", "response": "There is a curtain of light there.", "endoftext": false }, { "action": "You enter the light", "response": "You feel somewhat disoriented as you pass through...\n\nThis is the Vault of the Bank of Zork, in which there are no doors.\nOn the floor sit 200 neatly stacked zorkmid bills.", "endoftext": false }, { "action": "Go east", "response": "This is a large rectangular room. The east and west walls were used for storing safety deposit boxes, but all have been carefully removed by evil persons. To the east, west, and south of the room are large doorways. The northern \"wall\" of the room is a shimmering curtain of light. In the center of the room is a large stone cube, about 10 feet on a side. Engraved on the side of the cube is some lettering.\n200 neatly stacked zorkmid bills are here.", "endoftext": false }, { "action": "You go to the west", "response": "An alarm rings briefly, and an invisible force bars your way.", "endoftext": false }, { "action": "Go north", "response": "You are in the dragon's lair, where the rock walls are scarred by flame. A blackened doorway leads to the south.\nThere is a rotten wooden chest here.", "endoftext": false }, { "action": "You give bills to the demon", "response": "\"This will do for my fee. 'Tis a paltry hoard, but as you have done me a small service by loosing me from this wizard, it will suffice.\"", "endoftext": false }, { "action": "You give you the Wizard 's wand", "response": "The demon seems confused. \"I don't see any wizard's wand here!\"", "endoftext": false }, { "action": "You give you the the wand", "response": "\"I hear and obey!\" says the demon. He stretches out an enormous hand towards the wand. The Wizard is unsure what to do, pointing it threateningly at the demon, then at you. \"Fudge!\" he cries, but aside from a strong odor of chocolate in the air, there is no effect. The demon plucks the wand out of his hand (it's about toothpick-size to him) and gingerly lays it before you. He fades into the smoke, which disperses. The wizard runs from the room in terror.", "endoftext": false }, { "action": "You say the fudge", "response": "You must address the demon directly.", "endoftext": false }, { "action": "Wave wand", "response": "At what?", "endoftext": false }, { "action": "You wave wand at yourself", "response": "Fortunately a safety interlock prevents the fatal feedback loop that this would cause.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\nA sword\nA Wizard's magic wand", "endoftext": false }, { "action": "You wave the wand at the degree", "response": "A lot you know about magic! A magic wand takes a while to recharge after use! You might cause it to short-circuit!", "endoftext": false }, { "action": "Go southwest", "response": "This room looks like it was once a kennel for a very large dog (some of the bones would fit a dinosaur). It apparently hasn't been used for a long time, as the dust is fairly thick all over. The only exit is northeast.\nA gigantic dog collar, large enough for three rhinoceros-sized dogs, is lying amidst the debris.", "endoftext": false }, { "action": "Go northeast", "response": "This is a large room which was evidently used once as a quarry. Many large limestone chunks lie helter-skelter around the room. Some are rough-hewn and unworked, others smooth and well-finished. One side of the room appears to have been used to quarry building blocks, the other to produce menhirs (standing stones). Obvious passages lead north and south.\nThere is a huge menhir here.", "endoftext": true }, { "action": "Go downwards", "response": "This is a room with oddly angled walls and passages in all directions. The walls are made of some glassy substance.\nA marble stairway leads upward. The floor has swung down at the end of the stairway to reveal a secret passage leading down into unrelieved darkness.", "endoftext": false }, { "action": "You put the collar on the cerberus", "response": "The creature whines happily, then the center head licks your face (which is roughly like experiencing a sandpaper washcloth). The other two heads look about, as though the monster felt a sudden need to find a pair of slippers somewhere. Its huge tail wags enthusiastically, knocking small rocks around and almost blowing you over from the breeze it creates.", "endoftext": false }, { "action": "Go east", "response": "The anteroom is large and empty. Marble bas reliefs depict the stirring times and afterlife of the Flatheads (the latter a bit optimistically). The exit is to the west. A huge marble door stands to the south. The door is closed. Above the door is the cryptic inscription: \"Feel Free\".", "endoftext": false }, { "action": "You go south", "response": "The crypt door is closed.", "endoftext": false }, { "action": "You open the door", "response": "The crypt door squeaks open.", "endoftext": false }, { "action": "Go south", "response": "The room contains the earthly remains of the mighty Flatheads, twelve somewhat flat heads mounted securely on poles. While the room might be expected to contain funerary urns or other evidence of the ritual practices of the ancient Zorkers, it is empty of all such objects. There is writing carved on the crypt. The only apparent exit is to the north through the door to the anteroom. The door is open.", "endoftext": false }, { "action": "You wave wand at yourself", "response": "Fortunately a safety interlock prevents the fatal feedback loop that this would cause.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\nA sword\nA Wizard's magic wand", "endoftext": false }, { "action": "You examine crypt", "response": "\"Here lie the Flatheads, whose heads were placed on poles by the Keeper of the Dungeon for amazing untastefulness.\"", "endoftext": false }, { "action": "You enter the south wall", "response": "You hit your head against the south wall as you attempt this feat.", "endoftext": false }, { "action": "You wave wand at the south wall", "response": "The wand grows warm, the south wall seems to glow dimly with magical essences, and you feel suffused with power.", "endoftext": false }, { "action": "You kill yourself with the sword", "response": "If you insist.... Poof, you're dead!\n\n**** You have died ****\n\nNow, let's take a look here... Well, you probably deserve another chance. I can't quite fix you up completely, but you can't have everything.\n\nYou are inside a huge crystalline sphere filled with thin red mist. The mist becomes blue to the west.\nYou strain to look out through the mist...\nYou see only darkness.", "endoftext": false }, { "action": "Go west", "response": "You are inside a huge crystalline sphere filled with thin blue mist. The mist becomes white to the west.\nYou strain to look out through the mist...\nYou see only darkness.", "endoftext": false }, { "action": "You go west", "response": "You are inside a huge crystalline sphere filled with thin white mist. The mist becomes black to the west.\nYou strain to look out through the mist...\nYou see only darkness.", "endoftext": false }, { "action": "You go to the west", "response": "You follow a corridor of black mist into a black walled spherical room. The room is empty. A huge face looks down on you from outside and laughs sardonically. It doesn't look like you're getting out of this predicament!\nYour score would be 388 (total of 400 points), in 174 moves.\nThis score gives you the rank of Wizard.\ndebugcheapnitfol quit with exit status: 0", "endoftext": true } ]
yzzm4puxyjakk8c4
Fish!
John Molloy
[ "Espionage", "Humor" ]
[ "collaboration", "commercial", "cover art", "fish", "fish protagonist", "Magnetic Scrolls", "parser", "surreal" ]
1,988
[ 4, 5, 6, 0, 0 ]
15
3.866667
20110602
false
One nibble and you're hooked. JUST WHEN YOU THOUGHT IT WAS SAFE TO GET OUT OF THE WATER: The tide is turning in the teeming metropolis of Fishworld. The oceans and seas are boiling off into space. The Seven Deadly Fins - an interdimensional group of anarchists - are on the loose. The project has been sabotaged... And you're a goldfish. Tough. But then life's like that. Sometimes you're dealt a real deal. Toast falls buttered-side down. Phones ring when you're in the bath. And there's always chili sauce on your kebab. From rain-soaked forests and London recording studios to the farthest reaches of time and space, Fish! will bemuse, dazzle and thrill you before confusing, razzling and killing you. Fish! is brought to you by Magnetic Scrolls, authors of such classic award-winning adventures as The Pawn and The Guild of Thieves. It's full of what you're least expecting, lacking in all that's rational, and devoid of much that could reasonably be expected... So, dust down your tackle, dress up your flies, reel in a winner and play Fish!
[ { "action": "%", "response": "\"Well done, Agent 10,\" said Sir Playfair Panchax, head of Mission HQ. \"We knew you'd stop the Seven Deadly Fins. Good show! It's a shame they got away again. But now I suggest you take a vacation. You've earned it, old boy.\" You agreed with him, the last few months had been a real chore. Being an inter-dimensional espionage operative isn't a bad life apart from the pain of warping and the inconvenience of host-parasite relationships, but you need a spot of R and R every now and then, just to stay sane. So you went for the big one - warping into a goldfish for a whole month! The peace. The tranquility. And you're still on the payroll.\n\nFISH! - Version 1.10 - Copyright (C) 1988, 1990 Magnetic Scrolls Ltd.\n\nSomeone's coming. Good, it must be time for food. SPLATTO. A hand as big as a bus drops something hard right on your head. Understandably dazed, you flip over and, through a swirl of ant eggs, spot what hit you: a tacky plastic castle. It looks like a rush job. Sir Playfair must be in trouble. And you thought you were on vacation...\n\nSwimming upside down is good fun, but difficult, even for someone as highly trained as yourself. It looks like the pondweed is dangling from the gravel above your head. And the ant eggs, wow! Upside down they look, so, so much like, well, like exactly the same as if you were the right way up actually. Anyway, there's no need to get carried away. Sir Playfair has a message for you in the castle if you're not mistaken and he hates agents who are late.", "endoftext": false }, { "action": "You examine the eggs", "response": "It's a pity that ant eggs are all you've had to eat for the past week, otherwise they might look appetising.", "endoftext": false }, { "action": "Flip", "response": "", "endoftext": false }, { "action": "About yourself", "response": "You are a small, scaly fish, with fins and a natty little tail. Tres chic.", "endoftext": false }, { "action": "You examine the castle", "response": "Colours are sprayed on this tacky castle in a random fashion, as if it had been visited by a medieval graffiti artist with a belly full of mead and a nasty case of clinical depression. A large gateway leads inside.", "endoftext": false }, { "action": "You check your inventory", "response": "Your mouth is empty.\nYou get bored of swimming upside-down and turn over, deftly avoiding the first scoring point of the game.\nGoldfish Bowl\nThe ant eggs have stopped swirling around and are now floating on the surface. Gravel fills the bottom of the bowl and some tasty looking pondweed you've been wanting to nibble for days is lying on it. You get a nasty feeling in your swim bladder about the castle, probably because Sir Playfair has so rudely interrupted your vacation.", "endoftext": false }, { "action": "You enter the castle", "response": "Inside, the castle is exactly what you expected - tacky and featureless with ant eggs near the top and gravel at the bottom. To anyone else, the colours sprayed randomly on the wall would just be colours sprayed randomly on the wall. To a daring inter-dimensional espionage operative like yourself, however, they are obviously used to focus communications across the dimensions. The only exit is out, back to the goldfish bowl.\n\n\"Phffft! Phffft! Testing... Hello? Can you hear me? Agent 10?\" You groan as Sir Playfair Panchax's voice rattles round your brain. \"I'm sorry about this old chap,\" he continues, \"I wouldn't disrupt your vacation unless it was necessary.\" He coughs. \"It's bad news, I'm afraid; the Seven Deadly Fins again. Sabotage this time - on a planet full of fish! Beats me why they should pick on fish, but fish it is. They've stolen something important, a focus wheel I think, and dismantled it. We've got a fix on most places they've visited recently; you'll have to scout around and find the wheel. Your inter-dimensional warps will be ready in a few milliseconds. The back-room boys have some tricks up their sleeves if you get into trouble.\" The castle jolts and three warps and a glass box appear as Sir Playfair signs off. \"Good luck and keep your eyes peeled. Panchax out.\"", "endoftext": false }, { "action": "You notify on", "response": "", "endoftext": true }, { "action": "You describe your surroundings", "response": "Inside, the castle is exactly what you expected - tacky and featureless with ant eggs near the top and gravel at the bottom. To anyone else, the colours sprayed randomly on the wall would just be colours sprayed randomly on the wall. To a daring inter-dimensional espionage operative like yourself, however, they are obviously used to focus communications across the dimensions. The only exit is out, back to the goldfish bowl. Your attention is drawn to a glass box resting in the middle of the room here, this looks like Panchax's work.\nA smooth warp, a jagged warp and a small warp are also clearly the boss's work.", "endoftext": false }, { "action": "You look at the smooth warp", "response": "The smooth warp looks the trendiest of all the warps. It must lead somewhere pretty cool.", "endoftext": false }, { "action": "Examine box", "response": "The glass box shows all the hallmarks of a rush assembly. There are loads of electrical components in it and yards and yards of wiring. You can only hope the back-room boys didn't economise on waterproofing.\nIt is closed.", "endoftext": false }, { "action": "Ram box", "response": "", "endoftext": false }, { "action": "Y.", "response": "\"Well done, Agent 10,\" said Sir Playfair Panchax, head of Mission HQ. \"We knew you'd stop the Seven Deadly Fins. Good show! It's a shame they got away again. But now I suggest you take a vacation. You've earned it, old boy.\" You agreed with him, the last few months had been a real chore. Being an inter-dimensional espionage operative isn't a bad life apart from the pain of warping and the inconvenience of host-parasite relationships, but you need a spot of R and R every now and then, just to stay sane. So you went for the big one - warping into a goldfish for a whole month! The peace. The tranquility. And you're still on the payroll.\n\nFISH! - Version 1.10 - Copyright (C) 1988, 1990 Magnetic Scrolls Ltd.\n\nSomeone's coming. Good, it must be time for food. SPLATTO. A hand as big as a bus drops something hard right on your head. Understandably dazed, you flip over and, through a swirl of ant eggs, spot what hit you: a tacky plastic castle. It looks like a rush job. Sir Playfair must be in trouble. And you thought you were on vacation...\n\nSwimming upside down is good fun, but difficult, even for someone as highly trained as yourself. It looks like the pondweed is dangling from the gravel above your head. And the ant eggs, wow! Upside down they look, so, so much like, well, like exactly the same as if you were the right way up actually. Anyway, there's no need to get carried away. Sir Playfair has a message for you in the castle if you're not mistaken and he hates agents who are late.", "endoftext": false }, { "action": "You turn over", "response": "The ant eggs have stopped swirling around and are now floating on the surface. Gravel fills the bottom of the bowl and some tasty looking pondweed you've been wanting to nibble for days is lying on it. You get a nasty feeling in your swim bladder about the castle, probably because Sir Playfair has so rudely interrupted your vacation.", "endoftext": false }, { "action": "You enter the castle", "response": "Inside, the castle is exactly what you expected - tacky and featureless with ant eggs near the top and gravel at the bottom. To anyone else, the colours sprayed randomly on the wall would just be colours sprayed randomly on the wall. To a daring inter-dimensional espionage operative like yourself, however, they are obviously used to focus communications across the dimensions. The only exit is out, back to the goldfish bowl.\n\n\"Phffft! Phffft! Testing... Hello? Can you hear me? Agent 10?\" You groan as Sir Playfair Panchax's voice rattles round your brain. \"I'm sorry about this old chap,\" he continues, \"I wouldn't disrupt your vacation unless it was necessary.\" He coughs. \"It's bad news, I'm afraid; the Seven Deadly Fins again. Sabotage this time - on a planet full of fish! Beats me why they should pick on fish, but fish it is. They've stolen something important, a focus wheel I think, and dismantled it. We've got a fix on most places they've visited recently; you'll have to scout around and find the wheel. Your inter-dimensional warps will be ready in a few milliseconds. The back-room boys have some tricks up their sleeves if you get into trouble.\" The castle jolts and three warps and a glass box appear as Sir Playfair signs off. \"Good luck and keep your eyes peeled. Panchax out.\"", "endoftext": false }, { "action": "You look at the warps", "response": "The small warp is just big enough to swim through.\nThe jagged warp looks important. It's jagged as well, but definitely important.\nThe smooth warp looks the trendiest of all the warps. It must lead somewhere pretty cool.", "endoftext": false }, { "action": "You enter smooth warp", "response": "Inter-dimensional travel hurts. A lot. Especially when you haven't done it for a while. You buck and roll through the journey, feeling very nauseous, then, with a small popping noise, take over a body with the aid of a customised host-parasite interface. Your host has arms and legs. Looks like trouble!\n\nIt's stopped raining here at the moment, but the clouds overhead show that it could start again any minute. If they decide to burst, the tree stump in the centre of the clearing would probably fill up with water. Paths go south, southeast and east. In all other directions the undergrowth is too tangled to make any progress. Micky Blowtorch, your ex-colleague, now a crazed warp junkie, is lounging around the stump, looking suitably bemused.", "endoftext": false }, { "action": "You look at the mw", "response": "", "endoftext": false }, { "action": "You look at the mickey", "response": "", "endoftext": false }, { "action": "You examine micky", "response": "Micky Blowtorch was once Sir Playfair's best operative. Now a sad warp-junkie, he lives alone and has no contact with Mission HQ.", "endoftext": false }, { "action": "About yourself", "response": "You are a tall human being with arms and legs. Somewhat surprisingly, you don't have any fishy traits at all. Look, you weren't really expecting to spend the whole game as a fish were you? Fish don't get to do anything exciting, so we cheated.", "endoftext": false }, { "action": "You talk to Micky", "response": "", "endoftext": false }, { "action": "You ask Micky about the warp", "response": "\"Let me at 'em,\" cries Micky enthusiastically. \"There's nothing like a good warp to make the day worthwhile!\"", "endoftext": false }, { "action": "You ask Micky about the fins", "response": "Micky Blowtorch says, \"A bunch of nutters. I mean, a real collection of fruitcakes. You might think I'm a few chips short of a butty, but these guys are the real thing. You look decent - my advice is never, ever tangle with them; they're more trouble than you can imagine.\"", "endoftext": false }, { "action": "You ask Micky about the focus wheel", "response": "Micky Blowtorch says, \"I talk to the trees. That's why they put me away.\"", "endoftext": false }, { "action": "You ask Micky about Micky", "response": "Micky Blowtorch says, \"There are more important things in life to consider. Did you know there are two simple rules for happiness? One, inherit a great deal of money. Two, don't spend it all at once.\"", "endoftext": false }, { "action": "You ask Micky about yourself", "response": "Micky Blowtorch says, \"You think I'm mad, don't you? That's what they said at Mission HQ but they're wrong.\"", "endoftext": false }, { "action": "You ask Micky about the mission hq", "response": "Micky Blowtorch says, \"I'm not going back you know. I don't care what you say, I'm just not going back.\"\nBANG! Something explodes in the distance. But, as they say, 'out of sight, out of mind', so it's probably better not to worry about it.", "endoftext": false }, { "action": "You ask Micky about the explosion", "response": "Micky Blowtorch says, \"Well. It's sort of a loud banging noise, I think.\"", "endoftext": false }, { "action": "You tell Micky to explode", "response": "Micky Blowtorch says, \"What would anyone want to go there for? That sounds really odd.\"", "endoftext": false }, { "action": "You ask Micky about the FISH", "response": "Micky Blowtorch says, \"You think I'm mad, don't you? That's what they said at Mission HQ but they're wrong.\"\nMicky trudges off towards the wet forest.", "endoftext": false }, { "action": "You knock on stump", "response": "Thud!", "endoftext": true }, { "action": "You look around", "response": "Clearing (on the tree stump)\nIt's stopped raining here at the moment, but the clouds overhead show that it could start again any minute. If they decide to burst, the tree stump in the centre of the clearing would probably fill up with water. Paths go south, southeast and east. In all other directions the undergrowth is too tangled to make any progress.", "endoftext": false }, { "action": "You enter the forest", "response": "Which one, the wet forest, the dim forest or the dank forest?", "endoftext": false }, { "action": "Examine south", "response": "What do you want to examine south?", "endoftext": false }, { "action": "You examine the path", "response": "", "endoftext": false }, { "action": "You get off the stump", "response": "You are on your feet.\nMicky arrives looking worried.", "endoftext": false }, { "action": "You ask Micky about the rain", "response": "Micky Blowtorch says, \"There are more important things in life to consider. Did you know there are two simple rules for happiness? One, inherit a great deal of money. Two, don't spend it all at once.\" \"Something suspicious is going on,\" he says. \"The only person who'd interfere with the parrot would be someone after the mould. That means Sir Playfair has got someone else on the trail. And that means... \" His words become indecipherable.", "endoftext": false }, { "action": "You ask Micky about Playfair", "response": "Micky Blowtorch says, \"What do you know about the boss? Who's side are you on anyway?\"", "endoftext": false }, { "action": "You ask Micky about the forest", "response": "Micky Blowtorch says, \"Please don't talk about the trees all the time. It gets so boring.\"", "endoftext": false }, { "action": "You smack some sense into Micky", "response": "", "endoftext": false }, { "action": "You ask Micky about the mould", "response": "Micky Blowtorch says, \"There are more important things in life to consider. Did you know there are two simple rules for happiness? One, inherit a great deal of money. Two, don't spend it all at once.\"", "endoftext": false }, { "action": "You ask Micky about the parrot", "response": "Micky Blowtorch says, \"There's something very fishy about a bird who goes round squawking 'Pieces of seven, pieces of nine.' It doesn't add up if you ask me.\"", "endoftext": false }, { "action": "Go south", "response": "This part of the forest is horribly cold and damp, and brambles scratch and pull at you as you pass. To the north and south the undergrowth clears a little. The forest continues freely in all other directions.", "endoftext": false }, { "action": "You go south", "response": "This unpleasant scene is clear evidence that the hand of man has set foot here. The trees have been damaged by fire, and, on closer inspection, you notice the entrance to a mine leading down.", "endoftext": true }, { "action": "Go down", "response": "Experience tells you the mine is probably riddled with lurking nasties. Training tells you there's nothing to worry about. It's dark in there. You haven't got a light. Anyway, who's looking for trouble. You return to the glade.\nCharred Glade", "endoftext": false }, { "action": "Go up", "response": "You can't go that way.\nOnly north, northeast, east, southeast, south, southwest, west, northwest, down.", "endoftext": false }, { "action": "You go south", "response": "The forest gets deeper and darker here. The brambles seem to have a life of their own. They snatch at your clothes. Your efforts to get through are futile. You are forced back.\nCharred Glade", "endoftext": false }, { "action": "You go north", "response": "The forest gets deeper and darker here. The brambles seem to have a life of their own. They snatch at your clothes. Your efforts to get through are futile. You are forced back.\nClearing", "endoftext": true }, { "action": "You look at your surroundings", "response": "It's stopped raining here at the moment, but the clouds overhead show that it could start again any minute. If they decide to burst, the tree stump in the centre of the clearing would probably fill up with water. Paths go south, southeast and east. In all other directions the undergrowth is too tangled to make any progress. Micky Blowtorch, your ex-colleague, now a crazed warp junkie, is lounging around the stump, looking suitably bemused.", "endoftext": false }, { "action": "You go east", "response": "The dense foliage blocks out nearly all the daylight here, with just a few patches peeking through. There are ways through the forest in every direction with the clearing to the west and a cool glade to the east.", "endoftext": false }, { "action": "Go south", "response": "Don't you hate the rain? Why is it raining much harder in this bit of the forest than anywhere else? Cold, grey and wet. Blurg! You can leave in any direction, but the undergrowth is too dense for you to see which way would be best.\nMicky arrives from the general direction of the clearing, looking extremely angry.\n\"You,\" screams Micky. \"You're the one who's destroyed my peace and quiet. I won't have it I tell you!\" He slowly stands up and waves his fist at you. He slowly works himself into a rage. He slowly moves toward you. If you hadn't spent so much time worrying over the dreadful grammar, you might have seen him land the karate chop that broke your neck...\nCastle\nInside, the castle is exactly what you expected - tacky and featureless with ant eggs near the top and gravel at the bottom. To anyone else, the colours sprayed randomly on the wall would just be colours sprayed randomly on the wall. To a daring inter-dimensional espionage operative like yourself, however, they are obviously used to focus communications across the dimensions. The only exit is out, back to the goldfish bowl. Your attention is drawn to a glass box resting in the middle of the room here, this looks like Panchax's work.\nA smooth warp, a jagged warp or a small warp are also clearly the boss's work.", "endoftext": false }, { "action": "You enter the smooth warp", "response": "You swim through the smooth warp and leave the castle far behind. Travelling through the dimensions doesn't hurt so much this time, but entering the host-parasite interface is a bit tricky - it'll become easier with practice. Your host this time is another human. More hard work!\n\nIt's stopped raining here at the moment, but the clouds overhead show that it could start again any minute. If they decide to burst, the tree stump in the centre of the clearing would probably fill up with water. Paths go south, southeast and east. In all other directions the undergrowth is too tangled to make any progress. Micky Blowtorch, your ex-colleague, now a crazed warp junkie, is lounging around the stump, looking suitably bemused.", "endoftext": false }, { "action": "You go east", "response": "The constant rainfall here is incredibly depressing. So depressing in fact, that if you weren't an alert inter-dimensional espionage operative with other things to think about, you'd get pretty miserable. The forest is impassable to the northeast, east and southeast, although to the north and south it seems to clear a bit.", "endoftext": false }, { "action": "You go north", "response": "Drizzle is falling here, to be followed by sunny spells, and a few showers in northern regions later in the day. The outlook for tomorrow is anybody's guess, but if you'd like to leave this place, you can go south, west or southwest.", "endoftext": false }, { "action": "You go to the southwest", "response": "Don't you hate the rain? Why is it raining much harder in this bit of the forest than anywhere else? Cold, grey and wet. Blurg! You can leave in any direction, but the undergrowth is too dense for you to see which way would be best.", "endoftext": false }, { "action": "Go south", "response": "You are in the middle of a dark forest. The dense bracken grabs at your feet as you walk. Brambles hinder your progress except towards a glade to the west.", "endoftext": false }, { "action": "You go east", "response": "Soggy leaves hang limply from the trees here, and thick clouds drift slowly overhead. A battered blacksmith's forge lies to the east, shrouded on all sides by the trees of the forest.", "endoftext": false }, { "action": "Go south", "response": "The forest gets deeper and darker here. The brambles seem to have a life of their own. They snatch at your clothes. Your efforts to get through are futile. You are forced back.\nOutside Smithy\nSoggy leaves hang limply from the trees here, and thick clouds drift slowly overhead. A battered blacksmith's forge lies to the east, shrouded on all sides by the trees of the forest.", "endoftext": false }, { "action": "You go to the east", "response": "The smithy is dark and hot. The cherry-red glow of the fire is proof that someone has been using it quite recently. Curiously, the building has no windows and there is only the one exit, opposite a tool cupboard, to the west.\nThere is a cupboard and a bird cage sits on the floor here.", "endoftext": false }, { "action": "You look in it", "response": "The cupboard contains some tongs, a crucible and a hammer.\nB-A-N-G! An explosion triggers a reflex action. Faster than a speeding bullet, you cover your head and dive for the ground. Unfortunately, exploding parrots are much faster than speeding bullets (well, this one is anyway). The shock wave hits you while you're still in mid-air, disintegrating the host-parasite interface instantly. You get blown to kingdom come, or rather that tacky plastic castle in your goldfish bowl.\nCastle\nInside, the castle is exactly what you expected - tacky and featureless with ant eggs near the top and gravel at the bottom. To anyone else, the colours sprayed randomly on the wall would just be colours sprayed randomly on the wall. To a daring inter-dimensional espionage operative like yourself, however, they are obviously used to focus communications across the dimensions. The only exit is out, back to the goldfish bowl. Your attention is drawn to a glass box resting in the middle of the room here, this looks like Panchax's work.\nA smooth warp, a jagged warp and a small warp are also clearly the boss's work.", "endoftext": false }, { "action": "You look", "response": "Inside, the castle is exactly what you expected - tacky and featureless with ant eggs near the top and gravel at the bottom. To anyone else, the colours sprayed randomly on the wall would just be colours sprayed randomly on the wall. To a daring inter-dimensional espionage operative like yourself, however, they are obviously used to focus communications across the dimensions. The only exit is out, back to the goldfish bowl. Your attention is drawn to a glass box resting in the middle of the room here, this looks like Panchax's work.\nA smooth warp, a jagged warp and a small warp are also clearly the boss's work.", "endoftext": false }, { "action": "You eat the weed", "response": "Delicious and there is plenty more.", "endoftext": false }, { "action": "You take the weed", "response": "You pick up the pondweed in your mouth and can't help but eat it. Delicious.", "endoftext": false }, { "action": "You eat eggs", "response": "Delicious and there are plenty more.", "endoftext": false }, { "action": "You take them", "response": "You pick up the eggs in your mouth and can't help but eat them. Delicious.", "endoftext": false }, { "action": "You communicate through the colors", "response": "", "endoftext": false }, { "action": "You enter the smooth warp", "response": "The dimensions flash past as you swim through the smooth warp and slide into the host-parasite interface with consumate ease. Another human. Work, work, work!\n\nIt's stopped raining here at the moment, but the clouds overhead show that it could start again any minute. If they decide to burst, the tree stump in the centre of the clearing would probably fill up with water. Paths go south, southeast and east. In all other directions the undergrowth is too tangled to make any progress. Micky Blowtorch, your ex-colleague, now a crazed warp junkie, is lounging around the stump, looking suitably bemused.", "endoftext": false }, { "action": "You go to the smithy", "response": "Don't you hate the rain? Why is it raining much harder in this bit of the forest than anywhere else? Cold, grey and wet. Blurg! You can leave in any direction, but the undergrowth is too dense for you to see which way would be best.\nOutside Smithy\nSoggy leaves hang limply from the trees here, and thick clouds drift slowly overhead. A battered blacksmith's forge lies to the east, shrouded on all sides by the trees of the forest.\nSmithy\nThe smithy is dark and hot. The cherry-red glow of the fire is proof that someone has been using it quite recently. Curiously, the building has no windows and there is only the one exit, opposite a tool cupboard, to the west.\nThere is a cupboard and a bird cage sits on the floor here.\nOK. I'm here!", "endoftext": false }, { "action": "You look at the cage", "response": "The bird cage is made of cane or something very similar.\nIt is closed.\nIt contains a parrot and a mould.", "endoftext": false }, { "action": "You take all", "response": "You have now got the bird cage.\nThe cupboard steadfastly refuses to be moved.", "endoftext": false }, { "action": "You look at the mould", "response": "The mould is the sort that can be broken open after the molten metal you've poured into it has cooled.", "endoftext": false }, { "action": "You look at the parrot", "response": "You can't reach the parrot from here.\nB-A-N-G! An explosion triggers a reflex action. Faster than a speeding bullet, you cover your head and dive for the ground. Unfortunately, exploding parrots are much faster than speeding bullets (well, this one is anyway). The shock wave hits you while you're still in mid-air, disintegrating the host-parasite interface instantly. You get blown to kingdom come, or rather that tacky plastic castle in your goldfish bowl.\nCastle\nInside, the castle is exactly what you expected - tacky and featureless with ant eggs near the top and gravel at the bottom. To anyone else, the colours sprayed randomly on the wall would just be colours sprayed randomly on the wall. To a daring inter-dimensional espionage operative like yourself, however, they are obviously used to focus communications across the dimensions. The only exit is out, back to the goldfish bowl. Your attention is drawn to a glass box resting in the middle of the room here, this looks like Panchax's work.\nA smooth warp, a jagged warp and a small warp are also clearly the boss's work.", "endoftext": false }, { "action": "You go to the smithy", "response": "Don't you hate the rain? Why is it raining much harder in this bit of the forest than anywhere else? Cold, grey and wet. Blurg! You can leave in any direction, but the undergrowth is too dense for you to see which way would be best.\nOutside Smithy\nSoggy leaves hang limply from the trees here, and thick clouds drift slowly overhead. A battered blacksmith's forge lies to the east, shrouded on all sides by the trees of the forest.\nSmithy\nThe smithy is dark and hot. The cherry-red glow of the fire is proof that someone has been using it quite recently. Curiously, the building has no windows and there is only the one exit, opposite a tool cupboard, to the west.\nThere is a cupboard and a bird cage here.\nOK. I'm here!", "endoftext": false }, { "action": "You open the bird cage", "response": "The parrot squawks nervously as you open the cage. He stays firmly inside.", "endoftext": false }, { "action": "Go west", "response": "Soggy leaves hang limply from the trees here, and thick clouds drift slowly overhead. A battered blacksmith's forge lies to the east, shrouded on all sides by the trees of the forest.\nThe parrot, clearly enjoying his new found freedom, emerges from the smithy and heads skyward. It looks unsure where to go next.\nThe parrot flies off over the trees.", "endoftext": false }, { "action": "You go east", "response": "The smithy is dark and hot. The cherry-red glow of the fire is proof that someone has been using it quite recently. Curiously, the building has no windows and there is only the one exit, opposite a tool cupboard, to the west.\nThere is a cupboard and a bird cage here.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying nothing.\nYou are wearing some jeans and a herringbone overcoat.", "endoftext": false }, { "action": "You examine mould", "response": "The mould is the sort that can be broken open after the molten metal you've poured into it has cooled.", "endoftext": false }, { "action": "You examine the fire", "response": "The fire is burning fiercely in the forge. The heat makes your face glow.\nBANG! Something explodes in the distance. But, as they say, 'out of sight, out of mind', so it's probably better not to worry about it.", "endoftext": false }, { "action": "You examine the crucible", "response": "The crucible can easily withstand the heat of the fire.", "endoftext": false }, { "action": "You put the crucible on the fire", "response": "The crucible falls into the heart of the flames and disappears from sight. The fire is obviously deeper than you thought.", "endoftext": false }, { "action": "You examine the forge", "response": "The fire is burning fiercely in the forge. The heat makes your face glow.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying a crucible and a mould.\nYou are wearing some jeans and a herringbone overcoat.", "endoftext": false }, { "action": "You get the branch", "response": "", "endoftext": false }, { "action": "Go west", "response": "This unpleasant scene is clear evidence that the hand of man has set foot here. The trees have been damaged by fire, and, on closer inspection, you notice the entrance to a mine leading down.\nSome feathers are strewn about (almost enough to make a duvet).", "endoftext": true }, { "action": "Go downwards", "response": "Experience tells you the mine is probably riddled with lurking nasties. Training tells you there's nothing to worry about. It's dark in there. You haven't got a light. Anyway, who's looking for trouble. You return to the glade.\nCharred Glade\nThis unpleasant scene is clear evidence that the hand of man has set foot here. The trees have been damaged by fire, and, on closer inspection, you notice the entrance to a mine leading down.", "endoftext": false }, { "action": "You take the feathers", "response": "But you are already carrying the feathers.", "endoftext": false }, { "action": "You examine the feathers", "response": "The feathers are the last remains of a bird.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying a crucible, a mould and some feathers.\nYou are wearing some jeans and a herringbone overcoat.", "endoftext": false }, { "action": "You examine the overcoat", "response": "The herringbone overcoat smells slightly fishy, but at least it keeps out the rain.", "endoftext": false }, { "action": "You look in the pocket", "response": "", "endoftext": false }, { "action": "You look at the jeans", "response": "The jeans are held together by the dirt they've accumulated. A good wash and they'd fall to pieces.", "endoftext": false }, { "action": "You look in the jeans", "response": "The jeans are held together by the dirt they've accumulated. A good wash and they'd fall to pieces.", "endoftext": false }, { "action": "Wash jeans", "response": "", "endoftext": false }, { "action": "You go to the smithy", "response": "Don't you hate the rain? Why is it raining much harder in this bit of the forest than anywhere else? Cold, grey and wet. Blurg! You can leave in any direction, but the undergrowth is too dense for you to see which way would be best.\nOutside Smithy\nSoggy leaves hang limply from the trees here, and thick clouds drift slowly overhead. A battered blacksmith's forge lies to the east, shrouded on all sides by the trees of the forest.\nSmithy\nThe smithy is dark and hot. The cherry-red glow of the fire is proof that someone has been using it quite recently. Curiously, the building has no windows and there is only the one exit, opposite a tool cupboard, to the west.\nThere is a cupboard and a bird cage here.\nOK. I'm here!", "endoftext": false }, { "action": "You examine the birdcage", "response": "", "endoftext": false }, { "action": "You examine the cage", "response": "The bird cage is made of cane or something very similar.\nIt is open.", "endoftext": false }, { "action": "Burn cage", "response": "With what?", "endoftext": false }, { "action": "Burn cage with fire", "response": "As you hold the bird cage over the fire the intense heat makes you drop it into the flames. The bird cage burns away.", "endoftext": false }, { "action": "You hold the cage with the tongs", "response": "You are now holding the bird cage with the tongs.\nOut of the corner of your eye you see a movement in the doorway. It's Micky and he seems even madder than usual.\n\"You,\" screams Micky. \"You're the one who's destroyed my peace and quiet. I won't have it I tell you!\" He slowly stands up and waves his fist at you. He slowly works himself into a rage. He slowly moves toward you. If you hadn't spent so much time worrying over the dreadful grammar, you might have seen him land the karate chop that broke your neck...\nCastle\nInside, the castle is exactly what you expected - tacky and featureless with ant eggs near the top and gravel at the bottom. To anyone else, the colours sprayed randomly on the wall would just be colours sprayed randomly on the wall. To a daring inter-dimensional espionage operative like yourself, however, they are obviously used to focus communications across the dimensions. The only exit is out, back to the goldfish bowl. Your attention is drawn to a glass box resting in the middle of the room here, this looks like Panchax's work.\nA smooth warp, a jagged warp and a small warp are also clearly the boss's work.", "endoftext": false }, { "action": "You enter the smooth warp", "response": "The dimensions flash past as you swim through the smooth warp and slide into the host-parasite interface with consumate ease. Another human. Work, work, work!\n\nIt's stopped raining here at the moment, but the clouds overhead show that it could start again any minute. If they decide to burst, the tree stump in the centre of the clearing would probably fill up with water. Paths go south, southeast and east. In all other directions the undergrowth is too tangled to make any progress. Micky Blowtorch, your ex-colleague, now a crazed warp junkie, is lounging around the stump, looking suitably bemused.", "endoftext": false }, { "action": "You hold the cage with the tongs", "response": "You have now got the bird cage.\nYou are now holding the bird cage with the tongs.", "endoftext": false }, { "action": "Burn cage with fire", "response": "The bird cage burns away.", "endoftext": false }, { "action": "Forge", "response": "Are you talking to yourself again?", "endoftext": false }, { "action": "Inventory", "response": "You are carrying some tongs and a mould.\nYou are wearing some jeans and a herringbone overcoat.", "endoftext": false }, { "action": "Go upwards", "response": "I don't understand /u", "endoftext": false }, { "action": "You look in the tongs", "response": "The tongs are made from overwrought iron (the blacksmith was a nervous sort of chappie). They are ideal for holding things at a distance.", "endoftext": false }, { "action": "Go east", "response": "The smithy is dark and hot. The cherry-red glow of the fire is proof that someone has been using it quite recently. Curiously, the building has no windows and there is only the one exit, opposite a tool cupboard, to the west.\nThere is a cupboard here.", "endoftext": false }, { "action": "You drop all", "response": "Tongs dropped.\nMould dropped.", "endoftext": false }, { "action": "Go west", "response": "Soggy leaves hang limply from the trees here, and thick clouds drift slowly overhead. A battered blacksmith's forge lies to the east, shrouded on all sides by the trees of the forest.", "endoftext": false }, { "action": "Go north", "response": "The constant rainfall here is incredibly depressing. So depressing in fact, that if you weren't an alert inter-dimensional espionage operative with other things to think about, you'd get pretty miserable. The forest is impassable to the northeast, east and southeast, although to the north and south it seems to clear a bit.", "endoftext": false }, { "action": "Go west", "response": "It's stopped raining here at the moment, but the clouds overhead show that it could start again any minute. If they decide to burst, the tree stump in the centre of the clearing would probably fill up with water. Paths go south, southeast and east. In all other directions the undergrowth is too tangled to make any progress. Micky Blowtorch, your ex-colleague, now a crazed warp junkie, is lounging around the stump, looking suitably bemused.", "endoftext": false }, { "action": "Xtump", "response": "", "endoftext": false }, { "action": "You examine the stump", "response": "The first thing to catch your eye is the familiar figure sitting upon the stump. The tree stump is all that remains of an oak tree, blown down in a huge gale sometime in late 1987.", "endoftext": false }, { "action": "You ask Micky about the stump", "response": "Micky Blowtorch says, \"It keeps the wind out. Not much use when it's raining though. I'll have to get the roof fixed.\"", "endoftext": false }, { "action": "You tell Micky about us", "response": "", "endoftext": false }, { "action": "You tell Micky about agency", "response": "", "endoftext": false }, { "action": "You tell Micky that i am from the agency", "response": "Please try re-phrasing that.", "endoftext": false }, { "action": "You wait", "response": "Time passes.", "endoftext": false }, { "action": "You wait", "response": "Time passes.\nA changed man, Micky gets off the stump. He's muttering to himself - words like 'kill', 'maim' and 'disfigure'. All in all this is an ex-inter-dimensional espionage operative who is less than gruntled with life.\n\"You,\" screams Micky. \"You're the one who's destroyed my peace and quiet. I won't have it I tell you!\" He slowly stands up and waves his fist at you. He slowly works himself into a rage. He slowly moves toward you. If you hadn't spent so much time worrying over the dreadful grammar, you might have seen him land the karate chop that broke your neck...\nCastle\nInside, the castle is exactly what you expected - tacky and featureless with ant eggs near the top and gravel at the bottom. To anyone else, the colours sprayed randomly on the wall would just be colours sprayed randomly on the wall. To a daring inter-dimensional espionage operative like yourself, however, they are obviously used to focus communications across the dimensions. The only exit is out, back to the goldfish bowl. Your attention is drawn to a glass box resting in the middle of the room here, this looks like Panchax's work.\nA smooth warp, a jagged warp and a small warp are also clearly the boss's work.", "endoftext": false }, { "action": "Go northwest", "response": "Don't you hate the rain? Why is it raining much harder in this bit of the forest than anywhere else? Cold, grey and wet. Blurg! You can leave in any direction, but the undergrowth is too dense for you to see which way would be best.\nThe parrot flies off over the trees.", "endoftext": false }, { "action": "You go northwest", "response": "It's stopped raining here at the moment, but the clouds overhead show that it could start again any minute. If they decide to burst, the tree stump in the centre of the clearing would probably fill up with water. Paths go south, southeast and east. In all other directions the undergrowth is too tangled to make any progress. Micky Blowtorch, your ex-colleague, now a crazed warp junkie, is lounging around the stump, looking suitably bemused.\nThe parrot flies off over the trees.", "endoftext": false }, { "action": "You wait", "response": "Time passes.\nBANG! Something explodes in the distance. But, as they say, 'out of sight, out of mind', so it's probably better not to worry about it.", "endoftext": false }, { "action": "You look at the stump", "response": "The tree stump is all that remains of an oak tree, blown down in a huge gale sometime in late 1987.\nMicky trudges off towards the wet forest.", "endoftext": false }, { "action": "You look in the stump", "response": "Right at the bottom of the stump you spy a gold disc.\nMicky arrives looking worried.", "endoftext": false }, { "action": "You get the disc", "response": "You can't reach the gold disc from here.\n\"Get off my stump pea-brain\" Micky shouts pushing you aside.\n\"Something suspicious is going on,\" he says. \"The only person who'd interfere with the parrot would be someone after the mould. That means Sir Playfair has got someone else on the trail. And that means... \" His words become indecipherable.", "endoftext": false }, { "action": "You ask Micky about Playfair", "response": "Micky Blowtorch says, \"What do you know about the boss? Who's side are you on anyway?\"", "endoftext": false }, { "action": "You ask Micky about the brian", "response": "", "endoftext": false }, { "action": "You get the disc", "response": "\"Hyahhhhhh,\" shouts Micky, adopting a kung fu position. \"You have my disc but not for long.\" In the time it takes to blink, he whips the disc from your grasp and flings it in the stump. He explains that five years' abstinence from sex, tobacco and alcohol have given him the ability to move with supernatural speed and precision. You decide the techniques aren't worth cultivating.", "endoftext": false }, { "action": "You open the cage", "response": "But the bird cage is already open.", "endoftext": false }, { "action": "You get the Mould", "response": "But you are already carrying the mould.", "endoftext": false }, { "action": "Go northwest", "response": "It's stopped raining here at the moment, but the clouds overhead show that it could start again any minute. If they decide to burst, the tree stump in the centre of the clearing would probably fill up with water. Paths go south, southeast and east. In all other directions the undergrowth is too tangled to make any progress. Micky Blowtorch, your ex-colleague, now a crazed warp junkie, is lounging around the stump, looking suitably bemused.\nMicky snatches the mould from you. \"You shouldn't have this,\" he tells you. \"Not unless you've been interfering with that parrot.\"", "endoftext": false }, { "action": "You kick Micky", "response": "Beating people up isn't the answer.\nA changed man, Micky gets off the stump. He's muttering to himself - words like 'kill', 'maim' and 'disfigure'. All in all this is an ex-inter-dimensional espionage operative who is less than gruntled with life.\n\"You,\" screams Micky. \"You're the one who's destroyed my peace and quiet. I won't have it I tell you!\" He slowly stands up and waves his fist at you. He slowly works himself into a rage. He slowly moves toward you. If you hadn't spent so much time worrying over the dreadful grammar, you might have seen him land the karate chop that broke your neck...\nCastle\nInside, the castle is exactly what you expected - tacky and featureless with ant eggs near the top and gravel at the bottom. To anyone else, the colours sprayed randomly on the wall would just be colours sprayed randomly on the wall. To a daring inter-dimensional espionage operative like yourself, however, they are obviously used to focus communications across the dimensions. The only exit is out, back to the goldfish bowl. Your attention is drawn to a glass box resting in the middle of the room here, this looks like Panchax's work.\nA smooth warp, a jagged warp and a small warp are also clearly the boss's work.", "endoftext": true }, { "action": "You wait a while", "response": "Time passes.\nMicky trudges off towards the wet forest.", "endoftext": false }, { "action": "You look in the stump", "response": "Right at the bottom of the stump you spy a gold disc.", "endoftext": false }, { "action": "You go southeast", "response": "Don't you hate the rain? Why is it raining much harder in this bit of the forest than anywhere else? Cold, grey and wet. Blurg! You can leave in any direction, but the undergrowth is too dense for you to see which way would be best.\nMicky Blowtorch is here.\nMicky glances at the disc. \"There are some nasty folk around these days,\" he remarks, retrieving the disc. \"That's better,\" he says as he dusts it down. \"All's well now.\"Micky looks deeply upset. Setting off towards the clearing he starts muttering to himself, but you can't make any sense of what he's saying.", "endoftext": false }, { "action": "You look in the cupboard", "response": "The cupboard contains some tongs, a crucible and a hammer.", "endoftext": false }, { "action": "GET TONGS, HAMMER, AND CRUCIBLE", "response": "You have now got the tongs.\nHammer taken.\nCrucible taken.", "endoftext": false }, { "action": "Melt disc", "response": "With what?", "endoftext": false }, { "action": "Melt disc with fire", "response": "The gold disc melts.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying some tongs, a crucible and a hammer.\nYou are wearing some jeans and a herringbone overcoat.", "endoftext": false }, { "action": "You look at the tongs", "response": "The tongs are made from overwrought iron (the blacksmith was a nervous sort of chappie). They are ideal for holding things at a distance.", "endoftext": true }, { "action": "You look around", "response": "The smithy is dark and hot. The cherry-red glow of the fire is proof that someone has been using it quite recently. Curiously, the building has no windows and there is only the one exit, opposite a tool cupboard, to the west.\nThere is a cupboard and a bird cage here.", "endoftext": false }, { "action": "You look at the Mould", "response": "The mould is the sort that can be broken open after the molten metal you've poured into it has cooled.", "endoftext": true }, { "action": "GET HAMMER, CRUCIBLE, AND TONGS", "response": "You have now got the hammer.\nCrucible taken.\nTongs taken.", "endoftext": false }, { "action": "You examine disc", "response": "The gold disc was awarded to the Seven Deadly Fins for their semi-mystical album \"Batting Averages From The Test Match Of Oblivion\". It has a slight bulge in the middle.", "endoftext": false }, { "action": "You hold crucible over the fire with the tongs", "response": "At first nothing happens. Eventually, the gold disc crumples then melts, leaving a puddle of molten gold in the crucible.", "endoftext": false }, { "action": "You put the gold in Mould", "response": "You must have the mould.", "endoftext": false }, { "action": "You put the gold in the Mould", "response": "The molten gold dribbles through the hole into the mould.\nSurprised by the heat of the mould you drop it, splashing molten gold on your feet. Molten gold is hot. Very hot. Sufficiently hot to vapourise your skin and melt all the way down to the bone. Fortunately, you go into a state of shock before the really gruesome stuff starts, slipping out of the host-parasite interface like an expert. You reel and rock through the dimensions, screaming with pain until you hit a goldfish's body with a wet slap.\nCastle\nInside, the castle is exactly what you expected - tacky and featureless with ant eggs near the top and gravel at the bottom. To anyone else, the colours sprayed randomly on the wall would just be colours sprayed randomly on the wall. To a daring inter-dimensional espionage operative like yourself, however, they are obviously used to focus communications across the dimensions. The only exit is out, back to the goldfish bowl. Your attention is drawn to a glass box resting in the middle of the room here, this looks like Panchax's work.\nA smooth warp, a jagged warp and a small warp are also clearly the boss's work.", "endoftext": false }, { "action": "GET HAMMER, TONGS, CRUCIBLE", "response": "You have now got the hammer.\nTongs taken.\nCrucible taken.", "endoftext": false }, { "action": "You examine the cupboard", "response": "The cupboard is a fine place to store metallurgical tools.\nIt is open.\nThere are some asbestos gloves on it.", "endoftext": false }, { "action": "You wear the gloves", "response": "You put on the asbestos gloves.", "endoftext": false }, { "action": "You hold the Crucible over the fire with the tongs", "response": "At first nothing happens. Eventually, the gold disc crumples then melts, leaving a puddle of molten gold in the crucible.", "endoftext": false }, { "action": "You put the gold in Mould", "response": "You must have the mould.", "endoftext": false }, { "action": "You pour the Crucible in Mould", "response": "You empty the crucible, but not carefully enough. Some of the molten gold splashes over you. Molten gold is hot. Very hot. Sufficiently hot to vapourise your skin and melt all the way down to the bone. Fortunately, you go into a state of shock before the really gruesome stuff starts, slipping out of the host-parasite interface like an expert. You reel and rock through the dimensions, screaming with pain until you hit a goldfish's body with a wet slap.\nCastle\nInside, the castle is exactly what you expected - tacky and featureless with ant eggs near the top and gravel at the bottom. To anyone else, the colours sprayed randomly on the wall would just be colours sprayed randomly on the wall. To a daring inter-dimensional espionage operative like yourself, however, they are obviously used to focus communications across the dimensions. The only exit is out, back to the goldfish bowl. Your attention is drawn to a glass box resting in the middle of the room here, this looks like Panchax's work.\nA smooth warp, a jagged warp and a small warp are also clearly the boss's work.", "endoftext": false }, { "action": "You pour the gold into the Mould", "response": "The molten gold dribbles through the hole into the mould.", "endoftext": false }, { "action": "You hit the Mould with the hammer", "response": "You break the mould. Bad decision. The gold is still molten and splashes over you. Nice effect, if you want golden skin. Otherwise, it rates zero on just about all counts. Molten gold is hot. Very hot. Sufficiently hot to vapourise your skin and melt all the way down to the bone. Fortunately, you go into a state of shock before the really gruesome stuff starts, slipping out of the host-parasite interface like an expert. You reel and rock through the dimensions, screaming with pain until you hit a goldfish's body with a wet slap.\nCastle\nInside, the castle is exactly what you expected - tacky and featureless with ant eggs near the top and gravel at the bottom. To anyone else, the colours sprayed randomly on the wall would just be colours sprayed randomly on the wall. To a daring inter-dimensional espionage operative like yourself, however, they are obviously used to focus communications across the dimensions. The only exit is out, back to the goldfish bowl. Your attention is drawn to a glass box resting in the middle of the room here, this looks like Panchax's work.\nA smooth warp, a jagged warp and a small warp are also clearly the boss's work.", "endoftext": false }, { "action": "Go northwest", "response": "The falling rain cools the mould too quickly. It cracks open and molten gold spills over you. Molten gold is hot. Very hot. Sufficiently hot to vapourise your skin and melt all the way down to the bone. Fortunately, you go into a state of shock before the really gruesome stuff starts, slipping out of the host-parasite interface like an expert. You reel and rock through the dimensions, screaming with pain until you hit a goldfish's body with a wet slap.\nCastle\nInside, the castle is exactly what you expected - tacky and featureless with ant eggs near the top and gravel at the bottom. To anyone else, the colours sprayed randomly on the wall would just be colours sprayed randomly on the wall. To a daring inter-dimensional espionage operative like yourself, however, they are obviously used to focus communications across the dimensions. The only exit is out, back to the goldfish bowl. Your attention is drawn to a glass box resting in the middle of the room here, this looks like Panchax's work.\nA smooth warp, a jagged warp and a small warp are also clearly the boss's work.", "endoftext": true }, { "action": "Look around", "response": "Soggy leaves hang limply from the trees here, and thick clouds drift slowly overhead. A battered blacksmith's forge lies to the east, shrouded on all sides by the trees of the forest.", "endoftext": false }, { "action": "You go to the north", "response": "This part of the forest is horribly cold and damp, and brambles scratch and pull at you as you pass. To the north and south the undergrowth clears a little. The forest continues freely in all other directions. You hear a noise from the forest. Micky emerges from the undergrowth in a daze. His eyes are unfocussed and look straight through you, as if you weren't there.\n\"You,\" screams Micky. \"You're the one who's destroyed my peace and quiet. I won't have it I tell you!\" He slowly stands up and waves his fist at you. He slowly works himself into a rage. He slowly moves toward you. If you hadn't spent so much time worrying over the dreadful grammar, you might have seen him land the karate chop that broke your neck...\nCastle\nInside, the castle is exactly what you expected - tacky and featureless with ant eggs near the top and gravel at the bottom. To anyone else, the colours sprayed randomly on the wall would just be colours sprayed randomly on the wall. To a daring inter-dimensional espionage operative like yourself, however, they are obviously used to focus communications across the dimensions. The only exit is out, back to the goldfish bowl. Your attention is drawn to a glass box resting in the middle of the room here, this looks like Panchax's work.\nA smooth warp, a jagged warp and a small warp are also clearly the boss's work.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying some tongs, a mould and a hammer.\nYou are wearing some jeans, a herringbone overcoat and some asbestos gloves.\nYou hear a noise from the forest. Micky emerges from the undergrowth in a daze. His eyes are unfocussed and look straight through you, as if you weren't there.\n\"You,\" screams Micky. \"You're the one who's destroyed my peace and quiet. I won't have it I tell you!\" He slowly stands up and waves his fist at you. He slowly works himself into a rage. He slowly moves toward you. If you hadn't spent so much time worrying over the dreadful grammar, you might have seen him land the karate chop that broke your neck...\nCastle\nInside, the castle is exactly what you expected - tacky and featureless with ant eggs near the top and gravel at the bottom. To anyone else, the colours sprayed randomly on the wall would just be colours sprayed randomly on the wall. To a daring inter-dimensional espionage operative like yourself, however, they are obviously used to focus communications across the dimensions. The only exit is out, back to the goldfish bowl. Your attention is drawn to a glass box resting in the middle of the room here, this looks like Panchax's work.\nA smooth warp, a jagged warp and a small warp are also clearly the boss's work.", "endoftext": false }, { "action": "You go west", "response": "The forest gets deeper and darker here. The brambles seem to have a life of their own. They snatch at your clothes. Your efforts to get through are futile. You are forced back.\nCharred Glade\nThis unpleasant scene is clear evidence that the hand of man has set foot here. The trees have been damaged by fire, and, on closer inspection, you notice the entrance to a mine leading down.\nSome feathers are strewn about (almost enough to make a duvet).\nYou hear a noise from the forest. Micky emerges from the undergrowth in a daze. His eyes are unfocussed and look straight through you, as if you weren't there.\n\"You,\" screams Micky. \"You're the one who's destroyed my peace and quiet. I won't have it I tell you!\" He slowly stands up and waves his fist at you. He slowly works himself into a rage. He slowly moves toward you. If you hadn't spent so much time worrying over the dreadful grammar, you might have seen him land the karate chop that broke your neck...\nCastle\nInside, the castle is exactly what you expected - tacky and featureless with ant eggs near the top and gravel at the bottom. To anyone else, the colours sprayed randomly on the wall would just be colours sprayed randomly on the wall. To a daring inter-dimensional espionage operative like yourself, however, they are obviously used to focus communications across the dimensions. The only exit is out, back to the goldfish bowl. Your attention is drawn to a glass box resting in the middle of the room here, this looks like Panchax's work.\nA smooth warp, a jagged warp and a small warp are also clearly the boss's work.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying some tongs, a mould and a hammer.\nYou are wearing some jeans, a herringbone overcoat and some asbestos gloves.", "endoftext": false }, { "action": "You look in the Mould", "response": "But the mould is closed.", "endoftext": false }, { "action": "You drop the Mould", "response": "The mould falls to the ground and breaks. You don't jump out of the way quick enough and the molten gold splashes over your legs. Molten gold is hot. Very hot. Sufficiently hot to vapourise your skin and melt all the way down to the bone. Fortunately, you go into a state of shock before the really gruesome stuff starts, slipping out of the host-parasite interface like an expert. You reel and rock through the dimensions, screaming with pain until you hit a goldfish's body with a wet slap.\nCastle\nInside, the castle is exactly what you expected - tacky and featureless with ant eggs near the top and gravel at the bottom. To anyone else, the colours sprayed randomly on the wall would just be colours sprayed randomly on the wall. To a daring inter-dimensional espionage operative like yourself, however, they are obviously used to focus communications across the dimensions. The only exit is out, back to the goldfish bowl. Your attention is drawn to a glass box resting in the middle of the room here, this looks like Panchax's work.\nA smooth warp, a jagged warp and a small warp are also clearly the boss's work.", "endoftext": false }, { "action": "Wait", "response": "Time passes.\nYou hear a noise from the forest. Micky emerges from the undergrowth in a daze. His eyes are unfocussed and look straight through you, as if you weren't there.\n\"You,\" screams Micky. \"You're the one who's destroyed my peace and quiet. I won't have it I tell you!\" He slowly stands up and waves his fist at you. He slowly works himself into a rage. He slowly moves toward you. If you hadn't spent so much time worrying over the dreadful grammar, you might have seen him land the karate chop that broke your neck...\nCastle\nInside, the castle is exactly what you expected - tacky and featureless with ant eggs near the top and gravel at the bottom. To anyone else, the colours sprayed randomly on the wall would just be colours sprayed randomly on the wall. To a daring inter-dimensional espionage operative like yourself, however, they are obviously used to focus communications across the dimensions. The only exit is out, back to the goldfish bowl. Your attention is drawn to a glass box resting in the middle of the room here, this looks like Panchax's work.\nA smooth warp, a jagged warp and a small warp are also clearly the boss's work.", "endoftext": false }, { "action": "You open the cage", "response": "But the bird cage is already open.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying a gold disc.\nYou are wearing some jeans and a herringbone overcoat.", "endoftext": false }, { "action": "You drop it", "response": "Mould dropped.", "endoftext": false }, { "action": "GET TONGS, HAMMER, CRUCIBLE, MOULD, GLOVES", "response": "You have now got the tongs.\nHammer taken.\nCrucible taken.\nMould taken.\nAsbestos gloves taken.", "endoftext": false }, { "action": "You wear the gloves", "response": "You put on the asbestos gloves.", "endoftext": false }, { "action": "You pour Crucible into the Mould", "response": "But the crucible is empty.", "endoftext": false }, { "action": "GET HAMMER, TONGS, CRUCIBLE, MOULD, GLOVES", "response": "You have now got the hammer.\nTongs taken.\nCrucible taken.\nMould taken.\nAsbestos gloves taken.", "endoftext": false }, { "action": "You wait for a while", "response": "Time passes.\nThe mould has now cooled.", "endoftext": false }, { "action": "You hit the Mould with the hammer", "response": "The mould shatters into a fine dust, leaving you with a crudely cast gold ring.", "endoftext": false }, { "action": "You look at the ring", "response": "The gold ring is of slightly dodgy craftsmanship.", "endoftext": false }, { "action": "You get the ring", "response": "As you take the ring, a well-aimed stone knocks it from your grasp. You hear a \"Gweek\" sound and see one of the Fins emerging from the bushes with an evil grin on his face. You dive for the ring, getting there a split second before him. As your fingers close round it, the world shimmers, sending you spiralling through the dimensions. With that you slap hard into the goldfish's body, leaving the ring to float effortlessly into the glass box. \"Brilliant display Agent 10,\" says Sir Playfair, \"I thought they had you that time. I'm sending you back to the bowl. Panchax out\"\nCastle\nInside, the castle is exactly what you expected - tacky and featureless with ant eggs near the top and gravel at the bottom. To anyone else, the colours sprayed randomly on the wall would just be colours sprayed randomly on the wall. To a daring inter-dimensional espionage operative like yourself, however, they are obviously used to focus communications across the dimensions. The only exit is out, back to the goldfish bowl. Your attention is drawn to a glass box resting in the middle of the room here, this looks like Panchax's work.\nA jagged warp and a small warp are also clearly the boss's work.", "endoftext": false }, { "action": "You enter the jagged portal", "response": "", "endoftext": false }, { "action": "Enter", "response": "The dimensions flash past as you swim through the small warp and slide into the host-parasite interface with consumate ease. Another human. Work, work, work!\n\nLounge areas in recording studios are usually for one purpose only, and that's to lull musicians into a false sense of the value of time. They'll sit in the comfortable sofa, drinking coffee and watching promo videos on the television here, all the while running up huge bills at the standard hourly rate. But they can afford it. Through a glass door to the north is an office. The only other exits are east and west.\nA waste bin is standing in the corner. Rod is loafing around, as tape ops are wont to do.\nAn important-looking beetroot-faced producer enters the room behind you. \"You,\" he shouts charmingly, \"make some coffee or you're fired!\" He strides out.", "endoftext": false }, { "action": "You turn on the television", "response": "The screen bursts into life showing the latest Seven Deadly Fins promo. Only one thing wrong - no sound. You twiddle a few knobs and jiggle a few leads, but nothing happens, so you turn it off to avoid being caught making a fool of yourself.\nThe producer's voice booms from the distance, \"Rod! What are you doing? I need a tape changing.\" \"Coming,\" shouts Rod. \"I'd better go,\" he says, rushing out, \"it's best not to upset him.\"", "endoftext": false }, { "action": "About yourself", "response": "You are a tall human being with arms and legs. Somewhat surprisingly, you don't have any fishy traits at all.", "endoftext": false }, { "action": "You make the coffee", "response": "How?", "endoftext": false }, { "action": "You look in the bin", "response": "The waste bin contains a ferric oxide cassette.", "endoftext": false }, { "action": "You go to the west", "response": "This east-west hallway has a blue door in the north wall which leads to the main studio. The light by the door is red, indicating that someone is playing at the moment. To the south is a locked door marked 'KITCHEN'.", "endoftext": false }, { "action": "You go to the west", "response": "This is as far as the studio goes. On a first date, anyway. A wooden door with a switch by it is to the south and the secondary control room door, with a light by it, is northward. The hallway runs back to the east.", "endoftext": false }, { "action": "Go east", "response": "This east-west hallway has a blue door in the north wall which leads to the main studio. The light by the door is red, indicating that someone is playing at the moment. To the south is a locked door marked 'KITCHEN'.\nThe producer's menacing voice echoes ominously round the whole studio: \"If I haven't got my coffee in five minutes there'll be trouble.\"", "endoftext": false }, { "action": "Go east", "response": "Lounge areas in recording studios are usually for one purpose only, and that's to lull musicians into a false sense of the value of time. They'll sit in the comfortable sofa, drinking coffee and watching promo videos on the television here, all the while running up huge bills at the standard hourly rate. But they can afford it. Through a glass door to the north is an office. The only other exits are east and west.\nA waste bin is standing in the corner.", "endoftext": false }, { "action": "You go to the east", "response": "By the prominently displayed gold discs this must be the entrance to an up-market recording studio, possibly somewhere in London. There is a lounge to the west and the exit to the street is east, through a large wooden door.", "endoftext": false }, { "action": "Go east", "response": "You smash your nose against the door. You must open it before you can go that way. (The door or the nose?- The door, idiot.)", "endoftext": false }, { "action": "You go east", "response": "It's night, dark, and cars are flashing past on this busy road with disturbing regularity. Disturbing because the host-parasite interface is in danger. You start to feel a bit odd, and reach out for the door to support you. Your head is spinning and you're finding it hard to concentrate. Just before you lose consciousness, you fling the door open and fall back inside the studio. Slamming the door behind you, you take a few deep breaths to recover.\nEntrance Hall\nBy the prominently displayed gold discs this must be the entrance to an up-market recording studio, possibly somewhere in London. There is a lounge to the west and the exit to the street is east, through a large wooden door.", "endoftext": false }, { "action": "You go west", "response": "Lounge areas in recording studios are usually for one purpose only, and that's to lull musicians into a false sense of the value of time. They'll sit in the comfortable sofa, drinking coffee and watching promo videos on the television here, all the while running up huge bills at the standard hourly rate. But they can afford it. Through a glass door to the north is an office. The only other exits are east and west.\nA waste bin is standing in the corner.\nThe producer storms into the room, his beetroot face twitching with rage. \"Where's my coffee?\" he screams, pointing at you, \"Why haven't you made it?\" You try to blurt out an excuse but he just rants on. \"Rod makes coffee when he's asked. No questions. It's there in five minutes. He can have your job. You're fired. Now get out.\" He grabs you with his sweaty hand and leads you out onto the street. \"I never want to see you again,\" he shouts, slamming the wooden door.\nBusy Street\nIt's night, dark, and cars are flashing past on this busy road with disturbing regularity. Disturbing because the host-parasite interface is in danger. You start to feel a bit odd, and reach out for the door to support you. Your head is spinning and you're finding it hard to concentrate. The door won't open and the host-parasite interface collapses, hurling you through the dimensions slap bang into a goldfish's body inside a tacky plastic castle. This looks familiar. Castle\nInside, the castle is exactly what you expected - tacky and featureless with ant eggs near the top and gravel at the bottom. To anyone else, the colours sprayed randomly on the wall would just be colours sprayed randomly on the wall. To a daring inter-dimensional espionage operative like yourself, however, they are obviously used to focus communications across the dimensions. The only exit is out, back to the goldfish bowl. Your attention is drawn to a glass box resting in the middle of the room here, this looks like Panchax's work.\nA jagged warp and a small warp are also clearly the boss's work.", "endoftext": false }, { "action": "You enter the jagged warp", "response": "The dimensions flash past as you swim through the jagged warp and slide into the host-parasite interface with consumate ease. Another human. Work, work, work!\n\nNot the best place to sleep. It's very cold and more than slightly damp, but still better than sleeping outside. The icy draught is coming from the front of the van to the south.\nAn old blanket lies next to you and some jeans have been thrown down on the floor.", "endoftext": false }, { "action": "You enter the small warp", "response": "The dimensions flash past as you swim through the small warp and slide into the host-parasite interface with consumate ease. Another human. Work, work, work!\n\nLounge areas in recording studios are usually for one purpose only, and that's to lull musicians into a false sense of the value of time. They'll sit in the comfortable sofa, drinking coffee and watching promo videos on the television here, all the while running up huge bills at the standard hourly rate. But they can afford it. Through a glass door to the north is an office. The only other exits are east and west. There is a ferric oxide cassette and a waste bin is standing in the corner here. Rod is loafing around, as tape ops are wont to do.\nAn important-looking beetroot-faced producer enters the room behind you. \"You,\" he shouts charmingly, \"make some coffee or you're fired!\" He strides out.", "endoftext": false }, { "action": "You ask Rod about the coffee", "response": "Rod says, \"Coffee, strong coffee, keeps the band in the right state of tension to help them capture those special moments.\"\nThe producer's voice booms from the distance, \"Rod! What are you doing? I need a tape changing.\" \"Coming,\" shouts Rod. \"I'd better go,\" he says, rushing out, \"it's best not to upset him.\"", "endoftext": false }, { "action": "You make the coffee", "response": "\"Sure thing,\" says Rod, rushing down the corridor. You hear the kitchen door slam, then a few seconds later it slams again as Rod comes out. \"That's the way to do it,\" he beams as he returns, holding a steaming mug of coffee.\nThe producer's voice booms from the distance, \"Rod! What are you doing? I need a tape changing.\" \"I'm making the coffee,\" replies Rod. The producer appears and grabs the mug. He looks at you and smiles a sickly smile as Rod leaves. \"Well done,\" he says, taking a slurp, \"you'll go far in this business; you've already learnt the golden rule: if in doubt, delegate.\" Then he stomps out, looking pleased with himself.", "endoftext": false }, { "action": "You go to the west", "response": "This east-west hallway has a blue door in the north wall which leads to the main studio. The light by the door is red, indicating that someone is playing at the moment. To the south is a locked door marked 'KITCHEN'.", "endoftext": false }, { "action": "You go to the west", "response": "This is as far as the studio goes. On a first date, anyway. A wooden door with a switch by it is to the south and the secondary control room door, with a light by it, is northward. The hallway runs back to the east.", "endoftext": false }, { "action": "You open the door", "response": "Which one, the wooden door or the secondary control room door?", "endoftext": false }, { "action": "You go south", "response": "You stride boldly into the store, bravely ignoring the dark, and promptly bang your shin against something hard and metallic, causing a terrible racket. Yelping with pain, you hop back into the corridor. The producer puts his head round the door of studio one. The music stops abruptly. \"Whats all that flippin' noise?\" he says, \"Go and make some coffee you idiot.\" Shaking his head in bewilderment, he returns to his work.\nCorridor\nThis is as far as the studio goes. On a first date, anyway. A wooden door with a switch by it is to the south and the secondary control room door, with a light by it, is northward. The hallway runs back to the east.", "endoftext": false }, { "action": "You go north", "response": "This room is used to edit tracks so terrible that the bands who made them had to be sent down the pub. Unfortunately, the bands will probably become very famous as a result of the changes, which is why it's usually better to be a musician than a tape operator. An important button is next to the door to the south.\nThere is a cassette player, a small cupboard and an amplifier here.", "endoftext": false }, { "action": "You look at the player", "response": "The cassette player is a very expensive model, with woofers, tweeters, bells, whistles and a cuddly toy. Actually it has none of those things, but you know what salesmen are like.\nIt contains a ferric oxide cassette.", "endoftext": false }, { "action": "You turn on the player", "response": "It is already!", "endoftext": false }, { "action": "You turn on the amplifier", "response": "Hey, I really dig you amplifier.\nThe producer storms into the room, his beetroot face twitching with rage. \"Where's my coffee?\" he screams, pointing at you, \"Why haven't you made it?\" You try to blurt out an excuse but he just rants on. \"Rod makes coffee when he's asked. No questions. It's there in five minutes. He can have your job. You're fired. Now get out.\" He grabs you with his sweaty hand and leads you out onto the street. \"I never want to see you again,\" he shouts, slamming the wooden door.\nBusy Street\nIt's night, dark, and cars are flashing past on this busy road with disturbing regularity. Disturbing because the host-parasite interface is in danger. You start to feel a bit odd, and reach out for the door to support you. Your head is spinning and you're finding it hard to concentrate. The door won't open and the host-parasite interface collapses, hurling you through the dimensions slap bang into a goldfish's body inside a tacky plastic castle. This looks familiar. Castle\nInside, the castle is exactly what you expected - tacky and featureless with ant eggs near the top and gravel at the bottom. To anyone else, the colours sprayed randomly on the wall would just be colours sprayed randomly on the wall. To a daring inter-dimensional espionage operative like yourself, however, they are obviously used to focus communications across the dimensions. The only exit is out, back to the goldfish bowl. Your attention is drawn to a glass box resting in the middle of the room here, this looks like Panchax's work.\nA jagged warp and a small warp are also clearly the boss's work.", "endoftext": false }, { "action": "You look in cupboard", "response": "The small cupboard contains a head cleaner.", "endoftext": false }, { "action": "You get the tape", "response": "You have now got the ferric oxide cassette.\nThe producer stomps in. \"What are you doing in here?\" he says, \"I want more coffee. NOW!\" He gives you a menacing stare through bloodshot eyes as he departs.", "endoftext": false }, { "action": "Go east", "response": "Lounge areas in recording studios are usually for one purpose only, and that's to lull musicians into a false sense of the value of time. They'll sit in the comfortable sofa, drinking coffee and watching promo videos on the television here, all the while running up huge bills at the standard hourly rate. But they can afford it. Through a glass door to the north is an office. The only other exits are east and west.\nA waste bin is standing in the corner. Rod is loafing around, as tape ops are wont to do.", "endoftext": false }, { "action": "You make the coffee", "response": "\"Sure thing,\" says Rod, rushing down the corridor. You hear the kitchen door slam, then a few seconds later it slams again as Rod comes out. \"That's the way to do it,\" he beams as he returns, holding a steaming mug of coffee.\nThe producer's voice booms from the distance, \"Rod! What are you doing? I need a tape changing.\" \"I can't,\" replies Rod, \"I'm making more coffee.\" \"About flippin' time too,\" shouts the producer, \"bring it through and stop wasting time talking to that twit.\" Rod walks off, opens the kitchen door and goes in, slamming it behind him.", "endoftext": false }, { "action": "Play cleaner", "response": "The cleaner rumbles its way through the machine, scrubbing the cassette heads until they are as shiny as new pins.", "endoftext": false }, { "action": "You get cleaner", "response": "You have now got the head cleaner.\nThe producer stomps in. \"What are you doing in here?\" he says, \"I want more coffee. NOW!\" He gives you a menacing stare through bloodshot eyes as he departs.", "endoftext": false }, { "action": "You put the tape in the player", "response": "Which one, the ferric oxide cassette or the head cleaner?", "endoftext": false }, { "action": "You play cassette", "response": "The tape has been played. But you didn't hear anything. Perhaps the volume was too low.", "endoftext": false }, { "action": "You examine the volume", "response": "I'm afraid that volume is an abstract concept used to express the level of sound present in a room and so it can't be seen.\nThe producer stomps in. \"What are you doing in here?\" he says, \"I want more coffee. NOW!\" He gives you a menacing stare through bloodshot eyes as he departs.", "endoftext": false }, { "action": "Examine amplifier", "response": "This amplifier is the top of the range Scratchenitch. As usual, paying more means you get less, and so there is only one fader on the front, which can be used to set the output volume.", "endoftext": false }, { "action": "You set the volume", "response": "Please use \"set fader to number.\"", "endoftext": false }, { "action": "You examine the fader", "response": "The fader covers the range 0 to 11, at least one louder than any other studio. It is currently set to 0.\nThe producer stomps in. \"What are you doing in here?\" he says, \"I want more coffee. NOW!\" He gives you a menacing stare through bloodshot eyes as he departs.", "endoftext": false }, { "action": "You play the cassette", "response": "A really terrible blues tune starts to play:\n\"I woke up one morning.\nMy woman was dead.\nFin rot on her dorsal.\nAnd white spot on her head.\"\nNo wonder you found the tape in the bin!", "endoftext": false }, { "action": "Examine button", "response": "The button looks complicated. It has two positions: \"Safe\" and \"Record\" and is currently set to safe.", "endoftext": false }, { "action": "You set the fader to 11", "response": "The fader is now set to 11.\nThe producer stomps in. \"What are you doing in here?\" he says, \"I want more coffee. NOW!\" He gives you a menacing stare through bloodshot eyes as he departs.", "endoftext": false }, { "action": "You go north", "response": "This is where the studio paperwork is done. It's also where the producer often complains bitterly that he does everything. In fact, he spends most of his time 'delegating responsibility' or, in ordinary language, bossing people about. The glass door leads back to the lounge.\nThere is a desk and a filing cabinet here.", "endoftext": false }, { "action": "You examine the desk", "response": "The desk is incredibly untidy. Perhaps the cleaning woman should be sacked.", "endoftext": false }, { "action": "You examine the cabinet", "response": "The filing cabinet is made of dull grey metal, obligatory for the modern '80s style office. It has a complex combination lock on it.\nIt is locked.", "endoftext": false }, { "action": "Go south", "response": "Lounge areas in recording studios are usually for one purpose only, and that's to lull musicians into a false sense of the value of time. They'll sit in the comfortable sofa, drinking coffee and watching promo videos on the television here, all the while running up huge bills at the standard hourly rate. But they can afford it. Through a glass door to the north is an office. The only other exits are east and west.\nA waste bin is standing in the corner.", "endoftext": false }, { "action": "You examine the cupboard", "response": "The small cupboard is made from chipboard and covered in plastic. It's pretty ugly.\nIt is open.", "endoftext": false }, { "action": "You look at the player", "response": "The cassette player is a very expensive model, with woofers, tweeters, bells, whistles and a cuddly toy. Actually it has none of those things, but you know what salesmen are like.\nIt contains a ferric oxide cassette.", "endoftext": false }, { "action": "You get the cassette", "response": "You have now got the ferric oxide cassette.\nThe producer stomps in. \"What are you doing in here?\" he says, \"I want more coffee. NOW!\" He gives you a menacing stare through bloodshot eyes as he departs.", "endoftext": false }, { "action": "You ask Rod about the tapes", "response": "Rod says, \"I wouldn't worry about it; it's the producer's problem.\"\nThe producer's voice booms from the distance, \"Rod! What are you doing? I need a tape changing.\" \"Coming,\" shouts Rod. \"I'd better go,\" he says, rushing out, \"it's best not to upset him.\"", "endoftext": false }, { "action": "You look at the discs", "response": "Several of the gold discs were awarded to the Seven Deadly Fins; one of the biggest was for their infamous album \"Batting Averages From The Test Match Of Oblivion\". This one has been stolen.", "endoftext": false }, { "action": "You examine the sofa", "response": "Despite being made from plastic the sofa looks and sounds incredibly comfortable.", "endoftext": false }, { "action": "You sit the sofa", "response": "You sink right into the sofa and end up with your knees around your chin. \"Get off me you fat lump,\" whispers the sofa. You try to leap out of the sofa, but only succeed in falling sideways onto the floor as your knees give way. Cursing your training, you clamber to your feet.", "endoftext": false }, { "action": "You open the door", "response": "Which one, the blue door or the kitchen door?", "endoftext": false }, { "action": "Kitchen", "response": "But the kitchen door is locked.", "endoftext": false }, { "action": "You examine the wooden door", "response": "The wooden door is large, solid and here to slow you down.\nIt is open.", "endoftext": false }, { "action": "You turn on the switch", "response": "A light flickers in the room to the south.", "endoftext": false }, { "action": "Go south", "response": "This is where everything usually ends up. If you had the time to sift your way through it all you might find some unreleased tracks by bands who have since become famous under other names. A more likely find are tracks that should be taken from this place and, for the general good of the population, burned.\nThere is a tape bin here.", "endoftext": false }, { "action": "You examine bin", "response": "The tape bin collects stray bits of tape during editing.\nIt contains a chrome cassette and a metal cassette.", "endoftext": false }, { "action": "You examine the chrome cassette", "response": "The chrome cassette looks like it's been used as an ashtray, but it's probably still playable.", "endoftext": false }, { "action": "You look at the metal cassette", "response": "[x -> examine]", "endoftext": false }, { "action": "Metal cassette", "response": "You have now got the chrome cassette.\nMetal cassette taken.", "endoftext": false }, { "action": "You play metal cassette", "response": "Please play the cassette IN or WITH something.", "endoftext": false }, { "action": "You play the metal cassette in the player", "response": "The fader setting is much too high for the host-parasite interface. A massive soundwave hits you like a locomotive. Your psyche is wrenched from its host and flung like so much chaff through the dimensions. You arrive back in the goldfish's body with a wet slap, and notice with a heavy sigh that you are back where you started, in the castle.\nCastle\nInside, the castle is exactly what you expected - tacky and featureless with ant eggs near the top and gravel at the bottom. To anyone else, the colours sprayed randomly on the wall would just be colours sprayed randomly on the wall. To a daring inter-dimensional espionage operative like yourself, however, they are obviously used to focus communications across the dimensions. The only exit is out, back to the goldfish bowl. Your attention is drawn to a glass box resting in the middle of the room here, this looks like Panchax's work.\nA jagged warp and a small warp are also clearly the boss's work.", "endoftext": false }, { "action": "You play the metal cassette in the player", "response": "A loud, punk song starts to play:\n\"Whatever happened to Leon Codsky.\nHe got a fish hook,\nThat made his gills burn.\nNo more cod roes any more\nNo more cod roes any more.\"\nThe tune fades out with the producer shouting, \"No more this song any more.\"", "endoftext": false }, { "action": "You play the chrome cassette in the player", "response": "The room is briefly filled with a dreadful ditty that goes precisely after this fashion:\n\"Climb every fountain,\nSwim every stream,\nFollow every river,\n'Til you find your bream.\"\nThe singer is so out of time that the producer stops the session. \"No, no, no,\" the producer shouts, clicking his fingers in a strange rhythm, \"like this: 2.5.6, 2.5.6, 2.5.6.\"\nThe producer stomps in. \"What are you doing in here?\" he says, \"I want more coffee. NOW!\" He gives you a menacing stare through bloodshot eyes as he departs.", "endoftext": false }, { "action": "You set combination to 256", "response": "The lock is now set to 256. A soft click tells you that the cabinet is now unlocked.", "endoftext": false }, { "action": "You look in the cabinet", "response": "The filing cabinet contains a spindle.", "endoftext": false }, { "action": "You get the spindle", "response": "You grab the spindle and the whole room starts wobbling; it looks like a wormhole is opening, probably carrying the Fins. Fortunately, you were prepared for this and activate the escape device lodged in the back of your psyche just as the Fins start to warp in. \"You'll not escape us this time,\" one of them says between curved teeth. But it's too late, you already have. Your mind zooms to one side, or is it that the world moves very quickly in the opposite direction. It's hard to tell. A tiny plastic castle is off in the distance, getting bigger and bigger as it speeds towards you. SLAP! Your psyche twists into a goldfish's body and the spindle spins (what else) into the glass box. \"We only just got you out,\" says a quiet voice in your brain, clearly Sir Playfair. \"But well done. You're doing a remarkable job. Quite outstanding in fact. Chin up. Panchax out.\"\nCastle\nInside, the castle is exactly what you expected - tacky and featureless with ant eggs near the top and gravel at the bottom. To anyone else, the colours sprayed randomly on the wall would just be colours sprayed randomly on the wall. To a daring inter-dimensional espionage operative like yourself, however, they are obviously used to focus communications across the dimensions. The only exit is out, back to the goldfish bowl. Your attention is drawn to a glass box resting in the middle of the room here, this looks like Panchax's work.\nA jagged warp is also clearly the boss's work.", "endoftext": false }, { "action": "Examine box", "response": "The glass box shows all the hallmarks of a rush assembly. There are loads of electrical components in it and yards and yards of wiring. You can only hope the back-room boys didn't economise on waterproofing.\nIt is closed.\nIt contains a spindle and a gold ring.", "endoftext": false }, { "action": "You look at the blanket", "response": "Smelly perhaps, but even a smelly blanket keeps out the draughts.", "endoftext": false }, { "action": "About yourself", "response": "You are a tall human being with arms and legs. Somewhat surprisingly, you don't have any fishy traits at all.", "endoftext": false }, { "action": "You wear the jeans", "response": "You put on the jeans.", "endoftext": false }, { "action": "You go south", "response": "The cab is Steve's province. Like most roadies, his ability to create chaos out of order is legendary and the rubbish all over the cab is definitely his work. Major slobs themselves, the band prefer to ride in the back in their own squalor. The passenger door has been jammed open, revealing a dark field.\nA note is close to hand.", "endoftext": false }, { "action": "You examine the note", "response": "The note is signed with a squiggle that looks like \"Steve\". There again, it could be \"Rufus T. Flywheel\". Fortunately, it doesn't matter. If you really hate not knowing, we suggest you take it to a pharmacist; they're used to deciphering illegible squiggles.", "endoftext": false }, { "action": "You leave", "response": "It's dark out there. Brave and fearless you may be, but totally stupid you're not (at least, that's your estimation; others have been known to disagree). You decide to return to the van and search for a source of light.\nCab\nThe cab is Steve's province. Like most roadies, his ability to create chaos out of order is legendary and the rubbish all over the cab is definitely his work. Major slobs themselves, the band prefer to ride in the back in their own squalor. The passenger door has been jammed open, revealing a dark field.", "endoftext": false }, { "action": "You read the note", "response": "The note says:\nGone to get diesel. Back before dawn. Steve.", "endoftext": false }, { "action": "You examine the rubbish", "response": "The rubbish covers the floor.", "endoftext": false }, { "action": "You get rubbish", "response": "The rubbish is covered with a thin film of mould. You decide against carrying it with you.", "endoftext": false }, { "action": "You search the rubbish", "response": "You find a torch.", "endoftext": false }, { "action": "You look at the torch", "response": "The torch is the rubber type; the sort that looks like a marital aid but isn't.", "endoftext": false }, { "action": "Go outside", "response": "You're in the middle of a dark field, standing next to the band's van. You can hear music to the east, where a fire silhouettes a ruined building.", "endoftext": false }, { "action": "You go to the east", "response": "This narrow east-west track is miles from civilisation. There is a fire to the east and some music is coming from the same direction.", "endoftext": false }, { "action": "Go east", "response": "The ruined abbey stands before you, imposing even in such a state of decay. Through the grand arch to the east, you hear some awful music and see the glow from a large fire. Westward leads back into the gloom. A poster is blowing about in the wind.", "endoftext": false }, { "action": "You look at the poster", "response": "The poster is a discarded advertisement for a concert by the Seven Deadly Fins.", "endoftext": false }, { "action": "You read the poster", "response": "The poster has a psychedelic picture of purple and green goldfish swimming around the Seven Deadly Fins logo. The fish form the words, \"No rules. No war. No profit.\" Underneath is scrawled, \"The Fins are in town. Place: just listen. Price: what can you afford? Anarchy: only if my mum says it's ok.\"", "endoftext": false }, { "action": "You listen", "response": "You hear some music. These people are serious anarchists; they don't even want to be bound by musical rules. Some people might say it's free jazz, but they'd be wrong - it's just rubbish.", "endoftext": false }, { "action": "You go east", "response": "Neglected over the centuries, only the shell of this abbey remains and even that is in a poor state of repair. Rubble is everywhere, except for a gap cleared in the middle, in which a fire is burning. You can go north and south, although the obvious exit is west, towards the grand arch.\nSome hippies are sitting around the fire in squalor, twanging out some terrible guitar and drinking heavily.", "endoftext": false }, { "action": "Go south", "response": "As you survey this place, you wonder how such beauty could have been left to just rot. Depression hangs heavy on your heart, but not for long! Inter-dimensional espionage operatives aren't renowned for their sentimentality with regard to ruined naves, and, besides, you have jobs to meet, people to be and places to do. Southward from here, it's as dark as pitch, but northward the fire is burning fiercely.\nA broken pew catches your attention.", "endoftext": false }, { "action": "You look at the pew", "response": "The broken pew is an old piece of church furniture, sadly discarded in these ungodly times. It's about four feet high, three feet wide and could just about support your weight.", "endoftext": false }, { "action": "You go south", "response": "It's really dark here, torch or no torch. What was that noise? It sounded pretty fierce. There it is again. It came from the east. No, the west. This could well be dangerous so you go back before whatever it is makes itself known.\nRuined Nave\nAs you survey this place, you wonder how such beauty could have been left to just rot. Depression hangs heavy on your heart, but not for long! Inter-dimensional espionage operatives aren't renowned for their sentimentality with regard to ruined naves, and, besides, you have jobs to meet, people to be and places to do. Southward from here, it's as dark as pitch, but northward the fire is burning fiercely.\nA broken pew catches your attention.", "endoftext": false }, { "action": "Go north", "response": "The transept, at right angles to the nave, is in ruins. The fire to the south gives the only light in here, allowing you to see an exit leading down.\nThere is a crumbling archway here.", "endoftext": true }, { "action": "Go downwards", "response": "The antechamber connects the ruins to the catacombs. Upwards is the transept and you can enter the catacombs through a doorway to the south.", "endoftext": false }, { "action": "Go south", "response": "Even for inter-dimensional espionage operatives, the catacombs are a trifle iffy. Bearing in mind that you have no life assurance, do you still want to enter?\nYes or No?", "endoftext": false }, { "action": "Yes", "response": "The wind whistles around the antechamber as you tip toe towards the catacombs. Expecting something to happen at any moment you stay alert, watching and listening for anything untoward. But nothing does happen. What a let down!\nCatacombs\nThe ceiling's collapse has disturbed the sepulchral debris in this sacred place, throwing it all over the floor. A doorway leads north to the antechamber.", "endoftext": false }, { "action": "You examine the debris", "response": "The debris is swathed in many doom laden cliches.", "endoftext": false }, { "action": "You search debris", "response": "You find a sarcophagus lid.", "endoftext": false }, { "action": "You get the lid", "response": "Moving the lid uncovers an exciting exit leading down.\nYou have now got the sarcophagus lid.", "endoftext": true }, { "action": "Go downward", "response": "As you enter the room you have a sudden vision:\nA girl dressed in white. A raised dagger. A scream.\nAltar Room\nThis icy room has been sealed for a long time. Cold air slices through you; a chill foreshadow of your doom. Terrifying images flash into your mind. You feel that you have violated this place somehow.\nThere is an ancient altar here.", "endoftext": false }, { "action": "You look at Altar", "response": "Hideous faces carved from stone are positioned halfway along three of the four sides. Intriguingly, one side has a hole, surrounded by custard stains, where a gargoyle should be.\nThere is a ceremonial cord on it.", "endoftext": false }, { "action": "You examine the cord", "response": "The ceremonial cord is about thirty feet long and half an inch in diameter. Really good for strangling virgins after a bout of ceremonial custard-wrestling.", "endoftext": false }, { "action": "You get the cord", "response": "You are carrying too much already to get the ceremonial cord.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying an old blanket, a torch, a note, a poster and a sarcophagus lid.\nYou are wearing some jeans, some socks and a tee-shirt.", "endoftext": false }, { "action": "You drop the lid", "response": "Sarcophagus lid dropped.", "endoftext": false }, { "action": "Up", "response": "The ceiling's collapse has disturbed the sepulchral debris in this sacred place, throwing it all over the floor. A doorway leads north to the antechamber and there is an exit leading down.", "endoftext": false }, { "action": "Up", "response": "You can't go that way.\nOnly north, down.", "endoftext": false }, { "action": "You go to the north", "response": "The antechamber connects the ruins to the catacombs. Upwards is the transept and you can enter the catacombs through a doorway to the south.", "endoftext": false }, { "action": "Up", "response": "The transept, at right angles to the nave, is in ruins. The fire to the south gives the only light in here, allowing you to see an exit leading down.\nThere is a crumbling archway here.", "endoftext": false }, { "action": "F north", "response": "No can do!\nOff The Beaten Track\nIt's really dark here, torch or no torch. What was that noise? It sounded pretty fierce. There it is again. It came from the east. No, the west. This could well be dangerous so you go back before whatever it is makes itself known.\nRuined Transept\nThe transept, at right angles to the nave, is in ruins. The fire to the south gives the only light in here, allowing you to see an exit leading down.\nThere is a crumbling archway here.", "endoftext": false }, { "action": "You loo up", "response": "", "endoftext": false }, { "action": "You look at the nave", "response": "As you survey this place, you wonder how such beauty could have been left to just rot. Depression hangs heavy on your heart, but not for long! Inter-dimensional espionage operatives aren't renowned for their sentimentality with regard to ruined naves, and, besides, you have jobs to meet, people to be and places to do. Southward from here, it's as dark as pitch, but northward the fire is burning fiercely.", "endoftext": false }, { "action": "You go south", "response": "You get off.\nOff The Beaten Track\nIt's really dark here, torch or no torch. What was that noise? It sounded pretty fierce. There it is again. It came from the east. No, the west. This could well be dangerous so you go back before whatever it is makes itself known.\nRuined Nave\nAs you survey this place, you wonder how such beauty could have been left to just rot. Depression hangs heavy on your heart, but not for long! Inter-dimensional espionage operatives aren't renowned for their sentimentality with regard to ruined naves, and, besides, you have jobs to meet, people to be and places to do. Southward from here, it's as dark as pitch, but northward the fire is burning fiercely.\nA broken pew catches your attention.", "endoftext": false }, { "action": "You get pew", "response": "You are carrying too much already to get the broken pew.", "endoftext": false }, { "action": "You examine the hippies", "response": "The hippies all have greasy hair and dirty denims. The bad news is that they are the band you're travelling with. The worse news is that they're blind drunk. They are sitting around the fire in squalor, twanging out some terrible guitar and drinking heavily.", "endoftext": false }, { "action": "You ask hippies about the fin", "response": "The music stops and the hippies turn. The leader peers into the gloom, fondling the neck of his guitar. Then he spots you. \"Get him boys,\" he shouts. Your cover blown, you try plan C2-A, colloquially known as 'running for it'. However, C2-A requires that the host be attired in combat gear, not ridiculously flared jeans. Your legs get tangled and you fall. \"Thought you'd get your hands on my grommet didn't you?\" says the leader, standing over you, \"well think again.\" The guitar hits you with a twang like the opening of \"A Hard Day's Night\" and your host passes out. The interface between you relaxes, warping you out through the dimensions, spinning and whirling and feeling sick. Then a goldfish approaches you at great speed. WHAP! That hurt.\nCastle\nInside, the castle is exactly what you expected - tacky and featureless with ant eggs near the top and gravel at the bottom. To anyone else, the colours sprayed randomly on the wall would just be colours sprayed randomly on the wall. To a daring inter-dimensional espionage operative like yourself, however, they are obviously used to focus communications across the dimensions. The only exit is out, back to the goldfish bowl. Your attention is drawn to a glass box resting in the middle of the room here, this looks like Panchax's work.\nA jagged warp is also clearly the boss's work.", "endoftext": false }, { "action": "You examine the guitar", "response": "The guitars could certainly do with being properly tuned. Come to think of it, tuned at all would be better than nothing.", "endoftext": false }, { "action": "You examine leader", "response": "", "endoftext": true }, { "action": "Look around", "response": "Neglected over the centuries, only the shell of this abbey remains and even that is in a poor state of repair. Rubble is everywhere, except for a gap cleared in the middle, in which a fire is burning. You can go north and south, although the obvious exit is west, towards the grand arch.\nSome hippies are sitting around the fire in squalor, twanging out some terrible guitar and drinking heavily.", "endoftext": false }, { "action": "You look at fire", "response": "The fire is a real blazer, but you can't wear it. You can really feel the heat.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying an old blanket, a torch, a note, a poster and a ceremonial cord.\nYou are wearing some jeans, some socks and a tee-shirt.", "endoftext": false }, { "action": "You look athe tee-shirt", "response": "The tee-shirt is old and white. It keeps your chest warm.", "endoftext": false }, { "action": "You put the note in the fire", "response": "Didn't your mother ever warn you about playing with fire? Well, if she didn't, Sir Playfair certainly did. Apart from putting the host-parasite interface in danger, there is the more immediate problem of the hippies noticing you. You wisely refrain.", "endoftext": false }, { "action": "You examine the archway", "response": "The crumbling archway looks dangerous. A gargoyle peers balefully from the top of the arch.", "endoftext": false }, { "action": "You drop all except the torch", "response": "Old blanket dropped.\nNote dropped.\nPoster dropped.\nCeremonial cord dropped.", "endoftext": false }, { "action": "You go to the south", "response": "As you survey this place, you wonder how such beauty could have been left to just rot. Depression hangs heavy on your heart, but not for long! Inter-dimensional espionage operatives aren't renowned for their sentimentality with regard to ruined naves, and, besides, you have jobs to meet, people to be and places to do. Southward from here, it's as dark as pitch, but northward the fire is burning fiercely.\nThere is a broken pew here.", "endoftext": false }, { "action": "Go north", "response": "The torch beam waves in the air as you drag the pew. Not exactly the most stealthy way to travel. The music stops and the hippies turn. The leader peers into the gloom, fondling the neck of his guitar. Then he spots you. \"Get him boys,\" he shouts. Your cover blown, you try plan C2-A, colloquially known as 'running for it'. However, C2-A requires that the host be attired in combat gear, not ridiculously flared jeans. Your legs get tangled and you fall. \"Thought you'd get your hands on my grommet didn't you?\" says the leader, standing over you, \"well think again.\" The guitar hits you with a twang like the opening of \"A Hard Day's Night\" and your host passes out. The interface between you relaxes, warping you out through the dimensions, spinning and whirling and feeling sick. Then a goldfish approaches you at great speed. WHAP! That hurt.\nCastle\nInside, the castle is exactly what you expected - tacky and featureless with ant eggs near the top and gravel at the bottom. To anyone else, the colours sprayed randomly on the wall would just be colours sprayed randomly on the wall. To a daring inter-dimensional espionage operative like yourself, however, they are obviously used to focus communications across the dimensions. The only exit is out, back to the goldfish bowl. Your attention is drawn to a glass box resting in the middle of the room here, this looks like Panchax's work.\nA jagged warp is also clearly the boss's work.", "endoftext": false }, { "action": "You drop pew", "response": "Broken pew dropped.", "endoftext": false }, { "action": "You go to the north", "response": "The transept, at right angles to the nave, is in ruins. The fire to the south gives the only light in here, allowing you to see an exit leading down.\nThere is a ceremonial cord, a crumbling archway, a poster, a note and an old blanket here.", "endoftext": false }, { "action": "Go north", "response": "Something you are carrying seems to hold you back.", "endoftext": false }, { "action": "You pull the cord", "response": "The room screeches to a halt and the guard rushes in. \"Fifty Pounds, please!\" he demands belligerently. Then he suddenly notices his surroundings and looks embarrassed. He departs with a red face.", "endoftext": true }, { "action": "Look around", "response": "Neglected over the centuries, only the shell of this abbey remains and even that is in a poor state of repair. Rubble is everywhere, except for a gap cleared in the middle, in which a fire is burning. You can go north and south, although the obvious exit is west, towards the grand arch.\nSome hippies are sitting around the fire in squalor, twanging out some terrible guitar and drinking heavily.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying a torch and a ceremonial cord.\nYou are wearing some jeans, some socks and a tee-shirt.", "endoftext": false }, { "action": "You pull the cord", "response": "You succeed in moving the ceremonial cord, but nothing happens.\nThe ceremonial cord is connected to the broken pew you succeed in moving the broken pew, but nothing happens.", "endoftext": false }, { "action": "You get the cord", "response": "But you are already carrying the ceremonial cord.", "endoftext": false }, { "action": "Sd", "response": "", "endoftext": false }, { "action": "You go to the south", "response": "As you survey this place, you wonder how such beauty could have been left to just rot. Depression hangs heavy on your heart, but not for long! Inter-dimensional espionage operatives aren't renowned for their sentimentality with regard to ruined naves, and, besides, you have jobs to meet, people to be and places to do. Southward from here, it's as dark as pitch, but northward the fire is burning fiercely.\nThere is a broken pew here.", "endoftext": false }, { "action": "Go south", "response": "It's really dark here, torch or no torch. What was that noise? It sounded pretty fierce. There it is again. It came from the east. No, the west. This could well be dangerous so you go back before whatever it is makes itself known.\nRuined Nave\nAs you survey this place, you wonder how such beauty could have been left to just rot. Depression hangs heavy on your heart, but not for long! Inter-dimensional espionage operatives aren't renowned for their sentimentality with regard to ruined naves, and, besides, you have jobs to meet, people to be and places to do. Southward from here, it's as dark as pitch, but northward the fire is burning fiercely.\nThere is a broken pew here.", "endoftext": false }, { "action": "You examine the pew", "response": "The broken pew is an old piece of church furniture, sadly discarded in these ungodly times. It's about four feet high, three feet wide and could just about support your weight.\nThere is a ceremonial cord fixed to it.", "endoftext": false }, { "action": "Go north", "response": "The torch beam waves in the air as you drag the pew. Not exactly the most stealthy way to travel. The music stops and the hippies turn. The leader peers into the gloom, fondling the neck of his guitar. Then he spots you. \"Get him boys,\" he shouts. Your cover blown, you try plan C2-A, colloquially known as 'running for it'. However, C2-A requires that the host be attired in combat gear, not ridiculously flared jeans. Your legs get tangled and you fall. \"Thought you'd get your hands on my grommet didn't you?\" says the leader, standing over you, \"well think again.\" The guitar hits you with a twang like the opening of \"A Hard Day's Night\" and your host passes out. The interface between you relaxes, warping you out through the dimensions, spinning and whirling and feeling sick. Then a goldfish approaches you at great speed. WHAP! That hurt.\nCastle\nInside, the castle is exactly what you expected - tacky and featureless with ant eggs near the top and gravel at the bottom. To anyone else, the colours sprayed randomly on the wall would just be colours sprayed randomly on the wall. To a daring inter-dimensional espionage operative like yourself, however, they are obviously used to focus communications across the dimensions. The only exit is out, back to the goldfish bowl. Your attention is drawn to a glass box resting in the middle of the room here, this looks like Panchax's work.\nA jagged warp is also clearly the boss's work.", "endoftext": false }, { "action": "You remove the jeans", "response": "You take off your jeans and discover you are completely naked underneath. Not wishing to draw attention to yourself (you are supposed to be on a covert mission remember), you put them back on. Besides, it's bloody cold.", "endoftext": false }, { "action": "Go south", "response": "It's really dark here, torch or no torch. What was that noise? It sounded pretty fierce. There it is again. It came from the east. No, the west. This could well be dangerous so you go back before whatever it is makes itself known.\nRuined Nave\nAs you survey this place, you wonder how such beauty could have been left to just rot. Depression hangs heavy on your heart, but not for long! Inter-dimensional espionage operatives aren't renowned for their sentimentality with regard to ruined naves, and, besides, you have jobs to meet, people to be and places to do. Southward from here, it's as dark as pitch, but northward the fire is burning fiercely.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying a torch, a broken pew and a ceremonial cord.\nYou are wearing some jeans, some socks and a tee-shirt.", "endoftext": false }, { "action": "You turn off the torch", "response": "With a sigh of relief, the torch batteries take a well earned rest.", "endoftext": false }, { "action": "Go north", "response": "The transept, at right angles to the nave, is in ruins. The fire to the south gives the only light in here, allowing you to see an exit leading down.", "endoftext": false }, { "action": "You drop the pew", "response": "Ceremonial cord dropped.\nBroken pew dropped.", "endoftext": false }, { "action": "You stand on the pew", "response": "The pew's a bit wobbly, but you can reach a little higher now. Looks like you could climb the arch if you wanted to.", "endoftext": true }, { "action": "Go downwards", "response": "You get off.\nAntechamber\nThe antechamber connects the ruins to the catacombs. Upwards is the transept and you can enter the catacombs through a doorway to the south.", "endoftext": false }, { "action": "Go north", "response": "The transept, at right angles to the nave, is in ruins. The fire to the south gives the only light in here, allowing you to see an exit leading down.\nThere is a ceremonial cord, a crumbling archway, a broken pew, a poster, a note and an old blanket here.", "endoftext": false }, { "action": "You untie the cord", "response": "(From the broken pew)\nOk.", "endoftext": false }, { "action": "Climb arch", "response": "You're about thirty feet above ground. It feels as if the world is swaying which you put down to vertigo. Only when you realise that you don't suffer from vertigo do you realise that the world really IS swaying. This place isn't safe.\nA gargoyle stares at you with sightless eyes.\n\nThe torch beam waves in the air as you drag the pew. Not exactly the most stealthy way to travel. The music stops and the hippies turn.", "endoftext": false }, { "action": "You examine the gargoyle", "response": "The gargoyle is about one foot square. Its pointed tongue is sticking out in a centuries old expression of disgust. You know just how he feels.\nThere is a ceremonial cord fixed to it.", "endoftext": true }, { "action": "Go downward", "response": "The transept, at right angles to the nave, is in ruins. The fire to the south gives the only light in here, allowing you to see an exit leading down.\nThere is a crumbling archway, a broken pew, a poster, a note and an old blanket here.", "endoftext": false }, { "action": "You pull the cord", "response": "The cord tightens and the gargoyle takes the strain. As you pull harder, it comes free. That was the good news. The bad news is that you've brought down the rest of the arch as well, making a tremendous din. Looking towards the fire, you see several heads looking in your direction. The gargoyle lies at your feet.", "endoftext": true }, { "action": "Go downward", "response": "You can't go that way.\nOnly north, south, up.", "endoftext": true }, { "action": "You go downwards", "response": "A sudden vision flashes before your eyes:\nChanting voices. Ancient demons. Flashing flames.\nAltar Room\nThis icy room has been sealed for a long time. Cold air slices through you; a chill foreshadow of your doom. Terrifying images flash into your mind. You feel that you have violated this place somehow.\nThere is an ancient altar and a sarcophagus lid here.", "endoftext": false }, { "action": "You put the gargoyle in hole", "response": "With the ceremonial cord tied to it, the gargoyle won't fit in the hole.\nA number of unpleasant looking hippies emerge from who knows where. Seven of them to be precise. They are not happy. Truth to tell, they're extremely unhappy. A bottle of vodka sails through the air. It's not an offer of a drink, since it was aimed at your head. It connects. You disconnect from your host and spin through the dimensions towards your new host. Castle\nInside, the castle is exactly what you expected - tacky and featureless with ant eggs near the top and gravel at the bottom. To anyone else, the colours sprayed randomly on the wall would just be colours sprayed randomly on the wall. To a daring inter-dimensional espionage operative like yourself, however, they are obviously used to focus communications across the dimensions. The only exit is out, back to the goldfish bowl. Your attention is drawn to a glass box resting in the middle of the room here, this looks like Panchax's work.\nA jagged warp is also clearly the boss's work.", "endoftext": false }, { "action": "You enter the jagged warp", "response": "The dimensions flash past as you swim through the jagged warp and slide into the host-parasite interface with consumate ease. Another human. Work, work, work!\n\nNot the best place to sleep. It's very cold and more than slightly damp, but still better than sleeping outside. The icy draught is coming from the front of the van to the south.\nAn old blanket lies next to you and some jeans have been thrown down on the floor.", "endoftext": false }, { "action": "You wear the jeans", "response": "You put on the jeans.", "endoftext": false }, { "action": "You go south", "response": "The cab is Steve's province. Like most roadies, his ability to create chaos out of order is legendary and the rubbish all over the cab is definitely his work. Major slobs themselves, the band prefer to ride in the back in their own squalor. The passenger door has been jammed open, revealing a dark field.\nA note is close to hand.", "endoftext": false }, { "action": "Leave", "response": "It's too dark to see.", "endoftext": false }, { "action": "Go outside", "response": "This narrow east-west track is miles from civilisation. There is a fire to the east and some music is coming from the same direction.", "endoftext": false }, { "action": "Go east", "response": "The ruined abbey stands before you, imposing even in such a state of decay. Through the grand arch to the east, you hear some awful music and see the glow from a large fire. Westward leads back into the gloom. A poster is blowing about in the wind.", "endoftext": false }, { "action": "You look at the poster", "response": "The poster is a discarded advertisement for a concert by the Seven Deadly Fins.", "endoftext": false }, { "action": "You read the poster", "response": "The poster has a psychedelic picture of purple and green goldfish swimming around the Seven Deadly Fins logo. The fish form the words, \"No rules. No war. No profit.\" Underneath is scrawled, \"The Fins are in town. Place: just listen. Price: what can you afford? Anarchy: only if my mum says it's ok.\"", "endoftext": false }, { "action": "You go east", "response": "Neglected over the centuries, only the shell of this abbey remains and even that is in a poor state of repair. Rubble is everywhere, except for a gap cleared in the middle, in which a fire is burning. You can go north and south, although the obvious exit is west, towards the grand arch.\nSome hippies are sitting around the fire in squalor, twanging out some terrible guitar and drinking heavily.", "endoftext": true }, { "action": "You look around", "response": "It's too dark to see.", "endoftext": false }, { "action": "Up", "response": "The ceiling's collapse has disturbed the sepulchral debris in this sacred place, throwing it all over the floor. A doorway leads north to the antechamber and there is an exit leading down.\nThere is a sarcophagus lid here.", "endoftext": false }, { "action": "Up", "response": "You can't go that way.\nOnly north, down.", "endoftext": false }, { "action": "Up", "response": "The transept, at right angles to the nave, is in ruins. The fire to the south gives the only light in here, allowing you to see an exit leading down.\nThere is a crumbling archway and a broken pew here.", "endoftext": false }, { "action": "Climb arch", "response": "You're about thirty feet above ground. It feels as if the world is swaying which you put down to vertigo. Only when you realise that you don't suffer from vertigo do you realise that the world really IS swaying. This place isn't safe.\nA gargoyle stares at you with sightless eyes.", "endoftext": false }, { "action": "You untie gargoyle", "response": "(From the ceremonial cord)\nOk.", "endoftext": true }, { "action": "Go downward", "response": "A sudden vision flashes before your eyes:\nChanting voices. Ancient demons. Flashing flames.\nAltar Room\nThis icy room has been sealed for a long time. Cold air slices through you; a chill foreshadow of your doom. Terrifying images flash into your mind. You feel that you have violated this place somehow.\nThere is an ancient altar here.", "endoftext": false }, { "action": "You put the gargoyle in the hole", "response": "The gargoyle is now inside the hole. There is a click and you stand back swiftly. The altar sinks into the ground as a column descends from the ceiling.", "endoftext": false }, { "action": "Examine column", "response": "The column has a niche in it, surrounded by an ornate carving. You wonder where it came from, and whether you could get one for your front garden. A chalice rests in the niche.\nA number of unpleasant looking hippies emerge from who knows where. Seven of them to be precise. They are not happy. Truth to tell, they're extremely unhappy. A bottle of vodka sails through the air. It's not an offer of a drink, since it was aimed at your head. It connects. You disconnect from your host and spin through the dimensions towards your new host. Castle\nInside, the castle is exactly what you expected - tacky and featureless with ant eggs near the top and gravel at the bottom. To anyone else, the colours sprayed randomly on the wall would just be colours sprayed randomly on the wall. To a daring inter-dimensional espionage operative like yourself, however, they are obviously used to focus communications across the dimensions. The only exit is out, back to the goldfish bowl. Your attention is drawn to a glass box resting in the middle of the room here, this looks like Panchax's work.\nA jagged warp is also clearly the boss's work.", "endoftext": false }, { "action": "You get the chalice", "response": "You grab the chalice. Intent on examining it, you don't pay proper attention to the sounds behind you. This is not a good idea. The hippies have found a way in and are peering into the chamber. They do not look happy.\nA number of unpleasant looking hippies emerge from who knows where. Seven of them to be precise. They are not happy. Truth to tell, they're extremely unhappy. A bottle of vodka sails through the air. It's not an offer of a drink, since it was aimed at your head. It connects. You disconnect from your host and spin through the dimensions towards your new host. Castle\nInside, the castle is exactly what you expected - tacky and featureless with ant eggs near the top and gravel at the bottom. To anyone else, the colours sprayed randomly on the wall would just be colours sprayed randomly on the wall. To a daring inter-dimensional espionage operative like yourself, however, they are obviously used to focus communications across the dimensions. The only exit is out, back to the goldfish bowl. Your attention is drawn to a glass box resting in the middle of the room here, this looks like Panchax's work.\nA jagged warp is also clearly the boss's work.", "endoftext": false }, { "action": "You turn off the torch", "response": "With a sigh of relief, the torch batteries take a well earned rest.\nA number of unpleasant looking hippies emerge from who knows where. Seven of them to be precise. They are not happy. Truth to tell, they're extremely unhappy. A bottle of vodka sails through the air. It's not an offer of a drink, since it was aimed at your head. It connects. You disconnect from your host and spin through the dimensions towards your new host. Castle\nInside, the castle is exactly what you expected - tacky and featureless with ant eggs near the top and gravel at the bottom. To anyone else, the colours sprayed randomly on the wall would just be colours sprayed randomly on the wall. To a daring inter-dimensional espionage operative like yourself, however, they are obviously used to focus communications across the dimensions. The only exit is out, back to the goldfish bowl. Your attention is drawn to a glass box resting in the middle of the room here, this looks like Panchax's work.\nA jagged warp is also clearly the boss's work.", "endoftext": true }, { "action": "Go downward", "response": "The transept, at right angles to the nave, is in ruins. The fire to the south gives the only light in here, allowing you to see an exit leading down.\nThere is a crumbling archway and a broken pew here.", "endoftext": false }, { "action": "You hide", "response": "You are unable to do that.", "endoftext": false }, { "action": "Up", "response": "The ceiling's collapse has disturbed the sepulchral debris in this sacred place, throwing it all over the floor. A doorway leads north to the antechamber and there is an exit leading down.", "endoftext": false }, { "action": "You examine the doorway", "response": "The doorway is between the antechamber and the catacombs.", "endoftext": false }, { "action": "Exit", "response": "Never mind the size of your muscles, you're not going anywhere with a sarcophagus lid tucked under your arm.\nCatacombs\nThe ceiling's collapse has disturbed the sepulchral debris in this sacred place, throwing it all over the floor. A doorway leads north to the antechamber and there is an exit leading down.", "endoftext": false }, { "action": "You drop the lid", "response": "Sarcophagus lid dropped.", "endoftext": false }, { "action": "You examine the debris", "response": "The debris is swathed in many doom laden cliches.", "endoftext": false }, { "action": "You put lid on the exit", "response": "You can't do that to the sarcophagus lid at the moment.\nAntechamber\nThe antechamber connects the ruins to the catacombs. Upwards is the transept and you can enter the catacombs through a doorway to the south.", "endoftext": false }, { "action": "You put the lid over the eist", "response": "", "endoftext": false }, { "action": "You put the lid over the exit", "response": "I don't follow you.\nNever mind the size of your muscles, you're not going anywhere with a sarcophagus lid tucked under your arm.\nCatacombs\nThe ceiling's collapse has disturbed the sepulchral debris in this sacred place, throwing it all over the floor. A doorway leads north to the antechamber and there is an exit leading down.", "endoftext": false }, { "action": "You go north", "response": "But the sarcophagus lid's in the way. It's your own fault - you put it there.\nCatacombs\nThe ceiling's collapse has disturbed the sepulchral debris in this sacred place, throwing it all over the floor. A doorway leads north to the antechamber and there is an exit leading down.", "endoftext": false }, { "action": "You get the lid", "response": "You take the lid from the doorway and drop it on the floor.", "endoftext": false }, { "action": "You get the lid", "response": "You are carrying too much already to get the sarcophagus lid.", "endoftext": false }, { "action": "You drop Gargoyle", "response": "Ceremonial cord dropped.\nGargoyle dropped.", "endoftext": false }, { "action": "You untie the cord", "response": "(From the gargoyle)\nOk.\nYou hear voices in the room outside. After a short discussion they decide that you must have been crushed by the collapsing ceiling. The voices fade away, sounding heartlessly cheerful in the face of your death. Callous brutes.", "endoftext": true }, { "action": "Go downward", "response": "A sudden vision flashes before your eyes:\nChanting voices. Ancient demons. Flashing flames.\nAltar Room\nThis icy room has been sealed for a long time. Cold air slices through you; a chill foreshadow of your doom. Terrifying images flash into your mind. You feel that you have violated this place somehow.\nThere is an ancient altar here.", "endoftext": false }, { "action": "You put Gargoyle in the hole", "response": "The gargoyle is now inside the hole. There is a click and you stand back swiftly. The altar sinks into the ground as a column descends from the ceiling.", "endoftext": false }, { "action": "You examine the chalice", "response": "The glass chalice is a beautifully fluted and delicate example of the glassmaker's art.\nIt contains a grommet.", "endoftext": false }, { "action": "You look at the grommet", "response": "The grommet looks like it should be fixed to a gold ring with a spindle to form a focus wheel.", "endoftext": false }, { "action": "You get the grommet", "response": "The glass chalice lies flush with the opening in the column. You will have to take the chalice before you can get the grommet.", "endoftext": false }, { "action": "You get the chalice", "response": "You grab the chalice. Intent on examining it, you don't pay proper attention to the sounds behind you. This is not a good idea. The hippies have found a way in and are peering into the chamber. They do not look happy.", "endoftext": false }, { "action": "You get the grommet", "response": "\"Not so fast,\" says one of the hippies, obviously the leader and probably one of the Fins, \"Hand over the grommet.\" You try to lodge an SOS with HQ. The leader holds out his hand and stares you in the eye. \"Right,\" he yells, \"hold him down boys.\" The hippies close in. The smell is terrible. Just when you wanted a hole to open up in the ground and swallow you, one does. Well almost. It's actually in the ceiling but it'll definitely do. The hippies stop in their tracks and stare at the hole. \"Cor baby,\" says one, taking a puff, \"that's really free.\" You dive for it. Out of the corner of your eye you spot a goldfish approaching at phenomenal speed. Too late to avoid it now. BLAM! The grommet falls from your grasp and into the glass box. \"Sorry about the timing,\" says Sir Playfair's distorted voice, rolling and tumbling through the dimensions with you. \"Excellent job. Well done. Keep up the good work. Panchax out.\"\n\"Oh, sorry old sport,\" Sir Playfair's voice returns, \"I forgot that you now had the focus wheel. Jolly well done. The back room boys have worked out what the Fins are up to. I'll tell you what it is after we open a warp into Hydropolis, the fish planet's capital. Intriguing eh?\" The castle jolts and a large warp appears in the wall.\n\"Well, this is the story: the Fins have set up a meteorological imbalance on the fish planet, causing water to evaporate. The fish scientists have devised a project to save their world but the Fins have sabotaged that too! You are to help them complete their project in the body of its leader, Dr. Roach. Good luck. Panchax out.\"\nCastle\nInside, the castle is exactly what you expected - tacky and featureless with ant eggs near the top and gravel at the bottom. To anyone else, the colours sprayed randomly on the wall would just be colours sprayed randomly on the wall. To a daring inter-dimensional espionage operative like yourself, however, they are obviously used to focus communications across the dimensions. The only exit is out, back to the goldfish bowl. Your attention is drawn to a glass box resting in the middle of the room here, this looks like Panchax's work.\nThere is a large warp here.", "endoftext": false }, { "action": "Leave", "response": "The ant eggs have stopped swirling around and are now floating on the surface. Gravel fills the bottom of the bowl and some tasty looking pondweed you've been wanting to nibble for days is lying on it. You get a nasty feeling in your swim bladder about the castle, probably because Sir Playfair has so rudely interrupted your vacation.", "endoftext": false }, { "action": "Leave", "response": "Which way: north, northeast, east, southeast, south, southwest, west, northwest, up, down.", "endoftext": false }, { "action": "Up", "response": "You can't get enough speed up to leap out of the bowl. You only just manage to break the surface before flopping back in.", "endoftext": false }, { "action": "You enter the Castle", "response": "Inside, the castle is exactly what you expected - tacky and featureless with ant eggs near the top and gravel at the bottom. To anyone else, the colours sprayed randomly on the wall would just be colours sprayed randomly on the wall. To a daring inter-dimensional espionage operative like yourself, however, they are obviously used to focus communications across the dimensions. The only exit is out, back to the goldfish bowl. Your attention is drawn to a glass box resting in the middle of the room here, this looks like Panchax's work.\nThere is a large warp here.", "endoftext": false }, { "action": "You enter the large warp", "response": "You swim into the large warp and your body changes into a strange hybrid creature, half-man half-fish. This must be Dr. Roach.\nLounge\nSome would call this apartment small and pretentious, but with house prices in Hydropolis the way they are, small and pretentious was all Dr. Roach could afford. Anyway, he managed to get a view of Hydropolis - not many places have even that. The room is decorated in a minimalist style but, as Dr. Roach would say if he weren't under your control, \"I am a man of minimal needs.\" The only excesses he has allowed himself are a painting, a trendy black shelf, a switch to control the lights and, most important, a door to get out.\nThere is a fishton here.", "endoftext": false }, { "action": "You examine the fishton", "response": "Fishtons are really popular in Hydropolis at the moment. Most fish can only afford small apartments so these space saving beds are essential. You didn't get any instructions with it so it's really just a glorified sofa.\nThe wall behind your fishton glows, revealing the face of the principal's secretary. \"Good morning Dr. Roach,\" she says, \"I'm sorry to call so early, I just want to confirm that the principal is expecting you at ten o'clock this morning. Goodbye.\" Her face fades out, leaving you with the annoying jingle of the Hydropolis Telecommunications Network: \"HTN, HTN - With your friends you can talk, and you won't have to walk, HTN, HTN\". Not the most auspicious start to a morning.", "endoftext": false }, { "action": "You lie on the fishton", "response": "You lie down on the fishton.", "endoftext": false }, { "action": "Sleep", "response": "Look, you're a trained inter-dimensional espionage operative. You, more than anyone else, should know that sleeping will destroy the host-parasite interface. You've got an important job to do, now get on with it.", "endoftext": false }, { "action": "You stand", "response": "You are on your feet.", "endoftext": true }, { "action": "Look around", "response": "Some would call this apartment small and pretentious, but with house prices in Hydropolis the way they are, small and pretentious was all Dr. Roach could afford. Anyway, he managed to get a view of Hydropolis - not many places have even that. The room is decorated in a minimalist style but, as Dr. Roach would say if he weren't under your control, \"I am a man of minimal needs.\" The only excesses he has allowed himself are a painting, a trendy black shelf, a switch to control the lights and, most important, a door to get out.\nThere is a fishton here.", "endoftext": false }, { "action": "You examine shelf", "response": "Dr. Roach bought the trendy black shelf from his favourite trendy black shelf shop.\nThere is a fishofax on it.", "endoftext": false }, { "action": "You examine the painting", "response": "The painting is called 'Waves in Black'. One of Finn's more solid works.", "endoftext": false }, { "action": "You look at the fishofax", "response": "The fishofax is a really useful item. Honest. It combines all the features of a diary and a wallet, for about four or five times the price.\nIt is open.\nIt contains a Fisa card and a tatty card.", "endoftext": false }, { "action": "You examine the fisa", "response": "The Fisa card saves you carrying cash around. For this pleasure, you have to pay extortionate interest rates on your outstanding balance.", "endoftext": false }, { "action": "You examine the tatty card", "response": "The tatty card is in a sorry state, probably because you have to carry it around all the time to keep proving your identity.", "endoftext": false }, { "action": "Time", "response": "The time is 09:12", "endoftext": false }, { "action": "You examine the switch", "response": "For a joke, when Roach was bored one evening last week, he re-wired the switch so that it controls the lights for all of the other apartments in the whole block. For the time being it is on.", "endoftext": false }, { "action": "You go outside", "response": "Which way: there aren't any obvious exits!", "endoftext": false }, { "action": "You open the door", "response": "You'll have to put your hand on the print next to the door.", "endoftext": false }, { "action": "You examine the door", "response": "The apartment door is the latest sliding design, operated by a silver hand print next to it.\nIt is closed.", "endoftext": false }, { "action": "You put the hand on print", "response": "With a loud whoosh, the door flies up into the ceiling.", "endoftext": false }, { "action": "You leave", "response": "There are two doors on this level of the apartment block - one to your apartment and one to your new neighbour, Ernest Chub's. Beside each door is a handprint and an access shaft leads down to the lobby.\nAs you arrive Ernest Chub greets you cheerfully. Your colleague Ernest Chub goes north.", "endoftext": false }, { "action": "Go north", "response": "Some would call this apartment small and pretentious, but with house prices in Hydropolis the way they are, small and pretentious was all Dr. Roach could afford. Anyway, he managed to get a view of Hydropolis - not many places have even that. The room is decorated in a minimalist style but, as Dr. Roach would say if he weren't under your control, \"I am a man of minimal needs.\" The only excesses he has allowed himself are a painting, a trendy black shelf, a switch to control the lights and, most important, a door to get out.\nThere is a fishton here.\nAs you arrive Ernest Chub greets you cheerfully.", "endoftext": false }, { "action": "You look at Chub", "response": "Ernest Chub wants to be like you in every way. You're his hero and this leads to plenty of grovelling on his part. He really needs to get a life - of his own preferably, especially since he rented the apartment next door to you.", "endoftext": false }, { "action": "You leave", "response": "There are two doors on this level of the apartment block - one to your apartment and one to your new neighbour, Ernest Chub's. Beside each door is a handprint and an access shaft leads down to the lobby.", "endoftext": false }, { "action": "You put the hand on the print", "response": "Which one, the silver hand print or the gold hand print?", "endoftext": false }, { "action": "Gold", "response": "After a few moments, nothing happens. The gold print probably responds only to Ernest Chub. You remove your hand before anyone notices you looking foolish.", "endoftext": true }, { "action": "Go downward", "response": "You swim into the access shaft and down to the ground floor.\nLobby\nWith no security guard, no intercom and no doors, any old eel could slip in here and break into every apartment in the block. It's a wonder it hasn't happened yet! Mind you, it wouldn't be all bad. At least Dr. Roach could get some new furniture with the insurance money. The exit out to Paddlington is to the south and the access shaft leads up to the landing.", "endoftext": false }, { "action": "Go south", "response": "This is the up and coming place to live in Hydropolis. It's also one of the busiest, teaming with guppies. Your apartment block is to the north and the entrance to the underground station bearing the logo of the Hydropolis Underground Omnibus Company stands to the east.", "endoftext": false }, { "action": "You go east", "response": "A high speed police fish pulls up outside your apartment block. His flashing blue light and wailing siren make you feel decidedly uneasy. The host-parasite interface weakens momentarily and you catch a glimpse of the goldfish bowl. Then you regain control of Roach's body as the police fish zooms off.\nPaddlington Station\nThis station is busy. Commuters are flooding down the access funnel to the platform, almost overwhelming the guard checking their tickets. The ticket clerk, sitting behind a counter, looks quite scared by the mad rush too. You can get back to the street westward, but you'd be swimming against the tide of commuters.", "endoftext": false }, { "action": "You examine clerk", "response": "The ticket clerk sits behind the ticket counter selling tickets.\nSteve swims by at top speed.", "endoftext": false }, { "action": "You ask the clerk about the ticket", "response": "The ticket clerk says, \"Yes, I've got tickets. Lots of lovely tickets and they're all for sale chief. You need one to get on a train. But you knew that didn't you? I mean, you're a clever sort, I can tell.\"", "endoftext": false }, { "action": "You buy the ticket", "response": "With what?", "endoftext": false }, { "action": "Visa", "response": "", "endoftext": false }, { "action": "You buy the ticket with the fisa", "response": "The ticket clerk sneers, \"I'm sorry chief, that won't do nicely; we don't accept Fisa here, only cash or Mastercarp.\"", "endoftext": false }, { "action": "Up", "response": "You can't go that way.\nOnly west, down.", "endoftext": false }, { "action": "You go to the west", "response": "This is the up and coming place to live in Hydropolis. It's also one of the busiest, teaming with guppies. Your apartment block is to the north and the entrance to the underground station bearing the logo of the Hydropolis Underground Omnibus Company stands to the east.", "endoftext": false }, { "action": "Go east", "response": "This station is busy. Commuters are flooding down the access funnel to the platform, almost overwhelming the guard checking their tickets. The ticket clerk, sitting behind a counter, looks quite scared by the mad rush too. You can get back to the street westward, but you'd be swimming against the tide of commuters.", "endoftext": true }, { "action": "Go downwards", "response": "\"I'm sorry,\" says the guard, stopping you, \"you can't go into the funnel without a travel pass or a ticket.\"\nPaddlington Station\nThis station is busy. Commuters are flooding down the access funnel to the platform, almost overwhelming the guard checking their tickets. The ticket clerk, sitting behind a counter, looks quite scared by the mad rush too. You can get back to the street westward, but you'd be swimming against the tide of commuters.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying a fishofax.\nYou are wearing a watch.", "endoftext": false }, { "action": "You go to the southwest", "response": "The roads in Hydropolis, especially here in Paddlington, look remarkably similar. After a short jaunt you get lost. Panic takes a tight grip on your arms and leads you at a rush through the streets, desperately trying to find somewhere familiar. More by luck than judgement, you eventually reach the underground station.\nPaddlington\nThis is the up and coming place to live in Hydropolis. It's also one of the busiest, teaming with guppies. Your apartment block is to the north and the entrance to the underground station bearing the logo of the Hydropolis Underground Omnibus Company stands to the east.", "endoftext": false }, { "action": "You go north", "response": "With no security guard, no intercom and no doors, any old eel could slip in here and break into every apartment in the block. It's a wonder it hasn't happened yet! Mind you, it wouldn't be all bad. At least Dr. Roach could get some new furniture with the insurance money. The exit out to Paddlington is to the south and the access shaft leads up to the landing.", "endoftext": false }, { "action": "Up", "response": "You swim into the access shaft and up to the level of your apartment Landing\nThere are two doors on this level of the apartment block - one to your apartment and one to your new neighbour, Ernest Chub's. Beside each door is a handprint and an access shaft leads down to the lobby.\nAs you arrive Ernest Chub greets you cheerfully. Your colleague Ernest Chub goes east.", "endoftext": false }, { "action": "Go east", "response": "You swim into the access shaft and down to the ground floor.\nLobby\nWith no security guard, no intercom and no doors, any old eel could slip in here and break into every apartment in the block. It's a wonder it hasn't happened yet! Mind you, it wouldn't be all bad. At least Dr. Roach could get some new furniture with the insurance money. The exit out to Paddlington is to the south and the access shaft leads up to the landing.\nAs you arrive Ernest Chub greets you cheerfully.", "endoftext": false }, { "action": "Up", "response": "You swim into the access shaft and up to the level of your apartment Landing\nThere are two doors on this level of the apartment block - one to your apartment and one to your new neighbour, Ernest Chub's. Beside each door is a handprint and an access shaft leads down to the lobby.", "endoftext": false }, { "action": "Go north", "response": "Some would call this apartment small and pretentious, but with house prices in Hydropolis the way they are, small and pretentious was all Dr. Roach could afford. Anyway, he managed to get a view of Hydropolis - not many places have even that. The room is decorated in a minimalist style but, as Dr. Roach would say if he weren't under your control, \"I am a man of minimal needs.\" The only excesses he has allowed himself are a painting, a trendy black shelf, a switch to control the lights and, most important, a door to get out.\nOh, no! You've been burgled! I hope Dr. Roach was insured.\nThere is a travel pass here.", "endoftext": false }, { "action": "You look", "response": "Some would call this apartment small and pretentious, but with house prices in Hydropolis the way they are, small and pretentious was all Dr. Roach could afford. Anyway, he managed to get a view of Hydropolis - not many places have even that. The room is decorated in a minimalist style but, as Dr. Roach would say if he weren't under your control, \"I am a man of minimal needs.\" The only excesses he has allowed himself are a painting, a trendy black shelf, a switch to control the lights and, most important, a door to get out.\nThere is a travel pass here.", "endoftext": false }, { "action": "You look at pass", "response": "The travel pass gives you unlimited use of the Hydropolis Underground Omnibus system, until it expires of course.", "endoftext": false }, { "action": "You go to the south", "response": "There are two doors on this level of the apartment block - one to your apartment and one to your new neighbour, Ernest Chub's. Beside each door is a handprint and an access shaft leads down to the lobby.", "endoftext": true }, { "action": "Go downward", "response": "You swim into the access shaft and down to the ground floor.\nLobby\nWith no security guard, no intercom and no doors, any old eel could slip in here and break into every apartment in the block. It's a wonder it hasn't happened yet! Mind you, it wouldn't be all bad. At least Dr. Roach could get some new furniture with the insurance money. The exit out to Paddlington is to the south and the access shaft leads up to the landing.", "endoftext": false }, { "action": "You go south", "response": "This is the up and coming place to live in Hydropolis. It's also one of the busiest, teaming with guppies. Your apartment block is to the north and the entrance to the underground station bearing the logo of the Hydropolis Underground Omnibus Company stands to the east.\nAs you arrive Ernest Chub greets you cheerfully.", "endoftext": false }, { "action": "You ask Chub about the pass", "response": "Ernest Chub says, \"Oh really sir. You flatter me with such a question. I'm not fit to provide an answer.\"\n\"Oh well,\" says Ernest Chub suddenly. \"I've got to go now. Bye!\"\nYour colleague Ernest Chub goes east.", "endoftext": false }, { "action": "Go east", "response": "This station is busy. Commuters are flooding down the access funnel to the platform, almost overwhelming the guard checking their tickets. The ticket clerk, sitting behind a counter, looks quite scared by the mad rush too. You can get back to the street westward, but you'd be swimming against the tide of commuters.\nAs you arrive Ernest Chub greets you cheerfully.", "endoftext": true }, { "action": "You descend", "response": "You show your pass to the guard and go through.\nPlatform\nThe tracks, leading off into the dark tunnel, lie beyond the northern edge of the platform. Trains arrive quite frequently, once every three minutes on average, a fact not unnoticed by the section of the Hydropolis Underground Omnibus Company responsible for advertising. You can go up to ground level via the access funnel to Paddlington.", "endoftext": false }, { "action": "You go north", "response": "You wisely decide not to walk onto the tracks.\nYou feel a gusting current from the tunnel as a train clatters into the station. The doors open and fish push and shove each other as they get on and off.", "endoftext": false }, { "action": "You go to the north", "response": "You squeeze your way, sardine like, onto the train with the other commuters.\nTube\nAlways busy, the tube trains are packed solid with guppies. Rules have been passed strictly governing the number of fish allowed in each carriage but these are often disregarded, especially by sardines and pilchards.\nThe last few fish, pilchards by the look of them, squeeze onto the train. \"Mind the doors,\" shouts the guard as they close. The train clatters off into the tunnel.", "endoftext": false }, { "action": "Time", "response": "The time is 10:00\nThe train speeds through the tunnel then clatters into Barbellican. The doors slide open and the commuters swim in and out.", "endoftext": false }, { "action": "Wait", "response": "Time passes.\nThe train speeds through the tunnel then clatters into Pickerel. The doors slide open and the commuters swim in and out.", "endoftext": false }, { "action": "You go to the south", "response": "The tracks, leading off into the dark tunnel, lie beyond the northern edge of the platform. Trains arrive quite frequently, once every three minutes on average, a fact not unnoticed by the section of the Hydropolis Underground Omnibus Company responsible for advertising. You can go up to ground level via the access funnel to Pickerel.\nAn underground train is here but looks likely to leave at any moment.\nA group of students swim by with what looks like the principal.\nThe last few fish, pilchards by the look of them, squeeze onto the train. \"Mind the doors,\" shouts the guard as they close. The train clatters off into the tunnel.", "endoftext": false }, { "action": "Up", "response": "You show your pass to the guard and go through.\nPickerel Underground Station\nThis station is teeming with guppies, nipping in and out of the access funnel which leads to the platform. A guard, looking rather bored with life, checks all their tickets. You can buy tickets from the ticket clerk, behind his counter close to the exit southeast.", "endoftext": false }, { "action": "You go southeast", "response": "Noisy, dirty, fishy and grimy. Well, what did you expect a downtown Hydropolis shopping precinct to be like? You expected shops? OK, I'll give you some shops. To the north is a clothing shop, to the south is a pub and to the west is a cinema. Is that enough? No? Well, you'll have to go across Dace Road to the southeast if you want some more or northwest to Pickerel Underground Station if you want to go somewhere else.", "endoftext": false }, { "action": "Go west", "response": "It's a good job you have your Fisa card with you. A happy ticket clerk sells you a cinema ticket and you are shown to a seat. The film begins. It's Starfish Wars, the first part of the infamous Starfish Wars trilogy. You spend an entertaining hour watching various fish blaze their way across the galaxy, blasting things and generally having a whale of a time. You are most uplifted but disappointed when the closing credits run. The film ends, the curtains close and the lights come up. You rise from your seat and carefully throwing your ticket into a bin you return to the plaza.\nPlaza\nNoisy, dirty, fishy and grimy. Well, what did you expect a downtown Hydropolis shopping precinct to be like? You expected shops? OK, I'll give you some shops. To the north is a clothing shop, to the south is a pub and to the west is a cinema. Is that enough? No? Well, you'll have to go across Dace Road to the southeast if you want some more or northwest to Pickerel Underground Station if you want to go somewhere else.", "endoftext": false }, { "action": "Go south", "response": "You dart across Dace Road while nobody's looking.\nPub\nThe Hook, Line and Sinker is a good old-fashioned boozer, with a clean bar and filthy customers. One of them, a sorry drunk leaning unsteadily against the bar, seems familiar to your host. Steve, the cool catfish from the second hand shop, is serving behind the bar. Or is it his twin brother? He sells masks, filled with gas from behind the bar, for the customers to sniff. Hence, the masks are known to the locals as \"snifters\" and the state of drunkeness as being \"sniffed to the gills\" or \"completely finless\". Exits lead north and east. An interesting looking cylinder is behind the bar.\nThere is a stool here.\nAs you arrive Simon Tench greets you cheerfully.", "endoftext": false }, { "action": "You look at Simon", "response": "Simon Tench is a brilliant scientist with a searing intuition for the right answer. Unfortunately, he'd much rather have fun than work on The Project.", "endoftext": false }, { "action": "You ask Simon about meeting", "response": "", "endoftext": false }, { "action": "You ask Simon about Project", "response": "Simon Tench says, \"Daddio, the project is real cool. Probably the coolest thing I've been around. I'm just a prawn, you're the main fish, Roachie.\"", "endoftext": false }, { "action": "SK simon to define cool", "response": "", "endoftext": false }, { "action": "Oops ask", "response": "", "endoftext": false }, { "action": "Inventory", "response": "You are carrying a fishofax and a travel pass.\nYou are wearing a watch.", "endoftext": false }, { "action": "You show the time to Simon", "response": "Simon Tench says, \"How nice.\"", "endoftext": false }, { "action": "You buy the drink for Simon", "response": "What do you want to buy?", "endoftext": false }, { "action": "Beer", "response": "", "endoftext": false }, { "action": "You tell Simon he is important", "response": "", "endoftext": true }, { "action": "Look around", "response": "Pub (on the stool)\nThe Hook, Line and Sinker is a good old-fashioned boozer, with a clean bar and filthy customers. One of them, a sorry drunk leaning unsteadily against the bar, seems familiar to your host. Steve, the cool catfish from the second hand shop, is serving behind the bar. Or is it his twin brother? He sells masks, filled with gas from behind the bar, for the customers to sniff. Hence, the masks are known to the locals as \"snifters\" and the state of drunkeness as being \"sniffed to the gills\" or \"completely finless\". Exits lead north and east. An interesting looking cylinder is behind the bar.", "endoftext": false }, { "action": "Go east", "response": "You get off.\nMy, Plaice Street is busy! In the end you succeed in crossing.\nDace Road\nYou are swimming along the south side of Dace Road. The police station is to the south, west across Plaice Street is a pub, and east lies Shark Street.", "endoftext": false }, { "action": "Go south", "response": "The police station is fished day and night by a stalwart dogfish who is ready to solve the troutiest of crimes, especially the really simple ones where the villains just confess. You can escape without much danger of pursuit to the north.", "endoftext": false }, { "action": "You look at the dogfish", "response": "The police officer is a dogfish, with large whiskers and a semi-alert expression.", "endoftext": false }, { "action": "Go north", "response": "You are swimming along the south side of Dace Road. The police station is to the south, west across Plaice Street is a pub, and east lies Shark Street.", "endoftext": false }, { "action": "You go east", "response": "This is the seedier part of town with shops to match, so watch who you're dealing with. South is a music shop, north is a second hand shop, across the road to the east is the hardware shop and southeast is the nearest underground station, Eelpout. Dace Road, a much safer place to be, is to the west.", "endoftext": false }, { "action": "Go south", "response": "The music shop is cluttered with amateur musicians, most of whom are playing versions of the ancient heavy metal hit \"Smoke Underwater\", very badly, on expensive instruments that they have no intention of buying. An assistant is attempting to hide behind the counter. The hasty exit from this noisy place is north. The assistant is fondling some ear plugs.", "endoftext": false }, { "action": "You buy the plugs with the fisa", "response": "\"That will be 5 clams exactly sir.\" You type in your Fish Identity Number to authorise the debit. The assistant waits for authorisation then returns your card, together with the ear-plugs.", "endoftext": false }, { "action": "Go north", "response": "You dart across Dace Road while nobody's looking.\nSecond Hand Shop\nThis shop is run by a cool catfish of many talents, most of them illegal, who goes by the name of Steve. Steve is a fish who could sell stripes to tiger sharks, but would rather sell them his grandmother - if he hasn't already. The shop has a bad reputation. It normally sells \"fins what have fallen off the back of a submarine\" if you get my drift. The exit from this den of low morals and high prices is to the south. Steve catches your eye, and with a knowing wink suggests that you might like to buy a \"somewhat fruity\" film that came in yesterday. You recognise the fishton.\nThere is a radio case here.", "endoftext": false }, { "action": "You ask the steve abotu radio", "response": "", "endoftext": false }, { "action": "You ask Steve about the film", "response": "Steve says, \"No, no, the market won't take that sort of talk much longer. The service industries are where the clams are these days.\"", "endoftext": true }, { "action": "You look around", "response": "This shop is run by a cool catfish of many talents, most of them illegal, who goes by the name of Steve. Steve is a fish who could sell stripes to tiger sharks, but would rather sell them his grandmother - if he hasn't already. The shop has a bad reputation. It normally sells \"fins what have fallen off the back of a submarine\" if you get my drift. The exit from this den of low morals and high prices is to the south. Steve catches your eye, and with a knowing wink suggests that you might like to buy a \"somewhat fruity\" film that came in yesterday. You recognise the fishton.\nThere is a radio case here.", "endoftext": false }, { "action": "You look at the fishton", "response": "Fishtons are really popular in Hydropolis at the moment. Most fish can only afford small apartments so these space saving beds are essential. You didn't get any instructions with it so it's really just a glorified sofa.", "endoftext": false }, { "action": "You look at the radio case", "response": "The radio case is the outer casing of an antique radio. There is a lot of space inside where the radio bits used to be.", "endoftext": false }, { "action": "You buy the radio case with the fisa", "response": "\"Sorry,\" says Steve, \"but I've already sold the radio case to a fish named Chub who lives in Paddlington. I'll get Rod to deliver it later on, if the van's going that way. Otherwise, he'll have to wait!\"", "endoftext": false }, { "action": "You buy fishton with the fisa", "response": "\"Rod,\" calls Steve, \"come here and put the fishton in the van for delivery later on.\" Rod appears from a back room, gives you a knowing wink, and leaves with the goods safely in his charge.\n\"It's all right I know your address,\" Steve says as you offer the information. He takes your credit card and partly fills in a sales slip which he informs you will be duly completed \"Later\" and returns the card to you with a supercilious \"Thank you sir.\"", "endoftext": true }, { "action": "Look around", "response": "[l -> look]", "endoftext": false }, { "action": "You buy the film with the fisa", "response": "Steve charges the sum of 75 Clams to your Fisa account and passes the film to you.\n\"I hope you enjoy it, sir,\" he smirks.", "endoftext": false }, { "action": "You go south", "response": "You dart across Dace Road while nobody's looking.\nShark Street\nThis is the seedier part of town with shops to match, so watch who you're dealing with. South is a music shop, north is a second hand shop, across the road to the east is the hardware shop and southeast is the nearest underground station, Eelpout. Dace Road, a much safer place to be, is to the west.\nYour colleague Bertie Bream swims into view.\nBertie Bream greets you with a friendly wave of his fin.\nYou notice a guppy flounder around for a bit and then swim off.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying a fishofax, a travel pass, some ear-plugs and a film. You are wearing a watch.", "endoftext": false }, { "action": "You examine the film", "response": "The film is an original copy of \"Attack of the Killer Tomatoes\". It's more of a vegetable video than a fruity film now you think about it.", "endoftext": false }, { "action": "Go east", "response": "The traffic on Shark Street is really busy but eventually you notice a small gap and swim hastily across.\nHardware Shop\nThis hardware shop contains everything for the fish with DIY leanings. If your DIY is leaning, this is were you can get the tools to mend it. If you require anything the assistant will only be too pleased to take your credit, if not your credit card. He may even give it back. You can leave the shop by swimming west. The assistant offers to sell you a black plastic bag.\nA hyperdriver and a screwdriver are for sale.", "endoftext": false }, { "action": "You examine the hyperdriver", "response": "The hyperdriver is a variant on the standard screwdriver, designed for removing lok screws.", "endoftext": false }, { "action": "You buy the hyperdriver with the fisa", "response": "\"That will be 99 clams exactly sir.\" You type in your Fish Identity Number to authorise the debit. The assistant waits for authorisation then returns your card, together with the hyperdriver.", "endoftext": false }, { "action": "You buy the screwdriver with the fisa", "response": "\"That will be 8 clams exactly sir.\" You type in your Fish Identity Number to authorise the debit. The assistant waits for authorisation then returns your card, together with the screwdriver.", "endoftext": true }, { "action": "You look around", "response": "This hardware shop contains everything for the fish with DIY leanings. If your DIY is leaning, this is were you can get the tools to mend it. If you require anything the assistant will only be too pleased to take your credit, if not your credit card. He may even give it back. You can leave the shop by swimming west. The assistant offers to sell you a black plastic bag.", "endoftext": false }, { "action": "You buy bag with the fisa", "response": "\"That will be 2 clams exactly sir.\" You type in your Fish Identity Number to authorise the debit. The assistant waits for authorisation then returns your card, together with the bag.", "endoftext": false }, { "action": "You go to the west", "response": "The traffic on Shark Street is really busy but eventually you notice a small gap and swim hastily across.\nShark Street\nThis is the seedier part of town with shops to match, so watch who you're dealing with. South is a music shop, north is a second hand shop, across the road to the east is the hardware shop and southeast is the nearest underground station, Eelpout. Dace Road, a much safer place to be, is to the west.", "endoftext": false }, { "action": "You go to the south-east", "response": "The traffic on Shark Street is really busy but eventually you notice a small gap and swim hastily across.\nEelpout Underground Station\nIn the ticket hall, commuters are busily swimming up and down the access funnel which leads to the platform. The ticket counter stands in the centre with a clerk behind it. Northwest an exit leads out onto Shark Street.", "endoftext": false }, { "action": "You go west", "response": "My, Plaice Street is busy! In the end you succeed in crossing.\nPub\nThe Hook, Line and Sinker is a good old-fashioned boozer, with a clean bar and filthy customers. One of them, a sorry drunk leaning unsteadily against the bar, seems familiar to your host. Steve, the cool catfish from the second hand shop, is serving behind the bar. Or is it his twin brother? He sells masks, filled with gas from behind the bar, for the customers to sniff. Hence, the masks are known to the locals as \"snifters\" and the state of drunkeness as being \"sniffed to the gills\" or \"completely finless\". Exits lead north and east. An interesting looking cylinder is behind the bar.\nThere is a stool here.\nAs you arrive Simon Tench greets you cheerfully.", "endoftext": false }, { "action": "Go north", "response": "You dart across Dace Road while nobody's looking.\nPlaza\nNoisy, dirty, fishy and grimy. Well, what did you expect a downtown Hydropolis shopping precinct to be like? You expected shops? OK, I'll give you some shops. To the north is a clothing shop, to the south is a pub and to the west is a cinema. Is that enough? No? Well, you'll have to go across Dace Road to the southeast if you want some more or northwest to Pickerel Underground Station if you want to go somewhere else.", "endoftext": false }, { "action": "Go south", "response": "You dart across Dace Road while nobody's looking.\nPub\nThe Hook, Line and Sinker is a good old-fashioned boozer, with a clean bar and filthy customers. One of them, a sorry drunk leaning unsteadily against the bar, seems familiar to your host. Steve, the cool catfish from the second hand shop, is serving behind the bar. Or is it his twin brother? He sells masks, filled with gas from behind the bar, for the customers to sniff. Hence, the masks are known to the locals as \"snifters\" and the state of drunkeness as being \"sniffed to the gills\" or \"completely finless\". Exits lead north and east. An interesting looking cylinder is behind the bar.\nThere is a stool here.\nAs you arrive Simon Tench greets you cheerfully.", "endoftext": false }, { "action": "You look at the stool", "response": "The stool is the only stool at the bar available for your use.", "endoftext": false }, { "action": "You go north", "response": "Behind a counter stands an assistant, ready to sell you anything in the shop. Many racks are filled with exciting jackets, a fashionable accessory in Hydropolis at the moment. You can leave the shop by going south. A trendy pair of sun glasses are on sale.\nA tie is for sale.", "endoftext": false }, { "action": "You buy the glasses with the fisa", "response": "\"That will be 5 clams exactly sir.\" You type in your Fish Identity Number to authorise the debit. The assistant waits for authorisation then returns your card, together with the dark glasses.", "endoftext": false }, { "action": "You buy the tie with the fisa", "response": "\"That will be 25 clams exactly sir.\" You type in your Fish Identity Number to authorise the debit. The assistant waits for authorisation then returns your card, together with the tie.", "endoftext": false }, { "action": "You examine the tie", "response": "The tie is to be worn on special occasions: births, deaths, marriages, visits to the disco and so on. It's made from finest kipper.", "endoftext": false }, { "action": "You examine the glasses", "response": "The dark glasses are incredibly cool and trendy, highly unsuitable for Dr. Roach.", "endoftext": false }, { "action": "Go south", "response": "Noisy, dirty, fishy and grimy. Well, what did you expect a downtown Hydropolis shopping precinct to be like? You expected shops? OK, I'll give you some shops. To the north is a clothing shop, to the south is a pub and to the west is a cinema. Is that enough? No? Well, you'll have to go across Dace Road to the southeast if you want some more or northwest to Pickerel Underground Station if you want to go somewhere else.\nAn old fish swims up to you and asks for the price of a snifter. \"Five clams,\" you tell him. He thanks you and swims away.", "endoftext": false }, { "action": "Go northwest", "response": "This station is teeming with guppies, nipping in and out of the access funnel which leads to the platform. A guard, looking rather bored with life, checks all their tickets. You can buy tickets from the ticket clerk, behind his counter close to the exit southeast.", "endoftext": true }, { "action": "Go downward", "response": "You show your pass to the guard and go through.\nPlatform\nThe tracks, leading off into the dark tunnel, lie beyond the northern edge of the platform. Trains arrive quite frequently, once every three minutes on average, a fact not unnoticed by the section of the Hydropolis Underground Omnibus Company responsible for advertising. You can go up to ground level via the access funnel to Pickerel.", "endoftext": false }, { "action": "You wait", "response": "Time passes.\nA rumbling comes from the tunnel and a train pulls into the station. As it comes to a halt, someone pushes you in the back sending you onto the tracks. Brakes screech but the train can't stop in time. It pulverises your pathetic little body, sending you reeling through the dimensions. Goldfish Bowl\nA tingle runs up and down your scales here. It's definitely not your vacation bowl. True, it does have gravel, ant eggs and pondweed, but then so has every goldfish bowl. The difference is you can see out of this bowl and it doesn't have a tacky plastic castle. It looks like you're in a computer room of some kind, with terminals lining the walls.\n\"You complete Halibut!\" shouts Sir Playfair Panchax. He doesn't sound happy at all. \"We warned you not to damage Dr. Roach's body. He was the only one who could save Hydropolis. The Fins have won and are out to get you. There is nothing we at Mission HQ can do.\" The good news is you've been sent back to the bowl. The bad news is that the dimensional warps have disappeared. It looks like you're in big trouble.", "endoftext": true }, { "action": "Look around", "response": "A tingle runs up and down your scales here. It's definitely not your vacation bowl. True, it does have gravel, ant eggs and pondweed, but then so has every goldfish bowl. The difference is you can see out of this bowl and it doesn't have a tacky plastic castle. It looks like you're in a computer room of some kind, with terminals lining the walls.", "endoftext": false }, { "action": "Up", "response": "You can't go that way.\nThere's no way out.", "endoftext": false }, { "action": "You enter the large warp", "response": "You swim into the large warp and your body changes into a strange hybrid creature, half-man half-fish. This must be Dr. Roach.\nLounge\nSome would call this apartment small and pretentious, but with house prices in Hydropolis the way they are, small and pretentious was all Dr. Roach could afford. Anyway, he managed to get a view of Hydropolis - not many places have even that. The room is decorated in a minimalist style but, as Dr. Roach would say if he weren't under your control, \"I am a man of minimal needs.\" The only excesses he has allowed himself are a painting, a trendy black shelf, a switch to control the lights and, most important, a door to get out.\nThere is a fishton here.", "endoftext": false }, { "action": "You examine the shelf", "response": "Dr. Roach bought the trendy black shelf from his favourite trendy black shelf shop.\nThere is a fishofax on it.\nThe wall behind your fishton glows, revealing the face of the principal's secretary. \"Good morning Dr. Roach,\" she says, \"I'm sorry to call so early, I just want to confirm that the principal is expecting you at ten o'clock this morning. Goodbye.\" Her face fades out, leaving you with the annoying jingle of the Hydropolis Telecommunications Network: \"HTN, HTN - With your friends you can talk, and you won't have to walk, HTN, HTN\". Not the most auspicious start to a morning.", "endoftext": false }, { "action": "You put the hand on print", "response": "With a loud whoosh, the door flies up into the ceiling.", "endoftext": false }, { "action": "You go to the south", "response": "There are two doors on this level of the apartment block - one to your apartment and one to your new neighbour, Ernest Chub's. Beside each door is a handprint and an access shaft leads down to the lobby.", "endoftext": true }, { "action": "Go downwards", "response": "You swim into the access shaft and down to the ground floor.\nLobby\nWith no security guard, no intercom and no doors, any old eel could slip in here and break into every apartment in the block. It's a wonder it hasn't happened yet! Mind you, it wouldn't be all bad. At least Dr. Roach could get some new furniture with the insurance money. The exit out to Paddlington is to the south and the access shaft leads up to the landing.\nAs you arrive Simon Tench greets you cheerfully.", "endoftext": false }, { "action": "Go south", "response": "This is the up and coming place to live in Hydropolis. It's also one of the busiest, teaming with guppies. Your apartment block is to the north and the entrance to the underground station bearing the logo of the Hydropolis Underground Omnibus Company stands to the east.", "endoftext": false }, { "action": "Up", "response": "You swim into the access shaft and up to the level of your apartment Landing\nThere are two doors on this level of the apartment block - one to your apartment and one to your new neighbour, Ernest Chub's. Beside each door is a handprint and an access shaft leads down to the lobby.\nAs you arrive Simon Tench greets you cheerfully.", "endoftext": false }, { "action": "You go south", "response": "There are two doors on this level of the apartment block - one to your apartment and one to your new neighbour, Ernest Chub's. Beside each door is a handprint and an access shaft leads down to the lobby.\nAs you arrive Simon Tench greets you cheerfully.", "endoftext": true }, { "action": "Go downward", "response": "You swim into the access shaft and down to the ground floor.\nLobby\nWith no security guard, no intercom and no doors, any old eel could slip in here and break into every apartment in the block. It's a wonder it hasn't happened yet! Mind you, it wouldn't be all bad. At least Dr. Roach could get some new furniture with the insurance money. The exit out to Paddlington is to the south and the access shaft leads up to the landing.", "endoftext": false }, { "action": "You go south", "response": "This is the up and coming place to live in Hydropolis. It's also one of the busiest, teaming with guppies. Your apartment block is to the north and the entrance to the underground station bearing the logo of the Hydropolis Underground Omnibus Company stands to the east.\nAn old fish swims up to you and asks for the price of a snifter. \"Five clams,\" you tell him. He thanks you and swims away.", "endoftext": true }, { "action": "Go downward", "response": "You show your pass to the guard and go through.\nPlatform\nThe tracks, leading off into the dark tunnel, lie beyond the northern edge of the platform. Trains arrive quite frequently, once every three minutes on average, a fact not unnoticed by the section of the Hydropolis Underground Omnibus Company responsible for advertising. You can go up to ground level via the access funnel to Paddlington.\nYou feel a gusting current from the tunnel as a train clatters into the station. The doors open and fish push and shove each other as they get on and off.", "endoftext": false }, { "action": "Go north", "response": "You squeeze your way, sardine like, onto the train with the other commuters.\nTube\nAlways busy, the tube trains are packed solid with guppies. Rules have been passed strictly governing the number of fish allowed in each carriage but these are often disregarded, especially by sardines and pilchards.\n\"All aboard,\" shouts the guard. Some dolphins rush in where angelfish fear to tread. The doors close and the train accelerates out of the station.", "endoftext": false }, { "action": "Wait", "response": "Time passes.\nThe train speeds through the tunnel then clatters into Barbellican. The doors slide open and the commuters swim in and out.", "endoftext": false }, { "action": "You wait awhile", "response": "Time passes.\n\"Mind the gap,\" shouts the guard. A pike stops the doors closing to allow his aggressive mates on then the train rushes off into the tunnel.", "endoftext": false }, { "action": "Wait", "response": "Time passes.\nThe last few fish, pilchards by the look of them, squeeze onto the train. \"Mind the doors,\" shouts the guard as they close. The train clatters off into the tunnel.", "endoftext": false }, { "action": "You wait", "response": "Time passes.\nThe train speeds through the tunnel then clatters into Battersea. The doors slide open and the commuters swim in and out.", "endoftext": false }, { "action": "Go south", "response": "The tracks, leading off into the dark tunnel, lie beyond the northern edge of the platform. Trains arrive quite frequently, once every three minutes on average, a fact not unnoticed by the section of the Hydropolis Underground Omnibus Company responsible for advertising. You can go up to ground level via the access funnel to Battersea.\nAn underground train is here but looks likely to leave at any moment. \"All aboard,\" shouts the guard. Some dolphins rush in where angelfish fear to tread. The doors close and the train accelerates out of the station.", "endoftext": false }, { "action": "Up", "response": "You show your pass to the guard and go through.\nBattersea\nBattersea is a place of dreams. The station was built many years ago to encourage visits by tourists. Regular tours around the complex leave from the north. An access funnel, leading down is fished by a guard who is checking tickets, or would be if there were any to check but the ticket clerk hasn't sold any.", "endoftext": false }, { "action": "You go north", "response": "\"Welcome to Battersea Power Station.\" You are met by a tall tour guide, who appears to be chewing gum and reading notes off little cue cards. She takes you on a guided tour of the entire plant, filling your head with facts and figures about throughput, power consumption and blades. One thing that stuck in your mind was the interesting, but little-known, fact that Battersea is only the secondary power station for Hydropolis and is only used during peak demand and to power the underground system. After about half an hour, she returns you to the power station.\nPower Station", "endoftext": false }, { "action": "Examine gauge", "response": "The important gauge shows the total electricity output of the Battersea sub-station. It is currently displaying a value of 100.", "endoftext": false }, { "action": "You examine the switch", "response": "The switch is just like those seen in fifties science-fiction movies, requiring both hands to turn it on or off. It controls the power supply to the whole of the tube system. At the moment it is on.", "endoftext": false }, { "action": "You turn off the switch", "response": "With great effort you manage to pull the switch. The light dims momentarily and the guppies on the guided tour scream until everything returns to normal. The important gauge shows a considerable drop in current.", "endoftext": false }, { "action": "You look at gauge", "response": "The important gauge shows the total electricity output of the Battersea sub-station. It is currently displaying a value of 39.", "endoftext": false }, { "action": "You examine the door", "response": "The steel door opens automatically when the pressure from the turbines in the area to the west falls below danger levels. For safety reasons, it cannot be opened by hand.\nIt is closed.", "endoftext": false }, { "action": "Go west", "response": "The pressure door is closed to protect fish like you from swimming into the proximity of the fast moving blades which lie beyond. You may not appreciate this extra protection but I'm sure Dr. Roach is delighted.", "endoftext": false }, { "action": "Go south", "response": "Battersea is a place of dreams. The station was built many years ago to encourage visits by tourists. Regular tours around the complex leave from the north. An access funnel, leading down is fished by a guard who is checking tickets, or would be if there were any to check but the ticket clerk hasn't sold any.", "endoftext": false }, { "action": "You go east", "response": "You can't go that way.\nOnly north, down.", "endoftext": true }, { "action": "Go downward", "response": "You show your pass to the guard and go through.\nPlatform\nThe tracks, leading off into the dark tunnel, lie beyond the northern edge of the platform. Trains arrive quite frequently, once every three minutes on average, a fact not unnoticed by the section of the Hydropolis Underground Omnibus Company responsible for advertising. You can go up to ground level via the access funnel to Battersea.", "endoftext": false }, { "action": "You wait", "response": "Time passes.\nYou feel a gusting current from the tunnel as a train clatters into the station. The doors open and fish push and shove each other as they get on and off.", "endoftext": false }, { "action": "Go north", "response": "You squeeze your way, sardine like, onto the train with the other commuters.\nTube\nAlways busy, the tube trains are packed solid with guppies. Rules have been passed strictly governing the number of fish allowed in each carriage but these are often disregarded, especially by sardines and pilchards.\n\"All aboard,\" shouts the guard. Some dolphins rush in where angelfish fear to tread. The doors close and the train accelerates out of the station.", "endoftext": false }, { "action": "Wait", "response": "Time passes.\nThe train speeds through the tunnel then clatters into Opah University. The doors slide open and the commuters swim in and out.", "endoftext": false }, { "action": "Go south", "response": "The tracks, leading off into the dark tunnel, lie beyond the northern edge of the platform. Trains arrive quite frequently, once every three minutes on average, a fact not unnoticed by the section of the Hydropolis Underground Omnibus Company responsible for advertising. You can go up to ground level via the access funnel to Opah University.\nAn underground train is here but looks likely to leave at any moment. \"Mind the gap,\" shouts the guard. A pike stops the doors closing to allow his aggressive mates on then the train rushes off into the tunnel.", "endoftext": false }, { "action": "Up", "response": "You show your pass to the guard and go through.\nOpah Station\nCommuters are busily swimming up and down the access funnel which leads to the platform. A ticket clerk sits behind a counter selling tickets to fish who lack the simple foresight to buy a pass. You can leave the station through the exit to the east.", "endoftext": false }, { "action": "You go to the east", "response": "If things want learning in Hydropolis, then Opah University is where they get learned. The university disco to the north is in the middle of a bop-til-you-drop rag week stunt with schools of tired students swimming in and out to the heavy four-four beat. An expensive restaurant lies to the south. Have you made a reservation? No? Too bad. It's very popular. An impressive archway leads east into the university itself. You can return to Opah tube station by going west.\nA statue of the university founder is in the middle of the quad.", "endoftext": false }, { "action": "You examine the statue", "response": "The statue has the University motto, 'Scientia est bona' engraved underneath.\nA student sidles up to you. \"We've got the principal,\" he whispers, \"if you don't donate to rag week we'll let her go.\" You hastily decide to give them all your loose change, then realise you have none. They refuse to take your credit card and swim off, laughing.", "endoftext": false }, { "action": "You go east", "response": "The foyer is lined with ancient busts of important looking fish from the university's past, an ugly bunch of egg-headed reprobates if ever you saw some. West, an impressive arch will take you out of the university. A corridor continues east, and a metal door blocks any access to the north. The principal's office is to the south.", "endoftext": false }, { "action": "You go south", "response": "The Principal's secretary glances up at you. \"Oh dear. I'm sorry Dr. Roach but you're too late. The principal seemed most concerned by your absence and has taken you off The Project. Take a holiday, we'll contact you tomorrow.\" You are shown out.\nUniversity Foyer\nThe foyer is lined with ancient busts of important looking fish from the university's past, an ugly bunch of egg-headed reprobates if ever you saw some. West, an impressive arch will take you out of the university. A corridor continues east, and a metal door blocks any access to the north. The principal's office is to the south.", "endoftext": false }, { "action": "Time", "response": "The time is 10:14", "endoftext": false }, { "action": "You enter the large warp", "response": "You swim into the large warp and your body changes into a strange hybrid creature, half-man half-fish. This must be Dr. Roach.\nLounge\nSome would call this apartment small and pretentious, but with house prices in Hydropolis the way they are, small and pretentious was all Dr. Roach could afford. Anyway, he managed to get a view of Hydropolis - not many places have even that. The room is decorated in a minimalist style but, as Dr. Roach would say if he weren't under your control, \"I am a man of minimal needs.\" The only excesses he has allowed himself are a painting, a trendy black shelf, a switch to control the lights and, most important, a door to get out.\nThere is a fishton here.", "endoftext": false }, { "action": "You examine the shelf", "response": "Dr. Roach bought the trendy black shelf from his favourite trendy black shelf shop.\nThere is a fishofax on it.\nThe wall behind your fishton glows, revealing the face of the principal's secretary. \"Good morning Dr. Roach,\" she says, \"I'm sorry to call so early, I just want to confirm that the principal is expecting you at ten o'clock this morning. Goodbye.\" Her face fades out, leaving you with the annoying jingle of the Hydropolis Telecommunications Network: \"HTN, HTN - With your friends you can talk, and you won't have to walk, HTN, HTN\". Not the most auspicious start to a morning.", "endoftext": false }, { "action": "Go north", "response": "You wisely decide not to walk onto the tracks.\nAn old fish swims up to you and asks for the price of a snifter. \"Five clams,\" you tell him. He thanks you and swims away.", "endoftext": false }, { "action": "You wait", "response": "Time passes.\nYou feel a gusting current from the tunnel as a train clatters into the station. The doors open and fish push and shove each other as they get on and off.", "endoftext": false }, { "action": "You go to the north", "response": "You squeeze your way, sardine like, onto the train with the other commuters.\nTube\nAlways busy, the tube trains are packed solid with guppies. Rules have been passed strictly governing the number of fish allowed in each carriage but these are often disregarded, especially by sardines and pilchards.\nThe last few fish, pilchards by the look of them, squeeze onto the train. \"Mind the doors,\" shouts the guard as they close. The train clatters off into the tunnel.", "endoftext": false }, { "action": "Wait", "response": "Time passes.\nThe train speeds through the tunnel then clatters into Barbellican. The doors slide open and the commuters swim in and out.", "endoftext": false }, { "action": "You wait awhile", "response": "Time passes.\n\"Mind the gap,\" shouts the guard. A pike stops the doors closing to allow his aggressive mates on then the train rushes off into the tunnel.", "endoftext": false }, { "action": "You go south", "response": "The tracks, leading off into the dark tunnel, lie beyond the northern edge of the platform. Trains arrive quite frequently, once every three minutes on average, a fact not unnoticed by the section of the Hydropolis Underground Omnibus Company responsible for advertising. You can go up to ground level via the access funnel to Opah University.\nAn underground train is here but looks likely to leave at any moment. The last few fish, pilchards by the look of them, squeeze onto the train. \"Mind the doors,\" shouts the guard as they close. The train clatters off into the tunnel.", "endoftext": false }, { "action": "Time", "response": "The time is 09:30", "endoftext": false }, { "action": "You go south", "response": "Bursting to the gills, this restaurant serves the finest plankton meals in Hydropolis. For the fabulously wealthy, gas-impregnated oils are on sale. They may not be as efficient as snifters, but they certainly put everyone else in their place! A waiter floats around near the exit to the north.", "endoftext": false }, { "action": "You examine waiter", "response": "The waiter bows and scrapes to every customer in the restaurant.", "endoftext": false }, { "action": "You go east", "response": "The foyer is lined with ancient busts of important looking fish from the university's past, an ugly bunch of egg-headed reprobates if ever you saw some. West, an impressive arch will take you out of the university. A corridor continues east, and a metal door blocks any access to the north. The principal's office is to the south.\nYour colleague Simon Tench swims into view.\n\"Heeyy, Roachie baby,\" yells Tench, slapping you on the back. \"How's my main fish? Hanging loose? I'm gonna sniff with Salmon at the Sinker today. Fish, this job is a doddle.\"", "endoftext": false }, { "action": "You examine the metal door", "response": "The metal door remains closed to all except those who are authorised. There is a slot next to it.\nIt is closed.", "endoftext": false }, { "action": "Go south", "response": "\"Good morning Dr. Roach,\" says the principal's secretary, \"have a seat. She won't be long.\" She finally arrives at ten minutes to ten. \"Good morning Doctor,\" says the principal as she closes the door and takes a seat, \"I'm sorry if this is inconvenient, but it is an emergency. It seems this talk about parasiting may not be speculation. We've received information that a junior member of your team has been 'taken over' and has sabotaged The Project. You don't need me to tell you that this could be disastrous for Hydropolis. Naturally, I've suspended everyone until further notice. You're the only one I can trust; I want you to investigate. I'm going to the government to inform them of the danger. I'm not evacuating, so don't worry. I'll be back tomorrow.\" She gets up. \"Now please hurry doctor. There's not a second to lose.\" You walk back to the foyer together then go your separate ways.\nUniversity Foyer\nThe foyer is lined with ancient busts of important looking fish from the university's past, an ugly bunch of egg-headed reprobates if ever you saw some. West, an impressive arch will take you out of the university. A corridor continues east, and a metal door blocks any access to the north. The principal's office is to the south.\nSimon Tench is here.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying a fishofax and a travel pass.\nYou are wearing a watch.", "endoftext": false }, { "action": "Go east", "response": "Windows line the north wall of this corridor which continues east and west. They look out onto the quad, and stream light on to an archway which leads south to the library.", "endoftext": false }, { "action": "You go to the south", "response": "Containing the sum total of fish knowledge, this library is the best in all Hydropolis. As fish only have small brains, it is on the smallish side, but students spend a lot of time here delving into what knowledge there is - even during rag week. The library's rarest book lies on a lectern close to the exit in the north wall.", "endoftext": false }, { "action": "You look at the book", "response": "The book is illustrated with many wondrous things from ages gone by. Perhaps you should look some of them up.\nIt is closed.", "endoftext": false }, { "action": "You open the book", "response": "You open the book at random, revealing a full colour picture of a mould on page 336.", "endoftext": false }, { "action": "You look at the book", "response": "The book is illustrated with many wondrous things from ages gone by. Perhaps you should look some of them up.\nIt is open.", "endoftext": false }, { "action": "You open the book", "response": "But the book is already open.", "endoftext": false }, { "action": "You read the book", "response": "There is a full colour picture of a mould on page 336.", "endoftext": false }, { "action": "You look up the Mould in book", "response": "You turn to page 336, revealing a full colour picture of a mould.", "endoftext": false }, { "action": "You look up ring in the book", "response": "You turn to page 331, revealing a full colour picture of a gold ring.", "endoftext": false }, { "action": "You look up yourself in the book", "response": "You search through the book but the page you want has been torn out.", "endoftext": false }, { "action": "You look up case in the book", "response": "You search through the book but the page you want has been torn out. \"On your marks, get set, GO!\" Three pairs of students, tied together come rushing past you. It's a two-tail race, obviously a ploy to raise money for rag week. Then hordes of students swim by, rattling collecting tins. It's a good job they don't take Fisa. They swim off.", "endoftext": false }, { "action": "Go east", "response": "My worm, it's dark in this corridor. A metal door to the east prevents you from swimming directly into your laboratory and the corridor returns west.", "endoftext": false }, { "action": "You look at the metal door", "response": "The metal door will not open to unauthorised persons. There is a slot next to it.\nIt is closed.", "endoftext": false }, { "action": "You look at the slot", "response": "The slot is beside the door. It's about the same size as your identity card.", "endoftext": false }, { "action": "You put the identity card in the slot", "response": "The card fits neatly into the slot. After a few reassuring buzzes the door slides open smoothly and the card is returned to your waiting hand.", "endoftext": false }, { "action": "Go east", "response": "This lab is exceptionally clean. Dr. Roach must be remarkably fastidious. The water is constantly decontaminated and recycled to protect The Project equipment and your terminal from damage by grit, fluff and dirt. Exits are northeast, southeast and west through the metal door to the corridor.\nAfter allowing time for someone to pass the door closes.", "endoftext": false }, { "action": "You go to the northeast", "response": "Considering how important this place is for the future of all fishkind, you are stunned by how little has been done to make it look significant. A lick of paint, although distasteful for the fish licking it on, wouldn't have gone amiss. The only exit is southwest.\nThe device almost fills the room, looking like an aquarium filled with multi-coloured gravel.", "endoftext": false }, { "action": "You examine the device", "response": "Dr. Roach certainly knows how to build impressive machines - this one nearly fills the project room. It looks a bit like a huge aquarium, filled to the brim with multi-coloured gravel and, if you and Sir Playfair have anything to do with it, it's going to save Hydropolis from water evaporation. It almost fills the room, looking like an aquarium filled with multi-coloured gravel.\nIt contains a stream accelerator.", "endoftext": false }, { "action": "You look at the accelerator", "response": "The stream accelerator accelerates particles gathered by the main Project machine.\nThere is a lok screw on it.", "endoftext": false }, { "action": "You examine the lok screw", "response": "The lok screw (TM) is a small item for fixing items semi-permanently; without the right tool it cannot be removed.\nIt is locked.", "endoftext": true }, { "action": "You look at your surroundings", "response": "Considering how important this place is for the future of all fishkind, you are stunned by how little has been done to make it look significant. A lick of paint, although distasteful for the fish licking it on, wouldn't have gone amiss. The only exit is southwest.\nThe device almost fills the room, looking like an aquarium filled with multi-coloured gravel.", "endoftext": false }, { "action": "You look in the aquarium", "response": "", "endoftext": false }, { "action": "Go southwest", "response": "This lab is exceptionally clean. Dr. Roach must be remarkably fastidious. The water is constantly decontaminated and recycled to protect The Project equipment and your terminal from damage by grit, fluff and dirt. Exits are northeast, southeast and west through the metal door to the corridor.", "endoftext": false }, { "action": "You go to the southeast", "response": "Even though Dr. Roach is very clean and tidy, the same cannot be said of the rest of the team. They've made this the messiest store room in the university. And it's always left for you to straighten things out. All the equipment and spares needed for The Project are usually stashed here, with a wallchart keeping track of what's in and out of stock. The only exit leads northwest.\nThere is a protocopier here.", "endoftext": false }, { "action": "You look at the protocopier", "response": "The protocopier is a large box with a slot on one side and a simple on-off switch where you would expect one, built by Dr. Salmon as a prototype Device. While it is indeed remarkable, the University authorities took a different view for two reasons: the protocopier used so much power that fuel bills reached record levels and secondly, it could only teleport in very small amounts of water. It was the downfall of Dr. Salmon; he was fired by the principal.", "endoftext": false }, { "action": "You examine the wallchart", "response": "The wallchart is an informal record of the equipment held in store for The Project.", "endoftext": false }, { "action": "You read the wallchart", "response": "A: filter (out of stock)\nB: photon bridge (out of stock)\nC: focus wheel (out of stock)\nD: tuned crystal (out of stock)\nE: a suitable case (out of stock)\nF: shelf (out of stock)\nG: wallplan (1 in stock)", "endoftext": false }, { "action": "You fix the accelerator", "response": "To what?", "endoftext": false }, { "action": "You look at the door", "response": "Which one, the metal door or the store room door?", "endoftext": false }, { "action": "Metal", "response": "The metal door will not open to unauthorised persons. There is a slot next to it.\nIt is closed.", "endoftext": false }, { "action": "You put the card in the slot", "response": "Which one, the Fisa card, the tatty card or the travel pass?", "endoftext": false }, { "action": "You go west", "response": "My worm, it's dark in this corridor. A metal door to the east prevents you from swimming directly into your laboratory and the corridor returns west.\nAfter allowing time for someone to pass the door closes.", "endoftext": false }, { "action": "You go west", "response": "Windows line the north wall of this corridor which continues east and west. They look out onto the quad, and stream light on to an archway which leads south to the library.\nAs you arrive Simon Tench greets you cheerfully.\nYou notice several students loitering with intent. One of them produces a guitar and starts singing: \"Come on feel my nose. The girls grab my clothes. Go why, why why any more.\" Oh no, he's started busking! Luckily the other students attack and carry him off before you hear too much.", "endoftext": false }, { "action": "Go west", "response": "The foyer is lined with ancient busts of important looking fish from the university's past, an ugly bunch of egg-headed reprobates if ever you saw some. West, an impressive arch will take you out of the university. A corridor continues east, and a metal door blocks any access to the north. The principal's office is to the south.", "endoftext": false }, { "action": "You put the tatty card in the slot", "response": "A student notices you trying to open the door and beckons you. \"Dr. Salmon's the only one who's got an id card for the research wing,\" she says helpfully. \"He's probably in town getting drunk as usual.\" She trudges off, muttering, \"they should never have taken him off The Project.\"", "endoftext": false }, { "action": "You ask the waiter about Salmon", "response": "The waiter says, \"I'm sorry sir. I'm far too busy to chat right now. I've customers to attend to.\"", "endoftext": false }, { "action": "Go west", "response": "Commuters are busily swimming up and down the access funnel which leads to the platform. A ticket clerk sits behind a counter selling tickets to fish who lack the simple foresight to buy a pass. You can leave the station through the exit to the east.", "endoftext": true }, { "action": "Go downwards", "response": "You show your pass to the guard and go through.\nPlatform\nThe tracks, leading off into the dark tunnel, lie beyond the northern edge of the platform. Trains arrive quite frequently, once every three minutes on average, a fact not unnoticed by the section of the Hydropolis Underground Omnibus Company responsible for advertising. You can go up to ground level via the access funnel to Opah University.\nYou feel a gusting current from the tunnel as a train clatters into the station. The doors open and fish push and shove each other as they get on and off.", "endoftext": false }, { "action": "Wait", "response": "Time passes.\nThe train speeds through the tunnel then clatters into Angel. The doors slide open and the commuters swim in and out.", "endoftext": false }, { "action": "You wait a while", "response": "Time passes.\nThe train speeds through the tunnel then clatters into Eelpout. The doors slide open and the commuters swim in and out.", "endoftext": false }, { "action": "Go south", "response": "The tracks, leading off into the dark tunnel, lie beyond the northern edge of the platform. Trains arrive quite frequently, once every three minutes on average, a fact not unnoticed by the section of the Hydropolis Underground Omnibus Company responsible for advertising. You can go up to ground level via the access funnel to Eelpout.\nAn underground train is here but looks likely to leave at any moment. \"All aboard,\" shouts the guard. Some dolphins rush in where angelfish fear to tread. The doors close and the train accelerates out of the station.", "endoftext": false }, { "action": "Up", "response": "You show your pass to the guard and go through.\nEelpout Underground Station\nIn the ticket hall, commuters are busily swimming up and down the access funnel which leads to the platform. The ticket counter stands in the centre with a clerk behind it. Northwest an exit leads out onto Shark Street.", "endoftext": false }, { "action": "You go northwest", "response": "The traffic on Shark Street is really busy but eventually you notice a small gap and swim hastily across.\nShark Street\nThis is the seedier part of town with shops to match, so watch who you're dealing with. South is a music shop, north is a second hand shop, across the road to the east is the hardware shop and southeast is the nearest underground station, Eelpout. Dace Road, a much safer place to be, is to the west.", "endoftext": false }, { "action": "Go west", "response": "My, Plaice Street is busy! In the end you succeed in crossing.\nPub\nThe Hook, Line and Sinker is a good old-fashioned boozer, with a clean bar and filthy customers. One of them, a sorry drunk leaning unsteadily against the bar, seems familiar to your host. Steve, the cool catfish from the second hand shop, is serving behind the bar. Or is it his twin brother? He sells masks, filled with gas from behind the bar, for the customers to sniff. Hence, the masks are known to the locals as \"snifters\" and the state of drunkeness as being \"sniffed to the gills\" or \"completely finless\". Exits lead north and east. An interesting looking cylinder is behind the bar.\nThere is a stool here.\nAs you arrive Ernest Chub greets you cheerfully.", "endoftext": false }, { "action": "You look at Chub", "response": "Ernest Chub wants to be like you in every way. You're his hero and this leads to plenty of grovelling on his part. He really needs to get a life - of his own preferably, especially since he rented the apartment next door to you.", "endoftext": false }, { "action": "You ask Chub about Salmon", "response": "Ernest Chub says, \"The only good thing about Dr. Salmon's departure was that we now have a morally stable leader for the Project.\" He grins an obsequious grin. \"He he was a brilliant man. It's a shame to see him wasting himself on snifters.\"", "endoftext": false }, { "action": "You ask Chub about Project", "response": "Ernest Chub says, \"You're the Project leader, Roach. You tell me.\"", "endoftext": false }, { "action": "You sniff the gas", "response": "Which one, the pink gas or the clear gas?", "endoftext": false }, { "action": "Pink", "response": "As you inhale, someone kicks you in the gills. At least, that's what it feels like. Actually, you keel over backwards and swim upside down out of the pub, but you can't remember that. The drunk thought it was funny though. You do remember going round and round the tube network before you could get off at Paddlington. Coming up the access funnel was difficult, but, now that you're back in your apartment, the snifter has thankfully worn off, leaving you with a sore head. Lounge\nSome would call this apartment small and pretentious, but with house prices in Hydropolis the way they are, small and pretentious was all Dr. Roach could afford. Anyway, he managed to get a view of Hydropolis - not many places have even that. The room is decorated in a minimalist style but, as Dr. Roach would say if he weren't under your control, \"I am a man of minimal needs.\" The only excesses he has allowed himself are a painting, a trendy black shelf, a switch to control the lights and, most important, a door to get out.\nOh, no! You've been burgled! I hope Dr. Roach was insured.\nThere is a travel pass and a tatty card here.", "endoftext": false }, { "action": "You go east", "response": "My, Plaice Street is busy! In the end you succeed in crossing.\nDace Road\nYou are swimming along the south side of Dace Road. The police station is to the south, west across Plaice Street is a pub, and east lies Shark Street.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying a fishofax, a tatty card, a travel pass and a hyperdriver.\nYou are wearing a watch.", "endoftext": false }, { "action": "Go east", "response": "This is the seedier part of town with shops to match, so watch who you're dealing with. South is a music shop, north is a second hand shop, across the road to the east is the hardware shop and southeast is the nearest underground station, Eelpout. Dace Road, a much safer place to be, is to the west.\nAs you arrive Bertie Bream greets you cheerfully.", "endoftext": false }, { "action": "You look at Bertie", "response": "Though extremely pedantic, Bertie Bream is a capable and valuable member of the team, able to spot tiny mistakes that most would consider irrelevant. He's also after your job.\nYou notice a guppy flounder around for a bit and then swim off.", "endoftext": false }, { "action": "You go to the south-east", "response": "The traffic on Shark Street is really busy but eventually you notice a small gap and swim hastily across.\nEelpout Underground Station\nIn the ticket hall, commuters are busily swimming up and down the access funnel which leads to the platform. The ticket counter stands in the centre with a clerk behind it. Northwest an exit leads out onto Shark Street.", "endoftext": true }, { "action": "You descend", "response": "You show your pass to the guard and go through.\nPlatform\nThe tracks, leading off into the dark tunnel, lie beyond the northern edge of the platform. Trains arrive quite frequently, once every three minutes on average, a fact not unnoticed by the section of the Hydropolis Underground Omnibus Company responsible for advertising. You can go up to ground level via the access funnel to Eelpout.", "endoftext": false }, { "action": "You wait a while", "response": "Time passes.\nThe train speeds through the tunnel then clatters into Museum. The doors slide open and the commuters swim in and out.", "endoftext": false }, { "action": "Go south", "response": "The tracks, leading off into the dark tunnel, lie beyond the northern edge of the platform. Trains arrive quite frequently, once every three minutes on average, a fact not unnoticed by the section of the Hydropolis Underground Omnibus Company responsible for advertising. You can go up to ground level via the access funnel to Museum.\nAn underground train is here but looks likely to leave at any moment. \"Mind the gap,\" shouts the guard. A pike stops the doors closing to allow his aggressive mates on then the train rushes off into the tunnel.", "endoftext": false }, { "action": "Up", "response": "You show your pass to the guard and go through.\nMuseum Station\nThis station is the oldest in Hydropolis. The decoration reflects more decadent times, when men were men, fish were fish and they got together to build underground stations. An exit leads north to the museum while a funnel leads down to the platform.", "endoftext": false }, { "action": "Go north", "response": "Visited by many fish over the course of a year, the museum is a great attraction. Maybe this is due to its unique collection of piscean relics, the greatest of which is the skeleton of the 'Bloodyenormasaurus' which has pride of place in the centre of this room. You can explore the museum in your own time by going north, east or west. You can return to the station by swimming south.", "endoftext": false }, { "action": "You look at the skeleton", "response": "The bloodyenormasaurus roamed the seas of Hydropolis until fish became civilised. Then they killed every single Bloodyenormasaurus they could lay their grubby little fins on, simply because they made such great museum exhibits.", "endoftext": false }, { "action": "Go north", "response": "White rooms always have a bad effect on you. If the authorities had had their way, your laboratory would have been white. But you were firm. You put your tail down and refused. This room is white, and you don't like it. It leads north to the museum's finest exhibit and south back to the museum.", "endoftext": false }, { "action": "Go north", "response": "Bells, hooters and whistles sing out from all over the museum bringing guards rushing to the crystal room. You try to explain that it was an accident; that you just stumbled. Amazingly, the guards believe your story though they do look a bit suspicious as they deposit you back at the station and go back to their various posts.\nMuseum Station\nThis station is the oldest in Hydropolis. The decoration reflects more decadent times, when men were men, fish were fish and they got together to build underground stations. An exit leads north to the museum while a funnel leads down to the platform.", "endoftext": false }, { "action": "You go east", "response": "You swim through an exhibition of the use of gravel in modern science. The ingenious fish scientists have managed to produce materials so cunning that, even though they aren't really gravel, they behave in almost exactly the same way. Not entirely impressed, you swim back west.\nAlarm Room\nWhite rooms always have a bad effect on you. If the authorities had had their way, your laboratory would have been white. But you were firm. You put your tail down and refused. This room is white, and you don't like it. It leads north to the museum's finest exhibit and south back to the museum.", "endoftext": false }, { "action": "You go west", "response": "You swim lazily into an exhibition of historic gravel, showing many pieces of gravel around which great and important events have centred. It doesn't interest you in the slightest so you swim back east.\nAlarm Room\nWhite rooms always have a bad effect on you. If the authorities had had their way, your laboratory would have been white. But you were firm. You put your tail down and refused. This room is white, and you don't like it. It leads north to the museum's finest exhibit and south back to the museum.", "endoftext": false }, { "action": "You go to the south", "response": "Visited by many fish over the course of a year, the museum is a great attraction. Maybe this is due to its unique collection of piscean relics, the greatest of which is the skeleton of the 'Bloodyenormasaurus' which has pride of place in the centre of this room. You can explore the museum in your own time by going north, east or west. You can return to the station by swimming south.", "endoftext": false }, { "action": "Go west", "response": "You swim lazily into an exhibition of historic gravel, showing many pieces of gravel around which great and important events have centred. It doesn't interest you in the slightest so you swim back east.\nMuseum\nVisited by many fish over the course of a year, the museum is a great attraction. Maybe this is due to its unique collection of piscean relics, the greatest of which is the skeleton of the 'Bloodyenormasaurus' which has pride of place in the centre of this room. You can explore the museum in your own time by going north, east or west. You can return to the station by swimming south.", "endoftext": false }, { "action": "You go to the south", "response": "This station is the oldest in Hydropolis. The decoration reflects more decadent times, when men were men, fish were fish and they got together to build underground stations. An exit leads north to the museum while a funnel leads down to the platform.", "endoftext": true }, { "action": "Go downward", "response": "You show your pass to the guard and go through.\nPlatform\nThe tracks, leading off into the dark tunnel, lie beyond the northern edge of the platform. Trains arrive quite frequently, once every three minutes on average, a fact not unnoticed by the section of the Hydropolis Underground Omnibus Company responsible for advertising. You can go up to ground level via the access funnel to Museum.", "endoftext": false }, { "action": "You wait", "response": "Time passes.\nThe train speeds through the tunnel then clatters into Paddlington. The doors slide open and the commuters swim in and out.", "endoftext": false }, { "action": "You wait for a while", "response": "Time passes.\n\"All aboard,\" shouts the guard. Some dolphins rush in where angelfish fear to tread. The doors close and the train accelerates out of the station.", "endoftext": false }, { "action": "Wait", "response": "Time passes.\nSteve swims by at top speed.\nThe train speeds through the tunnel then clatters into Pickerel. The doors slide open and the commuters swim in and out.", "endoftext": false }, { "action": "You go up", "response": "You show your pass to the guard and go through.\nOpah Station\nCommuters are busily swimming up and down the access funnel which leads to the platform. A ticket clerk sits behind a counter selling tickets to fish who lack the simple foresight to buy a pass. You can leave the station through the exit to the east.\nAs you arrive Simon Tench greets you cheerfully.", "endoftext": false }, { "action": "Unscew lok screw with hyperdriver", "response": "", "endoftext": false }, { "action": "You unscrew the lok screw with hyperdriver", "response": "Frack, The Lokscrew(TM) was booby trapped! Bang it goes. Well \"BANG!\" really. Well, to be honest, it's even louder but you get the idea. Then, there's silence and blackness. Lots of it. Next, Sir Playfair says something. \"I think you blew it. You must identify the saboteur. He'd know how to disarm the booby trap he set.\" The voice fades and you experience a new sensation, that of falling. There is a sudden woosh and you land, somewhat winded, back in the goldfish bowl. The castle has gone and someone has cleaned the bowl so you can see further than before.\nProject Room\nConsidering how important this place is for the future of all fishkind, you are stunned by how little has been done to make it look significant. A lick of paint, although distasteful for the fish licking it on, wouldn't have gone amiss. The only exit is southwest.\nThe device almost fills the room, looking like an aquarium filled with multi-coloured gravel.\nGoldfish Bowl\nA tingle runs up and down your scales here. It's definitely not your vacation bowl. True, it does have gravel, ant eggs and pondweed, but then so has every goldfish bowl. The difference is you can see out of this bowl and it doesn't have a tacky plastic castle. It looks like you're in a computer room of some kind, with terminals lining the walls.", "endoftext": false }, { "action": "You look up lok in the book", "response": "You search through the book but the page you want has been torn out.\nA student sidles up to you. \"We've got the principal,\" he whispers, \"if you don't donate to rag week we'll let her go.\" You hastily decide to give them all your loose change, then realise you have none. They refuse to take your credit card and swim off, laughing.", "endoftext": false }, { "action": "You go to the west", "response": "If things want learning in Hydropolis, then Opah University is where they get learned. The university disco to the north is in the middle of a bop-til-you-drop rag week stunt with schools of tired students swimming in and out to the heavy four-four beat. An expensive restaurant lies to the south. Have you made a reservation? No? Too bad. It's very popular. An impressive archway leads east into the university itself. You can return to Opah tube station by going west.\nA statue of the university founder is in the middle of the quad.\nAs you arrive Bertie Bream greets you cheerfully.", "endoftext": false }, { "action": "You ask Bream about the sabotage", "response": "", "endoftext": false }, { "action": "You ask Bream about the parasite", "response": "", "endoftext": true }, { "action": "You describe your surroundings", "response": "If things want learning in Hydropolis, then Opah University is where they get learned. The university disco to the north is in the middle of a bop-til-you-drop rag week stunt with schools of tired students swimming in and out to the heavy four-four beat. An expensive restaurant lies to the south. Have you made a reservation? No? Too bad. It's very popular. An impressive archway leads east into the university itself. You can return to Opah tube station by going west.\nA statue of the university founder is in the middle of the quad. Bertie Bream is here.", "endoftext": true }, { "action": "Go downward", "response": "You show your pass to the guard and go through.\nPlatform\nThe tracks, leading off into the dark tunnel, lie beyond the northern edge of the platform. Trains arrive quite frequently, once every three minutes on average, a fact not unnoticed by the section of the Hydropolis Underground Omnibus Company responsible for advertising. You can go up to ground level via the access funnel to Opah University.", "endoftext": false }, { "action": "Go south", "response": "You try to push your way through to the doors, but can't quite make it in time.\n\"Mind the gap,\" shouts the guard. A pike stops the doors closing to allow his aggressive mates on then the train rushes off into the tunnel.", "endoftext": false }, { "action": "Go south", "response": "You smash your nose against the door.\nThe train speeds through the tunnel then clatters into Eelpout. The doors slide open and the commuters swim in and out.", "endoftext": false }, { "action": "You go south", "response": "The tracks, leading off into the dark tunnel, lie beyond the northern edge of the platform. Trains arrive quite frequently, once every three minutes on average, a fact not unnoticed by the section of the Hydropolis Underground Omnibus Company responsible for advertising. You can go up to ground level via the access funnel to Eelpout.\nAn underground train is here but looks likely to leave at any moment. The last few fish, pilchards by the look of them, squeeze onto the train. \"Mind the doors,\" shouts the guard as they close. The train clatters off into the tunnel.", "endoftext": false }, { "action": "Up", "response": "You show your pass to the guard and go through.\nEelpout Underground Station\nIn the ticket hall, commuters are busily swimming up and down the access funnel which leads to the platform. The ticket counter stands in the centre with a clerk behind it. Northwest an exit leads out onto Shark Street.", "endoftext": false }, { "action": "You go northwest", "response": "The traffic on Shark Street is really busy but eventually you notice a small gap and swim hastily across.\nShark Street\nThis is the seedier part of town with shops to match, so watch who you're dealing with. South is a music shop, north is a second hand shop, across the road to the east is the hardware shop and southeast is the nearest underground station, Eelpout. Dace Road, a much safer place to be, is to the west.", "endoftext": false }, { "action": "Go north", "response": "You dart across Dace Road while nobody's looking.\nSecond Hand Shop\nThis shop is run by a cool catfish of many talents, most of them illegal, who goes by the name of Steve. Steve is a fish who could sell stripes to tiger sharks, but would rather sell them his grandmother - if he hasn't already. The shop has a bad reputation. It normally sells \"fins what have fallen off the back of a submarine\" if you get my drift. The exit from this den of low morals and high prices is to the south. Steve catches your eye, and with a knowing wink suggests that you might like to buy a \"somewhat fruity\" film that came in yesterday. You recognise the fishton.\nThere is a radio case here.", "endoftext": false }, { "action": "Go south", "response": "You dart across Dace Road while nobody's looking.\nShark Street\nThis is the seedier part of town with shops to match, so watch who you're dealing with. South is a music shop, north is a second hand shop, across the road to the east is the hardware shop and southeast is the nearest underground station, Eelpout. Dace Road, a much safer place to be, is to the west.", "endoftext": false }, { "action": "Go south", "response": "The music shop is cluttered with amateur musicians, most of whom are playing versions of the ancient heavy metal hit \"Smoke Underwater\", very badly, on expensive instruments that they have no intention of buying. An assistant is attempting to hide behind the counter. The hasty exit from this noisy place is north. The assistant is fondling some ear plugs.", "endoftext": false }, { "action": "You buy the ear plugs with the fis", "response": "", "endoftext": false }, { "action": "You buy the ear plugs with the fisa", "response": "\"That will be 5 clams exactly sir.\" You type in your Fish Identity Number to authorise the debit. The assistant waits for authorisation then returns your card, together with the ear-plugs.", "endoftext": false }, { "action": "Go north", "response": "This is the seedier part of town with shops to match, so watch who you're dealing with. South is a music shop, north is a second hand shop, across the road to the east is the hardware shop and southeast is the nearest underground station, Eelpout. Dace Road, a much safer place to be, is to the west.", "endoftext": false }, { "action": "You go to the east", "response": "The traffic on Shark Street is really busy but eventually you notice a small gap and swim hastily across.\nHardware Shop\nThis hardware shop contains everything for the fish with DIY leanings. If your DIY is leaning, this is were you can get the tools to mend it. If you require anything the assistant will only be too pleased to take your credit, if not your credit card. He may even give it back. You can leave the shop by swimming west. The assistant offers to sell you a black plastic bag.\nA screwdriver is for sale.", "endoftext": false }, { "action": "You go west", "response": "The traffic on Shark Street is really busy but eventually you notice a small gap and swim hastily across.\nShark Street\nThis is the seedier part of town with shops to match, so watch who you're dealing with. South is a music shop, north is a second hand shop, across the road to the east is the hardware shop and southeast is the nearest underground station, Eelpout. Dace Road, a much safer place to be, is to the west.\nA group of students swim by with what looks like the principal.", "endoftext": false }, { "action": "Go west", "response": "You are swimming along the south side of Dace Road. The police station is to the south, west across Plaice Street is a pub, and east lies Shark Street.", "endoftext": false }, { "action": "Go west", "response": "My, Plaice Street is busy! In the end you succeed in crossing.\nPub\nThe Hook, Line and Sinker is a good old-fashioned boozer, with a clean bar and filthy customers. One of them, a sorry drunk leaning unsteadily against the bar, seems familiar to your host. Steve, the cool catfish from the second hand shop, is serving behind the bar. Or is it his twin brother? He sells masks, filled with gas from behind the bar, for the customers to sniff. Hence, the masks are known to the locals as \"snifters\" and the state of drunkeness as being \"sniffed to the gills\" or \"completely finless\". Exits lead north and east. An interesting looking cylinder is behind the bar.\nThere is a stool here.\nAs you arrive Ernest Chub greets you cheerfully.", "endoftext": false }, { "action": "Go north", "response": "You dart across Dace Road while nobody's looking.\nPlaza\nNoisy, dirty, fishy and grimy. Well, what did you expect a downtown Hydropolis shopping precinct to be like? You expected shops? OK, I'll give you some shops. To the north is a clothing shop, to the south is a pub and to the west is a cinema. Is that enough? No? Well, you'll have to go across Dace Road to the southeast if you want some more or northwest to Pickerel Underground Station if you want to go somewhere else.", "endoftext": false }, { "action": "You go north", "response": "Behind a counter stands an assistant, ready to sell you anything in the shop. Many racks are filled with exciting jackets, a fashionable accessory in Hydropolis at the moment. You can leave the shop by going south. A trendy pair of sun glasses are on sale.\nA tie is for sale.", "endoftext": false }, { "action": "You buy the glasses with the fisa", "response": "\"That will be 5 clams exactly sir.\" You type in your Fish Identity Number to authorise the debit. The assistant waits for authorisation then returns your card, together with the dark glasses.", "endoftext": false }, { "action": "You go south", "response": "Noisy, dirty, fishy and grimy. Well, what did you expect a downtown Hydropolis shopping precinct to be like? You expected shops? OK, I'll give you some shops. To the north is a clothing shop, to the south is a pub and to the west is a cinema. Is that enough? No? Well, you'll have to go across Dace Road to the southeast if you want some more or northwest to Pickerel Underground Station if you want to go somewhere else.", "endoftext": false }, { "action": "Go southeast", "response": "As you step on the road, the cars all accelerate towards you, their drivers leaning over the steering wheels with fangs bared. You just avoid them by swimming as quick as you can to the safety of Dace Road. Dace Road\nYou are swimming along the south side of Dace Road. The police station is to the south, west across Plaice Street is a pub, and east lies Shark Street.", "endoftext": false }, { "action": "Go south", "response": "The police station is fished day and night by a stalwart dogfish who is ready to solve the troutiest of crimes, especially the really simple ones where the villains just confess. You can escape without much danger of pursuit to the north.", "endoftext": false }, { "action": "Go north", "response": "You are swimming along the south side of Dace Road. The police station is to the south, west across Plaice Street is a pub, and east lies Shark Street.", "endoftext": false }, { "action": "Go west", "response": "My, Plaice Street is busy! In the end you succeed in crossing.\nPub\nThe Hook, Line and Sinker is a good old-fashioned boozer, with a clean bar and filthy customers. One of them, a sorry drunk leaning unsteadily against the bar, seems familiar to your host. Steve, the cool catfish from the second hand shop, is serving behind the bar. Or is it his twin brother? He sells masks, filled with gas from behind the bar, for the customers to sniff. Hence, the masks are known to the locals as \"snifters\" and the state of drunkeness as being \"sniffed to the gills\" or \"completely finless\". Exits lead north and east. An interesting looking cylinder is behind the bar.\nThere is a stool here.\nAs you arrive Ernest Chub greets you cheerfully.", "endoftext": false }, { "action": "Go south", "response": "The tracks, leading off into the dark tunnel, lie beyond the northern edge of the platform. Trains arrive quite frequently, once every three minutes on average, a fact not unnoticed by the section of the Hydropolis Underground Omnibus Company responsible for advertising. You can go up to ground level via the access funnel to Battersea.", "endoftext": false }, { "action": "Go upwards", "response": "You show your pass to the guard and go through.\nBattersea\nBattersea is a place of dreams. The station was built many years ago to encourage visits by tourists. Regular tours around the complex leave from the north. An access funnel, leading down is fished by a guard who is checking tickets, or would be if there were any to check but the ticket clerk hasn't sold any.", "endoftext": false }, { "action": "You go to the north", "response": "You squeeze your way, sardine like, onto the train with the other commuters.\nTube\nAlways busy, the tube trains are packed solid with guppies. Rules have been passed strictly governing the number of fish allowed in each carriage but these are often disregarded, especially by sardines and pilchards.", "endoftext": false }, { "action": "Time", "response": "The time is 14:15\n\"All aboard,\" shouts the guard. Some dolphins rush in where angelfish fear to tread. The doors close and the train accelerates out of the station.", "endoftext": false }, { "action": "You look at the wand", "response": "", "endoftext": false }, { "action": "You wait a while", "response": "Time passes.\nThe train speeds through the tunnel then clatters into Eelpout. The doors slide open and the commuters swim in and out.", "endoftext": false }, { "action": "You go south", "response": "The tracks, leading off into the dark tunnel, lie beyond the northern edge of the platform. Trains arrive quite frequently, once every three minutes on average, a fact not unnoticed by the section of the Hydropolis Underground Omnibus Company responsible for advertising. You can go up to ground level via the access funnel to Museum.\nAn underground train is here but looks likely to leave at any moment. The last few fish, pilchards by the look of them, squeeze onto the train. \"Mind the doors,\" shouts the guard as they close. The train clatters off into the tunnel.", "endoftext": false }, { "action": "Up", "response": "You show your pass to the guard and go through.\nMuseum Station\nThis station is the oldest in Hydropolis. The decoration reflects more decadent times, when men were men, fish were fish and they got together to build underground stations. An exit leads north to the museum while a funnel leads down to the platform.", "endoftext": false }, { "action": "Go north", "response": "Visited by many fish over the course of a year, the museum is a great attraction. Maybe this is due to its unique collection of piscean relics, the greatest of which is the skeleton of the 'Bloodyenormasaurus' which has pride of place in the centre of this room. You can explore the museum in your own time by going north, east or west. You can return to the station by swimming south.", "endoftext": false }, { "action": "You look at the skeleton", "response": "The bloodyenormasaurus roamed the seas of Hydropolis until fish became civilised. Then they killed every single Bloodyenormasaurus they could lay their grubby little fins on, simply because they made such great museum exhibits.", "endoftext": false }, { "action": "Go east", "response": "You swim through an exhibition of the use of gravel in modern science. The ingenious fish scientists have managed to produce materials so cunning that, even though they aren't really gravel, they behave in almost exactly the same way. Not entirely impressed, you swim back west.\nMuseum\nVisited by many fish over the course of a year, the museum is a great attraction. Maybe this is due to its unique collection of piscean relics, the greatest of which is the skeleton of the 'Bloodyenormasaurus' which has pride of place in the centre of this room. You can explore the museum in your own time by going north, east or west. You can return to the station by swimming south.", "endoftext": false }, { "action": "You look at Room", "response": "White rooms always have a bad effect on you. If the authorities had had their way, your laboratory would have been white. But you were firm. You put your tail down and refused. This room is white, and you don't like it. It leads north to the museum's finest exhibit and south back to the museum.", "endoftext": false }, { "action": "You go east", "response": "You swim through an exhibition of the use of gravel in modern science. The ingenious fish scientists have managed to produce materials so cunning that, even though they aren't really gravel, they behave in almost exactly the same way. Not entirely impressed, you swim back west.\nAlarm Room\nWhite rooms always have a bad effect on you. If the authorities had had their way, your laboratory would have been white. But you were firm. You put your tail down and refused. This room is white, and you don't like it. It leads north to the museum's finest exhibit and south back to the museum.", "endoftext": false }, { "action": "Go north", "response": "Bells, hooters and whistles sing out from all over the museum bringing guards rushing to the crystal room. You try to explain that it was an accident; that you just stumbled. Amazingly, the guards believe your story though they do look a bit suspicious as they deposit you back at the station and go back to their various posts.\nMuseum Station\nThis station is the oldest in Hydropolis. The decoration reflects more decadent times, when men were men, fish were fish and they got together to build underground stations. An exit leads north to the museum while a funnel leads down to the platform.", "endoftext": false }, { "action": "You look in the skeleton", "response": "The bloodyenormasaurus roamed the seas of Hydropolis until fish became civilised. Then they killed every single Bloodyenormasaurus they could lay their grubby little fins on, simply because they made such great museum exhibits.", "endoftext": true }, { "action": "Go downward", "response": "You show your pass to the guard and go through.\nPlatform\nThe tracks, leading off into the dark tunnel, lie beyond the northern edge of the platform. Trains arrive quite frequently, once every three minutes on average, a fact not unnoticed by the section of the Hydropolis Underground Omnibus Company responsible for advertising. You can go up to ground level via the access funnel to Museum.\nYou feel a gusting current from the tunnel as a train clatters into the station. The doors open and fish push and shove each other as they get on and off.", "endoftext": false }, { "action": "Go north", "response": "You squeeze your way, sardine like, onto the train with the other commuters.\nTube\nAlways busy, the tube trains are packed solid with guppies. Rules have been passed strictly governing the number of fish allowed in each carriage but these are often disregarded, especially by sardines and pilchards.\n\"All aboard,\" shouts the guard. Some dolphins rush in where angelfish fear to tread. The doors close and the train accelerates out of the station.", "endoftext": false }, { "action": "You wait", "response": "Time passes.\nThe train speeds through the tunnel then clatters into Paddlington. The doors slide open and the commuters swim in and out.", "endoftext": false }, { "action": "You go to the south", "response": "The tracks, leading off into the dark tunnel, lie beyond the northern edge of the platform. Trains arrive quite frequently, once every three minutes on average, a fact not unnoticed by the section of the Hydropolis Underground Omnibus Company responsible for advertising. You can go up to ground level via the access funnel to Pickerel.\nAn underground train is here but looks likely to leave at any moment. \"Mind the gap,\" shouts the guard. A pike stops the doors closing to allow his aggressive mates on then the train rushes off into the tunnel.", "endoftext": false }, { "action": "Up", "response": "You show your pass to the guard and go through.\nPickerel Underground Station\nThis station is teeming with guppies, nipping in and out of the access funnel which leads to the platform. A guard, looking rather bored with life, checks all their tickets. You can buy tickets from the ticket clerk, behind his counter close to the exit southeast.", "endoftext": false }, { "action": "You go southeast", "response": "Noisy, dirty, fishy and grimy. Well, what did you expect a downtown Hydropolis shopping precinct to be like? You expected shops? OK, I'll give you some shops. To the north is a clothing shop, to the south is a pub and to the west is a cinema. Is that enough? No? Well, you'll have to go across Dace Road to the southeast if you want some more or northwest to Pickerel Underground Station if you want to go somewhere else.", "endoftext": false }, { "action": "You go to the east", "response": "You wait for a break in the traffic but it's far too busy so you give up.\nPlaza\nNoisy, dirty, fishy and grimy. Well, what did you expect a downtown Hydropolis shopping precinct to be like? You expected shops? OK, I'll give you some shops. To the north is a clothing shop, to the south is a pub and to the west is a cinema. Is that enough? No? Well, you'll have to go across Dace Road to the southeast if you want some more or northwest to Pickerel Underground Station if you want to go somewhere else.", "endoftext": false }, { "action": "Go southeast", "response": "As you step on the road, the cars all accelerate towards you, their drivers leaning over the steering wheels with fangs bared. You just avoid them by swimming as quick as you can to the safety of Dace Road. Dace Road\nYou are swimming along the south side of Dace Road. The police station is to the south, west across Plaice Street is a pub, and east lies Shark Street.", "endoftext": false }, { "action": "Go north", "response": "You wait for a break in the traffic but it's far too busy so you give up.\nDace Road\nYou are swimming along the south side of Dace Road. The police station is to the south, west across Plaice Street is a pub, and east lies Shark Street.", "endoftext": false }, { "action": "You go northwest", "response": "As you step on the road, the cars all accelerate towards you, their drivers leaning over the steering wheels with fangs bared. You just avoid them by swimming as quick as you can to the safety of Dace Road. Plaza\nNoisy, dirty, fishy and grimy. Well, what did you expect a downtown Hydropolis shopping precinct to be like? You expected shops? OK, I'll give you some shops. To the north is a clothing shop, to the south is a pub and to the west is a cinema. Is that enough? No? Well, you'll have to go across Dace Road to the southeast if you want some more or northwest to Pickerel Underground Station if you want to go somewhere else.", "endoftext": false }, { "action": "Go south", "response": "The music shop is cluttered with amateur musicians, most of whom are playing versions of the ancient heavy metal hit \"Smoke Underwater\", very badly, on expensive instruments that they have no intention of buying. An assistant is attempting to hide behind the counter. The hasty exit from this noisy place is north.", "endoftext": false }, { "action": "You look at the music", "response": "Don't be foolish! You can't examine music, it's ethereal.", "endoftext": false }, { "action": "You get in the radio case", "response": "\"Watch it,\" shouts Steve, \"that's sold.\"", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying a fishofax, a tatty card, a travel pass, some dark glasses, some ear-plugs, a hyperdriver, a film and a bag.\nYou are wearing a watch.", "endoftext": false }, { "action": "Fishofax", "response": "Are you talking to yourself again?", "endoftext": false }, { "action": "You look at the fishofax", "response": "The fishofax is a really useful item. Honest. It combines all the features of a diary and a wallet, for about four or five times the price.\nIt is open.\nIt contains a Fisa card.", "endoftext": false }, { "action": "You read the fishofax", "response": "\"Principal, 10 o'clock. Don't be late\" is written on today's diary page of your fishofax. You've also written your computer password with the letters jumbled up to confuse anyone who reads it. It says \"EM\".", "endoftext": false }, { "action": "Yell", "response": "Nobody hears you.", "endoftext": false }, { "action": "Go south", "response": "You dart across Dace Road while nobody's looking.\nShark Street\nThis is the seedier part of town with shops to match, so watch who you're dealing with. South is a music shop, north is a second hand shop, across the road to the east is the hardware shop and southeast is the nearest underground station, Eelpout. Dace Road, a much safer place to be, is to the west.", "endoftext": false }, { "action": "Go east", "response": "The traffic on Shark Street is really busy but eventually you notice a small gap and swim hastily across.\nHardware Shop\nThis hardware shop contains everything for the fish with DIY leanings. If your DIY is leaning, this is were you can get the tools to mend it. If you require anything the assistant will only be too pleased to take your credit, if not your credit card. He may even give it back. You can leave the shop by swimming west.\nA screwdriver is for sale.", "endoftext": false }, { "action": "Go northeast", "response": "You can't go that way.\nOnly north, east, south, west.", "endoftext": false }, { "action": "Go south", "response": "The tracks, leading off into the dark tunnel, lie beyond the northern edge of the platform. Trains arrive quite frequently, once every three minutes on average, a fact not unnoticed by the section of the Hydropolis Underground Omnibus Company responsible for advertising. You can go up to ground level via the access funnel to Opah University.", "endoftext": false }, { "action": "Go upward", "response": "You show your pass to the guard and go through.\nOpah Station\nCommuters are busily swimming up and down the access funnel which leads to the platform. A ticket clerk sits behind a counter selling tickets to fish who lack the simple foresight to buy a pass. You can leave the station through the exit to the east.", "endoftext": false }, { "action": "You go north", "response": "That was not the right thing to do. The flashing lights blaze into the host-parasite interface, stunning you for a moment. You just manage to stagger outside before the interface disintegrates completely. That was close!", "endoftext": false }, { "action": "You wear the glasses", "response": "You put on the dark glasses.", "endoftext": false }, { "action": "Go north", "response": "Not entirely the right thing to do, I'm afraid. The thump-thump-thump of the bass gnaws steadily away at the host-parasite interface, making you feel decidedly uneasy. You lurch outside before it disintegrates completely.", "endoftext": false }, { "action": "Wear plugs", "response": "You put on the ear-plugs. The ear plugs don't work too well. You can still work out what people say.", "endoftext": false }, { "action": "You go to the north", "response": "The dark glasses and ear plugs provide just enough protection for the host-parasite interface from the flashing lights and heavy bass. You are completely safe. As long as you keep them on of course.\nDisco\nThe university disco is open all day and every day during rag week. The students are having a wild and wacky sponsored bop-til-you-drop competition. They're having a whale of a time, pretending they're robots when the stroboscopic light is on and performing mindless synchronised dances to songs they'd normally only dance to if they were on holiday where no-one would remember them. You know it's all done for charity, but they look suspiciously like they're enjoying themselves. Some disco dancers are here.", "endoftext": false }, { "action": "You examine the dancers", "response": "[x -> examine]", "endoftext": false }, { "action": "Dance", "response": "You boogie on down to the rhythm, strutting your funky groove in an alarming fashion. Still, it gets you noticed. When the record finishes, the students congratulate you on your 'uninhibited' style.\nGlancing towards the toilet you see a trout emerge, adjusting his flies.", "endoftext": false }, { "action": "You look at the trout", "response": "", "endoftext": true }, { "action": "You describe your surroundings", "response": "The university disco is open all day and every day during rag week. The students are having a wild and wacky sponsored bop-til-you-drop competition. They're having a whale of a time, pretending they're robots when the stroboscopic light is on and performing mindless synchronised dances to songs they'd normally only dance to if they were on holiday where no-one would remember them. You know it's all done for charity, but they look suspiciously like they're enjoying themselves. Some disco dancers are here.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying a fishofax, a tatty card, a travel pass, a hyperdriver, a film and a bag.\nYou are wearing a watch, some dark glasses and some ear-plugs.", "endoftext": false }, { "action": "Go south", "response": "If things want learning in Hydropolis, then Opah University is where they get learned. The university disco to the north is in the middle of a bop-til-you-drop rag week stunt with schools of tired students swimming in and out to the heavy four-four beat. An expensive restaurant lies to the south. Have you made a reservation? No? Too bad. It's very popular. An impressive archway leads east into the university itself. You can return to Opah tube station by going west.\nA statue of the university founder is in the middle of the quad.", "endoftext": false }, { "action": "You examine the statue", "response": "The statue has the University motto, 'Scientia est bona' engraved underneath.", "endoftext": false }, { "action": "Go east", "response": "Windows line the north wall of this corridor which continues east and west. They look out onto the quad, and stream light on to an archway which leads south to the library.\nAs you arrive Bertie Bream greets you cheerfully.", "endoftext": false }, { "action": "You go south", "response": "\"The principal's not available at the moment, Dr. Roach,\" her secretary informs you, \"I'll tell her you called.\" She shows you out to the foyer.\nUniversity Foyer\nThe foyer is lined with ancient busts of important looking fish from the university's past, an ugly bunch of egg-headed reprobates if ever you saw some. West, an impressive arch will take you out of the university. A corridor continues east, and a metal door blocks any access to the north. The principal's office is to the south.", "endoftext": false }, { "action": "You put tatty card in the slot", "response": "The card fits neatly into the slot. After a few reassuring buzzes the door slides open smoothly and the card is returned to your waiting hand.\nAbruptly, everything starts heading towards a certain point, accompanied by a grotesque sucking noise. Before you have time to react you are surrounded by a blinding white light which rapidly expands to engulf the whole of Hydropolis. Then silence. You are nothing but a handful of minute particles floating in free space. \"You blew that, didn't you?\" Sir Playfair Panchax is clearly not amused. \"We'll try and get you back to your bowl, but I've got some bad news. The Fins have located you. They're out for revenge. Keep your head old chap, this could be nasty. Panchax out.\" You are dumped back in the fishbowl. Goldfish Bowl\nA tingle runs up and down your scales here. It's definitely not your vacation bowl. True, it does have gravel, ant eggs and pondweed, but then so has every goldfish bowl. The difference is you can see out of this bowl and it doesn't have a tacky plastic castle. It looks like you're in a computer room of some kind, with terminals lining the walls.\n\"You complete Halibut!\" shouts Sir Playfair Panchax. He doesn't sound happy at all. \"We warned you not to damage Dr. Roach's body. He was the only one who could save Hydropolis. The Fins have won and are out to get you. There is nothing we at Mission HQ can do.\" The good news is you've been sent back to the bowl. The bad news is that the dimensional warps have disappeared. It looks like you're in big trouble.", "endoftext": false }, { "action": "You go north", "response": "Some would call this apartment small and pretentious, but with house prices in Hydropolis the way they are, small and pretentious was all Dr. Roach could afford. Anyway, he managed to get a view of Hydropolis - not many places have even that. The room is decorated in a minimalist style but, as Dr. Roach would say if he weren't under your control, \"I am a man of minimal needs.\" The only excesses he has allowed himself are a painting, a trendy black shelf, a switch to control the lights and, most important, a door to get out.\nThere is a fishton here.", "endoftext": false }, { "action": "Go north", "response": "With no security guard, no intercom and no doors, any old eel could slip in here and break into every apartment in the block. It's a wonder it hasn't happened yet! Mind you, it wouldn't be all bad. At least Dr. Roach could get some new furniture with the insurance money. The exit out to Paddlington is to the south and the access shaft leads up to the landing.\nAs you arrive Simon Tench greets you cheerfully.", "endoftext": false }, { "action": "Go south", "response": "This is the up and coming place to live in Hydropolis. It's also one of the busiest, teaming with guppies. Your apartment block is to the north and the entrance to the underground station bearing the logo of the Hydropolis Underground Omnibus Company stands to the east.\nA group of students swim by with what looks like the principal.", "endoftext": false }, { "action": "Go south", "response": "The tracks, leading off into the dark tunnel, lie beyond the northern edge of the platform. Trains arrive quite frequently, once every three minutes on average, a fact not unnoticed by the section of the Hydropolis Underground Omnibus Company responsible for advertising. You can go up to ground level via the access funnel to Opah University.\nAn underground train is here but looks likely to leave at any moment. \"All aboard,\" shouts the guard. Some dolphins rush in where angelfish fear to tread. The doors close and the train accelerates out of the station.", "endoftext": false }, { "action": "Go south", "response": "\"Good morning Dr. Roach,\" says the principal's secretary, \"have a seat. She won't be long.\" She finally arrives at ten minutes to ten. \"Good morning Doctor,\" says the principal as she closes the door and takes a seat, \"I'm sorry if this is inconvenient, but it is an emergency. It seems this talk about parasiting may not be speculation. We've received information that a junior member of your team has been 'taken over' and has sabotaged The Project. You don't need me to tell you that this could be disastrous for Hydropolis. Naturally, I've suspended everyone until further notice. You're the only one I can trust; I want you to investigate. I'm going to the government to inform them of the danger. I'm not evacuating, so don't worry. I'll be back tomorrow.\" She gets up. \"Now please hurry doctor. There's not a second to lose.\" You walk back to the foyer together then go your separate ways.\nUniversity Foyer\nThe foyer is lined with ancient busts of important looking fish from the university's past, an ugly bunch of egg-headed reprobates if ever you saw some. West, an impressive arch will take you out of the university. A corridor continues east, and a metal door blocks any access to the north. The principal's office is to the south.", "endoftext": false }, { "action": "You put the tatty card in lsot", "response": "", "endoftext": false }, { "action": "You go to the west", "response": "If things want learning in Hydropolis, then Opah University is where they get learned. The university disco to the north is in the middle of a bop-til-you-drop rag week stunt with schools of tired students swimming in and out to the heavy four-four beat. An expensive restaurant lies to the south. Have you made a reservation? No? Too bad. It's very popular. An impressive archway leads east into the university itself. You can return to Opah tube station by going west.\nA statue of the university founder is in the middle of the quad.\nAs you arrive Ernest Chub greets you cheerfully.", "endoftext": true }, { "action": "Go downwards", "response": "You show your pass to the guard and go through.\nPlatform\nThe tracks, leading off into the dark tunnel, lie beyond the northern edge of the platform. Trains arrive quite frequently, once every three minutes on average, a fact not unnoticed by the section of the Hydropolis Underground Omnibus Company responsible for advertising. You can go up to ground level via the access funnel to Opah University.\nAn old fish swims up to you and asks for the price of a snifter. \"Five clams,\" you tell him. He thanks you and swims away.", "endoftext": false }, { "action": "Go west", "response": "You are swimming along the south side of Dace Road. The police station is to the south, west across Plaice Street is a pub, and east lies Shark Street.\nAs you arrive Bertie Bream greets you cheerfully.", "endoftext": false }, { "action": "You go west", "response": "My, Plaice Street is busy! In the end you succeed in crossing.\nPub\nThe Hook, Line and Sinker is a good old-fashioned boozer, with a clean bar and filthy customers. One of them, a sorry drunk leaning unsteadily against the bar, seems familiar to your host. Steve, the cool catfish from the second hand shop, is serving behind the bar. Or is it his twin brother? He sells masks, filled with gas from behind the bar, for the customers to sniff. Hence, the masks are known to the locals as \"snifters\" and the state of drunkeness as being \"sniffed to the gills\" or \"completely finless\". Exits lead north and east. An interesting looking cylinder is behind the bar.\nThere is a stool here.\nYour colleague Bertie Bream swims into view.\nBertie Bream greets you with a friendly wave of his fin.", "endoftext": false }, { "action": "You examine drunk", "response": "All washed up, Doctor Salmon is a no-good drunk. He hasn't been the same since he was taken off The Project.", "endoftext": false }, { "action": "You ask Salmon about card", "response": "\"If you give me something I might let you have it,\" he says slyly.", "endoftext": false }, { "action": "You buy the drink for Salmon", "response": "What do you want to buy?", "endoftext": false }, { "action": "Inventory", "response": "You are carrying a fishofax, a tatty card and a travel pass.\nYou are wearing a watch.", "endoftext": false }, { "action": "You buy the snifter with the Fisa", "response": "\"That will be 5 clams, sir. I'll charge it to your Fisa account at once. Enjoy your sniff.\" says Steve as he hands you a mask.\n\n\"Only one snifter at a time please,\" says Steve, \"you know the law.\"", "endoftext": false }, { "action": "You ask Salmon about the card", "response": "Dr. Salmon lurches slightly. He reaches into his pocket and removes an id card a little like your own but in much better condition. Surprised at his find he hands it to you saying \"fangs very very much\".", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying a fishofax, a tatty card, a new card and a travel pass.\nYou are wearing a watch.", "endoftext": false }, { "action": "You go east", "response": "You wait for a break in the traffic but it's far too busy so you give up.\nPlaza\nNoisy, dirty, fishy and grimy. Well, what did you expect a downtown Hydropolis shopping precinct to be like? You expected shops? OK, I'll give you some shops. To the north is a clothing shop, to the south is a pub and to the west is a cinema. Is that enough? No? Well, you'll have to go across Dace Road to the southeast if you want some more or northwest to Pickerel Underground Station if you want to go somewhere else.\nYou notice a guppy flounder around for a bit and then swim off.", "endoftext": false }, { "action": "You go to the south", "response": "You dart across Dace Road while nobody's looking.\nPub\nThe Hook, Line and Sinker is a good old-fashioned boozer, with a clean bar and filthy customers. One of them, a sorry drunk leaning unsteadily against the bar, seems familiar to your host. Steve, the cool catfish from the second hand shop, is serving behind the bar. Or is it his twin brother? He sells masks, filled with gas from behind the bar, for the customers to sniff. Hence, the masks are known to the locals as \"snifters\" and the state of drunkeness as being \"sniffed to the gills\" or \"completely finless\". Exits lead north and east. An interesting looking cylinder is behind the bar.\nThere is a stool here.\nAs you arrive Bertie Bream greets you cheerfully.", "endoftext": false }, { "action": "You go east", "response": "My, Plaice Street is busy! In the end you succeed in crossing.\nDace Road\nYou are swimming along the south side of Dace Road. The police station is to the south, west across Plaice Street is a pub, and east lies Shark Street.", "endoftext": true }, { "action": "You go down", "response": "You show your pass to the guard and go through.\nPlatform\nThe tracks, leading off into the dark tunnel, lie beyond the northern edge of the platform. Trains arrive quite frequently, once every three minutes on average, a fact not unnoticed by the section of the Hydropolis Underground Omnibus Company responsible for advertising. You can go up to ground level via the access funnel to Eelpout.\nYou feel a gusting current from the tunnel as a train clatters into the station. The doors open and fish push and shove each other as they get on and off.", "endoftext": false }, { "action": "Go east", "response": "This fish has not been modified to swim through walls.\nSteve swims by at top speed.", "endoftext": false }, { "action": "You go north", "response": "This is where a lot of the groundwork for The Project was done by the famous Dr. Salmon. Unfortunately his work was shelved to make room for your endeavours, and anyway he sniffed far too much. You can swim up into the tower from here or pass through the metal door with a slot beside it to the south.\nThere is a crystal tuna here.\nAfter allowing time for someone to pass the door closes.", "endoftext": false }, { "action": "You examine the tuna", "response": "The crystal tuna is a box which lets you adjust the receiving frequency of a given crystal.\nIt is open.", "endoftext": false }, { "action": "You get the tuna", "response": "The crystal tuna is too heavy to lift.", "endoftext": false }, { "action": "You go north", "response": "You can't go that way.\nOnly up.", "endoftext": false }, { "action": "Up", "response": "Water must be evaporating fast; the tower is only half full! You swim up and break the surface to take a look around. In the ceiling, high above through the air, is a trapdoor, but there seems no way of getting there. You dive quickly back underwater before your gills dry out.", "endoftext": true }, { "action": "Go downwards", "response": "You can't go that way.\nOnly south.", "endoftext": false }, { "action": "You go to the south", "response": "This is where a lot of the groundwork for The Project was done by the famous Dr. Salmon. Unfortunately his work was shelved to make room for your endeavours, and anyway he sniffed far too much. You can swim up into the tower from here or pass through the metal door with a slot beside it to the south.\nThere is a crystal tuna here.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying a fishofax, a tatty card, a new card, a travel pass, a screwdriver, some dark glasses, some ear-plugs, a hyperdriver and a film.\nYou are wearing a watch.", "endoftext": false }, { "action": "You go to the south", "response": "The foyer is lined with ancient busts of important looking fish from the university's past, an ugly bunch of egg-headed reprobates if ever you saw some. West, an impressive arch will take you out of the university. A corridor continues east, and a metal door blocks any access to the north. The principal's office is to the south.\nAfter allowing time for someone to pass the door closes.", "endoftext": false }, { "action": "You order the meal with the fisa", "response": "The waiter waves you away. \"I'm afraid our facilities are all fully booked today. I can sell you a take-away sachet of plankton, if you're hungry sir.\"", "endoftext": false }, { "action": "You buy the sachet with the Fisa", "response": "\"That will be 5 clams exactly sir.\" You type in your Fish Identity Number to authorise the debit. The assistant waits for authorisation then returns your card, together with the sachet.", "endoftext": false }, { "action": "You look at the sachet", "response": "The sachet is used by customers who wish to take their food away to eat at home.\nIt is closed.", "endoftext": false }, { "action": "You open the sachet", "response": "You tear open the sachet. The plankton escapes and starts to slowly disperse in the water around you. You notice how the plankton deflects the light as it spreads. If you act quickly you should be able to eat it before it disperses completely.", "endoftext": false }, { "action": "Go south", "response": "The tracks, leading off into the dark tunnel, lie beyond the northern edge of the platform. Trains arrive quite frequently, once every three minutes on average, a fact not unnoticed by the section of the Hydropolis Underground Omnibus Company responsible for advertising. You can go up to ground level via the access funnel to Museum.", "endoftext": false }, { "action": "You open sachet", "response": "You tear open the sachet. The plankton escapes and starts to slowly disperse in the water around you. You notice how the plankton deflects the light as it spreads. If you act quickly you should be able to eat it before it disperses completely. Your mouth drops open in amazement. In the spreading cloud of plankton is the glimmering of myriad light beams - clearly the museum alarm system. Ahem!", "endoftext": false }, { "action": "Go north", "response": "You step past the now visible beams.\nCrystal Room\nThis is the most beautiful room you've ever seen. There are no decorations, no features, no flaws, and yet the colours shift and swirl on every surface creating a hypnotic, soothing ambience. If you ever get the urge to leave, the exit is south.\nA crystal is the museum's star exhibit.", "endoftext": false }, { "action": "You examine Crystal", "response": "Light catches this crystal in a beautifully irregular manner.", "endoftext": false }, { "action": "Go south", "response": "You step past the now visible beams.\nAlarm Room\nWhite rooms always have a bad effect on you. If the authorities had had their way, your laboratory would have been white. But you were firm. You put your tail down and refused. This room is white, and you don't like it. It leads north to the museum's finest exhibit and south back to the museum.\nThere are some beams and some plankton here.", "endoftext": false }, { "action": "You eat the plankton", "response": "The plankton is delicious, and soon gone. Bells, hooters and whistles sing out from all over the museum bringing guards rushing to the crystal room. You try to explain that it was an accident; that you just stumbled. On your way out you are interviewed by a guard. \"You've stolen our crystal haven't you, you thief!\" In a moment of weakness, which ruins any chance you had of completing the game, you confess and tearfully hand the crystal back to him, promising never to do anything so naughty again.\nMuseum Station\nThis station is the oldest in Hydropolis. The decoration reflects more decadent times, when men were men, fish were fish and they got together to build underground stations. An exit leads north to the museum while a funnel leads down to the platform.", "endoftext": false }, { "action": "Go south", "response": "The tracks, leading off into the dark tunnel, lie beyond the northern edge of the platform. Trains arrive quite frequently, once every three minutes on average, a fact not unnoticed by the section of the Hydropolis Underground Omnibus Company responsible for advertising. You can go up to ground level via the access funnel to Paddlington.\nAn underground train is here but looks likely to leave at any moment. \"Mind the gap,\" shouts the guard. A pike stops the doors closing to allow his aggressive mates on then the train rushes off into the tunnel.", "endoftext": false }, { "action": "You go up", "response": "You show your pass to the guard and go through.\nPaddlington Station\nThis station is busy. Commuters are flooding down the access funnel to the platform, almost overwhelming the guard checking their tickets. The ticket clerk, sitting behind a counter, looks quite scared by the mad rush too. You can get back to the street westward, but you'd be swimming against the tide of commuters.", "endoftext": false }, { "action": "You go to the west", "response": "This is the up and coming place to live in Hydropolis. It's also one of the busiest, teaming with guppies. Your apartment block is to the north and the entrance to the underground station bearing the logo of the Hydropolis Underground Omnibus Company stands to the east.", "endoftext": false }, { "action": "You go north", "response": "With no security guard, no intercom and no doors, any old eel could slip in here and break into every apartment in the block. It's a wonder it hasn't happened yet! Mind you, it wouldn't be all bad. At least Dr. Roach could get some new furniture with the insurance money. The exit out to Paddlington is to the south and the access shaft leads up to the landing.", "endoftext": false }, { "action": "Go north", "response": "Some would call this apartment small and pretentious, but with house prices in Hydropolis the way they are, small and pretentious was all Dr. Roach could afford. Anyway, he managed to get a view of Hydropolis - not many places have even that. The room is decorated in a minimalist style but, as Dr. Roach would say if he weren't under your control, \"I am a man of minimal needs.\" The only excesses he has allowed himself are a painting, a trendy black shelf, a switch to control the lights and, most important, a door to get out.\nOh, no! You've been burgled! I hope Dr. Roach was insured.", "endoftext": false }, { "action": "Go south", "response": "The tracks, leading off into the dark tunnel, lie beyond the northern edge of the platform. Trains arrive quite frequently, once every three minutes on average, a fact not unnoticed by the section of the Hydropolis Underground Omnibus Company responsible for advertising. You can go up to ground level via the access funnel to Pickerel.\nAn underground train is here but looks likely to leave at any moment. The last few fish, pilchards by the look of them, squeeze onto the train. \"Mind the doors,\" shouts the guard as they close. The train clatters off into the tunnel.", "endoftext": false }, { "action": "You go to the south", "response": "You dart across Dace Road while nobody's looking.\nPub\nThe Hook, Line and Sinker is a good old-fashioned boozer, with a clean bar and filthy customers. One of them, a sorry drunk leaning unsteadily against the bar, seems familiar to your host. Steve, the cool catfish from the second hand shop, is serving behind the bar. Or is it his twin brother? He sells masks, filled with gas from behind the bar, for the customers to sniff. Hence, the masks are known to the locals as \"snifters\" and the state of drunkeness as being \"sniffed to the gills\" or \"completely finless\". Exits lead north and east. An interesting looking cylinder is behind the bar.\nThere is a stool here.\nAs you arrive Bertie Bream and Ernest Chub greet you cheerfully.", "endoftext": false }, { "action": "You ask Bream about the disco", "response": "\"Yes I've often wondered about those places,\" says Bertie, \"so many possibilities for studies of fish behaviour. Seeing how far we've evolved, that sort of thing. I'll have to get my equipment sorted out first. I'll meet you there at 14:00?\" Without waiting for a reply Bertie Bream rushes off on his errands.", "endoftext": false }, { "action": "Time", "response": "The time is 13:02", "endoftext": false }, { "action": "You ask Chub about the disco", "response": "Ernest Chub says, \"Sorry, I've already made plans for tonight. Anyway, Bertie Bream told me you were going with him.\"", "endoftext": false }, { "action": "You go east", "response": "My, Plaice Street is busy! In the end you succeed in crossing.\nDace Road\nYou are swimming along the south side of Dace Road. The police station is to the south, west across Plaice Street is a pub, and east lies Shark Street.", "endoftext": false }, { "action": "Go east", "response": "This is the seedier part of town with shops to match, so watch who you're dealing with. South is a music shop, north is a second hand shop, across the road to the east is the hardware shop and southeast is the nearest underground station, Eelpout. Dace Road, a much safer place to be, is to the west.\nAs you arrive Simon Tench greets you cheerfully.", "endoftext": false }, { "action": "You go to the south-east", "response": "The traffic on Shark Street is really busy but eventually you notice a small gap and swim hastily across.\nEelpout Underground Station\nIn the ticket hall, commuters are busily swimming up and down the access funnel which leads to the platform. The ticket counter stands in the centre with a clerk behind it. Northwest an exit leads out onto Shark Street.", "endoftext": false }, { "action": "Time", "response": "The time is 13:24", "endoftext": false }, { "action": "Inventory", "response": "You are carrying a fishofax, a tatty card, a new card, a travel pass, a screwdriver, some dark glasses, some ear-plugs, a hyperdriver, a crystal, a film and a sachet.\nYou are wearing a watch.", "endoftext": false }, { "action": "Wear plugs", "response": "You put on the ear-plugs. The ear plugs don't work too well. You can still work out what people say.\n\"On your marks, get set, GO!\" Three pairs of students, tied together come rushing past you. It's a two-tail race, obviously a ploy to raise money for rag week. Then hordes of students swim by, rattling collecting tins. It's a good job they don't take Fisa. They swim off.", "endoftext": false }, { "action": "Time", "response": "The time is 13:29", "endoftext": false }, { "action": "You wait for Chub", "response": "Ernest Chub is not here. Try the pub.", "endoftext": false }, { "action": "You wait for Bream", "response": "Bertie Bream is not here. Try the pub.", "endoftext": false }, { "action": "You wait", "response": "Time passes.\nGlancing towards the toilet you see a trout emerge, adjusting his flies.", "endoftext": false }, { "action": "Wait", "response": "Time passes.\nTime passes.\nTime passes.\nTime passes.\nTime passes.", "endoftext": false }, { "action": "Time", "response": "The time is 13:46", "endoftext": false }, { "action": "You wait", "response": "Time passes.\nTime passes.\nTime passes.\nTime passes.\nTime passes.\nTime passes.\nTime passes.\nTime passes.\nTime passes.", "endoftext": false }, { "action": "Time", "response": "The time is 13:56", "endoftext": false }, { "action": "You look", "response": "The university disco is open all day and every day during rag week. The students are having a wild and wacky sponsored bop-til-you-drop competition. They're having a whale of a time, pretending they're robots when the stroboscopic light is on and performing mindless synchronised dances to songs they'd normally only dance to if they were on holiday where no-one would remember them. You know it's all done for charity, but they look suspiciously like they're enjoying themselves. Some disco dancers are here.\nYou notice several students loitering with intent. One of them produces a guitar and starts singing: \"Come on feel my nose. The girls grab my clothes. Go why, why why any more.\" Oh no, he's started busking! Luckily the other students attack and carry him off before you hear too much.", "endoftext": false }, { "action": "You look", "response": "The university disco is open all day and every day during rag week. The students are having a wild and wacky sponsored bop-til-you-drop competition. They're having a whale of a time, pretending they're robots when the stroboscopic light is on and performing mindless synchronised dances to songs they'd normally only dance to if they were on holiday where no-one would remember them. You know it's all done for charity, but they look suspiciously like they're enjoying themselves. Some disco dancers are here.", "endoftext": false }, { "action": "Time", "response": "The time is 14:01", "endoftext": false }, { "action": "You go south", "response": "\"I've been standing here for ages,\" says Bertie Bream , \"come on, let's go in.\"\nOpah\nIf things want learning in Hydropolis, then Opah University is where they get learned. The university disco to the north is in the middle of a bop-til-you-drop rag week stunt with schools of tired students swimming in and out to the heavy four-four beat. An expensive restaurant lies to the south. Have you made a reservation? No? Too bad. It's very popular. An impressive archway leads east into the university itself. You can return to Opah tube station by going west.\nA statue of the university founder is in the middle of the quad. Bertie Bream is here.", "endoftext": false }, { "action": "Go north", "response": "Suddenly, Bertie Bream gets very nervous and drags you away from the entrance. \"I can't go in without a tie,\" he says, \"what will everyone think of me?\" He starts shaking uncontrollably. \"You'll have to get me one,\" he quivers, \"I can't swim anywhere right now.\"\nOpah\nIf things want learning in Hydropolis, then Opah University is where they get learned. The university disco to the north is in the middle of a bop-til-you-drop rag week stunt with schools of tired students swimming in and out to the heavy four-four beat. An expensive restaurant lies to the south. Have you made a reservation? No? Too bad. It's very popular. An impressive archway leads east into the university itself. You can return to Opah tube station by going west.\nA statue of the university founder is in the middle of the quad. Bertie Bream is here.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying a fishofax, a tatty card, a new card, a travel pass, a screwdriver, a hyperdriver, a crystal, a film and a sachet.\nYou are wearing a watch, some dark glasses and some ear-plugs.", "endoftext": false }, { "action": "Time", "response": "The time is 13:26", "endoftext": false }, { "action": "You go west", "response": "My, Plaice Street is busy! In the end you succeed in crossing.\nPub\nThe Hook, Line and Sinker is a good old-fashioned boozer, with a clean bar and filthy customers. One of them, a sorry drunk leaning unsteadily against the bar, seems familiar to your host. Steve, the cool catfish from the second hand shop, is serving behind the bar. Or is it his twin brother? He sells masks, filled with gas from behind the bar, for the customers to sniff. Hence, the masks are known to the locals as \"snifters\" and the state of drunkeness as being \"sniffed to the gills\" or \"completely finless\". Exits lead north and east. An interesting looking cylinder is behind the bar.\nThere is a stool here.\nAs you arrive Ernest Chub and Simon Tench greet you cheerfully.", "endoftext": false }, { "action": "Go north", "response": "Behind a counter stands an assistant, ready to sell you anything in the shop. Many racks are filled with exciting jackets, a fashionable accessory in Hydropolis at the moment. You can leave the shop by going south.\nA tie is for sale.", "endoftext": false }, { "action": "Time", "response": "The time is 13:54", "endoftext": false }, { "action": "You wear the glasses", "response": "You put on the dark glasses.", "endoftext": false }, { "action": "Wear plugs", "response": "You put on the ear-plugs. The ear plugs don't work too well. You can still work out what people say.", "endoftext": true }, { "action": "Look around", "response": "If things want learning in Hydropolis, then Opah University is where they get learned. The university disco to the north is in the middle of a bop-til-you-drop rag week stunt with schools of tired students swimming in and out to the heavy four-four beat. An expensive restaurant lies to the south. Have you made a reservation? No? Too bad. It's very popular. An impressive archway leads east into the university itself. You can return to Opah tube station by going west.\nA statue of the university founder is in the middle of the quad.\nYou notice several students loitering with intent. One of them produces a guitar and starts singing: \"Come on feel my nose. The girls grab my clothes. Go why, why why any more.\" Oh no, he's started busking! Luckily the other students attack and carry him off before you hear too much.", "endoftext": false }, { "action": "You look", "response": "If things want learning in Hydropolis, then Opah University is where they get learned. The university disco to the north is in the middle of a bop-til-you-drop rag week stunt with schools of tired students swimming in and out to the heavy four-four beat. An expensive restaurant lies to the south. Have you made a reservation? No? Too bad. It's very popular. An impressive archway leads east into the university itself. You can return to Opah tube station by going west.\nA statue of the university founder is in the middle of the quad.\nHere comes Bertie Bream , clearly ready to shake his booty.", "endoftext": false }, { "action": "Go north", "response": "Suddenly, Bertie Bream gets very nervous and drags you away from the entrance. \"I can't go in without a tie,\" he says, \"what will everyone think of me?\" He starts shaking uncontrollably. \"You'll have to get me one,\" he quivers, \"I can't swim anywhere right now.\"\nOpah\nIf things want learning in Hydropolis, then Opah University is where they get learned. The university disco to the north is in the middle of a bop-til-you-drop rag week stunt with schools of tired students swimming in and out to the heavy four-four beat. An expensive restaurant lies to the south. Have you made a reservation? No? Too bad. It's very popular. An impressive archway leads east into the university itself. You can return to Opah tube station by going west.\nA statue of the university founder is in the middle of the quad. Bertie Bream is here.", "endoftext": false }, { "action": "You give the tie to Bertie", "response": "\"Thanks,\" says Bertie Bream , putting on the tie, \"I feel quite presentable now. Let's go in.\"", "endoftext": false }, { "action": "Go north", "response": "The dark glasses and ear plugs provide just enough protection for the host-parasite interface from the flashing lights and heavy bass. You are completely safe. As long as you keep them on of course. Bertie Bream follows you in.\"Aghhh!\" Bertie Bream screams and rushes from the disco. You quickly follow, just in time to see his body convulsing. There is a popping noise as something escapes through a warp hole then Bertie Bream collapses. You slap his gills to bring him round. \"What happened?\" he says, standing up, \"I can hardly remember anything. But I did something bad to The Project. Something about stream regulators, stream accelerators, stream regimentors.\" \"Go on,\" you say, \"It's terribly important.\" \"I can't remember,\" he pleads, getting delirious, \"it's not my fault, I really can't. I need a shower. I feel dirty.\" He rushes off before you can stop him.\nOpah\nIf things want learning in Hydropolis, then Opah University is where they get learned. The university disco to the north is in the middle of a bop-til-you-drop rag week stunt with schools of tired students swimming in and out to the heavy four-four beat. An expensive restaurant lies to the south. Have you made a reservation? No? Too bad. It's very popular. An impressive archway leads east into the university itself. You can return to Opah tube station by going west.\nA statue of the university founder is in the middle of the quad.", "endoftext": false }, { "action": "You examine the aquarium", "response": "", "endoftext": false }, { "action": "You unscrew the lok screw with the hyperdriver", "response": "Bertie Bream bangs on the door shouting, \"Stop! Stop! Don't touch the Device - it's booby trapped.\" You rush over into the lab and over to the door, expecting some kind of trap. \"Can you hear me Dr. Roach?\" he asks desperately, \"the Device is booby trapped. It's connected up to a computer game called Shutdown which is keeping the Lokscrew locked in place. The only way to free it is to stop Shutdown counting down, but I don't know how to; the parasite wrote the program. You'll have to log in as me; I can't quite remember my password though, I think it's 'pondweed' but I'm not sure. The parasite could have deceived me. Did you get all that?\" \"Yes, thank you,\" you shout and he swims away saying, \"Good luck Dr. Roach.\" You return to the project room and look with dismay upon the lok screw. Another booby trap! This is getting dangerous.", "endoftext": true }, { "action": "You look at your surroundings", "response": "Considering how important this place is for the future of all fishkind, you are stunned by how little has been done to make it look significant. A lick of paint, although distasteful for the fish licking it on, wouldn't have gone amiss. The only exit is southwest.\nThe device almost fills the room, looking like an aquarium filled with multi-coloured gravel.", "endoftext": false }, { "action": "You examine terminal", "response": "The Project terminal gives team members access to the university computer.", "endoftext": false }, { "action": "You log in", "response": "", "endoftext": false }, { "action": "You turn on the terminal", "response": "It's already turned on. What you really need to do is to sit down and log in.", "endoftext": false }, { "action": "You sit down", "response": "The login message is on the screen.\n\n\"Type LOGIN to enter system\".\n\nYou are now sitting at the Project terminal.", "endoftext": false }, { "action": "Login", "response": "Lax 1803 V1.19 (University of Hydropolis)\nLogin (surname)-", "endoftext": false }, { "action": "Yourself", "response": "Fishtrix V1.19 System 2\nWelcome to Fishtrix\n\nTime 14:26: %", "endoftext": false }, { "action": "Ls", "response": "Time 14:26: %", "endoftext": false }, { "action": "Project", "response": "Opah University 660/55/4\nProject notes\nFor Project Members Eyes only:\nFrom - A. Roach\nProject Prime Directive: To save Hydropolis, which is under threat from water evaporation, by streaming water from an alternate dimension - Fractal Aquaria Two. The inter-dimensional matter streamer will be referred to as The Device from now on.\nTime 14:27: #", "endoftext": false }, { "action": "You read the note", "response": "Which file do you want to read.\nPROJECT - NOTE - STORE - EQUIPMENT\nOr QUIT to exit to COMMAND level\nTime 14:27: #", "endoftext": false }, { "action": "Note", "response": "Opah university 660/55/6\nProject notes\nFor Project Members Eyes only:\nFrom - Principal\nSome serious anomalies have arisen in the last batch of data. Someone is tampering with the figures and The Project! All staff are advised to remain vigilant regarding all suspicious data and misuse of computer time. Let's nip this problem in the bud, boys.\nTime 14:27: #", "endoftext": false }, { "action": "Store", "response": "Opah university 660/55/3\nProject notes\nFor Project Members Eyes only:\nFrom - A. Roach\nStore notes: The Stream Regulator has been stolen. This is serious. The Project will fail if we don't replace it. At present, we haven't located any replacement components. Anyone who can find them will be a hero. Here's a list of what's needed:\nFilter.\nPhoton bridge - Dr. Salmon worked on this, he may know its whereabouts. Focus wheel - stolen days ago.\nTuned Crystal - There's an untuned one in the museum but they won't let us near it.\nWe also need a case to keep everything stable.\nTime 14:28: #", "endoftext": false }, { "action": "You read the note", "response": "Which file do you want to read.\nPROJECT - NOTE - STORE - EQUIPMENT\nOr QUIT to exit to COMMAND level\nTime 14:29: #", "endoftext": false }, { "action": "Equipment", "response": "Stream Regulator = ((a+c)+(b+d))+e\nTime 14:29: #", "endoftext": false }, { "action": "Mail", "response": "No mail in /usr/spool/mail\nTime 14:29: %", "endoftext": false }, { "action": "B.", "response": "Time 14:29: %", "endoftext": false }, { "action": "F who b.", "response": "Time 14:31: %", "endoftext": false }, { "action": "Pondweed", "response": "Fishtrix V1.19 System 2\nWelcome to Fishtrix\n\nTime 14:37: %", "endoftext": false }, { "action": "Store", "response": "Opah university 660/55/3\nProject notes\nFor Project Members Eyes only:\nFrom - A. Roach\nStore notes: The Stream Regulator has been stolen. This is serious. The Project will fail if we don't replace it. At present, we haven't located any replacement components. Anyone who can find them will be a hero. Here's a list of what's needed:\nFilter.\nPhoton bridge - Dr. Salmon worked on this, he may know its whereabouts. Focus wheel - stolen days ago.\nTuned Crystal - There's an untuned one in the museum but they won't let us near it.\nWe also need a case to keep everything stable.\nTime 14:37: #", "endoftext": false }, { "action": "Pondweed", "response": "Fishtrix V1.19 System 2\nWelcome to Fishtrix\n\nTime 14:42: %", "endoftext": false }, { "action": "Games", "response": "Chess, Hack, Prawn, Gilled of Thieves, Fish, Shutdown. QUIT to return to command mode.\nTime 14:43: +", "endoftext": false }, { "action": "Shutdown", "response": "You know the rules.\nThe goal is \"WATER\". Starting position - YZWRA\nYou have 19 minute(s) until The Project is activated.", "endoftext": false }, { "action": "2", "response": "You have 18 minute(s) until The Project is activated.", "endoftext": false }, { "action": "23", "response": "You have 17 minute(s) until The Project is activated.", "endoftext": false }, { "action": "25", "response": "You have 16 minute(s) until The Project is activated.", "endoftext": false }, { "action": "1", "response": "You have 15 minute(s) until The Project is activated.", "endoftext": false }, { "action": "19", "response": "You have 14 minute(s) until The Project is activated.", "endoftext": false }, { "action": "24", "response": "You have 13 minute(s) until The Project is activated.", "endoftext": false }, { "action": "5", "response": "You have 12 minute(s) until The Project is activated.", "endoftext": false }, { "action": "1", "response": "You have 11 minute(s) until The Project is activated.", "endoftext": false }, { "action": "1", "response": "You have 10 minute(s) until The Project is activated.", "endoftext": false }, { "action": "1", "response": "You have 9 minute(s) until The Project is activated.", "endoftext": false }, { "action": "1", "response": "You have 8 minute(s) until The Project is activated.", "endoftext": false }, { "action": "1", "response": "You have 7 minute(s) until The Project is activated.", "endoftext": false }, { "action": "15", "response": "You have 6 minute(s) until The Project is activated.", "endoftext": false }, { "action": "12", "response": "You have 5 minute(s) until The Project is activated.", "endoftext": false }, { "action": "23", "response": "You have 4 minute(s) until The Project is activated.", "endoftext": false }, { "action": "1", "response": "You have 3 minute(s) until The Project is activated.", "endoftext": false }, { "action": "11", "response": "You have 2 minute(s) until The Project is activated.", "endoftext": false }, { "action": "16", "response": "You have 1 minute(s) until The Project is activated.", "endoftext": false }, { "action": "3", "response": "Shutdown failed. The Project activated.\nSensors detect Stream Regulator sabotaged. This will cause rapid water evaporation. Hydropolis in immediate danger. Red alert. Evacuate! Evacuate!\n\nAll the water gets sucked towards the Device. You try swimming for it, but, with no water, that's more than a little difficult. Suddenly, the door caves in under pressure from water outside and a huge wave slams your puny body against the far wall. Laboratory (at the Project terminal)\nThis lab is exceptionally clean. Dr. Roach must be remarkably fastidious. The water is constantly decontaminated and recycled to protect The Project equipment and your terminal from damage by grit, fluff and dirt. Exits are northeast, southeast and west through the metal door to the corridor.\nGoldfish Bowl\nA tingle runs up and down your scales here. It's definitely not your vacation bowl. True, it does have gravel, ant eggs and pondweed, but then so has every goldfish bowl. The difference is you can see out of this bowl and it doesn't have a tacky plastic castle. It looks like you're in a computer room of some kind, with terminals lining the walls.", "endoftext": false }, { "action": "Shutdown", "response": "You know the rules.\nThe goal is \"WATER\". Starting position - HAPUR\nYou have 21 minute(s) until The Project is activated.", "endoftext": false }, { "action": "23", "response": "You have 20 minute(s) until The Project is activated.", "endoftext": false }, { "action": "4", "response": "You have 19 minute(s) until The Project is activated.", "endoftext": false }, { "action": "10", "response": "Congratulations Bertie Bream you've won again.\nWe must play shutdown again sometime. Project initialisation reset to original start time.\n\nReturning to GAMES menu.\nSelect game -\nChess, Hack, Prawn, Gilled of Thieves, Fish, Shutdown. QUIT to return to command mode.\nTime 14:42: +", "endoftext": false }, { "action": "You go northeast", "response": "You get off.\nProject Room\nConsidering how important this place is for the future of all fishkind, you are stunned by how little has been done to make it look significant. A lick of paint, although distasteful for the fish licking it on, wouldn't have gone amiss. The only exit is southwest.\nThe device almost fills the room, looking like an aquarium filled with multi-coloured gravel.", "endoftext": false }, { "action": "You unscrew the lok screw with the hyperdriver", "response": "The hyperdriver grips and turns the Lokscrew(TM) in that cunning way that only hyperdrivers can. The Lokscrew(TM) is easily removed.", "endoftext": false }, { "action": "You examine the accelerator", "response": "The stream accelerator accelerates particles gathered by the main Project machine.", "endoftext": false }, { "action": "Go west", "response": "Windows line the north wall of this corridor which continues east and west. They look out onto the quad, and stream light on to an archway which leads south to the library.\n\"On your marks, get set, GO!\" Three pairs of students, tied together come rushing past you. It's a two-tail race, obviously a ploy to raise money for rag week. Then hordes of students swim by, rattling collecting tins. It's a good job they don't take Fisa. They swim off.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying a fishofax, a tatty card, a new card, a travel pass, a screwdriver, a hyperdriver, a lok screw, a stream accelerator, a crystal, a film and a sachet.\nYou are wearing a watch, some dark glasses and some ear-plugs.", "endoftext": false }, { "action": "You turn on the tuna", "response": "There is a ringing sound which dies away after about twenty seconds.", "endoftext": false }, { "action": "You ask Chub about the case", "response": "Ernest Chub says, \"It's a lovely antique I found at the second hand shop. Buried under a pile of rubbish it was. The proprietor has no sense of value.\"", "endoftext": false }, { "action": "You ask Chub about the Filter", "response": "Ernest Chub says, \"Your mind works in such an amazing way sir. I really don't know how you think of such things.\"", "endoftext": false }, { "action": "You ask Tench about the Filter", "response": "Simon Tench says, \"Roachie baby, you're really on form. What a concept!\"", "endoftext": false }, { "action": "You ask Tench about the photon bridge", "response": "Simon Tench says, \"The photon bridge? Too far out for me fish.\"", "endoftext": false }, { "action": "Inventory", "response": "You are carrying a fishofax, a tatty card, a new card, a travel pass, a screwdriver, a hyperdriver, a lok screw, a stream accelerator, a tuned crystal, a film and a sachet.\nYou are wearing a watch, some dark glasses and some ear-plugs.", "endoftext": false }, { "action": "You examine the film", "response": "The film is an original copy of \"Attack of the Killer Tomatoes\". It's more of a vegetable video than a fruity film now you think about it.", "endoftext": false }, { "action": "You look at the accelerator", "response": "The stream accelerator accelerates particles gathered by the main Project machine.", "endoftext": false }, { "action": "Go north", "response": "Behind a counter stands an assistant, ready to sell you anything in the shop. Many racks are filled with exciting jackets, a fashionable accessory in Hydropolis at the moment. You can leave the shop by going south.", "endoftext": false }, { "action": "Go north", "response": "You dart across Dace Road while nobody's looking.\nSecond Hand Shop\nThis shop is run by a cool catfish of many talents, most of them illegal, who goes by the name of Steve. Steve is a fish who could sell stripes to tiger sharks, but would rather sell them his grandmother - if he hasn't already. The shop has a bad reputation. It normally sells \"fins what have fallen off the back of a submarine\" if you get my drift. The exit from this den of low morals and high prices is to the south.\nYou recognise the fishton.\nThere is a radio case here.", "endoftext": false }, { "action": "You put Crystal in the case", "response": "\"Watch it,\" shouts Steve, \"that's sold.\"", "endoftext": true }, { "action": "Look around", "response": "This shop is run by a cool catfish of many talents, most of them illegal, who goes by the name of Steve. Steve is a fish who could sell stripes to tiger sharks, but would rather sell them his grandmother - if he hasn't already. The shop has a bad reputation. It normally sells \"fins what have fallen off the back of a submarine\" if you get my drift. The exit from this den of low morals and high prices is to the south.", "endoftext": false }, { "action": "Go east", "response": "This is the seedier part of town with shops to match, so watch who you're dealing with. South is a music shop, north is a second hand shop, across the road to the east is the hardware shop and southeast is the nearest underground station, Eelpout. Dace Road, a much safer place to be, is to the west.\nAbruptly, everything starts heading towards a certain point, accompanied by a grotesque sucking noise. Before you have time to react you are surrounded by a blinding white light which rapidly expands to engulf the whole of Hydropolis. Then silence. You are nothing but a handful of minute particles floating in free space. \"You blew that, didn't you?\" Sir Playfair Panchax is clearly not amused. \"We'll try and get you back to your bowl, but I've got some bad news. The Fins have located you. They're out for revenge. Keep your head old chap, this could be nasty. Panchax out.\" You are dumped back in the fishbowl. Goldfish Bowl\nA tingle runs up and down your scales here. It's definitely not your vacation bowl. True, it does have gravel, ant eggs and pondweed, but then so has every goldfish bowl. The difference is you can see out of this bowl and it doesn't have a tacky plastic castle. It looks like you're in a computer room of some kind, with terminals lining the walls.\n\"You complete Halibut!\" shouts Sir Playfair Panchax. He doesn't sound happy at all. \"We warned you not to damage Dr. Roach's body. He was the only one who could save Hydropolis. The Fins have won and are out to get you. There is nothing we at Mission HQ can do.\" The good news is you've been sent back to the bowl. The bad news is that the dimensional warps have disappeared. It looks like you're in big trouble.", "endoftext": false }, { "action": "You wait", "response": "Time passes.\nAbruptly, everything starts heading towards a certain point, accompanied by a grotesque sucking noise. Before you have time to react you are surrounded by a blinding white light which rapidly expands to engulf the whole of Hydropolis. Then silence. You are nothing but a handful of minute particles floating in free space. \"You blew that, didn't you?\" Sir Playfair Panchax is clearly not amused. \"We'll try and get you back to your bowl, but I've got some bad news. The Fins have located you. They're out for revenge. Keep your head old chap, this could be nasty. Panchax out.\" You are dumped back in the fishbowl. Goldfish Bowl\nA tingle runs up and down your scales here. It's definitely not your vacation bowl. True, it does have gravel, ant eggs and pondweed, but then so has every goldfish bowl. The difference is you can see out of this bowl and it doesn't have a tacky plastic castle. It looks like you're in a computer room of some kind, with terminals lining the walls.\n\"You complete Halibut!\" shouts Sir Playfair Panchax. He doesn't sound happy at all. \"We warned you not to damage Dr. Roach's body. He was the only one who could save Hydropolis. The Fins have won and are out to get you. There is nothing we at Mission HQ can do.\" The good news is you've been sent back to the bowl. The bad news is that the dimensional warps have disappeared. It looks like you're in big trouble.", "endoftext": false }, { "action": "Y.", "response": "[y -> yes]", "endoftext": false }, { "action": "%", "response": "Magnetic Scrolls Interpreter, version 2.3\nWritten by Niclas Karlsson\nGlk interface by Simon Baldwin\n\n\"Well done, Agent 10,\" said Sir Playfair Panchax, head of Mission HQ. \"We knew you'd stop the Seven Deadly Fins. Good show! It's a shame they got away again. But now I suggest you take a vacation. You've earned it, old boy.\" You agreed with him, the last few months had been a real chore. Being an inter-dimensional espionage operative isn't a bad life apart from the pain of warping and the inconvenience of host-parasite relationships, but you need a spot of R and R every now and then, just to stay sane. So you went for the big one - warping into a goldfish for a whole month! The peace. The tranquility. And you're still on the payroll.\n\nFISH! - Version 1.10 - Copyright (C) 1988, 1990 Magnetic Scrolls Ltd.\n\nSomeone's coming. Good, it must be time for food. SPLATTO. A hand as big as a bus drops something hard right on your head. Understandably dazed, you flip over and, through a swirl of ant eggs, spot what hit you: a tacky plastic castle. It looks like a rush job. Sir Playfair must be in trouble. And you thought you were on vacation...\n\nSwimming upside down is good fun, but difficult, even for someone as highly trained as yourself. It looks like the pondweed is dangling from the gravel above your head. And the ant eggs, wow! Upside down they look, so, so much like, well, like exactly the same as if you were the right way up actually. Anyway, there's no need to get carried away. Sir Playfair has a message for you in the castle if you're not mistaken and he hates agents who are late.", "endoftext": false }, { "action": "You look", "response": "Swimming upside down is good fun, but difficult, even for someone as highly trained as yourself. It looks like the pondweed is dangling from the gravel above your head. And the ant eggs, wow! Upside down they look, so, so much like, well, like exactly the same as if you were the right way up actually. Anyway, there's no need to get carried away. Sir Playfair has a message for you in the castle if you're not mistaken and he hates agents who are late.", "endoftext": false }, { "action": "You read", "response": "Which file do you want to read.\nPROJECT - NOTE - STORE - EQUIPMENT\nOr QUIT to exit to COMMAND level\nTime 14:43: #", "endoftext": false }, { "action": "Note", "response": "Opah university 660/55/6\nProject notes\nFor Project Members Eyes only:\nFrom - Principal\nSome serious anomalies have arisen in the last batch of data. Someone is tampering with the figures and The Project! All staff are advised to remain vigilant regarding all suspicious data and misuse of computer time. Let's nip this problem in the bud, boys.\nTime 14:44: #", "endoftext": false }, { "action": "Project", "response": "Opah University 660/55/4\nProject notes\nFor Project Members Eyes only:\nFrom - A. Roach\nProject Prime Directive: To save Hydropolis, which is under threat from water evaporation, by streaming water from an alternate dimension - Fractal Aquaria Two. The inter-dimensional matter streamer will be referred to as The Device from now on.\nTime 14:45: #", "endoftext": false }, { "action": "Equipment", "response": "Stream Regulator = ((a+c)+(b+d))+e\nTime 14:46: #", "endoftext": false }, { "action": "Store", "response": "Opah university 660/55/3\nProject notes\nFor Project Members Eyes only:\nFrom - A. Roach\nStore notes: The Stream Regulator has been stolen. This is serious. The Project will fail if we don't replace it. At present, we haven't located any replacement components. Anyone who can find them will be a hero. Here's a list of what's needed:\nFilter.\nPhoton bridge - Dr. Salmon worked on this, he may know its whereabouts. Focus wheel - stolen days ago.\nTuned Crystal - There's an untuned one in the museum but they won't let us near it.\nWe also need a case to keep everything stable.\nTime 14:47: #", "endoftext": false }, { "action": "Go west", "response": "You get off.\nYou smash your nose against the door.", "endoftext": false }, { "action": "You unlock the door with the card", "response": "Which one, the metal door or the store room door?", "endoftext": false }, { "action": "Metal", "response": "Which one, the Fisa card, the tatty card, the new card or the travel pass?", "endoftext": false }, { "action": "Tatty", "response": "But the metal door is already unlocked.", "endoftext": false }, { "action": "You put the film in the slot", "response": "The film won't fit.\nAbruptly, everything starts heading towards a certain point, accompanied by a grotesque sucking noise. Before you have time to react you are surrounded by a blinding white light which rapidly expands to engulf the whole of Hydropolis. Then silence. You are nothing but a handful of minute particles floating in free space. \"You blew that, didn't you?\" Sir Playfair Panchax is clearly not amused. \"We'll try and get you back to your bowl, but I've got some bad news. The Fins have located you. They're out for revenge. Keep your head old chap, this could be nasty. Panchax out.\" You are dumped back in the fishbowl. Goldfish Bowl\nA tingle runs up and down your scales here. It's definitely not your vacation bowl. True, it does have gravel, ant eggs and pondweed, but then so has every goldfish bowl. The difference is you can see out of this bowl and it doesn't have a tacky plastic castle. It looks like you're in a computer room of some kind, with terminals lining the walls.\n\"You complete Halibut!\" shouts Sir Playfair Panchax. He doesn't sound happy at all. \"We warned you not to damage Dr. Roach's body. He was the only one who could save Hydropolis. The Fins have won and are out to get you. There is nothing we at Mission HQ can do.\" The good news is you've been sent back to the bowl. The bad news is that the dimensional warps have disappeared. It looks like you're in big trouble.", "endoftext": true }, { "action": "Look around", "response": "A tingle runs up and down your scales here. It's definitely not your vacation bowl. True, it does have gravel, ant eggs and pondweed, but then so has every goldfish bowl. The difference is you can see out of this bowl and it doesn't have a tacky plastic castle. It looks like you're in a computer room of some kind, with terminals lining the walls.", "endoftext": false }, { "action": "Go west", "response": "If things want learning in Hydropolis, then Opah University is where they get learned. The university disco to the north is in the middle of a bop-til-you-drop rag week stunt with schools of tired students swimming in and out to the heavy four-four beat. An expensive restaurant lies to the south. Have you made a reservation? No? Too bad. It's very popular. An impressive archway leads east into the university itself. You can return to Opah tube station by going west.\nA statue of the university founder is in the middle of the quad.\n\"On your marks, get set, GO!\" Three pairs of students, tied together come rushing past you. It's a two-tail race, obviously a ploy to raise money for rag week. Then hordes of students swim by, rattling collecting tins. It's a good job they don't take Fisa. They swim off.", "endoftext": false }, { "action": "You ask Salmon about the phase bridge", "response": "", "endoftext": false }, { "action": "You ask Salmon about the phaze bridge", "response": "", "endoftext": false }, { "action": "You ask Salmon about the photon bridge", "response": "The drunk says, \"I don't know anything about that.\"\nAbruptly, everything starts heading towards a certain point, accompanied by a grotesque sucking noise. Before you have time to react you are surrounded by a blinding white light which rapidly expands to engulf the whole of Hydropolis. Then silence. You are nothing but a handful of minute particles floating in free space. \"You blew that, didn't you?\" Sir Playfair Panchax is clearly not amused. \"We'll try and get you back to your bowl, but I've got some bad news. The Fins have located you. They're out for revenge. Keep your head old chap, this could be nasty. Panchax out.\" You are dumped back in the fishbowl. Goldfish Bowl\nA tingle runs up and down your scales here. It's definitely not your vacation bowl. True, it does have gravel, ant eggs and pondweed, but then so has every goldfish bowl. The difference is you can see out of this bowl and it doesn't have a tacky plastic castle. It looks like you're in a computer room of some kind, with terminals lining the walls.\n\"You complete Halibut!\" shouts Sir Playfair Panchax. He doesn't sound happy at all. \"We warned you not to damage Dr. Roach's body. He was the only one who could save Hydropolis. The Fins have won and are out to get you. There is nothing we at Mission HQ can do.\" The good news is you've been sent back to the bowl. The bad news is that the dimensional warps have disappeared. It looks like you're in big trouble.", "endoftext": false }, { "action": "You ask Chub about the Filter", "response": "Ernest Chub says, \"Oh really sir. You flatter me with such a question. I'm not fit to provide an answer.\"\nAbruptly, everything starts heading towards a certain point, accompanied by a grotesque sucking noise. Before you have time to react you are surrounded by a blinding white light which rapidly expands to engulf the whole of Hydropolis. Then silence. You are nothing but a handful of minute particles floating in free space. \"You blew that, didn't you?\" Sir Playfair Panchax is clearly not amused. \"We'll try and get you back to your bowl, but I've got some bad news. The Fins have located you. They're out for revenge. Keep your head old chap, this could be nasty. Panchax out.\" You are dumped back in the fishbowl. Goldfish Bowl\nA tingle runs up and down your scales here. It's definitely not your vacation bowl. True, it does have gravel, ant eggs and pondweed, but then so has every goldfish bowl. The difference is you can see out of this bowl and it doesn't have a tacky plastic castle. It looks like you're in a computer room of some kind, with terminals lining the walls.\n\"You complete Halibut!\" shouts Sir Playfair Panchax. He doesn't sound happy at all. \"We warned you not to damage Dr. Roach's body. He was the only one who could save Hydropolis. The Fins have won and are out to get you. There is nothing we at Mission HQ can do.\" The good news is you've been sent back to the bowl. The bad news is that the dimensional warps have disappeared. It looks like you're in big trouble.", "endoftext": false }, { "action": "You ask Chub about the photon bridge", "response": "Ernest Chub says, \"The bridge is of so complex a design that I feel sure only you truly understand its workings.\"\nAbruptly, everything starts heading towards a certain point, accompanied by a grotesque sucking noise. Before you have time to react you are surrounded by a blinding white light which rapidly expands to engulf the whole of Hydropolis. Then silence. You are nothing but a handful of minute particles floating in free space. \"You blew that, didn't you?\" Sir Playfair Panchax is clearly not amused. \"We'll try and get you back to your bowl, but I've got some bad news. The Fins have located you. They're out for revenge. Keep your head old chap, this could be nasty. Panchax out.\" You are dumped back in the fishbowl. Goldfish Bowl\nA tingle runs up and down your scales here. It's definitely not your vacation bowl. True, it does have gravel, ant eggs and pondweed, but then so has every goldfish bowl. The difference is you can see out of this bowl and it doesn't have a tacky plastic castle. It looks like you're in a computer room of some kind, with terminals lining the walls.\n\"You complete Halibut!\" shouts Sir Playfair Panchax. He doesn't sound happy at all. \"We warned you not to damage Dr. Roach's body. He was the only one who could save Hydropolis. The Fins have won and are out to get you. There is nothing we at Mission HQ can do.\" The good news is you've been sent back to the bowl. The bad news is that the dimensional warps have disappeared. It looks like you're in big trouble.", "endoftext": false }, { "action": "You examine Salmon", "response": "All washed up, Doctor Salmon is a no-good drunk. He hasn't been the same since he was taken off The Project.\nAbruptly, everything starts heading towards a certain point, accompanied by a grotesque sucking noise. Before you have time to react you are surrounded by a blinding white light which rapidly expands to engulf the whole of Hydropolis. Then silence. You are nothing but a handful of minute particles floating in free space. \"You blew that, didn't you?\" Sir Playfair Panchax is clearly not amused. \"We'll try and get you back to your bowl, but I've got some bad news. The Fins have located you. They're out for revenge. Keep your head old chap, this could be nasty. Panchax out.\" You are dumped back in the fishbowl. Goldfish Bowl\nA tingle runs up and down your scales here. It's definitely not your vacation bowl. True, it does have gravel, ant eggs and pondweed, but then so has every goldfish bowl. The difference is you can see out of this bowl and it doesn't have a tacky plastic castle. It looks like you're in a computer room of some kind, with terminals lining the walls.\n\"You complete Halibut!\" shouts Sir Playfair Panchax. He doesn't sound happy at all. \"We warned you not to damage Dr. Roach's body. He was the only one who could save Hydropolis. The Fins have won and are out to get you. There is nothing we at Mission HQ can do.\" The good news is you've been sent back to the bowl. The bad news is that the dimensional warps have disappeared. It looks like you're in big trouble.", "endoftext": false }, { "action": "You look at the sachet", "response": "The sachet is used by customers who wish to take their food away to eat at home.\nIt is open.", "endoftext": true }, { "action": "You look around", "response": "Laboratory (at the Project terminal)\nThis lab is exceptionally clean. Dr. Roach must be remarkably fastidious. The water is constantly decontaminated and recycled to protect The Project equipment and your terminal from damage by grit, fluff and dirt. Exits are northeast, southeast and west through the metal door to the corridor.", "endoftext": false }, { "action": "Go west", "response": "My worm, it's dark in this corridor. A metal door to the east prevents you from swimming directly into your laboratory and the corridor returns west.\nAfter allowing time for someone to pass the door closes.\nThree students swim by with a rolled-up hang glider under their fins.", "endoftext": true }, { "action": "Go downwards", "response": "You can't go that way.\nOnly south.", "endoftext": false }, { "action": "You go to the south", "response": "This is where a lot of the groundwork for The Project was done by the famous Dr. Salmon. Unfortunately his work was shelved to make room for your endeavours, and anyway he sniffed far too much. You can swim up into the tower from here or pass through the metal door with a slot beside it to the south.\nThere is a crystal tuna here.", "endoftext": false }, { "action": "Turns", "response": "", "endoftext": true }, { "action": "You go south", "response": "The tracks, leading off into the dark tunnel, lie beyond the northern edge of the platform. Trains arrive quite frequently, once every three minutes on average, a fact not unnoticed by the section of the Hydropolis Underground Omnibus Company responsible for advertising. You can go up to ground level via the access funnel to Paddlington.\nAn underground train is here but looks likely to leave at any moment. The last few fish, pilchards by the look of them, squeeze onto the train. \"Mind the doors,\" shouts the guard as they close. The train clatters off into the tunnel.", "endoftext": false }, { "action": "You go up", "response": "You show your pass to the guard and go through.\nPaddlington Station\nThis station is busy. Commuters are flooding down the access funnel to the platform, almost overwhelming the guard checking their tickets. The ticket clerk, sitting behind a counter, looks quite scared by the mad rush too. You can get back to the street westward, but you'd be swimming against the tide of commuters.", "endoftext": false }, { "action": "You go north", "response": "Some would call this apartment small and pretentious, but with house prices in Hydropolis the way they are, small and pretentious was all Dr. Roach could afford. Anyway, he managed to get a view of Hydropolis - not many places have even that. The room is decorated in a minimalist style but, as Dr. Roach would say if he weren't under your control, \"I am a man of minimal needs.\" The only excesses he has allowed himself are a painting, a trendy black shelf, a switch to control the lights and, most important, a door to get out.", "endoftext": false }, { "action": "You ask Steve about the case", "response": "Steve says, \"It's sold mate, sorry. Rod is going to deliver it to a customer later on.\"", "endoftext": false }, { "action": "Go south", "response": "The tracks, leading off into the dark tunnel, lie beyond the northern edge of the platform. Trains arrive quite frequently, once every three minutes on average, a fact not unnoticed by the section of the Hydropolis Underground Omnibus Company responsible for advertising. You can go up to ground level via the access funnel to Paddlington.", "endoftext": false }, { "action": "You go up", "response": "You show your pass to the guard and go through.\nPaddlington Station\nThis station is busy. Commuters are flooding down the access funnel to the platform, almost overwhelming the guard checking their tickets. The ticket clerk, sitting behind a counter, looks quite scared by the mad rush too. You can get back to the street westward, but you'd be swimming against the tide of commuters.", "endoftext": false }, { "action": "Go upwards", "response": "You swim into the access shaft and up to the level of your apartment Landing\nThere are two doors on this level of the apartment block - one to your apartment and one to your new neighbour, Ernest Chub's. Beside each door is a handprint and an access shaft leads down to the lobby.\nThere is a radio case here.", "endoftext": false }, { "action": "You look at the case", "response": "The radio case is the outer casing of an antique radio. There is a lot of space inside where the radio bits used to be.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying a fishofax, a tatty card, a new card, a travel pass, a screwdriver, a hyperdriver, a crystal, a radio case, a film and a sachet.\nYou are wearing a watch, some dark glasses and some ear-plugs.", "endoftext": false }, { "action": "You examine the film", "response": "The film is an original copy of \"Attack of the Killer Tomatoes\". It's more of a vegetable video than a fruity film now you think about it.", "endoftext": false }, { "action": "You go northeast", "response": "You get off.\nProject Room\nConsidering how important this place is for the future of all fishkind, you are stunned by how little has been done to make it look significant. A lick of paint, although distasteful for the fish licking it on, wouldn't have gone amiss. The only exit is southwest.\nThe device almost fills the room, looking like an aquarium filled with multi-coloured gravel.", "endoftext": false }, { "action": "You get the lok screw", "response": "You just can't seem to get a grip on the Lokscrew(TM). You need a hyperdriver.", "endoftext": false }, { "action": "You unscrew the lok screw with hyperdriver", "response": "One of the special features of Lokscrews(TM) that make them popular with games programmers is their ability to lock tight just when things are getting critical. This is one such occasion. The computer is counting down the destruction of Hydropolis and time is running out. The Lokscrew(TM) won't move when locked.", "endoftext": false }, { "action": "You remove the lok screw with the hyperdiver", "response": "", "endoftext": true }, { "action": "You buy the mask with the fisa", "response": "\"That will be 5 clams, sir. I'll charge it to your Fisa account at once. Enjoy your sniff.\" says Steve as he hands you a mask.", "endoftext": false }, { "action": "You buy the mask with fisa", "response": "\"That will be 5 clams, sir. I'll charge it to your Fisa account at once. Enjoy your sniff.\" says Steve as he hands you a mask.\n\"You're getting through the snifters quickly.\" adds Steve, \"If you like, I can sell you a cylinder for only 99 clams.\"", "endoftext": false }, { "action": "You buy cylinder with the Fisa", "response": "\"That will be 99 clams, me old mate.\" says Steve. He gives you the cylinder and charges the purchase to your Fisa account. A drunk with his left arm in a sling lurches into you as you turn round from the bar, knocking the cylinder to the floor. \"Sorry guv,\" he slurs, picking it up, \"I'll get you another one.\"\n\"It's one of the Fins! Stop him Agent 10,\" screams Sir Playfair in your brain as the drunk runs off with the cylinder. You swim frantically after him but he disappears. \"Well, you really messed that up,\" Sir Playfair scolds. \"The cylinder must be important otherwise they wouldn't have stolen it. Fortunately, the back room boys got a fix on him. He's somewhere in the dimensions. You'll have to go after him, Agent 10, and be careful this time.\" You hear him mumbling in the background then he curtly says, \"A warp will open up in Dr. Roach's apartment. Use that. Panchax out.\" You should be more careful if you want to keep your job.", "endoftext": false }, { "action": "Go east", "response": "\"Finished already?\" asks Steve as he takes the snifter. My, Plaice Street is busy! In the end you succeed in crossing.\nDace Road\nYou are swimming along the south side of Dace Road. The police station is to the south, west across Plaice Street is a pub, and east lies Shark Street.", "endoftext": true }, { "action": "Go downward", "response": "You can't go that way.\nOnly north, northeast, east, southeast, south, west, northwest.", "endoftext": false }, { "action": "Go south", "response": "The tracks, leading off into the dark tunnel, lie beyond the northern edge of the platform. Trains arrive quite frequently, once every three minutes on average, a fact not unnoticed by the section of the Hydropolis Underground Omnibus Company responsible for advertising. You can go up to ground level via the access funnel to Paddlington.\nAn underground train is here but looks likely to leave at any moment. \"All aboard,\" shouts the guard. Some dolphins rush in where angelfish fear to tread. The doors close and the train accelerates out of the station.", "endoftext": false }, { "action": "You go up", "response": "You show your pass to the guard and go through.\nPaddlington Station\nThis station is busy. Commuters are flooding down the access funnel to the platform, almost overwhelming the guard checking their tickets. The ticket clerk, sitting behind a counter, looks quite scared by the mad rush too. You can get back to the street westward, but you'd be swimming against the tide of commuters.", "endoftext": false }, { "action": "Go north", "response": "Some would call this apartment small and pretentious, but with house prices in Hydropolis the way they are, small and pretentious was all Dr. Roach could afford. Anyway, he managed to get a view of Hydropolis - not many places have even that. The room is decorated in a minimalist style but, as Dr. Roach would say if he weren't under your control, \"I am a man of minimal needs.\" The only excesses he has allowed himself are a painting, a trendy black shelf, a switch to control the lights and, most important, a door to get out.\nThere is a dark warp here.", "endoftext": false }, { "action": "You enter the dark warp", "response": "You slip through the dark warp into the whirling dimensions. \"It's a strange place Agent 10,\" says Sir Playfair's voice in the back of your brain. \"Those Fins have twisted the dimensions into some kind of labyrinth, but it isn't normal. The back room boys are busy trying to figure it out. All they can tell me is that the Fins have hidden the cylinder in a place where the only way out is up and that if you're left in a room with no exits you'll be stuck there until we can get you out, which may well be too late to save Hydropolis. You'll have to watch your step, Agent 10; we don't want to lose you, old boy. Good luck. Panchax out.\"\n\nA lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead northeast, southeast, southwest, northwest, up.", "endoftext": false }, { "action": "You go northeast", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead north, east, southeast, southwest, northwest.", "endoftext": false }, { "action": "You go north", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead northeast, southeast, southwest, west, up.", "endoftext": false }, { "action": "Go west", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead north, northeast, southeast, south, northwest.", "endoftext": false }, { "action": "You go to the southeast", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead north, northeast, east, northwest, up.", "endoftext": false }, { "action": "Up", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead southeast, south, southwest, west.", "endoftext": false }, { "action": "Go west", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead north, southeast, northwest, up.", "endoftext": false }, { "action": "You go to the north-west", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead southeast, west.", "endoftext": false }, { "action": "Go west", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead north, southeast, south, southwest, northwest, up.", "endoftext": false }, { "action": "Up", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead northeast, east, west.", "endoftext": false }, { "action": "Go east", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead north, southeast, south, west, up.", "endoftext": false }, { "action": "Up", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead northeast, east, southwest, northwest.", "endoftext": false }, { "action": "You drop the pass", "response": "Travel pass dropped.", "endoftext": false }, { "action": "You go to the east", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nThere is a travel pass here.\nExits lead north, southeast, south, southwest, northwest, up.", "endoftext": false }, { "action": "Go south", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nThere is a travel pass here.\nExits lead north, east, west, northwest.", "endoftext": false }, { "action": "You go north", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nThere is a travel pass here.\nExits lead northeast, up.", "endoftext": false }, { "action": "Go northeast", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nThere is a travel pass here.\nExits lead north, east.", "endoftext": false }, { "action": "You go east", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nThere is a travel pass here.\nExits lead northeast, southeast, south, up.", "endoftext": false }, { "action": "Go upwards", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nThere is a travel pass here.\nExits lead north, east, southwest, west, northwest.", "endoftext": false }, { "action": "You go southwest", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nThere is a travel pass here.\nExits lead north, east, south, northwest, up.", "endoftext": false }, { "action": "You go to the east", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nThere is a travel pass here.\nExits lead northeast, southeast, northwest.", "endoftext": false }, { "action": "Go northeast", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nThere is a travel pass here.\nExits lead north, east, southeast, northwest, up.", "endoftext": false }, { "action": "Go northwest", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nThere is a travel pass here.\nExits lead east, southeast, west.", "endoftext": false }, { "action": "Go west", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nThere is a travel pass here.\nExits lead north, east, southeast, south, southwest, northwest, up.", "endoftext": false }, { "action": "Go south", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nThere is a travel pass here.\nExits lead north, west, northwest.", "endoftext": false }, { "action": "You go northwest", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nThere is a cylinder and a travel pass here.\nExits lead up.", "endoftext": false }, { "action": "Cylinder", "response": "You have now got the travel pass.\nYou are carrying too much already to get the cylinder.", "endoftext": false }, { "action": "You drop the film", "response": "Film dropped.", "endoftext": false }, { "action": "Go upward", "response": "\"Well done old boy,\" says Sir Playfair as you slip back into the lounge, \"I didn't think you'd make it. That should keep the Fins at bay for a while. Top hole. Panchax out.\" The dark warp swiftly fades. Lounge\nSome would call this apartment small and pretentious, but with house prices in Hydropolis the way they are, small and pretentious was all Dr. Roach could afford. Anyway, he managed to get a view of Hydropolis - not many places have even that. The room is decorated in a minimalist style but, as Dr. Roach would say if he weren't under your control, \"I am a man of minimal needs.\" The only excesses he has allowed himself are a painting, a trendy black shelf, a switch to control the lights and, most important, a door to get out.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying a fishofax, a tatty card, a new card, a travel pass, a screwdriver, a hyperdriver, a crystal, a sachet and a cylinder.\nYou are wearing a watch, some dark glasses and some ear-plugs.", "endoftext": false }, { "action": "You sniff the cylinder", "response": "The cylinder smells like a cylinder.", "endoftext": false }, { "action": "Go south", "response": "You smash your nose against the door.\nThe train speeds through the tunnel then clatters into Barbellican. The doors slide open and the commuters swim in and out.", "endoftext": false }, { "action": "You go south", "response": "You dart across Dace Road while nobody's looking.\nPub\nThe Hook, Line and Sinker is a good old-fashioned boozer, with a clean bar and filthy customers. One of them, a sorry drunk leaning unsteadily against the bar, seems familiar to your host. Steve, the cool catfish from the second hand shop, is serving behind the bar. Or is it his twin brother? He sells masks, filled with gas from behind the bar, for the customers to sniff. Hence, the masks are known to the locals as \"snifters\" and the state of drunkeness as being \"sniffed to the gills\" or \"completely finless\". Exits lead north and east.\nThere is a stool here.\nAs you arrive Ernest Chub and Simon Tench greet you cheerfully.", "endoftext": false }, { "action": "You give the cylinder to Salmon", "response": "\"Thank you,\" slurs the drunk as he takes the cylinder . The drunk plays with your thoughtful present. He unfortunately finds how to empty the cylinder. The gas escapes, all in one go. What a waste.", "endoftext": false }, { "action": "You buy the mask with the fisa", "response": "\"That will be 5 clams, sir. I'll charge it to your Fisa account at once. Enjoy your sniff.\" says Steve as he hands you a mask.\nYou are carrying too much and the fishofax annoyingly falls to the ground.", "endoftext": false }, { "action": "You wear the mask", "response": "You put on the snifter. As you inhale, someone kicks you in the gills. At least, that's what it feels like. Actually, you keel over backwards and swim upside down out of the pub, but you can't remember that. The drunk thought it was funny though. You do remember going round and round the tube network before you could get off at Paddlington. Coming up the access funnel was difficult, but, now that you're back in your apartment, the snifter has thankfully worn off, leaving you with a sore head. Lounge\nSome would call this apartment small and pretentious, but with house prices in Hydropolis the way they are, small and pretentious was all Dr. Roach could afford. Anyway, he managed to get a view of Hydropolis - not many places have even that. The room is decorated in a minimalist style but, as Dr. Roach would say if he weren't under your control, \"I am a man of minimal needs.\" The only excesses he has allowed himself are a painting, a trendy black shelf, a switch to control the lights and, most important, a door to get out.\nThere is a travel pass and a tatty card here.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying a tatty card, a new card, a travel pass, a screwdriver, a hyperdriver, a crystal, a snifter, a sachet and a cylinder.\nYou are wearing a watch, some dark glasses and some ear-plugs.", "endoftext": false }, { "action": "You drop the mask", "response": "Just as the snifter is about to leave your hand Steve takes it away. \"I'll look after this,\" he says shortly.", "endoftext": true }, { "action": "Look around", "response": "The Hook, Line and Sinker is a good old-fashioned boozer, with a clean bar and filthy customers. One of them, a sorry drunk leaning unsteadily against the bar, seems familiar to your host. Steve, the cool catfish from the second hand shop, is serving behind the bar. Or is it his twin brother? He sells masks, filled with gas from behind the bar, for the customers to sniff. Hence, the masks are known to the locals as \"snifters\" and the state of drunkeness as being \"sniffed to the gills\" or \"completely finless\". Exits lead north and east.\nThere is a stool and a fishofax here. Simon Tench and Ernest Chub are here.", "endoftext": false }, { "action": "Open cylinder", "response": "You open the cylinder and the gas bubbles away around you.", "endoftext": false }, { "action": "You go to the south", "response": "You can't get out that way!\nIn The Dimensions\nA lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.", "endoftext": false }, { "action": "You look", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.", "endoftext": false }, { "action": "You drop the Fishofax", "response": "Fishofax dropped.", "endoftext": true }, { "action": "You look around", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nThere is a fishofax here.", "endoftext": false }, { "action": "You go north", "response": "You can't get out that way!\nIn The Dimensions\nA lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nThere is a fishofax here.", "endoftext": false }, { "action": "You get the fishofa", "response": "", "endoftext": true }, { "action": "You look around", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.", "endoftext": false }, { "action": "Up", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead north, east, south, west.", "endoftext": false }, { "action": "You go south", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead north, southeast, southwest, up.", "endoftext": false }, { "action": "You go to the south", "response": "You can't get out that way!\nIn The Dimensions\nA lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.", "endoftext": false }, { "action": "You go to the southeast", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead north, east, south, southwest.", "endoftext": false }, { "action": "Go southwest", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead north, east, west, up.", "endoftext": false }, { "action": "Go west", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead east, south, southwest, northwest.", "endoftext": false }, { "action": "You go southwest", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead northeast, southeast, south, west, northwest.", "endoftext": false }, { "action": "You go south", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead northeast, east, southwest, northwest, up.", "endoftext": false }, { "action": "You go northeast", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead north, southwest, northwest.", "endoftext": false }, { "action": "Go northwest", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead southwest, west, up.", "endoftext": false }, { "action": "Go southwest", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead south.", "endoftext": false }, { "action": "You go to the south", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead east, southeast, southwest, west, up.", "endoftext": false }, { "action": "Go west", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead north, east, southeast, south, northwest.", "endoftext": false }, { "action": "Go southeast", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead north, northwest, up.", "endoftext": false }, { "action": "You go northwest", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead west.", "endoftext": false }, { "action": "You go west", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead north, south, southwest, northwest, up.", "endoftext": false }, { "action": "Go north", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead northeast, east, south, southwest, west.", "endoftext": false }, { "action": "You go to the south", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead northeast, southeast, up.", "endoftext": false }, { "action": "Go northeast", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead north, east, southeast.", "endoftext": false }, { "action": "You go east", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead northeast, south, up.", "endoftext": false }, { "action": "You go to the south", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead northeast, east, southeast, southwest, west.", "endoftext": false }, { "action": "Go east", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead north, south, southwest, west, up.", "endoftext": false }, { "action": "You go to the southwest", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead north.", "endoftext": false }, { "action": "You go north", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead northeast, east, west, northwest, up.", "endoftext": false }, { "action": "Go northwest", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead north, northeast, east.", "endoftext": false }, { "action": "Go northeast", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nThere is a cylinder here.\nExits lead up.", "endoftext": false }, { "action": "You get the cylinder", "response": "You are carrying too much already to get the cylinder.", "endoftext": false }, { "action": "You drop the screwdriver", "response": "Screwdriver dropped.", "endoftext": false }, { "action": "You put satchel on the cylinder", "response": "", "endoftext": false }, { "action": "You put the satchet on the cylinder", "response": "", "endoftext": false }, { "action": "You drop the Sachet", "response": "Sachet dropped.", "endoftext": true }, { "action": "You look around", "response": "Some would call this apartment small and pretentious, but with house prices in Hydropolis the way they are, small and pretentious was all Dr. Roach could afford. Anyway, he managed to get a view of Hydropolis - not many places have even that. The room is decorated in a minimalist style but, as Dr. Roach would say if he weren't under your control, \"I am a man of minimal needs.\" The only excesses he has allowed himself are a painting, a trendy black shelf, a switch to control the lights and, most important, a door to get out.\nThere is a sachet here.", "endoftext": false }, { "action": "Go east", "response": "The traffic on Shark Street is really busy but eventually you notice a small gap and swim hastily across.\nHardware Shop\nThis hardware shop contains everything for the fish with DIY leanings. If your DIY is leaning, this is were you can get the tools to mend it. If you require anything the assistant will only be too pleased to take your credit, if not your credit card. He may even give it back. You can leave the shop by swimming west. The assistant offers to sell you a black plastic bag.", "endoftext": false }, { "action": "You buy bag with the fisa", "response": "\"That will be 2 clams exactly sir.\" You type in your Fish Identity Number to authorise the debit. The assistant waits for authorisation then returns your card, together with the bag.", "endoftext": false }, { "action": "Go west", "response": "My, Plaice Street is busy! In the end you succeed in crossing.\nPub\nThe Hook, Line and Sinker is a good old-fashioned boozer, with a clean bar and filthy customers. One of them, a sorry drunk leaning unsteadily against the bar, seems familiar to your host. Steve, the cool catfish from the second hand shop, is serving behind the bar. Or is it his twin brother? He sells masks, filled with gas from behind the bar, for the customers to sniff. Hence, the masks are known to the locals as \"snifters\" and the state of drunkeness as being \"sniffed to the gills\" or \"completely finless\". Exits lead north and east.\nThere is a stool here.\nAs you arrive Ernest Chub and Simon Tench greet you cheerfully.", "endoftext": false }, { "action": "You look", "response": "A tingle runs up and down your scales here. It's definitely not your vacation bowl. True, it does have gravel, ant eggs and pondweed, but then so has every goldfish bowl. The difference is you can see out of this bowl and it doesn't have a tacky plastic castle. It looks like you're in a computer room of some kind, with terminals lining the walls.", "endoftext": false }, { "action": "You examine the eggs", "response": "It's a pity that ant eggs are all you've had to eat for the past week, otherwise they might look appetising.", "endoftext": false }, { "action": "You wait", "response": "Time passes.\nThe bowl rattles as someone strides over. \"It's time for this little fish's last meal,\" says an ominous voice. Then the voice lowers and recites menacingly\n\"And I am become death, destroyer of worlds.\"\nSuddenly, some ant eggs are dropped in.", "endoftext": false }, { "action": "You examine the person", "response": "", "endoftext": false }, { "action": "You eat the eggs", "response": "Delicious and there are plenty more.\nSuddenly, the ant eggs start dissipating a pale pink solution. Oh no! It's an inter-dimensional espionage operative's worst nightmare - the dreaded pink anti inter-dimensional espionage operative poison, guaranteed to kill not only an inter-dimensional espionage operative's host, but to trap him there for ever. To put it bluntly, the guarantee hasn't run out. The poison gags your gills. You'll never see Sir Playfair or Mission HQ again.\n\nYour score is 349 out of 501.\nYou have died.\nDo you want to quit or restart (q/r)?", "endoftext": false }, { "action": "Y.", "response": "\"Well done, Agent 10,\" said Sir Playfair Panchax, head of Mission HQ. \"We knew you'd stop the Seven Deadly Fins. Good show! It's a shame they got away again. But now I suggest you take a vacation. You've earned it, old boy.\" You agreed with him, the last few months had been a real chore. Being an inter-dimensional espionage operative isn't a bad life apart from the pain of warping and the inconvenience of host-parasite relationships, but you need a spot of R and R every now and then, just to stay sane. So you went for the big one - warping into a goldfish for a whole month! The peace. The tranquility. And you're still on the payroll.\n\nFISH! - Version 1.10 - Copyright (C) 1988, 1990 Magnetic Scrolls Ltd.\n\nSomeone's coming. Good, it must be time for food. SPLATTO. A hand as big as a bus drops something hard right on your head. Understandably dazed, you flip over and, through a swirl of ant eggs, spot what hit you: a tacky plastic castle. It looks like a rush job. Sir Playfair must be in trouble. And you thought you were on vacation...\n\nSwimming upside down is good fun, but difficult, even for someone as highly trained as yourself. It looks like the pondweed is dangling from the gravel above your head. And the ant eggs, wow! Upside down they look, so, so much like, well, like exactly the same as if you were the right way up actually. Anyway, there's no need to get carried away. Sir Playfair has a message for you in the castle if you're not mistaken and he hates agents who are late.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying a fishofax, a tatty card, a new card, a travel pass, a screwdriver, some dark glasses, some ear-plugs, a hyperdriver, a crystal, a film and a sachet.\nYou are wearing a watch.", "endoftext": false }, { "action": "You wear the glasses anthe ear-plugs", "response": "You put on the dark glasses.\nYou put on the ear-plugs. The ear plugs don't work too well. You can still work out what people say.", "endoftext": false }, { "action": "You enter the dark warp", "response": "You slip through the dark warp into the whirling dimensions. \"It's a strange place Agent 10,\" says Sir Playfair's voice in the back of your brain. \"Those Fins have twisted the dimensions into some kind of labyrinth, but it isn't normal. The back room boys are busy trying to figure it out. All they can tell me is that the Fins have hidden the cylinder in a place where the only way out is up and that if you're left in a room with no exits you'll be stuck there until we can get you out, which may well be too late to save Hydropolis. You'll have to watch your step, Agent 10; we don't want to lose you, old boy. Good luck. Panchax out.\"\n\nA lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead east, south, southwest.", "endoftext": false }, { "action": "You go east", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead north, northeast, southeast, southwest, up.", "endoftext": false }, { "action": "You go to the north", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead east, southeast, southwest, west, northwest.", "endoftext": false }, { "action": "You go east", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead north, northeast, south, southwest, west, northwest, up.", "endoftext": false }, { "action": "You go west", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead northeast.", "endoftext": false }, { "action": "You go to the northeast", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead north, east, up.", "endoftext": false }, { "action": "Go north", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead northeast, west, northwest.", "endoftext": false }, { "action": "You go northeast", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead north, east, west, northwest, up.", "endoftext": false }, { "action": "Go southeast", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead north, northeast, east, south, southwest.", "endoftext": false }, { "action": "Go northeast", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead south, southwest, up.", "endoftext": false }, { "action": "Go south", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead east, southeast, west.", "endoftext": false }, { "action": "Go southeast", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead south, west, up.", "endoftext": false }, { "action": "Go west", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead north, southwest, northwest.", "endoftext": false }, { "action": "Go northwest", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead southwest, west, up.", "endoftext": false }, { "action": "Go southwest", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead south.", "endoftext": false }, { "action": "You go to the south", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead east, southeast, southwest, west, up.", "endoftext": false }, { "action": "Go upwards", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead north, northeast, south, northwest.", "endoftext": false }, { "action": "Go south", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead north, northeast, east, southeast, southwest, west, northwest, up.", "endoftext": false }, { "action": "You go north", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead southeast, southwest.", "endoftext": false }, { "action": "You go southeast", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead east, south, southwest, up.", "endoftext": false }, { "action": "You go east", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead north, northeast, southeast, southwest.", "endoftext": false }, { "action": "You go to the north", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead east, southeast, southwest, west, northwest, up.", "endoftext": false }, { "action": "Go west", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead north, east, southeast, south.", "endoftext": false }, { "action": "Go south", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead north, southwest, west, up.", "endoftext": false }, { "action": "Exits", "response": "East, south, southwest.", "endoftext": false }, { "action": "Go south", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead southeast, west, up.", "endoftext": false }, { "action": "Up", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead north, northeast, east, south, southwest, northwest.", "endoftext": false }, { "action": "You go to the northeast", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead south, southwest, northwest, up.", "endoftext": false }, { "action": "You go to the south", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead east, southeast, west, northwest.", "endoftext": false }, { "action": "F west", "response": "No can do!\nIn The Dimensions\nA lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead north, east, southeast, south, southwest, up.", "endoftext": false }, { "action": "Go south", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead north, west.", "endoftext": false }, { "action": "Go north", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead northeast, east, northwest, up.", "endoftext": false }, { "action": "Go northwest", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead north, northeast, east, west.", "endoftext": false }, { "action": "Go northeast", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead west, up.", "endoftext": false }, { "action": "Up", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead north, northeast, east, southeast, south, southwest, northwest.", "endoftext": false }, { "action": "You go south", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead north, northeast, west, northwest, up.", "endoftext": false }, { "action": "Go northwest", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead northeast.", "endoftext": false }, { "action": "You go east", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead northeast, southeast, south.", "endoftext": false }, { "action": "Go south", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead northeast, east, southwest, west, up.", "endoftext": false }, { "action": "You go east", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead north, southeast, south, southwest, west.", "endoftext": false }, { "action": "You go southeast", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead north, east, southwest, west, up.", "endoftext": false }, { "action": "Go north", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead northeast, southwest, northwest.", "endoftext": false }, { "action": "You go to the north-east", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead north, east, southwest, northwest, up.", "endoftext": false }, { "action": "Go north", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead east, south, southwest.", "endoftext": false }, { "action": "Ascend", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead east, southeast.", "endoftext": false }, { "action": "Go east", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead north, northeast, south, up.", "endoftext": false }, { "action": "You look at the watch", "response": "The time is 14:13", "endoftext": false }, { "action": "You look at the watch", "response": "The time is 14:14", "endoftext": false }, { "action": "Go west", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead north, east, southeast, south, up.", "endoftext": false }, { "action": "You go southeast", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead north.", "endoftext": false }, { "action": "You go north", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead northeast, east, west, northwest, up.", "endoftext": false }, { "action": "You go upwards", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead north, southeast, south, southwest.", "endoftext": false }, { "action": "You go to the north", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead northeast, east, southeast, south, southwest, west, northwest, up.", "endoftext": false }, { "action": "Go west", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead north, northeast, east, southeast.", "endoftext": false }, { "action": "Go east", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead south, up.", "endoftext": false }, { "action": "Exits", "response": "East, south, southwest.", "endoftext": false }, { "action": "Go south", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead southeast, west, up.", "endoftext": false }, { "action": "Go southeast", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead east, south, west.", "endoftext": false }, { "action": "You go south", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead southeast, southwest, up.", "endoftext": false }, { "action": "Go southwest", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead east, west, up.", "endoftext": false }, { "action": "Go east", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead north, northeast, southeast, south, west.", "endoftext": false }, { "action": "You go north", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead east, southeast, south, northwest, up.", "endoftext": false }, { "action": "You go northwest", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead north, east, southeast, south, west.", "endoftext": false }, { "action": "Examine watch", "response": "The time is 14:04", "endoftext": false }, { "action": "Go south", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead southeast, west, up.", "endoftext": false }, { "action": "You go west", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead north, southeast, south, southwest, northwest.", "endoftext": false }, { "action": "You go to the southwest", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead north, southeast, west, northwest, up.", "endoftext": false }, { "action": "Go northwest", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead southeast.", "endoftext": false }, { "action": "Go southeast", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead east, south, up.", "endoftext": false }, { "action": "You go to the east", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead north, northeast, southeast.", "endoftext": false }, { "action": "Go northeast", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead east, southeast, up.", "endoftext": false }, { "action": "Go upward", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead north, northeast, south, southwest, west, northwest.", "endoftext": false }, { "action": "Go southwest", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead north, northeast, northwest, up.", "endoftext": false }, { "action": "You go north", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead east, west.", "endoftext": false }, { "action": "Go upwards", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead east, southeast, south, southwest, west.", "endoftext": false }, { "action": "You go to the east", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead north, northeast, south.", "endoftext": false }, { "action": "You go to the southwest", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead north, east, south, west, northwest.", "endoftext": false }, { "action": "You go to the north", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead east, southeast, west, northwest, up.", "endoftext": false }, { "action": "Go northwest", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead north, east, southeast.", "endoftext": false }, { "action": "You go southeast", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead north, south, up.", "endoftext": false }, { "action": "You go south", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead north, east, southeast, southwest, west.", "endoftext": false }, { "action": "You go to the west", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead northwest.", "endoftext": false }, { "action": "You go to the northwest", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead north, west, up.", "endoftext": false }, { "action": "You go to the north", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead northeast, southeast, south, northwest, up.", "endoftext": false }, { "action": "You go to the south-east", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead northeast, east, northwest.", "endoftext": false }, { "action": "Go east", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead north, southeast, south, northwest, up.", "endoftext": false }, { "action": "Go south", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead north, east, southwest, west, northwest.", "endoftext": false }, { "action": "You go northeast", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead east, southeast, southwest.", "endoftext": false }, { "action": "You go southwest", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead east, southeast, south, west, up.", "endoftext": false }, { "action": "You go to the west", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead north, east, southeast, southwest, northwest.", "endoftext": false }, { "action": "Go southwest", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead north, east, southeast, south, west, northwest, up.", "endoftext": false }, { "action": "Go southeast", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead north, west, northwest.", "endoftext": false }, { "action": "You go northwest", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nThere is a cylinder here.\nExits lead up.", "endoftext": false }, { "action": "You get the cylinder", "response": "You are carrying too much already to get the cylinder.", "endoftext": false }, { "action": "You drop the film", "response": "Film dropped.", "endoftext": false }, { "action": "You buy the bag with the fisa", "response": "\"That will be 2 clams exactly sir.\" You type in your Fish Identity Number to authorise the debit. The assistant waits for authorisation then returns your card, together with the bag.\nYou are carrying too much and the fishofax annoyingly falls to the ground.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying a fishofax, a tatty card, a new card, a travel pass, a screwdriver, a hyperdriver, a crystal and a cylinder.\nYou are wearing a watch, some dark glasses and some ear-plugs.", "endoftext": false }, { "action": "You drop the screwdriver", "response": "Screwdriver dropped.", "endoftext": false }, { "action": "You go to the east", "response": "\"Come on. Let's go in,\" moans Bertie Bream.\nOpah\nIf things want learning in Hydropolis, then Opah University is where they get learned. The university disco to the north is in the middle of a bop-til-you-drop rag week stunt with schools of tired students swimming in and out to the heavy four-four beat. An expensive restaurant lies to the south. Have you made a reservation? No? Too bad. It's very popular. An impressive archway leads east into the university itself. You can return to Opah tube station by going west.\nA statue of the university founder is in the middle of the quad. Bertie Bream is here.", "endoftext": false }, { "action": "You wear the glasses", "response": "But you are wearing the dark glasses.", "endoftext": false }, { "action": "Go north", "response": "Suddenly, Bertie Bream gets very nervous and drags you away from the entrance. \"I can't go in without a tie,\" he says, \"what will everyone think of me?\" He starts shaking uncontrollably. \"You'll have to get me one,\" he quivers, \"I can't swim anywhere right now.\"\nOpah\nIf things want learning in Hydropolis, then Opah University is where they get learned. The university disco to the north is in the middle of a bop-til-you-drop rag week stunt with schools of tired students swimming in and out to the heavy four-four beat. An expensive restaurant lies to the south. Have you made a reservation? No? Too bad. It's very popular. An impressive archway leads east into the university itself. You can return to Opah tube station by going west.\nA statue of the university founder is in the middle of the quad. Bertie Bream is here.", "endoftext": false }, { "action": "You go east", "response": "\"Please get me a tie. I'll wait here for you,\" says Bertie Bream . University Foyer\nThe foyer is lined with ancient busts of important looking fish from the university's past, an ugly bunch of egg-headed reprobates if ever you saw some. West, an impressive arch will take you out of the university. A corridor continues east, and a metal door blocks any access to the north. The principal's office is to the south.", "endoftext": false }, { "action": "Open cylinder", "response": "The bag inflates and you hold it tightly closed to prevent the gas escaping. You rise up through the tower. There is a loud bang as you pass through the trap door, opening it. The roof of the tower lies inches below you but you are drifting slowly upwards.\nRoof\nWhen there was a lot of water around, students came up here to watch the teeming city of Hydropolis. A railing around the edge of the roof was put here to prevent them being washed away by the deceptively strong overcurrent. Now the water has gone that has ceased to be a problem. The obvious exit is the trapdoor.\nThere is a photon bridge and some railings here.", "endoftext": false }, { "action": "You examine the railings", "response": "When there was more water in Hydropolis, students used to come up here to admire Hydropolis. Lots of them were swept over the edge by the overcurrent so some railings were kindly put up.\nThis is fun isn't it? You've drifted even higher now. You are finding breathing a little difficult, however, but Hydropolis is stunning from this height.", "endoftext": false }, { "action": "You drop the bag", "response": "You let go of the bag and fall at an alarming pace. Roach is clearly disturbed, falling is not one of his greatest skills. With a sickening SPLAT you strike the surface, bursting like a balloon full of water hitting a concrete floor. That was fun.\n\"You complete Halibut!\" shouts Sir Playfair Panchax. He doesn't sound happy at all. \"We warned you not to damage Dr. Roach's body. He was the only one who could save Hydropolis. The Fins have won and are out to get you. There is nothing we at Mission HQ can do.\" The good news is you've been sent back to the bowl. The bad news is that the dimensional warps have disappeared. It looks like you're in big trouble.\nGoldfish Bowl\nA tingle runs up and down your scales here. It's definitely not your vacation bowl. True, it does have gravel, ant eggs and pondweed, but then so has every goldfish bowl. The difference is you can see out of this bowl and it doesn't have a tacky plastic castle. It looks like you're in a computer room of some kind, with terminals lining the walls.", "endoftext": false }, { "action": "You drop the bag", "response": "You release the bag, and it floats gently up into the sky.", "endoftext": true }, { "action": "You go downward", "response": "You squeeze through the trap door. Not a particularly good move, as there's nothing on the other side to support you. Oh well, falling is quite good fun. Until you hit the shallow water and slam into the floor that is. The host-parasite interface doesn't take too kindly to your scant regard for its delicacy and promptly disintegrates, sending you hurtling into the dimensions.\n\"You complete Halibut!\" shouts Sir Playfair Panchax. He doesn't sound happy at all. \"We warned you not to damage Dr. Roach's body. He was the only one who could save Hydropolis. The Fins have won and are out to get you. There is nothing we at Mission HQ can do.\" The good news is you've been sent back to the bowl. The bad news is that the dimensional warps have disappeared. It looks like you're in big trouble.\nGoldfish Bowl\nA tingle runs up and down your scales here. It's definitely not your vacation bowl. True, it does have gravel, ant eggs and pondweed, but then so has every goldfish bowl. The difference is you can see out of this bowl and it doesn't have a tacky plastic castle. It looks like you're in a computer room of some kind, with terminals lining the walls.", "endoftext": true }, { "action": "Climb railings", "response": "You slide through the railings with your gills about to burst. Roach has never practiced falling before, it's a good job your training as an inter-dimensional espionage operative has given you the experience to be able to survive under such difficult circumstances. You hit the water below the tower making a dramatic entrance to Opah. Several of the students applaud your efforts.\nOpah\nIf things want learning in Hydropolis, then Opah University is where they get learned. The university disco to the north is in the middle of a bop-til-you-drop rag week stunt with schools of tired students swimming in and out to the heavy four-four beat. An expensive restaurant lies to the south. Have you made a reservation? No? Too bad. It's very popular. An impressive archway leads east into the university itself. You can return to Opah tube station by going west.\nA statue of the university founder is in the middle of the quad. Bertie Bream is here.", "endoftext": false }, { "action": "You go east", "response": "\"Please get me a tie. I'll wait here for you,\" says Bertie Bream . University Foyer\nThe foyer is lined with ancient busts of important looking fish from the university's past, an ugly bunch of egg-headed reprobates if ever you saw some. West, an impressive arch will take you out of the university. A corridor continues east, and a metal door blocks any access to the north. The principal's office is to the south.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying a fishofax, a tatty card, a new card, a travel pass, a hyperdriver, a crystal and a photon bridge.\nYou are wearing a watch, some dark glasses and some ear-plugs.", "endoftext": false }, { "action": "Examine slot", "response": "The slot is about as thick as a piece of paper.", "endoftext": false }, { "action": "Go west", "response": "My worm, it's dark in this corridor. A metal door to the east prevents you from swimming directly into your laboratory and the corridor returns west.\nAfter allowing time for someone to pass the door closes.\n\"On your marks, get set, GO!\" Three pairs of students, tied together come rushing past you. It's a two-tail race, obviously a ploy to raise money for rag week. Then hordes of students swim by, rattling collecting tins. It's a good job they don't take Fisa. They swim off.", "endoftext": false }, { "action": "You go west", "response": "If things want learning in Hydropolis, then Opah University is where they get learned. The university disco to the north is in the middle of a bop-til-you-drop rag week stunt with schools of tired students swimming in and out to the heavy four-four beat. An expensive restaurant lies to the south. Have you made a reservation? No? Too bad. It's very popular. An impressive archway leads east into the university itself. You can return to Opah tube station by going west.\nA statue of the university founder is in the middle of the quad. Bertie Bream is here.", "endoftext": false }, { "action": "Go west", "response": "\"Please get me a tie. I'll wait here for you,\" says Bertie Bream .\nOpah Station\nCommuters are busily swimming up and down the access funnel which leads to the platform. A ticket clerk sits behind a counter selling tickets to fish who lack the simple foresight to buy a pass. You can leave the station through the exit to the east.", "endoftext": false }, { "action": "You ask Salmon about the trench", "response": "", "endoftext": false }, { "action": "You ask Chub about the protocopier", "response": "Ernest Chub says, \"Oh really sir. You flatter me with such a question. I'm not fit to provide an answer.\"", "endoftext": false }, { "action": "You ask Tench about the protocopier", "response": "Simon Tench says, \"Roachie baby, you're really on form. What a concept!\"", "endoftext": false }, { "action": "You ask Tench about Device", "response": "Simon Tench says, \"Roachie, I don't like it. Too many things could go wrong, it could be a real downer.\"", "endoftext": false }, { "action": "You show bridge to Tench", "response": "Simon Tench says, \"How nice.\"", "endoftext": false }, { "action": "You show the bridge to Salmon", "response": "The drunk leans forward to examine the the photon bridge and snatches it from you with a mumbled \"Thanks.\"", "endoftext": false }, { "action": "You show new card to Salmon", "response": "The drunk leans forward to examine the the new card and snatches it from you with a mumbled \"Thanks.\"", "endoftext": false }, { "action": "You get the fax", "response": "But you are already carrying the fishofax.", "endoftext": true }, { "action": "You go downward", "response": "You show your pass to the guard and go through.\nPlatform\nThe tracks, leading off into the dark tunnel, lie beyond the northern edge of the platform. Trains arrive quite frequently, once every three minutes on average, a fact not unnoticed by the section of the Hydropolis Underground Omnibus Company responsible for advertising. You can go up to ground level via the access funnel to Pickerel.\nYou feel a gusting current from the tunnel as a train clatters into the station. The doors open and fish push and shove each other as they get on and off.", "endoftext": false }, { "action": "Go south", "response": "The tracks, leading off into the dark tunnel, lie beyond the northern edge of the platform. Trains arrive quite frequently, once every three minutes on average, a fact not unnoticed by the section of the Hydropolis Underground Omnibus Company responsible for advertising. You can go up to ground level via the access funnel to Opah University.\nAn underground train is here but looks likely to leave at any moment. Abruptly, everything starts heading towards a certain point, accompanied by a grotesque sucking noise. Before you have time to react you are surrounded by a blinding white light which rapidly expands to engulf the whole of Hydropolis. Then silence. You are nothing but a handful of minute particles floating in free space. \"You blew that, didn't you?\" Sir Playfair Panchax is clearly not amused. \"We'll try and get you back to your bowl, but I've got some bad news. The Fins have located you. They're out for revenge. Keep your head old chap, this could be nasty. Panchax out.\" You are dumped back in the fishbowl. Goldfish Bowl\nA tingle runs up and down your scales here. It's definitely not your vacation bowl. True, it does have gravel, ant eggs and pondweed, but then so has every goldfish bowl. The difference is you can see out of this bowl and it doesn't have a tacky plastic castle. It looks like you're in a computer room of some kind, with terminals lining the walls.\n\"You complete Halibut!\" shouts Sir Playfair Panchax. He doesn't sound happy at all. \"We warned you not to damage Dr. Roach's body. He was the only one who could save Hydropolis. The Fins have won and are out to get you. There is nothing we at Mission HQ can do.\" The good news is you've been sent back to the bowl. The bad news is that the dimensional warps have disappeared. It looks like you're in big trouble.", "endoftext": false }, { "action": "You get the bridge", "response": "You have now got the photon bridge.\nThis is fun isn't it? You've drifted even higher now. You are finding breathing a little difficult, however, but Hydropolis is stunning from this height.", "endoftext": false }, { "action": "You open the book", "response": "You open the book at random, revealing a full colour picture of a bird cage on page 332.", "endoftext": false }, { "action": "Turn page", "response": "You turn to the next page, number 333, revealing a full colour picture of a parrot.", "endoftext": false }, { "action": "Turn page", "response": "You turn to the next page, number 334, revealing a full colour picture of Micky Blowtorch.", "endoftext": false }, { "action": "Turn page", "response": "You turn to the next page, number 335, revealing a full colour picture of a gold disc.", "endoftext": false }, { "action": "Turn page", "response": "You turn to the next page, number 336, revealing a full colour picture of a mould.", "endoftext": false }, { "action": "Turn page", "response": "You turn to the next page, number 337, revealing a full colour picture of a hammer.", "endoftext": false }, { "action": "Turn page", "response": "You turn to the next page, number 339, (the intervening pages have been torn out), revealing a full colour picture of some feathers.", "endoftext": false }, { "action": "Turn page", "response": "You turn to the next page, number 340, revealing a full colour picture of some asbestos gloves.", "endoftext": false }, { "action": "Turn page", "response": "You turn to the next page, number 345, (the intervening pages have been torn out), revealing a full colour picture of a glass box.", "endoftext": false }, { "action": "Turn page", "response": "You turn the last page in the book and close it.", "endoftext": false }, { "action": "You open the book", "response": "You open the book at random, revealing a full colour picture of a head cleaner on page 274.", "endoftext": false }, { "action": "Turn page", "response": "You turn to the next page, number 286, (the intervening pages have been torn out), revealing a full colour picture of an old blanket.", "endoftext": false }, { "action": "Turn page", "response": "You turn to the next page, number 287, revealing a full colour picture of a torch.", "endoftext": false }, { "action": "Turn page", "response": "You turn to the next page, number 288, revealing a full colour picture of some jeans.", "endoftext": false }, { "action": "Turn page", "response": "You turn to the next page, number 289, revealing a full colour picture of some socks.", "endoftext": false }, { "action": "Turn page", "response": "You turn to the next page, number 290, revealing a full colour picture of a tee-shirt.", "endoftext": false }, { "action": "Turn page", "response": "You turn to the next page, number 294, revealing a full colour picture of an interior light.", "endoftext": false }, { "action": "Turn page", "response": "You turn to the next page, number 299, (the intervening pages have been torn out), revealing a full colour picture of a poster.", "endoftext": false }, { "action": "Turn page", "response": "You turn to the next page, number 304, (the intervening pages have been torn out), revealing a full colour picture of a gargoyle.", "endoftext": false }, { "action": "Turn page", "response": "You turn to the next page, number 309, (the intervening pages have been torn out), revealing a full colour picture of a ceremonial cord.", "endoftext": false }, { "action": "Turn page", "response": "You turn to the next page, number 310, revealing a full colour picture of some debris.", "endoftext": false }, { "action": "Turn page", "response": "You turn to the next page, number 312, (the intervening pages have been torn out), revealing a full colour picture of a sarcophagus lid.", "endoftext": false }, { "action": "Turn page", "response": "You turn to the next page, number 313, revealing a full colour picture of an ancient altar.", "endoftext": false }, { "action": "Turn page", "response": "You turn to the next page, number 323, (the intervening pages have been torn out), revealing a full colour picture of a shirt.", "endoftext": false }, { "action": "Turn page", "response": "You turn to the next page, number 327, (the intervening pages have been torn out), revealing a full colour picture of a herringbone overcoat.", "endoftext": false }, { "action": "Turn page", "response": "You turn to the next page, number 330, (the intervening pages have been torn out), revealing a full colour picture of a crucible.", "endoftext": false }, { "action": "Turn page", "response": "You turn to the next page, number 331, revealing a full colour picture of a gold ring.\nThree students swim by with a rolled-up hang glider under their fins.", "endoftext": false }, { "action": "Turn page", "response": "You turn to the next page, number 332, revealing a full colour picture of a bird cage.\n\nThe poster has a psychedelic picture of purple and green goldfish swimming around the Seven Deadly Fins logo. The fish form the words, \"No rules. No war. No profit.\" Underneath is scrawled, \"The Fins are in town. Place: just listen. Price: what can you afford? Anarchy: only if my mum says it's ok.\"", "endoftext": true }, { "action": "You look around", "response": "Containing the sum total of fish knowledge, this library is the best in all Hydropolis. As fish only have small brains, it is on the smallish side, but students spend a lot of time here delving into what knowledge there is - even during rag week. The library's rarest book lies on a lectern close to the exit in the north wall.", "endoftext": false }, { "action": "You get railings", "response": "The railings steadfastly refuse to be moved.\nFish cannot survive without water. Roach's gills dry out and are rendered useless. The effect is fatal. These things happen, don't blame yourself.\n\"You complete Halibut!\" shouts Sir Playfair Panchax. He doesn't sound happy at all. \"We warned you not to damage Dr. Roach's body. He was the only one who could save Hydropolis. The Fins have won and are out to get you. There is nothing we at Mission HQ can do.\" The good news is you've been sent back to the bowl. The bad news is that the dimensional warps have disappeared. It looks like you're in big trouble.", "endoftext": false }, { "action": "You go south", "response": "You try to push your way through to the doors, but can't quite make it in time.\n\"All aboard,\" shouts the guard. Some dolphins rush in where angelfish fear to tread. The doors close and the train accelerates out of the station.", "endoftext": false }, { "action": "You go to the south", "response": "The tracks, leading off into the dark tunnel, lie beyond the northern edge of the platform. Trains arrive quite frequently, once every three minutes on average, a fact not unnoticed by the section of the Hydropolis Underground Omnibus Company responsible for advertising. You can go up to ground level via the access funnel to Battersea.\nAn underground train is here but looks likely to leave at any moment. The last few fish, pilchards by the look of them, squeeze onto the train. \"Mind the doors,\" shouts the guard as they close. The train clatters off into the tunnel.", "endoftext": false }, { "action": "Up", "response": "You show your pass to the guard and go through.\nBattersea\nBattersea is a place of dreams. The station was built many years ago to encourage visits by tourists. Regular tours around the complex leave from the north. An access funnel, leading down is fished by a guard who is checking tickets, or would be if there were any to check but the ticket clerk hasn't sold any.", "endoftext": false }, { "action": "You go west", "response": "The pressure door is closed to protect fish like you from swimming into the proximity of the fast moving blades which lie beyond. You may not appreciate this extra protection but I'm sure Dr. Roach is delighted. Abruptly, everything starts heading towards a certain point, accompanied by a grotesque sucking noise. Before you have time to react you are surrounded by a blinding white light which rapidly expands to engulf the whole of Hydropolis. Then silence. You are nothing but a handful of minute particles floating in free space. \"You blew that, didn't you?\" Sir Playfair Panchax is clearly not amused. \"We'll try and get you back to your bowl, but I've got some bad news. The Fins have located you. They're out for revenge. Keep your head old chap, this could be nasty. Panchax out.\" You are dumped back in the fishbowl. Goldfish Bowl\nA tingle runs up and down your scales here. It's definitely not your vacation bowl. True, it does have gravel, ant eggs and pondweed, but then so has every goldfish bowl. The difference is you can see out of this bowl and it doesn't have a tacky plastic castle. It looks like you're in a computer room of some kind, with terminals lining the walls.\n\"You complete Halibut!\" shouts Sir Playfair Panchax. He doesn't sound happy at all. \"We warned you not to damage Dr. Roach's body. He was the only one who could save Hydropolis. The Fins have won and are out to get you. There is nothing we at Mission HQ can do.\" The good news is you've been sent back to the bowl. The bad news is that the dimensional warps have disappeared. It looks like you're in big trouble.", "endoftext": true }, { "action": "Time", "response": "The time is 13:27", "endoftext": false }, { "action": "Go south", "response": "Containing the sum total of fish knowledge, this library is the best in all Hydropolis. As fish only have small brains, it is on the smallish side, but students spend a lot of time here delving into what knowledge there is - even during rag week. The library's rarest book lies on a lectern close to the exit in the north wall.\n\"On your marks, get set, GO!\" Three pairs of students, tied together come rushing past you. It's a two-tail race, obviously a ploy to raise money for rag week. Then hordes of students swim by, rattling collecting tins. It's a good job they don't take Fisa. They swim off.", "endoftext": false }, { "action": "You open the book", "response": "You open the book at random, revealing a full colour picture of some socks on page 289.", "endoftext": false }, { "action": "Ook up box in the book", "response": "", "endoftext": false }, { "action": "You look up box in the book", "response": "You turn to page 345, revealing a full colour picture of a glass box.", "endoftext": false }, { "action": "You get the page", "response": "You will have to tear the page out first.", "endoftext": false }, { "action": "Tear page", "response": "There is a loud ripping noise as you tear the page from the book. Several of the students look your way. One of them wanders over. \"What's going on here?\" he demands, noticing your vandalism. \"Destroying library property, eh?\" he continues, pushing you out into the corridor. \"Sod off and don't come back.\"\nFor some reason he doesn't take the page from you.\nCorridor\nWindows line the north wall of this corridor which continues east and west. They look out onto the quad, and stream light on to an archway which leads south to the library.", "endoftext": false }, { "action": "You put the page in the slot", "response": "The page is drawn quietly into the slot on the side of the protocopier. There is a humming noise followed by a whirring. The protocopier starts to vibrate. Then there is a loud bang and suddenly, on the protocopier there appears a glass box.", "endoftext": false }, { "action": "You get box", "response": "Which one, the glass box or the protocopier?", "endoftext": false }, { "action": "Glass", "response": "You are carrying too much already to get the glass box.", "endoftext": false }, { "action": "You drop the film and the Sachet", "response": "Film dropped.\nSachet dropped.", "endoftext": false }, { "action": "Where is Bertie", "response": "Ernest Chub says, \"Bertie's an absolute genius. I know because he told me himself.\"", "endoftext": false }, { "action": "Go south", "response": "You dart across Dace Road while nobody's looking.\nPub\nThe Hook, Line and Sinker is a good old-fashioned boozer, with a clean bar and filthy customers. One of them, a sorry drunk leaning unsteadily against the bar, seems familiar to your host. Steve, the cool catfish from the second hand shop, is serving behind the bar. Or is it his twin brother? He sells masks, filled with gas from behind the bar, for the customers to sniff. Hence, the masks are known to the locals as \"snifters\" and the state of drunkeness as being \"sniffed to the gills\" or \"completely finless\". Exits lead north and east. An interesting looking cylinder is behind the bar.\nThere is a stool here.\nAs you arrive Ernest Chub and Simon Tench greet you cheerfully.", "endoftext": false }, { "action": "You buy the cylinder with the Fisa", "response": "\"Sorry guv,\" says Steve \"The cylinder can only be sold to dedicated sniffers. I don't know if you can hold your sniffs, do I?\"", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying a tie, a fishofax, a tatty card, a new card, a travel pass, a screwdriver, a hyperdriver, a crystal and a bag.\nYou are wearing a watch, some dark glasses and some ear-plugs.", "endoftext": false }, { "action": "Go south", "response": "The tracks, leading off into the dark tunnel, lie beyond the northern edge of the platform. Trains arrive quite frequently, once every three minutes on average, a fact not unnoticed by the section of the Hydropolis Underground Omnibus Company responsible for advertising. You can go up to ground level via the access funnel to Battersea.\nAn underground train is here but looks likely to leave at any moment. \"Mind the gap,\" shouts the guard. A pike stops the doors closing to allow his aggressive mates on then the train rushes off into the tunnel.", "endoftext": false }, { "action": "Go upwards", "response": "You show your pass to the guard and go through.\nBattersea\nBattersea is a place of dreams. The station was built many years ago to encourage visits by tourists. Regular tours around the complex leave from the north. An access funnel, leading down is fished by a guard who is checking tickets, or would be if there were any to check but the ticket clerk hasn't sold any.", "endoftext": false }, { "action": "You go north", "response": "\"Welcome to Battersea Power Station.\" You are met by a tall tour guide, who appears to be chewing gum and reading notes off little cue cards. She takes you on a guided tour of the entire plant, filling your head with facts and figures about throughput, power consumption and blades. One thing that stuck in your mind was the interesting, but little-known, fact that Battersea is only the secondary power station for Hydropolis and is only used during peak demand and to power the underground system. After about half an hour, she returns you to the power station.\nPower Station", "endoftext": false }, { "action": "You turn off switch", "response": "With great effort you manage to pull the switch. The light dims momentarily and the guppies on the guided tour scream until everything returns to normal. The important gauge shows a considerable drop in current. Whoom! The pressure door opens.", "endoftext": false }, { "action": "Go west", "response": "You'll have to be very careful in this tunnel; the sharp blades of a giant turbine are all around you. They aren't spinning but the turbine could start up again at any moment so it's important not to panic. Just make up your mind quickly whether you're going to swim east back to the power station or further along the tunnel to the west.\nThere is a turbine here.", "endoftext": false }, { "action": "You go west", "response": "The tunnel curves upwards here through still, calm water, coming to a halt at a series of grilles. The turbine's sharp blades lie to the east.", "endoftext": false }, { "action": "You examine the grilles", "response": "The grilles are an intricate criss-cross of filters, screwed together, designed to stop bits of rubbish getting into the turbine.\nThere is a filter on them.", "endoftext": false }, { "action": "You unscrew the Filter with the screwdriver", "response": "The screw is a little sticky to begin with but after a good twist it loosens up. The screw drops into your hands and with a little extra pressure you remove the filter.", "endoftext": false }, { "action": "You turn on the switch", "response": "The switch is now on. The automatic door shuts with a woosh.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying a tie, a fishofax, a tatty card, a new card, a travel pass, a screwdriver, a hyperdriver, a crystal, a radio case, a filter, a screw and a bag.\nYou are wearing a watch, some dark glasses and some ear-plugs.", "endoftext": false }, { "action": "Undoi", "response": "", "endoftext": false }, { "action": "You go south", "response": "The tracks, leading off into the dark tunnel, lie beyond the northern edge of the platform. Trains arrive quite frequently, once every three minutes on average, a fact not unnoticed by the section of the Hydropolis Underground Omnibus Company responsible for advertising. You can go up to ground level via the access funnel to Eelpout.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying a tie, a fishofax, a tatty card, a new card, a travel pass, a hyperdriver, a radio case, a screw and a bag.\nYou are wearing a watch, some dark glasses and some ear-plugs.", "endoftext": false }, { "action": "You go east", "response": "The traffic on Shark Street is really busy but eventually you notice a small gap and swim hastily across.\nHardware Shop\nThis hardware shop contains everything for the fish with DIY leanings. If your DIY is leaning, this is were you can get the tools to mend it. If you require anything the assistant will only be too pleased to take your credit, if not your credit card. He may even give it back. You can leave the shop by swimming west.", "endoftext": false }, { "action": "You examine the Time", "response": "The time is 16:00\nAbruptly, everything starts heading towards a certain point, accompanied by a grotesque sucking noise. Before you have time to react you are surrounded by a blinding white light which rapidly expands to engulf the whole of Hydropolis. Then silence. You are nothing but a handful of minute particles floating in free space. \"You blew that, didn't you?\" Sir Playfair Panchax is clearly not amused. \"We'll try and get you back to your bowl, but I've got some bad news. The Fins have located you. They're out for revenge. Keep your head old chap, this could be nasty. Panchax out.\" You are dumped back in the fishbowl. Goldfish Bowl\nA tingle runs up and down your scales here. It's definitely not your vacation bowl. True, it does have gravel, ant eggs and pondweed, but then so has every goldfish bowl. The difference is you can see out of this bowl and it doesn't have a tacky plastic castle. It looks like you're in a computer room of some kind, with terminals lining the walls.\n\"You complete Halibut!\" shouts Sir Playfair Panchax. He doesn't sound happy at all. \"We warned you not to damage Dr. Roach's body. He was the only one who could save Hydropolis. The Fins have won and are out to get you. There is nothing we at Mission HQ can do.\" The good news is you've been sent back to the bowl. The bad news is that the dimensional warps have disappeared. It looks like you're in big trouble.", "endoftext": false }, { "action": "Examine watch", "response": "The time is 09:01\nThe wall behind your fishton glows, revealing the face of the principal's secretary. \"Good morning Dr. Roach,\" she says, \"I'm sorry to call so early, I just want to confirm that the principal is expecting you at ten o'clock this morning. Goodbye.\" Her face fades out, leaving you with the annoying jingle of the Hydropolis Telecommunications Network: \"HTN, HTN - With your friends you can talk, and you won't have to walk, HTN, HTN\". Not the most auspicious start to a morning.", "endoftext": false }, { "action": "You go north", "response": "You squeeze your way, sardine like, onto the train with the other commuters.\nTube\nAlways busy, the tube trains are packed solid with guppies. Rules have been passed strictly governing the number of fish allowed in each carriage but these are often disregarded, especially by sardines and pilchards.\nSteve swims by at top speed.\nThe last few fish, pilchards by the look of them, squeeze onto the train. \"Mind the doors,\" shouts the guard as they close. The train clatters off into the tunnel.", "endoftext": false }, { "action": "Time", "response": "The time is 09:20\nThe train speeds through the tunnel then clatters into Pickerel. The doors slide open and the commuters swim in and out.", "endoftext": false }, { "action": "Go south", "response": "The tracks, leading off into the dark tunnel, lie beyond the northern edge of the platform. Trains arrive quite frequently, once every three minutes on average, a fact not unnoticed by the section of the Hydropolis Underground Omnibus Company responsible for advertising. You can go up to ground level via the access funnel to Pickerel.\nAn underground train is here but looks likely to leave at any moment. The last few fish, pilchards by the look of them, squeeze onto the train. \"Mind the doors,\" shouts the guard as they close. The train clatters off into the tunnel.", "endoftext": false }, { "action": "You go to the south", "response": "You dart across Dace Road while nobody's looking.\nPub\nThe Hook, Line and Sinker is a good old-fashioned boozer, with a clean bar and filthy customers. One of them, a sorry drunk leaning unsteadily against the bar, seems familiar to your host. Steve, the cool catfish from the second hand shop, is serving behind the bar. Or is it his twin brother? He sells masks, filled with gas from behind the bar, for the customers to sniff. Hence, the masks are known to the locals as \"snifters\" and the state of drunkeness as being \"sniffed to the gills\" or \"completely finless\". Exits lead north and east. An interesting looking cylinder is behind the bar.\nThere is a stool here.", "endoftext": false }, { "action": "You buy the mask with the fisa", "response": "\"That will be 5 clams, sir. I'll charge it to your Fisa account at once. Enjoy your sniff.\" says Steve as he hands you a mask.", "endoftext": false }, { "action": "Time", "response": "The time is 09:37", "endoftext": false }, { "action": "You buy the ear plugs with the fisa", "response": "\"That will be 5 clams exactly sir.\" You type in your Fish Identity Number to authorise the debit. The assistant waits for authorisation then returns your card, together with the ear-plugs.\nYou notice several students loitering with intent. One of them produces a guitar and starts singing: \"Come on feel my nose. The girls grab my clothes. Go why, why why any more.\" Oh no, he's started busking! Luckily the other students attack and carry him off before you hear too much.", "endoftext": false }, { "action": "Go west", "response": "My, Plaice Street is busy! In the end you succeed in crossing.\nPub\nThe Hook, Line and Sinker is a good old-fashioned boozer, with a clean bar and filthy customers. One of them, a sorry drunk leaning unsteadily against the bar, seems familiar to your host. Steve, the cool catfish from the second hand shop, is serving behind the bar. Or is it his twin brother? He sells masks, filled with gas from behind the bar, for the customers to sniff. Hence, the masks are known to the locals as \"snifters\" and the state of drunkeness as being \"sniffed to the gills\" or \"completely finless\". Exits lead north and east. An interesting looking cylinder is behind the bar.\nThere is a stool here.", "endoftext": false }, { "action": "Go south", "response": "\"Good morning Doctor,\" says the principal as she closes the door and takes a seat, \"I'm sorry if this is inconvenient, but it is an emergency. It seems this talk about parasiting may not be speculation. We've received information that a junior member of your team has been 'taken over' and has sabotaged The Project. You don't need me to tell you that this could be disastrous for Hydropolis. Naturally, I've suspended everyone until further notice. You're the only one I can trust; I want you to investigate. I'm going to the government to inform them of the danger. I'm not evacuating, so don't worry. I'll be back tomorrow.\" She gets up. \"Now please hurry doctor. There's not a second to lose.\" You walk back to the foyer together then go your separate ways.\nUniversity Foyer\nThe foyer is lined with ancient busts of important looking fish from the university's past, an ugly bunch of egg-headed reprobates if ever you saw some. West, an impressive arch will take you out of the university. A corridor continues east, and a metal door blocks any access to the north. The principal's office is to the south.", "endoftext": false }, { "action": "Time", "response": "The time is 10:34", "endoftext": false }, { "action": "You go east", "response": "My worm, it's dark in this corridor. A metal door to the east prevents you from swimming directly into your laboratory and the corridor returns west.\nThree students swim by with a rolled-up hang glider under their fins.", "endoftext": false }, { "action": "You open the Fishofax", "response": "But the fishofax is already open.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying a tie, a fishofax, a tatty card, a new card, a travel pass, a screwdriver, some dark glasses, some ear-plugs, a hyperdriver and a bag.\nYou are wearing a watch.", "endoftext": false }, { "action": "You drop the Hyperdriver", "response": "Hyperdriver dropped.", "endoftext": false }, { "action": "You go west", "response": "Commuters are busily swimming up and down the access funnel which leads to the platform. A ticket clerk sits behind a counter selling tickets to fish who lack the simple foresight to buy a pass. You can leave the station through the exit to the east.\nAs you arrive Ernest Chub greets you cheerfully.", "endoftext": false }, { "action": "Wait", "response": "Time passes.\nYour colleague Ernest Chub swims into view.\n\"Hello,\" shouts Ernest, \"I'm going to spend the day in the pub. Awful place but there's no work to do.\"\nYou feel a gusting current from the tunnel as a train clatters into the station. The doors open and fish push and shove each other as they get on and off.", "endoftext": false }, { "action": "Time", "response": "The time is 11:19\nA group of students swim by with what looks like the principal.\nYou feel a gusting current from the tunnel as a train clatters into the station. The doors open and fish push and shove each other as they get on and off.", "endoftext": false }, { "action": "Go north", "response": "\"Welcome to Battersea Power Station.\" You are met by a tall tour guide, who appears to be chewing gum and reading notes off little cue cards. She takes you on a guided tour of the entire plant, filling your head with facts and figures about throughput, power consumption and blades. One thing that stuck in your mind was the interesting, but little-known, fact that Battersea is only the secondary power station for Hydropolis and is only used during peak demand and to power the underground system. After about half an hour, she returns you to the power station.\nPower Station\nThe power station dwarfs almost anything you have ever seen. Guided tours leave from the north, so the citizens of Hydropolis can marvel at this fish-made wonder and the sophistication of their engineers. A steel door lies to the west near an important gauge and a large switch. As you arrive Ernest Chub greets you cheerfully.", "endoftext": false }, { "action": "Go west", "response": "The pressure door is closed to protect fish like you from swimming into the proximity of the fast moving blades which lie beyond. You may not appreciate this extra protection but I'm sure Dr. Roach is delighted.", "endoftext": false }, { "action": "Go east", "response": "The power station dwarfs almost anything you have ever seen. Guided tours leave from the north, so the citizens of Hydropolis can marvel at this fish-made wonder and the sophistication of their engineers. A steel door lies to the west near an important gauge and a large switch. As you arrive Ernest Chub greets you cheerfully.", "endoftext": false }, { "action": "Go south", "response": "The tracks, leading off into the dark tunnel, lie beyond the northern edge of the platform. Trains arrive quite frequently, once every three minutes on average, a fact not unnoticed by the section of the Hydropolis Underground Omnibus Company responsible for advertising. You can go up to ground level via the access funnel to Eelpout.\nAn underground train is here but looks likely to leave at any moment. \"Mind the gap,\" shouts the guard. A pike stops the doors closing to allow his aggressive mates on then the train rushes off into the tunnel.", "endoftext": false }, { "action": "You go west", "response": "My, Plaice Street is busy! In the end you succeed in crossing.\nPub\nThe Hook, Line and Sinker is a good old-fashioned boozer, with a clean bar and filthy customers. One of them, a sorry drunk leaning unsteadily against the bar, seems familiar to your host. Steve, the cool catfish from the second hand shop, is serving behind the bar. Or is it his twin brother? He sells masks, filled with gas from behind the bar, for the customers to sniff. Hence, the masks are known to the locals as \"snifters\" and the state of drunkeness as being \"sniffed to the gills\" or \"completely finless\". Exits lead north and east. An interesting looking cylinder is behind the bar.\nThere is a stool here.\nAs you arrive Bertie Bream and Simon Tench greet you cheerfully.", "endoftext": false }, { "action": "You ask Bream about the disco", "response": "\"Yes I've often wondered about those places,\" says Bertie, \"so many possibilities for studies of fish behaviour. Seeing how far we've evolved, that sort of thing. I'll have to get my equipment sorted out first. I'll meet you there at 13:00?\" Without waiting for a reply Bertie Bream rushes off on his errands.", "endoftext": false }, { "action": "Time", "response": "The time is 12:25", "endoftext": false }, { "action": "You wear the glasses", "response": "You put on the dark glasses.\nAn old fish swims up to you and asks for the price of a snifter. \"Five clams,\" you tell him. He thanks you and swims away.\nYou feel a gusting current from the tunnel as a train clatters into the station. The doors open and fish push and shove each other as they get on and off.", "endoftext": false }, { "action": "You wear the earplugs", "response": "You put on the ear-plugs. The ear plugs don't work too well. You can still work out what people say.\nThe train speeds through the tunnel then clatters into Battersea. The doors slide open and the commuters swim in and out.", "endoftext": false }, { "action": "Time", "response": "The time is 12:36", "endoftext": false }, { "action": "You drop the Filter", "response": "Filter dropped.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying a tie, a fishofax, a tatty card, a new card, a travel pass, a crystal, a screw and a bag.\nYou are wearing a watch, some dark glasses and some ear-plugs.", "endoftext": false }, { "action": "Time", "response": "The time is 12:44", "endoftext": false }, { "action": "You open tuna", "response": "But the crystal tuna is already open.", "endoftext": false }, { "action": "You close the tuna then turn on the tuna", "response": "The crystal tuna is now closed.\nThere is a ringing sound which dies away after about twenty seconds.", "endoftext": false }, { "action": "You open the tuna then get Crystal", "response": "The crystal tuna is now open.\nYou have now got the tuned crystal.", "endoftext": false }, { "action": "Time", "response": "The time is 12:57", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\"On your marks, get set, GO!\" Three pairs of students, tied together come rushing past you. It's a two-tail race, obviously a ploy to raise money for rag week. Then hordes of students swim by, rattling collecting tins. It's a good job they don't take Fisa. They swim off.", "endoftext": true }, { "action": "Look around", "response": "If things want learning in Hydropolis, then Opah University is where they get learned. The university disco to the north is in the middle of a bop-til-you-drop rag week stunt with schools of tired students swimming in and out to the heavy four-four beat. An expensive restaurant lies to the south. Have you made a reservation? No? Too bad. It's very popular. An impressive archway leads east into the university itself. You can return to Opah tube station by going west.\nA statue of the university founder is in the middle of the quad.\nHere comes Bertie Bream , clearly ready to shake his booty.", "endoftext": false }, { "action": "Go east", "response": "This lab is exceptionally clean. Dr. Roach must be remarkably fastidious. The water is constantly decontaminated and recycled to protect The Project equipment and your terminal from damage by grit, fluff and dirt. Exits are northeast, southeast and west through the metal door to the corridor.\nThere is a filter here.\nAfter allowing time for someone to pass the door closes.", "endoftext": false }, { "action": "You drop Crystal", "response": "Tuned crystal dropped.", "endoftext": false }, { "action": "Go northeast", "response": "Considering how important this place is for the future of all fishkind, you are stunned by how little has been done to make it look significant. A lick of paint, although distasteful for the fish licking it on, wouldn't have gone amiss. The only exit is southwest.\nThere is a hyperdriver and the device almost fills the room, looking like an aquarium filled with multi-coloured gravel here.", "endoftext": false }, { "action": "You go southwest", "response": "This lab is exceptionally clean. Dr. Roach must be remarkably fastidious. The water is constantly decontaminated and recycled to protect The Project equipment and your terminal from damage by grit, fluff and dirt. Exits are northeast, southeast and west through the metal door to the corridor.\nThere is a tuned crystal and a filter here.", "endoftext": false }, { "action": "Login", "response": "You have to sit at a terminal before you can login.", "endoftext": false }, { "action": "Pondweed", "response": "Fishtrix V1.19 System 2\nWelcome to Fishtrix\n\nTime 13:15: %", "endoftext": false }, { "action": "Games", "response": "Chess, Hack, Prawn, Gilled of Thieves, Fish, Shutdown. QUIT to return to command mode.\nTime 13:16: +", "endoftext": false }, { "action": "Shutdown", "response": "You know the rules.\nThe goal is \"WATER\". Starting position - GBWBG\nYou have 40 minute(s) until The Project is activated.", "endoftext": false }, { "action": "7", "response": "You have 39 minute(s) until The Project is activated.", "endoftext": false }, { "action": "0", "response": "You have 38 minute(s) until The Project is activated.", "endoftext": false }, { "action": "24", "response": "You have 37 minute(s) until The Project is activated.", "endoftext": false }, { "action": "23", "response": "You have 36 minute(s) until The Project is activated.", "endoftext": false }, { "action": "19", "response": "You have 35 minute(s) until The Project is activated.", "endoftext": true }, { "action": "Look around", "response": "This lab is exceptionally clean. Dr. Roach must be remarkably fastidious. The water is constantly decontaminated and recycled to protect The Project equipment and your terminal from damage by grit, fluff and dirt. Exits are northeast, southeast and west through the metal door to the corridor.\nThere is a tuned crystal and a filter here.", "endoftext": false }, { "action": "Pondweed", "response": "Fishtrix V1.19 System 2\nWelcome to Fishtrix\n\nTime 13:16: %", "endoftext": false }, { "action": "Shutdown", "response": "You know the rules.\nThe goal is \"WATER\". Starting position - ZCZAP\nYou have 41 minute(s) until The Project is activated.", "endoftext": false }, { "action": "25", "response": "You have 40 minute(s) until The Project is activated.", "endoftext": false }, { "action": "Shutdown", "response": "You know the rules.\nThe goal is \"WATER\". Starting position - NOPUX\nYou have 41 minute(s) until The Project is activated.", "endoftext": false }, { "action": "25", "response": "Congratulations Bertie Bream you've won again.\nWe must play shutdown again sometime. Project initialisation reset to original start time.\n\nReturning to GAMES menu.\nSelect game -\nChess, Hack, Prawn, Gilled of Thieves, Fish, Shutdown. QUIT to return to command mode.\nTime 13:16: +", "endoftext": false }, { "action": "You examine the Time", "response": "The time is 13:19", "endoftext": false }, { "action": "You stand", "response": "You are on your feet.", "endoftext": false }, { "action": "You drop accelerator", "response": "Stream accelerator dropped.", "endoftext": false }, { "action": "You look at the Time", "response": "The time is 13:27", "endoftext": false }, { "action": "You go southeast", "response": "Even though Dr. Roach is very clean and tidy, the same cannot be said of the rest of the team. They've made this the messiest store room in the university. And it's always left for you to straighten things out. All the equipment and spares needed for The Project are usually stashed here, with a wallchart keeping track of what's in and out of stock. The only exit leads northwest.\nThere is a glass box and a protocopier here.", "endoftext": false }, { "action": "You get box", "response": "Which one, the glass box or the protocopier?", "endoftext": false }, { "action": "Go northwest", "response": "This lab is exceptionally clean. Dr. Roach must be remarkably fastidious. The water is constantly decontaminated and recycled to protect The Project equipment and your terminal from damage by grit, fluff and dirt. Exits are northeast, southeast and west through the metal door to the corridor.\nThere is a tuned crystal, a filter and a stream accelerator here.", "endoftext": false }, { "action": "You drop the glass box", "response": "Glass box dropped.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying a fishofax, a tatty card, a new card, a travel pass, a lok screw, a brass screw and a bag.\nYou are wearing a watch, some dark glasses and some ear-plugs.", "endoftext": false }, { "action": "You drop lok screw and brass screw", "response": "Lok screw dropped.\nBrass screw dropped.", "endoftext": false }, { "action": "You go to the north", "response": "You squeeze your way, sardine like, onto the train with the other commuters.\nTube\nAlways busy, the tube trains are packed solid with guppies. Rules have been passed strictly governing the number of fish allowed in each carriage but these are often disregarded, especially by sardines and pilchards.\nYou notice a guppy flounder around for a bit and then swim off.\nThe last few fish, pilchards by the look of them, squeeze onto the train. \"Mind the doors,\" shouts the guard as they close. The train clatters off into the tunnel.", "endoftext": false }, { "action": "Go north", "response": "Some would call this apartment small and pretentious, but with house prices in Hydropolis the way they are, small and pretentious was all Dr. Roach could afford. Anyway, he managed to get a view of Hydropolis - not many places have even that. The room is decorated in a minimalist style but, as Dr. Roach would say if he weren't under your control, \"I am a man of minimal needs.\" The only excesses he has allowed himself are a painting, a trendy black shelf, a switch to control the lights and, most important, a door to get out.\nOh, no! You've been burgled! I hope Dr. Roach was insured.\nThere is a dark warp and a fishton here.", "endoftext": false }, { "action": "You enter dark warp", "response": "You slip through the dark warp into the whirling dimensions. \"It's a strange place Agent 10,\" says Sir Playfair's voice in the back of your brain. \"Those Fins have twisted the dimensions into some kind of labyrinth, but it isn't normal. The back room boys are busy trying to figure it out. All they can tell me is that the Fins have hidden the cylinder in a place where the only way out is up and that if you're left in a room with no exits you'll be stuck there until we can get you out, which may well be too late to save Hydropolis. You'll have to watch your step, Agent 10; we don't want to lose you, old boy. Good luck. Panchax out.\"\n\nA lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead east, southeast, northwest, up.", "endoftext": false }, { "action": "Go east", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead north, northeast, south, northwest.", "endoftext": false }, { "action": "Go northeast", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead east, south, northwest, up.", "endoftext": false }, { "action": "Go upward", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead north, northeast, southeast, southwest, west.", "endoftext": false }, { "action": "You go to the northeast", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead east, southeast, southwest, west, up.", "endoftext": false }, { "action": "You go southwest", "response": "A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.\nExits lead east, southeast, south.", "endoftext": false }, { "action": "Up", "response": "\"Well done old boy,\" says Sir Playfair as you slip back into the lounge, \"I didn't think you'd make it. That should keep the Fins at bay for a while. Top hole. Panchax out.\" The dark warp swiftly fades. Lounge\nSome would call this apartment small and pretentious, but with house prices in Hydropolis the way they are, small and pretentious was all Dr. Roach could afford. Anyway, he managed to get a view of Hydropolis - not many places have even that. The room is decorated in a minimalist style but, as Dr. Roach would say if he weren't under your control, \"I am a man of minimal needs.\" The only excesses he has allowed himself are a painting, a trendy black shelf, a switch to control the lights and, most important, a door to get out.\nThere is a fishton here.", "endoftext": false }, { "action": "You look at the bag", "response": "The bag is for wrapping rubbish for disposal.", "endoftext": false }, { "action": "Time", "response": "The time is 14:39", "endoftext": false }, { "action": "You enter the railings", "response": "You slide through the railings with your gills about to burst. Roach has never practiced falling before, it's a good job your training as an inter-dimensional espionage operative has given you the experience to be able to survive under such difficult circumstances. You hit the water below the tower making a dramatic entrance to Opah. Several of the students applaud your efforts.\nOpah\nIf things want learning in Hydropolis, then Opah University is where they get learned. The university disco to the north is in the middle of a bop-til-you-drop rag week stunt with schools of tired students swimming in and out to the heavy four-four beat. An expensive restaurant lies to the south. Have you made a reservation? No? Too bad. It's very popular. An impressive archway leads east into the university itself. You can return to Opah tube station by going west.\nA statue of the university founder is in the middle of the quad.", "endoftext": false }, { "action": "Go east", "response": "My worm, it's dark in this corridor. A metal door to the east prevents you from swimming directly into your laboratory and the corridor returns west.\nThere is a brass screw and a lok screw here.\nA student sidles up to you. \"We've got the principal,\" he whispers, \"if you don't donate to rag week we'll let her go.\" You hastily decide to give them all your loose change, then realise you have none. They refuse to take your credit card and swim off, laughing.", "endoftext": false }, { "action": "Go east", "response": "This lab is exceptionally clean. Dr. Roach must be remarkably fastidious. The water is constantly decontaminated and recycled to protect The Project equipment and your terminal from damage by grit, fluff and dirt. Exits are northeast, southeast and west through the metal door to the corridor.\nThere is a glass box, a tuned crystal, a filter and a stream accelerator here.\nAfter allowing time for someone to pass the door closes.", "endoftext": false }, { "action": "You get tuned crystal then put it in the case", "response": "You have now got the tuned crystal.\nThe tuned crystal is now inside the radio case.", "endoftext": false }, { "action": "You join tuned crystal to the case", "response": "This doesn't feel right to me. I thought we were involved in hi-tech science not surrealist sculpture! Still you're the boss.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying a fishofax, a tatty card, a new card, a travel pass, a filter and a photon bridge.\nYou are wearing a watch, some dark glasses and some ear-plugs.", "endoftext": true }, { "action": "You describe your surroundings", "response": "This lab is exceptionally clean. Dr. Roach must be remarkably fastidious. The water is constantly decontaminated and recycled to protect The Project equipment and your terminal from damage by grit, fluff and dirt. Exits are northeast, southeast and west through the metal door to the corridor.\nThere is a glass box and a stream accelerator here.", "endoftext": false }, { "action": "Go northeast", "response": "Considering how important this place is for the future of all fishkind, you are stunned by how little has been done to make it look significant. A lick of paint, although distasteful for the fish licking it on, wouldn't have gone amiss. The only exit is southwest.\nThere is a hyperdriver and the device almost fills the room, looking like an aquarium filled with multi-coloured gravel here.", "endoftext": false }, { "action": "You look at Device", "response": "Dr. Roach certainly knows how to build impressive machines - this one nearly fills the project room. It looks a bit like a huge aquarium, filled to the brim with multi-coloured gravel and, if you and Sir Playfair have anything to do with it, it's going to save Hydropolis from water evaporation. It almost fills the room, looking like an aquarium filled with multi-coloured gravel.", "endoftext": true }, { "action": "You get all", "response": "You have now got the stream accelerator.\nFilter taken.\nTuned crystal taken.\nGlass box taken.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying a fishofax, a tatty card, a new card, a travel pass, a stream accelerator, a radio case, a filter, a tuned crystal, a photon bridge and a glass box.\nYou are wearing a watch, some dark glasses and some ear-plugs.", "endoftext": false }, { "action": "You join the bridge to the case", "response": "This doesn't feel right to me. I thought we were involved in hi-tech science not surrealist sculpture! Still you're the boss.\nYou are carrying too much and the stream accelerator annoyingly falls to the ground.\nYou are carrying too much and the travel pass annoyingly falls to the ground.\nYou are carrying too much and the new card annoyingly falls to the ground.\nYou are carrying too much and the tatty card annoyingly falls to the ground.\nYou are carrying too much and the glass box annoyingly falls to the ground.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying a fishofax, a filter, a tuned crystal and some twisted metal.\nYou are wearing a watch, some dark glasses and some ear-plugs.", "endoftext": false }, { "action": "You look at the twisted metal", "response": "The twisted metal is a cross between a Henry Moore sculpture and an Anderson bomb shelter. Fine if you like that sort of thing, but it doesn't look like it's going to save Hydropolis.", "endoftext": false }, { "action": "You join tuned Crystal to the twisted metal", "response": "This doesn't feel right to me. I thought we were involved in hi-tech science not surrealist sculpture! Still you're the boss.", "endoftext": false }, { "action": "You get the glass box then join it to the twisted metal", "response": "You are carrying too much already to get the glass box.\nYou can't do that with the glass box.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying a fishofax, a filter and some twisted metal.\nYou are wearing a watch, some dark glasses and some ear-plugs.", "endoftext": false }, { "action": "You drop the twisted metal", "response": "Twisted metal dropped.", "endoftext": false }, { "action": "You examine the glass box", "response": "The glass box shows all the hallmarks of a rush assembly. There are loads of electrical components in it and yards and yards of wiring. You can only hope the back-room boys didn't economise on waterproofing.\nIt is closed.", "endoftext": true }, { "action": "You look around", "response": "Considering how important this place is for the future of all fishkind, you are stunned by how little has been done to make it look significant. A lick of paint, although distasteful for the fish licking it on, wouldn't have gone amiss. The only exit is southwest.\nThere is some twisted metal, a stream accelerator, a hyperdriver, a travel pass, a new card and a tatty card and the device almost fills the room, looking like an aquarium filled with multi-coloured gravel here.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying a fishofax and a glass box.\nYou are wearing a watch, some dark glasses and some ear-plugs.", "endoftext": false }, { "action": "You break the glass box with the Hyperdriver", "response": "You hack the box to bits and break the hyperdriver in the process. The focus wheel falls to the floor.", "endoftext": false }, { "action": "You join the focus wheel to the twisted metal", "response": "This doesn't feel right to me. I thought we were involved in hi-tech science not surrealist sculpture! Still you're the boss. Stunning. A tingle of pure ecstasy runs down your spine, across the room and out of the window as you realise that you hold in your hands that most treasured of possessions - a food blender. Wow!", "endoftext": false }, { "action": "Inventory", "response": "You are carrying a fishofax, a hyperdriver and a blender.\nYou are wearing a watch, some dark glasses and some ear-plugs.", "endoftext": false }, { "action": "You look at the blender", "response": "The blender is the biggest you have seen in you're whole life. Well done. Now you've got it you might as well mix something until the world blows up. Which it undoubtedly will.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying a fishofax, a tatty card, a new card, a travel pass, a stream accelerator, a radio case, a filter, a tuned crystal, a photon bridge and a glass box.\nYou are wearing a watch, some dark glasses and some ear-plugs.", "endoftext": false }, { "action": "Yourself", "response": "Fishtrix V1.19 System 2\nWelcome to Fishtrix\n\nTime 14:53: %", "endoftext": false }, { "action": "You read", "response": "Which file do you want to read.\nPROJECT - NOTE - STORE - EQUIPMENT\nOr QUIT to exit to COMMAND level\nTime 14:54: #", "endoftext": false }, { "action": "Project", "response": "Opah University 660/55/4\nProject notes\nFor Project Members Eyes only:\nFrom - A. Roach\nProject Prime Directive: To save Hydropolis, which is under threat from water evaporation, by streaming water from an alternate dimension - Fractal Aquaria Two. The inter-dimensional matter streamer will be referred to as The Device from now on.\nTime 14:55: #", "endoftext": false }, { "action": "Equopment", "response": "Which file do you want to read.\nPROJECT - NOTE - STORE - EQUIPMENT\nOr QUIT to exit to COMMAND level\nTime 14:55: #", "endoftext": false }, { "action": "Equipment", "response": "Stream Regulator = ((a+c)+(b+d))+e\nTime 14:55: #", "endoftext": false }, { "action": "Store", "response": "Opah university 660/55/3\nProject notes\nFor Project Members Eyes only:\nFrom - A. Roach\nStore notes: The Stream Regulator has been stolen. This is serious. The Project will fail if we don't replace it. At present, we haven't located any replacement components. Anyone who can find them will be a hero. Here's a list of what's needed:\nFilter.\nPhoton bridge - Dr. Salmon worked on this, he may know its whereabouts. Focus wheel - stolen days ago.\nTuned Crystal - There's an untuned one in the museum but they won't let us near it.\nWe also need a case to keep everything stable.\nTime 14:55: #", "endoftext": false }, { "action": "Go southeast", "response": "You get off.\nStore Room\nEven though Dr. Roach is very clean and tidy, the same cannot be said of the rest of the team. They've made this the messiest store room in the university. And it's always left for you to straighten things out. All the equipment and spares needed for The Project are usually stashed here, with a wallchart keeping track of what's in and out of stock. The only exit leads northwest.\nThere is a protocopier here.", "endoftext": false }, { "action": "You join the Filter to focus the wheel", "response": "Well done! The focus wheel connects to the filter making a focus filter.", "endoftext": false }, { "action": "You join the photon bridge to tuned Crystal", "response": "Brilliant! The photon bridge and the tuned crystal seem to meld before your eyes leaving you with a crystal bridge.", "endoftext": false }, { "action": "You join focus filter to the crystal bridge", "response": "Ah, such dexterity. You have made the only crystal filter in fish world.", "endoftext": false }, { "action": "You look at the crystal filter", "response": "The crystal filter gathers energy from various sources which it filters and refines.", "endoftext": false }, { "action": "You join the crystal filter to the case", "response": "Congratulations! The two items fuse to form a stream regulator!", "endoftext": false }, { "action": "You turn on Device", "response": "Hey, I really dig you device.", "endoftext": false }, { "action": "You examine Device", "response": "Dr. Roach certainly knows how to build impressive machines - this one nearly fills the project room. It looks a bit like a huge aquarium, filled to the brim with multi-coloured gravel and, if you and Sir Playfair have anything to do with it, it's going to save Hydropolis from water evaporation. It almost fills the room, looking like an aquarium filled with multi-coloured gravel.\nIt contains a stream regulator.", "endoftext": false }, { "action": "You get Device", "response": "The device steadfastly refuses to be moved.", "endoftext": false }, { "action": "You activate Device", "response": "", "endoftext": false }, { "action": "You attach Regulator with the lok screw", "response": "The Lokscrew(TM) snaps resolutely into place.\nIt seems you have done all you need to do to save Hydropolis so you rest on your laurels for a while, then your laurels start to ache so you start filing your credentials when suddenly... Nothing happened. It's four o'clock, the Project has been activated and nothing happened. You did it! You saved Hydropolis! It's time for celebration, time to party! But professionals don't party; they leave that to the Dr. Roaches of this dimension. You return to Mission HQ, to a hero's de-briefing from Sir Playfair Panchax. \"Absolutely splendid job, Agent 10,\" he chuffs, \"a marvellous piece of work. One of your finest missions. As a reward, we at the Department, are allowing you three month's vacation with a goldfish of your choice.\" He winks. \"And we guarantee no interruptions this time.\" You are warped off to a spacious, warm aquarium with all the pondweed, ant eggs and gravel you could want. And of course, the most beautiful creature in all the dimensions to spend time with. After three months of this kind of pleasure, you might not be up to another mission...\n\nYour score is 491 out of 501.\nDo you want to quit or restart (q/r)?", "endoftext": false }, { "action": "R.", "response": "Are you sure (y/n)?", "endoftext": false }, { "action": "You drop Regulator", "response": "Stream regulator dropped.", "endoftext": false }, { "action": "You attach Regulator with the lok screw", "response": "The Lokscrew(TM) snaps resolutely into place.\nIt seems you have done all you need to do to save Hydropolis so you rest on your laurels for a while, then your laurels start to ache so you start filing your credentials when suddenly... Nothing happened. It's four o'clock, the Project has been activated and nothing happened. You did it! You saved Hydropolis! It's time for celebration, time to party! But professionals don't party; they leave that to the Dr. Roaches of this dimension. You return to Mission HQ, to a hero's de-briefing from Sir Playfair Panchax. \"Absolutely splendid job, Agent 10,\" he chuffs, \"a marvellous piece of work. One of your finest missions. As a reward, we at the Department, are allowing you three month's vacation with a goldfish of your choice.\" He winks. \"And we guarantee no interruptions this time.\" You are warped off to a spacious, warm aquarium with all the pondweed, ant eggs and gravel you could want. And of course, the most beautiful creature in all the dimensions to spend time with. After three months of this kind of pleasure, you might not be up to another mission...\n\nYour score is 483 out of 501.\nDo you want to quit or restart (q/r)?", "endoftext": true } ]
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Hoosegow
Ben Collins-Sussman
[ "Western" ]
[ "adaptive hints", "casual game play competition #7", "collaboration", "Comedy", "cover art", "humor", "I7 source available", "male protagonist", "multiple solutions", "on Jay Is Games", "One room", "parser", "prison", "single room", "strong NPCs", "walkthrough", "western", "Xyzzy Awards 2010" ]
2,010
[ 6, 21, 9, 1, 0 ]
37
3.864865
20100302
false
Muddy's plan done landed you and your partner in the hoosegow. Now you're fixing to rectificate the matter before the marshal introduces you to the business end of a hangin' rope at dawn.
[ { "action": "%", "response": "As the sun sets on the plains, Sheriff Cheney angrily snaps on the cuffs. You are shoved into the coach and land on top of Muddy Charlie and a pile of silver dollars, which until recently had been the property of the Missouri, Kansas & Texas Line.\n\nMuddy whispers, \"Don't fret none, Rick! You done good blowing up that tunnel -- I just didn't plan on the sheriff getting word ahead of time, is all. That were powerful bad luck.\"\n\nThe sheriff climbs onto his horse, spits, and you begin to rumble forward. \"You boys really got it coming this time,\" he yells back cheerfully.\n\nMuddy shakes his head. \"No offense, Sheriff, but I reckon you got the wrong men. We was just on our way to the theater.\"\n\nThe sheriff disagrees. \"The only place you boys are heading is straight to the...\n\nA Wild West Wreck by Ben Collins-Sussman and Jack Welch\n\nType \"help\" for instructions and \"hints\" for hints -- or just roll into town guns a-blazin'.", "endoftext": true }, { "action": "Inventory", "response": "In the twilight, you sight the sheriff's sturdy brick office near the edge of town. \"That's mighty fine construction,\" notes Muddy, sounding less feisty now. \"Mighty fine indeed.\" The coach rolls to a halt and a thick arm yanks you roughly from your seat. You land awkwardly in the rutted street, where the sheriff holds you in place with the heel of one boot. He yells to his men, \"Bring the coach around back, we got to impound that evidence.\" You are shoved into the sheriff's office and then into a small holding cell.\n\nThe deputy wakes with a start, whips his dusty boots off the desk and stands, tucking his shirt back into his pants. The sheriff gives him a brief, judgmental glance and offhandedly tosses an arrest warrant on the desk. He barks, \"Jimbo, listen up. Picked up these two down near the train. A federal marshal will be coming for them at eight o'clock tomorrow morning. There's going to be a hanging!\" The deputy nods slowly. The sheriff continues, \"Please take care of our 'guests'. I got to head down to Wichita Falls to discuss my invention with some investors, so you is in charge.\" The deputy smiles until the sheriff adds, \"Jimbo, don't screw up,\" as he heads out the door.\n\nWhy are you not surprised to have landed right back in the hoosegow after another one of Muddy's dubious plans? Will you ever learn? How did it come to this?\n\nThe small jail cell is brick on three sides, metal bars on the other, with a tightly locked gate. A small window is set into the brickwork above your head. Through the jail bars you can see the sheriff's office.\n\nA broken stool lies on the floor.\n\nMuddy leans against the wall tapping a harmonica on his arm.\n\nIn the corner of the cell, a disheveled man in a black suit is stretched out on a crude wooden bench and is snoring loudly, oblivious to your presence.", "endoftext": false }, { "action": "You check your inventory", "response": "You're carrying your pocketwatch and a scrap of paper. You are wearing your hat, pants, overcoat, left boot, and right boot.\n\nYour revolver was confiscated, it seems.\n\nMuddy puts his hands in his pockets and seems to be daydreaming.", "endoftext": false }, { "action": "You look at paper", "response": "Muddy's scribbled instructions for holding up the train, which you carried out faithfully before the Sheriff showed up.\n\nMuddy closes his eyes and rubs his temples.", "endoftext": false }, { "action": "You read the paper", "response": "In smeared scribbles: \"DEER RICK, 1. GET DYNA-MITE FROM MTNSIDE, 2. INSERT SPARKER, 3. BLOW UP TUNNEL, 4. WAIT FOR ME\".\n\nThat was Muddy's cunning plan, and unlike most of his plans, it went off without a hitch: you got the silver, nobody got hurt. Yup, not a single hitch -- except for getting caught.\n\nA faint breeze wafts by.", "endoftext": false }, { "action": "Examine watch", "response": "It's the wind-up timepiece you received when you were commissioned as an officer in the Confederate Army. You may have lost everything else in that war, but at least you have this fine pocket watch. It currently reads eighteen minutes past seven in the evening -- less than thirteen hours until you and Muddy are hanged.", "endoftext": false }, { "action": "About yourself", "response": "Big boots, pants, a plains hat, a tattered overcoat, and some attitude. Not so different from the uniform you once wore, just more lived-in.\n\nBack in the office, the deputy stares at Muddy.", "endoftext": false }, { "action": "You examine the deputy", "response": "Big and strong, but lacking numerically in ancestors.", "endoftext": false }, { "action": "You look at stool", "response": "A small stool, with legs a couple of feet long. It's three-legged by design, but two-legged in practice, hence its inability to stand upright. There's an empty socket where the third leg should be. All of the paint has been worn off the seat by your illustrious predecessors who inhabited this cell. Those same occupants carved every square inch of the stool's seat with their initials (and the initials look intriguing!) A small bronze plate has been nailed to the bottom of the stool.\n\nMuddy stares out the window.", "endoftext": false }, { "action": "You read the initials", "response": "You notice a set of initials. \"It says here, \"RH\"\".\n\nMuddy nods knowingly, \"That'd be Ricochet Howard. Cattle rustling, hog hauling and snake twizzling\".\n\n\"Snake twizzling?\"\n\n\"All right, I made that one up. But the rest is true.\"\n\nA couple of other sets of initials catch your eye.\n\nOver in the office, the deputy sniffles loudly and wipes his nose on his sleeve.", "endoftext": false }, { "action": "You read the initials", "response": "\"Here's some more initials, Muddy: S.X.\"\n\nMuddy smiles slyly, \"Oh sure. That's Sixshooter Xavier, the roughest Friar west of the Mississippi. An ornery character with a taste for mead, and he plays a mean five-card stud.\"\n\n\"What'd he do?\"\n\n\"Knocked over the Tulsa Casino, but donated it to orphans.\"\n\n\"That don't sound so bad.\"\n\n\"They wasn't orphans when he started.\"\n\nOne other set of initials catches your eye.", "endoftext": false }, { "action": "You read the initials", "response": "\"Hey, how about this one, Muddy: MTO. That's a strange one.\"\n\n\"That's got to be Tymme O'Malley, or the Leprechaun Kid like they call him in Kansas. Wicked fast with a rifle.\"\n\n\"Nah, I said MTO, must be someone else.\"\n\n\"Nope, that's him all right. Dyslexic as all get out. Feds caught him red-handed with a bag of tool.\"", "endoftext": false }, { "action": "You look at the gate", "response": "(the gate)\nA metal gate stands between you and freedom. The gate is set into the metal bars that surround your cell, and its hinges must be internal. The gate has a massive padlock that clicked definitively behind you when you were thrown into the cell. You've seen banks with poorer locks. At least this is a quality institution.\n\nBack in the office, the deputy reaches into his pocket, produces a strip of beef jerky, and chews on it for a while.", "endoftext": false }, { "action": "You examine the padlock", "response": "A cast-iron padlock of diabolical ingenuity. It is like no lock you've ever seen.", "endoftext": false }, { "action": "You pick the lock", "response": "You don't know how. The thing doesn't even have a keyhole.\n\nJust to the side of the desk, the metal contraption rumbles for a moment and then stops.", "endoftext": false }, { "action": "You look at the contraption", "response": "All bronze and shiny, with lots of pipes, rivets, and flanges, the word \"Protocappuccinomatic\" is engraved on the main body of the machine. The device stands about five feet high and must weigh a ton. A sturdy iron pipe runs from the machine to the boiler.", "endoftext": false }, { "action": "You look at the man", "response": "The man crumpled in the corner wears black vestments and a pastor's necktie. He'd almost look respectable, if it weren't for the immediate environment. He reeks of booze and snores loudly. A pamphlet is sticking out of his pocket. You don't consider yourself a common pickpocket, but it makes you wonder what else he might have on him.", "endoftext": false }, { "action": "You get the pamphlet", "response": "You carefully slip the pamphlet out of the sleeping man's pocket. He almost wakes up, but doesn't.\n\n\"Whatizit?\", Muddy rasps.\n\nOn the other side of the jail bars in the office, the deputy runs his hand through his sparse hair.", "endoftext": false }, { "action": "You read it", "response": "You read it aloud:\n\n\"The Prairie Gospel Church of Uncanny Righteousness (copyrighteous 1871)\"\n\n\"For lo, the impetuous and retributive spirit of FINAL JUDGEMENT is stirring in the heart of the unfaithful, and a FIERY thunderhead of retribution is gathering across the plains of the undeserving, the bereft of propriety, and promulgators of heresy, and the scalding hot sparks of TRUTH are spraying forth, catching light the arid and HIGHLY FLAMMABLE and veritably kerosene-soaked sawdust of the weak-willed. And into this fray, the unwholesome BEAST shall arise and the earth shall tremble. Its body shall tower above like a mountain, and upon the body shall be nineteen heads, each like unto a serpent. Upon each head, twelve horns, like that of the ram, the bull, and the elephant, say four of each. And upon each horn, sixteen stalks, not unlike celery in some respects, yet more flexible, more like the arms of an octopus, except being twice as numerous. And upon each stalk, eighty eyes, or forty pairs of eyes, if you prefer!\"\n\nMuddy, who had been staring intently at his boot tips, looks up, eyebrows knit in concentration. \"I don't get it. Why would anything need two hundred ninety-one thousand, eight hundred and forty eyes?\"\n\n\"What?\" you remark, looking up from the pamphlet. \"Are you kidding me? How could you figure that out?\"\n\n\"Don't rightly know. Just something I do. Same way as I know there's 69,105 railroad ties between here and Muskogee. Ma said I was some kind of idiot savage.\"\n\nDumbfounded, you stop reading halfway through the pamphlet to stare incredulously at Muddy, who picks his nose. \"Yeah, go on. What else's it say?\"", "endoftext": false }, { "action": "You read it", "response": "You straighten out the pamphlet and skim it, paraphrasing for Muddy.\n\n\"Well let's see. It keeps going on like that for a ways without really saying much. By and by there's this part about a revival meeting. Some kind of doxology works, but out in the open, like under a circus tent. It says they'll be some preaching, some healing and even some dancing. I'd allow it sounds like a right pleasant shindig, it do.\"\n\nMuddy pauses. \"Can I see that pamphlet a minute?\" asks Muddy\n\n\"Ain't you gonna ask me about my plan?\" Muddy whispers.\n\nMuddy scrapes some dust off his boots.", "endoftext": false }, { "action": "You give the pamphlet to muddy", "response": "Muddy grabs it from you, squinting and sounding out words silently with his mouth. His eyes open wide in amazement.\n\n\"Pete? Wait a gosh darn... PASTOR Pete? That really him? Hot diggity!\"\n\nMuddy jumps to his feet, runs to the bench and shakes Pete wildly; Pete screams and throws his hands into the air, gesticulating to heaven as he's awoken from his dream --\n\n\"BEGONE, daemons! The Prince of Piety shall SMITE thee! He who brushes the Celestial Cavalier's horses shall not clean the stables of PARADISE!\"\n\nThe grubby preacher collapses back on the bench, eyes closed and snoring before either of you can take a step.\n\n\"This time my plan is surefire -- go ahead, ask me. C'mon.\" Muddy jibes quietly.", "endoftext": false }, { "action": "You ask muddy about PASTOR", "response": "There ain't no reply.\n\n\"Ain't you even a speck curious to ask me about my plan?\" taunts Muddy.\n\nMuddy tugs down on his vest, which had ridden up a bit.", "endoftext": false }, { "action": "You ask muddy about PASTOR Pete", "response": "Muddy replies, \"Seems mostly harmless.\"\n\n\"Truthful, Rick,\" whispers Muddy solemnly, \"this ain't like all my other plans, this one is iron-clad. Ask me about it. Go ahead.\"\n\nOver in the office, the deputy looks tired.", "endoftext": false }, { "action": "You count the bricks", "response": "You can ASK someone ABOUT something or SHOW something TO someone.\n\nMuddy vibrates with excitement and gushes, \"I got to tell you, Rick, or this new plan of mine is going to drive me plumb crazy!\"\n\n\"Let's keep this between us, though,\" he whispers.\n\nMuddy leans towards you, his face barely an inch from your ear and his buzzard-worthy breath even less so from your nose. \"Okay, Rick, I'm a-going to tell you my plan.\" Muddy pauses dramatically. \"Here it is: we got to break out of this jail before we get strunged up.\"\n\n\"That's it? That's your whole damn plan? That don't count as no plan!\" you fume.\n\n\"Keep it down, Rick!\" Muddy's gaze darts over to your third cellmate. \"Yeah, that's it for now. It takes time to cook up a good plan. You need lots of ingredients.\"\n\n\"Muddy Charlie,\" you retort, \"I heared you was the worst cook in the Confederate Army. Your cooking like as did more damage than Sherman's March.\"\n\nMuddy gives you a hurt look and sulks in the corner. After a while, you regret being so quick-tempered with your old buddy.", "endoftext": false }, { "action": "You read the bronze plate", "response": "You find a tin of chewing tobacco. It looks interesting, so you borrow it.\n\nYou read aloud the engraving on the bronze plate: \"Donated to the Crawdad's Gulch Municipal Hoosegow by the Gunslinger's Widows Association, Chapter Forty-One.\"\n\nMuddy shakes his head, \"They sure are an upstanding organization.\"", "endoftext": false }, { "action": "You examine the tin", "response": "A rectangular tin of \"Spitting Image\" chewing tobacco. The cover shows a cowboy painting a portrait of an Indian, and true to its name, the image on the canvas looks just like the Indian. The tin is closed.\n\nPastor Pete throws his head back, howls, and stands on the bench. He screams, \"The ENVELOPE of KNOWLEDGE is sealed with the WAX of PRIDE and impressed by the unwieldy RING of TWISTED ASPIRATIONS, but did anyone remember to put the LETTER of CIVILITY in the envelope? Does the envelope bear the STAMP of HUMILITY, or is it sent cash on delivery? Shall it thusly come to pass that FATE arrives one day in our letter boxes, and we find ourselves searching and shuffling through piles and piles of ADVERTISING, only to find a bill for a life of sinfulness? No! Not if we are quick-witted and change our addresses or even our names, and leave no forwarding instructions and nail shut our letter box, and saw it down, and cast it in a tall VOLCANO and watch it sink into the sulfurous lava. Yea! That might just work!\"\n\nPastor Pete faints onto the bench and resumes snoring without missing a beat.", "endoftext": false }, { "action": "You open the tin", "response": "You open the tin, revealing a wad of tobacco.", "endoftext": false }, { "action": "You search pastor", "response": "You don't find anything that Pastor Pete wasn't born with.\n\nMuddy looks like he's about to have a great idea, but then goes back to staring at the floor.", "endoftext": false }, { "action": "You search the tobacco", "response": "You don't find nothing at all.\n\nPastor Pete curls up into a ball, muttering to himself.", "endoftext": true }, { "action": "Look around", "response": "The small jail cell is brick on three sides, metal bars on the other, with a tightly locked gate. A small window is set into the brickwork above your head. Through the jail bars you can see the sheriff's office.\n\nA broken stool lies on the floor.\n\nMuddy leans against the wall tapping a harmonica on his arm.\n\nIn the corner of the cell, a disheveled man in a black suit is stretched out on a crude wooden bench and is snoring loudly, oblivious to your presence.\n\nA dented food bowl sits on the office floor, only a few feet from the jail bars.\n\nIn the office you can also see the deputy.", "endoftext": false }, { "action": "Chew tobacco", "response": "(first sticking some in your maw)\nThe tobacco is getting juicy and soft.", "endoftext": false }, { "action": "You ask the deputy about stool", "response": "The deputy looks annoyed, but says, \"Yeah, go ahead, try it out.\"\n\nMuddy rubs up and down against the brick wall, scratching an itch.", "endoftext": false }, { "action": "You look at the wall", "response": "The jailhouse walls are made of brightly painted white bricks. The bricks still smell like fresh paint.", "endoftext": false }, { "action": "You examine the stool", "response": "A small stool, with legs a couple of feet long. It's three-legged by design, but two-legged in practice, hence its inability to stand upright. There's an empty socket where the third leg should be. All of the paint has been worn off the seat by your illustrious predecessors who inhabited this cell. Those same occupants carved every square inch of the stool's seat with their initials (and the initials look intriguing!) A small bronze plate has been nailed to the bottom of the stool.\n\nPastor Pete curls up into a ball, muttering to himself.", "endoftext": false }, { "action": "You touch the bricks", "response": "The walls feel rough and a little bit powdery.\n\nIn the office, the deputy pokes his head out of the office and yells at some passersby.", "endoftext": false }, { "action": "You look at the bench", "response": "A long wooden bench made of rough, splintery planks. Under the bench, you notice a piece of questionable meat, a spoon and a metallic can.\n\nMuddy pats down his wild hair but only makes it worse.", "endoftext": false }, { "action": "TAKE MEAT, SPOON, CAN", "response": "meat: Yuck. You are holding the rancid meat.\n\nFetched.\n\nspoon: Fetched.\n\ncan of beans: Fetched.\n\nA cockroach scuttles by, making a detour around Muddy. Cockroaches have noses, you figure (not that you smell all that flowery neither).", "endoftext": false }, { "action": "You look at the can", "response": "A closed metal can labeled \"BEANS\". On the back, some fine print says, \"Precooked beans. No claim is made regarding the cardioprotective nature of this product. May cause abdominal distension if ingested. No fitness of purpose is implied. No warranty is provided for personal or other injury, or injury or loss related directly or indirectly to the use of this product. By opening this can, you agree to the terms of service posted in town.\"\n\nMuddy rubs his eyes, \"I didn't get a good night's sleep last night either. I'm bushed.\"", "endoftext": false }, { "action": "Inventory", "response": "You're carrying a can of beans, a spoon, a hunk of meat, a tin, a pamphlet, your pocketwatch, and a scrap of paper. You are wearing your hat, pants, overcoat, left boot, and right boot.", "endoftext": false }, { "action": "You ask Jimbo about the padlock", "response": "There ain't no reply.\n\nMuddy cracks his knuckles loudly.", "endoftext": false }, { "action": "You examine the spoon", "response": "A bent old spoon.\n\nPastor Pete bounces from wall to wall. He exclaims, \"The ENVELOPE of KNOWLEDGE is sealed with the WAX of PRIDE and impressed by the unwieldy RING of TWISTED ASPIRATIONS, but did anyone remember to put the LETTER of CIVILITY in the envelope? Does the envelope bear the STAMP of HUMILITY, or is it sent cash on delivery? Shall it thusly come to pass that FATE arrives one day in our letter boxes, and we find ourselves searching and shuffling through piles and piles of ADVERTISING, only to find a bill for a life of sinfulness? No! Not if we are quick-witted and change our addresses or even our names, and leave no forwarding instructions and nail shut our letter box, and saw it down, and cast it in a tall VOLCANO and watch it sink into the sulfurous lava. Yea! That might just work!\"\n\nPastor Pete falls onto the bench and falls back to sleep immediately.", "endoftext": false }, { "action": "You wake pete", "response": "Suddenly, Pastor Pete leaps up and rants, \"The desires of an earthly PRINCE are met not by gold or myrrh or power over his enemies, but by HERRING. Salted, preserved herring from a can. Kippered Herring. Sweet, sweet, kippered herring. Who could desire more? Indeed, after a few, who could desire more KIPPERED herring, at least for a little while, having filled up on the first tin of them? They're indeed salty, harmless to you and me, but for a SLUG or snail, lethal. This is part of the divine wisdom, and why herrings live in the sea (prior to being canned) and slugs do not (and are, therefore, unlikely to be canned). To argue with this is sheer madness\". He then collapses on the bench again and falls fast asleep.\n\nOver in the office, the sheriff's invention ticks like a clock.", "endoftext": false }, { "action": "You ask Jimbo about the invention", "response": "The deputy looks annoyed, but says, \"Sheriff Cheney done rigged up that machine and the steam whistle, both of them run off that steam boiler stove. Near as I can tell, the machine makes coffee, but oh, what fine coffee it do make. I can't as much as figure, though, how he's paying for all the inventing he does. Well, I guess sheriffs is paid more than deputies is.\"\n\nHalfway between the door to the outside and your jail cell, the boiler rumbles for a moment and then stops.", "endoftext": false }, { "action": "You sit on the stool", "response": "The deputy folds down the warrant he is reading and smiles encouragingly, \"Please, go ahead. The stool is stronger than it looks.\"\n\nYou carefully climb onto the precariously balanced two-legged stool and subsequently find yourself face down on the dusty jail floor. Muddy helps you up and brushes you off.\n\nThe deputy laughs himself hoarse. \"I declare, that were powerful entertaining!\" The deputy continues to chuckle to himself, even as he turns back to his newspaper, \"I said, please go ahead, and he sits on it. That were rich. Maybe he'll try again.\"\n\nOn the other side of the jail bars in the office, the deputy watches you with a bored expression.", "endoftext": false }, { "action": "You examine the boiler", "response": "Midway between the jail cell and the door to the sheriff's office stands a pot-bellied inferno. Through a small grate on its front, you can see flames burning within. Above the combustion chamber, there is a round, rivet-studded ball, which in turn leads into a junction. One pipe runs sideways to the bronze machine behind the desk, while the main pipe runs straight up through the roof. There is a lever at the junction which looks like it could swing either towards the front door or towards the rear of the office. Right now, it is nearer to neither position.", "endoftext": false }, { "action": "You examine the bowl", "response": "A beat-up mining pan full of dents and scratch marks. The bowl seems to be nailed (yes, nailed!) to the office floor.", "endoftext": false }, { "action": "You examine the lever", "response": "A swinging metal arm that pivots on the pipe junction. The arm can swing towards either the door or the back of the office. Right now, it is nearer to neither position.\n\nMuddy burps loudly and remarks, \"Oh, that's much better.\"", "endoftext": false }, { "action": "Examine watch", "response": "It's the wind-up timepiece you received when you were commissioned as an officer in the Confederate Army. It is some small consolation that your jailers were so incompetent as to overlook your one treasure. It currently reads three minutes past eight in the evening -- less than twelve hours until you and Muddy are looking all so peaceful and serene.\n\nMuddy strokes his whiskers.", "endoftext": false }, { "action": "You throw the tin at the lever", "response": "You can ASK someone ABOUT something or SHOW something TO someone.\n\nPastor Pete rolls back and forth on the bench.", "endoftext": false }, { "action": "You ask muddy about lever", "response": "Muddy replies, \"I don't rightly know.\"\n\nMuddy rocks back and forth on the balls of his feet.", "endoftext": false }, { "action": "You give the tin to muddy", "response": "Muddy glances at the tin and says, \"I ain't got no idea what I'd do with a tin. No thanks.\"\n\nOver in the office, the deputy inspects his LeMat revolver lovingly.", "endoftext": false }, { "action": "You look at the window", "response": "Pretty far up on the wall, as wide as your shoulders, and secured by four vertical iron rods as thick as your thumb. And you have thick thumbs. The green tip of a vine pokes in from outside and lies on the narrow window sill.\n\nOn the other side of the jail bars in the office, the deputy peeks through the jail cell window at the saloon across the street. It's clear he'd rather be there.", "endoftext": false }, { "action": "You look at the vine", "response": "Only the leafless tip of a wiry vine pokes into the cell through the window.\n\nOver in the office, the deputy warms his hands near the boiler.", "endoftext": false }, { "action": "You pull vine", "response": "You yank on the wiry vine and it yanks back. It's too tough to break off. From outside the window, you hear the bulk of the plant rustling as it swings back and forth.\n\nIn the office, the deputy repeatedly counts his fingers, but is unable to get a firm answer.", "endoftext": false }, { "action": "You pull the vine", "response": "You yank on the wiry vine and it yanks back. It's too tough to break off. From outside the window, you hear the bulk of the plant rustling as it swings back and forth.", "endoftext": false }, { "action": "You examine the meat", "response": "The deputy has been watching you and he smiles sardonically. \"I see you found your dinner. Or was that last week's dinner? Har, har!\"\n\nYou are distracted by his comment and forget what you were doing.", "endoftext": false }, { "action": "You put the meat in bowl", "response": "You can reach through the bars, but not far enough to touch the food bowl.\n\nBack in the office, the deputy makes you nervous as he waves his gun back and forth, jerking the barrel up and shaping the words \"Pow! Pow!\" with his lips.", "endoftext": false }, { "action": "You ask the deputy about the saloon", "response": "The deputy looks annoyed, but says, \"I get my best work done there.\"\n\nMuddy seems lost in thought.", "endoftext": false }, { "action": "You examine the left boot", "response": "A cowhide boot that has been rubbed smooth. The heel is worn-down, and the spurs have broken clear off.", "endoftext": false }, { "action": "You examine right boot", "response": "A cowhide boot that has been rubbed smooth. A metal riding spur is about ready to fall off the worn-down heel.\n\nOver in the office, the bronze machine ticks like a clock.", "endoftext": false }, { "action": "You examine the vine", "response": "Only the leafless tip of a wiry vine pokes into the cell through the window.\n\nIn the office, the deputy pokes his head out of the office and yells at some passersby.\n\nOnly the leafless tip of a wiry vine pokes into the cell through the window.\n\nMuddy spends some time looking over at the machine in the office.", "endoftext": false }, { "action": "You cut the vine with the spur", "response": "That don't work none. What kind of crazy talk is you up to?", "endoftext": false }, { "action": "You give the spur to muddy", "response": "Muddy glances at the spur and says, \"I ain't got no idea what I'd do with a spur. No thanks.\"\n\nJust to the side of the desk, the boiler gurgles and bubbles quietly.", "endoftext": false }, { "action": "You open the beans with the spur", "response": "Muddy cranes his neck to see what you're doing. He's never seen someone open a can with heel spurs. You slide the spur into the groove along the top of the can, and wiggle it back and forth. The can revolves, and the lid is nearly sawn off. It is hard to tell which of you is more surprised that this worked.\n\nOver in the office, the deputy sniffles loudly and wipes his nose on his sleeve.", "endoftext": false }, { "action": "You check your inventory", "response": "You're carrying a spur, a can of beans, a spoon, a hunk of meat, a tin, a pamphlet, your pocketwatch, and a scrap of paper. You are wearing your hat, pants, overcoat, left boot, and right boot.\n\nOn the other side of the jail bars in the office, the deputy inspects his LeMat revolver lovingly.", "endoftext": false }, { "action": "You examine the beans", "response": "An open metal can labeled \"BEANS\". The can is full of plump, glistening, little beans. On the back, some fine print says, \"Precooked beans. No claim is made regarding the cardioprotective nature of this product. May cause abdominal distension if ingested. No fitness of purpose is implied. No warranty is provided for personal or other injury, or injury or loss related directly or indirectly to the use of this product. By opening this can, you agree to the terms of service posted in town.\"\n\nPastor Pete sits bolt upright, howls at the moon, and flips back over, fast asleep.", "endoftext": false }, { "action": "You eat the beans", "response": "When you were a child, you remember visiting your cousins, who all liked beans. Your aunt insisted that if they could eat beans, so could you. You choked on them, and coughed them up, and they made fun of you. Since then, you don't even like the way they smell. The beans, that is. Actually, your cousins are kind of rank too.\n\nNonetheless, your stomach is growling and you could do with a meal.\n\n[You have dealt with a repressed childhood memory in a constructive manner, your score just went up by two points]\n\nPastor Pete pedals the air with his feet, while making sounds like a ringing bell.", "endoftext": false }, { "action": "You pull the bars", "response": "The deputy looks up from the warrant, annoyed at the distraction. \"Them jail bars is solid iron, boys. Now stop messing with them. I would surely hate to have to shoot you tonight and ruin tomorrow's hanging.\"", "endoftext": false }, { "action": "You look in the can", "response": "The can of beans is empty.\n\nOver in the office, the deputy warms his hands near the boiler.", "endoftext": false }, { "action": "You ask the deputy about the coffee", "response": "The deputy looks annoyed, but says, \"Nothing is as good as the coffee that comes out of the sheriff's machine.\"\n\nMuddy looks around the sheriff's office.", "endoftext": false }, { "action": "You ask the deputy about the machine", "response": "The deputy looks annoyed, but says, \"Sheriff Cheney done rigged up that machine and the steam whistle, both of them run off that steam boiler stove. Near as I can tell, the machine makes coffee, but oh, what fine coffee it do make. I can't as much as figure, though, how he's paying for all the inventing he does. Well, I guess sheriffs is paid more than deputies is.\"\n\nPastor Pete spins in the air. He yells, \"The SUN ariseth, the MOON setteth and the leaves, they do in a chaotic manner blow themselves around and around, presuming it is the time of the year for them to do so, and that the weather has cooperated. The latter pertaining to the leaves, and not so much to the sun and moon, which are independent of the WEATHER, except in so far as being observable only when the weather permits. So, it seems that the weather itself is somewhat a culprit in these matters, but what will a brisk rainstorm do against the fiery, hot flames of eternal damnation? STEAM. Yes, steam. Because it's not so much the heat, it's the HUMIDITY. Back on your heads, my lads!\"\n\nPastor Pete crumples onto the bench and is soon lost in dreams again.", "endoftext": false }, { "action": "You look in the can", "response": "The can of beans is empty.", "endoftext": false }, { "action": "You eat the beans", "response": "When you were a child, you remember visiting your cousins, who all liked beans. Your aunt insisted that if they could eat beans, so could you. You choked on them, and coughed them up, and they made fun of you. Since then, you don't even like the way they smell. The beans, that is. Actually, your cousins are kind of rank too.\n\nNonetheless, your stomach is growling and you could do with a meal.\n\n[You have dealt with a repressed childhood memory in a constructive manner, your score just went up by two points]", "endoftext": false }, { "action": "You put the can in the socket", "response": "Putting the can of beans into the socket don't make a lick of sense. Not likely to fit well anyway.\n\nNot far from your jail cell, the metal contraption puffs some steam into the office.", "endoftext": false }, { "action": "You examine the ceiling", "response": "The stucco jailhouse ceiling is too high to touch.\n\nOutside, there is a brief cloudburst. The wind comes right behind the rain.", "endoftext": false }, { "action": "You stand on the bench", "response": "You can't! A pastor is passed out on it. There's no room for you.\n\nIn the office, the deputy looks tired.", "endoftext": false }, { "action": "You look under the bench", "response": "You peek under the bench but don't find anything new.\n\nBack in the office, the deputy stares at Muddy.", "endoftext": false }, { "action": "You make coffee", "response": "You can reach through the bars, but not far enough to touch <illegal object number 302>.\n\nPastor Pete murmurs repeatedly, \"Kippered herring, please! Kippered herring, please! Kippered herring, please!\"", "endoftext": false }, { "action": "Examine watch", "response": "It's the wind-up timepiece you received when you were commissioned as an officer in the Confederate Army. It currently reads twenty-four minutes to nine in the evening -- less than twelve hours until you and Muddy are daid.", "endoftext": false }, { "action": "You give the beans to muddy", "response": "Muddy takes the can and stares hungrily at the beans.\n\nEven in the most dire situation, Muddy's appetite remains intact. He looks expectantly at you and says, \"Rick, got a spoon?\"\n\nMuddy rubs his belly and says, \"I reckon I could do with a snack right about now.\"", "endoftext": false }, { "action": "You give the spoon to muddy", "response": "Muddy cracks a gap-toothed smile and says, \"Much obliged,\" before digging into the can of beans like a miner hot on a fresh gold vein. A couple moments later, he finishes circling the inside of the can with the spoon, trying to get every last drop of bean juice into his mouth. Afterwards, he places the can and spoon on the floor and rubs his stomach with satisfaction.\n\nMuddy has an aura of well-fed contentment.", "endoftext": false }, { "action": "Break stool", "response": "You reckon violence usually is the answer, but maybe not just now.\n\nMuddy holds his belly and comments, \"Got a bit of indigestion, I does.\"", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\nMuddy wraps his arms around his belly, and moans softly, \"I might have overdone it with them beans.\"\n\nThe deputy looks up from his reading, curious.", "endoftext": false }, { "action": "You wait for a while", "response": "Time passes.\n\nMuddy doubles over, \"Rick, you should get to high ground. I'm feeling a mite bloated after them beans, and I think you know what's coming!\"\n\n\"Where the Sam Hill do you think I'm going to run to, Muddy? We're locked up in a hoosegow! Deputy, if'n I was you, I would put some distance between Muddy and your nose. \"\n\nThe Deputy looks concerned, but confused.", "endoftext": false }, { "action": "You wait for a while", "response": "Time passes.\n\nYou hear nothing. The smell nearly knocks you out. Vision fades, the room spins.\n\nMuddy whispers in that understated manner of his, \"That were a silent but deadly.\"", "endoftext": false }, { "action": "You look at Deputy", "response": "Big and strong, but lacking numerically in ancestors.\n\nSuppressing the urge to throw up from the smell, the deputy reaches over to the whiskey bottle and half drains it on his way out the door.\n\nThe fragrance gradually improves as the universe cools.\n\nMuddy picks some food from between his teeth.", "endoftext": true }, { "action": "You look around", "response": "The small jail cell is brick on three sides, metal bars on the other, with a tightly locked gate. A small window is set into the brickwork above your head. Through the jail bars you can see the sheriff's office.\n\nA broken stool lies on the floor.\n\nMuddy leans against the wall tapping a harmonica on his arm.\n\nIn the corner of the cell, a disheveled man in a black suit is stretched out on a crude wooden bench and is snoring loudly, oblivious to your presence.\n\nYou can also see an empty can (in which is a spoon) here.\n\nA dented food bowl sits on the office floor, only a few feet from the jail bars.", "endoftext": false }, { "action": "You pull the vine", "response": "You yank on the wiry vine and it yanks back. It's too tough to break off. From outside the window, you hear the bulk of the plant rustling as it swings back and forth.\n\nHalfway between the door to the outside and your jail cell, the sheriff's invention percolates.\n\nThe deputy pokes his head back in the office and remarks, \"I've about had enough of you characters. You can stew in your own juices here. I got important things to do over yonder in the saloon. But I reckon I would be dairy licked to leave you jokers alone.\"\n\nThe deputy grabs a dinner bell from the hook where it hangs next to the office door, and he rings the bell slowly a few times. Nothing happens. He rings it again. Minutes go by and the deputy waits impatiently. Finally, a fat bloodhound waddles leisurely through the doorway, tempted by the dinner bell.\n\nThe deputy reaches into his pocket and retrieves a scrap of beef jerky. He pitches it into the dog's bowl, and the bloodhound gobbles it down. The deputy leads his mangy old dog towards the office's strange-looking steam boiler and ties him to it with a leash.\n\n\"This here's Flash, my hunting dog. I got to warn you that he can be vicious when he gets riled up, so don't cross him.\" Flash slowly slumps down next to the boiler, enjoying the heat. His heavy eyes close, and drool drips from his toothless mouth.\n\n\"Flash here's apt to rip your throat out if you so much as look at him funny, but I got him hooked up here to the sheriff's fancy steam contraption.\" The deputy narrows his eyes distrustfully. \"If you boys were so stupid as to make for the jailhouse door, 'ol Flash would yank that lever and set off the steam whistle on the roof. The sheriff installed it special for me, so as I can come when he wants me. I can hear that halfway across town, and if'n I do hear it, then you'll have to deal with me *and* Flash.\" The deputy gives Flash one last pat on the head, swigs the whiskey one more time, and departs for the saloon.", "endoftext": false }, { "action": "You give the meat to Flash", "response": "Flash don't seem interested.\n\n\"That worked out well,\" says Muddy proudly.\n\n\"For you maybe,\" you reply. \"But I near to lost my lunch what with that stench.\"\n\nTo which Muddy counters, \"Ain't much worse than your feet, I reckon.\"", "endoftext": false }, { "action": "You throw meat", "response": "Ditched.", "endoftext": false }, { "action": "You put the tobacco on the meat", "response": "You need to be holding the tobacco before you can put it on top of something else.\n\nNot far from your jail cell, the metal contraption puffs some steam into the office.", "endoftext": false }, { "action": "You take the meat", "response": "Yuck. You are holding the rancid meat.\n\nFetched.\n\nHalfway between the door to the outside and your jail cell, the furnace creaks.", "endoftext": false }, { "action": "You dig the wall with the spoon", "response": "I only twigged your meaning as far as hankering to dig the walls.", "endoftext": false }, { "action": "You give the meat to muddy", "response": "Muddy reaches eagerly, but stops just short of taking it. You've never seen Muddy turn down food before, so you're not sure how this experiment will work out. He sniffs it tentatively, hoping that the smell will be better than the sight. His eyes cross and he staggers backward, fanning the air and loosening his collar. \"I think I'll pass,\" he says weakly.\"", "endoftext": false }, { "action": "You dig the wall", "response": "That's crazy talk.\n\nMuddy scratches his leg.", "endoftext": false }, { "action": "You stand on the stool", "response": "You teeter momentarily on the stool and then topple face first into the floor, like a blacksmith's hammer striking the anvil. This is getting old real fast now.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You're carrying a hunk of meat, a spur, a tin, a pamphlet, your pocketwatch, and a scrap of paper. You are wearing your hat, pants, overcoat, left boot, and right boot.\n\nFlash shifts his tail by an inch.", "endoftext": false }, { "action": "You examine the overcoat", "response": "The gray riding coat reminds you of past adventures with Muddy Charlie: the speckled holes on the side where you caught a shotgun blast when a bank transaction done gone awry, the hole on the other side from the time you and Muddy got to fooling around with a bow, an arrow, and a bottle of whiskey, and the charred, frayed edges of the coat from the time you and Muddy were almost burnt as witches. Each flaw in the garment reminds you of one of Muddy's plans, each of which sounded so reasonable at the time....\n\nFlash sneezes, but somehow he manages to do it slowly.", "endoftext": false }, { "action": "You examine the stool", "response": "A small stool, with legs a couple of feet long. It's three-legged by design, but two-legged in practice, hence its inability to stand upright. There's an empty socket where the third leg should be. All of the paint has been worn off the seat by your illustrious predecessors who inhabited this cell. Those same occupants carved every square inch of the stool's seat with their initials (and the initials look intriguing!) A small bronze plate has been nailed to the bottom of the stool.\n\nA yellow-fringed surrey trots past the sheriff's office.", "endoftext": false }, { "action": "You look at the socket", "response": "Once upon a time, a stool leg about two feet long must have occupied the now empty hole in the stool seat. Without that leg, the stool isn't much good.", "endoftext": false }, { "action": "You examine bars", "response": "You look across the street at the saloon. Oh wait, did you mean the prison bars? Yeah, probably. Anyhow, the bars to your cell reach from floor to ceiling and are made of matte black metal. All except one, which is sort of gray in color and as short as a table leg. They are a bit under an inch thick, and they are reinforced by three tiers of horizontal bars. The gate to your cell is framed in the same black metal and inset into this meshwork of bars.", "endoftext": false }, { "action": "You examine the gray bar", "response": "The gray bar is just a shade lighter than the surrounding jail bars. You notice that the gray bar is held to the ceiling by a screw the size of a railroad spike.", "endoftext": false }, { "action": "You look at the screw", "response": "A large, rusty screw. It's holding a gray bar in place.", "endoftext": false }, { "action": "You unscrew it", "response": "Nothing obvious happens.", "endoftext": false }, { "action": "You unscrew it with the spoon", "response": "I only twigged your meaning as far as hankering to unscrew the screw.", "endoftext": false }, { "action": "You pull the screw", "response": "The screw is too high for you to reach.\n\nPastor Pete stares wide-eyed at the ceiling for a moment and then falls back asleep.\n\nNothing obvious happens.\n\nFlash has died. Wait. Sorry. He's just really immobile.", "endoftext": false }, { "action": "You unscrew the gray bar", "response": "Nothing obvious happens.\n\nFlash has a nightmare and growls quietly before returning to a deep slumber.", "endoftext": false }, { "action": "You hold the stool", "response": "Muddy ain't having none of your balderdash.\n\nMuddy drums his fingers against the wall.", "endoftext": false }, { "action": "You stand on the stool", "response": "You ain't gonna get onto the stool unless it stands solidly on three good legs.\n\nNot far from your jail cell, the metal contraption gurgles and bubbles quietly.", "endoftext": false }, { "action": "You remove the boot", "response": "Which all do you mean, the left boot, or the right boot?", "endoftext": false }, { "action": "Left", "response": "Oh, you really don't want to do that. Not indoors at least. Are you sure?", "endoftext": false }, { "action": "No", "response": "Muddy murmurs a prayer of thanks to whatever he sometimes prays to when he's running away from something bigger or badder than he is.\n\nHalfway between the door to the outside and your jail cell, the furnace hisses, venting some steam.", "endoftext": false }, { "action": "You examine the hat", "response": "An unusually capacious, wide-brimmed hat to protect you from the sun.\n\nMuddy counts the number of stars he can see out the window, divides by the number of bars in the jail cell, and takes the natural logarithm. \"Yup,\" he says, \"that's what I thought.\"", "endoftext": false }, { "action": "You remove the hat", "response": "You take off the hat.", "endoftext": false }, { "action": "You look in the hat", "response": "There ain't no reply.\n\nFlash starts to rub a flea but then decides it to be too much work.\n\nEnter saved game to store: Ok.\n\nTen gallons of nothing. You sure could shove a lot of loot in there, you reckon.\n\nFlash snores loudly, his jowls fluttering with each breath.", "endoftext": false }, { "action": "Chew tobacco", "response": "It tastes pretty horrid.", "endoftext": false }, { "action": "You remove the right boot", "response": "There are people within a thousand yards. Are you sure?", "endoftext": false }, { "action": "Y.", "response": "You rock back and forth on the floor, locked in a death struggle with your foot. Beads of sweat form on your head, as you struggle to twist and pull the boot off. With a sudden sucking pop, the boot relents and you tumble backwards.\n\nMuddy's eyes water as he complains, \"Ain't you got no sense of smell in that head of yours?\"\n\nTo which you reply, \"Not after I been downwind of you around feeding time, nope. This ain't nothing next to what you can do with a can of beans!\"\n\nFlash wakes with a start and sneezes loudly. The fur on his back bristles, and he opens his eyes to stare in horror at your feet. He backs away, towards the front door. The leash pulls taut. He seems caught in the balance between an urge to run away from your stinky foot and his own laziness, which holds him to the spot.", "endoftext": false }, { "action": "You remove the left boot", "response": "In some states that would be a felony. Are you sure?", "endoftext": false }, { "action": "Yes", "response": "You rock back and forth on the floor, locked in a death struggle with your foot. Beads of sweat form on your head, as you struggle to twist and pull the boot off. With a sudden sucking pop, the boot relents and you tumble backwards.\n\nMuddy's eyes water as he complains, \"Not again! My poor nose!\"\n\nOne foot was bad enough, but two is more than the old dog can handle. Trying not to sniff the air, Flash turns tail and breaks for the door, straining against his leash, which is tied to the steam pipe lever. The lever swings towards the door, and from the roof you hear the ear-splitting drone of a railway steam whistle.\n\nYou agree with Muddy that the deputy is not likely to be in a good mood when he arrives, so you put your boots back on.", "endoftext": false }, { "action": "You put the gray bar in the socket", "response": "You flip the stool over and wiggle the hollow gray tube into the empty socket. It fits perfectly and remains in place when you let go of the bar, but you think you could yank the gray bar out again if you needed it. You now have a stool with three even legs: two wood, one metal.\n\nThe Deputy slams through the swinging doors to the office, lurching to the side as he struggles to put his other leg into his pants. He is bare-chested and empty-handed, aside from a nearly drained bottle of whiskey.\n\nThe deputy thunders, \"What the cluster-chucking blazes is the matter here?\" The deputy surveys the office quickly and then rattles the gate to make sure it is still locked. In his drunken rage, he doesn't notice the missing metal bar.\n\nSatisfied that you haven't escaped, he pushes the lever back to the middle position and warns, \"I don't know what you were up to what made old Flash trigger-happy, but don't let it happen again.\"\n\n\"Dumb dog,\" he mumbles, \"I was doing important business.\" The deputy shakes his head in frustration and sets off again towards the door.", "endoftext": false }, { "action": "You look at the stool", "response": "A small stool, with legs a couple of feet long. One of its three legs is a piece of gray jail bar, but it seems relatively solid. All of the paint has been worn off the seat by your illustrious predecessors who inhabited this cell. Those same occupants carved every square inch of the stool's seat with their initials (and the initials look intriguing!) A small bronze plate has been nailed to the bottom of the stool.\n\nPastor Pete pedals the air with his feet, while making sounds like a ringing bell.", "endoftext": false }, { "action": "You sit on the stool", "response": "Muddy holds it steady as you climb up. Your head is now even with the top of the window.\n\nPastor Pete shakes and twists spasmodically.", "endoftext": false }, { "action": "You stand on stool", "response": "You are already high enough up.\n\nMuddy murmurs to himself about not being able to recall a limerick he once heard that had something to do with cowboys and farmers.", "endoftext": false }, { "action": "You look at the window", "response": "Pretty far up on the wall, as wide as your shoulders, and secured by four vertical iron rods as thick as your thumb. And you have thick thumbs. The green tip of a vine pokes in from outside and lies on the narrow window sill.\n\nThe Deputy slams through the swinging doors to the office, lurching to the side as he struggles to put his other leg into his pants. He is bare-chested and empty-handed, aside from a nearly drained bottle of whiskey.\n\nThe deputy thunders, \"What the cow-poking sheep-sheering bear-baiting turkey-trotting blazes is the matter here?\" The deputy surveys the office quickly and then rattles the gate to make sure it is still locked.\n\nSatisfied that you haven't escaped, he pushes the lever back to the middle position and warns, \"I don't know what you were up to what made old Flash trigger-happy, but don't let it happen again.\"\n\n\"Dumb dog,\" he mumbles, \"I was doing important business.\" The deputy waves his fist at you and sets off again towards the door.", "endoftext": false }, { "action": "You look at the gate", "response": "(the gate)\nA metal gate stands between you and freedom. The gate is set into the metal bars that surround your cell, and its hinges must be internal. The gate has a massive padlock that clicked definitively behind you when you were thrown into the cell. You've seen banks with poorer locks. At least this is a quality institution.\n\nFlash basks in the glow of the boiler.", "endoftext": false }, { "action": "You look at the grey bar", "response": "The gray bar is just a shade lighter than the surrounding jail bars. You notice that the gray bar is held to the ceiling by a screw the size of a railroad spike.\n\nMuddy murmurs to himself about not being able to recall a limerick he once heard that had something to do with cowboys and farmers.", "endoftext": false }, { "action": "Turn screw", "response": "Nothing obvious happens.", "endoftext": false }, { "action": "You tie the vine to screw", "response": "You would achieve nothing by this.\n\nFlash nuzzles up to the boiler.", "endoftext": false }, { "action": "You give the tin to PASTOR", "response": "Suddenly, Pastor Pete leaps up and rants, \"The SHIP of INTEGRITY floats merrily on the sea of justice, and we on the shore are lapped by the waves of righteousness, drizzled upon by the REIGN of PROPRIETY, and spat upon by the unyielding sense of honor and self-worth that could be extracted from fried food if one had the time and inclination to do so. We are doused by a fire brigade of good works, immersed in the RIVER of NOBLE DEEDS, pulled under by the CURRENT of good will, and drowned within an inch of our very lives in the deep, dark well of DUTY. Thus, I say, swimming is something that should be learned at an early age, and then avoided\". He then collapses on the bench again and falls fast asleep.\n\nMuddy leans against the wall and sighs.", "endoftext": false }, { "action": "You give the tin to muddy", "response": "Muddy glances at the tin and says, \"I ain't got no idea what I'd do with a tin. No thanks.\"\n\nMuddy paces back and forth impatiently.", "endoftext": false }, { "action": "You remove the screw", "response": "(first taking the screw)\nThe screw is too high for you to reach.\n\nMuddy hums \"Camptown Races\", singing the \"Doo-Dars\" off key. The effect is annoying.", "endoftext": false }, { "action": "You stand on the stool", "response": "You ain't gonna get onto the stool unless it stands solidly on three good legs.\n\nPastor Pete shakes and twists spasmodically.", "endoftext": false }, { "action": "You eat the tobacco", "response": "(first taking the tobacco)\nYou take a pinch of tobacco.\n\n\"Glmph.\"\n\n\"You didn't just swallow that chaw, did you?\" asks Muddy incredulously.\n\n\"I reckon I done just that -- and it didn't go down pretty.\"\n\nYou galoot. You're supposed to chew it. Hain't I learned you nothing?\"", "endoftext": false }, { "action": "You get on muddy", "response": "(first sticking some in your maw)\nYou wonder if tobacco is really good for you, like the doctors say.\n\nMuddy glances over at you, and seems about to speak, but then walks away again.\n\nThat ain't something what you can loiter on.\n\nA fly buzzes past your ear and lands on the ceiling.", "endoftext": false }, { "action": "You spit the tobacco at the bowl", "response": "The tobacco hits the food bowl, but drops off.\n\nPastor Pete somersaults from the bench into the center of the jail cell. He chants, \"The mystery of unfounded knowledge knows not the day of its own destruction, nor whence it came. It is a PUZZLE wrapped in an enigma, boarded up in a box lined with straw, and surrounded by another metal box with RIVETS, and finally an even larger metal box that is encased in concrete and thrown into the ocean, where it is swallowed by a whale, which is in turn swallowed by a sea turtle of unusual proportions. That SEA TURTLE is subsequently swallowed by a still larger sea turtle, and from there on, it's turtles all the way down!\"\n\nPastor Pete collapses onto the bench and resumes his previous position as if nothing had happened.", "endoftext": false }, { "action": "Spit tobacco at Pete", "response": "Suddenly, Pastor Pete leaps up and rants, \"There shall be an ACCOUNTING and it shall come swiftly, and with little notice, most likely in a four hour time slot in the morning, but perhaps in the late afternoon or evening if they're running late. THE WAGES OF SIN shall be entered into the ledgers, in duplicate, after first deducting the withholdables of sin and carrying over any offsetting credits from previous GOOD WORKS, and taking into consideration the INFLATION of EVIL, the DEVALUATION of MORALS and the exchange rate with PAGAN BELIEFS\". He then collapses on the bench again and falls fast asleep.\n\nFlash half opens one eye and looks at you and Muddy.", "endoftext": false }, { "action": "Spit tobacco at Flash", "response": "(first chewing some tobacco)\nThe stomach-churning mass of glistening tobacco pulp splashes on the floor, just in front of Flash. His nose twitches, as his finely honed bloodhound sense of smell detects tobacco ball. Your stomach churns as he stretches lazily forward and laps it up, swallowing it in one gulp before falling asleep again.", "endoftext": false }, { "action": "Twist grey bar", "response": "Nothing obvious happens.", "endoftext": false }, { "action": "You spit the tobacco at the screw", "response": "(first chewing some tobacco)\nYou're not keen to spit at anything in the jail cell with you. A man don't spit where he lives (excepting maybe on the floor, of course).\n\nJust to the side of the desk, the boiler gurgles and bubbles quietly.", "endoftext": false }, { "action": "Spit tobacco at lever", "response": "(first chewing some tobacco)\nThe tobacco sails right past the thin lever, hits the boiler pipe and slides down, out of sight.\n\nFlash sniffs his food bowl.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You're carrying a hunk of meat, a spur, a tin, a pamphlet, your pocketwatch, your hat, and a scrap of paper. You are wearing your right boot, left boot, pants, and overcoat.\n\nHalfway between the door to the outside and your jail cell, the metal contraption puffs some steam into the office.", "endoftext": false }, { "action": "You examine the pants", "response": "Rugged, blue denim.\n\nFlash raises an ear halfway and then lets it flap back down.", "endoftext": true }, { "action": "Look around", "response": "The small jail cell is brick on three sides, metal bars on the other, with a tightly locked gate. A small window is set into the brickwork above your head. Through the jail bars you can see the sheriff's office.\n\nA broken stool lies on the floor.\n\nMuddy leans against the wall tapping a harmonica on his arm.\n\nIn the corner of the cell, a disheveled man in a black suit is stretched out on a crude wooden bench and is snoring loudly, oblivious to your presence.\n\nYou can also see an empty can (in which is a spoon) here.\n\nA dented food bowl sits on the office floor, only a few feet from the jail bars.\n\nIn the office you can also see Flash.", "endoftext": false }, { "action": "You ask muddy about the harmonica", "response": "Muddy replies, \"Give it a toot, Rick.\"", "endoftext": false }, { "action": "You play the harmonica", "response": "You got to be holding it first.\n\nPastor Pete pedals the air with his feet, while making sounds like a ringing bell.", "endoftext": false }, { "action": "You get the harmonica", "response": "\"I ain't never seen you play the mouth organ, Muddy.\"\n\nYour partner turns the harmonica back and forth. \"That's 'cuz I ain't never learned how,\" he replies.\n\nMuddy hands the harmonica to you.", "endoftext": false }, { "action": "You play the harmonica", "response": "Tentatively, you blow a few notes. The bars in the jail cell rattle sympathetically.\n\n\"Look at that, boy\", Muddy laughs, \"I swear that screw up there holding that bar is wiggling loose!\"", "endoftext": false }, { "action": "You play the harmonica", "response": "Again, the room resonates with the rich and vibrant tones of a bagpipe connected to the blowhole of a beluga whale.\n\nMuddy points excitedly towards the top of the gray bar, \"When you played, that screw worked its way out more. It's like you got some kind of sonic screwdriver or something! I think one more time will do it.\"\n\nMuddy tugs down on his vest, which had ridden up a bit.", "endoftext": false }, { "action": "You play the harmonica", "response": "The screw vibrates out of the ceiling, rebounds off the concrete floor in a shower of sparks, and rolls under the deputy's desk. A hollow gray tube falls loose from the upper reaches of the jailbars and lands at your feet.\n\n\"You done it!\" shouts Muddy.\n\nFlash drools.", "endoftext": false }, { "action": "You get tube", "response": "You grab the bar.\n\nYou hold it lengthwise and stare down its hollow shaft at Muddy. He looks back at you.\n\n\"Don't that just beat all,\" ponders Muddy.\n\nFlash lazily sniffs the machine.", "endoftext": false }, { "action": "You look through it", "response": "The bar is a hollow tube, with an inner diameter of about a half-inch. If you look carefully, you can see a spiral groove running up the length of the inside of the shaft, kind of like a rifle.\n\nOver in the office, the bronze machine creaks.", "endoftext": false }, { "action": "You put the meat in the tube", "response": "You don't reckon there's much point in that.\n\nPastor Pete curls up into a ball, muttering to himself.", "endoftext": false }, { "action": "You put bar in the socket", "response": "You flip the stool over and wiggle the hollow gray tube into the empty socket. It fits perfectly and remains in place when you let go of the bar, but you think you could yank the gray bar out again if you needed it. You now have a stool with three even legs: two wood, one metal.\n\nNot far from your jail cell, the boiler rumbles for a moment and then stops.", "endoftext": false }, { "action": "You stand on the stool", "response": "Muddy holds it steady as you climb up. Your head is now even with the top of the window.", "endoftext": false }, { "action": "You examine the window", "response": "Pretty far up on the wall, as wide as your shoulders, and secured by four vertical iron rods as thick as your thumb. And you have thick thumbs. The green tip of a vine pokes in from outside and lies on the narrow window sill.", "endoftext": false }, { "action": "You look out window", "response": "The jail is at the end of a long street. Directly across the street is a saloon, which is open, unlike the stores on both sides of the street that have pulled down their shades for the evening. Below the window there is a covered barrel; you can almost touch its top. Just to the left of the window, a berry-covered vine has grown up the side of the building, and pokes in the window, lying on the narrow window sill.\n\nUp in the sky, you notice a couple of hungry, circling vultures.\n\nFlash looks admiringly at the dinner bell.", "endoftext": false }, { "action": "You look at the barrel", "response": "It's a weathered oak barrel. You can't tell what's inside it, if anything.", "endoftext": false }, { "action": "You look at the sill", "response": "A three or four inch wide ledge just inside the small window that looks out onto the street.", "endoftext": false }, { "action": "You examine the berry", "response": "Each berry is plump and red, and got no short of mystery about it. Don't look so edible.", "endoftext": false }, { "action": "You get the berry", "response": "You pluck a plump juicy red berry from the part of the vine growing outside the window.\n\nFlash gazes at the dinner bell.", "endoftext": false }, { "action": "You eat the berry", "response": "Muddy stops you, \"Don't be a coward -- if'n you eat that, you'll sleep clear through to the afternoon -- and we only got till eight in the \"A\" of \"M\" to get out of here.\"\n\nMuddy leans against the wall and sighs.", "endoftext": false }, { "action": "You examine the bell", "response": "A shiny silver bell with a black handle. It is hanging on a small hook by the doorway.", "endoftext": false }, { "action": "You put the berry in the bowl", "response": "You can reach through the bars, but not far enough to touch the food bowl.\n\nFlash moves his front leg slightly.", "endoftext": false }, { "action": "Spit at bell", "response": "Muddy shifts around too much for you to even attempt the shot.", "endoftext": false }, { "action": "You put the berry in the tube", "response": "You don't have the gray bar in hand.\n\nPastor Pete leaps into the middle of the jail cell. He rants, \"Blessed is the terribly, terribly DISMAL. How glorious in unpleasantness, how lovely in loathing, how simply pleasing in depravity. In the whole world full of pain and suffering and plagues, not to mention sock monkeys and advertising, how refreshing is the endless potential bounty of disappointment. How much more character we might build were we but marginally more afflicted by adversity, we can only pray. Let us extol the joyfulness of misery and cheer the horrifying facts underlying the production of sausages, and revel in the lack of things we have to celebrate!\"\n\nPastor Pete dives onto the bench and resumes snoring without missing a beat.", "endoftext": false }, { "action": "You get off the stool", "response": "You jump down to the ground again.\n\nA fly buzzes past your ear and lands on the ceiling.", "endoftext": false }, { "action": "Unscrew bar", "response": "Nothing obvious happens.\n\nMuddy drums his fingers against the wall.", "endoftext": false }, { "action": "You take the grey bar", "response": "You yank the gray tube out of the stool's socket.\n\nFlash keeps an eye on his food bowl.", "endoftext": false }, { "action": "You put the berry in the tube", "response": "You drop the berry into the gray tube.\n\n\"Oh, I get it!\" nods Muddy, \"You're making some kind of berry gun. I seen the Injuns do something like that, except you ain't got no darts in there to blow at people.\"\n\nPastor Pete froths at the mouth.", "endoftext": false }, { "action": "You shoot berry at bowl", "response": "The berry hits the food bowl, then bounces away out of sight.\n\nMuddy murmurs to himself about not being able to recall a limerick he once heard that had something to do with cowboys and farmers.", "endoftext": false }, { "action": "You shoot the berry at the bell", "response": "Ding! The bell is hit so hard that it spins around on the hook several times, clanging like a church bell on Sunday.\n\nThe amoeba-like mass of fat and fur known to you as Flash leaps immediately to his feet, saliva dripping from his toothless jowls. He lunges like a champion fencer for his food bowl. His leash snaps taut, pulling the lever away from the front door and towards the strange machine.\n\nThe boiler hisses and gurgles, steam jets from the rivet joints in the pipe that connects to the machine, and the machine itself vibrates and rumbles for a minute. A white cup drops from a chute and brown liquid squirts from a nozzle and fills the cup. The smell of fresh coffee pervades the office.", "endoftext": true }, { "action": "Look around", "response": "The small jail cell is brick on three sides, metal bars on the other, with a tightly locked gate. A small window is set into the brickwork above your head. Through the jail bars you can see the sheriff's office.\n\nA broken stool lies on the floor.\n\nMuddy leans against the wall.\n\nIn the corner of the cell, a disheveled man in a black suit is stretched out on a crude wooden bench and is snoring loudly, oblivious to your presence.\n\nYou can also see an empty can (in which is a spoon) here.\n\nA dented food bowl sits on the office floor, only a few feet from the jail bars.\n\nOn the machine is a cup (in which is some coffee).\n\nIn the office you can also see Flash.", "endoftext": false }, { "action": "You examine the door", "response": "The cabinet's door covers the front of the cabinet and opens on brass hinges. The contents of the cabinet are recognizable through the cabinet's uneven glass. Despite the distortion, you see what looks like a gun belt some kind of shiny yellow object. Maybe gold, you think, hopefully.", "endoftext": false }, { "action": "You look through the bars", "response": "A one-room jailhouse is fitting for this jerkwater town. There's a big, wooden desk in the middle of the room. Just behind the desk is a fancy cabinet, with real glass in the door. Next to the cabinet, a large, framed picture of the sheriff stands on the floor. To the side of the desk, there is a weird-looking contraption: clearly, some sort of steam boiler which is connected by pipes to a strange-looking machine. On the opposite side of the room, two swinging doors lead back to town; a small bell hangs on a hook attached to the door. Flash's empty dog food bowl is nailed to the floor just in front of your jail cell.", "endoftext": false }, { "action": "You look at the picture", "response": "A bombastic portrait of the sheriff, who is dressed in a Napoleonic uniform save for the ten gallon hat. In the background, dogs play poker.", "endoftext": false }, { "action": "You look at the desk", "response": "A beat-up old wooden desk with time-worn corners, and a pitted, scratched surface.", "endoftext": false }, { "action": "You put the bar in the stool", "response": "You flip the stool over and wiggle the hollow gray tube into the empty socket. It fits perfectly and remains in place when you let go of the bar, but you think you could yank the gray bar out again if you needed it. You now have a stool with three even legs: two wood, one metal.\n\nFlash rolls over and takes a few minutes afterwards to catch his breath.", "endoftext": false }, { "action": "You stand on the stool", "response": "Muddy holds it steady as you climb up. Your head is now even with the top of the window.\n\nFlash is as still as a statue.", "endoftext": false }, { "action": "You take the berry", "response": "You pluck a plump juicy red berry from the part of the vine growing outside the window.\n\nA cockroach scuttles by, making a detour around Muddy. Cockroaches have noses, you figure (not that you smell all that flowery neither).", "endoftext": false }, { "action": "You continue", "response": "You already got a mighty nice one.\n\nMuddy pats down his wild hair but only makes it worse.", "endoftext": false }, { "action": "You look at the barrel", "response": "It's a weathered oak barrel. You can't tell what's inside it, if anything.", "endoftext": false }, { "action": "You look through the window", "response": "The jail is at the end of a long street. Directly across the street is a saloon, which is open, unlike the stores on both sides of the street that have pulled down their shades for the evening. Below the window there is a covered barrel; you can almost touch its top. Just to the left of the window, a berry-covered vine has grown up the side of the building, and pokes in the window, lying on the narrow window sill.\n\nUp in the sky, you notice a couple of hungry, circling vultures.", "endoftext": false }, { "action": "You examine the vultures", "response": "They look hungry. Why else would they circle like that?", "endoftext": false }, { "action": "You show the meat to the vultures", "response": "You can only do that to something animate.", "endoftext": false }, { "action": "You put the meat on the sill", "response": "You put the hunk of meat on the window sill and almost immediately, a vulture drops from the sky, lands just beneath the window and drags the meat outside. You can hear it munching away on the meat, and see its tail waving back and forth just outside the window.", "endoftext": false }, { "action": "You get the tail", "response": "That seems to be a part of the vulture.", "endoftext": false }, { "action": "You take the feather", "response": "You pluck a feather from the vulture's tail. The bird twists its head momentarily to glare at you before plunging back into its task of devouring the rotting meat.\n\nPastor Pete pedals the air with his feet, while making sounds like a ringing bell.", "endoftext": false }, { "action": "You take the vulture", "response": "You would achieve nothing by this.\n\nI don't reckon the vulture would much care for that.", "endoftext": false }, { "action": "You examine the feather", "response": "A long, black feather with white stripes.", "endoftext": true }, { "action": "Look around", "response": "Jail Cell (on the stool)\nThe small jail cell is brick on three sides, metal bars on the other, with a tightly locked gate. A small window is set into the brickwork above your head. Through the jail bars you can see the sheriff's office.\n\nMuddy leans against the wall.\n\nIn the corner of the cell, a disheveled man in a black suit is stretched out on a crude wooden bench and is snoring loudly, oblivious to your presence.\n\nYou can also see an empty can (in which is a spoon) here.\n\nA dented food bowl sits on the office floor, only a few feet from the jail bars.\n\nOn the machine is a cup (in which is some coffee).\n\nIn the office you can also see Flash.", "endoftext": false }, { "action": "You look at the can", "response": "An open metal can labeled \"BEANS\". Unfortunately for Muddy, the can is empty. One end of a spoon sticks out of the can. On the back, some fine print says, \"Precooked beans. No claim is made regarding the cardioprotective nature of this product. May cause abdominal distension if ingested. No fitness of purpose is implied. No warranty is provided for personal or other injury, or injury or loss related directly or indirectly to the use of this product. By opening this can, you agree to the terms of service posted in town.\"", "endoftext": false }, { "action": "You take the spoon", "response": "Fetched.", "endoftext": false }, { "action": "You examine the spoon", "response": "A bent old spoon.", "endoftext": false }, { "action": "You examine the food bowl", "response": "A beat-up mining pan full of dents and scratch marks. The bowl seems to be nailed to the office floor.", "endoftext": false }, { "action": "You throw the feather in the bowl", "response": "Tobacco's the only thing worth chewing.\n\nYou can reach through the bars, but not far enough to touch the food bowl.\n\nPastor Pete shakes and twists spasmodically.", "endoftext": false }, { "action": "You cut the feather with the spur", "response": "That don't work none. What kind of crazy talk is you up to?", "endoftext": false }, { "action": "You get hollow", "response": "You yank the gray tube out of the stool's socket, lose your balance, topple backwards and plant your face smartly in the prison floor. Muddy looks away in embarrassment.", "endoftext": false }, { "action": "You put the berry in the tube", "response": "You drop the berry into the gray tube.\n\nA yellow-fringed surrey trots past the sheriff's office.", "endoftext": false }, { "action": "You shoot the berry at the bell", "response": "Your projectile ricochets off the bell with a metallic \"ding!\"\n\nFlash reflexively jumps towards his feeding bowl, pulling the lever and somehow causing the machine to rattle and buzz. Finding no food, the despondent dog returns to his favorite place in front of the boiler, shutting off the coffee machine.", "endoftext": false }, { "action": "You examine the coffee", "response": "Steaming hot, black joe.\n\nHalfway between the door to the outside and your jail cell, the furnace puffs some steam into the office.", "endoftext": false }, { "action": "You put the berry in the tube", "response": "You drop the berry into the gray tube.\n\nMuddy looks like he's about to have a great idea, but then goes back to staring at the floor.", "endoftext": false }, { "action": "You shoot berry at the cup", "response": "The berry splatters against the side of the cup, and its juice dribbles downwards.\n\nMuddy jumps up, claps you congratulatorily on the back, and you nearly swallow the metal tube still held to your lips.\n\nHe beams, \"That were a one in a million shot, Rick!\" Muddy strokes his chin and wags a finger at the cup, \"Now, if we can only get the deputy to come back and drink some coffee, he might be a whole lot more cooperative, I reckon.\"\n\nYou sure like the way Muddy thinks.", "endoftext": false }, { "action": "You remove the left boot", "response": "Oh, you really don't want to do that. Not indoors at least. Are you sure?", "endoftext": false }, { "action": "Yes", "response": "You rock back and forth on the floor, locked in a death struggle with your foot. Beads of sweat form on your head, as you struggle to twist and pull the boot off. With a sudden sucking pop, the boot relents and you tumble backwards.\n\nMuddy's eyes water as he complains, \"Man, them feets of yours stinks powerful bad!\"\n\nFlash wakes with a start and sneezes loudly. The fur on his back bristles, and he opens his eyes to stare in horror at your feet. He backs away, towards the front door. The leash pulls taut. He seems caught in the balance between an urge to run away from your stinky foot and his own laziness, which holds him to the spot.", "endoftext": false }, { "action": "Yes", "response": "You rock back and forth on the floor, locked in a death struggle with your foot. Beads of sweat form on your head, as you struggle to twist and pull the boot off. With a sudden sucking pop, the boot relents and you tumble backwards.\n\nMuddy's eyes water as he complains, \"Man, them feets of yours stinks powerful bad!\"\n\nOne foot was bad enough, but two is more than the old dog can handle. Trying not to sniff the air, Flash turns tail and breaks for the door, straining against his leash, which is tied to the steam pipe lever. The lever swings towards the door, and from the roof you hear the ear-splitting drone of a railway steam whistle.\n\nYou agree with Muddy that the deputy is not likely to be in a good mood when he arrives, so you put your boots back on.", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\nThe Deputy slams through the swinging doors to the office, lurching to the side as he struggles to put his other leg into his pants. He is bare-chested and empty-handed, aside from a nearly drained bottle of whiskey. Flash is so scared that he yanks the leash and snaps the lever clear off the machine.\n\nThe deputy thunders, \"What the saddle sore slapping blazes is the matter here?\" The deputy surveys the office quickly and then rattles the gate to make sure it is still locked. In his drunken rage, he doesn't notice the missing metal bar.\n\n\"Dumb dog,\" he mumbles, \"I was doing important business.\" He looks around for Flash, but the dog has already slid out of the office. The deputy gives you a mean look and sets off again towards the door.\n\nThe deputy brightens. \"Ummm. I do smell me some coffee.\" The deputy drains the mug with a single gulp. \"That's good. I got to wake me up some.\"\n\nAlmost immediately, the deputy spins on his heel and drops to the floor just in front of your jail cell.", "endoftext": false }, { "action": "You look at Deputy", "response": "You are relieved to find that the deputy is unconscious, but breathing. He is wearing only a pair of pants -- no shirt, no gun belt, no boots.\n\nMuddy picks some food from between his teeth.", "endoftext": false }, { "action": "Search deputy", "response": "You rifle through his trouser pockets and find a federal warrant. You also find a small brass key. Naturally, you take both.\n\nYou don't find anything else but pocket lint.", "endoftext": false }, { "action": "You read warrant", "response": "\"Muddy, this here's a federal warrant!\"\n\n\"What's it say, Rick?\"\n\nI'm a-reading it now: FEDERAL WARRANT. This warrant is issued this eleventh day of December in the year of Our Lord Eighteen Hundred and Seventy-One and duly executed by the hand of United States Army Major General Philip H. Sheridan of Fort Sill, the Indian Territory of these United States of America. The fugitives Mudlark Abercromby MacGyver alias \"Muddy Charlie,\" alias \"Mudshoe,\" alias \"Pensicola Thelma,\" and one Major Richard Carter, alias \"Gentleman Rick,\" alias \"Poor Richard,\" alias \"Gumball Ricky,\" both formerly of the Confederate States Army, having been implicated by observation and circumstance of innumerable delicta, dacoiteries, iniquities, infringements, infractions, and indeed immorality, as well as trangressions, trespassing and trainstopping, are considered deleterious and detrimental to the welfare of the State, and THEREFORE, ordered thereupon that a Mittimus be made out to keep them confined until such time as they be discharged for proper hanging -- It's signed by the General.\"\n\n\"Mittimus?\"\n\n\"I reckon it's after Thanksgiving, before Easter.\"\n\nMuddy gives you that familiar old look that always leads to trouble. \"I got me another cunning plan. C'mon, ask your old buddy Muddy...\" Muddy leans forward, clearly impatient for you to ask him about his latest stroke of (in his opinion) genius.", "endoftext": false }, { "action": "You ask muddy about the plan", "response": "Muddy says excitedly, \"Here's my idea: I reckon I could take that warrant and forge a different ending. Maybe trick them into releasing us.\"\n\n\"That's a great idea, Muddy, let me get my pen and some ink. Oh, wait a minute. I don't have either!\" You glare at Muddy.\n\n\"Oh, yeah. I suppose. I didn't think of that.\" Muddy considers the matter. \"Maybe we could make one. If you can find something that I can use as a pen, I reckon we can squish something or other up to make some kind of ink for it.\"", "endoftext": false }, { "action": "You give the feather to muddy", "response": "\"Thanks, partner. That'll make a right proper pen.\"\n\nHe continues, \"To finish this business with the warrant, I'll need something to serve as ink.\"\n\nHalfway between the door to the outside and your jail cell, the sheriff's invention puffs some steam into the office.", "endoftext": false }, { "action": "You give the tobacco to muddy", "response": "(first taking the tobacco)\nYou take a pinch of tobacco.\n\nMuddy reluctantly accepts the tobacco, saying, \"Well, I suppose I could use the tobacco juice.\" Muddy chews the tobacco some more, fills his makeshift pen with the juice, and throws the wad out the window.\n\nHe continues, \"To finish this business with the warrant, I'll need the warrant itself.\"\n\nA yellow-fringed surrey trots past the sheriff's office.", "endoftext": false }, { "action": "You give the warrant to Muddy", "response": "Muddy accepts the document and stares at it for a while, turning it this way and that.\n\nMuddy applies his quill to the paper and with a few flourishes, scrawls an additional sentence on the warrant. He blows gently on it to dry the \"ink\" and hands the warrant back to you for your inspection.\n\nA faint breeze wafts by.", "endoftext": false }, { "action": "You read the warrant", "response": "It says: FEDERAL WARRANT. This warrant is issued this eleventh day of December in the year of Our Lord Eighteen Hundred and Seventy-One and duly executed by the hand of United States Army Major General Philip H. Sheridan of Fort Sill, the Indian Territory of these United States of America. The fugitives Mudlark Abercromby MacGyver alias \"Muddy Charlie,\" alias \"Mudshoe,\" alias \"Pensicola Thelma,\" and one Major Richard Carter, alias \"Gentleman Rick,\" alias \"Poor Richard,\" alias \"Gumball Ricky,\" both formerly of the Confederate States Army, having been implicated by observation and circumstance of innumerable delicta, dacoiteries, iniquities, infringements, infractions, and indeed immorality, as well as trangressions, trespassing and trainstopping, are considered deleterious and detrimental to the welfare of the State, and THEREFORE, ordered thereupon that a Mittimus be made out to keep them confined until such time as they be discharged for proper hanging of the Sheriff's portrait on the office wall.", "endoftext": false }, { "action": "You look at the key", "response": "You see nothing special about the small brass key.\n\nPastor Pete jumps straight up, immediately animate. He hollers, \"BLESSED is the snail who crawls its time across the face of the earth yet, safe in its routine but for the SALT sprinkled upon him, the salt of the earth, well not so much earth per se, earth being dirt, but the ocean, which covers it, and would not cover him so lightly were he not, like a SLUG, so counterintuitively susceptible to its powers. How too we, like the SNAIL, curled in our houses made of our own SUBSTANCE, that being what differentiates the two, after all, amongst other minutiae, which are neither here nor there, nor relevant to the topic at hand, except in such a way as all things are relevant being made by HIS HAND, that by the end of such an analysis one must conclude not based on the FACTS, yet with the INARGUABLE voice of FAITH, which rails against the shackles of REASON itself, having lost track of the original THESIS. Which, were it important, chances are, we would remember. That is why you see so few slugs these days, at any rate!\"\n\nPastor Pete falls onto the bench and resumes his previous position as if nothing had happened.", "endoftext": false }, { "action": "You give the warrant to Deputy", "response": "The deputy groans deeply and curls up into a ball, rolling towards you and blinking quickly. His half-focused eyes drift from you to Pastor Pete and finally fix on Muddy, who gives him a full-toothed (as many as Muddy still has, at any rate) grin.\n\nThe disoriented deputy asks, \"What? What in tarnation happened?\"\n\nMuddy takes the initiative, \"I reckon you must've drunk some potent firewater, deputy. You plumb passed out. Now, why don't you get up and let us out, we got work to do -- just like it says on that federal warrant.\"\n\nThe dull-witted deputy, still stunned by the recent turn of events, stares at the warrant.\n\nMuddy leans forward and points out, \"Down there, near the bottom. It says that we should be discharged to hang up the sheriff's portrait, don't it?\"\n\nThe deputy yawns and rubs his eyes, \"I reckon it do. But I thought you was criminals.\"\n\n\"Oh shucks, no, deputy.\" Muddy puts on his most endearing smile. \"Don't you remember the sheriff asking you to take care of his guests? We were just staying here overnight. Now, why don't you let us out? The sheriff's going to be mad at us all if that picture ain't hung by morning.\"\n\nThe deputy reaches down and does something arcane to the lock. You don't quite see what he did, but it clicks open. He slumps wearily against the jail bars, and the gate swings open, permitting passage eastward into the office.", "endoftext": false }, { "action": "Unlock cabinet", "response": "What do you want to unlock the cabinet with?", "endoftext": false }, { "action": "Key", "response": "Is you talking plain English? I ain't following the words coming out of your lips. Mayhaps it's your accent.", "endoftext": false }, { "action": "You unlock the cabinet with the key", "response": "(the cabinet with the small brass key)\nYou'd have to go over to the office first.\n\nJust to the side of the desk, the bronze machine ticks like a clock.", "endoftext": false }, { "action": "You go to the east", "response": "[Your score has just gone up by five]\n\nThere's a big, wooden desk in the middle of the room. Just behind the desk is a fancy cabinet, with real glass in the door. Next to the cabinet, a large, framed picture of the sheriff stands on the floor. To the side of the desk, there is a weird-looking contraption: clearly, some sort of steam boiler which is connected by pipes to a strange-looking machine. On the opposite side of the room, two swinging doors lead back to town; a small bell hangs on a hook attached to the door. Flash's empty dog food bowl is nailed to the floor just in front of your jail cell.\n\nMuddy leans against the wall.\n\nA dented food bowl sits on the office floor, only a few feet from the jail bars.\n\nYou can also see the deputy here.\n\nA broken stool lies on the floor.\n\nIn the corner of the cell, a disheveled man in a black suit is stretched out on a crude wooden bench and is snoring loudly, oblivious to your presence.\n\nIn the jail cell you can also see an empty can (empty).", "endoftext": false }, { "action": "You unlock cabinet with the key", "response": "(the cabinet with the small brass key)\nThat doesn't seem to be something you can unlock.", "endoftext": false }, { "action": "You open the cabinet", "response": "(the cabinet)\nThe cabinet opens to reveal two gun belts and a banana.\n\n\"Come to papa!\" beams Muddy, as he reaches for his gun belt and straps it on.", "endoftext": false }, { "action": "You examine the banana", "response": "Sometimes a banana is just a banana. This is one of those times.", "endoftext": false }, { "action": "You take the banana", "response": "Fetched.", "endoftext": false }, { "action": "Hang picture", "response": "What do you want to hang the portrait on?", "endoftext": false }, { "action": "Wall", "response": "Muddy walks over to the portrait and hangs it on the wall, calling back to you, \"Do this look centered?\"\n\nYou regard the portait critically, \"A little more to the left.\"\n\n\"Good?\"\n\n\"A little more...\"\n\n\"Now?\"\n\n\"There. I'd say it's well-hung.\"\n\nMuddy raises his eyebrows, but doesn't say anything.", "endoftext": false }, { "action": "You eat the banana", "response": "You eat the banana, peel and all. Because cowboys are made of stern stuff and need the fiber.", "endoftext": false }, { "action": "You look at the desk", "response": "A beat-up old wooden desk with time-worn corners, and a pitted, scratched surface. The rear of the desk has a drawer with a small lock.", "endoftext": false }, { "action": "You unlock the drawer with the key", "response": "You unlock the drawer.", "endoftext": false }, { "action": "You open the drawer", "response": "You open the drawer, revealing a folder.", "endoftext": false }, { "action": "You get the folder", "response": "Fetched.", "endoftext": false }, { "action": "You look at it", "response": "(first opening the folder)\nA manila cardboard folder containing a telegram, a patent, a note, and a receipt.", "endoftext": false }, { "action": "You read the telegram", "response": "It says: \"AGREE TO YOUR OFFER [STOP] WILL SUPPLY MACHINE PARTS IN EXCHANGE FOR 5000 US DOLLARS IN SILVER COIN [STOP] CONGRATULATIONS ON WINNING LOTTERY [STOP] SIGNED JEFFRIES & BRAND STEAMWORKS CO LTD [STOP][END]\".", "endoftext": false }, { "action": "You examine patent", "response": "A thick technical document describing the coffee machine invented by the sheriff. Reading through it, you can see his plans to make these machines in factories and to sell them throughout the country. Your mind reels in horror at the prospect of coffee shops on every street corner selling fancy, steamed beverages.", "endoftext": false }, { "action": "You examine note", "response": "The note is written in a flowing cursive script. It reads:\n\n\"Dear Sam, I can't go on like this. When you were just a plain old sheriff that was one thing, but since you started inventing stuff, I can see what you are made of. A man that kicks my dog isn't cut out for marrying anyone. I thought you were an honest lawman, but I can see what you've become. Don't come around no more or my pa might just take a disliking to you. I was going to send you my ring, but I found out it was glass. Why am I not surprised? You are a scoundrel and not fit to wear that uniform.\n\nExplicitly not yours,\n\nElla\".", "endoftext": false }, { "action": "You look at the receipt", "response": "A receipt from Jeffries & Brand Steam Works Co Ltd of Witchita Falls. The receipt is for four hundred dollars worth of pipes and fittings purchased by Sheriff Sam Cheney of Crawdad's Gulch. At the bottom of the note, written in red is the following postscriptum: \"Your account with us is severely in arrears. No further credit will be extended. Remit all payments immediately or we will take legal or other actions as required.\".", "endoftext": false }, { "action": "You show the telegram to Deputy", "response": "(first taking the telegram)\nThe marshal demands, \"As the senior lawman present, I must be the one to examine all evidence.\"", "endoftext": false }, { "action": "You take all from the envelope", "response": "You can't take but one thing at a time. You ain't no juggler.", "endoftext": false }, { "action": "You show the note to Deputy", "response": "(first taking the note)\nThe marshal demands, \"As the senior lawman present, I must be the one to examine all evidence.\"", "endoftext": false }, { "action": "Inventory", "response": "You're carrying a note, a telegram, a folder, a banana, a warrant, a small brass key, a gray tube, a spoon, a harmonica, a spur, a tin, a pamphlet, your pocketwatch, your hat, and a scrap of paper. You are wearing your right boot, left boot, pants, and overcoat.", "endoftext": false }, { "action": "You show the folder to Deputy", "response": "The marshal demands, \"As the senior lawman present, I must be the one to examine all evidence.\"", "endoftext": false }, { "action": "You look in the folder", "response": "In the folder are a patent and a receipt.", "endoftext": false }, { "action": "You ask Deputy about the SILVER", "response": "The marshal interjects, \"I am the senior lawman present. The prisoners will address their remarks to me.\"", "endoftext": false }, { "action": "You tell Deputy about the patent", "response": "The marshal interjects, \"Address your remarks to me.\"", "endoftext": true }, { "action": "You describe your surroundings", "response": "There's a big, wooden desk in the middle of the room. Just behind the desk is a fancy cabinet, with real glass in the door. An aesthetically questionable portrait of the sheriff hangs on the office wall. To the side of the desk, there is a weird-looking contraption: clearly, some sort of steam boiler which is connected by pipes to a strange-looking machine. On the opposite side of the room, two swinging doors lead back to town; a small bell hangs on a hook attached to the door. Flash's empty dog food bowl is nailed to the floor just in front of your jail cell.\n\nMuddy leans against the wall.\n\nA dented food bowl sits on the office floor, only a few feet from the jail bars.\n\nYou can also see the deputy here.\n\nA broken stool lies on the floor.\n\nIn the corner of the cell, a disheveled man in a black suit is stretched out on a crude wooden bench and is snoring loudly, oblivious to your presence.\n\nIn the jail cell you can also see an empty can (empty).", "endoftext": false }, { "action": "You talk about the patent", "response": "Is you talking plain English? I ain't following the words coming out of your lips. Mayhaps it's your accent.", "endoftext": false }, { "action": "Leave", "response": "Which way? West to the jail cell, or east towards the open range?", "endoftext": false }, { "action": "You go to the east", "response": "Muddy relents and says, \"All right, Rick. I reckon we done what we can do. Let's make for the hills.\"\n\nAs you head out of the office, two men appear in the doorway: Sheriff Cheney and Federal Marshal McLuhan. They are followed by a small detachment of U.S. Army guards.\n\nSheriff Cheney surges forward, pointing his finger at you and Muddy, \"It were these two what blown up that train tunnel! They's escaping when we walked in! Look, they done killed my deputy! We should drop 'em where they stand.\"\n\nThe marshal looks uncertain and waves the army guards forward. They train their pistols on you.\n\nThe marshal rests his hand on the sheriff's trigger arm and says, \"Sheriff, without any evidence to substantiate your accusation regarding the train robbery, I was reluctant to see these men hanged without a trial. Given the corpse of a lawman in front of us, though, even I have to agree that justice should be swift and definitive in this instance.\"", "endoftext": false }, { "action": "You give the receipt to the marshal", "response": "You show the marshal the receipt and suggest that the sheriff is quite in debt, and might turn to illegal activities to pay it off.\n\nThe marshal looks disappointed and says, \"Being in debt is no crime, although it does eat away at the soul. Once, I went an entire week owing more than five dollars, and I regret it to this day. However, there is nothing to suggest that the sheriff has resorted to any illegal measures to fund his plans.\"\n\nMuddy whispers, \"Rick, we ain't got long. I reckon that marshal is someone what can be reasoned with.\"", "endoftext": false }, { "action": "You give the patent to the marshal", "response": "You show the patent to the marshal and intimate that the sheriff had extensive business plans, far beyond his mandate as a public servant.\n\nThe marshal flips through the patent for the sheriff's invention and looks at you questioningly.\n\n\"So?\" he asks. \"It seems like a clever enough invention, and I presume this work was not done on public time, or using town resources. I also would guess that he will need some big-time investors to put a plan like this into action, but I don't see anything wrong with that. The sheriff's a businessman pure and simple. There isn't anything more American than a man willing to make a profit, when the profit is there for the taking.\"\n\nThe marshal advises, \"Citizens, I am required by federal law as it applies to the Territory to advise you that CAPITAL CHARGES have been filed against you, and summary execution will take place, unless evidence to the contrary can be brought to light.\"\n\nThe sheriff rolls his eyes, \"For the sake of all that's Hog-Tied and Rightful, whyn't we shoot 'em dead right here?\"\n\nThe marshal looks at Sheriff Cheney and answers, \"Because some of us believe in maintaining some semblance of due process.\"", "endoftext": false }, { "action": "You give note to the marshal", "response": "The marshal reads the note and then looks up. He says evenly, \"While this does speak unkindly of the sheriff, his personal life does not interest me. The content of this note is not germane to the matter at hand.\"\n\nThe sheriff wholeheartedly agrees, \"Exactly. You is exactly right, marshal.\"\n\nThe marshal looks back at the sheriff with a hint of annoyance.\n\nMuddy whispers, \"We got to show that marshal something. I reckon maybe we could make up some kind of excuse or shift the blame, maybe.\"", "endoftext": false }, { "action": "You give the telegram to the marshal", "response": "You show the telegram to Marshal McLuhan, telling him that he'll find the sheriff's stagecoach full of stolen silver just behind the jail.\n\nSheriff Cheney wipes his brow nervously, \"I forgot that's where we left that coach. I do reckon I'm always forgetting where I park. I was going to mention the silver as evidence any second now.\"\n\nThe marshal dispatches two guards to search behind the office, and when they return with corroboration about the stolen silver, the marshal instructs his guards to restrain and disarm the sheriff, concluding, \"So, now it is clear. The sheriff took advantage of the railway incident to rob the train's silver himself in order to finance the development of his invention into a business. He framed these two itinerant laborers to shift the blame. No wonder he wanted them killed so quickly.\"\n\nThe marshal rips the gold star off Sheriff Cheney's shirt and instructs the guards, \"Place Mr. Cheney behind bars.\"\n\nWith a wide yawn, Pastor Pete walks out of the cell as the guards wrestle the sheriff past him. \"I do reckon I slept like the dead last night. Thank you for a peaceful night, deputy,\" and he walks out the front door.\n\nThe marshal raises his eyebrows but continues, \"Deputy James Smith Bush, by the power invested in me as federal marshal of this district, I hereby promote you to Sheriff of the Town of Crawdad's Gulch. Congratulations.\" The newly appointed sheriff grins and shakes his hand. The marshal almost pins the star to Jimbo's bare chest, but stops short and just hands it to him. The marshal advises him, \"James, you'll probably want to get yourself some deputies -- men you can trust.\"\n\nSheriff Jim looks over to you and Muddy. The color drains from Muddy's face.", "endoftext": true }, { "action": "Easter egg", "response": "PC\nA Flare For Design\nRange Rover\nJust Visiting\nThe sheriff enters the office, shotgun in hand. You and Muddy freeze in your tracks and raise your hands in the air. The sheriff kicks the prone deputy, who stirs slowly at first, but then jumps to his feet.\n\n\"You.\" The sheriff points at you. \"Your name Muddy?\"\n\n\"No. I ain't Muddy,\" you reply. \"That there is Muddy. I is Rick.\"\n\n\"Damn. What were she thinking?\" growls the sheriff. \"Mary Sue, you come on in here now, you hear?\"\n\nA young woman -- you hesistate to guess her actual age on account of propriety -- edges nervously into the office, her eyes cast to the ground. By the way she walks, you guess she is in a family way, and after she turns towards Muddy, there's no question. Judging by the size of her belly, you'd have to say five, maybe six months. She raises her eyes to Muddy and her face brightens.\n\n\"Oh, Lordie,\" mutters Muddy, closing his eyes and running his hand over his face. \"The one thing I don't plan -- and look what happens.\"\n\nLowering the shotgun, the sheriff walks over and puts his arm around Muddy's shoulders. Distributing cigars to you and the deputy, he smiles, \"Deputy Jimbo, Rick -- I'd like you to meet my new son-in-law, Muddy. Ain't that right, Muddy?\"\n\n\"I do reckon it's better than a-hanging.\"\n\nMuddy never sees it coming. Mary Sue's roundhouse punch lands square on his jaw, launching him towards the jail bars like a sack of potatoes.\n\n\"Well,\" you observe, \"maybe this marriage just might work out.\"\n\n> Planned Parenthood\nPC\nA Flare For Design\nRange Rover\nJust Visiting\n\n> Planned Parenthood\nPC\nA Flare For Design\nRange Rover\nJust Visiting", "endoftext": false }, { "action": "Go north", "response": "A Flare For Design\nRange Rover\nJust Visiting\n\n> PC\nA Flare For Design\nRange Rover\nJust Visiting\nThe sheriff's wheelchair rolls up the front ramp, and he enters the office with his multicultural posse, who represent the diverse members of the community of Endangered Arthropod Valley. Two of the named women in his posse discuss a subject other than men. The sheriff draws a nonlethal weapon that has not been tested on animals, and waves it in a non-threatening manner at you and your partner.\n\nThe deputy finishes his yoga stretches and stands up, draining his bottle of health water and setting the recyclable bottle on the renewable hardwood desk. \"Sheriff, we had a right pleasant evening, and I reckon these gentlemen is sincerely regretful of their wrongdoings.\"\n\nThe sheriff agrees, \"I do reckon, but they still got to repay their crime, even if the blame for that crime ultimately rests on society itself, and is the result of a poor educational system and the lack of adequate social welfare and state institutions.\"\n\nThe deputy nods sagely, \"How about some community service? The Gunslinger's Significant Other Association runs a camp for autistic spectrum disorder orphan Native Americans on the outskirts of town. I reckon they could use a hand running their cruelty-free all-vegetarian farm.\"\n\nThere is a murmur of agreement from the posse, and the sheriff claps the deputy on his back. \"That's mighty forward thinking of you, James.\"\n\nMuddy gives you a distressed look and asks the sheriff, \"I reckon I'd prefer the hanging. Is that still an option?\"\n\n> PC\nA Flare For Design\nRange Rover\nJust Visiting\n\n> PC\nA Flare For Design\nRange Rover\nJust Visiting", "endoftext": false }, { "action": "You go north", "response": "> A Flare For Design\nRange Rover\nJust Visiting\n\n> A Flare For Design\nRange Rover\nJust Visiting\nThe sheriff strolls into the office and immediately notices the portrait. Hands on his hips, he admires the painting. \"I declare, that *do* make the office. It breaks up that entire space. That wall were so stark and empty before you done hung it. I owe you two a debt of sincere gratitude.\"\n\nMuddy considers the painting as well and then looks around the room. \"That seemed the right place to hang it, considering you got all them wood tones in the desk and the cabinet, and yonder doorway gives that area a bright, natural light most of the day.\"\n\nThe deputy stirs. \"Yeah,\" he adds, \"It's a shame we don't got no windows in the office, excepting in the jail cell. I reckon we could knock out that front wall and put in a bay window, maybe add a window treatment that would soften the room a jot. Also, how about a stencil? Something rustic, running as a trim, just below the ceiling.\"\n\nYou brew four cups of dark, whole-bodied espresso, sprinkling the top with nutmeg. The steam curls upward and fills the room with a rich aroma. You settle down on the plush wraparound couch that has appeared in the office and join the sheriff, the deputy and Muddy in browsing through a book of fabric swatches.\n\nPC\n> A Flare For Design\nRange Rover\nJust Visiting\n\n> A Flare For Design\nRange Rover\nJust Visiting", "endoftext": false }, { "action": "You go north", "response": "A Flare For Design\n> Range Rover\nJust Visiting\n\nA Flare For Design\n> Range Rover\nJust Visiting\nThe waving fields of wheat are incinerated in the actinic flame of fusion rocket exhaust as a quarter-mile long football-shaped metal ship extends its landing pylons and sets down across the street from the sheriff's office.\n\nThe sheriff is transfixed by the sight, and the marshal faints outright.\n\nA gangplank extends and a massive cargo door rolls open. A woman in a blue flight suit is followed down the ramp by an energetic white dog with black spots. She walks to the office and stares at Muddy.\n\n\"Janet?\" croaks Muddy dryly. \"I didn't expect to see you around these parts.\"\n\n\"I bet you didn't,\" she replies matter-of-factly. \"We have a situation in The Belt, grab your saddle bag.\"\n\n\"I got a buddy, Janet. He's real good with a gun and plays a mean harmonica.\" Muddy turns to you, \"Janet, this here is Rick.\"\n\nJanet nods and is already walking back to the ship before you can so much as say \"howdy\".\n\n\"What's with her?\" you ask.\n\nMuddy sighs. \"It's complicated, I reckon.\"\n\nPC\nA Flare For Design\n> Range Rover\nJust Visiting\n\nA Flare For Design\n> Range Rover\nJust Visiting", "endoftext": false }, { "action": "You go to the north", "response": "A Flare For Design\nRange Rover\n> Just Visiting\n\nA Flare For Design\nRange Rover\n> Just Visiting\nThe sheriff walks into the office, followed closely by the marshal. The marshal trains his pistol on you while the sheriff examines the deputy, who is stretched out on the floor.\n\n\"He ain't dead,\" the sheriff observes. \"But he like as hit his head on the bars. Wait a minute.\" The sheriff leans closer to the prone body. \"This ain't right. Where he lost some skin, I see scales. Like he were a lizard, or something.\"\n\nThe marshal hisses and swings his gun to cover the sheriff. The hissing is echoed by the cadre of soldiers behind the marshal.\n\nThe marshal replies, \"A regrettable observation, earthman.\" He beckons some guards forwards. \"Glulx, take the sheriff and lock him up. Glk and Zil, you go out back and take charge of those iridium discs in the stagecoach.\" Swinging the gun back to you and Muddy, he drawls, \"Now, as for you two...\"\n\nMuddy laughs lightly and pushes the gun aside, \"Heck, Zilch, it's me, Ifmud, and this here's Rixyzzy. We was sent after that iridium our own selves, but we got captured by the earthmen. Good thing I had a backup plan!\"", "endoftext": true } ]
p2bxy33newzb930t
Vampire Ltd
Alex Harby
[ "Comedy" ]
[ "Colossal Cash Prize", "IFComp 2020", "IFComp Game", "parser", "profanity", "revenge", "source available", "vampires", "walkthrough" ]
2,020
[ 5, 9, 8, 0, 0 ]
22
3.863636
20201220
false
Nero Brashov, vampire and failed businessman, has revenge on his mind. He'll pose as a human, infiltrate his arch-enemy's corporation, and sabotage it from the inside. Just as soon as he's invited in, that is. Contains swearing from the start, so may not be suitable for playing with children.
[ { "action": "%", "response": "Look at him up there. Strutting up and down the stage like he owns the place, which he does. The whole crowd gazing at him, worshipping him. Never mind that he's a vampire, never mind that they're all so much blood to him - he's rich, he's famous, but he likes nerdy things and he smiles a lot, so he must be just like them!\n\nBastard. That should be you up there.\n\nThe plaza outside the Lunarcel complex is packed this morning. The crowd hangs on Hadrian's every word as he paces a stage set up near the entrance to the main campus.\n\nAn old phone booth huddles against the wall.\n\nHadrian is in the middle of a speech. He's been going for about ten minutes, but he seems to be building up to something. \"...Hydrological energy needs you to live next to a big enough river. Solar and wind power need you to have the right kind of weather. Geothermal power needs you to live on top of a volcano. Sustainable energy simply does not work for everybody.\"", "endoftext": false }, { "action": "About you", "response": "You are the vampire Nero Brashov. Once proud and wealthy, now destitute and dusty, but still as blood-sucking as ever.\n\n\"Clearly, the world needs a new solution. A sustainable source of clean energy which is absolutely reliable, no matter who you are or where you are.\" While he rambles, you shift your umbrella to your other arm, and daydream about the snack you're carrying.", "endoftext": false }, { "action": "You look at the umbrella", "response": "Your one remaining prized possession, an umbrella made of thick black fabric and an aspen wood shaft, sleek and sharp and aerodynamic. You want to keep out of the sun, but you want to look good doing it. The umbrella is currently open.\n\n\"My friends,\" says Hadrian with a wink, \"I present to you the Moonlite.\" And he whisks the cover off the screen next to him, revealing a picture of... something? Some kind of a machine?", "endoftext": false }, { "action": "You look at Moonlite", "response": "The screen shows a promotional image of something called the Moonlite. It looks like some kind of big dumb thimble-shaped machine.\n\nThe crowd oohs at the screen. \"The Moonlite!\" says Hadrian, gloating. \"A fission reactor which will work anywhere, for anyone! Clean energy, for anyone! And it's completely safe. Forget uranium, forget plutonium - all that's needed is harmless helium.\"", "endoftext": false }, { "action": "Examine banner", "response": "\"DO YOU HAVE WHAT IT TAKES to deliver high-quality award-winning customer service online and by telephone to Lunarcel customers and clients? WE ARE HIRING! Entry-level positions - NO CV REQUIRED! Start as early as TODAY! CALL NOW!\"\n\n\"No CV required\"? \"Start today\"? They must be desperate to hire people. There's a phone number on the banner - maybe you could get invited in for an interview...", "endoftext": false }, { "action": "Examine booth", "response": "An old phone booth, but clearly looked after. That is, none of the windows are smashed right now.", "endoftext": false }, { "action": "You enter the booth", "response": "You enter the booth and pick up the phone. Who will you call?\n\n[When talking to people or using devices, you'll be given numbered options like those below. To choose one, just type the number of the option you want. For example, just type \"1\" if you want to select the first option.]\n\n[1] Call the Lunarcel job application number\n[2] Call the emergency services\n[3] Never mind", "endoftext": false }, { "action": "1", "response": "You dial the number on the job advert. It rings for a while, but a glassy-sounding voice eventually picks up. \"Hello, Lunarcel customer services department, how may I help you?\"\n\n[1] I'm applying for that job opening.\n[2] Do you have Prince Albert in a can? Well you'd better let him out! [3] Sorry, wrong number.", "endoftext": false }, { "action": "1", "response": "\"Brilliant. Well, we're hiring quickly at the moment, so we're open all week for applicants. We just need to do an informal interview to get to know you first. Can you drop in today?\"\n\nYou give the woman on the other end a fake name and details. (Well, better pretend to be human while you're sneaking in. You can feed on the employees later.) \"Great! Thanks, Oren. Come into the office whenever you can. We're on the Lunarcel campus, on the west end. We're in the white office block there.\"\n\n[1] So I'm definitely allowed into the campus, then?\n[2] Great! See you soon.", "endoftext": false }, { "action": "1", "response": "\"Yes, of course you're allowed in! Why wouldn't you be?\"\n\n[1] Great! See you soon.", "endoftext": false }, { "action": "1", "response": "You say your goodbyes and end the call. So, you've been invited in for interview! You should be able to cross the threshold into the campus now. Unless Hadrian spots you and bans you again. But how could he possibly find you? You're using a fake name.\n\nThe entrance to the Lunarcel campus is now quiet apart from a handful of workers dismantling the stage. The main part of the campus is north of here.\n\nAn old phone booth huddles against the wall.\n\nNow that the stage has been cleared away, you can see a \"Help Wanted\" banner affixed by the entrance.", "endoftext": false }, { "action": "Go north", "response": "This central plaza is wide and spacious, offering striking views of all the major landmarks of the campus, as if designed by a brutalist landscape gardener.\n\nAs a wooden signpost indicates, the black glass building to the immediate north is the corporate headquarters; it also tells you that the campus stretches east to the engineering laboratory, and west to the customer service office. You can also leave the campus through the southern exit.", "endoftext": false }, { "action": "Go east", "response": "You've only been invited to the customer service office for your interview. You don't yet have the freedom to explore more of the place.", "endoftext": false }, { "action": "You go west", "response": "Somewhat less pretty than the entrance and central plaza were - this part of the campus must usually be seen only by employees. North is a grimy-looking office block, and the rest of the campus is to the east.", "endoftext": false }, { "action": "You go to the north", "response": "A modern open-plan office: bent backs from wall to wall and no privacy anywhere. Just how you used to like it when you were running these kinds of places. North seems to lead to some kind of meeting room. You can head back outside to the south.\n\nA woman who you take to be the office manager is bustling wildly, juggling several administrative tasks at once.\n\nA list of common passwords has been flimsily stuck up on the wall nearby.", "endoftext": false }, { "action": "You examine the list", "response": "This looks like a printout of some techie website article:\n\n\"THIS YEAR'S MOST COMMON PASSWORDS\nCybersecurity begins with a strong password, yet many people use simple and easily-guessed passwords. This is a list of the 12 most commonly used passwords of the past year, as revealed by security leaks and database breaches.\n\n* 12345678\n* admin\n* dragon\n* holiness\n* letmein\n* monkey\n* password\n* q1w2e3r4\n* qwerty\n* sunshine\n* shadow\n* trustn01\n\nIf you use one of these passwords, you may be at risk of other people accessing your personal information!\"", "endoftext": false }, { "action": "You look at the woman", "response": "(the manager)\nA bundle of stress in a turtleneck sweater.", "endoftext": false }, { "action": "You talk to her", "response": "\"Can I help- How can I help you?\"\n\n[1] I'm here for a job interview.\n[2] Never mind, I though you were someone else.", "endoftext": false }, { "action": "1", "response": "\"Ah, you must be Oren! I'm ready for you right now. Follow me, please.\" She leads you into the meeting room.\n\nNow that you're in there, you see that what you thought was a conference room is really just a converted stationery closet with two chairs, a table and a cupboard. There's barely room for one person here; with both you and the manager in here, it's dangerously crowded.\n\nThe manager is sitting across from you. She gives you her friendliest smile. \"Good to meet you, Mr. Vohsarb. I only have a few questions for you, just to make sure you're an appropriate fit for this department. So, could you tell me why you applied for this job, and why you want to work at Lunarcel?\"\n\n[1] Corporate espionage\n[2] Revenge\n[3] I've lost control of my life\n[4] It has always been my dream to serve the customer", "endoftext": false }, { "action": "4", "response": "You say something about helping other people, the kind of thing you used to like to hear from other people. It looks like the manager likes it too. She scribbles a quick note, and says \"Thank you, Oren. Now, why did you leave your last job position?\"\n\n[1] Failed to attract sufficient startup investment\n[2] Employees unwilling to work for me\n[3] Run out of town by pitchforked mob\n[4] It did not challenge and inspire me like this job would", "endoftext": false }, { "action": "4", "response": "You improvise something about how you've heard Lunarcel is the land of opportunity, and how the office looks like a great work environment and everything, just like you remember your old job applicants telling you.\n\nAs you start to wonder if they were lying too, the manager makes another little note. \"Thank you. Just one more question, and there are no right or wrong answers here... What would you say is your biggest weakness?\"\n\n[1] Vulnerability to sunlight\n[2] Wooden stake through the heart or stomach\n[3] Inability to cross thresholds uninvited\n[4] Sensitivity to holy symbols\n[5] Running water\n[6] I guess I'm just a perfectionist\n\nThe interviewer fiddles with her pen, waiting for a response.", "endoftext": false }, { "action": "6", "response": "Yes, everyone says that.\" The interviewer has a wry little smile as she checks her notes one more time.\n\n\"Well, I don't see any cause for concern here. Welcome abroad, Oren!\" She shakes your hand. \"Can you start today?\"\n\nFive minutes later, you've been shown to your new desk, on which is a very old computer. You'll be handling online customer enquiries for your first shift, you've been told. Around you, other workers are being yelled at over the phone, or doing something clerical with a spreadsheet, or some other boring task.\n\nThe interviewer - your new manager - comes back with something on a lanyard. \"Here's your ID card, hot off the presses,\" she says, as you slip it around your neck. \"You're supposed to wear your card at all times. You don't really need it unless you're going to high-security areas, but you'd need to be properly authorised anyway, so don't worry about it. Talk to me if you need anything!\" And she's gone again.\n\nOf course, now that you're officially allowed on the Lunarcel campus, you have no intention of doing any work. You are going to find Hadrian's precious Moonlite machine and destroy it. As soon as you find it, that is.\n\nA modern open-plan office: bent backs from wall to wall and no privacy anywhere. Just how you used to like it when you were running these kinds of places. North leads to a meeting room. You can head back outside to the south.\n\nThere's an unused miserable-looking computer here which is, apparently, yours. Lovely.\n\nThe manager is bustling wildly, juggling several administrative tasks at once.\n\nA list of common passwords has been flimsily stuck up on the wall nearby.", "endoftext": false }, { "action": "You examine computer", "response": "On a rickety desk near you is a yellowing tower computer running an operating system from 10 years ago.\n\nThe old computer is currently switched on.", "endoftext": false }, { "action": "You examine the card", "response": "A plastic keycard on a lanyard, currently dangling about your neck.", "endoftext": false }, { "action": "You read it", "response": "A plastic keycard on a lanyard, currently dangling about your neck.\n\nThe manager makes a phone call and arranges some interview for later this week.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nan ID card (being worn)\nan umbrella\na blood bag", "endoftext": false }, { "action": "You examine the blood bag", "response": "Times are tough, and it's getting harder to bite people without being reported. You have to make do with whatever you can find when you break into the blood donation clinic after hours. This blood bag is full, and looking pretty tasty right now. You can bite it if you want a meal.", "endoftext": false }, { "action": "Go south", "response": "You make a quick and confident exit while the manager's back is turned.\n\nSomewhat less pretty than the entrance and central plaza were - this part of the campus must usually be seen only by employees. North is a grimy-looking office block, and the rest of the campus is to the east.", "endoftext": false }, { "action": "You go east", "response": "This central plaza is wide and spacious, offering striking views of all the major landmarks of the campus, as if designed by a brutalist landscape gardener.\n\nAs a wooden signpost indicates, the black glass building to the immediate north is the corporate headquarters; it also tells you that the campus stretches east to the engineering laboratory, and west to the customer service office. You can also leave the campus through the southern exit.", "endoftext": false }, { "action": "You go east", "response": "This part of the campus plaza wants to be open and airy, but it's hemmed in by various concrete structures, the biggest of them being the Engineering Laboratory to the north. Prettier parts of the campus are to the west.\n\nWater cuts across the laboratory doorway here, spouting from a burst pipe in the wall.\n\nThere's a worker here, maybe a janitor or other maintenance person, leaning against the wall and holding a sign that says \"VAMPIRES SUCK\". There's just no need for that kind of tone.", "endoftext": false }, { "action": "You look at the worker", "response": "She's leaning against the wall, holding a protest sign. She spots you looking at her, nods at you and waggles the sign a little.", "endoftext": false }, { "action": "You talk to the worker", "response": "She nods at you as you approach. \"Hiya. Vampires suck.\"\n\n[1] What's the protest for?\n[2] Could you fix this water leak so I can get to the laboratory?\n[3] Goodbye.", "endoftext": false }, { "action": "1", "response": "\"It's against vampires. Especially our guy in charge. It's against vampiric systems. It's against the exploitation of labour on long hours and low pay. It's for changes at the highest level for Lunarcel and every other company which lines its own pockets at the expense of workers. It's for radical new ways of being which aren't built on blood and toil.\" (You don't like this woman.)\n\n[1] Isn't anyone else striking with you?\n[2] But haven't vampires done so much for us?\n[3] Could you fix this water leak so I can get to the laboratory?\n[4] Goodbye.", "endoftext": false }, { "action": "2", "response": "\"Oh, I used to think that too! You're not alone. But someone showed me it's all selfish. Vampires get rich off blood and labour, and whatever they give back doesn't usually help anyone but themselves, right? Look at Hadrian Alba. He gave that money for more blood donation clinics years ago, right? But he provided the land, so all the clinics were built on land he owned, right? So he becomes the landlord and proprietor of, basically, grocery stores for vampires. You can't\nprove anything, but it's a conflict of interest, right? You\nhave to be suspicious. All the stuff vampires do 'for us' is just stuff they'd do anyway but they want to be congratulated for it, so we ignore all the blood-drinking.\"\n\n(You'd argue for vampires if it wasn't Hadrian she was picking on. Anyway, she's right. You were working for Hade when he planned it. You think about some of your own past businesses, such as your mail-order blood testing kits and your anti-garlic lobby, and you decide to drop the subject.)\n\n[1] Isn't anyone else striking with you?\n[2] Could you fix this water leak so I can get to the laboratory?\n[3] Goodbye.", "endoftext": false }, { "action": "1", "response": "\"See, that's another problem. Any time we stand up for ourselves, some spurious reason to fire them comes up. I've known three guys here who were getting support for unions, and they all got found out, and they all got fired immediately for, like, 'toxic influence' or something. They're busting unions. So it's just me protesting for now. I won't get anybody else in trouble.\"\n\n[1] Could you fix this water leak so I can get to the laboratory?\n[2] Goodbye.", "endoftext": false }, { "action": "2", "response": "\"See ya.\"", "endoftext": false }, { "action": "You talk to the worker", "response": "She nods at you as you approach. \"Hiya. Vampires still suck.\"\n\n[1] Could you fix this water leak so I can get to the laboratory?\n[2] Goodbye.", "endoftext": false }, { "action": "1", "response": "\"Hm? Oh, this?\" The janitor glances at the rip in the water pipe next to her, as if she forgot about it. \"Yeah, it's a nasty one. Don't know how it got there. Sorry, mate, I'm leaving it for now. Not much of a strike if I'm working during it. Can't you just cross it?\" Before you can think of an excuse, she gasps. \"Oh! Holes in your shoes? Fair enough, mate. Nice umbrella, by the way.\"\n\nShe thinks a little. \"Tell you what, mate, can you do me a favour? I brought some raisins to snack on, but I think I left them in the prayer room. Can you get them for me? I'll tape up the leak for you when you do.\"\n\n[1] What did you want again before fixing the leak?\n[2] What prayer room?\n[3] Goodbye.", "endoftext": false }, { "action": "2", "response": "\"Oh yeah! Sorry, mate. It's at the far end of the campus\" - she points west towards the offices - \"in a side room. You'll find it. We don't talk about it much. It's not official. You know vampires and religion.\"\n\n[1] What did you want again before fixing the leak?\n[2] What prayer room?\n[3] Goodbye.", "endoftext": false }, { "action": "Go west", "response": "No exit that way. From here, you can go north and east.", "endoftext": false }, { "action": "Go north", "response": "You sneak back in. It looks like the manager didn't even notice you were gone.\n\nA modern open-plan office: bent backs from wall to wall and no privacy anywhere. Just how you used to like it when you were running these kinds of places. North leads to a meeting room. You can head back outside to the south.\n\nYour work computer is waiting for you here.\n\nThe manager is bustling wildly, juggling several administrative tasks at once.\n\nA list of common passwords has been flimsily stuck up on the wall nearby.", "endoftext": false }, { "action": "Go south", "response": "You make a quick and confident exit while the manager's back is turned.\n\nSomewhat less pretty than the entrance and central plaza were - this part of the campus must usually be seen only by employees. North is a grimy-looking office block, and the rest of the campus is to the east.", "endoftext": false }, { "action": "Go north", "response": "This is the pleasantly airy and open lobby of the building where all the executives keep their offices. A corridor leads visitors and executives north. The main campus is to the south.\n\nThere's a receptionist here, hunched over a computer and looking very bored.\n\nYou can also see some grapes here.", "endoftext": false }, { "action": "You examine grapes", "response": "Juicy seedless purple grapes.", "endoftext": false }, { "action": "You take the grapes", "response": "Taken.", "endoftext": false }, { "action": "You look at the receptionist", "response": "Receptionists and every other customer service role, you feel, should be bright-eyed and bushy-tailed, always ready with a friendly smile and a proactive attitude. This receptionist clearly doesn't share your opinion. He's not even standing up.", "endoftext": false }, { "action": "You talk to receptionist", "response": "He glances up from whatever he's doing. \"Hi, how can I help you,\" he mutters.\n\n[1] Hey, I'm new here.\n[2] I'd like to see Mr. Alba. Is he in?\n[3] You don't mind me taking that fruit, right?\n[4] Goodbye.", "endoftext": false }, { "action": "3", "response": "\"Yeah, sure, it's there for anyone. Help yourself.\"\n\n[1] Hey, I'm new here.\n[2] I'd like to see Mr. Alba. Is he in?\n[3] Goodbye.", "endoftext": false }, { "action": "1", "response": "\"Sorry to hear that,\" he mumbles automatically.\n\n[1] Is this... not a good place to work?\n[2] I'd like to see Mr. Alba. Is he in?\n[3] Goodbye.", "endoftext": false }, { "action": "1", "response": "\"It's... it's fine. The people are good, but the bosses are-\" The receptionist glances around, and sees no bosses listening in. He leans a little closer. \"It's miserable. You've been hired for the customer service department, right? Have they told you you're not allowed bathroom breaks yet? They fired the guys trying to unionise, and most people just quit after the first few months, with all the long shifts. They stopped checking references because they're just trying to hire people quicker than they can quit. I'm lucky, I get to sit down and just deal with the important visitors, but I had some friends in customer service, being yelled at twelve hours a day because somebody else screwed up. Just... bad.\" He leans back again.\n\n[1] Are you thinking of quitting?\n[2] I'd like to see Mr. Alba. Is he in?\n[3] Goodbye.", "endoftext": false }, { "action": "1", "response": "The receptionist gives you a wan little smile. \"Can't. I need the job. I can't afford... I'm not... doing well-\" He looks down abruptly and rubs his eyes for a few seconds.\n\n(You remember touring the factory floor once and seeing a worker in tears, and all the other workers clustered around her. You dealt with her. You don't remember what it was about.)\n\nHe looks up again. \"I need the money. I'm just lucky to have a job. Even if it's this one. Sorry. Thanks for listening.\"\n\n[1] I'd like to see Mr. Alba. Is he in?\n[2] Goodbye.", "endoftext": false }, { "action": "1", "response": "\"He's not in right now. Just wait for him in his office if you want. It's just down the hall that way.\" He waves vaguely northward.\n\n[1] Where is Mr. Alba right now?\n[2] Goodbye.", "endoftext": false }, { "action": "1", "response": "\"He's doing something in the lab. Uh, the laboratory, on the east bit of the campus. Where they do the prototypes, and... uh, things. I'd say just go over there and find him, but you need authorisation to get in, and I can't do that for you myself.\" He shrugs sympathetically. \"Sorry, dude.\"\n\n[1] So who can authorise me to get into the laboratory?\n[2] Goodbye.", "endoftext": false }, { "action": "1", "response": "\"The security guys can. Let me check.\" The receptionist dials a number on his phone and murmurs a conversation for a minute or two. He hangs up. \"No luck, sorry. They say they're not changing any of the lab's security permissions at this time. I think they've locked things down with the Moonlite, to stop anyone getting in who shouldn't be there.\" Damn Hadrian, always a step ahead.\n\n\"I think all the executives get to change the cards as well,\" the receptionist adds. \"So they can show guests around.\"\n\n[1] Can I get an executive to change my card to let me into the laboratory?\n[2] Goodbye.", "endoftext": false }, { "action": "1", "response": "\"You can ask, but they probably won't do it.\" The secretary shrugs. \"Maybe one of them left themselves logged in. Just borrow their computer and do it yourself. I know Mr. Alba is out. His office is up that way.\" He waves a lethargic arm northwards. This receptionist has a terrible attitude towards security.\n\n[1] Can I get an executive to change my card to let me into the laboratory?\n[2] Goodbye.", "endoftext": false }, { "action": "2", "response": "\"Oh. Bye.\"", "endoftext": false }, { "action": "You go north", "response": "This is an office?? It looks more like a furniture showroom. It's all expensive tables and chairs and sofas - Hadrian could hold three meetings at once in here. But there are film posters hung up around the room too, like he thinks it makes him look cool.\n\nOn one especially luxurious desk sits a fancy computer.", "endoftext": false }, { "action": "You look at the posters", "response": "Posters for sci-fi films and cartoons, and things nerds like. Does Hadrian actually like these things?? You thought maybe he was pretending to like media to trick people into liking him.", "endoftext": false }, { "action": "You look at the desk", "response": "Leather and mahogany, everywhere you look. Here's ten chairs arranged around a long table for meetings; over there are deep armchairs and a coffee table for entertainments. It's all very expensive-looking.", "endoftext": false }, { "action": "You examine computer", "response": "An oak or oak-ish desk supports what must be Hadrian's computer. It's one of those really expensive computers they sell to teenagers and nerds. It's black with red accents, and it looks like a spaceship.\n\nThe fancy computer is currently switched on.", "endoftext": false }, { "action": "You use the computer", "response": "A password field blocks you! Curse that Hadrian, and screw him, too! He's always one step ahead. Hmm, how can you figure out Hade's password? Hopefully he's not very careful with it - maybe other people in the company can help you guess.", "endoftext": false }, { "action": "Type trustn01", "response": "(typing \"trustn01\" on the fancy computer)\nYou type \"trustn01\". The computer responds \"Password invalid.\" Hmm, is there anyone who can tell you anything about Hadrian's password?", "endoftext": false }, { "action": "Type nairdah", "response": "(typing \"nairdah\" on the fancy computer)\nYou type \"nairdah\". The computer responds \"Password invalid.\" Maybe that receptionist back outside knows something? Maybe he's overheard a few things.", "endoftext": false }, { "action": "Go south", "response": "This is the pleasantly airy and open lobby of the building where all the executives keep their offices. A corridor leads visitors and executives north. The main campus is to the south.\n\nThere's a receptionist here, hunched over a computer and looking very bored.", "endoftext": false }, { "action": "You talk to the receptionist", "response": "He glances up from whatever he's doing. \"Hi again,\" he mutters.\n\n[1] Can I get an executive to change my card to let me into the laboratory?\n[2] I'm trying to guess Mr. Alba's password. Any idea what it is?\n[3] Goodbye.", "endoftext": false }, { "action": "2", "response": "\"I don't know his password. Sorry. Let me think.\" The secretary pinches the bridge of his nose. \"I know he forgets his password a lot. I can hear him shouting at his computer for keeping him out from all the way out here. But he usually stops pretty quickly. I guess he remembers after he's shouted a bit. Sorry, that's all I can tell you.\"\n\n[1] Can I get an executive to change my card to let me into the laboratory?\n[2] I'm trying to guess Mr. Alba's password. Any idea what it is?\n[3] Goodbye.\n\n* 12345678\"\n* admin\"\n* dragon\"\n* holiness\"\n* letmein\"\n* monkey\"\n* password\"\n* q1w2e3r4\"\n* qwerty\"\n* sunshine\"\n* shadow\"\n* trustn01\"\n\n> | * ADMIN\n\nI didn't understand that sentence.\n\n> | * DRAGON\n\nI didn't understand that sentence.\n\n> | * HOLINESS\n\nI didn't understand that sentence.\n\n> | * LETMEIN\n\nI didn't understand that sentence.\n\n> | * MONKEY\n\nI didn't understand that sentence.\n\n> | * PASSWORD\n\nI didn't understand that sentence.\n\n> | * Q1W2E3R4\n\nI didn't understand that sentence.\n\n> | * QWERTY\n\nI didn't understand that sentence.\n\n> | * SUNSHINE\n\nI didn't understand that sentence.\n\n> | * SHADOW\n\nI didn't understand that sentence.\n\n> | * TRUSTN01\n\nI didn't understand that sentence.", "endoftext": false }, { "action": "You go to the north", "response": "[Sorry, most actions (other than looking at things) are disabled\nwhen you're in a tree. Please enter a number to keep talking (there will usually be some kind of goodbye option to exit the conversation or menu). Type REPEAT to see your options again.]", "endoftext": false }, { "action": "You repeat", "response": "The available options are:\n\n[1] Can I get an executive to change my card to let me into the laboratory?\n[2] I'm trying to guess Mr. Alba's password. Any idea what it is?\n[3] Goodbye.", "endoftext": false }, { "action": "You go north", "response": "Hadrian's office looks more like a furniture showroom. It's all expensive tables and chairs and sofas - Hadrian could hold three meetings at once in here. But there are film posters hung up around the room too, like he thinks it makes him look cool.\n\nOn one especially luxurious desk sits a fancy computer.", "endoftext": false }, { "action": "Type 12345678", "response": "(typing \"12345678\" on the fancy computer)\nYou type \"12345678\". The computer responds \"Password invalid.\" Maybe the manager heard Hadrian's password? Maybe she saw him typing it in a staff meeting or something?", "endoftext": false }, { "action": "Type admin", "response": "(typing \"admin\" on the fancy computer)\nYou type \"admin\". The computer responds \"Password invalid.\" Doesn't Lunarcel have an IT department? Your businesses were always supposed to have those. Maybe they emailed you something about passwords.", "endoftext": false }, { "action": "Type dragon", "response": "(typing \"dragon\" on the fancy computer)\nYou type \"dragon\". The computer responds \"Password invalid.\" There was that article about passwords, from the office. That could give you some pointers.", "endoftext": false }, { "action": "Type holiness", "response": "(typing \"holiness\" on the fancy computer)\nYou type \"holiness\". The computer responds \"Password invalid.\" Hell, maybe the custodial staff know Hadrian's password. Hadrian always loves to brag.", "endoftext": false }, { "action": "You type LETMEIN", "response": "(typing \"letmein\" on the fancy computer)\nThe password field disappears! (Hey! That's the same as your password!) The computer is unlocked and ready for use.", "endoftext": false }, { "action": "You use the computer", "response": "The computer wakes up without a sound. You could snoop through Hade's emails, but you also see an application for controlling Lunarcel's security permissions.\n\n[1] Check Hadrian's emails\n[2] Edit campus security permissions\n[3] Got any games on this thing?\n[4] Stop using the computer", "endoftext": false }, { "action": "2", "response": "Oho! You've found a program for giving and taking away privileges to staff members. And it looks like you're already in the database!\n\n[1] Browse the permissions list\n[2] Enable full permissions for \"Oren\" (you)\n[3] Disable full permissions for Hadrian (prick)\n[4] Quit the permissions list", "endoftext": false }, { "action": "2", "response": "It's the work of a moment to tick the little checkboxes next to your pseudonym. Now you have full security permissions to your name!\n\n[1] Browse the permissions list\n[2] Disable full permissions for Hadrian (prick)\n[3] Quit the permissions list", "endoftext": false }, { "action": "1", "response": "You have a quick look through the whole database of people with security privileges. As well as all the staff, it looks like certain visitors also get listed here. Some names and titles catch your eye. \"Count Ur��t,\" \"Baroness Neplacut\"... these are other vampires! Hadrian's been giving single-day passes for his engineering laboratory to vampires here and there over the last couple of years. How come they get invited and not you??\n\n[1] Browse the permissions list\n[2] Disable full permissions for Hadrian (prick)\n[3] Quit the permissions list", "endoftext": false }, { "action": "3", "response": "You close the security program.\n\n[1] Check Hadrian's emails\n[2] Edit campus security permissions\n[3] Got any games on this thing?\n[4] Stop using the computer", "endoftext": false }, { "action": "3", "response": "Yes! Wow, a lot of games. Modern-looking ones, too. Does\nHadrian do any actual work?\n\n[1] Check Hadrian's emails\n[2] Edit campus security permissions\n[3] Got any games on this thing?\n[4] Stop using the computer", "endoftext": false }, { "action": "1", "response": "You open Hade's email program. Looks like Hade deletes a lot of his emails as he gets them (you remember he doesn't like to leave evidence), but there's a few messages here that he hasn't gotten around to destroying yet.\n\n[1] Subject: Re: Re: Re: Re: URGENT: Moonlite Efficiency Report\n[2] Subject: please change your password, I am BEGGING you\n[3] Subject: MAKE FREE MONEY NOW!!!\n[4] Subject: Moonlite Update Request\n[5] Quit Hadrian's email", "endoftext": false }, { "action": "1", "response": "You skim through a long back-and-forth conversation between Hadrian and one of the Moonlite engineers.\n\nHuh... it looks like the Moonlite has problems. A lot of it is jargon and gibberish, but it sounds like the type of fission the reactor uses is massively inefficient. Looks like the energy you put into splitting the helium atom isn't worth the energy you get out of it. And the engineer says something about a shortage of helium in the world. So the Moonlite is both unsustainable and worthless. Hah. Great job, Hade.\n\n[1] Subject: Re: Re: Re: Re: URGENT: Moonlite Efficiency Report\n[2] Subject: please change your password, I am BEGGING you\n[3] Subject: MAKE FREE MONEY NOW!!!\n[4] Subject: Moonlite Update Request\n[5] Quit Hadrian's email", "endoftext": false }, { "action": "2", "response": "A message from some technology officer, maybe the head of IT, to Hade. The sender is very politely explaining something about the importance of numbers and symbols and length in passwords, the value of strong password protection, and the cost of security breaches and ensuing lawsuits. Oh dear, what a shame he didn't pay attention!\n\n[1] Subject: Re: Re: Re: Re: URGENT: Moonlite Efficiency Report\n[2] Subject: please change your password, I am BEGGING you\n[3] Subject: MAKE FREE MONEY NOW!!!\n[4] Subject: Moonlite Update Request\n[5] Quit Hadrian's email", "endoftext": false }, { "action": "3", "response": "Just some random email telling Hade he could make money quickly from cryptocurrency mining. Man, he gets all the opportunities!\n\n[1] Subject: Re: Re: Re: Re: URGENT: Moonlite Efficiency Report\n[2] Subject: please change your password, I am BEGGING you\n[3] Subject: MAKE FREE MONEY NOW!!!\n[4] Subject: Moonlite Update Request\n[5] Quit Hadrian's email", "endoftext": false }, { "action": "4", "response": "Here's an older email sent by some banker. It seems they put some investment capital into the Moonlite a few years back, and they're trying to get Hadrian to give them an update. Maybe that was what the press conference earlier was for. Looks like Hadrian never replied to them. You don't blame him. You always wished your investors would just give you the money and then never talk to you again. Just to help Hadrian out, you send a quick reply in his name telling the banker that the project is cancelled and they should demand their money back. Hadrian can thank you later.\n\n[1] Subject: Re: Re: Re: Re: URGENT: Moonlite Efficiency Report\n[2] Subject: please change your password, I am BEGGING you\n[3] Subject: MAKE FREE MONEY NOW!!!\n[4] Subject: Moonlite Update Request\n[5] Quit Hadrian's email", "endoftext": false }, { "action": "5", "response": "You close the email inbox.\n\n[1] Check Hadrian's emails\n[2] Edit campus security permissions\n[3] Got any games on this thing?\n[4] Stop using the computer", "endoftext": false }, { "action": "2", "response": "You reload the campus security program.\n\n[1] Browse the permissions list\n[2] Disable full permissions for Hadrian (prick)\n[3] Quit the permissions list", "endoftext": false }, { "action": "2", "response": "Aw, nuts. The options next to Hadrian's name are greyed out. The system must be smart enough to not let the boss get locked out of his own property. Pity. You were hoping that if you disinvited Hadrian while he was on campus, maybe he'd be catapulted off the premises or something.\n\n[1] Browse the permissions list\n[2] Quit the permissions list", "endoftext": false }, { "action": "2", "response": "You close the security program.\n\n[1] Check Hadrian's emails\n[2] Edit campus security permissions\n[3] Got any games on this thing?\n[4] Stop using the computer", "endoftext": false }, { "action": "4", "response": "You get up and step away from Hadrian's fancy computer.", "endoftext": false }, { "action": "You suck the grapes", "response": "(first turning discreetly away from the fancy computer's operating system)\nYou pierce the flesh of one grape and drink deep. Then you pierce the flesh of another grape and drink deep. Then another, then another... It takes a while, but eventually all the grapes are shrivelled and dry. You pick them off the stem and throw the stem away.", "endoftext": false }, { "action": "You look at the raisins", "response": "Dry, shrivelled, sweet purple grapes.", "endoftext": false }, { "action": "Go south", "response": "This is the pleasantly airy and open lobby of the building where all the executives keep their offices. A corridor leads visitors and executives north. The main campus is to the south.\n\nThere's a receptionist here, hunched over a computer and looking very bored.", "endoftext": false }, { "action": "You go east", "response": "This part of the campus plaza wants to be open and airy, but it's hemmed in by various concrete structures, the biggest of them being the Engineering Laboratory to the north. Prettier parts of the campus are to the west.\n\nWater cuts across the laboratory doorway here, spouting from a burst pipe in the wall.\n\nThere's a worker here, maybe a janitor or other maintenance person, leaning against the wall and holding a sign that says \"VAMPIRES SUCK\".", "endoftext": false }, { "action": "Go east", "response": "No exit that way. From here, you can go north and west.", "endoftext": false }, { "action": "You give raisins", "response": "(to the janitor)\nYou offer the dried grapes to the janitor. \"Loose raisins? You can get those?\" The janitor shakes her head. \"Sorry. mate, I do appreciate it, but I just want a box of raisins. Don't want to be holding them in my bare hand, spilling them everywhere. Thanks anyway.\"", "endoftext": false }, { "action": "You talk to the worker", "response": "She nods at you as you approach. \"Hiya. Vampires still suck.\"\n\n[1] What did you want again before fixing the leak?\n[2] What prayer room?\n[3] Will you accept loose raisins?\n[4] Goodbye.", "endoftext": false }, { "action": "3", "response": "\"Loose raisins? You can get those?\" The janitor shakes her head. \"Sorry. mate, I do appreciate it, but I just want a box of raisins. Don't want to be holding them in my bare hand, spilling them everywhere. Thanks anyway.\"\n\n[1] What did you want again before fixing the leak?\n[2] What prayer room?\n[3] Will you accept loose raisins?\n[4] Goodbye.", "endoftext": false }, { "action": "2", "response": "\"Oh yeah! Sorry, mate. It's at the far end of the campus\" - she points west towards the offices - \"in a side room. You'll find it. We don't talk about it much. It's not official. You know vampires and religion.\"\n\n[1] What did you want again before fixing the leak?\n[2] What prayer room?\n[3] Will you accept loose raisins?\n[4] Goodbye.", "endoftext": false }, { "action": "You talk to the manager", "response": "\"Hi, Oren. Settling in alright?\"\n\n[1] What are my job duties again?\n[2] When do we get breaks?\n[3] Well, back to work for me.", "endoftext": false }, { "action": "2", "response": "\"Not for a while, Oren. You have a few more hours yet before your ten-minute break,\" she says. (You are, of course, not going to wait for a few more hours. You're already planning to sneak out of the office as soon as possible.)\n\n[1] What are my job duties again?\n[2] When do we get breaks?\n[3] Well, back to work for me.", "endoftext": false }, { "action": "1", "response": "(You're asking this just to look like you're interested, of course. You have no intention of doing any actual work.)\n\n\"Today, you'll be handling online customer support. We've assigned you a computer there.\" She points to the grimy old spare computer nearby. \"You've also got an email account set up for you already - you can check that on the computer too.\"\n\n[1] What are my job duties again?\n[2] When do we get breaks?\n[3] Well, back to work for me.", "endoftext": false }, { "action": "3", "response": "\"Alright, Oren.\" The manager gives you a quick smile, and then bustles away again.", "endoftext": false }, { "action": "You use the computer", "response": "The computer makes noises like it's preparing for take-off, but it seems to work fine.\n\n[1] Check your email\n[2] Do the customer service work you were just hired to do\n[3] Got any games on this thing?\n[4] Stop using the computer", "endoftext": false }, { "action": "1", "response": "You check your corporate email inbox.\n\n[1] Subject: Password Security\n[2] Subject: MAKE FREE MONEY NOW!!!\n[3] Quit looking at email", "endoftext": false }, { "action": "1", "response": "Sent just this morning to the whole company, from someone you suppose to be the head of IT:\n\n\"Please be advised that, in light of recent security breaches, we will be updating the requirements for account passwords.\n\n\"Currently, all passwords must be at least seven characters long. Soon, we will also require all passwords to include at least one numerical character. No user password currently includes a number; you are advised that this leaves your account more vulnerable to hacking attempts.\n\n\"You will be asked to change your password in the coming weeks, We apologise for the inconvenience after you all updated your passwords recently already.\"\n\nHmm, maybe they're having security breaches because their IT guy is dropping hints about everyone's password to the whole company.\n\n[1] Subject: Password Security\n[2] Subject: MAKE FREE MONEY NOW!!!\n[3] Quit looking at email", "endoftext": false }, { "action": "2", "response": "Oh! Free money? For cryptocurrency mining? What a steal! You will have to circle back to this as soon as you've finished sabotaging Lunarcel from the inside.\n\n[1] Subject: Password Security\n[2] Subject: MAKE FREE MONEY NOW!!!\n[3] Quit looking at email", "endoftext": false }, { "action": "3", "response": "Enough email for now.\n\n[1] Check your email\n[2] Do the customer service work you were just hired to do\n[3] Got any games on this thing?\n[4] Stop using the computer", "endoftext": false }, { "action": "3", "response": "Just one or two solitaire games, it looks like. You ignore them. You hate things you can't win.\n\n[1] Check your email\n[2] Do the customer service work you were just hired to do\n[3] Got any games on this thing?\n[4] Stop using the computer", "endoftext": false }, { "action": "2", "response": "Hah. No.\n\n[1] Check your email\n[2] Got any games on this thing?\n[3] Stop using the computer", "endoftext": false }, { "action": "3", "response": "You step away from the computer.", "endoftext": false }, { "action": "You go to the west", "response": "No exit that way. From here, you can go north and south.\n\nOn the other side of the office, the manager rearranges some stationery on a desk.", "endoftext": false }, { "action": "You examine the desk", "response": "On a rickety desk near you is a yellowing tower computer running an operating system from 10 years ago.\n\nThe old computer is currently switched on.\n\nThe manager makes a phone call and arranges some review for tomorrow.", "endoftext": false }, { "action": "You examine the desk", "response": "On a rickety desk near you is a yellowing tower computer running an operating system from 10 years ago.\n\nThe old computer is currently switched on.", "endoftext": false }, { "action": "You go east", "response": "No exit that way. From here, you can go north and south.", "endoftext": false }, { "action": "Go north", "response": "A pokey little room currently set up as an interview room. Two chairs and a table take up most of the room; the rest of it is occupied by a cupboard.", "endoftext": false }, { "action": "You look at the table", "response": "A rickety table and two hard plastic chairs. They look like hand-me-downs from a school. The cupboard looks more interesting.", "endoftext": false }, { "action": "You open the cupboard", "response": "You open the cupboard, revealing WAAAUUGH-\n\nYou slam the cupboard shut. You open the cupboard again, gingerly.\n\nHoly symbols! Dozens of them! Of every denomination you can\nthink of! This is no innocent meeting room. It's a multifaith prayer room!\n\nThe symbols are already getting to you. You look away, and notice a little box on the floor. It must have fallen out of the cupboard.", "endoftext": false }, { "action": "You take the box", "response": "Taken.\n\nBriefly, you are gripped by shame and guilt.", "endoftext": false }, { "action": "You look at the box", "response": "About the size of a matchbox. There's some writing on it: \"Seedless RAISINS. Ingredients: 100% dried seedless grapes; additives.\"\n\nYou lose focus as you wonder if there's an afterlife, and what kind of afterlife you can expect.", "endoftext": false }, { "action": "You close the cupboard", "response": "You close the cupboard with relief. Thank God. Better yet, don't.", "endoftext": false }, { "action": "You put the raisins in the box", "response": "(the dessicated grapes in the empty raisin box)\nYou file the raisins neatly into the raisin box.", "endoftext": false }, { "action": "Go south", "response": "A modern open-plan office: bent backs from wall to wall and no privacy anywhere. Just how you used to like it when you were running these kinds of places. North leads to a multifaith prayer room. You can head back outside to the south.\n\nYour work computer is waiting for you here.\n\nThe manager is bustling wildly, juggling several administrative tasks at once.\n\nA list of common passwords has been flimsily stuck up on the wall nearby.", "endoftext": false }, { "action": "Go south", "response": "You make a quick and confident exit while the manager's back is turned.\n\nSomewhat less pretty than the entrance and central plaza were - this part of the campus must usually be seen only by employees. North is a grimy-looking office block, and the rest of the campus is to the east.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na box full of raisins\nan ID card (being worn)\nan umbrella\na blood bag", "endoftext": false }, { "action": "You give the box to the worker", "response": "\"Brilliant! Thanks, mate!\" She takes the box of raisins gratefully. She notices your meaningful look. \"Oh yeah! Sorry, mate, forgot I promised.\" She produces a roll of tape from somewhere and patches up the leak in seconds. \"Done! Your shoes are safe.\" She gives you a genuine smile, puts the roll away and returns to leaning.", "endoftext": false }, { "action": "Go north", "response": "This is a little antechamber which serves as a security checkpoint before the laboratory itself. The lab can vaguely be seen through a frosted glass door to the north; the main campus is south.\n\nThere is a card reader device mounted next to the glass door, which must control the lock.", "endoftext": false }, { "action": "Swipe card", "response": "(the ID card)\nYou flick your ID card through the reader. Its LED lights up a cheery green, and you hear a soft click from the glass door.", "endoftext": false }, { "action": "You go to the north", "response": "(first opening the glass door)\n\nAn open-plan laboratory the size of a warehouse, littered with all sorts of scrap and junk. Engineers move from project to project, doing engineering jobs (you've never been interested in the technical side of things). The exit is south.\n\nIn the centre of the lab sits the Moonlite.\n\nHadrian is here, talking to some engineers. He glances up as you enter.\n\nShock and fury flit across his face. But they're gone in a flash, replaced by the same old magnaminous smirk. You might not have noticed if you weren't watching him carefully.\n\n\"Nero! To what do I owe this unexpected pleasure?\"\n\n[1] Surprised to see me again, Hadrian, you prick?\n[2] I'm here for the machine.\n[3] (skip all the gloating and just attack Hade)", "endoftext": false }, { "action": "1", "response": "\"You could say that, Nero,\" he says. His smile is broad, but his teeth are grinding. \"You could say that, after I forbade you from ever darkening my door again. After you stole from me. Tell me, how did you get in? Who invited you?\"\n\n[1] Looks like you hired me back, boss!\n[2] Stole? So it's my fault your employees wanted to work for me instead?\n[3] I'm here for the machine.\n[4] (skip all the gloating and just attack Hade)", "endoftext": false }, { "action": "2", "response": "\"It's your fault you poached my staff, yeah!\" Hadrian snaps. \"It's your fault you stole my staff and my ideas when you quit! It's your fault you tried to sabotage me on the way out!\n\n\"And it's your fault you failed anyway, isn't it?\" he continues, in a quieter voice. \"It's your fault that you alienated everyone you've ever worked with. That now everyone can see you for the stupid hateful little man you are. It's all your own fault. The only mistake I made was turning you. You have no one to blame but yourself.\"\n\nHadrian is smiling again. You try to hold his gaze.\n\n[1] Looks like you hired me back, boss!\n[2] I'm here for the machine.\n[3] (skip all the gloating and just attack Hade)", "endoftext": false }, { "action": "2", "response": "\"Oh, you don't even know what it does,\" says Hadrian dismissively.\n\n[1] Looks like you hired me back, boss!\n[2] I know exactly what the machine is.\n[3] I don't care what your machine for idiots does.\n[4] (skip all the gloating and just attack Hade)", "endoftext": false }, { "action": "2", "response": "\"Oh yeah? This'll be funny. What do you think's going on, then?\"\n\n[1] You said it was a fission reactor, remember?\n[2] It doesn't do anything. The fission would be too inefficient.\n[3] It's a machine to make vampires more powerful.\n[4] Well... actually, I don't know.\n[5] (skip all the gloating and just attack Hade)", "endoftext": false }, { "action": "2", "response": "\"That's what you'd do, right? Promise the world, deliver nothing, take the money and run,\" Hade says, a little unfairly. \"Well, I have something more ambitious in mind.\"\n\nHadrian starts pacing. He's about to give you a speech if you let him. \"Let me ask you something, Nero. Aren't you tired?\" He gestures vaguely. \"Of all this?\"\n\n[1] Of... talking to you?\n[2] Of... capitalism?\n[3] Of... being a vampire?\n[4] Yes. (attack Hade)", "endoftext": false }, { "action": "1", "response": "\"Feeling's mutual,\" Hadrian replies, glaring at you. \"No, idiot. I'm tired of our bodies!\n\n\"Look at us! We are vampires! We own this world!\nWe're smarter than everyone, we're stronger than everyone, we've seen everything, we've, we have power. True power.\n\n\"But we can't use it! We're trapped by all these, these\nridiculous weaknesses! We can't go anywhere without\npermission! We can't cross rivers! We can't eat garlic! We can't handle holy symbols! We can't have stakes driven through our hearts! We can't even go outside without some stupid umbrella or veil!\n\n\"The Moonlite is going to change that. The Moonlite is going to unshackle us.\n\n\"Well, again, not you. I'm going to kill you in a few minutes.\"\n\n[1] How does the Moonlite make us more powerful?\n[2] Where are you getting the money to develop this thing?\n[3] Sounds like a cool machine. Be a shame if someone took it for themselves.\n[4] You need to destroy this machine. It's too dangerous.", "endoftext": false }, { "action": "1", "response": "\"Sunlight, Nero, sunlight!\" Hade almost sounds giddy. He loves explaining how smart he is. \"What is sunlight, Nero? It's an explosion! It's the energy of octillions of octillions of hydrogen atoms fusing together into helium! A celestial Hindenburg!\n\n\"And I wondered, if that hurts us... what about the opposite? So I had the eggheads here prototype a new kind of energy reactor, one that takes helium and splits it into hydrogen. Oh, some of the staff carped at me about inefficiency, and how hard it is to safely contain a nuclear explosion, and how it shouldn't have a window -\" he pats the glass bulb on the Moonlite \"- but we made it. Of course, I just say it's a new kind of fission reactor we're going to sell, otherwise people might get suspicious. But that's not what it is, Nero. It's an anti-sunlight machine. And just wait till you see what it does for us.\"\n\n[1] Wait, you just had them prototype a nuclear fission reactor? Just like that?\n[2] Where are you getting the money to develop this thing?\n[3] Sounds like a cool machine. Be a shame if someone took it for themselves.\n[4] You need to destroy this machine. It's too dangerous.", "endoftext": false }, { "action": "1", "response": "\"Yes,\" says Hade blankly. There's a small silence. \"Well, they had to pull a couple hundred all-nighters to do it,\" he adds.\n\n[1] Where are you getting the money to develop this thing?\n[2] Sounds like a cool machine. Be a shame if someone took it for themselves.\n[3] You need to destroy this machine. It's too dangerous.", "endoftext": false }, { "action": "1", "response": "\"Investors, of course! I rang up a few rich people and told them about the clean energy revolution. Lots of people want to want to get in on this one. Look like philanthropists while making a quick buck from our hard work.\n\n\"And then there's the other investors. The ones who know what's up.\" Hade starts counting on his fingers. \"Let's see, I got a couple million from Old Count Ur��t, and Baroness Neplacut... Sc��rbos the Loathsome, Comtesse La Marcil, Big Red Peavis... oh, lots of vampires were interested in this one. Some of them even visited.\" He leans forward conspirationally. \"Between you and me, though, I think I'll keep the Moonlite for myself. Monopolies are so much more profitable, aren't they?\"\n\n[1] You told every other vampire about this thing, but you didn't tell me??\n[2] If this is for vampires, why show it off to everyone this morning? [3] Sounds like a cool machine. Be a shame if someone took it for themselves.\n[4] You need to destroy this machine. It's too dangerous.", "endoftext": false }, { "action": "1", "response": "\"Why would I tell you?\" sneers Hadrian. \"I don't want you\nanywhere near this thing. Besides, I know you don't have any money.\" There was no need for that.\n\n[1] If this is for vampires, why show it off to everyone this morning? [2] Sounds like a cool machine. Be a shame if someone took it for themselves.\n[3] You need to destroy this machine. It's too dangerous.", "endoftext": false }, { "action": "1", "response": "Hade looks annoyed, not at you for a change. \"I didn't want to. But I told some of my investors that this is a sustainable energy thing, and they were getting mad that I haven't shown anything yet. And some of these were saying that the Moonlite wasn't working,\" he adds, gesturing to the engineers at work around the lab. \"I just needed to stop people getting suspicious and pulling their investment, that's why I did the press conference. I just need a little more time to get it right.\"\n\n[1] Why? Something not right with the Moonlite?\n[2] Sounds like a cool machine. Be a shame if someone took it for themselves.\n[3] You need to destroy this machine. It's too dangerous.", "endoftext": false }, { "action": "1", "response": "\"It works great, it could just be a little stronger-\" Hade catches himself, and gives you a look. \"Sneaky, Nero! Sneaky! Almost got me giving away all my secrets! Well, the Moonlite works just\nfine. I'll show you in a second!\"\n\n[1] Sounds like a cool machine. Be a shame if someone took it for themselves.\n[2] You need to destroy this machine. It's too dangerous.", "endoftext": false }, { "action": "1", "response": "\"Oh, I'm not worried about that,\" says Hadrian. He moves to stand in front of the reactor's glass bulb as he talks. \"For a start, they'd need a crane. And if anyone did threaten to take the Moonlite\noff me... I'd have to do something about that.\" And, holding your gaze and smiling, he slaps the button on the machine.\n\nSomething explodes in the machine. Engineers around the lab panic and dive for cover. The glass bulb fills with incandescent light, forming a beam pointed directly at Hadrian.\n\nSquinting, you see Hade's shape... change. You can see his silhouette grow, and hear the sound of ripping fabric.\n\nSoon, the machine powers down. You open your eyes fully.\n\nHadrian is now the size and shape of a comic book superhero. His newfound absurd muscles have torn through his suit, revealing a scarred chest and perfect pectorals. He shines brilliantly. And his fingers have lengthened to evil talons.\n\nThe engineers around the room sense a change in the atmosphere, and leave the room swiftly. Hadrian grins and advances on you.\n\nHadrian cackles and flexes maliciously.", "endoftext": false }, { "action": "You throw the bag at Hadrian", "response": "Probably shouldn't. It might be fun, but you'll look like an idiot if you need the blood bag later and you have to go over and get it back.\n\nHadrian cackles and flexes maliciously.", "endoftext": false }, { "action": "You throw the bag at the button", "response": "Futile.\n\nHadrian lunges! You narrowly dodge.", "endoftext": false }, { "action": "Bite hadrian", "response": "You might shatter your fangs on Hadrian's hard body! Anyway, blood sucked from a vampire always tastes so used.\n\nHadrian lunges! You narrowly dodge.", "endoftext": false }, { "action": "You go south", "response": "This is a little antechamber which serves as a security checkpoint before the laboratory itself. The lab can vaguely be seen through a frosted glass door to the north; the main campus is south.\n\nThere is a card reader device mounted next to the glass door, which must control the lock.\n\nAs you enter, you slam the glass door shut behind you and hear its lock engage.\n\nHadrian strides straight through! The glass explodes into confetti against his huge body! \"Can't run away from this one, Nero!\" he bellows (a little unfairly - he was the one who banned\nyou from meeting him).", "endoftext": false }, { "action": "You go south", "response": "This part of the campus plaza wants to be open and airy, but it's hemmed in by various concrete structures, the biggest of them being the Engineering Laboratory to the north. Prettier parts of the campus are to the west.\n\nThere's a worker here, maybe a janitor or other maintenance person, leaning against the wall and holding a sign that says \"VAMPIRES SUCK\".\n\nThe janitor sees Hadrian in hot pursuit and understands what needs to be done. She lets you past, and then rips the pipe leak open again. A river runs across the campus in front of Hadrian.\n\nHe grabs the pipe and bends it like spaghetti, diverting the leak to behind the laboratory. The janitor shrugs at you sympathetically, and then legs it before Hadrian can do the same to her.", "endoftext": false }, { "action": "Go west", "response": "This central plaza is wide and spacious, offering striking views of all the major landmarks of the campus, as if designed by a brutalist landscape gardener.\n\nAs a wooden signpost indicates, the black glass building to the immediate north is the corporate headquarters; it also tells you that the campus stretches east to the engineering laboratory, and west to the customer service office. You can also leave the campus through the southern exit.\n\nAs Hadrian pursues you, the signpost catches his eye. He winks at you. \"Let's do this like the vampire hunters used to!\"\n\nHe grabs the signpost and tears it out of the ground effortlessly. The wooden pole of the signpost has a very pointy end. Uh oh.", "endoftext": false }, { "action": "You go west", "response": "Somewhat less pretty than the entrance and central plaza were - this part of the campus must usually be seen only by employees. North is a grimy-looking office block, and the rest of the campus is to the east.\n\nHadrian pursues you.", "endoftext": false }, { "action": "You go north", "response": "You charge into the office at full-tilt!\n\nA modern open-plan office: bent backs from wall to wall and no privacy anywhere. Just how you used to like it when you were running these kinds of places. North leads to a multifaith prayer room. You can head back outside to the south.\n\nYour work computer is waiting for you here.\n\nThe manager is bustling wildly, juggling several administrative tasks at once.\n\nA list of common passwords has been flimsily stuck up on the wall nearby.\n\nHadrian storms in and pulls the manager aside. \"When I'm done with this one, we need to have a little talk about your hiring policies,\" he hisses. He lets her go and returns to chasing you. You see the manager very quietly slink out of the door.", "endoftext": false }, { "action": "You go to the north", "response": "A mean little room for faiths of all kinds to indulge themselves. All the religious stuff is shoved up inside a cupboard, which is closed. Currently, it's set up as an interview room with two chairs and a table.\n\nHadrian strides towards you.", "endoftext": false }, { "action": "You open cupboard", "response": "You open the cupboard. You're ready for it this time, but it's no less distressing to you.\n\nHadrian isn't ready for it. He screeches and recoils from the religious symbols as if burned. \"WHAT THE HELL ARE THOSE DOING IN THERE???\" he cries.", "endoftext": true }, { "action": "Look around", "response": "A mean little room for faiths of all kinds to indulge themselves. All the religious stuff is shoved up inside a cupboard, which is mercilessly hanging open and exposing its contents. Currently, it's set up as an interview room with two chairs and a table - it's a tight squeeze with both you and an enraged superstrong vampire trying to kill you.\n\nHadrian is here, and coming after you.\n\nBriefly, memories of past transgressions come to you.\nHadrian seems distracted. He stares at his hands.", "endoftext": false }, { "action": "You examine signpost", "response": "Lots of little signs jutting out of a wooden pole. It looks like one of those destination signposts they have at landmarks which tell you how far away other capital cities are, except this one used to point to buildings on the campus. The end which used to be in the ground is very pointy.\n\nYou lose focus as you are gripped by shame and guilt.\nHadrian's eyes wander from you. He glances behind him.", "endoftext": false }, { "action": "You take the signpost", "response": "Now looks like your chance, but somehow Hadrian's grip on the signpost stays firm even while he gazes at the holy symbols and gibbers softly. Too big to be a good stake for you to use anyway. Think smaller!\n\nYour concentration breaks as you reflect on all your sins.\nHadrian drops his guard for a second as he gazes at the holy symbols.", "endoftext": false }, { "action": "Break chair", "response": "It's surprisingly sturdy for how tacky it feels. You can't break it down, but maybe you have something else you can use as a weapon.\n\nBriefly, memories of past transgressions come to you.\nHadrian half-heartedly swipes at you. He glances behind him.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\nan ID card (being worn)\nan umbrella\na blood bag\n\nYour concentration breaks as you reflect on all your sins.\nHadrian seems distracted. He mutters \"No...\" to nobody you can see.", "endoftext": false }, { "action": "Stab hadrian with umbrella", "response": "Hadrian is too distracted by the symbols, and notices your advance too late! You plunge the umbrella into his heart!\n\nA banshee wail escapes his lips. His body starts to crumble and crumple, like a balloon losing its air. Holes open up in his skin, and dust pours out. He tries to say something, maybe a curse, but it's too late, his throat has opened up and all you hear is a wheeze. His eyes sink inwards. Something crackles.\n\nIt's over in about a minute. All that remains is a pile of dust.\n\nHe could be back soon. He could be resurrected tonight, if someone loves him enough. You need to act now, while the Moonlite is unprotected. You've seen what it does. Power is good, but that much power? You've seen how Hade treats people - how you treat people - even fettered by weaknesses. But unfettered? No, the right thing to do would be-\n\nYou blink, and close the cupboard. All shameful thoughts flee your mind. Ah, that feels better. Now let's grab that Moonlite.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nan ID card (being worn)\nan umbrella\na blood bag", "endoftext": false }, { "action": "Go south", "response": "A modern open-plan office: bent backs from wall to wall and no privacy anywhere. Just how you used to like it when you were running these kinds of places. North leads to a multifaith prayer room. You can head back outside to the south.\n\nYour work computer is waiting for you here.\n\nA list of common passwords has been flimsily stuck up on the wall nearby.", "endoftext": false }, { "action": "Go east", "response": "This central plaza is wide and spacious, offering striking views of all the major landmarks of the campus, as if designed by a brutalist landscape gardener. The black glass building to the immediate north is the corporate headquarters; the campus stretches east to the engineering laboratory, and west to the customer service office. You can also leave the campus through the southern exit.", "endoftext": false }, { "action": "You go east", "response": "This part of the campus plaza wants to be open and airy, but it's hemmed in by various concrete structures, the biggest of them being the Engineering Laboratory to the north. Prettier parts of the campus are to the west.", "endoftext": false }, { "action": "You go to the north", "response": "This is a little antechamber which serves as a security checkpoint before the laboratory itself. The lab is clearly visible to the north now that the door which once guarded it has been obliterated; the main campus is south.\n\nThere is a card reader device mounted next to the glass door, which used to control the lock.", "endoftext": false }, { "action": "Go north", "response": "An open-plan laboratory the size of a warehouse, littered with all sorts of scrap and junk. The exit is south.\n\nIn the centre of the lab sits the Moonlite.", "endoftext": false }, { "action": "You take Moonlite", "response": "That's fixed in place.", "endoftext": false }, { "action": "You examine Moonlite", "response": "The reactor looks like a thimble the size of an elephant. Up close, you can see a little power button, and next to that, a sort of... glass bulb? It reminds you of a football-sized version of the little bulbs on laser pointers.\n\nThe Moonlite is currently switched off.", "endoftext": true }, { "action": "Break Moonlite", "response": "You grab a couple of exposed wires and yank them. You open some panels and pull out some mysterious electronics and circuitboards. After a moment's thought, you search the lab for anything that looks like a blueprint and tear it up.\n\nIt feels... it feels... cathartic. Not good, but cathartic.\nIt feels horrible, and it feels right.\n\nFive minutes later, years of research lie in bits and pieces on the laboratory floor, and you're being escorted by security officers. Tomorrow, you'll be hungry and miserable again, and you'll wonder why the hell you threw away the Moonlite's power. But tomorrow, no one else will have that power either.", "endoftext": false }, { "action": "You enter the booth", "response": "No, you have to hear what Hadrian has to say. You can't hate him properly if you're not constantly paying attention to him.\n\n\"Clearly, the world needs a new solution. A sustainable source of clean energy which is absolutely reliable, no matter who you are or where you are.\" While he rambles, you shift your umbrella to your other arm, and daydream about the snack you're carrying.", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\n\"My friends,\" says Hadrian with a wink, \"I present to you the Moonlite.\" And he whisks the cover off the screen next to him, revealing a picture of... something? Some kind of a machine?", "endoftext": false }, { "action": "You examine the umbrella", "response": "Your one remaining prized possession, an umbrella made of thick black fabric and an aspen wood shaft, sleek and sharp and aerodynamic. You want to keep out of the sun, but you want to look good doing it. The umbrella is currently open.\n\nThe crowd oohs at the screen. \"The Moonlite!\" says Hadrian, gloating. \"A fission reactor which will work anywhere, for anyone! Clean energy, for anyone! And it's completely safe. Forget uranium, forget plutonium - all that's needed is harmless helium.\"", "endoftext": false }, { "action": "You open the umbrella", "response": "You open the umbrella.\n\nUnder your umbrella's welcome shade, your skin cools rapidly and resets. Ahhh. That's better.", "endoftext": false }, { "action": "You enter the booth", "response": "You enter the booth and pick up the phone. Who will you call?\n\n[When talking to people or using devices, you'll be given numbered options like those below. To choose one, just type the number of the option you want. For example, just type \"1\" if you want to select the first option.]\n\n[1] Call the emergency services\n[2] Never mind", "endoftext": false }, { "action": "1", "response": "Call the police on Hadrian and have him arrested on spurious charges? An excellent idea. And indeed, you tried it a few years ago. And that's how you learned that the emergency services can track call locations to arrest hoaxers. So you'd better not, at least not until you know what's up with Hadrian's dumb machine.\n\n[1] Call the emergency services\n[2] Never mind", "endoftext": false }, { "action": "2", "response": "You hang up and leave the booth.\n\nThe entrance to the Lunarcel campus is now quiet apart from a handful of workers dismantling the stage. The main part of the campus is north of here.\n\nAn old phone booth huddles against the wall.\n\nNow that the stage has been cleared away, you can see a \"Help Wanted\" banner affixed by the entrance.", "endoftext": false }, { "action": "You read the banner", "response": "\"DO YOU HAVE WHAT IT TAKES to deliver high-quality award-winning customer service online and by telephone to Lunarcel customers and clients? WE ARE HIRING! Entry-level positions - NO CV REQUIRED! Start as early as TODAY! CALL NOW!\"\n\n\"No CV required\"? \"Start today\"? They must be desperate to hire people. There's a phone number on the banner - maybe you could get invited in for an interview...", "endoftext": false }, { "action": "You enter the booth", "response": "You enter the booth and pick up the phone. Who will you call?\n\n[1] Call the Lunarcel job application number\n[2] Call the emergency services\n[3] Never mind", "endoftext": false }, { "action": "1", "response": "You dial the number on the job advert. It rings for a while, but a glassy-sounding voice eventually picks up. \"Hello, Lunarcel customer services department, how may I help you?\"\n\n[1] I'm applying for that job opening.\n[2] Do you have Prince Albert in a can? Well you'd better let him out! [3] Sorry, wrong number.", "endoftext": false }, { "action": "2", "response": "You hang up without waiting for a response. It's good to laugh now and then. You head back outside.\n\nThe entrance to the Lunarcel campus is now quiet apart from a handful of workers dismantling the stage. The main part of the campus is north of here.\n\nAn old phone booth huddles against the wall.\n\nNow that the stage has been cleared away, you can see a \"Help Wanted\" banner affixed by the entrance.", "endoftext": false }, { "action": "1", "response": "You dial the number on the job advert. It rings for a while, but a glassy-sounding voice eventually picks up. \"Hello, Lunarcel customer services department, how may I help you?\"\n\n[1] I'm applying for that job opening.\n[2] Is your refrigerator running? Well you'd better let him out!\n[3] Sorry, wrong number.", "endoftext": false }, { "action": "1", "response": "You dial the number on the job advert. It rings for a while, but a glassy-sounding voice eventually picks up. \"Hello, Lunarcel customer services department, how may I help you?\"\n\n[1] I'm applying for that job opening.\n[2] Is your refrigerator running? Well you'd better go catch him!\n[3] Sorry, wrong number.", "endoftext": false }, { "action": "You close the umbrella", "response": "You close the umbrella.\n\nThe sunlight hits your body like the heat of an oven. You can't survive much direct sunlight!", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\nYour skin is blistering! You need to get out of the sunlight now!", "endoftext": false }, { "action": "You wait a while", "response": "Time passes.\n\nYou have been exposed to the sun for too long! You combust like a Roman candle!", "endoftext": false }, { "action": "You bite yourself", "response": "You don't like to bite yourself. You've never really gotten anything out of it. (Though some other vampires do, apparently. It's said that old Count Ur��t had his ribs removed so he could suck his own blood.)", "endoftext": true }, { "action": "Look around", "response": "The entrance to the Lunarcel campus is now quiet apart from a handful of workers dismantling the stage. The main part of the campus is north of here.\n\nNow that the stage has been cleared away, you can see a \"Help Wanted\" banner affixed by the entrance.\n\nAn old phone booth huddles against the wall.", "endoftext": false }, { "action": "You use the phone", "response": "You enter the booth and pick up the phone. Who will you call?\n\n[When talking to people or using devices, you'll be given numbered options like those below. To choose one, just type the number of the option you want. For example, just type \"1\" if you want to select the first option.]\n\n[1] Call the emergency services\n[2] Never mind", "endoftext": false }, { "action": "You go outside", "response": "[Sorry, most actions (other than looking at things) are disabled\nwhen you're in a tree. Please enter a number to keep talking (there will usually be some kind of goodbye option to exit the conversation or menu). Type REPEAT to see your options again.]", "endoftext": false }, { "action": "2", "response": "You hang up and leave the booth.\n\nThe entrance to the Lunarcel campus is now quiet apart from a handful of workers dismantling the stage. The main part of the campus is north of here.\n\nAn old phone booth huddles against the wall.\n\nNow that the stage has been cleared away, you can see a \"Help Wanted\" banner affixed by the entrance.", "endoftext": false }, { "action": "You read the banner", "response": "\"DO YOU HAVE WHAT IT TAKES to deliver high-quality award-winning customer service online and by telephone to Lunarcel customers and clients? WE ARE HIRING! Entry-level positions - NO CV REQUIRED! Start as early as TODAY! CALL NOW!\"\n\n\"No CV required\"? \"Start today\"? They must be desperate to hire people. There's a phone number on the banner - maybe you could get invited in for an interview...", "endoftext": false }, { "action": "You use the phone", "response": "You enter the booth and pick up the phone. Who will you call?\n\n[1] Call the Lunarcel job application number\n[2] Call the emergency services\n[3] Never mind", "endoftext": false }, { "action": "You talk to the woman", "response": "(the manager)\n\"Can I help- How can I help you?\"\n\n[1] I'm here for a job interview.\n[2] Never mind, I though you were someone else.", "endoftext": false }, { "action": "1", "response": "\"Ah, you must be Oren! I'm ready for you right now. Follow me, please.\" She leads you into the meeting room.\n\nNow that you're in there, you see that what you thought was a conference room is really just a converted stationery closet with two chairs, a table and a cupboard. There's barely room for one person here; with both you and the manager in here, it's dangerously crowded.\n\nThe manager is sitting across from you. She gives you her friendliest smile. \"Good to meet you, Mr. Vohsarb. I only have a few questions for you, just to make sure you're an appropriate fit for this department. So, could you tell me why you applied for this job, and why you want to work at Lunarcel?\"\n\n[1] Corporate espionage\n[2] Revenge\n[3] I've lost control of my life\n[4] It has always been my dream to serve the customer\n\nThe interviewer writes an ominous little note.", "endoftext": false }, { "action": "1", "response": "(...although you already recognise the kind of work environment this is. You cultivated it yourself when you were in business. Productivity, that's the key. Make sure your workers are turning up and putting in the hours they owe you. Don't let them shirk. Open-plan offices help with that. You know that's what Hade's thinking. You learned it from him, after all.)\n\nYou choke back the answer, and consider your other options.\n\n[1] Revenge\n[2] I've lost control of my life\n[3] It has always been my dream to serve the customer", "endoftext": false }, { "action": "1", "response": "(Revenge! You've had your history with Hadrian Alba. You though he was a friend, until you dared to dream bigger. Now his very existence belittles you. He has insulted you, he has whispered behind your back, and it's not right that a prick like him gets the luck of the devil and the wealth to match. It should be you doing press\nconferences about your big new inventions and investments, and\nhe should be the one sleeping in plywood coffins. Let's see\nhow haughty he is when you find that Moonlite and ruin it and laugh at him.)\n\nYou guess she won't like that answer, and think again.\n\n[1] I've lost control of my life\n[2] It has always been my dream to serve the customer", "endoftext": false }, { "action": "1", "response": "(Oh, you used to have control! You had it all once! Successful businesses, all the blood you could want, a castle with all sorts of turrets! But now... is this just how the poor live? Worried about tomorrow? Why would they want to live like this instead of becoming rich? This is just temporary. You just need to build up a little bit. And destroy Hadrian while you're doing it.)\n\nBetter not admit to that in a job interview. Better think again.\n\n[1] It has always been my dream to serve the customer\n\nThe interviewer coughs quietly into her fist.", "endoftext": false }, { "action": "1", "response": "You say something about helping other people, the kind of thing you used to like to hear from other people. It looks like the manager likes it too. She scribbles a quick note, and says \"Thank you, Oren. Now, why did you leave your last job position?\"\n\n[1] Failed to attract sufficient startup investment\n[2] Employees unwilling to work for me\n[3] Run out of town by pitchforked mob\n[4] It did not challenge and inspire me like this job would\n\nThe interviewer writes an ominous little note.", "endoftext": false }, { "action": "1", "response": "(You've had some genuinely brilliant ideas for startup companies. Mail-order blood testing kits. Spice jars with giant kernels of salt and pepper that you can count easily. Portrait painting services which eliminate the need for mirrors. All necessary and important, yet hardly any investors will recognise that! And whenever you do get a business up and running, there's always some stupid thing that comes up, like some study that says your product doesn't work or some big employment tribunal, and suddenly all the investors want their money back! Some call you bitter, but how can you not be when\nthings conspire against you so often?)\n\nYou guess she won't like that answer, and think again.\n\n[1] Employees unwilling to work for me\n[2] Run out of town by pitchforked mob\n[3] It did not challenge and inspire me like this job would", "endoftext": false }, { "action": "1", "response": "(Humans don't like to work, you've noticed. You do the heavy lifting of forming and directing a company, and all your employees will just flake out after a couple of years. Long hours? Some of us\nwork all night. But you still end up burning through staff\nand stamping out unions like wildfires. At least you'll get\nto be the one wasting company time and resources this time. Must be fun.)\n\nBetter not admit to that in a job interview. Better think again.\n\n[1] Run out of town by pitchforked mob\n[2] It did not challenge and inspire me like this job would\n\nThe interviewer coughs quietly into her fist.", "endoftext": false }, { "action": "1", "response": "(This was just dumb. You've never known investors to actually club together and come round to the company headquarters with blunt weapons before. Of course you would be the first guy it happened to.\nYeah, they did lose a couple hundred million dollars between them, but that's investment! It's a risk! Sometimes money doesn't come back! Sometimes share prices just plummet, through no fault of your own! Take it up with every other business vampire!)\n\nYou guess she won't like that answer, and think again.\n\n[1] It did not challenge and inspire me like this job would", "endoftext": false }, { "action": "1", "response": "You improvise something about how you've heard Lunarcel is the land of opportunity, and how the office looks like a great work environment and everything, just like you remember your old job applicants telling you.\n\nAs you start to wonder if they were lying too, the manager makes another little note. \"Thank you. Just one more question, and there are no right or wrong answers here... What would you say is your biggest weakness?\"\n\n[1] Vulnerability to sunlight\n[2] Wooden stake through the heart or stomach\n[3] Inability to cross thresholds uninvited\n[4] Sensitivity to holy symbols\n[5] Running water\n[6] I guess I'm just a perfectionist", "endoftext": false }, { "action": "1", "response": "(Is it some property of ultraviolet light? Or just sensitive skin? You're not sure, and neither is anyone else, but the sun still rises every day and ruins your life. Umbrellas and good sunblock help a bit, at least.)\n\nBetter not admit to that in a job interview. Better think again.\n\n[1] Wooden stake through the heart or stomach\n[2] Inability to cross thresholds uninvited\n[3] Sensitivity to holy symbols\n[4] Running water\n[5] I guess I'm just a perfectionist", "endoftext": false }, { "action": "1", "response": "(You were killed a couple times, a few hundred years ago. Who wasn't? Europe was lousy with vampire hunters back in the day. The number of times you've been woken up in your coffin by some prick with a wooden stake and a grudge! People have told you that humans can't survive being staked in the heart either, but they don't understand, they don't live in fear of the stake like vampires do.)\n\nYou choke back the answer, and consider your other options.\n\n[1] Inability to cross thresholds uninvited\n[2] Sensitivity to holy symbols\n[3] Running water\n[4] I guess I'm just a perfectionist\n\nThe interviewer gives you an encouraging little smile.", "endoftext": false }, { "action": "1", "response": "(You get very uncomfortable when you know you're not welcome. Why should you care? You are a vampire! You should be able to go where you like! You can rip a human's throat out, but their doorway is going to stop you?? But... when you're invading someone's property, and you can't find a reason to say you're welcome, you feel guilty.\nAnd you try to snap out of it by telling yourself \"well, you don't feel guilty about stealing people's blood.\" And then you start to feel guilty about the blood... Better not to think about it. Better to be welcome, and walk with your head held high, than to be ashamed...)\n\nYou guess she won't like that answer, and think again.\n\n[1] Sensitivity to holy symbols\n[2] Running water\n[3] I guess I'm just a perfectionist", "endoftext": false }, { "action": "1", "response": "(You hate displays of religion. Can't stand to look at any. Superstitious nonsense. Every other vampire says so too.\n\nBut... if pressed, maybe, maybe you'd have to admit that what\nyou're doing vis-a-vis the whole killing and subjugating humans thing is perhaps not fully condoned in most of the major religions,\nand maybe you'd concede that your karmic balance or your charitable-act-to-sin ratio or whatever metric of goodness any religion uses is not completely in your favour, and holy\nsymbols are perhaps a reminder of how possibly your actions\nhave hurt other people... It's not worth dwelling on. Change the subject and move on.)\n\nYou choke back the answer, and consider your other options.\n\n[1] Running water\n[2] I guess I'm just a perfectionist", "endoftext": false }, { "action": "1", "response": "(You don't know why you can't cross running water, but you can't. It's like trying to lick your elbow. It's baffling, and it makes you furious. People don't know how good they have it with their precious bridges.)\n\nBetter not admit to that in a job interview. Better think again.\n\n[1] I guess I'm just a perfectionist", "endoftext": false }, { "action": "1", "response": "Yes, everyone says that.\" The interviewer has a wry little smile as she checks her notes one more time.\n\n\"Well, I don't see any cause for concern here. Welcome abroad, Oren!\" She shakes your hand. \"Can you start today?\"\n\nFive minutes later, you've been shown to your new desk, on which is a very old computer. You'll be handling online customer enquiries for your first shift, you've been told. Around you, other workers are being yelled at over the phone, or doing something clerical with a spreadsheet, or some other boring task.\n\nThe interviewer - your new manager - comes back with something on a lanyard. \"Here's your ID card, hot off the presses,\" she says, as you slip it around your neck. \"You're supposed to wear your card at all times. You don't really need it unless you're going to high-security areas, but you'd need to be properly authorised anyway, so don't worry about it. Talk to me if you need anything!\" And she's gone again.\n\nOf course, now that you're officially allowed on the Lunarcel campus, you have no intention of doing any work. You are going to find Hadrian's precious Moonlite machine and destroy it. As soon as you find it, that is.\n\nA modern open-plan office: bent backs from wall to wall and no privacy anywhere. Just how you used to like it when you were running these kinds of places. North leads to a meeting room. You can head back outside to the south.\n\nThere's an unused miserable-looking computer here which is, apparently, yours. Lovely.\n\nThe manager is bustling wildly, juggling several administrative tasks at once.\n\nA list of common passwords has been flimsily stuck up on the wall nearby.", "endoftext": false }, { "action": "Bite manager", "response": "That won't leave a good impression. Actually, it'll leave two good impressions in her jugular vein, but you'd still better not.", "endoftext": false }, { "action": "Bite bag", "response": "(first turning discreetly away from the manager)\nYou puncture the plastic easily with your fangs, and drink deep. There's not a drop left when you're done. No substitute for a warm meal, but you do what you have to when times are hard.", "endoftext": false }, { "action": "You hypnotize the manager", "response": "She looks at you, puzzled. Hmm, the old powers of suggestion are a little rusty today.", "endoftext": false }, { "action": "Kiss manager", "response": "You'd rather use your teeth than your lips.", "endoftext": false }, { "action": "Curse", "response": "Prick!\n\nOn the other side of the office, the manager rearranges some paperwork on a desk. You don't think that's even her desk.", "endoftext": false }, { "action": "Go south", "response": "You make a quick and confident exit while the manager's back is turned.\n\nSomewhat less pretty than the entrance and central plaza were - this part of the campus must usually be seen only by employees. North is a grimy-looking office block, and the rest of the campus is to the east.", "endoftext": false }, { "action": "You use the computer", "response": "You try to commandeer the receptionist's computer, but he just stammers and says \"um, um\" over and over until you stop. Well, there are other computers you can use if you need to.", "endoftext": false }, { "action": "You bite him", "response": "You'd love to. But they'd probably call it assault, and being wanted for assault would get in the way of your sabotage plans.", "endoftext": false }, { "action": "You hypnotize him", "response": "He looks at you, puzzled. Hmm, the old powers of suggestion are a little rusty today.", "endoftext": false }, { "action": "You go north", "response": "This is an office?? It looks more like a furniture showroom. It's all expensive tables and chairs and sofas - Hadrian could hold three meetings at once in here. But there are film posters hung up around the room too, like he thinks it makes him look cool.\n\nOn one especially luxurious desk sits a fancy computer.", "endoftext": false }, { "action": "You use the computer", "response": "A password field blocks you! Curse that Hadrian, and screw him, too! He's always one step ahead. Hmm, how can you figure out Hade's password? Hopefully he's not very careful with it - maybe other people in the company can help you guess.", "endoftext": false }, { "action": "You type LETMEIN", "response": "(typing \"letmein\" on the fancy computer)\nThe password field disappears! (Hey! That's the same as your password!) The computer is unlocked and ready for use.", "endoftext": false }, { "action": "You use the computer", "response": "The computer wakes up without a sound. You could snoop through Hade's emails, but you also see an application for controlling Lunarcel's security permissions.\n\n[1] Check Hadrian's emails\n[2] Edit campus security permissions\n[3] Got any games on this thing?\n[4] Stop using the computer", "endoftext": true } ]
8bemrzx5qbg477f3
Rogue of the Multiverse
C.E.J. Pacian
[ "Science Fiction" ]
[ "alien world", "chase", "compassless", "cover art", "escape", "feelies", "gender choice", "generated content", "IF Comp 2010", "IFComp Game", "memorable NPC", "money", "multiple endings", "nonhuman antagonists", "parser", "prison", "procgen", "randomized", "replay puzzle", "TADS", "TADS 3", "vehicle", "violence", "walkthrough", "Xyzzy Awards 2010", "XYZZY Best Individual NPC" ]
2,010
[ 11, 39, 19, 1, 0 ]
70
3.857143
20101102
false
Congratulations, convict 76954! You have been selected for scientific experimentation! You will be matter-transmitted to exotic non-Treaty worlds - where opportunities abound to take in fantastic sights and mingle with colourful locals!
[ { "action": "%", "response": "Great towers rise from the desert, beneath a clear blue sky. Their mirrored sides reflect the afternoon sun through a shimmering heat haze. Specks hover over the city on veined wings or burning jets.\n\n[Enter 'about' for more info, 'credits' to see who made the game possible, and 'hint' if you get stuck.]\n\nThe klaxon sounds briefly, and your cell door rattles open.\n\nYou've only been in this prison a few days, and you're not confident that you'll make it through too many more.\n\nThe cracked tiles of your small cell have been defaced by decades of graffiti. The metal door out stands open.\n\nSprings protrude from your decrepit old bed.", "endoftext": false }, { "action": "About yourself", "response": "It's definitely you. How exactly you wound up in this jail is an interesting question.", "endoftext": false }, { "action": "You examine the uniform", "response": "It identifies you as convict #76954, albeit not in human numerals.", "endoftext": false }, { "action": "You look at the bed", "response": "A big, slightly springy mattress suitable for a wide variety of species.", "endoftext": false }, { "action": "You examine the graffiti", "response": "A lot of it's in languages you've never even seen before. You recognise some apian gang symbols, some vulgar saurian poetry, and some crude drawings of octopodes in coitu.", "endoftext": false }, { "action": "You examine the tiles", "response": "They might have looked nice once, in an institutional kind of way.", "endoftext": false }, { "action": "You remove the uniform", "response": "It's a cold and uncaring Multiverse out there to be running around naked.", "endoftext": false }, { "action": "Go outside", "response": "Rotating fan vents light this wide corridor with harsh, flickering sunlight.\n\nOrange suited prisoners drift listlessly forwards.\n\nSaurian guards keep a close eye on the inmates.", "endoftext": false }, { "action": "You look at the guards", "response": "Burly, reptilian bipeds in thick body armour. From experience you know they're just looking for an excuse to use their shock sticks.", "endoftext": false }, { "action": "You look at the prisoners", "response": "Organics and androids, bipeds and octopodes... Humans are conspicuous by their absence.", "endoftext": false }, { "action": "EXITS", "response": "Obvious exits lead in, back to the cell; and forwards.\n\n(You can control the exit listings with the EXITS command. EXITS STATUS shows the exit list in the status line, EXITS LOOK shows a full exit list in each room description, EXITS ON shows both, and EXITS OFF turns off both kinds of exit lists.)", "endoftext": true }, { "action": "You look around", "response": "Rotating fan vents light this wide corridor with harsh, flickering sunlight.\n\nOrange suited prisoners drift listlessly forwards.\n\nSaurian guards keep a close eye on the inmates.\n\nObvious exits: In, Forwards", "endoftext": false }, { "action": "You examine the androids", "response": "Many of them lethal killing machines to varying degrees of literalness.", "endoftext": false }, { "action": "You examine organics", "response": "Generally squishy and full of fluid, just like you, although many have exoskeletons.", "endoftext": false }, { "action": "You examine the vents", "response": "A cheap solution to both lighting and ventilation. That's saurians for you.", "endoftext": false }, { "action": "F.", "response": "A raised skyway between Cell Block X and the rest of the prison tower. It provides a view of the endless wasteland you'd have to traverse if you even managed to escape. Wire mesh prevents inmates from throwing themselves over the side.\n\nA burly guard stands watch by the way forwards.\n\nTwo inmates - one saurian, one apian - are dawdling on the skyway. The apian nudges her companion and points at you. \"What's that?\"\n\nHe guffaws. \"Ain't you never seen a human before?\"\n\nObvious exits: Forwards, Backwards", "endoftext": false }, { "action": "You examine apian", "response": "Her black and yellow exoskeleton has been scrimshawed with elaborate gang carvings.\n\nShe looks back at you. \"Oh honey, what juicy eyes you have.\"\n\n\"Isn't human,\" the apian says, \"like, the other other white meat?\"\n\n\"No fur,\" the saurian muses, looking you up and down, \"no exoskeleton or scales. Like a walking buffet.\"", "endoftext": false }, { "action": "You examine the saurian", "response": "Razor sharp teeth, hungry eyes and green-scaled skin that's stretched taut over his muscles.\n\nHe stares back at you. \"What are you looking at, chimp?\"\n\nThe guard draws his shock stick. \"Break it up you three. This isn't a social club.\"\n\nYour two new friends walk away laughing, the saurian pausing to thump you on the back. \"We'll catch you for a bite later, hey pal?\"", "endoftext": false }, { "action": "F.", "response": "A number of scanners and drone turrets are arrayed around a low platform, overseen by a smiley face on a computer screen.\n\nThe smiley-faced computer assembles a sentence out of painfully cheerful soundbites. \"Greetings! Convict 76954! Please! Stand on the! Scanning platform!\"\n\nObvious exits: Forwards, Backwards", "endoftext": false }, { "action": "You examine computer", "response": "A simple cartoon face that corresponds to the eye and mouth placements of most saurians, apians and lesser octopodes.", "endoftext": false }, { "action": "You stand on the platform", "response": "You stand on the platform. The scanners begin to whir around you, beams tingling over your skin.\n\n\"Thank you!\" the computer chirps, \"For your! Co-operation! Please wait... For the scan to complete...\"", "endoftext": false }, { "action": "You look at the platform", "response": "Scuffed by countless feet.\n\nYou are standing on the scanning platform.\n\n\"Scanning...\" the computer drones. \"Scanning...\"", "endoftext": false }, { "action": "Back", "response": "(first getting off of the scanning platform)\n\"Please!\" the computer sings. \"Proceed! Forward! To! Participate in a scientific experiment!\"\n\nThe drone turrets swivel to aim multi-barrelled machineguns at you.", "endoftext": false }, { "action": "You examine turrets", "response": "They look like they could put a real dent in your day.", "endoftext": false }, { "action": "Forward", "response": "Cosily lit, with a messy noticeboard on one wall. A narrow desk takes up the centre of the room, strewn with notes. An empty chair is turned slightly towards you.\n\nA saurian in a labcoat sits on the opposite side of the desk.\n\nA muscular guard blocks the exit.\n\nObvious exits: Out\n\nThe saurian smiles, baring her pointed teeth. \"Well, hello! I'm Dr. Sliss. Are those appendages prehensile? How wonderful! Why don't you take a seat and we'll begin?\"", "endoftext": false }, { "action": "You look at sliss", "response": "Her skin consists of shimmering green scales, and her golden, slit-pupil eyes hold a calculating beauty.\n\nDr. Sliss is wearing a labcoat, a white blouse, a grey skirt, and red shoes.\n\n\"Don't be shy,\" Dr. Sliss says. \"I won't bite.\"", "endoftext": false }, { "action": "You sit", "response": "(on the chair)\nIntended for saurian backsides, the chair is less than comfortable.\n\n\"Now,\" Dr. Sliss says, \"let's get down to business. Would you start by confirming your name?\"", "endoftext": false }, { "action": "Male", "response": "\"But of course,\" the doctor says. \"Now, some questions about your medical history. Please be honest.\"\n\nShe turns to the first page of her notes. \"Have you ever been exposed to more than 200 yegs of radiation?\"\n\n(You could say yes or no.)", "endoftext": false }, { "action": "No", "response": "The doctor scribbles down your answer. \"I see. Has your head ever been detached from its current body?\"\n\n(You could say yes or no.)", "endoftext": false }, { "action": "No", "response": "The doctor scribbles down your answer. \"If you say so. Have you ever had any form of unprotected sex with an entity that exists in more than four macroscopic spatial dimensions?\"\n\n(You could say yes or no.)", "endoftext": false }, { "action": "No", "response": "The doctor scribbles down your answer. \"Really? You should try it sometime. Have your actions ever been controlled by hive-linked cortex worms?\"\n\n(You could say yes or no.)", "endoftext": false }, { "action": "Yes", "response": "The doctor scribbles down your answer. \"The fact you can admit it proves you've recovered. Now, the following questions attempt to gauge your personality. There are no right or wrong answers, so just relax and answer truthfully. Are you now or have you ever been a member of the Apian Individualist Coalition, or AIC?\"\n\n(You could say yes or no.)", "endoftext": false }, { "action": "No", "response": "The doctor scribbles down your answer. \"That should please the bean-counters. Have you ever consumed your own offspring?\"\n\n(You could say yes or no.)", "endoftext": false }, { "action": "Yes", "response": "The doctor scribbles down your answer. \"I certainly don't judge you for it. Finally, I see you're serving a life sentence. Well... Did you do it?\"\n\n(You could say yes or no.)", "endoftext": false }, { "action": "No", "response": "The doctor scribbles down your answer. \"And I believe you, even though there's absolutely nothing I can do about it. Well, I'm pleased to say that you meet all of the requirements of my research - especially the parts that prohibit experiments on fellow saurians.\"\n\nShe nods to the guard. \"You may shock him now.\"\n\nSomething cold and metallic touches the back of your neck - and then you taste burning and everything goes white.\n\nYou're awoken by an unfamiliar beeping sound. You sit bolt upright and look around.\n\nHolding Cell (sitting on the bed)\nA bare room of white walls. Strip lights glare down from the ceiling, and there's an intercom next to the way out.\n\nA white, saurian-style bed occupies the middle of the floor.\n\nSomething in the room seems to be beeping.\n\nObvious exits: Out", "endoftext": false }, { "action": "You look at the bed", "response": "Raised up off the floor, with a gap in the middle for your tail to go through when you're lying on your back.\n\nYou are sitting on the bed.\n\nSomething in the room seems to be beeping.", "endoftext": false }, { "action": "About yourself", "response": "How do you get in these predicaments?", "endoftext": false }, { "action": "You listen", "response": "Something in the room seems to be beeping.", "endoftext": false }, { "action": "You find the beep", "response": "What do you want to look that up in?", "endoftext": false }, { "action": "You examine the intercom", "response": "A simple grille in the wall. There's a big red button beneath it. The beeping seems to be coming from the intercom.", "endoftext": false }, { "action": "You examine the lights", "response": "The kind of cosy lighting that might be at home in a morgue.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying nothing, and are wearing a collar and an orange uniform.\n\nSomething in the room seems to be beeping.", "endoftext": false }, { "action": "You look at the collar", "response": "A leather collar with a small metal box at the throat.", "endoftext": false }, { "action": "You look at the box", "response": "It's slightly warm to the touch.\n\nSomething in the room seems to be beeping.", "endoftext": false }, { "action": "Go outside", "response": "(first standing up, then opening the door)\n\nComplex: Lower Level\nAn expansive, drab space. Perhaps a factory floor after the machinery has been cleared out. A catwalk crosses the room above, beneath the dusty rays of grubby skylights.\n\nDr. Sliss leans over the catwalk railing.\n\nA number of armed cyborgs look down from the catwalk.\n\nYou can go forward to the antechamber, or back to the holding cell.\n\nThe Doctor waves down at you. \"Do you like your new fashion accessory? With that collar, I can always keep tabs on my favourite chimp. No, don't try to remove it - the explosive charge will blow your head off.\"\n\nAfter a moment, she adds, \"Also, you might want to keep your distance from microwave ovens.\"", "endoftext": false }, { "action": "About yourself", "response": "How do you get in these predicaments?\n\n\"Now,\" Dr. Sliss says with a grin, \"why don't you step into the antechamber. There may be a banana in it for you!\"", "endoftext": false }, { "action": "You look at the cyborgs", "response": "Members of various sapient species, all wearing black armour. Their brains seem to have been replaced with an exposed mass of wiring and tubes.", "endoftext": false }, { "action": "You examine catwalk", "response": "A narrow catwalk, utilitarian and sturdy.\n\nDr. Sliss is standing on the catwalk.\n\nThe cyborgs are standing on the catwalk.", "endoftext": false }, { "action": "Forward", "response": "A long, narrow room, the walls bulging with strange pipes and machinery. The most notable feature is the thickly armoured airlock door leading further in. Either side of the airlock are an equipment rack and a glass tube. A more conventional exit leads back out.\n\nOn the equipment rack are a launcher, a scanner, and a retrieval beacon. The glass tube contains an environment suit.\n\nObvious exits: In, Out\n\nYou can go forward to the transmission chamber, or back to the complex lower level.\n\nA wall-mounted monitor flickers to life, displaying Dr Sliss' face.\n\n\"Through that airlock is the matter transmission chamber. You're going to be performing a routine, uh, salvage detail on a non-Treaty world. Which world? Who knows, there are millions.\"", "endoftext": false }, { "action": "You examine tube", "response": "It's closed, and contains an environment suit.\n\nDr Sliss peers around the room from the monitor. \"You'll need all this equipment if you want to return in one piece. Which is not to say that our advanced medical facility is unable to cope with multiple pieces, but bio-glue doesn't come cheap.\"", "endoftext": false }, { "action": "You examine rack", "response": "On the equipment rack are a launcher, a scanner, and a retrieval beacon.", "endoftext": false }, { "action": "You examine the launcher", "response": "It looks kind of like a gun, only weirder.", "endoftext": false }, { "action": "Examine scanner", "response": "A small, ergonomic gizmo with a bright LCD screen.\n\nThe screen is blank.", "endoftext": false }, { "action": "You examine BEACON", "response": "An orange cylinder with RETRIEVAL BEACON stencilled on it. A thin cord protrudes from it with a ring on the end, begging to be pulled.", "endoftext": false }, { "action": "You get all", "response": "launcher: You sling the launcher over your shoulder.\n\n\"You can use the launcher to tag valuables,\" Dr. Sliss tells you. \"At the end of the mission, anything you've tagged will be matter transmitted into one of our five retrieval tanks for salvage.\"\n\nAfter a moment's thought, she adds, \"Please note that the Complex has an ample supply of bananas. Do not tag bananas.\"\n\nThe exit locks with a chunky click.\n\nscanner: The scanner fits neatly in your palm.\n\n\"The scanner is able to detect points of interest within five kitrecks,\" Dr. Sliss says. \"Go to these points of interest and tag anything valuable with the launcher.\"\n\nretrieval beacon: You find the beacon adheres somehow to the front of your outfit.\n\n\"The beacon is your way home,\" Dr. Sliss says. \"If everything goes wrong, or if you've tagged everything valuable in sight, just pull the cord on the beacon and we'll retrieve you whether the mission clock has run out or not. And don't worry if you're too wounded or dismembered to pull the cord: the lifesign monitors on your collar will fulfil the same function when you're near death.\"\n\nenvironment suit:\n(first opening the glass tube)\nTaken.\n\n\"We don't exactly want you running around the complex with a blast launcher,\" Dr. Sliss adds, \"so you'll have to return all the equipment before you can leave.\"", "endoftext": false }, { "action": "You wear the suit", "response": "You step into the suit and fasten the seals. Your ears pop slightly as it pressurises.\n\n\"If something should happen to you,\" Dr. Sliss explains, \"the bright yellow colour of the suit will make it easier to retrieve your - uh, yourself.\"\n\n\"That's it,\" Dr. Sliss says, \"you're ready. Enter the airlock and it's nothing but open skies and banana trees from here on.\"", "endoftext": false }, { "action": "STATUS", "response": "You're Hunkomeat, the male human.\n\nNow you've scored a job as a lab rat. Keep it up!", "endoftext": false }, { "action": "Go inside", "response": "(first opening the airlock door)\n\nAn enormous metal dome lit by the distant floodlights that surround an armoured observation window. A huge antenna aims directly down at you from above.\n\nA metal chair is bolted to the floor.\n\nAn armoured airlock door leads out.\n\nObvious exits: Out Dr. Sliss appears at the observation window.\n\nHer voice booms over a loudspeaker. \"When you're ready to begin the-\" she clears her throat, \"salvage mission, please take a seat. We'll retrieve you when 50 seegols have elapsed, when you activate your beacon, or when you're about to die. Whichever happens first.\"", "endoftext": false }, { "action": "You look at the antenna", "response": "It looks like it has a lot of zap.", "endoftext": false }, { "action": "You examine the door", "response": "It's open.", "endoftext": false }, { "action": "You sit", "response": "(on the metal chair)\nYou sit on the metal chair. Restraints clunk into place around your wrists and ankles. \"Just relax,\" Dr. Sliss says. \"I've transmitted several warm-blooded organisms and very few experienced anatomical inversion.\"\n\nEverything begins to glow.\n\nDr. Sliss continues, \"You may feel a sensation like every molecule in your body being forced through a microscopic wormhole like so much toothpaste. Don't be alarmed. It's merely that this is exactly what's happening.\"\n\nEverything seems to be growing extremely elongated and distant. Before the whole world disappears with a snap, you hear Dr. Sliss say, \"Remember! Tag valuable objects! Bananas aren't valuable!\"\n\nWith the sound of billions of molecules snapping into place, you pop back into existence - falling some distance to the ground.\n\nCity 0 E 0 N (lying on the ground)\nElegant art deco buildings line the streets, futurist skyscrapers pierce the skyline and the pavements are all clean.\n\nYou see an automated news stand here.\n\nObvious exits: North, South, East, West, Northeast, Northwest, Southeast, Southwest", "endoftext": false }, { "action": "You examine the news stand", "response": "A coin-operated newspaper stand with a pair of robot arms.", "endoftext": false }, { "action": "Examine scanner", "response": "A small, ergonomic gizmo with a bright LCD screen.\n\nThe screen shows:\nA large blip at 0 E, 0 N.\nA large blip at 3 E, -2 N.\nA large blip at 2 E, 0 N.\nA moving blip at -3 E, -3 N.\nA moving blip at 3 E, 4 N.\nA moving blip at -4 E, -1 N.\nA moving blip at -3 E, 3 N.\nA moving blip at -2 E, 3 N.\nA moving blip at -1 E, -3 N.", "endoftext": false }, { "action": "Tag newspaper stand", "response": "You aim the launcher, squeeze its trigger, and splatter a sticky homing tag onto the automated news stand.", "endoftext": false }, { "action": "You look at scanner", "response": "A small, ergonomic gizmo with a bright LCD screen.\n\nThe screen shows:\nA large blip at 0 E, 0 N. (Tagged.)\nA large blip at 3 E, -2 N.\nA large blip at 2 E, 0 N.\nA moving blip at -3 E, -3 N.\nA moving blip at 3 E, 4 N.\nA moving blip at -4 E, -1 N.\nA moving blip at -3 E, 3 N.\nA moving blip at -2 E, 3 N.\nA moving blip at -1 E, -3 N.", "endoftext": false }, { "action": "Go east", "response": "(first standing up)\nCity 1 E 0 N\nElegant art deco buildings line the streets, futurist skyscrapers pierce the skyline and the pavements are all clean.\n\nObvious exits: North, South, East, West, Northeast, Northwest, Southeast, Southwest", "endoftext": false }, { "action": "You go east", "response": "Elegant art deco buildings line the streets, futurist skyscrapers pierce the skyline and the pavements are all clean.\n\nYou see a hovercar here.\n\nObvious exits: North, South, East, West, Northeast, Northwest, Southeast, Southwest", "endoftext": false }, { "action": "You look at the hovercar", "response": "Sleek and curvaceous.", "endoftext": false }, { "action": "Tag hovercar", "response": "You aim the launcher, squeeze its trigger, and splatter a sticky homing tag onto the hovercar.", "endoftext": false }, { "action": "You examine the buildings", "response": "Lavish, curvaceous and streamlined, all.", "endoftext": false }, { "action": "You look at the scanner", "response": "A small, ergonomic gizmo with a bright LCD screen.\n\nThe screen shows:\nA large blip at 0 E, 0 N. (Tagged.)\nA large blip at 3 E, -2 N. (Tagged.)\nA large blip at 5 E, 1 N.\nA large blip at 2 E, 0 N. (Tagged.)\nA moving blip at 6 E, -5 N.\nA moving blip at -1 E, -3 N.", "endoftext": false }, { "action": "Examine scanner", "response": "A small, ergonomic gizmo with a bright LCD screen.\n\nThe screen shows:\nA large blip at 3 E, -2 N. (Tagged.)\nA moving blip at 5 E, -5 N.", "endoftext": false }, { "action": "You examine cop", "response": "She's wearing a smart blue uniform and a peaked hat.\n\nThe cop leaves to the east.", "endoftext": false }, { "action": "Examine scanner", "response": "A small, ergonomic gizmo with a bright LCD screen.\n\nThe screen shows:\nA large blip at 3 E, -2 N. (Tagged.)\nA moving blip at 6 E, -5 N.", "endoftext": false }, { "action": "You go northwest", "response": "Elegant art deco buildings line the streets, futurist skyscrapers pierce the skyline and the pavements are all clean.\n\nObvious exits: North, South, East, West, Northeast, Northwest, Southeast, Southwest", "endoftext": false }, { "action": "You look at the scanner", "response": "A small, ergonomic gizmo with a bright LCD screen.\n\nThe screen shows:\nA large blip at 3 E, -2 N. (Tagged.)\nA large blip at 2 E, 0 N. (Tagged.)\nA moving blip at 6 E, -5 N.", "endoftext": false }, { "action": "Examine scanner", "response": "A small, ergonomic gizmo with a bright LCD screen.\n\nThe screen shows:\nA large blip at 0 E, 0 N. (Tagged.)\nA large blip at 3 E, -2 N. (Tagged.)\nA large blip at 5 E, 1 N.\nA large blip at 2 E, 0 N. (Tagged.)\nA moving blip at 7 E, -5 N.", "endoftext": false }, { "action": "You examine the hotdog", "response": "A coin-operated hotdog stand with a pair of robot arms.", "endoftext": false }, { "action": "Tag hotdog", "response": "You aim the launcher, squeeze its trigger, and splatter a sticky homing tag onto the automated hotdog stand.", "endoftext": false }, { "action": "Examine scanner", "response": "A small, ergonomic gizmo with a bright LCD screen.\n\nThe screen shows:\nA large blip at 3 E, -2 N. (Tagged.)\nA large blip at 5 E, 1 N. (Tagged.)\nA large blip at 2 E, 0 N. (Tagged.)\nA moving blip at 2 E, 5 N.", "endoftext": false }, { "action": "Examine scanner", "response": "A small, ergonomic gizmo with a bright LCD screen.\n\nThe screen shows:\nA large blip at 0 E, 0 N. (Tagged.)\nA large blip at 3 E, -2 N. (Tagged.)\nA large blip at 5 E, 1 N. (Tagged.)\nA large blip at 2 E, 0 N. (Tagged.)\nA moving blip at 2 E, 5 N.\nA moving blip at 2 E, 6 N.", "endoftext": false }, { "action": "Examine scanner", "response": "A small, ergonomic gizmo with a bright LCD screen.\n\nThe screen shows:\nA large blip at 0 E, 0 N. (Tagged.)\nA large blip at 3 E, -2 N. (Tagged.)\nA large blip at 5 E, 1 N. (Tagged.)\nA large blip at 2 E, 0 N. (Tagged.)\nA moving blip at 2 E, 5 N.\nA moving blip at -2 E, 3 N.\nA moving blip at 2 E, 6 N.", "endoftext": false }, { "action": "You go northwest", "response": "Elegant art deco buildings line the streets, futurist skyscrapers pierce the skyline and the pavements are all clean.\n\nAn android housewife is window-shopping here.\n\nObvious exits: North, South, East, West, Northeast, Northwest, Southeast, Southwest", "endoftext": false }, { "action": "Tag housewife", "response": "You aim the launcher, squeeze its trigger, and splatter a sticky homing tag onto the housewife. The housewife grabs the tag and pulls it off.\n\nThe housewife flees to the south.", "endoftext": false }, { "action": "You examine the housewife", "response": "She's wearing a modest dress and a pair of horn-rimmed glasses.", "endoftext": false }, { "action": "You look at the scanner", "response": "A small, ergonomic gizmo with a bright LCD screen.\n\nThe screen shows:\nA large blip at 0 E, 0 N. (Tagged.)\nA large blip at 5 E, 1 N. (Tagged.)\nA large blip at 2 E, 0 N. (Tagged.)\nA moving blip at 1 E, 4 N.\nA moving blip at -3 E, 3 N.\nA moving blip at -2 E, 3 N.\nA moving blip at 2 E, 6 N.\nA moving blip at -1 E, 8 N.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying a launcher, a scanner, and a retrieval beacon, and you're wearing a collar, an environment suit, and an orange uniform.\n\nThe housewife leaves to the north.", "endoftext": false }, { "action": "Go northeast", "response": "Elegant art deco buildings line the streets, futurist skyscrapers pierce the skyline and the pavements are all clean.\n\nObvious exits: North, South, East, West, Northeast, Northwest, Southeast, Southwest\n\nYour watch starts vibrating. Everything begins to glow. You feel a sensation like being pulled backwards down your own throat.\n\nYou materialise in the matter transmission chamber with a pop, and fall flailing to the ground.\n\nTransmission Chamber (lying on the floor)\nAn enormous metal dome lit by the distant floodlights that surround an armoured observation window. A huge antenna aims directly down at you from above.\n\nA metal chair is bolted to the floor.\n\nAn armoured airlock door leads out.\n\nDr. Sliss looks down at you from the observation window.\n\nObvious exits: Out\n\n\"Welcome home, Hunkomeat,\" the doctor booms over the tannoy. \"It looks like 4 of our retrieval tanks received salvage. Let's see what you tagged...\"\n\nDr. Sliss touches her chin thoughtfully. \"Hey, chimpy-boy, what do you say we incentivise you? I'll give you 10% of the value of everything you, ahem, salvage. It's only fair - you do take at least part of the risk.\"\n\n\"A cheap robot and a load of news articles about another timeline. I don't see the market for it, to be honest.\"\n[Cash +100]\n\n\"An actual hovercar. On the one hand: supersonic jet engine. On the other: no seatbelts.\"\n[Cash +400]\n\n\"An actual hovercar. On the one hand: supersonic jet engine. On the other: no seatbelts.\"\n[Cash +400]\n\n\"A robot that sells elongated packets of cooked offal. I smell a new fast food craze in the offing.\"\n[Cash +250]\n\nThen she looks down at you and grins. \"You know, a lot of my subjects are gibbering wrecks by this point. I knew you were a good candidate. Why don't you take some time to relax before coming back for your next mission?\"", "endoftext": false }, { "action": "Go outside", "response": "(first standing up)\n\nA long, narrow room, the walls bulging with strange pipes and machinery. The most notable feature is the thickly armoured airlock door leading further in. Either side of the airlock are an equipment rack and a glass tube. A more conventional exit leads back out.\n\nObvious exits: In, Out, Forwards, Backwards\n\nYou can go forward to the complex lower level, or back to the transmission chamber.\n\nYou change out of your environment suit and return your equipment to the racks.\n\nThe exit unlocks with a click.", "endoftext": false }, { "action": "Forward", "response": "(first opening the exit)\n\nComplex: Lower Level\nAn expansive, drab space. Perhaps a factory floor after the machinery has been cleared out. A catwalk crosses the room above, beneath the dusty rays of grubby skylights.\n\nA number of armed cyborgs look down from the catwalk.\n\nObvious exits: Forwards, Backwards\n\nYou can go forward to the holding cell, left to the infirmary, right to a long corridor, or back to the antechamber.\n\nDr. Sliss walks out onto the catwalk overhead. \"I've given you access to some of the other areas of the complex,\" she says. \"Have a look around. Just don't forget to go on missions or I may have to turn you into one of these lobotomised cyborgs!\"\n\nShe laughs playfully, her pointed teeth glinting in the sunlight.", "endoftext": false }, { "action": "Left", "response": "A single white bed stands in the centre of the room, overlooked by an expansive observation window.\n\nA long mechanical arm hangs from the ceiling, ending in the torso of a white auto-doc.\n\nObvious exits: Out", "endoftext": false }, { "action": "Examine auto-doc", "response": "An androgynous android with numerous arms ending in advanced medical instruments.\n\n\"Wonder if...\" the auto-doc begins, trailing off thoughtfully.", "endoftext": false }, { "action": "You lie on the bed", "response": "Okay, you're now lying on the bed.\n\nThe auto-doc orbits the infirmary anti-clockwise.", "endoftext": false }, { "action": "Wait", "response": "Time passes...\n\n\"Singular airway and oesophagus,\" the auto-doc notes. \"Choking hazard.\"", "endoftext": false }, { "action": "You go outside", "response": "Complex: Lower Level\nAn expansive, drab space. Perhaps a factory floor after the machinery has been cleared out. A catwalk crosses the room above, beneath the dusty rays of grubby skylights.\n\nA number of armed cyborgs look down from the catwalk.\n\nObvious exits: Left, Right, Forwards, Backwards\n\nYou can go forward to a long corridor, left to the holding cell, right to the antechamber, or back to the infirmary.", "endoftext": false }, { "action": "Exit", "response": "What do you want to get out of?", "endoftext": false }, { "action": "EXITS", "response": "Obvious exits lead left; right, to the antechamber; forwards; and backwards, back to the infirmary.", "endoftext": false }, { "action": "Right", "response": "A long, narrow room, the walls bulging with strange pipes and machinery. The most notable feature is the thickly armoured airlock door leading further in. Either side of the airlock are an equipment rack and a glass tube. A more conventional exit leads back out.\n\nOn the equipment rack are a scanner, a retrieval beacon, and a launcher. The glass tube contains an environment suit.\n\nYou can go forward to the transmission chamber, or back to the complex lower level.\n\nYou don the environment suit and grab your equipment.\n\nThe exit slides shut and locks with a click.", "endoftext": false }, { "action": "Back", "response": "(first opening the exit)\n\nYou change out of your environment suit and return your equipment to the racks.\n\nThe exit unlocks with a click.\n\nComplex: Lower Level\nAn expansive, drab space. Perhaps a factory floor after the machinery has been cleared out. A catwalk crosses the room above, beneath the dusty rays of grubby skylights.\n\nA number of armed cyborgs look down from the catwalk.\n\nYou can go forward to the holding cell, left to the infirmary, right to a long corridor, or back to the antechamber.", "endoftext": false }, { "action": "Right", "response": "This functional corridor ends in a thick steel door marked \"Exit\". The bare concrete floor has been scratched and scored by heavy machinery, the breezeblock walls dented and stained.\n\nA small terminal is fixed to the wall beside the door.\n\nYou can go forward to the emergency exit, left to the bathroom, right to the canteen, or back to the complex: lower level.", "endoftext": false }, { "action": "You look at the terminal", "response": "The screen is blank. There's a tempting button beneath it.", "endoftext": false }, { "action": "0", "response": "Have a nice day.", "endoftext": true }, { "action": "Look around", "response": "This functional corridor ends in a thick steel door marked \"Exit\". The bare concrete floor has been scratched and scored by heavy machinery, the breezeblock walls dented and stained.\n\nA small terminal is fixed to the wall beside the door.\n\nYou can go forward to the emergency exit, left to the bathroom, right to the canteen, or back to the complex: lower level.", "endoftext": false }, { "action": "Left", "response": "A utilitarian shower and a saurian toilet, all lit harshly by fluorescent lights that emit a sickly hum.\n\nA voice whispers from the toilet bowl. \"Hey! Over here!\"", "endoftext": false }, { "action": "You examine the toilet", "response": "You peer cautiously into the toilet bowl. An enormous, seemingly eyeless white worm, easily the size of your whole arm, looks back at you from within. \"Finally!\" the worm says. \"Look, you're not alone in this mess. The name's Sola. Also known as Test Subject 13, the one that got away.\"", "endoftext": false }, { "action": "Flush toilet", "response": "You flush the toilet.\n\nSola gurgles, \"Blub! You're not getting rid of me that easily.\"\n\n\"Look,\" Sola says, \"I'm an undercover agent from the Core Alliance. I escaped into the sewer system when that damn saurian scientist started to twig, but I need your help.\"", "endoftext": false }, { "action": "You ask Sola about Sliss", "response": "Sola sighs. \"I'm sure Dr. Sliss means well, in her own way. And ultimately it's the government of Dryzandia that should be held responsible. Still, she's a complete whackjob.\"", "endoftext": false }, { "action": "You ask Sola about the dryzandia", "response": "\"You're standing on it,\" Sola says. \"Almost uninhabitable, no valuable exports, but they've made a fortune incarcerating prisoners from other Treaty worlds. Not exactly the route to power and prestige though, which is probably why they've started pillaging non-Treaty worlds.\"", "endoftext": false }, { "action": "You ask Sola about Treaty", "response": "\"The Mutual Defence and Non-Aggression Treaty,\" Sola says. \"The most advanced worlds in the Imbroglio sign up to it to get protection from interdimensional bandits and rogue states. Of course, to remain a member there's a minimum standard of conduct.\"", "endoftext": false }, { "action": "You ask Sola about the conduct", "response": "\"Treaty worlds have two main obligations,\" Sola says. \"They have to contibute to the military and police forces that protect all Treaty worlds - you know, schmucks like me. And they have to refrain from violating the sovereignty of other civilised or pristine worlds, whether those worlds are a part of the Treaty or not.\"", "endoftext": false }, { "action": "You ask Sola about Sola", "response": "\"What's there to know?\" Sola says. \"Pretty typical nematode. I was a cop in the Squirm for a couple of decades, but I got sick of the corruption. I joined the Core Alliance out of some misplaced sense of duty, got assigned to the worst undercover job in history, wriggled out of my exploding collar and now live down the shitter. No family back home, but thinking of having kids through autogamy - if I ever get out of here.\"", "endoftext": false }, { "action": "You ask Sola about the collar", "response": "\"Easy enough to slip out of it if you don't have any bones,\" Sola says. \"Although it did explode shortly after.\"", "endoftext": false }, { "action": "You ask Sola about Imbroglio", "response": "\"That's where you are right now,\" Sola explains, \"and every place you've ever been. The Imbroglio consists of countless worlds, all inter-connected across time, space and alternate realities. The most habitable, most interconnected worlds form the Core Alliance. Most other worlds worth a damn are part of the MDANA treaty.\"", "endoftext": false }, { "action": "You ask Sola about the help", "response": "Sola looks around furtively. \"The Core Alliance knows that Dryzandia has an unlicensed matter transmitter, but they don't know where, and they don't know what it's being used for. Dr. Sliss is giving you an incentive, right? There's a shopping terminal right next to the exit. I need you to buy some common household items for me, so I can assemble a makeshift cross-planar quantum packet modulator.\"", "endoftext": false }, { "action": "You ask Sola about the items", "response": "\"Okay, listen up,\" Sola says. \"With a cross-planar quantum packet modulator I can contact my superiors without anyone on Dryzandia noticing. I should be able to make one with parts from a holo-gallery and a lava lamp. But I'll need to read up on the theory first.\"", "endoftext": true }, { "action": "Look around", "response": "A utilitarian shower and a saurian toilet, all lit harshly by fluorescent lights that emit a sickly hum.\n\nSola looks up at you from the toilet bowl.", "endoftext": false }, { "action": "Go outside", "response": "This functional corridor ends in a thick steel door marked \"Exit\". The bare concrete floor has been scratched and scored by heavy machinery, the breezeblock walls dented and stained.\n\nA small terminal is fixed to the wall beside the door.\n\nYou can go forward to the canteen, left to the emergency exit, right to the complex: lower level, or back to the bathroom.", "endoftext": false }, { "action": "Forward", "response": "Decorated in a homely style - for saurians. The cactus-print wallpaper is peeling and torn.\n\nVarious chairs are scattered around a single long table.\n\nA brightly coloured food dispenser stands against the wall.", "endoftext": false }, { "action": "You examine the dispenser", "response": "The gaudy advertising copy claims it will combine whatever nutrients your biology requires into \"palatable\" food. The saurian on the logo certainly seems to be enjoying his snake kebab.\n\nThere's a big button smack in the middle of the thing.", "endoftext": false }, { "action": "You take the banana", "response": "Taken.", "endoftext": false }, { "action": "You examine gruel", "response": "Capable of sustaining orphans, at least.", "endoftext": false }, { "action": "You look at the spoon", "response": "Not likely to be much help tunnelling out of here.", "endoftext": false }, { "action": "You eat the gruel", "response": "You eat the gruel.", "endoftext": false }, { "action": "You examine the bowl", "response": "\"Property of the Long Range Matter Transmission Complex. Please return to dispenser tray after use.\"", "endoftext": false }, { "action": "STATUS", "response": "You're Hunkomeat, the male human.\n\nYou've earned 1150 credits after 1 mission.", "endoftext": false }, { "action": "You examine the tray", "response": "On the dispenser tray are a bowl and a spoon.", "endoftext": false }, { "action": "You examine the banana", "response": "Yellowest of all fruit, save perhaps the lemon.", "endoftext": false }, { "action": "You look", "response": "Decorated in a homely style - for saurians. The cactus-print wallpaper is peeling and torn.\n\nVarious chairs are scattered around a single long table.\n\nA brightly coloured food dispenser stands against the wall.\n\nOn the dispenser tray are a bowl and a spoon.", "endoftext": false }, { "action": "Leave", "response": "Before leaving, you return your leftovers to the dispenser.\n\nThis functional corridor ends in a thick steel door marked \"Exit\". The bare concrete floor has been scratched and scored by heavy machinery, the breezeblock walls dented and stained.\n\nA small terminal is fixed to the wall beside the door.\n\nYou can go forward to the bathroom, left to the complex: lower level, right to the emergency exit, or back to the canteen.", "endoftext": false }, { "action": "Right", "response": "(first trying to open the exit)\nThe exit seems to be locked.", "endoftext": false }, { "action": "You look at the exit", "response": "You suspect the only way this thing moving is with Dr. Sliss' consent. It's closed.", "endoftext": false }, { "action": "EXITS", "response": "Obvious exits lead left; right; forwards, to the bathroom; and backwards, back to the canteen.", "endoftext": false }, { "action": "Left", "response": "Complex: Lower Level\nAn expansive, drab space. Perhaps a factory floor after the machinery has been cleared out. A catwalk crosses the room above, beneath the dusty rays of grubby skylights.\n\nA number of armed cyborgs look down from the catwalk.\n\nYou can go forward to the infirmary, left to the antechamber, right to the holding cell, or back to a long corridor.", "endoftext": false }, { "action": "Back", "response": "This functional corridor ends in a thick steel door marked \"Exit\". The bare concrete floor has been scratched and scored by heavy machinery, the breezeblock walls dented and stained.\n\nA small terminal is fixed to the wall beside the door.\n\nYou can go forward to the emergency exit, left to the bathroom, right to the canteen, or back to the complex: lower level.", "endoftext": false }, { "action": "You look at the terminal", "response": "The screen is blank. There's a tempting button beneath it.", "endoftext": false }, { "action": "Yes", "response": "Purchase successful.\n\nYour purchase has been matter transmitted to your billing address.", "endoftext": false }, { "action": "Yes", "response": "--Please wait... OK.--\n\nYour balance: 1050 credits.\n\n2 - Dryzandia Drift\n3 - Drone Fantasies Illustrated\n4 - Lord Jim\n5 - Introduction to Octopode Art", "endoftext": false }, { "action": "0", "response": "--VALU-NET SHOPPING DIRECTORY--\nYour balance: 1050 credits.\n\n2 - Furniture\n3 - Books", "endoftext": false }, { "action": "2", "response": "--Please wait... OK.--\n\nYour balance: 1050 credits.\n\n2 - Double bed\n3 - Lava lamp\n4 - Saurian sculpture\n5 - Apian glowlamp", "endoftext": false }, { "action": "1", "response": "--Please wait... OK.--\n\nBring some tentacular culture to your living room with this holo-gallery of works by famous octopode artists.\n\nPrice: 1000 credits.\nYour balance: 1050 credits.", "endoftext": false }, { "action": "Yes", "response": "--Please wait... OK.--\n\nYour balance: 50 credits.\n\n2 - Lava lamp\n3 - Saurian sculpture\n4 - Apian glowlamp", "endoftext": false }, { "action": "2", "response": "--Please wait... OK.--\n\nThis unique product of saurian culture can add a real talking point to your room. Are its ever-moving blobs representative of the ceaseless drive of saurians for progress, or our vibrant, party-loving nature?\n\nPrice: 250 credits.\nYour balance: 50 credits.", "endoftext": false }, { "action": "0", "response": "--VALU-NET SHOPPING DIRECTORY--\nYour balance: 50 credits.\n\n2 - Furniture\n3 - Books", "endoftext": false }, { "action": "0", "response": "Have a nice day.", "endoftext": false }, { "action": "EXITS", "response": "Obvious exits lead left, to the bathroom; right, to the canteen; forwards; and backwards, back to the complex: lower level.", "endoftext": false }, { "action": "Right", "response": "A bare room of white walls. Strip lights glare down from the ceiling, and there's an intercom next to the way out.\n\nA white, saurian-style bed occupies the middle of the floor.\n\nA bookshelf is affixed to one wall.\n\nPleasing shapes float in the air over an octopode holo-projector.\n\nOn the bookshelf is Matter Transmission Made Easy.", "endoftext": false }, { "action": "You look at holothe -the projector", "response": "A silver widget a bit like a desk lamp.", "endoftext": false }, { "action": "You get all", "response": "bed: The bed is too heavy.\n\nMatter Transmission Made Easy: Taken.\nOctopode holo-gallery: Taken.", "endoftext": false }, { "action": "Go outside", "response": "Complex: Lower Level\nAn expansive, drab space. Perhaps a factory floor after the machinery has been cleared out. A catwalk crosses the room above, beneath the dusty rays of grubby skylights.\n\nA number of armed cyborgs look down from the catwalk.\n\nYou can go forward to the antechamber, left to a long corridor, right to the infirmary, or back to the holding cell.", "endoftext": false }, { "action": "Left", "response": "This functional corridor ends in a thick steel door marked \"Exit\". The bare concrete floor has been scratched and scored by heavy machinery, the breezeblock walls dented and stained.\n\nA small terminal is fixed to the wall beside the door.\n\nYou can go forward to the emergency exit, left to the bathroom, right to the canteen, or back to the complex: lower level.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying Matter Transmission Made Easy and an Octopode holo-gallery, and you're wearing a collar and an orange uniform.", "endoftext": false }, { "action": "You read the book", "response": "There are those, of course, who say, \"Why meddle? Why pick apart the vague beauty of the Multiverse? Why try to expose mysteries and unlock power we are unlikely to use wisely?\"\n\nIt is worth noting how many of these naysayers are in their thirties or forties. How many are in their fifties, sixties or even older.\nBecause it is precisely the drive of intelligent, questioning minds to find out what is true, how things work, to try to unravel the secrets of even something as sacred as the living body - it is precisely that drive which has enabled them to live to such a ripe old age that they can preach nostalgically about more ignorant times.\n\nSome would suggest that to see a flower as an inscrutable object of bright colours is more romantic, more inspiring, than to appreciate its inner workings as a complex structure of intricate cells, nourished by waves of energy from its nearest stars, part of a complex, changing ecosystem and an ancient, unspoken symbiosis.\n\nAs someone with a more thorough grounding in science than art, I cannot dispute this view, much as I may feel quite the opposite. But however unromantic the scientist's flower may be, even less appealing is the plague; the child who dies in infancy; the cry for help that travels too slow.\n\nIf the role of dispelling mystery, crushing fancy and profaning the sacred is one to be shunned, I still embrace it, as the alternative is far worse still.", "endoftext": false }, { "action": "Examine book", "response": "The cover shows a swirl of tesselating shapes that give you a slight headache. The author's picture on the back is disturbingly familiar.", "endoftext": false }, { "action": "You look at the picture", "response": "\"ABOUT THE AUTHOR: Dr. Lisella Sliss is a graduate of Srrisni University with as many widely accepted theories to her name as controversial hypotheses. She is currently working for the Dryzandian government on an undisclosed project.\"", "endoftext": false }, { "action": "You give the book to Sola", "response": "\"Wait,\" Sola says, \"she wrote this? Ah well, it'll do.\"\n\nZie swallows the book whole. \"I still need an Octopode holo-gallery, and a lava lamp.\"", "endoftext": false }, { "action": "You look at the holo", "response": "A silver widget a bit like a desk lamp.", "endoftext": false }, { "action": "You give the holo to Sola", "response": "\"Excellent,\" Sola says. \"Now I just need to strip out the hyperdimensional EM-threader and unplug the magnetic tape heads.\"\n\nZie swallows the projector whole. \"Now all I need is a lava lamp.\"", "endoftext": false }, { "action": "Go inside", "response": "An enormous metal dome lit by the distant floodlights that surround an armoured observation window. A huge antenna aims directly down at you from above.\n\nA metal chair is bolted to the floor.\n\nAn armoured airlock door leads out.\n\nDr. Sliss appears at the observation window.", "endoftext": false }, { "action": "You sit", "response": "(on the metal chair)\nYou sit on the metal chair. Restraints clunk into place around your wrists and ankles. As the transmission machinery hums to life, the world elongates into a one-dimensional line - which then disappears.\n\nWith the sound of billions of molecules snapping into place, you pop back into existence - falling some distance to the ground.\n\nAsteroid 0 E 0 N (lying on the ground)\nWarped dunes and craters curve dramatically towards the near horizon, beneath a starry, airless sky.", "endoftext": false }, { "action": "You look at the scanner", "response": "A small, ergonomic gizmo with a bright LCD screen.\n\nThe screen shows:\nA moving blip at 3 E, 2 N.", "endoftext": false }, { "action": "Go northeast", "response": "(first standing up)\nAsteroid 1 E 1 N\nWarped dunes and craters curve dramatically towards the near horizon, beneath a starry, airless sky.", "endoftext": false }, { "action": "Go northeast", "response": "Warped dunes and craters curve dramatically towards the near horizon, beneath a starry, airless sky.", "endoftext": false }, { "action": "You go east", "response": "Warped dunes and craters curve dramatically towards the near horizon, beneath a starry, airless sky.\n\nA mining drone drills into the rock here.", "endoftext": false }, { "action": "Tag drone", "response": "You aim the launcher, squeeze its trigger, and splatter a sticky homing tag onto the mining drone.\n\nThe mining drone lifts its drill from the ground and turns to face you.", "endoftext": false }, { "action": "Examine scanner", "response": "A small, ergonomic gizmo with a bright LCD screen.\n\nThe screen shows:\nA moving blip at 3 E, 2 N. (Tagged.)\n\nThe mining drone drills your right arm.", "endoftext": false }, { "action": "You go to the southwest", "response": "Warped dunes and craters curve dramatically towards the near horizon, beneath a starry, airless sky.\n\nYou've escaped the mining drone.", "endoftext": false }, { "action": "You examine arm", "response": "Which arm do you mean, your right arm, or your left arm?", "endoftext": false }, { "action": "Right", "response": "Your right arm is injured.", "endoftext": false }, { "action": "Examine scanner", "response": "A small, ergonomic gizmo with a bright LCD screen.\n\nThe screen shows:\nA moving blip at 3 E, 2 N. (Tagged.)", "endoftext": false }, { "action": "You go to the north-west", "response": "Warped dunes and craters curve dramatically towards the near horizon, beneath a starry, airless sky.", "endoftext": false }, { "action": "Examine scanner", "response": "A small, ergonomic gizmo with a bright LCD screen.\n\nThe screen shows:\nA large blip at -2 E, 6 N.\nA moving blip at 3 E, 2 N. (Tagged.)", "endoftext": false }, { "action": "Go north", "response": "Warped dunes and craters curve dramatically towards the near horizon, beneath a starry, airless sky.\n\nYou see a gold vein here.", "endoftext": false }, { "action": "Tag gold", "response": "You aim the launcher, squeeze its trigger, and splatter a sticky homing tag onto the gold vein.", "endoftext": false }, { "action": "Examine scanner", "response": "A small, ergonomic gizmo with a bright LCD screen.\n\nThe screen shows:\nA large blip at -2 E, 6 N. (Tagged.)\nA large blip at -5 E, 5 N.", "endoftext": false }, { "action": "You go west", "response": "Warped dunes and craters curve dramatically towards the near horizon, beneath a starry, airless sky.\n\nYou see a meteorite here.", "endoftext": false }, { "action": "You look at the meteorite", "response": "What other kind of rock would be sitting in the middle of a crater like that?", "endoftext": false }, { "action": "You tag it", "response": "You aim the launcher, squeeze its trigger, and splatter a sticky homing tag onto the meteorite.", "endoftext": false }, { "action": "You look at the scanner", "response": "A small, ergonomic gizmo with a bright LCD screen.\n\nThe screen shows:\nA large blip at -2 E, 6 N. (Tagged.)\nA large blip at -5 E, 5 N. (Tagged.)", "endoftext": false }, { "action": "Examine scanner", "response": "A small, ergonomic gizmo with a bright LCD screen.\n\nThe screen shows:\nA large blip at -5 E, 5 N. (Tagged.)", "endoftext": false }, { "action": "Examine scanner", "response": "A small, ergonomic gizmo with a bright LCD screen.\n\nThe screen shows:\nA large blip at -2 E, 6 N. (Tagged.)\nA large blip at -6 E, -2 N.\nA large blip at -5 E, 5 N. (Tagged.)", "endoftext": false }, { "action": "Examine scanner", "response": "A small, ergonomic gizmo with a bright LCD screen.\n\nThe screen shows:\nA large blip at -6 E, -2 N. (Tagged.)\n\nA small, ergonomic gizmo with a bright LCD screen.\n\nThe screen shows:\nA large blip at -6 E, -2 N. (Tagged.)", "endoftext": false }, { "action": "Examine scanner", "response": "A small, ergonomic gizmo with a bright LCD screen.\n\nThe screen shows:\nA large blip at -6 E, -2 N. (Tagged.)\nA moving blip at -2 E, -6 N.", "endoftext": false }, { "action": "Examine scanner", "response": "A small, ergonomic gizmo with a bright LCD screen.\n\nThe screen shows:\nA moving blip at -2 E, -7 N.", "endoftext": false }, { "action": "You go south", "response": "Warped dunes and craters curve dramatically towards the near horizon, beneath a starry, airless sky.\n\nAn insectoid sea skater glides over the water.\n\nThe science rover leaves to the west.", "endoftext": false }, { "action": "Examine scanner", "response": "A small, ergonomic gizmo with a bright LCD screen.\n\nThe screen shows:\nA moving blip at -3 E, -7 N.", "endoftext": false }, { "action": "You go west", "response": "Warped dunes and craters curve dramatically towards the near horizon, beneath a starry, airless sky.\n\nAn insectoid sea skater glides over the water.", "endoftext": false }, { "action": "Examine scanner", "response": "A small, ergonomic gizmo with a bright LCD screen.\n\nThe screen shows:\nA moving blip at -3 E, -7 N.\n\nYour watch starts vibrating. Everything begins to glow. You feel a sensation like being pulled backwards down your own throat.\n\nYou materialise in the matter transmission chamber with a pop, and fall flailing to the ground.\n\nTransmission Chamber (lying on the floor)\nAn enormous metal dome lit by the distant floodlights that surround an armoured observation window. A huge antenna aims directly down at you from above.\n\nA metal chair is bolted to the floor.\n\nAn armoured airlock door leads out.\n\nDr. Sliss looks down at you from the observation window.\n\n\"Welcome home, Hunkomeat,\" the doctor booms over the tannoy. \"It looks like 4 of our retrieval tanks received salvage. Let's see what you tagged...\"\n\n\"A mining drone full of valuable space rocks. Don't mind if I do thanks.\"\n[Cash +500]\n\n\"Oh ho ho, some bona fide gold. You're one sharp prospector, Hunkomeat.\"\n[Cash +500]\n\n\"An asteroid full of valuable space metals.\"\n[Cash +300]\n\n\"An asteroid full of valuable space metals.\"\n[Cash +300]\n\nDr. Sliss literally jumps for joy. \"Hoo boy, what a treasure trove! I could kiss you, Hunkomeat - you know, if you weren't a monkey.\"", "endoftext": false }, { "action": "Tag rover", "response": "You aim the launcher, squeeze its trigger, and splatter a sticky homing tag onto the science rover.\n\nThe science rover flees to the west.\n\nYour watch starts vibrating. Everything begins to glow. You feel a sensation like being pulled backwards down your own throat.\n\nYou materialise in the matter transmission chamber with a pop, and fall flailing to the ground.\n\nTransmission Chamber (lying on the floor)\nAn enormous metal dome lit by the distant floodlights that surround an armoured observation window. A huge antenna aims directly down at you from above.\n\nA metal chair is bolted to the floor.\n\nAn armoured airlock door leads out.\n\nDr. Sliss looks down at you from the observation window.\n\n\"Welcome home, Hunkomeat,\" the doctor booms over the tannoy. \"All five retrieval tanks received salvage! Let's see what you tagged...\"\n\n\"A mining drone full of valuable space rocks. Don't mind if I do thanks.\"\n[Cash +500]\n\n\"Oh ho ho, some bona fide gold. You're one sharp prospector, Hunkomeat.\"\n[Cash +500]\n\n\"An asteroid full of valuable space metals.\"\n[Cash +300]\n\n\"An asteroid full of valuable space metals.\"\n[Cash +300]\n\n\"Someone else's robotic probe, and all their lovely research data. The very best kind of theft, in my experience.\"\n[Cash +250]\n\nDr. Sliss literally jumps for joy. \"Hoo boy, what a treasure trove! I could kiss you, Hunkomeat - you know, if you weren't a monkey.\"", "endoftext": false }, { "action": "You go outside", "response": "(first standing up)\n\nA long, narrow room, the walls bulging with strange pipes and machinery. The most notable feature is the thickly armoured airlock door leading further in. Either side of the airlock are an equipment rack and a glass tube. A more conventional exit leads back out.\n\nYou can go forward to the complex lower level, or back to the transmission chamber.\n\nYou change out of your environment suit and return your equipment to the racks.\n\nThe exit unlocks with a click.", "endoftext": false }, { "action": "Leave", "response": "(first opening the exit)\n\nComplex: Lower Level\nAn expansive, drab space. Perhaps a factory floor after the machinery has been cleared out. A catwalk crosses the room above, beneath the dusty rays of grubby skylights.\n\nA number of armed cyborgs look down from the catwalk.\n\nYou can go forward to the holding cell, left to the infirmary, right to a long corridor, or back to the antechamber.", "endoftext": false }, { "action": "Left", "response": "A single white bed stands in the centre of the room, overlooked by an expansive observation window.\n\nA long mechanical arm hangs from the ceiling, ending in the torso of a white auto-doc.\n\nThe auto-doc tends to your injuries. \"Be sure to get a check-up before you shed your next exoskeleton.\"\n\nYou feel much better now.", "endoftext": false }, { "action": "Go outside", "response": "Complex: Lower Level\nAn expansive, drab space. Perhaps a factory floor after the machinery has been cleared out. A catwalk crosses the room above, beneath the dusty rays of grubby skylights.\n\nA number of armed cyborgs look down from the catwalk.\n\nYou can go forward to a long corridor, left to the holding cell, right to the antechamber, or back to the infirmary.", "endoftext": false }, { "action": "R.", "response": "A bare room of white walls. Strip lights glare down from the ceiling, and there's an intercom next to the way out.\n\nA white, saurian-style bed occupies the middle of the floor.\n\nA bookshelf is affixed to one wall.\n\nA lava lamp throws strange patterns against the wall.", "endoftext": false }, { "action": "You examine the lamp", "response": "A cheap plastic tube full of glowing, slowly undulating fluid.", "endoftext": false }, { "action": "You take it", "response": "Taken.", "endoftext": false }, { "action": "Go outside", "response": "Complex: Lower Level\nAn expansive, drab space. Perhaps a factory floor after the machinery has been cleared out. A catwalk crosses the room above, beneath the dusty rays of grubby skylights.\n\nA number of armed cyborgs look down from the catwalk.\n\nYou can go forward to the antechamber, left to a long corridor, right to the infirmary, or back to the holding cell.", "endoftext": false }, { "action": "You give the lamp to Sola", "response": "\"Okay,\" Sola says. \"This should have the isotopes I need.\"\n\nZie swallows the lamp whole. \"That's it! It'll take some time to get this thing assembled and transmitting, so you might like to get some sleep or take a mission or something. After that, the cavalry should be here in an instant...\"\n\nSola disappears down the U-bend.", "endoftext": false }, { "action": "R.", "response": "A bare room of white walls. Strip lights glare down from the ceiling, and there's an intercom next to the way out.\n\nA white, saurian-style bed occupies the middle of the floor.\n\nA small wardrobe stands beside your bed.\n\nA bookshelf is affixed to one wall.", "endoftext": false }, { "action": "You examine the wardrobe", "response": "It's closed.", "endoftext": false }, { "action": "You open it", "response": "Opening the wardrobe reveals an LRMT uniform.", "endoftext": false }, { "action": "You look at uniform", "response": "(the orange uniform)\nIt identifies you as convict #76954, albeit not in human numerals.", "endoftext": false }, { "action": "You examine lrmt", "response": "(the LRMT icon)\nA small image of Dryzandia with a beam shooting out of it.", "endoftext": false }, { "action": "You take it", "response": "You can't have that; it's part of the LRMT uniform.", "endoftext": false }, { "action": "You examine the lrmt uniform", "response": "A practical blue uniform with a flashy icon on one shoulder and your rank (\"Test Subject\") on the other.", "endoftext": false }, { "action": "You wear it", "response": "You remove your orange uniform. You put on the LRMT uniform.", "endoftext": false }, { "action": "You put the orange uniform in the wardrobe", "response": "(first taking the orange uniform)\nDone.", "endoftext": false }, { "action": "Exit", "response": "Complex: Lower Level\nAn expansive, drab space. Perhaps a factory floor after the machinery has been cleared out. A catwalk crosses the room above, beneath the dusty rays of grubby skylights.\n\nA number of armed cyborgs look down from the catwalk.\n\nYou can go forward to the antechamber, left to a long corridor, right to the infirmary, or back to the holding cell.\n\nDr. Sliss is leaning over the catwalk, smoking a cigarette.", "endoftext": false }, { "action": "You look at sliss", "response": "Her skin consists of shimmering green scales, and her golden, slit-pupil eyes hold a calculating beauty. She is standing on the catwalk.\n\nDr. Sliss is carrying a cigarette, and she's wearing a labcoat, a white blouse, a grey skirt, and red shoes.", "endoftext": false }, { "action": "You examine the skirt", "response": "Rather smart and elegant. At least as much as it can be with her tail poking out the back.", "endoftext": false }, { "action": "You look up skirt", "response": "What do you want to look that up in?", "endoftext": false }, { "action": "R.", "response": "A bare room of white walls. Strip lights glare down from the ceiling, and there's an intercom next to the way out.\n\nA white, saurian-style bed occupies the middle of the floor.\n\nA small wardrobe stands beside your bed.\n\nA bookshelf is affixed to one wall.\n\nThe wardrobe contains some pyjamas and an orange uniform.", "endoftext": false }, { "action": "You examine the pyjamas", "response": "Warm and comfortable flannel pyjamas, with a flap in the back for a saurian's tail.", "endoftext": false }, { "action": "You wear the pyjamas", "response": "(first taking the pyjamas)\nYou remove your LRMT uniform. You put on the pyjamas.", "endoftext": false }, { "action": "Sleep", "response": "You never learned to sleep standing up. Or if you did, you've unlearned it.", "endoftext": false }, { "action": "You lie on the bed", "response": "You lie down awkwardly on the bed. It's not very comfortable.", "endoftext": false }, { "action": "Sleep", "response": "You manage to get slightly comfortable and doze for a while. You're woken by a bright flash. When you open your eyes, there are several soldiers in desert camouflage in the room. Before you can do or say anything, several of the soldiers jump on you.\n\nPrison Van (standing in the restraints)\nCramped; windowless; the thickly armoured walls are painted regulation grey. Steel chains dangle from the ceiling and tantalisingly open doors lead out.\n\nDr. Sliss is chained up next to you. She looks really, really angry.\n\nAn officious looking apian stands before you in desert camouflage.", "endoftext": false }, { "action": "You look at Apian", "response": "A burly apian worker with a battle-scarred exoskeleton and one antenna missing.\n\nThe commander is carrying a clipboard and a shock stick.\n\n\"Dr. Sliss,\" the apian says, \"this Core Alliance Enforcement Team is arresting you on behalf of the Dryzandian government.\"\n\n\"I work for the Dryzandian government,\" Dr. Sliss hisses.\n\n\"Your project is being shut down,\" the apian continues, \"and you are being remanded to prison.\"\n\n(You could defend Sliss, repudiate her, or say nothing.)", "endoftext": false }, { "action": "You defend myself", "response": "You try to argue, but the apian cuts you off. \"I don't wanna hear it.\"\n\n\"It's not his fault!\" Dr. Sliss shouts. \"Didn't you hear him? I'm the bad guy! When I get out of these restraints, I'm gonna-\"\n\nThe apian touches her shock stick to the doctor's throat. The saurian yelps and then slumps forward.\n\nThe apian sighs. \"Much better.\"", "endoftext": false }, { "action": "You look at clipboard", "response": "You can't read it from here, but there are photos of you and Dr. Sliss on it.\n\nThe apian is about to leave when Sola squirms into the van. \"Commander Zrzh! Wait! What are you doing? Didn't you get my report? Give these two immunity, let them testify against the Dryzandian-\"\n\nThe apian shakes her head. \"It's politics, agent Sola. Do you have any idea how many prisoners the Core has sent to Dryzandia over the years? You want them to start sending them back?\"\n\nThe commander stomps off. Sola looks at you sadly for a second, and then follows after her.", "endoftext": false }, { "action": "You cry", "response": "There there.\n\nDr. Sliss sobs quietly to herself. Or is she laughing? Her tail appears with a keyring dangling from its tip, and she stretches lazily.\n\n\"Very few saurians have prehensile tails,\" the doctor explains as she unlocks her chains. \"Which is why cops from other species rarely know to restrain them. Not that I've ever been arrested before. Much.\"\n\nAs her restraints fall to the floor, she puts her hands on her hips. \"Come on: who's the greatest?\"\n\n(You could tell her she's the greatest, or say nothing.)", "endoftext": false }, { "action": "You tell her she's the greatest", "response": "Dr. Sliss listens to your compliment with pride. \"Don't I know it.\"\n\nShe unlocks your restraints. \"Naturally, I have an escape plan. You can tag along if you want. It should halve my chances of getting shot.\"", "endoftext": false }, { "action": "Leave", "response": "The two of you burst out of the prison van.\n\nDesert sand stretches as far as you can see, mercilessly reflecting the harsh sunlight. The complex itself is a low dome sunken into wind-blasted rock.\n\nThe prison van stands beside a road that curves off into the distance.\n\nDr. Sliss is standing here in brazen defiance of the Core Alliance.\n\nAn octopode in desert camouflage stands guard beside an apian with a plasma blaster.\n\nDr. Sliss tail-whips the apian, who collapses into an unconscious heap.\n\nThe octopode charges you with tentacles outstretched!", "endoftext": false }, { "action": "You kick the octopode", "response": "You dodge the octopode's tentacles and punch him in his boneless head. Concussed, he falls to the ground unconscious.\n\nDr. Sliss picks up the plasma blaster. \"You know, I once paid good money to see a human wrestle an octopode, and here you are giving it away for free.\"", "endoftext": false }, { "action": "You search the octopode", "response": "There's nothing unusual in the octopode guard.\n\nSomewhere nearby, you hear alarmed shouts.\n\nDr. Sliss kicks off her heels and sprints forwards towards the complex. \"Follow me if you wanna live!\"", "endoftext": false }, { "action": "You follow Sliss", "response": "You chase after the doctor. The voices draw nearer. A few bolts of plasma flash overhead.\n\nA dimly lit maze of concrete pillars. White lines divide the floor into empty parking spaces.\n\nSomething sits in one of the spaces, covered in tarpaulin.\n\nDr. Sliss is taking cover behind one of the columns.\n\nShe waves you over. \"Get that tarp off! I'll cover you!\"", "endoftext": false }, { "action": "You remove the tarp", "response": "You grab the edge of the tarpaulin and pull... unveiling a sleek red vehicle that looks like a jet engine mounted between two huge wheels.\n\nDr. Sliss shrugs. \"Yeah, I don't look the type. But I've always been an impulse buyer. I mean, I bought you, didn't I?\"", "endoftext": false }, { "action": "Yes", "response": "\"My dearest, favourite human,\" the doctor says, \"let's talk when we're not being shot at.\"\n\n\"Okay,\" the doctor says, \"you drive, I'll shoot.\"", "endoftext": false }, { "action": "You enter the vehicle", "response": "You climb onto the jet bike's leather saddle and take a firm hold of the handlebars.\n\nDr. Sliss gets on behind you, wrapping an arm around your waist.\n\"Punch it, Hunkomeat!\"\n\nYou fire up the bike's jet engine and roar unsteadily out of the garage, plasma bolts flying past you in every direction.\n\nWasteland Throughway 13 (left lane)\nBlack tarmac bisects the sun-bright glare of the desert sand, a thin line of darkness that stops only at the boundary to the clear blue sky.\n\nYou're in the saddle of a sleek red jet bike, hurtling forward at breakneck speed.\n\nDr. Sliss is behind you, one arm tight around your waist, the other wielding a plasma blaster.\n\n\"You have ridden a jet bike before, right?\" Dr. Sliss shouts out from behind you. \"Accelerate, brake, left, right... A chimp could do it. Which is fortunate.\"", "endoftext": false }, { "action": "About yourself", "response": "How do you get in these predicaments?\n\n\"Nobody's following us?\" Dr. Sliss says. \"I'm almost disappointed.\"", "endoftext": false }, { "action": "Inventory", "response": "You are carrying nothing, and are wearing some pyjamas and a collar.\n\nWith the throaty roar of a personal rocket pack, an Alliance Enforcer appears behind you.\n\nDr Sliss readies her plasma blaster. \"Me and my big mouth.\"", "endoftext": false }, { "action": "You accelerate", "response": "With a thunderous roar, the afterburner kicks in. You cling to the handlebars with all your strength.\n\nThe enforcer seems to have no trouble keeping pace with you.\n\nDr. Sliss yells into your ear. \"Hit the gas! We've gotta lose our new friend!\"", "endoftext": false }, { "action": "Continue", "response": "With a thunderous roar, the afterburner kicks in. You cling to the handlebars with all your strength.\n\nThe enforcer seems to have no trouble keeping pace with you.\n\nDr. Sliss aims the plasma blaster and squeezes off a shot at the enforcer.", "endoftext": false }, { "action": "Wait", "response": "Dr. Sliss fires another shot at the enforcer. \"Hold still, damn you!\"", "endoftext": false }, { "action": "Wait", "response": "Dr. Sliss yells into your ear. \"She's gaining on us! Can't you go any faster?\"", "endoftext": false }, { "action": "You accelerate", "response": "With a thunderous roar, the afterburner kicks in. You cling to the handlebars with all your strength.\n\nThe enforcer seems to have no trouble keeping pace with you.\n\nDr. Sliss fires wildly at the enforcer, bolts of plasma churning up the tarmac behind you.", "endoftext": false }, { "action": "You continue", "response": "With a thunderous roar, the afterburner kicks in. You cling to the handlebars with all your strength.\n\nThe enforcer seems to have no trouble keeping pace with you.\n\nThe doctor finally gets off a lucky shot, hitting the enforcer's rocket pack. Straining her wings, the enforcer manages to land in a roll.\n\nDr. Sliss whoops and punches the air. \"In your face!\"\n\nYou hear a familiar sound - another rocket pack! This time a saurian enforcer is approaching you from behind.", "endoftext": false }, { "action": "Brake", "response": "The jet engine winds down.\n\nThe enforcer hits the brakes too, narrowly avoiding running into your back.\n\n\"Watch out!\" Dr. Sliss shouts. \"He's trying to get alongside us!\"", "endoftext": false }, { "action": "Brake", "response": "The jet engine winds down.\n\nThe enforcer hits the brakes too, narrowly avoiding running into your back.\n\nDr. Sliss yells into your ear. \"Get us out of here!\"", "endoftext": false }, { "action": "You accelerate", "response": "With a thunderous roar, the afterburner kicks in. You cling to the handlebars with all your strength.\n\nThe enforcer seems to have no trouble keeping pace with you.\n\nDr. Sliss turns to fire several shots at the enforcer. \"Back off!\"", "endoftext": false }, { "action": "You accelerate", "response": "With a thunderous roar, the afterburner kicks in. You cling to the handlebars with all your strength.\n\nThe enforcer seems to have no trouble keeping pace with you.\n\nDr. Sliss keep shooting. \"You know, I've never really fired one of these before today.\"", "endoftext": false }, { "action": "Right", "response": "You steer into the right lane.\n\nThe enforcer sees his chance to accelerate up alongside of you.\n\n\"Eat this!\" the doctor screams firing at the enforcer.", "endoftext": false }, { "action": "Brake", "response": "The jet engine winds down.\n\nThe enforcer slows to keep pace with you.\n\nA shot from the doctor's plasma blaster hits the enforcer's rocket pack, and he suddenly launches up into the sky, exploding at his apex like a firework full of jet fuel.\n\n\"I'm sure he'll be fine,\" Dr. Sliss says.\n\n\"That's it!\" Dr. Sliss says triumphantly. \"They can't have more than two rocket packs. We're home free.\"\n\nAlong the horizon ahead you can see a row of blinking blue lights.", "endoftext": false }, { "action": "You accelerate", "response": "With a thunderous roar, the afterburner kicks in. You cling to the handlebars with all your strength.\n\n\"Okay,\" Dr. Sliss says, grabbing your shoulders painfully tight.\n\"Don't panic! We can punch through. Give it all you've got!\"", "endoftext": false }, { "action": "Continue", "response": "With a thunderous roar, the afterburner kicks in. You cling to the handlebars with all your strength.\n\nYou ram through between two police cars, saurian cops scattering out of your way as the vehicles are tossed to the side. A few of the cops get off shots at you, but you're out of range in seconds.\n\n\"Can I open my eyes now?\" Dr. Sliss asks. \"Alright! I knew you could do it. Look out!\"\n\nAs you thunder down the road at incredible speed, you're hurtling towards a billboard on a sharp bend.", "endoftext": false }, { "action": "You look at the billboard", "response": "The bilboard advertises Eggulax, helping saurian women pass unfertilised eggs when it's \"that time of the year\".\n\nThe few seconds you spend reading the advertisement is all that's needed to hit it. Your bike erupts into a bright red explosion, incinerating its two passengers in the process.", "endoftext": false }, { "action": "Brake", "response": "The jet engine winds down. You slam on the brakes. The bike's huge tyres lock tight, but you keep going, leaving twin streaks of molten rubber on the road.\n\nDr. Sliss screams and grabs you so tight you can barely breathe.\n\nAnd then suddenly you're clear. You've made it safely around the corner and you're racing off down the open road once more.\n\nDr. Sliss collapses limply against your back. \"Holy shit, I don't think I can take any more of this.\"", "endoftext": false }, { "action": "Wait", "response": "Time passes...\n\nAhead of you, great towers rise from the desert.\n\nDr. Sliss leans over your shoulder to point at a small and shabby tower block. \"I don't like our chances of getting far into the city, but we should be able to reach my apartment. From there, well...\"\n\nIt's... a mess. Clothes and books are thrown haphazardly on every surface, along with circuitboards, tools and spare parts. Beneath all the clutter you can just make out a sofa and an aquarium.\n\nIn the centre of the room is a small platform beneath a familiar-looking antenna.\n\nDr. Sliss spins around, hands outstretched. \"Of course you're not surprised I built one in my spare time, are you? It should be able to safely fire a couple of times. Before blowing out power across the city.\"\n\n(You could ask her about the exploding collar, or her plans.)", "endoftext": false }, { "action": "You ask Sliss about the collar", "response": "\"I suppose I owe it to you not to let your head explode,\" Dr. Sliss says, grabbing a screwdriver from a nearby surface.\n\nAfter a little poking and prodding, the collar drops to the floor.", "endoftext": false }, { "action": "You ask Sliss about the plans", "response": "She winks. \"Oh, don't worry about me. I've got somewhere nice lined up. You can come if you want. I mean, I kind of like you as a test subject - maybe even a friend. Or I can send you off somewhere by yourself and you'll never see me again.\"", "endoftext": false }, { "action": "You ask Sliss about the platform", "response": "\"It's nice to finally talk to you as if we were equals,\" Dr. Sliss says, \"but any second now the cops are going to be bashing down that door.\"", "endoftext": false }, { "action": "You follow Sliss", "response": "Dr. Sliss is right here.\n\nThe doctor looks at her aquarium. \"Let me just get my...\"\n\nHer shoulders slump. \"Great. I forgot to fucking feed them.\"", "endoftext": false }, { "action": "You examine the aquarium", "response": "Full of dead fish floating belly-side up.\n\nDr. Sliss looks around nervously. \"When you're ready, get on the platform.\"", "endoftext": false }, { "action": "You take the collar", "response": "Taken.\n\n\"By the way,\" Dr. Sliss says, \"call me Lisella. No, wait, I changed my mind. Keep calling me Dr. Sliss.\"", "endoftext": false }, { "action": "You stand on the platform", "response": "Okay, you're now standing on the platform.\n\nDr. Sliss looks around her apartment and sighs. \"Well, this is it then. Do you want to go where I'm going?\"\n\n(You could say yes or no.)", "endoftext": false }, { "action": "Yes", "response": "She tries not to smile too widely as she works the controls to her homemade matter transmitter. \"Oh really? Well, for what I have in store next, I think we should be equal partners. Almost equal partners. Sixty-forty my way. Seventy-thirty. We'll negotiate.\"\n\nWith a hop and a skip, Dr. Sliss jumps onto the platform with you, and you feel the familiar sensation of being beamed through time, space and alternate realities.\n\nToday's the day of the big demonstration. Of course you'll turn up. What you'll do once you get there is another question.\n\nA raised platform surrounded by a precarious railing. From here you can look out across smoking chimneys and slate tiled roofs, or watch airships churn stubbornly into the rain-shrouded sky.\n\nA cable car can take you down to the streets.", "endoftext": false }, { "action": "You examine the hat", "response": "You'd think a world with headwear like this would have taller doorways.", "endoftext": false }, { "action": "You examine the suit", "response": "It actually has a lot more than three pieces. You think you've remembered them all.", "endoftext": false }, { "action": "You look at the airships", "response": "From luxury liners to ragtag cutters.", "endoftext": false }, { "action": "You examine the cable car", "response": "Rusted and well used, but otherwise mostly stable.", "endoftext": true }, { "action": "Go downwards", "response": "You ride the cable car down to street level.\n\nThe city's streets are crowded and narrow - horse-drawn carriages competing for space with steam-powered automobiles, and human pedestrians flooding the gaps in between.\n\nThe neoclassical face of the Royal Academy rises above the red-brick offices either side, its open doors leading in.", "endoftext": false }, { "action": "You look at Academy", "response": "Big marble pillars trying to look much older than they are.", "endoftext": false }, { "action": "You go inside", "response": "Rows of seats descend towards a raised stage. A pair of cages stand on the stage, surrounded by machinery that crackles with electricity.\n\nDr. Sliss stands on the stage, trying to lecture on matter transmission theory.\n\nAn audience of gentlemen in top hats chatter loudly amongst themselves, mostly about \"the lizard woman\".", "endoftext": false }, { "action": "You look at the cages", "response": "cage: The wide gaps between the bars suggest a purpose other than imprisonment.\n\ncage: The wide gaps between the bars suggest a purpose other than imprisonment.\n\nDr. Sliss gestures frantically for you to get on the stage.", "endoftext": false }, { "action": "You get on the stage", "response": "Okay, you're now standing on the stage.\n\nDr. Sliss sighs with relief and shoots you a grateful smile.\n\n\"My loyal assistant,\" Dr. Sliss yells at the disinterested crowd, \"will now demonstrate the practical application of the theory I've discussed.\"\n\nShe hustles you quickly into one of the cages and works the controls of her machinery. The cages begin to pop and ripple. You experience a familiar sensation, and then a blinding flash.\n\nYou appear in the opposite cage with a resounding pop. The audience stares at the stage open-mouthed.\n\n\"Gentlemen,\" Dr. Sliss says, with a predatory smile, \"I know that in your eyes I am a mere reptile - and worse still: a woman. But what would you say if I offered you the untold riches of alternate worlds?\"", "endoftext": true }, { "action": "Wait", "response": "Time passes...", "endoftext": false }, { "action": "You wait awhile", "response": "Time passes...\n\nDr. Sliss tries to be heard over the hubbub. \"-even universal suffrage-\"", "endoftext": false }, { "action": "You wait", "response": "Time passes...\n\nDr. Sliss gestures frantically for you to get on the stage.", "endoftext": false }, { "action": "You leave", "response": "With one last look at Dr. Sliss, you turn and leave her.\n\nNever again. Perhaps somewhere in this world you can find a way to live a normal life.", "endoftext": true }, { "action": "Look around", "response": "Rows of seats descend towards a raised stage. A pair of cages stand on the stage, surrounded by machinery that crackles with electricity.\n\nDr. Sliss stands on the stage, trying to lecture on matter transmission theory.\n\nAn audience of gentlemen in top hats chatter loudly amongst themselves, mostly about \"the lizard woman\".\n\nDr. Sliss tries to be heard over the hubbub. \"-distant worlds-\"", "endoftext": false }, { "action": "You get in the cage", "response": "Dr. Sliss is too busy trying to hold the audience's attention. She just gestures for you to get on the stage.\n\nDr. Sliss gestures frantically for you to get on the stage.", "endoftext": false }, { "action": "You remove the hat", "response": "Be seen out hatless?! Ladies would faint to see such brazen nudity.\n\nDr. Sliss tries to be heard over the hubbub. \"-matter and energy become interchangeable-\"", "endoftext": false }, { "action": "You turn off the machinery", "response": "That isn't something you can turn off.\n\nDr. Sliss gestures frantically for you to get on the stage.", "endoftext": false }, { "action": "You examine machinery", "response": "A bizarre mishmash of primitive technology hammered into something that throbbs and crackles with Dr. Sliss' otherworldly knowledge.\n\nDr. Sliss tries to be heard over the hubbub. \"-considerable power drain-\"", "endoftext": false }, { "action": "You talk to the gentlemen", "response": "You can't get a word in edgewise.\n\nDr. Sliss gestures frantically for you to get on the stage.", "endoftext": false }, { "action": "Kiss sliss", "response": "Dr. Sliss probably wouldn't like that.\n\nDr. Sliss tries to be heard over the hubbub. \"-alternate timelines-\"", "endoftext": false }, { "action": "You kill Sliss", "response": "You cannot attack her.\n\nDr. Sliss gestures frantically for you to get on the stage.", "endoftext": false }, { "action": "You take the cages", "response": "cage: You can't take that.\n\ncage: You can't take that.\n\nDr. Sliss tries to be heard over the hubbub. \"-curved spacetime-\"", "endoftext": false }, { "action": "Break machinery", "response": "Breaking that would serve no purpose.\n\nDr. Sliss gestures frantically for you to get on the stage.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying nothing, and are wearing a top hat and a three-piece suit.\n\nDr. Sliss tries to be heard over the hubbub. \"-asteroid-\"", "endoftext": false }, { "action": "You look under the stage", "response": "You see nothing unusual under the stage.\n\nDr. Sliss gestures frantically for you to get on the stage.", "endoftext": false }, { "action": "You enter the cage", "response": "(first standing on the stage)\nOkay, you're now standing in the cage.\n\nDr. Sliss sighs with relief and shoots you a grateful smile.\n\n\"My loyal assistant,\" Dr. Sliss yells at the disinterested crowd, \"will now demonstrate the practical application of the theory I've discussed.\"\n\nShe works the controls of her machinery. The cages begin to pop and ripple. You experience a familiar sensation, and then a blinding flash.\n\nYou appear in the opposite cage with a resounding pop. The audience stares at the stage open-mouthed.\n\n\"Gentlemen,\" Dr. Sliss says, with a predatory smile, \"I know that in your eyes I am a mere reptile - and worse still: a woman. But what would you say if I offered you the untold riches of alternate worlds?\"", "endoftext": false }, { "action": "Kiss sliss", "response": "Dr. Sliss probably wouldn't like that.", "endoftext": false }, { "action": "You look", "response": "Rows of seats descend towards a raised stage. A pair of cages stand on the stage, surrounded by machinery that crackles with electricity.\n\nDr. Sliss stands on the stage, trying to lecture on matter transmission theory.\n\nAn audience of gentlemen in top hats chatter loudly amongst themselves, mostly about \"the lizard woman\".\n\nDr. Sliss tries to be heard over the hubbub. \"-more advanced civilisations-\"", "endoftext": false }, { "action": "You throw hat", "response": "What do you want to throw it at?", "endoftext": false }, { "action": "Sliss", "response": "(first taking off the top hat)\nYou miss. The top hat hits the ground.\n\nDr. Sliss gestures frantically for you to get on the stage.", "endoftext": false }, { "action": "You throw the suit at Sliss", "response": "(first trying to take off the three-piece suit)\nIt's a cold and uncaring Multiverse out there to be running around naked.\n\nDr. Sliss tries to be heard over the hubbub. \"-wormholes-\"", "endoftext": false }, { "action": "You examine the hat", "response": "You'd think a world with headwear like this would have taller doorways.\n\nDr. Sliss gestures frantically for you to get on the stage.", "endoftext": false }, { "action": "You put the hat in the cage", "response": "(first taking the top hat)\nDone.\n\nDr. Sliss tries to be heard over the hubbub. \"-unexpected opportunities-\"", "endoftext": false }, { "action": "You put the suit in the cage", "response": "(first trying to take off the three-piece suit)\nIt's a cold and uncaring Multiverse out there to be running around naked.\n\nDr. Sliss gestures frantically for you to get on the stage.", "endoftext": false }, { "action": "You sit", "response": "What do you want to sit on?", "endoftext": false }, { "action": "You sit on the chairs", "response": "You take a seat in the audience and watch Dr. Sliss flounder. Gradually, the gentlemen of the Royal Academy leave to follow pursuits they consider more worthy of their time.\n\nWhen the theatre is empty but for you two, Dr. Sliss comes down to sit beside you. \"Okay,\" she says. \"I get it. No more matter transmission. I'll try and eke out a life on this barren rock.\"\n\nShe points a scaly green finger at you. \"But we're entering a marriage of convenience. Getting anything done on this world as a single woman is impossible.\"\n\nWould you like to RESTORE a saved position, RESTART the story, UNDO the last move, see your FULL SCORE, or QUIT?", "endoftext": false }, { "action": "You accelerate", "response": "With a thunderous roar, the afterburner kicks in. You cling to the handlebars with all your strength.\n\n\"Nobody's following us?\" Dr. Sliss says. \"I'm almost disappointed.\"", "endoftext": false }, { "action": "You accelerate", "response": "With a thunderous roar, the afterburner kicks in. You cling to the handlebars with all your strength.\n\nWith the throaty roar of a personal rocket pack, an Alliance Enforcer appears behind you.\n\nDr Sliss readies her plasma blaster. \"Me and my big mouth.\"", "endoftext": false }, { "action": "Left", "response": "You drive briefly off-road, but the bike begins to judder uncontrollably as it lurches over uneven rocks and slippery sand.\n\nDr. Sliss yells into your ear. \"Hit the gas! We've gotta lose our new friend!\"", "endoftext": false }, { "action": "You accelerate", "response": "With a thunderous roar, the afterburner kicks in. You cling to the handlebars with all your strength.\n\nThe enforcer seems to have no trouble keeping pace with you.\n\nDr. Sliss aims the plasma blaster and squeezes off a shot at the enforcer.", "endoftext": false }, { "action": "Brake", "response": "The jet engine winds down.\n\nThe enforcer, unable to slow down in time, smacks into the back of your jet bike and tumbles down onto the road in a roll.\n\nDr. Sliss looks back for a few seconds, and then reassures you, \"She's all right. That arm will regrow by itself.\"\n\nYou hear a familiar sound - another rocket pack! This time a saurian enforcer is approaching you from behind.", "endoftext": false }, { "action": "You accelerate", "response": "With a thunderous roar, the afterburner kicks in. You cling to the handlebars with all your strength.\n\nThe enforcer seems to have no trouble keeping pace with you.\n\n\"Watch out!\" Dr. Sliss shouts. \"He's trying to get alongside us!\"", "endoftext": false }, { "action": "Right", "response": "You steer into the right lane.\n\nThe enforcer sees his chance to accelerate up alongside of you.\n\nDr. Sliss yells into your ear. \"Get us out of here!\"", "endoftext": false }, { "action": "Left", "response": "You ram the enforcer from the side, sending him tumbling into the sand.\n\nGlancing over your shoulder you see him getting up, dusting himself off and kicking his mangled rocket pack.\n\n\"That's it!\" Dr. Sliss says triumphantly. \"They can't have more than two rocket packs. We're home free.\"\n\nAlong the horizon ahead you can see a row of blinking blue lights.", "endoftext": false }, { "action": "You accelerate", "response": "With a thunderous roar, the afterburner kicks in. You cling to the handlebars with all your strength.\n\n\"Okay,\" Dr. Sliss says, grabbing your shoulders painfully tight.\n\"Don't panic! We can punch through. Give it all you've got!\"", "endoftext": false }, { "action": "You accelerate", "response": "With a thunderous roar, the afterburner kicks in. You cling to the handlebars with all your strength.\n\nAhead of you, great towers rise from the desert.\n\nDr. Sliss leans over your shoulder to point at a small and shabby tower block. \"I don't like our chances of getting far into the city, but we should be able to reach my apartment. From there, well...\"\n\nIt's... a mess. Clothes and books are thrown haphazardly on every surface, along with circuitboards, tools and spare parts. Beneath all the clutter you can just make out a sofa and an aquarium.\n\nIn the centre of the room is a small platform beneath a familiar-looking antenna.\n\nDr. Sliss spins around, hands outstretched. \"Of course you're not surprised I built one in my spare time, are you? It should be able to safely fire a couple of times. Before blowing out power across the city.\"\n\n(You could ask her about the exploding collar, or her plans.)", "endoftext": false }, { "action": "You ask Sliss about her plans", "response": "She winks. \"Oh, don't worry about me. I've got somewhere nice lined up. You can come if you want. I mean, I kind of like you as a test subject - maybe even a friend. Or I can send you off somewhere by yourself and you'll never see me again.\"", "endoftext": false }, { "action": "You look at the sofa", "response": "Something about its disarray suggests that it's often slept on.\n\nThe doctor looks at her aquarium. \"Let me just get my...\"\n\nHer shoulders slump. \"Great. I forgot to fucking feed them.\"", "endoftext": false }, { "action": "You look at the books", "response": "Mostly about matter transmission theory, unsurprisingly.\n\n\"Let me get that collar off you,\" she says, grabbing a screwdriver from a nearby surface.\n\nAfter a little poking and prodding, the collar drops to the floor.", "endoftext": false }, { "action": "You stand on the platform", "response": "Okay, you're now standing on the platform.\n\nDr. Sliss looks around her apartment and sighs. \"Well, this is it then. Do you want to go where I'm going?\"\n\n(You could say yes or no.)", "endoftext": false }, { "action": "No", "response": "She looks sad, but unsurprised. \"Sure thing. I know a nice place to send you an' all. Goodbye, Hunkomeat. And good luck.\"\n\nShe flicks a switch, and you feel the familiar sensation of being beamed through time, space and alternate realities. \"Consider being someone else's test subject,\" you hear Dr. Sliss call out, her voice fading into the distance, \"you're good at it!\"\n\nIt's been quiet, this past year, but after what you've been through you don't mind so much. It's spring once again now, and time to plough your fields.\n\nThe morning sun is low in the sky. Along the horizon are the shattered domes and broken skyscrapers of a ruined civilisation. Fertile forests spill over, through and around the ruins, divulging a broken road in the direction of the fields beyond.\n\nYou can follow the road forwards.", "endoftext": false }, { "action": "You throw the hat at the road", "response": "(first taking off the straw hat)\nYou miss. The straw hat hits the ground.", "endoftext": false }, { "action": "You wear the hat", "response": "(first taking the straw hat)\nOkay, you're now wearing the straw hat.", "endoftext": false }, { "action": "You look at road", "response": "Newer stones laid over the broken remnants of old tarmac.", "endoftext": false }, { "action": "You examine the skyscrapers", "response": "Some of them apparently snapped in half by some terrible force.", "endoftext": false }, { "action": "Forward", "response": "A rickety wooden fence denotes the edge of the farmland. The fields lie a short way ahead.\n\nA massive industrial farmbot waits here.\n\nThe farmbot activates with a brief warning klaxon, and stands unsteadily on four hydraulic legs.", "endoftext": false }, { "action": "You look at the farmbot", "response": "Badly rusted, its paint almost entirely peeled off, but careful maintenance has kept it running well.", "endoftext": false }, { "action": "F.", "response": "A large square of exposed earth, the fertile soil interrupted in one corner by the huge rusting skull of a fallen warbot.\n\nAhead is the small dome of the farmhouse.\n\nThe farmbot lowers its plough, and tries to get its bearings with long-broken proximity sensors. You carefully guide it around the field until the ground has been neatly tilled. By the time you're done, the noon sun beats down on you mercilessly.", "endoftext": false }, { "action": "F.", "response": "A small, broken dome, the largest cracks thatched over. Ivy clings valiantly to its smooth sides. Cheerful voices emerge from further in.\n\nThe farmbot stomps after you.\n\nYou catch Old Man Cadan on his way out. \"Alright my ansum,\" he says. \"Best I warn thee the schoolmarm's on the warpath. Scarin' the chillurn wi' your stories o' bee people an' nasty Dr. Stick, she reckons.\"\n\nHe starts to leave, and then pauses. \"Now me, I be rememberin' you turnin' up near a year ago in your strange clothes, with those comical stories 'bout you fallin' out the sky. You've settled in quite nice-like, but I reckon there's something different 'bout you, and that ain't no bad thing.\"\n\nHe strolls off, whistling to himself. \"Don't go losin' that specialness, y'hear?\"", "endoftext": false }, { "action": "F.", "response": "You head inside the dome to face up to the schoolmarm's scorn, and partake of Mama Gwen's freshly made lunch; to tell stories of high-speed jet bike chases to fascinated children, while your wide-eyed, eavesdropping sweetheart pretends to be doubtful or unimpressed.\n\nYour days of hopping from world to world are over. You'll never again find strange treasures or be torn limb from limb by strange monsters only to be glued back together. Like almost everyone in the Imbroglio, you're stuck on just one world, with people you've grown to love and hate.\n\nYours is the wistful happiness of the adventurer who lived to tell the tale.", "endoftext": false }, { "action": "Dig", "response": "What do you want to dig in?", "endoftext": false }, { "action": "Soil", "response": "What do you want to dig in it with?", "endoftext": false }, { "action": "You look at the farmbot", "response": "Badly rusted, its paint almost entirely peeled off, but careful maintenance has kept it running well.", "endoftext": true }, { "action": "Describe the surroundings", "response": "A large square of exposed earth, the fertile soil interrupted in one corner by the huge rusting skull of a fallen warbot.\n\nAhead is the small dome of the farmhouse.\n\nA massive industrial farmbot waits here.", "endoftext": true } ]
clrttol4iw7juc0k
Swigian
Mathbrush (as Rainbus North)
[]
[ "built-in hints", "cover art", "easy", "fantasy", "graphics", "IFComp 2017", "IFComp Game", "Inform 7", "minimalist", "monster", "parser", "pixel art", "present tense", "second person", "violence" ]
2,017
[ 6, 12, 10, 0, 0 ]
28
3.857143
20171102
false
I don't like talking. Let's build a fire. A minimalist story. It is long, but quickly finished, with few words and few complications.
[ { "action": "%", "response": "I don't like talking. Let's build a fire.\n\nYou are by a lake. The lake is still.\n\nYou can see an axe here.\n\nLooking south, you see the Forest.", "endoftext": false }, { "action": "About you", "response": "You look like me.", "endoftext": false }, { "action": "You take all", "response": "(the axe)\nTaken.\n\nNow you can cut things.", "endoftext": false }, { "action": "You cut yourself", "response": "I'll tell you when you can cut something. This isn't the time.", "endoftext": false }, { "action": "You look at the lake", "response": "The lake? That is what it is. I'll tell you everything that's important the first time.", "endoftext": true }, { "action": "You describe your surroundings", "response": "You are by a lake. The lake is still.\n\nLooking south, you see the Forest.", "endoftext": false }, { "action": "You look at Forest", "response": "If you want to see it, just go there. I won't mention this again.", "endoftext": false }, { "action": "You go south", "response": "You are in a forest. It is night.\n\nYou can see a log here.\n\nLooking north, you see the Lake; looking south, you see the Mountain.", "endoftext": false }, { "action": "You examine log", "response": "The log? That is what it is.", "endoftext": false }, { "action": "You cut the log", "response": "You cut the log up into firewood and take it. You could burn it, if you had flint with your steel.", "endoftext": true }, { "action": "You look at your surroundings", "response": "You are in a forest. It is night.\n\nLooking north, you see the Lake; looking south, you see the Mountain.", "endoftext": false }, { "action": "You go south", "response": "You are on a mountainside. Everything is dry.\n\nLooking north, you see the Forest; looking east, you see the Gravel Pit.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na firewood\nan axe", "endoftext": false }, { "action": "You go to the east", "response": "You are in an empty gravel pit.\n\nYou can see a flint here.\n\nLooking west, you see the Mountain.", "endoftext": false }, { "action": "You take the flint", "response": "Taken.\n\nNow you can burn something small.", "endoftext": false }, { "action": "You make the fire", "response": "Let's burn the wood by the lake. They're scared of water.", "endoftext": false }, { "action": "You go to the north", "response": "You are in a forest. It is night.\n\nLooking north, you see the Lake; looking south, you see the Mountain.", "endoftext": false }, { "action": "Go north", "response": "You are by a lake. The lake is still.\n\nLooking south, you see the Forest.", "endoftext": false }, { "action": "You make the fire", "response": "You made a fire. Let's sleep.", "endoftext": false }, { "action": "Sleep", "response": "You are surrounded by standing stones.\n\nLooking east, you see the Spring; looking west, you see the Moor.\n\nThey came while you were asleep. You're not where you should be. You are hungry. You are cold.", "endoftext": false }, { "action": "You examine the stones", "response": "The standing stones? That is what it is.", "endoftext": false }, { "action": "Pray", "response": "Father ure, thu the art in heofenan...", "endoftext": false }, { "action": "Sing", "response": "Hwæt! We Gar-Dena in gear-dagum\nþeod-cyninga, þrym gefrunon,\nhu ða æþelingas ellen fremedon!\nOft Scyld Scefing sceaþena þreatum\nmonegum mægþum meodo-setla ofteah;", "endoftext": false }, { "action": "You go to the east", "response": "Water wells up from below. You are safe here.\n\nYou can see a basket (empty) here.\n\nLooking west, you see the Standing Stones.", "endoftext": false }, { "action": "You take all", "response": "(the basket)\nTaken.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na basket", "endoftext": false }, { "action": "Go west", "response": "You are surrounded by standing stones.\n\nLooking east, you see the Spring; looking west, you see the Moor.", "endoftext": false }, { "action": "Go west", "response": "The moor is silent. Keep moving.\n\nLooking east, you see the Standing Stones; looking west, you see the Aftermath.\n\nThey will see you. Go now.", "endoftext": false }, { "action": "You go west", "response": "There was a battle here. Almost everything is trampled.\n\nYou can see a meal here.\n\nLooking east, you see the Moor.", "endoftext": false }, { "action": "You examine meal", "response": "The meal? That is what it is.", "endoftext": false }, { "action": "You take all", "response": "meal: You lift the meal into the basket.", "endoftext": false }, { "action": "You eat the meal", "response": "It's not safe to eat here. Take it with you.", "endoftext": false }, { "action": "You eat the meal", "response": "You eat the food carefully. You feel much better now.\n\nYou hear music from the north.", "endoftext": false }, { "action": "You go to the north", "response": "Small lights dance behind trees far away. You hear music.\n\nLooking north, you see the Sea Side.", "endoftext": false }, { "action": "You listen", "response": "You hear music.", "endoftext": false }, { "action": "You go north", "response": "You are at the sea side. You hear music from the west.\n\nYou can see an old spear here.\n\nLooking north, you see the Outside of the Mead-Hall; looking south, you see the Bog; looking east, you see the Cove.", "endoftext": false }, { "action": "You go to the west", "response": "Not that way.", "endoftext": false }, { "action": "You go north", "response": "You are outside the mead-hall. They are dancing inside. They have not heard you yet.\n\nLooking north, you see the Inside of the Mead-Hall; looking south, you see the Sea Side.", "endoftext": false }, { "action": "You go east", "response": "You are in a cove. You are safe.\n\nLooking east, you see the Burial Mound; looking west, you see the Sea Side.", "endoftext": false }, { "action": "Go east", "response": "You are on a small mound with white flowers.\n\nYou can see an old shield here.\n\nLooking west, you see the Cove.", "endoftext": false }, { "action": "You take shield", "response": "Taken.", "endoftext": false }, { "action": "You examine the shield", "response": "The old shield? That is what it is.", "endoftext": false }, { "action": "You take all", "response": "old spear: Taken.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nan old spear\nan old shield\na basket", "endoftext": false }, { "action": "Sillygame", "response": "SAVEI'll remember.", "endoftext": false }, { "action": "Go north", "response": "The mead-hall is dark and dusty.\n\nYou can see an opponent here.\n\nLooking south, you see the Outside of the Mead-Hall.", "endoftext": false }, { "action": "You examine the opponent", "response": "The opponent? That is what it is.", "endoftext": false }, { "action": "You kill the opponent", "response": "You attack the opponent. He vanishes through a hole in the ground.", "endoftext": true }, { "action": "Look around", "response": "The mead-hall is dark and dusty.\n\nLooking down, you see the Burrow.", "endoftext": true }, { "action": "You go downward", "response": "You are in a burrow. The walls are made of packed dirt.\n\nLooking south, you see the Tunnel.", "endoftext": false }, { "action": "Go south", "response": "You are in a tunnel.\n\nYou can see a shroud here.\n\nLooking north, you see the Burrow; looking south, you see the Cave Pool.", "endoftext": false }, { "action": "You take all", "response": "shroud: Taken.", "endoftext": false }, { "action": "You wear the shroud", "response": "You put on the shroud.", "endoftext": false }, { "action": "You go south", "response": "Water drips into a pool. A deep hole is here.\n\nA chain goes into the hole. It has a hook. You can put something on it.\n\nLooking north, you see the Tunnel; looking east, you see the Limestone Cave.", "endoftext": false }, { "action": "Go north", "response": "You are in a tunnel.\n\nLooking north, you see the Burrow; looking south, you see the Cave Pool.", "endoftext": false }, { "action": "You put the basket on the chain", "response": "You put the basket on the hook.\n\nThe basket is too light to sink down.", "endoftext": false }, { "action": "You take the basket", "response": "Taken.", "endoftext": false }, { "action": "You put yourself on the hook", "response": "The yourself slips off of the hook.", "endoftext": false }, { "action": "Go east", "response": "You are in a limestone cave. The floor is covered in frost.\n\nThere is a frozen door covered in vines.\n\nLooking east, you see the Inside Burial Mound; looking west, you see the Cave Pool.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na basket\na shroud (being worn)\nan old spear\nan old shield", "endoftext": false }, { "action": "You open the door", "response": "The vines hold the door shut.", "endoftext": false }, { "action": "You cut vines", "response": "You cut off all the vines. Your spear freezes and breaks.", "endoftext": false }, { "action": "You open the door", "response": "You open the frozen door.", "endoftext": false }, { "action": "Go east", "response": "You are inside the burial mound.\n\nThere is a frozen door.\n\nThere is a crypt here, covered in dust.\n\nYou can also see a chisel here.\n\nLooking west, you see the Limestone Cave.", "endoftext": false }, { "action": "You take all", "response": "chisel: The dust on the crypt makes you sneeeze.\n\nTaken.", "endoftext": false }, { "action": "You examine chisel", "response": "The chisel? That is what it is.", "endoftext": false }, { "action": "You open the crypt", "response": "The dust makes the crypt slippery.", "endoftext": false }, { "action": "Dust crypt", "response": "The dust comes off. There is a list of name runes on the crypt. You can cut the crypt to write your name.", "endoftext": false }, { "action": "You cut crypt", "response": "You write your name rune on the crypt.", "endoftext": false }, { "action": "You open the crypt", "response": "You open it a crack. Try again.", "endoftext": false }, { "action": "Continue", "response": "Your opponent is here. He is wearing a shroud. He has a coin in his mouth. He fades away.", "endoftext": true }, { "action": "Look around", "response": "You are inside the burial mound.\n\nThere is a frozen door.\n\nYou see name-runes engraved on the crypt.\n\nLooking west, you see the Limestone Cave.", "endoftext": false }, { "action": "You open the door", "response": "That's already open.", "endoftext": false }, { "action": "You read the names", "response": "The last name rune is yours.", "endoftext": false }, { "action": "You go west", "response": "You are in a limestone cave. The floor is covered in frost.\n\nThere is a frozen door.\n\nLooking east, you see the Inside Burial Mound; looking west, you see the Cave Pool.", "endoftext": false }, { "action": "You go west", "response": "Water drips into a pool. A deep hole is here.\n\nA chain goes into the hole. It has a hook. You can put something on it.\n\nLooking north, you see the Tunnel; looking east, you see the Limestone Cave.", "endoftext": false }, { "action": "You go to the west", "response": "Not that way.", "endoftext": false }, { "action": "You pull the chain", "response": "It is fixed in place.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\na chisel\na basket\na shroud (being worn)\nan old shield", "endoftext": false }, { "action": "You put the shield on hook", "response": "The old shield slips off of the hook.", "endoftext": false }, { "action": "You put chisel on the hook", "response": "The chisel slips off of the hook.", "endoftext": false }, { "action": "You put the shroud on the hook", "response": "The shroud slips off of the hook.", "endoftext": false }, { "action": "You put the basket on the hook", "response": "You put the basket on the hook.\n\nThe basket is too light to sink down.", "endoftext": false }, { "action": "You put chisel in the basket", "response": "You put the chisel into the basket.\n\nThe basket is too light to sink down.", "endoftext": false }, { "action": "You put the shield in the basket", "response": "You put the old shield into the basket.\n\nThe basket goes into the hole. A bucket comes up. It has a worn coin in it. Your shield has been accepted.", "endoftext": true }, { "action": "Look around", "response": "Water drips into a pool. A deep hole is here.\n\nYou can see a bucket (in which is a chisel) here.\n\nLooking north, you see the Tunnel; looking east, you see the Limestone Cave.", "endoftext": false }, { "action": "Go east", "response": "You are in a limestone cave. The floor is covered in frost.\n\nThere is a frozen door.\n\nLooking east, you see the Inside Burial Mound; looking west, you see the Cave Pool.", "endoftext": false }, { "action": "You go east", "response": "You are inside the burial mound.\n\nThere is a frozen door.\n\nYou see name-runes engraved on the crypt.\n\nLooking west, you see the Limestone Cave.", "endoftext": false }, { "action": "You put the coin in the mouth", "response": "You put the worn coin into your mouth.", "endoftext": false }, { "action": "You enter the crypt", "response": "You get into the wooden crypt. It is small. You can close it now.", "endoftext": false }, { "action": "Close crypt", "response": "You close the wooden crypt. They cannot follow you here. You have been this way before.\n\nIt is almost pitch dark. You can see almost nothing.\n\nLooking down, you see the Lair.", "endoftext": true }, { "action": "Go downwards", "response": "You are in the lair. The room stinks. You are safe. He will protect you.\n\nLooking north, you see the Entrance; looking south, you see the Armory; looking east, you see the New Treasures; looking west, you see the Boneyard.", "endoftext": false }, { "action": "Go south", "response": "You are in his armory. It needs to be cleaned.\n\nYou can see a dusty armor, an open cabinet, a dry snack and a leaning pile here.\n\nLooking north, you see the Lair.", "endoftext": false }, { "action": "Dust armor", "response": "You clean the armor.", "endoftext": true }, { "action": "Look around", "response": "You are in his armory. It needs to be cleaned.\n\nYou can see a clean armor, an open cabinet, a dry snack and a leaning pile here.\n\nLooking north, you see the Lair.", "endoftext": false }, { "action": "You take all", "response": "clean armor: He likes this as it is.\nopen cabinet: He likes this as it is.\ndry snack: You eat it.\nleaning pile: He likes this as it is.", "endoftext": false }, { "action": "Climb pile", "response": "If you want to go up, go up. If you can't, then don't.", "endoftext": false }, { "action": "Smell", "response": "The room stinks.", "endoftext": false }, { "action": "Go east", "response": "This treasure room is full of tapestries, musical instruments, and iron. His treasures are wrong. Put them right.\n\nYou can see a canopic jar here.\n\nLooking east, you see the Old Treasures; looking west, you see the Lair.", "endoftext": false }, { "action": "You go to the east", "response": "This treasure room is full of pottery, statues and silver. His treasures are wrong. Put them right.\n\nYou can see a ring mail here.\n\nLooking east, you see the Ancient Treasures; looking west, you see the New Treasures.", "endoftext": false }, { "action": "You take all", "response": "(the ring mail)\nPut it in its place.\n\nTaken.", "endoftext": false }, { "action": "You take all", "response": "canopic jar: Put it in its place.\n\nTaken.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na canopic jar\na ring mail", "endoftext": false }, { "action": "You open jar", "response": "It's ancient; he wouldn't be pleased.", "endoftext": true }, { "action": "You look at your surroundings", "response": "This treasure room is full of tapestries, musical instruments, and iron. His treasures are wrong. Put them right.\n\nLooking east, you see the Old Treasures; looking west, you see the Lair.", "endoftext": false }, { "action": "Go south", "response": "You are in his armory. It needs to be cleaned.\n\nYou can see a clean armor, an open cabinet and a leaning pile here.\n\nLooking north, you see the Lair.", "endoftext": false }, { "action": "You drop ring mail", "response": "That is not the right place.\n\nDropped.", "endoftext": false }, { "action": "You take all", "response": "ring mail: Put it in its place.\n\nTaken.\nclean armor: He likes this as it is.\nopen cabinet: He likes this as it is.\nleaning pile: He likes this as it is.", "endoftext": false }, { "action": "You go to the west", "response": "The bones of the common are piled here.\n\nLooking east, you see the Lair; looking west, you see the Home of the Valiant.", "endoftext": false }, { "action": "You drop jar", "response": "Dropped.", "endoftext": false }, { "action": "You take all", "response": "canopic jar: Put it in its place.\n\nTaken.", "endoftext": false }, { "action": "Go west", "response": "The bones of the valiant are here, each with spear and helmet.\n\nLooking east, you see the Boneyard; looking west, you see the Nobles' End.", "endoftext": false }, { "action": "Go west", "response": "The bones of the nobles are laid here in gold.\n\nLooking east, you see the Home of the Valiant; looking west, you see the Hall of Kings.", "endoftext": true }, { "action": "Look around", "response": "The bones of the valiant are here, each with spear and helmet.\n\nYou can see a canopic jar here.\n\nLooking east, you see the Boneyard; looking west, you see the Nobles' End.", "endoftext": false }, { "action": "You drop all", "response": "canopic jar: Dropped.\nring mail: It is in its place.\n\nDropped.", "endoftext": false }, { "action": "You take all", "response": "ring mail: It is already in its place.\ncanopic jar: Put it in its place.\n\nTaken.", "endoftext": false }, { "action": "Go east", "response": "This treasure room is full of pottery, statues and silver. His treasures are wrong. Put them right.\n\nLooking east, you see the Ancient Treasures; looking west, you see the New Treasures.", "endoftext": false }, { "action": "You drop all", "response": "(the canopic jar)\nDropped.", "endoftext": false }, { "action": "You take all", "response": "(the canopic jar)\nPut it in its place.\n\nTaken.", "endoftext": false }, { "action": "Go west", "response": "This treasure room is full of tapestries, musical instruments, and iron. His treasures are wrong. Put them right.\n\nYou can see a ring mail here.\n\nLooking east, you see the Old Treasures; looking west, you see the Lair.", "endoftext": false }, { "action": "You go east", "response": "This room is full of sarcophagi, rotten spices and gold. His treasures are wrong. Put them right.\n\nYou can see a marble bust here.\n\nLooking west, you see the Old Treasures.", "endoftext": false }, { "action": "You drop all", "response": "(the canopic jar)\nIt is in its place.\n\nDropped.", "endoftext": true }, { "action": "Look around", "response": "This room is full of sarcophagi, rotten spices and gold. His treasures are wrong. Put them right.\n\nYou can see a canopic jar and a marble bust here.\n\nLooking west, you see the Old Treasures.", "endoftext": false }, { "action": "You examine the bust", "response": "The marble bust? That is what it is.", "endoftext": false }, { "action": "You take the bust", "response": "Put it in its place.\n\nTaken.", "endoftext": false }, { "action": "You drop the bust", "response": "It is in its place.\n\nDropped.", "endoftext": true }, { "action": "You look around", "response": "This treasure room is full of pottery, statues and silver.\n\nYou can see a marble bust here.\n\nLooking east, you see the Ancient Treasures; looking west, you see the New Treasures.", "endoftext": false }, { "action": "Go west", "response": "This treasure room is full of tapestries, musical instruments, and iron.\n\nYou can see a ring mail here.\n\nLooking east, you see the Old Treasures; looking west, you see the Lair.", "endoftext": false }, { "action": "You go north", "response": "His protection comes with a price. His house is not in order.", "endoftext": false }, { "action": "Clean Armory", "response": "You rub armory.", "endoftext": false }, { "action": "Close cabinet", "response": "You close the cabinet.", "endoftext": false }, { "action": "Clean pile", "response": "You rub the leaning pile.", "endoftext": false }, { "action": "You take the pile", "response": "He likes this as it is.", "endoftext": false }, { "action": "Clean armor", "response": "It is already clean.", "endoftext": true }, { "action": "Describe the surroundings", "response": "You are in his armory. It needs to be cleaned.\n\nYou can see a clean armor, a closed cabinet and a leaning pile here.\n\nLooking north, you see the Lair.", "endoftext": false }, { "action": "Clean Armory", "response": "You rub armory.", "endoftext": false }, { "action": "Clean", "response": "What do you want to clean?", "endoftext": false }, { "action": "You clean yourself", "response": "You rub yourself.", "endoftext": true }, { "action": "Clean Lair", "response": "You rub the lair.", "endoftext": false }, { "action": "Smell", "response": "The room stinks.", "endoftext": false }, { "action": "Go east", "response": "This room is full of sarcophagi, rotten spices and gold.\n\nYou can see a canopic jar here.\n\nLooking west, you see the Old Treasures.", "endoftext": false }, { "action": "You take the spices", "response": "That's hardly portable.", "endoftext": false }, { "action": "You take all", "response": "(the canopic jar)\nIt is already in its place.", "endoftext": false }, { "action": "You eat the spices", "response": "Find a snack instead.", "endoftext": false }, { "action": "Smell", "response": "There's no need; I'll tell you what you sense.", "endoftext": false }, { "action": "Clean", "response": "(the lair)\nYou rub the lair.", "endoftext": false }, { "action": "You look at the bones", "response": "The common bones? That is what it is.", "endoftext": false }, { "action": "Go west", "response": "The bones of the valiant are here, each with spear and helmet.\n\nLooking east, you see the Boneyard; looking west, you see the Nobles' End.", "endoftext": false }, { "action": "Clean", "response": "(the Valiant bones)\nYou rub the Valiant bones.", "endoftext": false }, { "action": "You examine the gold", "response": "The noble bones? That is what it is.", "endoftext": false }, { "action": "Go west", "response": "Three thrones are here, with three kings.\n\nA crown is cast down here.\n\nLooking east, you see the Nobles' End.", "endoftext": false }, { "action": "You take crown", "response": "The oldest king is crownless.\n\nTaken.", "endoftext": false }, { "action": "You put the crown on the king", "response": "The king bows his head. You put the crown on him. You may leave.", "endoftext": true }, { "action": "You look around", "response": "Three thrones are here, with three kings.\n\nLooking east, you see the Nobles' End.", "endoftext": false }, { "action": "Go north", "response": "You are by a barrow. The ground is on fire. They are trying to stop him; clear his way.\n\nYou can see a sharp iron here.\n\nLooking north, you see the Cliff; looking south, you see the Lair; looking east, you see the Scrub; looking west, you see the Rocky Tumble.", "endoftext": false }, { "action": "You take the iron", "response": "At the cliff, you can throw this.\n\nTaken.", "endoftext": true }, { "action": "You look around", "response": "You are by a barrow. The ground is on fire. They are trying to stop him; clear his way.\n\nLooking north, you see the Cliff; looking east, you see the Scrub; looking west, you see the Rocky Tumble.", "endoftext": false }, { "action": "Go north", "response": "The fire stops by the cliff. The water is inviting. You can throw something\n\nLooking south, you see the Entrance; looking down, you see the Shallow Waters.", "endoftext": false }, { "action": "You throw the iron", "response": "You throw the sharp iron in the water.", "endoftext": true }, { "action": "Go downward", "response": "Something is in his way. Clear his path.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na sharp iron", "endoftext": false }, { "action": "Go south", "response": "You are by a barrow. The ground is on fire. They are trying to stop him; clear his way.\n\nLooking north, you see the Cliff; looking east, you see the Scrub; looking west, you see the Rocky Tumble.", "endoftext": false }, { "action": "You examine the fire", "response": "The ground fire? That is what it is.", "endoftext": false }, { "action": "You take the fire", "response": "That's hardly portable.", "endoftext": false }, { "action": "Go east", "response": "You can see a thornbush here.\n\nLooking west, you see the Entrance.", "endoftext": false }, { "action": "You take bush", "response": "At the cliff, you can throw this.\n\nTaken.", "endoftext": false }, { "action": "You go west", "response": "You can see a jagged rock here.\n\nLooking east, you see the Entrance.", "endoftext": false }, { "action": "You take the rock", "response": "(the jagged rock)\nAt the cliff, you can throw this.\n\nTaken.", "endoftext": false }, { "action": "You throw all", "response": "jagged rock: You throw the jagged rock in the water.\nthornbush: You throw the thornbush in the water.\nsharp iron: You throw the sharp iron in the water.\nYou can go now.", "endoftext": true }, { "action": "Go down", "response": "You hear him come home. You fall.\n\nYou can see a boat (empty) here.\n\nLooking east, you see the Coastline; looking up, you see the Cliff.", "endoftext": false }, { "action": "You enter the boat", "response": "You get into the boat.", "endoftext": false }, { "action": "You go to the east", "response": "Coastline (in the boat)\nYou are following the coastline; you are close to home.\n\nLooking north, you see the Deeper Waters; looking west, you see the Shallow Waters.", "endoftext": false }, { "action": "You go north", "response": "Deeper Waters (in the boat)\nYou are in deep waters. Something is under the water.\n\nLooking south, you see the Coastline; looking east, you see the Choppy Waters.", "endoftext": false }, { "action": "Go outside", "response": "You get out of the boat.\n\nYou are in deep waters. Something is under the water.\n\nYou can see a boat (empty) here.\n\nLooking south, you see the Coastline; looking east, you see the Choppy Waters.", "endoftext": false }, { "action": "You examine something", "response": "The something? That is what it is.", "endoftext": false }, { "action": "Go east", "response": "The water is choppy here.\n\nYou can see a boat (empty) and a shark here.\n\nLooking east, you see the Beach; looking west, you see the Deeper Waters.\n\nA shark has tipped the boat. You are in the water.", "endoftext": false }, { "action": "Jump shark", "response": "You leap over the shark, crying \"Victor!\"", "endoftext": false }, { "action": "You enter boat", "response": "The shark prevents you. You must attack it.", "endoftext": false }, { "action": "Attack shark", "response": "The shark fights back.", "endoftext": false }, { "action": "Continue", "response": "The water is choppy here.\n\nYou can see a boat (empty) and a shark here.\n\nLooking east, you see the Beach.\n\nYou punch the shark away.", "endoftext": false }, { "action": "Go east", "response": "Beach (in the boat)\nYou are at the beach. You don't need the boat.\n\nLooking north, you see the Foothill; looking west, you see the Choppy Waters.", "endoftext": false }, { "action": "You go outside", "response": "You are hungry again.\n\nYou get out of the boat.\n\nYou are at the beach. You don't need the boat.\n\nYou can see a boat (empty) here.\n\nLooking north, you see the Foothill; looking west, you see the Choppy Waters.", "endoftext": false }, { "action": "You go north", "response": "They don't like it here. The mountains are between you and home.\n\nLooking south, you see the Beach; looking east, you see the Footpath; looking up, you see the Peak.", "endoftext": false }, { "action": "Up", "response": "You are too weak to climb. You need to eat.", "endoftext": false }, { "action": "Go east", "response": "This path was made by them. Be careful.\n\nLooking east, you see the Outside House; looking west, you see the Foothill.", "endoftext": false }, { "action": "You go to the east", "response": "You are outside one of their houses. It is very small.\n\nLooking east, you see the Inside House; looking west, you see the Footpath.", "endoftext": false }, { "action": "You go east", "response": "You are in the small house.\n\nYou can see a fresh snack here.\n\nLooking west, you see the Outside House.", "endoftext": false }, { "action": "You eat the snack", "response": "You eat it.", "endoftext": false }, { "action": "Up", "response": "You are close to home. A pool of water is here. A waterfall comes out of it.\n\nLooking north, you see the Slick Drop; looking east, you see the Slope; looking down, you see the Foothill.", "endoftext": false }, { "action": "Go east", "response": "The ground slopes up here.\n\nLooking west, you see the Peak; looking up, you see the Rocky Summit.", "endoftext": false }, { "action": "Up", "response": "You are on a rocky summit. There is a cliff to the west.\n\nYou can see some boulders here.\n\nLooking down, you see the Slope.", "endoftext": false }, { "action": "You take the boulders", "response": "They are too heavy to lift.", "endoftext": true }, { "action": "You look around", "response": "You are on a rocky summit. There is a cliff to the west.\n\nLooking down, you see the Slope.", "endoftext": false }, { "action": "Go west", "response": "You are close to home. A pool of water is here. The boulders are blocking it.\n\nYou can see some boulders here.\n\nLooking north, you see the Slick Drop; looking east, you see the Slope; looking down, you see the Foothill.", "endoftext": false }, { "action": "Go north", "response": "The ground here is slick. It goes straight down.\n\nLooking south, you see the Peak; looking down, you see the Eastern Ledge.", "endoftext": true }, { "action": "Go downward", "response": "The boulders are coming loose. One is falling above you.", "endoftext": true }, { "action": "Go down", "response": "Not that way.", "endoftext": false }, { "action": "You jump", "response": "You leap. It doesn't help.", "endoftext": false }, { "action": "Go west", "response": "Looking east, you see the Eastern Ledge.\n\nA boulder smashes on the other side. You hear another boulder above you.", "endoftext": false }, { "action": "You go east", "response": "Looking west, you see the Western Ledge.\n\nA boulder smashes on the other side. You hear two boulders above you.", "endoftext": false }, { "action": "Go west", "response": "Looking east, you see the Eastern Ledge.\n\nThe boulders miss you. They opened a path.", "endoftext": true }, { "action": "You look around", "response": "Looking east, you see the Eastern Ledge; looking down, you see the Soggy Ground.", "endoftext": true }, { "action": "Go downward", "response": "The ground is marshy here.\n\nLooking north, you see the Fen.", "endoftext": false }, { "action": "You go north", "response": "You are in a fen. You hear wolves.\n\nLooking north, you see the Mist; looking south, you see the Soggy Ground.", "endoftext": false }, { "action": "Go north", "response": "You are in the mist. You are safe. You are not lost.\n\nLooking north, you see the Mist; looking south, you see the Mist; looking east, you see the Mist; looking west, you see the Mist.", "endoftext": false }, { "action": "Go south", "response": "You are in the mist. You are safe. You are not lost.\n\nLooking north, you see the Mist; looking south, you see the Mist; looking east, you see the Mist; looking west, you see the Mist.\n\nNow you are closer.\n\nYou'll be home soon.", "endoftext": false }, { "action": "Go north", "response": "You are in the mist. You are safe. You are not lost.\n\nLooking north, you see the Mist; looking south, you see the Mist; looking east, you see the Mist; looking west, you see the Mist.\n\nNow you are closer.\n\nThere is some blood in the water. Now it's gone.", "endoftext": false }, { "action": "Go east", "response": "You are in the mist. You are safe. You are not lost.\n\nLooking north, you see the Mist; looking south, you see the Mist; looking east, you see the Mist; looking west, you see the Mist.\n\nNow you are closer.\n\nYou hear the wolves.", "endoftext": false }, { "action": "Go east", "response": "You are in the mist. You are safe. You are not lost.\n\nLooking north, you see the Mist; looking south, you see the Mist; looking east, you see the Mist; looking west, you see the Mist.\n\nNow you are closer.\n\nIt feels chilly.", "endoftext": false }, { "action": "Go east", "response": "You are in the mist. You are safe. You are not lost.\n\nLooking north, you see the Mist; looking south, you see the Mist; looking east, you see the Mist; looking west, you see the Mist.\n\nNow you are closer.\n\nThe ground is getting firmer.", "endoftext": false }, { "action": "Go east", "response": "You are in the mist. You are safe. You are not lost.\n\nLooking north, you see the Mist; looking south, you see the Mist; looking east, you see the Mist; looking west, you see the Mist.\n\nNow you are closer.\n\nYou see out of the mist.", "endoftext": true }, { "action": "Look around", "response": "You are in the mist. You are safe. You are not lost.\n\nLooking north, you see the Frozen Trees.", "endoftext": false }, { "action": "You go north", "response": "You are in a forest. The trees are covered by snow.\n\nLooking north, you see the Mereside.", "endoftext": false }, { "action": "Go north", "response": "You are by the mere. It is glowing.\n\nYou can see a serpent here.\n\nLooking south, you see the Frozen Trees.", "endoftext": false }, { "action": "You examine the serpent", "response": "The serpent? That is what it is.", "endoftext": false }, { "action": "You look at the mere", "response": "The mere? That is what it is.", "endoftext": false }, { "action": "You take the serpent", "response": "Don't take people. You have better things to do.", "endoftext": false }, { "action": "You go south", "response": "You are in a forest. The trees are covered by snow.\n\nLooking north, you see the Mereside.", "endoftext": false }, { "action": "You attack the serpent", "response": "The serpent is not your enemy. You are almost home. You can ask the serpent about them.", "endoftext": false }, { "action": "You ask the serpent about them", "response": "The serpent says \"They stay away. They hate the fire.\"\n\nYou can ask the serpent about fire.", "endoftext": false }, { "action": "You ask the serpent about the fire", "response": "The serpent says \"The fen-fire frightens them. I have seen Hrothgar.\"\n\nYou can ask about Hrothgar.", "endoftext": false }, { "action": "You ask the serpent about the hrothgar", "response": "The serpent says \"Hrothgar is calling for help.\"\n\nYou can ask about help.", "endoftext": false }, { "action": "You ask the serpent about the help", "response": "The serpent says \"He is calling for Beowulf.\"\n\nYou can ask about Beowulf.", "endoftext": false }, { "action": "You ask the serpent about the beowulf", "response": "The serpent says \"Beware of Beowulf.\"\n\nThe serpent swims away. Come home. You are almost there.", "endoftext": true }, { "action": "Describe the surroundings", "response": "You are by the mere. It is glowing.\n\nLooking north, you see the In Mere; looking south, you see the Frozen Trees.", "endoftext": false }, { "action": "You go to the north", "response": "You are swimming in the fen-fire.\n\nLooking north, you see the Center of Mere.", "endoftext": false }, { "action": "You go to the north", "response": "You are in the center of the mere.\n\nLooking south, you see the In Mere; looking down, you see the Descent.", "endoftext": true }, { "action": "You go downward", "response": "It takes them all day to reach the bottom.\n\nLooking up, you see the Center of Mere; looking down, you see the Bottom.", "endoftext": true }, { "action": "You go down", "response": "You are faster than them.\n\nLooking north, you see the Cavern; looking up, you see the Descent.", "endoftext": false }, { "action": "Go north", "response": "You are in a cavern. You are home. You are safe.\n\nYou are thirsty, hungry, and tired.\n\nLooking north, you see the Mother; looking south, you see the Bottom; looking east, you see the Larder; looking west, you see the Mead Room.", "endoftext": false }, { "action": "Go east", "response": "You are in your larder.\n\nYou can see a last snack here.\n\nLooking west, you see the Cavern.", "endoftext": false }, { "action": "You eat the last snack", "response": "They try to get away, but you eat them.", "endoftext": false }, { "action": "You go west", "response": "You are in a cavern. You are home. You are safe.\n\nLooking north, you see the Mother; looking south, you see the Bottom; looking east, you see the Larder; looking west, you see the Mead Room.", "endoftext": false }, { "action": "You go west", "response": "The mead you have taken is stored here.\n\nYou can see a pale mead here.\n\nLooking east, you see the Cavern.", "endoftext": false }, { "action": "You drink pale Mead", "response": "You drink the mead. You are not thirsty.", "endoftext": false }, { "action": "You go to the north", "response": "Mother is here.\n\nLooking south, you see the Cavern.", "endoftext": false }, { "action": "You go to the north", "response": "Mother is here.\n\nLooking south, you see the Cavern.", "endoftext": false }, { "action": "You take the axe", "response": "Taken.\n\nNow you can cut things.", "endoftext": true } ]
cu0aiddqv6c2iati
Losing Your Grip
Stephen Granade
[ "Surreal" ]
[ "cover art", "feelies", "highly branching", "parser", "TADS", "TADS 2", "TADS2 source available", "Xyzzy Awards 1998" ]
1,998
[ 6, 7, 7, 1, 0 ]
21
3.857143
20160801
false
[ { "action": "%", "response": "FrobTADS 1.2.3 - A text-only TADS 2.5.17 Interpreter.\n\nMaintained by Nikos Chantziaras <[email protected]>.\n\noptions:\n-ctab file use character mapping table file\n-ctab- do not use any character mapping file\n-i file read commands from file\n-o file write commands to file\n-l file log all output to file\n-m size maximum cache size (in bytes)\n-mh size heap size (default 65535 bytes)\n-ms size stack size (default 512 elements)\n-r savefile restore saved game position from savefile\n-s level set I/O safety level (-s? for help)\n\n-ts size maximum swapfile size (default: unlimited)\n-t+ enable swapping (disabled by default)\n-u size set undo to size (0 to disable; default 60000)\n\ntoggle options: add + to enable, - to disable, nothing to toggle cheaptads quit with exit status: 0", "endoftext": false }, { "action": "%", "response": "Rain and mud.\n\nThose are your first solid memories. Rain pouring down on your head, filling your eyes. Mud beneath your feet, filling your shoes. Other details slowly filter in. The trees surrounding you. The leaden skies above. The chill wind cutting through your clothes with ease.\n\nShelter would be a good beginning.\n\nLosing Your Grip, a Journey in Five Fits\n\nFor more information, type \"about\".\n\nFit the First: Replevin\n\n\"Rain rain on my face/It hasn't stopped raining for days\"\n-- Jars of Clay\n\nshelter, allowing the stinging rain to pelt you. A grey mist conceals everything past four meters.", "endoftext": false }, { "action": "About yourself", "response": "What you can see of yourself is familiar.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are empty-handed.", "endoftext": false }, { "action": "You look at trees", "response": "Mostly pine. Their protection is scant comfort in the rain and the wind.", "endoftext": false }, { "action": "Go east", "response": "You strike off in that direction, but soon become disoriented by the rain.\n\nOnce the field might have been covered in grass. Now the grass is\nbut a memory. Mud covers the ground in its place, fed by the constant rain.\nBuried almost to its chin in the mud is a human head.\n\nThe head's eyes suddenly open, fixing you in place. \"Oh, my,\" he says. \"This is a surprise. I certainly never expected to see you in person!\"", "endoftext": false }, { "action": "You examine the head", "response": "Other than being buried in mud to his chin, the head is reassuringly normal. His hair and mustache are a matted brown, perhaps from genetics, perhaps from mud. Rivulets of water run down his creased face.\n\n\"Come to gloat?\" the man says. \"Why not? After all, you put me here.\"", "endoftext": false }, { "action": "You ask head about the head", "response": "\"What's to say?\" he asks. \"I've led a dull life, and now I'm about to have a dull end.\"\n\n\"That's right, try to deny it. If it weren't for you, I'd still be safe.\" His eyes dart to the northeast for a second, then return to you.", "endoftext": false }, { "action": "You dig the mud", "response": "You kneel and begin scooping mud from around the head with both hands. As fast as you remove the mud, more mud and water return. \"Forget it,\" the man says gruffly. \"It's too late now.\" He seems strangely touched by your attempt, however.\n\nThe man laughs softly. \"Not long now.\" He grins sarcastically. \"An interesting end, don't you think? Jiminy Cricket never had such an exit scene.\"", "endoftext": false }, { "action": "You kick the head", "response": "The head's eyes widen as you draw your foot back. \"Terry, no, please, oh God you can't--\" His cries are cut short as your foot slams into him. With the sound of eggshells cracking, the head fragments into countless pieces which are quickly lost in the mud.", "endoftext": false }, { "action": "Xyzzy", "response": "There is a puff of smoke. Something lands in your hands.\n\nResignation and more than a little bitterness fill the man's face. \"Go on,\" he says. \"You've work to do, pieces to recover.\" He pauses, then yells, \"Go on, I said!\" Then, muttered, \"You've ignored me too long to do anything about it now.\"", "endoftext": false }, { "action": "You check your inventory", "response": "You have a fool.", "endoftext": false }, { "action": "You examine fool", "response": "A tiny doll tricked out in a harlequin's outfit. When you turn it over in your hands, you see that its back is missing, leaving the fool hollow. There is a matching hole where its larynx should be.", "endoftext": false }, { "action": "You take the head", "response": "You grab hold of his ears, but before you can pull, the head says, \"It's no good now. I'm done for.\" His eyes narrow at you. \"The least you can do is feel guilty.\"", "endoftext": false }, { "action": "You ask the head about himself", "response": "\"What's to say?\" he asks. \"I've led a dull life, and now I'm about to have a dull end.\"", "endoftext": false }, { "action": "You ask the head about yourself", "response": "The man laughs. \"Funny, I've spent my life judging you, and now I can't think of a thing to say about you.\"", "endoftext": false }, { "action": "You ask the head about the mud", "response": "He says, \"If only the rain would stop...\"", "endoftext": false }, { "action": "Dig", "response": "What do you want to dig in?", "endoftext": false }, { "action": "You dig the mud", "response": "You kneel and begin scooping mud from around the head with both hands. As fast as you remove the mud, more mud and water return. \"Forget it,\" the man says gruffly. \"It's too late now.\" He seems strangely touched by your attempt, however.", "endoftext": false }, { "action": "You search head", "response": "How rude!", "endoftext": false }, { "action": "Kiss head", "response": "The mud coating him makes you think twice.", "endoftext": false }, { "action": "Clean head", "response": "No matter how much you wipe, the man's face is still begrimed. He grimaces. \"Thanks,\" he says.", "endoftext": false }, { "action": "You go to the north-east", "response": "\"Good luck,\" the man whispers as you walk away. The hiss of the rain covers anything else he might have said.\n\nLooming suddenly out of the gloom is a large marble building. Its columns jut skyward, raked by the unending rain. To the north lies its entrance.", "endoftext": false }, { "action": "You examine the building", "response": "The building's white marble is streaked with grime, the rain having no visible effect. Its entrance lies open to the north.", "endoftext": false }, { "action": "You go to the north", "response": "As you walk through the door of the building the sound of the rain stops, as if suddenly turned off.\n\nThe two-story height of the foyer is channelled into a narrower\nhallway to the north. On the north wall to the west of the hallway's beginning is an open doorway. The building's entrance to the south is reflected in the marble floor.", "endoftext": false }, { "action": "Go north", "response": "Like the foyer, the hallway is marble. Its two-story height\ncombined with its thinness inspires unease. A walkway runs above you, clinging to the east and west walls. Below the east walkway is a doorway.", "endoftext": false }, { "action": "Go north", "response": "The hallway ends abruptly in a pair of large oak doors. Their intricate carving is barely visible in the leaden light from the windows above you. The doors are flanked by two sweeping staircases to the northeast and northwest. A doorway to the east is mirrored by a closed door to the west.", "endoftext": false }, { "action": "You go to the north", "response": "Your footsteps echo hollowly in the dimly-lit and cavernous hall. Benches line the floor, their rows skewed slightly to focus on the desk at the north end. A clock is set in the wall in plain view of the desk. The south third of the room is covered by a balcony, reducing the height of the hall from two stories to one. A small door to the east and two large doors to the south stand ajar. To one side of the two doors is a light switch.", "endoftext": false }, { "action": "Go south", "response": "The two-story height of the foyer is channelled into a narrower\nhallway to the north. On the north wall to the west of the hallway's beginning is an open doorway. The building's entrance to the south is reflected in the marble floor.\nTracked across the marble floor are muddy footprints.\n\nA section of the air just above your head shimmers. A small pyramid falls from the disturbance to the ground below.", "endoftext": false }, { "action": "You go south", "response": "You can see little through the glare of sun on snow. The building\nto the north is just visible, but everything else is a wash of bright white.\n\nYou begin to feel the cold seep into you, chilling you.", "endoftext": false }, { "action": "You go north", "response": "The two-story height of the foyer is channelled into a narrower\nhallway to the north. On the north wall to the west of the hallway's beginning is an open doorway. The building's entrance to the south is reflected in the marble floor.\nTracked across the marble floor are muddy footprints.\nYou see a paper pyramid here.\n\nYou now feel recovered from your exposure to the cold.", "endoftext": false }, { "action": "You get the pyramid", "response": "The pyramid begins glowing softly. It unfolds like a flower and a feminine voice issues from it, saying, \"Doctor! Doctor! Something's wrong with Terry!\" When the light dies down, the pyramid is gone.", "endoftext": false }, { "action": "Go northwest", "response": "Shadows crowd the room, strengthened by the unlit ceiling light\nwhich is canted at a strange angle. A scarred mahogany desk is crammed into one corner of the room, facing the doorway and the clock above it. The room is small enough that the light switch beside the door is within arms reach of the desk.", "endoftext": false }, { "action": "You go to the southeast", "response": "The two-story height of the foyer is channelled into a narrower\nhallway to the north. On the north wall to the west of the hallway's beginning is an open doorway. The building's entrance to the south is reflected in the marble floor.\nTracked across the marble floor are muddy footprints.", "endoftext": false }, { "action": "You look at the desk", "response": "The dark wood of the desk only serves to make the office more claustrophobic. Deep gouges run from the front of the desk to the back; close examination shows them to be fingernail-shaped. All of the desk drawers have been removed.", "endoftext": false }, { "action": "You examine the gouges", "response": "Gouges scar the once-pristine surface of the desk.", "endoftext": false }, { "action": "Exits", "response": "You can go southeast.", "endoftext": false }, { "action": "You examine the switch", "response": "The switch is currently off.", "endoftext": false }, { "action": "You look at the clock", "response": "A white-faced clock with numbers and black hands, hands which stand frozen at 2:59.", "endoftext": false }, { "action": "You examine the ceiling", "response": "It looms above you.", "endoftext": false }, { "action": "You go to the southeast", "response": "The two-story height of the foyer is channelled into a narrower\nhallway to the north. On the north wall to the west of the hallway's beginning is an open doorway. The building's entrance to the south is reflected in the marble floor.\nTracked across the marble floor are muddy footprints.", "endoftext": false }, { "action": "Go north", "response": "Like the foyer, the hallway is marble. Its two-story height\ncombined with its thinness inspires unease. A walkway runs above you, clinging to the east and west walls. Below the east walkway is a doorway.", "endoftext": false }, { "action": "You examine the walkway", "response": "The walkway rings the hall on every side but the south, casting a shadow on the floor.", "endoftext": false }, { "action": "You examine doors", "response": "small door: The closed door leads west.\nlarge wooden doors: The carved doors are made of oak and are twice your height. They stand slightly ajar, leaving enough room for you to enter.", "endoftext": false }, { "action": "You examine carvings", "response": "You peer closely at the door, but are unable to tell what the carving is of in the dim light.", "endoftext": false }, { "action": "Go east", "response": "Metal shelves fill the hall; most are empty and many have succumbed\nto rust. The shelves that aren't empty hold broken shards of glass.\nThe archive continues to the south, and an exit leads west.", "endoftext": false }, { "action": "You look at the glass", "response": "The glass fragments run the gamut from large shards to fine, gritty powder.", "endoftext": false }, { "action": "You take the glass", "response": "You would most surely cut yourself.", "endoftext": false }, { "action": "You look at the shelves", "response": "The shelves cover the room, as if they had multiplied in the same manner coathangers are reputed to. They are covered in broken shards.", "endoftext": false }, { "action": "You go south", "response": "filling rack after rack of shelves, making it difficult to find a place to stand. The room continues to the north. Above the west exit is a clock; beside the exit is a light switch.", "endoftext": false }, { "action": "You examine the clock", "response": "A white-faced clock with numbers and black hands, hands which stand frozen at 2:25.", "endoftext": false }, { "action": "Wait", "response": "Time passes...", "endoftext": false }, { "action": "You look at the boxes", "response": "Cardboard boxes, all taped shut. Each one has been labeled with a black magic marker.", "endoftext": false }, { "action": "You read the boxes", "response": "Your eyes roam over their surfaces, taking in their titles. Many are labeled \"Memories\" with a range of dates following. A few are labeled \"Fragments.\" You feel an odd sense of disorientation as you stare at them.", "endoftext": false }, { "action": "Open boxes", "response": "The tape prevents you from opening the boxes.", "endoftext": false }, { "action": "You go west", "response": "(Opening the small door)\nUtility Room\nThe room is hot and stifling; cobwebs drip from every surface. A hot-water tank crouches in one corner. Rickety stairs lead into the depths of the building. To the east is an open door.", "endoftext": false }, { "action": "Exits", "response": "You can go east and down.", "endoftext": false }, { "action": "You look at the tank", "response": "The tank is old and somewhat rusty. An orange wire runs past it.", "endoftext": false }, { "action": "You touch the tank", "response": "The tank is cool.", "endoftext": true }, { "action": "Go downwards", "response": "A cramped square room, barely lit by windows above you. The north\nand west walls are taken up by tables. A clock and a light switch are just visible next to the stairs on the south wall. In the northwest corner is a tiny drain; in the southeast corner are two large wheels, one on the east wall and one on the south wall. A pile of spheres has claimed part of the east wall beneath the wheel.\nIn the middle of the south wall is a heater.\nSitting on the tables are a rucksack and five balances.\nA man stands bent over the tables, jotting things down in a large notebook.\n\nAs your footsteps sound on the stairs, the man turns. He looks you over, one eyebrow quirking in surprise. \"Hello,\" he says. \"And here I thought I was the last one still around. I'm Frankie.\"", "endoftext": false }, { "action": "You ask Frankie about the balance", "response": "\"Frankly, I don't know what they were for. One of the unsolved mysteries of this place.\"", "endoftext": false }, { "action": "You examine the balances", "response": "Sitting silent on the tables, the balances are all tarnished brass and pitted steel.", "endoftext": false }, { "action": "You look at the rucksack", "response": "It is made of heavy denim and looks well-used. The rucksack is open.", "endoftext": false }, { "action": "You get the sack", "response": "I don't know the word \"t\".\n\nFrankie glances over at you as you pick up the rucksack. \"You can have it,\" he says. \"It'll do you more good than it will me.\"", "endoftext": false }, { "action": "You put all in the sack", "response": "fool: Done.\nrucksack: You can't put the rucksack in itself!", "endoftext": false }, { "action": "You examine clock", "response": "A white-faced clock with numbers and black hands, hands which stand frozen at 10:02. Next to the clock is a light switch.", "endoftext": false }, { "action": "You ask Frankie about Frankie", "response": "Frankie grins sardonically. \"I'm just an archaeologist, nothing more. My team and I were working on unearthing those,\" he gestures at the pile of spheres by the wall, \"until we got word of the avalanche.\"", "endoftext": false }, { "action": "You ask Frankie about the team", "response": "\"I sent my team away when we heard about the avalanche. I couldn't ask them to put themselves in harm's way.\"", "endoftext": false }, { "action": "You ask Frankie about the avalanche", "response": "Frankie says, \"When we heard about it yesterday, we all started rushing about, hither and yon, trying to finish our separate projects. The power going out didn't help things a bit.\" He sighs heavily. \"I only wish someone could have protected my project.\"", "endoftext": false }, { "action": "You ask Frankie about the project", "response": "\"Why, the spheres,\" he says.", "endoftext": false }, { "action": "You examine the spheres", "response": "The spheres are smooth and translucent, glowing softly from within. Several are caked with mud and dirt, testimony to their recent location. They have been stacked in a tight-fitting pyramid. You feel a strange sense of deja vu as you gaze into them.", "endoftext": false }, { "action": "You touch the spheres", "response": "You reach your hand towards one of the spheres. As you draw nearer, a spark spits from the sphere, rushes up your arm, and then--\n\nDarkness, then light.\n\nYou see yourself, a brief memory of driving your father's car alone for the first time, Joe Walsh on the radio, hands ice-slick with the fear of wrecking, pulse pounding, the thrill of being in control--\n\nLight, then darkness.\n\nYou are thirteen, on a camping trip with friends, hiding in the dark, playing a game of flashlight tag, who will be the first to find you, or will you find the others first--\n\nWith a horrendous wrenching sensation you pull yourself away from the pile of spheres. You glance at Frankie but, absorbed in his notetaking, he has not noticed your momentary distress.", "endoftext": false }, { "action": "You tell Frankie about the spheres", "response": "Frankie says, \"They were my project. Well, mine and some colleagues. They'd been buried near here for years.\" He gazes at the spheres for a minute, then at you. \"Makes you wonder why someone would go to all the trouble to bury them.\"\n\nOne of the spheres teeters, then rolls down the pile. It reaches the bottom and breaks, golden smoke issuing from it. As the shards of the sphere melt into the floor, the smoke begins coalescing, solidifying into a Welsh Corgi puppy who barks twice at you.\n\nFrankie glances at the puppy, then at you, smiling at something.\n\"Looks like you have a new pet,\" he says. \"I'd say the first order of business is to name him.\"", "endoftext": false }, { "action": "You name the dog bubbles", "response": "You may name something by using NAME OBJECT \"NEWNAME\".", "endoftext": false }, { "action": "You ask Frankie about the power", "response": "\"We put too many demands on the building, tripped every breaker it had, one by one. Thing is, to restart the system you have to reset the breakers in the order in which they were tripped. Too much bother for us, considering our time limit, and what with the breakers being on the outside of the building and all.\"\n\nBubbles comes running toward you, barking loudly. Upon seeing you, however, Bubbles calms down and trots nonchalantly up to you.", "endoftext": false }, { "action": "You ask Frankie about the wheels", "response": "Frankie says, \"The wheels control the level of this room. I assume that they were installed to keep the balances...well, balanced.\"\n\nBubbles comes over, sniffs at your legs, then wanders off again.", "endoftext": false }, { "action": "You look in the sack", "response": "In the rucksack you see a fool.", "endoftext": false }, { "action": "Exits", "response": "You can go up.", "endoftext": false }, { "action": "You look at the heater", "response": "It is an old-fashioned wood-burning heater, standing a few centimeters above the ground on metal legs. Heat pours from it in waves. Its most noticeable feature isn't: it has no smoke stack.", "endoftext": false }, { "action": "You look at the wheels", "response": "south wheel: The spoked metal wheel has a handle at one point of its circumference.\neast wheel: The spoked metal wheel has a handle at one point of its circumference.", "endoftext": false }, { "action": "You examine the drain", "response": "The metal drain is a small circle with a grate about ten centimeters in diameter.", "endoftext": false }, { "action": "You open the grate", "response": "I don't know how to open the metal drain.\n\nBubbles comes over, sniffs at your legs, then wanders off again.", "endoftext": false }, { "action": "Pet Bubbles", "response": "You pet Bubbles, whose tail wags mightily in response.", "endoftext": false }, { "action": "You go north", "response": "Bubbles looks at you quizically, head cocked to one side.", "endoftext": false }, { "action": "You fetch the sphere", "response": "Bubbles looks at you quizically, head cocked to one side.\n\nBubbles curls up in a small ball, resting.", "endoftext": false }, { "action": "You take Bubbles", "response": "Bubbles gives you a sidelong look. As your hands close around the dog, it swirls like smoke, solidifying just out of your reach.\n\nBubbles comes over, sniffs at your legs, then wanders off again.", "endoftext": false }, { "action": "Go upwards", "response": "The room is hot and stifling; cobwebs drip from every surface. A hot-water tank crouches in one corner. Rickety stairs lead into the depths of the building. To the east is an open door.\n\nBubbles comes trotting after you.", "endoftext": false }, { "action": "You go to the east", "response": "The hallway ends abruptly in a pair of large oak doors. Their intricate carving is barely visible in the leaden light from the windows above you. The doors are flanked by two sweeping staircases to the northeast and northwest. A doorway to the east is mirrored by an open door to the west.\n\nBubbles comes trotting after you.", "endoftext": false }, { "action": "Go north", "response": "Your footsteps echo hollowly in the dimly-lit and cavernous hall. Benches line the floor, their rows skewed slightly to focus on the desk at the north end. A clock is set in the wall in plain view of the desk. The south third of the room is covered by a balcony, reducing the height of the hall from two stories to one. A small door to the east and two large doors to the south stand ajar. To one side of the two doors is a light switch.\n\nBubbles comes trotting after you.", "endoftext": false }, { "action": "Exits", "response": "You can go south and east.", "endoftext": true }, { "action": "You look around", "response": "Your footsteps echo hollowly in the dimly-lit and cavernous hall. Benches line the floor, their rows skewed slightly to focus on the desk at the north end. A clock is set in the wall in plain view of the desk. The south third of the room is covered by a balcony, reducing the height of the hall from two stories to one. A small door to the east and two large doors to the south stand ajar. To one side of the two doors is a light switch.\nBubbles is wandering around, sniffing at things.", "endoftext": false }, { "action": "You examine the clock", "response": "A white-faced clock with numbers and black hands, hands which stand frozen at 1:43.", "endoftext": false }, { "action": "You look at benches", "response": "They stand to either side of the hall, lined in rows running from east to west. They stop short of the desk, leaving several meters of clear floor.", "endoftext": false }, { "action": "You examine the desk", "response": "More lectern than desk, it is slightly elevated. There is space behind it, presumably for a large chair, and it commands an excellent view of the entire room.", "endoftext": false }, { "action": "You stand behind the desk", "response": "You step behind the desk.\n\nBubbles takes a running fit, tearing around as fast as possible on short legs.", "endoftext": false }, { "action": "You look under the benches", "response": "There's nothing under the benches.\n\nBubbles curls up in a small ball, resting.", "endoftext": false }, { "action": "You examine the balcony", "response": "The balcony stands above you, covering one-third of the hall.\n\nBubbles comes over, sniffs at your legs, then wanders off again.", "endoftext": false }, { "action": "You go to the east", "response": "Small and comfortable after the audience hall, a retreat for whoever once presided to the west. A coatrack, chair, and desk fill the room without crowding it.\nHanging from the coatrack are a pair of gloves and a thin coat.\n\nBubbles comes trotting after you.", "endoftext": false }, { "action": "You get the coat", "response": "Taken.", "endoftext": false }, { "action": "You wear the gloves", "response": "Okay, you're now wearing the heavy gloves.\n\nBubbles comes over, sniffs at your legs, then wanders off again.", "endoftext": false }, { "action": "You examine the coat", "response": "The coat is thin, more of a windbreaker than a coat. White stitching runs down its arms and sides.", "endoftext": false }, { "action": "You examine the stitching", "response": "It runs down the coat's arms and sides. It has begun to unravel.", "endoftext": false }, { "action": "You look in the coat", "response": "Not while you're wearing the coat.", "endoftext": false }, { "action": "You pull the stitching", "response": "You give the stitching a good tug and feel it give slightly.", "endoftext": false }, { "action": "Rip stitching", "response": "The stitching gives further, causing the coat to gape.\n\nBubbles wanders away.", "endoftext": false }, { "action": "Rip stitching", "response": "With a final rip, the stitching tears completely free, leaving only scraps behind.", "endoftext": false }, { "action": "You look at the scraps", "response": "Despite their origin, the scraps now could barely cover one of your arms.\n\nBubbles comes running toward you, barking loudly. Upon seeing you, however, Bubbles calms down and trots nonchalantly up to you.", "endoftext": false }, { "action": "You take the scraps", "response": "You already have some scraps!", "endoftext": false }, { "action": "Inventory", "response": "You have a rucksack, a thin coat, and a pair of gloves (being worn). The rucksack seems to contain a fool.", "endoftext": false }, { "action": "You look in the rucksack", "response": "In the rucksack you see a fool.", "endoftext": false }, { "action": "You examine coat", "response": "The coat is thin, more of a windbreaker than a coat. White stitching runs down its arms and sides.\n\nBubbles comes over, sniffs at your legs, then wanders off again.", "endoftext": false }, { "action": "You examine the desk", "response": "It is large without being overwhelming. An air of disuse hangs about it. Set into its surface are a clock and a radio.", "endoftext": false }, { "action": "You examine the clock", "response": "Its tiny face is turned towards the plush chair, its base affixed to the desk's surface. It has stopped at 1:18.", "endoftext": false }, { "action": "You examine the radio", "response": "The radio is softly playing music. Its only control is a knob on its face.\n\nBubbles takes a running fit, tearing around as fast as possible on short legs.", "endoftext": false }, { "action": "You look at the knob", "response": "The radio is softly playing music. Its only control is a knob on its face.", "endoftext": false }, { "action": "You turn knob", "response": "You turn the knob, expecting to hear the radio traverse several radio stations. Instead, the same song plays continuously, never deviating.", "endoftext": true }, { "action": "You look around", "response": "Small and comfortable after the audience hall, a retreat for whoever once presided to the west. A coatrack, chair, and desk fill the room without crowding it.\nBubbles is wandering around, sniffing at things.", "endoftext": false }, { "action": "You look at the chair", "response": "The plush chair sits behind the desk.", "endoftext": false }, { "action": "Go west", "response": "Your footsteps echo hollowly in the dimly-lit and cavernous hall. Benches line the floor, their rows skewed slightly to focus on the desk at the north end. A clock is set in the wall in plain view of the desk. The south third of the room is covered by a balcony, reducing the height of the hall from two stories to one. A small door to the east and two large doors to the south stand ajar. To one side of the two doors is a light switch.\n\nBubbles comes trotting after you.", "endoftext": false }, { "action": "Go south", "response": "The hallway ends abruptly in a pair of large oak doors. Their intricate carving is barely visible in the leaden light from the windows above you. The doors are flanked by two sweeping staircases to the northeast and northwest. A doorway to the east is mirrored by an open door to the west.\n\nBubbles comes trotting after you.", "endoftext": false }, { "action": "Go northeast", "response": "The walkway runs along the east wall of the hallway. A sweeping staircase joins the walkway to the southwest.\n\nBubbles comes trotting after you.", "endoftext": false }, { "action": "You examine staircase", "response": "The staircase curves as it falls to the floor below.\n\nBubbles wanders away.", "endoftext": false }, { "action": "Go south", "response": "foyer. There is a doorway to the east; the walkway continues to the north.", "endoftext": false }, { "action": "You go to the east", "response": "The library is a dimly-lit backwards L curving around the end of the building. Shelves filled with books take up much of the room; the rest is inhabited by stacks of books. A metal sentinel guards the west exit; on the other side of the exit is a light switch. There is a clock above the sentinel.", "endoftext": false }, { "action": "You examine sentinel", "response": "A dark metal statue, reminiscent of a prop from Fritz Lang's Metropolis. A stern, angular head sits atop a sexless body seven feet tall. Its arms are straight at its sides.\n\nBubbles comes running toward you, barking loudly. Upon seeing you, however, Bubbles calms down and trots nonchalantly up to you.", "endoftext": false }, { "action": "You examine the clock", "response": "A white-faced clock with numbers and black hands, hands which stand frozen at 10:58.", "endoftext": false }, { "action": "Examine books", "response": "The books resemble case histories from a law library: leather binding, small type on their spines.\n\nBubbles takes a running fit, tearing around as fast as possible on short legs.", "endoftext": false }, { "action": "You read books", "response": "You pull one off a shelf at random and open it. You read of a dilemma, arguments pro and con, and then of the final decision. As you replace the book, you realize that the entire episode seems oddly familiar.", "endoftext": false }, { "action": "Exits", "response": "You can go west.", "endoftext": false }, { "action": "You look at the shelves", "response": "They are stacked back to back in rows running around the room.", "endoftext": true }, { "action": "Look around", "response": "The library is a dimly-lit backwards L curving around the end of the building. Shelves filled with books take up much of the room; the rest is inhabited by stacks of books. A metal sentinel guards the west exit; on the other side of the exit is a light switch. There is a clock above the sentinel.\nBubbles is wandering around, sniffing at things.", "endoftext": false }, { "action": "You search the shelves", "response": "Don't worry about the wooden shelves.\n\nBubbles comes over, sniffs at your legs, then wanders off again.", "endoftext": false }, { "action": "Kiss sentinel", "response": "Bleah.", "endoftext": false }, { "action": "You turn on the switch", "response": "You turn on the switch, but nothing happens.\n\nBubbles curls up in a small ball, resting.", "endoftext": false }, { "action": "You take the books", "response": "You wouldn't know where to begin.\n\nBubbles comes over, sniffs at your legs, then wanders off again.", "endoftext": false }, { "action": "You read books", "response": "You pull one off a shelf at random and open it. You read of a dilemma, arguments pro and con, and then of the final decision. As you replace the book, you realize that the entire episode seems oddly familiar.", "endoftext": false }, { "action": "Go west", "response": "foyer. There is a doorway to the east; the walkway continues to the north.\n\nBubbles comes trotting after you.", "endoftext": false }, { "action": "You go north", "response": "The walkway curves to the west; you follow it.\n\nThe walkway is just wide enough to accomodate two people turned sideways. Below you spreads the hallway. There is a gaping doorway to the north.\n\nBubbles comes trotting after you.", "endoftext": false }, { "action": "You go to the north", "response": "You have an excellent view of the audience hall from the balcony. Benches, which would look somber from the floor below, look forlorn from here. Metal bolts in the floor indicate where benches once stood.\n\nBubbles comes trotting after you.", "endoftext": false }, { "action": "You examine the bolts", "response": "The metal bolts stud the balcony, making for treacherous footing.\nTheir spacing and uniformity mark the outlines of the benches they once held.\n\nBubbles wanders away.", "endoftext": false }, { "action": "Exits", "response": "You can go south.", "endoftext": false }, { "action": "Go south", "response": "The walkway is just wide enough to accomodate two people turned sideways. Below you spreads the hallway. There is a gaping doorway to the north.", "endoftext": false }, { "action": "Go west", "response": "The walkway bends to the south; you follow it.\n\nThe walkway runs along the west wall of the hallway. To the\nsoutheast, a sweeping staircase meets the hallway from below. A closed door is to the west. Above the door is a clock.", "endoftext": false }, { "action": "You examine the clock", "response": "A white-faced clock with numbers and black hands, hands which stand frozen at 11:30.\n\nBubbles comes running toward you, barking loudly. Upon seeing you, however, Bubbles calms down and trots nonchalantly up to you.", "endoftext": false }, { "action": "You open the door", "response": "Opened.", "endoftext": false }, { "action": "You examine the door", "response": "The open door leads west.", "endoftext": false }, { "action": "You go to the west", "response": "The tiny closet is dank and has a strange smell. It is unfinished;\nin many places unadorned sheetrock and insulation show. The only light in the room comes from the open door to the east. Above you hang a bare bulb and a pull cord.\n\nBubbles comes trotting after you.", "endoftext": false }, { "action": "You pull the cord", "response": "You give the cord a firm tug and are rewarded with a click from the lightbulb. Nothing else happens.\n\nBubbles curls up in a small ball, resting.", "endoftext": false }, { "action": "You examine the lightbulb", "response": "The bare bulb hangs above you.\n\nBubbles wanders away.", "endoftext": false }, { "action": "You examine the insulation", "response": "Pink and fluffy, it pokes from spots in the closet.", "endoftext": false }, { "action": "You take the insulation", "response": "You rip off a tuft of the insulation.", "endoftext": false }, { "action": "Inventory", "response": "You have a rucksack, a thin coat, a pair of gloves (being worn), and a tuft of insulation. The rucksack seems to contain a fool.\n\nBubbles comes running toward you, barking loudly. Upon seeing you, however, Bubbles calms down and trots nonchalantly up to you.", "endoftext": false }, { "action": "You pull the stitching", "response": "You give the stitching a good tug and feel it give slightly.", "endoftext": false }, { "action": "You put the insulation in the stitching", "response": "You can't put anything into the white stitching.\n\nBubbles takes a running fit, tearing around as fast as possible on short legs.", "endoftext": false }, { "action": "You pull the stitching", "response": "The stitching gives further, causing the coat to gape.", "endoftext": false }, { "action": "You put the insulation in the coat", "response": "Done.", "endoftext": false }, { "action": "You look at the coat", "response": "The coat is thin, more of a windbreaker than a coat. Its white stitching is torn, leaving it open like a huge sack. Stuffed inside the coat you see a tuft of insulation.", "endoftext": false }, { "action": "Wear coat", "response": "As you wear the coat you feel the insulation inside crackling. The coat is somewhat warm.", "endoftext": false }, { "action": "You examine sheetrock", "response": "It has been haphazardly applied to the studs behind it.", "endoftext": false }, { "action": "You move it", "response": "You can't move the sheetrock.\n\nBubbles curls up in a small ball, resting.", "endoftext": false }, { "action": "You get the insulation", "response": "You rip off a tuft of the insulation.\n\nBubbles takes a running fit, tearing around as fast as possible on short legs.", "endoftext": false }, { "action": "You put insulation in the coat", "response": "Not while you're wearing the coat.", "endoftext": false }, { "action": "You put the insulation in the coat", "response": "Done.", "endoftext": false }, { "action": "You examine the coat", "response": "The coat is thin, more of a windbreaker than a coat. Its white stitching is torn, leaving it open like a huge sack. Stuffed inside the coat you see two tufts of insulation.", "endoftext": false }, { "action": "Wear coat", "response": "As you wear the coat you feel the insulation inside crackling. The coat is somewhat warm.", "endoftext": false }, { "action": "You remove the coat", "response": "Okay, you're no longer wearing the thin coat.\n\nBubbles takes a running fit, tearing around as fast as possible on short legs.", "endoftext": false }, { "action": "You go to the east", "response": "The walkway runs along the west wall of the hallway. To the\nsoutheast, a sweeping staircase meets the hallway from below. An open door is to the west. Above the door is a clock.\n\nBubbles comes trotting after you.", "endoftext": false }, { "action": "You go south", "response": "The walkway ends to the south in a blank wall. A doorway to the\nwest and the remainder of the walkway to the north allow egress.\n\nBubbles comes trotting after you.", "endoftext": false }, { "action": "You go to the west", "response": "Rows of filing cabinets divide the room into sections. Metal rises from floor to ceiling. Drawer after drawer stare at you, none of them labelled. The exit to the east is barely visible due to the metal sentinel partially blocking it. The clock above the exit, however, is plainly visible from anywhere in the room, a feat which is nothing short of miraculous.\n\nBubbles comes trotting after you.", "endoftext": false }, { "action": "You examine the clock", "response": "A white-faced clock with numbers and black hands, hands which stand frozen at 11:07.", "endoftext": false }, { "action": "Exits", "response": "You can go east.", "endoftext": false }, { "action": "You look at the sentinel", "response": "A dark metal statue, reminiscent of a prop from Fritz Lang's Metropolis. A stern, angular head sits atop a sexless body seven feet tall. Its arms are straight at its sides.", "endoftext": false }, { "action": "You look at the cabinets", "response": "The sheer number of filing cabinets boggles the mind.", "endoftext": false }, { "action": "You open the cabinet", "response": "You try several cabinet drawers. All are locked.\n\nBubbles wanders away.", "endoftext": false }, { "action": "Go east", "response": "The walkway ends to the south in a blank wall. A doorway to the\nwest and the remainder of the walkway to the north allow egress.", "endoftext": false }, { "action": "You go north", "response": "The walkway runs along the west wall of the hallway. To the\nsoutheast, a sweeping staircase meets the hallway from below. An open door is to the west. Above the door is a clock.\n\nBubbles comes running toward you, barking loudly. Upon seeing you, however, Bubbles calms down and trots nonchalantly up to you.", "endoftext": false }, { "action": "You go south", "response": "Like the foyer, the hallway is marble. Its two-story height\ncombined with its thinness inspires unease. A walkway runs above you, clinging to the east and west walls. Below the east walkway is a doorway.\n\nBubbles comes trotting after you.", "endoftext": false }, { "action": "Go south", "response": "The two-story height of the foyer is channelled into a narrower\nhallway to the north. On the north wall to the west of the hallway's beginning is an open doorway. The building's entrance to the south is reflected in the marble floor.\nTracked across the marble floor are muddy footprints.\n\nBubbles comes trotting after you.", "endoftext": false }, { "action": "Wear coat", "response": "As you wear the coat you feel the insulation inside crackling. The coat is somewhat warm.\n\nBubbles takes a running fit, tearing around as fast as possible on short legs.", "endoftext": false }, { "action": "Go south", "response": "Bubbles begins barking at you fiercely, dancing in front of you and impeding your progress. You nearly have to jump over Bubbles to get past, at which point it lies on the floor, staring mournfully at you as you leave.\n\nYou can see little through the glare of sun on snow. The building\nto the north is just visible, but everything else is a wash of bright white.\n\nThe coat offers limited protection from the wind.", "endoftext": false }, { "action": "Go north", "response": "The two-story height of the foyer is channelled into a narrower\nhallway to the north. On the north wall to the west of the hallway's beginning is an open doorway. The building's entrance to the south is reflected in the marble floor.\nTracked across the marble floor are muddy footprints.\nBubbles is lying on the ground, waiting for you.\n\nBubbles sees you and jumps up, barking loudly at your return.", "endoftext": false }, { "action": "Go upwards", "response": "You can go up to the northeast or to the northwest.\n\nBubbles wanders away.", "endoftext": false }, { "action": "Go northwest", "response": "The walkway runs along the west wall of the hallway. To the\nsoutheast, a sweeping staircase meets the hallway from below. An open door is to the west. Above the door is a clock.", "endoftext": false }, { "action": "Go west", "response": "The tiny closet is dank and has a strange smell. It is unfinished;\nin many places unadorned sheetrock and insulation show. The only light in the room comes from the open door to the east. Above you hang a bare bulb and a pull cord.", "endoftext": false }, { "action": "You take the insulation", "response": "You rip off a tuft of the insulation.", "endoftext": false }, { "action": "You remove the coat", "response": "Okay, you're no longer wearing the thin coat.\n\nBubbles comes running toward you, barking loudly. Upon seeing you, however, Bubbles calms down and trots nonchalantly up to you.", "endoftext": false }, { "action": "You put the tuft in the coat", "response": "Done.\n\nBubbles takes a running fit, tearing around as fast as possible on short legs.", "endoftext": false }, { "action": "You take the insulation", "response": "Which insulation do you mean, the tuft of insulation, or the mass of insulation?", "endoftext": false }, { "action": "You look in the coat", "response": "In the thin coat you see three tufts of insulation.", "endoftext": false }, { "action": "Wear coat", "response": "As you wear the coat you feel the insulation inside crackling. The coat is very warm.", "endoftext": false }, { "action": "Go south", "response": "Bubbles begins barking at your rucksack, leaping off the ground in an effort to grab hold of it before you leave. Your momentum, however, carries you out the door before Bubbles is successful.\n\nYou can see little through the glare of sun on snow. The building\nto the north is just visible, but everything else is a wash of bright white.\n\nThe wind beats futilely against your now-warm coat.", "endoftext": false }, { "action": "Go north", "response": "The two-story height of the foyer is channelled into a narrower\nhallway to the north. On the north wall to the west of the hallway's beginning is an open doorway. The building's entrance to the south is reflected in the marble floor.\nTracked across the marble floor are muddy footprints.\nBubbles is lying on the ground, waiting for you.\n\nBubbles sees you and jumps up, barking loudly at your return.", "endoftext": false }, { "action": "You check your inventory", "response": "You have a rucksack, a thin coat (being worn), a pair of gloves (being worn), and a tuft of insulation. The rucksack seems to contain a fool.", "endoftext": false }, { "action": "North", "response": "Bubbles looks at you quizically, head cocked to one side.", "endoftext": false }, { "action": "You take the dog", "response": "Bubbles gives you a sidelong look. As your hands close around the dog, it swirls like smoke, solidifying just out of your reach.\n\nBubbles wanders away.", "endoftext": false }, { "action": "You drop the rucksack", "response": "Dropped.", "endoftext": false }, { "action": "You get the rucksack", "response": "Taken.", "endoftext": false }, { "action": "Go north", "response": "Like the foyer, the hallway is marble. Its two-story height\ncombined with its thinness inspires unease. A walkway runs above you, clinging to the east and west walls. Below the east walkway is a doorway.\n\nBubbles comes running toward you, barking loudly. Upon seeing you, however, Bubbles calms down and trots nonchalantly up to you.", "endoftext": false }, { "action": "You give the sack to Bubbles", "response": "You place the rucksack on the ground next to Bubbles. The dog proceeds to wriggle under the rucksack, then stand.\n\nBubbles comes over, sniffs at your legs, then wanders off again.", "endoftext": false }, { "action": "You examine the rucksack", "response": "It is made of heavy denim and looks well-used. The rucksack is open and seems to contain a fool.", "endoftext": false }, { "action": "You examine Bubbles", "response": "Bubbles resembles a corgi. In fact, it looks like the corgi you begged your father for when you were eight. It walks around on short legs, very much a young puppy. It is wearing the rucksack.", "endoftext": false }, { "action": "Go south", "response": "Bubbles lies down on the floor, waiting for you to return. It places its paws protectively over the rucksack it is guarding.\n\nYou can see little through the glare of sun on snow. The building\nto the north is just visible, but everything else is a wash of bright white.\n\nThe wind beats futilely against your coat.", "endoftext": false }, { "action": "Go north", "response": "The two-story height of the foyer is channelled into a narrower\nhallway to the north. On the north wall to the west of the hallway's beginning is an open doorway. The building's entrance to the south is reflected in the marble floor.\nTracked across the marble floor are muddy footprints.\nBubbles is lying on the ground, waiting for you.\n\nBubbles sees you and jumps up, barking loudly at your return.", "endoftext": false }, { "action": "You put the tuft in the rucksack", "response": "Done.", "endoftext": false }, { "action": "You put Bubbles in the sack", "response": "You can't put Bubbles anywhere.\n\nBubbles wanders away.", "endoftext": false }, { "action": "Wait", "response": "Time passes...", "endoftext": false }, { "action": "You take rucksack", "response": "Taken.\n\nBubbles wanders away.", "endoftext": false }, { "action": "You go to the south", "response": "The two-story height of the foyer is channelled into a narrower\nhallway to the north. On the north wall to the west of the hallway's beginning is an open doorway. The building's entrance to the south is reflected in the marble floor.\nTracked across the marble floor are muddy footprints.", "endoftext": false }, { "action": "You follow Bubbles", "response": "But Bubbles is right here!\n\nBubbles takes a running fit, tearing around as fast as possible on short legs.", "endoftext": false }, { "action": "You get them", "response": "muddy footprints: Don't worry about the muddy footprints.", "endoftext": false }, { "action": "Go northwest", "response": "Shadows crowd the room, strengthened by the unlit ceiling light\nwhich is canted at a strange angle. A scarred mahogany desk is crammed into one corner of the room, facing the doorway and the clock above it. The room is small enough that the light switch beside the door is within arms reach of the desk.\n\nBubbles comes trotting after you.", "endoftext": false }, { "action": "You look at the shadows", "response": "They fill the room. Opaque...no shadows should be so thick.\n\nBubbles comes over, sniffs at your legs, then wanders off again.", "endoftext": false }, { "action": "You examine the light", "response": "It is tilted at an angle, as if someone once tried to pull it down. It vibrates in time to some unheard syncopated beat.", "endoftext": false }, { "action": "You pull light", "response": "It's too far away.", "endoftext": false }, { "action": "You look at the clock", "response": "A white-faced clock with numbers and black hands, hands which stand frozen at 2:59.\n\nBubbles comes over, sniffs at your legs, then wanders off again.", "endoftext": false }, { "action": "You pull light", "response": "Despite its precarious-looking hold on the ceiling, you are unable to tear it down.", "endoftext": false }, { "action": "You check your inventory", "response": "You have a thin coat (being worn) and a pair of gloves (being worn).", "endoftext": false }, { "action": "You examine ceiling", "response": "It is tilted at an angle, as if someone once tried to pull it down. It vibrates in time to some unheard syncopated beat.\n\nBubbles wanders away.", "endoftext": false }, { "action": "You feel them", "response": "gouges: Even in the gloves your fingers fit neatly in the gouges.\n\nBubbles comes running toward you, barking loudly. Upon seeing you, however, Bubbles calms down and trots nonchalantly up to you.", "endoftext": false }, { "action": "You look under the desk", "response": "There's nothing under the mahogany desk.\n\nBubbles comes over, sniffs at your legs, then wanders off again.", "endoftext": false }, { "action": "Search sack", "response": "In the rucksack you see a fool and a tuft of insulation.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You have a thin coat (being worn), a pair of gloves (being worn), and a rucksack. The rucksack seems to contain a fool and a tuft of insulation.", "endoftext": true }, { "action": "Look around", "response": "Shadows crowd the room, strengthened by the unlit ceiling light\nwhich is canted at a strange angle. A scarred mahogany desk is crammed into one corner of the room, facing the doorway and the clock above it. The room is small enough that the light switch beside the door is within arms reach of the desk.\nBubbles is wandering around, sniffing at things.", "endoftext": false }, { "action": "Switch", "response": "What do you want to switch?", "endoftext": false }, { "action": "You examine the switch", "response": "The switch is currently on.", "endoftext": false }, { "action": "You switch it", "response": "You turn on the switch, but nothing happens.\n\nBubbles takes a running fit, tearing around as fast as possible on short legs.", "endoftext": false }, { "action": "Exits", "response": "You can go southeast.", "endoftext": false }, { "action": "You examine the floor", "response": "It lies beneath you.", "endoftext": false }, { "action": "You examine the walkway", "response": "The walkway rings the hall on every side but the south, casting a shadow on the floor.", "endoftext": false }, { "action": "You examine the shadow", "response": "It is cast by the walkway above. Opaque...no shadow should be so thick.", "endoftext": false }, { "action": "Go upwards", "response": "You can't go that way.\n\nBubbles takes a running fit, tearing around as fast as possible on short legs.", "endoftext": false }, { "action": "You look at the doorway", "response": "The doorway is on the east wall.", "endoftext": false }, { "action": "You go east", "response": "filling rack after rack of shelves, making it difficult to find a place to stand. The room continues to the north. Above the west exit is a clock; beside the exit is a light switch.\n\nBubbles comes trotting after you.", "endoftext": false }, { "action": "You examine the light", "response": "They are cold and dark.", "endoftext": false }, { "action": "You stand", "response": "You're already standing!", "endoftext": false }, { "action": "You read the boxes", "response": "Your eyes roam over their surfaces, taking in their titles. Many are labeled \"Memories\" with a range of dates following. A few are labeled \"Fragments.\" You feel an odd sense of disorientation as you stare at them.\n\nBubbles curls up in a small ball, resting.", "endoftext": false }, { "action": "You read the boxes", "response": "Your eyes roam over their surfaces, taking in their titles. Many are labeled \"Memories\" with a range of dates following. A few are labeled \"Fragments.\" You feel an odd sense of disorientation as you stare at them.\n\nBubbles comes over, sniffs at your legs, then wanders off again.", "endoftext": false }, { "action": "Open boxes", "response": "The tape prevents you from opening the boxes.", "endoftext": false }, { "action": "You examine the tape", "response": "Strong grey tape, covering every open flap of the boxes.", "endoftext": false }, { "action": "You move the boxes", "response": "You can't move the cardboard boxes.\n\nBubbles curls up in a small ball, resting.", "endoftext": false }, { "action": "You look behind the boxes", "response": "There's nothing behind the cardboard boxes.\n\nBubbles wanders away.", "endoftext": false }, { "action": "You go north", "response": "Metal shelves fill the hall; most are empty and many have succumbed\nto rust. The shelves that aren't empty hold broken shards of glass.\nThe archive continues to the south, and an exit leads west.", "endoftext": false }, { "action": "You look at the shelves", "response": "The shelves cover the room, as if they had multiplied in the same manner coathangers are reputed to. They are covered in broken shards.", "endoftext": false }, { "action": "You break the shelves", "response": "Don't worry about the metal shelves.\n\nBubbles comes running toward you, barking loudly. Upon seeing you, however, Bubbles calms down and trots nonchalantly up to you.", "endoftext": false }, { "action": "You examine the shards", "response": "The glass fragments run the gamut from large shards to fine, gritty powder.", "endoftext": false }, { "action": "You search the shelves", "response": "Don't worry about the metal shelves.\n\nBubbles curls up in a small ball, resting.", "endoftext": false }, { "action": "You move the shelves", "response": "Don't worry about the metal shelves.\n\nBubbles comes over, sniffs at your legs, then wanders off again.", "endoftext": false }, { "action": "You get the shards", "response": "Though the gloves protect your hands, they render your fingers too clumsy to pick up the shards.", "endoftext": false }, { "action": "Exits", "response": "You can go south and west.", "endoftext": false }, { "action": "You look at the doors", "response": "small door: The open door leads west.\nlarge wooden doors: The carved doors are made of oak and are twice your height. They stand slightly ajar, leaving enough room for you to enter.", "endoftext": false }, { "action": "You look at the windows", "response": "The narrow windows are set just below the ceiling. Grey light from outside spills through them.", "endoftext": false }, { "action": "You examine the staircases", "response": "northwest staircase: The staircase curves as it climbs to the walkway above.\nnortheast staircase: The staircase curves as it climbs to the walkway above.", "endoftext": false }, { "action": "You look at carving", "response": "You peer closely at the door, but are unable to tell what the carving is of in the dim light.", "endoftext": false }, { "action": "You open large doors", "response": "The doors have frozen in position over time. You cannot budge them.\n\nBubbles comes over, sniffs at your legs, then wanders off again.", "endoftext": false }, { "action": "You open the window", "response": "They're too far away.", "endoftext": false }, { "action": "You look at the cobwebs", "response": "The cobwebs are draped over every imaginable surface.\n\nBubbles takes a running fit, tearing around as fast as possible on short legs.", "endoftext": false }, { "action": "You look at the tank", "response": "The tank is old and somewhat rusty. An orange wire runs past it.", "endoftext": false }, { "action": "You examine the stairs", "response": "The stairs lead down.", "endoftext": false }, { "action": "You get the wire", "response": "Don't worry about the orange cable.\n\nBubbles curls up in a small ball, resting.", "endoftext": false }, { "action": "You open tank", "response": "I don't know how to open the hot-water tank.\n\nBubbles takes a running fit, tearing around as fast as possible on short legs.", "endoftext": false }, { "action": "You feel the tank", "response": "The tank is cool.", "endoftext": true }, { "action": "Go downward", "response": "A cramped square room, barely lit by windows above you. The north\nand west walls are taken up by tables. A clock and a light switch are just visible next to the stairs on the south wall. In the northwest corner is a tiny drain; in the southeast corner are two large wheels, one on the east wall and one on the south wall. A pile of spheres has claimed part of the east wall beneath the wheel.\nIn the middle of the south wall is a heater.\nSitting on the tables are five balances.\nFrankie is here, sorting and cataloging.\n\nBubbles comes trotting after you.", "endoftext": false }, { "action": "You examine the windows", "response": "The stairs lead up.\n\nThe windows are barely ten centimeters tall and are nearly flush with the ceiling. They are much thicker than you would expect, almost like the glass found on submersibles.", "endoftext": false }, { "action": "You examine the tables", "response": "The tables line the north and west walls. On them you see five balances.\n\nOut of the corner of your eye you notice something under the tables.\n\nBubbles comes over, sniffs at your legs, then wanders off again.", "endoftext": false }, { "action": "You examine clock", "response": "A white-faced clock with numbers and black hands, hands which stand frozen at 10:02. Next to the clock is a light switch.", "endoftext": false }, { "action": "You open the window", "response": "They're too far away.", "endoftext": false }, { "action": "You look under the tables", "response": "Under the tables you see a junction box.", "endoftext": false }, { "action": "You look at the box", "response": "The junction box has a wire running out of it and a large knife switch on its side. The switch is currently off.", "endoftext": false }, { "action": "You look at the wire", "response": "The wire is large and sheathed in orange. It runs from the box into the northeast corner of the wall.\n\nBubbles takes a running fit, tearing around as fast as possible on short legs.", "endoftext": false }, { "action": "You examine the switch", "response": "Which switch do you mean, the light switch, or the junction box?", "endoftext": false }, { "action": "You switch it", "response": "You push the large knife switch up. When you release it, however, it slides back to its original position. \"Don't waste your time with that,\" Frankie tells you. \"It won't work without power.\"", "endoftext": false }, { "action": "You ask Frankie about the box", "response": "Frankie asks, \"Which box do you mean, the cardboard boxes, or the junction box?\"", "endoftext": false }, { "action": "Junction", "response": "Frankie says, \"It supposedly powers the fence on the hill above us.\"\nHe shrugs. \"I've never seen it working.\"", "endoftext": false }, { "action": "You ask Frankie about the cardboard boxes", "response": "Frankie says, \"Another group was working on those, but they never could get them open. Judging from the shards near them, they probably held some of these spheres.\"\n\nBubbles wanders away.", "endoftext": false }, { "action": "You ask Frankie about the fence", "response": "Frankie shrugs. \"It was on our to-do list. Too bad we never got around to it: it could have protected us from the avalanche.\"", "endoftext": false }, { "action": "You ask Frankie about the list", "response": "Frankie says, \"I think I could use it in my research.\"", "endoftext": false }, { "action": "You ask Frankie about the shards", "response": "Frankie says, \"I'm afraid I won't be much help with that.\"\n\nBubbles comes running toward you, barking loudly. Upon seeing you, however, Bubbles calms down and trots nonchalantly up to you.", "endoftext": false }, { "action": "You ask Frankie about the snow", "response": "\"Here already? The avalanche can't be far behind.\"", "endoftext": false }, { "action": "You ask Frankie about the spheres", "response": "Frankie says, \"This isn't a good time for repeat questions.\"\n\nBubbles comes over, sniffs at your legs, then wanders off again.", "endoftext": false }, { "action": "You ask Frankie about Bubbles", "response": "Frankie shrugs. \"You've got me.\"", "endoftext": false }, { "action": "You ask Frankie about yourself", "response": "Frankie shrugs. \"I'd never seen you before you walked down the stairs.\"", "endoftext": true }, { "action": "Look around", "response": "A cramped square room, barely lit by windows above you. The north\nand west walls are taken up by tables. A clock and a light switch are just visible next to the stairs on the south wall. In the northwest corner is a tiny drain; in the southeast corner are two large wheels, one on the east wall and one on the south wall. A pile of spheres has claimed part of the east wall beneath the wheel.\nIn the middle of the south wall is a heater.\nSitting on the tables are five balances.\nFrankie is here, sorting and cataloging.\nBubbles is wandering around, sniffing at things.", "endoftext": false }, { "action": "You examine the drain", "response": "The metal drain is a small circle with a grate about ten centimeters in diameter.", "endoftext": false }, { "action": "You examine clock", "response": "A white-faced clock with numbers and black hands, hands which stand frozen at 10:02. Next to the clock is a light switch.", "endoftext": false }, { "action": "You open the drain", "response": "I don't know how to open the metal drain.\n\nBubbles curls up in a small ball, resting.", "endoftext": false }, { "action": "You look in the drain", "response": "There's nothing in the metal drain.\n\nBubbles takes a running fit, tearing around as fast as possible on short legs.", "endoftext": false }, { "action": "You turn east wheel cw", "response": "You give the wheel a clockwise spin. As you do, a groaning, shuddering sound emanates from beneath your feet. The floor tilts alarmingly, sending the balances to chattering. The pyramid of spheres shakes but stays together. Frankie spares you a glance; Bubbles looks surprised. When you are done the north side of the room is higher than it was, the south side lower.", "endoftext": true }, { "action": "Look around", "response": "A cramped square room, barely lit by windows above you. The north\nand west walls are taken up by tables. A clock and a light switch are just visible next to the stairs on the south wall. In the northwest corner is a tiny drain; in the southeast corner are two large wheels, one on the east wall and one on the south wall. A pile of spheres has claimed part of the east wall beneath the wheel.\nIn the middle of the south wall is a heater.\nSitting on the tables are five balances.\nFrankie is here, sorting and cataloging.\nBubbles is wandering around, sniffing at things.\n\nBubbles wanders away.", "endoftext": false }, { "action": "You examine the balances", "response": "Sitting silent on the tables, the balances are all tarnished brass and pitted steel.", "endoftext": false }, { "action": "You examine spheres", "response": "The spheres are smooth and translucent, glowing softly from within. Several are caked with mud and dirt, testimony to their recent location. They have been stacked in a tight-fitting pyramid. You feel a strange sense of deja vu as you gaze into them.\n\nBubbles comes running toward you, barking loudly. Upon seeing you, however, Bubbles calms down and trots nonchalantly up to you.", "endoftext": false }, { "action": "You take the bubble", "response": "Bubbles gives you a sidelong look. As your hands close around the dog, it swirls like smoke, solidifying just out of your reach.", "endoftext": false }, { "action": "You touch spheres", "response": "Again you reach for the spheres, but cannot draw close. The rush of memories triggered by the spheres was overwhelming the first time.", "endoftext": false }, { "action": "You take the balance", "response": "Don't worry about the five balances.\n\nBubbles curls up in a small ball, resting.", "endoftext": false }, { "action": "You hit the sphere", "response": "That would accomplish nothing.\n\nBubbles comes over, sniffs at your legs, then wanders off again.", "endoftext": false }, { "action": "You look at the heater", "response": "It is an old-fashioned wood-burning heater, standing a few centimeters above the ground on metal legs. Heat pours from it in waves. Its most noticeable feature isn't: it has no smoke stack.", "endoftext": false }, { "action": "You touch the heater", "response": "The outside is quite warm in places, scalding in others.", "endoftext": false }, { "action": "You get it", "response": "It is much too heavy.", "endoftext": true }, { "action": "Look around", "response": "A cramped square room, barely lit by windows above you. The north\nand west walls are taken up by tables. A clock and a light switch are just visible next to the stairs on the south wall. In the northwest corner is a tiny drain; in the southeast corner are two large wheels, one on the east wall and one on the south wall. A pile of spheres has claimed part of the east wall beneath the wheel.\nIn the middle of the south wall is a heater.\nSitting on the tables are five balances.\nFrankie is here, sorting and cataloging.\nBubbles is wandering around, sniffing at things.", "endoftext": false }, { "action": "You examine Frankie", "response": "Frankie is of middling height, with tousled hair and a sandy brown mustache. He carries a notebook and a sphere. Resting in his shirt pocket are a pair of sunglasses.", "endoftext": false }, { "action": "You turn east wheel cw", "response": "You give the wheel a clockwise spin. As you do, a groaning, shuddering sound emanates from beneath your feet. The floor tilts alarmingly, sending the balances to chattering. The pyramid of spheres shakes but stays together. Frankie spares you a glance; Bubbles looks surprised. When you are done the north side of the room is higher than it was, the south side lower.\n\nBubbles comes over, sniffs at your legs, then wanders off again.", "endoftext": false }, { "action": "You examine notebook", "response": "A spiral-bound notebook, dog-eared and worn. You catch occasional glimpses of pages filled with small writing.", "endoftext": false }, { "action": "You examine the sunglasses", "response": "Cheap. Black. Plastic.", "endoftext": false }, { "action": "You ask Frankie about the glasses", "response": "He glances at the sunglasses. \"For outside.\"", "endoftext": false }, { "action": "You ask Frankie for the glasses", "response": "Frankie snaps his fingers. \"You know, I'd really appreciate it if you'd do me a favor.\" He holds up one of the spheres. \"I've had trouble cataloguing this one. Information's available upstairs, but I'd lose too much time if I searched for it myself. Would you mind terribly?\" Frankie puts the light sphere in your hands before you can answer, then picks up another sphere from the pile.", "endoftext": false }, { "action": "You look at the sphere", "response": "Which sphere do you mean, the light sphere, or the pile of spheres?", "endoftext": false }, { "action": "Light", "response": "A translucent sphere, about the size of an apple.\n\nSomething half-remembered intrudes on your thoughts, then is gone.", "endoftext": false }, { "action": "You put it on the balances", "response": "Don't worry about the five balances.\n\nBubbles wanders away.", "endoftext": false }, { "action": "You check your inventory", "response": "You have a thin coat (being worn), a pair of gloves (being worn), a rucksack, and a light sphere. The rucksack seems to contain a fool and a tuft of insulation.\n\nA birthday party. You remember a birthday party, although you're not sure whose it was.", "endoftext": false }, { "action": "You get the glasses", "response": "Frankie snaps, \"If you want something, why don't you ask for it?\" He then sighs heavily. \"Sorry. I didn't mean to yell.\"", "endoftext": false }, { "action": "You ask Frankie for the glasses", "response": "\"I told you, I'll help you if you help me.\" Frankie grins.", "endoftext": false }, { "action": "Light", "response": "You crack the sphere in your hands. A cloud rises from it, a vaguely-familiar smell. The shards evaporate.\n\nBubbles comes running toward you, barking loudly. Upon seeing you, however, Bubbles calms down and trots nonchalantly up to you.", "endoftext": false }, { "action": "Inventory", "response": "You have a thin coat (being worn), a pair of gloves (being worn), a rucksack, and a light sphere. The rucksack seems to contain a fool and a tuft of insulation.\n\nBubbles comes running toward you, barking loudly. Upon seeing you, however, Bubbles calms down and trots nonchalantly up to you.", "endoftext": false }, { "action": "You kill Frankie", "response": "As you prepare to attack Frankie, he turns and fixes you with a gimlet glare. \"Now, now,\" he says softly.", "endoftext": false }, { "action": "You examine staircase", "response": "The staircase curves as it falls to the floor below.\n\nBubbles takes a running fit, tearing around as fast as possible on short legs.", "endoftext": false }, { "action": "Go east", "response": "The library is a dimly-lit backwards L curving around the end of the building. Shelves filled with books take up much of the room; the rest is inhabited by stacks of books. A metal sentinel guards the west exit; on the other side of the exit is a light switch. There is a clock above the sentinel.\n\nBubbles comes trotting after you.", "endoftext": false }, { "action": "You look at the shelves", "response": "They are stacked back to back in rows running around the room.", "endoftext": false }, { "action": "Examine books", "response": "The books resemble case histories from a law library: leather binding, small type on their spines.", "endoftext": false }, { "action": "You look at the sentinel", "response": "A dark metal statue, reminiscent of a prop from Fritz Lang's Metropolis. A stern, angular head sits atop a sexless body seven feet tall. Its arms are straight at its sides.\n\nBubbles takes a running fit, tearing around as fast as possible on short legs.", "endoftext": false }, { "action": "Hi", "response": "You have lost your mind.", "endoftext": false }, { "action": "You examine the arms", "response": "Metal hands, held at the sides of the statue. The arms to which the hands belong are hinged at the elbow.", "endoftext": false }, { "action": "You show the sphere to the sentinel", "response": "The sentinel isn't impressed.\n\nBubbles wanders away.", "endoftext": false }, { "action": "You turn the arms", "response": "Bubbles comes running toward you, barking loudly. Upon seeing you, however, Bubbles calms down and trots nonchalantly up to you.\n\nI don't know the word \"bend\".\n\nAfter a bout of experimentation you discover that you can raise and lower the sentinel's hands.", "endoftext": false }, { "action": "You raise the hands", "response": "You pull the sentinel's arms, which slowly move up. As they do they come together, until the hands are held cupped in front of the statue.\n\nBubbles takes a running fit, tearing around as fast as possible on short legs.", "endoftext": false }, { "action": "You put the sphere in the hands", "response": "You place the light sphere in the sentinel's hands. One of the books on the shelves slides out and falls on the floor. The other books close in, eliminating the space left by the defector.", "endoftext": false }, { "action": "You get the book", "response": "Which book do you mean, the shelved books, or the single book?", "endoftext": false }, { "action": "You examine it", "response": "A large, leather-bound volume with the title \"Attendance 27914414.\"", "endoftext": false }, { "action": "You read it", "response": "A long, boring list of back-and-forth arguments about attending a party whose purpose is shrouded in jargon.", "endoftext": false }, { "action": "You look at the shelved books", "response": "The books resemble case histories from a law library: leather binding, small type on their spines.", "endoftext": false }, { "action": "You search them", "response": "shelved books: You find nothing of interest.", "endoftext": false }, { "action": "You get them", "response": "shelved books: You wouldn't know where to begin.\n\nBubbles wanders away.", "endoftext": false }, { "action": "You read them", "response": "shelved books: You pull one off a shelf at random and open it. You read of a dilemma, arguments pro and con, and then of the final decision. As you replace the book, you realize that the entire episode seems oddly familiar.", "endoftext": false }, { "action": "Go north", "response": "The walkway runs along the east wall of the hallway. A sweeping staircase joins the walkway to the southwest.", "endoftext": true }, { "action": "Go down", "response": "The hallway ends abruptly in a pair of large oak doors. Their intricate carving is barely visible in the leaden light from the windows above you. The doors are flanked by two sweeping staircases to the northeast and northwest. A doorway to the east is mirrored by an open door to the west.\n\nBubbles comes running toward you, barking loudly. Upon seeing you, however, Bubbles calms down and trots nonchalantly up to you.", "endoftext": false }, { "action": "You go to the west", "response": "The room is hot and stifling; cobwebs drip from every surface. A hot-water tank crouches in one corner. Rickety stairs lead into the depths of the building. To the east is an open door.\n\nBubbles comes trotting after you.", "endoftext": false }, { "action": "You go to the east", "response": "The library is a dimly-lit backwards L curving around the end of the building. Shelves filled with books take up much of the room; the rest is inhabited by stacks of books. A metal sentinel guards the west exit; on the other side of the exit is a light switch. There is a clock above the sentinel.\nIn the sentinel's hands you see a light sphere.\n\nBubbles comes trotting after you.", "endoftext": false }, { "action": "You put it in the hands", "response": "You place the light sphere in the sentinel's hands.", "endoftext": false }, { "action": "You go north", "response": "The walkway runs along the east wall of the hallway. A sweeping staircase joins the walkway to the southwest.\n\nBubbles comes running toward you, barking loudly. Upon seeing you, however, Bubbles calms down and trots nonchalantly up to you.", "endoftext": false }, { "action": "Go east", "response": "The walkway bends to the south; you follow it.\n\nThe walkway runs along the east wall of the hallway. A sweeping staircase joins the walkway to the southwest.\n\nBubbles comes trotting after you.", "endoftext": false }, { "action": "Go west", "response": "The walkway bends to the south; you follow it.\n\nThe walkway runs along the west wall of the hallway. To the\nsoutheast, a sweeping staircase meets the hallway from below. An open door is to the west. Above the door is a clock.\n\nBubbles comes trotting after you.", "endoftext": false }, { "action": "You go south", "response": "The walkway ends to the south in a blank wall. A doorway to the\nwest and the remainder of the walkway to the north allow egress.\n\nBubbles comes trotting after you.", "endoftext": false }, { "action": "You go to the west", "response": "Rows of filing cabinets divide the room into sections. Metal rises from floor to ceiling. Drawer after drawer stare at you, none of them labelled. The exit to the east is barely visible due to the metal sentinel partially blocking it. The clock above the exit, however, is plainly visible from anywhere in the room, a feat which is nothing short of miraculous.\n\nBubbles comes trotting after you.", "endoftext": false }, { "action": "You look at the cabinets", "response": "The sheer number of filing cabinets boggles the mind.\n\nBubbles wanders away.", "endoftext": false }, { "action": "You open the cabinets", "response": "You try several cabinet drawers. All are locked.", "endoftext": false }, { "action": "You raise the arms", "response": "You pull the sentinel's arms, which slowly move up. As they do they come together, until the hands are held cupped in front of the statue.", "endoftext": false }, { "action": "You open the drawers", "response": "You try several cabinet drawers. All are locked.\n\nBubbles comes running toward you, barking loudly. Upon seeing you, however, Bubbles calms down and trots nonchalantly up to you.", "endoftext": false }, { "action": "You put the sphere in the hands", "response": "You place the light sphere in the sentinel's hands. A drawer in one of the cabinets silently opens.", "endoftext": false }, { "action": "You examine the drawer", "response": "Which drawer do you mean, the cabinet drawers, or the open drawer?", "endoftext": false }, { "action": "You open", "response": "An open cabinet drawer. In the drawer you see a long list.\n\nBubbles comes over, sniffs at your legs, then wanders off again.", "endoftext": false }, { "action": "You look at the list", "response": "The list is printed on a stack of fanfold paper almost five centimeters thick. On the top sheet is the number \"27914414.\" Below it are a list of words and numbers: \"cake 739424 games 598384\" and so on.", "endoftext": false }, { "action": "You put the list in the hands", "response": "You place the long list in the sentinel's hands.", "endoftext": true }, { "action": "Describe the surroundings", "response": "Rows of filing cabinets divide the room into sections. Metal rises from floor to ceiling. Drawer after drawer stare at you, none of them labelled, one of them open. The exit to the east is barely visible due to the metal sentinel partially blocking it. The clock above the exit, however, is plainly visible from anywhere in the room, a feat which is nothing short of miraculous.\nBubbles is wandering around, sniffing at things.\n\nBubbles curls up in a small ball, resting.", "endoftext": false }, { "action": "Exits", "response": "You can go east.", "endoftext": false }, { "action": "You go to the north", "response": "The walkway curves to the east; you follow it.\n\nThe walkway is just wide enough to accomodate two people turned sideways. Below you spreads the hallway. There is a gaping doorway to the north.\n\nBubbles comes trotting after you.", "endoftext": false }, { "action": "You go to the north", "response": "You have an excellent view of the audience hall from the balcony. Benches, which would look somber from the floor below, look forlorn from here. Metal bolts in the floor indicate where benches once stood.\n\nBubbles comes trotting after you.", "endoftext": false }, { "action": "You examine the hall", "response": "The benches and desk look forlorn from this height.\n\nBubbles curls up in a small ball, resting.", "endoftext": false }, { "action": "You examine the benches", "response": "They stand to either side of the hall, lined in rows running from east to west. They stop short of the desk, leaving several meters of clear floor.\n\nBubbles comes over, sniffs at your legs, then wanders off again.", "endoftext": false }, { "action": "You look at the bolts", "response": "The metal bolts stud the balcony, making for treacherous footing.\nTheir spacing and uniformity mark the outlines of the benches they once held.", "endoftext": false }, { "action": "You look at the balcony", "response": "The balcony stands above you, covering one-third of the hall.", "endoftext": false }, { "action": "You jump", "response": "Your mild fear of heights overcomes the urge.", "endoftext": false }, { "action": "Exits", "response": "You can go south.", "endoftext": true }, { "action": "Look around", "response": "You have an excellent view of the audience hall from the balcony. Benches, which would look somber from the floor below, look forlorn from here. Metal bolts in the floor indicate where benches once stood. Bubbles is wandering around, sniffing at things.", "endoftext": false }, { "action": "Go south", "response": "The walkway is just wide enough to accomodate two people turned sideways. Below you spreads the hallway. There is a gaping doorway to the north.\n\nBubbles comes trotting after you.", "endoftext": true }, { "action": "You go down", "response": "You can't go that way.\n\nBubbles curls up in a small ball, resting.", "endoftext": true }, { "action": "You go downward", "response": "A cramped square room, barely lit by windows above you. The north\nand west walls are taken up by tables. A clock and a light switch are just visible next to the stairs on the south wall. In the northwest corner is a tiny drain; in the southeast corner are two large wheels, one on the east wall and one on the south wall. A pile of spheres has claimed part of the east wall beneath the wheel. The floor slopes noticeably towards the south.\nIn the middle of the south wall is a heater.\nSitting on the tables are five balances.\nFrankie is here, sorting and cataloging.\n\nBubbles comes trotting after you.", "endoftext": false }, { "action": "You give the list to Frankie", "response": "Frankie grins. \"Thanks! I think there's more to be found out about that sphere; see what you can find, if you will.\"\n\nBubbles curls up in a small ball, resting.", "endoftext": false }, { "action": "You give the book to Frankie", "response": "Frankie grins. \"Thanks! I think that does it.\" Frankie takes his sunglasses out of his pocket. \"As promised,\" he says as he hands them to you.\n\nBubbles takes a running fit, tearing around as fast as possible on short legs.", "endoftext": false }, { "action": "You put them on Bubbles", "response": "sunglasses: Bubbles has no real way of taking that.", "endoftext": false }, { "action": "You wear the glasses", "response": "Everything becomes a little dimmer as you put on the sunglasses.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You have a thin coat (being worn), a pair of gloves (being worn), a rucksack, a light sphere, and a pair of sunglasses (being worn). The rucksack seems to contain a fool and a tuft of insulation.", "endoftext": true }, { "action": "You look around", "response": "A cramped square room, barely lit by windows above you. The north\nand west walls are taken up by tables. A clock and a light switch are just visible next to the stairs on the south wall. In the northwest corner is a tiny drain; in the southeast corner are two large wheels, one on the east wall and one on the south wall. A pile of spheres has claimed part of the east wall beneath the wheel. The floor slopes noticeably towards the south.\nIn the middle of the south wall is a heater.\nSitting on the tables are five balances.\nFrankie is here, sorting and cataloging.\nBubbles is wandering around, sniffing at things.\n\nBubbles wanders away.", "endoftext": false }, { "action": "Go up", "response": "The room is hot and stifling; cobwebs drip from every surface. A hot-water tank crouches in one corner. Rickety stairs lead into the depths of the building. To the east is an open door.", "endoftext": false }, { "action": "Go east", "response": "The hallway ends abruptly in a pair of large oak doors. Their intricate carving is barely visible in the leaden light from the windows above you. The doors are flanked by two sweeping staircases to the northeast and northwest. A doorway to the east is mirrored by an open door to the west.", "endoftext": false }, { "action": "You go south", "response": "The two-story height of the foyer is channelled into a narrower\nhallway to the north. On the north wall to the west of the hallway's beginning is an open doorway. The building's entrance to the south is reflected in the marble floor.\nTracked across the marble floor are muddy footprints.\n\nBubbles comes running toward you, barking loudly. Upon seeing you, however, Bubbles calms down and trots nonchalantly up to you.", "endoftext": false }, { "action": "You put the sack on Bubbles", "response": "You place the rucksack on the ground next to Bubbles. The dog proceeds to wriggle under the rucksack, then stand.", "endoftext": false }, { "action": "You go south", "response": "Bubbles lies down on the floor, waiting for you to return. It places its paws protectively over the rucksack it is guarding.\n\nThe building to the north is now covered with snow. Under your feet\nit squeaks with the sound of deep-seated ice. To the northeast and northwest the snow is somewhat thinner, due to the building's protection. Pressed down in the ice and snow are tracks of footprints.\n\nThe wind beats futilely against your coat.", "endoftext": false }, { "action": "You wear glasses", "response": "You're already wearing the sunglasses.", "endoftext": false }, { "action": "You look at the snow", "response": "The snow covers everything you see in a fine layer of white. It looks to have been falling for hours.", "endoftext": false }, { "action": "Go northwest", "response": "To the east, the building glitters in the sun. A wind-swept path\nruns north and south.", "endoftext": false }, { "action": "You examine the building", "response": "The building's white marble is now covered with snow. Only a few discolored trails indicate where rain recently sluiced over its surface.", "endoftext": false }, { "action": "You go north", "response": "The hill undulates, then rises steeply to the north. A path leads south past the building. A dark line running northeast to southwest mars the pristine white of the ground.", "endoftext": false }, { "action": "Exits", "response": "You can go south and east.", "endoftext": false }, { "action": "You examine the line", "response": "You peer down into the dark line and discover a mottled wooden fence lying flat in its depths.", "endoftext": false }, { "action": "You examine the fence", "response": "The fence runs northeast to southwest. It looks to be intact despite the weather. Tied to the fence is a rope.", "endoftext": false }, { "action": "You examine the rope", "response": "Hemp fibers twisted around each other. It is tied to the wooden fence.", "endoftext": false }, { "action": "You pull it", "response": "You give the rope a good tug. The wooden fence goes nowhere.", "endoftext": false }, { "action": "You untie the rope", "response": "You untie the rope.", "endoftext": false }, { "action": "You look at the rope", "response": "Hemp fibers twisted around each other.", "endoftext": false }, { "action": "Go east", "response": "building to the south. A thin path of less-deep snow runs east and west.", "endoftext": false }, { "action": "You go south", "response": "You gently run into the building.", "endoftext": false }, { "action": "Go east", "response": "To the north, the ground suddenly rises into tree-speckled heights.\nTo the south, the building's shape breaks the smooth white carpet of the ground. Partially buried in the snow is a large post.", "endoftext": false }, { "action": "Examine post", "response": "Its square outline thrusts skywards from the snow. A dark line in the snow runs beside it, northwest to southeast. From the line a cable issues. The cable's twin dangles from the post, then scurries down its length and into the snow on the side of the post opposite the line.", "endoftext": false }, { "action": "You look at the cables", "response": "lower cable: It runs from somewhere in the line in the snow to about thirty centimeters above the snow. Its end is frayed, showing bare wire.\nupper cable: It begins partway up the post and is lashed to it. The cable runs over the top of the post, down the other side, then plunges into the snow, heading towards the building. Some of its orange insulation has been stripped, leaving behind a section of bare wire.", "endoftext": false }, { "action": "You pull the cable", "response": "Which cable do you mean, the lower cable, or the upper cable?", "endoftext": false }, { "action": "Lower", "response": "The cable stretches, but remains attached to the fence. When you let go, it relaxes to its former length.", "endoftext": false }, { "action": "You pull upper", "response": "It is too tightly lashed to the post: it goes nowhere.", "endoftext": false }, { "action": "You tie upper to lower", "response": "The two cables are too short to reach each other.", "endoftext": false }, { "action": "Dig", "response": "What do you want to dig in?", "endoftext": false }, { "action": "You examine the line", "response": "You peer down into the dark line and discover a mottled wooden fence lying flat in its depths.", "endoftext": false }, { "action": "You look at the fence", "response": "The fence runs northwest to southeast. It looks to be intact despite the weather. From somewhere near the bottom of it, buried deep, a cable runs.", "endoftext": false }, { "action": "Examine post", "response": "Its square outline thrusts skywards from the snow. A dark line in the snow runs beside it, northwest to southeast. From the line a cable issues. The cable's twin dangles from the post, then scurries down its length and into the snow on the side of the post opposite the line.", "endoftext": false }, { "action": "You examine the upper cable", "response": "It begins partway up the post and is lashed to it. The cable runs over the top of the post, down the other side, then plunges into the snow, heading towards the building. Some of its orange insulation has been stripped, leaving behind a section of bare wire.", "endoftext": false }, { "action": "You go to the south", "response": "The building looms to the west, shadowing the path which leads north and south.\nSomething on the building catches your eye.\n\nThe air just above you begins shimmering. From the disturbance falls a smallish cube.", "endoftext": false }, { "action": "You look at the cube", "response": "A wooden cube, about four centimeters on an edge. Its surface is remarkably polished.", "endoftext": false }, { "action": "You get it", "response": "Something inside the cube softly clicks. Its walls slide open, then flat, and it begins glowing with a warm light. A masculine voice drifts from the cube, saying, \"I'm going to try removing the IV. Prep exam room two; I'll round up equipment. Turn the monitors up so we'll hear if anything goes wrong.\" Then the cube is gone.", "endoftext": false }, { "action": "You look at the building", "response": "The building's white marble is now covered with snow. Only a few discolored trails indicate where rain recently sluiced over its surface. Bolted to its side is a grey box.", "endoftext": false }, { "action": "You open the box", "response": "Opening the box reveals a row of breakers and a list.", "endoftext": false }, { "action": "You look at the list", "response": "1: Box Office 5: Archives\n2: Balance Room 6: Filing Office\n3: Audience Hall 7: Storage Closet\n4: Preparatory Room 8: Library", "endoftext": false }, { "action": "You examine breakers", "response": "There are eight breakers, arranged in two rows of four.\n[You may refer to the individual breakers by \" breaker\" or\nsimply by their number.]", "endoftext": false }, { "action": "Flip 2", "response": "You flip the breaker on with a satisfying click.", "endoftext": true }, { "action": "You look at your surroundings", "response": "The building looms to the west, shadowing the path which leads north and south.\nOn the side of the building is a grey box.", "endoftext": false }, { "action": "You go south", "response": "The building to the north is now covered with snow. Under your feet\nit squeaks with the sound of deep-seated ice. To the northeast and northwest the snow is somewhat thinner, due to the building's protection. Pressed down in the ice and snow are tracks of footprints.", "endoftext": false }, { "action": "Go northeast", "response": "The building looms to the west, shadowing the path which leads north and south. Pressed down in the snow are tracks of footprints.\nOn the side of the building is a grey box.", "endoftext": false }, { "action": "You go northwest", "response": "Shadows crowd the room, barely dimmed by the lit ceiling light which\nis canted at a strange angle. A scarred mahogany desk is crammed into one corner of the room, facing the doorway and the clock above it. The room is small enough that the light switch beside the door is within arms reach of the desk.\n\nBubbles comes trotting after you.", "endoftext": false }, { "action": "You turn on switch", "response": "It's already turned on!\n\nBubbles curls up in a small ball, resting.", "endoftext": false }, { "action": "You look at the light", "response": "It is tilted at an angle, as if someone once tried to pull it down. It vibrates in time to some unheard syncopated beat, sending shards of light dancing on the floor.\n\nBubbles comes over, sniffs at your legs, then wanders off again.", "endoftext": false }, { "action": "You examine the floor", "response": "It lies beneath you.", "endoftext": false }, { "action": "You look at the light", "response": "You're already on the desk.\n\nIt is tilted at an angle, as if someone once tried to pull it down. It vibrates in time to some unheard syncopated beat, sending shards of light dancing on the floor.", "endoftext": false }, { "action": "You search it", "response": "You find nothing of interest.\n\nBubbles comes over, sniffs at your legs, then wanders off again.", "endoftext": true }, { "action": "Look around", "response": "Cramped Office, on the mahogany desk\nShadows crowd the room, barely dimmed by the lit ceiling light which\nis canted at a strange angle. A scarred mahogany desk is crammed into one corner of the room, facing the doorway and the clock above it. The room is small enough that the light switch beside the door is within arms reach of the desk.\nBubbles is wandering around, sniffing at things.", "endoftext": false }, { "action": "You examine the desk", "response": "The dark wood of the desk only serves to make the office more claustrophobic. Deep gouges run from the front of the desk to the back; close examination shows them to be fingernail-shaped. All of the desk drawers have been removed.\n\nBubbles curls up in a small ball, resting.", "endoftext": false }, { "action": "You move the desk", "response": "You can't move the mahogany desk.\n\nBubbles takes a running fit, tearing around as fast as possible on short legs.", "endoftext": false }, { "action": "You examine the gouges", "response": "Gouges scar the once-pristine surface of the desk.", "endoftext": false }, { "action": "You examine the shadow", "response": "They fill the room. Opaque...no shadows should be so thick.", "endoftext": false }, { "action": "Go east", "response": "You can't go that way.\n\nBubbles curls up in a small ball, resting.", "endoftext": false }, { "action": "You go to the northeast", "response": "You can't go that way.\n\nBubbles wanders away.", "endoftext": false }, { "action": "You go outside", "response": "The two-story height of the foyer is channelled into a narrower\nhallway to the north. On the north wall to the west of the hallway's beginning is an open doorway. The building's entrance to the south is reflected in the marble floor.\nTracked across the marble floor are muddy footprints.", "endoftext": false }, { "action": "You turn on the switch", "response": "The room's lights turn on in response.", "endoftext": false }, { "action": "You examine the doors", "response": "small door: It stands partially ajar and leads to the east.\nlarge wooden doors: The carved doors are made of oak and are twice your height. They stand slightly ajar, leaving enough room for you to enter.", "endoftext": false }, { "action": "You look at the carving", "response": "You peer closely at the door, but are unable to tell what the carving is of in the dim light.\n\nBubbles wanders away.", "endoftext": false }, { "action": "You examine the clock", "response": "A white-faced clock with numbers and black hands, hands which turn slowly, ticking off seconds, minutes, hours.", "endoftext": false }, { "action": "You take the carving", "response": "Don't worry about the carving.\n\nBubbles comes running toward you, barking loudly. Upon seeing you, however, Bubbles calms down and trots nonchalantly up to you.", "endoftext": false }, { "action": "You go east", "response": "Small and comfortable after the audience hall, a retreat for whoever once presided to the west. A coatrack, chair, and desk, lit by the glow of the ceiling lights, fill the room without crowding it.\n\nBubbles comes trotting after you.", "endoftext": false }, { "action": "You examine the coatrack", "response": "Tall and wooden, it has several branches for coats and hats.", "endoftext": false }, { "action": "You get it", "response": "It is too unwieldy for you to carry.\n\nBubbles comes over, sniffs at your legs, then wanders off again.", "endoftext": false }, { "action": "You look at the chair", "response": "The plush chair sits behind the desk.", "endoftext": false }, { "action": "You get it", "response": "Were you to take it, you would be unable to walk.", "endoftext": true }, { "action": "You describe your surroundings", "response": "Small and comfortable after the audience hall, a retreat for whoever once presided to the west. A coatrack, chair, and desk, lit by the glow of the ceiling lights, fill the room without crowding it.\nBubbles is wandering around, sniffing at things.", "endoftext": false }, { "action": "You look at the radio", "response": "The radio is softly playing music. Its only control is a knob on its face.\n\nBubbles curls up in a small ball, resting.", "endoftext": false }, { "action": "You turn the knob", "response": "You turn the knob, expecting to hear the radio traverse several radio stations. Instead, the same song plays continuously, never deviating.\n\nBubbles wanders away.", "endoftext": false }, { "action": "You look at clock", "response": "Its tiny face is turned towards the plush chair, its base affixed to the desk's surface. Its hands turn slowly, ticking off seconds, minutes, hours.", "endoftext": false }, { "action": "Search desk", "response": "There's nothing on the wooden desk.\n\nBubbles comes running toward you, barking loudly. Upon seeing you, however, Bubbles calms down and trots nonchalantly up to you.", "endoftext": false }, { "action": "Go west", "response": "Your footsteps echo hollowly in the well-lit and cavernous hall. Benches line the floor, their rows skewed slightly to focus on the desk at the north end. A clock is set in the wall in plain view of the desk. The south third of the room is covered by a balcony, reducing the height of the hall from two stories to one. A small door to the east and two large doors to the south stand ajar. To one side of the two doors is a light switch.\n\nBubbles comes trotting after you.", "endoftext": false }, { "action": "Switch junction", "response": "You push the large knife switch up. The box begins a high-pitched humming, the switch fixed in place.\n\nBubbles comes over, sniffs at your legs, then wanders off again.\n\nA quiet sound catches your attention. Black sludge has begun welling up through the drain, covering it and starting to fill the northwest corner.\n\nFrankie glances down, then swears quietly. \"Sam, you son-of-a-bitch,\" he mutters, scribbling furiously in his notebook. Bubbles barks at the sludge, then begins whining softly.", "endoftext": false }, { "action": "You ask Frankie about Sam", "response": "\"Sam was one of my colleagues,\" Frankie says. \"He left mid-afternoon yesterday.\"", "endoftext": false }, { "action": "You look at sludge", "response": "The black sludge is burgeoning out of what used to be the drain.", "endoftext": false }, { "action": "You ask Frankie about the sludge", "response": "Frankie says, \"I don't know. Sam was studying it. He thought it was connected somehow to the spheres. All he was able to discover about it was that it was highly toxic and flammable.\"", "endoftext": false }, { "action": "You get the sludge", "response": "The thick, viscous stuff surges towards you as you approach. Alarmed, you back away.", "endoftext": false }, { "action": "You put the sphere in the sludge", "response": "You can't put anything into the black sludge.\n\nWith a loud blorp, the flow of sludge increases. Noticeably.", "endoftext": true }, { "action": "Look around", "response": "A cramped square room, barely lit by windows above you. The north\nand west walls are taken up by tables. A clock and a light switch are just visible next to the stairs on the south wall. In the northwest corner a river of black sludge is continuously flowing into the room and towards the southwest corner by the stairs; in the southeast corner are two large wheels, one on the east wall and one on the south wall.\nA pile of spheres has claimed part of the east wall beneath the wheel. The floor slopes noticeably towards the south.\nIn the middle of the south wall is a heater.\nSitting on the tables are five balances.\nFrankie is here, sorting and cataloging like mad.\nBubbles is wandering around, sniffing at things.", "endoftext": false }, { "action": "You turn east wheel CCW", "response": "You give the wheel a counterclockwise spin. As you do, a groaning, shuddering sound emanates from beneath your feet. The floor tilts alarmingly, sending the balances to chattering. The pyramid of spheres shakes but stays together. Frankie spares you a glance; Bubbles looks surprised. When you are done the south side of the room is higher than it was, the north side lower. The flow of sludge alters course, until it is collecting near the middle of the room.", "endoftext": false }, { "action": "You turn east wheel CCW", "response": "You give the wheel a counterclockwise spin. As you do, a groaning, shuddering sound emanates from beneath your feet. The floor tilts alarmingly, sending the balances to chattering. The pyramid of spheres shakes but stays together. Frankie spares you a glance; Bubbles looks surprised. When you are done the south side of the room is higher than it was, the north side lower.\n\nBubbles takes a running fit, tearing around as fast as possible on short legs.", "endoftext": false }, { "action": "Turn south wheel cw", "response": "You give the wheel a clockwise spin. As you do, a groaning, shuddering sound emanates from beneath your feet. The floor tilts alarmingly, sending the balances to chattering and the pyramid of spheres to shaking. Frankie spares you a glance; Bubbles looks surprised. When you are done the east side of the room is higher than it was, the west side lower.", "endoftext": true }, { "action": "Describe the surroundings", "response": "A cramped square room, barely lit by windows above you. The north\nand west walls are taken up by tables. A clock and a light switch are just visible next to the stairs on the south wall. In the northwest corner a river of black sludge is continuously flowing into the room; in the southeast corner are two large wheels, one on the east wall and one on the south wall. A pile of spheres has claimed part of the east wall beneath the wheel. The floor slopes noticeably towards the west. In the middle of the south wall is a heater.\nSitting on the tables are five balances.\nFrankie is here, sorting and cataloging like mad.\nBubbles is wandering around, sniffing at things.", "endoftext": false }, { "action": "You turn east wheel CCW", "response": "You give the wheel a counterclockwise spin. As you do, a groaning, shuddering sound emanates from beneath your feet. The floor tilts alarmingly, sending the balances to chattering. The pyramid of spheres shakes but stays together. Frankie spares you a glance; Bubbles looks surprised. When you are done the south side of the room is higher than it was, the north side lower.", "endoftext": false }, { "action": "You turn east wheel CCW", "response": "You give the wheel a counterclockwise spin. As you do, a groaning, shuddering sound emanates from beneath your feet. The floor tilts alarmingly, sending the balances to chattering. The pyramid of spheres shakes but stays together. Frankie spares you a glance; Bubbles looks surprised. When you are done the south side of the room is higher than it was, the north side lower.\n\nBubbles curls up in a small ball, resting.", "endoftext": true }, { "action": "Look around", "response": "A cramped square room, barely lit by windows above you. The north\nand west walls are taken up by tables. A clock and a light switch are just visible next to the stairs on the south wall. In the northwest corner a river of black sludge is continuously flowing into the room; in the southeast corner are two large wheels, one on the east wall and one on the south wall. A pile of spheres has claimed part of the east wall beneath the wheel. The floor slopes noticeably towards the northwest.\nIn the middle of the south wall is a heater.\nSitting on the tables are five balances.\nFrankie is here, sorting and cataloging like mad.\nBubbles is curled in a small ball, resting.\n\nBubbles wanders away.", "endoftext": false }, { "action": "You look at the sludge", "response": "The black sludge is burgeoning out of what used to be the drain. It has flowed from the northwest corner to the center of the room.", "endoftext": false }, { "action": "You turn east wheel CCW", "response": "The wheel, stubborn, refuses to turn further in that direction.", "endoftext": false }, { "action": "Turn south wheel cw", "response": "The wheel, stubborn, refuses to turn further in that direction.\n\nBubbles comes running toward you, barking loudly. Upon seeing you, however, Bubbles calms down and trots nonchalantly up to you.", "endoftext": false }, { "action": "Switch box", "response": "You pull the large knife switch down. The box quietens somewhat.", "endoftext": false }, { "action": "Switch box", "response": "You push the large knife switch up. The box begins a high-pitched humming, the switch fixed in place.\n\nThe flow of sludge triples, then triples again. It reaches the pile of spheres, turning them all black, then dissolving them.\n\n\"Come on!\" Frankie shouts in horror, abandoning his task. He grabs your arm and drags you up the stairs, pulling the trapdoor shut behind him.\n\nThe room is hot and stifling; cobwebs drip from every surface. A hot-water tank crouches in one corner. A trapdoor in the floor marks where the stairs used to be. To the east is an open door.\nBubbles is wandering around, sniffing at things.\nFrankie is here.", "endoftext": false }, { "action": "You ask Frankie about the sludge", "response": "Frankie says, \"This isn't a good time for repeat questions.\"\n\nBubbles wanders away.\n\nFrankie looks at his hands, surprised to find he is still carrying a sphere. He holds it up to the light; it has turned black as pitch. \"The sludge must've hit it,\" he says. Then he smiles at you, sadly. \"It would have been nice to be able to finish.\" He shrugs resignedly, dropping the sphere. \"Ah, well. See you round.\" He turns and walks into the hallway, but as he does, he separates into thousands of grains, a painting by Seurat. The grains separate, caught in a sudden zephyr, and are gone.", "endoftext": false }, { "action": "You examine the sphere", "response": "Which sphere do you mean, the light sphere, or the dark sphere?", "endoftext": false }, { "action": "Dark", "response": "Unlike its mates, this smooth sphere glows blackly. It feels oddly wrong, almost evil.", "endoftext": false }, { "action": "You get it", "response": "You bend down and pick it up. A sudden tremor seizes your arm muscles, then stops.", "endoftext": false }, { "action": "You get it", "response": "You already have the dark sphere!", "endoftext": true }, { "action": "You go downwards", "response": "The trapdoor prevents you.\n\nBubbles comes running toward you, barking loudly. Upon seeing you, however, Bubbles calms down and trots nonchalantly up to you.", "endoftext": false }, { "action": "You examine the trapdoor", "response": "The trapdoor is closed. It bulges upwards slightly.", "endoftext": false }, { "action": "You open it", "response": "Pressure from the other side opposes you.", "endoftext": false }, { "action": "You go west", "response": "The tiny closet is dank and has a strange smell. It is unfinished;\nin many places unadorned sheetrock and insulation show. The only light in the room comes from the bare bulb above you. Dangling from it is a pull cord.\n\nBubbles comes trotting after you.", "endoftext": false }, { "action": "You look at the cord", "response": "It dangles from the lightbulb overhead, just within reach.\n\nBubbles curls up in a small ball, resting.", "endoftext": false }, { "action": "You pull it", "response": "You give the cord a firm tug and are rewarded with a click from the lightbulb. The bulb is snuffed out.\n\nBubbles wanders away.", "endoftext": true }, { "action": "Look around", "response": "The tiny closet is dank and has a strange smell. It is unfinished;\nin many places unadorned sheetrock and insulation show. The only light in the room comes from the open door to the east. Above you hang a bare bulb and a pull cord.", "endoftext": false }, { "action": "You pull the cord", "response": "You give the cord a firm tug and are rewarded with a click from the lightbulb. The bulb begins glowing harshly.", "endoftext": false }, { "action": "You go to the east", "response": "The walkway runs along the west wall of the hallway. To the\nsoutheast, a sweeping staircase meets the hallway from below. An open door is to the west. Above the door is a clock.", "endoftext": false }, { "action": "Go south", "response": "The walkway ends to the south in a blank wall. A doorway to the\nwest and the remainder of the walkway to the north allow egress.\n\nBubbles comes running toward you, barking loudly. Upon seeing you, however, Bubbles calms down and trots nonchalantly up to you.", "endoftext": false }, { "action": "You go to the west", "response": "Rows of filing cabinets divide the room into sections. Metal rises from floor to ceiling. Drawer after drawer stare at you, none of them labelled, one of them open. The exit to the east is barely visible due to the metal sentinel partially blocking it. The clock above the exit, however, is plainly visible from anywhere in the room, a feat which is nothing short of miraculous.\n\nBubbles comes trotting after you.", "endoftext": false }, { "action": "You put the dark in the hands", "response": "You place the dark sphere in the sentinel's hands. A shudder wracks the sentinel. Its hands lower, dropping the sphere onto the floor.", "endoftext": false }, { "action": "Lower arms", "response": "With a modicum of effort you are able to push the sentinel's arms back down by its sides.\n\nBubbles comes over, sniffs at your legs, then wanders off again.", "endoftext": false }, { "action": "Lower arms", "response": "The sentinel's hands are as low as they will go.", "endoftext": false }, { "action": "You raise the arms", "response": "You pull the sentinel's arms, which slowly move up. As they do they come together, until the hands are held cupped in front of the statue.", "endoftext": false }, { "action": "You get dark", "response": "Which dark do you mean, the sentinel, or the dark sphere?", "endoftext": false }, { "action": "You examine sentinel", "response": "A dark metal statue, reminiscent of a prop from Fritz Lang's Metropolis. A stern, angular head sits atop a sexless body seven feet tall. Its hands are held cupped in front of it.", "endoftext": false }, { "action": "You give it to Bubbles", "response": "Bubbles has no real way of taking that.\n\nBubbles curls up in a small ball, resting.", "endoftext": false }, { "action": "Dark", "response": "Bubbles has no real way of taking that.\n\nBubbles takes a running fit, tearing around as fast as possible on short legs.", "endoftext": false }, { "action": "Go outside", "response": "The walkway ends to the south in a blank wall. A doorway to the\nwest and the remainder of the walkway to the north allow egress.\n\nBubbles comes trotting after you.", "endoftext": false }, { "action": "Go east", "response": "The library is a harshly-lit backwards L curving around the end of\nthe building. Shelves filled with books take up much of the room; the rest is inhabited by stacks of books. A metal sentinel guards the west exit; on the other side of the exit is a light switch. There is a clock above the sentinel.\n\nBubbles comes trotting after you.", "endoftext": false }, { "action": "You put the dark in the hands", "response": "You place the dark sphere in the sentinel's hands. The sentinel judders. Its hands lower, dropping the sphere onto the floor.\n\nBubbles curls up in a small ball, resting.", "endoftext": false }, { "action": "You get dark", "response": "Which dark do you mean, the sentinel, or the dark sphere?", "endoftext": false }, { "action": "You get the dark sphere", "response": "Taken.\n\nBubbles takes a running fit, tearing around as fast as possible on short legs.", "endoftext": false }, { "action": "You go south", "response": "Bubbles begins barking at your rucksack, leaping off the ground in an effort to grab hold of it before you leave. Your momentum, however, carries you out the door before Bubbles is successful.\n\nThe building to the north is now covered with snow. Under your feet\nit squeaks with the sound of deep-seated ice. To the northeast and northwest the snow is somewhat thinner, due to the building's protection. Pressed down in the ice and snow are tracks of footprints.\n\nTo the south you see a man striding through the snow. He is completely grey, as if all color had been leeched from him long ago, a black and white image in a world of technicolor. He pauses, stares at you, then continues on until he is lost in the distance. You feel a sudden chill.\n\nThe wind beats futilely against your coat.", "endoftext": false }, { "action": "You go south", "response": "The snow is impassable in that direction.\n\nYou hear a faint rumbling begin.\n\nThe air above you shimmers for a brief moment, during which a metal sphere falls from the disturbance to the ground below.", "endoftext": false }, { "action": "You look at metal sphere", "response": "A shiny metal sphere, dotted all over with tiny holes.", "endoftext": false }, { "action": "You touch it", "response": "It feels just like a metal sphere.", "endoftext": false }, { "action": "You get it", "response": "You reach down and take the sphere. As you straighten up, tiny needles spring from the thousands of holes which dot it. The needles jab through your gloves; with a curse you throw the sphere, now smeared red with your blood, away from you. As it falls it bursts into flame, oily smoke curling from it. From the center of the flame you hear an eerily familiar voice say, \"Well. Interesting stunt you've pulled, coming to where I now live. I trust you'll stay for my avalanche.\" Then the sphere vanishes in a final burst of fire.", "endoftext": false }, { "action": "Go northeast", "response": "The building looms to the west, shadowing the path which leads north and south. Pressed down in the snow are tracks of footprints.\nOn the side of the building is a grey box.", "endoftext": false }, { "action": "Go north", "response": "To the north, the ground suddenly rises into tree-speckled heights. From those heights you see snow gracefully piling towards you. To the south, the building's shape breaks the smooth white carpet of the ground. Partially buried in the snow is a large post. Pressed down in the snow are many footprints.", "endoftext": false }, { "action": "You examine the cable", "response": "Which cable do you mean, the lower cable, or the upper cable?", "endoftext": false }, { "action": "Lower", "response": "It runs from somewhere near the bottom of the fence to about thirty centimeters above the snow. Its end is frayed, showing bare wire.", "endoftext": false }, { "action": "You touch it", "response": "It feels just like the lower cable.", "endoftext": false }, { "action": "You hold it", "response": "You reach down and grab hold of the bare end of the cable. The wire rasps against your gloves.\n\nThe rumbling you heard earlier has grown in volume. It sounds very close.", "endoftext": false }, { "action": "You hold the upper", "response": "You reach up and grab hold of the bare end of the cable. The wire writhes in your grasp as a surge of electricity passes through you and into the ground and the cable in your other hand. Through a blue haze you see snow fly as the fence raises up, forming a caret on the hillside above the building.\n\nThe avalanche bears down upon it, then is shunted to either side of the building. A sense of peace fills you even as you jerk in a Saint Vitus' dance.\n\n[Press a key to continue]", "endoftext": false }, { "action": "You look at the mirror", "response": "The west wall is mostly mirror, reflecting the chair and the bright light over it.", "endoftext": false }, { "action": "Inventory", "response": "You have medical leads (being worn).", "endoftext": false }, { "action": "You look at leads", "response": "Round, cold; used for monitoring heartbeat and other vital functions. The leads are attached by wires to the monitors on one end and you on the other.", "endoftext": false }, { "action": "About yourself", "response": "What you can see of yourself is familiar.", "endoftext": false }, { "action": "You look at the monitors", "response": "The monitors are stacked next to the chair, facing it. Lights play across their surfaces, and a bright spot traces a jagged heartbeat across a square screen. Running from one of the monitors are several wires, leads attached to their other ends.\n\nYou feel hot, then cold several times in succession.", "endoftext": false }, { "action": "You examine the door", "response": "The door has a knob with which it can be locked or unlocked. It is currently open.", "endoftext": false }, { "action": "You examine iv", "response": "Hanging from the stand is a bag filled with a clear liquid--the nicotine antiaddiction drug. A needle hangs from the bag.", "endoftext": false }, { "action": "You look at the needle", "response": "Pointed, sharp. Liquid glistens from its tip.", "endoftext": false }, { "action": "Xyzzy", "response": "Nothing happens.", "endoftext": false }, { "action": "You leave", "response": "Not while you are attached to the monitors.", "endoftext": false }, { "action": "You remove the leads", "response": "With a slight sucking sound the leads come free from your temples and from your wrists. The monitors immediately begin shrilling loudly, the screen tracing out a flat line. Startled, you drop the leads.", "endoftext": false }, { "action": "Go west", "response": "You can't go that way.\n\nYou hear footsteps outside the theatre, followed by Dr. Boozer's entrance. His eyes, crinkled with concern, relax when he sees you awake. \"Thank God,\" he says. \"I thought I'd heard you flatline.\" You begin to crumple but Dr. Boozer moves to support you, surreptitiously taking your pulse. \"Are you recovered?\" he asks worriedly.\n\nYou glance down, staring past your trembling hands. You find you don't know how to answer.\n\n--=== Your journey is over ===--\n\nYou have achieved a score of 13 points out of a possible 100.\n\nYou may restore a saved game, start over, quit, or undo the current command.", "endoftext": false }, { "action": "About yourself", "response": "What you can see of yourself is familiar.\n\nYou feel hot, then cold several times in succession.", "endoftext": false }, { "action": "Inventory", "response": "You have medical leads (being worn).", "endoftext": false }, { "action": "You look at leads", "response": "Round, cold; used for monitoring heartbeat and other vital functions. The leads are attached by wires to the monitors on one end and you on the other.", "endoftext": false }, { "action": "You look at the monitors", "response": "The monitors are stacked next to the chair, facing it. Lights play across their surfaces, and a bright spot traces a jagged heartbeat across a square screen. Running from one of the monitors are several wires, leads attached to their other ends.", "endoftext": false }, { "action": "You look at the mirror", "response": "The west wall is mostly mirror, reflecting the chair and the bright light over it.", "endoftext": false }, { "action": "You look in the mirror", "response": "You spend several moments gazing at your reflection and its haggard, sunken eyes.", "endoftext": false }, { "action": "You remove the leads", "response": "With a slight sucking sound the leads come free from your temples and from your wrists. The monitors immediately begin shrilling loudly, the screen tracing out a flat line. Startled, you drop the leads.\n\nYour hands begin twitching uncontrollably. You fight to keep them still.", "endoftext": false }, { "action": "You remove the leads", "response": "Taken.\n\nYou hear footsteps outside the theatre, followed by Dr. Boozer's entrance. His eyes, crinkled with concern, relax when he sees you awake. \"Thank God,\" he says. \"I thought I'd heard you flatline.\" You begin to crumple but Dr. Boozer moves to support you, surreptitiously taking your pulse. \"Are you recovered?\" he asks worriedly.\n\nYou glance down, staring past your trembling hands. You find you don't know how to answer.\n\n--=== Your journey is over ===--\n\nYou have achieved a score of 13 points out of a possible 100.\n\nYou may restore a saved game, start over, quit, or undo the current command.", "endoftext": false }, { "action": "You look at the stand", "response": "Hanging from the stand is a bag filled with a clear liquid--the nicotine antiaddiction drug. A needle hangs from the bag.\n\nYour hands begin twitching uncontrollably. You fight to keep them still.", "endoftext": false }, { "action": "You put the needle in the arm", "response": "Wincing slightly in anticipation, you jab the needle into a prominent vein. Your summer job in the hospital pays off: the needle slides home on the first try.\n\nIce cold, the drug races up your arm and through your chest, numbing you. Fire hot, the next wave of the drug invades your system. The walls around you blur, fade away as the world runs in technicolor streaks...\n\nWith a snap, the vision ends. You are lying prostrate on the ground, the ceiling whirling above you. Next to you, you hear Dr. Boozer's voice. \"Thank God we found you in time,\" he says.\n\n\"Must be deranged,\" he whispers to the nurse who is with him. Even in your fevered state, you hear every word. \"Poor kid put the IV back in.\" Then you drift away, the rest of Dr. Boozer's words lost.\n\n--=== Your journey is over ===--\n\nYou have achieved a score of 13 points out of a possible 100.\n\nYou may restore a saved game, start over, quit, or undo the current command.", "endoftext": false }, { "action": "You turn off the monitors", "response": "You turn off the monitors.", "endoftext": false }, { "action": "You remove the leads", "response": "With a slight sucking sound the leads come free from your temples and from your wrists. You drop them, leaving them dangling from the monitors.", "endoftext": false }, { "action": "Go north", "response": "The hallway runs west to east; the east end of the hall curves south towards reception. An open door lies to the south, a closed door to the north.", "endoftext": false }, { "action": "North door", "response": "It's locked.", "endoftext": false }, { "action": "You look at the north door", "response": "The door has a small keyhole beneath its knob. The door is currently closed and locked.", "endoftext": false }, { "action": "You go east", "response": "You begin walking east, then realize that that way lies reception. You quickly retrace your steps.\n\nThe fever and chills return, accompanied by a fierce pain behind your eyes.", "endoftext": false }, { "action": "Go west", "response": "The hallway bends here, running north and east. To the south is a closed door.", "endoftext": false }, { "action": "You examine the door", "response": "The door has a small keyhole beneath its knob. The door is currently closed.", "endoftext": false }, { "action": "You go south", "response": "window on its east wall. Several chairs face it.", "endoftext": false }, { "action": "You look at the window", "response": "The east wall contains a window which looks into the operating theatre where you awoke.", "endoftext": false }, { "action": "You look at chairs", "response": "The chairs, plastic and wheeled, face the glass window.", "endoftext": false }, { "action": "You go to the north", "response": "The hallway bends here, running north and east. To the south is an open door.", "endoftext": false }, { "action": "Go north", "response": "The hallway ends to the north. Doors lead north and east. A cord hangs from an outlined rectangle in the ceiling.\n\nA cramp doubles you over, as if you were hit in the stomach. It takes all of your control to straighten up against the pain.", "endoftext": false }, { "action": "You look at the rectangle", "response": "The rectangle is outlined in the ceiling above.", "endoftext": false }, { "action": "You open the north door", "response": "It's locked.", "endoftext": false }, { "action": "You open the east door", "response": "Opened.", "endoftext": false }, { "action": "Go east", "response": "The walls of the room are lined with shelves, all of which are\nneatly stocked with supplies. An open door is set in the west wall.", "endoftext": false }, { "action": "You look at the supplies", "response": "Nearly random supplies, such as needles and latex gloves. Part of the supplies are still in crates, piled high near the northeast corner.", "endoftext": false }, { "action": "Examine crates", "response": "The crates are stacked almost to the ceiling by the northeast corner, leaving a small cubby behind them.\n\nA particularly violent spasm throws you to the floor. You stand again with some effort.", "endoftext": false }, { "action": "You enter the cubby", "response": "You hunker down behind the crates. They are just tall enough to hide you.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are empty-handed.", "endoftext": false }, { "action": "You examine the arm", "response": "Your arms dangle from your shoulders.", "endoftext": false }, { "action": "Go west", "response": "The hallway ends to the north. Doors lead north and east. A cord hangs from an outlined rectangle in the ceiling.", "endoftext": false }, { "action": "Go south", "response": "The hallway bends here, running north and east. To the south is an open door.", "endoftext": false }, { "action": "You go to the east", "response": "The hallway runs west to east; the east end of the hall curves south towards reception. An open door lies to the south, a closed door to the north.", "endoftext": false }, { "action": "You go south", "response": "The operating theatre is dominated by a padded chair in its center,\na light just above it. On the north wall, just to the left of the door, is a bank of monitors. The west wall is mostly mirror.\nStanding next to the padded chair is an IV stand, its needle\ndangling from it.\nHanging from the monitors are several medical leads.\n\nAll of your symptoms attack at once: fever, chills, cramps, pain. Your vision dims as you slump to the floor. Time passes without you noticing.\n\nThe feel of cool air brings you back around. Above you, blue sky streaks by. A face intrudes, looking down at you and mouthing words you cannot hear. A glance down shows you strapped to a gurney. When you look up again, the sky has been cut off by the roof of an ambulance. You close your eyes, succumbing to a dark tide.\n\n--=== Your journey is over ===--\n\nYou have achieved a score of 13 points out of a possible 100.\n\nYou may restore a saved game, start over, quit, or undo the current command.", "endoftext": false }, { "action": "You turn off the monitors", "response": "You turn off the monitors.\n\nYou feel hot, then cold several times in succession.", "endoftext": false }, { "action": "You remove the leads", "response": "With a slight sucking sound the leads come free from your temples and from your wrists. You drop them, leaving them dangling from the monitors.", "endoftext": false }, { "action": "You open the door", "response": "It's already open.", "endoftext": false }, { "action": "Go north", "response": "The hallway runs west to east; the east end of the hall curves south towards reception. An open door lies to the south, a closed door to the north.", "endoftext": false }, { "action": "Go west", "response": "The hallway bends here, running north and east. To the south is a closed door.", "endoftext": false }, { "action": "You go to the north", "response": "The hallway ends to the north. Doors lead north and east. A cord hangs from an outlined rectangle in the ceiling.", "endoftext": false }, { "action": "You go to the east", "response": "(Opening the east door)\nSupplies Room\nThe walls of the room are lined with shelves, all of which are\nneatly stocked with supplies. An open door is set in the west wall.", "endoftext": false }, { "action": "You close the door", "response": "Closed.\n\nYour hands begin twitching uncontrollably. You fight to keep them still.", "endoftext": false }, { "action": "You enter the cubby", "response": "You hunker down behind the crates. They are just tall enough to hide you and the IV stand.", "endoftext": false }, { "action": "You put the needle in the arm", "response": "Wincing slightly in anticipation, you jab the needle into a prominent vein. Your summer job in the hospital pays off: the needle slides home on the first try.\n\nIce cold, the drug races up your arm and through your chest, numbing you. Fire hot, the next wave of the drug invades your system. The walls around you blur, fade away as the world runs in technicolor streaks...\n\nFit the Second: Revisit\n\n\"play of light/a photograph/the way I used to be\nsome half-forgotten stranger/doesn't mean that much to me\"\n-- Rush\n\nA familiar green hallway embraces you. As the world ceases its unnatural spin, you find you recognize the east-west hall. You're in Green area of the hospital where you volunteered for three months one summer.\n\nNo, not volunteered. It was coercion. You were going to be a doctor, just like father wanted, so you had to help out at a local hospital. \"Looks good on your resume,\" everyone told you.\n\nThree months of hell. This place cemented your desire to avoid med school.\n\nSeated in a wheelchair is an old woman.", "endoftext": false }, { "action": "You look at the woman", "response": "The woman in the wheelchair is ancient, her parchment skin deeply wrinkled and folded. Alert eyes peer from behind large octagonal glasses, eyes which follow every movement in the room.", "endoftext": false }, { "action": "You examine the wheelchair", "response": "The woman in the wheelchair is ancient, her parchment skin deeply wrinkled and folded. Alert eyes peer from behind large octagonal glasses, eyes which follow every movement in the room.\n\nA group of doctors and interns appears in the hall, headed towards you. You are fixated by the sight of their faces, or rather by their lack of ones. Their heads nearly touch; they are obviously in conference, though you can hear nothing. They pass you and are gone.", "endoftext": false }, { "action": "Hello", "response": "\"Oh, hello!\" she says excitedly. Then a look of puzzled concentration crosses her face. \"Have we met before?\" she asks.", "endoftext": false }, { "action": "You ask the woman about herself", "response": "The old woman says, \"Me? Oh, my, no sense in boring you to tears!\"", "endoftext": false }, { "action": "You go east", "response": "As you walk east, the hall lengthens. With each step everything blurs, vanishing into a grey mist. Your sense of balance is lost; you stumble back the way you came.\n\nA group of doctors and interns appears in the hall, headed towards you. They, too, are faceless. Their heads nearly touch; they are obviously in conference, though you can hear nothing. They pass you and are gone.", "endoftext": false }, { "action": "Go west", "response": "The hall enters from the east and bends to the southwest. A small\ndoor leads north and an open doorway graces the south wall.", "endoftext": false }, { "action": "You look at the door", "response": "The open door leads north. A plastic plaque mounted on it reads \"G7.\"", "endoftext": false }, { "action": "You go to the north", "response": "bed in its center. There is a window, its curtains closed, on the north wall. A door leads south.\n\nMovement at the edge of your vision causes you to whirl around. Before you complete the motion grey hands have grabbed you and dragged you backwards. You have time to register the sight of a white-haired head--familiar, but from where?--next to the bed before you are pulled from the room.\n\nThe hall enters from the east and bends to the southwest. A small\ndoor leads north and an open doorway graces the south wall.\nA grey man stands over you, grinning.\n\n\"You've been very busy,\" the grey man says. \"Very, very busy.\" His voice is like a stick of butter squeezed through a fist. \"Don't you even know why you're here?\"", "endoftext": false }, { "action": "No", "response": "The grey man laughs at you, a horrible sound.\n\n\"No guesses?\" Eyebrows lift in mock surprise. He points down the hall at the old woman in the wheelchair. \"To help idiots like her, perhaps? You weren't successful the first time.\"\n\nYou turn away, your cheeks glowing. The time you spent volunteering at the hospital was far from enjoyable. When you look back, the grey man has vanished.", "endoftext": false }, { "action": "You go to the north", "response": "You'll have to open the small door first.", "endoftext": false }, { "action": "You open the door", "response": "It's locked.", "endoftext": false }, { "action": "Go south", "response": "The operating room is dim and smoky, lit by kerosene lamps and\ncandles. Through the haze you make out exits to the north, south, and west.\nA group of doctors fills the room, milling about a patient.", "endoftext": false }, { "action": "You examine the patient", "response": "The poor man is enduring what passes for medical care in this room.\n\nOne of the doctors takes a glass cup from its stand over a candle and applies it to the patient's skin, making the man writhe.", "endoftext": false }, { "action": "You look at the cup", "response": "Various pieces of medical equipment lie scattered about the room and held in doctors' hands.", "endoftext": false }, { "action": "You look at the patient", "response": "The poor man is enduring what passes for medical care in this room.", "endoftext": false }, { "action": "You go south", "response": "A nondescript hall leading east to northwest. To the north is an\nopen doorway. The ever-present stripe changes color to the east, just beyond a sign.", "endoftext": false }, { "action": "You look at the sign", "response": "The sign hangs from the ceiling to the west. It reads, \"Leave Green/Enter Purple\" in the appropriate colors.", "endoftext": false }, { "action": "Go south", "response": "You can't go that way.\n\nFrom further down the hall you hear the familiar squeak of a gurney. A faceless man in blue scrubs is pushing it. A shape on the gurney is completely covered by the white sheet draped over it. The shape occasionally writhes, as if in terrible pain. You watch until you can no longer see them.", "endoftext": false }, { "action": "Go east", "response": "The hall jogs west to north, interrupted by several stairs to the north. A sign hangs from the ceiling to the west, delineating where the stripe of color changes from purple to green. A set of doors leads east.", "endoftext": false }, { "action": "You go to the east", "response": "The doors are locked.", "endoftext": false }, { "action": "Go north", "response": "An east-south bend in the hall. To the south are several stairs.", "endoftext": false }, { "action": "Exits", "response": "You can go east and south.", "endoftext": false }, { "action": "You go to the east", "response": "The corridors of the hospital join in a T-junction. The arms of the\nT lie east and west, while the base runs south. A pair of swinging doors crowns the top of the T, to the north. Over the east corridor is a sign.", "endoftext": false }, { "action": "You go south", "response": "world. Chairs are strewn about at random; on several there are magazines. A counter guards the hall leading north. Above it is a speaker. To the west are a set of wide double doors labeled \"Deliveries.\" South is the hospital exit.\nAn attendant is here, sitting behind the counter.\nBubbles is lying on the ground, waiting for you.\n\nBubbles, upon seeing you, cocks its head at you as it stands. The dog is quite a bit larger than it was before.", "endoftext": false }, { "action": "You examine the dog", "response": "Bubbles resembles a corgi. In fact, it looks like the corgi you begged your father for when you were eight. It has recently grown out of early puppyhood.", "endoftext": false }, { "action": "You examine the attendant", "response": "Glancing at her, you feel a shock of recognition. It's Linda, the woman you disliked most while working here. With her flaming red hair and her patronizing attitude towards anyone younger than she, she was hated by many in the hospital.\n\nBubbles growls softly, baring teeth at Linda. Linda glares back at the dog. \"Don't you let that mutt bite me,\" she tells you.", "endoftext": false }, { "action": "You look at Linda", "response": "Linda has fiery red hair and long black fingernails. She has made a career of being angry.", "endoftext": false }, { "action": "Attack", "response": "What do you want Bubbles to attack?", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are empty-handed.\n\nBubbles growls softly, baring teeth at Linda. Linda glares back at the dog. \"Don't you let that mutt bite me,\" she tells you.", "endoftext": false }, { "action": "You examine the doors", "response": "The doors are spring-loaded so as to close automatically.", "endoftext": false }, { "action": "You open the doors", "response": "The doors are locked.", "endoftext": false }, { "action": "You look", "response": "world. Chairs are strewn about at random; on several there are magazines. A counter guards the hall leading north. Above it is a speaker. To the west are a set of wide double doors labeled \"Deliveries.\" South is the hospital exit.\nLinda is here, sitting behind the counter.\nBubbles is wandering around, sniffing at things.", "endoftext": false }, { "action": "You examine magazines", "response": "The magazines are all years out of date.", "endoftext": false }, { "action": "You read the magazines", "response": "You pick one up and leaf through it. All of its pages are slate grey, completely empty.", "endoftext": false }, { "action": "Go north", "response": "The corridors of the hospital join in a T-junction. The arms of the\nT lie east and west, while the base runs south. A pair of swinging doors crowns the top of the T, to the north. Over the east corridor is a sign. A line of patients on gurneys fills the hallway.\nThere is a nurse here, talking with a patient.\n\nBubbles comes trotting after you.\n\nA faceless man in blue scrubs appears from further down the hall. He starts to walk past, then pulls up short next to Bubbles. He turns his head towards you, then ushers Bubbles to the south.\n\nThe nurse, satisfied, wheels the gurney through the swinging doors to the north. The remaining patients call after her.\n\nFrom further down the hall you hear the familiar squeak of a gurney. A faceless man in blue scrubs is pushing it. A shape on the gurney is completely covered by the white sheet draped over it. The shape occasionally writhes, as if in terrible pain. You watch until you can no longer see them.", "endoftext": false }, { "action": "Exits", "response": "You can go south, east, and west.", "endoftext": false }, { "action": "You go to the west", "response": "An east-south bend in the hall. To the south are several stairs.", "endoftext": false }, { "action": "You go east", "response": "The corridors of the hospital join in a T-junction. The arms of the\nT lie east and west, while the base runs south. A pair of swinging doors crowns the top of the T, to the north. Over the east corridor is a sign. A line of patients on gurneys fills the hallway.", "endoftext": false }, { "action": "Go east", "response": "Two doors, one on the north wall and one on the south, flank this east-west hall. A sign hangs from the ceiling to the west.", "endoftext": false }, { "action": "Go west", "response": "The corridors of the hospital join in a T-junction. The arms of the\nT lie east and west, while the base runs south. A pair of swinging doors crowns the top of the T, to the north. Over the east corridor is a sign. A line of patients on gurneys fills the hallway.\nThere is a nurse here.\n\nThe nurse moves to the patient at the head of the line and begins taking a history.", "endoftext": false }, { "action": "You go south", "response": "world. Chairs are strewn about at random; on several there are magazines. A counter guards the hall leading north. Above it is a speaker. To the west are a set of wide double doors labeled \"Deliveries.\" South is the hospital exit.\nLinda is here, sitting behind the counter.\nBubbles is lying on the ground, staring at you with soulful eyes.", "endoftext": false }, { "action": "You examine the counter", "response": "The counter is next to the north hallway. It is pushed nearly against the east wall, leaving little room for the attendant behind it. Signs dot its front surface.", "endoftext": false }, { "action": "You examine the signs", "response": "The signs are all ones you remember from your time here: \"Payment expected at time of treatment unless prior arrangements are made,\" \"No pets, guide dogs excepted,\" and your personal favorite, \"No smoking.\" Someone has raked ashes across the last sign.", "endoftext": false }, { "action": "Go north", "response": "The corridors of the hospital join in a T-junction. The arms of the\nT lie east and west, while the base runs south. A pair of swinging doors crowns the top of the T, to the north. Over the east corridor is a sign. A line of patients on gurneys fills the hallway.\nThere is a nurse here, talking with a patient.\n\nThe nurse, satisfied, wheels the gurney through the swinging doors to the north. The remaining patients call after her.", "endoftext": false }, { "action": "You follow you", "response": "Bubbles gets up and trots over to you.\n\nBubbles growls softly, baring teeth at Linda. Linda glares back at the dog. \"Don't you let that mutt bite me,\" she tells you.", "endoftext": false }, { "action": "Go north", "response": "The corridors of the hospital join in a T-junction. The arms of the\nT lie east and west, while the base runs south. A pair of swinging doors crowns the top of the T, to the north. Over the east corridor is a sign. A line of patients on gurneys fills the hallway.\n\nBubbles comes trotting after you.\n\nA faceless man in blue scrubs appears from further down the hall. He starts to walk past, then pulls up short next to Bubbles. He turns his head towards you, then ushers Bubbles to the south.\n\nThe nurse reenters the hallway from the north, wheeling a gurney covered in a fine coating of ash. She pushes the gurney west, then returns a few seconds later empty-handed.", "endoftext": false }, { "action": "Go east", "response": "The corridors of the hospital join in a T-junction. The arms of the\nT lie east and west, while the base runs south. A pair of swinging doors crowns the top of the T, to the north. Over the east corridor is a sign. A line of patients on gurneys fills the hallway.\n\nFrom further down the hall you hear the familiar squeak of a gurney. A faceless man in blue scrubs is pushing it. A shape on the gurney is completely covered by the white sheet draped over it. The shape occasionally writhes, as if in terrible pain. You watch until you can no longer see them.", "endoftext": false }, { "action": "Go north", "response": "A sterile white room, bereft of any humanizing touches. A bed surrounded by medical equipment is the sole piece of furniture in the room. Judging from its rumpled condition, this room is occupied.", "endoftext": false }, { "action": "You look at the bed", "response": "A hospital bed, designed for utility rather than comfort.", "endoftext": false }, { "action": "You go east", "response": "An east-west hall with an orange strip coloring the wall just below\nthe ceiling. There is an open door in the south wall.", "endoftext": false }, { "action": "You go to the east", "response": "As you walk east, the hall lengthens. With each step everything blurs, vanishing into a grey mist. Your sense of balance is lost; you stumble back the way you came.", "endoftext": false }, { "action": "You go south", "response": "In the center of the room, a bed. In the bed, a huddled shape.\nBeside the bed, murmuring equipment. To the north is a door.\nLying on a shelf is a strangely-glowing globe.", "endoftext": false }, { "action": "You take the globe", "response": "As your hands close around the globe, you feel a tingling in your fingers. The tingling quickly grows, becomes horrendous pain. You jerk back your hands; the feeling of having dipped them in lava fades.\n\nThe shape under the bed sits up, startling you. A withered hand grabs you, leaving streaks of blood on your arm. The man is trying to say something, a violent exercise which makes his head shake with effort. He finally points to the globe on the shelf, making a horrible keening noise, before collapsing back under the sheets.", "endoftext": false }, { "action": "You examine man", "response": "The shape underneath the covers is barely recognizable as a man. Tubes snake around and through his body; what skin he still owns he wears poorly. The rise and fall of his chest are uneven.", "endoftext": false }, { "action": "You examine the globe", "response": "Its borders are nebulous; it gives off a faint glow.", "endoftext": false }, { "action": "You take the globe", "response": "As your hands close around the globe, you feel a tingling in your fingers. The tingling quickly grows, becomes horrendous pain. You jerk back your hands; the feeling of having dipped them in lava fades.", "endoftext": false }, { "action": "You look at the box", "response": "The gunmetal-grey box is attached to the side of the building, marring its otherwise smooth surface. Its cover is open, revealing a row of breakers inside and a list taped to the box door.", "endoftext": false }, { "action": "You look at the breakers", "response": "There are eight breakers, arranged in two rows of four.", "endoftext": false }, { "action": "You look at the first breaker", "response": "The breaker is currently on.", "endoftext": false }, { "action": "Inventory", "response": "You have a thin coat (being worn), a pair of gloves (being worn), a light sphere, a pair of sunglasses (being worn), a length of rope, and a rucksack. The rucksack seems to contain a fool and a tuft of insulation.", "endoftext": false }, { "action": "You put all in the rucksack", "response": "fool: The fool is already in the rucksack!\ntuft of insulation: The tuft of insulation is already in the rucksack! thin coat: (Taking off the thin coat first)\nDone.\nheavy gloves: (Taking off the gloves first)\nDone.\nlight sphere: Done.\nsunglasses: (Taking off the sunglasses first)\nDone.\nrope: Done.\nrucksack: You can't put the rucksack in itself!", "endoftext": false }, { "action": "You turn the east wheel clockwise", "response": "The wheel refuses to turn further in that direction.", "endoftext": false }, { "action": "You turn east wheel CCW", "response": "You give the wheel a counterclockwise spin. As you do, a groaning, shuddering sound emanates from beneath your feet. The floor tilts alarmingly, sending the balances to chattering. The pyramid of spheres shakes but stays together. Frankie spares you a glance; Bubbles looks surprised. When you are done the south side of the room is higher than it was, the north side lower.\n\nWith a loud blorp, the flow of sludge increases. Noticeably.", "endoftext": false }, { "action": "Continue", "response": "You give the wheel a counterclockwise spin. As you do, a groaning, shuddering sound emanates from beneath your feet. The floor tilts alarmingly, sending the balances to chattering. The pyramid of spheres shakes but stays together. Frankie spares you a glance; Bubbles looks surprised. When you are done the south side of the room is higher than it was, the north side lower.", "endoftext": false }, { "action": "Keep going", "response": "The wheel, stubborn, refuses to turn further in that direction.\n\nBubbles takes a running fit, tearing around as fast as possible on short legs.", "endoftext": false }, { "action": "You look at the heater", "response": "It is an old-fashioned wood-burning heater, standing a few centimeters above the ground on metal legs. Heat pours from it in waves. Its most noticeable feature isn't: it has no smoke stack.", "endoftext": false }, { "action": "You turn south wheel ccw", "response": "You give the wheel a counterclockwise spin. As you do, a groaning, shuddering sound emanates from beneath your feet. The floor tilts alarmingly, sending the balances to chattering. The pyramid of spheres shakes but stays together. Frankie spares you a glance; Bubbles looks surprised. When you are done the west side of the room is higher than it was, the east side lower.", "endoftext": false }, { "action": "You turn south wheel ccw", "response": "You give the wheel a counterclockwise spin. As you do, a groaning, shuddering sound emanates from beneath your feet. The floor tilts alarmingly, sending the balances to chattering. The pyramid of spheres shakes but stays together. Frankie spares you a glance; Bubbles looks surprised. When you are done the west side of the room is higher than it was, the east side lower. The flow of sludge alters course, until it is collecting near the northeast corner.", "endoftext": false }, { "action": "You ask Frankie about the sludge", "response": "Frankie says, \"I don't know. Sam was studying it. He thought it was connected somehow to the spheres. All he was able to discover about it was that it was highly toxic and flammable.\"\n\nBubbles takes a running fit, tearing around as fast as possible on short legs.", "endoftext": false }, { "action": "You turn east wheel cw", "response": "You give the wheel a clockwise spin. As you do, a groaning, shuddering sound emanates from beneath your feet. The floor tilts alarmingly, sending the balances to chattering. The pyramid of spheres shakes but stays together. Frankie spares you a glance; Bubbles looks surprised. When you are done the north side of the room is higher than it was, the south side lower.", "endoftext": false }, { "action": "Turn south wheel cw", "response": "You give the wheel a clockwise spin. As you do, a groaning, shuddering sound emanates from beneath your feet. The floor tilts alarmingly, sending the balances to chattering and the pyramid of spheres to shaking. Frankie spares you a glance; Bubbles looks surprised. When you are done the east side of the room is higher than it was, the west side lower. The flow of sludge alters course, until it is collecting near the middle of the room.", "endoftext": false }, { "action": "You turn east wheel cw", "response": "You give the wheel a clockwise spin. As you do, a groaning, shuddering sound emanates from beneath your feet. The floor tilts alarmingly, sending the balances to chattering. The pyramid of spheres shakes but stays together. Frankie spares you a glance; Bubbles looks surprised. When you are done the north side of the room is higher than it was, the south side lower. The flow of sludge alters course, until it is collecting near the entrance.\n\nThe flow of sludge triples, then triples again. There is a loud sizzle as it engulfs the heater, extinguishing it. The flow reaches the pile of spheres, turning them all black, then dissolving them.\n\n\"Come on!\" Frankie shouts in horror, abandoning his task. He grabs your arm and drags you up the stairs, pulling the trapdoor shut behind him.\n\nThe room is hot and stifling; cobwebs drip from every surface. A hot-water tank crouches in one corner. A trapdoor in the floor marks where the stairs used to be. To the east is an open door.\nBubbles is wandering around, sniffing at things.\nFrankie is here.", "endoftext": false }, { "action": "You wait for a while", "response": "Time passes...\n\nFrankie looks at his hands, surprised to find he is still carrying a sphere. He holds it up to the light; it has turned black as pitch. \"The sludge must've hit it,\" he says. Then he smiles at you, sadly. \"It would have been nice to be able to finish.\" He shrugs resignedly, dropping the sphere. \"Ah, well. See you round.\" He turns and walks into the hallway, but as he does, he separates into thousands of grains, a painting by Seurat. The grains separate, caught in a sudden zephyr, and are gone.", "endoftext": false }, { "action": "You look at the sphere", "response": "Which sphere do you mean, the dark sphere, or the light sphere?", "endoftext": false }, { "action": "You pull the arm", "response": "After a bout of experimentation you discover that you can raise and lower the sentinel's hands.\n\nBubbles wanders away.", "endoftext": false }, { "action": "You examine the hands", "response": "Metal hands, held cupped in front of the statue. The arms to which the hands belong are hinged at the elbow.", "endoftext": false }, { "action": "You put the dark in the hands", "response": "You can't put the sentinel anywhere.\n\nBubbles comes running toward you, barking loudly. Upon seeing you, however, Bubbles calms down and trots nonchalantly up to you.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are empty-handed.\n\nBubbles takes a running fit, tearing around as fast as possible on short legs.", "endoftext": false }, { "action": "Go west", "response": "The room is hot and stifling; cobwebs drip from every surface. A hot-water tank crouches in one corner. A trapdoor in the floor marks where the stairs used to be. To the east is an open door.\nYou see a dark sphere here.\n\nBubbles comes trotting after you.", "endoftext": false }, { "action": "You take the dark", "response": "You bend down and pick it up. A sudden tremor seizes your arm muscles, then stops.", "endoftext": false }, { "action": "You put dark sphere in the hands", "response": "You place the dark sphere in the sentinel's hands. A shudder wracks the sentinel. Its hands lower, dropping the sphere onto the floor.\n\nBubbles curls up in a small ball, resting.", "endoftext": false }, { "action": "You take the dark sphere", "response": "Taken.\n\nBubbles wanders away.", "endoftext": false }, { "action": "Go east", "response": "The walkway ends to the south in a blank wall. A doorway to the\nwest and the remainder of the walkway to the north allow egress.", "endoftext": false }, { "action": "You go to the north", "response": "The walkway runs along the west wall of the hallway. To the\nsoutheast, a sweeping staircase meets the hallway from below. An open door is to the west. Above the door is a clock.", "endoftext": false }, { "action": "You go west", "response": "The tiny closet is dank and has a strange smell. It is unfinished;\nin many places unadorned sheetrock and insulation show. The only light in the room comes from the bare bulb above you. Dangling from it is a pull cord.\n\nBubbles comes running toward you, barking loudly. Upon seeing you, however, Bubbles calms down and trots nonchalantly up to you.", "endoftext": false }, { "action": "You put the light sphere in the hands", "response": "You place the light sphere in the sentinel's hands.\n\nBubbles comes over, sniffs at your legs, then wanders off again.", "endoftext": false }, { "action": "Go south", "response": "The walkway runs east and west here.", "endoftext": false }, { "action": "Go east", "response": "The walkway bends to the south; you follow it.\n\nThe walkway runs along the east wall of the hallway. A sweeping staircase joins the walkway to the southwest.\n\nBubbles comes trotting after you.", "endoftext": false }, { "action": "You go south", "response": "foyer. There is a doorway to the east; the walkway continues to the north.\n\nBubbles comes trotting after you.", "endoftext": false }, { "action": "Go east", "response": "The library is a harshly-lit backwards L curving around the end of\nthe building. Shelves filled with books take up much of the room; the rest is inhabited by stacks of books. A metal sentinel guards the west exit; on the other side of the exit is a light switch. There is a clock above the sentinel.\n\nBubbles comes trotting after you.", "endoftext": false }, { "action": "You raise the arms", "response": "The sentinel's hands will move no further.\n\nBubbles takes a running fit, tearing around as fast as possible on short legs.", "endoftext": false }, { "action": "You put the light sphere in the hands", "response": "You place the light sphere in the sentinel's hands.", "endoftext": false }, { "action": "Go east", "response": "The library is a harshly-lit backwards L curving around the end of\nthe building. Shelves filled with books take up much of the room; the rest is inhabited by stacks of books. A metal sentinel guards the west exit; on the other side of the exit is a light switch. There is a clock above the sentinel.\nIn the sentinel's hands you see a light sphere.\n\nBubbles comes trotting after you.", "endoftext": false }, { "action": "You take the light sphere", "response": "Taken.\n\nBubbles takes a running fit, tearing around as fast as possible on short legs.", "endoftext": false }, { "action": "You go to the south", "response": "Bubbles begins barking at you fiercely, dancing in front of you and impeding your progress. You nearly have to jump over Bubbles to get past, at which point it lies on the floor, staring mournfully at you as you leave.\n\nYou can see little through the glare of sun on snow. The building\nto the north is just visible, but everything else is a wash of bright white.\n\nThrough the glare you can make out a man striding through the snow to the south. He is completely grey, as if all color had been leeched from him long ago, a black and white image in a world of technicolor. He pauses, stares at you, then continues on until he is lost in the distance. You feel a sudden chill.\n\nYou begin to feel the cold seep into you, chilling you.", "endoftext": false }, { "action": "You go south", "response": "The snow is impassable in that direction.\n\nYou hear a faint rumbling begin.\n\nThe air above you shimmers for a brief moment, during which a metal sphere falls from the disturbance to the ground below.", "endoftext": false }, { "action": "You take the metal sphere", "response": "You fumble around blindly in the snow, but cannot find what you seek.\n\nThe cold is becoming worse, making your fingers slow to work.", "endoftext": false }, { "action": "Go north", "response": "The two-story height of the foyer is channelled into a narrower\nhallway to the north. On the north wall to the west of the hallway's beginning is an open doorway. The building's entrance to the south is reflected in the marble floor.\nTracked across the marble floor are muddy footprints.\nBubbles is lying on the ground, waiting for you.\n\nBubbles sees you and jumps up, barking loudly at your return.\n\nYour hands are working again, albeit a little stiffly.\n\nThe metal sphere rolls towards you. When it is less than a meter away it stops, waiting.", "endoftext": false }, { "action": "You take the metal sphere", "response": "You reach down and take the sphere. As you straighten up, tiny needles spring from the thousands of holes which dot it. With a curse you throw the sphere, now smeared red with your blood, away from you. As it falls it bursts into flame, oily smoke curling from it. From the center of the flame you hear an eerily familiar voice say, \"Well. Interesting stunt you've pulled, coming to where I now live. I trust you'll stay for my avalanche.\" Then the sphere vanishes in a final burst of fire.", "endoftext": false }, { "action": "You go south", "response": "Bubbles begins barking at you fiercely, dancing in front of you and impeding your progress. You nearly have to jump over Bubbles to get past, at which point it lies on the floor, staring mournfully at you as you leave.\n\nYou can see little through the glare of sun on snow. The building\nto the north is just visible, but everything else is a wash of bright white.", "endoftext": false }, { "action": "Go west", "response": "The snow is impassable in that direction.\n\nThe cold is becoming worse, making your fingers slow to work.", "endoftext": false }, { "action": "You wait awhile", "response": "Time passes...\n\nThe rumbling you heard earlier has grown in volume. It sounds very close.", "endoftext": false }, { "action": "Wait", "response": "Time passes...\n\nYour eyelids are becoming gummed. It is now a struggle to keep moving.", "endoftext": false }, { "action": "You wait", "response": "Time passes...\n\nStrangely enough, you are no longer cold. The enveloping warmth you now feel is soothing.", "endoftext": false }, { "action": "Wait", "response": "Time passes...\n\nYou sink to the ground, lassitude overcoming you. Just a rest, you think, and then onward.\n\n--=== Your journey is over ===--\n\nYou have achieved a score of 13 points out of a possible 100.\n\nYou may restore a saved game, start over, quit, or undo the current command.", "endoftext": false }, { "action": "You look at the sack", "response": "It is made of heavy denim and looks well-used. The rucksack is open and seems to contain a fool, a tuft of insulation, a thin coat, a pair of gloves, a pair of sunglasses, a length of rope, a dark sphere, and a light sphere.\n\nBubbles comes over, sniffs at your legs, then wanders off again.", "endoftext": false }, { "action": "You go to the south", "response": "Bubbles begins barking at you fiercely, dancing in front of you and impeding your progress. You nearly have to jump over Bubbles to get past, at which point it lies on the floor, staring mournfully at you as you leave.\n\nThe building to the north is now covered with snow. Under your feet\nit squeaks with the sound of deep-seated ice. To the northeast and northwest the snow is somewhat thinner, due to the building's protection. Pressed down in the ice and snow are tracks of footprints.\n\nTo the south you see a man striding through the snow. He is completely grey, as if all color had been leeched from him long ago, a black and white image in a world of technicolor. He pauses, stares at you, then continues on until he is lost in the distance. You feel a sudden chill.\n\nYou begin to feel the cold seep into you, chilling you.", "endoftext": false }, { "action": "You go northeast", "response": "The building looms to the west, shadowing the path which leads north and south. Pressed down in the snow are tracks of footprints.\nOn the side of the building is a grey box.\n\nYou hear a faint rumbling begin.\n\nThe air above you shimmers for a brief moment, during which a metal sphere falls from the disturbance to the ground below.", "endoftext": false }, { "action": "You take the metal sphere", "response": "You reach down and take the sphere. As you straighten up, tiny needles spring from the thousands of holes which dot it. With a curse you throw the sphere, now smeared red with your blood, away from you. As it falls it bursts into flame, oily smoke curling from it. From the center of the flame you hear an eerily familiar voice say, \"Well. Interesting stunt you've pulled, coming to where I now live. I trust you'll stay for my avalanche.\" Then the sphere vanishes in a final burst of fire.", "endoftext": false }, { "action": "Go north", "response": "To the north, the ground suddenly rises into tree-speckled heights. From those heights you see snow gracefully piling towards you. To the south, the building's shape breaks the smooth white carpet of the ground. Partially buried in the snow is a large post. Pressed down in the snow are many footprints.\n\nThe cold is becoming worse, making your fingers slow to work.", "endoftext": false }, { "action": "Examine post", "response": "Its square outline thrusts skywards from the snow. A dark line in the snow runs beside it, northwest to southeast. From the line a cable issues. The cable's twin dangles from the post, then scurries down its length and into the snow on the side of the post opposite the line.", "endoftext": false }, { "action": "You take the upper cable", "response": "You reach up and grab hold of the bare end of the cable. The wire writhes in your grasp as a surge of electricity passes through you and into the ground. Sparks leap gleefully between your rigid fingers, between you and the post, between you and the lower cable. For a moment, improbably, you are a living Jacob's ladder. You begin to lose consciousness as your clothes smoulder, then burst into flames.\n\nThe pain is mercifully brief.\n\n--=== Your journey is over ===--\n\nYou have achieved a score of 13 points out of a possible 100.\n\nYou may restore a saved game, start over, quit, or undo the current command.", "endoftext": false }, { "action": "You take the lower cable", "response": "You reach down and grab hold of the bare end of the cable. The wire rubs against your hand.", "endoftext": false }, { "action": "You go north", "response": "The hallway runs west to east; the east end of the hall curves south towards reception. An open door lies to the south, a closed door to the north.\n\nYou feel hot, then cold several times in succession.", "endoftext": false }, { "action": "You close the door", "response": "Closed.", "endoftext": false }, { "action": "You enter the cubby", "response": "You hunker down behind the crates. They are just tall enough to hide you and the IV stand.", "endoftext": false }, { "action": "You put the needle in the arm", "response": "Wincing slightly in anticipation, you jab the needle into a prominent vein. Your summer job in the hospital pays off: the needle slides home on the first try.\n\nIce cold, the drug races up your arm and through your chest, numbing you. Fire hot, the next wave of the drug invades your system. The walls around you blur, fade away as the world runs in technicolor streaks...\n\nFit the Second: Revisit\n\n\"play of light/a photograph/the way I used to be\nsome half-forgotten stranger/doesn't mean that much to me\"\n-- Rush\n\nA familiar green hallway embraces you. As the world ceases its unnatural spin, you find you recognize the east-west hall. You're in Green area of the hospital where you volunteered for three months one summer.\n\nNo, not volunteered. It was coercion. You were going to be a doctor, just like father wanted, so you had to help out at a local hospital. \"Looks good on your resume,\" everyone told you.\n\nThree months of hell. This place cemented your desire to avoid med school.\n\nSeated in a wheelchair is an old woman.", "endoftext": false }, { "action": "You go northwest", "response": "A U-shaped hall, entering from the northeast. The floor slopes\ngently down as it rounds the curve towards the southeast. Directly across from you is a doorway leading east.", "endoftext": false }, { "action": "You go to the southeast", "response": "A nondescript hall leading east to northwest. To the north is an\nopen doorway. The ever-present stripe changes color to the east, just beyond a sign.\n\nA man passes by, dressed in blue scrubs. Where his face should be there is nothing. He is soon out of sight, hidden by a turn in the hall.", "endoftext": false }, { "action": "You go to the east", "response": "The operating room is mildly clean; evidently Lister's ideas have\nbegun to catch on, though they are applied haphazardly. There are exits to the north, south, and west.\nA group of doctors fills the room, milling about a patient.", "endoftext": false }, { "action": "Go east", "response": "The hall jogs west to north, interrupted by several stairs to the north. A sign hangs from the ceiling to the west, delineating where the stripe of color changes from purple to green. A set of doors leads east.\n\nA patient slowly makes her way down the hall, pushing an IV stand. She has no face--her head is featureless. She continues down the hall and out of sight.", "endoftext": false }, { "action": "You go to the north", "response": "Shiny and clean. The only feature which breaks the sterility of the room is a pile of crates stacked in the northeast corner. There are exits to the north, south, and west.\nA group of doctors and nurses is milling about a patient on a\ngurney.\n\nThe doctors cover the now-dead patient and wheel him out. One nurse lingers for a moment, fingering a glass vial. She absentmindedly places it on the crates while exiting to the north.", "endoftext": false }, { "action": "You look at the vial", "response": "The glass vial has a rubber top and is partially filled with a clear liquid. A label wraps around it.", "endoftext": false }, { "action": "You take the vial", "response": "The vial turns out to be wet; it slips between your fingers and hits the floor. It doesn't break, thankfully, but it does roll under the crates and out of view.", "endoftext": false }, { "action": "You read the label", "response": "\"Novocaine.\"", "endoftext": false }, { "action": "You look under the crate", "response": "You can barely see something at the far end of the gap.", "endoftext": false }, { "action": "You enter the gap", "response": "The space is much too small for you.", "endoftext": false }, { "action": "You look at the gap", "response": "The gap is barely wide enough for your arm and is very deep. It is too dark for you to make out any other details.", "endoftext": false }, { "action": "You put the arm in gap", "response": "You reach in the gap. Your hand encounters nothing, no matter how hard you strain.", "endoftext": false }, { "action": "You go north", "response": "bed in its center. There is a window, its curtains closed, on the north wall. A door leads south.\nCoiled on the floor where it was carelessly dropped is a blood\npressure cuff.", "endoftext": false }, { "action": "You look at the cuff", "response": "The blood pressure cuff has a dial and an inflation bulb.", "endoftext": false }, { "action": "You open the curtains", "response": "Opening the curtains, instead of revealing the green lawn which surrounds this hospital, reveals a grey mist which clings to the window. It is translucent, admitting a diffuse light but no glimpse of what's beyond.", "endoftext": false }, { "action": "You close the curtains", "response": "You draw the curtains against the grey mist.", "endoftext": false }, { "action": "Go south", "response": "The hall enters from the east and bends to the southwest. A small\ndoor leads north and an open doorway graces the south wall.\n\nA group of doctors and interns appears in the hall, headed towards you. You are fixated by the sight of their faces, or rather by their lack of ones. Their heads nearly touch; they are obviously in conference, though you can hear nothing. They pass you and are gone.", "endoftext": false }, { "action": "Go south", "response": "Shiny and clean. The only feature which breaks the sterility of the room is a pile of crates stacked in the northeast corner. There are exits to the north, south, and west.\nSitting on the crates you see a glass vial.", "endoftext": false }, { "action": "You go west", "response": "A U-shaped hall, entering from the northeast. The floor slopes\ngently down as it rounds the curve towards the southeast. Directly across from you is a doorway leading east.", "endoftext": false }, { "action": "You look at the sign", "response": "The sign hangs from the ceiling to the west. It reads, \"Leave Purple/Enter Green\" in the appropriate colors.", "endoftext": false }, { "action": "You go northwest", "response": "A U-shaped hall, entering from the northeast. The floor slopes\ngently down as it rounds the curve towards the southeast. Directly across from you is a doorway leading east.\n\nA man passes by, dressed in a white coat. Where his face should be there is nothing. He is soon out of sight, hidden by a turn in the hall.", "endoftext": false }, { "action": "Go east", "response": "Shiny and clean. The only feature which breaks the sterility of the room is a pile of crates stacked in the northeast corner. There are exits to the north, south, and west.\nSitting on the crates you see a glass vial.", "endoftext": false }, { "action": "You go north", "response": "bed in its center. There is a window, its curtains closed, on the north wall. A door leads south.", "endoftext": false }, { "action": "You go east", "response": "The doors are locked.\n\nA group of doctors and interns appears in the hall, headed towards you. They, too, are faceless. Their heads nearly touch; they are obviously in conference, though you can hear nothing. They pass you and are gone.", "endoftext": false }, { "action": "Go north", "response": "The doors will not budge for you. As you push harder, a squirt of grey smoke escapes from behind them.\n\nThe nurse reenters the hallway from the north, wheeling a gurney covered in a fine coating of ash. She pushes the gurney west, then returns a few seconds later empty-handed.", "endoftext": false }, { "action": "Go east", "response": "The corridors of the hospital join in a T-junction. The arms of the\nT lie east and west, while the base runs south. A pair of swinging doors crowns the top of the T, to the north. Over the east corridor is a sign. A line of patients on gurneys fills the hallway.\n\nA patient slowly makes her way down the hall, pushing an IV stand. She has no face--her head is featureless. She continues down the hall and out of sight.", "endoftext": false }, { "action": "You examine the north plaque", "response": "It reads \"O7.\"", "endoftext": false }, { "action": "You examine the south plaque", "response": "It reads \"O6.\"", "endoftext": false }, { "action": "You look at the ceiling sign", "response": "The sign hangs from the ceiling to the west. It reads, \"Leave Orange/Enter Purple\" in the appropriate colors.\n\nFrom further down the hall you hear the familiar squeak of a gurney. A faceless man in blue scrubs is pushing it. A shape on the gurney is completely covered by the white sheet draped over it. The shape occasionally writhes, as if in terrible pain. You watch until you can no longer see them.", "endoftext": false }, { "action": "Go west", "response": "The corridors of the hospital join in a T-junction. The arms of the\nT lie east and west, while the base runs south. A pair of swinging doors crowns the top of the T, to the north. Over the east corridor is a sign. A line of patients on gurneys fills the hallway.\n\nThe nurse reenters the hallway from the north, wheeling a gurney covered in a fine coating of ash. She pushes the gurney west, then returns a few seconds later empty-handed.", "endoftext": false }, { "action": "You examine the sign", "response": "The sign hangs from the ceiling to the west. It reads, \"Leave Purple/Enter Orange\" in the appropriate colors.\n\nThe nurse moves to the patient at the head of the line and begins taking a history.", "endoftext": false }, { "action": "You go to the south", "response": "world. Chairs are strewn about at random; on several there are magazines. A counter guards the hall leading north. Above it is a speaker. To the west are a set of wide double doors labeled \"Deliveries.\" South is the hospital exit.\nAn attendant is here, sitting behind the counter.\nBubbles is lying on the ground, waiting for you.\n\nBubbles, upon seeing you, cocks its head at you as it stands. The dog is quite a bit larger than it was before. It is wearing the rucksack and, you would swear, grinning at you.", "endoftext": false }, { "action": "You examine the dog", "response": "Bubbles resembles a corgi. In fact, it looks like the corgi you begged your father for when you were eight. It has recently grown out of early puppyhood. It is wearing the rucksack.", "endoftext": false }, { "action": "You take the rucksack", "response": "Taken.\n\nBubbles growls softly, baring teeth at the attendant. The attendant glares back at the dog. \"Don't you let that mutt bite me,\" she tells you.", "endoftext": false }, { "action": "Inventory", "response": "You have a blood pressure cuff and a rucksack. The rucksack seems to contain a fool, a tuft of insulation, a thin coat, a pair of gloves, a length of rope, a dark sphere, a light sphere, and a pair of sunglasses.", "endoftext": true }, { "action": "Look around", "response": "world. Chairs are strewn about at random; on several there are magazines. A counter guards the hall leading north. Above it is a speaker. To the west are a set of wide double doors labeled \"Deliveries.\" South is the hospital exit.\nAn attendant is here, sitting behind the counter.\nBubbles is wandering around, sniffing at things.", "endoftext": false }, { "action": "Go south", "response": "You push open the glass doors that lie between you and the outside. As you do, a grey mist begins pouring through the door. You can't see a thing outside. You're not even sure if there _is_ an outside. You let the doors swing shut in front of you.", "endoftext": false }, { "action": "You go to the north", "response": "The corridors of the hospital join in a T-junction. The arms of the\nT lie east and west, while the base runs south. A pair of swinging doors crowns the top of the T, to the north. Over the east corridor is a sign. A line of patients on gurneys fills the hallway.\nThere is a nurse here, talking with a patient.\n\nBubbles comes trotting after you.\n\nA faceless man in blue scrubs appears from further down the hall. He starts to walk past, then pulls up short next to Bubbles. He turns his head towards you, then ushers Bubbles to the south.\n\nThe nurse, satisfied, wheels the gurney through the swinging doors to the north. The remaining patients call after her.", "endoftext": false }, { "action": "You go south", "response": "world. Chairs are strewn about at random; on several there are magazines. A counter guards the hall leading north. Above it is a speaker. To the west are a set of wide double doors labeled \"Deliveries.\" South is the hospital exit.\nAn attendant is here, sitting behind the counter.\nBubbles is lying on the ground, staring at you with soulful eyes.", "endoftext": false }, { "action": "You go north", "response": "The corridors of the hospital join in a T-junction. The arms of the\nT lie east and west, while the base runs south. A pair of swinging doors crowns the top of the T, to the north. Over the east corridor is a sign. A line of patients on gurneys fills the hallway.\n\nA group of doctors and interns appears in the hall, headed towards you. They, too, are faceless. Their heads nearly touch; they are obviously in conference, though you can hear nothing. They pass you and are gone.", "endoftext": false }, { "action": "You examine the sign", "response": "The sign hangs from the ceiling to the west. It reads, \"Leave Purple/Enter Orange\" in the appropriate colors.\n\nThe nurse reenters the hallway from the north, wheeling a gurney covered in a fine coating of ash. She pushes the gurney west, then returns a few seconds later empty-handed.", "endoftext": false }, { "action": "Go north", "response": "The doors will not budge for you. As you push harder, a squirt of grey smoke escapes from behind them.\n\nThe nurse moves to the patient at the head of the line and begins taking a history.", "endoftext": false }, { "action": "You go south", "response": "The unoccupied room is an oddity in this hospital. Like other\nhospital rooms, it sports a bed and an excess of medical equipment. Leaning in a corner is a white cane.", "endoftext": false }, { "action": "You examine the cane", "response": "The cane is white with a red tip. Its grip is worn with use.", "endoftext": false }, { "action": "Go east", "response": "An east-west hall with an orange strip coloring the wall just below\nthe ceiling. There is an open door in the south wall.\n\nA patient slowly makes her way down the hall, pushing an IV stand. She has no face--her head is featureless. She continues down the hall and out of sight.", "endoftext": false }, { "action": "You examine the globe", "response": "Its borders are nebulous; it gives off a faint glow.\n\nThe shape under the bed sits up, startling you. A withered hand grabs you, leaving streaks of blood on your arm. The man is trying to say something, a violent exercise which makes his head shake with effort. He finally points to the globe on the shelf, making a horrible keening noise, before collapsing back under the sheets.", "endoftext": false }, { "action": "You take the globe", "response": "As your hands close around the globe, you feel a tingling in your fingers even through the gloves. The tingling quickly grows, becomes horrendous pain. You jerk back your hands; the feeling of having dipped them in lava fades.", "endoftext": false }, { "action": "You ask the man about the globe", "response": "The man's eyes pop open, fever bright. His lips move soundlessly; exhausted from the effort, he sinks further into his bed.", "endoftext": false }, { "action": "You go north", "response": "An east-west hall with an orange strip coloring the wall just below\nthe ceiling. There is an open door in the south wall.\n\nA man passes by, dressed in blue scrubs. Where his face should be there is nothing. He is soon out of sight, hidden by a turn in the hall.", "endoftext": false }, { "action": "You go to the east", "response": "As you walk east, the hall lengthens. With each step everything blurs, vanishing into a grey mist. Your sense of balance is lost; you stumble back the way you came.", "endoftext": false }, { "action": "You go west", "response": "The corridors of the hospital join in a T-junction. The arms of the\nT lie east and west, while the base runs south. A pair of swinging doors crowns the top of the T, to the north. Over the east corridor is a sign. A line of patients on gurneys fills the hallway.\nThere is a nurse here, talking with a patient.", "endoftext": false }, { "action": "You look at the stairs", "response": "Four steps leading south.", "endoftext": false }, { "action": "Exits", "response": "You can go east and south.", "endoftext": false }, { "action": "Go east", "response": "The doors are locked.\n\nA woman passes by, dressed in blue scrubs. Where her face should be there is nothing. She is soon out of sight, hidden by a turn in the hall.", "endoftext": false }, { "action": "You take the vial", "response": "The vial turns out to be wet; it slips between your gloved fingers and hits the floor. It doesn't break, thankfully, but it does roll under the crates and out of view.", "endoftext": false }, { "action": "Inventory", "response": "You have a blood pressure cuff, a rucksack (being worn), a white cane, and a pair of gloves (being worn). The rucksack seems to contain a fool, a tuft of insulation, a thin coat, a length of rope, a dark sphere, a light sphere, and a pair of sunglasses.", "endoftext": false }, { "action": "You open the curtains", "response": "Behind the curtains and the window, the grey mist remains.", "endoftext": false }, { "action": "You examine the mist", "response": "It has a greasy look to it; it rubs against the window, leaving tracks of moisture.", "endoftext": false }, { "action": "You go east", "response": "A hospital hall running east-west. A green stripe just below the ceiling decorates the otherwise-bland walls. The hum of fluorescent lighting is barely audible.\nSeated in a wheelchair is an old woman.\n\nA patient slowly makes his way down the hall, pushing an IV stand. He has no face--his head is featureless. He continues down the hall and out of sight.", "endoftext": false }, { "action": "Go north", "response": "bed in its center. There is a window, its curtains open, on the north wall. A door leads south.", "endoftext": false }, { "action": "You examine the equipment", "response": "Through the long months you worked here you never discovered their purpose.", "endoftext": false }, { "action": "You look under the bed", "response": "You find some dust, which you take.", "endoftext": false }, { "action": "Go east", "response": "A hospital hall running east-west. A green stripe just below the ceiling decorates the otherwise-bland walls. The hum of fluorescent lighting is barely audible.\nSeated in a wheelchair is an old woman.\n\nFrom further down the hall you hear the familiar squeak of a gurney. A faceless man in blue scrubs is pushing it. A shape on the gurney is completely covered by the white sheet draped over it. The shape occasionally writhes, as if in terrible pain. You watch until you can no longer see them.", "endoftext": false }, { "action": "Exits", "response": "You can go east and west.", "endoftext": false }, { "action": "You go to the east", "response": "As you walk east, the hall lengthens. With each step everything blurs, vanishing into a grey mist. Your sense of balance is lost; you stumble back the way you came.", "endoftext": false }, { "action": "Inventory", "response": "You have a blood pressure cuff, a rucksack (being worn), a white cane, a pair of gloves, and some dust. The rucksack seems to contain a fool, a tuft of insulation, a thin coat, a length of rope, a dark sphere, a light sphere, and a pair of sunglasses.", "endoftext": false }, { "action": "You look at the cuff", "response": "The blood pressure cuff has a dial and an inflation bulb.", "endoftext": false }, { "action": "You look at the gap", "response": "The gap is barely wide enough for your arm and is very deep. By straining your eyes, you can just make out the shadow of something deep within the gap.", "endoftext": false }, { "action": "Go south", "response": "A nondescript hall leading east to northwest. To the north is an\nopen doorway. The ever-present stripe changes color to the east, just beyond a sign.\n\nA patient slowly makes his way down the hall, pushing an IV stand. He has no face--his head is featureless. He continues down the hall and out of sight.", "endoftext": false }, { "action": "You look at attendant", "response": "Glancing at her, you feel a shock of recognition. It's Linda, the woman you disliked most while working here. With her flaming red hair and her patronizing attitude towards anyone younger than she, she was hated by many in the hospital.", "endoftext": false }, { "action": "You give the dust to Linda", "response": "Linda rejects the offer.", "endoftext": false }, { "action": "You ask Linda about Linda", "response": "\"I don't have time for stupid questions.\" She rolls her eyes in exasperation.", "endoftext": false }, { "action": "Go north", "response": "The corridors of the hospital join in a T-junction. The arms of the\nT lie east and west, while the base runs south. A pair of swinging doors crowns the top of the T, to the north. Over the east corridor is a sign. A line of patients on gurneys fills the hallway.\nThere is a nurse here.\n\nA sudden scream from further down the line. Both you and the nurse jump; she runs to the patient, then returns, wheeling him at high speed. She holds out a horrible-smelling sac filled with a black substance. \"Here!\" she snaps. \"Colostomy bag. Take it, quick!\" You remember why you chose not to go to med school.", "endoftext": false }, { "action": "You take the bag", "response": "It slithers warmly in your grasp.\n\nThe nurse looks at you gratefully as she wheels the patient north. As she and the patient pass through the doors, one of the blank-faced men slips past her and into the hall. He takes the colostomy bag from you and reenters the north doors. It takes a moment for you to realize the bag is really gone, another to realize that you are now covered in a light sheen of sweat.", "endoftext": false }, { "action": "Go north", "response": "The doors will not budge for you. As you push harder, a squirt of grey smoke escapes from behind them.\n\nA group of doctors and interns appears in the hall, headed towards you. They, too, are faceless. Their heads nearly touch; they are obviously in conference, though you can hear nothing. They pass you and are gone.", "endoftext": false }, { "action": "You go south", "response": "world. Chairs are strewn about at random; on several there are magazines. A counter guards the hall leading north. Above it is a speaker. To the west are a set of wide double doors labeled \"Deliveries.\" South is the hospital exit.\nLinda is here, sitting behind the counter.\nBubbles is lying on the ground, staring at you with soulful eyes.", "endoftext": false }, { "action": "You wear the glasses", "response": "Everything becomes a little dimmer as you put on the sunglasses.", "endoftext": false }, { "action": "Go north", "response": "The corridors of the hospital join in a T-junction. The arms of the\nT lie east and west, while the base runs south. A pair of swinging doors crowns the top of the T, to the north. Over the east corridor is a sign. A few patients on gurneys line the hallway.\nThere is a nurse here.\n\nThe nurse begins talking to a patient, but is brought up short by something. She turns and sees you. She beams. \"Terry, glad you're still here. I'm missing my BP cuff--must've dropped it somewhere in Green. Go get it for me, will you?\" She hands you a hall pass. \"In case someone harasses you,\" she says with a wink before turning back to another patient.", "endoftext": false }, { "action": "You take the cuff", "response": "You already have the blood pressure cuff!", "endoftext": false }, { "action": "You give the cuff to the nurse", "response": "The nurse thanks you as she applies the BP cuff to a patient and takes a reading.", "endoftext": false }, { "action": "You examine the pass", "response": "The hall pass is a laminated card with colors around its edges to show what areas the bearer is authorized to enter. This one is edged in purple and green stripes.\n\nThe nurse, satisfied, wheels the gurney through the swinging doors to the north.", "endoftext": false }, { "action": "You check your inventory", "response": "You have a rucksack (being worn), a white cane, a pair of gloves, some dust, a pair of sunglasses (being worn), and a hall pass. The rucksack seems to contain a fool, a tuft of insulation, a thin coat, a length of rope, a dark sphere, and a light sphere.", "endoftext": false }, { "action": "You put the dust in the sack", "response": "Done.\n\nA group of doctors and interns appears in the hall, headed towards you. They, too, are faceless. Their heads nearly touch; they are obviously in conference, though you can hear nothing. They pass you and are gone.", "endoftext": false }, { "action": "Go north", "response": "Shiny and clean. The only feature which breaks the sterility of the room is a pile of crates stacked in the northeast corner. There are exits to the north, south, and west.", "endoftext": false }, { "action": "Go east", "response": "A hospital hall running east-west. A green stripe just below the ceiling decorates the otherwise-bland walls. The hum of fluorescent lighting is barely audible.\nSeated in a wheelchair is an old woman.", "endoftext": false }, { "action": "Go east", "response": "As you walk east, the hall lengthens. With each step everything blurs, vanishing into a grey mist. Your sense of balance is lost; you stumble back the way you came.\n\nSlowly, ever so slowly, the old woman's chin nods towards her chest. Shortly after the chin has completed its journey, soft snores begin floating from her.", "endoftext": false }, { "action": "You remove the glasses", "response": "You remove the sunglasses.", "endoftext": false }, { "action": "You look at the pass", "response": "The hall pass is a laminated card with colors around its edges to show what areas the bearer is authorized to enter. This one is edged in purple and green stripes.\n\nThe old woman begins humming to herself. She rolls to the south.", "endoftext": false }, { "action": "You go south", "response": "The hall enters from the east and bends to the southwest. A small\ndoor leads north and an open doorway graces the south wall.\nSeated in a wheelchair is an old woman.\n\nFrom behind you, you hear humming. Surprised, you turn around to see the old woman humming \"Amazing Grace\" to herself. When she notices your scrutiny she stops, her cheeks coloring slightly.", "endoftext": false }, { "action": "You ask the woman about the wheelchair", "response": "The old woman says, \"Me? Oh, my, no sense in boring you to tears!\"\n\nThe old woman in the wheelchair rolls up to you. \"You know, seeing you reminds me of when John and I went to Paris. Have you ever been to Paris?\" she asks.", "endoftext": false }, { "action": "Yes", "response": "\"Ooh, I'm so glad!\" she replies.\n\nFrom further down the hall you hear the familiar squeak of a gurney. A faceless man in blue scrubs is pushing it. A shape on the gurney is completely covered by the white sheet draped over it. The shape occasionally writhes, as if in terrible pain. You watch until you can no longer see them.", "endoftext": false }, { "action": "You ask woman about the paris", "response": "\"I've been to Paris!\" she tells you excitedly. \"You must go and see it some time. It's lovely!\"", "endoftext": false }, { "action": "You ask the woman about John", "response": "The old woman says, \"Have you seen John?\" Her eyes light up. \"He's been on a business trip.\"\n\n\"I wonder where my son got off to,\" says the old woman. She rolls to the east.", "endoftext": false }, { "action": "Go east", "response": "A hospital hall running east-west. A green stripe just below the ceiling decorates the otherwise-bland walls. The hum of fluorescent lighting is barely audible.\nSeated in a wheelchair is an old woman.", "endoftext": false }, { "action": "You ask the woman about the son", "response": "\"Have you seen him?\" she asks you excitedly. \"He's getting married soon, you know,\" she adds in a conspiratorial whisper.", "endoftext": false }, { "action": "You ask the woman about the son", "response": "\"My son's visiting me for his birthday. Did you know that he'll be seven today?\"", "endoftext": false }, { "action": "You go to the south", "response": "You can't go that way.\n\nSlowly, ever so slowly, the old woman's chin nods towards her chest. Shortly after the chin has completed its journey, soft snores begin floating from her.", "endoftext": true }, { "action": "You describe your surroundings", "response": "A hospital hall running east-west. A green stripe just below the ceiling decorates the otherwise-bland walls. The hum of fluorescent lighting is barely audible.\nSlumped in a wheelchair, asleep, is an old woman.", "endoftext": false }, { "action": "Go west", "response": "The hall enters from the east and bends to the southwest. A small\ndoor leads north and an open doorway graces the south wall.\n\nA woman passes by, dressed in blue scrubs. Where her face should be there is nothing. She is soon out of sight, hidden by a turn in the hall.", "endoftext": false }, { "action": "Wear coat", "response": "As you wear the coat you feel the insulation inside crackling. The coat is very warm.\n\nBubbles's tail hits the ground softly.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You have a white cane, a pair of gloves, a pair of sunglasses (being worn), a hall pass, and a thin coat (being worn).", "endoftext": false }, { "action": "You go north", "response": "The corridors of the hospital join in a T-junction. The arms of the\nT lie east and west, while the base runs south. A pair of swinging doors crowns the top of the T, to the north. Over the east corridor is a sign.\n\nBubbles comes trotting after you.\n\nA faceless man in blue scrubs appears from further down the hall. He starts to walk past, then pulls up short next to Bubbles. He turns his head towards you, then ushers Bubbles to the south.\n\nA woman passes by, dressed in a white coat. Where her face should be there is nothing. She is soon out of sight, hidden by a turn in the hall.", "endoftext": false }, { "action": "You follow the dog", "response": "But Bubbles is right here!", "endoftext": false }, { "action": "You check what you're carrying", "response": "You have a white cane, a pair of gloves, a pair of sunglasses (being worn), a hall pass, and a thin coat (being worn).", "endoftext": false }, { "action": "You examine the cane", "response": "The cane is white with a red tip. Its grip is worn with use.", "endoftext": false }, { "action": "You show the linda hall pass", "response": "Linda grimaces. \"Okay, so you can come and go as you please. Big deal.\" But she looks distinctly unhappy. You hear what sounds remarkably like snickering coming from Bubbles.", "endoftext": false }, { "action": "You show the cane to Linda", "response": "\"You think I've got nothing better to do than look at that?\" she asks you.", "endoftext": false }, { "action": "You go to the north", "response": "The corridors of the hospital join in a T-junction. The arms of the\nT lie east and west, while the base runs south. A pair of swinging doors crowns the top of the T, to the north. Over the east corridor is a sign.", "endoftext": false }, { "action": "You take the sack", "response": "Taken.\n\nBubbles's tail hits the ground softly.", "endoftext": false }, { "action": "You put it in the sack", "response": "Okay, you're no longer wearing the thin coat.\n\nA woman passes by, dressed in a white coat. Where her face should be there is nothing. She is soon out of sight, hidden by a turn in the hall.\n\nDone.", "endoftext": false }, { "action": "You take the chair", "response": "How rude!", "endoftext": false }, { "action": "You give the pass to the woman", "response": "With a start, the old woman wakes up. \"Yes? Yes?\" she asks querulously.", "endoftext": false }, { "action": "Keep going", "response": "She waves you off. \"No, no, I don't need that,\" she says.", "endoftext": false }, { "action": "You look at the stripe", "response": "A stripe of green running just below the ceiling.", "endoftext": false }, { "action": "You look at the sign", "response": "The sign hangs from the ceiling to the west. It reads, \"Leave Green/Enter Purple\" in the appropriate colors.", "endoftext": false }, { "action": "You take the sign", "response": "It's too far away.", "endoftext": false }, { "action": "You go east", "response": "The hall jogs west to north, interrupted by several stairs to the north. A sign hangs from the ceiling to the west, delineating where the stripe of color changes from purple to green. A set of doors leads east.\n\nA group of doctors and interns appears in the hall, headed towards you. They, too, are faceless. Their heads nearly touch; they are obviously in conference, though you can hear nothing. They pass you and are gone.", "endoftext": false }, { "action": "Go east", "response": "As you walk east, the hall lengthens. With each step everything blurs, vanishing into a grey mist. Your sense of balance is lost; you stumble back the way you came.\n\nDown the hall, a shapeless, faceless patient in a white gown shuffles towards you. You cannot guess the sex of wraith-like person, even when he (she?) is merely feet away. You watch the patient until you can no longer see the white gown.", "endoftext": false }, { "action": "You go south", "response": "The unoccupied room is an oddity in this hospital. Like other\nhospital rooms, it sports a bed and an excess of medical equipment.", "endoftext": false }, { "action": "Go north", "response": "The doors will not budge for you. As you push harder, a squirt of grey smoke escapes from behind them.", "endoftext": false }, { "action": "You go to the south", "response": "You can't go that way.\n\nThe old woman in the wheelchair rolls up to you. \"You know, seeing you reminds me of when John and I went to Paris. Have you ever been to Paris?\" she asks.\n\nA group of doctors and interns appears in the hall, headed towards you. They, too, are faceless. Their heads nearly touch; they are obviously in conference, though you can hear nothing. They pass you and are gone.", "endoftext": false }, { "action": "You look at the doors", "response": "The doors are spring-loaded so as to close automatically. In one of them is a keyhole in which a key is thrust.", "endoftext": false }, { "action": "You unlock the doors with the key", "response": "Unlocked.", "endoftext": false }, { "action": "You go east", "response": "You push past the doors, which shut behind you.\n\nworld. Chairs are strewn about at random; on several there are magazines. A counter guards the hall leading north. Above it is a speaker. To the west are a set of wide double doors labeled \"Deliveries.\" South is the hospital exit.\nLinda is here, sitting behind the counter.\nBubbles is lying on the ground, staring at you with soulful eyes.", "endoftext": false }, { "action": "Go west", "response": "You push past the doors, which shut behind you on Linda's startled exclamation.\n\nThe hall jogs west to north, interrupted by several stairs to the north. A sign hangs from the ceiling to the west, delineating where the stripe of color changes from purple to green. A set of doors leads east.", "endoftext": false }, { "action": "Go east", "response": "The corridors of the hospital join in a T-junction. The arms of the\nT lie east and west, while the base runs south. A pair of swinging doors crowns the top of the T, to the north. Over the east corridor is a sign.\n\nDown the hall, a shapeless, faceless patient in a white gown shuffles towards you. You cannot guess the sex of wraith-like person, even when he (she?) is merely feet away. You watch the patient until you can no longer see the white gown.", "endoftext": false }, { "action": "You examine man", "response": "The shape underneath the covers is barely recognizable as a man. Tubes snake around and through his body; what skin he still owns he wears poorly. The rise and fall of his chest are uneven.", "endoftext": false }, { "action": "You ask the woman about the man", "response": "The woman says, \"Oh, dear, I really can't help you with that.\"\n\nThe old woman begins humming to herself. She rolls to the north.", "endoftext": false }, { "action": "Go north", "response": "An east-west hall with an orange strip coloring the wall just below\nthe ceiling. There is an open door in the south wall.\nSeated in a wheelchair is an old woman.", "endoftext": false }, { "action": "You look at the woman", "response": "The woman is ancient, her waxy skin draped loosely about her.\n\nA doctor, notable for his unmissing face, walks by the door. He is back in seconds, striding into the room. Leaning over the old woman, he shakes her. \"I'm Doctor John; can you hear me? Ma'am?\" Her lack of response prompts him to lean out into the hall and shout: \"Woman down, unresponsive; crash cart to Orange 7.\" He returns to the woman, placing two fingers to her throat and a palm to her forehead. He tilts her head back, extending her neck, and huffs twice into her mouth. He then motions. \"You.\" He nods at the woman's chest. \"Begin compressions.\"", "endoftext": false }, { "action": "You begin compressions", "response": "You link fingers, one hand on top of the other, and watch as your hands drift to a dimly-remembered position. Then you are pumping as hard as you can, the woman's sternum creaking beneath your weight.", "endoftext": false }, { "action": "Again", "response": "You are already performing CPR on the woman.\n\nYou have slipped into a once-familiar rhythm: five compressions, then the doctor breathes, then five compressions.", "endoftext": false }, { "action": "You look at the woman", "response": "The woman is ancient, her waxy skin draped loosely about her.\n\nA gang of white-garbed doctors, all of whom lack faces, pour into the room. Several of them slide away from the door, revealing the gurney and crash cart they have brought with them.\n\nDr. John nods at them and their cargo. He waves you away from the old woman and motions the others closer. \"On my mark: one, two, three,\" and they have lifted the woman up and onto the gurney.", "endoftext": false }, { "action": "You examine john", "response": "His face is scrunched in concentration, his thin glasses dangling from his ears.\n\nDr. John nods at the ECG readout. \"She's in VFib.\" He snatches up the defibrillator paddles and says to you, \"Charge to 200.\"", "endoftext": false }, { "action": "You look at the defibrillator", "response": "You always found it ironic that shocking someone violently, normally a prescription for stopping the heart, is the only way known to restart the heart. Its dial, marked from 200 J to 400 J, currently points at 320.", "endoftext": false }, { "action": "You set the dial to 200", "response": "The dial clicks as you turn it to 200.\n\n\"Clear!\" A push of buttons; the woman's body arcs and recollapses.\nDr. John rubs the paddles together, smearing paste, while he glances at the ECG. \"Give me 260.\"", "endoftext": false }, { "action": "You set the dial to 200", "response": "The dial is already set to 200.", "endoftext": false }, { "action": "You set the dial to 260", "response": "The dial clicks as you turn it to 260.\n\nAgain Dr. John says, \"Clear!\" Again the woman's body leaps into the air. Dr. John takes another look at the ECG, saying, \"Give me 360.\"", "endoftext": false }, { "action": "You set the dial to 360", "response": "The dial clicks as you turn it to 360.\n\nThe woman's body jumps once more as Dr. John discharges his paddles. When he looks at the ECG this time, his brow furrows. \"PEA,\" he mutters. \"Intubate; give me a 1 mg epinephrine push.\" He resumes breathing for the woman while one of his faceless helpers performs chest compressions.", "endoftext": false }, { "action": "You give the epinephrine to Doctor", "response": "Which doctor do you mean, Doctor John, or the faceless doctors?", "endoftext": false }, { "action": "You examine the cart", "response": "The crash cart appears only when someone is in great distress. It contains plenty of medication, an ECG machine, a syringe, and a defibrillator.\n\nDr. John notices you during a pause between breaths. \"Thanks,\" he says. \"We have it under control.\" Breath. \"You can go.\" Then his attention is focussed on the woman. \"Pulse back, breathing again. 60 mg lidocaine.\" Two of the faceless doctors usher you, not unkindly, through the door. As you leave, the door closes behind you, snicking shut.\n\nTwo doors, a closed one on the north wall and one on the south,\nflank this east-west hall. A sign hangs from the ceiling to the west.", "endoftext": false }, { "action": "You take the wheelchair", "response": "You try to lift it, but find it improbably heavy.\n\nDr. John notices you during a pause between breaths. \"Thanks,\" he says. \"We have it under control.\" Breath. \"You can go.\" Then his attention is focussed on the woman. \"Pulse back, breathing again. 60 mg lidocaine.\" Two of the faceless doctors usher you, not unkindly, through the door. As you leave, the door closes behind you, snicking shut.\n\nTwo doors, a closed one on the north wall and one on the south,\nflank this east-west hall. A sign hangs from the ceiling to the west.", "endoftext": true }, { "action": "You take the syringe", "response": "Taken.\n\nDr. John notices you during a pause between breaths. \"Thanks,\" he says. \"We have it under control.\" Breath. \"You can go.\" Then his attention is focussed on the woman. \"Pulse back, breathing again. 60 mg lidocaine.\" Two of the faceless doctors usher you, not unkindly, through the door. As you leave, the door closes behind you, snicking shut.\n\nTwo doors, a closed one on the north wall and one on the south,\nflank this east-west hall. A sign hangs from the ceiling to the west.", "endoftext": false }, { "action": "Inventory", "response": "You have a white cane, a pair of gloves (being worn), a pair of sunglasses (being worn), a hall pass, a rucksack, some dust, and a syringe. The rucksack seems to contain a fool, a tuft of insulation, a length of rope, a dark sphere, a light sphere, and a thin coat.", "endoftext": false }, { "action": "You enter the gap", "response": "The space is much too small for you.", "endoftext": false }, { "action": "You examine the chairs", "response": "Plastic chairs, grouped in small sets of three or four. They are surprisingly empty; when you worked here, they were always in use. Magazines decorate a few of them.\n\nBubbles's tail hits the ground softly.", "endoftext": false }, { "action": "Hello", "response": "\"Bark! Bark!\"", "endoftext": false }, { "action": "You look at the speaker", "response": "When you first worked here, only muzak issued from the speaker. Now, however, it is playing songs in their original versions.", "endoftext": false }, { "action": "You go north", "response": "The corridors of the hospital join in a T-junction. The arms of the\nT lie east and west, while the base runs south. A pair of swinging doors crowns the top of the T, to the north. Over the east corridor is a sign.\n\nBubbles comes trotting after you.\n\nA faceless man in blue scrubs appears from further down the hall. He starts to walk past, then pulls up short next to Bubbles. He turns his head towards you, then ushers Bubbles to the south.\n\nA group of doctors and interns appears in the hall, headed towards you. They, too, are faceless. Their heads nearly touch; they are obviously in conference, though you can hear nothing. They pass you and are gone.", "endoftext": false }, { "action": "Go north", "response": "The doors will not budge for you. As you push harder, a squirt of grey smoke escapes from behind them.", "endoftext": false }, { "action": "Go west", "response": "You push past the doors, which shut behind you on Linda's startled exclamation.\n\nThe hall jogs west to north, interrupted by several stairs to the north. A sign hangs from the ceiling to the west, delineating where the stripe of color changes from purple to green. A set of doors leads east.\n\nBubbles comes trotting after you.\n\nA faceless man in blue scrubs appears from further down the hall. He starts to walk past, then pulls up short next to Bubbles. He turns his head towards you, then ushers Bubbles to the north.", "endoftext": false }, { "action": "You tie the rope to Bubbles", "response": "You must be holding the rope in your hands before you can tie it to anything.", "endoftext": false }, { "action": "You tie the rope to Bubbles", "response": "You tie the rope to Bubbles. Bubbles wriggles a bit, but submits to being leashed.", "endoftext": false }, { "action": "Go west", "response": "You push past the doors, which shut behind you on Linda's startled exclamation.\n\nThe hall jogs west to north, interrupted by several stairs to the north. A sign hangs from the ceiling to the west, delineating where the stripe of color changes from purple to green. A set of doors leads east.\n\nBubbles is dragged behind you.\n\nA faceless man in blue scrubs appears from further down the hall. He starts to walk past, then pulls up short next to Bubbles. He looks as if he is about to take action, but then he notices your sunglasses and cane. Realizing what has happened, you inspiredly begin tapping the cane on the ground. The man, satisfied, continues on his way.", "endoftext": false }, { "action": "You get the vial", "response": "Bubbles looks at you for a moment, then begins wiggling into the space between crates. Shortly after its tail has vanished into the space you hear excited barking, followed by the reemergence of Bubbles. Bubbles then trots to you and drops the glass vial at your feet.\n\nBubbles strains at the rope, then stares back at you.", "endoftext": false }, { "action": "You take the vial", "response": "Taken.\n\nA section of the air just above your head shimmers. A small pyramid falls from the disturbance to the ground below.", "endoftext": false }, { "action": "You take the pyramid", "response": "The pyramid begins glowing softly. It unfolds like a flower and a feminine voice issues from it, saying, \"Oh!\" The voice is fainter than before. \"Dr. Boozer! In here, behind the crates!\" When the light dies down, the pyramid is gone.", "endoftext": false }, { "action": "Inventory", "response": "You have a white cane, a pair of gloves (being worn), a pair of sunglasses (being worn), a hall pass, a rucksack, some dust, a syringe, a length of rope (tied to Bubbles), and a glass vial. The rucksack seems to contain a fool, a tuft of insulation, a dark sphere, a light sphere, and a thin coat.", "endoftext": false }, { "action": "You put all in rucksack", "response": "fool: You cannot put the fool anywhere without holding it.\ntuft of insulation: You cannot put the tuft of insulation anywhere without holding it.\ndark sphere: You cannot put the dark sphere anywhere without holding it.\nlight sphere: You cannot put the light sphere anywhere without holding it.\nthin coat: You cannot put the thin coat anywhere without holding it. white cane: Done.\nheavy gloves: (Taking off the gloves first)\nDone.\nsunglasses: (Taking off the sunglasses first)\nDone.\nhall pass: Done.\ndust: Done.\nsyringe: You refrain for fear of snapping off the end of the needle. rope: Not while the rope is tied to anything.\nglass vial: Done.\n\nBubbles strains at the rope, then stares back at you.", "endoftext": false }, { "action": "You untie the rope", "response": "You untie the rope.", "endoftext": false }, { "action": "You go to the south", "response": "A nondescript hall leading east to northwest. To the north is an\nopen doorway. The ever-present stripe changes color to the east, just beyond a sign.\n\nBubbles comes trotting after you.\n\nA group of doctors and interns appears in the hall, headed towards you. They, too, are faceless. Their heads nearly touch; they are obviously in conference, though you can hear nothing. They pass you and are gone.", "endoftext": false }, { "action": "You go east", "response": "The hall jogs west to north, interrupted by several stairs to the north. A sign hangs from the ceiling to the west, delineating where the stripe of color changes from purple to green. A set of doors leads east.\n\nBubbles comes trotting after you.\n\nA faceless man in blue scrubs appears from further down the hall. He starts to walk past, then pulls up short next to Bubbles. He turns his head towards you, then ushers Bubbles to the north.", "endoftext": false }, { "action": "You follow you", "response": "Bubbles gets up and trots over to you.", "endoftext": false }, { "action": "You check your inventory", "response": "You have a syringe and a glass vial.", "endoftext": false }, { "action": "You inject the hand with syringe", "response": "You stick the syringe into your hand and depress the plunger. A shock of cold runs through you as your hand grows numb.", "endoftext": false }, { "action": "You take the globe", "response": "You pick up the globe with your numbed hand. Your fingers feel warm, but the novocaine blocks any pain.", "endoftext": false }, { "action": "You examine the globe", "response": "Its borders are nebulous; it gives off a faint glow.", "endoftext": false }, { "action": "You give the globe to the man", "response": "When you press the globe to the man's chest, his eyes snap open. The glow suffuses his face and he smiles, revealing gaps once inhabited by teeth. The glow fades, leaving behind a lead sphere. The man's muscles relax, allowing the sphere to fall to the floor. His whole face sags; his breathing stops.\n\nNumbness begins creeping up your arm. You look down to find your hand turning black, beginning to suppurate. Horror, you think, I should be feeling horror. But you are as numb to your growing disfigurement as your hand is to pain.", "endoftext": false }, { "action": "You examine sphere", "response": "A dull lead sphere, devoid of any distinguishing marks.\n\nYour hand cracks and bleeds, the white pus running from it turning red. You stumble back against a wall, holding your arm away from you. You close your eyes against the sight, amazed that you still feel no pain. Then you make the mistake of trying to flex your hand.\n\nPain, unending pain, until you can bear no more, until...\n\n\n\nThe ceiling above you looms, fluorescent lights glaring down at you. You've been strapped to a gurney and reattached to monitors. Ambulance workers run alongside you, occasionally bending over to check your condition. Your ill-fated IV has been brought along for the ride, its needle bouncing against your hand from time to time.", "endoftext": false }, { "action": "You look at IV", "response": "It has been attached to the gurney, most likely for the hospital staff to analyze the drug.\n\nOne of the workers bends down and shines a light in your left eye.\nYour reflexive blink seems to take forever.", "endoftext": false }, { "action": "You look", "response": "You've been strapped down on a gurney and covered in a blanket.\nAround you, ambulance workers run along side, guiding you to the ambulance. Your IV is attached to the side of the gurney, the needle occasionally bouncing against your hand.", "endoftext": false }, { "action": "You look at IV", "response": "It has been attached to the gurney, most likely for the hospital staff to analyze the drug.\n\nTwo of the medical workers confer over your head, their lips moving slowly. No sound reaches you.", "endoftext": false }, { "action": "You look at the blanket", "response": "It covers you, keeping you uncomfortably warm.\n\nAhead of you, the clinic exit creeps closer.", "endoftext": false }, { "action": "You put the needle in the arm", "response": "You can't reach your arm to put the needle in it.\n\nYou are wheeled outside and into an ambulance, its roof cutting off the light of the sun. Blackness descends, and you fall into a dreamless sleep.\n\n--=== Your journey is over ===--\n\nYou have achieved a score of 33 points out of a possible 100.\n\nYou may restore a saved game, start over, quit, or undo the current command.", "endoftext": false }, { "action": "You put the needle in the hand", "response": "By a series of excruciating contortions, you can just reach the needle and jab it in your hand. The familiar waves of heat and cold race through your body. The lights overhead approach and recede, light and dark, light and dark, blending into...\n\nFit the Third: Renascence\n\n\"When I was a child/I caught a fleeting glimpse\nOut of the corner of my eye\"\n-- Pink Floyd\n\nYou are lying on your bed, staring up at the ceiling. The sun\nstreams through the window blinds and falls in stripes across your face.\n\nBut it's not the bed in your apartment. It's your childhood bedroom, upstairs in the house you lived in until shortly after your Mom died.\n\nJudging from the room's neatness, your Mom must have died not too long ago; you remember cleaning your room compulsively after she died in the hopes that it would bring her back. You also remember being sent to your room this day for some unexplained infraction of your father's rules.\n\nYour dresser leans against the north wall and a closed door leads east. There is a window in the west wall.\nSitting on the dresser you see a book of mythology and a book of faeries.", "endoftext": false }, { "action": "About yourself", "response": "What you can see of yourself is familiar.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are empty-handed.", "endoftext": false }, { "action": "You examine the mythology", "response": "In the third grade you became enamored with Greek mythology, scouring the 000-010 section of your school library. This book by Edith Hamilton is a remnant of that time.", "endoftext": false }, { "action": "You look at the faeries", "response": "Shortly after your interest in mythology waned, you became interested in faeries. At this age your nascent research had not yet taken over the top of your dresser, as this lone oversized book can attest.", "endoftext": false }, { "action": "You read the mythology", "response": "You flip through the book, remembering different stories which caught your attention: Perseus and Medusa, the rivers lethe and mnemosyne, Zeus visiting Leda in the guise of a swan.", "endoftext": false }, { "action": "You read the faeries", "response": "As you skim through the book, several facts jump out: how faeries are driven away by church bells, how they change homes on Quarter Days, how you shouldn't eat faerie food, how a four-leaf clover will let you see them.", "endoftext": false }, { "action": "You open the dresser", "response": "You pull open a few drawers and look at the rows of neatly-folded clothes before closing the drawers once more.", "endoftext": false }, { "action": "You examine the window", "response": "The window is closed and looks out on the rolling hills behind your house; without looking directly through the window, the details are hard to make out. You can just see your backyard one story beneath you.", "endoftext": false }, { "action": "You look in the window", "response": "It's closed.", "endoftext": false }, { "action": "You take the books", "response": "book of mythology: Taken.\nbook of faeries: Taken.", "endoftext": false }, { "action": "You look through the window", "response": "You see the hills behind your house and your backyard. Your father called that region \"Big Country,\" and he used to tell you stories of heroes who walked Big Country in search of adventures. Though he stopped telling you those stories after your mom died, the dreams stay with you.", "endoftext": false }, { "action": "You go to the west", "response": "The fall would kill you.", "endoftext": false }, { "action": "You take the sheet", "response": "You pull the bedsheet free, unmaking the bed in the process.", "endoftext": false }, { "action": "You look at the bed", "response": "The bed was large enough for you through your tenth birthday. It has been unmade and its bedsheet removed.", "endoftext": false }, { "action": "Tie sheet to bed", "response": "You loop the sheet around your bed and tie it.", "endoftext": false }, { "action": "You examine the door", "response": "It is closed.", "endoftext": false }, { "action": "You open the door", "response": "Your father would see you come out of your room if you left via this door, and the punishment to follow would be painful.", "endoftext": false }, { "action": "You climb out the window", "response": "You realize that it is impossible to hold onto the bedsheet and anything as large as the oversized books at the same time if you intend to reach the ground safely.", "endoftext": false }, { "action": "You drop the books", "response": "book of mythology: Dropped.\nbook of faeries: Dropped.", "endoftext": false }, { "action": "You throw it through the window", "response": "You throw the book of mythology through the window. It vanishes to the ground below.", "endoftext": false }, { "action": "You throw it through the window", "response": "You throw the book of faeries through the window. It vanishes to the ground below.", "endoftext": false }, { "action": "You climb out the window", "response": "You grab hold of the bedsheet tightly and lower yourself out the open window. You shimmy down the sheet, old skills returning. A few feet above the ground your sheet runs out, but the shock of the drop is easily absorbed by your young legs.\n\nThe backyard ends to the south and west in a chain-link fence which fetches up against your house. Grass covers the ground in a remarkably even carpet.\nYou see a book of mythology and a book of faeries here.", "endoftext": false }, { "action": "You take the books", "response": "book of mythology: Taken.\nbook of faeries: Taken.", "endoftext": false }, { "action": "You search the grass", "response": "There is too much of it for you to search indiscriminately.", "endoftext": false }, { "action": "You examine the grass", "response": "It thickly covers the ground. A rogue patch of clover has established a beachhead in the sea of grass. Your father will no doubt rip it out at the first opportunity, restoring the backyard to its former glory.", "endoftext": false }, { "action": "You look at the clover", "response": "The patch of clover huddles together in solidarity against the encroaching grass.", "endoftext": false }, { "action": "You search the clover", "response": "You get on hands and knees and begin carefully examining each clover individually. After a moment you are rewarded with a pristine four-leaf clover, which you take.", "endoftext": false }, { "action": "You look at the faeries", "response": "Shortly after your interest in mythology waned, you became interested in faeries. At this age your nascent research had not yet taken over the top of your dresser, as this lone oversized book can attest.", "endoftext": false }, { "action": "You look", "response": "The backyard ends to the south and west in a chain-link fence which fetches up against your house. Grass covers the ground in a remarkably even carpet.", "endoftext": false }, { "action": "Go east", "response": "The house is in the way.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You have a book of mythology, a book of faeries, and a four-leaf clover.", "endoftext": false }, { "action": "Go north", "response": "The fence paces you to the west, then angles north to block further progress. To the east is the old tool shed your father built. The thick mat of grass leads back south.\n\nFrom somewhere around your feet you hear a tiny voice pipe up: \"Top o' the mornin' to ya!\" You look down and see a small faerie just on this side of the fence. He is joined by two others, though you can't see where they came from.\n\nOne of the others replies, \"And the rest of the day to yerself!\"", "endoftext": false }, { "action": "You examine the faerie", "response": "Which faerie do you mean, the book of faeries, or the small faeries?", "endoftext": false }, { "action": "You examine small faeries", "response": "There are three of them, small faeries with gnarled faces and red stubbly beards.", "endoftext": false }, { "action": "Hi", "response": "The faeries do not notice you.\n\nFrom the house you hear, \"Terry! TERRY!\"\n\nYour father. He's found your open window.", "endoftext": false }, { "action": "Exits", "response": "You can go south and east.", "endoftext": true }, { "action": "You look at your surroundings", "response": "The fence paces you to the west, then angles north to block further progress. To the east is the old tool shed your father built. The thick mat of grass leads back south.\nThree faeries are conversing near your feet.\n\nOne of the faeries says to the other two, \"Shall we be returnin'? The king wanted us back quick as possible.\"\n\n\"Aye.\"\n\n\"But we're without a padfoot. How to get back?\"\n\n\"I've a way,\" responds the third faerie. \"'Tis in the shed.\" The faeries move to the east.", "endoftext": false }, { "action": "Go east", "response": "Light filters through chinks in the roof, dimly illuminating empty shelves and forgotten tools. The structure smells of mildew and rot. Seated on a shelf is a metal box.\nA yellowed flyer is curled on the floor.\nThree faeries are conversing near your feet.", "endoftext": false }, { "action": "You take the flyer", "response": "Taken.\n\nOne of the faeries pulls several over-sized white hats from under a pile of dirt. Despite their earthy storage they are pristine white.\nHe hands them to the others. Then he wears his hat, saying, \"I'm off!\" In a flash, he zips out the door and into the air.\n\nThe two remaining faeries don their hats. \"I'm after!\" \"I'm after!\" Both are caught up in the air and are gone.\n\nIn their wake, a lone white hat drifts to the floor of the shed, forgotten.", "endoftext": false }, { "action": "You wear the hat", "response": "As you wear the hat, a tingle runs the length of your body.", "endoftext": false }, { "action": "Examine flyer", "response": "The flyer extols the virtues of the SchimTek Sonic Cavity Analyzer.\nThe picture on the flyer shows a rectangular box with a large grip handle on one end, reminiscent of an old geiger counter. Your father was eternally collecting gadgets like the Sonic Cavity Analyzer.\n\nYour father comes into the tool shed, looking around. He is in his late thirties, a vigorous man who shows no sign of the cancer which will steal his life in thirteen years. His face darkens when he sees you, and he walks stiffly towards you. \"_There_ you are,\" he says, grabbing your ear and pulling firmly. You skip after him, pain burgeoning across your head.\n\nYour father punctuates each phrase with a twist of your ear, causing sparks to burst across your vision. \"You were supposed\"--twist--\"to stay\"--twist--\"in your room\"--twist.\n\nThe final twist overcomes you; your vision dims. The throbbing in your head worsens as you fall back.\n\nA hospital bed catches you, supporting you. A quick glance shows you a sterile hospital room. No one else is here; the room is yours alone. Then a black tide washes over you, carrying you away....\n\n--=== Your journey is over ===--\n\nYou have achieved a score of 33 points out of a possible 100.\n\nYou may restore a saved game, start over, quit, or undo the current command.", "endoftext": false }, { "action": "You go east", "response": "Light filters through chinks in the roof, dimly illuminating empty shelves and forgotten tools. The structure smells of mildew and rot. Seated on a shelf is a metal box.\nA yellowed flyer is curled on the floor.", "endoftext": false }, { "action": "You take the box", "response": "Taken.\n\nFrom outside the shed you hear, \"Terry! TERRY!\"\n\nYour father. He's found your open window.", "endoftext": false }, { "action": "You take the flyer", "response": "Taken.\n\nThree small faeries slip into the shed.", "endoftext": false }, { "action": "Examine box", "response": "The box is made of seamless metal, marred only by a large handle and a display with a needle. Its underside is crisscrossed with a strange pattern, giving it the look of granite. The display is marked from 0 millimeters to 20000; the needle is currently pointing at 0.", "endoftext": false }, { "action": "Examine flyer", "response": "The flyer extols the virtues of the SchimTek Sonic Cavity Analyzer.\nThe picture on the flyer shows a rectangular box with a large grip handle on one end, reminiscent of an old geiger counter. Your father was eternally collecting gadgets like the Sonic Cavity Analyzer.\n\nOne of the faeries pulls several over-sized white hats from under a pile of dirt. Despite their earthy storage they are pristine white.\nHe hands them to the others. Then he wears his hat, saying, \"I'm off!\" In a flash, he zips out the door and into the air.\n\nThe two remaining faeries don their hats. \"I'm after!\" \"I'm after!\" Both are caught up in the air and are gone.\n\nIn their wake, a lone white hat drifts to the floor of the shed, forgotten.", "endoftext": false }, { "action": "Inventory", "response": "You have a book of mythology, a book of faeries, a four-leaf clover, a metal box, a flyer, and a tri-cornered hat (being worn).", "endoftext": false }, { "action": "You look", "response": "The cave encloses you, reflecting the sound of your breathing. It\nis dry and illuminated, though you cannot find the source of the light. Rough stairs are cut into one part of the cave, leading nowhere. The cave widens to the north.", "endoftext": false }, { "action": "You examine the stairs", "response": "They are carved into one of the cave walls.", "endoftext": false }, { "action": "You go north", "response": "Everywhere you look in this hall you find another source of light.\nThey come in all shapes and forms: candles, lamps, crystals. The light bounces about the room, illuminating the throne at the north end of the hall. A thick carpet runs from the throne to the south exit, passing by a banquet table.\nSitting on the throne you see a faerie king.\nTo either side of you stands a faerie guard.\nOff to one side of the throne, True Thomas idly sits.\nBeside the king stands his queen.\nFaeries stand all around you, watching you with a disturbing\nintensity.\n\nThe king looks at you, his eyes glinting strangely. \"A human child? It's been an age since one visited.\" While he speaks, the other faeries slowly circle you. A sibilant whisper rises from the gathering. \"Guards, retake what is ours.\" One of the guards reaches over and plucks the white hat from you.", "endoftext": false }, { "action": "You look at true thomas", "response": "He is an old man, with snow-white hair and a creased face. He holds a stringed instrument which he absentmindedly strums from time to time.\n\n\"We've naught to offer to incipient royalty such as yourself,\" the king continues mockingly. He pauses for a moment, stroking his beard. His queen leans over and whispers to him, causing him to grin. There is nothing human in his expression. \"Perhaps there is something you can offer us instead,\" he says.", "endoftext": false }, { "action": "Inventory", "response": "You have a book of mythology, a book of faeries, a four-leaf clover, a metal box, and a flyer.\n\nThe other faeries stop circling and point at you. You feel a tingle running up and down your spine. \"We'd have from you a story, but one already fills that role.\" The king gestures at True Thomas, who glances uncomfortably at you. \"No, for you I think harvesting would suit.\" The faeries begin running, flying, hopping around you, a writhing mass of flesh. The guards to either side of you take one step back.", "endoftext": false }, { "action": "You turn the handle", "response": "Turning the metal box doesn't have any effect.\n\n\"Hold!\" shouts Thomas. The assemblage halts, many in mid-air. As one they turn and focus unnaturally-bright eyes on Thomas, who blanches. Nevertheless, he continues. \"King, could this child not fetch for you some new light?\" As Thomas finishes, the silence deepens. Sweat begins to run down his face.", "endoftext": false }, { "action": "You examine table", "response": "The sturdy table has seen much use in its time. It is covered with heavy scars. On its surface you see some food.\n\n\"A fine suggestion!\" the king finally says. Thomas sways somewhat, as if released from a painful grip. From the horde of faeries an excited buzz arises.", "endoftext": false }, { "action": "You look at the king", "response": "He is one of the tallest faeries you have yet met. His beard is red and reaches to his waist. Other than his clothes of rough cloth, he wears a gold circlet around his head, sign of his kingship.\n\n\"My hall is lit by light stolen from many a source,\" the king explains. At the snap of a finger, one of the faeries brings forward a bright glint cupped in his hands. \"Taken from one of Judas' silver pieces, that was,\" says the king. Another faerie brings forward a dancing flame. The flame radiates cold you can feel from feet away. \"At the heart of every pawnbroker's diamond is a flame like this,\" says the king. \"And you'll be fetching me the light of a dragon's flame.\"", "endoftext": false }, { "action": "You look at the jar", "response": "The mason jar is made of thick glass.\n\n\"Return with the dragon fire and we will reward you.\" As the king finishes speaking, the two guards lead you back out of the hall.\n\nThe cave encloses you, reflecting the sound of your breathing. It\nis dry and illuminated, though you cannot find the source of the light. Rough stairs are cut into one part of the cave, leading to a thin exit above.", "endoftext": false }, { "action": "Exits", "response": "You can go up.", "endoftext": false }, { "action": "Up", "response": "The exit closes behind you.\n\nThe hill curves away from this spot, crowned on top by a gnarled\nthorn tree. Paths curve down the hill to the west and south. Far to the north is a small white church.\nBubbles is lying on the ground, waiting for you.\n\nBubbles, upon seeing you, cocks its head at you and stands. The dog has now reached full adulthood. On its back is the rucksack.", "endoftext": false }, { "action": "Exits", "response": "You can go south and west.", "endoftext": false }, { "action": "You examine the tree", "response": "It curves and stoops, as if shielding itself from the sky.", "endoftext": false }, { "action": "You examine the church", "response": "The church you attended until your mother fell ill. You can hear music floating from it; it must be revival week.\n\nBubbles wanders away.", "endoftext": false }, { "action": "You go north", "response": "The hill drops too steeply for you in that direction.", "endoftext": false }, { "action": "You climb tree", "response": "There is a reason it is called a thorn tree. You scratch yourself horribly in the attempt.", "endoftext": false }, { "action": "You go to the west", "response": "The hill drops off sharply to the west, overlooking a rocky tumble\nto a kill below. A worn path leads up to the east and down to the southeast.\n\nBubbles comes running toward you, barking loudly. Upon seeing you, however, Bubbles calms down and trots nonchalantly up to you.", "endoftext": false }, { "action": "You check your inventory", "response": "You have a book of mythology, a book of faeries, a four-leaf clover, a metal box, a flyer, a mason jar, and a rucksack. The rucksack seems to contain a fool, a tuft of insulation, a dark sphere, a light sphere, a thin coat, a white cane, a pair of gloves, a pair of sunglasses, a hall pass, some dust, and a length of rope.", "endoftext": false }, { "action": "You look at the kill", "response": "The kill makes its slow, flowing way among rocks dislodged from the hill where you stand, victims of time and erosion.", "endoftext": false }, { "action": "Exits", "response": "You can go east and southeast.", "endoftext": false }, { "action": "Go west", "response": "The slope is too rocky.\n\nBubbles wanders away.", "endoftext": false }, { "action": "You look at the rock", "response": "They lay scattered along the length of the kill.", "endoftext": false }, { "action": "You go southeast", "response": "The south side of a gently-sloping hill. Scrub grass clings tenaciously to its side. A path from the east divides here and crawls up the hill to the north and northwest.\n\nBubbles comes running toward you, barking loudly. Upon seeing you, however, Bubbles calms down and trots nonchalantly up to you.", "endoftext": false }, { "action": "You examine the scrub", "response": "It covers the hill in patches.", "endoftext": false }, { "action": "You take the scrub", "response": "Don't worry about the scrub grass.\n\nBubbles wanders away.", "endoftext": false }, { "action": "Go east", "response": "Hardwood trees stand close together, choking off light and\npreventing you from seeing far. You can, however, see a hill rising to the west. You can walk through the trees and underbrush to the east and south.", "endoftext": false }, { "action": "You examine the trees", "response": "Mixed hardwood trees, clustering tightly.", "endoftext": false }, { "action": "You search trees", "response": "You find nothing of interest.\n\nBubbles comes running toward you, barking loudly. Upon seeing you, however, Bubbles calms down and trots nonchalantly up to you.", "endoftext": false }, { "action": "Exits", "response": "You can go south, east, and west.", "endoftext": false }, { "action": "Go east", "response": "The trees are grouped less tightly here, allowing space for an oak\ntree and a lone ash tree. The two trees leave room for passage to the north, south, and west.\nThere is an older boy here, carving his name in the oak tree.\n\nBubbles comes trotting after you.\n\nThe boy very carefully carves a large 'R' in the oak tree.", "endoftext": false }, { "action": "Hello", "response": "\"Shove off, squirt,\" he says.\n\nThe boy hacks another initial in the oak tree.", "endoftext": false }, { "action": "You examine boy", "response": "He lived (lives?) somewhere around here. You can remember the delight he took in tormenting you over the years. The three-year age difference was enough to give him the edge.\n\nWielding his knife like a cleaver, the boy manages to carve an 'N' in the oak tree.", "endoftext": false }, { "action": "You examine oak", "response": "The oak tree towers above you, its bole wider than your arms can span. You spent a long time one summer trying to climb it, only to break your arm in the process. Since then, someone has hacked 'BRAN' in its trunk.\n\nShavings fall from the oak tree as the boy carves a 'D' into its trunk.", "endoftext": false }, { "action": "You examine the ash", "response": "Thinner than its neighboring oak tree, the trunk of the ash gracefully sways in a gentle breeze.\n\nBubbles wanders away.\n\nWith a flourish, the boy finishes carving an 'N' in the oak tree. He steps back to admire his handiwork.", "endoftext": false }, { "action": "You examine the oak", "response": "The oak tree towers above you, its bole wider than your arms can span. You spent a long time one summer trying to climb it, only to break your arm in the process. Since then, someone has hacked 'BRANDN' in its trunk.\n\nThe boy's eyes widen, and he mumbles to himself under his breath. With several sweeps of the knife he tries to obliterate his previous effort, then carve another 'B' in the oak tree just below the first letters.", "endoftext": false }, { "action": "Hello", "response": "\"Shove off, squirt,\" he says.\n\nThe boy carves an 'R' in the oak tree.", "endoftext": false }, { "action": "You go north", "response": "A small hill within the forest. A cave entrance opens in a rock outcropping to the east. Charred and trampled grass leads up to the cave.", "endoftext": false }, { "action": "You examine the mushrooms", "response": "The ring of mushrooms and toadstools is ragged in places, as if no longer cared for. One toadstool in particular stands out from its brethren.\n\nBubbles comes over, sniffs at your legs, then wanders off again.", "endoftext": false }, { "action": "You examine the toadstool", "response": "Which toadstool do you mean, the solitary toadstool, or the ring of mushrooms?", "endoftext": false }, { "action": "You examine the solitary toadstool", "response": "It is the tallest of the fungi gathered here. Set in its side is a small door.", "endoftext": false }, { "action": "You examine the small door", "response": "The small door is painted a bright green and is closed. You are surprised that you never saw it before.", "endoftext": false }, { "action": "You knock on the door", "response": "The door swings open, revealing a tiny pixie. He looks at your knees, then up, then further up. His eyes widen. \"You see me?\" he asks unnecessarily. He steps out, closing the door. \"A visitor! Well, an you can see me, let us visit whilst I clean my yard,\" he says, bustling about. \"Have you questions on the forest? I have been here for many whiles.\" Before you can answer, he begins scuffing dirt.", "endoftext": false }, { "action": "You ask the pixie about the dragon", "response": "The pixie says, \"Be cautious of the dragon.\"", "endoftext": false }, { "action": "You ask the pixie about the pixie", "response": "The pixie says, \"What you see is all I am...now.\"", "endoftext": false }, { "action": "You ask the pixie about the cave", "response": "\"I've nowt to say of that,\" the pixie says.\n\nBubbles comes over, sniffs at your legs, then wanders off again.\n\nThe pixie swirls one of his hands, and a tiny cyclone carries away some leaves.", "endoftext": false }, { "action": "You ask the pixie about the brandon", "response": "The pixie says, \"He's a stropping one, always stomping about with those great boots.\"", "endoftext": false }, { "action": "You ask the pixie about the oak tree", "response": "The pixie's eyes slide away from yours. \"There's nowt I have to say about the tree.\"", "endoftext": false }, { "action": "You ask the pixie about the ring", "response": "The pixie asks, \"Which ring do you mean, the ring of keys, or the ring of mushrooms?\"", "endoftext": false }, { "action": "Mushrooms", "response": "The pixie glances at the ring. \"'Twas our home for many a year. Now it is mine only.\"\n\nThe pixie wipes dirt from his door.", "endoftext": false }, { "action": "You ask the pixie about the queen", "response": "The pixie looks away. \"Ask me not about the faerie court.\"", "endoftext": false }, { "action": "You ask the pixie about the kill", "response": "\"I've nowt to say of that,\" the pixie says.\n\nBubbles takes a running fit, tearing around as fast as possible on short legs.\n\nThe pixie rearranges some of the dirt in the middle of the faerie ring.", "endoftext": false }, { "action": "You ask the pixie about the light", "response": "The pixie asks, \"Which light do you mean, the light sphere, or the sources of light?\"", "endoftext": false }, { "action": "Sources", "response": "The pixie grins sardonically. \"So you have seen our vaunted king's collection, have you?\" He lowers his voice. \"Yet it cannot be complete 'til someone captures the dragon's fire for him. Thank your luck you have not been chosen to bear the king's jar to the dragon's lair.\"", "endoftext": false }, { "action": "You show the jar to the pixie", "response": "The pixie says, \"So...the king has at last found someone to fetch for him the light of the dragon.\" He cocks his head and peers up at you. \"And he did mention the precautions?\"\n\nWhen you shake your head, he leaps into the air, hovering for a second. \"No word of the wards?\" He mutters, then runs into his home. There is the sound of rummaging, things being thrown about, before he emerges holding a pair of boots.\n\n\"You must have wards, lest the dragon sense you. You must be silent, you must be invisible, you must be without scent.\" He squints at you, then adds as an afterthought, \"Also fireproof.\n\n\"A laurel of ash dipped in the blood of another will make you invisible to animals. These boots,\" he hands the boots to you, \"are elfin and will muffle your steps. An oak staff will protect you from the dragon's flame.\"\n\nThe pixie walks to his toadstool and opens the door. \"I needs must work indoors for a time,\" he says by way of explanation before going inside.", "endoftext": false }, { "action": "Inventory", "response": "You have a book of mythology, a book of faeries, a four-leaf clover, a metal box, a flyer, a mason jar, a rucksack, and a pair of elf boots. The rucksack seems to contain a fool, a tuft of insulation, a dark sphere, a light sphere, a thin coat, a white cane, a pair of gloves, a pair of sunglasses, a hall pass, some dust, and a length of rope.", "endoftext": false }, { "action": "You wear boots", "response": "You pull the boots on, muffling your footsteps.", "endoftext": false }, { "action": "You look", "response": "The forest growth pauses here, leaving room for a ring of mushrooms\nand toadstools. Due to the spacious arrangement of trees, paths exist north and west.\nBubbles is wandering around, sniffing at things.\n\nBubbles curls up in a small ball, resting.", "endoftext": false }, { "action": "You go west", "response": "provided by a nearby stream. Mossy rocks lead down to the stream, and the underbrush allows passage to the north, east, and west.\n\nBubbles comes trotting after you.", "endoftext": false }, { "action": "You look at the stream", "response": "It lies a short distance to the south. You can occasionally feel its spray on your cheeks.\n\nBubbles takes a running fit, tearing around as fast as possible on short legs.", "endoftext": false }, { "action": "Down", "response": "Water burbles past rocks worn smooth over time, running east to\nwest. Across the stream the forest continues. Behind you a path leads up.\nOne shiny stone in particular stands out from its brothers.\n\nBubbles comes trotting after you.", "endoftext": false }, { "action": "Exits", "response": "You can go up.", "endoftext": false }, { "action": "You examine the stone", "response": "It shines gently, as if rubbed until it glowed.", "endoftext": false }, { "action": "Go south", "response": "The stream is too wide and too deep to ford.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You have a book of mythology, a book of faeries, a four-leaf clover, a metal box, a flyer, a mason jar, a rucksack, a pair of elf boots (being worn), and a shiny stone. The rucksack seems to contain a fool, a tuft of insulation, a dark sphere, a light sphere, a thin coat, a white cane, a pair of gloves, a pair of sunglasses, a hall pass, some dust, and a length of rope.", "endoftext": false }, { "action": "You read the flyer", "response": "\"Find the flaws hidden deep beneath the surface! A must have for any structural engineer! Accurate to within plus or minus three millimeters.\"", "endoftext": false }, { "action": "Examine flyer", "response": "The flyer extols the virtues of the SchimTek Sonic Cavity Analyzer.\nThe picture on the flyer shows a rectangular box with a large grip handle on one end, reminiscent of an old geiger counter. Your father was eternally collecting gadgets like the Sonic Cavity Analyzer.\n\nBubbles curls up in a small ball, resting.", "endoftext": false }, { "action": "You examine the stream", "response": "The water is shockingly clear, clearer than you had remembered.\n\nBubbles comes over, sniffs at your legs, then wanders off again.", "endoftext": false }, { "action": "You examine the trees", "response": "Mixed hardwood trees, clustering tightly.", "endoftext": false }, { "action": "Exits", "response": "You can go east and west.", "endoftext": false }, { "action": "You go west", "response": "You stand at the road in front of your house. The dirt road leads north and south, with no other houses visible for miles. On the east side of the road opposite your house, the forest looms.\n\nA breeze wanders along the road, carrying with it a hint of music.\n\nBubbles comes trotting after you.", "endoftext": false }, { "action": "You listen", "response": "You can hear music.\n\nBubbles comes over, sniffs at your legs, then wanders off again.", "endoftext": false }, { "action": "You go north", "response": "A rural dirt road. Though no one has passed by in some time, a haze\nof dust still hangs in the air.\n\nBubbles comes trotting after you.", "endoftext": false }, { "action": "You go to the north", "response": "You walk for a while, but the Baptist church you know is ahead never comes into view.\n\nA rural dirt road. Though no one has passed by in some time, a haze\nof dust still hangs in the air.\nBubbles is wandering around, sniffing at things.", "endoftext": false }, { "action": "Go south", "response": "A rural dirt road. Though no one has passed by in some time, a haze\nof dust still hangs in the air.\nBubbles is wandering around, sniffing at things.", "endoftext": false }, { "action": "You go west", "response": "Your home once held nothing but good memories; it was a place where\nyou were happy, where you felt safe. But after Mom died you felt your life escaping your control. Now the very sight of the first floor entrance, its walls and stairs, the table by the entrance, gives you pause. Leaning against the bottom stair is a briefcase and coat. Sitting on the small table you see a bottle of Karo syrup.\n\nYou hear heavy footsteps on the stairs and look up to see your father descending, an avatar of righteous wrath. \"Terry!\" he shouts. \"You stay right there!\"\n\nThen he is beside the stair, shaking you. \"I told you to stay in your room!\" He stops, looks you over. \"I see you hiding something! What have you got in your hands?\" He stretches his hand out and waits.", "endoftext": false }, { "action": "Go south", "response": "Your house moves further to the north, but you seem to make no progress.\n\nA rural dirt road. Though no one has passed by in some time, a haze\nof dust still hangs in the air.\nBubbles is wandering around, sniffing at things.\n\nBubbles curls up in a small ball, resting.", "endoftext": false }, { "action": "Oops rucksack", "response": "fool: The fool is already in the rucksack!\ntuft of insulation: The tuft of insulation is already in the rucksack! dark sphere: The dark sphere is already in the rucksack!\nlight sphere: The light sphere is already in the rucksack!\nthin coat: The thin coat is already in the rucksack!\nwhite cane: The white cane is already in the rucksack!\nheavy gloves: The heavy gloves are already in the rucksack! sunglasses: The sunglasses are already in the rucksack!\nhall pass: The hall pass is already in the rucksack!\ndust: The dust is already in the rucksack!\nrope: Done.\nbook of mythology: Done.\nbook of faeries: Done.\nfour-leaf clover: Done.\nmetal box: Done.\nflyer: Done.\nmason jar: Done.\nrucksack: You can't put the rucksack in itself!\nelf boots: You will have to remove the elf boots first.\nshiny stone: Done.", "endoftext": false }, { "action": "You give the rucksack to Bubbles", "response": "You place the rucksack on the ground next to Bubbles. The dog proceeds to wriggle under the rucksack, then stand.", "endoftext": false }, { "action": "You take off the boots", "response": "As you remove the boots, you hear your footsteps once more.\n\nBubbles takes a running fit, tearing around as fast as possible on short legs.", "endoftext": false }, { "action": "You put the boots in the rucksack", "response": "Done.", "endoftext": false }, { "action": "You go west", "response": "Your home once held nothing but good memories; it was a place where\nyou were happy, where you felt safe. But after Mom died you felt your life escaping your control. Now the very sight of the first floor entrance, its walls and stairs, the table by the entrance, gives you pause. Leaning against the bottom stair is a briefcase and coat. Sitting on the small table you see a bottle of Karo syrup.\n\nYou hear heavy footsteps on the stairs and look up to see your father descending, an avatar of righteous wrath. \"Terry!\" he shouts. \"You stay right there!\"\n\nThen he is beside the stair, shaking you. \"I told you to stay in your room!\" He then marches you up the stairs, which begin to dissolve as you climb them. As they fade away they tilt, until you are lying on them. The last remnants of their stair-hood vanish, leaving you in a hospital bed. Then sleep claims you, a deep, dreamless sleep.\n\n--=== Your journey is over ===--\n\nYou have achieved a score of 38 points out of a possible 100.\n\nYou may restore a saved game, start over, quit, or undo the current command.", "endoftext": true }, { "action": "You go south", "response": "The trees are grouped less tightly here, allowing space for an oak\ntree and a lone ash tree. The two trees leave room for passage to the north, south, and west.\nThere is an older boy here, carving his name in the oak tree.\n\nBubbles comes trotting after you.", "endoftext": false }, { "action": "You examine the oak", "response": "The oak tree towers above you, its bole wider than your arms can span. You spent a long time one summer trying to climb it, only to break your arm in the process. Since then, someone has hacked 'BRANDN' in its trunk, tried to scratch out the letters (with little success), then carved 'BRANDON' just below the first letters.\n\nBubbles wanders away.", "endoftext": false }, { "action": "You examine the cane", "response": "The cane is white with a red tip. Its grip is worn with use.", "endoftext": false }, { "action": "You examine the ash", "response": "Thinner than its neighboring oak tree, the trunk of the ash gracefully sways in a gentle breeze.", "endoftext": false }, { "action": "You climb the ash", "response": "It is too thin to climb.\n\nBubbles comes running toward you, barking loudly. Upon seeing you, however, Bubbles calms down and trots nonchalantly up to you.", "endoftext": false }, { "action": "You take the boots", "response": "As you remove the boots, you hear your footsteps once more.", "endoftext": false }, { "action": "You wear boots", "response": "You pull the boots on, muffling your footsteps.", "endoftext": false }, { "action": "You examine the knife", "response": "It is a thin knife with only one blade, currently open. The blade has held its edge, despite its assault on the oak tree.", "endoftext": false }, { "action": "You take the knife", "response": "The boy rests the point of the knife on the middle of your chest.\n\"Want this?\" You step back; he laughs before turning again to the tree.\n\nBubbles takes a running fit, tearing around as fast as possible on short legs.", "endoftext": false }, { "action": "You ask the boy about the knife", "response": "\"I'm busy,\" he says, wood shavings falling at his feet. \"'less you want me to notice you.\"", "endoftext": false }, { "action": "Rub stone", "response": "You rub your hand over the stone, feeling it warm in your grasp.", "endoftext": false }, { "action": "You hit the boy with the stone", "response": "It's not very effective to attack with the shiny stone.\n\nBubbles takes a running fit, tearing around as fast as possible on short legs.", "endoftext": false }, { "action": "Kick boy", "response": "Your kick catches him by surprise. He slips and nicks his finger with his knife.\n\n\"Stupid kid!\" he shouts, whirling around. A struggle ensues, with you taking the worse of it. At some point, as he is banging your head against the ground, his knife slides into your chest. Your vision, none too good after the beating you've endured, dims further. You feel the boy's knee lift from your stomach, then hear him running away.\n\nYou turn your head, numbness spreading through your chest. The rough ground beneath your cheek smooths, becomes a pillow. You feel the sheets of a hospital bed enfold you before the numbness reaches your head.\n\n--=== Your journey is over ===--\n\nYou have achieved a score of 38 points out of a possible 100.\n\nYou may restore a saved game, start over, quit, or undo the current command.", "endoftext": false }, { "action": "Attack boy", "response": "Bubbles looks at you, then at the boy carving his initials in the tree. Lips pull back from teeth, a growl begins deep in the throat; Bubbles leaps at the boy.\n\nSurprised, the boy turns just enough for Bubbles to bury teeth in his arm. \"AaaaaAAAA!\" he shrieks, dropping his knife. He shakes his arm, but Bubbles hangs on tenaciously.\n\nFinally, the dog lets go and drops to the forest floor. The boy grabs his arm, blood dripping around his hand. He stares at you, white rimming the pupils of his eyes. \"You!\" he says. He staggers back. \"You!\" he repeats, before turning and running through the forest.\n\nBubbles turns to you and grins, tongue hanging from its mouth.", "endoftext": false }, { "action": "You look at the knife", "response": "It is a thin knife with only one blade, currently open. The blade has held its edge, despite its assault on the oak tree.\n\n\"Oww! Woo! Whoo!\" The voice is deep and booming, coming from somewhere above your head. You look around, but see no one. \"That smarts!\"\n\nYou suddenly notice the oak tree wiggling in time to the voice. You peer at the tree, then jump back as some of its branches bend towards you. \"Oh, MAN, that's gonna be tender.\" One branch tenderly traces the carvings in the tree, then jerks away. \"Wooh. Thanks for the help, Terry.\"\n\nThe tree must see the puzzled look on your face, because he begins laughing. \"Surprised, huh? I bet. We don't talk to many people these days, do we, Phil?\"\n\nYou get another shock when the ash tree next to the oak waves its branches. \"Wmmf fmm,\" the ash tree says.\n\n\"Anyway, lissen. You ever need anything, you let me know. Okay?\"\n\n\"Pffth yrmm,\" agrees the ash tree.", "endoftext": false }, { "action": "You ask the oak about the staff", "response": "The oak tree says, \"It's been a long time since I've made a staff for someone.\"", "endoftext": false }, { "action": "You ask the oak about the oak", "response": "The oak tree's branches wave in an approximation of a shrug. \"I dunno, Terry. Sorry.\"", "endoftext": false }, { "action": "You ask the oak about Phil", "response": "The oak tree replies, \"Oh, me and Phil have been around a while, right, bud?\"\n\n\"Gbbbz,\" the ash tree agrees.\n\nBubbles wanders away.", "endoftext": false }, { "action": "You ask the oak for the staff", "response": "\"Oh?\" the tree asks. Then, \"oh,\" he says knowingly. \"Well, I did say anything.\" There is the sound of rustling branches, then a particularly large one comes hurtling to the ground in front of you.\n\"I hope you're not plannin' on going after that dragon, though.\"", "endoftext": false }, { "action": "You ask the oak about the pixie", "response": "The oak tree says, \"Yeah, he comes by and talks to us sometimes.\"", "endoftext": false }, { "action": "You ask the ash about the laurel", "response": "\"Prrrm rfth wlft, zrm thmn lffm. Thrf nbbr wrm brrmlm.\"\n\nBubbles comes running toward you, barking loudly. Upon seeing you, however, Bubbles calms down and trots nonchalantly up to you.", "endoftext": false }, { "action": "You ask the ash for the laurel", "response": "The ash tree is silent for a second. Finally, the ash tree bends over and deposits a circle of ash branches at your feet. \"Blggg,\" he says.", "endoftext": false }, { "action": "You examine Bubbles", "response": "Bubbles resembles a corgi. In fact, it looks like the corgi you begged your father for when you were eight.\n\nBubbles curls up in a small ball, resting.", "endoftext": false }, { "action": "Thank the oak", "response": "The tree shrugs. \"I dunno if you should thank me or not, 'specially if you're gonna use that ta see the dragon.\"\n\nBubbles wanders away.", "endoftext": false }, { "action": "Thank the ash", "response": "The ash bows slightly. \"Glm pffffwb wb.\"", "endoftext": false }, { "action": "You examine the laurel", "response": "It is just wide enough to fit your head.\n\nBubbles comes running toward you, barking loudly. Upon seeing you, however, Bubbles calms down and trots nonchalantly up to you.", "endoftext": false }, { "action": "You take off the laurel", "response": "You remove the ash laurel.\n\nBubbles wanders away.", "endoftext": false }, { "action": "Go south", "response": "The forest growth pauses here, leaving room for a ring of mushrooms\nand toadstools. Due to the spacious arrangement of trees, paths exist north and west.", "endoftext": false }, { "action": "You knock on the door", "response": "The pixie opens his door and comes out, beaming. \"Welcome back!\" he says, \"Welcome back!\"", "endoftext": false }, { "action": "You ask the pixie about the blood", "response": "\"I've nowt to say of that,\" the pixie says.\n\nBubbles comes running toward you, barking loudly. Upon seeing you, however, Bubbles calms down and trots nonchalantly up to you.", "endoftext": false }, { "action": "You show the laurel to the pixie", "response": "The pixie says, \"Dipped in the blood of another and worn, it will mask your sight from beasts.\"\n\nThe pixie polishes one of the toadstools, removing stray debris.", "endoftext": false }, { "action": "You show the staff to the pixie", "response": "The pixie says, \"No fire will harm you while you hold an oak staff.\"", "endoftext": false }, { "action": "You ask the pixie about scent", "response": "The pixie claps a hand to his mouth, then grimaces. \"Smell! I forgot to tell how to mask your smell!\" A red flush creeps up his green-tinged face. \"Apologies. Find a stone rubbed smooth by a stream. When rubbed enough, the stone will release scent to mask your,\" he sniffs mightily, \"noticeable odor.\"", "endoftext": false }, { "action": "Thank the pixie", "response": "There is no need.\n\nBubbles wanders away.\n\nThe pixie wipes dirt from his door.", "endoftext": false }, { "action": "You go west", "response": "provided by a nearby stream. Mossy rocks lead down to the stream, and the underbrush allows passage to the north, east, and west.", "endoftext": false }, { "action": "You go north", "response": "Hardwood trees stand close together, choking off light and\npreventing you from seeing far. You can, however, see a hill rising to the west. You can walk through the trees and underbrush to the east and south.", "endoftext": false }, { "action": "Go south", "response": "provided by a nearby stream. Mossy rocks lead down to the stream, and the underbrush allows passage to the north, east, and west.\n\nBubbles comes running toward you, barking loudly. Upon seeing you, however, Bubbles calms down and trots nonchalantly up to you.", "endoftext": false }, { "action": "Go west", "response": "Trees stop to the west, forming a remarkably straight line,\ncorralled by some feature of the land. To the east the trees thicken once again.\n\nBubbles comes trotting after you.", "endoftext": false }, { "action": "You go west", "response": "You stand at the road in front of your house. The dirt road leads north and south, with no other houses visible for miles. On the east side of the road opposite your house, the forest looms.\n\nBubbles comes trotting after you.", "endoftext": false }, { "action": "You cut the dad with knife", "response": "Your father grabs your hand. \"That is it!\" he shouts, backhanding you across the face. You stagger back, but not fast enough to avoid the second slap. Your head slams into the door jamb.\n\nYou fall down, tumbling head-first into a hospital bed. You gaze around in confusion, taking in the hospital room, empty of people except for you. Then the lump on your head starts hurting, and you begin thinking about how nice it would be to sleep for a while, and soon you are.\n\n--=== Your journey is over ===--\n\nYou have achieved a score of 43 points out of a possible 100.\n\nYou may restore a saved game, start over, quit, or undo the current command.", "endoftext": false }, { "action": "You give the knife to the dad", "response": "Without a second thought, your father grabs the open pocketknife. \"Shit!\" he exclaims, dropping the knife. He grabs his hand, blood welling around his fingers. \"You stupid--\" He stops, a pained expression on his face. \"I can't--\" and then, \"Blood--\" Your father never could stand the sight of blood. He races up the stairs, yelling, \"Stay right there!\"", "endoftext": false }, { "action": "You put the laurel in the blood", "response": "The blood vanishes, absorbed by the laurel. For a brief instant, the laurel glows.\n\nA section of the air just above your head shimmers. A small pyramid falls from the disturbance to the ground below.", "endoftext": false }, { "action": "You take the pyramid", "response": "The pyramid begins glowing softly, then flares brighter. You can hear something coming from the pyramid, but it is more like the absence of sound than anything audible. As the non-sound ends the pyramid flakes into ash and is gone.", "endoftext": false }, { "action": "You take the syrup", "response": "Karo syrup is best kept in the bottle until used.", "endoftext": false }, { "action": "You go to the east", "response": "You stand at the road in front of your house. The dirt road leads north and south, with no other houses visible for miles. On the east side of the road opposite your house, the forest looms.\nBubbles is lying on the ground, staring at you with soulful eyes.", "endoftext": false }, { "action": "Inventory", "response": "You have a book of mythology, a book of faeries, a four-leaf clover, a metal box, a flyer, a mason jar, a rucksack, a pair of elf boots (being worn), a shiny stone, an ash laurel, an oak staff, and a bottle of Karo syrup. The rucksack seems to contain a fool, a tuft of insulation, a dark sphere, a light sphere, a thin coat, a white cane, a pair of gloves, a pair of sunglasses, a hall pass, some dust, and a length of rope.", "endoftext": false }, { "action": "Go east", "response": "Trees stop to the west, forming a remarkably straight line,\ncorralled by some feature of the land. To the east the trees thicken once again.", "endoftext": false }, { "action": "You put all in the sack", "response": "fool: The fool is already in the rucksack!\ntuft of insulation: The tuft of insulation is already in the rucksack! dark sphere: The dark sphere is already in the rucksack!\nlight sphere: The light sphere is already in the rucksack!\nthin coat: The thin coat is already in the rucksack!\nwhite cane: The white cane is already in the rucksack!\nheavy gloves: The heavy gloves are already in the rucksack! sunglasses: The sunglasses are already in the rucksack!\nhall pass: The hall pass is already in the rucksack!\ndust: The dust is already in the rucksack!\nrope: Done.\nbook of mythology: Done.\nbook of faeries: Done.\nfour-leaf clover: Done.\nmetal box: Done.\nflyer: Done.\nmason jar: Done.\nrucksack: You can't put the rucksack in itself!\nelf boots: You will have to remove the elf boots first.\nshiny stone: Done.\nash laurel: Done.\noak staff: It won't fit.\nbottle of Karo syrup: Done.", "endoftext": false }, { "action": "You check your inventory", "response": "You have a rucksack, a pair of elf boots (being worn), an oak staff, a metal box, a shiny stone, an ash laurel, a four-leaf clover, and a mason jar. The rucksack seems to contain a fool, a tuft of insulation, a dark sphere, a light sphere, a thin coat, a white cane, a pair of gloves, a pair of sunglasses, a hall pass, some dust, a length of rope, a book of mythology, a book of faeries, a flyer, and a bottle of Karo syrup.", "endoftext": false }, { "action": "You wear the laurel", "response": "You feel subtly different when you wear it.", "endoftext": false }, { "action": "You go east", "response": "provided by a nearby stream. Mossy rocks lead down to the stream, and the underbrush allows passage to the north, east, and west.", "endoftext": false }, { "action": "You take off the laurel", "response": "You remove the ash laurel.", "endoftext": false }, { "action": "Go north", "response": "The trees are grouped less tightly here, allowing space for an oak\ntree and a lone ash tree. The two trees leave room for passage to the north, south, and west.", "endoftext": false }, { "action": "Inventory", "response": "You have a pair of elf boots (being worn), an oak staff, a metal box, a shiny stone, an ash laurel, a four-leaf clover, and a mason jar.", "endoftext": false }, { "action": "You wear the laurel", "response": "You feel subtly different when you wear it. Bubbles cocks its head, then begins sniffing until Bubbles locates you and is satisfied.", "endoftext": false }, { "action": "Rub stone", "response": "You rub your hand over the stone, feeling it warm in your grasp.", "endoftext": false }, { "action": "Rub stone", "response": "You rub your hand over the stone, feeling it warm in your grasp. A nearly-invisible cloud rises from the stone and settles about you, making you sneeze.", "endoftext": false }, { "action": "Rub stone", "response": "The stone turns rough in your hands and your fingers halt. Seconds later, the stone smooths again.", "endoftext": false }, { "action": "Go east", "response": "The cave flares open into a large space. Most of the space is\nfilled with dragon, tons and tons of dragon. The air is heavy with the smell of sulfur.\n\nThe dragon shifts his head from side to side, tongue testing the air. After a minute he settles down.", "endoftext": false }, { "action": "You look at the dragon", "response": "The dragon's bulk fills the cave. His head swings from side to side; occasionally a forked tongue flicks out, testing the air.", "endoftext": false }, { "action": "Exits", "response": "You can go west.", "endoftext": false }, { "action": "You touch the dragon", "response": "You creep forward and poke the dragon hard before skipping backwards. He bellows, filling the cave with noxious gas. The dragon spews fire all about the cave, though none of it directly at you. Occasionally a tongue of flame licks over you, but the oak staff is more than enough protection. One tongue of flame caresses the mason jar, which swallows the flame and glows in response.", "endoftext": false }, { "action": "Go west", "response": "A small hill within the forest. A cave entrance opens in a rock outcropping to the east. Charred and trampled grass leads up to the cave.\n\nThe air just above you begins shimmering. From the disturbance falls a smallish cube.", "endoftext": false }, { "action": "You take cube", "response": "Something inside the cube softly clicks. Its walls slide partway open, then stop. A non-sound issues from the cube, an absence of sound which you can paradoxically hear. As the non-sound ends the cube melts into a puddle, then evaporates.\n\nA nearly-invisible cloud rises from you and disperses into the air.", "endoftext": false }, { "action": "Inventory", "response": "You have a pair of elf boots (being worn), an oak staff, a metal box, a shiny stone, an ash laurel (being worn), a four-leaf clover, and a mason jar.", "endoftext": false }, { "action": "You examine the jar", "response": "The mason jar is made of thick glass. It glows with an angry red light.", "endoftext": false }, { "action": "You go south", "response": "The trees are grouped less tightly here, allowing space for an oak\ntree and a lone ash tree. The two trees leave room for passage to the north, south, and west.", "endoftext": false }, { "action": "Go west", "response": "Hardwood trees stand close together, choking off light and\npreventing you from seeing far. You can, however, see a hill rising to the west. You can walk through the trees and underbrush to the east and south.", "endoftext": false }, { "action": "Go west", "response": "The south side of a gently-sloping hill. Scrub grass clings tenaciously to its side. A path from the east divides here and crawls up the hill to the north and northwest.", "endoftext": false }, { "action": "Go west", "response": "Bubbles is lying on the ground.", "endoftext": false }, { "action": "You take the syrup", "response": "Karo syrup is best kept in the bottle until used.", "endoftext": false }, { "action": "You examine the rucksack", "response": "It is made of heavy denim and looks well-used. The rucksack is open and seems to contain a fool, a tuft of insulation, a dark sphere, a light sphere, a thin coat, a white cane, a pair of gloves, a pair of sunglasses, a hall pass, some dust, a length of rope, a book of mythology, a book of faeries, and a flyer.", "endoftext": false }, { "action": "You take off the laurel", "response": "You remove the ash laurel.", "endoftext": false }, { "action": "You follow you", "response": "Bubbles gets up and trots over to you.\n\nBubbles takes a running fit, tearing around as fast as possible on short legs.", "endoftext": false }, { "action": "Inventory", "response": "You have a pair of elf boots (being worn), an oak staff, a metal box, a shiny stone, an ash laurel, a four-leaf clover, a mason jar, and a bottle of Karo syrup.\n\nBubbles comes over, sniffs at your legs, then wanders off again.", "endoftext": true }, { "action": "Go downwards", "response": "The cave encloses you, reflecting the sound of your breathing. It\nis dry and illuminated, though you cannot find the source of the light. Rough stairs are cut into one part of the cave, leading to a thin exit above. The cave widens to the north.\n\nBubbles comes trotting after you.", "endoftext": false }, { "action": "Go north", "response": "Someone has rearranged the hall with a heavy set of boots. The\nlight sources have been smashed, the throne broken, the table overturned. Mud has been tracked across the carpet.\n\nBubbles comes trotting after you.", "endoftext": false }, { "action": "You examine the sources", "response": "Someone has smashed them all.", "endoftext": false }, { "action": "You examine the throne", "response": "The throne lies in ruins, its wood snapped, the ivy which once decorated it torn and tossed atop the wreckage.", "endoftext": false }, { "action": "You examine the mud", "response": "Mud has ruined the carpet's once-pristine surface.", "endoftext": false }, { "action": "You examine table", "response": "The table is cracked in the center. It now leans at a drunken angle.\n\nBubbles takes a running fit, tearing around as fast as possible on short legs.", "endoftext": false }, { "action": "You look", "response": "Someone has rearranged the hall with a heavy set of boots. The\nlight sources have been smashed, the throne broken, the table overturned. Mud has been tracked across the carpet.\nBubbles is wandering around, sniffing at things.", "endoftext": false }, { "action": "You look at the boots", "response": "They are light and supple.", "endoftext": false }, { "action": "You look at the flyer", "response": "The flyer extols the virtues of the SchimTek Sonic Cavity Analyzer.\nThe picture on the flyer shows a rectangular box with a large grip handle on one end, reminiscent of an old geiger counter. Your father was eternally collecting gadgets like the Sonic Cavity Analyzer.", "endoftext": false }, { "action": "You go to the south", "response": "The cave encloses you, reflecting the sound of your breathing. It\nis dry and illuminated, though you cannot find the source of the light. Rough stairs are cut into one part of the cave, leading to a thin exit above. The cave widens to the north.\n\nBubbles comes trotting after you.", "endoftext": false }, { "action": "Up", "response": "The hill curves away from this spot, crowned on top by a gnarled\nthorn tree. Paths curve down the hill to the west and south. A passage gapes in the side of the hill, leading down. Far to the north is a small white church.\nA grey man stands over you, grinning.\n\nThe grey man reaches out and grabs you before you can run.\n\nBubbles comes trotting after you.", "endoftext": false }, { "action": "You examine man", "response": "There is no color to him, an Edward Gorey sketch come to life. His jet-black eyes glitter to either side of an aquiline nose and above an outthrust chin.\n\nBubbles takes a running fit, tearing around as fast as possible on short legs.\n\n\"Why, Terry, what a pleasant surprise!\" The arm gripping you twists slightly, pinning you against the grey man. He squints down at you, blinks several times, discomforted by the mild sunlight. He lashes out smoothly with one foot, catching Bubbles by surprise. Bubbles yipes and runs. \"You've been oh so naughty, and your father has sent me to punish you.\"\n\nYou suddenly realize where you had heard the voice from the needled sphere. Your father's voice, nearly choked by his cancer.", "endoftext": false }, { "action": "You ask the man about the father", "response": "The grey man tightens his grip on you, preventing you from moving or drawing much breath.\n\nThe grey man tightens his arm across your chest. \"Come along, come along, I have something special planned!\" He drags you down the hill.\n\nThe hill drops off sharply to the west, overlooking a rocky tumble\nto a kill below. A worn path leads up to the east and down to the southeast.\nThe grey man holds you tightly with one arm.", "endoftext": false }, { "action": "You wait", "response": "Time passes...\n\nThe grey man nods towards the sharp drop-off. \"My, that water looks mighty cold,\" he says, not noticing that his hold on you has loosened.", "endoftext": true }, { "action": "You look at the rucksack", "response": "It is made of heavy denim and looks well-used. The rucksack is open and seems to contain a fool, a tuft of insulation, a dark sphere, a light sphere, a thin coat, a white cane, a pair of gloves, a pair of sunglasses, a hall pass, some dust, a length of rope, a book of mythology, a book of faeries, and a flyer.\n\nBubbles takes a running fit, tearing around as fast as possible on short legs.", "endoftext": false }, { "action": "You go west", "response": "You see a pocketknife here.", "endoftext": false }, { "action": "Go south", "response": "The cave encloses you, reflecting the sound of your breathing. It\nis dry and illuminated, though you cannot find the source of the light. Rough stairs are cut into one part of the cave, leading to a thin exit above. The cave widens to the north.", "endoftext": false }, { "action": "You go upwards", "response": "The hill curves away from this spot, crowned on top by a gnarled\nthorn tree. Paths curve down the hill to the west and south. A passage gapes in the side of the hill, leading down. Far to the north is a small white church.\nA grey man stands over you, grinning.\n\nThe grey man reaches out and grabs you before you can run.", "endoftext": false }, { "action": "You wait for a while", "response": "Time passes...\n\n\"Why, Terry, what a pleasant surprise!\" The arm gripping you twists slightly, pinning you against the grey man. He squints down at you, blinks several times, discomforted by the mild sunlight. \"You've been oh so naughty, and your father has sent me to punish you.\"\n\nYou suddenly realize where you had heard the voice from the needled sphere. Your father's voice, nearly choked by his cancer.", "endoftext": false }, { "action": "You wait awhile", "response": "Time passes...\n\nThe grey man tightens his arm across your chest. \"Come along, come along, I have something special planned!\" He drags you down the hill.\n\nThe hill drops off sharply to the west, overlooking a rocky tumble\nto a kill below. A worn path leads up to the east and down to the southeast.\nThe grey man holds you tightly with one arm.", "endoftext": false }, { "action": "You attack the man with the knife", "response": "With all your strength you drive the blade of the pocketknife deep into the grey man's thigh. He screams, a high-pitched, reedy sound. In pain, the grey man stumbles over the edge of the bluff. With one hand he claws at the ground; with the other he drags you with him. In desperation you pry his hand free, but not before you have slid after him.\n\nfingernails. Your wild descent has been arrested by an iron cage which is caught in some roots. The grey man has not been so lucky: his body lies folded in the kill below. The top of the bluff is a good ten feet above you.", "endoftext": false }, { "action": "You examine the cage", "response": "The iron cage is nearly two meters square. A cloth has been placed on the bottom of the cage. Faeries are crammed into it, trying desperately to avoid the sides of the cage.\n\nBelow you, you glimpse faeries fluttering about the confines of their cage. One notices you. \"Please!\" he pleads. \"Help us!\"", "endoftext": false }, { "action": "You open the cage", "response": "You lean over the cage and pull open its door. In an instant, a rush of faeries flies past you. The sudden shift of weight inside the cage dislodges it from its perch, sending it tumbling. You find your hands slipping from the tree roots until you fall after the cage, ignored by all the faeries.\n\nAll but one. She glances down, then pauses her upward flight. She gestures and your fall slows. A bright glow surrounds you, cushioning you. You feel your head strike a rock sharply, laying bare your skull. Pain and muzziness vie for control of your attention. The faerie frowns in concentration. She gestures again, and the glow brightens, blinding you.\n\n\n\nWhite surrounds you, envelops you. In front of you your father, now an old man, sits before a chess board. He looks up from contemplating his next move and glances at you. He looks back to the board and tips a pawn over with deliberation. Then you are falling, the white closing in.\n\nInterlude, Again\n\nThe white ceiling slowly recedes, eventually settling down to a reasonable distance. Mindful of a disorienting dizziness, you turn your head slowly from side to side, taking in the sight of a hospital room. The room is dim, its only light the sunlight leaking through the window whose curtains are thrown wide. Equipment surrounds your bed in the center of the room.", "endoftext": true } ]
folz7olvvczasp88
At Wit's End
Mike Sousa
[]
[ "adaptive hints", "baseball", "bugs", "built-in hints", "cover art", "food puzzle", "humor", "IF Competition 2000", "IFComp Game", "parser", "TADS", "TADS 2", "walkthrough" ]
2,000
[ 3, 7, 3, 1, 0 ]
14
3.857143
20080301
false
A case study of Murphy's Law in action. In-game hints available.
[ { "action": "You look at the pitcher", "response": "The pitcher brings his glove up to his chest and peers in. He's looking to the catcher for the sign. The roar of the crowd is deafening.", "endoftext": true }, { "action": "You examine the bat", "response": "It's your favorite Louisville Slugger.\n\nThe pitcher gets the sign from the catcher and glances at the runner leading off third base. He then looks to the plate, back to the\nrunner and again to the plate. You're getting anxious.", "endoftext": false }, { "action": "You look at the ball", "response": "The pitcher has it.\n\nThe pitcher starts his wind-up. The crowd is roaring.", "endoftext": false }, { "action": "You continue", "response": "The pitcher has it.\n\nThe noise level has reached an all time high. The pitcher completes his wind-up and delivers the pitch. You watch the baseball leave his hand. Hero time.", "endoftext": false }, { "action": "You hit the ball with the bat", "response": "You focus on the ball approaching the plate. Not knowing the pitch or location, you just pray for the best and swing as hard as you can. You're surprised that a curve ball is thrown inside and you manage to foul off the ball. The ball goes out of play behind the dugout.\n\nThe pitcher gets another ball and approaches the mound.\n\nLooks like you'll have one more chance to be a hero.\nThe roar of the crowd is deafening.", "endoftext": false }, { "action": "You examine the pitcher", "response": "The pitcher brings his glove up to his chest and peers in. He's looking to the catcher for the sign. The fans are screaming at the\ntop of their lungs.", "endoftext": false }, { "action": "You examine the catcher", "response": "You peek in at the catcher and see him extend two fingers under his glove. A curve ball is on the way. Now if you just knew where it\nwill be thrown.\n\nThe pitcher gets the sign from the catcher and glances at the runner leading off third base. He then looks to the plate, back to the\nrunner and again to the plate. You're getting anxious.", "endoftext": false }, { "action": "You wait", "response": "Time passes...\n\nThe pitcher starts his wind-up. The wave has started to roll around the park.", "endoftext": false }, { "action": "Swing bat", "response": "You take a practice swing, anticipating the pitch.\n\nThe noise level has reached an all time high. The pitcher completes his wind-up and delivers the pitch. You watch the baseball leave his hand. Hero time. The wave has started to roll around the park.", "endoftext": false }, { "action": "Swing bat", "response": "You focus on the ball approaching the plate. You expect a curve ball, but are not sure of the pitch location. You time the swing but are surprised that the pitch is thrown inside; you manage to foul it off. The ball squirts up the first base line.\n\nThe pitcher gets another ball and approaches the mound.\nThe roar of the crowd is deafening.", "endoftext": false }, { "action": "You examine the catcher", "response": "The catcher is sitting in his crouched position.\n\nThe pitcher brings his glove up to his chest and peers in. He's looking to the catcher for the sign.", "endoftext": false }, { "action": "You examine the catcher", "response": "glove. A change-up is on the way. Now if you just knew where it will be thrown.\n\nThe pitcher gets the sign from the catcher and glances at the runner leading off third base. He then looks to the plate, back to the\nrunner and again to the plate. You're getting anxious.", "endoftext": false }, { "action": "You examine the runner", "response": "The runners break away from their bases.\n\nThe pitcher starts his wind-up.", "endoftext": false }, { "action": "You look at pitcher", "response": "The noise level has reached an all time high. The pitcher completes his wind-up and delivers the pitch. You watch the baseball leave his hand. Hero time. The roar of the crowd is deafening.", "endoftext": false }, { "action": "Swing bat", "response": "You focus on the ball approaching the plate. You expect a change-up, but are not sure of the pitch location. You time the swing but are surprised that the pitch is thrown right down the middle of the plate; you manage to foul it off. A lucky fan snags the ball in the grandstands.\n\nThe pitcher gets another ball and approaches the mound.", "endoftext": false }, { "action": "You examine the ball", "response": "The pitcher has it.\n\nThe pitcher brings his glove up to his chest and peers in. He's looking to the catcher for the sign. The wave has started to roll around the park.", "endoftext": false }, { "action": "You look at the ball", "response": "The pitcher has it.\n\nThe pitcher starts his wind-up.", "endoftext": false }, { "action": "You keep going", "response": "The ball approaches the plate rather quickly.\n\nYou watch a change-up catch the outside of the plate and you go down without a fight. Strike three, you're out.\n\nYou slowly walk back to the dugout, bat in hand. Reality didn't play out like your dream. Your teammates try to console you, but you're numb. You take a quick shower, meet up with your wife and kids and head home. There's always next year.", "endoftext": false }, { "action": "Swing bat", "response": "You focus on the ball approaching the plate. You expect a change-up, but are not sure of the pitch location. You time the swing but are surprised that the pitch is thrown right down the middle of the plate; you manage to foul it off. The ball goes out of play behind the dugout.\n\nThe pitcher gets another ball and approaches the mound.\nThe crowd starts chanting your name.", "endoftext": false }, { "action": "Full", "response": "You were:\nExcited by the opportunity to hit the game-winning home run;\nAnxious after barely fouling off a pitch.", "endoftext": false }, { "action": "You examine the catcher", "response": "The catcher is sitting in his crouched position.\n\nThe pitcher brings his glove up to his chest and peers in. He's looking to the catcher for the sign.", "endoftext": false }, { "action": "You examine the sign", "response": "You peek in at the catcher and see him extend two fingers under his glove. A curve ball is on the way. Now if you just knew where it\nwill be thrown.\n\nThe pitcher gets the sign from the catcher and glances at the runner leading off third base. He then looks to the plate, back to the\nrunner and again to the plate. You're getting anxious.", "endoftext": false }, { "action": "You examine the pitcher", "response": "The pitcher starts his wind-up. The fans are screaming at the top of their lungs.", "endoftext": false }, { "action": "You look at ball", "response": "The pitcher has it.\n\nThe noise level has reached an all time high. The pitcher completes his wind-up and delivers the pitch. You watch the baseball leave his hand. Hero time. The fans are screaming at the top of their lungs.", "endoftext": false }, { "action": "You examine the runner", "response": "You watch a curve ball thrown right down the middle of the plate and you go down without a fight. Strike three, you're out.\n\nYou slowly walk back to the dugout, bat in hand. Reality didn't play out like your dream. Your teammates try to console you, but you're numb. You take a quick shower, meet up with your wife and kids and head home. There's always next year.", "endoftext": false }, { "action": "You hit the ball", "response": "You focus on the ball approaching the plate. You expect a curve ball, but are not sure of the pitch location. You time the swing but are surprised that the pitch is thrown outside; you manage to foul it off. A lucky fan snags the ball in the grandstands.\n\nThe pitcher gets another ball and approaches the mound.", "endoftext": false }, { "action": "You examine the pitcher", "response": "The pitcher brings his glove up to his chest and peers in. He's looking to the catcher for the sign.", "endoftext": false }, { "action": "You look at the sign", "response": "You peek in at the catcher and see him extend three fingers under his glove. A slider is on the way. Now if you just knew where it will be thrown.\n\nThe pitcher gets the sign from the catcher and glances at the runner leading off third base. He then looks to the plate, back to the\nrunner and again to the plate. You're getting anxious. The crowd is roaring.", "endoftext": false }, { "action": "You examine the plate", "response": "That isn't important.\n\nThe noise level has reached an all time high. The pitcher completes his wind-up and delivers the pitch. You watch the baseball leave his hand. Hero time. The crowd is up on their feet and clapping wildly.", "endoftext": false }, { "action": "Swing bat", "response": "You focus on the ball approaching the plate. You expect a slider, but are not sure of the pitch location. You time the swing but are surprised that the pitch is thrown inside; you manage to foul it off.\nA lucky fan snags the ball in the grandstands.\n\nThe pitcher gets another ball and approaches the mound.\nThe crowd is up on their feet and clapping wildly.", "endoftext": false }, { "action": "Swing", "response": "(your bat)\nYou take a practice swing, anticipating the pitch.\n\nThe pitcher brings his glove up to his chest and peers in. He's looking to the catcher for the sign. The crowd starts chanting your name.", "endoftext": false }, { "action": "Inventory", "response": "You have your bat.\n\nThe pitcher gets the sign from the catcher and glances at the runner leading off third base. He then looks to the plate, back to the\nrunner and again to the plate. You're getting anxious.", "endoftext": false }, { "action": "Bunt", "response": "The pitcher hasn't thrown the ball yet.\n\nThe noise level has reached an all time high. The pitcher completes his wind-up and delivers the pitch. You watch the baseball leave his hand. Hero time. The wave has started to roll around the park.", "endoftext": false }, { "action": "Bunt", "response": "You watch the ball leave the pitcher's hand and then square the bat, preparing to bunt the ball. The bat and ball meet and the bunt is hit directly to the pitcher. Everybody in the stadium is shocked; including the pitcher. He picks up the ball and lazily throws it to the first baseman. You're out. Game over.\n\nYou slowly walk back to the dugout, bat in hand. Reality didn't play out like your dream. Your teammates are still in shock over your bunt attempt, and for the most part, avoid you entirely. You take a quick shower, meet up with your wife and kids and head home. There's always next year; that's if you're still part of the team.", "endoftext": false }, { "action": "Swing", "response": "(your bat)\nYou focus on the ball approaching the plate. Not knowing what pitch\nto expect, but anticipating that it will be an outside pitch, you\nshift your weight accordingly. You are surprised to see a slider, but manage to foul it off. A lucky fan snags the ball in the grandstands.\n\nThe pitcher gets another ball and approaches the mound.\nThe crowd is roaring.", "endoftext": false }, { "action": "You examine the ball", "response": "The pitcher has it.\n\nThe pitcher brings his glove up to his chest and peers in. He's looking to the catcher for the sign. The wave has started to roll around the park.", "endoftext": false }, { "action": "You watch the ball", "response": "It's too far away.\n\nThe pitcher starts his wind-up.", "endoftext": false }, { "action": "You watch the ball", "response": "It's too far away.\n\nThe noise level has reached an all time high. The pitcher completes his wind-up and delivers the pitch. You watch the baseball leave his hand. Hero time.", "endoftext": false }, { "action": "You watch the ball", "response": "It's too far away.\n\nYou watch a curve ball catch the outside of the plate and you go down without a fight. Strike three, you're out.\n\nYou slowly walk back to the dugout, bat in hand. Reality didn't play out like your dream. Your teammates try to console you, but you're numb. You take a quick shower, meet up with your wife and kids and head home. There's always next year.", "endoftext": false }, { "action": "Swing", "response": "(your bat)\nYou take a practice swing, anticipating the pitch.\n\nThe pitcher starts his wind-up.", "endoftext": false }, { "action": "You watch the pitcher", "response": "The noise level has reached an all time high. The pitcher completes his wind-up and delivers the pitch. You watch the baseball leave his hand. Hero time. The crowd is roaring.", "endoftext": false }, { "action": "Swing", "response": "(your bat)\nYou focus on the ball approaching the plate. You extend your arms and the bat and ball meet. As soon as you hit it, you know that it has a shot to leave the park. You watch the ball drift toward the center field bleachers. You toss the bat aside and start running up the\nfirst base line and by the time you round first, you see the ball land in the seats. Euphoria. You don't even remember touching the second base bag and as you hit third, you look up and see your wife and kids, screaming and jumping for joy. The crowd is so loud you can't even hear the sound of your footsteps on the dirt.\n\nThe third base coach slaps you on the butt as you pass him and home plate is near. This is the defining moment of your baseball career\nand all of your teammates are there to greet you. Your team is going to the World Series and you're a big part of it. As you step on the plate, you are immediately mobbed. You don't remember the first five minutes, just a bunch of grown men laughing, screaming, crying and hugging. You end up on the ground in a ceremonial pig pile.\n\nseconds. You then realize someone's metal spike has inadvertently\ntorn a gash across the lower part of your thigh. At first your\nscreams are thought to be part of the celebration and nobody notices. The red splash of blood is quite a contrast to your white Red Sox uniform. Somebody finally notices.\n\nTrainer's Room, on the table\nThe pain is really starting to set in now, especially since Charlie\nis cleaning the wound. You don't even remember being dragged into the trainer's room and plopped onto the table. You just wish the pain would go away so you could start celebrating the victory.\n\nThe trainer's room is not a place you're familiar with. In fact, this is the first time you've been hurt since playing for the Red Sox; who would have imagined that your first injury would be sustained during a celebration.\n\nVarious and sundry medical supplies are scattered about the room. In the center of the room is a large table (the one you're sitting on)\nand the exit is through a door to the south.\nCharlie the trainer is here, looking at your wound.\n\n\"You're very lucky, Jake,\" says Charlie, \"the cut is not too deep. Another inch or so and it could have damaged the muscle.\"", "endoftext": false }, { "action": "You look at wound", "response": "It's not visible right now, but it hurts a lot.\n\n\"I'm going to give you a shot of morphine,\" says Charlie. \"This\nshould make the pain subside.\" Charlie draws the syringe and wipes\nthe area around the wound with some alcohol. \"Hold still now!\" quips Charlie. You barely feel the needle.", "endoftext": false }, { "action": "You wait", "response": "Time passes...\n\n\"In the best interests of you and the team,\" says Charlie, \"we're sending you to the local hospital.\"\n\nYou open your mouth to object, but Charlie raises his hand and motions you to be quiet.\n\n\"I know what you're going to say, Jake,\" continues Charlie. \"This is the biggest night of your career, you want to celebrate with the team; yadda, yadda, yadda.\"\n\nCharlie clears his throat and starts to speak again. \"The team can't afford to have you miss game one of the Series; they need you in the lineup,\" adds Charlie. \"Just let the hospital run some routine tests and you'll be back here in a couple of hours. We're even going to\nsend you by ambulance so they can start the routine right away.\"\n\nReluctantly, you agree to go to the hospital. It's not like you\nreally have a choice because you want to make sure you're ready for Game One.", "endoftext": false }, { "action": "Wait", "response": "Time passes...\n\nCharlie looks at his watch.\n\n\"Okay, Jake. It's 11:20, they should be here in less than 5 minutes. You don't have time to take a shower or change, but at least change into your sneakers. I can imagine that you're not too fond of metal spikes right now.\" He chuckles.\n\nshiver, thinking that one of them almost ruined the World Series for you.", "endoftext": false }, { "action": "You remove cleats", "response": "Wait until you reach the locker room.\n\nYour wife and twin daughters enter the trainer's room. You jump off the table, wince in pain for a second, and then greet them. You explain what Charlie has told you and the fact that you need to spend\na couple of hours at the local hospital. You and your wife work out a plan and decide to meet at the hospital in an hour. That should give her enough time to drop off the kids at her mom's house. Your wife, visibly relieved that you're okay, plants a kiss on your cheek as you give your daughters a reassuring hug. Your youngest waves as Charlie walks the three of them out.\n\nSo much for the big celebration.\n\nYou exit the trainer's room and head for your locker. Most of the players and their families have already left for the party; you'll\njust have to catch up with them later. You put on your Nike sneakers and place your lucky Swiss army knife into your rear pocket. You\nnever go anywhere without it.\n\nA moment later, a couple of paramedics escort you out of the locker room by the back door and into the ambulance. What a night.\n\nAmbulance, on the stretcher\nThank goodness Charlie was right: the pain is starting to subside.\nIt's hard to believe that fifty minutes ago you were hitting a\ndramatic grand slam. Now? Now you're strapped to a stretcher in an ambulance heading down Division Street. You've traveled this road countless times, but usually as a driver heading home after a game or practice. It really hasn't sunk in yet.\n\nYou can't see much of the ambulance, considering you're on your back. Apart from the ambulance ceiling, you can make out the ambulance door, which is obviously closed, and an IV pole. Various medical supplies are scattered about and the rhythmic sounds of the different machines beeping and humming is almost soothing; almost.\nA technician, whose name is Jason -- at least that's the name sewn\non his jacket -- is here.", "endoftext": false }, { "action": "You ask Jason about the iv", "response": "\"No need to worry about the IV,\" says Jason in a soothing voice.\n\n\"I'm sorry, Jake,\" says Jason. \"I know you may think it's\nunnecessary, but it's policy, you need to be strapped in.\" He continues, \"I just need to perform some routine procedures; please be patient.\"\n\nJason then turns around and starts to gather his blood pressure equipment.", "endoftext": false }, { "action": "You examine the straps", "response": "The straps are prohibiting any movement.", "endoftext": false }, { "action": "You examine pole", "response": "The IV pole is used to hang the appropriate medicine and/or saline solution that would be pumped into your body intravenously. The pole is standing near the head of the stretcher.\n\nJason wraps a medical cuff around your arm, flips the stethoscope over his head and begins to pump the bulb. You feel the cuff tighten\naround your arm, and then just when it starts to get uncomfortable,\nthe pressure slowly releases from the cuff. Jason listens intently through his stethoscope and a few moments later, removes the cuff.\n\n\"One-fifteen over sixty-two,\" says Jason.", "endoftext": false }, { "action": "You look at Jason", "response": "The technician is named Jason, or at least that's the name sewn on his jacket. He stands about six feet tall, is in his mid-forties and has a neatly trimmed goatee. He entering some information in your file.\n\nJason updates his file.", "endoftext": false }, { "action": "You ask Jason about the file", "response": "\"Your file can be reviewed once we reach the hospital,\" replies Jason.\n\nJason grabs your wrist, feels for your pulse and after a brief period of time, looks down at his watch.\n\n\"Sixty-four,\" he Jason. \"By the way, Jake, I see here that you're diabetic. Make sure you take care of that, low blood sugar can sneak up on you rather quickly.\"", "endoftext": false }, { "action": "You ask Jason about diabetes", "response": "\"I'm no expert, but I do know that you should eat at regular intervals or your low blood sugar may cause you to black out,\" replies Jason, almost as if he's reciting from a medical book.\n\nJason looks around for something.", "endoftext": false }, { "action": "You kick jason", "response": "You're strapped to the stretcher; you can't move.\n\nJason snaps off the cap of a new thermometer and places it under your tongue. A few moments later he removes it and turns it slightly to read your temperature.\n\n\"Ninety-eight point six,\" says Jason. \"I've completed the necessary round of checks,\" he continues. \"You just need to sit tight until we reach the hospital. We should be there shortly.\"", "endoftext": false }, { "action": "You ask Jason about the missing nouns", "response": "Ambulance, on the stretcher\nYou can't see much of the ambulance, considering you're on your\nback. Apart from the ambulance ceiling, you can make out the\nambulance door, which is obviously closed. Various medical supplies are scattered about and the rhythmic sounds of the different machines beeping and humming is almost soothing; almost.\nYou see an IV pole here.\nA technician is here.\n\nJason organizes his files.\n\nI don't know the word \"missing\".", "endoftext": false }, { "action": "You look at the supplies", "response": "The medical supplies are of no use to you.\n\nYour body jerks forward and you immediately hear the screeching sound of the ambulance tires. A moment later the ambulance begins to fishtail and you watch the various medical supplies bounce off the walls. Jason is thrown down on the floor and you helplessly watch him get peppered with falling objects. You then hear, and feel, a tremendous crash followed by some screaming coming from the driver's compartment. Jason appears unconscious and is now lying underneath a large piece of equipment.\n\nThe ambulance begins to spin uncontrollably as you hold on to the side railings with a determined grip. To the stretcher's credit, it has kept you safe up until this point; you wonder for a moment what you would be doing if you weren't strapped in.\n\nJust as the ambulance appears to come to a stop, you look out the\nsmall window of the back door and see the ambulance veer off the road and start to plummet down the side of a cliff. The back door flies open and you watch the contents of the ambulance get thrown out systematically. You turn your head away as you watch Jason slide out the back of the ambulance; who knows if he'll survive.\n\nstays on its wheels. The stretcher appears to be on the verge of tipping over several times but its position in the ambulance and its braking system prevent it from doing any damage to you. The IV pole crashes on top of you, your quick reflexes help you avoid it colliding with your head, and it ends up leaning up against the stretcher. The ambulance continues to tumble and slowly comes to rest near some thick brush, a good thirty feet from the road.\n\nAn instant later, you hear the engine compartment burst into flames. Your eyes widen: you know you don't have much time left before the entire ambulance is engulfed in flames.", "endoftext": false }, { "action": "You cut the straps with the knife", "response": "You can't reach the knife.\n\nYou can hear the fire crackle and grow in intensity.", "endoftext": false }, { "action": "You get the knife", "response": "You can't reach the Swiss army knife; the straps limit your movement.\n\nThe fire has now consumed the entire engine compartment. You can\nsmell the strong pungent odor of the smoke.", "endoftext": false }, { "action": "You examine the straps", "response": "The straps are prohibiting any movement.\n\nThe fire advances toward you. The heat is starting to make you sweat and the smoke is starting to fill the cabin.", "endoftext": false }, { "action": "Slide", "response": "What do you want to slide?", "endoftext": false }, { "action": "You leave", "response": "You're not going anywhere until you get off of the stretcher.\n\nYou can feel the fire inching toward you. You can hear the roar of\nthe flames lick the side of the ambulance walls.", "endoftext": false }, { "action": "Yell", "response": "Jason looks awkwardly at you.\n\nThe intense heat is almost too much for you to take. It appears as if the stretcher has caught fire and the thick black smoke is making it almost impossible for you to see.", "endoftext": false }, { "action": "You take pole", "response": "Taken.\n\nThe inside of the ambulance is almost an inferno. The heat is so intense that you pass out. It's probably best that you did -- you don't survive the barbecue.", "endoftext": false }, { "action": "You eat the pole", "response": "The IV pole doesn't appear appetizing.\n\nYou can hear the fire crackle and grow in intensity.", "endoftext": false }, { "action": "You take the pole", "response": "Taken.\n\nThe fire has now consumed the entire engine compartment. You can\nsmell the strong pungent odor of the smoke.", "endoftext": false }, { "action": "You take the knife", "response": "You remove the Swiss army knife from your back pocket.\n\nThe fire is starting to spread through the forest brush at an alarming rate.", "endoftext": false }, { "action": "You cut the strap with the knife", "response": "You reach up to your legs and grab hold of the strap with your left hand as you begin to cut the strap with your right. The straps are tougher than you thought and require some elbow grease to get the job done. Halfway through, you glance up at the approaching fire and figure you literally have seconds before it's too late. The intense heat of the blaze is making your hands sweat and you feel your left hand slipping as you try to maintain your balance. With one last thrust, you manage to cut off the bottom strap.\n\nYou weren't prepared for the incredible jolt you receive as you slide down the stretcher and into the thick brush. The steep descent\ncatches you off guard as you tumble down the precipitous slope. You have no control over your arms and legs as they flail helplessly, trying to grab on to something that can stop your fall.\n\nJust about when you thought your ride was over, you roll past another thick brush into thin air. You fall for few silent seconds and land\non your back with a heavy thud; thank goodness the soft beach sand broke your fall. You look at your right hand. You can't believe you managed to hold on to your lucky Swiss army knife, especially without cutting yourself.\n\nYou lay motionless for a while, admiring the full moon, ominously casting an eerie light on the ocean. You can hear the waves crashing onto the beach and you can't help but laugh. Such a beautiful moment landscape-wise, considering a few moments ago you were almost engulfed in a savage inferno. After catching your breath, you stand up and shake off the sand; what a night.\n\nYou're standing at the end of a beach alcove. From what you can\nsee there's a large cliff to the north, making this a very private area. The forest is up and to the east, unreachable from this point. The ocean lies to the west and goes as far as the eyes can see. The beach path continues south.", "endoftext": false }, { "action": "You go south", "response": "You've made your way to a nice stretch of beach. The surroundings resemble the alcove where you first entered the beach. The ocean\nspans your field of vision to the west and the thick impenetrable forest is up to the east. The beach ends abruptly to the north but continues to the south.", "endoftext": false }, { "action": "Go south", "response": "breathtaking view this location must have during the day. Your best guess is that you're on a private beach, protected by a massive cliff wall to the south. To the east is a small path that appears to lead\nto a prominent looking gate. To the north, a smaller stretch of beach leads into darkness.", "endoftext": false }, { "action": "You go east", "response": "You're standing before a large metal gate. A tall stone wall\nextends to the north and south, wrapping around what appears to be an enormous house. The gate is closed. Beyond the gate to the east is a path that leads toward a house.", "endoftext": false }, { "action": "You look at the leg", "response": "They're your legs.", "endoftext": false }, { "action": "You examine the gate", "response": "of the house on the hill. It is somewhat Gothic looking and seems out of place. Attached to the gate is a latch, secured by a small\npadlock. The gate is closed.", "endoftext": false }, { "action": "You examine the padlock", "response": "The padlock has seen better days. The salt air has done a number on the metal, the tiny keyhole is full of rust, and it wouldn't be a surprise if it didn't work at all. The padlock is locked.", "endoftext": false }, { "action": "You pick the padlock with knife", "response": "You try to jam the Swiss army knife blade into the padlock but have no luck; the Swiss army knife blade doesn't fit.", "endoftext": false }, { "action": "You kick the gate", "response": "Nothing happens.", "endoftext": false }, { "action": "You look at the latch", "response": "The latch is used to lock the gate in place. It's currently in the locked position and there's a padlock hanging from it.", "endoftext": false }, { "action": "You examine knife", "response": "Your Swiss army knife has been with you for the last fifteen years.\nIt got handed down to you by your dad when you turned eighteen, which is one of the reasons it means so much to you. Apart from the frighteningly sharp knife, it also contains a flathead screwdriver, a Phillips screwdriver, a bottle opener, tiny scissors and an awl.", "endoftext": false }, { "action": "You pick the lock with the awl", "response": "You insert the awl and poke inside the padlock for a bit. After a couple of jabs, a fair amount of rust escapes from the padlock; you hear a small click. You remove the awl from the padlock and try to open it. Success!", "endoftext": false }, { "action": "Open latch", "response": "You first remove the padlock from the latch and then lift the latch.", "endoftext": false }, { "action": "Go east", "response": "You walk up the winding stone path, passing by numerous flower beds, sculpted bushes and ornate lawn decorations. Each section of the yard is meticulously manicured as if the house was featured on the cover of Home and Garden each week. After a brisk walk, you climb several stairs and enter the wrap-around porch.\n\nby an enormous wrap-around porch. A set of double doors made up of mostly smoked glass is to the east. The porch runs both north and south.\n\nThe house is eerily absent of any light.", "endoftext": false }, { "action": "You go to the east", "response": "The double doors are closed.", "endoftext": false }, { "action": "You open the doors", "response": "The double doors are locked.", "endoftext": false }, { "action": "You knock on the door", "response": "You knock on the door. Eerie silence.", "endoftext": false }, { "action": "Break glass", "response": "That would create too much of a disturbance; you're afraid you'd scare the owners and get promptly shot.", "endoftext": false }, { "action": "Go north", "response": "You're standing at the north end of the wrap-around porch, which\nends abruptly due to the fact that the external casing of the chimney needed to be accounted for. Two large windows flank the fireplace casing.", "endoftext": false }, { "action": "You examine the chimney", "response": "The casing is part of the house, shaped in the form of a chimney.", "endoftext": false }, { "action": "You examine the windows", "response": "The windows are very large and, when there's sunlight, must give the room inside an incredible view of the ocean.", "endoftext": false }, { "action": "Go south", "response": "by an enormous wrap-around porch. A set of double doors made up of mostly smoked glass is to the east. The porch runs both north and south.\n\nThe house is eerily absent of any light.", "endoftext": false }, { "action": "Go south", "response": "You've made your way to the south end of the wrap-around porch,\nwhich continues to the east. A pair of large windows offers the room inside an exceptional view of the ocean. The porch also continues north.", "endoftext": false }, { "action": "You go to the east", "response": "You're standing at the east end of the wrap-around porch, which\nends near a patio door. The porch continues to the west.", "endoftext": false }, { "action": "You examine the door", "response": "The patio door looks as if it's been compromised. The glass from one of the window panes is missing and the door is closed.", "endoftext": false }, { "action": "You enter door", "response": "(Opening the patio door)", "endoftext": false }, { "action": "Go north", "response": "Before you enter the house, you check to make sure your Swiss army knife has been closed and slip it into your front pocket. No need to walk into a strange house carrying a knife since you don't have\nhostile intentions.\n\nAs you take your second step, you feel a sharp pain run down your spine. Before your brain can process what just happened, you fall to the floor like a sack of potatoes. Two men jump on top of you and immediately begin to secure your hands and legs with some rope. As\nthe rope is being tightened you notice one of them pick up the padlock which fell out of your hand.\n\nYou momentarily black out from the pain and after a few moments, or at least, it felt like only a few moments, you regain your consciousness.\n\nYou're lying on your back in the middle of a stranger's living room, feet bound and hands tied behind your back. Two men are standing over you, inspecting their catch with their flashlights.\n\n\"I'm telling you Tommy, it's him!\" whispers one of the men. \"Look! He's still wearing his uniform.\"\n\n\"Bobby,\" counters Tommy, sounding very skeptical, \"why would Jake Garrett be breaking into this house in the middle of the night when he just hit the game-winning grand slam a few hours ago? And why was he knocking on the door a few moments ago?\"\n\n\"I can't answer that, Tom,\" replies Bobby in a soft, almost giddy voice, \"all I know is that I'm a huge fan and this IS Jake Garrett.\"\n\nBobby and Tommy stare at you, each taking turns scratching their\nheads.", "endoftext": false }, { "action": "You ask Bobby about Tommy", "response": "\"Silence!\" yells Bobby.\n\n\"Screw this job,\" says Bobby, \"we could make much more money with a hostage like this. Can you imagine the ransom we could get?\"\n\n\"Now you're talking, Bobby! Didn't he just sign a multi-million\ndollar contract this year?\" asks Tommy, not wanting or needing an answer. \"I'm just sure he would love to share some of that money with us!\"", "endoftext": false }, { "action": "You go east", "response": "You're not going anywhere until you get off of your back.\n\nBobby and Tommy confer quietly.", "endoftext": false }, { "action": "You stand", "response": "Not possible.\n\nTommy reaches for his cell phone and makes a call. Before he can say hello, he walks into a different room so you can't quite make out what he's saying. A few moments later he returns.", "endoftext": false }, { "action": "You move the hands", "response": "Your hands aren't important.\n\n\"Okay, change in plans Jake,\" quips Bobby as he and Tommy lift you to your feet. \"We're going for a ride,\" says Tommy as he puts a\nblindfold on you. \"We also don't need you shouting for help,\" says Tommy as he puts a makeshift gag around your head.\n\nBob and Tom drag you through several rooms and out yet another door to their car. Your finely tuned, athletic body is treated like a slab of beef as Bobby and Tommy haul you to their car. This does nothing for your injury, save perhaps make it even worse. One of them pops open the trunk and you're unceremoniously dumped in. The morphine Charlie gave you must be wearing off and before you can catch your breath, all goes dark.\n\nYou hear the car doors open and close. A few moments later, the car engine starts and slowly the car accelerates. An instant later, the car veers drastically as your body bounces off the back of the trunk wall. Apparently they've left the driveway and are now on the road. You're going for a ride alright, you just don't know where.", "endoftext": false }, { "action": "You take the knife", "response": "You can't reach the Swiss army knife; your hands are currently tied.\n\nYou can hear the radio changing stations, evidently Tommy and Bobby can't agree on the same type of music. After several attempts, the radio is shut off. A moment later, you hear the siren of a fire truck with police sirens also filling the midnight air.\n\n\"What do we have here?\" says one of them to his friend. \"Wow, it\nlooks like some sort of accident. Look, Tommy, part of the woods is\non fire!\" says Bobby rather excitedly. \"Now drive carefully, the last thing we need is to be pulled over.\"\n\nstart several times. A few moments later, the car accelerates and the sound of the sirens grow more and more distant.", "endoftext": false }, { "action": "You listen", "response": "You don't hear anything unusual.\n\nThe car hits a large pot hole, either that or it's time for them to replace the struts, and this causes your body to slam against the inside wall. Your lucky Swiss army knife digs into your thigh, much too close to your gash. Thank goodness the blade was retracted,\nyou've had your share of pain tonight.", "endoftext": false }, { "action": "You take the knife", "response": "You can't reach the Swiss army knife; your hands are currently tied.\n\nYou're starting to lose track of time. You can't remember if you've been trapped in this trunk for five or 35 minutes and it's starting to get hard to breathe. You're doing your best to remain calm.", "endoftext": false }, { "action": "You move the hands", "response": "Your hands aren't important.\n\nAfter what seems like an eternity, the car comes to a full stop. You listen attentively to see what Bobby and Tommy do. Both doors open simultaneously, followed shortly by the pop of the trunk. Neither man says anything as they drag you out of the trunk.\n\nYou're led down a path, up a few steps and then brought into another house. You're guided to a chair where you are forced to sit down as your feet and arms are secured to the chair. You are now a hostage. What you wouldn't do for your baseball bat right about now.\n\nAs you settle into your chair, you wiggle your hands accordingly. If only you had put your Swiss army knife in your back pocket. The way they tied you to the chair, it would take a minimal amount of effort\nto retrieve the knife and cut your way loose when they weren't\nlooking. Oh well, live and learn.\n\nSome room, sitting on the chair\nYou see nothing.", "endoftext": false }, { "action": "Lean", "response": "What do you want to lean?", "endoftext": false }, { "action": "Shake", "response": "What do you want to shake?", "endoftext": false }, { "action": "You listen", "response": "You don't hear anything unusual.\n\nYou hear a conversation taking place in another room in the house.\nThe voices sound like they belong to Bobby and Tommy.\n\n\"It'll work,\" says Bobby, \"I know it will.\"\n\n\"Bobby,\" says Tommy in an exasperated voice, \"your plan sounds like it came from a Colombo episode. I don't have a good feeling about it.\"\n\n\"Listen, we call the Red Sox, we tell them that we have Jake Garret\nand we want the money,\" replies Bobby, obviously trying to convince\nhis partner of the soundness of the plan. \"They can't trace the call because they probably don't know he's missing yet!\" says Bobby as his voice gets louder and louder.\n\n\"Okay, okay, Bobby. Let's go over your plan one more time,\" says Tommy, trying to give his friend the benefit of the doubt.\n\nTheir voices get softer as they discuss the details of the ransom pick-up. You don't catch all of the details, apart from a possible swap of luggage and a fake getaway car. One thing you do hear, loud and clear, as if they wanted you to hear it. Should anything go\nwrong, you're dead.\n\nYou hope everything goes right.", "endoftext": false }, { "action": "You feel the chair", "response": "The chair feels just like a chair.\n\nThe silence is broken by Tommy and Bobby discussing the timing. It appears as if they're opting for rush hour traffic in Boston. You\nhear them tentatively agree to leave the house this afternoon. Their conversation continues for a while, bouncing from topic to topic.\nAfter a while, you lose interest and drift off to sleep.\n\nYou wake up many hours later with somebody shaking your shoulder.\n\nAs you gather your senses, the previous night's activities replay in your mind. The ambulance, the fire, the thunk on the head. Oh, does\nit hurt now. That horrible ride in the trunk of the car, it's a\nwonder you managed to sleep at all and worst of all, you're starving and need to go to the bathroom. You wonder if it can get any worse.\n\n\"Hey!\", screams a voice in your ear. \"Hotshot, wake up! It's\npayday.\"", "endoftext": false }, { "action": "You go to the south", "response": "You've made your way to a nice stretch of beach. The surroundings resemble the alcove where you first entered the beach. The ocean\nspans your field of vision to the west and the thick impenetrable forest is up to the east. The beach ends abruptly to the north but continues to the south.\n\nbreathtaking view this location must have during the day. Your best guess is that you're on a private beach, protected by a massive cliff wall to the south. To the east is a small path that appears to lead\nto a prominent looking gate. To the north, a smaller stretch of beach leads into darkness.", "endoftext": false }, { "action": "You go east", "response": "You're standing before a large metal gate. A tall stone wall\nextends to the north and south, wrapping around what appears to be an enormous house. The gate is closed. Beyond the gate to the east is a path that leads toward a house.", "endoftext": false }, { "action": "You pick the lock", "response": "(with the Swiss army knife)\nYou try to jam the Swiss army knife blade into the padlock but have no luck; the Swiss army knife blade doesn't fit.", "endoftext": false }, { "action": "You examine knife", "response": "Your Swiss army knife has been with you for the last fifteen years.\nIt got handed down to you by your dad when you turned eighteen, which is one of the reasons it means so much to you. Apart from the frighteningly sharp knife, it also contains a flathead screwdriver, a Phillips screwdriver, a bottle opener, tiny scissors and an awl.", "endoftext": false }, { "action": "You open gate", "response": "A padlock hangs from the clasp, preventing the latch from being\nlifted.", "endoftext": false }, { "action": "You get the lock", "response": "Taken.", "endoftext": false }, { "action": "Oops pocket", "response": "Done.", "endoftext": false }, { "action": "You open the door", "response": "Strange. This door is unlocked, and opens easily.", "endoftext": false }, { "action": "You enter", "response": "As you take your second step, you feel a sharp pain run down your spine. Before your brain can process what just happened, you fall to the floor like a sack of potatoes. Two men jump on top of you and immediately begin to secure your hands and legs with some rope. As\nthe rope is being tightened you notice one of them pick up the padlock which fell out of your hand.\n\nYou momentarily black out from the pain and after a few moments, or at least, it felt like only a few moments, you regain your consciousness.\n\nYou're lying on your back in the middle of a stranger's living room, feet bound and hands tied behind your back. Two men are standing over you, inspecting their catch with their flashlights.\n\n\"I'm telling you Tommy, it's him!\" whispers one of the men. \"Look! He's still wearing his uniform.\"\n\n\"Bobby,\" counters Tommy, sounding very skeptical, \"why would Jake Garrett be breaking into this house in the middle of the night when he just hit the game-winning grand slam a few hours ago?\"\n\n\"I can't answer that, Tom,\" replies Bobby in a soft, almost giddy voice, \"all I know is that I'm a huge fan and this IS Jake Garrett.\"\n\nBobby and Tommy stare at you, each taking turns scratching their\nheads.", "endoftext": false }, { "action": "You get up", "response": "Not possible.\n\n\"Screw this job,\" says Bobby, \"we could make much more money with a hostage like this. Can you imagine the ransom we could get?\"\n\n\"Now you're talking, Bobby! Didn't he just sign a multi-million\ndollar contract this year?\" asks Tommy, not wanting or needing an answer. \"I'm just sure he would love to share some of that money with us!\"", "endoftext": false }, { "action": "You get the knife", "response": "You can't reach the Swiss army knife; your hands are currently tied.\n\nBobby and Tommy confer quietly.", "endoftext": false }, { "action": "You wait awhile", "response": "Time passes...\n\nTommy reaches for his cell phone and makes a call. Before he can say hello, he walks into a different room so you can't quite make out what he's saying. A few moments later he returns.", "endoftext": false }, { "action": "You tell Bobby about the accident", "response": "\"Silence!\" yells Bobby.\n\n\"Okay, change in plans Jake,\" quips Bobby as he and Tommy lift you to your feet. \"We're going for a ride,\" says Tommy as he puts a\nblindfold on you. \"We also don't need you shouting for help,\" says Tommy as he puts a makeshift gag around your head.\n\nBob and Tom drag you through several rooms and out yet another door to their car. Your finely tuned, athletic body is treated like a slab of beef as Bobby and Tommy haul you to their car. This does nothing for your injury, save perhaps make it even worse. One of them pops open the trunk and you're unceremoniously dumped in. The morphine Charlie gave you must be wearing off and before you can catch your breath, all goes dark.\n\nYou hear the car doors open and close. A few moments later, the car engine starts and slowly the car accelerates. An instant later, the car veers drastically as your body bounces off the back of the trunk wall. Apparently they've left the driveway and are now on the road. You're going for a ride alright, you just don't know where.", "endoftext": false }, { "action": "You wait", "response": "Time passes...\n\nYou can hear the radio changing stations, evidently Tommy and Bobby can't agree on the same type of music. After several attempts, the radio is shut off. A moment later, you hear the siren of a fire truck with police sirens also filling the midnight air.\n\n\"What do we have here?\" says one of them to his friend. \"Wow, it\nlooks like some sort of accident. Look, Tommy, part of the woods is\non fire!\" says Bobby rather excitedly. \"Now drive carefully, the last thing we need is to be pulled over.\"\n\nstart several times. A few moments later, the car accelerates and the sound of the sirens grow more and more distant.", "endoftext": false }, { "action": "Wait", "response": "Time passes...\n\nThe car hits a large pot hole, either that or it's time for them to replace the struts, and this causes your body to slam against the inside wall. As you bounce around, your lucky Swiss army knife digs into your backside. Thank goodness the blade was retracted, you've\nhad your share of pain tonight.", "endoftext": false }, { "action": "Wait", "response": "Time passes...\n\nYou're starting to lose track of time. You can't remember if you've been trapped in this trunk for five or 35 minutes and it's starting to get hard to breathe. You're doing your best to remain calm.", "endoftext": false }, { "action": "You wait", "response": "Time passes...\n\nAfter what seems like an eternity, the car comes to a full stop. You listen attentively to see what Bobby and Tommy do. Both doors open simultaneously, followed shortly by the pop of the trunk. Neither man says anything as they drag you out of the trunk.\n\nYou're led down a path, up a few steps and then brought into another house. You're guided to a chair where you are forced to sit down as your feet and arms are secured to the chair. You are now a hostage. What you wouldn't do for your baseball bat right about now.\n\nAs you settle into your chair, you wiggle your hands accordingly. If only you had put your Swiss army knife in your front pocket. The way they tied you to the chair, it would take a minimal amount of effort\nto retrieve the knife and cut your way loose when they weren't\nlooking. Oh well, live and learn.\n\nSome room, sitting on the chair\nYou see nothing.", "endoftext": false }, { "action": "Scream", "response": "A muffled murmur is all you can manage.\n\nYou hear a conversation taking place in another room in the house.\nThe voices sound like they belong to Bobby and Tommy.\n\n\"It'll work,\" says Bobby, \"I know it will.\"\n\n\"Bobby,\" says Tommy in an exasperated voice, \"your plan sounds like it came from a Colombo episode. I don't have a good feeling about it.\"\n\n\"Listen, we call the Red Sox, we tell them that we have Jake Garret\nand we want the money,\" replies Bobby, obviously trying to convince\nhis partner of the soundness of the plan. \"They can't trace the call because they probably don't know he's missing yet!\" says Bobby as his voice gets louder and louder.\n\n\"Okay, okay, Bobby. Let's go over your plan one more time,\" says Tommy, trying to give his friend the benefit of the doubt.\n\nTheir voices get softer as they discuss the details of the ransom pick-up. You don't catch all of the details, apart from a possible swap of luggage and a fake getaway car. One thing you do hear, loud and clear, as if they wanted you to hear it. Should anything go\nwrong, you're dead.\n\nYou hope everything goes right.", "endoftext": false }, { "action": "Spit", "response": "You're not at Fenway any more.\n\nThe silence is broken by Tommy and Bobby discussing the timing. It appears as if they're opting for rush hour traffic in Boston. You\nhear them tentatively agree to leave the house this afternoon. Their conversation continues for a while, bouncing from topic to topic.\nAfter a while, you lose interest and drift off to sleep.\n\nYou wake up many hours later with somebody shaking your shoulder.\n\nAs you gather your senses, the previous night's activities replay in your mind. The ambulance, the fire, the thunk on the head. Oh, does\nit hurt now. That horrible ride in the trunk of the car, it's a\nwonder you managed to sleep at all and worst of all, you're starving and need to go to the bathroom. You wonder if it can get any worse.\n\n\"Hey!\", screams a voice in your ear. \"Hotshot, wake up! It's\npayday.\"", "endoftext": false }, { "action": "Xyzzy", "response": "Hold on while your PC sends you a Gamma burst of mind altering energy...\n\n(I hope you closed your eyes.)\n\nAs soon as the ringing in your ear stops, press ENTER.\n\nOK, thank you in advance for giving this game a 10.\n\n\"You sure we should leave him here?\" questions Bobby as he yells out\nto his partner in crime.\n\n\"You bet, Bobby. He's harmless sitting in that chair; he's not going anywhere until we get back,\" replies Tommy from the other room. \"See if he needs to go to the bathroom before we go because I don't want to come back and have to deal with any mess,\" says Tommy, obviously more concerned about the mess than your needs.", "endoftext": false }, { "action": "You ask Bobby about Tommy", "response": "You mumble something incoherently. Bobby and Tommy both snicker.\n\n\"Okay, hotshot,\" says Bobby as he removes your blindfold, gag and the rope holding your feet and hands to the chair. \"You have five minutes in the bathroom. You try anything funny,\" says Bobby in a sinister voice, \"and I won't hesitate to use this.\"\n\nBobby motions to the gun in his hand, you get the hint.\n\nYou're led through the kitchen area, down a short hallway and into the bathroom. He tells you to leave the door ajar so that he can keep an eye on the window. He doesn't have a view of the toilet or sink.\n\nand a toilet. There is a mirror hanging over the sink, but no\nmedicine cabinet can be found. The room is relatively neat, considering the house occupants. To the north is a door that is ajar, and on the southern wall is a window that is closed.\n\nYou quickly realize that this is your best chance to plan your escape.", "endoftext": false }, { "action": "You examine the door", "response": "The bathroom door is slightly ajar.\n\nYou can hear the muffled voices of Bobby and Tommy fine tuning their plan.", "endoftext": false }, { "action": "You close the door", "response": "Closed.\n\nThe bathroom door swings open.\n\n\"Listen, hotshot!\" screams Bobby as if he's scolding his teenage son. \"This door needs to stay ajar so I can monitor the window. You're lucky we've given you these five minutes to use the bathroom.\"\n\nBobby stares you down for a minute and then shuts the door, only leaving it open a crack.", "endoftext": false }, { "action": "You examine the toilet", "response": "The toilet is not noteworthy.\n\n\"How we doing in there?\" questions Bobby, obviously eager to return\nyou to your chair. \"Let's go! You only have a few minutes left.\"", "endoftext": false }, { "action": "You look at the mirror", "response": "The mirror hangs over the pedestal sink.", "endoftext": false }, { "action": "Break mirror", "response": "You'll have to tell me how to do that.\n\nThe bathroom door swings open with Bobby standing there, gun in hand. Bobby escorts you back to the wooden chair where he promptly ties your hands and feet to the chair.\n\n\"Hey Tommy,\" yells Bobby to his friend in the kitchen, \"you think it's okay to leave the gag and blindfold off?\"\n\n\"Yeah, shouldn't be a problem,\" replies Tommy, \"he can yell until he loses his voice, aint nobody gonna hear him.\"\n\nBobby walks toward the kitchen where he and Tommy finalize the plan.\n\n\"Why don't you call Jimmy,\" says Tommy, \"let him know that we have a house guest and to be on the lookout for any suspicious activity.\nDon't tell him our plan, he'll probably want a piece of the action.\nHe keeps forgetting that he retired from the business years ago.\"\n\nYou hear Bobby use his cellular phone and speak to their friend Jimmy. He divulges more of the plan than Tommy would have liked, and you can hear Tommy tell Bobby to end the call. After a few moments, Bobby\ngets the message across to Jimmy and the call ends. You see Bobby\nmake his way back into the family room.\n\n\"Okay, hotshot. We'll be back soon with lots of money,\" quips Bobby, rather amused. \"Make sure you don't go anywhere!\"\n\nBoth Bobby and Tommy laugh as they start to leave the house. You overhear them talk about Jimmy, how ruthless he was and how he didn't mess around. They were sad when he left the business, but a brush\nwith death tends to make people look at life differently. The last thing you hear is the sound of the front door closing.\n\nFamily Room, sitting on the chair\nYou're in what is best described as a family room, though there is\nno entertainment center to speak of. The furniture in this room is rather sparse, yet cozy for this type of cabin. To the north, a door leads out to the deck and the kitchen is east.", "endoftext": false }, { "action": "You put the knife in the front pocket", "response": "Done.\n\nYou can hear the muffled voices of Bobby and Tommy fine tuning their plan.", "endoftext": false }, { "action": "Piss", "response": "You relieve yourself in the toilet. After a proper shake (or two),\nyou flush the toilet.", "endoftext": false }, { "action": "You examine the window", "response": "The window is closed.\n\n\"How we doing in there?\" questions Bobby, obviously eager to return\nyou to your chair. \"Let's go! You only have a few minutes left.\"", "endoftext": false }, { "action": "You open the window", "response": "Opened.\n\nThe bathroom door swings open.\n\n\"Listen, hotshot!\" screams Bobby as if he's scolding his teenage daughter. \"This window needs to stay closed. I wasn't born\nyesterday, you know!\"\n\nBobby stares you down for a minute and then proceeds to shut the window. He then does an about face and shuts the door, only leaving\nit open a crack.", "endoftext": false }, { "action": "You break the mirror with the knife", "response": "You can't use the Swiss army knife to break anything.\n\nThe bathroom door swings open with Bobby standing there, gun in hand. Bobby escorts you back to the wooden chair where he promptly ties your hands and feet to the chair.\n\n\"Hey Tommy,\" yells Bobby to his friend in the kitchen, \"you think it's okay to leave the gag and blindfold off?\"\n\n\"Yeah, shouldn't be a problem,\" replies Tommy, \"he can yell until he loses his voice, aint nobody gonna hear him.\"\n\nBobby walks toward the kitchen where he and Tommy finalize the plan.\n\n\"Why don't you call Jimmy,\" says Tommy, \"let him know that we have a house guest and to be on the lookout for any suspicious activity.\nDon't tell him our plan, he'll probably want a piece of the action.\nHe keeps forgetting that he retired from the business years ago.\"\n\nYou hear Bobby use his cellular phone and speak to their friend Jimmy. He divulges more of the plan than Tommy would have liked, and you can hear Tommy tell Bobby to end the call. After a few moments, Bobby\ngets the message across to Jimmy and the call ends. You see Bobby\nmake his way back into the family room.\n\n\"Okay, hotshot. We'll be back soon with lots of money,\" quips Bobby, rather amused. \"Make sure you don't go anywhere!\"\n\nBoth Bobby and Tommy laugh as they start to leave the house. You overhear them talk about Jimmy, how ruthless he was and how he didn't mess around. They were sad when he left the business, but a brush\nwith death tends to make people look at life differently. The last thing you hear is the sound of the front door closing.\n\nFamily Room, sitting on the chair\nYou're in what is best described as a family room, though there is\nno entertainment center to speak of. The furniture in this room is rather sparse, yet cozy for this type of cabin. To the north, a door leads out to the deck and the kitchen is east.", "endoftext": false }, { "action": "You get the knife", "response": "You remove the Swiss army knife from your front pocket.", "endoftext": false }, { "action": "You cut the rope", "response": "You begin to cut the rope with your Swiss army knife and after a few moments, you free your hands. You then reach down and cut the rope from your feet and when complete, stand up and stretch. You quickly place the Swiss army knife into your front pocket. You look down at the rope and determine that it may be useful. You discard the smaller pieces of rope that you cut and keep the large piece.\n\nNow, if you could only find a phone.", "endoftext": false }, { "action": "Go east", "response": "You're standing in the middle of the kitchen, which doesn't appear\nas if it's used too often. There are almost no kitchen appliances apart from the major ones; neatly tucked away in the corners of the room are the stove, refrigerator and dishwasher. Near the kitchen counter is a blue recycling bin.\n\nThere is a breakfast type counter which nicely separates the kitchen area from the family room. On the kitchen counter is a microwave, and near it is a note. You can enter the family room to the west and a hallway leads south, toward the bathroom. The dining room is east of here.\n\nIt's been an awfully long time since you last ate and hunger is starting to consume most of your thoughts.", "endoftext": false }, { "action": "You read the note", "response": "(first taking the note)\nTommy,\n\nThanks for letting me use the boat. Sorry I ran out of gas,\nbelieve you me, it was embarrassing having to be towed in by those schmucks. Anyway, I left the key in the cabin of the boat. Here's fifty bucks for the gas.\n\nThanks again,\nJimmy", "endoftext": false }, { "action": "You open fridge", "response": "You check out the contents of the refrigerator and snub your nose at most of the items, not that there is an abundance of them. Most of\nthe occupants of the refrigerator are not edible or haven't seen the light of day in quite some time. You do manage to see some pizza that looks relatively fresh and some beverages, most notably a can of coke and a can of beer.", "endoftext": false }, { "action": "You take the coke", "response": "Taken.", "endoftext": false }, { "action": "Drink coke", "response": "You pop off the lid and down the Coke. It takes a couple of attempts, carbonation in soda is a wonderful thing, but you manage to finish it in record time. Very refreshing.", "endoftext": false }, { "action": "You eat the pizza", "response": "You chomp down the cold pizza as if you haven't eaten in days, which\nis closer to the truth than you care to admit. Though the pizza was cold and had no taste, it does satisfy you.\n\nYou let out a loud gassy burp; that coke was really carbonated.", "endoftext": false }, { "action": "You take the pizza", "response": "Taken.\n\nYou let out a loud gassy burp; that coke was really carbonated.", "endoftext": false }, { "action": "You examine the microwave", "response": "The microwave has no buttons. This must be one of those new automatic models which starts and stops automatically. It is currently closed.", "endoftext": false }, { "action": "You open the microwave", "response": "Opened.", "endoftext": false }, { "action": "You put the pizza in the microwave", "response": "Done.", "endoftext": false }, { "action": "You close the microwave", "response": "You close the door and the microwave emits three short beeps. You\nhear the microwave turn on as it prepares to heat its contents. You watch the leftover pizza, wondering when the microwave will sense it and stop accordingly. A few moments later the microwave stops and emits five short beeps.", "endoftext": false }, { "action": "You open the microwave", "response": "Opening the microwave reveals a leftover pizza.", "endoftext": false }, { "action": "You eat the pizza", "response": "The pizza is rather hot and you don't enjoy it as much as you could. The cheese stings the roof of your mouth as you swallow the pizza bit by bit. You were hungrier than you thought, if that's possible, and when done, you are quite satisfied.", "endoftext": false }, { "action": "You open the dishwasher", "response": "Opening the dishwasher reveals some dirty dishes.", "endoftext": false }, { "action": "You examine the dishes", "response": "You see nothing unusual about the dirty dishes.\n\nA small burp escapes from your mouth, definitely coke.", "endoftext": true }, { "action": "You look around", "response": "You're standing in the middle of the kitchen, which doesn't appear\nas if it's used too often. There are almost no kitchen appliances apart from the major ones; neatly tucked away in the corners of the room are the stove, refrigerator and dishwasher. Near the kitchen counter is a blue recycling bin.\n\nThere is a breakfast type counter which nicely separates the kitchen area from the family room. On the kitchen counter is a microwave.\nYou can enter the family room to the west and a hallway leads south, toward the bathroom. The dining room is east of here.\nThe refrigerator seems to contain a beer and some non-edible items.\nThe dishwasher seems to contain some dirty dishes.", "endoftext": false }, { "action": "You examine the stove", "response": "The stove is almond white and is currently closed.", "endoftext": false }, { "action": "You open the stove", "response": "Opening the stove reveals some pots and pans.", "endoftext": true }, { "action": "Look around", "response": "You're standing in the middle of the kitchen, which doesn't appear\nas if it's used too often. There are almost no kitchen appliances apart from the major ones; neatly tucked away in the corners of the room are the stove, refrigerator and dishwasher. Near the kitchen counter is a blue recycling bin.\n\nThere is a breakfast type counter which nicely separates the kitchen area from the family room. On the kitchen counter is a microwave.\nYou can enter the family room to the west and a hallway leads south, toward the bathroom. The dining room is east of here.\nThe refrigerator seems to contain a beer and some non-edible items.\nThe stove seems to contain some pots and pans. The dishwasher seems\nto contain some dirty dishes.", "endoftext": false }, { "action": "You go east", "response": "Before you leave, you shut the refrigerator. No need to keep it open.\n\nThe dining room is rather small, and the table and chairs that\nadorn the middle of the room barely fit. The style of the dining room set conflicts with most of the furniture you've seen, particularly in the family room. Your bet is that Tommy and Bobby inherited this from the previous owner. Two large windows give a good view of the backyard. The kitchen is west and to the south, is the formal living room.", "endoftext": false }, { "action": "Go south", "response": "The formal living room, if you could call it that, doesn't appear\nas if it's been used for quite some time. You're getting the feeling that Bobby and Tommy don't really call this home. The fireplace is as clean as a whistle and nothing is out of place. The sofa looks as if the plastic was just removed from it and the coffee table doesn't have one stain on it. Two large windows give you a view of the front yard. The dining room is north and to the west is a small foyer.", "endoftext": false }, { "action": "Go west", "response": "You've made your way to the small foyer. Toward the east is a\nlarge living room which then opens up to the dining room. A hallway\nis northwest of here and to the south, is the front door which is closed.", "endoftext": false }, { "action": "You open the door", "response": "Opened.", "endoftext": false }, { "action": "Go south", "response": "You're standing in front of the house, just beyond the driveway.\nIt's a simple one floor cabin, in the style of a Cape. The shingles\nof the house have worn well and the shrubs and bushes surrounding the house have overgrown a bit. You can make your way east or west to explore the front yard more, or you can go south toward the driveway. The front door is north.\n\nAs you step outside for the first time, you notice the threatening\nsky. The clouds are starting to roll in and they don't look too\nhappy. Looks like you're in for some nasty weather soon.", "endoftext": false }, { "action": "You go east", "response": "You're standing east of the cabin. The forest suffocates the area here, but you can make out the backyard to the north. To the west is the front of the house. Near some shrubs, nested against the house,\nis a ladder lying on the ground.", "endoftext": false }, { "action": "You go to the north", "response": "You struggle with the eight foot ladder, but manage to balance it as you walk along.\n\nYou're standing in the middle of the backyard, which judging by the color of the grass, doesn't get too much water or fertilizer. A large barn can be seen to the north and to the west, is a small deck. The house is due south and is protected by thick trees and brush. The\nside yard can be accessed by going southwest or southeast.\n\nYou feel a bit gassy and force a burp, that coke is still haunting\nyou.", "endoftext": false }, { "action": "Go north", "response": "Backyard, Near Barn\nYou've made your way to the rear of the backyard. Directly north,\na large barn stands before you and to the northwest, a path leads through some brush toward the water. The backyard is south.", "endoftext": false }, { "action": "You go to the north", "response": "The barn doors are closed.", "endoftext": false }, { "action": "You open the door", "response": "The double doors are locked.", "endoftext": false }, { "action": "You examine the barn", "response": "The barn occupies most of the corner of the yard and is up against the property line, protected by a row of trees. It has two large double doors that are closed as well as a window near the roof line.", "endoftext": false }, { "action": "You examine the window", "response": "The window is near the roof line of the barn.\n\nYou glance up at the sky; definitely rain clouds.", "endoftext": false }, { "action": "Go upward", "response": "You ascend the ladder.\n\nTop of the Ladder, Near Window\nYou're standing at the top of a ladder, near the barn window which\nis directly north. The window is protected by a flimsy mesh screen, most likely used to keep the bugs out and to ventilate the barn appropriately.", "endoftext": false }, { "action": "You open mesh", "response": "You tug at the screen and it comes loose. You pull it away from the barn window and the screen is damaged slightly. You inspect it for a moment, then let it drop to the ground.", "endoftext": false }, { "action": "You look through window", "response": "You stick your head through the window and peer in. The barn is extremely cluttered and doesn't appear as if it's used too often.\nThere are a couple of other windows on the far wall allowing some\nlight to filter in, but from here, all you can make out is a pile of junk.", "endoftext": false }, { "action": "You drop all", "response": "rope: You drop the rope and watch it fall to the ground.\nnote: You drop the note and watch it fall to the ground.\ncoke can: You drop the coke can and watch it fall to the ground.", "endoftext": false }, { "action": "You go inside", "response": "You squeeze through the window and then hang from it for a brief moment, trying to figure out the optimum landing area. You then let\ngo and land on your feet.\n\nYou're inside an old barn, dimly lit by several windows near the\nroof line and the window that you squeezed through. The barn appears as if it houses a boat in the winter, judging by a boat trailer near the rear of the barn. Most of the room is occupied by various items, mostly worthless.\n\nTwo large doors, which are closed, are to the south. A large wooden crate is here, near the far wall.\nYou see a gas container here.", "endoftext": false }, { "action": "You look at crate", "response": "The wooden crate is roughly three feet wide and four feet tall. It is unmarked.", "endoftext": false }, { "action": "You open it", "response": "You lift the cover slightly and peek in the crate; it's empty. You then lower the cover.", "endoftext": false }, { "action": "You examine the trailer", "response": "The boat trailer is approximately twenty feet long and is made of steel. It's parked at the rear of the barn.", "endoftext": false }, { "action": "You open the doors", "response": "The double doors are locked.", "endoftext": false }, { "action": "You pick the lock", "response": "What do you want to pick it with?", "endoftext": false }, { "action": "You get on the crate", "response": "You climb up onto the crate.", "endoftext": true }, { "action": "Go downwards", "response": "You climb down off the crate.\n\nYou're inside an old barn, dimly lit by several windows near the\nroof line and the window that you squeezed through. The barn appears as if it houses a boat in the winter, judging by a boat trailer near the rear of the barn. Most of the room is occupied by various items, mostly worthless.\n\nTwo large doors, which are closed, are to the south. A large wooden crate is here, near the far wall.", "endoftext": false }, { "action": "You move the crate near the window", "response": "You move the crate under the window.", "endoftext": true }, { "action": "Look around", "response": "You're inside an old barn, dimly lit by several windows near the\nroof line and the window that you squeezed through. The barn appears as if it houses a boat in the winter, judging by a boat trailer near the rear of the barn. Most of the room is occupied by various items, mostly worthless.\n\nTwo large doors, which are closed, are to the south. A large wooden crate is here, under the barn window.", "endoftext": false }, { "action": "You throw the gas out the window", "response": "It doesn't appear as if the gas container can fit through the window, but you give it a shot anyway. You heave the ten gallon gas container at the window and immediately duck as it bounces off the window and promptly hits you on the back of the head. It tumbles off the crate and lands on the barn floor. Thankfully, the container was closed and the gas is safe, for now.", "endoftext": true }, { "action": "Go down", "response": "You climb down off the crate.\n\nYou're inside an old barn, dimly lit by several windows near the\nroof line and the window that you squeezed through. The barn appears as if it houses a boat in the winter, judging by a boat trailer near the rear of the barn. Most of the room is occupied by various items, mostly worthless.\n\nTwo large doors, which are closed, are to the south. A large wooden crate is here, under the barn window.\nYou see a gas container here.", "endoftext": true }, { "action": "You wash hands", "response": "You wash your hands; not wanting to dry them on their towels, you\nshake them dry and finish wiping them on your uniform.\n\n\"How we doing in there?\" questions Bobby, obviously eager to return\nyou to your chair. \"Let's go! You only have a few minutes left.\"", "endoftext": false }, { "action": "Shit", "response": "You relieve yourself in the toilet. After a few moments, there is no reading material here, you finish up and flush the toilet.", "endoftext": false }, { "action": "You wash hands", "response": "You wash your hands; not wanting to dry them on their towels, you\nshake them dry and finish wiping them on your uniform.\n\nThe bathroom door swings open with Bobby standing there, gun in hand. Bobby escorts you back to the wooden chair where he promptly ties your hands and feet to the chair.\n\n\"Hey Tommy,\" yells Bobby to his friend in the kitchen, \"you think it's okay to leave the gag and blindfold off?\"\n\n\"Yeah, shouldn't be a problem,\" replies Tommy, \"he can yell until he loses his voice, aint nobody gonna hear him.\"\n\nBobby walks toward the kitchen where he and Tommy finalize the plan.\n\n\"Why don't you call Jimmy,\" says Tommy, \"let him know that we have a house guest and to be on the lookout for any suspicious activity.\nDon't tell him our plan, he'll probably want a piece of the action.\nHe keeps forgetting that he retired from the business years ago.\"\n\nYou hear Bobby use his cellular phone and speak to their friend Jimmy. He divulges more of the plan than Tommy would have liked, and you can hear Tommy tell Bobby to end the call. After a few moments, Bobby\ngets the message across to Jimmy and the call ends. You see Bobby\nmake his way back into the family room.\n\n\"Okay, hotshot. We'll be back soon with lots of money,\" quips Bobby, rather amused. \"Make sure you don't go anywhere!\"\n\nBoth Bobby and Tommy laugh as they start to leave the house. You overhear them talk about Jimmy, how ruthless he was and how he didn't mess around. They were sad when he left the business, but a brush\nwith death tends to make people look at life differently. The last thing you hear is the sound of the front door closing.\n\nFamily Room, sitting on the chair\nYou're in what is best described as a family room, though there is\nno entertainment center to speak of. The furniture in this room is rather sparse, yet cozy for this type of cabin. To the north, a door leads out to the deck and the kitchen is east.", "endoftext": false }, { "action": "You get the knife", "response": "You remove the Swiss army knife from your front pocket.", "endoftext": true }, { "action": "Look around", "response": "You're in what is best described as a family room, though there is\nno entertainment center to speak of. The furniture in this room is rather sparse, yet cozy for this type of cabin. To the north, a door leads out to the deck and the kitchen is east.\nYou see a chair here.\n\nIt's been an awfully long time since you last ate and hunger is starting to consume most of your thoughts.", "endoftext": false }, { "action": "You go east", "response": "You're standing in the middle of the kitchen, which doesn't appear\nas if it's used too often. There are almost no kitchen appliances apart from the major ones; neatly tucked away in the corners of the room are the stove, refrigerator and dishwasher. Near the kitchen counter is a blue recycling bin.\n\nThere is a breakfast type counter which nicely separates the kitchen area from the family room. On the kitchen counter is a microwave, and near it is a note. You can enter the family room to the west and a hallway leads south, toward the bathroom. The dining room is east of here.", "endoftext": false }, { "action": "You examine bin", "response": "The blue recycling bin is mostly full of beer cans, though a couple of soda cans and bottles are mixed in. Not a surprise, considering the house occupants, though you never did figure Bobby or Tommy as the environmental friendly type.", "endoftext": false }, { "action": "You get the bottle", "response": "Which bottle do you mean, the two-liter plastic Pepsi bottle, or the two-liter plastic Sprite bottle?", "endoftext": false }, { "action": "You get the pepsi", "response": "Taken.", "endoftext": false }, { "action": "You examine it", "response": "The two-liter plastic Pepsi bottle used to contain some soda, but is now currently empty. The cap is currently on the bottle.", "endoftext": false }, { "action": "You close the fridge", "response": "Closed.", "endoftext": true }, { "action": "You look around", "response": "You're standing in the middle of the kitchen, which doesn't appear\nas if it's used too often. There are almost no kitchen appliances apart from the major ones; neatly tucked away in the corners of the room are the stove, refrigerator and dishwasher. Near the kitchen counter is a blue recycling bin.\n\nThere is a breakfast type counter which nicely separates the kitchen area from the family room. On the kitchen counter is a microwave, and near it is a note. You can enter the family room to the west and a hallway leads south, toward the bathroom. The dining room is east of here.", "endoftext": false }, { "action": "You read it", "response": "Tommy,\n\nThanks for letting me use the boat. Sorry I ran out of gas,\nbelieve you me, it was embarrassing having to be towed in by those schmucks. Anyway, I left the key in the cabin of the boat. Here's fifty bucks for the gas.\n\nThanks again,\nJimmy", "endoftext": false }, { "action": "You go south", "response": "of the rooms in this cabin. To the north is the kitchen area which then leads to the dining room and family room. To the south is the bathroom, its door currently open. To the southwest is the bedroom\nand to the east, is a closed door. The hallway continues southeast to a small foyer which opens up into a large living room.", "endoftext": false }, { "action": "You go to the southwest", "response": "You've made your way to the only bedroom in the cabin. Based on\nhow it's furnished, you begin to wonder what exactly Bobby's and Tommy's relationship is, but that's the least of your problems right now. The room has the bare essentials, and nothing more.\n\nYour eyes wander to the small night stand where an alarm clock is displaying the current time. You can hardly believe that it's 2:17\npm.", "endoftext": false }, { "action": "You examine the stand", "response": "The night stand compliments the bedroom set nicely. Sitting on the night stand is an alarm clock.", "endoftext": false }, { "action": "You open it", "response": "It's just a table, really; there are no drawers to open.", "endoftext": false }, { "action": "You search it", "response": "On the night stand you see an alarm clock.", "endoftext": false }, { "action": "You look at the clock", "response": "The clock appears battery operated, considering there is no power cord attached to the device. At the bottom of the alarm clock is a cover that is closed. The alarm clock is currently displaying 2:24 pm.", "endoftext": false }, { "action": "You open the clock", "response": "Opening the alarm clock reveals a C battery.", "endoftext": false }, { "action": "You examine the clock", "response": "The clock appears battery operated, considering there is no power cord attached to the device. At the bottom of the alarm clock is a cover that is open, exposing a battery. It's flashing 12:00.", "endoftext": false }, { "action": "You open the door", "response": "Which door do you mean, the hallway door, or the bathroom door?", "endoftext": false }, { "action": "Go east", "response": "You've made your way into a small cramped cellar. It's more of a\ncrawl space than anything, but apparently it's used to store items no longer required. The cellar is illuminated by several small windows scattered around the foundation wall. There's lots of junk cluttered about, most of it useless. On one of the walls, there's a shelf that contains a flashlight, a jar and other various junk items.\n\nConsidering your predicament, something in the corner catches your\neye; it appears to be a portable TV. The only exit is to the west, back up the stairs.", "endoftext": false }, { "action": "You look at the tv", "response": "It's a nine inch portable TV, with an antenna attached to the back.\nThe TV is currently off and appears to be battery operated. On the back of the TV is a battery compartment.\n\nA TV dial is attached to the front of the portable TV. The TV dial\ncan be turned to channels numbered from 2 to 13. It's currently set\nto 3.", "endoftext": false }, { "action": "You turn on the tv", "response": "The TV requires four C batteries, so you're three short.", "endoftext": false }, { "action": "You examine the flashlight", "response": "From this vantage point, it's an average looking flashlight.", "endoftext": false }, { "action": "You get it", "response": "As you reach up to take the flashlight, the shelf gives and comes crashing to the floor. The flashlight escapes your grip and falls to the hard cement floor, along with the other occupants of the shelf.", "endoftext": false }, { "action": "You examine it", "response": "The flashlight appears to be broken. The bulb must have shattered during the fall. The flashlight seems to contain a battery.", "endoftext": true }, { "action": "Look around", "response": "You've made your way into a small cramped cellar. It's more of a\ncrawl space than anything, but apparently it's used to store items no longer required. The cellar is illuminated by several small windows scattered around the foundation wall. There's lots of junk cluttered about, most of it useless. The only exit is to the west, back up the stairs.\nYou see a portable TV, some broken glass, and a shelf here.", "endoftext": false }, { "action": "You open compartment", "response": "Opening the TV compartment reveals a C battery.", "endoftext": false }, { "action": "You drop the flashlight", "response": "Dropped.", "endoftext": false }, { "action": "Go west", "response": "of the rooms in this cabin. To the north is the kitchen area which then leads to the dining room and family room. To the south is the bathroom, its door currently open. To the southwest is the bedroom\nand to the east, is an open door. The hallway continues southeast to\na small foyer which opens up into a large living room.", "endoftext": false }, { "action": "Go north", "response": "You're standing in the middle of the kitchen, which doesn't appear\nas if it's used too often. There are almost no kitchen appliances apart from the major ones; neatly tucked away in the corners of the room are the stove, refrigerator and dishwasher. Near the kitchen counter is a blue recycling bin.\n\nThere is a breakfast type counter which nicely separates the kitchen area from the family room. On the kitchen counter is a microwave.\nYou can enter the family room to the west and a hallway leads south, toward the bathroom. The dining room is east of here.", "endoftext": false }, { "action": "You go west", "response": "You're in what is best described as a family room, though there is\nno entertainment center to speak of. The furniture in this room is rather sparse, yet cozy for this type of cabin. To the north, a door leads out to the deck and the kitchen is east.\nYou see a chair here.", "endoftext": false }, { "action": "You go north", "response": "(Opening the deck door)\nDeck\nYou're standing in the middle of the wooden deck. It's made of pressure-treated wood, but hasn't been cleaned in years. The color of the wood is a dark gray. In the corner of the deck is a gas grill\nthat has rusted itself obsolete. To the east, stairs descend toward the backyard and to the south is the door to the family room, which is open.\n\nAs you step outside for the first time, you notice the threatening\nsky. The clouds are starting to roll in and they don't look too\nhappy. Looks like you're in for some nasty weather soon.", "endoftext": false }, { "action": "You open it", "response": "You open the gas grill and take a peek inside. Nothing but rust and cobwebs, so you close it.", "endoftext": true }, { "action": "You go downward", "response": "You're standing in the middle of the backyard, which judging by the color of the grass, doesn't get too much water or fertilizer. A large barn can be seen to the north and to the west, is a small deck. The house is due south and is protected by thick trees and brush. The\nside yard can be accessed by going southwest or southeast.", "endoftext": false }, { "action": "Go southeast", "response": "You're standing east of the cabin. The forest suffocates the area here, but you can make out the backyard to the north. To the west is the front of the house. Near some shrubs, nested against the house,\nis a ladder lying on the ground.", "endoftext": false }, { "action": "Go north", "response": "You struggle with the eight foot ladder, but manage to balance it as you walk along.\n\nYou're standing in the middle of the backyard, which judging by the color of the grass, doesn't get too much water or fertilizer. A large barn can be seen to the north and to the west, is a small deck. The house is due south and is protected by thick trees and brush. The\nside yard can be accessed by going southwest or southeast.", "endoftext": false }, { "action": "Go southwest", "response": "You're standing west of the cabin. The forest suffocates the area here, but you can make out the backyard to the north, and beyond it, a large body of water. To the east is the front of the house.", "endoftext": false }, { "action": "You examine the body", "response": "They're your body.", "endoftext": false }, { "action": "Go north", "response": "You're standing in the middle of the backyard, which judging by the color of the grass, doesn't get too much water or fertilizer. A large barn can be seen to the north and to the west, is a small deck. The house is due south and is protected by thick trees and brush. The\nside yard can be accessed by going southwest or southeast.\n\nYou glance up at the sky; definitely rain clouds.", "endoftext": false }, { "action": "Go northwest", "response": "Backyard, Near Pole\nYou're standing on a small path that leads from the backyard to the water. The path is protected by thick brush and trees and just ahead, is a large pole. To the north, you can see water as well as a small dock and near the dock is a small motor boat. The barn is southeast\nof here.", "endoftext": false }, { "action": "You examine the pole", "response": "The tall pole appears to be some type of light post. It's approximately twenty feet high and has two large lights hanging off\nthe end of it. Both lights appear to be directed at the dock and\nboat.", "endoftext": false }, { "action": "Go north", "response": "As you head toward the dock, you glance up at the light stanchion and then it hits you. Those lights are probably triggered by motion, but because it's still pretty bright out, you don't think its a problem; for now.\n\nYou're standing on a short wooden dock, near a boat. The smell of\nsalt air fills your lungs and you are instantly reminded of your younger days, when you and your father would go on fishing trips that would last all afternoon. The boat can be boarded to the east and dry land is due south.", "endoftext": false }, { "action": "Go east", "response": "At the Dock, In the Boat\nYou're in a decent size boat, which is currently docked. You're\nnot very familiar with boats and most of the features of this craft\nare not recognizable. There is no sail, so you quickly determine that it must be powered. You recall the note from Jimmy. It's powered alright, but it has no gas.\n\nA closed hatch, which leads down into the cabin, is here. Just beyond the hatch is the boat's control panel. At the rear of the boat is the outside casing of the gas tank. The opening to the tank is currently secured by a gas cap. Sitting right near the gas cap is a funnel.", "endoftext": true }, { "action": "Go down", "response": "Seeing as the ladder will never fit down there, you decide to leave\nthe ladder on the boat deck.\n\n(Opening the hatch)\nAs you make your way down the steps, you're surprised at the lack of light filtering down from the boat deck. In fact, by the time you reach the bottom of the steps, you can't see a thing.\n\nIt's pitch black.", "endoftext": false }, { "action": "You get the key", "response": "It's pitch black.", "endoftext": false }, { "action": "Go upward", "response": "At the Dock, In the Boat\nYou're in a decent size boat, which is currently docked. You're\nnot very familiar with boats and most of the features of this craft\nare not recognizable. There is no sail, so you quickly determine that it must be powered. You recall the note from Jimmy. It's powered alright, but it has no gas.\n\nAn open hatch, which leads down into the cabin, is here. Just beyond the hatch is the boat's control panel. At the rear of the boat is the outside casing of the gas tank. The opening to the tank is currently secured by a gas cap.\nYou see a ladder here.", "endoftext": false }, { "action": "You look at panel", "response": "The control panel is the brain center of the boat. There are many dials, displays and buttons, but the ones that you're most concerned with are the ignition, throttle, steering wheel and speedometer.", "endoftext": false }, { "action": "You read the note", "response": "Tommy,\n\nThanks for letting me use the boat. Sorry I ran out of gas,\nbelieve you me, it was embarrassing having to be towed in by those schmucks. Anyway, I left the key in the cabin of the boat. Here's fifty bucks for the gas.\n\nThanks again,\nJimmy", "endoftext": false }, { "action": "You leave", "response": "You're standing on a short wooden dock, near a boat. The smell of\nsalt air fills your lungs and you are instantly reminded of your younger days, when you and your father would go on fishing trips that would last all afternoon. The boat can be boarded to the east and dry land is due south.", "endoftext": false }, { "action": "You go to the south", "response": "As you walk toward the backyard by the pole, you look up at the set of lights and then the darkening skies. You wonder how much time you\nhave left before it detects your motion.\n\nBackyard, Near Pole\nYou're standing on a small path that leads from the backyard to the water. The path is protected by thick brush and trees and just ahead, is a large pole. To the north, you can see water as well as a small dock and near the dock is a small motor boat. The barn is southeast\nof here.", "endoftext": false }, { "action": "You go southeast", "response": "Backyard, Near Barn\nYou've made your way to the rear of the backyard. Directly north,\na large barn stands before you and to the northwest, a path leads through some brush toward the water. The backyard is south.", "endoftext": false }, { "action": "You climb the ladder", "response": "You ascend the ladder.\n\nTop of the Ladder, Near Window\nYou're standing at the top of a ladder, near the barn window which\nis directly north. The window is protected by a flimsy mesh screen, most likely used to keep the bugs out and to ventilate the barn appropriately.", "endoftext": false }, { "action": "You open the screen", "response": "Which screen do you mean, the portable TV, or the window screen?", "endoftext": false }, { "action": "Window", "response": "You tug at the screen and it comes loose. You pull it away from the barn window and the screen is damaged slightly. You inspect it for a moment, then let it drop to the ground.", "endoftext": false }, { "action": "You drop all", "response": "rope: You drop the rope and watch it fall to the ground.\ntwo-liter plastic Pepsi bottle: You drop the two-liter plastic Pepsi bottle and watch it fall to the ground.\ncan of coke: You drop the can of coke and watch it fall to the\nground.\nnote: You drop the note and watch it fall to the ground.\nbeer: You drop the beer and watch it fall to the ground.\nportable TV: You drop the portable TV and watch it fall to the\nground.\nfunnel: You drop the funnel and watch it fall to the ground.", "endoftext": true }, { "action": "You look at what you're carrying with you", "response": "In your front pocket, you have your Swiss army knife.", "endoftext": false }, { "action": "Inventory", "response": "You have some rope, a two-liter plastic Pepsi bottle, a can of coke, a note, a beer, a portable TV, and a funnel. Your front pocket seems to contain your Swiss army knife. The TV compartment seems to contain\ntwo C batteries.", "endoftext": true }, { "action": "Go down", "response": "You descend the ladder.\n\nBackyard, Near Barn\nYou've made your way to the rear of the backyard. Directly north,\na large barn stands before you and to the northwest, a path leads through some brush toward the water. The backyard is south. Leaning up against the barn is a ladder.\nYou see a window screen here.", "endoftext": false }, { "action": "You drop all except the bottle and the funnel", "response": "rope: Dropped.\ncan of coke: Dropped.\nnote: Dropped.\nbeer: Dropped.\nportable TV: Dropped.", "endoftext": false }, { "action": "Winnable", "response": "The game is in a winnable state.", "endoftext": false }, { "action": "You go up", "response": "You ascend the ladder.\n\nTop of the Ladder, Near Window\nYou're standing at the top of a ladder, near the barn window which\nis directly north.", "endoftext": false }, { "action": "You throw all in the window", "response": "two-liter plastic Pepsi bottle: You put the two-liter plastic Pepsi bottle in the window and let it drop. A moment later you hear a it land with a soft plunk.\nfunnel: You put the funnel in the window and let it drop. A moment later you hear a it land with a soft plunk.", "endoftext": false }, { "action": "Enter", "response": "You squeeze through the window and then hang from it for a brief moment, trying to figure out the optimum landing area. You then let\ngo and land on your feet.\n\nYou're inside an old barn, dimly lit by several windows near the\nroof line and the window that you squeezed through. The barn appears as if it houses a boat in the winter, judging by a boat trailer near the rear of the barn. Most of the room is occupied by various items, mostly worthless.\n\nTwo large doors, which are closed, are to the south. A large wooden crate is here, near the far wall.\nYou see a gas container, a two-liter plastic Pepsi bottle, and a\nfunnel here.", "endoftext": false }, { "action": "You move the crate near the window", "response": "You move the crate under the window.", "endoftext": false }, { "action": "You get the bottle and the funnel", "response": "two-liter plastic Pepsi bottle: Taken.\nfunnel: Taken.", "endoftext": false }, { "action": "You open the bottle", "response": "You unscrew the bottle cap from the two-liter plastic Pepsi bottle.", "endoftext": false }, { "action": "You put the funnel in bottle", "response": "You place the funnel into the two-liter plastic Pepsi bottle.", "endoftext": false }, { "action": "You open the gas", "response": "Opening the gas container reveals some gas.", "endoftext": false }, { "action": "You put the gas in the bottle", "response": "You slowly pour some gas into the two-liter plastic Pepsi bottle until it fills. There must have been a splash of soda left in the bottle because the gas has a dark tint to it now.", "endoftext": false }, { "action": "Winnable", "response": "The game is in a winnable state.", "endoftext": false }, { "action": "Oops bottle", "response": "You screw the cap onto the two-liter plastic Pepsi bottle.", "endoftext": false }, { "action": "You get on the crate", "response": "You climb up onto the crate.", "endoftext": false }, { "action": "You throw the bottle out the window", "response": "You throw the two-liter plastic Pepsi bottle at the window. A\nmediocre throw, at best. It rattles off the side of the window a couple of times, but still manages to squeak through. You hear it\nland somewhere in the yard.", "endoftext": false }, { "action": "You throw the funnel out the window", "response": "You throw the funnel at the window. Unfortunately, it wasn't a clean shot and didn't go through. It falls to the ground.", "endoftext": false }, { "action": "You put the funnel in pocket", "response": "Which pocket do you mean, your front pocket, or your back pocket?", "endoftext": false }, { "action": "Back", "response": "You can't put the funnel into your back pocket; it doesn't fit.", "endoftext": false }, { "action": "Winnable", "response": "The game has been put in an unwinnable state - best to restore a previous version, start over or UNDO several turns.", "endoftext": false }, { "action": "You examine bottle", "response": "The two-liter plastic Pepsi bottle used to contain some soda, but is now full of gasoline. The cap is currently on the bottle.", "endoftext": false }, { "action": "You drop all", "response": "two-liter plastic Pepsi bottle: Dropped.\nfunnel: Dropped.", "endoftext": false }, { "action": "Go upward", "response": "You jump up and grab the bottom of the window. You pull yourself up, squeeze through it and reach for the ladder.\n\nTop of the Ladder, Near Window\nYou're standing at the top of a ladder, near the barn window which\nis directly north.", "endoftext": true }, { "action": "Go downward", "response": "You descend the ladder.\n\nBackyard, Near Barn\nYou've made your way to the rear of the backyard. Directly north,\na large barn stands before you and to the northwest, a path leads through some brush toward the water. The backyard is south. Leaning up against the barn is a ladder.\nYou see a window screen, some rope, a can of coke, a note, a beer,\nand a portable TV here. The TV compartment seems to contain two C batteries.", "endoftext": false }, { "action": "Go north", "response": "Backyard, Near Barn\nYou've made your way to the rear of the backyard. Directly north,\na large barn stands before you and to the northwest, a path leads through some brush toward the water. The backyard is south. Leaning up against the barn is a ladder.\nYou see a window screen, some rope, a can of coke, a note, and a\nbeer here.", "endoftext": false }, { "action": "You climb the ladder", "response": "You ascend the ladder.\n\nTop of the Ladder, Near Window\nYou're standing at the top of a ladder, near the barn window which\nis directly north.", "endoftext": false }, { "action": "You go inside", "response": "You squeeze through the window and then hang from it for a brief moment, trying to figure out the optimum landing area. You figure\nthat the crate is your best bet and land on top of it.\n\nYou're inside an old barn, dimly lit by several windows near the\nroof line and the window that you squeezed through. The barn appears as if it houses a boat in the winter, judging by a boat trailer near the rear of the barn. Most of the room is occupied by various items, mostly worthless.\n\nTwo large doors, which are closed, are to the south. A large wooden crate is here, under the barn window.\nYou see a gas container, a two-liter plastic Pepsi bottle, and a\nfunnel here. The gas container seems to contain some gas.", "endoftext": false }, { "action": "You throw bottle out the window", "response": "You throw the two-liter plastic Pepsi bottle at the window. Good\nshot, it rattles off the window pane slightly and falls through the open window. You hear it land on the grass.", "endoftext": false }, { "action": "Winnable", "response": "The game has been put in an unwinnable state - best to restore a previous version, start over or UNDO one turn.", "endoftext": false }, { "action": "You screw the cap", "response": "(on the two-liter plastic Pepsi bottle)\nThe cap is already on the two-liter plastic Pepsi bottle.", "endoftext": false }, { "action": "Leave", "response": "Seeing as you're going to need your hands to squeeze through the window, you'll never make it carrying a two-liter plastic Pepsi\nbottle.", "endoftext": true }, { "action": "You go downwards", "response": "You descend the ladder.\n\nBackyard, Near Barn\nYou've made your way to the rear of the backyard. Directly north,\na large barn stands before you and to the northwest, a path leads through some brush toward the water. The backyard is south. Leaning up against the barn is a ladder.\nYou see a window screen, some rope, a can of coke, a note, a beer,\na two-liter plastic Pepsi bottle, and a bottle cap here.\n\nYou look down and notice that the two-liter bottle didn't survive the fall. The cap must have popped off from the impact and the gasoline\nis gone.", "endoftext": true }, { "action": "Go downward", "response": "You climb down off the crate.\n\nYou're inside an old barn, dimly lit by several windows near the\nroof line and the window that you squeezed through. The barn appears as if it houses a boat in the winter, judging by a boat trailer near the rear of the barn. Most of the room is occupied by various items, mostly worthless.\n\nTwo large doors, which are closed, are to the south. A large wooden crate is here, under the barn window.\nYou see a gas container and a funnel here. The gas container seems\nto contain some gas.", "endoftext": false }, { "action": "You drop the bottle", "response": "Dropped.", "endoftext": true }, { "action": "Go downwards", "response": "You descend the ladder.\n\nBackyard, Near Barn\nYou've made your way to the rear of the backyard. Directly north,\na large barn stands before you and to the northwest, a path leads through some brush toward the water. The backyard is south. Leaning up against the barn is a ladder.\nYou see a window screen, some rope, a can of coke, a note, and a\nbeer here.", "endoftext": false }, { "action": "You throw rope in the window", "response": "You put the rope in the window and let it drop. A moment later you hear a it land with a soft plunk.", "endoftext": false }, { "action": "Go inside", "response": "You squeeze through the window and then hang from it for a brief moment, trying to figure out the optimum landing area. You figure\nthat the crate is your best bet and land on top of it.\n\nYou're inside an old barn, dimly lit by several windows near the\nroof line and the window that you squeezed through. The barn appears as if it houses a boat in the winter, judging by a boat trailer near the rear of the barn. Most of the room is occupied by various items, mostly worthless.\n\nTwo large doors, which are closed, are to the south. A large wooden crate is here, under the barn window.\nYou see a gas container, a funnel, a two-liter plastic Pepsi\nbottle, and some rope here. The gas container seems to contain some gas.", "endoftext": false }, { "action": "You tie the rope to bottle", "response": "You tie one end of the rope to neck of the bottle.", "endoftext": false }, { "action": "Lower bottle", "response": "You can't reach the window from here. You could probably throw the bottle at the window, though.", "endoftext": false }, { "action": "You put the rope in the window", "response": "The window is just out of reach to put anything through it. You might be able to throw it at the window.", "endoftext": false }, { "action": "You tie the rope to the window", "response": "It's too far away.", "endoftext": false }, { "action": "You throw the bottle out the window", "response": "You throw the two-liter plastic Pepsi bottle at the window and hold on to the other end of the rope with your other hand. The bottle sails through the open window and starts its journey toward the grass.\n\nA moment later you hear the bottle land on the grass. It appears as\nif the rope was too long. You slowly pull the rope up and after several tugs, the end of the rope slides through the open window. It appears as if the bottle came loose from the rope during impact.", "endoftext": false }, { "action": "You examine the rope", "response": "The rope is rather thin, you're almost embarrassed that it contained you for so long, and is about fifteen feet long. The rope is\ncurrently tied to the two-liter plastic Pepsi bottle.", "endoftext": false }, { "action": "Go outside", "response": "Seeing as you're going to need your hands to squeeze through the window, you'll never make it carrying some rope and a two-liter\nplastic Pepsi bottle.", "endoftext": false }, { "action": "You untie rope", "response": "You untie the rope from the two-liter plastic Pepsi bottle.", "endoftext": false }, { "action": "You throw the rope out the window", "response": "You throw the rope at the window. Great shot, it sails right through the open window and you hear it land on the grass outside.", "endoftext": true }, { "action": "Go downward", "response": "You descend the ladder.\n\nBackyard, Near Barn\nYou've made your way to the rear of the backyard. Directly north,\na large barn stands before you and to the northwest, a path leads through some brush toward the water. The backyard is south. Leaning up against the barn is a ladder.\nYou see a window screen, a can of coke, a note, a beer, and some\nrope here.", "endoftext": false }, { "action": "You examine the window", "response": "The window is rather small, approximately two feet wide and two feet tall. The window is missing a screen.", "endoftext": true }, { "action": "You look at your surroundings", "response": "Top of the Ladder, Near Window\nYou're standing at the top of a ladder, near the barn window which\nis directly north.\n\nYou hear the clap of thunder in the distance. The storm is near.", "endoftext": false }, { "action": "You put the rope in the window", "response": "You put the rope in the window and let it drop. A moment later you hear a it land with a soft plunk.", "endoftext": false }, { "action": "Examine crate", "response": "The wooden crate is roughly three feet wide and four feet tall. It is unmarked. It's currently under the barn window.", "endoftext": false }, { "action": "Time", "response": "Friday 4:56 pm", "endoftext": false }, { "action": "You drop all", "response": "rope: Dropped.", "endoftext": true }, { "action": "Go downward", "response": "You descend the ladder.\n\nBackyard, Near Barn\nYou've made your way to the rear of the backyard. Directly north,\na large barn stands before you and to the northwest, a path leads through some brush toward the water. The backyard is south. Leaning up against the barn is a ladder.\nYou see a window screen, a can of coke, a note, and a beer here.", "endoftext": false }, { "action": "You go south", "response": "You're standing in the middle of the backyard, which judging by the color of the grass, doesn't get too much water or fertilizer. A large barn can be seen to the north and to the west, is a small deck. The house is due south and is protected by thick trees and brush. The\nside yard can be accessed by going southwest or southeast.\nYou see a portable TV here. The TV compartment seems to contain\ntwo C batteries.", "endoftext": false }, { "action": "Go up", "response": "You're standing in the middle of the wooden deck. It's made of pressure-treated wood, but hasn't been cleaned in years. The color of the wood is a dark gray. In the corner of the deck is a gas grill\nthat has rusted itself obsolete. To the east, stairs descend toward the backyard and to the south is the door to the family room, which is open.", "endoftext": false }, { "action": "Go north", "response": "You're in what is best described as a family room, though there is\nno entertainment center to speak of. The furniture in this room is rather sparse, yet cozy for this type of cabin. To the north, a door leads out to the deck and the kitchen is east.\nYou see a chair here.\n\nYou're standing in the middle of the wooden deck. It's made of pressure-treated wood, but hasn't been cleaned in years. The color of the wood is a dark gray. In the corner of the deck is a gas grill\nthat has rusted itself obsolete. To the east, stairs descend toward the backyard and to the south is the door to the family room, which is open.\n\nYou're standing in the middle of the backyard, which judging by the color of the grass, doesn't get too much water or fertilizer. A large barn can be seen to the north and to the west, is a small deck. The house is due south and is protected by thick trees and brush. The\nside yard can be accessed by going southwest or southeast.\nYou see a portable TV here. The TV compartment seems to contain\ntwo C batteries.\n\nBackyard, Near Barn\nYou've made your way to the rear of the backyard. Directly north,\na large barn stands before you and to the northwest, a path leads through some brush toward the water. The backyard is south. Leaning up against the barn is a ladder.\nYou see a window screen, a can of coke, a note, and a beer here.", "endoftext": false }, { "action": "You throw the bottle in window", "response": "You put the two-liter plastic Sprite bottle in the window and let it drop. A moment later you hear a it land with a soft plunk.", "endoftext": false }, { "action": "You go inside", "response": "You squeeze through the window and then hang from it for a brief moment, trying to figure out the optimum landing area. You figure\nthat the crate is your best bet and land on top of it.\n\nYou're inside an old barn, dimly lit by several windows near the\nroof line and the window that you squeezed through. The barn appears as if it houses a boat in the winter, judging by a boat trailer near the rear of the barn. Most of the room is occupied by various items, mostly worthless.\n\nTwo large doors, which are closed, are to the south. A large wooden crate is here, under the barn window.\nYou see a gas container, a funnel, a two-liter plastic Pepsi\nbottle, some rope, and a two-liter plastic Sprite bottle here. The\ngas container seems to contain some gas.", "endoftext": false }, { "action": "You get the bottles", "response": "two-liter plastic Pepsi bottle: Taken.\ntwo-liter plastic Sprite bottle: Taken.", "endoftext": false }, { "action": "You tie the rope to Pepsi", "response": "You tie one end of the rope to neck of the bottle.", "endoftext": false }, { "action": "You tie the rope to the sprite", "response": "The rope is already tied to the two-liter plastic Pepsi bottle.", "endoftext": false }, { "action": "Sprite", "response": "on to the other end of the rope with your other hand. The bottle\nsails through the open window and starts its journey toward the grass.\n\nA moment later you hear the bottle land on the grass. It appears as\nif the rope was too long. You slowly pull the rope up and after several tugs, the end of the rope slides through the open window. It appears as if the bottle came loose from the rope during impact.", "endoftext": false }, { "action": "You untie the rope", "response": "You untie the rope from the two-liter plastic Sprite bottle.", "endoftext": false }, { "action": "You continue", "response": "There already is some rope tied to the two-liter plastic Pepsi bottle.", "endoftext": false }, { "action": "You cut the rope with the knife", "response": "You first remove the Swiss army knife from your front pocket. You\nthen untie the rope from the two-liter plastic Pepsi bottle. You cut the length of rope and end up with two almost identical pieces of\nrope.\n\nYou place the Swiss army knife back into your front pocket.", "endoftext": false }, { "action": "You tie the rope to Pepsi", "response": "Which rope do you mean, the eight foot rope, or the seven foot rope?", "endoftext": false }, { "action": "Pepsi", "response": "You throw the two-liter plastic Pepsi bottle at the window and hold on to the other end of the rope with your other hand. The bottle sails through the open window and starts its journey toward the grass.\n\nTwo-thirds of the way down, the rope snaps tightly in your hand as the bottle crashes into the side of the barn. A moment later, the rope goes limp in your hand; it appears as if the bottle came loose. You pull the rope back up.", "endoftext": false }, { "action": "You throw the sprite at the window", "response": "on to the other end of the rope with your other hand. The bottle\nsails through the open window and starts its journey toward the grass.\n\nTwo-thirds of the way down, the rope snaps tightly in your hand as the bottle crashes into the side of the barn. A moment later, the rope goes limp in your hand; it appears as if the bottle came loose. You pull the rope back up.", "endoftext": false }, { "action": "No", "response": "Okay.", "endoftext": false }, { "action": "Y.", "response": "Bye Jake! Thanks for playing!", "endoftext": false }, { "action": "Awe", "response": "Restored.\n\nInside the Barn, standing on the wooden crate\nYou're inside an old barn, dimly lit by several windows near the\nroof line and the window that you squeezed through. The barn appears as if it houses a boat in the winter, judging by a boat trailer near the rear of the barn. Most of the room is occupied by various items, mostly worthless.\n\nTwo large doors, which are closed, are to the south. You're currently standing on a large wooden crate, which is under the barn window.\nYou see a gas container and a funnel here. The gas container seems\nto contain some gas.", "endoftext": false }, { "action": "Hint", "response": "The hint system in this game will slowly nudge you along. Depending where you are and what you've done, it'll display minor hints accordingly. If you're stuck, consult the walk-through or send me a note at [email protected]. You'll only see this message once.\n\nThe various items may be of some use to you.", "endoftext": false }, { "action": "You search the junk", "response": "The various junk items are bunched up in one corner of the barn. Most of the things appear worthless to you, though a radio does catch your eye.", "endoftext": false }, { "action": "You examine the radio", "response": "It's a simple radio/CD player combination. The antenna has snapped\noff from the top of the unit and the CD door is open. There is currently nothing in the CD holder. On the back of the radio, is a small battery compartment that is closed.", "endoftext": true }, { "action": "Go downwards", "response": "You climb down off the crate.\n\nYou're inside an old barn, dimly lit by several windows near the\nroof line and the window that you squeezed through. The barn appears as if it houses a boat in the winter, judging by a boat trailer near the rear of the barn. Most of the room is occupied by various items, mostly worthless.\n\nTwo large doors, which are closed, are to the south. A large wooden crate is here, under the barn window.\nYou see a radio, a gas container, and a funnel here. The gas\ncontainer seems to contain some gas.", "endoftext": false }, { "action": "You open compartment", "response": "Opening the radio compartment reveals two C batteries.", "endoftext": false }, { "action": "You get the batteries", "response": "C battery: Taken.\nC battery: Taken.", "endoftext": false }, { "action": "You turn on the radio", "response": "The radio is now on.\n\nThe radio comes alive with some classic rock and roll. You turn down the volume just a bit, as you mouth some of the lyrics to Stairway to Heaven. Looks like there is no need to search the dial, you are quite pleased with the current radio station.", "endoftext": false }, { "action": "You throw the radio out the window", "response": "You throw the radio at the window. Unfortunately, it wasn't a clean shot and didn't go through. It falls to the ground. The radio goes silent.", "endoftext": false }, { "action": "You listen", "response": "Led Zeppelin's Stairway to Heaven is currently playing.", "endoftext": false }, { "action": "Tie seven to radio", "response": "I don't know how to tie anything to the radio.\n\nPlant starts to scream the end verse of Stairway and you stop for a moment to join him. You just wish you had a better voice and range.", "endoftext": false }, { "action": "Wait", "response": "Time passes...", "endoftext": false }, { "action": "You open the sprite", "response": "You unscrew the bottle cap from the two-liter plastic Sprite bottle.", "endoftext": false }, { "action": "You open Pepsi", "response": "You unscrew the bottle cap from the two-liter plastic Pepsi bottle.", "endoftext": false }, { "action": "You put it in the sprite", "response": "You place the funnel into the two-liter plastic Sprite bottle.\n\nAfter a series of commercials, Sympathy for the Devil starts playing\non the radio.", "endoftext": true }, { "action": "Go downwards", "response": "You climb down off the crate.\n\nYou're inside an old barn, dimly lit by several windows near the\nroof line and the window that you squeezed through. The barn appears as if it houses a boat in the winter, judging by a boat trailer near the rear of the barn. Most of the room is occupied by various items, mostly worthless.\n\nTwo large doors, which are closed, are to the south. A large wooden crate is here, under the barn window.\nYou see a gas container here. The gas container seems to contain\nsome gas.", "endoftext": false }, { "action": "You put the gas in the sprite", "response": "Which gas do you mean, the gasoline, or the dark gas?", "endoftext": false }, { "action": "Gasoline", "response": "until it fills.\n\nMick's voice almost puts you in a trance and you momentarily forget what you were doing. You just love this song.", "endoftext": false }, { "action": "Oops funnel", "response": "I don't know how to pour the funnel.\n\nMick's voice almost puts you in a trance and you momentarily forget what you were doing. You just love this song.", "endoftext": false }, { "action": "You put the cap on the sprite", "response": "You screw the cap onto the two-liter plastic Sprite bottle.", "endoftext": false }, { "action": "You put the cap on Pepsi", "response": "You screw the cap onto the two-liter plastic Pepsi bottle.\n\nHotel California starts playing on the radio.", "endoftext": false }, { "action": "Tie seven to sprite", "response": "bottle.", "endoftext": false }, { "action": "Hint", "response": "You can barely reach the window. I'm sure if you had something else\nto stand on, it would make your job a lot easier.", "endoftext": false }, { "action": "You throw the sprite out the window", "response": "on to the other end of the rope with your other hand. The bottle\nsails through the open window and starts its journey toward the grass.\n\nTwo-thirds of the way down, the rope snaps tightly in your hand as the bottle crashes into the side of the barn. A moment later, the rope goes limp in your hand; it appears as if the bottle came loose. You pull the rope back up.", "endoftext": false }, { "action": "You drop all", "response": "two-liter plastic Pepsi bottle: Before you drop the bottle, you untie the rope from the bottle neck.\nDropped.\neight foot rope: Dropped.\nseven foot rope: Dropped.\nradio: Dropped.\nfunnel: Dropped.", "endoftext": true }, { "action": "You go downwards", "response": "You descend the ladder.\n\nBackyard, Near Barn\nYou've made your way to the rear of the backyard. Directly north,\na large barn stands before you and to the northwest, a path leads through some brush toward the water. The backyard is south. Leaning up against the barn is a ladder.\nYou see a window screen, a can of coke, a note, a beer, and a\ntwo-liter plastic Sprite bottle here.", "endoftext": false }, { "action": "You look at the bottle", "response": "The two-liter plastic Sprite bottle used to contain some soda, but is now currently empty. The cap is currently on the bottle.", "endoftext": true }, { "action": "You examine the beer", "response": "It's Bud Ice, sure it has a higher alcohol content, but it's been a tough twenty-four hours or so.", "endoftext": false }, { "action": "You look at the can", "response": "Which can do you mean, the can of coke, or the beer?", "endoftext": false }, { "action": "Coke", "response": "It's Coke Classic, thank god.", "endoftext": false }, { "action": "Drink coke", "response": "You pop off the lid and down the Coke. It takes a couple of attempts, carbonation in soda is a wonderful thing, but you manage to finish it in record time. Very refreshing.", "endoftext": false }, { "action": "You climb the ladder", "response": "You ascend the ladder.\n\nTop of the Ladder, Near Window\nYou're standing at the top of a ladder, near the barn window which\nis directly north.\n\nYou let out a loud gassy burp; that coke was really carbonated.", "endoftext": false }, { "action": "You throw Coke through the window", "response": "You put the coke can in the window and let it drop. A moment later\nyou hear a it land with a soft plunk.", "endoftext": false }, { "action": "Enter", "response": "You squeeze through the window and then hang from it for a brief moment, trying to figure out the optimum landing area. You figure\nthat the crate is your best bet and land on top of it.\n\nYou're inside an old barn, dimly lit by several windows near the\nroof line and the window that you squeezed through. The barn appears as if it houses a boat in the winter, judging by a boat trailer near the rear of the barn. Most of the room is occupied by various items, mostly worthless.\n\nTwo large doors, which are closed, are to the south. A large wooden crate is here, under the barn window.\nYou see a gas container, a funnel, a two-liter plastic Pepsi\nbottle, a two-liter plastic Sprite bottle, a piece of rope about eight feet long, a piece of rope about seven feet long, and a coke can here. The gas container seems to contain some gas.", "endoftext": false }, { "action": "You put the funnel in the sprite", "response": "You place the funnel into the two-liter plastic Sprite bottle.\n\nA small burp escapes from your mouth, definitely coke.", "endoftext": false }, { "action": "You put the funnel in Coke", "response": "You can't put anything into the coke can.\n\nA small burp escapes from your mouth, definitely coke.", "endoftext": false }, { "action": "You put the funnel in the sprite", "response": "You place the funnel into the two-liter plastic Sprite bottle.", "endoftext": false }, { "action": "You put the gasoline in sprite", "response": "until it fills.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You have a funnel and a piece of rope about seven feet long. Your front pocket seems to contain your Swiss army knife.", "endoftext": false }, { "action": "Awe2", "response": "Restored.\n\nInside the Barn, standing on the wooden crate\nYou're inside an old barn, dimly lit by several windows near the\nroof line and the window that you squeezed through. The barn appears as if it houses a boat in the winter, judging by a boat trailer near the rear of the barn. Most of the room is occupied by various items, mostly worthless.\n\nTwo large doors, which are closed, are to the south. You're currently standing on a large wooden crate, which is under the barn window.\nYou see a gas container here. The gas container seems to contain\nsome gas.", "endoftext": false }, { "action": "You leave", "response": "Seeing as you're going to need your hands to squeeze through the window, you'll never make it carrying a two-liter plastic Pepsi\nbottle, a two-liter plastic Sprite bottle, a piece of rope about eight feet long (tied to the two-liter plastic Sprite bottle), and a piece\nof rope about seven feet long (tied to the two-liter plastic Pepsi bottle).", "endoftext": false }, { "action": "You drop all", "response": "two-liter plastic Pepsi bottle: Before you drop the bottle, you untie the rope from the bottle neck.\nDropped.\ntwo-liter plastic Sprite bottle: Before you drop the bottle, you\nuntie the rope from the bottle neck.\nDropped.\neight foot rope: Dropped.\nseven foot rope: Dropped.", "endoftext": true }, { "action": "Go downwards", "response": "You descend the ladder.\n\nBackyard, Near Barn\nYou've made your way to the rear of the backyard. Directly north,\na large barn stands before you and to the northwest, a path leads through some brush toward the water. The backyard is south. Leaning up against the barn is a ladder.\nYou see a window screen, a can of coke, a note, and a beer here.\n\nThe wind starts to pick up and the temperature drops several degrees. It appears as if the storm is making its entrance.", "endoftext": false }, { "action": "You go to the north-east", "response": "Trees block your path.", "endoftext": false }, { "action": "You go north", "response": "Backyard, Near Barn\nYou've made your way to the rear of the backyard. Directly north,\na large barn stands before you and to the northwest, a path leads through some brush toward the water. The backyard is south. Leaning up against the barn is a ladder.\nYou see a window screen, a can of coke, a note, and a beer here.", "endoftext": false }, { "action": "Go northwest", "response": "Backyard, Near Pole\nYou're standing on a small path that leads from the backyard to the water. The path is protected by thick brush and trees and just ahead, is a large pole. To the north, you can see water as well as a small dock and near the dock is a small motor boat. The barn is southeast\nof here.", "endoftext": false }, { "action": "You examine the pole", "response": "The tall pole appears to be some type of light post. It's approximately twenty feet high and has two large lights hanging off\nthe end of it. Both lights appear to be directed at the dock and\nboat.", "endoftext": false }, { "action": "You examine the lights", "response": "There are two lights that overlook the dock area.", "endoftext": false }, { "action": "You check your inventory", "response": "You have a two-liter plastic Pepsi bottle, a two-liter plastic Sprite bottle, a piece of rope about eight feet long (tied to the two-liter plastic Sprite bottle), and a piece of rope about seven feet long\n(tied to the two-liter plastic Pepsi bottle). Your front pocket seems to contain your Swiss army knife.", "endoftext": false }, { "action": "You look at the sprite", "response": "The two-liter plastic Sprite bottle used to contain some soda, but is now currently empty. The cap is currently on the bottle. Tied to the neck of the bottle is a piece of rope about eight feet long (tied to the two-liter plastic Sprite bottle).", "endoftext": false }, { "action": "You examine Pepsi", "response": "The two-liter plastic Pepsi bottle used to contain some soda, but is now full of gasoline. The cap is currently on the bottle. Tied to\nthe neck of the bottle is a piece of rope about seven feet long (tied to the two-liter plastic Pepsi bottle).", "endoftext": true }, { "action": "Go downward", "response": "You climb down off the crate.\n\nYou're inside an old barn, dimly lit by several windows near the\nroof line and the window that you squeezed through. The barn appears as if it houses a boat in the winter, judging by a boat trailer near the rear of the barn. Most of the room is occupied by various items, mostly worthless.\n\nTwo large doors, which are closed, are to the south. A large wooden crate is here, under the barn window.\nYou see a gas container and a funnel here. The gas container seems\nto contain some gas.", "endoftext": false }, { "action": "You screw the cap", "response": "What do you want to screw it on?", "endoftext": false }, { "action": "Time", "response": "Friday 5:42 pm", "endoftext": false }, { "action": "You put Pepsi in the window", "response": "It's too far away. You may be able to throw it at the window, though.", "endoftext": false }, { "action": "You screw cap on Pepsi", "response": "The cap is already on the two-liter plastic Pepsi bottle.", "endoftext": false }, { "action": "You search the junk", "response": "The various junk items are bunched up in one corner of the barn. Most of the things appear worthless to you, though a radio does catch your eye.", "endoftext": false }, { "action": "You examine the radio", "response": "It's a simple radio/CD player combination. The antenna has snapped\noff from the top of the unit and the CD door is open. There is currently nothing in the CD holder. On the back of the radio, is a small battery compartment that is closed.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You have a two-liter plastic Pepsi bottle, a two-liter plastic Sprite bottle, a piece of rope about eight feet long (tied to the two-liter plastic Sprite bottle), a piece of rope about seven feet long (tied to the two-liter plastic Pepsi bottle), and a funnel. Your front pocket seems to contain your Swiss army knife.", "endoftext": false }, { "action": "You examine uniform", "response": "It's the standard issue Boston Red Sox uniform. The pants contain\nboth a front and back pocket.", "endoftext": false }, { "action": "You examine the trailer", "response": "The boat trailer is approximately twenty feet long and is made of steel. It's parked at the rear of the barn.", "endoftext": false }, { "action": "You look at seven", "response": "The rope is rather thin and is approximately seven feet long. It is currently tied to the two-liter plastic Pepsi bottle.", "endoftext": false }, { "action": "You put Pepsi in the back pocket", "response": "You can't put the two-liter plastic Pepsi bottle into your back\npocket; it doesn't fit.", "endoftext": true }, { "action": "Go downward", "response": "You climb down off the crate.\n\nYou're inside an old barn, dimly lit by several windows near the\nroof line and the window that you squeezed through. The barn appears as if it houses a boat in the winter, judging by a boat trailer near the rear of the barn. Most of the room is occupied by various items, mostly worthless.\n\nTwo large doors, which are closed, are to the south. A large wooden crate is here, under the barn window.\nYou see a radio and a gas container here.", "endoftext": false }, { "action": "Down", "response": "two-liter plastic Pepsi bottle: Before you drop the bottle, you untie the rope from the bottle neck.\nDropped.\ntwo-liter plastic Sprite bottle: Before you drop the bottle, you\nuntie the rope from the bottle neck.\nDropped.\neight foot rope: Dropped.\nfunnel: Dropped.\n\nYou climb up onto the crate.\n\nYou jump up and grab the bottom of the window. You pull yourself up, squeeze through it and reach for the ladder.\n\nTop of the Ladder, Near Window\nYou're standing at the top of a ladder, near the barn window which\nis directly north.\n\nYou descend the ladder.\n\nBackyard, Near Barn\nYou've made your way to the rear of the backyard. Directly north,\na large barn stands before you and to the northwest, a path leads through some brush toward the water. The backyard is south. Leaning up against the barn is a ladder.\nYou see a window screen, a can of coke, a note, and a beer here.\n\nIt has started drizzling.", "endoftext": false }, { "action": "Go west", "response": "You're standing in the middle of the backyard, which judging by the color of the grass, doesn't get too much water or fertilizer. A large barn can be seen to the north and to the west, is a small deck. The house is due south and is protected by thick trees and brush. The\nside yard can be accessed by going southwest or southeast.\nYou see a portable TV here. The TV compartment seems to contain\ntwo C batteries.\n\nYou're standing in the middle of the wooden deck. It's made of pressure-treated wood, but hasn't been cleaned in years. The color of the wood is a dark gray. In the corner of the deck is a gas grill\nthat has rusted itself obsolete. To the east, stairs descend toward the backyard and to the south is the door to the family room, which is open.", "endoftext": false }, { "action": "Go east", "response": "You're in what is best described as a family room, though there is\nno entertainment center to speak of. The furniture in this room is rather sparse, yet cozy for this type of cabin. To the north, a door leads out to the deck and the kitchen is east.\nYou see a chair here.\n\nYou're standing in the middle of the kitchen, which doesn't appear\nas if it's used too often. There are almost no kitchen appliances apart from the major ones; neatly tucked away in the corners of the room are the stove, refrigerator and dishwasher. Near the kitchen counter is a blue recycling bin.\n\nThere is a breakfast type counter which nicely separates the kitchen area from the family room. On the kitchen counter is a microwave.\nYou can enter the family room to the west and a hallway leads south, toward the bathroom. The dining room is east of here.", "endoftext": false }, { "action": "You get the bin", "response": "The bin is too full for you to lug around.", "endoftext": false }, { "action": "Empty bin", "response": "That would just make a mess.", "endoftext": false }, { "action": "Tie eight to Pepsi", "response": "The rope is already tied to the two-liter plastic Sprite bottle.", "endoftext": false }, { "action": "You examine eight", "response": "The rope is rather thin and is approximately eight feet long. It's currently tied to the two-liter plastic Sprite bottle.", "endoftext": false }, { "action": "You examine seven", "response": "The rope is rather thin and is approximately seven feet long.", "endoftext": false }, { "action": "Hint", "response": "The hint system in this game will slowly nudge you along. Depending where you are and what you've done, it'll display minor hints accordingly. If you're stuck, consult the walk-through or send me a note at [email protected]. You'll only see this message once.\n\nThe various items may be of some use to you.", "endoftext": false }, { "action": "Hint", "response": "The various junk items are bunched up in one corner of the barn. Most of the things appear worthless to you, though a radio does catch your eye.\n\nYou can barely reach the window. I'm sure if you had something else\nto stand on, it would make your job a lot easier.", "endoftext": false }, { "action": "Hint", "response": "You climb up onto the crate.\n\nI can't think of any right now; maybe later.", "endoftext": true }, { "action": "Go downward", "response": "You climb down off the crate.\n\nYou're inside an old barn, dimly lit by several windows near the\nroof line and the window that you squeezed through. The barn appears as if it houses a boat in the winter, judging by a boat trailer near the rear of the barn. Most of the room is occupied by various items, mostly worthless.\n\nTwo large doors, which are closed, are to the south. A large wooden crate is here, under the barn window.\nYou see a radio and a gas container here.", "endoftext": false }, { "action": "You get the container", "response": "Taken.\n\nYou climb down off the crate.\n\nYou're inside an old barn, dimly lit by several windows near the\nroof line and the window that you squeezed through. The barn appears as if it houses a boat in the winter, judging by a boat trailer near the rear of the barn. Most of the room is occupied by various items, mostly worthless.\n\nTwo large doors, which are closed, are to the south. A large wooden crate is here, under the barn window.\nYou see a gas container here.\n\nDropped.\n\nTaken.", "endoftext": false }, { "action": "Hint", "response": "The hint system in this game will slowly nudge you along. Depending where you are and what you've done, it'll display minor hints accordingly. If you're stuck, consult the walk-through or send me a note at [email protected]. You'll only see this message once.\n\nYou can barely reach the window. I'm sure if you had something else to stand on, it would make your job a lot easier.", "endoftext": false }, { "action": "Awe2", "response": "Restored.\n\nInside the Barn, standing on the wooden crate\nYou're inside an old barn, dimly lit by several windows near the\nroof line and the window that you squeezed through. The barn appears as if it houses a boat in the winter, judging by a boat trailer near the rear of the barn. Most of the room is occupied by various items, mostly worthless.\n\nTwo large doors, which are closed, are to the south. You're currently standing on a large wooden crate, which is under the barn window.\nYou see a gas container here.", "endoftext": false }, { "action": "You search the junk", "response": "You climb down off the crate.\n\nYou're inside an old barn, dimly lit by several windows near the\nroof line and the window that you squeezed through. The barn appears as if it houses a boat in the winter, judging by a boat trailer near the rear of the barn. Most of the room is occupied by various items, mostly worthless.\n\nTwo large doors, which are closed, are to the south. A large wooden crate is here, under the barn window.\nYou see a gas container here.\n\nThe various junk items are bunched up in one corner of the barn. Most of the things appear worthless to you, though a radio does catch your eye.", "endoftext": false }, { "action": "You drop all", "response": "two-liter plastic Pepsi bottle: Before you drop the bottle, you untie the rope from the bottle neck.\nDropped.\ntwo-liter plastic Sprite bottle: Before you drop the bottle, you untie the rope from the bottle neck.\nDropped.\neight foot rope: Dropped.\nseven foot rope: Dropped.\nbottle cap: Dropped.", "endoftext": false }, { "action": "You screw the cap on the sprite", "response": "The funnel is in the way.", "endoftext": false }, { "action": "You drop all", "response": "two-liter plastic Pepsi bottle: Before you drop the bottle, you untie the rope from the bottle neck.\nDropped.\ntwo-liter plastic Sprite bottle: Before you drop the bottle, you untie the rope from the bottle neck.\nDropped.\neight foot rope: Dropped.\nseven foot rope: Dropped.\nfunnel: Dropped.", "endoftext": false }, { "action": "Go west", "response": "You climb up onto the crate.\n\nYou jump up and grab the bottom of the window. You pull yourself up, squeeze through it and reach for the ladder.\n\nTop of the Ladder, Near Window\nYou're standing at the top of a ladder, near the barn window which\nis directly north.\n\nYou descend the ladder.\n\nBackyard, Near Barn\nYou've made your way to the rear of the backyard. Directly north, a large barn stands before you and to the northwest, a path leads through some brush toward the water. The backyard is south. Leaning up against the barn is a ladder.\nYou see a window screen, a can of coke, a note, and a beer here.\n\nYou're standing in the middle of the backyard, which judging by the color of the grass, doesn't get too much water or fertilizer. A large barn can be seen to the north and to the west, is a small deck. The house is due south and is protected by thick trees and brush. The side yard can be accessed by going southwest or southeast.\nYou see a portable TV here. The TV compartment seems to contain two\nC batteries.\n\nYou're standing in the middle of the wooden deck. It's made of pressure-treated wood, but hasn't been cleaned in years. The color of the wood is a dark gray. In the corner of the deck is a gas grill that has rusted itself obsolete. To the east, stairs descend toward the backyard and to the south is the door to the family room, which is open.", "endoftext": false }, { "action": "You get the chair", "response": "You're in what is best described as a family room, though there is\nno entertainment center to speak of. The furniture in this room is rather sparse, yet cozy for this type of cabin. To the north, a door leads out to the deck and the kitchen is east.\nYou see a chair here.\n\nTaken.", "endoftext": false }, { "action": "Go north", "response": "You're standing in the middle of the wooden deck. It's made of pressure-treated wood, but hasn't been cleaned in years. The color of the wood is a dark gray. In the corner of the deck is a gas grill that has rusted itself obsolete. To the east, stairs descend toward the backyard and to the south is the door to the family room, which is open.\n\nYou're standing in the middle of the backyard, which judging by the color of the grass, doesn't get too much water or fertilizer. A large barn can be seen to the north and to the west, is a small deck. The house is due south and is protected by thick trees and brush. The side yard can be accessed by going southwest or southeast.\nYou see a portable TV here. The TV compartment seems to contain two\nC batteries.\n\nBackyard, Near Barn\nYou've made your way to the rear of the backyard. Directly north, a large barn stands before you and to the northwest, a path leads through some brush toward the water. The backyard is south. Leaning up against the barn is a ladder.\nYou see a window screen, a can of coke, a note, and a beer here.", "endoftext": false }, { "action": "Go inside", "response": "You ascend the ladder.\n\nTop of the Ladder, Near Window\nYou're standing at the top of a ladder, near the barn window which\nis directly north.\n\nSeeing as you're going to need your hands to squeeze through the window, you'll never make it carrying a chair.", "endoftext": false }, { "action": "You put the chair in the window", "response": "You put the chair in the window and let it drop. A moment later you hear a it land with a loud bang.", "endoftext": false }, { "action": "Enter", "response": "You squeeze through the window and then hang from it for a brief moment, trying to figure out the optimum landing area. You figure that the crate is your best bet and land on top of it.\n\nYou're inside an old barn, dimly lit by several windows near the\nroof line and the window that you squeezed through. The barn appears as if it houses a boat in the winter, judging by a boat trailer near the rear of the barn. Most of the room is occupied by various items, mostly worthless.\n\nTwo large doors, which are closed, are to the south. A large wooden crate is here, under the barn window.\nYou see a radio, a two-liter plastic Pepsi bottle, a two-liter\nplastic Sprite bottle, a piece of rope about eight feet long, a piece of rope about seven feet long, a funnel, and a chair here. Sitting on the wooden crate is a gas container.", "endoftext": false }, { "action": "You put it on the crate", "response": "Taken.\n\nDone.", "endoftext": false }, { "action": "You get the bottles", "response": "two-liter plastic Pepsi bottle: Taken.\ntwo-liter plastic Sprite bottle: Taken.", "endoftext": false }, { "action": "You search the junk", "response": "The various junk items are worthless.", "endoftext": false }, { "action": "You open compartment", "response": "Opening the radio compartment reveals two C batteries.", "endoftext": false }, { "action": "You get the batteries", "response": "C battery: Taken.\nC battery: Taken.", "endoftext": false }, { "action": "You get on the chair", "response": "You first jump up onto the crate. Okay, you're now sitting on the chair.", "endoftext": false }, { "action": "You put the batteries in the back pocket", "response": "C battery: Done.\nC battery: Done.", "endoftext": true }, { "action": "You describe your surroundings", "response": "Wooden Crate, sitting on the chair\nYou're inside an old barn, dimly lit by several windows near the\nroof line and the window that you squeezed through. The barn appears as if it houses a boat in the winter, judging by a boat trailer near the rear of the barn. Most of the room is occupied by various items, mostly worthless.\n\nTwo large doors, which are closed, are to the south. You're currently sitting on a wooden chair, which has been placed on top of a wooden crate. The crate is A large wooden crate is under the barn window.\nYou see a gas container and a chair here.", "endoftext": false }, { "action": "You stand on the chair", "response": "You get up from your sitting position and stand up on the chair.", "endoftext": false }, { "action": "You put the funnel in the window", "response": "You poke your head out the window and let the funnel drop. You watch the funnel land on the soft grass.", "endoftext": false }, { "action": "You put Pepsi in the window", "response": "You lower the two-liter plastic Pepsi bottle out the window until you feel it hit the ground. You then let go of the rope and you hear it land softly on the grass. You stick your head out the window and look for the bottle. You spot it resting on the grass, right near the rope, cap firmly in place. You pull your head back into the barn.", "endoftext": false }, { "action": "You put the sprite in the window", "response": "You lower the two-liter plastic Sprite bottle out the window until you feel it hit the ground. You then let go of the rope and you hear it land softly on the grass. You stick your head out the window and look for the bottle. You spot it resting on the grass, right near the rope, cap firmly in place. You pull your head back into the barn.", "endoftext": false }, { "action": "You check what you're carrying", "response": "In your back pocket, you have two C batteries. In your front pocket, you have your Swiss army knife.", "endoftext": false }, { "action": "You go outside", "response": "You squeeze through the window and reach for the ladder.\n\nTop of the Ladder, Near Window\nYou're standing at the top of a ladder, near the barn window which\nis directly north.", "endoftext": true }, { "action": "Go downwards", "response": "You descend the ladder.\n\nBackyard, Near Barn\nYou've made your way to the rear of the backyard. Directly north, a large barn stands before you and to the northwest, a path leads through some brush toward the water. The backyard is south. Leaning up against the barn is a ladder.\nYou see a window screen, a can of coke, a note, a beer, a funnel, a two-liter plastic Pepsi bottle, a piece of rope about seven feet long (tied to the two-liter plastic Pepsi bottle), a two-liter plastic Sprite bottle, and a piece of rope about eight feet long (tied to the two-liter plastic Sprite bottle) here.", "endoftext": false }, { "action": "You get all", "response": "ladder: Taken.\nwindow screen: Taken.\ncan of coke: Taken.\nnote: Taken.\nbeer: Taken.\nfunnel: Taken.\ntwo-liter plastic Pepsi bottle: You pick up the bottle and rope.\nseven foot rope: You already have the seven foot rope!\ntwo-liter plastic Sprite bottle: You pick up the bottle and rope. eight foot rope: You already have the eight foot rope!", "endoftext": false }, { "action": "You get the batteries", "response": "C battery: You've already got your hands full.\nC battery: You've already got your hands full.", "endoftext": false }, { "action": "You drop the bottles", "response": "two-liter plastic Pepsi bottle: Before you drop the bottle, you untie the rope from the bottle neck.\nDropped.\ntwo-liter plastic Sprite bottle: Before you drop the bottle, you untie the rope from the bottle neck.\nDropped.", "endoftext": false }, { "action": "You get the batteries", "response": "C battery: Taken.\nC battery: You've already got your hands full.", "endoftext": false }, { "action": "You drop eight", "response": "Dropped.", "endoftext": false }, { "action": "Go south", "response": "You're standing in the middle of the backyard, which judging by the color of the grass, doesn't get too much water or fertilizer. A large barn can be seen to the north and to the west, is a small deck. The house is due south and is protected by thick trees and brush. The side yard can be accessed by going southwest or southeast.\nYou see a portable TV here. The TV compartment seems to contain two\nC batteries.", "endoftext": false }, { "action": "You put batteries in the tv", "response": "C battery: Done.\nC battery: Done.\nC battery: You're not carrying the C battery.\nC battery: You're not carrying the C battery.", "endoftext": false }, { "action": "Go north", "response": "Backyard, Near Barn\nYou've made your way to the rear of the backyard. Directly north, a large barn stands before you and to the northwest, a path leads through some brush toward the water. The backyard is south. Leaning up against the barn is a ladder.\nYou see a ladder, a two-liter plastic Pepsi bottle, a two-liter\nplastic Sprite bottle, a piece of rope about eight feet long, and a piece of rope about seven feet long here.", "endoftext": false }, { "action": "Go northwest", "response": "Backyard, Near Pole\nYou're standing on a small path that leads from the backyard to the water. The path is protected by thick brush and trees and just ahead, is a large pole. To the north, you can see water as well as a small dock and near the dock is a small motor boat. The barn is southeast of here.", "endoftext": false }, { "action": "You lean the ladder against the pole", "response": "You lean the ladder against the tall post.", "endoftext": false }, { "action": "You climb the ladder", "response": "You ascend the ladder.\n\nTop of the Ladder, Near Pole\nYou're standing at the top of a ladder, more than half-way up the\nlight pole.", "endoftext": false }, { "action": "You throw Coke at left light", "response": "You chuck the can of coke at the left light; a perfect shot. The light splits into several pieces, showering the ground below. You catch a glimpse of the can of coke falling to the ground, near the pole.", "endoftext": false }, { "action": "You throw the beer at the right light", "response": "You heave the beer at the right light and hit it square on. The light breaks into many pieces, showering the ground with tiny glass fragments. You watch the beer land on the ground, near a bush.", "endoftext": true }, { "action": "Go downwards", "response": "You descend the ladder.\n\nBackyard, Near Pole\nYou're standing on a small path that leads from the backyard to the water. The path is protected by thick brush and trees and just ahead, is a large pole. Leaning up against the pole is a ladder. To the north, you can see water as well as a small dock and near the dock is a small motor boat. The barn is southeast of here.\nYou see a can of coke and a beer here.", "endoftext": false }, { "action": "You get the bottles", "response": "Backyard, Near Barn\nYou've made your way to the rear of the backyard. Directly north, a large barn stands before you and to the northwest, a path leads through some brush toward the water. The backyard is south.\nYou see a two-liter plastic Pepsi bottle, a two-liter plastic Sprite bottle, a piece of rope about eight feet long, and a piece of rope about seven feet long here.\n\ntwo-liter plastic Pepsi bottle: Taken.\ntwo-liter plastic Sprite bottle: Taken.", "endoftext": false }, { "action": "Inventory", "response": "You have a window screen, a note, a funnel, a portable TV, a two-liter plastic Pepsi bottle, and a two-liter plastic Sprite bottle. Your front pocket seems to contain your Swiss army knife.", "endoftext": false }, { "action": "You go to the north", "response": "The barn doors are closed.", "endoftext": false }, { "action": "Go north", "response": "Backyard, Near Pole\nYou're standing on a small path that leads from the backyard to the water. The path is protected by thick brush and trees and just ahead, is a large pole. Leaning up against the pole is a ladder. To the north, you can see water as well as a small dock and near the dock is a small motor boat. The barn is southeast of here.\nYou see a can of coke and a beer here.\n\nYou're standing on a short wooden dock, near a boat. The smell of\nsalt air fills your lungs and you are instantly reminded of your younger days, when you and your father would go on fishing trips that would last all afternoon. The boat can be boarded to the east and dry land is due south.", "endoftext": false }, { "action": "Go east", "response": "At the Dock, In the Boat\nYou're in a decent size boat, which is currently docked. You're not very familiar with boats and most of the features of this craft are not recognizable. There is no sail, so you quickly determine that it must be powered. You recall the note from Jimmy. It's powered alright, but it has no gas.\n\nAn open hatch, which leads down into the cabin, is here. Just beyond the hatch is the boat's control panel. At the rear of the boat is the outside casing of the gas tank. The opening to the tank is currently secured by a gas cap.", "endoftext": false }, { "action": "You open the cap", "response": "Which cap do you mean, the bottle cap, or the gas cap?", "endoftext": false }, { "action": "You put the funnel in the tank", "response": "You place the funnel into the gas tank.", "endoftext": false }, { "action": "You put Pepsi in the tank", "response": "You slowly pour the gas contained in the bottle into the funnel until the bottle empties.", "endoftext": false }, { "action": "You get funnel", "response": "You've already got your hands full.", "endoftext": false }, { "action": "You drop the bottles", "response": "two-liter plastic Pepsi bottle: Dropped.\ntwo-liter plastic Sprite bottle: Dropped.", "endoftext": false }, { "action": "You put the cap on the tank", "response": "Which cap do you mean, the gas cap, or the bottle cap?", "endoftext": false }, { "action": "Gas", "response": "You screw the cap onto the gas tank.", "endoftext": true }, { "action": "Go downwards", "response": "The TV provides just enough light for you to look around this small room. You're hunched over in a tiny cabin. The room isn't much bigger than a large closet, and you wonder how people can spend the night here. The entire eastern wall is taken up by a twin bed and there is a small dresser near the opposite wall. An open hatch leads up to the boat deck.\n\nSitting on the dresser table is a key.", "endoftext": false }, { "action": "Go up", "response": "At the Dock, In the Boat\nYou're in a decent size boat, which is currently docked. You're not very familiar with boats and most of the features of this craft are not recognizable. There is no sail, so you quickly determine that it must be powered. But then again, that's why you put some gas in the tank.\n\nAn open hatch, which leads down into the cabin, is here. Just beyond the hatch is the boat's control panel. At the rear of the boat is the outside casing of the gas tank. The opening to the tank is currently secured by a gas cap.\nYou see a two-liter plastic Pepsi bottle and a two-liter plastic\nSprite bottle here.", "endoftext": false }, { "action": "You turn off the tv", "response": "You turn off the TV.", "endoftext": false }, { "action": "You turn the key", "response": "You turn the key and the boat engine roars to life.\n\nThe boat rocks gently back and forth.", "endoftext": false }, { "action": "You examine the panel", "response": "The control panel is the brain center of the boat. There are many dials, displays and buttons, but the ones that you're most concerned with are the ignition, throttle, steering wheel and speedometer.\n\nThe boat rocks gently back and forth.", "endoftext": false }, { "action": "You look at the throttle", "response": "The throttle is used to indicate which speed and which direction the boat should travel. It has four settings: reverse, neutral, slow and fast. The throttle is currently set to neutral.\n\nThe boat rocks gently back and forth.", "endoftext": false }, { "action": "You set throttle to the slow", "response": "You move the throttle to slow. The engines rev up a bit and the boat starts to move forward. After a few moments, the boat glides along at about ten knots. The boat slowly pulls away from the dock. You put your hand on the steering wheel and guide the craft away from the shore, toward the open water. With your other hand you move the throttle to fast; you've spent enough time at Bobby's and Tommy's cabin. Just as the boat appears to hit its stride, you hear gun shots.\n\nYour instincts take over and you dive to the floor, your possessions scattering on the deck floor. You roll onto your stomach and cover your head with your hands, desperately trying to take cover from the gun fire. You lift your head slightly and catch a glimpse of an older man at the edge of the dock, firing away at the boat. You surmise that it's Jimmy, but can't be sure.\n\nThe attack only lasts for a few seconds before the speeding boat is out of reach. You slowly get to your feet and look around. You can't believe your eyes. One of the bullets hit the steering wheel dead center. There's practically nothing left of it.\n\nThe boat continues to speed away from the shore at about 25 knots, that's the good news. The bad news is that without a steering wheel, who knows where you're headed.", "endoftext": false }, { "action": "Hint", "response": "The hint system in this game will slowly nudge you along. Depending where you are and what you've done, it'll display minor hints accordingly. If you're stuck, consult the walk-through or send me a note at [email protected]. You'll only see this message once.\n\nLet's get out of here!", "endoftext": false }, { "action": "Wait", "response": "Time passes...\n\nJust when you thought it couldn't get any worse, a steady rain starts to fall. You glance up at the skies ahead and it doesn't look good. The wind is starting to swirl and the sea water is starting to get agitated. The boat continues to speed straight out to sea as it pounds into the waves of the choppy water.", "endoftext": false }, { "action": "You wait awhile", "response": "Time passes...\n\nThe rain picks up and is now pelting you constantly. You see several flashes of lightning and a few moments later, they are followed by the sound of thunder echoing in the distance. The boat continues to speed straight out to sea as it pounds into the waves of the choppy waters.", "endoftext": false }, { "action": "You wait for a while", "response": "Time passes...\n\nThe driving rain is making it very hard for you to see. More flashes of lightning illuminate the dark skies and the waves are starting to reach the boat deck. The storm is upon you. The boat catches a couple of waves and actually goes airborne for a moment. The impact knocks you back and you hold onto the railing for dear life.\n\nA huge wave spills across the deck and picks up the two-liter plastic Pepsi bottle. You watch it float to the back of the boat where it disappears into the dark waters.", "endoftext": false }, { "action": "Wait", "response": "Time passes...\n\nThe storm has reached its peak. The rain is actually falling horizontally, at least in theory it should be falling. The wind has probably reached hurricane status and is so loud that you can't hear yourself think. A tremendous wave knocks you down to the boat deck but you quickly bounce back up to your feet.\n\nThe boat engines sputter and come to a stop; they apparently are out of gas. The boat continues to rock back and forth and comes awfully close to capsizing. You hang on to the railings as you get pummeled with driving rain, ferocious wind and buckets of sea water. Water continues to fill up the boat cabin below.\n\nA huge wave spills across the deck and picks up the note. You watch it float to the back of the boat where it disappears into the dark waters.", "endoftext": false }, { "action": "You wait", "response": "Time passes...\n\nA tremendous surge of water breaks over the port side and carries you into the savage water. You manage to tread water for several minutes before you are dragged into a watery grave. All goes dark. There is no pain. Just silence.", "endoftext": false }, { "action": "Awe4", "response": "Lost at Sea, in the Boat\nYou're in a decent size boat, which is currently speeding toward the open, albeit turbulent, sea. You're not very familiar with boats and most of the features of this craft are not recognizable.\n\nAn open hatch is here, which leads down to the cabin. Just beyond the hatch, is the boat's control panel. At the rear of the boat is the outside casing of the gas tank. The opening to the tank is currently secured by a gas cap.\nYou see a two-liter plastic Pepsi bottle, a two-liter plastic Sprite bottle, a window screen, a note, a portable TV, two bottle caps, and a funnel here.", "endoftext": false }, { "action": "You set the throttle to neutral", "response": "You move the throttle to neutral. The engines quiet down and the boat decelerates. After a few moments, the boat comes to a full stop.\n\nJust when you thought it couldn't get any worse, a steady rain starts to fall. You glance up at the skies ahead and it doesn't look good. The wind is starting to swirl and the sea water is starting to get agitated. The boat continues to speed straight out to sea as it pounds into the waves of the choppy water.", "endoftext": false }, { "action": "You set the throttle to reverse", "response": "You move the throttle to reverse. The reverse setting can't be engaged while the boat is moving forward.\n\nJust when you thought it couldn't get any worse, a steady rain starts to fall. You glance up at the skies ahead and it doesn't look good. The wind is starting to swirl and the sea water is starting to get agitated. The boat continues to speed straight out to sea as it pounds into the waves of the choppy water.", "endoftext": false }, { "action": "You turn off the ignition", "response": "Before you turn off the engine, you move the throttle to neutral. You turn the key and the boat engine stops running.\n\nJust when you thought it couldn't get any worse, a steady rain starts to fall. You glance up at the skies ahead and it doesn't look good. The wind is starting to swirl and the sea water is starting to get agitated. The boat continues to speed straight out to sea as it pounds into the waves of the choppy water.", "endoftext": false }, { "action": "Wait", "response": "Time passes...\n\nThe rain picks up and is now pelting you constantly. You see several flashes of lightning and a few moments later, they are followed by the sound of thunder echoing in the distance. The boat sways back and forth in the rough water.", "endoftext": false }, { "action": "You look at the antenna", "response": "It's your standard twelve inch metal antenna. It is currently retracted.\n\nThe sheets of rain are making it almost impossible for you to keep your eyes open. The thunder and lightning are no longer separated by time. Each bolt of lightning is immediately followed by a tremendous clap of thunder. It appears as if you're smack in the middle of a horrible storm.\n\nThe boat rocks back and forth in the turbulent water. Enormous waves wash up onto the deck. Water pours down the hatch into the cabin.\n\nA huge wave spills across the deck and picks up the two-liter plastic Sprite bottle. You watch it float to the back of the boat where it disappears into the dark waters.", "endoftext": false }, { "action": "You look at the tv", "response": "It's a nine inch portable TV, with an antenna, which is extended, attached to the back. The TV is currently on and appears to be battery operated. On the back of the TV is a battery compartment.\n\nA TV dial is attached to the front of the portable TV. The TV dial can be turned to channels numbered from 2 to 13. It's currently set to 3.\n\nA tremendous surge of water breaks over the port side and carries you into the savage water. You manage to tread water for several minutes before you are dragged into a watery grave. All goes dark. There is no pain. Just silence.", "endoftext": false }, { "action": "You raise the antenna", "response": "You can't have the antenna.\n\nJust when you thought it couldn't get any worse, a steady rain starts to fall. You glance up at the skies ahead and it doesn't look good. The wind is starting to swirl and the sea water is starting to get agitated. The boat continues to speed straight out to sea as it pounds into the waves of the choppy water.", "endoftext": false }, { "action": "You turn on the tv", "response": "The TV is now on.\n\nJust when you thought it couldn't get any worse, a steady rain starts to fall. You glance up at the skies ahead and it doesn't look good. The wind is starting to swirl and the sea water is starting to get agitated. The boat continues to speed straight out to sea as it pounds into the waves of the choppy water.", "endoftext": false }, { "action": "You watch the tv", "response": "The antenna is now extended.\n\nJust when you thought it couldn't get any worse, a steady rain starts to fall. You glance up at the skies ahead and it doesn't look good. The wind is starting to swirl and the sea water is starting to get agitated. The boat continues to speed straight out to sea as it pounds into the waves of the choppy water.\n\nThe TV is now on. A picture now appears on the small TV screen.\n\nThe rain picks up and is now pelting you constantly. You see several flashes of lightning and a few moments later, they are followed by the sound of thunder echoing in the distance. The boat continues to speed straight out to sea as it pounds into the waves of the choppy waters.\n\nYou see nothing but snow. The reception must be pretty bad out here.\n\nThe driving rain is making it very hard for you to see. More flashes of lightning illuminate the dark skies and the waves are starting to reach the boat deck. The storm is upon you. The boat catches a couple of waves and actually goes airborne for a moment. The impact knocks you back and you hold onto the railing for dear life.\n\nA huge wave spills across the deck and picks up the two-liter plastic Pepsi bottle. You watch it float to the back of the boat where it disappears into the dark waters.", "endoftext": false }, { "action": "Down", "response": "Taken.\n\nThe sheets of rain are making it almost impossible for you to keep your eyes open. The thunder and lightning are no longer separated by time. Each bolt of lightning is immediately followed by a tremendous clap of thunder. It appears as if you're smack in the middle of a horrible storm.\n\nThe boat speeds along and catches a large wave. The back of the boat becomes submerged in water as enormous waves wash up on the deck.\nWater pours down the hatch into the cabin. The boat rocks violently and you fall to the floor, causing you to let go of all your possessions. After a few moments, the boat rights itself and you stand back up.\n\nA huge wave spills across the deck and picks up the two-liter plastic Sprite bottle. You watch it float to the back of the boat where it disappears into the dark waters.\n\nIt's pitch black.\n\nThe boat continues to rock violently back and forth. Water continues to gush onto the cabin floor from the open hatch.", "endoftext": false }, { "action": "Awe4", "response": "Restored.\n\nLost at Sea, in the Boat\nYou're in a decent size boat, which is currently speeding toward the open, albeit turbulent, sea. You're not very familiar with boats and most of the features of this craft are not recognizable.\n\nAn open hatch is here, which leads down to the cabin. Just beyond the hatch, is the boat's control panel. At the rear of the boat is the outside casing of the gas tank. The opening to the tank is currently secured by a gas cap.\nYou see a two-liter plastic Pepsi bottle, a two-liter plastic Sprite bottle, a window screen, a note, a portable TV, two bottle caps, and a funnel here.", "endoftext": true }, { "action": "Go downwards", "response": "You're hunched over in a tiny cabin. The room isn't much bigger\nthan a large closet, and you wonder how people can spend the night here. An open hatch leads up to the boat deck.\nYou see a dresser and a bed here.\n\nYou brace yourself on the bed while dropping your possessions as you feel the boat skip off a wave and land hard.", "endoftext": false }, { "action": "Close hatch", "response": "Closed.\n\nYou can hear thunder rumbling in the distance as the boat speeds along. It crashes against a tremendous wave and you're thrown to the floor. You gather yourself and stand back up.", "endoftext": false }, { "action": "Close hatch", "response": "It's already closed.\n\nThe boat continues to rock violently back and forth.", "endoftext": false }, { "action": "You examine the bed", "response": "The bed is quite small and it doesn't appear to be more than five feet long.\n\nYou're being thrown around the tiny cabin as if you were a piece of popcorn in one of those popcorn machines. You try to hang on to anything that can keep you from bouncing off the walls.", "endoftext": false }, { "action": "You get on the bed", "response": "Okay, you're now sitting on the bed.\n\nYou feel the boat lunge forward after hitting a tremendous wave head on. The boat appears to go airborne for a few seconds before landing on its side. A moment later, you're lying on the ceiling of the boat cabin.\n\nYou whip your head around and watch in terror as the boat hatch starts to buckle. An instant later the hatch door explodes open, allowing an incredible amount of water to fill the cabin. You fight your way to the hatch opening to escape but the water pressure is just too much. You are pinned against the back wall as you try to catch your breath.\nA moment later you are submerged in dark cold water. The silence is eerie. So is death.", "endoftext": false }, { "action": "You go to the west", "response": "The water is not very inviting.\n\nJust when you thought it couldn't get any worse, a steady rain starts to fall. You glance up at the skies ahead and it doesn't look good. The wind is starting to swirl and the sea water is starting to get agitated. The boat continues to speed straight out to sea as it pounds into the waves of the choppy water.", "endoftext": false }, { "action": "You examine panel", "response": "The control panel is the brain center of the boat. There are many dials, displays and buttons, but the ones that you're most concerned with are the ignition, throttle, steering wheel and speedometer. There is not much left of the steering wheel, though.\n\nJust when you thought it couldn't get any worse, a steady rain starts to fall. You glance up at the skies ahead and it doesn't look good. The wind is starting to swirl and the sea water is starting to get agitated. The boat continues to speed straight out to sea as it pounds into the waves of the choppy water.", "endoftext": false }, { "action": "Full", "response": "You were:\nExcited by the opportunity to hit the game-winning home run;\nAnxious after barely fouling off a pitch;\nDistressed about being in the trainer's room wounded;\nTranquil when you realized you had to travel via ambulance;\nFrightened after the ambulance was involved in an accident;\nTerrified when you hung upside down on the stretcher;\nEncouraged after you survived the forest fire;\nApprehensive of the house on the beach;\nIncredulous when you stumbled onto a crime in progress;\nPessimistic about getting out of the trunk alive;\nOverwhelmed by Bobby's and Tommy's plan;\nConcerned that you only had a few minutes to plan an escape in the bathroom;\nOptimistic that your Swiss army knife would save the day;\nDesensitized when you ran out of emotional support;\nSatisfied when you ate hot pizza;\nFelicitous after you discovered an escape option;\nIndignant when you caused the shelf to fall in the cellar;\nRejuvenated after you stepped outside for the first time at the\ncabin;\nDelighted after you landed safely in the barn;\nGratified when you found a way to get gas from the barn;\nMendacious when you destroyed the light;\nThrilled that you finally started the boat;\nFlabbergasted at your predicament in the boat.", "endoftext": false }, { "action": "Awe3", "response": "Restored.\n\nBackyard, Near Barn\nYou've made your way to the rear of the backyard. Directly north, a large barn stands before you and to the northwest, a path leads through some brush toward the water. The backyard is south. Leaning up against the barn is a ladder.\nYou see a ladder here.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You have a window screen, a can of coke, a note, a beer, a funnel, a piece of rope about seven feet long (tied to the two-liter plastic Pepsi bottle), a two-liter plastic Pepsi bottle, a piece of rope about eight feet long (tied to the two-liter plastic Sprite bottle), and a two-liter plastic Sprite bottle. Your front pocket seems to contain your Swiss army knife. Your back pocket seems to contain two C batteries.", "endoftext": false }, { "action": "You drop seven", "response": "(You untie it from the two-liter plastic Pepsi bottle first.)\nDropped.", "endoftext": false }, { "action": "You drop eight", "response": "(You untie it from the two-liter plastic Sprite bottle first.)\nDropped.", "endoftext": false }, { "action": "You drop the bottles", "response": "two-liter plastic Pepsi bottle: Dropped.\ntwo-liter plastic Sprite bottle: Dropped.", "endoftext": false }, { "action": "Go northwest", "response": "Backyard, Near Barn\nYou've made your way to the rear of the backyard. Directly north, a large barn stands before you and to the northwest, a path leads through some brush toward the water. The backyard is south. Leaning up against the barn is a ladder.\nYou see a ladder, a piece of rope about seven feet long, a piece of rope about eight feet long, a two-liter plastic Pepsi bottle, and a two-liter plastic Sprite bottle here.\n\nTaken.\n\nBackyard, Near Pole\nYou're standing on a small path that leads from the backyard to the water. The path is protected by thick brush and trees and just ahead, is a large pole. To the north, you can see water as well as a small dock and near the dock is a small motor boat. The barn is southeast of here.", "endoftext": false }, { "action": "You climb the ladder", "response": "You lean the ladder against the tall post.\n\nYou ascend the ladder.\n\nTop of the Ladder, Near Pole\nYou're standing at the top of a ladder, more than half-way up the\nlight pole.", "endoftext": false }, { "action": "You throw the beer at right light", "response": "You chuck the can of coke at the left light; a perfect shot. The light splits into several pieces, showering the ground below. You catch a glimpse of the can of coke falling to the ground, near the pole.\n\nYou heave the beer at the right light and hit it square on. The light breaks into many pieces, showering the ground with tiny glass fragments. You watch the beer land on the ground, near a bush.", "endoftext": false }, { "action": "You get the bottles", "response": "You descend the ladder.\n\nBackyard, Near Pole\nYou're standing on a small path that leads from the backyard to the water. The path is protected by thick brush and trees and just ahead, is a large pole. Leaning up against the pole is a ladder. To the north, you can see water as well as a small dock and near the dock is a small motor boat. The barn is southeast of here.\nYou see a can of coke and a beer here.\n\nBackyard, Near Barn\nYou've made your way to the rear of the backyard. Directly north, a large barn stands before you and to the northwest, a path leads through some brush toward the water. The backyard is south.\nYou see a piece of rope about seven feet long, a piece of rope about eight feet long, a two-liter plastic Pepsi bottle, and a two-liter plastic Sprite bottle here.\n\ntwo-liter plastic Pepsi bottle: Taken.\ntwo-liter plastic Sprite bottle: Taken.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You have a window screen, a note, a funnel, a portable TV, a two-liter plastic Pepsi bottle, and a two-liter plastic Sprite bottle. Your front pocket seems to contain your Swiss army knife.\n\nJaybird says (to Floyd), \"get all\"\nseven foot rope: Taken.\neight foot rope: Taken.", "endoftext": false }, { "action": "Go east", "response": "Backyard, Near Pole\nYou're standing on a small path that leads from the backyard to the water. The path is protected by thick brush and trees and just ahead, is a large pole. Leaning up against the pole is a ladder. To the north, you can see water as well as a small dock and near the dock is a small motor boat. The barn is southeast of here.\nYou see a can of coke and a beer here.\n\nYou're standing on a short wooden dock, near a boat. The smell of\nsalt air fills your lungs and you are instantly reminded of your younger days, when you and your father would go on fishing trips that would last all afternoon. The boat can be boarded to the east and dry land is due south.\n\nAt the Dock, In the Boat\nYou're in a decent size boat, which is currently docked. You're not very familiar with boats and most of the features of this craft are not recognizable. There is no sail, so you quickly determine that it must be powered. You recall the note from Jimmy. It's powered alright, but it has no gas.\n\nAn open hatch, which leads down into the cabin, is here. Just beyond the hatch is the boat's control panel. At the rear of the boat is the outside casing of the gas tank. The opening to the tank is currently secured by a gas cap.", "endoftext": false }, { "action": "You get the cap", "response": "Which cap do you mean, the bottle cap, or the gas cap?", "endoftext": false }, { "action": "You get the bottles", "response": "window screen: Dropped.\nnote: Dropped.\nfunnel: Dropped.\nportable TV: Dropped.\ntwo-liter plastic Pepsi bottle: Dropped.\ntwo-liter plastic Sprite bottle: Dropped.\nseven foot rope: Dropped.\neight foot rope: Dropped.\n\nWhich cap do you mean, the gas cap, or the bottle cap?", "endoftext": false }, { "action": "Gas", "response": "Taken.\n\ntwo-liter plastic Pepsi bottle: Taken.\ntwo-liter plastic Sprite bottle: Taken.", "endoftext": false }, { "action": "You open the bottles", "response": "two-liter plastic Pepsi bottle: You unscrew the bottle cap from the two-liter plastic Pepsi bottle.\ntwo-liter plastic Sprite bottle: You unscrew the bottle cap from the two-liter plastic Sprite bottle.", "endoftext": false }, { "action": "You pour the bottles in the tank", "response": "two-liter plastic Pepsi bottle: I don't know how to pour the two-liter plastic Pepsi bottle.\ntwo-liter plastic Sprite bottle: I don't know how to pour the two-liter plastic Sprite bottle.", "endoftext": false }, { "action": "You pour the gas in the tank", "response": "Which gas do you mean, the dark gas, or the clear gas?", "endoftext": false }, { "action": "Dark", "response": "You slowly pour the gas contained in the bottle into the funnel until the bottle empties.", "endoftext": false }, { "action": "You get all except the gas cap", "response": "window screen: Taken.\nnote: Taken.\nportable TV: Taken.\nseven foot rope: Taken.\neight foot rope: Taken.", "endoftext": true }, { "action": "Go downwards", "response": "The TV provides just enough light for you to look around this small room. You're hunched over in a tiny cabin. The room isn't much bigger than a large closet, and you wonder how people can spend the night here. The entire eastern wall is taken up by a twin bed and there is a small dresser near the opposite wall. An open hatch leads up to the boat deck.\n\nSitting on the dresser table is a key.", "endoftext": false }, { "action": "You examine table", "response": "The dresser is tucked against the far wall and appears bolted to the cabin floor. Sitting on the table is a key.", "endoftext": false }, { "action": "You get the key", "response": "You've already got your hands full.", "endoftext": false }, { "action": "Inventory", "response": "You have a two-liter plastic Pepsi bottle, a two-liter plastic Sprite bottle, a funnel, a window screen, a note, a portable TV, a piece of rope about seven feet long, and a piece of rope about eight feet long. Your front pocket seems to contain your Swiss army knife.", "endoftext": false }, { "action": "You look at the hatch", "response": "It's open.", "endoftext": false }, { "action": "Time", "response": "Friday 7:24 pm", "endoftext": false }, { "action": "Hint", "response": "The hint system in this game will slowly nudge you along. Depending where you are and what you've done, it'll display minor hints accordingly. If you're stuck, consult the walk-through or send me a note at [email protected]. You'll only see this message once.\n\nYou need to get out of here before Bobby and Tommy get back. They'll probably be back in a hour or so.", "endoftext": false }, { "action": "Go upwards", "response": "At the Dock, In the Boat\nYou're in a decent size boat, which is currently docked. You're not very familiar with boats and most of the features of this craft are not recognizable. There is no sail, so you quickly determine that it must be powered. But then again, that's why you put some gas in the tank.\n\nAn open hatch, which leads down into the cabin, is here. Just beyond the hatch is the boat's control panel. At the rear of the boat is the outside casing of the gas tank. The opening to the tank is currently secured by a gas cap.", "endoftext": false }, { "action": "You set the throttle to fast", "response": "The throttle doesn't move. It appears as if it's locked in place until the engine is running.", "endoftext": false }, { "action": "You get the bottles", "response": "You're hunched over in a tiny cabin. The room isn't much bigger\nthan a large closet, and you wonder how people can spend the night here. An open hatch leads up to the boat deck.\nYou see a dresser, a bed, a two-liter plastic Pepsi bottle, and a two-liter plastic Sprite bottle here.\n\ntwo-liter plastic Pepsi bottle: Taken.\ntwo-liter plastic Sprite bottle: Taken.", "endoftext": false }, { "action": "Wait", "response": "Time passes...\n\nThe boat rocks gently back and forth.", "endoftext": false }, { "action": "You set the throttle to fast", "response": "You move the throttle to fast. The engines roar and you feel the boat jerk forward for a split second. The boat's engines sputter briefly and then come to a stop. Putting the throttle on fast called for too much gas too quickly and must have stalled the engines.\n\nYou move the throttle back to neutral.", "endoftext": false }, { "action": "You get all except the gas cap", "response": "funnel: Taken.\nwindow screen: Taken.\nnote: Taken.\nportable TV: Taken.\nseven foot rope: Taken.\neight foot rope: Taken.\ntwo-liter plastic Pepsi bottle: Taken.\ntwo-liter plastic Sprite bottle: Taken.\n\nJust when you thought it couldn't get any worse, a steady rain starts to fall. You glance up at the skies ahead and it doesn't look good. The wind is starting to swirl and the sea water is starting to get agitated. The boat continues to speed straight out to sea as it pounds into the waves of the choppy water.", "endoftext": false }, { "action": "You throw the tv in water", "response": "You can't put anything into the ocean.\n\nThe rain picks up and is now pelting you constantly. You see several flashes of lightning and a few moments later, they are followed by the sound of thunder echoing in the distance. The boat continues to speed straight out to sea as it pounds into the waves of the choppy waters.", "endoftext": false }, { "action": "You throw the tv", "response": "In order to throw the portable TV, you should be holding it.\n\nThe sheets of rain are making it almost impossible for you to keep your eyes open. The thunder and lightning are no longer separated by time. Each bolt of lightning is immediately followed by a tremendous clap of thunder. It appears as if you're smack in the middle of a horrible storm.\n\nThe boat speeds along and catches a large wave. The back of the boat becomes submerged in water as enormous waves wash up on the deck.\n\nA huge wave spills across the deck and picks up the window screen. You watch it float to the back of the boat where it disappears into the dark waters.", "endoftext": true }, { "action": "Go downward", "response": "You're hunched over in a tiny cabin. The room isn't much bigger\nthan a large closet, and you wonder how people can spend the night here. An open hatch leads up to the boat deck.\nYou see a dresser and a bed here.\n\nYou can hear and feel the engines roar as the boat continues to speed toward an unknown destination.", "endoftext": false }, { "action": "Close hatch", "response": "Closed.\n\nYou brace yourself on the bed while dropping your possessions as you feel the boat skip off a wave and land hard.", "endoftext": false }, { "action": "You get the bottles", "response": "two-liter plastic Pepsi bottle: Taken.\ntwo-liter plastic Sprite bottle: Taken.\n\nYou can hear thunder rumbling in the distance as the boat speeds along. It crashes against a tremendous wave and you're thrown to the floor, letting go of all your possessions. You gather yourself and stand back up.", "endoftext": false }, { "action": "You get the bottles", "response": "two-liter plastic Pepsi bottle: Taken.\ntwo-liter plastic Sprite bottle: Taken.\n\nThe boat continues to rock violently back and forth. You drop your possessions since you are now more concerned about your safety than anything else.", "endoftext": false }, { "action": "You get the bottles", "response": "two-liter plastic Pepsi bottle: Taken.\ntwo-liter plastic Sprite bottle: Taken.\n\nYou're being thrown around the tiny cabin as if you were a piece of popcorn in one of those popcorn machines. You try to hang on to anything that can keep you from bouncing off the walls.", "endoftext": false }, { "action": "You get the bottles", "response": "two-liter plastic Pepsi bottle: Taken.\ntwo-liter plastic Sprite bottle: Taken.\n\nYou feel the boat lunge forward after hitting a tremendous wave head on. The boat appears to go airborne for a few seconds before landing on its side. A moment later, you're lying on the ceiling of the boat cabin.\n\nYou whip your head around and watch in terror as the boat hatch starts to buckle. An instant later the hatch door explodes open, allowing an incredible amount of water to fill the cabin. You fight your way to the hatch opening to escape but the water pressure is just too much. You are pinned against the back wall as you try to catch your breath.\nA moment later you are submerged in dark cold water. The silence is eerie. So is death.", "endoftext": false }, { "action": "Awe5", "response": "You're hunched over in a tiny cabin. The room isn't much bigger\nthan a large closet, and you wonder how people can spend the night here. An open hatch leads up to the boat deck.\nYou see a dresser, a bed, a two-liter plastic Pepsi bottle, and a two-liter plastic Sprite bottle here.", "endoftext": false }, { "action": "You get the bottles", "response": "two-liter plastic Pepsi bottle: Taken.\ntwo-liter plastic Sprite bottle: You've already got your hands full.", "endoftext": false }, { "action": "Go upwards", "response": "At the Dock, In the Boat\nYou're in a decent size boat, which is currently docked. You're not very familiar with boats and most of the features of this craft are not recognizable. There is no sail, so you quickly determine that it must be powered. But then again, that's why you put some gas in the tank.\n\nAn open hatch, which leads down into the cabin, is here. Just beyond the hatch is the boat's control panel. At the rear of the boat is the outside casing of the gas tank. The opening to the tank is currently secured by a gas cap.", "endoftext": false }, { "action": "You get the sprite", "response": "You're hunched over in a tiny cabin. The room isn't much bigger\nthan a large closet, and you wonder how people can spend the night here. An open hatch leads up to the boat deck.\nYou see a dresser, a bed, and a two-liter plastic Sprite bottle\nhere.\n\nTaken.", "endoftext": false }, { "action": "You get all", "response": "gas cap: Taken.\nfunnel: Taken.\nwindow screen: Taken.\nnote: Taken.\nportable TV: Taken.\nseven foot rope: Taken.\neight foot rope: Taken.\ntwo-liter plastic Pepsi bottle: Taken.\ntwo-liter plastic Sprite bottle: You've already got your hands full.\n\nThe rain picks up and is now pelting you constantly. You see several flashes of lightning and a few moments later, they are followed by the sound of thunder echoing in the distance. The boat sways back and forth in the rough water.", "endoftext": false }, { "action": "Gas", "response": "funnel: Taken.\nwindow screen: Taken.\nnote: Taken.\nportable TV: Taken.\nseven foot rope: Taken.\neight foot rope: Taken.\ntwo-liter plastic Pepsi bottle: Taken.\ntwo-liter plastic Sprite bottle: Taken.\n\nThe rain picks up and is now pelting you constantly. You see several flashes of lightning and a few moments later, they are followed by the sound of thunder echoing in the distance. The boat sways back and forth in the rough water.", "endoftext": false }, { "action": "Close hatch", "response": "You're hunched over in a tiny cabin. The room isn't much bigger\nthan a large closet, and you wonder how people can spend the night here. An open hatch leads up to the boat deck.\nYou see a dresser and a bed here.\n\nYou feel the boat rocks back and forth in the choppy water.\n\nClosed.\n\nYou can hear thunder rumbling in the distance as the boat rocks back and forth in the turbulent water. You can hear the sound of waves washing up onto the deck.", "endoftext": false }, { "action": "You wait", "response": "Time passes...\n\nThe boat continues to rock violently back and forth. You drop your possessions since you are now more concerned about your safety than anything else.", "endoftext": false }, { "action": "You wait", "response": "Time passes...\n\nYou're being thrown around the tiny cabin as if you were a piece of popcorn in one of those popcorn machines. You try to hang on to anything that can keep you from bouncing off the walls.", "endoftext": false }, { "action": "You wait", "response": "Time passes...\n\nThe boat brutally rocks back and forth but manages to stay afloat. The closed hatch door appears to keep the water from pouring into the cabin but the violent motion of the boat is throwing you about. You feel a tremendous wave crash the side of the boat and you go flying across the tiny cabin. Another wave sends you flying in the opposite direction. Just as you get back to your feet, the boat appears to almost tip over. You fall backwards and crack your head against the small dresser. The last thing you remember before you lose consciousness is the incredible pain.\n\nYou wake up many hours later with the boat rocking gently back and forth. Looks like you and the boat survived the storm.", "endoftext": false }, { "action": "Time", "response": "Saturday 7:09 am", "endoftext": false }, { "action": "You get all", "response": "funnel: Taken.\nwindow screen: Taken.\nnote: Taken.\nportable TV: Taken.\nseven foot rope: Taken.\neight foot rope: Taken.\ntwo-liter plastic Pepsi bottle: Taken.\ntwo-liter plastic Sprite bottle: Taken.", "endoftext": false }, { "action": "Go upwards", "response": "Private Beach, in the Boat\nYou're in a decent size boat, which is run aground on a beach of a private island. You're not very familiar with boats and most of the features of this craft are not recognizable.\n\nAn open hatch is here, which leads down to the cabin. Just beyond the hatch, is the boat's control panel. At the rear of the boat is the outside casing of the gas tank. The opening to the tank is currently secured by a gas cap.", "endoftext": false }, { "action": "Go outside", "response": "Before you disembark, you leave your possessions on the boat deck. You figure that you'll need both hands to navigate the water. You jump out of the boat and land in shallow water. There's nothing like touching terra firma after spending countless hours on a boat. You walk toward the shore admiring the beauty of the cove the boat decided to dock at.\n\nsome might consider a paradise. To the west is a lush forest that extends high up into the only mountain on the island. The beach is nature at its best. Sandpipers dart the beach, running toward the water and then retreating when the surf breaks.\n\nThe water is sparkling due to the bright sun rising from the east. The wind has died down considerably and is now a gentle zephyr blowing in from the shore. There's something to be said for the morning after a storm. The rocky beach continue north and south.", "endoftext": false }, { "action": "You go to the north", "response": "You walk along the rocky shore for a while and notice that the terrain is getting harder and harder to traverse. The jagged rocks have made it nearly impossible for you to continue.\n\nYou've reached the end of the rocky stretch of beach. It continues north for a short distance, but too many large rocks make it impossible for you to travel in that direction. The only possible direction is back south.\n\nYou hear the sound of a dog barking off in the distance.", "endoftext": false }, { "action": "You go south", "response": "You walk along the rocky shore for a while and notice that the terrain is getting harder and harder to traverse. The jagged rocks have made it nearly impossible for you to continue.\n\nYou've reached the end of the rocky stretch of beach. It continues south for a short distance, but too many large rocks make it impossible for you to travel in that direction. The only possible direction is back north.\n\nYou hear the sound of a dog barking off in the distance.", "endoftext": false }, { "action": "You go to the east", "response": "You've spent enough time on that boat; it's time to move on.", "endoftext": false }, { "action": "You go west", "response": "The trees are just too thick.", "endoftext": true }, { "action": "Look around", "response": "some might consider a paradise. To the west is a lush forest that extends high up into the only mountain on the island. The beach is nature at its best. Sandpipers dart the beach, running toward the water and then retreating when the surf breaks.\n\nThe water is sparkling due to the bright sun rising from the east. The wind has died down considerably and is now a gentle zephyr blowing in from the shore. The rocky beach continue north and south.", "endoftext": false }, { "action": "You listen", "response": "You can hear the surf crash into the jagged rocks.", "endoftext": false }, { "action": "You look at the rocks", "response": "The rocks jut out from the beach and are about ten feet tall. They have mostly jagged edges and appear quite dangerous.", "endoftext": false }, { "action": "You climb the rocks", "response": "The rocks are too jagged and too steep for you to climb.", "endoftext": false }, { "action": "You take the rock", "response": "The rocks are far too heavy for you to take.", "endoftext": false }, { "action": "Dig", "response": "What do you want to dig in?", "endoftext": false }, { "action": "Sand", "response": "What do you want to dig in them with?", "endoftext": false }, { "action": "Go north", "response": "You walk back along the rocky shore for a while.\n\nsome might consider a paradise. To the west is a lush forest that extends high up into the only mountain on the island. The beach is nature at its best. Sandpipers dart the beach, running toward the water and then retreating when the surf breaks.\n\nThe water is sparkling due to the bright sun rising from the east. The wind has died down considerably and is now a gentle zephyr blowing in from the shore. The rocky beach continue north and south.", "endoftext": false }, { "action": "You examine Beach", "response": "You're standing on the shore of a rocky stretch of beach on what some might consider a paradise. The beach is nature at its best.\nSandpipers dart the beach, running toward the water and then retreating when the surf breaks.", "endoftext": false }, { "action": "You examine sandpipers", "response": "The birds are probably looking for their breakfast.", "endoftext": false }, { "action": "You dig in the Beach", "response": "What do you want to dig in it with?", "endoftext": false }, { "action": "You look at Boat", "response": "The boat has run aground in the shallow water. Considering what it went through last night, it appears in good shape.", "endoftext": false }, { "action": "You examine the water", "response": "The ocean water is sparkling like a diamond as the rising sun bounces its rays off the waves. It is quite calm, considering how turbulent the ocean was last night.", "endoftext": false }, { "action": "Go north", "response": "As you walk up the beach, you hear the faint sound of the dog barking again.\n\nThis stretch of beach has much more sand and barely any rocks. The western side is still protected by the lush forest and the water is very inviting here. The sun bounces off the water making this area very surreal. You can retreat back toward the boat by going south and the beach continues north for a while before it takes a sharp left turn.", "endoftext": false }, { "action": "You go north", "response": "As you prepare to continue down the stretch of beach, a small beagle runs up to you and starts wagging its tail. You stop in your tracks and bend down to pet the dog. It reciprocates by licking your face.", "endoftext": false }, { "action": "You examine the dog", "response": "The dog is brown and white with streaks of black. It's constantly sniffing something, probably in search of food.\n\n\"Godzilla!\" shouts a short elderly man. \"Why did you run away from me?\" questions the man as if he's fully prepared for the dog to answer him. The beagle sniffs a pile of seaweed and then makes a beeline toward the old man. The man then looks up to you and smiles.\n\n\"Well, hello there,\" says the man as he walks up to you. \"I reckon that you were caught in that horrible storm last night?\" questions the man as he glances over your shoulder at the boat that's run aground.\n\nYou extend your hand and introduce yourself, though you quickly realize he is not a baseball fan since he didn't recognize the name. You learn that his name is Joe and that you washed up on his private island. He tells you more about himself than you can possibly remember and he guides you back to his estate.\n\nYou explain to him the incredible thirty-six hour stretch you've just lived and how lucky you are to be alive. He listens attentively during your walk, but you can tell from his reaction that he can't relate; his daily life is much different here. You do learn that apart from several boats, Joe has his own air strip with a single engine Cessna on the island. You'll be home in several hours.\n\nThe two of you seem to hit it off during your fifteen minute walk to his estate, but you're just relieved that you'll be able to see your wife and kids shortly.\n\n\"Here we are,\" says Joe as he leads you into the living room. \"You can use the phone there,\" he says as he points to a small end table near the sofa. \"Once you've called your wife and let her know the plan, you can freshen up in the bathroom,\" mentions Joe. \"I'll let Mary know that you're here. She'll probably bring you something to eat,\" chuckles Joe, aware that you're probably starving as well.\n\nJoe then leaves the room.\n\nYou're in a large living room, overlooking the ocean. It's\nfurnished quite nicely and appears to be well taken care of. Hanging on the walls are several paintings that look like they belong in a museum. The granite fireplace anchors the living room with the sofa and chairs centered accordingly. There is no TV or radio and you gather that this room is set up as an ideal conversation place.\n\nThe east wall is made up of four extremely large floor to ceiling windows that give an exceptional view of the island. Near the sofa, sitting on a small end table, is a phone.", "endoftext": false }, { "action": "You call wife", "response": "You pick up the phone and dial your number. After a couple of rings, you're greeted by the precious sound of your wife's voice. She immediately starts to cry when she hears your voice and you do your best to soothe her. You tell her that you're stranded off a private island near Martha's Vineyard and that the owner is flying you home in his private Cessna. You tell her that you should be arriving at New Bedford's airport within two hours and that you'll see her then.\n\nYou avoid telling her all the details of your ordeal and manage to quench her thirst for information by saying that you're fine and that you'll explain everything to her shortly. You tell her to give the kids a kiss for you and then hang up the phone.\n\nGodzilla runs into the room and sniffs your leg for a second. He wags his tail several times, sniffs around the sofa and then darts out of the room.", "endoftext": false }, { "action": "You call 911", "response": "I don't know how to call the number 911.\n\n\"Hi Jake,\" says a soft voice.\n\nYou turn around and see an elderly woman standing at the entrance of the room.\n\n\"Joe told me your story, I can't believe what happened to you, you poor soul. By the way, I'm Mary, Joe's better half,\" she grins as she places a platter containing coffee, juice and a blueberry muffin down on the end table.\n\nYou return the greeting and thank her for the hospitality. You exchange several more pleasantries before she excuses herself.", "endoftext": false }, { "action": "You drink the coffee", "response": "You sip the coffee.\n\nGodzilla comes streaking into the room again. He immediately notices the blueberry muffin and before you can salvage it, he snags it from the silver platter and consumes it whole. He sniffs the area for a moment and then leaves just as quick as he appeared.", "endoftext": false }, { "action": "You eat the muffin", "response": "You take a bite of the blueberry muffin. You take another bite. You then realize just how hungry you are and finish it off.\n\nGodzilla comes streaking into the room again. He sniffs the air, quite confident that a meal was here, but finds nothing. He sniffs around the end table for a moment and then leaves.", "endoftext": false }, { "action": "You drink coffee", "response": "You sip the coffee.\n\nMary walks into the room and asks if you would like to use the bathroom. You respond accordingly and are promptly escorted to the washroom.\n\nYou spend several minutes taking care of what you need to do and come out feeling very refreshed. You retrace your steps back into the living room, hoping that Joe is there waiting for you. You're eager to get back to your family.\n\nYou're in a large living room, overlooking the ocean. It's\nfurnished quite nicely and appears to be well taken care of. Hanging on the walls are several paintings that look like they belong in a museum. The granite fireplace anchors the living room with the sofa and chairs centered accordingly. There is no TV or radio and you gather that this room is set up as an ideal conversation place.\n\nThe east wall is made up of four extremely large floor to ceiling windows that give an exceptional view of the island. Near the sofa, sitting on a small end table, is a phone.\nSitting on the end table is a silver platter.", "endoftext": false }, { "action": "Oops platter", "response": "You see nothing remarkable about the silver platter. Sitting on the platter is a cup of coffee and a glass of orange juice.\n\n\"You ready?\" quips Joe as he enters the room.\n\nYou look up and smile at Joe. \"You bet!\" you reply as you follow Joe out of the room.\n\nYou're still a little apprehensive that he's the pilot, but you figure you've just about had enough of boats and it will be the quickest way home. Yes home. That's where you need to be. You've had enough adventure to last a lifetime.\n\nYou follow Joe out of the estate, but not without first saying good-bye to Mary, and of course, Godzilla. Joe motions for you to get into the golf cart and you're whisked away to the airfield. A few minutes later you arrive at the Cessna.\n\nThe plane looks brand new and well maintained. He reminds you that he has it serviced every month and that he's been flying for almost forty years. It comforts you somewhat, but not entirely.\n\nYou're then led into the aircraft through a small door in the cabin and after a sharp left turn, you enter the cockpit. You're amazed at how small it is but beggars can't be choosers, so you strap yourself in the passenger's seat. The passenger seat harness uses a five point restraint and looks pretty solid.\n\nJoe then sits down in the pilot's chair, straps himself in and starts the engine. You look down at his flimsy two piece seat belt and chuckle. You're finally glad that you're the passenger. A few moments later, the plane starts rolling down the runway.\n\nCockpit, buckled in the passenger's seat\nAs the plane accelerates, you glance over to Joe; he looks as calm\nas can be. You look down at the instrument panel and are immediately hit with sensory overload. There are more displays, dials, lights and indicators than you could have possibly imagined. You can't even make out the speed or altitude displays, there are just too many of them.\n\nJoe tells you to hang on, this part can be bumpy at times.\n\n\"Bumpy?\" you question Joe. \"I thought you told me that this was smooth sailing from start to finish?\"\n\n\"Heh heh,\" he chuckles. \"Just sit back and relax,\" he replies as the plane leaves the ground, shakes violently for a moment and then eases up. \"Like I said, no sweat!\" he continues, almost as if he's toying with you. \"The rest of the ride will be a breeze, Jake. I promise.\"\n\nJoe picks up the receiver to the radio and mumbles something into it. After several confirmations, he places the receiver back on the radio.", "endoftext": false }, { "action": "You wait", "response": "Time passes...\n\nThe plane continues to climb, giving you an incredible view of the small chain of islands. Joe had mentioned earlier that most of the islands are uninhabited and that you were lucky you landed on his.", "endoftext": false }, { "action": "Wait", "response": "Time passes...\n\nThe plane ascends to its cruising altitude and appears to be as steady as a rock. You were a bit apprehensive of the possible turbulence at this height, but the cool clear weather conditions are apparently optimal for flying.\n\nJoe points at an island off in the distance and remarks that it's Martha's Vineyard. You play the part and appear interested, even though your thoughts of getting home are consuming you.", "endoftext": false }, { "action": "Wait", "response": "Time passes...\n\nThe plane is finally flying over land again. Joe mentions that the approach to New Bedford airport is literally minutes away.", "endoftext": false }, { "action": "You wait for a while", "response": "Time passes...\n\nJoe picks up the radio receiver and signals air traffic control that he's ready for his approach. You glance out the window, finally able to relax a little, knowing that within fifteen minutes or so you'll be surrounded by your family.\n\nYour daydreaming is interrupted by the repeated request of the air traffic controller to confirm the landing pattern and by the sudden altitude change of the plane.\n\nYou turn to look at Joe and gasp. He's slumped over in his chair, radio receiver on the cockpit floor, squawking for confirmation. Joe doesn't say a word.", "endoftext": false }, { "action": "You wait for a while", "response": "Time passes...\n\nThe plane continues its descent.", "endoftext": false }, { "action": "Wait", "response": "Time passes...\n\nThe airplane starts to tremble slightly. The pitch of its descent is starting to increase.", "endoftext": false }, { "action": "Wait", "response": "Time passes...\n\nThe Cessna continues to tremble.", "endoftext": false }, { "action": "Wait", "response": "Time passes...\n\nYou almost lose your balance as the airplane dips slightly.", "endoftext": false }, { "action": "You wait awhile", "response": "Time passes...\n\nThe airplane continues its descent.", "endoftext": false }, { "action": "Wait", "response": "Time passes...\n\nThe sound coming from the single engine starts to worry you. The speed at which the aircraft is now flying is causing the plane engine to sputter.", "endoftext": false }, { "action": "Wait", "response": "Time passes...\n\nThe engine stalls as the plane continues its descent toward earth.", "endoftext": false }, { "action": "You wait", "response": "Time passes...\n\nThe sound of the airplane flying without its engine is starting to get on your nerves.", "endoftext": false }, { "action": "Wait", "response": "Time passes...\n\nThe wings of the aircraft are now shaking violently as it races toward Earth.", "endoftext": false }, { "action": "You wait for a while", "response": "Time passes...\n\nThe pitch of the plane is making it very hard for you to do anything. Your rendezvous with Earth is fast approaching.", "endoftext": false }, { "action": "You wait a while", "response": "Time passes...\n\nThe beeping and humming coming from the cockpit panel is driving you nuts. Every light and display is indicating a problem with the plane; one look out the window and you can figure that out all by yourself.", "endoftext": false }, { "action": "Wait", "response": "Time passes...\n\nThe plane continues its steep descent toward Earth. It's a matter of time before impact.", "endoftext": false }, { "action": "You wait", "response": "Time passes...\n\nThe Cessna is starting to shake violently. You're probably no more than ten thousand feet from earth right now, barely enough time for a parachute to open properly.", "endoftext": false }, { "action": "You wait", "response": "Time passes...\n\nThe plane appears as if it's on the verge of going into a nose dive. You don't have much time left.", "endoftext": false }, { "action": "You wait", "response": "Time passes...\n\nDeath is near, judging by the horrible sound the plane is making.", "endoftext": false }, { "action": "Wait", "response": "Time passes...\n\nThe plane pitches forward and you hang on for dear life. It starts to nose dive toward Earth and there's not much you can do. All of the loose items in the plane are thrown toward the back wall of the plane cabin. You can't see much, your brain is having a hard enough time processing the incredible sound the plane is making as it plummets toward Earth. You don't feel a thing at Ground Zero.", "endoftext": false }, { "action": "Awe9", "response": "Cockpit, buckled in the passenger's seat\nThe cockpit is cramped, to say the least. Both the passenger seat\nand the pilot's chair have little leg room. Most of the space is occupied by an instrument panel which contains numerous dials, displays and indicators that are extremely foreign to you. The plane cabin is south.\n\nJoe is here, slumped in his chair.", "endoftext": false }, { "action": "Unstrap", "response": "What do you want to unfasten?", "endoftext": false }, { "action": "You untie the belt", "response": "I don't know how to untie the seat belt.\n\nThe plane continues its descent.", "endoftext": false }, { "action": "You unbuckle belt", "response": "As you unbuckle the seat belt, Joe slumps to the side and begins to fall to the cockpit floor. You reach over and ease his body down softly. The weight of his initial fall yanks the radio receiver cord from the instrument panel. There goes the radio.\n\nThe plane continues its descent.", "endoftext": false }, { "action": "You go south", "response": "You're not going anywhere until you get off of the passenger's seat.\n\nThe airplane starts to tremble slightly. The pitch of its descent is starting to increase.", "endoftext": false }, { "action": "You stand", "response": "You can't get out of the passenger's seat while you're buckled in.\n\nThe airplane starts to tremble slightly. The pitch of its descent is starting to increase.", "endoftext": false }, { "action": "Awe9", "response": "Restored.\n\nCockpit, buckled in the passenger's seat\nThe cockpit is cramped, to say the least. Both the passenger seat\nand the pilot's chair have little leg room. Most of the space is occupied by an instrument panel which contains numerous dials, displays and indicators that are extremely foreign to you. The plane cabin is south.\n\nJoe is here, slumped in his chair.", "endoftext": false }, { "action": "Unstrap buckle", "response": "You unbuckle yourself from the passenger's seat.\n\nThe plane continues its descent.", "endoftext": false }, { "action": "You stand", "response": "Okay, you're no longer sitting on the passenger's seat.\n\nThe airplane starts to tremble slightly. The pitch of its descent is starting to increase.", "endoftext": false }, { "action": "Go south", "response": "You're in the tiny cabin of the plane. There's not much room here,\nand you need to duck your head as you move around in the cabin. The closed cabin door is to the east. You can enter the cockpit by going north.\nYou see a red parachute and a blue parachute here.\n\nThe Cessna continues to tremble.", "endoftext": false }, { "action": "You get red", "response": "Taken.\n\nYou almost lose your balance as the airplane dips slightly.", "endoftext": false }, { "action": "You wear it", "response": "Okay, you're now wearing the red parachute.\n\nThe airplane continues its descent.", "endoftext": false }, { "action": "You open the door", "response": "You open the door and the wind almost knocks you back.\n\nThe sound coming from the single engine starts to worry you. The speed at which the aircraft is now flying is causing the plane engine to sputter.", "endoftext": false }, { "action": "Open parachute", "response": "Which parachute do you mean, the red parachute, or the blue parachute?", "endoftext": false }, { "action": "Red", "response": "The parachute is opened by pulling it's appropriate cord.\n\nThe engine stalls as the plane continues its descent toward earth.", "endoftext": false }, { "action": "You pull the cord", "response": "Which cord do you mean, the long black cord, the short white cord, the long green cord, or the short orange cord?", "endoftext": false }, { "action": "You examine Red", "response": "The red parachute is the larger of the two. It is neatly bundled up and contains the necesary straps and belts to secure it to your body. On the right side of the parachute are two cords, one long and black, the other short and white. Each cord has a small tag attached to it.\n\nThe sound of the airplane flying without its engine is starting to get on your nerves.", "endoftext": false }, { "action": "You look at the long black", "response": "The long black cord is attached to the red parachute. It has a small tag hanging off the end of it.\n\nThe wings of the aircraft are now shaking violently as it races toward Earth.", "endoftext": false }, { "action": "You read long black", "response": "I don't know how to read the long black cord.\n\nThe wings of the aircraft are now shaking violently as it races toward Earth.", "endoftext": false }, { "action": "You read the tag", "response": "Which tag do you mean, the white tag, the black tag, the green tag, or the orange tag?", "endoftext": false }, { "action": "Black", "response": "The black tag has the word Primary stamped on it.\n\nThe wings of the aircraft are now shaking violently as it races toward Earth.", "endoftext": false }, { "action": "You read white", "response": "Which white do you mean, the short white cord, or the white tag?", "endoftext": false }, { "action": "Tag", "response": "The white tag has the word Emergency stamped on it.\n\nThe wings of the aircraft are now shaking violently as it races toward Earth.", "endoftext": false }, { "action": "You jump", "response": "You walk up to the cabin door, look out at the open sky and then prepare to jump out of the plane. You glance back at the cockpit and spot Joe, barely clinging to life. You wish him well. You briefly inspect the red parachute and hope that you put it on correctly.\n\nYou then grab the side of the door jam, bend one knee and jump. You actually catch yourself screaming \"Geronimo!\" as you clear the plane.\n\nYou're currently racing toward Earth at break-neck speed. Your best guess is that you're less than 10,000 feet from land.", "endoftext": false }, { "action": "You pull white", "response": "You yank on the short white cord and it separates from the red parachute. Uh oh. You let go of it.\n\nYou're beginning to wonder how much longer you have before impact.", "endoftext": false }, { "action": "You pull black", "response": "You yank on the long black cord and it separates from the red parachute. Uh oh. You let go of it.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You have a red parachute (being worn). Your front pocket seems to contain your Swiss army knife.\n\nYou're beginning to wonder how much longer you have before impact.", "endoftext": false }, { "action": "You pull black", "response": "You pull the long black cord and the red parachute begins to open.\nYour body jerks back as your descent toward Earth slows down immensely.", "endoftext": false }, { "action": "You wait", "response": "Time passes...\n\nWhile floating to Earth, you watch in horror as Joe's airplane crashes into a small body of water. It appears as if nobody got hurt, apart from poor Joe. There's no way he could have survived that crash. A moment later, the Cessna disappears under water.", "endoftext": false }, { "action": "Wait", "response": "Time passes...\n\nThe ground quickly approaches and you brace for impact. You land harder than expected and do a nifty tuck and roll. The parachute drags your body for several feet before you come to a full stop. You can't believe you're alive.\n\nYou look around and see nothing but cows; just your luck, you happen to land right in the middle of a cow pasture. Thankfully, you managed to avoid colliding with one of them. As you regain your senses, you get to your feet and notice several people running toward you.\n\nSeveral folks help you remove the parachute and comment on the plane landing in the water just outside the farm grounds. You hang your head in shame; you should have saved Joe. Now he's dead.\n\nSeveral minutes later, you are escorted to a paramedic who checks you out. You refuse to ride in the ambulance and ask for a police escort home instead; you've been away from your wife and kids far too long.\n\nInterestingly enough, the police officer mentions on the ride home that one of kidnappers was mortally wounded during the money exchange and that the other man was apprehended at his beach house later that evening. You're glad that Bobby and Tommy got their just due.\n\nThe reunion with your family is a precious moment. After swapping hugs, kisses and stories, you manage to catch a few winks. After all, Game One of The Series is tonight. You just hope that you don't have to hit the game winning home run again.\n\nYou were:\nExcited by the opportunity to hit the game-winning home run;\nAnxious after barely fouling off a pitch;\nDistressed about being in the trainer's room wounded;\nTranquil when you realized you had to travel via ambulance;\nFrightened after the ambulance was involved in an accident;\nTerrified when you hung upside down on the stretcher;\nEncouraged after you survived the forest fire;\nApprehensive of the house on the beach;\nIncredulous when you stumbled onto a crime in progress;\nPessimistic about getting out of the trunk alive;\nOverwhelmed by Bobby's and Tommy's plan;\nConcerned that you only had a few minutes to plan an escape in the bathroom;\nOptimistic that your Swiss army knife would save the day;\nDesensitized when you ran out of emotional support;\nSatisfied when you ate hot pizza;\nFelicitous after you discovered an escape option;\nIndignant when you caused the shelf to fall in the cellar;\nRejuvenated after you stepped outside for the first time at the\ncabin;\nDelighted after you landed safely in the barn;\nGratified when you found a way to get gas from the barn;\nMendacious when you destroyed the light;\nThrilled that you finally started the boat;\nFlabbergasted at your predicament in the boat;\nSerene after you survived the storm on the boat;\nSanguine upon touching terra firma;\nHopeful that Joe would be the savior;\nEmotional after you spoke to your wife;\nSatiated after you ate that delicious blueberry muffin;\nPanicky when you saw Joe slumped over in his chair;\nAbhorrent for leaving Joe in the plane.\n\nYou finished the game, but did you really WIN?\n\nYou may restore a saved game, start over, quit, or undo the current command.", "endoftext": false }, { "action": "Unstrap buckle", "response": "You unbuckle yourself from the passenger's seat.\n\nThe airplane starts to tremble slightly. The pitch of its descent is starting to increase.", "endoftext": false }, { "action": "You get Joe", "response": "You can't reach Joe from here.\n\nThe Cessna continues to tremble.", "endoftext": false }, { "action": "You stand", "response": "Okay, you're no longer sitting on the passenger's seat.\n\nThe Cessna continues to tremble.", "endoftext": false }, { "action": "You get Joe", "response": "You reach down, pick him up by the armpits and secure him around his waist. He's much lighter than you expected.\n\nYou almost lose your balance as the airplane dips slightly.", "endoftext": false }, { "action": "Go south", "response": "You're in the tiny cabin of the plane. There's not much room here,\nand you need to duck your head as you move around in the cabin. The closed cabin door is to the east. You can enter the cockpit by going north.\nYou see a red parachute and a blue parachute here.\n\nThe airplane continues its descent.", "endoftext": false }, { "action": "You look at Joe", "response": "You're currently holding Joe as he barely clings to life. His breathing is becoming more and more irregular.\n\nThe sound coming from the single engine starts to worry you. The speed at which the aircraft is now flying is causing the plane engine to sputter.", "endoftext": false }, { "action": "You get the red parachute", "response": "You can't pick up the parachute while carrying Joe.\n\nThe sound coming from the single engine starts to worry you. The speed at which the aircraft is now flying is causing the plane engine to sputter.", "endoftext": false }, { "action": "You drop Joe", "response": "You gently place Joe down.\n\nThe sound coming from the single engine starts to worry you. The speed at which the aircraft is now flying is causing the plane engine to sputter.", "endoftext": false }, { "action": "You get the blue parachute", "response": "Taken.\n\nThe engine stalls as the plane continues its descent toward earth.", "endoftext": false }, { "action": "You put it on Joe", "response": "You put the blue parachute on Joe.\n\nThe sound of the airplane flying without its engine is starting to get on your nerves.", "endoftext": false }, { "action": "You get red", "response": "Taken.\n\nThe wings of the aircraft are now shaking violently as it races toward Earth.", "endoftext": false }, { "action": "You wear it", "response": "Okay, you're now wearing the red parachute.\n\nThe pitch of the plane is making it very hard for you to do anything. Your rendezvous with Earth is fast approaching.", "endoftext": false }, { "action": "You open the door", "response": "You open the door and the wind almost knocks you back.\n\nThe beeping and humming coming from the cockpit panel is driving you nuts. Every light and display is indicating a problem with the plane; one look out the window and you can figure that out all by yourself.", "endoftext": false }, { "action": "You get Joe", "response": "You reach down, pick him up by the armpits and secure him around his waist. He's much lighter than you expected.\n\nThe plane continues its steep descent toward Earth. It's a matter of time before impact.", "endoftext": false }, { "action": "You jump", "response": "You walk up to the cabin door, look out at the open sky and then prepare to jump out of the plane. You glance down at Joe, clinging to life. You hope that his parachute will come through for him. You briefly inspect the red parachute and hope that you put it on correctly.\n\nYou then grab the side of the door jam, bend one knee and jump. You actually catch yourself screaming \"Geronimo!\" as you clear the plane.\n\nYou're currently racing toward Earth at break-neck speed. Your best guess is that you're less than 10,000 feet from land.", "endoftext": false }, { "action": "You pull white", "response": "You yank on the short white cord and it separates from the red parachute. Uh oh. You let go of it.", "endoftext": false }, { "action": "You pull the black", "response": "You pull the long black cord and the red parachute begins to open.\nYour body jerks back and you lose your grip on Joe. His body slips through your hands and you helplessly watch his body fall toward Earth.\n\nMeanwhile, your descent toward Earth slows down tremendously.", "endoftext": false }, { "action": "Orange", "response": "As you reach for the short orange cord, you almost lose your grip on Joe. It appears as if the short orange cord is out of reach based on the way your holding Joe and the way that cord is flailing in the wind.\n\nYou're beginning to wonder how much longer you have before impact.", "endoftext": false }, { "action": "You pull green", "response": "As you reach for the long green cord, you almost lose your grip on Joe. It appears as if the long green cord is out of reach based on the way your holding Joe and the way that cord is flailing in the wind.", "endoftext": false }, { "action": "You get the cord", "response": "Okay, you're no longer sitting on the passenger's seat.\n\nThe Cessna continues to tremble.\n\nTaken.\n\nYou almost lose your balance as the airplane dips slightly.", "endoftext": false }, { "action": "Go south", "response": "You reach down, pick him up by the armpits and secure him around his waist. He's much lighter than you expected.\n\nThe airplane continues its descent.\n\nYou're in the tiny cabin of the plane. There's not much room here,\nand you need to duck your head as you move around in the cabin. The closed cabin door is to the east. You can enter the cockpit by going north.\nYou see a red parachute and a blue parachute here.\n\nThe sound coming from the single engine starts to worry you. The speed at which the aircraft is now flying is causing the plane engine to sputter.", "endoftext": false }, { "action": "You drop Joe", "response": "You gently place Joe down.\n\nThe engine stalls as the plane continues its descent toward earth.", "endoftext": false }, { "action": "You wear red", "response": "(First taking the red parachute)\nTaken. Okay, you're now wearing the red parachute.\n\nThe sound of the airplane flying without its engine is starting to get on your nerves.", "endoftext": false }, { "action": "You put the blue on Joe", "response": "You don't have the blue parachute.\n\nThe wings of the aircraft are now shaking violently as it races toward Earth.", "endoftext": false }, { "action": "You read green tag", "response": "The green tag has the word Primary stamped on it.\n\nThe beeping and humming coming from the cockpit panel is driving you nuts. Every light and display is indicating a problem with the plane; one look out the window and you can figure that out all by yourself.", "endoftext": false }, { "action": "You read the orange tag", "response": "The orange tag has the word Emergency stamped on it.\n\nThe beeping and humming coming from the cockpit panel is driving you nuts. Every light and display is indicating a problem with the plane; one look out the window and you can figure that out all by yourself.", "endoftext": false }, { "action": "You tie receiver cord to the orange cord", "response": "You're not carrying the blue parachute.\n\nThe beeping and humming coming from the cockpit panel is driving you nuts. Every light and display is indicating a problem with the plane; one look out the window and you can figure that out all by yourself.", "endoftext": false }, { "action": "Inventory", "response": "You have a radio receiver, a red parachute (being worn), and a blue parachute. Your front pocket seems to contain your Swiss army knife.\n\nThe pitch of the plane is making it very hard for you to do anything. Your rendezvous with Earth is fast approaching.", "endoftext": false }, { "action": "You tie the receiver cord to the orange cord", "response": "You tie the end of the receiver cord to the short orange cord.\n\nThe pitch of the plane is making it very hard for you to do anything. Your rendezvous with Earth is fast approaching.", "endoftext": false }, { "action": "You put the blue on Joe", "response": "You put the blue parachute on Joe.\n\nThe beeping and humming coming from the cockpit panel is driving you nuts. Every light and display is indicating a problem with the plane; one look out the window and you can figure that out all by yourself.", "endoftext": false }, { "action": "You open the door", "response": "You open the door and the wind almost knocks you back.\n\nThe plane continues its steep descent toward Earth. It's a matter of time before impact.", "endoftext": false }, { "action": "You get Joe", "response": "You reach down, pick him up by the armpits and secure him around his waist. He's much lighter than you expected.\n\nThe Cessna is starting to shake violently. You're probably no more than ten thousand feet from earth right now, barely enough time for a parachute to open properly.", "endoftext": false }, { "action": "You pull the receiver cord", "response": "As you reach for the receiver cord, you almost lose your grip on Joe. It appears as if the receiver cord is out of reach based on the way your holding Joe and the way that cord is flailing in the wind.\n\nYou're beginning to wonder how much longer you have before impact.", "endoftext": false }, { "action": "You get the receiver", "response": "As you race toward Earth, your velocity is causing the receiver to dangle just out of reach. You're afraid that if you made another attempt at it you might lose Joe in the process.", "endoftext": false }, { "action": "You pull green", "response": "As you reach for the long green cord, you almost lose your grip on Joe. It appears as if the long green cord is out of reach based on the way your holding Joe and the way that cord is flailing in the wind.\n\nYou're starting to panic.", "endoftext": false }, { "action": "Wait", "response": "Time passes...\n\nYou've lost total control of your senses and you start wondering if there really is a God.", "endoftext": false }, { "action": "You wait awhile", "response": "Time passes...\n\nYou look down and marvel at how quickly the grass is approaching you. Your entire life flashes before you at the moment of death. At least you never felt any pain.", "endoftext": false }, { "action": "You pull the black", "response": "You pull the long black cord and the red parachute begins to open.\nYour body jerks back and you lose your grip on Joe. His body slips through your hands and you helplessly watch his body fall toward Earth.\n\nMeanwhile, your descent toward Earth slows down tremendously.\n\nThe ground quickly approaches and you brace for impact. You land harder than expected and do a nifty tuck and roll. The parachute drags your body for several feet before you come to a full stop. You can't believe you're alive.\n\nYou look around and see nothing but cows; just your luck, you happen to land right in the middle of a cow pasture. Thankfully, you managed to avoid colliding with one of them. As you regain your senses, you get to your feet and notice several people running toward you.\n\nSeveral folks help you remove the parachute and comment on the plane landing in the water just outside the farm grounds.\n\nOne of them mentions that they found the body of an elderly man near a large tree. They ask you why you think his parachute didn't open, but you don't offer a reply. The guilt almost consumes you as you say nothing.\n\nSeveral minutes later, you are escorted to a paramedic who checks you out. You refuse to ride in the ambulance and ask for a police escort home instead; you've been away from your wife and kids far too long.\n\nInterestingly enough, the police officer mentions on the ride home that one of kidnappers was mortally wounded during the money exchange and that the other man was apprehended at his beach house later that evening. You're glad that Bobby and Tommy got their just due.\n\nThe reunion with your family is a precious moment. After swapping hugs, kisses and stories, you manage to catch a few winks. After all, Game One of The Series is tonight. You just hope that you don't have to hit the game winning home run again.\n\nYou were:\nExcited by the opportunity to hit the game-winning home run;\nAnxious after barely fouling off a pitch;\nDistressed about being in the trainer's room wounded;\nTranquil when you realized you had to travel via ambulance;\nFrightened after the ambulance was involved in an accident;\nTerrified when you hung upside down on the stretcher;\nEncouraged after you survived the forest fire;\nApprehensive of the house on the beach;\nIncredulous when you stumbled onto a crime in progress;\nPessimistic about getting out of the trunk alive;\nOverwhelmed by Bobby's and Tommy's plan;\nConcerned that you only had a few minutes to plan an escape in the bathroom;\nOptimistic that your Swiss army knife would save the day;\nDesensitized when you ran out of emotional support;\nSatisfied when you ate hot pizza;\nFelicitous after you discovered an escape option;\nIndignant when you caused the shelf to fall in the cellar;\nRejuvenated after you stepped outside for the first time at the\ncabin;\nDelighted after you landed safely in the barn;\nGratified when you found a way to get gas from the barn;\nMendacious when you destroyed the light;\nThrilled that you finally started the boat;\nFlabbergasted at your predicament in the boat;\nSerene after you survived the storm on the boat;\nSanguine upon touching terra firma;\nHopeful that Joe would be the savior;\nEmotional after you spoke to your wife;\nSatiated after you ate that delicious blueberry muffin;\nPanicky when you saw Joe slumped over in his chair;\nIndomitable -- need I say more;\nShocked that you lost your grip on Joe.\n\nYou finished the game, but did you really WIN?\n\nYou may restore a saved game, start over, quit, or undo the current command.", "endoftext": false }, { "action": "Awe10", "response": "Restored.\n\nYou're in the tiny cabin of the plane. There's not much room here,\nand you need to duck your head as you move around in the cabin. The closed cabin door is to the east. You can enter the cockpit by going north.\nJoe is here, lying on the floor, unconscious from an apparent heart attack or stroke.", "endoftext": false }, { "action": "You get the receiver cord", "response": "You already have the receiver!\n\nThe beeping and humming coming from the cockpit panel is driving you nuts. Every light and display is indicating a problem with the plane; one look out the window and you can figure that out all by yourself.", "endoftext": false }, { "action": "You tie receiver cord to the green cord", "response": "You tie the end of the receiver cord to the long green cord.\n\nThe pitch of the plane is making it very hard for you to do anything. Your rendezvous with Earth is fast approaching.", "endoftext": false }, { "action": "You get Joe", "response": "You reach down, pick him up by the armpits and secure him around his waist. He's much lighter than you expected.\n\nThe beeping and humming coming from the cockpit panel is driving you nuts. Every light and display is indicating a problem with the plane; one look out the window and you can figure that out all by yourself.", "endoftext": false }, { "action": "You get the receiver cord", "response": "You already have the receiver!\n\nThe plane continues its steep descent toward Earth. It's a matter of time before impact.", "endoftext": false }, { "action": "You jump", "response": "You walk up to the cabin door, look out at the open sky and then prepare to jump out of the plane. You glance down at Joe, clinging to life. You briefly inspect the red parachute and hope that you put it on correctly.\n\nYou then grab the side of the door jam, bend one knee and jump. You actually catch yourself screaming \"Geronimo!\" as you clear the plane.\n\nYou aren't prepared for the tremendous jolt your body receives and before you can compensate, you're stripped of your possessions. Fortunately, you manage to hang on to Joe.\n\nYou're currently racing toward Earth at break-neck speed. Your best guess is that you're less than 10,000 feet from land.", "endoftext": false }, { "action": "You get the receiver cord", "response": "You grab hold of the receiver, noting that it's still tied to the short orange cord of the the blue parachute.\n\nThe plane continues its steep descent toward Earth. It's a matter of time before impact.", "endoftext": false }, { "action": "You open the door", "response": "You open the door and the wind almost knocks you back.\n\nThe Cessna is starting to shake violently. You're probably no more than ten thousand feet from earth right now, barely enough time for a parachute to open properly.", "endoftext": false }, { "action": "You jump", "response": "You walk up to the cabin door, look out at the open sky and then prepare to jump out of the plane. You glance over at Joe lying on the cabin floor, clinging to life. You hope that his parachute will somehow save his life. You briefly inspect the red parachute and hope that you put it on correctly.\n\nYou then grab the side of the door jam, bend one knee and jump. You actually catch yourself screaming \"Geronimo!\" as you clear the plane.\n\nThe radio receiver is ripped from your hand since it was tied to Joe's parachute in the plane.\n\nYou're currently racing toward Earth at break-neck speed. Your best guess is that you're less than 10,000 feet from land.", "endoftext": false }, { "action": "You open the door", "response": "You open the door and the wind almost knocks you back.\n\nThe plane appears as if it's on the verge of going into a nose dive. You don't have much time left.", "endoftext": false }, { "action": "You jump", "response": "You walk up to the cabin door, look out at the open sky and then prepare to jump out of the plane. You glance down at Joe, clinging to life. You hope that his parachute will come through for him. You briefly inspect the red parachute and hope that you put it on correctly.\n\nYou then grab the side of the door jam, bend one knee and jump. You actually catch yourself screaming \"Geronimo!\" as you clear the plane.\n\nYou're currently racing toward Earth at break-neck speed. Your best guess is that you're less than 10,000 feet from land.", "endoftext": false }, { "action": "You pull black cord", "response": "You yank on the long black cord and it separates from the red parachute. Uh oh. You let go of it.\n\nYou're beginning to wonder how much longer you have before impact.", "endoftext": false }, { "action": "You pull the white cord", "response": "You pull the short white cord and the red parachute begins to open. Your body jerks back and you lose your grip on Joe. His body slips through your hands and you helplessly watch his body fall toward Earth. The radio receiver also slips through your fingers, and you watch it and Joe silently fall toward the ground.\n\nMeanwhile, your descent toward Earth slows down tremendously.", "endoftext": false }, { "action": "You pull the black", "response": "You tug at the long black cord, but nothing happens.\n\nThe pitch of the plane is making it very hard for you to do anything. Your rendezvous with Earth is fast approaching.", "endoftext": false }, { "action": "You pull white", "response": "You tug at the short white cord, but nothing happens.\n\nThe beeping and humming coming from the cockpit panel is driving you nuts. Every light and display is indicating a problem with the plane; one look out the window and you can figure that out all by yourself.", "endoftext": false }, { "action": "You get the receiver cord", "response": "You put the blue parachute on Joe.\n\nThe beeping and humming coming from the cockpit panel is driving you nuts. Every light and display is indicating a problem with the plane; one look out the window and you can figure that out all by yourself.\n\nYou grab hold of the receiver, noting that it's still tied to the short orange cord of the the blue parachute.\n\nThe plane continues its steep descent toward Earth. It's a matter of time before impact.", "endoftext": false }, { "action": "You jump", "response": "You open the door and the wind almost knocks you back.\n\nThe plane appears as if it's on the verge of going into a nose dive. You don't have much time left.\n\nYou walk up to the cabin door, look out at the open sky and then prepare to jump out of the plane. You glance down at Joe, clinging to life. You hope that his parachute will come through for him. You briefly inspect the red parachute and hope that you put it on correctly.\n\nYou then grab the side of the door jam, bend one knee and jump. You actually catch yourself screaming \"Geronimo!\" as you clear the plane.\n\nYou're currently racing toward Earth at break-neck speed. Your best guess is that you're less than 10,000 feet from land.", "endoftext": false }, { "action": "You drop Joe", "response": "You let Joe go and watch him slowly move away from you. Gravity is a wonderful thing. Joe only floats away several feet because you're still holding on to the radio receiver which is attached to the blue parachute.\n\nYou're beginning to wonder how much longer you have before impact.", "endoftext": false }, { "action": "You pull the receiver cord", "response": "You pull the receiver cord, which in turn pulls the short orange cord and Joe's parachute begins to open. The receiver is then ripped from your hand and snaps toward the blue parachute. Joe's body then shoots straight up into the sky, or at least it appears that way. In reality, you're falling thirty-two feet per second and Joe is leisurely drifting toward Earth.", "endoftext": false }, { "action": "You pull the black", "response": "You yank on the long black cord and it separates from the red parachute. Uh oh. You let go of it.\n\nYou're starting to panic.", "endoftext": false }, { "action": "You pull white", "response": "You pull the short white cord and the red parachute begins to open. Your body jerks back as your descent toward Earth slows down immensely.", "endoftext": false }, { "action": "You wait for a while", "response": "Time passes...\n\nWhile floating to Earth, you watch in horror as Joe's airplane crashes into a small body of water. It appears as if nobody got hurt, apart from some poor fish. A moment later, the Cessna disappears under water.", "endoftext": false }, { "action": "Wait", "response": "Time passes...\n\nThe ground quickly approaches and you brace for impact. You land harder than expected and do a nifty tuck and roll. The parachute drags your body for several feet before you come to a full stop. You can't believe you're alive.\n\nYou look around and see nothing but cows; just your luck, you happen to land right in the middle of a cow pasture. Thankfully, you managed to avoid colliding with one of them. As you regain your senses, you get to your feet and notice several people running toward you.\n\nSeveral folks help you remove the parachute and comment on the plane landing in the water just outside the farm grounds.\n\nOne of them mentions that the elderly man appears to have had a heart attack during the fall, but that the paramedics are on their way and that he's clinging to life. You saved him.\n\nSeveral minutes later, you are escorted to a paramedic who checks you out. You refuse to ride in the ambulance and ask for a police escort home instead; you've been away from your wife and kids far too long.\n\nInterestingly enough, the police officer mentions on the ride home that one of kidnappers was mortally wounded during the money exchange and that the other man was apprehended at his beach house later that evening. You're glad that Bobby and Tommy got their just due.\n\nThe reunion with your family is a precious moment. After swapping hugs, kisses and stories, you manage to catch a few winks. After all, Game One of The Series is tonight. You just hope that you don't have to hit the game winning home run again.\n\nYou were:\nExcited by the opportunity to hit the game-winning home run;\nAnxious after barely fouling off a pitch;\nDistressed about being in the trainer's room wounded;\nTranquil when you realized you had to travel via ambulance;\nFrightened after the ambulance was involved in an accident;\nTerrified when you hung upside down on the stretcher;\nEncouraged after you survived the forest fire;\nApprehensive of the house on the beach;\nIncredulous when you stumbled onto a crime in progress;\nPessimistic about getting out of the trunk alive;\nOverwhelmed by Bobby's and Tommy's plan;\nConcerned that you only had a few minutes to plan an escape in the bathroom;\nOptimistic that your Swiss army knife would save the day;\nDesensitized when you ran out of emotional support;\nSatisfied when you ate hot pizza;\nFelicitous after you discovered an escape option;\nIndignant when you caused the shelf to fall in the cellar;\nRejuvenated after you stepped outside for the first time at the\ncabin;\nDelighted after you landed safely in the barn;\nGratified when you found a way to get gas from the barn;\nMendacious when you destroyed the light;\nThrilled that you finally started the boat;\nFlabbergasted at your predicament in the boat;\nSerene after you survived the storm on the boat;\nSanguine upon touching terra firma;\nHopeful that Joe would be the savior;\nEmotional after you spoke to your wife;\nSatiated after you ate that delicious blueberry muffin;\nPanicky when you saw Joe slumped over in his chair;\nIndomitable -- need I say more;\nEstimable for saving Joe.\n\nYOU HAVE WON!\n\nYou may restore a saved game, start over, quit, or undo the current command.", "endoftext": true } ]
ytls18by86w67qr8
HOLY ROBOT EMPIRE
Caleb Wilson (as Ralph Gide)
[ "Science Fiction" ]
[ "cover art", "gender-neutral protagonist", "religion", "robot", "second person", "ShuffleComp", "walkthrough" ]
2,014
[ 3, 7, 3, 1, 0 ]
14
3.857143
20140507
false
You are going to find the Robopope and then kiss its papal ring, or your name isn't Morgen Santamore.
[ { "action": "%", "response": "The day of the Robopope's visit has finally arrived. The Pontiff of Logic; Vicar of the Prince of Cyberspace; Ruler of the Holy C++; The Primal Prime Pope Fortran; here, in this very building.\n\n(Or, to be precise--and you are always telling your students to be precise--this very building complex.)\n\nNow that you have finished grading these student examinations, you are going to find the Robopope and then kiss its papal ring, or your name isn't Morgen Santamore.\n\nThe classroom is quiet now. The quiet has the frayed edges that indicate tumult and excitement just a few doors away. The lights are low. The metal walls of the classroom rise, bending at precise yet inexplicable angles as they are lost in the darkness forty, sixty, one-hundred feet overhead.\n\nYour stainless-steel teacher's desk stands at the head of the classroom. Twenty-five student desks of molded wire, in five rows of five, sit empty before it. There is an exit to the south.", "endoftext": true }, { "action": "You examine the examination", "response": "A thin sheet of metal approximately 200mm by 282mm. It is engraved at the top with the student's name, and below that, his answers. At the very bottom is engraved the grade you have given it: 62.875%. Jon K. requires improvement.", "endoftext": false }, { "action": "You examine desk", "response": "(the teacher's desk)\nIt looks a little like it was extracted from the interior of a large, mysterious engine. It has gears and pistons. It is not particularly practical as a desk, but of course it is not the place of humans to question the mechanically perfect aesthetic sense of robot designers and architects.\n\nThere is a slot in the top of the desk.", "endoftext": false }, { "action": "Examine slot", "response": "A wide and narrow mouth fringed with a rubber baffle. It's sized to fit a 200mm wide sheet of metal.", "endoftext": false }, { "action": "You put examination in the slot", "response": "The examination begins to slide into the slot with a brief grinding sound... and now it is gone. Something inside the desk thunks, a pleasant sound, like the mating of important mechanisms.\n\nThere; you're done with your teacher's duties. And not a moment too soon--the crowd must already be thick around Pope Fortran.", "endoftext": false }, { "action": "You look at the student desks", "response": "You know from your own time as a student here--a decade ago now--that the students' desks are very uncomfortable, but for a reason: to focus the minds of the students on learning.", "endoftext": false }, { "action": "Pray", "response": "You mutter a quick prayer to learning and deference.", "endoftext": false }, { "action": "You go south", "response": "Midway between the dark, twisting corridors of the High School to the west, and the spacious extravagance of the Mathedral to the east. The ceiling is a high, reversed ravine crosshatched with light and spiny shadows.\n\nYour classroom is to the north, one of countless nodes on the network of education.", "endoftext": false }, { "action": "Go east", "response": "And... yes, here's the crowd.\n\nLooks like they got the jump on you.\n\nA chaos of knees and elbows. The average person in this crowd seems to have, on average, five such protruding joints, and each attached appendage is flailing and threshing as the crowd packs itself tighter.\n\nThere is barely space to breathe here, but the crowd takes up just the bottom, say, 5% of the great portico. Above your head tower obtuse angles of gray-shining metal, each segment tilted a different way and so bearing a differing depth of shadow. Higher still a riot of white sunlight twinkles on geometrical patterns of rivets, and beyond, the ceiling is hidden in a glowing haze... presumably.\n\nDoorways shaped like quartz crystals head east and west, south is a vaulted archway to the plaza, and north is the huge, tiered gateway to the nave.", "endoftext": false }, { "action": "Go north", "response": "If it appeared that the crowd could not be compressed any further... then appearances were deceiving.\n\nWhen empty, you love the lower nave: mathematical branching archways, buttress building upon buttress. When it is packed as full as a magnet-tram at rush-hour--only without the motion towards home--not so much. (As for the upper nave, where vaults meet more vaults in fractal intersections: not crowded, but nobody can get there except for robots and drones with flight/hover capability...)\n\nSomeone has dropped their emergency tool kit; it's lying up against the south wall.\n\nThe crowd, a dense seething mass each unit of which is desperately trying to do exactly the same thing as you--approach Pope Fortran--is mashed together cheek to jowl.\n\nFar to the north, near the chapel, you can see a broad head sticking up over the mass of adoring visitors: Pope Fortran location acquired.", "endoftext": false }, { "action": "You take the kit", "response": "Taken.", "endoftext": false }, { "action": "Examine kit", "response": "A box of soft black plastic. Written on the side in red are the words: \"Emergency Tool Kit\". It is closed.", "endoftext": false }, { "action": "You open it", "response": "You open the emergency tool kit, revealing a pair of wirecutters.", "endoftext": false }, { "action": "You examine Fortran", "response": "You'll have to get closer.", "endoftext": false }, { "action": "You look at the wirecutters", "response": "A simple metal tool used to cut wires.", "endoftext": false }, { "action": "You go to the north", "response": "You are sweatily rebuffed.\n\nThis isn't a crowd you're trying to penetrate so much as an impassable rampart made of people, which outmasses you by a factor of roughly 1,000.\n\nYou'll have to find another way to get to the chapel, preferably bypassing all these elbows, shoulders, hips and buttocks.\n\nIsn't the chapel accessible from the crypt? If you can find a way down into it, you should be able to work your way through the crypt and up again clear across the nave, right where you need to be.", "endoftext": true }, { "action": "Go downwards", "response": "It's a battle, but by swinging your arms like hammers and donning a fierce, blank smile that implies joy arising from the act of violence, you forge your way back into the narthex.\n\nA chaos of knees and elbows. The average person in this crowd seems to have, on average, five such protruding joints, and each attached appendage is flailing and threshing as the crowd packs itself tighter.\n\nThere is barely space to breathe here, but the crowd takes up just the bottom 5% of the great portico. Above your head tower obtuse angles of gray-shining metal, each segment tilted a different way and so bearing a differing depth of shadow. Higher still a riot of white sunlight twinkles on geometrical patterns of rivets, and beyond, the ceiling is hidden in a glowing haze.\n\nDoorways shaped like quartz crystals head east and west, south is a vaulted archway to the plaza, and north is the huge, tiered gateway to the nave.\n\nYou can't go that way.", "endoftext": false }, { "action": "You go south", "response": "A chaos of knees and elbows. The average person in this crowd seems to have, on average, five such protruding joints, and each attached appendage is flailing and threshing as the crowd packs itself tighter.\n\nThere is barely space to breathe here, but the crowd takes up just the bottom 5% of the great portico. Above your head tower obtuse angles of gray-shining metal, each segment tilted a different way and so bearing a differing depth of shadow. Higher still a riot of white sunlight twinkles on geometrical patterns of rivets, and beyond, the ceiling is hidden in a glowing haze.\n\nDoorways shaped like quartz crystals head east and west, south is a vaulted archway to the plaza, and north is the huge, tiered gateway to the nave.", "endoftext": false }, { "action": "Go east", "response": "The east wall leans west, the south wall leans south, and the north and west walls are crooked in angular S-curves. There is a narrow gap in the north wall, and just through it, a hint of descending steps. The narthex is back to the west.\n\nCarpet: that's rare in these halls. It is sea-foam green. Sea-foam is a type of green, isn't it? The carpet runs up the walls to a height of ten feet, and above that is blotchy steel.\n\nThe carpet is ratty, worn in a threadbare pathway before a cot along the east wall.\n\nOn the cot is a prayer helmet.\n\nA large, flaccid pauper is standing near the cot.", "endoftext": false }, { "action": "Sing", "response": "You sing a verse of code, quite off-key.\n\nThe pauper winces. He says: \"Sorry, I don't like a capella. Maybe there's an instrument around here somewhere you can play for me instead.\"", "endoftext": false }, { "action": "You look at the pauper", "response": "It looks as though he used to be fat, but recent deprivation has begun the process of his dwindling away like a snowbank in the spring. He's wearing a medley of colors and patterns; maroon jacket, houndstooth pants, green socks, paisley shirt. He looks a little bit familiar.", "endoftext": false }, { "action": "Go north", "response": "As you climb down the steps, a cold atmosphere smelling of rust and burnt electronics drifts up the steps to meet you.\n\nThe light lessens, of course. The low-power bulbs along the stairway to the crypt give off little more than a faint, rotten, brownish phosphorescence.\n\nYou are encrypted.\n\nActually a slight inaccuracy. Though maybe it used to be a crossway, with four brick tunnels branching out beneath a groined vault, now only the northwestern and southwestern passages are open. The others have collapsed and are full of broken bricks. A staircase heads upwards.", "endoftext": false }, { "action": "About you", "response": "Your name is Morgen Santamore, and you are an instructor in robot decorum at the Mathedral of the Heavenly Code High School.\n\nYou are carrying:\nan emergency tool kit (open)\na pair of wirecutters", "endoftext": false }, { "action": "You go to the north-west", "response": "You gain another layer of encryption...\n\nA rutted ground of rotted bricks. The ceiling is low, lumpy with whitish nitre. The walls are very close and crooked, but not by any mysterious robot design. They're just ancient--and were shoddy to begin with. Brick passageways lead southeast and northwest.\n\nYou can see a plexiglass cabinet (closed) (in which is a mangled saint (in which is a holy fuse)) here.", "endoftext": false }, { "action": "You open the cabinet", "response": "(first unlocking the plexiglass cabinet)\nYou lack a key that fits the plexiglass cabinet.", "endoftext": false }, { "action": "You look at the fuse", "response": "Small, square. Although this fuse, taken from the body of Saint 9, must be nearly 400 years old, it doesn't seem to be burnt out.", "endoftext": false }, { "action": "You examine the Saint", "response": "A 10cm by 30cm plaque identifies this as Saint 9. Apparently in the year 23 ARA this poor peaceable holy machine was pushed into a trash compactor by a mob of unvirtuous pagans. (And then crushed therein.)\n\nWhat's left of Saint 9 is bolted to the back of the plexiglass cabinet. Streaks of clotted oil have dripped down around a crushed metal shell. The saint's semi-conical, mantisoid head rests on its shoulder.\n\nIn Saint 9 is a holy fuse.", "endoftext": false }, { "action": "Go northwest", "response": "By God, something reeks over this way.\n\nAnd here, the rotten brick floor has partially collapsed--there appears to be a level below the crypt. You could probably climb down to it if you really wanted to...\n\nOr, if you skirt the hole, the hallway continues to the north. The hallway also runs southeast.\n\nA woman in a rust-red jumpsuit is leaning against the shabby, filthy wall, just across the hole. Her shoulders are right in a mass of cobwebs--she must not care.", "endoftext": false }, { "action": "You examine the hole", "response": "A nasty, jagged hole.\n\nShe smiles crisply, as if realizing you are not a threat, and says: \"A civilian. Good. I'm commandeering your help. I'm following a lead on a reported heretical item somewhere around here--I suspect it's further down. You're a deputy Inquisitor now; neither of us are going anywhere until we uproot that heresy. Got it?\"", "endoftext": false }, { "action": "You look at the woman", "response": "Not very many people wear rust-red jumpsuits--pretty much only Inquisitors.", "endoftext": false }, { "action": "2", "response": "She says: \"It's most likely printed material.\"", "endoftext": false }, { "action": "2", "response": "She says: \"Somewhere down that hole, mostly likely.\"", "endoftext": false }, { "action": "2", "response": "She says: \"You must think I just tell everyone who wanders by about my work, don't you? Well, I don't.\"\n\ndo?\"", "endoftext": false }, { "action": "2", "response": "She says: \"My Inquisitorial work is classified. You won't need to know anything about it, unless one day we are called upon to interview you.\"\n\nyour office might have.\"", "endoftext": false }, { "action": "2", "response": "She says: \"You remind me a bit of a client we had in the Interrogation Chambers last week. He wouldn't stop babbling, at least at first. Then eventually he did stop babbling. It was nice.\"\n\nInquisitor after I graduated.\"", "endoftext": false }, { "action": "2", "response": "She says: \"We are very particular about who we accept.\"", "endoftext": false }, { "action": "1", "response": "She says: \"Do you have a physical condition? Or perhaps a mental one?\"\n\nShe seems interested in what you're saying for the first time.\n\nlegs.\"", "endoftext": false }, { "action": "2", "response": "She shudders, and says: \"You've healed, I presume?\"\n\nbelieved.\"", "endoftext": false }, { "action": "1", "response": "She says: \"That's lucky, for you. But please don't talk to me about miracles.\"", "endoftext": false }, { "action": "1", "response": "She says: \"Have you ever heard of the Cult of the New Version?\"", "endoftext": false }, { "action": "1", "response": "She says: \"A sect of heretics; they believe that the universe is currently running from a outdated version of the Heavenly Code. They point to miracles, or seemingly unsupported features of the universe that still function, as 'previews' of their heretical new version.\"\n\nbe a heretic? How sad.\"", "endoftext": false }, { "action": "1", "response": "She shrugs, and says: \"My job isn't to not be sad. It's to crush heresy wherever I find it.\"", "endoftext": false }, { "action": "1", "response": "She says: \"That's exactly what everyone says, including heretics.\"", "endoftext": false }, { "action": "1", "response": "She says: \"You can't. One of the Inquisition's biggest challenges is that there's really no way to prove that kind of a negative. So maybe you should stop talking now, while you're still free.\"", "endoftext": false }, { "action": "You say something", "response": "(to the Inquisitor)\n[Use TALK TO to interact with characters.]", "endoftext": false }, { "action": "Go southeast", "response": "A rutted ground of rotted bricks. The ceiling is low, lumpy with whitish nitre. The walls are very close and crooked, but not by any mysterious robot design. They're just ancient--and were shoddy to begin with. Brick passageways lead southeast and northwest.\n\nYou can see a plexiglass cabinet (closed) (in which is a mangled saint (in which is a holy fuse)) here.", "endoftext": false }, { "action": "Go southeast", "response": "Though maybe it used to be a crossway, with four brick tunnels branching out beneath a groined vault, now only the northwestern and southwestern passages are open. The others have collapsed and are full of broken bricks. A staircase heads upwards.", "endoftext": false }, { "action": "Up", "response": "The east wall leans west, the south wall leans south, and the north and west walls are crooked in angular S-curves. There is a narrow gap in the north wall, and just through it, a hint of descending steps. The narthex is back to the west.\n\nCarpet: that's rare in these halls. It is sea-foam green. The carpet runs up the walls to a height of ten feet, and above that is blotchy steel.\n\nThe carpet is ratty, worn in a threadbare pathway before a cot along the east wall.\n\nOn the cot is a prayer helmet.\n\nA large, flaccid pauper is standing near the cot.", "endoftext": false }, { "action": "Go west", "response": "A chaos of knees and elbows. The average person in this crowd seems to have, on average, five such protruding joints, and each attached appendage is flailing and threshing as the crowd packs itself tighter.\n\nThere is barely space to breathe here, but the crowd takes up just the bottom 5% of the great portico. Above your head tower obtuse angles of gray-shining metal, each segment tilted a different way and so bearing a differing depth of shadow. Higher still a riot of white sunlight twinkles on geometrical patterns of rivets, and beyond, the ceiling is hidden in a glowing haze.\n\nDoorways shaped like quartz crystals head east and west, south is a vaulted archway to the plaza, and north is the huge, tiered gateway to the nave.", "endoftext": false }, { "action": "You go to the south", "response": "Going south would be contrary to the common will of the crowd. Even as you waste time more people are squeezing into the narthex from the plaza, that is, they are forcing their way north. Besides, Pope Fortran isn't in the plaza; it's somewhere further inside the Mathedral to the north.", "endoftext": false }, { "action": "You go to the west", "response": "On a normal day, yes. Those dim and tangled passages would be confidently strode, by you; the auditorium, the principal's office, the server lounge, all the important rooms and zones. But today the High School will have to run itself without your help.", "endoftext": false }, { "action": "2", "response": "He says: \"I'll give it to you if you play me a song.\"", "endoftext": false }, { "action": "1", "response": "He told you he would give it to you if you played a song for him.", "endoftext": false }, { "action": "2", "response": "He says: \"Just head down those stairs to the north. I'm not sure why the almshouse is so close to the crypt; it's rather eerie...\"", "endoftext": false }, { "action": "2", "response": "He says: \"I'm afraid not. I just got here.\"", "endoftext": false }, { "action": "1", "response": "He says: \"Probably not. I was a choir boy in this Mathedral, but that was years ago. You most likely recognize me from my acting days.\"", "endoftext": false }, { "action": "1", "response": "He says: \"My name is Barry West. I was a child actor who played a role on the popular historical entertainment show 'Robo Crush Saga,' which was about pioneers in the early years after the Robot Apotheosis.\"\"", "endoftext": false }, { "action": "2", "response": "He says: \"Everyone did.\"", "endoftext": false }, { "action": "1", "response": "He says: \"I played a character named 'Earl Porterhouse,' who was a vile little sneak, cheat, brat, bully, snob, and anti-robot bigot.\"", "endoftext": false }, { "action": "1", "response": "He says: \"I wasn't Earl. The character Earl wasn't me and I wasn't him, but everywhere I went, people hated me like they hated him. As I grew older, and grew fatter, and said goodbye to cute while somehow never finding handsome, the public's hatred of me grew as well.\"", "endoftext": false }, { "action": "1", "response": "He says: \"You have to ask? For a few years I had plenty of money from acting. No matter how I spent it, the public hated me more and more, for what I had seemed to be, but had not really been. I was madly profligate, trying to buy their love, until I went broke, and then they hated me all the more for being destitute. The public thought my fall served me right, payback for what the fictional Earl had done on a scripted entertainment. My only choice was to come here and become a professional beggar of alms. It seems the only people who don't hate me now are robots.\"\n\nit depends on whether robots do or do not hate you as well.\"", "endoftext": false }, { "action": "1", "response": "He shrugs and says: \"Kind of you, but it doesn't really matter any more.\"", "endoftext": false }, { "action": "2", "response": "He says: \"Ah, yes, played by Michelle Roark. She alone of all the cast was always kind to me. A pity she died during the unrest of '99.\"", "endoftext": false }, { "action": "1", "response": "He told you he would give it to you if you played a song for him.", "endoftext": false }, { "action": "You go southwest", "response": "Fragments of brick stick from the walls and ceiling like snaggle-teeth. The ground is a thick carpet of dust, soft under your feet. The tunnel bends here, heading northeast and southeast.\n\nYou can see a plexiglass pedestal (on which is a saint's severed head (in which are an LED eye and a piece of wire)) here.", "endoftext": false }, { "action": "You examine the head", "response": "A metal head shaped like a dented canister. A 10cm by 30cm plaque identifies this as the head of Saint 43. It seems that in the year 87 ARA this poor robot was beheaded by immersion in a vat of acid. (Though technically that would be the exact opposite of beheading...) The head is bolted to the plexiglass pedestal.\n\nIn the head of Saint 43 are an LED eye and a wire.", "endoftext": false }, { "action": "You examine the eye", "response": "The eye of Saint 43. It provides light, like a tiny, incorruptible star.The eye is attached to the head with a short length of wire.", "endoftext": false }, { "action": "You take the head", "response": "That's fixed in place.", "endoftext": false }, { "action": "You talk to the head", "response": "Generally, it's best to talk to living things.", "endoftext": false }, { "action": "You cut the wire", "response": "(with the emergency tool kit)\nThe emergency tool kit is not sharp enough.", "endoftext": false }, { "action": "You take the wirecutter", "response": "Taken.", "endoftext": false }, { "action": "You cut the wire with it", "response": "You snip through the wire, detaching it from the head of Saint 43 and from the LED eye.", "endoftext": false }, { "action": "You take the eye", "response": "[Your score has just gone up by one point.]", "endoftext": false }, { "action": "You look at the eye", "response": "The eye of Saint 43. It provides light, like a tiny, incorruptible star.", "endoftext": true }, { "action": "You look around", "response": "Fragments of brick stick from the walls and ceiling like snaggle-teeth. The ground is a thick carpet of dust, soft under your feet. The tunnel bends here, heading northeast and southeast.\n\nYou can see a plexiglass pedestal (on which is a saint's severed head (in which is a piece of wire)) here.", "endoftext": false }, { "action": "You examine Saint", "response": "A metal head shaped like a dented canister. A 10cm by 30cm plaque identifies this as the head of Saint 43. It seems that in the year 87 ARA this poor robot was beheaded by immersion in a vat of acid. The head is bolted to the plexiglass pedestal.\n\nIn the head of Saint 43 is a holy wire.", "endoftext": false }, { "action": "You take the holy wire", "response": "Taken. (That's a holy relic; be careful with it.)", "endoftext": false }, { "action": "You go southeast", "response": "A forgotten clutter of bricks and broken ductwork. There is barely room to move. Light from the LED shines in rainbows on drippings of oil. The sole exit is to the northwest.\n\nYou can see a plexiglass coffin (closed) (in which is flattened saint (in which are two relics (a red music chip and a white music chip))) here.", "endoftext": false }, { "action": "Open coffin", "response": "(first unlocking the plexiglass coffin)\nYou lack a key that fits the plexiglass coffin.", "endoftext": false }, { "action": "You examine Saint", "response": "A 10cm by 30cm plaque identifies this as the body of Saint 71. In the year 133 ARA this robot, designed for the peaceful task of playing music, was slowly run over by a steamroller, playing hymns all the while.\n\nNow the saint's body, which once was rotund and perhaps even \"cute\", is flattened and misshapen.\n\nIn Saint 71 are two relics (a red music chip and a white music chip).", "endoftext": false }, { "action": "You examine the coffin", "response": "In the plexiglass coffin is Saint 71.", "endoftext": false }, { "action": "You look at the chip", "response": "Which do you mean, the red music chip or the white music chip?", "endoftext": false }, { "action": "Red", "response": "A small, round music chip. Written on the side in minuscule type are the word \"The DOSology.\"", "endoftext": false }, { "action": "You look at the white", "response": "A small, round music chip. Written on the side in minuscule type are the words \"Ave Machina.\"", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\ntwo relics:\na holy wire\nan LED eye (providing light)\na pair of wirecutters\nan emergency tool kit (open but empty)", "endoftext": false }, { "action": "You go to the northwest", "response": "Fragments of brick stick from the walls and ceiling like snaggle-teeth. The ground is a thick carpet of dust, soft under your feet. The tunnel bends here, heading northeast and southeast.\n\nYou can see a plexiglass pedestal (on which is a saint's severed head (empty)) here.", "endoftext": false }, { "action": "Go northwest", "response": "And here, the rotten brick floor has partially collapsed--there appears to be a level below the crypt. You could probably climb down to it if you really wanted to...\n\nOr, if you skirt the hole, the hallway continues to the north. The hallway also runs southeast.\n\nA woman in a rust-red jumpsuit is leaning against the shabby, filthy wall, just across the hole. Her shoulders are right in a mass of cobwebs--she must not care.", "endoftext": false }, { "action": "You go to the north", "response": "The Inquisitor stops you with the almost palpable force of her gaze. Like she said, she's not going to let you past there until you help her find this \"heretical item.\"", "endoftext": true }, { "action": "Go downward", "response": "Hands and feet on slippery, fragile brick, descending into a deep, rank darkness--\n\nThe Inquisitor calls after you: \"Search carefully down there. I'll continue the investigation up on this level.\"\n\n--and then you fall.\n\nSo... it was only three feet. Still, you could easily have twisted an ankle.\n\nThis was probably a culvert once. Muddy, dim. Just breathing the air here is like kissing a grave. The bowed ceiling (cinderblocks? ancient masonry?), which curves down to become the walls, is riddled with fissures, from which protrude dead black roots.\n\nThe old culvert runs east and west, and a ragged chimney leads up into the relatively clean air of the crypt.", "endoftext": false }, { "action": "You examine the roots", "response": "Just the scraggly, twisted roots of long dead plants.", "endoftext": false }, { "action": "Go east", "response": "The ground crunches and shifts wetly underfoot.\n\nUnhealthy stems grow lush here. They have woven themselves into a pliable mesh between floor and ceiling. The roots are sunk into a putrid matrix of muck and shattered bones.\n\nYour LED's light gleams in pale splinters off the stems. The growth is crushed down in paths heading east, west, and south.", "endoftext": false }, { "action": "You examine the bones", "response": "They were shattered an age ago. In another age they'll be dust.", "endoftext": false }, { "action": "You examine the stems", "response": "Some kind of colorless subterranean weed.", "endoftext": false }, { "action": "You go to the east", "response": "White stems frame a tilted lintel stone. Beyond it is a flicker of feverish light. You duck through.\n\nA cramped stone cubicle. The walls are shaggy with cancer-like scales of soot. An iron basket of smoldering dirt clods hangs from the ceiling. The air, mostly smoke, stinks like the filth of millennia. The exit is west.\n\nA hermit covered in white felted frizz hunches against the back wall.\n\nOn the floor before the hermit is an open-topped cardboard box. Scrawled on its front panel is the phrase: \"Everything's a dollar in this box.\"", "endoftext": false }, { "action": "Examine box", "response": "In the cardboard box are a plexiglass key, a paperback book, a clarinet, and a bowling ball.", "endoftext": false }, { "action": "You talk to the hermit", "response": "The hermit makes a strange gesture with his right hand: index and middle fingers extended, pointing up at a shallow angle.", "endoftext": false }, { "action": "You look at the basket", "response": "Burning dirt in a hanging iron basket might be the least sophisticated method of generating light and/or heat you have ever encountered. For his own safety, the hermit should really just get some modern appliances down here.", "endoftext": false }, { "action": "You ask the hermit about dollar", "response": "[Use TALK TO to interact with characters.]", "endoftext": false }, { "action": "You go west", "response": "Unhealthy stems grow lush here. They have woven themselves into a pliable mesh between floor and ceiling. The roots are sunk into a putrid matrix of muck and shattered bones.\n\nYour LED's light gleams in pale splinters off the stems. The growth is crushed down in paths heading east, west, and south.", "endoftext": false }, { "action": "Go south", "response": "The ground rises--unstable heaps of rubble--while the ceiling doesn't.\n\nYou go to hands and knees until, suddenly, the ceiling is gone.\n\nAt your best guess, this was the bottom of a garbage chute. There is a faint blur of illumination high overhead, but whatever gleaming expanse of civilization is up there, is out of reach. Trash, dumped down the chute since forever ago, has heaped up under the mouth of the chute in the shape of a shallow cone. The ground drops away to the north.\n\nSticking up out of the trash heap is the corner of a paper envelope.", "endoftext": false }, { "action": "You examine the envelope", "response": "A dirty paper envelope in the old style. It's sealed shut.", "endoftext": false }, { "action": "You get it", "response": "Taken.", "endoftext": false }, { "action": "You open the envelope", "response": "You open the paper envelope, revealing a dollar bill.", "endoftext": false }, { "action": "You examine dollar", "response": "A small wrinkled white bill. Curving text on the bill reads: \"Monopoly\", and below that, \"1\".", "endoftext": false }, { "action": "You go east", "response": "A cramped stone cubicle. The walls are shaggy with cancer-like scales of soot. An iron basket of smoldering dirt clods hangs from the ceiling. The air, mostly smoke, stinks like the filth of millennia. The exit is west.\n\nA hermit covered in white felted frizz hunches against the back wall.\n\nOn the floor before the hermit is an open-topped cardboard box. Scrawled on its front panel is the phrase: \"Everything's a dollar in this box.\"", "endoftext": false }, { "action": "Examine book", "response": "The pages are yellow and full of their own little labyrinth of worm holes. On the cover, a ridiculously improbable painting of a robot. It is almost as if whoever designed the cover for this \"I, Robot\" by one \"Isaac Asimov\" had never seen an actual robot.\n\nYour breath takes a hitch. This book, which seems to contain uneducated nonsense about the inner workings of robots, is almost certainly heretical.\n\nYou can almost visualize the heresies swimming around, seeping from page to page until the whole thing is saturated; swarms of blurry, corrupted type.", "endoftext": false }, { "action": "You examine the clarinet", "response": "A poorly-maintained electro-clarinet. Along the side of the instrument are a square fuse slot (containing a dead fuse) and round hole for a music chip (containing nothing).", "endoftext": false }, { "action": "You examine the ball", "response": "A purple-swirled bowling ball around 22cm in diameter and weighing around 7kg.", "endoftext": false }, { "action": "You get the book", "response": "You take the the paperback book from the box, handing a dollar bill over to the hermit in exchange.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na paperback book\na paper envelope (open but empty)\ntwo relics:\na holy wire\nan LED eye (providing light)\na pair of wirecutters\nan emergency tool kit (open but empty)", "endoftext": false }, { "action": "You go west", "response": "Unhealthy stems grow lush here. They have woven themselves into a pliable mesh between floor and ceiling. The roots are sunk into a putrid matrix of muck and shattered bones.\n\nYour LED's light gleams in pale splinters off the stems. The growth is crushed down in paths heading east, west, and south.", "endoftext": false }, { "action": "You go west", "response": "This was probably a culvert once. Muddy, dim. Just breathing the air here is like kissing a grave. The bowed ceiling, which curves down to become the walls, is riddled with fissures, from which protrude dead black roots.\n\nThe old culvert runs east and west, and a ragged chimney leads up into the relatively clean air of the crypt.", "endoftext": false }, { "action": "Up", "response": "The rotten brick floor has partially collapsed, allowing access to a level below the crypt. You can climb down, or you can skirt the hole and go north. The hallway also runs southeast.\n\nA woman in a rust-red jumpsuit is leaning against the shabby, filthy wall, just across the hole. Her shoulders are right in a mass of cobwebs--she must not care.", "endoftext": false }, { "action": "You give the book to Inquisitor", "response": "The Inquisitor snatches the paperback book out of your hands.\n\nShe says: \"Aha! Heretical material!\"\n\nShe glares at you for a second, almost as if she blames you for the existence of this heresy. Then she cracks her knuckles and walks swiftly away into the crypt.\n\nYou feel a wash of relief as she takes the evil text around the corner and out of sight.", "endoftext": false }, { "action": "Go west", "response": "The ground drops away in a gentle slope. Each footstep sinks into the mire.\n\nNot much light at all, just a few knife-edges of shuttered candle gleam coming from the hodge-podge of alleys and houses. Though--my God--houses isn't the right word for them. Shanties? Hovels? You are appalled that people could possibly be allowed to live down here.\n\nMaybe they aren't people. Though you don't see any residents at the moment, the buildings are not perfectly quiet. Little noises of creaking wood. Whispers, too, perhaps.\n\nDecayed alleys run in many directions, but seeing as how you don't want to die in a trackless labyrinth of abject poverty, you should probably stick to traveling east, back towards the culvert, or north, where a sturdier structure of stone stands amongst the ramshackle dwellings.", "endoftext": false }, { "action": "You listen", "response": "You hear a faint creak of wood.", "endoftext": false }, { "action": "You go to the north", "response": "Your footsteps echo on still-solid stone.\n\nFour thick square columns near the corners. Your LED makes elongated shadows dance out behind each one as you move. The central space is empty. Maybe once there were seats or pews, but if so they've rotted entirely away. It may be ancient, but this tiny building has nice proportions. The architect was human, no doubt, but probably had robotic assistance. The exit is south.\n\nNear the north wall is a huge oblong block of stone with a smooth top.\n\nOn the block of stone are a tarnished silver plate (in which is a dollar bill), a tube of glue, and a broken idol.", "endoftext": false }, { "action": "You examine the stone", "response": "A block of stone as large as a table.\n\nOn the block of stone are a tarnished silver plate (in which is a dollar bill), a tube of glue, and a broken idol.", "endoftext": false }, { "action": "You look at the plate", "response": "An old collection plate.\n\nIn the tarnished silver plate is a dollar bill.", "endoftext": false }, { "action": "You examine tube", "response": "A half-used tube of glue. Small text along it reads: \"Suitable for most materials. Do not sniff.\"", "endoftext": false }, { "action": "Sniff", "response": "It smells like cold stone.", "endoftext": false }, { "action": "Sniff tube", "response": "Smells like chemicals.", "endoftext": false }, { "action": "You examine the idol", "response": "A peculiar ancient idol. It is about six inches high, and depicts a woman in a blue shawl holding a baby. It has been cracked across the middle, and is in two pieces.", "endoftext": false }, { "action": "You get all", "response": "tarnished silver plate: Taken.\ndollar bill: Taken.\ntube of glue: Taken.\nbroken idol: Taken.", "endoftext": false }, { "action": "You glue the idol", "response": "(with the tube of glue)\nYou squeeze out a bit of glue and repair the broken idol.", "endoftext": false }, { "action": "You examine the idol", "response": "A peculiar ancient idol. It is about six inches high, and depicts a woman in a blue shawl holding a baby.", "endoftext": false }, { "action": "Pray", "response": "You mutter a quick prayer of protection against disease.", "endoftext": false }, { "action": "You put the idol on the altar", "response": "You put the ancient idol on the block of stone.", "endoftext": true }, { "action": "Look around", "response": "Four thick square columns near the corners. Your LED makes elongated shadows dance out behind each one as you move. The central space is empty. Maybe once there were seats or pews, but if so they've rotted entirely away. It may be ancient, but this tiny building has nice proportions. The architect was human, no doubt, but probably had robotic assistance. The exit is south.\n\nNear the north wall is a huge oblong block of stone with a smooth top.\n\nOn the block of stone is an ancient idol.", "endoftext": false }, { "action": "You go south", "response": "Not much light at all, just a few knife-edges of shuttered candle gleam coming from the hodge-podge of alleys and houses. You are appalled that people could possibly be allowed to live down here.\n\nThough you don't see any residents at the moment, the buildings are not perfectly quiet. Little noises of creaking wood. Whispers, too, perhaps.\n\nDecayed alleys run in many directions, but you should probably stick to traveling east, back towards the culvert, or north, where a sturdier structure of stone stands amongst the ramshackle dwellings.", "endoftext": false }, { "action": "You go to the east", "response": "This was probably a culvert once. Muddy, dim. Just breathing the air here is like kissing a grave. The bowed ceiling, which curves down to become the walls, is riddled with fissures, from which protrude dead black roots.\n\nThe old culvert runs east and west, and a ragged chimney leads up into the relatively clean air of the crypt.", "endoftext": false }, { "action": "Go east", "response": "Unhealthy stems grow lush here. They have woven themselves into a pliable mesh between floor and ceiling. The roots are sunk into a putrid matrix of muck and shattered bones.\n\nYour LED's light gleams in pale splinters off the stems. The growth is crushed down in paths heading east, west, and south.", "endoftext": false }, { "action": "Examine box", "response": "In the cardboard box are a plexiglass key, a clarinet, and a bowling ball.", "endoftext": false }, { "action": "You buy the key", "response": "You take the the plexiglass key from the box, handing a dollar bill over to the hermit in exchange.", "endoftext": false }, { "action": "Up", "response": "The rotten brick floor has partially collapsed, allowing access to a level below the crypt. You can climb down, or you can skirt the hole and go north. The hallway also runs southeast.", "endoftext": false }, { "action": "You open the cabinet", "response": "(first unlocking the plexiglass cabinet)\n(with the plexiglass key)\nUnlocked.\n\nOops. The plexiglass key must have been pretty fragile. It snaps into two pieces as you unlock the cabinet.\n\nYou open the plexiglass cabinet.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\na broken key\na tube of glue\na tarnished silver plate\na paper envelope (open but empty)\na pair of wirecutters\nan emergency tool kit (open but empty)\nthree relics:\na holy fuse\na holy wire\nan LED eye (providing light)", "endoftext": false }, { "action": "You glue key", "response": "(with the tube of glue)\nYou squeeze out a bit of glue and repair the broken plexiglass key.", "endoftext": false }, { "action": "You get the chips", "response": "red music chip: The plexiglass coffin isn't open.\nwhite music chip: The plexiglass coffin isn't open.", "endoftext": false }, { "action": "Open coffin", "response": "(first unlocking the plexiglass coffin)\n(with the plexiglass key)\nUnlocked.\n\nYou open the plexiglass coffin.", "endoftext": false }, { "action": "You get the chips", "response": "red music chip: Taken. (That's a holy relic; be careful with it.) white music chip: Taken. (That's a holy relic; be careful with it.)", "endoftext": false }, { "action": "You look at the red chip", "response": "A small, round music chip taken from the body of Saint 71. Written on the side in minuscule type are the word \"The DOSology.\"", "endoftext": false }, { "action": "Go northwest", "response": "A rutted ground of rotted bricks. The ceiling is low, lumpy with whitish nitre. The walls are very close and crooked, but not by any mysterious robot design. They're just ancient--and were shoddy to begin with. Brick passageways lead southeast and northwest.\n\nYou can see a plexiglass cabinet (in which is a mangled saint (empty)) here.", "endoftext": false }, { "action": "You go northwest", "response": "The rotten brick floor has partially collapsed, allowing access to a level below the crypt. You can climb down, or you can skirt the hole and go north. The hallway also runs southeast.", "endoftext": false }, { "action": "Down", "response": "This was probably a culvert once. Muddy, dim. Just breathing the air here is like kissing a grave. The bowed ceiling, which curves down to become the walls, is riddled with fissures, from which protrude dead black roots.\n\nThe old culvert runs east and west, and a ragged chimney leads up into the relatively clean air of the crypt.", "endoftext": false }, { "action": "You talk to the hermit", "response": "The hermit makes a strange gesture with his right hand: a fist with the fronts of his curled fingers displayed.", "endoftext": false }, { "action": "You talk to the hermit", "response": "The hermit makes a strange gesture with his right hand: fingers together, little finger extended.", "endoftext": false }, { "action": "Examine box", "response": "In the cardboard box are a clarinet and a bowling ball.", "endoftext": false }, { "action": "You talk to the hermit", "response": "The hermit makes a strange gesture with his right hand: index finger pointing up, thumb pointing sideways.", "endoftext": false }, { "action": "Continue", "response": "The hermit makes a strange gesture with his right hand: thumb over ring and little fingers, index and middle fingers pointed up, slightly crossed.", "endoftext": false }, { "action": "Continue", "response": "The hermit makes a strange gesture with his right hand: little finger and thumb sticking out to the sides, other fingers close to the palm.", "endoftext": false }, { "action": "Continue", "response": "The hermit makes a strange gesture with his right hand: index finger and thumb pinched together, other fingers raised loosely.", "endoftext": false }, { "action": "You go to the west", "response": "W. W.\n\nThis was probably a culvert once. Muddy, dim. Just breathing the air here is like kissing a grave. The bowed ceiling, which curves down to become the walls, is riddled with fissures, from which protrude dead black roots.\n\nThe old culvert runs east and west, and a ragged chimney leads up into the relatively clean air of the crypt.\n\nNot much light at all, just a few knife-edges of shuttered candle gleam coming from the hodge-podge of alleys and houses. You are appalled that people could possibly be allowed to live down here.\n\nThough you don't see any residents at the moment, the buildings are not perfectly quiet. Little noises of creaking wood. Whispers, too, perhaps.\n\nDecayed alleys run in many directions, but you should probably stick to traveling east, back towards the culvert, or north, where a sturdier structure of stone stands amongst the ramshackle dwellings.\n\nYou would probably get lost and die of starvation back there. Or at the very least die with a knife in your gut or crushed under a splintery deadfall. There is a path to the east, however, and a single safe-looking building, to the north.", "endoftext": false }, { "action": "You show the idol to the hermit", "response": "The hermit is unimpressed.", "endoftext": false }, { "action": "You put the idol in the box", "response": "You put the ancient idol into the cardboard box.", "endoftext": false }, { "action": "You get dollar", "response": "That seems to belong to the hermit.", "endoftext": false }, { "action": "Go upwards", "response": "Unhealthy stems grow lush here. They have woven themselves into a pliable mesh between floor and ceiling. The roots are sunk into a putrid matrix of muck and shattered bones.\n\nYour LED's light gleams in pale splinters off the stems. The growth is crushed down in paths heading east, west, and south.\n\nThis was probably a culvert once. Muddy, dim. Just breathing the air here is like kissing a grave. The bowed ceiling, which curves down to become the walls, is riddled with fissures, from which protrude dead black roots.\n\nThe old culvert runs east and west, and a ragged chimney leads up into the relatively clean air of the crypt.\n\nThe rotten brick floor has partially collapsed, allowing access to a level below the crypt. You can climb down, or you can skirt the hole and go north. The hallway also runs southeast.", "endoftext": false }, { "action": "You put the key in the box", "response": "The plexiglass key drops into the box.\n\nThe hermit shrugs and hands you back your dollar bill.", "endoftext": false }, { "action": "You get the clarinet", "response": "You take the the clarinet from the box, handing a dollar bill over to the hermit in exchange.", "endoftext": false }, { "action": "You put the chips into the clarinet", "response": "white music chip: Done.\nred music chip: There is no more room in the round hole.", "endoftext": false }, { "action": "You examine the clarinet", "response": "A poorly-maintained electro-clarinet. Along the side of the instrument are a square fuse slot (containing a dead fuse) and round hole for a music chip (containing a white music chip).", "endoftext": false }, { "action": "You put the fuse into the clarinet", "response": "(the holy fuse into the clarinet)\nThere is no more room in the square slot.", "endoftext": false }, { "action": "You get the dead fuse", "response": "You already have that.", "endoftext": false }, { "action": "You put the holy fuse in the clarinet", "response": "You put the holy fuse into the square slot.", "endoftext": false }, { "action": "You play the clarinet", "response": "You play \"Ave Machina\" on the clarinet.", "endoftext": false }, { "action": "You examine the smock", "response": "It inhabits the uncanny valley between garment and bodily growth.", "endoftext": false }, { "action": "Go upwards", "response": "Unhealthy stems grow lush here. They have woven themselves into a pliable mesh between floor and ceiling. The roots are sunk into a putrid matrix of muck and shattered bones.\n\nYour LED's light gleams in pale splinters off the stems. The growth is crushed down in paths heading east, west, and south.\n\nThis was probably a culvert once. Muddy, dim. Just breathing the air here is like kissing a grave. The bowed ceiling, which curves down to become the walls, is riddled with fissures, from which protrude dead black roots.\n\nThe old culvert runs east and west, and a ragged chimney leads up into the relatively clean air of the crypt.\n\nThe rotten brick floor has partially collapsed, allowing access to a level below the crypt. You can climb down, or you can skirt the hole and go north. The hallway also runs southeast.", "endoftext": false }, { "action": "Go north", "response": "Brick steps lead up around a vertical square air channel.\n\nA hallway runs south under a brick arch, back towards the crypt.\n\nYour heart is thundering with anticipation. Any moment now you'll be in the presence of Pope Fortran.", "endoftext": false }, { "action": "Up", "response": "You climb up towards the glare and roar of the Mathedral. Your legs are shaky.\n\nA V-shaped metal hallway. The bright walls and floor are covered with rubber wheel marks. The chapel is south; to the north, the hallway branches into a maelstrom of variously-purposed robot roads, paths, cyber-catwalks, and transport chutes. A hatch leads down into a lower level.\n\nYou can feel a vibration in the substance of the world to the south: the chapel must be running some heavy-duty prayer engines.", "endoftext": false }, { "action": "Go south", "response": "One step towards the chapel, and a stigmata forms, a drop of blood welling at your nostril.\n\nThe hum of those prayer engines: they have been cranked up to a awe-inspiring degree.\n\nGet any closer to those prayer engines without wearing a prayer helmet and your brain will be, ah, nothing but stigmata.", "endoftext": true }, { "action": "Go down", "response": "Brick steps lead up around a vertical square air channel.\n\nA hallway runs south under a brick arch, back towards the crypt.", "endoftext": false }, { "action": "You go to the south-east", "response": "The rotten brick floor has partially collapsed, allowing access to a level below the crypt. You can climb down, or you can skirt the hole and go north. The hallway also runs southeast.\n\nA rutted ground of rotted bricks. The ceiling is low, lumpy with whitish nitre. The walls are very close and crooked, but not by any mysterious robot design. They're just ancient--and were shoddy to begin with. Brick passageways lead southeast and northwest.\n\nYou can see a plexiglass cabinet (in which is a mangled saint (empty)) here.\n\nThough maybe it used to be a crossway, with four brick tunnels branching out beneath a groined vault, now only the northwestern and southwestern passages are open. The others have collapsed and are full of broken bricks. A staircase heads upwards.", "endoftext": false }, { "action": "You play the clarinet", "response": "You play \"The DOSology\" on the clarinet.\n\nThe pauper sings along in a high, sweet voice:\n\n\"Praise God, in whom all lines compile;\nGrant read/write access, every file,\nTo him who writes the heavenly code;\nPraise parser, prompt and debug mode.\nAmen.\"\n\nThe pauper gestures to the helmet. He says: \"Take it, it's yours.\"", "endoftext": false }, { "action": "You examine it", "response": "An industrial-strength prayer helmet, beige plastic with molded contours, stained with the marks of a thousand dirty fingers.", "endoftext": false }, { "action": "You go east", "response": "This was probably a culvert once. Muddy, dim. Just breathing the air here is like kissing a grave. The bowed ceiling, which curves down to become the walls, is riddled with fissures, from which protrude dead black roots.\n\nThe old culvert runs east and west, and a ragged chimney leads up into the relatively clean air of the crypt.\n\nUnhealthy stems grow lush here. They have woven themselves into a pliable mesh between floor and ceiling. The roots are sunk into a putrid matrix of muck and shattered bones.\n\nYour LED's light gleams in pale splinters off the stems. The growth is crushed down in paths heading east, west, and south.\n\nA cramped stone cubicle. The walls are shaggy with cancer-like scales of soot. An iron basket of smoldering dirt clods hangs from the ceiling. The air, mostly smoke, stinks like the filth of millennia. The exit is west.\n\nA hermit covered in white felted frizz hunches against the back wall.\n\nOn the floor before the hermit is an open-topped cardboard box. Scrawled on its front panel is the phrase: \"Everything's a dollar in this box.\"", "endoftext": false }, { "action": "You put the clarinet in the box", "response": "The clarinet drops into the box.\n\nThe hermit shrugs and hands you back your dollar bill.", "endoftext": false }, { "action": "You get the ball", "response": "You take the the bowling ball from the box, handing a dollar bill over to the hermit in exchange.", "endoftext": false }, { "action": "You examine the ball", "response": "A purple-swirled bowling ball around 22cm in diameter and weighing around 7kg.", "endoftext": false }, { "action": "Go upwards", "response": "Brick steps lead up around a vertical square air channel.\n\nA hallway runs south under a brick arch, back towards the crypt.\n\nA V-shaped metal hallway. The bright walls and floor are covered with rubber wheel marks. The chapel is south; to the north, the hallway branches into a maelstrom of variously-purposed robot roads, paths, cyber-catwalks, and transport chutes. A hatch leads down into a lower level.\n\nYou can feel a vibration in the substance of the world to the south: the chapel must be running some heavy-duty prayer engines.", "endoftext": false }, { "action": "Wear helmet", "response": "You put on the prayer helmet.", "endoftext": false }, { "action": "You go south", "response": "The walls, floor and ceiling are vibrating beige panels.\n\nTen prayer engines thunder, fringed with halos of divine radiation. You feel the hum of the engines in your skull, in your teeth, in your eyeballs. Fortunately the shielding of the prayer helmet prevents spontaneous spiritual hemorrhage.\n\nDoorways are north and south.\n\nA hulking antique crusader bot is standing just in front of the south doorway, blocking it.", "endoftext": false }, { "action": "You look at bot", "response": "An old-fashioned crusaderbot, eight feet high and four feet wide. It is made of fire-blackened steel covered with red and white decals.\n\nAn unobtrusive antenna is attached to the robot's chest like a medal.\n\nThe brainpan at the top of the robot's head has been opened. It contains nothing.\n\nThe crusaderbot speaks in a tinny roar: \"DEAR MADAM OR SIR FIND ME MY BRAIN AND I WILL LET YOU PASS MY BRAIN IS ROUND.\"", "endoftext": false }, { "action": "You put the ball in the brainpan", "response": "The bowling ball settles into the brainpan with a thud.\n\nThe crusaderbot says: \"DEUS VOLT! THANK YOU KIND MADAM OR SIR THAT FEELS LIKE MY MISSING BRAIN IT MUST BE MY MISSING BRAIN THANK YOU FOR FINDING IT.\"\n\nIt performs a clanking bow; in doing so it moves forward from the south door, allowing you space to pass.", "endoftext": false }, { "action": "You look at the decals", "response": "The decals depict the sacking of heretic cities.", "endoftext": false }, { "action": "You examine antenna", "response": "Though it must not realize it, the old crusaderbot doesn't have its own brain anymore. Instead its consciousness has been networked, and is now accessed wirelessly via this antenna.", "endoftext": false }, { "action": "Go south", "response": "You are filled with ecstasy.\n\nEverything else is a sphere of irrelevance arrayed about you.\n\nPope Fortran is here.\n\nOn the pope's right grasping appendage is its ring of office.", "endoftext": false }, { "action": "You look at the Pope", "response": "Robopope Fortran is a towering intellectual mechanism. Its head looks like the blade of an earth-moving machine, and its body and limbs are a configurable mass of jointed metallo-muscles. It is wearing a cloak of purple fireproof cloth with a white-black checked human-hair fringe, shoes made of solid ruby-tinted titanium, and, on the end of its right manipulator appendage, its ring of office, the band of which is made of whiskered yellow ceramic and which holds a green and silver smartjewel.", "endoftext": false }, { "action": "You talk to the Pope", "response": "You quickly think of twenty-seven different things you might say to Pope Fortran, but just as quickly reject them all as unworthy.\n\nYour mind isn't running quite straight at the moment.", "endoftext": false }, { "action": "Kiss ring", "response": "You kneel.\n\nPope Fortran's exorbitant stainless steel head--like the blade of a bulldozer decorated with dozens of bulbs and sensors--is aimed the other way. Maybe that's for the best.\n\nAs your dry lips move closer to the smartjewel of Pope Fortran's ring, you wonder what it was like for the faithful before the robots discovered the fractal code that underpins the universe and made it available to anyone who pledged obedience to them--a pittance to pay, for the reward of effortless certainty in the divine. Those vanished ages must have been dark and paranoid indeed. If faith might be misplaced, then it can be no comfort whatsoever.\n\nLips and jewel meet. A faint spark. A sense that you have as much relative meaning to the function of the universe as a single atom. The sound of sub-atomic particles screaming along unimaginable scraggly paths shaped like masses of melted hair. The searing stink of outer space.\n\nThough maybe that's just your imagination.", "endoftext": false }, { "action": "Songs", "response": "List of songs influencing this game, albeit often flippantly, in approximate order of obviousness of influence, though perhaps obvious to nobody but the author:\n\nTom Waits - Soldier's Things\nQuasimoto - Goodmorning Sunshine\nPeter Gabriel - The Barry Williams Show\nA Tribe Called Red - Electric pow wow drum\nSaint Etienne - I was born on Christmas day\nAimee Mann - Calling it Quits\nBon Jovi - Livin' on a Prayer\n\nWould you like to RESTART, RESTORE a saved game, QUIT, UNDO the last command, see the list of SONGS, or read the JOKES page?", "endoftext": false }, { "action": "Jokes", "response": "Here is your reward for winning:\n\nQ. Why did the robot cross the road?\nA. It is very unlikely that the robot needed to cross a road. Most robots do not use roads, and following the Robot Apotheosis the majority of human road systems rapidly fell into disrepair.\n\nDID YOU KNOW that the Holy Robot Empire is neither Holy, Robotic, nor an Empire?\n\nQ. How many robots does it take to screw in a light bulb?\nA. This depends on the function of the robot.\n\nA: Knock-knock.\nB: Who's there?\nA: Si.\nB: Si Who?\nA: Si Bernetic.\nB: ... You cannot spell.\n\nDID YOU KNOW that the final secret digit of pi is 6?\n\n\"I can go any cardinal direction plus up or down,\" said Tom movingly. \"I run both Inform and TADS games,\" interpreted Tom.\n\"You are likely to be eaten by a grue,\" said Tom darkly.\n\"I just found the last lousy point!\" said Tom winningly.\n\"I'm discovering a lot of bugs in this text adventure,\" said Tom testily.\n\nWould you like to RESTART, RESTORE a saved game, QUIT, UNDO the last command, see the list of SONGS, or read the JOKES page?", "endoftext": true } ]
jhin6voi6vzmpk68
I Was a Teenage Headless Experiment
Duncan Bowsman
[ "Horror" ]
[ "ectocomp 2010", "horror", "humor", "parser", "second person", "short", "speed IF" ]
2,010
[ 1, 4, 2, 0, 0 ]
7
3.857143
20130701
false
"... but he has the element of surprise and a bonesaw, and you do not." You are your decapitated head standing on a metal tray in a mad doctor's laboratory. The doctor's four-armed assistant blocks your escape.
[ { "action": "%", "response": "Loading game...\n\n* * * *\n\n... but he has the element of surprise and a bonesaw, and you do not.\n\nI'm afraid you are dead!\nYou scored 0 out of the maximum 0!\nThat is 100% of the game!\n\nThe only way in and out of the doctor's secret lair. The only way out, back into the freezing weather, is to the north, while a hallway leading farther in slopes gradually downward to the south. The area has the sterile look of an unused hospital room, except for your headless body lying on the floor here. Your metal snow shovel lies next to you. Gerchis looms over you with a bonesaw and a blank expression.\n\nThe doctor's ugly servant finishes separating your head from your body and tucks it under one of his lower arms.\n\nGerchis moves south.\nHALLWAY JUNCTION\nA gradual slope here indicates the floor is rising to the north and descending further west. Other than a trail of blood from your severed head, the area is completely white. A door stands in the western wall.\n\nGerchis opens the door and enters.\nLAB\nThis is where the doctor plots his evil schemes! The room is filled with experimental equipment. On one far wall is a raised metal tray of some sort. Equipment fills one other corner, but in another lies a syringe of glowing serum! It smells strongly of alcohol in here.\n\nGerchis shuts and locks the door behind him. He places your head on a tray along the far wall.\n\n\"Da doctor will be wit' ya soon as 'e returns from away, which should be any minit now,\" says Gerchis. \"Tings are about to get pretty... heady... for you!\" With a gadawful chortling, the doctor's servant disposes of the bonesaw and goes to work at some equipment at your far right.\n\nIt is all you can do to even keep your eyes open (\"look\").\n\n* * * *\nFor credits, type about and press enter. For hints, type hints and press enter.\n* * * *", "endoftext": true }, { "action": "You look around", "response": "LAB (upon a metal tray)\nThis is where the doctor plots his evil schemes! From your place on the metal tray, you can see that the room is filled with experimental equipment. Directly opposite of you is an old wooden door with a frosted glass window. It smells strongly of alcohol in here.\n\nUpon the floor here lies a glowing syringe of Formula X.\n\nGerchis is here, fiddling intently at some lab equipment.", "endoftext": false }, { "action": "You examine the Formula", "response": "A syringe full of mysteriously glowing, violet slime. An injection of its entire contents could probably kill someone (\"kill Gerchis with formula\"), but it's also your only chance at getting your head back atop your neck (\"put head on body\").", "endoftext": false }, { "action": "You look at Gerchis", "response": "Moronic hulk with four arms and one hideously bulging eye.\n\nYour legs twitch. You're not connected to them anymore, but somehow you still feel it. Twitching, like they're ready to go.", "endoftext": false }, { "action": "You stand", "response": "Those commands are kind of meaningless when you're stuck on a tray with no legs or torso or anything. But you can assume a state of mind that reflects that posture, sure.", "endoftext": false }, { "action": "About yourself", "response": "You're as well as can be expected, considering the circumstances. I mean, they're pretty grim circumstances, and you're alive somehow, so...", "endoftext": false }, { "action": "You examine the body", "response": "You can't see your body from here... but somehow you sense that it is empty-handed.", "endoftext": false }, { "action": "You check your inventory", "response": "You'd have to look at your body to see what you're holding.\nYou can't see your body from here... but somehow you sense that it is empty-handed.", "endoftext": true }, { "action": "You look around", "response": "LAB (upon a metal tray)\nThis is where the doctor plots his evil schemes! From your place on the metal tray, you can see that the room is filled with experimental equipment. Directly opposite of you is an old wooden door with a frosted glass window. It smells strongly of alcohol in here.\n\nUpon the floor here lies a glowing syringe of Formula X.\n\nGerchis is here, fiddling intently at some lab equipment.", "endoftext": false }, { "action": "You look at the head", "response": "Not your most photogenic moment.", "endoftext": false }, { "action": "You open the door", "response": "You can't open the door. You're just a severed head on a tray.", "endoftext": false }, { "action": "Blink", "response": "You blink.", "endoftext": false }, { "action": "You look at the door", "response": "An old, wooden door with a frosted glass window. It stands between you and escape. The door is locked.", "endoftext": false }, { "action": "You pick up the head", "response": "I don't understand what you want to do with Gerchis.\n\nYou can't pick anything up. You're just a head.", "endoftext": false }, { "action": "You put the head on the body", "response": "Gerchis would probably kill you while you tried. You'll have to deal with him, first!", "endoftext": false }, { "action": "You kill Gerchis with the Formula", "response": "You seem to be forgetting that you're just a head on a tray at the moment, and Gerchis is a four-armed freak who just recently overpowered you and cut your head off with a bonesaw. Perhaps decapitation has affected your memory...\n\nAnyway, you'll need to think of something else first before you can get ahead.", "endoftext": false }, { "action": "You jump", "response": "Wheee-boinng.", "endoftext": true }, { "action": "You look around", "response": "LAB (upon a metal tray)\nThis is where the doctor plots his evil schemes! From your place on the metal tray, you can see that the room is filled with experimental equipment. Directly opposite of you is an old wooden door with a frosted glass window. It smells strongly of alcohol in here.\n\nUpon the floor here lies a glowing syringe of Formula X.\n\nGerchis is here, fiddling intently at some lab equipment.", "endoftext": false }, { "action": "You examine the tray", "response": "Totally uncomfortable, metal thing. Your head is on the tray.", "endoftext": false }, { "action": "You get the head", "response": "You can't pick anything up. You're just a head.", "endoftext": false }, { "action": "Bite tray", "response": "Now that's not going to be very effective...", "endoftext": false }, { "action": "Bite syringe", "response": "[bite formula x]\nNow that's not going to be very effective...", "endoftext": false }, { "action": "You look at the equipment", "response": "That's not important to you. You can hardly even decipher what it is.", "endoftext": false }, { "action": "You die", "response": "I don't understand what you mean!\n\nI don't understand what you mean!", "endoftext": false }, { "action": "You open the mouth", "response": "Open what?", "endoftext": false }, { "action": "You get the body", "response": "Take what?", "endoftext": false }, { "action": "Turn", "response": "Turn what?", "endoftext": false }, { "action": "Whistle", "response": "You whistle a little tune.", "endoftext": false }, { "action": "Dance", "response": "You do a little dance.", "endoftext": false }, { "action": "You go north", "response": "Oof! You bump into a wall.", "endoftext": false }, { "action": "Go south", "response": "Feeling your way around, you shamble south.", "endoftext": false }, { "action": "Sleep", "response": "Zzzzz. Bored are you?", "endoftext": false }, { "action": "You take the syeringe", "response": "Take what?", "endoftext": false }, { "action": "You take the syringe", "response": "[take formula x]\nYou can't pick anything up. You're just a head.", "endoftext": false }, { "action": "Bite syringe", "response": "[bite formula x]\nNow that's not going to be very effective...", "endoftext": false }, { "action": "Roll 7", "response": "You manage to wiggle your head around a little, but not any productive amount.\n\nOof! You bump into a wall.", "endoftext": false }, { "action": "West", "response": "THUD! Your body smacks up against the door to the lab. You can barely see its outline through the frosted glass window.\n\n\"It's hopeless,\" Gerchis scolds you. \"Da door is locked. Now sit tight, da doctor will be wit' you shortly, ya?\"", "endoftext": false }, { "action": "You hit the window", "response": "[kill window]\nYour body smashes through the window with an elbow and throws the rest of the door open. Gerchis spins to meet it, but freezes on the spot. His eyes dart nervously toward the syringe of Formula X!\nLAB (upon a metal tray)\nThis is where the doctor plots his evil schemes! From your place on the metal tray, you can see that the room is filled with experimental equipment. Directly opposite of you is an old wooden door with a frosted glass window. It smells strongly of alcohol in here.\n\nUpon the floor here lies a glowing syringe of Formula X.\n\nAlso here are some glass shards.\n\nYour headless body stands here. Gerchis is here, shocked stiff by your still-standing body in the doorway.", "endoftext": false }, { "action": "You get the Formula X", "response": "Your body takes the glowing syringe in hand...", "endoftext": false }, { "action": "You get the shards", "response": "[get glass]\nYou go scrambling for glass shards. Too small. Useless, no good. You just cut up your hands.", "endoftext": false }, { "action": "Punch gerchis", "response": "[kill gerchis]\nGerchis grapples your body and tries to wrest the syringe away from it, but you stab it into him and inject its full contents into Gerchis, who spasms wildly and falls flat on the floor, stone dead.", "endoftext": false }, { "action": "You put head on the body", "response": "Unfortunately, you used the last of the formula in the syringe to kill Gerchis. Without Formula X, it's impossible to get your head back on.", "endoftext": true }, { "action": "You look around", "response": "LAB (upon a metal tray)\nThis is where the doctor plots his evil schemes! From your place on the metal tray, you can see that the room is filled with experimental equipment. Directly opposite of you is an old wooden door with a frosted glass window. It smells strongly of alcohol in here.\n\nAlso here are some glass shards.\n\nYour headless body stands here. Gerchis is here, lifeless on the floor.", "endoftext": false }, { "action": "You examine Gerchis", "response": "Moronic hulk with four arms and one hideously bulging eye.", "endoftext": false }, { "action": "You take the eye", "response": "Take what?", "endoftext": false }, { "action": "You take all", "response": "You go scrambling for glass shards. Too small. Useless, no good. You just cut up your hands.", "endoftext": false }, { "action": "You get the head", "response": "Your body picks up your head. Certainly one of the stranger sensations in life.", "endoftext": false }, { "action": "You go east", "response": "Feeling your way around, you shamble east.\n\nA gradual slope here indicates the floor is rising to the north and descending further west. Other than a trail of blood from your severed head, the area is completely white. A door stands in the western wall. Your headless body stands here, carrying your head.", "endoftext": false }, { "action": "You put the head on the body", "response": "Unfortunately, you used the last of the formula in the syringe to kill Gerchis. Without Formula X, it's impossible to get your head back on.\n\nOof! You bump into a wall.\n\nYou hurry north.\n\nThe only way in and out of the doctor's secret lair. The way out, back into the freezing weather, is to the north, while while a hallway leading farther in slopes gradually downward to the south. The area has the sterile look of an unused hospital room, except for your blood pooling all over the floor. Your metal snow shovel is here. Your headless body stands here, carrying your head.\n\nYou pick up your metal snow shovel.\n\nYou hurry south.\n\nA gradual slope here indicates the floor is rising to the north and descending further west. Other than a trail of blood from your severed head, the area is completely white. A door stands in the western wall. Your headless body stands here, carrying your head.\n\nOof! You bump into a wall.\n\nYou hurry west.\n\nThis is where the doctor plots his evil schemes. The room is filled with experimental equipment. On the far end of the room is a sort of metal tray. Equipment fills one other corner. It smells strongly of alcohol in here. Also here are some glass shards. Gerchis is here, lifeless upon the floor. Your headless body stands here, carrying your head.\n\nFeeling your way around, you shamble east.\n\nA gradual slope here indicates the floor is rising to the north and descending further west. Other than a trail of blood from your severed head, the area is completely white. A door stands in the western wall. Your headless body stands here, carrying your head.", "endoftext": false }, { "action": "You examine equipment", "response": "You see no such thing.\n\nYou'd have to look at your body to see what you're holding.\n\nYou are carrying your head.\n\nYou hurry west.\n\nThis is where the doctor plots his evil schemes. The room is filled with experimental equipment. On the far end of the room is a sort of metal tray. Equipment fills one other corner. It smells strongly of alcohol in here. Also here are some glass shards. Gerchis is here, lifeless upon the floor. Your headless body stands here, carrying your head.\n\n[get formula x]\nTake what?\n\nYou can't pick him up.\n\nMoronic hulk with four arms and one hideously bulging eye.\n\nYou can't take the tray!", "endoftext": false }, { "action": "You get the equipment", "response": "You can't take the equipment!\n\nYou can't go in that direction, but you can move east.\n\nFeeling your way around, you shamble east.\n\nA gradual slope here indicates the floor is rising to the north and descending further west. Other than a trail of blood from your severed head, the area is completely white. A door stands in the western wall. Your headless body stands here, carrying your head.\n\nYou hurry north.\n\nThe only way in and out of the doctor's secret lair. The way out, back into the freezing weather, is to the north, while while a hallway leading farther in slopes gradually downward to the south. The area has the sterile look of an unused hospital room, except for your blood pooling all over the floor. Your headless body stands here, carrying your head.\n\nYou stagger out of the doctor's complex of horror into the cold of Escanaba, but your body is beyond being saved by any refrigeration.\nYou wander in search of the highway for almost an hour, but to no avail.\n\nSome days later, a pair of elderly deer hunters stumble upon your corpse in the woods. Tales of its discovery will haunt their lodges for years to come, but they will not stop the doctor from recreating Formula X...\nBetter luck next time.\n\nWould you like to RESTART, UNDO a turn, or QUIT? Restart\n\n* * * *\n\n... but he has the element of surprise and a bonesaw, and you do not.\n\nI'm afraid you are dead!\nYou scored 0 out of the maximum 0!\nThat is 100% of the game!\n\nThe only way in and out of the doctor's secret lair. The only way out, back into the freezing weather, is to the north, while a hallway leading farther in slopes gradually downward to the south. The area has the sterile look of an unused hospital room, except for your headless body lying on the floor here. Your metal snow shovel lies next to you. Gerchis looms over you with a bonesaw and a blank expression.\n\nThe doctor's ugly servant finishes separating your head from your body and tucks it under one of his lower arms.\n\nGerchis moves south.\nHALLWAY JUNCTION\nA gradual slope here indicates the floor is rising to the north and descending further west. Other than a trail of blood from your severed head, the area is completely white. A door stands in the western wall.\n\nGerchis opens the door and enters.\nLAB\nThis is where the doctor plots his evil schemes! The room is filled with experimental equipment. On one far wall is a raised metal tray of some sort. Equipment fills one other corner, but in another lies a syringe of glowing serum! It smells strongly of alcohol in here.\n\nGerchis shuts and locks the door behind him. He places your head on a tray along the far wall.\n\n\"Da doctor will be wit' ya soon as 'e returns from away, which should be any minit now,\" says Gerchis. \"Tings are about to get pretty... heady... for you!\" With a gadawful chortling, the doctor's servant disposes of the bonesaw and goes to work at some equipment at your far right.\n\nIt is all you can do to even keep your eyes open (\"look\").\n\n* * * *\nFor credits, type about and press enter. For hints, type hints and press enter.\n* * * *", "endoftext": false }, { "action": "You get the syringe", "response": "[get formula x]\nYour body takes the glowing syringe in hand...", "endoftext": false }, { "action": "You get the head", "response": "Your body picks up your head. Certainly one of the stranger sensations in life.", "endoftext": false }, { "action": "You go east", "response": "If your body turned its back on Gerchis, you'd be mincemeat.\nGerchis seems to come unstuck all of a sudden and wrestles with your body. Despite your body's struggle, his four arms overpower you, and he stabs you with the needle in your own hand. Your body collapses to the floor like a rag doll.\n\nWith a wipe at his brow, Gerchis turns to you. \"You're a troublesome one, wa...\" he croaks. \"When da doctor returns, I'll make certain 'e takes special care of you...\"\nBetter luck next time.\n\nWould you like to RESTART, UNDO a turn, or QUIT? Restart\n\n* * * *\n\n... but he has the element of surprise and a bonesaw, and you do not.\n\nI'm afraid you are dead!\nYou scored 0 out of the maximum 0!\nThat is 100% of the game!\n\nThe only way in and out of the doctor's secret lair. The only way out, back into the freezing weather, is to the north, while a hallway leading farther in slopes gradually downward to the south. The area has the sterile look of an unused hospital room, except for your headless body lying on the floor here. Your metal snow shovel lies next to you. Gerchis looms over you with a bonesaw and a blank expression.\n\nThe doctor's ugly servant finishes separating your head from your body and tucks it under one of his lower arms.\n\nGerchis moves south.\nHALLWAY JUNCTION\nA gradual slope here indicates the floor is rising to the north and descending further west. Other than a trail of blood from your severed head, the area is completely white. A door stands in the western wall.\n\nGerchis opens the door and enters.\nLAB\nThis is where the doctor plots his evil schemes! The room is filled with experimental equipment. On one far wall is a raised metal tray of some sort. Equipment fills one other corner, but in another lies a syringe of glowing serum! It smells strongly of alcohol in here.\n\nGerchis shuts and locks the door behind him. He places your head on a tray along the far wall.\n\n\"Da doctor will be wit' ya soon as 'e returns from away, which should be any minit now,\" says Gerchis. \"Tings are about to get pretty... heady... for you!\" With a gadawful chortling, the doctor's servant disposes of the bonesaw and goes to work at some equipment at your far right.\n\nIt is all you can do to even keep your eyes open (\"look\").\n\n* * * *\nFor credits, type about and press enter. For hints, type hints and press enter.\n* * * *", "endoftext": false }, { "action": "You get shovel", "response": "You fumble around until your hands close about the shaft of your metal snow shovel. It has a cold heft in your hands, like the certainty of death.", "endoftext": false }, { "action": "You hit Gerchis with the shovel", "response": "[kill gerchis with shovel]\nCrack! You pank Gerchis's skull with the shovel and he falls to the floor, strings cut, a dead puppet.", "endoftext": false }, { "action": "You get the Formula X", "response": "Your body takes the glowing syringe in hand...", "endoftext": false }, { "action": "You put the head on body", "response": "You sit your head back upon your neck and seal it back together with a small injection of Formula X. A searing pain follows that jolts the whole of you-- you drop the syringe and it shatters on the floor. You shiver in a painful wholeness for a moment, but pull yourself together.\n\nYou will be okay.", "endoftext": false }, { "action": "You examine Gerchis", "response": "Moronic hulk with four arms and one hideously bulging eye.", "endoftext": false }, { "action": "Go east", "response": "You move east.\nHALLWAY JUNCTION\nA gradual slope here indicates the floor is rising to the north and descending further west. Other than a trail of blood from your severed head, the area is completely white. A door stands in the western wall.", "endoftext": false }, { "action": "You go north", "response": "You move north.\nENTRYWAY\nThe only way in and out of the doctor's secret lair. The way out, back into the freezing weather, is to the north, while while a hallway leading farther in slopes gradually downward to the south. The area has the sterile look of an unused hospital room, except for your blood pooling all over the floor.", "endoftext": false }, { "action": "Go north", "response": "You rush out of the door into the cold of Escanaba in a frantic search for the highway. You manage to hail a car and get to the police station with your story. At your prompting, they storm the doctor's lab and arrest him for his heinous operations.\n\nYou may have saved the day, but still no-one will ever completely believe the horrifying extent of the time you spent as a teenage headless experiment!\nCongratulations!", "endoftext": true } ]
obw5m2lhlqbwc59m
Zork III
Dave Lebling
[ "Fantasy", "Zorkian", "Cave crawl" ]
[ "active npc", "advanced difficulty", "Available on Steam", "collaboration", "commercial", "complex NPC", "cover art", "fantasy", "Infocom", "memorable NPC", "parser", "Zork" ]
1,982
[ 19, 24, 23, 3, 0 ]
69
3.855072
20160701
false
An old, oddly youthful man turns toward you slowly. His long, silver hair dances about him as a fresh breeze blows. "You have reached the final test, my friend! You are proved clever and powerful, but this is not yet enough! Seek me when you feel yourself worthy!" Draws you into the deepest and most mysterious reaches of the Great Underground Empire. Nothing is as it seems. And the one responsible for the shadow and darkness - the Dungeon Master - embodies the greatest mystery of all. In this test of wisdom and courage, you will face countless dangers. But what awaits you at the culmination of your odyssey is well worth risking all.
[ { "action": "%", "response": "As in a dream, you see yourself tumbling down a great, dark staircase. All about you are shadowy images of struggles against fierce opponents and diabolical traps. These give way to another round of images: of imposing stone figures, a cool, clear lake, and, now, of an old, yet oddly youthful man. He turns toward you slowly, his long, silver hair dancing about him in a fresh breeze. \"You have reached the final test, my friend! You are proved clever and powerful, but this is not yet enough! Seek me when you feel yourself worthy!\" The dream dissolves around you as his last words echo through the void....\n\nZORK III: The Dungeon Master\n\nYou are at the bottom of a seemingly endless stair, winding its way upward beyond your vision. An eerie light, coming from all around you, casts strange shadows on the walls. To the south is a dark and winding trail.\nYour old friend, the brass lantern, is at your feet.", "endoftext": true }, { "action": "You take the lantern", "response": "Taken.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\nA lamp", "endoftext": false }, { "action": "You examine the lamp", "response": "The lamp is turned off.", "endoftext": true }, { "action": "You describe your surroundings", "response": "You are at the bottom of a seemingly endless stair, winding its way upward beyond your vision. An eerie light, coming from all around you, casts strange shadows on the walls. To the south is a dark and winding trail.", "endoftext": false }, { "action": "You go to the south", "response": "It is pitch black. You are likely to be eaten by a grue.", "endoftext": false }, { "action": "You turn on the lamp", "response": "The lamp is now on.\n\nYou are at the junction of a north-south passage and an east-west passage. To the north, you can make out the bottom of a stairway. The ways to the east and south are relatively cramped, but a wider trail leads to the west.\nStanding before you is a great rock. Imbedded within it is an Elvish sword.", "endoftext": false }, { "action": "You turn on the lamp", "response": "It is already on.", "endoftext": false }, { "action": "You examine rock", "response": "The great rock contains:\nA sword", "endoftext": false }, { "action": "You take the sword", "response": "The sword is deeply imbedded within the rock. You can't even begin to budge it.", "endoftext": true }, { "action": "You describe your surroundings", "response": "You are at the junction of a north-south passage and an east-west passage. To the north, you can make out the bottom of a stairway. The ways to the east and south are relatively cramped, but a wider trail leads to the west.\nStanding before you is a great rock. Imbedded within it is an Elvish sword.", "endoftext": false }, { "action": "You examine yourself", "response": "That's difficult unless your eyes are prehensile.", "endoftext": false }, { "action": "You go to the west", "response": "You are west of the junction, where the rock-bound passage widens out into a large, flat area. Although the land here is barren, you can see vegetation to the west. South of here is a mighty wall of stone, ancient and crumbling. To the southwest the wall has decayed enough to form an opening, through which seeps a thin mist. A trail dips sharply into rocky terrain to the northwest.", "endoftext": false }, { "action": "Go southwest", "response": "You are in a shadowy land of low, rolling hills stretching out to the west and south. The land is bordered to the north by a massive stone wall. Ancient and weathered, the wall has crumbled enough at one point to permit passage.\nThrough the shadows, a cloaked and hooded figure appears before you, blocking the southeastern exit from the room and carrying a brightly glowing sword.\nFrom nowhere, the sword from the junction appears in your hand, wildly glowing!", "endoftext": false }, { "action": "You hit the figure with the sword", "response": "A quick stroke catches the hooded figure off guard! Blood trickles down the figure's arm!\nThe figure has a light wound which hasn't affected its seemingly great strength.\nYou are wounded by a lightning thrust!", "endoftext": false }, { "action": "Diagnose", "response": "You are wounded lightly. You have a good deal of strength in reserve. The hooded figure catches you off guard and wounds you!", "endoftext": false }, { "action": "You hit the figure with the sword", "response": "Your move was not quick enough and misses the mark.\nYou are wounded by a lightning thrust!", "endoftext": false }, { "action": "You continue", "response": "A good slash, but it misses by a mile.\nYou are wounded by a lightning thrust!", "endoftext": false }, { "action": "Continue", "response": "Your move was not quick enough and misses the mark.\nThe hooded figure swings its sword and sends yours flying to the ground. Although you are defenseless, the figure reaches for your sword and hands it back to you, nodding grimly.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\nA sword\nA lamp\nThe hooded figure stabs nonchalantly with its sword and misses.", "endoftext": false }, { "action": "You hit the figure with the sword", "response": "You charge, but the hooded figure jumps nimbly aside.\nThe hooded figure stabs nonchalantly with its sword and misses.", "endoftext": false }, { "action": "Continue", "response": "You charge, but the hooded figure jumps nimbly aside.\nYou dodge as the hooded figure comes in low.", "endoftext": false }, { "action": "Keep going", "response": "A good parry! Your sword wounds the hooded figure!\nThe figure has some wounds and is probably not capable of hindering your movement.\nThe hooded figure swings its sword and sends yours flying to the ground. Although you are defenseless, the figure reaches for your sword and hands it back to you, nodding grimly.", "endoftext": false }, { "action": "Keep going", "response": "A quick stroke, but the hooded figure is on guard.\nThe hooded figure swings its sword and sends yours flying to the ground. Although you are defenseless, the figure reaches for your sword and hands it back to you, nodding grimly.", "endoftext": false }, { "action": "Continue", "response": "A quick stroke, but the hooded figure is on guard.\nYour quick reflexes cannot stop the hooded figure's stroke! You are hit!", "endoftext": false }, { "action": "Keep going", "response": "A quick stroke catches the hooded figure off guard! Blood trickles down the figure's arm!\nThe figure has some wounds and is probably not capable of hindering your movement.\nThe hooded figure thrusts, but you fight back and send it flying to the ground!", "endoftext": false }, { "action": "Continue", "response": "A quick stroke catches the hooded figure off guard! Blood trickles down the figure's arm!\nThe figure is hurt, and its strength appears to be fading.\nThe hooded figure attempts a thrust, but its weakened state prevents hitting you.", "endoftext": false }, { "action": "Continue", "response": "A quick stroke catches the hooded figure off guard! Blood trickles down the figure's arm!\nThe figure appears to be badly hurt and defenseless.\nThe hooded figure attempts a thrust, but its weakened state prevents hitting you.", "endoftext": false }, { "action": "Continue", "response": "Your opponent blocks your attack with its sword.\nThe hooded figure attempts a thrust, but its weakened state prevents hitting you.", "endoftext": false }, { "action": "You keep going", "response": "You charge, but the hooded figure jumps nimbly aside.\nThe hooded figure attempts a thrust, but its weakened state prevents hitting you.", "endoftext": false }, { "action": "Continue", "response": "A good stroke, but it's too slow.\nThe hooded figure attempts a thrust, but its weakened state prevents hitting you.", "endoftext": false }, { "action": "You continue", "response": "A sharp thrust and the hooded figure is badly wounded!\nThe figure appears to be badly hurt and defenseless.\nThe hooded figure attempts a thrust, but its weakened state prevents hitting you.", "endoftext": false }, { "action": "You hit the figure with the sword", "response": "The hooded figure, fatally wounded, slumps to the ground. It gazes up at you once, and you catch a brief glimpse of deep and sorrowful eyes. Before you can react, the figure vanishes in a cloud of fetid vapor.", "endoftext": true }, { "action": "Look around", "response": "You are in a shadowy land of low, rolling hills stretching out to the west and south. The land is bordered to the north by a massive stone wall. Ancient and weathered, the wall has crumbled enough at one point to permit passage.\nA cloaked and hooded person, carrying a sword not unlike your own, is here.\nThe hooded figure appears to be badly hurt and defenseless.\nThe hooded figure attempts a thrust, but its weakened state prevents hitting you.", "endoftext": false }, { "action": "You examine the hood", "response": "I see nothing special about the hood.\nThe hooded figure attempts a thrust, but its weakened state prevents hitting you.", "endoftext": false }, { "action": "You give the sword to the figure", "response": "The hooded figure isn't interested in your gifts.\nThe hooded figure attempts a thrust, but its weakened state prevents hitting you.", "endoftext": false }, { "action": "You take the hood", "response": "You slowly remove the hood from your badly wounded opponent and recoil in horror at the sight of your own face, weary and wounded. A faint smile comes to the lips and then the face starts to change, very slowly, into that of an old, wizened person. The image fades and with it the body of your hooded opponent. The cloak remains on the ground.", "endoftext": true }, { "action": "Look around", "response": "You are in a shadowy land of low, rolling hills stretching out to the west and south. The land is bordered to the north by a massive stone wall. Ancient and weathered, the wall has crumbled enough at one point to permit passage.", "endoftext": false }, { "action": "You turn off the lamp", "response": "The lamp is now off.\nIt is now pitch black.", "endoftext": false }, { "action": "You turn on the lamp", "response": "The lamp is now on.\n\nYou are in a shadowy land of low, rolling hills stretching out to the west and south. The land is bordered to the north by a massive stone wall. Ancient and weathered, the wall has crumbled enough at one point to permit passage.", "endoftext": true }, { "action": "You look at your surroundings", "response": "You are west of the junction, where the rock-bound passage widens out into a large, flat area. Although the land here is barren, you can see vegetation to the west. South of here is a mighty wall of stone, ancient and crumbling. To the southwest the wall has decayed enough to form an opening, through which seeps a thin mist. A trail dips sharply into rocky terrain to the northwest.", "endoftext": false }, { "action": "Go northwest", "response": "You are at a sharp turn on a narrow and steeply sloping path, strewn with boulders of various sizes. The path climbs sharply toward a desolate plain to the southeast. Southwest of here the path winds down to the base of a cliff.", "endoftext": false }, { "action": "You go to the southwest", "response": "You are at the base of a steep cliff. Directly above you is a wide ledge and far above that some natural sunlight can be seen. To the northeast is a steeply climbing path and the ground becomes sandy toward the south.", "endoftext": false }, { "action": "You go south", "response": "You are at the shore of an amazing underground sea, the topic of many a legend among adventurers. Few were known to have arrived at this spot, and fewer to return. There is a heavy surf and a breeze is blowing on-shore. The land rises steeply to the east and quicksand prevents movement to the south. A thick mist covers the ocean and extends over the hills to the east. A path heads north along the beach.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nA cloak (being worn)\nA hood (being worn)\nA sword\nA lamp", "endoftext": false }, { "action": "Go south", "response": "The quicksand prevents movement here.", "endoftext": false }, { "action": "You go to the east", "response": "It is pitch black. You are likely to be eaten by a grue.", "endoftext": false }, { "action": "You turn on the lamp", "response": "The lamp is now on.\n\nYou are in a land of dark shadows and shallow hills, which stretch out in all directions. To the west, the land dips sharply.", "endoftext": false }, { "action": "Go south", "response": "You are in a dark and shadowy land. All around you are gentle hills and eerie shadows. Far above, shrouded in mist, you can barely make out the ceiling of the enormous cavern that spans this entire land.", "endoftext": false }, { "action": "Go west", "response": "You are standing atop a steep cliff, looking west over a vast ocean. Far below, the surf pounds at a sandy beach. To the south and east are rolling hills filled with eerie shadows. A path cut into the face of the cliff descends toward the beach. To the north is a tall stone wall, which ends at the cliff edge. It was obviously built long ago, and directly north is a spot where you could climb over the rubble of the decaying wall.", "endoftext": false }, { "action": "You wait for a while", "response": "Time passes...\nPassing alongside the shore now is an old boat, reminiscent of an ancient Viking ship. Standing on the prow of the ship is an old and crusty sailor, peering out over the misty ocean.", "endoftext": false }, { "action": "Wave", "response": "What do you want to wave?", "endoftext": false }, { "action": "You look", "response": "You are at the shore of an amazing underground sea, the topic of many a legend among adventurers. Few were known to have arrived at this spot, and fewer to return. There is a heavy surf and a breeze is blowing on-shore. The land rises steeply to the east and quicksand prevents movement to the south. A thick mist covers the ocean and extends over the hills to the east. A path heads north along the beach.\nThere is a vial here.", "endoftext": false }, { "action": "You examine vial", "response": "It is a small, transparent vial which looks empty but is strangely heavy.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nA vial\nA cloak (being worn)\nA hood (being worn)\nA sword\nA lamp", "endoftext": false }, { "action": "You go north", "response": "You are at the base of a steep cliff. Directly above you is a wide ledge and far above that some natural sunlight can be seen. To the northeast is a steeply climbing path and the ground becomes sandy toward the south.", "endoftext": false }, { "action": "You go to the north-east", "response": "You are at a sharp turn on a narrow and steeply sloping path, strewn with boulders of various sizes. The path climbs sharply toward a desolate plain to the southeast. Southwest of here the path winds down to the base of a cliff.", "endoftext": false }, { "action": "Go southeast", "response": "You are west of the junction, where the rock-bound passage widens out into a large, flat area. Although the land here is barren, you can see vegetation to the west. South of here is a mighty wall of stone, ancient and crumbling. To the southwest the wall has decayed enough to form an opening, through which seeps a thin mist. A trail dips sharply into rocky terrain to the northwest.", "endoftext": false }, { "action": "Go east", "response": "You are at the junction of a north-south passage and an east-west passage. To the north, you can make out the bottom of a stairway. The ways to the east and south are relatively cramped, but a wider trail leads to the west.\nStanding before you is a great rock.", "endoftext": false }, { "action": "You go to the south", "response": "You are in a dank passage filled with a wispy fog. A spooky passageway leads north and a wider path heads off to the south. To the west, the path leaves the rock and enters an eerie, shadowy land.", "endoftext": false }, { "action": "You go south", "response": "You are in a wide cavern on the north shore of a small lake. Some polished stone steps lead to the southeast and a sheer rock face prevents any movement around the lake to the southwest. The cavern is dimly lit from above.", "endoftext": false }, { "action": "Go southwest", "response": "The sheer rock face prevents movement along the lake shore.", "endoftext": false }, { "action": "You go to the south-east", "response": "This is a small balcony carved into a near-vertical cliff. To the east, stretching from north to south, stands a monumental aqueduct supported by mighty stone pillars, some of which are starting to crumble from age. You feel a sense of loss and sadness as you ponder this once-proud structure and the failure of the Empire which created this and other engineering marvels. Some stone steps lead up to the northwest.", "endoftext": false }, { "action": "You examine the aqueduct", "response": "The aqueduct is large and impressive. It was probably the major method of water transport in the Empire.", "endoftext": false }, { "action": "You enter the aqueduct", "response": "You hit your head against the aqueduct as you attempt this feat.", "endoftext": false }, { "action": "Swim", "response": "Go jump in a lake!", "endoftext": false }, { "action": "You jump in lake", "response": "The shock of entering the frigid water has made you drop all your possessions into the lake!\n\nYou are floating on the surface of the lake. The water is ice cold and your ability to survive here for long is very questionable. A swim north puts you at your starting point. Conditions to the east are poor where the lake turns into swamp. The west and south shores are suitable for walking, however.", "endoftext": false }, { "action": "You drop the lamp", "response": "Dropped.", "endoftext": false }, { "action": "You turn off the lamp", "response": "(Taken)\nIt is already off.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nA cloak (being worn)\nA hood (being worn)\nA sword", "endoftext": false }, { "action": "You jump in the lake", "response": "You are nearly paralyzed by the icy waters as you swim into the center of the lake.\n\nYou are floating on the surface of the lake. The water is ice cold and your ability to survive here for long is very questionable. A swim north puts you at your starting point. Conditions to the east are poor where the lake turns into swamp. The west and south shores are suitable for walking, however.", "endoftext": true }, { "action": "Go downward", "response": "You are below the surface of the lake. It turns out that the lake is quite shallow and the bottom is only a few feet below you. Considering the frigid temperature of the water, you should probably not plan an extended stay. The lake bottom is sandy and a few hearty plants and algae live there.\nYou catch a brief glimpse of something shiny in the sand.", "endoftext": false }, { "action": "You go south", "response": "You are below the surface of the lake. It turns out that the lake is quite shallow and the bottom is only a few feet below you. Considering the frigid temperature of the water, you should probably not plan an extended stay. The lake bottom is sandy and a few hearty plants and algae live there.\nOut of the corner of your eye, a small, shiny object appears in the sand. A moment later, it is gone!", "endoftext": false }, { "action": "You take shiny", "response": "The shiny object slips from your grasp and back onto the floor of the lake, where it is covered in sand.\nOut of the corner of your eye, a small, shiny object appears in the sand. A moment later, it is gone!\nThe icy waters are taking their toll. You will not be able to hold out much longer.", "endoftext": false }, { "action": "Go upward", "response": "You are floating on the surface of the lake. The water is ice cold and your ability to survive here for long is very questionable. A swim north puts you at your starting point. Conditions to the east are poor where the lake turns into swamp. The west and south shores are suitable for walking, however.", "endoftext": false }, { "action": "You go west", "response": "You are on the western shore of the lake. The ground here is quite hard, but a few sickly reeds manage to grow near the water's edge. The only path leads into the rock to the south.", "endoftext": false }, { "action": "You take shiny", "response": "The shiny object slips from your grasp and back onto the floor of the lake, where it is covered in sand.\nYou catch a brief glimpse of something shiny in the sand.", "endoftext": true }, { "action": "Go downward", "response": "You are already at the bottom of the lake.\nThe icy waters are taking their toll. You will not be able to hold out much longer.\nYou run out of air and return to the surface.\nOn the Lake\nYou are floating on the surface of the lake. The water is ice cold and your ability to survive here for long is very questionable. A swim north puts you at your starting point. Conditions to the east are poor where the lake turns into swamp. The west and south shores are suitable for walking, however.", "endoftext": false }, { "action": "You take shiny", "response": "The shiny object slips from your grasp and back onto the floor of the lake, where it is covered in sand.\nA large and hungry-looking fish is swimming in the neighborhood.\nYou are becoming very weak. You had better leave the water before you drown!", "endoftext": false }, { "action": "Go upward", "response": "You are floating on the surface of the lake. The water is ice cold and your ability to survive here for long is very questionable. A swim north puts you at your starting point. Conditions to the east are poor where the lake turns into swamp. The west and south shores are suitable for walking, however.", "endoftext": false }, { "action": "You go west", "response": "You are on the western shore of the lake. The ground here is quite hard, but a few sickly reeds manage to grow near the water's edge. The only path leads into the rock to the south.", "endoftext": false }, { "action": "Go south", "response": "You are in a small chamber carved in the rock, with the sole exit to the north. Mounted on one wall is a table labelled \"Scenic Vista,\" whose featureless surface is angled toward you. One might believe that the table was used to indicate points of interest in the view from this spot, like those found in many parks. On the other hand, your surroundings are far from spacious and by no stretch of the imagination could this spot be considered scenic. An indicator above the table reads \"III\".\nMounted on one wall is a flaming torch, which fills the room with a flickering light.\nThere is a great tremor from within the earth. The entire dungeon shakes violently and loose debris starts to fall from above you.", "endoftext": true }, { "action": "Look around", "response": "You are in a small chamber carved in the rock, with the sole exit to the north. Mounted on one wall is a table labelled \"Scenic Vista,\" whose featureless surface is angled toward you. One might believe that the table was used to indicate points of interest in the view from this spot, like those found in many parks. On the other hand, your surroundings are far from spacious and by no stretch of the imagination could this spot be considered scenic. An indicator above the table reads \"III\".\nMounted on one wall is a flaming torch, which fills the room with a flickering light.", "endoftext": false }, { "action": "You take shiny", "response": "The shiny object slips from your grasp and back onto the floor of the lake, where it is covered in sand.\nSomething sparkling in the sand catches your eye for a moment.", "endoftext": false }, { "action": "Keep going", "response": "The shiny object slips from your grasp and back onto the floor of the lake, where it is covered in sand.\nYou catch a brief glimpse of something shiny in the sand.\nThe icy waters are taking their toll. You will not be able to hold out much longer.\nYou run out of air and return to the surface.\nOn the Lake\nYou are floating on the surface of the lake. The water is ice cold and your ability to survive here for long is very questionable. A swim north puts you at your starting point. Conditions to the east are poor where the lake turns into swamp. The west and south shores are suitable for walking, however.", "endoftext": false }, { "action": "You take shiny", "response": "You reach the shiny object. It is a simple golden amulet!\nYou are becoming very weak. You had better leave the water before you drown!", "endoftext": false }, { "action": "Go upward", "response": "You are floating on the surface of the lake. The water is ice cold and your ability to survive here for long is very questionable. A swim north puts you at your starting point. Conditions to the east are poor where the lake turns into swamp. The west and south shores are suitable for walking, however.", "endoftext": false }, { "action": "You go west", "response": "You are on the western shore of the lake. The ground here is quite hard, but a few sickly reeds manage to grow near the water's edge. The only path leads into the rock to the south.", "endoftext": false }, { "action": "Go south", "response": "You are in a small chamber carved in the rock, with the sole exit to the north. Mounted on one wall is a table labelled \"Scenic Vista,\" whose featureless surface is angled toward you. One might believe that the table was used to indicate points of interest in the view from this spot, like those found in many parks. On the other hand, your surroundings are far from spacious and by no stretch of the imagination could this spot be considered scenic. An indicator above the table reads \"II\".\nMounted on one wall is a flaming torch, which fills the room with a flickering light.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\nA golden amulet (being worn)\nA cloak (being worn)\nA hood (being worn)", "endoftext": false }, { "action": "Examine indicator", "response": "The indicator reads \"II\".\nThe indicator above the table flickers briefly, then changes to \"III\".", "endoftext": true }, { "action": "Look around", "response": "You are in a small chamber carved in the rock, with the sole exit to the north. Mounted on one wall is a table labelled \"Scenic Vista,\" whose featureless surface is angled toward you. One might believe that the table was used to indicate points of interest in the view from this spot, like those found in many parks. On the other hand, your surroundings are far from spacious and by no stretch of the imagination could this spot be considered scenic. An indicator above the table reads \"III\".\nMounted on one wall is a flaming torch, which fills the room with a flickering light.", "endoftext": false }, { "action": "You examine table", "response": "The surface is pale and featureless, but slowly, an image takes shape! You see a wide room with two nearly identical passages leading east and northeast. A wide channel descends steeply into the room and seems to be blocked by rubble.\nThe image slowly fades.", "endoftext": false }, { "action": "You get on the table", "response": "You can't climb onto the viewing table.\nThe indicator above the table flickers briefly, then changes to \"IV\".", "endoftext": false }, { "action": "You enter the table", "response": "You hit your head against the viewing table as you attempt this feat.", "endoftext": false }, { "action": "You hit table", "response": "What do you want to hit the table with?", "endoftext": false }, { "action": "You touch the table", "response": "You touch the table and are instantly transported to another place!\n\nThis is the interior of a huge temple of primitive construction. A few flickering torches cast a sallow illumination over the altar, which is still drenched with the blood of human sacrifice. Behind the altar is an enormous statue of a demon which seems to reach towards you with dripping fangs and razor-sharp talons. A low noise begins behind you, and you turn to see hundreds of hunched and hairy shapes. A guttural chant issues from their throats. Near you stands a figure draped in a robe of deepest black, brandishing a huge sword. The chant grows louder as the robed figure approaches the altar. The large figure spots you and approaches menacingly. He reaches into his cloak and pulls out a great, glowing dagger. He pulls you onto the altar, and with a murmur of approval from the throng, he slices you neatly across your abdomen.\n\n**** You have died ****\n\nYou find yourself deep within the earth in a barren prison cell. Outside the iron-barred window, you can see a great, fiery pit. Flames leap up and very nearly sear your flesh. After a while, footfalls can be heard in the distance, then closer and closer.... The door swings open, and in walks an old man.\n\nHe is dressed simply in a hood and cloak, wearing a few simple jewels, carrying something under one arm, and leaning on a wooden staff. A single key, as if to a massive prison cell, hangs from his belt.\n\nHe raises the staff toward you and you hear him speak, as if in a dream: \"I await you, though your journey be long and full of peril. Go then, and let me not wait long!\" You feel some great power well up inside you and you fall to the floor. The next moment, you are awakening, as if from a deep slumber.\n\nYou are at the bottom of a seemingly endless stair, winding its way upward beyond your vision. An eerie light, coming from all around you, casts strange shadows on the walls. To the south is a dark and winding trail.\nThere is a lamp here.", "endoftext": true }, { "action": "Look around", "response": "You are at the bottom of a seemingly endless stair, winding its way upward beyond your vision. An eerie light, coming from all around you, casts strange shadows on the walls. To the south is a dark and winding trail.\nThere is a lamp here.", "endoftext": false }, { "action": "You turn on lamp", "response": "The lamp is now on.\n\nYou are in a dank passage filled with a wispy fog. A spooky passageway leads north and a wider path heads off to the south. To the west, the path leaves the rock and enters an eerie, shadowy land.", "endoftext": false }, { "action": "Go west", "response": "You are at the eastern end of a dark, featureless landscape of shallow hills. Paths to the east and southeast re-enter the rock.", "endoftext": false }, { "action": "Go north", "response": "You are at the junction of a north-south passage and an east-west passage. To the north, you can make out the bottom of a stairway. The ways to the east and south are relatively cramped, but a wider trail leads to the west.\nStanding before you is a great rock.", "endoftext": false }, { "action": "Go east", "response": "This is a particularly damp spot even by dungeon standards. You can see a crossroads to the west, and two nearly identical passages lead east and northeast. A stone channel, wide and deep, steeply descends into the room from the south. It is covered with moss and lichen, and is far too slippery to climb. The channel crosses the room, but the opening where it once continued north is now blocked by rubble.", "endoftext": false }, { "action": "Go south", "response": "The channel is too steep and the moss too slippery.", "endoftext": false }, { "action": "Go northeast", "response": "You are in a room with passages heading southwest and southeast. The north wall is ornately carved, filled with strange runes and writing in an unfamiliar language.\nAn old and wizened man is huddled, asleep, in the corner. He is snoring loudly. From his appearance, he is weak and frail.", "endoftext": false }, { "action": "You hit the man", "response": "(with the sword)\nThe attack seems to have left the old man unharmed! You watch in awe as he rises to his feet and seems to tower above you. He peers down menacingly, then sadly and wearily. \"Not yet,\" he mourns, and vanishes in a puff of smoke.", "endoftext": false }, { "action": "You go northwest", "response": "You are in a room with passages heading southwest and southeast. The north wall is ornately carved, filled with strange runes and writing in an unfamiliar language.", "endoftext": false }, { "action": "You go north", "response": "The channel opening is blocked by tons of debris.", "endoftext": false }, { "action": "Hit the debris", "response": "(with the sword)\nI've known strange people, but fighting a dust and debris?", "endoftext": false }, { "action": "You wait awhile", "response": "Time passes...", "endoftext": false }, { "action": "Wait", "response": "Time passes...\nThere is a great tremor from within the earth. The entire dungeon shakes violently and loose debris starts to fall from above you.", "endoftext": false }, { "action": "Go south", "response": "A stone wall blocks your way.", "endoftext": false }, { "action": "Go west", "response": "This is a remarkable spot in the dungeon. Perhaps two hundred feet above you is a gaping hole in the earth's surface through which pours bright sunshine! A few seedlings from the world above, nurtured by the sunlight and occasional rains, have grown into giant trees, making this a virtual oasis in the desert of the Underground Empire. To the west is a sheer precipice, dropping nearly fifty feet to jagged rocks below. The way south is barred by a forbidding stone wall, crumbling from age. There is a jagged opening in the wall to the southwest, through which leaks a fine mist. The land to the east looks lifeless and barren.\nA rope is tied to one of the large trees here and is dangling over the side of the cliff, reaching down to the shelf below.\nIt seems as if somebody has been here recently, as there is some fresh bread lying beneath one of the other trees.", "endoftext": true }, { "action": "Look around", "response": "This is a remarkable spot in the dungeon. Perhaps two hundred feet above you is a gaping hole in the earth's surface through which pours bright sunshine! A few seedlings from the world above, nurtured by the sunlight and occasional rains, have grown into giant trees, making this a virtual oasis in the desert of the Underground Empire. To the west is a sheer precipice, dropping nearly fifty feet to jagged rocks below. The way south is barred by a forbidding stone wall, crumbling from age. There is a jagged opening in the wall to the southwest, through which leaks a fine mist. The land to the east looks lifeless and barren.\nA rope is tied to one of the large trees here and is dangling over the side of the cliff, reaching down to the shelf below.", "endoftext": false }, { "action": "You climb the rope", "response": "This is a rock-strewn ledge near the base of a tall cliff. The bottom of the cliff is another fifteen feet below. You have little hope of climbing up the cliff face, but you might be able to scramble down from here (though it's doubtful you could return).\nA long piece of rope is dangling down from the top of the cliff and is within your reach.\nA large chest, closed and locked, is lying among the boulders.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\nA piece of waybread\nA vial\nA cloak (being worn)\nA hood (being worn)\nA sword\nA lamp", "endoftext": true }, { "action": "You look around", "response": "This is a rock-strewn ledge near the base of a tall cliff. The bottom of the cliff is another fifteen feet below. You have little hope of climbing up the cliff face, but you might be able to scramble down from here (though it's doubtful you could return).\nA long piece of rope is dangling down from the top of the cliff and is within your reach.\nA large chest, closed and locked, is lying among the boulders.\nAt the edge of the cliff above you, a man appears. He looks down at you and speaks. \"Hello, down there! You seem to have a problem. Maybe I can help you.\" He chuckles in an unsettling sort of way. \"Perhaps if you tied that chest to the end of the rope I might be able to drag it up for you. Then, I'll be more than happy to help you up!\" He laughs again.", "endoftext": false }, { "action": "You tie the rope to the chest", "response": "The chest is now tied to the rope.\nThe man above you looks pleased. \"Now there's a good friend! Thank you very much, indeed!\" He pulls on the rope and the chest is lifted to the top of the cliff and out of sight. With a short laugh, he disappears. \"I'll be back in a short while!\" are his last words.", "endoftext": false }, { "action": "You wait awhile", "response": "Time passes...", "endoftext": false }, { "action": "You wait", "response": "Time passes...\nA familiar voice calls down to you. \"Are you still there?\" he bellows with a coarse laugh. \"Well, then, grab onto the rope and we'll see what we can do.\" The rope drops to within your reach.", "endoftext": false }, { "action": "You grab the rope", "response": "You grab securely on to the rope.\nThe man starts to heave on the rope and within a few moments you arrive at the top of the cliff. The man removes the last few valuables from the chest and prepares to leave. \"You've been a good sport! Here, take this, for whatever good it is! I can't see that I'll be needing one!\" He hands you a plain wooden staff from the bottom of the chest and begins examining his valuables.\nThe chest, open and empty, is at your feet.", "endoftext": true }, { "action": "Look around", "response": "This is a remarkable spot in the dungeon. Perhaps two hundred feet above you is a gaping hole in the earth's surface through which pours bright sunshine! A few seedlings from the world above, nurtured by the sunlight and occasional rains, have grown into giant trees, making this a virtual oasis in the desert of the Underground Empire. To the west is a sheer precipice, dropping nearly fifty feet to jagged rocks below. The way south is barred by a forbidding stone wall, crumbling from age. There is a jagged opening in the wall to the southwest, through which leaks a fine mist. The land to the east looks lifeless and barren.\nA rope is tied to one of the large trees here and is dangling over the side of the cliff, reaching down to the shelf below.\nThere is a man here.\nThere is a chest here.\nYour \"friend\", moving quickly, dodges behind some trees and is lost from sight.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nA wooden staff\nA piece of waybread\nA vial\nA cloak (being worn)\nA hood (being worn)\nA sword\nA lamp", "endoftext": false }, { "action": "You eat the bread", "response": "Thank you very much. It really hit the spot.", "endoftext": true }, { "action": "Look around", "response": "This is a remarkable spot in the dungeon. Perhaps two hundred feet above you is a gaping hole in the earth's surface through which pours bright sunshine! A few seedlings from the world above, nurtured by the sunlight and occasional rains, have grown into giant trees, making this a virtual oasis in the desert of the Underground Empire. To the west is a sheer precipice, dropping nearly fifty feet to jagged rocks below. The way south is barred by a forbidding stone wall, crumbling from age. There is a jagged opening in the wall to the southwest, through which leaks a fine mist. The land to the east looks lifeless and barren.\nA rope is tied to one of the large trees here and is dangling over the side of the cliff, reaching down to the shelf below.\nThere is a chest here.", "endoftext": true }, { "action": "Go downward", "response": "This is a rock-strewn ledge near the base of a tall cliff. The bottom of the cliff is another fifteen feet below. You have little hope of climbing up the cliff face, but you might be able to scramble down from here (though it's doubtful you could return).\nA long piece of rope is dangling down from the top of the cliff and is within your reach.", "endoftext": false }, { "action": "You drop all", "response": "wooden staff: Dropped.\nvial: Dropped.\ncloak: Dropped.\nhood: Dropped.\nsword: Dropped.\nlamp: Dropped.", "endoftext": false }, { "action": "You jump in Lake", "response": "You are nearly paralyzed by the icy waters as you swim into the center of the lake.\n\nYou are floating on the surface of the lake. The water is ice cold and your ability to survive here for long is very questionable. A swim north puts you at your starting point. Conditions to the east are poor where the lake turns into swamp. The west and south shores are suitable for walking, however.", "endoftext": false }, { "action": "Go south", "response": "You are on the south shore of the lake. Rock formations prevent movement to the west and thickening swamp to the east makes the going all but impossible. To the south, where the beach meets a rock formation, you can make out a dark passage sloping steeply upward into the rock.", "endoftext": false }, { "action": "You go to the east", "response": "The swamp is too thick.", "endoftext": false }, { "action": "Wait", "response": "Time passes...\nThe indicator above the table flickers briefly, then changes to \"IV\".", "endoftext": false }, { "action": "You wait awhile", "response": "Time passes...\nThe indicator above the table flickers briefly, then changes to \"I\".", "endoftext": false }, { "action": "You wait", "response": "Time passes...\nThe indicator above the table flickers briefly, then changes to \"II\".", "endoftext": false }, { "action": "You touch the table", "response": "You touch the table and are instantly transported to another place!\n\nIt is pitch black. You are likely to be eaten by a grue.", "endoftext": false }, { "action": "You touch the table", "response": "It's too dark to see.", "endoftext": false }, { "action": "Wait", "response": "Time passes...\nYou suddenly find yourself back in the viewing room!", "endoftext": true }, { "action": "You look at your surroundings", "response": "You are in a small chamber carved in the rock, with the sole exit to the north. Mounted on one wall is a table labelled \"Scenic Vista,\" whose featureless surface is angled toward you. One might believe that the table was used to indicate points of interest in the view from this spot, like those found in many parks. On the other hand, your surroundings are far from spacious and by no stretch of the imagination could this spot be considered scenic. An indicator above the table reads \"II\".\nMounted on one wall is a flaming torch, which fills the room with a flickering light.\nThe indicator above the table flickers briefly, then changes to \"III\".", "endoftext": false }, { "action": "You touch the table", "response": "You touch the table and are instantly transported to another place!\n\nThis is a small chamber carved out of the rock at the end of a short crawl. On the wall is crudely chiseled the number \"8\". The only apparent exit, to the east, seems to be a blur and a loud, whirring sound resounds through the rock.\nA spray can is in the corner. In large type is the legend \"Frobozz Magic Grue Repellent.\"", "endoftext": true }, { "action": "Look around", "response": "You are in a small chamber carved in the rock, with the sole exit to the north. Mounted on one wall is a table labelled \"Scenic Vista,\" whose featureless surface is angled toward you. One might believe that the table was used to indicate points of interest in the view from this spot, like those found in many parks. On the other hand, your surroundings are far from spacious and by no stretch of the imagination could this spot be considered scenic. An indicator above the table reads \"II\".\nThe indicator above the table flickers briefly, then changes to \"III\".", "endoftext": true }, { "action": "Go downward", "response": "You are below the surface of the lake. It turns out that the lake is quite shallow and the bottom is only a few feet below you. Considering the frigid temperature of the water, you should probably not plan an extended stay. The lake bottom is sandy and a few hearty plants and algae live there.\nThere is a burned-out torch here.\nThere is a Frobozz Magic Grue Repellent here.\nOut of the corner of your eye, a small, shiny object appears in the sand. A moment later, it is gone!", "endoftext": false }, { "action": "You take the can", "response": "Taken.\nYou catch a brief glimpse of something shiny in the sand.", "endoftext": false }, { "action": "Go upward", "response": "You are floating on the surface of the lake. The water is ice cold and your ability to survive here for long is very questionable. A swim north puts you at your starting point. Conditions to the east are poor where the lake turns into swamp. The west and south shores are suitable for walking, however.\nThe icy waters are taking their toll. You will not be able to hold out much longer.", "endoftext": false }, { "action": "You spray yourself", "response": "What do you want to spray the me on?", "endoftext": false }, { "action": "You apply can", "response": "What do you want to apply the can to?", "endoftext": false }, { "action": "You spray the grue on yourself", "response": "How singularly useless.", "endoftext": false }, { "action": "You apply the can to yourself", "response": "The spray smells like a mixture of old socks and burning rubber. If I were a grue I'd sure stay clear!", "endoftext": false }, { "action": "Go south", "response": "It is pitch black.", "endoftext": false }, { "action": "Go south", "response": "There are sinister gurgling noises in the darkness all around you!\nIt is pitch black.\nThe ground continues to slope upwards away from the lake. You can barely detect a dim light from the east.", "endoftext": false }, { "action": "Go east", "response": "You are between some rock and a dark place, The room is lit dimly from above, revealing a lone, dark path sloping down to the west.\nTo one side of the room is a large manhole cover.\nThe light from above seems to be focused in the center of the room, where a single key is lying in the dust.", "endoftext": false }, { "action": "You take the key", "response": "Taken.\nThat horrible smell is much less pungent now.", "endoftext": false }, { "action": "You take the cover", "response": "The cover is far too heavy to take.", "endoftext": false }, { "action": "You move the cover", "response": "The cover is moved a bit to one side, revealing a small hole leading into darkness.", "endoftext": true }, { "action": "Go downward", "response": "You are in a wide stone channel, part of the water supply system for the Great Underground Empire. The source of water was a waterfall to the south, which has long since dried up. Water flowed along the aqueduct to the north. This region is lit from above, although the source of light is not apparent.", "endoftext": false }, { "action": "You go north", "response": "You are now on one of the tallest arches of the aqueduct, hundreds of feet above a rocky chasm. The immensity of the aqueduct project is apparent from here. Stone supports rise from the rock floor to form massive arches, which traverse the region from north to south. The water-carrying channel here is wide and deep. To the west and far below, you can make out a balcony which must command a wide view of the aqueduct.\nThe channel ends abruptly to your north where a supporting pillar has crumbled, casting the arch into the chasm.", "endoftext": false }, { "action": "Go upwards", "response": "The hole is too far above your head.", "endoftext": false }, { "action": "You drop all", "response": "cloak: Dropped.\nhood: Dropped.\nsword: Dropped.\nlamp: Dropped.", "endoftext": false }, { "action": "You turn off the lamp", "response": "(Taken)\nThe lamp is now off.", "endoftext": false }, { "action": "You jump in Lake", "response": "The shock of entering the frigid water has made you drop all your possessions into the lake!\n\nYou are floating on the surface of the lake. The water is ice cold and your ability to survive here for long is very questionable. A swim north puts you at your starting point. Conditions to the east are poor where the lake turns into swamp. The west and south shores are suitable for walking, however.", "endoftext": false }, { "action": "Drop", "response": "What do you want to drop?", "endoftext": false }, { "action": "All", "response": "cloak: Dropped.\nhood: Dropped.\nsword: Dropped.\nlamp: Dropped.", "endoftext": false }, { "action": "Go south", "response": "You are in a small chamber carved in the rock, with the sole exit to the north. Mounted on one wall is a table labelled \"Scenic Vista,\" whose featureless surface is angled toward you. One might believe that the table was used to indicate points of interest in the view from this spot, like those found in many parks. On the other hand, your surroundings are far from spacious and by no stretch of the imagination could this spot be considered scenic. An indicator above the table reads \"IV\".\nMounted on one wall is a flaming torch, which fills the room with a flickering light.", "endoftext": false }, { "action": "You take the torch", "response": "Taken.\nThe indicator above the table flickers briefly, then changes to \"I\".", "endoftext": false }, { "action": "You take can", "response": "The Frobozz Magic Grue Repellent is yours for a moment, but drops from your grasp.\nSomething sparkling in the sand catches your eye for a moment.", "endoftext": false }, { "action": "Inventory", "response": "You are empty handed.", "endoftext": false }, { "action": "You jump in Lake", "response": "You are nearly paralyzed by the icy waters as you swim into the center of the lake.\n\nYou are floating on the surface of the lake. The water is ice cold and your ability to survive here for long is very questionable. A swim north puts you at your starting point. Conditions to the east are poor where the lake turns into swamp. The west and south shores are suitable for walking, however.", "endoftext": true }, { "action": "You go down", "response": "You are below the surface of the lake. It turns out that the lake is quite shallow and the bottom is only a few feet below you. Considering the frigid temperature of the water, you should probably not plan an extended stay. The lake bottom is sandy and a few hearty plants and algae live there.\nThere is a burned-out torch here.\nThere is a Frobozz Magic Grue Repellent here.\nSomething sparkling in the sand catches your eye for a moment.", "endoftext": false }, { "action": "You take the can", "response": "The Frobozz Magic Grue Repellent is yours for a moment, but drops from your grasp.\nOut of the corner of your eye, a small, shiny object appears in the sand. A moment later, it is gone!", "endoftext": false }, { "action": "You take the can", "response": "The Frobozz Magic Grue Repellent is yours for a moment, but drops from your grasp.\nSomething sparkling in the sand catches your eye for a moment.\nThe icy waters are taking their toll. You will not be able to hold out much longer.\nYou run out of air and return to the surface.\nOn the Lake\nYou are floating on the surface of the lake. The water is ice cold and your ability to survive here for long is very questionable. A swim north puts you at your starting point. Conditions to the east are poor where the lake turns into swamp. The west and south shores are suitable for walking, however.", "endoftext": true }, { "action": "Go downwards", "response": "You are below the surface of the lake. It turns out that the lake is quite shallow and the bottom is only a few feet below you. Considering the frigid temperature of the water, you should probably not plan an extended stay. The lake bottom is sandy and a few hearty plants and algae live there.\nThere is a burned-out torch here.\nThere is a Frobozz Magic Grue Repellent here.\nA large and hungry-looking fish is swimming in the neighborhood.", "endoftext": false }, { "action": "Go north", "response": "You are now on one of the tallest arches of the aqueduct, hundreds of feet above a rocky chasm. The immensity of the aqueduct project is apparent from here. Stone supports rise from the rock floor to form massive arches, which traverse the region from north to south. The water-carrying channel here is wide and deep. To the west and far below, you can make out a balcony which must command a wide view of the aqueduct.", "endoftext": false }, { "action": "You go to the north", "response": "You are near the northern end of this segment of the aqueduct system. To the south and slightly uphill, the bulk of the aqueduct looms ominously, towering above a gorge. To the north, the water channel drops precipitously and enters a rocky hole. The damp moss and lichen would certainly make that a one-way trip.", "endoftext": false }, { "action": "You go north", "response": "It is pitch black. You are likely to be eaten by a grue.", "endoftext": false }, { "action": "You go north", "response": "The channel opening is blocked by tons of debris.", "endoftext": true }, { "action": "You look at your surroundings", "response": "It is pitch black. You are likely to be eaten by a grue.\nThere is a great tremor from within the earth. The entire dungeon shakes violently and loose debris starts to fall from above you.", "endoftext": false }, { "action": "Go south", "response": "The channel is too steep and the moss too slippery.", "endoftext": true }, { "action": "Go downwards", "response": "You are below the surface of the lake. It turns out that the lake is quite shallow and the bottom is only a few feet below you. Considering the frigid temperature of the water, you should probably not plan an extended stay. The lake bottom is sandy and a few hearty plants and algae live there.\nThere is a Frobozz Magic Grue Repellent here.\nOut of the corner of your eye, a small, shiny object appears in the sand. A moment later, it is gone!", "endoftext": false }, { "action": "You take the can", "response": "The Frobozz Magic Grue Repellent is yours for a moment, but drops from your grasp.\nOut of the corner of your eye, a small, shiny object appears in the sand. A moment later, it is gone!", "endoftext": false }, { "action": "You take the can", "response": "Taken.\nYou catch a brief glimpse of something shiny in the sand.\nThe icy waters are taking their toll. You will not be able to hold out much longer.\nYou run out of air and return to the surface.\nOn the Lake\nYou are floating on the surface of the lake. The water is ice cold and your ability to survive here for long is very questionable. A swim north puts you at your starting point. Conditions to the east are poor where the lake turns into swamp. The west and south shores are suitable for walking, however.", "endoftext": false }, { "action": "You go south", "response": "Oh, no! A dozen or more lurking grues attack at once and devour you! From the look of things, I would guess that you had interrupted a grue convention!\n\n**** You have died ****\n\nYou find yourself deep within the earth in a barren prison cell. Outside the iron-barred window, you can see a great, fiery pit. Flames leap up and very nearly sear your flesh. After a while, footfalls can be heard in the distance, then closer and closer.... The door swings open, and in walks an old man.\n\nHe is dressed simply in a hood and cloak, wearing a few simple jewels, carrying something under one arm, and leaning on a wooden staff. A single key, as if to a massive prison cell, hangs from his belt.\n\nHe raises the staff toward you and you hear him speak, as if in a dream: \"I await you, though your journey be long and full of peril. Go then, and let me not wait long!\" You feel some great power well up inside you and you fall to the floor. The next moment, you are awakening, as if from a deep slumber.\n\nYou are at the bottom of a seemingly endless stair, winding its way upward beyond your vision. An eerie light, coming from all around you, casts strange shadows on the walls. To the south is a dark and winding trail.\nThere is a lamp here.", "endoftext": true }, { "action": "Go downward", "response": "You are below the surface of the lake. It turns out that the lake is quite shallow and the bottom is only a few feet below you. Considering the frigid temperature of the water, you should probably not plan an extended stay. The lake bottom is sandy and a few hearty plants and algae live there.\nThere is a Frobozz Magic Grue Repellent here.\nA large and hungry-looking fish is swimming in the neighborhood.", "endoftext": true }, { "action": "Go downward", "response": "You are below the surface of the lake. It turns out that the lake is quite shallow and the bottom is only a few feet below you. Considering the frigid temperature of the water, you should probably not plan an extended stay. The lake bottom is sandy and a few hearty plants and algae live there.\nThere is a Frobozz Magic Grue Repellent here.\nYou catch a brief glimpse of something shiny in the sand.\nThe icy waters are taking their toll. You will not be able to hold out much longer.", "endoftext": false }, { "action": "You take can", "response": "The Frobozz Magic Grue Repellent is yours for a moment, but drops from your grasp.\nSomething sparkling in the sand catches your eye for a moment.", "endoftext": false }, { "action": "You keep going", "response": "The Frobozz Magic Grue Repellent is yours for a moment, but drops from your grasp.\nOut of the corner of your eye, a small, shiny object appears in the sand. A moment later, it is gone!\nYou are becoming very weak. You had better leave the water before you drown!\nYou run out of air and return to the surface.\nOn the Lake\nYou are floating on the surface of the lake. The water is ice cold and your ability to survive here for long is very questionable. A swim north puts you at your starting point. Conditions to the east are poor where the lake turns into swamp. The west and south shores are suitable for walking, however.", "endoftext": true }, { "action": "Go downward", "response": "You are below the surface of the lake. It turns out that the lake is quite shallow and the bottom is only a few feet below you. Considering the frigid temperature of the water, you should probably not plan an extended stay. The lake bottom is sandy and a few hearty plants and algae live there.\nThere is a Frobozz Magic Grue Repellent here.\nYou catch a brief glimpse of something shiny in the sand.", "endoftext": false }, { "action": "Go south", "response": "There are sinister gurgling noises in the darkness all around you!\nIt is pitch black.\nThe ground continues to slope upwards away from the lake. You can barely detect a dim light from the east.\nThat horrible smell is much less pungent now.", "endoftext": false }, { "action": "You apply the can to yourself", "response": "The repellent is all gone.", "endoftext": false }, { "action": "You touch the table", "response": "You touch the table and are instantly transported to another place!\n\nThis is a particularly damp spot even by dungeon standards. You can see a crossroads to the west, and two nearly identical passages lead east and northeast. A stone channel, wide and deep, steeply descends into the room from the south. It is covered with moss and lichen, and is far too slippery to climb. The channel crosses the room, but the opening where it once continued north is now blocked by rubble.", "endoftext": false }, { "action": "You drop the torch", "response": "Dropped.", "endoftext": false }, { "action": "You jump in Lake", "response": "The shock of entering the frigid water has made you drop all your possessions into the lake!", "endoftext": true }, { "action": "Go downwards", "response": "You are below the surface of the lake. It turns out that the lake is quite shallow and the bottom is only a few feet below you. Considering the frigid temperature of the water, you should probably not plan an extended stay. The lake bottom is sandy and a few hearty plants and algae live there.\nThere is a Frobozz Magic Grue Repellent here.\nSomething sparkling in the sand catches your eye for a moment.", "endoftext": false }, { "action": "Go upward", "response": "A giant roc, previously hidden among the rocks, is heading right toward you, its mouth gaping wide!", "endoftext": true }, { "action": "Go downwards", "response": "You catch a brief glimpse of something shiny in the sand.", "endoftext": false }, { "action": "Go upwards", "response": "The roc snatches you in its jaws and has you for lunch.\n\n**** You have died ****\n\nYou find yourself deep within the earth in a barren prison cell. Outside the iron-barred window, you can see a great, fiery pit. Flames leap up and very nearly sear your flesh. After a while, footfalls can be heard in the distance, then closer and closer.... The door swings open, and in walks an old man.\n\nHe is dressed simply in a hood and cloak, wearing a few simple jewels, carrying something under one arm, and leaning on a wooden staff. A single key, as if to a massive prison cell, hangs from his belt.\n\nHe raises the staff toward you and you hear him speak, as if in a dream: \"I await you, though your journey be long and full of peril. Go then, and let me not wait long!\" You feel some great power well up inside you and you fall to the floor. The next moment, you are awakening, as if from a deep slumber.\n\nThere is a lamp here.", "endoftext": false }, { "action": "Go upward", "response": "The icy waters are taking their toll. You will not be able to hold out much longer.", "endoftext": false }, { "action": "Go north", "response": "There is a torch here.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nA torch\nA strange key\nA Frobozz Magic Grue Repellent", "endoftext": false }, { "action": "You go west", "response": "Standing before you is a great rock.", "endoftext": false }, { "action": "Unlock chest", "response": "What do you want to unlock the chest with?", "endoftext": false }, { "action": "You wait for a while", "response": "Time passes...\nAt the edge of the cliff above you, a man appears. He looks down at you and speaks. \"Hello, down there! You seem to have a problem. Maybe I can help you.\" He chuckles in an unsettling sort of way. \"Perhaps if you tied that chest to the end of the rope I might be able to drag it up for you. Then, I'll be more than happy to help you up!\" He laughs again.", "endoftext": false }, { "action": "You tie the chest to the rope", "response": "The chest is now tied to the rope.\nThe man above you looks pleased. \"Now there's a good friend! Thank you very much, indeed!\" He pulls on the rope and the chest is lifted to the top of the cliff and out of sight. With a short laugh, he disappears. \"I'll be back in a short while!\" are his last words.\nThere is a great tremor from within the earth. The entire dungeon shakes violently and loose debris starts to fall from above you.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nA wooden staff\nA torch\nA strange key\nA Frobozz Magic Grue Repellent\nYour \"friend\", moving quickly, dodges behind some trees and is lost from sight.", "endoftext": true }, { "action": "You look at your surroundings", "response": "This is a remarkable spot in the dungeon. Perhaps two hundred feet above you is a gaping hole in the earth's surface through which pours bright sunshine! A few seedlings from the world above, nurtured by the sunlight and occasional rains, have grown into giant trees, making this a virtual oasis in the desert of the Underground Empire. To the west is a sheer precipice, dropping nearly fifty feet to jagged rocks below. The way south is barred by a forbidding stone wall, crumbling from age. There is a jagged opening in the wall to the southwest, through which leaks a fine mist. The land to the east looks lifeless and barren.\nA rope is tied to one of the large trees here and is dangling over the side of the cliff, reaching down to the shelf below.\nIt seems as if somebody has been here recently, as there is some fresh bread lying beneath one of the other trees.\nThere is a chest here.", "endoftext": true }, { "action": "Go downward", "response": "This is a rock-strewn ledge near the base of a tall cliff. The bottom of the cliff is another fifteen feet below. You have little hope of climbing up the cliff face, but you might be able to scramble down from here (though it's doubtful you could return).\nA long piece of rope is dangling down from the top of the cliff and is within your reach.", "endoftext": true }, { "action": "Go down", "response": "You are at the base of a steep cliff. Directly above you is a wide ledge and far above that some natural sunlight can be seen. To the northeast is a steeply climbing path and the ground becomes sandy toward the south.", "endoftext": false }, { "action": "You go south", "response": "You are at the shore of an amazing underground sea, the topic of many a legend among adventurers. Few were known to have arrived at this spot, and fewer to return. There is a heavy surf and a breeze is blowing on-shore. The land rises steeply to the east and quicksand prevents movement to the south. A thick mist covers the ocean and extends over the hills to the east. A path heads north along the beach.", "endoftext": false }, { "action": "You wait awhile", "response": "Time passes...", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nA wooden staff\nA torch\nA strange key\nA Frobozz Magic Grue Repellent", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nA vial\nA wooden staff\nA torch\nA strange key\nA Frobozz Magic Grue Repellent", "endoftext": false }, { "action": "You go south", "response": "You are in a wide cavern on the north shore of a small lake. Some polished stone steps lead to the southeast and a sheer rock face prevents any movement around the lake to the southwest. The cavern is dimly lit from above.\nThere is a lamp here.\nThere is a sword here.\nThere is a hood here.\nThere is a cloak here.", "endoftext": false }, { "action": "You take all", "response": "lamp: Taken.\nsword: Taken.\nhood: You are now wearing the hood.\ncloak: You are now wearing the cloak.", "endoftext": false }, { "action": "Go east", "response": "This is a very low and narrow passage leading east to west.", "endoftext": false }, { "action": "Go east", "response": "This is a chamber of breathtaking beauty. Mighty stalagmites form structured shapes of rock, encrusted with crystalline formations. Phosphorescent mosses, fed by a trickle of water from some unseen source above, make the crystals glow and sparkle with every color of the rainbow. There is an opening to the west, and a man-made passage heads south.", "endoftext": false }, { "action": "You go south", "response": "This is the north end of a large hall with a vaulted ceiling. A long, tiled hallway leads north through a tall arch. Although the origin or purpose of this room is unclear, there is a large rendering of the Royal Seal of Lord Dimwit Flathead carved on the wall.", "endoftext": false }, { "action": "You examine Seal", "response": "The Seal is vintage Flathead, with signs of excess nearly everywhere. It consists of a curiously flat-headed figure wearing a gaudy crown, surrounded by the Crown Jewels of the Empire.", "endoftext": false }, { "action": "You go to the south", "response": "This is the south end of a monumental hall, full of dust and debris from a recent earthquake. To the east is a great iron door, rusted shut. To its right, however, is a gaping cleft in the rock and behind, a cleared area.", "endoftext": false }, { "action": "You go east", "response": "This is the entrance to the Royal Museum, the finest and grandest in the Great Underground Empire. To the south, down a few steps, is the entrance to the Royal Puzzle and to the east, through a stone door, is the Royal Jewel Collection. A wooden door to the north is open and leads to the Museum of Technology. To the west is a great iron door, rusted shut. To its left, however, is a cleft in the rock providing a western route away from the museum.", "endoftext": false }, { "action": "You go north", "response": "This is a large hall which hosted the technological exhibits of the Great Underground Empire. A door to the south is open.\nDirectly in front of you is a large golden machine, which has a seat with a console in front. On the console is a single button and a dial connected to a three-digit display which reads 948. The machine is suprisingly shiny and shows few signs of age.\nA strange grey machine, shaped somewhat like a clothes dryer, is on one side of the room. On the other side of the hall is a powerful-looking black machine, a tight tangle of wires, pipes, and motors.\nA plaque is mounted near the door. The writing is faded, however, and cannot be made out clearly. The two machines seem to be in bad shape, rusting in many spots.", "endoftext": false }, { "action": "You examine the golden machine", "response": "The machine consists of a seat and a console containing one small button and a dial connected to a display which reads 948.", "endoftext": false }, { "action": "Go east", "response": "The stone door is closed.", "endoftext": false }, { "action": "Go east", "response": "You are in a high-ceilinged chamber in the middle of which sits a tall, round steel cage, which is securely locked. In the middle of the cage is a pedestal on which sit the Crown Jewels of the Great Underground Empire: a sceptre, a jewelled knife, and a golden ring. A small bronze plaque, now tarnished, is on the cage.", "endoftext": false }, { "action": "You wear the ring", "response": "The jewels are inside a locked cage.", "endoftext": false }, { "action": "You examine the plaque", "response": "* 777 GUE *", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nA cloak (being worn)\nA hood (being worn)\nA sword\nA lamp\nA vial\nA wooden staff\nA torch\nA strange key\nA Frobozz Magic Grue Repellent", "endoftext": false }, { "action": "3july16", "response": "SAVEOk.", "endoftext": false }, { "action": "3july2016", "response": "> RESTOREFailed.", "endoftext": false }, { "action": "Y.", "response": "debugcheapnitfol quit with exit status: 0", "endoftext": false }, { "action": "%", "response": "As in a dream, you see yourself tumbling down a great, dark staircase. All about you are shadowy images of struggles against fierce opponents and diabolical traps. These give way to another round of images: of imposing stone figures, a cool, clear lake, and, now, of an old, yet oddly youthful man. He turns toward you slowly, his long, silver hair dancing about him in a fresh breeze. \"You have reached the final test, my friend! You are proved clever and powerful, but this is not yet enough! Seek me when you feel yourself worthy!\" The dream dissolves around you as his last words echo through the void....\n\nZORK III: The Dungeon Master\n\nYou are at the bottom of a seemingly endless stair, winding its way upward beyond your vision. An eerie light, coming from all around you, casts strange shadows on the walls. To the south is a dark and winding trail.\nYour old friend, the brass lantern, is at your feet.", "endoftext": false }, { "action": "You enter the machine", "response": "Which machin do you mean, the gold machine, the black machine, or the grey machine?", "endoftext": true }, { "action": "You look around", "response": "(You are in the gold machine.)\nThis is a large hall which hosted the technological exhibits of the Great Underground Empire. A door to the south is open.\nA strange grey machine, shaped somewhat like a clothes dryer, is on one side of the room. On the other side of the hall is a powerful-looking black machine, a tight tangle of wires, pipes, and motors.\nA plaque is mounted near the door. The writing is faded, however, and cannot be made out clearly. The two machines seem to be in bad shape, rusting in many spots.", "endoftext": false }, { "action": "You examine the gold machine", "response": "The machine consists of a seat and a console containing one small button and a dial connected to a display which reads 948.", "endoftext": false }, { "action": "You turn the dial to 947", "response": "The dial is set to 947.", "endoftext": true }, { "action": "Look around", "response": "(You are in the gold machine.)\nThis is a large hall which hosted the technological exhibits of the Great Underground Empire. A door to the south is closed.\nA strange grey machine, shaped somewhat like a clothes dryer, is on one side of the room. On the other side of the hall is a powerful-looking black machine, a tight tangle of wires, pipes, and motors.\nA plaque is mounted near the door. The writing is faded, however, and cannot be made out clearly. The two machines seem to be in bad shape, rusting in many spots.", "endoftext": false }, { "action": "You turn the dial to 948", "response": "The dial is set to 948.", "endoftext": true }, { "action": "You look at your surroundings", "response": "(You are in the gold machine.)\nThis is a large hall which hosted the technological exhibits of the Great Underground Empire. A door to the south is closed.\nA strange grey machine, shaped somewhat like a clothes dryer, is on one side of the room. On the other side of the hall is a powerful-looking black machine, a tight tangle of wires, pipes, and motors.\nA plaque is mounted near the door. The writing is faded, however, and cannot be made out clearly. The two machines seem to be in bad shape, rusting in many spots.\nThere is a Frobozz Magic Grue Repellent here. (outside the gold machine)\nThere is a strange key here. (outside the gold machine)\nThere is a torch here. (outside the gold machine)\nThere is a wooden staff here. (outside the gold machine)\nThere is a vial here. (outside the gold machine)\nThere is a lamp here. (outside the gold machine)\nThere is a sword here. (outside the gold machine)\nThere is a hood here. (outside the gold machine)\nThere is a cloak here. (outside the gold machine)", "endoftext": false }, { "action": "You turn the dial to 777", "response": "The dial is set to 777.", "endoftext": true }, { "action": "%", "response": "As in a dream, you see yourself tumbling down a great, dark staircase. All about you are shadowy images of struggles against fierce opponents and diabolical traps. These give way to another round of images: of imposing stone figures, a cool, clear lake, and, now, of an old, yet oddly youthful man. He turns toward you slowly, his long, silver hair dancing about him in a fresh breeze. \"You have reached the final test, my friend! You are proved clever and powerful, but this is not yet enough! Seek me when you feel yourself worthy!\" The dream dissolves around you as his last words echo through the void....\n\nZORK III: The Dungeon Master\n\nYou are at the bottom of a seemingly endless stair, winding its way upward beyond your vision. An eerie light, coming from all around you, casts strange shadows on the walls. To the south is a dark and winding trail.\nYour old friend, the brass lantern, is at your feet.", "endoftext": false }, { "action": "You turn the dial to 774", "response": "The dial is set to 774.", "endoftext": true }, { "action": "You turn the dial to 778", "response": "The dial is set to 778.", "endoftext": true }, { "action": "You enter the gold machine", "response": "You are already in the gold machine, cretin!", "endoftext": false }, { "action": "You turn the dial to 900", "response": "The dial is set to 900.", "endoftext": false }, { "action": "You get out", "response": "(out the gold machine)\nYou are on your own feet again.", "endoftext": true }, { "action": "You describe your surroundings", "response": "This is a large hall which hosted the technological exhibits of the Great Underground Empire. A door to the south is closed.\nA strange grey machine, shaped somewhat like a clothes dryer, is on one side of the room. On the other side of the hall is a powerful-looking black machine, a tight tangle of wires, pipes, and motors.\nA plaque is mounted near the door. The writing is faded, however, and cannot be made out clearly. The two machines seem to be in bad shape, rusting in many spots.\nDirectly in front of you is a large golden machine, which has a seat with a console in front. On the console is a single button and a dial connected to a three-digit display which reads 900. The machine is suprisingly shiny and shows few signs of age.", "endoftext": false }, { "action": "Go south", "response": "The wooden door is closed.", "endoftext": false }, { "action": "You open the door", "response": "The wooden door opens.", "endoftext": false }, { "action": "You go south", "response": "This is the entrance to the Royal Museum, the finest and grandest in the Great Underground Empire. To the south, down a few steps, is the entrance to the Royal Puzzle and to the east, through a stone door, is the Royal Jewel Collection. A wooden door to the north is open and leads to the Museum of Technology. To the west is a great iron door, which is rusted shut.", "endoftext": false }, { "action": "Go east", "response": "The stone door is closed.", "endoftext": false }, { "action": "Go east", "response": "You are in a high-ceilinged chamber in the middle of which sits a tall, round steel cage, which is securely locked. In the middle of the cage is a pedestal on which sit the Crown Jewels of the Great Underground Empire: a sceptre, a jewelled knife, and a golden ring. A small bronze plaque, now tarnished, is on the cage.", "endoftext": false }, { "action": "Go north", "response": "This is a large hall which hosted the technological exhibits of the Great Underground Empire. A door to the south is open.\nA strange grey machine, shaped somewhat like a clothes dryer, is on one side of the room. On the other side of the hall is a powerful-looking black machine, a tight tangle of wires, pipes, and motors.\nA plaque is mounted near the door. The writing is faded, however, and cannot be made out clearly. The two machines seem to be in bad shape, rusting in many spots.\nDirectly in front of you is a large golden machine, which has a seat with a console in front. On the console is a single button and a dial connected to a three-digit display which reads 900. The machine is suprisingly shiny and shows few signs of age.", "endoftext": false }, { "action": "You turn the dial to 775", "response": "The dial is set to 775.", "endoftext": false }, { "action": "You turn the dial to 800", "response": "The dial is set to 800.", "endoftext": false }, { "action": "You turn the dial to 776", "response": "The dial is set to 776.", "endoftext": false }, { "action": "You get out", "response": "(out the gold machine)\nYou are on your own feet again.", "endoftext": false }, { "action": "You listen", "response": "What do you want to listen to?", "endoftext": true }, { "action": "Look around", "response": "You are in a large, unfinished room, probably intended to be a part of the Royal Museum.\nThrough the door you can hear voices which, from their sound, belong to military or police personnel.\nA strange grey machine, shaped somewhat like a clothes dryer, is on one side of the room. On the other side of the hall is a powerful-looking black machine, a tight tangle of wires, pipes, and motors.\nA plaque is mounted near the door. The grey machine, it turns out, is a Frobozz Magic Pressurizer, used in the coal mines of the Empire. The black machine is a Frobozz Magic Room Spinner. The golden machine is referred to as a Temporizer. All are non-working models donated by Frobozzco president John D. Flathead.\nDirectly in front of you is a large golden machine, which has a seat with a console in front. On the console is a single button and a dial connected to a three-digit display which reads 776. The machine is suprisingly shiny and shows few signs of age.", "endoftext": false }, { "action": "You examine the plaque", "response": "The plaque merely identifies the machines and names their donor. They are non-working models of existing state-of-the-art machinery.", "endoftext": false }, { "action": "You listen to the door", "response": "The voices are muffled by the door which (fortunately for you) separates you. They seem to be in heated debate on the topic of wage scales for guards.", "endoftext": false }, { "action": "Continue", "response": "The voices are muffled by the door which (fortunately for you) separates you. They seem to be in heated debate on the topic of the proper way to execute trespassers.", "endoftext": false }, { "action": "You wait", "response": "Time passes...\nYou hear, from outside the door, guards marching away, their voices fading. After a few moments, a booming crash signals the close of what must be a tremendous door. Then there is silence.", "endoftext": false }, { "action": "You open the door", "response": "The wooden door opens.", "endoftext": false }, { "action": "Go south", "response": "This appears to be an unfinished entranceway to the Royal Museum. There are doors to the east and north, and a blind stairway to the south. A heavy iron door to the west is closed and locked.", "endoftext": false }, { "action": "You open the stone door", "response": "The door is locked, probably by the guards on their way out.", "endoftext": false }, { "action": "You go west", "response": "The guards locked the iron door behind them.", "endoftext": false }, { "action": "You go south", "response": "The stairs end blindly to the south.", "endoftext": false }, { "action": "You go to the north", "response": "You are in a large, unfinished room, probably intended to be a part of the Royal Museum.\nA strange grey machine, shaped somewhat like a clothes dryer, is on one side of the room. On the other side of the hall is a powerful-looking black machine, a tight tangle of wires, pipes, and motors.\nA plaque is mounted near the door. The grey machine, it turns out, is a Frobozz Magic Pressurizer, used in the coal mines of the Empire. The black machine is a Frobozz Magic Room Spinner. The golden machine is referred to as a Temporizer. All are non-working models donated by Frobozzco president John D. Flathead.\nDirectly in front of you is a large golden machine, which has a seat with a console in front. On the console is a single button and a dial connected to a three-digit display which reads 776. The machine is suprisingly shiny and shows few signs of age.", "endoftext": false }, { "action": "You turn the dial to 948", "response": "The dial is set to 948.", "endoftext": true }, { "action": "Look around", "response": "You are in a high-ceilinged chamber, in the center of which is a pedestal which is the intended home of the Crown Jewels of the Great Underground Empire: a jewelled knife, a golden ring, and the royal sceptre. The room is, by appearances, unfinished.\nThrough the door you can hear voices which, from their sound, belong to military or police personnel.", "endoftext": true }, { "action": "You look at your surroundings", "response": "You are in a high-ceilinged chamber, in the center of which is a pedestal which is the intended home of the Crown Jewels of the Great Underground Empire: a jewelled knife, a golden ring, and the royal sceptre. Not all of the jewels are in place, however. The room is, by appearances, unfinished.\nThrough the door you can hear voices which, from their sound, belong to military or police personnel.\nOne particularly loud and grating voice can now be heard above the others outside the room. \"Very nice! Very nice! Not enough security, but very nice! Now, Lord Feepness, pay attention! I've been thinking and what we need is a dam, a tremendous dam to control the Frigid River, with thousands of gates. Yes! I can see it now. We shall call it ... Flood Control Dam #2. No, not quite right. Aha! It will be Flood Control Dam #3.\" \"Pardon me, my Lord, but wouldn't that be just a tad excessive?\" \"Nonsense! Now, let me tell you my idea for hollowing out volcanoes...\" With that, the voices trail out into nothingness.", "endoftext": true }, { "action": "Look around", "response": "You are in a high-ceilinged chamber, in the center of which is a pedestal which is the intended home of the Crown Jewels of the Great Underground Empire: a jewelled knife, a golden ring, and the royal sceptre. Not all of the jewels are in place, however. The room is, by appearances, unfinished.\nThrough the door you can hear voices which, from their sound, belong to military or police personnel.", "endoftext": false }, { "action": "You wait", "response": "Time passes...\nYou hear, from outside the door, guards marching away, their voices fading. After a few moments, a booming crash signals the close of what must be a tremendous door. Then there is silence.", "endoftext": false }, { "action": "You take all", "response": "pedestal: You can't reach it through the cage.\njewelled knife: Taken.\nsceptre: Taken.", "endoftext": false }, { "action": "Open seat", "response": "It is already open.", "endoftext": false }, { "action": "You examine gold machine", "response": "The machine consists of a seat and a console containing one small button and a dial connected to a display which reads 776.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nA sceptre\nA jewelled knife\nA golden ring (being worn)", "endoftext": false }, { "action": "You put the ring under the seat", "response": "The ring is concealed underneath the seat.", "endoftext": false }, { "action": "You put the knife under the seat", "response": "It's too big to hide under the seat.", "endoftext": false }, { "action": "You go east", "response": "You are in a high-ceilinged chamber, in the center of which is a pedestal which is the intended home of the Crown Jewels of the Great Underground Empire: a jewelled knife, a golden ring, and the royal sceptre. Not all of the jewels are in place, however. The room is, by appearances, unfinished.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nA sceptre\nA jewelled knife", "endoftext": true }, { "action": "You look around", "response": "You are in a high-ceilinged chamber, in the center of which is a pedestal which is the intended home of the Crown Jewels of the Great Underground Empire: a jewelled knife, a golden ring, and the royal sceptre. Not all of the jewels are in place, however. The room is, by appearances, unfinished.\nThere is a sceptre here.", "endoftext": false }, { "action": "You take the sceptre", "response": "Taken.\nYou start to feel light-headed and, before you can even think, you become completely disoriented. When you regain your faculties, you realize that your surroundings have changed.\nYou notice that everything you were holding is gone!", "endoftext": false }, { "action": "Go west", "response": "This is the entrance to the Royal Museum, the finest and grandest in the Great Underground Empire. To the south, down a few steps, is the entrance to the Royal Puzzle and to the east, through a stone door, is the Royal Jewel Collection. A wooden door to the north is closed and leads to the Museum of Technology. To the west is a great iron door, rusted shut. To its left, however, is a cleft in the rock providing a western route away from the museum.", "endoftext": false }, { "action": "Go north", "response": "This is a large hall which hosted the technological exhibits of the Great Underground Empire. A door to the south is open.\nA strange grey machine, shaped somewhat like a clothes dryer, is on one side of the room. On the other side of the hall is a powerful-looking black machine, a tight tangle of wires, pipes, and motors.\nA plaque is mounted near the door. The writing is faded, however, and cannot be made out clearly. The two machines seem to be in bad shape, rusting in many spots.\nThere is a Frobozz Magic Grue Repellent here.\nThere is a strange key here.\nThere is a torch here.\nThere is a wooden staff here.\nThere is a vial here.\nThere is a lamp here.\nThere is a sword here.\nThere is a hood here.\nThere is a cloak here.", "endoftext": true }, { "action": "Look around", "response": "(You are in the gold machine.)\nYou are in a high-ceilinged chamber in the middle of which sits a tall, round steel cage, which is securely locked. In the middle of the cage is a pedestal on which sit the Crown Jewels of the Great Underground Empire: a sceptre, a jewelled knife, and a golden ring. A small bronze plaque, now tarnished, is on the cage.", "endoftext": false }, { "action": "You look under the seat", "response": "You find the ring under the seat and put it on your finger.", "endoftext": false }, { "action": "You take all", "response": "plaque: It's bolted to the wall.\ngrey machine: It's massive and cannot even be moved.\nblack machine: It's massive and cannot even be moved.\ngold machine: The machine must weigh hundreds of pounds and cannot be carried.\nbutton: You can't be serious.\ndial: An interesting idea...\nseat: You can't be serious.\nFrobozz Magic Grue Repellent: Taken.\nstrange key: Taken.\ntorch: Taken.\nwooden staff: Taken.\nvial: Taken.\nlamp: Taken.\nsword: Taken.\nhood: You are now wearing the hood.\ncloak: You are now wearing the cloak.", "endoftext": true }, { "action": "You look at your surroundings", "response": "This is an exhibit of Empire technology. A wooden door to the south is closed.\nA strange grey machine, shaped somewhat like a clothes dryer, is on one side of the room. On the other side of the hall is a powerful-looking black machine, a tight tangle of wires, pipes, and motors.\nA plaque is mounted near the door. The writing is faded, however, and cannot be made out clearly. The two machines seem to be in bad shape, rusting in many spots.\nDirectly in front of you is a large golden machine, which has a seat with a console in front. On the console is a single button and a dial connected to a three-digit display which reads 948. The machine is suprisingly shiny and shows few signs of age.", "endoftext": false }, { "action": "You go to the south", "response": "This seems to be an entrance hall of some sort, judging by the grand iron door to the west, and the ornate stone and wooden doors which lead to the east and north, respectively. A few wide steps lead south.", "endoftext": false }, { "action": "You go to the south", "response": "This is a small square room, in the middle of which is a perfectly round hole through which you can discern the floor some ten feet below. The place under the hole is dark, but it appears to be completely enclosed in rock. In any event, it doesn't seem likely that you could climb back up. Exits are west and, up a few steps, north. Lying on the ground is a small note of some kind.", "endoftext": false }, { "action": "You examine the note", "response": "Warning:\nThe Royal Puzzle is quite dangerous and it is possible to become trapped within its confines. Please do not enter the puzzle after hours or when museum personnel are not present.\nThe Management", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nA cloak (being worn)\nA hood (being worn)\nA sword\nA lamp\nA vial\nA wooden staff\nA torch\nA strange key\nA Frobozz Magic Grue Repellent\nA golden ring (being worn)", "endoftext": false }, { "action": "Go west", "response": "You are in a narrow room, lit from above. A flight of steps leads up toward the north, and a metal door leads to the east.", "endoftext": false }, { "action": "Go east", "response": "The steel door is closed.", "endoftext": true }, { "action": "You describe your surroundings", "response": "+MM MM ??+\nWest + .. SS+ East\n+SS MM+", "endoftext": false }, { "action": "You go south", "response": "+ SS+\nWest +SS .. MM+ East\n+ +", "endoftext": false }, { "action": "You go south", "response": "+SS MM+\nWest + .. + East\n+SS +", "endoftext": false }, { "action": "Go south", "response": "+ +\nWest +SS .. + East\n+ SS+\nThere is a ladder here, firmly attached to the west wall.", "endoftext": false }, { "action": "You go south", "response": "+SS +\nWest + .. SS+ East\n+MM MM ??+", "endoftext": false }, { "action": "Go west", "response": "+?? SS +\nWest +MM .. + East\n+?? MM MM+", "endoftext": false }, { "action": "Go southwest", "response": "There is a wall there.", "endoftext": false }, { "action": "Go east", "response": "+ +\nWest + .. SS+ East\n+ SS ??+", "endoftext": false }, { "action": "You go to the north", "response": "+ MM +\nWest + .. + East\n+ SS+", "endoftext": false }, { "action": "You go to the east", "response": "+MM SS+\nWest + .. MM+ East\n+ SS ??+", "endoftext": false }, { "action": "You go north", "response": "+SS SS+\nWest +MM .. SS+ East\n+ MM+\nThere is a ladder here, firmly attached to the east wall.", "endoftext": false }, { "action": "Go north", "response": "+?? MM ??+\nWest +SS .. SS+ East\n+MM SS+", "endoftext": false }, { "action": "Go west", "response": "+?? MM MM+\nWest +MM .. + East\n+?? SS +\nIn the ceiling above you is a large circular opening.", "endoftext": false }, { "action": "You go west", "response": "+?? SS +\nWest +MM .. + East\n+?? SS +", "endoftext": false }, { "action": "You take the ladder", "response": "Come, come!", "endoftext": false }, { "action": "Examine book", "response": "The book is written in a strong and elegant hand and is full of strange and wondrous pictures. The text is in a tongue unknown to you and is penned in many colours. Some of the words seem to change colour as you read them. The book itself is very old and the pages dry and brittle.", "endoftext": false }, { "action": "You go northwest", "response": "+ MM +\nWest + .. + East\n+ +", "endoftext": false }, { "action": "You go south", "response": "+MM +\nWest +MM .. + East\n+?? SS +", "endoftext": false }, { "action": "You go southeast", "response": "+ +\nWest +SS .. + East\n+ SS+\nThere is a ladder here, firmly attached to the west wall.", "endoftext": false }, { "action": "You go to the northeast", "response": "+SS SS+\nWest +SS .. MM+ East\n+ +\nThere is a ladder here, firmly attached to the west wall.", "endoftext": false }, { "action": "Go north", "response": "+?? MM ??+\nWest +SS .. SS+ East\n+SS MM+", "endoftext": false }, { "action": "You go to the east", "response": "+MM MM ??+\nWest + .. SS+ East\n+MM SS+", "endoftext": false }, { "action": "You go west", "response": "+MM MM MM+\nWest + .. + East\n+MM SS+", "endoftext": false }, { "action": "You go to the south", "response": "+ +\nWest +MM .. SS+ East\n+ MM+\nThere is a ladder here, firmly attached to the east wall.", "endoftext": false }, { "action": "You go southwest", "response": "+ MM +\nWest + .. + East\n+ +", "endoftext": false }, { "action": "You go to the south", "response": "+ +\nWest + .. + East\n+ SS SS+", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nA very ancient book\nA cloak (being worn)\nA hood (being worn)\nA sword\nA lamp\nA vial\nA wooden staff\nA torch\nA strange key\nA Frobozz Magic Grue Repellent\nA golden ring (being worn)", "endoftext": false }, { "action": "You look", "response": "+?? SS +\nWest +MM .. + East\n+?? SS +", "endoftext": false }, { "action": "You go northeast", "response": "+MM SS+\nWest + .. MM+ East\n+ SS+", "endoftext": false }, { "action": "You go north", "response": "+SS SS+\nWest +MM .. SS+ East\n+ MM+\nThere is a ladder here, firmly attached to the east wall.", "endoftext": false }, { "action": "Go southwest", "response": "+SS +\nWest +MM .. SS+ East\n+ MM+\nThere is a ladder here, firmly attached to the east wall.", "endoftext": false }, { "action": "You go southwest", "response": "+ MM +\nWest + .. + East\n+ +", "endoftext": false }, { "action": "You go east", "response": "+ MM+\nWest + .. SS+ East\n+SS SS ??+\nThe center of the floor here is noticeably depressed.", "endoftext": false }, { "action": "Go south", "response": "+ SS+\nWest +MM .. + East\n+?? MM MM+\nIn the center of the west wall is a steel door which is closed. On one side of the door is a narrow slot.", "endoftext": false }, { "action": "Go east", "response": "+ SS +\nWest + .. + East\n+MM MM MM+", "endoftext": false }, { "action": "Go east", "response": "+SS +\nWest + .. MM+ East\n+MM MM ??+", "endoftext": false }, { "action": "Go north", "response": "+?? SS +\nWest +SS .. + East\n+ MM+", "endoftext": false }, { "action": "Go east", "response": "+SS MM+\nWest + .. MM+ East\n+ MM ??+", "endoftext": false }, { "action": "Go north", "response": "+MM MM+\nWest +SS .. MM+ East\n+ MM+", "endoftext": false }, { "action": "You go north", "response": "+SS MM+\nWest +MM .. MM+ East\n+SS MM+", "endoftext": false }, { "action": "You go north", "response": "+SS MM+\nWest +SS .. MM+ East\n+MM MM+", "endoftext": false }, { "action": "You go north", "response": "+?? MM ??+\nWest +SS .. MM+ East\n+SS MM+", "endoftext": false }, { "action": "You continue", "response": "The wall slides forward and you follow it to this position:\nRoom in a Puzzle\n+ SS+\nWest +SS .. + East\n+MM +", "endoftext": false }, { "action": "Keep going", "response": "The wall slides forward and you follow it to this position:\nRoom in a Puzzle\n+SS +\nWest +SS .. + East\n+?? MM +", "endoftext": false }, { "action": "Go east", "response": "+ SS+\nWest + .. + East\n+MM +", "endoftext": false }, { "action": "You go east", "response": "+ SS SS+\nWest + .. + East\n+ +", "endoftext": false }, { "action": "Go northwest", "response": "+ +\nWest + .. SS+ East\n+ +", "endoftext": false }, { "action": "Go southwest", "response": "+ +\nWest + .. SS+ East\n+MM +", "endoftext": false }, { "action": "You go to the south", "response": "+SS +\nWest +SS .. + East\n+ MM+", "endoftext": false }, { "action": "Go northwest", "response": "+ SS+\nWest + .. SS+ East\n+MM +", "endoftext": false }, { "action": "You go north", "response": "+ +\nWest + .. SS+ East\n+ SS+", "endoftext": false }, { "action": "You go to the southwest", "response": "+ +\nWest +MM .. SS+ East\n+?? MM ??+\nIn the center of the west wall is a steel door which is closed. On one side of the door is a narrow slot.", "endoftext": false }, { "action": "You go to the north-east", "response": "+ SS +\nWest + .. + East\n+ SS MM+", "endoftext": false }, { "action": "Go southwest", "response": "+ SS +\nWest + .. + East\n+ SS+", "endoftext": false }, { "action": "Go northwest", "response": "+ +\nWest + .. SS+ East\n+ +", "endoftext": false }, { "action": "Go northwest", "response": "+ +\nWest + .. + East\n+ +", "endoftext": false }, { "action": "You go southeast", "response": "+ MM+\nWest +SS .. + East\n+SS +", "endoftext": false }, { "action": "You go east", "response": "+ MM+\nWest + .. + East\n+ +\nThe center of the floor here is noticeably depressed.", "endoftext": false }, { "action": "You go to the northeast", "response": "+SS MM+\nWest +MM .. MM+ East\n+ MM+", "endoftext": false }, { "action": "You go to the north", "response": "+?? SS ??+\nWest +SS .. MM+ East\n+MM MM+", "endoftext": false }, { "action": "You go north", "response": "+MM MM ??+\nWest + .. SS+ East\n+SS +", "endoftext": false }, { "action": "You go west", "response": "+?? MM MM+\nWest +SS .. + East\n+?? SS +", "endoftext": false }, { "action": "You go to the southwest", "response": "+ +\nWest + .. SS+ East\n+ +\nThere is a ladder here, firmly attached to the east wall.", "endoftext": false }, { "action": "You go to the south-east", "response": "+ SS +\nWest + .. + East\n+ SS SS+", "endoftext": false }, { "action": "You go northeast", "response": "+?? MM +\nWest +SS .. + East\n+ +", "endoftext": false }, { "action": "You go to the southwest", "response": "+?? SS +\nWest +SS .. + East\n+?? MM +", "endoftext": false }, { "action": "Go west", "response": "+MM SS+\nWest +MM .. + East\n+?? SS +", "endoftext": false }, { "action": "Go north", "response": "+?? MM ??+\nWest +MM .. SS+ East\n+MM +\nIn the ceiling above you is a large circular opening.\nThere is a ladder here, firmly attached to the east wall.", "endoftext": false }, { "action": "Go upwards", "response": "With the help of the ladder, you exit the puzzle.\nRoyal Puzzle Entrance\nThis is a small square room, in the middle of which is a perfectly round hole through which you can discern the floor some ten feet below. The place under the hole is dark, but it appears to be completely enclosed in rock. In any event, it doesn't seem likely that you could climb back up. Exits are west and, up a few steps, north. Lying on the ground is a small note of some kind.", "endoftext": true } ]
vrsot1zgy1wfcdru
Janitor
Peter Seebach
[ "Cave crawl", "Surreal" ]
[ "anti-game", "collaboration", "gender-neutral protagonist", "humor", "IF Competition 2002", "IFComp Game", "meta", "parser", "text adventurer protagonist", "walkthrough", "Xyzzy Awards 2002" ]
2,002
[ 4, 15, 8, 0, 0 ]
27
3.851852
20100303
false
[ { "action": "%", "response": "HELLO CHEF!!!!!1 You must make FOOD!\nYou have a list! First to food wins!\n\nYou are a Chef!\n\nHello Cook!!! You are outside a SHOP. You can go north-east or\neast. The SHOP is here. An exit leads south. Also there is a POT here.", "endoftext": false }, { "action": "You examine pot", "response": "This is the pot!! In which to put your items! There's nothing in the SOUP pot.", "endoftext": false }, { "action": "Inventory", "response": "You have a list.", "endoftext": false }, { "action": "You look at list", "response": "Hello Chef!! You must find items to put in the pot! This will enable the food to be properly made: attention!\n\nThe food requires the following ingredients: potato, monkey, octopus, cabbage, paperclips, tomato. Later the MYSTERY INGREDIENT will be delivered!You hear squidge from northeast!", "endoftext": true }, { "action": "You look around", "response": "Hello Cook!!! You are outside a SHOP. You can go north-east or\neast. The SHOP is here. An exit leads south. Also there is a POT here.\nAn apple falls from the sky!", "endoftext": false }, { "action": "You look at the shop", "response": "The SHOP is known as 'End of Days'. It is however entitled 'A Freak Accident leaves Seattle Pantsless' due to a strange experience in aught-six.You hear potato from northeast!\n\nYou hear squish from northeast!\n\nMonkey falls from the sky!", "endoftext": false }, { "action": "You take the monkey", "response": "Chef, you cannot take the MONKEY without the BANANA!!\nYou hear clink from south!\n\nYou hear clunk from south!\n\nLost sock falls from the sky!\n\nMagnet falls from the sky!\n\nYou hear cackle from south!", "endoftext": false }, { "action": "You take the magnet", "response": "Taken.", "endoftext": false }, { "action": "Go south", "response": "Hello Cook!!! There is a LOT of PARKING here because this is a PARKING LOT. Ha ha! A joke! You are permitted by the cars to go only northwards.\nYou see a fork, a tongs, and the Blair Witch here.\nSalmon falls from the sky!\n\nChocolate falls from the sky!\n\nYou hear fwish from north!", "endoftext": false }, { "action": "You examine the list", "response": "Hello Chef!! You must find items to put in the pot! This will enable the food to be properly made: attention!\n\nThe food requires the following ingredients: potato, monkey, octopus, cabbage, paperclips, tomato. Later the MYSTERY INGREDIENT will be delivered!Loaf of bread falls from the sky!\n\nYou hear tinkle-tinkle from north!\n\nYou hear blorsh from north!", "endoftext": false }, { "action": "You take the bread", "response": "Taken. You hear plop from north!\n\nYou hear husk from north!\n\nYou hear thud from north!", "endoftext": false }, { "action": "Go north", "response": "You see a an apple, a monkey, a lost sock, a pepper, a corn, and a cabbage here.", "endoftext": false }, { "action": "You take the cabbage", "response": "Chef, you cannot take the CABBAGE without the PEPPER!!", "endoftext": false }, { "action": "You look", "response": "Hello Cook!!! You are outside a SHOP. You can go north-east or\neast. The SHOP is here. An exit leads south. Also there is a POT here.\nYou see a an apple, a monkey, a lost sock, and a corn here.", "endoftext": false }, { "action": "Inventory", "response": "You have a list, a magnet, a loaf of bread, a pepper, and a cabbage.", "endoftext": false }, { "action": "You put the cabbage in the the pot", "response": "Good work Chef!!! But you must find more!! Ingrredients!!!", "endoftext": true }, { "action": "Look around", "response": "Hello Cook!!! You are outside a SHOP. You can go north-east or\neast. The SHOP is here. An exit leads south. Also there is a POT here.\nYou see a an apple, a monkey, a lost sock, and a corn here. The\nSOUP pot seems to contain a cabbage.", "endoftext": false }, { "action": "You go northeast", "response": "Hello Cook!!! This is the corner. There is a 23rd here. Also a Lincoln. You can go south-west.\nYou see a giant octopus, a potato, a bruised tomato, a paperclips,\na yogurt, and a banana here.", "endoftext": false }, { "action": "You get all", "response": "giant octopus: Chef, you cannot take the GIANT OCTOPUS without the TONGS!!\npotato: Taken.\nbruised tomato: Taken.\npaperclips: Taken.\nyogurt: Taken.\nbanana: Chef, you cannot take the BANANA without the CORN!!", "endoftext": true }, { "action": "You look at your surroundings", "response": "Hello Cook!!! This is the corner. There is a 23rd here. Also a Lincoln. You can go south-west.\nYou see a giant octopus and a banana here.", "endoftext": false }, { "action": "Go southwest", "response": "You see a an apple, a monkey, a lost sock, and a corn here. The\nSOUP pot seems to contain a cabbage.", "endoftext": false }, { "action": "You take the corn", "response": "Taken.", "endoftext": false }, { "action": "About yourself", "response": "You look about the same as always.", "endoftext": false }, { "action": "You go to the northeast", "response": "You see a giant octopus and a banana here.", "endoftext": false }, { "action": "You take OCTOPUS", "response": "Chef, you cannot take the GIANT OCTOPUS without the TONGS!!", "endoftext": false }, { "action": "You go southwest", "response": "You see a an apple, a monkey, and a lost sock here. The SOUP pot seems to contain a cabbage.", "endoftext": false }, { "action": "Inventory", "response": "You have a list, a magnet, a loaf of bread, a pepper, a potato, a bruised tomato, a paperclips, a yogurt, a corn, and a banana.", "endoftext": false }, { "action": "You look at the list", "response": "Hello Chef!! You must find items to put in the pot! This will enable the food to be properly made: attention!\n\nThe food requires the following ingredients: potato, monkey, octopus, cabbage, paperclips, tomato. Later the MYSTERY INGREDIENT will be delivered!", "endoftext": false }, { "action": "You examine pot", "response": "This is the pot!! In which to put your items! In the SOUP pot you see a cabbage, a bruised tomato, a monkey, a paperclips, and a potato.", "endoftext": true }, { "action": "Look around", "response": "Hello Cook!!! You are outside a SHOP. You can go north-east or\neast. The SHOP is here. An exit leads south. Also there is a POT here.\nYou see a an apple and a lost sock here. The SOUP pot seems to contain a cabbage, a bruised tomato, a monkey, a paperclips, and a potato.", "endoftext": false }, { "action": "Go south", "response": "You see a fork, a tongs, the Blair Witch, a salmon, and a chocolate here.", "endoftext": false }, { "action": "You go north", "response": "You see a an apple and a lost sock here. The SOUP pot seems to contain a cabbage, a bruised tomato, a monkey, a paperclips, and a potato.", "endoftext": false }, { "action": "Go northeast", "response": "You see a giant octopus here.", "endoftext": false }, { "action": "You put OCTOPUS in the pot", "response": "Good work Chef!!! But you must find more!! Ingrredients!!!\nA funny clown runs out of the room!A funny clown runs into the room!", "endoftext": true }, { "action": "You look at your surroundings", "response": "Hello Cook!!! You are outside a SHOP. You can go north-east or\neast. The SHOP is here. An exit leads south. Also there is a POT here.\nYou see a an apple and a lost sock here. The SOUP pot seems to contain a cabbage, a bruised tomato, a monkey, a paperclips, a potato, and a giant octopus.\nA funny clown runs out of the room!Iron safe falls from the sky!\nIt lands on top of clown and breaks open!", "endoftext": false }, { "action": "You examine safe", "response": "In the iron safe you see a MYSTERY INGREDIENT.", "endoftext": false }, { "action": "You examine MYSTERY INGREDIENT", "response": "I cannot tell you! It is a mystery!!", "endoftext": false }, { "action": "You put MYSTERY INGREDIENT in the pot", "response": "You have completed the soup!! You retired with the FOOD in triumph!! Congratulations Chef!!!", "endoftext": false }, { "action": "%", "response": "... the whistle blows, and it's the end of another day at the Flavorplex Text Adventure Company. The end, that is, for everyone but you. You're the new janitor, and it's your first day on the job.\n\nIt's a living.\nCopyright 2002 Peter Seebach / Kevin Lynn\n\nYou are in the company break room, complete with the employee fridge, where you could store your lunch, if you had a lunch. Access corridors lead north, south, east, and west. Your supply closet is to the northwest, and the receptionist's office is to the northeast. Next to the safety and motivational posters, a pin-up calendar adorns the dingy wall, currently displaying Ms. July.", "endoftext": false }, { "action": "Examine calendar", "response": "It's a traditional pin-up calendar, the sort that decorates breakrooms everywhere, roughly two years old. It is currently displaying Ms. July, a certain Ms. Veronica Ashcroft. She was quite the looker in her time.", "endoftext": false }, { "action": "You look at the posters", "response": "You would have to name a specific poster; try \"safety\" or \"motivational\".", "endoftext": false }, { "action": "You look at the safety", "response": "The safety poster explains that the game world is completely safe, and that there are no dangerous things present when mimesis is disrupted. It describes the procedure for filing a complaint should you find a way to die.", "endoftext": false }, { "action": "You examine motivational", "response": "The motivational poster details the core rules on which all text adventures are founded. You have been instructed to read them all every day; perhaps this would be a good time. Just look at \"rule 1\" through \"rule 10\".", "endoftext": false }, { "action": "You examine the rule 1", "response": "1. You do not talk about janitor club.", "endoftext": false }, { "action": "You examine the rule 2", "response": "2. This is not a game. This is a world.", "endoftext": false }, { "action": "You examine rule 3", "response": "3. The treasures are always real.", "endoftext": false }, { "action": "You look at the rule 4", "response": "4. No lethal traps without clear warning.", "endoftext": false }, { "action": "You examine the rule 5", "response": "5. You do not need to save and restore to win the game.", "endoftext": false }, { "action": "You examine the rule 6", "response": "6. There's more to theatre than repetition.", "endoftext": false }, { "action": "You look at rule 7", "response": "7. There's more to theatre than repetition.", "endoftext": false }, { "action": "You examine the rule 8", "response": "8. But not much.", "endoftext": false }, { "action": "You examine the rule 9", "response": "9. Every room has a purpose.", "endoftext": false }, { "action": "You examine the rule 10", "response": "10. Every puzzle has a reason to be there.", "endoftext": true }, { "action": "Look around", "response": "You are in the company break room, complete with the employee fridge, where you could store your lunch, if you had a lunch. Access corridors lead north, south, east, and west. Your supply closet is to the northwest, and the receptionist's office is to the northeast. Next to the safety and motivational posters, a pin-up calendar adorns the dingy wall, currently displaying Ms. July.", "endoftext": false }, { "action": "You examine the fridge", "response": "It's a large, white fridge, of the sort that decorates breakrooms everywhere. It makes an odd buzzing sound when it's running, and the temperature inside ranges from below the freezing point of water to just warm enough to completely melt butter. Optimistically, you assume that it lacks energy star certification only because it predates the time when energy conservation was understood to be an issue.", "endoftext": false }, { "action": "You open the fridge", "response": "Almost before the door opens, a dingy light comes on, illuminating the insides of the fridge.\n\nYou open the refrigerator, revealing some tin cans, a sack and a plastic tub.", "endoftext": false }, { "action": "You examine cans", "response": "It's a large stack of tin cans, each labeled \"That Looks More Like Hot Air Balloon Fuel Than Butter\".", "endoftext": false }, { "action": "You look at the sack", "response": "An elongated brown sack, smelling of hot peppers. It came from a restaurant called the Heisenberg Cafe, whose slogan is \"You Only Know What You Ordered Until It Gets There\".", "endoftext": false }, { "action": "You open the sack", "response": "You open the sack, revealing a lunch and a clove of garlic.", "endoftext": false }, { "action": "You read july", "response": "What do you want to read in?", "endoftext": false }, { "action": "Flip calendar", "response": "You flip ahead to August, revealing one Iris.", "endoftext": false }, { "action": "You examine Iris", "response": "It's a traditional pin-up calendar, the sort that decorates breakrooms everywhere, roughly two years old. It is currently displaying Ms. August, a certain Iris. She was quite the looker in her time.", "endoftext": false }, { "action": "Flip calendar", "response": "You flip ahead to September, revealing one Auda.", "endoftext": false }, { "action": "You look at Auda", "response": "It's a traditional pin-up calendar, the sort that decorates breakrooms everywhere, roughly two years old. It is currently displaying Ms. September, a certain Auda. She was quite the looker in her time.", "endoftext": false }, { "action": "You look at Elaine", "response": "It's a traditional pin-up calendar, the sort that decorates breakrooms everywhere, roughly two years old. It is currently displaying Ms. October, a certain Governor Elaine Marley. She was quite the looker in her time.", "endoftext": false }, { "action": "Flip calendar", "response": "You flip ahead to November, revealing one Tamara Lynd.", "endoftext": false }, { "action": "You look at Tamara", "response": "It's a traditional pin-up calendar, the sort that decorates breakrooms everywhere, roughly two years old. It is currently displaying Ms. November, a certain Tamara Lynd. She was quite the looker in her time.", "endoftext": false }, { "action": "Flip calendar", "response": "You flip ahead to December, revealing one Meriday Beth Komor.", "endoftext": false }, { "action": "You examine meriday", "response": "It's a traditional pin-up calendar, the sort that decorates breakrooms everywhere, roughly two years old. It is currently displaying Ms. December, a certain Meriday Beth Komor.\n\n8888:::8888888888888888888888888 8888::::::8888888888888888888888888888 88::::::::888:::8888888888888888888888888 88888888::::8:::::::::::88888888888888888888\n888 8::888888::::::::::::::::::88888888888 888 88::::88888888::::m::::::::::88888888888 8 888888888888888888:M:::::::::::8888888888888 88888888888888888888::::::::::::M88888888888888 8888888888888888888888:::::::::M8888888888888888 8888888888888888888888:::::::M888888888888888888 8888888888888888::88888::::::M88888888888888888888 88888888888888888:::88888:::::M888888888888888 8888 88888888888888888:::88888::::M::;o*M*o;888888888 88 88888888888888888:::8888:::::M:::::::::::88888888 8 88888888888888888::::88::::::M:;:::::::::::888888888 8888888888888888888:::8::::::M::aAa::::::::M8888888888 8\n88 8888888888::88::::8::::M:::::::::::::888888888888888 8888\n88 88888888888:::8:::::::::M::::::::::;::88:88888888888888888\n8 8888888888888:::::::::::M::\"@@@@@@@\"::::8w8888888888888888 88888888888:888::::::::::M:::::\"@a@\":::::M8i888888888888888 8888888888::::88:::::::::M88:::::::::::::M88z88888888888888888 8888888888:::::8:::::::::M88888:::::::::MM888!888888888888888888 888888888:::::8:::::::::M8888888MAmmmAMVMM888*88888888 88888888 888888 M:::::::::::::::M888888888:::::::MM88888888888888 8888888 8888 M::::::::::::::M88888888888::::::MM888888888888888 88888\n888 M:::::::::::::M8888888888888M:::::mM888888888888888 8888\n888 M::::::::::::M8888:888888888888::::m::Mm88888 888888 8888\n88 M::::::::::::8888:88888888888888888::::::Mm8 88888 888\n88 M::::::::::8888M::88888::888888888888:::::::Mm88888 88\n8 MM::::::::8888M:::8888:::::888888888888::::::::Mm8 4 8M:::::::8888M:::::888:::::::88:::8888888::::::::Mm 2 88MM:::::8888M:::::::88::::::::8:::::888888:::M:::::M 8888M:::::888MM::::::::8:::::::::::M::::8888::::M::::M 88888M:::::88:M::::::::::8:::::::::::M:::8888::::::M::M\n88 888MM:::888:M:::::::::::::::::::::::M:8888:::::::::M:\n8 88888M:::88::M:::::::::::::::::::::::MM:88::::::::::::M 88888M:::88::M::::::::::*88*::::::::::M:88::::::::::::::M 888888M:::88::M:::::::::88@@88:::::::::M::88::::::::::::::M 888888MM::88::MM::::::::88@@88:::::::::M:::8::::::::::::::*8\n88888 M:::8::MM:::::::::*88*::::::::::M:::::::::::::::::88@@\n8888 MM::::::MM:::::::::::::::::::::MM:::::::::::::::::88@@\n888 M:::::::MM:::::::::::::::::::MM::M::::::::::::::::*8\n888 MM:::::::MMM::::::::::::::::MM:::MM:::::::::::::::M\n88 M::::::::MMMM:::::::::::MMMM:::::MM::::::::::::MM\n88 MM:::::::::MMMMMMMMMMMMMMM::::::::MMM::::::::MMM\n88 MM::::::::::::MMMMMMM::::::::::::::MMMMMMMMMM\n88 8MM::::::::::::::::::::::::::::::::::MMMMMM\n8 88MM::::::::::::::::::::::M:::M::::::::MM 888MM::::::::::::::::::MM::::::MM::::::MM 88888MM:::::::::::::::MMM:::::::mM:::::MM 888888MM:::::::::::::MMM:::::::::MMM:::M 88888888MM:::::::::::MMM:::::::::::MM:::M\n88 8888888M:::::::::MMM::::::::::::::M:::M\n8 888888 M:::::::MM:::::::::::::::::M:::M:\n888888 M::::::M:::::::::::::::::::M:::MM\n888888 M:::::M::::::::::::::::::::::::M:M\n888888 M:::::M:::::::::@::::::::::::::M::M\n88888 M::::::::::::::@@:::::::::::::::M::M\n88888 M::::::::::::::@@@::::::::::::::::M::M\n88888 M:::::::::::::::@@::::::::::::::::::M::M\n88888 M:::::m::::::::::@::::::::::Mm:::::::M:::M\n8888 M:::::M:::::::::::::::::::::::MM:::::::M:::M\n8888 M:::::M:::::::::::::::::::::::MMM::::::::M:::M\n888 M:::::M:::::::::::::::::::::::MMM:::::::::M::::M\n8888 MM::::Mm:::::::::::::::::::::MMMM:::::::::m::m:::M\n888 M:::::M::::::::::::::::::::MMM::::::::::::M::mm:::M\n8888 MM:::::::::::::::::::::::::MM:::::::::::::mM::MM:::M: M:::::::::::::::::::::::::M:::::::::::::::mM::MM:::Mm MM::::::m:::::::::::::::::::::::::::::::::::M::MM:::MM M::::::::M:::::::::::::::::::::::::::::::::::M::M:::MM MM:::::::::M:::::::::::::M:::::::::::::::::::::M:M:::MM M:::::::::::M88:::::::::M:::::::::::::::::::::::MM::MMM M::::::::::::8888888888M::::::::::::::::::::::::MM::MM M:::::::::::::88888888M:::::::::::::::::::::::::M::MM M::::::::::::::888888M:::::::::::::::::::::::::M::MM M:::::::::::::::88888M:::::::::::::::::::::::::M:MM M:::::::::::::::::88M::::::::::::::::::::::::::MMM M:::::::::::::::::::M::::::::::::::::::::::::::MMM MM:::::::::::::::::M::::::::::::::::::::::::::MMM M:::::::::::::::::M::::::::::::::::::::::::::MMM MM:::::::::::::::M::::::::::::::::::::::::::MMM M:::::::::::::::M:::::::::::::::::::::::::MMM MM:::::::::::::M:::::::::::::::::::::::::MMM M:::::::::::::M::::::::::::::::::::::::MMM MM:::::::::::M::::::::::::::::::::::::MMM M:::::::::::M:::::::::::::::::::::::MMM MM:::::::::M:::::::::::::::::::::::MMM M:::::::::M::::::::::::::::::::::MMM MM:::::::M::::::::::::::::::::::MMM\nMM::::::M:::::::::::::::::::::MMM\nMM:::::M:::::::::::::::::::::MMM\nMM::::M::::::::::::::::::::MMM\nMM:::M::::::::::::::::::::MMM\nMM::M:::::::::::::::::::MMM\nMM:M:::::::::::::::::::MMM\nMMM::::::::::::::::::MMM\nMM::::::::::::::::::MMM\nM:::::::::::::::::MMM\nMM::::::::::::::::MMM\nMM:::::::::::::::MMM\nMM::::M:::::::::MMM:\nmMM::::MM:::::::MMMM\nMMM:::::::::::MMM:M\nmMM:::M:::::::M:M:M\nMM::MMMM:::::::M:M\nMM::MMM::::::::M:M\nmMM::MM::::::::M:M\nMM::MM:::::::::M:M\nMM::MM::::::::::M:m\nMM:::M:::::::::::MM\nMMM:::::::::::::::M:\nMMM:::::::::::::::M:\nMMM::::::::::::::::M\nMMM::::::::::::::::M\nMMM::::::::::::::::Mm\nMM::::::::::::::::MM\nMMM:::::::::::::::MM\nMMM:::::::::::::::MM\nMMM:::::::::::::::MM\nMMM:::::::::::::::MM\nMM::::::::::::::MMM\nMMM:::::::::::::MM\nMMM:::::::::::::MM\nMMM::::::::::::MM\nMM::::::::::::MM\nMM::::::::::::MM\nMM:::::::::::MM\nMMM::::::::::MM\nMMM::::::::::MM\nMM:::::::::MM\nMMM::::::::MM\nMMM::::::::MM\nMM::::::::MM\nMMM::::::MM\nMMM::::::MM\nMM::::::MM\nMM::::::MM\nMM:::::MM\nMM:::::MM:\nMM:::::M:M\nMM:::::M:M\n:M::::::M:\nM:M:::::::M\nM:::M::::::M\nM::::M::::::M\nM:::::M:::::::M\nM::::::MM:::::::M\nM:::::::M::::::::M\nM;:;::::M:::::::::M\nM:m:;:::M::::::::::M\nMM:m:m::M::::::::;:M\nMM:m::MM:::::::;:;M\nMM::MMM::::::;:m:M\nMMMM MM::::m:m:MM\nMM::::m:MM\nMM::::MM\nMM::MM\nMMMM\n\n\"Meriday in the Morning\"\n\n(& Meriday too!)\n\n(Copyright 1992-2002 Mike Jittlov and Meriday Beth Komor, used by kind permission)", "endoftext": false }, { "action": "Go northwest", "response": "You can't leave the fridge open! It would waste energy.", "endoftext": false }, { "action": "You close fridge", "response": "As the door closes, the light goes out. Or does it?", "endoftext": false }, { "action": "You go northwest", "response": "If a man's home is his castle, then a janitor's supply closet is his outhouse. It's dingy and dirty, uncomfortable, and smelly, but you would be pretty uncomfortable if you couldn't come here occasionally. To the southeast is a room which, in the same metaphor, might be considered your dungeon.\n\nProud and unbent, the mop stands in the corner; it calls to you.\n\nYou can also see a cannister of orange smoke, some spare light bulbs, some dirty magazines and a bucket of dirty water (which is empty) here.", "endoftext": false }, { "action": "You take all", "response": "mop: Taken.\ncannister of orange smoke: The cannister of orange smoke was depleted during a fierce debate about the ownership of certain lunchy comestibles, and is of no interest.\nspare light bulbs: You take the top bulb off the stack.\nTaken.\ndirty magazines: Taken.\nbucket of dirty water: Taken.", "endoftext": false }, { "action": "You examine magazines", "response": "The dirty magazines appear to be wholly interchangeable, and furthermore stuck together.", "endoftext": false }, { "action": "You examine the bucket", "response": "The bucket contains some dingy grey water.", "endoftext": true }, { "action": "Look around", "response": "You are in the company break room, complete with the employee fridge, where you could store your lunch, if you had a lunch. Access corridors lead north, south, east, and west. Your supply closet is to the northwest, and the receptionist's office is to the northeast. Next to the safety and motivational posters, a pin-up calendar adorns the dingy wall, currently displaying Ms. December.", "endoftext": false }, { "action": "Flip calendar", "response": "You flip the calendar back to January, revealing one Tiffany.", "endoftext": false }, { "action": "You examine Tiffany", "response": "It's a traditional pin-up calendar, the sort that decorates breakrooms everywhere, roughly two years old. It is currently displaying Ms. January, a certain Tiffany. She was quite the looker in her time.", "endoftext": false }, { "action": "Go northeast", "response": "This office is an interesting combination between Art Deco and the fads of the 80's. At least all the earth tones were taken out during the last remodeling. The vast cherrywood doors to the north lead to your boss's office; they are illuminated by lamps which were probably tasteful at least briefly during the 70's. The smell of stale coffee comes from the southwest.\n\nThe receptionist, Eva, is sitting at a sterile white desk, typing on a computer probably five years older than the desk.", "endoftext": false }, { "action": "You look at Eva", "response": "Eva, your boss's secretary, is a tough, no-nonsense sort of woman with two-inch fingernails. She is thin almost to the point of being bony. You have no idea how she types, although she apparently types all the correspondence for the office. She has a great affection for gaudy and showy objects; she probably likes black velvet paintings and plush animals, too.", "endoftext": false }, { "action": "You examine the desk", "response": "It's formed from a \"space age\" plastic, which is to say, it's probably particle board with vinyl covering. It's not very interesting.", "endoftext": false }, { "action": "You look at the computer", "response": "It's a very old computer.", "endoftext": false }, { "action": "Hello", "response": "\"Excuse me?\" Eva looks up from her typing.", "endoftext": false }, { "action": "You ask Eva about the job", "response": "\"Hey, honey. Still toiling away? Don't worry if it takes a while to get oriented. I just have to finish up this web page update before I head home. It's a real bummer you can't get the normal on-the-job training; the last guy went crazy, or something. He was always talking to his mop. You look like a smart kid; you'll figure it out.\"", "endoftext": false }, { "action": "You examine the mop", "response": "A beautiful mop, this is equipped with all the extra features, including the mimesis disruptor, and some kind of arrangement of perpetually damp yarn whose function is not apparent. The mimesis-disruption field is currently disengaged.", "endoftext": false }, { "action": "You turn on the mop", "response": "You engage the mimesis disruptor.", "endoftext": false }, { "action": "You ask Eva about the boss", "response": "\"He already left for the day; he blew out of here about a minute after the whistle blew.\"", "endoftext": false }, { "action": "You go north", "response": "Eva stops you. \"You can't go in there!\"", "endoftext": false }, { "action": "Go south", "response": "You are in Access Corridor S1, which leads south and north from here. You can see the break room to the north, and the smell of stale snack foods and burnt coffee is strangely appealing. The fluorescent lights above you flicker irregularly, dimly illuminating the doors to the east and west.\nAccess door S1E is here, standing open.\nAccess door S1W is here, standing open.", "endoftext": false }, { "action": "You go south", "response": "You are in Access Corridor S2, which leads south and north from here. The fluorescent lights above you flicker irregularly, dimly illuminating the doors to the east and west.\nAccess door S2E is here, standing open.\nAccess door S2W is here, standing open.", "endoftext": false }, { "action": "You go south", "response": "You are in Access Corridor S3, which leads south and north from here. The corridor goes through a half-twist to the south, joining with one of the other corridors in a way you've never quite understood. The fluorescent lights above you flicker irregularly, dimly illuminating the doors to the east and west.\nAccess door S3E is here, standing open.\nAccess door S3W is here, standing open.", "endoftext": false }, { "action": "You examine the mop", "response": "A beautiful mop, this is equipped with all the extra features, including the mimesis disruptor, and some kind of arrangement of perpetually damp yarn whose function is not apparent. The mimesis-disruption field is currently engaged.", "endoftext": false }, { "action": "You turn mop off", "response": "You disengage the mimesis disruptor.", "endoftext": false }, { "action": "You look through the door", "response": "Which do you mean, janitor's door S3E or janitor's door S3W?", "endoftext": false }, { "action": "You examine the mop", "response": "A beautiful mop, this is equipped with all the extra features, including the mimesis disruptor, and some kind of arrangement of perpetually damp yarn whose function is not apparent. The mimesis-disruption field is currently disengaged.", "endoftext": false }, { "action": "You go south", "response": "You are in Access Corridor N3, which leads north and south from here. The corridor goes through a half-twist to the north, joining with one of the other corridors in a way you've never quite understood. The fluorescent lights above you flicker irregularly, dimly illuminating the doors to the east and west.\nAccess door N3E is here, standing open.\nAccess door N3W is here, standing open.", "endoftext": false }, { "action": "You close n3e door", "response": "You close janitor's door N3E.", "endoftext": false }, { "action": "You turn the mop on", "response": "You engage the mimesis disruptor.", "endoftext": false }, { "action": "You look at the bucket", "response": "The bucket contains some dingy tinsel, apparently intended to give the illusion of dirty water.", "endoftext": false }, { "action": "You open the n3e", "response": "You open janitor's door N3E.", "endoftext": false }, { "action": "Go east", "response": "This cozy basement has beautiful wood-panel walls. Above you is the living room, and a doorway is to the west. A heavy iron ladder hangs down from the ceiling.\nIn the northeast corner, a floating arrangement of glowing blue runes indicates the location of access door N3E, which is open.", "endoftext": false }, { "action": "You turn off the mop", "response": "You disengage the mimesis disruptor.", "endoftext": true }, { "action": "Look around", "response": "This cozy basement has beautiful wood-panel walls. Above you is the living room, and a doorway is to the west. A heavy iron ladder hangs down from the ceiling.", "endoftext": false }, { "action": "You look at the ladder", "response": "It's a wrought-iron ladder, firmly attached to the ceiling.", "endoftext": false }, { "action": "Go west", "response": "This bare stone room contains a couple of large rocks, one covered with little fragments of broken clockwork. A passageway leads east.", "endoftext": false }, { "action": "You look at the fragments", "response": "It's a pile of small broken bits of clockwork on one of the rocks.", "endoftext": false }, { "action": "Go upward", "response": "You are unable to climb the trap door.", "endoftext": false }, { "action": "You look at the trapdoor", "response": "It's a beautiful oak trap door, with fine brass fittings, which is currently closed.", "endoftext": false }, { "action": "You open the trapdoor", "response": "You can't budge it; it seems to be mechanically driven.", "endoftext": false }, { "action": "You go to the west", "response": "This bare stone room contains a couple of large rocks, one covered with little fragments of broken clockwork. A passageway leads east.\n\nIn the northeast corner, a floating arrangement of glowing blue runes indicates the location of access door E3S, which is open.", "endoftext": false }, { "action": "Go west", "response": "This room is like a giant safe. The shelving on one side has a small, descriptive plaque. The vault door is to the north.\nIn the northeast corner, a floating arrangement of glowing blue runes indicates the location of access door N3W, which is open.\n\nYou can also see a pedestal here.", "endoftext": false }, { "action": "You read the plaque", "response": "The plaque reads:\n\"resu eht swolla gnizaG fo brO delbaf ehT\n.secalp dna semit tnatsid ees ot\"", "endoftext": false }, { "action": "You look at the pedestal", "response": "The pedastal looks like the base of a gumball machine; the jar is missing.", "endoftext": false }, { "action": "You go north", "response": "The living room's south wall contains a vast steel door. To the east is a foyer, to the north a kitchen, to the west a parlor, and a spiral staircase used to lead upwards, but has fallen into disrepair. A ratty old couch sits in the corner.\nThe floor is bare hardwood, except for the trap door in the center of the room, which is closed.\nIn the northeast corner, a floating arrangement of glowing blue runes indicates the location of access door W3N, which is open.", "endoftext": false }, { "action": "You turn off the mop", "response": "You disengage the mimesis disruptor.", "endoftext": true }, { "action": "You look at your surroundings", "response": "The living room's south wall contains a vast steel door. To the east is a foyer, to the north a kitchen, to the west a parlor, and a spiral staircase used to lead upwards, but has fallen into disrepair. A ratty old couch sits in the corner.\nThe floor is bare hardwood, except for the trap door in the center of the room, which is closed.", "endoftext": false }, { "action": "You go to the south", "response": "This room is like a giant safe. The shelving on one side has a small, descriptive plaque. The vault door is to the north.\n\nYou can also see a pedestal here.", "endoftext": false }, { "action": "You turn on the mop", "response": "You engage the mimesis disruptor.", "endoftext": true }, { "action": "Look around", "response": "This room is like a giant safe. The shelving on one side has a small, descriptive plaque. The vault door is to the north.\nIn the northeast corner, a floating arrangement of glowing blue runes indicates the location of access door N3W, which is open.\n\nYou can also see a pedestal here.", "endoftext": false }, { "action": "You examine the couch", "response": "It's a ratty old sofa which looks like it's seen a lot of use. Who knows which treasure its cushions hide?", "endoftext": false }, { "action": "You look at the cushions", "response": "They're just ordinary cushions which have seen better days.", "endoftext": false }, { "action": "You turn off mop", "response": "That's already off.", "endoftext": false }, { "action": "Go north", "response": "This tiny kitchen is incredibly cluttered, and contains a large refrigerator. There used to be a stove, but it was removed because of the fire hazard. A doorway leads south.\nIn the northeast corner, a floating arrangement of glowing blue runes indicates the location of access door E2S, which is open.", "endoftext": true }, { "action": "Describe the surroundings", "response": "This tiny kitchen is incredibly cluttered, and contains a large refrigerator. There used to be a stove, but it was removed because of the fire hazard. A doorway leads south.", "endoftext": false }, { "action": "You look at the fridge", "response": "It's a large dingy grey refrigerator; it might have been white 20 years ago. The handle is on the left, and a small tag reads \"Anama\".", "endoftext": false }, { "action": "You open the fridge", "response": "Almost before the door opens, a dingy light comes on, illuminating the insides of the fridge.\nYou open the refrigerator, revealing a top shelf and a bottom shelf.", "endoftext": false }, { "action": "You examine the top shelf", "response": "This shelf is nearly covered with butter substitutes.", "endoftext": false }, { "action": "You examine the butter substitutes", "response": "It's a bunch of butter substitutes; among those present are:\nMore Buttery Than Not\nAre You Tired Of Choosing Between Guns And Butter\nIf That's Butter, Then I'm Richard Nixon\nDefinitely Some Sort Of Lipid\nIt Goes On Toast, Anyway\nRoadsign Yellow Extreme Butter Substitute\nButter My Ass!\nYou Could Convince Me That's Not Butter\nI Am Starting To Suspect That's Not Butter\nIt Seems Probable That's Not Butter\nI Would Bet Money That's Not Butter\nDoes That Look Like Butter To You?\nI Sure Hope That's Not Butter\nDear God, Don't Let That Be Butter", "endoftext": false }, { "action": "You examine the bottom shelf", "response": "This shelf is the place of honor for a single stick of butter, on a marble pedestal.On the bottom shelf is a stick of butter.", "endoftext": false }, { "action": "You examine the butter", "response": "(the stick of butter)\nIt's a stick of real butter on a marble pedestal.", "endoftext": false }, { "action": "You take the butter", "response": "(the stick of butter)\nYou don't need the butter. It's fine where it is.", "endoftext": false }, { "action": "Go south", "response": "You can't leave the fridge open. The contents might spoil. Or... escape.", "endoftext": false }, { "action": "You close fridge", "response": "As the door closes, the light goes out. Or does it?", "endoftext": false }, { "action": "Go south", "response": "The living room's south wall contains a vast steel door. To the east is a foyer, to the north a kitchen, to the west a parlor, and a spiral staircase used to lead upwards, but has fallen into disrepair. A ratty old couch sits in the corner.\nThe floor is bare hardwood, except for the trap door in the center of the room, which is closed.", "endoftext": false }, { "action": "Go east", "response": "You are in the foyer of a shiny, new mansion. There is no mat on the floor. The outside world is to the east, the house is to the west.", "endoftext": false }, { "action": "Go east", "response": "An overwhelming certainty strikes: If you leave by that door, clowns will eat you.", "endoftext": false }, { "action": "Go west", "response": "This dim parlor is richly furnished. A small window on the north wall looks out onto a sandy desert. A large grey mirror is on the west wall, and a doorway leads east.", "endoftext": false }, { "action": "You examine the window", "response": "The window peers out into an expanse of windswept dunes.", "endoftext": false }, { "action": "You look at the mirror", "response": "The mirror above the mantelpiece reflects the room through a dim haze; it's made with smoked glass. The mirror has a few smudges and fingerprints on it. In the mirror, the living room is plushly carpeted, but the couch has been moved into the parlor. Curiously, your reflection holds a sputtering torch, giving off a small stream of inky smoke, which blends into the mirror's smoked glass.", "endoftext": false }, { "action": "You pull the couch", "response": "You are unable to.", "endoftext": false }, { "action": "You take the couch", "response": "That's hardly portable.", "endoftext": false }, { "action": "You go northeast", "response": "You are in Access Corridor W3, which leads west and east from here. The corridor goes through a half-twist to the west, joining with one of the other corridors in a way you've never quite understood. The fluorescent lights above you flicker irregularly, dimly illuminating the doors to the north and south.\nAccess door W3S is here, standing open.\nAccess door W3N is here, standing open.", "endoftext": false }, { "action": "You go south", "response": "A peaceful living room. The entire north wall is taken up by the vast steel door of a large safe. A trail of muddy footprints suggests a foyer to the west, and the doorway to the south leads to a cluttered kitchen. Spiral stairs ascend to the attic. The parlor is east of here.\nIn the northeast corner, a floating arrangement of glowing blue runes indicates the location of access door W3S, which is open.\n\nA square section of the carpet has been cut out on three sides, revealing a trap door.", "endoftext": true }, { "action": "Go down", "response": "The basement smells faintly of mold. The walls are constructed of solid concrete. A trap door is set in the ceiling above. Doorways lead north, east, and west, while a hole in the wall leads into a natural cavern to the south. Thin grooves are worn in the floor, leading into the room to the west.\nIn the northeast corner, a floating arrangement of glowing blue runes indicates the location of access door W1S, which is open.\n\nAn uncovered ladder leads up to the trap door.", "endoftext": false }, { "action": "Go north", "response": "This room is full of half-finished wickerwork projects. Some of them are quite impressively ambitious, but almost none of them are complete. A doorway leads south.\nIn the northeast corner, a floating arrangement of glowing blue runes indicates the location of access door W2S, which is open.", "endoftext": false }, { "action": "You examine the runes", "response": "One of the many generic access doors used, this one is labeled \"W2S\".", "endoftext": false }, { "action": "You go east", "response": "This bare stone room contains a couple of large rocks, one covered with bird droppings. A doorway leads west.\nIn the northeast corner, a floating arrangement of glowing blue runes indicates the location of access door W2N, which is open.", "endoftext": false }, { "action": "You examine the droppings", "response": "It's a pile of bird droppings on one of the rocks.", "endoftext": false }, { "action": "You examine the rocks", "response": "It's just a couple of large rocks, perhaps suitable for perching, and covered with bird droppings.", "endoftext": false }, { "action": "Clean rock", "response": "You clean up the bird droppings.", "endoftext": false }, { "action": "You look at the rock", "response": "It's just a couple of large rocks, perhaps suitable for perching.", "endoftext": true }, { "action": "You go to the west", "response": "This room was once a wine cellar; a few bits and pieces of broken bottles have been swept into the corner. A doorway leads east to the rest of the basement. The old wine racks tower above you. Thin grooves are worn in the floor, leading back to the basement.\nIn the northeast corner, a floating arrangement of glowing blue runes indicates the location of access door S1E, which is open.\n\nA jagged hole in the wall leads south.", "endoftext": false }, { "action": "You go to the south", "response": "This claustrophobic space is unoccupied.\nIn the northeast corner, a floating arrangement of glowing blue runes indicates the location of access door E3N, which is open.\n\nA jagged hole in the wall leads north.", "endoftext": false }, { "action": "Go south", "response": "You are in a natural stone cavern. To the north, you can see the basement. Passages lead east and south.\nIn the northeast corner, a floating arrangement of glowing blue runes indicates the location of access door W1N, which is open.\nA songbird sits here, singing beautifully.\n\nYou can also see a bird cage (which is closed and empty) here.", "endoftext": false }, { "action": "You examine the cage", "response": "A wicker cage, precisely the sort in which one keeps birds. It has a delicate little door, and a small perch; it actually looks quite comfortable, as cages go.", "endoftext": false }, { "action": "You examine the bird", "response": "A songbird. It has three little snake silhouettes on its left wing. It appears to be in shuffle-play.", "endoftext": false }, { "action": "You take the bird", "response": "The bird is not about to let itself be picked up by your grubby hands. It sings:\n\"Don't hand me no lines /\nand keep your hands to yourself.\"\nPerhaps the bird cage would help.", "endoftext": false }, { "action": "You put the bird in the cage", "response": "You entice the songbird into the wicker cage, closing the door quickly. It begins singing:\n\"In a cage sits a gold canary /\nBy a wicker chair and a rosewood loom /\nAs a soul ascends aboard the evening /\nCanary sings to an empty room\"", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\na bird cage\na songbird\na bucket of tinsel\nsome dirty magazines\na live bulb\na mop\na sack (which is open)\na lunch\na clove of garlic", "endoftext": false }, { "action": "You go to the north", "response": "The basement smells faintly of mold. The walls are constructed of solid concrete. A trap door is set in the ceiling above. Doorways lead north, east, and west, while a hole in the wall leads into a natural cavern to the south. Thin grooves are worn in the floor, leading into the room to the west.\nIn the northeast corner, a floating arrangement of glowing blue runes indicates the location of access door W1S, which is open.\n\nAn uncovered ladder leads up to the trap door.", "endoftext": false }, { "action": "Go up", "response": "A peaceful living room. The entire north wall is taken up by the vast steel door of a large safe. A trail of muddy footprints suggests a foyer to the west, and the doorway to the south leads to a cluttered kitchen. Spiral stairs ascend to the attic. The parlor is east of here.\nIn the northeast corner, a floating arrangement of glowing blue runes indicates the location of access door W3S, which is open.\n\nA square section of the carpet has been cut out on three sides, revealing a trap door.", "endoftext": false }, { "action": "Go upwards", "response": "The attic has been converted into a cozy reading nook. A small wooden table sits in the center of the room, next to a large and comfortable-looking reading chair. A floor lamp stands behind the chair, casting a warm glow over the room. Stairs down are the only exit.\nIn the northeast corner, a floating arrangement of glowing blue runes indicates the location of access door S3E, which is open.\n\nOn the table is a butter cookbook.", "endoftext": false }, { "action": "You take the cookbook", "response": "(putting the sack into the bucket of tinsel to make room)\nTaken.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\na butter cookbook\na bird cage\na songbird\na bucket of tinsel\na sack (which is open)\na lunch\na clove of garlic\nsome dirty magazines\na live bulb\na mop", "endoftext": true }, { "action": "You look around", "response": "A peaceful living room. The entire north wall is taken up by the vast steel door of a large safe. A trail of muddy footprints suggests a foyer to the west, and the doorway to the south leads to a cluttered kitchen. Spiral stairs ascend to the attic. The parlor is east of here.\n\nA square section of the carpet has been cut out on three sides, revealing a trap door.", "endoftext": false }, { "action": "You examine the footprints", "response": "A trail of muddy footprints. Why don't adventurers ever wipe their feet?", "endoftext": false }, { "action": "Go west", "response": "You are in the foyer of an old mansion. A mat on the floor is labeled \"Welcome to our home, wipe your feet\". The outside world is to the west, the house is to the east. Ahead lie the five Great Treasures... and fame!", "endoftext": false }, { "action": "You go west", "response": "Enraged monster-rights protesters are picketing the mansion; best not to get in their way.", "endoftext": false }, { "action": "You turn on the mop", "response": "You engage the mimesis disruptor.\n\nYou are in a sumptuously decorated parlor, containing a mantelpiece with a vast mirror above it. The sumptuous decorations consist of an old, ratty, couch. The living room is back to the west. A window-frame on the south wall contains a picture of a sunny field. A light fixture above the window contains a burned-out bulb.\nIn the northeast corner, a floating arrangement of glowing blue runes indicates the location of access door E2N, which is open.", "endoftext": false }, { "action": "Change bulb", "response": "(the live bulb)\nNothing obvious happens.", "endoftext": false }, { "action": "You take the bulb", "response": "(the live bulb)\nYou already have that.", "endoftext": false }, { "action": "You takthe burned-out bulb", "response": "(putting the mop into the bucket of tinsel to make room)\nIt wouldn't fit.", "endoftext": false }, { "action": "You examine the yarn", "response": "It's entirely unclear what function this is intended to serve. It appears to be a tangled mass of thick, damp, yarn, attached to one end of your mop. You've never seen its like before.", "endoftext": false }, { "action": "You ask the mop about live", "response": "\"You're smart. You figure it out.\"", "endoftext": false }, { "action": "You ask the mop about the job", "response": "\"You're a janitor. Get everything ready for people to come back tomorrow.\"", "endoftext": false }, { "action": "You put the cookbook in the bucket", "response": "You put the butter cookbook into the bucket of tinsel.", "endoftext": true }, { "action": "Look around", "response": "You are in a sumptuously decorated parlor, containing a mantelpiece with a vast mirror above it. The sumptuous decorations consist of an old, ratty, couch. The living room is back to the west. A window-frame on the south wall contains a picture of a sunny field. A light fixture above the window is empty.\nIn the northeast corner, a floating arrangement of glowing blue runes indicates the location of access door E2N, which is open.", "endoftext": true }, { "action": "You look around", "response": "You are in a sumptuously decorated parlor, containing a mantelpiece with a vast mirror above it. The sumptuous decorations consist of an old, ratty, couch. The living room is back to the west. A window-frame on the south wall contains a picture of a sunny field. A light fixture above the window contains a bright floodlight.\nIn the northeast corner, a floating arrangement of glowing blue runes indicates the location of access door E2N, which is open.", "endoftext": false }, { "action": "You examine mirror", "response": "The mirror above the mantelpiece reflects the room through a dim haze; it's made with smoked glass. The mirror has a few smudges and fingerprints on it. In the mirror, you can't spot the carpet in the living room, but there's a trap door in the middle of the living room floor. Also, the couch has been moved from the parlor to the living room. Curiously, your reflection holds a sputtering torch, giving off a small stream of inky smoke, which blends into the mirror's smoked glass.", "endoftext": true }, { "action": "You look around", "response": "You are in a sumptuously decorated parlor, containing a mantelpiece with a vast mirror above it. The sumptuous decorations consist of an old, ratty, couch. The living room is back to the west. Through the window on the south wall, you see a vast green field. Streams of sunlight pour in through the window.", "endoftext": false }, { "action": "Mop footprints", "response": "You clean up the muddy footprints.", "endoftext": false }, { "action": "Go west", "response": "A peaceful living room. The entire north wall is taken up by the vast steel door of a large safe. A freshly-cleaned region of carpet leads to the foyer to the west, and the doorway to the south leads to a cluttered kitchen. Spiral stairs ascend to the attic. The parlor is east of here.\nIn the northeast corner, a floating arrangement of glowing blue runes indicates the location of access door W3S, which is open.\n\nA square section of the carpet has been cut out on three sides, revealing a trap door.", "endoftext": true }, { "action": "You look at your surroundings", "response": "A peaceful living room. The entire north wall is taken up by the vast steel door of a large safe. A freshly-cleaned region of carpet leads to the foyer to the west, and the doorway to the south leads to a cluttered kitchen. Spiral stairs ascend to the attic. The parlor is east of here.\n\nA square section of the carpet has been cut out on three sides, revealing a trap door.", "endoftext": false }, { "action": "You fix the carpet", "response": "The open trap door is in the way.", "endoftext": false }, { "action": "Down", "response": "The basement smells faintly of mold. The walls are constructed of solid concrete. A trap door is set in the ceiling above. Doorways lead north, east, and west, while a hole in the wall leads into a natural cavern to the south. Thin grooves are worn in the floor, leading into the room to the west.\n\nAn uncovered ladder leads up to the trap door.", "endoftext": false }, { "action": "You examine the grooves", "response": "These thin grooves look like they're spaced about as widely as the base of a ladder.", "endoftext": false }, { "action": "You go to the south", "response": "You are in a natural stone cavern. To the north, you can see the basement. Passages lead east and south.\nIn the northeast corner, a floating arrangement of glowing blue runes indicates the location of access door W1N, which is open.", "endoftext": false }, { "action": "You go south", "response": "This warm, moist room seems perfectly suited to the keeping of reptiles. It is full of sculpted stone which appears to be intended to take the shape of natural rocks; the rock is warm to the touch, and a soft red light suffuses the room. A passageway leads north.\nIn the northeast corner, a floating arrangement of glowing blue runes indicates the location of access door E1S, which is open.\nA little garter snake has curled up on one of the rocks, and appears to be ignoring you.\n\nYou can also see a dead janitor here.", "endoftext": false }, { "action": "You look at the janitor", "response": "Oh, dear. Now you know what happened to your predecessor; he was crushed by something shaped just like a snake, and probably about twice his size.", "endoftext": false }, { "action": "You look at the snake", "response": "A cute little garter snake. If it were bigger, it might want to threaten you. The snake seems content and even a bit sleepy, and ignores you.", "endoftext": false }, { "action": "Jan1", "response": "Enter saved game to store: Ok.", "endoftext": true }, { "action": "You describe your surroundings", "response": "This warm, moist room seems perfectly suited to the keeping of reptiles. It is full of sculpted stone which appears to be intended to take the shape of natural rocks; the rock is warm to the touch, and a soft red light suffuses the room. A passageway leads north.\nA large snake has curled up on one of the rocks, and appears to be ignoring you.\n\nYou can also see a dead janitor here.", "endoftext": false }, { "action": "You examine the snake", "response": "Monty Anaconda! This is a huge snake; there's no way you could survive a confrontation with such a beast. The snake seems content and even a bit sleepy, and ignores you.", "endoftext": false }, { "action": "You turn off the mop", "response": "You disengage the mimesis disruptor.\nThat's odd, the snake (which you had nearly forgotten about) seems to be growing... and growing... and eating you. You are the weakest link; goodbye.", "endoftext": false }, { "action": "Jan1", "response": "Enter saved game to load: Ok.", "endoftext": false }, { "action": "You search janitor", "response": "As you look under the body, a diamond rolls out from under it.", "endoftext": false }, { "action": "You look at the diamond", "response": "A large, bluish, diamond, about two inches in diameter. It is heart-stoppingly beautiful, and the shimmering reflections it casts provide the corresponding CPR.", "endoftext": false }, { "action": "Go northeast", "response": "You are in Access Corridor E1, which leads east and west from here. You can see the break room to the west, and the smell of stale snack foods and burnt coffee is strangely appealing. The fluorescent lights above you flicker irregularly, dimly illuminating the doors to the north and south.\nAccess door E1S is here, standing open.\nAccess door E1N is here, standing open.", "endoftext": false }, { "action": "You go west", "response": "You are in the company break room, complete with the employee fridge, where you could store your lunch, if you had a lunch. Access corridors lead north, south, east, and west. Your supply closet is to the northwest, and the receptionist's office is to the northeast. Next to the safety and motivational posters, a pin-up calendar adorns the dingy wall, currently displaying Ms. January.", "endoftext": false }, { "action": "Go south", "response": "You are in Access Corridor S1, which leads south and north from here. You can see the break room to the north, and the smell of stale snack foods and burnt coffee is strangely appealing. The fluorescent lights above you flicker irregularly, dimly illuminating the doors to the east and west.\nAccess door S1E is here, standing open.\nAccess door S1W is here, standing open.", "endoftext": false }, { "action": "Go west", "response": "You are in the foyer of a shiny, new mansion. There is no mat on the floor. The outside world is to the east, the house is to the west.\nIn the northeast corner, a floating arrangement of glowing blue runes indicates the location of access door S3W, which is open.", "endoftext": false }, { "action": "You go west", "response": "The living room's south wall contains a vast steel door. To the east is a foyer, to the north a kitchen, to the west a parlor, and a spiral staircase used to lead upwards, but has fallen into disrepair. A ratty old couch sits in the corner.\nThe floor is bare hardwood, except for the trap door in the center of the room, which is closed.\nIn the northeast corner, a floating arrangement of glowing blue runes indicates the location of access door W3N, which is open.", "endoftext": true }, { "action": "Go downwards", "response": "You are unable to descend by the trap door.", "endoftext": false }, { "action": "You open the trapdoor", "response": "You can't budge it; it seems to be mechanically driven.", "endoftext": false }, { "action": "Go north", "response": "This tiny kitchen is incredibly cluttered, and contains a large refrigerator. There used to be a stove, but it was removed because of the fire hazard. A doorway leads south.\nIn the northeast corner, a floating arrangement of glowing blue runes indicates the location of access door E2S, which is open.", "endoftext": false }, { "action": "You go northeast", "response": "You are in Access Corridor E2, which leads east and west from here. The fluorescent lights above you flicker irregularly, dimly illuminating the doors to the north and south.\nAccess door E2S is here, standing open.\nAccess door E2N is here, standing open.", "endoftext": false }, { "action": "You go to the north", "response": "You are in a sumptuously decorated parlor, containing a mantelpiece with a vast mirror above it. The sumptuous decorations consist of an old, ratty, couch. The living room is back to the west. A window-frame on the south wall contains a picture of a sunny field. A light fixture above the window contains a bright floodlight.\nIn the northeast corner, a floating arrangement of glowing blue runes indicates the location of access door E2N, which is open.", "endoftext": false }, { "action": "You ask mop about mimesis", "response": "\"How should I know? I'm just a mop. What would a talking mop know about the disruption of mimesis?\"", "endoftext": false }, { "action": "Go north", "response": "You are on the east edge of a deep chasm above a stagnant pool. A large stone bridge leads to the other side, and a dark passageway leads east.\nIn the northeast corner, a floating arrangement of glowing blue runes indicates the location of access door E1N, which is open.", "endoftext": false }, { "action": "Go west", "response": "You are on a vast stone bridge over a stagnant pool, with a row of brass rungs, temporarily blocked by a giant lever which is just out of your reach, leading down to the base of the single vast pillar supporting the bridge. The bridge runs east and west.\nIn the northeast corner, a floating arrangement of glowing blue runes indicates the location of access door S2W, which is open.\n\nA wrought-iron torch sconce is on the side of the bridge, covered with soot.\n\nYou can also see a hot-air balloon here.", "endoftext": false }, { "action": "You look at the sconce", "response": "It's a wrought-iron torch sconce. It is currently empty.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\na bluish diamond\na dead bulb\na bird cage\na songbird\na bucket of tinsel\na butter cookbook\na sack (which is open)\na lunch\na clove of garlic\nsome dirty magazines\na mop", "endoftext": false }, { "action": "You put the magazines in the bucket", "response": "You put the dirty magazines into the bucket of tinsel.", "endoftext": false }, { "action": "You put bulb in the bucket", "response": "You put the dead bulb into the bucket of tinsel.", "endoftext": false }, { "action": "You take the sconce", "response": "That's fixed in place.", "endoftext": false }, { "action": "You pull the lever", "response": "It's too far away, and you couldn't do anything with it from the rungs. You'd need to find a way down there. You could always jump.", "endoftext": false }, { "action": "You examine the balloon", "response": "It looks like a hot-air balloon; it consists of a tarp made of parachute fabric, tied to a wicker basket.", "endoftext": false }, { "action": "Jan2", "response": "Enter saved game to store: Ok.", "endoftext": false }, { "action": "You jump", "response": "Whee!\nBelow of Chasm\nYou are standing at the base of the gigantic pillar supporting the bridge above you. A set of brass rungs set into the side of the pillar leads upwards. You are surrounded by a still pool of water. A large lever labeled \"Bridge Control\" is set in the pillar and blocks your way to the rungs.\nIn the northeast corner, a floating arrangement of glowing blue runes indicates the location of access door N1E, which is open.", "endoftext": false }, { "action": "You pull the lever", "response": "You switch the mechanism on.", "endoftext": true }, { "action": "You look around", "response": "You are standing at the base of the gigantic pillar supporting the bridge above you. A set of brass rungs set into the side of the pillar leads upwards. You are surrounded by a still pool of water. A large lever labeled \"Bridge Control\" is set in the pillar.\nIn the northeast corner, a floating arrangement of glowing blue runes indicates the location of access door N1E, which is open.", "endoftext": false }, { "action": "You examine the pool", "response": "It's just a shallow pool of water; you couldn't even keep a goldfish in it.", "endoftext": false }, { "action": "Go up", "response": "You are on a vast stone bridge over a stagnant pool, with a row of brass rungs leading down to the base of the single vast pillar supporting the bridge. The bridge runs east and west.\nIn the northeast corner, a floating arrangement of glowing blue runes indicates the location of access door S2W, which is open.\n\nA wrought-iron torch sconce is on the side of the bridge, covered with soot.", "endoftext": false }, { "action": "You turn off the mop", "response": "You disengage the mimesis disruptor.\n\nIt is now pitch dark in here!", "endoftext": false }, { "action": "You turn on the mop", "response": "You engage the mimesis disruptor.\n\nYou are on a vast stone bridge over a stagnant pool, with a row of brass rungs leading down to the base of the single vast pillar supporting the bridge. The bridge runs east and west.\nIn the northeast corner, a floating arrangement of glowing blue runes indicates the location of access door S2W, which is open.\n\nA wrought-iron torch sconce is on the side of the bridge, covered with soot.", "endoftext": false }, { "action": "Go northeast", "response": "You are in Access Corridor N1, which leads north and south from here. You can see the break room to the south, and the smell of stale snack foods and burnt coffee is strangely appealing. The fluorescent lights above you flicker irregularly, dimly illuminating the doors to the east and west.\nAccess door N1E is here, standing open.\nAccess door N1W is here, standing open.", "endoftext": false }, { "action": "You go west", "response": "You are on the west edge of a deep chasm above a stagnant pool. A large stone bridge leads to the other side, and a dimly lit passageway leads west.\nIn the northeast corner, a floating arrangement of glowing blue runes indicates the location of access door N1W, which is open.", "endoftext": false }, { "action": "You go west", "response": "You are in a natural stone cavern. To the north, you can see the basement. Passages lead east and south.\nIn the northeast corner, a floating arrangement of glowing blue runes indicates the location of access door W1N, which is open.", "endoftext": false }, { "action": "You go to the east", "response": "The bridge must have turned around, or something, because you're back on the west side.\n\nYou are on the west edge of a deep chasm above a stagnant pool. A large stone bridge leads to the other side, and a dimly lit passageway leads west.\nIn the northeast corner, a floating arrangement of glowing blue runes indicates the location of access door N1W, which is open.", "endoftext": false }, { "action": "You go east", "response": "This grotto looks like the inside of a gigantic geode; every surface sparkles. A small hole in one wall catches the light. A passageway leads west.\nIn the northeast corner, a floating arrangement of glowing blue runes indicates the location of access door N2W, which is open.", "endoftext": false }, { "action": "You examine the hole", "response": "A hole in the wall looks as though it once contained an angular object perhaps two inches in diameter.", "endoftext": false }, { "action": "You put diamond in the hole", "response": "The diamond fits snugly and smoothly into the hole. You put the bluish diamond into the hole in the wall.", "endoftext": true }, { "action": "You look at your surroundings", "response": "This grotto looks like the inside of a gigantic geode; every surface sparkles. A sparkling gem set in the wall catches your eye; perhaps it could be pried out. A passageway leads west.\nIn the northeast corner, a floating arrangement of glowing blue runes indicates the location of access door N2W, which is open.", "endoftext": false }, { "action": "You turn off the mop", "response": "You disengage the mimesis disruptor.\n\nIt is now pitch dark in here!", "endoftext": false }, { "action": "You turn on the mop", "response": "You engage the mimesis disruptor.\n\nThis grotto looks like the inside of a gigantic geode; every surface sparkles. A sparkling gem set in the wall catches your eye; perhaps it could be pried out. A passageway leads west.\nIn the northeast corner, a floating arrangement of glowing blue runes indicates the location of access door N2W, which is open.", "endoftext": false }, { "action": "Go northeast", "response": "You are in Access Corridor N2, which leads north and south from here. The fluorescent lights above you flicker irregularly, dimly illuminating the doors to the east and west.\nAccess door N2E is here, standing open.\nAccess door N2W is here, standing open.", "endoftext": false }, { "action": "You go to the east", "response": "You are in the foyer of an old mansion. A mat on the floor is labeled \"Welcome to our home, wipe your feet\". The outside world is to the west, the house is to the east. A buzzing neon sign reads \"Flavorplex Qualifying Adventure Copyright 1973 Flavorplex Text Adventure Company\".\nIn the northeast corner, a floating arrangement of glowing blue runes indicates the location of access door N2E, which is open.", "endoftext": false }, { "action": "Go east", "response": "You are in Access Corridor E2, which leads east and west from here. The fluorescent lights above you flicker irregularly, dimly illuminating the doors to the north and south.\nAccess door E2S is here, standing open.\nAccess door E2N is here, standing open.\n\nYou are in Access Corridor E3, which leads east and west from here. The corridor goes through a half-twist to the east, joining with one of the other corridors in a way you've never quite understood. The fluorescent lights above you flicker irregularly, dimly illuminating the doors to the north and south.\nAccess door E3S is here, standing open.\nAccess door E3N is here, standing open.\n\nYou are in Access Corridor W3, which leads west and east from here. The corridor goes through a half-twist to the west, joining with one of the other corridors in a way you've never quite understood. The fluorescent lights above you flicker irregularly, dimly illuminating the doors to the north and south.\nAccess door W3S is here, standing open.\nAccess door W3N is here, standing open.", "endoftext": false }, { "action": "Go west", "response": "You are in Access Corridor E3, which leads east and west from here. The corridor goes through a half-twist to the east, joining with one of the other corridors in a way you've never quite understood. The fluorescent lights above you flicker irregularly, dimly illuminating the doors to the north and south.\nAccess door E3S is here, standing open.\nAccess door E3N is here, standing open.", "endoftext": false }, { "action": "Go south", "response": "This bare stone room contains a couple of large rocks, one covered with little fragments of broken clockwork. A passageway leads east.\n\nIn the northeast corner, a floating arrangement of glowing blue runes indicates the location of access door E3S, which is open.", "endoftext": false }, { "action": "You go east", "response": "You are in Access Corridor W3, which leads west and east from here. The corridor goes through a half-twist to the west, joining with one of the other corridors in a way you've never quite understood. The fluorescent lights above you flicker irregularly, dimly illuminating the doors to the north and south.\nAccess door W3S is here, standing open.\nAccess door W3N is here, standing open.\n\nYou are in Access Corridor W2, which leads west and east from here. The fluorescent lights above you flicker irregularly, dimly illuminating the doors to the north and south.\nAccess door W2S is here, standing open.\nAccess door W2N is here, standing open.", "endoftext": false }, { "action": "Go south", "response": "This room is full of half-finished wickerwork projects. Some of them are quite impressively ambitious, but almost none of them are complete. A doorway leads south.\nIn the northeast corner, a floating arrangement of glowing blue runes indicates the location of access door W2S, which is open.", "endoftext": false }, { "action": "You go to the north-east", "response": "You are in Access Corridor W2, which leads west and east from here. The fluorescent lights above you flicker irregularly, dimly illuminating the doors to the north and south.\nAccess door W2S is here, standing open.\nAccess door W2N is here, standing open.", "endoftext": false }, { "action": "Go east", "response": "You are in Access Corridor W1, which leads west and east from here. You can see the break room to the east, and the smell of stale snack foods and burnt coffee is strangely appealing. The fluorescent lights above you flicker irregularly, dimly illuminating the doors to the north and south.\nAccess door W1S is here, standing open.\nAccess door W1N is here, standing open.\n\nYou are in the company break room, complete with the employee fridge, where you could store your lunch, if you had a lunch. Access corridors lead north, south, east, and west. Your supply closet is to the northwest, and the receptionist's office is to the northeast. Next to the safety and motivational posters, a pin-up calendar adorns the dingy wall, currently displaying Ms. January.", "endoftext": false }, { "action": "You go west", "response": "This kitchen has been mostly stripped, but contains a large refrigerator. There used to be a stove, but it was removed because of the fire hazard. The living room is to the north.\nIn the northeast corner, a floating arrangement of glowing blue runes indicates the location of access door S1W, which is open.", "endoftext": false }, { "action": "Go south", "response": "You are in Access Corridor S2, which leads south and north from here. The fluorescent lights above you flicker irregularly, dimly illuminating the doors to the east and west.", "endoftext": false }, { "action": "You go east", "response": "Access door S2E is here, standing open.\nAccess door S2W is here, standing open.\n\nThis dim parlor is richly furnished. A small window on the north wall looks out onto a sandy desert. A large grey mirror is on the west wall, and a doorway leads east.\nIn the northeast corner, a floating arrangement of glowing blue runes indicates the location of access door S2E, which is open.", "endoftext": false }, { "action": "Go south", "response": "Access door S2E is here, standing open.\nAccess door S2W is here, standing open.", "endoftext": false }, { "action": "Go west", "response": "You are in Access Corridor S3, which leads south and north from here. The corridor goes through a half-twist to the south, joining with one of the other corridors in a way you've never quite understood. The fluorescent lights above you flicker irregularly, dimly illuminating the doors to the east and west.\nAccess door S3E is here, standing open.\nAccess door S3W is here, standing open.\n\nYou are in the foyer of a shiny, new mansion. There is no mat on the floor. The outside world is to the east, the house is to the west.\nIn the northeast corner, a floating arrangement of glowing blue runes indicates the location of access door S3W, which is open.", "endoftext": false }, { "action": "Go northeast", "response": "You are in Access Corridor S3, which leads south and north from here. The corridor goes through a half-twist to the south, joining with one of the other corridors in a way you've never quite understood. The fluorescent lights above you flicker irregularly, dimly illuminating the doors to the east and west.\nAccess door S3E is here, standing open.\nAccess door S3W is here, standing open.", "endoftext": false }, { "action": "Go east", "response": "The attic has been converted into a cozy reading nook. A small wooden table sits in the center of the room, next to a large and comfortable-looking reading chair. A floor lamp stands behind the chair, casting a warm glow over the room. Stairs down are the only exit.\nIn the northeast corner, a floating arrangement of glowing blue runes indicates the location of access door S3E, which is open.", "endoftext": false }, { "action": "Jan3", "response": "Enter saved game to store: Ok.", "endoftext": true } ]
utic1iedvvnnsf3a
Andromeda Awakening - The Final Cut
Marco Innocenti
[ "Science Fiction" ]
[ "andromeda series", "apocalyptic", "disaster", "IF Comp 2011", "IFComp Game", "male protagonist", "Old-style", "parallelepipedon", "room-name navigation", "science fiction", "Story based", "verbose", "walkthrough" ]
2,011
[ 11, 15, 12, 1, 1 ]
40
3.85
20150603
false
The most important discovery in history. And then, the whole world goes crumbling down. Armed with but a computer and an expired railway ticket, how can one expect to save the day when the doomsday clock has begun ticking...?
[ { "action": "%", "response": "Morning comes, in Monarch. An eerie light permeates the room.\n\nIt's been a hard night...\n\nA bed, a table, a bathroom. This is all that's left of your colleague, Professor Re's. Some dust, an eerie atmosphere and just a memory.", "endoftext": false }, { "action": "You examine the dust", "response": "Light fills in from the blinded windows. Dust flies in the sunrays like snow in a torment.", "endoftext": false }, { "action": "You look at memory", "response": "You can't see any such thing.\n\nCertainly, though, you can smell it and listen to it.", "endoftext": false }, { "action": "Smell memory", "response": "Along with Andy, has gone his scent. All that remains is the noisy pout-pourri of the exotic food he'd like to eat, along with the odor of root beer and soda.", "endoftext": false }, { "action": "You listen to the memory", "response": "Silence is all that's left of Andy, and it's much more than anything else. He was so mouthy, sometimes. Hell, he was mouthy every damn minute, never closing that babbling gape, always inquiring about something, always trying to inspire faith in the others. Faith in science, that is. And faith in humanity as a worthy bunch.\n\nYou hardly squeeze a smile. You will miss that gape. You will miss his faith.", "endoftext": false }, { "action": "About yourself", "response": "Getting fat. Getting old. Getting bald.", "endoftext": false }, { "action": "You check your inventory", "response": "You're carrying an expired railway ticket, a magnetic card and an E-Pad.", "endoftext": false }, { "action": "You examine the ticket", "response": "A regular monthly railway ticket. The expiration date printed on it bears the yesterday's date.", "endoftext": false }, { "action": "You look at the card", "response": "A plastic card, with a black stripe on its back. On the front it bears a picture of you and your generalities.", "endoftext": false }, { "action": "You look at the picture", "response": "It is you, some time ago.", "endoftext": false }, { "action": "You examine Ethe -Pad", "response": "A black slab, ten-by-twenty centimeters. A surface, the one you would refer to as \"the bottom\", is made out of vibertron alloy. The \"top\" side is a psychoglass vibertron that you can use to gather information. The E-Pad is indeed the ultimate resource for any kind of question: you can consult it about almost anything (that you have previously uploaded into it, of course). Think to it as some kind of Guide to the galaxy.", "endoftext": false }, { "action": "You examine the bed", "response": "That's where you've had your final sleep. The blankets are a mess, even if you lied over them. A troublesome sleep, indeed.", "endoftext": false }, { "action": "You examine the top", "response": "It is a psychoglass you would use to gather information simply by touching it.", "endoftext": false }, { "action": "You touch the top", "response": "It took seven minutes to upload all your records on the Pad. It would take several millennia just to browse through half of it. It's better if you try and consult it about something.", "endoftext": false }, { "action": "You take the blankets", "response": "You sincerely hope the night just passed is the last you'll have to mess with this particular bed.", "endoftext": false }, { "action": "You examine table", "response": "This is where Andy passed his sleepless nights, always studying something new, always focusing on pushing humanity forward.\n\nYou can't but mourn at the loss this old world has suffered from his departure.\n\nOn the table, you glance a folder with some files inside.", "endoftext": false }, { "action": "You consult Ethe -Pad about Andy", "response": "You wave your hand on the vibertron, mentally igniting its interior device. A blink of an eye later, the screen vibrates with a faint purple light.\n\nUser 5,834 of this device, bearing no significant difference\nbetween all the other 5,833 before and the one after.", "endoftext": false }, { "action": "You consult e-pad about yourself", "response": "You are user 5,835 of this device, bearing no significant\ndifference between all the other 5,834.", "endoftext": false }, { "action": "You examine the folder", "response": "As you drop your eyes on the cerulean cover of the folder, your own writing jumps out almost new, as if someone else has inscribed on it the words: \"Reports to the Council\".", "endoftext": false }, { "action": "You read the folder", "response": "You know these files by heart: A report on the state of the crust substrates, and about the discoveries you've made there.\n\nStrolling through the pages, you fall deep into a sense of vertigo. The whole world starts spinning.\nCan you do it? Will you be able to go on with the plan, now that Andy has gone? Now that he's been--\nA single tear runs through your left cheek, substantial, heavy. When it dives from your skin you almost feel its burden leaving. A second later -- or maybe a millennia -- it hits the ground with a sounding boom.\n\nYou can barely form his visage into your head, and he's been dead for just ten hours. The impression printed in your forehead is that of a pale face, no more anguish, no more tears. And that terrible wound, a hole ripped in his chest like a mole's burrow. That's how it looks when a bullet bangs out of you, taking skin, flesh and bones in a bloody firework. They shot him. In the back, and he wasn't even fleeing. The coroner said he may just have been walking unaware.\n\nAnother tear jumps into the void. Another boom.\n\nThey were looking for these, the Reports.\n\nOne reason more to go and show the committee. One reason more to cry the truth out loud.", "endoftext": false }, { "action": "You take the folder", "response": "Taken.", "endoftext": false }, { "action": "Exits", "response": "[From here you can go west].", "endoftext": false }, { "action": "You examine bathroom", "response": "A sink and a toilet, stocked in the far corner of the room.", "endoftext": false }, { "action": "Go west", "response": "You leave the tiny room.\n\nOn the door's sill, you pause and send one last glance to Andy's apartment. A new rush of tears threatens an escape and you barely suffocate it.\n\nAndy, you promise. I will do it. I will do it for both of\nus. Whatever it is they are trying to hide -- whoever they are -- I will find out. And the whole of Monarch will know. This I vow.\n\nAnd, although you can't quite imagine it just now, no words will ever be truer than those.\n\nA foggy light comes from the grates on the top half of the stairwell. You are standing just mere feet from Andy's house entrance, above the first step going down.", "endoftext": false }, { "action": "Research monarch", "response": "Sixth planet in the trinary system, the biggest in size. Base of\nthe human activity in the Andromeda galaxy, is Capital World and headquarters of the ASA Council of the Thirteen. Age: 1.2bill. Size: magnitude 7.2 in Resson's scale.", "endoftext": false }, { "action": "Research council", "response": "The government-above-the-government of the ASA Republican Worlds.\nMade up of thirteen members, it is the source of the ASA codex and of the 237 Bounds.\n\nYou really think it's time to run to the Campus. You sight the exit, down from here.", "endoftext": false }, { "action": "You look at grates", "response": "Yes, you rather had a regular window, but this is what comes with peripheral, low-cost buildings.", "endoftext": true }, { "action": "You go downward", "response": "The faint lights get fainter here. A sturdy door opens on the Avenues, to the north. A flight of stairs moves up to the front door of Andy's Apartment.", "endoftext": false }, { "action": "You go to the north", "response": "You leave the satisfying safety of the house with but a sigh. The massive vibertron door opens with no sound, and with no sound closes after you.\n\nThe vivid pink of the Monarch sky paints an eternal dawn and washes the street and the buildings in a somewhat romantic nuance. The door to Andy's condominium lies south of here, reflecting the three suns like a gigantic kaleidoscope. The Avenue runs out of sight in every direction, finding outlets in a handful of other busy streets. The one you need runs east, towards the train station.\n\nAll these people, you think, watching the passers-by as they\ncrowd the streets in their random duties. If only they knew,\nthey'd scamper around like mad rats, biting at each other and feasting on the corpses.\nYou hold more tightly to your Report files.\n\nThe major sun -- Korhos -- seems to point its malevolent, cold finger at you.", "endoftext": false }, { "action": "You look at korhos", "response": "The fiery halo around the biggest of the suns of Monarch sends spires of red spreading across space.", "endoftext": false }, { "action": "Go east", "response": "Here the street forks in two different branches, one disappearing southeast into the train station, the other going on to the east. To the west lies Andy's house. The dark underground tunnel that leaves the street to the first underground floor, where your train is probably waiting, sends shivers down your spine.\n\nThere. The big underground empire. The place where all human fears gather.\n\nYou pick up the Report files again, and look at their cover.\n\nWhat's the meaning of all this? What did you find down there that grips around your throat like a deathly lace every time you think about it? Is it the discovery itself, or maybe the fact that Andy was killed to prevent its disclosure? You never imagined being a nerd of a scientist would have given you so much anguish.\n\nYou put back your burden and look up to the station's entrance. All will come in place, you hopefully consider. All will come in place.", "endoftext": false }, { "action": "You go southeast", "response": "The cyanotic, vibrating light of the station stands as a formal counterweight to the usual pink of the open air. People from all the country crowd the hall, piling up like chickens in stocks. The loud whistle of the incoming and departing trains dopplers through the place and drills into your ears. The rails cut the earth in two, further south, while a more breathable atmosphere breaks in through the entrance, northwest from here.\n\nA steel gate stands between you and the trains. A ticket obliterator blinks silently at its side.\n\nOn the west wall is a ticket vending machine.", "endoftext": false }, { "action": "You look at the obliterator", "response": "A tall figure, all in vibertron alloy, which is obviously there to read and authenticate tickets. A red laser scans the air inside a slot in its base.", "endoftext": false }, { "action": "You examine the vending", "response": "Cyanotic, like the rest of the enviroinment. It accommodates a magnetic card reader and a pocket for ticket delivery.", "endoftext": false }, { "action": "You put the ticket in the slot", "response": "(the expired railway ticket in the obliterator)\nThe obliterator blinks tiredly. A red exclamation mark appears on its glossy surface. You remove the ticket.\n\nWith the corner of an eye, you catch a glimpse of yellow, shining among the people.", "endoftext": false }, { "action": "You examine the yellow", "response": "Ladies and gents from all around the trinary system crowd the tunnels of the South Fork station. They seem resolute and sturdy, each intent in finding the way into a new day.\n\nAmong the rest of the unaware mob, you scout a single man, busy reading the railway map pinned to the wall.", "endoftext": false }, { "action": "You put the card in the card reader", "response": "(the magnetic card in the magnetic card reader)\nYou push the card into the reader. A second later, a red exclamation mark starts blinking on the vending machine and an unsympathetic, metallic voice informs all the people present that your \"credit is exhausted\".\nYou try and take the card back, but the machine swallows it whole.\n\nAnd at this point, it just feels like it's too much.\n\nYou fall on your knees, like an empty jute sack. The head dives between the shoulders, an empty face towards the ground beneath the legs. And the tears you so hardly tried to keep inside the dam begin rolling.\n\nThere is just no exit, you realize, and a sense of doom\novercomes you.\nThere is no exit, no place to run to, no escape. The weight of the world is upon you and you can do nothing about it. Andy has been killed and he was the one with the wit and the strength to try and do something. In cases like this, he would have been the one to stroke your hair and spread hope. He would have been the one who said \"Hey, man. Just relax. I'll be doing this.\"\n\nYou sense the star-shattering future as too much for you to handle and give in, like a child who's been told his parents have just died.\n\nThen, something happens.\n\nA hand is dropped on your shoulder. An unfamiliar voice breathes in your ear, and all of a sudden you feel awake.\nYou turn and face a man, one you never met before, and his understanding eyes. It's just a hand, still it feels like an invigorating shock.\n\n\"It will be ok, man\", he says. \"Just relax\".\n\nA second later, you are on your feet, your eyes following the stranger as he passes through the gates and into the railways.", "endoftext": false }, { "action": "You examine man", "response": "You recognize the funny man as coming from the near Bom-Fong Satellite facility: his darker skin tone and his thin eyes betray his provenance. He wears a yellow coat that runs down to his feet. On his shoulders, he's carrying a purple backpack, the sort of which you usually see worn by the students at the University.\n\nFrom a pocket of the backpack you see poking a freshly printed ticket.", "endoftext": false }, { "action": "You take the ticket", "response": "(the new railway ticket)\nThere's no way of getting it without startling its owner. You are not that used to stealing to be subtle enough. Maybe you'd need a diversion.", "endoftext": false }, { "action": "You examine the map", "response": "A map depicting the maze of rails connecting all the various stations in Monarch. With but a glance you find your route to the University.", "endoftext": true }, { "action": "You describe your surroundings", "response": "The cyanotic, vibrating light of the station stands as a formal counterweight to the usual pink of the open air. People from all the country crowd the hall, piling up like chickens in stocks. The loud whistle of the incoming and departing trains dopplers through the place and drills into your ears. The rails cut the earth in two, further south, while a more breathable atmosphere breaks in through the entrance, northwest from here.\n\nA man wearing a funny yellow coat is reading the railways map, puzzled.\n\nA steel gate stands between you and the trains. A ticket obliterator blinks silently at its side.\n\nOn the west wall is a ticket vending machine.", "endoftext": false }, { "action": "Examine backpack", "response": "A purple backpack, the sort of which you usually see worn by the students at the University.\n\nFrom a pocket of the backpack you see poking a freshly printed ticket.", "endoftext": false }, { "action": "You examine the gate", "response": "A maze of sturdy steel bars, which runs from the floor to the ceiling. It looks very dense.", "endoftext": false }, { "action": "Exits", "response": "[From here you can go northwest and south, beyond the steel\ngate].", "endoftext": false }, { "action": "You go to the south", "response": "The gate stands closed between you and the rails.", "endoftext": false }, { "action": "Research university", "response": "User 5,835 is chief researcher at the Radiations and Microwave\nSurvey in the Monarch State University. The University is located in Brouguoise.", "endoftext": false }, { "action": "You talk to the man", "response": "\"Need help?\"\n\nThe man turns to see you, a bit startled. \"Uhm,\" he says, pointing at the map, \"I'm just looking for the next stop in this... erm... maze.\"", "endoftext": false }, { "action": "You talk to the man", "response": "\"I know, it's always a nightmare the first time you try and read one of those. Let me help.\"\n\nA fresh smile of relief paints his face, as the man moves a step to the left to let you check the map. In the movement, unseen, the ticket that was hanging from the open pocket of his backpack flies over the edge, landing a mere step from your right foot. You notice it but avoid dropping your sight to the ground.", "endoftext": false }, { "action": "Step on ticket", "response": "(the new railway ticket)\nOk, you are finally persuaded. He won't need this as much\nas I -- or the whole of Monarch -- do.\n\nSubtly, you hide the fallen ticket under your foot, hoping to go unnoticed. And it works. The man follows your instructions on the map up to the last letter:\n\n\"There, you know,\" you say, pointing at the map in the place where Cardinal Park would be. \"There is the station you might look at for your departure, sir. South Fork is only southbound, and you have to go north.\n\n\"It's just a couple of kilometers,\" you grin, depicting in your mind the Park, the farthest place in all Monarch to a railway.\n\nWith a sigh, the man thanks you and heads out of the station. You grab the ticket and pitch the old, useless one.", "endoftext": false }, { "action": "You put the ticket in the slot", "response": "(the new railway ticket in the obliterator)\nThe obliterator blinks vigorously. A green exclamation mark appears on its glossy surface. The gate reacts with but a faint buzz. You remove the ticket.", "endoftext": false }, { "action": "You go south", "response": "You pass through the gate which admits you, silently opening around you.\n\nYou are standing by the bay of the railways, where trains arrive and depart. The light gets dimmer, here, but it is still strong enough to let you see the nearest surroundings. It then fades away in the intricate maze of the other platforms. A series of gates opens north into the main hall of South Fork Station. Through the bars you can see hundreds of people passing by, like ants in a sand castle.\n\nA deep sense of claustrophobia gets to your nerves as you stare at the long tunnels winding everywhere from this place. The intricate maze carves so deep and so far that now it could easily count more surface than on the open air...\n\nIt digs so deep that you are quite certain it opened entrances -- or outages -- to things you'd better have seen left undisturbed. The Report files in your hands, the ones you are going to explain to your colleagues at the University, vibrate as if animate, trying to catch your attention.\n\nYour train is not here, yet. This could be a chance to study them again.", "endoftext": false }, { "action": "You look at the files", "response": "\"Reports to the Council\".", "endoftext": false }, { "action": "You read the files", "response": "You open the files at random. Your eye is quickly caught by one of the first reports:\n\n(...)The volcanic crust separating what was once the glacial layer from the lower halls cannot possibly be thick enough to hold those energies at bay. Nor can it be trusted to keep a region larger than one third of Monarch's surface area hidden from whatever may be resting down there. In my humble opinion, the chances that former colonizations could have gotten in there before the glacial age (trapped? self-defending?) are quite high, especially now that we have discovered the Alpha Radiation.\n\nIn the end, we know nothing about Monarch before the first\nsettlements from the outer galaxies came into Andromeda more than one thousand years ago. Technology back then was not sufficient to dig as far as we have recently. The glacial layer was only partially melted and covered by the constructs. I suggest further investigation before we start -- as we should -- to probe the source of the\nradiation.(...)\n\nThe thought of something ancient sleeping under your very feet is more than your mortal brain can handle.\n\nEventually, your train arrives.\n\nThe doors open silently and you enter its bright intestines with but a second thought, powerfully relieved by leaving the dark recesses of the underground rails.\n\nThe wagon is enlightened by several fluorescent lamps, spanning along all its roof. The yellow, vibrating light paints each surface with the colors of death and decay. The train moves swiftly on its rails.\n\nA man sitting beside you is reading his newspaper.", "endoftext": false }, { "action": "You examine the lamps", "response": "Tubes of light, inside tubes of glass.", "endoftext": false }, { "action": "You research Alpha Radiation", "response": "(Inserted by user 5,835 -- not present in general database)\n\nRadiation which pulsates from a specific point under Monarch's capital. Discovered on 25th/3rd/9,855. Generator or source: unkn. Z-position: unkn. Magnitude: feeble, but growing. ---- Warning: same kind of the Event residues. ----.", "endoftext": false }, { "action": "You look at the man", "response": "He must be your age, a small man that looks like the average white collar worker from somewhere in the government. He's holding his newspaper like it was the only thing valuable in the world.\n\nYou realize with surprise it is the same man who had the nice words at the vending machine, earlier.\n\nAn unforeseen tremor shakes the train. You grab a handle before falling. The man beside you grips his seat.\n\n\"Woha!\" he laughs. \"That was something.\"\n\nYou notice small bits of the tunnel walls crumbling as you pass them by.", "endoftext": false }, { "action": "You look at the newspaper", "response": "The part you can see is about the weather and a few of other unimportant things.", "endoftext": false }, { "action": "You read it", "response": "The part you can see is about the weather and a few of other unimportant things.\n\nA second, much stronger quake shakes the train. You are bounced once to the back, where you hit the doors with a faint sound, then forward. This time you go swimming through the air like some sort of flying fish.\n\nBut it is not over.\n\nAnother shock rocks the train to its core, sending it off the rails. Cracks like razor wounds open the car one by one, ripping it apart like a tube of crumpling paper. The windows shatter with a fierce boom! that grinds into your ears like a thousand needles. The\nnext second, you are smashed against the end of the wagon, your head trying its resilience against solid steel.\n\nThe last thing you see, before your eyes are closed forever, is the man who was reading his newspaper beside you being engulfed by a dark abyss that has opened under your feet -- and below the collapsing train -- like the maw of an ancient creature.", "endoftext": false }, { "action": "You examine man", "response": "He's trapped. There is no way of pulling him out of the wreckage. Blood is pouring violently from a wound in his chest, where an iron crank has opened a new way in.\n\nThe train rattles and screams, slowly slipping further into the abyss where it is being inexorably pulled.", "endoftext": false }, { "action": "You talk to the man", "response": "\"You will be fine,\" you say. \"Soon enough help will come. I will stay here till then.\"\n\nYou look out of the shattered glass of the train windows, hiding your sore eyes to the man you lied to with your last words.\n\nAnother rattle and the wagon is pulled further into oblivion.", "endoftext": false }, { "action": "Exits", "response": "[From here you can go nowhere].\n\nThe shrieking sound of metal against metal fills your ears as the last part of the train sinks. Another meter. One more shake and all will fall inside the open chasm.", "endoftext": false }, { "action": "You go south", "response": "\"Don't leave me,\" cries the trapped man. \"Please!\"\n\nOne final, sinister noise shakes the wagon. Before you can understand what's happening, the weight of the rest of the train causes it all to fall into the enormous crack that opens below.\n\nYou have just enough time to jump through the wide crack before it all disappears into darkness, landing to safety on a hard ledge.\n\nIn the end, you fail to turn your eyes from those -- praying, pleading -- of the man trapped in the wreckage, his last goodbye a terrorized wailing into the unknown. You gaze into the blackness, speechless. The same words cycle into your forehead like a grinding echo: It will\nbe ok. Just relax. It will be ok.\nLedge\nYou are on a hard ledge, over a kilometers-deep chasm opening directly in front of you. There are no visible ways out, except for a trail cut in stone to the northwest. Now that the train has disappeared into oblivion, you realize there is no light, anywhere, apart from the orange glow coming up from the deep, like a disaster movie scenography. The faint green light from the screen of your E-Pad catches details for only a few meters around.\n\nWhat comes to your mind next sends a blow to your stomach.\n\nThe Fatimah Initiative, you think in horror. No lights\nmeans no energy.\n\nAnd no energy means the tides.", "endoftext": false }, { "action": "Research fatimah initiative", "response": "Monarch to counterweight the one caused by the approaching of the orbiting star Fatimah. Every ten days, all non-emergency power sources on the planet are redirected to the Initiative. The Initiative was the Second Bound by the Interstellar Agreement and was signed by all the thirteen members of the Council.\n\nIf the Fatimah initiative is stopped, for any reason, the whole planet would be submerged in water. This must be avoided at any cost.", "endoftext": false }, { "action": "Research tides", "response": "Monarch to counterweight the one caused by the approaching of the orbiting star Fatimah. Every ten days, all non-emergency power sources on the planet are redirected to the Initiative. The Initiative was the Second Bound by the Interstellar Agreement and was signed by all the thirteen members of the Council.", "endoftext": false }, { "action": "Research bounds", "response": "The sum of the 237 rules by which the ASA Republican Worlds work.\nThey are divided into seven sections, each made up by at least 20 so-called \"initiatives\". Only the first two Bounds contain just one Initiative each. Those were written in the Ancient Days before the reforming of the Republic.", "endoftext": false }, { "action": "You research ancient Days", "response": "The third age spanned between 3,000 and 8,140 (YotG). The first\ntwo centuries after its end are called \"the Ancient Days\", as opposed to the modern ones, lasting up to now.", "endoftext": false }, { "action": "Research first bound", "response": "This unit was not allowed to download resources on the matter.\nSorry.", "endoftext": false }, { "action": "Research asa", "response": "Andromeda Solar-spatial Agreement.\n\nIt is the set of rules which binds the interstellar space of the Andromeda Galaxy. The whole library is held in the Monarch Manuscript, under the Humanitas Mementos, closed from light and cryogenized at the Terracentral station in Phelios. It can be fully accessed from any ASA reports in the nearest Police station, Government hall or University. Excerpts can be found under the topic \"excerpts\" in this device.", "endoftext": false }, { "action": "Research excerpts", "response": "The E-Pad prints at least 763 pages before stopping its listing of the \"excerpts\". You think it's best to study them another time. Like never, maybe.", "endoftext": false }, { "action": "Research phelios", "response": "The small asteroid-satellite orbiting Monarch VII, Phelios, is\nhome to the Terracentral fortress, where the Quintessential Library and the Humanitas mementos are stored.", "endoftext": false }, { "action": "Go northwest", "response": "With much effort, you manage to pull yourself over the ledge.\n\nThese are the remains of the tunnel which would have taken you to the University if the quake hadn't swallowed its walls. Cascades of dirty water wash the sides of the black pit, flowing towards the giant crack. The fiery curtains of orange smoke that originate a few meters from you are the only light source for a span that goes on for kilometers. A thick web of twisted rails cuts its way across the darkness to the southwest. A small gap in the hulking walls of the tunnel leads north towards the unknown. Then it's only concrete and stone and a shattered world tangling together in every direction.\n\nWhat is the magnitude of this disaster? you ask yourself,\nwhile trying to put together the pieces of the splintering ground around you. What could have caused such a devastating\nearthquake?\n\nIn the darkness of Monarch's deepest recesses, only the thickest silence stands as an answer. The rest is black.", "endoftext": false }, { "action": "You examine the rails", "response": "The rails can be walked on, although with a certain care.", "endoftext": false }, { "action": "You go north", "response": "The earth shattering event has done much more damage here than in the near tunnel. A gigantic river of molten rocks and magma slowly cuts its way in a wide crack running before your eyes. You stand uncomfortably over a small stony step which looks like a building's cornice and serves as the only walkway at the side of the underground cliff, off to the east and west. Pieces of building sink into the ground and pop out from the ceiling of the enormous cave, like steel crosses in an abandoned cemetery. In the middle of the crack, to the north, bathing in magma, rests the crippled half of one of the Construct pillars, the remaining structure lost.\n\nA thin rain of small debris drops constantly from the crumbling sky. You look upon the decay of the human last resort and close your eyes in fear and torment.\n\nThere it goes, you sink into sorrow. We are late. We\nalways have been late.\n\nYou feel the weight of your E-Pad and remember downloading something about the Constructs in it.", "endoftext": false }, { "action": "Research constructs", "response": "The foundations of Monarch's Republican World. Digging deep into\nthe earth where the glacial layer has been molten, pillars of steel and concrete serve as supports for the above cities. In fact, the Monarch nation is but a floating continent built by the first colonies above the icy layer. Nowadays, a mere 10 percent of that layer is still solid, the rest being transformed into vast oceans covering more than half the world.", "endoftext": false }, { "action": "You examine the pillar", "response": "About fifteen meters wide, the pillar must have been torn in two by the quake. The lower part still sinks into the ground, inside and below the flowing magma, its alloy slowly surrendering to the heat. In a few hours it will be consumed. Something shines on the oblique surface of the pillar, in the spot where its has been cut in half.", "endoftext": false }, { "action": "You go north", "response": "It is a jump of twenty meters. There is no way to reach the pillar without falling into the fiery pit.", "endoftext": false }, { "action": "You examine the shine", "response": "You can't quite discern it from here. It is a metallic pole of sorts.", "endoftext": false }, { "action": "Exits", "response": "[From here you can go south, east and west].", "endoftext": false }, { "action": "You go east", "response": "If it wasn't so dramatic, the view from here would be breathtaking. The immense magma river flows below effortlessly, although slow and patiently. The whole cave is lit by its fiery belly. From here you can see the broken pillar rising from the flames like a finger pointing the sky -- a sky made of crumbling rocks and metal -- and the stony walls surrounding the sight like the steps of a giant arena. Below, the thin cornice cuts a distinct line on the side of it, losing itself in the distance inside a small passage to the west. The piece of quartz you are standing on has resisted the quake's onslaught and is now holding itself onto the rock like a cat on a tree trunk. Something like steps rise from here to an alcove, up above and near the ceiling. A faint cyanotic light pulsates inside it. You can reach it to the northwest.", "endoftext": false }, { "action": "You go to the north-west", "response": "A grim mouth dug into the span's wall starts here and crawls inside the earth, disappearing after a twist to the south. A bright blue light pulsates there, faint. In front of you, the molten span is still visible, although the curve of the collapsing ceiling covers your sight. The cliff then dives deep into the roaring lava, debris dropping from its edge now and then. You can reach the quartz outcropping walking -- carefully -- southeast.\n\nA lesser tremor splinters the cliff, sending pieces into the fiery pit below.", "endoftext": false }, { "action": "Exits", "response": "[From here you can go south and southeast].\n\nA small chunk of rock falls into the magma from the edge of the cliff.", "endoftext": false }, { "action": "Research Hyerotrope", "response": "The moving motor of the Tidal Initiative.\n\nDiscovered during the Ancient Era, its meaning or purpose is yet unknown. Apart from a huge power surge (all in the geo-gravitational spectrum), a Hyerotrope seems utterly inactive. Its \"breathing\" has been hypothesized as a remnant of a former energy outbreak, the likes and size of which are not computable. Although \"dead\" in many ways, it was soon discovered that its gravitational pull could be altered by igniting it with an immense plasma shock. Thus far, the seventeen Hyerotropes discovered have been used to counterweight Fatimah during the tidal outbreaks.", "endoftext": false }, { "action": "Research tidal initiative", "response": "Monarch to counterweight the one caused by the approaching of the orbiting star Fatimah. Every ten days, all non-emergency power sources on the planet are redirected to the Initiative. The Initiative was the Second Bound by the Interstellar Agreement and was signed by all the thirteen members of the Council.", "endoftext": false }, { "action": "You examine the carvings", "response": "They are one centimeter wide (and you could bet all you have it is exactly one centimeter) and one deep. Inside it, an\nunsubstantial essence flows like a river of light. Although twisty and maze-like, they all wrap up at the base of the dome, some of them continuing over its round surface.", "endoftext": false }, { "action": "You examine the door", "response": "There is no way of telling how this \"door\" can be opened.. On it, four small dots draw a perfect line, in its center.\n\nThe dots look like tiny holes in the center of the \"door\", one above the other in a linear sequence. Light pulsates inside four of them.", "endoftext": false }, { "action": "You look at the dots", "response": "The dots look like tiny holes in the center of the \"door\", one above the other in a linear sequence. Light pulsates inside four of them.", "endoftext": false }, { "action": "Examine dome", "response": "The dome is made of a substance that looks solid, but it is actually pulsating like an human belly. It reflects almost no light, apart from the thick web of luminescent cracks that cover its ancient skin.", "endoftext": false }, { "action": "You touch the dot", "response": "They are cold.", "endoftext": false }, { "action": "Inventory", "response": "You're carrying a new railway ticket, some Report files and an E-Pad.", "endoftext": false }, { "action": "You go to the north", "response": "A stronger tremor opens a crack near the edge of the cliff.", "endoftext": false }, { "action": "You go southeast", "response": "You approach the cliff's edge, ready to get back to the quartz platform, when a sudden tremor stops you on your feet.\nAnd it's a rather fortunate event, as your step ends up just a centimeter from a sinister crack opening on the cliff itself.\n\nA second later, a more intense shock cuts the crack open and a large section of the cliff face goes crumbling down right in front of you. You had taken another half step you would have fallen into the fiery pits below.\n\nYou hold yourself to the cave walls, panting loudly, waiting for the affright to vanish.\n\nA stronger tremor opens a crack near the edge of the cliff.", "endoftext": false }, { "action": "Exits", "response": "[From here you can go south and southeast].\n\nA lesser tremor splinters the cliff, sending pieces into the fiery pit below.", "endoftext": false }, { "action": "Go north", "response": "You walk over the crumbled wall, finding your way to the Construct pillar. The heat is almost unbearable.\n\nThe broken pillar seems sturdy enough to resist the flowing magma for a long time. Were it not for the quake, it could have survived in the molten rocks for ages. The alloy is sturdy and elastic at the same time, its interiors glittering like a salt mine. At its center, a hollow section opens into a net of tangled steel bars that worked as a skeleton for the whole structure. Wires of every kind run deep inside, like a circulatory system. You can't tell what kind of machinations were designed for the Construct and what served what inside here.\n\nFrom the center of the pillar, where it has been torn in two by the disaster, a steel bar pops out, loose from the others of its own family. It looks like you can pull it out without much effort.\n\nYou start fainting from the excessive heat. Your eyes are sore and you can barely breathe.", "endoftext": false }, { "action": "You take the bar", "response": "You pull the steel bar out of the tangle in which it rests.\n\nEverything around you is becoming red and black, like in a sort of twisted nightmare. The intense heat is killing you.", "endoftext": false }, { "action": "Go south", "response": "A gigantic river of molten rocks and magma slowly cuts its way in a wide crack running before your eyes. You stand uncomfortably over a small stony step which looks like a building's cornice and serves as the only walkway at the side of the underground cliff, off to the east and west. Pieces of building sink into the ground and pop out from the ceiling of the enormous cave, like steel crosses in an abandoned cemetery. In the middle of the crack, to the north, bathing in magma, rests the crippled half of one of the Construct pillars, the remaining structure lost.\n\nA bridge of sedimentary stone has fallen from above, and now rests in a scarce equilibrium above the fiery canyon between here and the pillar's broken surface.", "endoftext": false }, { "action": "Examine bar", "response": "One meter and a half long, three centimeters wide. Enough to break a man's skull with just one hit.", "endoftext": false }, { "action": "You go to the north", "response": "You walk over the crumbled wall, finding your way to the Construct pillar. The heat is almost unbearable.\n\nThe broken pillar seems sturdy enough to resist the flowing magma for a long time. Were it not for the quake, it could have survived in the molten rocks for ages. The alloy is sturdy and elastic at the same time, its interiors glittering like a salt mine. At its center, a hollow section opens into a net of tangled steel bars that worked as a skeleton for the whole structure. Wires of every kind run deep inside, like a circulatory system.\n\nThe fumes coming from the lava under the pillar are so hot you can feel your skin burn. You must get out of here before you catch fire.", "endoftext": false }, { "action": "Exits", "response": "[From here you can go south].\n\nEverything around you is becoming red and black, like in a sort of twisted nightmare. The intense heat is killing you.", "endoftext": false }, { "action": "You go west", "response": "The walk over the tiny ledge is painstaking. After several minutes, you leave it for the first opening, a tight crack in the wall, large enough to let a man pass through.\n\nThe wide room is lit only by the fiery pits opening east beyond the crack in the wall. The rest is immersed in darkness. All you can discern are piles and piles of boxes and stuff put together who knows when and for who knows what. Glimmering in the reflections of your E-Pad's green light, you discover a lonely hut, made from plastic wreckage and held together by iron wires, its door sprung open to the north. The warehouse goes on to the northwest, beyond more piles of stock.\n\nA huge switch hides behind some dust in the west wall.", "endoftext": false }, { "action": "You examine the switch", "response": "It is encrusted with rust, grinning like a sardonic smile made in steel and plastics.", "endoftext": false }, { "action": "You look at the boxes", "response": "Piles and piles of once useful objects, now reduced to rubbish. The plastic cans make them unopenable and unmovable. A pity.", "endoftext": false }, { "action": "You go to the north", "response": "Darkness gets thicker in here. Shelves line up along the interior, but they are all empty. An old wire dangles from the ceiling with no lamp on it. The only exit is south, to the warehouse.\n\nA blade of light comes from the back of the hut, to the north, where it penetrates a cut in the plastic casing.", "endoftext": false }, { "action": "Examine cut", "response": "The plastic has been damaged -- by the quake? -- and lets some light come in from beyond the hut's shoulders.", "endoftext": false }, { "action": "You look at the wire", "response": "It comes from a pre-plasmatron era. Better leave it alone.", "endoftext": false }, { "action": "You pry cut with the bar", "response": "You push the steel bar inside the crack and press all you weight against it. After a while, the cut gives and a new, human-sized scar now smiles in the north wall.", "endoftext": false }, { "action": "Go north", "response": "Pale walls run east-west in this blank passage. No doors or windows open in the underground, but light fills the corridor, blown in through the roof. A crack breaks the southern wall like a black scar.\n\nWhat kind of place is this, you mutter, looking around\npuzzled. A subway service area?\n\nYou remember having read something about this kind of structure. One of your fellow teachers once called it an \"underground settlement\".", "endoftext": false }, { "action": "You research underground settlement", "response": "During the era when the Constructs were built, a large underground vault, known as the \"settlement\", was used for R&D and to store artifacts and knowledge found while digging through the icy crust and the upper layers. Aseptic walls run relentlessly for kilometers, along with a vast number of laboratories and facilities. These places are a sort of gigantic city-under-the-city, where the researchers and the workers spent their time together in a closed environment. Due to the extremely long times before resurfacing, many were captivated in the settlements for months until their duty schedule expired. The seclusion proved too much for the inhabitants of the settlements, who started showing signs of paranoia and of claustrophobia. After only three years since the first humans entered the vault, a fierce riot took the pale halls, leaving more than three hundred civilians dead. The settlements were closed and all the work was handed over to automated machines and robots.\n\nstill visitable: the Museum of the Vaults, near the Central Station. There, visitors can witness the \"magic\" of the white corridors lighting system, some of the remaining labs (only a handful are still functioning -- even if for mere demonstrational purposes) and the thrilling experience of the disappearing walls.", "endoftext": false }, { "action": "You research disappearing walls", "response": "One of the best shows in the Museum of the Vaults.\n\nProperly stimulated (via an input device or by remote control),\nwhat looks like a regular settlement wall blinks and disappears, working as a door for hidden or particularly dangerous rooms.", "endoftext": false }, { "action": "Exits", "response": "[From here you can go south, east and west].", "endoftext": false }, { "action": "Go east", "response": "Pale walls run west from here in this blank passage. No doors or windows open in the underground, but light fills the corridor, blown in through the roof.\n\nA darker spot seems to mark the north wall, almost in the exact center.", "endoftext": false }, { "action": "You look at the spot", "response": "A darker spot marks a rectangular area. It looks like once it hosted... a painting, maybe?", "endoftext": false }, { "action": "Exits", "response": "[From here you can go west].", "endoftext": false }, { "action": "Go west", "response": "Pale walls run east-west in this blank passage. No doors or windows open in the underground, but light fills the corridor, blown in through the roof. A crack breaks the southern wall like a black scar.", "endoftext": false }, { "action": "You go west", "response": "Pale walls run east from here in this blank passage. No doors or windows open in the underground, but light fills the corridor, blown in through the roof.\n\nWhatever this is, it looks like a cul-de-sac.\n\nA darker spot seems to mark the west wall, almost in the exact center.", "endoftext": false }, { "action": "You look at roof", "response": "The plastic of the ceiling is glowing unnaturally. It doesn't look like light shines from behind but rather from the very\nsurface.", "endoftext": false }, { "action": "You touch the bottom", "response": "It is cut from a single piece of vibertron alloy. It is unopenable and unbreakable.", "endoftext": false }, { "action": "You go east", "response": "Pale walls run east-west in this blank passage. No doors or windows open in the underground, but light fills the corridor, blown in through the roof. A crack breaks the southern wall like a black scar.", "endoftext": false }, { "action": "Go south", "response": "Darkness gets thicker in here. Shelves line up along the interior, but they are all empty. An old wire dangles from the ceiling with no lamp on it. The only exit is south, to the warehouse.\n\nWhere the light came in from a small cut in the wall, a wide crack opens, revealing an escape route to the north.", "endoftext": false }, { "action": "You go to the south", "response": "The wide room is lit only by the fiery pits opening east beyond the crack in the wall. The rest is immersed in darkness. All you can discern are piles and piles of boxes and stuff put together who knows when and for who knows what. Glimmering in the reflections of your E-Pad's green light, a lonely hut, made from plastic wreckage and held together by iron wires, its door sprung open to the north. The warehouse goes on to the northwest, beyond more piles of stock.\n\nA huge switch hides behind some dust in the west wall.", "endoftext": false }, { "action": "You pull the switch", "response": "As you lower the switch, a burst of energy breaks loose, exploding in a loud pop! Fuses, wires and the very handle of the switch\nare now melted together. Apart from this, there's no evident outcome. You can only guess lights have been turned off somewhere.", "endoftext": false }, { "action": "Go north", "response": "Pale walls run east-west in this blank passage. No doors or windows open in the underground, but light fills the corridor, blown in through the roof. A crack breaks the southern wall like a black scar.\n\nA faint crumbling sound breaks the silence of the place, somewhere.", "endoftext": false }, { "action": "Go east", "response": "Pale walls run west from here in this blank passage. No doors or windows open in the underground, but light fills the corridor, blown in through the roof.\n\nA darker spot seems to mark the north wall, almost in the exact center.", "endoftext": false }, { "action": "Go west", "response": "Pale walls run east-west in this blank passage. No doors or windows open in the underground, but light fills the corridor, blown in through the roof. A crack breaks the southern wall like a black scar.", "endoftext": false }, { "action": "You take the wire", "response": "That's hardly portable.", "endoftext": false }, { "action": "You go to the south", "response": "The wide room is lit only by the fiery pits opening east beyond the crack in the wall. The rest is immersed in darkness. All you can discern are piles and piles of boxes and stuff put together who knows when and for who knows what. Glimmering in the reflections of your E-Pad's green light, a lonely hut, made from plastic wreckage and held together by iron wires, its door sprung open to the north. The warehouse goes on to the northwest, beyond more piles of stock.\n\nA huge switch hides behind some dust in the west wall.", "endoftext": false }, { "action": "You pull the wire", "response": "It is fixed in place.", "endoftext": false }, { "action": "You go to the northwest", "response": "The stocks are too tight together to let you pass. Some make a climbing route to the ceiling, which unfortunately ends there with no hope for trespassing.", "endoftext": false }, { "action": "You examine the shelves", "response": "Dust covers the shelves, a witness of decay.", "endoftext": false }, { "action": "You go to the south", "response": "The wide room is lit only by the fiery pits opening east beyond the crack in the wall. The rest is immersed in darkness. All you can discern are piles and piles of boxes and stuff put together who knows when and for who knows what. Glimmering in the reflections of your E-Pad's green light, a lonely hut, made from plastic wreckage and held together by iron wires, its door sprung open to the north. The warehouse goes on to the northwest, beyond more piles of stock.\n\nA huge switch hides behind some dust in the west wall.", "endoftext": false }, { "action": "Inventory", "response": "You're carrying a steel bar, a new railway ticket, some Report files and an E-Pad.", "endoftext": false }, { "action": "You hit switch with the bar", "response": "It would probably ruin both the steel bar and the power switch.", "endoftext": false }, { "action": "You go east", "response": "The immense magma river flows below effortlessly, although slow and patiently. The whole cave is lit by its fiery belly. From here you can see the broken pillar rising from the flames like a finger pointing the sky -- a sky made of crumbling rocks and metal -- and the stony walls surrounding the sight like the steps of a giant arena. Below, the thin cornice cuts a distinct line on the side of it, losing itself in the distance inside a small passage to the west. The piece of quartz you are standing on has resisted the quake's onslaught and is now holding itself onto the rock like a cat on a tree trunk. Something like steps rise from here to an alcove, up above and near the ceiling. A faint cyanotic light pulsates inside it. You can reach it to the northwest.\n\nA large chunk of rock from the cave mouth, up above, has fallen into the molten span and now looks like a bridge of sorts between it and the Construct pillar.", "endoftext": false }, { "action": "Go northwest", "response": "A grim mouth dug into the span's wall starts here and crawls inside the earth, disappearing after a twist to the south. A bright blue light pulsates there, faint. In front of you, the molten span is still visible, although the curve of the collapsing ceiling covers your sight. The cliff then dives deep into the roaring lava, debris dropping from its edge now and then. You can reach the quartz outcropping walking -- carefully -- southeast.\n\nA small chunk of rock falls into the magma from the edge of the cliff.", "endoftext": false }, { "action": "You go north", "response": "A grim mouth dug into the span's wall starts here and crawls inside the earth, disappearing after a twist to the south. A bright blue light pulsates there, faint. In front of you, the molten span is still visible, although the curve of the collapsing ceiling covers your sight. The cliff then dives deep into the roaring lava, debris dropping from its edge now and then. You can reach the quartz outcropping walking -- carefully -- southeast.\n\nA stronger tremor opens a crack near the edge of the cliff.", "endoftext": false }, { "action": "You go south", "response": "Cascades of dirty water wash the sides of the black pit, flowing towards the giant crack. The fiery curtains of orange smoke that originate a few meters from you are the only light source for a span that goes on for kilometers. A thick web of twisted rails cuts its way across the darkness to the southwest. A small gap in the hulking walls of the tunnel leads north towards the lake of magma. Then it's only concrete and stone and a shattered world tangling together in every direction.", "endoftext": false }, { "action": "You go to the south-west", "response": "Moving very carefully, you manage to put one step in front of the other, above the deep, until you get to...\n\nThe chasm is under you. Its teeth close on the rails like the mouth of an all-devouring creature. You balance above nothing, an acrobat clinging to his own life, the only reasonable exit awaiting to the northeast.\n\nA broken wagon is dangling from the last of the rails, to the west. Light buzzes inside.\n\nA gust of smoke fills your nostrils, leaving you stunned.", "endoftext": false }, { "action": "You look at the wagon", "response": "The wagon clings to the last straw of rails. It has been ripped in half by the quake deflagration and now looks like the decaying body of a dead pet. Sparks light its interiors.", "endoftext": false }, { "action": "Go west", "response": "One step at a time. Very, very carefully.\n\nThe crumpled floor rests inclined by forty degrees, making it very hard to stay on foot. You hold on to a bench, its metal handles your last resort against a fall. Light buzzes inside broken fluorescent lamps and sparks ignite the emptiness with futile effort. You are overwhelmed by... the gravity of the situation.\n\nThere is no sign of life. All is fallen. Dead.\n\nA glimpse of light reflects on something, hidden under the last bench before the chasm.", "endoftext": false }, { "action": "You look under the bench", "response": "Something is holding itself over the chasm, above the last metal rung.\n\nThe crumpled floor rests inclined by forty degrees, making it very hard to stay on foot. You hold on to a bench, its metal handles your last resort against a fall. Light buzzes inside broken fluorescent lamps and sparks ignite the emptiness with futile effort. You are overwhelmed by... the gravity of the situation.\n\nA black metal box pops out from under the last bench before the chasm.", "endoftext": false }, { "action": "Examine box", "response": "You see nothing special about the black box.\n\nA howling comes from the chasm, like a human crying.", "endoftext": false }, { "action": "You take it", "response": "You pull yourself to your stretching limit, a hand grasping for the box under the bench. As you catch it, debris -- and a square meter of the wagon's floor -- fall into the void with a noise like the one of nails on a blackboard.\n\nThey disappear down under never hitting the bottom.", "endoftext": false }, { "action": "You open the box", "response": "You open the black box, revealing an Elektron and a metal weight.", "endoftext": false }, { "action": "You examine Elektron", "response": "A glossy side, a sticky side and no power. On the lower part of the sticky side, a slot is open, revealing nothing.", "endoftext": false }, { "action": "You go to the east", "response": "The chasm is under you. Its teeth close on the rails like the mouth of an all-devouring creature. You balance above nothing, an acrobat clinging to his own life, the only reasonable exit awaiting to the northeast.\n\nA broken wagon is dangling from the last of the rails, to the west. Light buzzes inside.\n\nA howling comes from the chasm, like a human crying.", "endoftext": false }, { "action": "Research elektron", "response": "A portable interface. It connects to a receiving surface and works\nas an input device for commands and other tasks. Upon connection, it analyses the target and gives out: a) a fast signature recap; and b) the default commands to be executed (when provided). It usually needs a resonating crystal as a power stabilizer.", "endoftext": false }, { "action": "You look at the weight", "response": "A kilogram. Almost perfect.", "endoftext": false }, { "action": "You go to the northeast", "response": "Cascades of dirty water wash the sides of the black pit, flowing towards the giant crack. The fiery curtains of orange smoke that originate a few meters from you are the only light source for a span that goes on for kilometers. A thick web of twisted rails cuts its way across the darkness to the southwest. A small gap in the hulking walls of the tunnel leads north towards the lake of magma. Then it's only concrete and stone and a shattered world tangling together in every direction.\n\nA howling comes from the chasm, like a human crying.", "endoftext": false }, { "action": "Go north", "response": "A gigantic river of molten rocks and magma slowly cuts its way in a wide crack running before your eyes. You stand uncomfortably over a small stony step which looks like a building's cornice and serves as the only walkway at the side of the underground cliff, off to the east and west. Pieces of building sink into the ground and pop out from the ceiling of the enormous cave, like steel crosses in an abandoned cemetery. In the middle of the crack, to the north, bathing in magma, rests the crippled half of one of the Construct pillars, the remaining structure lost.\n\nA bridge of sedimentary stone has fallen from above, and now rests in a scarce equilibrium above the fiery canyon between here and the pillar's broken surface.", "endoftext": false }, { "action": "You examine the quartz", "response": "It shines and reflects the molten span below. Here and there, small chunks popped off of the cracked crystal.\n\nA perfect splinter rests upon the others, waiting to be picked up.", "endoftext": false }, { "action": "You take the splinter", "response": "Taken.", "endoftext": false }, { "action": "You put the splinter in Elektron", "response": "The quartz perfectly fits the slot on the back of the Elektron. The display comes to life, showing some text.", "endoftext": false }, { "action": "You read Elektron", "response": "It reads: No source. Expected link missing. Check status and connection.", "endoftext": false }, { "action": "You go north", "response": "Pale walls run east-west in this blank passage. No doors or windows open in the underground, but light fills the corridor, blown in through the roof. A crack breaks the southern wall like a black scar.\n\nThe light from the ceiling vibrates randomly, then it calms down.", "endoftext": false }, { "action": "Go east", "response": "Pale walls run west from here in this blank passage. No doors or windows open in the underground, but light fills the corridor, blown in through the roof.\n\nA darker spot seems to mark the north wall, almost in the exact center.", "endoftext": false }, { "action": "You put Elektron on the spot", "response": "You link the Elektron to the north wall. The display on the device blinks twice: Some text appears on it.\n\nIt reads: Gamma section port found. Tap display to open.", "endoftext": false }, { "action": "You tap the display", "response": "The Elektron blinks twice, then the whole north wall blinks too. It shines in a brilliant purple and seconds later it disappears, folding into itself. A gap now opens where the wall stood.\n\nYou take the Elektron and put it back among your belongings.", "endoftext": false }, { "action": "Go north", "response": "You go into the gap.\n\nDarkness falls. The faint, sterile light coming from the opening to the south is devoured by the walls of this twisted tunnel, a cut in the earth running diagonal and scattered in every direction. You can find no exits: the E-Pad is not enough to shed a light on this obscure womb.", "endoftext": false }, { "action": "Go south", "response": "Pale walls run west from here in this blank passage. No doors or windows open in the underground, but light fills the corridor, blown in through the roof.\n\nA gap opens where the north wall once stood.", "endoftext": false }, { "action": "Go west", "response": "Pale walls run east from here in this blank passage. No doors or windows open in the underground, but light fills the corridor, blown in through the roof.\n\nA darker spot seems to mark the west wall, almost in the exact center.", "endoftext": false }, { "action": "You put Elektron on the spot", "response": "You link the Elektron to the west wall. The display on the device blinks twice: Some text appears on it.\n\nIt reads: Alpha section port found. Tap display to open.", "endoftext": false }, { "action": "You tap the display", "response": "The Elektron blinks twice, then the whole west wall blinks too. It shines in a brilliant purple and seconds later it disappears, folding into itself. A gap now opens where the wall stood.\n\nYou take the Elektron and put it back among your belongings.", "endoftext": false }, { "action": "Go west", "response": "You go into the gap.\n\nThe gap in the eastern wall opens into a narrow room. Light vibrates and sends shimmering glances all over the place. The floor seems to be made from plain, levigated rock. The walls are of the same plastic material of the near corridor. To the west, a metal door bears the sign \"storeroom\" while, to the north, stands a more relieving vibertron portal.\n\nLight? You mutter to yourself. Where's the source? Maybe\nthere is power, somewhere, after all.\n\nA power strong enough to activate the Tidal Initiative, maybe?", "endoftext": false }, { "action": "You look at the portal", "response": "An automatic door. This means a power source must be near.", "endoftext": false }, { "action": "You go west", "response": "(first opening the storeroom door)\n\nWhatever power source lightens the near corridors, its is nowhere to be found in here. The blank closet in which you stand, a bare two-by-two meters with no furniture except for a decaying plastic shelf in a corner, is covered in old and cracked tiles, the likes of which you only remember having seen either in hospitals or in public toilets. The acrid smell that fills the room points toward the latter.\n\nOn the plastic shelf is a wax soap.", "endoftext": false }, { "action": "You examine the soap", "response": "A remarkably old wax soap, one of the kind momma used to wash clothes when you were but a child. A sort of relic these days.", "endoftext": false }, { "action": "You examine the tiles", "response": "Old and cracked tiles, the likes of which you only remember having seen either in hospitals or in public toilets.", "endoftext": false }, { "action": "You go to the east", "response": "Light vibrates and sends shimmering glances all over the place. The floor seems to be made from plain, levigated rock. The walls are of the same plastic material of the near corridor. To the west, a metal door bears the sign \"storeroom\" while, to the north, stands a more relieving vibertron portal.\n\nA distant dripping sound echoes somewhere.", "endoftext": false }, { "action": "Go north", "response": "You walk past the vibertron door, which silently opens around you.\n\nWhen the heavy door hides in the surrounding walls, the buzzing lights of the corridor drop down to a mere spark. Whatever the power source is, its is obviously not enough to feed both the lights and the door.\n\nThe door opens into another disaster scenario. Chunks of rock have emerged from the broken floor, piercing through the roof. From there, massive blocks of concrete and steel hang, remnants of the city above.\n\nThe quake has indeed been tremendous and you wonder how much of the surface is still standing.\n\nA tunnel cuts its way into the earth to the north, beyond reach.\n\nAn ice spike the size of a bus has been thrusted into the room from below. It shines, the light coming from a source underneath it, and it is illuminating the area. The color and shape of the chunk betray the ice as very, very old, the likes of which you studied from the Monarch's glacial era.\n\nAbove the spike, near the roof, sparkles fall down from a broken piece of machinery.", "endoftext": false }, { "action": "You examine the spike", "response": "Its surface is rough and cracked. Shards of light glow everywhere. It looks sturdy enough to sustain your weight.", "endoftext": false }, { "action": "Climb spike", "response": "You climb up the spike, finding enough grip to reach the roof.\n\nCold Pyramid (on the ice spike)\nChunks of rock have emerged from the broken floor, piercing through the roof. From there, massive blocks of concrete and steel hang, remnants of the city above.\n\nA tunnel cuts its way into the earth to the north, beyond reach.\n\nNear the roof, sparkles fall down from a broken piece of machinery.", "endoftext": false }, { "action": "You examine the machinery", "response": "It seems the quake has exploded in here, sending all upwards, toward the surface. The machinery (the likes of which you've never seen before) has been pushed into the ceiling by a shattering force.\n\nNow that you are near, you can carefully analyze it. It is a sort of metal cylinder, levigated beyond perfection by unknown forces. On it, four dots identical to the ones on the door of the Hyerotrope blink faintly. The exposed edge of the cylinder is a tangle of tiny cuts, each twisted into the other in an unique pattern. A smooth, plain surface is visible just a few centimeters near the dots.", "endoftext": false }, { "action": "You put Elektron on the surface", "response": "You link the Elektron to the machinery. The display on the device blinks twice: Some text appears on it.\n\nIt reads: Radio wave emissions. Geo-gravitational pull. Very low response. Tap display to activate.", "endoftext": false }, { "action": "You read Elektron", "response": "It reads: Radio wave emissions. Geo-gravitational pull. Very low response. Tap display to activate.", "endoftext": false }, { "action": "You take the cylinder", "response": "It is firmly stuck in the stone.", "endoftext": false }, { "action": "You look at cylinder", "response": "It seems the quake has exploded in here, sending all upwards, toward the surface. The machinery (the likes of which you've never seen before) has been pushed into the ceiling by a shattering force.\n\nThe Elektron is connected to the machinery.\n\nNow that you are near, you can carefully analyze it. It is a sort of metal cylinder, levigated beyond perfection by unknown forces. On it, four dots identical to the ones on the door of the Hyerotrope blink faintly. The exposed edge of the cylinder is a tangle of tiny cuts, each twisted into the other in an unique pattern. A smooth, plain surface is visible just a few centimeters near the dots.", "endoftext": false }, { "action": "You examine Elektron", "response": "A glossy side, a sticky side and some text on the display. On the lower part of the sticky side, a slot welcomes a heart-shaped quartz, now pulsating with life.", "endoftext": false }, { "action": "You check your inventory", "response": "You're carrying a wax soap, a black box, a steel bar, a new railway ticket, some Report files and an E-Pad.", "endoftext": false }, { "action": "You look in the box", "response": "In the black box are an Elektron and a metal weight.", "endoftext": false }, { "action": "You look at the weight", "response": "A kilogram. Almost perfect.", "endoftext": false }, { "action": "Exits", "response": "[From here you can go south].", "endoftext": false }, { "action": "Go outside", "response": "Before leaving, you remove the Elektron from the machinery.\n\nYou get off the ice spike.\n\nChunks of rock have emerged from the broken floor, piercing through the roof. From there, massive blocks of concrete and steel hang, remnants of the city above.\n\nA tunnel cuts its way into the earth to the north, beyond reach.\n\nAn ice spike the size of a bus has been thrusted into the room from below. It shines, the light coming from a source underneath it, and it is illuminating the area. The color and shape of the chunk betray the ice as very, very old, the likes of which you studied from the Monarch's glacial era.\n\nAbove the spike, near the roof, sparkles fall down from a broken piece of machinery.", "endoftext": false }, { "action": "Go north", "response": "The massive ice spike is in the way.", "endoftext": false }, { "action": "You look at the machinery", "response": "It seems the quake has exploded in here, sending all upwards, toward the surface. The machinery (the likes of which you've never seen before, although it is hard to tell from here) has been pushed into the ceiling by a shattering force.", "endoftext": false }, { "action": "You examine Elektron", "response": "A glossy side, a sticky side and some text on the display. On the lower part of the sticky side, a slot welcomes a heart-shaped quartz, now pulsating with life.", "endoftext": false }, { "action": "You read the text", "response": "It reads: No source. Expected link missing. Check status and connection.", "endoftext": false }, { "action": "Yes", "response": "cheapglulxe quit with exit status: 0", "endoftext": false }, { "action": "%", "response": "Morning comes, in Monarch. An eerie light permeates the room.\n\nIt's been a hard night...\n\nA bed, a table, a bathroom. This is all that's left of your colleague, Professor Re's. Some dust, an eerie atmosphere and just a memory.", "endoftext": false }, { "action": "You go east", "response": "Pale walls run east from here in this blank passage. No doors or windows open in the underground, but light fills the corridor, blown in through the roof.\n\nA gap opens where the west wall once stood.", "endoftext": false }, { "action": "You go east", "response": "Pale walls run east-west in this blank passage. No doors or windows open in the underground, but light fills the corridor, blown in through the roof. A crack breaks the southern wall like a black scar.", "endoftext": false }, { "action": "You put Elektron on the door", "response": "You link the Elektron to the door of the dome. The display on the device blinks twice: Some text appears on it.\n\nIt reads: Geo-gravitational pull. Alert. Peaks at 13.6x10^12 gamma epsilon. Reading off scale. Process terminated.\n\nWow. There must be a power source of gigantic proportions in there.", "endoftext": false }, { "action": "You open the door", "response": "There is no evident way of doing that. There must be a trick of sorts to open the door. If it is a door, of course.", "endoftext": false }, { "action": "Research elektron", "response": "A portable interface. It connects to a receiving surface and works\nas an input device for commands and other tasks. Upon connection, it analyses the target and gives out: a) a fast signature recap; and b) the default commands to be executed (when provided). It usually needs a resonating crystal as a power stabilizer.", "endoftext": false }, { "action": "Light soap", "response": "This dangerous act would achieve little.", "endoftext": false }, { "action": "You eat the soap", "response": "That's plainly inedible.", "endoftext": false }, { "action": "You go to the north", "response": "Before leaving, you remove the Elektron from the door of the dome.\n\nA grim mouth dug into the span's wall starts here and crawls inside the earth, disappearing after a twist to the south. A bright blue light pulsates there, faint. In front of you, the molten span is still visible, although the curve of the collapsing ceiling covers your sight. The cliff then dives deep into the roaring lava, debris dropping from its edge now and then. You can reach the quartz outcropping walking -- carefully -- southeast.\n\nA small chunk of rock falls into the magma from the edge of the cliff.", "endoftext": false }, { "action": "You put Elektron on the wall", "response": "The surface of Walls_dark is not good for that.", "endoftext": false }, { "action": "You go to the north", "response": "By touching the walls, you discover an exit on the north wall.\n\nAgain, disaster struck.\n\nThe walls of what once was a sort of laboratory are but piles of debris and distorted laminas. The only passage large enough for your shoulders is west, through broken rocks. To the south, darkness marks the way to the corridors.\n\nThe only surviving piece of equipment, amidst the crumbled universe that is now this old planet, is a glass cabinet which batteries still power. A fluorescent light shines on its pale interior.", "endoftext": false }, { "action": "You look at the cabinet", "response": "Inside the cabinet you can see a disc that someone labeled \"Alpha\" and a disc labeled \"Beta\".", "endoftext": false }, { "action": "You examine Alpha", "response": "It has two plain surfaces. One is smooth and polished. The other is marked by an astonishing number of protruding lines, like a maze of sorts.", "endoftext": false }, { "action": "You open the cabinet", "response": "You open the surviving glass cabinet.", "endoftext": false }, { "action": "You take the batteries", "response": "You can't tell where they are. And you don't really need them, after all.", "endoftext": false }, { "action": "You go west", "response": "Another lab, where light is just a thick, yellow smoke at nose-height. All seems in place: the cabinets, the tables, the displays. Even a terminal, which sits on the northeast corner of the room, seems real enough to push the thought it could actually be functional. But: there's something more, something you couldn't have honestly anticipated.\n\nSomething like a talon has cut this room in two. Its three meter long, shiny carapace is dripping with horror and malevolence. In from the west wall, it has crushed everything and splintered stone and metal together with no effort. You cannot fathom what -- or who -- it must belong to.\n\nThe nail seems nerveless.", "endoftext": false }, { "action": "You look at the nail", "response": "It looks metallic, although you are certain it must be a\nbeast's nail. It is still as a statue, but you are convinced\nlife still runs through it.", "endoftext": false }, { "action": "You touch it", "response": "It is cold as ice. Still, you know warm blood must run in\nthere.", "endoftext": false }, { "action": "Research dragon", "response": "You discover nothing of interest in the E-Pad.\n\nThe light from the ceiling vibrates randomly, then it calms down.", "endoftext": false }, { "action": "You examine terminal", "response": "A keyboard and a screen. It sits silently, seemingly turned off.", "endoftext": false }, { "action": "You turn on the terminal", "response": "The screen comes to life. What comes up appears to be a diagram of sorts.", "endoftext": false }, { "action": "You examine the screen", "response": "(the old terminal)\nThe screen shows a diagram, indicating what seems to be a comparison between energy spectrums, a kind of measurement you and Andy have been doing a lot, lately. Infact, it takes you but a second to recognize the waveforms and the patterns depicted.\n\nOn the left, a vivid pink line indicates the remnants of the Event onslaught, that waveform that still can be picked up well beyond the Omega waves array. On the right, a similar (but much stronger) curve, printed in light blue, almost replicates the first one. There are no labels under the diagrams, still it's beyond any doubt the latter is what you and Andy called the Alpha Radiation.\n\nIronically, the two lines look like the output of a... quake measurement device.\n\nThe Event, you murmur. As a conditioned reflex, you find\nyourself holding tight to the E-Pad.", "endoftext": false }, { "action": "Research event", "response": "\"The Event\" a.k.a. \"Event Primeval\" or \"the Crunch\".\n\nDuring the Third Age, around year 7,892 of the Galaxy, the Event begun, spanning over 300 years as calculated from Korhos revolutionary times. At first just a mere brilliance in the night sky, as luminescent as any supernova effect, it was described as soon \"enlarging and becoming more and more intense\". Records from the era recount how something, inside the neighboring galaxy, grew so big that it actually devoured 90 percent of the stars in it. In time, the brilliance became less invasive, returning darkness to the night. In the end, on the third day of the fourth month of the year 8,140, the Event exploded, obliterating the sky on the southern hemisphere of Monarch. The lesser sun of the trinary system KFS, Fatimah, was actually involved in the deflagration. It was dislocated enough to enter the Korhos gravitational orbit, thus becoming its bigger satellite. The Event also wiped almost all life on the Andromeda galaxy: just the more technologically advanced inhabitants of the Monarch Republic survived the onslaught, by hiding underground and in the Mechanosatellites.", "endoftext": false }, { "action": "Research mechanosatellites", "response": "Structures orbiting Monarch at a very long range. Build as solid\nspace stations, they were meant to be used as bunkers against the Event onslaught. Upon serving their purpose, they have been since left abandoned.\n\nA distant dripping sound echoes somewhere.", "endoftext": false }, { "action": "You research Alpha Radiation", "response": "(Inserted by user 5,835 -- not present in general database)\n\nRadiation which pulsates from a specific point under Monarch's capital. Discovered on 25th/3rd/9,855. Generator or source: unkn. Z-position: unkn. Magnitude: feeble, but growing. ---- Warning: same kind of the Event residues. ----.", "endoftext": true }, { "action": "Look around", "response": "Another lab, where light is just a thick, yellow smoke at nose-height. All seems in place: the cabinets, the tables, the displays. Even a terminal, which sits on the northeast corner of the room, seems real enough to push the thought it could actually be functional. But: there's something more.\n\nSomething like a talon has cut this room in two. Its three meter long, shiny carapace is dripping with horror and malevolence. In from the west wall, it has crushed everything and splintered stone and metal together with no effort. You cannot fathom what -- or who -- it must belong to.\n\nThe nail seems nerveless.", "endoftext": false }, { "action": "Exits", "response": "[From here you can go east].", "endoftext": false }, { "action": "You take the nail", "response": "That's fixed in place.\n\nA distant dripping sound echoes somewhere.", "endoftext": false }, { "action": "Go east", "response": "The walls of what once was a sort of laboratory are but piles of debris and distorted laminas. The only passage large enough for your shoulders is west, through broken rocks. To the south, darkness marks the way to the corridors.\n\nThe only surviving piece of equipment, amidst the crumbled universe that is now this old planet, is a glass cabinet which batteries still power. A fluorescent light shines on its pale interior.", "endoftext": false }, { "action": "Go south", "response": "Darkness falls. The faint, sterile light coming from the opening to the south is devoured by the walls of this twisted tunnel, a cut in the earth running diagonal and scattered in every direction. The only exit you found is north, to the laboratory.", "endoftext": false }, { "action": "Go west", "response": "Pale walls run east-west in this blank passage. No doors or windows open in the underground, but light fills the corridor, blown in through the roof. A crack breaks the southern wall like a black scar.\n\nA distant dripping sound echoes somewhere.", "endoftext": false }, { "action": "You pull switch", "response": "That's already off.", "endoftext": false }, { "action": "Go west", "response": "Pale walls run east from here in this blank passage. No doors or windows open in the underground, but light fills the corridor, blown in through the roof.\n\nA gap opens where the west wall once stood.\n\nThe light from the ceiling vibrates randomly, then it calms down.", "endoftext": false }, { "action": "You go to the west", "response": "You go into the gap.\n\nLight vibrates and sends shimmering glances all over the place. The floor seems to be made from plain, levigated rock. The walls are of the same plastic material of the near corridor. To the west, a metal door bears the sign \"storeroom\" while, to the north, stands a more relieving vibertron portal.", "endoftext": false }, { "action": "Go north", "response": "You walk past the vibertron door, which silently opens around you.\n\nChunks of rock have emerged from the broken floor, piercing through the roof. From there, massive blocks of concrete and steel hang, remnants of the city above.\n\nA tunnel cuts its way into the earth to the north, beyond reach.\n\nAn ice spike the size of a bus has been thrusted into the room from below. It shines, the light coming from a source underneath it, and it is illuminating the area. The color and shape of the chunk betray the ice as very, very old, the likes of which you studied from the Monarch's glacial era.\n\nAbove the spike, near the roof, sparkles fall down from a broken piece of machinery.", "endoftext": false }, { "action": "Climb spike", "response": "You climb up the spike, finding enough grip to reach the roof.\n\nCold Pyramid (on the ice spike)\nChunks of rock have emerged from the broken floor, piercing through the roof. From there, massive blocks of concrete and steel hang, remnants of the city above.\n\nA tunnel cuts its way into the earth to the north, beyond reach.\n\nNear the roof, sparkles fall down from a broken piece of machinery.", "endoftext": false }, { "action": "You look at the cylinder", "response": "It seems the quake has exploded in here, sending all upwards, toward the surface. The machinery (the likes of which you've never seen before) has been pushed into the ceiling by a shattering force.\n\nNow that you are near, you can carefully analyze it. It is a sort of metal cylinder, levigated beyond perfection by unknown forces. On it, four dots identical to the ones on the door of the Hyerotrope blink faintly. The exposed edge of the cylinder is a tangle of tiny cuts, each twisted into the other in an unique pattern. A smooth, plain surface is visible just a few centimeters near the dots.", "endoftext": false }, { "action": "You examine Alpha", "response": "It has two plain surfaces. One is smooth and polished. The other is marked by an astonishing number of protruding lines, like a maze of sorts.", "endoftext": false }, { "action": "You put Alpha on the cylinder", "response": "You try the disc labeled \"Alpha\", but it doesn't fit the machinery base. The lines and cuts don't match.", "endoftext": false }, { "action": "You put the Beta on the cylinder", "response": "You try the disk \"Beta\" on the machinery. It fits perfectly, the lines protruding from it matching the cuts on the base. The four dots blink twice, then start strobing and dancing to the rhythm of some unheard music.\n\nIt is so much fun.\n\nThen, it all comes crumbling down. The very earth trembles and drops to pieces. A wave comes rushing inside from the south, devastating the walls and the whole surroundings like a tsunami of stone. The ceiling holds, but the ice spike on which you stand is swallowed by the ground, that closes on it like curtains of doom.\n\nWhen the event comes to an end, the machinery has disappeared, lost somewhere, and you get up, bruised but uncannily unharmed.\n\nWhat has just happened? you ask yourself, while removing dust\nfrom your clothes.\n\nChunks of rock have emerged from the broken floor, piercing through the roof. From there, massive blocks of concrete and steel hang, remnants of the city above.\n\nA tunnel cuts its way into the earth to the north.", "endoftext": false }, { "action": "Inventory", "response": "You're carrying a disc labeled \"Alpha\", a wax soap, a black box, a steel bar, a new railway ticket, some Report files and an E-Pad.", "endoftext": false }, { "action": "You go north", "response": "Crystal walls surround you, in every direction. To the south, they open to a more comfortable rock cave while, on the opposite direction, they separate in two different paths, to the northwest and east respectively.", "endoftext": false }, { "action": "Go northwest", "response": "The dark interiors of this hall, washed in a pale greenish dye, remind you of a hospital. A few corridors exit the chamber to the east, north and south, all marked by a red sign respectively to \"the Wastes\", \"the Cells\" and \"the Pentagon\". A tunnel exits to the southeast.\n\nAnother spark ignites your brain as you recall having read something, once, about a zone called the \"Quarantine\", where convicts of the underground settlements -- and something far more valuable -- were held... uhm, hostages.\n\nA seclusion area, you think. A place where things were\nhidden.", "endoftext": false }, { "action": "Research quarantine", "response": "The reclusion area of the Underground Settlements. Different zones were used for storing artifacts found during excavations, storing unvaluable waste and garbage, and jailing those that were held responsible for acts of mischief during their duty.\n\nA non-conventional belief, by the way, is that the Quarantine was\nused to recess \"guests\" not too fond of keeping secrets and -- as the very name indicates -- to avoid unknown viruses from exiting the underground environment.\n\nOuch, you express loudly. Viruses? And to think that I\nforgot my medkit at home.", "endoftext": false }, { "action": "Research wastes", "response": "A part of the Quarantine area, in the Settlements, was used as a\nwaste facility. In there ended up all the garbage and the disposable utilities.\n\nA faint crumbling sound breaks the silence of the place, somewhere.", "endoftext": false }, { "action": "Go east", "response": "A room as large as your condo opens before you. A set of metal stairs descends into what seems to be the largest waste basket you've ever seen. Walls are shiny in slime and other unpleasant sewages, reflecting the stale light that comes from bioluminescent lamps clinging to the ceiling. The overall sensation is that of a green pudding, bubbling inside a green basin, bathing in a green atmosphere.", "endoftext": false }, { "action": "You look at the pudding", "response": "Everything that was rejected in the Settlements has been piled here. This is a sort of trash compactor, now luckily inert. Bathing in this sink is every kind of thing, much of it almost completely putrefied.", "endoftext": true }, { "action": "Go down", "response": "You climb down the ladder, every step uncomfortably sinking into ancient garbage and the thick smell of human decay.\n\nYou are neck deep into a mass of old-decayed garbage. The only exit is up, via a metal ladder. The rest is a green horizon of smelly headaches.", "endoftext": false }, { "action": "You search the garbage", "response": "You rake the garbage, holding your breath -- and not\nfiguratively. In the end, you come up with something unexpected.\n\nYou are neck deep into a mass of old-decayed garbage. The only exit is up, via a metal ladder. The rest is a green horizon of smelly headaches.\n\nA glass case swims over the garbage. Something is floating inside it.", "endoftext": false }, { "action": "You look at the case", "response": "In the glass case is a perfect machine.", "endoftext": false }, { "action": "You examine the machine", "response": "A sort of metal cylinder, levigated beyond perfection by unknown forces. On it, four dots identical to the ones on the door of the Hyerotrope blink faintly. The bottom edge of the cylinder is a tangle of tiny cuts, each twisted into the other in an unique pattern. A smooth, plain surface is visible just a few centimeters near the dots.", "endoftext": false }, { "action": "Open case", "response": "There are no obvious openings. It looks like a cage. Whatever that thing inside is is meant to stay there.", "endoftext": false }, { "action": "You hit the case with the bar", "response": "The glass case resists the blow. It has obviously been designed to keep the cylinder trapped inside at any cost. You need to find something even more adamant to break it.", "endoftext": false }, { "action": "You go west", "response": "The dark interiors of this hall, washed in a pale greenish dye, remind you of a hospital. A few corridors exit the chamber to the east, north and south, all marked by a red sign respectively to \"the Wastes\", \"the Cells\" and \"the Pentagon\". A tunnel exits to the southeast.", "endoftext": false }, { "action": "You go north", "response": "The polished look of this area shouldn't betray its soul. A wing of containment rooms, each used for a specific purpose, as stated by the signs appended to each of the doors in the corridor. Many are storerooms for quarantined specimens, chambers armored against radiation, explosions and other unpredictable events. But the rest, lined in rows of hundreds, are just detention cells for human convicts. Among the many, two are open, west of here and further north.\n\nYou think about the madness that once must have inhabited this hall. A place where seclusion was the worst enemy, above danger, a scarce economy and not many escape routes. A full population of no-hopers, whom life on the surface was forbidden or set apart and that, eventually, was driven insane by its own lifestyle.\n\nThe ASA, in the end, proved above all the rest that \"the end justifies the means\" is just another hollow statement, built up by politicians to lay their plans with no opposition.", "endoftext": false }, { "action": "Go west", "response": "A wall, covered in monitors. A table, unfurnished except for some lined square buttons in the middle and a lonely terminal, sitting on a corner. This is a sightseeing tour over the detention center.", "endoftext": false }, { "action": "You examine terminal", "response": "A tap display and a vibertron surface. It is on, maybe self-powered.", "endoftext": false }, { "action": "You tap the display", "response": "(the functioning terminal)\nThere are three blank spaces and a virtual numeric keyboard on the terminal. Maybe you have to enter a code on it.", "endoftext": false }, { "action": "You examine the buttons", "response": "Strangely, two of the buttons are lit. One bears the word \"screens\", the other: \"shock\".\n\nThe light from the ceiling vibrates randomly, then it calms down.", "endoftext": false }, { "action": "Examine monitor", "response": "One of the monitors is lit. It shows the blank interiors of a stale cell.", "endoftext": false }, { "action": "Go east", "response": "The polished look of this area shouldn't betray its soul. A wing of containment rooms, each used for a specific purpose, as stated by the signs appended to each of the doors in the corridor. Many are storerooms for quarantined specimens, chambers armored against radiation, explosions and other unpredictable events. But the rest, lined in rows of hundreds, are just detention cells for human convicts. Among the many, two are open, west of here and further north.", "endoftext": false }, { "action": "You go north", "response": "You walk in the only open cell to the north and gasp.\n\nThis is what hell must be.\n\nThe walls of the tiny cell -- a mere two-by-two meters cubicle -- have all been painted and writings cover most of the surface. Someone, the inmate, has scratched every square centimeter of the concrete, leaving parts of himself among the apocalyptic messages and drawings.\n\nIt is indeed a work that took time, and a relentless resolution. Or a madness without boundaries.\n\nAnd was the madness that took him to the confinement, you\nwonder, looking at the scars that mark the soul of this very room,\nor was it the other way around?\n\nThe humming that fills this nightmare, as a moaning of a living being, stands as an answer, when all that is sane has left the building.\n\nA cylinder rests on the ground of the cell, on the opposite side of a hole dug into the wall where it must have been trapped before the explosion.\n\nA round hole marks the wall where the cylinder once stood trapped.", "endoftext": false }, { "action": "You look at the wall", "response": "The writings have been scratched in blood. Nails and finger parts are still clinging to the raped wall.\n\nI found the way There is a way\nItch itch itch\nHelp me\nApocalypse comes from down under\nThey all speak in riddles They all speak to me I can hear\nthem\n\nThen, the single writing that catches your attention:\n\nThe FIRST initiative. Their testament. I have seen it. This is all going to end. Use the bounds use their number.\n\nThe first initiative. The one secreted so many years ago.\n\nAnd that sentence: \"Apocalypse comes from down under\". Could it be talking about the Alpha Radiation?", "endoftext": false }, { "action": "Research first initiative", "response": "This unit was not allowed to download resources on the matter.\nSorry.", "endoftext": false }, { "action": "You look at the cylinder", "response": "(the perfect cylinder)\nA sort of metal cylinder, levigated beyond perfection by unknown forces. On it, four dots identical to the ones on the door of the Hyerotrope blink faintly. The bottom edge of the cylinder is a tangle of tiny cuts, each twisted into the other in an unique pattern. A smooth, plain surface is visible just a few centimeters near the dots.", "endoftext": false }, { "action": "You look in the hole", "response": "All you see is part of the next cell. Blank as a politician's speech.", "endoftext": false }, { "action": "Inventory", "response": "You're carrying a glass case, a disc labeled \"Alpha\", a wax soap, a black box, a steel bar, a new railway ticket, some Report files and an E-Pad.", "endoftext": false }, { "action": "You put Alpha on the cylinder", "response": "(the perfect cylinder)\nYou try the disk \"Alpha\" on the perfect cylinder. It fits perfectly, the lines protruding from it matching the cuts on the base. The four dots blink twice, then start strobing and dancing to the rhythm of some unheard music. The perfect machine flees from your hands and start levitating in front of you. Then, shrieking like a wraith, it flies away, jumping into the very ground and digging itself an escape.", "endoftext": true }, { "action": "Look around", "response": "The walls of the tiny cell -- a mere two-by-two meters cubicle -- have all been painted and writings cover most of the surface. Someone, the inmate, has scratched every square centimeter of the concrete, leaving parts of himself among the apocalyptic messages and drawings.\n\nA round hole marks the wall where the cylinder once stood trapped.", "endoftext": false }, { "action": "You enter the hole", "response": "It's ten centimeters wide.", "endoftext": false }, { "action": "You go south", "response": "A five-sided room, which the earthquake has just barely scratched. Five exits run from here, each marked with a letter, except for the one which stands blank on the north wall. To the northeast, a capital \"A\" hangs over a grate, which seems stuck to the walls, unopenable. Southeast, \"B\" rests over what remains of a tunnel that has caved in, some of the rocks fallen inside the room. Northwest and southwest, respectively, \"C\" and \"D\" sign two metal doors.\n\nA distant dripping sound echoes somewhere.", "endoftext": false }, { "action": "You look at the grate", "response": "Iron bars, the old style. Rust cover its surface. Beyond the grate only darkness and a dripping sound.", "endoftext": false }, { "action": "You examine the C", "response": "Its massive vibertron structure is inert in this powerless environment.", "endoftext": false }, { "action": "Examine B", "response": "You see nothing unexpected in that direction.\n\nYou can't see any such thing.", "endoftext": false }, { "action": "You examine the d door", "response": "This door is different. It is not made from vibertron, but all in solid steel. Its surface is marked by a yellow scar -- a logo of sorts -- depicting a triangle with rays all around it. The words \"CAUTION: DANGER ZONE\" are the only other detail. A knob rests on the right side of the door.", "endoftext": false }, { "action": "You go to the northeast", "response": "(first opening the barred gate)\n(first unlocking the barred gate)\nYou lack a key that fits the barred gate.\n\nThe earth shakes a little, maybe adjusting itself.", "endoftext": false }, { "action": "Go northwest", "response": "(first opening northwest door)\n(first unlocking northwest door)\nYou lack a key that fits northwest door.", "endoftext": false }, { "action": "Go southwest", "response": "(first opening southwest door)\n\nIt is now proven that the train derailed over the scientific area of the Settlements. This is yet another lab. The walls are made of the same old white plastic as the rest of the corridors that crowd the place. As opposite to the rest of the environment, this large room seems unscarred. The yellow floor is dotted by tracks in black-striped adhesives, drawing lines around the structure that rests in the center of the chamber. There is not much by the way of furniture, except for a single, foreign machine.\n\nA cube, three meters wide, sleeps in the very center of the room. A strong, tight bundle of wires moves from its bottom towards the eastern wall, where it disappears in a plug. Two bays are open on the machine's top. Something that looks like a laser cannon points at the right bay.\n\nA faint crumbling sound breaks the silence of the place, somewhere.", "endoftext": false }, { "action": "You examine the machine", "response": "(the cubic device)\nA cube, three meters wide, sleeps in the very center of the room. A strong, tight bundle of wires moves from its bottom towards the eastern wall, where it disappears in a plug. Two bays are open on the machine's top. Something that looks like a laser cannon points at the right bay.", "endoftext": false }, { "action": "You examine the plug", "response": "You are certain the wires are the power source for the machinery.", "endoftext": false }, { "action": "You examine the bays", "response": "Which do you mean, the left bay or the right bay?", "endoftext": false }, { "action": "You examine the left bay", "response": "The left bay is empty.", "endoftext": false }, { "action": "You examine the right bay", "response": "The right bay is empty.", "endoftext": false }, { "action": "You look at the cannon", "response": "It looks like a plasma gun or a laser rifle. It is warm, indicating that it is functional. On the back of the gun is a red button, marked \"FIRE\".", "endoftext": false }, { "action": "Go northeast", "response": "A five-sided room, which the earthquake has just barely scratched. Five exits run from here, each marked with a letter, except for the one which stands blank on the north wall. To the northeast, a capital \"A\" hangs over a grate, which seems stuck to the walls, unopenable. Southeast, \"B\" rests over what remains of a tunnel that has caved in, some of the rocks fallen inside the room. Northwest and southwest, respectively, \"C\" and \"D\" sign two metal doors.", "endoftext": false }, { "action": "Go east", "response": "Another lab. This time, the walls have resisted the quake onslaught and just a few cracks depict their skin. A couple of chairs are poised against a big screening window, beyond which you can barely see. A thick layer of dust and smoke has painted it black. You can see the quartz tunnel to the west.\n\nA faint crumbling sound breaks the silence of the place, somewhere.", "endoftext": false }, { "action": "You look at the window", "response": "Although very dirty, the window can be seen through, due to the strong light on the other side. The room seems empty. Only a parallelepipedon stands in its center, and you can discern nothing else.", "endoftext": false }, { "action": "You examine the chairs", "response": "Two chairs, rusted and broken. They must have been left here a long time ago.\n\nA small, dusty object sits on one of the chairs.\n\nAnother lab. This time, the walls have resisted the quake onslaught and just a few cracks depict their skin. A couple of chairs are poised against a big screening window, beyond which you can barely see. A thick layer of dust and smoke has painted it black. You can see the quartz tunnel to the west.\n\nYou can see a disc labeled \"Gamma\" here.", "endoftext": false }, { "action": "You take Gamma", "response": "Taken.", "endoftext": false }, { "action": "Go east", "response": "Another lab. This time, the walls have resisted the quake onslaught and just a few cracks depict their skin. A couple of chairs are poised against a big screening window, beyond which you can barely see. A thick layer of dust and smoke has painted it black. You can see the quartz tunnel to the west.", "endoftext": false }, { "action": "You open window", "response": "You can't find a way of opening it. It has been designed to stay in place.", "endoftext": false }, { "action": "You go south", "response": "Chunks of rock have emerged from the broken floor, piercing through the roof. From there, massive blocks of concrete and steel hang, remnants of the city above.\n\nA tunnel cuts its way into the earth to the north.", "endoftext": false }, { "action": "Go south", "response": "Light vibrates and sends shimmering glances all over the place. The floor seems to be made from plain, levigated rock. The walls are of the same plastic material of the near corridor. To the west, a metal door bears the sign \"storeroom\" while, to the north, stands a more relieving vibertron portal.\n\nA faint crumbling sound breaks the silence of the place, somewhere.", "endoftext": false }, { "action": "You go east", "response": "Pale walls run east from here in this blank passage. No doors or windows open in the underground, but light fills the corridor, blown in through the roof.\n\nA gap opens where the west wall once stood.", "endoftext": false }, { "action": "You go to the north", "response": "You go into the gap.\n\nDarkness falls. The faint, sterile light coming from the opening to the south is devoured by the walls of this twisted tunnel, a cut in the earth running diagonal and scattered in every direction. The only exit you found is north, to the laboratory.", "endoftext": false }, { "action": "Go west", "response": "Another lab, where light is just a thick, yellow smoke at nose-height. All seems in place: the cabinets, the tables, the displays. Even a terminal, which sits on the northeast corner of the room, seems real enough to push the thought it could actually be functional. But: there's something more.\n\nSomething like a talon has cut this room in two. Its three meter long, shiny carapace is dripping with horror and malevolence. In from the west wall, it has crushed everything and splintered stone and metal together with no effort. You cannot fathom what -- or who -- it must belong to.\n\nThe nail seems nerveless.\n\nA faint crumbling sound breaks the silence of the place, somewhere.", "endoftext": false }, { "action": "You throw the case at the nail", "response": "Not even an alien gigantic nail could open that glass case. It is not sharp enough.", "endoftext": false }, { "action": "You look at the case", "response": "In the glass case is a perfect machine.", "endoftext": false }, { "action": "You take the nail", "response": "That's fixed in place.", "endoftext": false }, { "action": "You hit the nail with the bar", "response": "With the risk of waking it up? Never.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You're carrying a disc labeled \"Gamma\", a glass case, a wax soap, a black box, a steel bar, a new railway ticket, some Report files and an E-Pad.", "endoftext": false }, { "action": "You put soap on the case", "response": "Putting things on the glass case would achieve nothing.\n\nThe light from the ceiling vibrates randomly, then it calms down.\n\n> I\n\nYou're carrying a disc labeled \"Gamma\", a glass case, a wax soap, a black box, a steel bar, a new railway ticket, some Report files and an E-Pad.", "endoftext": false }, { "action": "You take the splinter", "response": "You carefully remove the quartz from the Elektron.", "endoftext": false }, { "action": "You cut the case", "response": "Cutting that up would achieve little.\n\nA faint crumbling sound breaks the silence of the place, somewhere.", "endoftext": false }, { "action": "Go north", "response": "You walk past the vibertron door, which silently opens around you.\n\nChunks of rock have emerged from the broken floor, piercing through the roof. From there, massive blocks of concrete and steel hang, remnants of the city above.\n\nA tunnel cuts its way into the earth to the north.", "endoftext": false }, { "action": "Go southwest", "response": "This is yet another lab. The walls are made of the same old white plastic as the rest of the corridors that crowd the place. As opposite to the rest of the environment, this large room seems unscarred. The yellow floor is dotted by tracks in black-striped adhesives, drawing lines around the structure that rests in the center of the chamber. There is not much by the way of furniture, except for a single, foreign machine.\n\nA cube, three meters wide, sleeps in the very center of the room. A strong, tight bundle of wires moves from its bottom towards the eastern wall, where it disappears in a plug. Two bays are open on the machine's top. Something that looks like a laser cannon points at the right bay.", "endoftext": false }, { "action": "You put the soap in the right bay", "response": "You put the wax soap into the right bay.", "endoftext": false }, { "action": "You take the soap", "response": "Taken.\n\nThe earth shakes a little, maybe adjusting itself.", "endoftext": false }, { "action": "You put the soap in the left bay", "response": "You put the wax soap into the left bay.", "endoftext": false }, { "action": "You put the weight in the right bay", "response": "(first taking the metal weight)\n\nYou put the metal weight into the right bay.", "endoftext": false }, { "action": "You examine the weight", "response": "A kilogram. Almost perfect. A replica of the wax soap has been laser-cut onto it.", "endoftext": false }, { "action": "Go northeast", "response": "A five-sided room, which the earthquake has just barely scratched. Five exits run from here, each marked with a letter, except for the one which stands blank on the north wall. To the northeast, a capital \"A\" hangs over a grate, which seems stuck to the walls, unopenable. Southeast, \"B\" rests over what remains of a tunnel that has caved in, some of the rocks fallen inside the room. Northwest and southwest, respectively, \"C\" and \"D\" sign two metal doors.\n\nThe earth shakes a little, maybe adjusting itself.", "endoftext": false }, { "action": "You look at the grate", "response": "Iron bars, the old style. Rust cover its surface. Beyond the grate only darkness and a dripping sound.", "endoftext": false }, { "action": "You look at the c door", "response": "Its massive vibertron structure is inert in this powerless environment.", "endoftext": false }, { "action": "You look at a the door", "response": "(southwest door)\nThis door is different. It is not made from vibertron, but all in solid steel. Its surface is marked by a yellow scar -- a logo of sorts -- depicting a triangle with rays all around it. The words \"CAUTION: DANGER ZONE\" are the only other detail. A knob rests on the right side of the door.", "endoftext": false }, { "action": "You examine the knob", "response": "This door is different. It is not made from vibertron, but all in solid steel. Its surface is marked by a yellow scar -- a logo of sorts -- depicting a triangle with rays all around it. The words \"CAUTION: DANGER ZONE\" are the only other detail. A knob rests on the right side of the door.", "endoftext": false }, { "action": "You look at the ne", "response": "You see nothing unexpected in that direction.\n\nThe light from the ceiling vibrates randomly, then it calms down.", "endoftext": false }, { "action": "You look at the splinter", "response": "(first opening the barred gate)\n(first unlocking the barred gate)\nYou lack a key that fits the barred gate.\n\nIt is vaguely heart shaped. Its crystal resonates to the colors of the surroundings, shifting from pink to blue through all the spectrum.", "endoftext": false }, { "action": "You put Elektron on the knob", "response": "The surface of southwest door is not good for that.\n\nThe earth shakes a little, maybe adjusting itself.", "endoftext": false }, { "action": "You hit the gate with the bar", "response": "It would probably ruin both the steel bar and the barred gate.", "endoftext": false }, { "action": "You go north", "response": "The polished look of this area shouldn't betray its soul. A wing of containment rooms, each used for a specific purpose, as stated by the signs appended to each of the doors in the corridor. Many are storerooms for quarantined specimens, chambers armored against radiation, explosions and other unpredictable events. But the rest, lined in rows of hundreds, are just detention cells for human convicts. Among the many, two are open, west of here and further north.\n\nA distant dripping sound echoes somewhere.", "endoftext": false }, { "action": "Go west", "response": "A wall, covered in monitors. A table, unfurnished except for some lined square buttons in the middle and a lonely terminal, sitting on a corner. This is a sightseeing tour over the detention center.", "endoftext": true }, { "action": "You put the case in the hole", "response": "Now, this is freudian.", "endoftext": false }, { "action": "You go to the west", "response": "The dark interiors of this hall, washed in a pale greenish dye, remind you of a hospital. A few corridors exit the chamber to the east, north and south, all marked by a red sign respectively to \"the Wastes\", \"the Cells\" and \"the Pentagon\". A tunnel exits to the southeast.\n\nThe earth shakes a little, maybe adjusting itself.", "endoftext": false }, { "action": "You look at the door", "response": "There is no way of telling how this \"door\" can be opened.. On it, four small dots draw a perfect line, in its center.\n\nThe dots look like tiny holes in the center of the \"door\", one above the other in a linear sequence. Light pulsates inside two of them.", "endoftext": false }, { "action": "You examine the dots", "response": "The dots look like tiny holes in the center of the \"door\", one above the other in a linear sequence. Light pulsates inside two of them.", "endoftext": false }, { "action": "You check your inventory", "response": "You're carrying a wax soap, a disc labeled \"Gamma\", a glass case, a black box, a steel bar, a new railway ticket, some Report files and an E-Pad.", "endoftext": false }, { "action": "You go to wagon", "response": "Moving very carefully, you manage to put one step in front of the other, above the deep, until you get to...\n\nOne step at a time. Very, very carefully.\n\nYou go north to the cave mouth, southeast to the hollow grounds, west to the molten span, south to the rails' end, southwest to the last steel overlook and west to the broken wagon.\n\nThe crumpled floor rests inclined by forty degrees, making it very hard to stay on foot. You hold on to a bench, its metal handles your last resort against a fall. Light buzzes inside broken fluorescent lamps and sparks ignite the emptiness with futile effort. You are overwhelmed by... the gravity of the situation.", "endoftext": false }, { "action": "You examine the bench", "response": "Sparks crackle under the seat, in the safety of the alcove.\n\nThe flames burst in a minor explosion, sending sparks all around the place.", "endoftext": false }, { "action": "You look at the bench", "response": "Sparks crackle under the seat, in the safety of the alcove.", "endoftext": false }, { "action": "You jump", "response": "I'd be more polite with gravity, while balancing over a kilometer long chasm.", "endoftext": false }, { "action": "You leave", "response": "The chasm is under you. Its teeth close on the rails like the mouth of an all-devouring creature. You balance above nothing, an acrobat clinging to his own life, the only reasonable exit awaiting to the northeast.\n\nA broken wagon is dangling from the last of the rails, to the west. Light buzzes inside.\n\nThe flames burst in a minor explosion, sending sparks all around the place.", "endoftext": false }, { "action": "You look down", "response": "You see nothing unexpected in that direction.\n\nThe flames burst in a minor explosion, sending sparks all around the place.", "endoftext": false }, { "action": "You go to Cells", "response": "You go into the gap.\n\nYou walk past the vibertron door, which silently opens around you.\n\nYou go northeast to the rails' end, north to the molten span, west to the abandoned warehouse, north to the inside the hut, north again to the featureless corridor, west to the featureless corridor, west again to the blinking room, north to the cold pyramid, north again to the quartz tunnel, northwest to Quarantine and north to the cells.\n\nThe polished look of this area shouldn't betray its soul. A wing of containment rooms, each used for a specific purpose, as stated by the signs appended to each of the doors in the corridor. Many are storerooms for quarantined specimens, chambers armored against radiation, explosions and other unpredictable events. But the rest, lined in rows of hundreds, are just detention cells for human convicts. Among the many, two are open, west of here and further north.", "endoftext": false }, { "action": "You examine the wall", "response": "The writings have been scratched in blood. Nails and finger parts are still clinging to the raped wall.\n\nI found the way There is a way\nItch itch itch\nHelp me\nApocalypse comes from down under\nThey all speak in riddles They all speak to me I can hear\nthem\n\nThen, the single writing that catches your attention:\n\nThe FIRST initiative. Their testament. I have seen it. This is all going to end. Use the bounds use their number.", "endoftext": false }, { "action": "Research bounds", "response": "The sum of the 237 rules by which the ASA Republican Worlds work.\nThey are divided into seven sections, each made up by at least 20 so-called \"initiatives\". Only the first two Bounds contain just one Initiative each. Those were written in the Ancient Days before the reforming of the Republic.", "endoftext": false }, { "action": "Go south", "response": "The polished look of this area shouldn't betray its soul. A wing of containment rooms, each used for a specific purpose, as stated by the signs appended to each of the doors in the corridor. Many are storerooms for quarantined specimens, chambers armored against radiation, explosions and other unpredictable events. But the rest, lined in rows of hundreds, are just detention cells for human convicts. Among the many, two are open, west of here and further north.\n\nThe light from the ceiling vibrates randomly, then it calms down.", "endoftext": false }, { "action": "Go west", "response": "A wall, covered in monitors. A table, unfurnished except for some lined square buttons in the middle and a lonely terminal, sitting on a corner. This is a sightseeing tour over the detention center.", "endoftext": false }, { "action": "You examine terminal", "response": "A tap display and a vibertron surface. It is on, maybe self-powered.", "endoftext": false }, { "action": "You examine the display", "response": "(the functioning terminal)\nA tap display and a vibertron surface. It is on, maybe self-powered.", "endoftext": false }, { "action": "You tap the display", "response": "(the functioning terminal)\nThere are three blank spaces and a virtual numeric keyboard on the terminal. Maybe you have to enter a code on it.", "endoftext": false }, { "action": "You enter 237 on the terminal", "response": "You type the number into terminal, and the screen wakes up. What follows sends frigid whiplashes through your spine.\n\nInitiative One (or First initiative)\n\nAll reunited, the Council of the Thirteen pledges eternal secrecy\nupon this Initiative, which will not be traded, in any part, at any cost.\n\nThe icy mantle under Monarch (System KFS - Andromeda galaxy) has\nbeen pierced. What the first human probes have found can only be described as the remnants of a former civilization, the mortal spoils of which can be trusted as ultimately lost. A series of globular machines lays in a pattern (called the Hyeromatrix), hidden under the very mantle of the earth. All forty-four of those machines (called the Hyerotropes) are dormant but still present a form of \"living\" electromagnetic and geo-gravitational power. Beyond this, an unknown energy array seems to be pulsing inside them, out of the usual spectrum. Whatever the structures are, there is indeed no way of stating that they aren't alien in nature.\n\nMoreso, the radiance emitted by one of the bigger spheres is very similar to the fast decaying fingerprints of the Event residue. This MUST be noted as extremely important.\n\nAs the coded memories recount, the Event Primeval was a star-shattering event that devoured entirely our neighbor galaxy. An energy pattern so similar could mean the Event can be replicated -- or even controlled and slaved to one's benefit.\n\nbefore the Event happened. We now have time to study and understand how the Event started, to avoid this New Heaven being destroyed by forces as of now uncontrollable. For this reason, a containment cage will be closed around the forty-four Hyerotropes and investigative labs will be built under the Monarch's crust.\n\nBy order of the Council of the Thirteen, the cage will be named \"Construct\" and the labs \"the Settlements\". For obvious secrecy reasons, the real motives behind the two buildings will be concealed from the population.\nMonarch Bastion Satellite, 12/05/8199.\n(signed by the thirteen members of the Council)\n\nYou stand, shocked.\n\nSo this is why they killed Andy. This is the secret they were\ntrying to keep.\nThis time, tears are held back by a forceful rage, contaminating you like an alien virus.\n\nThen, something more sinister comes into stage.\n\nThe Hyerotrope can replicate the Event. The whole of Andromeda\nwould be...", "endoftext": false }, { "action": "You throw the case", "response": "As the case hits the ground it shatters to pieces. The crystals made their job.", "endoftext": false }, { "action": "You take all", "response": "perfect machine: Taken.\nElektron: Taken.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You're carrying an Elektron, a perfect machine, a wax soap, a disc labeled \"Gamma\", a black box, a steel bar, a new railway ticket, some Report files and an E-Pad.", "endoftext": false }, { "action": "You put Gamma on the cylinder", "response": "You try the disk \"Gamma\" on the perfect machine. It fits perfectly, the lines protruding from it matching the cuts on the base. The four dots blink twice, then start strobing and dancing to the rhythm of some unheard music. The perfect machine flees from your hands and start levitating in front of you. Then, shrieking like a wraith, it flies away, jumping into the very ground and digging itself an escape. A fierce quake shakes the room like a cocktail mixer. Something must have occurred somewhere.", "endoftext": false }, { "action": "You go to the nail", "response": "You go into the gap.\n\nYou go south to the cold pyramid, south again to the blinking room, east to the featureless corridor, east again to the featureless corridor, east again to the featureless corridor, north to the dark recess, north again to the dark lab and west to the nail.\n\nAnother lab, where light is just a thick, yellow smoke at nose-height. All seems in place: the cabinets, the tables, the displays. Even a terminal, which sits on the northeast corner of the room, seems real enough to push the thought it could actually be functional.\n\nWhere the enormous talon once stood, now is a black gap, opening on the west wall.", "endoftext": false }, { "action": "Go west", "response": "You dare enter the black gap. Slowly proceeding, you find a way into another section of the settlements.\n\nYou find yourself in an empty room, except for a large parallelepipedon standing in its center. The walls are dusty and black, the floor is mere concrete, coarse and unattended. A large mirror dresses the west wall, almost completely. Its presence betrays this room as an inspection laboratory, where dangerous things could be tested in a relative safe place. The mirror is probably a one way window for scientists to look through towards the outcome of their effort.\n\nWhat is this, you mutter to yourself. What was examined\nhere?\n\nThe Elektron beeps twice in your hands.\n\nThe thing that you thought was an alien, enormous talon, now pops in from the north wall, showing itself for what it is: a wheel. It was part of a big machine, now it is torn in two and useless.\n\nBig idiot. Things are getting onto your nerves, isn't it?\n\nYou breathe slowly and regain your calm after a few moments.", "endoftext": false }, { "action": "You examine the parallelepiped", "response": "It is simply a large piece of metal, closed onto something that protrudes from its top. Maybe a detention machine for things to be examined.", "endoftext": false }, { "action": "You put Elektron on the parallelepiped", "response": "You link the Elektron to the parallelepipedon. The display on the device blinks twice: Some text appears on it.\n\nIt reads: Alpha radiation discovered. Alert. Alpha radiation discovered. Alert. Do not activate. Do not activate.\n\nAlpha radiation... we must be near the source. We must be near the cave.", "endoftext": false }, { "action": "You tap the display", "response": "A shock rumbles through your arms, as you are crossed by a huge power surge. You keep the balance by chance.\n\nThe earth shakes a little, maybe adjusting itself.", "endoftext": false }, { "action": "You examine the parallelepiped", "response": "It is simply a large piece of metal, closed onto something that protrudes from its top. Maybe a detention machine for things to be examined.\n\nThe Elektron is connected to the parallelepipedon.", "endoftext": true }, { "action": "Look around", "response": "You find yourself in an empty room, except for a large parallelepipedon standing in its center. The walls are dusty and black, the floor is mere concrete, coarse and unattended. A large mirror dresses the west wall, almost completely.\n\nA round object protrudes from the parallelepipedon's top, a sort of circular maze. It is the last part of something bigger, evidently stuck inside the cage.\n\nThe thing that you thought was an alien, enormous talon, now pops in from the north wall, showing itself for what it is: a wheel. It was part of a big machine, now it is torn in two and useless.\n\nThe Elektron blinks faintly, connected to the parallelepipedon.", "endoftext": false }, { "action": "You look at the maze", "response": "A sort of metal cylinder, half stuck in the caging parallelepipedon, levigated beyond perfection by unknown forces. The exposed edge of the circular object is a tangle of tiny cuts, each twisted into the other in an unique pattern.", "endoftext": false }, { "action": "You take the cylinder", "response": "It is stuck into the parallelepipedon.", "endoftext": false }, { "action": "You put the soap on the cylinder", "response": "You press the wax soap onto the circular maze. One of the sides is now a perfect (reversed) replica of the circular maze itself.\n\nThe light from the ceiling vibrates randomly, then it calms down.", "endoftext": false }, { "action": "You take the soap", "response": "You already have that.", "endoftext": false }, { "action": "You examine the soap", "response": "A remarkably old wax soap, one of the kind momma used to wash clothes when you were but a child. It now bears the impression of a circular maze.", "endoftext": false }, { "action": "You go to Pentagon", "response": "Before leaving, you remove the Elektron from the parallelepipedon.\n\nYou go into the gap.\n\nYou walk past the vibertron door, which silently opens around you.\n\nYou go east to the nail, east again to the dark lab, south to the dark recess, south again to the featureless corridor, west to the featureless corridor, west again to the featureless corridor, west again to the blinking room, north to the cold pyramid, north again to the quartz tunnel, northwest to Quarantine and south to the pentagon.\n\nA five-sided room, which the earthquake has just barely scratched. Five exits run from here, each marked with a letter, except for the one which stands blank on the north wall. To the northeast, a capital \"A\" hangs over a grate, which seems stuck to the walls, unopenable. Southeast, \"B\" rests over what remains of a tunnel that has caved in, some of the rocks fallen inside the room. Northwest and southwest, respectively, \"C\" and \"D\" sign two metal doors.", "endoftext": false }, { "action": "Go southwest", "response": "This is yet another lab. The walls are made of the same old white plastic as the rest of the corridors that crowd the place. As opposite to the rest of the environment, this large room seems unscarred. The yellow floor is dotted by tracks in black-striped adhesives, drawing lines around the structure that rests in the center of the chamber. There is not much by the way of furniture, except for a single, foreign machine.\n\nA cube, three meters wide, sleeps in the very center of the room. A strong, tight bundle of wires moves from its bottom towards the eastern wall, where it disappears in a plug. Two bays are open on the machine's top. Something that looks like a laser cannon points at the right bay.", "endoftext": false }, { "action": "You put the soap in the left bay", "response": "You put the wax soap (replicating a circular maze) into the left bay.", "endoftext": false }, { "action": "You examine the right bay", "response": "In the right bay is a metal weight (cut to resemble a wax soap (replicating a circular maze)).\n\nThe light from the ceiling vibrates randomly, then it calms down.", "endoftext": false }, { "action": "You examine the weight", "response": "A kilogram. Almost perfect. A replica of the circular maze has been laser-cut onto it.", "endoftext": false }, { "action": "You go to the windowed habitat", "response": "You go into the gap.\n\nYou find a way into another section of the settlements.\n\nYou go northeast to the pentagon, north to Quarantine, southeast to the quartz tunnel, south to the cold pyramid, south again to the blinking room, east to the featureless corridor, east again to the featureless corridor, east again to the featureless corridor, north to the dark recess, north again to the dark lab, west to the nail and west again to the windowed habitat.\n\nYou find yourself in an empty room, except for a large parallelepipedon standing in its center. The walls are dusty and black, the floor is mere concrete, coarse and unattended. A large mirror dresses the west wall, almost completely.\n\nA round object protrudes from the parallelepipedon's top, a sort of circular maze. It is the last part of something bigger, evidently stuck inside the cage.\n\nThe thing that you thought was an alien, enormous talon, now pops in from the north wall, showing itself for what it is: a wheel. It was part of a big machine, now it is torn in two and useless.", "endoftext": false }, { "action": "You put the weight on cylinder", "response": "You try your mockup of an eventual disc on the circular maze. It fits perfectly, the lines protruding from it matching the cuts on the base. Lights from inside the parallelepipedon flash then start strobing and dancing to the rhythm of some unheard music.\n\nAll of a sudden, the very room starts trembling, as if another fierce quake was shaking it around. The mirror vibrates but resists the shock, while the parallelepipedon and the strange object trapped inside it both sink in the ground, forever lost. The concrete shatters and closes over the hole like a worm's mouth.\n\nThe jolt sends you flying again. The walls begin crumbling down, in a rehearsal of Doomsday. Something very big must have happened somewhere.", "endoftext": false }, { "action": "You look at dots", "response": "The dots look like tiny holes in the center of the \"door\", one above the other in a linear sequence. All the dots are currently off.", "endoftext": false }, { "action": "You touch the door", "response": "You push the frame. Now it vibrates with a greater charge. It trembles a bit and then, smoothly and silently, slides and opens a real door on the side of the dome. As you release your hands, it closes back with no sound. You are confident it will let you in, now.", "endoftext": false }, { "action": "You enter the dome", "response": "The door of the Hyerotrope opens and lets you in, finally.\n\nUpon entering, the Elektron bursts in flames, a power shock running through it like a technological virus. You have to drop it and witness how it is ultimately consumed. At the same time, the E-Pad in your hand sends its final beep.\n\nA perfect sphere, cut in two by a substance that looks like glass and stands as a floor for an eventual passenger: This is what the Hyerotrope is. At the center of the stage, a cube rests like a sort of solitary chair. There is no visible way out and, although you are quite certain of where the door once was, it now has disappeared.\n\nThe tides. They have come.\n\nYou were not fast enough, and you realize it as splinters of the world surrounding you start floating in the air and all of a sudden cracks start opening everywhere. Without the Fatimah Initiative rolling, the whole of Monarch will be flooded by the rising oceans.", "endoftext": false }, { "action": "You examine cube", "response": "A faint light glows inside the cube. Something makes you believe it's a sort of... uhm, pedestal.", "endoftext": false }, { "action": "You check your inventory", "response": "You're carrying a dead E-Pad, a black box, a steel bar, a new railway ticket and some Report files.", "endoftext": false }, { "action": "You sit on the cube", "response": "When the world around finally falls, you take your time just to climb the glowing cube, and see what happens. Seconds later, the last fierce earthquake devours the world in a single gulp. A light so dense it can barely be endured fills the Hyerotrope and the dome starts breathing as if it was alive.\n\nThen, you are caught by the sensation of being pulled downwards, like a drunk man in an elevator...\nReport to the Council about the discoveries around the Alpha\nRadiation\n\nWhat we have here may be, thus far, the most important discovery\nin human recent history, if not on a bigger scale. Upon scanning the recently exposed areas underneath the University basement (after the last minor quakes that interested the area) our team found a new kind of radiation -- from now on called \"Alpha Radiation\" (AR) -- springing from a single spot under the second and third layers of crust. That means beyond the icy layer, too.\nThis radiation, the kind of which has never been measured before,\nhas been fast growing in the last few weeks, reaching a point where it cannot be further ignored by the scientific committee. The latest of our discoveries stated without any shadow of a doubt that something enormous is at stake.\nIt was Dr. Re's that first linked the strange spectrum to the\nresidual fingerprint of the Event energy burst, that \"background noise\" that still plagues the Andromeda dark matter gravitational pull, with the one relative to the AR. As noted by the scientific crew, the Event residue is what is forcing the galaxy to shrink, due to its connection with potentials yet unknown which raise the mass of the galaxy itself to the point where the universe's eternal expansion is stopped and reversed. Now it looks like a similar energy is growing under our city, less than three kilometers below the surface.\nWhat we suggest is a deep scan -- and maybe a human driven probe\n-- in the interested area in order to find out what's happening down there. The volcanic crust separating what was once the glacial layer from the lower halls cannot possibly be thick enough to hold those energies at bay. Nor can it be trusted to keep a region larger than one third of Monarch's surface hidden from whatever it is that rests down there. In my humble opinion, the chances that former colonizations could have gotten in there before the glacial age (trapped? self-defending?) are quite high, especially now that we have discovered the Alpha-radiation.\n\nIn the end, we know nothing about Monarch before the first\nsettlements from the outer galaxies came into Andromeda more than one thousand years ago. Technology back then was not sufficient to dig as far as we have recently, and the glacial layer was only partially melted and covered by the constructs. I suggest further investigation before we start -- as we should -- to probe the source of the radiation. The evidence of structures unknown to the humans is too much to ignore.\nAn example could be the existence of the Hyerotropes. These were\nmore than once hinted at as some sort of alien machinery used for unknown purposes.\nA Hyerotrope -- or Gravitational Sphere -- is, indeed, an unknown artifact. We can only suppose they landed on Monarch before the glacial layer was made, as the seventeen specimens found all were under the icy layer or half protruding from it. The magnetic spectrum they emit is actually almost purely geo-gravitational, with small sparks of radio waves, and this suggests they were a sort of \"anchor\" for something bigger which needed to stop by the surface.\nUltimate considerations about the Hyerotropes cannot be made, as no-one has yet succeeded in truly activating them. Whatever the power source which keeps the Spheres \"alive\", it must still be there, and this is confirmed by the scattered energy ghosts that flow around their perfect structures.\n\nAnd then there is the Alpha Radiation.\n\nweeks. We can only suppose it was -NOT- there before Dr. Re's\nand his scientific crew discovered it. And we can hope it is\nnothing to worry about.\nStill, hoping is not all we have to do.\n\ncontact with the AR, what we think about its relation to the Hyerotropes, and a full analysis of its spectrum and wavelength.\n\n-- The Monarch University Scientific Staff, Dr. Mastiff, Dr.\nRe's\nThe Hyerotrope stops. A door opens and you get out, breathing hard.\n\nThe place is damp. You lift your eyes and what you see is -- again -- breathtaking.\n\nYou stand in the middle of a winding canyon, high several hundreds of meters and long as much. Luminescent cracks open on the walls, lighting up the place with a spectral voice. The ground seems to be polished as if human-made. The ravine goes on forever to the south and north of here.\n\nAs you exit the Hyerotrope, the door closes behind you. Seconds later, the sphere starts glowing and begins flying upwards, until it disappears from where it came.\n\nYou watch it speechlessly.", "endoftext": false }, { "action": "You examine the cracks", "response": "They are very similar to the thin cuts you saw crawling around the Hyerotrope. This time, though, the seem more coincidental.", "endoftext": false }, { "action": "Go north", "response": "You travel the canyon for half an hour, until you come to...\n\nThe ravine ends here. A giant gate, bulky in its iron hinges, towers in front of you. Cranks and gears seem to operate it, from above the twelve meters tall columns at its sides. The canyon lurks away to the south.\n\nA metal ladder on the left of the gate climbs towards a cabin clinging steadily to the canyon's walls.", "endoftext": false }, { "action": "You go up", "response": "You try and climb the ladder, not afraid of the missing rung. The second and third creak sinisterly as you try and reach for them. You need too much leverage to reach for the fourth peg.", "endoftext": false }, { "action": "You look at the ladder", "response": "Not the comfortable ladder you found in that waste basket. Here, rungs are divided by a gap of fifty centimeters. The very first rung is lost, a hole carving the left leg.", "endoftext": false }, { "action": "You put the bar in the ladder", "response": "You try the bar, but it is too thick to fit. You need something smaller but equally strong.", "endoftext": false }, { "action": "You go south", "response": "You stand in the middle of a winding canyon, high several hundreds of meters and long as much. Luminescent cracks open on the walls, lighting up the place with a spectral voice. The ground seems to be polished as if human-made. The ravine goes on forever to the south and north of here.", "endoftext": false }, { "action": "Go south", "response": "The canyon abruptly comes to an end. Although the unending ravine crawls deeper to the south, something is blocking your steps.\n\nWhen you recognize it, you fall to your knees.\n\nThe train on which you begun your journey is here, fallen like an evil adumbration. Among it, several other wagons and a whole section of the upper city. They must have traveled a long way: part of the disaster is still clinging to the canyon's walls, ornaments of despair burning in flames and fumes. Wreckages mix with concrete, concrete mixes with the rests of the human race.\n\nA waterfall comes splashing down from a ledge a hundred meters above you. It must be the first result of the tides devouring what's above.", "endoftext": false }, { "action": "You examine the train", "response": "You are certain: This is the train you took in your futile trip to the now sunk University Campus. The laths are so distorted it would look like a crumpled ball of paper... if it was not for the black, charred human parts littering its intestines.", "endoftext": false }, { "action": "You enter the train", "response": "That is no longer viable as a vehicle. It's just a mess of contorted laminas.", "endoftext": false }, { "action": "Search train", "response": "You know what you are looking for: something sturdy enough to sustain your weight and thin enough to fit the hole in that ladder.\n\nYou rummage through the debris and the human rests until you find what you seek: a piece of a train's bench.", "endoftext": false }, { "action": "You take the bench", "response": "You already have that.", "endoftext": false }, { "action": "You look at the bench", "response": "A sturdy, metallic pole, once part of a bench from the train.", "endoftext": false }, { "action": "You examine the waterfall", "response": "The oceans are devouring Monarch. Soon, a lot of water will come down, flooding this place.", "endoftext": false }, { "action": "Go north", "response": "You travel the canyon for half an hour, until you come to...\n\nThe ravine ends here. A giant gate, bulky in its iron hinges, towers in front of you. Cranks and gears operate it, from above the twelve meters tall columns at its sides. The canyon lurks away to the south.\n\nA metal ladder on the left of the gate climbs towards a cabin clinging steadily to the canyon's walls.", "endoftext": false }, { "action": "You put bench in the ladder", "response": "The new 'rung' perfectly fits. You stick it in a side of the ladder and force it into the other, and now it serves as a perfect anchorage.", "endoftext": false }, { "action": "You go up", "response": "With the new rung in place, you find anchorage to climb inside the cabin.\n\nDust is the main inhabitant, here, as one would have foreseen. It covers the wooden desk and the big windows on the north wall, the broken chair that now rests like a sleeping cat on the far corner of the cabin, and the ancient computing devices dropped dead on the table.\n\nThe metal ladder descends to the south side of the gate.\n\nAn old, battered diary rests on a corner of the wooden desk, its cover bloated by time and water. It looks miraculously intact.", "endoftext": false }, { "action": "You read the diary", "response": "Third month, day eleven\nThird month, day twenty-three\nThird month, day twenty-four\nFifth month, day two\nFifth month, day seven\nSixth month, day eighteen\nIt is not the best job in the universe, but still... I have seen worse. Marko has seen worse. They sent him to the digging facility. You know what they say about those goddam machines. They\nradiate. They give you the Big C. I know better than going\ninto there, that place. They call it the center of the earth.\nNo wonder it's the dampest place of all. Feels like sleepin in a b***hole.\n\n> Third month, day eleven\nThird month, day twenty-three\nThird month, day twenty-four\nFifth month, day two\nFifth month, day seven\nSixth month, day eighteen", "endoftext": false }, { "action": "Go north", "response": "Third month, day eleven\n> Third month, day twenty-three\nThird month, day twenty-four\nFifth month, day two\nFifth month, day seven\nSixth month, day eighteen\nMore of the military, today. I think I've opened the dam at least seventy times. I've seen the tanks and the cannons they bring in there. Can't tell for sure, but bet they are trying to open one of those balls of metal. It's been a rumble all day. A bit tired. The computers are off and I don't really like it here. It's getting boring by the day.\n\nThird month, day eleven\n> Third month, day twenty-three\nThird month, day twenty-four\nFifth month, day two\nFifth month, day seven\nSixth month, day eighteen", "endoftext": false }, { "action": "You go north", "response": "Third month, day eleven\nThird month, day twenty-three\n> Third month, day twenty-four\nFifth month, day two\nFifth month, day seven\nSixth month, day eighteen\nAnother day opening and closing and opening and closing. One of them was the general. That Hickk'errs, guy. I've seen his eyes. Those are blank eyes. He looks at you, but he's not really looking, you know? It's like his mind is always somewhere else. I've heard them talk, this morning. He and the professor. They said something about\nthe beacon. They knew I was listenin but didn't care. They\nthink I'm outta their league, that I dunno nothing. But I\nknow what they talkin about. The beacon is the thing that\ndrove us here, from our galaxy. We built it, sent it in space and followed. I know what they talking about.\n\nThird month, day eleven\nThird month, day twenty-three\n> Third month, day twenty-four\nFifth month, day two\nFifth month, day seven\nSixth month, day eighteen", "endoftext": false }, { "action": "Go north", "response": "Third month, day eleven\nThird month, day twenty-three\nThird month, day twenty-four\n> Fifth month, day two\nFifth month, day seven\nSixth month, day eighteen\nGeneral said this morning a new set of experiments were going to be launched. They said no civilians would stay here, no matter what. I'm a civilian, too, in some way. I mean, I have the tags and all of that, but I'm not in charge of the weapons. So they think about me as some kind of white collar. They are going to do something dangerous down there. In the b***hole. They are gonna fire things at the metal balls. I'd like I was a civilian, for real. They are not lettin me go. They want me here to operate the dam. In case something goes wrong. If something goes wrong I wanna be in the other side of the universe, that's for sure. Did I mention this is NOT the best job out there?\n\nThird month, day eleven\nThird month, day twenty-three\nThird month, day twenty-four\n> Fifth month, day two\nFifth month, day seven\nSixth month, day eighteen", "endoftext": false }, { "action": "Go north", "response": "Third month, day eleven\nThird month, day twenty-three\nThird month, day twenty-four\nFifth month, day two\n> Fifth month, day seven\nSixth month, day eighteen\nThe world didn't end. I'm still here, opening and closing. Yesterday, tho, something occurred. There was a flash an then all the walls begun rumblin. It was not only the walls, but everything. The ceiling cracked and -- I swear -- a chunk of ice large like a tank\ncame crushing down. It killed seven people. None I knew, fortunately. They were all so much in panic I thought the world was really gonna end. But then it all got normal and everything got back to quiet. No sign of the general, today. Guess he has to smell those things. He's never here when something occurs.\n\nI forgot to say something. During the tremors (it was not a quake, more of the ground adjusting, I've heard some say), something odd happened. The computers went suddenly on, just for ten seconds or so. The were all broken, you know. No signal for two months. But then they wake up and there's this white light. And all things begun moving towards that hole in the big chamber, the one just before the center of the earth. It looked like they were PULLED there by some sort of ghost.\n\nThird month, day eleven\nThird month, day twenty-three\nThird month, day twenty-four\nFifth month, day two\n> Fifth month, day seven\nSixth month, day eighteen", "endoftext": false }, { "action": "Go north", "response": "Third month, day eleven\nThird month, day twenty-three\nThird month, day twenty-four\nFifth month, day two\nFifth month, day seven\n> Sixth month, day eighteen\nIt is over. I'm not sure I'm unhappy about it. They will send me back to that satellite but, what the hell, better than here, even my aunt's. The last days were horrible. More died on walls crumbling and the earth cracked once, spilling lava and rocks everywhere. I heard Marko is dead, too. They don't let anyone beyond the dam and I can't tell for sure, but I heard some say he got devoured by one of those spheres. \"It has eaten him alive\", they said. Poor Marko. I can't wait for the gathering. I wanna go home. Even if it takes me another three years like in the first trip.\n\nThird month, day eleven\nThird month, day twenty-three\nThird month, day twenty-four\nFifth month, day two\nFifth month, day seven\n> Sixth month, day eighteen", "endoftext": false }, { "action": "You look at desk", "response": "A slab of wood, fastened to the wall, with no legs. It is surmounted by a console, rust biting at it with no pity. On the table are some computers and several light bulbs, now broken and useless.", "endoftext": false }, { "action": "You examine the chair", "response": "It lays by your feet, a wasted amount of metal and a stiff cushion.", "endoftext": false }, { "action": "You examine computer", "response": "Dust is more than a soft layer on these. It just has become\npart of the old computers, like the shell for a nut. The\nscreens have been broken -- one from the inside, the other punched in -- and there is no sign of a keyboard or a touch screen. The wires have been removed by force, and now just a knotted bunch of cords hangs loose and useless.", "endoftext": false }, { "action": "You examine the console", "response": "A set of rusted buttons and some light bulbs, blown or fused. The main object on the console is a plastic lever. You can only suppose it was used to open the big gate, downstairs.", "endoftext": false }, { "action": "You pull the lever", "response": "You maneuver the lever, but it doesn't budge. So, you decide to try harder. As a result, the lever breaks and the longer part ends in your hand, now useless.\n\nWon by discouragement, you yell a heartily yaaugh! and throw\nthe lever at the windows in front of you. The windows themselves, battered by the cold winds of time, give with less effort and crash, opening a new outlet on the north side of the cabin.", "endoftext": false }, { "action": "You go north", "response": "You pass through the newly opened window, careful not to cut your hands with the smashed glass, then descend to the floor with a leap.\n\nA river cuts this massive chamber in two. On the other side, its filled with stocks of any kind and size. On this one, it looks like a showcase of ancient war machinery, all lined up and packed for the show. A human-sized cave mouth exits to the north. Around it, all sorts of maze-like channels cut the earth and dive deep into the soil and walls.\n\nThe broken lever you threw at the window is here, on the ground.", "endoftext": false }, { "action": "You examine the river", "response": "It is a bubbling river. It comes from a crack in the north\nwall and dives into the earth a few meters below the gate walls. The bed must fish deep enough to be scalded by the molten layer.", "endoftext": false }, { "action": "You examine the machinery", "response": "This is military equipment. Tanks, cannons and so forth, all packed up and lined like a showcase in a very odd underground mall.\n\nOn one of the packings you notice a resume of sorts. A single typed page, torn on one side, which title reads: \"Essay on the Beacon, closing notes\". You pick it up.", "endoftext": false }, { "action": "You read the resume", "response": "The results of the tests on the Hyerotropes are still fuzzy.\n\nIn the end, at least, we understood how could our 'beacon' reach\nso far in such a relatively short time. Almost two millions parsecs in less than 400 years. That would mean traveling at least 6,250 times faster than light and, although certain velocities have been hypothesized, nothing we ever witnessed reached them.\n\nThe Hyeromatrix works as an attractor. The energy spectrum of the whole matrix (as opposite to the single sphere's) is capable of bending the structure of the Higgs Bosom's pattern, articulating a fierce vacuum-like tunnel which can pull, evidently, from a very long distance. The Hyeromatrix must have sensed the 'beacon' and decided to make it its own.\n\nThe single Hyerotropes have proven themselves 'thinking machines',\nif that is what we want to call them, or even living beings.\nTheir scattered pattern in the underground of this cold planet is not coincidental and, contrarily, the matrix has the purpose to actually enhance the spheres' abilities and reach. They breathe, as a living being, and as a living being the pollute the atmosphere when doing so: The ethereal substance they grow is toxic to the surroundings as noted by research Omega-33.\nUltimately, their presence indicates a superior meaning to the\nwhole universe, one which we never thought of -- at least scientifically -- up to now. We can suppose the Hyerotropes being a species on their own, breaking the walls of human research on the matter quite abruptly. Or we can hypothesize an even more powerful entity at work, somewhere, to operate those things. In both cases, there is much about the evolution of the stars we can gather from the discovery.\n\n--Prof. G.D., Monarch Research Facility.\n\nAddendum// The Hyerotropes emit a very subtle but very strong\nenergy. It is something we almost overlooked, as it is so far out of the usual spectrum that it is invisible if not searched for purposefully. The energy has become radiating with more intensity in the last few days. It seems a single beam has been directed towards the very center of our galaxy. We decided to keep studying the Hyerotropes, in the hope of finding answers about the recent Multiple Supernovae Effect registered in [...] --- the page is torn here,\nthe rest of the text missing.", "endoftext": false }, { "action": "You examine the stocks", "response": "Too far to distinguish. They look like scientific machines. No more to be known.", "endoftext": false }, { "action": "Cross river", "response": "There must be a better way to die, right? One less painful.", "endoftext": false }, { "action": "Go north", "response": "You are in the cave. This is the ancient alcove and you are the first one to enter its vaults in a millennia. The cave opens in every direction. To the north, a higher ceiling welcomes two apparently abandoned objects.", "endoftext": false }, { "action": "You look at the objects", "response": "A metallic form, barely discernible from this distance, and another Hyerotrope. Although you are quite far, you judge it to be at least two times bigger than the one you traveled into.", "endoftext": false }, { "action": "Go north", "response": "The Hyerotrope is giving off light, a dense orange glow, and -- yes-- it is bigger than the one you used as an elevator. At least five times bigger. Four big dots flare on it, all lined together like soldiers in formation. The whole cave, although gigantic, is lit by its energy.\n\nA strange object sits alongside the Hyerotrope, its rusty casing decaying and rotten.", "endoftext": false }, { "action": "You look at the object", "response": "Whatever it is, it must be alien in nature. You can't understand its form -- an octagonal prism surmounted by broken steel poles -- but surely recognize the solar panels that once must have powered it. A set of metallic legs holds it standing.\n\nA metal sign was planted by someone near its base.", "endoftext": false }, { "action": "You look at the things", "response": "The belly of the beast is open. A rectangular thing, the likes of which you are very familiar with, sits almost unscarred by the remnants of a tight bird's nest of wires and circuitry. A golden plate, inscribed with drawings that finally have a meaning, marks another metallic slab.\n\nThe Hyerotrope starts moving.\n\nYou are flooded again by the sensation of being pushed around, this time upwards. As you levitate, the surrounding stars slowly fade, until they are substituted by the reality of it all.\n\nAnd you see the end of History for what it is. The lands devoured by the quakes and the tides. Whole cities swallowed by the fierce strength of Fatimah's gravitational pull. The rest of the human race devoured. All while you are suspended mid air above the mayhem in the Hyerotrope's womb.\nAfter a while, another, smaller sphere starts climbing the sky, stopping at your height. And then a second, and a third. And in minutes they are dozens, levitating and rotating around the biggest one, which you inhabit.\nThey begin wandering the cosmos, and your sphere does the same, slowly but relentlessly. As you leave the planet, a strong, white light begins pouring from the Hyerotropes and, finally, you understand.\n\nThat's it, you mourn. History repeats herself.\n\nWe came from another galaxy, this you know. We came here a millennia ago following one of our probes, looking for what the ASA First Council called \"a New Heaven\". We came here and barely survived a cosmic event that annihilated an entire galaxy and decimated life in those neighboring it.\n\nWhat was that Event and why did it occur no one will ever know. No one but you. You still lack the motivation but indeed have found out what it's like to be at the cyclone's eye. What can clear a galaxy off the screen.\n\nThe Hyerotropes. The plagues God sent upon the sinful mortals to\nbegin the end. And we thought we could be able to control them.\n\nAs if one could control the Apocalypse.\n\nYou get close to the rectangular player which fell off the ancient stellar beacon that now rests below you and straighten it, finding a perfect balance in the imploding universe. While everything that is is swallowed by the final, white fire, you admire that drawing -- a man and a woman, one alongside the other like twins in a child's sketch -- and the hope it was infused with.\nThen, you activate the recording.\n\nAndromeda finally awakens, in its swan-song, while the first notes from the Brandenburg Concerto No. 1 in F Major start playing\nfor the last time.", "endoftext": false }, { "action": "BEACON", "response": "The 'beacon' is a probe an old race sent into the void to gather information about the universe. This is the only part in the game which is not fictional. If you are comfortable with space-related trivia, you may have recognized it: The golden laser disc, the male and female sketched drawings, the mathematically-perfect song from Bach. It is Voyager II. Our beacon in the sky.\n\nYes, if you didn't get it, that's the sordid truth: Humanity in Andromeda came from our galaxy. It was our beloved Milky Way which was wiped off the radar by the Event. We are the Ancestors. Or, well... we WERE.\n\nWould you like to RESTART, RESTORE a saved game, QUIT, UNDO the last command, know about the true nature of the BEACON, find what's WRONG with the technical stuff or read some AFTERWORDS from the author?", "endoftext": false }, { "action": "Wrong", "response": "This game was not intended as a maniacally perfect scientific resource for space travel. That said, the author put so much effort in trying to make everything realistic. Apart from the obvious things that couldn't be (i.e. a train falling for a kilometer doesn't only crumple: it disintegrates) there is one which stood hidden until much too late.\n\nThe 'beacon' has been pulled through space by the Hyerotropes. They made it fly at 6k times light-speed. If that's so... what about the humans? How could the First Colonists reach Andromeda WITHOUT such power and knowledge?\n\nWell, they couldn't.\n\nGiven there is no Earth date in the game, one could argue that the voyage took a really huge amount of time and that the Colony indeed reached through space around -- what do you think? 10.000 a.D.? 100.000? Well, nope: Andromeda is 2.5 MILLIONS lightyears from Earth. At the speeds we can reach nowadays, the trip would have lasted around 90 BILLIONS years.\n\nThe one solution can be the use of a wormhole, a rip in the fabrics of reality that creates a passage to distant places... but we all know that would have been a deus ex machina. That's why it is not mentioned ingame.\n\nWould you like to RESTART, RESTORE a saved game, QUIT, UNDO the last command, know about the true nature of the BEACON, find what's WRONG with the technical stuff or read some AFTERWORDS from the author?", "endoftext": false }, { "action": "Afterwords", "response": "I was in my car, early summer of 2011, driving my wife to our mountain resort, when I started teasing her with some scientific trivia about the galaxy of Andromeda. Kid was in the backseat, already dozed off, the sun did shine and the birds were singing. I begun flapping my never-stopping mouth about distances, dimensions, the sheer number of stars involved, when she begun yawning. I got the message and shut up.\n\nBut didn't shut up on the inside.\n\nThat is how my first IF story had birth. I run to the house, turned on my Macbook Air (freshly acquired, and just a week before the release of the new one, ouch) and begun coding again, never fully realizing I was going to complete the task, for the first time ever.\n\nI've first played and then tried to write IF in the mid-Eighties. I was nearly a teen, the world was splendid and everything quite worked for the best. The amount of time I could devote to my hobbies was impressive. The Hobbit was always running and I was\nstruggling a lot trying to understand english and what to do with that singing bastard Thorin the dwarf. More that a quarter of century has passed, and I'm still here, messing with trolls and an english parser. Meanwhile, almost ten -- or twenty, who can tell? -- adventure games have danced on my screen waiting to be designed and coded. I never got much beyond the few introductory rooms.\nThe occasion came when I stumbled upon the IFComp. Edition\n2011 was about to open and I had a game halfway to being finished that could maybe, and just maybe, fit in. All I had to do was deciding how the world of Monarch was going to be saved and how I could code that damn soap-over-metal puzzle.\n\nSummer passed by in a whoosh, and by the end of September the game was ready.\n\nOr so I thought.\n\nCoding a kind of game which is by far the most similar thing to a novel that could exist in a language that is not one's own is a rather terrific experience. Although I'm quite fluent in English and have classes listening to me from all around the globe -- I'm a graphic designer and expert on editorial design, which I teach in what you'd call a Master School for Gifted Youngsters -- I soon discovered that the river which spans between the speech and the writing is a very wide and turbulent one. Fortunately, my first proofreaders did an awesome job in putting straight my bulky texts (yeah: if you'd seen Andromeda before their intervention, you'd think this one\nwas, like, Hemingway).\nSo, I entered the Comp. For one and a half months, I've been in awe. I don't think I was exactly aware of what I've stepped into.\nI'm willing to believe that, if I'd known, I'd rather go around naked downtown than publish a game in so a renowned competition.\n\nAnd that was nice, 'cause I had the opportunity, otherwise precluded, to step into a new, fascinating world. I had an audience. I had critics. I had a chance.\n\nI wanted to be a writer all my life. Since when ten years old, I filled notebooks with short tales and novels-wannabe. I actually did write a novel, one that is trying to find a place in the horrible italian fiction maelstrom, but I never had someone other than my wife or friends read anything that's mine. Now it seems, looking at the number in the online transcript of the first release of this game, more than 600 people have tried my game. On IFDB (at the time this is being written), Andromeda averages on 3 stars, with the\nGerman scene gifting me with 4.\nI don't really know how this second release will fare, out there. What I know is that one of my strongest desires, the one I keep asking the sky to make real whenever I see a falling star, has become solid truth. And that's more than what one would sell his soul to hell for, believe me.\n\nNow, only time will tell if I can be a writer or have to stick with graphics. But if I die tomorrow, at least I won't go away saying \"nobody has ever read my work\". Thank you all who participated. This was a blast.\n\n--Marco Innocenti, Firenze (Italy), January 8, 2012.\n\nWould you like to RESTART, RESTORE a saved game, QUIT, UNDO the last command, know about the true nature of the BEACON, find what's WRONG with the technical stuff or read some AFTERWORDS from the author?", "endoftext": true } ]
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Tales from Castle Balderstone
Ryan Veeder
[ "Tales from Castle Balderstone" ]
[ "anthology", "blood", "castle", "Comedy", "cover art", "ECTOCOMP 2018", "horror", "Inform 7", "Le Grand Guignol", "multiple protagonists", "parser", "party", "wolf" ]
2,018
[ 3, 5, 3, 1, 0 ]
12
3.833333
20190331
false
An anthology of terror, edited by Ryan Veeder.
[ { "action": "%", "response": "] Corrigan Road\n\nGood evening. My name is Ryan Veeder. It is my great pleasure, in this festive and frightening season, to welcome you to Castle Balderstone: America's legendary hotbed of horror, a treasure trove of the morose, macabre, and monstrous. Its crooked pinnacles slash blasphemously against ever-present clouds; its grim silhouette is a stain of absolute blackness in the midst of a black sky.\n\nEach year, the greatest spookcrafters working in the English language assemble in Castle Balderstone's drafty halls to test their latest material on the only audience possessed of hearts so inured to terror as to withstand the absolute scariest stories—each other.\n\nTonight, you are my plus-one to this wedding of the weird and the wicked.\n\nAs we ascend the winding stairs of Castle Balderstone, the wind outside howls in warning, and the temperature drops until your teeth chatter in the cold—or is it in anticipation of the horrors you are about to witness?\n\nWe trudge through antique galleries, across musty hallways and down forgotten corridors. The occasional window offers no view of a friendly outside world, but only confirms what your aching legs and ragged breath have already predicted: that the labyrinthine architecture of Castle Balderstone is one you can never hope to escape. Nevertheless we step on, through another creaking door...\n\n...And into a warm sitting-room, where velvet couches sit in a circle near a roaring fire. The walls are lined with bookshelves, stacked with titles you recognize as those you have never been brave enough to read. You recognize the occupants of the couches, as well: murder-mongers, evil-experts, ghost-gurus, monster-maestros, vampire-virtuosos, and dread-distributors. These are the infamous authors of Castle Balderstone, and you are their latest victim.\n\nIt appears that you and I are the last to arrive, and we take our seats in a conspicuous display of embarrassed hurriedness and loudly-whispered apologies. When the chamber is at last quiet, the first author rises to share with us the first tale of the evening.\n\nIt is Fiona Grice, well-known for the mysticism (and neuroticism) woven into her public persona, the better to lure unwitting readers into the worlds of darkness she so expertly crafts. Among friends, she is casual, irreverent, often self-deprecating. But on talk shows and social media, she shrouds herself in mystery, casting herself as a macabre new-age seer: a shaman of dread.\n\nAs she arranges her notes on the lectern, we all wait eagerly to see which Fiona has joined us this evening.\n\n\"Hello,\" she intones. \"This story came to me in a dream—or, I should say, a nightmare.\"\n\nI guess it's the talk show version. Why is she acting this way, in a place of safety, among like-minded fellow-authors?\n\nHmm. Maybe it's because you're here.\n\nFiona goes on: \"When I awoke from my nightmare, I wrote it down, and I present it now exactly as I remember it. I don't know what, if anything, it means. Dreams are mysterious in this way.\" Okay, Fiona, let's get on with it.\n\n\"But dreams do not come to us with titles,\" she continues, \"so I had to invent my own. The title that I gave to this dream is...\"\n\nA nightmare in three parts by Fiona Grice\n\nClouds were racing across the sky.\n\nShe had never ventured out this far, where the road had started to fall apart and disappear into dirt and new grass. But she had nothing better to do, and this at least was something new.\n\nShe thought she heard an ambulance's siren.", "endoftext": true }, { "action": "You listen", "response": "She strained her ears.\n\nThe sound was getting louder.", "endoftext": false }, { "action": "About yourself", "response": "She was dressed for a jog, but she had opted for an easy stroll instead.\n\nThe keening sound continued, coming from somewhere beyond the bushes.", "endoftext": false }, { "action": "You examine bushes", "response": "The bushes were thick, but she thought she could see a path between them to the east.\n\nThe high-pitched wail from the bushes to the east rose in intensity. It didn't sound like a siren. It sounded like a person.", "endoftext": false }, { "action": "You go east", "response": "She pushed a branch out of her way and trudged into the leaves.\n\nShe emerged in a ruined parking lot. On the east end was the entrance to a low building, its windows smashed, walls covered in ivy.\n\nAt first she thought it was a prison—then she realized it was the old hospital.\n\nThe screaming didn't stop. It was starting to ring in her ears.", "endoftext": false }, { "action": "You examine the hospital", "response": "The hospital had been abandoned for years. She wondered why it hadn't been torn down.\n\nThe scream seemed to activate something in her brainstem. Her heart was beating faster.", "endoftext": false }, { "action": "Go east", "response": "She pulled on the rusted door; it opened easily. She stepped inside.\nShe pulled on the rusted door; it opened easily. She stepped inside.The door swung shut behind her.\ninside.The door swung shut behind her.The scream went on, over the sounds of wind and distant traffic.\nsounds of wind and distant traffic.Then it stopped.\nsounds of wind and distant traffic.Then it stopped.* * *\n\nCaroline is kind of flaky sometimes, but she always calls the next day to make an excuse for not showing up. This time, she didn't call the next day, or the day after that. She's not at her house; she's not answering her phone.\n\nAmy can't believe how clean Elle's place is, especially considering she wasn't expecting any visitors. Amy hasn't really talked to Elle since high school, but she's the one person Amy can think of who might know where Caroline ran off to.\n\nThe one messy area is around the crib, where any piece of baby equipment must be ready at a moment's notice.\n\nElle smiles at Amy politely. \"So, what brings you here?\" she asks, signaling that the pleasantries have concluded.", "endoftext": false }, { "action": "You examine Elle", "response": "In high school, Elle's hair was long enough to cause inconveniences and occasional accidents, and she was proud of it. Now it's cropped above her shoulders, and she looks like someone else.", "endoftext": false }, { "action": "You ask Elle about Caroline", "response": "\"Well,\" Amy says, \"I've been trying to get ahold of Caroline for a couple—\"\n\nSomething stirs, and a low moan rises from the crib. Elle rises at once.\n\n\"Oh, Oliver,\" she coos. \"What is it, darling?\"\n\nThe baby has no response, and Elle shrugs and lets the matter lie.", "endoftext": false }, { "action": "You examine baby", "response": "Without getting too close, Amy can see most of Baby Oliver through the ribs of the crib: A standard big-headed baby like all other big-headed babies, notable only for an oddly pointed nose.", "endoftext": false }, { "action": "You ask Elle about Caroline", "response": "Amy coughs. \"So, I was about to ask, if you knew what Caroline—\"\n\nBaby Oliver makes a little yelping sound, like an animal caught in a trap. Elle rushes to the crib.\n\n\"Ollie, oh, Ollie, Ollie, Ollie, Ollie, Ollie, Ollie, Ollie,\" she sings, lifting the baby onto her shoulder and walking him around the room. \"There you go. There you go. There you go. There you go. Little Oliver.\"\n\nAfter some more cooing and stroking, Little Oliver desists, and Elle returns him to the crib. \"Poor thing,\" she murmurs.", "endoftext": false }, { "action": "Continue", "response": "Amy eyes the crib warily, and then she asks: \"Elle, I can't find Caroline. Do you know where she is?\"\n\nElle blinks. \"I haven't talked to Caroline in a while. We used to go for jogs out on Corrigan Road, but then I got so busy with—\"\n\nLittle Oliver screams a horrendous, earsplitting scream, a desperate, existential scream that makes no sense coming from a creature with no conception of heartbreak or failure or student loans. Amy winces.\n\nElle rushes to Oliver's side and begins cooing and patting, with no apparent effect. She turns to Amy with desperation in her eyes.\n\n\"Oh Amy, I'm sorry...\"\n\n\"Don't worry about it,\" Amy says, and she rises to leave. And then to herself she mutters \"Corrigan Road\" as she makes for the door.\nherself she mutters \"Corrigan Road\" as she makes for the door.* * *\n\nThis seems to be as far as the road goes before it stops being a road. There's been no sign of Caroline anywhere.\n\nBut in the bushes to the east, Amy sees a vague little opening, as if the branches have been pushed aside by someone passing through.", "endoftext": false }, { "action": "About yourself", "response": "Amy is a little unkempt. Her jacket is crumpled; her hair is a mess. She might be more distressed than she wants to admit.", "endoftext": false }, { "action": "Go east", "response": "Amy grimaces as she pushes her way through the foliage.\n\nAmy finds herself in an old parking lot, outside a building she recognizes as the old hospital. Amy heard about kids sneaking around here, back in high school—kids more adventurous than Amy and her friends.\n\nA light flickers on the other side of the hospital's rusty door.", "endoftext": false }, { "action": "Go east", "response": "(first opening the rusty door)\n\nThe lobby's carpet is streaked with mildew. All the furniture has been either looted or crushed into anonymous debris.\n\nA fluorescent light flickers in the hallway to the east.", "endoftext": false }, { "action": "You go east", "response": "The hallway strobes in and out of washed-out existence as the fluorescent light flickers. Amy can't help but rub her eyes, making sure it's the light and not her own vision that's failing.\n\nOn the north side of the hall is a blue door; on the south side is a pink door. The corridor continues east and west.\n\nA millipede scurries out of the darkness and stops in the middle of the hall.", "endoftext": false }, { "action": "You examine millipede", "response": "As if in response to Amy's attention, the millipede walks calmly away on its undulating, unnatural legs.", "endoftext": false }, { "action": "You listen", "response": "Amy holds still and listens.", "endoftext": false }, { "action": "Go south", "response": "(first opening the pink door)\n\nA stained futon lies abandoned in what must be a squatter's former bedroom—or some teenager's love nest. Amy grits her teeth involuntarily.\n\nThe hallway is north.", "endoftext": false }, { "action": "Go north", "response": "The hallway strobes in and out of washed-out existence as the fluorescent light flickers.\n\nOn the north side of the hall is a blue door; on the south side is a pink door. The corridor continues east and west.", "endoftext": false }, { "action": "Go north", "response": "(first opening the blue door)\nIt seems to be locked.", "endoftext": false }, { "action": "You go east", "response": "A green stain has formed around a puddle that hasn't quite dried up all the way.\n\nThe hall turns from west to south here.", "endoftext": false }, { "action": "You examine the puddle", "response": "The size of the stain indicates the puddle used to be almost as big as the hallway is wide.", "endoftext": false }, { "action": "You go south", "response": "The hallway goes from north to south. To the east is a pink door; to the west is a blue door, and a graffito spraypainted on the wall.", "endoftext": false }, { "action": "You examine graffito", "response": "paint that dripped almost all the way down to the floor before it dried.", "endoftext": false }, { "action": "You go east", "response": "(first opening the pink door)\nIt seems to be locked.", "endoftext": false }, { "action": "Go south", "response": "The hallway turns from north to west here.\n\nA rusty scalpel lies on the floor here.", "endoftext": false }, { "action": "You take it", "response": "Taken.", "endoftext": false }, { "action": "You go west", "response": "The hallway runs east and west. To the north is a blue door; to the south is a pink door.\n\nThe remains of a poster hang on the southern wall.", "endoftext": false }, { "action": "Examine poster", "response": "Most of the poster has been torn away. What remains is the profile of a woman, looking down in concern, and the word \"YOU'RE.\"\n\nAmy wonders what the poster wanted to say, and whether it was at all sincere.", "endoftext": false }, { "action": "Go south", "response": "Amy holds her breath, and wonders whether she could hear if someone were in the room ahead of her.\n\n(first opening the pink door)\n\nThe shards of a broken jar lie scattered across the floor.\n\nThe hallway is north.", "endoftext": false }, { "action": "You examine jar", "response": "Amy leans down to look closely at the shards. There's a faint residue of the fluid that splashed across the floor where the jar broke. She can see it happen: It lands here, it shatters, and then something—something slippery—skids across the floor, and it stops right there.\n\nBut whatever was in the jar isn't here.", "endoftext": false }, { "action": "You go to the west", "response": "The hallway turns from east to north here.\n\nAmy hears something.\n\nA low wail, coming from—but it stops before she can determine the source of the sound.", "endoftext": false }, { "action": "You go north", "response": "The hallway from the south stops here.\n\nTo the west is a pink door. To the east is a blue door.", "endoftext": false }, { "action": "Go west", "response": "(first opening the pink door)\nIt seems to be locked.", "endoftext": false }, { "action": "You go east", "response": "(first opening the blue door)\n\nIt's dark in here.\n\nAs Amy's eyes adjust, she can make out rows of cribs for newborn babies. Empty cribs.\n\nThen she hears the low wail again. It's coming from a crib at the other end of the room, in the darkest corner.", "endoftext": false }, { "action": "You examine the crib", "response": "In the crib is a crying baby.", "endoftext": false }, { "action": "You examine baby", "response": "It seems perfectly healthy, but it's crying softly all the same. Maybe it knows somehow that it's been abandoned.\n\nAmy frowns. Who would do such a thing?\n\nShe looks around the room, but there's no one else there.", "endoftext": false }, { "action": "You take the Baby", "response": "Amy reaches down into the crib. She tries to remember the correct way to hold a baby.\n\nIt's lighter than she expected.\n\nThe baby quiets down in her arms, and as she raises its head to rest on her shoulder, it seems utterly content with its new situation. She pats it gently, she bobs it up and down.\n\nThen it makes a noise.\n\nThen it makes a noise.\"Oh, yeah,\" the baby grunts. \"You sure know how to treat a baby.\"\n\nto treat a baby.\"Amy pulls the thing off her shoulder, holds it at arm's length. It looks back at her with an unbabylike intelligence in its sleepy eyes.\n\nits sleepy eyes.\"What's the matter, lady? I didn't say it was time to stop cuddling.\"\n\nstop cuddling.\"Amy throws the baby across the room. Then she realizes what she's done, and she screams. But it's too late.\n\nwhat she's done, and she screams. But it's too late.The baby collides with the wall. It pops like a balloon and disappears.\n\nwith the wall. It pops like a balloon and disappears.The lights come on in the maternity ward.\n\nAmy is surrounded by rows of empty cribs. The hallway is west.\n\nA steel key is lying on the floor.", "endoftext": false }, { "action": "You take it", "response": "Taken.", "endoftext": false }, { "action": "You examine the crib", "response": "The crib is empty.", "endoftext": false }, { "action": "You go to the west", "response": "The hallway from the south stops here.\n\nTo the west is a pink door. To the east is a blue door.", "endoftext": false }, { "action": "You unlock the blue door", "response": "What do you want to unlock the blue door with?", "endoftext": false }, { "action": "Go north", "response": "The hallway goes from north to south. To the east is a pink door; to the west is a blue door, and a graffito spraypainted on the wall.", "endoftext": false }, { "action": "You unlock the blue door with the key", "response": "She unlocks the blue door.", "endoftext": false }, { "action": "You go west", "response": "Amy opens the door. On the other side is a stairway, leading down into the hospital's basement.\n\n\"Caroline?\" Amy calls down the stairs, but of course there's no answer.\n\nShe crosses the threshold and begins making her way downstairs.\nShe crosses the threshold and begins making her way downstairs.* * *\n\nAmy descends from the last stair and steps in something wet. She winces.\n\nShe moves forward slowly, peering into the fog for any sign of another human being. Then she thinks she sees a shape up ahead.\n\nThe fog parts: The shape is only a pattern on peeling wallpaper.", "endoftext": false }, { "action": "You examine wallpaper", "response": "The pattern on the wallpaper is an endless series of cute little bunnies, hopping and cavorting. But the wallpaper is peeling away everywhere, revealing mildew-encrusted plaster beneath.", "endoftext": false }, { "action": "You take the wallpaper", "response": "That's hardly portable.", "endoftext": false }, { "action": "You cut the plaster", "response": "Cutting it up would achieve little.", "endoftext": false }, { "action": "Hop", "response": "She jumps on the spot.", "endoftext": false }, { "action": "You look", "response": "Amy looks around at the fog. She is alone in the hospital basement, with no frame of reference.", "endoftext": false }, { "action": "You check your inventory", "response": "She is carrying:\na steel key\na rusty scalpel", "endoftext": false }, { "action": "You look at the fog", "response": "Amy tries to wave the fog away, but she can only reveal the space immediately in front of her: On the floor, a trickle of filthy liquid snakes across the tiles.", "endoftext": false }, { "action": "You examine the liquid", "response": "A thin stream of brown liquid runs over the tiles until it reaches a drain in the middle of the room.\n\nBut then Amy follows the rivulet backwards, and she realizes it's coming from somewhere to the southeast.", "endoftext": false }, { "action": "Go southeast", "response": "Amy follows the trail of liquid out of the room, and out of the fog.\n\nThe ceiling seems very low in here.\n\nA splintery playpen is set against the wall.\n\nNext to the playpen, Caroline is sitting in a rocking chair, cradling something in her arms.", "endoftext": false }, { "action": "You look at Caroline", "response": "Caroline's eyes are half-closed, and her mouth is half-open in a dreamy smile. She has something cradled in her arms.", "endoftext": false }, { "action": "You examine the playpen", "response": "Amy looks at the playpen, barely still standing, and imagines a tiny monster shaking its bars and shrieking to be released.", "endoftext": false }, { "action": "You examine the ceiling", "response": "The ceiling is painted black—or maybe there is no ceiling.", "endoftext": false }, { "action": "You wake caroline", "response": "Amy approaches Caroline carefully, trying not to look at whatever she's holding.\n\n\"Caroline?\" she whispers.\n\nCaroline rouses herself slowly. Her eyes focus on Amy.\n\n\"I'm sorry,\" she says, her voice creaking.\n\nAmy shakes her head. \"It's okay, Caroline. Let's get out of here.\"\n\n\"I would have called—but I was so busy.\" Caroline shakes her head and looks down at the bundle in her arms. \"I've been so busy lately...\"\n\nAmy takes another step and reaches out for Caroline's shoulder. Then a sound makes her stop: The sound of something tearing.\nsound makes her stop: The sound of something tearing.A pudgy hand rises out of a hole in the bottom of the playpen.\nrises out of a hole in the bottom of the playpen.The hand reaches over to grab Caroline, wrapping its fat fingers around her body. She offers no resistance.\n\n\"Sorry, Amy,\" she says.\n\"Sorry, Amy,\" she says.The hand pulls Caroline through the bottom of the playpen and disappears.", "endoftext": false }, { "action": "You look", "response": "The ceiling seems very low in here.\n\nA splintery playpen is set against the wall.\n\nNext to the playpen is an empty rocking chair.", "endoftext": false }, { "action": "You look in the playpen", "response": "A great black hole has been torn in the bottom of the playpen.", "endoftext": false }, { "action": "You examine hole", "response": "Amy peers into the hole.", "endoftext": false }, { "action": "You enter the hole", "response": "Amy hoists herself over the side of the playpen and climbs into the hole.\n\nAmy is in a narrow vertical tunnel, pressing her arms and legs against the walls to keep from falling down.", "endoftext": true }, { "action": "Go downward", "response": "Amy carefully lowers her arm, and then her leg, then her other arm, inching her way down the tube.\n\nBut the tunnel widens unexpectedly—she falls—\n\nAmy lands with a squelch. She groans as she picks herself up.\n\nThe hospital's cavernous sub-basement glows red and orange over hundreds of flickering candles. The walls and floor are coated with slime. To the west is a door labeled EMPLOYEES ONLY.\n\nIn the center of the chamber is a gigantic baby. It holds Caroline against its fat chest and eyes Amy lazily.", "endoftext": false }, { "action": "You examine baby", "response": "Amy looks up into the giant baby's giant face. Its cheeks are perfect globes; its eyes are huge and wet and inquisitive. Its nose is the slightest bit pointed.\n\n\"See anything you like?\" asks the baby. It runs a pudgy hand over its smooth skin.\n\nAmy averts her eyes. The floor near the baby is littered with bones.", "endoftext": false }, { "action": "You look at the slime", "response": "Amy looks around herself. Every surface is covered in slime. She even got some on herself.\n\nShe tries to wipe it off, with little success.", "endoftext": false }, { "action": "You look at Caroline", "response": "Caroline clings to the giant baby's chest, a satisfied smile on her face. She seems to be asleep.\n\nShe takes a deep breath, and as she exhales she coos, \"My little angel...\"", "endoftext": false }, { "action": "You look at the bones", "response": "Amy sees a skull, and a pelvis, but most of the bones are half-sunken in the slime and unrecognizable. How many other women have ended up like Caroline?", "endoftext": false }, { "action": "You take Caroline", "response": "Amy calls up to Caroline: \"Caroline! It's me, Amy! Your friend!\"\n\nBut the giant baby reaches down and puts a huge, fat finger over Amy's mouth. \"She's not your friend anymore, lady. She's my mommy. But you'll be my mommy too, pretty soon. So just sit tight.\"", "endoftext": false }, { "action": "You ask the Baby about the nose", "response": "You can only do that to something animate.", "endoftext": false }, { "action": "Cut baby", "response": "Amy yells at the giant baby: \"What are you doing with Caroline?\"\n\nThe baby gawks at Amy a little, as if the question is unthinkably stupid. Then it says: \"We're cuddling. We'll be cuddling for a good long while.\"\n\nThe baby's eyes bulge. It stares furiously into the middle distance, as if it just remembered something awful.\n\nThen it burps, and the odor stings Amy's eyes.\n\nThe giant baby grins smugly. \"Don't worry, lady. You'll get a turn.\"", "endoftext": false }, { "action": "Cut baby", "response": "\"Give me back my friend!\" Amy screams.\n\nThe giant baby rolls its giant eyes. It pats Caroline on the back, and she produces a contented sigh.", "endoftext": false }, { "action": "You hit the Baby", "response": "Amy hides the rusty scalpel behind her back and moves toward the giant baby. It looks down at her and smiles.\n\nShe raises the scalpel over her head and, before the hulking creature can react, she jabs the blade into its stomach.\n\nThe scalpel doesn't make a scratch. It bounces off of the baby's springy skin, flying out of Amy's hand and careening toward some dark corner of the chamber.\n\nThe giant baby blinks. \"Huh,\" it says. \"Nice try, I guess.\"", "endoftext": false }, { "action": "Inventory", "response": "She is carrying:\na steel key", "endoftext": true }, { "action": "Look around", "response": "The hospital's cavernous sub-basement glows red and orange over hundreds of flickering candles. The walls and floor are coated with slime. To the west is a door labeled EMPLOYEES ONLY.\n\nIn the center of the chamber is a gigantic baby. It holds Caroline against its fat chest and eyes Amy lazily.", "endoftext": false }, { "action": "Search bones", "response": "Amy moves toward the bones, but the giant baby swats her away.", "endoftext": false }, { "action": "You take candle", "response": "The candles are mostly melted into the floor, and the wax is too hot to touch.", "endoftext": false }, { "action": "You examine baby", "response": "Amy looks up into the giant baby's giant face. Its cheeks are perfect globes; its eyes are huge and wet and inquisitive. Its nose is the slightest bit pointed.", "endoftext": false }, { "action": "You examine Caroline", "response": "Caroline clings to the giant baby's chest, a satisfied smile on her face. She seems to be asleep.\"", "endoftext": false }, { "action": "Go west", "response": "(first opening the closet door)\n\nThe closet is cramped and dusty, lit only faintly by the candles to the east.\n\nAn old toolbox sits alone on the shelves.\n\nA huge oxygen tank rests on the floor nearby.", "endoftext": false }, { "action": "You open the toolbox", "response": "She opens the toolbox, revealing a hefty wrench.", "endoftext": false }, { "action": "You take the wrench", "response": "Taken.", "endoftext": false }, { "action": "Examine tank", "response": "Amy looks over the oxygen tank. It looks like it could be a hundred years old. There used to be a safety warning painted on it, but most of the paint has chipped away. It's mounted on rickety wheels, so with some effort she could push it around.\n\nThe nozzle of the tank is secured with a hexagonal nut.", "endoftext": false }, { "action": "You unscrew the nut", "response": "Amy fixes the wrench around the tank nozzle, and then she leans on the tool until at last the thing turns the slightest bit. The nozzle begins hissing as oxygen escapes into the musty air.\n\nAmy pulls up on the wrench, and the hissing stops. She peeks out from the closet at the giant baby, and her lips purse in a grim half-smile.", "endoftext": false }, { "action": "You unscrew the nut", "response": "Amy grits her teeth and tries to force the wrench onto the nozzle. She grunts, she puts her weight into it, and the wrench fits into place.\n\nThe giant baby looks over at her. \"Hey! What do you think you're doing?\" it whines.\n\nAmy doesn't answer. She positions herself over the wrench, and she pushes it down until the screw gives way. Gas streams out of the nozzle.\n\nAmy looks up at Caroline. The baby is squeezing her harder now, tensing its fat fingers in frustration. But Caroline's expression is blissful.\n\n\"Stop it!\" the big baby cries. But it doesn't realize what's happening. It doesn't even try to stop her.\n\nAmy grins up at the baby's stupid face. She pushes harder, opening the aperture wider, increasing the flow of oxygen into the room.\naperture wider, increasing the flow of oxygen into the room.An invisible finger of gas brushes against the flame atop one of the candles.\ncandles.A river of fire flows toward the oxygen tank.", "endoftext": false }, { "action": "You listen", "response": "You hear nothing unexpected.\n\nIt is pitch dark, and a cat is howling outside.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying nothing.\n\nIt is pitch dark, and your life is meaningless.", "endoftext": false }, { "action": "You stand", "response": "But you aren't in anything at the moment.\n\nIt is pitch dark, and you are naked.", "endoftext": false }, { "action": "Go north", "response": "You can't go that way.\n\nIt is pitch dark, and a serial killer is on the loose.", "endoftext": false }, { "action": "You wake up", "response": "The dreadful truth is, this is not a dream.\n\nIt is pitch dark, and there is no way out.", "endoftext": false }, { "action": "Exit", "response": "But you aren't in anything at the moment.\n\nIt is pitch dark, or is it?", "endoftext": false }, { "action": "Go east", "response": "You can't go that way.\n\nIt is pitch dark, and something is touching your neck.", "endoftext": false }, { "action": "You touch yourself", "response": "You achieve nothing by this.\n\nIt is pitch dark, and there's nothing you can do about it.", "endoftext": false }, { "action": "You go south", "response": "You can't go that way.\n\nIt is pitch dark, and you are being eaten by a grue.", "endoftext": false }, { "action": "Smell", "response": "You smell nothing unexpected.\n\nIt is pitch dark, you stupid idiot.", "endoftext": false }, { "action": "You go to the west", "response": "You can't go that way.\n\nIt is pitch dark, but what else is new?", "endoftext": false }, { "action": "About yourself", "response": "You are bound and gagged.\n\nShe smiles at you. \"Are you thinking about your past?\"", "endoftext": false }, { "action": "You say NGGH", "response": "(to the woman)\nYou can only grunt through the gag in your mouth.\n\n\"I've learned how to forget things,\" she explains. \"I won't remember all the details.\"", "endoftext": false }, { "action": "You examine the woman", "response": "Her skin is smooth and white. Her arms are long and lithe. Her dark eyes still glitter welcomingly, but it is too late to succumb or to resist.\n\n\"I won't remember you,\" she says.\n\nFor a moment you think you hear music.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying nothing.\n\nShe looks up into the mist and lets go of the oars. \"This is the place.\"", "endoftext": false }, { "action": "You look at the gag", "response": "You can't move.\n\nShe raises her hands and calls out to the fog: \"O Great Nesphelet! I am Mergeis, your servant, your slave. In accordance with our contract I offer this sacrifice.\"\n\nTendrils of mist swirls around the boat. The waters shake, and a voice rises from the bottom of the lake:\n\nThe sacrifice is inadequate.\n\nMergeis stares blankly into the fog.", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\nThen she finds her voice. \"No!\" she cries. \"This is what you asked for! You can't change the terms now!\"\n\nMy terms require the sacrifice of a virgin, the voice responds.\n\nMergeis is baffled for an instant—then she glares at you with insane fury.", "endoftext": false }, { "action": "You examine the mist", "response": "At times, the fog is so thick that you seem to be floating through a dark cloud. When the waters come into view, they reveal nothing.\n\n\"I was lied to!\" Mergeis shrieks. \"You must accept this one! You must honor our bargain!\"\n\nThere can be no negotiation.\n\n\"No!\" She reaches for you, clutches you with cold hands. She shoves you out of the boat, into the lake.\n\n\"You must—\" she shouts into the mist, as you sink below the surface.\n\nYou are falling through the icy waters of the Grey Lake.", "endoftext": false }, { "action": "Go upwards", "response": "You struggle uselessly.\n\nYou can't hold your breath much longer.", "endoftext": true }, { "action": "Go downward", "response": "Your binds are too tight.\n\nYour body overcomes your will—you try to inhale, and freezing water fills your nose and throat.", "endoftext": false }, { "action": "Wait", "response": "You let yourself go limp.\n\nYour lungs are burning.", "endoftext": false }, { "action": "You wait awhile", "response": "You wait.\n\nFinally you die.\n\nYour lifeless body continues sinking to the bottom of the Grey Lake.\n\nBut something else floats in its place, going neither up nor down.\n\nYou are in the middle of grey, featureless water, without even a body.", "endoftext": false }, { "action": "Go upward", "response": "You float formlessly in the greyness of the Grey Lake. Above, the water is lighter; below, it grows darker.", "endoftext": true }, { "action": "Go downward", "response": "You are in the middle of grey, featureless water, without even a body.", "endoftext": true }, { "action": "Go downwards", "response": "The water is dark here. It's even darker below.\n\nA slow, sombre tune floats past you.", "endoftext": true }, { "action": "Go downwards", "response": "A corpse has landed here, among the dirt and lake-weed.\n\nBut the slope of the lakebed leads even further down.", "endoftext": false }, { "action": "You look at the corpse", "response": "The body is intact; the fish haven't gotten to it yet. Its arms and legs are bound with strong rope, which will rot away long after the corpse does. Its mouth is gagged. Its face bears a resigned, maybe even weary expression.", "endoftext": true }, { "action": "Go downwards", "response": "At the bottom of the lake is a mountain. Atop the mountain sits Nesphelet, Un-god of the Grey Lake, playing his thorny harp.", "endoftext": false }, { "action": "You look at the nesphelet", "response": "The aspect of the Un-god is as hideous as it is colossal. His glassy skin is cracked and crumbling; his ragged wings beat slowly through the filthy water. His eyes are bulbous, enormous—\n\n—and they look down at you in disgust.\n\nMergeis gained nothing by drowning you, he says. All the\nsame, you have fallen into my domain, and are now my subject. I doubt it's the afterlife you were looking forward to...\n\nHe loses interest, and resumes plucking his harp.", "endoftext": false }, { "action": "You look at the harp", "response": "Nesphelet's harp is carved from a branch of the Tree of Desire, and still bears its deadly thorns. Its hundreds of strings, stretched thin and tight over the spikes, are the souls of mortals (virgins) offered to the Un-god of the Grey Lake by his followers as payment for his favors.\n\nAs he plucks each string, it screams out for release, and in this way a melody of purest pain plays on and on.", "endoftext": false }, { "action": "You take the strings", "response": "Nesphelet would begrudge your interference.", "endoftext": false }, { "action": "You ask Nesphelet about the harp", "response": "Nesphelet bats the question away.", "endoftext": true }, { "action": "You go downwards", "response": "No light reaches into this cavern, at the bottom of the bottom of the lake.\n\nA woman is here, waiting for you.", "endoftext": false }, { "action": "You look at the woman", "response": "She has the flowing hair and hungry eyes of a river sprite, but none of a river sprite's youth or beauty.\n\n\"You've been very unlucky,\" she says. \"And not a little foolish, but that can't be helped. It's not too late, though.\"\n\nShe opens her hand: In her palm rests a smooth stone disk.\n\n\"With the fealglass you can ascend into the mortal world. Whoever gazes into it will take your place among the damned. Show it to some unlucky fool—\" She laughs. \"More unlucky, if not more foolish than yourself.\"\n\nWithout arms or hands, you can't take hold of the stone. But she passes it to you, and it becomes yours.", "endoftext": false }, { "action": "You ask the woman about herself", "response": "You cannot find the words—but she smiles reassuringly.", "endoftext": false }, { "action": "You go upwards", "response": "At the bottom of the lake is a mountain. Atop the mountain sits Nesphelet, Un-god of the Grey Lake, playing his thorny harp.", "endoftext": false }, { "action": "You show the fealglass to Nesphelet", "response": "The stone manages to engage the Un-god's attention. Ah. An\ninteresting toy, he says.\n\nBut that's all he says.", "endoftext": false }, { "action": "Go upwards", "response": "A corpse has landed here, among the dirt and lake-weed.\n\nBut the slope of the lakebed leads even further down.", "endoftext": false }, { "action": "You go upward", "response": "The water is dark here. It's even darker below.", "endoftext": false }, { "action": "Go upward", "response": "You are in the middle of grey, featureless water, without even a body.", "endoftext": false }, { "action": "Go upward", "response": "You float formlessly in the greyness of the Grey Lake. Above, the water is lighter; below, it grows darker.", "endoftext": false }, { "action": "Go up", "response": "Just above you, the water at the lake's surface glitters weakly in the meager sunlight. Below is the darkness of the Grey Lake.", "endoftext": false }, { "action": "Go upwards", "response": "The fealglass seems to pull you up. You can't resist; you float easily, like a bubble.\n\nYou emerge into misty air.\n\nYou are on the shore of the Grey Lake. Night has fallen.\n\nBut the moon sheds some light, and you're able to recognize the geography: The road back to town is northwest of here.\n\nA pebbled path leads east around the lake.", "endoftext": false }, { "action": "You go to the east", "response": "You pass between the shore and the woods, on a path choked with weeds.\n\nThe road and the village are further west. To the east is a cottage that you think you recognize.", "endoftext": false }, { "action": "You examine the cottage", "response": "Someone is inside.", "endoftext": false }, { "action": "You go east", "response": "This is the cottage where Mergeis lured you, where she tied you up before forcing you into her dirty rowboat.\n\nMergeis is here, hunched over her cauldron.", "endoftext": false }, { "action": "You examine the cauldron", "response": "The water in the cauldron is as murky as that of the Grey Lake.\n\n\"Please,\" she whispers into the cauldron. \"I need more time. I can give you a virgin. I just need more time.\"\n\nThe cauldron does not respond.\n\n\"If I wither away, I can't give you anything! Is it worth it to let me crumble and die? Wouldn't you rather let me live, and receive more sacrifices?\"\n\nAll Mergeis sees in the cauldron is her own reflection. She covers her shriveled face with her hands and sobs.", "endoftext": false }, { "action": "You show the fealglass to Mergeis", "response": "You can almost feel your grip around the fealglass. With a thought you could pull it out into the air and make it visible. But is this the right place? The right person?", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\na fealglass", "endoftext": false }, { "action": "You show the fealglass to Mergeis", "response": "Mist fills the cottage, and Mergeis looks up hopefully.\n\nThe fealglass materializes before her. She reaches for it desperately; she clutches the stone that she assumes is her salvation. She stares into its depths, waiting for a message from her master.\n\nHer eyes go blank; the crone's body collapses on the earthen floor. Her soul howls as it exits the cottage, borne by irresistable magic to the bottom of the Grey Lake.\n\nYou crawl into the shell Mergeis left behind, as naturally as crawling into bed after a long day. You stand up, finally a being of both body and soul.\n\nA voice comes from the cauldron: Very impressive. Very well\ndone, it says. But I'm afraid you may find this body somewhat\nlacking.\n\nA sudden pain in your new joints makes you hunch over, and you're forced to agree.\n\nI can help, the voice goes on, but in return I'll require\nsomething from you.\n\n Isn't she obviously old and frail at that point?\"\n\nAntonio looks through his notes. \"Well, originally, I was going\nto...\"\n\nHe frowns.\n\n\"I think it's...\"\n\nThe moderator glances around the room. \"Are there any more questions?\"\n\nThere are not.", "endoftext": false }, { "action": "Yes", "response": "That presents a problem. The efficacy of this exercise is predicated on your aversion to diving into blood. Fortunately, I have the equipment and expertise necessary to correct this.", "endoftext": true }, { "action": "You go west", "response": "You pass between the shore and the woods, on a path choked with weeds.\n\nThe road and the village are further west. To the east is a cottage that you recognize.", "endoftext": false }, { "action": "You go west", "response": "You are on the shore of the Grey Lake. The road back to town is northwest of here.\n\nA pebbled path leads east around the lake.", "endoftext": false }, { "action": "Go northwest", "response": "This road leads west, to the village where you live—or, used to live. Southeast from here are the shores of the Grey Lake.\n\nThere's a man here, stumbling through the dark.", "endoftext": false }, { "action": "You examine man", "response": "It's a drunkard you know from town. He has no friends, no family. No one would miss him.", "endoftext": false }, { "action": "Go west", "response": "The streets are empty, except for faint fingers of mist gathering in the dark. The main road leads east, out of town.\n\nYour old home is just north from here.", "endoftext": false }, { "action": "Go north", "response": "Everything is as you left it, but through a ghost's vision, your home seems odd and unfamiliar.\n\nYour brother sits at the table, counting a stack of coins.", "endoftext": false }, { "action": "You examine brother", "response": "He can't see you.\n\nHis eyes are glittering. His lips move rapidly as he silently counts; then he pauses, to appreciate a particular coin, not as a number, but as as an object: Warm metal, a rigid edge, pressing hard against his fingers. Then he begins counting again.\n\nYour brother begins mumbling to himself.\n\n\"Oh, Mergeis,\" he whispers, \"How desperate you must have been, to accept my first offer! I would have agreed to so much less. Look: Here is the value of family.\"\n\nHe pushes a short stack of gold coins apart from the others.\n\n\"And here is the value of loyalty.\" He sets aside another handful.\n\n\"And this is the price of my reputation,\" he says, skimming a few coppers off the top. \"I have to charge a little extra, since word might get around about my dealing with witches. But everything else!\"\n\nHe closes his hands over the impressive pile that remains. \"Pure profit! Or pure stupidity on your part, Mergeis.\"\n\nHe laughs—Then he glances around, embarrassed, hoping nobody heard him. But he doesn't see anybody.", "endoftext": false }, { "action": "You break the fealglass", "response": "You are incorporeal.", "endoftext": false }, { "action": "You drop the fealglass", "response": "That would be very stupid of you.", "endoftext": false }, { "action": "You show the fealglass to the brother", "response": "A cloud of mist forms around your brother, and the fealglass appears on the table. He leans over it with interest. Maybe it's something he missed—a piece of exotic currency.\n\nBut as he looks into the swirling pattern at the center of the disk, the avarice disappears from his eyes, leaving nothing behind. His body slumps forward, knocking piles of coins off the table and onto the floor.\n\nYour brother's soul emits a quiet yelp of protest as it is pulled away to Nesphelet's domain beneath the Grey Lake. Meanwhile, you crawl into his body and begin tidying the stacks of coins that now belong to you.\n\n Why place all the blame on him, in the end?\"\n\nAntonio nods. \"I wanted to expand on the archetype of the predatory female witch. The brother character represents another kind of evil, a masculine evil to complement the feminine version of classic fairy-stories. I wanted to show both halves of the evil equation, reflecting and magnifying each other.\"\n\nI rub my forehead wearily.\n\nThe moderator glances around the room. \"Are there any more questions?\"\n\nThere are not.\nThere are not.Now it is time for the next author to step forward and share the next of the evening's delirious entertainments. It is Colin Michael Gustafson, well-known for his surreal, nightmarish visions, conjured from deep beneath the daylight realm of polite society, always presented with impish indelicacy.\n\nColin nods meekly and bows—and then sheds the veneer of modesty and reveals a brilliant grin. \"I'm very proud of this one,\" he admits. \"I believe it touches on the most basic anxieties in the deepest, most universal (and most uncomfortable) fundaments of our psychology.\"\n\n\"How very Jungian!\" another author interjects. \"The collective unconscious! The specter of the Shadow!\"\n\n\"Precisely,\" Colin hisses. \"But we're getting ahead of ourselves.\" He produces a sheaf of papers. \"Allow me to begin...\"\n\nDon't Dive Into Blood, Kids\nAn experiment in psychological terror by Colin Michael Gustafson \n\nBefore we begin, are you prepared to dive into blood?", "endoftext": false }, { "action": "Yes", "response": "That presents a problem. The efficacy of this exercise is predicated on your aversion to diving into blood. Fortunately, I have the equipment and expertise necessary to correct this.\nOffice\nI am in a cold, sterile psychiatrist's office.\n\nI can see a patient here.", "endoftext": false }, { "action": "About yourself", "response": "I am a cold, sterile psychiatrist.", "endoftext": false }, { "action": "You look at the patient", "response": "You are being very calm and quiet. Good for you.\n\nI'm going to cut an incision—Not a physical incision in your head,\nbut\na metaphorical incision in your mind. The procedure is perfectly safe.", "endoftext": false }, { "action": "Inventory", "response": "I am carrying:\na scalpel", "endoftext": false }, { "action": "You examine the scalpel", "response": "A tiny little knife like this is perfect for a patient like you.", "endoftext": false }, { "action": "You cut the incision", "response": "With the utmost care and professionalism, I make a Y-shaped psychological incision in your mind. The metaphorical aperture is more than wide enough for me to enter.", "endoftext": false }, { "action": "You enter the incision", "response": "I carefully climb into the incision. I assure you there's no medical risk involved.\n\nNow I am inside your mind. Don't worry; I'm a professional.\n\nI poke through the components of your psyche for a moment before I find what I'm looking for: your willingness to dive into blood.", "endoftext": false }, { "action": "You examine the willingness", "response": "Your willingness to dive into blood is connected to the rest of your mind with some sort of psychic tendon.", "endoftext": false }, { "action": "You cut tendon", "response": "I draw my scalpel across the psychic tendon, and your willingness to dive into blood comes loose easily.", "endoftext": false }, { "action": "You take the willingness", "response": "I carefully remove your willingness to dive into blood. Now you should be more than adequately prepared for our little entertainment.\nPool of Blood\nYou're standing at the side of a pool. The Vein sits on a tall chair, making sure all the swimmers are safe.", "endoftext": false }, { "action": "You examine Vein", "response": "Clad in a Speedo and sunglasses, the Vein is the archetype of coolness. His muscular skin glistens like a coiled anaconda.", "endoftext": false }, { "action": "You look at the Pool", "response": "The pool is full of red blood. At the far end, a ladder leads up to a diving board.", "endoftext": false }, { "action": "You look at the board", "response": "Across the pool from the lifeguard's chair is a diving board with an attached ladder. The construction seems too tall to be safe, but maybe that's an optical illusion.", "endoftext": false }, { "action": "You ask Vein about the blood", "response": "The Vein tosses his capillaries majestically and grins. \"Don't distract me, kid,\" he says. \"I've got lives to save.\"", "endoftext": false }, { "action": "About yourself", "response": "You are a kid in basic swimming attire.", "endoftext": false }, { "action": "You climb the ladder", "response": "There is no running allowed at the pool of blood, so you walk slowly around its perimeter to the diving board.\n\nYour arms are easily strong enough to bear you to the top of the ladder. What slows your progress is the knowledge that there is no turning back: When you get to the top of the ladder, the only way to get back down will be to dive into blood.\n\nYou are very high up.\n\nThe board wobbles beneath your feet.\n\nBelow you, far below, is the pool of blood.", "endoftext": false }, { "action": "You dive into the blood", "response": "You approach the edge of the board. The wind is cold on your skin.\n\nFrom his chair at the far side of the pool, the Vein watches you dispassionately; there's nothing else to watch.\n\nYou are afraid, and you should be afraid, because this is a bad idea. Don't dive into blood, kids.\n\nYou leap forward and dive into the pool of blood.\n\nYour tiny body takes forever to reach the surface.\n\nThe hot blood hits your skin all at once.\n\nYou sink into the deep end of the pool.\n\nYou flail helplessly into the blood.\n\nYou float back up to the surface.\n\n\"—IN THE POOL,\" the Vein is screaming. \"THERE IS A WOLF IN THE POOL. EVERYBODY OUT OF THE POOL. EVERYBODY OUT OF THE POOL OF BLOOD.\"\n\nThe Vein scrabbles down the side of his tall chair and runs away.\n\nYou turn your head back and forth. You can't see the Wolf. Where could he be? Where can you hide?", "endoftext": false }, { "action": "You go outside", "response": "If there really is a Wolf in the pool, he'll gobble you up before you get very far.", "endoftext": false }, { "action": "You dive into the blood", "response": "You take a few deep breaths, inhale one last big gulp of air, screw your eyes shut, and dive into the blood.\n\nYour force yourself to open your eyes.\n\nThe Wolf is at the bottom of the pool.", "endoftext": false }, { "action": "You examine Wolf", "response": "It turns out that the Wolf, the great Devourer, the archetype of inevitable destruction and lurking evil, was lurking at the bottom of the pool of blood. All along!\n\nHis mouth is wide open, a gaping, toothy entrance into pure blackness.", "endoftext": false }, { "action": "You dive into the blood", "response": "You're already in the blood.", "endoftext": false }, { "action": "You dive into the blackness", "response": "You swim deeper, deeper into the pool of blood. And then you dive into the beast's mouth.\n\nYou are now inside the Wolf's mind. Every aspect of his conscious, subconscious, and unconscious is open to you.\n\nObvious exits are WEST and NORTHEAST.", "endoftext": false }, { "action": "Go west", "response": "This chamber is dusty and disused.\n\nObvious exits are NORTH and EAST.", "endoftext": false }, { "action": "You go north", "response": "The studio is a picture of intentional, almost rehearsed disorder: A few papers have fallen on the floor; others are taped to the wall at uneven angles, but the attempt to create an atmosphere of chaos is not convincing.\n\nThe Wolf's current project rests on an easel, situated in front of a full-length mirror.\n\nObvious exits are NORTHEAST and SOUTH.", "endoftext": false }, { "action": "You examine the project", "response": "The canvas has been painted completely black, almost as if the Wolf simply poured a can of black paint over it. But you can see every brush stroke.", "endoftext": false }, { "action": "You examine the easel", "response": "On the easel rests a large canvas, the Wolf's latest artistic endeavor.", "endoftext": false }, { "action": "You examine papers", "response": "You peek at a random paper. On it is scribbled a reproduction of that optical illusion where it's a duck one way and a rabbit the other way.", "endoftext": false }, { "action": "You examine mirror", "response": "The mirror is about twice your height.", "endoftext": false }, { "action": "You examine papers", "response": "You peek at a random paper. On it is scrawled a few dozen squares, their uniformity decreasing as the Wolf got more and more bored of drawing squares.", "endoftext": false }, { "action": "You look at the papers", "response": "You peek at a random paper. On it is scribbled various rough drafts of a logo for \"WOLF COLA,\" all of which insist on the two words sharing the same O and L.", "endoftext": false }, { "action": "You go to the north-east", "response": "In the darkened chambers at the back of the Wolf's mind are his fears and insecurities, his vulnerabilities, his self-loathing and his doubts.\n\nObvious exits are EAST and SOUTHWEST.\n\nYou can see an unresolved trauma here.", "endoftext": false }, { "action": "You examine the trauma", "response": "The content of the trauma isn't something we have time to investigate. Just remove it so you can get out of here.", "endoftext": false }, { "action": "You go east", "response": "This room is a little better-lit than the others.\n\nObvious exits are SOUTH and WEST.\n\nThere is a Wolf in a dress here.", "endoftext": false }, { "action": "You examine Wolf", "response": "The dress is blue with white polka dots and a white collar. It's the kind of thing a she-wolf would wear on the first day of third grade.\n\nThe Wolf's feminine side bats an eyelash at you. You smile politely.", "endoftext": false }, { "action": "Go south", "response": "Set into the wall of this chamber are four levers.\n\nObvious exits are NORTH and SOUTHWEST.", "endoftext": false }, { "action": "You examine the levers", "response": "You see a green lever, a red lever, a purple lever, and a blue lever.", "endoftext": false }, { "action": "You examine the green", "response": "It's just a lever, sticking out of the wall.", "endoftext": false }, { "action": "You ask Wolf about levers", "response": "\"Where'd you get that dress?\" you ask.\n\n\"I sewed it myself,\" the Wolf's feminine side admits—and then gushes: \"It has pockets!\"\n\nYou nod approvingly as the Wolf's feminine side demonstrates that the dress has pockets.", "endoftext": false }, { "action": "You ask Wolf about the mirror", "response": "\"I like your lipstick,\" you say, not that your taste in lipstick is especially discerning.\n\n\"The better to smooch you with, my dear,\" says the Wolf's feminine side. A lump forms in your throat.", "endoftext": false }, { "action": "Go west", "response": "In the darkened chambers at the back of the Wolf's mind are his fears and insecurities, his vulnerabilities, his self-loathing and his doubts.\n\nObvious exits are EAST and SOUTHWEST.\n\nYou can see an unresolved trauma here.", "endoftext": false }, { "action": "You take the trauma", "response": "You pull on the unresolved trauma, but it won't budge. When you look a little closer, you see it's connected to the Wolf's mind by some sort of psychic tendon.", "endoftext": false }, { "action": "You cut tendon", "response": "You position the blades of your giant pair of scissors on either side of the psychic tendon, and then you snip, and the unresolved\ntrauma comes loose.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na giant pair of scissors", "endoftext": false }, { "action": "You take the trauma", "response": "You reach around the unresolved trauma. It is too large for someone of your size to hold easily, but you should be able to roll it away...\n\nYou hear something snorting behind you.\n\nYou turn around.\n\nA huge, hairy creature looms over you. His snout is full of pointy yellow teeth. Is this the Wolf?\n\n\"Nope,\" says the monster. He snorts again, and leans down, way down, to meet your gaze.\n\n\"I'm the Wolf's dad.\"\n\nYou wake up in a cold sweat.\n\n\"\n\n\"I came up with most of it in the shower,\" says Colin.\n\nThe room full of authors rumbles in a general affirmation.\n\n\"But why the word 'kids?'\" asks another author. \"There seems to be only one kid in the story.\"\n\nI elbow you and roll my eyes at the insipid question, but Colin answers in good faith: \"Well, the title that came to me in the shower was 'Don't Dive Into Blood, Kids.' And I guess I didn't bother to change it.\"\n\n\"Don't overanalyze it!\" someone calls out from the back, and the moderator is forced to hush everyone before things get too heated.\n\nNow it is time for the next author to step forward—but, as I look around the room, I see that all of tonight's authors have already presented their stories! How time flies, when you're out of your mind with terror and suspense.\n\n\"So,\" I say, \"which story was your favorite?\"\n\nBehind me, you can see the other authors leaning in, eager to hear your answer.", "endoftext": false }, { "action": "You look at the authors", "response": "Just as you're about to speak, a black wind rushes through the library—the fire is extinguished—and Castle Balderstone is plunged into darkness!", "endoftext": true } ]
bpp58cwqb8gfu1wk
Scroll Thief
Daniel M. Stelzer
[ "Fantasy" ]
[ "adventure", "cover art", "fantasy", "first effort", "gender choice", "I7 source available", "Infocom related", "Inform 7", "IntroComp", "IntroComp 2014", "last lousy point", "magic", "multiple solutions", "NightFloyd transcript", "old school", "parser", "second person", "spells", "text adventure", "Xyzzy Awards 2015", "Zork", "zorkian" ]
2,015
[ 2, 6, 4, 0, 0 ]
12
3.833333
20140901
false
Not a single spell! After two full years of study! Every Enchanter—every mortal with the power to change very nature of the universe with their words—has a spell book! Filled with words of power collected over years, decades, generations... and yours is blank after two entire years of study. It is shameful! And now something is wrong. You have seen the Enchanters and Sorcerers discussing it in hushed tones. Magic is failing. And there are rumors that GUE Tech will be closed. That would end your dreams of magic forever. There is only one solution, although it is looking less feasible by the minute. Take your spell book, break into the library, and steal some magic from the Guild of Enchanters. This is a puzzle-heavy game in the Zork/Enchanter universe, meant as an "unofficial sequel" clearing up some of the mysteries of Spellbreaker.
[ { "action": "%", "response": "scenes. It is highly recommended if you are new to interactive fiction, as it will teach you many of the commands you should use to progress the story. Would you like to view the tutorial as you\nplay?\nPlease type either yes or no.", "endoftext": false }, { "action": "No", "response": "The tutorial is now off, though you may turn it on at any time by typing TUTORIAL ON. Please note, you will continue to receive occasional help messages about commands specific to this game.\n\nThe hour is late, and you lie awake.\n\nPerhaps if you were fully grown, Father would have invited you to join the men in the library for cigars and port. And then colloquies (and colloquies and colloquies) on the means to greater wealth, followed by a rousing game of Tiddledy-Winks. Traces of laughter meander through your bedroom walls, and you bury your ears in your pillow. You can only be thankful you have more growing to do. *", "endoftext": false }, { "action": "About yourself", "response": "only be thankful you have more growing to do. *What's this? A\ntiny woman no larger than your hand alights on your chest. \"Young sir. Young sir, you must wake up,\" she says, hushed but hurried.\n\n\"Go away,\" you say, rolling onto your side. *\n\"Go away,\" you say, rolling onto your side. *But the woman is undeterred. Holding her parasol over her head, she is lifted into the air and over your ear. \"Young sir, I insist you wake up at once. There is a matter most urgent!\" A bold woman, she risks a raised voice.\n*\n*The Terrible Doubt of Appearances\n\nThe following is an introduction to a larger work in progress.\nCertain accessible paths touch upon mature themes that may not be suitable for young readers. For ideal viewing, the author recommends keeping the window to the approximate dimensions of a paperback novel. Thank you, and enjoy!\n\n\n\nYou are in your bedroom, a sacred place filled with your many treasures. You climb out of bed and into the moonlight, glowering at the tiny woman. Who (or what) is she to visit so informally\nat such an hour? An unsavory sort, no doubt.\n\n\"Good evening,\" she says. \"I am Athena, your guide.\" You are still much too tired to follow along with the rest of her introduction; something about humanity and granting wishes. \"Quickly now, look under the bed,\" she concludes at long last, shooing you back toward your bed with a lacy glove.\n\nOh well. A simple task, if it means she will leave you in peace.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are wearing your pajamas.", "endoftext": false }, { "action": "You examine the pajamas", "response": "Your favorite pajamas, imported from British India. You prefer their modernity and comfort to your nightshirts.\n\nAthena watches as you inspect your pajamas. \"You seem distracted,\" she says. \"Would you like a hint? I would be happy to provide one for you.\"", "endoftext": false }, { "action": "About yourself", "response": "You linger by your reflection in the mirror. No longer a boy, not yet a man. And despite this awkward phase of life, you are still as good looking as ever, a sign of your exceptional breeding.", "endoftext": false }, { "action": "You look under the bed", "response": "Searching among the dust bunnies, you find the edges of a loose floorboard. A loose floorboard! How long have you been ignorant of such a glorious cranny? Perhaps one or two of your more controversial treasures could be hidden beneath.\n\n\"Quite the discovery,\" says Athena. \"This calls for further examination.\"", "endoftext": false }, { "action": "You ask ATHENA about herself", "response": "Mother says every conversation should leave the other captivated by your charm, impressed by your wit, and envious of your good looks. And how you practiced your charm, with the hope it would one day be as effortless as the other two.\n\nYou conceal your scowl with a warm smile. Mother would be proud. \"You are so very unique,\" you say. A careful compliment. \"I'd like to know you better.\"\n\nAthena looks away. \"Your interest is flattering, young sir, but I don't care to discuss myself with you.\"\n\nA dubious reply. You could flatter her, if you think it would help sweeten her mood. Or you could ask what sort of creature she is, say you have concerns about her existence, ask what she wants from you, or request that she leaves. Though you might let her be.\n\n(When in conversation with someone, you can type ASK or SAY to\ndiscuss various objects, people, places, or subjects, such as ASK ATHENA ABOUT HERSELF. Some of the conversation options relevant to the story are suggested to you, which can be also be reviewed by typing TOPICS. You should try to type the suggestion exactly as mentioned, and note that not every suggestion will begin with the words ASK or SAY.)", "endoftext": false }, { "action": "You take the floorboard", "response": "You pull, you twist, you heave with all your might. A success! You cast the floorboard aside. The newly revealed cranny exudes a strange glow.", "endoftext": false }, { "action": "You examine the glow", "response": "You find a pocket watch. It appears to be made of brass, with an open face in the modern style. Strangely, it has a single watch hand, which points to the number one. Even more strangely, it glows of its own accord.", "endoftext": false }, { "action": "Examine watch", "response": "A glowing pocket watch.", "endoftext": false }, { "action": "You take the watch", "response": "You tentatively reach under the bed again, and you no sooner touch the pocket watch than find the glow spreading up your arm to surround you; an appropriate moment to panic. Fortunately, the glow either fades on its own, or your immediate rubbing, shaking, rolling, kicking, and blaspheming were a surprisingly effective remedy. *", "endoftext": false }, { "action": "Footnote", "response": "blaspheming were a surprisingly effective remedy. *And then a\nterrible ripping sound as the nearest floorboards begin to fall. A black hole tears into the floor beneath your feet. You leap onto the bed and cling to a post, watching helplessly as your treasures disappear into the widening darkness.\n\nThe bed stirs. It pitches to one side. Then another. Oh dear.\n*\nYou had a nightmare of falling once. From where, you couldn't remember, and to where, you didn't know. Down down down you fell, faster and faster. So fast, you couldn't breathe. Then just before you struck the ground, you woke gasping for breath. A strange thing to happen, you had thought, that your mind could conjure such terrible illusions and you believed them, never in doubt.\n\nLater that day, you learned of Uncle Earl's passing. The doctors\nsaid he stopped breathing in his sleep. Mother blamed the doctors of course, saying no man with so robust an appearance should die without any forewarning. Yet you also remembered him a gloomy sort of curmudgeon with a dislike for anything that moved. You couldn't help but think he was happy to depart when he did.\n\nAn experiment came to mind. If it was possible to convince\nyourself to die, maybe you could convince yourself into becoming someone you're not. *\nYou fall. The bedroom is gone, a shrinking patch of light swallowed by the nothingness. You dive under the covers, making swift promises to God you'll take no more lemon squares from the pantry if only you'll live.\n\nAnd then the hard ground, but not as hard as expected (being alive, you're fairly certain). You emerge from the covers amidst a dissipating cloud of dust. Athena descends and hovers by your shoulder. *\nChapter II\nOf the uncertainty after all\n\nYou find yourself in a clearing surrounded by trees—but no! What you mistook for trees are wooden planks, just as tall and jutting from the gray earth at steep angles. A rocky hill rises beyond the clearing.\n\n\"What luck! You appear to be intact,\" says Athena, looking you over. \"Traveling by fall has been known to cause a complication or two when the aiming is poor... Oh! There we are.\" She directs your attention to where the planks are most dense and a narrow gap invites exploration. \"The path should take us safely through the planks to our destination.\"\n\n\"And which way is home?\" you ask, squinting into the sky. The moon is brighter here. \"I don't see myself going back the way I came.\"\n\nAthena smooths her gown and gestures once again. \"You must follow the path now, young sir. I will be close behind.\" Another realization, this one much darker. She is not your guide. She is your warden.\n\n(You can type MAP to see a list of directions available for\ntravel. Also, unless otherwise noted, you may assume Athena is nearby. She will no longer be mentioned when looking.)", "endoftext": false }, { "action": "You examine the bed", "response": "You had hoped for paisley covers, but Mother sent for garish stripes in crimson and gold.", "endoftext": true }, { "action": "Look around", "response": "A dearth of planks form a small clearing, which your bed graces with its presence. You could do as Athena asks and follow the path, climb the rocky hill, or escape the forest.", "endoftext": false }, { "action": "Escape", "response": "Oh, how you hate this place. You feel you must depart at once. But which way? Finding no clear path of escape, you walk directly through the planks, around and around and around, skirting one after the other. It is a welcome relief when the planks begin to thin.\n\nAthena initially expresses her displeasure at going the wrong way, but quickly falls silent. She must have realized your ability to receive a scolding and not hear one word of it. Thank you, Mother.\n\nAfter a lengthy trek, you approach the forest's edge. A sweet sight, but one that inevitably sours. A mass of some sort blocks the way out of the forest.", "endoftext": false }, { "action": "You examine mass", "response": "A bizarre pile of colorful things. Dresses and gowns in bold fabrics over wooden torsos. Lace and beads and flowers and dead birds and glittering jewels. Feet in exquisite heels. And all of such a height and breadth; you are surprised you couldn't see it from the clearing. The pile creaks and rustles.", "endoftext": false }, { "action": "Climb pile", "response": "Only when close enough does the mass acknowledge your presence. A dozen arms of various compositions erupt from within and swipe at you.\n\nBy the time Athena coaxes you out from behind a distant plank, the arms have receded back into the pile.", "endoftext": false }, { "action": "You return", "response": "You return to the clearing and your bed. You could follow the path, climb the rocky hill, or revisit the forest's edge.", "endoftext": false }, { "action": "You climb the hill", "response": "You leave the clearing along the rising ground. It is a tiresome walk. Uphill, no less. The rocks are large and abundant, and you\neven have to put your hands on their dusty surfaces several times to lift yourself over them.\n\nCresting the hilltop, you stop short. An odd white ball blocks the way down the far side of the hill.", "endoftext": false }, { "action": "You examine the ball", "response": "How peculiar. It stands nearly double your height and reflects the moonlight off its polished surface.", "endoftext": true }, { "action": "You look around", "response": "You take in the view from the hilltop. The forest is immense, though you can see where the planks end and the gray horizon begins. Far below, the path cuts a jagged line from the clearing to an ominous black shape.\n\nMore instruction. Athena insists you should return to the clearing and avoid the odd white ball that blocks the way down the far side of the hill.", "endoftext": false }, { "action": "You touch ball", "response": "It feels like fine china.", "endoftext": false }, { "action": "You take the ball", "response": "The ball is much too heavy to lift, even if you could get your arms around it.", "endoftext": true }, { "action": "Go down", "response": "You look one way, and then the other. Two routes down. Do you want to return to the clearing or descend the far side of the hill?", "endoftext": false }, { "action": "You descend the far side of the the hill", "response": "Picking your way down the hill, you reach the bottom. But between the fence-like planks and the impassable ditch, you realize with great annoyance that all of your efforts have brought you to a dead end.\n\nYou happen to glance down, and in doing so you notice a pocket watch hanging from a chain around your neck. Quite a shock, considering you didn't put it there yourself. You turn it around in your hands. It appears to be the same one from beneath your bed. The single watch hand points to the number one.", "endoftext": false }, { "action": "You change the clock to 2", "response": "(Your command was not recognized. You can type COMMANDS for a list\nof basic commands.)", "endoftext": false }, { "action": "You climb the hill", "response": "You sigh and turn back the way you came, tripping over a small mound of dust. Not your most graceful moment. Though the mound was a little too hard, to be only dust.", "endoftext": false }, { "action": "You look at the mound", "response": "The ground bulges ever so slightly. You imagine there could be something buried.", "endoftext": false }, { "action": "You dig the mound", "response": "Ugh, why must the ground always be so dirty? This dust is no exception. You search for a small plank to dig with, but find nothing suitable. You look at your hands. Desperate times, desperate measures.\n\nResigning yourself to filthy hands, you sweep away the dust. Gold! No, merely golden in color. You dig and dig, wincing with every clump of dust that impinges on the delicate space beneath your fingernails. Gradually, a giftbox emerges, wrapped in golden paper and tied with a red ribbon. Not something one usually finds buried. Perhaps there is a treasure inside.", "endoftext": false }, { "action": "Unwrap box", "response": "The urge is simply too strong. And when the deed is done, you are wielding a pirate's cutlass. Your finest treasure yet! Yes, yours. Someone was clearly wanting to be rid of it. You think about how grand it will look above your fireplace. If you ever get home, that is.\n\nYou carefully slide the cutlass into the accompanying leather scabbard, which you belt about your waist.", "endoftext": false }, { "action": "You look at the cutlass", "response": "You unsheathe the pirate's cutlass, successfully not hurting yourself in the process.\n\nShiver me timbers! An edged weapon, perfect for cutting things. Or pillaging, if the circumstances are right.", "endoftext": false }, { "action": "Climb hilll", "response": "You do not see any such thing. Perhaps you meant something else.", "endoftext": false }, { "action": "You climb the hill", "response": "As you climb, you become aware of an anxious clinking sound, like someone is rattling a jar of pennies, coming from the ditch. You wait. And watch.\n\nTwo wooden hands emerge, clawing at the edge of the ditch, followed by another two hands. Followed by two more and then two more. A creature pokes its head out—the same head you rolled down the hill! Except a significant portion of the top is missing and the nose has broken off. It sees you, and smiles. Uh-oh. *\nIt sees you, and smiles. Uh-oh. *Athena shrieks and ducks\nbehind you, as you shriek and attempt to hide behind her. Then a moment of spinning in circles and general silliness.\n\n\"It has amalgamated!\" cries Athena. \"Quickly, cut the amalgam to dispatch it at once!\"\n\nThe creature ascends the hill with incredible speed, snapping planks and dislodging rocks. Rocks that must weigh, well, a great deal more than you.", "endoftext": false }, { "action": "You cut the amalgam with cutlass", "response": "You wait for the amalgam to near, trying desperately to control your shaking limbs. As it closes in, you shut your eyes, cover your face, and wave your sword around. Father would not be pleased.\n\nRegardless, you strike! And feel as if you smashed through one of the family vases (not that you would know anything about such an event, of course). When you peek from beneath your arm, you see the amalgam shattered into bits of china. Its appendages detach and scatter like roaches under a lifted rock, disappearing behind the planks.\n\nAthena is elated, and talks briefly about the feats of swordsmanship you could accomplish with your eyes open.", "endoftext": false }, { "action": "Go upward", "response": "The planks are much too sheer to climb. Even if they weren't, you don't suspect you would climb far.", "endoftext": false }, { "action": "You follow the path", "response": "The planks are too dense directly between here and there. You might return to the clearing first.", "endoftext": false }, { "action": "You follow the the path", "response": "The way forward is not quite the Sunday stroll. The earth rises and falls frequently, and several stray plank saplings threaten to stub your toes. The path continues deeper into the forest.", "endoftext": false }, { "action": "You follow the the path", "response": "Without warning, a human-like arm bursts from the ground! Another one of those creatures. It looks to be made of rubber, bending in directions arms don't usually bend. Its hand snatches at the air.\n\nAthena puts herself between you and the arm. \"Don't get too close, if you value your life! Make quick use of the cutlass you acquired, then we can continue.\"", "endoftext": false }, { "action": "You cut the arm", "response": "You take a couple of hesitant steps toward the nefarious arm, cutlass extended. Then a couple more. Another half step. Maybe it won't notice you.\n\nAnd then the arm grabs you about the waist! You scream. And whack it with all your might. And whack and whack and whack and whack and whack and—\n\n\"It is defeated!\" shouts Athena over your whacking. The arm lies flaccid on the ground.\n\nAn idea. You want to be cautious, but more importantly, you\nwant to be honest with yourself—what a fine treasure the arm would make. You pick it up.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are wearing your pajamas, a leather scabbard, and a pocket watch, and you are carrying a rubber arm and a pirate's cutlass.", "endoftext": true }, { "action": "Describe the surroundings", "response": "You are making your way through the planks. You could continue on the path or return to the clearing.", "endoftext": false }, { "action": "You continue on the the path", "response": "Another walk along the path, and another appendage protruding from the ground. This time a limb, composed of sanded wood and complete with a slippered foot.\n\n\"Not again,\" you grumble, yet you are glad for an appendage less fearsome. In fact, you find its slipper rather lovely.\n\n\"We should remove this one as well, while keeping a safe distance,\" says Athena. You nod in agreement. The wooden limb impedes the way forward, flailing wildly.", "endoftext": false }, { "action": "You cut the leg", "response": "You swing at the wooden limb, but your blade merely nicks the surface. It seems a different approach will be required.", "endoftext": false }, { "action": "You hit the leg with the arm", "response": "The rubber arm! What a marvelous invention. Its fingers wrap tightly around the limb's wooden ankle. This ought to hold it in place, you think.\n\nBut no, the limb contends! It pulls to the left! You tighten your grip on the rubber arm. It reverses to the right! You follow suit. It attempts a retreat! You dig in your heels.\n\nPOP!\n\nIt separates at a previously invisible joint, and you are left holding the limp, bare limb. How utterly scandalous. You think you may well have a complete person before the night is done.", "endoftext": false }, { "action": "You continue on the the path", "response": "You continue onwards, and the path becomes littered with fallen planks. You find yourself scurrying over and under them more often than walking. Not at all the way you are used to traveling. And just before you can bear the journey no longer, you come to stand before a giant peacock plume sprouting from a magnificent black hat the size of a house. It is resting on its side, the top of which faces you.\n\n\"We're here,\" says Athena.\n\nA lilting tenor echoes off the surrounding planks. \"Oh! Athena dearest? My sweet sweet sweet savior. Is that you?\"\n\n\"Yes, Mr Mighty, and I have brought the boy,\" she replies.\n\n\"Splendid! Up up up! Let me have a look-see!\"\n\nAthena motions in the direction of the hat. Up up up, it seems.", "endoftext": false }, { "action": "You go upwards", "response": "Up up up isn't as straightforward as the voice claims it to be. Perhaps there is a way up his hat.", "endoftext": false }, { "action": "Climb hat", "response": "The hat is tall and steep. You spot a golden hatpin affixed to the lower part of the crown, which might make for a serviceable platform. If only you could reach it.", "endoftext": false }, { "action": "You grab the hatpin with the arm", "response": "Once again, the rubber arm! Ever the useful tool, it grabs hold of the hatpin. You should like to harvest them and sell them in town. People would come from miles around for one of your extraordinary rubber arms. And Father would be so pleased by your entrepreneurial ambitions.\n\nYou clamber up the arm, the hatpin, the collection of giant roses (somehow, sneezing), and the now inward-sloping crown of the hat. One final hop over the front brim, and— *\nWhen you were younger, Father would often share his wisdom with\nyou as bedtime stories. In one of these stories, he told of a fisherman who worked for an entire day, only to catch one tiny fish. The fish flipped and flopped and begged to be released. \"Good sir, kind sir, benevolent sir, do you see how tiny I am? Do not take me away and sell me, for I am hardly worth anything at all. However, if you toss me back into the sea, I shall grow into a mighty fish, bigger than you've ever seen! Then you can catch me again and earn a great fortune!\" But the fisherman shook his head and replied \"What a fool I would be, if I forego a certain gain for an uncertain profit.\"\n\nIt was an odd lesson from Father, who always praised his more speculative investments. Then one unfortunate day many years later, you overslept and missed a crucial exam. As you tried (unsuccessfully) to convince the teacher your future assiduousness should warrant a second chance, you realized the true moral of the story—that you should never end up the tiny fish. *", "endoftext": true }, { "action": "Look around", "response": "you stand on the forehead of a wooden countenance, meticulously painted with a delightful expression. The eyes are a starry cobalt, the nose long and proud, the lips nestled below a grand imperial. The rest of the supine figure extends far into the distance, wearing an elegant velvet coat.\n\n\"Come come come,\" the lips speak. \"Sit on my nose, so I may see you.\"", "endoftext": false }, { "action": "You wait", "response": "Athena comes to rest on your shoulder. \"I thought this one would please you the most,\" she says to the Dandy.\n\n\"So I see,\" he replies. You notice his hesitancy.\n\nYou could introduce yourself or continue to remain silent.", "endoftext": false }, { "action": "You remain silent", "response": "When you offer no introduction, the Dandy continues. \"Athena dearest, didn't you say you chose the one who would most please me?\"\nAthena clears her throat in your ear suggestively.\n\nYou could introduce yourself or continue to remain silent.", "endoftext": false }, { "action": "You introduce myself", "response": "Introductions are a necessary formality. Especially necessary, you assume, when seated on the other's nose.\n\n\"Good evening, Mr Mighty,\" you say. \"My name is Henry, and I apologize for my silence. Your largeness was... overwhelming at first. It is an honor to make your acquaintance.\"\n\nThe Mighty Dandy is delighted. \"Ho ho ho! And I you, Henry. And I you.\"\n\nAn opportunity for a question or two. You could ask Mr Mighty about himself, ask what he wants, or remain silent.", "endoftext": false }, { "action": "You ask about himself", "response": "\"Mr Mighty,\" you say, \"I take it you are a well-known and respected figure.\" Obvious flattery, but Athena did say to be generous with it.\n\n\"Yes yes yes, I should hope so,\" says the Dandy, chuckling.\n\"I was elected to the Mighty Twelve after all.\"\n\nAh, a servant of the people. You should have guessed, having met several Congressmen at Father's parties. The similarities are numerous. You could ask what the Mighty Twelve is, ask what he wants, or remain silent.", "endoftext": false }, { "action": "You ask what the mighty twelve is", "response": "\"I'm sure you represent the people well,\" you say. More flattery. \"Is the Mighty Twelve your governing body?\"\n\n\"Oh, yes! New Pardon is unique compared to many other cities. Twelve wards, each with its own laws, represented by...\" Instantly reminded of your history teacher, you drift away from the conversation.\n\nAthena clears her throat, and the Dandy laughs. \"Ho ho ho! My poor boy, you nearly had me recounting the entire history of my\ngreat city. Alas, Athena is right. There is much to be done, and you must use your power to help me.\" He pauses, concern spreading across his face. \"...you do have a votum, yes?\"\n\nYou aren't sure what he is talking about. You have a votum? You could respond truthfully or respond dishonestly. Or, you could ask what he wants, ask what a votum is, or remain silent.", "endoftext": false }, { "action": "You ask what a the votum is", "response": "\"A votum? I don't understand,\" you say.\n\n\"Athena!\" gasps the Dandy. \"Have you really not told him?\"\n\nA guilty pause. \"He never asked.\"\n\nThe Dandy rolls his eyes, then crosses them once again. You might have laughed were the situation not so distressing, and your body not so precariously perched. \"Humans like yourself can collect vota to acquire unique powers, or use them to grant the wishes of others. They can appear as almost anything, but always with an unusual glow. Even the most fleeting contact will bring one into your possession, usually into a sort of container called an artifact.\" You look down at the pocket watch, or you should say, your artifact. It must have contained a votum this entire time!\n\nHe continues. \"Now that you know, you can tell me whether you have found one on your journey.\"\n\nWith the realization you do, in fact, have this seemingly important votum, you could respond truthfully or respond dishonestly. Or, you could ask what he wants or remain silent.", "endoftext": false }, { "action": "You ask what he wants", "response": "No, you won't respond yet. There are still things you wish to know. \"I offer an exchange of information,\" you say, trying your best to sound like Father. \"You answer my questions, and I'll answer yours.\"\n\nYou didn't think the Dandy's smile could grow so wide. It does. \"Be still, my heart! Such shrewdness from one so young. I accept this most enticing proposal. Ask then. But remember, I will have my\nanswers, one way or another.\"\n\nYou nod. \"Please, tell me why have you summoned me here. How could I possibly be of use to someone as mighty as yourself?\"\n\nThe Dandy frowns. \"Yes. Well... there's no sense in hiding it, though you may have already guessed I am suffering from a minor embarrassment. You see, the dolls have—how does one say in polite company? They have not been themselves lately. I'm afraid\nthey have gummed up my inner workings. Gummed them up, I say! Would you be ever so kind, so handsome, so magnanimous, and repair my broken parts?\" His expressions dance from shame to anger to supplication.\n*\n*\"Surely you know someone more qualified than I,\" you reply.\n\n\"More qualified?\" The Dandy is taken aback. \"You are a human.\nYou have the power to grant wishes.\" His mustache twitches\nback and forth. \"And now I ask you again—do you possess a votum?\"\n\nDeciding whether you should reveal your votum, you could respond truthfully or respond dishonestly. Or, you could remain silent.", "endoftext": true }, { "action": "%", "response": "Not a single spell! After two full years of study!\n\nEvery Enchanter—every mortal with the power to change the\nworld—the\nvery fabric of reality—the very nature of the universe with\ntheir words—has a spell book! Filled with words of power collected over years, decades, generations...\n\nAnd yours is blank after two entire years of study. It is shameful! The first marks must be made.", "endoftext": false }, { "action": "Inventory", "response": "The first marks must be made.You pick up the quill. The frontispiece of the book has a space for your name. You may as well fill that out now.\n\nWhat do you want to write?", "endoftext": false }, { "action": "Wizard mcsmartypants", "response": "You sign your name with a flourish. Wizard's Spell Book.\n\nThe ink shines on the page. You straighten up and look at your reflection in the mirror across from your desk.\n\nAre you a man or a woman?", "endoftext": false }, { "action": "Woman", "response": "That mirror is said to have a scrying spell on it, but you have never seen it work. You turn back to your book.\n\nThe ink on the frontispiece is dry. You turn to the first page. You have practiced casting spells in your classes over and over until your pronunciation is perfect. Frotz. Gloth. Gnusto. Rezrov.\n\nFrotz should be the first page. The simplest spell, causing an object to glow with light. A warmup spell cast in preparation for a journey. Any Enchanter could cast it in their sleep if light were conducive to slumber.", "endoftext": false }, { "action": "You write the Frotz", "response": "slumber.You write the name across the top of the page. Not bad. Flawless calligraphy, if you do say so yourself.\n\nYou turn another page. Gloth should be page two, the second spell you ever cast.\n\nGnusto...rezrov...you write out the titles in flowing script at the tops of the pages.\n\nBut this is not enough. The name of the spell is not enough to cast it—you need the Presence from the scroll. And until you have\nyour own copy of the gnusto spell, there is no way to transfer it into the spell book. It is used up when cast. Gone.\nthe spell book. It is used up when cast. Gone.Which is why it has come to this.\n\nSomething is wrong. You have seen the Enchanters and Sorcerers discussing it in hushed tones.\n\nMagic is failing.\n\nAnd there are rumors that GUE Tech will be closed. That would end your dreams of magic forever.\ndreams of magic forever.There is only one solution, although it is looking less feasible by the minute.\n\nTake your newly-prepared spell book, break into the library, and steal some magic from the Guild of Enchanters.", "endoftext": true }, { "action": "Look around", "response": "[First-time players should type ABOUT.]\n\nIt was surprisingly easy to get in here—you saw nobody on your way over, and the outer doors recognized your student ring. The hardest part was not talking yourself out of it. So many things could go wrong. What if there is an alarm? What if someone is still in the Library? What if someone comes in and finds you?\n\nNo. You have come this far. Only the inner door to the library is keeping you away from the magic you seek. You aren't going to turn back now.", "endoftext": false }, { "action": "You look at door", "response": "The door to the library itself is closed and barred, with thick metal chains across it. There doesn't even seem to be a keyhole. Clearly the Guild is taking no chances with security.", "endoftext": false }, { "action": "Rezrov door", "response": "As you cast the spell, the badly-written scroll vanishes.\n\nYou stutter slightly in the pronunciation—this is the most\ncomplicated\nspell you have yet cast! But the scroll was consumed, so the\nPresence has had its effect. There is a slight shudder, and you\ncan see the chains on the door loosen infinitessimally.\n\nSuddenly, the bar flies back with a loud THUMP and the lock clicks open. The door swings wide with an enormous CLANG.\n\nWell, so much for stealth. But you can't panic yet. Not yet. The\nGuild might assume it was a false alarm. Just get in, get the spells, get out.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\nyour spell book\nthe Frobozz Colored Parchment Pack\na quill pen\na magical compass\nyour identification ring (being worn)\nyour journal", "endoftext": false }, { "action": "Examine Pack", "response": "This was the largest package of blank parchment you could buy without looking suspicious. The label on the shiny foil wrapping says it contains four sheets of quality magic-imbued vellum in various colors.", "endoftext": false }, { "action": "You look at the pen", "response": "You borrowed this from one of your professors, allegedly to practice copying your \"gloth\" scroll. It's large and deep blue, with a tiny enchanted diamond set in the tip.", "endoftext": false }, { "action": "You look at the compass", "response": "It's a large gold compass about the size of a pocketwatch, with a spell on the needle to make it always stay level. Most mages carry compasses because of how easy it is to get disoriented in magic-rich areas.", "endoftext": false }, { "action": "You look at the ring", "response": "A thin band of some silvery metal, with a flat copper disk in place of a stone. It's keyed to the enchanted doors on campus. It would also allow you to check out books here if the library were open.", "endoftext": false }, { "action": "You examine the door", "response": "The door hangs open, the bar raised and the chains shattered.", "endoftext": false }, { "action": "Go north", "response": "You've visited the library many times, and this room has never failed to impress you. Sunlight shone in through the circular window in the great domed ceiling, reflecting off the mosaic floor and filling the area with patterns of red and gold. The din of innumerable Enchanters and students made it feel alive.\n\nNow, however, it is dark and silent. A few shafts of moonlight give everything an ethereal silvery glow.\n\nStanding in the middle of the floor is a glass display case, showing off an illuminated scroll.", "endoftext": false }, { "action": "You look at the scroll", "response": "According to the plaque in the display case, this is one of the three original scrolls made of the \"gnusto\" spell. The words are surrounded by elaborate decorations picked out in lapis dye and gold leaf.", "endoftext": false }, { "action": "Gnusto scroll", "response": "You pause for a moment—this is a valuable artifact, after all.\nShould\nyou really burn it up for your own personal gain?", "endoftext": false }, { "action": "Gnusto scroll", "response": "The glass case shouldn't pose a problem for the gnusto spell,\nbut you aren't very confident with this spell yet. It would be a lot easier to cast at a scroll in your hand for now.", "endoftext": false }, { "action": "Examine Pack", "response": "This was the largest package of blank parchment you could buy without looking suspicious. The label on the shiny foil wrapping says it contains four sheets of quality magic-imbued vellum in various colors.\n\n[You might find the command OPEN THE PACK useful here.]", "endoftext": false }, { "action": "You open Pack", "response": "You tear open the foil pack, revealing four blotchy scraps of dull parchment.", "endoftext": false }, { "action": "You look at the parchment", "response": "Which do you mean, the 1) yellowish parchment, the 2) greenish parchment, the 3) bluish parchment, or the 4) reddish parchment?", "endoftext": false }, { "action": "1", "response": "(the yellowish parchment)\nThe scroll has nothing written on it.", "endoftext": false }, { "action": "Gnusto scroll", "response": "Which do you mean, the 1) illuminated scroll, the 2) yellowish parchment, the 3) greenish parchment, the 4) bluish parchment, or the 5) reddish parchment?", "endoftext": false }, { "action": "1", "response": "(the yellowish parchment)\nYou do not know that spell.", "endoftext": false }, { "action": "Gnusto illuminated scroll", "response": "The glass case shouldn't pose a problem for the gnusto spell,\nbut you aren't very confident with this spell yet. It would be a lot easier to cast at a scroll in your hand for now.", "endoftext": false }, { "action": "You look at the floor", "response": "The mosaic in the library antechamber is unlike any other you've ever seen. The tiles range in size from almost a meter across to finer than grains of sand, and seem to pull in and intensify the moonlight. Though the stones around your feet remain in one place, the rest of the floor is constantly shifting and swirling to create new messages or patterns.\n\nThe pattern of the mosaic changes: \"Welcome, Wizard McSmartypants!\n\"\n\nThe mosaic shifts again: \"Library hours: 6:00 AM to 10:00 PM today.\n\"", "endoftext": false }, { "action": "Go north", "response": "It is pitch black. You are likely to be eaten by a grue.", "endoftext": false }, { "action": "Go south", "response": "You've visited the library many times, and this room has never failed to impress you. Sunlight shone in through the circular window in the great domed ceiling, reflecting off the mosaic floor and filling the area with patterns of red and gold. The din of innumerable Enchanters and students made it feel alive.\n\nNow, however, it is dark and silent. A few shafts of moonlight give everything an ethereal silvery glow.\n\nStanding in the middle of the floor is a glass display case, showing off an illuminated scroll.\n\nThe tiles in the mosaic create a new message: \"The Spell Research Area is to the north.\n\"", "endoftext": false }, { "action": "You go to the north-east", "response": "Dust, cobwebs, and not much else. Markings on the floor show that this room once contained some large boxes or trunks, but right now it is empty.", "endoftext": false }, { "action": "You examine the dust", "response": "Several large squares and a smaller circle are dust-free. Large objects of some sort must have been stored here until fairly recently.", "endoftext": false }, { "action": "Exits", "response": "The only way to go is southwest.", "endoftext": false }, { "action": "You go southwest", "response": "You've visited the library many times, and this room has never failed to impress you. Sunlight shone in through the circular window in the great domed ceiling, reflecting off the mosaic floor and filling the area with patterns of red and gold. The din of innumerable Enchanters and students made it feel alive.\n\nNow, however, it is dark and silent. A few shafts of moonlight give everything an ethereal silvery glow.\n\nStanding in the middle of the floor is a glass display case, showing off an illuminated scroll.\n\nThe mosaic shifts again: \"Storage areas lie to the northeast and southeast.\n\"", "endoftext": false }, { "action": "You go to the east", "response": "As your eyes adjust, you see that you are in a simple panelled room, dominated by an orange metal box leaning against one wall. The words FROBOZZ MAGIC SCROLL DISPENSER are stencilled across one side in white, and the other is covered with a large sign explaining the proper usage.\n\nA calendar on one wall is acting as a strange source of illumination.", "endoftext": false }, { "action": "Examine calendar", "response": "According to the front page, this is an official Frobozz Magic Flathead Royal Family Calendar. There appear to be 12 pages left on it.", "endoftext": false }, { "action": "You get Calendar", "response": "You tear a page off the calendar, and it disintegrates in your hand. (Shame—it would have made a useful light source.)\nThe next page reads \"Estuary: Lord Dimwit Flathead the Excessive. Dimwit's nickname was given to him after his coronation ceremony, which took thirteen years to plan and lasted for eighteen months.\"", "endoftext": false }, { "action": "You examine sign", "response": "== FROBOZZ MAGIC ==\n= SPELL DISPENSER =\n\nOperating Instructions:\nPress a button to dispense a spell scroll. The Frobozz Magic Spell Dispenser Company, a subsidary of FrobozzCo International, is not responsible for any injuries resulting...(blah, blah, blah)", "endoftext": false }, { "action": "1", "response": "(the yellow button)\nThe Dispenser whirrs, then a beautifully printed square of parchment flies out of the slot at the bottom. You manage to catch it before it touches the ground.\n\nThe yellow button makes a slight clicking sound as you release it.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nthe newly-printed scroll\na yellowish parchment (blank)\na greenish parchment\na bluish parchment\na reddish parchment\nyour spell book\na quill pen\na magical compass\nyour identification ring (being worn)\nyour journal", "endoftext": false }, { "action": "You examine newly-printed", "response": "The parchment is smooth, the lettering dark and mechanically perfect: \"FROTZ: cause something to give off light\".", "endoftext": false }, { "action": "2", "response": "The Dispenser beeps. \"Only one scroll may be printed at a time. Correcting...\" The old scroll crumbles to ashes.\nThe Dispenser whirrs, then a beautifully printed square of parchment flies out of the slot at the bottom. You manage to catch it before it touches the ground.\n\nThe blue button makes a slight clicking sound as you release it.", "endoftext": false }, { "action": "You examine the scroll", "response": "Which do you mean, the 1) Frobozz Magic Scroll Dispenser, the 2) newly-printed scroll, the 3) yellowish parchment, the 4) greenish parchment, the 5) bluish parchment, or the 6) reddish parchment?", "endoftext": false }, { "action": "2", "response": "The parchment is smooth, the lettering dark and mechanically perfect: \"BLORB: safely protect a small object as though in a strongbox\".", "endoftext": false }, { "action": "You blorb yourself", "response": "As you cast the spell, the newly-printed scroll vanishes.\n\nYou experience the most peculiar sensation of being simultaneously shrunken and sucked into what might best be likened to a black hole. The effect is not without its exhilarating aspect; as a way of life, however, it leaves much to be desired.", "endoftext": false }, { "action": "You read the yellow button", "response": "~FROTZ~", "endoftext": false }, { "action": "You read the button", "response": "Which do you mean, the 1) yellow button, the 2) blue button, the 3) green button, or the 4) red button?", "endoftext": false }, { "action": "All", "response": "Sorry, you can only have one item here. Which exactly?", "endoftext": false }, { "action": "Green", "response": "~NITFOL~", "endoftext": false }, { "action": "You read the red", "response": "(the reddish parchment)\nThe scroll has nothing written on it.", "endoftext": false }, { "action": "You read the red button", "response": "~LESOCH~", "endoftext": false }, { "action": "2", "response": "The parchment is smooth, the lettering dark and mechanically perfect: \"LESOCH: cause a gust of wind\".", "endoftext": false }, { "action": "You read the lesoch", "response": "(the newly-printed scroll)\nThe parchment is smooth, the lettering dark and mechanically perfect: \"LESOCH: cause a gust of wind\".", "endoftext": false }, { "action": "Lesoch", "response": "As you cast the spell, the newly-printed scroll vanishes.\n\nSlowly, teasingly, a small puff of wind begins to blow. It quickly builds to gale force, then hurricane force, and just as you feel you are about to be swept away, it subsides.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\nthe newly-printed scroll\na yellowish parchment (blank)\na greenish parchment\na bluish parchment\na reddish parchment (blank)\nyour spell book\na quill pen\na magical compass\nyour identification ring (being worn)\nyour journal", "endoftext": false }, { "action": "Frotz pen", "response": "As you cast the spell, the newly-printed scroll vanishes.\n\nThere is an almost blinding flash of light as the quill pen begins to glow! It slowly fades to a less painful level, but the quill pen is now quite usable as a light source.\n\nYou suddenly hear a loud CLICK from behind you. A magically recorded voice sounds from the Antechamber:\n\n\"Hello, footpad! Your after-hours spellcasting within the Library has activated one of the triggers of a Frobozz Magic Alarm Company security system. Please be aware that unless you say the correct passphrase within the next five minutes, the preset alarms will be activated. In the meantime, additional traps and triggers have been activated for your safety. Have a nice day!\"\n\n...okay, this is getting worse. But you won't panic. You won't panic. You still have five minutes before the alarms activate.", "endoftext": false }, { "action": "You go to the west", "response": "You've visited the library many times, and this room has never failed to impress you. Sunlight shone in through the circular window in the great domed ceiling, reflecting off the mosaic floor and filling the area with patterns of red and gold. The din of innumerable Enchanters and students made it feel alive.\n\nNow, however, it is dark and silent. A few shafts of moonlight give everything an ethereal silvery glow.\n\nStanding in the middle of the floor is a glass display case, showing off an illuminated scroll.\n\nThe pattern of the mosaic changes: \"To the east is the Basic Spells Collection.\n\"", "endoftext": false }, { "action": "Go southeast", "response": "(first trying to open the wooden door)\nIt seems to be locked.\n\nThe mosaic shifts again: \"Returns are processed to the southwest.\n\"", "endoftext": false }, { "action": "You go south", "response": "A spell book can be reasonably well concealed, but it would be hard to explain how you came by the newly-printed scroll.\n\nThe tiles in the mosaic create a new message: \"Scrying crystals are available to the northwest.\n\"", "endoftext": false }, { "action": "You go northeast", "response": "You've visited the library many times, and this room has never failed to impress you. Sunlight shone in through the circular window in the great domed ceiling, reflecting off the mosaic floor and filling the area with patterns of red and gold. The din of innumerable Enchanters and students made it feel alive.\n\nNow, however, it is dark and silent. A few shafts of moonlight give everything an ethereal silvery glow.\n\nStanding in the middle of the floor is a glass display case, showing off an illuminated scroll.\n\nThe pattern of the mosaic changes: \"The Main Stacks are to the west.\n\"", "endoftext": false }, { "action": "Go west", "response": "This is the main area of the library, extending seemingly infinitely to the east and west. The tallest shelves are over twice your height, and some residual light spells bathe everything in a dim yellow glow. It would take a lifetime to read every book.\n\nA book catches your eye: A Brief History of Magic by Gustar\nWoomax.\n\nSitting on a wooden podium near one wall is one volume of the Encyclopedia Frobozzica.", "endoftext": false }, { "action": "You read History", "response": "...But, in spite of the rigors of spell casting, the personal rewards are great, and the job of Enchanter remains a popular and well-respected vocation...", "endoftext": false }, { "action": "You keep going", "response": "...The problem of imbuing Presence became a deterrent to the rapid growth of magical science. The creation of a single powerful scroll could take literally months for even most creative and productive thaumaturge...", "endoftext": false }, { "action": "You continue", "response": "...Bizboz himself wrote what became the seminal work in Thaumaturgy, \"On the Presence of Incredibly Weird Stuff Going On,\" in 473 GUE, in which he claimed to have discovered \"for-the-most-part-Natural Rules\" by which this Weird Stuff is ordered...", "endoftext": false }, { "action": "Continue", "response": "...Berzio, working for years in his own self-made workshop and often going for days without food, drink, or sleep, created the means by which Presence could be transferred from a scroll to a specially impregnated paper by use of a simple spell, which he named after his dog, Gnusto...", "endoftext": false }, { "action": "You examine Frobozzica", "response": "The volume here is titled \"Magical Spells and Effects\". It's about 24 inches tall, 18 inches wide, and 12 inches thick. You flip to an entry at random: guncho*: banish the victim to another plane of existence\n\n*note: too powerful for gnusto\n\n[You might find the command LOOK UP (X) IN ENCYCLOPEDIA useful\nhere.]", "endoftext": false }, { "action": "You look up the gnusto in Encyclopedia", "response": "gnusto: write a magic spell into a spellbook", "endoftext": false }, { "action": "You look up the yomin in Encyclopedia", "response": "yomin: mind probe", "endoftext": false }, { "action": "Go east", "response": "You've visited the library many times, and this room has never failed to impress you. Sunlight shone in through the circular window in the great domed ceiling, reflecting off the mosaic floor and filling the area with patterns of red and gold. The din of innumerable Enchanters and students made it feel alive.\n\nNow, however, it is dark and silent. A few shafts of moonlight give everything an ethereal silvery glow.\n\nStanding in the middle of the floor is a glass display case, showing off an illuminated scroll.\n\nThe tiles in the mosaic create a new message: \"This mosaic was enchanted by H. Ondricek and M. T. Winter of the Class of 925.\n\"", "endoftext": false }, { "action": "Go southeast", "response": "You've visited the library many times, and this room has never failed to impress you. Sunlight shone in through the circular window in the great domed ceiling, reflecting off the mosaic floor and filling the area with patterns of red and gold. The din of innumerable Enchanters and students made it feel alive.\n\nNow, however, it is dark and silent. A few shafts of moonlight give everything an ethereal silvery glow.\n\nStanding in the middle of the floor is a glass display case, showing off an illuminated scroll.\n\nThe mosaic shifts again: \"Welcome, Wizard McSmartypants!\n\"", "endoftext": false }, { "action": "You examine the glass", "response": "In the display case is an illuminated scroll.\n\n\"This illuminated manuscript was one of the first three created by the famed magician Berzio in 769 GUE. The gnusto spell is\nconsidered one of the most important discoveries in modern thaumaturgy, as it allows a spell to be cast multiple times without requiring multiple spell scrolls.\"\n\nThe tiles in the mosaic create a new message: \"Library hours: 6:00 AM to 10:00 PM today.\n\"", "endoftext": false }, { "action": "You frotz yourself", "response": "As you cast the spell, the newly-printed scroll vanishes.\n\nThere is an almost blinding flash of light. You are bathed in a shimmering golden glow, bright enough to read by.\n\nThe mosaic shifts again: \"The Spell Research Area is to the north.\n\"\nYou suddenly hear a loud CLICK from behind you. A magically recorded voice sounds from somewhere above you:\n\n\"Hello, footpad! Your after-hours spellcasting within the Library has activated one of the triggers of a Frobozz Magic Alarm Company security system. Please be aware that unless you say the correct passphrase within the next five minutes, the preset alarms will be activated. In the meantime, additional traps and triggers have been activated for your safety. Have a nice day!\"\n\n...okay, this is getting worse. But you won't panic. You won't panic. You still have five minutes before the alarms activate.", "endoftext": false }, { "action": "Go north", "response": "This is the area where advanced students can work out variations on old spells or attempt (with close supervision) to create simple enchantments from scratch.\n\nLying on the workbench is a scribbled spell scroll, probably a student's forgotten experiment.\n\nA long workbench lines one of the walls. Judging from the amount of strange machinery around it, the alarm recording wasn't lying about the traps—magic-users have a tendency to make things overly complicated in case of unlikely eventualities. It might not be a good idea to touch anything until the trap can be deactivated.\n\nThe recorded voice speaks again: \"Four minutes and thirty seconds.\"", "endoftext": false }, { "action": "You read scribbled", "response": "You would need to unroll it before you could read the spell.\n\n\"Four minutes.\"", "endoftext": false }, { "action": "Unroll scribbled", "response": "As you reach out, your weight falls on the bench for a moment. With a grinding of gears, the bench sinks slightly into the floor. It seems that the additional weight has activated a trap, and before you can dodge backwards a cleesh spell fires at you from a mechanism in the ceiling.", "endoftext": false }, { "action": "You frotz yourself", "response": "As you cast the spell, the newly-printed scroll vanishes.\n\nThere is an almost blinding flash of light. You are bathed in a shimmering golden glow, bright enough to read by.\n\nThe tiles in the mosaic create a new message: \"Library hours: 6:00 AM to 10:00 PM today.\n\"\nYou suddenly hear a loud CLICK from behind you. A magically recorded voice sounds from somewhere above you:\n\n\"Hello, footpad! Your after-hours spellcasting within the Library has activated one of the triggers of a Frobozz Magic Alarm Company security system. Please be aware that unless you say the correct passphrase within the next five minutes, the preset alarms will be activated. In the meantime, additional traps and triggers have been activated for your safety. Have a nice day!\"\n\n...okay, this is getting worse. But you won't panic. You won't panic. You still have five minutes before the alarms activate.", "endoftext": false }, { "action": "You go to the southeast", "response": "(first trying to open the wooden door)\nIt seems to be locked.\n\nThe pattern of the mosaic changes: \"The Spell Research Area is to the north.\n\"\nThe recorded voice speaks again: \"Four minutes and thirty seconds.\"", "endoftext": false }, { "action": "Go south", "response": "Now that the alarm has been tripped, it is unlikely that you would find it so easy to break in again. You decide not to leave until you've collected...let's say...twelve spells. Yes, twelve sounds good.\n\nThe mosaic shifts again: \"The Spell Research Area is to the north.\n\"\nThe recorded voice speaks again: \"Four minutes and thirty seconds.\"", "endoftext": false }, { "action": "Go southwest", "response": "This is the room where book returns are processed. It's one of the few areas of the library you've been in before, but you vividly remember the Frobozz Magic Reshelving Device. You placed your book on the mahogany input tray, then watched as it was drawn up a conveyor belt and slid over a series of differently-shaped slots until it fell through the right one.\n\nA purple tome lies on the input tray, ready for reshelving.\n\nThe recorded voice speaks again: \"Four minutes and thirty seconds.\"", "endoftext": false }, { "action": "You examine Tome", "response": "A heavy purple tome, titled the \"Tome of Psychological Incantations\". The first third of the book is a long treatise on the theory behind mind-affecting spells, and you can only understand about one word in every seven. The second gives background information on various incantations. But the third seems the most promising:\nYOMIN: mind probe\nSERAGE: force temporary obedience\n\n\"Four minutes.\"", "endoftext": false }, { "action": "You go to the north-east", "response": "You've visited the library many times, and this room has never failed to impress you. Sunlight shone in through the circular window in the great domed ceiling, reflecting off the mosaic floor and filling the area with patterns of red and gold. The din of innumerable Enchanters and students made it feel alive.\n\nNow, however, it is dark and silent. A few shafts of moonlight give everything an ethereal silvery glow.\n\nStanding in the middle of the floor is a glass display case, showing off an illuminated scroll.\n\nThe mosaic flickers to \"Hello, footpad!\" before resuming its normal cycle.\n\nThe mosaic shifts again: \"The Spell Research Area is to the north.\n\"", "endoftext": false }, { "action": "You go to the west", "response": "This is the main area of the library, extending seemingly infinitely to the east and west. The tallest shelves are over twice your height, and some residual light spells bathe everything in a dim yellow glow. It would take a lifetime to read every book.\n\nA book catches your eye: Legends by P. D. Lebling.\n\nSitting on a wooden podium near one wall is one volume of the Encyclopedia Frobozzica.\n\n\"Three minutes.\"", "endoftext": false }, { "action": "You go northwest", "response": "The walls and shelves of this room are lined with mirrors and crystals of all types. Presumably you would have learned to scry in a more advanced Thaumaturgy class, but it wasn't covered in the first or second year of studies.\n\nAlmost all of them are deactivated for the night, but if you searched you might find some that had been left on.\n\nA glass cabinet on one of the shelves contains a blue-and-silver book, titled De Evocatio. Books kept in these rooms tend to contain\nspells relevant to the equipment there, so presumably it contains spells for scrying.\n\n\"Three minutes.\"", "endoftext": false }, { "action": "Examine book", "response": "(your spell book)\nYou have written \"Wizard's Spell Book\" hopefully across the first page, and added headings for the first few spells, but no magic is yet contained in it.", "endoftext": false }, { "action": "You examine the Evocatio", "response": "This is a nice spell book, bound in blue cloth with silver stitching on the cover and spine. The title (almost) means \"On Evocation\" or \"On Summoning\". It contains the following spells:\nZIFMIA: magically summon a being\nVEZZA: view the future\n\n\"Two minutes.\" That voice is getting really irritating.", "endoftext": false }, { "action": "Search scrying", "response": "The walls and shelves of this room are lined with mirrors and crystals of all types. Presumably you would have learned to scry in a more advanced Thaumaturgy class, but it wasn't covered in the first or second year of studies.\n\nA glass cabinet on one of the shelves contains a blue-and-silver book, titled De Evocatio. Books kept in these rooms tend to contain\nspells relevant to the equipment there, so presumably it contains spells for scrying.", "endoftext": false }, { "action": "Search mirrors", "response": "They come in all different shapes and sizes: a stained mirror and a gilt mirror catch your eye. Most are dark and foggy, but you notice two palantiri (a small red sphere and a small blue sphere) and a wall-sized mirror glowing with inner light.\n\nStrangely enough, there also appears to be a glass aquarium on one of the shelves. It looks rather out of place with no water in it.\n\n\"One minute. Please say the passphrase now.\"", "endoftext": false }, { "action": "You examine the red sphere", "response": "Instead of a reflection, the small red sphere seems to show a different view, as if it were a window to another world...\n\nThe walls and shelves of this room are lined with mirrors and crystals of all types. Presumably you would have learned to scry in a more advanced Thaumaturgy class, but it wasn't covered in the first or second year of studies.\n\nA glass cabinet on one of the shelves contains a blue-and-silver book, titled De Evocatio. Books kept in these rooms tend to contain\nspells relevant to the equipment there, so presumably it contains spells for scrying.\n\nYou can also see a glass aquarium (closed) (in which is a small transparent sphere) here.\n\n...you step back from the mirror, and take a moment to regain your bearings.\n\n\"This is your last chance to deactivate the alarm.\"", "endoftext": false }, { "action": "You look in the mirror", "response": "Which do you mean, the 1) stained mirror, the 2) gilt mirror, or the 3) wall-sized mirror?", "endoftext": false }, { "action": "Gilt", "response": "You see reflected in the mirror one of the most stunningly beautiful women you have ever laid eyes on. You take a moment to adjust your hair. There, that's better.\n\n\"The alarms have been activated, and the exits are now sealed. Goodbye.\" Okay, now might be a time to panic.", "endoftext": false }, { "action": "You examine stained", "response": "You see reflected in the mirror one of the most stunningly beautiful women you have ever laid eyes on. You take a moment to straighten your student cloak. There, that's better.\n\nYou can't hear anyone approaching. Maybe you still have some time.", "endoftext": false }, { "action": "You look ithe wall-sized mirror", "response": "Instead of a reflection, the wall-sized mirror seems to show a different view, as if it were a window to another world...\n\nYou are in a splendid chamber, about thirty feet high. The walls look like rivers of orange stone, magically frozen for eternity around you. An awkward canyon leads to the east, and a slightly larger passage opens out to the west.\n\nIn the darkness you see an adventurer holding a bright carbide lamp.\n\n...you step back from the mirror, and take a moment to regain your bearings.\n\nPerhaps all the Enchanters who would have heard the alarm are still asleep.", "endoftext": false }, { "action": "You go southeast", "response": "You've visited the library many times, and this room has never failed to impress you. Sunlight shone in through the circular window in the great domed ceiling, reflecting off the mosaic floor and filling the area with patterns of red and gold. The din of innumerable Enchanters and students made it feel alive.\n\nNow, however, it is dark and silent. A few shafts of moonlight give everything an ethereal silvery glow.\n\nStanding in the middle of the floor is a glass display case, showing off an illuminated scroll.\n\nThe mosaic flickers to \"Hello, footpad!\" before resuming its normal cycle.\n\nThe pattern of the mosaic changes: \"Storage areas lie to the northeast and southeast.\n\"\nStill nobody has arrived. Even if it took them a few minutes to wake up, they should be here by now.", "endoftext": false }, { "action": "You go south", "response": "Now that the alarm has been tripped, it is unlikely that you would find it so easy to break in again. You decide not to leave until you've collected...let's say...twelve spells. Yes, twelve sounds good.\n\nThe tiles in the mosaic create a new message: \"To the east is the Basic Spells Collection.\n\"\nSomething is very wrong—it only takes thirty seconds at most to cast an aimfiz spell, and you probably set off a high-priority alarm.", "endoftext": false }, { "action": "Go southwest", "response": "This is the room where book returns are processed. It's one of the few areas of the library you've been in before, but you vividly remember the Frobozz Magic Reshelving Device. You placed your book on the mahogany input tray, then watched as it was drawn up a conveyor belt and slid over a series of differently-shaped slots until it fell through the right one.\n\nThe Tome of Psychological Incantations lies on the input tray, ready for reshelving.\n\nPerhaps it's because of the meeting in Borphee? Perhaps the people who were supposed to hear the alarm...aren't back yet?", "endoftext": false }, { "action": "You get tome", "response": "Taken.\n\nEven though it's not yours, you expect you could memorize and cast spells from the Tome of Psychological Incantations or another spell book without much difficulty.\n\nStill nobody has appeared. You can start to relax a bit.", "endoftext": false }, { "action": "Go northeast", "response": "As the purple tome touches the doorway, it seems to hit an invisible barrier and falls from your hand! A recorded voice sounds from the Reshelver: \"This book is not checked out to you. Please wait for the return to be processed.\"\nLibrary Antechamber\nYou've visited the library many times, and this room has never failed to impress you. Sunlight shone in through the circular window in the great domed ceiling, reflecting off the mosaic floor and filling the area with patterns of red and gold. The din of innumerable Enchanters and students made it feel alive.\n\nNow, however, it is dark and silent. A few shafts of moonlight give everything an ethereal silvery glow.\n\nStanding in the middle of the floor is a glass display case, showing off an illuminated scroll.\n\nThe mosaic flickers to \"Hello, footpad!\" before resuming its normal cycle.\n\nThe mosaic shifts again: \"Returns are processed to the southwest.\n\"\nYou're starting to think that nobody heard the alarm after all.", "endoftext": false }, { "action": "You go northwest", "response": "The walls and shelves of this room are lined with mirrors and crystals of all types. Presumably you would have learned to scry in a more advanced Thaumaturgy class, but it wasn't covered in the first or second year of studies.\n\nA glass cabinet on one of the shelves contains a blue-and-silver book, titled De Evocatio. Books kept in these rooms tend to contain\nspells relevant to the equipment there, so presumably it contains spells for scrying.\n\nYou can also see a glass aquarium (closed) (in which is a small transparent sphere), a small red sphere, and a small blue sphere here.", "endoftext": false }, { "action": "You examine the aquarium", "response": "In the glass aquarium is a small transparent sphere.", "endoftext": false }, { "action": "You examine transparent", "response": "Instead of a reflection, the small transparent sphere seems to show a different view, as if it were a window to another world...\n\nStorage Area (on the dented table)\nA rusty iron key seems to have been left in the keyhole.\n\nAround the table, strange objects are piled almost four feet high. You don't even recognize what most of it is, much less what might be useful or magical.\n\n...you step back from the mirror, and take a moment to regain your bearings.", "endoftext": false }, { "action": "Go southeast", "response": "You've visited the library many times, and this room has never failed to impress you. Sunlight shone in through the circular window in the great domed ceiling, reflecting off the mosaic floor and filling the area with patterns of red and gold. The din of innumerable Enchanters and students made it feel alive.\n\nNow, however, it is dark and silent. A few shafts of moonlight give everything an ethereal silvery glow.\n\nStanding in the middle of the floor is a glass display case, showing off an illuminated scroll.\n\nThe tiles in the mosaic create a new message: \"Scrying crystals are available to the northwest.\n\"", "endoftext": false }, { "action": "You go to the west", "response": "This is the main area of the library, extending seemingly infinitely to the east and west. The tallest shelves are over twice your height, and some residual light spells bathe everything in a dim yellow glow. It would take a lifetime to read every book.\n\nA book catches your eye: Total Control by A. Schultz.\n\nSitting on a wooden podium near one wall is one volume of the Encyclopedia Frobozzica.", "endoftext": false }, { "action": "You examine the total Control", "response": "...since then, spells such as serage has been strictly\nregulated due to the obvious potential for abuse...", "endoftext": false }, { "action": "You go east", "response": "You've visited the library many times, and this room has never failed to impress you. Sunlight shone in through the circular window in the great domed ceiling, reflecting off the mosaic floor and filling the area with patterns of red and gold. The din of innumerable Enchanters and students made it feel alive.\n\nNow, however, it is dark and silent. A few shafts of moonlight give everything an ethereal silvery glow.\n\nStanding in the middle of the floor is a glass display case, showing off an illuminated scroll.\n\nThe mosaic shifts again: \"The Main Stacks are to the west.\n\"", "endoftext": false }, { "action": "You go northwest", "response": "The walls and shelves of this room are lined with mirrors and crystals of all types. Presumably you would have learned to scry in a more advanced Thaumaturgy class, but it wasn't covered in the first or second year of studies.\n\nA glass cabinet on one of the shelves contains a blue-and-silver book, titled De Evocatio. Books kept in these rooms tend to contain\nspells relevant to the equipment there, so presumably it contains spells for scrying.\n\nYou can also see a glass aquarium (closed) (in which is a small transparent sphere), a small red sphere, and a small blue sphere here.", "endoftext": false }, { "action": "You get tome", "response": "The last time you saw the Tome of Psychological Incantations, it was in your possession.", "endoftext": false }, { "action": "You get the book", "response": "(De Evocatio)\n(first trying to open the glass cabinet)\nIt seems to be locked.", "endoftext": false }, { "action": "You examine the glass cabinet", "response": "A simple cabinet with a tiny metal lock on one side.\n\nIn the glass cabinet is De Evocatio.", "endoftext": false }, { "action": "You go to the southeast", "response": "You've visited the library many times, and this room has never failed to impress you. Sunlight shone in through the circular window in the great domed ceiling, reflecting off the mosaic floor and filling the area with patterns of red and gold. The din of innumerable Enchanters and students made it feel alive.\n\nNow, however, it is dark and silent. A few shafts of moonlight give everything an ethereal silvery glow.\n\nStanding in the middle of the floor is a glass display case, showing off an illuminated scroll.\n\nThe pattern of the mosaic changes: \"This mosaic was enchanted by H. Ondricek and M. T. Winter of the Class of 925.\n\"", "endoftext": false }, { "action": "You go to the east", "response": "As your eyes adjust, you see that you are in a simple panelled room, dominated by an orange metal box leaning against one wall. The words FROBOZZ MAGIC SCROLL DISPENSER are stencilled across one side in white, and the other is covered with a large sign explaining the proper usage.\n\nA calendar on one wall is acting as a strange source of illumination.", "endoftext": false }, { "action": "Go west", "response": "You've visited the library many times, and this room has never failed to impress you. Sunlight shone in through the circular window in the great domed ceiling, reflecting off the mosaic floor and filling the area with patterns of red and gold. The din of innumerable Enchanters and students made it feel alive.\n\nNow, however, it is dark and silent. A few shafts of moonlight give everything an ethereal silvery glow.\n\nStanding in the middle of the floor is a glass display case, showing off an illuminated scroll.\n\nThe tiles in the mosaic create a new message: \"Welcome, Wizard McSmartypants!\n\"", "endoftext": false }, { "action": "Go north", "response": "This is the area where advanced students can work out variations on old spells or attempt (with close supervision) to create simple enchantments from scratch.\n\nLying on the workbench is a scribbled spell scroll, probably a student's forgotten experiment.\n\nA long workbench lines one of the walls. Judging from the amount of strange machinery around it, the alarm recording wasn't lying about the traps—magic-users have a tendency to make things overly complicated in case of unlikely eventualities. It might not be a good idea to touch anything until the trap can be deactivated.", "endoftext": false }, { "action": "Lesoch", "response": "As you cast the spell, the newly-printed scroll vanishes.\n\nSlowly, teasingly, a small puff of wind begins to blow. It quickly builds to gale force, then hurricane force, and just as you feel you are about to be swept away, it subsides.\nLooking around, the room looks somewhat messier than before. The wind blew various bits of debris off the workbench—including the\nscribbled\nscroll.", "endoftext": false }, { "action": "You get scribbled", "response": "Taken.", "endoftext": false }, { "action": "You look at it", "response": "The scroll reads \"rezrov: open even locked or enchanted objects\".\n\nThe handwriting on this scroll is much neater than on the one you opened the doors with. Hopefully it will work.", "endoftext": false }, { "action": "You get stained", "response": "The last time you saw the stained mirror, it was in the Scrying Room.", "endoftext": false }, { "action": "You go south", "response": "You've visited the library many times, and this room has never failed to impress you. Sunlight shone in through the circular window in the great domed ceiling, reflecting off the mosaic floor and filling the area with patterns of red and gold. The din of innumerable Enchanters and students made it feel alive.\n\nNow, however, it is dark and silent. A few shafts of moonlight give everything an ethereal silvery glow.\n\nStanding in the middle of the floor is a glass display case, showing off an illuminated scroll.\n\nThe pattern of the mosaic changes: \"Library hours: 6:00 AM to 10:00 PM today.\n\"", "endoftext": false }, { "action": "You go northwest", "response": "The walls and shelves of this room are lined with mirrors and crystals of all types. Presumably you would have learned to scry in a more advanced Thaumaturgy class, but it wasn't covered in the first or second year of studies.\n\nA glass cabinet on one of the shelves contains a blue-and-silver book, titled De Evocatio. Books kept in these rooms tend to contain\nspells relevant to the equipment there, so presumably it contains spells for scrying.\n\nYou can also see a glass aquarium (closed) (in which is a small transparent sphere), a small red sphere, and a small blue sphere here.", "endoftext": false }, { "action": "Rezrov case", "response": "You pause for a moment—you don't know where you might find another rezrov scroll, so you should probably make a copy of this one before you destroy it.", "endoftext": false }, { "action": "You read the book", "response": "You have written \"Wizard's Spell Book\" hopefully across the first page, and added headings for the first few spells, but no magic is yet contained in it.\n\nThe pattern of the mosaic changes: \"Storage areas lie to the northeast and southeast.\n\"", "endoftext": false }, { "action": "Gnusto rezrov", "response": "You do not know that spell.\n\nThe tiles in the mosaic create a new message: \"To the east is the Basic Spells Collection.\n\"", "endoftext": false }, { "action": "Rezrov case", "response": "As you cast the spell, the scribbled scroll vanishes.\n\nThe case shatters with an enormous CRASH, shards of glass flying everywhere! You shield your eyes until they seem to have settled.\n\nThe pattern of the mosaic changes: \"Returns are processed to the southwest.\n\"", "endoftext": true }, { "action": "You look around", "response": "You've visited the library many times, and this room has never failed to impress you. Sunlight shone in through the circular window in the great domed ceiling, reflecting off the mosaic floor and filling the area with patterns of red and gold. The din of innumerable Enchanters and students made it feel alive.\n\nNow, however, it is dark and silent. A few shafts of moonlight give everything an ethereal silvery glow.\n\nStanding in the middle of the floor is a glass display case, showing off an illuminated scroll.\n\nThe pattern of the mosaic changes: \"Returns are processed to the southwest.\n\"", "endoftext": false }, { "action": "You examine the quill", "response": "You borrowed this from one of your professors, allegedly to practice copying your \"gloth\" scroll. It's large and deep blue, with a tiny enchanted diamond set in the tip.\n\nThe mosaic shifts again: \"Scrying crystals are available to the northwest.\n\"", "endoftext": false }, { "action": "Examine box", "response": "A wide orange box, with a row of buttons on the front above a long slot.\n\nA large sign attached to the top explains how to properly dispense scrolls.", "endoftext": false }, { "action": "You look at the quill", "response": "You borrowed this from one of your professors, allegedly to practice copying your \"gloth\" scroll. It's large and deep blue, with a tiny enchanted diamond set in the tip.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\na scribbled scroll\na yellowish parchment (blank)\na greenish parchment\na bluish parchment\na reddish parchment (blank)\nyour spell book\na quill pen\na magical compass\nyour identification ring (being worn)\nyour journal", "endoftext": false }, { "action": "You copy the gnusto to the yellowish", "response": "You meticulously copy the writing from the illuminated scroll to the yellowish parchment.\n\nThe tiles in the mosaic create a new message: \"This mosaic was enchanted by H. Ondricek and M. T. Winter of the Class of 925.\n\"", "endoftext": false }, { "action": "You examine yellowish", "response": "The scroll reads \"gnusto: write a magic spell into a spellbook\".\nThe mosaic shifts again: \"Welcome, Wizard McSmartypants!\n\"", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na scribbled scroll\na yellowish parchment (bearing the gnusto spell)\na greenish parchment\na bluish parchment\na reddish parchment (blank)\nyour spell book\na quill pen\na magical compass\nyour identification ring (being worn)\nyour journal\n\nThe pattern of the mosaic changes: \"Library hours: 6:00 AM to 10:00 PM today.\n\"", "endoftext": false }, { "action": "Gnusto rezrov", "response": "As you cast the spell, the yellowish parchment vanishes.\n\nYour spell book begins to glow softly. Slowly, ornately, the words of the rezrov spell are inscribed, glowing even more brightly than the book itself. The book's brightness fades, but the spell remains! However, the scribbled scroll on which it was written vanishes as the last word is copied.\n\nThe tiles in the mosaic create a new message: \"The Spell Research Area is to the north.\n\"", "endoftext": false }, { "action": "Memorize rezrov", "response": "Using your best study habits, you learn the rezrov spell.\n\nThe mosaic shifts again: \"Storage areas lie to the northeast and southeast.\n\"", "endoftext": false }, { "action": "You go northwest", "response": "The walls and shelves of this room are lined with mirrors and crystals of all types. Presumably you would have learned to scry in a more advanced Thaumaturgy class, but it wasn't covered in the first or second year of studies.\n\nA glass cabinet on one of the shelves contains a blue-and-silver book, titled De Evocatio. Books kept in these rooms tend to contain\nspells relevant to the equipment there, so presumably it contains spells for scrying.\n\nYou can also see a glass aquarium (closed) (in which is a small transparent sphere), a small red sphere, and a small blue sphere here.", "endoftext": false }, { "action": "Rezrov aquarium", "response": "(first memorizing rezrov)\nYou complete the spell, but the aquarium refuses to open. It appears to be a solid cube of crystal, and the rezrov spell isn't powerful enough to force it open.", "endoftext": false }, { "action": "Rezrov cabinet", "response": "(first memorizing rezrov)\nThe glass cabinet clicks open.", "endoftext": false }, { "action": "You open the cabinet", "response": "That's already open.", "endoftext": false }, { "action": "You get tome", "response": "The last time you saw the Tome of Psychological Incantations, it was in your possession.", "endoftext": false }, { "action": "You get the book", "response": "(De Evocatio)\nTaken.", "endoftext": false }, { "action": "Go southeast", "response": "You've visited the library many times, and this room has never failed to impress you. Sunlight shone in through the circular window in the great domed ceiling, reflecting off the mosaic floor and filling the area with patterns of red and gold. The din of innumerable Enchanters and students made it feel alive.\n\nNow, however, it is dark and silent. A few shafts of moonlight give everything an ethereal silvery glow.\n\nStanding in the middle of the floor is a glass display case, showing off an illuminated scroll.\n\nThe tiles in the mosaic create a new message: \"To the east is the Basic Spells Collection.\n\"", "endoftext": false }, { "action": "You copy the gnusto", "response": "What do you want to copy the illuminated scroll on?", "endoftext": false }, { "action": "Blue", "response": "Which do you mean, 1) De Evocatio or the 2) bluish parchment?", "endoftext": false }, { "action": "2", "response": "You meticulously copy the writing from the illuminated scroll to the bluish parchment.\n\nThe pattern of the mosaic changes: \"Returns are processed to the southwest.\n\"", "endoftext": false }, { "action": "You copy the gnusto to the red", "response": "(the illuminated scroll to the reddish parchment)\nYou meticulously copy the writing from the illuminated scroll to the reddish parchment.\n\nThe mosaic shifts again: \"Scrying crystals are available to the northwest.\n\"", "endoftext": false }, { "action": "Gnusto gnusto", "response": "As you cast the spell, the reddish parchment vanishes.\n\nYour spell book begins to glow softly. Slowly, ornately, the words of the gnusto spell are inscribed, glowing even more brightly than the book itself. The book's brightness fades, but the spell remains! However, the bluish parchment on which it was written vanishes as the last word is copied.\n\nThe pattern of the mosaic changes: \"The Main Stacks are to the west.\n\"", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nDe Evocatio\na greenish parchment\nyour spell book\na quill pen\na magical compass\nyour identification ring (being worn)\nyour journal\n\nThe mosaic shifts again: \"This mosaic was enchanted by H. Ondricek and M. T. Winter of the Class of 925.\n\"", "endoftext": false }, { "action": "You examine the Evocatio", "response": "This is a nice spell book, bound in blue cloth with silver stitching on the cover and spine. The title (almost) means \"On Evocation\" or \"On Summoning\". It contains the following spells:\nZIFMIA: magically summon a being\nVEZZA: view the future\n\nThe tiles in the mosaic create a new message: \"Welcome, Wizard McSmartypants!\n\"", "endoftext": false }, { "action": "Gnusto zifmia", "response": "(first memorizing gnusto)\nThe spell fizzles. Unlike spell scrolls, spell books are magically guarded against the 'theft' of their lore.\n\nThe pattern of the mosaic changes: \"Library hours: 6:00 AM to 10:00 PM today.\n\"", "endoftext": false }, { "action": "Gnusto newly", "response": "(first memorizing gnusto)\nYour spell book begins to glow softly. Slowly, ornately, the words of the lesoch spell are inscribed, glowing even more brightly than the book itself. The book's brightness fades, but the spell remains! However, the newly-printed scroll on which it was written vanishes as the last word is copied.", "endoftext": false }, { "action": "Gnusto newly", "response": "(first memorizing gnusto)\nYour spell book begins to glow softly. Slowly, ornately, the words of the blorb spell are inscribed, glowing even more brightly than the book itself. The book's brightness fades, but the spell remains! However, the newly-printed scroll on which it was written vanishes as the last word is copied.", "endoftext": false }, { "action": "Gnusto newly", "response": "(first memorizing gnusto)\nYour spell book begins to glow softly. Slowly, ornately, the words of the frotz spell are inscribed, glowing even more brightly than the book itself. The book's brightness fades, but the spell remains! However, the newly-printed scroll on which it was written vanishes as the last word is copied.", "endoftext": false }, { "action": "3", "response": "The Dispenser whirrs, then a beautifully printed square of parchment flies out of the slot at the bottom. You manage to catch it before it touches the ground.\n\nThe green button makes a slight clicking sound as you release it.", "endoftext": false }, { "action": "Gnusto newly", "response": "(first memorizing gnusto)\nYour spell book begins to glow softly. Slowly, ornately, the words of the nitfol spell are inscribed, glowing even more brightly than the book itself. The book's brightness fades, but the spell remains! However, the newly-printed scroll on which it was written vanishes as the last word is copied.", "endoftext": false }, { "action": "You hold red button", "response": "That seems to be a part of the row of buttons.", "endoftext": false }, { "action": "You look at the book", "response": "Which do you mean, 1) De Evocatio or 2) your spell book?", "endoftext": false }, { "action": "2", "response": "GNUSTO: write a magic spell into a spellbook\nFROTZ: cause something to give off light\nBLORB: safely protect a small object as though in a strongbox\nNITFOL: converse with beasts in their own tongue\nREZROV: open even locked or enchanted objects\nLESOCH: cause a gust of wind", "endoftext": false }, { "action": "Go west", "response": "You've visited the library many times, and this room has never failed to impress you. Sunlight shone in through the circular window in the great domed ceiling, reflecting off the mosaic floor and filling the area with patterns of red and gold. The din of innumerable Enchanters and students made it feel alive.\n\nNow, however, it is dark and silent. A few shafts of moonlight give everything an ethereal silvery glow.\n\nStanding in the middle of the floor is a glass display case, showing off an illuminated scroll.\n\nThe mosaic shifts again: \"The Spell Research Area is to the north.\n\"", "endoftext": false }, { "action": "Go south", "response": "A spell book can be reasonably well concealed, but it would be hard to explain how you came by the newly-printed scroll.\n\nThe tiles in the mosaic create a new message: \"Storage areas lie to the northeast and southeast.\n\"", "endoftext": false }, { "action": "You examine newly", "response": "The parchment is smooth, the lettering dark and mechanically perfect: \"LESOCH: cause a gust of wind\".\n\nThe mosaic shifts again: \"To the east is the Basic Spells Collection. \"", "endoftext": false }, { "action": "Go southwest", "response": "This is the room where book returns are processed. It's one of the few areas of the library you've been in before, but you vividly remember the Frobozz Magic Reshelving Device. You placed your book on the mahogany input tray, then watched as it was drawn up a conveyor belt and slid over a series of differently-shaped slots until it fell through the right one.\n\nYou can see the Tome of Psychological Incantations here.", "endoftext": false }, { "action": "You get tome", "response": "Taken.", "endoftext": false }, { "action": "You go northeast", "response": "As the purple tome touches the doorway, it seems to hit an invisible barrier and falls from your hand! A recorded voice sounds from the Reshelver: \"This book is not checked out to you. Please wait for the return to be processed.\"\nLibrary Antechamber\nYou've visited the library many times, and this room has never failed to impress you. Sunlight shone in through the circular window in the great domed ceiling, reflecting off the mosaic floor and filling the area with patterns of red and gold. The din of innumerable Enchanters and students made it feel alive.\n\nNow, however, it is dark and silent. A few shafts of moonlight give everything an ethereal silvery glow.\n\nStanding in the middle of the floor is a glass display case, showing off an illuminated scroll.\n\nThe tiles in the mosaic create a new message: \"Returns are processed to the southwest.\n\"", "endoftext": false }, { "action": "You go to the north-east", "response": "Dust, cobwebs, and not much else. Markings on the floor show that this room once contained some large boxes or trunks, but right now it is empty.", "endoftext": false }, { "action": "Go southwest", "response": "You've visited the library many times, and this room has never failed to impress you. Sunlight shone in through the circular window in the great domed ceiling, reflecting off the mosaic floor and filling the area with patterns of red and gold. The din of innumerable Enchanters and students made it feel alive.\n\nNow, however, it is dark and silent. A few shafts of moonlight give everything an ethereal silvery glow.\n\nStanding in the middle of the floor is a glass display case, showing off an illuminated scroll.\n\nThe pattern of the mosaic changes: \"Scrying crystals are available to the northwest.\n\"", "endoftext": false }, { "action": "Go southwest", "response": "This is the room where book returns are processed. It's one of the few areas of the library you've been in before, but you vividly remember the Frobozz Magic Reshelving Device. You placed your book on the mahogany input tray, then watched as it was drawn up a conveyor belt and slid over a series of differently-shaped slots until it fell through the right one.\n\nYou can see the Tome of Psychological Incantations here.", "endoftext": false }, { "action": "You put scroll on the tray", "response": "Which do you mean, the 1) newly-printed scroll or the 2) greenish parchment?", "endoftext": false }, { "action": "1", "response": "(the newly-printed scroll on the mahogany input tray)\nYou put the newly-printed scroll on the mahogany input tray.", "endoftext": false }, { "action": "You get tome", "response": "Taken.", "endoftext": false }, { "action": "Go northeast", "response": "As the purple tome touches the doorway, it seems to hit an invisible barrier and falls from your hand! A recorded voice sounds from the Reshelver: \"This book is not checked out to you. Please wait for the return to be processed.\"\nLibrary Antechamber\nYou've visited the library many times, and this room has never failed to impress you. Sunlight shone in through the circular window in the great domed ceiling, reflecting off the mosaic floor and filling the area with patterns of red and gold. The din of innumerable Enchanters and students made it feel alive.\n\nNow, however, it is dark and silent. A few shafts of moonlight give everything an ethereal silvery glow.\n\nStanding in the middle of the floor is a glass display case, showing off an illuminated scroll.\n\nThe mosaic shifts again: \"The Main Stacks are to the west.\n\"", "endoftext": false }, { "action": "You examine Device", "response": "A hulking contraption of bronze and iron, currently deactivated for the night.", "endoftext": false }, { "action": "You turn on Device", "response": "You don't see any obvious way to do that. You'd need to ask one of the Librarians.", "endoftext": false }, { "action": "You examine Tome", "response": "A heavy purple tome, titled the \"Tome of Psychological Incantations\". The first third of the book is a long treatise on the theory behind mind-affecting spells, and you can only understand about one word in every seven. The second gives background information on various incantations. But the third seems the most promising:\nYOMIN: mind probe\nSERAGE: force temporary obedience", "endoftext": false }, { "action": "Memorize yomin", "response": "Using your best study habits, you learn the yomin spell.", "endoftext": false }, { "action": "You memorize the SERAGE", "response": "Using your best study habits, you learn the serage spell.", "endoftext": false }, { "action": "Examine de", "response": "This is a nice spell book, bound in blue cloth with silver stitching on the cover and spine. The title (almost) means \"On Evocation\" or \"On Summoning\". It contains the following spells:\nZIFMIA: magically summon a being\nVEZZA: view the future", "endoftext": false }, { "action": "You memorize ZIFMIA", "response": "Using your best study habits, you learn the zifmia spell.", "endoftext": false }, { "action": "ZIFMIA", "response": "That enchantment must be cast at something.", "endoftext": true }, { "action": "You look around", "response": "This is the room where book returns are processed. It's one of the few areas of the library you've been in before, but you vividly remember the Frobozz Magic Reshelving Device. You placed your book on the mahogany input tray, then watched as it was drawn up a conveyor belt and slid over a series of differently-shaped slots until it fell through the right one.", "endoftext": false }, { "action": "Vezza", "response": "(first memorizing vezza)\nYou see a startling location of transparent walls, twinkling with reflected light.", "endoftext": false }, { "action": "Spells", "response": "You have the rezrov spell once, the zifmia spell once, and the yomin spell once and the serage spell once committed to memory.", "endoftext": false }, { "action": "You cast the SERAGE on Device", "response": "(first memorizing serage)\nYou cast the spell, but nothing obvious happens.", "endoftext": false }, { "action": "You go northeast", "response": "As the purple tome touches the doorway, it seems to hit an invisible barrier and falls from your hand! A recorded voice sounds from the Reshelver: \"This book is not checked out to you. Please wait for the return to be processed.\"\nLibrary Antechamber\nYou've visited the library many times, and this room has never failed to impress you. Sunlight shone in through the circular window in the great domed ceiling, reflecting off the mosaic floor and filling the area with patterns of red and gold. The din of innumerable Enchanters and students made it feel alive.\n\nNow, however, it is dark and silent. A few shafts of moonlight give everything an ethereal silvery glow.\n\nStanding in the middle of the floor is a glass display case, showing off an illuminated scroll.\n\nThe tiles in the mosaic create a new message: \"This mosaic was enchanted by H. Ondricek and M. T. Winter of the Class of 925.\n\"", "endoftext": false }, { "action": "Go west", "response": "This is the main area of the library, extending seemingly infinitely to the east and west. The tallest shelves are over twice your height, and some residual light spells bathe everything in a dim yellow glow. It would take a lifetime to read every book.\n\nA book catches your eye: Field Guide to the Creatures of\nFrobozz by S. Meretzky.\n\nSitting on a wooden podium near one wall is one volume of the Encyclopedia Frobozzica.", "endoftext": false }, { "action": "You go east", "response": "You've visited the library many times, and this room has never failed to impress you. Sunlight shone in through the circular window in the great domed ceiling, reflecting off the mosaic floor and filling the area with patterns of red and gold. The din of innumerable Enchanters and students made it feel alive.\n\nNow, however, it is dark and silent. A few shafts of moonlight give everything an ethereal silvery glow.\n\nStanding in the middle of the floor is a glass display case, showing off an illuminated scroll.\n\nThe mosaic shifts again: \"Welcome, Wizard McSmartypants!\n\"", "endoftext": false }, { "action": "You go to the northwest", "response": "The walls and shelves of this room are lined with mirrors and crystals of all types. Presumably you would have learned to scry in a more advanced Thaumaturgy class, but it wasn't covered in the first or second year of studies.\n\nYou can see a glass aquarium (closed) (in which is a small transparent sphere), a small red sphere, a small blue sphere, and a glass cabinet (empty) here.", "endoftext": false }, { "action": "You look in the red sphere", "response": "Instead of a reflection, the small red sphere seems to show a different view, as if it were a window to another world...\n\nThe walls and shelves of this room are lined with mirrors and crystals of all types. Presumably you would have learned to scry in a more advanced Thaumaturgy class, but it wasn't covered in the first or second year of studies.\n\nYou can see a glass aquarium (closed) (in which is a small transparent sphere) and a glass cabinet (empty) here.\n\n...you step back from the mirror, and take a moment to regain your bearings.", "endoftext": false }, { "action": "You look in the blue sphere", "response": "Instead of a reflection, the small blue sphere seems to show a different view, as if it were a window to another world...\n\nThe walls and shelves of this room are lined with mirrors and crystals of all types. Presumably you would have learned to scry in a more advanced Thaumaturgy class, but it wasn't covered in the first or second year of studies.\n\nYou can see a glass aquarium (closed) (in which is a small transparent sphere) and a glass cabinet (empty) here.\n\n...you step back from the mirror, and take a moment to regain your bearings.", "endoftext": false }, { "action": "You look ithe wall-sized mirror", "response": "Instead of a reflection, the wall-sized mirror seems to show a different view, as if it were a window to another world...\n\nYou are in a splendid chamber, about thirty feet high. The walls look like rivers of orange stone, magically frozen for eternity around you. An awkward canyon leads to the east, and a slightly larger passage opens out to the west.\n\nIn the darkness you see an adventurer holding a bright carbide lamp.\n\n...you step back from the mirror, and take a moment to regain your bearings.", "endoftext": false }, { "action": "You get blue", "response": "(the small blue sphere)\nTaken.", "endoftext": false }, { "action": "Go southeast", "response": "You've visited the library many times, and this room has never failed to impress you. Sunlight shone in through the circular window in the great domed ceiling, reflecting off the mosaic floor and filling the area with patterns of red and gold. The din of innumerable Enchanters and students made it feel alive.\n\nNow, however, it is dark and silent. A few shafts of moonlight give everything an ethereal silvery glow.\n\nStanding in the middle of the floor is a glass display case, showing off an illuminated scroll.\n\nThe tiles in the mosaic create a new message: \"Library hours: 6:00 AM to 10:00 PM today.\n\"", "endoftext": false }, { "action": "You go north", "response": "This is the area where advanced students can work out variations on old spells or attempt (with close supervision) to create simple enchantments from scratch.\n\nA long workbench lines one of the walls. Judging from the amount of strange machinery around it, the alarm recording wasn't lying about the traps—magic-users have a tendency to make things overly complicated in case of unlikely eventualities. It might not be a good idea to touch anything until the trap can be deactivated.", "endoftext": false }, { "action": "You look at the trap", "response": "If you had to guess, you'd say it was meant to activate when someone leaned on the workbench.", "endoftext": false }, { "action": "Go south", "response": "You've visited the library many times, and this room has never failed to impress you. Sunlight shone in through the circular window in the great domed ceiling, reflecting off the mosaic floor and filling the area with patterns of red and gold. The din of innumerable Enchanters and students made it feel alive.\n\nNow, however, it is dark and silent. A few shafts of moonlight give everything an ethereal silvery glow.\n\nStanding in the middle of the floor is a glass display case, showing off an illuminated scroll.\n\nThe mosaic shifts again: \"The Spell Research Area is to the north.\n\"", "endoftext": false }, { "action": "You go to the north-east", "response": "Dust, cobwebs, and not much else. Markings on the floor show that this room once contained some large boxes or trunks, but right now it is empty.", "endoftext": false }, { "action": "Vezza", "response": "(first memorizing vezza)\nYou see a dried-up river bed, full of sharp rocks and muddy puddles. A dark cave beckons.", "endoftext": false }, { "action": "You go to the southwest", "response": "You've visited the library many times, and this room has never failed to impress you. Sunlight shone in through the circular window in the great domed ceiling, reflecting off the mosaic floor and filling the area with patterns of red and gold. The din of innumerable Enchanters and students made it feel alive.\n\nNow, however, it is dark and silent. A few shafts of moonlight give everything an ethereal silvery glow.\n\nStanding in the middle of the floor is a glass display case, showing off an illuminated scroll.\n\nThe pattern of the mosaic changes: \"Storage areas lie to the northeast and southeast.\n\"", "endoftext": false }, { "action": "Vezza", "response": "(first memorizing vezza)\nYou see a glittering midway filled with garish lights and honky-tonk music, surrounded by a spidery wooden structure.\n\nThe tiles in the mosaic create a new message: \"To the east is the Basic Spells Collection.\n\"", "endoftext": false }, { "action": "Vezza", "response": "(first memorizing vezza)\nYou see a field surrounded by fortified ramparts. A tattered flag flies atop a tall pole.\n\nThe mosaic shifts again: \"Returns are processed to the southwest.\n\"", "endoftext": false }, { "action": "You look at Calendar", "response": "According to the front page, this is an official Frobozz Magic Flathead Royal Family Calendar. There appear to be 11 pages left on it.", "endoftext": false }, { "action": "You get Calendar", "response": "You tear a page off the calendar, and it disintegrates in your hand. The next page reads \"Frobuary: John D. Flathead. John D. was the founder of Flathead Industries, which produced new companies to sell to FrobozzCo International.\"", "endoftext": false }, { "action": "You go southeast", "response": "(first trying to open the wooden door)\nIt seems to be locked.\n\nThe mosaic shifts again: \"The Main Stacks are to the west.\n\"", "endoftext": false }, { "action": "1", "response": "(the wooden door)\n(first memorizing rezrov)\nThe door shudders, and there is a clicking sound from the lock, but nothing else happens. Looking closely at it, you see that the key has been left partway in the lock, preventing it from turning.\n\nThe pattern of the mosaic changes: \"This mosaic was enchanted by H. Ondricek and M. T. Winter of the Class of 925.\n\"", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\ntwo palantiri:\na the small blue sphere\na the small red sphere\nDe Evocatio\na greenish parchment\nyour spell book\na quill pen\na magical compass\nyour identification ring (being worn)\nyour journal\n\nThe tiles in the mosaic create a new message: \"Library hours: 6:00 AM to 10:00 PM today.\n\"", "endoftext": false }, { "action": "You examine the ring", "response": "A thin band of some silvery metal, with a flat copper disk in place of a stone. It's keyed to the enchanted doors on campus. It would also allow you to check out books here if the library were open.\n\nThe tiles in the mosaic create a new message: \"Storage areas lie to the northeast and southeast.\n\"", "endoftext": false }, { "action": "You look up the zifmia in Frobozzica", "response": "zifmia: magically summon a being", "endoftext": false }, { "action": "Go east", "response": "You've visited the library many times, and this room has never failed to impress you. Sunlight shone in through the circular window in the great domed ceiling, reflecting off the mosaic floor and filling the area with patterns of red and gold. The din of innumerable Enchanters and students made it feel alive.\n\nNow, however, it is dark and silent. A few shafts of moonlight give everything an ethereal silvery glow.\n\nStanding in the middle of the floor is a glass display case, showing off an illuminated scroll.\n\nThe mosaic shifts again: \"To the east is the Basic Spells Collection. \"", "endoftext": false }, { "action": "Go southwest", "response": "This is the room where book returns are processed. It's one of the few areas of the library you've been in before, but you vividly remember the Frobozz Magic Reshelving Device. You placed your book on the mahogany input tray, then watched as it was drawn up a conveyor belt and slid over a series of differently-shaped slots until it fell through the right one.\n\nYou can see the Tome of Psychological Incantations here.", "endoftext": false }, { "action": "You examine the belt", "response": "A hulking contraption of bronze and iron, currently deactivated for the night.", "endoftext": false }, { "action": "You examine Tome", "response": "A heavy purple tome, titled the \"Tome of Psychological Incantations\". The first third of the book is a long treatise on the theory behind mind-affecting spells, and you can only understand about one word in every eight. The second gives background information on various incantations. But the third seems the most promising:\nYOMIN: mind probe\nSERAGE: force temporary obedience", "endoftext": false }, { "action": "Yomin yourself", "response": "(first taking the Tome of Psychological Incantations, then memorizing yomin)\nYou sense a mind concentrating hard on casting the yomin spell. The recursion gives you a headache.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nthe Tome of Psychological Incantations\ntwo palantiri:\na the small blue sphere\na the small red sphere\nDe Evocatio\na greenish parchment\nyour spell book\na quill pen\na magical compass\nyour identification ring (being worn)\nyour journal", "endoftext": false }, { "action": "You look at the compass", "response": "It's a large gold compass about the size of a pocketwatch, with a spell on the needle to make it always stay level. Most mages carry compasses because of how easy it is to get disoriented in magic-rich areas.", "endoftext": false }, { "action": "You go northeast", "response": "As the purple tome touches the doorway, it seems to hit an invisible barrier and falls from your hand! A recorded voice sounds from the Reshelver: \"This book is not checked out to you. Please wait for the return to be processed.\"\nLibrary Antechamber\nYou've visited the library many times, and this room has never failed to impress you. Sunlight shone in through the circular window in the great domed ceiling, reflecting off the mosaic floor and filling the area with patterns of red and gold. The din of innumerable Enchanters and students made it feel alive.\n\nNow, however, it is dark and silent. A few shafts of moonlight give everything an ethereal silvery glow.\n\nStanding in the middle of the floor is a glass display case, showing off an illuminated scroll.\n\nThe tiles in the mosaic create a new message: \"Returns are processed to the southwest.\n\"", "endoftext": false }, { "action": "Go southwest", "response": "You've visited the library many times, and this room has never failed to impress you. Sunlight shone in through the circular window in the great domed ceiling, reflecting off the mosaic floor and filling the area with patterns of red and gold. The din of innumerable Enchanters and students made it feel alive.\n\nNow, however, it is dark and silent. A few shafts of moonlight give everything an ethereal silvery glow.\n\nStanding in the middle of the floor is a glass display case, showing off an illuminated scroll.\n\nThe tiles in the mosaic create a new message: \"The Main Stacks are to the west.\n\"", "endoftext": false }, { "action": "2", "response": "GNUSTO: write a magic spell into a spellbook\nFROTZ: cause something to give off light\nBLORB: safely protect a small object as though in a strongbox\nNITFOL: converse with beasts in their own tongue\nREZROV: open even locked or enchanted objects\nLESOCH: cause a gust of wind\n\nThe pattern of the mosaic changes: \"This mosaic was enchanted by H. Ondricek and M. T. Winter of the Class of 925.\n\"", "endoftext": false }, { "action": "Blorb key", "response": "(first memorizing blorb)\nA glowing strongbox forms out of the air, carefully enclosing the lock, which disappears from view. It appears solid and secure, but you get the feeling that it would open at your slightest touch.\n\nThe tiles in the mosaic create a new message: \"Welcome, Wizard McSmartypants!\n\"", "endoftext": true }, { "action": "Look around", "response": "You've visited the library many times, and this room has never failed to impress you. Sunlight shone in through the circular window in the great domed ceiling, reflecting off the mosaic floor and filling the area with patterns of red and gold. The din of innumerable Enchanters and students made it feel alive.\n\nNow, however, it is dark and silent. A few shafts of moonlight give everything an ethereal silvery glow.\n\nStanding in the middle of the floor is a glass display case, showing off an illuminated scroll.\n\nThe mosaic shifts again: \"Library hours: 6:00 AM to 10:00 PM today.\n\"", "endoftext": false }, { "action": "You look at the wooden door", "response": "You see nothing special about the wooden door.\n\nThe pattern of the mosaic changes: \"The Spell Research Area is to the north.\n\"", "endoftext": false }, { "action": "You examine the spellbook", "response": "GNUSTO: write a magic spell into a spellbook\nFROTZ: cause something to give off light\nBLORB: safely protect a small object as though in a strongbox\nNITFOL: converse with beasts in their own tongue\nREZROV: open even locked or enchanted objects\nLESOCH: cause a gust of wind\n\nThe mosaic shifts again: \"Storage areas lie to the northeast and southeast.\n\"", "endoftext": false }, { "action": "You examine the lock", "response": "The last time you saw the lock, it was in the magical strongbox.\n\nThe pattern of the mosaic changes: \"To the east is the Basic Spells Collection.\n\"", "endoftext": false }, { "action": "Blorb key", "response": "(first memorizing blorb)\nA glowing strongbox forms out of the air, carefully enclosing the lock, which disappears from view. It appears solid and secure, but you get the feeling that it would open at your slightest touch.\n\nThe mosaic shifts again: \"Welcome, Wizard McSmartypants!\n\"", "endoftext": false }, { "action": "Rezrov compass", "response": "(first memorizing rezrov)\nOpening the magical compass is beyond the power of the REZROV spell.\n\nThe mosaic shifts again: \"Welcome, Wizard McSmartypants!\n\"", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\ntwo palantiri:\na the small blue sphere\na the small red sphere\nDe Evocatio\na greenish parchment\nyour spell book\na quill pen\na magical compass\nyour identification ring (being worn)\nyour journal\n\nThe tiles in the mosaic create a new message: \"Library hours: 6:00 AM to 10:00 PM today.\n\"", "endoftext": false }, { "action": "You examine the key", "response": "You can't see anything through the keyhole—the key is in the way.\n\nThe mosaic shifts again: \"The Spell Research Area is to the north.\n\"", "endoftext": false }, { "action": "You learn the lesoch", "response": "Using your best study habits, you learn the lesoch spell.\n\nThe pattern of the mosaic changes: \"Storage areas lie to the northeast and southeast.\n\"", "endoftext": false }, { "action": "Lesoch keyhole", "response": "That enchantment cannot be cast at anything.\n\nThe mosaic shifts again: \"To the east is the Basic Spells Collection. \"", "endoftext": false }, { "action": "Lesoch", "response": "(first memorizing lesoch)\nSlowly, teasingly, a small puff of wind begins to blow. It quickly builds to gale force, then hurricane force, and just as you feel you are about to be swept away, it subsides.\n\nThe pattern of the mosaic changes: \"Returns are processed to the southwest.\n\"", "endoftext": false }, { "action": "You look at the lock", "response": "You can't see anything through the keyhole—the key is in the way.\n\nThe tiles in the mosaic create a new message: \"Scrying crystals are available to the northwest.\n\"", "endoftext": false }, { "action": "You hit the wooden door", "response": "Violence isn't the answer to this one.\n\nThe pattern of the mosaic changes: \"The Main Stacks are to the west.\n\"", "endoftext": false }, { "action": "You hit the lock", "response": "Violence isn't the answer to this one.\n\nThe tiles in the mosaic create a new message: \"This mosaic was enchanted by H. Ondricek and M. T. Winter of the Class of 925.\n\"", "endoftext": false }, { "action": "You put the ring in the keyhole", "response": "(first trying to take your identification ring)\nYou already have that.\n\nThe mosaic shifts again: \"Welcome, Wizard McSmartypants!\n\"", "endoftext": false }, { "action": "You remove the ring", "response": "Several years ago a student used a girgol scroll to steal a classmate's ID ring, sneak into one of the women's residence halls, install small scrying mirrors in several rooms, and return the ring before the spell wore off. He likely would have gotten away with it, except that the occupant of one of those rooms happened to be practicing jindak at the time.\n\nAnyway, after that the rings were magically bonded to the students\" fingers. It can't be removed without going through a lengthy and time-consuming process.\n\nYou take off your identification ring.\n\nThe tiles in the mosaic create a new message: \"Library hours: 6:00 AM to 10:00 PM today.\n\"", "endoftext": false }, { "action": "You wear the ring", "response": "You're already wearing that!\n\nThe pattern of the mosaic changes: \"The Spell Research Area is to the north.\n\"", "endoftext": false }, { "action": "You go to the northwest", "response": "The walls and shelves of this room are lined with mirrors and crystals of all types. Presumably you would have learned to scry in a more advanced Thaumaturgy class, but it wasn't covered in the first or second year of studies.\n\nYou can see a glass aquarium (closed) (in which is a small transparent sphere) and a glass cabinet (empty) here.", "endoftext": false }, { "action": "You look in the mirror", "response": "Which do you mean, the 1) stained mirror, the 2) gilt mirror, or the 3) wall-sized mirror?", "endoftext": false }, { "action": "Zifmia adventurer", "response": "(first memorizing zifmia)\nAll at once, the bedraggled Adventurer appears before you, brightly glowing lamp in hand. His jaw has dropped and his eyes are bulging. His eyes dart this way and that, as if looking for a way to escape.", "endoftext": false }, { "action": "You memorize the SERAGE", "response": "You have so much buzzing around in your head, though, that it's likely that something may have been forgotten in the shuffle.\n\nUsing your best study habits, you learn the serage spell.", "endoftext": false }, { "action": "Spells", "response": "You have the rezrov spell once, the zifmia spell once, the yomin spell once, and the lesoch spell once and the serage spell once committed to memory.", "endoftext": false }, { "action": "You go northeast", "response": "As the purple tome touches the doorway, it seems to hit an invisible barrier and falls from your hand! A recorded voice sounds from the Reshelver: \"This book is not checked out to you. Please wait for the return to be processed.\"\nLibrary Antechamber\nYou've visited the library many times, and this room has never failed to impress you. Sunlight shone in through the circular window in the great domed ceiling, reflecting off the mosaic floor and filling the area with patterns of red and gold. The din of innumerable Enchanters and students made it feel alive.\n\nNow, however, it is dark and silent. A few shafts of moonlight give everything an ethereal silvery glow.\n\nStanding in the middle of the floor is a glass display case, showing off an illuminated scroll.\n\nThe tiles in the mosaic create a new message: \"Returns are processed to the southwest.\n\"", "endoftext": false }, { "action": "Go northwest", "response": "The walls and shelves of this room are lined with mirrors and crystals of all types. Presumably you would have learned to scry in a more advanced Thaumaturgy class, but it wasn't covered in the first or second year of studies.\n\nA bedraggled and weary-looking adventurer stands here, looking panicked and terrified.\n\nYou can also see a glass aquarium (closed) (in which is a small transparent sphere) and a glass cabinet (empty) here.", "endoftext": false }, { "action": "Yomin adventurer", "response": "You sense confusion and fear.", "endoftext": false }, { "action": "Serage adventurer", "response": "As you complete the spell, the Adventurer's eyes unfocus for a moment. He seems much more willing to listen to you.", "endoftext": true }, { "action": "You look at your surroundings", "response": "The walls and shelves of this room are lined with mirrors and crystals of all types. Presumably you would have learned to scry in a more advanced Thaumaturgy class, but it wasn't covered in the first or second year of studies.\n\nThe Adventurer is standing here, awaiting a command.\n\nYou can also see a glass aquarium (closed) (in which is a small transparent sphere) and a glass cabinet (empty) here.", "endoftext": false }, { "action": "Break aquarium", "response": "The Adventurer turns to listen to you.\n\nThe Adventurer motions for you to stand back, then picks up the aquarium and tosses it with effort towards the ceiling. It comes down with a massive crash, but doesn't even seem scratched. The\nAdventurer scowls at it.", "endoftext": false }, { "action": "Open aquarium", "response": "The Adventurer doesn't move. Perhaps there was a problem with your command.", "endoftext": false }, { "action": "You follow you", "response": "The Adventurer begins to follow you.", "endoftext": false }, { "action": "You go to the south-east", "response": "You've visited the library many times, and this room has never failed to impress you. Sunlight shone in through the circular window in the great domed ceiling, reflecting off the mosaic floor and filling the area with patterns of red and gold. The din of innumerable Enchanters and students made it feel alive.\n\nNow, however, it is dark and silent. A few shafts of moonlight give everything an ethereal silvery glow.\n\nStanding in the middle of the floor is a glass display case, showing off an illuminated scroll.\n\nThe pattern of the mosaic changes: \"Scrying crystals are available to the northwest.\n\"\nThe Adventurer arrives from the northwest.", "endoftext": false }, { "action": "You push key", "response": "The Adventurer turns to listen to you.\n\nThe Adventurer pushes the lock.\n\nThe tiles in the mosaic create a new message: \"The Main Stacks are to the west.\n\"", "endoftext": false }, { "action": "You open the southeast door", "response": "The Adventurer doesn't respond in any way. Perhaps the serage\nspell is preventing his from responding to anything other than commands.\n\nThe mosaic shifts again: \"This mosaic was enchanted by H. Ondricek and M. T. Winter of the Class of 925.\n\"", "endoftext": false }, { "action": "You go to the southwest", "response": "This is the room where book returns are processed. It's one of the few areas of the library you've been in before, but you vividly remember the Frobozz Magic Reshelving Device. You placed your book on the mahogany input tray, then watched as it was drawn up a conveyor belt and slid over a series of differently-shaped slots until it fell through the right one.\n\nYou can see the Tome of Psychological Incantations here.\n\nThe Adventurer arrives from the northeast.", "endoftext": false }, { "action": "You get tome", "response": "The Adventurer turns to listen to you.\n\nThe Adventurer picks up the Tome of Psychological Incantations.", "endoftext": false }, { "action": "You ask Adventurer, to go northeast", "response": "The Adventurer ceases to pursue you.\n\nThe Tome of Psychological Incantations falls from the Adventurer's hand as they step through the archway.\n\nThe Adventurer goes northeast.", "endoftext": false }, { "action": "You look northeast", "response": "You see the library antechamber that way.", "endoftext": false }, { "action": "You get tome", "response": "That seems to belong to the Adventurer.", "endoftext": false }, { "action": "You look at the lantern", "response": "A small brass lantern, with two compartments connected by a small valve. You learned about these in a history class: the top chamber contains water, and the bottom one calcium carbide. When the valve is open, they react and produce a bright flame.\n\nThe carbide lantern is currently switched on.", "endoftext": false }, { "action": "You ask Adventurer, to inventory", "response": "The Adventurer looks through his possessions. \"I have the Tome of Psychological Incantations, a carbide lantern, a plaited rope, a broken rope, and a map.\"", "endoftext": false }, { "action": "You examine the MAP", "response": "It looks like a mess of meaningless lines and arrows. Presumably the Adventurer understands it better.", "endoftext": false }, { "action": "You examine the plaited rope", "response": "The plaited rope is tied to nothing.\n\nA long rope of some sort. It feels fairly smooth, but it would still hold a knot.", "endoftext": false }, { "action": "You look at the broken rope", "response": "The broken rope is tied to nothing.\n\nShorter than the other rope, and frayed at one end, but still capable of holding your weight if necessary.", "endoftext": false }, { "action": "Nitfol adventurer", "response": "(first memorizing nitfol)\nThe Adventurer isn't very talkative.", "endoftext": false }, { "action": "Yomin adventurer", "response": "(first trying to take the Tome of Psychological Incantations)\nThe predominant thought is the phrase \"ADVENTURER, I\".", "endoftext": false }, { "action": "You give tome to you", "response": "The Adventurer looks at the Tome of Psychological Incantations once, then hands it to you.", "endoftext": false }, { "action": "You throw Tome northeast", "response": "You fling the Tome of Psychological Incantations as hard as you can. It sails northeastward and disappears into the Library Antechamber.", "endoftext": false }, { "action": "You go northeast", "response": "You've visited the library many times, and this room has never failed to impress you. Sunlight shone in through the circular window in the great domed ceiling, reflecting off the mosaic floor and filling the area with patterns of red and gold. The din of innumerable Enchanters and students made it feel alive.\n\nNow, however, it is dark and silent. A few shafts of moonlight give everything an ethereal silvery glow.\n\nStanding in the middle of the floor is a glass display case, showing off an illuminated scroll.\n\nYou can also see the Tome of Psychological Incantations here.\n\nThe pattern of the mosaic changes: \"Welcome, Wizard McSmartypants!\n\"\nThe Adventurer arrives from the southwest.", "endoftext": false }, { "action": "You get tome", "response": "Taken.\n\nThe mosaic shifts again: \"Library hours: 6:00 AM to 10:00 PM today.\n\"", "endoftext": false }, { "action": "You cut the quill", "response": "Cutting it up would achieve little.\n\nThe tiles in the mosaic create a new message: \"The Spell Research Area is to the north.\n\"", "endoftext": false }, { "action": "You put the quill in the keyhole", "response": "The quill pen cannot fit through the keyhole—the nib is just barely too wide.\n\nThe mosaic shifts again: \"Storage areas lie to the northeast and southeast.\n\"", "endoftext": false }, { "action": "You examine the quill", "response": "You borrowed this from one of your professors, allegedly to practice copying your \"gloth\" scroll. It's large and deep blue, with a tiny enchanted diamond set in the tip.\n\nThe tiles in the mosaic create a new message: \"To the east is the Basic Spells Collection.\n\"", "endoftext": false }, { "action": "Gnusto yomin", "response": "(first memorizing gnusto)\nThe spell fizzles. Unlike spell scrolls, spell books are magically guarded against the 'theft' of their lore.\n\nThe mosaic shifts again: \"Returns are processed to the southwest.\n\"", "endoftext": false }, { "action": "Y.", "response": "cheapglulxe quit with exit status: 0", "endoftext": false }, { "action": "%", "response": "The occupied territories.\n\nFaith, but this has been worse than you could have imagined. You gave no thought when you left the capital; the promise of escape was too tempting and the intention of Jumaht's letter was too clear.\n\nIts contents, however, were less so, and you have had far too much time in far too empty a land to think on their purpose. Over the last weeks of your journey, your worry and your homesickness have worked their way from an ache in your heart to a stone in your stomach.\n\nAs if to remind you of his own burden, Huwen brays and nuzzles your shoulder. You place a hand on his nose and whisper a word of thanks, for you are alone here except for him. Alone amongst the once-mad.\n\nThe gates of Diahl lie before you. Everything else lies behind. Your journey here is ended. Your work is just beginning.\n\nA Tale of the Apostasy by Veronica Devon\n\n[First-time players should type \"info\" for instructions. Type \"credits\" to view the credits.]\n\nHere, the path takes its final turn north, towards the gates of the town. It is as narrow here as you can remember, becoming a slight track clinging to the cliff wall. As such, the view of the valley below is unmarred by any obstruction.\n\nHuwen stands beside you, as ever, heavy under his pack.", "endoftext": false }, { "action": "About yourself", "response": "You've tried to look the part of a merchant of modest means, and you have mostly succeeded. The deep black of your skin marks you as a southerner, a child of the plains and not the mountains. At least you are not the ochre of a capitaler, for you would not to be trusted on sight.\n\nStill, you do not expect to be welcomed with open arms.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nyour bag (open)\na letter\nThe Book of Lies\na grey badge\nyour notebook", "endoftext": false }, { "action": "You look at the badge", "response": "The sign of your office, such as it is. Glancing over its smooth, featureless surface, you realize that you must be careful with this. Before anyone sees it, you are simply another stranger or traveller. After, you would be branded an agent of the Apostasy, with all that that title demands.", "endoftext": false }, { "action": "You examine Huwen", "response": "You've had the donkey for a very long time now. He is everything you could ask for in a travelling companion: good-natured and uncomplaining. He does have a propensity for the sweet, but you can hardly blame him for it, as he is not alone in his vice.\n\nYour pack is settled across his back. He somehow does not seem tired, even after the long journey.", "endoftext": false }, { "action": "You examine the letter", "response": "Short and to the point, as all Jumaht's missives are.\n\nDarius:\nA murder has occurred in Diahl. It is to be investigated\nimmediately. It is not known by me or by anyone that this is linked to cult or worship activities.\n\nKeep quiet on your journey. Keep to your principles. Keep to your truths. And know always how very proud I am of you.\n\nAt the bottom, he has added a personal postscript:\n\nWe will speak when this is over. I am sorry about Adar.\n\nIt is not what is written that is so disturbing, but what is missing. \"It is not known by me or anyone\"? And yet it is to be investigated? Some part of you has hoped the postscript was the reason for the speed of your necessary departure - an excuse to get you away from the capital and all that had occurred. But there is more here, and that is more than merely worrisome. For it implies you - specifically you - were chosen for a reason.", "endoftext": false }, { "action": "You look at Book", "response": "A grammarie given only to initiates, though since it is written in the Tongue, there is little worry of anyone else reading it. On the back is inscribed the Brotherhood's creed: The world deceives. The\nworld wishes to be deceived. The truth against the world.\n\nYour initiation is not that long behind you, but as Jumaht is fond of saying: the page remembers long after men have forgotten.\n\n[If you find need, you may \"consult\" the Book about topics or\n\"look up\" topics in the Book.]", "endoftext": false }, { "action": "Consult book about cult", "response": "You can find no reference to cult in The Book of Lies.\n\nHuwen's ears twitch nervously.", "endoftext": false }, { "action": "Consult book about truth", "response": "Much of the text of the Book is given over to the subjects of truth and falsehood, in one form or another. The actual entries on both subjects contain treatises of such depth, complexity, and length as to make up almost half of its length.\n\nThat said, there is one portion on truth that you have found yourself coming back to again and again:\n\nthe ancients and, following his natural disposition, puts his trust in them, but rather the one who suspects his faith in them and questions what he gathers from them, the one who submits to argument and demonstration, and not to the sayings of a human being whose nature is fraught with all kinds of imperfection and deficiency.\n\nThus the duty of our Order, if learning the truth is our goal, is\nto make ourselves an enemy of all that we read, and, applying our minds to the core and margins of its content, attack it from every side. We should also suspect ourselves as we performs our critical examination of it, so that we may avoid falling into either prejudice or leniency.\n\nHuwen suddenly brays at nothing.", "endoftext": false }, { "action": "You examine notebook", "response": "This one is for official purposes; you left your personal notes in safekeeping before you left the capital. Flipping quickly through the fresh pages, running your fingers over the smooth parchment, reminds you how very far you are from civilization. You would not find its like for a hundred miles, you are certain.\n\nOn the notebook's front page, you have made a list of tasks remaining to you:\nFind stable for Huwen.\nFind local hall of records. (Contact - trustworthy?)\nOfficially present self to local elder or elders.\nGain housing. (Demand obesance, if necessary?)\n(What of Silenus?)\n\nYou jotted these down in an attempt to codify the work awiating you in Diahl, a week ago. It was at one of the last inns you passed, the last time you had a bath and a decent meal. You recall writing the last entry with a distinct sense of unease.\n\nYou are just about to close the book when your eyes catch on an imperfection: there is writing on the inside cover.", "endoftext": false }, { "action": "You examine the writing", "response": "of all our desire\nwill look, lift your face\nand say,\n\nLike this.\n\nAdar must have done this. You cannot think of when. You also cannot think which is worse: that he wrote it before things ended, or after.\n\nHuwen wanders up to you, nuzzles you for a moment, then wanders away.", "endoftext": false }, { "action": "Pet huwen", "response": "Huwen nuzzles closer.", "endoftext": false }, { "action": "You think about Adar", "response": "[I can't understand your entire command: the first part might be\nan action I know, but I didn't expect the word \"about\" next.]", "endoftext": false }, { "action": "Consult book about silenus", "response": "Silenus does not have a specific entry in the Book. Nor have you been able to correlate what little you have observed of it with any known entity. Which should make its existence all the more worrying, if you gave yourself pause to think on it.", "endoftext": true }, { "action": "Look around", "response": "Here, the path takes its final turn north, towards the gates of the town. It is as narrow here as you can remember, becoming a slight track clinging to the cliff wall. As such, the view of the valley below is unmarred by any obstruction.\n\nHuwen stands beside you, as ever, heavy under his pack.", "endoftext": false }, { "action": "You go to the north", "response": "The path expands here, to a walled courtyard of patterned stone. The gates lead northward, and the town itself is clearly visible behind and above the walls. It seems the mountain it lies upon continues upwards for a good distance.\n\nTo one side of the gate is a long, planed piece of ancient stonework.\n\nHuwen obediently follows after.", "endoftext": false }, { "action": "You examine the stonework", "response": "Four circular depressions of increasing depth are inscribed on its pebbled and worn surface. It takes you a moment to realize that it is a maofas - used in ancient times for the measurement of grain\nand cereals. Each depression was precisely sized and standardized, such that fair prices could be charged.\n\nThis one seems to be part of the town wall itself, which implies that the foundations of Diahl are centuries old, if not older.", "endoftext": false }, { "action": "You examine the gate", "response": "The gates lie open. The walls they pierce seem to be made of the same ancient stone as the measurer which lies here. Diahl's defences are older than the town they contain.\n\nHuwen huffs, as if sighing.", "endoftext": false }, { "action": "You go north", "response": "A shadowed, sheltered plaza just beyond the walls. The city gates lie open to the south. On the far side, the road continues as a staircase continuing up the mountain north into the town proper.\n\nThe sides of the square are crowded with the small stone buildings you saw dotting the mountain from below.\n\nAlong the eastern side is a wooden structure with a thatched roof. From the look and smell, you would guess it a stable.\n\nAt the center of the plaza is a stone basin, filled with rainwater.\n\nHuwen walks beside you.", "endoftext": false }, { "action": "You go east", "response": "The dimly-lit wooden interior is barely visible, given the only illumination is a lantern on the floor at the center of the room. In the darkness beyond, you can hear the snuffling and shifting of what must be two or three horses.\n\nA woman - clearly the hostler - stands beside the lantern.\n\n\"Evening, evening...\" says the woman in a cheery voice, turning at the sound of the creaky door opening and then closing behind you. \"With you in just a ...\"\n\nHer greeting dies in her throat as she sights you. The silence that follows goes on for several moments.\n\nShe smiles nervously, taking a deep breath. \"Apologies, sir. \"Twasn't expecting a stranger, as it were.\" She blinks. \"No offense meant, of course.\" Another pause. \"Just we don't see many come this way from the valley. Sir.\"\n\nShe brushes a non-existent speck of dust from her roughspun clothes, then looks you straight in the eye. \"That is where you came from? Sir?\"\n\nYou could say only that you came from the valley, say you travelled from the capital or ask about using the stables.", "endoftext": false }, { "action": "You ask about using the the stables", "response": "\"I would like to make use of your stables, if I may.\"\n\nHer eyes narrow as she realizes you have side-stepped her question. Her mouth sets in a frown. \"I don't know, sir.\" She gestures to the shifting figures in the dark behind her. \"Considering the time of year, we don't have much room.\"\n\nYou could ask about the cost.", "endoftext": false }, { "action": "You ask about the the cost", "response": "\"What would it cost to leave my friend, Huwen, here?\" you ask, patting him on the flank.\n\nHer smile has something feral in it. \"Oh goodness - that's not how things are often done here. Sir.\" She pauses. \"But I suppose I could look after this fine boy for...five measures of grain?\"\n\nYou could say you can pay in coin or identify yourself as a member of the Apostasy.", "endoftext": false }, { "action": "You say i can pay in the coin", "response": "The journey here was more expensive than you had hoped, and all you have left is a single stater. It is worth far more than even ten measures of grain, you are certain. You slip it from its place in Huwen's pack and show it to the hostler.\n\nShe takes the coin and examines it in the light of the lantern. It takes her a moment to recognize what you've given her. \"Yes, sir. Certainly, sir. We'll look after your boy here. No problems.\" The coin swiftly vanishes, and all that remains is the uncertain look on her face.\n\nThe hostler leads Huwen to a corner of the stable and places a bit of sweetgrass before him. He begins contendedly munching, taking no further interest in you or anything else. She then takes his pack from his back and hands it to you.\n\nYou could ask about the town or identify yourself as a member of the Apostasy.", "endoftext": false }, { "action": "You look at the notebook", "response": "On the notebook's front page, you have made a list of tasks remaining to you:\nFind local hall of records. (Contact - trustworthy?)\nOfficially present self to local elder or elders.\nGain housing. (Demand obesance, if necessary?)\n(What of Silenus?)\n\nThere is writing -- Adar's doggerel -- on the inside cover.\n\nYou could ask about the town or identify yourself as a member of the Apostasy.", "endoftext": false }, { "action": "You ask about the town", "response": "\"I have never before been to Diahl. Can you tell me anything of it?\"\n\nShe raises a suspicious eyebrow. \"Not much to know, sir. What you looking to know?\"\n\nYou could ask about the town's elders, ask about the hall of records or ask about the murder.", "endoftext": false }, { "action": "You ask about the the town's elders", "response": "\"Who is in charge in Diahl? Do you have elders here?\"\n\nShe frowns. \"Oh, we've elders. Couldn't say where they are, this late in the evening. Sir.\"\n\nYou could ask about the hall of records or ask about the murder.", "endoftext": false }, { "action": "You ask about Hall of the Records", "response": "\"I've heard tell of your Hall of Records. Where might I find it?\"\n\nShe begins straightening up, as if she has no time for you. \"Oh, further up, sir.\" She waves vaguely. \"Can't miss it.\"\n\nYou could ask about the murder.", "endoftext": false }, { "action": "You ask about the the murder", "response": "\"I heard a rumor on my way here -- something about a death, a murder. Is that true?\"\n\nShe coughs. \"Oh, you know how people can go on, sir. I wouldn't put any trust in rumors.\"", "endoftext": false }, { "action": "Go west", "response": "A shadowed, sheltered plaza just beyond the walls. The city gates lie open to the south. On the far side, the road continues as a staircase continuing up the mountain north into the town proper.\n\nThe sides of the square are crowded with the small stone buildings you saw dotting the mountain from below.\n\nAlong the eastern side is a wooden structure with a thatched roof. From the look and smell, you would guess it a stable.\n\nAt the center of the plaza is a stone basin, filled with rainwater.", "endoftext": false }, { "action": "You look at the basin", "response": "For public use, you presume.", "endoftext": false }, { "action": "Clean", "response": "[What do you want to clean?]", "endoftext": false }, { "action": "Yourself", "response": "[Rubbing yourself would have no effect in these\ncircumstances.]", "endoftext": false }, { "action": "Go north", "response": "The steps lead upwards, crossing several narrow streets which generally run north through the homes closest to the walls.\n\nThis has the feel of a market square, though either the season or the day is wrong as there is not a stall to be seen. The town extends in all directions - narrow streets run further up the mountain to the north, along its slopes to the east and west, and back towards the valley to the south. You do not know the town well enough to say where to go from here.\n\nA particularly striking building lies on square's northeast corner.\n\nAs you approach, you notice movement near the building -- a figure moving in the shadowy alcove of its entrance. It is a young lady, locking its front door. She slips the key into her pocket and adjusts the pile of books in her other hand.\n\nAs she turns, her eyes catch and hold yours for a moment. Then she smiles slightly, nods, and walks away.\n\nIt strikes you suddenly how what you have just seen would have been impossible only a few generations ago: the books, the building's clear use, the woman's ability to hold your gaze, or to walk unescorted.", "endoftext": false }, { "action": "You talk to the woman", "response": "[That's not something you can see now, or I misunderstood\nyou.]", "endoftext": false }, { "action": "You look at the woman", "response": "[The last time you saw the hostler, she was at \"The\nStables\".]", "endoftext": true }, { "action": "Look around", "response": "This has the feel of a market square, though either the season or the day is wrong as there is not a stall to be seen. The town extends in all directions - narrow streets run further up the mountain to the north, along its slopes to the east and west, and back towards the valley to the south. You do not know the town well enough to say where to go from here.\n\nA particularly striking building lies on square's northeast corner.", "endoftext": false }, { "action": "You examine the building", "response": "The building is several times larger than any building you have thus seen in the town, sturdy and ancient, made of stone slabs built around a central arch. The arch's apex, as well as the towers at its corners, were broken off long ago, and the symbols that circled its walls have been carved away. It is a common enough and necessary sight - the conversion of such structures into approved shapes, the roods which graced them long since destroyed. That and the girl you saw earlier tell you that this must be Diahl's Hall of Records.\n\nThe door to the Hall is currently closed and locked.\n\nClasses - which either the girl was taking part in or teaching herself - must be over, and the Hall's hours past. You will need to seek out the place's keeper tomorrow. A shame.", "endoftext": false }, { "action": "You examine notebook", "response": "On the notebook's front page, you have made a list of tasks remaining to you:\nOfficially present self to local elder or elders.\nGain housing. (Demand obesance, if necessary?)\n(What of Silenus?)\n\nThere is writing -- Adar's doggerel -- on the inside cover.", "endoftext": false }, { "action": "Go north", "response": "You do not know which direction to proceed in. You could try wandering blindly, you suppose.", "endoftext": false }, { "action": "You go to the south", "response": "You pass through the square's entrance and follow the narrow road back to the staircase.\n\nA shadowed, sheltered plaza just beyond the walls. The city gates lie open to the south. On the far side, the road continues as a staircase continuing up the mountain north into the town proper.\n\nThe sides of the square are crowded with the small stone buildings you saw dotting the mountain from below.\n\nAlong the eastern side is a wooden structure with a thatched roof. From the look and smell, you would guess it a stable.\n\nAt the center of the plaza is a stone basin, filled with rainwater.", "endoftext": false }, { "action": "You examine the buildings", "response": "Diahl seems made of nothing more than narrow streets between crowded buildings, built in tiers one upon the next, all the way to the peak to the north. It will not be as easy to find your way through here as you'd hoped.", "endoftext": false }, { "action": "You go east", "response": "The dimly-lit wooden interior is barely visible, given the only illumination is a lantern on the floor at the center of the room. In the darkness beyond, you can hear the snuffling and shifting of what must be two or three horses.\n\nHuwen stands here, contentedly munching sweetgrass.\n\nA woman - clearly the hostler - stands beside the lantern.", "endoftext": false }, { "action": "Go west", "response": "A shadowed, sheltered plaza just beyond the walls. The city gates lie open to the south. On the far side, the road continues as a staircase continuing up the mountain north into the town proper.\n\nThe sides of the square are crowded with the small stone buildings you saw dotting the mountain from below.\n\nAlong the eastern side is a wooden structure with a thatched roof. From the look and smell, you would guess it a stable.\n\nAt the center of the plaza is a stone basin, filled with rainwater.", "endoftext": false }, { "action": "You go west", "response": "You can't go that way.\n\n[From here, you can go north, south and east.]", "endoftext": false }, { "action": "You look at the notebook", "response": "On the notebook's front page, you have made a list of tasks remaining to you:\nOfficially present self to local elder or elders.\nGain housing. (Demand obesance, if necessary?)\n(What of Silenus?)\n\nThere is writing -- Adar's doggerel -- on the inside cover.\n\nYou could ask about the murder.", "endoftext": false }, { "action": "You go to the north", "response": "You head onward until you reach...\n\nThis has the feel of a market square, though either the season or the day is wrong as there is not a stall to be seen. The town extends in all directions - narrow streets run further up the mountain to the north, along its slopes to the east and west, and back towards the valley to the south. You do not know the town well enough to say where to go from here.\n\nThe town's Hall of Records lies on square's northeast corner.", "endoftext": false }, { "action": "Go east", "response": "Unsure how to proceed, you wander the narrow streets blindly, until you come to...\n\nThe road crests a particularly steep hill here, pausing as if to rest. You have reached what seems the outskirts of Diahl, even though the walls and mountains continue northward from here. To the northeast, the smooth paved stone gives way to a dirt track which continues along the plateau.\n\nA squat, solid edifice sits to the southwest.\n\nSeated on the steps of the building, a smoking pipe in his hand, sits a grey-haired man.", "endoftext": false }, { "action": "You examine man", "response": "He looks to have all the time in the world, with nothing more to do than smoke his pipe and watch the clouds and the mountain. The silvered ring on the fourth finger of his left hand marks him as one given auctorias by the empire - colloquially referred to as\nan elder.", "endoftext": false }, { "action": "You speak to the ELDER", "response": "[If you're trying to talk to someone, you might try ASK ELDER\nABOUT something, the traditional conversation syntax. Type ABOUT to see if this story offers more detailed instructions for\nconversation.]", "endoftext": false }, { "action": "Greet the ELDER", "response": "You are already talking to the elder.\n\nYou could make small talk, ask about Diahl or officially identify yourself to the elder.", "endoftext": false }, { "action": "You make the small talk", "response": "\"It's a lovely evening,\" you note.\n\n\"It is,\" he replies, his face and tone expressionless.\n\nYou could ask about Diahl or officially identify yourself to the elder.", "endoftext": false }, { "action": "You ask about the diahl", "response": "\"What can you tell me of your lovely town?\"\n\nHe chuckles. \"Lovely? One word of it I wouldn't have thought of.\" He shrugs. \"It's old. It's been here for an age. Will most likely be here for an age longer.\"\n\nYou could ask about a place to stay or officially identify yourself to the elder.", "endoftext": false }, { "action": "You ask about a the place to stay", "response": "\"Do you know a place I could stay for the evening?\"\n\n\"Not much call for it, to be honest. Visitors usually arrange such with a local house, beforehand. You'll have some trouble finding any, I think.\"\n\nYou could officially identify yourself to the elder.", "endoftext": false }, { "action": "You identify myself", "response": "You motion to the badge, hold yourself erect and take a deep breath. \"By the auctorias invested in me by the empire, I hereby\nidentify myself officially as an agent of the Apostasy, and demand all rights and assistance to be granted to such.\"\n\nHe blinks at you a moment, then sighs. \"Aye. I suppose that's valid. You from the Brotherhood of Disbelief, then? We don't often see your like hereabouts.\"\n\n\"Yes,\" you reply, \"though that is not the official...\"\n\nHe waves off your protestations. \"We're not much for officialdom here, to be honest. It'll do.\"\n\nYou could say you are here because of a murder.", "endoftext": false }, { "action": "You examine notebook", "response": "On the notebook's front page, you have made a list of tasks remaining to you:\nOfficially present self to local elder or elders.\nGain housing. (Demand obesance, if necessary?)\n(What of Silenus?)\n\nThere is writing -- Adar's doggerel -- on the inside cover.\n\nYou could say you are here because of a murder.", "endoftext": false }, { "action": "You say i am here because of a the murder", "response": "\"I am here to investigate a murder.\"\n\nHe blinks at that. \"A murder? Here? Never heard of anything so...\" He trails off.\n\n\"Yes?\"\n\nHe shakes his head. \"You must mean Camael. Fell down the mountainside, climbing like a fool.\" He waves northward at the peak about the town. \"'Twas an accident.\"\n\n\"You may think so. Still, I am here to investigate.\"\n\nHe looks as if he will argue for a moment, then sighs and taps his pipe. \"I...I'll ask around. I can give you something tomorrow, mayhaps.\"\n\nYou could ask who was murdered or ask about a possible cult link.", "endoftext": false }, { "action": "You look at notebook", "response": "On the notebook's front page, you have made a list of tasks remaining to you:\nOfficially present self to local elder or elders.\nGain housing. (Demand obesance, if necessary?)\n(What of Silenus?)\n\nThere is writing -- Adar's doggerel -- on the inside cover.\n\nYou could ask who was murdered or ask about a possible cult link.", "endoftext": false }, { "action": "You ask about the cult", "response": "\"And there was no connection to...worship in this? No evidence of a cult?\"\n\nHis shock deepens. \"A...c....ult?\" he stammers. \"No. Never. Sir. I swear to you, never would any...\"\n\nYou raise a hand and he falls silent. \"Of course. But I have to ask these things.\"\n\nHe nods and shudders.\n\nYou could ask who was murdered.", "endoftext": false }, { "action": "You ask who was murdered", "response": "\"Tell me what you can of Camael.\"\n\nHe sighs. \"He was boy - barely a man. Sweet-natured. Never a bother. They'd already lost his mother, poor boy. His father has nothing now.\" He sighs again. \"I'll...I'll ask after him. I'll have something for you tomorrow.\" His shock at the implication of the boy's death as murder seems genuine.", "endoftext": true }, { "action": "You look around", "response": "The road crests a particularly steep hill here, pausing as if to rest. You have reached what seems the outskirts of Diahl, even though the walls and mountains continue northward from here. To the northeast, the smooth paved stone gives way to a dirt track which continues along the plateau.\n\nThe elder's home sits to the southwest.\n\nSeated on the steps of the building, a smoking pipe in his hand, sits the town's elder.\n\nYou could officially identify yourself to the elder.", "endoftext": false }, { "action": "You identify myself", "response": "You motion to the badge, hold yourself erect and take a deep breath. \"By the auctorias invested in me by the empire, I hereby\nidentify myself officially as an agent of the Apostasy, and demand all rights and assistance to be granted to such.\"\n\nHe blinks at you a moment, then sighs. \"Aye. I suppose that's valid. You from the Brotherhood of Disbelief, then? We don't often see your like hereabouts.\"\n\n\"Yes,\" you reply, \"though that is not the official...\"\n\nHe waves off your protestations. \"We're not much for officialdom here, to be honest. It'll do.\"\n\nYou could say you are here because of a murder.", "endoftext": false }, { "action": "You say you're here because of a the murder", "response": "[You will need to be more specific. Try typing LOOK to get a description of your surroundings.]", "endoftext": false }, { "action": "You say i am here because of a the murder", "response": "\"I am here to investigate a murder.\"\n\nHe blinks at that. \"A murder? Here? Never heard of anything so...\" He trails off.\n\n\"Yes?\"\n\nHe shakes his head. \"You must mean Camael. Fell down the mountainside, climbing like a fool.\" He waves northward at the peak about the town. \"'Twas an accident.\"\n\n\"You may think so. Still, I am here to investigate.\"\n\nHe looks as if he will argue for a moment, then sighs and taps his pipe. \"I...I'll ask around. I can give you something tomorrow, mayhaps.\"\n\nYou could ask who was murdered or ask about a possible cult link.", "endoftext": false }, { "action": "You ask who was murdered", "response": "\"I understand. But at least tell me what you can of Camael.\"\n\nHe sighs. \"He was boy - barely a man. Sweet-natured. Never a bother. They'd already lost his mother, poor boy. His father has nothing now.\" He sighs again. \"I'll...I'll ask after him. I'll have something for you tomorrow.\" His shock at the implication of the boy's death as murder seems genuine.\n\nYou could ask about a possible cult link.", "endoftext": false }, { "action": "You ask about the link", "response": "\"And there was no connection to...worship in this? No evidence of a cult?\"\n\nHis shock deepens. \"A...c....ult?\" he stammers. \"No. Never. Sir. I swear to you, never would any...\"\n\nYou raise a hand and he falls silent. \"Of course. But I have to ask these things.\"\n\nHe nods and shudders.", "endoftext": false }, { "action": "You ask about the housing", "response": "\"As an agent of the Apostasy, I may demand obesance, in the form of indefinite housing...\"\n\nHe nods. \"Aye. No need to go on.\" He rummages in his coat for a long moment, produces a brass key and points to the northeast. \"That way, up the track, to the mountainside,\" he says as he hands the key to you. \"It's not much, but it'll keep the rain off.\"", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\na brass key\nyour pack\nyour bag (open)\na letter\nThe Book of Lies\na grey badge\nyour notebook", "endoftext": false }, { "action": "Go northeast", "response": "An open patch of land marks the point where the plateau ends, with the mountains' highest peaks continuing in a continuous wall to the north.\n\nIn marked difference to the close-built stone buildings in town, a wooden hut with a thatched roof stands alone.\n\nA pile of stunted stones lies just near the hut.", "endoftext": false }, { "action": "You examine the stones", "response": "It was once a polylith of some kind - a dolmen, perhaps, at its center with a circle of standing stones about. All that remains are the stunted bases of the original stones, clearly razed and destroyed after the War. Near one of the larger bases sits a loose chunk of stone.", "endoftext": false }, { "action": "You get the chunk", "response": "You slip the loose stone from the larger pile.", "endoftext": false }, { "action": "You look at the chunk", "response": "A hunk of stone the size of your closed fist.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\na stone\na brass key\nyour pack\nyour bag (open)\na letter\nThe Book of Lies\na grey badge\nyour notebook", "endoftext": false }, { "action": "Unlock hut", "response": "[What do you want to unlock the hut door with?]", "endoftext": false }, { "action": "Key", "response": "You unlock the hut door.", "endoftext": false }, { "action": "You open the door", "response": "You open the hut door.", "endoftext": false }, { "action": "Enter", "response": "This is little more than four walls and a leaky ceiling set against the elements. It says something of what Dhial thinks of the Apostasy and the Brotherhood that this is where they would place the likes of you.\n\nThe bare dirt floor of the hut holds nothing more than a cot, shoved into one corner.\n\nAfter finally reaching this place after the seeming endless journey up from the valley, then up through the town, you feel a wave of exhaustion wash over you. In its wake, the idea of sleep seems irresistable.", "endoftext": false }, { "action": "Sleep", "response": "You have not been lucid since your last night in the capital. Part of you wondered if you ever would be again. But as the walls of the hut fade from view, you feel yourself falling to that place that lies at the center of your being. Then, with the smooth transition of a dream, all about you arises the endless expanse of...\n\nIt has been grey here for as long as you can remember. You think it was before they taught you of it, when you came here without knowledge of what it was. The featureless expanse reaches from horizon to horizon, the grey above it only slightly lighter than the grey below.\n\nYou sense more than see the slight perturbations in the plane, one in each of what you think of as the cardinal directions. Three - north, east, and west - are morphological: an echo of Diahl to the west, a memory of home to the north, and...to the east -- yes, it definitely is. The familiar sensation of Silenus.\n\nTo the south lies a grey sea, making itself visible only in its motion. Your true body and the emptiness of sleep lies in its waiting arms.", "endoftext": false }, { "action": "Go south", "response": "Sleep will be good. To not be for a time will be good. You step into the waves and fall beneath them, slipping from grey to black with a contented sigh.\n\n[Here ends the INTROCOMP version of THE CUCKOLD'S EGG. Thank you\nvery much for playing.]", "endoftext": false }, { "action": "You go east", "response": "This was not here the last time. Then again, neither was Silenus...\n\nHere the grey lightens and hardens until it is pure white marble beneath your feet, inlaid with precious stones and pieces of mirror. A raised path, also of marble, leads to the center. Beyond it, to the east, five arches are sketched into perilous existence.\n\nThe path ends in a platform of deep red brick, topped in marble. Upon the platform is a wrought iron table.\n\nSeated at the table, as if nothing has happened and no time has passed, sits Silenus, shuffling and laying out a deck of cards.\n\n\"Ah here he is now, the good Brother,\" it says, looking up from its task as you approach. \"Following each and every one of Jumaht's commands with the constancy of a trained sheepdog.\" It gives the impression of a wry smirk. \"Good boy. Sit. Stay.\"\n\nYou could insult it back, say to it orders are important or ask where it has been.", "endoftext": false }, { "action": "You examine Silenus", "response": "A vaguely human shape, as grey as the Quarter itself. Though it has no specific features, you have somehow never had an issue with understanding it, as if the implication of a glance or a frown were enough.\n\nYou could insult it back, say to it orders are important or ask where it has been.", "endoftext": false }, { "action": "You ask where it has been", "response": "\"Where have you been, then? I wondered where you had gone!\"\n\nIt manages to look surprised. \"What are you talking about? I've been here. As I always have. It's not like I could go anywhere if I liked!\" It returns to its cards.\n\nYou know that is not true. Yes, you have not managed to reach lucidity since your last night in the capital, but you lost track of Silenus long before then. The implications of this are disturbing: either Silenus is lying - which is, to your knowledge, impossible - or it cannot remember disappearing.\n\nStill, this is the most coherent you have ever seen Selenus. You do not know if that is a good or a bad thing.\n\nYou could ask about this place, ask how it is feeling or ask about the cards.", "endoftext": false }, { "action": "You ask about this the place", "response": "\"And what is this place, then? Did you fetch it and bring it with you?\"\n\nIt seems surprised at the question, then looks around as if seeing its surroundings for the first time. \"It is... it is...\" It places a hand to its head. \"I know this. I've seen this. It is...\" It looks up at you, seemingly proud. \"The Palace of Mirrors, of course!\" it says, as if giving you the answer you had expected all along.\n\nYou have never heard of any such place.\n\nYou could ask how it is feeling or ask about the cards.", "endoftext": false }, { "action": "You ask how it is feeling", "response": "\"And how are you feeling?\"\n\n\"What an odd question. Feeling? That's what your sort do. Or at least, when you're ludic, you do.\"\n\nYou chuckle at its confusion. \"Lucid, Silenus. I think you mean lucid.\"\n\nIt manages to blink at you. \"Truly? Lucid.\" It tries the word in its mouth. \"Lu-cid. Huh. A shame. Only when you're lucid, then.\"\n\nYou could ask about lucidity or ask about the cards.", "endoftext": false }, { "action": "You ask about the the cards", "response": "\"And what are you doing, then? What are the cards for?\"\n\n\"I am trying to remember how to play shisheh,\" it says,\nvaguely pushing the cards about. \"Four and four and six and ten. Roods and stones and stars and beasts. Lords, ladies, knights, dames. I've all the pieces. But none of them fit.\"\n\nYou could ask about lucidity or ask about shisheh.", "endoftext": false }, { "action": "You ask about shisheh", "response": "\"And what is shisheh?\"\n\nIt pauses a long moment, then lets the card in its hand drop to the table. It picks it up and looks at it as if it doesn't recognize what it is. Then it places it down and begins shuffling and moving the deck again. \"Glass. It means glass. Broken. A game.\" It sighs. \"But I can't seem to remember how to play.\"", "endoftext": false }, { "action": "You read the notebook", "response": "[That's not something you can see now, or I misunderstood\nyou.]", "endoftext": false }, { "action": "You ask about this the place", "response": "[Most connecting and comparative words are not necessary.]\n>ASK ABOUT PLACE\nThat doesn't seem to be a topic of conversation at the moment.", "endoftext": false }, { "action": "You go west", "response": "It has been grey here for as long as you can remember. You think it was before they taught you of it, when you came here without knowledge of what it was. The featureless expanse reaches from horizon to horizon, the grey above it only slightly lighter than the grey below.\n\nYou sense more than see the slight perturbations in the plane, one in each of what you think of as the cardinal directions. Three - north, east, and west - are morphological: an echo of Diahl to the west, a memory of home to the north, and a structure containing the entity Silenus to the east.\n\nTo the south lies a grey sea, making itself visible only in its motion. Your true body and the emptiness of sleep lies in its waiting arms.", "endoftext": false }, { "action": "You go west", "response": "You are surprised that Diahl has made such a strong impression so quickly as to appear here, even slightly...\n\nIt was after watching Adar sketch that first time (the pencils staining his long, thin fingers, the scratch of the nibs being drawn across the parchment) that you realized the structures here were of a like: impregnations of pigment against a blank canvas. The beginnings of a new piece are here: the arch of the town's gate, the long curve of the road into the valley.\n\nYou expect this place to fill with memories soon, though not your own. You have not Walked in the ripples of another's wake in some time, but you expect it to become common place once more before this task is ended.", "endoftext": false }, { "action": "Go north", "response": "When you first began your studies and came to this place, it was cluttered beyond comprehension: certainties, biases, treasures and trash and failures and successes of all kinds. Through long study and a good deal of work, you slowly cleared it all, from the attics down to the deepest sub-basement. Then you began the task of dismantling the building itself...\n\nThere is nothing here, really, but the idea of a home. It most closely resembles a hastily drawn sketch of the Brotherhood's Hall, back in the capital. Perhaps someday there will be something more to see here: some memory to turn over and examine, some problem or conundrum to consider. But for now, the emptiness of the place feels like a very good thing, indeed.", "endoftext": true } ]
o6kvclutag67skou
Glowgrass
Nate Cull
[ "Science Fiction" ]
[ "basic difficulty", "grass", "IF Competition 1997", "IFComp Game", "parser", "post-apocalyptic", "science fiction", "short length", "TADS", "TADS 2", "walkthrough", "Xyzzy Awards 1997" ]
1,997
[ 17, 45, 25, 4, 0 ]
91
3.824176
20090103
false
You play as a xenohistorian on an expedition. You've been dropped (more literally than you planned) by a dropship over the ground of the Ancients. Your equipment was scattered and the dropship crashed. Now it's just you, your wits, and the Ancients to help you find a way home.
[ { "action": "%", "response": "The dropship sways dangerously as the pilot trys to correct for slipstream effects. Clutching the thin monofilament line doesn't do a lot for your stability, but at least it helps you concentrate. You risk a glance below - stupid thing to do, really, at this height, even after taking the anti-vertigo treatment - and you're rewarded with a glimpse of the ruins. Tantalisingly close, almost totally preserved. After all these years, to finally reach an intact Ancient site -\n\nThe line shears in your fingers, and in sudden slow-motion horror you watch the buckle, the support harness, your entire equipment pack come wrenching up and over your arms. The debris dangles gracefully in midair for the longest moment, then slides away out of reach as gravity takes over.\n\nYour involuntary scream, drowned in the wind, turns to a jerking gasp as you fall through the jungle tree cover, rolling, sliding, and finally landing with a thud on solid ground -\n\nThe ground of the Ancients!\n\n\n\nThis appears to be some kind of courtyard in the centre of an Ancient dwelling. The building itself swings around to the north and west, terminating in a crumbling retaining wall due south. A smaller domed construction opens to the northeast, through a wide metal door (closed). To the east is a flat space that could bear further exploring.\n\nYou hear a high-pitched decelerating whine -- a dropship turbine in trouble -- from the northeast, followed by a dull roaring crash. Just in time, you duck and cover your eyes. Blue-white light etches across the landscape, then the gravity blast wave hits. Every molecule in your private universe shudders.\n\nA minute later, you get to your feet, pain gnawing your body. Scratch one dropship; nobody could have survived that crash. Scratch your equipment. Now it's just you, your wits - and the Ancients. Hope you're as good a xenohistorian as you claimed at the Institute. Because unless you find some kind of way out of here, it could be months before a recovery team locates you.", "endoftext": false }, { "action": "You examine myself", "response": "You're a world-renowned xenohistorian and student of Ancient artifacts. And you're in reasonably good shape, given the mess this field trip has turned into.", "endoftext": false }, { "action": "You check your inventory", "response": "You are empty-handed.", "endoftext": false }, { "action": "You go east", "response": "You're standing in a square area of neatly trimmed green lawn, shimmering faintly in the afternoon light. To the west, the lawn gives way to courtyard, and beyond it to the west and north are buildings. An odd, paved rectangular depression in the ground leads down to the southeast; the encroaching jungle vegetation further back is kept at bay by a barrier of translucent sheeting.\n\nSomething about the scene gives you a sudden tingle of recognition, a surge of awe. As if you're walking into a legend.", "endoftext": false }, { "action": "You go southeast", "response": "You're standing in a concrete rectangle set into the ground, paved with a grey substance, probably stressed concrete. It's recognisable as a swimming pool, a popular Ancient recreation fixture. Whatever water was once here has long since drained away, probably through the outlet grate set centrally in the pool's floor.\n\nYou see a bright orange object here.", "endoftext": false }, { "action": "You examine the object", "response": "It's a bright orange polymer casting, moulded in the shape of a spiral disk. A tiny legend on the now faded material reads, in the Ancient language, FRISBEE (tm) HELIPTA.", "endoftext": false }, { "action": "You take the frisbee", "response": "Taken.", "endoftext": false }, { "action": "Inventory", "response": "You have a Frisbee Helipta.", "endoftext": false }, { "action": "You throw Frisbee", "response": "The Frisbee Helipta spins furiously as it leaves your hand, hovers briefly before shooting straight up into the air, then glides in a graceful spiral back into your hand. Reminds you of a a modern dropship in flight.", "endoftext": false }, { "action": "You look at the grate", "response": "In the outlet grate you see a set of cards.", "endoftext": false }, { "action": "You take the cards", "response": "With some difficulty, you fish the set of cards out of the outlet grate. Taken.", "endoftext": false }, { "action": "You examine the cards", "response": "It's a set of card-sized holographic images, in full colour, printed on some kind of synthetic backing material which has survived immersion in a pool of water for years. Flicking through the holos, you see images of an Ancient family seated in an aerial vehicle; a young girl, holding what looks like a fabric toy; the same girl, a little older, throwing an orange disklike object; the family again, together, around the pool; the girl, older yet, examining a blade of grass with an optical instrument. Definitely, this is an important xenohistorical artifact.", "endoftext": false }, { "action": "You examine the barrier", "response": "The barrier is a thin, translucent film, resembling modern polycarbon alloys. Possibly an early form of monomolecular diamond; if so, it confirms some of your theories about the development of Ancient materials handling. It stands nearly three metres high, forming a protective wall across the entire south and east edges of the lawn area.", "endoftext": false }, { "action": "You look at the lawn", "response": "The lawn grass radiates a pale green glow.\n\nYou suddenly realise what it is that struck you about the lawn. It's glowing! And it's _completely untouched._ The chill works deep into your spine. This is a find so staggering, you'd never thought it possible.\n\nGlowgrass. One of the earliest successes of Ancient genetic engineering. A simple enough idea; graft firefly genes into the DNA of common lawn grass. Primitive tests on tobacco plants had proved the concept worked; the rest was only a matter of commerce. (Ancient economic theory was strange in many ways, but you're as well informed as any modern scholar can be).\n\nAnd by the end of the Ancient era, almost every family home had its glowgrass lawn. You picture children playing on the soft shining green mat, imagine the laughter and music of a vanished age. An age of ghosts, legends, heroes.\n\nOne small clump of grass, growing alone by the concrete edge, attracts your attention; it would make a perfect scientific specimen for the Institute.", "endoftext": false }, { "action": "You take the clump", "response": "Taken.", "endoftext": false }, { "action": "You examine clump", "response": "It's a clump of glowgrass, unchanged since the Ancient era. The tiny green blades glow with a pale green light.", "endoftext": false }, { "action": "Smell clump", "response": "It smells just like a clump of glowgrass.", "endoftext": false }, { "action": "You go west", "response": "This appears to be some kind of courtyard in the centre of an Ancient dwelling. The building itself swings around to the north and west, terminating in a crumbling retaining wall due south. A smaller domed construction opens to the northeast, through a wide metal door (closed). To the east is a flat space that could bear further exploring.\n\nYou briefly catch a metallic glimmer from the top of the wall.", "endoftext": false }, { "action": "You examine the glimmer", "response": "The object looks metallic, and out of place in the vegetation above the wall. It could - you hardly dare to hope - could be a piece of equipment from your pack, but you can't tell which one from this distance.", "endoftext": false }, { "action": "You examine the ship", "response": "The dropship is gone, crashed somewhere nearby in the jungle. Another casualty of these local slipstream winds. The critics at the Institute were right; you were lucky to get this far alive.", "endoftext": false }, { "action": "You get glimmer", "response": "The metallic object is too high to reach with your hands alone. Perhaps you could find something to help you get it down.", "endoftext": false }, { "action": "You examine the glimmer", "response": "This is definitely a piece of your equipment. It's a magprobe, a silvery rod about ten centimetres long and half a centimetre wide.\nThe ceramic inductors inside are crude, useless for interfacing with any modern technology, but sufficient to manipulate small ferromagnetic devices.", "endoftext": false }, { "action": "You open the northeast door", "response": "The door appears to be locked, using a simple ferromagnetic latch from the middle Ancient period. Perhaps the magprobe might prove useful here, after all.", "endoftext": false }, { "action": "You use the probe", "response": "Try unlocking something with it.", "endoftext": false }, { "action": "You unlock the door with probe", "response": "After a few minutes of careful manipulation with the magprobe, you feel the door's magnetic contacts click open. You breath a sigh of relief; those hours of studying Ancient artifacts at the Institute training finally paid off.", "endoftext": false }, { "action": "You open door", "response": "The wide metallic door slides upward, creaking a little, and clangs jerkily to a halt.", "endoftext": false }, { "action": "Go northeast", "response": "This domed construction is fairly small compared to the building proper, and open to the air at the southwest. Given today's scholarly confusion about many Ancient living habits, it could serve any number of functions. But the giveaway is the vehicle stationed in the middle of the floor. An interior door, currently closed, leads west to to whatever mysteries lie within the main building.\n\nThe vehicle, a primitive skycar, rests under the centre of the dome.\n\nGlancing around the dome, your spirits rise a little. Your initial orbital scan of the site has proved accurate; the building is intact. And if the living quarters are as well-preserved as this... then who knows what treasures you might find?", "endoftext": false }, { "action": "You look at the vehicle", "response": "You recognise the Ancient vehicle from Institute file fragments. If this one is anything like the reconstructions you examined, it uses a solid-state power cell to jumpstart deuterium-hydrogen fusion, ejecting its clean-burning fuel directly as accelerated reaction mass. A clumsy system, compared to today's gravitic drives, but possibly more reliable in the short term. The skycar's sleek angular lines are marred by ugly thermal scars, as if the vehicle was caught in some kind of blast before being landed here. An entrance hatch in the vehicle's side is closed.\n\nLooking at the skycar, you feel a surge of hope. Despite the vehicle's age, it seems intact. Maybe, if you could somehow get it to work...\n\nThe thought dies as quickly as it came. Stupid idea. You have no idea how to fly the thing, and who knows what parts are missing?", "endoftext": false }, { "action": "You open hatch", "response": "At a touch from your hand, the skycar's entrance hatch swings open.", "endoftext": false }, { "action": "You look in", "response": "What do you want to look in?", "endoftext": false }, { "action": "You enter the car", "response": "You step into the vehicle.\n\nSkycar, in vehicle dome\nThe interior of the skycar is fairly cramped compared to a modern altiwing or dropship. There's a control console directly in front of you, and a viewshield through which you can see the vehicle dome. The exit hatch to your side is open; in the rear of the car is an access panel (currently closed).", "endoftext": false }, { "action": "You look in the Skycar", "response": "You're in the skycar; it's all around you.", "endoftext": false }, { "action": "You open the panel", "response": "Opening the access panel reveals a power cell, a corroded metal coil, and a triangular hole.", "endoftext": false }, { "action": "You examine the hole", "response": "It's a triangular hole, with what looks like some kind of one-way filter or valve beneath it. It's inscribed with a teardrop symbol.", "endoftext": false }, { "action": "You look at the coil", "response": "It's a thin coil of some heavily corroded metal, about ten centimetres long and three across.", "endoftext": false }, { "action": "You examine the symbol", "response": "Which symbol do you mean, the green button, or the triangular hole?", "endoftext": false }, { "action": "You leave", "response": "You step out into the vehicle dome.\n\nThis domed construction is fairly small compared to the building proper, and open to the air at the southwest. Given today's scholarly confusion about many Ancient living habits, it could serve any number of functions. But the giveaway is the vehicle stationed in the middle of the floor. An interior door, currently closed, leads west to to whatever mysteries lie within the main building.\n\nThe vehicle, a primitive skycar, rests under the centre of the dome.", "endoftext": false }, { "action": "Go west", "response": "You'll have to open the western door first.", "endoftext": false }, { "action": "You look at cube", "response": "The cube is black and nearly featureless, apart from a blue button marked with a lightning bolt symbol, a hexagonal socket, and a ten-centimetre disk slot. There's a yellow disk in the slot. Black words embossed on the cube's polymer face spell out the legend \"Sonjitsu 2100 Immersive Entertainment System\", whatever that means.", "endoftext": false }, { "action": "You press the blue button", "response": "The button clicks, but nothing happens. The device doesn't seem damaged; perhaps it requires an external power supply.", "endoftext": false }, { "action": "Examine hexagonal", "response": "The socket is hexagonal, about two centimetres across. It's probably designed to take some kind of cable.", "endoftext": false }, { "action": "You examine the sculpture", "response": "The floor sculpture seems to be formed from some transparent semi-plastic polymer, poured into a web of interlocking fractal loops and twists. It stands about half a metre high and two metres around, and gives softly when you touch it. As a sculpture it's quaintly beautiful, in an abstract kind of way; but you sense there's some further purpose to it. Perhaps the fact that it's in a direct line of sight to the black cube might mean something.", "endoftext": false }, { "action": "You sit on the sculpture", "response": "Of course! That's what it is - a seating device! Okay, you're now sitting on the sculptured chair. The polymer loops sway beneath you, distributing your mass until you feel nearly weightless. The black cube is now directly centred in your field of vision.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You have a set of holograms, a clump of glowgrass, and a magprobe.", "endoftext": true }, { "action": "Describe the surroundings", "response": "You're in what seems to be the central space of the dwelling, a wide living area that still retains the awe and innocence of the Ancient age. The room is now mainly bare, apart from shreds of mouldered textile on the decayed timber floor, and a sculptured chair poised opposite a two-metre black cube. There is a door to the east (open), and hallways leading west and southwest.", "endoftext": false }, { "action": "Go west", "response": "Judging from the stark utility of this room, compared to the airy spaciousness of the living area, it's a service or preparation area. Possibly a kitchen for food, though from its role in Ancient legends you'd pictured a more warming aura than this. Metal alloy surfaces, their function unknown, line the walls; the only exits are east and southwest.\n\nYou see a printout here.", "endoftext": false }, { "action": "Go southwest", "response": "This is a soothing, white-walled chamber with soft rounded surfaces, much like being inside an egg. From your knowledge of Ancient social mores, it's likely to be a personal cleansing area. There is a blue lens embedded in the western wall, with a placard above it, and a white vat standing opposite it. Round curtained apartures lead northeast and southeast.", "endoftext": false }, { "action": "You read the placard", "response": "EnviroMaster UV showerhead. For a guaranteed sterile environment. WHOSIC Green certified.", "endoftext": false }, { "action": "You look at the lens", "response": "The blue lens is embedded into the wall of the chamber. It looks like some kind of light based cleansing device, now non-functional.", "endoftext": false }, { "action": "You examine the vat", "response": "The vat is white, about fifty ventimetres high, and sealed, although it seems to be filled with liquid. You could probably lift it with both hands. There is a label on one side and a small tap near the bottom.", "endoftext": false }, { "action": "You look at the label", "response": "HydroSource Sterile Water Supplies. Europe's Number One for quality and protection. WHOSIC Green certified.", "endoftext": false }, { "action": "You examine tap", "response": "It's a mechanical device for controlling the flow of liquid out of the vat, with a triangular mouth. You would probably have to put the tap into some receptacle, then open it, to get the liquid, otherwise it would be wasted.", "endoftext": false }, { "action": "You go northeast", "response": "Judging from the stark utility of this room, compared to the airy spaciousness of the living area, it's a service or preparation area. Possibly a kitchen for food, though from its role in Ancient legends you'd pictured a more warming aura than this. Metal alloy surfaces, their function unknown, line the walls; the only exits are east and southwest.", "endoftext": false }, { "action": "You go to the south-west", "response": "This is a soothing, white-walled chamber with soft rounded surfaces, much like being inside an egg. From your knowledge of Ancient social mores, it's likely to be a personal cleansing area. There is a blue lens embedded in the western wall, with a placard above it. Round curtained apartures lead northeast and southeast.", "endoftext": false }, { "action": "You look at the placard", "response": "EnviroMaster UV showerhead. For a guaranteed sterile environment. WHOSIC Green certified.", "endoftext": false }, { "action": "Go southeast", "response": "Some things never change over the ages. This looks like a room for rest and sleeping - there's a polymer mattress on the floor, moulded as a single unit and still intact. The walls are covered with colourful images, presumably icons from Ancient culture; there's years of work here for a psycholinguistic team alone. Doorways lead northeast and northwest.\n\nBut the immediate sight that catches your eye - and your breath - is what's sprawled on the mattress. A young Ancient skeleton, complete and fully preserved. You can barely keep from trembling.", "endoftext": false }, { "action": "You examine the images", "response": "Which images do you mean, the set of holograms, or the wall glyphs?", "endoftext": false }, { "action": "You examine the skeleton", "response": "With icy stabs of excitement coursing down your spine, you bend over the sad remains to examine them more closely.\n\nThe skeleton is moderately sized, but smaller than recent digs and salvaged files indicate was normal for an Ancient adult; this was almost certainly a young female. She lies on the bed crouched in a fetal position, her arms twisted as if shielding her face from intense pain. There is no obvious evidence of external injury, but the odd displacement of joints in the upper and lower limbs, along with deep cracking of the bone structure, suggests violent muscular spasms as she died. In her right hand, the woman clutches a small object; possibly some kind of electronic device, with leads running from the box in her hand to a headset draped across her skull.\n\nA gasp wells in your throat, as vividly you relive how it must have been; to suffer such agony, so young. For the first time you regret the empathic talent which led you to xenohistory. A moment later, the mood passes, leaving you still somehow chilled.", "endoftext": false }, { "action": "You examine the device", "response": "The device is possibly a recording or playback instrument of some kind; it has a slot for a ten-centimetre disk, a common Ancient data storage format. Words embossed into its polymer surface read \"Kodak Synapsit (tm) Neural Transfer System.\" Judging by the corrosion stains seeping from inside the device, it's completely non-functional. There's a green disk in the slot.", "endoftext": false }, { "action": "You examine the disk", "response": "It appears to be a thin metallic polymer disk around ten centimetres in diameter, with a green tint. You recognise the object from Institute files as an Ancient data storage device.", "endoftext": false }, { "action": "You look at the headset", "response": "The device is possibly a recording or playback instrument of some kind; it has a slot for a ten-centimetre disk, a common Ancient data storage format. Words embossed into its polymer surface read \"Kodak Synapsit (tm) Neural Transfer System.\" Judging by the corrosion stains seeping from inside the device, it's completely non-functional. The disk slot is empty.", "endoftext": false }, { "action": "You look at the holograms", "response": "It's a set of card-sized holographic images, in full colour, printed on some kind of synthetic backing material which has survived immersion in a pool of water for years. Flicking through the holos, you see images of an Ancient family seated in an aerial vehicle; a young girl, holding what looks like a fabric toy; the same girl, a little older, throwing an orange disklike object; the family again, together, around the pool; the girl, older yet, examining a blade of grass with an optical instrument. Definitely, this is an important xenohistorical artifact.", "endoftext": false }, { "action": "You take the headset", "response": "The skeleton is clutching the device so tightly, it would be impossible to remove without risking severe damage. You'll have to find another way of learning more about it.", "endoftext": false }, { "action": "You touch the skeleton", "response": "Not likely. This is your most outstanding find yet, and every detail of the body's position is vital data. It would take a complete archeological forensics team at least a week to study and capture the remains before they felt at all comfortable with moving it, and even then it would be an emergency operation; you've got no equipment, not even a basic quantum chromodynamagraph.", "endoftext": false }, { "action": "You lie on the mattress", "response": "It would be impossible to sit on the mattress without disturbing the position of the skeleton.", "endoftext": true }, { "action": "You look at your surroundings", "response": "Some things never change over the ages. This looks like a room for rest and sleeping - there's a polymer mattress on the floor, moulded as a single unit and still intact. The walls are covered with colourful images, presumably icons from Ancient culture; there's years of work here for a psycholinguistic team alone. Doorways lead northeast and northwest.\n\nSprawled out on the mattress is a lone Ancient skeleton.", "endoftext": false }, { "action": "You look at the skeleton", "response": "The skeleton is moderately sized, but smaller than recent digs and salvaged files indicate was normal for an Ancient adult; this was almost certainly a young female. She lies on the bed crouched in a fetal position, her arms twisted as if shielding her face from intense pain. There is no obvious evidence of external injury, but the odd displacement of joints in the upper and lower limbs, along with deep cracking of the bone structure, suggests violent muscular spasms as she died. In her right hand, the woman clutches a small object; possibly some kind of electronic device, with leads running from the box in her hand to a headset draped across her skull.", "endoftext": false }, { "action": "Go northeast", "response": "You're in what seems to be the central space of the dwelling, a wide living area that still retains the awe and innocence of the Ancient age. The room is now mainly bare, apart from shreds of mouldered textile on the decayed timber floor, and a sculptured chair poised opposite a two-metre black cube. There is a door to the east (open), and hallways leading west and southwest.", "endoftext": false }, { "action": "Go east", "response": "This domed construction is fairly small compared to the building proper, and open to the air at the southwest. Given today's scholarly confusion about many Ancient living habits, it could serve any number of functions. But the giveaway is the vehicle stationed in the middle of the floor. An interior door, currently open, leads west to to the living area.\n\nThe vehicle, a primitive skycar, rests under the centre of the dome.", "endoftext": false }, { "action": "Go southeast", "response": "You can only go east or southwest.", "endoftext": false }, { "action": "You go to the south-west", "response": "This is a soothing, white-walled chamber with soft rounded surfaces, much like being inside an egg. From your knowledge of Ancient social mores, it's likely to be a personal cleansing area. There is a blue lens embedded in the western wall, with a placard above it. Round curtained apartures lead northeast and southeast.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You have a set of holograms, a clump of glowgrass, a magprobe, a printout, a white vat, and a green disk.", "endoftext": false }, { "action": "You go inside", "response": "You step into the vehicle.\n\nSkycar, in vehicle dome\nThe interior of the skycar is fairly cramped compared to a modern altiwing or dropship. There's a control console directly in front of you, and a viewshield through which you can see the vehicle dome. The exit hatch to your side is open; in the rear of the car is an access panel (currently open).", "endoftext": false }, { "action": "You examine the panel", "response": "The access panel is open. In the access panel you see a power cell, a corroded metal coil, and a triangular hole.", "endoftext": false }, { "action": "You look at the coil", "response": "It's a thin coil of some heavily corroded metal, about ten centimetres long and three across.", "endoftext": false }, { "action": "You put tap in the hole", "response": "You hold the vat over the access panel and rest the tap inside the triangular hole. It fits neatly.", "endoftext": false }, { "action": "You look at the power cell", "response": "The solid state power cell, easily the most distinctive Ancient artifact of all, is a rectangular solid block around thirty centimetres tall and half as wide and deep. It's silver in colour, completely featureless apart from the logo \"Energiser (tm)\" and a hexagonal socket.", "endoftext": false }, { "action": "You open tap", "response": "You open the tap, sending liquid trickling into the triangular hole. After a few minutes, the vat is empty.", "endoftext": false }, { "action": "You look at socket", "response": "The socket is hexagonal, about two centimetres across. It's probably designed to take some kind of cable.", "endoftext": false }, { "action": "Inventory", "response": "You have a set of holograms, a clump of glowgrass, a magprobe, a printout, a white vat, a green disk, and a power cell.", "endoftext": false }, { "action": "Go west", "response": "Unless you can fly this thing, you can only go out through the exit hatch.", "endoftext": false }, { "action": "You exit", "response": "(first taking the white vat's tap out of the triangular hole)\nYou step out into the vehicle dome.\n\nThis domed construction is fairly small compared to the building proper, and open to the air at the southwest. Given today's scholarly confusion about many Ancient living habits, it could serve any number of functions. But the giveaway is the vehicle stationed in the middle of the floor. An interior door, currently open, leads west to to the living area.\n\nThe vehicle, a primitive skycar, rests under the centre of the dome.", "endoftext": false }, { "action": "You put the cell in the socket", "response": "Which socket do you mean, the power cell's socket, or the cube's socket?", "endoftext": false }, { "action": "You attach the cell to cube", "response": "[TADS-1026: wrong number of arguments to user function \"<NO SYMBOL TABLE>.<NO SYMBOL TABLE>\"]", "endoftext": false }, { "action": "You look at surfaces", "response": "The metal surfaces could have been used for storage, or perhaps manipulation, of food products. Most of them are open and empty, their contents gone. But one small vertical panel seems worth more investigation.", "endoftext": false }, { "action": "You look in", "response": "(the storage cupboard)\nIn the storage cupboard you see a black cable and a white box.", "endoftext": false }, { "action": "You examine the cable", "response": "The cable is about two metres long, with hexagonal connectors at each ends. From your knowledge of Ancient technology, it seems likely to be some kind of data or energy transfer device.", "endoftext": false }, { "action": "Examine box", "response": "It's a small box made from some decay-resistant pressed fibre, possibly spun carbon or silicon. A label reads \"Surefire palladium ignitor coils, contents 6\". The white box is closed.", "endoftext": false }, { "action": "You check your inventory", "response": "You have a set of holograms, a clump of glowgrass, a magprobe, a printout, a white vat, a green disk, a power cell, a white box, and a black cable.", "endoftext": false }, { "action": "You connect the cable to the cell", "response": "The black cable plugs neatly into the power cell's socket. The other end of the cable remains free.", "endoftext": false }, { "action": "You connect the cable to the cube", "response": "(first dropping the cable)\n(also dropping the power cell)\nThe black cable plugs neatly into the cube's socket, linking the black cube to the power cell.", "endoftext": false }, { "action": "You sit on the sculpture", "response": "Okay, you're now sitting on the sculptured chair. The polymer loops sway beneath you, distributing your mass until you feel nearly weightless. The black cube is now directly centred in your field of vision.\n\nThe flicker of light and sound suddenly takes form, merging into an experience that swells through your mind.\n\nRainforest, in the sculptured chair\nTowering forest giants climb towards the green canopy that shades most of the sky. A soft trickle of mist falls on your face, as birds whistle and laughing monkeys scramble through the branches.", "endoftext": false }, { "action": "You look at the forest", "response": "The rainforest scene makes you feel calm and tranquil.", "endoftext": false }, { "action": "You examine the monkeys", "response": "The rainforest scene makes you feel calm and tranquil.\n\nThe scene suddenly changes.", "endoftext": true }, { "action": "Look around", "response": "Martian Sunset, in the sculptured chair\nOn the lip of a giant crater, you watch as an ochre sun shimmers over a red dust horizon. Below, in a diamond-walled biodome, trees and small scrub bushes grow amid atmosphere towers and lidar dishes.", "endoftext": false }, { "action": "Wait", "response": "Time passes...", "endoftext": false }, { "action": "You examine the lidar", "response": "The Martian scene makes you feel both proud and insignificant.\n\nThe scene suddenly changes.", "endoftext": true }, { "action": "You look around", "response": "Coral Reef, in the sculptured chair\nYou're gliding through an underwater sanctuary, as shoals of brightly coloured fish dart away through the wrecks of Spanish galleons.", "endoftext": false }, { "action": "You look at the fish", "response": "The reef scene makes you feel peaceful and adventurous.", "endoftext": false }, { "action": "You examine the galleons", "response": "The reef scene makes you feel peaceful and adventurous.\n\nThe scene suddenly changes.", "endoftext": true }, { "action": "You describe your surroundings", "response": "Antarctic Sunrise, in the sculptured chair\nMountains of ice crumble with a booming crack as bright sunlight shines over blue and purple glaciers. A cold wind sends shivers through your padded survival suit.", "endoftext": false }, { "action": "You look at ice", "response": "The Antarctic scene makes you feel awed and intrigued.\n\nThe scene suddenly changes.", "endoftext": true }, { "action": "Look around", "response": "Office Tower, in the sculptured chair\nYou're alone in an expensive office suite, looking out over a city skyline. White letters hovering in mid-air say, \"TransDex Immersive Studios presents The Relaxation Trip Volume III. For our full executive stress management series, link to vr.transdex.immersive.com.eu.\"", "endoftext": false }, { "action": "Wait", "response": "Time passes...", "endoftext": false }, { "action": "You examine the skyline", "response": "The office scene makes you feel tense and stressful.\n\nThe scene suddenly changes.", "endoftext": true }, { "action": "Describe the surroundings", "response": "Wheatfield, in the sculptured chair\nGolden waves of grain ripple into the distance across an endless prairie. An airship glides overhead, softly, casting a tiny black shadow over the ripened wheat.", "endoftext": false }, { "action": "You examine the airship", "response": "The airship glides majestically over the field.", "endoftext": false }, { "action": "You examine the grain", "response": "The field of grain stretches for miles in all directions.\n\nThe scene suddenly changes.", "endoftext": true }, { "action": "You describe your surroundings", "response": "Beach, in the sculptured chair\nA beach of sparkling white sand stretches across the horizon, lapped by crystal blue water. Coconut palm fronds sway lazily in the soft warm breeze.", "endoftext": false }, { "action": "You examine the palm", "response": "The beach scene makes you feel warm and relaxed.", "endoftext": true }, { "action": "You look around", "response": "Beach, in the sculptured chair\nA beach of sparkling white sand stretches across the horizon, lapped by crystal blue water. Coconut palm fronds sway lazily in the soft warm breeze.\n\nThe scene suddenly changes.", "endoftext": true }, { "action": "Describe the surroundings", "response": "Rainforest, in the sculptured chair\nTowering forest giants climb towards the green canopy that shades most of the sky. A soft trickle of mist falls on your face, as birds whistle and laughing monkeys scramble through the branches.", "endoftext": false }, { "action": "You stand", "response": "Okay, you're no longer in the sculptured chair. The image evaporates from your mind, leaving you slightly dizzy.\n\nYou're in what seems to be the central space of the dwelling, a wide living area that still retains the awe and innocence of the Ancient age. The room is now mainly bare, apart from shreds of mouldered textile on the decayed timber floor, and a sculptured chair poised opposite a two-metre black cube. There is a door to the east (open), and hallways leading west and southwest.\n\nA tiny flicker of light and sound dances frustratingly around your vision.\n\nYou see a black cable (linking the black cube to the power cell) and a power cell here.", "endoftext": false }, { "action": "You stand", "response": "You're already standing!", "endoftext": false }, { "action": "You check what you're carrying", "response": "You have a set of holograms, a clump of glowgrass, a magprobe, a printout, a white vat, a green disk, a white box, and a yellow disk.", "endoftext": false }, { "action": "You put green disk in the slot", "response": "Done.", "endoftext": false }, { "action": "You sit", "response": "(the sculptured chair)\nOkay, you're now sitting on the sculptured chair. The polymer loops sway beneath you, distributing your mass until you feel nearly weightless. The black cube is now directly centred in your field of vision.\n\nThe flicker of light and sound suddenly takes form, merging into an experience that swells through your mind.\n\nTwilight Lawn, in the sculptured chair\nThe neat square of grass shines with a pale green glow, almost as bright now as the last ray of sunset afterglow. Dark shapes of buildings loom comfortably all around, while evening stars, mere pinpoints of light, appear in the deep blue sky.\n\nA young Ancient girl stands in the middle of the lawn, shivering.\n\nYou take a sharp breath. The girl - she must be the same age as you judged the skeleton to be. So this is some kind of recording; perhaps the first ever complete personal diary of an Ancient!", "endoftext": false }, { "action": "You examine girl", "response": "The girl is young, probably in her late teenage years taking into account the difference in aging rates between Ancient and modern biochemistries. She has deep blue eyes and reddish-brown hair; you're struck by such an unusual colour, which is only accentuated by the black jumpsuit she wears. Perhaps it was once the colour of mourning, which would be appropriate given her manner. She looks up at the evening stars, unaware of you.\n\nThe girl winces as if controlling a surge of pain, looks up at the stars, and starts speaking.\n\n\"Tuesday. This'll be... ahh... my last entry. Six weeks since Quarantine. I think everyone... uhh... else must be dead. Infection's so... nngh... fast.\"", "endoftext": false }, { "action": "You wait", "response": "Time passes...\n\n\"Took the 'car up this afternoon. Last chance to make... uuuhh.. a run for it. No sky patrols. Didn't realise, too late. They'd evac'ed the area. Sky went white, two suns. Never thought I'd see that and live. Dived to miss the firestorm but got... nnnng...\nheaps of rads in the, whatever, flash. Landed back home. No use running, I'm dead either way, nuke or plague. Lucky the house survived. Valley must've shielded it.\"", "endoftext": false }, { "action": "You look at the lawn", "response": "The lawn scene is strangely haunting.\n\nThe girl tenses, her whole body shuddering, and paces around the lawn.\n\n\"Anyway... no time left... getting the shakes real bad... hope this is recording okay. Pulled some 'stricted files off the net... crosswired neural inputs. Hyper illegal but that's hardly important... if it works maybe... someone will find it and... wish Mum and Dad had tried this... couldn't even find the other memory pack...\"", "endoftext": false }, { "action": "Wait", "response": "Time passes...\n\nThe girl's image fluctuates, breaking up. Even the background wavers. \"Losing... it... pulse... overlo... no... don't want to die like...\"\n\nThe image suddenly clears. The girl freezes in mid-frame, jerks, collapses to the ground.", "endoftext": false }, { "action": "Wait", "response": "Time passes...", "endoftext": true }, { "action": "Look around", "response": "Twilight Lawn, in the sculptured chair\nThe neat square of grass shines with a pale green glow, almost as bright now as the last ray of sunset afterglow. Dark shapes of buildings loom comfortably all around, while evening stars, mere pinpoints of light, appear in the deep blue sky.\n\nThe body of a young Ancient girl lies sprawled on the lawn.", "endoftext": false }, { "action": "You look at the body", "response": "The paperlike substance appears to be a digital data service printout in the standard Ancient language, Ingles-2. Loosely translated, the headline reads: UNITED EUROPE NEWSWEB 2068.261.08.35 (the numbers could be either a date or location code). NUKES WON'T HALT GREEN PLAGUE - ERLMANN. An article, in closely printed body text, follows.\n\nSlowly, as if in a dream, the girl gets to her feet. Her image seems more chunky, less detailed than before.\n\n\"What...\" she manages. \"How...\" Then she sees you. \"Oh God!\" she whispers. \"It... I did it. I'm... Oh, God, no! I can't have been that stupid!\"\n\nThe girl turns to you, shivering for real now. She speaks the Ancient syllables so fast you can barely translate. \"Who are you? Where am I? What have you done to my mind?\"", "endoftext": false }, { "action": "You talk to the girl", "response": "What do you want to talk to it about?", "endoftext": false }, { "action": "Hello", "response": "Nice weather we've been having.\n\n\"Who are you?\" repeats the girl, plainly terrified.", "endoftext": false }, { "action": "Hello", "response": "The girl listens wide-eyed while you try to explain who you are; an explorer from her future. It sounds strange, even to you. Her eyes lose some of their terror, but remains taut and wary.\n\n\"Marie\", she says. \"Marie Hyde. The lost.\"\n\nA tingling chill seeps deep into your bones, and you dimly realise that you're sweating. Neural transfer. A technology only crudely developed by the Ancients, but the potential would have been in place. Is it possible this girl was desperate enough to risk a full-mind simulation? To copy her entire soul to a machine?\n\nIf that's true, you've made the most stunning discovery of the millenium. This simulation you've awoken could be not just a recording - but an Ancient's living replica!", "endoftext": false }, { "action": "You ask the girl about Plague", "response": "\"The Green Plague was the worst bio-disaster in history,\" says Marie, shivering. \"Worse than XIT or the Carbon Flu. It wiped out whole cities. Probably the world, for all I know. I don't know how it started. Maybe a geneering accident. Or a weapon that got loose. It usually caused death within days.\" She looks over her shoulder, and crosses her arms over her chest. \"That's how I died. Funny, I always used to pity the survivors.\"", "endoftext": false }, { "action": "You ask Marie about Marie", "response": "Marie's eyes flash. \"I'm a figment of a computer's imagination, and I'm trapped here in a vee-ar sim forever. My parents are dead and my world is probably extinct. Otherwise, I'm just fine. Why should you care?\"\n\nMarie looks around, cautiously. \"I wish I could see something,\" she says. \"Something from home. To prove it's not just a dream.\"", "endoftext": false }, { "action": "You show Marie the the Glowgrass", "response": "Marie looks at the clump of glowgrass, wonder in her eyes. \"The grass,\" she says. \"You found some. It's still there.\" Her eyes turn pixelised, beyond the capacity of the simulation to render them. \"I used to dream of this as a child. They were always good dreams.\"\n\nMarie seems to relax a little, but still remains cautious.\n\nMarie looks around, cautiously. \"I wish I could see something else,\" she says. \"Something else from home.\"", "endoftext": false }, { "action": "You show her the the holograms", "response": "Marie looks at each of the holograms in turn, tears forming in her simulated eyes. \"Yes,\" she says. \"That was me. That was my life.\"\n\nMarie seems to relax a little, but still remains cautious.", "endoftext": false }, { "action": "You show holograms to Marie", "response": "Marie looks puzzled. \"You've already shown me that.\"", "endoftext": false }, { "action": "You check your inventory", "response": "You have a set of holograms, a clump of glowgrass, a magprobe, a printout, a white vat, a white box, and a yellow disk.", "endoftext": false }, { "action": "You show the printout to her", "response": "\"That's old news,\" says Marie. \"Everything's changed a lot since then.\"", "endoftext": false }, { "action": "You show the printout to Marie", "response": "\"That's old news,\" says Marie. \"Everything's changed a lot since then.\"\n\nMarie looks around, cautiously. \"I wish I could see something else,\" she says. \"Something else from home.\"", "endoftext": false }, { "action": "You ask Marie about the nukes", "response": "Marie is silent for a moment. \"Yeah, they nuked us,\" she says. \"It was the only thing they knew that would stop the Plague.\" She looks around the room, and shivers. \"I guess it must have worked, in the end. But I'm not one of the lucky survivors.\"\n\nMarie looks around, cautiously. \"I wish I could see something else,\" she says. \"Something else from home.\"", "endoftext": false }, { "action": "You show the vat to Marie", "response": "\"It's just a vat of sterile water,\" says Marie. \"Might be useful.\"", "endoftext": false }, { "action": "You ask Marie about the car", "response": "Marie's eyes cloud with suspicion. \"And why would you be interested in our family skycar? I'll tell you this much. It won't start without a password. But I'd have to trust someone a lot before I let them know the code.\"", "endoftext": false }, { "action": "You ask Marie about Erlmann", "response": "\"President Erlmann? He's the American president who authorised the use of nukes against the Plague,\" says Marie. \"I don't blame him. I guess he had no choice.\"\n\nMarie looks around, cautiously. \"I wish I could see something else,\" she says. \"Something else from home.\"", "endoftext": false }, { "action": "You ask Marie about Frisbee", "response": "\"Sounds like a Frisbee Helipta (tm) to me,\" says Marie. \"I'd like to see that.\"", "endoftext": false }, { "action": "You show the box to Marie", "response": "You have a set of holograms, a clump of glowgrass, a magprobe, a printout, a white vat, a white box, and a yellow disk.\n\nMarie shrugs, indicating either ignorance or unwillingness to answer.", "endoftext": true }, { "action": "You look around", "response": "Twilight Lawn, in the sculptured chair\nThe neat square of grass shines with a pale green glow, almost as bright now as the last ray of sunset afterglow. Dark shapes of buildings loom comfortably all around, while evening stars, mere pinpoints of light, appear in the deep blue sky.\n\nThe young Ancient, Marie, stands facing you, her eyes wary.", "endoftext": false }, { "action": "You kiss her", "response": "Marie slaps you. \"I didn't kiss strangers when I was alive,\" she says. \"Why should I start now?\"", "endoftext": false }, { "action": "You ask her about the sculpture", "response": "Marie smiles. \"It's a nice chair.\"", "endoftext": false }, { "action": "You ask her about yourself", "response": "Marie listens as you explain again who you are and how you came to be here.\n\"I believe you,\" she says, but her eyes are troubled. \"Just leave me alone. I need to grieve.\"\n\nMarie looks around, cautiously. \"I wish I could see something else,\" she says. \"Something else from home.\"", "endoftext": false }, { "action": "You stand", "response": "Okay, you're no longer in the sculptured chair. The image evaporates from your mind, leaving you slightly dizzy.\n\nYou're in what seems to be the central space of the dwelling, a wide living area that still retains the awe and innocence of the Ancient age. The room is now mainly bare, apart from shreds of mouldered textile on the decayed timber floor, and a sculptured chair poised opposite a two-metre black cube. There is a door to the east (open), and hallways leading west and southwest.\n\nA tiny flicker of light and sound dances frustratingly around your vision.\n\nYou see a black cable (linking the black cube to the power cell) and a power cell here.", "endoftext": false }, { "action": "Go east", "response": "You can only go west into the building or out to the southwest.", "endoftext": false }, { "action": "Go southwest", "response": "This appears to be some kind of courtyard in the centre of an Ancient dwelling. The building itself swings around to the north and west, terminating in a crumbling retaining wall due south. A smaller domed construction opens to the northeast, through a wide metal door (open). To the east is a flat space that could bear further exploring.\n\nYou see a Frisbee Helipta here.", "endoftext": false }, { "action": "You go to the east", "response": "You're standing in a square area of neatly trimmed green lawn, shimmering faintly in the afternoon light. To the west, the lawn gives way to courtyard, and beyond it to the west and north are buildings. An odd, paved rectangular depression in the ground leads down to the southeast; the encroaching jungle vegetation further back is kept at bay by a barrier of translucent sheeting.", "endoftext": false }, { "action": "You go west", "response": "This appears to be some kind of courtyard in the centre of an Ancient dwelling. The building itself swings around to the north and west, terminating in a crumbling retaining wall due south. A smaller domed construction opens to the northeast, through a wide metal door (open). To the east is a flat space that could bear further exploring.", "endoftext": false }, { "action": "You go west", "response": "You're in what seems to be the central space of the dwelling, a wide living area that still retains the awe and innocence of the Ancient age. The room is now mainly bare, apart from shreds of mouldered textile on the decayed timber floor, and a sculptured chair poised opposite a two-metre black cube. There is a door to the east (open), and hallways leading west and southwest.\n\nA tiny flicker of light and sound dances frustratingly around your vision.\n\nYou see a black cable (linking the black cube to the power cell) and a power cell here.", "endoftext": false }, { "action": "You sit", "response": "(the sculptured chair)\nOkay, you're now sitting on the sculptured chair. The polymer loops sway beneath you, distributing your mass until you feel nearly weightless. The black cube is now directly centred in your field of vision.\n\nThe flicker of light and sound suddenly takes form, merging into an experience that swells through your mind.\n\nTwilight Lawn, in the sculptured chair\nThe neat square of grass shines with a pale green glow, almost as bright now as the last ray of sunset afterglow. Dark shapes of buildings loom comfortably all around, while evening stars, mere pinpoints of light, appear in the deep blue sky.\n\nThe young Ancient, Marie, stands facing you, her eyes wary.\n\nMarie looks around, cautiously. \"I wish I could see something else,\" she says. \"Something else from home.\"", "endoftext": false }, { "action": "You show Frisbee to Marie", "response": "Marie looks at the Helipta. \"I remember this,\" she says with a trace of a smile. \"Throwing it on the lawn. I remember being young and alive.\"\n\nMarie seems to relax a little, but still remains cautious.", "endoftext": false }, { "action": "You look at Marie", "response": "Marie is young, probably in her late teenage years taking into account the difference in aging rates between Ancient and modern biochemistries. She has deep blue eyes and reddish-brown hair; you're struck by such an unusual colour, which is only accentuated by the black jumpsuit she wears. The girl's image is chunky and pixellated, as if stretching the computational power of the projector system to its limit. She looks at you, taut and wary, an arm's reach away.", "endoftext": false }, { "action": "You throw Frisbee", "response": "The Frisbee Helipta spins furiously as it leaves your hand, hovers briefly before shooting straight up into the air, then hits the ceiling and tumbles awkwardly to the floor. Guess it wasn't designed for use indoors. Dropped. The Frisbee Helipta vanishes from the illusion.\n\nMarie looks around, cautiously. \"I wish I could see something else,\" she says. \"Something else from home.\"", "endoftext": false }, { "action": "You check your inventory", "response": "You have a set of holograms, a clump of glowgrass, a magprobe, a printout, a white vat, a white box, and a yellow disk.", "endoftext": false }, { "action": "You stand", "response": "Okay, you're no longer in the sculptured chair. The image evaporates from your mind, leaving you slightly dizzy.\n\nYou're in what seems to be the central space of the dwelling, a wide living area that still retains the awe and innocence of the Ancient age. The room is now mainly bare, apart from shreds of mouldered textile on the decayed timber floor, and a sculptured chair poised opposite a two-metre black cube. There is a door to the east (open), and hallways leading west and southwest.\n\nA tiny flicker of light and sound dances frustratingly around your vision.\n\nYou see a black cable (linking the black cube to the power cell), a power cell, and a Frisbee Helipta here.", "endoftext": false }, { "action": "You examine the mattress", "response": "Aside from the Ancient skeleton, there's a fabric animal on the mattress.", "endoftext": false }, { "action": "You examine the fabric animal", "response": "It appears to be a colourful replica of a koala bear, one of the animal species from the Ancient era, extinct until very recently. The fabric has remained almost intact, probably made from the same resilient material as the mattress.", "endoftext": false }, { "action": "You look at the headset", "response": "The device is possibly a recording or playback instrument of some kind; it has a slot for a ten-centimetre disk, a common Ancient data storage format. Words embossed into its polymer surface read \"Kodak Synapsit (tm) Neural Transfer System.\" Judging by the corrosion stains seeping from inside the device, it's completely non-functional. The disk slot is empty.", "endoftext": false }, { "action": "You get the headset", "response": "The skeleton is clutching the device so tightly, it would be impossible to remove without risking severe damage. You'll have to find another way of learning more about it.", "endoftext": false }, { "action": "You leave", "response": "You'll have to be more specific; there's more than one direction to leave this area.", "endoftext": false }, { "action": "You go to the north-east", "response": "You're in what seems to be the central space of the dwelling, a wide living area that still retains the awe and innocence of the Ancient age. The room is now mainly bare, apart from shreds of mouldered textile on the decayed timber floor, and a sculptured chair poised opposite a two-metre black cube. There is a door to the east (open), and hallways leading west and southwest.\n\nA tiny flicker of light and sound dances frustratingly around your vision.\n\nYou see a black cable (linking the black cube to the power cell), a power cell, and a Frisbee Helipta here.", "endoftext": false }, { "action": "You sit", "response": "(the sculptured chair)\nOkay, you're now sitting on the sculptured chair. The polymer loops sway beneath you, distributing your mass until you feel nearly weightless. The black cube is now directly centred in your field of vision.\n\nThe flicker of light and sound suddenly takes form, merging into an experience that swells through your mind.\n\nTwilight Lawn, in the sculptured chair\nThe neat square of grass shines with a pale green glow, almost as bright now as the last ray of sunset afterglow. Dark shapes of buildings loom comfortably all around, while evening stars, mere pinpoints of light, appear in the deep blue sky.\n\nThe young Ancient, Marie, stands facing you, her eyes wary.", "endoftext": false }, { "action": "You show the animal to Marie", "response": "Marie looks at the fabric bear, and a shiver runs down her body.\n\"Miss Kelli,\" she says. \"I had her with me. The last thing I saw...\" She turns away, unable to continue.\n\nMarie pauses, as if she's finally coming to some internal decision. Then she steps forward and places one arm on your shoulder. Her touch is warm; apparently the simulation includes tactile response. Ancient technology must have been more advanced than even the Institute had realised.\n\n\"I believe you,\" she says, struggling to keep a tear from appearing again. \"You're really here. Walking through my home.\"\n\nMarie looks into your eyes, pain and hope colliding.\n\n\"But there's nothing left for me now. Everything I knew is gone.\"", "endoftext": false }, { "action": "You ask her about Ancients", "response": "\"Ancients?\" says Marie sadly. \"Yes, I suppose we are to you. I'd love to tell you everything I know about my world, but I don't think we have the time right now.\"", "endoftext": false }, { "action": "You touch marie", "response": "Marie leans against your arms. \"Mmmm,\" she says softly. \"But we don't have time to waste like this.\"", "endoftext": false }, { "action": "You ask her about the car", "response": "Marie gasps. \"The skycar! Of course! I don't know if it could still work, but it's probably our best chance of getting out of here.\nYou'll need a password to start the electrical system - just 'say dolphin' when the voice asks you. And there's an onboard VR projector, too - you can keep me live.\"\n\nMarie grips your hand. \"Please. Take me with you.\"", "endoftext": false }, { "action": "Yes", "response": "That was a rhetorical question.", "endoftext": false }, { "action": "You kiss marie", "response": "Marie kisses you briefly on the lips. \"Mmmm,\" she says, \"But I don't have the processor power for this right now. And besides, you don't want me. You want a girl who's alive.\"\n\nMarie grips your hand. \"Please. Take me with you.\"", "endoftext": false }, { "action": "You examine cube", "response": "The cube is black and nearly featureless, apart from a blue button marked with a lightning bolt symbol, a hexagonal socket, and a ten-centimetre disk slot. There's a green disk in the slot. Black words embossed on the cube's polymer face spell out the legend \"Sonjitsu 2100 Immersive Entertainment System\", whatever that means.", "endoftext": false }, { "action": "You get Frisbee and the disk", "response": "Which disk do you mean, the Frisbee Helipta, or the green disk?", "endoftext": false }, { "action": "You unplug the cable", "response": "What do you want to unplug it from?", "endoftext": false }, { "action": "You take the green disk", "response": "You already have the green disk!", "endoftext": false }, { "action": "Cube", "response": "The black cable unplugs easily from the cube's socket.", "endoftext": false }, { "action": "You unplug the cable from the cell", "response": "The black cable unplugs easily from the power cell's socket.", "endoftext": false }, { "action": "You take the cell", "response": "You've already got your hands full.", "endoftext": false }, { "action": "Inventory", "response": "You have a set of holograms, a clump of glowgrass, a magprobe, a printout, a white vat, a white box, a yellow disk, a fabric bear, a green disk, and a Frisbee Helipta.", "endoftext": false }, { "action": "You leave", "response": "You'll have to be more specific; there's more than one direction to leave this area.", "endoftext": false }, { "action": "Go east", "response": "This domed construction is fairly small compared to the building proper, and open to the air at the southwest. Given today's scholarly confusion about many Ancient living habits, it could serve any number of functions. But the giveaway is the vehicle stationed in the middle of the floor. An interior door, currently open, leads west to to the living area.\n\nThe vehicle, a primitive skycar, rests under the centre of the dome.", "endoftext": false }, { "action": "You examine the car", "response": "You recognise the Ancient vehicle from Institute file fragments. If this one is anything like the reconstructions you examined, it uses a solid-state power cell to jumpstart deuterium-hydrogen fusion, ejecting its clean-burning fuel directly as accelerated reaction mass. A clumsy system, compared to today's gravitic drives, but possibly more reliable in the short term. The skycar's sleek angular lines are marred by ugly thermal scars, as if the vehicle was caught in some kind of blast before being landed here. An entrance hatch in the vehicle's side is open.", "endoftext": false }, { "action": "You open the car", "response": "The skycar's entrance hatch is already open.", "endoftext": false }, { "action": "You drop the yellow", "response": "Dropped.", "endoftext": false }, { "action": "Go west", "response": "You're in what seems to be the central space of the dwelling, a wide living area that still retains the awe and innocence of the Ancient age. The room is now mainly bare, apart from shreds of mouldered textile on the decayed timber floor, and a sculptured chair poised opposite a two-metre black cube. There is a door to the east (open), and hallways leading west and southwest.\n\nYou see a black cable and a power cell here.", "endoftext": false }, { "action": "Go east", "response": "This domed construction is fairly small compared to the building proper, and open to the air at the southwest. Given today's scholarly confusion about many Ancient living habits, it could serve any number of functions. But the giveaway is the vehicle stationed in the middle of the floor. An interior door, currently open, leads west to to the living area.\n\nThe vehicle, a primitive skycar, rests under the centre of the dome.\n\nYou see a yellow disk here.", "endoftext": false }, { "action": "You put the green disk in the slot", "response": "There's already a red disk in the disk slot.", "endoftext": false }, { "action": "You examine the red disk", "response": "The red disk is in the disk slot; you'd have to take it out to examine it further.", "endoftext": false }, { "action": "You get it", "response": "You've already got your hands full.", "endoftext": false }, { "action": "You drop Frisbee", "response": "Dropped.", "endoftext": false }, { "action": "You go outside", "response": "You step out into the vehicle dome.\n\nThis domed construction is fairly small compared to the building proper, and open to the air at the southwest. Given today's scholarly confusion about many Ancient living habits, it could serve any number of functions. But the giveaway is the vehicle stationed in the middle of the floor. An interior door, currently open, leads west to to the living area.\n\nThe vehicle, a primitive skycar, rests under the centre of the dome.\n\nYou see a yellow disk here.", "endoftext": false }, { "action": "Exit", "response": "This appears to be some kind of courtyard in the centre of an Ancient dwelling. The building itself swings around to the north and west, terminating in a crumbling retaining wall due south. A smaller domed construction opens to the northeast, through a wide metal door (open). To the east is a flat space that could bear further exploring.", "endoftext": false }, { "action": "Go inside", "response": "This domed construction is fairly small compared to the building proper, and open to the air at the southwest. Given today's scholarly confusion about many Ancient living habits, it could serve any number of functions. But the giveaway is the vehicle stationed in the middle of the floor. An interior door, currently open, leads west to to the living area.\n\nThe vehicle, a primitive skycar, rests under the centre of the dome.\n\nYou see a yellow disk here.", "endoftext": false }, { "action": "Go west", "response": "You're in what seems to be the central space of the dwelling, a wide living area that still retains the awe and innocence of the Ancient age. The room is now mainly bare, apart from shreds of mouldered textile on the decayed timber floor, and a sculptured chair poised opposite a two-metre black cube. There is a door to the east (open), and hallways leading west and southwest.\n\nYou see a black cable here.", "endoftext": false }, { "action": "You put the disk in the slot", "response": "Which disk do you mean, the green disk, or the red disk?", "endoftext": false }, { "action": "You connect the cable to the cell", "response": "(first taking the cable)\nThe black cable plugs neatly into the power cell's socket. The other end of the cable remains free.", "endoftext": false }, { "action": "You connect the cable to the cube", "response": "(first dropping the cable)\n(also dropping the power cell)\nThe black cable plugs neatly into the cube's socket, linking the black cube to the power cell.", "endoftext": false }, { "action": "You sit on the chair", "response": "Okay, you're now sitting on the sculptured chair. The polymer loops sway beneath you, distributing your mass until you feel nearly weightless. The black cube is now directly centred in your field of vision.\n\nThe flicker of light and sound suddenly takes form, merging into an experience that swells through your mind.\n\nStadium, in the sculptured chair\nCrowds of screaming fans stand all around you, reaching out toward the rock group playing on the centre stage.\n\nHarsh white spotlights converge on the lead singer, while smoke and lasers spell out the band's name: \"Fleischman Tokamak.\"", "endoftext": false }, { "action": "Wait", "response": "Time passes...\n\nThe lead singer steps up to the hovering cam-bot, taps his implant mike, and begins. \"This one goes out to everyone who has ever logged into the cube in the morning, seen their own reflection... and wept. Biofeedback.\" The crowd falls silent.", "endoftext": false }, { "action": "Wait", "response": "Time passes...\n\nThe band kicks up, a grating metallic beat that devours the singer's voice.\n\n\"Bright annihilation\nChaos is my nation\nIn too far too deep too high\nto ever fly away\"", "endoftext": false }, { "action": "Inventory", "response": "You have a set of holograms, a clump of glowgrass, a magprobe, a printout, a white vat, a white box, a fabric bear, and a green disk.\n\n\"Biofeedback\nBiofeedback\nTake my dreams back\nGive me something new and strange\"", "endoftext": false }, { "action": "You examine Green", "response": "It appears to be a thin metallic polymer disk around ten centimetres in diameter, with a green tint. You recognise the object from Institute files as an Ancient data storage device.\n\n\"Global destination\nA silicon creation\nWho am I are you are we\nare what am I today\"", "endoftext": true }, { "action": "You look around", "response": "Stadium, in the sculptured chair\nCrowds of screaming fans stand all around you, reaching out toward the rock group playing on the centre stage.\n\n\"Biofeedback\nBiofeedback\nTake my dreams back\nGive me something new and strange\"", "endoftext": false }, { "action": "You listen", "response": "You hear nothing unusual.\n\nThe lead musician, playing a stringless virtual electric with chrome pickups on his fingertips, launches into an instrumental riff on the first two stanzas.", "endoftext": false }, { "action": "You listen", "response": "You hear nothing unusual.\n\n\"Biofeedback\nBiofeedback\nTake my dreams back\nGive me something new and strange\"", "endoftext": false }, { "action": "You listen", "response": "You hear nothing unusual.\n\nThe music blurs into a warped analog acid mix, from a style nearly a hundred years old.\n\n\"Simplicity conformity\nReality compelling me\nIllusion me transfusion me\nElectricity my complicity\"", "endoftext": false }, { "action": "You listen", "response": "You hear nothing unusual.\n\n\"Biofeedback\nBiofeedback...\nSomething new and strange...\nSomething new and strange...\nSomething new and strange...\"", "endoftext": false }, { "action": "You wait", "response": "Time passes...\n\nThe musician does another lead break, roaming up and down the scale in five different tonal keys.", "endoftext": false }, { "action": "Wait", "response": "Time passes...\n\nThe singer steps forward, drops his voice to a whisper and speaks softly as if reading a nursery rhyme.\n\n\"And we will walk on glowgrass lawns\nAnd we will sing electric storms\nAnd the mothers and the fathers\nof all our futures will be there\nAnd we will live without a care...\"", "endoftext": false }, { "action": "You wait awhile", "response": "Time passes...\n\nThe band kicks into a screaming frenzy and ends on a crescendo cry.\n\n\"Biofeedback!\"\n\nThe crowd goes wild, and the sound slowly fades out.", "endoftext": false }, { "action": "You wait", "response": "Time passes...\n\nA soft female voice says \"End of licensed tracks on this release. Please reset your projector to replay, or link to vvr.audioclub.com.eu to decrypt another single. Thank you for purchasing from The Audio Club.\"", "endoftext": false }, { "action": "You unplug the cable from cube", "response": "The black cable unplugs easily from the cube's socket. The black cube abruptly stops humming, and the flicker of light and sound vanishes.", "endoftext": false }, { "action": "You take the cell", "response": "(also taking the connected cable)\nTaken.", "endoftext": false }, { "action": "You take the red disk", "response": "You've already got your hands full.", "endoftext": false }, { "action": "Go east", "response": "This domed construction is fairly small compared to the building proper, and open to the air at the southwest. Given today's scholarly confusion about many Ancient living habits, it could serve any number of functions. But the giveaway is the vehicle stationed in the middle of the floor. An interior door, currently open, leads west to to the living area.\n\nThe vehicle, a primitive skycar, rests under the centre of the dome.\n\nYou see a yellow disk here.", "endoftext": false }, { "action": "You enter", "response": "You step into the vehicle.\n\nSkycar, in vehicle dome\nThe interior of the skycar is fairly cramped compared to a modern altiwing or dropship. There's a control console directly in front of you, and a viewshield through which you can see the vehicle dome. The exit hatch to your side is open; in the rear of the car is an access panel (currently open).\n\nYou see a Frisbee Helipta here.", "endoftext": false }, { "action": "Enter", "response": "You step into the vehicle.\n\nSkycar, in vehicle dome\nThe interior of the skycar is fairly cramped compared to a modern altiwing or dropship. There's a control console directly in front of you, and a viewshield through which you can see the vehicle dome. The exit hatch to your side is open; in the rear of the car is an access panel (currently open).\n\nYou see a Frisbee Helipta, a white vat, and a magprobe here.", "endoftext": false }, { "action": "You put the cell in the socket", "response": "The black cable is already plugged into the power cell's socket.", "endoftext": false }, { "action": "You examine the panel", "response": "Done.\n\nThe access panel is open. In the access panel you see a corroded metal coil, a triangular hole, and a rectangular hole.", "endoftext": false }, { "action": "You look at the console", "response": "Despite your research, the controls on this model of skycar are quite unfamiliar to you. The only ones you can make out at all are a green button marked with a sunburst symbol, a mechanical lever (currently pushed all the way forward), and a slot to fit a ten-centimetre disk. There's a green disk in the slot.", "endoftext": false }, { "action": "You put the cell in the rectangle", "response": "The power cell slots neatly into the rectangular hole.", "endoftext": false }, { "action": "You say the dolphin", "response": "An electronic voice replies, \"Thank you. Your password is accepted.\"\n\nMarie's projected image appears on the seat beside you.\n\nMarie flicks in and out of view for a few moments, then settles into a sitting posture beside you. She glances around the vehicle's interior - presumably, the skycar has concealed visual pickups to give projected images the power of sight - and then nods.\n\n\"Okay. You've got the electrics running. Now you need to give the drive some power. That lever there is the main throttle - pull it to increase power and push to slacken off. Steering could be a problem - I'll try to cut past the overrides and do it myself.\"\n\nSeeing your expression, Marie grins. \"Why the surprise? I'm a natural with cars. You should have seen me fly this before... when I was... whatever. Well, I'm okay now. I'll be fine.\"\n\nThe car does not respond.\n\n\"Well, let's go!\" says Marie.", "endoftext": false }, { "action": "You put the red disk in the slot", "response": "Done.\n\n\"Please say the password,\" repeats the electronic voice.", "endoftext": false }, { "action": "You say the dolphin", "response": "An electronic voice replies, \"Thank you. Your password is accepted.\"\n\nA projected image of an Ancient rock concert appears on the seat beside you.\n\nHarsh white spotlights converge on the lead singer, while smoke and lasers spell out the band's name: \"Fleischman Tokamak.\"", "endoftext": false }, { "action": "You say the dolphin", "response": "The car does not respond.\n\nHarsh white spotlights converge on the lead singer, while smoke and lasers spell out the band's name: \"Fleischman Tokamak.\"", "endoftext": false }, { "action": "You examine the seat", "response": "The passenger seat isn't important.\n\nHarsh white spotlights converge on the lead singer, while smoke and lasers spell out the band's name: \"Fleischman Tokamak.\"", "endoftext": false }, { "action": "You take the red disk", "response": "Taken.\n\nThe projected image vanishes.", "endoftext": false }, { "action": "You put the green disk in the slot", "response": "Done.\n\nMarie's projected image appears on the seat beside you.\n\nMarie flicks in and out of view for a few moments, then settles into a sitting posture beside you. She glances around the vehicle's interior - presumably, the skycar has concealed visual pickups to give projected images the power of sight - and then nods.\n\n\"Okay. You've got the electrics running. Now you need to give the drive some power. That lever there is the main throttle - pull it to increase power and push to slacken off. Steering could be a problem - I'll try to cut past the overrides and do it myself.\"\n\nSeeing your expression, Marie grins. \"Why the surprise? I'm a natural with cars. You should have seen me fly this before... when I was... whatever. Well, I'm okay now. I'll be fine.\"\nI beg your pardon?", "endoftext": false }, { "action": "You take Green", "response": "Taken.\n\nMarie's image vanishes.", "endoftext": false }, { "action": "You put the yellow disk in the slot", "response": "Done.\n\nA projected image of a rainforest appears on the seat beside you.", "endoftext": false }, { "action": "You look at the rainforest", "response": "It's only a projection.", "endoftext": false }, { "action": "You take the red", "response": "Taken.\n\n\"You did not say the password,\" says the electronic voice. \"For your protection, this vehicle is now powering down.\"\n\nThere's a quiet click from the console. The green button stops glowing.", "endoftext": false }, { "action": "You say the dolphin", "response": "An electronic voice replies, \"Thank you. Your password is accepted.\"", "endoftext": true }, { "action": "You look around", "response": "Skycar, in vehicle dome\nThe interior of the skycar is fairly cramped compared to a modern altiwing or dropship. There's a control console directly in front of you, and a viewshield through which you can see the vehicle dome. The exit hatch to your side is open; in the rear of the car is an access panel (currently open).\n\nYou see a Frisbee Helipta, a white vat, and a magprobe here.", "endoftext": false }, { "action": "You look at the coil", "response": "It's a thin coil of some heavily corroded metal, about ten centimetres long and three across.", "endoftext": false }, { "action": "Examine box", "response": "It's a small box made from some decay-resistant pressed fibre, possibly spun carbon or silicon. A label reads \"Surefire palladium ignitor coils, contents 6\". The white box is closed.", "endoftext": false }, { "action": "You ask Marie about the coil", "response": "Marie shrugs, indicating either ignorance or unwillingness to answer.\n\n\"Well, let's go!\" says Marie.", "endoftext": false }, { "action": "You open box", "response": "Opening the white box reveals a transparent bag.\n\n\"Well, let's go!\" says Marie.", "endoftext": false }, { "action": "You look at the bag", "response": "It's a small bag made from transparent polymer sheeting, about the size of your hand. In the transparent bag you see a shiny metal coil.", "endoftext": false }, { "action": "You open bag", "response": "Opened.", "endoftext": false }, { "action": "You put the new coil in the panel", "response": "You'll need to be more specific; there are several places to put things in the access panel.\n\n\"Well, let's go!\" says Marie.", "endoftext": false }, { "action": "You examine the panel", "response": "The access panel is open. In the access panel you see a triangular hole, a power cell, and a round hole.", "endoftext": false }, { "action": "You put the new coil in the round hole", "response": "The shiny metal coil screws neatly into the round hole.", "endoftext": false }, { "action": "You pull lever", "response": "You pull the lever back one notch. An electronic voice says \"Please close the hatch before ignition.\" The lever clicks forward again.\n\n\"Duh,\" grins Marie. \"Better get that.\"", "endoftext": false }, { "action": "You close the door", "response": "The exit hatch swings closed.\n\n\"Ready to go yet?\" asks Marie.", "endoftext": false }, { "action": "You pull the lever", "response": "You pull the lever back one notch. An electronic voice says \"Please close the access panel before ignition.\" The lever clicks forward again.\n\n\"Duh,\" grins Marie. \"Better get that.\"", "endoftext": false }, { "action": "Close panel", "response": "Closed.", "endoftext": false }, { "action": "You pull the lever", "response": "You pull the lever back one notch. The skycar's engine ignites with a deep vibrating hum.\n\nThe skycar begins to lift into the air.\n\nMarie grins. \"Nice liftoff. Now comes the tricky part. Open up the throttle some more, and take us out of here - but be ready to hit it when I tell you. I can't handle both steering and power at the same time. I'm having enough trouble just computing myself as it is.\"", "endoftext": false }, { "action": "You pull throttle", "response": "You pull the lever back one notch. The engine's hum increases to a whine.\n\nThe skycar accelerates up and out to the southwest, grazing the edge of the vehicle dome's ceiling in a shower of sparks.\n\nMarie's image flickers. \"Sorry about that. Okay, I've got it now. Watch out for the turn, I'm going to need full throttle in a moment.\"", "endoftext": false }, { "action": "Wait", "response": "Time passes...\n\nThe skycar skims through the courtyard, heading directly for the southern wall.\n\n\"This is it!\" shouts Marie, her hands flicking across the console. \"Full throttle, now!\"", "endoftext": false }, { "action": "You pull the throttle", "response": "You pull the lever back one notch. The engine's whine increases to a shriek.\n\nThe skycar banks sharply to the south and east, pulling hard into a near-vertical turn across the glowgrass lawn. Through the viewshield, you see the pool and vehicle dome, tilted at a freakish angle.\n\n\"Excellent!\" shouts Marie. \"I didn't think we were going to make that one. Okay, slacken back a bit and I'll try to staighten us up.\"", "endoftext": false }, { "action": "You open the door", "response": "An electronic voice says, \"For your comfort and safety, the hatch will not open while the vehicle is in motion.\"\n\nThe skycar continues to follow the valley's curve, gradually heading towards a forested ridge. Below, you get a clear view of the jungle: tall green palms with leafy fronds, clustering thornbushes, strange contorted ferns. All of them glowing, a soft pale green.\n\nMarie looks down at the jungle, wonderingly. \"This was a city,\" she breathes. \"All this was city. Suburbs, housing estates, skycars, towers... all gone. I don't believe it.\" She turns away, as if unwilling to reveal any more emotion.", "endoftext": false }, { "action": "You take the yellow", "response": "You already have the yellow disk!\n\nThe skycar reaches the end of the valley, approaching the ridge. To the west, the sun is sinking behind the mountains; golden light gives everything a dreamlike aura, like one single fading moment of innocence.\n\nMarie takes one last look back at the valley, as if fixing it in her mind.", "endoftext": false }, { "action": "You take Green", "response": "Taken.\n\nMarie's image vanishes.\n\nThe skycar falters, losing height.", "endoftext": false }, { "action": "You kiss marie", "response": "Marie kisses you briefly on the lips. \"Mmmm,\" she says, \"But I don't have the processor power for this right now. And besides, you don't want me. You want a girl who's alive.\"\n\nThe skycar tops the ridge and breaks through into a scene of devastation. A smouldering crater, carved out of the jungle by the doomed dropship's crash. There's no wreckage; a turbine implosion never leaves more than scattered plasma. You watch silently as the crater passes by beneath. If your team were lucky, they had a few seconds to activate the escape wormhole, and make their own way home. If not...\n\nMarie looks over at you, her face gentle. \"So, it was true. You had friends too.\" She looks back at the console for a moment, then at you. \"Lost? Or... no. There's still hope, isn't there?\"", "endoftext": false }, { "action": "Yes", "response": "That was a rhetorical question.\n\nThe skycar leaves the crater, passing over a sheer cliff - recently fractured by the dropship's blast wave - into a river valley that winds its way out towards more familiar territory. The setting sun slowly drops out of sight, leaving a trail of soft green light as the glowgrass jungle switches on its full bioluminescence. Bright moving dots mark the passage of birds and predators. You hope Marie doesn't ask about the taller ones; or notice the drop of greenish, sparkling, blood oozing from the tiny cut on your arm. Tommorow will be time enough for everything.\n\n\"Hope,\" continues Marie, quietly, watching the jungle swallow the night. \"Yes. I guess that's all any of us has.\"\n\nYou nod, silently. There doesn't seem anything else to say.", "endoftext": false }, { "action": "About yourself", "response": "You're a world-renowned xenohistorian and student of Ancient artifacts. And you're in reasonably good shape, given the mess this field trip has turned into.\n\nThe skycar leaves the crater, passing over a sheer cliff - recently fractured by the dropship's blast wave - into a river valley that winds its way out towards more familiar territory. The setting sun slowly drops out of sight, leaving a trail of soft green light as the glowgrass jungle switches on its full bioluminescence. Bright moving dots mark the passage of birds and predators. You hope Marie doesn't ask about the taller ones; or notice the drop of greenish, sparkling, blood oozing from the tiny cut on your arm. Tommorow will be time enough for everything.\n\n\"Hope,\" continues Marie, quietly, watching the jungle swallow the night. \"Yes. I guess that's all any of us has.\"\n\nYou nod, silently. There doesn't seem anything else to say.", "endoftext": false }, { "action": "You pull green", "response": "Which green do you mean, the green button, or the green disk?", "endoftext": false }, { "action": "You take the green disk", "response": "Taken.\n\nMarie's image vanishes.\n\nThe skycar falters, losing height.", "endoftext": false }, { "action": "You put in the yellow disk", "response": "What do you want to put?", "endoftext": false }, { "action": "You put the yellow disk in the slot", "response": "Done.\n\nA projected image of a rainforest appears on the seat beside you.\n\nHelplessly out of control, the skycar plunges down into the jungle.\n\nTrapped in the wreckage, you desperately race to free yourself, but it's too late. The car's electrics die, sending a last surge of unregulated power through the fusion ignitors. Everything within a thirty metre radius explodes.\n\nThe recovery team, six months later, finds no trace of your body. Had you lived, you would have warned them to may more attention to instructions.", "endoftext": false }, { "action": "You put Green in the slot", "response": "Done.\n\nMarie's projected image appears on the seat beside you.\n\nThe skycar leaves the crater, passing over a sheer cliff - recently fractured by the dropship's blast wave - into a river valley that winds its way out towards more familiar territory. The setting sun slowly drops out of sight, leaving a trail of soft green light as the glowgrass jungle switches on its full bioluminescence. Bright moving dots mark the passage of birds and predators. You hope Marie doesn't ask about the taller ones; or notice the drop of greenish, sparkling, blood oozing from the tiny cut on your arm. Tommorow will be time enough for everything.\n\n\"Hope,\" continues Marie, quietly, watching the jungle swallow the night. \"Yes. I guess that's all any of us has.\"\n\nYou nod, silently. There doesn't seem anything else to say.", "endoftext": false }, { "action": "You pull the lever", "response": "You pull the lever back one notch. The engine's hum increases to a whine.\n\nThe skycar accelerates up and out to the southwest, grazing the edge of the vehicle dome's ceiling in a shower of sparks.\n\nMarie's image flickers. \"Sorry about that. Okay, I've got it now. Watch out for the turn, I'm going to need full throttle in a moment.\"", "endoftext": false }, { "action": "You pull the lever", "response": "You pull the lever back one notch. The engine's whine increases to a shriek.\n\nThe skycar skims through the courtyard, heading directly for the southern wall.\n\n\"This is it!\" shouts Marie, her hands flicking across the console. \"Full throttle, now!\"", "endoftext": false }, { "action": "You wait", "response": "Time passes...\n\nThe skycar banks sharply to the south and east, pulling hard into a near-vertical turn across the glowgrass lawn. Through the viewshield, you see the pool and vehicle dome, tilted at a freakish angle.\n\n\"Excellent!\" shouts Marie. \"I didn't think we were going to make that one. Okay, slacken back a bit and I'll try to staighten us up.\"", "endoftext": false }, { "action": "You take Green", "response": "Taken.\n\nMarie's image vanishes.\n\nThe skycar continues to hover a few feet above the ground.", "endoftext": false }, { "action": "You pull the lever", "response": "You pull the lever back one notch. The engine's hum increases to a whine.\n\nThe skycar accelerates up and out to the southwest, grazing the edge of the vehicle dome's ceiling in a shower of sparks.", "endoftext": false }, { "action": "You pull the lever", "response": "You pull the lever back one notch. The engine's whine increases to a shriek.\n\nThe skycar skims through the courtyard, heading directly for the southern wall. You wrestle with the controls, but find that you have no steering!\n\nA moment later, the skycar collides with the wall, shearing up and nearly over before flipping and plunging nose-first into the ground. The electrics die; fusion ignitors spark in a final unregulated surge of power, and then the vehicle and everything within a thirty metre radius explodes.\n\nThe recovery team, six months later, finds no trace of your body. But had you survived, you would have warned them against flying an unknown craft without competent assistance.", "endoftext": false }, { "action": "You put Green in the slot", "response": "Done.\n\nMarie's projected image appears on the seat beside you.\n\nThe skycar skims through the courtyard, heading directly for the southern wall.\n\n\"This is it!\" shouts Marie, her hands flicking across the console. \"Full throttle, now!\"", "endoftext": false }, { "action": "Wait", "response": "Time passes...\n\nThe skycar banks sharply to the south and east, pulling hard into a near-vertical turn across the glowgrass lawn. The engines struggle for power, but there isn't enough; the car stalls, spins, and crashes out of the sky into the concrete pool.\n\nTrapped in the wreckage, you desperately race to free yourself, but it's too late. The car's electrics die, sending a last surge of unregulated power through the fusion ignitors. Everything within a thirty metre radius explodes.\n\nThe recovery team, six months later, finds no trace of your body. Had you lived, you would have warned them to may more attention to instructions.\n\n*** Your expedition has failed ***\n\nYou may RESTORE a saved game, RESTART, QUIT, or UNDO the previous command.\nPlease enter RESTORE, RESTART, QUIT, or UNDO: >", "endoftext": true } ]
b1xy3s75cjlty973
The Horror of Rylvania
D. A. Leary
[ "Vampire" ]
[ "adaptive hints", "adventions", "built-in hints", "maze", "medium length", "nonhuman protagonist", "parser", "standard difficulty", "supernatural", "TADS", "TADS 2", "vampire", "violence", "walkthrough", "werewolf" ]
1,993
[ 1, 7, 3, 0, 0 ]
11
3.818182
20150303
false
What you expected would be a fun outing in scenic Rylvania turns into a gruesome nightmare, with *you* playing the starring role. Find out what it's like to be alternately the source and challenger of evil in the tiny Eastern European province. Test your very moral fiber as you decide to damn yourself and save others -- or vice versa.
[ { "action": "%", "response": "two recent college graduates like yourself and your friend Carolyn. From the mansions of England to the beaches of Greece, you've walked in the footsteps of the Crusaders and seen sights that few Americans have ever seen.\n\nCarolyn had wanted to skip the Central European nation of Rylvania. \"Why bother?\" she'd said. \"There's nothing but farmers there, and creepy old castles - nothing we haven't seen already. The Rylvanians are still living in the last century.\"\n\nThat, you'd insisted, was exactly why Rylvania was a must-see. The country was an intact piece of living history, a real treasure in this modern age.\n\nIf only you hadn't insisted! As night fell, as you approached a\nsmall farming village in search of a quaint inn to spend the night, the howling began. A scant hundred yards from the village, and it happened...the wolves appeared from the black forest around you and attacked. Big, black wolves that leaped for Carolyn's throat before you could shout a warning, led by a great gray-black animal that easily stood four feet at the shoulder. Carolyn fell to the rocky path, blood gushing from her neck as the wolves faded back into the trees, unwilling, for some unknown reason, to press their attack.\n\nIf she dies, it will be your fault. You curse the darkening sky as\nyou cradle Carolyn's head, knowing that you have little time to find help. Perhaps in the village up the road to the north -\n\nCopyright (C) 1993, 1996 D. A. Leary\nAll rights reserved.\n\nDifficulty Rating: Horrifying (5 out of 10)\n\nSuggested for Mature Audiences.\n\n***\n\nThis game is free. We encourage you to distribute it, but you may\nnot charge any money for it beyond the cost of the media it is stored on.\n\nADVENTIONS no longer supports this product. Please do not contact\n\n***\n\n***\n\n- winding through a black, dismal forest. To the north, through the trees, you can barely make out the lights of a small Rylvanian village. The sun has just set and dark trees hang over the path, forming a mazelike net overhead. The path is well trodden and easy to walk on.\n\nCarolyn, your close friend from college, lies motionless on the\npath, blood flowing freely from a gaping, jagged wound in her throat and chest. She's making faint gurgling sounds and just barely breathing.", "endoftext": false }, { "action": "Note 1", "response": "[1]: Footnote markers are numbers enclosed in square brackets.", "endoftext": false }, { "action": "You check your inventory", "response": "You have a fifty-dollar traveller's check and a matchbook.", "endoftext": false }, { "action": "Go north", "response": "You are standing at a fork in the path, just outside a village. To\nthe west the trees thin out slightly, while to the east they disappear entirely, becoming an impassable swamp. Branches of the path run north and northeast. To the north you can see several buildings. The track runs south as well, back into the forest.", "endoftext": false }, { "action": "You go north", "response": "You are standing outside a wooden inn at the west end of a small Rylvanian village. Flickering light streams from an open window, and a sign hangs above the doorway. The inn has seen better days - it's run-down and falling apart, and could use a good coat of paint. A path runs south, out of town, and more buildings are down the street to the east. To the west is more of the black forest. The inn is to the north.", "endoftext": false }, { "action": "You examine the sign", "response": "In gothic script the sign reads \"The Devil's Cup.\"", "endoftext": false }, { "action": "You go north", "response": "The inn is well-lit, less shabby on the inside than on the out. A warming fire burns in the hearth. Several townsfolk are seated around a table, talking quietly, and a thin old man stands behind the bar.\nThe townsfolk and the barman look up as you enter, suspicious of strangers - as are all Rylvanians - but soon the patrons turn back to their conversation and the barman returns to polishing glasses. The exit from the inn is south, and an open doorway behind the bar leads west.\n\nA tarot deck is sitting on the table.\n\nSome of the townsfolk turn and nod briefly at you before continuing their conversation.\n\nThe old barman regards you silently.\n\nYou catch a fragment of conversation. \"...written on the trees...\"", "endoftext": false }, { "action": "You tell the barman about Carolyn", "response": "The bartender shakes his head and points at his mouth. \"Foreigner!\" one of the patrons shouts at you. \"Old Henri is mute! He cannot speak to you.\" The customer smiles. \"But he knows what you need, if you have the money.'\n\nYou catch a fragment of conversation. \"...written on the trees...\"", "endoftext": false }, { "action": "You give the check to bartender", "response": "The bartender looks at the check, then smiles and shakes his head, passing the check back to you.\n\n\"They walk tonight,\" one of the customers whispers.", "endoftext": false }, { "action": "You tell patrons about the wolves", "response": "The customers eye you suspiciously. \"Yes. The wolves roam the woods. The old woodcutter that lives out there might know more about them.\"\n\nYou catch a fragment of conversation. \"...the doctor knows...\"", "endoftext": false }, { "action": "You ask the patrons about doctor", "response": "One of the customers glances up at you. \"Yes, we have a doctor. He lives further down, on this side of the street.\" He jerks his thumb to the east, then falls quiet for a long moment. \"I don't know if you want him as your doctor, Foreigner. He is a strange man.\"\n\n\"They walk every night,\" a customer snaps, drinking heavily from a stone flagon. \"Every bloody night. Our village is cursed.\"", "endoftext": false }, { "action": "You go to the east", "response": "You are walking on a road through the center of the village. The street is quiet and empty; most of the local populace has already turned in for the night. Silence weighs heavily on the town, and the air is cold and leaden. To the north is a small square wooden building. The door to the building is open. To the south is an open field. The road continues to the east and west, and a branch runs southwest as well - toward the black forest.", "endoftext": false }, { "action": "Go east", "response": "You are near the eastern outskirts of the village. To the south is\na stately old church, weathered and in a state of disrepair. The entrance to the church stands open. To the north a narrow track runs along the side of the small wooden building you passed to the west.\nThe road continues west and also runs northeast, out of town and through the moors.", "endoftext": false }, { "action": "You go north", "response": "You are inside a small office which appears to belong to the local doctor. It's small and dark, but clean. A chair and a desk are the only furniture. The exit is south, back through the doorway. One small window in the east wall looks out on an alley. Hanging on the wall is a framed diploma. The door stands open, and the window is closed.\n\nA middle-aged man is here. \"Hello,\" he says pleasantly. \"I am\nDoctor Trolovitch.\"", "endoftext": false }, { "action": "You tell the Doctor about Carolyn", "response": "The doctor nods hurriedly. \"Yes, of course. I can help. Take me to her, and I'll do all I can.\"\n\nDoctor Trolovitch waits, staring at you expectantly.", "endoftext": false }, { "action": "Go south", "response": "You are walking on a road through the center of the village. The street is quiet and empty; most of the local populace has already turned in for the night. Silence weighs heavily on the town, and the air is cold and leaden. To the north is a small square wooden building. The door to the building is open. To the south is an open field. The road continues to the east and west, and a branch runs southwest as well - toward the black forest.\n\nDoctor Trolovitch checks the door to his office, making sure it's locked. \"Can't be too careful,\" he murmurs.", "endoftext": false }, { "action": "Go west", "response": "You are standing outside a wooden inn at the west end of a small Rylvanian village. Flickering light streams from an open window, and a sign hangs above the doorway. The inn has seen better days - it's run-down and falling apart, and could use a good coat of paint. A path runs south, out of town, and more buildings are down the street to the east. To the west is more of the black forest. The inn is to the north.\n\nDoctor Trolovitch follows you.", "endoftext": false }, { "action": "You go west", "response": "You are lost among the twisted, gnarled trees of the black forest.\nThe trees close in around you and the air is damp and cold. Somewhere off in the distance a lone wolf howls. Owls hoot, and a faint scrabbling under the leaves hints of tiny creatures of the night, searching for food. You can travel in almost all directions.\n\nDoctor Trolovitch follows you.", "endoftext": false }, { "action": "Go south", "response": "You are standing at a fork in the path, just outside a village. To\nthe west the trees thin out slightly, while to the east they disappear entirely, becoming an impassable swamp. Branches of the path run north and northeast. To the north you can see several buildings. The track runs south as well, back into the forest.\n\nDoctor Trolovitch follows you.", "endoftext": false }, { "action": "Go south", "response": "- winding through a black, dismal forest. To the north, through the trees, you can barely make out the lights of a small Rylvanian village. The trail is shrouded in almost total darkness and dark trees hang over the path, forming a mazelike net overhead. The path is well trodden and easy to walk on.\n\nDoctor Trolovitch follows you, looking around. \"Is this where you claim your friend to be?\" he says irritably. \"I see no patient.\" He shakes his head. \"I would think one of your age would be beyond these childish pranks.\" He turns and walks back toward town without a word, leaving you to wonder what could have happened to Carolyn.", "endoftext": false }, { "action": "Go north", "response": "You are standing at a fork in the path, just outside a village. To\nthe west the trees thin out slightly, while to the east they disappear entirely, becoming an impassable swamp. Branches of the path run north and northeast. To the north you can see several buildings. The track runs south as well, back into the forest.", "endoftext": false }, { "action": "You go north", "response": "You are standing outside a wooden inn at the west end of a small Rylvanian village. Flickering light streams from an open window, and a sign hangs above the doorway. The inn has seen better days - it's run-down and falling apart, and could use a good coat of paint. A path runs south, out of town, and more buildings are down the street to the east. To the west is more of the black forest. The inn is to the north.", "endoftext": false }, { "action": "You go north", "response": "The inn is well-lit, less shabby on the inside than on the out. A warming fire burns in the hearth. Several townsfolk are seated around a table, talking quietly, and a thin old man stands behind the bar.\nThe townsfolk and the barman look up as you enter, suspicious of strangers - as are all Rylvanians - but soon the patrons turn back to their conversation and the barman returns to polishing glasses. The exit from the inn is south, and an open doorway behind the bar leads west.\n\nA tarot deck is sitting on the table.\n\nSome of the townsfolk turn and nod briefly at you before continuing their conversation.\n\nThe old barman regards you silently.\n\nYou catch a fragment of conversation. \"...the doctor knows...\"", "endoftext": false }, { "action": "You examine the deck", "response": "It's a deck of tarot cards.\n\n\"They walk tonight,\" one of the customers whispers.", "endoftext": false }, { "action": "You examine the tarot", "response": "It's a deck of tarot cards.\n\n\"They walk every night,\" a customer snaps, drinking heavily from a stone flagon. \"Every bloody night. Our village is cursed.\"", "endoftext": false }, { "action": "You ask the patrons about the wolves", "response": "The customers eye you suspiciously. \"Yes. The wolves roam the woods. The old woodcutter that lives out there might know more about them.\"\n\nYou catch a fragment of conversation. \"...the wolves know...\"", "endoftext": false }, { "action": "You take tarot", "response": "Taken.\n\n\"They walk every night,\" a customer snaps, drinking heavily from a stone flagon. \"Every bloody night. Our village is cursed.\"", "endoftext": false }, { "action": "You ask the patrons about the church", "response": "The patrons ignore your attempts at communication.\n\nYou catch a fragment of conversation. \"...the wolves know...\"", "endoftext": false }, { "action": "Go outside", "response": "You are standing outside a wooden inn at the west end of a small Rylvanian village. Flickering light streams from an open window, and a sign hangs above the doorway. The inn has seen better days - it's run-down and falling apart, and could use a good coat of paint. A path runs south, out of town, and more buildings are down the street to the east. To the west is more of the black forest. The inn is to the north.", "endoftext": false }, { "action": "Go east", "response": "You are walking on a road through the center of the village. The street is quiet and empty; most of the local populace has already turned in for the night. Silence weighs heavily on the town, and the air is cold and leaden. To the north is a small square wooden building. The door to the building is closed. To the south is an open field. The road continues to the east and west, and a branch runs southwest as well - toward the black forest.", "endoftext": false }, { "action": "Go east", "response": "You are near the eastern outskirts of the village. To the south is\na stately old church, weathered and in a state of disrepair. The entrance to the church stands open. To the north a narrow track runs along the side of the small wooden building you passed to the west.\nThe road continues west and also runs northeast, out of town and through the moors.", "endoftext": false }, { "action": "Go south", "response": "You are in the main hall of the village church. To the north is the exit to the village road. Pews, facing south, line both sides of the center aisle. A brass basin sits atop a stone pillar near the north exit. An altar is at the far end of the room, near a low passage which leads south to another part of the church. Moonlight streams through the stained glass windows, bathing the wooden pews in a ghostly glow.\n\nThe brass basin seems to contain some holy water.", "endoftext": false }, { "action": "You look at the pews", "response": "The pews are hard wooden benches. They face south, toward the altar.", "endoftext": false }, { "action": "You look at the windows", "response": "The stained glass windows are typical Rylvanian church design. Most portray Saint William of Irdopest, the patron saint of Rylvanians. A few show more typical Christian scenes - the Christ child, Jesus on the cross, and so forth. They're quite pretty, but hard to see in the pale light.", "endoftext": false }, { "action": "You go to the south", "response": "You are behind the altar in the church, in a small chamber that\nserves, judging from the hooks on the walls, as the church's vestry. Other than the hooks, the chamber is empty now. To the north is the main part of the church. An open doorway leads out of the church to the east, and beyond, you can see the town graveyard. A ladder leads up into darkness.\n\nA cloak is hanging on the wall hooks.", "endoftext": false }, { "action": "You examine the cloak", "response": "The cloak is brown, lined with rabbit fur, and looks quite warm.", "endoftext": false }, { "action": "You take all", "response": "cloak: Taken.", "endoftext": false }, { "action": "You examine the water", "response": "The water looks normal to you. You're not a religious expert, so if you take the water from the basin, it probably loses any special properties it might have.", "endoftext": false }, { "action": "You look at the windows", "response": "The stained glass windows are typical Rylvanian church design. Most portray Saint William of Irdopest, the patron saint of Rylvanians. A few show more typical Christian scenes - the Christ child, Jesus on the cross, and so forth. They're quite pretty, but hard to see in the pale light.", "endoftext": false }, { "action": "You take the basin", "response": "It's bolted to the pillar.", "endoftext": false }, { "action": "You go south", "response": "You are behind the altar in the church, in a small chamber that\nserves, judging from the hooks on the walls, as the church's vestry. Other than the hooks, the chamber is empty now. To the north is the main part of the church. An open doorway leads out of the church to the east, and beyond, you can see the town graveyard. A ladder leads up into darkness.", "endoftext": false }, { "action": "Go upward", "response": "You are standing in the church belfry, a tiny tower above the\nvestry. Far above you, shrouded in cobwebs and gloom, you can just make out a large bell attached to the roof. Dangling from the bell is a thin iron chain. Pale light filters in through narrow windows in the stone walls, and a chilling breeze whips through the tower. The only exit is down the ladder, back to the vestry.\n\nYou see a flyswatter here.", "endoftext": false }, { "action": "You take all", "response": "flyswatter: Taken.", "endoftext": false }, { "action": "You pull chain", "response": "You pull on the chain and ring the bell. A deep tone resounds through the tower, shaking the church to its very foundations. A few bats fly out of the bell, shrieking angrily. For a moment, they appear to be diving at you, but then they swerve and dart out one of the narrow windows.", "endoftext": false }, { "action": "Keep going", "response": "You pull on the chain and ring the bell. A deep tone resounds through the tower, shaking the church to its very foundations.", "endoftext": false }, { "action": "Climb chain", "response": "You grab the chain and try to hoist yourself up. Far overhead, the bell rings loudly, shaking the walls of the belfry as you try to climb the iron links. Unfortunately, the chain is too thin to climb; you can't seem to get a good grip on it.", "endoftext": false }, { "action": "You go east", "response": "You are at the southern end of the church graveyard. Some\nheadstones are shrouded in low-lying fog, while others are partially hidden by the long grass. It's obvious that the graveyard, like the church itself, hasn't been taken care of for some time. A few old stunted trees mark the boundaries to the south and east. To the west is a side entrance to the old church, and further to the north, you can see more headstones and an old mausoleum.", "endoftext": false }, { "action": "You read the stones", "response": "You push aside the grasses and read the names on some of the gravestones:\n\n\"Elijah Vilovitch 1745-1795\"\n\n\"Tomis Rasarivin 1760-1782\"\n\n\"Maryana Olgrisson 1747-1770\"", "endoftext": false }, { "action": "You go north", "response": "You are at the north end of the graveyard. To the west is the old church; an entrance is further along the wall to the south. To the north is an ancient iron fence some twelve feet tall. To the east is an ancient mausoleum, with a few words etched in the stone above the entrance. Several gravestones are scattered amongst the weeds here.", "endoftext": false }, { "action": "You read the words", "response": "\"Vladmir Von Rhistoven: In Morte Pax\"", "endoftext": false }, { "action": "You enter the mausoleum", "response": "The entrance to the mausoleum is closed.", "endoftext": false }, { "action": "You look at the weeds", "response": "The weeds are stunted and dying. They cling to life around the scattered graves.", "endoftext": false }, { "action": "You open the mausoleum", "response": "You grunt and strain, but can't open the mausoleum gate. It seems to be locked.", "endoftext": false }, { "action": "You examine the fence", "response": "It's a twelve foot tall fence, made of wrought iron. It bars passage to the north, out onto the moors.", "endoftext": false }, { "action": "You go to the south", "response": "You are at the southern end of the church graveyard. Some\nheadstones are shrouded in low-lying fog, while others are partially hidden by the long grass. It's obvious that the graveyard, like the church itself, hasn't been taken care of for some time. A few old stunted trees mark the boundaries to the south and east. To the west is a side entrance to the old church, and further to the north, you can see more headstones and an old mausoleum.", "endoftext": false }, { "action": "Go north", "response": "You're standing next to a small wooden building to the west.\nThere's a small window on this side, but otherwise the building's wall is featureless and uninteresting. To the north and northeast are impassable moors and swamps, and to the south is the main road. The alley is littered with trash and debris.", "endoftext": false }, { "action": "You search the trash", "response": "It's just typical alley litter - paper and the like. You find a leaflet lying amidst the debris, which you take.", "endoftext": false }, { "action": "You read the leaflet", "response": "\"Good for One Free Reading at Madame Hulga's, just outside of town - head west from the signpost.\"", "endoftext": false }, { "action": "You examine the window", "response": "The window is set in the west wall of the building. It's closed.", "endoftext": false }, { "action": "You open the window", "response": "The window won't open. It seems to be latched from the other side.", "endoftext": false }, { "action": "You look through the window", "response": "The window's shutters are closed. You can't see a thing.", "endoftext": false }, { "action": "You search debris", "response": "It's just typical alley litter - paper and the like.", "endoftext": false }, { "action": "Go northeast", "response": "You walk out of town, heading out into the moors. Your mind wanders\nto Carolyn, and the recent strange turn of events. Where could she have gone? Is she dead? Can you still save her? Where did Doctor Trolovitch go?\n\nThe moors are dark and cold. A light rain is falling and the\nrumblings of far-distant thunder reach your ears. A flash of lightning, and suddenly, she is there. Carolyn - dressed in a white robe, standing before you on the fog-covered fen! Stunned, you run toward her, calling her name. She smiles, arms outstretched, reaching for you. And then you are there, hugging her, crying - and noticing how cold she is, how pale - how very dead. Her mouth opens in a jagged smile. Cold, bone-white pointed teeth reach for your neck. You cry out as her canines puncture your throat - and go limp as your lifeblood pumps into her mouth. The world turns black -\n\nYou dream.\n\nThe dreams are endless and horrifying. You are alive, then dead,\nthen floating in a formless void, then somehow alive again - but not alive. You have changed - you can tell. You are no longer human. You struggle out of blackness and find yourself enclosed in wood -", "endoftext": false }, { "action": "Wood", "response": "Nothing happens.\n\nA gnawing hunger is wracking your body. An icy chill grasps your stomach.", "endoftext": false }, { "action": "Scream", "response": "AIIIEEEYYYEEE!\n\nSomewhere far above you, you hear faint scraping.", "endoftext": false }, { "action": "Continue", "response": "AIIIEEEYYYEEE!", "endoftext": false }, { "action": "You break the coffin", "response": "The coffin is sturdy wood, and you can't seem to break it.\n\nThe scraping above you is getting louder.", "endoftext": true }, { "action": "Look around", "response": "It's quite dark, but by feeling around, you discover that you're\nlying in a closed pine coffin.\n\nA gnawing hunger is wracking your body. An icy chill grasps your stomach.", "endoftext": false }, { "action": "You keep going", "response": "It's quite dark, but by feeling around, you discover that you're\nlying in a closed pine coffin.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are empty-handed.", "endoftext": false }, { "action": "Open coffin", "response": "You grunt and strain, but there's far too much dirt on top of the coffin to push it open.\n\nThere's a loud thump on the coffin lid, like metal hitting wood.", "endoftext": false }, { "action": "Keep going", "response": "You push open the coffin lid. A man leaps back from your newly-opened grave, a horrified expression on his face. He falls backward and out of sight.", "endoftext": false }, { "action": "Go upwards", "response": "You're not going anywhere until you get out of the coffin.\n\nA gnawing hunger is wracking your body. An icy chill grasps your stomach.", "endoftext": false }, { "action": "You get out", "response": "(the coffin)\nGraveyard North\n\nYou are at the north end of the graveyard. To the west is the old church; an entrance is further along the wall to the south. To the north is an ancient iron fence some twelve feet tall. To the east is an ancient mausoleum, with a few words etched in the stone above the entrance. Several gravestones are scattered amongst the weeds here.\n\nA man in priest's robes is cowering beside the headstones.\n\nOne grave has been dug up, and at the bottom of the hole is an open coffin.\n\nYou see a wooden stake and a shovel here.", "endoftext": false }, { "action": "You take all", "response": "wooden stake: Taken.\nshovel: Taken.", "endoftext": false }, { "action": "You eat man", "response": "A deadly hunger draws you to the priest. You raise his head in your hands and gaze into his eyes. He's beautiful, and the throbbing pulse in his neck is somehow hypnotic. You bend in for a closer look - and sever his jugular with newly-sharp canines, feeling his hot blood on your tongue, feeling it wash over your throat in a sensual orgy of smells and tastes. The priest grows limp in your arms and soon you let him fall, dead. You have killed for the first time - but your chilling hunger is sated.", "endoftext": true }, { "action": "Look around", "response": "You are at the north end of the graveyard. To the west is the old church; an entrance is further along the wall to the south. To the north is an ancient iron fence some twelve feet tall. To the east is an ancient mausoleum, with a few words etched in the stone above the entrance. Several gravestones are scattered amongst the weeds here.\n\nOne grave has been dug up, and at the bottom of the hole is an open coffin.\n\nYou see a dead man here.", "endoftext": false }, { "action": "You search man", "response": "The man's throat has been torn open - a ghastly, gruesome sight. He's been totally drained of blood. His broken body lies beside the open grave. From his clothing, you surmise that he was a Catholic priest. Perhaps you should bury him.", "endoftext": false }, { "action": "You put the man in the grave", "response": "Which grave do you mean, the hole, or the gravestones?", "endoftext": false }, { "action": "You bury man", "response": "Somehow, you don't feel quite right about burying the priest in your grave; you feel you might need the coffin again. You dig a shallow grave in a shadowy corner of the graveyard and roll the priest into it, pulling bits of sod and leaves over the body.", "endoftext": true }, { "action": "You look around", "response": "You are at the north end of the graveyard. To the west is the old church; an entrance is further along the wall to the south. To the north is an ancient iron fence some twelve feet tall. To the east is an ancient mausoleum, with a few words etched in the stone above the entrance. Several gravestones are scattered amongst the weeds here.\n\nOne grave has been dug up, and at the bottom of the hole is an open coffin.", "endoftext": false }, { "action": "You go to the south", "response": "You are at the southern end of the church graveyard. Some\nheadstones are shrouded in low-lying fog, while others are partially hidden by the long grass. It's obvious that the graveyard, like the church itself, hasn't been taken care of for some time. A few old stunted trees mark the boundaries to the south and east. To the west is a side entrance to the old church, and further to the north, you can see more headstones and an old mausoleum.", "endoftext": false }, { "action": "You go west", "response": "You approach the church door, but suddenly, a strange pain seizes your gut. You double over in agony, and are forced to stop.", "endoftext": false }, { "action": "Go north", "response": "You easily scale the fence and head toward the moors.\n\nYou are walking along a lightly-travelled path that wends its way through the dark, misty moors of Rylvania. The trail curves here, continuing to the southwest and the northwest. The rain is picking up now, and the thunder and lightning are getting closer. South of here is the church graveyard, covered with a blanket of fog and mist. To the north, you hear the sounds of rushing water, but I wouldn't stray from the path if I were you - the bogs are deadly. The village is back to the southwest.", "endoftext": false }, { "action": "About yourself", "response": "Your skin is pale and cold to the touch, your canines are long and pointy, and you feel very strange. You seem to have become a vampire. [2]", "endoftext": false }, { "action": "Footnote 2", "response": "[2]: Bummer.", "endoftext": false }, { "action": "You go to the northwest", "response": "You are standing at a fork in the path through the moors. To the\neast a short path slopes down to the river, while another track continues through the fens to the west. To the southeast, the road heads back through the moors toward the village. To the northwest the way becomes drier and the terrain begins to rise - the path in that direction leads up the side of a low hill. There's a tall signpost here.\n\nSitting on top of the signpost is a raven, preening its feathers.", "endoftext": false }, { "action": "You examine the sign", "response": "The signpost has three signs. One points northwest and reads \"Gloomfen Castle.\" The second points southeast and reads \"Gloomfen Village.\"\nThe third points west and reads \"Deadly Moors - Be careful!\" There's a large raven sitting atop the post. It eyes you suspiciously.", "endoftext": false }, { "action": "You examine the raven", "response": "It's a large black raven, a bird of ill-omen. It gives you the chills, but appears to be quite harmless.", "endoftext": false }, { "action": "You talk to the the raven", "response": "Please refer to your manual and/or README file for the proper syntax to use when talking to people or objects.", "endoftext": false }, { "action": "You go west", "response": "The road from town ends here in a clearing, a dry spot in the\nendless bogs and moors. To the north you can see a rocky hill, atop which is a dark stone castle shrouded in mist. The only safe path through the bogs leads east, back toward the crossroads. A faded Gypsy tent sewn from once-bright colorful cloth stands to the west, its flap open. Stuck in the ground near the tent is a wooden sign.", "endoftext": false }, { "action": "You read sign", "response": "\"Madame Hulga's - Enter if you seek Truth\"", "endoftext": false }, { "action": "You go west", "response": "Moonlight filters through the thin cloth, bathing the dim interior\nof the tent in subtle shades of blue, green, and red. The interior of the tent is empty save for a low table. The exit is to the east.\n\nThere's a wizened old woman here, pacing the tent and muttering to herself. She looks up as you enter, and frowns. \"Well? What do you want?\"", "endoftext": false }, { "action": "You ask the hulga about the reading", "response": "\"Yes, I do readings,\" the old crone says. \"But first you must pay me.\"", "endoftext": false }, { "action": "You check your inventory", "response": "You have a wooden stake and a shovel.", "endoftext": false }, { "action": "Go northwest", "response": "The terrain is rockier here than further down toward the village,\nand the land slopes gently upward to the north. Further north, up a mountain, you see the stark stone towers of Castle Gloomfen, the ancestral home of the Von Rhistoven family. The trail runs from the north to the southeast. Other directions appear too rocky for easy travel.", "endoftext": false }, { "action": "Go north", "response": "You're standing on the edge of a rocky gorge, which is to the north. The bottom is lost somewhere deep in the mists, but far below, you can hear water crashing on the rocks. The trail ends at the edge of the gorge. A thick rope spans the chasm, vanishing into the swirling fog. The trail leads back down the hill to the south.", "endoftext": false }, { "action": "Go north", "response": "You put one foot on the rope, but it's just too slippery. If you try to cross you'll plunge to your death.", "endoftext": false }, { "action": "You examine the reeds", "response": "The dying reeds bend gently in the chilling breezes.", "endoftext": false }, { "action": "You look at the river", "response": "The river water is muddy and foul, and smells of decay and death.", "endoftext": false }, { "action": "Go east", "response": "You can't swim. Besides, you should know that vampires can't cross running water.", "endoftext": false }, { "action": "Go southeast", "response": "You are walking along a lightly-travelled path that wends its way through the dark, misty moors of Rylvania. The trail curves here, continuing to the southwest and the northwest. The rain is picking up now, and the thunder and lightning are getting closer. South of here is the church graveyard, covered with a blanket of fog and mist. To the north, you hear the sounds of rushing water, but I wouldn't stray from the path if I were you - the bogs are deadly. The village is back to the southwest.", "endoftext": false }, { "action": "You go southwest", "response": "You are near the eastern outskirts of the village. To the south is\na stately old church, weathered and in a state of disrepair. The entrance to the church stands open. To the north a narrow track runs along the side of the small wooden building you passed to the west.\nThe road continues west and also runs northeast, out of town and through the moors.\n\nThe night is alive now; you can't believe you didn't notice before\nhow bright the stars were, how the shadows on the ground contrast sharply with the bright village lights around you. Your senses are at a peak, and you feel flushed with dark purpose.\n\nThe smell of hot blood beckons you to the north. You can almost\nsense the man's thoughts - and they're not thoughts that you're happy to share. Whoever lurks to the north has a sinister motive; he's a thief, and he's killed before himself.", "endoftext": false }, { "action": "Go north", "response": "You're standing next to a small wooden building to the west.\nThere's a small window on this side, but otherwise the building's wall is featureless and uninteresting. To the north and northeast are impassable moors and swamps, and to the south is the main road. The alley is littered with trash and debris.\n\nA sinister-looking man is lurking near the window, fiddling with the shutters. He glances in your direction as you approach, his eyes narrowing, trying to spot you in the gloom. \"Who's there?\" he whispers. When you fail to respond, he turns back to the closed window, trying to see how it opens. You can taste his hot blood, drifting to your newly-sensitive nostrils on the brisk winds that blow off the moors.", "endoftext": false }, { "action": "Wait", "response": "Time passes...", "endoftext": false }, { "action": "You eat man", "response": "Emerging from the shadows, you pounce on the hapless thief. He\ncries out only once - and then, your teeth find his neck. Slowly, savoring the warm flavors, you lap the blood from the gaping wound.\nThe thief begins to grow limp in your grasp, his face pale. Suddenly, with a last burst of strength, he tears away from your grasp and runs out onto the moors, screaming. Your prey has escaped, but the all-consuming hunger tearing your guts is sated - for the moment.", "endoftext": false }, { "action": "You look in the window", "response": "The window's shutters are closed. You can't see a thing.", "endoftext": false }, { "action": "You go north", "response": "The door is closed.", "endoftext": false }, { "action": "Door", "response": "Nothing happens.", "endoftext": false }, { "action": "You examine the building", "response": "The building is just north of the road. It looks like an office of some kind. Like most of the buildings in the village, it's made of wood with a fieldstone foundation.", "endoftext": false }, { "action": "You open the door", "response": "It seems to be latched from the other side.", "endoftext": false }, { "action": "Go west", "response": "You are standing outside a wooden inn at the west end of a small Rylvanian village. Flickering light streams from an open window, and a sign hangs above the doorway. The inn has seen better days - it's run-down and falling apart, and could use a good coat of paint. A path runs south, out of town, and more buildings are down the street to the east. To the west is more of the black forest. The inn is to the north.\n\nWith heightened senses, you hear the townsfolk muttering inside the inn. You sense their fear, their terror of the creatures they believe stalk the night. The smell of their blood, hot and sweet, drifts on the cool night breezes.\n\nEverything is new and fresh. The fluttering light from inside the\ninn seems to dance with a new intensity. Though it's clear you wouldn't be able to see in total darkness, your vision is sharper than it's ever been. New sensations scream for attention, and every pore in your body is tingling.", "endoftext": false }, { "action": "You go to the west", "response": "You are lost among the twisted, gnarled trees of the black forest.\nThe trees close in around you and the air is damp and cold. Somewhere off in the distance a lone wolf howls. Owls hoot, and a faint scrabbling under the leaves hints of tiny creatures of the night, searching for food. You can travel in almost all directions.\n\nThe woods seem to call your name; your heart is racing. You can\nsense life all around you - the quiet stalking of predators, the mindless fear of the prey, even the gentle grace of dying trees.\nScents wash over you, and your nostrils flare involuntarily. Even though your sharpened vision tells you the trees are dying, no forest has ever seemed so alive.", "endoftext": false }, { "action": "You read the trees", "response": "I don't know how to read the trees.\n\nWithout warning, a lone wolf appears from the trees and meets your\ngaze with yellow eyes. Strangely you feel no fear - only a strange mastery over the creature. You can even hear the beast's thoughts - \"I serve you.\" Before you can find a way to respond, the wolf melts away into the dark wood.", "endoftext": false }, { "action": "You examine the trees", "response": "The black forest seems to close in around you. For a moment, you feel like you're being watched - and then, the feeling passes. The trees themselves are mostly twisted oaks, dying and shriveled in the dark autumn air.", "endoftext": false }, { "action": "You climb the tree", "response": "The limbs of the trees are too dead for you to safely climb them.", "endoftext": false }, { "action": "Smell", "response": "What do you want to smell?", "endoftext": false }, { "action": "Smell air", "response": "The air is cold and damp, with a faint moldy smell.", "endoftext": false }, { "action": "Smell trees", "response": "It smells like what you'd expect a trees to smell like.", "endoftext": false }, { "action": "Go east", "response": "You are standing outside a wooden inn at the west end of a small Rylvanian village. Flickering light streams from an open window, and a sign hangs above the doorway. The inn has seen better days - it's run-down and falling apart, and could use a good coat of paint. A path runs south, out of town, and more buildings are down the street to the east. To the west is more of the black forest. The inn is to the north.\n\nWith heightened senses, you hear the townsfolk muttering inside the inn. You sense their fear, their terror of the creatures they believe stalk the night. The smell of their blood, hot and sweet, drifts on the cool night breezes.", "endoftext": false }, { "action": "Go south", "response": "You are standing at a fork in the path, just outside a village. To\nthe west the trees thin out slightly, while to the east they disappear entirely, becoming an impassable swamp. Branches of the path run north and northeast. To the north you can see several buildings. The track runs south as well, back into the forest.", "endoftext": false }, { "action": "Go northeast", "response": "You are walking on a road through the center of the village. The street is quiet and empty; most of the local populace has already turned in for the night. Silence weighs heavily on the town, and the air is cold and leaden. To the north is a small square wooden building. The door to the building is closed. To the south is an open field. The road continues to the east and west, and a branch runs southwest as well - toward the black forest.", "endoftext": false }, { "action": "Go south", "response": "You're standing on a knoll, an open field a bit higher than the surrounding terrain. Tall grasses gently sway in the cool night breezes. Below you to the north you see the winking lights of Gloomfen Village and far in the distance, up a rocky mist-shrouded mountain, you can just make out a sinister-looking stone castle. To the south and west are the black Rylvanian forests. To the east is a crumbling stone church and - perhaps a half-mile away - a winding river. The only clear track leads north, back down to the village.\n\nThere's a ragged old man lying on the ground. He looks up at you through bleary eyes. \"Charity for a poor fellow, kind sir?\" he wheezes.", "endoftext": false }, { "action": "You look at the man", "response": "The old man is obviously a derelict, and is even more obviously extremely drunk. He's dressed in rags and lies on the ground, mumbling to himself. He looks up at you through bleary eyes. \"Need four,\" he gasps.", "endoftext": false }, { "action": "You ask the man about the man", "response": "\"How should I know?\" the old man cries.", "endoftext": false }, { "action": "You ask the man about the liquor", "response": "The old man lights up. \"Wine, you say? Give it to me!\"", "endoftext": false }, { "action": "Go north", "response": "Rylvanian inn. \"My God!\" one shouts. \"The one we buried the other day, back from the grave!\" The patrons leap to their feet, their faces masks of fear. They leap for you and throw you to the ground, shouting and cursing, holding crosses in your face. You throw one off, then a second, but four still hold you, just barely able to keep you restrained. One raises a wooden stake above your heart and brings it down, touching your chest. Another grasps a hammer -", "endoftext": false }, { "action": "Yes", "response": "Bye! Thank you for playing The Horror of Rylvania!", "endoftext": true } ]
pgklownuffqn25nh
The Meteor, the Stone and a Long Glass of Sherbet
Graham Nelson (as Angela M. Horns)
[ "Cave crawl", "Zorkian" ]
[ "adaptive hints", "alchemy", "built-in hints", "cover art", "fantasy", "IF Competition 1996", "IFComp Game", "IFComp Winner", "old school", "parser", "spells", "Xyzzy Awards 1996", "zorkian" ]
1,996
[ 11, 23, 11, 3, 1 ]
49
3.816327
20090301
false
Another day wasted as guest of the Empress, a wretchedly long tour of the breath-taking Boreal Falls, conducted as ever by the Lady Amilia. As if she weren't bad enough, an honour guard of soldiers, their breast-plates red in the setting sun, march ahead of the procession and protect you from seeing anything unrehearsed. It's a dog's life being an Ambassador.
[ { "action": "%", "response": "The Meteor, The Stone And A Long Glass Of Sherbet\n\nAnother day wasted as guest of the Empress, a wretchedly long tour of\nthe breath-taking Boreal Falls, conducted as ever by the Lady Amilia.\nAs if she weren't bad enough, an honour guard of soldiers, their\nbreast-plates red in the setting sun, march ahead of the procession\nand protect you from seeing anything unrehearsed. It's a dog's life\nbeing an Ambassador.\n\nThe Meteor, the Stone and a Long Glass of Sherbet\nThe Interactive Memoirs of a Diplomat\n\n(Please type \"help\" if you would like instructions.)\n\nStandard interpreter 1.0\n\nWatling Street (in the cushioned basket)\nThe ancient paved road stretches for miles to the south, turning very\nslowly to the northeast along a mossy stone wall. From up here on your elephant's wickerwork basket, you're just level with the branches of\nthe old Imperial hunting woods inside the wall.\n\nday for a fortnight, you're just desperate to get away.\n\nThe procession of elephants shuffles on, their enormous soles slapping\nonto the flagstones with a dull, regular boom.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na fedora hat (being worn)\na hand telescope\n\n\"I'm sure I've told you the scandal with the new Lord Chamberlain?...\"", "endoftext": false }, { "action": "You look at Amilia", "response": "The terrifying thing about the Lady Amilia, a young woman who would\ngrace any court ball, is that even after an entire day like this she\nshows no sign whatever of being bored. Even now she is reading the\nguide book with apparent concentration, though you can't ever remember\nher turning a page.\n\n\"...such a disappointment for all concerned, quite honestly...\"", "endoftext": false }, { "action": "You examine the hat", "response": "(Amilia's hat)\nAmilia is wearing a simply fatuous hat, a light summer shade which\nwould look quite presentable if it weren't for the waxwork grapes,\napples, plums, damsons and so on around the brim.", "endoftext": false }, { "action": "You look at your hat", "response": "(Amilia's hat)\nAmilia is wearing a simply fatuous hat, a light summer shade which\nwould look quite presentable if it weren't for the waxwork grapes,\napples, plums, damsons and so on around the brim.\n\n\"...which only means one thing...\"", "endoftext": false }, { "action": "You examine fedora", "response": "A broad-brimmed light summer hat, ideal for shading your face from the\nsetting sun.\n\nA silken boy runs up from the rear of the procession, hands you each a\nglass of sherbet and then allows himself to be caught up again before\nboarding the last carriage at the rear of the elephant-train.", "endoftext": false }, { "action": "You show the fedora to Amilia", "response": "Lady Amilia is unimpressed.\nAmilia fans herself with the guide book.", "endoftext": false }, { "action": "You get book", "response": "Those seem to belong to Lady Amilia.", "endoftext": false }, { "action": "You throw the glass at Amilia", "response": "Oh, if only you could. A pity that the resulting incident could plunge\nan entire continent into war, with the mighty Empire crushing your\ntiny Duchy.", "endoftext": false }, { "action": "You examine the woods", "response": "The walls do seem very secure. Surely a minor local law would have\nbeen enough to keep the local peasants away?\n\nBut then, by now you're quite sure it isn't just an ordinary hunting\nestate. A pity this will probably be the closest you'll ever be\nallowed to get...", "endoftext": false }, { "action": "You examine the elephant", "response": "The magnificent grey beast is wrinkled and has a wise look (but then,\nafter an entire day of Amilia's conversation, your average potato\nwould have a wise look). His two great ears flap a little up at the\nfront sides of the basket, his trunk curls and pokes at the air.\n\n\"Have I told you the rumour about the Empire's best racing donkey?...\"", "endoftext": false }, { "action": "You look at the basket", "response": "The basket has the usual complement of cushions, but if there were\nanything among them you'd have bumped into it hours ago.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\na glass of sherbet\na fedora hat (being worn)\na hand telescope\n\n\"...such a terribly exciting moment for everybody...\"", "endoftext": false }, { "action": "You look through the telescope", "response": "You must say what to look at through the telescope.\n\n\"...just as my Mother always warned me...\"", "endoftext": false }, { "action": "You search amilia", "response": "You find nothing of interest.\n\nAmilia fans herself with the guide book.\n\nAt a whistle from the soldiers up ahead, the procession comes to an\nungainly halt.\n\nCustoms Post (in the cushioned basket)\nAs the road passes around the corner of the woods and turns east, it\nalso passes a customs post. You're ten feet up, and the tasseled\npennant flag flutters down from the pole to curl around the basket in\nthe light breeze.\n\nThe whole procession of elephants and carts is halted, and there is\nmuch commotion.", "endoftext": false }, { "action": "You look at Amilia through the telescope", "response": "Lady Amilia is too close to you to make that worthwhile.", "endoftext": false }, { "action": "You look at the flag through the telescope", "response": "The pennant flag is too close to you to make that worthwhile.\n\n\"Have I told you how I couldn't get a single pair of shoes to fit,\nlast week?...\"", "endoftext": false }, { "action": "You look at the forest through the telescope", "response": "You raise the brass telescope expertly to your eye, a dashing gesture\nwhich never fails to make Amilia clap her hands with pleasure.\nSomehow, though, Amilia also manages to nudge your arm so that you\ncan't get a clear look at the woods.\n\n\"Don't fret,\" says Amilia, \"we're only stopping a moment, it's just a\nsilly old routine I suppose, I mean they can see we aren't smugglers\nor anything...\"", "endoftext": false }, { "action": "You look at Amilia", "response": "The terrifying thing about the Lady Amilia, a young woman who would\ngrace any court ball, is that even after an entire day like this she\nshows no sign whatever of being bored. Even now she is reading the\nguide book with apparent concentration, though you can't ever remember\nher turning a page.\n\nThe procession sluggishly resumes, taking some time to accelerate\nagain. You dread to imagine what a hill start would be like.\n\nWatling Street (in the cushioned basket)\nThe ancient highway stretches east as far as the eye can see, running\nparallel with the mossy stone wall enclosing the hunting woods to the\nsouth. The wall appears unbroken. To the north, vast meadowlands sweep\ninto a lush, cultivated valley.\n\nThe procession of elephants shuffles on, their enormous soles slapping\nonto the flagstones with a dull, regular boom.\n\n\"...such a dreadful shame, all things considered...\"", "endoftext": false }, { "action": "You examine wall", "response": "(the mossy wall)\nThe walls do seem very secure. Surely a minor local law would have\nbeen enough to keep the local peasants away?\n\nBut then, by now you're quite sure it isn't just an ordinary hunting\nestate. A pity this will probably be the closest you'll ever be\nallowed to get...", "endoftext": false }, { "action": "You look at the wall through the telescope", "response": "(the mossy wall through the hand telescope)\nThe mossy wall is too close to you to make that worthwhile.\n\nThe procession runs over a small culvert bridge, which presents no\nproblem to the elephants. You glance down, and can't help thinking\nsomething's wrong somewhere.\n\n\"...I expect somebody was sorry, really...\"", "endoftext": false }, { "action": "You ask Amilia about the wall", "response": "What Amilia doesn't know would fill a whole game in itself.\n\nAmilia fans herself with the guide book.\n\nJust for a moment, you catch a flickering glimpse of a bird up in the\nhigher branches of the woods.", "endoftext": false }, { "action": "You examine the bird", "response": "It's too far away to make out at all clearly, and it keeps moving.", "endoftext": false }, { "action": "You look at the bird through the telescope", "response": "You raise the brass telescope expertly to your eye, a dashing gesture\nwhich never fails to make Amilia clap her hands with pleasure.\nAlthough you only get one clear glimpse of the bird, its distinctive\nspeckled green and blue feathers must make it one of the legendary\nBirds of Paradise.\n\n\"I'm sure I've told you my mother's recipe for rhubarb pudding?...\"", "endoftext": false }, { "action": "You tell Amilia about the bird", "response": "\"Is that so? Heavens!\"\n\n\"...such a charming face, that's what I say...\"", "endoftext": false }, { "action": "Drink sherbet", "response": "You sip at the fine sherbet, careful not to drink it all at once. It\nhas been chilled in a wooden cask of ice, and is the best news all\nday.\n\nGiggling nervously, for she has been waiting for you to take a sip,\nAmilia downs her sherbet with a quick snort (unfortunately literally,\nand she sneezes).", "endoftext": false }, { "action": "You say eww", "response": "[To address somebody, please type \"name, what you want to say\". For\nexample: \"amilia, hello\".]", "endoftext": false }, { "action": "Eww", "response": "Amilia is baffled, but then she so often is.", "endoftext": false }, { "action": "Kiss amilia", "response": "Thank heavens, an Ambassador's duties only go so far.\n\n\"...I expect somebody was sorry, really...\"", "endoftext": false }, { "action": "Yes", "response": "That was a rhetorical question.", "endoftext": false }, { "action": "Sleep", "response": "You aren't feeling especially drowsy.\n\nAmilia fans herself with the guide book.", "endoftext": false }, { "action": "You look", "response": "Watling Street (in the cushioned basket)\nThe ancient highway stretches east as far as the eye can see, running\nparallel with the mossy stone wall enclosing the hunting woods to the\nsouth. The wall appears unbroken. To the north, vast meadowlands sweep\ninto a lush, cultivated valley.\n\nA bird seems to be darting about in the tree-tops, vaguely following\nthe procession.\n\nThe procession of elephants shuffles on, their enormous soles slapping\nonto the flagstones with a dull, regular boom.", "endoftext": false }, { "action": "You ask Amilia about the guide book", "response": "What Amilia doesn't know would fill a whole game in itself.\n\n\"Surely I can't be the first to tell you about those scandalous\ngoings-on at the Royal Farm?...\"", "endoftext": false }, { "action": "You give the telescope to Amilia", "response": "\"Super!\"\n\nShe squints into the telescope, but picks the wrong end, and then\nhands it back with a half-puzzled look. \"Marvellous invention, what?\"", "endoftext": false }, { "action": "You ask Amilia for the guide book", "response": "\"It's a jolly super guide book!\" says Amilia gratuitously, as she\nkindly passes it over. Fortified by years of training in the\ndiplomatic service, you thank her.\n\n\"...such a horrid way to spend a Wednesday in the season...\"", "endoftext": false }, { "action": "You stand", "response": "It wouldn't be safe to dismount while the procession is under way.\n\n\"...a nod's as good as a wink, after all...\"", "endoftext": false }, { "action": "You look at the bird through the telescope", "response": "Amilia thinks she disapproves of that.", "endoftext": false }, { "action": "You take the guide book", "response": "Enormously detailed with the useless and irrelevant, the Empress gave\nit to you hoping you'd waste time studying it in detail. You have\nvowed never to do so, but it's still handy for passing the odd dull\nmoment by looking up some specific local feature.\n\nYou already have that.", "endoftext": false }, { "action": "You look up the bird in the book", "response": "The Northland Empire supports a rich and varied avian life.", "endoftext": false }, { "action": "You look up the bird of the paradise in Book", "response": "The Guide Book has a lovingly detailed section on birds of paradise,\nwhich there is no time to read now. Apart from the plumage, it seems\nthese birds are distinguished by their mating call, a chirrup followed\nby a coo. They live to be twenty years old, always return to their\nfirst nest in midsummer and steal each others' eggs, but nobody knows\nwhy.", "endoftext": false }, { "action": "Chirrup", "response": "Amilia hangs her head half on one side and flutters her eyelids,\npuzzled.", "endoftext": false }, { "action": "Coo", "response": "Amilia really is bewildered now. But your mating call does seem to\nhave done the trick! The bird of paradise flutters down over the wall\nto dance eagerly around your basket.\n\nAlthough clearly peeved by the lack of a significant other here, the beautifully-plumed bird does (to your immense satisfaction) begin\npecking away at the wax fruit on the Lady Amilia's hat.", "endoftext": false }, { "action": "You look through the telescope at the forest", "response": "You raise the brass telescope expertly to your eye. Somehow, though,\nAmilia also manages to nudge your arm so that you can't get a clear\nlook at the woods.\n\nAmilia hisses at the bird, without effect.", "endoftext": false }, { "action": "You look", "response": "Watling Street (in the cushioned basket)\nThe ancient highway stretches east as far as the eye can see, running\nparallel with the mossy stone wall enclosing the hunting woods to the\nsouth. The wall appears unbroken. To the north, vast meadowlands sweep\ninto a lush, cultivated valley.\n\nThe Bird of Paradise is still worrying away at Amilia's hat, so for\nonce your tour guide has her eyes off you.\n\nThe procession of elephants shuffles on, their enormous soles slapping\nonto the flagstones with a dull, regular boom.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\nThe Guide For Travellers To The Lower Northlands and Surrounding\nProvinces\na glass of sherbet\na fedora hat (being worn)\na hand telescope\n\nAmilia hisses at the bird, without effect.", "endoftext": false }, { "action": "You examine the elephant", "response": "The magnificent grey beast is wrinkled and has a wise look (but then,\nafter an entire day of Amilia's conversation, your average potato\nwould have a wise look). His two great ears flap a little up at the\nfront sides of the basket, his trunk curls and pokes at the air.", "endoftext": true }, { "action": "Go downwards", "response": "It wouldn't be safe to dismount while the procession is under way.\n\nNo matter what Amilia tries, the bird continues to hover.", "endoftext": false }, { "action": "You look at the ears", "response": "Which do you mean, the right ear or the left ear?", "endoftext": false }, { "action": "You give sherbet to Bird", "response": "You can only do that to something animate.", "endoftext": false }, { "action": "You pull the right ear", "response": "Amilia is too preoccupied to notice you doing this, giving the\nelephant's ear a good tug. But he must be half-asleep on his feet,\nafter this long trudging day, and he shows no signs yet of waking up\nfor you.", "endoftext": false }, { "action": "You pour the sherbet on the elephant", "response": "As the icy liquid cascades over the elephant's great head, he bucks\nand jumps, shaking his ears, thoroughly waking up. You have his\nattention now all right.", "endoftext": false }, { "action": "You pull the right ear", "response": "The elephant gives a huge trumpet and begins to charge right, straight\ninto the stone wall! The basket careers along with him, suddenly\nlurches onto his side and is rapidly crushed between an elephant and a\nhard place.\n\nHopefully, you and Amilia will be sent to different departments of the afterlife.", "endoftext": false }, { "action": "You pull the left ear", "response": "the meadowland! The basket is tossed around at high speed as you and\nAmilia are taken for a nerve-wracking ride.\n\nBy the time the bearers have got him under control again, the whole\nprocession has slewn out of line and is all over the valley. Casks are overturned, cartwheels have rolled loose, axles have broken, the\nanimals are restive, and darkness is coming on. The expedition will\nhave to stop here for the night.\n\nThe finest quarters they could find for a visiting Ambassador, at such\nshort notice: and much better than you'd have expected from a\nprovincial customs post. Presumably some very rich collector of\nantiquities once slept here... The only exit is to east.\n\nThe room is almost filled with a four-poster bed, caparisoned gaudily\nas a warhorse.\n\nNorthlands and Surrounding Provinces.\n\nA jade figurine nestles in an alcove, beneath a painting of\nunparalleled beauty.", "endoftext": false }, { "action": "You examine painting", "response": "It depicts a wide cavern with a polished stone ledge on one shore of a subterranean lake, dimly lit from above and ringed in with rock faces.", "endoftext": false }, { "action": "You look", "response": "The finest quarters they could find for a visiting Ambassador, at such\nshort notice: and much better than you'd have expected from a\nprovincial customs post. Presumably some very rich collector of\nantiquities once slept here... The only exit is to east.\n\nThe room is almost filled with a four-poster bed, caparisoned gaudily\nas a warhorse.\n\nNorthlands and Surrounding Provinces.\n\nA jade figurine nestles in an alcove, beneath a painting of\nunparalleled beauty.", "endoftext": false }, { "action": "You get Guide", "response": "Taken.", "endoftext": false }, { "action": "You examine the figurine", "response": "An exquisite antiquity.", "endoftext": false }, { "action": "You get it", "response": "Taken.", "endoftext": false }, { "action": "Go east", "response": "You can't get out, because soldiers (\"for your protection,\nAmbassador\") are guarding the door.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na jade figurine\nThe Guide For Travellers To The Lower Northlands and Surrounding\nProvinces", "endoftext": false }, { "action": "You eat guide", "response": "That's plainly inedible.", "endoftext": false }, { "action": "You look at the bed", "response": "It looks highly inviting.", "endoftext": true }, { "action": "You describe your surroundings", "response": "The finest quarters they could find for a visiting Ambassador, at such\nshort notice: and much better than you'd have expected from a\nprovincial customs post. Presumably some very rich collector of\nantiquities once slept here... The only exit is to east.\n\nThe room is almost filled with a four-poster bed, caparisoned gaudily\nas a warhorse.", "endoftext": false }, { "action": "You move painting", "response": "Nothing obvious happens.", "endoftext": false }, { "action": "You move the bed", "response": "Those are fixed in place.", "endoftext": false }, { "action": "You lie on the bed", "response": "You get into bed.\n\nCustoms House Bedroom (on the four-poster bed)\nA magnificent design is woven into the inside of the tapestry roof of\nthe bed, and the whole effect is sumptuous and comfortable.", "endoftext": false }, { "action": "You look at the design", "response": "The design of a topiary garden, whose bushes and shaped hedges depict\na dragon, a unicorn, a great serpent and a huge misshapen dog. It is\nsigned \"Leblank\".", "endoftext": false }, { "action": "Sleep", "response": "You relax into a strange, dream-laced sleep. The Boreal Falls... Lady\nAmilia, giggling wildly with a hysterical edge... your secret\nbriefing, back at the Duchy, when you were warned not to take anything\nin the Empire at face value... and mages, sorcerers, enchanters,\npowerful men from the Old Time...\n\n...and suddenly you sit bolt upright, at the distant but unnerving\nsound of the blowing of a horn. It's deep into the night but you're\nnow perfectly awake.", "endoftext": false }, { "action": "You look", "response": "Customs House Bedroom (on the four-poster bed)\nA magnificent design is woven into the inside of the tapestry roof of\nthe bed, and the whole effect is sumptuous and comfortable.", "endoftext": false }, { "action": "You go outside", "response": "You get off the four-poster bed.\n\nThe room is almost filled with a four-poster bed, caparisoned gaudily\nas a warhorse.", "endoftext": false }, { "action": "You go east", "response": "(The soldiers who guarded this door must have gone off duty some hours\nago.)\n\nStairs descend to the ground floor, and one doorway leads west, into\nyour bedroom.\n\nThe rich brocade curtains of the window here are drawn.", "endoftext": false }, { "action": "You examine the curtains", "response": "Perhaps you should open the curtains and then see what you can see.", "endoftext": false }, { "action": "You open the curtains", "response": "You open the curtains, and look out on a deserted Watling Street, the\nmossy wall, the woods beyond. Somewhere in the distance, from the\ncentre of the woods, is an unearthly green glow.", "endoftext": true }, { "action": "Go downward", "response": "You are in the kitchen of the white-painted Customs House. The table\nhere looks as if it hasn't been used for the preparation of food in\nyears. A passage leads to the west and a dark staircase can be seen\nleading upward. There is a fine, modern charcoal-stove and to the\neast, the front door is closed.\n\nOn the kitchen table is a small wickerwork hamper (which is closed).\n\nA joint of cured ham hangs from a hook in the ceiling.", "endoftext": false }, { "action": "You get the ham", "response": "You just, right up on tiptoe, succeed in dislodging the ham from its\nhook.", "endoftext": false }, { "action": "You get the hamper", "response": "Taken.", "endoftext": false }, { "action": "You look at stove", "response": "This immaculate black iron stove, just the size of the fireplace, has\nbeen very well cleaned and has that elusive \"never used\" look. It is a\nmodern, de luxe charcoal stove, embellished with iron hoops and\ndesigns around the edge. The stove is currently closed.", "endoftext": false }, { "action": "You open the stove", "response": "You open the stove. There is no charcoal inside.", "endoftext": false }, { "action": "Search stove", "response": "The black-iron stove is empty.", "endoftext": false }, { "action": "You open the hamper", "response": "Thoughtfully, someone has provided you with breakfast.\n\nIn the small wickerwork hamper are some provisions - an apple, a hunk\nof cheese and a clove of garlic.", "endoftext": false }, { "action": "Go west", "response": "You are in a stately and well-aged living room. There is a doorway to\nthe east, leading back into the kitchen, a trophy case, and a large\noriental rug in the center of the room.\n\nA brass lantern rests on top of the trophy case.\n\nhere, just where you left it last night.", "endoftext": false }, { "action": "You put the ham in the hamper", "response": "You put the joint of cured ham into the small wickerwork hamper.", "endoftext": false }, { "action": "You examine the trunk", "response": "This little trunk (one foot by one foot by six inches) is an\nimmaculate example of Duchy craftsmanship at its finest. The latch\nmechanism is so intricate that only its owner can open it. Turning out\nfine products like this is the very lifeblood of your native land.\n\nit? Surely only a wizard could have done so, and the days of the\nwizards are long gone, back even before the foundation of the Old\nUnderground Empire! Unless... the rumours are true. Has magic been rediscovered here?\n\nYou'd better find out, because in a world of magic no-one's going to\nwant mechanisms like this any more.", "endoftext": false }, { "action": "You open the trunk", "response": "Expertly sliding your fingers along the sequence of hidden catches,\nyou trigger the mechanism and the trunk-lid gracefully raises.\n\nIn the Ambassador's trunk are a hand telescope, your formal\ncredentials and a coil of light rope.", "endoftext": false }, { "action": "You examine the credentials", "response": "\"To whom it may concern... granted plenipotentiary powers\nnotwithstanding... most excellent and serene Highness...\" and so on.\nThe froth which covers any diplomat's life.", "endoftext": false }, { "action": "You take all", "response": "trophy case: That's hardly portable.\noriental rug: That's hardly portable.", "endoftext": false }, { "action": "Go east", "response": "There's a hook in the ceiling.", "endoftext": false }, { "action": "You open the front door", "response": "They seem to be locked.", "endoftext": false }, { "action": "You examine the front door", "response": "As secure as you could ever hope for.", "endoftext": false }, { "action": "You go west", "response": "You are in a stately and well-aged living room. There is a doorway to\nthe east, leading back into the kitchen, a trophy case, and a large\noriental rug in the center of the room.", "endoftext": false }, { "action": "You examine the trophy case", "response": "According to a plaque, it's a genuine early Empire trophy case, a real antique. At that time, it was fashionable to collect precious items\nand display them in one's own home, in just such a case.", "endoftext": false }, { "action": "You open it", "response": "As you open the old trophy case, which is so stiff it can't have been\nopened in years, something shiny falls out into your hand.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nyour Ambassador's trunk (which is open)\na hand telescope\nyour formal credentials\na coil of light rope\na brass lantern\na small wickerwork hamper (which is open)\nsome provisions - a joint of cured ham, an apple, a hunk of cheese\nand a clove of garlic\nThe Guide For Travellers To The Lower Northlands and Surrounding\nProvinces\ntwo ancient treasures:\na jewelled scarab\na jade figurine", "endoftext": false }, { "action": "You examine the scarab", "response": "A finely-worked filigree gold and jewelled scarab.", "endoftext": false }, { "action": "You look under the rug", "response": "With a great effort, the rug is moved to one side of the room,\nrevealing a seamless wooden floor.\n\nSomewhat embarrassed, you move the rug back again.", "endoftext": false }, { "action": "You go east", "response": "You are in the kitchen of the white-painted Customs House. The table\nhere looks as if it hasn't been used for the preparation of food in\nyears. A passage leads to the west and a dark staircase can be seen\nleading upward. There is a fine, modern charcoal-stove and to the\neast, the front door is closed.\n\nThere's a hook in the ceiling.", "endoftext": false }, { "action": "You pull the stove", "response": "The stove budges fractionally, but is so heavy that you can hardly get\nit to move at all by hand.", "endoftext": false }, { "action": "You tie rope to the stove", "response": "You make a secure little knot. It is now tied to the black-iron stove.", "endoftext": false }, { "action": "You pull the hook", "response": "The hook's too high for you to touch, even on tiptoe.", "endoftext": false }, { "action": "You put the rope on the hook", "response": "on top of something else.", "endoftext": false }, { "action": "You tie the rope to the hook", "response": "The rope's already tied to the black-iron stove.", "endoftext": false }, { "action": "You pull the rope", "response": "You pull hard on the rope, and the stove budges fractionally, but the\nenormous friction of its flat base on the floor stops you from getting anywhere.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\nyour Ambassador's trunk (which is open)\na hand telescope\nyour formal credentials\na brass lantern\na small wickerwork hamper (which is open)\nsome provisions - a joint of cured ham, an apple, a hunk of cheese\nand a clove of garlic\nThe Guide For Travellers To The Lower Northlands and Surrounding\nProvinces\ntwo ancient treasures:\na jewelled scarab\na jade figurine", "endoftext": false }, { "action": "You climb the rope", "response": "You see nothing special about the joint of cured ham.\n\nBut the rope leads neither up nor down.", "endoftext": false }, { "action": "You take the rope", "response": "You can't take the rope; it's tied to the black-iron stove.", "endoftext": false }, { "action": "You untie the rope", "response": "You untie the rope.", "endoftext": false }, { "action": "You stand on the table", "response": "That would be unhygienic. Anyway, the table is not underneath anything interesting, so no benefit would accrue.", "endoftext": false }, { "action": "You move the table", "response": "The kitchen table seems securely fixed in place.", "endoftext": false }, { "action": "You drop the trunk", "response": "Dropped.", "endoftext": false }, { "action": "You close the trunk", "response": "You close the clasps carefully, and the trunk seals itself.", "endoftext": true }, { "action": "You look around", "response": "You are in the kitchen of the white-painted Customs House. The table\nhere looks as if it hasn't been used for the preparation of food in\nyears. A passage leads to the west and a dark staircase can be seen\nleading upward. There is a fine, modern charcoal-stove and to the\neast, the front door is closed.\n\nThere's a hook in the ceiling.\n\nYou can also see your Ambassador's trunk (which is closed) here.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\na length of light rope\na brass lantern\nThe Guide For Travellers To The Lower Northlands and Surrounding\nProvinces\ntwo ancient treasures:\na jewelled scarab\na jade figurine", "endoftext": false }, { "action": "You throw the rope at the hook", "response": "You throw the rope up. Its two ends are now hanging from the hook.", "endoftext": false }, { "action": "You tie the rope to the oven", "response": "You make a secure little knot. It now runs from the black-iron stove\nup and over the hook, from which the loose end dangles.", "endoftext": false }, { "action": "You pull the rope", "response": "Pulling hard on the rope, you have enough leverage to slightly lift\nthe stove, and it comes aside towards the centre of the kitchen.\n\nBehind the stove, it seems, was a much older chimney, an original\nfeature of the Customs House.", "endoftext": false }, { "action": "You get the hamper and the trunk", "response": "small wickerwork hamper: Taken.\nAmbassador's trunk: Taken.", "endoftext": false }, { "action": "You take the trunk", "response": "You already have that.", "endoftext": false }, { "action": "You get the rope", "response": "You can't take the rope; it's tied to the black-iron stove.", "endoftext": false }, { "action": "You untie rope", "response": "You untie the rope. Its two ends are now hanging from the hook.", "endoftext": false }, { "action": "You get the rope", "response": "(first pulling the rope off the hook)\nTaken.", "endoftext": false }, { "action": "You enter the chimney", "response": "As dazzling as you may be in the conference chamber, down a chimney\nyou're as mortal as anyone else. It looks extremely dangerous to climb\ndown in darkness without anything holding you safe.", "endoftext": false }, { "action": "You tie rope to the stove", "response": "You make a secure little knot. It is now tied to the black-iron stove.", "endoftext": false }, { "action": "Light lamp", "response": "You light the lantern.", "endoftext": false }, { "action": "Go inside", "response": "The stairs lead back up, and there's a doorway west.", "endoftext": false }, { "action": "You tie the rope to yourself", "response": "You tie the rope around you. One end is tied around you, and the other\nto the black-iron stove.", "endoftext": false }, { "action": "You enter the chimney", "response": "You pull hard on the rope, and the stove budges fractionally, but the\nenormous friction of its flat base on the floor stops you from getting anywhere.", "endoftext": true }, { "action": "Go downward", "response": "You abseil down the chimney, securely held by the rope, though you\nhave to untie yourself to drop down the last foot or so.\n\nAt the foot of the chimney are low and grimy cellars, built of\ndecaying brickwork and seemingly unused for years. There are no\nbottles, or crates, unless they're stored through the passage to the\nsouth.\n\nYour length of rope is here. Its tail is just visible at the foot of\nthe chimney.", "endoftext": false }, { "action": "Go south", "response": "ancient Watling Street, which must run just overhead.\n\nunder a long lintel-stone; a side passage, northwest, is much more\nearthy.", "endoftext": false }, { "action": "Go northwest", "response": "This is a red-brown earthy bole, a cavity in hardened soil with but a\nsingle crawl leading out to the southeast. The ground is covered with\nautumn leaves, russet and variegated.\n\nIn the centre is a bubbling pool of spring water, glinting with shades\nand flickers of green phosphoresence.", "endoftext": false }, { "action": "Examine leaves", "response": "The leaves have the weight of many autumns, many winds, in their\ndelicate hue.", "endoftext": false }, { "action": "Count leaves", "response": "There are 16,339 leaves.", "endoftext": false }, { "action": "Search leaves", "response": "Turning through the leaves, you come across a precious platinum egg!", "endoftext": false }, { "action": "Drink water", "response": "The water is imbued with something... what? A taste of blackcurrant\nand the scent of morning fire-ash. Whatever it is, it's naturally\ncarbonated and you hiccup.\n\nIn fact, you feel quite light-headed.", "endoftext": false }, { "action": "You examine the egg", "response": "You see nothing special about the platinum egg.\n\nYou're beginning to feel dangerously unsteady on your feet.", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\n...And suddenly, there is the Power! It crackles through your whole\nbody, sparking at your fingernails and toenails, sending shivers along\nyour limbs. You feel suddenly afraid to imagine, afraid that you can\nno longer tell imagination from reality.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\nyour Ambassador's trunk (which is closed)\na small wickerwork hamper (which is open)\nsome provisions - a joint of cured ham, an apple, a hunk of cheese\nand a clove of garlic\na brass lantern (providing light)\nThe Guide For Travellers To The Lower Northlands and Surrounding\nProvinces\nthree ancient treasures:\na platinum egg\na jewelled scarab\na jade figurine", "endoftext": false }, { "action": "You examine the scarab", "response": "A finely-worked filigree gold and jewelled scarab.", "endoftext": false }, { "action": "Go south", "response": "The only passage out of this earthy bole is southeast.", "endoftext": false }, { "action": "You go to the southeast", "response": "ancient Watling Street, which must run just overhead.\n\nunder a long lintel-stone; a side passage, northwest, is much more\nearthy.\n\nStill not quite yourself, you trip over slightly, banging your head on\nthe lintel. Involuntarily you curse out the word \"jilnix\", a word\nyou're almost certain you've never heard before!\n\nsurge of motion. A dark cloud of bat-like insects clashes with the\nclear air around you, purposeless and malevolent. Only by great effort\nof will can you abolish them.\n\nOne thing seems clear. The Old Magic has returned.", "endoftext": false }, { "action": "Spells", "response": "The jilnix spell is indelibly etched on your memory. Other than that,\nyou have no spells memorised.", "endoftext": false }, { "action": "Jilnix", "response": "As your brows frown, the air around you gathers with vile winged\ninsects, fluttering angrily about you for a moment. But nothing\nresults from this, and they dissipate again.", "endoftext": false }, { "action": "Go northwest", "response": "This is a red-brown earthy bole, a cavity in hardened soil with but a\nsingle crawl leading out to the southeast. The ground is covered with\nautumn leaves, russet and variegated.\n\nIn the centre is a bubbling pool of spring water, glinting with shades\nand flickers of green phosphoresence.", "endoftext": false }, { "action": "Go south", "response": "You duck your head under the lintel-stone.\n\nA narrow passage, running north to south under solid sandstone blocks\nwhich must make up the base of the wall. Further south, the passage\nruns onto what seems to be a ledge, and you have a sense of space\nopening up from below.\n\nThe Old Underground Empire awaits!\n\nA watchful oil-snake coils and uncoils itself restlessly, occupying\nits territory but making no move towards you as yet.", "endoftext": false }, { "action": "You look at the snake", "response": "It has a lean and hungry look.", "endoftext": false }, { "action": "Jilnix snake", "response": "As your brows frown, the air around you gathers with vile winged\ninsects, which surge forward to plague the oil-snake. It recoils\n(literally) backward, retreating south through the passage until out\nof sight! Your insects dissipate, their work done.", "endoftext": false }, { "action": "Go south", "response": "This is a slate-littered shelf high up at the northwest eaves of a\ndark, vaulted cave, from which a meadow-fresh breeze blows. The ledge\nbroadens down a slab \"staircase\" to the east but wastes away into a\ntight squeeze southwest. Natural passages extend like tendrils into\nthe rock all around this cavern, but only one is accessible from here,\nback north under the lintel.\n\nHanging down toward the dim, distant cave floor is a flourishing,\ninverted cedar, its roots grappling the roof, its nearest outflung\nbranch a good 10 feet across the abyss from here.", "endoftext": false }, { "action": "Go north", "response": "A narrow passage, running north to south under solid sandstone blocks\nwhich must make up the base of the wall. Further south, the passage\nruns onto what seems to be a ledge, and you have a sense of space\nopening up from below.\n\nThe Old Underground Empire awaits!", "endoftext": false }, { "action": "Go southwest", "response": "dead end not far west, but a muddy slide-passage descends to the\nsouth.\n\nA flat stick, curved around a right angle, rests on the ground here.", "endoftext": false }, { "action": "You look at stick", "response": "A flat curved stick, but one that has been well-crafted to some end.", "endoftext": false }, { "action": "You throw stick", "response": "stick, since you'd really need to pull your arm right back and swing\nhard.", "endoftext": false }, { "action": "Go south", "response": "This is only half a cave; the eastern half, to be exact. It's a dark\nplace full of crevices (you would have missed the slide passage back\nnorth if you hadn't already known about it); chief among them a\ndistinctive triangular cavity, 1 foot or so high, and blocked by a\nrough quartz window.\n\nWhat divides this cave is a solid, floor-to-ceiling stone wall running\nnorth to south, masoned with mortar and seemingly recent. You feel\nquite certain that the cave continues.\n\nA shard of pottery glints slightly in the mud floor.", "endoftext": false }, { "action": "You look at the pottery", "response": "old. (Held up to the light, it has a faint glint from having being\nbaked with mica.)", "endoftext": false }, { "action": "You look", "response": "This is only half a cave; the eastern half, to be exact. It's a dark\nplace full of crevices (you would have missed the slide passage back\nnorth if you hadn't already known about it); chief among them a\ndistinctive triangular cavity, 1 foot or so high, and blocked by a\nrough quartz window.\n\nWhat divides this cave is a solid, floor-to-ceiling stone wall running\nnorth to south, masoned with mortar and seemingly recent. You feel\nquite certain that the cave continues.", "endoftext": false }, { "action": "You examine the wall", "response": "(the masoned wall)\nYou see nothing special about the masoned wall.", "endoftext": false }, { "action": "You examine the window", "response": "The window itself, perhaps, was the work of primitive cave dwellers\nlong ago. Whoever they were, they seem to have cut some kind of cavity\nto the east, behind the window.", "endoftext": false }, { "action": "You examine the cavity", "response": "Tantalisingly, you can only see darkness within.", "endoftext": false }, { "action": "You go to the east", "response": "The quartz window in the east wall is only 1 foot high, in addition to\nbeing apparently unbreakable.", "endoftext": false }, { "action": "Jilnix window", "response": "As your brows frown, the air around you gathers with vile winged\ninsects, which surge forward to plague the quartz window. But nothing\nresults from this, and they dissipate again.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na shard of pottery\na flat curved stick\nyour Ambassador's trunk (which is closed)\na small wickerwork hamper (which is open)\nsome provisions - a joint of cured ham, an apple, a hunk of cheese\nand a clove of garlic\na brass lantern (providing light)\nThe Guide For Travellers To The Lower Northlands and Surrounding\nProvinces\nthree ancient treasures:\na platinum egg\na jewelled scarab\na jade figurine", "endoftext": false }, { "action": "Go south", "response": "Thanks to the wall, the slide passage is the only way out.", "endoftext": false }, { "action": "You go north", "response": "dead end not far west, but a muddy slide-passage descends to the\nsouth.", "endoftext": false }, { "action": "You go northeast", "response": "The increasingly earthy rock blocks your way. The only viable routes\nare west, south and northeast.\n\nThis is a slate-littered shelf high up at the northwest eaves of a\ndark, vaulted cave, from which a meadow-fresh breeze blows. The ledge\nbroadens down a slab \"staircase\" to the east but wastes away into a\ntight squeeze southwest. Natural passages extend like tendrils into\nthe rock all around this cavern, but only one is accessible from here,\nback north under the lintel.\n\nHanging down toward the dim, distant cave floor is a flourishing,\ninverted cedar, its roots grappling the roof, its nearest outflung\nbranch a good 10 feet across the abyss from here.", "endoftext": false }, { "action": "Go south", "response": "ledge, either down to the east or into the tight squeeze to the\nsouthwest.", "endoftext": false }, { "action": "You throw branch", "response": "The inverted cedar is already on the floor.", "endoftext": false }, { "action": "Go west", "response": "An earthy rockfall, soaked through with water into wet clay, makes\nthis passage lose all coherence. A kind of chimney-like crack leads\nupward, and the crawl eases slightly to the east.\n\nRoughly underneath the chimney-crack is a mound of garbage, dropped in\nfrom above. Potato-peel, broken tools and so on seem to make up the\nbulk of it.", "endoftext": false }, { "action": "You go to the west", "response": "The muddy earth is too tight.", "endoftext": false }, { "action": "Search heap", "response": "The moment you reach out to touch the mound, it comes alive with\nwoodlice and ants, making you pull your finger back as if stung.\nWhatever the mound's secrets, they're well guarded.\n\nA moment later, it's as if nothing had happened.", "endoftext": false }, { "action": "Jilnix heap", "response": "As your brows frown, the air around you gathers with vile winged\ninsects, which surge forward to plague the garbage heap. They set\nabout the garbage heap with relish, doing battle royal with the native woodlice and ants. Only when finally triumphant do they dissipate.", "endoftext": false }, { "action": "Search heap", "response": "Rummaging through the garbage, you turn up all manner of things: odd\nsocks with holes in, iron bedstead-parts, rotting turnips and so on.\n\nAnd then you come across a bound volume of parchment (wrapped loosely\nin old sackcloth), filled with curious writings.", "endoftext": false }, { "action": "You look at the crack", "response": "You can just make out starlight, so it must open onto the ground\nabove. You can't help feeling it was indeed constructed to be a\nchimney, terribly long ago and with primitive tools at best.", "endoftext": false }, { "action": "Up", "response": "The chimney-crack becomes just too tight for you, and you sag back\ndown, muddier and wiser.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nExperimental Spell Book #5\na shard of pottery\na flat curved stick\nyour Ambassador's trunk (which is closed)\na small wickerwork hamper (which is open)\nsome provisions - a joint of cured ham, an apple, a hunk of cheese\nand a clove of garlic\na brass lantern (providing light)\nThe Guide For Travellers To The Lower Northlands and Surrounding\nProvinces\nthree ancient treasures:\na platinum egg\na jewelled scarab\na jade figurine", "endoftext": false }, { "action": "Examine book", "response": "Which do you mean, the parchment book or The Guide For Travellers To\nThe Lower Northlands and Surrounding Provinces?", "endoftext": false }, { "action": "You look at the parchment", "response": "A note tucked into the book falls out and into your hand.\n\nThe chiaro spell (cause inanimate object to radiate light).\nThe jilnix spell (summon small plague of insects).\nThe piroo spell (unfasten object).\n\n\n\nThe chiaro spell (cause inanimate object to radiate light).\nThe jilnix spell (summon small plague of insects).\nThe piroo spell (unfasten object).", "endoftext": false }, { "action": "You read the note", "response": "Graceful, almost effeminate handwriting on the note declares that as\nthe parchment book is defective (having failed the target of binding\nup to 50 spells), it is to be disposed of.\n\nSince magic-imbued paper will not burn, the instructions go on to\ninsist that the book must be securely buried.\n\nPresumably, whoever received this note thought that dropping the book\ninto the rubbish dump at one corner of the Imperial hunting woods was\nquite secure enough.\n\n(There is something troublingly familiar about the handwriting,\nperhaps from your briefings last month. But you can't put your finger\non it.)", "endoftext": false }, { "action": "You memorize the chiaro", "response": "You commit the chiaro spell to memory.", "endoftext": false }, { "action": "You memorize the chiaro", "response": "You commit the chiaro spell to memory once again.", "endoftext": false }, { "action": "You memorize the piroo", "response": "You commit the piroo spell to memory.", "endoftext": false }, { "action": "Chiaro pottery", "response": "glow! Not for a long moment is the light level tolerable.", "endoftext": false }, { "action": "You examine the chiaro", "response": "chiaro spell (cause inanimate object to radiate light).", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nthe \"destruction order\"\nExperimental Spell Book #5\na shard of pottery (providing light)\na flat curved stick\nyour Ambassador's trunk (which is closed)\na small wickerwork hamper (which is open)\nsome provisions - a joint of cured ham, an apple, a hunk of cheese\nand a clove of garlic\na brass lantern (providing light)\nThe Guide For Travellers To The Lower Northlands and Surrounding\nProvinces\nthree ancient treasures:\na platinum egg\na jewelled scarab\na jade figurine", "endoftext": false }, { "action": "Go east", "response": "You edge along the northern wall of the cave, descending the rocky\nstairs.\n\nJust where the shelf flattens at the foot of rocky steps (climbing\nwestward), a square-cut doorway has been hewn into the north wall. The\nledge, which begins to curve southeast, is at its broadest here, yet\nyour feeling of vertigo hardly abates.\n\nsouthwest, 30 feet away.\n\nA watchful oil-snake coils and uncoils itself restlessly, occupying\nits territory but making no move towards you as yet.", "endoftext": false }, { "action": "Go north", "response": "The oil-snake oozes and rears itself up to bar your way.", "endoftext": false }, { "action": "Jilnix snake", "response": "As your brows frown, the air around you gathers with vile winged\ninsects, which surge forward to plague the oil-snake. But it's not to\nbe fooled a second time.", "endoftext": false }, { "action": "Spells", "response": "The jilnix spell is indelibly etched on your memory. Other than that,\nyou have the piroo spell and chiaro spell memorised.", "endoftext": false }, { "action": "You look at the piroo", "response": "piroo spell (unfasten object).", "endoftext": false }, { "action": "Piroo snake", "response": "Nothing happens, perhaps because the oil-snake was already unfastened.", "endoftext": false }, { "action": "Piroo snake", "response": "You speak the word, but it seems that isn't enough to make the magical\nforces gather. Perhaps if you could voice the spell more quickly, with\nmore assuredness... you would need to have learnt the spell in\nadvance, though.\n\nOdd how at any one time, you can remember the details of some spells\nbut not others.\n\n[Type the \"spells\" command to see which you can remember at any given\nmoment.]", "endoftext": false }, { "action": "You memorize the piroo", "response": "You commit the piroo spell to memory.", "endoftext": false }, { "action": "You go north", "response": "At the foot of the chimney are low and grimy cellars, built of\ndecaying brickwork and seemingly unused for years. There are no\nbottles, or crates, unless they're stored through the passage to the\nsouth.\n\nYour length of rope is here. Its tail is just visible at the foot of\nthe chimney.", "endoftext": false }, { "action": "Piroo rope", "response": "The rope falls obligingly to your feet.", "endoftext": false }, { "action": "You go south", "response": "You duck your head under the lintel-stone.\n\nA narrow passage, running north to south under solid sandstone blocks\nwhich must make up the base of the wall. Further south, the passage\nruns onto what seems to be a ledge, and you have a sense of space\nopening up from below.\n\nThe Old Underground Empire awaits!", "endoftext": false }, { "action": "You throw the stick", "response": "You throw the flat curved stick out into the vast air of the cave,\nwhere it quickly spins out of sight.", "endoftext": false }, { "action": "You wait awhile", "response": "Time passes.", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\nSuddenly and without warning, the flat curved stick spins back in from\nthe cave and gives you a nasty bruise on the head.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na boomerang\na length of light rope\nthe \"destruction order\"\nExperimental Spell Book #5\na shard of pottery (providing light)\nyour Ambassador's trunk (which is closed)\na small wickerwork hamper (which is open)\nsome provisions - a joint of cured ham, an apple, a hunk of cheese\nand a clove of garlic\na brass lantern (providing light)\nThe Guide For Travellers To The Lower Northlands and Surrounding\nProvinces\nthree ancient treasures:\na platinum egg\na jewelled scarab\na jade figurine", "endoftext": false }, { "action": "You jump to the cedar", "response": "You take a short run-up and leap across, just managing to catch the\nnearest branch! Painfully slowly, you haul yourself in.\n\nYou are perched inside the dense, broad first branches down from the\ncedar's roots, which splay across the rocky ceiling like buttresses on\na perpendicular gothic column. Through the dappled green cover, you\ncan just make out the long ledge, but it's too far up to jump across.\n\nA tree-house has been constructed here, though it's little more than a\nwooden lean-to on a log platform.\n\nYou can also see a bow and an arrow here.", "endoftext": false }, { "action": "You take bow and arrow", "response": "bow: Taken.\narrow: Taken.", "endoftext": false }, { "action": "You look at arrow", "response": "There's no good way of tying it to that.\n\nYou see nothing special about the arrow.", "endoftext": false }, { "action": "You examine bow", "response": "A short-bow, reasonably accurate across short distances though little\ngood for rapid fire. Well-balanced, if far from being state of the\nart.", "endoftext": false }, { "action": "You enter House", "response": "Strangely, every side appears to be solid with vine-bound planks and\nlogs, even the obvious place where a doorway should be.", "endoftext": false }, { "action": "You memorize the piroo", "response": "You haven't got that spell committed to memory. [Type \"spells\" to see\nwhat you do remember.]\n\nYou commit the piroo spell to memory.", "endoftext": false }, { "action": "Piroo house", "response": "As the spell takes effect, vines begin to shrink and strain all over\nthe treehouse. Just as your magic is about to expire, the cords break\nand the doorway opens up onto a dark interior.", "endoftext": false }, { "action": "You get in", "response": "(the ledge)\nThe ledge is too far off.", "endoftext": false }, { "action": "You enter House", "response": "Inside the wooden lean-to is a surprising illusion of space and\ncomfort, which you'd never guess is perched in an upside-down cedar.\nThere are no windows, but finely built wooden chairs suggest some kind\nof meeting-place.\n\nA golden fir-cone rolls about on one of the chairs.\n\nYou can also see two arrows here.", "endoftext": false }, { "action": "You get the cone", "response": "Taken.", "endoftext": false }, { "action": "Continue", "response": "(the arrow)\nTaken.", "endoftext": false }, { "action": "You look at the cone", "response": "Only an inch across, but beautiful and valuable.", "endoftext": false }, { "action": "You sit", "response": "(on yourself)\nThat's not something you can enter.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nthree arrows\na bow\na boomerang\na length of light rope\nthe \"destruction order\"\nExperimental Spell Book #5\na shard of pottery (providing light)\nyour Ambassador's trunk (which is closed)\na small wickerwork hamper (which is open)\nsome provisions - a joint of cured ham, an apple, a hunk of cheese\nand a clove of garlic\na brass lantern (providing light)\nThe Guide For Travellers To The Lower Northlands and Surrounding\nProvinces\nfour ancient treasures:\na golden fir-cone\na platinum egg\na jewelled scarab\na jade figurine", "endoftext": false }, { "action": "You examine the destruction order", "response": "Graceful, almost effeminate handwriting on the note declares that as\nthe parchment book is defective (having failed the target of binding\nup to 50 spells), it is to be disposed of.\n\nSince magic-imbued paper will not burn, the instructions go on to\ninsist that the book must be securely buried.\n\nPresumably, whoever received this note thought that dropping the book\ninto the rubbish dump at one corner of the Imperial hunting woods was\nquite secure enough.\n\n(There is something troublingly familiar about the handwriting,\nperhaps from your briefings last month. But you can't put your finger\non it.)", "endoftext": false }, { "action": "You look", "response": "Inside the wooden lean-to is a surprising illusion of space and\ncomfort, which you'd never guess is perched in an upside-down cedar.\nThere are no windows, but finely built wooden chairs suggest some kind\nof meeting-place.", "endoftext": false }, { "action": "You go outside", "response": "You are perched inside the dense, broad first branches down from the\ncedar's roots, which splay across the rocky ceiling like buttresses on\na perpendicular gothic column. Through the dappled green cover, you\ncan just make out the long ledge, but it's too far up to jump across.\n\nA tree-house has been constructed here, though it's little more than a\nwooden lean-to on a log platform.", "endoftext": true }, { "action": "You go downwards", "response": "the trunk will bear your weight.\n\nAn improvised ladder of sticks, lashed together with vines and\ncreepers, hangs down the rest of the way.\n\nAn expanse of shingle and boulders sloping haphazardly across an irregularly-shaped floor a hundred feet across, only smoothed out at\nits centre by a stream which pools just to the north. A furrow in the\nrocky walls leads southwest, alongside a scree-fall which lies roughly\nsouth; while the cave narrows into a canyon to the east.\n\nThe cone of the cedar hangs vertiginously over you, its tip perhaps 9\nfeet off the floor.\n\nAn improvised ladder of sticks, lashed together with vines and\ncreepers, rests against the tip of the cedar, leading up into its\nbranches.", "endoftext": false }, { "action": "You go north", "response": "That would be straight into the pool. Try walking around it.", "endoftext": false }, { "action": "Drink pool", "response": "The water tastes strongly of minerals, but is not unpleasant, though\nit is extremely cold.", "endoftext": false }, { "action": "You go upwards", "response": "the trunk will bear your weight.\n\nAn improvised ladder of sticks, lashed together with vines and\ncreepers, hangs down the rest of the way.\n\nYou are perched inside the dense, broad first branches down from the\ncedar's roots, which splay across the rocky ceiling like buttresses on\na perpendicular gothic column. Through the dappled green cover, you\ncan just make out the long ledge, but it's too far up to jump across.\n\nA tree-house has been constructed here, though it's little more than a\nwooden lean-to on a log platform.\nThe trunk becomes too smooth up near the roots.\nThe trunk becomes too smooth up near the roots.", "endoftext": true }, { "action": "You go downwards", "response": "the trunk will bear your weight.\n\nAn improvised ladder of sticks, lashed together with vines and\ncreepers, hangs down the rest of the way.\n\nAn expanse of shingle and boulders sloping haphazardly across an irregularly-shaped floor a hundred feet across, only smoothed out at\nits centre by a stream which pools just to the north. A furrow in the\nrocky walls leads southwest, alongside a scree-fall which lies roughly\nsouth; while the cave narrows into a canyon to the east.\n\nThe cone of the cedar hangs vertiginously over you, its tip perhaps 9\nfeet off the floor.\n\nAn improvised ladder of sticks, lashed together with vines and\ncreepers, rests against the tip of the cedar, leading up into its\nbranches.\nThis is the base of the cave.\nThis is the base of the cave.", "endoftext": false }, { "action": "You go southwest", "response": "The furrow has been burrowed and extended by primitive mine workings,\nhewn chiefly by hand or at best stone tools. But the seam has been\nexhausted, and the striations in the rock scraped clean of ore.\n\nWhat looks like a small drum lies discarded here.", "endoftext": false }, { "action": "You examine the drum", "response": "You are carrying:\nan improvised ladder\nthree arrows\na bow\na boomerang\na length of light rope\nthe \"destruction order\"\nExperimental Spell Book #5\na shard of pottery (providing light)\nyour Ambassador's trunk (which is closed)\na small wickerwork hamper (which is open)\nsome provisions - a joint of cured ham, an apple, a hunk of cheese\nand a clove of garlic\na brass lantern (providing light)\nThe Guide For Travellers To The Lower Northlands and Surrounding\nProvinces\nfour ancient treasures:\na golden fir-cone\na platinum egg\na jewelled scarab\na jade figurine\n\nIt resembles a tambourine without chimes. Some kind of coarse gauze is stretched taut along the bottom of a wooden drum-frame.", "endoftext": false }, { "action": "You hit drum", "response": "A hollow Bong! results.", "endoftext": true }, { "action": "You look around", "response": "The furrow has been burrowed and extended by primitive mine workings,\nhewn chiefly by hand or at best stone tools. But the seam has been\nexhausted, and the striations in the rock scraped clean of ore.", "endoftext": false }, { "action": "Go northeast", "response": "An expanse of shingle and boulders sloping haphazardly across an irregularly-shaped floor a hundred feet across, only smoothed out at\nits centre by a stream which pools just to the north. A furrow in the\nrocky walls leads southwest, alongside a scree-fall which lies roughly\nsouth; while the cave narrows into a canyon to the east.\n\nThe cone of the cedar hangs vertiginously over you, its tip perhaps 9\nfeet off the floor.", "endoftext": false }, { "action": "You go to the south", "response": "Heaped up against the southern cave wall like a sloping rampart, and\nrising 50 feet above the stream, the scree fall is made up not of\nfallen stones but of masonry, broken terracotta tiles, wrecked\nalabaster murals and those marbly bits you can't ever remember the\nname of: as if the veil of a temple has been rent in twain. But what\nthe catastrophe can have been, and where the building stood, you\ncannot say.\n\nA black scroll, like a roll of remembrance, is curled around the top\nfew feet of scree.", "endoftext": false }, { "action": "You count the tiles", "response": "Arithmetical correctness gone mad.", "endoftext": false }, { "action": "You examine the scroll", "response": "The scroll reads \"azzev spell (view the past)\".", "endoftext": false }, { "action": "You get the scroll", "response": "Just as you're about to pull out the scroll, a tiny but significant\nshift of stones give you pause. The scree fall is on the very edge of\nan avalanche! You'd need to be a lot more than arm's length away to\nsurvive that.", "endoftext": false }, { "action": "Azzev", "response": "You haven't got that spell committed to memory. [Type \"spells\" to see\nwhat you do remember.]", "endoftext": false }, { "action": "You throw the boomerang", "response": "stick, since you'd really need to pull your arm right back and swing\nhard.", "endoftext": false }, { "action": "You memorize the azzev", "response": "It seems to be not enough to be able to read a copy of the spell. No,\nthe writing has to be part of the fabric of a spell book you have in\nyour hands, so that the magic can flow from the binding into your own\nspine.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nan improvised ladder\na drum (which is empty)\nthree arrows\na bow\na boomerang\na length of light rope\nthe \"destruction order\"\nExperimental Spell Book #5\na shard of pottery (providing light)\nyour Ambassador's trunk (which is closed)\na small wickerwork hamper (which is open)\nsome provisions - a joint of cured ham, an apple, a hunk of cheese\nand a clove of garlic\na brass lantern (providing light)\nThe Guide For Travellers To The Lower Northlands and Surrounding\nProvinces\nfour ancient treasures:\na golden fir-cone\na platinum egg\na jewelled scarab\na jade figurine", "endoftext": false }, { "action": "You hit the scroll with the ladder", "response": "I only understood you as far as wanting to hit the black, memorial\nscroll.", "endoftext": false }, { "action": "You shoot scroll", "response": "You loose off an arrow at the black, memorial scroll, but miss.", "endoftext": false }, { "action": "You throw the boomerang at the scroll", "response": "There isn't really room to throw it at the black, memorial scroll in\nthis cramped space.", "endoftext": false }, { "action": "Jilnix scroll", "response": "As your brows frown, the air around you gathers with vile winged\ninsects, which surge forward to plague the black, memorial scroll. But\nnothing results from this, and they dissipate again.", "endoftext": false }, { "action": "You throw the pottery at the scroll", "response": "Futile.", "endoftext": false }, { "action": "Piroo scroll", "response": "You haven't got that spell committed to memory. [Type \"spells\" to see\nwhat you do remember.]", "endoftext": false }, { "action": "Piroo scroll", "response": "Nothing happens, perhaps because the black, memorial scroll was\nalready unfastened.", "endoftext": true }, { "action": "You describe your surroundings", "response": "Heaped up against the southern cave wall like a sloping rampart, and\nrising 50 feet above the stream, the scree fall is made up not of\nfallen stones but of masonry, broken terracotta tiles, wrecked\nalabaster murals and those marbly bits you can't ever remember the\nname of: as if the veil of a temple has been rent in twain. But what\nthe catastrophe can have been, and where the building stood, you\ncannot say.\n\nA black scroll, like a roll of remembrance, is curled around the top\nfew feet of scree.", "endoftext": false }, { "action": "Go north", "response": "An expanse of shingle and boulders sloping haphazardly across an irregularly-shaped floor a hundred feet across, only smoothed out at\nits centre by a stream which pools just to the north. A furrow in the\nrocky walls leads southwest, alongside a scree-fall which lies roughly\nsouth; while the cave narrows into a canyon to the east.\n\nThe cone of the cedar hangs vertiginously over you, its tip perhaps 9\nfeet off the floor.", "endoftext": false }, { "action": "You go east", "response": "The cave floor closes off into an enclosed stream-bed here, forcing\nyou into a stoop.\n\nThe stream runs much faster here, as the bony hand of the cave-wall\nclenches around it.", "endoftext": false }, { "action": "About yourself", "response": "As good-looking as ever.", "endoftext": false }, { "action": "Go east", "response": "Further east, the cave roof descends until it touches the stream\nwater-level.", "endoftext": false }, { "action": "You touch wall", "response": "Which do you mean, the north wall, the south wall, the east wall, the\nwest wall, the northeast wall, the northwest wall, the southeast wall\nor the southwest wall?", "endoftext": false }, { "action": "Cross stream", "response": "You'll have to be more specific about which way to go.", "endoftext": false }, { "action": "Swim", "response": "The water is bone-chillingly cold, and even undressing near it would\ngive you goose-pimples.", "endoftext": false }, { "action": "You examine Guide", "response": "Enormously detailed with the useless and irrelevant, the Empress gave\nit to you hoping you'd waste time studying it in detail. You have\nvowed never to do so, but it's still handy for passing the odd dull\nmoment by looking up some specific local feature.", "endoftext": false }, { "action": "You put the ladder on the cedar", "response": "of the tree.", "endoftext": false }, { "action": "You take the cone", "response": "You already have that.", "endoftext": true }, { "action": "You look at your surroundings", "response": "An expanse of shingle and boulders sloping haphazardly across an irregularly-shaped floor a hundred feet across, only smoothed out at\nits centre by a stream which pools just to the north. A furrow in the\nrocky walls leads southwest, alongside a scree-fall which lies roughly\nsouth; while the cave narrows into a canyon to the east.\n\nAn improvised ladder of sticks, lashed together with vines and\ncreepers, rests against the tip of the cedar, leading up into its\nbranches.\n\nThe cone of the cedar hangs vertiginously over you, its tip perhaps 9\nfeet off the floor.", "endoftext": false }, { "action": "You go to the northwest", "response": "You cross the stream and walk around the pool.\n\nThe stream's pool washes up almost to your feet, close to the\nforbiddingly craggy and overhung northern wall of the cave, but the\nwater does leave room for a broad path around the periphery; and this\nis its northern limb.\n\nThe cone of the cedar hangs vertiginously down, its tip suspended some\n20 feet to the south, across the stream.\n\nA single, graceful green water-lily plumes at the calm surface of the\npool.\n\nYou can also see an arrow here.", "endoftext": false }, { "action": "You get arrow", "response": "(the arrow)\nTaken.", "endoftext": false }, { "action": "You get the lily", "response": "You'd have to wade through icy water to reach it.", "endoftext": false }, { "action": "Go northeast", "response": "You cross the stream and walk around the pool.\n\nThe stream's pool washes up almost to your feet, close to the\nforbiddingly craggy and overhung northern wall of the cave, but the\nwater does leave room for a broad path around the periphery; and this\nis its northern limb.\n\nThe cone of the cedar hangs vertiginously down, its tip suspended some\n20 feet to the south, across the stream.\n\nA single, graceful green water-lily plumes at the calm surface of the\npool.", "endoftext": false }, { "action": "Drink water", "response": "Which do you mean, the stream or the water lily?", "endoftext": false }, { "action": "You shoot the lily", "response": "snap!", "endoftext": false }, { "action": "Jilnix lily", "response": "As your brows frown, the air around you gathers with vile winged\ninsects, which surge forward to plague the water lily. The carnivorous\nlily makes very quick work of them.", "endoftext": false }, { "action": "You throw the ham at the lily", "response": "The water-lily gulps upward and swallows the joint of cured ham with a\nvicious snap!", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na joint of cured ham\nfour arrows\nan improvised ladder\na drum (which is empty)\na bow\na boomerang\na length of light rope\nthe \"destruction order\"\nExperimental Spell Book #5\na shard of pottery (providing light)\nyour Ambassador's trunk (which is closed)\na small wickerwork hamper (which is open)\nsome provisions - an apple, a hunk of cheese and a clove of garlic\na brass lantern (providing light)\nThe Guide For Travellers To The Lower Northlands and Surrounding\nProvinces\nfour ancient treasures:\na golden fir-cone\na platinum egg\na jewelled scarab\na jade figurine", "endoftext": false }, { "action": "You throw the garlic at the lily", "response": "vicious snap!", "endoftext": false }, { "action": "You throw the apple at the lily", "response": "(first taking the apple)\nThe water-lily gulps upward and swallows the apple with a vicious\nsnap!", "endoftext": false }, { "action": "You throw the boomerang", "response": "You throw the boomerang out into the vast air of the cave, where it\nquickly spins out of sight.", "endoftext": false }, { "action": "You wait awhile", "response": "Time passes.", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\nSuddenly and without warning, the boomerang spins back in from the\ncave and gives you a nasty bruise on the head.", "endoftext": false }, { "action": "You throw the boomerang at the lily", "response": "space.", "endoftext": false }, { "action": "You look", "response": "The stream's pool washes up almost to your feet, close to the\nforbiddingly craggy and overhung northern wall of the cave, but the\nwater does leave room for a broad path around the periphery; and this\nis its northern limb.\n\nThe cone of the cedar hangs vertiginously down, its tip suspended some\n20 feet to the south, across the stream.\n\nA single, graceful green water-lily plumes at the calm surface of the\npool.", "endoftext": false }, { "action": "You go to the north", "response": "The sheer black rock blocks your way.", "endoftext": false }, { "action": "Go south", "response": "That would be into the pool!", "endoftext": false }, { "action": "Up", "response": "the trunk will bear your weight.\n\nAn improvised ladder of sticks, lashed together with vines and\ncreepers, hangs down the rest of the way.", "endoftext": false }, { "action": "Up", "response": "You are perched inside the dense, broad first branches down from the\ncedar's roots, which splay across the rocky ceiling like buttresses on\na perpendicular gothic column. Through the dappled green cover, you\ncan just make out the long ledge, but it's too far up to jump across.\n\nA tree-house has been constructed here, though it's little more than a\nwooden lean-to on a log platform.", "endoftext": false }, { "action": "Go north", "response": "Although branches radiate in all compass directions, your first\nimpression is that none of them lead anywhere in particular. Certainly\nthis one doesn't.", "endoftext": false }, { "action": "You throw the rope at ledge", "response": "The ledge is too far off.", "endoftext": false }, { "action": "You shoot arrow at the ledge", "response": "sight.", "endoftext": false }, { "action": "You put the ladder on the ledge", "response": "broadest branches to the ledge.", "endoftext": false }, { "action": "You look", "response": "You are perched inside the dense, broad first branches down from the\ncedar's roots, which splay across the rocky ceiling like buttresses on\na perpendicular gothic column. Through the dappled green cover, you\ncan just make out the long ledge, but it's too far up to jump across.\n\nAn improvised ladder of sticks, lashed together with vines and\ncreepers, spans the abyss up to the ledge.\n\nA tree-house has been constructed here, though it's little more than a\nwooden lean-to on a log platform.", "endoftext": false }, { "action": "Up", "response": "This is a slate-littered shelf high up at the northwest eaves of a\ndark, vaulted cave, from which a meadow-fresh breeze blows. The ledge\nbroadens down a slab \"staircase\" to the east but wastes away into a\ntight squeeze southwest. Natural passages extend like tendrils into\nthe rock all around this cavern, but only one is accessible from here,\nback north under the lintel.\n\nHanging down toward the dim, distant cave floor is a flourishing,\ninverted cedar, its roots grappling the roof, its nearest outflung\nbranch a good 10 feet across the abyss from here.\n\nAn improvised ladder of sticks, lashed together with vines and\ncreepers, spans the abyss down to the cedar branches.", "endoftext": false }, { "action": "You throw the boomerang at the snake", "response": "There isn't really room to throw it at the oil-snake in this cramped\nspace.", "endoftext": false }, { "action": "You shoot arrow at the snake", "response": "You loose off an arrow at the oil-snake, but miss.", "endoftext": false }, { "action": "You get all", "response": "arrow: Taken.\narrow: Taken.\narrow: Taken.\ncave floor: That's hardly portable.\ninverted cedar: You can't reach the tree from here.\noil-snake: I don't suppose the oil-snake would care for that.", "endoftext": false }, { "action": "You examine the floor", "response": "(the cave floor)\nYou see nothing special about the cave floor.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nfour arrows\na boomerang\nsome provisions - a clove of garlic and a joint of cured ham\na drum (which is empty)\na bow\na length of light rope\nthe \"destruction order\"\nExperimental Spell Book #5\na shard of pottery (providing light)\nyour Ambassador's trunk (which is closed)\na small wickerwork hamper (which is open)\nsome provisions - an apple and a hunk of cheese\na brass lantern (providing light)\nThe Guide For Travellers To The Lower Northlands and Surrounding\nProvinces\nfour ancient treasures:\na golden fir-cone\na platinum egg\na jewelled scarab\na jade figurine", "endoftext": false }, { "action": "You give the ham to the snake", "response": "The snake snatches and swallows whole the joint of cured ham, its neck distending to fit.", "endoftext": true }, { "action": "Look around", "response": "Just where the shelf flattens at the foot of rocky steps (climbing\nwestward), a square-cut doorway has been hewn into the north wall. The\nledge, which begins to curve southeast, is at its broadest here, yet\nyour feeling of vertigo hardly abates.\n\nsouthwest, 30 feet away.\n\nA watchful oil-snake coils and uncoils itself restlessly, occupying\nits territory but making no move towards you as yet.\n\nYou can also see a small wickerwork hamper (in which are some\nprovisions - a joint of cured ham, an apple and a hunk of cheese)\nhere.", "endoftext": false }, { "action": "You examine lantern", "response": "The brass lantern is currently switched on.", "endoftext": false }, { "action": "You consult Guide abouthe oil-snake", "response": "The oil snake infests the foundations of many Northland houses. It is\nsaid to bring bad luck, presumably because its bite is deadly poison.", "endoftext": false }, { "action": "You look", "response": "Just where the shelf flattens at the foot of rocky steps (climbing\nwestward), a square-cut doorway has been hewn into the north wall. The\nledge, which begins to curve southeast, is at its broadest here, yet\nyour feeling of vertigo hardly abates.\n\nsouthwest, 30 feet away.\n\nA watchful oil-snake coils and uncoils itself restlessly, occupying\nits territory but making no move towards you as yet.", "endoftext": false }, { "action": "Go west", "response": "This is a slate-littered shelf high up at the northwest eaves of a\ndark, vaulted cave, from which a meadow-fresh breeze blows. The ledge\nbroadens down a slab \"staircase\" to the east but wastes away into a\ntight squeeze southwest. Natural passages extend like tendrils into\nthe rock all around this cavern, but only one is accessible from here,\nback north under the lintel.\n\nHanging down toward the dim, distant cave floor is a flourishing,\ninverted cedar, its roots grappling the roof, its nearest outflung\nbranch a good 10 feet across the abyss from here.\n\nAn improvised ladder of sticks, lashed together with vines and\ncreepers, spans the abyss down to the cedar branches.", "endoftext": false }, { "action": "Go southeast", "response": "This long parapet thins to nothing further on, appearing to lead\nnowhere after all: the nearest other ledge being 50 feet vertically\nbelow.\n\nthe inverted cedar, giving you a magnificent view of this botanic\nmarvel.\n\nThere's an iron ring fixed to the wall, the kind used to tie up\nhorses, though how anyone could possibly get a horse up here you can't imagine.", "endoftext": false }, { "action": "You tie the rope to ring", "response": "You make a secure little knot. One end is tied to the ring, the other\nhangs down from the ledge.", "endoftext": false }, { "action": "Down", "response": "short, you decide against carefully lowering yourself down.", "endoftext": false }, { "action": "You go to the north-west", "response": "Just where the shelf flattens at the foot of rocky steps (climbing\nwestward), a square-cut doorway has been hewn into the north wall. The\nledge, which begins to curve southeast, is at its broadest here, yet\nyour feeling of vertigo hardly abates.\n\nsouthwest, 30 feet away.\n\nA watchful oil-snake coils and uncoils itself restlessly, occupying\nits territory but making no move towards you as yet.", "endoftext": false }, { "action": "Go southeast", "response": "This long parapet thins to nothing further on, appearing to lead\nnowhere after all: the nearest other ledge being 50 feet vertically\nbelow.\n\nthe inverted cedar, giving you a magnificent view of this botanic\nmarvel.\n\nThere's an iron ring fixed to the wall, the kind used to tie up\nhorses, though how anyone could possibly get a horse up here you can't imagine.\n\nYour length of rope is here. One end is tied to the ring, the other\nhangs down from the ledge.", "endoftext": false }, { "action": "You tie the rope to the ladder", "response": "The rope's already tied to the iron ring.", "endoftext": false }, { "action": "You untie the rope", "response": "You untie the rope.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\nan improvised ladder\na small wickerwork hamper (which is open)\nsome provisions - a joint of cured ham, an apple and a hunk of\ncheese\nfour arrows\na boomerang\na clove of garlic\na drum (which is empty)\na bow\nthe \"destruction order\"\nExperimental Spell Book #5\na shard of pottery (providing light)\nyour Ambassador's trunk (which is closed)\na brass lantern (providing light)\nThe Guide For Travellers To The Lower Northlands and Surrounding\nProvinces\nfour ancient treasures:\na golden fir-cone\na platinum egg\na jewelled scarab\na jade figurine", "endoftext": false }, { "action": "You open the trunk", "response": "Expertly sliding your fingers along the sequence of hidden catches,\nyou trigger the mechanism and the trunk-lid gracefully raises.\n\ncredentials.", "endoftext": false }, { "action": "You examine the telescope", "response": "One thing about your home, the Duchy: you may not be a very powerful\nrealm, but you certainly are fine inventors and craftsmen. Take this\nten-inch brass \"telescope\", for example. Distant objects that you look\nat through the telescope actually seem closer to you!", "endoftext": false }, { "action": "You look in the drum", "response": "The drum is empty.", "endoftext": false }, { "action": "Spells", "response": "The jilnix spell is indelibly etched on your memory. Other than that,\nyou have the chiaro spell memorised.", "endoftext": false }, { "action": "Chiaro boomerang", "response": "There is an almost blinding flash as the boomerang takes on a glow!\nNot for a long moment is the light level tolerable.", "endoftext": false }, { "action": "You throw the boomerang", "response": "You throw the boomerang out into the vast air of the cave, where it\nquickly spins out of sight.", "endoftext": false }, { "action": "You look", "response": "This long parapet thins to nothing further on, appearing to lead\nnowhere after all: the nearest other ledge being 50 feet vertically\nbelow.\n\nthe inverted cedar, giving you a magnificent view of this botanic\nmarvel.\n\nThere's an iron ring fixed to the wall, the kind used to tie up\nhorses, though how anyone could possibly get a horse up here you can't imagine.\n\nYour length of rope is here.", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\nSuddenly and without warning, the boomerang spins back in from the\ncave and gives you a nasty bruise on the head.", "endoftext": false }, { "action": "You read Book", "response": "Which do you mean, Experimental Spell Book #5 or The Guide For\nTravellers To The Lower Northlands and Surrounding Provinces?", "endoftext": false }, { "action": "Spell", "response": "The chiaro spell (cause inanimate object to radiate light).\nThe jilnix spell (summon small plague of insects).\nThe piroo spell (unfasten object).", "endoftext": false }, { "action": "You memorize the chiaro", "response": "You commit the chiaro spell to memory.", "endoftext": false }, { "action": "You break wall", "response": "(the masoned wall)\nViolence isn't the answer to this one.", "endoftext": false }, { "action": "Go south", "response": "Thanks to the wall, the slide passage is the only way out.", "endoftext": false }, { "action": "You go west", "response": "Though the cave undoubtedly extends west, the wall means you are\nunable to follow it.", "endoftext": true }, { "action": "Go downwards", "response": "the trunk will bear your weight.", "endoftext": false }, { "action": "You put the ladder on the floor", "response": "(the cave floor)\nYou hang the ladder so that it runs from the cave floor up to the tip\nof the tree.", "endoftext": true }, { "action": "Go downwards", "response": "An expanse of shingle and boulders sloping haphazardly across an irregularly-shaped floor a hundred feet across, only smoothed out at\nits centre by a stream which pools just to the north. A furrow in the\nrocky walls leads southwest, alongside a scree-fall which lies roughly\nsouth; while the cave narrows into a canyon to the east.\n\nThe cone of the cedar hangs vertiginously over you, its tip perhaps 9\nfeet off the floor.\n\nAn improvised ladder of sticks, lashed together with vines and\ncreepers, rests against the tip of the cedar, leading up into its\nbranches.", "endoftext": false }, { "action": "You go to the south", "response": "Heaped up against the southern cave wall like a sloping rampart, and\nrising 50 feet above the stream, the scree fall is made up not of\nfallen stones but of masonry, broken terracotta tiles, wrecked\nalabaster murals and those marbly bits you can't ever remember the\nname of: as if the veil of a temple has been rent in twain. But what\nthe catastrophe can have been, and where the building stood, you\ncannot say.\n\nA black scroll, like a roll of remembrance, is curled around the top\nfew feet of scree.", "endoftext": false }, { "action": "You get the scroll", "response": "Just as you're about to pull out the scroll, a tiny but significant\nshift of stones give you pause. The scree fall is on the very edge of\nan avalanche! You'd need to be a lot more than arm's length away to\nsurvive that.", "endoftext": false }, { "action": "You shoot arrow at the scroll", "response": "You loose off an arrow at the black, memorial scroll, but miss.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na boomerang (providing light)\na small wickerwork hamper (which is open)\nsome provisions - a joint of cured ham, an apple and a hunk of\ncheese\nfour arrows\na clove of garlic\na drum (which is empty)\na bow\nthe \"destruction order\"\nExperimental Spell Book #5\na shard of pottery (providing light)\nyour Ambassador's trunk (which is open)\na hand telescope\nyour formal credentials\na brass lantern (providing light)\nThe Guide For Travellers To The Lower Northlands and Surrounding\nProvinces\nfour ancient treasures:\na golden fir-cone\na platinum egg\na jewelled scarab\na jade figurine", "endoftext": false }, { "action": "You throw the cheese at the scroll", "response": "(first taking the hunk of cheese)\nFutile.", "endoftext": false }, { "action": "Go south", "response": "Heaped up against the southern cave wall like a sloping rampart, and\nrising 50 feet above the stream, the scree fall is made up not of\nfallen stones but of masonry, broken terracotta tiles, wrecked\nalabaster murals and those marbly bits you can't ever remember the\nname of: as if the veil of a temple has been rent in twain. But what\nthe catastrophe can have been, and where the building stood, you\ncannot say.\n\nA black scroll, like a roll of remembrance, is curled around the top\nfew feet of scree.\n\nYou can also see a shard of pottery (providing light) here.", "endoftext": false }, { "action": "You go east", "response": "The scree fall would be a desperate scramble down in any direction but\nnorth.", "endoftext": false }, { "action": "You go southwest", "response": "An expanse of shingle and boulders sloping haphazardly across an irregularly-shaped floor a hundred feet across, only smoothed out at\nits centre by a stream which pools just to the north. A furrow in the\nrocky walls leads southwest, alongside a scree-fall which lies roughly\nsouth; while the cave narrows into a canyon to the east.\n\nThe cone of the cedar hangs vertiginously over you, its tip perhaps 9\nfeet off the floor.\n\nAn improvised ladder of sticks, lashed together with vines and\ncreepers, rests against the tip of the cedar, leading up into its\nbranches.\n\nYou can also see a boomerang (providing light) here.", "endoftext": false }, { "action": "You look at the scroll with the telescope", "response": "The black, memorial scroll is too close to you to make that\nworthwhile.", "endoftext": false }, { "action": "Go west", "response": "The cave wall is impenetrable in that direction.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na boomerang (providing light)\na shard of pottery (providing light)\na small wickerwork hamper (which is open)\nsome provisions - a joint of cured ham, an apple and a hunk of\ncheese\nfour arrows\na clove of garlic\na drum (which is empty)\na bow\nthe \"destruction order\"\nExperimental Spell Book #5\nyour Ambassador's trunk (which is open)\na hand telescope\nyour formal credentials\na brass lantern (providing light)\nThe Guide For Travellers To The Lower Northlands and Surrounding\nProvinces\nfour ancient treasures:\na golden fir-cone\na platinum egg\na jewelled scarab\na jade figurine", "endoftext": false }, { "action": "You put the cheese in the river", "response": "something else.", "endoftext": false }, { "action": "You put the cheese in the river", "response": "The hunk of cheese washes away with the stream.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na boomerang (providing light)\na shard of pottery (providing light)\na small wickerwork hamper (which is open)\nsome provisions - a joint of cured ham and an apple\nfour arrows\na drum (which is empty)\na bow\nthe \"destruction order\"\nExperimental Spell Book #5\nyour Ambassador's trunk (which is open)\na hand telescope\nyour formal credentials\na brass lantern (providing light)\nThe Guide For Travellers To The Lower Northlands and Surrounding\nProvinces\nfour ancient treasures:\na golden fir-cone\na platinum egg\na jewelled scarab\na jade figurine\nsome provisions - a hunk of cheese and a clove of garlic", "endoftext": false }, { "action": "Spells", "response": "The jilnix spell is indelibly etched on your memory. Other than that,\nyou have the chiaro spell and piroo spell memorised.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nan improvised ladder\na boomerang (providing light)\na shard of pottery (providing light)\na small wickerwork hamper (which is open)\nsome provisions - a joint of cured ham and an apple\nfour arrows\na drum (which is empty)\na bow\nthe \"destruction order\"\nExperimental Spell Book #5\nyour Ambassador's trunk (which is open)\na hand telescope\nyour formal credentials\na brass lantern (providing light)\nThe Guide For Travellers To The Lower Northlands and Surrounding\nProvinces\nfour ancient treasures:\na golden fir-cone\na platinum egg\na jewelled scarab\na jade figurine\nsome provisions - a hunk of cheese and a clove of garlic", "endoftext": false }, { "action": "About yourself", "response": "As good-looking as ever.", "endoftext": false }, { "action": "Pray", "response": "Nothing practical results from your prayer.", "endoftext": false }, { "action": "Shout", "response": "[To address somebody, please type \"name, what you want to say\". For\nexample: \"amilia, hello\".]", "endoftext": false }, { "action": "You consult Guide about sherbet", "response": "A delightful fruit cocktail. A popular superstition holds that a\ngentleman is fated to marry the first lady he drinks sherbet with.", "endoftext": false }, { "action": "Go north", "response": "N = next subject P =\nRETURN = read subject Q = re\nsume game\n\nInstructions: How to play this game\nBriefings: A diplomatic background\n> Hints: During the Procession\nThe Customs House\nAmongst the Foundations\nLedge and Surroundings\nCedar and Cave Floor\nHints: Casting Spells\nHints: General", "endoftext": false }, { "action": "You go to the north", "response": "N = next subject P =\nRETURN = read subject Q = re\nsume game\n\nInstructions: How to play this game\nBriefings: A diplomatic background\nHints: During the Procession\n> The Customs House\nAmongst the Foundations\nLedge and Surroundings\nCedar and Cave Floor\nHints: Casting Spells\nHints: General", "endoftext": false }, { "action": "Go north", "response": "N = next subject P =\nRETURN = read subject Q = re\nsume game\n\nInstructions: How to play this game\nBriefings: A diplomatic background\nHints: During the Procession\nThe Customs House\n> Amongst the Foundations\nLedge and Surroundings\nCedar and Cave Floor\nHints: Casting Spells\nHints: General", "endoftext": false }, { "action": "Go north", "response": "N = next subject P =\nRETURN = read subject Q = re\nsume game\n\nInstructions: How to play this game\nBriefings: A diplomatic background\nHints: During the Procession\nThe Customs House\nAmongst the Foundations\n> Ledge and Surroundings\nCedar and Cave Floor\nHints: Casting Spells\nHints: General", "endoftext": false }, { "action": "You go to the north", "response": "N = next subject P =\nRETURN = read subject Q = re\nsume game\n\nInstructions: How to play this game\nBriefings: A diplomatic background\nHints: During the Procession\nThe Customs House\nAmongst the Foundations\nLedge and Surroundings\n> Cedar and Cave Floor\nHints: Casting Spells\nHints: General\nHints\nN = next subject P =\nRETURN = read subject Q = re\nsume game\n\nInstructions: How to play this game\nBriefings: A diplomatic background\nHints: During the Procession\nThe Customs House\nAmongst the Foundations\nLedge and Surroundings\n> Cedar and Cave Floor\nHints: Casting Spells\nHints: General", "endoftext": false }, { "action": "I don'T actually know how to push the enter", "response": "N = next subject P =\nRETURN = read subject Q = re\nsume game\n\nInstructions: How to play this game\nBriefings: A diplomatic background\nHints: During the Procession\nThe Customs House\nAmongst the Foundations\nLedge and Surroundings\n> Cedar and Cave Floor\nHints: Casting Spells\nHints: General\nCedar and Cave Floor\nN = next subject P =\nRETURN = read subject Q = prev\nious menu\n\n> I can't get back up.\nThe treehouse is impenetrable.\nThe scree slope is too unstable!\nThe arched doorway seems very dangerous.\nWhat's the drum for?\nDoes the water-lily play a part?", "endoftext": false }, { "action": "Go north", "response": "(Press H for more, or SPACE to return.)\n\nThe means for doing so are further down.\nCedar and Cave Floor\nN = next subject P =\nRETURN = read subject Q = prev\nious menu\n\n> I can't get back up.\nThe treehouse is impenetrable.\nThe scree slope is too unstable!\nThe arched doorway seems very dangerous.\nWhat's the drum for?\nDoes the water-lily play a part?\n\nN = next subject P =\nRETURN = read subject Q = prev\nious menu\n\nI can't get back up.\n> The treehouse is impenetrable.\nThe scree slope is too unstable!\nThe arched doorway seems very dangerous.\nWhat's the drum for?\nDoes the water-lily play a part?", "endoftext": false }, { "action": "Go north", "response": "N = next subject P =\nRETURN = read subject Q = prev\nious menu\n\nI can't get back up.\nThe treehouse is impenetrable.\n> The scree slope is too unstable!\nThe arched doorway seems very dangerous.\nWhat's the drum for?\nDoes the water-lily play a part?\n(Press H for more, or SPACE to return.)\n\naway.", "endoftext": false }, { "action": "Go east", "response": "You edge southeast along the ledge.\n\nThis long parapet thins to nothing further on, appearing to lead\nnowhere after all: the nearest other ledge being 50 feet vertically\nbelow.\n\nthe inverted cedar, giving you a magnificent view of this botanic\nmarvel.\n\nThere's an iron ring fixed to the wall, the kind used to tie up\nhorses, though how anyone could possibly get a horse up here you can't imagine.\n\nYour length of rope is here.", "endoftext": false }, { "action": "You tie the rope to scroll", "response": "You make a secure little knot. It is now tied to the black, memorial\nscroll.", "endoftext": false }, { "action": "You tie the rope to yourself", "response": "You tie the rope around you. One end is tied around you, and the other\nto the black, memorial scroll.", "endoftext": false }, { "action": "You get the scroll", "response": "Just as you're about to pull out the scroll, a tiny but significant\nshift of stones give you pause. The scree fall is on the very edge of\nan avalanche! You'd need to be a lot more than arm's length away to\nsurvive that.", "endoftext": false }, { "action": "You go north", "response": "The rope plucks out the scroll as you run north... but you are\novertaken by a thundering avalanche with the same idea! Your burial is\nalmost instant.", "endoftext": false }, { "action": "You jump", "response": "You jump on the spot, fruitlessly.", "endoftext": false }, { "action": "You untie the rope", "response": "You untie the rope.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na boomerang (providing light)\na shard of pottery (providing light)\na small wickerwork hamper (which is open)\nsome provisions - a joint of cured ham and an apple\nfour arrows\na drum (which is empty)\na bow\nthe \"destruction order\"\nExperimental Spell Book #5\nyour Ambassador's trunk (which is open)\na hand telescope\nyour formal credentials\na brass lantern (providing light)\nThe Guide For Travellers To The Lower Northlands and Surrounding\nProvinces\nfour ancient treasures:\na golden fir-cone\na platinum egg\na jewelled scarab\na jade figurine\nsome provisions - a hunk of cheese and a clove of garlic", "endoftext": false }, { "action": "Go south", "response": "Heaped up against the southern cave wall like a sloping rampart, and\nrising 50 feet above the stream, the scree fall is made up not of\nfallen stones but of masonry, broken terracotta tiles, wrecked\nalabaster murals and those marbly bits you can't ever remember the\nname of: as if the veil of a temple has been rent in twain. But what\nthe catastrophe can have been, and where the building stood, you\ncannot say.\n\nA black scroll, like a roll of remembrance, is curled around the top\nfew feet of scree.\n\nYour length of rope is here. It is now tied to the black, memorial\nscroll.", "endoftext": false }, { "action": "Go south", "response": "The scree fall would be a desperate scramble down in any direction but\nnorth.", "endoftext": false }, { "action": "You get the rope", "response": "You can't take the rope; it's tied to the black, memorial scroll.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na boomerang (providing light)\na shard of pottery (providing light)\na small wickerwork hamper (which is open)\nsome provisions - a joint of cured ham and an apple\nfour arrows\na drum (which is empty)\na bow\nthe \"destruction order\"\nExperimental Spell Book #5\nyour Ambassador's trunk (which is open)\na hand telescope\nyour formal credentials\na brass lantern (providing light)\nThe Guide For Travellers To The Lower Northlands and Surrounding\nProvinces\nfour ancient treasures:\na golden fir-cone\na platinum egg\na jewelled scarab\na jade figurine\nsome provisions - a hunk of cheese and a clove of garlic", "endoftext": false }, { "action": "You tie the rope to boomerang", "response": "The rope's already tied to the black, memorial scroll.", "endoftext": false }, { "action": "Go north", "response": "N = next subject P =\nRETURN = read subject Q = prev\nious menu\n\nI can't get back up.\n> The treehouse is impenetrable.\nThe scree slope is too unstable!\nThe arched doorway seems very dangerous.\nWhat's the drum for?\nDoes the water-lily play a part?", "endoftext": false }, { "action": "Go north", "response": "N = next subject P =\nRETURN = read subject Q = prev\nious menu\n\nI can't get back up.\nThe treehouse is impenetrable.\n> The scree slope is too unstable!\nThe arched doorway seems very dangerous.\nWhat's the drum for?\nDoes the water-lily play a part?", "endoftext": false }, { "action": "You go north", "response": "The rope plucks out the scroll as you run north... but you are\novertaken by a thundering avalanche with the same idea! Your burial is\nalmost instant.", "endoftext": false }, { "action": "Go south", "response": "Heaped up against the southern cave wall like a sloping rampart, and\nrising 50 feet above the stream, the scree fall is made up not of\nfallen stones but of masonry, broken terracotta tiles, wrecked\nalabaster murals and those marbly bits you can't ever remember the\nname of: as if the veil of a temple has been rent in twain. But what\nthe catastrophe can have been, and where the building stood, you\ncannot say.\n\nA black scroll, like a roll of remembrance, is curled around the top\nfew feet of scree.\n\nYour length of rope is here.", "endoftext": false }, { "action": "You pull the rope", "response": "You pull the rope.", "endoftext": true }, { "action": "Go downward", "response": "The rope plucks out the scroll as you run north... but you are\novertaken by a thundering avalanche with the same idea! Your burial is\nalmost instant.", "endoftext": true }, { "action": "You look around", "response": "Heaped up against the southern cave wall like a sloping rampart, and\nrising 50 feet above the stream, the scree fall is made up not of\nfallen stones but of masonry, broken terracotta tiles, wrecked\nalabaster murals and those marbly bits you can't ever remember the\nname of: as if the veil of a temple has been rent in twain. But what\nthe catastrophe can have been, and where the building stood, you\ncannot say.\n\nA black scroll, like a roll of remembrance, is curled around the top\nfew feet of scree.\n\nYour length of rope is here. One end is tied around you, and the other\nto the black, memorial scroll.", "endoftext": false }, { "action": "You go west", "response": "You skitter nervously down the very steep western side of the scree.\n\nThe rope plucks out the scroll... and your sideways leap is only just\nin time to clear the thundering avalanche of masonry which results!\n\nThe furrow has been burrowed and extended by primitive mine workings,\nhewn chiefly by hand or at best stone tools. But the seam has been\nexhausted, and the striations in the rock scraped clean of ore.\n\nYou can see a black, memorial scroll here.", "endoftext": false }, { "action": "You untie the rope", "response": "You loose the rope from your waist.", "endoftext": false }, { "action": "You put the azzev in spell book", "response": "Your spell book begins to glow softly. Almost imperceptibly, the\nbinding swells and closes over the edge of the black, memorial scroll,\nwhich straightens and becomes the new azzev spell page. The book's\nbrightness fades as the corners settle to perfect right angles.", "endoftext": false }, { "action": "You memorize azzev", "response": "You commit the azzev spell to memory.", "endoftext": false }, { "action": "Azzev", "response": "A cloud of green smoke gathers and swirls in the air like cream poured\ninto soup, and a vision briefly appears...\n\nYou see the painfully slow carving-out of the seam, by miners\ncenturies gone; and the anguish on their faces as the ore runs out,\nnever to be found again.", "endoftext": false }, { "action": "Go south", "response": "Heaped up against the southern cave wall like a sloping rampart, and\nrising 40 feet above the stream, the scree fall is made up not of\nfallen stones but of masonry, broken terracotta tiles, wrecked\nalabaster murals and those marbly bits you can't ever remember the\nname of: as if the veil of a temple has been rent in twain. But what\nthe catastrophe can have been, and where the building stood, you\ncannot say.\n\nThe avalanche has cleared away part of the scree, leaving open behind\nit a crudely arched doorway into the southern cave wall. Above the\ndoorway, a skull and crossbones has been carved.", "endoftext": false }, { "action": "Continue", "response": "You commit the azzev spell to memory once again.", "endoftext": false }, { "action": "Azzev", "response": "A cloud of green smoke gathers and swirls in the air like cream poured\ninto soup, and a vision briefly appears...\n\nThe scree slope being built, by teams of slaves, under an overseer\nterrified that the doorway would ever be revealed again, but in a\ndesperate hurry... constantly glancing over his shoulder at the\ncorridor behind him... and the slope being completed, and his final\nact laying the black scroll at its apex, to stand warning down all\ntime.", "endoftext": false }, { "action": "You look at the doorway", "response": "coated with a runny, nasty-looking paste which drips out of tiny\npores.", "endoftext": false }, { "action": "You get the paste", "response": "That's fixed in place.", "endoftext": false }, { "action": "Go south", "response": "As you pass through the archway, clouds of vapour and drips of arsenic\nseep into your nose and ears! Death is immediate.", "endoftext": false }, { "action": "You put arrow in the doorway", "response": "The use of poisoned projectiles is strictly prohibited by the Protocol\nof Collioure, one of the great triumphs of your early career.", "endoftext": false }, { "action": "You put the ham in the doorway", "response": "into something else.", "endoftext": false }, { "action": "Poison ham with arsenic", "response": "ham.", "endoftext": false }, { "action": "You touch the doorway with the ham", "response": "doorway.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na length of light rope\nan improvised ladder\na boomerang (providing light)\na shard of pottery (providing light)\na small wickerwork hamper (which is open)\nan apple\nfour arrows\na drum (which is empty)\na bow\nthe \"destruction order\"\nExperimental Spell Book #5\nyour Ambassador's trunk (which is open)\na hand telescope\nyour formal credentials\na brass lantern (providing light)\nThe Guide For Travellers To The Lower Northlands and Surrounding\nProvinces\nfour ancient treasures:\na golden fir-cone\na platinum egg\na jewelled scarab\na jade figurine\nsome provisions - a joint of cured ham, a hunk of cheese and a clove\nof garlic", "endoftext": false }, { "action": "Azzev lily", "response": "The spell backfires, and you somehow feel it wrong to apply it to\nindividual objects.", "endoftext": false }, { "action": "Azzev", "response": "A cloud of green smoke gathers and swirls in the air like cream poured\ninto soup, and a vision briefly appears...\n\nGreen lilies proliferating in the depths of the pool.", "endoftext": false }, { "action": "Azzev", "response": "A cloud of green smoke gathers and swirls in the air like cream poured\ninto soup, and a vision briefly appears...\n\nAn old man rocks back and forth in a chair, puffing smoke rings from a\nlong briar pipe.", "endoftext": false }, { "action": "Azzev", "response": "You haven't got that spell committed to memory. [Type \"spells\" to see\nwhat you do remember.]", "endoftext": false }, { "action": "Azzev", "response": "A cloud of green smoke gathers and swirls in the air like cream poured\ninto soup, and a vision briefly appears...\n\nThe wall being masoned, but quite recently, by Northlands soldiers\nworking on the other side.", "endoftext": false }, { "action": "Go south", "response": "Thanks to the wall, the slide passage is the only way out.", "endoftext": false }, { "action": "Azzev", "response": "A cloud of green smoke gathers and swirls in the air like cream poured\ninto soup, and a vision briefly appears...\n\nSeas of garbage rain down through the crack onto the mound, rapidly decomposing or washing away so that the process fights itself to a\nstandstill.", "endoftext": false }, { "action": "You memorize azzev", "response": "You commit the azzev spell to memory a third time. You have so much\nrushing around in your head, though, that something may easily have\nbeen lost in the confusion.", "endoftext": false }, { "action": "Go north", "response": "The increasingly earthy rock blocks your way. The only viable routes\nare west, south and northeast.", "endoftext": false }, { "action": "You look at azzev", "response": "azzev spell (view the past).", "endoftext": false }, { "action": "Azzev", "response": "A cloud of green smoke gathers and swirls in the air like cream poured\ninto soup, and a vision briefly appears...\n\nA very ancient time, when the tree has not grown: the doorway is being\ncut with enervating slowness.", "endoftext": false }, { "action": "Go southeast", "response": "This long parapet thins to nothing further on, appearing to lead\nnowhere after all: the nearest other ledge being 50 feet vertically\nbelow.\n\nthe inverted cedar, giving you a magnificent view of this botanic\nmarvel.\n\nThere's an iron ring fixed to the wall, the kind used to tie up\nhorses, though how anyone could possibly get a horse up here you can't imagine.", "endoftext": false }, { "action": "Azzev", "response": "A cloud of green smoke gathers and swirls in the air like cream poured\ninto soup, and a vision briefly appears...\n\nThe tree, sprouting confidentally downwards.", "endoftext": false }, { "action": "Spells", "response": "The jilnix spell is indelibly etched on your memory. Other than that,\nyou have the azzev spell, chiaro spell and piroo spell memorised.", "endoftext": false }, { "action": "You look at Cedar with telescope", "response": "You raise the brass telescope expertly to your eye. There seems to be\na crude wooden house built into it halfway down.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na length of light rope\na boomerang (providing light)\na shard of pottery (providing light)\na small wickerwork hamper (which is open)\nan apple\nfour arrows\na drum (which is empty)\na bow\nthe \"destruction order\"\nExperimental Spell Book #5\nyour Ambassador's trunk (which is open)\na hand telescope\nyour formal credentials\na brass lantern (providing light)\nThe Guide For Travellers To The Lower Northlands and Surrounding\nProvinces\nfour ancient treasures:\na golden fir-cone\na platinum egg\na jewelled scarab\na jade figurine\nsome provisions - a joint of cured ham, a hunk of cheese and a clove\nof garlic", "endoftext": false }, { "action": "You go north", "response": "You edge northwest along the ledge.\n\nJust where the shelf flattens at the foot of rocky steps (climbing\nwestward), a square-cut doorway has been hewn into the north wall. The\nledge, which begins to curve southeast, is at its broadest here, yet\nyour feeling of vertigo hardly abates.\n\nsouthwest, 30 feet away.\n\nA watchful oil-snake coils and uncoils itself restlessly, occupying\nits territory but making no move towards you as yet.", "endoftext": false }, { "action": "Go north", "response": "The oil-snake oozes and rears itself up to bar your way.", "endoftext": false }, { "action": "You get the rope", "response": "You can't take the rope; it's tied to the iron ring.", "endoftext": false }, { "action": "You show the apple to the snake", "response": "(first taking the apple)\nThe oil-snake is unimpressed.", "endoftext": false }, { "action": "You give the apple to the snake", "response": "The snake snatches and swallows whole the apple, its neck distending\nto fit.\n\nBut something mysterious is wrong! It chokes, seizing up horribly and thrashing about, its great body squeezing away from you until it\ntopples over the lip of the ledge, plunging out of sight to its\npresumed demise.", "endoftext": false }, { "action": "You eat the apple", "response": "Just in time, you stop yourself from taking a bite as you notice\nlittle puncture-marks and a faint discolouration. This apple has been poisoned!", "endoftext": false }, { "action": "You eat the cheese", "response": "You eat the hunk of cheese. Not bad.", "endoftext": false }, { "action": "You give the apple to snake", "response": "The snake snatches and swallows whole the poisoned apple, its neck\ndistending to fit.\nIt chokes, seizing up horribly and thrashing about, its great body\nsqueezing away from you until it topples over the lip of the ledge,\nplunging out of sight to its presumed demise.", "endoftext": false }, { "action": "Go north", "response": "This is a pale corridor filled with a cold, pearly light, ranging from near-darkness at the southern end to a bright glow from the east.\n\nYou are in the almost ghostly presence of a gaunt, long-haired man, an Adventurer who looks as if he has just stepped out of a weaving of a\nscene from the old Empire.", "endoftext": false }, { "action": "You look at the man", "response": "If legends may be believed, although basically trustworthy he would do\nalmost anything for treasure.", "endoftext": false }, { "action": "Azzev", "response": "A cloud of green smoke gathers and swirls in the air like cream poured\ninto soup, and a vision briefly appears...\n\nEven in your vision, the Adventurer stalks, untired and yet\nunsatisfied.", "endoftext": false }, { "action": "Hello", "response": "The Adventurer is already serving under one geas, and you have little\nchance of talking him out of it.", "endoftext": false }, { "action": "Go east", "response": "eastward continuation.\n\n\"The Chamber is private to my Master!\" he booms, in a voice not his\nown.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na boomerang (providing light)\na shard of pottery (providing light)\na small wickerwork hamper (which is open but empty)\nfour arrows\na drum (which is empty)\na bow\nthe \"destruction order\"\nExperimental Spell Book #5\nyour Ambassador's trunk (which is open)\na hand telescope\nyour formal credentials\na brass lantern (providing light)\nThe Guide For Travellers To The Lower Northlands and Surrounding\nProvinces\nfour ancient treasures:\na golden fir-cone\na platinum egg\na jewelled scarab\na jade figurine\nsome provisions - a joint of cured ham, a hunk of cheese and a clove\nof garlic", "endoftext": false }, { "action": "You give the egg to the man", "response": "The Adventurer's eyes gleam. Treasure! He wants only more and more of\nit.", "endoftext": false }, { "action": "You give the figurine to Adventurer", "response": "(first taking the jade figurine)\nThe ghostly Adventurer guards the pile of treasure zealously.", "endoftext": false }, { "action": "You look", "response": "This is a pale corridor filled with a cold, pearly light, ranging from near-darkness at the southern end to a bright glow from the east.\n\nYou are in the almost ghostly presence of a gaunt, long-haired man, an Adventurer who looks as if he has just stepped out of a weaving of a\nscene from the old Empire.\n\nYou can also see four ancient treasures (a golden fir-cone, a jade\nfigurine, a jewelled scarab and a platinum egg) here.", "endoftext": false }, { "action": "You give the pottery to Adventurer", "response": "The Adventurer is incorruptible. Well, fairly incorruptible. Unless\nsomething valuable is on offer, anyway.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na boomerang (providing light)\na shard of pottery (providing light)\na small wickerwork hamper (which is open but empty)\nfour arrows\na drum (which is empty)\na bow\nthe \"destruction order\"\nExperimental Spell Book #5\nyour Ambassador's trunk (which is open)\na hand telescope\nyour formal credentials\na brass lantern (providing light)\nThe Guide For Travellers To The Lower Northlands and Surrounding\nProvinces\nsome provisions - a joint of cured ham, a hunk of cheese and a clove\nof garlic", "endoftext": false }, { "action": "You give credentials to Adventurer", "response": "(first taking the formal credentials)\nHe is unimpressed, perhaps because he speaks a language centuries\nbefore your own.", "endoftext": false }, { "action": "You get the telescope then give it to Adventurer", "response": "Taken.\nThe Adventurer is incorruptible. Well, fairly incorruptible. Unless\nsomething valuable is on offer, anyway.", "endoftext": false }, { "action": "Go south", "response": "Just where the shelf flattens at the foot of rocky steps (climbing\nwestward), a square-cut doorway has been hewn into the north wall. The\nledge, which begins to curve southeast, is at its broadest here, yet\nyour feeling of vertigo hardly abates.\n\nsouthwest, 30 feet away.", "endoftext": false }, { "action": "Azzev", "response": "A cloud of green smoke gathers and swirls in the air like cream poured\ninto soup, and a vision briefly appears...\n\nTerribly slowly, the stream erodes this channel into existence.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\nyour formal credentials\na boomerang (providing light)\na shard of pottery (providing light)\na small wickerwork hamper (which is open but empty)\nfour arrows\na drum (which is empty)\na bow\nthe \"destruction order\"\nExperimental Spell Book #5\nyour Ambassador's trunk (which is open)\na hand telescope\na brass lantern (providing light)\nThe Guide For Travellers To The Lower Northlands and Surrounding\nProvinces\nsome provisions - a joint of cured ham, a hunk of cheese and a clove\nof garlic", "endoftext": false }, { "action": "You shoot the lily", "response": "snap!", "endoftext": false }, { "action": "Fill drum", "response": "The placid water pools slowly in the drum, then drains out of the\ngauze. Nothing appears to result from this.", "endoftext": false }, { "action": "Fill drum", "response": "Water sluices through the gauze drum, panning and leaving a sludge of\nwet sediment behind.", "endoftext": false }, { "action": "You look at the sludge", "response": "The sludge is a mucky aggregation of river debris; clay, sand, small\nstones of all sizes.", "endoftext": false }, { "action": "Fill drum", "response": "Water washes through the sludge, filtering away the lighter sediment\nuntil a gleaming (if tiny) lump of ore remains!", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nyour formal credentials\na boomerang (providing light)\na shard of pottery (providing light)\na small wickerwork hamper (which is open but empty)\nfour arrows\na drum\na tiny lump of tin ore\na bow\nthe \"destruction order\"\nExperimental Spell Book #5\nyour Ambassador's trunk (which is open)\na hand telescope\na brass lantern (providing light)\nThe Guide For Travellers To The Lower Northlands and Surrounding\nProvinces\nsome provisions - a joint of cured ham, a hunk of cheese and a clove\nof garlic", "endoftext": false }, { "action": "Jilnix doorway", "response": "As your brows frown, the air around you gathers with vile winged\ninsects, which surge forward to plague the crudely arched doorway. But\nnothing results from this, and they dissipate again.", "endoftext": false }, { "action": "Chiaro tin", "response": "There is an almost blinding flash as the tiny lump of tin ore takes on\na glow! Not for a long moment is the light level tolerable.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na tiny lump of tin ore (providing light)\nyour formal credentials\na boomerang (providing light)\na shard of pottery (providing light)\na small wickerwork hamper (which is open but empty)\nfour arrows\na drum\na sludge of sediment\na bow\nthe \"destruction order\"\nExperimental Spell Book #5\nyour Ambassador's trunk (which is open)\na hand telescope\na brass lantern (providing light)\nThe Guide For Travellers To The Lower Northlands and Surrounding\nProvinces\nsome provisions - a joint of cured ham, a hunk of cheese and a clove\nof garlic", "endoftext": false }, { "action": "Fill drum", "response": "Water sluices the sludge away to nothing. Then again, panning is all\nabout luck and persistence.", "endoftext": false }, { "action": "Go east", "response": "You edge along the northern wall of the cave, descending the rocky\nstairs.\n\nJust where the shelf flattens at the foot of rocky steps (climbing\nwestward), a square-cut doorway has been hewn into the north wall. The\nledge, which begins to curve southeast, is at its broadest here, yet\nyour feeling of vertigo hardly abates.\n\nsouthwest, 30 feet away.", "endoftext": false }, { "action": "Go north", "response": "This is a pale corridor filled with a cold, pearly light, ranging from near-darkness at the southern end to a bright glow from the east.\n\nYou are in the almost ghostly presence of a gaunt, long-haired man, an Adventurer who looks as if he has just stepped out of a weaving of a\nscene from the old Empire.\n\nYou can also see four ancient treasures (a golden fir-cone, a jade\nfigurine, a jewelled scarab and a platinum egg) here.", "endoftext": false }, { "action": "You give the ore to the ghost", "response": "The Adventurer is incorruptible. Well, fairly incorruptible. Unless\nsomething valuable is on offer, anyway.", "endoftext": false }, { "action": "Fill drum", "response": "Effervescent, glowing spring water cascades magically around the pan.\nThere is a sudden flash of light!", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nyour formal credentials\na boomerang (providing light)\na shard of pottery (providing light)\na small wickerwork hamper (which is open but empty)\nfour arrows\na bow\nthe \"destruction order\"\nExperimental Spell Book #5\nyour Ambassador's trunk (which is open)\na hand telescope\na brass lantern (providing light)\nThe Guide For Travellers To The Lower Northlands and Surrounding\nProvinces\nsome provisions - a banana, a joint of cured ham, a hunk of cheese\nand a clove of garlic", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\na tiny lump of tin ore (providing light)\nyour formal credentials\na boomerang (providing light)\na shard of pottery (providing light)\na small wickerwork hamper (which is open but empty)\nfour arrows\na drum (which is empty)\na bow\nthe \"destruction order\"\nExperimental Spell Book #5\nyour Ambassador's trunk (which is open)\na hand telescope\na brass lantern (providing light)\nThe Guide For Travellers To The Lower Northlands and Surrounding\nProvinces\nsome provisions - a joint of cured ham, a hunk of cheese and a clove\nof garlic", "endoftext": false }, { "action": "Fill drum", "response": "Effervescent, glowing spring water cascades magically around the pan.\nThere is a sudden flash of light!", "endoftext": false }, { "action": "You put the drum in the pool", "response": "The drum drops silently into the spring water, vanishing without\ntrace.", "endoftext": false }, { "action": "You put the ore in pool", "response": "The tiny lump of tin ore drops silently into the spring water,\nvanishing without trace.", "endoftext": false }, { "action": "Drink water", "response": "You feel it would be highly dangerous to drink further.", "endoftext": false }, { "action": "Azzev", "response": "A cloud of green smoke gathers and swirls in the air like cream poured\ninto soup, and a vision briefly appears...\n\nDeranged, kaleidoscopic visions of great force and power, signifying\nnothing.", "endoftext": false }, { "action": "You examine the Spell Book", "response": "The chiaro spell (cause inanimate object to radiate light).\nThe jilnix spell (summon small plague of insects).\nThe piroo spell (unfasten object).\nThe azzev spell (view the past).", "endoftext": false }, { "action": "You touch the tin to poll", "response": "ore.", "endoftext": false }, { "action": "Chiaro drum", "response": "There is an almost blinding flash as the drum takes on a glow! Not for\na long moment is the light level tolerable.", "endoftext": false }, { "action": "You eat the banana", "response": "Delicious! Just as you reach the last morsel, there is another\nblinding flash of light.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\na drum (providing light and empty)\nyour formal credentials\na boomerang (providing light)\na shard of pottery (providing light)\na small wickerwork hamper (which is open but empty)\nfour arrows\na bow\nthe \"destruction order\"\nExperimental Spell Book #5\nyour Ambassador's trunk (which is open)\na hand telescope\na brass lantern (providing light)\nThe Guide For Travellers To The Lower Northlands and Surrounding\nProvinces\nsome provisions - a joint of cured ham, a hunk of cheese and a clove\nof garlic", "endoftext": false }, { "action": "You put the ladder on the floor", "response": "The jilnix spell is indelibly etched on your memory. Other than that,\nyou have the azzev spell and piroo spell memorised.\n\n(the cave floor)\nYou hang the ladder so that it runs from the cave floor up to the tip\nof the tree.", "endoftext": false }, { "action": "DDD", "response": "Enter saved game to load: Restore failed.", "endoftext": false }, { "action": "You look at the drum", "response": "It resembles a tambourine without chimes. Some kind of coarse gauze is stretched taut along the bottom of a wooden drum-frame.", "endoftext": false }, { "action": "Hint", "response": "N = next subject P =\nRETURN = read subject Q = re\nsume game\n\n> Instructions: How to play this game\nBriefings: A diplomatic background\nHints: During the Procession\nThe Customs House\nAmongst the Foundations\nLedge and Surroundings\nCedar and Cave Floor\nHints: Casting Spells\nHints: General", "endoftext": false }, { "action": "You go to the north", "response": "N = next subject P =\nRETURN = read subject Q = re\nsume game\n\nInstructions: How to play this game\n> Briefings: A diplomatic background\nHints: During the Procession\nThe Customs House\nAmongst the Foundations\nLedge and Surroundings\nCedar and Cave Floor\nHints: Casting Spells\nHints: General", "endoftext": false }, { "action": "Go north", "response": "N = next subject P =\nRETURN = read subject Q = re\nsume game\n\nInstructions: How to play this game\nBriefings: A diplomatic background\n> Hints: During the Procession\nThe Customs House\nAmongst the Foundations\nLedge and Surroundings\nCedar and Cave Floor\nHints: Casting Spells\nHints: General", "endoftext": false }, { "action": "You go to the north", "response": "N = next subject P =\nRETURN = read subject Q = re\nsume game\n\nInstructions: How to play this game\nBriefings: A diplomatic background\nHints: During the Procession\n> The Customs House\nAmongst the Foundations\nLedge and Surroundings\nCedar and Cave Floor\nHints: Casting Spells\nHints: General", "endoftext": false }, { "action": "Go north", "response": "N = next subject P =\nRETURN = read subject Q = re\nsume game\n\nInstructions: How to play this game\nBriefings: A diplomatic background\nHints: During the Procession\nThe Customs House\n> Amongst the Foundations\nLedge and Surroundings\nCedar and Cave Floor\nHints: Casting Spells\nHints: General", "endoftext": false }, { "action": "You go to the north", "response": "N = next subject P =\nRETURN = read subject Q = prev\nious menu\n\nI can't get back up.\nThe treehouse is impenetrable.\nThe scree slope is too unstable!\n> The arched doorway seems very dangerous.\nWhat's the drum for?\nDoes the water-lily play a part?", "endoftext": false }, { "action": "You go to the north", "response": "N = next subject P =\nRETURN = read subject Q = prev\nious menu\n\nI can't get back up.\nThe treehouse is impenetrable.\nThe scree slope is too unstable!\nThe arched doorway seems very dangerous.\n> What's the drum for?\nDoes the water-lily play a part?\n(Press H for more, or SPACE to return.)\n\nIt's not for percussion.", "endoftext": false }, { "action": "You look at the ledge with the telescope", "response": "You raise the brass telescope expertly to your eye. The ledge looks\nmuch as you remember it. From here, however, you can see a cave\nopening below the southeastern end of the ledge, concealed from above\nby the overhang. But it's a very long way from here, and you can't see anything inside.", "endoftext": false }, { "action": "You drop the rope", "response": "The length of light rope is already on the floor.", "endoftext": false }, { "action": "You look", "response": "This long parapet thins to nothing further on, appearing to lead\nnowhere after all: the nearest other ledge being 50 feet vertically\nbelow.\n\nThere's an iron ring fixed to the wall, the kind used to tie up\nhorses, though how anyone could possibly get a horse up here you can't imagine.\n\nYour length of rope is here. One end is tied to the ring, the other\nhangs down from the ledge.\n\nthe inverted cedar, giving you a magnificent view of this botanic\nmarvel.", "endoftext": false }, { "action": "You tie the rope to yourself", "response": "You tie the rope around you.", "endoftext": false }, { "action": "You tie the rope to ring", "response": "You make a secure little knot. One end is tied around you, and the\nother to the iron ring.", "endoftext": false }, { "action": "You jump", "response": "You make a wild jump out into the cave, swinging down until the rope\ncomes full stretch and catches you with an almost bone-breaking lurch.\nSo you're feeling quite dizzy as you swing back under the ledge and,\nby ridiculous good fortune, into a cave mouth halfway up the wall\n(which had been invisible from above).\n\nAn almost inaccessible side-chamber, which leads only a little way\nnortheast, giving you the feeling of being suspended in midair halfway\nup the cedar cavern. It would make a splendid eyrie, but thankfully\nthere is no sign of eagles.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na tiny lump of tin ore (providing light)\nyour formal credentials\na boomerang (providing light)\na shard of pottery (providing light)\na small wickerwork hamper (which is open but empty)\nfour arrows\na drum (which is empty)\na bow\nthe \"destruction order\"\nExperimental Spell Book #5\nyour Ambassador's trunk (which is open)\na hand telescope\na brass lantern (providing light)\nThe Guide For Travellers To The Lower Northlands and Surrounding\nProvinces\nsome provisions - a joint of cured ham, a hunk of cheese and a clove\nof garlic\n\nYou are carrying:\na tiny lump of tin ore (providing light)\nyour formal credentials\na boomerang (providing light)\na shard of pottery (providing light)\na small wickerwork hamper (which is open but empty)\nfour arrows\na drum (which is empty)\na bow\nthe \"destruction order\"\nExperimental Spell Book #5\nyour Ambassador's trunk (which is open)\na hand telescope\na brass lantern (providing light)\nThe Guide For Travellers To The Lower Northlands and Surrounding\nProvinces\nsome provisions - a joint of cured ham, a hunk of cheese and a clove\nof garlic", "endoftext": false }, { "action": "You drop the rope", "response": "(first untying it from yourself)\nThe length of light rope is already on the floor.", "endoftext": false }, { "action": "You go to the northeast", "response": "Cruelly, the tight cave comes to what every adventurer dreads: a dead\nend, leaving nothing for it but to go back southwest.\n\nAn ingot of silver was, presumably, quite safely stored here up to\nnow.", "endoftext": false }, { "action": "You get the silver", "response": "Taken.", "endoftext": false }, { "action": "You examine it", "response": "The ingot is marked in ancient runes with the word: \"TOGNI\". No,\nactually: you were looking at it back to front.", "endoftext": false }, { "action": "Go southwest", "response": "An almost inaccessible side-chamber, which leads only a little way\nnortheast, giving you the feeling of being suspended in midair halfway\nup the cedar cavern. It would make a splendid eyrie, but thankfully\nthere is no sign of eagles.", "endoftext": false }, { "action": "You get the rope", "response": "The rope is too far out.", "endoftext": false }, { "action": "You wait awhile", "response": "Time passes.\n\nSuddenly and without warning, the boomerang spins back in from the\ncave and gives you a nasty bruise on the head.\n\nIn the process, it recoils off the rope hanging in mid-air and swings\nthat (rather more slowly) toward you. Forgetting about rubbing your\ntemple, you grab at the rope and tie it back around your waist for\nsafety.", "endoftext": false }, { "action": "Go up", "response": "You jump back out and haul yourself painfully up the rope again.", "endoftext": false }, { "action": "Go outside", "response": "This long parapet thins to nothing further on, appearing to lead\nnowhere after all: the nearest other ledge being 50 feet vertically\nbelow.\n\nthe inverted cedar, giving you a magnificent view of this botanic\nmarvel.\n\nYour length of rope is here. One end is tied around you, and the other\nto the iron ring.\n\nThere's an iron ring fixed to the wall, the kind used to tie up\nhorses, though how anyone could possibly get a horse up here you can't imagine.\n\nBut you aren't in anything at the moment.", "endoftext": false }, { "action": "Go north", "response": "You edge northwest along the ledge.\n\nJust where the shelf flattens at the foot of rocky steps (climbing\nwestward), a square-cut doorway has been hewn into the north wall. The\nledge, which begins to curve southeast, is at its broadest here, yet\nyour feeling of vertigo hardly abates.\n\nsouthwest, 30 feet away.", "endoftext": false }, { "action": "Go north", "response": "This is a pale corridor filled with a cold, pearly light, ranging from near-darkness at the southern end to a bright glow from the east.\n\nYou are in the almost ghostly presence of a gaunt, long-haired man, an Adventurer who looks as if he has just stepped out of a weaving of a\nscene from the old Empire.\n\nYou can also see four ancient treasures (a golden fir-cone, a jade\nfigurine, a jewelled scarab and a platinum egg) here.", "endoftext": false }, { "action": "You give the silver to the ghost", "response": "The Adventurer, having now acquired the whole nearby wealth of\ntreasure, spreads his arms around the pile of loot. As he does so, he\nand they vanish like the dawn into the past where, perhaps, they\nbelong.", "endoftext": false }, { "action": "Go east", "response": "The corridor funnels out into a chamber, turning once again to the\nsouth. Though smoother, the walls become hung with cobwebs and you\nhave a sense of disturbing centuries of quiet.\n\nAn ancient coffer, a chest of precious or personal papers, rests to\none side.", "endoftext": false }, { "action": "You open it", "response": "You open the coffer, revealing an old document and a colour chart.", "endoftext": false }, { "action": "Azzev", "response": "A cloud of green smoke gathers and swirls in the air like cream poured\ninto soup, and a vision briefly appears...\n\ncurious colour-chart.", "endoftext": false }, { "action": "You look at the chart", "response": "This chart, very ancient though it is, gives the impression of being\nwork in progress rather than a finished diagram, in that different\npatches seem to have been drawn in at different times. It consists of\ncolours and symbols rather than words:\n\nRed-black --> ? --> ? -->\n\nCopper --> Silver-white --> Bright yellow -->\n\nBlack --> Dull silver --> Dull grey -->\n\nVivid green --> Skull symbol -->\n\nFlame symbol --> Yellow -->\n\nChalky white --> Dark silver -->", "endoftext": false }, { "action": "You look at the document", "response": "Scratchy handwriting adorns this text, and the writing's in a dialect\nalmost unrecognisable today. But, like any diplomat worth his salt,\nyou've a way with languages: it writes of a way to tap the\nPhilosopher's Stone, a source of Riches by Transmutation, but which is\nonly workable fairly near the Stone itself... A sketch diagram\nsuggests that the author was familiar with the route back up to the\nCustoms House, and may even have lived there.", "endoftext": false }, { "action": "You get the chart and the document", "response": "colour chart: You already have that.\nold document: Taken.", "endoftext": false }, { "action": "You look", "response": "The corridor funnels out into a chamber, turning once again to the\nsouth. Though smoother, the walls become hung with cobwebs and you\nhave a sense of disturbing centuries of quiet.\n\nAn ancient coffer, a chest of precious or personal papers, rests to\none side.", "endoftext": false }, { "action": "You go to the south", "response": "The serene white illumination comes as a shock to your eyes after\nfollowing dim lamplight for so long, but this chamber is patient while\nyou blink; a circular room with smooth walls and concentric steps down\nto a shallow well.\n\nThe Stone itself is resting in the well: an obelisk whose irregular\nfacets contrast so sharply with the perfect roundness of the walls\nthat it almost seems alive.\n\nOn the Philosopher's Stone is a spotless scroll.", "endoftext": false }, { "action": "You examine the scroll", "response": "The scroll reads \"ruther spell (transmute pure chemical elements)\".", "endoftext": false }, { "action": "You put it in the Spell Book", "response": "Your spell book begins to glow softly. Almost imperceptibly, the\nbinding swells and closes over the edge of the spotless scroll, which straightens and becomes the new ruther spell page. The book's\nbrightness fades as the corners settle to perfect right angles.", "endoftext": false }, { "action": "You memorize azzev", "response": "You commit the azzev spell to memory.\nA cloud of green smoke gathers and swirls in the air like cream poured\ninto soup, and a vision briefly appears...\n\nA wily gentleman casts a dazzling spell onto an ingot of silver, and\nit becomes gold! He is enriched, but unsurprised.\nYou commit the azzev spell to memory.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na coffer (which is open but empty)\nan old document\na colour chart\na length of light rope\na boomerang (providing light)\na tiny lump of tin ore (providing light)\nyour formal credentials\na shard of pottery (providing light)\na small wickerwork hamper (which is open but empty)\nfour arrows\na drum (which is empty)\na bow\nthe \"destruction order\"\nExperimental Spell Book #5\nyour Ambassador's trunk (which is open)\na hand telescope\na brass lantern (providing light)\nThe Guide For Travellers To The Lower Northlands and Surrounding\nProvinces\nsome provisions - a joint of cured ham, a hunk of cheese and a clove\nof garlic", "endoftext": false }, { "action": "You memorize ruther", "response": "You commit the ruther spell to memory.", "endoftext": false }, { "action": "Ruther tin", "response": "(This powerful enchantment easily cancels the earlier \"chiaro\" spell.)", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na coffer (which is open but empty)\nan old document\na colour chart\na length of light rope\na boomerang (providing light)\na tiny lump of lead ore\nyour formal credentials\na shard of pottery (providing light)\na small wickerwork hamper (which is open but empty)\nfour arrows\na drum (which is empty)\na bow\nthe \"destruction order\"\nExperimental Spell Book #5\nyour Ambassador's trunk (which is open)\na hand telescope\na brass lantern (providing light)\nThe Guide For Travellers To The Lower Northlands and Surrounding\nProvinces\nsome provisions - a joint of cured ham, a hunk of cheese and a clove\nof garlic", "endoftext": false }, { "action": "Ruther lead", "response": "power! And it is transmuted into a gleaming uncut diamond.", "endoftext": false }, { "action": "You look at the coffer", "response": "The coffer is empty.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\na coffer (which is open but empty)\nan old document\na colour chart\na length of light rope\na boomerang (providing light)\na gleaming uncut diamond\nyour formal credentials\na shard of pottery (providing light)\na small wickerwork hamper (which is open but empty)\nfour arrows\na drum (which is empty)\na bow\nthe \"destruction order\"\nExperimental Spell Book #5\nyour Ambassador's trunk (which is open)\na hand telescope\na brass lantern (providing light)\nThe Guide For Travellers To The Lower Northlands and Surrounding\nProvinces\nsome provisions - a joint of cured ham, a hunk of cheese and a clove\nof garlic", "endoftext": false }, { "action": "You examine the telescope", "response": "One thing about your home, the Duchy: you may not be a very powerful\nrealm, but you certainly are fine inventors and craftsmen. Take this\nten-inch brass \"telescope\", for example. Distant objects that you look\nat through the telescope actually seem closer to you!", "endoftext": false }, { "action": "Ruther diamond", "response": "The magic has no effect, perhaps because the diamond's crystalline\nstructure is too strong.", "endoftext": false }, { "action": "Ruther lantern", "response": "You commit the ruther spell to memory.\nThe spell misfires, perhaps because the brass lantern is not pure but\na mixture or an alloy.", "endoftext": false }, { "action": "You look", "response": "The serene white illumination comes as a shock to your eyes after\nfollowing dim lamplight for so long, but this chamber is patient while\nyou blink; a circular room with smooth walls and concentric steps down\nto a shallow well.\n\nThe Stone itself is resting in the well: an obelisk whose irregular\nfacets contrast so sharply with the perfect roundness of the walls\nthat it almost seems alive.", "endoftext": true }, { "action": "Go downward", "response": "The Adventurer was guarding the only entrance.", "endoftext": false }, { "action": "Go north", "response": "The corridor funnels out into a chamber, turning once again to the\nsouth. Though smoother, the walls become hung with cobwebs and you\nhave a sense of disturbing centuries of quiet.", "endoftext": false }, { "action": "You go to the west", "response": "This is a pale corridor filled with a cold, pearly light, ranging from near-darkness at the southern end to a bright glow from the east.", "endoftext": false }, { "action": "Ruther arsenic", "response": "You commit the ruther spell to memory.\nBlue magical light crackles over the doorway, abating to leave it...\ngreenly glowing.", "endoftext": false }, { "action": "Go south", "response": "An upward slope from the arched doorway to north, this is an irregular\nburrow wriggled out of soft earth. Strange tracks have been dragged,\nmaking wavy lines which meet at the distant top, where the burrow\nopens out.", "endoftext": false }, { "action": "You examine the doorway", "response": "The doorway glows with green phosphorescence.", "endoftext": false }, { "action": "Go upwards", "response": "Hollowed out like a wasp's nest in a rotten apple, this almost-sealed\nden can only be one thing.\n\ncreature, curled up, half-hornet, half-prawn. It looks as if it would\nfall to dust if you so much as looked at it.\n\nA glistening, pulsing egg, rocks back and forth erratically. It seems\nclose to hatching! A dull, humid heat radiates out from it, and you\nsense effort and anger.", "endoftext": false }, { "action": "You examine corpse", "response": "You so much as look at the creature's body, and it falls to dust!", "endoftext": false }, { "action": "Azzev", "response": "A cloud of green smoke gathers and swirls in the air like cream poured\ninto soup, and a vision briefly appears...\n\nA magnificent hornet-creature, in its death-throes, laying one final\negg.", "endoftext": false }, { "action": "You consult Guide Book about the hornet", "response": "into the population. Modern historians feel that this is merely a\nsymbol of deep insecurity.", "endoftext": false }, { "action": "You hit the egg", "response": "If anything could accelerate hatching, pushing the egg around might.\nIf only you could cause it to crack open somewhere!", "endoftext": true }, { "action": "Look around", "response": "Hollowed out like a wasp's nest in a rotten apple, this almost-sealed\nden can only be one thing.\n\nA glistening, pulsing egg, rocks back and forth erratically. It seems\nclose to hatching! A dull, humid heat radiates out from it, and you\nsense effort and anger.", "endoftext": false }, { "action": "You examine the Spell Book", "response": "The chiaro spell (cause inanimate object to radiate light).\nThe jilnix spell (summon small plague of insects).\nThe piroo spell (unfasten object).\nThe azzev spell (view the past).\nThe ruther spell (transmute pure chemical elements).", "endoftext": false }, { "action": "You learn the piroo", "response": "You commit the piroo spell to memory once again.", "endoftext": false }, { "action": "Jilnix egg", "response": "As your brows frown, the air around you gathers with vile winged\ninsects, which surge forward to plague the glistening egg. They are\nunable to make any inroad into the eggshell.", "endoftext": false }, { "action": "Piroo egg", "response": "Nothing happens, perhaps because the glistening egg was already\nunfastened.", "endoftext": false }, { "action": "You look", "response": "Smothered in a suffocating red haze, half-conscious at best, your\nposition seems hopeless. The lily's membrane is tough as\ncrocodile-skin and beyond it is perhaps a thousand feet of water? The\npressure seals you in as well as any rockfall could. Indeed, only the\npressure makes it possible at all for one Ambassador and one giant\nhatched lizard to share a space barely six feet in diameter.\n\nThe creature wriggles, dripping a saliva that burns to the touch, but\nseems lapsed back into embryonic sleep.", "endoftext": false }, { "action": "You look at the creature", "response": "A sleek, beautiful marvel, half-insect, half-reptile. Its gauzy wings\nare only undeveloped stubs and a little amniotic fluid still coats\nthem; but its sting, painted like a brimstone butterfly, looks deadly\nalready.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na coffer (which is open but empty)\nan old document\na colour chart\na length of light rope\na boomerang (providing light)\na gleaming uncut diamond\nyour formal credentials\na shard of pottery (providing light)\na small wickerwork hamper (which is open but empty)\nfour arrows\na drum (which is empty)\na bow\nthe \"destruction order\"\nExperimental Spell Book #5\nyour Ambassador's trunk (which is open)\na hand telescope\na brass lantern (providing light)\nThe Guide For Travellers To The Lower Northlands and Surrounding\nProvinces\nsome provisions - a joint of cured ham, a hunk of cheese and a clove\nof garlic\n\nThe compression tightens.\n\nThe creature wriggles in sleep, stirring.", "endoftext": false }, { "action": "You learn the piroo", "response": "You commit the piroo spell to memory once again.", "endoftext": false }, { "action": "Piroo lily", "response": "Abruptly the lily-pod bursts. A detached observer would think its\ngraceful explosion reminiscent of seeds released onto a spring wind.\nBut with the pressure of the water smashing into you like a hammer,\nyou are soon detached from all observation, all reminiscence.", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\nThe membrane walls exude some kind of digestive fluid.", "endoftext": false }, { "action": "You wake creature", "response": "The hornet sleeps soundly (thank heavens).\n\nThe membrane walls exude some kind of digestive fluid.", "endoftext": false }, { "action": "Azzev", "response": "A cloud of green smoke gathers and swirls in the air like cream poured\ninto soup, and a vision briefly appears...\n\nA highly disconcerting montage of plant and animal life being digested wholesale.\n\nYour shoulders are being folded together, like a recalcitrant\ncardboard box.\n\nThe creature wriggles in sleep, stirring.", "endoftext": false }, { "action": "Spells", "response": "The jilnix spell is indelibly etched on your memory. Other than that,\nyou have the piroo spell (twice) and chiaro spell memorised.\n\nThe hatchling wriggles in sleep, stirring.", "endoftext": false }, { "action": "Jilnix lily", "response": "There really is no situation so unpleasant you can't make it worse, is\nthere?\n\nThe pressure is now almost unbearable!", "endoftext": false }, { "action": "Jilnix hatchlinjilnix hatchling", "response": "There really is no situation so unpleasant you can't make it worse, is\nthere?\n\nWith a sudden convulsion of fibres, the lily pod crunches you up\nentirely, with merciful speed.", "endoftext": false }, { "action": "You give the garlic to creature", "response": "The hornet sleeps soundly (thank heavens).", "endoftext": false }, { "action": "You shoot the hornet", "response": "What, in this confined space?\n\nThe compression tightens.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\na coffer (which is open but empty)\nan old document\na colour chart\na length of light rope\na boomerang (providing light)\na gleaming uncut diamond\nyour formal credentials\na shard of pottery (providing light)\na small wickerwork hamper (which is open but empty)\nfour arrows\na drum (which is empty)\na bow\nthe \"destruction order\"\nExperimental Spell Book #5\nyour Ambassador's trunk (which is open)\na hand telescope\na brass lantern (providing light)\nThe Guide For Travellers To The Lower Northlands and Surrounding\nProvinces\nsome provisions - a joint of cured ham, a hunk of cheese and a clove\nof garlic\n\nThe compression tightens.", "endoftext": false }, { "action": "You burn lily", "response": "The membrane seems impervious to everything.\n\nThe hornet wriggles in sleep, talons rustling.", "endoftext": false }, { "action": "Bite lily", "response": "The membrane seems impervious to everything.\n\nThe membrane walls exude some kind of digestive fluid.", "endoftext": false }, { "action": "Spells", "response": "The jilnix spell is indelibly etched on your memory. Other than that,\nyou have the piroo spell and chiaro spell memorised.", "endoftext": false }, { "action": "You kick the lily", "response": "The membrane seems impervious to everything.\n\nYour shoulders are being folded together, like a recalcitrant\ncardboard box.", "endoftext": false }, { "action": "Ruther lily", "response": "The spell misfires, perhaps because the lily membrane is not pure but\na mixture or an alloy.\n\nThe pressure is now almost unbearable!", "endoftext": false }, { "action": "You shoot arrow at the lily", "response": "What, in this confined space?\n\nWith a sudden convulsion of fibres, the lily pod crunches you up\nentirely, with merciful speed.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na coffer (which is open but empty)\nan old document\na colour chart\na length of light rope\na boomerang (providing light)\na gleaming uncut diamond\nyour formal credentials\na shard of pottery (providing light)\na small wickerwork hamper (which is open but empty)\nfour arrows\na drum (which is empty)\na bow\nthe \"destruction order\"\nExperimental Spell Book #5\nyour Ambassador's trunk (which is open)\na hand telescope\na brass lantern (providing light)\nThe Guide For Travellers To The Lower Northlands and Surrounding\nProvinces\nsome provisions - a joint of cured ham, a hunk of cheese and a clove\nof garlic\n\nThe creature wriggles in sleep, perhaps dreaming.", "endoftext": false }, { "action": "You feed the cheese to the creature", "response": "The hornet sleeps soundly (thank heavens).", "endoftext": true }, { "action": "Look around", "response": "Smothered in a suffocating red haze, half-conscious at best, your\nposition seems hopeless. The lily's membrane is tough as\ncrocodile-skin and beyond it is perhaps a thousand feet of water? The\npressure seals you in as well as any rockfall could. Indeed, only the\npressure makes it possible at all for one Ambassador and one giant\nhatched lizard to share a space barely six feet in diameter.\n\nThe creature wriggles, dripping a saliva that burns to the touch, but\nseems lapsed back into embryonic sleep.\n\nThe creature wriggles in sleep, stirring.", "endoftext": false }, { "action": "Fill drum", "response": "But there's no water here to carry.\n\nThe compression tightens.", "endoftext": false }, { "action": "You enter the coffer", "response": "That's not something you can enter.\n\nThe compression tightens.", "endoftext": false }, { "action": "Memorise ruther", "response": "You commit the ruther spell to memory.\n\nThe compression tightens.", "endoftext": false }, { "action": "Ruther telescope", "response": "The spell misfires, perhaps because the hand telescope is not pure but\na mixture or an alloy.\n\nThe creature wriggles in sleep, stirring.", "endoftext": false }, { "action": "Ruther creature", "response": "The spell misfires, perhaps because the embryonic hornet is not pure\nbut a mixture or an alloy.", "endoftext": false }, { "action": "You open the pod", "response": "The membrane seems impervious to everything.", "endoftext": false }, { "action": "Spells", "response": "The jilnix spell is indelibly etched on your memory. Other than that,\nyou have the ruther spell, piroo spell and chiaro spell memorised.\n\nThe membrane walls exude some kind of digestive fluid.", "endoftext": false }, { "action": "Piroo creature", "response": "Nothing happens, perhaps because the embryonic hornet was already\nunfastened.", "endoftext": false }, { "action": "Chiaro diamond", "response": "The magic has no effect, perhaps because the diamond's crystalline\nstructure is too strong.\n\nThe hatchling wriggles in sleep, perhaps dreaming.", "endoftext": false }, { "action": "You search the hornet", "response": "You find nothing of interest.\n\nYour shoulders are being folded together, like a recalcitrant\ncardboard box.\n\nThe hornet wriggles in sleep, talons rustling.", "endoftext": false }, { "action": "Ruther window", "response": "The spell misfires, perhaps because the quartz window is not pure but\na mixture or an alloy.", "endoftext": false }, { "action": "You cut the window", "response": "Cutting that up would achieve little.", "endoftext": false }, { "action": "You look in the window", "response": "Tantalisingly, you can only see darkness within.", "endoftext": false }, { "action": "Chiaro window", "response": "The spell dissipates, perhaps because the quartz window is already\ngiving off light.", "endoftext": false }, { "action": "You look at the window through telescope", "response": "The quartz window is too close to you to make that worthwhile.", "endoftext": false }, { "action": "Ruther wall", "response": "(the masoned wall)\nThe spell misfires, perhaps because the masoned wall is not pure but a\nmixture or an alloy.", "endoftext": false }, { "action": "You memorize ruther", "response": "That would be highly hazardous!\nYou commit the ruther spell to memory.", "endoftext": false }, { "action": "Ruther doorway", "response": "You commit the ruther spell to memory once again.\nBlue magical light crackles over the doorway, reconstituting the\npoison on the archway.", "endoftext": false }, { "action": "You look at the doorway", "response": "coated with a runny, nasty-looking paste which drips out of tiny\npores.", "endoftext": false }, { "action": "Ruther doorway", "response": "Blue magical light crackles over the doorway, abating to leave it...\ngreenly glowing.", "endoftext": false }, { "action": "You examine the doorway", "response": "The doorway glows with green phosphorescence.", "endoftext": false }, { "action": "Go south", "response": "An upward slope from the arched doorway to north, this is an irregular\nburrow wriggled out of soft earth. Strange tracks have been dragged,\nmaking wavy lines which meet at the distant top, where the burrow\nopens out.", "endoftext": false }, { "action": "Ruther doorway", "response": "Blue magical light crackles over the doorway, reconstituting the\npoison on the archway.", "endoftext": false }, { "action": "Go south", "response": "As you pass through the archway, clouds of vapour and drips of arsenic\nseep into your nose and ears! Death is immediate.", "endoftext": false }, { "action": "Go north", "response": "An expanse of shingle and boulders sloping haphazardly across an irregularly-shaped floor a hundred feet across, only smoothed out at\nits centre by a stream which pools just to the north. A furrow in the\nrocky walls leads southwest, alongside a scree-fall which lies roughly\nsouth; while the cave narrows into a canyon to the east.\n\nThe cone of the cedar hangs vertiginously over you, its tip perhaps 9\nfeet off the floor.\n\nAn improvised ladder of sticks, lashed together with vines and\ncreepers, rests against the tip of the cedar, leading up into its\nbranches.\n\nYou can also see a joint of cured ham here.", "endoftext": false }, { "action": "You go south", "response": "An upward slope from the arched doorway to north, this is an irregular\nburrow wriggled out of soft earth. Strange tracks have been dragged,\nmaking wavy lines which meet at the distant top, where the burrow\nopens out.\n\nYou can see a joint of cured ham here.", "endoftext": false }, { "action": "You eat the banana", "response": "Delicious! Just as you reach the last morsel, there is another\nblinding flash of light.\n\nThe hornet wriggles in sleep, stirring.", "endoftext": false }, { "action": "Piroo lily", "response": "Abruptly the lily-pod bursts. A detached observer would think its\ngraceful explosion reminiscent of seeds released onto a spring wind.\nBut with the pressure of the water smashing into you like a hammer,\nyou are soon detached from all observation, all reminiscence.", "endoftext": false }, { "action": "You wake the hornet", "response": "The hornet sleeps soundly (thank heavens).\n\nThe hatchling wriggles in sleep, talons rustling.", "endoftext": false }, { "action": "You kick the hornet", "response": "Does it not occur to you that you and the hornet are in the same boat,\nor in this case the same submarine?\n\nThe compression tightens.", "endoftext": false }, { "action": "You examine the hornet", "response": "A sleek, beautiful marvel, half-insect, half-reptile. Its gauzy wings\nare only undeveloped stubs and a little amniotic fluid still coats\nthem; but its sting, painted like a brimstone butterfly, looks deadly\nalready.\n\nThe creature wriggles in sleep, perhaps dreaming.", "endoftext": false }, { "action": "You examine the sting", "response": "The tip slightly exudes some kind of poison.\n\nThe membrane walls exude some kind of digestive fluid.", "endoftext": false }, { "action": "Poison arrow", "response": "You'll have to be more exact about how to do that.\n\nYour shoulders are being folded together, like a recalcitrant\ncardboard box.", "endoftext": false }, { "action": "Break stinger", "response": "You'd have to be very careful about that.\n\nYour shoulders are being folded together, like a recalcitrant\ncardboard box.", "endoftext": false }, { "action": "You shoot the hornet", "response": "What, in this confined space?", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\na coffer (which is open but empty)\nan old document\na colour chart\na length of light rope\na boomerang (providing light)\nyour formal credentials\na shard of pottery (providing light)\na small wickerwork hamper (which is open but empty)\nfour arrows\na bow\nthe \"destruction order\"\nExperimental Spell Book #5\nyour Ambassador's trunk (which is open)\na hand telescope\na brass lantern (providing light)\nThe Guide For Travellers To The Lower Northlands and Surrounding\nProvinces\nsome provisions - a joint of cured ham, a hunk of cheese and a clove\nof garlic\n\nThe pressure is now almost unbearable!", "endoftext": false }, { "action": "You put the ham on the stinger", "response": "Putting things on the stinger would achieve nothing.\n\nWith a sudden convulsion of fibres, the lily pod crunches you up\nentirely, with merciful speed.", "endoftext": false }, { "action": "Hint", "response": "N = next subject P =\nRETURN = read subject Q = re\nsume game\n\n> Instructions: How to play this game\nBriefings: A diplomatic background\nHints: During the Procession\nThe Customs House\nAmongst the Foundations\nLedge and Surroundings\nCedar and Cave Floor\nEgg Chamber and Lily\nHints: Casting Spells\nHints: General", "endoftext": false }, { "action": "P.", "response": "N = next subject P =\nRETURN = read subject Q = re\nsume game\n\nInstructions: How to play this game\nBriefings: A diplomatic background\nHints: During the Procession\nThe Customs House\nAmongst the Foundations\nLedge and Surroundings\nCedar and Cave Floor\nEgg Chamber and Lily\nHints: Casting Spells\n> Hints: General", "endoftext": false }, { "action": "P.", "response": "N = next subject P =\nRETURN = read subject Q = re\nsume game\n\nInstructions: How to play this game\nBriefings: A diplomatic background\nHints: During the Procession\nThe Customs House\nAmongst the Foundations\nLedge and Surroundings\nCedar and Cave Floor\nEgg Chamber and Lily\n> Hints: Casting Spells\nHints: General", "endoftext": false }, { "action": "P.", "response": "N = next subject P =\nRETURN = read subject Q = re\nsume game\n\nInstructions: How to play this game\nBriefings: A diplomatic background\nHints: During the Procession\nThe Customs House\nAmongst the Foundations\nLedge and Surroundings\nCedar and Cave Floor\n> Egg Chamber and Lily\nHints: Casting Spells\nHints: General\nEgg Chamber and Lily\nN = next subject P =\nRETURN = read subject Q = prev\nious menu\n\n> Can the creature be revived?\nWhen will the egg hatch?\nWill the amniotic fluid harm my hands?\nThe lily is crushing me.\nMy possessions are lost!\nCan I go back to the house for something?\nWhat's the broad leaf for?", "endoftext": false }, { "action": "You go north", "response": "N = next subject P =\nRETURN = read subject Q = prev\nious menu\n\nCan the creature be revived?\n> When will the egg hatch?\nWill the amniotic fluid harm my hands?\nThe lily is crushing me.\nMy possessions are lost!\nCan I go back to the house for something?\nWhat's the broad leaf for?", "endoftext": false }, { "action": "You go to the north", "response": "N = next subject P =\nRETURN = read subject Q = prev\nious menu\n\nCan the creature be revived?\nWhen will the egg hatch?\n> Will the amniotic fluid harm my hands?\nThe lily is crushing me.\nMy possessions are lost!\nCan I go back to the house for something?\nWhat's the broad leaf for?", "endoftext": false }, { "action": "You go to the north", "response": "N = next subject P =\nRETURN = read subject Q = prev\nious menu\n\nCan the creature be revived?\nWhen will the egg hatch?\nWill the amniotic fluid harm my hands?\n> The lily is crushing me.\nMy possessions are lost!\nCan I go back to the house for something?\nWhat's the broad leaf for?\n(Press H for more, or SPACE to return.)\n\nYou must find a way of immobilising it, without exploding it.\nEgg Chamber and Lily\nN = next subject P =\nRETURN = read subject Q = prev\nious menu\n\nCan the creature be revived?\nWhen will the egg hatch?\nWill the amniotic fluid harm my hands?\n> The lily is crushing me.\nMy possessions are lost!\nCan I go back to the house for something?\nWhat's the broad leaf for?\n(Press H for more, or SPACE to return.)\n\nYou must find a way of immobilising it, without exploding it.", "endoftext": false }, { "action": "You squeeze the stinger", "response": "With extreme care you squeeze the hornet's stinger, and poison drips\nout to form a tiny pool in the base of the lily pod. In this\ncompressed space you're just able to keep your feet out of it, for the\ntime it takes to soak into the membrane walls of the pod.", "endoftext": false }, { "action": "You wait for a while", "response": "Time passes.\n\nThere is a hissing sound from the base of the pod.\n\nThe hatchling wriggles in sleep, stirring.", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\npoison! The whole pod rocks a little in the underwater currents,\nfraying away from the stalk.", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\nSuddenly the pod pulls free, and although you can see nothing of the\nwaters outside, your best guess is that it's drifting westward and\nrising slightly.\n\nYou begin to feel a certain concern for, of all things, your\nbelongings. When the pod collapses, what will the water do to them?", "endoftext": false }, { "action": "Piroo", "response": "Abruptly the lily-pod bursts. A detached observer would think its\ngraceful explosion reminiscent of seeds released onto a spring wind.\nBut with the pressure of the water smashing into you like a hammer,\nyou are soon detached from all observation, all reminiscence.", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\nThe pod bumps against an obstacle, checking its westward motion. Now\nit is only rising, rising.\n\nThe hatchling wriggles in sleep, stirring.", "endoftext": false }, { "action": "You put all in the coffer", "response": "old document: Done.\ncolour chart: Done.\nlength of light rope: Done.\nboomerang: Done.\ngleaming uncut diamond: Done.\nformal credentials: Done.\nshard of pottery: Done.\nsmall wickerwork hamper: Done.\narrow: Done.\narrow: Done.\narrow: Done.\ndrum: Done.\narrow: Done.\nbow: Done.\nhandwritten note: Done.\nExperimental Spell Book #5: Done.\nAmbassador's trunk: Done.\nbrass lantern: Done.\nThe Guide For Travellers To The Lower Northlands and Surrounding\nProvinces: Done.\njoint of cured ham: Done.\nhunk of cheese: Done.\nclove of garlic: Done.\n\nFinally the pod breaks surface and bursts into disparate leaves, no\nlonger bound up by the pressure. In confusion you strike out, treading\nwater, but after a couple of minutes' panic realise that the water is\nonly waist deep here. You wade toward a slight light.\n\nFrom the natural light, dim and far above, you'd guess this cave was distinctly higher up than the cedar-cavern floor. A natural limestone\ncavity, beautiful and thankfully unused, it's a chance to rest and\nthink. A single winding path leads vaguely north.\n\nA burnished lantern lies discarded in the sand.\n\nDead leaves float out on the water, but of the hornet there is no\ntrace.\n\nOne broad leaf, though, has washed up beside you.", "endoftext": false }, { "action": "You put all in the coffer", "response": "old document: Done.\ncolour chart: Done.\nlength of light rope: Done.\nboomerang: Done.\ngleaming uncut diamond: Done.\nformal credentials: Done.\nshard of pottery: Done.\nsmall wickerwork hamper: Done.\narrow: Done.\narrow: Done.\narrow: Done.\ndrum: Done.\narrow: Done.\nbow: Done.\nhandwritten note: Done.\nExperimental Spell Book #5: Done.\nAmbassador's trunk: Done.\nbrass lantern: Done.\nThe Guide For Travellers To The Lower Northlands and Surrounding\nProvinces: Done.\njoint of cured ham: Done.\nhunk of cheese: Done.\nclove of garlic: Done.\n\nSuddenly the pod pulls free, and although you can see nothing of the\nwaters outside, your best guess is that it's drifting westward and\nrising slightly.\n\nYou begin to feel a certain concern for, of all things, your\nbelongings. When the pod collapses, what will the water do to them?\n\nThe hatchling wriggles in sleep, stirring.", "endoftext": false }, { "action": "You close the coffer", "response": "You close the coffer.\n\nThe pod bumps against an obstacle, checking its westward motion. Now\nit is only rising, rising.\n\nThe hornet wriggles in sleep, talons rustling.", "endoftext": false }, { "action": "You take the coffer", "response": "You already have that.\n\nFinally the pod breaks surface and bursts into disparate leaves, no\nlonger bound up by the pressure. In confusion you strike out, treading\nwater, but after a couple of minutes' panic realise that the water is\nonly waist deep here. You wade toward a slight light.\n\nFrom the natural light, dim and far above, you'd guess this cave was distinctly higher up than the cedar-cavern floor. A natural limestone\ncavity, beautiful and thankfully unused, it's a chance to rest and\nthink. A single winding path leads vaguely north.\n\nA burnished lantern lies discarded in the sand.\n\nDead leaves float out on the water, but of the hornet there is no\ntrace.\n\nOne broad leaf, though, has washed up beside you.", "endoftext": false }, { "action": "You get the leaf and the lantern", "response": "broad green leaf: Taken.\nburnished lantern: Taken.", "endoftext": false }, { "action": "You take it", "response": "You are carrying:\na burnished lantern\na broad green leaf\n\nYou already have that.", "endoftext": false }, { "action": "You examine the lantern", "response": "The burnished lantern is currently switched off.", "endoftext": false }, { "action": "Spells", "response": "The jilnix spell is indelibly etched on your memory. Other than that,\nyou have the piroo spell and chiaro spell memorised.", "endoftext": false }, { "action": "Go north", "response": "It is pitch black. You are in danger of falling into a pit if you move\naround in this.", "endoftext": false }, { "action": "You turn on the lantern", "response": "You light the lantern.\n\nThis is only half a cave; the western half, to be exact. It's a dark\nplace full of crevices (you would have missed the stony passage back\nsouth if you hadn't already known about it). Boxes, bottles and crates\nare stored here, and to judge from scrape-marks are used by whoever\nlives through the broad passage northwest.\n\nWhat divides this cave is a solid, floor-to-ceiling stone wall running\nnorth to south, masoned with mortar and seemingly recent. You feel\nquite certain that the cave continues.\n\nThe stub of a stock-keeper's note lies forgotten beside the stores.", "endoftext": false }, { "action": "You examine the stub", "response": "Just the torn end of a tally-sheet of some kind:\n\n\nMake of that what you will!", "endoftext": false }, { "action": "Examine boxes", "response": "The stores piled up here are heavy and there's quite a supply,\ncovering half the wall: enough for a dozen men to last out for weeks.", "endoftext": false }, { "action": "Search boxes", "response": "You manage to uncover what seems to be a secret doorway in the masoned\nwall. An emergency escape-route, prudently added by whoever is using\nthe stores?", "endoftext": false }, { "action": "You open the door", "response": "You open the secret door.", "endoftext": false }, { "action": "You go to the east", "response": "This is only half a cave; the eastern half, to be exact. It's a dark\nplace full of crevices (you would have missed the slide passage back\nnorth if you hadn't already known about it); chief among them a\ndistinctive triangular cavity, 1 foot or so high, and blocked by a\nrough quartz window.\n\nthe cave, after all.", "endoftext": false }, { "action": "Go west", "response": "This is only half a cave; the western half, to be exact. It's a dark\nplace full of crevices (you would have missed the stony passage back\nsouth if you hadn't already known about it). Boxes, bottles and crates\nare stored here, and to judge from scrape-marks are used by whoever\nlives through the broad passage northwest.\n\nthe cave, after all.", "endoftext": false }, { "action": "Go northwest", "response": "Wheel Cave (South)\nA circular corridor-cave, like a cartwheel's rim and unmistakably\nartificial. Yet no mason of the Duchy could cut so smooth a wall! The\narc hoops around northeast and northwest, while a broad passage runs\nsoutheast back to the stores.", "endoftext": false }, { "action": "You go northeast", "response": "Wheel Cave (East)\nA circular corridor-cave, like a cartwheel's rim and unmistakably\nartificial. The arc hoops around northwest and southwest.\n\nA white scroll, in pristine condition, rests in a niche.", "endoftext": false }, { "action": "You examine the scroll", "response": "The scroll reads \"ploor spell (nation shall speak peace unto nation)\".", "endoftext": false }, { "action": "You go northwest", "response": "Wheel Cave (North)\nA circular corridor-cave, like a cartwheel's rim and unmistakably\nartificial. The arc hoops around southwest and southeast.\n\nOn the northern wall is a wooden rack, of the kind used by bakers to\ncool cakes, or painters to dry watercolours.\n\nOn the wooden rack are seven unwritten vellum scrolls.", "endoftext": false }, { "action": "You look at the scroll", "response": "The scroll is as yet unwritten.", "endoftext": false }, { "action": "You get all", "response": "wooden rack: That's fixed in place.", "endoftext": false }, { "action": "You get all from the rack", "response": "unwritten vellum scroll: Removed.\nunwritten vellum scroll: Removed.\nunwritten vellum scroll: Removed.\nunwritten vellum scroll: Removed.\nunwritten vellum scroll: Removed.\nunwritten vellum scroll: Removed.\nunwritten vellum scroll: Removed.", "endoftext": false }, { "action": "You go southwest", "response": "Wheel Cave (West)\nA circular corridor-cave, like a cartwheel's rim and unmistakably\nartificial. The arc hoops around northeast and southeast.\n\nof the great wheel.\n\nA clear funnel chimney rises vertically up, like a glass-blower's vent\nor something from a furnace, lined with smooth-curving brick.\n\nBeneath the chimney is a huge, irregular, metallic lodestone,\npresumably a meteor fallen to earth.\n\nA thick, viscous green beam of magical light reflects from the meteor\nthrough a right-angle: straight upward through the chimney, to a level\npath east through the archway.", "endoftext": false }, { "action": "You look at the scroll", "response": "Which do you mean, an unwritten vellum scroll or the white scroll in\npristine condition?", "endoftext": false }, { "action": "Unwritten", "response": "The scroll is as yet unwritten.", "endoftext": false }, { "action": "Go east", "response": "The presence everywhere of tools and instruments makes this place\nrather homely to a Duchy-born man like yourself: it's like a smithy,\nbut of the colours of light, not the alloys of metal.\n\nAt the workshop's centre is the Anvil, a hard stone mounting and,\nperhaps, the fulcrum of the new Northlands Empire that is to come. The\nbeam of light courses in through the eastern archway to strike the top\nof the Anvil dead-centre.\n\nworkshop, and can be turned anywhere on the calibrated dial from 1 to\n180 degrees. It now stands at 37.12.\n\nwooden cot, apparently in a deep sleep or coma.\n\nOn the floor beneath Clotspinner's outstretched hand are the fragments\nof a broken glass prism, smashed by the fall. It's a tableau like a\nnarrative painting: you feel a curious urge to disturb nothing.", "endoftext": false }, { "action": "You look at Clotspinner", "response": "One of the few wise men to be widely known across the continent, he is Clotspinner, renowned for his optical experiments. They've\nrevolutionised the practice of lense-making in the Duchy, but the\nEmpress was far less impressed with such footling activities. Nothing\nhas been known of him since his \"resignation\" from the Imperial\nAcademy -- until now, that is.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nseven unwritten vellum scrolls (which is unwritten)\na white scroll in pristine condition (of the ploor spell)\na stub of a stock-keeper's note\na burnished lantern (providing light)\na broad green leaf", "endoftext": false }, { "action": "You wake Clotspinner", "response": "Clotspinner lies prone, close to death, his pulse thready and weak,\nhis breath too slight to feel on your hand. Surely nothing on earth\ncould revive him now.", "endoftext": false }, { "action": "You look at the dial", "response": "It seems to be possible to put something into it.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na coffer (which is open but empty)\nan old document\na colour chart\na length of light rope\na boomerang (providing light)\nyour formal credentials\na shard of pottery (providing light)\na small wickerwork hamper (which is open but empty)\nfour arrows\na bow\nthe \"destruction order\"\nExperimental Spell Book #5\nyour Ambassador's trunk (which is open)\na hand telescope\na brass lantern (providing light)\nThe Guide For Travellers To The Lower Northlands and Surrounding\nProvinces\nsome provisions - a banana, a joint of cured ham, a hunk of cheese\nand a clove of garlic", "endoftext": false }, { "action": "You drop all", "response": "coffer: Dropped.\nold document: Dropped.\ncolour chart: Dropped.\nlength of light rope: Dropped.\nboomerang: Dropped.\nformal credentials: Dropped.\nshard of pottery: Dropped.\nsmall wickerwork hamper: Dropped.\narrow: Dropped.\narrow: Dropped.\narrow: Dropped.\narrow: Dropped.\nbow: Dropped.\nhandwritten note: Dropped.\nExperimental Spell Book #5: Dropped.\nAmbassador's trunk: Dropped.\nbrass lantern: Dropped.\nThe Guide For Travellers To The Lower Northlands and Surrounding\nProvinces: Dropped.\nbanana: Dropped.\njoint of cured ham: Dropped.\nhunk of cheese: Dropped.\nclove of garlic: Dropped.", "endoftext": false }, { "action": "Go north", "response": "An expanse of shingle and boulders sloping haphazardly across an irregularly-shaped floor a hundred feet across, only smoothed out at\nits centre by a stream which pools just to the north. A furrow in the\nrocky walls leads southwest, alongside a scree-fall which lies roughly\nsouth; while the cave narrows into a canyon to the east.\n\nThe cone of the cedar hangs vertiginously over you, its tip perhaps 9\nfeet off the floor.\n\nAn improvised ladder of sticks, lashed together with vines and\ncreepers, rests against the tip of the cedar, leading up into its\nbranches.\n\nYour length of rope is here.\n\nYou can also see some provisions - a clove of garlic, a hunk of\ncheese, a joint of cured ham and a banana, The Guide For Travellers To\nThe Lower Northlands and Surrounding Provinces, a brass lantern\n(providing light), your Ambassador's trunk (in which is a hand\ntelescope), Experimental Spell Book #5, the handwritten note, a bow,\nfour arrows, a small wickerwork hamper (which is empty), a shard of\npottery (providing light), your formal credentials, a boomerang\n(providing light), a colour chart, an old document and a coffer (which\nis empty) here.", "endoftext": false }, { "action": "You light it", "response": "That's already on.", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\nThere is a hissing sound from the base of the pod.", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\npoison! The whole pod rocks a little in the underwater currents,\nfraying away from the stalk.\n\nThe creature wriggles in sleep, talons rustling.", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\nSuddenly the pod pulls free, and although you can see nothing of the\nwaters outside, your best guess is that it's drifting westward and\nrising slightly.\n\nYou begin to feel a certain concern for, of all things, your\nbelongings. When the pod collapses, what will the water do to them?\n\nThe hatchling wriggles in sleep, stirring.", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\nThe pod bumps against an obstacle, checking its westward motion. Now\nit is only rising, rising.\n\nThe hornet wriggles in sleep, perhaps dreaming.", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\nFinally the pod breaks surface and bursts into disparate leaves, no\nlonger bound up by the pressure. In confusion you strike out, treading\nwater, but after a couple of minutes' panic realise that the water is\nonly waist deep here. You wade toward a slight light.\n\nFrom the natural light, dim and far above, you'd guess this cave was distinctly higher up than the cedar-cavern floor. A natural limestone\ncavity, beautiful and thankfully unused, it's a chance to rest and\nthink. A single winding path leads vaguely north.\n\nA burnished lantern lies discarded in the sand.\n\nDead leaves float out on the water, but of the hornet there is no\ntrace.\n\nOne broad leaf, though, has washed up beside you.", "endoftext": false }, { "action": "You get the leaf and the lantern", "response": "broad green leaf: Taken.\nburnished lantern: Taken.", "endoftext": false }, { "action": "Go north", "response": "It is pitch black. You are in danger of falling into a pit if you move\naround in this.", "endoftext": false }, { "action": "You turn on the lantern", "response": "You light the lantern.\n\nThis is only half a cave; the western half, to be exact. It's a dark\nplace full of crevices (you would have missed the stony passage back\nsouth if you hadn't already known about it). Boxes, bottles and crates\nare stored here, and to judge from scrape-marks are used by whoever\nlives through the broad passage northwest.\n\nWhat divides this cave is a solid, floor-to-ceiling stone wall running\nnorth to south, masoned with mortar and seemingly recent. You feel\nquite certain that the cave continues.\n\nThe stub of a stock-keeper's note lies forgotten beside the stores.", "endoftext": false }, { "action": "You jump", "response": "(to the tree, presumably, rather than plunging into the abyss and\ncertain death)\nYou take a short run-up and leap across, just managing to catch the\nnearest branch! Painfully slowly, you haul yourself in.\n\nYou are perched inside the dense, broad first branches down from the\ncedar's roots, which splay across the rocky ceiling like buttresses on\na perpendicular gothic column. Through the dappled green cover, you\ncan just make out the long ledge, but it's too far up to jump across.\n\nA tree-house has been constructed here, though it's little more than a\nwooden lean-to on a log platform.", "endoftext": true }, { "action": "Go downwards", "response": "An expanse of shingle and boulders sloping haphazardly across an irregularly-shaped floor a hundred feet across, only smoothed out at\nits centre by a stream which pools just to the north. A furrow in the\nrocky walls leads southwest, alongside a scree-fall which lies roughly\nsouth; while the cave narrows into a canyon to the east.\n\nThe cone of the cedar hangs vertiginously over you, its tip perhaps 9\nfeet off the floor.\n\nAn improvised ladder of sticks, lashed together with vines and\ncreepers, rests against the tip of the cedar, leading up into its\nbranches.\n\nYour length of rope is here.\n\nYou can also see some provisions - a clove of garlic, a hunk of\ncheese, a joint of cured ham and a banana, The Guide For Travellers To\nThe Lower Northlands and Surrounding Provinces, your Ambassador's\ntrunk (in which is a hand telescope), Experimental Spell Book #5, the handwritten note, a bow, four arrows, a small wickerwork hamper (which\nis empty), a shard of pottery (providing light), your formal\ncredentials, a boomerang (providing light), a colour chart, an old\ndocument and a coffer (which is empty) here.", "endoftext": false }, { "action": "You get all", "response": "stream: You have nothing which will hold water.\ninverted cedar: You can't reach the tree from here.\nimprovised ladder: Taken.\nclove of garlic: Taken.\nhunk of cheese: Taken.\njoint of cured ham: Taken.\nbanana: Taken.\nThe Guide For Travellers To The Lower Northlands and Surrounding\nProvinces: Taken.\nAmbassador's trunk: Taken.\nExperimental Spell Book #5: Taken.\nhandwritten note: Taken.\nbow: Taken.\narrow: Taken.\narrow: Taken.\narrow: Taken.\narrow: Taken.\nsmall wickerwork hamper: Taken.\nshard of pottery: Taken.\nformal credentials: Taken.\nboomerang: Taken.\nlength of light rope: Taken.\ncolour chart: Taken.\nold document: Taken.\ncoffer: Taken.", "endoftext": false }, { "action": "You put the scroll in the Spell Book", "response": "Your spell book begins to glow softly. Almost imperceptibly, the\nbinding swells and closes over the edge of the white scroll in\npristine condition, which straightens and becomes the new ploor spell\npage. The book's brightness fades as the corners settle to perfect\nright angles.", "endoftext": false }, { "action": "You go northwest", "response": "Wheel Cave (North)\nA circular corridor-cave, like a cartwheel's rim and unmistakably\nartificial. The arc hoops around southwest and southeast.\n\nOn the northern wall is a wooden rack, of the kind used by bakers to\ncool cakes, or painters to dry watercolours.\n\nOn the wooden rack are seven unwritten vellum scrolls.", "endoftext": false }, { "action": "You get all", "response": "wooden rack: That's fixed in place.", "endoftext": false }, { "action": "You get all from the rack", "response": "unwritten vellum scroll: Removed.\nunwritten vellum scroll: Removed.\nunwritten vellum scroll: Removed.\nunwritten vellum scroll: Removed.\nunwritten vellum scroll: Removed.\nunwritten vellum scroll: Removed.\nunwritten vellum scroll: Removed.", "endoftext": false }, { "action": "You go southwest", "response": "Wheel Cave (West)\nA circular corridor-cave, like a cartwheel's rim and unmistakably\nartificial. The arc hoops around northeast and southeast.\n\nof the great wheel.\n\nA clear funnel chimney rises vertically up, like a glass-blower's vent\nor something from a furnace, lined with smooth-curving brick.\n\nBeneath the chimney is a huge, irregular, metallic lodestone,\npresumably a meteor fallen to earth.\n\nA thick, viscous green beam of magical light reflects from the meteor\nthrough a right-angle: straight upward through the chimney, to a level\npath east through the archway.", "endoftext": false }, { "action": "Ruther light", "response": "(the green light beam)\nThe beam is made of insubstantial light.", "endoftext": false }, { "action": "You memorize ruther", "response": "You commit the ruther spell to memory once again.", "endoftext": false }, { "action": "Ruther lodestone", "response": "The air around the meteor glows as it is transformed, slowly under the\nplay of the green light, into... a chalk formation, white and\nirregular. The beam now loses itself in the any-angled facets of the\nchalk.", "endoftext": false }, { "action": "Ruther chalk", "response": "The air around the chalk glows as it is transformed, slowly under the\nplay of the green light, back into the meteor, whose burnished surface\nthrows the beam back east through the archway!", "endoftext": false }, { "action": "You look", "response": "Wheel Cave (West)\nA circular corridor-cave, like a cartwheel's rim and unmistakably\nartificial. The arc hoops around northeast and southeast.\n\nof the great wheel.\n\nA clear funnel chimney rises vertically up, like a glass-blower's vent\nor something from a furnace, lined with smooth-curving brick.\n\nbecome, and into which the beam of magical light dissipates\nharmlessly.", "endoftext": false }, { "action": "Go east", "response": "The presence everywhere of tools and instruments makes this place\nrather homely to a Duchy-born man like yourself: it's like a smithy,\nbut of the colours of light, not the alloys of metal.\n\nAt the workshop's centre is the Anvil, a hard stone mounting and,\nperhaps, the fulcrum of the new Northlands Empire that is to come.\n\nworkshop, and can be turned anywhere on the calibrated dial from 1 to\n180 degrees. It now stands at 37.12.\n\nwooden cot, apparently in a deep sleep or coma.\n\nOn the floor beneath Clotspinner's outstretched hand are the fragments\nof a broken glass prism, smashed by the fall. It's a tableau like a\nnarrative painting: you feel a curious urge to disturb nothing.", "endoftext": false }, { "action": "Ruther prism", "response": "The spell misfires, perhaps because the fragments of prism is not pure\nbut a mixture or an alloy.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\nseven unwritten vellum scrolls\na coffer (which is open but empty)\nan old document\na colour chart\na length of light rope\na boomerang (providing light)\nyour formal credentials\na shard of pottery (providing light)\na small wickerwork hamper (which is open but empty)\nfour arrows\na bow\nthe \"destruction order\"\nExperimental Spell Book #5\nyour Ambassador's trunk (which is open)\na hand telescope\nThe Guide For Travellers To The Lower Northlands and Surrounding\nProvinces\nsome provisions - a banana, a joint of cured ham, a hunk of cheese\nand a clove of garlic\na stub of a stock-keeper's note\na burnished lantern (providing light)\na broad green leaf", "endoftext": false }, { "action": "Objects", "response": "Objects you have handled:\n\nthe fedora hat (lost)\nthe hand telescope (inside the Ambassador's trunk)\nThe Guide For Travellers To The Lower Northlands and Surrounding\nProvinces (held)\nthe sherbet (lost)\nthe jade figurine (lost)\nthe joint of cured ham (held)\nthe small wickerwork hamper (held)\nthe poisoned apple (lost)\nthe hunk of cheese (held)\nthe clove of garlic (held)\nthe jewelled scarab (lost)\nthe brass lantern (in Lily Pod)\nthe Ambassador's trunk (held)\nthe formal credentials (held)\nthe length of light rope (held)\nExperimental Spell Book #5 (held)\nthe handwritten note (held)\nthe platinum egg (lost)\nthe banana (held)\nthe improvised ladder (in Topmost Ledge)\nthe silver ingot (lost)\nthe boomerang (held)\nthe shard of pottery (held)\nthe coffer (held)\nthe old document (held)\nthe colour chart (held)\nthe spotless scroll (lost)\nthe bow (held)\nthe arrow (held)\nthe golden fir-cone (lost)\nthe arrow (held)\nthe arrow (held)\nthe drum (lost)\nthe gleaming uncut diamond (lost)\nthe black, memorial scroll (lost)\nthe arrow (held)\nthe burnished lantern (held)\nthe broad green leaf (held)\nthe stub of a stock-keeper's note (held)\nthe white scroll in pristine condition (lost)\nthe unwritten vellum scroll (held)\nthe unwritten vellum scroll (held)\nthe unwritten vellum scroll (held)\nthe unwritten vellum scroll (held)\nthe unwritten vellum scroll (held)\nthe unwritten vellum scroll (held)\nthe unwritten vellum scroll (held)", "endoftext": false }, { "action": "You turn the dial", "response": "Try turning it to a particular setting.", "endoftext": false }, { "action": "You turn the dial to 100", "response": "You rotate the mounting to 100.00.", "endoftext": false }, { "action": "You examine note", "response": "Which do you mean, the handwritten note or the stub of a\nstock-keeper's note?", "endoftext": false }, { "action": "You put the unwritten scroll in the dial", "response": "You put the unwritten vellum scroll on the calibrated swivel mounting.", "endoftext": false }, { "action": "You turn the dial to 180", "response": "You rotate the mounting to 180.00.", "endoftext": false }, { "action": "63", "response": "You rotate the mounting to 101.63.", "endoftext": false }, { "action": "You go east", "response": "The presence everywhere of tools and instruments makes this place\nrather homely to a Duchy-born man like yourself: it's like a smithy,\nbut of the colours of light, not the alloys of metal.\n\nAt the workshop's centre is the Anvil, a hard stone mounting and,\nperhaps, the fulcrum of the new Northlands Empire that is to come. The\nbeam of light courses in through the eastern archway to strike the top\nof the Anvil dead-centre.\n\nworkshop, and can be turned anywhere on the calibrated dial from 1 to\n180 degrees. It now stands at 101.63 and holds a sheet of vellum\npaper.\n\nwooden cot, apparently in a deep sleep or coma.\n\nOn the floor beneath Clotspinner's outstretched hand are the fragments\nof a broken glass prism, smashed by the fall. It's a tableau like a\nnarrative painting: you feel a curious urge to disturb nothing.", "endoftext": false }, { "action": "You get the scroll", "response": "(the unwritten vellum scroll)\nTaken.", "endoftext": false }, { "action": "You put it on Anvil", "response": "second.", "endoftext": false }, { "action": "You put the leaf in the dial", "response": "The mounting is clearly meant to hold something, but not a broad green\nleaf.", "endoftext": false }, { "action": "You look at the dial", "response": "It seems to be possible to put something into it.", "endoftext": false }, { "action": "You turn the dial to 11000", "response": "You rotate the mounting to 169.60.", "endoftext": false }, { "action": "You turn the dial to -1", "response": "Enter saved game to load: Ok.\n\nYou can't see any such thing.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\na coffer (which is open but empty)\nan old document\na colour chart\na length of light rope\na boomerang (providing light)\na gleaming uncut diamond\nyour formal credentials\na shard of pottery (providing light)\na small wickerwork hamper (which is open but empty)\nfour arrows\na drum (which is empty)\na bow\nthe \"destruction order\"\nExperimental Spell Book #5\nyour Ambassador's trunk (which is open)\na hand telescope\na brass lantern (providing light)\nThe Guide For Travellers To The Lower Northlands and Surrounding\nProvinces\nsome provisions - a joint of cured ham, a hunk of cheese and a clove\nof garlic", "endoftext": false }, { "action": "You drop all except the lantern", "response": "coffer: Dropped.\nold document: Dropped.\ncolour chart: Dropped.\nlength of light rope: Dropped.\nboomerang: Dropped.\ngleaming uncut diamond: Dropped.\nformal credentials: Dropped.\nshard of pottery: Dropped.\nsmall wickerwork hamper: Dropped.\narrow: Dropped.\narrow: Dropped.\narrow: Dropped.\ndrum: Dropped.\narrow: Dropped.\nbow: Dropped.\nhandwritten note: Dropped.\nExperimental Spell Book #5: Dropped.\nAmbassador's trunk: Dropped.\nThe Guide For Travellers To The Lower Northlands and Surrounding\nProvinces: Dropped.\njoint of cured ham: Dropped.\nhunk of cheese: Dropped.\nclove of garlic: Dropped.", "endoftext": false }, { "action": "You squeeze the stinger", "response": "With extreme care you squeeze the hornet's stinger, and poison drips\nout to form a tiny pool in the base of the lily pod. In this\ncompressed space you're just able to keep your feet out of it, for the\ntime it takes to soak into the membrane walls of the pod.", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\nThere is a hissing sound from the base of the pod.\n\nThe hatchling wriggles in sleep, perhaps dreaming.", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\npoison! The whole pod rocks a little in the underwater currents,\nfraying away from the stalk.", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\nSuddenly the pod pulls free, and although you can see nothing of the\nwaters outside, your best guess is that it's drifting westward and\nrising slightly.\n\nYou begin to feel a certain concern for, of all things, your\nbelongings. When the pod collapses, what will the water do to them?", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\nThe pod bumps against an obstacle, checking its westward motion. Now\nit is only rising, rising.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na brass lantern (providing light)\n\nFinally the pod breaks surface and bursts into disparate leaves, no\nlonger bound up by the pressure. In confusion you strike out, treading\nwater, but after a couple of minutes' panic realise that the water is\nonly waist deep here. You wade toward a slight light.\n\nFrom the natural light, dim and far above, you'd guess this cave was distinctly higher up than the cedar-cavern floor. A natural limestone\ncavity, beautiful and thankfully unused, it's a chance to rest and\nthink. A single winding path leads vaguely north.\n\nA burnished lantern lies discarded in the sand.\n\nDead leaves float out on the water, but of the hornet there is no\ntrace.\n\nOne broad leaf, though, has washed up beside you.", "endoftext": false }, { "action": "You take all", "response": "burnished lantern: Taken.\ndead leaves: You can't get to the pod's detritus from here.\nbroad green leaf: Taken.", "endoftext": false }, { "action": "Go north", "response": "This is only half a cave; the western half, to be exact. It's a dark\nplace full of crevices (you would have missed the stony passage back\nsouth if you hadn't already known about it). Boxes, bottles and crates\nare stored here, and to judge from scrape-marks are used by whoever\nlives through the broad passage northwest.\n\nWhat divides this cave is a solid, floor-to-ceiling stone wall running\nnorth to south, masoned with mortar and seemingly recent. You feel\nquite certain that the cave continues.\n\nThe stub of a stock-keeper's note lies forgotten beside the stores.", "endoftext": false }, { "action": "You go to the east", "response": "Though the cave undoubtedly extends east, the wall means you are\nunable to follow it.", "endoftext": false }, { "action": "You go southeast", "response": "This is only half a cave; the western half, to be exact. It's a dark\nplace full of crevices (you would have missed the stony passage back\nsouth if you hadn't already known about it). Boxes, bottles and crates\nare stored here, and to judge from scrape-marks are used by whoever\nlives through the broad passage northwest.\n\nWhat divides this cave is a solid, floor-to-ceiling stone wall running\nnorth to south, masoned with mortar and seemingly recent. You feel\nquite certain that the cave continues.", "endoftext": false }, { "action": "You search wall", "response": "(the masoned wall)\nYou find nothing of interest.", "endoftext": false }, { "action": "Go east", "response": "You manage to uncover what seems to be a secret doorway in the masoned\nwall. An emergency escape-route, prudently added by whoever is using\nthe stores?\n\nYou can't, since the secret door is in the way.", "endoftext": false }, { "action": "You go to the east", "response": "That's already open.\n\nThis is only half a cave; the eastern half, to be exact. It's a dark\nplace full of crevices (you would have missed the slide passage back\nnorth if you hadn't already known about it); chief among them a\ndistinctive triangular cavity, 1 foot or so high, and blocked by a\nrough quartz window.\n\nthe cave, after all.", "endoftext": true }, { "action": "Go downwards", "response": "An expanse of shingle and boulders sloping haphazardly across an irregularly-shaped floor a hundred feet across, only smoothed out at\nits centre by a stream which pools just to the north. A furrow in the\nrocky walls leads southwest, alongside a scree-fall which lies roughly\nsouth; while the cave narrows into a canyon to the east.\n\nThe cone of the cedar hangs vertiginously over you, its tip perhaps 9\nfeet off the floor.\n\nAn improvised ladder of sticks, lashed together with vines and\ncreepers, rests against the tip of the cedar, leading up into its\nbranches.\n\nYour length of rope is here.\n\nYou can also see some provisions - a clove of garlic, a hunk of cheese\nand a joint of cured ham, The Guide For Travellers To The Lower\nNorthlands and Surrounding Provinces, your Ambassador's trunk (in\nwhich is a hand telescope), Experimental Spell Book #5, the\nhandwritten note, a bow, four arrows, a drum (which is empty), a small wickerwork hamper (which is empty), a shard of pottery (providing\nlight), your formal credentials, a gleaming uncut diamond, a boomerang (providing light), a colour chart, an old document and a coffer (which\nis empty) here.", "endoftext": false }, { "action": "You get all", "response": "stream: You have nothing which will hold water.\ninverted cedar: You can't reach the tree from here.\nimprovised ladder: Taken.\nclove of garlic: Taken.\nhunk of cheese: Taken.\njoint of cured ham: Taken.\nThe Guide For Travellers To The Lower Northlands and Surrounding\nProvinces: Taken.\nAmbassador's trunk: Taken.\nExperimental Spell Book #5: Taken.\nhandwritten note: Taken.\nbow: Taken.\narrow: Taken.\ndrum: Taken.\narrow: Taken.\narrow: Taken.\narrow: Taken.\nsmall wickerwork hamper: Taken.\nshard of pottery: Taken.\nformal credentials: Taken.\ngleaming uncut diamond: Taken.\nboomerang: Taken.\nlength of light rope: Taken.\ncolour chart: Taken.\nold document: Taken.\ncoffer: Taken.", "endoftext": false }, { "action": "Memorise ploor", "response": "You commit the ploor spell to memory.", "endoftext": false }, { "action": "You get the scrolls", "response": "unwritten vellum scroll: Taken.\nunwritten vellum scroll: Taken.\nunwritten vellum scroll: Taken.\nunwritten vellum scroll: Taken.\nunwritten vellum scroll: Taken.\nunwritten vellum scroll: Taken.\nunwritten vellum scroll: Taken.", "endoftext": false }, { "action": "Ploor", "response": "A brief babble in your ears clarifies and settles to a calm voice, a\nvoice with the clarity of a thought. You are in telepathic conference\nwith the Archduke Elect, the head of the Duchy's legislature and\ntherefore of the whole Diplomatic Service!\n\nSomehow, without words, a perfect concord is achieved between you. He\nhas received your report and is arranging for your escape: agents will\nbe waiting at Watling Street to whisk you away. But your detailed\nimpressions of what is going on will not be enough. No, you must\nsomehow foil this new magic, if possible forever.\n\n(Only now do you realise how the poor watchmakers and craftsmen of the\nDuchy must feel. This \"ploor\" spell will make travelling diplomats\nentirely redundant.)", "endoftext": false }, { "action": "You put the diamond on Anvil", "response": "right across the calibrations on the far wall, in a weaker but still\npotent greenness.", "endoftext": false }, { "action": "You turn the dial to 123", "response": "You rotate the mounting to 123.00.", "endoftext": false }, { "action": "You look", "response": "The presence everywhere of tools and instruments makes this place\nrather homely to a Duchy-born man like yourself: it's like a smithy,\nbut of the colours of light, not the alloys of metal.\n\nAt the workshop's centre is the Anvil, a hard stone mounting and,\nperhaps, the fulcrum of the new Northlands Empire that is to come. The\nbeam of light courses in through the eastern archway to strike the top\nof the Anvil dead-centre, where it is refracted by the diamond, right\nacross the calibrations on the far wall.\n\nworkshop, and can be turned anywhere on the calibrated dial from 1 to\n180 degrees. It now stands at 123.00.\n\nwooden cot, apparently in a deep sleep or coma.\n\nOn the floor beneath Clotspinner's outstretched hand are the fragments\nof a broken glass prism, smashed by the fall. It's a tableau like a\nnarrative painting: you feel a curious urge to disturb nothing.", "endoftext": false }, { "action": "You put the scroll in the swivel", "response": "You put the unwritten vellum scroll on the calibrated swivel mounting.\n\nBy an ancient and powerful magic, as you stand clear of the green\nbeam, one precise ray of one single shade strikes the paper in the\nmounting. A spell appears upon it!", "endoftext": false }, { "action": "You look at the scroll", "response": "(the newly-written scroll)\nThe scroll reads \"gloth spell (fold pastry dough 83 times)\".", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nseven unwritten vellum scrolls\na coffer (which is open but empty)\nan old document\na colour chart\na length of light rope\na boomerang (providing light)\nyour formal credentials\na shard of pottery (providing light)\na small wickerwork hamper (which is open but empty)\nfour arrows\na drum (which is empty)\na bow\nthe \"destruction order\"\nExperimental Spell Book #5\nyour Ambassador's trunk (which is open)\na hand telescope\nThe Guide For Travellers To The Lower Northlands and Surrounding\nProvinces\nsome provisions - a joint of cured ham, a hunk of cheese and a clove\nof garlic\na stub of a stock-keeper's note\na broad green leaf\na burnished lantern (providing light)", "endoftext": false }, { "action": "85", "response": "You rotate the mounting to 25.85.", "endoftext": false }, { "action": "You put the scroll in dial", "response": "You put the unwritten vellum scroll on the calibrated swivel mounting.\n\nBy an ancient and powerful magic, as you stand clear of the green\nbeam, one precise ray of one single shade strikes the paper in the\nmounting. A spell appears upon it!", "endoftext": false }, { "action": "You look at the scroll", "response": "(the newly-written scroll)\nThe scroll reads \"gloth spell (fold pastry dough 83 times)\".", "endoftext": false }, { "action": "You look at the scroll", "response": "You put the unwritten vellum scroll on the calibrated swivel mounting.\n\nBy an ancient and powerful magic, as you stand clear of the green\nbeam, one precise ray of one single shade strikes the paper in the\nmounting. A spell appears upon it!\n\n(the newly-written scroll)\nThe scroll reads \"gloth spell (fold pastry dough 83 times)\".", "endoftext": false }, { "action": "48", "response": "You rotate the mounting to 127.48.", "endoftext": false }, { "action": "You examine the scroll", "response": "You put the unwritten vellum scroll on the calibrated swivel mounting.\n\nBy an ancient and powerful magic, as you stand clear of the green\nbeam, one precise ray of one single shade strikes the paper in the\nmounting. A spell appears upon it!\n\n(the newly-written scroll)\nThe scroll reads \"corpax spell (make small-bore tunnel through light\nstone)\".", "endoftext": false }, { "action": "You put the scroll in the dial", "response": "Which do you mean, the newly-written scroll or an unwritten vellum\nscroll?", "endoftext": false }, { "action": "Unwritten", "response": "You put the unwritten vellum scroll on the calibrated swivel mounting.\n\nBy an ancient and powerful magic, as you stand clear of the green\nbeam, one precise ray of one single shade strikes the paper in the\nmounting. A spell appears upon it!", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na newly-written scroll (of the corpax spell)\nfive unwritten vellum scrolls\na coffer (which is open but empty)\nan old document\na colour chart\na length of light rope\na boomerang (providing light)\nyour formal credentials\na shard of pottery (providing light)\na small wickerwork hamper (which is open but empty)\nfour arrows\na drum (which is empty)\na bow\nthe \"destruction order\"\nExperimental Spell Book #5\nyour Ambassador's trunk (which is open)\na hand telescope\nThe Guide For Travellers To The Lower Northlands and Surrounding\nProvinces\nsome provisions - a joint of cured ham, a hunk of cheese and a clove\nof garlic\na stub of a stock-keeper's note\na broad green leaf\na burnished lantern (providing light)", "endoftext": false }, { "action": "Spell", "response": "Your spell book begins to glow softly. Almost imperceptibly, the\nbinding swells and closes over the edge of the newly-written scroll,\nwhich straightens and becomes the new corpax spell page. The book's\nbrightness fades as the corners settle to perfect right angles.", "endoftext": false }, { "action": "You get the scroll", "response": "(the newly-written scroll)\nTaken.", "endoftext": false }, { "action": "You put it in the Spell Book", "response": "Your spell book begins to glow softly. Almost imperceptibly, the\nbinding swells and closes over the edge of the newly-written scroll,\nwhich straightens and becomes the new gloth spell page. The book's\nbrightness fades as the corners settle to perfect right angles.", "endoftext": false }, { "action": "You memorize the gloth", "response": "You commit the gloth spell to memory.", "endoftext": false }, { "action": "78", "response": "You rotate the mounting to 75.78.", "endoftext": false }, { "action": "You put unwritten scroll in the dial", "response": "You put the unwritten vellum scroll on the calibrated swivel mounting.\n\nBy an ancient and powerful magic, as you stand clear of the green\nbeam, one precise ray of one single shade strikes the paper in the\nmounting. A spell appears upon it!", "endoftext": false }, { "action": "You examine newly", "response": "The scroll reads \"alsakan spell (pursue squirrel with spectral\nhounds)\".", "endoftext": false }, { "action": "You get the scroll", "response": "(the newly-written scroll)\nTaken.", "endoftext": false }, { "action": "You put it in the Spell Book", "response": "Your spell book begins to glow softly. Almost imperceptibly, the\nbinding swells and closes over the edge of the newly-written scroll,\nwhich straightens and becomes the new alsakan spell page. The book's brightness fades as the corners settle to perfect right angles.", "endoftext": false }, { "action": "You read the spellbook", "response": "The chiaro spell (cause inanimate object to radiate light).\nThe jilnix spell (summon small plague of insects).\nThe piroo spell (unfasten object).\nThe azzev spell (view the past).\nThe ruther spell (transmute pure chemical elements).\nThe ploor spell (nation shall speak peace unto nation).\nThe corpax spell (make small-bore tunnel through light stone).\nThe gloth spell (fold pastry dough 83 times).\nThe alsakan spell (pursue squirrel with spectral hounds).", "endoftext": false }, { "action": "You memorize the corpax", "response": "You commit the corpax spell to memory.", "endoftext": false }, { "action": "Corpax meteor", "response": "The spell misfires: it's far too dangerous to direct at any specific\nperson or item.", "endoftext": false }, { "action": "Corpax", "response": "It's the most exhausting spell you've ever cast, leaving you almost\ntoo wrung out to notice the pleasant rising tunnel now leading\nsmoothly up from the walls.", "endoftext": false }, { "action": "You take the chalk", "response": "That much chalk is deceptively heavy.", "endoftext": false }, { "action": "You look", "response": "Wheel Cave (West)\nA circular corridor-cave, like a cartwheel's rim and unmistakably\nartificial. The arc hoops around northeast and southeast.\n\nof the great wheel.\n\nA clear funnel chimney rises vertically up, like a glass-blower's vent\nor something from a furnace, lined with smooth-curving brick.\n\nbecome, and into which the beam of magical light dissipates\nharmlessly.\n\nA smooth, recent tunnel rises up to natural light.", "endoftext": false }, { "action": "Up", "response": "A half-cave, half-overhang among the mossy damp rocks of the central\nhillock in the hunting woods. It's a clear night, and a fresh cold\nbreeze blows across your face.\n\nThe tunnel runs downward, back into the wheel complex. But escape with\nyour life is what matters now!", "endoftext": false }, { "action": "Go north", "response": "\"My dear Ambassador,\" purrs a familiar voice. \"You are welcome\nindeed.\"\n\nA break in the dense foliage, caused mainly by the shadow of the\nrockface to the west, bathed by the unnatural light which fires over\nthe hillock. Trees are clustered in on all sides and there's no sign\nof the boundary wall.\n\nAmilia is flanked by impassive guards, and is herself wearing a corset\nor jerkin of finely worked chain-mail, the kind favoured by assassins\nand very expensive courtesans.\n\nIn her hand is an elegant spell book, bound in white kid leather\n(until this evening you had presumed it a diary): her long fingers\ngracefully point at you as she whispers something...\n\nAnd you are transmuted into a wolfhound. Your vision goes black and\nwhite, your hearing is suddenly acute. Of course, you can carry\nnothing. (It's an Ambassador's life, being a dog.)\n\nWeighing your options, you cock a leg over the nearest tree. Amilia\ngiggles. \"Can you guess what I do to dogs, you vermin?\"", "endoftext": false }, { "action": "Spells", "response": "As a wolfhound, you have no such ability.\n\nAmilia disposes of her other business, and scoops you up into her\narms. It will save a good deal of unpleasantness to skip straight to\nthe outcome:", "endoftext": false }, { "action": "You go to the north", "response": "It may be possible to go that way from further around the wheel.", "endoftext": true }, { "action": "Go downwards", "response": "The wheel corridor is flat level.", "endoftext": false }, { "action": "Azzev", "response": "A cloud of green smoke gathers and swirls in the air like cream poured\ninto soup, and a vision briefly appears...\n\nrest, at the foot of an irregular smoking pit, just here.", "endoftext": false }, { "action": "You go to the north-east", "response": "Wheel Cave (North)\nA circular corridor-cave, like a cartwheel's rim and unmistakably\nartificial. The arc hoops around southwest and southeast.\n\nOn the northern wall is a wooden rack, of the kind used by bakers to\ncool cakes, or painters to dry watercolours.", "endoftext": false }, { "action": "Go southeast", "response": "Wheel Cave (East)\nA circular corridor-cave, like a cartwheel's rim and unmistakably\nartificial. The arc hoops around northwest and southwest.", "endoftext": false }, { "action": "Go east", "response": "The presence everywhere of tools and instruments makes this place\nrather homely to a Duchy-born man like yourself: it's like a smithy,\nbut of the colours of light, not the alloys of metal.\n\nAt the workshop's centre is the Anvil, a hard stone mounting and,\nperhaps, the fulcrum of the new Northlands Empire that is to come.\n\nworkshop, and can be turned anywhere on the calibrated dial from 1 to\n180 degrees. It now stands at 75.78.\n\nwooden cot, apparently in a deep sleep or coma.\n\nOn the floor beneath Clotspinner's outstretched hand are the fragments\nof a broken glass prism, smashed by the fall. It's a tableau like a\nnarrative painting: you feel a curious urge to disturb nothing.", "endoftext": false }, { "action": "You go to the east", "response": "The only way in or out is through the arched entrance.", "endoftext": false }, { "action": "Azzev", "response": "A cloud of green smoke gathers and swirls in the air like cream poured\ninto soup, and a vision briefly appears...\n\nBlinding flashes of green light.", "endoftext": false }, { "action": "You examine man", "response": "One of the few wise men to be widely known across the continent, he is Clotspinner, renowned for his optical experiments. They've\nrevolutionised the practice of lense-making in the Duchy, but the\nEmpress was far less impressed with such footling activities. Nothing\nhas been known of him since his \"resignation\" from the Imperial\nAcademy -- until now, that is.", "endoftext": false }, { "action": "Jilnix man", "response": "As your brows frown, the air around you gathers with vile winged\ninsects, which surge forward to plague Clotspinner. But nothing\nresults from this, and they dissipate again.", "endoftext": false }, { "action": "Ruther leaf", "response": "The spell misfires, perhaps because the broad green leaf is not pure\nbut a mixture or an alloy.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nfour unwritten vellum scrolls\na coffer (which is open but empty)\nan old document\na colour chart\na length of light rope\na boomerang (providing light)\nyour formal credentials\na shard of pottery (providing light)\na small wickerwork hamper (which is open but empty)\nfour arrows\na drum (which is empty)\na bow\nthe \"destruction order\"\nExperimental Spell Book #5\nyour Ambassador's trunk (which is open)\na hand telescope\nThe Guide For Travellers To The Lower Northlands and Surrounding\nProvinces\nsome provisions - a joint of cured ham, a hunk of cheese and a clove\nof garlic\na stub of a stock-keeper's note\na burnished lantern (providing light)", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nfour unwritten vellum scrolls\na coffer (which is open but empty)\nan old document\na colour chart\na length of light rope\na boomerang (providing light)\nyour formal credentials\na shard of pottery (providing light)\na small wickerwork hamper (which is open but empty)\nfour arrows\na drum (which is empty)\na bow\nthe \"destruction order\"\nExperimental Spell Book #5\nyour Ambassador's trunk (which is open)\na hand telescope\nThe Guide For Travellers To The Lower Northlands and Surrounding\nProvinces\nsome provisions - a joint of cured ham, a hunk of cheese and a clove\nof garlic\na stub of a stock-keeper's note\na broad green leaf\na burnished lantern (providing light)", "endoftext": false }, { "action": "Tear leaf", "response": "You tear the leaf into a pile of smallish fragments.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\na torn-up broad green leaf\nfour unwritten vellum scrolls\na coffer (which is open but empty)\nan old document\na colour chart\na length of light rope\na boomerang (providing light)\nyour formal credentials\na shard of pottery (providing light)\na small wickerwork hamper (which is open but empty)\nfour arrows\na drum (which is empty)\na bow\nthe \"destruction order\"\nExperimental Spell Book #5\nyour Ambassador's trunk (which is open)\na hand telescope\nThe Guide For Travellers To The Lower Northlands and Surrounding\nProvinces\nsome provisions - a joint of cured ham, a hunk of cheese and a clove\nof garlic\na stub of a stock-keeper's note\na burnished lantern (providing light)", "endoftext": false }, { "action": "Grind leaf", "response": "(with the Anvil)\nViolence isn't the answer to this one.", "endoftext": false }, { "action": "You put the leaf on Anvil", "response": "You put the torn-up broad green leaf on the Anvil.", "endoftext": true }, { "action": "Look around", "response": "The presence everywhere of tools and instruments makes this place\nrather homely to a Duchy-born man like yourself: it's like a smithy,\nbut of the colours of light, not the alloys of metal.\n\nAt the workshop's centre is the Anvil, a hard stone mounting and,\nperhaps, the fulcrum of the new Northlands Empire that is to come.\n\nOn the Anvil is a torn-up broad green leaf.\n\nworkshop, and can be turned anywhere on the calibrated dial from 1 to\n180 degrees. It now stands at 75.78.\n\nwooden cot, apparently in a deep sleep or coma.\n\nOn the floor beneath Clotspinner's outstretched hand are the fragments\nof a broken glass prism, smashed by the fall. It's a tableau like a\nnarrative painting: you feel a curious urge to disturb nothing.", "endoftext": false }, { "action": "You put the leaf on the dial", "response": "The mounting is clearly meant to hold something, but not a torn-up\nbroad green leaf.", "endoftext": false }, { "action": "You examine the hand", "response": "One thing about your home, the Duchy: you may not be a very powerful\nrealm, but you certainly are fine inventors and craftsmen. Take this\nten-inch brass \"telescope\", for example. Distant objects that you look\nat through the telescope actually seem closer to you!", "endoftext": false }, { "action": "You feed the leaf to Clotspinner", "response": "Clotspinner lies prone, close to death, his pulse thready and weak,\nhis breath too slight to feel on your hand. Surely nothing on earth\ncould revive him now.", "endoftext": false }, { "action": "You memorize the ploor", "response": "You commit the ploor spell to memory.", "endoftext": false }, { "action": "Ploor clotspinner", "response": "A brief babble in your ears turns to a shriek. Whatever you're doing,\nyou're not doing it correctly.", "endoftext": false }, { "action": "You look", "response": "The presence everywhere of tools and instruments makes this place\nrather homely to a Duchy-born man like yourself: it's like a smithy,\nbut of the colours of light, not the alloys of metal.\n\nAt the workshop's centre is the Anvil, a hard stone mounting and,\nperhaps, the fulcrum of the new Northlands Empire that is to come.\n\nworkshop, and can be turned anywhere on the calibrated dial from 1 to\n180 degrees. It now stands at 75.78.\n\nwooden cot, apparently in a deep sleep or coma.\n\nOn the floor beneath Clotspinner's outstretched hand are the fragments\nof a broken glass prism, smashed by the fall. It's a tableau like a\nnarrative painting: you feel a curious urge to disturb nothing.", "endoftext": false }, { "action": "Up", "response": "A half-cave, half-overhang among the mossy damp rocks of the central\nhillock in the hunting woods. It's a clear night, and a fresh cold\nbreeze blows across your face.\n\nThe tunnel runs downward, back into the wheel complex. But escape with\nyour life is what matters now!", "endoftext": false }, { "action": "You go west", "response": "Into the Woods (as wolfhound)\nRunning, running through the trackless woods, in search of the wall\nand escape. Everywhere looks like everywhere else.", "endoftext": false }, { "action": "Smell", "response": "Of course, your sense of smell is by far your most acute, and with it\nyou feel a whole landscape. To northeast a brook runs to the wall.", "endoftext": false }, { "action": "You go to the northeast", "response": "Under the Culvert (as wolfhound)\nThe brook runs confidently uphill, gushing up under the culvert, under\nthe wall to Watling Street. The pursuit seems to have been thrown off\nfor the moment.", "endoftext": false }, { "action": "You go north", "response": "Watling Street, Again (as wolfhound)\nThe meeting-point: where Watling Street crosses the culvert, through\nwhich the brook still flows.\n\nAgents of the Duchy, cloaked as all spies should be, huddle beside\nblack horses.", "endoftext": false }, { "action": "Bark", "response": "\"Woof! Woof!\"\n\nThe agents shoo you away. The last thing they want is a barking dog to\ndraw attention to them!", "endoftext": false }, { "action": "Bite agent", "response": "The agents kick you savagely, and you yelp as if this were unprovoked.", "endoftext": false }, { "action": "You sit", "response": "(on the agents of the Duchy)\nAs a wolfhound, you have no such ability.", "endoftext": false }, { "action": "About yourself", "response": "Glossy coat, wet nose: you're a much better-looking dog than you ever\nwere a human, really. Perhaps a trifle vainer.", "endoftext": false }, { "action": "Bite", "response": "(the agents of the Duchy)\nThe agents kick you savagely, and you yelp as if this were unprovoked.", "endoftext": false }, { "action": "Bark", "response": "\"Woof! Woof!\"", "endoftext": false }, { "action": "You listen", "response": "Your ears prick up. A hundred noises of the copse: badger, hedge-rat,\nglow worm: Amilia's guards, crashing about deafeningly nearby: and,\nfar away, other voices and perhaps a horse. But which way?", "endoftext": false }, { "action": "Drink brook", "response": "The water is cold and magical, effervescent. You feel yourself\nchanging again, just as you did at the russet pool. Your limbs stretch\ninto arms and legs, your ears tuck back within human hair: yes, a man,\nbut just a man. No magic left. It seems a fair bargain, almost.", "endoftext": false }, { "action": "Go north", "response": "Watling Street, Again\nThe meeting-point: where Watling Street crosses the culvert, through\nwhich the brook still flows.\n\nAgents of the Duchy, cloaked as all spies should be, huddle beside\nblack horses.\n\n\"Well met, Captain,\" you call out casually, giving no hint of your\nrecent canine persona. They saddle up to smuggle you away from the\nEmpire forever: for you'll never be persona grata here again.\n\nPerhaps the Duchy will flourish, now that the meteor is denied to\nAmilia's Empire. Still, it can only be a matter of time before\nClotspinner succeeds in mastering the \"ruther\" spell, and then where\nare you? But then, that's diplomacy: so many missions end in a\nfifty-fifty impasse.", "endoftext": false }, { "action": "Hint", "response": "N = next subject P =\nRETURN = read subject Q = re\nsume game\n\n> Instructions: How to play this game\nBriefings: A diplomatic background\nHints: During the Procession\nThe Customs House\nAmongst the Foundations\nLedge and Surroundings\nCedar and Cave Floor\nEgg Chamber and Lily\nThe Wheel and its Environs\nHints: Casting Spells\nHints: General", "endoftext": false }, { "action": "P.", "response": "N = next subject P =\nRETURN = read subject Q = re\nsume game\n\nInstructions: How to play this game\nBriefings: A diplomatic background\nHints: During the Procession\nThe Customs House\nAmongst the Foundations\nLedge and Surroundings\nCedar and Cave Floor\nEgg Chamber and Lily\nThe Wheel and its Environs\nHints: Casting Spells\n> Hints: General", "endoftext": false }, { "action": "P.", "response": "N = next subject P =\nRETURN = read subject Q = re\nsume game\n\nInstructions: How to play this game\nBriefings: A diplomatic background\nHints: During the Procession\nThe Customs House\nAmongst the Foundations\nLedge and Surroundings\nCedar and Cave Floor\nEgg Chamber and Lily\nThe Wheel and its Environs\n> Hints: Casting Spells\nHints: General", "endoftext": false }, { "action": "P.", "response": "N = next subject P =\nRETURN = read subject Q = re\nsume game\n\nInstructions: How to play this game\nBriefings: A diplomatic background\nHints: During the Procession\nThe Customs House\nAmongst the Foundations\nLedge and Surroundings\nCedar and Cave Floor\nEgg Chamber and Lily\n> The Wheel and its Environs\nHints: Casting Spells\nHints: General\nThe Wheel and its Environs\nN = next subject P =\nRETURN = read subject Q = prev\nious menu\n\n> Are the supplies useful?\nHow can I heal Clotspinner?\nHe is suspicious of me.\nThe beam strikes the anvil uselessly.\nThe beam dissipates in the ore.\nWhat are the calibrations for?\nWhat does the swivel mounting hold?\nIs the meteor invulnerable?\nHow can I leave the Wheel?", "endoftext": false }, { "action": "P.", "response": "N = next subject P =\nRETURN = read subject Q = prev\nious menu\n\nAre the supplies useful?\nHow can I heal Clotspinner?\nHe is suspicious of me.\nThe beam strikes the anvil uselessly.\nThe beam dissipates in the ore.\nWhat are the calibrations for?\nWhat does the swivel mounting hold?\nIs the meteor invulnerable?\n> How can I leave the Wheel?", "endoftext": false }, { "action": "P.", "response": "N = next subject P =\nRETURN = read subject Q = prev\nious menu\n\nAre the supplies useful?\nHow can I heal Clotspinner?\nHe is suspicious of me.\nThe beam strikes the anvil uselessly.\nThe beam dissipates in the ore.\nWhat are the calibrations for?\nWhat does the swivel mounting hold?\n> Is the meteor invulnerable?\nHow can I leave the Wheel?\n(Press H for more, or SPACE to return.)\n\nWell, it is a very heavy lump of elemental magnesium.", "endoftext": false }, { "action": "You go to the west", "response": "This is only half a cave; the western half, to be exact. It's a dark\nplace full of crevices (you would have missed the stony passage back\nsouth if you hadn't already known about it). Boxes, bottles and crates\nare stored here, and to judge from scrape-marks are used by whoever\nlives through the broad passage northwest.\n\nthe cave, after all.\n\nYou can also see a burnished lantern (providing light) here.", "endoftext": false }, { "action": "You put pottery in the cavity", "response": "The quartz blocks all access.", "endoftext": false }, { "action": "Go north", "response": "N = next subject P =\nRETURN = read subject Q = re\nsume game\n\nInstructions: How to play this game\n> Briefings: A diplomatic background\nHints: During the Procession\nThe Customs House\nAmongst the Foundations\nLedge and Surroundings\nCedar and Cave Floor\nEgg Chamber and Lily\nThe Wheel and its Environs\nHints: Casting Spells\nHints: General", "endoftext": false }, { "action": "You go north", "response": "N = next subject P =\nRETURN = read subject Q = re\nsume game\n\nInstructions: How to play this game\nBriefings: A diplomatic background\n> Hints: During the Procession\nThe Customs House\nAmongst the Foundations\nLedge and Surroundings\nCedar and Cave Floor\nEgg Chamber and Lily\nThe Wheel and its Environs\nHints: Casting Spells\nHints: General", "endoftext": false }, { "action": "Go north", "response": "N = next subject P =\nRETURN = read subject Q = re\nsume game\n\nInstructions: How to play this game\nBriefings: A diplomatic background\nHints: During the Procession\n> The Customs House\nAmongst the Foundations\nLedge and Surroundings\nCedar and Cave Floor\nEgg Chamber and Lily\nThe Wheel and its Environs\nHints: Casting Spells\nHints: General", "endoftext": false }, { "action": "You go north", "response": "N = next subject P =\nRETURN = read subject Q = re\nsume game\n\nInstructions: How to play this game\nBriefings: A diplomatic background\nHints: During the Procession\nThe Customs House\n> Amongst the Foundations\nLedge and Surroundings\nCedar and Cave Floor\nEgg Chamber and Lily\nThe Wheel and its Environs\nHints: Casting Spells\nHints: General", "endoftext": false }, { "action": "You go north", "response": "N = next subject P =\nRETURN = read subject Q = re\nsume game\n\nInstructions: How to play this game\nBriefings: A diplomatic background\nHints: During the Procession\nThe Customs House\nAmongst the Foundations\n> Ledge and Surroundings\nCedar and Cave Floor\nEgg Chamber and Lily\nThe Wheel and its Environs\nHints: Casting Spells\nHints: General\nLedge and Surroundings\nN = next subject P =\nRETURN = read subject Q = prev\nious menu\n\n> How do I get down from the ledge?\nI'm a good 20 feet short!\nI can't get back up from the Tiny Cave.\nCan I reach the tree from the ledge?\nWhat use is the flat curved stick?\nWhat's the significance of the shard?\nWhat's behind the quartz window?\nWoodlice and ants are a problem.\nHow do I pass the Pale Corridor?\nWhat is the Philosopher's Stone?\nHow does the colour chart work?", "endoftext": false }, { "action": "P.", "response": "N = next subject P =\nRETURN = read subject Q = prev\nious menu\n\nHow do I get down from the ledge?\nI'm a good 20 feet short!\nI can't get back up from the Tiny Cave.\nCan I reach the tree from the ledge?\nWhat use is the flat curved stick?\nWhat's the significance of the shard?\nWhat's behind the quartz window?\nWoodlice and ants are a problem.\nHow do I pass the Pale Corridor?\nWhat is the Philosopher's Stone?\n> How does the colour chart work?", "endoftext": false }, { "action": "P.", "response": "N = next subject P =\nRETURN = read subject Q = prev\nious menu\n\nHow do I get down from the ledge?\nI'm a good 20 feet short!\nI can't get back up from the Tiny Cave.\nCan I reach the tree from the ledge?\nWhat use is the flat curved stick?\nWhat's the significance of the shard?\nWhat's behind the quartz window?\nWoodlice and ants are a problem.\nHow do I pass the Pale Corridor?\n> What is the Philosopher's Stone?\nHow does the colour chart work?", "endoftext": false }, { "action": "P.", "response": "N = next subject P =\nRETURN = read subject Q = prev\nious menu\n\nHow do I get down from the ledge?\nI'm a good 20 feet short!\nI can't get back up from the Tiny Cave.\nCan I reach the tree from the ledge?\nWhat use is the flat curved stick?\nWhat's the significance of the shard?\nWhat's behind the quartz window?\nWoodlice and ants are a problem.\n> How do I pass the Pale Corridor?\nWhat is the Philosopher's Stone?\nHow does the colour chart work?", "endoftext": false }, { "action": "P.", "response": "N = next subject P =\nRETURN = read subject Q = prev\nious menu\n\nHow do I get down from the ledge?\nI'm a good 20 feet short!\nI can't get back up from the Tiny Cave.\nCan I reach the tree from the ledge?\nWhat use is the flat curved stick?\nWhat's the significance of the shard?\nWhat's behind the quartz window?\n> Woodlice and ants are a problem.\nHow do I pass the Pale Corridor?\nWhat is the Philosopher's Stone?\nHow does the colour chart work?", "endoftext": false }, { "action": "P.", "response": "N = next subject P =\nRETURN = read subject Q = prev\nious menu\n\nHow do I get down from the ledge?\nI'm a good 20 feet short!\nI can't get back up from the Tiny Cave.\nCan I reach the tree from the ledge?\nWhat use is the flat curved stick?\nWhat's the significance of the shard?\n> What's behind the quartz window?\nWoodlice and ants are a problem.\nHow do I pass the Pale Corridor?\nWhat is the Philosopher's Stone?\nHow does the colour chart work?\n(Press H for more, or SPACE to return.)\n\nA cavity with a distinctive triangular shape.", "endoftext": false }, { "action": "You shoot cavity", "response": "You loose off the arrow across the cave and, satisfyingly, its arc\ntakes it straight into the triangular cavity.\nThe interior of the cavity is now lit up! You're still too far away\nhere to make out anything, though.", "endoftext": false }, { "action": "You look in the cavity with telescope", "response": "cavity.", "endoftext": false }, { "action": "You look in the cavity", "response": "The cavity contains a kind of prehistoric shrine, lined with cave\npaintings. Preeminent among them is an intriguing sequence showing a\nman being roused from a coma, or perhaps even death, with an elixir:\nwe see a shaman preparing this healing paste by tearing a broad leaf\nand then grinding it up with an arrow.", "endoftext": false }, { "action": "Grind fragments with arrow", "response": "(the fragments of prism with the arrow)\nViolence isn't the answer to this one.", "endoftext": false }, { "action": "Grind leaf with arrow", "response": "Using the arrow-head, you grind the leaf fragments down even further,\nso that their natural moisture is driven out until you are left with a\ndull green paste.", "endoftext": false }, { "action": "You give the paste to Clotspinner", "response": "The water-lily elixir has an immediate effect on Clotspinner! For a\nmoment you think it will burn him out, and that he's too weak to\nwithstand it: but then he rises from the cot, coughing and\nspluttering.\n\n\"Well who are you?\" he asks. \"You needn't think I'm grateful. Can't\neven do myself in, it seems.\"\n\nCaught off-balance, you introduce yourself with a stammer, and make a\npassable Court bow. \"I suppose you can prove that, young man?\"", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na burnished lantern (providing light)\nfour unwritten vellum scrolls\na coffer (which is open but empty)\nan old document\na colour chart\na length of light rope\na boomerang (providing light)\nyour formal credentials\na shard of pottery (providing light)\na small wickerwork hamper (which is open but empty)\nthree arrows\na drum (which is empty)\na bow\nthe \"destruction order\"\nExperimental Spell Book #5\nyour Ambassador's trunk (which is open)\na hand telescope\nThe Guide For Travellers To The Lower Northlands and Surrounding\nProvinces\nsome provisions - a joint of cured ham, a hunk of cheese and a clove\nof garlic\na stub of a stock-keeper's note", "endoftext": false }, { "action": "You show the credentials to Clotspinner", "response": "\"Thought so,\" he mutters. \"Damnable headache. Pardon my suspicion and\nall that. Ever since I invented the \"morglop spell: pry into darkest\nmotives\" I've been a little cynical, you know. Shan't be working for\nAmilia any more, that's for certain!\"\n\nHe staggers around the workshop, focusing his eyes again and generally rejoining the real world.", "endoftext": false }, { "action": "You show the credentials to Clotspinner", "response": "\"Never mind that! What about my asylum?\"\n\n(You are beginning to think he belongs in one.)\n\n\"I shall want asylum, of course. Political asylum, from the Duchy,\neh?\"", "endoftext": false }, { "action": "You memorize the ploor", "response": "You commit the ploor spell to memory.\n\n\"Of course I'll also need an official appointment.\"", "endoftext": false }, { "action": "Ploor", "response": "Nothing happens, perhaps because you have already reported home to the\nDuchy.\n\n\"And a little wooden house by the sea.\"", "endoftext": false }, { "action": "You ask Clotspinner about the morglop", "response": "questions.\n\n\"And I'll need the best laboratories and assistants.\"", "endoftext": false }, { "action": "Memorise ploor", "response": "You commit the ploor spell to memory.\n\n\"With profiteroles every teatime, promptly at four.\"", "endoftext": false }, { "action": "Ploor", "response": "Nothing happens, perhaps because you have already reported home to the\nDuchy.\n\n\"And I trust there'll be dancing-girls, ten or twelve should suffice\nat a pinch.\"", "endoftext": false }, { "action": "Yes", "response": "That was a rhetorical question.\n\n\"Oh yes, my needs are simple,\" Clotspinner presses on.", "endoftext": false }, { "action": "Yes", "response": "He looks pensive as you shake hands on the deal, wondering no doubt if\nhe should have held out for more.\n\n\"Well, first thing to do's to get me out of here. I believe we'll\nrequire a spell at, umm,\" (and he scribbles a quick calculation),\n\"mental arithmetic always was overrated, always said so, let's see,\n172.88 degrees. Shall you do the honours?\n\n\"But... the light has gone... ah, I see. Weeks I've spent, trying to\ndispose of that meteor, keep Amilia from using it! But just for the\nmoment I'd like it back, if it's not too much trouble.\"", "endoftext": false }, { "action": "88", "response": "You rotate the mounting to 172.88.", "endoftext": false }, { "action": "You put the scroll on the dial", "response": "You put the unwritten vellum scroll on the calibrated swivel mounting.", "endoftext": false }, { "action": "Ruther chalk", "response": "You commit the ruther spell to memory.\nThe air around the chalk glows as it is transformed, slowly under the\nplay of the green light, back into the meteor, whose burnished surface\nthrows the beam back east through the archway!", "endoftext": false }, { "action": "Go east", "response": "The presence everywhere of tools and instruments makes this place\nrather homely to a Duchy-born man like yourself: it's like a smithy,\nbut of the colours of light, not the alloys of metal.\n\nAt the workshop's centre is the Anvil, a hard stone mounting and,\nperhaps, the fulcrum of the new Northlands Empire that is to come. The\nbeam of light courses in through the eastern archway to strike the top\nof the Anvil dead-centre, where it is refracted by the diamond, right\nacross the calibrations on the far wall.\n\nworkshop, and can be turned anywhere on the calibrated dial from 1 to\n180 degrees. It now stands at 172.88 and holds a sheet of vellum\npaper.\n\nOn the calibrated swivel mounting is a newly-written scroll.\n\nClotspinner wanders the workshop pensively, looking over the\nequipment.", "endoftext": false }, { "action": "You get the scroll", "response": "(the newly-written scroll)\nTaken.", "endoftext": false }, { "action": "You examine it", "response": "The scroll reads \"thrale spell (assist even old or wizened savant)\".", "endoftext": false }, { "action": "You put it in the Spell Book", "response": "Your spell book begins to glow softly. Almost imperceptibly, the\nbinding swells and closes over the edge of the newly-written scroll,\nwhich straightens and becomes the new thrale spell page. The book's\nbrightness fades as the corners settle to perfect right angles.", "endoftext": false }, { "action": "You memorize the thrale", "response": "You commit the thrale spell to memory.", "endoftext": false }, { "action": "Thrale Clotspinner", "response": "\"Thank you very much,\" says Clotspinner as he begins to disappear. \"I\nshall now be teleported direct to the Duchy. You, I'm afraid, will\nhave to make other arran...\"\n\nHe's gone.", "endoftext": false }, { "action": "Go west", "response": "Wheel Cave (West)\nA circular corridor-cave, like a cartwheel's rim and unmistakably\nartificial. The arc hoops around northeast and southeast.\n\nof the great wheel.\n\nA clear funnel chimney rises vertically up, like a glass-blower's vent\nor something from a furnace, lined with smooth-curving brick.\n\nBeneath the chimney is a huge, irregular, metallic lodestone,\npresumably a meteor fallen to earth.\n\nA thick, viscous green beam of magical light reflects from the meteor\nthrough a right-angle: straight upward through the chimney, to a level\npath east through the archway.\n\nA smooth, recent tunnel rises up to natural light.", "endoftext": false }, { "action": "Drink water", "response": "The water is cold and magical, effervescent. You feel yourself\nchanging again, just as you did at the russet pool. Your limbs stretch\ninto arms and legs, your ears tuck back within human hair: yes, a man,\nbut just a man. No magic left. It seems a fair bargain, almost.\n\nIt tastes only of rue.", "endoftext": false }, { "action": "Go north", "response": "Watling Street, Again\nThe meeting-point: where Watling Street crosses the culvert, through\nwhich the brook still flows.\n\nAgents of the Duchy, cloaked as all spies should be, huddle beside\nblack horses.\n\n\"Well met, Captain,\" you call out casually, giving no hint of your\nrecent canine persona. They saddle up to smuggle you away from the\nEmpire forever: for you'll never be persona grata here again.\n\nBut the Duchy will rise now. Tottering on the foundations laid by the\nOld Underground Empire, the bankrupt remains which are the Northland\nEmpire of today will crumble at last. Unchecked, the Enlightenment\nwill spread across the continent, and nothing will be as it was.\n\nLooking back from your horse, you only know that you will miss\nBorealis, its tradition and undoubted glory: ever the Ambassador's\ncurse is to love the land he must one day betray and abandon. Still\nand all:", "endoftext": true } ]
273o81yvg64m4pkz
Degeneracy
Leonard Richardson
[ "Fantasy", "Surreal" ]
[ "alchemy", "built-in hints", "cover art", "fantasy", "parser", "turn limit", "Xyzzy Awards 2001" ]
2,001
[ 1, 12, 2, 1, 0 ]
16
3.8125
20110301
false
The glitterings of Gold, Jewels, Tapestries, &c. belie the Corruption of he who 'til recently occupied this high Seat. A white Carpet, once flanked by Sycophants & Counsellors, now lies untravelled. It leads away from the Seat & towards the Sunrise. The cruel Baron lies at your feet, dyeing the carpet scarlet with his blood.
[ { "action": "%", "response": "The glitterings of Gold, Jewels, Tapestries, &c. belie the Corruption of he who 'til recently occupied this high Seat. A white Carpet, once flanked by Sycophants & Counsellors, now lies untravelled. It leads away from the Seat & towards the Sunrise.\n\nThe cruel Baron lies at your feet, dyeing the carpet scarlet with his blood.\n\nHis eyes are wide & unseeing. He wears only his velvet Robe of state, his face bearing a resigned Expression.\n\nYou hear a terrible crashing sound to the east.", "endoftext": true }, { "action": "Inventory", "response": "You are carrying:\na sacred blade\na holy symbol (glowing with a sacred light & being worn)\na suit of Chain-Mail (being worn)\na leather sheath (being worn)\na wooden Scroll-Case (being worn & closed)", "endoftext": false }, { "action": "Open Case", "response": "You open the wooden Scroll-Case, revealing a vellum Scroll.", "endoftext": false }, { "action": "You read Scroll", "response": "The Scroll is made of rich vellum & is rolled up, inside the Scroll-Case.", "endoftext": false }, { "action": "You get Scroll then read it", "response": "You remove the Scroll from its Case.\nThe rich vellum is covered with a flowing hand.\n\n[Author's Note: The bearer of this Notice, one Knight Itinerant, being granted special Dispensation & ordered by Divine Covenant to separate from this World the immortal Soul of par Tiller, Baron of Stesan, his Crimes and Sins having blotted his Name beyond hope of Redemption or Reform, & it being ordered that any & all requested Assistance be rendered this Knight in this sacred Quest, let it be known that to this I set my Stamp & Seal on this day & for Perpetuity, in the name of the most holy God, who has ordained it so,]\n\nThe stamp & signature is that of the Bishop of Dol Nesta.", "endoftext": false }, { "action": "About you", "response": "You are a strapping Knight, secure in your faith & glowing with the chaste Excitement of a task accomplished.", "endoftext": false }, { "action": "You put Blade in the sheath", "response": "You sheathe your Blade.", "endoftext": false }, { "action": "You go east", "response": "A richly attired Wait Chamber, its walls covered in pagan Frescoes which beckon you to impure thoughts. Chairs arranged near the circular perimeter mingle with Tables for gaming. The chamber becomes the Reception Chamber to the west, the Dining Hall to the north. A small tiled archway leads southwest & to the east is the grand Entry Hall.", "endoftext": false }, { "action": "You examine Frescoes", "response": "You shield your Eyes from the lewd & ribald Frescoes. Under the guise of Art they depict pagan & unrighteous Scenes--that is all that shall be said of them.", "endoftext": false }, { "action": "You go to the east", "response": "In this grand Hall do Heraldry & great Pomp greet the visitor to this Keep. Yet a visitor, betrayed, can quickly become a prisoner--a metal Portcullis to the east now separates you from the threshold. You must take your leave instead to the round Chamber that lies westward, or else attend one of the two archways to the north & south.\n\nA wooden Wheel is mounted on the wall, near the Portcullis.", "endoftext": false }, { "action": "Turn wheel", "response": "A strange tingling comes over you as you reach for the Wheel. When you withdraw, your Arm is numbed. You try again, and feel sensation give way to Pain, mild and then unbearable. It seems you cannot turn the Wheel.", "endoftext": false }, { "action": "You look at Wheel", "response": "A heavy wooden wheel, which raises and lowers the Portcullis.", "endoftext": false }, { "action": "Go north", "response": "An Armoury, stocked by the Baron for a siege but unable to protect him from the vengeance of the Almighty. Amidst the Armour, Weaponry &c. stands an archway to the south.\n\nA wooden Lance stands here, propped against a wall.", "endoftext": false }, { "action": "You look at Lance", "response": "Intended not for warfare but for the Baron's extravagant games, the wooden Lance sits unused against a wall of the Armoury. It is of nearly constant width along its length, giving it the look of a common pole.", "endoftext": false }, { "action": "You get it", "response": "To hold that you must have both hands free.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na vellum Scroll\na holy symbol (glowing with a sacred light & being worn)\na suit of Chain-Mail (being worn)\na leather sheath (being worn)\na sacred blade\na wooden Scroll-Case (being worn & open but empty)", "endoftext": false }, { "action": "Sheath blade", "response": "It is already sheathed.", "endoftext": false }, { "action": "You put Scroll iScroll-Case", "response": "You roll up the Scroll and slide it into the Case.", "endoftext": false }, { "action": "Close Case", "response": "You close the wooden Scroll-Case.", "endoftext": false }, { "action": "You get Lance", "response": "Taken.", "endoftext": false }, { "action": "You go to the south", "response": "A wooden Wheel is mounted on the wall, near the Portcullis.", "endoftext": false }, { "action": "You examine Portcullis", "response": "A heavy iron portcullis blocks your way. No doubt its sudden closing was the cause of the crashing sound you heard earlier. Sun shines through the grate.", "endoftext": false }, { "action": "Lift portcullis", "response": "Your strength is as great as your faith, but try as you might, you cannot lift the heavy portcullis. Perhaps the nearby Wheel holds the answer.", "endoftext": false }, { "action": "Go south", "response": "If only the Baron had set his soul in the same order in which he kept his Study! Had he lined his heart with good Works the way he lined his walls with Books, kept his spiritual affairs as tidy as he kept his Writing-Desk, then your grim task need never have been assigned you. But the leather Arm-Chair now awaits a master who will never again occupy it. A solid oak door blocks your way to the west & an archway leads north.\n\nThe orderly appointment of the Books on their several Shelves is marred in one place by a Gap.", "endoftext": false }, { "action": "You look at Desk", "response": "The Writing-Desk is of dark wood. Its flap is closed.", "endoftext": false }, { "action": "You open flap", "response": "You open the flap of the Writing-Desk, revealing a small but deep Hole in the south wall.", "endoftext": false }, { "action": "You put the pole in the hole", "response": "Inserting the lance into the hole as far as you can, you feel the wood catch & hear the faraway grinding of stone. Removing the lance, you find it unchanged.", "endoftext": false }, { "action": "You go north", "response": "A wooden Wheel is mounted on the wall, near the Portcullis.", "endoftext": false }, { "action": "You examine Portcullis", "response": "A heavy iron portcullis blocks your way. Sun shines through the grate.", "endoftext": false }, { "action": "You go south", "response": "The orderly appointment of the Books on their several Shelves is marred in one place by a Gap.", "endoftext": false }, { "action": "You open the door", "response": "It seems to be locked.", "endoftext": true }, { "action": "You look around", "response": "A richly attired Wait Chamber, its walls covered in pagan Frescoes which beckon you to impure thoughts. Chairs arranged near the circular perimeter mingle with Tables for gaming. The chamber becomes the Reception Chamber to the west, the Dining Hall to the north. A small tiled archway leads southwest & to the east is the grand Entry Hall.", "endoftext": false }, { "action": "You go southwest", "response": "O foul Hypocrite! O whited Sepulchure! In the midst of his debauchery the Baron does see fit to erect himself a Chapel of the faith! Mayhap he thought to take sanctuary here at your approach. 'Tis more likely the lighted Candles & marble Altar did bear witness to blasphemous & terrible Rites in the Baron's lifetime.\n\nA stair in the corner leads down into darkness, an archway northeast. A solid oaken Door prevents your going east.", "endoftext": false }, { "action": "You examine Altar", "response": "(the marble Altar)\nThe Altar is smooth & sweet-smelling, but you see it stained with Blood.", "endoftext": false }, { "action": "You look at Door", "response": "The door is made of fine oak, with a copper lock. It stands forebodingly closed.", "endoftext": false }, { "action": "You examine Candles", "response": "The Candles are old & sit guiltily in pools of their own Wax, flickering under your gaze.", "endoftext": false }, { "action": "You open it", "response": "It seems to be locked.", "endoftext": false }, { "action": "You get the candle", "response": "That would compound Blasphemy upon Blasphemy.", "endoftext": false }, { "action": "Pray", "response": "Kneeling, you offer up a brief Prayer.", "endoftext": false }, { "action": "You examine the lock", "response": "A copper Lock set into the oaken Door.", "endoftext": true }, { "action": "You look around", "response": "O foul Hypocrite! O whited Sepulchure! In the midst of his debauchery the Baron does see fit to erect himself a Chapel of the faith! Mayhap he thought to take sanctuary here at your approach. 'Tis more likely the lighted Candles & marble Altar did bear witness to blasphemous & terrible Rites in the Baron's lifetime.\n\nA stair in the corner leads down into darkness, an archway northeast. A solid oaken Door prevents your going east.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\na wooden Lance\na holy symbol (glowing with a sacred light & being worn)\na suit of Chain-Mail (being worn)\na leather sheath (being worn)\na sacred blade\na wooden Scroll-Case (being worn & closed)", "endoftext": true }, { "action": "You descend", "response": "In contrast to the Baron's opulence lurks here the spartan Cell of his corrupt Priest. The only furnishing is a straw Mat, the only concession to luxury a Tapestry which hangs near the upward-climbing Stair.\n\nThe Priest sits on his mat, eyes downturned in submission.\n\n[Author's Note: So,] says the Priest, devoid of Emotion. [Author's Note: You have come.]", "endoftext": false }, { "action": "You look at Priest", "response": "You can sense the fear in his eyes, though your code prevents you from harming him. Fear of the Justice you represent, of the Judgement that will be passed upon him for the evils he did not act to prevent.\n\nThe priest speaks again. [Author's Note: The others have left. I remained.] Perhaps he thinks this will earn him Clemency?", "endoftext": false }, { "action": "You examine the tapestry", "response": "The Tapestry depicts an allegorical Scene from the Scriptures of the true Faith.", "endoftext": false }, { "action": "You ask Priest about Baron", "response": "[Author's Note: I can tell you nothing you do not already know.]", "endoftext": false }, { "action": "You get the tapestry", "response": "The tapestry is hardly portable.", "endoftext": false }, { "action": "You ask Priest about the tapestry", "response": "[Author's Note: Surely you know of its significance.]", "endoftext": false }, { "action": "You examine Mat", "response": "A straw Mat upon which the Priest meditates and sleeps. Now he kneels on it in deference to you. Awaiting his Fate.", "endoftext": false }, { "action": "You look under Mat", "response": "The Priest occupies the mat.", "endoftext": false }, { "action": "You go", "response": "The corrupt Priest has better things to do.", "endoftext": false }, { "action": "You move priest", "response": "That would be less than courteous.", "endoftext": false }, { "action": "You ask Priest to move", "response": "The meaning of that sentence escapes me.", "endoftext": false }, { "action": "You search priest", "response": "You search the Priest, who divulges a small silver Key. [Author's Note: The Box!] cries the desperate Priest, placing the Key forlornly on the ground. [Author's Note: It contains naught but Spices!]", "endoftext": false }, { "action": "You ask Priest about Box", "response": "[Author's Note: I pray, Knight, of what do you speak?]", "endoftext": false }, { "action": "You take Key", "response": "Your hands are full.", "endoftext": false }, { "action": "Open Case", "response": "You open the wooden Scroll-Case, revealing a vellum Scroll.", "endoftext": false }, { "action": "You put Key in Case", "response": "Dropped.\nTaken.\nThe Case is already occupied.", "endoftext": false }, { "action": "You show Key to Priest", "response": "[Author's Note: It fits the Lock,] says the Priest.", "endoftext": false }, { "action": "You show the holy symbol to Priest", "response": "The Priest looks away, ashamed.", "endoftext": false }, { "action": "You show Scroll to Priest", "response": "(the wooden Scroll-Case to the corrupt Priest)\nThe corrupt Priest is unimpressed.", "endoftext": false }, { "action": "You show the symbol to Priest", "response": "(the holy symbol to the corrupt Priest)\nThe Priest looks away, ashamed.", "endoftext": false }, { "action": "Press priest", "response": "That would be less than courteous.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\na silver key\na holy symbol (glowing with a sacred light & being worn)\na suit of Chain-Mail (being worn)\na leather sheath (being worn)\na sacred blade\na wooden Scroll-Case (being worn & open)\na vellum Scroll", "endoftext": true }, { "action": "You describe your surroundings", "response": "In contrast to the Baron's opulence lurks here the spartan Cell of his corrupt Priest. The only furnishing is a straw Mat, the only concession to luxury a Tapestry which hangs near the upward-climbing Stair.\n\nThe Priest sits on his mat, eyes downturned in submission.\n\nYou can also see a wooden Lance here.", "endoftext": false }, { "action": "You show the vellum scroll to Priest", "response": "(first taking the vellum Scroll)\nYou remove the scroll from the case.", "endoftext": false }, { "action": "You put vellum Scroll in Case", "response": "You roll the scroll up & place it in the case.", "endoftext": false }, { "action": "You ask Priest about Box", "response": "[Author's Note: I pray, Knight, of what do you speak?]", "endoftext": false }, { "action": "You unlock Door", "response": "(with the silver key)\nThe silver key does not seem to fit the lock.", "endoftext": true }, { "action": "Look around", "response": "A richly attired Wait Chamber, walls covered with pagan frescoes which beckon you to impure thoughts. Chairs arranged near the circular perimeter mingle with tables for gaming. The chamber becomes the reception chamber to the west, the dining hall to the north. A small tiled archway leads southwest, & to the east is the grand Entry Hall.", "endoftext": false }, { "action": "You go west", "response": "The glitterings of Gold, Jewels, Tapestries, &c. belie the Corruption of he who 'til recently occupied this high Seat. A white Carpet, once flanked by Sycophants & Counsellors, now lies untravelled. It leads away from the Seat & towards the Sunrise.\n\nThe cruel Baron lies at your feet, dyeing the carpet scarlet with his blood.", "endoftext": false }, { "action": "You search baron", "response": "The Baron's Robe bears a Pocket, in which is a golden key.", "endoftext": false }, { "action": "You get golden", "response": "Taken.", "endoftext": false }, { "action": "Go southwest", "response": "O foul Hypocrite! O whited Sepulchure! In the midst of his debauchery the Baron does see fit to erect himself a Chapel of the faith! Mayhap he thought to take sanctuary here at your approach. 'Tis more likely the lighted Candles & marble Altar did bear witness to blasphemous & terrible Rites in the Baron's lifetime.\n\nA stair in the corner leads down into darkness, an archway northeast. A solid oak door prevents your going east.\n\nHas this Place changed since last you were here? The work of some mischevious Spirit, or deceiving Daemon? It is but a slight tugging in your Marrow, yet a worrisome one.", "endoftext": false }, { "action": "You examine Altar", "response": "(the marble Altar)\nThe Altar is smooth & sweet-smelling, but you see it stained with Blood.", "endoftext": true }, { "action": "You look under Altar", "response": "(the marble Altar)\nYou find nothing of interest.", "endoftext": false }, { "action": "You look at the candle", "response": "The Candles are old & sit guiltily in pools of their own Wax. They flicker under your Gaze.", "endoftext": false }, { "action": "Blow candle", "response": "(first taking the lighted Candles)\nThat would compound Blasphemy upon Blasphemy.", "endoftext": false }, { "action": "You unlock Door", "response": "(with the golden key)\nThe golden key does not seem to fit the lock.", "endoftext": false }, { "action": "You go to the northeast", "response": "A richly attired Wait Chamber, walls covered with pagan frescoes which beckon you to unpure thoughts. Chairs arranged near the circular perimeter mingle with tables for gaming. The chamber becomes the reception chamber to the west, the dining hall to the north. A small tiled archway leads southwest, & to the east is the grand Entry Hall.", "endoftext": false }, { "action": "You go north", "response": "On feast days in years & months past, Lords & favored Thinkers entered this long Hall from the south, to be served by huge platters of exotic repast from the Kitchen to the west. But now the room stands bare, stripped of its Appointments by some fleeing servant. Only the larger items remain--the long Table & the ornate Chairs.\n\nOn the long Table is a Perpetuum Mobile (which acts as a Water-Fall).", "endoftext": false }, { "action": "You look at Mobile", "response": "This Device you have seen before, in the Library at Dol Nesta. An ingenious Perpetuum Mobile, built of Pipes, Gears, & Screws of Archimides. Whereby the Force exhibited by Water as it pours into a wide Funnel drives the Drawing of that water upward, to fall again through a Spout into the Funnel--on & on, ad infinitum. The Design is that of a certain Portuguese & the Baron seems to have been impressed with it so as to have it realized as a Fountain.\n\nNow Water pours through the Perpetuum, falling out of the Spout & into the Funnel. The Splashings of the water combine harmoniously with the Grindings of the Gears & Screws. Tho it seems very heavy, you could probably carry the Perpetuum, if you were careful not to spill its Water.", "endoftext": false }, { "action": "Go west", "response": "Gluttonous indeed were the the Feasts prepared in this Kitchen while the Baron still lived. The huge Ovens now stand cold & unlit, the Crockery smashed & strewn about the floor. The Dining Hall is to the east, & northwards is a small enclosed Yard. A stair leads downward into Darkness.\n\nThe Baron's Fool lies besotted beneath a large Wine-Barrel.", "endoftext": false }, { "action": "You look at the fool", "response": "The Baron's Fool has taken to the cups. His Master no longer requires his gambols & rapier Wit. He sprawls beneath a large Wine-Barrel, clutching a Tankard from which he sips. His lincoln Cap is askew. He has not suffered the pangs of Sobriety for some time.", "endoftext": false }, { "action": "You look at Cap", "response": "The Fool's Cap is lincoln Green, adorned with Bells. It is stained with the Drippings of wine from the Barrel.", "endoftext": false }, { "action": "You examine Ovens", "response": "The ovens stand cold as stone.", "endoftext": false }, { "action": "Go north", "response": "In this small, walled Yard were Beasts put to the knife & prepared for the master's feasting table. Unthinkably--but undoubtably--were other Prey too destroyed here, to feed the Baron's appetite for sin. There is no hiding place in this small Arena; meat, alive or dead, can escape only south, through the Kitchen.\n\nA bloated Pig lies here, its Stomach slit.\n\nThe stump of an ancient Oak stands here. The steel blade of an Axe calls it home.", "endoftext": false }, { "action": "You examine Pig", "response": "The Pig is dead two days. Its Butcher likely fled the castle, dreading your approach. A large Slit travels its bloated Stomach.", "endoftext": false }, { "action": "You get Axe", "response": "You remove the fine Axe from the Stump.", "endoftext": false }, { "action": "You get Pig", "response": "Your hands are full.", "endoftext": false }, { "action": "You go south", "response": "Gluttonous indeed were the the Feasts prepared in this Kitchen while the Baron still lived. The huge Ovens now stand cold & unlit, the Crockery smashed & strewn about the floor. The Dining Hall is to the east, & northwards is a small enclosed Yard. A stair leads downward into Darkness.\n\nThe Baron's Fool lies besotted beneath a large Wine-Barrel.", "endoftext": true }, { "action": "Go downwards", "response": "The gloomy Store Room has been recently sacked, though racks of Ham & strings of dried Fruit still hang above your head. A bag of Flour has been ripped open, its contents scattered. Hundreds of white Foot-Prints run frantic around the room & up the Stairs.\n\nA dented Box lies in a corner, seemingly kicked there by a thwarted Robber.", "endoftext": false }, { "action": "You look at Box", "response": "Battered, dented, the stoic and iron Resistor of an attack on its contents. A small Lock secures it.", "endoftext": false }, { "action": "You drop Axe", "response": "Dropped.", "endoftext": false }, { "action": "Unlock Box with silver", "response": "You unlock the dented Box.", "endoftext": false }, { "action": "You open Box", "response": "You open the dented Box, revealing a handful of spice.", "endoftext": false }, { "action": "You look at the spice", "response": "Rare Peppers, and other Spices you cannot identify. Their smell is oriental, exotic.", "endoftext": false }, { "action": "You get the spice", "response": "Your hands are full.", "endoftext": false }, { "action": "You smell spice", "response": "Wondrous and dangerous.", "endoftext": false }, { "action": "You eat the spice", "response": "(first taking the handful of spice)\nYour hands are full.", "endoftext": false }, { "action": "You eat the spice", "response": "(first taking the handful of spice)\nYou may not partake of Spice while on quest.", "endoftext": false }, { "action": "You get the spice", "response": "You already have that.", "endoftext": false }, { "action": "You look in Box", "response": "The dented Box is empty.", "endoftext": false }, { "action": "You put the keys in Box", "response": "golden key: Done.\nsilver key: Done.", "endoftext": false }, { "action": "You get the spice", "response": "Taken.", "endoftext": false }, { "action": "You put the spice in Box", "response": "You put the handful of spice into the dented Box.", "endoftext": false }, { "action": "You put Axe in Box", "response": "That is too large to fit into the Box.", "endoftext": true }, { "action": "You look at your surroundings", "response": "The gloomy Store Room has been recently sacked, though racks of Ham & strings of dried Fruit still hang above your head. A bag of Flour has been ripped open, its contents scattered. Hundreds of white Foot-Prints run frantic around the room & up the Stairs.", "endoftext": false }, { "action": "Up", "response": "Gluttonous indeed were the the Feasts prepared in this Kitchen while the Baron still lived. The huge Ovens now stand cold & unlit, the Crockery smashed & strewn about the floor. The Dining Hall is to the east, & northwards is a small enclosed Yard. A stair leads downward into Darkness.\n\nThe Baron's Fool lies besotted beneath a large Wine-Barrel.\n\nThe Fool's bleary Gaze lights on the Box you carry. [Author's Note: The Lock is the Key -- He! He!] The Fool giggles, hiccoughs, and again regards his Tankard.", "endoftext": false }, { "action": "Go east", "response": "On feast days in years & months past, Lords & favored Thinkers entered this long Hall from the south, to be served by huge platters of exotic repast from the Kitchen to the west. But now the room stands bare, stripped of its Appointments by some fleeing servant. Only the larger items remain--the long Table & the ornate Chairs.\n\nHas this Place changed since last you were here? The work of some mischevious Spirit, or deceiving Daemon? It is but a slight tugging in your Marrow, yet a worrisome one.\n\nOn the long Table is a Perpetuum Mobile (which acts as a Water-Fall).", "endoftext": false }, { "action": "You look at Mobile", "response": "This Device you have seen before, in the Library at Dol Nesta. An ingenious Perpetuum Mobile, built of Pipes, Gears, & Screws of Archimides. Whereby the Force exhibited by Water as it pours into a wide Funnel drives the Drawing of that water upward, to fall again through a Spout into the Funnel--on & on, ad infinitum. The Design is that of a certain Portuguese & the Baron seems to have been impressed with it so as to have it realized as a Fountain.\n\nNow Water pours through the Perpetuum, falling out of the Spout & into the Funnel. The Splashings of the water combine harmoniously with the Grindings of the Gears & Screws. Tho it seems very heavy, you could probably carry the Perpetuum, if you were careful not to spill its Water.", "endoftext": false }, { "action": "You go to the south", "response": "A richly attired Wait Chamber, walls covered with pagan frescoes which beckon you to unpure thoughts. Chairs arranged near the circular perimeter mingle with tables for gaming. The chamber becomes the reception chamber to the west, the dining hall to the north. A small tiled archway leads southwest, & to the east is the grand Entry Hall.", "endoftext": false }, { "action": "You go southwest", "response": "O foul Hypocrite! O whited Sepulchure! In the midst of his debauchery the Baron does see fit to erect himself a Chapel of the faith! Mayhap he thought to take sanctuary here at your approach. 'Tis more likely the lighted Candles & marble Altar did bear witness to blasphemous & terrible Rites in the Baron's lifetime.\n\nA stair in the corner leads down into darkness, an archway northeast. A solid oak door prevents your going east.\n\nHave these Walls shifted? Is the Light different in its attentions upon your Eyes? Nay, for how could this be so? It must be your tiresome Confinement that makes your Memory falter. You had best find a way to quit the Baron's Keep.", "endoftext": false }, { "action": "You look at Door", "response": "The door is made of fine oak, with a copper lock. It stands forbodingly closed.", "endoftext": false }, { "action": "You look at the lock", "response": "(the dented Box)\nBattered, dented, the stoic and iron Resistor of an attack on its contents. Yet how easily it has opened to your more gentle persuasion. Surely a parable of Patience.", "endoftext": true }, { "action": "Go downwards", "response": "In contrast to the Baron's opulence lurks here the spartan Cell of his corrupt Priest. The only furnishing is a straw Mat, the only concession to Luxury a tapestry which hangs near the upward-climbing stair.\n\n'Tis odd... you cannot but think this Place has changed since last you did look upon it. Nay, it cannot be.\n\nThe Priest sits on his mat, eyes downturned in submission.\n\nYou can also see a wooden Lance here.\n\nThe Priest, noticing the dented Box in your hand, shies away from you. Yet he says nothing.", "endoftext": false }, { "action": "You show spices to Priest", "response": "(first taking the handful of spice)\nYour hands are full.", "endoftext": false }, { "action": "Drop box", "response": "Dropped.", "endoftext": false }, { "action": "You show the spices to Priest", "response": "[Author's Note: As I said...], says the Priest.", "endoftext": false }, { "action": "You give the spices to Priest", "response": "[Author's Note: Keep it,] says the Priest.", "endoftext": false }, { "action": "You put the spices in Box", "response": "You put the handful of spice into the dented Box.", "endoftext": false }, { "action": "You ask Priest about Box", "response": "The Priest treats your act as an accusation, and quails. [Author's Note: The box? It contains naught but Spices! Here, I have the key...] Reaching into his Robes, he withdraws a small silver Key, which he hurriedly hands to you.", "endoftext": false }, { "action": "You show Box to Priest", "response": "(first taking the dented Box)\nYour hands are full.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\na silver key\na fine Axe\na holy symbol (glowing with a sacred light & being worn)\na suit of Chain-Mail (being worn)\na leather sheath (being worn)\na sacred blade\na wooden Scroll-Case (being worn & open)\na vellum Scroll", "endoftext": false }, { "action": "You put silver Key in Box", "response": "You put the silver key into the dented Box.", "endoftext": false }, { "action": "You put Axe in Box", "response": "You put the fine Axe into the dented Box.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\na silver key\na dented Box (which is open)\na handful of spice\na fine Axe\na golden key\na holy symbol (glowing with a sacred light & being worn)\na suit of Chain-Mail (being worn)\na leather sheath (being worn)\na sacred blade\na wooden Scroll-Case (being worn & open)\na vellum Scroll", "endoftext": false }, { "action": "You put Key in Box", "response": "(the silver key in the dented Box)\nYou put the silver key into the dented Box.", "endoftext": false }, { "action": "You get Lance", "response": "To hold that you must have both hands free.\n\nThat is too large to fit into the Box.", "endoftext": false }, { "action": "You examine Axe", "response": "A sturdy & well-fashioned Axe. Its rim is crusted with blood.", "endoftext": false }, { "action": "You examine the symbol", "response": "(the holy symbol)\nA perfect Circle, symbolizing the creation: Heaven above, Earth here & now, the pits below. The unbroken continuity of God, of which Man partakes. The symbol hangs by a light Chain from your neck.", "endoftext": false }, { "action": "Clean Blade", "response": "Only the abbot can cleanse your blade once it has drunk.", "endoftext": false }, { "action": "You show Axe to Priest", "response": "(first taking the fine Axe)\nThe corrupt Priest is unimpressed.", "endoftext": false }, { "action": "You examine the lock", "response": "Battered, dented, the stoic and iron Resistor of an attack on its contents. Yet how easily it has opened to your more gentle persuasion. Surely a parable of Patience.", "endoftext": false }, { "action": "You unlock it", "response": "(with the silver key)\nThat is unlocked at the moment.", "endoftext": false }, { "action": "You examine Key", "response": "Tho very small, with but two teeth, the silver key glitters a sterling pedigree.", "endoftext": false }, { "action": "Go upwards", "response": "O foul Hypocrite! O whited Sepulchure! In the midst of his debauchery the Baron does see fit to erect himself a Chapel of the faith! Mayhap he thought to take sanctuary here at your approach. 'Tis more likely the lighted Candles & marble Altar did bear witness to blasphemous & terrible Rites in the Baron's lifetime.\n\nA stair in the corner leads down into darkness, an archway northeast. A solid oak door prevents your going east.", "endoftext": false }, { "action": "You go to the northeast", "response": "A richly attired Wait Chamber, walls covered with pagan frescoes which beckon you to unpure thoughts. Chairs arranged near the circular perimeter mingle with tables for gaming. The chamber becomes the reception chamber to the west, the dining hall to the north. A small tiled archway leads southwest, & to the east is the grand Entry Hall.", "endoftext": false }, { "action": "Go east", "response": "In this grand Hall do heraldry & great pomp greet the visitor to this castle. Yet a visitor, betrayed, can quickly become a prisoner--a metal portcullis to the east now separates you from the castle threshold. You must take your leave instead to the round Chamber that lies westward, or else attend one of the two archways to the north & south.\n\nA wooden Wheel is mounted on the wall, near the Portcullis.", "endoftext": false }, { "action": "You go south", "response": "If only the Baron had set his soul in the same order he kept his study! Had he lined his heart with good works the way he lined his walls with books, kept his spiritual affairs as tidy as he kept his Writing-Desk, then your grim task need never have been assigned you. But the leather Arm-Chair now awaits a master who will never again occupy it. A solid oak door blocks your way to the west & an archway leads north.", "endoftext": false }, { "action": "You look at the books", "response": "The Baron's library is full of heretical Ideas & Assertions most blasphemous. Yet here are also books of Metallurgy, of Alchymy and other useful Arts. A monk from Dol Nesta will need to be sent here to separate Wheat from Chaff, to save that which might be usefully Consulted and to destroy the Dross.", "endoftext": false }, { "action": "You get the books", "response": "There are far too many Books to carry, although you may consult the Library while standing before it.", "endoftext": false }, { "action": "You look up Key", "response": "What do you want to look up in?", "endoftext": false }, { "action": "You look at Door", "response": "The door is made of fine oak, with a copper lock. It stands forbodingly closed.", "endoftext": false }, { "action": "You look at the lock", "response": "(the dented Box)\nBattered, dented, the stoic and iron Resistor of an attack on its contents. Yet how easily it has opened to your more gentle persuasion. Surely a parable of Patience.", "endoftext": false }, { "action": "You unlock Door", "response": "What do you want to unlock the oaken door to the west with?", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na fine Axe\na holy symbol (glowing with a sacred light & being worn)\na suit of Chain-Mail (being worn)\na leather sheath (being worn)\na sacred blade\na wooden Scroll-Case (being worn & open)\na vellum Scroll", "endoftext": false }, { "action": "Go north", "response": "In this grand Hall do heraldry &great pomp greet the visitor to this castle. Yet a visitor, betrayed, can quickly become a prisoner--a metal portcullis to the east now separates you from the castle threshold. You must take your leave instead to the round Chamber that lies westward, or else attend one of the two archways to the north & south.\n\nA wooden Wheel is mounted on the wall, near the Portcullis.", "endoftext": false }, { "action": "You go west", "response": "A richly attired Wait Chamber, walls covered with pagan frescoes which beckon you to unpure thoughts. Chairs arranged near the circular perimeter mingle with tables for gaming. The chamber becomes the reception chamber to the west, the dining hall to the north. A small tiled archway leads southwest, & to the east is the grand Entry Hall.\n\nHas this Place changed since last you were here? The work of some mischevious Spirit, or deceiving Daemon? It is but a slight tugging in your Marrow, yet a worrisome one.", "endoftext": false }, { "action": "You go southwest", "response": "O foul Hypocrite! O whited Sepulchure! In the midst of his debauchery the Baron does see fit to erect himself a Chapel of the faith! Mayhap he thought to take sanctuary here at your approach. 'Tis more likely the lighted candles and marble altar did bear witness to blasphemous and terrible Rites in the Baron's lifetime.\n\nA stair in the corner leads down into darkness, an archway northeast. A solid oak door prevents your going east.", "endoftext": true }, { "action": "Go downwards", "response": "You can see a wooden Lance here.", "endoftext": false }, { "action": "You get Lance", "response": "Holding that would require both hands, and you can only spare one.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\na fine Axe\na holy symbol (glowing with a sacred light and being worn)\na suit of Chain-Mail (being worn)\na leather sheath (being worn)\na sacred blade\na wooden Scroll-Case (being worn & open)\na vellum Scroll", "endoftext": true }, { "action": "Look around", "response": "This is room 10. Exits: up.", "endoftext": false }, { "action": "You go to the northeast", "response": "A richly attired Wait Chamber, walls covered with pagan frescoes which beckon you to unpure thoughts. Chairs arranged near the circular perimeter mingle with tables for gaming. The chamber becomes the reception chamber to the west, the dining hall to the north. A small tiled archway leads southwest, and to the east is the grand Entry Hall.", "endoftext": false }, { "action": "Go east", "response": "In this grand Hall do heraldry andgreat pomp greet the visitor to this castle. Yet a visitor, betrayed, can quickly become a prisoner--a metal portcullis to the east now separates you from the castle threshold. You must take your leave instead to the round Chamber that lies westward, or else attend one of the two archways to the north and south.\n\nA wooden Wheel is mounted on the wall, near the Portcullis.", "endoftext": false }, { "action": "Go south", "response": "If only the Baron had set his soul in the same order he kept his study! Had he lined his heart with good works the way he lined his walls with books, kept his spiritual affairs as tidy as he kept his Writing-Desk, then your grim task need never have been assigned you. But the leather Arm-Chair now awaits a master who will never again occupy it. A solid oak door blocks your way to the west, and an archway leads north.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na fine Axe\na holy symbol (glowing with a sacred light and being worn)\na suit of Chain-Mail (being worn)", "endoftext": false }, { "action": "You look at symbol", "response": "(the holy symbol)\nA half circle, symbolizing the dome of the world, the entire of existance save the pits beneath.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\na holy symbol (glowing with a sacred light and being worn)\na suit of Chain-Mail (being worn)", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na suit of Chain-Mail (being worn)", "endoftext": true }, { "action": "Look around", "response": "This is room 7. Exits: north, west, up.", "endoftext": false }, { "action": "You ascend", "response": "This is room 12. Exits: down.", "endoftext": false }, { "action": "%", "response": "The glitterings of Gold, Jewels, Tapestries, &c. belie the Corruption of he who 'til recently occupied this high Seat. A white Carpet, once flanked by Sycophants & Counsellors, now lies untravelled. It leads away from the Seat & towards the Sunrise.\n\nThe cruel Baron lies at your feet, dyeing the carpet scarlet with his blood.", "endoftext": false }, { "action": "You go to the east", "response": "A richly attired Wait Chamber, its walls covered in pagan Frescoes which beckon you to impure thoughts. Chairs arranged near the circular perimeter mingle with Tables for gaming. The chamber becomes the Reception Chamber to the west, the Dining Hall to the north. A small tiled archway leads southwest & to the east is the grand Entry Hall.\n\nYou hear a terrible crashing sound to the east.", "endoftext": false }, { "action": "Go north", "response": "On feast days in years & months past, Lords & favoured Thinkers entered this long Hall from the south, to be served by huge platters of exotic repast from the Kitchen to the west. But now the room stands bare, stripped of its Appointments by some fleeing servant. Only the larger items remain--the long Table & the ornate Chairs.\n\nOn the long Table is a Perpetuum Mobile (which acts as a Water-Fall).", "endoftext": false }, { "action": "You go west", "response": "Gluttonous indeed were the the Feasts prepared in this Kitchen while the Baron lived. The huge Ovens now stand cold & unlit, the Crockery smashed & strewn about the floor. The Dining Hall is to the east, & northwards is a small enclosed Yard. A Stair leads downward into darkness.\n\nThe Baron's Fool lies besotted beneath a large Wine-Barrel.", "endoftext": false }, { "action": "Pity fool", "response": "[Author's Note: Enough with the Jibba-Jabba, sucka!] quoth the Fool.", "endoftext": true }, { "action": "You go downward", "response": "The gloomy Store Room has been recently sacked, though racks of Ham & strings of dried Fruit still hang above your head. A bag of Flour has been ripped open, its contents scattered. Hundreds of white Foot-Prints run frantic around the room & up the Stair.\n\nA dented Box lies in a corner, seemingly kicked there by a thwarted Robber.", "endoftext": false }, { "action": "You sweep the flour", "response": "To which do you refer, the sack of Flour or the Foot-Prints in the Flour?", "endoftext": false }, { "action": "Foot-prinfoot-prints", "response": "The Foot-Prints may be usable as evidence later.", "endoftext": false }, { "action": "You examine the footprints", "response": "Foot-Prints in the Flour run frantically around the Store Room, stopping here, stopping there, before dashing up the Stairs. Whoever made these Prints was anxious to make his Exit also.", "endoftext": false }, { "action": "You take the sack", "response": "You would scatter Flour everywhere you walked.", "endoftext": false }, { "action": "You examine the Ham", "response": "Racks of Ham hang from the Ceiling.", "endoftext": false }, { "action": "You look at the fruit", "response": "Strings of Fruit both familiar & exotic hang from the Ceiling.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na dented Box (which is closed & locked)\na sacred blade\na holy symbol (glowing with a sacred light & being worn)\na suit of Chain-Mail (being worn)\na leather sheath (being worn)\na wooden Scroll-Case (being worn & closed)", "endoftext": false }, { "action": "You examine the symbol", "response": "(the holy symbol)\nA perfect Circle, symbolizing the creation: Heaven above, Earth here & now, the pits below. The unbroken continuity of God, of which Man partakes. The symbol hangs by a light Chain from your neck.", "endoftext": false }, { "action": "You take all", "response": "Stair-Way: The Stair-Way is hardly portable.\nracks of Ham: It is unclean.\nstrings of Fruit: You hunger not.\nsack of Flour: You would scatter Flour everywhere you walked. Foot-Prints in the Flour: The Foot-Prints are not portable.", "endoftext": false }, { "action": "Go upwards", "response": "The Baron's Fool lies besotted beneath a large Wine-Barrel.\n\nThe Fool's bleary Gaze lights on the Box you carry. [Author's Note: The Lock is the Key -- He! He!] The Fool giggles, hiccoughs, & again regards his Tankard.", "endoftext": false }, { "action": "You take Tankard", "response": "That seems to belong to the court Fool.", "endoftext": false }, { "action": "You look at Box", "response": "Battered, dented, the stoic and iron Resistor of an attack on its contents. A small Lock secures it.", "endoftext": false }, { "action": "You look at Fool", "response": "The Baron's Fool has taken to the cups. His Master no longer requires his gambols & rapier Wit. He sprawls beneath a large Wine-Barrel, clutching a Tankard from which he sips. His Lincoln Cap is askew. He has not suffered the pangs of sobriety for some time.", "endoftext": false }, { "action": "You go to the south", "response": "In this small, walled Yard were Beasts put to the knife & prepared for the master's feasting table. Unthinkably--but undoubtedly--were other Prey too destroyed here, to feed the Baron's appetite for sin. There is no hiding place in this small Arena; meat, alive or dead, can escape only south, through the Kitchen.\n\nA bloated Pig lies here, its Stomach slit.\n\nThe stump of an ancient Oak stands here. The steel blade of an Axe calls it home.\nYour hands are full.\n\nThe Baron's Fool lies besotted beneath a large Wine-Barrel.", "endoftext": false }, { "action": "Go south", "response": "A bloated Pig lies here, its Stomach slit.\n\nThe stump of an ancient Oak stands here. The steel blade of an Axe calls it home.\nYou remove the fine Axe from the Stump.\n\nThe Baron's Fool lies besotted beneath a large Wine-Barrel.", "endoftext": false }, { "action": "You hit Box with Axe", "response": "You should put down the dented Box before attempting to destroy it.", "endoftext": false }, { "action": "You hit Box with Axe", "response": "You hack at the Box, and again, splitting its sides asunder and spilling its contents onto the Floor.", "endoftext": true }, { "action": "Describe the surroundings", "response": "Gluttonous indeed were the the Feasts prepared in this Kitchen while the Baron lived. The huge Ovens now stand cold & unlit, the Crockery smashed & strewn about the floor. The Dining Hall is to the east, & northwards is a small enclosed Yard. A Stair leads downward into darkness.\n\nThe Baron's Fool lies besotted beneath a large Wine-Barrel.\n\nYou can also see a handful of spice & a splintered, useless Box here.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na fine Axe\na holy symbol (glowing with a sacred light & being worn)\na suit of Chain-Mail (being worn)\na leather sheath (being worn)\na sacred blade\na wooden Scroll-Case (being worn & closed)", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na dented Box (which is closed & locked)\na fine Axe\na holy symbol (glowing with a sacred light & being worn)\na suit of Chain-Mail (being worn)\na leather sheath (being worn)\na sacred blade\na wooden Scroll-Case (being worn & closed)", "endoftext": false }, { "action": "Go east", "response": "On the long Table is a Perpetuum Mobile (which acts as a Water-Fall).", "endoftext": false }, { "action": "You unlock Door with the lock", "response": "(the dented Box)\nThe dented Box does not seem to fit the lock.", "endoftext": false }, { "action": "You search priest", "response": "You search the Priest, who divulges a small silver Key. [Author's Note: The Box!] cries the desperate Priest, placing the Key forlornly on the ground. [Author's Note: It contains naught but Spices!]\n\nThe priest speaks again. [Author's Note: The others have left. I remained.] Perhaps he thinks this will earn him Clemency?", "endoftext": false }, { "action": "Unlock Box with silver", "response": "Dropped.\nTaken.\nYou unlock the dented Box.", "endoftext": false }, { "action": "Examine box", "response": "Battered, dented, the stoic and iron Resistor of an attack on its contents. A small Lock is mounted therein, but does not prevent your opening it.", "endoftext": false }, { "action": "You break the lock", "response": "In the ensuing Battle, the Box inflicts more damage upon you than do you on it.", "endoftext": false }, { "action": "You kill Priest", "response": "Truly this Worm deserves Death. But it is against your Code to strike down a man of the Cloth, however deserving. His time will come soon enough.", "endoftext": false }, { "action": "Bless Priest", "response": "You lack the athourity to perform Blessings.", "endoftext": false }, { "action": "Bless sword", "response": "The corrupt Priest has better things to do.", "endoftext": false }, { "action": "You pull the lock", "response": "Nothing obvious happens.", "endoftext": false }, { "action": "You look at the lock", "response": "Battered, dented, the stoic and iron Resistor of an attack on its contents. A small Lock is mounted therein, but does not prevent your opening it.", "endoftext": false }, { "action": "Break box", "response": "In the ensuing Battle, the Box inflicts more damage upon you than do you on it.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na silver key\na dented Box (which is open)\na handful of spice\na holy symbol (glowing with a sacred light & being worn)\na suit of Chain-Mail (being worn)\na leather sheath (being worn)\na sacred blade\na wooden Scroll-Case (being worn & closed)", "endoftext": false }, { "action": "You give the symbol to Priest", "response": "(the holy symbol to the corrupt Priest)\n[Author's Note: Keep it,] says the Priest.", "endoftext": false }, { "action": "Rub symbol", "response": "(the holy symbol)\nSuch superstitious acts are beneath you.", "endoftext": false }, { "action": "You examine the symbol", "response": "(the holy symbol)\nA perfect Circle, symbolizing the creation: Heaven above, Earth here & now, the pits below. The unbroken continuity of God, of which Man partakes. The symbol hangs by a light Chain from your neck.", "endoftext": false }, { "action": "You examine mobile", "response": "This Device you have seen before, in the Library at Dol Nesta. An ingenious Perpetuum Mobile, built of Pipes, Gears, & Screws of Archimedes. Whereby the Force exhibited by Water as it pours into a wide Funnel drives the Drawing of that water upward, to fall again through a Spout into the Funnel--on & on, ad infinitum. The Design is that of a certain Portuguese & the Baron seems to have been impressed with it so as to have it realized as a Fountain.\n\nNow Water pours through the Perpetuum, falling out of the Spout & into the Funnel. The Splashings of the water combine harmoniously with the Grindings of the Gears & Screws. Tho' it seems very heavy, you could probably carry the Perpetuum, were you careful not to spill its Water.", "endoftext": false }, { "action": "You get mobile", "response": "As you strain to lift the heavy Perpetuum, there is a Lurch & a sudden Outpouring of water, which seeps into the Floor. The Gears & Screws continue to spin as before, but the Machine is now dry.", "endoftext": false }, { "action": "Go west", "response": "Gluttonous indeed were the the Feasts prepared in this Kitchen while the Baron still lived. The huge Ovens now stand cold & unlit, the Crockery smashed & strewn about the floor. The Dining Hall is to the east, & northwards is a small enclosed Yard. A stair leads downward into Darkness.\n\nThe Baron's Fool lies besotted beneath a large Wine-Barrel.", "endoftext": false }, { "action": "You ask Fool about Mobile", "response": "[Author's Note: Round & round & round she goes! Where she stops, no man knows!]", "endoftext": false }, { "action": "You look at Mobile", "response": "This Device you have seen before, in the Library at Dol Nesta. An ingenious Perpetuum Mobile, built of Pipes, Gears, & Screws of Archimedes. Whereby the Force exhibited by Water as it pours into a wide Funnel drives the Drawing of that water upward, to fall again through a Spout into the Funnel--on & on, ad infinitum. The Design is that of a certain Portuguese & the workmanship is such that the Machine continues its toil even in the absence of Water to propel it.\n\nTho the Perpetuum is empty, still turn its Gears & Screws.", "endoftext": true }, { "action": "Go downwards", "response": "The gloomy Store Room has been recently sacked, though racks of Ham & strings of dried Fruit still hang above your head. A bag of Flour has been ripped open, its contents scattered. Hundreds of white Foot-Prints run frantic around the room & up the Stairs.", "endoftext": false }, { "action": "Go east", "response": "On feast days in years & months past, Lords & favored Thinkers entered this long Hall from the south, to be served by huge platters of exotic repast from the Kitchen to the west. But now the room stands bare, stripped of its Appointments by some fleeing servant. Only the larger items remain--the long Table & the ornate Chairs.\n\nYou can see a fine Axe & a dented Box (in which are a silver key & a handful of spice) here.", "endoftext": false }, { "action": "Go south", "response": "A richly attired Wait Chamber, walls covered with pagan frescoes which beckon you to impure thoughts. Chairs arranged near the circular perimeter mingle with tables for gaming. The chamber becomes the reception chamber to the west, the dining hall to the north. A small tiled archway leads southwest, & to the east is the grand Entry Hall.", "endoftext": false }, { "action": "You examine the gears", "response": "Gears of many shapes & sizes turn endlessly in the Machine, imitating the model of Creation itself.", "endoftext": false }, { "action": "You look at the armor", "response": "The sanctified chain mail is light on your body, and leaves your Arms and Elbows free. A white cloth covering bears a blue Circle, the symbol of the faith.", "endoftext": false }, { "action": "You remove Cloth", "response": "(first taking the white Covering over your armour)\nTo remove your Covering outside the Church is to invite divine Disapproval.", "endoftext": false }, { "action": "You remove the holy symbol", "response": "To remove the symbol of the faith is to lose divine protection.", "endoftext": false }, { "action": "You drop mobile", "response": "You gently set the Perpetuum on the floor.", "endoftext": false }, { "action": "You examine Portcullis", "response": "A heavy iron portcullis blocks your way. Sun shines through the grate.", "endoftext": false }, { "action": "You get mobile", "response": "You strain to lift the heavy Perpetuum.", "endoftext": true }, { "action": "Go down", "response": "In contrast to the Baron's opulence lurks here the spartan Cell of his corrupt Priest. The only furnishing is a straw Mat, the only concession to Luxury a tapestry which hangs near the upward-climbing stair.\n\nThe Priest sits on his mat, eyes downturned in submission.", "endoftext": false }, { "action": "You show Mobile to Priest", "response": "The corrupt Priest is unimpressed.", "endoftext": false }, { "action": "Go west", "response": "The glitterings of Gold, Jewels, Tapestries, &c. bely the Decrepitude of he who til recently occupied this high Seat. A white Carpet, once flanked by sycophants & counselors, now lies nearly untravelled. It leads away from the Seat & towards the Sunrise.\n\n'Tis odd... you cannot but think this Place has changed since last you did look upon it. Nay, it cannot be.\n\nThe cruel Baron lies at your feet, dyeing the carpet scarlet with his blood.", "endoftext": false }, { "action": "You examine Carpet", "response": "Near the seat the carpet is red with the stain of unholy blood. It stretches out white to the east.", "endoftext": false }, { "action": "You look at Seat", "response": "A most opulent & high Seat, supporting the dastardly Baron as he passes judgement, accomplice to his avarice. No more.", "endoftext": true }, { "action": "Look around", "response": "The glitterings of Gold, Jewels, Tapestries, &c. bely the pulchitrude of he who til recently occupied this high Seat. A white Carpet, once flanked by sycophants & counselors, now lies nearly untravelled. It leads away from the Seat & towards the Sunrise.\n\nThe cruel Baron lies at your feet, dyeing the carpet scarlet with his blood.", "endoftext": false }, { "action": "You sit on Seat", "response": "You would perhaps take the Baron's place, as minister of evil?", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na Perpetuum Mobile (churning & empty)\na holy symbol (glowing with a sacred light & being worn)\na suit of Chain-Mail (being worn)\na leather sheath (being worn)\na sacred blade\na wooden Scroll-Case (being worn & closed)", "endoftext": false }, { "action": "You examine Baron", "response": "His eyes are wide & unseeing. He wears an expression of resignation & a velvet robe.", "endoftext": false }, { "action": "You get Carpet", "response": "The bloodstained carpet is hardly portable.", "endoftext": false }, { "action": "You cut Carpet", "response": "What do you want to cut the bloodstained carpet with?", "endoftext": false }, { "action": "You cut Carpet with Blade", "response": "(first taking the sacred blade)\nYour hands are full.", "endoftext": false }, { "action": "Yes", "response": "That was a rhetorical question.", "endoftext": false }, { "action": "You roll Carpet", "response": "You are unable to.", "endoftext": false }, { "action": "Shit", "response": "Such language reeks of sulphur.", "endoftext": false }, { "action": "You hold Blade", "response": "You draw your blade.", "endoftext": false }, { "action": "You cut Carpet with Blade", "response": "Cutting that up would achieve little.", "endoftext": false }, { "action": "You look at Mobile", "response": "This Device you have seen before, in the Library at Dol Nesta. An ingenious Perpetuum Mobile, built of Pipes, Gears, & Screws of Archimides. Whereby the Force exhibited by Water as it pours into a wide Funnel drives the Drawing of that water upward, to fall again through a Spout into the Funnel--on & on, ad infinitum. The Design is that of a certain Portuguese & the workmanship is such that the Machine continues its toil even in the absence of Water to propel it.\n\nTho the Perpetuum is empty, still turn its Gears & Screws.", "endoftext": false }, { "action": "You examine Spout", "response": "A decorated Spout from which water would pour, had you not spilled it out. The Funnel of the Perpetuum stands directly below.", "endoftext": false }, { "action": "You examine Funnel", "response": "A large round Funnel, flared at the top to catch splashing water. The Spout of the Perpetuum stands directly above.", "endoftext": false }, { "action": "You look at Robe", "response": "The red velvet robes of state are stained a deeper red with the blood of the evil sovereign. A small pocket on the right side catches your eye.", "endoftext": false }, { "action": "You look in Pocket", "response": "In the pocket is a golden key.", "endoftext": false }, { "action": "You examine it", "response": "The key is of gold, with eight small teeth.", "endoftext": false }, { "action": "Go east", "response": "In this grand Hall do heraldry & great pomp greet the visitor to this castle. Yet a visitor, betrayed, can quickly become a prisoner--a metal portcullis to the east now separates you from the castle threshold. You must take your leave instead to the round Chamber that lies westward, or else attend one of the two archways to the north & south.\n\nHas this Place changed since last you were here? The work of some mischevious Spirit, or deceiving Daemon? It is but a slight tugging in your Marrow, yet a worrisome one.\n\nA wooden Wheel is mounted on the wall, near the Portcullis.", "endoftext": false }, { "action": "You go to the southwest", "response": "A richly attired Wait Chamber, walls covered with pagan frescoes which beckon you to unpure thoughts. Chairs arranged near the circular perimeter mingle with tables for gaming. The chamber becomes the reception chamber to the west, the dining hall to the north. A small tiled archway leads southwest, & to the east is the grand Entry Hall.\n\nO foul Hypocrite! O whited Sepulchure! In the midst of his debauchery the Baron does see fit to erect himself a Chapel of the faith! Mayhap he thought to take sanctuary here at your approach. 'Tis more likely the lighted Candles & marble Altar did bear witness to blasphemous & terrible Rites in the Baron's lifetime.\n\nA stair in the corner leads down into darkness, an archway northeast. A solid oak door prevents your going east.", "endoftext": false }, { "action": "Examine books", "response": "The Baron's library is full of heretical Ideas & Assertions most blasphemous. Yet here are also books of Metallurgy, of Alchymy & other useful Arts. A monk from Dol Nesta will need to be sent here to separate Wheat from Chaff, to save that which might be usefully Consulted & to destroy the Dross.", "endoftext": false }, { "action": "You look at Desk", "response": "The Writing-Desk is of dark wood. Its flap is closed.", "endoftext": false }, { "action": "You open flap", "response": "You open the flap of the Writing-Desk, revealing a deep Hole in the south wall.", "endoftext": false }, { "action": "You open flap", "response": "That is already open.", "endoftext": false }, { "action": "You examine the hole", "response": "A dark Hole penetrates the desk & proceeds deep into the Stone of the south wall. It is deeper than your arm is long.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na golden key\na sacred blade\na holy symbol (glowing with a sacred light & being worn)\na suit of Chain-Mail (being worn)\na leather sheath (being worn)\na wooden Scroll-Case (being worn & closed)", "endoftext": false }, { "action": "You go to the east", "response": "A richly attired Wait Chamber, its walls covered in pagan Frescoes which beckon you to impure thoughts. Chairs arranged near the circular perimeter mingle with Tables for gaming. The chamber becomes the Reception Chamber to the west, the Dining Hall to the north. A small tiled archway leads southwest & to the east is the grand Entry Hall.\n\nYou hear a terrible crashing sound to the east.", "endoftext": false }, { "action": "You go to the east", "response": "In this grand Hall do Heraldry & great Pomp greet the visitor to this Keep. Yet a visitor, betrayed, can quickly become a prisoner--a metal Portcullis to the east now separates you from the threshold. You must take your leave instead to the round Chamber that lies westward, or else attend one of the two archways to the north & south.\n\nA wooden Wheel is mounted on the wall, near the Portcullis.", "endoftext": false }, { "action": "Go south", "response": "If only the Baron had set his soul in the same order in which he kept his Study! Had he lined his heart with good Works the way he lined his walls with Books, kept his spiritual affairs as tidy as he kept his Writing-Desk, then your grim task need never have been assigned you. But the leather Arm-Chair now awaits a master who will never again occupy it. A solid oak door blocks your way to the west & an archway leads north.\n\nThe orderly appointment of the Books on their several Shelves is marred in one place by a Gap.", "endoftext": false }, { "action": "You examine Gap", "response": "The Gap separates two of the most odious Works in the Library. Likely their Brother is similarly accursed.", "endoftext": false }, { "action": "You examine Chair", "response": "The Arm-Chair is of leather, & is cold to the touch.", "endoftext": false }, { "action": "You sit in Chair", "response": "You sit in the Chair, but quickly tire of such Decadence.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na sacred blade\na holy symbol (glowing with a sacred light & being worn)\na suit of Chain-Mail (being worn)\na leather sheath (being worn)\na wooden Scroll-Case (being worn & closed)", "endoftext": false }, { "action": "You put Blade in Gap", "response": "The Gap is book-shaped.", "endoftext": false }, { "action": "You look at the books", "response": "The Baron's library is full of heretical Ideas & Assertions most blasphemous. Yet here are also books of Metallurgy, of Alchymy & other useful Arts. A monk from Dol Nesta will need to be sent here to separate Wheat from Chaff, to save that which is useful & to destroy the Dross. While you are here, however, you may CONSULT the Library about its more wholesome topics.\n\nThere is a noticeable Gap between two particularly odious Books.", "endoftext": false }, { "action": "You look at the chairs", "response": "The Chairs are well-carved with geometric designs.", "endoftext": false }, { "action": "Go north", "response": "On feast days in years & months past, Lords & favoured Thinkers entered this long Hall from the south, to be served by huge platters of exotic repast from the Kitchen to the west. But now the room stands bare, stripped of its Appointments by some fleeing servant. Only the larger items remain--the long Table & the ornate Chairs.\n\nOn the long Table is a Perpetuum Mobile (which acts as a Water-Fall).", "endoftext": false }, { "action": "You go to the north", "response": "In this small, walled Yard were Beasts put to the knife & prepared for the master's feasting table. Unthinkably--but undoubtedly--were other Prey too destroyed here, to feed the Baron's appetite for sin. There is no hiding place in this small Arena; meat, alive or dead, can escape only south, through the Kitchen.\n\nA bloated Pig lies here, its Stomach slit.\n\nThe stump of an ancient Oak stands here. The steel blade of an Axe calls it home.", "endoftext": false }, { "action": "You examine Pig", "response": "The Pig is dead two days. Its Butcher likely fled the castle, dreading your approach. A large Slit travels its bloated Stomach.", "endoftext": false }, { "action": "You examine the stomach", "response": "The Ancients are said to have practiced divination by the Entrails of Beasts. Not being one of the Ancients, you know not what these Vitals fortell.", "endoftext": false }, { "action": "You get Axe", "response": "You remove the fine Axe from the Stump.", "endoftext": false }, { "action": "You hit Pig with Axe", "response": "Well done, brave knight! The pig is dead!", "endoftext": true }, { "action": "You look around", "response": "In this small, walled Yard were Beasts put to the knife & prepared for the master's feasting table. Unthinkably--but undoubtedly--were other Prey too destroyed here, to feed the Baron's appetite for sin. There is no hiding place in this small Arena; meat, alive or dead, can escape only south, through the Kitchen.\n\nA bloated Pig lies here, its Stomach slit.\n\nThe stump of an ancient Oak stands here.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na fine Axe\na sacred blade\na holy symbol (glowing with a sacred light & being worn)\na suit of Chain-Mail (being worn)\na leather sheath (being worn)\na wooden Scroll-Case (being worn & closed)", "endoftext": false }, { "action": "Go north", "response": "In this small, walled Yard were Beasts put to the knife & prepared for the master's feasting table. Unthinkably--but undoubtably--were other Prey too destroyed here, to feed the Baron's appetite for sin. There is no hiding place in this small Arena; meat, alive or dead, can escape only south, through the Kitchen.\n\nA bloated Pig lies here, its Stomach slit.\n\nThe stump of an ancient Oak stands here.", "endoftext": false }, { "action": "You put the spices in Pig", "response": "Perhaps you hope to cure the Meat?", "endoftext": false }, { "action": "You take the stomach", "response": "Let the pig's Vitals be.", "endoftext": false }, { "action": "You give the spices to Fool", "response": "The Fool's eyes cross comically as he regards the handful of spice. Exhausted by the effort, he slumps. He does not seem to want it.", "endoftext": false }, { "action": "You look at the barrel", "response": "A Barrel of fine Wine, nearly emptied by the efforts of the Fool. He lies below, supported by the Saw-Horses which carry the Barrel.", "endoftext": false }, { "action": "You ask Fool about the book", "response": "The Fool belches & says nothing.", "endoftext": false }, { "action": "You ask Fool about wine", "response": "[Author's Note: Wine, the Fruit of the Vine, a Fellow of mine.]", "endoftext": false }, { "action": "You ask Fool about Priest", "response": "The grinning Fool dips his Finger-Tips into his Tankard & sprinkles Wine at you like holy Water.", "endoftext": false }, { "action": "You ask Fool for Tankard", "response": "[Author's Note: The Wine is Mine,] sings the Fool. [Author's Note: The Wine is Mine!]", "endoftext": false }, { "action": "You ask Fool about the gate", "response": "The Fool shudders & says nothing.", "endoftext": false }, { "action": "You ask Fool about Wheel", "response": "The Fool coughs & says nothing.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na handful of spice\na sacred blade\na holy symbol (glowing with a sacred light & being worn)\na suit of Chain-Mail (being worn)\na leather sheath (being worn)\na wooden Scroll-Case (being worn & closed)", "endoftext": false }, { "action": "Sheathe blade", "response": "You sheathe your Blade.", "endoftext": true }, { "action": "Go down", "response": "The gloomy Store Room has been recently sacked, though racks of Ham & strings of dried Fruit still hang above your head. A bag of Flour has been ripped open, its contents scattered. Hundreds of white Foot-Prints run frantic around the room & up the Stair.\n\nA dented Box lies in a corner, its sides split open.\n\nYou can also see a fine Axe here.", "endoftext": false }, { "action": "Go upward", "response": "Gluttonous indeed were the the Feasts prepared in this Kitchen while the Baron lived. The huge Ovens now stand cold & unlit, the Crockery smashed & strewn about the floor. The Dining Hall is to the east, & northwards is a small enclosed Yard. A Stair leads downward into darkness.\n\nThe Baron's Fool lies besotted beneath a large Wine-Barrel.\n\nThe Fool slurs some lines of Verse: [Author's Note: Ye Grasse is green, ye Beere is green, a stranger Sighte I ne'er have seen.] You see no Beer in his tankard; naught but the Baron's Wine.", "endoftext": false }, { "action": "You ask Fool about Beer", "response": "The Fool coughs & says nothing.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na fine Axe\na handful of spice\na holy symbol (glowing with a sacred light & being worn)\na suit of Chain-Mail (being worn)\na leather sheath (being worn)\na sacred blade\na wooden Scroll-Case (being worn & closed)", "endoftext": false }, { "action": "Go east", "response": "On feast days in years & months past, Lords & favored Thinkers entered this long Hall from the south, to be served by huge platters of exotic repast from the Kitchen to the west. But now the room stands bare, stripped of its Appointments by some fleeing servant. Only the larger items remain--the long Table & the ornate Chairs.\n\nOn the long Table is a Perpetuum Mobile (which acts as a Water-Fall).", "endoftext": false }, { "action": "Go east", "response": "On feast days in years & months past, Lords & favored Thinkers entered this long Hall from the south, to be served by huge platters of exotic repast from the Kitchen to the west. But now the room stands bare, stripped of its Appointments by some fleeing servant. Only the larger items remain--the long Table & the ornate Chairs.\n\nYou can see a handful of spice & a fine Axe here.", "endoftext": false }, { "action": "You get the spice and Axe", "response": "handful of spice: Taken.\nfine Axe: Taken.", "endoftext": false }, { "action": "You go west", "response": "Gluttonous indeed were the the Feasts prepared in this Kitchen while the Baron lived. The huge Ovens now stand cold & unlit, the Crockery smashed & strewn about the floor. The Dining Hall is to the east, & northwards is a small enclosed Yard. A Stair leads downward into darkness.\n\nThe Baron's Fool lies besotted beneath a large Wine-Barrel.\n\nYou can also see a Perpetuum Mobile here.", "endoftext": false }, { "action": "You drop Axe and the spice", "response": "fine Axe: Dropped.\nhandful of spice: Dropped.", "endoftext": false }, { "action": "You examine mobile", "response": "This Device you have seen before, in the Library at Dol Nesta. An ingenious Perpetuum Mobile, built of Pipes, Gears, & Screws of Archimedes. Whereby the Force exhibited by Water as it pours into a wide Funnel drives the Drawing of that water upward, to fall again", "endoftext": false }, { "action": "You fill mobile with Wine", "response": "(the Wine-Barrel)\nYou need to be holding the Wine-Barrel before you can put it into something else.", "endoftext": false }, { "action": "You get Wine", "response": "(the Wine-Barrel)\nThe Barrel is well-supported by Saw-Horses, and you cannot move it.", "endoftext": false }, { "action": "You put the spices in Mobile", "response": "That would surely ruin the valuable Spices.", "endoftext": false }, { "action": "You drop the spice", "response": "Dropped.", "endoftext": false }, { "action": "Go east", "response": "On feast days in years & months past, Lords & favored Thinkers entered this long Hall from the south, to be served by huge platters of exotic repast from the Kitchen to the west. But now the room stands bare, stripped of its Appointments by some fleeing servant. Only the larger items remain--the long Table & the ornate Chairs.", "endoftext": false }, { "action": "You look at Table", "response": "The long banquet table once groaned under the weight of extravagant Feasts. Now it is bare, its Luster fading.\n\nThere is nothing on the long Table.", "endoftext": false }, { "action": "You examine the chairs", "response": "The chairs are carved ornately.", "endoftext": false }, { "action": "You look under Table", "response": "There is naught but Dust under the long Table.", "endoftext": false }, { "action": "You go west", "response": "The glitterings of Gold, Jewels, Tapestries, &c. belie the Corruption of he who til recently occupied this high Seat. A white Carpet, once flanked by Sycophants & Counselors, now lies nearly untravelled. It leads away from the Seat & towards the Sunrise.\n\nThe cruel Baron lies at your feet, dyeing the carpet scarlet with his blood.", "endoftext": false }, { "action": "You get Robe", "response": "You separate robe & owner, leaving the Baron bare.", "endoftext": false }, { "action": "You look at Robe", "response": "The red velvet robes of state are stained a deeper red with the blood of the evil sovereign. A small pocket on the right side catches your eye.", "endoftext": false }, { "action": "You examine Pocket", "response": "In the pocket is a golden key.", "endoftext": true }, { "action": "Look around", "response": "The glitterings of Gold, Jewels, Tapestries, &c. bely the Decrepitude of he who til recently occupied this high Seat. A white Carpet, once flanked by sycophants & counselors, now lies nearly untravelled. It leads away from the Seat & towards the Sunrise.\n\nThe cruel Baron lies at your feet, dyeing the carpet scarlet with his blood.", "endoftext": false }, { "action": "You cut Robe", "response": "What do you want to cut the red robe with?", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na red robe\na fine Axe\na holy symbol (glowing with a sacred light & being worn)\na suit of Chain-Mail (being worn)\na leather sheath (being worn)\na sacred blade\na wooden Scroll-Case (being worn & closed)", "endoftext": false }, { "action": "You cut Robe with Blade", "response": "(first taking the sacred blade)\nYou draw your blade.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\na sacred blade\na red robe\na holy symbol (glowing with a sacred light & being worn)\na suit of Chain-Mail (being worn)\na leather sheath (being worn)\na wooden Scroll-Case (being worn & closed)", "endoftext": false }, { "action": "You wear Robe", "response": "You lack the rank.", "endoftext": false }, { "action": "You get all", "response": "fine Axe: Taken.\nlong Table: The long Table is hardly portable.\nornate Chairs: Such posessions would only weigh you down.", "endoftext": false }, { "action": "You go to the west", "response": "Gluttonous indeed were the the Feasts prepared in this Kitchen while the Baron still lived. The huge Ovens now stand cold & unlit, the Crockery smashed & strewn about the floor. The Dining Hall is to the east, & northwards is a small enclosed Yard. A stair leads downward into Darkness.\n\nThe Baron's Fool lies besotted beneath a large Wine-Barrel.\n\nYou can also see a handful of spice & a Perpetuum Mobile here.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na fine Axe\na sacred blade\na holy symbol (glowing with a sacred light & being worn)\na suit of Chain-Mail (being worn)\na leather sheath (being worn)\na wooden Scroll-Case (being worn & closed)", "endoftext": false }, { "action": "You examine Baron", "response": "His eyes are wide & unseeing.", "endoftext": false }, { "action": "You look at the eyes", "response": "The Baron's eyes are wide and unseeing.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nthe Baron's eyes\na sacred blade\na holy symbol (glowing with a sacred light & being worn)\na suit of Chain-Mail (being worn)\na leather sheath (being worn)\na wooden Scroll-Case (being worn & closed)", "endoftext": false }, { "action": "You examine Baron", "response": "His eyes are wide & unseeing.", "endoftext": false }, { "action": "You open eyes", "response": "Even the most evil deserves posthumous Respect.", "endoftext": false }, { "action": "You close the eyes", "response": "You close the Baron's eyes.", "endoftext": false }, { "action": "You go to the north", "response": "An Armory, stocked by the Baron for a seige but unable to protect him from the vengeance of the Almighty. Amidst the Armor, Weaponry &c. stands an archway to the south.\n\nA wooden Lance stands here, propped against a wall.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na sacred blade\na holy symbol (glowing with a sacred light & being worn)\na suit of Chain-Mail (being worn)\na leather sheath (being worn)\na wooden Scroll-Case (being worn & closed)", "endoftext": false }, { "action": "You get Lance", "response": "To hold that you must have both hands free.", "endoftext": false }, { "action": "Sheath blade", "response": "You sheathe your blade.", "endoftext": false }, { "action": "Go south", "response": "If only the Baron had set his soul in the same order he kept his study! Had he lined his heart with good works the way he lined his walls with books, kept his spiritual affairs as tidy as he kept his Writing-Desk, then your grim task need never have been assigned you. But the leather Arm-Chair now awaits a master who will never again occupy it. A solid oak door blocks your way to the west & an archway leads north.\n\nHave these Walls shifted? Is the Light different in its attentions upon your Eyes? Nay, for how could this be so? It must be your tiresome Confinement that makes your Memory falter. You had best find a way to quit the Baron's Keep.\n\nThe orderly appointment of the Books on their several Shelves is marred in one place by a Gap.", "endoftext": false }, { "action": "You examine the hole", "response": "A dark Hole penetrates the desk & proceeds deep into the Stone of the south wall. It is deeper than your Arm is long.", "endoftext": false }, { "action": "You put the symbol in Hole", "response": "(the holy symbol in the Hole in the south wall)\nYou insert the holy symbol into the hole as far as you can, then draw it out again. No change has occured.", "endoftext": false }, { "action": "You put the symbol on Lance", "response": "(the holy symbol on the wooden Lance)\nPutting things upon the wooden Lance would achieve nothing.", "endoftext": false }, { "action": "You put Lance in Hole", "response": "Inserting the lance into the hole as far as you can, you feel the wood catch & hear the faraway grinding of stone. Removing the lance, you find it unchanged.", "endoftext": false }, { "action": "Lift portcullis", "response": "That is hardly portable.", "endoftext": false }, { "action": "You open Portcullis", "response": "Your strength is as great as your faith, but try as you might, you cannot lift the heavy portcullis. Perhaps the nearby Wheel holds the answer.", "endoftext": false }, { "action": "You go west", "response": "A richly attired Wait Chamber, walls covered with pagan frescoes which beckon you to unpure thoughts. Chairs arranged near the circular perimeter mingle with tables for gaming. The chamber becomes the reception chamber to the west, the dining hall to the north. A small tiled archway leads southwest, & to the east is the grand Entry Hall.\n\nHas this Place changed since last you were here? The work of some mischevious Spirit, or deceiving Daemon? It is but a slight tugging in your Marrow, yet a worrisome one.", "endoftext": false }, { "action": "You go to the west", "response": "The glitterings of Gold, Jewels, Tapestries, &c. bely the pulchitrude of he who til recently occupied this high Seat. A white Carpet, once flanked by sycophants & counselors, now lies nearly untravelled. It leads away from the Seat & towards the Sunrise.\n\nThe cruel Baron lies at your feet, dyeing the carpet scarlet with his blood.\n\nYou can also see a fine Axe here.", "endoftext": false }, { "action": "Go west", "response": "From here you may go only east.", "endoftext": false }, { "action": "You read Scroll", "response": "A scroll case made of wood & bearing the sigil of the bishop of Dol Nesta.", "endoftext": false }, { "action": "You read the vellum scroll", "response": "The scroll is made of rich vellum & is rolled up, inside the scroll case.", "endoftext": false }, { "action": "You get vellum Scroll", "response": "You remove the scroll from the case.", "endoftext": false }, { "action": "You read the vellum scroll", "response": "The rich vellum is covered with a flowing hand.\n\n[Author's Note: The bearer of this Notice, one Knight Itinerant, being granted special Dispensation and ordered by Divine Covenant to separate from this World the immortal Soul of par Tiller, Baron of Stesan, his Crimes and Sins having blotted his Name beyond hope of Redemption or Reform, and it being ordered that any and all requested Assistance be rendered this Knight in this sacred Quest, let it be known that to this I set my Stamp and Seal on this day and for Perpetuity, in the name of the most holy God, who has ordained it so,]\n\nThe stamp and signature is that of the bishop of Dol Nesta.", "endoftext": false }, { "action": "Go northeast", "response": "A richly attired Wait Chamber, walls covered with pagan frescoes which beckon you to unpure thoughts. Chairs arranged near the circular perimeter mingle with tables for gaming. The chamber becomes the reception chamber to the west, the dining hall to the north. A small tiled archway leads southwest, & to the east is the grand Entry Hall.\n\nHave these Walls shifted? Is the Light different in its attentions upon your Eyes? Nay, for how could this be so? It must be your tiresome Confinement that makes your Memory falter. You had best find a way to quit the Baron's Keep.", "endoftext": false }, { "action": "You go north", "response": "On feast days in years & months past, Lords & favored Thinkers entered this long Hall from the south, to be served by huge platters of exotic repast from the Kitchen to the west. But now the room stands bare, stripped of its Appointments by some fleeing servant. Only the larger items remain--the long Table & the ornate Chairs.", "endoftext": false }, { "action": "You show Scroll to Fool", "response": "To which do you refer, the vellum Scroll or the wooden Scroll-Case?", "endoftext": false }, { "action": "You show vellum Scroll to Fool", "response": "The court Fool is unimpressed.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na vellum Scroll\na holy symbol (glowing with a sacred light & being worn)\na suit of Chain-Mail (being worn)\na leather sheath (being worn)\na sacred blade\na wooden Scroll-Case (being worn & open but empty)", "endoftext": false }, { "action": "You put the vellum in Case", "response": "You the scroll up and place it in the case.", "endoftext": false }, { "action": "Close Case", "response": "You close the wooden Scroll-Case.", "endoftext": false }, { "action": "You put it in Mobile", "response": "Only the particulate may progress through the wondrous Machine.", "endoftext": false }, { "action": "You examine the machine", "response": "This Device you have seen before, in the Library at Dol Nesta. An ingenious Perpetuum Mobile, built of Pipes, Gears, & Screws of Archimides. Whereby the Force exhibited by Water as it pours into a wide Funnel drives the Drawing of that water upward, to fall again through a Spout into the Funnel--on & on, ad infinitum. The Design is that of a certain Portuguese & the workmanship is such that the Machine continues its toil even in the absence of Water to propel it.", "endoftext": false }, { "action": "You look at the spice", "response": "Rare Peppers, and other Spices you cannot identify. Their smell is oriental, exotic.", "endoftext": true }, { "action": "Look around", "response": "Gluttonous indeed were the the Feasts prepared in this Kitchen while the Baron still lived. The huge Ovens now stand cold & unlit, the Crockery smashed & strewn about the floor. The Dining Hall is to the east, & northwards is a small enclosed Yard. A stair leads downward into Darkness.\n\nYou can see a Perpetuum Mobile here.", "endoftext": false }, { "action": "You get all", "response": "dented Box: Taken.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\na dented Box\na handful of spice\na holy symbol (glowing with a sacred light & being worn)\na suit of Chain-Mail (being worn)\na leather sheath (being worn)\na sacred blade\na wooden Scroll-Case (being worn & closed)", "endoftext": true }, { "action": "You look at your surroundings", "response": "The gloomy Store Room has been recently sacked, though racks of Ham & strings of dried Fruit still hang above your head. A bag of Flour has been ripped open, its contents scattered. Hundreds of white Foot-Prints run frantic around the room & up the Stairs.", "endoftext": false }, { "action": "Up", "response": "Gluttonous indeed were the the Feasts prepared in this Kitchen while the Baron still lived. The huge Ovens now stand cold & unlit, the Crockery smashed & strewn about the floor. The Dining Hall is to the east, & northwards is a small enclosed Yard. A stair leads downward into Darkness.\n\nYou can see a Perpetuum Mobile here.", "endoftext": false }, { "action": "Go north", "response": "In this small, walled Yard are the Beasts put to the knife & prepared for the master's feasting table. Unthinkably--but undoubtably--were other Prey too destroyed here, to feed the Baron's appetite for sin. There is no hiding place in this small Arena; meat, alive or dead, can escape only south, through the Kitchen.\n\nA bloated Pig lies here, its Stomach slit.\n\nThe stump of an ancient Oak stands here.", "endoftext": false }, { "action": "You look at Oak", "response": "From little Acorns great Oaks spring. But great Oaks die, or are cut down, & only God remembers what once was.", "endoftext": false }, { "action": "You search it", "response": "The stump is empty.", "endoftext": false }, { "action": "Go east", "response": "In this grand Hall do heraldry andgreat pomp greet the visitor to this castle. Yet a visitor, betrayed, can quickly become a prisoner--a metal portcullis to the east now separates you from the castle threshold. You must take your leave instead to the round Chamber that lies westward, or else attend one of the two archways to the north and south.\n\n'Tis odd... you cannot but think this Place has changed since last you did look upon it. Nay, it cannot be.\n\nA wooden Wheel is mounted on the wall, near the Portcullis.", "endoftext": false }, { "action": "You look at Wheel", "response": "A heavy wooden wheel, which raises and lowers the Portcullis.", "endoftext": false }, { "action": "Go north", "response": "An Armory, stocked by the Baron for a seige but unable to protect him from the vengeance of the Almighty. Amidst the Armor, Weaponry &c. stands an archway to the south.", "endoftext": false }, { "action": "You ask S, to go to the south", "response": "In this grand Hall do heraldry andgreat pomp greet the visitor to this castle. Yet a visitor, betrayed, can quickly become a prisoner--a metal portcullis to the east now separates you from the castle threshold. You must take your leave instead to the round Chamber that lies westward, or else attend one of the two archways to the north and south.\n\nA wooden Wheel is mounted on the wall, near the Portcullis.\n\nIf only the Baron had set his soul in the same order he kept his study! Had he lined his heart with good works the way he lined his walls with books, kept his spiritual affairs as tidy as he kept his Writing-Desk, then your grim task need never have been assigned you. But the leather Arm-Chair now awaits a master who will never again occupy it. A solid oak door blocks your way to the west, and an archway leads north.", "endoftext": false }, { "action": "You examine Door", "response": "The door is made of fine oak. It stands forbodingly closed.", "endoftext": false }, { "action": "You search Carpet", "response": "You find nothing of interest.\n\nYou hear a terrible crashing sound to the east.", "endoftext": false }, { "action": "You search baron", "response": "The Baron's Robe bears a Pocket, in which is a golden key.", "endoftext": false }, { "action": "You examine the tables", "response": "The Tables are carved as the Chairs. Game-Boards are inscribed into many of them, & some bear Dice & other pieces for Gaming.", "endoftext": false }, { "action": "You take all", "response": "Sun-Light: The Sun-Light is ethereal.\nFrescoes: The Frescoes are hardly portable.\nwooden Chairs: Such posessions would only weigh you down.\nwooden Tables: They are much too heavy.\ngaming Pieces: A Knight must shun all such unclean Associations.", "endoftext": false }, { "action": "You examine the dice", "response": "The Gaming-Pieces are Dice, Cups, Chess-Men & the like. You are ashamed to remember from childhood the Rules to some of these Games.", "endoftext": false }, { "action": "You look under Desk", "response": "There is naught but Dust under the Writing-Desk.", "endoftext": false }, { "action": "You take all", "response": "Gap in the Library: Such an act smacks of paradox.\noaken Door to the west: The oaken Door to the west is hardly portable. library: There are far too many Books to carry, although you may consult the Library while standing before it.\nWriting-Desk: The Writing-Desk is hardly portable.\nleather Arm-Chair: It is much too heavy to carry.", "endoftext": false }, { "action": "Consult books", "response": "The meaning of that sentence escapes me.", "endoftext": false }, { "action": "You consult the books about Mobile", "response": "You find a reference to the Perpetuum Mobile (oddly enough) in a Discourse on religious Symbolism. Tho your brothers at the Monastery would follow the Arguments better than you can, the Ideas seem orthodox & you can make out most of what is said.", "endoftext": false }, { "action": "You consult the books about Fool", "response": "The Perpetuum must exist, even if only in the mind of God (so says the Author, for the Work is a century old & so precedes the working Perpetuum) for it realizes the sacred Circle on a cosmic scale. Without the Perpetuum, the Cosmos is a strait Line, slowly declining in vital Force, sinking into Degeneracy & Oblivion. As God is the moral restorative of this vital Force, so is the Perpetuum, which does Work without losing Energy, its physical Restorative. When the vital Force moves back & forth between the Poles of Entropy & Restoration, is the Cosmos realized as a grand Circle.\n\nIn a satirical work on the Hangers-On at court, you find the following:\n\n[Author's Note: THE TRAGEDY OF THE FULE: Every Court from Low to High/founds itself upon some Lie/Therein only one, the Fule/may speak true of lordly Misrule. He knows none his Words will heed/nor one comprehend his Deed.]\n\nThere is more of this poor Doggerel, but it merely repeats this Theme.", "endoftext": false }, { "action": "You consult the books about Circle", "response": "The Circle makes itself the Symbol of this great Faith, symbolizing all that was and all that will be. Sadly, most of the references you find in the Baron's Library pervert this great Truth by demonstrating methods of subverting and desecrating the true Cycles of God and Nature, life and death.", "endoftext": false }, { "action": "You consult the books about the Metallurgy", "response": "A set of large Volumes describe the art & history of Metallurgy, from Antiquity to the present Era. The base & the nobler Metals are discussed, & their uses. Also Alloys & their means of manufacture are described. In these Works you may be able to find reference to some more specific facet of the Craft.", "endoftext": false }, { "action": "You consult the books about the alchymy", "response": "Several Tomes here are devoted to Alchymy, [Author's Note: Noblest of the Crafts.] By which the baser Metals may be transmuted into Gold, or between themselves. You may be able to find reference to some more specific facet of the Craft.", "endoftext": false }, { "action": "You consult the books about the copper", "response": "[Author's Note: Commonest of the noble Metals, both Artisan and Craftsman, renowned both for its Luster and for the useful Alloys it forms.]", "endoftext": false }, { "action": "You consult the books about silver", "response": "[Author's Note: A valuable and pliable Metal, second in value only to Gold. Projections upon it are common.]\n\n[Author's Note: A valuable and pliable Metal, second in value only to Gold. Projections upon it are common.]", "endoftext": false }, { "action": "You consult the books about the Gold", "response": "[Author's Note: The most coveted of the noble Metals. Empires are built on it, Men die for it, & those who have it hoard it. Through complex transmutations can baser materials, such as Lead, be transformed into this Prince among Metals.]", "endoftext": false }, { "action": "You consult the books about the alloys", "response": "[Author's Note: An alloy such as Bronze or Electrum may be formed by the molten Merging of its several Composites. Some alloys of the nobler metals have mythic Powers--in particular the celebrated alliage sympathique, or sympathetic Alloy.]", "endoftext": false }, { "action": "You consult the books about the sympathetic Alloy", "response": "In a work on alchymic Medicine you find the following:\n\n[Author's Note: The sympathetic Alloy, Rosy-Gold, so named for its Colour. Its dust comprises Powder of Sympathy, or the Weapon-Salve, tho this is but its most convenient Form. Its true power lies in the bonding of its three component Metals.]", "endoftext": false }, { "action": "You consult the books about the Powder", "response": "A work is devoted to the Weapon-Salve, or Powder of Sympathy, which is the dust of the sympathetic Alloy. [Author's Note: The Powder heals when applied not to the Wound but to the Weapon. Most Injuries can it treat, tho it cannot re-bind Soul & Body.]", "endoftext": false }, { "action": "You consult the books about Soul", "response": "The Soul, precious gift of God, that which distinguishes Man from Animal, is given small service in this library. What little there is, chiefly in Manuals devoted to dark and unholy Twistings of God's work, described by phrases unsuitable for repeating here.", "endoftext": false }, { "action": "You read Scroll", "response": "A Scroll-Case made of wood & bearing the Sigil of the Bishop of Dol Nesta.", "endoftext": false }, { "action": "You consult the books about dol nesta", "response": "An Atlas describes the Town of Dol Nesta as \"a small mountain village, renowned for the quality of its Soil and the breadth of its monastery's Library.\".", "endoftext": false }, { "action": "You consult the books about metal", "response": "[Author's Note: Man was not Man ere he mastered the Metals.] Noble & base alike, they made & do make Civilization. Yet also do they forment Greed, & enable fearsome Instruments of torture & war. Truly, Man must master the Metals, else they will master him.", "endoftext": false }, { "action": "You climb the shelves", "response": "Little is to be achieved by that.", "endoftext": false }, { "action": "You consult the books about Fool", "response": "In a satirical work on the Hangers-On at court, you find the following:\n\n[Author's Note: THE TRAGEDY OF THE FULE: Every Court from Low to High/founds itself upon some Lie/Therein only one, the Fule/may speak true of lordly Misrule. He knows none his Words will heed/nor one comprehend his Deed.]\n\nThere is more of this poor Doggerel, but it merely repeats this Theme.", "endoftext": false }, { "action": "You consult the books about symbol", "response": "[Author's Note: Symbols are powerful things, but take pains never to confuse a Symbol with the Object by it signified; this error is the root of much Heresy.] If only the Baron had taken this advice!>>", "endoftext": false }, { "action": "You consult the books about Wine", "response": "There is a Treatise here on Wine-Making, but it seems imprudent of you to consult it.", "endoftext": false }, { "action": "You go up", "response": "Gluttonous indeed were the the Feasts prepared in this Kitchen while the Baron lived. The huge Ovens now stand cold & unlit, the Crockery smashed & strewn about the floor. The Dining Hall is to the east, & northwards is a small enclosed Yard. A Stair leads downward into darkness.\n\nThe Baron's Fool lies besotted beneath a large Wine-Barrel.\n\nThe Fool's bleary Gaze lights on the Box you carry. [Author's Note: The Lock is the Key -- He! He!] The Fool giggles, hiccoughs, & again regards his Tankard.", "endoftext": false }, { "action": "You look at the Jewels", "response": "Jewels are encased in the walls of this room. Riches encrust the Baron's Seat & golden gleamings come from every Direction. A Show of earthly things, to quail the Unfortunates who in this room must address their cruel Master. The will of a higher Master yet has been done this Day.", "endoftext": false }, { "action": "You show Box to Priest", "response": "The Priest treats your act as an accusation, and quails. [Author's Note: The box? It contains naught but Spices! Here, I have the key...] Reaching into his Robes, he withdraws a small silver Key, which he hurriedly places before you.\n\nThe priest speaks again. [Author's Note: The others have left. I remained.] Perhaps he thinks this will earn him Clemency?", "endoftext": false }, { "action": "You take Key", "response": "(the silver key)\nTaken.", "endoftext": false }, { "action": "You put the keys in Box", "response": "silver key: Done.\ngolden key: Done.", "endoftext": false }, { "action": "Close Box", "response": "You close the dented Box.", "endoftext": false }, { "action": "Shake box", "response": "You shake the dented Box. There seems to be something inside.", "endoftext": false }, { "action": "You open Box", "response": "You open the dented Box, revealing a golden key, a silver key & a handful of spice.", "endoftext": false }, { "action": "You show golden Key to Priest", "response": "(first taking the golden key)\n[Author's Note: I know it not.]", "endoftext": false }, { "action": "You get all", "response": "Stair-Way(PriestStairway): The Stair-Way(PriestStairway) is hardly portable.\noaken door: The oaken door is hardly portable.\nlighted Candles: That would compound Blasphemy upon Blasphemy.\nmarble Altar: The marble Altar is hardly portable.", "endoftext": false }, { "action": "You put Box on Altar", "response": "(the marble Altar)\nThat is not a proper Offering.", "endoftext": false }, { "action": "You take all", "response": "Baron's corpse: Your hands are full.\nSun-Light: The Sun-Light is ethereal.\nopulent Decorations: The opulent Decorations are hardly portable. tapestries: The tapestries are hardly portable.\nbloodstained carpet: The bloodstained carpet is hardly portable.\nhigh Seat: You would perhaps take the Baron's place, as minister of evil?", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na golden key\na dented Box (which is open)\na silver key\na handful of spice\na holy symbol (glowing with a sacred light & being worn)\na suit of Chain-Mail (being worn)\na leather sheath (being worn)\na sacred blade\na wooden Scroll-Case (being worn & closed)", "endoftext": false }, { "action": "You put gold Key in Box", "response": "You put the golden key into the dented Box.", "endoftext": false }, { "action": "You put the corpse on Altar", "response": "(the marble Altar)\nTruly barbaric.", "endoftext": false }, { "action": "Search corpse", "response": "The Baron's Robe bears a Pocket, which is empty.", "endoftext": false }, { "action": "You show the corpse to Priest", "response": "The Priest quails at the sight of the dead Baron.", "endoftext": false }, { "action": "You show the corpse to Fool", "response": "[Author's Note: What is a Fool with no Master?]", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nthe Baron's corpse\nthe Baron's eyes\na red robe\na holy symbol (glowing with a sacred light & being worn)\na suit of Chain-Mail (being worn)\na leather sheath (being worn)\na sacred blade\na wooden Scroll-Case (being worn & closed)", "endoftext": false }, { "action": "Drop symbol", "response": "(the holy symbol)\n(first taking the holy symbol off)\nTo remove the symbol of the faith is to lose divine protection.", "endoftext": false }, { "action": "You remove Scroll", "response": "(the wooden Scroll-Case)\nYou take off the wooden Scroll-Case.", "endoftext": false }, { "action": "You put the symbol in Case", "response": "(the holy symbol in the wooden Scroll-Case)\nThere is already something in the case.", "endoftext": false }, { "action": "You get Scroll", "response": "(the wooden Scroll-Case)\nYou already have that.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na holy symbol (glowing with a sacred light & being worn)\na suit of Chain-Mail (being worn)\na leather sheath (being worn)\na sacred blade\na wooden Scroll-Case (which is open)\na vellum Scroll", "endoftext": false }, { "action": "You get the vellum", "response": "You remove the scroll from the case.", "endoftext": false }, { "action": "You put the symbol in Case", "response": "(the holy symbol in the wooden Scroll-Case)\nThe scroll case is not the proper container for the holy symbol.", "endoftext": false }, { "action": "You put the symbol in sheath", "response": "(the holy symbol in the leather sheath)\nOnly your sword may inhabit the sheath.", "endoftext": false }, { "action": "You go west", "response": "The glitterings of Gold, Jewels, Tapestries, &c. belie the Corruption of he who 'til recently occupied this high Seat. A white Carpet, once flanked by Sycophants & Counsellors, now lies untravelled. It leads away from the Seat & towards the Sunrise.\n\nYou can see a dented Box (in which are a golden key, a silver key & a handful of spice) here.", "endoftext": false }, { "action": "You put the symbol in Box", "response": "(the holy symbol in the dented Box)\nThat is too large to fit into the Box.", "endoftext": false }, { "action": "You examine the symbol", "response": "(the holy symbol)\nA perfect Circle, symbolizing the creation: Heaven above, Earth here & now, the pits below. The unbroken continuity of God, of which Man partakes. The symbol hangs by a light Chain from your neck.", "endoftext": false }, { "action": "Empty Box", "response": "golden key: Dropped.\nsilver key: Dropped.\nhandful of spice: Your hands are full.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na dented Box (which is open)\na handful of spice\na vellum Scroll\na holy symbol (glowing with a sacred light & being worn)\na suit of Chain-Mail (being worn)\na leather sheath (being worn)\na sacred blade\na wooden Scroll-Case (which is open but empty)", "endoftext": false }, { "action": "You drop Scroll", "response": "To which do you refer, the vellum Scroll or the wooden Scroll-Case?", "endoftext": false }, { "action": "You drop all Scroll", "response": "vellum Scroll: Dropped.\nwooden Scroll-Case: Dropped.", "endoftext": false }, { "action": "You put all the keys in Box", "response": "None are available!", "endoftext": false }, { "action": "You get the keys", "response": "silver key: Your hands are full.\ngolden key: Your hands are full.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\na handful of spice\na dented Box (which is open but empty)\na holy symbol (glowing with a sacred light & being worn)\na suit of Chain-Mail (being worn)\na leather sheath (being worn)\na sacred blade", "endoftext": false }, { "action": "You get all the keys", "response": "silver key: Taken.\ngolden key: Taken.", "endoftext": false }, { "action": "You put Box in the corpse", "response": "You must be hard pressed indeed to see utility in that.", "endoftext": false }, { "action": "You put Box in Pocket", "response": "That is too large to fit in the pocket.", "endoftext": false }, { "action": "You put the symbol in Pocket", "response": "(the holy symbol in the pocket)\nThat is too large to fit in the pocket.", "endoftext": false }, { "action": "You look at Fool", "response": "The Baron's Fool has taken to the cups. His Master no longer requires his gambols & rapier Wit. He sprawls beneath a large Wine-Barrel, clutching a Tankard from which he sips. His lincoln Cap is askew. He has not suffered the pangs of Sobriety for some time.", "endoftext": false }, { "action": "You examine Cap", "response": "The Fool's Cap is lincoln Green, and adorned with Bells. It is stained with the Drippings of wine from the Barrel.", "endoftext": false }, { "action": "You ask Fool for Cap", "response": "[Author's Note: This noble Cap has been in my family for generations! My Father was a Fool, his Father before him! And so am I.]", "endoftext": false }, { "action": "You ask Fool for Tankard", "response": "[Author's Note: The Wine is Mine,] sings the Fool. [Author's Note: The Wine is Mine!]", "endoftext": false }, { "action": "You take all", "response": "wooden Scroll-Case: Taken.\nvellum Scroll: Taken.\nBaron's corpse: Your hands are full.\ncourt Fool: I doubt the court Fool would care for that.\nWine-Barrel: The Barrel is well-supported by Saw-Horses, and you cannot move it.\nlarge Ovens: The large Ovens are hardly portable.\nshattered Crockery: You have no use for such things.", "endoftext": false }, { "action": "You put Case in Gap", "response": "On feast days in years & months past, Lords & favored Thinkers entered this long Hall from the south, to be served by huge platters of exotic repast from the Kitchen to the west. But now the room stands bare, stripped of its Appointments by some fleeing servant. Only the larger items remain--the long Table & the ornate Chairs.\n\nOn the long Table is a Perpetuum Mobile (which acts as a Water-Fall).\n\nA richly attired Wait Chamber, walls covered with pagan frescoes which beckon you to unpure thoughts. Chairs arranged near the circular perimeter mingle with tables for gaming. The chamber becomes the reception chamber to the west, the dining hall to the north. A small tiled archway leads southwest, & to the east is the grand Entry Hall.\n\nIn this grand Hall do heraldry & great pomp greet the visitor to this castle. Yet a visitor, betrayed, can quickly become a prisoner--a metal portcullis to the east now separates you from the castle threshold. You must take your leave instead to the round Chamber that lies westward, or else attend one of the two archways to the north & south.\n\nA wooden Wheel is mounted on the wall, near the Portcullis.\n\nIf only the Baron had set his soul in the same order he kept his study! Had he lined his heart with good works the way he lined his walls with books, kept his spiritual affairs as tidy as he kept his Writing-Desk, then your grim task need never have been assigned you. But the leather Arm-Chair now awaits a master who will never again occupy it. A solid oak door blocks your way to the west & an archway leads north.\n\nThe orderly appointment of the Books on their several Shelves is marred in one place by a Gap.\nThe Gap is book-shaped.", "endoftext": false }, { "action": "You put Scroll in Gap", "response": "To which do you refer, the vellum Scroll or the wooden Scroll-Case?", "endoftext": false }, { "action": "You put the scroll case in Gap", "response": "The Gap is book-shaped.", "endoftext": false }, { "action": "You put the symbol in Gap", "response": "(the holy symbol in the Gap in the Library)\nThe Gap is book-shaped.", "endoftext": false }, { "action": "Go west", "response": "Gluttonous indeed were the the Feasts prepared in this Kitchen while the Baron still lived. The huge Ovens now stand cold & unlit, the Crockery smashed & strewn about the floor. The Dining Hall is to the east, & northwards is a small enclosed Yard. A stair leads downward into Darkness.\n\nThe Baron's Fool lies besotted beneath a large Wine-Barrel.\n\nYou can also see the Baron's corpse here.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na vellum Scroll\na wooden Scroll-Case (which is open but empty)\na holy symbol (glowing with a sacred light & being worn)\na suit of Chain-Mail (being worn)\na leather sheath (being worn)\na sacred blade", "endoftext": false }, { "action": "You put the vellum in the scroll case", "response": "You roll the scroll up & place it in the case.", "endoftext": false }, { "action": "You wear the scroll case", "response": "You put on the wooden Scroll-Case.", "endoftext": false }, { "action": "You get all", "response": "Gap in the Library: Such an act smacks of paradox.\noaken door to the west: That is hardly portable.\nlibrary: There are far too many Books to carry, although you may consult the Library while standing before it.\nWriting-Desk: That is hardly portable.", "endoftext": true }, { "action": "You look at your surroundings", "response": "If only the Baron had set his soul in the same order he kept his study! Had he lined his heart with good works the way he lined his walls with books, kept his spiritual affairs as tidy as he kept his Writing-Desk, then your grim task need never have been assigned you. But the leather Arm-Chair now awaits a master who will never again occupy it. A solid oak door blocks your way to the west & an archway leads north.\n\nThe orderly appointment of the Books on their several Shelves is marred in one place by a Gap.", "endoftext": false }, { "action": "Go west", "response": "The glitterings of Gold, Jewels, Tapestries, &c. bely the pulchitrude of he who til recently occupied this high Seat. A white Carpet, once flanked by sycophants & counselors, now lies nearly untravelled. It leads away from the Seat & towards the Sunrise.", "endoftext": false }, { "action": "You look at Seat", "response": "A most opulent & high Seat, supporting the dastardly Baron as he passes judgement, accomplice to his avarice. No more.", "endoftext": false }, { "action": "You look at the Jewels", "response": "Jewels are encased in the walls of this room. Riches encrust the Baron's Seat & golden gleamings come from every Direction. A Show of earthly things, to quail the Unfortunates who in this room must address their cruel Master. The will of a higher Master yet has been done this Day.", "endoftext": false }, { "action": "You get the Jewels", "response": "They are hardly portable.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\nthe Baron's corpse\na red robe\na wooden Scroll-Case (being worn & open)\na vellum Scroll\na holy symbol (glowing with a sacred light & being worn)\na suit of Chain-Mail (being worn)\na leather sheath (being worn)\na sacred blade", "endoftext": false }, { "action": "You put Robe on Altar", "response": "(the marble Altar)\nPutting things upon the marble Altar would achieve nothing.", "endoftext": false }, { "action": "You go upward", "response": "O foul Hypocrite! O whited Sepulchure! In the midst of his debauchery the Baron does see fit to erect himself a Chapel of the faith! Mayhap he thought to take sanctuary here at your approach. 'Tis more likely the lighted candles & marble altar did bear witness to blasphemous & terrible Rites in the Baron's lifetime.\n\nA stair in the corner leads down into darkness, an archway northeast. A solid oak door prevents your going east.\n\nYou can see the Baron's corpse here.", "endoftext": false }, { "action": "Go west", "response": "The glitterings of Gold, Jewels, Tapestries, &c. bely the pulchitrude of he who til recently occupied this high Seat. A white Carpet, once flanked by sycophants & counselors, now lies nearly untravelled. It leads away from the throne & towards the Sunrise.\n\nHas this Place changed since last you were here? The work of some mischevious Spirit, or deceiving Daemon? It is but a slight tugging in your Marrow, yet a worrisome one.", "endoftext": false }, { "action": "Go west", "response": "The glitterings of Gold, Jewels, Tapestries, &c. bely the pulchitrude of he who til recently occupied this high Seat. A white Carpet, once flanked by sycophants & counselors, now lies nearly untravelled. It leads away from the throne & towards the Sunrise.", "endoftext": false }, { "action": "Wait", "response": "You idle away a few moments.", "endoftext": false }, { "action": "You wait for a while", "response": "You idle away a few moments.\nYou idle away a few moments.\nYou idle away a few moments.\nYou idle away a few moments.", "endoftext": false }, { "action": "You wait awhile", "response": "You idle away a few moments.\nYou idle away a few moments.\nYou idle away a few moments.\nYou idle away a few moments.\nYou idle away a few moments.\nYou idle away a few moments.", "endoftext": true }, { "action": "You look at your surroundings", "response": "The glitterings of Gold, Jewels, Tapestries, &c. bely the pulchitrude of he who til recently occupied this high Seat. A white Carpet, once flanked by sycophants and counselors, now lies nearly untravelled. It leads away from the throne and towards the Sunrise.", "endoftext": true }, { "action": "Look around", "response": "The glitterings of gold, jewels, tapestries, &c. bely the pulchitrude of he who tilrecently occupied the throne. A white carpet, once flanked by sycophants and counselors, now lies nearly untravelled. It leads away from the throne and towards the Sunrise.", "endoftext": false }, { "action": "Wait", "response": "You idle away a few moments.\nYou idle away a few moments.", "endoftext": false }, { "action": "%", "response": "The glitterings of Gold, Jewels, Tapestries, &c. belie the Corruption of he who 'til recently occupied this high Seat. A white Carpet, once flanked by Sycophants & Counsellors, now lies untravelled. It leads away from the Seat & towards the Sunrise.\n\nThe cruel Baron lies at your feet, dyeing the carpet scarlet with his blood.", "endoftext": false }, { "action": "DeC", "response": "Enter saved game to load: Restore failed.", "endoftext": false }, { "action": "Rec", "response": "Enter saved game to load: Ok.", "endoftext": false }, { "action": "You wait for a while", "response": "You idle away a few moments.\nYou idle away a few moments.\nYou idle away a few moments.\nYou idle away a few moments.\nYou idle away a few moments.\nYou idle away a few moments.\nYou idle away a few moments.", "endoftext": false }, { "action": "Wait", "response": "You idle away a few moments.\nYou idle away a few moments.\nYou idle away a few moments.\nYou idle away a few moments.\nYou idle away a few moments.\nYou idle away a few moments.\nYou idle away a few moments.\nYou idle away a few moments.\nYou idle away a few moments.\nYou idle away a few moments.", "endoftext": true }, { "action": "You look at your surroundings", "response": "You idle away a few moments.\n\nIn this grand Hall do heraldry andgreat pomp greet the visitor to this castle. Yet a visitor, betrayed, can quickly become a prisoner--a metal portcullis to the east now separates you from the castle threshold. You must take your leave instead to the round Chamber that lies westward, or else attend one of the two archways to the north and south.\n\nA wooden Wheel is mounted on the wall, near the Portcullis.", "endoftext": true }, { "action": "You look at your surroundings", "response": "You idle away a few moments.\n\nA wooden Wheel is mounted on the wall, near the Portcullis.", "endoftext": false }, { "action": "Go west", "response": "This is room 7. Exits: north, west, up.", "endoftext": false }, { "action": "Go southwest", "response": "A richly attired Wait Chamber, walls covered with pagan frescoes which beckon you to unpure thoughts. Chairs arranged near the circular perimeter mingle with tables for gaming. The chamber becomes the reception chamber to the west, the dining hall to the north. A small tiled archway leads southwest, and to the east is the grand Entry Hall.\n\nO foul Hypocrite! O whited Sepulchure! In the midst of his debauchery the Baron does see fit to erect himself a Chapel of the faith! Mayhap he thought to take sanctuary here at your approach. 'Tis more likely the lighted candles and marble altar did bear witness to blasphemous and terrible Rites in the Baron's lifetime.\n\nA stair in the corner leads down into darkness, an archway northeast. A solid oak door prevents your going east.\n\nYou can see the Baron's corpse here.", "endoftext": true }, { "action": "Look around", "response": "You idle away a few moments.\n\nO foul Hypocrite! O whited Sepulchure! In the midst of his debauchery the Baron does see fit to erect himself a Chapel of the faith! Mayhap he thought to take sanctuary here at your approach. 'Tis more likely the lighted candles and marble altar did bear witness to blasphemous and terrible Rites in the Baron's lifetime.\n\nA stair in the corner leads down into darkness, an archway northeast. A solid oak door prevents your going east.\n\nYou can see the Baron's corpse here.", "endoftext": true }, { "action": "Look around", "response": "You idle away a few moments.\n\nYou can see the Baron's corpse here.", "endoftext": false }, { "action": "You go to the east", "response": "You can see a copper key here.", "endoftext": false }, { "action": "You go east", "response": "This is room 7. Exits: north, west, up.", "endoftext": false }, { "action": "You go northwest", "response": "On the Shelf is an Hour-Glass.\n\nA trickle of sand falls through the Hour-Glass.", "endoftext": false }, { "action": "You go to the southwest", "response": "A richly attired Wait Chamber, walls covered with pagan frescoes which beckon you to unpure thoughts. Chairs arranged near the circular perimeter mingle with tables for gaming. The chamber becomes the reception chamber to the west, the dining hall to the north. A small tiled archway leads southwest, and to the east is the grand Entry Hall.\n\nO foul Hypocrite! O whited Sepulchure! In the midst of his debauchery the Baron does see fit to erect himself a Chapel of the faith! Mayhap he thought to take sanctuary here at your approach. 'Tis more likely the lighted candles and marble altar did bear witness to blasphemous and terrible Rites in the Baron's lifetime.\n\nA stair in the corner leads down into darkness, an archway northeast. A solid oak door prevents your going east.\n\nHave these Walls shifted? Is the Light different in its attentions upon your Eyes? Nay, for how could this be so? It must be your tiresome Confinement that makes your Memory falter. You had best find a way to quit the Baron's Keep.\n\nYou can see the Baron's corpse here.", "endoftext": true }, { "action": "You look around", "response": "You idle away a few moments.\nYou idle away a few moments.\n\nO foul Hypocrite! O whited Sepulchure! In the midst of his debauchery the Baron does see fit to erect himself a Chapel of the faith! Mayhap he thought to take sanctuary here at your approach. 'Tis more likely the lighted candles and marble altar did bear witness to blasphemous and terrible Rites in the Baron's lifetime.\n\nA stair in the corner leads down into darkness, an archway northeast. A solid oak door prevents your going east.\n\nYou can see the Baron's corpse here.", "endoftext": true }, { "action": "You look at your surroundings", "response": "You idle away a few moments.\n\nO foul Hypocrite! O whited Sepulchure! In the midst of his debauchery the Duke does see fit to erect himself a Chapel of the faith! Mayhap he thought to take sanctuary here at your approach. 'Tis more likely the lighted candles and marble altar did bear witness to blasphemous and terrible Rites in the Duke's lifetime.\n\nA stair in the corner leads up, an archway northeast. A solid oak door prevents your going east.\n\nYou can see the Baron's corpse here.", "endoftext": true }, { "action": "Look around", "response": "You idle away a few moments.\n\nYou can see the Baron's corpse here.", "endoftext": false }, { "action": "Turn hourglass", "response": "You can see a copper key here.\n\nA Seam runs down the northwest wall.", "endoftext": false }, { "action": "You go to the east", "response": "A richly attired Wait Chamber, walls covered with pagan frescoes which beckon you to unpure thoughts. Chairs arranged near the circular perimeter mingle with tables for gaming. The chamber becomes the reception chamber to the west, the dining hall to the north. A small tiled archway leads southwest, and to the east is the grand Entry Hall.\n\n'Tis odd... you cannot but think this Place has changed since last you did look upon it. Nay, it cannot be.", "endoftext": false }, { "action": "You go southwest", "response": "O foul Hypocrite! O whited Sepulchure! In the midst of his debauchery the Baron does see fit to erect himself a Chapel of the faith! Mayhap he thought to take sanctuary here at your approach. 'Tis more likely the lighted candles and marble altar did bear witness to blasphemous and terrible Rites in the Baron's lifetime.\n\nA stair in the corner leads down into darkness, an archway northeast. A solid oak door prevents your going east.\n\nYou can see the Baron's corpse here.", "endoftext": false }, { "action": "You wait", "response": "You idle away a few moments.\nYou idle away a few moments.\nYou idle away a few moments.", "endoftext": false }, { "action": "Go north", "response": "The glitterings of Gold, Jewels, Tapestries, &c. bely the pulchitrude of he who til recently occupied the throne. A white Carpet, once flanked by sycophants and counselors, now lies nearly untravelled. It leads away from the throne and towards the Sunrise.", "endoftext": true }, { "action": "Look around", "response": "The glitterings of Gold, Jewels, Tapestries, &c. bely the pulchitrude of he who til recently occupied the throne. A white carpet, once flanked by sycophants and counselors, now lies nearly untravelled. It leads away from the throne and towards the Sunrise.", "endoftext": false }, { "action": "You go east", "response": "This is room 5. Exits: north, east, west.", "endoftext": false }, { "action": "Go north", "response": "This is room 6. Exits: south, east, west.", "endoftext": true }, { "action": "You look at your surroundings", "response": "You idle away a few moments.\nYou idle away a few moments.\nYou idle away a few moments.\n\nThe glitterings of Gold, Jewels, Tapestries, &c. bely the pulchitrude of he who til recently occupied this high Seat. A white Carpet, once flanked by sycophants and counselors, now lies nearly untravelled. It leads away from the throne and towards the Sunrise.", "endoftext": true }, { "action": "Look around", "response": "You idle away a few moments.\n\nThe glitterings of Gold, Jewels, Tapestries, &c. bely the pulchitrude of he who til recently occupied this high Seat. A white Carpet, once flanked by sycophants and counselors, now lies nearly untravelled. It leads away from the throne and towards the Sunrise.", "endoftext": true }, { "action": "Describe the surroundings", "response": "You idle away a few moments.\n\nThe glitterings of Gold, Jewels, Tapestries, &c. bely the pulchitrude of he who til recently occupied the throne. A white carpet, once flanked by sycophants and counselors, now lies nearly untravelled. It leads away from the throne and towards the Sunrise.", "endoftext": false }, { "action": "You go to the north", "response": "A richly attired Wait Chamber. The\n\nA wooden Wheel is mounted on the wall, near the Portcullis.\n\nThis is room 9. Exits: south, west, up.", "endoftext": true }, { "action": "You look at your surroundings", "response": "You idle away a few moments.\nYou idle away a few moments.\nYou idle away a few moments.\nYou idle away a few moments.\n\nThe glitterings of Gold, Jewels, Tapestries, &c. bely the pulchitrude of he who til recently occupied this high Seat. A white Carpet, once flanked by sycophants and counselors, now lies nearly untravelled. It leads away from the throne and towards the Sunrise.", "endoftext": false }, { "action": "You go to the north", "response": "This is room 6. Exits: south, west.", "endoftext": false }, { "action": "Go west", "response": "This is room 3. Exits: north, south, east, down.", "endoftext": false }, { "action": "You go south", "response": "The glitterings of Gold, Jewels, Tapestries, &c. bely the pulchitrude of he who til recently occupied the throne. A white carpet, once flanked by sycophants and counselors, now lies nearly untravelled. It leads away from the throne and towards the Sunrise.\n\nHave these Walls shifted? Is the Light different in its attentions upon your Eyes? Nay, for how could this be so? It must be your tiresome Confinement that makes your Memory falter. You had best find a way to quit the Baron's Keep.", "endoftext": false }, { "action": "Go north", "response": "This is room 16. Exits: south.", "endoftext": true }, { "action": "You describe your surroundings", "response": "This is room 3. Exits: south, east, up.", "endoftext": false }, { "action": "Go upwards", "response": "This is room 11. Exits: down.", "endoftext": false }, { "action": "Go upward", "response": "This is room 10. Exits: down.", "endoftext": true }, { "action": "Look around", "response": "You idle away a few moments.\n\nAn Armory, stocked by the Baron for a seige but unable to protect him from the vengeance of the Almighty. Amidst the Armor, Weaponry &c. stands an archway to the south.", "endoftext": true }, { "action": "You look around", "response": "You idle away a few moments.\n\nAn Armory, stocked by the Duke for a seige but unable to shield him from the vengeance of the Almighty. Amidst the Armor, Weaponry &c. stands a spiral staircase leading up into the Battlement. An oaken door leads south.", "endoftext": true }, { "action": "You look at your surroundings", "response": "You idle away a few moments.\n\nThis is room 9. Exits: south, west, up.", "endoftext": false }, { "action": "Go up", "response": "This is room 13. Exits: down.", "endoftext": false }, { "action": "You go west", "response": "This is room 6. Exits: north, south, east, west.", "endoftext": false }, { "action": "You go north", "response": "A richly attired Wait Chamber, walls covered with pagan frescoes which beckon you to unpure thoughts. Chairs arranged near the circular perimeter mingle with tables for gaming. The chamber becomes the reception chamber to the west, the dining hall to the north. A small tiled archway leads southwest, and to the east is the grand Entry Hall.\n\nThis is room 6. Exits: south, west.", "endoftext": true }, { "action": "You look around", "response": "You idle away a few moments.\n\nThis is room 6. Exits: south, west.", "endoftext": true }, { "action": "You look at your surroundings", "response": "You idle away a few moments.\n\nThis is room 6. Exits: south, east, west.", "endoftext": true }, { "action": "You describe your surroundings", "response": "You idle away a few moments.\n\nThis is room 6. Exits: north, south, east, west.", "endoftext": false }, { "action": "Go west", "response": "A richly attired Wait Chamber, walls covered with pagan frescoes which beckon you to unpure thoughts. Chairs arranged near the circular perimeter mingle with tables for gaming. The chamber becomes the reception chamber to the west, the dining hall to the north. A small tiled archway leads southwest, and to the east is the grand Entry Hall.\n\nThis is room 3. Exits: north, south, east, down.", "endoftext": false }, { "action": "You go to the west", "response": "A richly attired Wait Chamber, walls covered with pagan frescoes which beckon you to unpure thoughts. Chairs arranged near the circular perimeter mingle with tables for gaming. The chamber becomes the reception chamber to the west, the dining hall to the north. A small tiled archway leads southwest, and to the east is the grand Entry Hall.\n\n'Tis odd... you cannot but think this Place has changed since last you did look upon it. Nay, it cannot be.\n\nThis is room 3. Exits: north, south, east, down.", "endoftext": false }, { "action": "You go south", "response": "A richly attired Wait Chamber, walls covered with pagan frescoes which beckon you to unpure thoughts. Chairs arranged near the circular perimeter mingle with tables for gaming. The chamber becomes the reception chamber to the west, the dining hall to the north. A small tiled archway leads southwest, and to the east is the grand Entry Hall.\n\nIn this grand Hall do heraldry andgreat pomp greet the visitor to this castle. Yet a visitor, betrayed, can quickly become a prisoner--a metal portcullis to the east now separates you from the castle threshold. You must take your leave instead to the round Chamber that lies westward, or else attend one of the two archways to the north and south.\n\nHave these Walls shifted? Is the Light different in its attentions upon your Eyes? Nay, for how could this be so? It must be your tiresome Confinement that makes your Memory falter. You had best find a way to quit the Baron's Keep.\n\nA wooden Wheel is mounted on the wall, near the Portcullis.\n\nIf only the Baron had set his soul in the same order he kept his study! Had he lined his heart with good works the way he lined his walls with books, kept his spiritual affairs as tidy as he kept his Writing-Desk, then your grim task need never have been assigned you. But the leather Arm-Chair now awaits a master who will never again occupy it. A solid oak door blocks your way to the west, and an archway leads north.", "endoftext": true }, { "action": "You look at your surroundings", "response": "You idle away a few moments.\n\nIf only the Baron had set his soul in the same order he kept his study! Had he lined his heart with good works the way he lined his walls with books, kept his spiritual affairs as tidy as he kept his Writing-Desk, then your grim task need never have been assigned you. But the leather Arm-Chair now awaits a master who will never again occupy it. A solid oak door blocks your way to the west, and an archway leads north.", "endoftext": true }, { "action": "Look around", "response": "You idle away a few moments.\n\nIf only the Duke had set his soul in the same order he kept his study! Had he lined his heart with good works the way he lined his walls with books, kept his spiritual affairs as tidy as he kept his Writing-Desk, then your grim task need never have been assigned you. But the leather Arm-Chair now awaits a master who will never again occupy it. An oaken door leads west from this cozy room, an archway leads north, and a stairway in one corner spirals upward.", "endoftext": true }, { "action": "Look around", "response": "You idle away a few moments.\n\nThis is room 7. Exits: north, west, up.", "endoftext": false }, { "action": "You go to the north-west", "response": "You can see a copper key here.\n\nA Seam runs down the northwest wall.", "endoftext": false }, { "action": "You go south", "response": "A richly attired Wait Chamber, walls covered with pagan frescoes which beckon you to unpure thoughts. Chairs arranged near the circular perimeter mingle with tables for gaming. The chamber becomes the reception chamber to the west, the dining hall to the north. A small tiled archway leads southwest, and to the east is the grand Entry Hall.\n\nHas this Place changed since last you were here? The work of some mischevious Spirit, or deceiving Daemon? It is but a slight tugging in your Marrow, yet a worrisome one.\n\nIn this grand Hall do heraldry andgreat pomp greet the visitor to this castle. Yet a visitor, betrayed, can quickly become a prisoner--a metal portcullis to the east now separates you from the castle threshold. You must take your leave instead to the round Chamber that lies westward, or else attend one of the two archways to the north and south.\n\nA wooden Wheel is mounted on the wall, near the Portcullis.\n\nIf only the Baron had set his soul in the same order he kept his study! Had he lined his heart with good works the way he lined his walls with books, kept his spiritual affairs as tidy as he kept his Writing-Desk, then your grim task need never have been assigned you. But the leather Arm-Chair now awaits a master who will never again occupy it. A solid oak door blocks your way to the west, and an archway leads north.\n\n'Tis odd... you cannot but think this Place has changed since last you did look upon it. Nay, it cannot be.", "endoftext": false }, { "action": "Go south", "response": "A richly attired Wait Chamber, walls covered with pagan frescoes which beckon you to unpure thoughts. Chairs arranged near the circular perimeter mingle with tables for gaming. The chamber becomes the reception chamber to the west, the dining hall to the north. A small tiled archway leads southwest, and to the east is the grand Entry Hall.\n\nIn this grand Hall do heraldry andgreat pomp greet the visitor to this castle. Yet a visitor, betrayed, can quickly become a prisoner--a metal portcullis to the east now separates you from the castle threshold. You must take your leave instead to the round Chamber that lies westward, or else attend one of the two archways to the north and south.\n\n'Tis odd... you cannot but think this Place has changed since last you did look upon it. Nay, it cannot be.\n\nA wooden Wheel is mounted on the wall, near the Portcullis.\n\nIf only the Baron had set his soul in the same order he kept his study! Had he lined his heart with good works the way he lined his walls with books, kept his spiritual affairs as tidy as he kept his Writing-Desk, then your grim task need never have been assigned you. But the leather Arm-Chair now awaits a master who will never again occupy it. A solid oak door blocks your way to the west, and an archway leads north.\n\nHas this Place changed since last you were here? The work of some mischevious Spirit, or deceiving Daemon? It is but a slight tugging in your Marrow, yet a worrisome one.", "endoftext": false }, { "action": "Go upward", "response": "You idle away a few moments.\nMethinks you see exits where there are none.", "endoftext": false }, { "action": "You go up", "response": "You idle away a few moments.\n\nThis is room 12. Exits: down.", "endoftext": false }, { "action": "Go northwest", "response": "On the Shelf is an Hour-Glass.\n\nA trickle of sand falls through the Hour-Glass.\n\nThe Hour-Glass wobbles most violently as the last of the Sand begins to leak out of its top.", "endoftext": false }, { "action": "You turHour-Glass", "response": "If you want to invert the Hour-Glass, you should pick it up first. It is much too heavy to turn in place.\n\nA trickle of sand falls through the Hour-Glass.", "endoftext": false }, { "action": "You drop all", "response": "What do you want to drop those things in?", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\na red robe\na wooden Scroll-Case (being worn & open)\na vellum Scroll\na holy symbol (glowing with a sacred light and being worn)\na suit of Chain-Mail (being worn)\na leather sheath (being worn)\na sacred blade", "endoftext": true }, { "action": "You look around", "response": "You idle away a few moments.\n\nIf only the Baron had set his soul in the same order he kept his study! Had he lined his heart with good works the way he lined his walls with books, kept his spiritual affairs as tidy as he kept his Writing-Desk, then your grim task need never have been assigned you. But the leather Arm-Chair now awaits a master who will never again occupy it. A solid oak door blocks your way to the west, and an archway leads north.\n\nYou can see a red robe here.", "endoftext": true }, { "action": "You look at your surroundings", "response": "You idle away a few moments.\n\nIf only the Duke had set his soul in the same order he kept his study! Had he lined his heart with good works the way he lined his walls with books, kept his spiritual affairs as tidy as he kept his Writing-Desk, then your grim task need never have been assigned you. But the leather Arm-Chair now awaits a master who will never again occupy it. An oaken door leads west from this cozy room, an archway leads north, and a stairway in one corner spirals upward.\n\nYou can see a red robe here.", "endoftext": false }, { "action": "You go to the north-west", "response": "You can see a copper key here.\n\nA Seam runs down the northwest wall.\n\nOn the Shelf is an Hour-Glass.\n\nA trickle of sand falls through the Hour-Glass.\n\nThe Hour-Glass wobbles most violently as the last of the Sand begins to leak out of its top.", "endoftext": false }, { "action": "You get the hourglass", "response": "A Shock goes through your Hand as you touch the Hour-Glass. Recoiling, you nurse your injured Hand until life returns.\n\nA trickle of sand falls through the Hour-Glass.", "endoftext": false }, { "action": "Break hourglass", "response": "You deal the Hour-Glass a mighty blow, creating a loudly collapsing Storm of shards which ceases nearly as soon a", "endoftext": false }, { "action": "You touch Wheel", "response": "You touch the wheel and briefly feel a numbing Shock.", "endoftext": false }, { "action": "You look at the lock", "response": "A copper Lock set into the oaken Door to the west.", "endoftext": false }, { "action": "You get Scroll", "response": "You remove the Scroll from its Case.", "endoftext": false }, { "action": "You put Scroll under Door", "response": "The meaning of that sentence escapes me.", "endoftext": false }, { "action": "You consult Books about the Time", "response": "In a book on Meta-Physicks you find a waggish Summary of the Controversy surrounding the nature of Time: [Author's Note: It is said by some that Time travelleth in a great Circle, by others that it maketh a strait Line. The former Description prevaileth, as we art obliged to listen to its Exponents again and again, the latter being content to assert but once.]", "endoftext": false }, { "action": "Consult books about hourglass", "response": "A history of Time-Keeping devotes considerable space to the Hour-Glass, its history occidental and oriental, its usages in Navigation, &c. A book of modern Philosophy waxes more poetic of the Time-Piece, seeing in it a symbol of the linearity of Time, the irretrievability of Moments past.", "endoftext": true }, { "action": "Go downwards", "response": "A wooden Wheel is mounted on the wall, near the Portcullis.\n\nO foul Hypocrite! O whited Sepulchure! In the midst of his debauchery the Baron does see fit to erect himself a Chapel of the faith! Mayhap he thought to take sanctuary here at your approach. 'Tis more likely the lighted Candles & marble Altar did bear witness to blasphemous & terrible Rites in the Baron's lifetime.\n\nA stair in the corner leads down into darkness, an archway northeast. A solid oaken Door prevents your passage east.\n\nIn contrast to the Baron's opulence lurks here the spartan Cell of his corrupt Priest. The only furnishing is a straw Mat, the only concession to luxury a Tapestry which hangs near the upward-climbing Stair.\n\nThe Priest sits on his mat, eyes downturned in submission.\n\n[Author's Note: So,] says the Priest, devoid of Emotion. [Author's Note: You have come.]", "endoftext": false }, { "action": "You ask Priest about Time", "response": "The Priest avoids your Gaze and does not respond.\n\nThe priest speaks again. [Author's Note: The others have left. I remained.] Perhaps he thinks this will earn him Clemency?", "endoftext": false }, { "action": "You ask Fool about the hourglass", "response": "On feast days in years & months past, Lords & favoured Thinkers entered this long Hall from the south, to be served by huge platters of exotic repast from the Kitchen to the west. But now the room stands bare, stripped of its Appointments by some fleeing servant. Only the larger items remain--the long Table & the ornate Chairs.\n\nOn the long Table is a Perpetuum Mobile (which acts as a Water-Fall).\n\nGluttonous indeed were the the Feasts prepared in this Kitchen while the Baron lived. The huge Ovens now stand cold & unlit, the Crockery smashed & strewn about the floor. The Dining Hall is to the east, & northwards is a small enclosed Yard. A Stair leads downward into darkness.\n\nThe Baron's Fool lies besotted beneath a large Wine-Barrel.\nThe Fool shudders & says nothing.", "endoftext": false }, { "action": "Go east", "response": "A richly attired Wait Chamber, walls covered with pagan frescoes which beckon you to unpure thoughts. Chairs arranged near the circular perimeter mingle with tables for gaming. The chamber becomes the reception chamber to the west, the dining hall to the north. A small tiled archway leads southwest, and to the east is the grand Entry Hall.\n\nHas this Place changed since last you were here? The work of some mischevious Spirit, or deceiving Daemon? It is but a slight tugging in your Marrow, yet a worrisome one.", "endoftext": false }, { "action": "You go southwest", "response": "O foul Hypocrite! O whited Sepulchure! In the midst of his debauchery the Baron does see fit to erect himself a Chapel of the faith! Mayhap he thought to take sanctuary here at your approach. 'Tis more likely the lighted candles and marble altar did bear witness to blasphemous and terrible Rites in the Baron's lifetime.\n\nA stair in the corner leads down into darkness, an archway northeast. A solid oak door prevents your going east.\n\nYou can see the Baron's corpse here.", "endoftext": true }, { "action": "Go downwards", "response": "This is room 10. Exits: up.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\na red robe\na wooden Scroll-Case (being worn & open)\na vellum Scroll\na holy symbol (glowing with a sacred light & being worn)\na suit of Chain-Mail (being worn)\na leather sheath (being worn)\na sacred blade", "endoftext": false }, { "action": "Go north", "response": "On feast days in years & months past, Lords & favored Thinkers entered this long Hall from the south, to be served by huge platters of exotic repast from the Kitchen to the west. But now the room stands bare, stripped of its Appointments by some fleeing servant. Only the larger items remain--the long Table & the ornate Chairs.\n\nOn the long Table is a Perpetuum Mobile.", "endoftext": false }, { "action": "You examine mobile", "response": "This Device you have seen before, in the Library at Dol Nesta. An ingenious Perpetuum Mobile, built of Pipes, Gears, & Screws of Archimides. Whereby the Force exhibited by Water as it pours into a wide Funnel drives the Drawing of that water upward, to fall again through a Spout into the Funnel--on & on, ad infinitum. The Design is that of a certain Portuguese & the Baron seems to have been impressed with it so as to have it realized as a Fountain.", "endoftext": false }, { "action": "You get mobile", "response": "As you strain to lift the heavy Perpetuum, there is a Lurch & a sudden Outpouring of water, which seeps into the Floor. The Gears & Screws continue to spin as before, but the Machine is now dry.Taken.", "endoftext": true }, { "action": "You describe your surroundings", "response": "You idle away a few moments.\n\nIf only the Baron had set his soul in the same order he kept his study! Had he lined his heart with good works the way he lined his walls with books, kept his spiritual affairs as tidy as he kept his Writing-Desk, then your grim task need never have been assigned you. But the leather Arm-Chair now awaits a master who will never again occupy it. An oaken door leads west from this cozy room, an archway north.", "endoftext": false }, { "action": "You examine the hourglass", "response": "A large & heavy Hour-Glass, containing fine Sand of a reddish Shade. Metal sliding Flaps on the upper & lower Surfaces, controlled by Levers, are used for replenishing the sand. Both flaps lie closed.\n\nA trickle of sand falls through the Hour-Glass.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na Perpetuum Mobile (churning and empty)\na wooden Scroll-Case (being worn & open)\na vellum Scroll\na holy symbol (glowing with a sacred light and being worn)\na suit of Chain-Mail (being worn)\na leather sheath (being worn)\na sacred blade", "endoftext": false }, { "action": "Go north", "response": "In this small, walled Yard are the Beasts put to the knife and prepared for the master's feasting table. Unthinkably--but undoubtably--were other Prey too destroyed here, to feed the Baron's appetite for sin. There is no hiding place in this small Arena; meat, alive or dead, can escape only south, through the Kitchen.\n\nA bloated Pig lies here, its Stomach slit.\n\nThe stump of an ancient Oak stands here. The steel blade of an Axe calls it home.", "endoftext": true }, { "action": "You look around", "response": "You idle away a few moments.\n\nIn this small, walled Yard are the Beasts put to the knife and prepared for the master's feasting table. Unthinkably--but undoubtably--were other Prey too destroyed here, to feed the Baron's appetite for sin. There is no hiding place in this small Arena; meat, alive or dead, can escape only south, through the Kitchen.\n\nA bloated Pig lies here, its Stomach slit.\n\nThe stump of an ancient Oak stands here. The steel blade of an Axe calls it home.", "endoftext": true }, { "action": "Look around", "response": "You idle away a few moments.\n\nThis is room 16. Exits: south.", "endoftext": true }, { "action": "Go downward", "response": "In contrast to the Baron's opulence lurks here the spartan Cell of his corrupt Priest. The only furnishing is a straw Mat, the only concession to Luxury a tapestry which hangs near the upward-climbing stair.\n\nHave these Walls shifted? Is the Light different in its attentions upon your Eyes? Nay, for how could this be so? It must be your tiresome Confinement that makes your Memory falter. You had best find a way to quit the Baron's Keep.", "endoftext": false }, { "action": "Go west", "response": "Gluttonous indeed were the the Feasts prepared in this Kitchen while the Baron still lived. The huge Ovens now stand cold & unlit, the Crockery smashed & strewn about the floor. The Dining Hall is to the east, & northwards is a small enclosed Yard. A stair leads downward into Darkness.\n\nYou can see a dented Box (in which are a silver key, a golden key & a handful of spice) here.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na wooden Scroll-Case (being worn & open)\na vellum Scroll\na holy symbol (glowing with a sacred light & being worn)\na suit of Chain-Mail (being worn)\na leather sheath (being worn)\na sacred blade", "endoftext": true }, { "action": "Look around", "response": "Gluttonous indeed were the the Feasts prepared in this Kitchen while the Baron still lived. The huge Ovens now stand cold & unlit, the Crockery smashed & strewn about the floor. The Dining Hall is to the east, & northwards is a small enclosed Yard. A stair leads downward into Darkness.", "endoftext": false }, { "action": "You go west", "response": "Gluttonous indeed were the the Feasts prepared in this Kitchen while the Baron still lived. The huge Ovens now stand cold & unlit, the Crockery smashed & strewn about the floor. The Dining Hall is to the east, & northwards is a small enclosed Yard. A stair leads downward into Darkness.\n\nHave these Walls shifted? Is the Light different in its attentions upon your Eyes? Nay, for how could this be so? It must be your tiresome Confinement that makes your Memory falter. You had best find a way to quit the Baron's Keep.\n\nThe Baron's Fool lies besotted, beneath a large Wine-Barrel.\n\nYou can also see a dented Box (in which are a silver key, a golden key & a handful of spice) here.", "endoftext": false }, { "action": "Go east", "response": "In this grand Hall do heraldry &great pomp greet the visitor to this castle. Yet a visitor, betrayed, can quickly become a prisoner--a metal portcullis to the east now separates you from the castle threshold. You must take your leave instead to the round Chamber that lies westward, or else attend one of the two archways to the north & south.\n\nHave these Walls shifted? Is the Light different in its attentions upon your Eyes? Nay, for how could this be so? It must be your tiresome Confinement that makes your Memory falter. You had best find a way to quit the Baron's Keep.\n\nA wooden Wheel is mounted on the wall, near the Portcullis.", "endoftext": false }, { "action": "You go north", "response": "On feast days in years & months past, Lords & favored Thinkers entered this long Hall from the south, to be served by huge platters of exotic repast from the Kitchen to the west. But now the room stands bare, stripped of its Appointments by some fleeing servant. Only the larger items remain--the long Table & the ornate Chairs.\n\n'Tis odd... you cannot but think this Place has changed since last you did look upon it. Nay, it cannot be.\n\nOn the long Table is a Perpetuum Mobile.", "endoftext": false }, { "action": "Go west", "response": "Gluttonous indeed were the the Feasts prepared in this Kitchen while the Baron still lived. The huge Ovens now stand cold & unlit, the Crockery smashed & strewn about the floor. The Dining Hall is to the east, & northwards is a small enclosed Yard. A stair leads downward into Darkness.\n\nThe Baron's Fool lies besotted, beneath a large Wine-Barrel.\n\nYou can also see a dented Box (in which are a silver key, a golden key & a handful of spice) here.", "endoftext": false }, { "action": "You go to the east", "response": "On feast days in years & months past, Lords & favored Thinkers entered this long Hall from the south, to be served by huge platters of exotic repast from the Kitchen to the west. But now the room stands bare, stripped of its Appointments by some fleeing servant. Only the larger items remain--the long Table & the ornate Chairs.\n\nYou can see a Perpetuum Mobile here.", "endoftext": false }, { "action": "You put spice in Mobile", "response": "Only the particulate may progress through the wondrous Machine.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na handful of spice\na wooden Scroll-Case (being worn & open)\na vellum Scroll\na holy symbol (glowing with a sacred light & being worn)\na suit of Chain-Mail (being worn)\na leather sheath (being worn)\na sacred blade", "endoftext": false }, { "action": "You get mobile", "response": "You strain to lift the heavy Machine.", "endoftext": false }, { "action": "You get mobile", "response": "Dropped.\nAs you strain to lift the heavy Perpetuum, there is a Lurch & a sudden Outpouring of water, which seeps into the Floor. The Gears & Screws continue to spin as before, but the Machine is now dry.Taken.", "endoftext": false }, { "action": "Go west", "response": "Gluttonous indeed were the the Feasts prepared in this Kitchen while the Baron still lived. The huge Ovens now stand cold & unlit, the Crockery smashed & strewn about the floor. The Dining Hall is to the east, & northwards is a small enclosed Yard. A stair leads downward into Darkness.\n\nYou can see a dented Box (in which are a silver key & a golden key) here.", "endoftext": false }, { "action": "You go to the east", "response": "On feast days in years & months past, Lords & favored Thinkers entered this long Hall from the south, to be served by huge platters of exotic repast from the Kitchen to the west. But now the room stands bare, stripped of its Appointments by some fleeing servant. Only the larger items remain--the long Table & the ornate Chairs.\n\nYou can see a vellum Scroll & a Perpetuum Mobile here.", "endoftext": false }, { "action": "You look at Mobile", "response": "This Device you have seen before, in the Library at Dol Nesta. An ingenious Perpetuum Mobile, built of Pipes, Gears, and Screws of Archimides. Whereby the Force exhibited by Water as it pours into a wide Funnel drives the Drawing of that water upward, to fall again, ad infinitum. The Design is that of a certain Portuguese and the workmanship is such that the Machine continues its toil even in the absence of Water to propel it.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\na wooden Scroll-Case (being worn & open but empty)\na holy symbol (glowing with a sacred light & being worn)\na suit of Chain-Mail (being worn)\na leather sheath (being worn)\na sacred blade", "endoftext": false }, { "action": "You go north", "response": "On feast days in years & months past, Lords & favored Thinkers entered this long Hall from the south, to be served by huge platters of exotic repast from the Kitchen to the west. But now the room stands bare, stripped of its Appointments by some fleeing servant. Only the larger items remain--the long Table & the ornate Chairs.\n\nHas this Place changed since last you were here? The work of some mischevious Spirit, or deceiving Daemon? It is but a slight tugging in your Marrow, yet a worrisome one.\n\nOn the long Table is a Perpetuum Mobile.", "endoftext": false }, { "action": "Go west", "response": "Gluttonous indeed were the the Feasts prepared in this Kitchen while the Baron still lived. The huge Ovens now stand cold & unlit, the Crockery smashed & strewn about the floor. The Dining Hall is to the east, & northwards is a small enclosed Yard. A stair leads downward into Darkness.\n\nThe Baron's Fool lies besotted, beneath a large Wine-Barrel.\n\nYou can also see a dented Box (in which are a silver key, a golden key & a handful of spice) here.", "endoftext": false }, { "action": "Go east", "response": "In this grand Hall do heraldry &great pomp greet the visitor to this castle. Yet a visitor, betrayed, can quickly become a prisoner--a metal portcullis to the east now separates you from the castle threshold. You must take your leave instead to the round Chamber that lies westward, or else attend one of the two archways to the north & south.\n\nHas this Place changed since last you were here? The work of some mischevious Spirit, or deceiving Daemon? It is but a slight tugging in your Marrow, yet a worrisome one.\n\nA wooden Wheel is mounted on the wall, near the Portcullis.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\na handful of spice\na red robe\na wooden Scroll-Case (being worn & open)\na vellum Scroll\na holy symbol (glowing with a sacred light & being worn)\na suit of Chain-Mail (being worn)\na leather sheath (being worn)\na sacred blade", "endoftext": false }, { "action": "You wait for a while", "response": "You idle away a few moments.\nYou idle away a few moments.\nYou idle away a few moments.\nYou idle away a few moments.\nYou idle away a few moments.\nYou idle away a few moments.\nYou idle away a few moments.", "endoftext": true }, { "action": "You look around", "response": "If only the Baron had set his soul in the same order he kept his study! Had he lined his heart with good works the way he lined his walls with books, kept his spiritual affairs as tidy as he kept his Writing-Desk, then your grim task need never have been assigned you. But the leather Arm-Chair now awaits a master who will never again occupy it. A solid oak door blocks your way to the west, and an archway leads north.\n\nYou can see a red robe here.", "endoftext": true }, { "action": "You look at your surroundings", "response": "You idle away a few moments.\n\nIf only the Duke had set his soul in the same order he kept his study! Had he lined his heart with good works the way he lined his walls with books, kept his spiritual affairs as tidy as he kept his Writing-Desk, then your grim task need never have been assigned you. But the leather Arm-Chair now awaits a master who will never again occupy it. An oaken door leads west from this cozy room, an archway leads north, and a stairway in one corner spirals upward.\n\nYou can see a red robe here.", "endoftext": true }, { "action": "Look around", "response": "You idle away a few moments.\n\nThis is room 7. Exits: north, west, up.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying nothing.\n\nA trickle of sand falls through the Hour-Glass.", "endoftext": false }, { "action": "You open lower flap", "response": "A Shock goes through your Hand as you touch the lower Flap. Recoiling, you nurse your injured Hand until life returns.\n\nA trickle of sand falls through the Hour-Glass.", "endoftext": false }, { "action": "You open the upper flap", "response": "A Shock goes through your Hand as you touch the upper Flap. Recoiling, you nurse your injured Hand until life returns.\n\nA trickle of sand falls through the Hour-Glass.", "endoftext": false }, { "action": "You pull the lever", "response": "To which do you refer, the upper Lever or the lower Lever?", "endoftext": false }, { "action": "Lower", "response": "A Shock goes through your Hand as you touch the lower Flap. Recoiling, you nurse your injured Hand until life returns.\n\nA trickle of sand falls through the Hour-Glass.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na Perpetuum Mobile (churning and empty)\na wooden Scroll-Case (being worn & open)\na vellum Scroll\na holy symbol (glowing with a sacred light and being worn)\na suit of Chain-Mail (being worn)\na leather sheath (being worn)\na sacred blade", "endoftext": true }, { "action": "You look around", "response": "You idle away a few moments.\n\nIf only the Baron had set his soul in the same order he kept his study! Had he lined his heart with good works the way he lined his walls with books, kept his spiritual affairs as tidy as he kept his Writing-Desk, then your grim task need never have been assigned you. But the leather Arm-Chair now awaits a master who will never again occupy it. A solid oak door blocks your way to the west, and an archway leads north.\n\nHave these Walls shifted? Is the Light different in its attentions upon your Eyes? Nay, for how could this be so? It must be your tiresome Confinement that makes your Memory falter. You had best find a way to quit the Baron's Keep.", "endoftext": true }, { "action": "You describe your surroundings", "response": "You idle away a few moments.\n\nIf only the Baron had set his soul in the same order he kept his study! Had he lined his heart with good works the way he lined his walls with books, kept his spiritual affairs as tidy as he kept his Writing-Desk, then your grim task need never have been assigned you. But the leather Arm-Chair now awaits a master who will never again occupy it. An oaken door leads west from this cozy room, an archway north.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na Perpetuum Mobile (churning and empty)\na holy symbol (glowing with a sacred light and being worn)\na suit of Chain-Mail (being worn)", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na Perpetuum Mobile (churning and empty)\na suit of Chain-Mail (being worn)", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\na Perpetuum Mobile (churning and empty)", "endoftext": true }, { "action": "Look around", "response": "A wooden Wheel is mounted on the wall, near the Portcullis.", "endoftext": false }, { "action": "You wipe sword", "response": "Only the Abbot may cleanse your Blade once it has drunk.", "endoftext": false }, { "action": "You consult Books about Lance", "response": "In a Treatise on Weapons you find the following:\n\n[Author's Note: Of types of Weapon there are three: the Pointed, or Stabbing (viz. the Sword or Spear); the Blunted, or Striking (viz. the Mace or Lance); the Bladed, or Slashing (viz. the Axe or oriental Scimitar). Each of the three has its proper Place in the annals of Strateg'ry and War-Fare.]", "endoftext": true }, { "action": "You look at your surroundings", "response": "If only the Baron had set his soul in the same order in which he kept his Study! Had he lined his heart with good Works the way he lined his walls with Books, kept his spiritual affairs as tidy as he kept his Writing-Desk, then your grim task need never have been assigned you. But the leather Arm-Chair now awaits a master who will never again occupy it. A solid oak door blocks your way to the west & an archway leads north.\n\nThe orderly appointment of the Books on their several Shelves is marred in one place by a Gap.\n\nYou can also see a wooden Lance here.", "endoftext": false }, { "action": "You examine Desk", "response": "The Writing-Desk is of dark wood. Its flap is open, revealing a dark Hole in the stone slightly wider than your Arm, tho much deeper.", "endoftext": false }, { "action": "You go north", "response": "An Armoury, stocked by the Baron for a siege but unable to protect him from the vengeance of the Almighty. Amidst the Armour, Weaponry &c. stands an archway to the south.", "endoftext": false }, { "action": "You examine Armour", "response": "(the suits of Armour)\nFive suits of Chain & Plate stand at attention near one wall. The Suits are new & polished & were not touched by whoever sacked the Weapons. Perhaps the Mail was deemed too heavy & awkward to loot.", "endoftext": false }, { "action": "You examine Weapons", "response": "Divers Weapons, some new but most rusting from disuse. Fear alone kept the Baron's Vassals obedient; shows of force were rarely needed. The Weapons are in disarray, as though someone or someones had ransacked them. Perhaps most of the new Arms were taken in departure.", "endoftext": false }, { "action": "You get Mail", "response": "(the suits of Armour)\nYou are armoured already.", "endoftext": false }, { "action": "Search mail", "response": "(the suits of Armour)\nNothing is inside the the suits of Armour.", "endoftext": false }, { "action": "Search weapons", "response": "Nothing is concealed in the disarray of Weaponry.", "endoftext": false }, { "action": "You get all", "response": "long Table: The long Table is hardly portable.\nornate Chairs: Such posessions would only weigh you down.", "endoftext": false }, { "action": "You get mobile", "response": "As you strain to lift the heavy Perpetuum, there is a Lurch & a sudden Outpouring of water, which seeps into the Floor. The Gears & Screws continue to spin as before, but the Machine is now dry.", "endoftext": false }, { "action": "Go north", "response": "On feast days in years & months past, Lords & favoured Thinkers entered this long Hall from the south, to be served by huge platters of exotic repast from the Kitchen to the west. But now the room stands bare, stripped of its Appointments by some fleeing servant. Only the larger items remain--the long Table & the ornate Chairs.", "endoftext": false }, { "action": "Go south", "response": "Gluttonous indeed were the the Feasts prepared in this Kitchen while the Baron lived. The huge Ovens now stand cold & unlit, the Crockery smashed & strewn about the floor. The Dining Hall is to the east, & northwards is a small enclosed Yard. A Stair leads downward into darkness.\n\nThe Baron's Fool lies besotted beneath a large Wine-Barrel.\n\nYou can also see a fine Axe here.", "endoftext": false }, { "action": "Go upwards", "response": "Gluttonous indeed were the the Feasts prepared in this Kitchen while the Baron lived. The huge Ovens now stand cold & unlit, the Crockery smashed & strewn about the floor. The Dining Hall is to the east, & northwards is a small enclosed Yard. A Stair leads downward into darkness.\n\nThe Baron's Fool lies besotted beneath a large Wine-Barrel.\n\nYou can also see a fine Axe here.\n\nThe Fool's bleary Gaze lights on the Box you carry. [Author's Note: The Lock is the Key -- He! He!] The Fool giggles, hiccoughs, & again regards his Tankard.", "endoftext": false }, { "action": "You go to the southwest", "response": "O foul Hypocrite! O whited Sepulchure! In the midst of his debauchery the Baron does see fit to erect himself a Chapel of the faith! Mayhap he thought to take sanctuary here at your approach. 'Tis more likely the lighted Candles & marble Altar did bear witness to blasphemous & terrible Rites in the Baron's lifetime.\n\nA stair in the corner leads down into darkness, an archway northeast. A solid oaken Door prevents your going east.\n\nYou can see a Perpetuum Mobile here.", "endoftext": false }, { "action": "You examine the lock", "response": "(the dented Box)\nBattered, dented, the stoic and iron Resistor of an attack on its contents. A small Lock secures it.", "endoftext": false }, { "action": "Unlock Box", "response": "(with the silver key)\nYou unlock the dented Box.", "endoftext": false }, { "action": "You open Box", "response": "You open the dented Box, revealing a handful of spice.", "endoftext": false }, { "action": "You pray for Priest", "response": "You should offer your Prayer in a more suitable location.", "endoftext": false }, { "action": "You think", "response": "By all means.", "endoftext": false }, { "action": "You kick Door", "response": "(with your bare hands)\nYou pound on the oaken door, to no avail.", "endoftext": false }, { "action": "You pick the lock", "response": "(the dented Box up)\nYou already have that.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na silver key\na dented Box (which is open)\na handful of spice\na golden key\na holy symbol (glowing with a sacred light & being worn)\na suit of Chain-Mail (being worn)\na leather sheath (being worn)\na sacred blade\na wooden Scroll-Case (being worn & closed)", "endoftext": false }, { "action": "Golden", "response": "dented Box: Dropped.\ngolden key: Dropped.", "endoftext": true }, { "action": "Look around", "response": "O foul Hypocrite! O whited Sepulchure! In the midst of his debauchery the Baron does see fit to erect himself a Chapel of the faith! Mayhap he thought to take sanctuary here at your approach. 'Tis more likely the lighted Candles & marble Altar did bear witness to blasphemous & terrible Rites in the Baron's lifetime.\n\nA stair in the corner leads down into darkness, an archway northeast. A solid oak door prevents your going east.\n\nYou can see a golden key, a dented Box (in which is a handful of spice) & a silver key here.", "endoftext": false }, { "action": "Go west", "response": "Gluttonous indeed were the the Feasts prepared in this Kitchen while the Baron still lived. The huge Ovens now stand cold & unlit, the Crockery smashed & strewn about the floor. The Dining Hall is to the east, & northwards is a small enclosed Yard. A stair leads downward into Darkness.\n\nThe Baron's Fool lies besotted beneath a large Wine-Barrel.\n\nYou can also see a fine Axe here.", "endoftext": false }, { "action": "You go south", "response": "Gluttonous indeed were the the Feasts prepared in this Kitchen while the Baron still lived. The huge Ovens now stand cold & unlit, the Crockery smashed & strewn about the floor. The Dining Hall is to the east, & northwards is a small enclosed Yard. A stair leads downward into Darkness.\n\nThe Baron's Fool lies besotted beneath a large Wine-Barrel.\n\nYou can also see a Perpetuum Mobile & a fine Axe here.", "endoftext": false }, { "action": "You show Pig to Priest", "response": "The Priest shudders at the sight of the butchered Pig.", "endoftext": false }, { "action": "You get in Pig", "response": "The Pig is much smaller than you seem to think it is.", "endoftext": false }, { "action": "You eat Pig", "response": "(first taking the bloated Pig)\nTo hold that you must have both hands free.", "endoftext": false }, { "action": "You eat Pig", "response": "(first taking the bloated Pig)\nIt is unclean.", "endoftext": false }, { "action": "You get", "response": "What do you want to get?", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\na bloated Pig\na holy symbol (glowing with a sacred light & being worn)\na suit of Chain-Mail (being worn)\na leather sheath (being worn)\na sacred blade\na wooden Scroll-Case (being worn & closed)", "endoftext": false }, { "action": "R.", "response": "What do you want to drop?", "endoftext": true }, { "action": "You look around", "response": "O foul Hypocrite! O whited Sepulchure! In the midst of his debauchery the Baron does see fit to erect himself a Chapel of the faith! Mayhap he thought to take sanctuary here at your approach. 'Tis more likely the lighted Candles & marble Altar did bear witness to blasphemous & terrible Rites in the Baron's lifetime.\n\nA stair in the corner leads down into darkness, an archway northeast. A solid oak door prevents your going east.\n\nYou can see a bloated Pig, a handful of spice, a golden key, a dented Box (which is empty) & a silver key here.", "endoftext": false }, { "action": "You go east", "response": "In this grand Hall do heraldry & great pomp greet the visitor to this castle. Yet a visitor, betrayed, can quickly become a prisoner--a metal portcullis to the east now separates you from the castle threshold. You must take your leave instead to the round Chamber that lies westward, or else attend one of the two archways to the north & south.\n\n'Tis odd... you cannot but think this Place has changed since last you did look upon it. Nay, it cannot be.\n\nA wooden Wheel is mounted on the wall, near the Portcullis.", "endoftext": false }, { "action": "You examine Sun", "response": "The rays of the Sun, shining in from the East, seem very inviting after your stay in the Baron's keep.", "endoftext": false }, { "action": "You go south", "response": "If only the Baron had set his soul in the same order he kept his study! Had he lined his heart with good works the way he lined his walls with books, kept his spiritual affairs as tidy as he kept his Writing-Desk, then your grim task need never have been assigned you. But the leather Arm-Chair now awaits a master who will never again occupy it. A solid oak door blocks your way to the west & an archway leads north.\n\nThe orderly appointment of the Books on their several Shelves is marred in one place by a Gap.\n\nYou can also see a wooden Lance here.", "endoftext": false }, { "action": "You consult Books about the religion", "response": "Only a few books in the Library touch properly upon true Religion. Even these you suspect the Baron harbored for some darker Purpose.", "endoftext": false }, { "action": "You consult Books about the alchemy", "response": "Several Tomes here are devoted to Alchymy, [Author's Note: Noblest of the Crafts.] By which the baser Metals may be transmuted into Gold, or between themselves. You may be able to find reference to some more specific facet of the Craft.", "endoftext": false }, { "action": "You examine the tables", "response": "The Tables are carved as the Chairs. Game-Boards are inscribed into many of them, and some bear Dice and other pieces for Gaming.", "endoftext": false }, { "action": "You get the Dice", "response": "A Knight must shun all such unclean Associations.", "endoftext": false }, { "action": "You go to the south-west", "response": "O foul Hypocrite! O whited Sepulchure! In the midst of his debauchery the Baron does see fit to erect himself a Chapel of the faith! Mayhap he thought to take sanctuary here at your approach. 'Tis more likely the lighted Candles & marble Altar did bear witness to blasphemous & terrible Rites in the Baron's lifetime.\n\nA stair in the corner leads down into darkness, an archway northeast. A solid oak door prevents your going east.\n\nYou can see a bloated Pig, a handful of spice, a golden key, a dented Box (which is empty) & a silver key here.", "endoftext": false }, { "action": "Burn door", "response": "This dangerous act would achieve little.", "endoftext": false }, { "action": "You put Key in the lock", "response": "(the golden key in the dented Box)\nYou put the golden key into the dented Box.", "endoftext": false }, { "action": "You put Key in Door", "response": "(the golden key in the oaken door)\nThat cannot contain things.", "endoftext": false }, { "action": "You drop Key", "response": "(the golden key)\nDropped.", "endoftext": true }, { "action": "Describe the surroundings", "response": "O foul Hypocrite! O whited Sepulchure! In the midst of his debauchery the Baron does see fit to erect himself a Chapel of the faith! Mayhap he thought to take sanctuary here at your approach. 'Tis more likely the lighted Candles & marble Altar did bear witness to blasphemous & terrible Rites in the Baron's lifetime.\n\nA stair in the corner leads down into darkness, an archway northeast. A solid oak door prevents your going east.\n\nHave these Walls shifted? Is the Light different in its attentions upon your Eyes? Nay, for how could this be so? It must be your tiresome Confinement that makes your Memory falter. You had best find a way to quit the Baron's Keep.\n\nYou can see a golden key, a bloated Pig, a handful of spice, a dented Box (which is empty) & a silver key here.", "endoftext": false }, { "action": "You examine Light", "response": "A steel Chain around your neck secures your Symbol.", "endoftext": false }, { "action": "You examine Chain", "response": "(the suit of Chain-Mail)\nThe sanctified chain mail is light on your body. A white cloth covering bears a circle, the symbol of the faith.", "endoftext": false }, { "action": "Sleep", "response": "Your feeling especially drowsy.", "endoftext": false }, { "action": "Sing", "response": "Your singing is abominable.", "endoftext": false }, { "action": "You jump", "response": "You jump on the spot, fruitlessly.", "endoftext": false }, { "action": "You examine yourself", "response": "You are a strapping cleric, secure in your faith & glowing with the chaste excitement of a task accomplished.", "endoftext": true }, { "action": "Look around", "response": "O foul Hypocrite! O whited Sepulchure! In the midst of his debauchery the Baron does see fit to erect himself a Chapel of the faith! Mayhap he thought to take sanctuary here at your approach. 'Tis more likely the lighted Candles & marble Altar did bear witness to blasphemous & terrible Rites in the Baron's lifetime.\n\nA stair in the corner leads down into darkness, an archway northeast. A solid oak door prevents your going east.\n\nYou can see a golden key, a bloated Pig, a handful of spice, a dented Box (which is empty) & a silver key here.", "endoftext": false }, { "action": "Go northeast", "response": "A richly attired Wait Chamber, walls covered with pagan frescoes which beckon you to unpure thoughts. Chairs arranged near the circular perimeter mingle with tables for gaming. The chamber becomes the reception chamber to the west, the dining hall to the north. A small tiled archway leads southwest, & to the east is the grand Entry Hall.\n\n'Tis odd... you cannot but think this Place has changed since last you did look upon it. Nay, it cannot be.", "endoftext": false }, { "action": "You go south", "response": "If only the Baron had set his soul in the same order he kept his study! Had he lined his heart with good works the way he lined his walls with books, kept his spiritual affairs as tidy as he kept his Writing-Desk, then your grim task need never have been assigned you. But the leather Arm-Chair now awaits a master who will never again occupy it. A solid oak door blocks your way to the west & an archway leads north.\n\nYou can see a wooden Lance here.", "endoftext": true }, { "action": "Go south", "response": "From here you may go only east.\n\nYou hear a terrible crashing sound to the east.", "endoftext": false }, { "action": "You go southwest", "response": "O foul Hypocrite! O whited Sepulchure! In the midst of his debauchery the Baron does see fit to erect himself a Chapel of the faith! Mayhap he thought to take sanctuary here at your approach. 'Tis more likely the lighted Candles & marble Altar did bear witness to blasphemous & terrible Rites in the Baron's lifetime.\n\nA stair in the corner leads down into darkness, an archway northeast. A solid oaken Door prevents your passage east.", "endoftext": false }, { "action": "You consult Books about the animals", "response": "[Author's Note: Animals are placed under the dominion of Man. Having no Souls, they must share in the Glory to him allotted, aligning themselves with his Plans.] A slight Unorthodoxy, but less heretical than most you find in these Volumes.", "endoftext": false }, { "action": "You consult Books about the religion", "response": "Only a few books in the Library touch properly upon true Religion. Even these you suspect the Baron harbored for some darker Purpose.", "endoftext": false }, { "action": "You consult Books abouthe Rosy-Gold", "response": "The sympathetic Alloy, much celebrated. [Author's Note: It is of four parts of Gold, the same of Copper, & the first part of Silver.]", "endoftext": false }, { "action": "You consult Books about the alloys", "response": "[Author's Note: An alloy such as Bronze or Electrum may be formed by the molten Merging of its several Composites. Some alloys of the nobler metals have mythic Powers--in particular the celebrated alliage sympathique, or sympathetic Alloy.]", "endoftext": false }, { "action": "You consult Books about the electrum", "response": "The alloy of Gold & Silver; four parts of the one to one of the other.", "endoftext": false }, { "action": "You consult Books about perpetual", "response": "You find a reference to the Perpetuum Mobile (oddly enough) in a Discourse on religious Symbolism. Tho your brothers at the Monastery would follow the Arguments better than you can, the Ideas seem orthodox & you can make out most of what is said.\n\nThe Perpetuum must exist, even if only in the mind of God (so says the Author, for the Work is a century old & so precedes the working Perpetuum) for it realizes the sacred Circle on a cosmic scale. Without the Perpetuum, the Cosmos is a strait Line, slowly declining in vital Force, sinking into Degeneracy & Oblivion. As God is the moral restorative of this vital Force, so is the Perpetuum, which does Work without losing Energy, its physical Restorative. When the vital Force moves back & forth between the Poles of Entropy & Restoration, is the Cosmos realized as a grand Circle.", "endoftext": false }, { "action": "You consult Books about the ideas", "response": "There is a Work in the Library on the ontological status of the Idea, but it is too technical for you to follow.", "endoftext": false }, { "action": "You consult Books about the magic", "response": "On these shelves are Books & Scrolls devoted to the dark Arts, but you are loath to peruse the evil things.", "endoftext": false }, { "action": "You consult Books about stesan", "response": "Stesan is described in an Atlas as \"a flat and mostly agricultural Land, lying between two Lakes.\"", "endoftext": false }, { "action": "You examine Case", "response": "A Scroll-Case made of wood & bearing the Sigil of the Bishop of Dol Nesta.", "endoftext": false }, { "action": "You consult Books about dol nesta", "response": "An Atlas describes the Town of Dol Nesta as \"a small mountain village, renowned for the quality of its Soil and the breadth of its monastery's Library.\".", "endoftext": false }, { "action": "You examine Atlas", "response": "The Baron's library is full of heretical Ideas & Assertions most blasphemous. Yet here are also books of Metallurgy, of Alchymy & other useful Arts. A monk from Dol Nesta will need to be sent here to separate Wheat from Chaff, to save that which is useful & to destroy the Dross. While you are here, however, you may CONSULT the Library about its more wholesome topics.\n\nThere is a noticable Gap between two particularly odious Books.", "endoftext": false }, { "action": "You consult Books about noble", "response": "[Author's Note: The nobler Metals are Gold, Silver, Copper, Platinum &c. Those with intrinsic Value above & beyond their suitability for use in Tools. It is inevitably the nobler Metals which have been discovered to have alchymic & magical Properties.]", "endoftext": false }, { "action": "You consult Library about the platinum", "response": "[Author's Note: A rare and valuable Metal, much prized for decoration as well as for its alchymic Properties.]", "endoftext": false }, { "action": "You examine Sigil", "response": "Your scroll case bears the Sigil of the Bishop of Dol Nesta.", "endoftext": false }, { "action": "Go southwest", "response": "A wooden Wheel is mounted on the wall, near the Portcullis.\n\nO foul Hypocrite! O whited Sepulchure! In the midst of his debauchery the Baron does see fit to erect himself a Chapel of the faith! Mayhap he thought to take sanctuary here at your approach. 'Tis more likely the lighted Candles & marble Altar did bear witness to blasphemous & terrible Rites in the Baron's lifetime.\n\nA stair in the corner leads down into darkness, an archway northeast. A solid oak door prevents your going east.", "endoftext": false }, { "action": "You take vellum", "response": "This dangerous act would achieve little.\n\nYou remove the scroll from the case.", "endoftext": false }, { "action": "You examine vellum", "response": "The rich vellum is covered with a flowing hand.\n\n[Author's Note: The bearer of this Notice, one Knight Itinerant, being granted special Dispensation & ordered by Divine Covenant to separate from this World the immortal Soul of par Tiller, Baron of Stesan, his Crimes and Sins having blotted his Name beyond hope of Redemption or Reform, & it being ordered that any & all requested Assistance be rendered this Knight in this sacred Quest, let it be known that to this I set my Stamp & Seal on this day & for Perpetuity, in the name of the most holy God, who has ordained it so,]\n\nThe stamp & signature is that of the bishop of Dol Nesta.", "endoftext": false }, { "action": "You examine Case", "response": "A scroll case made of wood & bearing the sigil of the bishop of Dol Nesta.", "endoftext": false }, { "action": "Search case", "response": "The wooden Scroll-Case is empty.", "endoftext": false }, { "action": "You examine Candles", "response": "The Candles are old & sit guiltily in pools of their own Wax. They flicker under your Gaze.", "endoftext": false }, { "action": "Close Case", "response": "You close the wooden Scroll-Case.", "endoftext": true }, { "action": "Go downward", "response": "In contrast to the Baron's opulence lurks here the spartan Cell of his corrupt Priest. The only furnishing is a straw Mat, the only concession to Luxury a tapestry which hangs near the upward-climbing stair.\n\nThe Priest sits on his mat, eyes downturned in submission.\n\n[Author's Note: So,] says the Priest, devoid of Emotion. [Author's Note: You have come.]", "endoftext": false }, { "action": "You look at Priest", "response": "You can sense the fear in his eyes, though your code prevents you from harming him. Fear of the Justice you represent, of the Judgement that will be passed upon him for the evils he did not act to prevent.", "endoftext": true }, { "action": "Go downwards", "response": "The gloomy Store Room has been recently sacked, though racks of Ham & strings of dried Fruit still hang above your head. A bag of Flour has been ripped open, its contents scattered. Hundreds of white Foot-Prints run frantic around the room & up the Stairs.\n\nA dented Box lies in a corner, seemingly kicked there by a thwarted Robber.", "endoftext": false }, { "action": "You get all", "response": "dented Box: Your hands are full.\nStair-Way(StoreStairway): That is hardly portable.\nracks of Ham: It is unclean.\nstrings of Fruit: You hunger not.\nsack of Flour: You would scatter Flour everywhere you walked. Foot-Prints in the Flour: The Foot-Prints are not portable.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na vellum Scroll\na sacred blade\na holy symbol (glowing with a sacred light & being worn)\na suit of Chain-Mail (being worn)\na leather sheath (being worn)\na wooden Scroll-Case (being worn & closed)", "endoftext": false }, { "action": "Vellum", "response": "The wooden Scroll-Case is closed.", "endoftext": false }, { "action": "Open Case", "response": "You open the wooden Scroll-Case.", "endoftext": false }, { "action": "You get all", "response": "dented Box: Taken.\nracks of Ham: It is unclean.\nstrings of Fruit: You hunger not.\nsack of Flour: You would scatter Flour everywhere you walked. Foot-Prints in the Flour: The Foot-Prints are not portable.", "endoftext": false }, { "action": "Go upwards", "response": "The Baron's Fool lies besotted beneath a large Wine-Barrel.\n\nThe Fool's bleary Gaze lights on the Box you carry. [Author's Note: The Lock is the Key -- He! He!] The Fool giggles, hiccoughs, and again regards his Tankard.", "endoftext": false }, { "action": "Go north", "response": "In this small, walled Yard were Beasts put to the knife & prepared for the master's feasting table. Unthinkably--but undoubtably--were other Prey too destroyed here, to feed the Baron's appetite for sin. There is no hiding place in this small Arena; meat, alive or dead, can escape only south, through the Kitchen.\n\nA bloated Pig lies here, its Stomach slit.\n\nThe stump of an ancient Oak stands here. The steel blade of an Axe calls it home.", "endoftext": false }, { "action": "You examine the stump", "response": "From little Acorns great Oaks spring. But great Oaks die, or are cut down, & only God remembers what once was. In this dim reminder of an ancient Tree is embedded a fine Axe.", "endoftext": false }, { "action": "You get all", "response": "bloated Pig: To hold that you must have both hands free.\nstump: Its roots are deep, & buried under Stone.", "endoftext": false }, { "action": "Chop oak", "response": "What do you want to chop the stump with?", "endoftext": false }, { "action": "Axe", "response": "I fear the tree was cut down some years ago.", "endoftext": false }, { "action": "You go south", "response": "The Baron's Fool lies besotted beneath a large Wine-Barrel.", "endoftext": true }, { "action": "Go downwards", "response": "On the long Table is a Perpetuum Mobile.\n\n\n\nThe Priest sits on his mat, eyes downturned in submission.\n\nThe Priest, noticing the dented Box in your hand, shies away from you. Yet he says nothing.", "endoftext": false }, { "action": "You show Box to Priest", "response": "The Priest treats your act as an accusation, and quails. [Author's Note: The box? It contains naught but Spices! Here, I have the key...] Reaching into his Robes, he withdraws a small silver Key, which he hurriedly places before you.", "endoftext": false }, { "action": "You look at Box", "response": "Battered, dented, the stoic and iron Resistor of an attack on its contents. A small Lock secures it.", "endoftext": false }, { "action": "You chop Door with Axe", "response": "You hack at the door with your axe. Although sturdily built, it is no match for your strength. Slowly, the splinters of wood give way to cracking slabs of the wood, and with a final series of blows you are afforded entry.", "endoftext": false }, { "action": "You go to the east", "response": "Though the Baron never took a wife, 'tis said his Bed was not a night empty. This sinful bed stands before you now, as does the Baron's dresser & Looking-Glass. The door to the west is smashed, the door to the east closed, & a most curious Trap-Door is set into the ground near the bed.\n\nYou can see a copper key here.", "endoftext": false }, { "action": "You examine the copper key", "response": "A copper key with eight small teeth.", "endoftext": false }, { "action": "You look aLooking-Glass", "response": "The Looking-Glass is about as tall as you are. You can see yourself in its depths.", "endoftext": false }, { "action": "You get all", "response": "copper key: Your hands are full.\ntrap door: That is hardly portable.\noaken door to the east: That is hardly portable.\noaken door to the west: That is hardly portable.\nLooking-Glass: That is hardly portable.\nBed: That is hardly portable.", "endoftext": false }, { "action": "You chop the trap with Axe", "response": "It is of stone.", "endoftext": false }, { "action": "You chop the east door with Axe", "response": "You hack at the door with your axe. Although sturdily built, it is no match for your strength. Slowly, the splinters of wood give way to cracking slabs of the wood, and with a final series of blows you are afforded entry.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na fine Axe\na dented Box (which is closed)\na holy symbol (glowing with a sacred light & being worn)\na suit of Chain-Mail (being worn)\na leather sheath (being worn)\na sacred blade\na wooden Scroll-Case (being worn & open)\na vellum Scroll", "endoftext": false }, { "action": "Axe", "response": "dented Box: Dropped.\nfine Axe: Dropped.", "endoftext": false }, { "action": "Go south", "response": "You can see a fine Axe & a dented Box (which is closed) here.", "endoftext": false }, { "action": "Axe", "response": "dented Box: Taken.\nfine Axe: Taken.", "endoftext": false }, { "action": "You go west", "response": "You can see a copper key here.", "endoftext": false }, { "action": "You examine trap", "response": "A stone Trap-Door set into the floor. A small golden Lock is fashioned into it.", "endoftext": false }, { "action": "You go to the west", "response": "The cruel Baron lies at your feet.", "endoftext": false }, { "action": "Go east", "response": "You can see a copper key & a fine Axe here.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na golden key\na holy symbol (glowing with a sacred light & being worn)\na suit of Chain-Mail (being worn)\na leather sheath (being worn)\na sacred blade\na wooden Scroll-Case (being worn & open)\na vellum Scroll", "endoftext": false }, { "action": "You get Key", "response": "(the copper key)\nTaken.", "endoftext": false }, { "action": "You go to the east", "response": "You can see a wooden Lance here.", "endoftext": false }, { "action": "You go west", "response": "You can see a fine Axe here.", "endoftext": false }, { "action": "Go northwest", "response": "A small opening in the Stone leads southeast.\n\nOn the Shelf is an Hour-Glass.\n\nA trickle of sand falls through the Hour-Glass.", "endoftext": false }, { "action": "You examinHour-Glass", "response": "A large & heavy Hour-Glass, containing fine Sand of a reddish Shade. Metal sliding Flaps on the upper & lower Surfaces, controlled by Levers, are used for replenishing the sand. Both flaps lie closed.\n\nA trickle of sand falls through the Hour-Glass.\n\nThe Glass of the heavy Timepiece before you seems briefly to ripple, as though 't'were a Wave upon the shore.", "endoftext": false }, { "action": "You open the upper flap", "response": "A Shock goes through your Hand as you touch the upper Flap. Recoiling, you nurse your injured Hand until life returns.\n\nA trickle of sand falls through the Hour-Glass.", "endoftext": false }, { "action": "You go northwest", "response": "You can see a fine Axe here.\n\nA small opening in the Stone leads northwest.\n\nA small opening in the Stone leads southeast.\n\nOn the Shelf is an Hour-Glass.\n\nA trickle of sand falls through the Hour-Glass.\n\nThe Hour-Glass begins to shake.", "endoftext": false }, { "action": "You examine the upper flap", "response": "A sliding metal Flap, covering a Hole in the top of the Hour-Glass.\n\nA trickle of sand falls through the Hour-Glass.\n\nThe Hour-Glass is shaking most violently, and now begins to slowly rock about.", "endoftext": false }, { "action": "You look at Shelf", "response": "An Outcropping, a small Shelf of rock protruding from the wall.\n\nA trickle of sand falls through the Hour-Glass.\n\nThe Hour-Glass is shaking most violently, and now rocks about its Axis.", "endoftext": false }, { "action": "You examine Sand", "response": "To which do you refer, the Sand in the top half of the Hour-Glass or the Sand in the bottom half of the Hour-Glass?", "endoftext": false }, { "action": "You examine Sand in the top", "response": "A contained Cone of fine Sand, red in Colour. Perhaps four measures.\n\nA trickle of sand falls through the Hour-Glass.\n\nThe Hour-Glass is shaking most violently, and now rocks about its Axis.", "endoftext": false }, { "action": "You examine Sand in the bottom", "response": "A contained Cone of fine Sand, red in Colour. Perhaps two hundred measures.\n\nA trickle of sand falls through the Hour-Glass.\n\nThe Hour-Glass is shaking most violently, and now rocks about its Axis.", "endoftext": false }, { "action": "You examine top Sand", "response": "A contained Cone of fine Sand, red in Colour. Perhaps two measures.\n\nA trickle of sand falls through the Hour-Glass.\n\nThe Hour-Glass wobbles most violently as the last of the Sand begins to leak out of its top.", "endoftext": false }, { "action": "You look at top Sand", "response": "A contained Cone of fine Sand, red in Colour. About a measure.\n\nA trickle of sand falls through the Hour-Glass.", "endoftext": false }, { "action": "Go southwest", "response": "On the long Table is a Perpetuum Mobile (which acts as a Water-Fall).\n\nO foul Hypocrite! O whited Sepulchure! In the midst of his debauchery the Baron does see fit to erect himself a Chapel of the faith! Mayhap he thought to take sanctuary here at your approach. 'Tis more likely the lighted Candles & marble Altar did bear witness to blasphemous & terrible Rites in the Baron's lifetime.\n\nA stair in the corner leads down into darkness, an archway northeast. A solid oaken Door prevents your passage east.", "endoftext": false }, { "action": "You chop Door with Axe", "response": "You hack at the door with your Axe. Tho' sturdily built, it cannot stand under your strength. Slowly, the splinters of Wood give way to cracking Slabs, and with a final series of Blows you are afforded entry.", "endoftext": true }, { "action": "You descend", "response": "In contrast to the Baron's opulence lurks here the spartan Cell of his corrupt Priest. The only furnishing is a straw Mat, the only concession to luxury a Tapestry which hangs near the upward-climbing Stair.\n\nThe Priest sits on his mat, eyes downturned in submission.\n\n[Author's Note: So,] says the Priest, devoid of Emotion. [Author's Note: You have come.]", "endoftext": false }, { "action": "Go east", "response": "Though the Baron never took a Wife, 'tis said his bed was not a night empty. This sinful Bed stands before you now, as does the Baron's Dresser & Looking-Glass. The door to the west is smashed, the door to the east closed, & a most curious Trap-Door is set into the ground near the bed.\n\nOn the Dresser is a copper key.", "endoftext": true }, { "action": "Go downwards", "response": "The Priest sits on his mat, eyes downturned in submission.\n\nYou can also see a silver key here.", "endoftext": false }, { "action": "Go west", "response": "The cruel Baron lies at your feet, dyeing the carpet scarlet with his blood.", "endoftext": false }, { "action": "Search corpse", "response": "The Baron's Robe bears a Pocket, in which is a golden key.", "endoftext": false }, { "action": "You get Key", "response": "You already have that.", "endoftext": false }, { "action": "Unlock trap", "response": "(with the golden key)\nYou unlock the Trap-Door.", "endoftext": false }, { "action": "Open Trap", "response": "You open the Trap-Door.", "endoftext": true }, { "action": "You go downwards", "response": "It is stifling hot in here, yet the flickering yellow glow of the small Furnace does little to light this room. On a long, acid-scarred Work-Bench sit Crucibles, Mortar & Pestle, &c. A stair leads up.\n\nA small opening in the Stone leads northwest.\n\nOn the Work-Bench is a Book of evil Magic.", "endoftext": false }, { "action": "You look at Furnace", "response": "The Furnace is your equal in height, and its Insides glow yellow with concealed heat. It was no doubt used by the Baron to prepare scraps of the base Metals for their transmutation. Material placed in a vent soon runs molten into a stone collecting pan.", "endoftext": false }, { "action": "You look at Bench", "response": "The Baron's Work-Bench reeks of evil. The Crucibles & other Appointments have been used for tasks far darker & less wise than mere Alchymy.\n\nAmong the dark clutter of the Work-Bench is a Book of evil Magic.", "endoftext": false }, { "action": "You look at Crucibles", "response": "The Crucibles seem to be uniformly covered inside by a burnt black Crust.", "endoftext": false }, { "action": "You examine Mortar", "response": "The interior of the Mortar & the grinding Surface of the Pestle are covered in a foul blue Substance.", "endoftext": false }, { "action": "Smell substance", "response": "The blue Substance inside the Mortar smells most foul.", "endoftext": false }, { "action": "You look at the pan", "response": "A collecting pan of black and tempered Stone. Its tenure inside the Furnace makes it shimmer with heat. A small Handle on the pan allows you to redeem it from the flames.", "endoftext": false }, { "action": "You look at Book", "response": "The book is one of foul & evil Magic, by an unknown Author. Its open Page is covered with Notes in the Baron's Hand. Tho it burns your eyes to look at its cursed Runes, you feel that by perusing the Baron's last Endeavour you may bring his activities to light.\n\nThe Tyrant, it seems, was planning for his inevitable Demise. His study was of an ancient Curse, activated upon its caster's Death for the purpose of Revenge. The Recipe is black & foul, and at the end of is a caution to the would-be Warlock:\n\n[Author's Note: Its close ties to the Caster's physical Blood make this Curse vulnerable to a Weakening or Breaking through methods of Sympathy. The tying of the curse to the Caster's Soul instead of to the Blood would make the Curse un-breakable, but none yet have accomplished this Feat.]", "endoftext": false }, { "action": "You examine the Notes", "response": "The copious Notes are in the Baron's hand, nearly illegible. One Word by its multiple occurances you distinguish as [Author's Note: entrapment].\n\nA blast of hot Air emerges from the Furnace, as though some Daemon inside were working a Bellows.", "endoftext": false }, { "action": "You put the keys in Pan", "response": "golden key: The collecting Pan is for Liquids. The Vent is the entrance to the Furnace.\nsilver key: The collecting Pan is for Liquids. The Vent is the entrance to the Furnace.\ncopper key: The collecting Pan is for Liquids. The Vent is the entrance to the Furnace.\n\nA blast of hot Air emerges from the Furnace, as though some Daemon inside were working a Bellows.", "endoftext": false }, { "action": "You get Book", "response": "You shut the Tome & pick it up. It seems to numb your Hand, as though its cruel Intentions were oozing out to contain you.", "endoftext": false }, { "action": "You go northwest", "response": "Hardly a room, this, a mere niche in the rock of the castle's Foundation. A small Shelf of rock stands before you, and the secret door through which you entered is to the southeast.\n\nOn the Shelf is an Hour-Glass.\n\nA trickle of sand falls through the Hour-Glass.", "endoftext": false }, { "action": "You turn hour glass", "response": "If you want to invert the Hour-Glass, you should pick it up first. It is much too heavy to turn in place.\n\nA trickle of sand falls through the Hour-Glass.", "endoftext": false }, { "action": "You touch Book", "response": "The Book is numbing your Hand.\n\nA trickle of sand falls through the Hour-Glass.\n\nYou can barely feel the Hand which holds the evil Book.", "endoftext": false }, { "action": "You go to the southeast", "response": "A small opening in the Stone leads northwest.\n\nA blast of hot Air emerges from the Furnace, as though some Daemon inside were working a Bellows.", "endoftext": false }, { "action": "Go upward", "response": "You can see a fine Axe here.\n\nYour Hand becomes as a dead Man's, & your Fingers slip open, dropping the Book upon the floor.\n\nLife is slow to return to the Hand that held the evil Tome.", "endoftext": false }, { "action": "Go northwest", "response": "On the Shelf is an Hour-Glass.\n\nA trickle of sand falls through the Hour-Glass.\n\nYour Hand becomes as a dead Man's, & your Fingers slip open, dropping the Book upon the floor.\n\nLife is slow to return to the Hand that held the evil Tome.", "endoftext": false }, { "action": "You get Book", "response": "You pick up the Tome. It seems to numb your Hand, as though its cruel Intentions were oozing out to contain you.\n\nA trickle of sand falls through the Hour-Glass.", "endoftext": false }, { "action": "Go east", "response": "A small opening in the Stone leads northwest.\n\n\n\nYou can see a fine Axe here.\n\nThe orderly appointment of the Books on their several Shelves is marred in one place by a Gap.\n\nYou can also see a wooden Lance here.", "endoftext": false }, { "action": "You put Book in Gap", "response": "You slide the book of foul Spells into the Gap. It fits perfectly, & the Library is whole. Relieved are you to be free of the burden of that terrible, numbing Presence.\n\nLife is slow to return to the Hand that held the evil Tome.", "endoftext": true }, { "action": "Look around", "response": "If only the Baron had set his soul in the same order in which he kept his Study! Had he lined his heart with good Works the way he lined his walls with Books, kept his spiritual affairs as tidy as he kept his Writing-Desk, then your grim task need never have been assigned you. But the leather Arm-Chair now awaits a master who will never again occupy it. A shattered oak door opens to the west & an archway leads north.\n\nYou can see a wooden Lance here.", "endoftext": false }, { "action": "You consult Library about Furnace", "response": "It seems the Baron commissioned a short Work on the operation of a Furnace which was built for his alchymyc Studies. Designed for simplicity, it melts scraps of Metal placed into a Vent and drains the molten result into a collecting Pan below. The source of power for the Furnace is not mentioned in the small Pamphlet, but since it [Author's Note: will melt Lead and even Gold, tho not Iron or Steel], perhaps it is fired by Charcoal.", "endoftext": false }, { "action": "You look at Box", "response": "Battered, dented, the stoic and iron Resistor of an attack on its contents. A small Lock secures it.", "endoftext": false }, { "action": "You consult Library about the curse", "response": "On these shelves are Books & Scrolls devoted to Cursings most foul, but you are loath to peruse the evil Volumes.", "endoftext": true }, { "action": "Go downwards", "response": "A small opening in the Stone leads northwest.", "endoftext": true }, { "action": "Look around", "response": "It is stifling hot in here, yet the flickering yellow glow of the small Furnace does little to light this room. On a long, acid-scarred Work-Bench sit Crucibles, Mortar & Pestle, &c. A stair leads up.\n\nA small opening in the Stone leads northwest.", "endoftext": false }, { "action": "You look at Furnace", "response": "The Furnace is your equal in height, and its Insides glow yellow with concealed heat. It was no doubt used by the Baron to prepare scraps of the base Metals for their transmutation. Material placed in a vent soon runs molten into a stone collecting pan.", "endoftext": false }, { "action": "Examine vent", "response": "A small vent near the top of the Furnace. It accepts scraps of metal for alchymic experiments.", "endoftext": false }, { "action": "You put all the keys in Vent", "response": "golden key: You place the golden key into the Vent and quickly take your hand away. An unseen Zephyr swiftly draws the key into the reaches of the Furnace.\nsilver key: You place the silver key into the Vent and quickly take your hand away. An unseen Zephyr swiftly draws the key into the reaches of the Furnace.\ncopper key: You place the copper key into the Vent and quickly take your hand away. An unseen Zephyr swiftly draws the key into the reaches of the Furnace.", "endoftext": false }, { "action": "You examine Pan", "response": "A collecting pan of black and tempered Stone. Its tenure inside the Furnace makes it shimmer with heat. A small Handle on the pan allows you to redeem it from the flames.\n\nA molten stream of Metal pours briefly out of the furnace into the collecting Pan.", "endoftext": false }, { "action": "You look at metal", "response": "Molten Silver pools at the bottom of the collecting Pan.\n\nA molten stream of Metal pours briefly out of the furnace into the collecting Pan, slightly altering the tint of the existing Contents.", "endoftext": false }, { "action": "You examine metal", "response": "A short Pool of molten Metal mostly fills the collecting Pan. It seems to be Gold, with a rosy Glow.", "endoftext": false }, { "action": "You examine Bench", "response": "The Baron's Work-Bench reeks of evil. The Crucibles & other Appointments have been used for tasks far darker & less wise than mere Alchymy.\n\nAmong the dark clutter of the Work-Bench.", "endoftext": true }, { "action": "You look at your surroundings", "response": "It is stifling hot in here, yet the flickering yellow glow of the small Furnace does little to light this room. On a long, acid-scarred Work-Bench sit Crucibles, Mortar & Pestle, &c. A stair leads up.\n\nA small opening in the Stone leads northwest.\n\nThe metal in the collecting Pan bubbles briefly.", "endoftext": false }, { "action": "You look at metal", "response": "A short Pool of molten Metal mostly fills the collecting Pan. It seems to be Gold, with a rosy Glow.\n\nA puff of foul-smelling Smoke emerges from the Furnace.", "endoftext": false }, { "action": "You look at Pan", "response": "A collecting pan of black and tempered Stone. Its tenure inside the Furnace makes it shimmer with heat. A small Handle on the pan allows you to redeem it from the flames.\n\nA short Pool of molten Metal mostly fills the collecting Pan. It seems to be Gold, with a rosy Glow.", "endoftext": false }, { "action": "You get Pan", "response": "The pan is quite hot! You quickly remove your Fingers from the blistering stone.", "endoftext": false }, { "action": "You look at the handle", "response": "A small flat handle of the same stone as the pan.\n\nA blast of hot Air emerges from the Furnace, as though some Daemon inside were working a Bellows.", "endoftext": false }, { "action": "Go up", "response": "Though the Baron never took a wife, 'tis said his Bed was not a night empty. This sinful bed stands before you now, as does the Baron's dresser & Looking-Glass. Two shattered doors lead east & west, & a most curious Trap-Door yawns to reveal a stairway as dark as the Baron's soul.\n\nYou can see a fine Axe here.", "endoftext": false }, { "action": "You go to the west", "response": "O foul Hypocrite! O whited Sepulchure! In the midst of his debauchery the Baron does see fit to erect himself a Chapel of the faith! Mayhap he thought to take sanctuary here at your approach. 'Tis more likely the lighted Candles & marble Altar did bear witness to blasphemous & terrible Rites in the Baron's lifetime.\n\nA stair in the corner leads down into darkness, an archway northeast. A shattered oak door opens to the east.", "endoftext": false }, { "action": "Go northeast", "response": "A richly attired Wait Chamber, walls covered with pagan frescoes which beckon you to impure thoughts. Chairs arranged near the circular perimeter mingle with tables for gaming. The chamber becomes the reception chamber to the west, the dining hall to the north. A small tiled archway leads southwest, & to the east is the grand Entry Hall.\n\nHave these Walls shifted? Is the Light different in its attentions upon your Eyes? Nay, for how could this be so? It must be your tiresome Confinement that makes your Memory falter. You had best find a way to quit the Baron's Keep.", "endoftext": false }, { "action": "You go to the west", "response": "The glitterings of Gold, Jewels, Tapestries, &c. belie the Corruption of he who 'til recently occupied this high Seat. A white Carpet, once flanked by Sycophants & Counsellors, now lies untravelled. It leads away from the Seat & towards the Sunrise.\n\nHave these Walls shifted? Is the Light different in its attentions upon your Eyes? Nay, for how could this be so? It must be your tiresome Confinement that makes your Memory falter. You had best find a way to quit the Baron's Keep.\n\nThe cruel Baron lies at your feet, dyeing the carpet scarlet with his blood.", "endoftext": false }, { "action": "Go east", "response": "If only the Baron had set his soul in the same order he kept his study! Had he lined his heart with good works the way he lined his walls with books, kept his spiritual affairs as tidy as he kept his Writing-Desk, then your grim task need never have been assigned you. But the leather Arm-Chair now awaits a master who will never again occupy it. A shattered oak door opens to the west & an archway leads north.\n\nYou can see a wooden Lance here.", "endoftext": false }, { "action": "You put all keys in Vent", "response": "golden key: You place the golden key into the Vent and quickly take your hand away. An unseen Zephyr swiftly draws the key into the reaches of the Furnace.\nsilver key: You place the silver key into the Vent and quickly take your hand away. An unseen Zephyr swiftly draws the key into the reaches of the Furnace.\ncopper key: You place the copper key into the Vent and quickly take your hand away. An unseen Zephyr swiftly draws the key into the reaches of the Furnace.\n\nA puff of foul-smelling Smoke emerges from the Furnace.", "endoftext": false }, { "action": "Wait", "response": "You idle away a few moments.\n\nA molten stream of Metal pours briefly out of the furnace into the collecting Pan.", "endoftext": false }, { "action": "You wait", "response": "You idle away a few moments.\n\nA molten stream of Metal pours briefly out of the furnace into the collecting Pan, slightly altering the tint of the existing Contents.", "endoftext": false }, { "action": "You wait for a while", "response": "You idle away a few moments.\n\nThe metal in the collecting Pan bubbles briefly.", "endoftext": false }, { "action": "You get evil Book", "response": "You shut the Tome & pick it up. It seems to numb your Hand, as though its cruel Intentions were oozing out to contain you.", "endoftext": false }, { "action": "Wait", "response": "You idle away a few moments.\n\nA puff of foul-smelling Smoke emerges from the Furnace.\n\nYou can barely feel the Hand which holds the evil Book.", "endoftext": false }, { "action": "You get Pan", "response": "The pan is quite hot! You quickly remove your Fingers from the blistering stone.\n\nYour Hand becomes as a dead Man's, & your Fingers slip open, dropping the Book upon the floor.\n\nLife is slow to return to the Hand that held the evil Tome.", "endoftext": false }, { "action": "You get Pan", "response": "The pan is quite hot! You quickly remove your Fingers from the blistering stone.", "endoftext": false }, { "action": "You get Book", "response": "You pick up the Tome. It seems to numb your Hand, as though its cruel Intentions were oozing out to contain you.", "endoftext": false }, { "action": "You look at Book", "response": "The book is one of foul & evil Magic, by an unknown Author. Tho closed, still you feel its foul Presence.\n\nA blast of hot Air emerges from the Furnace, as though some Daemon inside were working a Bellows.", "endoftext": false }, { "action": "Wait", "response": "You idle away a few moments.\n\nA blast of hot Air emerges from the Furnace, as though some Daemon inside were working a Bellows.\n\nYou can barely feel the Hand which holds the evil Book.", "endoftext": false }, { "action": "Wait", "response": "You idle away a few moments.\n\nYour Hand becomes as a dead Man's, & your Fingers slip open, dropping the Book upon the floor.\n\nLife is slow to return to the Hand that held the evil Tome.", "endoftext": false }, { "action": "You touch the handle", "response": "The handle is quite hot! You quickly remove your Fingers from the blistering stone.\n\nThe metal in the collecting Pan bubbles briefly.", "endoftext": false }, { "action": "You touch Book", "response": "You touch the Book & briefly feel a numbing Shock.", "endoftext": false }, { "action": "You touch the handle", "response": "The handle is quite hot! You quickly remove your Fingers from the blistering stone.", "endoftext": false }, { "action": "You look under Bench", "response": "The Stone beneath the Work-Bench is stained and scarred.\n\nA blast of hot Air emerges from the Furnace, as though some Daemon inside were working a Bellows.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\na dented Box (which is closed & locked)\na holy symbol (glowing with a sacred light & being worn)\na suit of Chain-Mail (being worn)\na leather sheath (being worn)\na sacred blade\na wooden Scroll-Case (being worn & closed)\n\nThe metal in the collecting Pan bubbles briefly.", "endoftext": true }, { "action": "You go downwards", "response": "It is stifling hot in here, yet the flickering yellow glow of the small Furnace does little to light this room. On a long, acid-scarred Work-Bench sit Crucibles, Mortar & Pestle, &c. A stair leads up.\n\nA small opening in the Stone leads northwest.\n\nOn the Work-Bench is a Book of evil Magic.\n\nA blast of hot Air emerges from the Furnace, as though some Daemon inside were working a Bellows.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na golden key\na silver key\na copper key\na dented Box (which is open)\na handful of spice\na holy symbol (glowing with a sacred light & being worn)\na suit of Chain-Mail (being worn)\na leather sheath (being worn)\na sacred blade\na wooden Scroll-Case (being worn & closed)\n\nA blast of hot Air emerges from the Furnace, as though some Daemon inside were working a Bellows.", "endoftext": false }, { "action": "You drop the keys", "response": "golden key: Dropped.\nsilver key: Dropped.\ncopper key: Dropped.", "endoftext": false }, { "action": "You put Box in Pan", "response": "The collecting Pan is for Liquids. The Vent is the entrance to the Furnace.\n\nA blast of hot Air emerges from the Furnace, as though some Daemon inside were working a Bellows.", "endoftext": false }, { "action": "You put Box in Vent", "response": "That is far too large to fit into the Vent on the Furnace.", "endoftext": false }, { "action": "You remove Blade", "response": "(first taking the sacred blade)\nYou draw your Blade.", "endoftext": false }, { "action": "You get all the keys", "response": "copper key: Your hands are full.\nsilver key: Your hands are full.\ngolden key: Your hands are full.", "endoftext": false }, { "action": "Sheath blade", "response": "You sheathe your Blade.", "endoftext": false }, { "action": "You get all the keys", "response": "copper key: Taken.\nsilver key: Taken.\ngolden key: Taken.", "endoftext": false }, { "action": "You put all the keys in Vent", "response": "golden key: You place the golden key into the Vent and quickly take your hand away. An unseen Zephyr swiftly draws the key into the reaches of the Furnace.\nsilver key: You place the silver key into the Vent and quickly take your hand away. An unseen Zephyr swiftly draws the key into the reaches of the Furnace.\ncopper key: You place the copper key into the Vent and quickly take your hand away. An unseen Zephyr swiftly draws the key into the reaches of the Furnace.\n\nA blast of hot Air emerges from the Furnace, as though some Daemon inside were working a Bellows.", "endoftext": false }, { "action": "Wait", "response": "You idle away a few moments.\n\nA molten stream of Metal pours briefly out of the furnace into the collecting Pan.", "endoftext": false }, { "action": "You get Pan", "response": "The pan is quite hot! You quickly remove your Fingers from the blistering stone.\n\nA molten stream of Metal pours briefly out of the furnace into the collecting Pan, slightly altering the tint of the existing Contents.", "endoftext": false }, { "action": "You get Book", "response": "You shut the Tome & pick it up. It seems to numb your Hand, as though its cruel Intentions were oozing out to contain you.", "endoftext": false }, { "action": "You open Book", "response": "You open the Book to the page at which you first found it & shudder as a wave of Evil washes over you.", "endoftext": false }, { "action": "You read Book", "response": "The book is one of foul & evil Magic, by an unknown Author. Its open Page is covered with Notes in the Baron's Hand. Tho it burns your eyes to look at its cursed Runes, you feel that by perusing the Baron's last Endeavour you may bring his activities to light.\n\nThe Tyrant, it seems, was planning for his inevitable Demise. His study was of an ancient Curse, activated upon its caster's Death for the purpose of Revenge. The Recipe is black & foul, and at the end of is a caution to the would-be Warlock:\n\n[Author's Note: Its close ties to the Caster's physical Blood make this Curse vulnerable to a Weakening or Breaking through methods of Sympathy. The tying of the curse to the Caster's Soul instead of to the Blood would make the Curse un-breakable, but none yet have accomplished this Feat.]", "endoftext": false }, { "action": "You get the spice", "response": "Your hands are full.\n\nYou can barely feel the Hand which holds the evil Book.", "endoftext": false }, { "action": "Sheath sword", "response": "It is already sheathed.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na Book of evil Magic\na dented Box (which is open but empty)\na holy symbol (glowing with a sacred light & being worn)\na suit of Chain-Mail (being worn)\na leather sheath (being worn)\na sacred blade\na wooden Scroll-Case (being worn & closed)", "endoftext": false }, { "action": "Drop box", "response": "Dropped.\n\nYour Hand becomes as a dead Man's, & your Fingers slip open, dropping the Book upon the floor.\n\nLife is slow to return to the Hand that held the evil Tome.", "endoftext": false }, { "action": "You put the spice in Mortar", "response": "You have no need of the Mortar & Pestle.", "endoftext": false }, { "action": "You put the spice in Pan", "response": "As they are consumed by the bubbling Liquid, the Spices fill the room with their Fragrance. Your Eyes momentarily tear from the pungent Aroma as well as from the heat.", "endoftext": false }, { "action": "You examine Pan", "response": "A collecting pan of black and tempered Stone. Its tenure inside the Furnace makes it shimmer with heat. A small Handle on the pan allows you to redeem it from the flames.\n\nA short Pool of molten Metal mostly fills the collecting Pan. It seems to be Gold, with a rosy Glow.\n\nA puff of foul-smelling Smoke emerges from the Furnace.", "endoftext": true }, { "action": "Go downward", "response": "A small opening in the Stone leads northwest.\n\nOn the Work-Bench is a Book of evil Magic.", "endoftext": false }, { "action": "You drop all", "response": "golden key: Dropped.\nsilver key: Dropped.\ncopper key: Dropped.\ndented Box: Dropped.\n\nA blast of hot Air emerges from the Furnace, as though some Daemon inside were working a Bellows.", "endoftext": true }, { "action": "Go downward", "response": "A small opening in the Stone leads northwest.\n\nOn the Work-Bench is a Book of evil Magic.\n\nYou can also see a dented Box (which is closed), a copper key, a silver key & a golden key here.", "endoftext": false }, { "action": "You go to the north", "response": "A bloated Pig lies here, its Stomach slit.\n\nThe stump of an ancient Oak stands here.", "endoftext": false }, { "action": "You drop Pig", "response": "You can see a fine Axe here.\n\n\n\nA small opening in the Stone leads northwest.\n\nOn the Work-Bench is a Book of evil Magic.\n\nYou can also see the Baron's corpse, a dented Box (which is closed), a copper key, a silver key & a golden key here.\nDropped.", "endoftext": false }, { "action": "You drop mobile", "response": "You can see a fine Axe here.\n\nOn the long Table is a Perpetuum Mobile (which acts as a Water-Fall). As you strain to lift the heavy Perpetuum, there is a Lurch & a sudden Outpouring of water, which seeps into the Floor. The Gears & Screws continue to spin as before, but the Machine is now dry.\n\n\n\nYou can see a fine Axe here.\n\n\n\nA small opening in the Stone leads northwest.\n\nOn the Work-Bench is a Book of evil Magic.\n\nYou can also see a bloated Pig, the Baron's corpse, a dented Box (which is closed), a copper key, a silver key & a golden key here.\nYou gently set the Perpetuum on the floor.", "endoftext": true }, { "action": "Go downwards", "response": "A small opening in the Stone leads northwest.\n\nOn the Work-Bench is a Book of evil Magic.\n\nYou can also see a Perpetuum Mobile, a bloated Pig, the Baron's corpse, a dented Box (which is closed), a copper key, a silver key & a golden key here.", "endoftext": false }, { "action": "You put the keys in Vent", "response": "copper key: Taken.\nsilver key: Taken.\ngolden key: Taken.\ngolden key: You place the golden key into the Vent and quickly take your hand away. An unseen Zephyr swiftly draws the key into the reaches of the Furnace.\nsilver key: You place the silver key into the Vent and quickly take your hand away. An unseen Zephyr swiftly draws the key into the reaches of the Furnace.\ncopper key: You place the copper key into the Vent and quickly take your hand away. An unseen Zephyr swiftly draws the key into the reaches of the Furnace.", "endoftext": false }, { "action": "You open Box", "response": "You open the dented Box, revealing a handful of spice.\n\nA molten stream of Metal pours briefly out of the furnace into the collecting Pan.", "endoftext": false }, { "action": "You get the spice", "response": "Taken.\n\nA molten stream of Metal pours briefly out of the furnace into the collecting Pan, slightly altering the tint of the existing Contents.", "endoftext": false }, { "action": "You wait for a while", "response": "You idle away a few moments.\n\nThe metal in the collecting Pan bubbles briefly.", "endoftext": false }, { "action": "You examine Axe", "response": "A sturdy & well-fashioned Axe. Its rim is crusted with blood.\n\nA puff of foul-smelling Smoke emerges from the Furnace.", "endoftext": false }, { "action": "You dip Axe in metal", "response": "You manage to fit the tip of the Axe into the hellish Furnace & touch it to the pool of Metal. A vibration runs through the Axe as it laps at the liquid Alloy, drawing the metal up to cover the blood-crusted Rim. A few drops fall onto the floor as you remove the Axe from the Furnace.\n\nYou hear a Grunt & turn to see that the butchered Pig again lives!", "endoftext": false }, { "action": "You draw the sword", "response": "You draw your blade.\n\nThe metal in the collecting Pan bubbles briefly.", "endoftext": false }, { "action": "You dip Sword in metal", "response": "You place your sword into the hellish Furnace & touch the tip to the pool of Metal. A vibration runs through your Sword as it laps at the liquid Alloy, drawing the metal up the Blade like water into a Root. A few drops fall onto the floor as you remove your sated Blade from the pool.", "endoftext": false }, { "action": "You look at Blade", "response": "Where your blade was red it is now a rosy Gold. The Blood-Stains have absorbed a foreign Metal, which coats the Edge lightly.\n\nA blast of hot Air emerges from the Furnace, as though some Daemon inside were working a Bellows.", "endoftext": false }, { "action": "You look at Axe", "response": "A sturdy & well-fashioned Axe. Where blood once was clings a Shine of rose Gold.", "endoftext": false }, { "action": "You look at Pig", "response": "The Pig is fat & healthy. You see on it no trace of the Axe-Work which once caused it not to be.", "endoftext": false }, { "action": "You look at corpse", "response": "His eyes are wide & unseeing. He wears an expression of resignation & a velvet robe. Strangely, you can no longer find the wounds with which you separated Soul from Body. Yet he does not move; the Spark of life is gone.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na sacred blade\na fine Axe\na holy symbol (glowing with a sacred light & being worn)\na suit of Chain-Mail (being worn)\na leather sheath (being worn)\na wooden Scroll-Case (being worn & closed)", "endoftext": false }, { "action": "Sheathe blade", "response": "You sheathe your blade.\n\nThe Pig gives the Mobile a brief Sniff, then moves onto other Pig matters, uninterested.", "endoftext": false }, { "action": "You drop Axe", "response": "Dropped.\n\nThe metal in the collecting Pan bubbles briefly.", "endoftext": false }, { "action": "You get mobile", "response": "You strain to lift the heavy Perpetuum.", "endoftext": false }, { "action": "You go northwest", "response": "You struggle to bring the Perpetuum through the small opening.\n\nHardly a room, this, a mere niche in the rock of the castle's Foundation. A small Shelf of rock stands before you, and the secret door through which you entered is to the southeast.\n\nOn the Shelf is an Hour-Glass.\n\nA trickle of sand falls through the Hour-Glass.\nYou struggle to bring the Perpetuum through the small opening.\nYou struggle to bring the Perpetuum through the small opening.", "endoftext": false }, { "action": "You drop machine", "response": "You gently set the Perpetuum on the floor.\n\nA trickle of sand falls through the Hour-Glass.", "endoftext": false }, { "action": "You examine Sand in the top", "response": "A contained Cone of fine Sand, blue in Colour. Perhaps one hundred measures.\n\nA trickle of sand falls through the Hour-Glass.", "endoftext": false }, { "action": "You touch the hourglass", "response": "You feel nothing unexpected.\n\nA trickle of sand falls through the Hour-Glass.", "endoftext": false }, { "action": "You open the top lever", "response": "You pull the Lever, sliding the Flap open.\n\nA trickle of sand falls through the Hour-Glass.", "endoftext": false }, { "action": "You open the bottom lever", "response": "You pull the Lever. The Flap opens & Sand begins to pour out onto the Shelf.\n\nA trickle of sand falls through the Hour-Glass.", "endoftext": false }, { "action": "You get bottom Sand", "response": "To do that, you would have to break the Hour-Glass.\n\nA trickle of sand falls through the Hour-Glass.", "endoftext": false }, { "action": "You get the hourglass", "response": "With great effort you lift the diabolically heavy Hour-Glass, sending Sand spilling onto the stone Shelf. You cannot carry it for long!\n\nThe Hour-Glass bleeds Sand, which sifts onto the floor.", "endoftext": false }, { "action": "Turn hourglass", "response": "As you tip the heavy Hour-Glass over in your hands, there is a fatal moment at which the sand slides from one Side to the other, and at which you lose your tenuous Grip. As if in a dream you see the glass fall slowly to the Floor, re-bounding upwards briefly even as the Frame cracks and the Glass parts in ten thousand directions, spilli", "endoftext": false }, { "action": "You get Book", "response": "Your hands are full.\n\nThe Pig rubs up against you.", "endoftext": false }, { "action": "Go upward", "response": "", "endoftext": false }, { "action": "Go east", "response": "The orderly appointment of the Books on their several Shelves is marred in one place by a Gap.\n\nYou can also see a wooden Lance here.", "endoftext": false }, { "action": "You put Book in Gap", "response": "You slide the book of foul Spells into the Gap. It fits perfectly, & the Library is whole. Relieved are you to be free of the burden of that terrible, numbing Presence.\n\nLife is slow to return to the Hand that held the evil Tome.", "endoftext": false }, { "action": "Turn wheel", "response": "Every muscle in your body strains, and you feel the grinding of faraway Pulleys as the Portcullis slowly lifts open. At last the heavy Machinery catches, and you relax.", "endoftext": false }, { "action": "Go east", "response": "The sweet Sunlight & soft Earth did never feel so refreshing upon your face & under your feet. The rough hewed stones of the keep seem from the outside to shimmer in the heat. You set down the road, beginning the long journey back to the monastery.\n\nUpon your safe arrival in Dol Nesta, the Bishop himself visits Stesan to oversee the trial and punishment of the corrupt Priest. Astoundingly, he reports that where once stood par Tiller's Keep, there is naught now but a fallow Field, as smooth and empty as a blank Scroll. It is a Mystery which may never see Light, and you think oft upon it. But there are more Adventures here and now than among the forgotten Dead.", "endoftext": false }, { "action": "You drop Axe", "response": "Dropped.\n\nThe Pig shuffles to the northwest.", "endoftext": false }, { "action": "You go northwest", "response": "Hardly a room, this, a mere niche in the rock of the castle's Foundation. A small Shelf of rock stands before you, and the secret door through which you entered is to the southeast.\n\nHere a fat Pig wallows.\n\nOn the Shelf is an Hour-Glass.\n\nA trickle of sand falls through the Hour-Glass.", "endoftext": false }, { "action": "You go northwest", "response": "You struggle to bring the Perpetuum through the small opening.\n\nHardly a room, this, a mere niche in the rock of the castle's Foundation. A small Shelf of rock stands before you, and the secret door through which you entered is to the southeast.\n\nHere a fat Pig wallows.\n\nOn the Shelf is an Hour-Glass.\n\nA trickle of sand falls through the Hour-Glass.", "endoftext": false }, { "action": "You drop mobile", "response": "You gently set the Perpetuum on the floor.\n\nA trickle of sand falls through the Hour-Glass.", "endoftext": false }, { "action": "Go southeast", "response": "A small opening in the Stone leads northwest.\n\nOn the Work-Bench is a Book of evil Magic.\n\nYou can also see a fine Axe, the Baron's corpse & a dented Box (which is empty) here.", "endoftext": false }, { "action": "You go northwest", "response": "Here a fat Pig wallows.\n\nOn the Shelf is an Hour-Glass.\n\nYou can also see a Perpetuum Mobile here.\n\nA trickle of sand falls through the Hour-Glass.", "endoftext": false }, { "action": "You get the hourglass", "response": "To hold that you must have both hands free.\n\nA trickle of sand falls through the Hour-Glass.\n\nThe Pig sniffs at the ground.", "endoftext": false }, { "action": "Drop box", "response": "Dropped.\n\nA trickle of sand falls through the Hour-Glass.", "endoftext": false }, { "action": "You get the hourglass", "response": "With great effort you lift the diabolically heavy Hour-Glass. You cannot carry it for long!\n\nA trickle of sand falls through the Hour-Glass.\n\nThe Pig rolls & twists on the Ground.", "endoftext": false }, { "action": "You put the hourglass in Box", "response": "That is too large to fit into the Box.\n\nA trickle of sand falls through the Hour-Glass.\n\nThe Pig rubs up against you.\n\nYou can barely hold on to the Hour-Glass!", "endoftext": false }, { "action": "You put down the hourglass", "response": "Relieved, you set down the Hour-Glass.\n\nA trickle of sand falls through the Hour-Glass.\n\nThe Pig brushes its nose against the cool bell of the Hour-Glass.", "endoftext": false }, { "action": "You examine the hourglass", "response": "A large & heavy Hour-Glass, containing fine Sand of a bluish Shade. Metal sliding Flaps on the upper & lower Surfaces, controlled by Levers, are used for replenishing the sand. Both flaps lie closed.\n\nA trickle of sand falls through the Hour-Glass.\n\nThe Pig shuffles to the southeast.", "endoftext": false }, { "action": "You examine the machine", "response": "This Device you have seen before, in the Library at Dol Nesta. An ingenious Perpetuum Mobile, built of Pipes, Gears, & Screws of Archimides. Whereby the Force exhibited by Water as it pours into a wide Funnel drives the Drawing of that water upward, to fall again through a Spout into the Funnel--on & on, ad infinitum. The Design is that of a certain Portuguese & the workmanship is such that the Machine continues its toil even in the absence of Water to propel it.\n\nTho the Perpetuum is empty, still turn its Gears & Screws.\n\nA trickle of sand falls through the Hour-Glass.", "endoftext": false }, { "action": "You pull lower lever", "response": "You pull the Lever. The Flap opens & Sand begins to pour out onto the floor.\n\nA trickle of sand falls through the Hour-Glass.", "endoftext": false }, { "action": "You get top Sand", "response": "You cannot fit your Hand into the Hour-Glass.\n\nA trickle of sand falls through the Hour-Glass.", "endoftext": false }, { "action": "You examine the hourglass", "response": "A large & heavy Hour-Glass, containing fine Sand of a bluish Shade. Metal sliding Flaps on the upper & lower Surfaces, controlled by Levers, are used for replenishing the sand. Both flaps lie open.\n\nA trickle of sand falls through the Hour-Glass.", "endoftext": false }, { "action": "You roll the hourglass", "response": "Nothing obvious happens.\n\nA trickle of sand falls through the Hour-Glass.", "endoftext": false }, { "action": "You get the hourglass", "response": "With great effort you lift the diabolically heavy Hour-Glass, sending Sand spilling onto the stone Floor. You cannot carry it for long!\n\nThe Hour-Glass bleeds Sand, which sifts onto the floor.", "endoftext": false }, { "action": "You put hourglass in Mobile", "response": "Straining, you place the Hour-Glass atop the funnel of the Perpetuum.\n\nSand enters the Funnel of the Perpetuum & re-emerges at the Spout, refilling the Hour-Glass. You feel immediately a great sense of relief, as though suddenly awakening from some terrifying Dream.", "endoftext": true }, { "action": "You look around", "response": "Hardly a room, this, a mere niche in the rock of the castle's Foundation. A small Shelf of rock stands before you, and the secret door through which you entered is to the southeast.\n\nSand is scattered on the floor.\n\nYou can also see a dented Box (which is empty) & a Perpetuum Mobile (which supports a large Hour-Glass) here.\n\nSand enters the Funnel of the Perpetuum & re-emerges at the Spout, refilling the Hour-Glass.", "endoftext": false }, { "action": "You get Sand", "response": "(the sand scattered on the floor)\nThe sand dissolves like Snow under your Touch.\n\nSand enters the Funnel of the Perpetuum & re-emerges at the Spout, refilling the Hour-Glass.", "endoftext": false }, { "action": "You get in mobile", "response": "The Space you would need to do that seems occupied.\n\nSand enters the Funnel of the Perpetuum & re-emerges at the Spout, refilling the Hour-Glass.\n\nThe Pig rubs up against you.", "endoftext": false }, { "action": "You get Pig", "response": "I doubt the Pig would care for that.\n\nSand enters the Funnel of the Perpetuum & re-emerges at the Spout, refilling the Hour-Glass.", "endoftext": false }, { "action": "You go to the south-east", "response": "A small opening in the Stone leads northwest.\n\nOn the Work-Bench is a Book of evil Magic.\n\nYou can also see a fine Axe & the Baron's corpse here.\n\nThe Pig follows you.", "endoftext": false }, { "action": "Go upwards", "response": "The Pig shuffles to the east.", "endoftext": false }, { "action": "You go east", "response": "Here a fat Pig wallows.\n\nThe orderly appointment of the Books on their several Shelves is marred in one place by a Gap.\n\nYou can also see a wooden Lance here.", "endoftext": false }, { "action": "Go north", "response": "A wooden Wheel is mounted on the wall, near the Portcullis.\n\nThe Pig follows you.", "endoftext": false }, { "action": "Turn wheel", "response": "Every muscle in your body strains, and you feel the grinding of faraway Pulleys as the Portcullis slowly lifts open. At last the heavy Machinery catches, and you relax.\n\nYou can barely feel the Hand which holds the evil Book.", "endoftext": false }, { "action": "You go south", "response": "The orderly appointment of the Books on their several Shelves is marred in one place by a Gap.\n\nYou can also see a wooden Lance here.", "endoftext": false }, { "action": "Go east", "response": "The sweet Sunlight & soft Earth did never feel so refreshing upon your face & under your feet. The rough hewed stones of the keep seem from the outside to shimmer in the heat. You set down the road, beginning the long journey back to the monastery. Within an hour, the castle is gone behind you.", "endoftext": false }, { "action": "Smash machine", "response": "A knight of the faith should not make use of violence unless there is no alternative.\n\nA trickle of sand falls through the Hour-Glass.\n\nThe Pig gives the Mobile a brief Sniff, then moves onto other Pig matters, uninterested.", "endoftext": false }, { "action": "You sit on the machine", "response": "The Funnel of the Perpetuum would probably support your weight, but what is to be gained by testing the Hypothesis?\n\nA trickle of sand falls through the Hour-Glass.", "endoftext": false }, { "action": "You get the hourglass", "response": "With great effort you lift the diabolically heavy Hour-Glass. You cannot carry it for long!\n\nA trickle of sand falls through the Hour-Glass.\n\nThe Pig gives the Mobile a brief Sniff, then moves onto other Pig matters, uninterested.", "endoftext": false }, { "action": "You put the hourglass in the machine", "response": "Straining, you place the Hour-Glass atop the funnel of the Perpetuum.\n\nA trickle of sand falls through the Hour-Glass.", "endoftext": false }, { "action": "You open the bottom lever", "response": "You pull the Lever. The Flap opens & Sand begins to pour out into the Perpetuum.\n\nSand pours into the Funnel of the Perpetuum & re-emerges at the Spout, scattering off the closed top of the Hour-Glass & spreading onto the floor.", "endoftext": false }, { "action": "You open the bottom lever", "response": "You pull the Lever. The Flap opens & Sand begins to pour out into the Perpetuum.\n\nSand enters the Funnel of the Perpetuum & re-emerges at the Spout, refilling the Hour-Glass. You feel immediately a great sense of relief, as though suddenly awakening from some terrifying Dream.", "endoftext": false }, { "action": "You go southeast", "response": "A small opening in the Stone leads northwest.\n\nOn the Work-Bench is a Book of evil Magic.\n\nYou can also see a fine Axe, the Baron's corpse & a dented Box (which is empty) here.\n\nThe Pig follows you.", "endoftext": false }, { "action": "Go upward", "response": "", "endoftext": true }, { "action": "Look around", "response": "Though the Baron never took a wife, 'tis said his Bed was not a night empty. This sinful bed stands before you now, as does the Baron's dresser & Looking-Glass. Two shattered doors lead east & west, & a most curious Trap-Door yawns to reveal a stairway as dark as the Baron's soul.", "endoftext": true }, { "action": "Go downward", "response": "A small opening in the Stone leads northwest.\n\nOn the Work-Bench is a Book of evil Magic.\n\nYou can also see a fine Axe, the Baron's corpse & a dented Box (which is empty) here.", "endoftext": false }, { "action": "Go upwards", "response": "Here a fat Pig wallows.", "endoftext": false }, { "action": "Go east", "response": "The orderly appointment of the Books on their several Shelves is marred in one place by a Gap.\n\nYou can also see a wooden Lance here.", "endoftext": false }, { "action": "Drop book", "response": "Life is slow to return to the Hand that held the evil Tome.", "endoftext": false }, { "action": "You get Pig", "response": "I doubt the Pig would care for that.", "endoftext": false }, { "action": "You go east", "response": "The orderly appointment of the Books on their several Shelves is marred in one place by a Gap.\n\nYou can also see a Book of evil Magic & a wooden Lance here.\n\nThe Pig follows you.", "endoftext": false }, { "action": "You go to the north", "response": "A wooden Wheel is mounted on the wall, near the Portcullis.\n\nThe Pig sniffs at the ground.", "endoftext": false }, { "action": "You go to the east", "response": "The sweet Sunlight & soft Earth have never felt so refreshing upon your face & under your feet. The rough hewed stones of the Keep seem from the outside to shimmer in the heat. You set down the road, beginning the long journey back to the Monastery. Within an hour, the castle is gone behind you.", "endoftext": false }, { "action": "You wait", "response": "You idle away a few moments.\n\nThe Pig rubs up against you.", "endoftext": false }, { "action": "You get Pig", "response": "I doubt the Pig would care for that.\n\nThe Pig sniffs at you.", "endoftext": false }, { "action": "You wait for a while", "response": "You idle away a few moments.\n\nThe Pig shuffles to the north.", "endoftext": false }, { "action": "Go north", "response": "Here a fat Pig wallows.\n\nThe Pig shuffles to the south.", "endoftext": false }, { "action": "You go south", "response": "Here a fat Pig wallows.\n\nA wooden Wheel is mounted on the wall, near the Portcullis.\n\nThe Pig grunts!", "endoftext": false }, { "action": "You wait", "response": "You idle away a few moments.\n\nThe Pig sniffs at you.", "endoftext": false }, { "action": "Wait", "response": "You idle away a few moments.\n\nThe Pig shuffles to the south.", "endoftext": false }, { "action": "Go south", "response": "Here a fat Pig wallows.\n\nThe orderly appointment of the Books on their several Shelves is marred in one place by a Gap.\n\nYou can also see a Book of evil Magic & a wooden Lance here.", "endoftext": false }, { "action": "Wait", "response": "You idle away a few moments.\n\nThe Pig rolls & twists on the Ground.", "endoftext": false }, { "action": "You wait", "response": "You idle away a few moments.\n\nThe Pig studies the open page & begins grunting & gesticulating with one hoof. Briefly the Pig's fur turns a shade of blue. The Pig grunts & continues its nasal Inspection of the area.", "endoftext": false }, { "action": "You eat Pig", "response": "(first taking the Pig)\nI doubt the Pig would care for that.", "endoftext": false }, { "action": "Wait", "response": "You idle away a few moments.\n\nThe Pig inhales noisily the scent of the Lance.", "endoftext": false }, { "action": "You wait awhile", "response": "You idle away a few moments.\n\nThe Pig shuffles to the west.", "endoftext": false }, { "action": "You go to the west", "response": "Here a fat Pig wallows.", "endoftext": false }, { "action": "Wait", "response": "You idle away a few moments.\n\nThe Pig sniffs at the ground.", "endoftext": false }, { "action": "You wait for a while", "response": "You idle away a few moments.\n\nThe Pig inhales noisily the scent of the Dresser.", "endoftext": false }, { "action": "You wait for a while", "response": "You idle away a few moments.\n\nThe Pig snuffles along the length of the Bed, rooting under it as if looking for something.", "endoftext": false }, { "action": "You look under Bed", "response": "There is only Dust under the Bed.\n\nThe Pig inhales noisily the scent of the Dresser.", "endoftext": false }, { "action": "You examine Dresser", "response": "The wooden Dresser is well-polished but dusty underneath. Its several Drawers contain only irrelevant personal Effects of the Baron.", "endoftext": false }, { "action": "You search Dresser", "response": "There is nothing of interest in the Dresser, & only dust underneath it.", "endoftext": false }, { "action": "You wait for a while", "response": "You idle away a few moments.\n\nThe Pig grunts!", "endoftext": false }, { "action": "You wait", "response": "You idle away a few moments.\n\nThe Pig shuffles to the east.", "endoftext": false }, { "action": "Go east", "response": "Here a fat Pig wallows.\n\nThe orderly appointment of the Books on their several Shelves is marred in one place by a Gap.\n\nYou can also see a Book of evil Magic & a wooden Lance here.\n\nThe Pig shuffles to the west.", "endoftext": false }, { "action": "You get Book", "response": "You pick up the Tome. It seems to numb your Hand, as though its cruel Intentions were oozing out to contain you.", "endoftext": false }, { "action": "You put Book in Gap", "response": "You slide the book of foul Spells into the Gap. It fits perfectly, & the Library is whole. Relieved are you to be free of the burden of that terrible, numbing Presence.\n\nLife is slow to return to the Hand that held the evil Tome.", "endoftext": false }, { "action": "You go to the west", "response": "Here a fat Pig wallows.", "endoftext": false }, { "action": "You kick Pig", "response": "This day you have already killed one of God's creatures.\n\nThe Pig fogs up the Looking-Glass & jumps back suddenly as it catches a glimpse of itself.", "endoftext": false }, { "action": "East", "response": "The Pig grunts.\n\nThe Pig inhales noisily the scent of the Dresser.", "endoftext": false }, { "action": "Wait", "response": "You idle away a few moments.\n\nThe Pig sniffs at the ground.", "endoftext": false }, { "action": "You touch Pig", "response": "A wooden Wheel is mounted on the wall, near the Portcullis.\n\nYou can see no such thing.", "endoftext": false }, { "action": "You go to the west", "response": "Here a fat Pig wallows.", "endoftext": false }, { "action": "You touch Pig", "response": "The Pig is warm & grunts under your Touch.\n\nThe Pig shuffles to the northeast.", "endoftext": false }, { "action": "You go northeast", "response": "Here a fat Pig wallows.\n\nThe Pig rolls & twists on the Ground.", "endoftext": false }, { "action": "You touch Pig", "response": "The Pig is warm & grunts under your Touch.", "endoftext": false }, { "action": "Go southwest", "response": "The Pig follows you.", "endoftext": true }, { "action": "Descend", "response": "A small opening in the Stone leads northwest.\n\nYou can also see a fine Axe, the Baron's corpse & a dented Box (which is empty) here.", "endoftext": true }, { "action": "Go downwards", "response": "The Priest sits on his mat, eyes downturned in submission.", "endoftext": false }, { "action": "You show the corpse to Priest", "response": "The Priest quails at the sight of the dead Baron.", "endoftext": false }, { "action": "Go west", "response": "Here a fat Pig wallows.\n\nThe Pig shuffles to the east.\n\nThe Baron's Fool lies besotted beneath a large Wine-Barrel.", "endoftext": false }, { "action": "You show Baron to Fool", "response": "[Author's Note: What is a Fool with no Master?]", "endoftext": false }, { "action": "Go east", "response": "You can see a wooden Lance here.\n\nThe Pig follows you.", "endoftext": false }, { "action": "Go east", "response": "The sweet Sunlight & soft Earth have never felt so refreshing upon your face & under your feet. The rough hewed stones of the Keep seem from the outside to shimmer in the heat. The Pig briefly follows you as you set down the road, beginning the long journey back to the Monastery. Within an hour, the castle is gone behind you.", "endoftext": false }, { "action": "Wait", "response": "You idle away a few moments.\n\nThe Pig trots out the gate & into the world beyond.", "endoftext": false }, { "action": "You go to the east", "response": "The sweet Sunlight & soft Earth have never felt so refreshing upon your face & under your feet. The rough hewed stones of the Keep seem from the outside to shimmer in the heat. You set down the road, beginning the long journey back to the Monastery. Within an hour, the castle is gone behind you.", "endoftext": false }, { "action": "You look at Pig", "response": "The Pig is fat & healthy. You see on it no trace of the Axe-Work which once caused it not to be.\n\nA trickle of sand falls through the Hour-Glass.", "endoftext": false }, { "action": "Go up", "response": "Methinks you see exits where there are none.\n\nA trickle of sand falls through the Hour-Glass.", "endoftext": false }, { "action": "Go southeast", "response": "A small opening in the Stone leads northwest.\n\nOn the Work-Bench is a Book of evil Magic.\n\nYou can also see a fine Axe, the Baron's corpse & a dented Box (which is empty) here.", "endoftext": false }, { "action": "You get the hourglass", "response": "With great effort you lift the diabolically heavy Hour-Glass. You cannot carry it for long!\n\nA trickle of sand falls through the Hour-Glass.", "endoftext": false }, { "action": "You put the hourglass in Mobile", "response": "Straining, you place the Hour-Glass atop the funnel of the Perpetuum.\n\nA trickle of sand falls through the Hour-Glass.", "endoftext": false }, { "action": "You open top Lever", "response": "You pull the Lever, sliding the Flap open.\n\nA trickle of sand falls through the Hour-Glass.\n\nThe Pig gives the Mobile a brief Sniff, then moves onto other Pig matters, uninterested.", "endoftext": false }, { "action": "You open bottom Lever", "response": "You pull the Lever. The Flap opens & Sand begins to pour out into the Perpetuum.\n\nSand enters the Funnel of the Perpetuum & re-emerges at the Spout, refilling the Hour-Glass. You feel immediately a great sense of relief, as though suddenly awakening from some terrifying Dream.\n\nThe Pig sniffs at you.", "endoftext": false }, { "action": "You go to the south-east", "response": "A small opening in the Stone leads northwest.\n\nOn the Work-Bench is a Book of evil Magic.\n\nYou can also see a fine Axe, the Baron's corpse & a dented Box (which is empty) here.\n\nThe metal in the collecting Pan bubbles briefly.\n\nThe Pig follows you.", "endoftext": true }, { "action": "Go down", "response": "Here a fat Pig wallows.\n\nA small opening in the Stone leads northwest.\n\nOn the Work-Bench is a Book of evil Magic.\n\nYou can also see a fine Axe, the Baron's corpse & a dented Box (which is empty) here.", "endoftext": false }, { "action": "You touch Pig", "response": "It is warm, and grunts under your Touch.", "endoftext": false }, { "action": "Go northwest", "response": "You can also see a Perpetuum Mobile (which supports a large Hour-Glass) here.\n\nSand enters the Funnel of the Perpetuum & re-emerges at the Spout, refilling the Hour-Glass.", "endoftext": false }, { "action": "You get Priest", "response": "I doubt the corrupt Priest would care for that.", "endoftext": false }, { "action": "Go upwards", "response": "Here a fat Pig wallows.\n\nThe Pig sniffs at you.", "endoftext": false }, { "action": "Go west", "response": "Here a fat Pig wallows.\n\nThe Pig sniffs at the ground.", "endoftext": false }, { "action": "Go east", "response": "The Pig follows you.", "endoftext": false }, { "action": "Down", "response": "The Pig grunts.", "endoftext": false }, { "action": "You ascend", "response": "Here a fat Pig wallows.\n\nThe Pig sniffs the Altar & moves quickly away, knowing well the scent of Slaughter.", "endoftext": false }, { "action": "Wait", "response": "You idle away a few moments.\n\nThe Pig shuffles to the northeast.", "endoftext": false }, { "action": "You wait for a while", "response": "You idle away a few moments.\n\nThe Pig sniffs the Altar & moves quickly away, knowing well the scent of Slaughter.", "endoftext": false }, { "action": "Go west", "response": "The Baron's Fool lies besotted beneath a large Wine-Barrel.\n\nThe Pig follows you.", "endoftext": false }, { "action": "You go to the north", "response": "The stump of an ancient Oak stands here.\n\nThe Pig follows you.", "endoftext": false }, { "action": "Go upward", "response": "Here a fat Pig wallows.\n\nThe Baron's Fool lies besotted beneath a large Wine-Barrel.", "endoftext": false }, { "action": "Wait", "response": "You idle away a few moments.\n\nThe Pig sniffs the Fool's Wine but does not imbibe, not caring for its Bouquet.", "endoftext": false }, { "action": "You ask Pig about Fool", "response": "Only Saints & Mad-Men can speak with the Beasts.\n\nThe Pig rolls & twists on the Ground.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na holy symbol (glowing with a sacred light & being worn)\na suit of Chain-Mail (being worn)\na leather sheath (being worn)\na sacred blade\na wooden Scroll-Case (being worn & closed)\n\nThe Pig sniffs at the Ovens & backs away quickly.", "endoftext": false }, { "action": "You show Symbol to Pig", "response": "(the holy symbol to the Pig)\nThe Pig, not in the mood for a Light snack, shows little interest in the holy symbol.\n\nThe Pig grunts!", "endoftext": false }, { "action": "You show Mail to Pig", "response": "The Pig sniffs your Chain-Mail & wrinkles its Nose in distaste. Coming from a Pig, this leads you to believe a Cleaning of the Armour is past due.\n\nThe Pig sniffs at the ground.", "endoftext": false }, { "action": "You show the sheath to Pig", "response": "The Pig shows little interest in the leather Sheath. Presumably, its former owner was no one he knew personally.\n\nThe Pig sniffs at you.", "endoftext": false }, { "action": "You show Blade to Pig", "response": "The Pig respectfully backs away from the sacred blade.", "endoftext": false }, { "action": "Show case to Pig", "response": "The Scroll-Case is briefly stuck on the Pig's snout, causing a Moment of amusement but nothing more.\n\nThe Pig sniffs at the Ovens & backs away quickly.", "endoftext": false }, { "action": "You show Blade to Fool", "response": "[Author's Note: I see your Point.]", "endoftext": false }, { "action": "You show Symbol to Fool", "response": "(the holy symbol to the court Fool)\n[Author's Note: Round & round she goes!]\n\nThe Pig sniffs at the Ovens & backs away quickly.", "endoftext": true }, { "action": "You describe your surroundings", "response": "In this small, walled Yard were Beasts put to the knife & prepared for the master's feasting table. Unthinkably--but undoubtedly--were other Prey too destroyed here, to feed the Baron's appetite for sin. There is no hiding place in this small Arena; meat, alive or dead, can escape only south, through the Kitchen.\n\nHere a fat Pig wallows.\n\nThe stump of an ancient Oak stands here.", "endoftext": false }, { "action": "Wait", "response": "You idle away a few moments.\n\nThe Pig squeals with alarm as it sniffs the Stump, then stops suddenly with a confused look as if it had just realized something quite Odd.", "endoftext": false }, { "action": "You hug Pig", "response": "The Pig snorts.\n\nThe Pig grunts!", "endoftext": true }, { "action": "You describe your surroundings", "response": "In this small, walled Yard were Beasts put to the knife & prepared for the master's feasting table. Unthinkably--but undoubtedly--were other Prey too destroyed here, to feed the Baron's appetite for sin. There is no hiding place in this small Arena; meat, alive or dead, can escape only south, through the Kitchen.\n\nHere a fat Pig wallows.\n\nThe stump of an ancient Oak stands here.", "endoftext": false }, { "action": "Go south", "response": "The Baron's Fool lies besotted beneath a large Wine-Barrel.\n\nThe Pig follows you.", "endoftext": true }, { "action": "Look around", "response": "Gluttonous indeed were the the Feasts prepared in this Kitchen while the Baron lived. The huge Ovens now stand cold & unlit, the Crockery smashed & strewn about the floor. The Dining Hall is to the east, & northwards is a small enclosed Yard. A Stair leads downward into darkness.\n\nHere a fat Pig wallows.\n\nThe Baron's Fool lies besotted beneath a large Wine-Barrel.\n\nThe Pig sniffs at you.", "endoftext": true }, { "action": "Go downward", "response": "The gloomy Store Room has been recently sacked, though racks of Ham & strings of dried Fruit still hang above your head. A bag of Flour has been ripped open, its contents scattered. Hundreds of white Foot-Prints run frantic around the room & up the Stair.", "endoftext": false }, { "action": "Go up", "response": "Gluttonous indeed were the the Feasts prepared in this Kitchen while the Baron lived. The huge Ovens now stand cold & unlit, the Crockery smashed & strewn about the floor. The Dining Hall is to the east, & northwards is a small enclosed Yard. A Stair leads downward into darkness.\n\nHere a fat Pig wallows.\n\nThe Baron's Fool lies besotted beneath a large Wine-Barrel.", "endoftext": false }, { "action": "Go east", "response": "On feast days in years & months past, Lords & favoured Thinkers entered this long Hall from the south, to be served by huge platters of exotic repast from the Kitchen to the west. But now the room stands bare, stripped of its Appointments by some fleeing servant. Only the larger items remain--the long Table & the ornate Chairs.\n\nThe Pig follows you.", "endoftext": false }, { "action": "You go south", "response": "A richly attired Wait Chamber, its walls covered in pagan Frescoes which beckon you to impure thoughts. Chairs arranged near the circular perimeter mingle with Tables for gaming. The chamber becomes the Reception Chamber to the west, the Dining Hall to the north. A small tiled archway leads southwest & to the east is the grand Entry Hall.\n\nThe Pig follows you.", "endoftext": false }, { "action": "Go east", "response": "In this grand Hall do Heraldry & great Pomp greet the visitor to this Keep. Yet a visitor, betrayed, can quickly become a prisoner--a metal Portcullis to the east now separates you from the threshold. You must take your leave instead to the round Chamber that lies westward, or else attend one of the two archways to the north & south.\n\nA wooden Wheel is mounted on the wall, near the Portcullis.\n\nThe Pig follows you.", "endoftext": false }, { "action": "You hug Pig", "response": "The Pig snorts.\n\nThe Pig rolls & twists on the Ground.", "endoftext": false }, { "action": "You hug Pig", "response": "The Pig snorts.\n\nThe Pig sniffs at the ground.", "endoftext": false }, { "action": "You hug Pig", "response": "The Pig snorts.\n\nThe Pig rubs up against you.", "endoftext": false }, { "action": "You hug Pig", "response": "The Pig snorts.\n\nThe Pig shuffles to the north.", "endoftext": false }, { "action": "Go north", "response": "An Armoury, stocked by the Baron for a siege but unable to protect him from the vengeance of the Almighty. Amidst the Armour, Weaponry &c. stands an archway to the south.\n\nHere a fat Pig wallows.\n\nThe Pig shuffles to the south.", "endoftext": false }, { "action": "You go south", "response": "In this grand Hall do Heraldry & great Pomp greet the visitor to this Keep. Yet a visitor, betrayed, can quickly become a prisoner--a metal Portcullis to the east now separates you from the threshold. You must take your leave instead to the round Chamber that lies westward, or else attend one of the two archways to the north & south.\n\nHere a fat Pig wallows.\n\nA wooden Wheel is mounted on the wall, near the Portcullis.\n\nThe Pig wanders over to the heavy Portcullis & pokes its snout through on of the gaps in the iron Gate. A wistful look comes across the Pig's face, as it ponders a more carefree time in its life, a time redolent with Rolls in cool Mud & games of [Author's Note: Got Your Snout] with its thirty-seven Grand-Children.", "endoftext": false }, { "action": "Turn wheel", "response": "Every muscle in your body strains, and you feel the grinding of faraway Pulleys as the Portcullis slowly lifts open. At last the heavy Machinery catches, and you relax.", "endoftext": false }, { "action": "You hug Pig", "response": "The Pig snorts.\n\nThe Pig shuffles to the west.", "endoftext": false }, { "action": "You go west", "response": "A richly attired Wait Chamber, its walls covered in pagan Frescoes which beckon you to impure thoughts. Chairs arranged near the circular perimeter mingle with Tables for gaming. The chamber becomes the Reception Chamber to the west, the Dining Hall to the north. A small tiled archway leads southwest & to the east is the grand Entry Hall.\n\nHere a fat Pig wallows.\n\nThe Pig shuffles to the north.", "endoftext": false }, { "action": "You go to the north", "response": "On feast days in years & months past, Lords & favoured Thinkers entered this long Hall from the south, to be served by huge platters of exotic repast from the Kitchen to the west. But now the room stands bare, stripped of its Appointments by some fleeing servant. Only the larger items remain--the long Table & the ornate Chairs.\n\nHere a fat Pig wallows.", "endoftext": false }, { "action": "Go north", "response": "On feast days in years & months past, Lords & favoured Thinkers entered this long Hall from the south, to be served by huge platters of exotic repast from the Kitchen to the west. But now the room stands bare, stripped of its Appointments by some fleeing servant. Only the larger items remain--the long Table & the ornate Chairs.\n\nHere a fat Pig wallows.\n\nThe Pig rubs up against you.", "endoftext": false }, { "action": "Go west", "response": "Gluttonous indeed were the the Feasts prepared in this Kitchen while the Baron lived. The huge Ovens now stand cold & unlit, the Crockery smashed & strewn about the floor. The Dining Hall is to the east, & northwards is a small enclosed Yard. A Stair leads downward into darkness.\n\nHere a fat Pig wallows.\n\nThe Baron's Fool lies besotted beneath a large Wine-Barrel.\n\nThe Pig sniffs the Fool's Wine but does not imbibe, not caring for its Bouquet.", "endoftext": false }, { "action": "Go west", "response": "Gluttonous indeed were the the Feasts prepared in this Kitchen while the Baron lived. The huge Ovens now stand cold & unlit, the Crockery smashed & strewn about the floor. The Dining Hall is to the east, & northwards is a small enclosed Yard. A Stair leads downward into darkness.\n\nHere a fat Pig wallows.\n\nThe Baron's Fool lies besotted beneath a large Wine-Barrel.\n\nThere is a sudden chorus of Gruntings, as the court Fool is interrogated by the cold nose of the Pig.", "endoftext": false }, { "action": "Go east", "response": "On feast days in years & months past, Lords & favoured Thinkers entered this long Hall from the south, to be served by huge platters of exotic repast from the Kitchen to the west. But now the room stands bare, stripped of its Appointments by some fleeing servant. Only the larger items remain--the long Table & the ornate Chairs.\n\nThe Pig follows you.", "endoftext": false }, { "action": "You wait", "response": "You idle away a few moments.\n\nThe Pig sniffs underneath the Chairs.", "endoftext": false }, { "action": "Go east", "response": "In this grand Hall do Heraldry & great Pomp greet the visitor to this Keep. The round Chamber lies westward, as always. You may also attend to one of the two archways to the north & south, or, tiring of this false hospitality, depart to the east.\n\nA wooden Wheel is mounted on the wall, near the Portcullis.", "endoftext": false }, { "action": "Go west", "response": "A richly attired Wait Chamber, its walls covered in pagan Frescoes which beckon you to impure thoughts. Chairs arranged near the circular perimeter mingle with Tables for gaming. The chamber becomes the Reception Chamber to the west, the Dining Hall to the north. A small tiled archway leads southwest & to the east is the grand Entry Hall.\n\nA Pig enters from the north.", "endoftext": false }, { "action": "Go east", "response": "In this grand Hall do Heraldry & great Pomp greet the visitor to this Keep. The round Chamber lies westward, as always. You may also attend to one of the two archways to the north & south, or, tiring of this false hospitality, depart to the east.\n\nA wooden Wheel is mounted on the wall, near the Portcullis.\n\nThe Pig follows you.", "endoftext": true } ]
teyeu9x87mf2tbhv
Fragile Shells
Stephen Granade
[ "Science Fiction" ]
[ "amnesia", "built-in hints", "cover art", "I7 source available", "male protagonist", "on Jay Is Games", "profanity", "science fiction", "space", "space station", "walkthrough", "Xyzzy Awards 2010" ]
2,010
[ 7, 25, 14, 1, 0 ]
47
3.808511
20100502
false
You don't know how long you've been hammering against the station's wall, but you stop as soon as you realize what you've been doing.
[ { "action": "%", "response": "Type ABOUT for more information.\n\nYou don't know how long you've been hammering against the station's wall, but you stop as soon as you realize what you've been doing. You let your gloved hands fall by your sides and pause, confused.", "endoftext": false }, { "action": "About yourself", "response": "You're in full kit, suited up against the vacuum. Your suit's wrist readout is flashing.\n\nWhat happened? Other than someone taking a cricket bat to the back of your head? You'd been...piloting? Moving the station? But why wasn't Suze doing that? You're the backup pilot, for Crippen's sake!", "endoftext": false }, { "action": "You examine the readout", "response": "You reflexively check the suit's readout: plenty of oxygen; no integrity issues. The health report is rather more worrying, though. The suit thinks you've had a concussion.", "endoftext": false }, { "action": "You examine the readout", "response": "Plenty of oxygen; no integrity issues. The health report is rather more worrying, though. The suit thinks you've had a concussion.", "endoftext": false }, { "action": "Inventory", "response": "You're wearing a flex spacesuit.", "endoftext": false }, { "action": "You examine the suit", "response": "Your suit is a standard-issue flex spacesuit?not a hardshell, thankfully, which means no radiation concerns. It has the usual handy extras: a pouch for storing small items and D-rings for tethers.", "endoftext": false }, { "action": "You look", "response": "Something took out the fluorescents, so the only light comes from your helmet's forward spot. Since you're facing the wall you twist your neck and look around frantically, your spotlight dancing across the remains of Node 4, before you realize what a bad idea moving your head fast is.", "endoftext": false }, { "action": "You examine wall", "response": "You take a more calm survey of your surroundings this time. You're in Node 4, the cylindrical science module. Some of the walls and bulkheads have buckled and parts of the module are now floating free or have otherwise been shoved to where they shouldn't be. You just know as soon as the news reaches Earth that the net'll light up with cries of how much taxpayer money went out the airlock.\n\nYou're pinned near the starboard wall by some wreckage. Since you're facing the wall you've got a good view of the supplemental lighting switch that's at chest height.", "endoftext": false }, { "action": "You flip switch", "response": "Oh thank goodness: the supplemental LED lights begin to glow all along the station. The lights reveal details like the prise bar jammed into a nearby screen and how the entire aft end of Node 4 is gone, ripped away like the end of a tube of biscuits?\n\n?you had strapped yourself into the sleeping rack and closed its door, hoping it would provide protection, expecting that it wouldn't, and there was a flash of light visible through the edges of the sleeping rack's door and your head cracked against the wall?\n\nYou pause until a sudden wave of dizziness passes.", "endoftext": false }, { "action": "You examine switch", "response": "The switch turns on and off the Node's supplemental lights. Right now the lights are switched on.", "endoftext": false }, { "action": "Examine bar", "response": "The prise bar is a completely straight piece of metal the length of your arm and made of some light alloy because of the cost to bring things into orbit. Both ends are flattened and are the width of three of your fingers. The prise bar only sees occasional use thanks to Newton's Third.", "endoftext": false }, { "action": "You take the bar", "response": "You pull the prise bar free from the screen.", "endoftext": false }, { "action": "You look", "response": "You're still trapped facing the starboard wall, so you can't see whether the escape pod is attached to the port side of Node 4 or not. Fore you can see the hatch to the station exterior is dogged shut. Looking aft you can't see the remaining three-quarters of Node 4, since it seems to have gone missing.", "endoftext": false }, { "action": "Aft", "response": "You push off against the wall only to be pulled up short when one of your legs doesn't go with you. It's pinned.", "endoftext": false }, { "action": "You examine the legs", "response": "Your leg is pinned in some wreckage.", "endoftext": false }, { "action": "Pry leg", "response": "(with the prise bar)\nYou slip one end of the prise bar between the struts holding you in place and apply pressure. You feel a vibration through your suit leg as the struts move apart until there's enough space that you slip your foot free.", "endoftext": false }, { "action": "You examine the wreckage", "response": "Some of the struts have bowed out of the floor.", "endoftext": false }, { "action": "Full", "response": "You have 1 points out of 8. Here is how you got them:", "endoftext": false }, { "action": "Port", "response": "Node 4: Fore, Starboard\nYou're in the fore end of Node 4 by the starboard wall. Exercise equipment like the stationary bicycle is stored here, even though no one can use it while many of the Node's science experiments are ongoing. From here the sleeping racks are aft near where Node 4 now ends and the escape pod is to port. The hatch to the station exterior", "endoftext": true }, { "action": "You describe your surroundings", "response": "is fore.\n\nYou gently push off from the wall and drift port.\n\nNode 4: Fore, Port\nThank goodness the escape pod is still here. The converted Predpriyatie craft is port of here; its door is closed and debris is wedged in front of it. The door is flanked by a dark display screen on one side and the door's control panel on the other. The exercise equipment is to starboard and the science experiments are aft, closer to the new jagged edge of Node 4.\n\nEmbedded sideways in a wall is a closed compartment attached to a jagged piece of metal.\n\nNode 4: Fore, Port\nThank goodness the escape pod is still here. The converted Predpriyatie craft is port of here; its door is closed and debris is wedged in front of it. The door is flanked by a dark display screen on one side and the door's control panel on the other. The exercise equipment is to starboard and the science experiments are aft, closer to the new jagged edge of Node 4.\n\nEmbedded sideways in a wall is a closed compartment attached to a jagged piece of metal.", "endoftext": false }, { "action": "You examine the metal", "response": "(the embedded compartment)\nIt's a box roughly 30 centimeters on a side, with a ruff of jagged metal that was ripped from an equipment rack. The whole thing is embedded sideways in a wall, which makes you glad you weren't hit by it when it came whizzing through the station. The compartment has a featureless door that is closed.", "endoftext": false }, { "action": "You open the door", "response": "You push the door's button with one gloved finger but nothing happens. The escape pod door is supposed to automatically open in the event main power fails, but something's clearly gone wrong. You spend a moment cursing stupid turn-of-the-century NASA engineers with their hipster sideburns and their iPods, since that's better than giving in to panic. Just because NASA's old ISS equipment was available at fire-sale prices doesn't mean it was a true bargain.", "endoftext": false }, { "action": "You pry the metal", "response": "(the embedded compartment)\n(with the prise bar)\nYou can't slip the prise bar between the door and the rest of the compartment, not enough to get any leverage. The only way to open it is electronically.\n\nThis compartment used to be with the others next to the experiments aft of here. With any luck you'll find the button that opens the compartment there.", "endoftext": false }, { "action": "You look at the panel", "response": "The door is controlled by a button mounted on a panel that is secured by four screws.", "endoftext": false }, { "action": "You examine the screen", "response": "The screen should be lit up like a, well, a lit screen, but it isn't. Even though the main power's out the screen and door should have switched over to auxiliary power.", "endoftext": false }, { "action": "Aft", "response": "Node 4: Aft, Port\nWhile some of the station's science experiments are still here, many of them vanished along with the rest of Node 4. The port wall is filled with racks of equipment and inset storage compartments. The damage is extensive near the aft ragged edges where the station now ends. From here the escape pod is fore and the sleeping racks are starboard.\n\nThe floor underneath you has a large crack in it.\n\nYou carefully bring yourself to a stop before you reach the open end of the station. For one vertiginous moment you feel as if the remains of the station are above you and you are falling inexorably to your death.", "endoftext": false }, { "action": "You look at the crack", "response": "Plates in the floor have cracked open, revealing the station's underlying structure. Deep down you can see a length of chain.", "endoftext": false }, { "action": "You get the chain", "response": "You gingerly reach between the broken floor plates trying to pick up the length of chain, but it is about a meter down, and you'd likely tear your suit on the edges of the crack trying to get it this way.", "endoftext": false }, { "action": "Pry chain", "response": "(with the prise bar)\nThat doesn't truly need prising.\n\nThrough the open end of Node 4 you see the Earth roll into view, throwing the jagged edge of the station into stark relief and revealing an external battery on the outside of the station. While you watch the Earth vanish again the very expensive programs in your head start estimating orbits and trajectories. You're slowly spiraling away from Earth while the cylinder of Node 4 spins about its fore-aft axis.", "endoftext": false }, { "action": "You examine the compartment", "response": "(the embedded compartment that is near the escape pod)\nIt's a box roughly 30 centimeters on a side, with a ruff of jagged metal that was ripped from an equipment rack. The whole thing is embedded sideways in a wall, which makes you glad you weren't hit by it when it came whizzing through the station. The compartment has a featureless door that is closed.", "endoftext": false }, { "action": "You look", "response": "Node 4: Aft, Port\nWhile some of the station's science experiments are still here, many of them vanished along with the rest of Node 4. The port wall is filled with racks of equipment and inset storage compartments. The damage is extensive near the aft ragged edges where the station now ends. From here the escape pod is fore and the sleeping racks are starboard.\n\nThe floor underneath you has a large crack in it.", "endoftext": false }, { "action": "You examine battery", "response": "One of the battery modules dotted around the exterior of the station. It's slightly larger than a loaf of bread. It's on the exterior skin of the station?you can just see it from here.", "endoftext": false }, { "action": "Starboard", "response": "Node 4: Aft, Starboard\nThere used to be four sleeping racks here, small coffin-like soundproof booths where you could have a little bit of privacy. Now there's just one left. Its door is closed. The other three racks must have been ripped away when the accident happened. The station ends aft of here in a ring of jagged, twisted metal.", "endoftext": false }, { "action": "Fore", "response": "Node 4: Fore, Starboard\nYou're in the fore end of Node 4 by the starboard wall. Exercise equipment like the stationary bicycle is stored here, even though no one can use it while many of the Node's science experiments are ongoing. From here the sleeping racks are aft near where Node 4 now ends and the escape pod is to port. The hatch to the station exterior is fore.", "endoftext": false }, { "action": "You open the door", "response": "Node 4: Aft, Starboard\nThere used to be four sleeping racks here, small coffin-like soundproof booths where you could have a little bit of privacy. Now there's just one left. Its door is closed. The other three racks must have been ripped away when the accident happened. The station ends aft of here in a ring of jagged, twisted metal.\n\nYou open the door and a body falls towards you!\n\nRight, deep breaths, it's just an empty spacesuit.", "endoftext": false }, { "action": "You look at the spacesuit", "response": "(the empty spacesuit)\nThe empty spacesuit is just like yours, except it has SUZAN HARRISON stenciled on it. It also has the screwdriver you've used for EVA repair missions strapped to it?\n\n?wrestling with the empty suit, desperately pushing it into the sleeping rack, wishing the lights hadn't gone off after the explosion, not sure why but knowing you have to get the damn thing inside?\n\nFor a moment you struggle with panic borrowed from a poorly-remembered past.", "endoftext": false }, { "action": "You take the screwdriver", "response": "You remove the screwdriver from the spacesuit and hold it in your gloved hand. You've spent countless hours on EVAs using screwdrivers just like this one, sweating in a spacesuit like the one you're wearing for up to eight hours. You had no idea those EVAs would end up being good practise for your current situation.\n\nYou clip the screwdriver to one of your suit's D-rings to make it easier to carry.", "endoftext": false }, { "action": "You examine screwdriver", "response": "A low-torque powered screwdriver with a grip that's specially designed to be used while you're wearing these ham-hand gloves. It's clipped to your spacesuit.", "endoftext": false }, { "action": "Fore", "response": "Node 4: Fore, Port\nThank goodness the escape pod is still here. The converted Predpriyatie craft is port of here; its door is closed and debris is wedged in front of it. The door is flanked by a dark display screen on one side and the door's control panel on the other. The exercise equipment is to starboard and the science experiments are aft, closer to the new jagged edge of Node 4.\n\nEmbedded sideways in a wall is a closed compartment attached to a jagged piece of metal.", "endoftext": false }, { "action": "You look at the panel", "response": "The door is controlled by a button mounted on a panel that is secured by four screws.", "endoftext": false }, { "action": "Unscrew panel", "response": "You unclip the screwdriver and in short order have the four screws out. You let them drift away to join the rest of the junk while you gently pull the panel away from the bulkhead. With any luck you can fix what's wrong with the button.\n\nBehind the panel is a mass of wires held in place by a stick pad.", "endoftext": false }, { "action": "You look at the pad", "response": "It's a square pad about the width of three of your fingers. It's made of some super-velcro substance the boffins came up with. It's lightly tacky on both sides and sticks to most any surface. The pad is stuck to the mass of wires. Patricia always used one to secure her pens?\n\n?dogging the hatch and looking through the porthole to see Patricia on the other side snap a salute even though she's never liked your dual astronaut and military roles, but she must have felt it was the most appropriate goodbye gesture she could make?", "endoftext": false }, { "action": "You pull pad", "response": "The stick pad isn't very strong?you give a tug and detach the stick pad from the mass of wires.", "endoftext": false }, { "action": "You examine the wires", "response": "Oh good grief, there are ten wires: Red, black, white, green, grey, blue, yellow, orange, violet, and white-and-red striped. They've got quick disconnects so you can yank them out of the panel easily. All of the wires are connected to the panel.", "endoftext": false }, { "action": "You pull all the wires", "response": "You pull the red wire loose from the panel.\n\nYou pull the black wire loose from the panel.\n\nYou pull the white wire loose from the panel.\n\nYou pull the green wire loose from the panel.\n\nYou pull the grey wire loose from the panel.\n\nYou pull the blue wire loose from the panel.\n\nYou pull the yellow wire loose from the panel.\n\nYou pull the orange wire loose from the panel.\n\nYou pull the violet wire loose from the panel.\n\nYou pull the white-and-red striped wire loose from the panel.", "endoftext": false }, { "action": "You examine the red wire", "response": "The red wire is disconnected from the panel.", "endoftext": false }, { "action": "You examine the panel", "response": "The door is controlled by a button mounted on a panel that is dangling open, revealing the mass of wires, and the stick pad.", "endoftext": false }, { "action": "You attach the red wire to the panel", "response": "You re-connect the red wire to the panel.", "endoftext": false }, { "action": "You look at the stick pad", "response": "It's a square pad about the width of three of your fingers. It's made of some super-velcro substance the boffins came up with. It's lightly tacky on both sides and sticks to most any surface.", "endoftext": false }, { "action": "You put the pad on the bar", "response": "You pick up the stick pad and stick the stick pad to the prise bar.", "endoftext": false }, { "action": "Aft", "response": "Node 4: Aft, Port\nWhile some of the station's science experiments are still here, many of them vanished along with the rest of Node 4. The port wall is filled with racks of equipment and inset storage compartments. The damage is extensive near the aft ragged edges where the station now ends. From here the escape pod is fore and the sleeping racks are starboard.\n\nThe floor underneath you has a large crack in it.", "endoftext": false }, { "action": "You get the chain with the bar", "response": "With the stick pad on the end of the bar, you're able to snag the chain and pull it out from under the floor, even though the chain doesn't really want to stick to the pad. You coil the chain and attach it to one of your suit's D-rings.\n\nThe enormity of the task in front of you, the unlikelihood of your escaping, nearly paralyzes you. You take a few deep breaths to steady yourself.", "endoftext": false }, { "action": "You examine the chain", "response": "It's several meters long and very similar to a bike chain. Both ends sport carabiners, small metal loops with a spring-loaded latch. One end of the chain is clipped to your suit.", "endoftext": false }, { "action": "You examine the racks", "response": "All of the experiments are in 19-inch racks, complete with protruding handles, that are bolted into the wall. The experiments often meant one thing: tedious checklists. You had to follow extensive checklists and write down the results at every step in a logbook because typing information into a computer would be too easy. It was so tedious that you made Quintin do it for you whenever possible. The logbooks were stored in nearby storage compartments. You got in the habit of writing all kinds of notes on the logbooks just because they were handy.\n\nNext to the storage compartments is a button that opens the compartment you saw near the escape pod.", "endoftext": false }, { "action": "You press the button", "response": "There's a gas line in front of the button, which you brush aside to push and hold the button. The compartment near the escape pod swings open, so you keep holding the button.", "endoftext": false }, { "action": "You put the chain on the handle", "response": "You find a convenient handle on one of the experiments to clip one of the chain's carabiners onto. You now have a chain that runs from the experiments to your suit, forming a tether.", "endoftext": false }, { "action": "Aft", "response": "Before you leave you have to let go of the button, making the compartment near the escape pod swing closed.\n\nThe piloting programs in your head plan your route. You take a deep breath and grasp your tether tightly. Ready, steady, go?and you jump, trusting your modified instincts to keep you safe. You soar out into space before the tether pulls taut and you land flat on the outside of the station, your boots grabbing hold.\n\nYou cling carefully to the outside of Node 4. From here you can see that this is all there is: a small, ragged cylinder, spinning as it tumbles around the Earth. There is no sign of the rest of the station.\n\nYou can see a backup battery here.\n\nThe chain runs back into the station, tethering you.\n\nFor a moment you consider unclipping the chain, kicking off of Node 4 and tumbling peacefully away. You giggle before you can stop yourself.", "endoftext": false }, { "action": "You get the battery", "response": "You carefully unclip the screwdriver and remove the screws from around the battery. You watch the screws float off into space and wonder if they'll eventually embed themselves in some random satellite. You then carefully lift the battery and tuck it under one arm.\n\nYour suit's readout flashes.", "endoftext": false }, { "action": "You look at the readout", "response": "Plenty of oxygen; no integrity issues. The suit's mini-doc warns you that your blood pressure and respiration have spiked. Oh, and you probably have a concussion.", "endoftext": false }, { "action": "You examine the battery", "response": "It's not just a battery, it's a space battery. The battery module is slightly larger than a loaf of bread, and has two terminal slots where wires can be inserted.", "endoftext": false }, { "action": "Fore", "response": "You have a tether, but it's a short one, and you've no interest in playing Major Tom. The only place to go is back inside.", "endoftext": false }, { "action": "Inside", "response": "Getting back inside is a little trickier than leaping outside, but it's nothing you and your fancy head full of kinematic equations can't handle.\n\nNode 4: Aft, Port\nWhile some of the station's science experiments are still here, many of them vanished along with the rest of Node 4. The port wall is filled with racks of equipment and inset storage compartments. The damage is extensive near the aft ragged edges where the station now ends. From here the escape pod is fore and the sleeping racks are starboard.\n\nThe floor underneath you has a large crack in it.\n\nOne end of the chain is looped around the science experiments; one end is clipped to your suit.", "endoftext": false }, { "action": "You remove the chain", "response": "(from the science experiments)\nUnchained.", "endoftext": false }, { "action": "You press the button", "response": "You brush aside the gas line to push and hold the button. The compartment near the escape pod swings open, so you keep holding the button.", "endoftext": false }, { "action": "Examine button", "response": "A simple momentary-contact button that some bright spark at NASA thought was an appropriate control to open the compartment you saw near the escape pod. Whoever designed that stupid button and compartment is probably in his seventies now, which means you might be able to look him up and punch him if you get back to Earth and can obtain a visa for the NUS.\n\nDangling in front of the button is a gas line.", "endoftext": false }, { "action": "You look at the gas line", "response": "A nitrogen feed line for one of the experiments is in front of the button. It's a metal hard line that has an L-shaped bend right in front of the compartment button, with the threaded end of the line pointing away from the button. Partway up the line is the valve that controls nitrogen flow. The valve is closed.", "endoftext": false }, { "action": "You put stick pad on the button", "response": "You stick the stick pad and the prise bar to the single button.", "endoftext": false }, { "action": "Rotate gas line", "response": "You open the valve on the gas line. Nitrogen begins flowing slowly out of the end of the line, causing the L bend in the gas line to press gently against the button but not hard enough to push the button.", "endoftext": false }, { "action": "Press bar", "response": "Nothing obvious happens.", "endoftext": false }, { "action": "You press the button", "response": "The prise bar is in your way.", "endoftext": false }, { "action": "You detach the stick pad from the button", "response": "You peel the stick pad off of the single button.", "endoftext": false }, { "action": "You press the button", "response": "It's already pushed down.", "endoftext": false }, { "action": "Examine button", "response": "A simple momentary-contact button that some bright spark at NASA thought was an appropriate control to open the compartment you saw near the escape pod. Whoever designed that stupid button and compartment is probably in his seventies now, which means you might be able to look him up and punch him if you get back to Earth and can obtain a visa for the NUS.\n\nDangling in front of the button is a gas line.", "endoftext": false }, { "action": "Rotate gas line", "response": "You close the valve on the gas line. The cloud of nitrogen quickly disperses.", "endoftext": false }, { "action": "Rotate gas line", "response": "You open the valve on the gas line. Nitrogen begins flowing slowly out of the end of the line, causing the L bend in the gas line to press gently against the button but not hard enough to push the button.", "endoftext": false }, { "action": "You look at pouch", "response": "A small snap pouch for holding sundries.", "endoftext": false }, { "action": "You open the pouch", "response": "No need. You've long trained to open the pouch only long enough to put something in or take something out of it.", "endoftext": false }, { "action": "You look at the gas line", "response": "A nitrogen feed line for one of the experiments is in front of the button. It's a metal hard line that has an L-shaped bend right in front of the compartment button, with the threaded end of the line pointing away from the button. Partway up the line is the valve that controls nitrogen flow. The valve is open.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You're carrying a backup battery and you're wearing a flex spacesuit. Clipped to your suit is a length of chain and a screwdriver.", "endoftext": false }, { "action": "Fore", "response": "Before you leave you have to let go of the button, making the compartment near the escape pod swing closed.\n\nNode 4: Fore, Port\nThank goodness the escape pod is still here. The converted Predpriyatie craft is port of here; its door is closed and debris is wedged in front of it. The door is flanked by a dark display screen on one side and the door's control panel on the other. The exercise equipment is to starboard and the science experiments are aft, closer to the new jagged edge of Node 4.\n\nEmbedded sideways in a wall is a closed compartment attached to a jagged piece of metal.\n\nThe control panel is open, revealing a mass of wires.", "endoftext": false }, { "action": "You examine the debris", "response": "A whole wodge of twisted metal jammed in front of the escape pod door like a ruined column.", "endoftext": false }, { "action": "You connect the wires to the battery", "response": "You'll have to specify which wire you want to plug.", "endoftext": false }, { "action": "You connect the black wire to battery", "response": "You plug the black wire into the battery's terminal slot.", "endoftext": false }, { "action": "You connect the red wire to battery", "response": "(first unplugging the red wire)\nYou pull the red wire loose from the panel.\n\nYou plug the red wire into the battery's terminal slot.", "endoftext": false }, { "action": "You look at the battery", "response": "It's not just a battery, it's a space battery. The battery module is slightly larger than a loaf of bread, and has two terminal slots where wires can be inserted.\n\nThe red wire and the black wire are plugged into the battery.", "endoftext": false }, { "action": "You look at the wires", "response": "There are ten wires: Red, black, white, green, grey, blue, yellow, orange, violet, and white-and-red striped. They've got quick disconnects so you can yank them out of the panel easily.\n\nThe red wire and the black wire are plugged into the battery. The rest of the wires are disconnected from the panel.", "endoftext": false }, { "action": "You look at panel", "response": "The door is controlled by a button mounted on a panel that is dangling open, revealing the mass of wires.", "endoftext": false }, { "action": "You examine the door", "response": "The door to the escape pod is currently closed.", "endoftext": false }, { "action": "You think about the wires", "response": "You can mainly think about other the other spacestation crewmembers.", "endoftext": false }, { "action": "You unplug the red wire", "response": "You disconnect the red wire from the battery's terminal slot.", "endoftext": false }, { "action": "You attach the striped wire to the panel", "response": "You re-connect the white-and-red striped wire to the panel.", "endoftext": false }, { "action": "You connect the red wire to the battery", "response": "You plug the red wire into the battery's terminal slot.", "endoftext": false }, { "action": "You think about Suzan", "response": "Suzan's the mission commander. You've known Captain Harrison for years, having served together on three separate missions, one of which will remain redacted for a long time to come.", "endoftext": false }, { "action": "You think about Patricia", "response": "Dr. Patricia Morrison has authored numerous definitive papers on the effect of long-term space travel and weightlessness in space. You haven't had a chance to see what kind of hands-on doctor she is, but after today you'll hopefully get your chance.", "endoftext": false }, { "action": "You think about Quintin", "response": "Mission Specialist Quintin Davies, Warrant Officer and all-around skilled technician. His PhD is in physics, which means everyone made him deal with the station's plumbing and constant electrical problems.", "endoftext": false }, { "action": "You look at panel", "response": "The door is controlled by a button mounted on a panel that is dangling open, revealing the mass of wires.", "endoftext": false }, { "action": "You think about yourself", "response": "You can mainly think about other the other spacestation crewmembers.", "endoftext": false }, { "action": "Fore", "response": "Since there are wires plugged into the battery, you leave the battery floating next to the panel.\n\nYou can't go fore from here.", "endoftext": false }, { "action": "You disconnect the battery", "response": "You unplug the red wire and the black wire from the battery.\n\nYou disconnect the red wire from the battery's terminal slot.", "endoftext": false }, { "action": "Starboard", "response": "Node 4: Fore, Starboard\nYou're in the fore end of Node 4 by the starboard wall. Exercise equipment like the stationary bicycle is stored here, even though no one can use it while many of the Node's science experiments are ongoing. From here the sleeping racks are aft near where Node 4 now ends and the escape pod is to port. The hatch to the station exterior is fore.", "endoftext": false }, { "action": "Ride bike", "response": "Riding the bicycle would be a feat and a half. Even a flex suit doesn't give you enough range of motion, and your survival backpack would get in the way. You can turn the pedals, though, which you do.", "endoftext": false }, { "action": "You examine the bike", "response": "This space bicycle doesn't look that much like a regular bicycle. It's a grey trapezoidal box held together by about twenty screws. Pedals stick out of it, and attached above it is a seat with very little cushioning. Next to the seat is a water line that you've sipped from many times before while exercising.", "endoftext": false }, { "action": "Unscrew box", "response": "You unclip the screwdriver and painstakingly remove all the screws holding the bicycle's trapezoidal box together. You let them all float away?might as well, given the rest of the debris that fills the station?and fold open the bike.\n\nInside, the bicycle is mainly a single small wheel about the size of your gloved hand with fingers stretched wide. The small wheel has holes all along its perimeter. The bike's pedals are attached to either side of the wheel, and stick out a long distance compared to the small wheel.", "endoftext": false }, { "action": "You examine the water line", "response": "That's hardly portable.\n\nA flexible water line. Someone's left their nozzle on the line post-exercise, a sanitary no-no. Probably Quintin. You'll have to scold him, assuming he's still alive.", "endoftext": false }, { "action": "You look at the nozzle", "response": "A nozzle with clear plastic on one end and hard metal on the other. The clear plastic end has a very small opening. Its large metal end is threaded and fits all standard tubing on board the station.", "endoftext": false }, { "action": "You examine the compartment", "response": "(the embedded compartment that is near the escape pod)\nIt's a box roughly 30 centimeters on a side, with a ruff of jagged metal that was ripped from an equipment rack. The whole thing is embedded sideways in a wall, which makes you glad you weren't hit by it when it came whizzing through the station. The compartment has a featureless door that is closed.", "endoftext": false }, { "action": "Rotate valve", "response": "You open the valve on the gas line. Nitrogen begins flowing quickly out of the end of the nozzle, causing the L bend in the gas line to press firmly enough on the button to open the compartment near the escape pod. Unfortunately the bend slips off of the button and the compartment closes once more.", "endoftext": false }, { "action": "You put stick pad on the button", "response": "You stick the stick pad and the prise bar to the single button.", "endoftext": false }, { "action": "You remove the bar from the pad", "response": "You peel the stick pad off of the prise bar.", "endoftext": false }, { "action": "Rotate valve", "response": "You close the valve on the gas line. The cloud of nitrogen quickly disperses.", "endoftext": false }, { "action": "You continue", "response": "You open the valve on the gas line. Nitrogen begins flowing quickly out of the end of the nozzle, causing the L bend in the gas line to press firmly enough on the button to open the compartment near the escape pod. The force is also enough to make the stick pad adhere to the gas line and the button, holding the gas line in place on the button.", "endoftext": false }, { "action": "Fore", "response": "Node 4: Fore, Port\nThank goodness the escape pod is still here. The converted Predpriyatie craft is port of here; its door is closed and debris is wedged in front of it. The door is flanked by a dark display screen on one side and the door's control panel on the other. The exercise equipment is to starboard and the science experiments are aft, closer to the new jagged edge of Node 4.\n\nEmbedded sideways in a wall is an open compartment attached to a jagged piece of metal.\n\nThe control panel is open, revealing a mass of wires.\n\nYou can also see a backup battery here.", "endoftext": false }, { "action": "You look at the compartment", "response": "It's a box roughly 30 centimeters on a side, with a ruff of jagged metal that was ripped from an equipment rack. The whole thing is embedded sideways in a wall, which makes you glad you weren't hit by it when it came whizzing through the station. The compartment has a featureless door that is open. Inside you can see a logbook.", "endoftext": false }, { "action": "You take the logbook", "response": "As you remove the logbook from the compartment, the door swings back shut. It looks like you had just enough nitrogen to get the job done.", "endoftext": false }, { "action": "You read the logbook", "response": "Like all of them, this logbook has all four of your names on the front in order of rank: Suzan Harrison, Simon Mahil, Quintin Davies, and Patricia Morrison. It also has obsessive step-by-step instructions for running several of the on-station experiments and recording the results, because the space program is all about hiring the smartest, most capable people it can find, training them exhaustively, and then not trusting them to do their job.\n\nThere are a lot of notes in the logbook's margins. Several of them are notes Quintin wrote when he made on-the-fly repairs to the station. One talks about the problems he'd had with the escape pod door malfunctioning, and how he had to disconnect the door control and computer from backup power to fix the problem. He noted that disconnecting only the green and yellow wires and connecting the two current-carrying wires?the white-and-red wire and the red wire?together would restore backup power. Normally the white-and-red wire and the red wire would run to the power source.", "endoftext": false }, { "action": "You think about Simon", "response": "You've been piloting EELV-boosted spacecraft for nearly a decade. As a reward for doing such a good job you got stuck onboard the space station for months.", "endoftext": false }, { "action": "Aft", "response": "Node 4: Aft, Port\nWhile some of the station's science experiments are still here, many of them vanished along with the rest of Node 4. The port wall is filled with racks of equipment and inset storage compartments. The damage is extensive near the aft ragged edges where the station now ends. From here the escape pod is fore and the sleeping racks are starboard.\n\nThe stick pad is holding the single button and the gas line together.\n\nThe floor underneath you has a large crack in it.\n\nYou can also see a prise bar here.", "endoftext": true }, { "action": "You look around", "response": "Node 4: Fore, Port\nThank goodness the escape pod is still here. The converted Predpriyatie craft is port of here; its door is closed and debris is wedged in front of it. The door is flanked by a dark display screen on one side and the door's control panel on the other. The exercise equipment is to starboard and the science experiments are aft, closer to the new jagged edge of Node 4.\n\nEmbedded sideways in a wall is a closed compartment attached to a jagged piece of metal.\n\nThe control panel is open, revealing a mass of wires.\n\nYou can also see a backup battery here.", "endoftext": false }, { "action": "You look at panel", "response": "The door is controlled by a button mounted on a panel that is dangling open, revealing the mass of wires.", "endoftext": false }, { "action": "You connect all the wires", "response": "You re-connect the red wire to the panel.\n\nYou re-connect the white wire to the panel.\n\nYou re-connect the green wire to the panel.\n\nYou re-connect the grey wire to the panel.\n\nYou re-connect the blue wire to the panel.\n\nYou re-connect the yellow wire to the panel.\n\nYou re-connect the orange wire to the panel.\n\nYou re-connect the violet wire to the panel.", "endoftext": false }, { "action": "You disconnect yellow", "response": "You pull the yellow wire loose from the panel.", "endoftext": false }, { "action": "You examine the battery", "response": "It's not just a battery, it's a space battery. The battery module is slightly larger than a loaf of bread, and has two terminal slots where wires can be inserted.\n\nThe black wire is plugged into the battery.", "endoftext": false }, { "action": "You disconnect green", "response": "You pull the green wire loose from the panel.", "endoftext": false }, { "action": "You disconnect the black wire", "response": "You disconnect the black wire from the battery's terminal slot.", "endoftext": false }, { "action": "You connect the black wire", "response": "(first unplugging the red wire)\nYou pull the red wire loose from the panel.\n\nYou plug the red wire into the battery's terminal slot.\n\nYou re-connect the black wire to the panel.", "endoftext": false }, { "action": "You connect the black wire", "response": "You re-connect the black wire to the panel.", "endoftext": false }, { "action": "You look at panel", "response": "The door is controlled by a button mounted on a panel that is dangling open, revealing the mass of wires.", "endoftext": false }, { "action": "You examine the wires", "response": "There are ten wires: Red, black, white, green, grey, blue, yellow, orange, violet, and white-and-red striped. They've got quick disconnects so you can yank them out of the panel easily.\n\nThe red wire is plugged into the battery. The green wire and the yellow wire are disconnected from the panel. The rest of the wires are connected to the panel.", "endoftext": false }, { "action": "You connect striped to the battery", "response": "(first unplugging the white-and-red striped wire)\nYou pull the white-and-red striped wire loose from the panel.\n\nYou plug the white-and-red striped wire into the battery's terminal slot.\n\nThe screen next to the door returns to life, though it's so bright that you might be able to get a tan from it.", "endoftext": false }, { "action": "You examine the screen", "response": "The screen's in data-dump mode, which means it's showing?wait, this can't be right. The screen claims that Node 4 is following one of the really old docking protocols. The transponder beacons are even active, the ones that once guided visiting vehicles to the antiquated docking port at the other end of Node 4?\n\n?\"Don't you see? The scow's navigation is just a veneer on top of the old software! I turn on the beacon, jettison the node with me on it, and pilot it away from the station. We send an emergency docking command and trip the original failsafes. The shuttle will follow, trying desperately to dock with the node instead of ramming the rest of the station. That way, if it's rigged to explode, it only takes out Node 4.\"You'd been shouting at Quintin, but it was Suzan you had to convince. The station was observing radio silence, though when you try to remember why you can't. You just can't.", "endoftext": false }, { "action": "Full", "response": "You have 5 points out of 8. Here is how you got them:\n\n1 for getting the battery\n1 for rescuing the logbook from the compartment\n1 for opening the escape pod door", "endoftext": false }, { "action": "You look at the pod", "response": "The door to the escape pod is currently wide open.", "endoftext": false }, { "action": "You enter the pod", "response": "Not until you get that debris out of the way.", "endoftext": false }, { "action": "You check your inventory", "response": "You're carrying a logbook and you're wearing a flex spacesuit. Clipped to your suit is a length of chain and a screwdriver.", "endoftext": false }, { "action": "You pry the debris", "response": "Node 4: Fore, Port\nThank goodness the escape pod is still here. The converted Predpriyatie craft is port of here; its door is open and debris is wedged in front of it. The door is flanked by an active display screen on one side and the door's control panel on the other. The exercise equipment is to starboard and the science experiments are aft, closer to the new jagged edge of Node 4.\n\nEmbedded sideways in a wall is a closed compartment attached to a jagged piece of metal.\n\nThe control panel is open, revealing a mass of wires.\n\nYou can also see a backup battery here.\n\n(with the prise bar)\nYou try to find a good point to jam the prise bar into and shift the debris, but nothing doing. You'll need a lot more lateral force than you can bring to bear with the bar.", "endoftext": false }, { "action": "Starboard", "response": "Node 4: Fore, Starboard\nYou're in the fore end of Node 4 by the starboard wall. Exercise equipment like the stationary bicycle is stored here, even though no one can use it while many of the Node's science experiments are ongoing. From here the sleeping racks are aft near where Node 4 now ends and the escape pod is to port. The hatch to the station exterior is fore.\n\nThe bicycle is open, revealing a small wheel to which its pedals are attached.", "endoftext": false }, { "action": "You examine pedals", "response": "The pedals stick out from the bicycle.", "endoftext": false }, { "action": "You examine the wheel", "response": "The small wheel is about the size of your palm. It has holes all along its perimieter. The bike's pedals are attached to either side of the wheel by a small axle, and stick out a long distance compared to the wheel.", "endoftext": false }, { "action": "You attach the chain to the axle", "response": "You clip the carabiner to one of the holes in the wheel and turn the pedals some to wind the chain on the wheel. You now have a chain that runs from the bike's wheel to your suit, forming a tether.", "endoftext": false }, { "action": "Port", "response": "Node 4: Fore, Port\nThank goodness the escape pod is still here. The converted Predpriyatie craft is port of here; its door is open and debris is wedged in front of it. The door is flanked by an active display screen on one side and the door's control panel on the other. The exercise equipment is to starboard and the science experiments are aft, closer to the new jagged edge of Node 4.\n\nEmbedded sideways in a wall is a closed compartment attached to a jagged piece of metal.\n\nThe control panel is open, revealing a mass of wires.\n\nYou can also see a backup battery here.\n\nOne end of the chain runs starboard; one end is clipped to your suit.", "endoftext": false }, { "action": "You attach the chain to the debris", "response": "You loop the chain around the column of debris and clip the carabiner to secure it.", "endoftext": false }, { "action": "Starboard", "response": "(moving along the chain)\n\nNode 4: Fore, Starboard\nYou're in the fore end of Node 4 by the starboard wall. Exercise equipment like the stationary bicycle is stored here, even though no one can use it while many of the Node's science experiments are ongoing. From here the sleeping racks are aft near where Node 4 now ends and the escape pod is to port. The hatch to the station exterior is fore.\n\nThe bicycle is open, revealing a small wheel to which its pedals are attached.\n\nOne end of the chain runs port; one end is looped around the bike's wheel.", "endoftext": false }, { "action": "Ride bike", "response": "You push on the bicycle pedals, making them and the small wheel turn. As you do, the chain begins to wind around the axle. You keep turning until the chain pulls taut. Then you turn some more, until the chain slackens and the debris that used to be in front of the escape pod breaks into fragments and starts tumbling all around you. You bat random pieces of it out of the way and it joins the rest of the debris filling the station.\n\nTake that, Archimedes.", "endoftext": false }, { "action": "Port", "response": "Node 4: Fore, Port\nThank goodness the escape pod is still here. The converted Predpriyatie craft is port of here; its door is open. The door is flanked by an active display screen on one side and the door's control panel on the other. The exercise equipment is to starboard and the science experiments are aft, closer to the new jagged edge of Node 4.\n\nEmbedded sideways in a wall is a closed compartment attached to a jagged piece of metal.\n\nThe control panel is open, revealing a mass of wires.\n\nYou can also see a backup battery here.", "endoftext": false }, { "action": "You look at the pod", "response": "The door to the escape pod is currently wide open.", "endoftext": false }, { "action": "You enter the pod", "response": "The converted Predpriyatie is boxy, held together by far too many bolts, and is one of the best things you've ever seen. You wish you could hug it. It's dark, though; no power is running to the pod.\n\nThere is a large button labeled ESCAPE. You also wish you could hug the nameless engineer who made this so simple to operate. Next to the button is the pod's touch screen.", "endoftext": false }, { "action": "Hug pod", "response": "You can only do that to something animate.", "endoftext": false }, { "action": "You look at the touch screen", "response": "The screen is showing a password prompt and a keyboard. Password locked? The station computers are never password locked.\n\nNo, wait, Quintin had had to turn on password protection a few hours ago. He'd set it to the crew's initials, with the names in reverse rank order. It would make your security officer weep hot tears of anger if he knew.\n\nRadio silence. Password protection. Oh, oh no, oh no no no, some idiot must have decided it was time for a shooting war.\n\nAnd now you remember: the automated cargo supply shuttle that didn't respond to repeated hails. The orbital plot that showed the scow headed for the middle of the station. The realization that someone was worried about the UK holding the high ground and had decided to blow up the station. The desperate gamble that you could divert the supply shuttle away from the rest of the station.\n\nYou've got to get out of here soon, before there's no one left in orbit to pick you up.\n\nThe screen is showing a password prompt and a keyboard. Quintin set the password to the crew's initials, with the names in reverse rank order.", "endoftext": false }, { "action": "You read the logbook", "response": "On the cover are the names of everyone in order of rank: Suzan Harrison, Simon Mahil, Quintin Davies, and Patricia Morrison. One of Quintin's notes in the margin describes how to re-connect backup power to the escape pod door and computer by disconnecting only the green and yellow wires and by connecting the two current-carrying wires, the white-and-red wire and the red wire, together. Normally the white-and-red wire and the red wire would run to the power source.", "endoftext": false }, { "action": "You type the pmqdsmsh", "response": "(on the touch screen)\nThe screen clears and diagnostic messages start scrolling up the display. You scan them, watching as the computer learns what you already know about Node 4. It then decides to fully power up the escape pod.", "endoftext": true } ]
xvnvmmm4yok7a25b
One Eye Open
Caelyn Sandel (as Colin Sandel)
[]
[ "built-in map", "cover art", "experimentation", "experiments", "gender-neutral protagonist", "horror", "IF Comp 2010", "IFComp Game", "laboratory", "laboratory setting", "medical", "multiple endings", "profanity", "psychic", "violence", "Xyzzy Awards 2010" ]
2,010
[ 8, 22, 8, 1, 2 ]
41
3.804878
20101201
false
Had you known the bloody history of Corona Labs, you would never have signed up as a test subject. But now, plunged into that history, surrounded by the damned and the dying, you must find the truth. Perhaps you will even survive it.
[ { "action": "%", "response": "Please be advised that One Eye Open is a horror game. It contains mature content (including blood, gore, human injury and death, mild language, tobacco reference, violence, and violent references.)\n\nWe do not recommend this game for a younger audience.", "endoftext": false }, { "action": "Y.", "response": "After only ten days, you're becoming surprisingly comfortable with life as a Corona Corporation guinea pig. It helps that your routine is so reliable - meals, exercise, rest, and sleep are clearly arranged on a schedule hanging beside the white clock in your room. As for the tests - well, you've grown used to the sight of your blood in a sample vial, and the rest is mostly paperwork. Personality tests, aptitude tests, intelligence tests, psychological tests, Rorschach and the MMPI and even kinetic family drawing... you're starting to worry that they'll run out of tests by the end of the month.\n\nAlthough 7:30 PM is always the day's last test, you never leave your room alone, so you were still watching American Beauty when Dr. Marnie Ephart knocked at the door. \"Oh, you're almost to the end!\" she said brightly, seeing the screen. \"I can wait until you're through.\"\n\n\"No, that's fine.\" You hit PAUSE to freeze Angela in mid-motion as you got up from the couch. \"I've seen it before.\" Last Monday, actually. The video collection isn't that good, and, considering what they're paying you, it's a pity Corona couldn't invest in a few more options. It's hard to complain, though; the staff is friendly, the tests aren't hard, and the salary is great.\n\nDuring the day, Raymond, Best, or one of the scientists might be around, but at night, it's usually just the two of you, and the hall you cross now is deserted. You accompany her through the antechamber and into the main testing chamber. By now, you're used to being watched from behind one-way glass, but the observational room is fully lit today, and you can easily see inside.\n\n\"Back in a moment,\" Dr. Ephart says cheerfully. \"See you on the other side!\"\n\nTest Chamber, Corona Labs\nIn the center of the room, a single black office chair sits in front of a broad, heavy desk. The desk and chair are familiar, but the wireless keypad sitting on the desk is new. There are five large white buttons on the keypad, each displaying a different symbol in broad black strokes. The symbols are a circle, a cross, a set of three wavy lines, a square, and a five-pointed star. As always, you are quite aware of the cameras watching you from above.\n\nTo the west, a windowless door separates the testing room from the antechamber outside.\n\nThe familiar black office chair sits invitingly nearby.\n\nThrough the thick pane of glass, you can see the curved desk in the observational room.\n\n>I beg your pardon?", "endoftext": false }, { "action": "You sit in the chair", "response": "You sit down on the office chair.\n\nThrough the thick pane of glass, you see Dr. Ephart come into the observational room carrying a stack of cards and a notebook. She waves to you in friendly fashion, sets her notebook on the desk, and sits down before pressing the intercom button.\n\n\"This is a different kind of test,\" Dr. Ephart explains. \"I have twenty-five cards here, each of which shows one of the symbols on your keypad.\" She holds up five cards and fans them so you can see the circle, cross, wavy lines, square, and five-pointed star. \"I'm going to draw one of these cards and concentrate on the shape. I want you to concentrate, to really focus your mind, and try to pick the same symbol that I do. After you've decided on your symbol, press it on the keypad. We'll do five of these.\"\n\nDr. Ephart shuffles her cards together and draws the first card. She holds the card up with its back to you.", "endoftext": false }, { "action": "You concentrate on the card", "response": "Dr. Ephart is holding up one of the cards. The back shows several blue loops and a line drawing of a building.\n\nAs you concentrate on the deck of cards, you get a dull headache. For a moment, you think you see the cross superimposed on the back of the card, but then it is gone.", "endoftext": false }, { "action": "You press the cross", "response": "The keypad chimes, and the cross button glows briefly. Dr. Ephart nods unconsciously as she tucks her card back in the deck.\n\nDr. Ephart shuffles her cards together and draws the second card. She holds the card up with its back to you.", "endoftext": false }, { "action": "You concentrate on the card", "response": "As you concentrate on the deck of cards, you feel a peculiar twinge behind one eye. The back of the card distorts until it's like looking at the front of the card. You see the five-pointed star on the card.", "endoftext": false }, { "action": "Press star", "response": "The keypad chimes, and the five-pointed star button glows briefly. Dr. Ephart tilts her head to one side as she takes note of your response.\n\nDr. Ephart shuffles her cards together and draws the third card. She holds the card up with its back to you.", "endoftext": false }, { "action": "You concentrate on the card", "response": "As you concentrate on the deck of cards, small spots of light glitter through your vision. You close your eyes for a moment, then open them and look at the card. You clearly see the wavy lines on the back of the card before it swims out of sight.", "endoftext": false }, { "action": "You press lines", "response": "The keypad chimes, and the wavy lines button glows briefly. Dr. Ephart's lips curve slightly up as she writes something in her notebook.\n\nDr. Ephart shuffles her cards together and draws the fourth card. She holds the card up with its back to you.", "endoftext": false }, { "action": "You concentrate on the card", "response": "As you concentrate on the deck of cards, your headache increases. Staring at the card, you sense that Dr. Ephart's card is the cross.", "endoftext": false }, { "action": "You press the cross", "response": "The keypad chimes, and the cross button glows briefly. Dr. Ephart glances at your response and looks impressed.\n\nDr. Ephart shuffles her cards together and draws the last card. She holds the card up with its back to you.", "endoftext": false }, { "action": "You concentrate on the card", "response": "As you concentrate on the deck of cards, you feel briefly lightheaded. The five-pointed star jolts sharply and painfully into your brain. There's no doubt: that's her card.", "endoftext": false }, { "action": "Press star", "response": "The keypad chimes, and the five-pointed star button glows briefly. Dr. Ephart breaks into a broad smile.\n\nDr. Ephart picks up the deck of cards again. She smiles at you and presses the intercom switch. \"You did great - thank you! I'll be back in just a moment.\"", "endoftext": true }, { "action": "You look around", "response": "Test Chamber, Corona Labs (on the black office chair)\nTwo cameras watch the heavy desk from above with unwinking red eyes. The desk currently has a wireless keypad on it.\n\nTo the west, a windowless door separates the testing room from the antechamber outside.\n\nThrough the thick pane of glass, you can see the blue notebook and the curved desk in the observational room.", "endoftext": false }, { "action": "You examine the blue notebook", "response": "Dr. Ephart reliably documents everything in her dark blue notebook. Unsurprisingly, you've never gotten even a peek at the inside.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying nothing.\n\nThe door to the testing chamber rattles briefly before Dr. Ephart enters. The doctor gives you her warm, customary smile as she sets a manila folder in front of you. \"I've placed a photograph in this folder,\" she says, tapping the folder. \"Please study it closely and learn as much as you can about the scene. I'll be back shortly, and I'll have some questions for you when I return.\"\n\nTaking the keypad, Dr. Ephart departs, leaving you alone with the closed folder.", "endoftext": false }, { "action": "You take the folder", "response": "You pick up the manila folder.", "endoftext": false }, { "action": "You open it", "response": "You open the manila folder, revealing a glossy photograph.", "endoftext": false }, { "action": "You take the photo", "response": "Your fingertips tingle slightly as you pick up the photograph.", "endoftext": false }, { "action": "You examine the photograph", "response": "The glossy 4x5 photograph shows the side view of a teenage student.\nA falling wave of shoulder-length russet hair obscures her face as she leans over an open book, leaving only the slight frown on her pale lips visible. Her left cheek is propped against the curled fingers of her left hand, and her right rests lightly against the beige wood of the desk.", "endoftext": false }, { "action": "You look at the hair", "response": "The student's russet-colored hair is pretty and well-brushed, falling barely past her shoulders.", "endoftext": false }, { "action": "You look at the book", "response": "The photo's detail is good, but not so good that you can read the tiny print of the large book. By its heft, it could easily be a medical textbook.", "endoftext": false }, { "action": "You examine the desk", "response": "(the photoed desk)\nA desk made of finished beige wood.", "endoftext": false }, { "action": "You examine the face", "response": "The slightly warped 4x5 photograph shows the side view of a teenage student. A straggling wave of rust-red hair falls to shoulder length, half-hiding her face as she leans over an open book. She's frowning slightly, and her lips are very pale. Her left cheek is propped against the fisted fingers of her left hand, and her right tenses against the beige wood of the desk.\n\n>The student's face is obscured, but her skin and lips are visibly pale, like someone about to faint.", "endoftext": false }, { "action": "You look at the left hand", "response": "The photo's detail is good, but not so good that you can read the small print of the book. By its heft, it could easily be a college textbook.\n\n>You can't see any such thing.", "endoftext": false }, { "action": "You examine the hands", "response": "The student's hands are very pale, their veins standing in sharp blue against white skin. Both hands are clenched in tight fists, the left under her chin and the right pressed against the desk.", "endoftext": false }, { "action": "You examine the hair", "response": "The student's hair is rust-red, but of a duller hue than you swear it was a moment ago. The hair is somewhat straggled, as though not quite dry and unbrushed.", "endoftext": false }, { "action": "You look at photo", "response": "The slightly warped 4x5 photograph shows the side view of a teenage student. A straggling wave of rust-red hair falls to shoulder length, half-hiding her face as she leans over an open book. She's frowning slightly, and her lips are very pale. Her left cheek is propped against the fisted fingers of her left hand, and her right tenses against the beige wood of the desk.", "endoftext": false }, { "action": "You examine the lips", "response": "The student's face is obscured, but her skin and lips are visibly pale, like someone about to faint.", "endoftext": false }, { "action": "You concentrate on the photograph", "response": "The photograph blurs before your eyes.\n\nThe warped 4x5 photograph shows the three-quarter profile of a teenage student. Lines of blood straggle down from the broad cut on her forehead, and she cradles her left eye behind her bloodied left hand, hiding it from view. Her lips are bloodsmeared as well, and blood spots the book she leans over. The fingers of her right hand are crooked into claws, tearing at the beige wood of the desk.", "endoftext": false }, { "action": "You touch the blood", "response": "The photoed face is smooth to the touch.", "endoftext": true }, { "action": "You look around", "response": "Test Chamber, Corona Labs (on the black office chair)\nTwo cameras watch the heavy desk from above with unwinking red eyes. The desk currently has nothing on it.\n\nTo the west, a windowless door separates the testing room from the antechamber outside.\n\nThrough the thick pane of glass, you can see the blue notebook and the curved desk in the observational room.", "endoftext": false }, { "action": "You wave to cameras", "response": "You wave at the security cameras.\n\nA distinct *click* sounds from the door to the antechamber.", "endoftext": false }, { "action": "You examine the antechamber", "response": "It's a plain aluminum door with a straight handle.", "endoftext": false }, { "action": "You concentrate on the photo", "response": "You wave at the security cameras.\n\n>The photograph blurs before your eyes.\n\nThe extremely warped 4x5 photograph shows the image of someone, face buried in both hands, about ready to collapse across a damaged, bloodsoaked book. Cruelly tight braids bind the student's hair back so sharply that you can see the skin stretching.", "endoftext": false }, { "action": "You look at the student", "response": "Only the edges of the person's face can be seen, but the skin stretches like a rubber mask at the very edges.", "endoftext": false }, { "action": "You concentrate on the photo", "response": "The photograph blurs before your eyes.\n\nThe damaged 4x5 photograph shows the image of a young man dragging his fingernails down his face. Long furrows run down his cheeks, and blood drips from those furrows onto the savaged book in front of him. His green eyes are open but unfocused, and his lips are parted in a soundless scream.", "endoftext": false }, { "action": "You examine man", "response": "He's definitely not the same person that you first saw in the photograph. His features are not just refined, but gaunt, and the hollow bruises under his eyes suggest he hasn't slept well for a very long time.", "endoftext": false }, { "action": "You concentrate on photo", "response": "The photograph blurs before your eyes.\n\nSomething's happened to the photograph - there are dull yellow spots marring its surface, like it's been damaged with some kind of chemical. Past those spots, you can make out the image of a young man screaming. Hands shielded with surgical gloves restrain his arms and head as he struggles. He clutches two handfuls of torn, bloodstained pages, but one gloved hand is prying the fingers of his right hand open.", "endoftext": false }, { "action": "About yourself", "response": "Even without a mirror, you know you're not looking your best. You haven't been sleeping well for a few nights now, leaving dark circles beneath your eyes, and your appetite's been off as well. Not that it's been Corona's fault - the food's been surprisingly good - but you're just not feeling so hot.", "endoftext": false }, { "action": "You concentrate on the photograph", "response": "The glossy 4x5 photograph shows the side view of a teenage student.\nA falling wave of shoulder-length russet hair obscures her face as she leans over an open book, leaving only the slight frown on her pale lips visible. Her left cheek is propped against the curled fingers of her left hand, and her right rests lightly against the beige wood of the desk.", "endoftext": false }, { "action": "You go to the west", "response": "The unlocked door opens readily under your hand.\n\n(first getting off the black office chair)\nYou stand up from the office chair.\n\nAntechamber, Corona Labs\nThere are no hangings on the dull off-white walls, but a fake palm tree in one corner attempts to add some cheer. In the other corner, there's a simple chair, which looks like a refugee from some grade-school classroom. There's absolutely nothing else in this spartan antechamber.\n\nA windowless door separates the antechamber from the testing room further in.\n\nA matching door, also windowless, leads from the antechamber to the hallway outside.", "endoftext": false }, { "action": "You look at the palm", "response": "The palm tree looks strikingly realistic, and it wasn't until you examined it closely one day that you realized it was fake. Sadly, its realism provides an unpleasantly discordant accent to the sterile room.", "endoftext": false }, { "action": "Go east", "response": "Test Chamber, Corona Labs\nTwo cameras watch the heavy desk from above with unwinking red eyes. The desk currently has nothing on it.\n\nTo the west, a windowless door separates the testing room from the antechamber outside.\n\nThe familiar black office chair sits invitingly nearby.\n\nThrough the thick pane of glass, you can see the blue notebook and the curved desk in the observational room.", "endoftext": false }, { "action": "Go west", "response": "Antechamber, Corona Labs\nThere are no hangings on the dull off-white walls, but a fake palm tree in one corner attempts to add some cheer. In the other corner, there's a simple chair, which looks like a refugee from some grade-school classroom. There's absolutely nothing else in this spartan antechamber.\n\nA windowless door separates the antechamber from the testing room further in.\n\nA matching door, also windowless, leads from the antechamber to the hallway outside.", "endoftext": false }, { "action": "Go west", "response": "You take a step toward the hall door, but your movement is arrested suddenly by a wrenching sensation. Your gorge leaps toward your throat abruptly, giving you the unsettling sensation of having been dropped a foot down. The sensation is gone quickly, but your throat remains thick with unease.", "endoftext": false }, { "action": "You look", "response": "Antechamber, Corona Labs\nThe antechamber is nearly as spartan as the test chamber itself. The walls, painted a dull off-white, are bare of hangings. A simple chair squats in the corner like a grade-school refugee. The only decoration in the room is a straggly ficus tree, which sprawls in the opposite corner from the chair.\n\nA windowless door leads west from the antechamber to the hallway outside.\n\nA matching door, also windowless, separates the antechamber from the testing room further to the east.", "endoftext": false }, { "action": "You examine the ficus", "response": "(the ficus tree)\nA real, living ficus tree sprawls outward from its pot in the corner of the room. While you can't imagine how it can survive in a windowless room, it looks healthy enough. Sadly, its realism provides an unpleasantly discordant accent to the sterile room.", "endoftext": false }, { "action": "You search the ficus", "response": "(the ficus tree)\nThe ficus tree's untrimmed branches obscure but do not conceal its staid black pot.\n\nIn the ficus pot is a small piece of unlined paper.", "endoftext": false }, { "action": "You take paper", "response": "You reach through the shrouding branches and fish the small piece of unlined paper out of the ficus pot.", "endoftext": false }, { "action": "You read it", "response": "The small piece of unlined paper reads:\n\nAlice's Diary, 4/30/78\n\nHe screams at night.\nIan says that he's had these nightmares as long as he can remember, that it's fine and everything is normal. I really want to believe him, but the last few days have been different. I've seen him tossing and turning, but now he screams. Says things. His eyes are open, but he can't see or hear me.\nAre they doing something to him? I'm not supposed to ask about why he's here. I've been sort of hoping that he would tell me something, but he doesn't even like to talk about the nightmares. All I can hear are the things he says when he's asleep, strangled bits of words. \"Teeth. Dark. Coming for me.\"\nI wish I could do something for him. Anything.", "endoftext": false }, { "action": "Go east", "response": "This door was open just a moment ago, but it's closed now. You can't recall hearing it close.", "endoftext": false }, { "action": "You unlock door", "response": "Which do you mean, the hall door or the test chamber door?", "endoftext": false }, { "action": "You focus on the ficus", "response": "(the ficus tree)\nYou try to concentrate on the ficus tree, but you don't sense anything out of the ordinary.", "endoftext": false }, { "action": "Go west", "response": "You open the hall door.\n\nThis is not the hallway you expected. The far wall is the correct distance away, and the ceiling is the correct height, but the walls are painted a dull, sterile white instead of the light blue-green that you associate with Corona Labs, and long banks of fluorescent lights cast everything into an unexpectedly harsh light. Your room should be through the metal door across the hall to the west, but in light of the other changes, it's easy to doubt that it's yours. A small brass sign identifies it as Room 320.\n\nA windowless door leads east into the testing room's antechamber.\n\nA piece of unlined paper leans face-down against the west wall, just slightly to the left of the door.", "endoftext": false }, { "action": "You get the paper", "response": "(the piece of unlined paper)\nYou pick up the piece of unlined paper.\n\nYou add the pages you are carrying together and classify them all inwardly as your notes.", "endoftext": false }, { "action": "You read the notes", "response": "The piece of unlined paper reads:\n\n5/12/78\nOh god, want to write better but so sick.\nI don't know what happened.\nA psychic spike - has to be. Nauseating.\nWhat happened? Echoes of ... Cross. Dr. Yehuda.\nIs Theo hurt? Dead? Did he hurt Ian?\nSomething has pushed Ian over the edge. I think we've all made a terrible mistake.\nI've got to get it together. Theo left a bottle of pills on his desk -- the label says \"Sandepam\". I'm going to carry it with me. I don't know what it does, but if I have to face Ian, I need whatever edge Theo might have found.\nI can't believe it's come to this. Something awful is about to happen. EGB", "endoftext": false }, { "action": "Go west", "response": "You open the door.\n\nAs you step across the threshold, you freeze at the grisly sight beyond.\n\nA broad ivory spike protrudes from the floor and pierces the ceiling, transfixing the corpse of a slender, dark-haired woman on the way.\nHer blood stands starkly red against the dull white tile and walls. The room's furnishings - a hospital bed, a bookshelf, a dresser - have been smashed into a still-recognizable pile of twisted metal and wood on the west side of the room. Thousands of pieces of shredded paper, none much larger than a fingernail, cover the floor near the wreckage and shiver in the slight breath from the broken window. The only exit is to the east.", "endoftext": false }, { "action": "You search the shredded paper", "response": "Looking through the confetti, you come across a single page of mostly-intact paper that doesn't seem to match the others. It's a small piece of unlined paper with a ragged edge. You fish it out of the pile of shredded paper.\n\nYou add the small piece of unlined paper to your existing collection of pages.", "endoftext": false }, { "action": "You read the notes", "response": "The small piece of unlined paper reads:\n\nAlice's Diary, 5/12/78\n\nI just saw a man die. He was standing in a shadow and a mouth came\nout and bit him in half.\nI feel numb and awful and I'm so scared. I don't know where Ian is\nand I'm afraid that he's going to be hurt or killed. I don't know why he isn't in his room.\nI have to help him and protect him. I'll wait for him here and he'll come back, and we can be together and I'll stop the awful things from hurting him.\nPlease Ian come back. I will be here waiting until you come back.\nI love you.", "endoftext": false }, { "action": "You examine the corpse", "response": "The woman impaled on the white spike is dressed as you imagine a nurse might have been in the seventies, with a button-down skirt that must once have been clean white. Her face, frozen in a look of wide-eyed shock, indicates asian-american heritage and youth.", "endoftext": false }, { "action": "You look at the spike", "response": "The gleaming, slightly curved spike broadens near the base and comes to a sharp tip just as it pierces the ceiling. It resembles nothing quite so much as a cat's fang, though one of mammoth proportions.", "endoftext": false }, { "action": "You examine the window", "response": "A small window looks out of the room. Some glass is still present in the windowframe in jagged shards, and you're loath to touch them. The wood frame of the window is very badly warped.", "endoftext": false }, { "action": "You look at bookshelf", "response": "A nearby bookshelf likely held most of the books that now lay in scraps. Its frame is mostly intact, but all of the internal shelves are smashed, rendering it useless.", "endoftext": false }, { "action": "You go east", "response": "Long banks of fluorescent lights cast sharp shadows along the half-familiar, half-unfamiliar hallway, which continues off to the north. The tiled floor is only a shade darker than the dull off-white walls. A strange, unpleasant odor hangs in the air and stings your nostrils. The door to Room 320 is across the hall to the west.\n\nA windowless door leads east into the testing room's antechamber.", "endoftext": false }, { "action": "Go north", "response": "Cold fluorescent lights pace the ceiling from north to south and lead off east along the T intersection. To the west, a pair of metal elevator doors sits silently closed. There's a call button beside the elevator and a floor indicator above the call button.\n\nA building map is posted on the wall.", "endoftext": false }, { "action": "You look at the map", "response": "The legend identifies this map as \"Mt. Airy Hospital - Third Floor\". Three-quarters of the map is obscured with a large bloodsmear, but the lower right quadrant is mostly visible.", "endoftext": false }, { "action": "No", "response": "View the lower right quadrant? (y/n) >Okay.", "endoftext": false }, { "action": "Y.", "response": "View the lower right quadrant? (y/n) >\n[Picture number 3 here.]", "endoftext": false }, { "action": "Wait", "response": "Time passes.", "endoftext": false }, { "action": "You wait awhile", "response": "The elevator call button stops glowing. Nothing else happens.", "endoftext": false }, { "action": "You go north", "response": "Hallway, Mt Airy Hospital\nPartway down this hall, the fluorescent lights have sputtered out, leaving the way north cloaked in darkness. A long, slow breeze flows from the south past you, reaching towards the deep shadow to the north. Before the light fails, there's a bathroom door in the dull white wall to the east and a swinging panel to the west.", "endoftext": false }, { "action": "You go south", "response": "Hall Intersection, Mt Airy Hospital\nCold fluorescent lights pace the ceiling from north to south and lead off east along the T intersection. To the west, a pair of metal elevator doors sits silently closed. There's a call button beside the elevator and a floor indicator above the call button.\n\nA building map is posted on the wall.", "endoftext": false }, { "action": "You look at floor indicator", "response": "The twelve-character split-flap display currently reads \"BASEMENT\".", "endoftext": false }, { "action": "Go east", "response": "You open the bathroom door.\n\nBathroom, Mt Airy Hospital\nThe single fluorescent light in the bathroom flickers rapidly like a strobe. On the other side of the room, a bloodied corpse seems to be partially buried in the toilet, folded in half. Near the toilet is a sink, above which is a mirror marred by a spiderweb crack. The light's strobe effect gives the room a surreal, filmlike quality. Behind you, to the west, a door leads back into the hallway.", "endoftext": false }, { "action": "You examine the mirror", "response": "You peer into the mirror. The spiderwebbing cracks divide your face into strange angles, and the strobing light gives a strange, jerky cast to your movements.", "endoftext": false }, { "action": "You examine the corpse", "response": "Upon closer inspection, you can see that the corpse was male, and is dressed in the scrubs of a hospital orderly or nurse. The blood strewn on his uniform seems to have come from his mouth, likely vomited out when he was folded violently in half.", "endoftext": false }, { "action": "Search corpse", "response": "You peer into the mirror. The spiderwebbing cracks divide your face into strange angles, and the strobing light gives a strange, jerky cast to your movements.\n\nYou try to concentrate on the cracked mirror, but you don't sense anything out of the ordinary.\n\n>The dead man's scrubs are completely contaminated with blood and more unpleasant fluids. You don't see anything worth taking on the corpse, and going through his pockets is impossible, since they're folded into the toilet.", "endoftext": false }, { "action": "You hit the mirror", "response": "The mirror is already badly damaged. You'd risk injury trying to break it further.", "endoftext": false }, { "action": "You look at the sink", "response": "A small hand-washing sink is attached to the wall near the toilet, made of white porcelain and a metal faucet and handles.", "endoftext": false }, { "action": "You turn on the sink", "response": "You turn the handle. The sink rattles and coughs, but no water comes out.", "endoftext": false }, { "action": "You turn off the sink", "response": "The faucet is already off.", "endoftext": false }, { "action": "You examine the lights", "response": "There's only one light here, positioned above the mirror, and its strobelike flickering makes everything jerky and strange.", "endoftext": false }, { "action": "Go west", "response": "Hallway, Mt Airy Hospital\nPartway down this hall, the fluorescent lights have sputtered out, leaving the way north cloaked in darkness. There's a long, slow rush of bad-smelling air coming from that direction. Before the light fails, there's a bathroom door in the dull white wall to the east and a swinging panel to the west.", "endoftext": false }, { "action": "You examine the panel", "response": "Upon closer examination, the swinging panel appears to be a laundry chute. Pushing open the chute, you take a look down. There's enough light to see, strangely but unmistakably, rows of oversized shark's teeth set into the sides of the chute partway down its length. Going this way seems like a particularly bad idea.\n\nThere's also a white object visible in the shadows of the laundry chute. It looks as if something white fell partway down and got caught on the protruding teeth.", "endoftext": false }, { "action": "Go north", "response": "You start north into the darkness, moving cautiously. The halitosis smell gets increasingly strong as you proceed.\n\nA gleam alerts you to halt in the darkness. As your vision adjusts to the low light, you see a row of long, sharp, curving shapes projecting both from the floor and the ceiling. Careful examination convinces you that the hallway has grown a mouthful of fangs. Proceeding north seems like an incredibly bad idea.\n\nYou back away until you have returned to the relative safety of the lit hallway by the bathroom door.", "endoftext": false }, { "action": "Go east", "response": "Hall Intersection, Mt Airy Hospital\nCold fluorescent lights pace the ceiling from north to south and lead off east along the T intersection. To the west, a pair of metal elevator doors sits silently closed. There's a call button beside the elevator and a floor indicator above the call button.\n\nA building map is posted on the wall.\n\nSide Hall, Mt Airy Hospital\nThe off-white walls and dull, stain-resistant tiles of this hallway match those of the main hall to the west. Windowless doors marked with small brass signs branch off to the north and south.", "endoftext": false }, { "action": "You go east", "response": "Side Hall End, Mt Airy Hospital\nPlain, windowless doors labelled neatly with small brass signs lead off to the north and south. At the east end of the hallway, a large, lurid orange biohazard symbol marks a door of a different design.\nThis door is a sliding door instead of a regular door, and it has a small, wire-reinforced window.\n\nThere's a keycard reader beside the sliding door.", "endoftext": false }, { "action": "You go to the south", "response": "You open the door to room 323.\n\nThe glimmer of glass greets your eye as you enter this shadowed room. Running through the layout of the facility in your mind, you realize that you're now standing in the observational room, though the furnishings have changed from your memory. For instance, the gutted corpse is definitely new.\n\nObservational Room, Mt Airy Hospital\nA broad pane of one-way glass separates this room from the testing chamber beyond. The lights are off in this room, cloaking everything in shadow, but you can still see enough to navigate past the rectangular table, the chairs, and the filing cabinet tucked into one corner. Your view of the observational room is somewhat blocked by the gutted corpse sprawled across the table.\n\nA door to your north leads back to the hallway.\n\nThrough the thick pane of glass, you can see a gaunt young man huddled in the far corner of the test chamber.", "endoftext": false }, { "action": "You look at the man", "response": "(the gaunt young man)\nA gaunt young man huddles on an office chair in the far corner of the room, clothed only in a pair of navy sweatpants. He is slumped forward in a hunch, the outline of his spine standing sharply against the skin of his emaciated back. His face is obscured by a mass of messy, tangled brown hair.\n\nYou feel drawn to the young man. The feeling vibrates between empathy and sympathy. You can all-too-easily imagine the slight chill of the air against his bare back, the way his elbows dig into his knees, and the slight ache of his spine from the unnatural posture. You can imagine how he sits, alone, listening to the emptiness which is not empty enough - the emptiness that is filled with too many thoughts, fears, dreams. He shifts position slightly and raises a hand to his hidden face. You feel the way he drags his fingernails down his forehead - not breaking the skin, not quite, but toying with the idea. Flirting with the idea of blindness, as his nails trail over his closed eyelid, or disfigurement, as they trail over his cheek.\n\nHe has the answers you seek. The knowledge thumps home like a bullet thumping into flesh - not hurting, not yet - only a solid impact like nothing else in the world.\n\nYou shake yourself out of the bizarre reverie to see the young man hunched and still. You're not sure whether he ever moved at all.", "endoftext": false }, { "action": "You concentrate on the young man", "response": "You focus your thoughts on the young man huddled in the corner of the test chamber. For a moment, nothing happens.\n\nThen, suddenly, you think you see the young man's head snap up, but your vision immediately bursts with a nausea-inducing green light that blots everything else out. You are overcome with dizziness. Images of death, terror and madness fill your brain, swelling it, pressing against your skull. Reaching out to destroy everything around you, you are a whirlwind of insane destructive force. You see images of teeth, mouths, throats, closing in to devour you, and you fight against them with everything you are....\n\nYou fall back into yourself with an involuntary scream. Your skin is covered in cold sweat. After a few moments, your heart rate and breathing return to normal, though it takes some time before you stop shaking. You have been Ian McMoneagle, and his mind is a hell.\n\nThe gaunt young man still sits, huddled into himself, immobile.\nYou're still not sure whether he ever moved at all.", "endoftext": false }, { "action": "You look at Ian", "response": "A gaunt young man huddles on an office chair in the far corner of the room, clothed only in a pair of navy sweatpants. He is slumped forward in a hunch, the outline of his spine standing sharply against the skin of his emaciated back. His face is obscured by a mass of messy, tangled brown hair.", "endoftext": false }, { "action": "You look at the corpse", "response": "A broad rip across the man's shirt and stomach reveal the shredded ruin of his abdominal cavity. The remains of the ruined organs and flesh within have jagged edges that you cannot help but equate to small toothmarks. There's a sheet of paper pinned under the corpse's shoulder.", "endoftext": false }, { "action": "You take the paper", "response": "(the bloodstained sheet of paper)\nYou push the corpse sideways, releasing the bloodstained sheet of paper from beneath its shoulder so that you can pick it up.\n\nThe table is small, and the blood on the table is still fairly slick. Unbalanced, the corpse suddenly starts to slide off the edge, and you fail to arrest its movement in time. With a startlingly loud thump, the corpse hits the ground.\n\nYou add the bloodstained sheet of paper to your existing collection of pages.", "endoftext": false }, { "action": "You read the notes", "response": "The bloodstained sheet of paper reads:\n\nRaymond Pearce, M.D.\nAssistant Director, Mt. Airy Hospital\nApril 16, 1978\n\nI am upset with the Director.\nWhile I am well aware that our hospital is under-funded and that we should take sources of revenue wherever we can find them, renting out our space to private companies performing procedures that we cannot oversee makes me feel rather like a hotel manager. Moreover, I have enough duties to see to without having to carry out the blind and deaf duty of being the Corona Corporation's liaison. Couldn't we have one of our administrators do that? A secretary, perhaps? My medical expertise certainly does not come into play, as I am not allowed to see the experimentation, nor interview the patient. If he is indeed a patient.\nThe lead researcher is friendly enough, but I've not been able to\nget a private word with him since the corporate auditor showed up. I swear, he looks more like a Secret Service agent than a medical professional, and he seems to be everywhere.\nI only want to know what's going on. And barring that, I'd frankly rather not have anything to do with the Corona Corporation. This is not what I signed on for.", "endoftext": false }, { "action": "You examine the cabinet", "response": "It's a fairly small filing cabinet, squatting at about waist height. There seems to be some kind of strange liquid leaking down to the floor from the edges of each drawer.", "endoftext": false }, { "action": "You open cabinet", "response": "Opening the bottom drawer of the filing cabinet, you are instantly greeted with a foul biological scent, like stomach acid. The inside of the drawer is completely empty, but covered with some kind of slime. You open the top drawer as well, only to see (and smell) the same results.", "endoftext": false }, { "action": "You get the slime", "response": "It's too awkward to pick anything up while you're carrying the gutted corpse around.", "endoftext": false }, { "action": "You get slime", "response": "You heave the gutted corpse off your shoulder and lower it carefully to the ground. Then, you untuck your notes from your armpit with minimal damage done.\n\nYou consider scraping some of the stuff off to carry it with you, but the idea of having it under your fingernails is a dreadful one.", "endoftext": false }, { "action": "You go north", "response": "Side Hall End, Mt Airy Hospital\nPlain, windowless doors labelled neatly with small brass signs lead off to the north and south. At the east end of the hallway, a large, lurid orange biohazard symbol marks a door of a different design.\nThis door is a sliding door instead of a regular door, and it has a small, wire-reinforced window.\n\nThere's a keycard reader beside the sliding door.", "endoftext": false }, { "action": "Go west", "response": "Side Hall, Mt Airy Hospital\nThe off-white walls and dull, stain-resistant tiles of this hallway match those of the main hall to the west. Windowless doors marked with small brass signs branch off to the north and south.", "endoftext": false }, { "action": "Go west", "response": "Hall Intersection, Mt Airy Hospital\nCold fluorescent lights pace the ceiling from north to south and lead off east along the T intersection. To the west, a pair of metal elevator doors sits silently closed. There's a call button beside the elevator and a floor indicator above the call button.\n\nA building map is posted on the wall.", "endoftext": false }, { "action": "Go north", "response": "Hallway, Mt Airy Hospital\nPartway down this hall, the fluorescent lights have sputtered out, leaving the way north cloaked in darkness. A long, slow breeze flows from the south past you, reaching towards the deep shadow to the north. Before the light fails, there's a bathroom door in the dull white wall to the east and a laundry chute to the west.", "endoftext": false }, { "action": "Y.", "response": "If you put the gutted corpse in there, it's a good bet you'll never see it again. Are you sure you want to do this? (y/n) >You heave the gutted corpse feetfirst into the laundry chute. It falls partway down before the laundry chute's teeth snap closed. There's a hideous crunching sound, accompanied by the flash of bloodstained teeth in the gloom.\n\nThe gutted corpse is gone. The teeth slowly curve in an unmistakable smile. Then, they melt into the sides of the laundry chute and vanish from view, leaving only smeared blood on the stainless steel tunnel to document the carnage.\n\nThere's no sign of the piece of paper any more, either.", "endoftext": false }, { "action": "Y.", "response": "Are you sure you want to go into the laundry chute? (y/n) >After some awkward experimentation, you realize that you'll have to go in headfirst. You put both arms in, shield your face with your arms, and wriggle into the chute. You slide rapidly down through the narrow darkness until the chute abruptly ends. For one heartstopping moment, you plummet through space, but you land safely in something soft. A quiet, papery crunch accompanies your landing.\n\nLaundry, Mt Airy Hospital (in the laundry bin)\nCrumpled white sheets fill an enormous laundry bin underneath the chute's entrance - a great relief, since those sheets were dense enough to competently break your fall. You're currently inside the laundry bin, but you can see the rest of the room well enough. There is no mistaking the purpose of this room. Industrial washers and dryers line the walls of this room. The room stinks of offal, blood and bleach all at the same time. On the east wall, a large sink made of heavy-duty steel sits, but its long faucet is bent at a peculiar angle and it is missing both handles. A particularly large laundry machine looms at the end of the row.\n\nThe giant laundry machine is running, filling the room with ominous sound and vibration.\n\nAn open door leads south out of the room.\n\nA sheet of typewriter paper is lying on the sheets, looking only a bit worse for its misadventures (including having you land on it). It looks like the one that you knocked free from the laundry chute.", "endoftext": false }, { "action": "You read the notes", "response": "(your notes)\nYou already have that.\n\nThe bloodstained sheet of paper reads:\n\nRaymond Pearce, M.D.\nAssistant Director, Mt. Airy Hospital\nApril 16, 1978\n\nI am upset with the Director.\nWhile I am well aware that our hospital is under-funded and that we should take sources of revenue wherever we can find them, renting out our space to private companies performing procedures that we cannot oversee makes me feel rather like a hotel manager. Moreover, I have enough duties to see to without having to carry out the blind and deaf duty of being the Corona Corporation's liaison. Couldn't we have one of our administrators do that? A secretary, perhaps? My medical expertise certainly does not come into play, as I am not allowed to see the experimentation, nor interview the patient. If he is indeed a patient.\nThe lead researcher is friendly enough, but I've not been able to\nget a private word with him since the corporate auditor showed up. I swear, he looks more like a Secret Service agent than a medical professional, and he seems to be everywhere.\nI only want to know what's going on. And barring that, I'd frankly rather not have anything to do with the Corona Corporation. This is not what I signed on for.\n\nYou nearly jump out of your skin as a buzzer sounds loudly from the huge laundry machine. Its motor gradually slows to a halt.", "endoftext": false }, { "action": "You get typewritten", "response": "You pick up the somewhat crumpled sheet of typewriter paper.\n\nYou add the somewhat crumpled sheet of typewriter paper to your existing collection of pages.", "endoftext": false }, { "action": "You read the notes", "response": "The somewhat crumpled sheet of typewriter paper reads:\n\nUnofficial log, April 2, 3:10 pm\nDay one with the Corona Corporation! The intrepid doctor embarks on\na real adventure; hardly the first of his career but certainly the most extraordinary.\nI always considered my interest in the paranormal purely academic.\nNo matter what a man has seen or believes, bringing such beliefs and experiences into the professional arena is a dangerous prospect. Being approached to pursue such things -- for a very tidy sum, no less! -- is not something I ever expected to see in my resume ... but here I am.\nMy team is eclectic, which I suppose is to be expected. Dr.\nAtwater, slated to be my assistant overseer (and the previous man who held my current title), has a closed-minded cynicism matched only by his impressive credentials. Miss Elaine Buchanan, on the other hand, is not only a believer but actually considers herself a psychic. The company evidently agrees, since she is effectively our lead subject-seeker, spending her days poring over newspaper articles, tabloids and television programs.\nIt is difficult not to find the entire outfit somewhat difficult to take seriously, but this is my chance to see what is really behind the closed door of the human mind. I find myself very nervous and excited. - Theo Yehuda", "endoftext": false }, { "action": "You examine the laundry machine", "response": "This laundry machine is positively monolithic, reaching chest-height on you and almost as wide as your full armspan. It lacks controls of any kind; its only feature is the hinged metal door on its top.", "endoftext": false }, { "action": "You open the machine", "response": "You lift the lid of the large laundry machine.\n\nThe inside of the machine is not, as you expected, a metal cylinder, but a fleshy tube with a sphincter-like hole in the bottom. Stubby, glistening cilia, like the ones lining the inside of an intestine from a biology textbook, line the curved walls of the tube, each one wriggling with life. Sitting in the tube is a skeleton, complete but with its flesh eaten cleanly away. The skeleton is wearing a clean, white lab coat.", "endoftext": false }, { "action": "You get the skeleton", "response": "In the clean lab coat is a Corona Labs keycard.\n\n>You gingerly reach inside the laundry machine, cringing away as the hungry cilia reach for your hands. You grasp the skeleton's shoulders through the protection of the lab coat and lift it. Thankfully, enough ligaments and tendons and so forth remain on the skeleton to maintain its cohesion as you pull it out, and you are able to extract it from the machine without breaking it. You lay the skeleton down on the tile floor.", "endoftext": false }, { "action": "You take the keycard", "response": "You fish the keycard out of the lab coat's pocket.\n\n>You already have that.", "endoftext": false }, { "action": "You enter machine", "response": "For a moment, you picture yourself climbing into what appears to be a cannibalistic digestive system in a box. You spend the next few moments being glad that you possess a functioning self-preservation instinct.", "endoftext": false }, { "action": "You examine the sink", "response": "The basin of this sink is made of heavy-duty steel, its shiny surface dulled from poor care and abuse. The functioning parts of the sink are in even worse shape than the basin, though; both handles seem to be missing, and the thick metal faucet, which would normally trace a graceful, high arc, is bent at a jaunty angle.\n\nIn the heavy-duty steel sink is a sheet of ruled paper.", "endoftext": false }, { "action": "You get ruled", "response": "(the sheet of ruled paper)\nYou pick up the sheet of ruled paper.\n\nYou add the sheet of ruled paper to your existing collection of pages.", "endoftext": false }, { "action": "You read the notes", "response": "The sheet of ruled paper reads:\n\nRaymond Pearce, M.D.\nAssistant Director, Mt. Airy Hospital\nMay 1st, 1978\n\nWell, things are clearly getting exciting for our guests from\nCorona Labs.\nI'm not sure what's different, but I've heard signs of a struggle\nfrom McMoneagle's room during the day. Nurse Kim reports that his sleeping at night has been disruptive and suspects that his nightmares are more intense than when he first arrived. I want to know more, but obviously none of the Corona employees are telling me anything at all. As always, Cross watches me whenever I'm near their annex.\nSomething very suspicious is going on. They're experimenting on\nthat young man, and it's obviously not anything safe. Be it on their heads if he dies, or becomes violent. They'd better be able to contain it, or we are going to come down on them as hard as the law allows. I swear it.\nYehuda has seemed the most concerned of the lot of them, and has mentioned to me that he may need to requisition \"a few medications\" from me in the near future. Truth be told, I hope he does so. That might give me some insight to just what in heaven's name they're doing.", "endoftext": true }, { "action": "You look around", "response": "Laundry, Mt Airy Hospital (in the laundry bin)\nCrumpled white sheets fill an enormous laundry bin underneath the chute's entrance - a great relief, since those sheets were dense enough to competently break your fall. You're currently inside the laundry bin, but you can see the rest of the room well enough. There is no mistaking the purpose of this room. Industrial washers and dryers line the walls of this room. The room stinks of offal, blood and bleach all at the same time. On the east wall, a large sink made of heavy-duty steel sits, but its long faucet is bent at a peculiar angle and it is missing both handles. A particularly large laundry machine looms at the end of the row.\n\nThere's a human skeleton lying on the tiled floor. It's wearing a very clean lab coat.\n\nAn open door leads south out of the room.", "endoftext": false }, { "action": "Go outside", "response": "You get out of the laundry bin.\n\nLaundry, Mt Airy Hospital\nThere is no mistaking the purpose of this room. Industrial washers and dryers line the walls of this room, and three canvas-walled carts filled with dirty linens squat awaiting their purpose. The room stinks of offal, blood and bleach all at the same time. On the east wall, a large sink made of heavy-duty steel sits, but its long faucet is bent at a peculiar angle and it is missing both handles. A particularly large laundry machine looms at the end of the row.\n\nThere's a human skeleton lying on the tiled floor. It's wearing a very clean lab coat.\n\nAn open door leads south out of the room.\n\nYou can also see a laundry bin (in which is a heap of soiled sheets) here.", "endoftext": false }, { "action": "You look at the faucet", "response": "Even if the sink had working handles, the sharp angle at which this faucet is bent would render it useless anyway.", "endoftext": false }, { "action": "You take the faucet", "response": "Tugging on the faucet has no effect; whatever bent this must have been a tremendous force.", "endoftext": false }, { "action": "You go to the east", "response": "The only obvious exit is south through a doorway into a hall.", "endoftext": false }, { "action": "You go to the south", "response": "Basement Hall, Mt Airy Hospital\nLike the hallways upstairs, this hall has fluorescent lighting, dull off-white walls, and tiled floors, but the basement is clearly less cared-for. Grime coats the frosted covers of the overhead lights, causing the peeling walls and tiled floors to look shadowed and ugly. The laundry room's large entrance to the north opposes the boiler room door to the south. To the west, an elevator's doors stand open.\n\nAn open door leads north into the laundry room.\n\nA swollen corpse with visibly broken limbs lies between the elevator doors, blocking them from closing.", "endoftext": false }, { "action": "You examine the corpse", "response": "The battered body of this older man is swollen and purple with bruising, and his limbs bend in more places than they should. Drying blood marks his nostrils, lips, eyes, and earholes.", "endoftext": false }, { "action": "You move it", "response": "You get behind the corpse, set your hands under his shoulder, and shove. You can feel his broken shoulderblades and ribs shifting as he moves, but you manage to get him out from between the elevator doors.", "endoftext": false }, { "action": "Go south", "response": "You open the boiler room door.\n\nBoiler Room, Mt Airy Hospital\nA single incandescent bulb behind a metal cage provides harsh yet inadequate light to this room. A maze of large pipes runs along the ceiling. Most of said pipes lead to a large boiler that squats in front of you, easily taking up three quarters of the small room's real estate. A door to the north leads back to the hallway.\n\nA metal box with a glass surface is mounted on the wall, a fire axe tantalizingly close.", "endoftext": false }, { "action": "Examine box", "response": "A sudden wave of dizziness overwhelms you. As you stumble and steady yourself in the doorway, a roaring fills your ears, and grayness clouds your vision.\n\nThrough the grayness, you see that the room is hideously spattered with gore, particularly the wall behind the boiler. Amid the less recognizable chunks, you spot a bloodsoaked leather dress shoe, a cracked cell phone, and a shredded lab coat.\n\nYour vision clears and the roaring fades. The blood, the half-identified body parts, the shoe - all have vanished.\n\nIt's a metal box containing a pristine, solid steel fire axe. The glass on the front shows the words, \"In case of emergency, break glass.\" With what, a fire axe?\n\nIn the metal box is a fire axe.", "endoftext": false }, { "action": "You examine the pipes", "response": "The harsh light barely illuminates a maze of large metal pipes, most of which lead to the large boiler in the center of the room.", "endoftext": false }, { "action": "You touch the pipes", "response": "Upon contact, your fingers convulse tightly around the pipe. The pipe groans, a sound that resonates not only through the boiler room, but through your bones and your skull. Your fingers slacken....\n\nAs your outer eyes close, your inner eye opens. Dimly, you perceive your body rebounding from the pipes to crumple on the floor, but you're not there any more.\nPress any key to continue.\n\nFleeting impressions flash through your awareness. It's hard to orient yourself. You're running - banging helplessly at an elevator button that doesn't respond - turning desperately down the hall. Fleeing down a set of stairs. Thoughts pelt past with the same speed as your running footsteps, rasp through you like your hard-stolen breaths. Grasping for inner purchase, you come up with a name:\n\nLeon Shaunessy.\n\nWith the name comes identity:\n\nNeurologist, Corona Laboratories, Mount Airy division. Father of two, divorcee of one, lover of good scotch and handwritten letters and speedcubing. Probably the world's leading expert in the effects of Naegleria splendens, though it doesn't mean a good goddamned thing now....\n\nHis perceptions are yours, his thoughts rush through you, and his fear contaminates you as he runs down the hall, stumbles through the door, and slams it shut. You look and see:\n\nUntil today, you had never visited the facility's boiler room. A single incandescent bulb behind a metal cage provides a harsh yet inadequate light, and a maze of large pipes runs along the ceiling. Most of the pipes lead to a large boiler that squats in front of you, easily taking up three quarters of the small room's real estate. In the rear of the room, an oversized exhaust fan with wide blades stands unmoving.\n\nA loud, electronic buzz permeates this room.\n\nThe door to the east is closed, but there's no lock. You've got to bar it somehow.", "endoftext": false }, { "action": "You search pipes", "response": "You find nothing of interest.\n\nYou think you hear something outside the door, and your strained nerves shriek. If the door isn't barred, the horrors could come straight in after you. You can't possibly hold the door shut with muscle power alone.", "endoftext": false }, { "action": "You look at the pipes", "response": "The pipes run all over the room, most eventually reaching the boiler. Two red pipes run parallel to the door. A pipe that seems to be loose from the rest of the framework is wedged in the fan at the room's south side.\n\nYour heart is beating so fast it could burst. You urgently need to block the door somehow.", "endoftext": false }, { "action": "You take the pipe", "response": "(the loose pipe)\nYou grab the loose length of pipe and pull hard on it. After a few tries, you hear a groaning noise, and the pipe suddenly breaks free. You stumble backward with the pipe. The fan blades, now loose, resume their rotation, turning in a slow circle. The buzzing in the room stops, becoming a low hum instead. Something about the humming resonates through your mind, dizzying you....\n\nIn the moment of your dizziness, Leon moves with no prompting. Heart pounding, he slides the metal pipe behind the pair of red pipes, resting it on the pipe bend and the door's handle. The door is effectively barred shut.\n\nThe fan's rotation gently increases in speed, causing a breeze to waft through the room.", "endoftext": false }, { "action": "You examine the fan", "response": "It's an almost comically large exhaust fan, six feet in diameter and with blades about a foot wide. While the room may get hot because of the boiler, the fan seems a bit larger than is necessary. The fan is currently spinning.\n\nThe fan continues to turn. Your hair moves in the strengthening breeze.", "endoftext": false }, { "action": "You check your inventory", "response": "You're wearing a dirt-smeared lab coat and a security badge and carrying a Samsung cell phone. In sum, you have absolutely nothing of use.\n\nThe fan's rotation picks up speed, causing the breeze to increase in intensity. You brush hair from your face.", "endoftext": false }, { "action": "You examine the badge", "response": "Corona operates on a magnetic security badge system instead of physical locks. This is your badge, complete with a rather august photo, which allows you to open any doors in the secure Corona area of the Corona building.\n\nOf course, you're not exactly in the secure Corona area now, nor would you want to be (he remembers the jointed, steel-legged spider crouching to fit through a doorway, blood streaking its legs to half their height - then pushes the idea sharply out of his mind).\n\nThe hum of the fan's motor has become increasingly loud, and it shows no indication of stopping. Dust is dragged from the ground and sucked through the fan.\n\nSome internal alarm rouses you, and you struggle for identity. This is not you. Leon Shaunessy is not you..", "endoftext": false }, { "action": "You examine the cell phone", "response": "The cell phone is off, its screen dark.\n\nThe Samsung cell phone is currently switched on.\n\nThe fan's blades are now a blur. It's getting harder to breathe in here. The pipe rattles in the door, drawn, like all loose objects, toward the fan.\n\nHe's going to die. You can feel his death coming.", "endoftext": false }, { "action": "You get the pipe", "response": "(the barricade pipe)\nYou don't dare take the loose pipe away; it's the only thing separating you from the nightmare outside.\n\nAs the fan's speed continues to increase, you find it difficult to maintain your footing. You realize with despair that the horror has found you after all, and tricked you into trapping yourself with it.\n\nNot you. This isn't your death - it's his.\n\nYou struggle your way to the door and grasp the length of loose pipe, trying to remove it from the door and make it out of this wind tunnel. Just as you grab the pipe, the suction becomes too powerful. Your shoes lift from the ground and you find yourelf holding onto the pipe for dear life as the fan cuts a deadly whirlwhind behind you.", "endoftext": false }, { "action": "You get the pipe", "response": "(the barricade pipe)\nLeon doesn't respond to your suggestion. He's too busy clinging to the pipe.\n\nAfter a few seconds, his grip, slick with nervous sweat, begins to fail. His fingers lose their strength. Suddenly he is torn free, his body falling sideways through the air for a few long moments before striking the fan. The powerful blades churn Leon Shaunessy's body into a paste, spraying the wall behind with gore.\n\nIn the instant before death, you rip your consciousness free of his. Leon Shaunessy is dead, but you are still alive.\nPress any key to continue.", "endoftext": false }, { "action": "Y.", "response": "You sense it.", "endoftext": true }, { "action": "Look around", "response": "Boiler Room, Mt Airy Hospital\nA single incandescent bulb behind a metal cage provides harsh yet inadequate light to this room. A maze of large pipes runs along the ceiling. Most of said pipes lead to a large boiler that squats in front of you, easily taking up three quarters of the small room's real estate. A door to the north leads back to the hallway.\n\nA metal box with a glass surface is mounted on the wall, a fire axe tantalizingly close.", "endoftext": false }, { "action": "You examine the cage", "response": "It's a metal cage surrounding the single lightbulb, providing eerie shadows to the light it casts. It appears to be screwed into the ceiling.", "endoftext": false }, { "action": "You examine Boiler", "response": "It's a large metal boiler. A gentle hiss comes from it, so you assume that it's still functional. You don't see any visible controls, but even if you did you don't think you'd know what to do with them.\n\nYou note a white piece of paper lying behind the boiler.", "endoftext": false }, { "action": "You get the paper", "response": "(the piece of unlined paper)\nYou pick up the piece of unlined paper.\n\nYou add the piece of unlined paper to your existing collection of pages.", "endoftext": false }, { "action": "You read the paper", "response": "(your notes)\nThe piece of unlined paper reads:\n\n4/20/78\nI knew it! I was right about him!\nIan is consistently testing better than any other subject we've put through the paces. His score with the Zener cards is consistently over 50% and he's shown some promise with psychometry. Dr. Atwater says that it's all within the limits of random chance, of course. That man would, presented with a UFO, write it off as a trendy new model of Chevette.\nWe still have some testing to do to determine Ian's psychological resilience and mental strength. There is some concern about his chronic nightmares and emotional difficulties, but I honestly think that one comes from the other. It's not uncommon for psychics to have problems like these.\nIf everything checks out, it should be about a week before he's introduced to the symbiont. I have a lot of faith, but it still makes me nervous. No one's survived it. If I don't trust my instincts, I have no reason to believe that Ian will be an exception.\nNothing to do but wait and see.\nEGB", "endoftext": false }, { "action": "Go north", "response": "Basement Hall, Mt Airy Hospital\nGrime coats the frosted covers of the overhead lights, causing the peeling walls and tiled floors to look shadowed and ugly. The laundry room's large entrance to the north opposes the boiler room door to the south. To the west, an elevator's doors stand open.\n\nAn open door leads north into the laundry room.\n\nA swollen corpse with visibly broken limbs lies on the floor a short distance from the elevator doors.", "endoftext": false }, { "action": "You go to the east", "response": "Basement Hall, Mt Airy Hospital\nAt this end of the dingy basement hall, the only intact door is labelled with a black sign reading \"Autopsy Room/Morgue\".\n\nA white 10-digit keypad is attached to the wall beside the door.\n\nIn the adjoining wall, a bent doorframe holds a severely dented metal door that has been very badly dented toward you.", "endoftext": false }, { "action": "Go east", "response": "You shove the bent door experimentally. It does not even budge.\nEven with tools, it would take hours to get through this door.", "endoftext": false }, { "action": "Go west", "response": "You step into the elevator.\n\nElevator, Mt Airy Hospital\nThe elevator is just big enough to fit the length of a standard hospital gurney and not much else. Unlike the dull white walls of the rest of the hall, the elevator's interior is crafted with burnished steel. The fluorescent lights above shine through a thick metal grate.\n\nA piece of unlined paper lies face-down on the elevator floor.\n\nThere are floor buttons for B through 4 on the control panel. There is also a button marked \"Alarm\" and a key switch marked \"Fire\".\nI beg your pardon?", "endoftext": false }, { "action": "You get paper", "response": "(the piece of unlined paper)\nA sudden wave of dizziness overwhelms you. As you stumble and steady yourself on the far wall, your ears fill with a strident, sharp ringing, and grayness clouds your vision.\n\nThrough the grayness, you see a pudgy man with thinning brown hair lying on the floor. His open eyes stare lifelessly into nowhere, and his lips are twisted in a half-smile. There's no nametag on his white lab coat. A small trickle of dark red blood runs from his ear to the floor.\n\nYour vision clears and the ringing fades. The corpse is gone.\n\nYou pick up the piece of unlined paper.\n\nYou add the piece of unlined paper to your existing collection of pages.", "endoftext": false }, { "action": "You read notes", "response": "The piece of unlined paper reads:\n\n3/20/77\nThis diary has seen a lot of angry words from me and a lot of them have been related to my being declared an \"inadequate\" test subject for Corona. I have the ability. I have the will. I've never been able to understand what they meant when the Corona techs said I had an \"inadequate psychological profile\" to be a carrier for the Project's symbiont.\nSince being hired, though, I'm starting to see an ugly truth: My inadequacy may have saved my life.\nThis thing is killing people. It hasn't even been a year since I was placed as Dr. Atwater's assistant and we've seen twelve deaths. Twelve.\nPresumably all of these people had stronger minds than me, if they were taken into the program. But days after they're declared suitable and given the symbiont, they end up tagged, bagged and shelved. Would that have happened to me?\nNo, I'm better off where I am. And I have to have faith. I believe in the researchers behind the symbiont, believe in Mr. Schuyler because he believes in us. Believes that I'm the only person who can find him. I'll find the one soon.\nEGB", "endoftext": false }, { "action": "You answer the phone", "response": "You hit the ANSWER button. Nothing happens.\n\nYour cell phone rings again. It might be Rayjay.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are wearing your lab coat, which has your cell phone in one pocket but not (you discover now) your Palm Pilot. In light of the carnage upstairs, you're not too concerned. The white lab coat also contains a security badge. You also have your wallet and the key to your van. And, of course, the scooter.\n\nYour cell phone rings again. The sound seems terribly loud in this confined space.", "endoftext": false }, { "action": "You examine the wallet", "response": "Your wallet is made of real leather, but of inexpensive design. You recently cleaned out all of the extra junk in it, so it only contains the bare essentials... all of which are utterly useless right now.\n\nThe cell phone's ring fills the car again, painfully loud, and you realize that it's not just the confined space. The sound is increasing in volume.", "endoftext": false }, { "action": "You look at the scooter", "response": "You call it a scooter to keep from calling it a wheelchair, but you never really forget that it's a wheelchair. It's four-wheeled, candy-red, and equipped with a neat little joystick to trigger the motor. It isn't that you can't walk - you can - but the shaking gets too bad, and if you fall down in the middle of the lab, where will you be then?\n\nNot that you can do much in the lab except point and instruct. That's why you need Rayjay - his steady hands are your hands now, and his confidence in you keeps you centered.\n\nThe cell phone rings again, as loud as a child screaming. Why is the elevator so slow?", "endoftext": false }, { "action": "Smash phone", "response": "You tighten your trembling hand around the phone and then smash the phone into the wall. It's a brand new Nokia - surely there are delicate electronics in here. Surely even you can break it. You hit the wall with the phone again.\n\nThe cell phone rings, and the sound transfixes your flesh to vibrate your very bones and your spine. Redness flashes before your eyes as the sound fills your head. The elevator is so very slow.", "endoftext": false }, { "action": "Keep going", "response": "You tighten your trembling hand around the phone and then smash the phone into the wall. It's a brand new Nokia - surely there are delicate electronics in here. Surely even you can break it. You hit the wall with the phone again.\n\nThe phone rings again, and scarlet spirals through your vision as agony rips through your ears, your skull, your brain. The sound is too much for you to endure.\n\nHe's going to die. You can feel his death coming.\n\nWhy won't the elevator stop? The number 2 glows, the elevator hums, but surely you should be at the ground floor by now.\n\n>You tighten your trembling hand around the phone and then smash the phone into the wall. It's a brand new Nokia - surely there are delicate electronics in here. Surely even you can break it. You hit the wall with the phone again.\n\nThe phone rings, and it is louder than anything you have ever heard. You can't see anything but red, and your involuntary scream of pain is lost in the terrible ringing.\n\nNot you. It's not your death.\n\nYour vision clears as the floor indicator flashes to 1.", "endoftext": false }, { "action": "You wait a while", "response": "Time passes.\n\nThe phone rings again. Your entire body twitches, as if the sound were an electric shock, and the familiar, well-hated tremors run through your hands and over your face, making you twitch like a seizure patient.\n\nIt's not you. You're not the one dying.\n\nThe elevator stops.", "endoftext": false }, { "action": "Scream", "response": "No. No one would hear you through the elevator walls.\n\nNot you.\n\nThe phone rings again. The klaxon sound overwhelms Tobias Ensfield's trained, calculating brain and disrupts delicate balances in his head. A fine trickle of blood seeps from one of his ears, strangely ticklish, strangely painless.", "endoftext": false }, { "action": "Wait", "response": "You're out of time.\n\nThe elevator doors slide open. Beyond the doors, the ground floor hallway is a half-obscured hell of crackling electricity. Amid the leaping sparks are bodies every bit as hideous as Camille deVries's.\n\nTobias Ensfield gives up. He relaxes into the agony of the phone's next strident ring, and an odd sense of relief overcomes him as he dies.\n\nAnd then the noise is blessedly gone.", "endoftext": false }, { "action": "You wait for a while", "response": "Press any key to continue.", "endoftext": false }, { "action": "Y.", "response": "You are sure of it.\nPress any key to continue.\n\nYou're lying on the elevator floor. You slowly get to your feet.\n\nElevator, Mt Airy Hospital\nThe elevator is just big enough to fit the length of a standard hospital gurney and not much else. Unlike the dull white walls of the rest of the hall, the elevator's interior is crafted with burnished steel. The fluorescent lights above shine through a thick metal grate.\n\nThere are floor buttons for B through 4 on the control panel. There is also a button marked \"Alarm\" and a key switch marked \"Fire\".", "endoftext": false }, { "action": "You look at the panel", "response": "The control panel is heavily scuffed at gurney-height, and the button for the 2nd floor appears to have been replaced at least once. The buttons are marked B through 4. There is also an extended button marked \"Alarm\" and a key switch marked \"Fire\", which is scarred with key marks.", "endoftext": false }, { "action": "Wait", "response": "Time passes.", "endoftext": false }, { "action": "You wait awhile", "response": "The elevator comes to a halt with a quiet ding. The ground floor button stops glowing, and the doors slide open.", "endoftext": false }, { "action": "Go east", "response": "You step through the elevator doors and into the dim hallway.\n\nHallway, Mt Airy Hospital\nThe overhead lights are shattered to the north and south, leaving this solitary space brightly lit in the white-walled hallway. Looking to the south, you can glimpse the dim squares of light that are the windows of the far-distant lobby. Twin doors stand open across the hallway, and a placard beside them reads \"CAFETERIA\". The elevator doors are to the west.\n\nThere is a handwritten menu taped below the placard.", "endoftext": false }, { "action": "Examine menu", "response": "In looping calligraphy, someone has written out a rather unappetizing menu.", "endoftext": false }, { "action": "You read it", "response": "The handwritten menu reads:\n\n\n\n~~o~~\nMashed potatoes\n~~o~~\nCarrots and peas\n~~o~~\nPears or sherbert", "endoftext": false }, { "action": "You go to the east", "response": "Cafeteria, Mt Airy Hospital\nThe hospital's cafeteria is not very large, but it's still enough to seat a few dozen people at a time. Rows of rectangular tables covered in wood veneer are surrounded by a gauntlet of cheap chairs made of metal and molded plastic. The ceiling is higher here than elsewhere in the hospital; the fluorescent lights hang down, surrounded by a maze of exposed pipe running through the room. A gap in the wall to the east looks into the kitchen, and below it, a set of metal rails is mounted on the wall, suitable for resting a tray on.\n\nThe open doorway to the west leads back to the hallway. Next to the door is a hulking vending machine.", "endoftext": false }, { "action": "You examine the machine", "response": "A sudden wave of dizziness overwhelms you. As you stumble and steady yourself against a table, a feverish heat rises in your cheeks, and grayness clouds your vision.\n\nThrough the grayness, you see a tall black woman contorted into a protective fetal position. Although her arms are shielding her face, you recognize the beaded braids and lab smock of \"Best\" Ife, one of the techs from your Corona Labs. Her skin is horribly blistered, and it hangs loosely on her slim-boned body. In places, the flesh has split to reveal the cooked muscle below.\n\nThe fever fades, and your vision clears. Mercifully, the corpse is gone.\n\nIt's an old-style snack vending machine. A small window near the top displays a few snacks, doomed to forever be display products only.\nThe rest of the machine's surface displays an abstract design featuring several loops and a drawing of a building. The design seems familiar to you. Bizarrely, the vending machine lacks a keypad and any means of inserting money; you have no idea how anyone is supposed to get snacks out of it. A plastic flap conceals the lower compartment where the snacks are supposed to come out.", "endoftext": false }, { "action": "You open flap", "response": "You push open the plastic flap. Inside the compartment of the vending machine, you see: the piece of unlined paper.", "endoftext": false }, { "action": "You take the paper", "response": "(the piece of unlined paper)\nYou pick up the piece of unlined paper.\n\nYou add the piece of unlined paper to your existing collection of pages.", "endoftext": false }, { "action": "You read the notes", "response": "The piece of unlined paper reads:\n\n5/3/78\nIan is suffering a lot, and he says that his headaches are worse than ever. I knew that this would be a part of it, but things are going to be difficult for all of us until his mind adjusts to the symbiont. I'm confident that it will.\nIn the meantime, it's a bit difficult not to be a bit unsettled by\nthe intensity of his nightmares. I don't think I would even know about them if it weren't a set part of our counseling sessions. He's very reluctant to talk about them, and refused to do so until I reminded him that failing to do so might hamper testing.\nThere's a common theme to his nighttime ordeals. Imagery involving teeth, internal organs, and being trapped in a moist, wet space are showing up over and over again. I've got to assume that Ian is obsessed with being eaten.\nI can't help but wonder if he witnessed something awful when he was little, but he gets very upset when questioned about the possible source of the nightmares. Maybe I'll ask again once his mind has recovered a bit.\nNervous but hopeful!\nEGB", "endoftext": false }, { "action": "You look at rails", "response": "It's a set of rails that you put cafeteria trays on while you're getting your food. Strangely, there are no such trays in sight.", "endoftext": false }, { "action": "You look at the tables", "response": "Plain particle board tables with a wood veneer surface. Clearly a permanent fixture here, they look pretty heavy.", "endoftext": false }, { "action": "You look at gap", "response": "You look through the gap into the kitchen, only to find that the kitchen is not there. Where the floor of the room through the gap should be, some kind of room-sized fleshy tube leads down to God-knows-where. Some kind of strange smell emanates through the gap. You find yourself somewhat grateful that there is no visible way to get there.", "endoftext": false }, { "action": "Go west", "response": "Hallway, Mt Airy Hospital\nThe overhead lights are shattered to the north and south, leaving this solitary space brightly lit in the white-walled hallway. Looking to the south, you can glimpse the dim squares of light that are the windows of the far-distant lobby. Twin doors stand open across the hallway, and a placard beside them reads \"CAFETERIA\". The elevator doors are to the west.\n\nThere is a handwritten menu taped below the placard.", "endoftext": false }, { "action": "Go north", "response": "You turn your back on the distant lobby windows and walk north along the dim hallway.\n\nHallway, Mt Airy Hospital\nIt's very dark here, but enough light from the south stretches up the hall to help you find your way. Underfoot, the texture of the tile floor seems less stable and more mushy than it used to be. The air is thick with a dank, somehow metallic odor.", "endoftext": false }, { "action": "You look at the floor", "response": "Your questing fingers come across a sheet of partially damp paper clinging to the floor. You peel it off and pick it up.\n\nYou add the piece of unlined paper to your existing collection of pages.", "endoftext": false }, { "action": "You read the notes", "response": "It's too dark to read anything here.", "endoftext": false }, { "action": "You go to the south", "response": "More quickly than you might have expected, you reach the well-lit square by the cafeteria and the elevator.\n\nHallway, Mt Airy Hospital\nThe overhead lights are shattered to the north and south, leaving this solitary space brightly lit in the white-walled hallway. Looking to the south, you can glimpse the dim squares of light that are the windows of the far-distant lobby. Twin doors stand open across the hallway, and a placard beside them reads \"CAFETERIA\". The elevator doors are to the west.\n\nThere is a handwritten menu taped below the placard.", "endoftext": false }, { "action": "You read the notes", "response": "The piece of unlined paper reads:\n\n5/12/78\nThere will never be anything I can do to make up for the sins I have committed. Blinding myself to the danger of this experimentation, as tied to it as I was, is a pure product of my own ambition and bitterness at having been rejected. I should have known long ago.\nNow it is only because of that connection that I am alive and\neveryone else is dead.\nI know where he is and where his nightmares are. I can stay alive while I find out what I need to do to beat him.\nNo matter what else happens, I have to try. Even if it kills me. I helped birth this monster in an innocent young man. Now I must kill it or die trying.\nIt's all up to me now.\nEGB", "endoftext": false }, { "action": "You go south", "response": "You walk south down the hall toward the distant lobby.\n\nHallway, Mt Airy Hospital\nAbove, the lights are shattered, leaving this part of the hallway dark, and shards of glass crunch softly underfoot. To the south, the lobby windows shine like a will-o-the-wisp. To the north, harsh fluorescent lights still illuminate the hall near the elevator.", "endoftext": false }, { "action": "You look at the glass", "response": "You crouch to feel across the darkened floor. Your fingers encounter curved shards and prickling splinters before encountering something of a different texture - papery and flat. You pick up the piece of paper, brushing off the fragments.\n\nYou add the sheet of ruled paper to your existing collection of pages.", "endoftext": false }, { "action": "You read notes", "response": "The sheet of ruled paper reads:\n\nRaymond Pearce, M.D.\nAssistant Director, Mt. Airy Hospital\nMay 8th, 1978\n\nWell!\nDr. Yehuda has come to requisition supplies as he said he might,\nbut I daresay I expected the man to be more composed when he did so. He was wild-eyed when he came to my office, with the air of a\nfugitive who had just escaped a pursuer. It was therefore somewhat less of a surprise when he asked that I not report the requisition to Mr. Cross. Much as I would have liked to use the information as a bargaining chip, I am inclined to be more lenient to Dr. Yehuda as opposed to Cross, not to mention the fact that any requisition at all would give me information that I didn't have before.\nThough suspicious, I therefore consented.\nDr. Yehuda asked for a dose of liquid tyramine for synthesis, as\nwell as a drug that contained diazepam, benzodiazepenes, and beta blockers. Concerning the tyramine, I knew that the hospital had only one supply of the stuff suitable for the lab, and that went by the brand name Vanemine. We also had a cocktail matching the doctor's second request, which sold under the brand name Sandepam. I assured him that both would be made available to him.\nAs soon as I was clear of the Doctor, I began researching his\nchoices, starting with the most specific and targeted. Given its specific chemical cocktail, Sandepam is primarily kept as a treatment for a potentially fatal adrenergic storm. While there are a lot of causes of such a condition, an overdose of tyramine is one. I can assume, then, that the relationship between the drugs is causal. So why would he need tyramine in the first place? I have trouble believing that Corona has hired out an annex to research some kind of advanced \"cheese effect.\"\nGiven the secretive and dangerous air about the project combined\nwith a need for high levels of a potentially life-threatening norepinephrine, I can only assume that they are playing with McMoneagle's brain. Are they trying to create a supersoldier? An advanced neurotoxin?\nThis is too dangerous. I've got to get to the bottom of it, even if\nit puts my position in danger.", "endoftext": false }, { "action": "Go west", "response": "You step into the elevator.\n\nElevator, Mt Airy Hospital\nThe elevator is just big enough to fit the length of a standard hospital gurney and not much else. Unlike the dull white walls of the rest of the hall, the elevator's interior is crafted with burnished steel. The fluorescent lights above shine through a thick metal grate.\n\nThere are floor buttons for B through 4 on the control panel. There is also a button marked \"Alarm\" and a key switch marked \"Fire\".", "endoftext": false }, { "action": "Wait", "response": "Time passes.", "endoftext": false }, { "action": "You wait awhile", "response": "The elevator comes to a halt with a quiet ding. The second floor button stops glowing, and the doors slide open.\n\nThe scene that greets you as the elevator doors slide open is one extracted directly from nightmare. Rather than a hallway, the area ahead of you appears to be some kind of cave made of flesh, lined with fanged jaws and pulsating sphincters. Hideous, amorphous creatures spawn within seconds, only to be devoured messily seconds later. The air is thick with the smell of feces, bile and death. A rusty iron portcullis directly behind the doors, glistening with blood, does little to hide the horrors but mercifully separates you from stepping into the hall... and keeps the things there from getting to you.", "endoftext": false }, { "action": "You wait", "response": "The elevator comes to a halt with a quiet ding. The fourth floor button stops glowing, and the doors slide open.", "endoftext": false }, { "action": "Go east", "response": "You step through the elevator doors into unfamiliar terrain.\n\nHall End, Mt Airy Hospital\nThe air here has an acrid, biological tang to it that reminds you of little so much as fresh vomit. The nauseating stench is aided by a hot, humid breeze, which seems to oscillate through the hallway. The hallway itself continues to the east, but you cannot see far; the only functioning light is the one directly above you, and the hall quickly fades into an impenetrable darkness.\n\nA gray door to your north is clearly marked by a large pictographic sign as a unisex bathroom. A thin trickle of water runs from under the door along the edge of the hallway.\n\nTo your south, a windowless wooden door sits, a small metal sign next to it marking it as a \"staff lounge\".", "endoftext": false }, { "action": "You go south", "response": "You open the wooden door.\n\nStaff Lounge, Mt Airy Hospital\nThis windowless room smells of cigarette smoke and less savory things, but it's comfortingly normal - no corpses, no blood, no mystery teeth, and no other signs of the cataclysm experienced by the rest of the building. Signs and memos litter the bulletin board and the surface of the refrigerator. Utilitarian black chairs cluster around a small round table, and, at the far end of the lounge, a pale blue couch sprawls in front of the silent television sitting on a back counter.\n\nA windowless wooden door to the north leads out of the staff lounge.", "endoftext": false }, { "action": "You look at the bulletin board", "response": "A sudden wave of dizziness overwhelms you. As you stumble and steady yourself in the doorway, static fills your ears, and grayness clouds your vision.\n\nThrough the grayness, you see a dark-haired man lying on the floor in an unnaturally twisted position. You recognize him as Rayjay Farley, a tech of some kind from your Corona Labs. Below the neck, his skin is completely raw, as if it had been sunburned badly and then sanded off.\n\nYour vision clears and the static fades. The corpse is gone.\n\nIt's a normal bulletin board made of dark cork.\n\nOn the cork bulletin board are an assortment of plastic-headed push pins, a bake sale advertisement, a neatly written memo and a newspaper clipping.", "endoftext": false }, { "action": "You look at the push pins", "response": "Several push pins stud the dark surface of the cork bulletin board.", "endoftext": false }, { "action": "You examine the ad", "response": "This is an elegantly designed (yet still visibly amateur) bake sale ad.", "endoftext": false }, { "action": "You read it", "response": "The bake sale advertisement reads: Bake sale Wed. 5/17 to Fri. 5/19 to benefit the American Cancer Society. Cookies, brownies, cupcakes, we want it all! Contact Sandra C. to donate.", "endoftext": false }, { "action": "You examine the memo", "response": "The handwriting is neat and precise. The numbering is so careful that you could mistake it for computer printing, save that it's some twenty years too early.", "endoftext": false }, { "action": "You read it", "response": "The neatly written memo reads: Please don't forget - the autopsy room access code has changed -> 5 7 1 3 9", "endoftext": false }, { "action": "You look at the clipping", "response": "The garishly large headline of the story is clipped from another source - the front page, perhaps - and stapled to the top of the article. The article starts, \"HUMAN CLONING IS HERE! David Rorvik, author of bestselling book Your Baby's Sex: Now You Can Choose, has written a new book talking about his secret cloning lab in South Africa!\" Across the bottom of the article, someone has written \"B.S.!\" with a wide black marker.", "endoftext": false }, { "action": "You look at the fridge", "response": "(the massive refrigerator)\nThe tall refrigerator has just one door - there's no freezer compartment.\n\nOn the massive refrigerator are a handful of colorful magnets and a fridge warning note.", "endoftext": false }, { "action": "You read it", "response": "The fridge warning note reads: FRIDGE CLEANING NEXT TUESDAY. Label your things if you don't want them thrown out!", "endoftext": false }, { "action": "You look at the magnets", "response": "A number of thin magnets are stuck to the surface of the fridge, every one of them some kind of advertisement. Many are ads for pharmaceuticals, but a few are for local restaurants.", "endoftext": false }, { "action": "You open fridge", "response": "(the massive refrigerator)\nYou're not sure what you expected to find in the fridge, but even at your most pessimistic you wouldn't have guessed this. Opening the fridge reveals a full set of working internal organs, filling the fridge completely from wall to wall. You watch the lungs inflate and deflate rhythmically next to a distended yellowish heart, only a short distance from a gurgling stomach and pulsating intestines. The organs all churn with life, though each one looks discolored and bloated. An indescribable organic stink wafts from the organs.", "endoftext": false }, { "action": "You look at the heart", "response": "Pulsating, yellowish, disgusting, smelly organs pack the inside of the refrigerator. The layout seems to be similar to that of a human, but much larger and bloated beyond belief.", "endoftext": false }, { "action": "You close fridge", "response": "(the massive refrigerator)\nYou shut the refrigerator door, blocking out the hideous sight within.", "endoftext": false }, { "action": "You examine the couch", "response": "This couch has definitely seen better days. A rip on the side mars the upholstery, and the cushions are lumpy and malformed.", "endoftext": false }, { "action": "You examine the cushions", "response": "These cushions are worn-down from years of being sat on, and the stuffing has gotten malformed, giving them a lumpy feel. They seem to be sewn directly to the couch's upholstery.", "endoftext": true }, { "action": "Describe the surroundings", "response": "Staff Lounge, Mt Airy Hospital\nThis windowless room smells of cigarette smoke and less savory things. Signs and memos litter the bulletin board and the surface of the refrigerator. Utilitarian black chairs cluster around a small round table, and, at the far end of the lounge, a pale blue couch sprawls in front of the silent television sitting on a back counter.\n\nA windowless wooden door to the north leads out of the staff lounge.", "endoftext": false }, { "action": "You look at the table", "response": "A cheap-looking but inoffensive coffee table, probably of Swedish design.\n\nOn the small round table are a dirty ashtray and a small piece of unlined paper.", "endoftext": false }, { "action": "You take the unlined paper", "response": "You pick up the small piece of unlined paper.\n\nYou add the small piece of unlined paper to your existing collection of pages.", "endoftext": false }, { "action": "You read notes", "response": "The small piece of unlined paper reads:\n\nAlice's Diary, 4/17/78\n\nI know it's totally unprofessional, but I can't help but think that the patient in room 320 is really interesting.\nI don't know much about him. He's in an annex that's being used by an outside corporation for a secret project or something. I'm not even really supposed to talk to him, but ...\nWell, he looks so sad. He hasn't gone home in a week and a half and he'll be here for even longer than that, and he's got to be really lonely. They can't expect me to come through the room and give him food and change his linens and keep my mouth clamped shut the whole time. That's not fair to him and it's not fair to me either.\nMore than food and linens and medication, what a patient like that needs right now is a friendly face and light conversation if he happens to be up late. That's not a crime, is it?\nAnd I've gotta admit ... he's kind of cute.", "endoftext": false }, { "action": "You examine the ashtray", "response": "It's just a dirty ashtray.", "endoftext": false }, { "action": "You look at the tv", "response": "The television sits dark and silent.", "endoftext": false }, { "action": "You turn it on", "response": "The television turns on with a click. The meaningless roar of static fills the room as tiny black and white dots flit over the screen.", "endoftext": false }, { "action": "You turn the tv off", "response": "The static seething over the television screen shrinks to a tiny dot and disappears. Silence fills the room again.", "endoftext": false }, { "action": "You search the couch", "response": "You search among the cushions, but surprisingly enough, you don't find any spare change. However, there is something small, hard, and squarish in the couch rip. Easing it out, you discover that it is a typewriter key.", "endoftext": false }, { "action": "You look at the key", "response": "A small black key with a white letter I.", "endoftext": false }, { "action": "You take it", "response": "You already have that.", "endoftext": false }, { "action": "You go to the north", "response": "Hall End, Mt Airy Hospital\nThe air here has an acrid, biological tang to it that reminds you of little so much as fresh vomit. The nauseating stench is aided by a hot, humid breeze, which seems to oscillate through the hallway. The hallway itself continues to the east, but you cannot see far; the only functioning light is the one directly above you, and the hall quickly fades into an impenetrable darkness.\n\nTo your south, a windowless wooden door sits, a small metal sign next to it marking it as a \"staff lounge\".\n\nA gray door to your north is clearly marked by a large pictographic sign as a unisex bathroom. A thin trickle of water runs from under the door along the edge of the hallway.", "endoftext": false }, { "action": "You examine the water", "response": "Water trickles from under the bathroom door in a slow stream, moving to the seam between the floor and wall and running down the hallway.", "endoftext": false }, { "action": "You go to the north", "response": "You open the gray door.\n\nBathroom, Mt Airy Hospital\nYou step in a thin layer of water that covers the floor immediately upon entering the bathroom. While the single toilet here appears to be whole and undamaged, it is filled nearly to the brim with some kind of thick, reddish-brown substance that you cannot immediately identify. The sink's faucet is on, and the sink is filled to the brim with water, which is overflowing continuously onto the floor. An undamaged mirror sits above the sink.\n\nA gray door to the south leads out of the bathroom.", "endoftext": false }, { "action": "You turn off the faucet", "response": "You turn off the faucet and water ceases to flow from it.", "endoftext": false }, { "action": "You examine the mirror", "response": "There is something profoundly disturbing about seeing your own likeness in these environs, as though it somehow legitimizes the nightmare you're slogging through. You quickly look away.", "endoftext": false }, { "action": "You look at toilet", "response": "The toilet is filled with some sort of disgusting reddish-brown gunk. It stinks of rotting meat, though not as badly as the hallway.", "endoftext": false }, { "action": "You examine the water", "response": "(the thin layer of water)\nSpilled water sits perhaps an inch deep on the floor, making your footing treacherous. There doesn't seem to be anywhere for it to drain away.", "endoftext": false }, { "action": "You examine the gunk", "response": "(the clogged toilet)\nThe toilet is filled with some sort of disgusting reddish-brown gunk. It stinks of rotting meat, though not as badly as the hallway.", "endoftext": false }, { "action": "Go south", "response": "Hall End, Mt Airy Hospital\nThe air here has an acrid, biological tang to it that reminds you of little so much as fresh vomit. The nauseating stench is aided by a hot, humid breeze, which seems to oscillate through the hallway. The hallway itself continues to the east, but you cannot see far; the only functioning light is the one directly above you, and the hall quickly fades into an impenetrable darkness.\n\nA gray door to your north is clearly marked by a large pictographic sign as a unisex bathroom. A thin trickle of water runs from under the door along the edge of the hallway.\n\nTo your south, a windowless wooden door sits, a small metal sign next to it marking it as a \"staff lounge\".", "endoftext": false }, { "action": "You go east", "response": "You begin to walk east, and have not walked ten paces before the darkness engulfs you completely. You are unable to see so much as your hand in front of your face, and the vomitous smell increases in intensity.\n\nIt's dark here, and the darkness reeks. You can barely perceive the dim light of a dying fluorescent bulb back to the west, where you came from, but there is only darkness moving forward.", "endoftext": false }, { "action": "You examine the floor", "response": "You briefly crouch down and touch the floor. Its texture is unpleasantly slick.", "endoftext": false }, { "action": "Smell", "response": "The air smells horrible, like a stew of fresh vomit. You're trying not to dwell on it too much.", "endoftext": false }, { "action": "You go east", "response": "Your steps become more cautious out of instinct and you place your hand in front of you, feeling for a wall or obstacle. It is only as you slow down that you notice the floor giving a bit beneath your feet, as though you are walking on a gym mat or soil after a rain.\nYou pause and consider turning back, and are only moments too late.\n\nThe walls and floor, rubbery and sticky, constrict together with no warning and pull you down into an unseen tunnel. You can feel ropy, pulsing movement as you are pulled down further and further. After what seems like an eternity of being pulled through a hot, suffocating nightmare, the walls shove you into some kind of burning liquid.\n\nThe liquid stings every surface of your skin. The pain is unbearable. You black out....\nPress any key to continue.\n\nConsciousness returns. You muzzily realize that you are gazing at the ceiling of the Corona Labs test chamber just before the door slams open. Dr. Shaunessy, the neurologist, hurries into the room. Dr. Ephart follows close enough behind to step on his heels. \"How many fingers do you see?\" Dr. Shaunessy asks, kneeling down beside you, and Dr. Ephart rests light fingers on your wrist to take your pulse. In short order, they conclude that you suffered a vasovagal syncope and struck your head in the fall.\n\nYou try to talk to the doctors, but your words are confused and disjointed. Your gaze drags across the fallen photograph, half-shadowed by the folder above it, and you see the gaunt young man screaming. You can't find the words to make them understand. Though you can nearly stand on your own, the doctors firmly escort you from the room and off to bed.\n\nDr. Shaunessy leaves, but Dr. Ephart stays with you as the sedatives take hold. \"Don't worry,\" she says, resting a gentle hand on your shoulder. \"Everything will be all right.\"\n\nSix days later, the past repeats itself in Corona Labs.\nNo one escapes alive.", "endoftext": false }, { "action": "Go west", "response": "You rapidly return to stand beneath the single dying light.\n\nHall End, Mt Airy Hospital\nThe air here has an acrid, biological tang to it that reminds you of little so much as fresh vomit. The nauseating stench is aided by a hot, humid breeze, which seems to oscillate through the hallway. The hallway itself continues to the east, but you cannot see far; the only functioning light is the one directly above you, and the hall quickly fades into an impenetrable darkness.\n\nA gray door to your north is clearly marked by a large pictographic sign as a unisex bathroom. A thin trickle of water runs from under the door along the edge of the hallway.\n\nTo your south, a windowless wooden door sits, a small metal sign next to it marking it as a \"staff lounge\".", "endoftext": false }, { "action": "Go west", "response": "You step into the elevator.\n\nElevator, Mt Airy Hospital\nThe elevator is just big enough to fit the length of a standard hospital gurney and not much else. Unlike the dull white walls of the rest of the hall, the elevator's interior is crafted with burnished steel. The fluorescent lights above shine through a thick metal grate.\n\nThere are floor buttons for B through 4 on the control panel. There is also a button marked \"Alarm\" and a key switch marked \"Fire\".", "endoftext": false }, { "action": "You wait", "response": "The elevator comes to a halt with a quiet ding. The basement button stops glowing, and the doors slide open.", "endoftext": false }, { "action": "Go east", "response": "You step through the elevator doors and into the grimy basement hallway.\n\nBasement Hall, Mt Airy Hospital\nGrime coats the frosted covers of the overhead lights, causing the peeling walls and tiled floors to look shadowed and ugly. The laundry room's large entrance to the north opposes the boiler room door to the south. To the west, an elevator's doors stand open.\n\nAn open door leads north into the laundry room.\n\nA swollen corpse with visibly broken limbs lies on the floor a short distance from the elevator doors.", "endoftext": false }, { "action": "You go to the east", "response": "Basement Hall, Mt Airy Hospital\nAt this end of the dingy basement hall, the only intact door is labelled with a black sign reading \"Autopsy Room/Morgue\".\n\nA white 10-digit keypad is attached to the wall beside the door.\n\nIn the adjoining wall, a bent doorframe holds a severely dented metal door that has been very badly dented toward you.", "endoftext": false }, { "action": "You examine the keypad", "response": "The ten white keys on the keypad are numbered in black from 0 to 9. There are also two lights, both unlit at this time.", "endoftext": true }, { "action": "You look at your surroundings", "response": "Basement Hall, Mt Airy Hospital\nAt this end of the dingy basement hall, the only intact door is labelled with a black sign reading \"Autopsy Room/Morgue\".\n\nA white 10-digit keypad is attached to the wall beside the door.\n\nIn the adjoining wall, a bent doorframe holds a severely dented metal door that has been very badly dented toward you.\n\nThe green light on the keypad winks out.\nThere's a click from the door as the lock reengages.", "endoftext": false }, { "action": "You go to the east", "response": "You shove the bent door experimentally. It does not even budge.\nEven with tools, it would take hours to get through this door.\n\nThe green light on the keypad winks out.\nThere's a click from the door as the lock reengages.", "endoftext": false }, { "action": "Go north", "response": "You open the autopsy room door.\n\nAutopsy Room, Mt Airy Hospital\nThe air here is thin with an astringent, chemical smell that makes you feel light-headed. Counters and cabinets line the west and north walls of the room, with a pair of sinks in the middle of each. Every surface you see is immaculate save for the metal table in the center of the room. On it, a corpse in a cut-up suit has been laid in a spread-eagled position, with dozens of surgical tools protruding from its dissected torso. Flaps of skin from the corpse's torso stretch towards the ceiling, suspended by thin pieces of surgical thread.\n\nA sheet of typewriter paper lies on the floor very near the hallway door.\n\nA door made of heavy, insulated glass leads to another room to the east.\n\nThe door to the hallway lies to the south.", "endoftext": false }, { "action": "You take paper", "response": "(the sheet of typewriter paper)\nYou pick up the sheet of typewriter paper.\n\nYou add the sheet of typewriter paper to your existing collection of pages.", "endoftext": false }, { "action": "You read the notes", "response": "The sheet of typewriter paper reads:\n\nUnofficial log, April 15, 11:00 am\nI suppose someone must have listened to Elaine's assertion that\nthis test subject was different from the rest, since we've just gained a new member of the team.\nThis was not a pleasant cup of chicory to down first thing in the morning. Don't get me wrong -- I would love, more than anything, to welcome Simon Cross to our ranks, and G-d knows that we could stand to gain another team member. Of all of the positions we had open prior to today, however, I'm not sure I ever would have counted \"Company Spook\" among them.\nPerhaps I am being unfair, but it is my opinion that hypnotizing yourself into believing that a knife is a rolling pin will not prevent you from needing stitches after trying to make bread dough. Cross's official title is \"auditor.\" He claims that he is here to oversee Corona's professional interests in the Project, and I don't doubt him one bit. Cross oozes \"professional interests.\" He brushes his teeth with it, or he wouldn't be able to give me that sharkish grin.\nStill, we are bedfellows now. There's nothing to do but see to it\nthat he is comfortable ... and bored.\n- Theo Yehuda\n\nThe hallway door swings closed. There's a click as the lock reengages.", "endoftext": false }, { "action": "You examine the corpse", "response": "Until very recently, this body belonged to a precisely-handsome man in his late twenties or early thirties, wearing a finely-pressed and very expensive suit. Now both the suit and body have been peeled open, exposing everything within. The flaps of skin that once held the corpse's organs in place are stretched in four directions, one for each flap. Surgical thread embedded in the ceiling with heavy needles stretches the skin upward, giving a coliseum view to the gore within. The man's vivisected torso is littered with dozens of surgical instruments - scalpels, forceps, hypodermic needles - each one driven in with such force as to be stuck in place. Some are barely visible. Only a surgical bonesaw, currently half-bisecting the man's neck, looks extricable. The man's face is distorted in a silent scream, and, upon closer inspection, you can just see something stuck inside his mouth.\n\nThe corpse's right hand is curled desperately around a small black pistol, the kind you're used to seeing in spy films.", "endoftext": false }, { "action": "You examine the pistol", "response": "A small, sleek black pistol with a short barrel. It reminds you of the Walther PPK from 60s spy movies.", "endoftext": false }, { "action": "You take the pistol", "response": "The corpse's hand maintains a death-grip on the pistol, rendered unbreakable by rigor mortis.", "endoftext": false }, { "action": "You examine the mouth", "response": "You peer into the mouth of the corpse.\n\nIn the corpse's mouth is a wad of crumpled paper.", "endoftext": false }, { "action": "You take crumpled", "response": "(the wad of crumpled paper)\nYou gingerly reach inside the corpse's mouth and extract the piece of paper, trying not to touch the dry-yet-tacky sides of the mouth as you do so. Then, you flatten it into legibility.\n\nYou add the small page torn from a compact notebook to your existing collection of pages.", "endoftext": false }, { "action": "You read the notes", "response": "The small page torn from a compact notebook reads:\n\nS.C. - Entry 1978-05-12-0230\n\nDoctor, Doctor, Doctor.\nI know that you're not used to people sifting through your notes, but you should know by now that you are out of your element. I'm sure that you have a private diary that I won't find, but keeping crib notes of your experiments on the side is simply not a very good survival technique.\nTyramine? Diazepam? Dead samples of the symbiont? I may not be a doctor, Doctor, but I am not a fool and I am in a facility chock full of useful texts.\n\"Curing\" Ian will not save him, and your attempt has sealed your fate. This is bigger than you or me, Doctor. We are but tiny satellites floating in the corona of the sun. Dive too deep and you will burn away.\nYou have dived too deep, Doctor. Now I must burn you.", "endoftext": false }, { "action": "You examine the bonesaw", "response": "A rather old-fashioned looking bonesaw, it has a molded grip made of painted wood and a sharp steel blade that is mostly hidden by being buried in the corpse's neck.", "endoftext": false }, { "action": "You take the bonesaw", "response": "You grasp the handle of the bonesaw and pull upward. With a sucking sound, it pulls free of the corpse's neck, still smeared with partly-congealed blood.", "endoftext": false }, { "action": "You cut the hand with the bonesaw", "response": "[This command only takes one input. Ignoring \"with bonesaw\".)]\n\nYou grasp the corpse by the wrist. You set the edge of the bonesaw against the edge of the hand where its fingers begin, and set your teeth for an unpleasant task. You brace your shoulder and begin sawing the fingers at the joint, easily slicing through the first layers of flesh and grating against the hardened muscle. After a few moments of nauseating work, you feel the grate of bone beneath the saw. You set your back into a few more passes, trying to neither see nor hear the flesh shredding under the bonesaw.\n\nAt last you are rewarded for your gruesome work: the pistol clatters to the ground amid curled, severed fingers.\n\nUnfortunately, you do not anticipate the sudden success. The weight of your shoulder throws the saw forward, driving it solidly into the side of the metal table and bending it nearly in half. You discard the ruined bonesaw.", "endoftext": false }, { "action": "You take the pistol", "response": "You pick up the small-caliber pistol.", "endoftext": false }, { "action": "You look at the sinks", "response": "Literally the cleanest sink you have ever seen, the polished steel of the basin gleams like a mirror. A long faucet curves in a neat arc over the sink and its long handles flank the faucet like wings.\n\nIn the sink is a small brass key.", "endoftext": false }, { "action": "You take brass key", "response": "You pick up the small brass key.", "endoftext": false }, { "action": "You examine the key", "response": "Which do you mean, the small brass key or the typewriter key?", "endoftext": false }, { "action": "You look in the sink", "response": "The sink is empty.", "endoftext": false }, { "action": "You look at the cabinets", "response": "The cabinets are curiously empty. Many of the instruments from them are likely buried in the corpse's chest now.", "endoftext": false }, { "action": "You examine counters", "response": "The polished stone of the counter is spotless, with no hint of dust or scoring on its immaculate surface. It almost seems as though the room was recently built, though you have trouble believing so.", "endoftext": false }, { "action": "You look at the corpse", "response": "Until very recently, this body belonged to a precisely-handsome man in his late twenties or early thirties, wearing a finely-pressed and very expensive suit. Now both the suit and body have been peeled open, exposing everything within. The flaps of skin that once held the corpse's organs in place are stretched in four directions, one for each flap. Surgical thread embedded in the ceiling with heavy needles stretches the skin upward, giving a coliseum view to the gore within. The man's vivisected torso is littered with dozens of surgical instruments - scalpels, forceps, hypodermic needles - each one driven in with such force as to be stuck in place. Some are barely visible. The man's face is distorted in a silent scream.", "endoftext": false }, { "action": "You examine suit", "response": "At one point, this suit was probably worth over a thousand dollars. Its cut is precise, its silk fine. Sadly, it has been shredded by its owner's impromptu vivisection, and is now worth nothing to no one. A quick check of the suit's remaining pockets reveals nothing.", "endoftext": false }, { "action": "You examine the glass door", "response": "A door made from two panes of thick glass mounted in a metal frame, with rubber seals on all sides.", "endoftext": false }, { "action": "You go east", "response": "You open the glass door.\n\nMorgue, Mt Airy Hospital\nThe astringent smell is even stronger in the morgue than in the autopsy room. The single working fluorescent light here flickers slightly, giving your movement a cinematic cast to it. The east wall of the morgue is lined with large drawers for corpse storage, like a giant, morbid filing cabinet. Along the north wall is a counter with a large industrial sink. Nearby, a hospital gurney squats at an odd angle, one of its wheels bent sharply to the side. There is a spatter of dried blood on the drawers, marring the otherwise spartan cleanliness of the area.\n\nA heavy glass door to the west leads back to the autopsy room.", "endoftext": false }, { "action": "You look at the gurney", "response": "It's a hospital gurney of dated design that has seen heavy use. It is currently stripped of any bedclothes, its surface flat and uncomfortable-looking. One of its legs has bent near the wheel, causing the wheel to rest on its side and causing the whole gurney to lean slightly.", "endoftext": false }, { "action": "You look at the sink", "response": "The large industrial sink is empty.", "endoftext": false }, { "action": "You look at the counter", "response": "A heavy-duty industrial sink sits in the middle of the counter.\nBelow the sink is a concealed storage cabinet.", "endoftext": false }, { "action": "You open the storage cabinet", "response": "You open the concealed doors, revealing some pipes and a bulky wastebasket stashed beneath the sink.", "endoftext": false }, { "action": "You examine the pipes", "response": "Just ordinary pipes. You don't see anything strange about them, which in and of itself is sort of strange.", "endoftext": false }, { "action": "You look at the wastebasket", "response": "The wastebasket is awkwardly large. It's possible to reach and see into the wastebasket in its current position, but wrestling it out from its niche among the pipes would be a chore.\n\nIn the bulky wastebasket is a bloodstained lab coat.", "endoftext": false }, { "action": "You examine the coat", "response": "The neck, back, and shoulder of the lab coat are wet with disconcertingly fresh blood. However, the lower half, including the pockets, are unstained. Through the scarlet stain, you read the embroidered name: Dr. Theodore M. Yehuda\n\nIn the bloodstained lab coat is a typewritten page.", "endoftext": false }, { "action": "You take the page", "response": "(the typewritten page)\nYou pick up the typewritten page.\n\nYou add the typewritten page to your existing collection of pages.", "endoftext": false }, { "action": "You read the notes", "response": "The typewritten page reads:\n\nUnofficial log, May 6th, 8:00pm\nIan's test was strange today.\nAs I've said in my notes, Ian is showing a great deal of promise in remote viewing. He's able to come up with at least one salient, unique detail about anything he is asked to see. Over the past day or two, his \"scrying\" has been strikingly accurate, including not only corroborating details but also an understanding of the situations he has been asked to view.\nToday's trial, though, has left me with a nasty sense of\nforeboding. Dr. Atwater had just excused himself to make a run to the convenience store, so I proposed to Ian that he perform a viewing on the doctor. I was initially merely disappointed when Ian described an office within the facility, indicating guesswork on Ian's part. After that, the boy became seriously agitated, babbling about being in danger. He dissolved into a panic attack and spoke very fast. It was hard to understand him, but he seemed to be saying that Cross and Dr. Atwater were \"out to get him,\" claiming that \"they want to terminate me.\"\nI did my best to placate the poor boy, but he was having none of\nit. By the look in his eyes, he seemed to be caught in the vision and unable to escape it. After a few minutes, I saw no recourse but to tranquilize him and have him moved back to his room under supervision. Once awake, he was very paranoid, still believing firmly that Cross and Dr. Atwater were conspiring to end his life. By my estimation, this must have been his nightmares bleeding over into his visions, tainting them with the paranoia of being chased on a nightly basis. It's possible that Ian's abilities interpreted Dr. Atwater's departure from the facility as abandonment, termination. It's the best that I can guess.\nThere is a part of me that believes that I should have put all of\nthis into the official report. Instead, I used the most generic terms I could. Panic attack. Adverse effects. Unexpected delusions.\nWhy not the truth, Theo? You are a Doctor and an employee of\nCorona. They don't pay you to omit details.\nThe truth is ... by now, I trust Ian's abilities more than I trust\nDr. Atwater's belief in the project. When Ian told me that Dr. Atwater wanted him to die, well, it was very difficult not to believe him.\nWhere is this project going, and why are we in a handbasket?\n- Theo Yehuda", "endoftext": false }, { "action": "You look at the blood", "response": "(the spatter of dried blood)\nThe blood is dry, and there wasn't much of it to begin with. Its spray and drip pattern indicates a violently inflicted wound. You note that apart from the spray, there is a smear of dried blood on drawer 6.", "endoftext": false }, { "action": "You open the drawer 6", "response": "You open drawer 6 and slide its metal tray partway out. On the tray are a pair of corpses, stacked atop one another face-to-face in some gross parody of intimacy. The upper corpse is fresh and sports a nasty-looking head wound; the lower corpse is paler and clearly embalmed.", "endoftext": false }, { "action": "You examine the upper corpse", "response": "This corpse is fresh, and, from what you can tell, hastily-stowed in this drawer. Before death, Dr. Yehuda was a somewhat overweight middle-aged man. Although he was stacked face down, his head is turned to the side, away from his grisly companion, so you can see that his face looks tired but kindly. The neat bullet-wound between the corpse's eyes has dried, but the messy exit wound in the back glistens with still-drying blood. Behind a thick pair of black-rimmed glasses, the skin around his eyes shows clear laugh lines.", "endoftext": false }, { "action": "You examine the lower corpse", "response": "Judging from what you can see of this corpse, it was once a white man of average build and below average height. His features are those of a man in his middle age, but his face is craggy for its youth. The corpse has bags under its closed eyes and stress lines on its brow. The corpse has clearly been autopsied and embalmed, as its naked, pale skin shows no sign of decay. There are also no visible injuries on this corpse.", "endoftext": false }, { "action": "You move yehuda", "response": "Which do you mean, the fresh corpse, the face, Yehuda 4/15, Yehuda 4/2 or typewritten page?", "endoftext": false }, { "action": "Corpse", "response": "Which do you mean, the embalmed corpse or the fresh corpse?", "endoftext": false }, { "action": "You move upper corpse", "response": "You'd prefer not to disturb Dr. Yehuda's corpse. He surely deserves whatever measure of peace he has achieved.", "endoftext": false }, { "action": "You examine the face", "response": "(the embalmed corpse)\nJudging from what you can see of this corpse, it was once a white man of average build and below average height. His features are those of a man in his middle age, but his face is craggy for its youth. The corpse has bags under its closed eyes and stress lines on its brow. The corpse has clearly been autopsied and embalmed, as its naked, pale skin shows no sign of decay. There are also no visible injuries on this corpse.", "endoftext": false }, { "action": "You close drawer 6", "response": "You slide the tray back into the drawer, then close the door and lock it in place.", "endoftext": false }, { "action": "You look at the drawers", "response": "(drawer number 1)\nThese are morgue drawers just like the ones you've seen in the movies, with heavy latched doors like those on industrial refrigerators; the doors are labeled 1 to 12. There is a spatter of dried blood on the doors. The spray and drip pattern indicates a violently inflicted wound. You note that apart from the spray, there is a smear of dried blood on drawer 6.", "endoftext": false }, { "action": "You open the drawer 1", "response": "You open the door to drawer 1. Rather than a metal tray on rails, you see a reddish, pulsating, fleshy tunnel that extends into a darkness you cannot see.", "endoftext": false }, { "action": "You close it", "response": "You close drawer number 1, hiding the abomination from sight.", "endoftext": false }, { "action": "You open the drawer 2", "response": "You open the door to drawer 2. Rather than a metal tray on rails, you see a reddish, pulsating, fleshy tunnel that extends into a darkness you cannot see.", "endoftext": false }, { "action": "You close it", "response": "You close drawer number 2, hiding the abomination from sight.", "endoftext": false }, { "action": "You open the drawer 12", "response": "You open the door to drawer 12. Rather than a metal tray on rails, you see a reddish, pulsating, fleshy tunnel that extends into a darkness you cannot see.", "endoftext": false }, { "action": "You close it", "response": "You close drawer number 12, hiding the abomination from sight.", "endoftext": false }, { "action": "Go west", "response": "Autopsy Room, Mt Airy Hospital\nThe air here is thin with an astringent, chemical smell that makes you feel light-headed. Counters and cabinets line the west and north walls of the room, with a pair of sinks in the middle of each. Every surface you see is immaculate save for the metal table in the center of the room. On it, a corpse in a cut-up suit has been laid in a spread-eagled position, with dozens of surgical tools protruding from its dissected torso. Flaps of skin from the corpse's torso stretch towards the ceiling, suspended by thin pieces of surgical thread.\n\nA door made of heavy, insulated glass leads to another room to the east.\n\nThe door to the hallway lies to the south.\n\nYou can also see a ruined bonesaw and some severed fingers here.\n\nYou hear the meaty thunk of something large hitting the ground to the east.", "endoftext": false }, { "action": "Go east", "response": "Morgue, Mt Airy Hospital\nThe astringent smell is even stronger in the morgue than in the autopsy room. The single working fluorescent light here flickers slightly, giving your movement a cinematic cast to it. The east wall of the morgue is lined with large drawers for corpse storage, like a giant, morbid filing cabinet. Along the north wall is a counter with a large industrial sink. Nearby, a hospital gurney squats at an odd angle, one of its wheels bent sharply to the side. There is a spatter of dried blood on the drawers, marring the otherwise spartan cleanliness of the area. The doors beneath the large counter stand open, exposing steel pipes and a wastebasket.\n\nA heavy glass door to the west leads back to the autopsy room.\n\nThe fresh corpse lies face-down on the floor here.\n\nDrawer number 6 is open, exposing a tray with a prepared and embalmed corpse on it.\n\nThe corpse on the ground seems to melt and grow, its flesh pouring rapidly along the ground from its sleeves, pantlegs and collar.", "endoftext": false }, { "action": "You look at the fresh corpse", "response": "The fresh corpse lies face-down on the floor, unmoving. The exit wound in the back of the skull glistens dark and red.\n\nThe flesh pours from Dr. Yehuda's corpse, expanding rapidly in all directions. The edges form coherent, fleshy tendrils that glisten like fresh, exposed muscle, and the tendrils reach toward you hungrily.", "endoftext": false }, { "action": "You shoot it", "response": "You raise the gun and fire a bullet into the prone corpse. You are immediately seized with a sense of dread, feeling that you have made a terrible mistake. The corpse's hideous mutation continues unabated, and now you are out of bullets. Perhaps you should have waited until the thing displayed an obvious weak point....\n\nLightning fast, one of the fleshy tentacles wraps around you with crushing force. You set your heels and lean back against the pull of the tentacle, but you are unable to maintain your footing. With a sudden jerk, the fleshy muscle jerks you forward and you stumble directly into the mass of pulsating flesh. You hit the stuff face-first, and you can feel it wrap around you as soon as you touch it. You attempt to scream, but the noise is cut off as something warm and soft expands down your throat. Deprived of air, you can only struggle helplessly as you feel your flesh begin to prickle. Every contact point between your body and the mass of flesh begins to burn, almost as though you are being digested....\nPress any key to continue.\n\nConsciousness returns. You muzzily realize that you are gazing at the ceiling of the Corona Labs test chamber just before the door slams open. Dr. Shaunessy, the neurologist, hurries into the room. Dr. Ephart follows close enough behind to step on his heels. \"How many fingers do you see?\" Dr. Shaunessy asks, kneeling down beside you, and Dr. Ephart rests light fingers on your wrist to take your pulse. In short order, they conclude that you suffered a vasovagal syncope and struck your head in the fall.\n\nYou try to talk to the doctors, but your words are confused and disjointed. Your gaze drags across the fallen photograph, half-shadowed by the folder above it, and you see the gaunt young man screaming. You can't find the words to make them understand. Though you can nearly stand on your own, the doctors firmly escort you from the room and off to bed.\n\nDr. Shaunessy leaves, but Dr. Ephart stays with you as the sedatives take hold. \"Don't worry,\" she says, resting a gentle hand on your shoulder. \"Everything will be all right.\"\n\nSix days later, the past repeats itself in Corona Labs.\nNo one escapes alive.", "endoftext": false }, { "action": "You examine fresh corpse", "response": "The flesh of the corpse has become a glistening red, like exposed muscle. The clothes now seem to float in a sea of the stuff as the substance takes over the entire room. You should probably get out of here.\n\nLightning fast, one of the fleshy tentacles wraps around you with crushing force. You set your heels and lean back against the pull of the tentacle, but you are unable to maintain your footing. With a sudden jerk, the fleshy muscle jerks you forward and you stumble directly into the mass of pulsating flesh. You hit the stuff face-first, and you can feel it wrap around you as soon as you touch it. You attempt to scream, but the noise is cut off as something warm and soft expands down your throat. Deprived of air, you can only struggle helplessly as you feel your flesh begin to prickle. Every contact point between your body and the mass of flesh begins to burn, almost as though you are being digested....", "endoftext": false }, { "action": "You look at the door", "response": "Which do you mean, the glass door or the hallway door?", "endoftext": false }, { "action": "Hallway", "response": "You don't see a keypad on this side, or even a lock.\n\nThe corner of a white piece of paper is visible beneath the door.\n\nA wet sliding noise emanates from the morgue, starting quiet but getting louder by the second.", "endoftext": false }, { "action": "You take the paper", "response": "(your notes)\nYou already have that.\n\nThrough the door to the east, you can see a writhing, pulsating mass of what appears to be raw red muscle. It is filling the morgue and rapidly approaching the autopsy room.", "endoftext": false }, { "action": "You take the white piece of the paper", "response": "I only understood you as far as wanting to take EGB 4/20/78.", "endoftext": false }, { "action": "You take the white", "response": "(the tiled floor)\nThat's not really feasible.\n\nThe opening to the morgue fills now with pulsating red flesh, pouring over the sides of the door like a sideways drain overflowing with sludge, all the while making a ghastly wet sliding noise. In the center of the mass, a pale bubble forms. It appears at first to be a blister, but its features define until you recognize a face - that of Dr. Yehuda. The face's expression is wracked with pain; it lets out an anguished sound as the mass of flesh pushes its way into the room.\n\n\"I didn't know! I'm so sorry!\" the face moans.", "endoftext": false }, { "action": "You shoot the face", "response": "(the pale face)\nYou raise your pistol toward the face-blister and pull the trigger. With a deafening report, the gun kicks in your hand. A spray of white liquid splatters from the face's forehead where the bullet lands. The white liquid runs in rivulets down the front of the face as it contorts in even further agony.\n\n\"God, why?\" the face moans. \"Why did I die?\"\n\nThe mass of bloody flesh begins to retract, pulling away from the walls and leaving a glistening red trail as it goes. Steam billows from the flesh as the white liquid runs onto it and burns it away.\nThe face begins to lose coherency, melting as it cries.\n\n\"My only sin was ignorance,\" the dissolving face murmurs. \"Please forgive me my part in this.\"\n\nAfter a minute, the mass has retreated entirely into the morgue. Through the door, you see it retract back to the center of the room, curl into a small ball, and collapse into a small pile of ash with a peculiar clinking sound.\n\nAfter several seconds of empty silence, you hear a click from the door to the south.", "endoftext": false }, { "action": "Go east", "response": "Morgue, Mt Airy Hospital\nThe astringent smell is even stronger in the morgue than in the autopsy room. The single working fluorescent light here flickers slightly, giving your movement a cinematic cast to it. The east wall of the morgue is lined with large drawers for corpse storage, like a giant, morbid filing cabinet. Along the north wall is a counter with a large industrial sink. Nearby, a hospital gurney squats at an odd angle, one of its wheels bent sharply to the side. There is a spatter of dried blood on the drawers, marring the otherwise spartan cleanliness of the area. The doors beneath the large counter stand open, exposing steel pipes and a wastebasket.\n\nA heavy glass door to the west leads back to the autopsy room.\n\nThere's a small, circular pile of ash below drawer 6.\n\nDrawer number 6 is open, exposing an empty tray.", "endoftext": false }, { "action": "You look at the ash", "response": "It's a small pile of gray ash. Nothing more remains of the corpse of Dr. Yehuda. You note a faint glint of metal in the ash.", "endoftext": false }, { "action": "You search the ash", "response": "Upon closer examination, the small piece of metal turns out to be a ridged key. You pick up the ridged key.", "endoftext": false }, { "action": "You examine the ridged key", "response": "This is a typical office door key. It has a slightly ridged handle.", "endoftext": false }, { "action": "Go west", "response": "Autopsy Room, Mt Airy Hospital\nThe air here is thin with an astringent, chemical smell that makes you feel light-headed. Counters and cabinets line the west and north walls of the room, with a pair of sinks in the middle of each. Every surface you see is immaculate save for the metal table in the center of the room. On it, a corpse in a cut-up suit has been laid in a spread-eagled position, with dozens of surgical tools protruding from its dissected torso. Flaps of skin from the corpse's torso stretch towards the ceiling, suspended by thin pieces of surgical thread.\n\nA door made of heavy, insulated glass leads to another room to the east.\n\nThe door to the hallway lies to the south.\n\nYou can also see a ruined bonesaw and some severed fingers here.", "endoftext": false }, { "action": "You examine the fingers", "response": "(the severed fingers)\nThese four severed fingers used to belong to the corpse in the autopsy room.", "endoftext": false }, { "action": "You take the fingers", "response": "(the severed fingers)\nYou pick up the severed fingers.", "endoftext": false }, { "action": "You open it", "response": "The hidden lock releases under your hand.\n\nYou open the hallway door.", "endoftext": false }, { "action": "You take the paper", "response": "(your notes)\nYou already have that.", "endoftext": false }, { "action": "You go south", "response": "Basement Hall, Mt Airy Hospital\nAt this end of the dingy basement hall, the only intact door is labelled with a black sign reading \"Autopsy Room/Morgue\".\n\nA white 10-digit keypad is attached to the wall beside the door.\n\nA sheet of typewriter paper lies on the floor very near the hallway door.\n\nIn the adjoining wall, a bent doorframe holds a severely dented metal door that has been very badly dented toward you.\n\nThe autopsy room door swings closed. There's a click as the lock reengages.", "endoftext": false }, { "action": "You take the sheet", "response": "Which do you mean, Pearce 5/8/78, Pearce 4/16/78 or Pearce 5/1/78?", "endoftext": false }, { "action": "You take the paper", "response": "(sheet of typewriter paper)\nYou pick up sheet of typewriter paper.\n\nYou add sheet of typewriter paper to your existing collection of pages.", "endoftext": false }, { "action": "You read the notes", "response": "The sheet of typewriter paper reads:\n\nUnofficial log, April 15, 11:00 am\nI suppose someone must have listened to Elaine's assertion that\nthis test subject was different from the rest, since we've just gained a new member of the team.\nThis was not a pleasant cup of chicory to down first thing in the morning. Don't get me wrong -- I would love, more than anything, to welcome Simon Cross to our ranks, and G-d knows that we could stand to gain another team member. Of all of the positions we had open prior to today, however, I'm not sure I ever would have counted \"Company Spook\" among them.\nPerhaps I am being unfair, but it is my opinion that hypnotizing yourself into believing that a knife is a rolling pin will not prevent you from needing stitches after trying to make bread dough. Cross's official title is \"auditor.\" He claims that he is here to oversee Corona's professional interests in the Project, and I don't doubt him one bit. Cross oozes \"professional interests.\" He brushes his teeth with it, or he wouldn't be able to give me that sharkish grin.\nStill, we are bedfellows now. There's nothing to do but see to it\nthat he is comfortable ... and bored.\n- Theo Yehuda", "endoftext": false }, { "action": "You look at the notes", "response": "[To see the next page of your notes, just TURN the page.]\n\nYour notes consist of a sheaf of various papers that you found scattered about this facility. Currently, a sheet of typewriter paper written on 4/15 by Yehuda is the topmost page.\n\nThis is a piece of paper punched for a three-ring binder, its words typed out from an old self-correcting machine.", "endoftext": false }, { "action": "You look at the bent door", "response": "This metal door is damaged beyond repair, dented inward and fused with its frame as though struck from the other side by a car moving at high speed. Whatever hit it must have been incredibly strong, given how sturdy the door seems to be. The doorknob is missing from the door completely. A sign on the door reads \"stairs\".", "endoftext": false }, { "action": "You wait awhile", "response": "The elevator comes to a halt with a quiet ding. The third floor button stops glowing, and the doors slide open.", "endoftext": false }, { "action": "You go east", "response": "You step through the elevator doors into a familiar hallway. In front of you, the lurid orange biohazard symbol all but glows from the end of the east hall, and a broader hallway stretches away to the left and right.\n\nHall Intersection, Mt Airy Hospital\nCold fluorescent lights pace the ceiling from north to south and lead off east along the T intersection. To the west, a pair of metal elevator doors sits silently closed. There's a call button beside the elevator and a floor indicator above the call button.\n\nA building map is posted on the wall.", "endoftext": false }, { "action": "Go east", "response": "As you walk away, you hear a peculiar fluttering noise behind you.\n\nSide Hall, Mt Airy Hospital\nThe off-white walls and dull, stain-resistant tiles of this hallway match those of the main hall to the west. Windowless doors marked with small brass signs branch off to the north and south.", "endoftext": false }, { "action": "You unlock the north door with brass key", "response": "[This command only takes one input. Ignoring \"with brass key\".)]\n\nYou insert the ridged key into the lock of the door to room 322 and turn it, successfully unlocking the door", "endoftext": false }, { "action": "Go north", "response": "You open the door to room 322.\n\nRoom 322, Mt Airy Hospital\nWhile spacious, this office is surprisingly austere. The office is clearly separated into two sides. On the west side, a large but inexpensive-looking metal desk is festooned with decorations; a calendar covers its center, while several photos are proudly displayed with their faces to the door. The desk on the east side is a standing oak desk, precisely arranged and nearly bare. All of the decoration on that side of the room is on the walls, an array of diplomas and commendations. An office chair stands in front of each desk.\n\nOnly a single object dares to split the room: a wall-mounted television displaying half of a grainy black-and-white picture.\n\nTo your south, a door leads back to the hallway.\n\nBelow the television, there is a wall button with a typewritten sign taped next to it.\n\nA piece of unlined paper lies face-down on the floor, half in and half out of the oak desk's shadow.", "endoftext": false }, { "action": "You take the unlined paper", "response": "You pick up the piece of unlined paper.\n\nYou add the piece of unlined paper to your existing collection of pages.", "endoftext": false }, { "action": "You read it", "response": "The piece of unlined paper reads:\n\n4/7/78\nI've found him!\n\nIt's hard not to doubt myself. I've written about candidates before. I believed in each and every one of them. They all had that spark, that brilliant glint of possibility. It shone in them like a tiny sun. How could I not believe? And with each failure it became harder to believe in myself.\n\nBut he's different, McMoneagle. Ian. A skinny boy from the suburbs of Olney with nothing spectacular about him but chronic nightmares, headaches, and emotional problems. But that sun, his sun. So much brighter than any I've seen.\n\nDr. Atwater is of course convinced that he'll fail just like all the others, and refuses to refer to him even by his first name since we picked him up. Even Dr. Yehuda is cautious, given our track record. I have to convince him, both of them.\n\nHe's the one. He's our hope.", "endoftext": false }, { "action": "You look at the calendar", "response": "A large desktop calendar with disposable pages. The currently-displayed month is May of 1978. While notes are scrawled on the calendar, little are of any use; most are for day-to-day activities centered around someone named \"Ian\". Several other names are mentioned: \"Atwater\", \"Elaine\", and occasionally \"Pearce\". A quick page-flip reveals that little is filled out for future months in the calendar. Whoever was using this lived in the moment, or at least by the month.", "endoftext": false }, { "action": "You look at the oak desk", "response": "This desk is smaller than the one on the other side of the room, but taller and made of fine varnished oak. Upon closer inspection, it is in fact conspicuous in its barren appearance. There is literally nothing on this desk, as though it had been cleaned out but not taken away. The diplomas on the wall remain, but the desk itself is a suspense story of a departed occupant.", "endoftext": false }, { "action": "You examine the diplomas", "response": "Several diplomas, commendations and awards adorn the wall around the standing desk. Each one is awarded to an Edward Atwater, Ph.D, MD, and each one congratulates the man for his astonishing skill and study in the field of medicine. Apparently, Dr. Atwater both knew his stuff and wanted everyone around him to know it.", "endoftext": false }, { "action": "You examine the metal desk", "response": "While somewhat cheap, this steel desk is large and provides a good deal of real estate for its user. A large desk calendar sits on its surface, stained with rings of coffee and marked with a near-illegible scrawl. Several framed photos sit on the right corner of the desk.\n\nA black safe with a prominent dial has been bracketed beneath the left side of the desk. The safe was obviously manufactured separately and attached in a somewhat haphazard fashion, but the metalwork is effective even if it isn't attractive. The safe is currently closed.", "endoftext": false }, { "action": "%", "response": "Are you sure you want to quit? \n\nPlease be advised that One Eye Open is a horror game. It contains mature content (including blood, gore, human injury and death, mild language, tobacco reference, violence, and violent references.)\n\nWe do not recommend this game for a younger audience.", "endoftext": false }, { "action": "Y.", "response": "After only ten days, you're becoming surprisingly comfortable with life as a Corona Corporation guinea pig. It helps that your routine is so reliable - meals, exercise, rest, and sleep are clearly arranged on a schedule hanging beside the white clock in your room. As for the tests - well, you've grown used to the sight of your blood in a sample vial, and the rest is mostly paperwork. Personality tests, aptitude tests, intelligence tests, psychological tests, Rorschach and the MMPI and even kinetic family drawing... you're starting to worry that they'll run out of tests by the end of the month.\n\nAlthough 7:30 PM is always the day's last test, you never leave your room alone, so you were still watching American Beauty when Dr. Marnie Ephart knocked at the door. \"Oh, you're almost to the end!\" she said brightly, seeing the screen. \"I can wait until you're through.\"\n\n\"No, that's fine.\" You hit PAUSE to freeze Angela in mid-motion as you got up from the couch. \"I've seen it before.\" Last Monday, actually. The video collection isn't that good, and, considering what they're paying you, it's a pity Corona couldn't invest in a few more options. It's hard to complain, though; the staff is friendly, the tests aren't hard, and the salary is great.\n\nDuring the day, Raymond, Best, or one of the scientists might be around, but at night, it's usually just the two of you, and the hall you cross now is deserted. You accompany her through the antechamber and into the main testing chamber. By now, you're used to being watched from behind one-way glass, but the observational room is fully lit today, and you can easily see inside.\n\n\"Back in a moment,\" Dr. Ephart says cheerfully. \"See you on the other side!\"\n\nTest Chamber, Corona Labs\nIn the center of the room, a single black office chair sits in front of a broad, heavy desk. The desk and chair are familiar, but the wireless keypad sitting on the desk is new. There are five large white buttons on the keypad, each displaying a different symbol in broad black strokes. The symbols are a circle, a cross, a set of three wavy lines, a square, and a five-pointed star. As always, you are quite aware of the cameras watching you from above.\n\nTo the west, a windowless door separates the testing room from the antechamber outside.\n\nThe familiar black office chair sits invitingly nearby.\n\nThrough the thick pane of glass, you can see the curved desk in the observational room.\nI beg your pardon?", "endoftext": true }, { "action": "You look at your surroundings", "response": "Room 322, Mt Airy Hospital\nWhile spacious, this office is surprisingly austere. The office is clearly separated into two sides. On the west side, a large but inexpensive-looking metal desk is festooned with decorations; a calendar covers its center, while several photos are proudly displayed with their faces to the door. The desk on the east side is a standing oak desk, precisely arranged and nearly bare. All of the decoration on that side of the room is on the walls, an array of diplomas and commendations. An office chair stands in front of each desk.\n\nOnly a single object dares to split the room: a wall-mounted television displaying half of a grainy black-and-white picture.\n\nTo your south, a door leads back to the hallway.\n\nBelow the television, there is a wall button with a typewritten sign taped next to it.", "endoftext": false }, { "action": "Examine button", "response": "A white plastic button about a half-inch in diameter, mounted in a brass plate.", "endoftext": false }, { "action": "You examine the sign", "response": "It's taped to the wall next to a plate with a button. Instructions concerning \"remote viewing\" are typed on the page's surface.", "endoftext": false }, { "action": "You read it", "response": "The typewritten sign reads: No remote viewing tests are to occur without a remote supervisor. The subject is to be released by the remote supervisor at the signal of the local supervisor. This button will unlock the door for fifteen seconds, at which time a local buzzer will sound.", "endoftext": false }, { "action": "You examine safe", "response": "(the black safe)\nA black safe with a numbered dial has been bracketed to the inner left leg of the inexpensive desk. The safe doesn't look overwhelmingly expensive, either, but it does look durable and effective. There is a safety label on the front advising you that it is Class 350 and rated for four hours of fire resistance. It is currently closed.", "endoftext": false }, { "action": "You read the label", "response": "The safe label reads:\n\nUnderwriters Laboratories, Inc\nAs To Fire Resistance\nRating: Class 350-4 Hr", "endoftext": false }, { "action": "You open safe", "response": "(the black safe)\nIt seems to be locked.", "endoftext": false }, { "action": "You look at the dial", "response": "The numbered dial goes from 1 to 60.", "endoftext": false }, { "action": "You examine photos", "response": "There are three photos in frames on the desk. The one in the center seems to be a family photo. A man with curly salt-and-pepper hair laughs, his hands on the shoulder of a woman of about his age and a child of about ten whose features, though youthful, strongly resemble those of the older man. After a moment, you recognize the curly-haired man as Theo Yehuda. The younger boy and the woman feature in their own photo, as do the older man and the woman. Happiness all but shines from the subjects as they gaze into the camera lens.", "endoftext": false }, { "action": "You look under the desk", "response": "As you concentrate, an ache pulses powerfully through your temples. You feel the need to pay closer attention to the small brass key, the ridged key, and the typewriter key.\n\n>Which do you mean, the inexpensive desk or the standing desk?", "endoftext": false }, { "action": "You turn on the tv", "response": "It's already on.", "endoftext": false }, { "action": "Examine tv", "response": "It's a wall-mounted television monitor, antique by your standards. The screen seems to be split into two halves, but one half is completely dark. The other shows a familiar sight: the testing chamber. A skinny young man is hunched on a chair in the corner of the room, next to the table. A timestamp shows in blocky white font on the bottom of the monitor: MAY 12 1978 20:20.", "endoftext": false }, { "action": "You look at Ian", "response": "On the television monitor, a young man hunches over on a chair, stock-still. Scraggly hair falls over his eyes, obscuring his face. His bare back is curved in a painful arch, and skinny elbows rest on a pair of plain sweatpants. His feet are bare and stained with something dark.", "endoftext": false }, { "action": "You examine the smudge", "response": "Closer examination convinces you that the red substance staining the paper is blood. The mark is about the size and shape of a smeared fingerprint.", "endoftext": false }, { "action": "You look at the typewriter", "response": "(the typewriter key)\nA small black key with a white letter I.", "endoftext": false }, { "action": "You examine the diplomas", "response": "There's something very familiar about these diplomas.\n\nSeveral diplomas, commendations and awards adorn the wall around the standing desk. Each one is awarded to an Edward Atwater, Ph.D, MD, and each one congratulates the man for his astonishing skill and study in the field of medicine. Apparently, Dr. Atwater both knew his stuff and wanted everyone around him to know it.", "endoftext": false }, { "action": "You search diplomas", "response": "You slide your hand along the side of one of the diplomas and find a folded typewritten page hidden there. You pull it gently from its hiding place, unfold it, and smooth it out.\n\nYou add the creased sheet of typewriter paper to your existing collection of pages.", "endoftext": false }, { "action": "Go east", "response": "Side Hall End, Mt Airy Hospital\nPlain, windowless doors labelled neatly with small brass signs lead off to the north and south. At the east end of the hallway, a large, lurid orange biohazard symbol marks a door of a different design.\nThis door is a sliding door instead of a regular door, and it has a small, wire-reinforced window.\n\nA legal-size page lies face-up on the floor amid the debris.\n\nSeveral curving, sharp pieces of glass and small pieces of metal litter the floor.\n\nThere's a keycard reader beside the sliding door.", "endoftext": false }, { "action": "You take the page", "response": "(the legal-size page)\nYou pick up the legal-size page.\n\nYou add the legal-size page to your existing collection of pages.", "endoftext": false }, { "action": "You read it", "response": "The legal-size page reads:\n\nFrom the desk of Dr. Edward Atwater, M.D., Ph.D.\nApril 3rd, 1978\nNot a day passes by that I fail to be astonished by how willing\nCorona is to throw their money away. Such tremendous cost of research! Such lucrative pay for the staff! Such reparations to the families of the dead!\nThis project has killed fifteen fools who believed themselves to be psychic. I would painstakingly run them through personality tests, IQ tests, psychological profiles. They would pass muster or fail, and those who failed would be turned away. The poor fools who pass receive the treatment that will inevitably kill them. I'm not sure that they've even told the new project head, Yehuda, how many subjects have died thanks to the \"symbiont.\"\nSymbiont. Pah. I'm no microbiologist, but I recognize the symptoms\nof a parasite when I see one, and this one has killed everyone that it's been fed to. The thing dies like any other microorganism when exposed to formaldehyde in the lab as when creating a vaccine, but once it's in the body there's no cure. The little beasts go straight to the brain, the subject goes mad and then dies in an out-of-control adrenergic storm that even a near-lethal dose of diazepam won't stop. And now we're looking for another one. At this rate, we'll never\nget the contract -- at the very least, someone needs to live through the damn infection.", "endoftext": false }, { "action": "You look at debris", "response": "It's unclear what happened here, but sorting cautiously through the debris by eye, you identify at least two broken test tubes, a shattered syringe, and a couple tiny clamps. A dark, clotted brown substance clings to several of the sharper edges among the debris.", "endoftext": true }, { "action": "You look around", "response": "Side Hall End, Mt Airy Hospital\nPlain, windowless doors labelled neatly with small brass signs lead off to the north and south. At the east end of the hallway, a large, lurid orange biohazard symbol marks a door of a different design.\nThis door is a sliding door instead of a regular door, and it has a small, wire-reinforced window.\n\nSeveral curving, sharp pieces of glass and small pieces of metal litter the floor.\n\nThere's a keycard reader beside the sliding door.", "endoftext": false }, { "action": "You go south", "response": "Glass crunches faintly underfoot as you move through the hallway.\n\nYou think that you left this door open, and you know that it wasn't locked before. But it's closed now, and as you try the knob, you discover that it's locked.\n\nYou try unlocking the door to room 323 with the ridged key and the small brass key, but you don't have a key to fit the lock.", "endoftext": false }, { "action": "Go north", "response": "Glass crunches faintly underfoot as you move through the hallway.\n\nYou try unlocking the door to room 324 with the ridged key and the small brass key, but you don't have a key to fit the lock.", "endoftext": false }, { "action": "Go east", "response": "Glass crunches faintly underfoot as you move through the hallway.\n\nYou swipe your keycard through the keycard reader. After a moment, the door emits a loud click and the airlock door slides open.\n\nBiohazard Airlock, Mt Airy Hospital\nYou stand in a small room lit by a low red light. It is immaculately clean and nearly featureless. Two hooks are mounted on the wall; what appears to be a shredded environment suit hangs from one of them. Overhead, a set of red lamps shines down on you, mounted next to four spray nozzles. A sliding door with a small wire-reinforced window leads back to the hallway to your west. Another door stands to the east, a small opaque window set in it.\n\nA sheet of ruled paper lies beside a prone figure.\n\nOn the floor, there is a prone figure in a complete hazard suit.\n\nThree large buttons, one marked \"ENTRY\", one marked \"EXIT\", and one marked \"DECONTAMINATE\", glow faintly from a wall recess.", "endoftext": false }, { "action": "You take the paper", "response": "(the sheet of ruled paper)\nYou pick up the sheet of ruled paper.\n\nYou add the sheet of ruled paper to your existing collection of pages.", "endoftext": false }, { "action": "You read it", "response": "The sheet of ruled paper reads:\n\nRaymond Pearce, M.D.\nAssistant Director, Mt. Airy Hospital\nMay 12th, 1978\nI don't know what kind of disaster they've uncovered but it's happening right now and it's in my hospital.\nThey're all running around like they're possessed. The subject, McMoneagle, went tearing past me less than a half hour ago. It's more energy than I've ever seen him display. He went down the stairs, not a doctor or escort in sight. I should have followed, but something gave me this unearthly fear. Ridiculous, but it's hard not to fall prey to the mysticism that's surrounded this whole absurd affair.\nMinutes later, I heard screaming, like the kind in the giant\nmonster pictures my nephew is so damn fond of. I couldn't tell where it was from. Now there's something strange going on in the wet lab, something obscuring the window in there.\nIt's now or never. I have a terrible feeling about all this, but I have to find out what the hell they've been doing before we're all run out of the building.", "endoftext": false }, { "action": "You look at the figure", "response": "Someone in a hazard suit lies, unmoving. The faceplate of the hazard suit is completely obscured by a red, wet substance that looks not entirely unlike sloppy joe filling. The stuff inside the suit is moving, churning within itself.\n\nThe external airlock door slides closed with a hiss and locks with a click.", "endoftext": false }, { "action": "You examine the hazard suit", "response": "Someone in a hazard suit lies, unmoving. The faceplate of the hazard suit is completely obscured by a red, wet substance that looks not entirely unlike sloppy joe filling. The stuff inside the suit is moving, churning within itself.", "endoftext": false }, { "action": "You examine the lamps", "response": "A battery of six red lamps glares down at you. The light manages to be both subtle and harsh.", "endoftext": false }, { "action": "You look at the hooks", "response": "A pair of small brass hooks is mounted in the wall. They are small and somewhat flimsy, appearing to be designed for exactly the kind of environment suit that hangs, shredded, from one of the hooks. The other hook is empty.", "endoftext": false }, { "action": "You open the hazard suit", "response": "You begin to unzip the hazard suit. The moment an opening appears, you are sprayed in the face with some kind of reddish mist. It stings your eyes and nose, and you stumble backward. You start to feel queasy immediately, and the skin where the mist touched you starts to experience a buzzing sensation.", "endoftext": false }, { "action": "Sing", "response": "You are too distracted by your condition to take any action.\n\nThe pain in your face ebbs away, replaced with a vibrating numbness. You reach one hand up to touch your cheek but feel only a churning, moving wetness where your face used to be. Your limbs have become numb, and you can feel your heart's beating become labored in your chest. Something moving in your lungs begins to retard your breathing.", "endoftext": false }, { "action": "Keep going", "response": "You are too distracted by your condition to take any action.\n\nGurgling helplessly, you slump to the floor. You can feel the intruder in your body slowly eating away at you, from the inside and out. Mercifully, the pain is now gone, replaced only by a strange vibration in the places of your body that remain uneaten. As your lungs and heart slowly stop moving, your senses fade away, replaced by an ominous stillness.", "endoftext": false }, { "action": "You check your inventory", "response": "Press any key to continue.\n\nConsciousness returns. You muzzily realize that you are gazing at the ceiling of the Corona Labs test chamber just before the door slams open. Dr. Shaunessy, the neurologist, hurries into the room. Dr. Ephart follows close enough behind to step on his heels. \"How many fingers do you see?\" Dr. Shaunessy asks, kneeling down beside you, and Dr. Ephart rests light fingers on your wrist to take your pulse. In short order, they conclude that you suffered a vasovagal syncope and struck your head in the fall.\n\nYou try to talk to the doctors, but your words are confused and disjointed. Your gaze drags across the fallen photograph, half-shadowed by the folder above it, and you see the gaunt young man screaming. You can't find the words to make them understand. Though you can nearly stand on your own, the doctors firmly escort you from the room and off to bed.\n\nDr. Shaunessy leaves, but Dr. Ephart stays with you as the sedatives take hold. \"Don't worry,\" she says, resting a gentle hand on your shoulder. \"Everything will be all right.\"\n\nSix days later, the past repeats itself in Corona Labs.\nNo one escapes alive.", "endoftext": false }, { "action": "Go east", "response": "Glass crunches faintly underfoot as you move through the hallway.\n\nYou swipe your keycard through the keycard reader. After a moment, the door emits a loud click and the airlock door slides open.\n\nBiohazard Airlock, Mt Airy Hospital\nYou stand in a small room lit by a low red light. It is immaculately clean and nearly featureless. Two hooks are mounted on the wall; what appears to be a shredded environment suit hangs from one of them. Overhead, a set of red lamps shines down on you, mounted next to four spray nozzles. A sliding door with a small wire-reinforced window leads back to the hallway to your west. Another door stands to the east, a small opaque window set in it.\n\nA sheet of ruled paper lies beside a prone figure.\n\nOn the floor, there is a prone figure in a complete hazard suit.\n\nThree large buttons, one marked \"ENTRY\", one marked \"EXIT\", and one marked \"DECONTAMINATE\", glow faintly from a wall recess.", "endoftext": false }, { "action": "You take the paper and the hazard suit", "response": "sheet of ruled paper: You pick up the sheet of ruled paper.", "endoftext": false }, { "action": "Yes", "response": "You begin to unzip the hazard suit. The moment an opening appears, you are sprayed in the face with some kind of reddish mist. It stings your eyes and nose, and you stumble backward. You start to feel queasy immediately, and the skin where the mist touched you starts to experience a buzzing sensation.\n\nYou add the sheet of ruled paper to your existing collection of pages.", "endoftext": false }, { "action": "You take the paper", "response": "(the sheet of ruled paper)\nYou pick up the sheet of ruled paper.\n\nYou add the sheet of ruled paper to your existing collection of pages.\n\nThe external airlock door slides closed with a hiss and locks with a click.", "endoftext": false }, { "action": "No", "response": "Do you mean to unzip the sealed hazard suit? (y/n) >Did you mean to pick up the prone figure? (y/n) >Please answer yes or no.> Then what did you mean by trying to take the hazard suit? Now I'm all confused.", "endoftext": false }, { "action": "No", "response": "You think you could lift the prone figure, but you'll need to have your hands free first. Set down the severed fingers, the ridged key, the small brass key, the small-caliber pistol and the typewriter key? (y/n) >Please answer yes or no.> It's too awkward to lift the prone figure while carrying the severed fingers, the ridged key, the small brass key, the small-caliber pistol, the typewriter key, the Corona Labs keycard and your notes.", "endoftext": false }, { "action": "Yes", "response": "You think you could lift the prone figure, but you'll need to have your hands free first. Set down the severed fingers, the ridged key, the small brass key, the small-caliber pistol and the typewriter key? (y/n) >\nYou discard the severed fingers.\n\nYou set down the ridged key.\n\nYou set down the small brass key.\n\nYou set down the small-caliber pistol.\n\nYou set down the typewriter key.\n\nYou fold your notes, slip the keycard into the fold, tuck them under your arm, and heave the prone figure onto your shoulder. It feels both heavier and squishier than you expected it to be, given its size.", "endoftext": false }, { "action": "You go west", "response": "You push the button marked \"EXIT\". The external airlock door emits a loud click and then slides open with a soft hiss.\n\nSide Hall End, Mt Airy Hospital\nPlain, windowless doors labelled neatly with small brass signs lead off to the north and south. At the east end of the hallway, a large, lurid orange biohazard symbol marks a door of a different design.\nThis door is a sliding door instead of a regular door, and it has a small, wire-reinforced window.\n\nSeveral curving, sharp pieces of glass and small pieces of metal litter the floor.\n\nThere's a keycard reader beside the sliding door.", "endoftext": false }, { "action": "Go west", "response": "Glass crunches faintly underfoot as you move through the hallway.\n\nSide Hall, Mt Airy Hospital\nThe off-white walls and dull, stain-resistant tiles of this hallway match those of the main hall to the west. Windowless doors marked with small brass signs branch off to the north and south.", "endoftext": false }, { "action": "You drop the suit", "response": "(the sealed hazard suit)\nYou haven't got that.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying a hazard-suited figure slung over your shoulder. Also, you have your notes folded under your arm with the Corona Labs keycard tucked inside.", "endoftext": false }, { "action": "Drop figure", "response": "You heave the hazard-suited figure off your shoulder and lower it carefully to the ground. Then, you untuck your notes from your armpit and fish out the Corona Labs keycard with minimal damage done.", "endoftext": false }, { "action": "No", "response": "That was a rhetorical question.", "endoftext": false }, { "action": "Go west", "response": "Hall Intersection, Mt Airy Hospital\nCold fluorescent lights pace the ceiling from north to south and lead off east along the T intersection. To the west, a pair of metal elevator doors sits silently closed. There's a call button beside the elevator and a floor indicator above the call button.\n\nThere's a large white butterfly flitting back and forth near the ceiling.\n\nA building map is posted on the wall.", "endoftext": false }, { "action": "You examine butterfly", "response": "Looking more closely at the white butterfly, you realize that it is nothing more than folded paper. Still, its wings beat like a real butterfly's wings against the slight breeze in the hallway, and it dances through the air with careless, casual grace.\n\nThere seems to be something written on the butterfly, but you can't make out the words from here.", "endoftext": false }, { "action": "You take butterfly", "response": "It's too awkward to pick anything up while you're carrying the hazard-suited figure around.", "endoftext": false }, { "action": "Drop figure", "response": "You heave the hazard-suited figure off your shoulder and lower it carefully to the ground. Then, you untuck your notes from your armpit and fish out the Corona Labs keycard with minimal damage done.\n\nThe paper butterfly traces a lazy spiral through the air before coming to rest on the dull white tile. Its diamond-shaped wings flex, unflex, and then unfold. The corners and edges pull apart from one another like some sort of magical puzzle box.\n\nThe transformation is complete. The butterfly is gone, and only a small piece of unlined paper remains.", "endoftext": false }, { "action": "You take the paper", "response": "(the small piece of unlined paper)\nYou pick up the small piece of unlined paper.\n\nYou add the small piece of unlined paper to your existing collection of pages.", "endoftext": false }, { "action": "You read it", "response": "The small piece of unlined paper reads:\n\nAlice's Diary, 5/6/78\nToday must have been different for Ian. When I came in, he greeted me with a plea to keep him company and keep him awake. I was glad to be able to help, so we talked late into the night.\nIt feels like he's putting a lot of trust in me, even though he doesn't like to talk about his nightmares or his past. He seems to be afraid of himself, and said over and over that he didn't want to hurt anybody. He's afraid, he says, and he doesn't want to hurt anybody. It was hard not to laugh at the notion of Ian hurting anybody. He wouldn't -- couldn't -- hurt a fly.\nHe really didn't want to fall asleep, but eventually he just couldn't stay up any longer. I tucked him in and tried to make him as comfortable as I could for when the nightmares came.\nI think I'm developing feelings for Ian. His eyes are so expressive and he feels for other people so keenly. Unprofessional or not, Ian's a really special person and I hope Corona's able to cure him of whatever it is that he's got. I wish I could do something for him. Protect him from his demons.\nIn the meantime, I'll just do the one thing that it seems like only I can do:\nCare.", "endoftext": false }, { "action": "You go north", "response": "Hallway, Mt Airy Hospital\nPartway down this hall, the fluorescent lights have sputtered out, leaving the way north cloaked in darkness. A long, slow breeze flows from the south past you, reaching towards the deep shadow to the north. Before the light fails, there's a bathroom door in the dull white wall to the east and a laundry chute to the west.\n\nThe sterile breeze flowing north slowly stops and then reverses. A long wave of bad-smelling air pushes toward you from the dense darkness down the hallway.", "endoftext": false }, { "action": "You enter the chute", "response": "It'll be a difficult enough wriggle to get into the chute without carrying the hazard-suited figure at the same time. If you want the hazard-suited figure at the bottom of the laundry chute, you should probably drop it in first.", "endoftext": false }, { "action": "You put the figure in the chute", "response": "You drop the hazard-suited figure into the laundry chute. It promptly vanishes into the darkness.", "endoftext": false }, { "action": "Y.", "response": "A peek down the laundry chute suggests that it is still safe, but looks may be deceiving. Are you sure you want to try it? (y/n) >You slide headfirst down the laundry chute. The fast, exhilarating, and death-free ride ends with a heartstopping plummet through space and a faceful of soiled sheets. They're soft enough for you to land safely, but still pretty disgusting.\n\nLaundry, Mt Airy Hospital (in the laundry bin)\nCrumpled white sheets fill an enormous laundry bin underneath the chute's entrance - a great relief, since those sheets were dense enough to competently break your fall. You're currently inside the laundry bin, but you can see the rest of the room well enough. There is no mistaking the purpose of this room. Industrial washers and dryers line the walls of this room. The room stinks of offal, blood and bleach all at the same time. On the east wall, a large sink made of heavy-duty steel sits, but its long faucet is bent at a peculiar angle and it is missing both handles. A particularly large laundry machine looms at the end of the row.\n\nAn open door leads south out of the room.\n\nThere's a human skeleton lying on the tiled floor. It's wearing a very clean lab coat.\n\nIn the laundry bin you can see a hazard-suited figure.", "endoftext": false }, { "action": "Go outside", "response": "You get out of the laundry bin.\n\nLaundry, Mt Airy Hospital\nThere is no mistaking the purpose of this room. Industrial washers and dryers line the walls of this room, and three canvas-walled carts filled with dirty linens squat awaiting their purpose. The room stinks of offal, blood and bleach all at the same time. On the east wall, a large sink made of heavy-duty steel sits, but its long faucet is bent at a peculiar angle and it is missing both handles. A particularly large laundry machine looms at the end of the row.\n\nAn open door leads south out of the room.\n\nThere's a human skeleton lying on the tiled floor. It's wearing a very clean lab coat.\n\nYou can also see a laundry bin (in which are a hazard-suited figure and a heap of soiled sheets) here.", "endoftext": false }, { "action": "You put the figure in machine", "response": "You heave the hazard-suited figure into the cilia-filled tube of the laundry machine and close the lid.\n\nThe laundry machine starts up with an audible whine and a whirring noise that increases in frequency as its internal motors (or muscles, you suppose) spin up.", "endoftext": false }, { "action": "Wait", "response": "Time passes.", "endoftext": false }, { "action": "You wait awhile", "response": "You nearly jump out of your skin as a buzzer sounds loudly from the huge laundry machine. Its motor gradually slows to a halt.", "endoftext": false }, { "action": "You open the machine", "response": "You lift the lid of the large laundry machine, revealing the fleshy, cilia-lined tube within. Flattened around the inside of the tube is the limp form of an empty hazard suit, clean and white.", "endoftext": false }, { "action": "You take the suit", "response": "You reach into the machine and grasp the suit by your thumb and forefinger, then gently extract it while avoiding the reach of the undulating cilia. You shake the hazard suit out, noting that it is now completely clean and dry. You momentarily find yourself wondering whether, if you could manufacture machines like this, the American public might be able to overlook its flesh-eating properties for its clearly superior garment care.", "endoftext": false }, { "action": "You wear the suit", "response": "The suit is somewhat flimsy. You'd better not wear it until you really need it or you might tear the thing.", "endoftext": false }, { "action": "Go south", "response": "Basement Hall, Mt Airy Hospital\nGrime coats the frosted covers of the overhead lights, causing the peeling walls and tiled floors to look shadowed and ugly. The laundry room's large entrance to the north opposes the boiler room door to the south. To the west, an elevator's doors stand closed.\n\nAn open door leads north into the laundry room.\n\nA swollen corpse with visibly broken limbs lies on the floor a short distance from the elevator doors.", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\nThe split-flap display whirs into life, reporting the elevator's transit from floor to floor.", "endoftext": false }, { "action": "You look at the display", "response": "A single call button glows beside the elevator doors. The floor indicator has a split-flip display currently reading \"BASEMENT\".\n\nThe split-flap display stops on \"BASEMENT\". The elevator call button goes dark, and the metal doors slide open.", "endoftext": false }, { "action": "Go west", "response": "You step into the elevator.\n\nElevator, Mt Airy Hospital\nThe elevator is just big enough to fit the length of a standard hospital gurney and not much else. Unlike the dull white walls of the rest of the hall, the elevator's interior is crafted with burnished steel. The fluorescent lights above shine through a thick metal grate.\n\nThere are floor buttons for B through 4 on the control panel. There is also a button marked \"Alarm\" and a key switch marked \"Fire\".", "endoftext": false }, { "action": "You go east", "response": "Glass crunches faintly underfoot as you move through the hallway.\n\nYou swipe your keycard through the keycard reader. After a moment, the door emits a loud click and the airlock door slides open.\n\nBiohazard Airlock, Mt Airy Hospital\nYou stand in a small room lit by a low red light. It is immaculately clean and nearly featureless. Two hooks are mounted on the wall; what appears to be a shredded environment suit hangs from one of them. Overhead, a set of red lamps shines down on you, mounted next to four spray nozzles. A sliding door with a small wire-reinforced window leads back to the hallway to your west. Another door stands to the east, a small opaque window set in it.\n\nThree large buttons, one marked \"ENTRY\", one marked \"EXIT\", and one marked \"DECONTAMINATE\", glow faintly from a wall recess.\n\nYou can also see a typewriter key, a small-caliber pistol, a small brass key, a ridged key and some severed fingers here.", "endoftext": false }, { "action": "You take all", "response": "typewriter key: You pick up the typewriter key.\nsmall-caliber pistol: You pick up the small-caliber pistol.\nsmall brass key: You pick up the small brass key.\nridged key: You pick up the ridged key.\nsevered fingers: You pick up the severed fingers.", "endoftext": false }, { "action": "You wear the suit", "response": "(the clean hazard suit)\nYou clamber awkwardly into the suit. It takes you several minutes to figure out how to get your hands into the gloves at the end of the sleeves without having to zip it up first, but after some struggling you are completely suited up. You check all of the airtight zippers and make sure that the filter is letting you breathe properly. You feel clumsy and big, but you should be protected from all but the most minute contaminants. Unless the suit tears, of course.", "endoftext": false }, { "action": "Go east", "response": "Biohazard Lab, Mt Airy Hospital\nThis room seems to have been the subject of some kind of massive biological explosion. Some kind of glistening, mealy red substance similar to ground meat is splattered all over the floor, walls and ceiling in large patches. The substance seems to have a life of its own, pulsing and undulating in great colonies. Large piles of it merge and separate.\n\nThe room itself seems to have been some kind of biological experimentation laboratory. You can see a large sink along one wall, with nozzles for a bunsen burner mounted next to it. While most of the counters are covered with the disgusting red substance, one table is mostly untouched thanks to an overhanging edge.\n\nOn the table is a measuring pipette, fixed in place above a wooden test tube rack. There's also a small lab refrigerator branded with a biohazard symbol.\n\nThe bottom of a glass test tube projects from a mound of the mealy red stuff.", "endoftext": false }, { "action": "You look at the rack", "response": "A wooden rack with holes and divots for holding test tubes. It's currently empty.", "endoftext": false }, { "action": "You examine the fridge", "response": "The refrigerator is half-sized, like a dorm fridge, but designed to contain various heat-sensitive biological supplies instead of beer. A striking orange and black biohazard symbol has been stickered to the front. Unlike so much else in the room, the refrigerator appears uncontaminated by the red mass.\n\nThe internal airlock door slides closed with a hiss and and locks with a click.", "endoftext": false }, { "action": "You examine the suit", "response": "It's a thin white hazard suit. While not very durable, a combination of a charcoal air filter and an airtight fiber weave should serve to protect the wearer from most environmental hazards. Mealy red stuff smears the outside of the hazard suit, giving it a certain butchery chic look.", "endoftext": false }, { "action": "You look at sink", "response": "The mealy red substance covers this large sink. Next to it are some equally contaminated-looking bunsen burner nozzles.", "endoftext": false }, { "action": "You examine the nozzles", "response": "There are two of the cone-shaped, ridged nozzles, each with a handle on top. If there were a bunsen burner nearby, you could connect it to one of these. Unfortunately, you see no such thing. Worse, the nozzles seem to be covered with red goo and rust.", "endoftext": false }, { "action": "You open fridge", "response": "You open the small lab refrigerator, revealing a vial of blood and a legal-size page.", "endoftext": false }, { "action": "You take all from the fridge", "response": "[\"take all from fridge\" is vague - please be more specific with your command.]", "endoftext": false }, { "action": "You take the page from the fridge", "response": "You pick up the legal-size page.\n\nYou add the legal-size page to your existing collection of pages.", "endoftext": false }, { "action": "You read it", "response": "The legal-size page reads:\n\nFrom the desk of Dr. Edward Atwater, M.D., Ph.D.\nApril 25th, 1978\nI'll be damned, they're really buying it. McMoneagle's due to be\ndosed within the next few days.\nI am not a completely heartless man. It is a popular conceit in\nthis office, and I suppose I cannot blame anyone for thinking so. But I have been here for years, now, and overseen the snuffing out of over a dozen lives. With each death I hope to the godless heavens that Corona will see the depth of its mistake, realize that experimenting with a lethal parasite and calling it a symbiont will not make wishes come true. If we want to join the Project it will only be through methodical chicanery, not methodical murder.\nWhat do they want of me? To become McMoneagle's friend, like\n\"kindly old Doc Yehuda?\" To have faith in the absence of reason, like \"Crazy 'Lainey?\" I dread to think of how crushed they will be when the young man's brain floods itself with chemicals. I will be the only staff member in his right mind.\nI am not a monster. I am a doctor. To hell with anyone who doesn't understand that.", "endoftext": false }, { "action": "You look at the vial", "response": "It's a small vial of dark red blood with a handwritten label on the front.", "endoftext": false }, { "action": "You read it", "response": "The vial is labelled \"Ian McMoneagle, 5/10/78\".", "endoftext": false }, { "action": "You examine the pipette", "response": "It's a long, very thin tube with a valve to control the flow of liquid through it. It is mounted in place above the test tube rack. The pipette is marked with numbered graduations along its side to aid with measurement, and it is flared at the top so that pouring liquid into it is easier.", "endoftext": false }, { "action": "You close the fridge", "response": "You close the small lab refrigerator.", "endoftext": false }, { "action": "Inventory", "response": "You're wearing a sludge-smeared hazard suit, which is excellent protection, but which does give the world a certain surreal quality as seen through the faceplate. You are carrying some severed fingers, a ridged key, a small brass key, a small-caliber pistol, a typewriter key, a Corona Labs keycard and your notes.", "endoftext": false }, { "action": "You examine table", "response": "A black stone table. Its edge extends outward from the solid wood base supporting it, and the hanging edge seems to have kept any of the red goo from making it to the top of the table. It's a miracle that none has fallen down from the ceiling.", "endoftext": false }, { "action": "You examine the red substance", "response": "You study the goop for a moment. It's a pulsating mass of red, mealy, meat reminiscent of nothing so much as living, malevolent sloppy joe filling.", "endoftext": false }, { "action": "You examine test tube", "response": "(the sludge-encrusted test tube)\nA dark brown substance clings to the inside of the test tube.", "endoftext": false }, { "action": "You take it", "response": "You pull the test tube out of the churning mound of mealy red stuff.", "endoftext": false }, { "action": "You look at the brown substance", "response": "A dark brown substance clings to the inside of the test tube.", "endoftext": false }, { "action": "You smell it", "response": "From inside the hazard suit, most smells are muted under your own body odor, but you can still pick up a faint meaty reek.", "endoftext": false }, { "action": "You read the tube", "response": "(the sludge-encrusted test tube)\nThere's nothing written on the sludge-encrusted test tube.", "endoftext": true }, { "action": "Look around", "response": "Biohazard Lab, Mt Airy Hospital\nThis room seems to have been the subject of some kind of massive biological explosion. Some kind of glistening, mealy red substance similar to ground meat is splattered all over the floor, walls and ceiling in large patches. The substance seems to have a life of its own, pulsing and undulating in great colonies. Large piles of it merge and separate.\n\nThe room itself seems to have been some kind of biological experimentation laboratory. You can see a large sink along one wall, with nozzles for a bunsen burner mounted next to it. While most of the counters are covered with the disgusting red substance, one table is mostly untouched thanks to an overhanging edge.\n\nOn the table is a measuring pipette, fixed in place above a wooden test tube rack. There's also a small lab refrigerator branded with a biohazard symbol.", "endoftext": false }, { "action": "Search goop", "response": "Wincing, you grope about for a moment in the sludge near the door until you encounter something that feels like a button.", "endoftext": false }, { "action": "Go west", "response": "Biohazard Airlock, Mt Airy Hospital\nYou stand in a small room lit by a low red light. It is immaculately clean and nearly featureless. Two hooks are mounted on the wall; what appears to be a shredded environment suit hangs from one of them. Overhead, a set of red lamps shines down on you, mounted next to four spray nozzles. A sliding door with a small wire-reinforced window leads back to the hallway to your west. Another door stands to the east, a small opaque window set in it.\n\nA few slowly shifting tendrils of red, mealy meat have made their way into the airlock.\n\nThree large buttons, one marked \"ENTRY\", one marked \"EXIT\", and one marked \"DECONTAMINATE\", glow faintly from a wall recess.", "endoftext": false }, { "action": "You close the entry door", "response": "The internal airlock door resists your attempt to close it.", "endoftext": false }, { "action": "You go east", "response": "You push the button marked \"ENTRY\". The internal airlock door emits a loud click and then slides open with a soft hiss.\n\nBiohazard Lab, Mt Airy Hospital\nThis room seems to have been the subject of some kind of massive biological explosion. Some kind of glistening, mealy red substance similar to ground meat is splattered all over the floor, walls and ceiling in large patches. The substance seems to have a life of its own, pulsing and undulating in great colonies. Large piles of it merge and separate.\n\nThe room itself seems to have been some kind of biological experimentation laboratory. You can see a large sink along one wall, with nozzles for a bunsen burner mounted next to it. While most of the counters are covered with the disgusting red substance, one table is mostly untouched thanks to an overhanging edge.\n\nOn the table is a measuring pipette, fixed in place above a wooden test tube rack. There's also a small lab refrigerator branded with a biohazard symbol.", "endoftext": false }, { "action": "You put the tube in the rack", "response": "(the clean glass test tube in the wooden test tube rack)\nYou lower the clean glass test tube through a hole in the wooden test tube rack and nestle its base into the appropriate divot.", "endoftext": true }, { "action": "You look at your surroundings", "response": "Laundry, Mt Airy Hospital\nThere is no mistaking the purpose of this room. Industrial washers and dryers line the walls of this room, and three canvas-walled carts filled with dirty linens squat awaiting their purpose. The room stinks of offal, blood and bleach all at the same time. On the east wall, a large sink made of heavy-duty steel sits, but its long faucet is bent at a peculiar angle and it is missing both handles. A particularly large laundry machine looms at the end of the row.\n\nAn open door leads south out of the room.\n\nThere's a human skeleton lying on the tiled floor. It's wearing a very clean lab coat.\n\nYou can also see a laundry bin (in which is a heap of soiled sheets) here.", "endoftext": false }, { "action": "Go south", "response": "Basement Hall, Mt Airy Hospital\nGrime coats the frosted covers of the overhead lights, causing the peeling walls and tiled floors to look shadowed and ugly. The laundry room's large entrance to the north opposes the boiler room door to the south. To the west, an elevator's doors stand closed.\n\nAn open door leads north into the laundry room.\n\nA swollen corpse with visibly broken limbs lies on the floor a short distance from the elevator doors.", "endoftext": false }, { "action": "You wait awhile", "response": "Time passes.\n\nThe split-flap display stops on \"BASEMENT\". The elevator call button goes dark, and the metal doors slide open.", "endoftext": false }, { "action": "You put the suit on the hook", "response": "(the clean hazard suit on the small brass hook)\nYou set the clean hazard suit on the small brass hook.", "endoftext": false }, { "action": "Go west", "response": "Side Hall End, Mt Airy Hospital\nPlain, windowless doors labelled neatly with small brass signs lead off to the north and south. At the east end of the hallway, a large, lurid orange biohazard symbol marks a door of a different design.\nThis door is a sliding door instead of a regular door, and it has a small, wire-reinforced window.\n\nSeveral curving, sharp pieces of glass and small pieces of metal litter the floor.\n\nThere's a keycard reader beside the sliding door.\n\nThe airlock door slides closed with a hiss and locks with a click.", "endoftext": false }, { "action": "Alarm", "response": "You push the alarm button, and a strident bell rings out, filling the elevator painfully for a long moment. The sound dies away, but the ringing in your head takes a bit longer to fade.", "endoftext": false }, { "action": "You examine Alice", "response": "Which do you mean, small piece of unlined paper, Alice 5/12/78, Alice 4/17/78 or Alice 4/30/78?", "endoftext": false }, { "action": "Unlined", "response": "Which do you mean, small piece of unlined paper, Alice 5/12/78, EGB 4/20/78, EGB 5/12/78, EGB 5/12/78, EGB 4/7/78, EGB 3/20/77, Alice 4/17/78, Alice 4/30/78 or EGB 5/3/78?", "endoftext": false }, { "action": "You go south", "response": "The only way out of the elevator is through the elevator doors to the east.", "endoftext": false }, { "action": "You go south", "response": "Hall End, Mt Airy Hospital\nLong banks of fluorescent lights cast sharp shadows along the half-familiar, half-unfamiliar hallway, which continues off to the north. The tiled floor is only a shade darker than the dull off-white walls. A strange, unpleasant odor hangs in the air and stings your nostrils. The door to Room 320 is across the hall to the west.\n\nA windowless door leads east into the testing room's antechamber.", "endoftext": false }, { "action": "You go west", "response": "Room 320, Mt Airy Hospital\nA broad ivory spike protrudes from the floor and pierces the ceiling, transfixing the corpse of a slender, dark-haired woman on the way.\nHer blood stands starkly red against the dull white tile and walls. The room's furnishings - a hospital bed, a bookshelf, a dresser - have been smashed into a still-recognizable pile of twisted metal and wood on the west side of the room. Thousands of pieces of shredded paper, none much larger than a fingernail, cover the floor near the wreckage and shiver in the slight breath from the broken window. The only exit is to the east.", "endoftext": false }, { "action": "You look at Alice", "response": "(the the corpse of the young nurse)\nThe woman impaled on the white spike is dressed as you imagine a nurse might have been in the seventies, with a button-down skirt that must once have been clean white. Her face, frozen in a look of wide-eyed shock, indicates asian-american heritage and youth.", "endoftext": false }, { "action": "You search Alice", "response": "(the the corpse of the young nurse)\nYou go briefly and quickly through the dead nurse's pockets, but you find nothing of interest.", "endoftext": false }, { "action": "You put the brass key in Alice", "response": "(the the corpse of the young nurse)\nThat can't contain things.", "endoftext": false }, { "action": "You give the brass key to Alice", "response": "You can only do that to something animate.", "endoftext": false }, { "action": "Examine tv", "response": "It's a wall-mounted television monitor, antique by your standards. The screen seems to be split into two halves, but one half is completely dark. The other shows a familiar sight: the testing chamber. A skinny young man is hunched on a chair in the corner of the room, next to the table. A timestamp shows in blocky white font on the bottom of the monitor: MAY 12 1978 20:02.", "endoftext": false }, { "action": "No", "response": "Are you sure you want to do this? (y/n) >Please answer yes or no.> You let out your breath in a long hiss. You know that you must eventually open the test chamber, but you have to be absolutely prepared.", "endoftext": false }, { "action": "You go south", "response": "Boiler Room, Mt Airy Hospital\nA single incandescent bulb behind a metal cage provides harsh yet inadequate light to this room. A maze of large pipes runs along the ceiling. Most of said pipes lead to a large boiler that squats in front of you, easily taking up three quarters of the small room's real estate. A door to the north leads back to the hallway.\n\nA metal box is mounted on the wall, about the right size for a fire axe. The glass on the front is broken, and the broken glass is strewn near the foot of the box. You see no fire axe anywhere nearby.", "endoftext": false }, { "action": "You look at box", "response": "The metal box's glass has been shattered, and someone has taken the fire axe from it.", "endoftext": false }, { "action": "You examine Boiler", "response": "It's a large metal boiler. A gentle hiss comes from it, so you assume that it's still functional. You don't see any visible controls, but even if you did you don't think you'd know what to do with them.", "endoftext": false }, { "action": "You take the pipe", "response": "The pipes are firmly fixed in place.", "endoftext": false }, { "action": "Go south", "response": "The only routes open to you are a door to the north labelled \"Autopsy Room/Morgue\" and a hallway leading back to the west. There's also a door to the east, but it's too damaged to open.", "endoftext": false }, { "action": "Go north", "response": "You open the autopsy room door.\n\nAutopsy Room, Mt Airy Hospital\nThe air here is thin with an astringent, chemical smell that makes you feel light-headed. Counters and cabinets line the west and north walls of the room, with a pair of sinks in the middle of each. Every surface you see is immaculate save for the metal table in the center of the room. On it, a corpse in a cut-up suit has been laid in a spread-eagled position, with dozens of surgical tools protruding from its dissected torso. Flaps of skin from the corpse's torso stretch towards the ceiling, suspended by thin pieces of surgical thread.\n\nA sheet of typewriter paper lies on the floor very near the hallway door.\n\nA door made of heavy, insulated glass leads to another room to the east.\n\nThe door to the hallway lies to the south.\n\nYou can also see a ruined bonesaw here.", "endoftext": false }, { "action": "You take the paper", "response": "(sheet of typewriter paper)\nYou pick up sheet of typewriter paper.\n\nYou add sheet of typewriter paper to your existing collection of pages.", "endoftext": false }, { "action": "You read it", "response": "You already have that.\n\nThe sheet of typewriter paper reads:\n\nUnofficial log, April 15, 11:00 am\nI suppose someone must have listened to Elaine's assertion that\nthis test subject was different from the rest, since we've just gained a new member of the team.\nThis was not a pleasant cup of chicory to down first thing in the morning. Don't get me wrong -- I would love, more than anything, to welcome Simon Cross to our ranks, and G-d knows that we could stand to gain another team member. Of all of the positions we had open prior to today, however, I'm not sure I ever would have counted \"Company Spook\" among them.\nPerhaps I am being unfair, but it is my opinion that hypnotizing yourself into believing that a knife is a rolling pin will not prevent you from needing stitches after trying to make bread dough. Cross's official title is \"auditor.\" He claims that he is here to oversee Corona's professional interests in the Project, and I don't doubt him one bit. Cross oozes \"professional interests.\" He brushes his teeth with it, or he wouldn't be able to give me that sharkish grin.\nStill, we are bedfellows now. There's nothing to do but see to it\nthat he is comfortable ... and bored.\n- Theo Yehuda\n\nThe hallway door swings closed. There's a click as the lock reengages.", "endoftext": false }, { "action": "You read the notes", "response": "The sheet of typewriter paper reads:\n\nUnofficial log, April 15, 11:00 am\nI suppose someone must have listened to Elaine's assertion that\nthis test subject was different from the rest, since we've just gained a new member of the team.\nThis was not a pleasant cup of chicory to down first thing in the morning. Don't get me wrong -- I would love, more than anything, to welcome Simon Cross to our ranks, and G-d knows that we could stand to gain another team member. Of all of the positions we had open prior to today, however, I'm not sure I ever would have counted \"Company Spook\" among them.\nPerhaps I am being unfair, but it is my opinion that hypnotizing yourself into believing that a knife is a rolling pin will not prevent you from needing stitches after trying to make bread dough. Cross's official title is \"auditor.\" He claims that he is here to oversee Corona's professional interests in the Project, and I don't doubt him one bit. Cross oozes \"professional interests.\" He brushes his teeth with it, or he wouldn't be able to give me that sharkish grin.\nStill, we are bedfellows now. There's nothing to do but see to it\nthat he is comfortable ... and bored.\n- Theo Yehuda", "endoftext": true }, { "action": "You look at your surroundings", "response": "Autopsy Room, Mt Airy Hospital\nThe air here is thin with an astringent, chemical smell that makes you feel light-headed. Counters and cabinets line the west and north walls of the room, with a pair of sinks in the middle of each. Every surface you see is immaculate save for the metal table in the center of the room. On it, a corpse in a cut-up suit has been laid in a spread-eagled position, with dozens of surgical tools protruding from its dissected torso. Flaps of skin from the corpse's torso stretch towards the ceiling, suspended by thin pieces of surgical thread.\n\nA door made of heavy, insulated glass leads to another room to the east.\n\nThe door to the hallway lies to the south.\n\nYou can also see a ruined bonesaw here.", "endoftext": false }, { "action": "You search the coat", "response": "The bloodstained lab coat is empty.", "endoftext": false }, { "action": "You take it", "response": "The bloodstained lab coat is wet to the touch, but you pull it out of the wastebasket and smooth it out.", "endoftext": false }, { "action": "You look at it", "response": "The neck, back, and shoulder of the lab coat are wet with disconcertingly fresh blood. However, the lower half, including the pockets, are unstained. Through the scarlet stain, you read the embroidered name: Dr. Theodore M. Yehuda", "endoftext": false }, { "action": "You examine Atwater", "response": "You flip through your notes until you come to the Atwater 4/3/78 entry.\n\nYour notes consist of a sheaf of various papers that you found scattered about this facility. Currently, a legal-size page written on 4/3/78 by Atwater is the topmost page.\n\nLines of neat, professional script in black pen run across the surface of the legal-size page.", "endoftext": false }, { "action": "You go south", "response": "There's no visible lock on this side, but you try the door anyway. The hidden lock releases under your hand.\n\nYou open the hallway door.\n\nBasement Hall, Mt Airy Hospital\nAt this end of the dingy basement hall, the only intact door is labelled with a black sign reading \"Autopsy Room/Morgue\".\n\nA white 10-digit keypad is attached to the wall beside the door.\n\nIn the adjoining wall, a bent doorframe holds a severely dented metal door that has been very badly dented toward you.", "endoftext": false }, { "action": "You put the coat in machine", "response": "(the bloodstained lab coat in the laundry machine)\nYou drop the bloodstained lab coat into the cilia-filled tube of the laundry machine. The cilia crawl across its surface, first slowly, and then with increasing agitation. Then, with a sudden heave, the laundry machine expels the bloodstained lab coat in a beautiful arc through the air.\n\nThe bloodstained lab coat sails through the air to land in the laundry bin. With a sharp twitch, the laundry machine slams its lid shut.", "endoftext": false }, { "action": "You look at the coat", "response": "Which do you mean, the clean lab coat or the bloodstained lab coat?", "endoftext": false }, { "action": "You open the machine", "response": "You lift the lid of the large laundry machine, revealing the fleshy, cilia-lined tube within.", "endoftext": false }, { "action": "You take the bloodstained coat", "response": "You pick up the bloodstained lab coat.", "endoftext": false }, { "action": "You put it in the machine", "response": "You drop the bloodstained lab coat into the cilia-filled tube of the laundry machine. The cilia crawl across its surface, first slowly, and then with increasing agitation. Then, with a sudden heave, the laundry machine expels the bloodstained lab coat directly into your forehead.\n\nYou reel in surprise at the impact as the bloodstained lab coat falls to the ground. With a sharp twitch, the laundry machine slams its lid shut.", "endoftext": false }, { "action": "You put the pistol in the machine", "response": "You lift the lid of the large laundry machine, revealing the fleshy, cilia-lined tube within.\n\nYou drop the small-caliber pistol into the cilia-filled tube of the laundry machine. The cilia crawl across its surface, first slowly, and then with increasing agitation. Then, with a sudden heave, the laundry machine expels the small-caliber pistol in a beautiful arc through the air.\n\nThe small-caliber pistol sails through the air to land in the sink. With a sharp twitch, the laundry machine slams its lid shut.", "endoftext": false }, { "action": "Go south", "response": "Basement Hall, Mt Airy Hospital\nGrime coats the frosted covers of the overhead lights, causing the peeling walls and tiled floors to look shadowed and ugly. The laundry room's large entrance to the north opposes the boiler room door to the south. To the west, an elevator's doors stand open.\n\nAn open door leads north into the laundry room.\n\nA swollen corpse with visibly broken limbs lies on the floor a short distance from the elevator doors.", "endoftext": false }, { "action": "Go west", "response": "You step into the elevator.\n\nElevator, Mt Airy Hospital\nThe elevator is just big enough to fit the length of a standard hospital gurney and not much else. Unlike the dull white walls of the rest of the hall, the elevator's interior is crafted with burnished steel. The fluorescent lights above shine through a thick metal grate.\n\nThere are floor buttons for B through 4 on the control panel. There is also a button marked \"Alarm\" and a key switch marked \"Fire\".", "endoftext": false }, { "action": "You go to the east", "response": "Cafeteria, Mt Airy Hospital\nThe hospital's cafeteria is not very large, but it's still enough to seat a few dozen people at a time. Rows of rectangular tables covered in wood veneer are surrounded by a gauntlet of cheap chairs made of metal and molded plastic. The ceiling is higher here than elsewhere in the hospital; the fluorescent lights hang down, surrounded by a maze of exposed pipe running through the room. A gap in the wall to the east looks into a strange fleshy tube, and below it, a set of metal rails is mounted on the wall, suitable for resting a tray on.\n\nThe open doorway to the west leads back to the hallway. Next to the door is a hulking vending machine.", "endoftext": false }, { "action": "You examine chair", "response": "The chairs, which are neither new nor cheap, have diagonal metal legs that come together to a support in the center, onto which is bolted a molded plastic frame. You remember seeing chairs like this in multipurpose rooms at schools.", "endoftext": false }, { "action": "You look at the pipes", "response": "The pipe maze is sufficiently complex that you fear for the original designer's sanity. Forking here, twisting back there, studded with valves and levers - what was it all intended for, anyway?\n\nOne pipe near the door has a red-handled lever of mysterious purpose that is particularly prominent.", "endoftext": false }, { "action": "You examine the lever", "response": "Inspecting the pipe maze, you find a red-handled lever within reach on the wall. Its purpose is mysterious to you.", "endoftext": false }, { "action": "You pull lever", "response": "From somewhere in the pipe maze, you hear a sharp hiss of steam, but your mind reels strangely. It seems like the hiss is as much within your head as outside it, and you feel very peculiar. The room twists sideways....\n\nAs your outer eyes close, your inner eye opens. Dimly, you perceive the way your ribs collide with a rectangular table and the way your body collapses to the floor, but you're not there any more.", "endoftext": false }, { "action": "Inventory", "response": "There's a nice white leather satchel over your shoulder, and you keep just about everything you need in there. Like almost always, your hair is braided back with a set of gold and blue beads.\n\nYou stifle a yawn. You could really go for a double right now.", "endoftext": false }, { "action": "You examine the machine", "response": "The espresso machine is fairly inexpensive, but produces good enough coffee for you. That's all that matters since you're probably the only person who knows how to operate it. It is already loaded and tamped; you prepped it earlier today.\n\nIn the espresso machine is a pretty white demitasse.", "endoftext": false }, { "action": "You turn on the machine", "response": "You switch on the espresso machine. It makes a familiar hissing sound as hot steam is forced through tightly-packed espresso grounds.\n\nThe espresso machine makes an unexpected popping noise. The hissing noise jumps in volume as the steam wand suddenly starts spewing hot vapor.", "endoftext": false }, { "action": "You turn off the machine", "response": "In theory, it's already off. In practice, something seems to be horribly wrong with it - the din continues unabated, and steam spews in all directions.\n\nThe steam wand of the espresso machine continues to spew hot vapor.", "endoftext": false }, { "action": "You leave", "response": "The only exit from the break room is into the hallway there, to the west.\n\nA loud noise like a gunshot erupts from the espresso machine, and you flinch back from it. A powerful blast of vapor issues from the espresso machine's nozzle, shattering the demitasse into tiny shards. Menacing steam begins to leak from other crevices in the device.", "endoftext": false }, { "action": "Go west", "response": "You start moving toward the door, but are interrupted as a pipe near the door violently bursts, spraying hot water vapor across the entrance. You are trapped inside the cafeteria.\n\nUnprompted, the microwave lights up, turning on. The bowl inside slowly rotates.", "endoftext": false }, { "action": "You turn off microwave", "response": "You press the \"stop\" button on the microwave. Nothing happens.\n\nThe bowl in the microwave begins to bubble over with overheated liquid.", "endoftext": false }, { "action": "You break the microwave", "response": "Attempting to break the microwave seems futile.\n\nThe microwave fills with steam. You begin to hear strange noises from the pipes above you.\n\nCaught in the power of Best's mind, strung out on her confusion and alarm, you fight to preserve your thoughts. You are not Best Ife, Elizabeth Ife, Abeni Ife - you are yourself. This isn't you.", "endoftext": false }, { "action": "You turn on the sink", "response": "You're perfectly clean already.\n\nThe microwave suddenly bursts open, billowing clouds of hot steam. As if on cue, you hear a deafening report from the back of the refrigerator and see steam jet out from behind it.\n\nShe's going to die. You can feel her death coming.", "endoftext": false }, { "action": "You open the satchel", "response": "You click the clasps open on the white satchel.\n\nA groaning noise comes from above.\n\nBut this isn't you. This isn't how you die.", "endoftext": false }, { "action": "You look in the satchel", "response": "That's already open.\n\nIn the white satchel are a Richard Feynman biography and a large red paperback.\n\nWith a hideous shriek, the maze of pipes above you explodes, issuing a wave of superheated water vapor. You cannot escape the steam as it fills the room. Best gasps for breath as she is bathed in burning moisture.\n\nNot you. Not you!", "endoftext": false }, { "action": "You read the paperback", "response": "You're out of time.\n\nBest stumbles toward the exit, but not fast enough. She collapses to the ground, unable to take a breath, literally boiling alive. As she tumbles to the floor, her blurring vision documents the way her skin peels away against the edge of a tile, and her ravaged nerves report the fiery sensation all the way up her arm. She covers her head with her arms and succumbs to the loss of her senses.\n\nNot you.\n\nYour mind flees from hers, and Abeni Elizabeth Ife dies alone in a watery hell.", "endoftext": false }, { "action": "You wait for a while", "response": "Press any key to continue.", "endoftext": false }, { "action": "Y.", "response": "It has to be true.", "endoftext": false }, { "action": "Wait", "response": "Press any key to continue.\n\nYou're lying on the ground. You slowly get to your feet.\n\nCafeteria, Mt Airy Hospital\nThe hospital's cafeteria is not very large, but it's still enough to seat a few dozen people at a time. Rows of rectangular tables covered in wood veneer are surrounded by a gauntlet of cheap chairs made of metal and molded plastic. The ceiling is higher here than elsewhere in the hospital; the fluorescent lights hang down, surrounded by a maze of exposed pipe running through the room. A gap in the wall to the east looks into a strange fleshy tube, and below it, a set of metal rails is mounted on the wall, suitable for resting a tray on.\n\nThe open doorway to the west leads back to the hallway. Next to the door is a hulking vending machine.\nI beg your pardon?", "endoftext": false }, { "action": "You pull the lever", "response": "Nothing obvious happens.", "endoftext": true }, { "action": "You look around", "response": "Cafeteria, Mt Airy Hospital\nThe hospital's cafeteria is not very large, but it's still enough to seat a few dozen people at a time. Rows of rectangular tables covered in wood veneer are surrounded by a gauntlet of cheap chairs made of metal and molded plastic. The ceiling is higher here than elsewhere in the hospital; the fluorescent lights hang down, surrounded by a maze of exposed pipe running through the room. A gap in the wall to the east looks into a strange fleshy tube, and below it, a set of metal rails is mounted on the wall, suitable for resting a tray on.\n\nThe open doorway to the west leads back to the hallway. Next to the door is a hulking vending machine.", "endoftext": false }, { "action": "You examine the lights", "response": "The fluorescent lights cast their stark, unflattering light from behind frosted plastic covers.", "endoftext": false }, { "action": "You go to the south", "response": "Glass crunches faintly underfoot as you move through the hallway.\n\nYou try unlocking the door to room 323 with the ridged key and the small brass key, but you don't have a key to fit the lock.", "endoftext": false }, { "action": "You pull the lever", "response": "From somewhere in the pipe maze, you hear a sharp hiss of steam, but your mind reels strangely. It seems like the hiss is as much within your head as outside it, and you feel very peculiar. The room twists sideways....\n\nAs your outer eyes close, your inner eye opens. Dimly, you perceive the way your ribs collide with a rectangular table and the way your body collapses to the floor, but you're not there any more.\nPress any key to continue.\n\nYou reorient slowly. You're still in a cafeteria, but you recognize this place - surrounded by the cheerful bustle of chatty office workers from elsewhere in the building, you sat here and drank tea with Dr. Ephart.\n\nYour awareness doubles - you remember drinking tea with Dr. Ephart after signing your guinea pig contract, but there's an echo in your mind, the echo of tens or hundreds of other snacks and meals grabbed quickly in this room, either alone or with others. These thoughts aren't yours, but they strike and dissolve upon your own thoughts like falling raindrops, shifting them subtly with every touch. Grasping for inner purchase, you come up with a name:\n\nAbeni - no, Elizabeth, Elizabeth \"Best\" - Ife.\n\nAnd with the name comes identity:\n\nI said my name was Elizabeth, and they called me Betsy, then Bets. When Marlene's kid garbled it to Best, I kept it - that was perfect! I'll be the best they've ever seen. A lab tech now, but that's just the start. I'm as good as anyone else in Corona, and if they really just care about skill - well, this is the way in and the way up. Even for a woman. Even for a foreigner. To hell with their prejudices.\n\nHer thoughts are inflicted strangely - there's a lilt to them, a sway. You realize that she isn't really thinking in English, but you seem to be translating it well enough. Still, focusing on her mind is like staring into a driving rainstorm - it blinds you and dazes you with its force. You shift your focus outward and see:\n\nOnly a few hours ago, the room was bustling with people from the building's various offices, but now it's completely empty save for you and the furniture. The room is large enough to be a cafeteria, but apart from a dozen or so cafeteria tables, it isn't furnished like one. The room bears only a small kitchenette with a fridge, microwave, sink, and a tabletop espresso machine.\n\nThe exit to the hallway is opposite the kitchenette, to the west.\n\nBest needs espresso, badly!", "endoftext": false }, { "action": "Y.", "response": "That was a rhetorical question.", "endoftext": false }, { "action": "Inventory", "response": "There's a nice white leather satchel over your shoulder, and you keep just about everything you need in there. Like almost always, your hair is braided back with a set of gold and blue beads.", "endoftext": false }, { "action": "You open the satchel", "response": "You click the clasps open on the white satchel.\n\nYour eyes droop a little, reminding you of why you came here in the first place.", "endoftext": false }, { "action": "You open the satchel", "response": "That's already open.\n\nBest needs espresso, badly!", "endoftext": false }, { "action": "You look in it", "response": "That's already open.\n\nIn the white satchel are a Richard Feynman biography and a large red paperback.", "endoftext": false }, { "action": "You get Feynman", "response": "You pick up the Richard Feynman biography.\n\nYou stifle a yawn. You could really go for a double right now.", "endoftext": false }, { "action": "You read Feynman", "response": "Dr. Ensfield loaned you this biography, and, rather to your amazement, you loved it. You need to give this one back and get your own copy. It's called Surely You're Joking, Mr. Feynman! For a physicist, Richard Feynman got up to some absolutely crazy shit - playing the bongos, going to Japan and Brazil, sending puzzle letters with his wife to dodge the government censors, and so on.\n\nYou even had the chance to try out one of his stunts. After reading about how he cracked all the locks at Los Alamos, you went wandering around the building in search of locks to try his techniques on, and you went into a whole bunch of filing cabinets with no one the wiser. You also found this great old desk hidden in the basement with a safe bolted onto it. That was totally weird! You managed to get it open, and there were even some papers inside....\n\nThat's been bothering you, a bit - because the papers in there were old, but they talked about a set of experiments that sounded very familiar. There's no way anyone else could know about Naegleria splendens, is there? You passed them over to Dr. Ephart - she'll figure out what to do from here.\n\nWhere is your mind going? You must need that espresso very badly!\n\nSomething inside you (not Best, but you) snaps shut like a clamshell, preserving that moment and that memory. It might be important....", "endoftext": false }, { "action": "You go to the north", "response": "The only exit from the break room is into the hallway there, to the west.", "endoftext": false }, { "action": "Go west", "response": "You hesitate, casting a regretful look back at the espresso machine, but... maybe you should lay back on the caffeine a little. People joke about how wired you get. But you like the feeling - being up and high and confident and capable. Having the world melt away in a headache is much less fun.\n\nYou turn away from the espresso machine and start toward the hallway, but you're interrupted by a strange noise. Looking back, you see that the steam wand of the espresso machine has started spewing vapor. That's extremely weird.\n\nThe steam wand of the espresso machine continues to spew hot vapor.", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\nA loud noise like a gunshot erupts from the espresso machine, and you flinch back from it. A powerful blast of vapor issues from the espresso machine's nozzle, shattering the demitasse into tiny shards. Menacing steam begins to leak from other crevices in the device.", "endoftext": false }, { "action": "You wait for a while", "response": "Time passes.\n\nUnprompted, the microwave lights up, turning on. The bowl inside slowly rotates.", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\nThe bowl in the microwave begins to bubble over with overheated liquid.", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\nThe microwave fills with steam. You begin to hear strange noises from the pipes above you.\n\nCaught in the power of Best's mind, strung out on her confusion and alarm, you fight to preserve your thoughts. You are not Best Ife, Elizabeth Ife, Abeni Ife - you are yourself. This isn't you.", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\nThe microwave suddenly bursts open, billowing clouds of hot steam. As if on cue, you hear a deafening report from the back of the refrigerator and see steam jet out from behind it.\n\nShe's going to die. You can feel her death coming.", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\nA groaning noise comes from above. Looking up, you discover a maze of pipes wending over the ceiling and down the walls - pipes that, Best thinks dazedly, almost certainly weren't there at lunchtime.\n\nBut this isn't you. This isn't how you die.", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\nWith a hideous shriek, the maze of pipes above you explodes, issuing a wave of superheated water vapor. You cannot escape the steam as it fills the room. Best gasps for breath as she is bathed in burning moisture.\n\nNot you. Not you!", "endoftext": false }, { "action": "You read the paperback", "response": "You're out of time.\n\nBest stumbles toward the exit, but not fast enough. She collapses to the ground, unable to take a breath, literally boiling alive. As she tumbles to the floor, her blurring vision documents the way her skin peels away against the edge of a tile, and her ravaged nerves report the fiery sensation all the way up her arm. She covers her head with her arms and succumbs to the loss of her senses.\n\nNot you.\n\nYour mind flees from hers, and Abeni Elizabeth Ife dies alone in a watery hell.\nPress any key to continue.", "endoftext": false }, { "action": "Y.", "response": "It has to be true.\nPress any key to continue.\n\nYou're lying on the ground. You slowly get to your feet.\n\nCafeteria, Mt Airy Hospital\nThe hospital's cafeteria is not very large, but it's still enough to seat a few dozen people at a time. Rows of rectangular tables covered in wood veneer are surrounded by a gauntlet of cheap chairs made of metal and molded plastic. The ceiling is higher here than elsewhere in the hospital; the fluorescent lights hang down, surrounded by a maze of exposed pipe running through the room. A gap in the wall to the east looks into a strange fleshy tube, and below it, a set of metal rails is mounted on the wall, suitable for resting a tray on.\n\nThe open doorway to the west leads back to the hallway. Next to the door is a hulking vending machine.", "endoftext": false }, { "action": "You read paperback", "response": "You've already read it. You're just carrying it around because you're planning to loan it to Rayjay - he needs some help loosening up and a reminder not to take himself so seriously. He's always so stiff and formal, which makes sense, since he's working with Dr. Ensfield all the time - but Rayjay's sour too, and that worries you. Dr. Ensfield's not sour. Plus, Rayjay is the only person anywhere near your age at Corona, and it would be nice if he weren't such a grapefruit.\n\nA groaning noise comes from above. Looking up, you discover a maze of pipes wending over the ceiling and down the walls - pipes that, Best thinks dazedly, almost certainly weren't there at lunchtime.\n\nBut this isn't you. This isn't how you die.", "endoftext": false }, { "action": "You look at the paperback", "response": "This is a copy of Tales from the Securemarket, this great future fantasy about gun-toting supermarket employees in a weird version of Washington DC.\n\nA groaning noise comes from above. Looking up, you discover a maze of pipes wending over the ceiling and down the walls - pipes that, Best thinks dazedly, almost certainly weren't there at lunchtime.\n\nBut this isn't you. This isn't how you die.", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\nWith a hideous shriek, the maze of pipes above you explodes, issuing a wave of superheated water vapor. You cannot escape the steam as it fills the room. Best gasps for breath as she is bathed in burning moisture.\n\nNot you. Not you!", "endoftext": false }, { "action": "Y.", "response": "It has to be true.\nPress any key to continue.\n\nYou're lying on the ground. You slowly get to your feet.\n\nCafeteria, Mt Airy Hospital\nThe hospital's cafeteria is not very large, but it's still enough to seat a few dozen people at a time. Rows of rectangular tables covered in wood veneer are surrounded by a gauntlet of cheap chairs made of metal and molded plastic. The ceiling is higher here than elsewhere in the hospital; the fluorescent lights hang down, surrounded by a maze of exposed pipe running through the room. A gap in the wall to the east looks into a strange fleshy tube, and below it, a set of metal rails is mounted on the wall, suitable for resting a tray on.\n\nThe open doorway to the west leads back to the hallway. Next to the door is a hulking vending machine.\nI beg your pardon?", "endoftext": false }, { "action": "Go west", "response": "Hallway, Mt Airy Hospital\nThe overhead lights are shattered to the north and south, leaving this solitary space brightly lit in the white-walled hallway. Looking to the south, you can glimpse the dim squares of light that are the windows of the far-distant lobby. Twin doors stand open across the hallway, and a placard beside them reads \"CAFETERIA\". The elevator doors are to the west.\n\nThere is a handwritten menu taped below the placard.", "endoftext": false }, { "action": "You look in machine", "response": "You push open the plastic flap. Inside the compartment of the vending machine, you see: nothing.", "endoftext": false }, { "action": "You get menu", "response": "You pull the menu off the wall.\n\nYou add the handwritten menu to your existing collection of pages.", "endoftext": false }, { "action": "You go south", "response": "You walk south down the hall toward the distant lobby.\n\nHallway, Mt Airy Hospital\nAbove, the lights are shattered, leaving this part of the hallway dark, and shards of glass crunch softly underfoot. To the south, the lobby windows shine like a will-o-the-wisp. To the north, harsh fluorescent lights still illuminate the hall near the elevator.", "endoftext": false }, { "action": "You feel the floor", "response": "You feel your way cautiously across the darkened floor, but you encounter only curved shards and prickling splinters.", "endoftext": false }, { "action": "Go north", "response": "More quickly than you might have expected, you reach the well-lit square by the cafeteria and the elevator.\n\nHallway, Mt Airy Hospital\nThe overhead lights are shattered to the north and south, leaving this solitary space brightly lit in the white-walled hallway. Looking to the south, you can glimpse the dim squares of light that are the windows of the far-distant lobby. Twin doors stand open across the hallway, and a placard beside them reads \"CAFETERIA\". The elevator doors are to the west.", "endoftext": false }, { "action": "Go west", "response": "You step into the elevator.\n\nElevator, Mt Airy Hospital\nThe elevator is just big enough to fit the length of a standard hospital gurney and not much else. Unlike the dull white walls of the rest of the hall, the elevator's interior is crafted with burnished steel. The fluorescent lights above shine through a thick metal grate.\n\nThere are floor buttons for B through 4 on the control panel. There is also a button marked \"Alarm\" and a key switch marked \"Fire\".", "endoftext": false }, { "action": "Unlock safe", "response": "(the black safe)\nResting your fingers on the dial for a moment, you close your eyes and call up Best's memory.\n\nThe room was shadowed and full of dust. How long since anyone had been down there? Since you'd picked the lock to get into the room in the first place, probably pretty long, but you were so bored, and exploring was fun.\n\nThe safe was a surprise. What a weird old desk, with the safe bolted onto its leg! You tried to open it, but it was still locked. You leaned into it just a bit, and you started turning the dial slowly, feeling the numbers shift under your fingers. You recognized the little shift in friction when it came - \"you don't have to sandpaper your fingertips\", Feynman wrote, and he was right. It was amazing - a small success, a minor exploration, but perfect all the same.\n\nReleasing the memory, you open your eyes. The safe opens under your hand.", "endoftext": false }, { "action": "You look in safe", "response": "(the black safe)\nThat's already open.\n\n>(the black safe)\nIn the black safe is a secret document.", "endoftext": false }, { "action": "You get the document", "response": "A sense of relief, quiet but intense, courses through you. You feel strongly that you have done something right.\n\nYou add the secret document to your existing collection of pages.", "endoftext": false }, { "action": "You read the notes", "response": "The secret document reads: Examining hyperkinetic reactions related to intravenously induced symbiotic amoebic meningoencephalitis....\n\nAt least, you think that's what the first line says - the terminology's mostly unfamiliar, and the handwriting is an abominable scrawl. From what you can determine, these notes are the very early planning stages for a cure to combat the lethal effects of a particularly virulent amoebic infection.\n\nUnfortunately, the notes never seem to get to an actual cure. There's extensive discussion of the ineffectiveness of Amphotericin B, for example, and the author's confusion and dismay over this are painfully clear.", "endoftext": false }, { "action": "You open the machine", "response": "That's already open.", "endoftext": false }, { "action": "You put the fingers in the machine", "response": "You drop the severed fingers into the cilia-filled tube of the laundry machine and close the lid.\n\nThe laundry machine starts up with an audible whine and a whirring noise that increases in frequency as its internal motors (or muscles, you suppose) spin up.", "endoftext": false }, { "action": "You open the machine", "response": "You lift the lid of the large laundry machine, revealing the fleshy, cilia-lined tube within, and flinch in surprise as some small objects burst out of the laundry machine, bounce off your face and clatter to the floor. A quick look around reveals that the fingers you dropped into the laundry machine have now been reduced to twelve finger bones, each one bleached white by the machine's industrious cilia.", "endoftext": false }, { "action": "You get the bones", "response": "You pick up the handful of fingerbones.", "endoftext": false }, { "action": "You look at the bones", "response": "Twelve clean white fingerbones, created by dropping four severed fingers into a monstrous laundry machine.", "endoftext": false }, { "action": "You drop the bones", "response": "You toss the fingerbones on the ground, and they clatter across it like dice before coming to a rest.", "endoftext": false }, { "action": "Go south", "response": "Basement Hall, Mt Airy Hospital\nGrime coats the frosted covers of the overhead lights, causing the peeling walls and tiled floors to look shadowed and ugly. The laundry room's large entrance to the north opposes the boiler room door to the south. To the west, an elevator's doors stand open.\n\nAn open door leads north into the laundry room.\n\nA swollen corpse with visibly broken limbs lies on the floor a short distance from the elevator doors.", "endoftext": false }, { "action": "You go north", "response": "You push the 5 key.\n\nYou push the 7 key.\n\n(the 1 key)\nYou push the 1 key.\n\nYou push the 3 key.\n\nA green light flashes on the keypad, and the door unlocks with a click.\n\nYou open the autopsy room door.\n\nAutopsy Room, Mt Airy Hospital\nThe air here is thin with an astringent, chemical smell that makes you feel light-headed. Counters and cabinets line the west and north walls of the room, with a pair of sinks in the middle of each. Every surface you see is immaculate save for the metal table in the center of the room. On it, a corpse in a cut-up suit has been laid in a spread-eagled position, with dozens of surgical tools protruding from its dissected torso. Flaps of skin from the corpse's torso stretch towards the ceiling, suspended by thin pieces of surgical thread.\n\nA sheet of typewriter paper lies on the floor very near the hallway door.\n\nA door made of heavy, insulated glass leads to another room to the east.\n\nThe door to the hallway lies to the south.\n\nYou can also see a ruined bonesaw here.", "endoftext": false }, { "action": "You get the sheet", "response": "Which do you mean, Pearce 5/8/78, Pearce 4/16/78, Pearce 5/12/78 or Pearce 5/1/78?", "endoftext": false }, { "action": "You get the typewriter", "response": "(Yehuda 4/2)\nYou flip through your notes until you come to the Yehuda 4/2 entry.\n\nYou already have that.", "endoftext": false }, { "action": "Hint", "response": "Ah, you're looking for some assistance? Welcome to the hint system.\n\nDice were probably originally made from the ankle bones of hoofed animals, but their nickname of \"knucklebones\" can give the impression that original dice were made from the bones of human fingers.", "endoftext": false }, { "action": "You get the typewriter paper", "response": "You pick up sheet of typewriter paper.\n\nYou add sheet of typewriter paper to your existing collection of pages.\n\nThe hallway door swings closed. There's a click as the lock reengages.", "endoftext": false }, { "action": "You look in the sink", "response": "The sink is empty.", "endoftext": false }, { "action": "You drop the bones", "response": "You toss the fingerbones on the ground, and they clatter across it like dice before coming to a rest.", "endoftext": false }, { "action": "You examine the sink", "response": "Literally the cleanest sink you have ever seen, the polished steel of the basin gleams like a mirror. A long faucet curves in a neat arc over the sink and its long handles flank the faucet like wings.", "endoftext": false }, { "action": "You put the bones in the sink", "response": "You place the handful of fingerbones in the sink.", "endoftext": false }, { "action": "Go west", "response": "Basement Hall, Mt Airy Hospital\nGrime coats the frosted covers of the overhead lights, causing the peeling walls and tiled floors to look shadowed and ugly. The laundry room's large entrance to the north opposes the boiler room door to the south. To the west, an elevator's doors stand open.\n\nAn open door leads north into the laundry room.\n\nA swollen corpse with visibly broken limbs lies on the floor a short distance from the elevator doors.\n\nYou step into the elevator.\n\nElevator, Mt Airy Hospital\nThe elevator is just big enough to fit the length of a standard hospital gurney and not much else. Unlike the dull white walls of the rest of the hall, the elevator's interior is crafted with burnished steel. The fluorescent lights above shine through a thick metal grate.\n\nThere are floor buttons for B through 4 on the control panel. There is also a button marked \"Alarm\" and a key switch marked \"Fire\".", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\nTime passes.\n\nTime passes.\n\nTime passes.", "endoftext": false }, { "action": "You go east", "response": "You step through the elevator doors into the familiar stench of the fourth floor hallway.\n\nHall End, Mt Airy Hospital\nThe air here has an acrid, biological tang to it that reminds you of little so much as fresh vomit. The nauseating stench is aided by a hot, humid breeze, which seems to oscillate through the hallway. The hallway itself continues to the east, but you cannot see far; the only functioning light is the one directly above you, and the hall quickly fades into an impenetrable darkness.\n\nA gray door to your north is clearly marked by a large pictographic sign as a unisex bathroom. A thin trickle of water runs from under the door along the edge of the hallway.\n\nTo your south, a windowless wooden door sits, a small metal sign next to it marking it as a \"staff lounge\".", "endoftext": false }, { "action": "You go north", "response": "Bathroom, Mt Airy Hospital\nWhile the single toilet here appears to be whole and undamaged, it is filled nearly to the brim with some kind of thick, reddish-brown substance that you cannot immediately identify. The sink's faucet is off, and the sink is filled to the brim with water. An undamaged mirror sits above the sink.\n\nA gray door to the south leads out of the bathroom.", "endoftext": false }, { "action": "You throw the bones", "response": "You toss the handful of fingerbones onto the ground, where they splash into the water. You stare at them for a moment, but nothing happens. You sigh and move to pick them up, only to realize that your reflection does not bend down as you do.\n\nYou straighten your back slowly, looking at the mirror. A skinny, gaunt-faced young man, naked to the waist, stares at you with piercing green eyes from behind the mirror's surface. You stare back. The mirror explodes with no warning, pelting you painfully with glass.\nYou stumble against the rear wall, throwing your hands over your stinging face and eyes....\n\nYou remain frozen in place for a moment, then cautiously move your arms away from your face. The pain is gone; your skin is undamaged. Your reflection again shows your own face. The fingerbones sit on the floor. You scoop them up again.\n\nYou toss the fingerbones on the ground, and they clatter across it like dice before coming to a rest.", "endoftext": false }, { "action": "You look in the sink", "response": "(the metal sink)\nThe metal sink is empty.", "endoftext": false }, { "action": "You get the stopper", "response": "You pull the stopper out of the drain by its chain, causing the water to immediately begin draining from the sink.\n\nWater continues to drain from the sink through its pipes.", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\nWater continues to drain from the sink through its pipes.\n\nYou are startled by a loud, splashing clang! You see that a u-bend section of pipe has disconnected and fallen to the floor. Water pours from the disconnected drainpipe directly to the floor now.", "endoftext": false }, { "action": "You look at the sink", "response": "You can't see any such thing.\n\n>(the metal sink)\nThe sink contains clean, clear water, which is now emptying from the sink through its drain (and from there onto the floor, since the pipe is missing). At the bottom of the sink, you can see that the sink's drain is unplugged. A chain leads from behind the faucet to a rubber stopper.\n\nWater continues to drain from the sink onto the floor.", "endoftext": false }, { "action": "You look in the pipe", "response": "It's a useless piece of pipe. Not even Professor Plum could use it as an effective weapon.\n\nIn the rusty u-bend pipe is a crumpled piece of plastic.\n\nWater continues to drain from the sink onto the floor.", "endoftext": false }, { "action": "You get the plastic", "response": "(the crumpled piece of plastic)\nYou reach carefully into the pipe and pull out the plastic thing. It snags on the edge of the pipe, but you manage to get it out. It's a crumpled plastic baggie containing a folded piece of paper.\n\nImmediately after you remove the baggie, something else falls out of the pipe. You manage to catch it reflexively and discover that you have a steel key.\n\nWater continues to drain from the sink onto the floor.\n\nThe sink, now empty, ceases to pour water on the floor. The room is now silent.", "endoftext": false }, { "action": "You get paper from the baggie", "response": "You can't see any such thing.\n\n>(the folded piece of paper from the ripped plastic baggie)\nYou remove the folded page from the ripped plastic baggie, unfold it, and smooth it out as best as you can. It turns out to be a small page torn from a compact notebook.\n\nYou add the small page torn from a compact notebook to your existing collection of pages.", "endoftext": false }, { "action": "You read the notes", "response": "The small page torn from a compact notebook reads:\n\nS.C. - Entry 1978-04-15-1400\n\nMr. Schuyler was right; there is entirely too much humanity in this project.\nOnly Atwater displays even the remotest scrap of professional detachment, which he manages to keep entirely useless through the judicious application of insecurity and megalomania. Yehuda, while observant and quick-thinking, is entirely too compassionate and will be doddering before his time, should he live so long. Buchanan, no matter how much faith Mr. Schuyler has in her abilities, is little more than a hippie who lacked the good graces to be born in the correct decade.\nI have no doubt that my presence has their dander up. I will never be able to oil my smile so much that it would not arouse their collective suspicion. But that's of no consequence. They know their jobs, shaken nerves will not deter them, and this is precisely as it should be. Should they do their jobs, mine will be boring and that is ideal.\nI am, of course, prepared for the alternative.", "endoftext": false }, { "action": "Go south", "response": "Hall End, Mt Airy Hospital\nThe air here has an acrid, biological tang to it that reminds you of little so much as fresh vomit. The nauseating stench is aided by a hot, humid breeze, which seems to oscillate through the hallway. The hallway itself continues to the east, but you cannot see far; the only functioning light is the one directly above you, and the hall quickly fades into an impenetrable darkness.\n\nA gray door to your north is clearly marked by a large pictographic sign as a unisex bathroom. A thin trickle of water runs from under the door along the edge of the hallway.\n\nTo your south, a windowless wooden door sits, a small metal sign next to it marking it as a \"staff lounge\".", "endoftext": false }, { "action": "Go east", "response": "Bathroom, Mt Airy Hospital\nThe single fluorescent light in the bathroom flickers rapidly like a strobe. On the other side of the room, a bloodied corpse seems to be partially buried in the toilet, folded in half. Near the toilet is a sink, above which is a mirror marred by a spiderweb crack. The light's strobe effect gives the room a surreal, filmlike quality. Behind you, to the west, a door leads back into the hallway.", "endoftext": false }, { "action": "Go north", "response": "Bathroom, Mt Airy Hospital\nWhile the single toilet here appears to be whole and undamaged, it is filled nearly to the brim with some kind of thick, reddish-brown substance that you cannot immediately identify. The sink's faucet is off, and the sink is currently empty. An undamaged mirror sits above the sink.\n\nA gray door to the south leads out of the bathroom.\n\nThere's a rusty u-bend pipe on the floor. It looks pretty useless.", "endoftext": false }, { "action": "You get the bones", "response": "You can also see a handful of fingerbones here.\n\n>You pick up the handful of fingerbones.", "endoftext": false }, { "action": "Go south", "response": "Hall End, Mt Airy Hospital\nThe air here has an acrid, biological tang to it that reminds you of little so much as fresh vomit. The nauseating stench is aided by a hot, humid breeze, which seems to oscillate through the hallway. The hallway itself continues to the east, but you cannot see far; the only functioning light is the one directly above you, and the hall quickly fades into an impenetrable darkness.\n\nA gray door to your north is clearly marked by a large pictographic sign as a unisex bathroom. A thin trickle of water runs from under the door along the edge of the hallway.\n\nTo your south, a windowless wooden door sits, a small metal sign next to it marking it as a \"staff lounge\".", "endoftext": false }, { "action": "You go to the north", "response": "The third floor button lights under your finger. The elevator doors slide closed, and the elevator lurches downward.\n\nTime passes.\n\nTime passes.\n\nThe elevator comes to a halt with a quiet ding. The third floor button stops glowing, and the doors slide open.\n\nYou step through the elevator doors into a familiar hallway. In front of you, the lurid orange biohazard symbol all but glows from the end of the east hall, and a broader hallway stretches away to the left and right.\n\nHall Intersection, Mt Airy Hospital\nCold fluorescent lights pace the ceiling from north to south and lead off east along the T intersection. To the west, a pair of metal elevator doors sits silently closed. There's a call button beside the elevator and a floor indicator above the call button.\n\nA building map is posted on the wall.\n\nHallway, Mt Airy Hospital\nPartway down this hall, the fluorescent lights have sputtered out, leaving the way north cloaked in darkness. A long, slow breeze flows from the south past you, reaching towards the deep shadow to the north. Before the light fails, there's a bathroom door in the dull white wall to the east and a laundry chute to the west.", "endoftext": false }, { "action": "Go east", "response": "Bathroom, Mt Airy Hospital\nThe single fluorescent light in the bathroom flickers rapidly like a strobe. On the other side of the room, a bloodied corpse seems to be partially buried in the toilet, folded in half. Near the toilet is a sink, above which is a mirror marred by a spiderweb crack. The light's strobe effect gives the room a surreal, filmlike quality. Behind you, to the west, a door leads back into the hallway.", "endoftext": false }, { "action": "You throw the bones", "response": "The fingerbones clatter against the floor. For a moment, nothing happens.\n\nAbruptly, the broken mirror breaks open and expands outward like a mouth, its jagged edges yawning toward you. You scream as it sinks its shard-teeth into your arm, and you pull against it with all of your strength.\n\nWhen your back hits the opposite wall, you realize that your arm is unhurt and the mirror is still. The fingerbones sit on the floor.\nYou scoop them up again.\n\nYou toss the fingerbones on the ground, and they clatter across it like dice before coming to a rest.", "endoftext": false }, { "action": "Go west", "response": "Hallway, Mt Airy Hospital\nPartway down this hall, the fluorescent lights have sputtered out, leaving the way north cloaked in darkness. There's a long, slow rush of bad-smelling air coming from that direction. Before the light fails, there's a bathroom door in the dull white wall to the east and a laundry chute to the west.", "endoftext": false }, { "action": "You go to the south", "response": "You insert the steel key into the lock of the door to room 321 and turn it, successfully unlocking the door\nYou open the door to room 321.\n\nRoom 321, Mt Airy Hospital\nThis small room would have made a cozy office for a single person; set up for two, it feels more like a furnished closet. The room's furnishings express remarkably different personalities: on the west, a massive black filing cabinet is flanked by a mahogany desk and expensive-looking rolling chair. On the east, the cheap metal desk has a kneeling chair in front of it, next to a gray filing cabinet much smaller than its counterpart on the west side.\n\nThere's a high shelf supporting a preserved heart, a pickled two-headed sparrow and a jar of formaldehyde above the mahogany desk.", "endoftext": false }, { "action": "You examine the mahogany desk", "response": "A sudden wave of dizziness overwhelms you. As you stumble and steady yourself against the black filing cabinet, the world doubles unpleasantly, and grayness clouds your vision.\n\nThrough the grayness, you see two identical, obviously dead women standing nearby and watching you. Chestnut hair spills over their shoulders. Each woman's skull is hideously crushed, and each face, turned toward you, has one missing eye - the left missing for the woman on the left, and the right missing for the woman on the right. Blood and less identifiable fluids drip from the empty eyesockets.\n\nYour vision clears and the doubled image disappears. The corpses are gone.\n\nThe mahogany desk is immaculate. Its varnished surface seems to have been cleaned not long ago, and it sports no clutter whatsoever.\n\nOn the mahogany desk is a precisely folded sheet of typewriter paper.", "endoftext": false }, { "action": "Go north", "response": "Glass crunches faintly underfoot as you move through the hallway.\n\nYou insert the steel key into the lock of the door to room 324 and turn it, successfully unlocking the door\nYou open the door to room 324.\n\nRoom 324, Mt Airy Hospital\nThe fluorescent lights overhead are dark - burned out, judging by the presence of the tall torchiere lamp standing by the door. The torchiere is currently turned off, and ink-dark shadows fill the room.\n\nA small door to your south leads back into the hallway.", "endoftext": false }, { "action": "You turn on the torchiere", "response": "You switch on the tall torchiere. Yellow light floods through the small room, illuminating row upon row of shelves around you and a closed metal cupboard at the back of the room.", "endoftext": false }, { "action": "You open the cupboard", "response": "Opening the cupboard, you discover that it contains quite a few sterile packages containing hypodermic syringes.", "endoftext": false }, { "action": "You get the syringes", "response": "You select a sealed hypodermic syringe.", "endoftext": false }, { "action": "You look", "response": "Room 324, Mt Airy Hospital\nThe yellow light of a single torchiere lamp illuminates a small room. The room is filled mostly with standing shelves that go from floor to ceiling, reminding you immediately of the brief glances of pharmacies that you've caught over their counters. Sure enough, the shelves are filled with rows upon rows of medicine, kept in bottles of varying sizes. A metal cupboard containing a pile of packaged syringes stands open at the end of the room.\n\nA small door to your south leads back into the hallway.", "endoftext": false }, { "action": "You search the shelves", "response": "You paw through the bottles on the shelf, searching for the Vanemine described in Pearce's 5/8 entry. Though it takes you a few minutes, you are able to find a small vial of Vanemine hidden behind several other medications in larger bottles. You pocket it.\n\n\"Hrtmn\" is difficult to uncover until you luckily find \"Hartmann's Solution\" in the small print of the bottle labeled CSL. You pick up the bottle.", "endoftext": false }, { "action": "You search the shelves", "response": "You make one last search of the shelves for anything useful. Unexpectedly, you discover a small piece of notebook paper concealed against the back wall of the shelving. You remove and unfold it.\n\nYou add the small page torn from a compact notebook to your existing collection of pages.", "endoftext": false }, { "action": "You read the notes", "response": "The small page torn from a compact notebook reads:\n\nS.C. - Entry 1978-05-07-0400\n\n\"No battle plan survives contact with the enemy.\"\nAtwater spoke to me about the possibility of terminating McMoneagle. It is true and observable that Ian has suffered more severe effects than any of the previous test recipients had before their brains succumbed to the symbiont's side effects. Since Atwater has never had faith in the possible success of the project, psychotic reactions hold no hope for him. He would just as soon destroy the subject and move to the next.\nWhat I did not know upon this meeting is that Atwater had given an innocuous excuse to Yehuda concerning his absence from the test -- a trip to the store. This rendered him an adequate target for a remote viewing session, by Yehuda's reckoning. Ian \"overheard\" Atwater's conversation with me and became overwrought.\nWhen he went to sleep, his psychic abilities manifested, somehow dealing severe trauma to Atwater's heart. By the time the doctor was taken to the hospital, he was already dead.\nWhile I was notified almost immediately, this is going to be incredibly inconvenient to keep quiet and controlled. Elaine should be easy to manipulate; her faith in the project will ensure her loyalty. Yehuda will be another matter. I will speak to him directly, but even then I will need to keep an eye on the man. He has too much humanity to be a good Doctor.\nI realize that it is my job to babysit the ignorant, but that does not keep it from being infuriating.", "endoftext": false }, { "action": "You look", "response": "You switch off the tall torchiere. Darkness immediately floods the room.\n\n>Room 324, Mt Airy Hospital\nThe fluorescent lights overhead are dark - burned out, judging by the presence of the tall torchiere lamp standing by the door. The torchiere is currently turned off, and ink-dark shadows fill the room.\n\nA small door to your south leads back into the hallway.", "endoftext": false }, { "action": "You wait awhile", "response": "Side Hall End, Mt Airy Hospital\nPlain, windowless doors labelled neatly with small brass signs lead off to the north and south. At the east end of the hallway, a large, lurid orange biohazard symbol marks a door of a different design.\nThis door is a sliding door instead of a regular door, and it has a small, wire-reinforced window.\n\nSeveral curving, sharp pieces of glass and small pieces of metal litter the floor.\n\nThere's a keycard reader beside the sliding door.\n\nGlass crunches faintly underfoot as you move through the hallway.\n\nRoom 324, Mt Airy Hospital\nThe fluorescent lights overhead are dark - burned out, judging by the presence of the tall torchiere lamp standing by the door. The torchiere is currently turned off, and ink-dark shadows fill the room.\n\nA small door to your south leads back into the hallway.\n\nTime passes.", "endoftext": false }, { "action": "Go south", "response": "Side Hall End, Mt Airy Hospital\nPlain, windowless doors labelled neatly with small brass signs lead off to the north and south. At the east end of the hallway, a large, lurid orange biohazard symbol marks a door of a different design.\nThis door is a sliding door instead of a regular door, and it has a small, wire-reinforced window.\n\nSeveral curving, sharp pieces of glass and small pieces of metal litter the floor.\n\nThere's a keycard reader beside the sliding door.", "endoftext": false }, { "action": "You go to the south", "response": "Glass crunches faintly underfoot as you move through the hallway.\n\nSide Hall, Mt Airy Hospital\nThe off-white walls and dull, stain-resistant tiles of this hallway match those of the main hall to the west. Windowless doors marked with small brass signs branch off to the north and south.\n\n>You insert the steel key into the lock of the door to room 321 and turn it, successfully unlocking the door\nYou open the door to room 321.\n\nRoom 321, Mt Airy Hospital\nThis small room would have made a cozy office for a single person; set up for two, it feels more like a furnished closet. The room's furnishings express remarkably different personalities: on the west, a massive black filing cabinet is flanked by a mahogany desk and expensive-looking rolling chair. On the east, the cheap metal desk has a kneeling chair in front of it, next to a gray filing cabinet much smaller than its counterpart on the west side.\n\nThere's a high shelf supporting a preserved heart, a pickled two-headed sparrow and a jar of formaldehyde above the mahogany desk.", "endoftext": false }, { "action": "You stand on the chair", "response": "Which do you mean, the rolling office chair or the kneeling chair?", "endoftext": false }, { "action": "You stand on the mahogany desk", "response": "A sudden wave of dizziness overwhelms you. As you stumble and steady yourself against the black filing cabinet, the world doubles unpleasantly, and grayness clouds your vision.\n\nThrough the grayness, you see two identical, obviously dead women standing nearby and watching you. Chestnut hair spills over their shoulders. Each woman's skull is hideously crushed, and each face, turned toward you, has one missing eye - the left missing for the woman on the left, and the right missing for the woman on the right. Blood and less identifiable fluids drip from the empty eyesockets.\n\nYour vision clears and the doubled image disappears. The corpses are gone.\n\nYou climb up on the mahogany desk. From here, you can reach the high shelf.", "endoftext": false }, { "action": "You get the formaldehyde", "response": "You pick up the jar of formaldehyde.", "endoftext": false }, { "action": "You stand", "response": "You climb carefully down from the desk.", "endoftext": false }, { "action": "You unlock the black cabinet with the brass key", "response": "[This command only takes one input. Ignoring \"with brass key\".)]\n\nYou insert the small brass key into the lock of the black filing cabinet and turn it, successfully unlocking the black filing cabinet.", "endoftext": false }, { "action": "You open it", "response": "You open the black filing cabinet.", "endoftext": false }, { "action": "You look in it", "response": "[To find things in the black filing cabinet's files, use the command \"LOOK UP [topic] IN FILES\".]\n\nIn the black filing cabinet, you see a set of files relating to employee records.", "endoftext": false }, { "action": "You look up Yehuda in the black cabinet", "response": "You search through the black filing cabinet until you locate a folder for Yehuda, Theodore.\n\nDr. Yehuda's file contains mainly research on him and his work in the study of neuroscience. A few performance reviews from other offices are in the file, which you're not entirely certain is legal. The paperwork pertinent to Corona, Inc indicates that the doctor signed on with Corona in early April, 1978, immediately assuming a position as the head of the project. One of the reports has holes cut out of it. You suspect that there may be information missing from the report.\n\nYou put the file back where you found it.", "endoftext": false }, { "action": "You look up Elaine in the black cabinet", "response": "You search through the black filing cabinet until you locate a folder for Buchanan, Elaine Geraldine.\n\nIt takes you a few moments to parse the disparate and heavily censored information in the file, but you are eventually able to make sense of it. It seems as though she was originally an applicant for an Institute that was doing contract work for some kind of government Project. The name of both project and institute have been excised from all documents where they are mentioned, clipped out with scissors. Elaine was rejected by the Institute as unsuitable, and headhunted by Corona not a week later, judging by her interview notes. Her recruitment took place sometime in 1977, before April. Since then, it appears that Elaine has acted as some kind of scout, seeking out suitable test patients and doing field research.\n\nYou put the file back where you found it.", "endoftext": false }, { "action": "You look up Ian in the black cabinet", "response": "You search through the black filing cabinet until you locate a folder for McMoneagle, Ian.\n\nIan's file is one of the thickest in the cabinet, filled with past medical reports and research. Ian was born on October 30th, 1955 in Olney, Maryland to John McMoneagle, a general store manager, and Olive McMoneagle. Judging by the neatly-organized and annotated transcripts, Ian was very bright but did poorly in school due to depressive behavior. A few reports of incidents illustrate that Ian was a frequent victim of bullying, and even the teachers and administration of his schools found his behavior off-putting. His medical records indicate a history of chronic headaches and nightmares. Ian was recruited as a test subject for Corona Laboratories in mid-April of 1978.\n\nYou put the file back where you found it.", "endoftext": false }, { "action": "You look up Alice in the black cabinet", "response": "You search through the black filing cabinet until you locate a folder for Kim, Alice.\n\nIts contents reveal that Alice is a nurse at Mt. Airy, and she has been working for the hospital for about six months. Alice was born on May 14, 1955, in Wheaton, Maryland, to Seung and Mary Kim. While there isn't much more specific information about Alice, her performance review indicates that while Alice \"sometimes lacks procedural knowledge,\" she is a patient favorite, known for her \"bright and cheerful outlook\", and people note that she \"never seems to have a bad day.\"\n\nYou put the file back where you found it.", "endoftext": false }, { "action": "You look up Simon in the black cabinet", "response": "You search through the black filing cabinet until you locate a folder for Cross, Simon.\n\nA single sheet of paper lies in the folder. In its center, a simple message has been typed in a bold serif font: \"This space intentionally left blank.\"\n\nYou put the file back where you found it.", "endoftext": false }, { "action": "You look up Atwater in the black cabinet", "response": "You search through the black filing cabinet until you locate a folder for Atwater, Edward.\n\nThe files indicate that Dr. Atwater had a solid career in medicine for about 30 years before signing on with Corona Labs in 1977. Dr. Atwater was initially the lead physician in charge of Corona's project here at Mt. Airy Hospital, but about a month ago he stepped down from that role to be replaced by Dr. Yehuda. The reason for this is not explicitly stated in the file, and you can't help but feel that there may be some information purposefully left out.\n\nYou put the file back where you found it.", "endoftext": false }, { "action": "You look up Pearce in the black cabinet", "response": "You search through the black filing cabinet until you locate a folder for Pearce, Raymond, MD.\n\nThe folder is thick with files, mainly reports, commendations and reviews. Near the front and the back you find some basic information: Dr. Pearce was born on October 15th, 1915, in Northwest Washington, DC. There isn't much about his personal life, but it appears that the Doctor's progression through the hospital's ranks was gradual and measured; his most recent promotion was two years ago, to the position of the hospital's assistant director. Nothing else that you find is of value.\n\nYou put the file back where you found it.", "endoftext": false }, { "action": "You look in the gray cabinet", "response": "You open the gray filing cabinet.\n\n[To find things in the gray filing cabinet's files, use the command \"LOOK UP [topic] IN FILES\".]\n\nIn the gray filing cabinet, you see a set of files relating to a variety of peculiar topics, ranging from UFOs to remote viewing to cryptozoology.", "endoftext": false }, { "action": "You look up the remote viewing in the gray cabinet", "response": "The organization system of the gray filing cabinet is mysterious at best. You skim quickly through, but you cannot find a clipping about remote viewing.", "endoftext": false }, { "action": "You look up the ufos in the gray cabinet", "response": "Which do you mean, the black filing cabinet or the gray filing cabinet?\n\n>You find three articles about UFOs. Each one centers around an alleged sighting, and is covered with notes in black marker. It seems that whoever wrote these notes actually did some research on each sighting, as the notes pertain to the likely accuracy of each statement. One article, concerning an incident near Roswell, is marked \"Likely! Ask about vacation time in August.\"", "endoftext": false }, { "action": "Gray", "response": "You put the file back where you found it.\n\n>[\"gray\" is not a recognized command.]", "endoftext": false }, { "action": "You look up the symbiont in the gray", "response": "The organization system of the gray filing cabinet is mysterious at best. You skim quickly through, but you cannot find a clipping about symbiont.", "endoftext": true }, { "action": "You look around", "response": "Room 321, Mt Airy Hospital\nThis small room would have made a cozy office for a single person; set up for two, it feels more like a furnished closet. The room's furnishings express remarkably different personalities: on the west, a massive black filing cabinet is flanked by a mahogany desk and expensive-looking rolling chair. On the east, the cheap metal desk has a kneeling chair in front of it, next to a gray filing cabinet much smaller than its counterpart on the west side.\n\nThere's a high shelf supporting a preserved heart and a pickled two-headed sparrow above the mahogany desk.", "endoftext": false }, { "action": "You examine the sparrow", "response": "One of the heads is smaller than the other, jutting strangely upward, while the other is bowed by the weight of the first. Both beaks are open plaintively, but all four eyes are closed.", "endoftext": false }, { "action": "You go to the east", "response": "Glass crunches faintly underfoot as you move through the hallway.\n\nYou swipe your keycard through the keycard reader. After a moment, the door emits a loud click and the airlock door slides open.\n\nBiohazard Airlock, Mt Airy Hospital\nYou stand in a small room lit by a low red light. It is immaculately clean and nearly featureless. Two hooks are mounted on the wall; what appears to be a shredded environment suit hangs from one of them. Overhead, a set of red lamps shines down on you, mounted next to four spray nozzles. A sliding door with a small wire-reinforced window leads back to the hallway to your west. Another door stands to the east, a small opaque window set in it.\n\nThree large buttons, one marked \"ENTRY\", one marked \"EXIT\", and one marked \"DECONTAMINATE\", glow faintly from a wall recess.", "endoftext": false }, { "action": "You examine the suit", "response": "(the clean hazard suit)\nIt's a thin white hazard suit. While not very durable, a combination of a charcoal air filter and an airtight fiber weave should serve to protect the wearer from most environmental hazards.", "endoftext": false }, { "action": "You wear the suit", "response": "(the clean hazard suit)\n(first taking the clean hazard suit)\nYou pick up the clean hazard suit.\n\nYou clamber awkwardly into the suit. It takes you several minutes to figure out how to get your hands into the gloves at the end of the sleeves without having to zip it up first, but after some struggling you are completely suited up. You check all of the airtight zippers and make sure that the filter is letting you breathe properly. You feel clumsy and big, but you should be protected from all but the most minute contaminants. Unless the suit tears, of course.", "endoftext": false }, { "action": "You go to the east", "response": "You push the button marked \"ENTRY\". The internal airlock door emits a loud click and then slides open with a soft hiss.\n\nAs the door slides open, you are immediately sprayed by a reddish liquid, which splatters against the surface of your suit. Upon wiping off your faceplate with a suited arm, you see that an amorphous red substance is now oozing into the airlock through the partly open door.\n\nYou flinch back from the vista beyond, where a strange, churning red substance has devoured almost an entire room. Before, when you looked into the faceplate of the prone figure's environmental suit, you saw a seething red hell that consumed one man. That was the microcosm; this door contains the same red hell in macrocosm.\n\nBiohazard Lab, Mt Airy Hospital\nThis room seems to have been the subject of some kind of massive biological explosion. Some kind of glistening, mealy red substance similar to ground meat is splattered all over the floor, walls and ceiling in large patches. The substance seems to have a life of its own, pulsing and undulating in great colonies. Large piles of it merge and separate.\n\nThe room itself seems to have been some kind of biological experimentation laboratory. You can see a large sink along one wall, with nozzles for a bunsen burner mounted next to it. While most of the counters are covered with the disgusting red substance, one table is mostly untouched thanks to an overhanging edge.\n\nOn the table is a measuring pipette, fixed in place above a wooden test tube rack. There's also a small lab refrigerator branded with a biohazard symbol.\n\nThe bottom of a glass test tube projects from a mound of the mealy red stuff.", "endoftext": false }, { "action": "You get the tube", "response": "(the sludge-encrusted test tube)\nYou pull the test tube out of the churning mound of mealy red stuff.", "endoftext": false }, { "action": "Go west", "response": "Biohazard Airlock, Mt Airy Hospital\nYou stand in a small room lit by a low red light. It is immaculately clean and nearly featureless. Two hooks are mounted on the wall; what appears to be a shredded environment suit hangs from one of them. Overhead, a set of red lamps shines down on you, mounted next to four spray nozzles. A sliding door with a small wire-reinforced window leads back to the hallway to your west. Another door stands to the east, a small opaque window set in it.\n\nA few slowly shifting tendrils of red, mealy meat have made their way into the airlock.\n\nThree large buttons, one marked \"ENTRY\", one marked \"EXIT\", and one marked \"DECONTAMINATE\", glow faintly from a wall recess.", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\nThe internal airlock door slides closed with a hiss and and locks with a click.", "endoftext": false }, { "action": "You go east", "response": "You push the button marked \"ENTRY\". The internal airlock door emits a loud click and then slides open with a soft hiss.\n\nBiohazard Lab, Mt Airy Hospital\nThis room seems to have been the subject of some kind of massive biological explosion. Some kind of glistening, mealy red substance similar to ground meat is splattered all over the floor, walls and ceiling in large patches. The substance seems to have a life of its own, pulsing and undulating in great colonies. Large piles of it merge and separate.\n\nThe room itself seems to have been some kind of biological experimentation laboratory. You can see a large sink along one wall, with nozzles for a bunsen burner mounted next to it. While most of the counters are covered with the disgusting red substance, one table is mostly untouched thanks to an overhanging edge.\n\nOn the table is a measuring pipette, fixed in place above a wooden test tube rack. There's also a small lab refrigerator branded with a biohazard symbol.", "endoftext": false }, { "action": "You open the fridge", "response": "(the clean glass test tube in the wooden test tube rack)\nYou lower the clean glass test tube through a hole in the wooden test tube rack and nestle its base into the appropriate divot.\n\n>You open the small lab refrigerator, revealing a vial of blood and a legal-size page.", "endoftext": false }, { "action": "You get the page", "response": "You find nothing of interest.\n\nThe internal airlock door slides closed with a hiss and and locks with a click.\n\n>(the legal-size page)\nYou pick up the legal-size page.\n\nYou add the legal-size page to your existing collection of pages.", "endoftext": false }, { "action": "You read the notes", "response": "The legal-size page reads:\n\nFrom the desk of Dr. Edward Atwater, M.D., Ph.D.\nApril 25th, 1978\nI'll be damned, they're really buying it. McMoneagle's due to be\ndosed within the next few days.\nI am not a completely heartless man. It is a popular conceit in\nthis office, and I suppose I cannot blame anyone for thinking so. But I have been here for years, now, and overseen the snuffing out of over a dozen lives. With each death I hope to the godless heavens that Corona will see the depth of its mistake, realize that experimenting with a lethal parasite and calling it a symbiont will not make wishes come true. If we want to join the Project it will only be through methodical chicanery, not methodical murder.\nWhat do they want of me? To become McMoneagle's friend, like\n\"kindly old Doc Yehuda?\" To have faith in the absence of reason, like \"Crazy 'Lainey?\" I dread to think of how crushed they will be when the young man's brain floods itself with chemicals. I will be the only staff member in his right mind.\nI am not a monster. I am a doctor. To hell with anyone who doesn't understand that.", "endoftext": false }, { "action": "You get the blood", "response": "(the vial of blood)", "endoftext": false }, { "action": "You put the blood in the tube", "response": "You pick up the vial of blood.\n\n>(the vial of blood in the clean glass test tube)\nThere are no measurement graduations on the test tube. You should put components into the pipette so that you can be sure you added the right amount.", "endoftext": false }, { "action": "You put the blood in the pipette", "response": "(the vial of blood in the measuring pipette)\nUsing Dr. Yehuda's notes for reference, you carefully measure some of the vial of blood into the pipette and then decant it into the test tube.", "endoftext": false }, { "action": "You put the hartmann's in tube", "response": "(the partially full glass test tube)\nThere are no measurement graduations on the test tube. You should put components into the pipette so that you can be sure you added the right amount.\n\n(the partially full glass test tube)\nThere are no measurement graduations on the test tube. You should put components into the pipette so that you can be sure you added the right amount.", "endoftext": false }, { "action": "You put Hartmann's in the pipette", "response": "Using Dr. Yehuda's notes for reference, you carefully measure some of the jar of formaldehyde into the pipette and then decant it into the test tube.\n\nUsing Dr. Yehuda's notes for reference, you carefully measure some of the bottle of Hartmann's solution into the pipette and then decant it into the test tube.", "endoftext": false }, { "action": "You put Vanemine in the pipette", "response": "Using Dr. Yehuda's notes for reference, you carefully measure some of the vial of Vanemine into the pipette and then decant it into the test tube.", "endoftext": false }, { "action": "You put the syringe in tube", "response": "(the partially full glass test tube)\nThere are no measurement graduations on the test tube. You should put components into the pipette so that you can be sure you added the right amount.", "endoftext": false }, { "action": "You get the tube", "response": "(the partially full glass test tube)\nYou pick up the partially full glass test tube.", "endoftext": false }, { "action": "You fill the syringe from the tube", "response": "(the partially full glass test tube in the sealed hypodermic syringe) You open the plastic wrapper surrounding the hypodermic syringe and prepare the needle for use.\n\nYou draw some of the liquid from the test tube into the hypodermic syringe.\n\n>[\"fill syringe from tube\" is not a recognized command.]", "endoftext": false }, { "action": "You put the tube in the rack", "response": "(the partially full glass test tube in the wooden test tube rack)\nYou lower the partially full glass test tube through a hole in the wooden test tube rack and nestle its base into the appropriate divot.", "endoftext": false }, { "action": "Go west", "response": "Wincing, you grope about for a moment in the sludge near the door until you encounter something that feels like a button.\n\nYou push the hidden button. The internal airlock door emits a loud click and then slides open with a soft hiss.\n\nBiohazard Airlock, Mt Airy Hospital\nYou stand in a small room lit by a low red light. It is immaculately clean and nearly featureless. Two hooks are mounted on the wall; what appears to be a shredded environment suit hangs from one of them. Overhead, a set of red lamps shines down on you, mounted next to four spray nozzles. A sliding door with a small wire-reinforced window leads back to the hallway to your west. Another door stands to the east, a small opaque window set in it.\n\nThree large buttons, one marked \"ENTRY\", one marked \"EXIT\", and one marked \"DECONTAMINATE\", glow faintly from a wall recess.", "endoftext": false }, { "action": "You wait a while", "response": "Time passes.\n\nYou note that some of the mealy red substance from inside the biohazard lab has found its way into the airlock.", "endoftext": false }, { "action": "Wait", "response": "The internal airlock door slides closed with a hiss and and locks with a click.", "endoftext": false }, { "action": "Go west", "response": "(the clean hazard suit)\nYou take off the clean hazard suit.\n\nYou push the button marked \"EXIT\". The external airlock door emits a loud click and then slides open with a soft hiss.\n\nSide Hall End, Mt Airy Hospital\nPlain, windowless doors labelled neatly with small brass signs lead off to the north and south. At the east end of the hallway, a large, lurid orange biohazard symbol marks a door of a different design.\nThis door is a sliding door instead of a regular door, and it has a small, wire-reinforced window.\n\nSeveral curving, sharp pieces of glass and small pieces of metal litter the floor.\n\nThere's a keycard reader beside the sliding door.", "endoftext": false }, { "action": "You get the sign", "response": "You carefully peel the sign off the wall. Realizing that the old clear tape is likely to tear the paper, you fold it over the paper's side and add it to your notes.\n\nYou add the typewritten sign to your existing collection of pages.", "endoftext": false }, { "action": "Y.", "response": "Are you sure you want to do this? (y/n) >Still dazed by the sudden racing of your heart, you depress the button.\n\nTo the southwest, muffled by the walls, you hear a strident buzzer, and the noise of high heels suddenly echoes down the hallway from that direction. The footsteps pause, and you hear the sound of a door opening.\n\nIn the security monitor, you see the young man jerk his head upward suddenly. This is your first good look at his face, and his features are gaunt, his eyes sunken and haunted. He slowly gets to his feet and walks out of the range of the security camera.\n\nThe strident buzzer continues to sound.", "endoftext": false }, { "action": "You go south", "response": "The lights flicker. The security monitor gives a sharp, abrupt crackle before going dead.\n\nSide Hall, Mt Airy Hospital\nThe off-white walls and dull, stain-resistant tiles of this hallway match those of the main hall to the west. Windowless doors marked with small brass signs branch off to the north and south.\n\nThe strident buzzer continues to sound.", "endoftext": false }, { "action": "Go west", "response": "Hall Intersection, Mt Airy Hospital\nCold fluorescent lights pace the ceiling from north to south and lead off east along the T intersection. To the west, a pair of metal elevator doors sits silently closed. There's a call button beside the elevator and a floor indicator above the call button.\n\nA building map is posted on the wall.\n\nThe strident buzzer continues to sound.", "endoftext": false }, { "action": "Go south", "response": "Hall End, Mt Airy Hospital\nLong banks of fluorescent lights cast sharp shadows along the half-familiar, half-unfamiliar hallway, which continues off to the north. The tiled floor is only a shade darker than the dull off-white walls. A strange, unpleasant odor hangs in the air and stings your nostrils. The door to Room 320 is across the hall to the west.\n\nA windowless door leads east into the testing room's antechamber.\n\nThe strident buzzer continues to sound.", "endoftext": false }, { "action": "You go to the east", "response": "Antechamber, Mt Airy Hospital\nYour last visit to this room was your last breath of normalcy; now, the madness has spread even here. A pile of shattered bones, gore and viscera lies in a wide cone, sprayed toward the door through which you entered. Blood drips from the walls and ceiling in the shape of that same cone, pelting you with a gentle crimson rain. The most complete part of the remains is a single high-heeled shoe, which lies just in front of the pile. The ficus tree that previously stood in the corner now lies on its side, its leaves glistening with blood. Its pot, now cracked, lies on its side in a pile of blood-drenched topsoil.\n\nA metal fire axe lies on the far side of the floor.\n\nThe strident buzzer continues to sound.", "endoftext": false }, { "action": "You get the axe", "response": "You heft the metal fire axe. It is heavier than you expected it to be, but the weight is nonetheless somewhat reassuring.\n\nThe strident buzzer continues to sound.\n\nWith an audible click, the buzzer shuts off. The door swings closed behind you, and the lock slams home before you can intercept it.", "endoftext": false }, { "action": "You examine the shoe", "response": "It's a single, black, heeled women's pump. Whatever happened to its owner threw it forward just enough that it escaped the carnage, and it is mostly free of blood. Someone has written \"EGB\" in faded black marker on the pale gold lining of the inner sole.", "endoftext": false }, { "action": "You examine the ficus", "response": "The ficus tree's leaves glisten red with blood, so evenly coated as to uniformly appear that this is their natural state. The tree sprawls from the mouth of a cracked pot that lies on its side.", "endoftext": false }, { "action": "You search ficus", "response": "The ficus tree's pot is badly cracked, and the topsoil in which the tree was planted now spills out on the floor, soaking up the blood that coats one half of the room. You glimpse something buried in the topsoil, probably thrown there from the remains of the corpse: an intact pill bottle.", "endoftext": false }, { "action": "You get the bottle", "response": "(the bottle of Hartmann's solution)\nYou already have that.", "endoftext": false }, { "action": "You get pill bottle", "response": "You pick up the bottle and brush off the blood-soaked dirt. It's labeled \"Sandepam\".", "endoftext": false }, { "action": "Go east", "response": "As you open the windowless door, you interrupt the insulated barrier that was preventing sound from leaving the test chamber. The sound of screaming suddenly goes from a muted, ignorable presence to a hammering agony on your ears.\n\nThe screaming from inside the test chamber hammers down, not only on your ears, but on your mind. The world warps strangely around you, and, quite abruptly, you are somewhere else.\n\nThe door slams shut behind you with tremendous force.\n\nTest Chamber, Mt Airy Hospital\nWhile you are not entirely sure what you expected to find, you are halted in your tracks nonetheless. The floor of the test chamber is littered with glittering shards of reflective glass. The one-way mirror between the test chamber and the observation room is opaque, but it pushes outward in the center to form a pair of jagged, irregular halves like a pair of jaws. From the hips up, Ian McMoneagle is trapped in the grip of those jaws, his face twisted into a mask of pain. The mirror's halves grind against muscle and bone, tearing him apart as they draw him in. And yet he lives....\n\nIan McMoneagle looks you in the face with wide, terrified eyes, his bloody bangs obscuring his gaze but not reducing its weight. He opens his mouth and screams in guilty agony.\n\nThe mirror pulls Ian in more deeply. The hideous cracking sound that follows is almost surely his pelvis.", "endoftext": false }, { "action": "You drop the bones", "response": "You scoop the fingerbones up from your pocket, rattle them in one hand, then toss them onto the ground in front of Ian. At once, his screams stop, and he stares at the bones.\n\nFollowing his gaze, you see that the fingerbones are gone. What lies on the ground is a set of twelve six-sided game dice, each one showing a single pip facing upward. Six sets of snake eyes stare up at you and Ian. You stare back.\n\nThe room vibrates for a few seconds, and then reality shatters. You both shatter with it.\nPress any key to continue.\n\nA darkened office. The orange light of dusk spilling through venetian blinds, laying bright stripes on the dark wood of an expensive luxury desk.\n\nWith a satisfying clatter, six dice bounce across the surface of the desk, coming to rest with assorted results: 6 6 2 6 3 1. The man who threw them, a middle-aged man with a face craggier than his age should allow, wears Brylcreemed black hair, a power suit, and the receiver of an office telephone held firmly to the side of his head.\n\n\"No, John, let me tell YOU something,\" he says. \"The Schuyler family didn't get to be where it is because we refused to take risks. This stuff is the real deal, and whoever pulls it off first is going to be set for generations.\"\n\nHe grabs three of the dice, leaving the three that show sixes. With an offhand gesture, he tosses them again. One of the three comes up a six. \"Look, this Buchanan broad is too hippy dippy for the Institute, but she's the real deal and she'll do anything for a break. They want to look legit, fine, but they won't land the project. We will.\"\n\nHe picks up one of the unlucky dice, then the other. He pauses for a moment, listening to the phone, then laughs. \"Well, John, I imagine she'll go nuts after a little while, but if you're not willing to squeeze an orange hard enough, you'll never get a glass of juice. Well, all right John. Talk to you later.\"\n\nThe man hangs up the phone, then throws the final two dice one last time. Both come up sixes. He leans back in his chair and smiles.\n\n\"Heh-heh,\" he says. \"Yahtzee.\"\n\nThen, he puts five dice back in the game box and one die in his pocket, and he saunters off to dinner.", "endoftext": false }, { "action": "You kill Ian", "response": "You raise the fire axe over your head and bring it down in a long, sweeping slice. Ian's head hits the floor and bounces from the force of its removal. Ian's body slumps for a moment.\n\nSomething in the stump of his throat moves. Widening the throat, something emerges from his windpipe: a single veiny eyeball supported on a pink, pulsating stalk. It swivels to stare at you.\n\nThe mirror continues to chew at Ian, drawing him into its surface with razor-sharp shard-teeth.", "endoftext": false }, { "action": "You hit the eyeball", "response": "You falter, unable to break away from the eyeball's faceless gaze. And from deep inside the headless body, there comes a dreadful keening....\n\nThe mirror begins to bubble, like a photograph exposed to flame.\nGreat silver blisters form in its surface, and the blisters slowly turn white from front to back. Only a few heartbeats pass before the entire mirror is comprised of large white mounds. Then, all at once, a black spot with a dark green iris appears at the center of each mound, and they all swivel to stare directly at you. The surface of the mirror, now perfectly still, has become a wall of eyes. The combined gaze bores savagely into you as the body of Ian McMoneagle collapses at your feet.\n\nParalyzed, you stare back, completely unable to move.", "endoftext": false }, { "action": "Break mirror", "response": "You heave your shoulder behind the fire axe, driving it into the mirror's surface with all of your strength. The head of the axe buries itself in the mirror, throwing cracks all the way across its surface. The cracks run straight through the mirror, through the hideous jaws, and through the body of Ian McMoneagle\n\nPress any key to continue.\n\nConsciousness returns. You awaken in your bed surrounded by familiar and unfamiliar faces - Dr. Shaunessy, the neurologist; Rayjay Farley and Best Ife, the lab techs; the wheelchair-bound Dr. Ensfield, previously known by you only at a distance; a slim, chestnut-haired woman with a cool gray gaze, utterly unknown to you. Dr. Ephart is missing.\n\nDr. Shaughnessy has soothing words for you, but most of them blur together, issuing from a face that sometimes seems to lace with scars from an unknown source. You fight to understand. You were unconscious for three days, he tells you, after collapsing during a memory test. The project will continue if you feel up for it after a few days of rest, but right now everyone's going to take it easy.\n\nYou want to know where Dr. Ephart went. Dr. Shaughnessy says that she was transferred to another project because she adjusted your medication doses inappropriately, contributing to your attack. In the corner, the chestnut-haired woman with the bullet eyes stares at you. It all seems wrong, wrong. Everyone is alive and dead. Walking around one moment, shambling with fatal wounds the next.\n\nNightmares plague you that night - Dr. Ephart, confused and protesting, gunned down by the chestnut-haired woman; Dr. Ensfield screaming and covering his ears in an elevator shaft; Rayjay Farley staring into static as the static takes him apart. And Ian. Over and over, that young man from the test chamber in Mt. Airy Hospital - Ian McMoneagle, wild with fear and guilt, being devoured by the walls.\n\nPress any key to continue.\n\nYou can guard your words.\n\nBut you can't stop your dreams.\n\nYou can't stop your nightmares.\n\nYou can't stop this from happening all over again.\n\nIt's inside you.\n\nIT'S INSIDE YOU.\n\nAnd you had the chance to stop it.\n\nBut you can't stop it now.\n\nPress any key to continue.\n\nYour protestations turn to abjurations. Your abjurations turn to ravings. You must make them listen, and your efforts become more violent; you plead, you cry, you lose control, you scream and rave.\nIt is not long before the youngest and strongest of the staff, Rayjay and Best, strap you to your bed with sad, worried eyes.\n\nBut straps will only hold you down while you're still harmless.\n\nthey'll all die.\n\nJust like you saw.\n\nThree days later, your dreams come to life in Corona Labs.\nNo one escapes alive.", "endoftext": false }, { "action": "Inject ian", "response": "With no time for precision or care, you dodge Ian's attempts to fend you off and ram the syringe into his shoulder, driving the plunger home. The solution enters his body, and his screams, for just a moment, are stilled.\n\nYou watch him anxiously for some sign of change as you withdraw the needle, but nothing obvious happens. The mirror bites down again, and his screams renew.\n\nThe mirror continues to chew at Ian, drawing him into its surface with razor-sharp shard-teeth.", "endoftext": false }, { "action": "You open the bottle", "response": "Which do you mean, the pill bottle or the bottle of Hartmann's solution?", "endoftext": false }, { "action": "Y.", "response": "Do you want to swallow the Sandepam pills? (y/n) >\nYou twist off the lid of the Sandepam and hesitate over the pills for a moment before swallowing two.\n\nAfter a moment, you feel a numb, calm sensation come over you. Your senses are slightly dulled, but the terror of your situation seems a little bit less sharp. If only you'd found these a little earlier in the nightmare.\n\nIan's anguished screams gargle into weak bubbles as the mirror bites into his chest, and, surely, his lungs.", "endoftext": false }, { "action": "You look at Ian", "response": "Ian's eyes are bulging and terrified, but filled with terrible knowledge and guilt as well. His mouth is opened wide, his teeth stained with what must be his own blood. The lower half of his body is hidden by the glass jaws that are chewing him up from the bottom to the top.\n\nWith the sound of glass grinding against glass, the mirror-glass draws Ian all the way in and shuts its uneven jaws. There is a brief and terrible silence before the mirror shatters cataclysmically.\n\nShards of glass fly past you, shredding your skin and muscle. You feel tiny pieces piercing your eyes, driving into your brain, flaying you alive. You stumble and fall onto a floor covered in razor-sharp pieces. There is no mercy; as you twitch in spasmodic anguish, lanced repeatedly through the cerebrum and cerebellum, everything goes dark....\nPress any key to continue.\n\nConsciousness returns. You muzzily realize that you are gazing at the ceiling of the Corona Labs test chamber just before the door slams open. Dr. Shaunessy, the neurologist, hurries into the room. Dr. Ephart follows close enough behind to step on his heels. \"How many fingers do you see?\" Dr. Shaunessy asks, kneeling down beside you, and Dr. Ephart rests light fingers on your wrist to take your pulse. In short order, they conclude that you suffered a vasovagal syncope and struck your head in the fall.\n\nYou try to talk to the doctors, but your words are confused and disjointed. Your gaze drags across the fallen photograph, half-shadowed by the folder above it, and you see the gaunt young man screaming. You can't find the words to make them understand. Though you can nearly stand on your own, the doctors firmly escort you from the room and off to bed.\n\nDr. Shaunessy leaves, but Dr. Ephart stays with you as the sedatives take hold. \"Don't worry,\" she says, resting a gentle hand on your shoulder. \"Everything will be all right.\"\n\nSix days later, the past repeats itself in Corona Labs.\nNo one escapes alive.", "endoftext": false }, { "action": "You look", "response": "Antechamber, Mt Airy Hospital\nYour last visit to this room was your last breath of normalcy; now, the madness has spread even here. A pile of shattered bones, gore and viscera lies in a wide cone, sprayed toward the door through which you entered. Blood drips from the walls and ceiling in the shape of that same cone, pelting you with a gentle crimson rain. The most complete part of the remains is a single high-heeled shoe, which lies just in front of the pile. The ficus tree that previously stood in the corner now lies on its side, its leaves glistening with blood. Its pot, now cracked, lies on its side in a pile of blood-drenched topsoil.", "endoftext": false }, { "action": "Go east", "response": "As you open the windowless door, you interrupt the insulated barrier that was preventing sound from leaving the test chamber. The sound of screaming suddenly goes from a muted, ignorable presence to a hammering agony on your ears.\n\nThe screaming from inside the test chamber hammers down, not only on your ears, but on your mind. The world warps strangely around you, and, quite abruptly, you are somewhere else.\n\nThe door slams shut behind you with tremendous force.\n\nTest Chamber, Mt Airy Hospital\nWhile you are not entirely sure what you expected to find, you are halted in your tracks nonetheless. The floor of the test chamber is littered with glittering shards of reflective glass. The one-way mirror between the test chamber and the observation room is opaque, but it pushes outward in the center to form a pair of jagged, irregular halves like a pair of jaws. From the hips up, Ian McMoneagle is trapped in the grip of those jaws, his face twisted into a mask of pain. The mirror's halves grind against muscle and bone, tearing him apart as they draw him in. And yet he lives....\n\nIan McMoneagle looks you in the face with wide, terrified eyes, his bloody bangs obscuring his gaze but not reducing its weight. He opens his mouth and screams in guilty agony.\n\nThe mirror pulls Ian in more deeply. The hideous cracking sound that follows is almost surely his pelvis.", "endoftext": false }, { "action": "You inject yourself", "response": "You poise the tip of the hypodermic syringe over your elbow and briefly consider what a bad idea this is. Before you have time to talk yourself out of it, you push the needle into your vein and press down the plunger. The solution burns like fire ants racing into your body.\n\nImmediately, you feel light-headed, and you think your heart might be beating faster although only a few seconds have passed.\n\nThe mirror continues to chew at Ian, drawing him into its surface with razor-sharp shard-teeth.", "endoftext": false }, { "action": "Y.", "response": "Do you want to swallow the Sandepam pills? (y/n) >\nYou twist off the lid of the Sandepam and hesitate over the pills for a moment before swallowing two.\n\nAfter a moment, you feel a numb, calm sensation come over you. Your senses are slightly dulled, but the terror of your situation seems a little bit less sharp. If only you'd found these a little earlier in the nightmare.\n\nIan's anguished screams gargle into weak bubbles as the mirror bites into his chest, and, surely, his lungs.\n\nYour heartbeat becomes labored and fast, and you can feel its sharp, heavy thud shaking your chest. Your breathing increases in speed as your vision fades toward white. You fall to your knees, losing strength in your limbs and feeling in your extremities.", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\nWith the sound of glass grinding against glass, the mirror-glass draws Ian all the way in and shuts its uneven jaws. There is a brief and terrible silence before the mirror shatters cataclysmically.\n\nShards of glass fly past you, shredding your skin and muscle. You feel tiny pieces piercing your eyes, driving into your brain, flaying you alive. You stumble and fall onto a floor covered in razor-sharp pieces. There is no mercy; as you twitch in spasmodic anguish, lanced repeatedly through the cerebrum and cerebellum, everything goes dark....\nPress any key to continue.\n\nConsciousness returns. You muzzily realize that you are gazing at the ceiling of the Corona Labs test chamber just before the door slams open. Dr. Shaunessy, the neurologist, hurries into the room. Dr. Ephart follows close enough behind to step on his heels. \"How many fingers do you see?\" Dr. Shaunessy asks, kneeling down beside you, and Dr. Ephart rests light fingers on your wrist to take your pulse. In short order, they conclude that you suffered a vasovagal syncope and struck your head in the fall.\n\nYou try to talk to the doctors, but your words are confused and disjointed. Your gaze drags across the fallen photograph, half-shadowed by the folder above it, and you see the gaunt young man screaming. You can't find the words to make them understand. Though you can nearly stand on your own, the doctors firmly escort you from the room and off to bed.\n\nDr. Shaunessy leaves, but Dr. Ephart stays with you as the sedatives take hold. \"Don't worry,\" she says, resting a gentle hand on your shoulder. \"Everything will be all right.\"\n\nSix days later, the past repeats itself in Corona Labs.\nNo one escapes alive.\n\n>", "endoftext": false }, { "action": "You inject yourself", "response": "You poise the tip of the hypodermic syringe over your elbow and briefly consider what a bad idea this is. Before you have time to talk yourself out of it, you push the needle into your vein and press down the plunger. The solution burns like fire ants racing into your body.\n\nImmediately, you feel light-headed, and you think your heart might be beating faster although only a few seconds have passed.", "endoftext": false }, { "action": "Y.", "response": "Do you want to swallow the Sandepam pills? (y/n) >\nYou twist off the lid of the Sandepam and hesitate over the pills for a moment before swallowing two.\n\nAfter a moment, you feel a numb, calm sensation come over you. Your senses are slightly dulled, but the terror of your situation seems a little bit less sharp. If only you'd found these a little earlier in the nightmare.\n\nYour heartbeat becomes labored and fast, and you can feel its sharp, heavy thud shaking your chest. Your breathing increases in speed as your vision fades toward white. You fall to your knees, losing strength in your limbs and feeling in your extremities.", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\nAfter what seems like an eternity of agonized arrhythmia, the Sandepam's effect begins to counter that of the cure. Your heartbeat becomes more subtle, regular, slow. Your breathing, too, begins to return to normal. While your eyes still feel wired open, the white fuzz around the edge of your vision begins to recede.\n\nYou feel decidedly unwell - nauseated and manic at the same time. But you don't think you're going to die. Not for this reason, at least.", "endoftext": false }, { "action": "Break mirror", "response": "You heave your shoulder behind the fire axe, driving it into the mirror's surface with all of your strength. The head of the axe buries itself in the mirror, throwing cracks all the way across its surface. The cracks run straight through the mirror, through the hideous jaws, and through the body of Ian McMoneagle", "endoftext": false }, { "action": "Go east", "response": "As you open the windowless door, you interrupt the insulated barrier that was preventing sound from leaving the test chamber. The sound of screaming suddenly goes from a muted, ignorable presence to a hammering agony on your ears.\n\nThe screaming from inside the test chamber hammers down, not only on your ears, but on your mind. The world warps strangely around you, and, quite abruptly, you are somewhere else.\n\nThe door slams shut behind you with tremendous force.\n\nTest Chamber, Mt Airy Hospital\nWhile you are not entirely sure what you expected to find, you are halted in your tracks nonetheless. The floor of the test chamber is littered with glittering shards of reflective glass. The one-way mirror between the test chamber and the observation room is opaque, but it pushes outward in the center to form a pair of jagged, irregular halves like a pair of jaws. From the hips up, Ian McMoneagle is trapped in the grip of those jaws, his face twisted into a mask of pain. The mirror's halves grind against muscle and bone, tearing him apart as they draw him in. And yet he lives....\n\nIan McMoneagle looks you in the face with wide, terrified eyes, his bloody bangs obscuring his gaze but not reducing its weight. He opens his mouth and screams in guilty agony.\n\nThe mirror pulls Ian in more deeply. The hideous cracking sound that follows is almost surely his pelvis.\n\nYour heartbeat becomes labored and fast, and you can feel its sharp, heavy thud shaking your chest. Your breathing increases in speed as your vision fades toward white. You fall to your knees, losing strength in your limbs and feeling in your extremities.", "endoftext": false }, { "action": "You wait awhile", "response": "Time passes.\n\nThe mirror continues to chew at Ian, drawing him into its surface with razor-sharp shard-teeth.\n\nToo late, you realize that your system is not strong enough to withstand the powerful injection. Your vision goes completely white and you collapse heavily to the floor, feeling your heart seize up as your senses fade.\nPress any key to continue.\n\nBut your mind - does not fade. In the moment of death, you are drawn forward to where your body convulses in a white bed. You see Dr. Ephart's white and worried face as she drops your hand and steps away, hear Dr. Ensfield's cry for someone to use the paddles, Best coming forward with the paddles in her hands.\n\nThe paddles flare across your chest. Electricity. Your heart tries to start - and fails. Your synapses spark and jitter.\n\nYour mind does not fade. But as electricity snaps through you, your awareness is torn backward across the planes of reality, a psychic rope ripped painfully down through twenty years of history.\n\nYou see Best retreating with the paddles in her hands, hear Dr. Ensfield's indecipherable cry, see Dr. Ephart's white and worried face as she steps toward you and takes your wrist.\nPress any key to continue.", "endoftext": false }, { "action": "Y.", "response": "Everything faster.\nEverything backward.", "endoftext": false }, { "action": "Y.", "response": "Everything accelerating from your death to your death.\n\nPress any key to continue.\n\nYou don't see, but somehow sense, the Corona team cluster around your corpse. And then you're alive again. They back away from your unconscious body, compelled by worry and concern.\n\nYou lie unconscious for three days and then rise sharply into wakefulness. You press buttons on a wireless keypad; Dr. Ephart holds up the matching cards in response. You leave the test chamber backward; you watch red rose petals dance upward on the television screen.\n\nYou watch yourself retreat from the blue-walled rooms of Corona. Now you've never been there. The teams mills about briefly in your absence, consulting and debating, before it dissolves to the wind.\nDr. Ensfield leaves with Rayjay Farley. The others all leave alone.\n\nPress any key to continue.\n\nThe building bustles with transcriptionists and secretaries, all walking confidently and casually backward. They untype letters from computers and regurgitate lunch in neat little bites and leave the building one by one, never to return.\n\nAnd then the workmen come, and what they touch - the carpenters, the plumbers, the electricians, the stonemasons - they destroy. They pull paint from the walls and wires from the ceilings and coat everything in soot and decay. There is only a carcass here.\n\nFor years, the scorched and ruined carcass stands. Your mind whispers with melancholy voices, but they're all backward, shattered, bewildering. You understand none of it.\n\nPress any key to continue.\n\nAnd then men come again - dressed differently, this time, men in suits and sunglasses and briefcases. They bring corpse after corpse into the building, each more mutilated than the last, and they leave the corpses. Walking backward, they retreat into sunlight.\n\nOn the third floor of the building, shattered silver reforms into a pane of one-way glass. Seconds later, the mirror regurgitates a young man's corpse, and the corpse comes to life. Nightmare swirls through the building - acid, jaws, darkness and madness, something too inconstant and awful for your mind to embrace - and where the nightmare goes, dead men and women leap up alive and flee backward through their mortal days.\n\nAnd there - with the building half-gutted, corpses springing to life around you - there is where you die again, hot cheek against the floor with the Vanemine raging through your bloodstream.\n\nPress any key to continue.\n\nYour mind stretches from death to death like a piece of rope. Your consciousness stretches backward and forward across twenty years.\n\nWith light, sharp-edged pressure that knows nothing of time, the young man's mind rubs at yours. Your psyche cannot endure the same space as his. Slowly, you fray.\n\nAnd someday, somehow, you will snap.\n\nBut not yet...", "endoftext": false }, { "action": "%", "response": "Please be advised that One Eye Open is a horror game. It contains mature content (including blood, gore, human injury and death, mild language, tobacco reference, violence, and violent references.)\n\nWe do not recommend this game for a younger audience.", "endoftext": false }, { "action": "Y.", "response": "Would you like to proceed? (y/n) >\n\nAfter only ten days, you're becoming surprisingly comfortable with life as a Corona Corporation guinea pig. It helps that your routine is so reliable - meals, exercise, rest, and sleep are clearly arranged on a schedule hanging beside the white clock in your room. As for the tests - well, you've grown used to the sight of your blood in a sample vial, and the rest is mostly paperwork. Personality tests, aptitude tests, intelligence tests, psychological tests, Rorschach and the MMPI and even kinetic family drawing... you're starting to worry that they'll run out of tests by the end of the month.\n\nAlthough 7:30 PM is always the day's last test, you never leave your room alone, so you were still watching American Beauty when Dr. Marnie Ephart knocked at the door. \"Oh, you're almost to the end!\" she said brightly, seeing the screen. \"I can wait until you're through.\"\n\n\"No, that's fine.\" You hit PAUSE to freeze Angela in mid-motion as you got up from the couch. \"I've seen it before.\" Last Monday, actually. The video collection isn't that good, and, considering what they're paying you, it's a pity Corona couldn't invest in a few more options. It's hard to complain, though; the staff is friendly, the tests aren't hard, and the salary is great.\n\nDuring the day, Raymond, Best, or one of the scientists might be around, but at night, it's usually just the two of you, and the hall you cross now is deserted. You accompany her through the antechamber and into the main testing chamber. By now, you're used to being watched from behind one-way glass, but the observational room is fully lit today, and you can easily see inside.\n\n\"Back in a moment,\" Dr. Ephart says cheerfully. \"See you on the other side!\"\n\nTest Chamber, Corona Labs\nIn the center of the room, a single black office chair sits in front of a broad, heavy desk. The desk and chair are familiar, but the wireless keypad sitting on the desk is new. There are five large white buttons on the keypad, each displaying a different symbol in broad black strokes. The symbols are a circle, a cross, a set of three wavy lines, a square, and a five-pointed star. As always, you are quite aware of the cameras watching you from above.\n\nTo the west, a windowless door separates the testing room from the antechamber outside.\n\nThe familiar black office chair sits invitingly nearby.\n\nThrough the thick pane of glass, you can see the curved desk in the observational room.", "endoftext": false }, { "action": "Y.", "response": "That was a rhetorical question.\n\nThrough the thick pane of glass, you see Dr. Ephart come into the observational room carrying a stack of cards and a notebook. She waves to you in friendly fashion, sets her notebook on the desk, and sits down before pressing the intercom button.\n\n\"This is a different kind of test,\" Dr. Ephart explains. \"I have twenty-five cards here, each of which shows one of the symbols on your keypad.\" She holds up five cards and fans them so you can see the circle, cross, wavy lines, square, and five-pointed star. \"I'm going to draw one of these cards and concentrate on the shape. I want you to concentrate, to really focus your mind, and try to pick the same symbol that I do. After you've decided on your symbol, press it on the keypad. We'll do five of these.\"\n\nDr. Ephart shuffles her cards together and draws the first card. She holds the card up with its back to you.", "endoftext": false }, { "action": "Go north", "response": "Do you want to swallow the Sandepam pills? (y/n) >It's safer to leave the pills in their container until you decide to take them.\n\nIan's anguished screams gargle into weak bubbles as the mirror bites into his chest, and, surely, his lungs.", "endoftext": true } ]
qgdgtaroybcdnmi
Wisher, Theurgist, Fatalist
Xavid
[ "Fantasy", "Surreal" ]
[ "built-in hints", "gender-neutral protagonist", "parser", "walkthrough" ]
2,016
[ 4, 3, 1, 1, 1 ]
10
3.8
20190825
false
From the ranks of the people you have been raised up as a Wisher— To seek among the fairies; the dragons of the deeps; the ur-toads and the claw things; among the shadows on the sun and the ghosts beneath the world, and in the lands of humankind besides for the jewel of all desiring. You must find the jewel and command the Creator to make the world as you desire it. And if you should succeed, then the world shall always have been as you wish it, and your life a thing sprung of your own desiring; and if you should fail then you shall be forgotten like the tides. Fanfic of the tabletop RPG by Jenna Katerin Moran. (No knowledge of the source material is expected or needed.) World, metaphysics, and the best bits of text are hers.
[ { "action": "%", "response": "Reality is an illusion.\n\nThose who seek to understand it corrode their understanding of it. In naïveté, objects are solid, ideas are true or false, sensations are real, and communication conveys information. To the adept, these things are as fading dreams.\n\nThere is no object that is not also emptiness. There is no arbiter of truth.\n\nSensations are the lies of Maya; they are the shifting of electrical patterns in the brain; they are signifiers without referent.\n\nCommunication is violence. Reality is false.\n\nIt does not matter how many layers one peels back. It does not matter what revelations one has. This is because there is no truth.\n\nWe are things that we have dreamed, and there is no sense in it, and when the sleeper wakes we shall be washed away.\n\nFrom the ranks of the people you have been raised up as a Wisher—\n\nTo seek among the fairies;\nthe dragons of the deeps;\nthe ur-toads and the claw things;\namong the shadows on the sun and the ghosts beneath the world,\nand in the lands of humankind besides\nfor the jewel of all desiring.\n\nYou must find the jewel and command the Creator to make the world as you desire it. And if you should succeed, then the world shall always have been as you wish it, and your life a thing sprung of your own desiring; and if you should fail then you shall be forgotten like the tides.\n\nWisher, Theurgist, Fatalist\na Weird Textual Fiction by Xavid\n\nFanfic of the tabletop RPG by Jenna Katerin Moran. World, metaphysics, and the best bits of text are hers.\nOriginal RPG:\n[LINK]\n\nYou stand on a dusty crossroads in the Kingdom of Raif. The road leads south, west, and beith.\n\nA signpost stands nearby.\n\n(If you're unfamiliar with text adventures, try typing HELP.)", "endoftext": false }, { "action": "You look at the signpost", "response": "It points south. The lettering has been worn away by the wind.", "endoftext": false }, { "action": "About yourself", "response": "As good-looking as ever.", "endoftext": false }, { "action": "You go to the south", "response": "The road approaches the imposing gate to the south. To the north is the crossroads.\n\n(I should mention that, as you begin your journey, you have many options before you. As Wisher, it is upon you to divide right from wrong.)", "endoftext": false }, { "action": "You look at the gate", "response": "The gate stands some distance to the south, with someone standing guard outside it.", "endoftext": false }, { "action": "You go to the south", "response": "A large gate guards entrance into the city.\n\nThe gate to the south is closed fast.\n\nA guard stands here, watching you.", "endoftext": false }, { "action": "You look at the guard", "response": "She's wearing chainmail and a steady frown.", "endoftext": false }, { "action": "You examine the gate", "response": "The gate is itself exactly.", "endoftext": false }, { "action": "You talk to the guard", "response": "I'm not sure what you're trying to say to the gate guard. Try \"gate guard, do something\", \"gate guard, I AM something\", or \"ASK gate guard ABOUT something\".", "endoftext": false }, { "action": "You ask the guard about the gate", "response": "\"You're not getting in. The Queen's put a ban on Wishers. They give her indigestion.\"\n\n(As a Wisher, you have control over the power of Harmony. This gives you a supernatural or near-supernatural ability to win hearts and minds, reconcile divergent ideas, and share their vision of the world with others. To do so, you can \"INSPIRE someone TO do something\" or instruct them like \"Guard, YOU SHOULD do something\".)", "endoftext": false }, { "action": "You ask the guard about guard", "response": "\"I am a gate guard.\"", "endoftext": false }, { "action": "You should open the gate", "response": "You focus the power of Harmony on the gate guard.\n\nThe guard hesitates. \"You have impressed me with the nobility of your quest. Yet I fear my life if I disobey my Queen.\"", "endoftext": false }, { "action": "You go north", "response": "The road approaches the imposing gate to the south. To the north is the crossroads.", "endoftext": false }, { "action": "You go to the north", "response": "You stand on a dusty crossroads in the Kingdom of Raif. The road leads south, west, and beith.\n\nA signpost stands nearby.", "endoftext": false }, { "action": "Turn sign", "response": "It is fixed in place.", "endoftext": false }, { "action": "You go to the west", "response": "Setting forth without the blessing of the royalty of Raif would be unimaginably improper.", "endoftext": false }, { "action": "You inspire the guard to open the gate", "response": "You focus the power of Harmony on the gate guard.\n\n\"I can't help but see it is for the best. I will not stand in your way, though it may mean my life.\"\nThe guard pulls a lever, and the gate slides open with a great whirring of gears.", "endoftext": false }, { "action": "You go south", "response": "You walk through the open gate.\n\nA wide, well-traveled road leads south from the gate. It seems strangely devoid of traffic. A tavern with a sign possibly resembling an ur-toad stands to the east.\n\nThe gate to the north is open.", "endoftext": false }, { "action": "Go east", "response": "A large, dimly-lit tavern. It smells of beer and blood.\n\nA poorly-dressed man, possibly a shoemaker, lounges here glumly.", "endoftext": false }, { "action": "You examine man", "response": "He looks common enough, but you nevertheless perceive his true nature as a Fatalist.\n\nThe Fatalist is carrying a piece of parchment and a pen.", "endoftext": false }, { "action": "You look at the parchment", "response": "The piece of parchment is itself exactly.", "endoftext": false }, { "action": "You examine the pen", "response": "The pen is itself exactly.", "endoftext": false }, { "action": "You ask man about himself", "response": "\"My name is Froderick. I am a Fatalist.\n\n\"But I'm more concerned about what makes you the true Wisher.\"", "endoftext": false }, { "action": "You ask the man about Wisher", "response": "Froderick gives a long and in-depth explanation that, while presumably educational, is nevertheless fundamentally irrelevant.", "endoftext": false }, { "action": "You ask the man about the queen", "response": "\"Having lost the Jewel of All Desiring, the royalty of Raif has become vampiric, treacherous, cold-blooded and bloodthirsty monsters. They have elected to help in the discovery of the Jewel. Setting forth without their blessing would be unimaginably improper.\"", "endoftext": false }, { "action": "You ask the man about Jewel", "response": "\"The Jewel of All Desiring is that sleeper that dreams inwards, that inverted oyster, that creature that we name God the Shaper, God the Maker, Lord—\n\n\"And it has not yet begun to shape the world.\n\n\"The jewel is a pearl of infinite layers and subtleties and its possessor may obtain everything that they desire.\n\n\"For uncounted æons it was in the hands of the Kings and Queens of Raif. Never did they wish.\n\n\"Never did they fulfill the destiny of the jewel.\n\n\"Who would want to obtain everything that one desires?\"", "endoftext": false }, { "action": "You inspire man to write", "response": "What do you want Froderick to write on?", "endoftext": false }, { "action": "You inspire the man to write on the parchment", "response": "You focus the power of Harmony on Froderick.\n\nHe's not sure what to write.", "endoftext": false }, { "action": "Go west", "response": "A wide, well-traveled road leads south from the gate. It seems strangely devoid of traffic. A tavern with a sign possibly resembling an ur-toad stands to the east.\n\nThe gate to the north is open.", "endoftext": false }, { "action": "Go south", "response": "A large, tree-lined square sits before the grand steps of the royal palace, which stands ominously to the south. The main road leads north. A dirtier road leads west.\n\nA large fountain burbles enthusiastically here.", "endoftext": false }, { "action": "You examine the fountain", "response": "A large fountain made of marble. The water seems clear, clean, and pure.\n\nIt has strong valence.\n\n(Your power of Harmony also allows you to manipulate valence. Try TAKE VALENCE FROM FOUNTAIN or GIVE VALENCE TO FOUNTAIN.)", "endoftext": false }, { "action": "You take the valence from the fountain", "response": "The fountain now has normal valence.\nYou now have an amorphous quality of valence.", "endoftext": false }, { "action": "You look at the valence", "response": "Abstract, yet clearly present.", "endoftext": false }, { "action": "You examine the fountain", "response": "A large fountain made of marble. The water is cloudy and has a slight putrid smell.", "endoftext": false }, { "action": "Go west", "response": "Inauspiciously surrounded by narrow apartment buildings lies what must be the city dump. The deep, still moat surrounding the palace lies to the south, apparently untroubled by its proximity to mouldering trash. Things smell a bit better to the east.\n\nA huge mound of trash sits here, beset by flies.\n\nYou can also see an old bone here.", "endoftext": false }, { "action": "You examine the bone", "response": "Looks a bit gnawed on.", "endoftext": false }, { "action": "You take it", "response": "Taken.", "endoftext": false }, { "action": "You look at the trash", "response": "The mound of trash is itself exactly.", "endoftext": false }, { "action": "You examine the moat", "response": "The water of the moat is still and filled with eerie shadows.", "endoftext": true }, { "action": "Look around", "response": "Inauspiciously surrounded by narrow apartment buildings lies what must be the city dump. The deep, still moat surrounding the palace lies to the south, apparently untroubled by its proximity to mouldering trash. Things smell a bit better to the east.\n\nA huge mound of trash sits here, beset by flies.", "endoftext": false }, { "action": "You go west", "response": "If you get lost in the tangles of alleys and passageways, you might get mugged or eaten, and that would preclude the existence of the world.", "endoftext": false }, { "action": "Go east", "response": "A large, tree-lined square sits before the grand steps of the royal palace, which stands ominously to the south. The main road leads north. A dirtier road leads west.\n\nA large fountain burbles lackadaisically here.", "endoftext": false }, { "action": "Go south", "response": "Marble steps lead up to an ornately-carved entryway. Below them on either side sits a stagnant moat.\n\nAn open portcullis leads into the palace to the south.\n\nA guard wearing a helmet blocks the way in.", "endoftext": false }, { "action": "You look at the guard", "response": "She seems to be wearing something under her helmet, possibly earmuffs.", "endoftext": false }, { "action": "You examine the portcullis", "response": "The portcullis is itself exactly.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nan old bone\nsome valence", "endoftext": false }, { "action": "You give the valence to the trash", "response": "The mound of trash's weight of dharma is insufficient to have strong valence.", "endoftext": false }, { "action": "You give the valence to the moat", "response": "The moat's weight of dharma is insufficient to have strong valence.", "endoftext": false }, { "action": "You examine the bone", "response": "Looks a bit gnawed on.\n\nIt has strong valence.", "endoftext": false }, { "action": "You take valence from the bone", "response": "The old bone now has normal valence.\nYou now have an amorphous quality of valence.", "endoftext": false }, { "action": "Go east", "response": "A large, tree-lined square sits before the grand steps of the royal palace, which stands ominously to the south. The main road leads north. A dirtier road leads west.\n\nA large fountain burbles lackadaisically here.", "endoftext": false }, { "action": "You go north", "response": "A wide, well-traveled road leads south from the gate. It seems strangely devoid of traffic. A tavern with a sign possibly resembling an ur-toad stands to the east.\n\nThe gate to the north is open.", "endoftext": false }, { "action": "You ask the man about valence", "response": "\"Valence measures the degree to which something matters.\nSomething with strong valence has the power to create good outcomes—both in the sense of abstract virtue and in the sense of matching your desires.\"", "endoftext": false }, { "action": "You give the valence to the man", "response": "People are too multifaceted for yourself to modify their valence directly.", "endoftext": false }, { "action": "You ask the man about Fatalist", "response": "\"My name is Froderick. I am a Fatalist.\n\n\"But I'm more concerned about what makes you the true Wisher.\"", "endoftext": false }, { "action": "You ask the man about the Theurgist", "response": "\"Theurgists are people who can light the hidden fires in the world.\n\n\"They could be angels, wizards, fairies, or little gods. They could be holy men or women. They are those who, wielding Pramana and Mimamsa, have the power to lift others up into light or cast them down into shadow.\n\n\"The theurgists do not desire the jewel for themselves—at least, not at first, and not aloud.\n\n\"Their goal is to forge the wishers into the kinds of people who are worthy to give unto God the purpose for this world; into heroes worthy of the wishes that shall define the world. Their goal is to judge the wishers and make them ready for their task—and only then to ensure their success.\n\n\"They can use their command of Theurgy to see hidden possibility in the world and make it into truth, to make things how they should be: to give things characteristics they previously lacked.\"", "endoftext": false }, { "action": "You show the valence to the man", "response": "Froderick is unimpressed.", "endoftext": false }, { "action": "You should follow you", "response": "You focus the power of Harmony on Froderick.\n\n\"It seems my doubts as to your nature must be swept aside. I will join you.\"\nThe man pauses, considering. \"As you certainly know, I am a Fatalist. I have the power of Knowledge. I may speak for the past, the present, and the future when others' inner eyes are blind. You may ask me about anything, and I will explain the truths of the world.\"", "endoftext": false }, { "action": "You go west", "response": "A wide, well-traveled road leads south from the gate. It seems strangely devoid of traffic. A tavern with a sign possibly resembling an ur-toad stands to the east.\n\nThe gate to the north is open.\n\nFroderick arrives from the east.", "endoftext": false }, { "action": "You go to the south", "response": "A large, tree-lined square sits before the grand steps of the royal palace, which stands ominously to the south. The main road leads north. A dirtier road leads west.\n\nA large fountain burbles lackadaisically here.\n\nFroderick arrives from the north.", "endoftext": false }, { "action": "Go south", "response": "Marble steps lead up to an ornately-carved entryway. Below them on either side sits a stagnant moat.\n\nAn open portcullis leads into the palace to the south.\n\nA guard wearing a helmet blocks the way in.\n\nFroderick arrives from the north.", "endoftext": false }, { "action": "Go south", "response": "The guard blocks your path. \"No one enters without a letter from the Queen.\"", "endoftext": false }, { "action": "You write on the parchment", "response": "He tries to forge a letter from the queen.", "endoftext": false }, { "action": "You examine the parchment", "response": "A piece of parchment with \"a letter from the queen\" written on it.", "endoftext": false }, { "action": "You show the parchment to the guard", "response": "(first taking the forged letter)\nThat seems to belong to Froderick.", "endoftext": false }, { "action": "You ask Froderick for the letter", "response": "Froderick gives the forged letter to you.", "endoftext": false }, { "action": "You go south", "response": "The guard looks at your letter. \"Are you trying to waste my time?\"", "endoftext": false }, { "action": "You look at the letter", "response": "A piece of parchment with \"a letter from the queen\" written on it.\n\nIt has strong valence.", "endoftext": false }, { "action": "You take the valence from the letter", "response": "The forged letter now has normal valence.\nYou now have an amorphous quality of valence.", "endoftext": false }, { "action": "You go north", "response": "A large, tree-lined square sits before the grand steps of the royal palace, which stands ominously to the south. The main road leads north. A dirtier road leads west.\n\nA large fountain burbles lackadaisically here.\n\nFroderick arrives from the south.", "endoftext": false }, { "action": "Go south", "response": "Marble steps lead up to an ornately-carved entryway. Below them on either side sits a stagnant moat.\n\nAn open portcullis leads into the palace to the south.\n\nA guard wearing a helmet blocks the way in.\n\nFroderick arrives from the north.", "endoftext": false }, { "action": "You give the letter to Froderick", "response": "You give the forged letter to Froderick.", "endoftext": false }, { "action": "You inspire Froderick to write on the parchment", "response": "You focus the power of Harmony on Froderick.\n\nIt's already got something written on it.", "endoftext": false }, { "action": "You inspire the guard to accept the letter", "response": "You focus the power of Harmony on the palace guard.\n\nShe does not respond, almost as if she cannot hear you.", "endoftext": false }, { "action": "You give the letter to the guard", "response": "(first taking the forged letter)\nThat seems to belong to Froderick.", "endoftext": false }, { "action": "You give letter to the guard", "response": "Froderick gives the forged letter to the palace guard.", "endoftext": false }, { "action": "Go south", "response": "The guard blocks your path. \"No one enters without a letter from the Queen.\"", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nan old bone", "endoftext": false }, { "action": "You examine Froderick", "response": "He looks common enough, but you nevertheless perceive his true nature as a Fatalist.\n\nFroderick is carrying a pen.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nsome valence\nan old bone", "endoftext": false }, { "action": "You examine man", "response": "He looks common enough, but you nevertheless perceive his true nature as a Fatalist.\n\nFroderick is carrying a forged letter and a pen.", "endoftext": false }, { "action": "You hit the guard", "response": "With what? Your bare hands?", "endoftext": false }, { "action": "Yes", "response": "She's not a dragon. Honestly.", "endoftext": false }, { "action": "You ask the man about the guard", "response": "Froderick gives a long and in-depth explanation that, while presumably educational, is nevertheless fundamentally irrelevant.", "endoftext": false }, { "action": "You drop the bone", "response": "Dropped.", "endoftext": false }, { "action": "You go south", "response": "You walk through the open gate.\n\nA wide, well-traveled road leads south from the gate. It seems strangely devoid of traffic. A tavern with a sign possibly resembling an ur-toad stands to the east.\n\nThe gate to the north is open.", "endoftext": false }, { "action": "Go south", "response": "A large, tree-lined square sits before the grand steps of the royal palace, which stands ominously to the south. The main road leads north. A dirtier road leads west.\n\nA large fountain burbles enthusiastically here.", "endoftext": false }, { "action": "You take the valence from the fountain", "response": "The fountain now has normal valence.\nYou now have an amorphous quality of valence.", "endoftext": false }, { "action": "You go north", "response": "A wide, well-traveled road leads south from the gate. It seems strangely devoid of traffic. A tavern with a sign possibly resembling an ur-toad stands to the east.\n\nThe gate to the north is open.", "endoftext": false }, { "action": "You inspire the man to follow yourself", "response": "You focus the power of Harmony on the Fatalist.\n\n\"It seems my doubts as to your nature must be swept aside. I will join you.\"\nThe man pauses, considering. \"As you certainly know, I am a Fatalist. I have the power of Knowledge. I may speak for the past, the present, and the future when others' inner eyes are blind. You may ask me about anything, and I will explain the truths of the world.\"", "endoftext": false }, { "action": "Go west", "response": "A wide, well-traveled road leads south from the gate. It seems strangely devoid of traffic. A tavern with a sign possibly resembling an ur-toad stands to the east.\n\nThe gate to the north is open.\n\nThe Fatalist arrives from the east.", "endoftext": false }, { "action": "You go south", "response": "A large, tree-lined square sits before the grand steps of the royal palace, which stands ominously to the south. The main road leads north. A dirtier road leads west.\n\nA large fountain burbles lackadaisically here.\n\nThe Fatalist arrives from the north.", "endoftext": false }, { "action": "You go to the west", "response": "Inauspiciously surrounded by narrow apartment buildings lies what must be the city dump. The deep, still moat surrounding the palace lies to the south, apparently untroubled by its proximity to mouldering trash. Things smell a bit better to the east.\n\nA huge mound of trash sits here, beset by flies.\n\nYou can also see an old bone here.\n\nThe Fatalist arrives from the east.", "endoftext": false }, { "action": "You ask the man about the bone", "response": "The Fatalist gives a long and in-depth explanation that, while presumably educational, is nevertheless fundamentally irrelevant.", "endoftext": false }, { "action": "You go to the east", "response": "A large, tree-lined square sits before the grand steps of the royal palace, which stands ominously to the south. The main road leads north. A dirtier road leads west.\n\nA large fountain burbles lackadaisically here.\n\nThe Fatalist arrives from the west.", "endoftext": false }, { "action": "Go south", "response": "Marble steps lead up to an ornately-carved entryway. Below them on either side sits a stagnant moat.\n\nAn open portcullis leads into the palace to the south.\n\nA guard wearing a helmet blocks the way in.\n\nThe Fatalist arrives from the north.", "endoftext": false }, { "action": "You give the valence to the pen", "response": "The pen's weight of dharma is insufficient to have strong valence.", "endoftext": false }, { "action": "You go north", "response": "A large, tree-lined square sits before the grand steps of the royal palace, which stands ominously to the south. The main road leads north. A dirtier road leads west.\n\nA large fountain burbles lackadaisically here.\n\nThe Fatalist arrives from the south.", "endoftext": false }, { "action": "You ask the man about the letter", "response": "The Fatalist gives a long and in-depth explanation that, while presumably educational, is nevertheless fundamentally irrelevant.", "endoftext": false }, { "action": "You give the valence to the parchment", "response": "The piece of parchment's weight of dharma is insufficient to have strong valence.", "endoftext": false }, { "action": "You inspire the man to forge the letter", "response": "You focus the power of Harmony on the Fatalist.\n\nThe Fatalist does not respond.", "endoftext": false }, { "action": "You ask the man about Queen", "response": "\"Having lost the Jewel of All Desiring, the royalty of Raif has become vampiric, treacherous, cold-blooded and bloodthirsty monsters. They have elected to help in the discovery of the Jewel. Setting forth without their blessing would be unimaginably improper.\"", "endoftext": false }, { "action": "You ask the man about Jewel", "response": "\"The Jewel of All Desiring is that sleeper that dreams inwards, that inverted oyster, that creature that we name God the Shaper, God the Maker, Lord—\n\n\"And it has not yet begun to shape the world.\n\n\"The jewel is a pearl of infinite layers and subtleties and its possessor may obtain everything that they desire.\n\n\"For uncounted æons it was in the hands of the Kings and Queens of Raif. Never did they wish.\n\n\"Never did they fulfill the destiny of the jewel.\n\n\"Who would want to obtain everything that one desires?\"", "endoftext": false }, { "action": "You should write the letter on the parchment", "response": "You focus the power of Harmony on the Fatalist.\n\nHe tries to forge a letter from the queen.", "endoftext": false }, { "action": "Go west", "response": "Inauspiciously surrounded by narrow apartment buildings lies what must be the city dump. The deep, still moat surrounding the palace lies to the south, apparently untroubled by its proximity to mouldering trash. Things smell a bit better to the east.\n\nA huge mound of trash sits here, beset by flies.\n\nThe Fatalist arrives from the east.", "endoftext": false }, { "action": "Wish", "response": "I'm not sure that's going to do you much good without the Jewel of All Desiring. (As a Wisher, your main abilities are to use Harmony to inspire people to do things and to take valence from things with high valence and give said valance to other things.)", "endoftext": false }, { "action": "You give the letter to you", "response": "The Fatalist gives the forged letter to you.", "endoftext": false }, { "action": "You show the bone to Fatalist", "response": "The Fatalist is unimpressed.", "endoftext": false }, { "action": "You ask the man for the pen", "response": "The Fatalist gives the pen to you.", "endoftext": false }, { "action": "You ask the man for the parchment", "response": "The Fatalist gives the piece of parchment to you.", "endoftext": false }, { "action": "You write on the parchment", "response": "You try to forge a letter from the queen.", "endoftext": false }, { "action": "You examine the letter", "response": "A piece of parchment with \"a letter from the queen\" written on it.", "endoftext": false }, { "action": "You go north", "response": "A large, tree-lined square sits before the grand steps of the royal palace, which stands ominously to the south. The main road leads north. A dirtier road leads west.\n\nA large fountain burbles lackadaisically here.\n\nThe Fatalist arrives from the south.", "endoftext": false }, { "action": "You go to the north", "response": "A wide, well-traveled road leads south from the gate. It seems strangely devoid of traffic. A tavern with a sign possibly resembling an ur-toad stands to the east.\n\nThe gate to the north is open.\n\nThe Fatalist arrives from the south.", "endoftext": false }, { "action": "You go to the north", "response": "You walk through the open gate.\n\nA large gate guards entrance into the city.\n\nThe gate to the south is open.\n\nA guard stands here, watching you.\n\nThe Fatalist arrives from the south.", "endoftext": false }, { "action": "Go north", "response": "The road approaches the imposing gate to the south. To the north is the crossroads.\n\nThe Fatalist arrives from the south.", "endoftext": false }, { "action": "You go north", "response": "You stand on a dusty crossroads in the Kingdom of Raif. The road leads south, west, and beith.\n\nA signpost stands nearby.\n\nThe Fatalist arrives from the south.", "endoftext": false }, { "action": "Beith", "response": "The road here winds erratically before coming to a ford, beith of you. The water is flowing too rapidly to allow for safe passage. This surfeit of water has also done a number on the condition of the road, in contrast to its dusty condition back towards the crossroads.\n\nThere is a large anvil with a sword sticking out of it by the side of the road.\n\nThe Fatalist arrives.", "endoftext": false }, { "action": "You look at the ANVIL", "response": "A heavy iron anvil. An inscription reads, \"Only one with the blood of an angel may take this sword.\"\n\nIn the anvil is a sword.\n\nThe Fatalist says, \"Hmm, that anvil has strong truth.\"\n(The Fatalist can manipulate truth. Try \"Fatalist, TAKE TRUTH FROM ANVIL\" or \"Fatalist, GIVE TRUTH TO ANVIL\".)", "endoftext": false }, { "action": "You take the truth from the ANVIL", "response": "The anvil now has normal truth.\nThe Fatalist now has an amorphous quality of truth.", "endoftext": false }, { "action": "You examine the letter", "response": "A finely-written letter of invitation from the queen.\n\nThe Fatalist says, \"Hmm, that forged letter has strong truth.\"", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na forged letter\na pen\nan old bone\nsome valence", "endoftext": false }, { "action": "You take the ANVIL", "response": "That's too heavy to lift.", "endoftext": false }, { "action": "You look", "response": "The road here winds erratically before coming to a ford, beith of you. The water is flowing too rapidly to allow for safe passage. This surfeit of water has also done a number on the condition of the road, in contrast to its dusty condition back towards the crossroads.\n\nThe Fatalist is here.\n\nThere is a large anvil by the side of the road.", "endoftext": false }, { "action": "Beith", "response": "The river is too quick and too cutting.", "endoftext": false }, { "action": "Back", "response": "You stand on a dusty crossroads in the Kingdom of Raif. The road leads south, west, and beith.\n\nA signpost stands nearby.\n\nThe Fatalist arrives from the beith.", "endoftext": false }, { "action": "You go south", "response": "The road approaches the imposing gate to the south. To the north is the crossroads.\n\nThe Fatalist arrives from the north.", "endoftext": false }, { "action": "Go south", "response": "A large gate guards entrance into the city.\n\nThe gate to the south is open.\n\nA guard stands here, watching you.\n\nThe Fatalist arrives from the north.", "endoftext": false }, { "action": "You go south", "response": "You walk through the open gate.\n\nA wide, well-traveled road leads south from the gate. It seems strangely devoid of traffic. A tavern with a sign possibly resembling an ur-toad stands to the east.\n\nThe gate to the north is open.\n\nThe Fatalist arrives from the north.", "endoftext": false }, { "action": "Go south", "response": "The guard looks at your letter carefully, then motions you through.\n\nA towering room decorated with mosaics in gold and gems.\n\nAn open portcullis leads north.\n\nSitting on a throne is the Queen of Raif, sipping blood out of a jeweled goblet.\n\nNext to the queen stand several well-armed guards.\n\nOn a balcony an archer keeps careful watch.\n\nThe Fatalist arrives from the north.", "endoftext": false }, { "action": "You examine Queen", "response": "Before you can do anything, the Queen gives you a hard stare. \"Having lost the Jewel of All Desiring, we royals of Raif have elected to help in its discovery by those worthy of it. I am unsurprised that you have come to seek my blessing.\n\n\"However, you bear none of the signs of the prophecy and are unquestionably unworthy. How dare you defile my halls like this?\" She motions to the guards. \"Throw them in a cell until my son gets back. Wishers give me heartburn, and that Fatalist hardly looks like a good meal.\"\n\nThe guards waste no time carrying out her instructions.\n\nA damp cell with slimy stone walls.\n\nThe Fatalist is here.\n\nSteel bars block the exit to the east.\n\nA scarred woman sits in the corner.", "endoftext": false }, { "action": "You examine the woman", "response": "She looks rather wan and hungry, but she is clearly recognizable as a Theurgist.", "endoftext": false }, { "action": "You ask the woman about herself", "response": "\"My name is Theresa. I am a Theurgist.\n\n\"But right now I'm mostly a prisoner. Of this cell, and of my guilt.\"", "endoftext": false }, { "action": "You ask the woman about the guilt", "response": "\"I used Theurgy in anger to immure someone deep within the world. I am rightly guilty of murder.\"", "endoftext": false }, { "action": "You ask the woman about the murder", "response": "Theresa shrugs absently.", "endoftext": false }, { "action": "You inspire woman to follow yourself", "response": "You focus the power of Harmony on Theresa.\n\n\"Well, then, I find my heart has moved. I will join you.\"\nThe woman smiles at you. \"As a Theurgist, I have the power of Insight. I can see hidden truths through a deep understanding of the\ncosmos—and\nthen bring them forth; essentially, if I believe an object should be a certain way I can make it that way. I can make boulders light and lead into gold.\"", "endoftext": false }, { "action": "You look", "response": "A damp cell with slimy stone walls.\n\nThe Fatalist is here.\n\nSteel bars block the exit to the east.\n\nTheresa is here.", "endoftext": false }, { "action": "You examine bars", "response": "The steel bars are themselves exactly.", "endoftext": false }, { "action": "THERESA, ,LOOK AT BARS", "response": "Theresa looks closely at the steel bars.", "endoftext": false }, { "action": "You examine the walls", "response": "The walls are made of stone blocks covered in a grimy green slime.", "endoftext": false }, { "action": "THERESA, ,EXAMINE WALLS", "response": "Theresa looks closely at the wall.", "endoftext": false }, { "action": "You open the door", "response": "Theresa is unable to do that.", "endoftext": false }, { "action": "You inspire Theresa to open the door", "response": "You focus the power of Harmony on Theresa.\n\nTheresa is unable to do that.", "endoftext": false }, { "action": "You inspire Theresa to lighten the bars", "response": "You focus the power of Harmony on Theresa.\n\nTheresa does not respond.", "endoftext": false }, { "action": "You make the bars light", "response": "That requires command of the power of Insight.", "endoftext": false }, { "action": "You make the bars light", "response": "\"I'm not sure I believe that should be the case. I don't want to risk Corrupt Insight.\"", "endoftext": false }, { "action": "You make the door open", "response": "\"I could do that, easily. But I'm guilty of my crime. I should be locked up here. Using Theurgy to break free would be Corrupt Insight.\"", "endoftext": false }, { "action": "You ask the man about the truth", "response": "\"Truth measures how real something is. Something that is strong in its truth is all but written in the book of the world--- an axiom of creation, a primal cause, a thing that makes ordinary rocks and trees pale into corollaries and lemmas. There is nothing more true or indisputable than this.\"", "endoftext": false }, { "action": "You inspire Theresa to make the door open", "response": "You focus the power of Harmony on Theresa.\n\n\"I could do that, easily. But I'm guilty of my crime. I should be locked up here. Using Theurgy to break free would be Corrupt Insight.\"", "endoftext": false }, { "action": "You examine Theresa", "response": "She looks rather wan and hungry, but she is clearly recognizable as a Theurgist.", "endoftext": false }, { "action": "You tell Theresa that we're not guilty", "response": "\"Ah, I see. You are a victim of this foul Queen. You do not deserve to be locked here. That changes things.\"", "endoftext": false }, { "action": "You make the door open", "response": "\"Yes, it is not right for you to be confined here.\"\nThe steel bars are now open, as if they had been that way all along.", "endoftext": false }, { "action": "You go to the east", "response": "A damp hallway lined with cells. Stairs lead up to the north.\n\nSteel bars stand open to the west.\n\nThe Fatalist arrives from the west.\n\nTheresa arrives from the west.", "endoftext": false }, { "action": "Go upwards", "response": "You seem to lack wings.", "endoftext": false }, { "action": "You go north", "response": "A beautiful garden with carefully-trimmed topiaries and rather unnerving statues. Doorways are open to the east and south. Across a short railing to the north lies the moat.\n\nYou can see a fallen leaf here.\n\nThe Fatalist arrives from the south.\n\nTheresa arrives from the south.", "endoftext": false }, { "action": "You examine the leaf", "response": "The fallen leaf is itself exactly.", "endoftext": false }, { "action": "You look at statues", "response": "The statues feature individuals of various species screaming in horror.", "endoftext": false }, { "action": "You examine topiaries", "response": "The topiaries depict dragons, chimerae, and wombats.", "endoftext": false }, { "action": "You look at railing", "response": "It's only three feet tall and should be easy climb.\n\nTheresa says, \"I perceive strong mechanical support in that short easily-climbed railing.\"\n(Theresa can manipulate mechanical support. Try \"Theresa, TAKE SUPPORT FROM SHORT EASILY-CLIMBED RAILING\" or \"Theresa, GIVE SUPPORT TO SHORT EASILY-CLIMBED RAILING\".)", "endoftext": false }, { "action": "You take the support from the railing", "response": "The short easily-climbed railing now has normal mechanical support. Theresa now has an amorphous quality of mechanical support.", "endoftext": false }, { "action": "You put support on the leaf", "response": "Theresa is unable to do that.", "endoftext": false }, { "action": "Go north", "response": "You are on a narrow muddy bank. A deep, still moat separates you from the main city to the north. To the south is the gardens.\n\nThe Fatalist arrives from the south.\n\nTheresa arrives from the south.", "endoftext": false }, { "action": "Go north", "response": "Given what you've heard about the royalty of Raif, you're not keen to try swimming. If only you had something you could ride across.", "endoftext": false }, { "action": "You examine the leaf", "response": "The fallen leaf is itself exactly.", "endoftext": false }, { "action": "You drop the leaf", "response": "Dropped.", "endoftext": false }, { "action": "Ride leaf", "response": "As strange as it may seem, you successfully ride the fallen leaf across the moat with Theresa and the Fatalist.\n\nInauspiciously surrounded by narrow apartment buildings lies what must be the city dump. The deep, still moat surrounding the palace lies to the south, apparently untroubled by its proximity to mouldering trash. Things smell a bit better to the east.\n\nA huge mound of trash sits here, beset by flies.\n\nYou can also see some valence, an old bone, a pen, a forged letter, and a sword here.\n\nThe Fatalist arrives from the south.\n\nTheresa arrives from the south.", "endoftext": false }, { "action": "You examine the leaf", "response": "The fallen leaf is itself exactly.\n\nTheresa says, \"I perceive strong mechanical support in that fallen leaf.\"", "endoftext": false }, { "action": "You look at the trash", "response": "The mound of trash is itself exactly.", "endoftext": false }, { "action": "You examine the bone", "response": "Looks a bit gnawed on.", "endoftext": false }, { "action": "You examine the pen", "response": "The pen is itself exactly.", "endoftext": false }, { "action": "You examine the letter", "response": "A finely-written letter of invitation from the queen.\n\nThe Fatalist says, \"Hmm, that forged letter has strong truth.\"", "endoftext": false }, { "action": "You ask Fatalist about the prophecy", "response": "\"Legend states that Vedic astrologers prophesied that the true Wisher would be bright green, bear a sword of lightning, and carry a representation of Ketu.\n\n\"Of course, some say that this legend was created as a way of conveniently dismissing Wishers.\"", "endoftext": false }, { "action": "You ask Fatalist about Ketu", "response": "\"Ketu, the Contemplation Planet, is the dragon's tail. It is an invisible planet, one of two key secret planets studied in Vedic astrology.\"", "endoftext": false }, { "action": "You take all", "response": "fallen leaf: Taken.\nvalence: You now have an amorphous quality of valence.\nold bone: Taken.\npen: Taken.\nforged letter: Taken.\nsword: Taken.\ntruth: That requires command of the power of Knowledge.", "endoftext": false }, { "action": "You go east", "response": "A large, tree-lined square sits before the grand steps of the royal palace, which stands ominously to the south. The main road leads north. A dirtier road leads west.\n\nA large fountain burbles lackadaisically here.\n\nThe Fatalist arrives from the west.\n\nTheresa arrives from the west.", "endoftext": false }, { "action": "You examine the fountain", "response": "A large fountain made of marble. The water is cloudy and has a slight putrid smell.", "endoftext": false }, { "action": "You go to the north", "response": "A wide, well-traveled road leads south from the gate. It seems strangely devoid of traffic. A tavern with a sign possibly resembling an ur-toad stands to the east.\n\nThe gate to the north is open.\n\nThe Fatalist arrives from the south.\n\nTheresa arrives from the south.", "endoftext": false }, { "action": "You go to the east", "response": "A large, dimly-lit tavern. It smells of beer and blood.\n\nThe Fatalist arrives from the west.\n\nTheresa arrives from the west.", "endoftext": false }, { "action": "Go west", "response": "A wide, well-traveled road leads south from the gate. It seems strangely devoid of traffic. A tavern with a sign possibly resembling an ur-toad stands to the east.\n\nThe gate to the north is open.\n\nThe Fatalist arrives from the east.\n\nTheresa arrives from the east.", "endoftext": false }, { "action": "Go north", "response": "You walk through the open gate.\n\nA large gate guards entrance into the city.\n\nThe gate to the south is open.\n\nA guard stands here, watching you.\n\nThe Fatalist arrives from the south.\n\nTheresa arrives from the south.", "endoftext": false }, { "action": "You look at the guard", "response": "She's wearing chainmail and a steady frown.", "endoftext": false }, { "action": "You look at the lever", "response": "The guard blocks access to the lever.", "endoftext": false }, { "action": "You go north", "response": "The road approaches the imposing gate to the south. To the north is the crossroads.\n\nThe Fatalist arrives from the south.\n\nTheresa arrives from the south.", "endoftext": false }, { "action": "You go north", "response": "You stand on a dusty crossroads in the Kingdom of Raif. The road leads south, west, and beith.\n\nA signpost stands nearby.\n\nThe Fatalist arrives from the south.\n\nTheresa arrives from the south.", "endoftext": false }, { "action": "You look at the signpost", "response": "It points south. The lettering has been worn away by the wind.", "endoftext": false }, { "action": "You go to the west", "response": "Setting forth without the blessing of the royalty of Raif would be unimaginably improper.", "endoftext": false }, { "action": "Beith", "response": "The road here winds erratically before coming to a ford, beith of you. The water is flowing too rapidly to allow for safe passage. This surfeit of water has also done a number on the condition of the road, in contrast to its dusty condition back towards the crossroads.\n\nThere is a large anvil by the side of the road.\n\nThe Fatalist arrives.\n\nTheresa arrives.", "endoftext": false }, { "action": "You examine the ANVIL", "response": "A heavy iron anvil. It used to have a sword stuck through it. An inscription reads, \"Only one with the blood of an angel may take this sword.\"", "endoftext": false }, { "action": "You put the truth in the sword", "response": "(the Fatalist first taking the truth)\nThe Fatalist is unable to do that.", "endoftext": false }, { "action": "You get the truth", "response": "The Fatalist is unable to do that.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na sword\na forged letter\na pen\nan old bone\nsome valence\na fallen leaf", "endoftext": false }, { "action": "You give the letter to Fatalist", "response": "You give the forged letter to the Fatalist.", "endoftext": false }, { "action": "You get the truth", "response": "The forged letter now has normal truth.\nThe Fatalist now has an amorphous quality of truth.", "endoftext": false }, { "action": "You get the truth from the ANVIL", "response": "The anvil now has normal truth.\nThe Fatalist now has an amorphous quality of truth.", "endoftext": false }, { "action": "You examine sword", "response": "The sword is itself exactly.\n\nThe Fatalist says, \"Hmm, that sword has strong truth.\"", "endoftext": false }, { "action": "You take the truth from the sword", "response": "The sword now has normal truth.\nThe Fatalist now has an amorphous quality of truth.", "endoftext": false }, { "action": "You examine ANVIL", "response": "A heavy iron anvil. An inscription reads, \"Only one with the blood of an angel may take this sword.\"\n\nIn the anvil is a sword.\n\nThe Fatalist says, \"Hmm, that anvil has strong truth.\"", "endoftext": false }, { "action": "You ask the man about the angel", "response": "\"They're not as rare as you'd think. I saw one get arrested in a tavern brawl just the other day.\"", "endoftext": false }, { "action": "You get the truth", "response": "The anvil now has normal truth.\nThe Fatalist now has an amorphous quality of truth.", "endoftext": false }, { "action": "Back", "response": "You stand on a dusty crossroads in the Kingdom of Raif. The road leads south, west, and beith.\n\nA signpost stands nearby.\n\nThe Fatalist arrives from the beith.\n\nTheresa arrives from the beith.", "endoftext": false }, { "action": "Go south", "response": "The road approaches the imposing gate to the south. To the north is the crossroads.\n\nThe Fatalist arrives from the north.\n\nTheresa arrives from the north.", "endoftext": false }, { "action": "Go south", "response": "A large gate guards entrance into the city.\n\nThe gate to the south is open.\n\nA guard stands here, watching you.\n\nThe Fatalist arrives from the north.\n\nTheresa arrives from the north.", "endoftext": false }, { "action": "You go south", "response": "You walk through the open gate.\n\nA wide, well-traveled road leads south from the gate. It seems strangely devoid of traffic. A tavern with a sign possibly resembling an ur-toad stands to the east.\n\nThe gate to the north is open.\n\nThe Fatalist arrives from the north.\n\nTheresa arrives from the north.", "endoftext": false }, { "action": "You go to the east", "response": "A large, dimly-lit tavern. It smells of beer and blood.\n\nThe Fatalist arrives from the west.\n\nTheresa arrives from the west.", "endoftext": false }, { "action": "You look at blood", "response": "Using your nose, you find a bloody rag.\n\nIt looks like it was used to mop up a pool of blood.", "endoftext": false }, { "action": "You look at the rag", "response": "It looks like it was used to mop up a pool of blood.", "endoftext": false }, { "action": "Go west", "response": "A wide, well-traveled road leads south from the gate. It seems strangely devoid of traffic. A tavern with a sign possibly resembling an ur-toad stands to the east.\n\nThe gate to the north is open.\n\nThe Fatalist arrives from the east.\n\nTheresa arrives from the east.", "endoftext": false }, { "action": "Go north", "response": "You walk through the open gate.\n\nA large gate guards entrance into the city.\n\nThe gate to the south is open.\n\nA guard stands here, watching you.\n\nThe Fatalist arrives from the south.\n\nTheresa arrives from the south.", "endoftext": false }, { "action": "You take the sword", "response": "A bright ray of light shines down from the heavens, and an unseen chorus chants melodiously.\n\nTaken.", "endoftext": false }, { "action": "You look", "response": "The road here winds erratically before coming to a ford, beith of you. The water is flowing too rapidly to allow for safe passage. This surfeit of water has also done a number on the condition of the road, in contrast to its dusty condition back towards the crossroads.\n\nTheresa is here.\n\nThe Fatalist is here.\n\nThere is a large anvil by the side of the road.", "endoftext": false }, { "action": "You take the truth from the ANVIL", "response": "The anvil now has normal truth.\nThe Fatalist now has an amorphous quality of truth.", "endoftext": false }, { "action": "Back", "response": "You stand on a dusty crossroads in the Kingdom of Raif. The road leads south, west, and beith.\n\nA signpost stands nearby.\n\nThe Fatalist arrives from the beith.\n\nTheresa arrives from the beith.", "endoftext": false }, { "action": "You go south", "response": "A large, tree-lined square sits before the grand steps of the royal palace, which stands ominously to the south. The main road leads north. A dirtier road leads west.\n\nA large fountain burbles lackadaisically here.\n\nThe Fatalist arrives from the north.\n\nTheresa arrives from the north.", "endoftext": false }, { "action": "Go west", "response": "Inauspiciously surrounded by narrow apartment buildings lies what must be the city dump. The deep, still moat surrounding the palace lies to the south, apparently untroubled by its proximity to mouldering trash. Things smell a bit better to the east.\n\nA huge mound of trash sits here, beset by flies.\n\nThe Fatalist arrives from the east.\n\nTheresa arrives from the east.", "endoftext": false }, { "action": "Ride leaf", "response": "As strange as it may seem, you successfully ride the fallen leaf across the moat with Theresa and the Fatalist.\n\nYou are on a narrow muddy bank. A deep, still moat separates you from the main city to the north. To the south is the gardens.\n\nThe Fatalist arrives from the north.\n\nTheresa arrives from the north.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\na fallen leaf\na sword\na bloody rag\na pen\nan old bone\nsome valence", "endoftext": false }, { "action": "Go south", "response": "A beautiful garden with carefully-trimmed topiaries and rather unnerving statues. Doorways are open to the east and south. Across a short railing to the north lies the moat.\n\nThe Fatalist arrives from the north.\n\nTheresa arrives from the north.", "endoftext": false }, { "action": "You examine topiaries", "response": "The topiaries depict dragons, chimerae, and wombats.", "endoftext": false }, { "action": "You cut the topiaries", "response": "Cutting them up would achieve little.", "endoftext": false }, { "action": "You look at statues", "response": "The statues feature individuals of various species screaming in horror.", "endoftext": false }, { "action": "You ask the man about the statues", "response": "The Fatalist gives a long and in-depth explanation that, while presumably educational, is nevertheless fundamentally irrelevant.", "endoftext": false }, { "action": "You ask the man about Ketu", "response": "\"Ketu, the Contemplation Planet, is the dragon's tail. It is an invisible planet, one of two key secret planets studied in Vedic astrology.\"", "endoftext": false }, { "action": "You go to the east", "response": "A towering room decorated with mosaics in gold and gems.\n\nA closed portcullis blocks the way north.\n\nSitting on a throne is the Queen of Raif, sipping blood out of a jeweled goblet.\n\nNext to the queen stand several well-armed guards.\n\nOn a balcony an archer keeps careful watch.\n\nThe Queen looks down at you with a bored expression. \"You have returned. You did better than I thought you would. Remain here as my guests until my son gets back, or until I get particularly hungry. I will overlook your failure to give a proper guest's tribute, and I will even give you leave to attempt to prove yourself worthy. You will fail, of course. You are not the one kissed by prophecy.\n\n\"Oh, and don't think of trying your mystical powers. My guards are instructed to kill anyone who does so.\"\n\nThe Fatalist arrives from the west.\n\nTheresa arrives from the west.", "endoftext": false }, { "action": "You look at Queen", "response": "The Queen is herself exactly.", "endoftext": false }, { "action": "You look at the guards", "response": "The well-armed guards are themselves exactly.", "endoftext": false }, { "action": "You look at the archer", "response": "The archer is himself exactly.", "endoftext": false }, { "action": "You examine the portcullis", "response": "The portcullis is itself exactly.", "endoftext": false }, { "action": "You ask man about the tribute", "response": "\"Royalty expect golden jeweled treasures, I'm sure. But even then, taste and appropriateness are hard to judge.\"", "endoftext": false }, { "action": "You inspire Queen to give the blessing to yourself", "response": "To talk to someone, try \"someone, hello\" or some such.", "endoftext": false }, { "action": "You should give the blessing to you", "response": "You focus the power of Harmony on the Queen.\n\nThe guards kill you without hesitation.", "endoftext": false }, { "action": "You should shoot Queen", "response": "You focus the power of Harmony on the archer.\n\nThe guards kill you without hesitation.", "endoftext": false }, { "action": "You give the rag to Queen", "response": "\"That's hardly a gift worthy of the royalty of Raif. Frankly, it's insulting.\"", "endoftext": false }, { "action": "You go west", "response": "A beautiful garden with carefully-trimmed topiaries and rather unnerving statues. Doorways are open to the east and south. Across a short railing to the north lies the moat.\n\nThe Fatalist arrives from the east.\n\nTheresa arrives from the east.", "endoftext": false }, { "action": "You go to the south", "response": "A damp hallway lined with cells. Stairs lead up to the north.\n\nSteel bars stand open to the west.\n\nThe Fatalist arrives from the north.\n\nTheresa arrives from the north.", "endoftext": false }, { "action": "You go west", "response": "A damp cell with slimy stone walls.\n\nSteel bars stand open to the east.\n\nThe Fatalist arrives from the east.\n\nTheresa arrives from the east.", "endoftext": false }, { "action": "You make the pen invisible", "response": "The pen fades from sight.", "endoftext": false }, { "action": "You go to the east", "response": "A damp hallway lined with cells. Stairs lead up to the north.\n\nSteel bars stand open to the west.\n\nThe Fatalist arrives from the west.\n\nTheresa arrives from the west.", "endoftext": false }, { "action": "Go north", "response": "A beautiful garden with carefully-trimmed topiaries and rather unnerving statues. Doorways are open to the east and south. Across a short railing to the north lies the moat.\n\nThe Fatalist arrives from the south.\n\nTheresa arrives from the south.", "endoftext": false }, { "action": "Go east", "response": "The Queen gasps. \"You bear the signs of prophecy! There is no escaping it. I must give you my blessing, and resign myself to a world that exists.\"\n\nWith the blessing of the royalty of Raif, you are free to proceed on your journey.\n\nYou proceed to Tin 'An, the calcifying city. You evade the Axeman and pay your respects to the Duke and the Foremost Scribe. You learn much here, though the existence of such a dying city is a weight upon your concept of the world you seek to have created.\n\nYou travel among the savage peoples, who must pay horrible prices to survive. Your time there redoubled the questions about why the world born from your wish would require such painful compromises.\n\nYou make inquiry among the fairies. They are beautiful and magical and tragic. They do not exist. You nevertheless find profound secrets lurking in their stories.\n\nYou visit the sun. Great continent-sized fortresses of dark stone drift there: the homes of thieves and blackguards too notorious to live within the dreaming kingdoms. To sail on its surface is absolute torment, but still you find something of value there.\n\nNo paths lead to the Dragons of the Deeps. They are impossible to find. Yet, encounter them you do. They are deepness and greatness and inspiration and they war against the shadow. It might have been for them to eat you, but you were not there for their teeth to find.\n\nYou travel to the golden meadows under the world. There, you find the ur-toads. They are insanely cool, dreadful, and awe-inspiring. They are mysterious and sagacious. They kill you, and thus end your journey.\n\nExcept it is then, in the afterlife, that you find Tiresias, Seer of Thebes. He tells you that the Jewel of All Desiring is not in the world, nor above, nor below it, nor outside it in any direction.\n\nAnd thus, you have come, the three of you, boon companions all, to this place, a surfeit of the void, a spaceless space both before and after the world. You are at your journey's end. There is but one task left: to wish upon the jewel.\n\nThere is nothing all around you, save for raw prameya stripped of danda and your companions.\n\nTheresa is here.\n\nThe Fatalist is here.\n\nFloating before you is the Jewel of All Desiring.", "endoftext": false }, { "action": "You look at Jewel", "response": "It is a celestial jewel that contains all that is, was, and will be within its facets.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nSpring's Root\na cloak of breezes\na battery-powered brass lantern\nan obsidian knife\nsome empty gallon cans of blood", "endoftext": false }, { "action": "You examine the Spring 's root", "response": "Spring's Root is itself exactly.", "endoftext": false }, { "action": "You examine the cloak", "response": "The cloak of breezes is itself exactly.", "endoftext": false }, { "action": "You examine the lantern", "response": "The battery-powered brass lantern is itself exactly.", "endoftext": false }, { "action": "You examine the knife", "response": "The obsidian knife is itself exactly.", "endoftext": false }, { "action": "You look at the cans", "response": "The empty gallon cans of blood are themselves exactly.", "endoftext": false }, { "action": "You wish upon Jewel", "response": "Theresa nods at you as you grasp the jewel tightly. \"Go ahead. You have proven yourself worthy.\"\n\nYou hold the jewel and form your intent, radiance from the jewel emerging the Fatalist, who shall form the firmament of the world.\n\nBut before you can conceptualize your wish, shadowy flames emerge from the void and surround you. You find your thoughts thrown back to your decisions and their nature.\n\nWas it correct to force the gate guard to disobey her Queen and then leave her to face that Queen's wrath?", "endoftext": false }, { "action": "No", "response": "Was it correct to win the Fatalist's loyalty with the power of Harmony?", "endoftext": false }, { "action": "No", "response": "Was it correct to remove the Valence from the fountain, leaving the townspeople to depend on polluted water?", "endoftext": false }, { "action": "Yes", "response": "Was it correct to forge a letter to gain access to the Queen under false pretenses?", "endoftext": false }, { "action": "Yes", "response": "Was it correct to have Theresa use theurgy to break out of the cell, despite her guilt?", "endoftext": false }, { "action": "No", "response": "Was it correct to remove the mechanical support from the railing, creating a safety hazard?", "endoftext": false }, { "action": "No", "response": "Was it correct to assume the signs of prophecy to obtain the Queen's blessing?", "endoftext": false }, { "action": "Yes", "response": "Was it correct to never even ask the Fatalist's name despite your long journey together?", "endoftext": false }, { "action": "Yes", "response": "Is it correct to create the world, with its vampiric queens and calcifing cities and horrible compromises, with its beasts and murderers, with its pain and death and suffering?", "endoftext": false }, { "action": "No", "response": "Apparently satisfied with your answers, the shadowy flames disperse.\n\nAnd then, emanating from the body of the Fatalist, you see the Dreaming Kingdoms you have always known grow and kindle, unmistakably real, until they encompass all.", "endoftext": true } ]
8ovhr7mn59aut5qm
Intro to Jabberwocky
Gregory Weir
[ "Literary" ]
[ "bibliographical references", "IntroComp 2004", "walkthrough" ]
2,004
[ 0, 4, 1, 0, 0 ]
5
3.8
20100705
false
In this story, based on the Lewis Carroll poem "Jabberwocky", you play as a farmer's child, sent out before brillig to deal with the family's animals. You also find a tablet with a pattern of lines and letters; as you complete your chores, the blank lines of the tablet are replaced with words, forming the first stanza of the poem.
[ { "action": "%", "response": "What a bother. Father says that some thing has happened to all of your family's animals, all at the same time, and he's sent you out to care for them, almost before brillig. Oh, well. It should be a quick job, and then you can eat breakfast and relax.\n\nType HELP for credits, information, and assistance.\n\nFrom far off to the west you can hear the toves calling, a sad, lonely sound, punctuated only by their happy cries of greeting when they encounter one another. The pink mist of the wabe quietly drifts by, occasionally lapping up on shore in billows of sweet-smelling fog. Above, the suns gently glow. Along the shore to the north is a chicken-wire enclosure, and to the south is a small wooden structure. The sand gives way to grass along the path back to your house in the east.\n\nA worn tablet lies here, half-buried in the sand.", "endoftext": false }, { "action": "You take the tablet", "response": "You pull the tablet from the sand, shaking the fine white grains from its stony surface.", "endoftext": false }, { "action": "You examine the tablet", "response": "The tablet is made of some sort of worn stone, pitted and etched by the elements. In the upper left corner is the Roman numeral I. Below, there is a pattern of lines and letters, like so:\n\n'Twas brillig, ___ ___ \n___ ____ ___ __ ___ ____:\n___ ____ ___ ,\n___ ___ ____ .", "endoftext": false }, { "action": "You examine wabe", "response": "The wabe could be called a sea, except that instead of being composed of water, it's composed of a rose-colored mist. The mist is quite dense, and almost acts like a liquid. Instead of forming waves, however, it forms tiny clouds of fog that slowly drift back into the main body of mist.", "endoftext": false }, { "action": "You examine the structure", "response": "The tove corral lies to the south.", "endoftext": false }, { "action": "You listen to the toves", "response": "The toves are making their sad cries.", "endoftext": false }, { "action": "You go to the west", "response": "That wouldn't be a good idea. It's not that you can't swim, it's just that the wabe isn't made up of water, but of mist that's mildly poisonous to humans.", "endoftext": false }, { "action": "You go north", "response": "They call it \"chicken wire,\" but you don't get many chickens around here. You and your dad use it to keep in your borogoves. The wire is stretched between sturdy wooden posts sunk deep into the sand of the shore. Inside the wire, the borogoves skitter around, looking very agitated.\n\nThe tablet shivers in your hands.", "endoftext": false }, { "action": "You look at the suns", "response": "The suns have recently risen in the west, and they're at the point called \"brillig,\" where they're level with each other in the sky. Soon, the smaller, faster sun will pull ahead of the larger.", "endoftext": false }, { "action": "You look at the tablet", "response": "The tablet is made of some sort of worn stone, pitted and etched by the elements. In the upper left corner is the Roman numeral I. Below, there is a pattern of lines and letters, like so:\n\n'Twas brillig, ___ ___ \n___ ____ ___ __ ___ ____:\n___ were the borogoves,\n___ ___ ____ .", "endoftext": false }, { "action": "You examine the borogroves", "response": "(assuming you mean \"borogoves\")\nBorogoves are very odd creatures. Their meat is surprisingly tasty, considering their appearance: their body is spherical, perhaps as large as a beach ball, and six long, thin, insectile legs protrude from the equator of their body. They have two small, stubby, antennae, and a dish-shaped organ at the top of their head that allows them to \"see\" the world around them using a type of echolocation called mimsing. However, at the moment they are in a panic, not at all mimsy. They blindly bump against the wire fence around the pen. The cause of their disturbance is obvious: one of them seems to be badly hurt, and lies motionless in the center of the pen. Beware, though; they can still smell you, and in their confusion, they seem to classify you as a threat. You'll have to get rid of the wounded animal or else they'll never calm down.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na worn tablet", "endoftext": false }, { "action": "About yourself", "response": "Young, polite, and capable, or at least you like to think so.", "endoftext": false }, { "action": "You look at the wounded borogove", "response": "Borogove blood could more accurately be called \"ichor.\" It's slick, black stuff, and it coats the exoskeleton of this borogove. The creature seems to have been ripped apart by huge claws. It still twitches, but the movement is most likely a reflex. If the creature isn't dead now, it will be soon. You'd better get it out of the enclosure, or the rest of the borogoves will hurt themselves in the panic.", "endoftext": false }, { "action": "You take the wounded borogove", "response": "It's too far away to reach.", "endoftext": true }, { "action": "Look around", "response": "They call it \"chicken wire,\" but you don't get many chickens around here. You and your dad use it to keep in your borogoves. The wire is stretched between sturdy wooden posts sunk deep into the sand of the shore. Inside the wire, the borogoves skitter around, looking very agitated.\n\nThere is a hurt borogove inside the enclosure.", "endoftext": false }, { "action": "You go south", "response": "From far off to the west you can hear the toves calling, a sad, lonely sound, punctuated only by their happy cries of greeting when they encounter one another. The pink mist of the wabe quietly drifts by, occasionally lapping up on shore in billows of sweet-smelling fog. Above, the suns gently glow. Along the shore to the north is a chicken-wire enclosure, and to the south is a small wooden structure. The sand gives way to grass along the path back to your house in the east.", "endoftext": false }, { "action": "Go south", "response": "It took you and your father an entire week to build this enclosure, but it was worth the effort: not one of your family's toves has ever been attacked in the night. The corral has four sturdy walls and a slate roof, but the bottom is open. This allows the rose-colored mist from the wabe in, which in turn keeps your toves alive. During the night, they're kept in by the half-submerged door, which is held closed by a nice secure latch. You stand on a catwalk affixed to one wall, and little tendrils of fog waft up between the catwalk's metal bars.\n\nYour family's toves drift around aimlessly. For some reason, they're not in very good health.\n\nYou can also see a skimmer here.\n\nThe tablet shivers in your hands.", "endoftext": false }, { "action": "You examine the tablet", "response": "The tablet is made of some sort of worn stone, pitted and etched by the elements. In the upper left corner is the Roman numeral I. Below, there is a pattern of lines and letters, like so:\n\n'Twas brillig, and the slithy toves\n___ ____ ___ __ ___ ____:\n___ were the borogoves,\n___ ___ ____ .", "endoftext": false }, { "action": "You look at the toves", "response": "Toves are strange creatures, diaphanous and billowing. Their bodies are hollow and tube-shaped, with long, thin tentacles arranged in a ring around their \"mouth\". These toves, of course, are tame, but a wild tove could latch on to your arm and dissolve it to the bone. Usually, they'd be gyring and gimbling, but they seem sick. They just drift aimlessly around the pen, their tentacles limp. They seem to be having trouble breathing the mist inside the corral.", "endoftext": false }, { "action": "You take skimmer", "response": "Taken.", "endoftext": false }, { "action": "You examine the skimmer", "response": "This tool allows you to skim insects and debris from the tove corral. It's a detachable net attached to a threaded metal pole.", "endoftext": false }, { "action": "You look at the pole", "response": "This long metal pole has a specially threaded socket in the end to allow you to affix various attachments.", "endoftext": false }, { "action": "You examine the net", "response": "This is a net, with one end specially threaded to fit into its pole.", "endoftext": false }, { "action": "You go north", "response": "From far off to the west you can hear the toves calling, a sad, lonely sound, punctuated only by their happy cries of greeting when they encounter one another. The pink mist of the wabe quietly drifts by, occasionally lapping up on shore in billows of sweet-smelling fog. Above, the suns gently glow. Along the shore to the north is a chicken-wire enclosure, and to the south is a small wooden structure. The sand gives way to grass along the path back to your house in the east.", "endoftext": false }, { "action": "Go north", "response": "They call it \"chicken wire,\" but you don't get many chickens around here. You and your dad use it to keep in your borogoves. The wire is stretched between sturdy wooden posts sunk deep into the sand of the shore. Inside the wire, the borogoves skitter around, looking very agitated.\n\nThere is a hurt borogove inside the enclosure.", "endoftext": false }, { "action": "You take wounded with the skimmer", "response": "The net on the skimmer is too small to fit around the wounded borogove, and if you caught on to any of its legs, they'd just pull off.", "endoftext": false }, { "action": "S then east", "response": "From far off to the west you can hear the toves calling, a sad, lonely sound, punctuated only by their happy cries of greeting when they encounter one another. The pink mist of the wabe quietly drifts by, occasionally lapping up on shore in billows of sweet-smelling fog. Above, the suns gently glow. Along the shore to the north is a chicken-wire enclosure, and to the south is a small wooden structure. The sand gives way to grass along the path back to your house in the east.\n\nYou feel happy here in front of your house. The coat of white paint on the house was recently retouched, and your father has planted flowers in the window boxes. You can hear the mournful calling of the toves in the wabe to the west, and there are bare paths worn into the dirt around the corners of the house to the northeast and southeast.", "endoftext": false }, { "action": "You look at the flowers", "response": "The windowboxes are filled with wildflowers.", "endoftext": false }, { "action": "You look at the house", "response": "Your house is a bit large for just you and your father. It's two stories tall, plus an attic and a basement, and your father just repainted it last week.", "endoftext": false }, { "action": "You look at grass", "response": "To the west, a path leads down to the beach. There are also paths leading around the house to the northeast and southeast.", "endoftext": false }, { "action": "You examine the door", "response": "It's the front door to your house.", "endoftext": false }, { "action": "Enter", "response": "You'd better finish all your chores before you go inside.", "endoftext": true }, { "action": "You look around", "response": "You feel happy here in front of your house. The coat of white paint on the house was recently retouched, and your father has planted flowers in the window boxes. You can hear the mournful calling of the toves in the wabe to the west, and there are bare paths worn into the dirt around the corners of the house to the northeast and southeast.", "endoftext": false }, { "action": "You go northeast", "response": "This is a small grassy area, mostly occupied by the pen for your family's raths. The pen is made of wickerwork, widely spaced, allowing light and air to pass through while keeping the raths in.\n\nThe pen is closed. You can see something inside.", "endoftext": false }, { "action": "You examine pen", "response": "The pen is carefully woven from strips of wood to form a cage large enough for a man to stand in. This allows the raths to exercise their wings without any danger of them escaping. Strangely enough, the cage seems to have scratches on the outside.\n\nThe pen is closed.", "endoftext": false }, { "action": "You look in the pen", "response": "In the rath pen are a blue mome rath, a red mome rath and a rope hanging from the ceiling.", "endoftext": false }, { "action": "You examine the scratches", "response": "The wickerwork of the pen seems to have been gouged by some sort of blade... or perhaps enormous claws.", "endoftext": false }, { "action": "You examine the rope", "response": "It's the rope that is used to hold up Red's favorite toy. The raths love playing with it.\nOn the rope is a hook, on which is Red's toy.", "endoftext": false }, { "action": "You look at hook then x toy", "response": "This hook is used to hold Red's favorite toy. It's originally a tool for removing debris from the tove corral, so it has a threaded end to allow it to attach to a metal pole.\nOn the hook is Red's toy.\nThe mome rath Red's favorite toy is a fuzzy stuffed egg. All you have to do is show it to him and he'll cuddle it for hours. It's hanging on its hook.", "endoftext": false }, { "action": "You look at Red then X blue", "response": "Mome raths are generally friendly birds, and Red's no exception. He's always nice to you, unlike his sister Blue. At the moment, he's panicking, flying around in a blind panic, bumping into the wicker walls of the pen. He's so panicked, he's not even outgribing.\nMome raths are generally friendly birds, but Blue's always been a bit wary of humans. Sure, she'll accept food, but she's nowhere near as affectionate as her brother Red; you usually have to treat her a bit rougher. At the moment, she's panicking, flying around in a blind panic, bumping into the wicker walls of the pen. She's so panicked, she's not even outgribing.", "endoftext": false }, { "action": "You open it", "response": "You open the rath pen.", "endoftext": false }, { "action": "You enter it", "response": "You get into the rath pen.\n\nNorth of House (in the rath pen)\nThis is a small grassy area, mostly occupied by the pen for your family's raths. The pen is made of wickerwork, widely spaced, allowing light and air to pass through while keeping the raths in.\n\nLight filters in through the holes in the woven walls. Twin perches hang opposite each other in the pen. The door stands wide open.\n\nThe mome rath named Blue flaps wildly inside the pen.\n\nThe mome rath named Red flutters around the pen in a panic.\n\nInside the pen is a rope hanging from the ceiling, on which is a hook, on which is Red's toy.\n\nThe tablet shivers in your hands.", "endoftext": false }, { "action": "You examine the tablet", "response": "The tablet is made of some sort of worn stone, pitted and etched by the elements. In the upper left corner is the Roman numeral I. Below, there is a pattern of lines and letters, like so:\n\n'Twas brillig, and the slithy toves\n___ ____ ___ __ ___ ____:\n___ were the borogoves,\nand the mome raths .", "endoftext": false }, { "action": "Close pen", "response": "You close the rath pen.", "endoftext": false }, { "action": "You examine the perches", "response": "There are two wooden perches hanging from the ceiling of the pen.", "endoftext": false }, { "action": "You get the toy", "response": "Taken.", "endoftext": false }, { "action": "You give the toy to Red", "response": "You wave the toy in front of Red, and he swoops down and snatches it out of your hands. He lands on his perch and plays with it. He begins to outgribe, making the cooing noises that the birds use to communicate over long distances.", "endoftext": false }, { "action": "You take the rope", "response": "That's fixed in place.", "endoftext": false }, { "action": "You look at Blue", "response": "Mome raths are generally friendly birds, but Blue's always been a bit wary of humans. Sure, she'll accept food, but she's nowhere near as affectionate as her brother Red; you usually have to treat her a bit rougher. At the moment, she's panicking, flying around in a blind panic, bumping into the wicker walls of the pen. She's so panicked, she's not even outgribing.", "endoftext": true }, { "action": "Look around", "response": "North of House (in the rath pen)\nThis is a small grassy area, mostly occupied by the pen for your family's raths. The pen is made of wickerwork, widely spaced, allowing light and air to pass through while keeping the raths in.\n\nLight filters in through the holes in the woven walls. Twin perches hang opposite each other in the pen. The door is latched shut.\n\nThe mome rath named Blue flaps wildly inside the pen.\n\nThe mome rath named Red sits on his perch, almost smiling at you.\n\nInside the pen is a rope hanging from the ceiling.", "endoftext": false }, { "action": "You examine Red", "response": "Mome raths are generally friendly birds, and Red's no exception. He's always nice to you, unlike his sister Blue. Right now, he's calm, cuddling his toy.", "endoftext": false }, { "action": "Go south", "response": "You'll have to get out of the rath pen first.", "endoftext": false }, { "action": "You open the gate then out then close the gate", "response": "You open the rath pen.\nYou get out of the rath pen.\n\nThis is a small grassy area, mostly occupied by the pen for your family's raths. The pen is made of wickerwork, widely spaced, allowing light and air to pass through while keeping the raths in.\n\nThe pen stands open. Luckily, even while they're panicking your raths are well-trained enough that they don't try to escape.\nYou close the rath pen.", "endoftext": false }, { "action": "You go west", "response": "The only exit is southwest to the front of your house.", "endoftext": false }, { "action": "You go to the southwest", "response": "You feel happy here in front of your house. The coat of white paint on the house was recently retouched, and your father has planted flowers in the window boxes. You can hear the mournful calling of the toves in the wabe to the west, and there are bare paths worn into the dirt around the corners of the house to the northeast and southeast.", "endoftext": false }, { "action": "Go south", "response": "It took you and your father an entire week to build this enclosure, but it was worth the effort: not one of your family's toves has ever been attacked in the night. The corral has four sturdy walls and a slate roof, but the bottom is open. This allows the rose-colored mist from the wabe in, which in turn keeps your toves alive. During the night, they're kept in by the half-submerged door, which is held closed by a nice secure latch. You stand on a catwalk affixed to one wall, and little tendrils of fog waft up between the catwalk's metal bars.\n\nYour family's toves drift around aimlessly. For some reason, they're not in very good health.", "endoftext": false }, { "action": "You remove the net", "response": "(first taking the net attachment)\nYou remove the net attachment from the pole.", "endoftext": false }, { "action": "You fix the hook to the pole", "response": "You screw the hook attachment onto the pole, making a gaff.", "endoftext": false }, { "action": "You remove the mist", "response": "(first taking the the wabe)\nThat's hardly portable.", "endoftext": false }, { "action": "You look at the hook", "response": "This hook is used to hold Red's favorite toy. It's originally a tool for removing debris from the tove corral, so it has a threaded end to allow it to attach to a metal pole.", "endoftext": false }, { "action": "You look at tove", "response": "(the toves)\nToves are strange creatures, diaphanous and billowing. Their bodies are hollow and tube-shaped, with long, thin tentacles arranged in a ring around their \"mouth\". These toves, of course, are tame, but a wild tove could latch on to your arm and dissolve it to the bone. Usually, they'd be gyring and gimbling, but they seem sick. They just drift aimlessly around the pen, their tentacles limp. They seem to be having trouble breathing the mist inside the corral.", "endoftext": false }, { "action": "You examine the mist", "response": "The wabe could be called a sea, except that instead of being composed of water, it's composed of a rose-colored mist. The mist is quite dense, and almost acts like a liquid. Instead of forming waves, however, it forms tiny clouds of fog that slowly drift back into the main body of mist. However, the wabe here inside the corral is discolored brown. The stain seems to be coming from under the catwalk.", "endoftext": false }, { "action": "You examine the catwalk", "response": "You can smell the rust on this catwalk, slightly corroded from exposure to the fog of the wabe. It runs the length of one wall, allowing for the feeding and care of the toves. You can see the wabe through the metal grid of the catwalk; it seems somewhat discolored.", "endoftext": false }, { "action": "You look under catwalk", "response": "You can barely see what looks like a clump of scales stuck to the underside of the catwalk. They seem to be the source of the stain tinting the wabe brown.", "endoftext": false }, { "action": "You examine the scales", "response": "Several rather large reptilian scales, silver in color, covered with a disgusting and foul-smelling slime. You can't help but notice that their edge is razor-sharp.", "endoftext": false }, { "action": "You take the scales", "response": "You carefully reach down and pull on the disgusting scales. After a few tries, they pull free from the catwalk, and you take them. A few moments later, the mist inside the corral returns to its normal rose color. The toves perk up almost instantly, and soon begin to gyre and gimble. They look well enough for you to let them out into the wabe.\n\nThe tablet shivers in your hands.", "endoftext": false }, { "action": "You look at the tablet", "response": "The tablet is made of some sort of worn stone, pitted and etched by the elements. In the upper left corner is the Roman numeral I. Below, there is a pattern of lines and letters, like so:\n\n'Twas brillig, and the slithy toves\nDid gyre and gimble __ ___ ____:\n___ were the borogoves,\nand the mome raths .", "endoftext": false }, { "action": "You remove the scales with the gaff", "response": "You are carrying:\nsome strange scales\na gaff\na net attachment\na worn tablet\n\nYou can't see any such thing.", "endoftext": false }, { "action": "You open it", "response": "You carefully open the door, and the toves gimble out into the wabe. Soon, they are too far away to be seen with the naked eye. No need to worry, though. They'll be back by feeding time.\n\nThe tablet shivers in your hands.", "endoftext": false }, { "action": "You check your inventory", "response": "The tablet is made of some sort of worn stone, pitted and etched by the elements. In the upper left corner is the Roman numeral I. Below, there is a pattern of lines and letters, like so:\n\n'Twas brillig, and the slithy toves\nDid gyre and gimble in the wabe:\n___ were the borogoves,\nand the mome raths .\n\nYou are carrying:\nsome strange scales\na gaff\na net attachment\na worn tablet", "endoftext": false }, { "action": "N then north", "response": "From far off to the west you can hear the toves calling, a sad, lonely sound, punctuated only by their happy cries of greeting when they encounter one another. The pink mist of the wabe quietly drifts by, occasionally lapping up on shore in billows of sweet-smelling fog. Above, the suns gently glow. Along the shore to the north is a chicken-wire enclosure, and to the south is a small wooden structure. The sand gives way to grass along the path back to your house in the east.\n\nThey call it \"chicken wire,\" but you don't get many chickens around here. You and your dad use it to keep in your borogoves. The wire is stretched between sturdy wooden posts sunk deep into the sand of the shore. Inside the wire, the borogoves skitter around, looking very agitated.\n\nThere is a hurt borogove inside the enclosure.", "endoftext": false }, { "action": "You take the borogove with hook", "response": "(first taking the hook attachment)\nYou remove the hook attachment from the pole.", "endoftext": false }, { "action": "You fix the hook to the pole", "response": "You screw the hook attachment onto the pole, making a gaff.", "endoftext": false }, { "action": "You take borogove with the gaff", "response": "You reach out with the hook and snag the hurt animal, pulling it toward you. As its body reaches the fence, it slips off your hook, and falls onto the ground just in front of the fence. You'll never get it with that unwieldy pole. You could reach in and take it out with your bare hands, but the other borogoves would bite you.", "endoftext": false }, { "action": "You look at the hurt borogove", "response": "Borogove blood could more accurately be called \"ichor.\" It's slick, black stuff, and it coats the exoskeleton of this borogove. The creature seems to have been ripped apart by huge claws. It still twitches, but the movement is most likely a reflex. If the creature isn't dead now, it will be soon. You'd better get it out of the enclosure, or the rest of the borogoves will hurt themselves in the panic.", "endoftext": false }, { "action": "You put the net on the pole", "response": "You screw the net attachment onto the pole, making a skimmer.", "endoftext": false }, { "action": "You take the borogove with the skimmer", "response": "The net on the skimmer is too small to fit around the wounded borogove, and if you caught on to any of its legs, they'd just pull off.", "endoftext": false }, { "action": "You get the borogove", "response": "If you reach in there, the panicked borogoves will most likely bite you all over your hand. And borogove bites hurt.", "endoftext": false }, { "action": "Go southeast", "response": "A rickety old shed without a door is leaning against the house here. You use it to store tools and feed for your family's animals. There's not much else around here except weeds and a closed cellar window in the house wall at ground level.", "endoftext": false }, { "action": "You examine the window", "response": "It's a grimy, closed window that allows light into the cellar. It's much too small for you to fit through.", "endoftext": false }, { "action": "You open it", "response": "It seems to be locked.", "endoftext": false }, { "action": "You examine the weeds", "response": "Just some weeds.", "endoftext": false }, { "action": "You examine the shed", "response": "An old shed made from sheets of corrugated aluminum and planks of wood. You're not that worried about theft, so it doesn't even have a door. The shed's purely to keep the rain off of the tools and feed.", "endoftext": false }, { "action": "You enter the shed", "response": "You walk into the shed.\n\nSouth of House (in the old shed)\nA rickety old shed without a door is leaning against the house here. You use it to store tools and feed for your family's animals. There's not much else around here except weeds and a closed cellar window in the house wall at ground level.\n\nIt's dim inside the shed, the only light coming through the doorway from outside.\n\nIn the old shed you can see a tool box (which is closed) and a bag of borogove feed (which is closed).", "endoftext": false }, { "action": "You examine the tool box", "response": "A metal box, used for storing tools. It's shut.", "endoftext": false }, { "action": "You open it", "response": "You open the tool box, revealing four tools (a screwdriver, a hammer, a pipe wrench and a file).", "endoftext": false }, { "action": "Examine feed", "response": "This is a burlap bag of borogove feed, basically dried moss with some nutritional supplements. It's still unopened.", "endoftext": false }, { "action": "You close the tool box", "response": "You close the tool box.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na tool box (which is closed)\na bag of borogove feed\na skimmer\na hook attachment\nsome strange scales\na worn tablet", "endoftext": true }, { "action": "Look around", "response": "South of House (in the old shed)\nA rickety old shed without a door is leaning against the house here. You use it to store tools and feed for your family's animals. There's not much else around here except weeds and a closed cellar window in the house wall at ground level.\n\nIt's dim inside the shed, the only light coming through the doorway from outside.", "endoftext": false }, { "action": "You go outside", "response": "You get out of the old shed.\n\nA rickety old shed without a door is leaning against the house here. You use it to store tools and feed for your family's animals. There's not much else around here except weeds and a closed cellar window in the house wall at ground level.", "endoftext": false }, { "action": "NW then W then S", "response": "You feel happy here in front of your house. The coat of white paint on the house was recently retouched, and your father has planted flowers in the window boxes. You can hear the mournful calling of the toves in the wabe to the west, and there are bare paths worn into the dirt around the corners of the house to the northeast and southeast.\n\nFrom far off to the west you can hear the toves calling, a sad, lonely sound, punctuated only by their happy cries of greeting when they encounter one another. The pink mist of the wabe quietly drifts by, occasionally lapping up on shore in billows of sweet-smelling fog. Above, the suns gently glow. Along the shore to the north is a chicken-wire enclosure, and to the south is a small wooden structure. The sand gives way to grass along the path back to your house in the east.\n\nIt took you and your father an entire week to build this enclosure, but it was worth the effort: not one of your family's toves has ever been attacked in the night. The corral has four sturdy walls and a slate roof, but the bottom is open. This allows the rose-colored mist from the wabe in, which in turn keeps your toves alive. During the night, they're kept in by the half-submerged door, but it's open to allow the toves to gimble in the wabe. However, it does have a nice secure latch. You stand on a catwalk affixed to one wall, and little tendrils of fog waft up between the catwalk's metal bars.", "endoftext": false }, { "action": "Examine feed", "response": "This is a burlap bag of borogove feed, basically dried moss with some nutritional supplements. It's still unopened.", "endoftext": false }, { "action": "You open the feed", "response": "You tug at the bag, but it doesn't open. You'll need to slice open the burlap.", "endoftext": false }, { "action": "You open the tool box", "response": "You open the tool box, revealing four tools (a screwdriver, a hammer, a pipe wrench and a file).", "endoftext": false }, { "action": "You put the skimmer in the tool box", "response": "The toolbox is made to hold tools. Nothing else.", "endoftext": false }, { "action": "You open the burlap with the scale", "response": "You cut open the bag, revealing powdery borogove food.", "endoftext": false }, { "action": "You feed borogoves with the food", "response": "You scatter the food into the far side of the borogove enclosure. The creatures instantly smell it, and race over, eating it in a feeding frenzy.", "endoftext": false }, { "action": "You take the hurt borogove", "response": "While the rest of the borogoves are distracted by their feeding frenzy, you grab the wounded insect. Seconds later, they finish the food, and spread out again, once again in a panic. You toss the body of the now-dead borogove into the wabe, and the others calm down as soon as the scent fades away.\n\nThe tablet shivers in your hands.", "endoftext": false }, { "action": "You examine the tablet", "response": "The tablet is made of some sort of worn stone, pitted and etched by the elements. In the upper left corner is the Roman numeral I. Below, there is a pattern of lines and letters, like so:\n\n'Twas brillig, and the slithy toves\nDid gyre and gimble in the wabe:\nAll mimsy were the borogoves,\nand the mome raths .", "endoftext": false }, { "action": "S then east", "response": "From far off to the west you can hear the toves calling, a sad, lonely sound, punctuated only by their happy cries of greeting when they encounter one another. The pink mist of the wabe quietly drifts by, occasionally lapping up on shore in billows of sweet-smelling fog. Above, the suns gently glow. Along the shore to the north is a chicken-wire enclosure, and to the south is a small wooden structure. The sand gives way to grass along the path back to your house in the east.\n\nYou feel happy here in front of your house. The coat of white paint on the house was recently retouched, and your father has planted flowers in the window boxes. You can hear the mournful calling of the toves in the wabe to the west, and there are bare paths worn into the dirt around the corners of the house to the northeast and southeast.", "endoftext": false }, { "action": "You open the pen then enter the pen then close the pen", "response": "You open the rath pen.\nYou get into the rath pen.\n\nNorth of House (in the rath pen)\nThis is a small grassy area, mostly occupied by the pen for your family's raths. The pen is made of wickerwork, widely spaced, allowing light and air to pass through while keeping the raths in.\n\nLight filters in through the holes in the woven walls. Twin perches hang opposite each other in the pen. The door stands wide open.\n\nThe mome rath named Blue flaps wildly inside the pen.\n\nThe mome rath named Red sits on his perch, almost smiling at you.\n\nInside the pen is a rope hanging from the ceiling.\nYou close the rath pen.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na tool box (which is open)\nfour tools:\na screwdriver\na hammer\na pipe wrench\na file\na bag of borogove feed\na skimmer\na hook attachment\nsome strange scales\na worn tablet", "endoftext": true }, { "action": "Look around", "response": "North of House (in the rath pen)\nThis is a small grassy area, mostly occupied by the pen for your family's raths. The pen is made of wickerwork, widely spaced, allowing light and air to pass through while keeping the raths in.\n\nLight filters in through the holes in the woven walls. Twin perches hang opposite each other in the pen. The door is latched shut.\n\nThe mome rath named Blue flaps wildly inside the pen.\n\nThe mome rath named Red sits on his perch, almost smiling at you.\n\nInside the pen is a rope hanging from the ceiling.", "endoftext": false }, { "action": "You feed Blue", "response": "(with the rath pen)\nThe blue mome rath isn't interested in eating the rath pen.", "endoftext": false }, { "action": "You look in the bag", "response": "The bag of borogove feed is empty.", "endoftext": false }, { "action": "You take Blue with the net", "response": "What do you want to catch the blue mome rath with?\n\n(first taking the net attachment)\nYou remove the net attachment from the pole.", "endoftext": false }, { "action": "You take Blue with the skimmer", "response": "She's flying slowly enough, but that's not the best tool for the job. Too long.", "endoftext": false }, { "action": "You take Blue with the net", "response": "You aim carefully, and swing the net. You catch Blue with ease. She calms down as she realizes that she's both trapped and not in immediate danger, so you carefully release her onto a perch, where she begins to sullenly outgribe, cooing to communicate with far off raths.\n\nThe tablet shivers in your hands.\n\nYou hear the faint sound of a pen scratching on paper, and the stone tablet shivers in your hands once more. You look down to discover that it seems to have switched to the next stanza of the poem, and is once again filled with blank lines.", "endoftext": false }, { "action": "You look at the tablet", "response": "The tablet is made of some sort of worn stone, pitted and etched by the elements. In the upper left corner is the Roman numeral II. Below, there is a pattern of lines and letters, like so:\n\n\" ___ , __ ___!\n___ ____ ____ ____, ___ ____ !\n ___ ____, ___ ____\n___ !", "endoftext": false }, { "action": "You look at Blue", "response": "Mome raths are generally friendly birds, but Blue's always been a bit wary of humans. Sure, she'll accept food, but she's nowhere near as affectionate as her brother Red; you usually have to treat her a bit rougher. Right now, she's calm, or at least as calm as Blue ever gets. However, she still eyes you a bit suspiciously.", "endoftext": false }, { "action": "Enter", "response": "You enter the house, where you will encounter your father, a cat, a bird, and a beast, then begin your journey into the forest, where you will meet three aspects of Lewis Carroll and defeat the Jabberwock.", "endoftext": true } ]
nkz7z040sdfa5agn
This is the game that I wrote
David Welbourn
[ "Wordplay" ]
[ "cover art", "fairy tale", "Speed-IF Gruff", "SpeedIF", "SpeedIF January 2006", "walkthrough" ]
2,006
[ 1, 2, 2, 0, 0 ]
5
3.8
20111202
false
The theme was fractured fairy tales. Vaguely inspired by "This is the house that Jack built."
[ { "action": "%", "response": "You are west of a white house.", "endoftext": true }, { "action": "About yourself", "response": "The player character (or P.C.)\nWho is in the game that I wrote.", "endoftext": false }, { "action": "You examine the house", "response": "This is the house you've seen before,\nWhich is in the game that I wrote.\n\nIt has a door.", "endoftext": false }, { "action": "You examine the door", "response": "This closed thing is called a door,\nThat guards the house you've seen before,\nWhich is in the game that I wrote.", "endoftext": false }, { "action": "You open the door", "response": "It seems to be locked.\n\nOh, look. Here comes Matt.", "endoftext": false }, { "action": "Examine matt", "response": "This is Matt, in front of the door,\nThat guards the house you've seen before,\nWhich is in the game that I wrote.", "endoftext": false }, { "action": "Kiss matt", "response": "Matt says, \"Welcome.\"", "endoftext": false }, { "action": "You search matt", "response": "You find the key with the jagged edge,\nUnder Matt who's in front of the door,\nThat guards the house you've seen before,\nWhich is in the game that I wrote.", "endoftext": false }, { "action": "You take the key", "response": "You already have that.", "endoftext": false }, { "action": "You open the door", "response": "It seems to be locked.", "endoftext": false }, { "action": "You unlock the door with the key", "response": "You unlock the door.", "endoftext": false }, { "action": "You open the door", "response": "You open the door.", "endoftext": false }, { "action": "You go east", "response": "You are inside the house.\n\nBelle sits forlorn apon the floor,\nInside the house you've seen before,\nWhich is in the game that I wrote.", "endoftext": false }, { "action": "Ring belle", "response": "You have no ring to give to Belle,\nWho sits forlorn apon the floor,\nInside the house you've seen before,\nWhich is in the game that I wrote.", "endoftext": false }, { "action": "You examine belle", "response": "Belle, she has a button nose,\nAnd yes, you could even say it glows.\nShe sits forlorn apon the floor,\nInside the house you've seen before,\nWhich is in the game that I wrote.", "endoftext": false }, { "action": "Press belle", "response": "You push cute Belle's li'l button nose.\nShe says \"RING!\" and there it goes!\nA ring now rolls along the floor,\nInside the house you've seen before,\nWhich is in the game that I wrote.", "endoftext": false }, { "action": "You take the ring", "response": "Taken.", "endoftext": false }, { "action": "You examine the ring", "response": "This diamond ring is shiny and bright.\n'Tis made for someone's wedding night.", "endoftext": false }, { "action": "You wear the ring", "response": "Your finger is not where this ring goes,\nThat was made by Belle with the button nose.\nShe sits forlorn apon the floor,\nInside the house you've seen before,\nWhich is in the game that I wrote.", "endoftext": true }, { "action": "You look at your surroundings", "response": "You are inside the house.\n\nBelle sits forlorn apon the floor,\nInside the house you've seen before,\nWhich is in the game that I wrote.", "endoftext": false }, { "action": "Up", "response": "Alas, I fear I have to say,\nYou simply cannot go that way,\n'Cause this is the game that I wrote.", "endoftext": false }, { "action": "Go west", "response": "You are west of a white house.\n\nMatt lies in front of the door,\nThat guards the house you've seen before,\nWhich is in the game that I wrote.", "endoftext": false }, { "action": "You give the ring to Belle", "response": "[Hm. Can you rephrase that?]", "endoftext": false }, { "action": "Ring belle", "response": "You get down on your knees, and you propose,\nTo Belle and her cute li'l button nose.\nYou made her ring, and you ring your Belle,\nAnd everything will now be well.\nThe diamond ring, all shiny and bright,\nWill comfort you on your wedding night.\n\nNo more forlorn apon the floor.\nNo longer blocked by some fool door.\nYou two will wed - imagine that!\nYour witness shall be the welcome Matt.\n\nWell, that's the story; there is no more,\nInside the house you've seen before,\nWhich is in the game that I wrote.\n\nPlease give one of the answers above.", "endoftext": true } ]
o0szbgfo63ccuysn
Rover's Day Out
Jack Welch
[ "Science Fiction" ]
[ "animal protagonist", "artificial intelligence", "collaboration", "compassless", "cover art", "dog", "dogs", "dreams", "female protagonist", "house setting", "humor", "I7 source available", "IF Competition 2009", "IFComp Game", "IFComp Winner", "Inform 7", "male protagonist", "meta", "Miss Congeniality Winner", "multiple endings", "multiple protagonists", "nonhuman protagonist", "on Jay Is Games", "parser", "robots", "room-name navigation", "science fiction", "SF", "space", "spaceship setting", "unusual status line", "violence", "walkthrough", "Xyzzy Awards 2009" ]
2,009
[ 10, 26, 8, 3, 2 ]
49
3.795918
20091201
false
Three hundred years ago, the Brazilian Space Agency discovered a rocky exoplanet only 38 light years from Earth. With a surface temperature of 1200 Celsius and nine times Earth gravity, it's hardly the sort of place you'd take your dog walkies. Most days.
[ { "action": "%", "response": "\"There ought not to be anything in the whole universe that man can't poke his nose into - that's the way we're built and I assume that there's some reason for that.\"\n- Robert Heinlein\n\n\n\nType \"help\" for instructions, credits, and license or just blaze on impetuously.\n\nJanet: David, are you hooked in?\nDavid: Ready to go. Is this the final version of the ACU,\nor another beta?\nJanet: A program is never finished, but I think we're ready\nto go.\nDavid: I hope so, Earth could launch any day now.\nJanet: Run program.", "endoftext": true }, { "action": "You look at your surroundings", "response": "Alarm clock. Next to bed. Make it stop.\n\nOPERATIONS -> STATUS : TRUE\nI beg your pardon?", "endoftext": false }, { "action": "You turn the alarm off", "response": "The alarm clock senses the electrical activity in your brain and turns itself on and off as needed.\n\nTEMPORAL TRANSGRESSOR -> RESET : NIL", "endoftext": false }, { "action": "About yourself", "response": "Lying down. Wearing pajamas. That's all the description you can handle at this time in the morning.\n\nRover scratches at the side of the futon.\n\nACU -> DIAGNOSTIC : TRUE", "endoftext": false }, { "action": "You wake up", "response": "Gathering your resolve, you slowly slide off the side of the futon, inadvertently sending the alarm clock on a death spiral off the edge of the futon. Oh well, you can find it later. Meanwhile, you slowly stand up, recapitulating millions of years of evolution in a few seconds.\n\nAs you get out of bed, you notice that your left arm tickles a bit -- must have been the way you were sleeping.\n\nACU -> INITIALIZE : TRUE", "endoftext": false }, { "action": "%", "response": "\"There ought not to be anything in the whole universe that man can't poke his nose into - that's the way we're built and I assume that there's some reason for that.\"\n- Robert Heinlein\n\n\n\nType \"help\" for instructions, credits, and license or just blaze on impetuously.\n\nJanet: David, are you hooked in?\nDavid: Ready to go. Is this the final version of the ACU,\nor another beta?\nJanet: A program is never finished, but I think we're ready\nto go.\nDavid: I hope so, Earth could launch any day now.\nJanet: Run program.\n* * *\n\n\n\nRelease beta 732 / Serial number 23920401 / Inform 10.6 build Mu-013 (I6/v.7.1 lib 7/18N)\n\nRover draws pensively on his stubby cigar, the tip glowing red below his dealer's hat. He paws nonchalantly at the scotch and water he has been nursing for the last half hour. Despite the tower of chips in front of him, he's either in trouble now, or trying to play the rest of the table for suckers. His tail is no longer wagging, though, and you suspect that the scotch may be getting the better of him. He can't mass more than about 30 kilos, and he's been putting them away tonight. You push all in, figuring that even if you lose it all, at least you'll get some sleep before you need to get back to the MARSpace. Elva the cleaning lady folds, as does Isaac Asimov and that boy that you kissed in fourth grade. Wait...don't go....where is everyone going?\n\nDavid: You have some weird dreams.\nJanet: You can't hold me responsible for the subconscious\nramblings of the ACU.\nI beg your pardon?", "endoftext": false }, { "action": "You examine the picture", "response": "It's too far from the bed, and you're not quite awake.\n\nDEEP MEMORY -> DIAGNOSTIC : NIL", "endoftext": false }, { "action": "You wake up", "response": "Gathering your resolve, you slowly slide off the side of the futon, inadvertently sending the alarm clock on a death spiral off the edge of the futon. Oh well, you can find it later. Meanwhile, you slowly stand up, recapitulating millions of years of evolution in a few seconds.\n\nAs you get out of bed, you notice that your left arm tickles a bit -- must have been the way you were sleeping.\n\nACU -> INITIALIZE : TRUE", "endoftext": false }, { "action": "You examine the left arm", "response": "Darkness is great for sleeping, not so good for looking at stuff.\n\nPORT HULL -> DIAGNOSTIC : NIL", "endoftext": false }, { "action": "You turn on the light", "response": "That's not something you can switch.\n\nPHOTON SENSOR -> TRIGGER : NIL", "endoftext": true }, { "action": "Look around", "response": "Where the heavy drapes meet, a sliver of sunlight shines into the otherwise dark living room. A framed picture hangs on the living room wall in the small area illuminated by the shaft of light.\n\nOPERATIONS -> STATUS : TRUE", "endoftext": false }, { "action": "You open the drapes", "response": "You push aside the drapes.\n\nYou are in the living room of a small cottage. Piped-in sunlight pours in through the room's single window, illuminating a framed picture on the opposite wall. The principal furnishing is a king-size purple futon which takes up almost all the floor space. From the living room you can see the entrance to the kitchen and bathroom. The cottage's front door is closed.\n\nYou can see an alarm clock and Rover here.\n\nDavid: I see it successfully accessed the solar shield.\nJanet: Yes, the status line makes it clear what work is being performed.\n\nSOLAR SHIELD -> ACCESS : TRUE", "endoftext": false }, { "action": "You look at the picture", "response": "A picture of the Starship Valkyrie, still under construction in drydock. There is small brass nameplate below the picture.\n\nIt feels like something is tickling your left arm.\n\nDEEP MEMORY -> DIAGNOSTIC : TRUE", "endoftext": false }, { "action": "Scratch arm", "response": "Which do you mean, the left arm, or the right arm?", "endoftext": false }, { "action": "Left", "response": "Ooooo. Ahhhh...slowly, the itchiness subsides. That feels so good.\n\nDavid: Is the static charge neutralization part of the script?\nJanet: No, that's the point of the ACU -- it isn't a set\nscript. As we throw malfunctions at it in these simulations,\nthe ACU responds appropriately. We can't, for instance,\nknow that Valkyrie will accumulate a static charge\nin a particular area, so the ACU has to be flexible\nenough to react to unpredictable events.\nDavid: Like you would.\nJanet: Subject to the resolution of the synaptic scan, yes.\n\nPORT HULL -> NEUTRALIZE CHARGE : TRUE", "endoftext": false }, { "action": "You examine the nameplate", "response": "A brass nameplate bearing a short inscription. The nameplate is attached to the bottom of the picture.\n\nPLASTIC SIGN -> DIAGNOSTIC : TRUE", "endoftext": false }, { "action": "You read the nameplate", "response": "It says, \"Good luck at MARSpace! - Tomasz\"\n\nTomasz's valediction makes you remember happier times...\n\nYour late fianc? gave you the photo when you began working on the Valkyrie Project as a graduate student -- a happier time before the Independence War with Earth, and the attacks on Mars by Earth's Myomita Corporation. Back then, Valkyrie's experimental Casimir Drive was an exciting technological adventure, rather than a military priority. Now the Valkyrie is Mars' only chance to recover data from a recently discovered space probe marooned in deep space. For whatever reason, MARSpace feels that probe could hold information that could finally give Mars the upper hand in its competition with Earth.\n\nDavid: Why did we lose audio?\nJanet: I've muted the ACU's memories -- they are, after all,\na bit personal. We don't need to hear them, but\nthey may be useful for the ACU to come up to speed.\nDavid: That's fine. How much can the ACU remember, though?\nJanet: It's based on my own synaptic scan, so it can willfully remember a wide variety of subjects -- almost any\nmajor component of my life, important events, and\nso on. It adds depth to its decisions.\nDavid: If you say so. I'd hate to know what it remembers\nabout me.\nJanet: I wouldn't worry too much.\n\n[Note: You can recall something from your past by typing \"REMEMBER something\", e.g. \"REMEMBER casimir drive\"]\n\nPLASTIC SIGN -> READLINE : TRUE", "endoftext": false }, { "action": "You remember the mars", "response": "Mars has been home to your family for three generations, your grandparents having been life contractors for the Myomita corporation. Since its colonization by national and later corporate entities beginning more than two hundred years ago, Mars has been subservient to the interests of Earth. Since the Independence War, the situation has improved, and income from off-world commerce is slowly balancing the equation.\n\nDavid: I think I'd like to have heard that one.\nJanet: Not a chance.\n\nACU -> DATA_FETCH : TRUE", "endoftext": false }, { "action": "You remember War", "response": "Five years ago, you were a graduate student in computational cognition when the situation with Earth deteriorated, and Earth ships attacked the colonial government. The fighting destroyed most of the surface installations in the first few days, but Earth backed down when Martian missiles struck Luna City, Beijing and S?o Paulo. Under terms of the treaty, the Martian government was granted autonomy, but Mars remains economically dominated by Earth, except for MARSpace.\n\nDavid: I'm half tempted to decompile the code just to see\nwhat it said.\nJanet: My code is not for the faint of heart. If you wander\nin there, watch out for grues.\nDavid: Grooze?\n\nACU -> DATA_FETCH : TRUE", "endoftext": false }, { "action": "You remember MARSpace", "response": "MARSpace began as an extension of the Myomita corporation space program but was absorbed by the People's Government of Mars after the War of Independence. Before the war, MARSpace serviced almost all condensate drive vessels engaged in commerce between the Solar System and Earth's Interstellar Territories. Since the war, MARSpace has slowly rebuilt, and its first Casimir Drive ship, the Valkyrie, is nearly ready for launch.\n\nACU -> DATA_FETCH : TRUE", "endoftext": false }, { "action": "You remember Valkyrie", "response": "The potential for interstellar commerce has been constrained by time and distance. Although condensate drive has allowed vessels to reach nearby stars, it is expensive and slow and holds little promise for commercial exploitation. The Valkyrie is the first ship to incorporate the Casimir Drive, giving it unprecedented speed and range. It is rumored that since the Valkyrie project fell into MARSpace hands after the Independence War, Earth's Myomita corporation has been working on a sister ship based on similar technology.\n\nACU -> DATA_FETCH : TRUE", "endoftext": false }, { "action": "You remember Casimir Drive", "response": "The Casimir, or zero-point energy drive, was developed in the last ten years. By doing largely incomprehensible things to time/space, the Casimir Drive can translate a ship incredible distances in a fraction of the time and energy that would be required by a ship equipped with condensate drive.\n\nThe one drawback to Casimir technology, at least in its current implementation, is that such trips are lethal to biological organisms, hence the need for the ACU. Human test subjects exposed even briefly to Casimir gradients experienced intense dreams and nightmares; those with longer exposures died during a state of heavy REM activity. Even the ACU is not immune to the quantum distortions responsible for this effect and is expected to experience dream states while in hibernation mode during Casimir jumps.\n\nACU -> DATA_FETCH : TRUE", "endoftext": false }, { "action": "You remember ACU", "response": "Your project for the last two years has been design of the autonomous control unit, an artificially intelligent agent that controls all operations aboard the Valkyrie. Originally, the ACU would have been modeled on synaptic scans of experts from relevant fields of study, but given the short time frame, you have only had time to incorporate your own synaptic scans and you have jury-rigged the ACU-to-ship interface.\n\nACU -> DATA_FETCH : TRUE\n\nRover dashes back and forth like a possessed dog for no apparent reason.", "endoftext": false }, { "action": "You examine Rover", "response": "He's a big, happy dalmatian.\n\nROVER -> DIAGNOSTIC : TRUE", "endoftext": false }, { "action": "Pet Rover", "response": "You rub Rover under the chin, and he cranes back his neck and twists his head from side to side in enjoyment.\n\nROVER -> SYNCH : TRUE", "endoftext": false }, { "action": "Scratch rover", "response": "You pat Rover briefly, but he lets you know that a brief pat is not satisfactory. You spend some time scratching Rover, as he repositions himself constantly, trying to get you to scratch an ever-moving itch.\n\nROVER -> SYNCH : TRUE", "endoftext": false }, { "action": "You remember Rover", "response": "Rover is your dog, a five-year-old dalmatian. When his original owners were killed during the Independence War, you adopted him as a puppy. He is a clever dog, and you have taught him to perform a number of tricks on command. Rover is house trained but loves to explore outside. He can be trusted to go out on his own, and he always comes back.\n\nACU -> DATA_FETCH : TRUE", "endoftext": false }, { "action": "You roll over", "response": "Rover rolls over like a puppy. He quickly jumps to his feet again.\n\nROVER -> LATERAL JETS : TRUE", "endoftext": false }, { "action": "You sit", "response": "Rover grazes the ground with his rear end, like a suborbital glider aborting a landing.\n\nROVER -> PARK : TRUE\n\nRover seems relaxed.", "endoftext": false }, { "action": "Beg", "response": "There is no reply.\n\nROVER -> TRANSMIT : NIL", "endoftext": false }, { "action": "Bark", "response": "Rover barks out a meaty, \"Arf! Arf!\"\n\nROVER -> EMIT PULSE : TRUE\n\nRover cocks his head and ogles the front door.", "endoftext": false }, { "action": "You ask ROVER about ROVER", "response": "(Rover about that)\nThere is no reply.\n\nROVER -> QUERY : NIL", "endoftext": true }, { "action": "You look around", "response": "You are in the living room of a small cottage. Piped-in sunlight pours in through the room's single window, illuminating a framed picture on the opposite wall. The principal furnishing is a king-size purple futon which takes up almost all the floor space. From the living room you can see the entrance to the kitchen and bathroom. The cottage's front door is closed.\n\nYou can see an alarm clock and Rover here.\n\nOPERATIONS -> STATUS : TRUE\n\nRover paces back and forth, looking at the front door.", "endoftext": false }, { "action": "You look at futon", "response": "Your futon is huge, and oh so comfy. The wooden frame supports a king-size mattress that is pulled out to form a bed.\n\nCASIMIR DRIVE -> DIAGNOSTIC : TRUE", "endoftext": false }, { "action": "You search the futon", "response": "It's too early to delve into the dust-bunny infested recesses of the futon. Certainly not before some strong coffee.\n\nCASIMIR DRIVE -> MANIFEST : NIL", "endoftext": false }, { "action": "You go to the kitchen", "response": "You can't really move around much because of the futon. It takes up a lot of room.\n\nDavid: Isn't that a tad inconvenient?\nJanet: Yeah, but it kind of made sense when I got it.\n\nENGINEERING -> SELECT : NIL", "endoftext": true }, { "action": "Look around", "response": "You are in the living room of a small cottage. Piped-in sunlight pours in through the room's single window, illuminating a framed picture on the opposite wall. The principal furnishing is a king-size purple futon which takes up almost all the floor space. From the living room you can see the entrance to the kitchen and bathroom. The cottage's front door is closed.\n\nYou can see an alarm clock and Rover here.\n\nOPERATIONS -> STATUS : TRUE\n\nRover appears lost in thought.", "endoftext": false }, { "action": "You enter the kitchen", "response": "You can't really move around much because of the futon. It takes up a lot of room.\n\nENGINEERING -> ACTIVATE : NIL", "endoftext": false }, { "action": "You move the futon", "response": "With a little effort, the futon folds up, snug against the wall, leaving more room to walk around the cramped cottage.\n\nCASIMIR DRIVE -> PRESSOR FIELD : TRUE", "endoftext": false }, { "action": "You enter the kitchen", "response": "The kitchen is small but functional, with a space-saver refrigerator and a glass-top electric range. There is a drawer under the range. On the opposite wall there is a sink and under it, a storage cabinet.\n\nYou can see a water bowl (empty) and a food bowl (empty) here.\n\nENGINEERING -> ACTIVATE : TRUE", "endoftext": false }, { "action": "You open the drawer", "response": "You open the drawer, revealing a frying pan.\n\nREACTOR CORE -> ACCESS : TRUE", "endoftext": false }, { "action": "You take the pan", "response": "Taken.\n\nMAGNETIC BOTTLE -> SELECT : TRUE", "endoftext": false }, { "action": "You put the pan on the range", "response": "You put the frying pan on the the cooking range.\n\nMAGNETIC BOTTLE -> TRANSFER : TRUE\n\nFrom the direction of the living room, you hear Rover breathing quietly (quietly for Rover, who is a heavy breather).", "endoftext": false }, { "action": "You close the drawer", "response": "You close the drawer.\n\nREACTOR CORE -> DEACCESS : TRUE\n\nFrom the direction of the living room, you hear Rover dragging something around.", "endoftext": false }, { "action": "You open the fridge", "response": "As the fridge creaks open on its ancient hinges, Rover slips into the kitchen. He pokes his nose in the fridge and sniffs around, although he knows full well that stuff in the fridge is for people only and that he'd be in a heap of trouble if he got too curious in there.\n\nCRYOCHAMBER -> ACCESS : TRUE", "endoftext": false }, { "action": "You look in the fridge", "response": "You poke around in the fridge and find a white egg.\n\nCRYOCHAMBER -> MANIFEST : TRUE", "endoftext": false }, { "action": "You take the egg", "response": "You pluck the white egg out of the fridge.\n\nJanet: It's a shame we don't have enough heavy helium to\nbring the ship back.\nDavid: I'm afraid we've put all our baskets in one egg, as\nit were. That one egg represents every bit of heavy\nhelium refined on Mars since Phobos was destroyed.\nJanet: All Your Egg Are Belong to Us?\nDavid: Huh? Didn't quite catch that.\nJanet: Never mind.\n\nHEAVY HELIUM SPHERE -> SELECT : NIL\n\nRover narrows his eyes critically, noting the lack of food in his food bowl. He looks at the food bowl. He looks at you. He looks at the food bowl. He looks at you.", "endoftext": false }, { "action": "You look in the fridge", "response": "You poke around in the fridge and find nothing at all.\n\nCRYOCHAMBER -> MANIFEST : NIL", "endoftext": false }, { "action": "You close the fridge", "response": "You close the old fridge.\n\nCRYOCHAMBER -> DEACCESS : TRUE\n\nRover notices the lack of food in his soi-disant food bowl. He paws pathetically at the food bowl, and the hollow, tin ring of the pitiful bowl echoes through the kitchen.", "endoftext": false }, { "action": "You examine the food bowl", "response": "A simple metal bowl. It is identical to the water bowl, except for the word \"food\" that appears on its side. The food bowl is empty.\n\nFUEL RESERVOIR -> DIAGNOSTIC : TRUE\n\nRover contemplates the profound emptiness of the food bowl. He looks at you with imploring puppy dog eyes and then back again at his empty food bowl.\n\nHe eyes the empty water bowl thirstily.", "endoftext": false }, { "action": "You look at water bowl", "response": "A simple metal bowl labeled \"water\". The water bowl is empty.\n\nCOOLANT RESERVOIR -> DIAGNOSTIC : TRUE\n\nRover sighs audibly and frowns at his food bowl. His stomach rumbles with hunger.", "endoftext": false }, { "action": "You take the water bowl", "response": "Taken.\n\nCOOLANT RESERVOIR -> SELECT : TRUE\n\nRover outright gapes at the bowl you carry, then gently sniffs it in hope that you'll give it to him.", "endoftext": false }, { "action": "You examine the sink", "response": "A small, utilitarian kitchen sink. Below the sink, there is a small cabinet.\n\nCOOLANT OUTPUT TERMINUS -> DIAGNOSTIC : TRUE\n\nRover tingles with anticipation as he stares at the bowl you're carrying.", "endoftext": false }, { "action": "You fill the water bowl with the water", "response": "Rover would not appreciate it if you put anything aside from water in his water bowl.\n\nCOOLANT RESERVOIR -> TRANSFER : NIL\n\nRover stares longingly at the bowl in your hand.\n\nHe notices the lack of food in his soi-disant food bowl. He paws pathetically at the food bowl, and the hollow, tin ring of the pitiful bowl echoes through the kitchen.", "endoftext": false }, { "action": "You turn the tap", "response": "It is fixed in place.\n\nCOOLANT OUTPUT TERMINUS -> REORIENT : NIL\n\nRover is obviously waiting for you to give him a bowl.\n\nHe narrows his eyes critically, noting the lack of food in his food bowl. He looks at the food bowl. He looks at you. He looks at the food bowl. He looks at you.", "endoftext": false }, { "action": "You turn on the tap", "response": "You run the water momentarily, and then turn off the tap to conserve water.\n\nCOOLANT OUTPUT TERMINUS -> TRIGGER : TRUE\n\nRover is obviously waiting for you to give him a bowl.", "endoftext": false }, { "action": "You examine the water bowl", "response": "A simple metal bowl labeled \"water\". The water bowl is empty.\n\nCOOLANT RESERVOIR -> DIAGNOSTIC : TRUE\n\nRover tingles with anticipation as he stares at the bowl you're carrying.", "endoftext": false }, { "action": "You put the water bowl in the sink", "response": "You're tired of stuff piling up in the sink, so you stick to your New Year's resolution and decide to hang on to the water bowl.\n\nCOOLANT RESERVOIR -> TRANSFER : NIL\n\nRover outright gapes at the bowl you carry, then gently sniffs it in hope that you'll give it to him.", "endoftext": false }, { "action": "You examine tap", "response": "A small, utilitarian kitchen sink. Below the sink, there is a small cabinet.\n\nCOOLANT OUTPUT TERMINUS -> DIAGNOSTIC : TRUE\n\nRover stares longingly at the bowl in your hand.", "endoftext": false }, { "action": "You turn on the sink", "response": "You run the water momentarily, and then turn off the tap to conserve water.\n\nCOOLANT OUTPUT TERMINUS -> TRIGGER : TRUE\n\nRover stares longingly at the bowl in your hand.", "endoftext": false }, { "action": "You put water in the water bowl", "response": "(the sink in the water bowl)\nYou run the sink briefly to make sure the water is cold, and then fill Rover's bowl about halfway up.\n\nRover looks towards the sink as you fill his water bowl.\n\nCOOLANT OUTPUT TERMINUS -> TRANSFER : TRUE\n\nRover is obviously waiting for you to give him a bowl.\n\nHe sighs audibly and frowns at his food bowl. He looks at you with imploring puppy dog eyes and then back again at his empty food bowl.", "endoftext": false }, { "action": "You give the water bowl to Rover", "response": "Rover shivers with excitement as you put the full water bowl on the ground.\n\nCOOLANT RESERVOIR -> DELIVER : NIL\n\nRover contemplates the profound emptiness of the food bowl. His stomach rumbles with hunger.\n\nRover slurps the water bowl dry.", "endoftext": false }, { "action": "You open the cabinet", "response": "You open the cabinet, revealing a reward nugget replicator and a 20 kilo bag of dog chow.\n\nFUEL STORAGE VAULT -> ACCESS : TRUE", "endoftext": false }, { "action": "You take chow", "response": "Taken.\n\nFUEL CONDUIT -> SELECT : TRUE\n\nRover prances past you at a convenient back-scratching distance.", "endoftext": false }, { "action": "You take the replicator", "response": "A dog treat rattles around in the replicator as you pick it up. Rover stares at the box of treats, successfully suppressing the urge to drool. For the moment.\n\nTOKEN DISPENSER -> SELECT : NIL\n\nHe notices the lack of food in his soi-disant food bowl. He looks at you with imploring puppy dog eyes and then back again at his empty food bowl.", "endoftext": false }, { "action": "You open the chow", "response": "That's already open.\n\nFUEL CONDUIT -> ACCESS : NIL", "endoftext": false }, { "action": "You pour chow into the food bowl", "response": "(first taking the food bowl)\nYou empty the bag of dog chow into Rover's bowl, giving him a generous portion that should more than carry him through a day's worth of Rover antics.\n\nRover watches with interest as you fill his food bowl.\n\nFUEL CONDUIT -> TRANSFER : TRUE\n\nRover tingles with anticipation as he stares at the bowl you're carrying.", "endoftext": false }, { "action": "You drop the food bowl", "response": "FUEL RESERVOIR -> DESELECT : TRUE\n\nRover gulps down the food, without pausing for niceties such as breathing.", "endoftext": false }, { "action": "You examine Rover", "response": "He's a gentle, obedient dalmatian.\n\nRover circles the food bowl.\n\nROVER -> DIAGNOSTIC : TRUE", "endoftext": false }, { "action": "You pour the chow into the food bowl", "response": "(first taking the food bowl)\nThere are no more kibbles in the bag.\n\nFUEL CONDUIT -> TRANSFER : NIL", "endoftext": false }, { "action": "You examine the bag", "response": "The open bag features a picture of a grotesquely (in your opinion) fat white husky seated at a fancy dinner table. In front of him, steak, turkey, and ham are piled high on silver dishes. He stares rapaciously at the feast, clenching a fork and knife in his paws. The bag is labeled \"Fill your best friend's bowl with Happy Dogz Mix!\"\n\nFUEL CONDUIT -> DIAGNOSTIC : TRUE", "endoftext": false }, { "action": "You remember the happy dogz mix", "response": "That doesn't ring a bell.\n\nACU -> DATA_FETCH : NIL", "endoftext": false }, { "action": "Close cabinet", "response": "You close the cabinet.\n\nFUEL STORAGE VAULT -> DEACCESS : TRUE", "endoftext": false }, { "action": "You fry the egg", "response": "You wonder whether the egg wouldn't cook better if you actually put it in the frying pan.\n\nHEAVY HELIUM SPHERE -> FUSE : NIL", "endoftext": false }, { "action": "You crack the egg into the pan", "response": "You feel kind of grimy and not entirely awake. From past experience you know that cooking before your morning shower often ends in disaster. (This is why you have your list hanging on the fridge!)\nYou put the egg and the frying pan aside for the moment.\n\nHEAVY HELIUM SPHERE -> DISCHARGE : NIL", "endoftext": false }, { "action": "You look at the list", "response": "It is a to-do list, in your own writing.\n\nTASK MANAGER -> DIAGNOSTIC : TRUE\n\nRover licks his front paws.", "endoftext": false }, { "action": "You read the list", "response": "Morning:\nX. Get up\n2. Shower\n3. Breakfast\n4. Take care of business\n5. Let Rover go walkies\n\nDavid: \"Take care of business\"? Is that a euphemism?\nJanet: Yes. I had a heck of a time mapping the landing sequence\nto my daily routine.\n\nTASK MANAGER -> READLINE : TRUE", "endoftext": true }, { "action": "You describe your surroundings", "response": "The kitchen is small but functional, with a space-saver refrigerator and a glass-top electric range. There is a drawer under the range. On the opposite wall there is a sink and under it, a storage cabinet.\n\nOn the kitchen counter is a frying pan (in which is a white egg).\n\nYou can also see a water bowl (empty) and Rover here.\n\nENGINEERING -> STATUS : TRUE", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na food bowl\na reward nugget replicator\na dog treat\na 20 kilo bag of dog chow (open but empty)\na flight suit (being worn)\n\nACU -> MANIFEST : TRUE", "endoftext": false }, { "action": "You put the replicator on the counter", "response": "You put the reward nugget replicator on the kitchen counter.\n\nTOKEN DISPENSER -> TRANSFER : TRUE", "endoftext": false }, { "action": "Bowl", "response": "20 kilo bag of dog chow: Dropped.\n\nfood bowl:\n*** RUN-TIME PROBLEM P31: ATTEMPT TO USE A PROPERTY OF THE 'NOTHING' NON-OBJECT.\n\n-> DESELECT : TRUE", "endoftext": false }, { "action": "You drop the food bowl", "response": "You weren't holding the food bowl to begin with.\n\nFUEL RESERVOIR -> DESELECT : NIL\n\nRover walks around the room, occasionally sniffing various spots on the floor.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na flight suit (being worn)\n\nACU -> MANIFEST : TRUE", "endoftext": false }, { "action": "You go to the bathroom", "response": "Your cottage's living room is palatial compared to your bathroom. There is a pink marble counter and above it you've mounted a mirror on the wall. To the right of the mirror is a black glass plate. Between the counter and the shower is a white, porcelain toilet.\n\nOn the marble counter are a toothbrush and a plastic box.\n\nFLIGHT CONTROL -> SELECT : TRUE", "endoftext": false }, { "action": "You look at the mirror", "response": "You see yourself in the mirror: a young woman with dark brown hair, high cheekbones and a look of determination.\n\nDavid: Wait, is that memory usage correct?\nJanet: Sure, it's fairly conservative. The system has 640\nPB available.\nDavid: That's it?\nJanet: C'mon, nobody will ever need more than 640 PB.\n\nINSPECTOR -> DIAGNOSTIC : TRUE\n\nFrom the direction of the kitchen, you hear Rover chewing something.", "endoftext": false }, { "action": "You look at the glass plate", "response": "A glossy black plate that is just to the right of the bathroom mirror.\n\nIRRADIATOR SWITCH -> DIAGNOSTIC : TRUE\n\nFrom the direction of the kitchen, you hear Rover snoring softly (in the sense that it probably can't be heard outside of the cottage).", "endoftext": true }, { "action": "You describe your surroundings", "response": "Your cottage's living room is palatial compared to your bathroom. There is a pink marble counter and above it you've mounted a mirror on the wall. To the right of the mirror is a black glass plate. Between the counter and the shower is a white, porcelain toilet.\n\nOn the marble counter are a toothbrush and a plastic box.\n\nFLIGHT CONTROL -> STATUS : TRUE", "endoftext": false }, { "action": "You examine the counter", "response": "A counter of that pink faux marble that is so common in Martian bathrooms. On it are a toothbrush and a plastic box.\n\nFLIGHT CONSOLE -> DIAGNOSTIC : TRUE", "endoftext": false }, { "action": "You examine the toothbrush", "response": "A green sonic toothbrush with slightly worn bristles.\n\nPIT SCRUBBER -> DIAGNOSTIC : TRUE", "endoftext": false }, { "action": "You examine the plastic box", "response": "A small plastic box labeled \"Tooth Floss,\" with a blue button just below where the floss comes out.\n\nOBJECT LINKER -> DIAGNOSTIC : TRUE\n\nFrom the direction of the kitchen, you hear Rover growling at something.", "endoftext": false }, { "action": "You remove the suit", "response": "You take off your blue flight suit and it falls to the bathroom floor. You are naked.\n\nDavid: I don't think I should be seeing this. I mean, I'm\nyour boss. There's that whole power dynamic thing.\nJanet: Don't worry: I'm not inclined to sue you for staring\nat a simulation.\nDavid: I'm not staring at the stimulation.\nJanet: You said stimulation. That's funny.\nDavid: No, I said simulation - and I'm not staring.\nJanet: Alright -- you're the boss.\n\nQUANTUM ISOLATOR -> DISENGAGE : TRUE", "endoftext": false }, { "action": "You examine the mirror", "response": "You see yourself in the mirror: a young woman with dark brown hair, high cheekbones and a look of determination.\n\nINSPECTOR -> DIAGNOSTIC : TRUE\n\nFrom the direction of the kitchen, you hear Rover entertaining himself.", "endoftext": false }, { "action": "Brush teeth", "response": "(first grabbing the toothbrush)\nThe toothbrush sprays each tooth with a fizzy foam, vibrates it into lather and rinses. Your teeth feel smooth and your breath is much improved.\n\nHULL PLATING -> SPAWN SCRUBBERS : TRUE\n\nFrom the direction of the kitchen, you hear Rover scratching himself.", "endoftext": false }, { "action": "You floss the teeth", "response": "You don't have any floss.\n\nHULL PLATING -> LINK NODES : NIL", "endoftext": false }, { "action": "You open the box", "response": "That's not something you can open.\n\nOBJECT LINKER -> ACCESS : NIL", "endoftext": false }, { "action": "You look at the plastic box", "response": "A small plastic box labeled \"Tooth Floss,\" with a blue button just below where the floss comes out.\n\nOBJECT LINKER -> DIAGNOSTIC : TRUE\n\nFrom the direction of the kitchen, you hear Rover rolling around on the floor.", "endoftext": false }, { "action": "You floss the teeth", "response": "You floss your teeth and then swallow the tasty (and nutritious) floss. You feel so much better now.\n\nHULL PLATING -> LINK NODES : TRUE\n\nFrom the direction of the kitchen, you hear Rover walking in your direction.", "endoftext": false }, { "action": "You examine the shower", "response": "A utilitarian shower.\n\nEXTRUDER -> DIAGNOSTIC : TRUE", "endoftext": false }, { "action": "You remember the extruder", "response": "That doesn't ring a bell.\n\nACU -> DATA_FETCH : NIL", "endoftext": false }, { "action": "You remember the irradiator", "response": "That doesn't ring a bell.\n\nACU -> DATA_FETCH : NIL\n\nFrom the direction of the kitchen, you hear Rover jumping around.", "endoftext": false }, { "action": "You enter the shower", "response": "The last time you walked out of the bathroom with your toothbrush, you never found it again. You toss it on the counter. The plastic box almost makes it out of the bathroom, but you remember to set it down before stepping out.\n\nYou are in your shower and water of just the right temperature is spraying down on you. Two buttons are molded into the wall of the shower stall. One is labeled \"soap\", and the other, \"shampoo\".\n\nDavid: Janet, I...\nJanet: David, if it were anyone but you, I would have a problem.\nJust let it go.\nDavid: Anyone else? Like who?\nJanet: Can we get back to the program?\nDavid: Okay, I'm paying attention.\nJanet: Obviously.\n\nEXTRUDER -> ACTIVATE : TRUE", "endoftext": false }, { "action": "You go outside", "response": "Your cottage's living room is palatial compared to your bathroom. There is a pink marble counter and above it you've mounted a mirror on the wall. To the right of the mirror is a black glass plate. Between the counter and the shower is a white, porcelain toilet.\n\nOn the marble counter are a plastic box and a toothbrush.\n\nYou can also see a flight suit here.\n\nACU -> DESELECT : TRUE", "endoftext": false }, { "action": "About yourself", "response": "Lying down. Wearing pajamas. That's all the description you can handle at this time in the morning.\n\nACU -> DIAGNOSTIC : TRUE", "endoftext": false }, { "action": "You stand", "response": "You get off the futon.\n\nDavid: Thank you. I can only take so many dream sequences.\nJanet: No problem. So, at this point, the Valkyrie would\nbe at the edge of the probe's stellar system, and\nready to switch over from Casimir to condensate drive\nand begin the approach.\n\nACU -> DEACTIVATE : TRUE", "endoftext": true }, { "action": "Look around", "response": "Where the heavy drapes meet, a sliver of sunlight shines into the otherwise dark living room. A framed picture hangs on the living room wall in the small area illuminated by the shaft of light.\n\nOPERATIONS -> STATUS : TRUE", "endoftext": false }, { "action": "You open the drapes", "response": "You push aside the drapes.\n\nYou are in the living room of a small cottage. Piped-in sunlight pours in through the room's single window, illuminating a framed picture on the opposite wall. The principal furnishing is a king-size purple futon which takes up almost all the floor space. From the living room you can see the entrance to the kitchen and bathroom. The cottage's front door is closed.\n\nOn the purple futon is an alarm clock.\n\nYou can also see Rover here.\n\nSOLAR SHIELD -> ACCESS : TRUE", "endoftext": false }, { "action": "You examine the clock", "response": "It's a cheap, white plastic alarm clock with fading green LEDs that read 5:34 am. A large button juts out of the top.\n\nTEMPORAL TRANSGRESSOR -> DIAGNOSTIC : TRUE", "endoftext": false }, { "action": "You look at the button", "response": "Mounted almost flush with the top of the clock, you can barely make out the dimly illuminated word \"snoo\".\n\nDavid: You could use a new alarm clock.\nJanet: You could increase my salary.\n\nMF TOGGLE -> DIAGNOSTIC : TRUE", "endoftext": false }, { "action": "You ask the clock about itself", "response": "You can only do that to something animate.", "endoftext": false }, { "action": "You hit the clock", "response": "Violence isn't the answer to this one.\n\nTEMPORAL TRANSGRESSOR -> OFFENSE MODE : NIL", "endoftext": false }, { "action": "You fold up the futon", "response": "With a little effort, the futon folds up, snug against the wall, leaving more room to walk around the cramped cottage.\n\nCASIMIR DRIVE -> RETRACT : TRUE", "endoftext": false }, { "action": "You examine picture", "response": "A picture of the Starship Valkyrie, still under construction in drydock. There is small brass nameplate below the picture.\n\nDEEP MEMORY -> DIAGNOSTIC : TRUE", "endoftext": false }, { "action": "You go to the bathroom", "response": "Your cottage's living room is palatial compared to your bathroom. There is a pink marble counter and above it you've mounted a mirror on the wall. To the right of the mirror is a black glass plate. Between the counter and the shower is a white, porcelain toilet.\n\nOn the marble counter are a plastic box and a toothbrush.\n\nJanet: Let's hope the simulation doesn't crash again. I'd\nreally like to run it all the way through to the Rover\nrelease.\nDavid: It's looked good this far.\n\nFLIGHT CONTROL -> SELECT : TRUE\n\nFrom the direction of the living room, you hear Rover scratching something.", "endoftext": false }, { "action": "You take the toothbrush", "response": "Taken.\n\nPIT SCRUBBER -> SELECT : TRUE", "endoftext": false }, { "action": "Brush teeth", "response": "The toothbrush sprays each tooth with a fizzy foam, vibrates it into lather and rinses. Your teeth feel smooth and your breath is much improved.\n\nHULL PLATING -> SPAWN SCRUBBERS : TRUE", "endoftext": false }, { "action": "You put the brush on the counter", "response": "You put the toothbrush on the marble counter.\n\nPIT SCRUBBER -> TRANSFER : TRUE", "endoftext": false }, { "action": "You floss the teeth", "response": "You floss your teeth and then swallow the tasty (and nutritious) floss. You feel so much better now.\n\nHULL PLATING -> LINK NODES : TRUE", "endoftext": false }, { "action": "You look at the mirror", "response": "The mirror is covered with condensation.\n\nINSPECTOR -> DIAGNOSTIC : TRUE\n\nFrom the direction of the living room, you hear Rover sniffing something.", "endoftext": false }, { "action": "Clean mirror", "response": "You wipe away the condensation and can see yourself in the mirror. INSPECTOR -> NEUTRALIZE CHARGE : TRUE", "endoftext": false }, { "action": "You examine the mirror", "response": "You see yourself in the mirror: a young woman with dark brown hair, high cheekbones and a look of determination.\n\nINSPECTOR -> DIAGNOSTIC : TRUE\n\nFrom the direction of the living room, you hear Rover running in circles.", "endoftext": false }, { "action": "You remove the suit", "response": "You take off your blue flight suit and it falls to the bathroom floor. You are naked.\n\nDavid: That mole should be on your left side.\nJanet: Good eye for detail -- I'll flip the UV coordinates\non the next run.\n\nQUANTUM ISOLATOR -> DISENGAGE : TRUE", "endoftext": false }, { "action": "You examine the suit", "response": "It is a loose-fitting blue flight suit with a MARSpace insignia. Some letters are also sewn above the insignia.\n\nQUANTUM ISOLATOR -> DIAGNOSTIC : TRUE\n\nFrom the direction of the living room, you hear Rover snoring loudly.", "endoftext": false }, { "action": "You read the insignia", "response": "That's not something you can read.\n\nINSIGNIA -> READLINE : NIL\n\nFrom the direction of the living room, you hear Rover barking at something.", "endoftext": false }, { "action": "You read the letters", "response": "There are only three letters: \"ACU\".\n\nDavid: If the ACU knows what you know, why doesn't the ACU\nrealize that it is the ACU? I mean, isn't that what\nyou would suspect if you woke up in a flight suit\nlabeled ACU?\nJanet: Cognitive constraints are implemented - the willing\nsuspension of disbelief is a programmatic imperative.\nDavid: I love it when you use big words!\nJanet: You are a doofus, sir.\n\n127.0.0.1 -> READLINE : TRUE\n\nFrom the direction of the living room, you hear Rover doing whatever it is he does when he's not out for walkies and he thinks he's out of your sight.", "endoftext": false }, { "action": "You enter the shower", "response": "The plastic box almost makes it out of the bathroom, but you remember to set it down before stepping out.\n\nYou are in your shower and water of just the right temperature is spraying down on you. Two buttons are molded into the wall of the shower stall. One is labeled \"soap\", and the other, \"shampoo\".\n\nEXTRUDER -> ACTIVATE : TRUE\n\nFrom the direction of the living room, you hear Rover walking about.", "endoftext": false }, { "action": "You remember the tommygoffs", "response": "That doesn't ring a bell.\n\nACU -> DATA_FETCH : NIL\n\nFrom the direction of the living room, you hear Rover sniffing something.", "endoftext": false }, { "action": "Sing", "response": "You quietly sing a short song that Tomasz had taught you. The song is about a lonely colony ship engineer who pines for his sweetheart back on Earth.\n\nACU -> DUMP : TRUE", "endoftext": false }, { "action": "You remember Tomasz", "response": "Tomasz was your fianc? five years ago. You had planned to get married on Mons Olympus and to honeymoon at Club Meridian on the equator.\n\nACU -> DATA_FETCH : TRUE\n\nFrom the direction of the living room, you hear Rover scratching something.", "endoftext": false }, { "action": "You touch yourself", "response": "You feel normal. Nothing out of the ordinary, really.\n\nACU -> UPDATE : TRUE", "endoftext": false }, { "action": "Go outside", "response": "Your cottage's living room is palatial compared to your bathroom. There is a pink marble counter and above it you've mounted a mirror on the wall. To the right of the mirror is a black glass plate. Between the counter and the shower is a white, porcelain toilet.\n\nOn the marble counter are a plastic box and a toothbrush.\n\nYou can also see a flight suit here.\n\nACU -> DESELECT : TRUE\n\nFrom the direction of the living room, you hear Rover chewing something.", "endoftext": false }, { "action": "You examine the toilet", "response": "A plain vanilla toilet, having a water tank and bowl. Nothing to write home about. Someone left both the cover and seat up. How rude.\n\nA plunger stands next to the toilet, between it and the shower.\n\nRETRO ASSEMBLY -> DIAGNOSTIC : TRUE\n\nFrom the direction of the living room, you hear Rover dragging something around.", "endoftext": false }, { "action": "You look at the plunger", "response": "A common plumber's plunger, consisting of a wooden shaft and red rubber cup. Something about the plunger just doesn't look proper. The handle of the plunger is tilted a little bit backwards. Furthermore, its handle is twisted a little bit clockwise.\n\nATTITUDE CONTROL -> DIAGNOSTIC : TRUE", "endoftext": false }, { "action": "You use toilet", "response": "You're willing to hold it until you can sit down properly on a toilet seat, thank you very much.\n\nRETRO ASSEMBLY -> TOGGLE : NIL", "endoftext": false }, { "action": "You sit on the toilet", "response": "Sitting on the ceramic rim of the toilet bowl would be absolutely too gross to contemplate.\n\nRETRO ASSEMBLY -> ACTIVATE : NIL\n\nFrom the direction of the living room, you hear Rover walking about.", "endoftext": false }, { "action": "Lower seat", "response": "You lower the toilet seat into position.\n\nPRESSURE SEATING -> DEACCESS : NIL", "endoftext": false }, { "action": "You sit on the seat", "response": "You sit on the toilet seat.\n\nPRESSURE SEATING -> ACTIVATE : TRUE", "endoftext": false }, { "action": "You use the toilet", "response": "You don't need to go right now; check the list on the fridge.\n\nRETRO ASSEMBLY -> TOGGLE : NIL\n\nFrom the direction of the living room, you hear Rover entertaining himself.", "endoftext": false }, { "action": "You stand", "response": "You stand up again.\n\nACU -> DEACTIVATE : TRUE", "endoftext": false }, { "action": "You take suit", "response": "Taken.\n\nQUANTUM ISOLATOR -> SELECT : TRUE", "endoftext": false }, { "action": "You wear it", "response": "You put on the flight suit.\n\nQUANTUM ISOLATOR -> ENGAGE : TRUE\n\nFrom the direction of the living room, you hear Rover snoring loudly.", "endoftext": false }, { "action": "You go to the kitchen", "response": "The kitchen is small but functional, with a space-saver refrigerator and a glass-top electric range. There is a drawer under the range. On the opposite wall there is a sink and under it, a storage cabinet.\n\nYou can see a food bowl (empty) and a water bowl (empty) here.\n\nDavid: Where are your coffee machine and toaster?\nJanet: I mapped the ship functions to the minimum number\nof objects. More objects means more ways for things\nto go wrong and more time debugging. Call me lazy.\nDavid: Lazy.\nJanet: You don't know the crazy things the ACU does! Sometimes\nit walks around trying to eat or take everything in\nsight. Sometimes it sings and jumps around. It's based\non my neural bindings, but the ACU definitely has\na mind of its own, and I don't want to have to worry\nabout what it might try do with a toaster.\n\nENGINEERING -> SELECT : TRUE", "endoftext": false }, { "action": "You take the water bowl", "response": "Taken.\n\nCOOLANT RESERVOIR -> SELECT : TRUE\n\nFrom the direction of the living room, you hear Rover growling at something.", "endoftext": false }, { "action": "You put the water in it", "response": "(the sink in the water bowl)\nYou run the sink briefly to make sure the water is cold, and then fill Rover's bowl about halfway up.\n\nRover wanders into the kitchen when he hears water splashing into his bowl.\n\nCOOLANT OUTPUT TERMINUS -> TRANSFER : TRUE\n\nRover outright gapes at the bowl you carry, then gently sniffs it in hope that you'll give it to him.", "endoftext": false }, { "action": "You drop it", "response": "You weren't holding the sink to begin with.\n\nCOOLANT OUTPUT TERMINUS -> DESELECT : NIL\n\nRover outright gapes at the bowl you carry, then gently sniffs it in hope that you'll give it to him.", "endoftext": false }, { "action": "You drop the bowl", "response": "COOLANT RESERVOIR -> DESELECT : TRUE\n\nRover narrows his eyes critically, noting the lack of food in his food bowl. His stomach rumbles with hunger.\n\nRover must have been thirsty. One moment the water bowl is full; the next, it's bone dry.", "endoftext": false }, { "action": "You take the food bowl", "response": "Taken.\n\nFUEL RESERVOIR -> SELECT : TRUE\n\nRover is obviously waiting for you to give him a bowl.", "endoftext": false }, { "action": "You open the cabinet", "response": "You open the cabinet, revealing a reward nugget replicator and a 20 kilo bag of dog chow.\n\nFUEL STORAGE VAULT -> ACCESS : TRUE\n\nRover stares longingly at the bowl in your hand.", "endoftext": false }, { "action": "You take the chow", "response": "Taken.\n\nFUEL CONDUIT -> SELECT : TRUE\n\nRover tingles with anticipation as he stares at the bowl you're carrying.", "endoftext": false }, { "action": "You pour the chow into the food bowl", "response": "You empty the bag of dog chow into Rover's bowl, giving him a generous portion that should more than carry him through a day's worth of Rover antics.\n\nRover watches with interest as you fill his food bowl.\n\nFUEL CONDUIT -> TRANSFER : TRUE\n\nRover stares longingly at the bowl in your hand.", "endoftext": false }, { "action": "You drop the food bowl", "response": "FUEL RESERVOIR -> DESELECT : TRUE\n\nRover's head disappears into the food bowl. It is hard to believe that the sounds generated are coming from a dog rather than some sort of industrial mining rig. When his head lifts, the bowl is not only empty but has been buffed to a mirror finish.", "endoftext": false }, { "action": "You take replicator", "response": "A dog treat rattles around in the replicator as you pick it up. Rover stares at the box of treats, successfully suppressing the urge to drool. For the moment.\n\nTOKEN DISPENSER -> SELECT : NIL", "endoftext": false }, { "action": "Close cabinet", "response": "You close the cabinet.\n\nFUEL STORAGE VAULT -> DEACCESS : TRUE", "endoftext": false }, { "action": "You close the drawer", "response": "You close the drawer.\n\nREACTOR CORE -> DEACCESS : TRUE\n\nRover exhales with contentment and rolls over, legs outstretched.", "endoftext": false }, { "action": "You put the pan on the range", "response": "You put the frying pan on the the cooking range.\n\nMAGNETIC BOTTLE -> TRANSFER : TRUE", "endoftext": false }, { "action": "You open the fridge", "response": "Rover looks up when he hears the old fridge open. He sniffs the fridge door and decides there is nothing in the fridge worth getting in trouble over. He saunters out of the kitchen and back towards the living room.\n\nCRYOCHAMBER -> ACCESS : TRUE\n\nFrom the direction of the living room, you hear Rover breathing quietly (quietly for Rover, who is a heavy breather).", "endoftext": false }, { "action": "You look in the fridge", "response": "You poke around in the fridge and find a white egg.\n\nCRYOCHAMBER -> MANIFEST : TRUE", "endoftext": false }, { "action": "You take the egg", "response": "Taken.\n\nHEAVY HELIUM SPHERE -> SELECT : TRUE", "endoftext": false }, { "action": "You close the fridge", "response": "You close the old fridge.\n\nCRYOCHAMBER -> DEACCESS : TRUE\n\nFrom the direction of the living room, you hear Rover barking at something.", "endoftext": false }, { "action": "You put the egg in the pan", "response": "You put the white egg into the frying pan.\n\nHEAVY HELIUM SPHERE -> TRANSFER : NIL", "endoftext": false }, { "action": "You fry the egg", "response": "You crack the egg into the frying pan. The neoegg shell sublimates as the contents spread over the pan's non-stick surface. Immediately, the surface of the range glows red. When the egg is cooked sunny-side up to perfection, the glow fades.\n\nJanet: If there were some heavy helium left after landing,\ncould the ship take off again?\nDavid: Hypothetically, yes, but the planet has essentially\nno atmosphere to break against and it has about nine\ntimes Earth gravity. Even with optimal approach we'll\nhave to fuse every gram of that heavy helium to make\na soft landing.\nJanet: I just hate to leave the ship there. It could take\nyears before our next Casimir ship will be built,\nand who knows if Valkyrie will survive that long on\nthat chthonian rock.\nDavid: Nice word. From MARSpace perspective, all that matters\nis that the probe data are recovered.\n\nHEAVY HELIUM SPHERE -> FUSE : TRUE", "endoftext": false }, { "action": "You examine the egg", "response": "A perfectly fried egg: The yellow yolk lies at the geometric center of a white disc, like the star at the center of a nascent system. The yolk is just a notch short of congealing, and the white is neither runny nor burnt. Another culinary success.\n\nHEAVY HELIUM SPHERE -> DIAGNOSTIC : TRUE", "endoftext": false }, { "action": "You eat the egg", "response": "You gobble down what might well have been the best neoegg you've ever had.\n\nDavid: Wait a minute! She just scoops the egg out of the\npan with her hand and eats it like a grizzly bear\nraking salmon out of a river?\nJanet: Works for me, yeah.\nDavid: How about a plate and fork?\nJanet: The ACU doesn't miss them, and it's less programming\noverhead. And bonus: fewer dishes to clean.\n\nHEAVY HELIUM SPHERE -> RECYCLE : TRUE\n\nFrom the direction of the living room, you hear Rover doing whatever it is he does when he's not out for walkies and he thinks he's out of your sight.", "endoftext": false }, { "action": "You look at the list", "response": "It is a to-do list, in your own writing.\n\nTASK MANAGER -> DIAGNOSTIC : TRUE", "endoftext": false }, { "action": "You read the list", "response": "Morning:\nX. Get up\nX. Shower\nX. Breakfast\n4. Take care of business\n5. Let Rover go walkies\n\nTASK MANAGER -> READLINE : TRUE\n\nFrom the direction of the living room, you hear Rover running in circles.", "endoftext": false }, { "action": "You go to the bathroom", "response": "It took a lot of training to get Rover to eat it in the kitchen, so rather than walk out with a bag of dog food, you put it back in the cabinet.\n\nYour cottage's living room is palatial compared to your bathroom. There is a pink marble counter and above it you've mounted a mirror on the wall. To the right of the mirror is a black glass plate. Between the counter and the shower is a white, porcelain toilet.\n\nOn the marble counter are a plastic box and a toothbrush.\n\nRover trundles along behind you, his attention riveted to the reward nugget replicator.\n\nJanet: So now we begin the landing cycle. This is where the\nACU really shines.\nDavid: What about timing? The ship has to be in the right\norientation to fire the fusion thrusters at exactly\nthe right time.\nJanet: The ACU works so fast that no matter how many individual\nsteps it takes, the effect occurs at the right time.\n\nFLIGHT CONTROL -> SELECT : TRUE", "endoftext": false }, { "action": "Lower seat", "response": "The toilet seat is already down.\n\nPRESSURE SEATING -> DEACCESS : NIL", "endoftext": false }, { "action": "You remove the suit", "response": "You take off your blue flight suit and it falls to the bathroom floor. You are naked.\n\nQUANTUM ISOLATOR -> DISENGAGE : TRUE", "endoftext": false }, { "action": "You sit on the toilet", "response": "You sit on the toilet seat.\n\nRETRO ASSEMBLY -> ACTIVATE : TRUE", "endoftext": false }, { "action": "You use the toilet", "response": "You complete your business with great aplomb.\n\nRETRO ASSEMBLY -> TOGGLE : TRUE", "endoftext": false }, { "action": "You stand", "response": "You stand up again, although you are uncomfortably aware that you have left some, shall we say, \"unresolved\" business behind you.\n\nACU -> DEACTIVATE : TRUE", "endoftext": false }, { "action": "You wear the suit", "response": "(first taking the flight suit)\nYou put on the flight suit.\n\nQUANTUM ISOLATOR -> ENGAGE : TRUE\n\nRover sniffs the toilet bowl.", "endoftext": false }, { "action": "You look at the bowl", "response": "The white porcelain bowl is the bottom part of the toilet. The toilet seat is down, but the cover is raised.\n\nREACTION CHAMBER -> DIAGNOSTIC : TRUE", "endoftext": false }, { "action": "Close seat", "response": "The toilet seat is already down.\n\nPRESSURE SEATING -> DEACCESS : NIL", "endoftext": false }, { "action": "Close cover", "response": "You lower the toilet cover into position.\n\nREACTANT SHIELD -> DEACCESS : NIL", "endoftext": false }, { "action": "Flush toilet", "response": "You are distracted momentarily. Something just isn't right in the bathroom.\n\nRETRO ASSEMBLY -> THRUST : NIL", "endoftext": false }, { "action": "You check your hair", "response": "Yet another part of your anatomy.\n\nSUBSYSTEMS -> DIAGNOSTIC : TRUE", "endoftext": false }, { "action": "You look at the plunger", "response": "A common plumber's plunger, consisting of a wooden shaft and red rubber cup. Something about the plunger just doesn't look proper. The handle of the plunger is tilted a little bit backwards. Furthermore, its handle is twisted a little bit clockwise.\n\nATTITUDE CONTROL -> DIAGNOSTIC : TRUE\n\nRover walks towards the toilet bowl.", "endoftext": false }, { "action": "You take it", "response": "Since the day Tomasz jammed the plunger down on the bathroom floor, it has been stuck there like a barbed harpoon in the side of a great whale. Well, maybe more like a giant squid wrapped around an unfortunate whale, since squids have (you have heard) suckers. Some kind of weird interaction between the rubber cup and the micropores in the floor have effectively bonded the plunger to the floor, and any attempt to remove it would probably destroy one or the other. The plunger doesn't really bother you, and most of the time you just ignore it.\n\nATTITUDE CONTROL -> SELECT : NIL\n\nRover dashes back and forth like a possessed dog for no apparent reason.", "endoftext": false }, { "action": "You pull the plunger", "response": "It's stuck to the floor. On the other hand, if you want to push it in a particular direction, just say so.\n\nATTITUDE CONTROL -> TRACTOR FIELD : NIL", "endoftext": false }, { "action": "You turn plunger", "response": "It is fixed in place.\n\nATTITUDE CONTROL -> REORIENT : NIL", "endoftext": false }, { "action": "You turn the handle counterclockwise", "response": "You adjust the plunger handle counterclockwise. Certainly, a step in the right direction.\n\nSomething about the plunger just doesn't look proper. The handle of the plunger is tilted a little bit backwards.\n\nYAW VECTOR -> VECTOR ADJUST : TRUE\n\nRover lies down next to the bathroom sink.", "endoftext": false }, { "action": "Flush toilet", "response": "The cottage's aging plumbing rumbles and vibrates as the toilet flushes.\n\nDavid: That's it. One long burn down to the planet's surface.\nDavid: And then, the ACU just needs to deploy the ROVER.\n\nRover runs out of the bathroom, and you hear him jumping around near the front door.\n\nRETRO ASSEMBLY -> THRUST : TRUE", "endoftext": true }, { "action": "You describe your surroundings", "response": "Your cottage's living room is palatial compared to your bathroom. There is a pink marble counter and above it you've mounted a mirror on the wall. To the right of the mirror is a black glass plate. Between the counter and the shower is a white, porcelain toilet.\n\nOn the marble counter are a plastic box and a toothbrush.\n\nFLIGHT CONTROL -> STATUS : TRUE\n\nFrom the direction of the living room, you hear Rover walking in your direction.", "endoftext": false }, { "action": "Go outside", "response": "You are in the living room of a small cottage. Piped-in sunlight pours in through the room's single window, illuminating a framed picture on the opposite wall. The principal furnishing is a king-size purple futon which takes up almost all the floor space. From the living room you can see the entrance to the kitchen and bathroom. The cottage's front door is closed.\n\nOn the purple futon is an alarm clock.\n\nYou can also see Rover here.\n\nJanet: When Rover brings the probe back to the ship, it will automatically extract the data and send it back by\nansible. Did you enter the ansible parameters?\nDavid: Yes, I had to do it manually, since the frequency\nand coordinates are encrypted. It's too bad they didn't\nhave FTL communications when they built the probes\n-- it would have saved us the trip.\nJanet: Yes, but then Earth would get the information as well\n-- even encrypted, I wouldn't want it to fall into\ntheir hands.\n\nACU -> DESELECT : TRUE\n\nRover lies down with his front paws crossed.", "endoftext": false }, { "action": "You examine the door", "response": "The front door of the cottage is closed.\n\nCARGO BAY DOOR -> DIAGNOSTIC : TRUE", "endoftext": false }, { "action": "You open the door", "response": "Rover looks up when he hears the door begin to open. You swing the front door fully open, confident that Rover will walk about the park and then return. Rover is out in a flash.\n\nJanet: So, that's it. Rover goes out, gets the probe, and\nbrings it back to the ship, and then the information\nis squirted back to MARSpace.\nDavid: Well, congratulations, Doctor Xiang, on a job well\ndone. I say we celebrate tonight, and get up early\nfor the launch tomorrow morning.\nJanet: It's a deal. Give me ten minutes to make the final\ncommit, and I'll join you.\nDavid: I'll put the champagne on ice.", "endoftext": false }, { "action": "You exit", "response": "* * *\n\n\n\nEven mildly drugged and reclining on an overstuffed couch in the MARSpace human resources office, it's hard to relax in the presence of the MARSpace political officer conducting the final interview. You didn't catch her name, probably because she never mentioned it. After three such interviews and six months of background check, what more could they want?\n\n\"Ms. Xiang, thank you for your cooperation. Your tests show no hint of disloyalty to the Republic or MARSpace. We hope you understand the need for these measures, particularly for personnel with access to the Valkyrie's command and control functions. Now that you are cleared, I can inform you that credible sources have warned that the project may have been infiltrated by...\"\n\nYou weren't particularly enjoying this dream, but being jarred awake by a violently shaking futon is even less pleasurable.\n\nAs the bed bucks and tumbles, several scenarios flash through your mind: explosive decompression of the dome? Volcanic activity? Meteor impact? Before you can even consider your next action, you are thrown from the futon onto the living room floor. Light pours in from the window. It looks like the drapes were somehow torn away from the window.\n\nCARGO BAY DOOR -> ACCESS : TRUE\n\nRover scratches his ears.", "endoftext": false }, { "action": "You stand", "response": "You are standing in the living room.\n\nACU -> DEACTIVATE : TRUE\n\nRover exhales with contentment and rolls over, legs outstretched.", "endoftext": false }, { "action": "You close the door", "response": "That's already closed.\n\nCARGO BAY DOOR -> DEACCESS : NIL", "endoftext": false }, { "action": "You examine Rover", "response": "He's not what you'd typically call a lapdog, although he'd beg (literally) to differ.\n\nROVER -> DIAGNOSTIC : TRUE", "endoftext": false }, { "action": "You examine the window", "response": "Whatever woke you up this morning did some damage. The cottage's window is built to withstand damage, but thin cracks have appeared throughout it. The garden skylights are just coming on. They cast long shadows from a stand of Norwegian Spruce trees at the far side of the park.\n\nVIEWER -> DIAGNOSTIC : TRUE\n\nRover looks at the front door.", "endoftext": false }, { "action": "You examine the trees", "response": "A line of tall, dark green trees stands at the far edge of the park.\n\nVIEWER -> DIAGNOSTIC : TRUE", "endoftext": false }, { "action": "You examine the picture", "response": "A picture of the Starship Valkyrie, still under construction in drydock. You notice that a few pixels have gone dark in the picture. Not a big deal, though. Probably only something you'd notice. There is small brass nameplate below the picture.\n\nDEEP MEMORY -> DIAGNOSTIC : TRUE", "endoftext": false }, { "action": "You examine the futon", "response": "Your futon is huge, and oh so comfy. The wooden frame supports a king-size mattress that is pulled out to form a bed.\n\nCASIMIR DRIVE -> DIAGNOSTIC : TRUE\n\nRover walks around the room, occasionally sniffing various spots on the floor.", "endoftext": false }, { "action": "You search the futon", "response": "It's too early to delve into the dust-bunny infested recesses of the futon. Certainly not before some strong coffee.\n\nCASIMIR DRIVE -> MANIFEST : NIL", "endoftext": false }, { "action": "Close futon", "response": "With a little effort, the futon folds up, snug against the wall, leaving more room to walk around the cramped cottage.\n\nCASIMIR DRIVE -> DEACCESS : TRUE\n\nRover sniffs the window.", "endoftext": false }, { "action": "Smell window", "response": "The window smells ordinary.\n\nVIEWER -> CHEMOSENSOR : NIL", "endoftext": false }, { "action": "Pet Rover", "response": "You stroke Rover's back and he nuzzles up against you.\n\nROVER -> SYNCH : TRUE", "endoftext": false }, { "action": "You go to the kitchen", "response": "The kitchen is small but functional, with a space-saver refrigerator and a glass-top electric range. There is an open drawer under the range. On the opposite wall there is a sink and under it, an open storage cabinet.\n\nYou can see a food bowl (empty) and a water bowl (empty) here.\n\nENGINEERING -> SELECT : TRUE\n\nFrom the direction of the living room, you hear Rover rolling around on the floor.", "endoftext": false }, { "action": "You read the list", "response": "Morning:\nX. Get up\n2. Shower\n3. Breakfast\n4. Take care of business\n5. Let Rover go walkies\n\nTASK MANAGER -> READLINE : TRUE\n\nFrom the direction of the living room, you hear Rover playing.", "endoftext": false }, { "action": "You open the cabinet", "response": "That's already open.\n\nFUEL STORAGE VAULT -> ACCESS : NIL\n\nFrom the direction of the living room, you hear Rover jumping around.", "endoftext": false }, { "action": "You look in the cabinet", "response": "In the cabinet are a reward nugget replicator and a 20 kilo bag of dog chow.\n\nFUEL STORAGE VAULT -> MANIFEST : NIL\n\nFrom the direction of the living room, you hear Rover snoring softly (in the sense that it probably can't be heard outside of the cottage).", "endoftext": false }, { "action": "You examine the chow", "response": "The open bag features a picture of a grotesquely (in your opinion) fat white husky seated at a fancy dinner table. In front of him, steak, turkey, and ham are piled high on silver dishes. He stares rapaciously at the feast, clenching a fork and knife in his paws. The bag is labeled \"Fill your best friend's bowl with Happy Dogz Mix!\"\n\nFUEL CONDUIT -> DIAGNOSTIC : TRUE\n\nFrom the direction of the living room, you hear Rover chewing something.", "endoftext": false }, { "action": "You look in the bag", "response": "In the 20 kilo bag of dog chow are some doggie kibbles.\n\nFUEL CONDUIT -> MANIFEST : NIL", "endoftext": false }, { "action": "You go to bathroom", "response": "Your cottage's living room is palatial compared to your bathroom. There is a pink marble counter and above it you've mounted a mirror on the wall. To the right of the mirror is a black glass plate. Between the counter and the shower is a white, porcelain toilet.\n\nOn the marble counter are a plastic box and a toothbrush.\n\nFLIGHT CONTROL -> SELECT : TRUE", "endoftext": false }, { "action": "You take the brush", "response": "Taken.\n\nPIT SCRUBBER -> SELECT : TRUE", "endoftext": false }, { "action": "You put the brush on the counter", "response": "You put the toothbrush on the marble counter.\n\nPIT SCRUBBER -> TRANSFER : TRUE\n\nFrom the direction of the living room, you hear Rover scratching himself.", "endoftext": false }, { "action": "You floss the teeth", "response": "You floss your teeth and then swallow the tasty (and nutritious) floss. You feel so much better now.\n\nHULL PLATING -> LINK NODES : TRUE", "endoftext": false }, { "action": "You remove the suit", "response": "You take off your blue flight suit and it falls to the bathroom floor. You are naked.\n\nQUANTUM ISOLATOR -> DISENGAGE : TRUE", "endoftext": false }, { "action": "You look at the mirror", "response": "The mirror is covered with condensation.\n\nINSPECTOR -> DIAGNOSTIC : TRUE", "endoftext": false }, { "action": "You wipe the mirror", "response": "You wipe away the condensation and can see yourself in the mirror. You are naked.\n\nINSPECTOR -> NEUTRALIZE CHARGE : TRUE", "endoftext": false }, { "action": "You look at the mirror", "response": "You see yourself in the mirror: a young woman with dark brown hair, high cheekbones and a look of determination.\n\nINSPECTOR -> DIAGNOSTIC : TRUE\n\nFrom the direction of the living room, you hear Rover snoring softly (in the sense that it probably can't be heard outside of the cottage).", "endoftext": false }, { "action": "You read letters", "response": "There are only three letters: \"ACU\".\n\n127.0.0.1 -> READLINE : TRUE", "endoftext": true }, { "action": "You wear the suit", "response": "(first taking the flight suit)\nYou put on the flight suit.\n\nQUANTUM ISOLATOR -> ENGAGE : TRUE\n\nFrom the direction of the living room, you hear Rover playing.", "endoftext": false }, { "action": "You go to kitchen", "response": "The kitchen is small but functional, with a space-saver refrigerator and a glass-top electric range. There is an open drawer under the range. On the opposite wall there is a sink and under it, a storage cabinet.\n\nYou can see a food bowl (empty) and a water bowl (empty) here.\n\nENGINEERING -> SELECT : TRUE\n\nFrom the direction of the living room, you hear Rover dragging something around.", "endoftext": false }, { "action": "You take the water bowl", "response": "Taken.\n\nCOOLANT RESERVOIR -> SELECT : TRUE", "endoftext": false }, { "action": "You put the water in it", "response": "(the sink in the water bowl)\nYou run the sink briefly to make sure the water is cold, and then fill Rover's bowl about halfway up.\n\nRover wanders into the kitchen when he hears water splashing into his bowl.\n\nCOOLANT OUTPUT TERMINUS -> TRANSFER : TRUE\n\nRover tingles with anticipation as he stares at the bowl you're carrying.", "endoftext": false }, { "action": "You drop bowl", "response": "COOLANT RESERVOIR -> DESELECT : TRUE\n\nRover drinks the water.", "endoftext": false }, { "action": "You take the food bowl", "response": "Taken.\n\nFUEL RESERVOIR -> SELECT : TRUE\n\nRover is obviously waiting for you to give him a bowl.", "endoftext": false }, { "action": "You open cabinet", "response": "You open the cabinet, revealing a reward nugget replicator and a 20 kilo bag of dog chow.\n\nFUEL STORAGE VAULT -> ACCESS : TRUE\n\nRover outright gapes at the bowl you carry, then gently sniffs it in hope that you'll give it to him.", "endoftext": false }, { "action": "You take the bag", "response": "Taken.\n\nFUEL CONDUIT -> SELECT : TRUE\n\nRover outright gapes at the bowl you carry, then gently sniffs it in hope that you'll give it to him.", "endoftext": false }, { "action": "You pour the chow into the food bowl", "response": "You empty the bag of dog chow into Rover's bowl, giving him a generous portion that should more than carry him through a day's worth of Rover antics.\n\nRover watches with interest as you fill his food bowl.\n\nFUEL CONDUIT -> TRANSFER : TRUE\n\nRover tingles with anticipation as he stares at the bowl you're carrying.", "endoftext": false }, { "action": "You eat the chow", "response": "That's plainly inedible.\n\nFUEL CONDUIT -> RECYCLE : NIL\n\nRover stares longingly at the bowl in your hand.", "endoftext": false }, { "action": "You drop food bowl", "response": "FUEL RESERVOIR -> DESELECT : TRUE\n\nRover makes short work of the food in his bowl.", "endoftext": false }, { "action": "You open the drawer", "response": "That's already open.\n\nREACTOR CORE -> ACCESS : NIL", "endoftext": false }, { "action": "You examine the pan", "response": "A small, non-stick frying pan .\n\nMAGNETIC BOTTLE -> DIAGNOSTIC : TRUE", "endoftext": false }, { "action": "You close the drawer", "response": "You close the drawer.\n\nREACTOR CORE -> DEACCESS : TRUE", "endoftext": false }, { "action": "You open the fridge", "response": "As you pull on the refrigerator door, it grudgingly creaks a few millimeters.\n\nCRYOCHAMBER -> ACCESS : NIL", "endoftext": false }, { "action": "You look in it", "response": "Before you can look in it, you've got to open it!\n\nCRYOCHAMBER -> MANIFEST : NIL", "endoftext": false }, { "action": "You open the fridge", "response": "Rover looks up when he hears the old fridge open. He sniffs the fridge door and decides there is nothing in the fridge worth getting in trouble over. He saunters out of the kitchen and back towards the living room.\n\nCRYOCHAMBER -> ACCESS : TRUE\n\nFrom the direction of the living room, you hear Rover walking in your direction.", "endoftext": false }, { "action": "You look in the fridge", "response": "You poke around in the fridge and find a white egg.\n\nCRYOCHAMBER -> MANIFEST : TRUE\n\nFrom the direction of the living room, you hear Rover sniffing something.", "endoftext": false }, { "action": "You close the fridge", "response": "You close the old fridge.\n\nCRYOCHAMBER -> DEACCESS : TRUE\n\nFrom the direction of the living room, you hear Rover jumping around.", "endoftext": false }, { "action": "You examine the egg", "response": "A big white neoegg.\n\nHEAVY HELIUM SPHERE -> DIAGNOSTIC : TRUE", "endoftext": false }, { "action": "You open the drawer", "response": "You open the drawer, revealing a frying pan.\n\nREACTOR CORE -> ACCESS : TRUE\n\nFrom the direction of the living room, you hear Rover running in circles.", "endoftext": false }, { "action": "You take the pan", "response": "Taken.\n\nMAGNETIC BOTTLE -> SELECT : TRUE\n\nFrom the direction of the living room, you hear Rover barking at something.", "endoftext": false }, { "action": "You close the drawer", "response": "You close the drawer.\n\nREACTOR CORE -> DEACCESS : TRUE\n\nFrom the direction of the living room, you hear Rover scratching something.", "endoftext": false }, { "action": "You put the pan on the range", "response": "You put the frying pan on the the cooking range.\n\nMAGNETIC BOTTLE -> TRANSFER : TRUE\n\nFrom the direction of the living room, you hear Rover growling at something.", "endoftext": false }, { "action": "You fry the egg", "response": "You crack the egg into the frying pan. The neoegg shell sublimates as the contents spread over the pan's non-stick surface. Immediately, the surface of the range glows red. When the egg is cooked sunny-side up to perfection, the glow fades.\n\nHEAVY HELIUM SPHERE -> FUSE : TRUE", "endoftext": false }, { "action": "You eat the egg", "response": "You gobble down what might well have been the best neoegg you've ever had.\n\nHEAVY HELIUM SPHERE -> RECYCLE : TRUE", "endoftext": false }, { "action": "You read the list", "response": "Morning:\nX. Get up\nX. Shower\nX. Breakfast\n4. Take care of business\n5. Let Rover go walkies\n\nTASK MANAGER -> READLINE : TRUE", "endoftext": false }, { "action": "You go to the bathroom", "response": "It took a lot of training to get Rover to eat it in the kitchen, so rather than walk out with a bag of dog food, you put it back in the cabinet.\n\nYour cottage's living room is palatial compared to your bathroom. There is a pink marble counter and above it you've mounted a mirror on the wall. To the right of the mirror is a black glass plate. Between the counter and the shower is a white, porcelain toilet.\n\nOn the marble counter are a plastic box and a toothbrush.\n\nFLIGHT CONTROL -> SELECT : TRUE\n\nFrom the direction of the living room, you hear Rover rolling around on the floor.", "endoftext": false }, { "action": "You raise the cover", "response": "The toilet cover is already raised.\n\nREACTANT SHIELD -> ACCESS : NIL", "endoftext": false }, { "action": "You remove the suit", "response": "You take off your blue flight suit and it falls to the bathroom floor. You are naked.\n\nQUANTUM ISOLATOR -> DISENGAGE : TRUE", "endoftext": false }, { "action": "You sit on the seat", "response": "You sit on the toilet seat.\n\nPRESSURE SEATING -> ACTIVATE : TRUE", "endoftext": false }, { "action": "You use the toilet", "response": "You complete your business with great aplomb.\n\nRETRO ASSEMBLY -> TOGGLE : TRUE", "endoftext": false }, { "action": "You wear the suit", "response": "(first taking the flight suit)\nYou put on the flight suit.\n\nQUANTUM ISOLATOR -> ENGAGE : TRUE", "endoftext": false }, { "action": "You examine the plunger", "response": "A common plumber's plunger, consisting of a wooden shaft and red rubber cup. Something about the plunger just doesn't look proper. The handle of the plunger is tilted completely forwards and it's also leaning a little bit to the right. Furthermore, its handle is twisted a little bit clockwise.\n\nATTITUDE CONTROL -> DIAGNOSTIC : TRUE\n\nFrom the direction of the living room, you hear Rover doing whatever it is he does when he's not out for walkies and he thinks he's out of your sight.", "endoftext": false }, { "action": "You continue", "response": "You adjust the plunger handle backwards. Your obsessive compulsive inner person does a happy dance as you move the plunger in a good direction.\n\nSomething about the plunger just doesn't look proper. The handle of the plunger is tilted a little bit forwards and it's also leaning a little bit to the right. Furthermore, its handle is twisted a little bit clockwise.\n\nPITCH VECTOR -> VECTOR ADJUST : TRUE\n\nFrom the direction of the living room, you hear Rover entertaining himself.", "endoftext": false }, { "action": "Keep going", "response": "You adjust the plunger handle backwards. The plunger is now less offensive to your artistic sense of space and proportion.\n\nSomething about the plunger just doesn't look proper. The handle of the plunger is leaning a little bit to the right. Furthermore, its handle is twisted a little bit clockwise.\n\nPITCH VECTOR -> VECTOR ADJUST : TRUE\n\nFrom the direction of the living room, you hear Rover running in circles.", "endoftext": false }, { "action": "Oops handle", "response": "You adjust the plunger handle counterclockwise. That improved the situation.\n\nThe plunger stands perfectly straight, just the way you like it.\n\nYAW VECTOR -> VECTOR ADJUST : TRUE", "endoftext": false }, { "action": "You close the lid", "response": "That's already closed.\n\nPLASMA CONSTRICTOR HATCH -> DEACCESS : NIL", "endoftext": false }, { "action": "Flush toilet", "response": "There is a tinny clanking from within the toilet, but nothing happens.\n\nRETRO ASSEMBLY -> THRUST : NIL", "endoftext": false }, { "action": "You look at the toilet", "response": "A plain vanilla toilet, having a water tank and bowl. Nothing to write home about. The toilet seat is down, but the cover is raised.\n\nA plunger stands next to the toilet, between it and the shower.\n\nRETRO ASSEMBLY -> DIAGNOSTIC : TRUE\n\nFrom the direction of the living room, you hear Rover entertaining himself.", "endoftext": false }, { "action": "You examine the plunger", "response": "A common plumber's plunger, consisting of a wooden shaft and red rubber cup. The plunger stands perfectly straight, just the way you like it.\n\nATTITUDE CONTROL -> DIAGNOSTIC : TRUE\n\nFrom the direction of the living room, you hear Rover breathing quietly (quietly for Rover, who is a heavy breather).", "endoftext": false }, { "action": "You examine the toilet bowl", "response": "The white porcelain bowl is the bottom part of the toilet. Both the cover and seat are down.\n\nREACTION CHAMBER -> DIAGNOSTIC : TRUE", "endoftext": false }, { "action": "Lift cover", "response": "You lift the toilet cover.\n\nREACTANT SHIELD -> ACCESS : TRUE\n\nFrom the direction of the living room, you hear Rover barking at something.", "endoftext": false }, { "action": "Lift seat", "response": "You lift the toilet seat.\n\nPRESSURE SEATING -> ACCESS : TRUE", "endoftext": false }, { "action": "You look in toilet", "response": "There's something in it, but you don't want details.\n\nRETRO ASSEMBLY -> MANIFEST : NIL", "endoftext": false }, { "action": "Examine tank", "response": "A porcelain reservoir containing several liters of water to flush the toilet. On the front of the tank there is a silver knob used to flush the toilet and on the top of the tank there is a lid.\n\nPLASMA CONSTRICTOR -> DIAGNOSTIC : TRUE", "endoftext": false }, { "action": "You open the lid", "response": "You open the water tank, revealing a flapper valve, a metapropylene lever, and a flush chain.\n\nPLASMA CONSTRICTOR HATCH -> ACCESS : TRUE\n\nFrom the direction of the living room, you hear Rover scratching himself.", "endoftext": false }, { "action": "You examine the chain", "response": "A metal chain that would normally connect the flush lever to the flapper valve. The chain has rusted away.\n\nTHRUSTER LINKAGE SERVO -> DIAGNOSTIC : TRUE", "endoftext": false }, { "action": "You examine the valve", "response": "A black rubber valve that seals the bottom of the water tank, allowing the toilet to flush only when it is pulled upward by the chain that connects it to the flush lever.\n\nTHRUST APERTURE -> DIAGNOSTIC : TRUE", "endoftext": false }, { "action": "You pull the chain", "response": "You pull on the small bit of chain attached to the flapper valve.\n\nThe cottage's aging plumbing rumbles and vibrates as the toilet flushes.\n\nFrom the living room, Rover gives a short bark and scratches at the front door.\n\nTHRUSTER LINKAGE SERVO -> TRACTOR FIELD : TRUE", "endoftext": false }, { "action": "You close the lid", "response": "You close the water tank.\n\nPLASMA CONSTRICTOR HATCH -> DEACCESS : TRUE", "endoftext": false }, { "action": "Go outside", "response": "You are in the living room of a small cottage. Piped-in sunlight pours in through the room's single window, illuminating a framed picture on the opposite wall -- strangely, your drapes are nowhere to be seen. The principal furnishing is a king-size purple futon which takes up almost all the floor space. From the living room you can see the entrance to the kitchen and bathroom. The cottage's front door is closed.\n\nYou can see Rover and an alarm clock here.\n\nACU -> DESELECT : TRUE", "endoftext": false }, { "action": "You open door", "response": "Rover looks up when he hears the door begin to open. Rover slips out the door.\n\nThere is a wrenching shift in perspective, but a moment later it seems perfectly natural.\n\nYou go bounding out the front door, full of energy.\n\nThe scent of your house is strong here, and you are right next to its front door. You can't see far because it is so dusty here.\n\nCARGO BAY DOOR -> ACCESS : TRUE", "endoftext": false }, { "action": "Smell", "response": "It smells like the outdoors here. From a long way off you smell the disagreeable scent of a man. Interestingly, you detect the intriguing scent of a female dog carried across the park by the wind. The comforting smell of home is a hop, lick, and a bark away.\n\nROVER -> CHEMOSENSOR : TRUE", "endoftext": false }, { "action": "You examine the house", "response": "Home sweet home, where Janet lives, where you get fed, and where you sleep. Even out here, the smell of home is comforting.\n\nBASE -> DIAGNOSTIC : TRUE", "endoftext": false }, { "action": "Dig", "response": "You dig for a while with your front paws. Finding nothing, you kick the dirt back in again so you won't be blamed for digging up the yard.\n\nROVER -> EXCAVATE : TRUE", "endoftext": false }, { "action": "Bark", "response": "\"Buhwahwahwahwahwah!\"\n\nROVER -> EMIT PULSE : TRUE", "endoftext": true }, { "action": "Look around", "response": "The scent of your house is strong here, and you are right next to its front door. You can't see far because it is so dusty here.\n\nPLANET SURFACE -> STATUS : TRUE", "endoftext": false }, { "action": "Pet Rover", "response": "You can't see any such thing.\n\nCOGNITIVE BLOCK -> SYNCH : NIL", "endoftext": false }, { "action": "You look at the dust", "response": "Through the dust, you can see little more than dim light from above.\n\nSKY -> DIAGNOSTIC : TRUE", "endoftext": false }, { "action": "You leave", "response": "But you aren't in anything at the moment.\n\nROVER -> DESELECT : NIL", "endoftext": false }, { "action": "Go west", "response": "Woof?\n\nROVER -> SELECT : NIL", "endoftext": false }, { "action": "You run", "response": "You'll have to say which compass direction to go in.\n\nROVER -> NOOP : NIL", "endoftext": false }, { "action": "You go", "response": "You'll have to say what you'd like to go towards.", "endoftext": true }, { "action": "You look around", "response": "The scent of your house is strong here, and you are right next to its front door. You can't see far because it is so dusty here. Ominous clouds of dust loom on the ever-darkening horizon.\n\nPLANET SURFACE -> STATUS : TRUE", "endoftext": false }, { "action": "Smell", "response": "It smells like the outdoors here. From a long way off you smell the stench of a man. Interestingly, you detect the enthralling bouquet of a female dog carried across the park by the wind. The reassuring smell of home is a hop, lick, and a bark away.\n\nROVER -> CHEMOSENSOR : TRUE", "endoftext": false }, { "action": "You go to female dog", "response": "You trot off in that direction.\n\nYou are outside.\n\nYou can see a lump of rock here.\n\nROBOTIC BULLDOZER -> SELECT : TRUE", "endoftext": false }, { "action": "Smell", "response": "It smells dry and stale here. From a considerable distance you smell the stale funk of a man. Interestingly, you detect the entertaining fragrance of a female dog wafting enticingly from not too far away. The pleasant smell of home is two shakes of a tail from here.\n\nROVER -> CHEMOSENSOR : TRUE", "endoftext": false }, { "action": "You look at the rock", "response": "You taste the rock. Not edible. Not a bone. Not interesting.\n\nLEAD ORE -> DIAGNOSTIC : TRUE", "endoftext": false }, { "action": "You go to female dog", "response": "You let your nose lead the way.\n\nA dug-up field pockmarked by small holes and accompanying mounds of dirt.\n\nYou can see some paw marks here.\n\nROBOTIC BULLDOZER -> SELECT : TRUE", "endoftext": false }, { "action": "You look at the paw marks", "response": "Paw marks from a medium-sized dog. From the look of the field, they must belong to a dog that either likes digging or was trying to find something important buried around here.\n\nBULLDOZER TRACKS -> DIAGNOSTIC : TRUE", "endoftext": false }, { "action": "Dig", "response": "You dig for a while with your front paws. Finding nothing, you kick the dirt back in again so you won't be blamed for digging up the yard.\n\nROVER -> EXCAVATE : TRUE", "endoftext": false }, { "action": "Smell", "response": "It smells of freshly turned soil here. From a ways off you smell the odor of a man. Interestingly, you detect the riveting perfume of a female dog coloring the air with its lovely scent from only a short run away. The heartening smell of home is a short run from here.\n\nROVER -> CHEMOSENSOR : TRUE", "endoftext": false }, { "action": "You go to the female dog", "response": "Trot, trot, trot.\n\nA long, dark furrow scars the ground in this part of the park.\n\nYou can see a long furrow here.\n\nROBOTIC BULLDOZER -> SELECT : TRUE", "endoftext": false }, { "action": "You look at the furrow", "response": "On your muzzle, you can feel heat radiating from the furrow walls, which are shiny and black. On the walls and floor of the trench, you can see some scratches that look like they could have been made by dog paws.\n\nTRENCH -> DIAGNOSTIC : TRUE", "endoftext": false }, { "action": "Smell furrow", "response": "The long furrow smells like freshly poured tar.\n\nTRENCH -> CHEMOSENSOR : TRUE", "endoftext": false }, { "action": "You scratch it", "response": "You achieve nothing by this.\n\nTRENCH -> NEUTRALIZE CHARGE : TRUE", "endoftext": false }, { "action": "You search it", "response": "The long furrow is empty.\n\nTRENCH -> MANIFEST : NIL", "endoftext": false }, { "action": "You go to the female dog", "response": "Your legs carry you as fast as they can.\n\nA wide-open plain extends in all directions, as far as the dust permits you to see. It sure would be easy to get lost in this part of the park.\n\nYou can see a female dog here.\n\nROBOTIC BULLDOZER -> SELECT : TRUE", "endoftext": false }, { "action": "You examine the female dog", "response": "Your heart catches in your throat as you stand in her glorious presence. Graceful, athletic, and possessed of a noble bearing, she smites you with a glance down her long, fine muzzle. In her sensual mouth, she is provocatively carrying a bone almost as big as she is.\n\nROBOTIC BULLDOZER -> DIAGNOSTIC : TRUE", "endoftext": false }, { "action": "You examine the bone", "response": "It is the biggest, juiciest bone you've ever seen. You envy the bone, which is clamped between the bewitchingly white teeth of the female dog.\n\nSPACE PROBE -> DIAGNOSTIC : TRUE", "endoftext": false }, { "action": "You take the bone", "response": "It is a nice bone...but how would she feel if you just took it? She might find that playful, but then again, she might take it the wrong way. She might like resent such a bold move, uninvited. On the other hand, she could be secretly wishing that you'd make the first move. It might be just the right thing. It could also be a dreadful mistake though. You might come across as greedy and pushy. Not the sort of impression you'd like to make... Um. What were you thinking about? You forget.\n\nSPACE PROBE -> SELECT : NIL", "endoftext": false }, { "action": "Pet female", "response": "You shift a little closer to her and nonchalantly drape your tail near her, but a gust of wind pushes it away.\n\nROBOTIC BULLDOZER -> SYNCH : TRUE", "endoftext": false }, { "action": "You examine the female", "response": "Your eyes are drawn to her perfectly rounded shoulders and haunches, her long arcing tail, and her soft, pendulous ears. You avert your gaze so as not to appear overly forward. In her amorous mouth, she is agilely carrying a bone.\n\nROBOTIC BULLDOZER -> DIAGNOSTIC : TRUE", "endoftext": false }, { "action": "You look at the ears", "response": "Rover is covered from nose to tail with white fur dotted with black splotches.\n\nROVER MODULES -> DIAGNOSTIC : TRUE", "endoftext": false }, { "action": "Mount female", "response": "You're not even on your second date with her! Better keep your paws to yourself.\n\nROBOTIC BULLDOZER -> MOUNT : TRUE", "endoftext": false }, { "action": "Kiss female", "response": "The very thought makes your canine heart scramble like a greased xihuahua in free fall.\n\nROBOTIC BULLDOZER -> INTERFACE : NIL", "endoftext": false }, { "action": "Smell", "response": "It smells barren and lifeless here. From not too far away you smell the stench of a man. Interestingly, you detect the engrossing aroma of a female dog at muzzle's distance from you. The cheerful smell of home is getting fainter.\n\nROVER -> CHEMOSENSOR : TRUE", "endoftext": false }, { "action": "You go to the man", "response": "You scuttle forth.\n\nYou are right outside a dilapidated shack, which has clearly been neglected. A gust of wind lifts a sheet of dust and rains it down on you.\n\nMYOMITA AI -> SELECT : TRUE", "endoftext": false }, { "action": "You examine the shack", "response": "The shabby shack could use more than a coat of paint. The walls are bent at strange angles, and the door is askew. Ominous clouds of dust loom on the ever-darkening horizon.\n\n-> DIAGNOSTIC : TRUE", "endoftext": false }, { "action": "You open the shack", "response": "That's not something you can open.\n\n-> ACCESS : NIL", "endoftext": false }, { "action": "You go inside", "response": "You can't go that way.\n\nROVER -> SELECT : NIL", "endoftext": false }, { "action": "You look at the door", "response": "A heavy plastrex door hangs loosely in the door frame, tenuously attached by one frail hinge. The door swings wildly in the wind.\n\nDAMAGED AIRLOCK -> DIAGNOSTIC : TRUE", "endoftext": false }, { "action": "You enter door", "response": "You walk into the tumbledown shack. There is a man here who looks old and grumpy. Like your home, this place has a sleeping room and an eating room. It looks like you've walked right into the sleeping room.\n\nThe man yells at you and you tuck your head down. \"Blah, blah, blah!\" He doesn't seem to move though. Maybe he can't move.\n\nNope. No movement. Hmph. You don't feel so afraid of him.\n\nYou can see a pink pillow here.\n\nDAMAGED AIRLOCK -> ACTIVATE : NIL", "endoftext": false }, { "action": "You examine man", "response": "The man seems flat like a rug, rather than round like a ball. He makes a lot of noise, but he doesn't move around at all. He just stays up against one wall. Boy, does he seem mad, \"Blah, out, blah, blah, dog!\"!\n\nMYOMITA AI -> DIAGNOSTIC : TRUE", "endoftext": false }, { "action": "You take the man", "response": "I don't suppose the smelly man would care for that.\n\nMYOMITA AI -> SELECT : NIL", "endoftext": false }, { "action": "You smell man", "response": "The smelly man smells unbearable at this close range. It is like something out of a nightmare: a combination of mouthwash, carpet cleaner and air fresheners. Entirely sickening.\n\nMYOMITA AI -> CHEMOSENSOR : TRUE", "endoftext": false }, { "action": "You look at the pillow", "response": "A puffy, pink pillow with a pretty design on it: a red ball, with radiating red and white rays.\n\nNPT -> DIAGNOSTIC : TRUE", "endoftext": false }, { "action": "You remember npt", "response": "That doesn't ring a bell.\n\nROVER -> DATA_FETCH : NIL", "endoftext": false }, { "action": "You go to the eating room", "response": "You eagerly scamper that way.\n\nThe room has big cold box just like the eating room in your home. It's less loud in this room, but you can hear the man in the other room yelling, \"Blah, blah, Myomita, blah, blah, blah, Earth, blah, blah, dog, blah, blah!\". On the floor, there are two dishes.\n\nYou can see a food dish (in which is some canned food) and a water dish (in which is some crystal clear water) here.\n\nLOCATION -> SELECT : TRUE", "endoftext": false }, { "action": "You examine the food dish", "response": "The other dog's metal food dish smells much better than yours.\n\nFUEL RESERVOIR -> DIAGNOSTIC : TRUE", "endoftext": false }, { "action": "You smell it", "response": "The food dish smells unremarkable.\n\nFUEL RESERVOIR -> CHEMOSENSOR : NIL", "endoftext": false }, { "action": "You take it", "response": "Nope, the food dish is stuck to the ground. So much for going home with a \"doggie bag\".\n\nFUEL RESERVOIR -> SELECT : NIL", "endoftext": false }, { "action": "You examine the water dish", "response": "The other dog's plastic water dish looks much better than yours.\n\nCOOLANT RESERVOIR -> DIAGNOSTIC : TRUE", "endoftext": false }, { "action": "You take it", "response": "You can't. It seems to be part of the ground.\n\nCOOLANT RESERVOIR -> SELECT : NIL", "endoftext": false }, { "action": "You go to sleeping", "response": "You bound away towards your goal.\n\nThe smelly man's house is boring. The only furniture in the room is a pullout sofa. In one direction lies the eating room, in the other, the door that leads back to the park. The smelly man is still here and carrying on, \"Blah, blah, blah, dog, blah, bad!\"\n\nYou ignore him.\n\nYou can see a pink pillow here.\n\nLOCATION -> SELECT : TRUE", "endoftext": false }, { "action": "You take the pillow", "response": "You take the pink pillow in your mouth.\n\nNPT -> SELECT : TRUE", "endoftext": false }, { "action": "You go to the female dog", "response": "You let your nose lead the way.\n\nYou are right outside a dilapidated shack, which has clearly been neglected. The wind picks up, making it even more difficult to see.\n\nROBOTIC BULLDOZER -> SELECT : TRUE", "endoftext": false }, { "action": "Continue", "response": "You bound away towards your goal.\n\nA wide-open plain extends in all directions, as far as the dust permits you to see. It sure would be easy to get lost in this part of the park.\n\nYou can see a female dog here.\n\nROBOTIC BULLDOZER -> SELECT : TRUE", "endoftext": false }, { "action": "You give the pillow to her", "response": "The pink pillow does not impress her, and it falls to her feet. No doubt she has many suitors.\n\nNPT -> DELIVER : NIL", "endoftext": false }, { "action": "Dig", "response": "You dig for a while with your front paws. Finding nothing, you kick the dirt back in again so you won't be blamed for digging up the yard.\n\nROVER -> EXCAVATE : TRUE", "endoftext": false }, { "action": "You examine the female dog", "response": "You glance at her slyly while pretending to survey the ground near her feet. The fine columns of her legs rise magnificently from the ground, standing proudly atop her perfectly trimmed paws. The fur on her legs is bristly, and you wonder what it would be like to rub against it. Distractedly, your gaze drifts over her until a blowing clod of dust ricochets off your head, cutting short your reverie. In her angelic mouth, she is elegantly carrying a bone.\n\nROBOTIC BULLDOZER -> DIAGNOSTIC : TRUE", "endoftext": false }, { "action": "Rub female", "response": "You get the impression that she's not ready for that.\n\nROBOTIC BULLDOZER -> SYNCH : TRUE", "endoftext": false }, { "action": "You climb her", "response": "I don't think much is to be achieved by that.\n\nROBOTIC BULLDOZER -> SELECT : NIL", "endoftext": false }, { "action": "You get on her", "response": "You are already close enough to the female dog.\n\nROBOTIC BULLDOZER -> ACTIVATE : NIL", "endoftext": false }, { "action": "You look at the pillow", "response": "A puffy, pink pillow with a pretty design on it: a red ball, with radiating red and white rays.\n\nNPT -> DIAGNOSTIC : TRUE", "endoftext": false }, { "action": "You open it", "response": "That's not something you can open.\n\nNPT -> ACCESS : NIL", "endoftext": false }, { "action": "You take it", "response": "You carefully take hold of the pink pillow with your teeth.\n\nNPT -> SELECT : TRUE", "endoftext": false }, { "action": "You go to the man", "response": "You eagerly scamper that way.\n\nYou are right outside a dilapidated shack, which has clearly been neglected.\n\nMYOMITA AI -> SELECT : TRUE", "endoftext": false }, { "action": "You go inside", "response": "You can't go that way.\n\nROVER -> SELECT : NIL", "endoftext": false }, { "action": "You enter door", "response": "The smelly man's house is boring. The only furniture in the room is a pullout sofa. In one direction lies the eating room, in the other, the door that leads back to the park. The smelly man is still here and carrying on, \"Bad dog! Blah!\"\n\nYou ignore him.\n\nDAMAGED AIRLOCK -> ACTIVATE : NIL", "endoftext": false }, { "action": "You examine the sofa", "response": "The sofa looks wrong somehow, like maybe it's broken. It is more or less unfolded and looks even bigger than Janet's futon.\n\nCASIMIR DRIVE -> DIAGNOSTIC : TRUE", "endoftext": false }, { "action": "You search it", "response": "There is nothing on the pullout sofa.\n\nCASIMIR DRIVE -> MANIFEST : NIL", "endoftext": false }, { "action": "You close it", "response": "That's not something you can close.\n\nCASIMIR DRIVE -> DEACCESS : NIL", "endoftext": false }, { "action": "You smell it", "response": "The pullout sofa smells musty, like a wet dog. On the whole, not a bad smell at that.\n\nCASIMIR DRIVE -> CHEMOSENSOR : TRUE", "endoftext": false }, { "action": "You get on it", "response": "You get onto the pullout sofa.\n\nCASIMIR DRIVE -> ACTIVATE : NIL", "endoftext": false }, { "action": "You look", "response": "Sleeping Room (on the pullout sofa)\nThe smelly man's house is boring. The only furniture in the room is a pullout sofa. In one direction lies the eating room, in the other, the door that leads back to the park. The smelly man is still here and carrying on, \"Blah, blah, blah, blah, blah, blah!\"\n\nYou ignore him.\n\nLOCATION -> STATUS : TRUE", "endoftext": false }, { "action": "You stand", "response": "You get off the pullout sofa.\n\nROVER -> DEACTIVATE : TRUE", "endoftext": false }, { "action": "You hit the man", "response": "You're not really supposed to attack people unless they are a threat. This smelly old windbag is loud and malodorous, but so are suborbital shuttles, and you leave them alone. So, you let him rant on while you go about your business.\n\nMYOMITA AI -> OFFENSE MODE : TRUE", "endoftext": false }, { "action": "You listen to the man", "response": "You hear the ongoing rantings of the old, flat man on the wall. The more he blathers on, the more you tune him out.\n\nMYOMITA AI -> AUDIO INPUT : TRUE", "endoftext": false }, { "action": "You examine wall", "response": "Dingy walls that might have once been white but are now a mottled brown color.\n\nBULKHEADS -> DIAGNOSTIC : TRUE", "endoftext": true }, { "action": "You describe your surroundings", "response": "The smelly man's house is boring. The only furniture in the room is a pullout sofa. In one direction lies the eating room, in the other, the door that leads back to the park. The smelly man is still here and carrying on, \"Blah, blah, blah, blah, dog? Blah! Blah, blah!\"\n\nYou ignore him.\n\nLOCATION -> STATUS : TRUE", "endoftext": false }, { "action": "You enter the eating", "response": "Trot, trot, trot.\n\nThe room has big cold box just like the eating room in your home. It's less loud in this room, but you can hear the man in the other room yelling, \"Blah? Blah, blah, blah, blah, dog. Blah, blah, blah, blah, Mars? Blah! Blah, blah, blah, dog, blah!\". On the floor, there are two dishes.\n\nYou can see a food dish (in which is some canned food) and a water dish (in which is some crystal clear water) here.\n\nENGINEERING MODULE -> ACTIVATE : TRUE", "endoftext": false }, { "action": "You examine the cold box", "response": "A bright orange box, similar in shape to the one that Janet keeps food in at home.\n\nCRYOCHAMBER -> DIAGNOSTIC : TRUE", "endoftext": false }, { "action": "You open it", "response": "You open the cold box, revealing a white egg.\n\nCRYOCHAMBER -> ACCESS : TRUE", "endoftext": false }, { "action": "You take the egg", "response": "The pink pillow falls out of your mouth, startling you.\n\nYou grab the white egg with your mouth, being careful not to crush it.\n\nHEAVY HELIUM SPHERE -> SELECT : TRUE", "endoftext": false }, { "action": "You put the egg on the pillow", "response": "Putting things on the pink pillow would achieve nothing.\n\nHEAVY HELIUM SPHERE -> TRANSFER : NIL", "endoftext": false }, { "action": "You look in the cold box", "response": "You poke around in the fridge and find nothing at all.\n\nCRYOCHAMBER -> MANIFEST : NIL", "endoftext": false }, { "action": "You close it", "response": "You close the cold box.\n\nCRYOCHAMBER -> DEACCESS : TRUE", "endoftext": false }, { "action": "Inventory", "response": "In your mouth, you are carrying a white egg.\n\nROVER -> MANIFEST : TRUE", "endoftext": true }, { "action": "You look at your surroundings", "response": "The room has big cold box just like the eating room in your home. It's less loud in this room, but you can hear the man in the other room yelling, \"Blah? Blah, blah, blah, blah, dog. Blah, blah, blah, blah, Mars? Blah! Blah, blah, blah, dog, blah!\". On the floor, there are two dishes.\n\nYou can see a pink pillow, a food dish (in which is some canned food), and a water dish (in which is some crystal clear water) here.\n\nLOCATION -> STATUS : TRUE", "endoftext": false }, { "action": "You drop the egg", "response": "Dropped.\n\nHEAVY HELIUM SPHERE -> DESELECT : TRUE", "endoftext": false }, { "action": "You take the egg", "response": "You pick up the white egg in your jaws.\n\nHEAVY HELIUM SPHERE -> SELECT : TRUE", "endoftext": false }, { "action": "Leave", "response": "The smelly man's house is boring. The only furniture in the room is a pullout sofa. In one direction lies the eating room, in the other, the door that leads back to the park. The smelly man is still here and carrying on, \"Blah, blah, blah, blah, dog? Blah! Blah, blah!\"\n\nYou ignore him.\n\nROVER -> DESELECT : TRUE", "endoftext": false }, { "action": "Go outside", "response": "You are right outside a dilapidated shack, which has clearly been neglected.\n\nROVER -> DESELECT : TRUE", "endoftext": false }, { "action": "You go to the female", "response": "You scuttle forth.\n\nA wide-open plain extends in all directions, as far as the dust permits you to see. It sure would be easy to get lost in this part of the park.\n\nYou can see a female dog here.\n\nROBOTIC BULLDOZER -> SELECT : TRUE", "endoftext": false }, { "action": "You give the egg to the dog", "response": "The white egg does not impress her, and it falls to her feet. No doubt she has many suitors.\n\nHEAVY HELIUM SPHERE -> DELIVER : NIL", "endoftext": false }, { "action": "You ask the female dog about herself", "response": "\"Gaa....Ruffff!\"\n\nNo doubt in awe of your rhetorical skills, the lovely damsel drops the bone. Her gift to you, you suppose.\n\nROBOTIC BULLDOZER -> QUERY : TRUE", "endoftext": false }, { "action": "You take the bone", "response": "You gently pick up the bone using your front teeth.\n\nSPACE PROBE -> SELECT : TRUE", "endoftext": false }, { "action": "You go home", "response": "Your legs carry you as fast as they can.\n\nA long, dark furrow scars the ground in this part of the park.\n\nYou can see a long furrow here.\n\nOPERATIONS -> SELECT : TRUE\n\nThe female dog is left dumbfounded by your brilliance. She stares at the ground, unsure of herself.", "endoftext": false }, { "action": "You go home", "response": "You trot off in that direction.\n\nA dug-up field pockmarked by small holes and accompanying mounds of dirt.\n\nYou can see some paw marks here.\n\nOPERATIONS -> SELECT : TRUE", "endoftext": false }, { "action": "You go home", "response": "You bound away towards your goal.\n\nYou are outside.\n\nYou can see a lump of rock here.\n\nOPERATIONS -> SELECT : TRUE", "endoftext": false }, { "action": "You go home", "response": "You let your nose lead the way.\n\nThe scent of your house is strong here, and you are right next to its front door. You can't see far because it is so dusty here. Ominous clouds of dust loom on the ever-darkening horizon.\n\nOPERATIONS -> SELECT : TRUE", "endoftext": false }, { "action": "You go inside", "response": "You can't go that way.\n\nROVER -> SELECT : NIL", "endoftext": false }, { "action": "You enter door", "response": "You are in the living room of a small cottage. Piped-in sunlight pours in through the room's single window, illuminating a framed picture on the opposite wall -- strangely, your drapes are nowhere to be seen. The principal furnishing is a king-size purple futon which takes up almost all the floor space. From the living room you can see the entrance to the kitchen and bathroom. The cottage's front door is open.\n\nYou can see Janet and an alarm clock here.\n\nYou run into the living room and jump around proudly with your trophy bone, so Janet is sure to notice.\n\nShe stares at the bone and appears frozen.\n\nVALKYRIE->IDENTIFICATION: PROBE MUSASHI-5\nPROBE->EXTRACT: DATA EXTRACTED\nDATA->VERIFY: VERIFIED, 1.3 EXABYTES\nANSIBLE->COORDINATES: EARTH SELECTED\nANSIBLE->ENCRYPT: AUTHORIZATION DAVIDVENKATACHALAM\nANSIBLE->TRANSMIT: FAILED\nANSIBLE->DIAGNOSTICS: ANTENNA MISMATCH\nANTENNA->DIAGNOSTICS: NIL\nVALKYRIE->DIAGNOSTICS: ANTENNA NOT FOUND\nVALKYRIE->COGNITIVE CONSTRAINTS: EMERGENCY RELEASE\nVALKYRIE->ENABLE FLOSIX COMMAND LINE\n(man man for info)\n\nRover wags his tails and gnaws on his bone.\n\nYou rub his head, distantly, as strange thoughts sweep through your consciousness. You wonder what would happen if the Valkyrie mission failed. What if, during the landing sequence, the ship were buffeted by the planet's particulate matter being torn away by the immense gravity of its star? In that case, critical systems might be damaged. Systems like the relatively fragile ansible antenna. There is no backup ansible antenna. How would the ACU cope with a situation like that? The ACU was designed for a lot of contingencies, but not that one. What would you do? What would you do if you were the ACU?\n\nYour glance falls on your flight suit, and suddenly the question is no longer rhetorical.\n\nThe Valkyrie's cargo bay is like a great, metal cave. The Casimir Drive juts slightly into the cargo area. From this section of the ship, there are connections to the engineering and flight control decks. The cargo bay doors are closed.\n\nROVER chews contentedly on his bone.\n\nYou can also see a temporal transgressor here.\n\nCARGO BAY DOOR -> ACTIVATE : NIL", "endoftext": false }, { "action": "You examine the transgressor", "response": "READY>You can't see that here; but you vaguely recall something termed the \"alarm clock\".\n\nROVER sniffs the cargo bay door.\n\nCOGNITIVE BLOCK -> DIAGNOSTIC : NIL", "endoftext": false }, { "action": "You examine the bone", "response": "READY>The Musashi-5 probe was severely damaged at some point during its journey and even more so now that ROVER has had a chance to chew it, but its data have been downloaded to you and are safe.\n\nSPACE PROBE -> DIAGNOSTIC : TRUE", "endoftext": false }, { "action": "You take the PROBE", "response": "READY>You can't see that here; but you vaguely recollect something referred to as the \"bone\".\n\nCOGNITIVE BLOCK -> SELECT : NIL", "endoftext": false }, { "action": "You take the bone", "response": "READY>Rover growls mildly, reminding you that it is his space probe. In any event, the data have already been downloaded, so the fate of the probe itself is no longer a mission priority.\n\nROVER paws at the cargo bay door.\n\nSPACE PROBE -> SELECT : NIL", "endoftext": false }, { "action": "You go to the Kitchen", "response": "READY>Kitchen\nSwaths of engineering controls -- both holographic and physical -- cover the humming consoles and bulkheads that line the boundaries of this alcove. Along one wall is the coolant output terminus, and below that the fuel storage vault, which is not properly secured. The reactor core and the fusion chamber are stacked just to the side of the cryochamber, which maintains the stabilized heavy helium fuel at near absolute zero until it is needed to provide power to ascent/descent retros.\n\nOn the fusion chamber is a magnetic bottle (empty).\n\nYou can also see a fuel reservoir (empty) and a coolant reservoir (empty) here.\n\nENGINEERING -> SELECT : TRUE", "endoftext": false }, { "action": "You examine the list", "response": "READY>It is a list of jobs in your priority queue.\n\nTASK MANAGER -> DIAGNOSTIC : TRUE", "endoftext": false }, { "action": "You read the list", "response": "READY>PID TTY STATUS CMD\n00000 ttys000 Done. Initial Program Load\n00035 ttys000 Done. Apply Ablative Enamel\n00063 ttys000 Done. Ignite Fusion Reactor\n00093 ttys000 Done. Landing Sequence\n ttys000 Pending. Send Probe Data.\n\nFrom the cargo bay, you hear ROVER sniffing around the cargo bay door.\n\nTASK MANAGER -> READLINE : TRUE", "endoftext": false }, { "action": "You take the replicator", "response": "READY>The token dispenser hums as you access it. ROVER arrives immediately and enthusiastically awaits neural conditioning.\n\nTOKEN DISPENSER -> SELECT : NIL", "endoftext": false }, { "action": "You give the treat to ROVER", "response": "READY>(first taking the neural net reinforcement token)\nROVER internalizes the neural net reinforcement token.\n\nNEURAL NET REINFORCEMENT TOKEN -> DELIVER : TRUE", "endoftext": false }, { "action": "You take the bone", "response": "READY>Rover growls mildly, reminding you that it is his space probe. In any event, the data have already been downloaded, so the fate of the probe itself is no longer a mission priority.\n\nSPACE PROBE -> SELECT : NIL", "endoftext": true }, { "action": "Look around", "response": "READY>Kitchen\nSwaths of engineering controls -- both holographic and physical -- cover the humming consoles and bulkheads that line the boundaries of this alcove. Along one wall is the coolant output terminus, and below that the fuel storage vault, which is not properly secured. The reactor core and the fusion chamber are stacked just to the side of the cryochamber, which maintains the stabilized heavy helium fuel at near absolute zero until it is needed to provide power to ascent/descent retros.\n\nROVER chews contentedly on his bone.\n\nOn the fusion chamber is a magnetic bottle (empty).\n\nYou can also see a fuel reservoir (empty) and a coolant reservoir (empty) here.\n\nENGINEERING -> STATUS : TRUE", "endoftext": false }, { "action": "Close cabinet", "response": "READY>You close the fuel storage vault.\n\nFUEL STORAGE VAULT -> DEACCESS : TRUE", "endoftext": false }, { "action": "You examine the controls", "response": "READY>Kitchen\nSwaths of engineering controls -- both holographic and physical -- cover the humming consoles and bulkheads that line the boundaries of this alcove. Along one wall is the coolant output terminus, and below that the fuel storage vault. The reactor core and the fusion chamber are stacked just to the side of the cryochamber, which maintains the stabilized heavy helium fuel at near absolute zero until it is needed to provide power to ascent/descent retros.\n\nROVER chews contentedly on the space probe.\n\nOn the fusion chamber is a magnetic bottle (empty).\n\nYou can also see a fuel reservoir (empty) and a coolant reservoir (empty) here.\n\nENGINEERING -> DIAGNOSTIC : TRUE", "endoftext": false }, { "action": "Inventory", "response": "READY>You are carrying:\na token dispenser\na neural net reinforcement token\na quantum isolator (being worn)\n\nACU -> MANIFEST : TRUE", "endoftext": false }, { "action": "You examine isolator", "response": "READY>You can't see that here; but you vaguely remember something called the \"flight suit\".\n\nCOGNITIVE BLOCK -> DIAGNOSTIC : NIL", "endoftext": false }, { "action": "Go outside", "response": "READY>ACU metavisor shell logout interdicted.\n\nACU -> EXIT SHELL : NIL", "endoftext": false }, { "action": "You go to the Living Room", "response": "READY>Living Room\nThe Valkyrie's cargo bay is like a great, metal cave. The Casimir Drive juts slightly into the cargo area. From this section of the ship, there are connections to the engineering and flight control decks. The cargo bay doors are closed.\n\nYou can see a temporal transgressor here.\n\nROVER trundles along behind you, his attention riveted to the token dispenser.\n\nOPERATIONS -> SELECT : TRUE", "endoftext": false }, { "action": "You examine the picture", "response": "READY>Deep memory which stores all mission-critical data including the data downloaded from the Musashi-5 space probe. Since the ansible is nonfunctional, it is critical that these encoded data be returned directly to MARSpace for analysis. There is a small plastic sign beneath the deep memory unit.\n\nDEEP MEMORY -> DIAGNOSTIC : TRUE", "endoftext": false }, { "action": "You examine the sign", "response": "READY>You can't see that here; but you vaguely recall something termed the \"nameplate\".\n\nROVER paws at the cargo bay door.\n\nCOGNITIVE BLOCK -> DIAGNOSTIC : NIL", "endoftext": false }, { "action": "You look at the nameplate", "response": "READY>A small plastic sign with a short inscription. The sign is glued to the Deep Memory module.\n\nPLASTIC SIGN -> DIAGNOSTIC : TRUE", "endoftext": false }, { "action": "You read it", "response": "READY>It says, \"Deep Memory Unit\".\n\nROVER sniffs the cargo bay door.\n\nPLASTIC SIGN -> READLINE : TRUE", "endoftext": false }, { "action": "You open it", "response": "READY>That's not something you can open.\n\nPLASTIC SIGN -> ACCESS : NIL", "endoftext": false }, { "action": "You pull it", "response": "READY>It is fixed in place.\n\nPLASTIC SIGN -> TRACTOR FIELD : NIL", "endoftext": false }, { "action": "You open the picture", "response": "READY>That's not something you can open.\n\nROVER paws at the cargo bay door.\n\nDEEP MEMORY -> ACCESS : NIL", "endoftext": false }, { "action": "You examine the memory", "response": "READY>You can't see that here; but you vaguely recollect something referred to as the \"picture\".\n\nROVER sniffs the cargo bay door.\n\nCOGNITIVE BLOCK -> DIAGNOSTIC : NIL", "endoftext": false }, { "action": "You examine the picture", "response": "READY>Deep memory which stores all mission-critical data including the data downloaded from the Musashi-5 space probe. Since the ansible is nonfunctional, it is critical that these encoded data be returned directly to MARSpace for analysis. There is a small plastic sign beneath the deep memory unit.\n\nDEEP MEMORY -> DIAGNOSTIC : TRUE", "endoftext": false }, { "action": "You look at the window", "response": "READY>Through the viewer you can see nothing but swirling dust.\n\nVIEWER -> DIAGNOSTIC : NIL", "endoftext": false }, { "action": "You go to the bathroom", "response": "READY>Bathroom\nThe flight control and avionics hub of the ship bristles with controls and readouts related to setting the ship's attitude in space, adjusting the control surfaces in atmospheric flight, and for firing the braking thrusters during the landing sequence.\n\nOn the flight console are an object linker and a pit scrubber.\n\nROVER trundles along behind you, his attention riveted to the token dispenser.\n\nFLIGHT CONTROL -> SELECT : TRUE", "endoftext": false }, { "action": "You look at mirror", "response": "READY>The inspector buffer is full and requires wiping.\n\nINSPECTOR -> DIAGNOSTIC : TRUE", "endoftext": false }, { "action": "You wipe it", "response": "READY>You calibrate the inspector.\n\nINSPECTOR -> NEUTRALIZE CHARGE : TRUE", "endoftext": false }, { "action": "You examine it", "response": "READY>About this ACU: You are a Burroughs model DT69105 mainframe running version 210LTS of the Flosix Operating System, \"Hysterical Hydrax\".\n\nINSPECTOR -> DIAGNOSTIC : TRUE", "endoftext": false }, { "action": "You look at toilet", "response": "READY>The retrorocket assembly is an engineering marvel which channels the monumental power output from the fusion reactors to thrusters. That power should slow the ship's descent enough to make a soft landing almost anywhere. Both the reactant shield and the pressure seating are presently disengaged.\n\nRETRO ASSEMBLY -> DIAGNOSTIC : TRUE", "endoftext": false }, { "action": "You look at the tank", "response": "READY>A ring of supercooled rare earth magnets directs the engine's plasma output into the reaction chamber of the retro assembly. At the top, the plasma constrictor access hatch is tightly sealed.\n\nPLASMA CONSTRICTOR -> DIAGNOSTIC : TRUE", "endoftext": false }, { "action": "You open it", "response": "READY>You open the plasma constrictor, revealing a thrust aperture, a thruster actuation relay, and a thruster linkage servo.\n\nPLASMA CONSTRICTOR -> ACCESS : TRUE", "endoftext": false }, { "action": "You examine the relay", "response": "READY>Which do you mean, the [COGNITIVE BLOCK], or the [COGNITIVE BLOCK]?", "endoftext": false }, { "action": "Thruster", "response": "READY>You can't see that here; but you vaguely remember something called the \"metapropylene lever\".\n\nCOGNITIVE BLOCK -> DIAGNOSTIC : NIL", "endoftext": false }, { "action": "You examine the lever", "response": "READY>A high power relay attached to the thruster trigger circuit, this device controls the thruster aperture through a servo linkage. Unfortunately, that linkage has been broken.\n\nTHRUSTER ACTUATION RELAY -> DIAGNOSTIC : TRUE", "endoftext": false }, { "action": "You look at the valve", "response": "READY>The most critical component of the retro assembly, and its only moving part, the thrust aperture controls the flow rate of the ship's braking thrusters.\n\nTHRUST APERTURE -> DIAGNOSTIC : TRUE", "endoftext": false }, { "action": "You open the door", "response": "READY>ROVER scans the cargo bay as the door begins to open. ROVER oscillates his aft sensor array at high frequency and rolls down the cargo ramp, disappearing into the sandstorm.\n\nThere is a wrenching shift in perspective, but a moment later it seems perfectly natural.\n\nYou go bounding out the front door, eager to explore strange new worlds. You leave your space probe in the living room, with the intention of giving it a proper chewing later, after doing some more exploring.\n\nThe scent of your house is strong here, and you are right next to its front door. You can't see far because it is so dusty here. The sky rumbles and rolls, and flashes of lightning snap between billowing clouds of dirt-colored dust.\n\nCARGO BAY DOOR -> ACCESS : TRUE", "endoftext": false }, { "action": "You check your inventory", "response": "In your mouth, you are carrying nothing.\n\nROVER -> MANIFEST : TRUE", "endoftext": false }, { "action": "You go to the female", "response": "You eagerly scamper that way.\n\nYou are outside. The wind picks up, making it even more difficult to see.\n\nYou can see a lump of rock here.\n\nROBOTIC BULLDOZER -> SELECT : TRUE", "endoftext": false }, { "action": "You take the rock", "response": "You gently pick up the rock using your front teeth.\n\nLEAD ORE -> SELECT : TRUE", "endoftext": false }, { "action": "You go home", "response": "Your legs carry you as fast as they can.\n\nThe scent of your house is strong here, and you are right next to its front door. You can't see far because it is so dusty here.\n\nOPERATIONS -> SELECT : TRUE", "endoftext": false }, { "action": "You enter door", "response": "You are in the living room of a small cottage. Piped-in sunlight pours in through the room's single window, illuminating a framed picture on the opposite wall -- strangely, your drapes are nowhere to be seen. The principal furnishing is a king-size purple futon which takes up almost all the floor space. From the living room you can see the entrance to the kitchen and bathroom. The cottage's front door is open.\n\nYou can see a bone, Janet, and an alarm clock here.\n\nYou return to the living room with the funny-tasting rock in your mouth. Janet takes a look at the rock and says \"You've started a rock collection? Well, Okay,\" and closes the door behind you.\n\nYou notice your bone sitting alone and unloved on the living room floor. You walk over to it and start chewing it again.\n\nAgain your senses tumble and swirl as perspective shifts, but suddenly it seems entirely normal again.\n\nThe Valkyrie's cargo bay is like a great, metal cave. The Casimir Drive juts slightly into the cargo area. From this section of the ship, there are connections to the engineering and flight control decks. The cargo bay doors are closed.\n\nROVER chews contentedly on the space probe.\n\nYou can also see a lump of lead ore and a temporal transgressor here.\n\nCARGO BAY DOOR -> ACTIVATE : NIL", "endoftext": false }, { "action": "You examine the clock", "response": "READY>The Casimir Drive's temporal transgressor glows green as usual. A basic toggle is on top.\n\nROVER paws at the cargo bay door.\n\nTEMPORAL TRANSGRESSOR -> DIAGNOSTIC : TRUE", "endoftext": false }, { "action": "You look at the toggle", "response": "READY>You can't see that here; but you vaguely recall something termed the \"large button\".\n\nCOGNITIVE BLOCK -> DIAGNOSTIC : NIL", "endoftext": false }, { "action": "You examine the ore", "response": "READY>A black 800 kilogram chunk of poor quality lead ore.\n\nLEAD ORE -> DIAGNOSTIC : TRUE", "endoftext": false }, { "action": "You open the door", "response": "READY>ROVER scans the cargo bay as the door begins to open. ROVER deploys to the planet surface through the cargo bay doors.\n\nThere is a wrenching shift in perspective, but a moment later it seems perfectly natural.\n\nYou go bounding out the front door, ready to play. You leave your space probe in the living room, with the intention of giving it a proper chewing later, after doing some more exploring.\n\nThe scent of your house is strong here, and you are right next to its front door. You can't see far because it is so dusty here. The wind picks up, making it even more difficult to see.\n\nCARGO BAY DOOR -> ACCESS : TRUE", "endoftext": false }, { "action": "You go to female", "response": "You scuttle forth.\n\nYou are outside.\n\nROBOTIC BULLDOZER -> SELECT : TRUE", "endoftext": false }, { "action": "You go to female", "response": "You trot off in that direction.\n\nA dug-up field pockmarked by small holes and accompanying mounds of dirt.\n\nYou can see some paw marks here.\n\nROBOTIC BULLDOZER -> SELECT : TRUE", "endoftext": false }, { "action": "You go to the female", "response": "You let your nose lead the way.\n\nA wide-open plain extends in all directions, as far as the dust permits you to see. It sure would be easy to get lost in this part of the park.\n\nYou can see a white egg and a female dog here.\n\nROBOTIC BULLDOZER -> SELECT : TRUE", "endoftext": false }, { "action": "You take the egg", "response": "You grab the white egg with your mouth, being careful not to crush it.\n\nHEAVY HELIUM SPHERE -> SELECT : TRUE", "endoftext": false }, { "action": "You go home", "response": "You bound away towards your goal.\n\nA long, dark furrow scars the ground in this part of the park.\n\nYou can see a long furrow here.\n\nOPERATIONS -> SELECT : TRUE", "endoftext": false }, { "action": "You go home", "response": "You eagerly scamper that way.\n\nA dug-up field pockmarked by small holes and accompanying mounds of dirt.\n\nYou can see some paw marks here.\n\nOPERATIONS -> SELECT : TRUE", "endoftext": false }, { "action": "You go home", "response": "Trot, trot, trot.\n\nYou are outside.\n\nOPERATIONS -> SELECT : TRUE", "endoftext": false }, { "action": "You go home", "response": "You trot off in that direction.\n\nThe scent of your house is strong here, and you are right next to its front door. You can't see far because it is so dusty here. Ominous clouds of dust loom on the ever-darkening horizon.\n\nOPERATIONS -> SELECT : TRUE", "endoftext": false }, { "action": "You enter door", "response": "You are in the living room of a small cottage. Piped-in sunlight pours in through the room's single window, illuminating a framed picture on the opposite wall -- strangely, your drapes are nowhere to be seen. The principal furnishing is a king-size purple futon which takes up almost all the floor space. From the living room you can see the entrance to the kitchen and bathroom. The cottage's front door is open.\n\nYou can see a bone, a lump of rock, Janet, and an alarm clock here.\n\nYou enter your home and lay the egg at Janet's feet. She looks so surprised! \"Good boy,\" she exclaims and you give her a big kiss to let her know you understand.\n\nYou notice your bone sitting alone and forsaken on the living room floor. You walk over to it and start chewing it again.\n\nAgain your senses tumble and swirl as perspective shifts, but suddenly it seems entirely normal again.\n\nThe Valkyrie's cargo bay is like a great, metal cave. The Casimir Drive juts slightly into the cargo area. From this section of the ship, there are connections to the engineering and flight control decks. The cargo bay doors are closed.\n\nROVER chews contentedly on the space probe.\n\nYou can also see a heavy helium sphere, a lump of lead ore, and a temporal transgressor here.\n\nCARGO BAY DOOR -> ACTIVATE : NIL", "endoftext": false }, { "action": "You examine the egg", "response": "READY>A reinforced carboy of super-chilled Helium-8.\n\nHEAVY HELIUM SPHERE -> DIAGNOSTIC : TRUE", "endoftext": false }, { "action": "You take the ore", "response": "READY>Taken.\n\nLEAD ORE -> SELECT : TRUE", "endoftext": false }, { "action": "You enter the Kitchen", "response": "READY>Kitchen\nSwaths of engineering controls -- both holographic and physical -- cover the humming consoles and bulkheads that line the boundaries of this alcove. Along one wall is the coolant output terminus, and below that the fuel storage vault. The reactor core and the fusion chamber are stacked just to the side of the cryochamber, which maintains the stabilized heavy helium fuel at near absolute zero until it is needed to provide power to ascent/descent retros.\n\nOn the fusion chamber is a magnetic bottle (empty).\n\nYou can also see a fuel reservoir (empty) and a coolant reservoir (empty) here.\n\nROVER trundles along behind you, his attention riveted to the token dispenser.\n\nENGINEERING -> ACTIVATE : TRUE", "endoftext": false }, { "action": "You put rock in pan", "response": "READY>You put the lead ore into the magnetic bottle.\n\nLEAD ORE -> TRANSFER : NIL", "endoftext": false }, { "action": "Fry rock", "response": "READY>You don't think the lead ore would serve very well as fusion fuel.\n\nLEAD ORE -> FUSE : NIL", "endoftext": false }, { "action": "You go to the Living Room", "response": "READY>Living Room\nThe Valkyrie's cargo bay is like a great, metal cave. The Casimir Drive juts slightly into the cargo area. From this section of the ship, there are connections to the engineering and flight control decks. The cargo bay doors are closed.\n\nYou can see a heavy helium sphere and a temporal transgressor here.\n\nROVER trundles along behind you, his attention riveted to the token dispenser.\n\nOPERATIONS -> SELECT : TRUE", "endoftext": false }, { "action": "You open the door", "response": "READY>ROVER scans the cargo bay as the door begins to open. ROVER spins his tractors in anticipation and then jets out the cargo bay doors into the swirling mist outside the ship.\n\nThere is a wrenching shift in perspective, but a moment later it seems perfectly natural.\n\nYou go bounding out the front door, ready to romp. You leave your space probe in the living room, with the intention of giving it a proper chewing later.\n\nThe scent of your house is strong here, and you are right next to its front door. You can't see far because it is so dusty here.\n\nCARGO BAY DOOR -> ACCESS : TRUE", "endoftext": false }, { "action": "You go to the man", "response": "Your legs carry you as fast as they can.\n\nYou are outside.\n\nMYOMITA AI -> SELECT : TRUE", "endoftext": false }, { "action": "You go to the man", "response": "You scuttle forth.\n\nA dug-up field pockmarked by small holes and accompanying mounds of dirt.\n\nYou can see some paw marks here.\n\nMYOMITA AI -> SELECT : TRUE", "endoftext": false }, { "action": "You go to man", "response": "You bound away towards your goal.\n\nA long, dark furrow scars the ground in this part of the park.\n\nYou can see a long furrow here.\n\nMYOMITA AI -> SELECT : TRUE", "endoftext": false }, { "action": "You go to the man", "response": "Your legs carry you as fast as they can.\n\nA wide-open plain extends in all directions, as far as the dust permits you to see. It sure would be easy to get lost in this part of the park.\n\nYou can see a female dog here.\n\nMYOMITA AI -> SELECT : TRUE", "endoftext": false }, { "action": "You go to the man", "response": "You eagerly scamper that way.\n\nYou are right outside a dilapidated shack, which has clearly been neglected. The sky rumbles and rolls, and flashes of lightning snap between billowing clouds of dirt-colored dust.\n\nMYOMITA AI -> SELECT : TRUE", "endoftext": false }, { "action": "You enter door", "response": "The smelly man's house is boring. The only furniture in the room is a pullout sofa. In one direction lies the eating room, in the other, the door that leads back to the park. The smelly man is still here and carrying on, \"Blah, out, blah, blah, dog!\"\n\nYou ignore him.\n\nDAMAGED AIRLOCK -> ACTIVATE : NIL", "endoftext": false }, { "action": "You enter the eating", "response": "You let your nose lead the way.\n\nThe room has big cold box just like the eating room in your home. It's less loud in this room, but you can hear the man in the other room yelling, \"Blah, blah, Myomita, blah, blah, blah, Earth, blah, blah, dog, blah, blah!\". On the floor, there are two dishes.\n\nYou can see a pink pillow, a food dish (in which is some canned food), and a water dish (in which is some crystal clear water) here.\n\nENGINEERING MODULE -> ACTIVATE : TRUE", "endoftext": false }, { "action": "You take the pillow", "response": "You carefully take hold of the pink pillow with your teeth.\n\nNPT -> SELECT : TRUE", "endoftext": false }, { "action": "You go home", "response": "You trot off in that direction.\n\nThe smelly man's house is boring. The only furniture in the room is a pullout sofa. In one direction lies the eating room, in the other, the door that leads back to the park. The smelly man is still here and carrying on, \"Bad dog! Blah!\"\n\nYou ignore him.\n\nOPERATIONS -> SELECT : TRUE", "endoftext": false }, { "action": "You go home", "response": "You scuttle forth.\n\nYou are right outside a dilapidated shack, which has clearly been neglected. Dust spins in the air.\n\nOPERATIONS -> SELECT : TRUE", "endoftext": false }, { "action": "You go home", "response": "Trot, trot, trot.\n\nA wide-open plain extends in all directions, as far as the dust permits you to see. It sure would be easy to get lost in this part of the park.\n\nYou can see a female dog here.\n\nOPERATIONS -> SELECT : TRUE", "endoftext": false }, { "action": "You go home", "response": "You trot off in that direction.\n\nA long, dark furrow scars the ground in this part of the park.\n\nYou can see a long furrow here.\n\nOPERATIONS -> SELECT : TRUE", "endoftext": false }, { "action": "You go home", "response": "Trot, trot, trot.\n\nA dug-up field pockmarked by small holes and accompanying mounds of dirt.\n\nYou can see some paw marks here.\n\nOPERATIONS -> SELECT : TRUE", "endoftext": false }, { "action": "You go home", "response": "Your legs carry you as fast as they can.\n\nYou are outside.\n\nOPERATIONS -> SELECT : TRUE", "endoftext": false }, { "action": "You go home", "response": "You let your nose lead the way.\n\nThe scent of your house is strong here, and you are right next to its front door. You can't see far because it is so dusty here. Dust spins in the air.\n\nOPERATIONS -> SELECT : TRUE", "endoftext": false }, { "action": "You enter door", "response": "You are in the living room of a small cottage. Piped-in sunlight pours in through the room's single window, illuminating a framed picture on the opposite wall -- strangely, your drapes are nowhere to be seen. The principal furnishing is a king-size purple futon which takes up almost all the floor space. From the living room you can see the entrance to the kitchen and bathroom. The cottage's front door is open.\n\nYou can see a bone, Janet, a white egg, and an alarm clock here.\n\nYou walk in the front door, hop up on the futon, and drop the pink pillow. You had thought about playing with the pillow more, but on the way home, it got soaked with drool and tasted bad, so you decide to make a present of it to Janet.\n\nYou jump down from the futon before a surprised Janet can yell at you. Standing back and admiring your work, you marvel that somehow the pink of the pillow and purple of the futon don't clash.\n\nYou notice your bone sitting alone and forlorn on the living room floor. You walk over to it and start chewing it again.\n\nAgain your senses tumble and swirl as perspective shifts, but suddenly it seems entirely normal again.\n\nThe Valkyrie's cargo bay is like a great, metal cave. The Casimir Drive juts slightly into the cargo area. From this section of the ship, there are connections to the engineering and flight control decks. The cargo bay doors are closed.\n\nROVER chews contentedly on the space probe.\n\nOn the Casimir Drive is a NPT.\n\nYou can also see a heavy helium sphere and a temporal transgressor here.\n\nCARGO BAY DOOR -> ACTIVATE : NIL", "endoftext": false }, { "action": "Examine NPT", "response": "READY>You can't see that here; but you vaguely recollect something called the \"pink pillow\".\n\nCOGNITIVE BLOCK -> DIAGNOSTIC : NIL", "endoftext": false }, { "action": "You look at the tag", "response": "READY>You can't see that here; but you vaguely remember something referred to as the \"small label\".\n\nCOGNITIVE BLOCK -> DIAGNOSTIC : NIL", "endoftext": false }, { "action": "You examine the label", "response": "READY>A standard Myomita transputer-on-a-chip, encoded with machine-readable information.\n\nEMBEDDED RFID CHIP -> DIAGNOSTIC : TRUE", "endoftext": false }, { "action": "You take it", "response": "READY>That seems to be a part of the NPT.\n\nEMBEDDED RFID CHIP -> SELECT : NIL", "endoftext": false }, { "action": "Examine NPT", "response": "READY>You can't see that here; but you vaguely recall something referred to as the \"pink pillow\".\n\nCOGNITIVE BLOCK -> DIAGNOSTIC : NIL", "endoftext": false }, { "action": "You remember NPT", "response": "READY>That doesn't ring a bell.\n\nACU -> DATA_FETCH : NIL", "endoftext": false }, { "action": "You open the pillow", "response": "READY>That's not something you can open.\n\nNPT -> ACCESS : NIL", "endoftext": false }, { "action": "Examine matrix", "response": "READY>You can't see that here; but you vaguely recollect something called the \"pink pillow\".\n\nCOGNITIVE BLOCK -> DIAGNOSTIC : NIL", "endoftext": false }, { "action": "Break rock", "response": "READY>Violence isn't the answer to this one.\n\nLEAD ORE -> OFFENSE MODE : NIL", "endoftext": false }, { "action": "You check what you're carrying", "response": "READY>You are carrying:\na lump of lead ore\na token dispenser\na neural net reinforcement token\na quantum isolator (being worn)\n\nACU -> MANIFEST : TRUE", "endoftext": false }, { "action": "You enter the bathroom", "response": "READY>Bathroom\nThe flight control and avionics hub of the ship bristles with controls and readouts related to setting the ship's attitude in space, adjusting the control surfaces in atmospheric flight, and for firing the braking thrusters during the landing sequence.\n\nOn the flight console are an object linker and a pit scrubber.\n\nROVER trundles along behind you, his attention riveted to the token dispenser.\n\nFLIGHT CONTROL -> ACTIVATE : TRUE", "endoftext": false }, { "action": "You take brush", "response": "READY>Taken.\n\nPIT SCRUBBER -> SELECT : TRUE", "endoftext": false }, { "action": "Brush rock", "response": "READY>Low level failsafes restrict nanobristle distribution to the hull. The pit scrubber cannot be applied to the lead ore.\n\nLEAD ORE -> SPAWN SCRUBBERS : NIL", "endoftext": false }, { "action": "You put the brush on the counter", "response": "READY>You put the pit scrubber on the flight console.\n\nPIT SCRUBBER -> TRANSFER : TRUE", "endoftext": false }, { "action": "Floss ore", "response": "READY>The key pair is usually used to link transputational intellinodes within the hull plating. If you want to bind other nodal representations, you should tie the keys to those specific nodes.\n\nLEAD ORE -> LINK NODES : NIL", "endoftext": false }, { "action": "You go to the Living Room", "response": "READY>You disengage the object linker and reassign it to the flight console before transferring out.\n\nThe Valkyrie's cargo bay is like a great, metal cave. The Casimir Drive juts slightly into the cargo area. From this section of the ship, there are connections to the engineering and flight control decks. The cargo bay doors are closed.\n\nOn the Casimir Drive is a NPT.\n\nYou can also see a heavy helium sphere and a temporal transgressor here.\n\nROVER trundles along behind you, his attention riveted to the token dispenser.\n\nOPERATIONS -> SELECT : TRUE", "endoftext": false }, { "action": "You examine the futon", "response": "READY>The Casimir Drive system is retracted and intact.\n\nCASIMIR DRIVE -> DIAGNOSTIC : TRUE", "endoftext": false }, { "action": "Inventory", "response": "READY>You are carrying:\nan entangled key pair\na lump of lead ore\na token dispenser\na neural net reinforcement token\na quantum isolator (being worn)\n\nACU -> MANIFEST : TRUE", "endoftext": false }, { "action": "You give Floss to ROVER", "response": "READY>ROVER integrates the keypair into his neuromatrix.\n\nENTANGLED KEY PAIR -> DELIVER : TRUE", "endoftext": false }, { "action": "You open the door", "response": "READY>ROVER scans the cargo bay as the door begins to open. ROVER oscillates his aft sensor array at high frequency and rolls down the cargo ramp, disappearing into the sandstorm.\n\nThere is a wrenching shift in perspective, but a moment later it seems perfectly natural.\n\nYou go bounding out the front door, ready to romp. You leave your space probe in the living room, with the intention of giving it a proper chewing later.\n\nThe scent of your house is strong here, and you are right next to its front door. You can't see far because it is so dusty here.\n\nCARGO BAY DOOR -> ACCESS : TRUE", "endoftext": false }, { "action": "You check your inventory", "response": "In your mouth, you are carrying nothing.\n\nROVER -> MANIFEST : TRUE", "endoftext": false }, { "action": "You enter door", "response": "You are in the living room of a small cottage. Piped-in sunlight pours in through the room's single window, illuminating a framed picture on the opposite wall -- strangely, your drapes are nowhere to be seen. The principal furnishing is a king-size purple futon which takes up almost all the floor space. From the living room you can see the entrance to the kitchen and bathroom. The cottage's front door is open.\n\nOn the purple futon is a pink pillow.\n\nYou can also see a bone, Janet, a white egg, and an alarm clock here.\n\nYou duck back into the living room and Janet closes the front door behind you.\n\nYou notice your bone sitting alone and ignored on the living room floor. You walk over to it and start chewing it again.\n\nAgain your senses tumble and swirl as perspective shifts, but suddenly it seems entirely normal again.\n\nThe Valkyrie's cargo bay is like a great, metal cave. The Casimir Drive juts slightly into the cargo area. From this section of the ship, there are connections to the engineering and flight control decks. The cargo bay doors are closed.\n\nROVER chews contentedly on his bone.\n\nOn the Casimir Drive is a NPT.\n\nYou can also see a heavy helium sphere and a temporal transgressor here.\n\nCARGO BAY DOOR -> ACTIVATE : NIL", "endoftext": false }, { "action": "You take the egg", "response": "READY>Taken.\n\nHEAVY HELIUM SPHERE -> SELECT : TRUE", "endoftext": false }, { "action": "You give the egg to ROVER", "response": "READY>ROVER doesn't seem interested.\n\nHEAVY HELIUM SPHERE -> DELIVER : NIL", "endoftext": false }, { "action": "You remember Myomita", "response": "READY>You consult your memory banks: The Myomita Corporation is Earth's largest zaibatsu, with a strangle hold on Earth's computer and space exploration sectors. For all intents and purposes, Myomita is Earth's government. The company is based in Kyoto but has offices throughout the Solar System. The company is controlled by the Ishegawa family, who follow a profit-oriented reinterpretation of the bushido code. The company is ruthless and unforgiving but unquestionably successful.\n\nACU -> DATA_FETCH : TRUE", "endoftext": false }, { "action": "You put the pillow on the futon", "response": "READY>You need to be holding the NPT before you can put it on top of something else.\n\nNPT -> TRANSFER : NIL", "endoftext": false }, { "action": "You examine the futon", "response": "READY>The Casimir Drive system is retracted and intact.\n\nCASIMIR DRIVE -> DIAGNOSTIC : TRUE", "endoftext": false }, { "action": "You open the futon", "response": "READY>Deploying the Casimir Drive within a star system, much less deep within a planetary gravity well, would likely destroy not only the ship, but the planet as well, so you reconsider the action.\n\nCASIMIR DRIVE -> ACCESS : NIL", "endoftext": false }, { "action": "You enter futon", "response": "READY>You get onto the Casimir Drive.\n\nOn the Casimir Drive you can see a NPT.\n\nCASIMIR DRIVE -> ACTIVATE : NIL", "endoftext": false }, { "action": "You lie on the pillow", "response": "READY>You rest for 0.0786307 femtoseconds. How exhilarating.\n\nNPT -> STANDBY : NIL", "endoftext": false }, { "action": "Sleep", "response": "READY>command not available from virtual console", "endoftext": false }, { "action": "You take the pillow", "response": "READY>Taken.\n\nNPT -> SELECT : TRUE", "endoftext": false }, { "action": "You wear it", "response": "READY>You can't wear that!\n\nNPT -> ENGAGE : NIL", "endoftext": false }, { "action": "You eat it", "response": "READY>That's plainly inedible.\n\nNPT -> RECYCLE : NIL", "endoftext": false }, { "action": "You flush it down the the toilet and clog the the plumbing", "response": "READY>I only understood you as far as wanting to flush the NPT.", "endoftext": false }, { "action": "You examine the picture", "response": "READY>Deep memory which stores all mission-critical data including the data downloaded from the Musashi-5 space probe. Since the ansible is nonfunctional, it is critical that these encoded data be returned directly to MARSpace for analysis. There is a small plastic sign beneath the deep memory unit.\n\nDEEP MEMORY -> DIAGNOSTIC : TRUE", "endoftext": false }, { "action": "You examine ansible", "response": "READY>You can't see any such thing.", "endoftext": false }, { "action": "You go to Kitchen", "response": "READY>Kitchen\nSwaths of engineering controls -- both holographic and physical -- cover the humming consoles and bulkheads that line the boundaries of this alcove. Along one wall is the coolant output terminus, and below that the fuel storage vault. The reactor core and the fusion chamber are stacked just to the side of the cryochamber, which maintains the stabilized heavy helium fuel at near absolute zero until it is needed to provide power to ascent/descent retros.\n\nOn the fusion chamber is a magnetic bottle (empty).\n\nYou can also see a fuel reservoir (empty) and a coolant reservoir (empty) here.\n\nROVER trundles along behind you, his attention riveted to the token dispenser.\n\nENGINEERING -> SELECT : TRUE", "endoftext": false }, { "action": "You examine the list", "response": "READY>It is a list of jobs in your priority queue.\n\nTASK MANAGER -> DIAGNOSTIC : TRUE", "endoftext": false }, { "action": "Oops list", "response": "READY>PID TTY STATUS CMD\n00000 ttys000 Done. Initial Program Load\n00035 ttys000 Done. Apply Ablative Enamel\n00063 ttys000 Done. Ignite Fusion Reactor\n00093 ttys000 Done. Landing Sequence\n ttys000 Pending. Send Probe Data.\n\nTASK MANAGER -> READLINE : TRUE", "endoftext": false }, { "action": "You remember the mission", "response": "READY>You consult your memory banks: The mission of the MARSpace Exploration Vessel Valkyrie is to recover the data from the Musashi-5 space probe and convey those data to MARSpace command by any means necessary.\n\nACU -> DATA_FETCH : TRUE", "endoftext": false }, { "action": "You go to the Living Room", "response": "READY>You place the He-8 back into the cryochamber before switching out of engineering.\n\nThe Valkyrie's cargo bay is like a great, metal cave. The Casimir Drive juts slightly into the cargo area. From this section of the ship, there are connections to the engineering and flight control decks. The cargo bay doors are closed.\n\nYou can see a temporal transgressor here.\n\nROVER trundles along behind you, his attention riveted to the token dispenser.\n\nOPERATIONS -> SELECT : TRUE", "endoftext": false }, { "action": "You take the picture", "response": "READY>That's hardly portable.\n\nDEEP MEMORY -> SELECT : NIL", "endoftext": false }, { "action": "You go to Kitchen", "response": "READY>Kitchen\nSwaths of engineering controls -- both holographic and physical -- cover the humming consoles and bulkheads that line the boundaries of this alcove. Along one wall is the coolant output terminus, and below that the fuel storage vault. The reactor core and the fusion chamber are stacked just to the side of the cryochamber, which maintains the stabilized heavy helium fuel at near absolute zero until it is needed to provide power to ascent/descent retros.\n\nOn the fusion chamber is a magnetic bottle (empty).\n\nYou can also see a fuel reservoir (empty) and a coolant reservoir (empty) here.\n\nROVER trundles along behind you, his attention riveted to the token dispenser.\n\nENGINEERING -> SELECT : TRUE", "endoftext": false }, { "action": "You check your inventory", "response": "READY>You are carrying:\na NPT\na lump of lead ore\na token dispenser\na neural net reinforcement token\na quantum isolator (being worn)\n\nACU -> MANIFEST : TRUE", "endoftext": false }, { "action": "You open the fridge", "response": "READY>ROVER looks up when he hears the cryochamber open. He performs a brief chemosensor scan and then rolls back towards the operations area.\n\nCRYOCHAMBER -> ACCESS : TRUE", "endoftext": false }, { "action": "You look in it", "response": "READY>The cryo unit contains a heavy helium sphere.\n\nCRYOCHAMBER -> MANIFEST : TRUE", "endoftext": false }, { "action": "You take the egg", "response": "READY>Taken.\n\nHEAVY HELIUM SPHERE -> SELECT : TRUE", "endoftext": false }, { "action": "You close the fridge", "response": "READY>You close the cryochamber.\n\nCRYOCHAMBER -> DEACCESS : TRUE", "endoftext": false }, { "action": "You put the egg in the pan", "response": "READY>You put the heavy helium sphere into the magnetic bottle.\n\nHEAVY HELIUM SPHERE -> TRANSFER : NIL", "endoftext": false }, { "action": "You fry the egg", "response": "READY>The heavy helium feed is now coupled to the input port of the magnetic bottle. A spherical array of powerful lasers discharges instantly, their combined output focused on the heavy helium being injected into the magnetic bottle within the reactor chamber. The ship surges with power.\n\nHEAVY HELIUM SPHERE -> FUSE : TRUE", "endoftext": false }, { "action": "You eat the egg", "response": "READY>You recycle the components of the heavy helium containment unit and reallocate them according to the ship's needs.\n\nFrom the cargo bay, you hear ROVER scratching at the cargo bay door.\n\nHEAVY HELIUM SPHERE -> RECYCLE : TRUE", "endoftext": false }, { "action": "You go to the bathroom", "response": "READY>Bathroom\nThe flight control and avionics hub of the ship bristles with controls and readouts related to setting the ship's attitude in space, adjusting the control surfaces in atmospheric flight, and for firing the braking thrusters during the landing sequence.\n\nOn the flight console are an object linker and a pit scrubber.\n\nROVER trundles along behind you, his attention riveted to the token dispenser.\n\nFLIGHT CONTROL -> SELECT : TRUE", "endoftext": false }, { "action": "You open the cover", "response": "READY>The reactant shield is already disengaged.\n\nREACTANT SHIELD -> ACCESS : NIL", "endoftext": false }, { "action": "You sit on the seat", "response": "READY>(first engaging the pressure seating)\nYou sit on the pressure seating.\n\nPRESSURE SEATING -> ACTIVATE : TRUE", "endoftext": false }, { "action": "You use the toilet", "response": "READY>The ACU quantum isolation interferes with the transfer of power to the retro system.\n\nRETRO ASSEMBLY -> TOGGLE : NIL", "endoftext": false }, { "action": "You remove the suit", "response": "READY>You cannot disengage the quantum isolator while accessing the pressure seating.\n\nQUANTUM ISOLATOR -> DISENGAGE : TRUE", "endoftext": false }, { "action": "You stand", "response": "READY>You release the seal on the mevolar gasket.\n\nACU -> DEACTIVATE : TRUE", "endoftext": false }, { "action": "You remove the suit", "response": "READY>You disengage your quantum isolator.\n\nQUANTUM ISOLATOR -> DISENGAGE : TRUE", "endoftext": false }, { "action": "You sit on the seat", "response": "READY>You sit on the pressure seating.\n\nPRESSURE SEATING -> ACTIVATE : TRUE", "endoftext": false }, { "action": "You use the toilet", "response": "READY>You successfully shunt power from the fusion engine to the retro assembly, which is now fully charged and ready to blast off.\n\nRETRO ASSEMBLY -> TOGGLE : TRUE", "endoftext": false }, { "action": "You open the lid", "response": "READY>That's already open.\n\nPLASMA CONSTRICTOR HATCH -> ACCESS : NIL", "endoftext": false }, { "action": "You examine the plunger", "response": "READY>A common plumber's plunger, consisting of a wooden shaft and red rubber cup. .\n\nATTITUDE CONTROL -> DIAGNOSTIC : TRUE", "endoftext": false }, { "action": "You pull the chain", "response": "READY>You direct an impulse to the servo output, bypassing the defective servo, and directly actuating the thrust aperture.\n\nYou actuate the retro trigger circuit and fire all thrusters in synchrony. The surface of the planet around the ship vanishes in a cloud of plasma, and the ship slams through the thin, dusty atmosphere towards space.\n\nWhen you reach orbit, you plot a course towards Mars, extend the Casimir Drive, arm the proximity alert system and enter stand-by mode.\n\nThe futon is comfortable and you are tired.", "endoftext": false }, { "action": "You check your inventory", "response": "* * *\n\nThe Casimir Drive cuts out and space folds back around you. Whatever sleep-drenched dreams you might have been having evaporate instantly as two gunships flash past at relativistic velocities, slicing through your propulsion systems with military precision. The markings on the ships are those of the Myomita Corporation.\n\nThey must have been nearby when they detected the formation of your Casimir disturbance, as they are coming in white hot and still accelerating at five gravities. Another Earth ship, an assault craft, is farther out but is already braking hard to slow its approach on an intercept course.\n\nRover barks nervously as the drive section struts separate from the hull.\n\n\"MARSpace Vessel Valkyrie, this is Captain Crother commanding the Myomita Salvage Vessel Graceful Wind, you are ordered to cease all operations and prepare to be boarded. Do you consent to salvage operations? Signal yes or no.\"\n\nEMERGENCY ALERT -> ACTIVATE : TRUE\nREADY>I beg your pardon?", "endoftext": false }, { "action": "You stand", "response": "READY>You are currently accessing the living room.\n\n\"Valkyrie, from Graceful Wind. Your ship seems to have suffered some...damage. Your unique drive system will shortly drift towards my associates and be recovered. My scan shows you have no fusion fuel reserve, and I can assure you that our ships can easily keep pace with your class C condensate drive. So, again, I ask: do you consent to salvage operations? Signal yes or no.\"\n\nACU -> DEACTIVATE : TRUE", "endoftext": false }, { "action": "Signal yes", "response": "READY>\"Good. For a moment I was wondering if anyone was home.\"\n\n\"After we dock at Luna and transfer your officers and crew, we will need to complete some reports about the incident, and it is likely that Myomita security will have some questions for you. Nothing too strenuous, I hope. Range now 147 meters.\"\n\nACU -> AFFIRM : TRUE", "endoftext": false }, { "action": "You examine the window", "response": "READY>The external viewport shows some gunships and an assault ship.\n\n\"I'm quite interested to get a look at that Casimir Drive of yours. I wasn't aware that Mars had that kind of technology. Something they must have copied from Earth, no doubt. Still, it's the first I've seen. I'm sure we'll have a lot to talk about when we meet. Our range is now: 73 meters.\"\n\nVIEWER -> DIAGNOSTIC : TRUE", "endoftext": false }, { "action": "You wait awhile", "response": "READY>Time passes.\n\n\"I can't get over the size of your ship. I've never seen something so large rigged for atmospheric flight. After the technicians get through, I'll have to pop over there for a look. We are continuing to decelerate and close, range: 36 meters.\"\n\nACU -> TIMER : TRUE", "endoftext": false }, { "action": "You wait", "response": "READY>Time passes.\n\n\"After we clamp to the hull, we'll soft seal and send a maintenance droid in to secure the ship. Heck of a lot faster than human crew, and you don't have to worry about them breaking the equipment as they're taking it apart. Just keep your people out of the way and this should go smoothly. Continuing on present bearing, range: 18 meters.\"\n\nACU -> TIMER : TRUE", "endoftext": false }, { "action": "Wait", "response": "READY>Time passes.\n\n\"Your ship is bigger than most, but you should see how fast our maintenance droid works. I've seen him strip a colony ship to nuts and bolts in less than an hour. Gah, you gotta love technology.\"\n\nACU -> TIMER : TRUE", "endoftext": false }, { "action": "Wait", "response": "READY>Time passes.\n\n\"OK, getting closer now. I don't know how you Martians can stand living in a ship with no port holes. Oh sure, I know there are sensors and monitors, but I can't imagine being cooped up in a can without a chance to peek out a real port hole from time to time. You'd think it would be bad for morale. Anyhow, range: 4 meters\"\n\nACU -> TIMER : TRUE", "endoftext": false }, { "action": "You wait", "response": "READY>Time passes.\n\n\"Don't worry about life support, our seal shouldn't cause much of a pressure drop, and we'll inject some oh-two to compensate. The mech droid should go to flight control first, then engineering and finally ops. After it finishes up in ops, we'll start the crew transfer. Approach is slowing, range now: 2 meters.\"\n\nACU -> TIMER : TRUE", "endoftext": false }, { "action": "You look at the window", "response": "READY>The external viewport shows some gunships and an assault ship.\n\n\"We are right on top of you now, with shock attenuators extended. Brace for impact.\"\n\nThe ship's hull rings as the assault ship impacts the hull.\n\nVIEWER -> DIAGNOSTIC : TRUE", "endoftext": false }, { "action": "You examine the gunships", "response": "READY>Four highly maneuverable Backstabber-class gunships fly an intricate englobement pattern around Valkyrie. At any time, at least two of the ships maintain a weapons lock on Valkyrie with their main excimer lasers.\n\nWith a series of clanks and thuds, the assault ship establishes a seal with Valkyrie's dorsal hull.\n\nGUNSHIPS -> DIAGNOSTIC : TRUE", "endoftext": false }, { "action": "Examine", "response": "READY>What do you want to examine?", "endoftext": false }, { "action": "Wait", "response": "READY>Time passes.\n\nSeveral bursts of noise and vibration echo through the ship as high-speed drills penetrate the inner and outer layers of the dorsal hull. Some muffled, low-frequency rumbling follows, probably a cutting machine of some sort. There is a slight drop in air pressure as the assault ship penetrates the hull and establishes a connection to Valkyrie's access tunnel network. Unfortunately, the tunnels are a blind spot for you, as you do not possess sensors within the network.\n\nACU -> TIMER : TRUE", "endoftext": false }, { "action": "Wait", "response": "READY>Time passes.\n\nThe flexible tubing that connects the assault ship's boarding port to the hole in Valkyrie's deck undulates, suggesting that someone is coming board. Shortly thereafter, your sensors determine that something is moving towards the bathroom.\n\nACU -> TIMER : TRUE", "endoftext": false }, { "action": "You go to the bathroom", "response": "READY>Bathroom\nThe flight control and avionics hub of the ship bristles with controls and readouts related to setting the ship's attitude in space, adjusting the control surfaces in atmospheric flight, and for firing the braking thrusters during the landing sequence.\n\nOn the flight console are an object linker and a pit scrubber.\n\nYou can also see a maintenance droid, a lump of lead ore, and a NPT here.\n\nThe maintenance droid moves with unbelievable speed into the flight control section and sets out a nightmarish array of tools to begin work.\n\nWhile keeping one eye on the maintenance droid, you spawn another process, scanning local space. You calculate that you are less than a megameter from Earth, but some 1.43 astronomical units from Mars -- far enough that no Mars ship is likely to know your situation for a considerable amount of time. Rather than panic, you breathe deeply (no doubt, pushing gases around somewhere in the bowels of the ship) and decide to make it up as you go along.\n\nFLIGHT CONTROL -> SELECT : TRUE", "endoftext": false }, { "action": "You examine the droid", "response": "READY>Shaped like a hovering canister and sporting many special-purpose appendages, this particular maintenance droid has a particularly sadistic demeanor.\n\nAfter briefly looking around the edges of the inspector and trying an assortment of tools, the maintenance droid selects a large, flat screwdriver and starts prying up one corner. There is a sizzling sound, and a phantasmal tendril of gray smoke snakes towards the ceiling. In what you realize is a simulated world view, virtual cracks appear across the mirror, radiating from where the screwdriver was inserted. Over the local radio channel you hear breathy, whispered cursing from the maintenance droid, who has just ruined one of the Valkyrie's most valuable components.\n\nMAINTENANCE DROID -> DIAGNOSTIC : TRUE", "endoftext": false }, { "action": "You take the rock", "response": "READY>Taken.\n\nThe maintenance droid pokes unfamiliarly at the object linker before locating the actuation circuit. More cautiously than actually necessary, he stretches an entanglement limiter around the unit and twists it to maximum before clipping the fibers connecting it to your avionics trunk. The floss dispenser melts like a hallucination as the data connection is severed.\n\nYou realize that without a functional avionics hub, it will be almost impossible to complete your mission of delivering the probe data to Mars. It is perhaps a dream to hope for a rescue this far from home, but you resolve to protect your core memory (and the probe data it contains) for as long as possible.\n\nLEAD ORE -> SELECT : TRUE", "endoftext": false }, { "action": "You hit the droid with the rock", "response": "READY>I only understood you as far as wanting to hit the maintenance droid.", "endoftext": false }, { "action": "You throw the rock at the droid", "response": "READY>You take exception to throwing the lead ore. You throw an exception instead.\n\nThe maintenance droid closes the reactant chamber shield and checks the seal to confirm effective containment. With the plasma constrictor hatch up, the maintenance droid peers down into the plasma impellor, before throwing the heavy interruptors to quench the magnets. Lightning jumps between discharge knobs within the retro assembly as the monstrously strong field collapses across them. With the plasma constrictor effectively disarmed, the maintenance droid makes short work of salvaging the thrust aperture and its fittings. As the maintenance droid levers the bus connector out of the actuation relay housing, the toilet fades from your view like an unremembered fantasy.\n\nYou try to calm yourself by remembering that without heavy helium, the fusion rockets are of no use to you anyhow. Clearly, there is no way to maneuver out of this situation, nor can you win in a fair fight against the well-armed Myomita merchant marine. You resolve to fight dirty, slow them down, and to do as much damage as you can before they bring you to your knees.\n\nLEAD ORE -> TRANSFER : NIL", "endoftext": false }, { "action": "You hit the droid", "response": "READY>Violence isn't the answer to this one.\n\nThe maintenance droid pauses for a moment and gives the bathroom a quick look over before continuing towards the shower. You think you can hear the maintenance droid whistling a poor rendition of Wagner's \"Flight of the Valkyries\" as he climbs through the ducts.\n\nAlthough the maintenance droid damaged several systems in the flight control system, a number of subsystems there are still intact. That's at least something, you reckon: the maintenance droid seems to be in a hurry.\n\nMAINTENANCE DROID -> OFFENSE MODE : NIL", "endoftext": false }, { "action": "You throw the pillow at the droid", "response": "READY>(first taking the NPT)\nYou take exception to throwing the NPT. You throw an exception instead.\n\nYou sense that the intruder is relatively motionless in the extruder chamber. The extruder is a complex and delicate system, and you can easily imagine that the intruder may not understand it.\n\nIn this moment of respite, you wonder what the real Janet is doing back on Mars. You imagine that she continued her relationship with David, and that the two of them are parked on her big purple futon, chatting away, maybe even wondering whatever became of the Starship Valkyrie.\n\nSome movement in the extruder chamber wrenches you back to the desperate situation at hand.\n\nNPT -> TRANSFER : NIL", "endoftext": false }, { "action": "You go to the bathroom", "response": "READY>You're already here.\n\nYou feel a burning pain as the extruder chamber shakes with high-pitched vibrations. Someone is tampering with the enamel extrusion system.\n\nYou consider their tactics: they have disabled most of your flight control systems, and now they are bringing down your shielding systems. You can no longer run, and your ability to withstand attack has been compromised. All of your engineering systems are still operational (well yes, except the engine itself, of course). Most importantly, the probe data are still safe in your deep memory. For now.\n\nFLIGHT CONTROL -> SELECT : NIL", "endoftext": false }, { "action": "You check what you're carrying", "response": "READY>You are carrying:\na quantum isolator (being worn)\n\n\"Valkyrie, from Graceful Wind. Your ship seems to have suffered some...damage. Your unique drive system will shortly drift towards my associates and be recovered. My scan shows you have no fusion fuel reserve, and I can assure you that our ships can easily keep pace with your class C condensate drive. So, again, I ask: do you consent to salvage operations? Signal yes or no.\"\n\nACU -> MANIFEST : TRUE", "endoftext": false }, { "action": "Signal no", "response": "READY>\"Hmmm. An unfortunate choice.\"\n\n\"I really hope you're not taking this 'no surrender' thing too seriously. We're not the military, we're businessmen. Still, I have to warn you: if you start taking pot shots at my mech droid when I send him down, I will call in the troops. They'd be just too happy to pincushion your ship with beam weapons. Of course, that would lower the value of the surviving equipment, so I'm not keen to do that.\"\n\nACU -> NEGATE : TRUE", "endoftext": false }, { "action": "You stand", "response": "READY>You are currently accessing the living room.\n\n\"Regarding the mech droid: I'd recommend you stay out of his way. He's pretty tough, and I can tell you that he doesn't have any of those silly 'interdiction rules' enabled. After we seal, I'm going to send him to flight control, engineering, and finally ops. Make sure your people are out of those areas.\"\n\nACU -> DEACTIVATE : TRUE", "endoftext": false }, { "action": "You open the door", "response": "READY>You open the cargo bay door, decompressing the ship.\n\n\"We're about 36 meters away, and closing. Still plenty of time to signal that yes, you'd like to surrender to us, and have a nice flight back to Luna.\"\n\nCARGO BAY DOOR -> ACCESS : TRUE", "endoftext": false }, { "action": "Go outside", "response": "READY>ACU metavisor shell logout interdicted.\n\n\"After we strip the Valkyrie, we'll transfer your officers and crew. Since you have not surrendered, we will have to consider you 'enemies of Earth' and take you into custody for questioning back on Luna. It would be a whole lot more fun ride if you'd just signal 'yes' and declare your surrender.\"\n\nACU -> EXIT SHELL : NIL", "endoftext": false }, { "action": "You examine ROVER", "response": "READY>Rover is a 45 metric ton mobile mining rig designed to operate under harsh off-world conditions. He is chewing a piece of the Musashi-5 space probe.\n\n\"I'm quite interested to get a look at that Casimir Drive of yours. I wasn't aware that Mars had that kind of technology. Something they must have copied from Earth, no doubt. Still, it's the first I've seen. I'm sure we'll have a lot to talk about when we meet. Our range is now: 73 meters.\"\n\nROVER -> DIAGNOSTIC : TRUE", "endoftext": true } ]
jf5zkjj3jqfllwcn
Hoist Sail for the Heliopause and Home
Andrew Plotkin
[ "Science Fiction" ]
[ "@party IF Competition 2010", "aliens", "commercial", "cover art", "exploration", "far-future", "gender-neutral protagonist", "guided maze", "I7 source available", "linear", "maze", "nautical", "navigation puzzle", "no score", "parser", "science fiction", "scoreless", "SF", "space", "space travel", "spaceship", "spaceship setting", "travel", "treasure hunt", "Xyzzy Awards 2010", "XYZZY Best Writing" ]
2,010
[ 19, 35, 15, 7, 2 ]
78
3.794872
20100702
false
A far-future story of discovery.
[ { "action": "%", "response": "Myrmidal is the queen of the bright worlds, and you've walked her million cities beneath her sky and beyond it. Myrmidal laughs and Myrmidal dances; they say no one weeps on Myrmidal, except for moments on the stage.\n\nBut even on Myrmidal the sun rises and sets, and the music grows tinny and harsh when you weary of dancing. Your best stories and your best lies draw the same fond laughter. This morning you decide to rise to the docks, and rouse your Horizon of Night from her sleep, and raise her sails. Somewhere are worlds you have never seen. And if your friends miss you at the dance, they can tell you so when you return.\n\nThe Horizon of Night is a sweet tiny sailer; you have missed her more than you remembered. Now she comes alive for you. The keel hums with power; the monomolecular sails are reefed and ready. The compass spins to the touch of the Galaxy's magnetic currents. You have only to weigh anchor, and leave Myrmidal behind.", "endoftext": false }, { "action": "About yourself", "response": "You are an improved model.", "endoftext": false }, { "action": "You examine Horizon", "response": "The Horizon of Night is just the right size for a ship -- big enough to be comfortable, not so large as to be lonely. She gleams in the light of Myrmidal's sun; but her sails are furled.", "endoftext": false }, { "action": "You enter the ship", "response": "You go aboard Horizon. Her airlock closes with a familiar hiss.", "endoftext": false }, { "action": "You look at the compass", "response": "The compass rests in its bath of liquid helium. Subtle magnetic fields stir between the stars, a sailor knows, and the compass shifts on their breath.", "endoftext": false }, { "action": "You look at keel", "response": "The keel runs the Horizon's length, its rhodomagnetic core and axis.", "endoftext": false }, { "action": "You examine the anchor", "response": "Your anchor is a disk of whirling strange matter. It's dug deeply into the bent space-time of Myrmidal's planetary orbit, holding the Horizon's keel in its frame.", "endoftext": true }, { "action": "Look around", "response": "The Horizon of Night is a sweet tiny sailer. The keel hums with power; the monomolecular sails are reefed and ready. The compass spins to the touch of the Galaxy's magnetic currents. You have only to weigh anchor, and leave Myrmidal behind.", "endoftext": false }, { "action": "You weigh the anchor", "response": "The anchor precesses.\n\nHorizon shakes, waking the speed which has slept these past years. Myrmidal's magnetic halo bucks her keel high; high and out through the rings of city and industry and careless Myrmidal society. When the anchor falls into place along the keel, Horizon rings bell-clear, and the sky is black.\n\nYou are circling the outer fringe of Myrmidal's system, where your keel's rhodomagnetics balance the solar winds. You pass snow-miners and farfactories, humming cheerfully in their work.\n\nAlready the quiet is a relief. But this is still civilization, and this star has nothing for you.", "endoftext": false }, { "action": "You examine the ship", "response": "The Horizon of Night gleams in the light of Myrmidal's sun; but her sails are furled.", "endoftext": false }, { "action": "Open sails", "response": "The sails begin to unfurl. They catch sunlight. The Horizon of Night shifts gladly around her keel, and slides into interstellar space.\n\nThe bright worlds fade behind you.\n\nSomewhere out there, you sense, are treasures worthy of your attention.\n\nYou spread the sails wider. The ship accelerates.\n\nStars thin around you as you leave the bright worlds behind. Nebulae drift past.\n\nYou won't get far into the unknown at this rate.", "endoftext": false }, { "action": "You unfurl the sails", "response": "You stretch the sails to their fullest spread. The Horizon of Night leans forward eagerly, and springs out into the void.\n\nThe bright worlds are far behind Horizon now. Darkness clots thickly between the stars, out here.", "endoftext": false }, { "action": "You examine the stars", "response": "The stars are infinite.", "endoftext": false }, { "action": "Wait", "response": "Horizon speeds silently through the Reaches.\n\nYou speed through the void. Darkness clots thickly between the stars.\n\nA petite golden star catches your eye.", "endoftext": false }, { "action": "You look at the golden star", "response": "It's common enough for a star of its spectral class. However, you hear a faint jangling from its direction, in the long-wave band.", "endoftext": false }, { "action": "You listen to the star", "response": "You are detecting a faint, musical jangling from the petite golden star's vicinity.", "endoftext": false }, { "action": "Lower sails", "response": "You begin bringing in the sails. But Horizon's velocity is too great; you whip past the star in a shallow hyperbola, and are flung away into the void. The petite golden star disappears behind you.\n\nWide sunless spaces stretch between distant stars, out here.", "endoftext": false }, { "action": "You look at the compass", "response": "The compass rests in its bath of liquid helium. Subtle magnetic fields stir between the stars, a sailor knows, and the compass shifts on their breath.", "endoftext": false }, { "action": "You wait awhile", "response": "Horizon moves silently through the Reaches.\n\nWide sunless spaces stretch between distant stars, out here.", "endoftext": false }, { "action": "You furl the sails", "response": "You trim the sails to a narrow edge. The ship slows to a sedate pace.\n\nThe bright worlds are far behind you now. Darkness clots thickly between the stars.\n\nA blue star catches your interest.", "endoftext": false }, { "action": "You listen to the star", "response": "You are detecting a faint, musical jangling from the blue star's vicinity.", "endoftext": false }, { "action": "You go to star", "response": "You furl your sails, and descend into the blue star's outer system.\n\nThis blue star is circled by the usual assortment of barren rocks. However, a faint, long-wave jangling radiates from one fat gas giant.", "endoftext": false }, { "action": "You go to the gas giant", "response": "You drop the anchor. Horizon curves gracefully in to meet the gas giant in its orbit.\n\nHorizon hangs within the cloud layers of the nameless gas giant. Mauve and violet bands of cloud slide past you.\n\nSomething iridescent drifts out from behind a cloud. You think of a bubble, and then a jellyfish. By the time the scale registers, others have followed: vast floating shapes, gaseous and shimmering, each a kilometer long.\n\nIncomprehensible long-wave harmony rings through the clouds.", "endoftext": false }, { "action": "You look at the jellyfish", "response": "A flock of vast, gaseous jellyfish-beings move across the face of the world.\n\nYou notice sheets of iridescent tissue peeling from some of them and drifting away through the clouds.", "endoftext": false }, { "action": "You look at the tissue", "response": "You do not know why the floating beings shed this substance, but it drifts away from the flock in long, iridescent streamers. Each one twists slowly through the clouds, until it is lost from sight.", "endoftext": false }, { "action": "You get the tissue", "response": "You glide cautiously below the flock, and gather a sample of the shed tissue. Up close, it is more like cloth than a grown membrane, although it lacks the regularity of artificial fabric. In any case, the fibers are incredibly fine -- almost transparent.\n\nYou have seen nothing like it before. And you are certain that, within d'Accord, you are the first. You stow your prize in the hold.", "endoftext": false }, { "action": "Inventory", "response": "You have the iridescent cloth, safely stowed.", "endoftext": false }, { "action": "You examine the cloth", "response": "You have lengths of the iridescent tissue neatly packed in the hold. It is nearly weightless, but it catches the light in a way that even monomolecular cloth cannot match.", "endoftext": false }, { "action": "You weigh the anchor", "response": "This blue star is circled by the usual assortment of barren rocks. The alien signal fades as you circle outward from the gas giant.\n\nThis iridescent substance is an enthralling start to your journey. Even d'Accord technology cannot create all things, and a new form of matter may benefit lives across the bright worlds. If the stars before you are as rich in wonders as this, you will be a nine-days' wonder when you return home.", "endoftext": false }, { "action": "You eat the cloth", "response": "That's plainly inedible.", "endoftext": false }, { "action": "You unfurl the sails", "response": "You hoist the sails once again. Horizon swings outward from the blue star, into the spaces beyond.\n\nTendrils of dust encroach on these straits, hazing the stars. A stellar nebula looms ahead -- a fantastic web of blue, green, and violet vapor, stirred by internal currents.", "endoftext": false }, { "action": "You examine the nebula", "response": "A nebula is splashed colorfully across space, directly ahead. It looks promising.", "endoftext": true }, { "action": "Look around", "response": "Tendrils of dust encroach on these straits, hazing the stars. A stellar nebula looms ahead -- a fantastic web of blue, green, and violet vapor, stirred by internal currents.", "endoftext": false }, { "action": "You go to the nebula", "response": "You adjust the sails, and drift into the nebula.\n\nClouds of dust roil around you, confusing your sight. Slow, heavy stellar winds perturb the nebula; Horizon heaves uneasily as she wallows through the currents.", "endoftext": false }, { "action": "You look at the dust", "response": "The nebula is all around you. Surely there is something to discover in its depths.", "endoftext": true }, { "action": "You look around", "response": "Clouds of dust roil around you, confusing your sight. Slow, heavy stellar winds perturb the nebula; Horizon heaves uneasily as she wallows through the currents.", "endoftext": false }, { "action": "Lower sails", "response": "You don't want to strike your sails completely, not out here in the void. That would leave Horizon an aimless comet.", "endoftext": false }, { "action": "You drop the anchor", "response": "Out here? There's nowhere in sight to anchor.", "endoftext": false }, { "action": "You take the dust", "response": "The nebula is too vast and intangible to affect.", "endoftext": false }, { "action": "You raise the sails", "response": "You spread the sails, but Horizon only shakes more violently.\n\nYou are lost in clouds of dust. The stellar winds are thick and turgid here. Horizon heaves uneasily as she moves across the currents.\n\nYour sails are too taut for this dense environment, you realize.", "endoftext": false }, { "action": "You examine the sails", "response": "The sails are spread.", "endoftext": false }, { "action": "You loosen the sails", "response": "You loosen the sails to catch the thick dust-currents. Horizon pitches once; but then the sails billow and fill, and she comes to hand. You steer her inwards, shifting deftly with the nebula's roiling, until the clouds part before you.\n\nHorizon circles the rim of a vast, empty bubble -- a void swept clear by the bright-beating pulsar at its heart. Hot radiation sleets around you, most intensely in the pulsar's whirling beams.", "endoftext": false }, { "action": "You examine the pulsar", "response": "A pulsar is the core of a dead star -- its bulk long since blasted away, dispersed to the dust that surrounds this place. The tiny dense remnant has not yet cooled, after these aeons. It blazes hot and clear, and casts two polar beams in wild spirals as it whirls.", "endoftext": false }, { "action": "You examine the beams", "response": "The radiation in this space is a pure hot high-energy blaze -- very different from the dust-thick currents out in the nebula. The pulsar's beams whirl around the bubble in a spiralling sweep. (48.327 rotations per second, whispers the compass.)", "endoftext": false }, { "action": "You go to the pulsar", "response": "A close approach to such an energetic dead star would kill you, despite Horizon's protection.", "endoftext": false }, { "action": "You enter the beam", "response": "That's what sails are for.", "endoftext": false }, { "action": "You raise the sails", "response": "You raise the sails, fighting to angle their lax fabric against the pulsar-light. Horizon accelerates skittishly until it hurtles around the edge of the bubble. But speed will do you no favors once you are embroiled in the dust.", "endoftext": false }, { "action": "Tighten sails", "response": "You tighten sail somewhat. It helps; the sails begin to thrum in the clear, hot energy-flow. But it is not enough.", "endoftext": false }, { "action": "Inventory", "response": "You have the iridescent cloth, safely stowed.", "endoftext": false }, { "action": "You put cloth on the sails", "response": "The iridescent cloth is invaluable, and you have perfectly good sails already.", "endoftext": false }, { "action": "You examine the anchor", "response": "Your anchor is a disk of whirling strange matter. It's secured by the keel, edge-on so that it slips without drag through space-time.", "endoftext": false }, { "action": "Tighten sails", "response": "You tighten the sails, taut as you can pull them, and steer into the pulsar's beam. The sails sing in the pure clear high-energy stream; the Horizon of Night thrums, blazes, and flings herself out through the veils of dust.\n\nYou are streaking along a narrow passage, an open lane through the nebula's streams of dust. Far behind you, the pulsar illuminates your sails every .02 seconds or so.\n\nA small blue-white star stands out in this empty zone.", "endoftext": false }, { "action": "You go to star", "response": "You vector for the star. But Horizon's velocity is too great; you whip past the star in a shallow hyperbola, and are flung away into the void.\n\nSlow, thick stellar winds perturb the nebula. You are lost in clouds of gas. Horizon heaves frighteningly as she crashes through the currents.\n\nYou will have to loosen sail to gain control.", "endoftext": false }, { "action": "You loosen the sail", "response": "You partially relax the sails, and Horizon begins to ease.\n\nClouds of gas swirl. The winds are turgid and heavy, here in the nebula; Horizon heaves uneasily as she crashes through the currents.\n\nYou will have to loosen sail to gain control.", "endoftext": false }, { "action": "Lower sails", "response": "You lower the loose sails, and slow. Horizon still handles unevenly, even at this speed.", "endoftext": false }, { "action": "Tighten sails", "response": "You tighten sail somewhat. It helps; the sails begin to thrum in the clear, hot energy-flow. But it is not enough.", "endoftext": false }, { "action": "You continue", "response": "You tighten the sails, taut as you can pull them, and steer into the pulsar's beam. The sails sing in the pure clear high-energy stream; the Horizon of Night thrums, blazes, and flings herself out through the veils of dust.\n\nYou are diving along a narrow passage, an open lane through the nebula's streams of dust. Far behind you, the pulsar illuminates your sails every .02 seconds or so.\n\nA small blue-white star stands out in this empty zone.", "endoftext": false }, { "action": "Lower sails", "response": "You furl your sails, and descend into the blue-white star's outer system.\n\nThis blue-white sun has no planets, only a broad ring of asteroidal trash. One planetoid seems touched with an unusual glow.", "endoftext": false }, { "action": "You examine the planetoid", "response": "The planetoid seems laced with a faint glow, even on its dark side.", "endoftext": false }, { "action": "You go to the planetoid", "response": "You drop the anchor; Horizon swings slowly into the asteroid belt. You maneuver towards the odd planetoid.\n\nThis is a dusty, cratered potato of a rock just like billions of others... except for the strange pale light which pools in the deepest craters.", "endoftext": false }, { "action": "You look at light", "response": "The light seems fluid -- as if starlight had condensed on this lonely rock, and dripped down to puddle in the cracks and crevices. You know no chemistry which could explain such a phenomenon.", "endoftext": false }, { "action": "You take light", "response": "You venture out with several storage carboys. The liquid light registers no mass nor temperature, but it seems to respect the fused-quartz surface of the containers. You fill them, and stow your prize in the hold, where it gleams gently.", "endoftext": false }, { "action": "You weigh the anchor", "response": "This blue-white sun has no planets, only a broad ring of asteroidal trash. One planetoid seems touched with an unusual glow.\n\nThe fluid luminescence is unique in your memory and experience. The light, together with the iridescent cloth -- discoveries like these will assure your fame.", "endoftext": false }, { "action": "You raise the sails", "response": "You raise sail to pulsar-light. Horizon rides a long crest out through the nebula and into the star-clusters beyond.\n\nThis region is dominated by old, old stars -- the suns of the early universe, scant of life's rich elements. Perhaps they have nothing for you. But a fey mood is on you, and you determine to forge ahead until you have found something worthy of your time.", "endoftext": false }, { "action": "You wait", "response": "You allow the Horizon to move on.\n\nYou have passed into a starless bubble in the cluster. Solar winds howl through the space. The galactic spiral is spread in a long glorious arc below you.\n\nYou feel, more than hear, an eerie shift in the neutrino flux. It's not a signal... you think; but the natural white noise of neutrinos has modulated to a spectral opalescence. And the odd flux is coming from straight ahead, on the far side of the bubble.", "endoftext": false }, { "action": "You wait", "response": "At your slow speed, Horizon succumbs to the powerful solar winds of the bubble. She shifts off-course, into the halo reaches.\n\nYou trawl among the halo's ancient stars. You can no longer sense the eerie neutrino signal; but you are certain that it is somewhere nearby.", "endoftext": false }, { "action": "Wait", "response": "You allow the Horizon to move on.\n\nYou have entered a starless bubble in the cluster. Solar winds howl through the space.\n\nYou sense the eerie flux once again. It is coming from straight ahead, on the far side of the bubble. You're not sure you can reach it, in these crosscurrents.", "endoftext": false }, { "action": "You raise sails", "response": "You haul the sails higher. Horizon accelerates across the void, towards the source of the neutrino shift.\n\nStellar gas presses in on you, drawn together by who knows what confluence of nebular magnetism and solar winds.\n\nThe odd neutrino flux is coming from beyond the clouds. But your sails are shuddering. Controlling Horizon is difficult.", "endoftext": false }, { "action": "You loosen the sails", "response": "You relax the sails. They billow, catching the dense solar currents, and you steer Horizon into the cluster.\n\nYou have passed into a dense cluster of ancient stars. Murky currents swirl around you. Somewhere out of sight, you hear a nova-chain crackling away.\n\nThe odd neutrino flux is off to the side, tangled in the maze.", "endoftext": false }, { "action": "You examine the flux", "response": "The normal white hiss of the neutrino background -- the cosmic noise of burning stars -- has shifted, somewhere to the side. One flavor follows another in a delicate, shimmering opalescence. You know of no property of space which could cause such a thing.", "endoftext": false }, { "action": "Lower sails", "response": "You lower the sails, and steer carefully into the cluster.\n\nNew suns are condensing here -- an unusual phenomenon in these halo reaches. Their ultraviolet flares have swept this region free of the dust that birthed them.\n\nThe odd neutrino flux is coming from beyond the binary. But your sails are rippling.", "endoftext": false }, { "action": "Tighten sails", "response": "You tighten sail. Horizon shivers, catching the energetic radiation, and draws in on the neutrino source.\n\nYou have passed into a starless bubble in the cluster. Solar winds howl through the space. Somewhere out of sight you can hear a variable star thumping.\n\nThe odd neutrino flux is coming from straight ahead, on the far side of the bubble. You will have to accelerate to reach it across these currents.", "endoftext": true }, { "action": "Look around", "response": "New suns are condensing here -- an unusual phenomenon in these halo reaches. Their ultraviolet flares have swept this region free of the dust that birthed them.\n\nThe odd neutrino flux is coming from beyond the binary. But your sails are rippling loosely.", "endoftext": false }, { "action": "You look", "response": "New suns are condensing here -- an unusual phenomenon in these halo reaches. Their ultraviolet flares have swept this region free of the dust that birthed them.\n\nThe odd neutrino flux is coming from beyond the binary. But your sails are rippling loosely, unable to resist the ultraviolet storm.", "endoftext": false }, { "action": "You unfurl the sails", "response": "You haul the sails higher. Horizon accelerates across the void, towards the source of the neutrino shift.\n\nHere at the heart of the halo cluster, a brown dwarf star slowly gutters towards exhaustion.\n\nThe odd neutrino flux is coming from the vicinity of the dwarf star.", "endoftext": false }, { "action": "You go to the dwarf star", "response": "You furl your sails, and descend into the brown dwarf star's outer system.\n\nThe brown dwarf, you discover, is circled by a lone, frozen planet.", "endoftext": false }, { "action": "You go to the planet", "response": "You drop the anchor. Horizon glides in towards the dwarf star and its icy companion.\n\nThis planet might once have been a chilly wasteland. Now it is nothing but slabs of black ice, layered with the ancient snow that was once an atmosphere.\n\nOr, no. Those protrusions of ice are too angular to be natural. They are monuments -- how old, you have no way of knowing. But sheltering beneath them are row upon row of engraved tablets.", "endoftext": false }, { "action": "You examine the tablets", "response": "You can make nothing of the engravings. You will have to bring them back to the linguists of d'Accord.\n\nThe tablets themselves have a vitreous shine. You realize, inspecting carefully, that they are pure helium -- frozen helium, a substance that should not exist on the surface of a world.", "endoftext": false }, { "action": "You get the tablets", "response": "You seal several of the tablets in layers of vacuum insulation -- and then layers on top of that. Moving as delicately as you can, you transport the bulky packages to your cryohold. A few tense moments reveal no sublimation of the frozen helium, to your relief.", "endoftext": false }, { "action": "You weigh the anchor", "response": "The ice-world shrinks behind you, as you rise to the edge of the brown dwarf's orbit.\n\nCivilizations are fragile, and the relics of an unknown race -- a people who might have bloomed billions of years past, in the cold unlight of a dwarf star -- these tablets must be incalculably valuable. You are torn: should you come around, and begin the journey back to the bright worlds?\n\nBut so much remains out there for you to take. Just one more discovery. Perhaps two.", "endoftext": false }, { "action": "You raise the sail", "response": "You hoist the sails once again. Slowly, the infrared glow of the dwarf fills them, and Horizon moves out into the galactic halo.\n\nA rare sight drifts into view, far ahead: a red supergiant guttering on the edge of catastrophe. It is a crimson, billowing cauldron of turbulent fire -- pulsing irregularly, choked with helium and carbon ash.", "endoftext": false }, { "action": "You go to star", "response": "You vector for the supergiant. Horizon's fast approach compresses its history. Carbon roils in the star's atmosphere; shock-waves roll in fast-forward across its surface.\n\nBy the time you see oxygen and argon boiling into the red star's corona, it is too late to turn aside. The light of fusing metals washes over Horizon, and the shockwave is only fractionally behind.\n...\n\nLights appear on the control consoles, one by one. Horizon of Night is coming back to life. The walls around you are dim and radiation-scarred; you have no idea how long it's taken the ship to recover enough function to support you. But you are awake. You stretch in your couch, shudder, and take stock.\n\nOutside is blackness, pure and opaque.", "endoftext": false }, { "action": "Inventory", "response": "You have the helium tablets, the liquid light, and the iridescent cloth, all safely stowed.", "endoftext": false }, { "action": "You look at the blackness", "response": "You are surrounded by blackness, pure and opaque. Whatever corner of space you've been flung into, it's dense enough to block all starlight. Only the vague thermal wash of microwaves reassures you that the universe is out there at all.", "endoftext": false }, { "action": "You raise the sails", "response": "You scan the spars, and then scan them again, but it is just as you expected: your sails are gone. The monomolecular lace was surely blasted apart in the first instant of the disaster.\n\nBut then, if the sails had held against the shockwave, you suppose you would have been swept into the next galaxy. Small blessings.", "endoftext": false }, { "action": "You look at the ship", "response": "Horizon of Night is wounded, but she lives. The hull is sound. The controls and the shipframe are more or less functional. But the sails are destroyed, and the compass must have cracked. Worse: her senses are quite dead. You will have to steer by eye; and there is nothing outside to see, at all.\n\nStowed in Horizon's hold are the helium tablets, the liquid light, and the iridescent cloth.", "endoftext": false }, { "action": "Port", "response": "Spaceships really only fly forwards.", "endoftext": false }, { "action": "Forwards", "response": "Your sails are gone; only ruined tatters of lace remain on the spars.", "endoftext": false }, { "action": "You examine the light", "response": "The hold contains several carboys of the pale liquid light. It seems to pulse faintly in its containers.", "endoftext": false }, { "action": "You open carboys", "response": "You lever the carboys out of the hold, crack the seals, and expose the liquid light to space.\n\nA thin streamer of light spreads from Horizon's hold. It does little to shift the darkness... but another streamer rolls outward, and then more. Soon you can make out dust particles and shreds of debris -- a star's remains, now aggregated by chance or Horizon's own gravity into a swirling mass. Some aeon this might become a planet.\n\nThe light diffuses quickly, but your surroundings are illuminated now. You have a chance of getting clear of this space.", "endoftext": true }, { "action": "Look around", "response": "You are surrounded by thick, swirling debris. It is dangerous, but you might navigate it -- if you had a compass. And sails.", "endoftext": false }, { "action": "You put the cloth on the mast", "response": "You unroll the iridescent cloth from your hold, and begin fastening it to Horizon's spars.\n\nThe tissue seems strong and it plays well upon your lines. Even reefed, it rolls eagerly in the dust currents. After a timeless interval of labor, you have its full measure rigged and ready to unfurl.\n\nBut you notice a faint silver vapor subliming from the new sails. Apparently this material, light as it is, is not perfectly suited for space travel. Best you hurry.", "endoftext": false }, { "action": "You look at the compass", "response": "The compass housing is ridged with barely-healed scars. It must have cracked in the disaster; most of its superfluid helium has boiled away. If the ship had not managed this repair, the entire compass assembly might have been hopelessly quenched. No doubt the course-memory of your travels has been lost. But the mechanism itself looks sound.", "endoftext": false }, { "action": "Melt tablets", "response": "You can think of no other choice.\n\nYou fashion a capillary line from the last of your insulation, and connect it to the compass chamber. Carefully, you lower the line onto the first of the frozen helium tablets. The thermal gradient shifts; the priceless artifact begins to melt.\n\nThe arrangement works perfectly, of course. One by one, the tablets liquefy and are drawn up into the compass. By the time the last one is gone, the helium bath is full enough to function.", "endoftext": true }, { "action": "Look around", "response": "You are surrounded by thick, swirling debris. It is dangerous, but you are sure you can navigate it.", "endoftext": false }, { "action": "You unfurl the sails", "response": "You hoist the sails -- what has yet survived your touch -- and bring Horizon of Night under way.\n...\n\nYou are not so far from Myrmidal, at this end of your wandering. You pass by suns on the way home; they do not hold your interest, not long enough to slow Horizon in its course. And there are the sails, to be sure. You leave a trail of vapor in your wake, as the iridescent fabric decays. Delay is no temptation now.\n\nIn the end, it is the touch of Myrmidal's solar wind that brushes the last shreds of sail away.\n\nHorizon falls across the system, through the staticky noise of civilization, until the patrol tenders match your course and bring you in tow. They jibe your ill luck, and offer you the gossip of your centuries outward-gone. You swap them stories of treasures found; floating creatures and icy ruins; the sound a ship's sails make as they explode in supernova-light. The patrollers laugh and applaud a lie well-told. You leave it at that.", "endoftext": false }, { "action": "You raise the sails", "response": "You can't raise sail here! The docking environment is crowded with ships and equipment. Your sails would be destroyed immediately, and with a terrible mess.", "endoftext": false }, { "action": "You raise anchor", "response": "The anchor precesses.\n\nHorizon shakes, waking the speed which has slept these past years. Myrmidal's magnetic halo bucks her keel high; high and out through the rings of city and industry and careless Myrmidal society. When the anchor falls into place along the keel, Horizon rings bell-clear, and the sky is black.\n\nYou are circling the outer fringe of Myrmidal's system, where your keel's rhodomagnetics balance the solar winds. You pass snow-miners and farfactories, humming cheerfully in their work.\n\nAlready the quiet is a relief. But this is still civilization, and this star has nothing for you.", "endoftext": false }, { "action": "You raise the sails", "response": "The sails begin to unfurl. They catch sunlight. The Horizon of Night shifts gladly around her keel, and slides into interstellar space.\n\nStars thin around you as you leave the bright worlds behind. A globular cluster drifts by.\n\nSomewhere out there, you sense, are treasures worthy of your attention.", "endoftext": false }, { "action": "You continue", "response": "You stretch the sails to their fullest spread. The Horizon of Night leans forward eagerly, and springs out into the void.\n\nThe bright worlds are far behind Horizon now. Emptiness hangs wide between the stars, out here.", "endoftext": false }, { "action": "Warp 8", "response": "You recall, from a quixotic interest in antique blue-water sailing jargon, that \"to warp\" is to draw a sea-ship into dock by pulling on ropes. But it really isn't meaningful for starships.", "endoftext": true } ]
ykccumi5xc5rltev
Winter Wonderland
Laura Knauth
[ "Children's", "Fantasy", "Seasonal" ]
[ "built-in hints", "character graphics", "child protagonist", "Christmas", "compass status display", "cover art", "female protagonist", "IF Competition 1999", "IFComp Game", "IFComp Winner", "kid-friendly", "kids", "parser", "winter", "Xyzzy Awards 1999" ]
1,999
[ 7, 18, 13, 1, 0 ]
39
3.794872
20091203b
false
Young Gretchen could have only imagined the fanciful events that were to occur before finding herself lost in a winter wonderland.
[ { "action": "%", "response": "with a set color scheme, a compass rose, and occasional ASCII graphics?\n\nIf you would like to try a more embellished presentation, you might try running in 'frills' mode by typing FRILLS at the prompt. At any time, you may return to the 'bare bones' setting by typing BARE.\n\nRelease Version 2.0\n\nCopyright 1999 Laura A. Knauth\n .:*\"*:._.:*\"*:._.:*\"*:._.:*\"*:._.:*\"*:._.:*\"*:._.:*\"*:._.:*\"*:._.:*\"*: .\n\nIn a far off land, there lies a little village nestled in a snowy mountainscape. As the townsfolk joyously prepare for the coming winter solstice, a young girl living with her family in a humble hut at the outskirts of town gains no comfort in the festivities. Her closest companion, her younger brother Sander Bales, has fallen seriously ill with a fever and can barely lift his head from the bed upon which he lies. Young Gretchen could hardly have suspected that such circumstances would cause the fanciful events that were to occur upon this solstice eve.\n *:._.:*\"*:._.:*\"*:._.:*\"*:._.:*\"*:._.:*\"*:._.:*\"*:._.:*\"*:._.:*\"*:._.: *\n\nNOTE: At any time, you may view HINTS, CREDITS, or read some words about the MAKING of Winter Wonderland by typing the all-caps word on the command line.\n\n PROLOGUE \n\nStandard interpreter 1.0\n\nA small, sickly boy is lying on a bed that takes up most of the space in this room. Light filters in through drab curtains hung around the only window in this bedroom. A long dark drapery hangs down over a portion of the east wall.\n\nSmall, disheveled shoes lie at the foot of the bed.", "endoftext": false }, { "action": "You examine boy", "response": "Your younger brother, Sander, became very ill many weeks ago and has yet to show signs of recovery. He looks feverish and uncomfortable as he lies asleep in your parents' bed. You become very forlorn as you stare at him. This used to be your favorite time of the year when the two of you would brave going into town and partake in the numerous solstice festivities with the other children.", "endoftext": false }, { "action": "You look at the drapery", "response": "It is just the separation between the living room and the bedroom.", "endoftext": false }, { "action": "About yourself", "response": "You are a young girl by the name of Gretchen Bales.", "endoftext": false }, { "action": "You examine the shoes", "response": "Sander has had to wear these same shoes for years. They have so many rips and tears that you wonder how they are able to hold together at all. This solstice eve, your family was only able to afford one new pair of shoes between the two of you, and being the eldest, you were the fortunate beneficiary. Poor Sander!", "endoftext": false }, { "action": "You open the curtains", "response": "You push aside the thin curtains and peer out of the window. In the distance, you can see your father chopping wood at the forest edge.", "endoftext": false }, { "action": "Go east", "response": "You push the drapery aside and move into the adjacent room.\n\nThis is the main room of the house. The drapery to the bedroom hangs in the west wall. A lighted hearth takes up most of one wall, and your mother prepares food in one corner of the room for what will be a meager solstice dinner. The room is sparsely decorated save for a little spruce tree that stands near the door to the north, your family's only token to the winter celebration.", "endoftext": false }, { "action": "You examine the tree", "response": "Although you delight in having the spruce tree in the house as a reminder of the nearing solstice celebration, you cannot help but be saddened that it is undecorated with any of the marvelous ornaments and trimmings of the trees in the village. Your mother notices you staring at the tree and remarks, \"Gretchen, if you go into town today, remember to stop by the tavern and ask Hanna-Mae if she has a candle to spare so that we may at least have something to adorn that tree.\"", "endoftext": false }, { "action": "You look at the mother", "response": "Your mother is chopping vegetables for tonight's dinner.", "endoftext": false }, { "action": "You ask the mother about Sander", "response": "She looks down at you and musters a smile, \"With all of our thoughts and well wishes, he's just got to get well soon. Be patient, and let him have his rest.\"", "endoftext": false }, { "action": "Pray", "response": "Nothing seems to have changed.", "endoftext": false }, { "action": "You examine the vegetables", "response": "Although a vegetable feast is incredibly meager compared to the feasts in town, it will be one of the most lavish of the year for your family.", "endoftext": false }, { "action": "You ask the mother abouHanna-Mae", "response": "\"Please be very careful if you go into town today, Gretchen dear.\"", "endoftext": false }, { "action": "You examine hearth", "response": "You stare mesmerized by the fire for some time.", "endoftext": false }, { "action": "You ask the mother about the shoes", "response": "Your mother seems preoccupied with her chores.", "endoftext": false }, { "action": "You hug mother", "response": "Your mother gives you a warm hug in return. \"Poor Gretchen, I know it must be lonely for you. But, try to cheer up,\" she says with a smile. \"I'm sure Sander will be back to normal in no time.\" She looks worried though, and busily occupies herself with tidying the room.", "endoftext": false }, { "action": "You go outside", "response": "You open the front door and step outside.\n\nThe air is cool and brisk this evening. Menacing storm clouds loom over the mountaintops to the east, but on the opposite horizon are the beginnings of a fantastic sunset. The door to your family's house lies to the south and a well-worn trail leads northeast to the village.", "endoftext": false }, { "action": "You examine the house", "response": "Your family lives in this meager structure indeed, but it has been a safe and secure harbor all of your life.", "endoftext": false }, { "action": "You look at the sunset", "response": "The sun is setting in the western sky in a wondrous display of color.", "endoftext": false }, { "action": "You go northeast", "response": "A large, bustling community lies to the north. Cheers of merriment can be heard even at this distance. The terrain along this part of the path is particularly mountainous, and the trail leading into the village is carved into a moderately steep incline. The path home winds to the southwest.", "endoftext": false }, { "action": "Go north", "response": "This is the main road through town. This road continues deeper into the village when traversed to the north, and leads back down the mountainous path to home when traveled south. Peals of laughter can be heard from the tavern to the east. Tantalizing and delicious smells beckon your poor, hungry belly toward the open tavern door.", "endoftext": false }, { "action": "Go east", "response": "This tavern is a popular meeting place for the townsfolk especially at this time of year. Peels of laughter can be heard over the din of so many voices telling stories from past years and hopes for future seasons. Nearly every table is occupied with groups of villagers drinking, feasting and laughing. The smells of lavish dishes sorely tempt your empty stomach. Musicians walk through the crowd singing carols and playing their instruments for the diners. A roaring fire adorns the back wall of the tavern. A large pot hangs on a rack squarely over the flames. Many of the villagers take their bowls over to the hearth and fill them with the traditional plum pudding that is being cooked in that large pot. Peering through the smoky air, you recognize a woman scrubbing a counter stretching along the back wall.", "endoftext": false }, { "action": "You look at the woman", "response": "Which do you mean, the villagers or Hanna-Mae?", "endoftext": false }, { "action": "Hanna-mae", "response": "You recognize the waitress as Hanna-Mae, a long-time acquaintance of your family. She has been working in this tavern for as long as you can remember. She looks up and gives you a warm smile as you approach.", "endoftext": false }, { "action": "GreeHanna-Mae", "response": "Hanna-Mae smiles, \"Why, hello there, little dear. How is your family? Be sure to give my regards to your brother. I hope he is doing better!\"", "endoftext": false }, { "action": "You telHanna-Mae about Sander", "response": "One of the villagers waves at Hanna-Mae from across the room. As she starts across the tavern floor, she calls back to you, \"Sorry, Gretchen! Back in a moment!\"", "endoftext": false }, { "action": "You asHanna-Mae about the candle", "response": "\"Oh, sure. I can probably find a candle to spare,\" Hanna-Mae explains as she walks around to the other side of the counter and picks up a candle from an empty table. She returns to the counter where you are waiting and gives the candle to you. \"I'm sure your tree will be beautiful. Now run along, and be sure to give my regards to your family!\"", "endoftext": false }, { "action": "You examine the pot", "response": "You walk over to the fire and peer into the large black pot that hangs over the yellow flames. A delicious-looking plum pudding is being cooked in the pot. As the yearly tradition would have it, whomever finds the single silver coin that is placed in the large pot of plum pudding will be blessed with a season of unparalleled prosperity. Ah, if only you could afford a bowlful.", "endoftext": false }, { "action": "You get the pudding", "response": "It would be very rude to simply take a handful of the pudding directly from the large vat. Anyway, you would most likely be burned attempting to take the pudding by yourself.", "endoftext": false }, { "action": "You asHanna-Mae about the pudding", "response": "Hanna-Mae looks at you for a moment and then says, \"Why ... sure, it is solstice eve after all! I'm sure no one will mind if I give you a small serving of that plum pudding. Wouldn't that be nice?\" And with that, Hanna-Mae finds a bowl and fills it with the plum pudding from the large pot over the hearth. She brings it back over to you, \"Eat up, Gretchen. That batch is especially tasty this year!", "endoftext": false }, { "action": "You buy the pudding with the candle", "response": "(the large vat of plum pudding with the candle stick)\nNothing appears to be on sale.", "endoftext": false }, { "action": "You eat the pudding", "response": "(the tiny bowl containing a small serving of plum pudding)\nYou devour the plum pudding, downing spoonful after spoonful in hungry gulps. Suddenly, your teeth clamp down on a hard, flat object. Your initial discomfort turns rapidly to glee when you pull a silver coin from your mouth! It has always been the tradition in town every winter solstice that the person who finds the coin in the plum pudding will be blessed with a coming season of prosperity. Hanna-Mae runs over to you and hugs you joyfully. \"You found it, you found it!\" she cries. Many of the townsfolk turn to look at you and clap politely.", "endoftext": false }, { "action": "You look at the coin", "response": "Even though most townsfolk would find this silver coin more valuable for the traditional superstition of future good fortune, this coin is the most money you have ever had in your possession. You imagine yourself to be the richest girl in all of the world.", "endoftext": false }, { "action": "You go outside", "response": "This is the main road through town. This road continues deeper into the village when traversed to the north, and leads back down the mountainous path to home when traveled south. Peals of laughter can be heard from the tavern to the east.", "endoftext": false }, { "action": "Go south", "response": "As you begin to start back home, you feel a pang that compels you to stay in town a little longer. You would so much like to return home with something to cheer up your brother.", "endoftext": false }, { "action": "You go north", "response": "Further down the road, you see children playing some sort of game in the town square. Beyond them, a small theater production is taking place. You pass a window of one of the shops filled with a dazzling display of dolls and toys of all shapes and sizes. Your favorite place in town, the toy store lies to the west.", "endoftext": false }, { "action": "You examine the toy store", "response": "You might occasionally become lost in other parts of town, but you know the path to the toy shop well. The window facing the main path through town is a delight for the senses and the imagination.", "endoftext": false }, { "action": "You go west", "response": "Stepping across the threshold into the toy shop, you are overcome by a stunning display of all the toys a child could want. Filling the shelves are colorful stuffed bears, bouncing balls, games and puzzles, shiny trinkets and gizmos, dolls of all shapes and sizes, and even a polished red wagon. There are racks full of frilly dresses and boxes brimming with fancy bonnets and ribbons. The old shopkeeper peers at you curiously from behind his desk.\n\nAs you gaze in awe from one toy to the next, your eyes come to rest upon a strikingly pair of fine leather shoes on a pedestal in front of the clothes display.", "endoftext": false }, { "action": "You look at the shoes", "response": "Quite simply, these are the finest, most handsome pair of shoes you have ever laid eyes upon. You could not imagine a more perfect solstice gift for Sander who has had to wear his tight and tattered old shoes for so long.", "endoftext": false }, { "action": "You examine dresses", "response": "Which do you mean, the toys or the fancy clothes?", "endoftext": false }, { "action": "Clothes", "response": "On many an occasion, you have wished that you could dress up in those fancy dresses, ribbons, bonnets, and bows instead of the plain garment you wear to work in the field.", "endoftext": false }, { "action": "You look at the toys", "response": "You have had many dreams and fantasies about the hours of fun you could have playing with all of these toys.", "endoftext": false }, { "action": "You ask the shopkeeper about shoes", "response": "The shopkeeper smiles, \"Ah, they are a fine pair of shoes, aren't they? Those shoes were specially made by the best shoemaker in the village for a special solstice treat. It is very lucky for you that they are still in the shop tonight! Eh,\" he pauses and rubs his chin looking suddenly forlorn, \"You do have something to buy them with, yes?\"", "endoftext": false }, { "action": "You play with the toys", "response": "Alas, that only seems possible in your imaginings.", "endoftext": false }, { "action": "You show the coin to the shopkeeper", "response": "\"Ah, now you've really got something there!\", the shopkeeper grins. \"Anything you would like to buy with it?\"", "endoftext": false }, { "action": "You ask the shopkeeper about the toys", "response": "The shopkeeper does not respond, but merely keeps looking over his notes and ledgers. All the young children know the old man has been going deaf for years now. You shrug your shoulders and continue inspecting the shop.", "endoftext": false }, { "action": "You buy the toys", "response": "What do you want to buy the toys with?", "endoftext": false }, { "action": "Coin", "response": "Your heart delights that you could finally buy something from this toy shop, but you suddenly remember Sander. It would mean so much more if you could cheer him up this solstice eve.", "endoftext": false }, { "action": "You go east", "response": "Further down the road, you see children playing some sort of game in the town square. Beyond them, a small theater production is taking place. You pass a window of one of the shops filled with a dazzling display of dolls and toys of all shapes and sizes. Your favorite place in town, the toy store lies to the west.", "endoftext": false }, { "action": "You examine the children", "response": "Looking down the village street into the town square, you see a group of children merrily around a tall pole.", "endoftext": false }, { "action": "You look at the pole", "response": "In keeping with tradition, sheaves of grain are placed on a pole and set up in the town square on solstice eve. In the morning, the dozens of chirping birds hungrily eating the grain will make the celebration all the more merry.", "endoftext": false }, { "action": "Dance", "response": "You begin to sway from side to side, humming to yourself. Then you twirl 'round and 'round making your dress billow.", "endoftext": false }, { "action": "Sing", "response": "Your sing joyously into the open air.", "endoftext": false }, { "action": "Play", "response": "What do you want to play with?", "endoftext": false }, { "action": "Pole", "response": "Alas, that only seems possible in your imaginings.", "endoftext": false }, { "action": "You look at your dress", "response": "Your dress is simple and plain.", "endoftext": false }, { "action": "You get the grain", "response": "You are not in the town square. Besides, you are much too fascinated by the toy shop to pay it any more notice.", "endoftext": false }, { "action": "You go west", "response": "Stepping across the threshold into the toy shop, you are overcome by a stunning display of all the toys a child could want. Filling the shelves are colorful stuffed bears, bouncing balls, games and puzzles, shiny trinkets and gizmos, dolls of all shapes and sizes, and even a polished red wagon. There are racks full of frilly dresses and boxes brimming with fancy bonnets and ribbons. The old shopkeeper peers at you curiously from behind his desk.\n\nAs you gaze in awe from one toy to the next, your eyes come to rest upon a strikingly pair of fine leather shoes on a pedestal in front of the clothes display.", "endoftext": false }, { "action": "You buy the shoes with the coin", "response": "The shopkeeper takes the coin from you and looks back and forth upon it and the fine leather shoes. \"Well my dear, I have to tell you that this silver coin does not quite equal the price of these shoes ... \" The shopkeeper pauses as you stare at him with disappointment brimming in your eyes. \"But after all, it is solstice eve ... Ah, very well then. Here, take the shoes to your brother. Now run along back home, it is getting late!\" And with that, the shopkeeper gives you the pair of leather shoes.", "endoftext": false }, { "action": "You wear the shoes", "response": "They are a present for your brother!", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nhandsome leather shoes\na candle stick", "endoftext": false }, { "action": "You eat the shoes", "response": "That would hardly agree with you.", "endoftext": false }, { "action": "Go south", "response": "You begin the trek back home with the sun already sinking below the horizon. You will have worried your poor mother sick!\n\nAs the wind picks up and begins whipping your hair and dress furiously about, you cover your face and try to hurry back faster than ever. Suddenly, the black storm clouds that had been threatening the horizon for so long swoop down at an alarming rate that completely engulfs the valley leaving you no choice but to stumble on in darkness. Cold, wet droplets suddenly pummel your skin as a furious snowstorm erupts. Thousands upon thousands of snowflakes swirl about in a blinding blizzard. You stumble off of the path in blindness and tumble down the side of the mountain ...\n\nYou awake finding yourself staring at a silvery round orb in a midnight blue sky. You are lying on your back in a small forest clearing covered for the most part in soft, powdery snow. Shivering, you stand up, swat the snow from your dress, and shake icy droplets from your long hair. The snowy forest landscape appears completely foreign, as if you have stumbled into some kind of winter wonderland.\n\nThe silvery moonlight softly illuminates the nearby branches of this dense forest and reflects from snowy patches along the cold ground. Although your range of sight is limited by the darkness, the brambles appear passable to the north and southwest. A glowing orb to the north sends streaks of yellow light through the gnarled branches.", "endoftext": false }, { "action": "You go to the north", "response": "This is a small clearing in the dark wood which is singular for a large beautiful oak tree growing here. The moonlight filters through the dark bare branches and makes unusual patterns on the snowy ground. A path runs through the little clearing from the east to the west, but many other directions appear passable as well.\n\nA lit lantern hangs just within your reach from one of the long twisted branches of the oak.", "endoftext": false }, { "action": "You examine the lantern", "response": "The lantern emits a bright and glowing yellow light.", "endoftext": false }, { "action": "You take the lantern", "response": "Just as your hands are about to touch the glowing lantern, the branch upon which it hangs abruptly swoops up out of your reach. Only when you step back does the branch lower back to its original position.", "endoftext": false }, { "action": "You examine the moon", "response": "The bright and silvery full moon hanging in the night sky illuminates the snowy patches at your feet and provides the light by which you are able to view this strange and snowy world in which you have fallen.\n\nYou suddenly hear a rustling above you, but before you can react, you are pummeled by clumps of snow as the icy patches are dislodged from the branches above.", "endoftext": false }, { "action": "You look at trees", "response": "The forest is full of magnificent tall fir trees. They fill the wood with a wonderful fresh pine scent.", "endoftext": false }, { "action": "You talk to tree", "response": "Which do you mean, the fir trees or the oak tree?", "endoftext": false }, { "action": "You look at the oak tree", "response": "The great oak tree in this clearing is devoid of all leaves as it would be at this time of the year. The long and gangly branches are crisply silhouetted by the full silvery-white moon hanging in the dark sky. You notice some unusual folds in the bark of the oak. You imagine that these folds resemble a kind of face with two eyes and a closed mouth. As you approach the trunk to examine it further, the 'eye' folds suddenly split open revealing dark gaps, and from the opening 'mouth' a deep throaty voice suddenly booms, \"Wait right there, little lass! Come any closer, and I might eat you up fast!\" With that, all of the dryad's branches seem to wriggle as if he were taking a great stretch, and the lantern, in turn, bobs up and down. He stares at you with a bemused expression.", "endoftext": false }, { "action": "You smell the fir trees", "response": "The fragrant fir trees fill the wood with a terrific scent.", "endoftext": false }, { "action": "You ask dryad about the lantern", "response": "The dryad raises the lantern up out of your reach and looks at you with pity. \"So sorry, young thing, but without this light, I have no solstice cheer to bring. But take heart, little sprite, the moon is full and bright on this most snowy solstice night!\" Then after pausing to reflect he adds, \"Now if you had a bundle of fairy glow rocks, what a find! But alas, the ore grows deep in the old dwarf's mine.\"", "endoftext": false }, { "action": "You ask the dryad about the moon", "response": "The dryad stares whimsically at the moon, \"Look how it shines so pure and white as it bursts from the night. Lo, what a sight!\"", "endoftext": false }, { "action": "You climb the dryad", "response": "You consider moving closer. But on second thought, you imagine it might be most unpleasant if the dryad were to actually eat you as he so casually mentioned.", "endoftext": false }, { "action": "You go to the west", "response": "As you walk, the forest thins and soon, you leave it behind entirely.\n\nThis is the edge of a vast expanse of snowy hills that continue to the north and northeast. The hills are completely covered in powdery white snow that glistens in the soft moonlight. A path extends from the northwest to the east. The forest continues in all other directions.", "endoftext": false }, { "action": "You go to the northwest", "response": "This is the base of a giant mountain to the north. The rocky landscape continues to the west. Snow-covered plateaus glisten in the moonlight high above. The path stops just in front of the mouth of a cave in the mountainside to the west. Railroad tracks lead from deep inside the cave to a large pile of round stones a few yards from the cave entrance. Looking to the east and southeast, you see the edge of the snowy hills. The mountainous terrain appears impassable in other directions.\n\nYou hear the faint groaning of creaky wheels echoing from within the cave. The scraping of metal becomes louder and louder, and suddenly an old mining cart filled with small grey stones emerges from the cave entrance. A stocky, pug-nosed dwarf with a lit candle on his hat pushes the cart along the tracks from behind. Quite oblivious or unconcerned by your presence, he continues pushing the cart until it reaches the stone pile where he dumps his load of stones. He then slowly marches around the cart to the other side and pushes it back into the darkness of the cave.", "endoftext": false }, { "action": "You look at the stones", "response": "The tall rock pile is made up of hundreds and hundreds of small, grey rounded stones.", "endoftext": false }, { "action": "You get the stones", "response": "You take a handful of the round, grey rocks, but they soon become unwieldy. Since you cannot find a suitable place to keep any more than a handful, you have to stop at that.", "endoftext": false }, { "action": "Rub stones", "response": "(the rock pile)\nLittle is changed by this.", "endoftext": false }, { "action": "Go southeast", "response": "This is the edge of a vast expanse of snowy hills that continue to the north and northeast. The hills are completely covered in powdery white snow that glistens in the soft moonlight. A path extends from the northwest to the east. The forest continues in all other directions.", "endoftext": false }, { "action": "You go to the east", "response": "The oak dryad peers down at you as you stand in this small clearing in the dark wood. The moonlight filters through his dark bare branches and makes unusual patterns on the snowy ground. A path runs through the little clearing from the east to the west, but many other directions appear passable as well.\n\nA lit lantern hangs just within your reach from one of the long twisted branches of the oak.", "endoftext": false }, { "action": "Light candle", "response": "If you were to light the candle, the melting wax would surely burn you. Besides, the candle is small, made more for decoration than illumination.", "endoftext": false }, { "action": "Go northwest", "response": "As you walk, the forest thins and soon, you leave it behind entirely.\n\nThis is the edge of a vast expanse of snowy hills that continue to the north and northeast. The hills are completely covered in powdery white snow that glistens in the soft moonlight. A path extends from the northwest to the east. The forest continues in all other directions.\n\nThis is the base of a giant mountain to the north. The rocky landscape continues to the west. Snow-covered plateaus glisten in the moonlight high above. The path stops just in front of the mouth of a cave in the mountainside to the west. Railroad tracks lead from deep inside the cave to a large pile of round stones a few yards from the cave entrance. Looking to the east and southeast, you see the edge of the snowy hills. The mountainous terrain appears impassable in other directions.\n\nYou hear the faint groaning of creaky wheels echoing from within the cave. The scraping of metal becomes louder and louder, and suddenly an old mining cart filled with small grey stones emerges from the cave entrance. A stocky, pug-nosed dwarf with a lit candle on his hat pushes the cart along the tracks from behind. Quite oblivious or unconcerned by your presence, he continues pushing the cart until it reaches the stone pile where he dumps his load of stones. He then slowly marches around the cart to the other side and pushes it back into the darkness of the cave.", "endoftext": false }, { "action": "Go north", "response": "The terrain is just too difficult in that direction.", "endoftext": false }, { "action": "You go to the west", "response": "Inside the cave, you can barely make out the shapes within this chamber. The moonlight trickles in barely illuminating the metal tracks upon which the cart rolls. The tracks appear to originate from somewhere in a tunnel to the north and then divide here in this chamber. One set of tracks leads back out to the east while the other continues into a tunnel to the southwest. Near the junction of the tracks, you can barely see a tall metal lever reflecting in the moonlight.", "endoftext": false }, { "action": "You go to the south-west", "response": "Alas! It is much too dark to see deeper within the mine. The moonlight barely illuminates this chamber as it is.", "endoftext": false }, { "action": "You examine the lever", "response": "The long metal lever is connected to the tracks near the junction. It is tipped slightly from vertical in one direction.", "endoftext": false }, { "action": "You pull the lever", "response": "You grab ahold of the long lever and pull with all of your might. With the groaning of rusted metal, the lever slowly moves. You notice that the tracks are now connected from the tunnel to the north to the tunnel to the southwest.", "endoftext": false }, { "action": "Wait", "response": "Time passes.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na handful of grey stones\nhandsome leather shoes\na candle stick\n\nYou hear the faint grinding of the miner's cart on the tracks as it returns from the tunnel to the north. The cart rolls into the cave and follows the tracks which now lead into the cave to the southwest. The dwarf passes by oblivious to your presence.", "endoftext": false }, { "action": "You pull the lever", "response": "You hear the squeaky wheels of the miner's cart rapidly approaching and decide it best to step away from the tracks.\n\nThe dwarf pushing the old miner's cart reappears at the tunnel entrance and passes by apparently uninterested in your presence. He and the cart vanish from view into the tunnel to the north.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na handful of grey stones\nhandsome leather shoes\na candle stick", "endoftext": true }, { "action": "You look around", "response": "Inside the cave, you can barely make out the shapes within this chamber. The moonlight trickles in barely illuminating the metal tracks upon which the cart rolls. The tracks appear to originate from somewhere in a tunnel to the north and then divide here in this chamber. One set of tracks leads back out to the east while the other", "endoftext": false }, { "action": "You examine the track", "response": "continues into a tunnel to the southwest. Near the junction of the tracks, you can barely see a tall metal lever reflecting in the moonlight.\n\nYou cannot seem to find that here.", "endoftext": false }, { "action": "You look at the tracks", "response": "The metal tracks split at a junction in the center of this cave. Leading into the cave from a tunnel to the north, one line of tracks leads into the darkness of the southwestern tunnel, and the other leads out of the cave to the east. The dim silver moonlight reflects off of the long think metal strips with an eerie bluish sheen.", "endoftext": false }, { "action": "You go east", "response": "This is the base of a giant mountain to the north. The rocky landscape continues to the west. Snow-covered plateaus glisten in the moonlight high above. The path stops just in front of the mouth of a cave in the mountainside to the west. Railroad tracks lead from deep inside the cave to a large pile of round stones a few yards from the cave entrance. Looking to the east and southeast, you see the edge of the snowy hills. The mountainous terrain appears impassable in other directions.", "endoftext": false }, { "action": "Go east", "response": "The vast expanse of snowy hills continue in nearly all directions. A tall mountain rises to the west, and you can barely make out the forest edge to the southeast.", "endoftext": false }, { "action": "You throw the stones at the dryad", "response": "That would hardly help the situation.", "endoftext": false }, { "action": "Go east", "response": "A path, outlined upon the snow-covered ground by two rows of stones, begins here and continues to the southeast. Moonbeams streak through the tops of the giant fir trees illuminating your way.", "endoftext": false }, { "action": "Go southeast", "response": "You are standing in the middle of a stone lined path that leads through the snow-covered forest from the northwest to the east. To the north, the ground dips down much lower than the path upon which you now stand.", "endoftext": false }, { "action": "You go east", "response": "The front of a small wooden cottage faces to the west on the far side of this forest clearing. Without the concealing canopy of branches, you see shiny points of light twinkle in the dark sky. The underbrush has grown thick in this area, but it has been cleared away to the east and also looks passable to the southeast. The stone-lined path leads back into the forest to the west.", "endoftext": false }, { "action": "You examine the cottage", "response": "The cottage is of modest size and made almost entirely of dark, coarse wood. The windows appear to be covered from the inside by thick curtains and appear very dark. Ashen-grey smoke curls up out of the chimney and drifts out of the clearing on the cool winter breeze.", "endoftext": false }, { "action": "You examine the stars", "response": "The midnight sky is blanketed with thousands of brilliantly shining points of starlight.", "endoftext": false }, { "action": "You go east", "response": "You cautiously make your way up to the front door.\n\nThe wooden floorboards creak and groan as you tread upon them. The front door is closed to the east, and a short flight of steps lead back to the forest clearing.", "endoftext": false }, { "action": "You examine the door", "response": "The door is made of strong, thick wood and is carved with decorative swirls. The door handle is a shiny round knob, and underneath it you spot a large keyhole from which a soft warm light emanates.", "endoftext": false }, { "action": "You look through the keyhole", "response": "You peer into the keyhole and see a narrow vision of the room beyond. The cottage appears cozy and well decorated with large comfy furniture and splendid knickknacks. A roaring fire casts pulsating shadows about the room.", "endoftext": false }, { "action": "You examine the floorboards", "response": "The wooden floorboards creak and groan as you tread upon them. The front door is closed to the east, and a short flight of steps lead back to the forest clearing.", "endoftext": false }, { "action": "You look at the steps", "response": "The steps lead down to the forest clearing.", "endoftext": false }, { "action": "Go north", "response": "The porch is surrounded by a wooden railing except for the steps to the west.", "endoftext": false }, { "action": "You examine the underbrush", "response": "The underbrush has grown wild in some patches throughout the forest.", "endoftext": false }, { "action": "You go southeast", "response": "The forest thins slightly near this side of the house, but traversal in this area is hindered by the dense underbrush. From this vantage point, you can see that the wooden cottage to the north sits up above the ground on short stilts.", "endoftext": false }, { "action": "You go north", "response": "You crouch down and crawl under the cottage. You soon discover a gap in the foundation that is nearly tall enough for you to stand in.\n\nThis is a dark crawl space beneath the wooden cottage. When you try to stand upright, you nearly bang your head upon a wooden surface above you. As you look up at the ceiling of this crawl space, you see faint streaks of yellow light seeping through the wooden ceiling in the pattern of a large rectangle.", "endoftext": false }, { "action": "You look at the couch", "response": "The couch is much more luxurious than anything that would be in your parent's house. In fact, this entire room is cozy and comfortable.", "endoftext": false }, { "action": "You search knickknacks", "response": "All of these items are probably very important to whomever lives here.", "endoftext": false }, { "action": "You look at the kettle", "response": "You try to lean over the kettle to see the water inside, but the rising steam is simply too hot.", "endoftext": false }, { "action": "You look at the dome", "response": "The large glass dome has an ornately carved base made up of three rings. The translucent blue spheres within click against the glass dome as they move about in mesmerizing swirls.", "endoftext": false }, { "action": "You examine the spheres", "response": "The small orbs are translucent fist-sized spheres that have a silvery bluish cast when light reflects from their smooth, shiny surfaces. The orbs churn about within the dome encasement almost as if looking for an escape.", "endoftext": false }, { "action": "Open dome", "response": "You pull upon the glass dome, but it will not budge. It appears to be locked.", "endoftext": false }, { "action": "You examine the wardrobe", "response": "A tall wooden wardrobe stands against one of the cottage walls. The wardrobe doors are closed.", "endoftext": false }, { "action": "You open it", "response": "The wardrobe doors creak as you open them.", "endoftext": false }, { "action": "You look in it", "response": "Peering inside of the dark wardrobe, you see several curious items of clothing hanging inside. A pair of slippers and boots have been stashed in the back corner of the wardrobe. Along the back wall of the wardrobe, you notice several rows of shelves.", "endoftext": false }, { "action": "You examine the slippers", "response": "The clothing most likely belongs to the owner of the house. None of the clothes or shoes stored in the wardrobe are your size. You poke about through the clothes but find nothing else.", "endoftext": false }, { "action": "You examine the shelves", "response": "Resting upon one of the shelves at the back of the wardrobe is a fine black top hat which seems of quite a different style then the other wardrobe items.", "endoftext": false }, { "action": "You examine the top hat", "response": "The black top hat is finely crafted of smooth black silk. A royal blue silk band encircles the brow. As you stare at the hat, it appears special somehow.", "endoftext": false }, { "action": "You take it", "response": "Taken.", "endoftext": false }, { "action": "You wear it", "response": "You put on the top hat and imagine yourself looking quite handsome while attending a fancy ball.", "endoftext": false }, { "action": "You remove it", "response": "You take off the fine black top hat.", "endoftext": false }, { "action": "Close wardrobe", "response": "You close the wardrobe.", "endoftext": true }, { "action": "You look at your surroundings", "response": "The cottage is warm and cozy. Burning candles resting in sconces along the walls twinkle brightly illuminating the room in flickering yellow light. The cottage appears to be just a one-room dwelling. The front door is closed to the west. A large walk-in wardrobe has been pushed up against one of the walls; its door is closed. The portion of the room near the trap door would seem to serve as the kitchen equipped with cupboards from which hang cups and saucers. Near the center of the room stands a modest table surrounded by a few chairs. Centered in the middle of the table is a large glass dome filled with many translucent spheres that glisten in the firelight. Aside from various knickknacks strewn about, you notice a large couch with fluffy pillows facing the fireplace. A large black kettle hangs in the fireplace above a raging fire.", "endoftext": false }, { "action": "You examine the rings", "response": "The etchings of the vertically stacked rings line up in four columns at equal distances around the circumference. Looking at the column of etchings above the embossed arrow, the top ring carving resembles a star, the middle ring etching is a wreath, and the bottom ring etching is a toy horse.", "endoftext": false }, { "action": "You open the wardrobe", "response": "The wardrobe doors creak as you open them.", "endoftext": false }, { "action": "You look at the table", "response": "It is simply a plain, wooden table.", "endoftext": false }, { "action": "You look at the fireplace", "response": "The large fireplace is made of red bricks. A long, thin stocking has been hung from the mantle. A raging fire blazes in the hearth causing the kettle's water to boil ferociously.", "endoftext": false }, { "action": "You examine the stocking", "response": "The brown stocking is long and thin.", "endoftext": false }, { "action": "You get it", "response": "Taken.", "endoftext": false }, { "action": "Wear stocking", "response": "The stocking is much too big for you.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na stocking\na fine black top hat\na handful of grey stones\nhandsome leather shoes\na candle stick", "endoftext": false }, { "action": "You examine stones", "response": "The grey stones are small and spherical.", "endoftext": false }, { "action": "You examine the arrow", "response": "The arrow carved upon the bottom support of the dome points inward giving significance to the column of carvings centered just above the tip.", "endoftext": false }, { "action": "You turn ring", "response": "Which do you mean, the top ring, the middle ring or the bottom ring?", "endoftext": false }, { "action": "You look at the top ring", "response": "The top ring of the dome's base has four equidistant carvings around its perimeter. As you circle the dome to the right, you see carvings which resemble a star, a wreath, a candy cane, and a figure of a toy horse.\n\nThe etchings of the vertically stacked rings line up in four columns at equal distances around the circumference. Looking at the column of etchings above the embossed arrow, the top ring carving resembles a star, the middle ring etching is a wreath, and the bottom ring etching is a toy horse.", "endoftext": false }, { "action": "You examine middle ring", "response": "The middle ring of the dome's base has four equidistant carvings around its perimeter. As you circle the dome to the right, you see carvings which resemble a wreath, a candy cane, a toy horse, and a figure of a star.\n\nThe etchings of the vertically stacked rings line up in four columns at equal distances around the circumference. Looking at the column of etchings above the embossed arrow, the top ring carving resembles a star, the middle ring etching is a wreath, and the bottom ring etching is a toy horse.", "endoftext": false }, { "action": "You turn the top ring", "response": "You turn the top ring to the right and it clicks into place once offset by a quarter turn. Simultaneously, the middle ring moves one quarter turn to the right as well.\n\nThe etchings of the vertically stacked rings line up in four columns at equal distances around the circumference. Looking at the column of etchings above the embossed arrow, the top ring carving resembles a wreath, the middle ring etching is a candy cane, and the bottom ring etching is a toy horse.", "endoftext": false }, { "action": "You turn the bottom ring", "response": "You turn the bottom ring to the right and it clicks into place once offset by a quarter turn. Simultaneously, the top ring moves one quarter turn to the right as well.\n\nThe etchings of the vertically stacked rings line up in four columns at equal distances around the circumference. Looking at the column of etchings above the embossed arrow, the top ring carving resembles a candy cane, the middle ring etching is a candy cane, and the bottom ring etching is a star.", "endoftext": false }, { "action": "You turn middle ring", "response": "You turn the middle ring to the left and it clicks into place once offset by a quarter turn. Simultaneously, the bottom ring moves one quarter turn to the left as well.\n\nThe etchings of the vertically stacked rings line up in four columns at equal distances around the circumference. Looking at the column of etchings above the embossed arrow, the top ring carving resembles a candy cane, the middle ring etching is a wreath, and the bottom ring etching is a toy horse.\n\nYou turn the middle ring to the left and it clicks into place once offset by a quarter turn. Simultaneously, the bottom ring moves one quarter turn to the left as well.\n\nThe etchings of the vertically stacked rings line up in four columns at equal distances around the circumference. Looking at the column of etchings above the embossed arrow, the top ring carving resembles a candy cane, the middle ring etching is a star, and the bottom ring etching is a candy cane.", "endoftext": false }, { "action": "You look at the top ring", "response": "The top ring of the dome's base has four equidistant carvings around its perimeter. As you circle the dome to the right, you see carvings which resemble a star, a wreath, a candy cane, and a figure of a toy horse.\n\nThe etchings of the vertically stacked rings line up in four columns at equal distances around the circumference. Looking at the column of etchings above the embossed arrow, the top ring carving resembles a candy cane, the middle ring etching is a star, and the bottom ring etching is a candy cane.", "endoftext": false }, { "action": "You look at the middle ring", "response": "The middle ring of the dome's base has four equidistant carvings around its perimeter. As you circle the dome to the right, you see carvings which resemble a wreath, a candy cane, a toy horse, and a figure of a star.\n\nThe etchings of the vertically stacked rings line up in four columns at equal distances around the circumference. Looking at the column of etchings above the embossed arrow, the top ring carving resembles a candy cane, the middle ring etching is a star, and the bottom ring etching is a candy cane.", "endoftext": false }, { "action": "You examine the bottom ring", "response": "The bottom ring of the dome's base has four equidistant carvings around its perimeter. As you circle the dome to the right, you see carvings which resemble a toy horse, a star, a wreath, and an etching of a candy cane.\n\nThe etchings of the vertically stacked rings line up in four columns at equal distances around the circumference. Looking at the column of etchings above the embossed arrow, the top ring carving resembles a candy cane, the middle ring etching is a star, and the bottom ring etching is a candy cane.", "endoftext": false }, { "action": "Turn bottom", "response": "You turn the bottom ring to the right and it clicks into place once offset by a quarter turn. Simultaneously, the top ring moves one quarter turn to the right as well.\n\nThe etchings of the vertically stacked rings line up in four columns at equal distances around the circumference. Looking at the column of etchings above the embossed arrow, the top ring carving resembles a toy horse, the middle ring etching is a star, and the bottom ring etching is a toy horse.", "endoftext": false }, { "action": "Turn bottom", "response": "You turn the bottom ring to the right and it clicks into place once offset by a quarter turn. Simultaneously, the top ring moves one quarter turn to the right as well.\n\nThe etchings of the vertically stacked rings line up in four columns at equal distances around the circumference. Looking at the column of etchings above the embossed arrow, the top ring carving resembles a star, the middle ring etching is a star, and the bottom ring etching is a star.", "endoftext": false }, { "action": "You look at the baubles", "response": "Some of the bluish orbs float serenely by as if corks upon the ocean while others tumble and twirl through the air as if trying to occupy every square inch of available space in the cottage at least once.", "endoftext": false }, { "action": "You take them", "response": "You reach for one of the baubles floating close by, but just as you are about to capture it, the orb deftly swirls out of your grasp. It circles you almost tauntingly and then floats away.", "endoftext": false }, { "action": "You look in dome", "response": "The glass dome has retreated into its ornately carved base.", "endoftext": true }, { "action": "You look around", "response": "The cottage is warm and cozy. Burning candles resting in sconces along the walls twinkle brightly illuminating the room in flickering yellow light. The cottage appears to be just a one-room dwelling. The front door is closed to the west. A large walk-in wardrobe has been pushed up against one of the walls; its door hangs open. The portion of the room near the trap door would seem to serve as the kitchen equipped with cupboards from which hang cups and saucers. Near the center of the room stands a modest table surrounded by a few chairs. Centered in the middle of the table is a large glass dome that is now empty. Aside from various knickknacks strewn about, you notice a large couch with fluffy pillows facing the fireplace. A large black kettle hangs in the fireplace above a raging fire.\n\nMany beautiful blue, translucent orbs float and lilt through the air inside this cozy cottage.", "endoftext": false }, { "action": "You get the candle", "response": "(the candles)\nThe candles are fixed in place by candle holders that are securely fastened to the walls. Besides, the hot wax would surely burn you.", "endoftext": false }, { "action": "You open the cupboards", "response": "You open the cupboards.", "endoftext": false }, { "action": "You take dome", "response": "You have already opened the glass dome.", "endoftext": false }, { "action": "Sing", "response": "Your sing joyously into the open air.", "endoftext": false }, { "action": "You look at the door", "response": "Which do you mean, the trap door or the front door?", "endoftext": false }, { "action": "Front", "response": "The door is made of strong, thick wood and is carved with decorative swirls. The door handle is a shiny round knob, and underneath it you spot a large keyhole.", "endoftext": false }, { "action": "You unlock the front door", "response": "What do you want to unlock the front door with?", "endoftext": false }, { "action": "Candle", "response": "(the candle stick)\nLocking or unlocking the cottage door would seem to require a key.", "endoftext": false }, { "action": "You look through the keyhole", "response": "You look out of the keyhole into a snowy forest illuminated by the pale moonlight. It is a winter wonderland!", "endoftext": false }, { "action": "You look in the stocking", "response": "The brown stocking is long and thin.", "endoftext": false }, { "action": "You put the stones in the stocking", "response": "You put the handful of rocks into the stocking.", "endoftext": false }, { "action": "You get the stocking", "response": "But, you already have that.", "endoftext": false }, { "action": "You catch the baubles", "response": "You reach for one of the baubles floating close by, but just as you are about to capture it, the orb deftly swirls out of your grasp. It circles you almost tauntingly and then floats away.", "endoftext": true }, { "action": "Go downward", "response": "You open the trap door and climb down. The trap door closes behind you.\n\nThis is a dark crawl space beneath the wooden cottage. When you try to stand upright, you nearly bang your head upon a wooden surface above you. As you look up at the ceiling of this crawl space, you see faint streaks of yellow light seeping through the wooden ceiling in the pattern of a large rectangle.", "endoftext": false }, { "action": "You go south", "response": "The forest thins slightly near this side of the house, but traversal in this area is hindered by the dense underbrush. From this vantage point, you can see that the wooden cottage to the north sits up above the ground on short stilts.", "endoftext": false }, { "action": "You go east", "response": "The underbrush is too dense in that direction.", "endoftext": false }, { "action": "You examine the path", "response": "Someone has made a path through the woods by meticulously laying out two rows of stones. The stone-lined path leads back into the snowy forest to the west.", "endoftext": false }, { "action": "You look at the stones", "response": "(the stone-lined path)\nSomeone has made a path through the woods by meticulously laying out two rows of stones. The stone-lined path leads back into the snowy forest to the west.", "endoftext": false }, { "action": "Go north", "response": "You step over the row of stones and climb down into the forest vale. The air is much warmer here.\n\nForest Vale (West)\nEven though this area is much deeper than the rest of the forest, the thick canopy of branches high above has blocked the snow from collecting here. The moonlight has also been blocked by the thick covering of branches. Fortunately, dozens of fireflies have congregated here and illuminate the darkness sufficiently.\n\nIn the firefly light, you see a bed of strikingly beautiful white poinsettias. Little flying fairies dance and sing on the flower petals. You glance about the area and notice that this forest vale continues to the east.", "endoftext": false }, { "action": "You examine the fairies", "response": "The fairies dance in the firefly light playing games, singing, and laughing. You spy a group of them playing hide and seek among the poinsettias, while others seem to be having flying races with the fireflies.", "endoftext": false }, { "action": "Hello", "response": "A few of the fairies hear you and fly over to you. They swirl about your head in dizzying circles and play with strands of your hair, while chanting, \"Hello! Goodbye! Hello! Goodbye!\"", "endoftext": false }, { "action": "You ask the fairies about dryad", "response": "Giggles swirl through the air as the fairies dart about and circle around you. \"He's big and scary, but don't let that fill you with fear. He is only brimming with solstice cheer!\" The fairies scatter and fly about in different directions.", "endoftext": false }, { "action": "You examine the flowers", "response": "Flower fairies play gaily on the petals of the white poinsettias. When a firefly passes close by to one of the flowers close by, you notice a little wand resting on its petals.", "endoftext": false }, { "action": "You examine the wand", "response": "The wand resting on the flower petal appears to belong to the fairies, but none are looking after it at the moment. The wand appears to be bluish in color.", "endoftext": false }, { "action": "You get the wand", "response": "You reach for the little wand, but just as you are about to grasp it, one of the flower fairies darts through the air and swats your fingers with his wand. Another fairy rushes over as well and chides her companion in a bell-like high-pitched voice, \"You must take better care to guard the wands!\" A little later, you see the fairies become distracted by a game the others seem to be playing with the light bugs and fly off to join in.", "endoftext": false }, { "action": "You go east", "response": "Forest Vale (East)\nThe sunken vale continues back to the west. Fireflies dance about in the air on this side of the vale as well illuminating the space beneath the thick covering of branches above. Another bed of white poinsettia flowers grows here in the soft earth.", "endoftext": false }, { "action": "You look at the flowers", "response": "The patch of white poinsettias shines beautifully in the blue-green firefly light.", "endoftext": false }, { "action": "You get the flower", "response": "The white poinsettias look so fresh and beautiful that you decide to leave them to grow in peace.", "endoftext": false }, { "action": "You catch the fireflies", "response": "You do your best to capture one of the fireflies, but they fly away from you too quickly. They look more lovely from a distance anyway.", "endoftext": false }, { "action": "You look at the fireflies", "response": "The fireflies zip about this forest vale. Their illuminated bodies blink serenely on and off and bathe this entire area in soft blue-green light.", "endoftext": false }, { "action": "You look at the branches", "response": "The forest is full of magnificent tall fir trees. They fill the wood with a wonderful fresh pine scent.", "endoftext": false }, { "action": "You go west", "response": "Forest Vale (West)\nEven though this area is much deeper than the rest of the forest, the thick canopy of branches high above has blocked the snow from collecting here. The moonlight has also been blocked by the thick covering of branches. Fortunately, dozens of fireflies have congregated here and illuminate the darkness sufficiently.\n\nIn the firefly light, you see a bed of strikingly beautiful white poinsettias. Little flying fairies dance and sing on the flower petals. You glance about the area and notice that this forest vale continues to the east.", "endoftext": false }, { "action": "You ask Fairies, to go east", "response": "They merely laugh and fly in chaotic circles around your head.", "endoftext": false }, { "action": "You take the wand", "response": "You reach again for the wand, but just at the last moment, one of the fairies dashes through the air and shoots dazzling light rays toward you from her green wand. The brilliant flashings cause you to take several steps backwards. The fairy twirls a few times in the air, nods in satisfaction, and flies back to the others.", "endoftext": false }, { "action": "You go to the south", "response": "You carefully climb up the slope and step back into the stone-lined path. The chill of the blowing breeze sends shivers up your spine.\n\nYou are standing in the middle of a stone lined path that leads through the snow-covered forest from the northwest to the east. To the north, the ground dips down much lower than the path upon which you now stand.", "endoftext": false }, { "action": "You go to the northwest", "response": "A path, outlined upon the snow-covered ground by two rows of stones, begins here and continues to the southeast. Moonbeams streak through the tops of the giant fir trees illuminating your way.", "endoftext": false }, { "action": "You go north", "response": "The powdery white snow has become slushy in this direction, and you sink in to your knees. You can scarcely make out the silhouettes of the forest trees against the starry midnight sky to the south and southwest. The gleaming snow-covered hills continue to the west.", "endoftext": false }, { "action": "You go to the west", "response": "Snow covered peaks and valleys continue to the horizon as far as your eyes can see while the midnight sky above is speckled with fine points of light. The snowy hills continue all across the northern horizon and the forest lies to the south.\n\nOff in the distance to the northern hills beyond, you spot a tall figure walking in front of a white horse. You can faintly hear the jingling of bells which fades away as the two of them disappear behind one of the distant snowy hills.", "endoftext": false }, { "action": "You go to the north", "response": "You walk up and down the nearby snowy hills, but soon become lost and eventually find yourself back where you started.\n\nOff in the distance to the northern hills beyond, you spot a tall figure walking in front of a white horse. You can faintly hear the jingling of bells which fades away as the two of them disappear behind one of the distant snowy hills.", "endoftext": false }, { "action": "Go south", "response": "The oak dryad peers down at you as you stand in this small clearing in the dark wood. The moonlight filters through his dark bare branches and makes unusual patterns on the snowy ground. A path runs through the little clearing from the east to the west, but many other directions appear passable as well.\n\nA lit lantern hangs just within your reach from one of the long twisted branches of the oak.", "endoftext": false }, { "action": "Go south", "response": "The silvery moonlight softly illuminates the nearby branches of this dense forest and reflects from snowy patches along the cold ground. Although your range of sight is limited by the darkness, the brambles appear passable to the north and southwest. A glowing orb to the north sends streaks of yellow light through the gnarled branches.", "endoftext": false }, { "action": "You go southwest", "response": "As you walk to the southwest, the forest becomes much denser and more foreboding. The underbrush turns into a prickly thicket and you become hopelessly lost. You wander about for a time before finally reaching the edge of the dense forest again.", "endoftext": false }, { "action": "You go south", "response": "Alas! The brambles are impassable in that direction.", "endoftext": false }, { "action": "You go south", "response": "The forest edge lies to the northeast and the gently rolling snowy hills continue no further than a row of hedges to the southwest. Three large round snowballs have been stacked atop one another directly in front of one spot along the row of hedges. Two spindly twigs jut out on either side of the middle snowball.", "endoftext": false }, { "action": "You go east", "response": "The underbrush is too thick in that direction.", "endoftext": false }, { "action": "You go west", "response": "You walk up and down the nearby snowy hills, but soon become lost and eventually find yourself back where you started.\n\nA little white snow sprite carrying a golden bell runs across the snowy hills laughing and tumbling. As soon as it spots you, it runs right up to you stops just a few feet away.", "endoftext": false }, { "action": "You look at the bell", "response": "The little golden bell is highly polished and has a lustrous sheen in the moonlight.", "endoftext": false }, { "action": "You ask the sprite about the bell", "response": "The snow imp cuddles the bell lovingly, \"So small, so shiny! My beautiful ... beautiful ... bell.\" He lets out a sudden giggle and starts waving it over his head tauntingly.", "endoftext": false }, { "action": "You ask the sprite about the snowman", "response": "The snowsprite stares at you with great attention as you speak. When you finish, he straightens up very seriously as if about to give a prophetic oration but says only, \"What?\"\n\nThe snow sprite does flips and cartwheels across the top of the snow and then suddenly disappears beneath.", "endoftext": false }, { "action": "You take the stones", "response": "You retrieve the handful of rocks from the long, thin stocking.", "endoftext": false }, { "action": "You put hat on the snowball", "response": "You lay the black hat atop the snowman's bare head. He now looks much more handsome, but alas, he has no face!", "endoftext": false }, { "action": "You put the stones on the top snowball", "response": "On second thought, that just does not seem to be quite right.\n\nA little white snow sprite runs right by you carrying a large golden bell in both its hands over its head. It giggles and laughs mischievously, then does a few somersaults and disappears back into the snow.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na handful of grey stones\na stocking\nhandsome leather shoes\na candle stick", "endoftext": false }, { "action": "You examine the hedges", "response": "The hedges that have grown to approximately twice your height have been formed into a neat row which runs northwest to southeast.\n\nOff in the distance to the northern hills beyond, you spot a tall figure walking in front of a white horse. You can faintly hear the jingling of bells which fades away as the two of them disappear behind one of the distant snowy hills.", "endoftext": false }, { "action": "You go to the south-west", "response": "Alas, the snowman is blocking your way.\n\nYou hear a ringing bell in the distance and can barely make out a little snow sprite running across the hilltops in the distance.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na handful of grey stones\na stocking\nhandsome leather shoes\na candle stick\n\nYou hear a ringing bell in the distance and can barely make out a little snow sprite running across the hilltops in the distance.", "endoftext": false }, { "action": "You give the stones to the snowman", "response": "The snowman does not seem interested.\n\nA little white snow sprite runs right by you carrying a large golden bell in both its hands over its head. It giggles and laughs mischievously, then does a few somersaults and disappears back into the snow.", "endoftext": false }, { "action": "You examine the top snowball", "response": "The snowman is made up of three stacked snowballs. Two twigs jut out of either side of the middle snowball to form his spindly arms. The snowman is now looking much more handsome now that you have adorned him with the fine black top hat.", "endoftext": false }, { "action": "You go north", "response": "This is the edge of a vast expanse of snowy hills that continue to the north and northeast. The hills are completely covered in powdery white snow that glistens in the soft moonlight. A path extends from the northwest to the east. The forest continues in all other directions.", "endoftext": false }, { "action": "You go to the west", "response": "The underbrush soon becomes too thick in that direction.\n\nA little white snow sprite runs right by you carrying a large golden bell in both its hands over its head. It giggles and laughs mischievously, then does a few somersaults and disappears back into the snow.", "endoftext": false }, { "action": "You go southwest", "response": "The underbrush soon becomes too thick in that direction.", "endoftext": false }, { "action": "You ascend", "response": "You push open the trap door and climb up into the cottage. The trap door swings closed with a thud behind you.\n\nThe cottage is warm and cozy. Burning candles resting in sconces along the walls twinkle brightly illuminating the room in flickering yellow light. The cottage appears to be just a one-room dwelling. The front door is closed to the west. A large walk-in wardrobe has been pushed up against one of the walls; its door hangs open. The portion of the room near the trap door would seem to serve as the kitchen equipped with cupboards from which hang cups and saucers. Near the center of the room stands a modest table surrounded by a few chairs. Centered in the middle of the table is a large glass dome that is now empty. Aside from various knickknacks strewn about, you notice a large couch with fluffy pillows facing the fireplace. A large black kettle hangs in the fireplace above a raging fire.\n\nMany beautiful blue, translucent orbs float and lilt through the air inside this cozy cottage.", "endoftext": false }, { "action": "You examine the fire", "response": "Within the fireplace, long fingers of orange flame lap at the bottom of the large black kettle inciting the water within to boil and churn.", "endoftext": false }, { "action": "You take the kettle", "response": "You are unable to move that.", "endoftext": false }, { "action": "You put the stones in the kettle", "response": "You toss the grey stones into the kettle. The water froths briefly, but nothing else seems to change. You try to lean over the kettle to see the grey stones inside, but the rising steam is simply too hot.", "endoftext": false }, { "action": "You pour the kettle on the fire", "response": "Alas! That sentence is not understandable.", "endoftext": false }, { "action": "You put the stocking in the kettle", "response": "You worry that putting the stocking into the boiling water would destroy it.", "endoftext": false }, { "action": "You empty kettle", "response": "Alas, the black kettle is scaldingly hot.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na handful of grey stones\na stocking\nhandsome leather shoes\na candle stick", "endoftext": true }, { "action": "Go downward", "response": "You open the trap door and climb down. The trap door closes behind you.\n\nThis is a dark crawl space beneath the wooden cottage. When you try to stand upright, you nearly bang your head upon a wooden surface above you. As you look up at the ceiling of this crawl space, you see faint streaks of yellow light seeping through the wooden ceiling in the pattern of a large rectangle.", "endoftext": false }, { "action": "You look at the snow", "response": "(the snow)\nThe ground is covered in some places and dotted in others by fluffy white snow.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na handful of snow\na handful of grey stones\na stocking\nhandsome leather shoes\na candle stick", "endoftext": false }, { "action": "You put the snow in the stocking", "response": "(the handful of snow in the stocking)\nYou decide to keep the handful of snow out of the stocking after all.", "endoftext": false }, { "action": "You put the snow in the fire", "response": "The snow instantly melts and then vaporizes in the orange flames. The fire dims briefly in the spot where the snow fell, but then quickly reignites and burns brightly.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na handful of grey stones\na stocking\nhandsome leather shoes\na candle stick", "endoftext": true }, { "action": "You look around", "response": "The cottage is warm and cozy. Burning candles resting in sconces along the walls twinkle brightly illuminating the room in flickering yellow light. The cottage appears to be just a one-room dwelling. The front door is closed to the west. A large walk-in wardrobe has been pushed up against one of the walls; its door hangs open. The portion of the room near the trap door would seem to serve as the kitchen equipped with cupboards from which hang cups and saucers. Near the center of the room stands a modest table surrounded by a few chairs. Centered in the middle of the table is a large glass dome that is now empty. Aside from various knickknacks strewn about, you notice a large couch with fluffy pillows facing the fireplace. A large black kettle hangs in the fireplace above a raging fire.\n\nMany beautiful blue, translucent orbs float and lilt through the air inside this cozy cottage.", "endoftext": false }, { "action": "You empty kettle", "response": "Alas, the black kettle is scaldingly hot.", "endoftext": false }, { "action": "You examine the fire", "response": "Within the fireplace, long fingers of orange flame lap at the bottom of the large black kettle inciting the water within to boil and churn.", "endoftext": false }, { "action": "You put the stones in the kettle", "response": "You toss the grey stones into the kettle. The water froths briefly, but nothing else seems to change. You try to lean over the kettle to see the grey stones inside, but the rising steam is simply too hot.", "endoftext": false }, { "action": "You look in the kettle", "response": "You try to lean over the kettle to see the water inside, but the rising steam is simply too hot.", "endoftext": true }, { "action": "Go downward", "response": "You open the trap door and climb down. The trap door closes behind you.\n\nThis is a dark crawl space beneath the wooden cottage. When you try to stand upright, you nearly bang your head upon a wooden surface above you. As you look up at the ceiling of this crawl space, you see faint streaks of yellow light seeping through the wooden ceiling in the pattern of a large rectangle.", "endoftext": false }, { "action": "You go south", "response": "The forest thins slightly near this side of the house, but traversal in this area is hindered by the dense underbrush. From this vantage point, you can see that the wooden cottage to the north sits up above the ground on short stilts.", "endoftext": false }, { "action": "You go to the northwest", "response": "Snow covered peaks and valleys continue to the horizon as far as your eyes can see while the midnight sky above is speckled with fine points of light. The snowy hills continue all across the northern horizon and the forest lies to the south.", "endoftext": false }, { "action": "You go west", "response": "The vast expanse of snowy hills continue in nearly all directions. A tall mountain rises to the west, and you can barely make out the forest edge to the southeast.\n\nOff in the distance to the northern hills beyond, you spot a tall figure walking in front of a white horse. You can faintly hear the jingling of bells which fades away as the two of them disappear behind one of the distant snowy hills.", "endoftext": false }, { "action": "You go to the west", "response": "This is the base of a giant mountain to the north. The rocky landscape continues to the west. Snow-covered plateaus glisten in the moonlight high above. The path stops just in front of the mouth of a cave in the mountainside to the west. Railroad tracks lead from deep inside the cave to a large pile of round stones a few yards from the cave entrance. Looking to the east and southeast, you see the edge of the snowy hills. The mountainous terrain appears impassable in other directions.\n\nYou hear the faint groaning of creaky wheels echoing from within the cave. The scraping of metal becomes louder and louder, and suddenly an old mining cart filled with small grey stones emerges from the cave entrance. A stocky, pug-nosed dwarf with a lit candle on his hat pushes the cart along the tracks from behind. Quite oblivious or unconcerned by your presence, he continues pushing the cart until it reaches the stone pile where he dumps his load of stones. He then slowly marches around the cart to the other side and pushes it back into the darkness of the cave.", "endoftext": false }, { "action": "You take the stones", "response": "You scoop up a handful of the grey rocks, but hear the gnome returning from within the mine, so you quickly step away from the rock pile.\n\nYou hear the faint groaning of creaky wheels echoing from within the cave. The scraping of metal becomes louder and louder, and suddenly an old mining cart filled with small grey stones emerges from the cave entrance. A stocky, pug-nosed dwarf with a lit candle on his hat pushes the cart along the tracks from behind. Quite oblivious or unconcerned by your presence, he continues pushing the cart until it reaches the stone pile where he dumps his load of stones. He then slowly marches around the cart to the other side and pushes it back into the darkness of the cave.", "endoftext": false }, { "action": "You put the stones in the stocking", "response": "(the handful of grey stones in the stocking)\nYou put the handful of rocks into the stocking.", "endoftext": false }, { "action": "You take the stones", "response": "(the rock pile)\nYou scoop up a handful of the grey rocks, but hear the gnome returning from within the mine, so you quickly step away from the rock pile.\n\nYou hear the faint groaning of creaky wheels echoing from within the cave. The scraping of metal becomes louder and louder, and suddenly an old mining cart filled with small grey stones emerges from the cave entrance. A stocky, pug-nosed dwarf with a lit candle on his hat pushes the cart along the tracks from behind. Quite oblivious or unconcerned by your presence, he continues pushing the cart until it reaches the stone pile where he dumps his load of stones. He then slowly marches around the cart to the other side and pushes it back into the darkness of the cave.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na handful of grey stones\na stocking (which is empty)\nhandsome leather shoes\na candle stick", "endoftext": false }, { "action": "Go southeast", "response": "This is the edge of a vast expanse of snowy hills that continue to the north and northeast. The hills are completely covered in powdery white snow that glistens in the soft moonlight. A path extends from the northwest to the east. The forest continues in all other directions.", "endoftext": false }, { "action": "You take the cup", "response": "The wardrobe doors creak as you open them.\n\nYou cannot seem to find that here.", "endoftext": false }, { "action": "You enter the wardrobe", "response": "The wardrobe is much too small and cluttered.", "endoftext": false }, { "action": "You examine the fireplace", "response": "The large fireplace is made of red bricks. A raging fire blazes in the hearth causing the kettle's water to boil ferociously.", "endoftext": false }, { "action": "You examine the ceiling", "response": "(the trap door)\nThe trap door is made of the same wood as the rest of the floor. There is a notch in one side which provides a grip so that it may be raised.", "endoftext": false }, { "action": "You examine the saucer", "response": "The kitchen is equipped with ordinary household items.", "endoftext": false }, { "action": "You take the cups", "response": "You are unable to move that.", "endoftext": false }, { "action": "You turn the bottom ring", "response": "You turn the bottom ring to the right and it clicks into place once offset by a quarter turn. Simultaneously, the top ring moves one quarter turn to the right as well.\n\nThe etchings of the vertically stacked rings line up in four columns at equal distances around the circumference. Looking at the column of etchings above the embossed arrow, the top ring carving resembles a wreath, the middle ring etching is a star, and the bottom ring etching is a wreath.", "endoftext": false }, { "action": "You sit on the couch", "response": "The couch pillows are soft and cushy. You relax and feel the warmth of the fire. You let out a blissful sigh before standing back up again to continue exploring the cottage.", "endoftext": false }, { "action": "You sit on the chair", "response": "You sit down upon the chair, drum your fingers on the table, and then get back to exploring the cabin.", "endoftext": false }, { "action": "You listen", "response": "You strain to hear the song of an owl off in the distance.", "endoftext": false }, { "action": "You listen", "response": "You stand perfectly still for as long as you can bear it.", "endoftext": false }, { "action": "You go west", "response": "Forest Vale (West)\nEven though this area is much deeper than the rest of the forest, the thick canopy of branches high above has blocked the snow from collecting here. The moonlight has also been blocked by the thick covering of branches. Fortunately, dozens of fireflies have congregated here and illuminate the darkness sufficiently.\n\nIn the firefly light, you see a bed of strikingly beautiful white poinsettias. Little flying fairies dance and sing on the flower petals. You glance about the area and notice that this forest vale continues to the east.", "endoftext": false }, { "action": "You ask the fairies about the imp", "response": "One of the fairies flies close by and crosses his arms, \"That snow imp has played one too many a trick. An errant snowball buried dear Dereshel dashedly quick!\" After shaking his head in dismay, he flies back with the others.", "endoftext": false }, { "action": "You go to the south", "response": "You carefully climb up the slope and step back into the stone-lined path. The chill of the blowing breeze sends shivers up your spine.\n\nYou are standing in the middle of a stone lined path that leads through the snow-covered forest from the northwest to the east. To the north, the ground dips down much lower than the path upon which you now stand.", "endoftext": false }, { "action": "You throw the snow at the fairies", "response": "The fairies dart out of the way of your flying snowball. From behind, you hear a high-pitched, \"Hmph!\" and are doused by a momentarily blinding ray of sparkling fairy light.", "endoftext": false }, { "action": "You take the wand", "response": "You reach again for the wand, but just at the last moment, one of the fairies dashes through the air and shoots dazzling light rays toward you from her green wand. The brilliant flashings cause you to take several steps backwards. The fairy twirls a few times in the air, nods in satisfaction, and flies back to the others.", "endoftext": false }, { "action": "You go to the south-west", "response": "The underbrush soon becomes too thick in that direction.\n\nSuddenly, you are smacked in the head by a snowball. You whirl about to see a devilish little snow sprite giggling at you. It suddenly jumps up, does a back flip and then disappears into the snow.", "endoftext": false }, { "action": "You listen", "response": "You hear only the whispering wind murmuring soft secrets which, alas, you cannot understand.\n\nOff in the distance to the northern hills beyond, you spot a tall figure walking in front of a white horse. You can faintly hear the jingling of bells which fades away as the two of them disappear behind one of the distant snowy hills.", "endoftext": false }, { "action": "You wait for a while", "response": "You hear only the whispering wind murmuring soft secrets which, alas, you cannot understand.\n\nA little white snow sprite runs right by you carrying a large golden bell in both its hands over its head. It giggles and laughs mischievously, then does a few somersaults and disappears back into the snow.", "endoftext": false }, { "action": "You put the stones in the snow", "response": "(the snow)\nThat does not seem to be able to contain anything.\n\nA little white snow sprite runs right by you carrying a large golden bell in both its hands over its head. It giggles and laughs mischievously, then does a few somersaults and disappears back into the snow.\n\nYour handful of snow finally melts and slips through your fingers.", "endoftext": false }, { "action": "Go west", "response": "The underbrush soon becomes too thick in that direction.\n\nA little white snow sprite carrying a golden bell runs across the snowy hills laughing and tumbling. As soon as it spots you, it runs right up to you stops just a few feet away.", "endoftext": true }, { "action": "You describe your surroundings", "response": "This is the edge of a vast expanse of snowy hills that continue to the north and northeast. The hills are completely covered in powdery white snow that glistens in the soft moonlight. A path extends from the northwest to the east. The forest continues in all other directions.\n\nA mischievous little snow sprite is standing here making faces at you and giggling.", "endoftext": false }, { "action": "You take the snow", "response": "(the snow sprite)\nThe little snow sprite is much too quick for you.\n\nThe snow sprite does flips and cartwheels across the top of the snow and then suddenly disappears beneath.", "endoftext": false }, { "action": "You take the snow", "response": "You reach down and pick up a handful of snow.\n\nSuddenly, you are smacked in the head by a snowball. You whirl about to see a devilish little snow sprite giggling at you. It suddenly jumps up, does a back flip and then disappears into the snow.", "endoftext": false }, { "action": "You go south", "response": "The forest edge lies to the northeast and the gently rolling snowy hills continue no further than a row of hedges to the southwest. A snowman stands here in front of the hedges.", "endoftext": false }, { "action": "Wait", "response": "You hear only the whispering wind murmuring soft secrets which, alas, you cannot understand.\n\nSuddenly, you are smacked in the head by a snowball. You whirl about to see a devilish little snow sprite giggling at you. It suddenly jumps up, does a back flip and then disappears into the snow.", "endoftext": false }, { "action": "You wait for a while", "response": "You hear only the whispering wind murmuring soft secrets which, alas, you cannot understand.\n\nA little white snow sprite runs right by you carrying a large golden bell in both its hands over its head. It giggles and laughs mischievously, then does a few somersaults and disappears back into the snow.", "endoftext": false }, { "action": "Wait", "response": "You hear only the whispering wind murmuring soft secrets which, alas, you cannot understand.\n\nYour handful of snow finally melts and slips through your fingers.", "endoftext": false }, { "action": "You get the snow", "response": "(the snow)\nYou reach down and pick up a handful of snow.", "endoftext": false }, { "action": "Wait", "response": "You hear only the whispering wind murmuring soft secrets which, alas, you cannot understand.\n\nYou hear a ringing bell in the distance and can barely make out a little snow sprite running across the hilltops in the distance.", "endoftext": false }, { "action": "You wait awhile", "response": "You hear only the whispering wind murmuring soft secrets which, alas, you cannot understand.\n\nA little white snow sprite runs right by you carrying a large golden bell in both its hands over its head. It giggles and laughs mischievously, then does a few somersaults and disappears back into the snow.\n\nYour handful of snow finally melts and slips through your fingers.", "endoftext": true }, { "action": "You look around", "response": "The forest edge lies to the northeast and the gently rolling snowy hills continue no further than a row of hedges to the southwest. A snowman stands here in front of the hedges.\n\nOff in the distance to the northern hills beyond, you spot a tall figure walking in front of a white horse. You can faintly hear the jingling of bells which fades away as the two of them disappear behind one of the distant snowy hills.", "endoftext": false }, { "action": "Wait", "response": "You hear only the whispering wind murmuring soft secrets which, alas, you cannot understand.\n\nA little white snow sprite carrying a golden bell runs across the snowy hills laughing and tumbling. As soon as it spots you, it runs right up to you stops just a few feet away.", "endoftext": false }, { "action": "You throw the snow at the sprite", "response": "(the handful of snow at the snow sprite)\nYou hurl the handful of snow at the little sprite. He lurches to the side to avoid being pelted. Even though the sprite is much to quick to be hit, he seems to have a newfound respect for you ... for a moment. But, then he pokes his tongue out at you and continues with his usual antics.", "endoftext": false }, { "action": "You get the snow", "response": "(the snow sprite)\nThe little snow sprite is much too quick for you.", "endoftext": false }, { "action": "You get snowball", "response": "You push and pull on round snowballs, but they do not seem to budge. You try even harder, but stop when you hear a muffled yelp.\n\nOff in the distance to the northern hills beyond, you spot a tall figure walking in front of a white horse. You can faintly hear the jingling of bells which fades away as the two of them disappear behind one of the distant snowy hills.", "endoftext": true }, { "action": "Look around", "response": "The forest edge lies to the northeast and the gently rolling snowy hills continue no further than a row of hedges to the southwest. A snowman stands here in front of the hedges.\n\nA mischievous little snow sprite is standing here making faces at you and giggling.\n\nThe snow sprite does flips and cartwheels across the top of the snow and then suddenly disappears beneath.", "endoftext": false }, { "action": "You use the stones", "response": "You will have to be more specific.", "endoftext": false }, { "action": "You get the snow", "response": "You reach down and pick up a handful of snow.\n\nYou hear a ringing bell in the distance and can barely make out a little snow sprite running across the hilltops in the distance.", "endoftext": false }, { "action": "You put the snow on the snowman", "response": "(the handful of snow on the snowman)\nOn second thought, that just does not seem to be quite right.", "endoftext": true }, { "action": "You look around", "response": "The forest edge lies to the northeast and the gently rolling snowy hills continue no further than a row of hedges to the southwest. A snowman stands here in front of the hedges.", "endoftext": false }, { "action": "You go east", "response": "The underbrush is too thick in that direction.", "endoftext": false }, { "action": "You go north", "response": "This is the edge of a vast expanse of snowy hills that continue to the north and northeast. The hills are completely covered in powdery white snow that glistens in the soft moonlight. A path extends from the northwest to the east. The forest continues in all other directions.", "endoftext": false }, { "action": "Go east", "response": "The oak dryad peers down at you as you stand in this small clearing in the dark wood. The moonlight filters through his dark bare branches and makes unusual patterns on the snowy ground. A path runs through the little clearing from the east to the west, but many other directions appear passable as well.\n\nA lit lantern hangs just within your reach from one of the long twisted branches of the oak.\n\nYour handful of snow finally melts and slips through your fingers.", "endoftext": false }, { "action": "Go east", "response": "A path, outlined upon the snow-covered ground by two rows of stones, begins here and continues to the southeast. Moonbeams streak through the tops of the giant fir trees illuminating your way.", "endoftext": false }, { "action": "You search the snow", "response": "The hills are completely covered by a thick layer of snow. You feet sink in quite a bit when you walk.\n\nYou hear a ringing bell in the distance and can barely make out a little snow sprite running across the hilltops in the distance.", "endoftext": false }, { "action": "You examine the hills", "response": "The powdery white snow has become slushy in this direction, and you sink in to your knees. You can scarcely make out the silhouettes of the forest trees against the starry midnight sky to the south and southwest. The gleaming snow-covered hills continue to the west.\n\nA little white snow sprite carrying a golden bell runs across the snowy hills laughing and tumbling. As soon as it spots you, it runs right up to you stops just a few feet away.", "endoftext": false }, { "action": "Wait", "response": "A gentle breeze tosses about the thin fabric of your dress.", "endoftext": false }, { "action": "You go northwest", "response": "In the hemisphere of your sight, the horizon to your feet is a blur of white peaks and valleys, while the entire starry sky above is a deep midnight blue that is pierced by the gleaming full silvery moon.\n\nSuddenly, you are smacked in the head by a snowball. You whirl about to see a devilish little snow sprite giggling at you. It suddenly jumps up, does a back flip and then disappears into the snow.", "endoftext": false }, { "action": "You go to the north", "response": "You wander up and down the snow-covered hills, but eventually find yourself back where you started.\n\nA little white snow sprite runs right by you carrying a large golden bell in both its hands over its head. It giggles and laughs mischievously, then does a few somersaults and disappears back into the snow.", "endoftext": false }, { "action": "You go east", "response": "The powdery white snow has become slushy in this direction, and you sink in to your knees. You can scarcely make out the silhouettes of the forest trees against the starry midnight sky to the south and southwest. The gleaming snow-covered hills continue to the west.\n\nA mischievous little snow sprite is standing here making faces at you and giggling.", "endoftext": false }, { "action": "You go to the north-east", "response": "The forest has thinned in this area at the foothills of a great mountain range that lies to the north. In the moonlight, you see that the undergrowth has thinned to the southwest which leads toward the forest. A small hole, barely noticeable in the shadows, extends into the mountain directly to the north.", "endoftext": false }, { "action": "You examine the hole", "response": "The hole is incredibly dark and menacing.", "endoftext": false }, { "action": "You go north", "response": "The hole is incredibly dark and menacing, so you decide against entering.", "endoftext": false }, { "action": "Go west", "response": "You see the dwarf retreat into the darkness of the tunnel to the north as he pushes the old rusty miner's cart.\n\nInside the cave, you can barely make out the shapes within this chamber. The moonlight trickles in barely illuminating the metal tracks upon which the cart rolls. The tracks appear to originate from somewhere in a tunnel to the north and then divide here in this chamber. One set of tracks leads back out to the east while the other continues into a tunnel to the southwest. Near the junction of the tracks, you can barely see a tall metal lever reflecting in the moonlight.", "endoftext": false }, { "action": "You wait a while", "response": "Time passes.\n\nYou hear the faint grinding of the miner's cart on the tracks as it returns from the tunnel to the north. The cart rolls into the cave and follows the tracks which now lead into the cave to the southwest. The dwarf passes by oblivious to your presence.", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\nThe miner's cart emerges from the tunnel to the southwest and rides upon the tracks until it crosses over the junction. The dwarf then hobbles around to the other side of the cart and stops its motion. He emerges from the back side of the cart and pulls the lever back. A loud clap thunders through the caves as the track is connected back to the tracks leading east. As he pushes the cart out of the mine, the dwarf curves his mouth downward in a mean pout and narrows his beady black eyes at you.", "endoftext": false }, { "action": "Go east", "response": "You pass by the dwarf pushing his empty cart as you exit the cave.\n\nThis is the base of a giant mountain to the north. The rocky landscape continues to the west. Snow-covered plateaus glisten in the moonlight high above. The path stops just in front of the mouth of a cave in the mountainside to the west. Railroad tracks lead from deep inside the cave to a large pile of round stones a few yards from the cave entrance. Looking to the east and southeast, you see the edge of the snowy hills. The mountainous terrain appears impassable in other directions.", "endoftext": false }, { "action": "You examine the pile", "response": "The tall rock pile is made up of hundreds and hundreds of small, grey rounded stones.", "endoftext": false }, { "action": "You get the stones", "response": "(the rock pile)\nYou scoop up a handful of the grey rocks, but hear the gnome returning from within the mine, so you quickly step away from the rock pile.\n\nYou hear the faint groaning of creaky wheels echoing from within the cave. The scraping of metal becomes louder and louder, and suddenly an old mining cart filled with small grey stones emerges from the cave entrance. A stocky, pug-nosed dwarf with a lit candle on his hat pushes the cart along the tracks from behind. Quite oblivious or unconcerned by your presence, he continues pushing the cart until it reaches the stone pile where he dumps his load of stones. He then slowly marches around the cart to the other side and pushes it back into the darkness of the cave.", "endoftext": false }, { "action": "Go east", "response": "The vast expanse of snowy hills continue in nearly all directions. A tall mountain rises to the west, and you can barely make out the forest edge to the southeast.", "endoftext": false }, { "action": "You give the stones to the dryad", "response": "\"But so dull and lifeless be the lot, you must now make them piping hot!\" The dryad peers at you discriminatingly, \"But what's this? You have so few! No, no little one, that will never do.\"", "endoftext": false }, { "action": "You put the stocking on the fireplace", "response": "You put the stocking on the mantle.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nhandsome leather shoes\na candle stick", "endoftext": false }, { "action": "You look in the stocking", "response": "The brown stocking is long and thin.", "endoftext": false }, { "action": "You examine the mantle", "response": "The large fireplace is made of red bricks. A raging fire blazes in the hearth causing the kettle's water to boil ferociously. On the mantle, you see a stocking, inside which contains a handful of grey stones.", "endoftext": false }, { "action": "Tie stocking", "response": "What do you want to tie the stocking to?", "endoftext": false }, { "action": "You take the stocking", "response": "Taken.", "endoftext": false }, { "action": "You go to the north-west", "response": "As you walk, the forest thins and soon, you leave it behind entirely.\n\nThe vast expanse of snowy hills continue in nearly all directions. A tall mountain rises to the west, and you can barely make out the forest edge to the southeast.", "endoftext": false }, { "action": "You fill the stocking with the stones", "response": "(the rock pile)\nYou scoop up a handful of the round rocks, but hear the gnome returning from within the mine, so you quickly step away from the rock pile.\n\nYou hear the faint groaning of creaky wheels echoing from within the cave. The scraping of metal becomes louder and louder, and suddenly an old mining cart filled with small grey stones emerges from the cave entrance. A stocky, pug-nosed dwarf with a lit candle on his hat pushes the cart along the tracks from behind. Quite oblivious or unconcerned by your presence, he continues pushing the cart until it reaches the stone pile where he dumps his load of stones. He then slowly marches around the cart to the other side and pushes it back into the darkness of the cave.", "endoftext": false }, { "action": "You fill the stocking with stones", "response": "(the rock pile)\nYou quickly fill the stocking with as many of the round grey stones as you can.", "endoftext": false }, { "action": "Go southeast", "response": "This is the edge of a vast expanse of snowy hills that continue to the north and northeast. The hills are completely covered in powdery white snow that glistens in the soft moonlight. A path extends from the northwest to the east. The forest continues in all other directions.", "endoftext": false }, { "action": "You go southeast", "response": "The underbrush soon becomes too thick in that direction.\n\nSuddenly, you are smacked in the head by a snowball. You whirl about to see a devilish little snow sprite giggling at you. It suddenly jumps up, does a back flip and then disappears into the snow.", "endoftext": false }, { "action": "You put the stocking in the kettle", "response": "You empty the stockingful of grey stones into the boiling water which instantly froths and churns. The water hisses furiously and then bubbles up over the rim of the kettle. The hot liquid flows over the side of the black kettle and falls onto the tall orange flames below. You stand back as clouds of steam and soot pour forth from the hearth. When the steam clears, you see the flames have been extinguished.\n\nAs the warm air in the room begins to escape through the chimney now that the burning fire has been extinguished, the baubles which had been placidly lilting about the room suddenly rush to the fireplace and in an instant are swept up into the chimney and out the top. You rush over to one of the windows and pull back the drape. You can see the baubles, with their perfectly rounded surfaces shining in the moonlight, up high in the air and slowly drifting to the northwest.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na stocking\nhandsome leather shoes\na candle stick", "endoftext": false }, { "action": "You go northwest", "response": "The front of a small wooden cottage faces to the west on the far side of this forest clearing. Without the concealing canopy of branches, you see shiny points of light twinkle in the dark sky. The underbrush has grown thick in this area, but it has been cleared away to the east and also looks passable to the southeast. The stone-lined path leads back into the forest to the west. The windows of the cottage appear dark, but curls of smoke billow from the chimney.", "endoftext": false }, { "action": "You ask the dryad about yourself", "response": "The dryad looks down at you with mischievous eyes and exclaims, \"Children? Ah, yes I've seen a few. And over the years, I may have eaten one or two!\"", "endoftext": false }, { "action": "You ask the dryad about the dryad", "response": "\"A deep booming voice responds, \"I am the dryad that guards this tree, now be on your way and let me be!\"\n\nYou suddenly hear a rustling above you, but before you can react, you are pummeled by clumps of snow as the icy patches are dislodged from the branches above.", "endoftext": false }, { "action": "You ask the dryad about the lantern", "response": "\"No, no!\" chides the oak, \"I need this pretty glowing light to show my cheer for solstice night!\"", "endoftext": false }, { "action": "Go north", "response": "In the hemisphere of your sight, the horizon to your feet is a blur of white peaks and valleys, while the entire starry sky above is a deep midnight blue that is pierced by the gleaming full silvery moon.\n\nA little white snow sprite runs right by you carrying a large golden bell in both its hands over its head. It giggles and laughs mischievously, then does a few somersaults and disappears back into the snow.", "endoftext": false }, { "action": "Go east", "response": "Snow covered peaks and valleys continue to the horizon as far as your eyes can see while the midnight sky above is speckled with fine points of light. The snowy hills continue all across the northern horizon and the forest lies to the south.\n\nA little white snow sprite runs right by you carrying a large golden bell in both its hands over its head. It giggles and laughs mischievously, then does a few somersaults and disappears back into the snow.", "endoftext": false }, { "action": "You look at the sky", "response": "The night sky is a marvelous shade of midnight blue. It is the perfect backdrop for the thousands of scintillating points of starlight.", "endoftext": false }, { "action": "Go east", "response": "The powdery white snow has become slushy in this direction, and you sink in to your knees. You can scarcely make out the silhouettes of the forest trees against the starry midnight sky to the south and southwest. The gleaming snow-covered hills continue to the west.\n\nA mischievous little snow sprite is standing here making faces at you and giggling.\n\nOff in the distance to the northern hills beyond, you spot a tall figure walking in front of a white horse. You can faintly hear the jingling of bells which fades away as the two of them disappear behind one of the distant snowy hills.", "endoftext": false }, { "action": "You go northeast", "response": "The snow is far too cold and wet to travel upon in that direction.\n\nThe snow sprite does flips and cartwheels across the top of the snow and then suddenly disappears beneath.", "endoftext": true }, { "action": "You fill the stocking with the stones", "response": "You have already taken a large quantity of the gnome's ore. It would be impolite to remove any more.", "endoftext": false }, { "action": "You go southeast", "response": "You are standing in the middle of a stone lined path that leads through the snow-covered forest from the northwest to the east. To the north, the ground dips down much lower than the path upon which you now stand.\n\nYou suddenly hear a rustling above you, but before you can react, you are pummeled by clumps of snow as the icy patches are dislodged from the branches above.", "endoftext": false }, { "action": "You go east", "response": "The front of a small wooden cottage faces to the west on the far side of this forest clearing. Without the concealing canopy of branches, you see shiny points of light twinkle in the dark sky. The underbrush has grown thick in this area, but it has been cleared away to the east and also looks passable to the southeast. The stone-lined path leads back into the forest to the west. The windows of the cottage appear dark, but curls of smoke billow from the chimney.", "endoftext": false }, { "action": "Go east", "response": "The wooden floorboards creak and groan as you tread upon them. The front door is closed to the east, and a short flight of steps lead back to the forest clearing.", "endoftext": false }, { "action": "Go up", "response": "You push open the trap door and climb up into the cottage. The trap door swings closed with a thud behind you.\n\nThe cottage is warm and cozy. Burning candles resting in sconces along the walls twinkle brightly illuminating the room in flickering yellow light. The cottage appears to be just a one-room dwelling. The front door is closed to the west. A large walk-in wardrobe has been pushed up against one of the walls; its door hangs open. The portion of the room near the trap door would seem to serve as the kitchen equipped with cupboards from which hang cups and saucers. Near the center of the room stands a modest table surrounded by a few chairs. Centered in the middle of the table is a large glass dome that is now empty. Aside from various knickknacks strewn about, you notice a large couch with fluffy pillows facing the fireplace.\n\nSoft pink and blue lights emanate from the black kettle in the fireplace as it hangs above smoldering embers.", "endoftext": false }, { "action": "You look in the kettle", "response": "You peer over the lip of the kettle and see dazzling pastel colors emanating from the round rocks. Shimmering hues of pinks, purples, and blues brighten the darkened fireplace with magical light.", "endoftext": false }, { "action": "You take the rocks", "response": "You scoop the brightly glowing rocks out of the tepid water remaining in the kettle and fill the stocking with them.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na stocking\nshining fairy glow rocks (providing light)\nhandsome leather shoes\na candle stick", "endoftext": false }, { "action": "You give the rocks to the dryad", "response": "(first taking shining fairy glow rocks)\nYou wouldn't be able to hold all of the glow rocks in your hands, so you decide to leave them in the stocking.", "endoftext": false }, { "action": "You give stocking to the dryad", "response": "The dryad peers into your opened stocking and his gaping eyes fill with glee. He exclaims, \"Well! Now there is one fine solstice treat! Oh, I'm so pleased our paths did meet! Now, take this lamp to light your way, and may the morrow bring you one fine solstice day!\" You hold the stockingful of glowing rocks to the dryad, and he scoops it up with one of his gangly limbs. The dryad then flings the opened stocking with a grand swooping motion sending the multitudes of glowing rocks high into the air. Where the brightly lit rocks land, he grasps them with surrounding twigs. The oak is lit with the brightly colored stones from tip to trunk in glowing purple, pink and blue hues. The dryad's eyes curve into blissful arcs and you can see his mouth curved in a huge grin. The branch supporting the lantern dips down well within your reach.", "endoftext": false }, { "action": "You take the lantern", "response": "Taken.\n\nYou suddenly hear a rustling above you, but before you can react, you are pummeled by clumps of snow as the icy patches are dislodged from the branches above.", "endoftext": false }, { "action": "You go to the southwest", "response": "This large tunnel of rock leads out of the caves to the south and continues back into the caves to the northeast. Metal tracks line the center of the tunnel.", "endoftext": false }, { "action": "Go south", "response": "Dense foliage has surrounded the area at the mouth of the cave. The tracks lead out of the cave for few yards where they are buried under a large pile of coal that is illuminated in the moonlight.", "endoftext": false }, { "action": "You take the coal", "response": "You grab a handful of the black coal.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nlumps of black coal\na lantern (providing light)\nhandsome leather shoes\na candle stick", "endoftext": false }, { "action": "You put the coal on snowman", "response": "As soon as you put the coal pieces one by one on the top sphere of the snowman to form his eyes, nose, and mouth, the snowman begins to sway back and forth. A jolly voice suddenly emanates from the snowman. \"Whoopee!\" he cheers and begins to bounce up and down. The snowman bounces in a large circle around you singing over and over again, \"Oh how jolly it is to be, a snowman so fine as you can see.\" He giggles and laughs and spins 'round and 'round. Then off to the distant horizon he jumps in wild zigzags and fanciful twirls. You hear his voice trail off as he dances into the distance humming \"La, dee dee, dee da, dee dee!\" When his figure becomes a mere speck on the horizon, you turn around and notice that a distinct hole has been trimmed away from the thicket behind the spot where the snowman was standing to the southwest.", "endoftext": false }, { "action": "You go to the southwest", "response": "Neatly trimmed hedges form pathways to the south and west. An opening has been sheared through the row of hedges to the northeast.\n\nA little white snow sprite carrying a golden bell runs atop the snow laughing and tumbling. As soon as it spots you, it runs right up to you stops just a few feet away.", "endoftext": false }, { "action": "Go west", "response": "Snow crunches beneath your feet when you walk down the pathway. The breezes are very gusty in this area as the wind blowing down from the night sky is funneled through the twists and turns of the hedge maze. Collected snow in the branches of the hedges is continually swept up by the breezes causing little snow flurries which gradually cover the footprints you leave behind.\n\nPaths through the neatly trimmed hedges lead to the west, east, and southwest.\n\nSuddenly, you are smacked in the head by a snowball. You whirl about to see a devilish little snow sprite giggling at you. It suddenly jumps up, does a back flip and then disappears into the snow.", "endoftext": false }, { "action": "You go west", "response": "The row of hedges leads to the west and east.\n\nSuddenly, you are smacked in the head by a snowball. You whirl about to see a devilish little snow sprite giggling at you. It suddenly jumps up, does a back flip and then disappears into the snow.", "endoftext": false }, { "action": "Go west", "response": "This hedge pathway has been shaped into a tidy corner leading to the east and south.", "endoftext": false }, { "action": "You go to the south", "response": "The only way out of this area is a pathway leading back to the north.\n\nA beautiful, snow-dusted, angel statue adorns one corner along this pathway in the hedge maze.", "endoftext": false }, { "action": "You examine angel", "response": "The stone angel and the elaborate pedestal upon which she rests has been beautifully carved out of alabaster stone. She gracefully kneels, looking down at you with a most serene expression.", "endoftext": false }, { "action": "You touch angel", "response": "The white stone is smooth and cold.", "endoftext": false }, { "action": "You go north", "response": "This hedge pathway has been shaped into a tidy corner leading to the east and south.\n\nA little white snow sprite runs right by you carrying a large golden bell in both its hands over its head. It giggles and laughs mischievously, then does a few somersaults and disappears back into the snow.", "endoftext": false }, { "action": "You go east", "response": "The row of hedges leads to the west and east.", "endoftext": false }, { "action": "Go east", "response": "Paths through the neatly trimmed hedges lead to the west, east, and southwest.", "endoftext": false }, { "action": "You go southwest", "response": "Powdery snow flurries toss your hair about as you walk down this pathway that leads to the northeast and to the south.\n\nSuddenly, you are smacked in the head by a snowball. You whirl about to see a devilish little snow sprite giggling at you. It suddenly jumps up, does a back flip and then disappears into the snow.", "endoftext": false }, { "action": "You go south", "response": "One pathway through the shaped hedges leads to the north, and two more lead to the southwest and southeast.\n\nA beautiful, snow-dusted, angel statue adorns one corner along this pathway in the hedge maze.", "endoftext": false }, { "action": "You examine angel", "response": "The stone angel and the elaborate pedestal upon which she rests has been beautifully carved out of alabaster stone. The glorious angel looks skyward with majestically outstretched arms. Her long gown swirls as if in a gust of wind revealing her dainty slippers beneath.\n\nYou hear an impish high-pitched giggle approaching from the pathway to the north.", "endoftext": false }, { "action": "You examine the slippers", "response": "The stone angel and the elaborate pedestal upon which she rests has been beautifully carved out of alabaster stone. The glorious angel looks skyward with majestically outstretched arms. Her long gown swirls as if in a gust of wind revealing her dainty slippers beneath.\n\nFootsteps softly crunch in the snow close by.", "endoftext": false }, { "action": "Clean angel", "response": "Little is changed by this.\n\nA little snow sprite wearing a green scarf comes galloping in from the north. Another snow sprite comes cartwheeling in right behind. They head toward the pathway to the southeast, then turn around and wave their arms motioning for you to follow. With an impish giggle, they disappear to the southeast leaving tiny footprints behind.", "endoftext": false }, { "action": "You get the slippers", "response": "The stone statue is quite massive and entirely to heavy for you to even budge.", "endoftext": false }, { "action": "You go southeast", "response": "Pathways lead through the hedge maze to the northwest, to the south and southwest.\n\nA trail of tiny footprints lead into this pathway from the northwest, but suddenly stop here in a most peculiar fashion.", "endoftext": false }, { "action": "You look at the footprints", "response": "The footprints in the snow are tiny and have very pointy toes; however, they are slowly filling in with the blowing powdered snow. The trail of footprints lead into this pathway from the northwest, but then abruptly stop here. The snow is completely undisturbed any where else save for your own foot trails.", "endoftext": false }, { "action": "Dig", "response": "What do you want to dig?", "endoftext": false }, { "action": "You search the snow", "response": "When the wind gusts, the snow that has gathered on the hedges blows down the pathways throughout the maze in puffs of snow flurries. Your footsteps are quickly filled in by the gusting snow.", "endoftext": false }, { "action": "You listen", "response": "You hear only the whispering wind murmuring soft secrets which, alas, you cannot understand.\n\nAlas! The tiny footprints have become completely filled in by powdered snow.", "endoftext": false }, { "action": "Go southwest", "response": "The twists and turns of the green hedges look so much alike, that you loose your way. After walking and walking, you eventually find yourself back at the start of the hedge maze.\n\nNeatly trimmed hedges form pathways to the south and west. An opening has been sheared through the row of hedges to the northeast.\n\nA mischievous little snow sprite is standing here making faces at you and giggling.", "endoftext": false }, { "action": "You go west", "response": "The hedges arc gracefully from the southeast to the southwest. An additional pathway leads to the east.", "endoftext": false }, { "action": "Go southeast", "response": "The shaped hedges lead to the northwest, south, and east.\n\nA little white snow sprite runs right by you carrying a large golden bell in both its hands over its head. It giggles and laughs mischievously, then does a few somersaults and disappears back into the snow.", "endoftext": false }, { "action": "Go east", "response": "You are in a small enclosed area with the only pathway leading back to the west.\n\nA beautiful, snow-dusted, angel statue adorns one corner along this pathway in the hedge maze.", "endoftext": false }, { "action": "You examine angel", "response": "The stone angel and the elaborate pedestal upon which she rests has been beautifully carved out of alabaster stone. With clasped hands, the angel looks peacefully down upon you.", "endoftext": false }, { "action": "Pray", "response": "Nothing seems to have changed.", "endoftext": false }, { "action": "You go south", "response": "One pathway through the shaped hedges leads to the north, and two more lead to the southwest and southeast.\n\nA beautiful, snow-dusted, angel statue adorns one corner along this pathway in the hedge maze.", "endoftext": false }, { "action": "You examine angel", "response": "The stone angel and the elaborate pedestal upon which she rests has been beautifully carved out of alabaster stone. The glorious angel looks skyward with majestically outstretched arms. Her long gown swirls as if in a gust of wind revealing her dainty slippers beneath.\n\nYou hear an impish high-pitched giggle approaching from the pathway to the north.", "endoftext": false }, { "action": "Go southwest", "response": "The twists and turns of the green hedges look so much alike, that you loose your way. After walking and walking, you eventually find yourself back at the start of the hedge maze.\n\nNeatly trimmed hedges form pathways to the south and west. An opening has been sheared through the row of hedges to the northeast.\n\nA mischievous little snow sprite is standing here making faces at you and giggling.", "endoftext": false }, { "action": "Go southwest", "response": "Pathways through the green hedges lead to the north, south, east, and northeast.\n\nA little white snow sprite carrying a golden bell runs atop the snow laughing and tumbling. As soon as it spots you, it runs right up to you stops just a few feet away.", "endoftext": false }, { "action": "You go east", "response": "This is a small enclosed area with the only pathway leading back to the west.\n\nA beautiful, snow-dusted, angel statue adorns one corner along this pathway in the hedge maze.", "endoftext": false }, { "action": "You look at the angel", "response": "The stone angel and the elaborate pedestal upon which she rests has been beautifully carved out of alabaster stone. The angel looks upward into the night sky and appears to be singing a most lovely hymn.\n\nSuddenly, you are smacked in the head by a snowball. You whirl about to see a devilish little snow sprite giggling at you. It suddenly jumps up, does a back flip and then disappears into the snow.", "endoftext": false }, { "action": "You look at the pedestal", "response": "The stone angel and the elaborate pedestal upon which she rests has been beautifully carved out of alabaster stone. The angel looks upward into the night sky and appears to be singing a most lovely hymn.", "endoftext": false }, { "action": "You turn angel", "response": "It is fixed in place.\n\nA little white snow sprite carrying a golden bell runs atop the snow laughing and tumbling. As soon as it spots you, it runs right up to you stops just a few feet away.", "endoftext": false }, { "action": "You ask the sprite about the bell", "response": "The snow imp cuddles the bell lovingly, \"So small, so shiny! My beautiful ... beautiful ... bell.\" He lets out a sudden giggle and starts waving it over his head tauntingly.\n\nThe snow sprite does flips and cartwheels across the top of the snow and then suddenly disappears beneath.", "endoftext": false }, { "action": "You take the snow", "response": "You reach down and pick up a handful of snow.\n\nA little white snow sprite carrying a golden bell runs atop the snow laughing and tumbling. As soon as it spots you, it runs right up to you stops just a few feet away.", "endoftext": false }, { "action": "You throw the snow at the sprite", "response": "(the handful of snow at the snow sprite)\nYou hurl the handful of snow at the little sprite. He lurches to the side to avoid being pelted. Even though the sprite is much to quick to be hit, he seems to have a newfound respect for you ... for a moment. But, then he pokes his tongue out at you and continues with his usual antics.", "endoftext": true }, { "action": "Look around", "response": "This is a small enclosed area with the only pathway leading back to the west.\n\nA mischievous little snow sprite is standing here making faces at you and giggling.\n\nA beautiful, snow-dusted, angel statue adorns one corner along this pathway in the hedge maze.\n\nThe snow sprite does flips and cartwheels across the top of the snow and then suddenly disappears beneath.", "endoftext": false }, { "action": "You go southwest", "response": "Alas, the hedges block your way.", "endoftext": false }, { "action": "You go north", "response": "Neatly trimmed hedges form pathways to the south and west. An opening has been sheared through the row of hedges to the northeast.\n\nA little white snow sprite runs right by you carrying a large golden bell in both its hands over its head. It giggles and laughs mischievously, then does a few somersaults and disappears back into the snow.", "endoftext": false }, { "action": "You go northeast", "response": "The forest edge lies to the northeast and the gently rolling snowy hills continue no further than a row of hedges to the southwest. At the center of this row of hedges is a neatly cut opening.\n\nA little white snow sprite carrying a golden bell runs across the snowy hills laughing and tumbling. As soon as it spots you, it runs right up to you stops just a few feet away.", "endoftext": false }, { "action": "Go north", "response": "This is the edge of a vast expanse of snowy hills that continue to the north and northeast. The hills are completely covered in powdery white snow that glistens in the soft moonlight. A path extends from the northwest to the east. The forest continues in all other directions.\n\nA little white snow sprite carrying a golden bell runs across the snowy hills laughing and tumbling. As soon as it spots you, it runs right up to you stops just a few feet away.", "endoftext": false }, { "action": "You go east", "response": "The oak dryad peers down at you as you as you stand in this small clearing in the dark wood. He seems to be humming softly with his deep throaty voice. Brightly glowing orbs of little pastel lights, accentuated against the midnight blue sky, fill the branches of the oak. A path runs through the little clearing from the east to the west, but many other directions appear passable as well.", "endoftext": false }, { "action": "Go north", "response": "You crawl on your belly through the tunnel which is illuminated by the lantern you carry. After a time, you see a brighter light ahead and keep crawling until you find yourself on the other side of the mountain.\n\nStretching out before you is a vast expanse of flat white ice brilliantly shimmering in the silvery moonlight. Straining to see the shadowy horizon of the stark ice in contrast to the dark starlit sky, you notice a cluster of dark trees off to the northwest. A small dark hole in the mountainside opens directly south.\n\nA long wooden pole, partially covered in powdery white snow, has been propped on the mountainside close by.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na lantern (providing light)\nhandsome leather shoes\na candle stick", "endoftext": false }, { "action": "You examine the pole", "response": "The long wooden pole is about one and a half times your height.", "endoftext": false }, { "action": "You examine the floes", "response": "Large, beautiful ice floes cover the surface of this gigantic frozen lake. The silvery moonlight reflects brilliantly off of the stark white sheets of ice.", "endoftext": true }, { "action": "Look around", "response": "Stretching out before you is a vast expanse of flat white ice brilliantly shimmering in the silvery moonlight. Straining to see the shadowy horizon of the stark ice in contrast to the dark starlit sky, you notice a cluster of dark trees off to the northwest. A small dark hole in the mountainside opens directly south.", "endoftext": false }, { "action": "Go northwest", "response": "As you leave the protective barrier of the southern mountain range, the cold breezes blowing over the surface of the ice tosses your simple skirt about in great billows chilling your legs and ankles.\n\nA gentle breeze swirls powdery white snow over the stark flat surface of the ice floes. A shadowy mountain range spans the southern horizon, and only a small island of trees barely visible to the north disrupts the otherwise flat expanse of the ice floes.", "endoftext": false }, { "action": "Go northwest", "response": "A gentle breeze swirls powdery white snow over the stark flat surface of the ice floes. A shadowy mountain range spans the southern horizon, and only a small island of trees barely visible to the north disrupts the otherwise flat expanse of the ice floes.", "endoftext": false }, { "action": "You go to the north", "response": "The wide expanse of white ice glistening in the full moon light meets the horizon in stark contrast to the inky black of midnight sky. The otherwise featureless landscape is marked by a small island to the northwest and the southern mountain range to the south.", "endoftext": false }, { "action": "You go northeast", "response": "At this point, you have traveled about half-way between the island landmass and the southern mountains. A moderately sized sheet of ice has broken from the main floe you stand upon. To the north of the smaller ice floe, you see a stretch of water that looks almost like a channel between other giant sheets of ice.", "endoftext": false }, { "action": "You get on the sheet", "response": "Which do you mean, the large ice floes or the small ice floe?", "endoftext": false }, { "action": "Small", "response": "You carefully step out onto the small ice floe. It tips and sways atop the frigid waters, but seems sturdy enough to support your weight.", "endoftext": false }, { "action": "Go northwest", "response": "Yet another water channel lies to the north. The freezing waters of the lake lap against the bank of the ice sheet upon which you stand. You are very wary to keep your feet sufficiently far from the edge so that the water does not splash upon your small feet. The southern mountain ranges are now barely visible to the south. Indeed, you would almost fail to spot them but for your keen sense of direction.\n\nA small floe is lodged into the ice sheet on the near bank of the chilly water channel.", "endoftext": false }, { "action": "Go northwest", "response": "The small forested island is quite visible to the west. Alas, the ice floe upon which you had been walking upon has broken off here, and small channel of freezing water to the west blocks your path to the island shore. The chilly water also circles around to the south where a very large waterway extends to a barely visible southern ice bank.", "endoftext": false }, { "action": "Go west", "response": "The water channel to the west is far too cold for swimming.", "endoftext": false }, { "action": "You jump", "response": "You jump up and down having a jolly good time.", "endoftext": false }, { "action": "You look at the island", "response": "The small island seems to be the only prominent feature of this vast and absolutely flat landscape. The mists that sweep across the ice floes and swirl in the gusty breeze make observing any more detail quite difficult.", "endoftext": false }, { "action": "Go southeast", "response": "You are standing on yet more ice floes far from the shore on this frozen lake. A small island is quite visible in the moonlight to the northwest. If you stand perfectly still, you are barely able to make out the sound of gay and lively music over the gentle lapping of water along the edge of the ice sheet to the south.\n\nA small floe is lodged into the ice sheet on the near bank of the chilly water channel.", "endoftext": false }, { "action": "You get on the small floe", "response": "You carefully step out onto the small ice floe. It tips and sways atop the frigid waters, but seems sturdy enough to support your weight.", "endoftext": false }, { "action": "Go southeast", "response": "A chilly mist rises from the surrounding ice and swirls about in the gusting breeze. An island of tall trees is just visible to the northwest and a narrow waterway extends to the south.\n\nA small floe is lodged into the ice sheet on the near bank of the chilly water channel.", "endoftext": false }, { "action": "Go west", "response": "The powdered snow that has collected on the surface of the ice sheet keeps you from slipping and sliding on the surface of this gigantic frozen lake. The large ice sheets you have been walking upon thus far however have broken into much smaller pieces beyond this area save to the north and east. More secure ice sheets lie back to the east, and a very wide and rather long water channel extends to the north. The small island to the northwest is obscured in the mist of icy droplets rising from the waterway.\n\nA small floe is lodged into the ice sheet on the near bank of the long, chilly water channel.", "endoftext": false }, { "action": "You listen", "response": "You strain to listen to the joyous refrains wafting over the frozen lake. The sounds are coming from the small forested island to the northwest.", "endoftext": false }, { "action": "You go to the northwest", "response": "The small forested island is quite visible to the west. Alas, the ice floe upon which you had been walking upon has broken off here, and small channel of freezing water to the west blocks your path to the island shore. The chilly water also circles around to the south where a very large waterway extends to a barely visible southern ice bank.\n\nA small floe is lodged into the ice sheet on the near bank of the chilly water channel.", "endoftext": false }, { "action": "You examine the trees", "response": "The tall leafy trees that circle the island just off of the snow-covered shore have a rather majestic and magical quality. You have never seen trees so lush and green at this time of year. The trees have grown very thick inhibiting your view beyond them; however, your tiny body could easily squeeze through the spaces between their wide trunks. When you stand still and listen, you hear what sounds like giggling coming from the other side.", "endoftext": false }, { "action": "You listen", "response": "Cheerful music emanates from behind the lush trees to the west.", "endoftext": false }, { "action": "Go west", "response": "A wondrous site greets your eyes as you step through the tall lush trees.\n\nYou have happened upon a magical reverie! In the open clearing encircled by the giant leafy trees, tiny fairies giggle and play as they dance on the giant petals of white orchids which grow abundantly in this soft earth. Mistletoe rich with tiny white berries, spiral up through the branches of the surrounding trees. Moonbeams streak down through the tops of the giant trees illuminating a gurgling spring that wells up warm water in a circular pond at the center of the clearing. Several small doe lie on the soft, lilting grass enchanted by the merry tunes from a company of fauns playing an assortment of flutes, lyres, and reed pipes. The wondrous scene is even more remarkable by the presence of numerous floating orbs that swirl about the clearing seemingly of their own accord.", "endoftext": false }, { "action": "You examine the orchids", "response": "Beautiful white orchids abound in this little clearing. Their petals, large and full, glow brilliantly white in the silvery moonbeams.", "endoftext": false }, { "action": "You examine the fairies", "response": "The tiny flower fairies seem to be thoroughly enjoying themselves as they dance and play about the flower petals. Some laugh and cheer as they chase each other about the clearing. As they twirl their colored wands, beautiful pastel light trails shoot through the air and illuminate the area in brief pools of light wherever they land. You notice one of the fairies with a yellow wand stand poised on the tip of a flower petal carefully holding her wand outstretched. One of the yellow baubles swirls through the air close by her and then gently lands on the tip of her wand. She waves her wand in a giant arc then impishly flicks her wand at one of the fairies hovering above the spring. The bauble soars gloriously through the air leaving yellow streaks of light behind before splashing into the spring completely drenching her unsuspecting friend.", "endoftext": false }, { "action": "You greet fairies", "response": "The fairies smiles back at you.", "endoftext": false }, { "action": "You ask the fairies about the imp", "response": "One of the fairies flies close by and crosses his arms, \"That snow imp has played one too many a trick. An errant snowball buried dear Dereshel dashedly quick!\" After shaking his head in dismay, he flies back with the others.", "endoftext": true }, { "action": "You look around", "response": "You have happened upon a magical reverie! In the open clearing encircled by the giant leafy trees, tiny fairies giggle and play as they dance on the giant petals of white orchids which grow abundantly in this soft earth. Mistletoe rich with tiny white berries, spiral up through the branches of the surrounding trees. Moonbeams streak down through the tops of the giant trees illuminating a gurgling spring that wells up warm water in a circular pond at the center of the clearing. Several small doe lie on the soft, lilting grass enchanted by the merry tunes from a company of fauns playing an assortment of flutes, lyres, and reed pipes. The wondrous scene is even more remarkable by the presence of numerous floating orbs that swirl about the clearing seemingly of their own accord.", "endoftext": false }, { "action": "You examine the pond", "response": "Concentric circles continually ripple over the surface of the circular pool of water fueled at the center by the warm spring. It gurgles in accompaniment to the fauns' woodwind songs.", "endoftext": false }, { "action": "You examine the fauns", "response": "The jovial fauns are small creatures in stature with the torso and head of a man, and haunches of a pony. The faun playing the reed pipe sits near the spring allowing one hoof to be immersed in the warm water, while the faun with the flute dances and twirls joyously about the clearing. The third faun strums a lyre while sitting placidly in the soft grass.", "endoftext": false }, { "action": "You touch the pond", "response": "The warm water feels very soothing against your skin.", "endoftext": false }, { "action": "Swim", "response": "You dip into the spring water relishing in its warmth. After splashing about for a time, you exit the spring and sit on the grass with a doe and the fauns listening to their music until your dress has dried.", "endoftext": false }, { "action": "You ask the fauns about the fauns", "response": "The fauns are too involved in their music to reply. They do however give you a kindly smile and a nod.", "endoftext": false }, { "action": "You look at the trees", "response": "The tall leafy trees encircle this magical area almost like an enchanted barrier from the stark, cold landscape beyond.", "endoftext": false }, { "action": "You examine mistletoe", "response": "surrounding this clearing. Their white berries glisten like pearls in the moonlight.\n\nMistletoe vines hang from the branches of the tall leafy trees surrounding this clearing. Their white berries glisten like pearls in the moonlight.", "endoftext": false }, { "action": "You take the berries", "response": "The mistletoe grows beyond your reach.", "endoftext": false }, { "action": "You take the orb", "response": "Which do you mean, the blue baubles or the colored baubles?", "endoftext": false }, { "action": "You look at the blue baubles", "response": "The blue baubles from the cottage have made their long trek across the starry night sky to this enchanted island. They swirl about the clearing with the rest of the beautifully colored floating spheres.", "endoftext": false }, { "action": "You examine the colored baubles", "response": "The baubles are fist-sized translucent orbs that float and swirl about in the air. Their smooth, glossy surfaces reflect wonderful shades of blue, yellow, green, pink, and silver when they pass through the moonbeams. As you watch them dance about this enchanted clearing, you notice one of the fairies hold out a pink wand. The nearest pink bauble suddenly circles about the point of the outstretched wand and then alights directly on the tip. As you observe the other fairies playing, you see that the orbs have landed upon several other wands as well.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na long wooden pole\na lantern (providing light)\nhandsome leather shoes\na candle stick", "endoftext": false }, { "action": "You wave it", "response": "You have fun waving the candle stick.", "endoftext": false }, { "action": "Wave pole", "response": "You have fun waving the long wooden pole.", "endoftext": false }, { "action": "Sing", "response": "You do your best to join in the fauns' little concerto first by humming in accompaniment. When you feel a little braver, you begin to sing a favorite solstice carol to the tune that they play. The creatures of the island seem to approve of your addition. The fauns smile and nod affectionately, and a few of the fairies circle close by while others braid strands of your hair.", "endoftext": false }, { "action": "Dance", "response": "You dance a pretty little waltz to the rhythm of the woodwinds. The fauns nod and smile encouragingly.", "endoftext": false }, { "action": "Go east", "response": "You wander into the wood and eventually find yourself back on the eastern shore of the island.\n\nYou are standing on the shore of a little island in the midst of a vast expanse of ice floes gleaming brilliantly white in the moonlight. A channel of water leads back to the east, and brilliantly green leafy trees nearly forming a wall grow to the west.\n\nA small floe is lodged into the ice sheet on the near bank of the chilly water channel.", "endoftext": false }, { "action": "You go south", "response": "As you crawl through the tunnel under the mountain, the long wooden pole you carry becomes increasingly cumbersome, and you are forced to retreat back to the ice floes and deposit the pole on that side of the mountain before proceeding back to the forest.\n\nYou crawl on your belly through the tunnel which is illuminated by the lantern you carry. After a time, you see a brighter light ahead and keep crawling until you find yourself on the other side of the mountain.\n\nThe forest has thinned in this area at the foothills of a great mountain range that lies to the north. In the moonlight, you see that the undergrowth has thinned to the southwest which leads toward the forest. A small hole, barely noticeable in the shadows, extends into the mountain directly to the north.", "endoftext": false }, { "action": "You show the candle to the fairies", "response": "The fairies is unimpressed.", "endoftext": false }, { "action": "Wave candle", "response": "You have fun waving the candle stick.", "endoftext": false }, { "action": "You look at the poinsettias", "response": "Flower fairies play gaily on the petals of the white poinsettias. When a firefly passes close by to one of the flowers close by, you notice a little wand resting on its petals.", "endoftext": false }, { "action": "You examine the shoes", "response": "You now hold in your hands a magnificent present for Sander that is sure to brighten his spirit on this solstice eve. Quite simply, these are the finest, most handsome pair of shoes you have ever laid eyes upon. You could not imagine a more perfect solstice gift for Sander who has had to wear his tight and tattered old shoes for so long.", "endoftext": false }, { "action": "You get the flower", "response": "The white poinsettias look so fresh and beautiful that you decide to leave them to grow in peace.", "endoftext": false }, { "action": "You examine the lantern", "response": "The lantern emits a bright and glowing yellow light.", "endoftext": false }, { "action": "You climb the trees", "response": "None of the surrounding fir trees seem to have good branches for climbing.", "endoftext": false }, { "action": "Poinsettias", "response": "What do you want to dig the white poinsettias with?", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na handful of snow\na lantern (providing light)\nhandsome leather shoes\na candle stick", "endoftext": false }, { "action": "Go south", "response": "The silvery moonlight softly illuminates the nearby branches of this dense forest and reflects from snowy patches along the cold ground. Although your range of sight is limited by the darkness, the brambles appear passable to the north and southwest.", "endoftext": false }, { "action": "You go to the west", "response": "The oak dryad peers down at you as you as you stand in this small clearing in the dark wood. He seems to be humming softly with his deep throaty voice. Brightly glowing orbs of little pastel lights, accentuated against the midnight blue sky, fill the branches of the oak. A path runs through the little clearing from the east to the west, but many other directions appear passable as well.\n\nAs you walk, the forest thins and soon, you leave it behind entirely.\n\nThis is the edge of a vast expanse of snowy hills that continue to the north and northeast. The hills are completely covered in powdery white snow that glistens in the soft moonlight. A path extends from the northwest to the east. The forest continues in all other directions.\n\nA mischievous little snow sprite is standing here making faces at you and giggling.", "endoftext": false }, { "action": "You ask the dryad about fairies", "response": "The dryad chuckles, \"Oh, those fairies with their tricks and lights, they are welcome on any and all solstice nights.\"", "endoftext": false }, { "action": "You ask the dryad about the moon", "response": "The dryad stares whimsically at the moon, \"Look how it shines so pure and white as it bursts from the night. Lo, what a sight!\"", "endoftext": false }, { "action": "You ask the dryad about the horse", "response": "Bark creaks as the dryad raises his wooden eyebrows, \"Where is he? Have you seen him here? I have not one, but hundreds of solstice tokens this year!\" The dryad wriggles his branches causing the pastel lights to dance and sway.", "endoftext": false }, { "action": "You ask the dryad about the fauns", "response": "The dryad chuckles in his deep resonating voice, \"Fantastic creatures, wouldn't you say? They play music on through the night to the light of day.\"", "endoftext": false }, { "action": "You go west", "response": "As you walk, the forest thins and soon, you leave it behind entirely.\n\nThis is the edge of a vast expanse of snowy hills that continue to the north and northeast. The hills are completely covered in powdery white snow that glistens in the soft moonlight. A path extends from the northwest to the east. The forest continues in all other directions.\n\nA mischievous little snow sprite is standing here making faces at you and giggling.", "endoftext": false }, { "action": "You ask the sprite about the horse", "response": "The sprite hugs his golden bell saying, \"Mine! All mine!\" He then burst into a taunting singsong, \"Takers, keepers! Missers, weepers!\"", "endoftext": false }, { "action": "You give the bell to you", "response": "\"No, no, no!\" the snow sprite chides. He hugs the bell lovingly, \"Mine, all mine!\"", "endoftext": false }, { "action": "You ring bell", "response": "(the snow sprite at the snow sprite)\n(first taking the snow sprite)\nThe little snow sprite is much too quick for you.\n\nThe snow sprite laughs raucously, then picks up a handful of snow and hurls it in your direction.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na lantern (providing light)\nhandsome leather shoes\na candle stick", "endoftext": true }, { "action": "You describe your surroundings", "response": "This is the edge of a vast expanse of snowy hills that continue to the north and northeast. The hills are completely covered in powdery white snow that glistens in the soft moonlight. A path extends from the northwest to the east. The forest continues in all other directions.\n\nA mischievous little snow sprite is standing here making faces at you and giggling.", "endoftext": false }, { "action": "You ask the sprite about the fairies", "response": "The sprite starts running back and forth sending snow flying through the air as he screams, \"Yeh! Fairies!\" The sprite stops running to crouch down, gather a huge handful of snow and toss it into the air. As the snowflakes trickle down, he adds, \"I like their sparklies. Mmm-hmm!\"\n\nThe snow sprite does flips and cartwheels across the top of the snow and then suddenly disappears beneath.", "endoftext": false }, { "action": "You ask the sprite about the fireflies", "response": "The snowsprite stares at you with great attention as you speak. When you finish, he straightens up very seriously as if about to give a prophetic oration but says only, \"What?\"", "endoftext": false }, { "action": "You ask the sprite about snow", "response": "The sprite starts singing as he runs in a large circle around you, \"Solstice, solstice! Solstice nights! Call in one and all snow sprites!\"", "endoftext": false }, { "action": "You ask the sprite about the statues", "response": "The snowsprite stares at you with great attention as you speak. When you finish, he straightens up very seriously as if about to give a prophetic oration but says only, \"What?\"\n\nOff in the distance to the northern hills beyond, you spot a tall figure walking in front of a white horse. You can faintly hear the jingling of bells which fades away as the two of them disappear behind one of the distant snowy hills.", "endoftext": false }, { "action": "You ask the sprite about the horse", "response": "The sprite hugs his golden bell saying, \"Mine! All mine!\" He then burst into a taunting singsong, \"Takers, keepers! Missers, weepers!\"\n\nThe snow sprite does flips and cartwheels across the top of the snow and then suddenly disappears beneath.", "endoftext": false }, { "action": "You get the snow", "response": "You reach down and pick up a handful of snow.\n\nA little white snow sprite runs right by you carrying a large golden bell in both its hands over its head. It giggles and laughs mischievously, then does a few somersaults and disappears back into the snow.", "endoftext": false }, { "action": "Go northwest", "response": "This is the base of a giant mountain to the north. The rocky landscape continues to the west. Snow-covered plateaus glisten in the moonlight high above. The path stops just in front of the mouth of a cave in the mountainside to the west. Railroad tracks lead from deep inside the cave to a large pile of round stones a few yards from the cave entrance. Looking to the east and southeast, you see the edge of the snowy hills. The mountainous terrain appears impassable in other directions.\n\nYour handful of snow finally melts and slips through your fingers.\n\nYou hear the faint groaning of creaky wheels echoing from within the cave. The scraping of metal becomes louder and louder, and suddenly an old mining cart filled with small grey stones emerges from the cave entrance. A stocky, pug-nosed dwarf with a lit candle on his hat pushes the cart along the tracks from behind. Quite oblivious or unconcerned by your presence, he continues pushing the cart until it reaches the stone pile where he dumps his load of stones. He then slowly marches around the cart to the other side and pushes it back into the darkness of the cave.", "endoftext": false }, { "action": "You get the snow", "response": "You reach down and pick up a handful of snow.\n\nA little white snow sprite carrying a golden bell runs across the snowy hills laughing and tumbling. As soon as it spots you, it runs right up to you stops just a few feet away.", "endoftext": false }, { "action": "You throw the handful at the sprite", "response": "You hurl the handful of snow at the little sprite. He lurches to the side to avoid being pelted. Even though the sprite is much to quick to be hit, he seems to have a newfound respect for you ... for a moment. But, then he pokes his tongue out at you and continues with his usual antics.", "endoftext": false }, { "action": "You throw the snow at the bell", "response": "(the handful of snow at the golden bell)\nYou throw your snowball at the golden bell.\n\nOff in the distance to the northern hills beyond, you spot a tall figure walking in front of a white horse. You can faintly hear the jingling of bells which fades away as the two of them disappear behind one of the distant snowy hills.", "endoftext": false }, { "action": "You throw the snow at the sprite", "response": "(the handful of snow at the snow sprite)\nYou hurl the handful of snow at the little sprite. He lurches to the side to avoid being pelted. Even though the sprite is much to quick to be hit, he seems to have a newfound respect for you ... for a moment. But, then he pokes his tongue out at you and continues with his usual antics.\n\nOff in the distance to the northern hills beyond, you spot a tall figure walking in front of a white horse. You can faintly hear the jingling of bells which fades away as the two of them disappear behind one of the distant snowy hills.", "endoftext": true }, { "action": "You describe your surroundings", "response": "This is the edge of a vast expanse of snowy hills that continue to the north and northeast. The hills are completely covered in powdery white snow that glistens in the soft moonlight. A path extends from the northwest to the east. The forest continues in all other directions.\n\nA mischievous little snow sprite is standing here making faces at you and giggling.", "endoftext": false }, { "action": "Go south", "response": "The forest edge lies to the northeast and the gently rolling snowy hills continue no further than a row of hedges to the southwest. At the center of this row of hedges is a neatly cut opening.\n\nA little white snow sprite carrying a golden bell runs across the snowy hills laughing and tumbling. As soon as it spots you, it runs right up to you stops just a few feet away.", "endoftext": false }, { "action": "You go southwest", "response": "Neatly trimmed hedges form pathways to the south and west. An opening has been sheared through the row of hedges to the northeast.", "endoftext": false }, { "action": "You examine gown", "response": "The stone angel and the elaborate pedestal upon which she rests has been beautifully carved out of alabaster stone. The glorious angel looks skyward with majestically outstretched arms. Her long gown swirls as if in a gust of wind revealing her dainty slippers beneath.\n\nA little snow sprite wearing a green scarf comes galloping in from the north. Another snow sprite comes cartwheeling in right behind. They head toward the pathway to the southeast, then turn around and wave their arms motioning for you to follow. With an impish giggle, they disappear to the southeast leaving tiny footprints behind.", "endoftext": false }, { "action": "You examine the pedestal", "response": "The stone angel and the elaborate pedestal upon which she rests has been beautifully carved out of alabaster stone. The glorious angel looks skyward with majestically outstretched arms. Her long gown swirls as if in a gust of wind revealing her dainty slippers beneath.", "endoftext": false }, { "action": "You hide", "response": "What do you want to hide behind?", "endoftext": false }, { "action": "Statue", "response": "You hide behind the angel statue.\n\nFootsteps softly crunch in the snow close by.", "endoftext": false }, { "action": "You listen", "response": "You hear only the whispering wind murmuring soft secrets which, alas, you cannot understand.\n\nA little snow sprite wearing a green scarf comes galloping in from the north. Another snow sprite comes cartwheeling in right behind. They both stop in the middle of the pathway and glance furtively about. With a mischievous giggle, one of the sprites hops upon the other's shoulders and they trot down the pathway to the southeast.", "endoftext": false }, { "action": "You look at the hedge", "response": "The hedges that have grown to approximately twice your height have been formed into a neat rows and corners to build this giant maze.", "endoftext": true }, { "action": "Look around", "response": "One pathway through the shaped hedges leads to the north, and two more lead to the southwest and southeast.\n\nA trail of tiny footprints in the snow lead to the southeast.\n\nA beautiful, snow-dusted, angel statue adorns one corner along this pathway in the hedge maze.\n\nA little snow sprite wearing a green scarf comes galloping in from the north. Another snow sprite comes cartwheeling in right behind. They both stop in the middle of the pathway and glance furtively about. With a mischievous giggle, one of the sprites hops upon the other's shoulders and they trot down the pathway to the southeast.", "endoftext": false }, { "action": "You go southeast", "response": "Pathways lead through the hedge maze to the northwest, to the south and southwest.\n\nA trail of tiny footprints lead into this pathway from the northwest, but suddenly stop here in a most peculiar fashion.", "endoftext": false }, { "action": "You go to the south-west", "response": "The twists and turns of the green hedges look so much alike, that you loose your way. After walking and walking, you eventually find yourself back at the start of the hedge maze.\n\nNeatly trimmed hedges form pathways to the south and west. An opening has been sheared through the row of hedges to the northeast.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na lantern (providing light)\nhandsome leather shoes\na candle stick\n\nYou hear an impish high-pitched giggle approaching from the pathway to the north.", "endoftext": false }, { "action": "You go outside", "response": "But you aren't in anything at the moment.\n\nA little snow sprite wearing a green scarf comes galloping in from the north. Another snow sprite comes cartwheeling in right behind. They both stop in the middle of the pathway and glance furtively about. With a mischievous giggle, one of the sprites hops upon the other's shoulders and they trot down the pathway to the southeast.", "endoftext": false }, { "action": "You wait awhile", "response": "The wind whistles down the corridors of the hedge maze and blows snowflakes into your hair.\n\nA little snow sprite wearing a green scarf comes galloping in from the north. Another snow sprite comes cartwheeling in right behind. They both stop in the middle of the pathway and glance furtively about. With a mischievous giggle, one of the sprites hops upon the other's shoulders and they trot down the pathway to the southeast.", "endoftext": false }, { "action": "You go southeast", "response": "Pathways lead through the hedge maze to the northwest, to the south and southwest.\n\nA trail of tiny footprints lead into this pathway from the northwest, but suddenly stop here in a most peculiar fashion.", "endoftext": false }, { "action": "You follow the trail", "response": "The footprints come in from the northwest and just stop here in the middle of the pathway. They do not lead anywhere!", "endoftext": false }, { "action": "You go to the northeast", "response": "Paths through the neatly trimmed hedges lead to the west, east, and southwest.", "endoftext": false }, { "action": "You hide behind the angel", "response": "You carefully hide behind the angel statue.", "endoftext": false }, { "action": "Wait", "response": "The wind whistles down the corridors of the hedge maze and blows snowflakes into your hair.\n\nA little white snow sprite carrying a golden bell runs atop the snow laughing and tumbling. As soon as it spots you, it runs right up to you stops just a few feet away.", "endoftext": false }, { "action": "You give the shoes to the sprite", "response": "The snow sprite does not seem interested.\n\nThe snow sprite does flips and cartwheels across the top of the snow and then suddenly disappears beneath.", "endoftext": true }, { "action": "You look at your surroundings", "response": "The only way out of this area is a pathway leading back to the north.\n\nA beautiful, snow-dusted, angel statue adorns one corner along this pathway in the hedge maze.\n\nA little white snow sprite carrying a golden bell runs atop the snow laughing and tumbling. As soon as it spots you, it runs right up to you stops just a few feet away.", "endoftext": false }, { "action": "You go north", "response": "This hedge pathway has been shaped into a tidy corner leading to the east and south.\n\nA little white snow sprite runs right by you carrying a large golden bell in both its hands over its head. It giggles and laughs mischievously, then does a few somersaults and disappears back into the snow.", "endoftext": false }, { "action": "You go east", "response": "The row of hedges leads to the west and east.", "endoftext": false }, { "action": "Go east", "response": "Paths through the neatly trimmed hedges lead to the west, east, and southwest.\n\nSuddenly, you are smacked in the head by a snowball. You whirl about to see a devilish little snow sprite giggling at you. It suddenly jumps up, does a back flip and then disappears into the snow.", "endoftext": false }, { "action": "You go to the east", "response": "Neatly trimmed hedges form pathways to the south and west. An opening has been sheared through the row of hedges to the northeast.", "endoftext": false }, { "action": "Go northeast", "response": "The forest edge lies to the northeast and the gently rolling snowy hills continue no further than a row of hedges to the southwest. At the center of this row of hedges is a neatly cut opening.", "endoftext": false }, { "action": "Go west", "response": "Paths through the neatly trimmed hedges lead to the west, east, and southwest.\n\nA little white snow sprite carrying a golden bell runs atop the snow laughing and tumbling. As soon as it spots you, it runs right up to", "endoftext": false }, { "action": "You go to the south", "response": "you stops just a few feet away.", "endoftext": false }, { "action": "You go south", "response": "Powdery snow flurries toss your hair about as you walk down this pathway that leads to the northeast and to the south.\n\nA little white snow sprite runs right by you carrying a large golden bell in both its hands over its head. It giggles and laughs mischievously, then does a few somersaults and disappears back into the snow.\n\nPathways through the green hedges lead to the north, south, east, and northeast.\n\nOne pathway through the shaped hedges leads to the north, and two more lead to the southwest and southeast.\n\nA beautiful, snow-dusted, angel statue adorns one corner along this pathway in the hedge maze.", "endoftext": false }, { "action": "You go south", "response": "Alas, the hedges block your way.\n\nYou hear an impish high-pitched giggle approaching from the pathway to the north.", "endoftext": true }, { "action": "You look around", "response": "One pathway through the shaped hedges leads to the north, and two more lead to the southwest and southeast.\n\nA trail of tiny footprints in the snow lead to the southeast.\n\nA beautiful, snow-dusted, angel statue adorns one corner along this pathway in the hedge maze.", "endoftext": false }, { "action": "You wait", "response": "The wind whistles down the corridors of the hedge maze and blows snowflakes into your hair.\n\nSuddenly, with a great puff of snowflakes, the snow sprites spring up out of the snow in front of the statue where you remain quietly hidden. They laugh raucously at the opening to the southeast waving their arms in jest and sticking out their tongues. They then skip merrily down the pathway to the southwest leaving tiny footprints behind.", "endoftext": false }, { "action": "You go to the south-west", "response": "You follow the tiny pointed footprints out of the pathway to the southwest.\n\nPathways lead to the northeast, to the west, and to the south.\n\nA tiny trail of footprints in the snow lead from the northeast to the south.", "endoftext": false }, { "action": "Go south", "response": "The pathways through this area of the hedge maze lead to the north, east, and southwest.\n\nA tiny trail of footprints in the snow lead from the north to the southwest.", "endoftext": false }, { "action": "You go southwest", "response": "Pathways have been neatly formed to lead north and northeast. To the west is a long corridor with glowing warm firelight emanating from the other side. And, you can hear joyous music and laughter over the sound of the gusting winds.\n\nA tiny trail of footprints in the snow lead from the northeast all of the way down the long corridor to the west.", "endoftext": false }, { "action": "You go to the west", "response": "The large clearing is lit by a tremendous bonfire at its center. The dazzling light illuminates all sorts of magical creatures, dancing and frolicking around the flickering firelight. Many of the elves, fairies, and fauns in this clearing have instruments in their hands and with them play the most enchanting and festive music you have ever heard. A giant circle of the perfectly shaped hedges encloses this large area. Decorative boughs of holly have been draped in great sweeping arcs along the tops of the hedges.", "endoftext": false }, { "action": "You examine the holly", "response": "Great sweeping arcs of holly lace the top of the hedges in this jolly clearing. Their boughs are rich red berries that gleam in the bonfire light.", "endoftext": false }, { "action": "You get the holly", "response": "The holly boughs are much too high for you to reach. You would not wish to disrupt the festive charm of this magical gathering anyhow.", "endoftext": false }, { "action": "You get the berry", "response": "You are unable to move that.", "endoftext": false }, { "action": "Sing", "response": "Your sing joyously into the open air.", "endoftext": false }, { "action": "Dance", "response": "You mimic the festive dancers moving joyously through the clearing. Your dancing shadow, formed by the flickering light of the bonfire, bounces about along the circular hedges.", "endoftext": false }, { "action": "Go west", "response": "You walk around the bonfire to the far side of the clearing.\n\nMuch of the same revelry continues on this side of the bonfire, and tiny fairies with their flickering wands fly all about. As the dancers pass in front of the bonfire, their shadows stretch out in gangly forms that lurch about the clearing. A beautifully crafted brass horn glints in the firelight. It hangs down to eye-level by a string from one of the decorative boughs of holly.", "endoftext": false }, { "action": "You get the horn", "response": "You untie the bit of string around the brass horn and it easily pulls free.", "endoftext": false }, { "action": "You look at the horn", "response": "The horn is formed of a highly polished brass that gleams in the light. The metal has been crafted in a circular loop-the-loop. A mouthpiece forms one end of the brass tube while the other is an opened flare.", "endoftext": true }, { "action": "You look at your surroundings", "response": "Much of the same revelry continues on this side of the bonfire, and tiny fairies with their flickering wands fly all about. As the dancers pass in front of the bonfire, their shadows stretch out in gangly forms that lurch about the clearing.", "endoftext": false }, { "action": "You go to the east", "response": "Pathways have been neatly formed to lead north and northeast. To the west is a long corridor with glowing warm firelight emanating from the other side. And, you can hear joyous music and laughter over the sound of the gusting winds.", "endoftext": false }, { "action": "Go northeast", "response": "Paths through the neatly trimmed hedges lead to the west, east, and southwest.\n\nA mischievous little snow sprite is standing here making faces at you and giggling.", "endoftext": false }, { "action": "You go to the east", "response": "Neatly trimmed hedges form pathways to the south and west. An opening has been sheared through the row of hedges to the northeast.", "endoftext": false }, { "action": "Go northeast", "response": "The forest edge lies to the northeast and the gently rolling snowy hills continue no further than a row of hedges to the southwest. At the center of this row of hedges is a neatly cut opening.", "endoftext": false }, { "action": "You go west", "response": "Forest Vale (West)\nEven though this area is much deeper than the rest of the forest, the thick canopy of branches high above has blocked the snow from collecting here. The moonlight has also been blocked by the thick covering of branches. Fortunately, dozens of fireflies have congregated here and illuminate the darkness sufficiently.\n\nYou can see a little blue wand lying on a flower petal here.", "endoftext": false }, { "action": "You get the wand", "response": "Taken.", "endoftext": false }, { "action": "You examine the wand", "response": "The blue fairy wand glistens a beautiful pale blue shade when the light shines upon it.", "endoftext": false }, { "action": "Wave wand", "response": "You wave the blue wand causing sparkling blue light trails to flash through the air. The effect is quite beautiful, but nothing else happens.", "endoftext": true }, { "action": "You look at your surroundings", "response": "Forest Vale (West)\nEven though this area is much deeper than the rest of the forest, the thick canopy of branches high above has blocked the snow from collecting here. The moonlight has also been blocked by the thick covering of branches. Fortunately, dozens of fireflies have congregated here and illuminate the darkness sufficiently.", "endoftext": false }, { "action": "You go east", "response": "Forest Vale (East)\nThe sunken vale continues back to the west. Fireflies dance about in the air on this side of the vale as well illuminating the space beneath the thick covering of branches above. Another bed of white poinsettia flowers grows here in the soft earth.\n\nIn the firefly light, you see little flying fairies dancing and singing atop the flower petals.", "endoftext": false }, { "action": "You go to the south", "response": "Forest Vale (West)\nEven though this area is much deeper than the rest of the forest, the thick canopy of branches high above has blocked the snow from collecting here. The moonlight has also been blocked by the thick covering of branches. Fortunately, dozens of fireflies have congregated here and illuminate the darkness sufficiently.\n\nThe underbrush is too dense in that direction.\n\nYou carefully climb up the slope and step back into the stone-lined path. The chill of the blowing breeze sends shivers up your spine.\n\nYou are standing in the middle of a stone lined path that leads through the snow-covered forest from the northwest to the east. To the north, the ground dips down much lower than the path upon which you now stand.", "endoftext": false }, { "action": "Go north", "response": "You crawl on your belly through the tunnel which is illuminated by the lantern you carry. After a time, you see a brighter light ahead and keep crawling until you find yourself on the other side of the mountain.\n\nStretching out before you is a vast expanse of flat white ice brilliantly shimmering in the silvery moonlight. Straining to see the shadowy horizon of the stark ice in contrast to the dark starlit sky, you notice a cluster of dark trees off to the northwest. A small dark hole in the mountainside opens directly south.\n\nYou can see a long wooden pole here.", "endoftext": false }, { "action": "You get the pole", "response": "Taken.", "endoftext": false }, { "action": "Go northwest", "response": "A gentle breeze swirls powdery white snow over the stark flat surface of the ice floes. A shadowy mountain range spans the southern horizon, and only a small island of trees barely visible to the north disrupts the otherwise flat expanse of the ice floes.", "endoftext": false }, { "action": "Go northeast", "response": "The vast expanse of wet ice slabs creates a warbled reflection of the silvery moon hanging above in the night sky. Several large sheets of ice have broken off from the more solid floes of ice you stand on in this area. Soft gurgling and sloshing sounds emanate from these slabs as they flex and bob up and down atop the icy waters below. The tunnel leading to the other side of the southern mountain range is to the southwest.", "endoftext": false }, { "action": "You go north", "response": "From this distance, you can see that the small clump of trees to the north are on a small landmass in the midst of a vast sea of ice. Off in the distance, you can hear faint sounds of groaning and popping as the sheets of ice settle. The tunnel leading to the other side of the southern mountains lies some distance away to the south.", "endoftext": false }, { "action": "You examine the floe", "response": "This small ice floe has broken off from the main sheets of ice that cover this terrain. The lake waters are gently pushing this small floe to the south, so it is floating very nearby to the edge of the ice floe upon which you stand.", "endoftext": false }, { "action": "You stand on floe", "response": "You carefully step out onto the small ice floe. It tips and sways atop the frigid waters, but seems sturdy enough to support your weight.", "endoftext": false }, { "action": "Go northwest", "response": "Yet another water channel lies to the north. The freezing waters of the lake lap against the bank of the ice sheet upon which you stand. You are very wary to keep your feet sufficiently far from the edge so that the water does not splash upon your small feet. The southern mountain ranges are now barely visible to the south. Indeed, you would almost fail to spot them but for your keen sense of direction.\n\nA small floe is lodged into the ice sheet on the near bank of the chilly water channel.", "endoftext": false }, { "action": "You drop all except the wand", "response": "candle stick: Dropped.\nhandsome leather shoes: Dropped.\nlantern: Dropped.\nbrass horn: Dropped.\nlong wooden pole: Dropped.", "endoftext": false }, { "action": "You get all", "response": "candle stick: Taken.\nhandsome leather shoes: Taken.\nlantern: Taken.\nbrass horn: Taken.\nlong wooden pole: Taken.", "endoftext": false }, { "action": "Go west", "response": "A wondrous site greets your eyes as you step through the tall lush trees.\n\nYou have happened upon a magical reverie! In the open clearing encircled by the giant leafy trees, tiny fairies giggle and play as they dance on the giant petals of white orchids which grow abundantly in this soft earth. Mistletoe rich with tiny white berries, spiral up through the branches of the surrounding trees. Moonbeams streak down through the tops of the giant trees illuminating a gurgling spring that wells up warm water in a circular pond at the center of the clearing. Several small doe lie on the soft, lilting grass enchanted by the merry tunes from a company of fauns playing an assortment of flutes, lyres, and reed pipes. The wondrous scene is even more remarkable by the presence of numerous floating orbs that swirl about the clearing seemingly of their own accord.", "endoftext": false }, { "action": "Wave wand", "response": "As you hold your wand outstretched, you notice one of the blue baubles swirling closer and closer to you. The scintillating blue bauble twirls about the tip of your wand before gently alighting upon the point. Even when you wiggle the wand about in the air, the spherical blue orb stays fixed to the tip of your wand.", "endoftext": false }, { "action": "You look at the orb", "response": "(the colored baubles)\nThe baubles are fist-sized translucent orbs that float and swirl about in the air. Their smooth, glossy surfaces reflect wonderful shades of blue, yellow, green, pink, and silver when they pass through the moonbeams. As you watch them dance about this enchanted clearing, you notice one of the fairies hold out a pink wand. The nearest pink bauble suddenly circles about the point of the outstretched wand and then alights directly on the tip. As you observe the other fairies playing, you see that the orbs have landed upon several other wands as well.", "endoftext": false }, { "action": "You look at the blue orb", "response": "The small orb is a translucent fist-sized sphere with a silvery bluish cast when light reflects from its smooth, shiny surface.", "endoftext": false }, { "action": "Show bauble to dryad", "response": "(first taking the captured blue bauble)\nYou grasp the blue orb as tightly as you can and pull it down away from the wand's tip. With a tiny \"bing!\" the orb breaks free from the wand. The blue bauble, however, appears to have other plans then to be held in your tiny hands, for it slips from your grasp, swivels in a few tight circles around the tip your wand, and lands perfectly upon the point once again.", "endoftext": false }, { "action": "Go south", "response": "The forest edge lies to the northeast and the gently rolling snowy hills continue no further than a row of hedges to the southwest. At the center of this row of hedges is a neatly cut opening.\n\nYou hear a ringing bell in the distance and can barely make out a little snow sprite running across the hilltops in the distance.", "endoftext": false }, { "action": "You give the orb to the sprite", "response": "(first taking the captured blue bauble)\nAs the snow sprite stares transfixed at the beautiful blue orb on the tip of your wand, his jaw drops opened and you see his little pink tongue dangle lackadaisically from his mouth. He approaches cautiously taking slow purposeful steps on his little pointed feet. You hold the wand so the blue orb dangles tantalizingly within his reach. The little golden bell drops into the soft snow with a little \"plink!\" The sprite reaches out to the orb and pulls it from the wand. He mutters to himself, \"Oh, what a beautiful bauble. Beautiful ... beautiful ... bauble.\" The sprite suddenly snaps out of his daze and runs off carrying the blue orb proudly overhead.", "endoftext": false }, { "action": "You get the bell", "response": "You reach down and pluck the golden bell from the snowdrift.\n\nOff in the distance to the northern hills beyond, you spot a tall figure walking in front of a white horse. You can faintly hear the jingling of bells which fades away as the two of them disappear behind one of the distant snowy hills.\n\nOff in the distance to the northern hills beyond, you spot a tall figure walking in front of a white horse. You can faintly hear the jingling of bells which fades away as the two of them disappear behind one of the distant snowy hills.", "endoftext": false }, { "action": "You show the bell to the dryad", "response": "The dryad has closed his eyes as he hums an old solstice hymn and so does not observe your offering. You might try asking him about it instead.", "endoftext": false }, { "action": "You ask the dryad about the bell", "response": "The dryad narrows his eyes to deep, dark slits as he peers at the golden bell. \"Ah ... how shiny, look how it catches the light. Quite perfect to have on this solstice night.\"", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na golden bell\na brass horn\na lantern (providing light)\nhandsome leather shoes\na candle stick\na blue wand", "endoftext": false }, { "action": "You go to the north", "response": "As you walk, the forest thins and soon, you leave it behind entirely.\n\nSnow covered peaks and valleys continue to the horizon as far as your eyes can see while the midnight sky above is speckled with fine points of light. The snowy hills continue all across the northern horizon and the forest lies to the south.", "endoftext": false }, { "action": "You go to the northwest", "response": "In the hemisphere of your sight, the horizon to your feet is a blur of white peaks and valleys, while the entire starry sky above is a deep midnight blue that is pierced by the gleaming full silvery moon.\n\nAtop one of the hills to the north, a tall figure grooms a white horse whose mane gleams in the silvery moonlight.", "endoftext": false }, { "action": "Go north", "response": "The soft white snow glistens in the silvery moonlight and stretches out in all directions. A tall man with his fine white mare is standing close by.\nYou trod through the powdery snow to the north. The beautiful white horse whinnies as you approach, and the tall man glances in your direction and smiles, \"Hello there, young one.\"", "endoftext": false }, { "action": "Hello", "response": "The mysterious man looks down upon you and smiles.", "endoftext": false }, { "action": "You examine man", "response": "The mysterious man standing next to the finest white mare you have ever seen is very tall and thin with a long white beard. He is dressed in handsomely crafted white garments and has a long white cape that billows in the gentle breeze. His face is quite serene and his demeanor is genuinely warm and endearing.", "endoftext": false }, { "action": "You look at the horse", "response": "The fine white mare has been meticulously groomed. Her shiny coat gleams in the silvery moonlight, and her flowing white mane billows in the cool breeze. She seems to be a close companion to the tall, mysterious man standing nearby who is adjusting her bell-laden harness.", "endoftext": false }, { "action": "You ring bell", "response": "You ring the little golden bell, and it tinkles gaily in the night air.", "endoftext": false }, { "action": "You give the bell to the man", "response": "The man exclaims, \"Why, look what you have there!\" He takes the bell and turns it about in his hands. \"I lost this little bell a while ago when a naughty little snow sprite ran off with it.\" The man affixes the bell back to the harness in the empty spot where it had been pulled off. \"Could you tell? This bell is enchanted. When it tolls ... But, oh!\" he stops short and reaches inside one of his pockets, \"I am reminded of this magical amulet.\" He pulls out an amulet on a thin golden necklace and drapes it over your head. \"Wear it 'round your neck, and go south to the thicket at the edge of the wood. The amulet will guide you home. Now, I must be on my way. I have much to do this night ... Go child, make haste, and take care!\" The tall man mounts the white mare and gallops into the darkness.", "endoftext": false }, { "action": "You look at amulet", "response": "The amulet hangs from the thin golden strands of a delicate necklace. The beautifully polished medallion has grown quite cool to the touch.", "endoftext": false }, { "action": "Go south", "response": "In the hemisphere of your sight, the horizon to your feet is a blur of white peaks and valleys, while the entire starry sky above is a deep midnight blue that is pierced by the gleaming full silvery moon.", "endoftext": false }, { "action": "You go southwest", "response": "Your amulet suddenly shimmers and begins to glow with deep yellow tones.\n\nA prickly thicket has run wild beyond the edge of the forest. The brambles which grab at your dress as you try to pass all look so much alike that you must continually struggle to keep your sense of direction. The moonlight barely filters down through the overgrowth, but you are able to spot openings in the brambles both to the northeast and the southeast.", "endoftext": false }, { "action": "You examine the amulet", "response": "The amulet hangs from the thin golden strands of a delicate necklace. The beautifully polished medallion has become very warm to the touch and has begun to emanate a rich golden light.", "endoftext": false }, { "action": "You go to the south-east", "response": "Your amulet seems to glow a shade brighter as you walk.\n\nAs the wind whistles through the thicket, the prickly tangles screech and crackle as they rub together. The sound sends shivers up your spine. The thicket has thinned here somewhat, and you will be able to continue to the northwest, west, northeast, or east.", "endoftext": false }, { "action": "You go east", "response": "Prickly thorns tug at your hemline as you push your way through the twisted branches. You are able to observe openings among the brambles to the north, west, and southwest.", "endoftext": false }, { "action": "Go north", "response": "Your amulet seems to glow a little dimmer as you walk.\n\nYour feet are getting very cold as you walk through the slushy snow-covered ground, and you miss your little brother than ever. The only directions you appear able to traverse are to the south and southwest.", "endoftext": false }, { "action": "Go south", "response": "Your amulet seems to glow a shade brighter as you walk.\n\nPrickly thorns tug at your hemline as you push your way through the twisted branches. You are able to observe openings among the brambles to the north, west, and southwest.", "endoftext": false }, { "action": "You go to the south-west", "response": "Your amulet seems to glow a shade brighter as you walk.\n\nThe thicket has somewhat thinned here, but the openings to the northwest, northeast, east, and southwest are dark and foreboding.", "endoftext": false }, { "action": "Go southwest", "response": "Your amulet seems to glow a shade brighter as you walk.\n\nThe thicket almost seems to have formed into a tunnel. The brambles form a complete arch overhead which blocks out most of the moonlight. Moonbeams shine into the tunnel from both the northeast and southeast.", "endoftext": false }, { "action": "You go southeast", "response": "As you walk out of the tunnel of brambles to the southeast, you are much relieved to find yourself in a wide open area with the thicket behind you. A large mountain rises into the starry night sky to the south and you see many others beyond. With a gasp of delight, you recognize that a snow-covered trail running along the mountainside is the very same one upon which you had ventured into town so many times. You scamper up the mountain side to the trail which gleams brilliantly in the full moonlight and run towards home with all of the strength left that you are able to muster.\n\nYou return home to a teary reunion with your worried parents. And to your great surprise and delight, Sander was well enough to sit at the fireside awaiting your return. When you reveal the handsome shoes you carried through the entire adventure as a solstice gift for him, his eyes gleam with giddy admiration. You feel certain that he will recover soon to join you in all of your games and mischief as once before. Your mother brings out the meager solstice feast she had been saving, and all of you sit around the hearth to celebrate the final moments of this solstice night. Sander smiles with delight as you relate all of your incredible trials and adventures in the winter wonderland, and your parents exchange bewildered glances.\n\nSuddenly, a burlap bag tied in twine arcs through the open window to land in front of the little spruce tree with a thud. Your parents carefully open the bag and dump out the contents. They nearly fall over in shock as gold pieces spill out onto the floor. You run to the window and poke your head outside. A damp breeze rustles your hair as you look to the east. You hear soft jingling bells among the distant clop of horse hoofs and are barely able to see a fading figure on a white horse disappear into the rising dawn.", "endoftext": false }, { "action": "You drop the shoes", "response": "Dropped.", "endoftext": false }, { "action": "Go southeast", "response": "As you walk out of the tunnel of brambles to the southeast, you are much relieved to find yourself in a wide open area with the thicket behind you. A large mountain rises into the starry night sky to the south and you see many others beyond. With a gasp of delight, you recognize that a snow-covered trail running along the mountainside is the very same one upon which you had ventured into town so many times. You scamper up the mountain side to the trail which gleams brilliantly in the full moonlight and run towards home with all of the strength left that you are able to muster.\n\nYou return home to a teary reunion with your worried parents. And to your great surprise and delight, Sander was well enough to sit at the fireside awaiting your return. Your mother brings out the meager solstice feast she had been saving, and all of you sit around the hearth to celebrate the final moments of this solstice night. Sander smiles with delight as you relate all of your incredible trials and adventures in the winter wonderland, and your parents exchange bewildered glances.\n\nSuddenly, a burlap bag tied in twine arcs through the open window to land in front of the little spruce tree with a thud. Your parents carefully open the bag and dump out the contents. They nearly fall over in shock as gold pieces spill out onto the floor. You run to the window and poke your head outside. A damp breeze rustles your hair as you look to the east. You hear soft jingling bells among the distant clop of horse hoofs and are barely able to see a fading figure on a white horse disappear into the rising dawn.", "endoftext": true } ]
vtuf6hfo9aj5xs64
Ether
MathBrush
[]
[ "3d movement", "cover art", "first effort", "flight", "gender-neutral protagonist", "IFComp 2015", "IFComp Game", "Inform 7", "kid-friendly", "kids", "magic", "nonhuman protagonist", "parser", "present tense", "second person", "surreal", "tentacles" ]
2,015
[ 5, 13, 11, 0, 0 ]
29
3.793103
20160104
false
For the first time in centuries, something is different. Your tentacles tingle as you float to the east past icebergs and whirlwinds. You skirt a pocket of hot air, bounce through a field of ice, and finally come upon a massive stormcloud filling the sky to the east.
[ { "action": "%", "response": "\"Year after year beheld the silent toil\nThat spread his lustrous coil;\nStill, as the spiral grew,\nHe left the past year's dwelling for the new,\nStole with soft step its shining archway through,\nBuilt up its idle door,\nStretched in his last-found home, and knew the old no more.\"\n\n--From \"The Chambered Nautilus\", by Oliver Wendell Homes\n\nFor the first time in centuries, something is different. Your tentacles tingle as you float to the east past icebergs and whirlwinds. You skirt a pocket of hot air, bounce through a field of ice, and finally come upon a massive stormcloud filling the sky to the east.\n\nThere it is. Glinting red below you and heading this way.\n\nA jet through the atmosphere. Version 2. by Brian Rushton\n\nThe wild sky stretches off forever in all directions. To the far east, storm clouds boil. To the far west, the sky is gentle and open. To the far north, icebergs float amid the clouds. To the far south, patches of steam whirl in vortices. Far above you, the air becomes thinner near the top of the world. Far below you lies a blanket of thicker air.\n\nThe temperature is pleasant and mild. You feel a mild breeze. The air pressure matches your natural buoyancy.\n\nA chunk of glowing red ice shoots out of the frozen clouds to the north, far below you, and starts to slowly rise. The ice glows strangely.\n\n[If you are playing Ether for the first time, you are strongly encouraged to type in ABOUT].", "endoftext": false }, { "action": "About yourself", "response": "Your tentacles wiggle with excitement. Your shell gleams in the bright glow from the south.\n\nThe chunk of red ice bobs upward. It now lies far to the north and far below you.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying nothing except a relentless sense of determination.\n\nThe chunk of red ice bobs upward. It now lies far to the north and below you.", "endoftext": false }, { "action": "M.", "response": "You burst west through a small patch of cloud.\n\nThere is a faint breeze.\n\nThe chunk of red ice bobs upward. It now lies far to the north, slightly to the east, and slightly below you.", "endoftext": false }, { "action": "M.", "response": "You lazily swim west through the air.\n\nThe wind here is slower and mild. Unlike the other directions, you notice that the west is peaceful, clear, and free, with gentle air and thick, pillowy cloud formations that drift slowly by. You realize when you see it how deeply tired you are. You shake yourself, determined to press on.\n\nThe chunk of red ice bobs upward. It now lies far to the north and to the east.", "endoftext": false }, { "action": "M.", "response": "You lazily swim west through the air.\n\nThe air flows slowly here, with torpid spirals that you idly spin in.\n\nThe chunk of red ice lies far to the north and far to the east.", "endoftext": false }, { "action": "M.", "response": "You jet swiftly west.\n\nThe air is still and peaceful. You find yourself tired, your tentacles drooping. Any further west and you might fall asleep.\n\nThe chunk of red ice lies far to the north and far to the east.", "endoftext": false }, { "action": "M.", "response": "You lazily swim west through the air.", "endoftext": false }, { "action": "Nd", "response": "You lazily swim northdown through the air.\n\nThe air is cool and fresh. You pause in awe at the wintry spectacle to the north. Massive pillowy clouds blot out the horizon, shedding enormous snowflakes that hurl about in blizzards to the northeast and clump together in snowbergs and icebergs to the northwest. Even here, close to you, a few small snowflakes spill out and dance around you. The air becomes noticeably chiller to the north.\n\nThe air weighs on your shell a bit more than usual.\n\nThe chunk of red ice bobs upward. It now lies far to the north and below you.", "endoftext": false }, { "action": "Nd", "response": "You lazily swim northdown through the air.\n\nYou feel a chill in the air.\n\nYou notice that the air is thicker than usual down here. The air far below you is so compressed and thick that it has become liquid, its surface constantly bubbling and popping. Even here, much higher, you can feel a slight, uncomfortable pressure on your shell..\n\nThe chunk of red ice bobs upward. It now lies to the north.", "endoftext": false }, { "action": "You go north", "response": "You lazily swim north through the air.\n\nThin snowflakes litter the air here. Puffs of mist come from your gills.\n\nThe chunk of red ice bobs upward. It now lies slightly to the north and slightly above you.", "endoftext": false }, { "action": "Nu", "response": "You burst northup through a small patch of cloud.\n\nThick frost clusters on your shell and sticks your tentacles together. You may not be able to go any further to the north.\n\nThe air weighs on your shell a bit more than usual.\n\nThe chunk of red ice bobs upward. It now lies slightly above you.", "endoftext": false }, { "action": "You go upwards", "response": "You jet swiftly up.\n\nThe air pressure matches your natural buoyancy.\n\nThe chunk of red ice is right next to you.", "endoftext": false }, { "action": "You take the ice", "response": "Taken.\n\nYou have it! You still remember the day you gave it up, streams of red magic flowing out of you, coalescing into this form. You threw it deep into the icy maelstrom of the world, knowing you would fear to come here until you had mastered this airy realm.\n\nYou just need to melt the ice to release the energy. The hot air to the south should do the trick.", "endoftext": false }, { "action": "Go south", "response": "You recklessly coast about as you fly south.\n\nThin snowflakes litter the air here. Puffs of mist come from your gills.", "endoftext": false }, { "action": "Go south", "response": "You lazily swim south through the air.\n\nYou feel a chill in the air.", "endoftext": false }, { "action": "Go south", "response": "You jet swiftly south.\n\nThe air is cool and fresh.", "endoftext": false }, { "action": "Go south", "response": "You spin slightly as you glide south.\n\nThe temperature is pleasant and mild.", "endoftext": false }, { "action": "You go to the south", "response": "You burst south through a small patch of cloud.\n\nThe air is warm and moist.\n\nThe chunk of red ice is melting slowly.", "endoftext": false }, { "action": "Go south", "response": "You jet swiftly south.\n\nThe air is hot and humid here, in stark contrast to the north. The southern horizon is filled with nebulous masses that glow red and churn slowly, occasionally flaring out bursts of steam. A dry heat bakes your tentacles, only to be suddenly replaced by a shell-drenching humidity that is quickly swept away. The air gets quite a bit hotter to the south, although it is still manageable.\n\nThe chunk of red ice is melting rapidly.", "endoftext": false }, { "action": "You examine the ice", "response": "A small chunk of cold red ice pulsing with magical power. You remember...\n\nYou were new to this world, and its strong winds and extreme environment frightened you at first. You felt out of control and lost. You thought of leaving, of giving up, of admitting you had made a mistake. You even began preparing the great door to your next home.\n\nBut you changed your mind at the last minute. You would make a home here, and you would not leave until you mastered this realm. So you took the power, the world-power, the summoning-power, the mind-power, and bound it in this crystal until it was time.\n\nBut the time is now.\n\nThe chunk of red ice is partially melted.\n\nThe chunk of red ice is melting rapidly.", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\nThe chunk of red ice has now melted completely.\n\nThe now-free magic flows in blood-red streams into you. You feel the power coursing through your veins, more than you can remember feeling in a long, long time. Enough to summon what you need. It is time to move on. You exert your will, and the world answers.\n\nNervously, you wait. You never know what the portal to the next world will be like. Once, it was just a door. The next time, it was a seed that grew into a hollow tree. Once, it was a mechanical crocodile; you spent weeks in its belly as it voyaged between worlds.\n\nSlowly, out of the top of the storm cloud to the east, a shape coalesces. The world has chosen to represent the way out as a scroll.\n\nThe scroll, a small piece of paper, is thrown violently into your view by the storm. It lies close to the top of the storm cloud. You find it odd that the scroll formed so far from you.", "endoftext": false }, { "action": "Up", "response": "You burst up through a small patch of cloud.\n\nThe air is a bit thin up here.\n\nThe scroll sinks lower in the air. It now lies to the north, far to the east, and above you.", "endoftext": false }, { "action": "Neu", "response": "You lazily swim northeastup through the air.\n\nThe air is warm and moist.\n\nThe brisk wind ruffles your tentacles.\n\nThe atmosphere is weak and thin here. You look up, and far above you, the clouds and snowflakes and all other details that enrich this world slowly phase out into empty nothingness. Here, where you are, the air is thin, but you can still manage to go up a bit further.\n\nThe scroll sinks lower in the air. It now lies slightly to the north and far to the east.", "endoftext": false }, { "action": "You go to the northeast", "response": "You jet swiftly northeast.\n\nThe temperature is pleasant and mild.\n\nThe stiff wind blows you off course for a moment. You struggle to remain in place. A particularly nasty blast of wind comes from the east, whose vast space is filled by colossal black stormclouds constantly shredded by small tornadoes and gales. Occasional lightning bolts flash, followed by deep grumbling thunder. Even this far away, the wind is still uncomfortably strong.\n\nThe scroll sinks lower in the air. It now lies to the east and slightly below you.", "endoftext": false }, { "action": "Ed", "response": "You lazily swim eastdown through the air.\n\nA gale blows here, making it difficult to fly. You feel your shell trembling.\n\nThe air is a bit thin up here.\n\nThe scroll sinks lower in the air. It now lies slightly to the east and slightly below you.", "endoftext": false }, { "action": "Ed", "response": "You lazily swim eastdown through the air.\n\nTerrifying winds buffet you about. You revel in the excitement, but know that you may not be able to withstand stronger winds.\n\nThe air pressure matches your natural buoyancy.\n\nThe scroll is right next to you.", "endoftext": false }, { "action": "You get the scroll", "response": "Taken.\n\nThe strong wind whips the scroll about violently. You need to find a quieter location if you want to read it. The scroll looks odd.\n\nThe howling storm threatens to rip the scroll from your tentacles.", "endoftext": false }, { "action": "You go to the south-west", "response": "You jet swiftly southwest.\n\nThe air is warm and moist.\n\nA gale blows here, making it difficult to fly. You feel your shell trembling.\n\nThe gale twists the paper about, rendering it impossible to read.", "endoftext": false }, { "action": "You go west", "response": "You spin slightly as you glide west.\n\nThe stiff wind blows you off course for a moment. You struggle to remain in place.\n\nThe stiff wind flips the paper here and there.", "endoftext": false }, { "action": "You go southwest", "response": "You spin slightly as you glide southwest.\n\nThe air is hot and humid.\n\nThe brisk wind ruffles your tentacles.\n\nThe breeze rustles the scroll about.", "endoftext": false }, { "action": "M.", "response": "You burst west through a small patch of cloud.\n\nYou feel a mild breeze.\n\nYour tentacles have difficulty keeping the paper still in the light breeze.", "endoftext": false }, { "action": "Go west", "response": "You jet swiftly west.\n\nThere is a faint breeze.\n\nThe scroll is calmer now, but still flits fitfully.", "endoftext": false }, { "action": "You go to the west", "response": "You jet swiftly west.\n\nThe wind here is slower and mild. Unlike the other directions, you notice that the west is peaceful, clear, and free, with gentle air and thick, pillowy cloud formations that drift slowly by. You realize when you see it how deeply tired you are. You shake yourself, determined to press on.\n\nFrustratingly, the scroll is so fragile that it ripples slightly in the wind. You can almost make out a word or two.", "endoftext": false }, { "action": "You go to the west", "response": "You jet swiftly west.\n\nThe air flows slowly here, with torpid spirals that you idly spin in.\n\nThe scroll lies still, and can now be read.", "endoftext": false }, { "action": "You read the scroll", "response": "Finally, the scroll stops fluttering long enough for you to read it. It has taken the appearance of an old roll of vellum, ripped at the edges and slightly musty.\n\nIt contains a list of items and requirements to travel to your next world. As you continue to read, you realize with surprise that you will not just be travelling to the next world.\n\nYou will be creating it.\n\nYou read to the end. Nervously, you begin the first step. With a snap of your tentacles, the scroll disappears. To begin your world, you have to have something, and you have to have nothing; the light and the dark. Again you call on the red magic, and the world responds grudgingly.\n\nSlowly, a ball of pure light forms far below you. Simultaneously, a smear of pure darkness forms far above you. In a short time, the ball of light resolves into a glowing jellyfish, in form like those you used to hunt worlds ago. The darkness resolves into an ebony chunk of coral.\n\nThe jellyfish of light bobs upward. It now lies far to the east and far below you.\n\nThe coral of darkness sinks lower in the air. It now lies to the north, far to the east, and far above you.", "endoftext": false }, { "action": "You go to the jellyfish", "response": "You spin slightly as you glide eastdown.\n\nThe wind here is slower and mild.\n\nThe air weighs on your shell a bit more than usual.\n\nThe jellyfish of light bobs upward. It now lies far to the east and slightly below you.\n\nThe coral of darkness sinks lower in the air. It now lies to the north, to the east, and far above you.", "endoftext": false }, { "action": "You go to the jellyfish", "response": "You lazily swim eastdown through the air.\n\nThere is a faint breeze.\n\nYou notice that the air is thicker than usual down here.\n\nThe jellyfish of light bobs upward. It now lies far to the east and slightly above you.\n\nThe coral of darkness sinks lower in the air. It now lies to the north, slightly to the east, and far above you.", "endoftext": false }, { "action": "You go to jellyfish", "response": "You lazily swim eastup through the air.\n\nYou feel a mild breeze.\n\nThe air weighs on your shell a bit more than usual.\n\nThe jellyfish of light bobs upward. It now lies far to the east and slightly above you.\n\nThe coral of darkness sinks lower in the air. It now lies to the north and slightly above you.", "endoftext": false }, { "action": "You go to the jellyfish", "response": "You spin slightly as you glide eastup.\n\nThe brisk wind ruffles your tentacles.\n\nThe air pressure matches your natural buoyancy.\n\nThe jellyfish of light bobs upward. It now lies to the east and slightly above you.\n\nThe coral of darkness sinks lower in the air. It now lies to the north, slightly to the west, and slightly below you.", "endoftext": false }, { "action": "You examine the self", "response": "Your tentacles wiggle with excitement. Your shell gleams in the bright glow from the south.\n\nThe jellyfish of light bobs upward. It now lies to the east and above you.\n\nThe coral of darkness sinks lower in the air. It now lies to the north, slightly to the west, and below you.", "endoftext": false }, { "action": "You go to the jellyfish", "response": "You burst eastup through a small patch of cloud.\n\nThe stiff wind blows you off course for a moment. You struggle to remain in place.\n\nThe air is a bit thin up here.\n\nThe jellyfish of light bobs upward. It now lies slightly to the east and above you.\n\nThe coral of darkness sinks lower in the air. It now lies to the north, to the west, and far below you.", "endoftext": false }, { "action": "Again", "response": "You jet swiftly eastup.\n\nA gale blows here, making it difficult to fly. You feel your shell trembling.\n\nThe atmosphere is weak and thin here.\n\nThe jellyfish of light bobs upward. It now lies above you.\n\nThe coral of darkness sinks lower in the air. It now lies to the north, far to the west, and far below you.", "endoftext": false }, { "action": "Again", "response": "You burst up through a small patch of cloud.\n\nYou find yourself slightly drowsy in the thin air.\n\nThe jellyfish of light bobs upward. It now lies above you.\n\nThe coral of darkness sinks lower in the air. It now lies to the north, far to the west, and far below you.\n\nThe jellyfish sails out of your reach above you. You summon another, but you feel resistance from this world, and your power grows weaker. Slowly, grudgingly, another jellyfish forms, far below you, and begins to rise.\n\nThe coral sinks into the darkness below. You summon another, but you feel resistance from this world, and your power grows weaker. Slowly, grudgingly, another coral forms, far above you, and begins to sink down.", "endoftext": false }, { "action": "Down", "response": "You spin slightly as you glide down.\n\nThe atmosphere is weak and thin here.\n\nThe jellyfish of light bobs upward. It now lies far below you.\n\nThe coral of darkness sinks lower in the air. It now lies to the north, far to the west, and slightly above you.", "endoftext": false }, { "action": "Down", "response": "You burst down through a small patch of cloud.\n\nThe air is a bit thin up here.\n\nThe jellyfish of light bobs upward. It now lies far below you.\n\nThe coral of darkness sinks lower in the air. It now lies to the north, far to the west, and slightly above you.", "endoftext": false }, { "action": "Down", "response": "You lazily swim down through the air.\n\nThe air pressure matches your natural buoyancy.\n\nThe jellyfish of light bobs upward. It now lies slightly below you.\n\nThe coral of darkness sinks lower in the air. It now lies to the north, far to the west, and slightly above you.", "endoftext": false }, { "action": "Down", "response": "You burst down through a small patch of cloud.\n\nThe air weighs on your shell a bit more than usual.\n\nThe jellyfish of light bobs upward. It now lies slightly above you.\n\nThe coral of darkness sinks lower in the air. It now lies to the north, far to the west, and slightly above you.", "endoftext": false }, { "action": "Up", "response": "You spin slightly as you glide up.\n\nThe air pressure matches your natural buoyancy.\n\nThe jellyfish of light bobs upward. It now lies slightly above you.\n\nThe coral of darkness sinks lower in the air. It now lies to the north, far to the west, and slightly below you.", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\nThe jellyfish of light bobs upward. It is right next to you.\n\nThe coral of darkness sinks lower in the air. It now lies to the north and far to the west.", "endoftext": false }, { "action": "You get jellyfish", "response": "As you grab the jellyfish, it pulses a bright flash of light, and the coral pulses a deep black echo. When it sees the dark flash, the jellyfish begins to wiggle and squirm, almost escaping. You can feel in it an overwhelming urge to rush towards the coral, to combine violently with it.\n\nUnexpectedly, a tongue of black, smoky cloud from the east bursts towards the coral, engulfing it. When it withdraws, you see that the coral has become a nautilus, like you, but dark and nebulous, with glints of red ice for eyes.\n\nThe jellyfish squirms and wiggles in your tentacles. It pulls towards the black nautilus so hard that you have to use all your strength to restrain it.\n\nThe nautilus flees upward! Now it lies to the north, to the west, and above you.", "endoftext": false }, { "action": "You go to Nautilus", "response": "You jet swiftly northwestup.\n\nThe air is warm and moist.\n\nThe stiff wind blows you off course for a moment. You struggle to remain in place.\n\nThe air is a bit thin up here.\n\nThe jellyfish squirms and wiggles in your tentacles. It pulls towards the black nautilus so hard that you have to use all your strength to restrain it.\n\nThe nautilus flees upward! Now it lies to the north, to the west, and above you.", "endoftext": false }, { "action": "Nwu", "response": "You burst northwestup through a small patch of cloud.\n\nThe temperature is pleasant and mild.\n\nThe brisk wind ruffles your tentacles.\n\nThe atmosphere is weak and thin here.\n\nThe jellyfish squirms and wiggles in your tentacles. It pulls towards the black nautilus so hard that you have to use all your strength to restrain it.\n\nThe nautilus flees upward! Now it lies to the west and above you.", "endoftext": false }, { "action": "Wu", "response": "You jet swiftly westup.\n\nYou feel a mild breeze.\n\nYou find yourself slightly drowsy in the thin air.\n\nThe jellyfish squirms and wiggles in your tentacles. It pulls towards the black nautilus so hard that you have to use all your strength to restrain it.\n\nThe nautilus is too close to the jellyfish to escape. The jellyfish is ripped from your tentacles.\n\nThe jellyfish drifts uncontrollably closer to the nautilus, accelerating rapidly. You cringe and turn away, and an explosion hurls you about as a loud *CRACK* echoes through the sky as the two violently combine, releasing their energy.\n\nYou blink wearily and shake your tentacles. You blink again, closing your eyes, and they open somewhere else. At first there is nothing, and then you start to sense pulses and waves. Clouds of potential swarm around you, spiking in brilliant flashes here and there. Clouds rip into millions and billions and trillions of tiny pieces, rearrange, combine, flip in and out of reality. Your new world in its infant form lies before you.\n\nYou open your eyes, and they slowly adjust, returning to the world your body resides in. Slowly, a number of objects fade into view, archetypes summoned by this old world as building blocks and food for your new world. Vacuum, liquid, solid and gas lay before you.\n\nBut there is something odd; each is encased in a thick shell of a different kind. The vacuum is encased in a crystalline bottle; the solid metals are contained in a thick treasure chest, like the one you used on the desert world; the argon gas is contained in an organic flask, made from some sort of dense wood; and the liquid toluene is in a tea kettle, like the one you used on your birth world.\n\nYour tentacles squirm uncomfortably. It is supposed to be much easier than this. Something about this world seems off today. You look at the maelstrom to the east, to the burning heat of the south and the freezing cold of the north. Then you understand...\n\nThis world doesn't want you to leave.\n\nThe bottle of vacuum lies to the south, far to the east, and far below you.\n\nThe chest of solid gold lies far to the south and far to the west.\n\nThe insulated flask of argon gas lies far below you.\n\nThe sealed kettle of liquid toluene lies slightly to the north, slightly to the west, and slightly below you.", "endoftext": false }, { "action": "You go to the flask", "response": "You spin slightly as you glide down.\n\nThe atmosphere is weak and thin here.\n\nThe bottle of vacuum bobs upward. It now lies to the south, far to the east, and far below you.\n\nThe chest of solid gold sinks lower in the air. It now lies far to the south and far to the west.\n\nThe insulated flask of argon gas bobs upward. It now lies far below you.\n\nThe sealed kettle of liquid toluene sinks lower in the air. It now lies slightly to the north, slightly to the west, and slightly below you.", "endoftext": false }, { "action": "You go to the flask", "response": "You spin slightly as you glide down.\n\nThe air is a bit thin up here.\n\nThe bottle of vacuum bobs upward. It now lies to the south, far to the east, and below you.\n\nThe chest of solid gold sinks lower in the air. It now lies far to the south and far to the west.\n\nThe insulated flask of argon gas bobs upward. It now lies slightly below you.\n\nThe sealed kettle of liquid toluene sinks lower in the air. It now lies slightly to the north, slightly to the west, and slightly below you.", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\nThe bottle of vacuum bobs upward. It now lies to the south, far to the east, and slightly below you.\n\nThe chest of solid gold sinks lower in the air. It now lies far to the south, far to the west, and slightly below you.\n\nThe insulated flask of argon gas lies slightly below you.\n\nThe sealed kettle of liquid toluene lies slightly to the north, slightly to the west, and slightly below you.", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\nThe bottle of vacuum bobs upward. It now lies to the south and far to the east.\n\nThe chest of solid gold sinks lower in the air. It now lies far to the south, far to the west, and below you.\n\nThe insulated flask of argon gas lies slightly below you.\n\nThe sealed kettle of liquid toluene lies slightly to the north, slightly to the west, and slightly below you.", "endoftext": false }, { "action": "You go to the flask", "response": "You jet swiftly down.\n\nThe air pressure matches your natural buoyancy.\n\nThe bottle of vacuum bobs upward. It now lies to the south, far to the east, and above you.\n\nThe chest of solid gold sinks lower in the air. It now lies far to the south, far to the west, and below you.\n\nThe insulated flask of argon gas is right next to you.\n\nThe sealed kettle of liquid toluene lies slightly to the north and slightly to the west.", "endoftext": false }, { "action": "You get the flask", "response": "Taken.\n\nThe bottle of vacuum bobs upward. It now lies to the south, far to the east, and far above you.\n\nThe chest of solid gold sinks lower in the air. It now lies far to the south, far to the west, and far below you.\n\nThe sealed kettle of liquid toluene lies slightly to the north and slightly to the west.", "endoftext": false }, { "action": "You go to vacuum", "response": "You burst southeastup through a small patch of cloud.\n\nThe air is warm and moist.\n\nThe brisk wind ruffles your tentacles.\n\nThe air is a bit thin up here.\n\nThe bottle of vacuum lies slightly to the south, far to the east, and above you.\n\nThe chest of solid gold sinks lower in the air. It now lies to the south, far to the west, and far below you.\n\nThe sealed kettle of liquid toluene lies to the north, to the west, and slightly below you.", "endoftext": false }, { "action": "You go to vacuum", "response": "You burst southeastup through a small patch of cloud.\n\nThe air is hot and humid.\n\nThe stiff wind blows you off course for a moment. You struggle to remain in place.\n\nThe atmosphere is weak and thin here.\n\nThe bottle of vacuum lies to the east and slightly above you.\n\nThe chest of solid gold lies slightly to the south, far to the west, and far below you.\n\nThe sealed kettle of liquid toluene lies far to the north, far to the west, and below you.\n\nThe flask creaks a little.", "endoftext": false }, { "action": "You go to vacuum", "response": "You jet swiftly eastup.\n\nA gale blows here, making it difficult to fly. You feel your shell trembling.\n\nYou find yourself slightly drowsy in the thin air.\n\nThe bottle of vacuum lies slightly to the east.\n\nThe chest of solid gold lies slightly to the south, far to the west, and far below you.\n\nThe sealed kettle of liquid toluene lies far to the north, far to the west, and far below you.\n\nThe flask cracks and pops a bit as the pressure inside builds up.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nan insulated flask of argon gas\n\nThe bottle of vacuum lies slightly to the east.\n\nThe chest of solid gold lies slightly to the south, far to the west, and far below you.\n\nThe sealed kettle of liquid toluene lies far to the north, far to the west, and far below you.\n\nThe flask cracks and pops a bit as the pressure inside builds up.", "endoftext": false }, { "action": "Getyerflask", "response": "SAVEOk.", "endoftext": false }, { "action": "You look", "response": "The wild sky stretches off forever in all directions. To the far east, storm clouds boil. To the far west, the sky is gentle and open. To the far north, icebergs float amid the clouds. To the far south, patches of steam whirl in vortices. Far above you, the air becomes thinner near the top of the world. Far below you lies a blanket of thicker air.\n\nThe air is hot and humid. A gale blows here, making it difficult to fly. You feel your shell trembling. You find yourself slightly drowsy in the thin air.\n\nThe bottle of vacuum lies slightly to the east.\n\nThe chest of solid gold lies slightly to the south, far to the west, and far below you.\n\nThe sealed kettle of liquid toluene lies far to the north, far to the west, and far below you.\n\nThe flask cracks and pops a bit as the pressure inside builds up.", "endoftext": false }, { "action": "Go east", "response": "You lazily swim east through the air.\n\nTerrifying winds buffet you about. You revel in the excitement, but know that you may not be able to withstand stronger winds.\n\nThe bottle of vacuum is right next to you.\n\nThe chest of solid gold lies slightly to the south, far to the west, and far below you.\n\nThe sealed kettle of liquid toluene lies far to the north, far to the west, and far below you.\n\nThe flask cracks and pops a bit as the pressure inside builds up.", "endoftext": false }, { "action": "You get the vacuum", "response": "Your tentacles have difficulty carrying that many objects at once.\n\nThe bottle of vacuum is right next to you.\n\nThe chest of solid gold lies slightly to the south, far to the west, and far below you.\n\nThe sealed kettle of liquid toluene lies far to the north, far to the west, and far below you.\n\nThe flask cracks and pops a bit as the pressure inside builds up.", "endoftext": false }, { "action": "Up", "response": "You lazily swim up through the air.\n\nYou struggle mightily to keep alert and aloft in the thin atmosphere. You may not be able to go any higher.\n\nThe bottle of vacuum lies slightly below you.\n\nThe chest of solid gold lies slightly to the south, far to the west, and far below you.\n\nThe sealed kettle of liquid toluene lies far to the north, far to the west, and far below you.\n\nThe pressure of the gas ruptures the flask. The gas fluoresces fitfully as sparks of lightning consume it and the flask.\n\nAgain, you sense the new world. A strong atmosphere springs into place, like the world you are in now. You see powerful storms sending down torrents of rain. You see enormous clouds floating in the sky. You see light spreading and filling the world, turning the sky blue or red.\n\nYou return to the old world. The gas flows and surrounds you, then is sucked into your shell. You now have the ability to rocket about;\ntype \"ROCKET [DIRECTION]\" to go as far as you can in that\ndirection.\n\nThis world rumbles and shakes, grudging you your success. The maelstrom to the east boils up in massive black clouds. Lightning strikes out in several directions, some smashing icebergs, others lighting up the underbellies of clouds.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying nothing except a relentless sense of determination.\n\nThe bottle of vacuum lies slightly below you.\n\nThe chest of solid gold lies slightly to the south, far to the west, and far below you.\n\nThe sealed kettle of liquid toluene lies far to the north, far to the west, and far below you.\n\nA thick finger of black cloud stretches out from the east and flicks at you. The cloud narrowly misses you, cracking the air to your side.", "endoftext": false }, { "action": "Down", "response": "You spin slightly as you glide down.\n\nYou find yourself slightly drowsy in the thin air.\n\nThe bottle of vacuum is right next to you.\n\nThe chest of solid gold lies slightly to the south, far to the west, and far below you.\n\nThe sealed kettle of liquid toluene lies far to the north, far to the west, and far below you.\n\nA thick finger of black cloud stretches out from the east and flicks at you. The cloud narrowly misses you, cracking the air to your side.", "endoftext": false }, { "action": "You get the vacuum", "response": "Taken.\n\nThe chest of solid gold lies slightly to the south, far to the west, and far below you.\n\nThe sealed kettle of liquid toluene lies far to the north, far to the west, and far below you.", "endoftext": false }, { "action": "Rocket up", "response": "You rocket up as far as you safely can.\n\nThe air is hot and humid. Terrifying winds buffet you about. You revel in the excitement, but know that you may not be able to withstand stronger winds. You struggle mightily to keep alert and aloft in the thin atmosphere. You may not be able to go any higher.\n\nThe chest of solid gold lies slightly to the south, far to the west, and far below you.\n\nThe sealed kettle of liquid toluene lies far to the north, far to the west, and far below you.", "endoftext": false }, { "action": "Rocket down", "response": "You rocket down as far as you safely can.\n\nThe air is hot and humid. Terrifying winds buffet you about. You revel in the excitement, but know that you may not be able to withstand stronger winds. The thick air squeezes your shell from all sides. You find yourself somewhat uncomfortable, and wonder if your shell could take any more pressure.\n\nThe chest of solid gold lies slightly to the south and far to the west.\n\nThe sealed kettle of liquid toluene lies far to the north, far to the west, and far above you.\n\nThe intense pressure crushes the crystal bottle. With a loud \"pop\", the vacuum collapses, and the crystal shards are compressed to a small point, vanishing.\n\nAs the bottle shatters, the vision of the new world springs into your view again. Like an explosion, the bounds of the world shatter, and a vacuum-filled space expands exponentially faster and faster away from your world, sprouting stars, nebulae, and suns. This new world will be bigger than any you have created before.\n\nYou absorb the power of the vacuum inside of you. You can now draw\nall objects towards you. Type \"VACUUM\" to attract objects. The air around you starts slowly drifting towards you, absorbing into your shell, increasing in speed until a steady stream of air is pulling all visible objects to you.\n\nYou sense intense anger as you take yet another step towards leaving. The blanket of thick air below you begins to bubble and boil. A thick globule of air rises slowly before popping uncomfortably close to you.", "endoftext": false }, { "action": "Vacuum", "response": "The sealed kettle of liquid toluene and chest of solid gold are pulled a bit closer to you.\n\nThe chest of solid gold moves northeast, towards you. It now lies far to the west.\n\nThe sealed kettle of liquid toluene moves southeast, towards you. It sinks lower in the air. It now lies to the north, far to the west, and far above you.", "endoftext": false }, { "action": "Vacuum", "response": "The sealed kettle of liquid toluene and chest of solid gold are pulled a bit closer to you.\n\nThe chest of solid gold moves east, towards you. It now lies far to the west.\n\nThe sealed kettle of liquid toluene moves southeast, towards you. It sinks lower in the air. It now lies slightly to the north, far to the west, and above you.\n\nAnother globule of air boils out from below and rushes at you. Before you can move, it pops, dazing you for a second.", "endoftext": false }, { "action": "Vacuum", "response": "The sealed kettle of liquid toluene and chest of solid gold are pulled a bit closer to you.\n\nThe chest of solid gold moves east, towards you. It now lies far to the west.\n\nThe sealed kettle of liquid toluene moves southeast, towards you. It sinks lower in the air. It now lies to the west and slightly above you.", "endoftext": false }, { "action": "Vacuum", "response": "The sealed kettle of liquid toluene and chest of solid gold are pulled a bit closer to you.\n\nThe chest of solid gold moves east, towards you. It now lies far to the west.\n\nThe sealed kettle of liquid toluene moves east, towards you. It sinks lower in the air. It now lies slightly to the west.", "endoftext": false }, { "action": "You go to the west", "response": "You lazily swim west through the air.\n\nA gale blows here, making it difficult to fly. You feel your shell trembling.\n\nThe chest of solid gold lies far to the west.\n\nThe sealed kettle of liquid toluene bobs upward. It now lies slightly above you.", "endoftext": false }, { "action": "Go west", "response": "You burst west through a small patch of cloud.\n\nThe stiff wind blows you off course for a moment. You struggle to remain in place.\n\nThe chest of solid gold lies to the west.\n\nThe sealed kettle of liquid toluene bobs upward. It now lies slightly to the east and above you.", "endoftext": false }, { "action": "Vacuum", "response": "The sealed kettle of liquid toluene and chest of solid gold are pulled a bit closer to you.\n\nThe chest of solid gold moves east, towards you. It now lies slightly to the west.\n\nThe sealed kettle of liquid toluene moves west, towards you. It sinks lower in the air. It now lies slightly above you.", "endoftext": false }, { "action": "Vacuum", "response": "The sealed kettle of liquid toluene and chest of solid gold are pulled a bit closer to you.\n\nThe chest of solid gold moves east, towards you. It is right next to you.\n\nThe sealed kettle of liquid toluene sinks lower in the air. It is right next to you.\n\nThe stiff wind makes the hinges of chest creak.", "endoftext": false }, { "action": "You get the chest", "response": "Taken.\n\nThe sealed kettle of liquid toluene bobs upward. It now lies slightly above you.\n\nThe stiff wind makes the hinges of the chest creak.\n\nAnother globule of air boils out from below and rushes at you. Before you can move, it pops, sending everything you are carrying\nflying.", "endoftext": false }, { "action": "You look", "response": "The wild sky stretches off forever in all directions. To the far east, storm clouds boil. To the far west, the sky is gentle and open. To the far north, icebergs float amid the clouds. To the far south, patches of steam whirl in vortices. Far above you, the air becomes thinner near the top of the world. Below you lies a blanket of thicker air. The world is agitated, with globules of thicker air floating from below and exploding, as violent eddies swirl from the east.\n\nThe air is hot and humid. The stiff wind blows you off course for a moment. You struggle to remain in place. The thick air squeezes your shell from all sides. You find yourself somewhat uncomfortable, and wonder if your shell could take any more pressure.\n\nThe chest of solid gold sinks lower in the air. It now lies to the south.\n\nThe sealed kettle of liquid toluene bobs upward. It now lies above you.\n\nThe stiff wind makes the hinges of chest creak.", "endoftext": false }, { "action": "Go south", "response": "You spin slightly as you glide south.\n\nThe chest of solid gold lies slightly to the south.\n\nThe sealed kettle of liquid toluene bobs upward. It now lies slightly to the north and far above you.\n\nThe stiff wind makes the hinges of chest creak.\n\nAnother globule of air boils out from below and rushes at you. It bursts in a loud explosion close to you. The explosion rocks you, but you avoid the brunt of it.", "endoftext": false }, { "action": "You go to the south", "response": "You lazily swim south through the air.\n\nThin strands of steam are leaking from your tentacles. You may not be able to withstand further heat.\n\nThe chest of solid gold is right next to you.\n\nThe sealed kettle of liquid toluene bobs upward. It now lies to the north and far above you.\n\nThe stiff wind makes the hinges of chest creak.", "endoftext": false }, { "action": "You get the chest", "response": "Taken.\n\nThe sealed kettle of liquid toluene lies to the north and far above you.\n\nThe stiff wind makes the hinges of the chest creak.\n\nAnother globule of air boils out from below and rushes at you. It bursts in a loud explosion close to you. The explosion rocks you, but you avoid the brunt of it.", "endoftext": false }, { "action": "Rocket west", "response": "You rocket west as far as you safely can.\n\nThin strands of steam are leaking from your tentacles. You may not be able to withstand further heat. The air is still and peaceful. You find yourself tired, your tentacles drooping. Any further west and you might fall asleep. The thick air squeezes your shell from all sides. You find yourself somewhat uncomfortable, and wonder if your shell could take any more pressure.\n\nThe sealed kettle of liquid toluene lies to the north, far to the east, and far above you.", "endoftext": false }, { "action": "Rocket east", "response": "You rocket east as far as you safely can.\n\nThin strands of steam are leaking from your tentacles. You may not be able to withstand further heat. Terrifying winds buffet you about. You revel in the excitement, but know that you may not be able to withstand stronger winds. The thick air squeezes your shell from all sides. You find yourself somewhat uncomfortable, and wonder if your shell could take any more pressure.\n\nThe sealed kettle of liquid toluene lies to the north, to the west, and far above you.\n\nThe extreme wind rips the hinges off the chest. Gold nuggets and coins spill out and spiral through the air before disappearing in a flash along with the chest.\n\nThe old world fades for a moment as the new world enters your view. You feel enormous weight as a thick core of iron builds up in the center of your world, hot and mobile. More and more molten rock piles on, the outsides cooling, popping and cracking into seams of quartz, basalt, silver, and gold. Your new world will have a solid foundation. The visions of the new world fade away.\n\nAs they disappear, you feel a power coursing through your tentacles. They strengthen and harden. You now have the ability to crush\nobjects instead of moving them around. To crush an object, type \"CRUSH [OBJECT]\". You must be carrying an object before you can crush it.\n\nThe world explodes in fury. An enormous bolt of lightning rockets from east to west, sending a thunderclap echoing throughout the world. A wave of steaming air rolls from the south to the north. You are tossed about for a second. The lightning bolt has temporarily blinded you, but it quickly wears off.\n\nAnother globule of air boils out from below and rushes at you. Before you can move, it pops, dazing you for a second.", "endoftext": false }, { "action": "Vacuum", "response": "The sealed kettle of liquid toluene is pulled a bit closer to you.\n\nThe sealed kettle of liquid toluene moves southeast, towards you. It sinks lower in the air. It now lies slightly to the north, slightly to the west, and far above you.", "endoftext": false }, { "action": "Vacuum", "response": "The sealed kettle of liquid toluene is pulled a bit closer to you.\n\nThe sealed kettle of liquid toluene moves southeast, towards you. It sinks lower in the air. It now lies above you.\n\nThe liquid boils in the kettle, causing intense pressure. However, the walls still hold. It may need a little something more to release the liquid.", "endoftext": false }, { "action": "Vacuum", "response": "The sealed kettle of liquid toluene is pulled a bit closer to you.\n\nThe sealed kettle of liquid toluene sinks lower in the air. It now lies slightly above you.\n\nThe liquid boils in the kettle, causing intense pressure. However, the walls still hold. It may need a little something more to release the liquid.", "endoftext": false }, { "action": "You get the kettle", "response": "That's too far away!\n\nThe sealed kettle of liquid toluene bobs upward. It now lies above you.\n\nThe liquid boils in the kettle, causing intense pressure. However, the walls still hold. It may need a little something more to release the liquid.", "endoftext": false }, { "action": "You go to the kettle", "response": "You lazily swim up through the air.\n\nThe air is soupy and uncomfortably thick down here.\n\nThe sealed kettle of liquid toluene bobs upward. It now lies above you.\n\nThe liquid boils in the kettle, causing intense pressure. However, the walls still hold. It may need a little something more to release the liquid.", "endoftext": false }, { "action": "You go to the kettle", "response": "You burst up through a small patch of cloud.\n\nYou notice that the air is thicker than usual down here.\n\nThe sealed kettle of liquid toluene bobs upward. It now lies above you.\n\nThe liquid boils in the kettle, causing intense pressure. However, the walls still hold. It may need a little something more to release the liquid.", "endoftext": false }, { "action": "You go to kettle", "response": "You lazily swim up through the air.\n\nThe air weighs on your shell a bit more than usual.\n\nThe sealed kettle of liquid toluene lies slightly above you.\n\nThe liquid boils in the kettle, causing intense pressure. However, the walls still hold. It may need a little something more to release the liquid.\n\nAnother globule of air boils out from below and rushes at you. It bursts in a loud explosion close to you. The explosion rocks you, but you avoid the brunt of it.", "endoftext": false }, { "action": "Vacuum", "response": "The sealed kettle of liquid toluene is pulled a bit closer to you.\n\nThe sealed kettle of liquid toluene sinks lower in the air. It is right next to you.\n\nThe liquid boils in the kettle, causing intense pressure. However, the walls still hold. It may need a little something more to release the liquid.", "endoftext": false }, { "action": "You get the kettle", "response": "Taken.\n\nThe liquid boils in the kettle, causing intense pressure. However, the walls still hold. It may need a little something more to release the liquid.", "endoftext": false }, { "action": "You crush kettle", "response": "You raise your hardened tentacles high in the air, and send the plummeting down onto the sealed kettle of liquid toluene. It smashes into dozens of pieces.\nThe kettle is smashed and explodes in a cloud of mist.\n\nAs the mist envelopes you, you feel the presence of the new world stronger than before. Rivers and oceans spill across it, lakes and streams. The Ocean... you have never seen a world with so much water. The ocean teems with life, but the deepest recesses of it are dark and empty. You watch it all with excitement. In this new world, the Ocean will be your home.\n\nThe liquid spreads all over your tentacles and shell, and is absorbed into your body. Your tentacles lengthen and become stickier. You\ncan now carry multiple objects at once.\n\nThere is a great pause in the air. Your world now is complete; you can sense it, waiting for you. But something is holding it back; a membrane between the worlds, or a dam.\n\nAnother bolt of lightning streaks from the east. You were turn away before the bolt strikes, and it doesn't affect you.", "endoftext": false }, { "action": "Up", "response": "You spin slightly as you glide up.\n\nThe air pressure matches your natural buoyancy.\n\nAnother globule of air boils out from below and rushes at you. Before you can move, it pops, dazing you for a second.\n\nSuddenly, you feel it. You concentrate with all your might. Slowly, slowly, the membrane between the worlds stretches and thins out. With the tiniest sound in the world, a minuscule tear in the fabric of time appears, to the west. Through it, you can see a black field of stars.", "endoftext": false }, { "action": "Rocket west", "response": "As you reach towards the rift, the world around you bursts into activity. Streams of thick black clouds, tendrils of flame, and giant chunks of ice swirl to the west to surround the tear in space. The sky darkens considerably, and red glints of light flash far in the distance, all around you.\n\nThe churning mass to the left grows and grows, forming into an enormous shell of clouds and fire so large that you cannot see where it ends in any direction. Slowly, painfully, the cloud rotates, lightning exploding all around it, until a single red baleful eye stares at you, miles long in each direction.\n\nA dark and black sky surrounds you. Unfamiliar flashes of red glint balefully in the distance. To the east, the maelstrom of black clouds spirals into a churning vortex. To the far north, icebergs clash and explode in violent, freezing confrontations. To the south, the sky has caught on fire. Far above you, the nakedness of an empty sky seeks your embrace. Far below you the thicker air churns and roils, sending out geysers unpredictably. To the far west lies the massive, gibbering stormbeast. Its enormous red eye glares balefully at you.\n\nThin strands of steam are leaking from your tentacles and flames lick your shell. You may not be able to withstand further heat. Terrifying winds buffet you about. You revel in the excitement, but know that you may not be able to withstand stronger winds. The air pressure matches your natural buoyancy.", "endoftext": false }, { "action": "Vacuum", "response": "You feel the air flow towards you.\n\nA geyser of thick, deep air from below erupts. Your shell is stretched and pulled in different directions, and you are almost ripped from your shell. It subsides and you must pause for a moment until the pain becomes bearable.", "endoftext": false }, { "action": "Go northwest", "response": "You quickly dodge northwest.\n\nWaves of heat roll at you from every direction and jets of flame scorch your shell from time to time.\n\nA gale blows here, making it difficult to fly. You feel your shell trembling.\n\nA blast of fire from the south rolls into you, singing your tentacles and blackening your shell.", "endoftext": false }, { "action": "You go to the north-west", "response": "You blast northwest.\n\nThe air is hot and humid.\n\nThe stiff wind blows you off course for a moment. You struggle to remain in place.\n\nThe great stormbeast roars and a torrent of pale green phosphorescent rain fills the air.", "endoftext": false }, { "action": "You go to the northwest", "response": "You quickly dodge northwest.\n\nThe air is warm and moist.\n\nThe brisk wind ruffles your tentacles.\n\nA blast of fire from the south rolls into you, singing your tentacles and blackening your shell.\n\nYou begin to despair of your life. You turn to the west and notice a thin web of cracks in the eye. If you could rocket into it, perhaps you could break it open.", "endoftext": false }, { "action": "Rocket west", "response": "You rocket to the west with all your might, towards the eye. You impact the center with a mighty crash, and the eye splinters, forming a deep crack in the middle.\n\nA geyser of thick, deep air from below erupts. Your shell is stretched and pulled in different directions, and you are almost ripped from your shell. It subsides and you must pause for a moment until the pain becomes bearable.", "endoftext": false }, { "action": "Rocket west", "response": "You rocket to the west with all your might, towards the eye. You impact the center with a mighty crash, and you smash through the eye into the center of the beast!\n\nYou are in a vast, empty blackness. Isolated red tendrils pulse throughout the darkness.\n\nYou fly into the eye and into a dark and empty scene. Behind you is a sheet of red ice with a crack in the center, dwindling as you fall further into the beast. There is nothing around you except empty blackness. Occasionally, you see thin tendrils of red energy.", "endoftext": false }, { "action": "You get the sheet", "response": "You can't reach into Battlezone.\n\nYou drift slowly through the darkness. A single snowflake passes by you.", "endoftext": false }, { "action": "Rocket west", "response": "You try to move, but you can't. Or maybe you do move; it is hard to tell.\n\nSlowly, you sense something being pulled to you. A tiny red dot surrounded by tendrils appears in the distance.", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\nThe red dot increases in size as it is pulled towards you. More and more tendrils come into your view, leading towards the red dot. As you approach, you see that it is a massive, pulsing red ball, hundreds of times larger than yourself. As it pulses, energy swirls around it and out through the conduits. It is the heart of the stormbeast. In the center of it, encased in the thick swirls of energy, you see the entrance to your new world, a tear in the fabric of space with a field of stars behind it. The heart around it constricts, and the inner world trembles.", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\nThe tendrils pulse regularly. The rift to your world pulses wildly inside of the heart, but the red tendrils restrain it.", "endoftext": false }, { "action": "Vacuum", "response": "You feel the air flow towards you.\n\nThe tendrils pulse regularly. The rift to your world pulses wildly inside of the heart, but the red tendrils restrain it.", "endoftext": false }, { "action": "You get dot", "response": "The heart is too big to carry, but your tentacles latch onto the heart, ready to crush it.\n\nThe tendrils pulse regularly. The rift to your world pulses wildly inside of the heart, but the red tendrils restrain it.\n\nThe red forces constrict your new world. Helpless, you watch through the rift as an enormous asteroid hurtles through the void and smashes into your planet, killing billions of creatures.", "endoftext": false }, { "action": "Crush heart", "response": "You destroy the heart, and the red energy explodes around you in a violent red flash. As the light dims, you see the darkness around you crumbling and fading, until you are surrounded again by your familiar clouds. The red energy begins flowing into your new world at a quick pace. A crimson stream touches you, and images flash into your mind...\n\nAn image of your first entrance into this world, opening a mighty machine and flying out.\n\nAn image of you drowsily floating through the air, tickled by a zephyr of this world.\n\nAn image of you careening through a black storm cloud, exhilarated by the joy and excitement of the dangerous gale.\n\nAn image of you hesitating, turning away from both zephyr and whirlwind, drawn to inner contemplation.\n\nYou begin to realize that this world has always been alive, and that in its own way, the world has loved you. You see a last series of images, of the world bringing the red ice to you, bringing the scroll and the ingredients it needed.\n\nFinally, you turn and see the blood of the world flowing into the next, strengthening it and making it real. Now you understand. This old world knew that the next could not live on its own. A sacrifice must be made; the old must die that the new may live. And only you could destroy the old world. Suddenly, a tremor runs through the area.\n\nThe wild sky stretches off forever in all directions. To the far east, storm clouds boil. To the west, the sky is gentle and open. To the far north, icebergs float amid the clouds. To the far south, patches of steam whirl in vortices. Far above you, the air becomes thinner near the top of the world. Far below you lies a blanket of thicker air.\n\nThe air is warm and moist. The air is still and peaceful. You find yourself tired, your tentacles drooping. Any further west and you might fall asleep. The air pressure matches your natural buoyancy.\n\nThe darkness clears, and you see the world around you again, slowly collapsing. Small bubbles float in the air around you. One bursts against you, misting your tentacles. The world, you realize, is kissing you goodbye.\n\nA bubble moves southwest, towards you. It bobs upward. It now lies slightly to the north and far to the east.\n\nAnother bubble moves northwest, towards you. It sinks lower in the air. It now lies far to the east and above you.\n\nAnother bubble moves southwest, towards you. It bobs upward. It now lies slightly to the north, to the east, and slightly below you.\n\nA pale green phosphorescent rain of tears fills the air. You cannot see the rift to your world, but you sense it near you. The\nworld around you slowly decays, and you feel its energy flowing into you.", "endoftext": false }, { "action": "You go to the rift", "response": "[GO TO only works on objects in the field of play]\n\nA bubble lies slightly to the north and far to the east.\n\nAnother bubble sinks lower in the air. It now lies far to the east and slightly above you.\n\nAnother bubble bobs upward. It now lies slightly to the north and to the east.\n\nA pale green phosphorescent rain of tears fills the air. You weep as the world around you slowly grows silent.", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\nA bubble lies slightly to the north and far to the east.\n\nAnother bubble sinks lower in the air. It now lies far to the east.\n\nAnother bubble lies slightly to the north and to the east.\n\nA pale green phosphorescent rain of tears fills the air. A shower of red glinting lights pours in around you, and you feel your strength increase.\n\nThe storm to the east builds up to an immense speed, and then rockets across to the west. Ice, steam, and strange sandlike debris whirl around you. When the wind settles, the storm is gone.", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\nA bubble lies slightly to the north and far to the east.\n\nAnother bubble lies far to the east.\n\nAnother bubble lies slightly to the north and to the east.\n\nA pale green phosphorescent rain of tears fills the air. The energy is building in you to almost unbearable levels. It is almost time.", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\nA bubble lies slightly to the north and far to the east.\n\nAnother bubble lies far to the east.\n\nAnother bubble lies slightly to the north and to the east.\n\nA pale green phosphorescent rain of tears fills the air. The world around you slowly decays, and you feel its energy flowing into you.", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\nA bubble lies slightly to the north and far to the east.\n\nAnother bubble lies far to the east.\n\nAnother bubble lies slightly to the north and to the east.\n\nA pale green phosphorescent rain of tears fills the air. A shower of red glinting lights pours in around you, and you feel your strength increase.\n\nNow the blanket of thick air below you bubbles and boils before erupting in plumes of dense air that you sense rather than see. They bubble higher and higher as they diffuse, until they are gone. Now, all about you, the air pressure is equalized.", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\nA bubble lies slightly to the north and far to the east.\n\nAnother bubble lies far to the east.\n\nAnother bubble lies slightly to the north and to the east.\n\nA pale green phosphorescent rain of tears fills the air. A shower of red glinting lights pours in around you, and you feel your strength increase.", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\nA bubble lies slightly to the north and far to the east.\n\nAnother bubble lies far to the east.\n\nAnother bubble lies slightly to the north and to the east.\n\nA pale green phosphorescent rain of tears fills the air. You weep as the world around you slowly grows silent.", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\nA bubble lies slightly to the north and far to the east.\n\nAnother bubble lies far to the east.\n\nAnother bubble lies slightly to the north and to the east.\n\nA pale green phosphorescent rain of tears fills the air. A shower of red glinting lights pours in around you, and you feel your strength increase.\n\nThe icebergs from the north and the steam vortices from the north move together. You brace yourself for the impact. When they touch, the world explodes into steam.", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\nA bubble lies slightly to the north and far to the east.\n\nAnother bubble lies far to the east.\n\nAnother bubble lies slightly to the north and to the east.\n\nA pale green phosphorescent rain of tears fills the air. A shower of red glinting lights pours in around you, and you feel your strength increase.\n\nFinally, you are ready. The magic bursts from you, then returns as you spin faster and faster. Shards of metal from the kettle, strands of emptiness from the vacuum, tentacles of light and polyps of dark, gold coins and strange-smelling gas unite around you.\n\nYou begin shrinking into a point of incredibly bright light, and then rocket into the tear in the fabric of this world. Everything fades.\n\nOcean (much, much later)\nYou are swimming near the bottom of a slope in a large reef, your home for untold years. Brightly-colored fish swim about, and polyps wave from the reef. The surface glimmers dimly, far above you, and the ocean stretches away to all sides.", "endoftext": false }, { "action": "About yourself", "response": "You are battered and slightly dazed. Your shell is dinged and one of your tentacles' tips is seared off.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying nothing except a relentless sense of determination.\n\nSomething splashes from far above. Through the murk, you dimly see a metal sphere slowly sinking to the ocean floor, attached to a cable stretching up high.", "endoftext": false }, { "action": "You examine the sphere", "response": "A sphere of metal with glass windows and a cable running above it. Inside the window is an oddly shaped being with knobbly tentacles at the end of its appendages peering at you through a small hole.\n\nIn the bathysphere is an oddly shaped being.", "endoftext": false }, { "action": "Wave", "response": "You wave.", "endoftext": false }, { "action": "You look at the being", "response": "An elongated being with eyes in the front of its head. Five fingers spring from each of two hands, and they are all pressed up against the window.", "endoftext": false }, { "action": "So we just had to sit around watching the doomsday", "response": "BECAUSE WE'D BEEN TOLD THAT THE NEW WORLD WAS CREATING ITSELF, SO WE JUST HAD TO SIT AROUND WATCHING DOOMSDAY\n\nYou seem to want to talk to someone, but I can't see whom.", "endoftext": false }, { "action": "Vacuum", "response": "You feel the water flow towards you sluggishly. You're not used to doing this anymore.", "endoftext": false }, { "action": "You get the sphere", "response": "You consider the sphere for some time, but you soon lose interest and swim slowly backwards, occasionally bumping a chunk of coral.\n\nYou swim slowly back down the slope, to where the reefs end, to where all life ends, except for you. This world has been good to you now for a long, long time. But maybe now it's time to go. It's time to start looking for a way out.\n\n\"This is the ship of pearl, which, poets feign,\nSails the unshadowed main,-\nThe venturous bark that flings\nOn the sweet summer wind its purpled wings\nIn gulfs enchanted, where the Siren sings,\nAnd coral reefs lie bare,\nWhere the cold sea-maids rise to sun their streaming hair...\n\nBuild thee more stately mansions, O my soul,\nAs the swift seasons roll!\nLeave thy low-vaulted past!\nLet each new temple, nobler than the last,\nShut thee from heaven with a dome more vast,\nTill thou at length art free,\nLeaving thine outgrown shell by life's unresting sea!\"\n-Oliver Wendell Holmes", "endoftext": true } ]
wsjmvbv5tsyrsp9g
Till Death Makes a Monk-Fish Out of Me
Mike Sousa
[ "Science Fiction" ]
[ "collaboration", "cover art", "fish", "IF Competition 2002", "IFComp Game", "Miss Congeniality Winner", "NightFloyd transcript", "reincarnation", "TADS", "TADS 2", "transformation", "Xyzzy Awards 2002" ]
2,002
[ 5, 17, 10, 1, 0 ]
33
3.787879
20090505
false
Dr. Taylor's looking worried. Dr. Kurner's looking exhausted. Zak is grinning with glee. Today is the big day, and you're about to try out the crowning experiment of your life, and in AtlantisLab's chequered history. It's just a shame that it's not going to work. And you're unlikely to stay alive through the consequences. TILL DEATH... and then some.
[ { "action": "%", "response": "\"After you, Professor,\" Zak says, holding open the door. \"Think - if this works you'll be standing on the surface in no time!\"\n\n\"Yes, Zak, I know.\"\n\nThe floor is a tangle of cables running from the bank of heavy machinery to the man-sized glass cylinder in the corner; it's like a blender plugged into a car-battery in a giant's world. The whole arrangement looks suspiciously haphazard.\n\nDr. Kurner is already here, looking like he only just got out of bed.\n\nThe others enter behind you. \"All set, Professor?\" asks Zak, clapping you on the back. Taking your arm he helps you into the glass tube.\nYou don't need help, but this is a Momentous Occasion.", "endoftext": true }, { "action": "Winnable", "response": "This game is in a perpetual winnable state.", "endoftext": false }, { "action": "Review", "response": "(Review mode - time does not pass)\n\nCables feed away from the base of the glass to the bank of machinery outside, around which the scientists huddle and confer. Inside is your own little fish-tank; there's a grille to put your feet on, and some machinery at the top, and the Emergency Door Release Switch just about where your left hand is. They're all looking at you expectantly, perhaps waiting for a final speech before the glass slides shut...", "endoftext": false }, { "action": "You say", "response": "What do you want to say?", "endoftext": false }, { "action": "You talk", "response": "\"Friends! This is a momentous day! I have prepared just a few words to be said on this occasion, if you will bear with me. There is a saying in my country: he who eats of the plum tree must wonder why he ...\"\n\nThe glass door slides quickly shut. Your view of the scientists is somewhat obscured by a note, taped to the inside.", "endoftext": false }, { "action": "You examine the note", "response": "(first taking the note)\n\"Well, Professor. I suspect that from now on you will not prove a problem in my life any more. Your machine is under my control. Shall we say: if you are reading this, you are already dead.\"\n\n\"FIVE,\" booms the automated countdown voice.", "endoftext": false }, { "action": "You pull the release switch", "response": "You tug the release. Nothing results but a grating noise. It's broken!\n\n\"Hey - do you suppose it should be sparking like that?\" Zak pipes up. The others tut and mutter.\n\n\"THREE.\" Power begins to build.", "endoftext": false }, { "action": "You look at Kurner", "response": "A sour man, five years your senior, but lower than you in rank. You vaguely remember him from college but don't think you ever spoke. Otherwise - he was down here when you arrived.\n\n\"And then there's quite a bit of smoke too, isn't there?\"\n\n\"TWO.\" The cables on the floor wriggle like a squid.", "endoftext": false }, { "action": "You pull the cables", "response": "The cables aren't important.\n\n\"Maybe we should open it up and take a look?\"\n\nDr. Kurner's attention is taken briefly by a school of fish passing by the window. No dedication, that man.\n\n\"ONE.\" The coils at the top of the cylinder make a searing noise.", "endoftext": false }, { "action": "Scream", "response": "Your words are muffled by the glass; which steams up as you shout. You could probably write in the condensation with a fingertip, though.\n\n\"Anyone got a screwdriver?\" A few pat their pockets, and shrug.\n\n\"ZER-OH!\" The machine blasts a spurt of searing white light, as though your head has come off. The scientists outside barely seem to notice as they hunt around for a coin to use in the screw-head. Just as everything fades fuzzily to black, you see Kurner stumble himself; then the world slides away...\n\nConsciousness projection. They'd not said it couldn't be done, but they had said it was pretty unlikely. They'd not said you were mad, but they had said you were a little unusual, especially in your taste for sushi. But you knew, if anyone down in AtlantisLab needs anything, it's a holiday on the surface. Preferably a holiday as a twenty-two-year-old beach dweller.\n\nWhich is where you should be right now. It feels colder than Hawaii should this time of year. You have a slight headache. It's dark - so you open your eyes.", "endoftext": false }, { "action": "Scream", "response": "Your words are muffled by the glass; which steams up as you shout. You could probably write in the condensation with a fingertip, though.\n\nOutside all the scientists gather around the machinery, intent; tapping gauges and nodding seriously. All except Dr. Kurner, that is, who stands off to one side, leaning heavily on a counter, staring at you.\n\n\"FOUR.\" There's a slight snigger sound just at the end; you remember laughing when you recorded that last week.", "endoftext": false }, { "action": "You write in the condensation", "response": "When typing or writing, you need to surround the target word in quotes; ie, write \"in\".", "endoftext": false }, { "action": "You write xyzzy", "response": "When typing or writing, you need to surround the target word in quotes; ie, write \"xyzzy\".", "endoftext": true }, { "action": "You look around", "response": "In a drawer, sitting up\nYou are sitting up in a long metal drawer, halfway up a large wall\nof metal drawers. Most of the others are closed; yours is open. Below - about ten feet or so - is the floor of an unfamiliar room, with a door at the far end. The main features seem to be metal: metal ceiling, metal walls, metal piping along one side. Coupled with the dim lighting, this is definitely not Waikiki Beach, by any stretch of the imagination.\n\nYour foot is itching.", "endoftext": false }, { "action": "You examine the foot", "response": "Tied tightly around your big toe is a tag. It reads \"John Doe.\" Well, at least you know what name you should answer to.", "endoftext": false }, { "action": "You remove the tag", "response": "The toe tag is firmly attached.", "endoftext": false }, { "action": "About you", "response": "Well, you seem to be naked. This isn't your body either. So everything's gone to plan; except this doesn't look a lot like Hawaii.\n\nTied around your toe is a tag.", "endoftext": false }, { "action": "You get up", "response": "You stand up.", "endoftext": false }, { "action": "You examine the drawers", "response": "Your drawer is empty bar you, without even a sheet, and is labelled \"John Doe\" at the front. Looking around the others you see they're all labelled too - there's Jeremy Doe off to one side; Jack Doe a few", "endoftext": false }, { "action": "Inventory", "response": "levels up, and the lowest down you can read is Ms. Jenny Doe; who's about halfway to the ground. The surrounding drawers are all closed.\n\nYou have nothing, absolutely nothing. And you're cold as a consequence.", "endoftext": false }, { "action": "You open the drawer", "response": "Your drawer is already open.", "endoftext": false }, { "action": "Go outside", "response": "The ground is too far to jump!", "endoftext": false }, { "action": "You open the drawers", "response": "One at a time, please.", "endoftext": false }, { "action": "You open Jenny", "response": "It's too far below for you to reach the handle.", "endoftext": false }, { "action": "You open jeremy", "response": "You slide open Jeremy's drawer. He's inside, asleep. He seems to have a peg-leg.", "endoftext": false }, { "action": "You examinpeg-leg", "response": "The peg-leg is a tapering pole the length of one leg - more like a strut, really, or half a flamingo.", "endoftext": false }, { "action": "You get the leg", "response": "Taken.", "endoftext": false }, { "action": "You examine Jeremy", "response": "Jeremy is a large round-faced man, almost tubby, almost jovial in fact; apart from the missing leg which adds a sinister touch to the proceedings. He is naked, and asleep, and looks very comfortable somehow.", "endoftext": false }, { "action": "You open Jack", "response": "You stand up, and can easily reach Jack's drawer to slide it open.\nJack is inside, but he appears to be asleep.", "endoftext": false }, { "action": "You examine Jack", "response": "You can only really make out his feet from down here, but they're very still, so he must be fast asleep.", "endoftext": false }, { "action": "You wake jack", "response": "Don't wake him. He looks like he's sleeping real deeply.", "endoftext": false }, { "action": "You open Jenny", "response": "(with the peg-leg)\nHooking the drawer with Jeremy's leg, you slide it open. Poor old Jenny rolls into view. She looks positively knackered.", "endoftext": false }, { "action": "You look at Jenny", "response": "Jenny is a red-head, and a good-looking one too. If you weren't both naked, and lying in cold metal drawers halfway up a wall, you'd consider asking her out; just to irritate your wife.", "endoftext": false }, { "action": "You get in Jenny's drawer", "response": "The peg is far too cumbersome for this manoeuvre, so you first give it back to good old Jeremy next door.\n\nIt's a fair way down - so first you get a solid grip on the edge of your pallet, and then very gradually you slide off it. There's a moment of flailing before one toe meets her drawer. Slight kick in the ribs - you freeze - but she hasn't noticed. Lucky. Next foot, you can't see where it's going - oops, that felt like her head; you feel certain her eyes must open any second, you'll hear a complaint... no, no, somehow you get away with it. The next time you put it down it's more or less onto a clear space - bar some hair.\n\nYou let go of your drawer, now firmly astride Jenny's, and rub your hands. There's a deep shadowed groove in either palm from holding up your weight.", "endoftext": false }, { "action": "You examine Jenny", "response": "Jenny is a red-head, and a good-looking one too.", "endoftext": false }, { "action": "You examine the floor", "response": "It lies beneath you.", "endoftext": false }, { "action": "Kiss Jenny", "response": "She'd no doubt appreciate it, of course, given that she's probably quite lonely here. But you refrain, on grounds of hygiene.", "endoftext": false }, { "action": "Down", "response": "You make the final fall to the ground.\n\nThis is a thin room then, between the wall of square drawers like a tiling and another side of sheer metal, east and west respectively.\nThe floor is split-level; from where you stand a ramp leads up and northward, and light from a window there tumbles back down.\n\nThe drawers stop about five feet from ground-level; below are four compartments.\n\nThere is a smooth hatch set into the south wall.", "endoftext": false }, { "action": "You examine the hatch", "response": "The hatch is about three foot square and flush with the floor. Just by it is a circular recess in the wall.", "endoftext": false }, { "action": "You examine the compartments", "response": "The names read: Kathleen, Victoria, Charlotte and Rosalind.", "endoftext": false }, { "action": "You look at the recess", "response": "It's roughly ten centimeters wide and deep, and is barely a meter off the floor.", "endoftext": false }, { "action": "You open kathleen", "response": "You slide open the compartment. Inside is a trolley on which lies what is clearly a corpse. A transparent sheet covers face down to ankles, like it was wrapped in cling-film. Only the feet protrude - no tag. A little horrified, you slam the compartment closed.", "endoftext": false }, { "action": "Open Victoria", "response": "You quickly slide it open and shut -- same story as the other compartment.", "endoftext": false }, { "action": "You open Rosalind", "response": "Inside the compartment is an empty trolley.", "endoftext": false }, { "action": "You look at the trolley", "response": "The trolley is inside the compartment.", "endoftext": false }, { "action": "You take the trolley", "response": "You can't reach it from here.\n\nYou can't reach it from here.", "endoftext": false }, { "action": "You enter Rosalind", "response": "You enter Rosalind's compartment.\n\nA metal box, seven foot by four foot by five, arranged such that you could lie down spread-eagled but stoop when you stand. The west wall is missing. In the middle of the floor is a low flat trolley.", "endoftext": false }, { "action": "You enter Rosalind", "response": "You're already in the compartment.", "endoftext": false }, { "action": "Go west", "response": "This is a thin room then, between the wall of square drawers like a tiling and another side of sheer metal, east and west respectively.\nThe floor is split-level; from where you stand a ramp leads up and northward, and light from a window there tumbles back down.\n\nThe drawers stop about five feet from ground-level; below are four compartments.\n\nThere is a smooth hatch set into the south wall.", "endoftext": false }, { "action": "You look at the trolley", "response": "Six feet long, three feet wide, it is essentially a tray on wheels.\nThe only additions are a rubber bumper at one end and a flat metal rectangle at the other. This is like the registration plate of a car, only blank.", "endoftext": false }, { "action": "You look at the bumper", "response": "You push the trolley west.\n\nThis is a thin room then, between the wall of square drawers like a tiling and another side of sheer metal, east and west respectively.\nThe floor is split-level; from where you stand a ramp leads up and northward, and light from a window there tumbles back down.\n\nThe drawers stop about five feet from ground-level; below are four compartments.\n\nThere is a smooth hatch set into the south wall.\n\nAn arc of thick rubber, designed for shock absorbance.", "endoftext": false }, { "action": "You look at the rectangle", "response": "It is just smooth metal.", "endoftext": false }, { "action": "You get on the trolley", "response": "You lie on the trolley. It's cold.", "endoftext": true }, { "action": "Look around", "response": "Bottom of ramp, on the trolley\nThis is a thin room then, between the wall of square drawers like a tiling and another side of sheer metal, east and west respectively.\nThe floor is split-level; from where you stand a ramp leads up and northward, and light from a window there tumbles back down.\n\nThe drawers stop about five feet from ground-level; below are four compartments.\n\nThere is a smooth hatch set into the south wall. In the middle of the floor is a low flat trolley.", "endoftext": false }, { "action": "You get off", "response": "(the trolley)\nYou get off the trolley.\n\nThis is a thin room then, between the wall of square drawers like a tiling and another side of sheer metal, east and west respectively.\nThe floor is split-level; from where you stand a ramp leads up and northward, and light from a window there tumbles back down.\n\nThe drawers stop about five feet from ground-level; below are four compartments.\n\nThere is a smooth hatch set into the south wall. In the middle of the floor is a low flat trolley.", "endoftext": false }, { "action": "Go north", "response": "This is a small stage, facing the stalls below down a ramp to the south, with the royal boxes on the wall above, reserved it seems for the Doe family. You could take your bow, lit by the spotlight-glow through the window, or slip offstage through the door just beside it. Just left of the door is a small device.", "endoftext": false }, { "action": "Bow", "response": "Anything for a little credit.", "endoftext": false }, { "action": "You examine the window", "response": "Across the glass in arcing letters is emblazoned: \"YRAUTROM\" (though the R's are a little strange). Which is - you're quite sure - a place in Jordan; and not a place in Hawaii.\n\nIt is bright in the corridor beyond, which smarts your eyes a little.", "endoftext": false }, { "action": "You look at the device", "response": "** ERROR - Reset Required **\n\nare printed on the tiny display. Near the display is a button.", "endoftext": false }, { "action": "You examine the device", "response": "are printed on the tiny display. Near the display is a button.\n\nAt the bottom of the ramp, a robot appears through the hatch.", "endoftext": false }, { "action": "You go south", "response": "This is a thin room then, between the wall of square drawers like a tiling and another side of sheer metal, east and west respectively.\nThe floor is split-level; from where you stand a ramp leads up and northward, and light from a window there tumbles back down.\n\nThe drawers stop about five feet from ground-level; below are four compartments.\n\nThere is a smooth hatch set into the south wall. In the middle of the floor is a low flat trolley.\n\nThe robot positions its hexagonal tube by the trolley base with a muffled clang. It then powers away up the ramp, pushing the trolley ahead of it.", "endoftext": false }, { "action": "You get on the trolley", "response": "It's too far away.\n\nAt the top of the ramp, the robot does something to make the door open, and slips through, pushing the trolley in front of it. Then the door slams shut.", "endoftext": false }, { "action": "You enter door", "response": "The door is sealed shut.", "endoftext": true }, { "action": "You look at your surroundings", "response": "This is a small stage, facing the stalls below down a ramp to the south, with the royal boxes on the wall above, reserved it seems for the Doe family. You could take your bow, lit by the spotlight-glow through the window, or slip offstage through the door just beside it. Just left of the door is a small device.\n\nAt the bottom of the ramp, a robot appears through the hatch.", "endoftext": false }, { "action": "You examine the door", "response": "It is locked, it seems. By the side, at shoulder height, is a black glass palm-scanner. Three feet below is a circular recess and to the left is a small device.\n\nThe robot - whose name appears to be Kathleen - rumbles up the ramp.", "endoftext": false }, { "action": "You examine the robot", "response": "This Hansome is Kathleen. It is shaped like a square coffee-table resting on one side. The two legs - or rather, arms - at the top each boast a shining disc, like eyes; though only one is a camera lens and the other is a stubby protrusion like a hockey puck. The two bottom prongs are run with caterpillar tracks. Slung between them is brown hexagonal tube.\n\nThe robot inserts its hockey puck into the circular recess and opens the door long enough for it to power through. Then the door slams shut.", "endoftext": false }, { "action": "Go south", "response": "This is a thin room then, between the wall of square drawers like a tiling and another side of sheer metal, east and west respectively.\nThe floor is split-level; from where you stand a ramp leads up and northward, and light from a window there tumbles back down.\n\nThe drawers stop about five feet from ground-level; below are four compartments.\n\nThere is a smooth hatch set into the south wall.", "endoftext": false }, { "action": "Open Victoria", "response": "You quickly slide it open and shut -- same story as the other compartment.", "endoftext": false }, { "action": "You wait", "response": "Time passes...\n\nThe hatch slides open long enough to spit out an orange robot.", "endoftext": false }, { "action": "You get on robot", "response": "There's no surface to clamber on.\n\nThe robot - whose name appears to be Victoria - rumbles up the ramp.", "endoftext": false }, { "action": "You get on robot", "response": "There's no surface to clamber on.\n\nAt the top of the ramp, the robot does something to make the door open, and slips through. Then the door slams shut.", "endoftext": false }, { "action": "You go to the east", "response": "You enter Rosalind's compartment.\n\nA metal box, seven foot by four foot by five, arranged such that you could lie down spread-eagled but stoop when you stand. The west wall is missing.", "endoftext": false }, { "action": "You go north", "response": "This is a small stage, facing the stalls below down a ramp to the south, with the royal boxes on the wall above, reserved it seems for the Doe family. You could take your bow, lit by the spotlight-glow through the window, or slip offstage through the door just beside it. Just left of the door is a small device.\n\nThrough the hatch appears first a trolley, then a robot shepherd. In a deft volley of whirrs and flicks, it opens the Charlotte compartment with its extending arm and shoves the trolley inside, moving forward itself. The trolley bounces off the one already inside the compartment and comes to a rest in the room, behind the robot. The compartment door swings shut.", "endoftext": false }, { "action": "Go south", "response": "This is a thin room then, between the wall of square drawers like a tiling and another side of sheer metal, east and west respectively.\nThe floor is split-level; from where you stand a ramp leads up and northward, and light from a window there tumbles back down.\n\nThe drawers stop about five feet from ground-level; below are four compartments.\n\nThere is a smooth hatch set into the south wall. In the middle of the floor is a low flat trolley.\n\nThe robot - whose name appears to be Charlotte - rumbles up the ramp.", "endoftext": false }, { "action": "You get on the trolley", "response": "You clamber on.\n\nThe robot inserts its hockey puck into the circular recess and opens the door long enough for it to power through. Then the door slams shut.", "endoftext": false }, { "action": "You wait", "response": "Time passes...", "endoftext": false }, { "action": "You examine the compartments", "response": "The names read: Kathleen, Victoria, Charlotte and Rosalind.\n\nThe hatch open long enough to spit out Kathleen, again.", "endoftext": false }, { "action": "Wait", "response": "Time passes...\n\nKathleen positions its hexagonal tube by the trolley base with a muffled clang. It then powers away up the ramp, taking you with it.\n\nTop of ramp, on the trolley\nThis is a small stage, facing the stalls below down a ramp to the south, with the royal boxes on the wall above, reserved it seems for the Doe family. Above you is a circular recess which is attached to a door. Just left of the door is a small device.", "endoftext": false }, { "action": "Sing", "response": "What do you want to sing to?", "endoftext": false }, { "action": "You examine Kathleen", "response": "This Hansome is Kathleen. It is shaped like a square coffee-table resting on one side. The two legs - or rather, arms - at the top each boast a shining disc, like eyes; though only one is a camera lens and the other is a stubby protrusion like a hockey puck. The two bottom prongs are run with caterpillar tracks. Slung between them is brown hexagonal tube.\n\nThe robot extends its hockey puck to an absurd length, reaching over the trolley in front, to clip into the recess by the door. The entrance slides open, and it passes through, taking you with it.\n\nOnce in the corridor outside, you leap from the trolley before it, and the robot, power away.\n\nThe corridor curves southeast to southwest, smooth metal walls low\nand merging over your head. Portholes splatter the north side like bullet-holes. A neon striplight runs the length of the corridor, lighting round the bends on either hand, but right now your eyes are elsewhere - drawn to the window of the room you have just left.", "endoftext": false }, { "action": "You look at the window", "response": "Here it is light, and there it is dark, and the glass acts as a mirror over which your haggard face looms. Only it is not your face. It is the face of Dr. Kurner. A moment of staring is not enough, and you stare some more. His nose is your nose, his eyes, wet and squinting, are your eyes, they move as you look over them. You feel the tightness of his skin around your mouth and cheekbones. And worse: his face is framed, like an advert for a circus clown, by an arcing title in large letters:\n\nDead! Ridiculous! You're not dead! You're standing upright. Indeed, you're breathing! Aren't you? There - you blow a long breath onto the glass, and a pool of condensation smokes it over. Alive. You're alive. And the sooner you can get back to your machine and get yourself back into your own skin, the better.\n\nThe robot pushes the trolley through the hatch in the southwest wall and disappears.", "endoftext": false }, { "action": "You look at the portholes", "response": "Through the portholes swim a variety of underwater fish, lit in the half-glow leaking from this dome.\n\nThe condensation on the window evaporates away.", "endoftext": false }, { "action": "You go west", "response": "The robot's hatch is closed.\n\nThe condensation on the window evaporates away.", "endoftext": false }, { "action": "You go to the east", "response": "The airlock is closed. And it doesn't look in good repair, either.\n\nThrough the door appears Victoria.", "endoftext": false }, { "action": "You go north", "response": "You can't go that way.\n\nThe robot opens the hatch and rumbles through.", "endoftext": false }, { "action": "You look at the airlock", "response": "The airlock is circular, and damaged, with loose wiring hanging from the frame. Set in the centre is the access mechanism, above is a small square spyhole. The sight beyond it is not good - you can make out twisted metal, bent panels and wiring dripping from the ceiling like thick seaweed. It appears not to have been breached, though, as there is no water. Something moves about within: something large and orange.", "endoftext": false }, { "action": "You examine the mechanism", "response": "The mechanism is a large button marked ACCESS MECHANISM. Its functions are probably impaired by the sparking wiring hanging from the doorframe.", "endoftext": false }, { "action": "You examine the wiring", "response": "Two wires, crudely torn. They spark occasionally - and are quite possibly live!", "endoftext": false }, { "action": "You connect the wiring", "response": "Of course! If you electrocute yourself - if you die - then your consciousness will flip back to your original body! It's bound to, after all! And then your problem is solved! ... Though you'll still have to help Dr. Kurner, somehow, wherever he is. Excellent idea.\n\nYou steel your courage, raise your hand... and have a moment of doubt. Are you sure you want to do this?", "endoftext": false }, { "action": "Yes", "response": "You close your eyes, and close your hand around the two ends of the wires. There is a terrible sparking as electricity leaps between them, flowing blue lightning between your fingers, along your skin, down your palm!\n\nHowever, due to Dr. Kurner's plastic prosthetic wrist replacement, it doesn't get much further than that. Your hand comes away, a little blackened.\n\nThe airlock door slides open.\n\nThe robot opens the hatch and rumbles through.", "endoftext": false }, { "action": "Yes", "response": "It's good that you're feeling so positive.", "endoftext": false }, { "action": "You look at the hand", "response": "Your hand is the colour of your wife's baked potatoes.", "endoftext": false }, { "action": "You go east", "response": "You slip through the airlock, into a mangle of metal.\n\nThis was the eastern quadrant of the dome, but something has fallen away and it is now a mangle of sheets of metal, intersecting skew-like. About halfway along, the roof is so low to the floor as to admit a mere few centimeters of space between. Wiring hangs from the neon light, but only the first segment is still lit. Where the corridor is most crumpled, one of the panels underfoot is loose, rippling out from the floor. A large orange robot is whirring back and forth here. It is Rosalind.\n\nYou hear the rumbling sound of another robot in the corridor.", "endoftext": false }, { "action": "You look at the panel", "response": "One of the panels of flooring at the southern end of this area has stuck up from the floor, like the bone protruding from a broken leg; like a wafer in an ice-cream.\n\nFrom the corridor outside you hear the swish-snap of the robot hatch.\n\nRosalind edges forward once more, away from the airlock.", "endoftext": false }, { "action": "You look under the panel", "response": "There's nothing under the panel.\n\nThe robot moves on down the corridor, until it hits the fallen roof.", "endoftext": false }, { "action": "You examine Rosalind", "response": "She has not survived the impact, either. Poor thing - you wonder how long she has been trapped here, whirring forward along the corridor until she can go no further, then back until caught in the pinched walls by the airlock.\n\nRosalind whirrs slowly across the corridor.", "endoftext": false }, { "action": "You get the panel", "response": "The panel is heavy, and one end is stuck in a pinch of metal, but this acts neatly as a hinge. You prop it with a clang against the wall.\n\nBeyond is a dark hole in the flooring. Who knows how far a drop it might be, how long one might tumble before finally crunching to certain death on the floor?\n\nThe robot reaches the airlock, but cannot quite fit through the gap.", "endoftext": false }, { "action": "You enter the hole", "response": "You cross yourself once. This is it - a long jump - air whipped from your mouth - certain death on a solid flooring, who knows how far down. You can see nothing in there, it is black. Will they ever find this body? Who can say? You close your eyes and leap into the dark.\n\nAnd land, an instant later, in a waist-deep hole.\n\nYou are waist-high in a hole in the floor, in the middle of a\ncorridor of mangled metal walls.\n\nYou hear Rosalind's trudging footsteps.", "endoftext": true }, { "action": "Go downward", "response": "The only exit is up.\n\nYou hear Rosalind's trudging footsteps.", "endoftext": false }, { "action": "Search hole", "response": "You find nothing of interest.\n\nYou hear Rosalind's trudging footsteps. With a loud rumble, the robot looms over your head, filling your vision the way a cloud can blot out the sun. You cower, raising your arms instinctively over your eyes, as Rosalind pitches forward into the hole...\n\nBut it seems the centre of those robots is just a sheet of orange paper, as it rips easily when it hits your head. A crash-smash later, you are standing in the debris of shattered robot, half filling the pit.", "endoftext": false }, { "action": "You examine the robot", "response": "Rosalind is in at least twelve parts, most bright orange, a few black, with wires spilling from several fissures. The debris is four inches deep.", "endoftext": false }, { "action": "You search debris", "response": "Amongst the orange parts you find the robot's hockey-puck arm, which you take.", "endoftext": false }, { "action": "You look at the arm", "response": "It's a two-inch long black cylinder, as wide as your prosthetic wrist. One end is marked with concentric ridges - that's the end that fits the hatch-locks. It must be telescopic, somehow, but you can't see a mechanism.", "endoftext": false }, { "action": "Pray", "response": "You pray and feel a bit better.", "endoftext": false }, { "action": "Up", "response": "You scramble out of the hole.\n\nThis was the eastern quadrant of the dome, but something has fallen away and it is now a mangle of sheets of metal, intersecting skew-like. About halfway along, the roof is so low to the floor as to admit a mere few centimeters of space between. Wiring hangs from the neon light, but only the first segment is still lit. The loose panel is propped against the wall, revealing a promising, deep hole into the bowels of the dome.", "endoftext": false }, { "action": "You examine the wiring", "response": "The wiring is dark and dead, like the hair of a drowned mermaid.", "endoftext": false }, { "action": "You pull it", "response": "The wires slip through your hands.\n\nYou hear the rumbling sound of another robot in the corridor.", "endoftext": true }, { "action": "You look around", "response": "This was the eastern quadrant of the dome, but something has fallen away and it is now a mangle of sheets of metal, intersecting skew-like. About halfway along, the roof is so low to the floor as to admit a mere few centimeters of space between. Wiring hangs from the neon light, but only the first segment is still lit. The loose panel is propped against the wall, revealing a promising, deep hole into the bowels of the dome.\n\nFrom the corridor outside you hear the swish-snap of the robot hatch.", "endoftext": false }, { "action": "You go east", "response": "The only exit is west.", "endoftext": false }, { "action": "You go to the west", "response": "The corridor curves southeast to southwest, smooth metal walls low\nand merging over your head. Portholes splatter the north side like bullet-holes. A neon striplight runs the length of the corridor, light leaking round the bends until it is cut on the west side by a robot-hatch, and on the east by an airlock door, which is open.\n\nTo the south is the door back to the mortuary, a black glass panel by its side.", "endoftext": false }, { "action": "You go west", "response": "The robot's hatch is closed.", "endoftext": false }, { "action": "You open hatch", "response": "The hatchway will not open, will not budge and will not slide either.\n\nThrough the door appears Victoria.", "endoftext": false }, { "action": "You put the arm in the recess", "response": "The hatch slides open for a brief moment, then slams shut. You put the arm in once more, and this time, slip through.\n\nThe western side of the dome, and an area not designed for human personnel. Robot hatches stand secure at the north and southern ends, the latter a little dented, perhaps in the same explosion that damaged the east side. Portholes peer out in the dark, their ring broken by a passage to the west, opposite an open archway to the east.\n\nThe norhern hatch flips open and out pops Victoria. She slowly lumbers southward, disappearing through the southern hatch.", "endoftext": false }, { "action": "Go north", "response": "The hatch is shut.", "endoftext": false }, { "action": "You put the arm in the recess", "response": "Which recess do you mean, the dented recess, or the circular recess?", "endoftext": false }, { "action": "You put the arm in circular recess", "response": "The hatch opens; you dart through.\n\nThe corridor curves southeast to southwest, smooth metal walls low\nand merging over your head. Portholes splatter the north side like bullet-holes. A neon striplight runs the length of the corridor, light leaking round the bends until it is cut on the west side by a robot-hatch, and on the east by an airlock door, which is open.\n\nTo the south is the door back to the mortuary, a black glass panel by its side.", "endoftext": false }, { "action": "You put arm in recess", "response": "The hatch opens; you dart through.\n\nThe western side of the dome, and an area not designed for human personnel. Robot hatches stand secure at the north and southern ends, the latter a little dented, perhaps in the same explosion that damaged the east side. Portholes peer out in the dark, their ring broken by a passage to the west, opposite an open archway to the east.", "endoftext": false }, { "action": "You put the arm in the dented recess", "response": "There is a dull click. It seems not to want to work. There could be a hundred finicky mechanical reasons why.", "endoftext": false }, { "action": "Go west", "response": "This is just a short vestibule, from the airlock to the west to the main corridor back east. The airlock door is sealed, but looking through its panel, you can see a long corridor, leading off into the distance. This must be the umbilical to the rest of the lab.\n\nYou spot a robot trudging along the curving corridor, disappearing through the southern hatch.", "endoftext": false }, { "action": "You examine airlock", "response": "The door is sealed shut. You can make out the opening mechanism - on this door it's near the top, out of reach for stumpy Dr. Kurner and probably your old self too. Set into the centre of the door is a viewing panel.", "endoftext": false }, { "action": "You examine the mechanism", "response": "Nothing fancy, just a large button that you'd need to jab. You just can't reach it, that's all.", "endoftext": false }, { "action": "You go east", "response": "Without something to poke that catch with - a broom handle, or something - there's no way through that airlock. Hopefully you can find something, though; as that's the way back to the lab.\n\nThe western side of the dome, and an area not designed for human personnel. Robot hatches stand secure at the north and southern ends, the latter a little dented, perhaps in the same explosion that damaged the east side. Portholes peer out in the dark, their ring broken by a passage to the west, opposite an open archway to the east.\n\nKathleen slips through the northern hatch and moments later exits to the south.", "endoftext": false }, { "action": "Go south", "response": "That hatch is sealed to you, and likely to remain so.", "endoftext": false }, { "action": "Go north", "response": "The hatch is shut.", "endoftext": false }, { "action": "You put the arm in circular recess", "response": "The hatch opens; you dart through.\n\nThe corridor curves southeast to southwest, smooth metal walls low\nand merging over your head. Portholes splatter the north side like bullet-holes. A neon striplight runs the length of the corridor, light leaking round the bends until it is cut on the west side by a robot-hatch, and on the east by an airlock door, which is open.\n\nTo the south is the door back to the mortuary, a black glass panel by its side.", "endoftext": false }, { "action": "Go south", "response": "The door is closed and locked.\n\nThrough the door appears Victoria.", "endoftext": false }, { "action": "You look at the door", "response": "It is locked, it seems. By the side, at shoulder height, is a black glass palm-scanner.\n\nThe robot opens the hatch and rumbles through.", "endoftext": false }, { "action": "You look at the scanner", "response": "Flat black glass, a panel that uses all manner of fancy beams to read over your palm-print and check you are who you think you are. Unfortunately, it's not clever enough to realise you now think you are someone that you actually aren't. Or you think you are someone who you're not, but really are. Or something like that. Anyway, it's a pig-ignorant machine.", "endoftext": false }, { "action": "You touch the scanner", "response": "It bleeps red, displaying \"PATTERN NOT IN DATABANK\".", "endoftext": true }, { "action": "You look at your surroundings", "response": "The corridor curves southeast to southwest, smooth metal walls low\nand merging over your head. Portholes splatter the north side like bullet-holes. A neon striplight runs the length of the corridor, light leaking round the bends until it is cut on the west side by a robot-hatch, and on the east by an airlock door, which is open.\n\nTo the south is the door back to the mortuary, a black glass panel by its side.", "endoftext": false }, { "action": "You examine the panel", "response": "Flat black glass, a panel that uses all manner of fancy beams to read over your palm-print and check you are who you think you are.\n\nThrough the door appears Charlotte.", "endoftext": false }, { "action": "You look at the arm", "response": "It's a two-inch long black cylinder, as wide as your prosthetic wrist. One end is marked with concentric ridges - that's the end that fits the hatch-locks. It must be telescopic, somehow, but you can't see a mechanism.\n\nThe robot opens the hatch and rumbles through.", "endoftext": false }, { "action": "You pull the arm", "response": "You waggle and flip the cylinder, but it refuses to extend to its full length.", "endoftext": false }, { "action": "You look at the arm", "response": "It's a two-inch long black cylinder, as wide as your prosthetic wrist. One end is marked with concentric ridges - that's the end that fits the hatch-locks. It must be telescopic, somehow, but you can't see a mechanism.", "endoftext": false }, { "action": "You wear arm", "response": "You can't wear the robot arm.\n\nThe robot opens the hatch and rumbles through.", "endoftext": false }, { "action": "You remove the hand", "response": "Your hand is firmly attached to you.", "endoftext": false }, { "action": "You wait a while", "response": "Time passes...\n\nThrough the door appears Victoria.", "endoftext": false }, { "action": "Wait", "response": "Time passes...\n\nThe robot opens the hatch and rumbles through.", "endoftext": false }, { "action": "You wait", "response": "Time passes...\n\nThrough the door appears Charlotte.\n\nTime passes...\n\nThe robot opens the hatch and rumbles through.\n\nTime passes...", "endoftext": false }, { "action": "You go east", "response": "You slip through the airlock, into a mangle of metal.\n\nThis was the eastern quadrant of the dome, but something has fallen away and it is now a mangle of sheets of metal, intersecting skew-like. About halfway along, the roof is so low to the floor as to admit a mere few centimeters of space between. Wiring hangs from the neon light, but only the first segment is still lit. The loose panel is propped against the wall, revealing a promising, deep hole into the bowels of the dome.", "endoftext": false }, { "action": "You go to the east", "response": "The only exit is west.\n\nYou hear the rumbling sound of another robot in the corridor.", "endoftext": true }, { "action": "Go downward", "response": "You leap into the dark and land, an instant later, in a waist-deep hole.\n\nYou are waist-high in a hole in the floor, in the middle of a\ncorridor of mangled metal walls. It's filled with the mangled rubble of robot parts, all a lurid orange.", "endoftext": false }, { "action": "You go to the south", "response": "The only exit is up.", "endoftext": false }, { "action": "You examine the hole", "response": "You are waist-high in a hole in the floor, in the middle of a corridor of mangled metal walls. It's filled with the mangled rubble of robot parts, all a lurid orange.", "endoftext": false }, { "action": "Go up", "response": "You scramble out of the hole.\n\nThis was the eastern quadrant of the dome, but something has fallen away and it is now a mangle of sheets of metal, intersecting skew-like. About halfway along, the roof is so low to the floor as to admit a mere few centimeters of space between. Wiring hangs from the neon light, but only the first segment is still lit. The loose panel is propped against the wall, revealing a promising, deep hole into the bowels of the dome.", "endoftext": false }, { "action": "Go west", "response": "The corridor curves southeast to southwest, smooth metal walls low\nand merging over your head. Portholes splatter the north side like bullet-holes. A neon striplight runs the length of the corridor, light leaking round the bends until it is cut on the west side by a robot-hatch, and on the east by an airlock door, which is open.\n\nTo the south is the door back to the mortuary, a black glass panel by its side.\n\nThrough the door appears Victoria.", "endoftext": false }, { "action": "Wait", "response": "Time passes...\n\nThe robot opens the hatch and rumbles through.", "endoftext": false }, { "action": "Go south", "response": "The door is closed and locked.", "endoftext": false }, { "action": "You put arm in recess", "response": "The hatch opens; you dart through.\n\nThe western side of the dome, and an area not designed for human personnel. Robot hatches stand secure at the north and southern ends, the latter a little dented, perhaps in the same explosion that damaged the east side. Portholes peer out in the dark, their ring broken by a passage to the west, opposite an open archway to the east.", "endoftext": false }, { "action": "You go to the east", "response": "This appears to be the hub of the Hansome's world. Along one wall\nruns a large computer bank, over which soft lights play in colours tailored for electric eyes. The far corner of the room contains a large glass cylinder that disappears through the ceiling; it is open at the bottom, where a coffin waits. The centre of the floor is taken up by a circular hatch marked \"Waste Disposal\". The juxtaposition is quite unpleasant, and if too much so, you could leave back west.", "endoftext": false }, { "action": "You examine the coffin", "response": "The coffin is a smart black number of regular height. It is unmarked, open, and waiting with a depressing certitude.\n\nFrom the corridor, you hear the sound of the robot hatch opening and closing.", "endoftext": false }, { "action": "You look at the computer", "response": "The computer has one main screen, a circular recess to serve as a monodigital keyboard, and a flat black palm scanner. However, your gaze is taken by one larger switch, marked with beautiful portent: PERSONAL DETONATION DISPENSEMENT.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You have a robot arm.", "endoftext": false }, { "action": "You examine Switch", "response": "That switch should dole out swifter death than cyanide.", "endoftext": false }, { "action": "You switch Switch", "response": "It's already open.\n\nI don't know how to switch the switch.\n\nFrom the corridor, you hear the sound of the robot hatch opening and closing.", "endoftext": false }, { "action": "You look in the coffin", "response": "The coffin is empty.", "endoftext": false }, { "action": "You examine the cylinder", "response": "It's glass, and stretches upwards. During a funeral, the base seals, it fills with water and coffins are flushed out to be found and buried on land. You'd seen it before on the designs for this place, but never realised they'd been so heartless as to actually build the thing.", "endoftext": false }, { "action": "You get in the coffin", "response": "You made that mistake when you joined AtlantisLab. You're not doing it again.", "endoftext": false }, { "action": "You enter the cylinder", "response": "The coffin is in the way.", "endoftext": false }, { "action": "You move the coffin", "response": "You can't move the coffin.\n\nThe familiar swish-snap sound of the robot hatch gets your attention.", "endoftext": false }, { "action": "You pull Switch", "response": "You tug the switch. It sticks halfway, and a message appears on the screen: DISPENSEMENT SET. PROCEED VIA PERSONAL SETTING.", "endoftext": false }, { "action": "You examine the hatch", "response": "Ah, the eco-friendly waste system. A hatch, with a short tunnel, another hatch, and then the sea. Waste goes into through one door and is ejected into the water. Simple, effective, and self-cleaning. The waste disposal hatch is closed, and there is no immediately obvious control to change that.", "endoftext": false }, { "action": "You examine computer", "response": "The computer has one main screen, a circular recess to serve as a monodigital keyboard, and a flat black palm scanner. The switch for the PDD is stuck half-way down. The screen is flashing something about setting a PERSONAL.", "endoftext": false }, { "action": "You touch the scanner", "response": "Of course, it probably won't be happy with your print. But you put your palm on the glass anyway.\n\nThe computer heaves and splats. You barely notice a squat oblong fire out from its base, because of a searing pain that shoots across your palm. You pull back your hand, to find you have been branded!", "endoftext": false }, { "action": "You look at the palm", "response": "Your palm contains a brand. Beneath it is inscribed \"Press for detonation.\"\n\nFrom the corridor outside you hear the swish-snap of the robot hatch.", "endoftext": false }, { "action": "Press brand", "response": "Your finger hovers over the contact. Eyes to palm, eyes to bomb. You can't help feeling it's a slightly extreme way to go. But you press the button anyway.\n\n\"!ERROR - PERSONAL WITHIN BLAST RADIUS!\" screams a siren from just above your wrist.", "endoftext": false }, { "action": "You enter the coffin", "response": "You made that mistake when you joined AtlantisLab. You're not doing it again.", "endoftext": false }, { "action": "You examine brand", "response": "The brand is a small black button - a tattoo just left of your lifeline. Beneath it is inscribed \"Press for detonation.\"", "endoftext": false }, { "action": "You look at the computer", "response": "The computer has one main screen, a circular recess to serve as a monodigital keyboard, and a flat black palm scanner, slightly stained with your blood. The switch for the PDD is stuck half-way down. The screen is blank.\n\nFrom the corridor outside you hear the swish-snap of the robot hatch.", "endoftext": false }, { "action": "You examine the blood", "response": "The computer has one main screen, a circular recess to serve as a monodigital keyboard, and a flat black palm scanner, slightly stained with your blood. The switch for the PDD is stuck half-way down. The screen is blank.\n\nYou didn't think Dr. Kurner had any left.", "endoftext": true }, { "action": "Describe the surroundings", "response": "This appears to be the hub of the Hansome's world. Along one wall\nruns a large computer bank, over which soft lights play in colours tailored for electric eyes. The far corner of the room contains a large glass cylinder that disappears through the ceiling; it is open at the bottom, where a coffin waits. The centre of the floor is taken up by a circular hatch marked \"Waste Disposal\". The juxtaposition is quite unpleasant, and if too much so, you could leave back west.\n\nSitting in the middle of the floor is a black oblong, with a single red light on top which blinks intermittently.", "endoftext": false }, { "action": "You examine oblong", "response": "Of course, \"black oblong\" is a marketing euphemism. It means \"container capable of violent explosive self-destruction\" or \"Bomb\".\n\nIt's small, black, and judging by the way it slid across the floor, very heavy. There is a single red light on top which blinks intermittently.", "endoftext": false }, { "action": "You take bomb", "response": "It's small, but it's heavy, and flat on the flat floor so you can't get your fingers underneath. (That's not helped, of course, by the fact you can barely bend your left palm thanks to the brand.)\n\nFrom the corridor outside you hear the swish-snap of the robot hatch.", "endoftext": false }, { "action": "You examine the hatch", "response": "Ah, the eco-friendly waste system. A hatch, with a short tunnel, another hatch, and then the sea. Waste goes into through one door and is ejected into the water. Simple, effective, and self-cleaning. The waste disposal hatch is closed, and there is no immediately obvious control to change that.", "endoftext": false }, { "action": "Go west", "response": "The western side of the dome, and an area not designed for human personnel. Robot hatches stand secure at the north and southern ends, the latter a little dented, perhaps in the same explosion that damaged the east side. Portholes peer out in the dark, their ring broken by a passage to the west, opposite an open archway to the east.", "endoftext": false }, { "action": "Go south", "response": "That hatch is sealed to you, and likely to remain so.", "endoftext": false }, { "action": "You go west", "response": "This is just a short vestibule, from the airlock to the west to the main corridor back east. The airlock door is sealed, but you recall that a long corridor leads off into the distance.", "endoftext": false }, { "action": "Go east", "response": "The western side of the dome, and an area not designed for human personnel. Robot hatches stand secure at the north and southern ends, the latter a little dented, perhaps in the same explosion that damaged the east side. Portholes peer out in the dark, their ring broken by a passage to the west, opposite an open archway to the east.\n\nThe norhern hatch flips open and out pops Kathleen. She slowly lumbers southward, disappearing through the southern hatch.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You have a robot arm.\n\nYour left palm has been branded with a button.\n\nYou hear the rumbling sound of another robot in the corridor.", "endoftext": false }, { "action": "You look at the door", "response": "It is locked, it seems. By the side, at shoulder height, is a black glass palm-scanner.", "endoftext": false }, { "action": "You toucthe palm-scanner", "response": "It bleeps red, displaying \"PATTERN NOT IN DATABANK\".\n\nThrough the door appears Victoria.", "endoftext": false }, { "action": "Go south", "response": "The door is closed and locked.\n\nThe robot opens the hatch and rumbles through.", "endoftext": false }, { "action": "You look at the portholes", "response": "Through the portholes swim a variety of underwater fish, lit in the half-glow leaking from this dome.", "endoftext": false }, { "action": "You break the cylinder", "response": "You'll have to tell me how to do that.\n\nFrom the corridor outside you hear the swish-snap of the robot hatch.", "endoftext": false }, { "action": "You examine computer", "response": "The computer has one main screen, a circular recess to serve as a monodigital keyboard, and a flat black palm scanner, slightly stained with your blood. The switch for the PDD is stuck half-way down. The screen is blank.", "endoftext": false }, { "action": "You examine the recess", "response": "Much like the others you've seen. Around the circumference are marked small lines.", "endoftext": false }, { "action": "You put the arm in the recess", "response": "You clip the robot arm into the circular recess. The screen lights up with a list of names.", "endoftext": false }, { "action": "You examine the screen", "response": "The list on the screen reads:\nDOE, JACK\nDOE, JENNY\nDOE, JEREMY\nDOE, JOSEPHINE\nDOE, JULIA\nDOE, JOHN\n\nJack's name is currently blinking.\n\nThe familiar swish-snap sound of the robot hatch gets your attention.", "endoftext": false }, { "action": "You look at the computer", "response": "The computer has one main screen, a circular recess to serve as a monodigital keyboard from which protrudes a broken robot arm and a flat black palm scanner, slightly stained with your blood. The switch for the PDD is stuck half-way down. The screen is displaying a list of names. One - \"JACK\" - is flashing.\n\nThe red light on the black oblong winks.", "endoftext": false }, { "action": "You put the arm in recess", "response": "The robot arm is already in the recess!", "endoftext": false }, { "action": "You look at the recess", "response": "The arm protrudes from the recess like a broken spur from a wrecked ship. Around the circumference are marked small lines.", "endoftext": false }, { "action": "You pull arm", "response": "You unclip the arm from the recess. The screen flashes: \"PROCESSING... PROCESSING... READY\", then falls dark.", "endoftext": false }, { "action": "You check your inventory", "response": "You have a robot arm.\n\nYour left palm has been branded with a button.", "endoftext": false }, { "action": "You press the button", "response": "You press the small black button.\n\n\"!ERROR - PERSONAL WITHIN BLAST RADIUS!\" screams a siren from just above your wrist.", "endoftext": false }, { "action": "You examine the screen", "response": "The list on the screen reads:\nDOE, JENNY\nDOE, JEREMY\nDOE, JOSEPHINE\nDOE, JULIA\nDOE, JOHN\n\nJenny's name is currently blinking.", "endoftext": true }, { "action": "Look around", "response": "This appears to be the hub of the Hansome's world. Along one wall\nruns a large computer bank, over which soft lights play in colours tailored for electric eyes. The far corner of the room contains a large glass cylinder that disappears through the ceiling; it is open at the bottom, where a coffin waits. The centre of the floor is taken up by a circular hatch marked \"Waste Disposal\". The juxtaposition is quite unpleasant, and if too much so, you could leave back west.\n\nSitting in the middle of the floor is a black oblong, with a single red light on top which blinks intermittently.\n\nYou hear the familiar snap of the robot hatch echo in the corridor.\nYou turn and spot Kathleen, connected to trolley, trudging along the corridor.", "endoftext": false }, { "action": "You put the arm in recess", "response": "You unclip the arm from the recess. The screen flashes: \"PROCESSING... PROCESSING... SYSTEM BUSY\", then falls dark.\n\nKathleen enters the room, pushing a trolley in front of it. On the trolley lies Jack Doe.\n\nYou clip the robot arm into the circular recess. The screen lights up with a list of names.\n\nThe robot pushes the trolley over to the coffin, performs an ingenious twist, and the body slides in.", "endoftext": false }, { "action": "You pull Switch", "response": "It doesn't budge.\n\nThe robot flips the coffin shut. The glass cylinder seals, and in a great spiral of water rather too much like a submarine toilet, the coffin is ejected outwards and upwards. You can't help noticing its panel was never engraved. An empty coffin slides into place, by some mechanism too fast for your watery eyes to follow.", "endoftext": false }, { "action": "Wait", "response": "Time passes...\n\nKathleen turns tail and leaves the room, pushing its empty trolley before it.", "endoftext": false }, { "action": "Wait", "response": "Time passes...\n\nFrom the corridor outside you hear the swish-snap of the robot hatch.", "endoftext": false }, { "action": "You wait for a while", "response": "Time passes...\n\nThe red light on the black oblong winks.", "endoftext": false }, { "action": "You examine computer", "response": "The computer has one main screen, a circular recess to serve as a monodigital keyboard from which protrudes a broken robot arm and a flat black palm scanner, slightly stained with your blood. The switch for the PDD is stuck half-way down. The screen is displaying a list of names. One - \"JENNY\" - is flashing.", "endoftext": false }, { "action": "Wait", "response": "Time passes...\n\nThe familiar swish-snap sound of the robot hatch gets your attention.", "endoftext": false }, { "action": "You wait", "response": "Time passes...\n\nTime passes...\n\nTime passes...\n\nYou hear the familiar snap of the robot hatch echo in the corridor.\nYou turn and spot Kathleen, connected to trolley, trudging along the corridor.\n\nTime passes...\n\nKathleen enters the room, pushing a trolley in front of it. On the trolley lies Jenny Doe.", "endoftext": false }, { "action": "You wait awhile", "response": "Time passes...\n\nThe robot transfers the body to the coffin.", "endoftext": false }, { "action": "You wait for a while", "response": "Time passes...\n\nThe robot flips the coffin shut, and it is ejected, presumably into the sea above.", "endoftext": false }, { "action": "You wait for a while", "response": "Time passes...\n\nKathleen turns tail and leaves the room, pushing its empty trolley before it.\n\nYou hear a great rumbling under the floor.", "endoftext": false }, { "action": "You listen", "response": "You can hear the low hum emanating from the computer bank.", "endoftext": false }, { "action": "You put the arm in recess", "response": "You clip the robot arm into the circular recess. The screen lights up with a list of names.\n\nFrom the corridor, you hear the sound of the robot hatch opening and closing.", "endoftext": false }, { "action": "You examine the screen", "response": "The list on the screen reads:\nDOE, JEREMY\nDOE, JOSEPHINE\nDOE, JULIA\nDOE, JOHN\n\nJeremy's name is currently blinking.", "endoftext": false }, { "action": "You turn the arm", "response": "You turn the arm one notch, and the name JOHN in the list begins to blink.\n\nThe familiar swish-snap sound of the robot hatch gets your attention.", "endoftext": false }, { "action": "You take the arm", "response": "You unclip the arm from the recess. The screen flashes: \"PROCESSING... PROCESSING... READY\", then falls dark.", "endoftext": false }, { "action": "Wait", "response": "Time passes...\n\nYou hear the familiar snap of the robot hatch echo in the corridor.\nYou turn and spot Victoria, connected to trolley, trudging along the corridor.", "endoftext": false }, { "action": "Wait", "response": "Time passes...\n\nVictoria enters the room, pushing a trolley in front of it, on which lies Jeremy and Jeremy's peg-leg. It is heading for the coffin, but there is a sudden loud grumbling from under the floor and the robot stops dead. Before you spot the connection between the trolley's position and the waste-disposal hatch, the trolley has been tipped up by a neat shudder of Victoria's lower limbs and Jeremy has slid down in the compartment in the floor. The coffin remains empty, and appears not to have noticed that's its snack has been thrown away by the waiter.\n\nThe robot motors quietly out of the room westward, leaving the trolley behind, lolling flat on the floor once more. The waste-disposal hatch slides shut. Or, well, almost shut. Jeremy's peg-leg protrudes, obstructing the closing of the cover.", "endoftext": false }, { "action": "You get the leg", "response": "The hatch has gripped it obliquely, and it's trapped on something inside the compartment (an armpit, perhaps).", "endoftext": false }, { "action": "You open hatch", "response": "You pull at the hatch, but don't have quite enough strength to move it with your hands. Jeremy's peg-leg slides a bit toward you.", "endoftext": false }, { "action": "You get the leg", "response": "You lever open the hatch with the peg-leg, which finally comes free in your hands.\n\nInside, your eyes are met by an appalling sight. Jeremy is crumpled in the bottom of the compartment, whose lower door is not sealed, but rather filled by a thick green sludge, which oozes between his splayed limbs.\n\nAnd as you look down, the sludge looks up. You leap back.", "endoftext": false }, { "action": "You examine the sludge", "response": "You lean back toward the hole.\n\nThere is a surge of movement from inside the hatch, and then an eruption of cobalt goop as a tentacle surges out. It feels at the air, back and forth like the foil of a fencer, swiping toward your face.\nYou recoil, stumble, fall back flat upon the trolley. The suckers, blood-tipped already, follow the sound, soon hovering mere inches from your face.", "endoftext": true }, { "action": "You use the computer", "response": "Trolley-very-fast-squid-flood, remember?\n\nBehind you the tentacle is still coming. It's almost upon you. The flood door is now half-way to the floor.\n\nIn a final surge, you crash toward the flood door, and sweep through just before it rams home. There is a colossal thud from behind as the squid hammers into it. But it holds. The trolley rockets calmly into a wall, and you are thrown painfully, rolling further down the corridor where it bends to the north, head spinning with legs. It is a while before you take in your surroundings once more.\n\nYou're in the main module, and that means you know your way around\nwith your eyes shut. With your eyes open you can also comment on the decor; and note that it improves substantially to the east where the General has his office, to the west it probably disimproves (Kurner's hole is over there) and north leads toward the centre of the dome which means one thing - toward the room with your machine.\n\nBack south is a long corridor.", "endoftext": false }, { "action": "You go to the west", "response": "The corridor continues around the curve of the base to the\nnorthwest, to the rooms of the various scientists. This one is of interest though, perhaps - it is the door to Kurner's room - chosen by lottery, it is the nearest to all the machinery and so the loudest to be in.\n\nThe door itself is quite a sight if you like hybridised tech - Kurner being the paranoiac he is has fitted it with a Russian retinal scanner, a thumb-reader and a voice tag detector.", "endoftext": false }, { "action": "You unlock door", "response": "There's a pretty formidable array of locks on the thing!", "endoftext": false }, { "action": "You put the hand on the reader", "response": "The door chimes happily.", "endoftext": false }, { "action": "You look in the scanner", "response": "The door pings happily.", "endoftext": false }, { "action": "You examine the microphone", "response": "Just a microphone to read in a code-word. Known to be temperamental most people don't trust these to anything you actually want to be able to get into. Kurner himself always has problems because he insists on whispering his password. Eventually he'll just yell \"SCARECROW\" and pretend it was a curse at the door's failures.", "endoftext": false }, { "action": "Go west", "response": "The corridor continues northwest and Kurner's room is directly north. The intersection lies east.", "endoftext": false }, { "action": "You go north", "response": "Ironic, really, that if he'd just had a keyhole you'd never have broken in.\n\nDr. Kurner's Office\n- is also his room, and it's a tip. A bed in one corner looks\nutterly pristine, under forty or fifty large books. The desk, facing onto a ubiquitous porthole, has a computer screen and keyboard set into it but is otherwise empty. The floor is a seaweed-sludge of screwed-up paper and dirty clothing. A door leads out south, and there's a bathroom annex to the west.\n\nFrom the floor one fragment of paper catches your eye. It reads: \"If you are reading this, then, by Jove, it's all up with you!\"", "endoftext": false }, { "action": "You look at the paper", "response": "There are about a hundred scraps of paper littered around. You pick one at random to read:\n\n\"If you are reading this, death is imminent!!!\"", "endoftext": false }, { "action": "You examine paper", "response": "\"By the time you read this, my dear friend, death is your only alibi!!!\"", "endoftext": false }, { "action": "You examine paper", "response": "\"If you are reading this, you are quite simply doomed!\"", "endoftext": false }, { "action": "You look at the paper", "response": "\"When you wrap your head round this, your doom approaches!!\"", "endoftext": false }, { "action": "You look at the books", "response": "80% are \"Physics for Beginners\", 18% are \"Biochemistry for Beginners\" and 1 book is a biography of Judy Garland.", "endoftext": false }, { "action": "You examine computer", "response": "\"Type password:\"", "endoftext": false }, { "action": "You read the biography", "response": "No, don't. You really don't want to know what Kurner's hidden behind that appalling dust-jacket.", "endoftext": false }, { "action": "You search the books", "response": "You've read most before. And they're mostly trash.", "endoftext": false }, { "action": "You search the bed", "response": "You find books...", "endoftext": false }, { "action": "You look under bed", "response": "The morass of paper continues that way. Perhaps in the darkness it is growing more slowly.", "endoftext": false }, { "action": "You get the biography", "response": "No - someone might see you with it.", "endoftext": false }, { "action": "Search paper", "response": "\"If you are reading this, death is your only alibi!\"", "endoftext": true }, { "action": "You look around", "response": "Dr. Kurner's Office\n- is also his room, and it's a tip. A bed in one corner looks\nutterly pristine, under forty or fifty large books. The desk, facing onto a ubiquitous porthole, has a computer screen and keyboard set into it but is otherwise empty. The floor is a seaweed-sludge of screwed-up paper and dirty clothing. A door leads out south, and there's a bathroom annex to the west.", "endoftext": false }, { "action": "You look at the desk", "response": "The desk is cleared but for the computer, the screen and keyboard built into the surface. There is also a drawer, with a small metal lock.", "endoftext": false }, { "action": "You examine computer", "response": "It's locked.\n\n\"Type password:\"", "endoftext": false }, { "action": "You look at the keyboard", "response": "Standard.", "endoftext": false }, { "action": "You examine the clothing", "response": "It's all about your (current) size.", "endoftext": false }, { "action": "Search clothing", "response": "You hunt around, hoping to find a drawer key. But it's likely to be small, and, well, you don't find it.", "endoftext": false }, { "action": "You go west", "response": "(Opening the bathroom door)\nBathroom\nStandard cubby-hole bathroom really. A sink, toilet, and a greasy mirror reflecting the steam-stained beige walls in all their smudged glory. The door - should you tire of such an atmospheric locale - is back east.", "endoftext": false }, { "action": "Flush toilet", "response": "You flush the toilet.", "endoftext": false }, { "action": "You examine the mirror", "response": "Kurner's harassed and ugly mush looks back at you. You can't help noticing he looks a little pale - but then everyone here does, it's lack of sunlight. Once again you curse your machine for not having put you sea-side.", "endoftext": false }, { "action": "You examine the walls", "response": "The beige walls compliment the room nicely. No, really...", "endoftext": false }, { "action": "Break mirror", "response": "You'll have to tell me how to do that.\n\nThe condensation on the mirror evaporates away.", "endoftext": false }, { "action": "You breathe on the mirror", "response": "You breathe on the mirror and a pool of condensation forms. Your previous message \"xyzzy\" is now visible on the mirror.", "endoftext": false }, { "action": "You examine the mirror", "response": "Kurner's harassed and ugly mush looks back at you. You can't help noticing he looks a little pale - but then everyone here does, it's lack of sunlight. Once again you curse your machine for not having put you sea-side. You can make out \"xyzzy\" scribbled in big chunky fat-child finger-writing in the condensation.\n\nThe condensation on the mirror evaporates away.", "endoftext": false }, { "action": "Go east", "response": "Dr. Kurner's Office\n- is also his room, and it's a tip. A bed in one corner looks\nutterly pristine, under forty or fifty large books. The desk, facing onto a ubiquitous porthole, has a computer screen and keyboard set into it but is otherwise empty. The floor is a seaweed-sludge of screwed-up paper and dirty clothing. A door leads out south, and there's a bathroom annex to the west.", "endoftext": false }, { "action": "Go south", "response": "The corridor continues around the curve of the base to the\nnorthwest, to the rooms of the various scientists. This one is of interest though, perhaps - it is the door to Kurner's room - chosen by lottery, it is the nearest to all the machinery and so the loudest to be in.\n\nThe door itself is quite a sight if you like hybridised tech - Kurner being the paranoiac he is has fitted it with a Russian retinal scanner, a thumb-reader and a voice tag detector.", "endoftext": false }, { "action": "You go east", "response": "You're in the main module, and that means you know your way around\nwith your eyes shut. With your eyes open you can also comment on the decor; and note that it improves substantially to the east where the General has his office, to the west it probably disimproves (Kurner's hole is over there) and north leads toward the centre of the dome which means one thing - toward the room with your machine.\n\nBack south is a long corridor.", "endoftext": false }, { "action": "Go east", "response": "A familiar waiting room - when you first joined AtlantisLab you'd be here every month as you worked your way up the security clearances. Ironic, in a way, that you were only two chevrons from finding out what all that electro-plasma and virus engineering was for when you'd mooted your Project and been booted into a whole new department. Just goes to show, it seems, that even the most dedicated people need a holiday, and the General himself was no doubt very much looking forward to stepping inside your machine and spending a fortnight on a beach in someone else's head.\n\nOf course he, like all the others, and yourself, was expecting it to work.", "endoftext": false }, { "action": "Go east", "response": "The General's door is closed.", "endoftext": false }, { "action": "You open the door", "response": "It's locked, very heavily, with many a large key.", "endoftext": false }, { "action": "You go north", "response": "You walk along a fairly long stretch of corridor, until it opens out.\n\ngods of pressure - this room, unlike the cramped corridors and tight bunkrooms, is a wide cathedral-like dome, held up by one fat pillar in the centre of the floor. A smooth ramp snakes around it on a gentle incline up to the higher levels - no stairs here, the robots not being that adept - and on a normal day the floor around would be crowded with scientists, like worshippers at a standing stone. However today - for some reason, it seems - is not a normal day. Where is everyone?\n\nCorridors leave the space in all directions - Kurner's room is down the passage further south.", "endoftext": false }, { "action": "Go east", "response": "There's nothing of great interest there. Besides, you don't really want to bump into anyone, you look terrible.", "endoftext": false }, { "action": "Up", "response": "You climb the great spiral of the ramp, round and round until you're sure the ground is screwing in and you're not going anywhere...\n\nYou know you're in favour when your personal lab is put on the first level of the building. It's behind that door to the south, the one only you have the key to. Except, of course, you haven't got it, because you're inside the room. Or you might be. Anyway, the door seems to still be open, which is handy.\n\nA loose panel hangs from the doorframe - it seems it's incurred some damage since you were last here.\n\nThe ramp which leads back down to the main room is north.\n\nThere's a screwdriver lying on the floor.\n\nA lab coat is crumpled in the corner. You're shivering, and quickly put it on.", "endoftext": false }, { "action": "You examine the handle", "response": "The yellow plastic handle is charred, and a little deformed.", "endoftext": false }, { "action": "You examine the panel", "response": "The panel is about two inches by four, and hangs from one screw revealing the wiring inside. Which, now you look, is certainly not how is should be.", "endoftext": false }, { "action": "You look at the wiring", "response": "There are two wires running under the panel, down to the keyhole. They have been ripped up from their sockets, the ends bared; presumably they were then twisted together to make the door unlock.\n\nWhoever did this has since tried to repair the damage - the first wire is jammed back into their socket. But with one wire connected the other would have been sparking with a lot of electricity. It's strangely dead, now. Perhaps the fuse was blown by a surge.\n\nMore importantly though, someone has hotwired your door whilst you've been away.", "endoftext": false }, { "action": "Review", "response": "(Review mode - time does not pass)\n\nYou know you're in favour when your personal lab is put on the first level of the building. It's behind that door to the south, the one only you have the key to. Except, of course, you haven't got it, because you're inside the room. Or you might be. Anyway, the door seems to still be open, which is handy.\n\nA loose panel hangs from the doorframe - it seems it's incurred some damage since you were last here.\n\nThe ramp which leads back down to the main room is north.", "endoftext": false }, { "action": "Go south", "response": "You enter your lab.\n\nThe room is much as you left it; a porthole above a bank of heavy machinery. The glass cylinder stands in one corner, aloof and empty.\n\nYou can't help noticing with something verging on a nervous tick above one eye that a terminal case has had its lock smashed open.", "endoftext": false }, { "action": "You examine terminal", "response": "The terminal lock has been broken, shattered off, with a few dents in the metal left behind. These dents are about a half-centimeter long, and thin, like the blade of a screwdriver.", "endoftext": false }, { "action": "You look in it", "response": "(opening the case first)\nInside the case is all the familiar circuitry and wiring - and then one addition to the family. A black plastic box sits on the base of the terminal, with a multi-strand wire coming out of the side, its connections soldered onto the circuit boards. You recognise the manufacture. It's exactly like the modules Dr. Kurner was building for you, it's his characteristic habit of hiding all his work inside moulded boxes so no-one can see it and criticise.\n\nBut what's it doing here? You last checked over the machine last night, it wasn't here then. In the morning - well, Kurner was already here, wasn't he? So whatever happened to your machine - whatever you're doing in this non-sunshine state - it's his doing. And you're not going to be able to get back to your own body with this machine unless you find out what he's done.", "endoftext": false }, { "action": "You get the box", "response": "The box is firmly soldered into the machine. You'd need proper tools if you were going to remove it. Probably easier, then, to get it open and rewire it inside.", "endoftext": false }, { "action": "You examine the cylinder", "response": "The cylinder is all rigged up and ready from the experiment, the door open.", "endoftext": false }, { "action": "Examine box", "response": "The box gives no clues, it's a smooth firm black. They'll be a catch on it, somewhere, that's how Kurner designs these things, but quite where - well. You could hunt for several hours or you could go and find a design plan and work it out. That'd tell you what it was for, too.", "endoftext": false }, { "action": "You enter the cylinder", "response": "You step inside the cylinder.\n\nCables feed away from the base of the cylinder. Inside, there's the grille for your feet, and the Emergency Door Release Switch.", "endoftext": false }, { "action": "You examine Switch", "response": "The Emergency Release Switch - provided in the terrible off-chance that the door release cover might fail, or be sabotaged, or any such.", "endoftext": false }, { "action": "Leave", "response": "You step out of the cylinder.\n\nThe room is much as you left it; a porthole above a bank of heavy machinery. The glass cylinder stands in one corner, aloof and empty.\n\nOne terminal case is violently unlocked.", "endoftext": false }, { "action": "You go north", "response": "You know you're in favour when your personal lab is put on the first level of the building. It's behind that door to the south, the one only you have the key to. Except, of course, you haven't got it, because you're inside the room. Or you might be. Anyway, the door seems to still be open, which is handy.\n\nA loose panel hangs from the doorframe - it seems it's incurred some damage since you were last here.\n\nThe ramp which leads back down to the main room is north.", "endoftext": true }, { "action": "Go downward", "response": "You make your way down the ramp...\n\ngods of pressure - this room, unlike the cramped corridors and tight bunkrooms, is a wide cathedral-like dome, held up by one fat pillar in the centre of the floor. A smooth ramp snakes around it on a gentle incline up to the higher levels - no stairs here, the robots not being that adept - and on a normal day the floor around would be crowded with scientists, like worshippers at a standing stone. However today - for some reason, it seems - is not a normal day. Where is everyone?\n\nCorridors leave the space in all directions - Kurner's room is down the passage further south.", "endoftext": false }, { "action": "You go south", "response": "You walk back down the corridor.\n\nYou're in the main module, and that means you know your way around\nwith your eyes shut. With your eyes open you can also comment on the decor; and note that it improves substantially to the east where the General has his office, to the west it probably disimproves (Kurner's hole is over there) and north leads toward the centre of the dome which means one thing - toward the room with your machine.\n\nBack south is a long corridor.", "endoftext": false }, { "action": "You go to the west", "response": "The corridor continues around the curve of the base to the\nnorthwest, to the rooms of the various scientists. This one is of interest though, perhaps - it is the door to Kurner's room - chosen by lottery, it is the nearest to all the machinery and so the loudest to be in.\n\nThe door itself is quite a sight if you like hybridised tech - Kurner being the paranoiac he is has fitted it with a Russian retinal scanner, a thumb-reader and a voice tag detector.", "endoftext": false }, { "action": "Go north", "response": "Dr. Kurner's Office\n- is also his room, and it's a tip. A bed in one corner looks\nutterly pristine, under forty or fifty large books. The desk, facing onto a ubiquitous porthole, has a computer screen and keyboard set into it but is otherwise empty. The floor is a seaweed-sludge of screwed-up paper and dirty clothing. A door leads out south, and there's a bathroom annex to the west.", "endoftext": false }, { "action": "You examine computer", "response": "\"Type password:\"", "endoftext": false }, { "action": "Search desk", "response": "A glint catches your eye, but it turns out to be the silver button on a particularly hideous shiny-purple shirt. You toss it aside.", "endoftext": false }, { "action": "You search floor", "response": "Books, clothes, papers -- a mess, really.", "endoftext": false }, { "action": "Review", "response": "(Review mode - time does not pass)\n\nDr. Kurner's Office\n- is also his room, and it's a tip. A bed in one corner looks\nutterly pristine, under forty or fifty large books. The desk, facing onto a ubiquitous porthole, has a computer screen and keyboard set into it but is otherwise empty. The floor is a seaweed-sludge of screwed-up paper and dirty clothing. A door leads out south, and there's a bathroom annex to the west.", "endoftext": false }, { "action": "You look at the drawer", "response": "It's locked.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You have a lab coat (being worn) and a screwdriver.\n\nYour left palm has been branded with a button.", "endoftext": false }, { "action": "You go west", "response": "Standard cubby-hole bathroom really. A sink, toilet, and a greasy mirror reflecting the steam-stained beige walls in all their smudged glory. The door - should you tire of such an atmospheric locale - is back east.", "endoftext": false }, { "action": "You examine the toilet", "response": "You can learn about those things yourself.", "endoftext": false }, { "action": "You breathe on the porthole", "response": "You breathe on the portholes and a pool of condensation forms.", "endoftext": false }, { "action": "You examine the portholes", "response": "Through the portholes swim a variety of underwater fish.", "endoftext": false }, { "action": "Go east", "response": "You can exit Kurner's room by going south. The bathroom is west.", "endoftext": false }, { "action": "You type nothing", "response": "When typing or writing, you need to surround the target word in quotes; ie, type \"nothing\".", "endoftext": false }, { "action": "Go east", "response": "The door to the General's office itself is to the east. This room isn't really a room, it's more just an expansion of the corridor westwards, with the walls hung with deep curtains and a couple of leather sofas stuck in the middle of the floorspace. In one corner there used to stand a potted plant, but as budget cuts meant saving on electricity it quickly died in the glow of forty-watt bulbs.\n\nIn place of the plant is a Stat machine.", "endoftext": false }, { "action": "You examine the curtains", "response": "They're deep blue, like the sea, and hung to cover the otherwise utilitarian walls.", "endoftext": false }, { "action": "You look behind the curtains", "response": "Behind the curtains is propped what you assume are a few cleaning tools - a floor waxer and a metal rod with a plate on the end.", "endoftext": false }, { "action": "You get the metal detector", "response": "Taken.", "endoftext": false }, { "action": "You get the waxer", "response": "It's far to heavy.", "endoftext": false }, { "action": "You examine the machine", "response": "A panel for your hand, and then once read it'll tell you on a need-to-know basis all you need to know. By one side is a notice listing all the current clearances: \"1 - General Huffing. 2 - Dr. Kurner, Prof. Taylor\". 3 is your old group, and contains most of the established members of the team. Zak still loiters in a class by himself, no. 12, mainly due to his mother being Ukrainian and the General being somewhat old-school.", "endoftext": false }, { "action": "You touch panel", "response": "Clearance 2: CONFIRMED\n*Plasma virus-injection complete\n*Virus tests on rodent subjects complete\n*Results show 250% growth - see Dr. Taylor for details.\nWARNING - CONTAINER LOSS REPORTED\n\nContainer loss! Well, that would explain why Taylor had that \"car keys down the gutter\" expression all last week.\n\nThe screen falls dark as you remove your hand.", "endoftext": false }, { "action": "You examine the detector", "response": "It's called a \"Cosmetic\" apparently, in another one of those horribly garbled nicknames that are currently all the range. (Anyone for a Coocla? Or a game of Bammon?) It has a switch on one side, a four-foot handle pole and a rounded plate at the base.", "endoftext": false }, { "action": "You wave it", "response": "You could take someone's eye out with that! (If their eye was about a foot wide).", "endoftext": false }, { "action": "You turn it on", "response": "Bleep!", "endoftext": false }, { "action": "You point it at the clothes", "response": "Nothing.", "endoftext": false }, { "action": "You point it at the books", "response": "Bleep!\n\nHunting more thoroughly leads you to locate a small key under the dust jacket of a hideous looking volume.\n\nYou find nothing else.", "endoftext": false }, { "action": "You unlock the drawer with the key", "response": "Unlocked.", "endoftext": false }, { "action": "You open the drawer", "response": "Opened.\n\nIn the drawer you see a pill-bottle and a notepad.", "endoftext": false }, { "action": "You look athe pill-bottle", "response": "It's labelled in gibberish: \"TAXI MALLO BALUO:\" and so forth.", "endoftext": false }, { "action": "You open the bottle", "response": "Of course! An overdose on strange medicines! That'd take you out faster than it did your aunt! (Who was rushed to hospital, revived, but then died of food-poisoning from a bunch of grapes).\n\nYou open the bottle, to reveal a large number of pink tablets.", "endoftext": false }, { "action": "You eat the tablets", "response": "You swallow a fistful, noting they are cherry flavoured. Then you wait.\n\nOne.\n\nTwo.\n\nZmigra.\n\nChank.\n\nZis qua! Lil betite monkrane follo! Ze chafi lighan mucho blanchos, y ca merhaba ftang flivaro-toaster. Milcha! San omb-bomba ze anse le tabbycat-rrr.\n\n>ANSE TABBYCAT-RRR\n\nLa ranja se: \"ProtoFrench lessons. Dosage: one tablet last five minutes. Try to avoid taking more than twenty a day. Do not take with alcohol or whilst in control of aircraft or heavy equipment. Do not feed to children. Do not use as fertiliser, or vitamin supplement. Do not sue the manufacturer for misunderstandings.\"\n\nThe shock of comprehension lasts well after the severe nausea and stomach cramp has passed, and you come around, feeling well. The drug - a ProtoFrench class, presumably imported from Europe itself - has slackened its grip on the language centres of your brain leaving you with just a mild dyslexia when you look around.", "endoftext": false }, { "action": "You look at the notepad", "response": "\"He is there. He was there. He will be there. He has been there. He might well be there. He shall be there. The password is dog. The password was dog. The password will be dog. The password has been...\"\n\nAnd so on.", "endoftext": false }, { "action": "You look at the computer", "response": "It's unreadable.\n\nYou feel a slight shadow pass across your eyes as your brain is repaired to Native Tongue once more.", "endoftext": false }, { "action": "You go west", "response": "Standard cubby-hole bathroom really. A sink, toilet, and a greasy mirror reflecting the steam-stained beige walls in all their smudged glory. The door - should you tire of such an atmospheric locale - is back east.", "endoftext": false }, { "action": "You write the dog", "response": "When typing or writing, you need to surround the target word in quotes; ie, write \"dog\".", "endoftext": false }, { "action": "You examine the mirror", "response": "Kurner's harassed and ugly mush looks back at you. You can't help noticing he looks a little pale - but then everyone here does, it's lack of sunlight. Once again you curse your machine for not having put you sea-side. You can make out \"dog\" scribbled in big chunky fat-child finger-writing in the condensation.\n\nThe condensation on the mirror evaporates away.", "endoftext": false }, { "action": "You eat the pill", "response": "You swallow a pill, and wait a second until the pain in your brain indicates effect.", "endoftext": false }, { "action": "You wait for a while", "response": "Time passes...\n\nThe brain-pain subsides.\n\nTime passes...\n\nTime passes...\n\nTime passes...", "endoftext": false }, { "action": "You examine the mirror", "response": "Kurner's harassed and ugly mush looks back at you. You can't help noticing he looks a little pale - but then everyone here does, it's lack of sunlight. Once again you curse your machine for not having put you sea-side.", "endoftext": false }, { "action": "You breathe on mirror", "response": "You breathe on the mirror and a pool of condensation forms. The word \"CHYNE\" is now visible on the mirror.", "endoftext": false }, { "action": "Go east", "response": "Dr. Kurner's Office\n- is also his room, and it's a tip. A bed in one corner looks\nutterly pristine, under forty or fifty large books. The desk, facing onto a ubiquitous porthole, has a computer screen and keyboard set into it but is otherwise empty. The floor is a seaweed-sludge of screwed-up paper and dirty clothing. A door leads out south, and there's a bathroom annex to the west.", "endoftext": false }, { "action": "You examine the screen", "response": "It's changed to white, just plain white. There should be a selection of program buttons - and a logout - which you'd touch to activate the applications. (The \"mouse\" went out of fashion as soon as people were willing to have fine enough electrodes implanted in their index fingers). But there's nothing visible here.", "endoftext": false }, { "action": "You touch the screen", "response": "You jab the screen randomly and eventually hit the logout button at the bottom left of the screen, which you spot by the way it blinks blue before returning the screen to\n\n\"Enter password:\"\n\nIt must have been white-on-white.", "endoftext": false }, { "action": "Type chyne", "response": "When typing or writing, you need to surround the target word in quotes; ie, type \"chyne\".", "endoftext": false }, { "action": "You touch top left", "response": "The screen changes.", "endoftext": false }, { "action": "You examine the screen", "response": "On the screen is a collection of Dr. Kurner's documents - mostly uninteresting; work reports, one is apparently the first draft of a novel called \"Vengeance is my Sister\". There is one open already - and it catches your eye.\n\nIt is the design for a black-box module with a multistrand wire feed that looks not a whole lot unlike the one plugged into your beloved upstairs. You skim over the opening mechanism and make a note of it, before ploughing into the circuits themselves.\n\nQuickly the patterns form. The search processes have been altered - no longer the first-mind-in-set-location pattern you'd programmed, but rather a nearest-to-base scan. And the criteria - you'd demanded a certain age, fitness, and suntan level for your subject. Kurner's level is set for ... good grief...\n\nThat explains it then. That box must have been in place this morning, when you stepped into the machine. It's set up to find the nearest dead body it can and transfer. Thinking back - didn't Kurner collapse when the machine fired? Maybe he had a heart attack or something, then machine transferred you in.\n\nOnly one thing to do then. Get back to the machine, and reprogram that box to get you back.", "endoftext": false }, { "action": "You touch the screen", "response": "Nothing else happens.", "endoftext": false }, { "action": "You touch bottom left", "response": "\"Enter password:\"", "endoftext": false }, { "action": "You touch the top right", "response": "Nothing happens.", "endoftext": false }, { "action": "You go to the east", "response": "You're in the main module, and that means you know your way around\nwith your eyes shut. With your eyes open you can also comment on the decor; and note that it improves substantially to the east where the General has his office, to the west it probably disimproves (Kurner's hole is over there) and north leads toward the centre of the dome which means one thing - toward the room with your machine.\n\nBack south is a long corridor.\n\nJoe the janitor saunters in from the east corridor. \"Well, there it is!\" he exclaims. \"I've been looking for that.\" He removes the Cosmetic from your hand with a frown of reproach. \"I know you scientists are the bigwigs here, but I wish you'd ask first.\"\n\n\"Say, Dr. Kurner, are you ill?\" He smiles. \"I guess you're nervous about the Big Day. I'll let you get on.\" With that - and with the metal detector - he whistles his way off westwards.\n\nBig Day?", "endoftext": false }, { "action": "Up", "response": "You climb the great spiral of the ramp, round and round until you're sure the ground is screwing in and you're not going anywhere...\n\nYou know you're in favour when your personal lab is put on the first level of the building. It's behind that door to the south, the one only you have the key to. Except, of course, you haven't got it, because you're inside the room. Or you might be. Anyway, the door seems to still be open, which is handy.\n\nA loose panel hangs from the doorframe - it seems it's incurred some damage since you were last here.\n\nThe ramp which leads back down to the main room is north.", "endoftext": false }, { "action": "You go south", "response": "You enter your lab.\n\nThe room is much as you left it; a porthole above a bank of heavy machinery. The glass cylinder stands in one corner, aloof and empty.\n\nOne terminal case is violently unlocked.", "endoftext": false }, { "action": "Examine box", "response": "You kneel down by the terminal case and begin to feel for the various catches which control the opening mechanism. There's one - the next - you feel one side start to pivot round, which is a good sign.\n\nSuddenly there is a noise from the door. You stand up sharply, wheel around.\n\n\"Oh, hi there, Dr. Kurner!\" exclaims Zak cheerily, from the doorway.\nHe has a screwdriver held between his teeth and is working on something in the doorframe. \"Something went wrong with the door; I'm just refusing it. Be with you in a second.\"", "endoftext": false }, { "action": "You tell Zak about yourself", "response": "\"Hold on a sec Doc -- almost done here,\" says Zak.", "endoftext": false }, { "action": "You open the box", "response": "You freeze as Zak shouts \"Morning, Professor!\" And sure enough, through the door enters yourself, looking spritely, excited, well. You stagger back in shock against the machine, in front of the damaged terminal case. There is a moment of eye-contact, but the Professor - you - don't seem to react.\n\nThe others on the project enter the room and start to fiddle with the machinery. As the Professor pauses to gaze in proud awe at his construction, Zak winks your way and whispers \"Good thing I got that door fixed, eh?\"\n\n\"All set, Professor?\" Zak takes his arm - your arm is supporting your weight against the terminal due to the weakness entering your body as suddenly it all comes become clear. \"Nearest-search\". Any physicist knows \"near\" isn't just a three-dimensional concept.\n\n\"FIVE\". \"FOUR\".\n\n\"Hey - do you suppose it should be sparking like that?\" Zak pipes up.\n\nIt is sparking, too, but you're not thinking about that, you're desperately trying to work out what happens next.\n\n\"And then there's quite a bit of smoke too, isn't there?\"\n\nDr. Kurner's box wasn't well programmed enough to cope with this - with an empty mind-sack next to a host containing its mind. Not only that but the machine is still performing it's primary search too, just secondary to Kurner's implanted approach.\n\n\"Maybe we should open it up and take a look?\"\n\nAnd to cap it all - you've just seen a cable at the top of the machine which is plugged into completely the wrong socket.\n\nA school of fish swims past the window.\n\n\"Anyone got a screwdriver?\" A few pat their pockets, and shrug.\n\n\"ZERO.\"\n\nYour eyes flip open, to a flash of your face in glass. Then the air sears once more. Bug in my program, you think. What happens now?\n\nNo other way to put it. Our myriad eyes see it a hundred different ways; a million little angles on the same rocks below, the same lights distant and near. It all spins sickly, too much information, too much speed, every bit of changing direction constantly. We are swimming, around in and about each other.\n\nA snuttlenose swims by.\n\nThe school flicks about and swims northeast.\n\nFrom way above trickles light. To the south is the dome.", "endoftext": false }, { "action": "About yourself", "response": "We are multiple, all seeing. We see ourself and the world at once, it is all placed out. We are fish.", "endoftext": false }, { "action": "Frolic", "response": "We don't understand.\n\nThe school flicks about and swims southward.\n\nTo the south is the bulging dome. All around us is the blue.", "endoftext": false }, { "action": "You go to the south", "response": "In a pulse we move south.\n\nTo the south is the bulging dome. All around us is the blue.\n\nJagged rocks blade from the sand here.", "endoftext": false }, { "action": "You look at the rocks", "response": "They are rugged and ripped, protruding like spines through the sand.\n\nAn allamander passes us in eerie silence.\n\nThe school flicks about and swims westward.\n\nTo the south is the bulging dome. All around us is the blue.", "endoftext": false }, { "action": "You go south", "response": "The dome blocks us swimming.\n\nA squid passes us in eerie silence.", "endoftext": false }, { "action": "Examine dome", "response": "The dome is a huge bulge of copper on the seabed. We do not understand it, it is just rock, shape of land, movement of speed of water. A metal corridor snakes out of it eastward toward a smaller dome, with a glass chimney at its top. It is the mortuary block and near it blackness moves.\n\nFloating through the blue comes a finn.", "endoftext": false }, { "action": "You go east", "response": "The school trails eastward.\n\nTo the south is the bulging dome. All around us is the blue. We are near a window in a large metal dome just to the south.\n\nFloating through the blue comes an angel.", "endoftext": false }, { "action": "You look at the angel", "response": "The angel swims out of reach -- and not to our disappointment.\n\nThe school flicks about and swims northwest.\n\nTo the south is the bulging dome. All around us is the blue.", "endoftext": false }, { "action": "Go south", "response": "We fin south.\n\nTo the south is the bulging dome. All around us is the blue. We are near a window in a large metal dome just to the south.\n\nA cuttlesprout swims by.\n\nWith a snap one of our school is gone. Suddenly we can't remember our father's face.", "endoftext": false }, { "action": "You look at the window", "response": "We see our reflection.\n\nA calarta swims by.\n\nThe school flicks about and swims in many directions before joining us again.\n\nThe dome is south. We are in blue.", "endoftext": false }, { "action": "Go east", "response": "We fin east.\n\nTo the south is the bulging dome. All around us is the blue.\n\nThis is ridiculous. We can't spend our life as a shoal of fish. We need to get back, and fast.", "endoftext": false }, { "action": "Examine dome", "response": "The dome is a huge bulge of copper on the seabed. We do not understand it, it is just rock, shape of land, movement of speed of water. A metal corridor snakes out of it eastward toward a smaller dome, with a glass chimney at its top. It is the mortuary block and near it blackness moves.\n\nThe school flicks about and swims westward.\n\nFrom way above trickles light. To the south is the dome.", "endoftext": false }, { "action": "Go east", "response": "The school trails eastward.\n\nThe dome is south. We are in blue.", "endoftext": false }, { "action": "You go east", "response": "We swim east.\n\nThe dome is south. We are in blue.", "endoftext": false }, { "action": "Go upwards", "response": "We are up and down as well. We are a school, and wide, and shape changing always.\n\nThe school flicks about and swims northward.\n\nThe dome is south. We are in blue.", "endoftext": false }, { "action": "You examine the chimney", "response": "The Mortuary dome is broken, some walls have collapsed under a great dark weight we cannot see clearly, with moving eyes and confusion.\n\nAn angel passes us in eerie silence.", "endoftext": false }, { "action": "You look at weight", "response": "It is blackness over the mortuary.\n\nA shrake swims by.\n\nThe school is fished, we are piece-eaten. Strangely our name has gone missing.\n\nThere are a good few hundred in this school. It will take forever to be eaten by other fish.\n\nThe school flicks about and swims northwest.\n\nTo the south is the bulging dome. All around us is the blue.", "endoftext": false }, { "action": "You eat yourself", "response": "We are too many.", "endoftext": false }, { "action": "You eat the weight", "response": "We try but we just don't know how.\n\nAn octopus swims by.", "endoftext": false }, { "action": "You go south", "response": "We swim south.\n\nFrom way above trickles light. To the south is the dome. We are above a long corridor of metal leading toward the mortuary.\n\nA calarta swims by.", "endoftext": false }, { "action": "Go east", "response": "We fin over the dome of mortuary, where the metal turns black with a heaving darkness.\n\nOur motion sets a rustle in the water like the waving of seaweed and some of the shoal tries to leave in a panic. The darkness below is moving. It's coming nearer. It's rushing from the seabed in a motion like the unfolding of the earth. It is a giant, wrapping hand, that our kaleidoscope eyes see from all sides and form into a huge rounded trunk in our mind. The whole object encompasses us until a mouth is doing the same. The rest try to swim away, finning back madly over the corridor toward the dome. The shadow follows, boiling out of the sand, revealing its shadow full. Sweeps over the corridor, more of us are lost. We try to out-shake it. We fail. Flitter, flurry, fade, in blackness.\n\nEyes open. You feel somewhat dizzy. You can't remember how to tie a tie, you note, which at least means one got away.\n\nThe glass door has slid open. Outside, the room is empty bar for smoking machinery and Dr. Kurner's body, slumped out on the floor.\n\nSomewhere, an alarm is blaring.", "endoftext": false }, { "action": "About yourself", "response": "You are yourself, once more.", "endoftext": false }, { "action": "You look", "response": "Cables feed away from the base of the cylinder. Inside, there's the grille for your feet, and the Emergency Door Release Switch.", "endoftext": false }, { "action": "Leave", "response": "You step out of the cylinder. From here you can see the screen in the corner of the room, which shows a giant multi-tentacled creature growing from over the mortuary dome, coming closer.\n\nYour machine is in one corner, forgotten. Dr. Kurner slumps on the floor, quite dead, almost forgotten too.\n\nThe alarm is blaring. A voice over the intercom shrieks \"What are we going to do? General? WHAT ARE WE GOING TO DO?\"", "endoftext": false }, { "action": "You examine screen", "response": "The squid is coming closer, ever closer. In a matter of minutes it will crush the lab.", "endoftext": true } ]
48sc0ktuskuy0cay
Molly and the Butter Thieves
Alice Grove (as Cosmic Hamster)
[ "Fantasy" ]
[ "fae", "fairy tale", "fantasy", "female protagonist", "folklore", "multiple endings", "parser", "ShuffleComp", "ShuffleComp: Disc 2", "walkthrough" ]
2,015
[ 3, 5, 6, 0, 0 ]
14
3.785714
20150503
false
You are Molly Butterfield, dairy farmer extraordinaire. In the past week there have been two mysterious butter disappearances from your own kitchen. There will not be a third.
[ { "action": "%", "response": "Conversations in this game use keywords.\n\nIf no words above were colored or emphasized, or if you'd like to choose a different way to emphasize keywords, press K now.\n\nan existing story.", "endoftext": true }, { "action": "You go north", "response": "You are Molly Butterfield, dairy farmer extraordinaire. You have the finest cows and the sweetest butter for miles around, and word of it has spread far and wide.\n\nPerhaps too far.\n\nIn the past week there have been two mysterious butter disappearances from your own kitchen. There will not be a third.\n\nThis time, you'll be lying in wait for the thief. And you'll be armed with a fire poker.", "endoftext": false }, { "action": "You examine the dish", "response": "A china dish shows off an exquisite specimen of butter, round from the butter mold and stamped with your signature imprint of a flower.\n\nWith all the labor that goes into making butter, you feel a twinge of regret that you're sacrificing it to lure a thief, and on a beautiful dish passed down from your grandparents, to boot. But you're determined to find out who has been stealing your butter, and why.\n\nYou hear a cow lowing outside--unusual for this time of night. Something must have startled Millicent.", "endoftext": false }, { "action": "You examine the poker", "response": "An iron fire poker, useful for scaring off intruders if necessary.\n\nThe door creaks open, revealing a sliver of night.", "endoftext": false }, { "action": "You examine the door", "response": "The front door is open.\n\nGlimmering points of light float in through the doorway like different colored fireflies.", "endoftext": false }, { "action": "You look at the points", "response": "Points of light drift and flicker like tiny luminescent butterflies.\n\nThe flickering points of light drift towards your fancy plate of butter. Now the butter dish is rising into midair. The butter dish balances, then hovers towards the front door, accompanied by the lights.", "endoftext": false }, { "action": "You close the door", "response": "Not now!\n\nThe butter on its dish floats through the doorway, surrounded by the glimmering sparks, and then the door closes behind it.\n\nYou let out the breath you've been holding and lay down the fire poker. You won't be needing a heavy thing like that to deal with a couple of sparks. You're better off using your wits, and if need be, your fists. Now, where's that thief off to?", "endoftext": false }, { "action": "You go outside", "response": "It's shadowy in the yard. You can just make out the red water pump in the moonlight. The farmhouse stands to the west, and the forest to the east. There ought to be a path into the forest, but you can make out only a tangle of trees.\n\nWhite pebbles glint in the grass.\n\nPoints of light drift and flicker, carrying with them the dish of butter.\n\nThe glimmering lights are making their way slowly east across the field.", "endoftext": false }, { "action": "You take the pebbles", "response": "You scoop up a generous handful of pebbles.\n\nThe glimmering lights are making their way slowly east across the field.", "endoftext": false }, { "action": "Pump pump", "response": "You sidle over to the bright red water pump and begin pumping water. The thief startles at the noise and vanishes along with the coveted butter.", "endoftext": false }, { "action": "You go east", "response": "You feel as though you have entered not one forest, but two. The trees you've always known are still here, but tonight new trees have joined them, and an unfamiliar mass of wild brambles has overtaken most of the ground. The new vegetation intersects the old and grows right through it, unaffected by its presence. A stream flows through the center of it all.\n\nYou know every path through the forest--this is your home, after all. But tonight you're not sure you'll be able to find your way back.\n\nUnless, perhaps, you have something to mark the way.", "endoftext": false }, { "action": "You drop the pebble", "response": "Good idea! You'll leave a trail of pebbles as you go through the strange forest so you'll be able to find your way back. (You are\nnow leaving a trail of pebbles automatically.)\nYou drop some pebbles on the ground.", "endoftext": false }, { "action": "You examine trees", "response": "Strange, otherworldy plants and trees surround you.\n\nThe colored points of light float slowly south with the fancy dish of butter, staying well away from the stream.", "endoftext": false }, { "action": "Go south", "response": "A clearing in the heart of the double-natured forest. Unfamiliar vines hang down through familiar trees, and strange toadstools grow near a hollow log that wasn't here before this evening.\n\nYou drop some pebbles on the ground.", "endoftext": false }, { "action": "You examine the toadstools", "response": "Strange, otherworldy plants and trees surround you.\n\nThe colored points of light float slowly southeast with the fancy dish of butter.", "endoftext": false }, { "action": "You take the vine", "response": "The surrounding forest seems so strange, almost threatening. You don't trust it far enough to do anything with it.\n\nThe thief is going southeast, and is almost out of sight.", "endoftext": false }, { "action": "You go southeast", "response": "The trees are sparse here at the edge of the forest, and the ground slopes down to the east. Well, some of it does. A spongy layer of ground with tall grass and another layer that's rocky are oddly interwoven with each other.\n\nAs you make your way through the grass, you stop for a moment. You've seen this place before.\n\nHaven't you?\n\nYou drop the last of your pebbles on the ground.\n\nThe colored points of light float slowly east with the fancy dish of butter.", "endoftext": false }, { "action": "You go to the east", "response": "You stand in a moonlit bog at the bottom of a valley. Mist drifts across the spongy turf, and amidst the fog, floating in midair, is the ghostly outline of a castle, draped with ivy and flowers. An almost transparent bridge leads east across the mud to its front door. The tangled forest lies to the west, and to the northwest is the opening to a small cave.", "endoftext": false }, { "action": "You look at the castle", "response": "The ghostly form of a castle stands to the east, across the bridge. The castle walls look as if they are not quite solid. Or not quite...there.\n\nThe thief is floating toward the bridge.", "endoftext": false }, { "action": "Go east", "response": "You march up to the bridge and, as you step forward, find it to be just as unsubstantial as it looks. You fall through it as though it were air, and land splat in the mud.\n\nThe thief floats east across the bridge with the butter.\n\nA new cluster of lights comes into view, lavender and rose and green. The lights drift back and forth on this side of the bridge.", "endoftext": false }, { "action": "You stand", "response": "You get out of the mud.", "endoftext": false }, { "action": "You look at the cluster", "response": "Floating here is a twisting constellation of glimmering lights, lavender and rose and green. Here and there the points of light lengthen into lines, suggesting edges of petals and fluttering fabric.", "endoftext": false }, { "action": "You talk to the cluster", "response": "\"Hail, bold mortal. Welcome to our banquet,\" says a voice.\n\nYou choose a focal point amongst the floating lights and say \"Good evening,\" annoyed that you don't know whom you're addressing.\n\n\"You may call me 'Your Majesty,'\" says the voice, answering your unspoken question. \"It is only edges and glimpses of us you see now. But tonight our worlds converge for a while, and as the night\ndraws on, you may see us in our true form.\"\n\n(Please type a keyword to proceed.)", "endoftext": false }, { "action": "Form", "response": "\"Yes, mortal, we are of the fair folk,\" says the voice. \"You cannot see this, for we are not yet fully in your world, nor you in ours. But we are happy to share what we have as the worlds come together, even a crossing into our realm, should you desire it.\"\n\n(You could type banquet or\nconverge.)", "endoftext": false }, { "action": "Converge", "response": "The voice answers. \"Every so often the world of faerie and the world of humans pass through each other, and while the worlds converge, we may mingle.\"\n\n(You could type banquet.)", "endoftext": false }, { "action": "Banquet", "response": "\"Our banquet is held in the castle there, across the bridge,\" says the voice. \"Do not neglect to bring a fairy flower with you.\"\n\n\"I have tarried here long enough. I must go. See to the flower, mortal,\" says the voice, and the lights vanish.", "endoftext": true }, { "action": "You look around", "response": "You stand in a moonlit bog at the bottom of a valley. Mist drifts across the spongy turf, and amidst the fog, floating in midair, is the ghostly outline of a castle, draped with ivy and flowers. An almost transparent bridge leads east across the mud to its front door. The tangled forest lies to the west, and to the northwest is the opening to a small cave.", "endoftext": false }, { "action": "Go northwest", "response": "A small cave in the rock, large enough to walk a little, but no more. Overgrown tree roots and flowering vines camouflage the cave opening to the southeast.\n\nA ledge in the wall of the cave forms a natural seat. It gives you a curious feeling to look at it.", "endoftext": false }, { "action": "You sit on the seat", "response": "You sit on the stone seat and when you look at the cave from your new perspective, you are cast adrift in a sea of memory: the look of\nthe vines hanging in the doorway, dark against the moon. Flower shadows on the wall. Sitting on the smooth stone seat with your legs dangling, not long enough to touch the ground. Fragments of\nforgotten dreams.\n\nIf they were dreams.", "endoftext": false }, { "action": "You look at the vines", "response": "Overgrown tree roots and flowering vines camouflage the cave opening to the southeast. The blossoms on the vines look oddly faint.", "endoftext": false }, { "action": "You take the flower", "response": "The flowers look more like tricks of the light than real blossoms. As you reach for one you wonder if you'll be able to touch it at all. But you can, and once you've picked the flower, it seems more solid, somehow.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\na fairy flower", "endoftext": false }, { "action": "Smell flower", "response": "It smells both sweet and bitter.", "endoftext": false }, { "action": "You examine the flower", "response": "A blossom you picked from the flowering vine. On the vine it looked faint, as though it were not quite present, but now that you've picked it, it looks more solid, somehow.", "endoftext": false }, { "action": "You stand", "response": "You get off the natural seat.\n\nA small cave in the rock, large enough to walk a little, but no more. Overgrown tree roots and flowering vines camouflage the cave opening to the southeast.\n\nA ledge in the wall of the cave forms a natural seat.", "endoftext": false }, { "action": "You go outside", "response": "You go to leave. A rainstorm was raging that night. That must\nhave been why you were lost, though you thought you knew the path. But you found a cave and crept in, and sat on the ledge, and began to sing to yourself in the dark.\n\nCurious children, about your own age, peeped into the cave, and\ncame in. By the end of the song you had a small audience sitting on the floor.\n\n\"I've never heard that lullaby before,\" one of them said.\n\n\"My mother always sings it to me during a storm,\" you said.\n\n\"The fairies don't sing about rain. They don't seem to like it\nmuch.\"\n\n\"What fairies?\"\n\n\"The ones who live over yonder. But don't worry--you're safe for\nnow. Sing us another.\"\n\nYou stand in a moonlit bog at the bottom of a valley. Mist drifts across the spongy turf, and amidst the fog, floating in midair, is the ghostly outline of a castle, draped with ivy and flowers. An almost transparent bridge leads east across the mud to its front door. The tangled forest lies to the west, and to the northwest is the opening to a small cave.", "endoftext": false }, { "action": "You touch the bridge", "response": "You touch the bridge, and it feels solid. You can't help but feel that the flower has something to do with it.", "endoftext": false }, { "action": "You go to the east", "response": "As you step onto the bridge, unsure if it will support you, you grip your flower.\n\nThe bridge holds, and you cross.\n\nA table stretches from one end of the hall to the other, spread with a fine banquet, and seated along the table are scores of fairies. Other fairies are walking through with pitchers and silver trays, periodically disappearing through a set of doors to the north. There is a great deal of laughter and singing going on.\n\nYour dish of butter is nowhere to be seen.\n\n\"Psst! Molly!\" whispers a voice.\n\nYou turn, and over in the corner, waving at you, is none other than Tom the Baker.\n\nTom, the man who jilted your friend Lucinda seven years ago. A midsummer wedding had been planned, but on the appointed day, he never showed up. No one ever saw him around after that.\n\nAnd to think all this years he's been here enjoying himself! You hardly know whether to ignore him, or give him a piece of\nyour mind.\n\n(Please enter a keyword to proceed.)", "endoftext": false }, { "action": "Mind", "response": "You march forward, ready to light into him, but he is the first to speak.\n\n\"I cannot begin to tell you how sorry I am that I was not there to marry Lucinda. But I must tell you this: do not drink the\nwine the fairies offer you. Once you drink it, you cannot\nleave the fairy realm.\"\n\npaper.", "endoftext": false }, { "action": "Paper", "response": "He hands you a folded letter with \"LUCINDA\" written on the outside.\n\n\"I would be so grateful if you would give this letter to Lucinda,\" he says.\n\n(You could type wine.)", "endoftext": false }, { "action": "Wine", "response": "You ask him about the wine.\n\n\"You see over there some others you may know,\" says Tom, \"the midwife, the miller's son. They, too, drank the fairy wine. It is not meant for humans; it binds us to the realm of faerie. None of us can ever go home again.\"\n\nYou look over at the familiar faces, laughing and carrying on. They take no notice of you.\n\n\"Don't they see me?\" you ask.\n\n\"If you drink enough, you forget those you knew. You forget\nthe human world. Our friends over there can't remember any life other than this.\"", "endoftext": false }, { "action": "You forget", "response": "\"If you are imprisoned here forever,\" you say, \"then don't you wish to forget what you have lost, as the others have done?\"\n\n\"Many times I have wanted to forget entirely,\" says Tom. \"But I hoped for the day when someone would visit from the human world, as you have. Someone who could deliver this letter to Lucinda.\"\n\n\"And besides,\" he continues, \"if I were to forget, how could I warn others who might come in, unsuspecting, like you? The fairies may have trapped my body in this world,\" says Tom. \"But they cannot trap my will.\"\n\n\"Please, give Lucinda the letter,\" he says. \"And remember what I said about the wine.\"\n\nSeeing a fairy approach, Tom slips away.", "endoftext": false }, { "action": "You examine the server fairy", "response": "A fairy offering drinks to the guests.\n\nA fairy greets you and offers you a goblet of some purplish, sweet-smelling liquid. You debate whether to say thank you or\nto decline. (Please enter a keyword to proceed.)", "endoftext": false }, { "action": "You look at the goblet", "response": "A silver goblet full of a purplish liquid.", "endoftext": false }, { "action": "You examine table", "response": "You've seen enough to know that your dish of butter is not in the Banquet Hall. There's no use wasting more time on the banquet.", "endoftext": false }, { "action": "You go to the north", "response": "(first opening set of doors)\n\nPrecariously-stacked dishes fill much of the scullery. Along the north edge of the room, behind a half-wall, is a long channel with a stream of water running through it. A grating across the floor is meant to drain any stray water. A set of doors to the south leads back into the banquet hall, and a little wooden door leads west.\n\nAmong the stacks of dishes is your beautiful china butter dish passed down from your grandparents. You were beginning to think you'd never see it again!", "endoftext": false }, { "action": "You look at the dish", "response": "It's your fancy butter dish that you laid out to lure the thief! With not a trace of butter left on it.", "endoftext": false }, { "action": "You take it", "response": "Taken.", "endoftext": false }, { "action": "You examine the channel", "response": "Water splashes into the channel through an opening in one end of the room and flows out again at the other end. A thick half-wall divides the channel from the rest of the scullery. It's clear that the stream of water is meant for washing dishes, but the height and thickness of the wall must make it difficult.\n\nYou puzzle over the thick half-wall and the long grating. The fairies seem to have gone to a lot of trouble to keep the floor dry.", "endoftext": false }, { "action": "Pour goblet", "response": "You glance around to make sure no one is watching, then pour the contents of the goblet over your shoulder. You hear a hiss as the liquid burns a hole in the floor.", "endoftext": false }, { "action": "Go west", "response": "You doubt the fairies would appreciate you taking their silver goblet home with you.", "endoftext": false }, { "action": "You drop the goblet", "response": "Dropped.", "endoftext": false }, { "action": "Go west", "response": "(first opening the little wooden door)\n\nYou stand in a moonlit bog at the bottom of a valley. Mist drifts across the spongy turf, and amidst the fog, floating in midair, is the ghostly outline of a castle, draped with ivy and flowers. An almost transparent bridge leads east across the mud to its front door. The tangled forest lies to the west, and to the northwest is the opening to a small cave.\n\nOh, no. There's a fairy here, and she's already seen you! You stroll by, doing your best not to call attention to the dish you're carrying.\n\n\"What is this?\" says the fairy. \"Is this how you repay our hospitality, mortal? How dare you steal our fine dish! Give it to me!\"\n\nYou recognize that voice.\n\n\"Pardon, Your Majesty,\" you say, \"but I won't have you calling it yours when one of your thieving fairies stole it first!\"\n\nAlas, diplomacy was never your strong suit. The Queen goes inside to fetch the other fairies, and soon they are pouring out of the castle, chasing after you.\n\nI hope you know your way home, Molly. There's no time to dilly-dally!", "endoftext": false }, { "action": "You go west", "response": "The trees are sparse here at the edge of the forest, and the ground slopes down to the east. Well, some of it does. A spongy layer of ground with tall grass and another layer that's rocky are oddly interwoven with each other.\n\nA trail of pebbles leads northwest and east.\n\nA memory...\n\nAfter the rain died down on the night of the storm, the singing\ncame to an end and your little friends whispered, nudging you towards the forest. \"You'd better go. If the Fairy Queen catches sight of you she might decide she'd like another servant.\"\n\n\"What if the fairies should come after me?\" you asked.\n\n\"If you're quiet, they'll never know you were here. But if they\nfollow you, look for the dewleaf, which grows by running water. The fairies cannot follow you through water. Dip the leaf in water, and when you stand outside your home, throw the leaf down on the ground. Then you'll be safe.\"\n\n\"What does the leaf--\"\n\n\"Shh--they'll come looking for us any minute. You must go!\nGoodbye!\"", "endoftext": false }, { "action": "You go northwest", "response": "A clearing in the heart of the double-natured forest. Unfamiliar vines hang down through familiar trees, and strange toadstools grow near a hollow log that wasn't here before this evening.\n\nA trail of pebbles leads north and southeast.", "endoftext": false }, { "action": "You go to the north", "response": "It looks as though there is not one forest here, but two. The trees you've always known are still here, but tonight new trees have joined them, and an unfamiliar mass of wild brambles has overtaken most of the ground. The new vegetation intersects the old and grows right through it, unaffected by its presence. A stream flows through the center of it all.\n\nA strange bush by the stream catches your eye.\n\nA trail of pebbles leads west and south.", "endoftext": false }, { "action": "You examine the bush", "response": "The low bush has leaves like slices of water: clear, with ripples of light running from tip to tip as though across the surface of a stream.", "endoftext": false }, { "action": "You take leaf", "response": "You gently pull a dewleaf from the bush.", "endoftext": false }, { "action": "You put it in the stream", "response": "You dip the dewleaf into the stream. Soon the leaf begins to glow, and you draw it out again.", "endoftext": false }, { "action": "You go west", "response": "It's shadowy in the yard. You can just make out the red water pump in the moonlight. The farmhouse stands to the west, and the forest to the east.", "endoftext": false }, { "action": "You throw the leaf", "response": "You throw down the glowing wet dewleaf, and as it hits the ground, the earth begins to shake.\n\nA crack appears in the ground, and you leap out of the way as it lengthens and widens.....\nAnd the crack in the ground deepens into a trench, rapidly snaking around the farmhouse....\nAnd then you hear a loud rush of water, and the trench becomes a river, completely encircling your home....\n\nAnd then you catch sight of two more dishes being swept down the stream: the ones that disappeared when your butter was stolen before. You grab them as they approach....\nThen the fairies arrive from the east, a whole crowd of them, hopping mad. They gather on the opposite side of the river and command you to give them the dishes.\n\nYou decline.\n\n\"Now if you'll excuse me,\" you say, \"it's almost morning, and the milking won't wait. And then I've got an important letter to deliver.\"\n\nAnd the fairies never trouble you again.", "endoftext": true } ]
ar5x88sqx6qvef7g
Zork I
Marc Blank
[ "Zorkian", "Cave crawl" ]
[ "&#65279;hostile NPC", "active npc", "Available on Steam", "cave", "cave crawl", "collaboration", "combat", "commercial", "cover art", "fantasy", "full length", "Hugo source available", "Infocom", "long-form", "maze", "memorable NPC", "parser", "Random Combat", "standard difficulty", "treasure hunt", "Zork" ]
1,980
[ 45, 88, 43, 15, 5 ]
196
3.780612
20160401
false
Many strange tales have been told of the fabulous treasure, exotic creatures, and diabolical puzzles in the Great Underground Empire. As an aspiring adventurer, you will undoubtedly want to locate these treasures and deposit them in your trophy case.
[ { "action": "%", "response": "ZORK I: The Great Underground Empire\nCopyright (c) 1981, 1982, 1983 Infocom, Inc. All rights reserved.\n\nRevision 88 / Serial number 840726\n\nYou are standing in an open field west of a white house, with a boarded front door.\nThere is a small mailbox here.", "endoftext": false }, { "action": "You open the mailbox", "response": "Opening the small mailbox reveals a leaflet.", "endoftext": false }, { "action": "You take the leaflet", "response": "Taken.", "endoftext": false }, { "action": "You read it", "response": "\"WELCOME TO ZORK!\n\nZORK is a game of adventure, danger, and low cunning. In it you will explore some of the most amazing territory ever seen by mortals. No computer should be without one!\"", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\nA leaflet", "endoftext": false }, { "action": "You look", "response": "You are standing in an open field west of a white house, with a boarded front door.\nThere is a small mailbox here.", "endoftext": false }, { "action": "You examine the door", "response": "The door is closed.", "endoftext": false }, { "action": "You examine the house", "response": "The house is a beautiful colonial house which is painted white. It is clear that the owners must have been extremely wealthy.", "endoftext": false }, { "action": "You examine the wall", "response": "Which wall do you mean, the granite wall or the surrounding wall?", "endoftext": false }, { "action": "Go north", "response": "You are facing the north side of a white house. There is no door here, and all the windows are boarded up. To the north a narrow path winds through the trees.", "endoftext": false }, { "action": "Go south", "response": "The windows are all boarded.", "endoftext": false }, { "action": "Go southeast", "response": "You are behind the white house. A path leads into the forest to the east. In one corner of the house there is a small window which is slightly ajar.", "endoftext": false }, { "action": "Go south", "response": "You are facing the south side of a white house. There is no door here, and all the windows are boarded.", "endoftext": false }, { "action": "You go south", "response": "This is a dimly lit forest, with large trees all around.", "endoftext": false }, { "action": "Go north", "response": "You are in a small clearing in a well marked forest path that extends to the east and west.", "endoftext": false }, { "action": "You go east", "response": "You are at the top of the Great Canyon on its west wall. From here there is a marvelous view of the canyon and parts of the Frigid River upstream. Across the canyon, the walls of the White Cliffs join the mighty ramparts of the Flathead Mountains to the east. Following the Canyon upstream to the north, Aragain Falls may be seen, complete with rainbow. The mighty Frigid River flows out from a great dark cavern. To the west and south can be seen an immense forest, stretching for miles around. A path leads northwest. It is possible to climb down into the canyon from here.", "endoftext": false }, { "action": "Go east", "response": "You are on a ledge about halfway up the wall of the river canyon. You can see from here that the main flow from Aragain Falls twists along a passage which it is impossible for you to enter. Below you is the canyon bottom. Above you is more cliff, which appears climbable.", "endoftext": true }, { "action": "Go downwards", "response": "You are beneath the walls of the river canyon which may be climbable here. The lesser part of the runoff of Aragain Falls flows by below. To the north is a narrow path.", "endoftext": false }, { "action": "You go to the north", "response": "You are on a small, rocky beach on the continuation of the Frigid River past the Falls. The beach is narrow due to the presence of the White Cliffs. The river canyon opens here and sunlight shines in from above. A rainbow crosses over the falls to the east and a narrow path continues to the southwest.", "endoftext": false }, { "action": "You go south", "response": "Storm-tossed trees block your way.", "endoftext": false }, { "action": "Go west", "response": "This is a forest, with trees in all directions. To the east, there appears to be sunlight.", "endoftext": false }, { "action": "Go east", "response": "This is a path winding through a dimly lit forest. The path heads north-south here. One particularly large tree with some low branches stands at the edge of the path.\nYou hear in the distance the chirping of a song bird.", "endoftext": false }, { "action": "You go to the south", "response": "You are facing the north side of a white house. There is no door here, and all the windows are boarded up. To the north a narrow path winds through the trees.", "endoftext": false }, { "action": "Go north", "response": "This is a path winding through a dimly lit forest. The path heads north-south here. One particularly large tree with some low branches stands at the edge of the path.", "endoftext": false }, { "action": "You go north", "response": "You are in a clearing, with a forest surrounding you on all sides. A path leads south.\nOn the ground is a pile of leaves.", "endoftext": false }, { "action": "You take the leaves", "response": "In disturbing the pile of leaves, a grating is revealed.\nTaken.", "endoftext": false }, { "action": "You examine the grating", "response": "The grating is closed.", "endoftext": false }, { "action": "You open the grating", "response": "The grating is locked.", "endoftext": false }, { "action": "You examine the branches", "response": "There's nothing special about the tree.\nYou hear in the distance the chirping of a song bird.", "endoftext": false }, { "action": "You climb the tree", "response": "You are about 10 feet above the ground nestled among some large branches. The nearest branch above you is above your reach.\nBeside you on the branch is a small bird's nest.\nIn the bird's nest is a large egg encrusted with precious jewels, apparently scavenged by a childless songbird. The egg is covered with fine gold inlay, and ornamented in lapis lazuli and mother-of-pearl. Unlike most eggs, this one is hinged and closed with a delicate looking clasp. The egg appears extremely fragile.", "endoftext": false }, { "action": "You take the egg", "response": "Taken.", "endoftext": false }, { "action": "You examine the egg", "response": "The jewel-encrusted egg is closed.\nYou hear in the distance the chirping of a song bird.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\nA jewel-encrusted egg\nA pile of leaves\nA leaflet", "endoftext": false }, { "action": "Count leaves", "response": "There are 69,105 leaves here.", "endoftext": false }, { "action": "You enter the window", "response": "You are in the kitchen of the white house. A table seems to have been used recently for the preparation of food. A passage leads to the west and a dark staircase can be seen leading upward. A dark chimney leads down and to the east is a small window which is open.\nOn the table is an elongated brown sack, smelling of hot peppers.\nA bottle is sitting on the table.\nThe glass bottle contains:\nA quantity of water", "endoftext": false }, { "action": "You take all", "response": "brown sack: Taken.\nglass bottle: Taken.", "endoftext": false }, { "action": "Up", "response": "You have moved into a dark place.\nIt is pitch black. You are likely to be eaten by a grue.", "endoftext": false }, { "action": "Down", "response": "You are in the kitchen of the white house. A table seems to have been used recently for the preparation of food. A passage leads to the west and a dark staircase can be seen leading upward. A dark chimney leads down and to the east is a small window which is open.", "endoftext": false }, { "action": "You examine table", "response": "The kitchen table is empty.", "endoftext": false }, { "action": "Go west", "response": "You are in the living room. There is a doorway to the east, a wooden door with strange gothic lettering to the west, which appears to be nailed shut, a trophy case, and a large oriental rug in the center of the room.\nAbove the trophy case hangs an elvish sword of great antiquity.\nA battery-powered brass lantern is on the trophy case.", "endoftext": false }, { "action": "You move the rug", "response": "With a great effort, the rug is moved to one side of the room, revealing the dusty cover of a closed trap door.", "endoftext": false }, { "action": "You look", "response": "You are in the living room. There is a doorway to the east, a wooden door with strange gothic lettering to the west, which appears to be nailed shut, a trophy case, and a closed trap door at your feet.\nAbove the trophy case hangs an elvish sword of great antiquity.", "endoftext": false }, { "action": "You go west", "response": "The door is nailed shut.", "endoftext": false }, { "action": "You read the lettering", "response": "The engravings translate to \"This space intentionally left blank.\"", "endoftext": false }, { "action": "You examine the case", "response": "The trophy case is empty.", "endoftext": false }, { "action": "Open case", "response": "Opened.", "endoftext": false }, { "action": "You put the egg in the case", "response": "Done.", "endoftext": false }, { "action": "Close case", "response": "Closed.", "endoftext": false }, { "action": "You examine the case", "response": "Your collection of treasures consists of:\nA jewel-encrusted egg", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nA sword\nA brass lantern\nA glass bottle\nThe glass bottle contains:\nA quantity of water\nA brown sack\nA pile of leaves\nA leaflet", "endoftext": false }, { "action": "You examine bottle", "response": "The glass bottle contains:\nA quantity of water", "endoftext": false }, { "action": "You examine sack", "response": "The brown sack is closed.", "endoftext": false }, { "action": "You open the sack", "response": "Opening the brown sack reveals a lunch, and a clove of garlic.", "endoftext": false }, { "action": "You smell the garlic", "response": "It smells like a clove of garlic.", "endoftext": false }, { "action": "You put all in the sack", "response": "sword: There's no room.\nbrass lantern: There's no room.\nglass bottle: There's no room.\nbrown sack: How can you do that?\npile of leaves: There's no room.\nleaflet: Done.", "endoftext": false }, { "action": "You drop the leaves", "response": "Dropped.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nA sword\nA brass lantern\nA glass bottle\nThe glass bottle contains:\nA quantity of water\nA brown sack\nThe brown sack contains:\nA lunch\nA clove of garlic", "endoftext": false }, { "action": "You look", "response": "You are in the living room. There is a doorway to the east, a wooden door with strange gothic lettering to the west, which appears to be nailed shut, a trophy case, and a closed trap door at your feet.\nA small leaflet is on the ground.\nOn the ground is a pile of leaves.\nYour collection of treasures consists of:\nA jewel-encrusted egg", "endoftext": false }, { "action": "You go east", "response": "You are in the kitchen of the white house. A table seems to have been used recently for the preparation of food. A passage leads to the west and a dark staircase can be seen leading upward. A dark chimney leads down and to the east is a small window which is open.", "endoftext": false }, { "action": "Up", "response": "This is the attic. The only exit is a stairway leading down.\nA large coil of rope is lying in the corner.\nOn a table is a nasty-looking knife.", "endoftext": false }, { "action": "You get all", "response": "nasty knife: Taken.\nrope: Taken.", "endoftext": false }, { "action": "You examine table", "response": "The table is empty.", "endoftext": false }, { "action": "Down", "response": "Only Santa Claus climbs down chimneys.", "endoftext": false }, { "action": "You go to the west", "response": "You are in the living room. There is a doorway to the east, a wooden door with strange gothic lettering to the west, which appears to be nailed shut, a trophy case, and a closed trap door at your feet.\nA small leaflet is on the ground.\nOn the ground is a pile of leaves.\nYour collection of treasures consists of:\nA jewel-encrusted egg", "endoftext": false }, { "action": "Down", "response": "The trap door is closed.", "endoftext": false }, { "action": "You open the trap door", "response": "The door reluctantly opens to reveal a rickety staircase descending into darkness.", "endoftext": false }, { "action": "Down", "response": "The trap door crashes shut, and you hear someone barring it.\n\nYou are in a dark and damp cellar with a narrow passageway leading north, and a crawlway to the south. On the west is the bottom of a steep metal ramp which is unclimbable.\nYour sword is glowing with a faint blue glow.", "endoftext": false }, { "action": "Go north", "response": "This is a small room with passages to the east and south and a forbidding hole leading west. Bloodstains and deep scratches (perhaps made by an axe) mar the walls.\nA nasty-looking troll, brandishing a bloody axe, blocks all passages out of the room.\nYour sword has begun to glow very brightly.", "endoftext": false }, { "action": "You examine troll", "response": "A nasty-looking troll, brandishing a bloody axe, blocks all passages out of the room.\nThe troll hits you with a glancing blow, and you are momentarily stunned.", "endoftext": false }, { "action": "You go to the south", "response": "You are in a dark and damp cellar with a narrow passageway leading north, and a crawlway to the south. On the west is the bottom of a steep metal ramp which is unclimbable.\nYour sword is glowing with a faint blue glow.", "endoftext": false }, { "action": "You hit the troll with the sword", "response": "The troll's weapon is knocked to the floor, leaving him unarmed.\nThe troll, angered and humiliated, recovers his weapon. He appears to have an axe to grind with you.", "endoftext": false }, { "action": "You hit the troll with the sword", "response": "A good slash, but it misses the troll by a mile.\nYou stagger back under a hail of axe strokes.", "endoftext": false }, { "action": "Continue", "response": "You are still recovering from that last blow, so your attack is ineffective.\nThe troll's axe barely misses your ear.", "endoftext": false }, { "action": "Continue", "response": "The fatal blow strikes the troll square in the heart: He dies.\nAlmost as soon as the troll breathes his last breath, a cloud of sinister black fog envelops him, and when the fog lifts, the carcass has disappeared.\nYour sword is no longer glowing.", "endoftext": false }, { "action": "You look", "response": "This is a small room with passages to the east and south and a forbidding hole leading west. Bloodstains and deep scratches (perhaps made by an axe) mar the walls.\nThere is a bloody axe here.", "endoftext": false }, { "action": "You take the axe", "response": "Your load is too heavy.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nA rope\nA nasty knife\nA sword\nA brass lantern (providing light)\nA glass bottle\nThe glass bottle contains:\nA quantity of water\nA brown sack\nThe brown sack contains:\nA lunch\nA clove of garlic", "endoftext": false }, { "action": "Go east", "response": "This is a narrow east-west passageway. There is a narrow stairway leading down at the north end of the room.", "endoftext": false }, { "action": "You go to the east", "response": "This is a circular stone room with passages in all directions. Several of them have unfortunately been blocked by cave-ins.", "endoftext": false }, { "action": "You go to the north", "response": "A chasm runs southwest to northeast and the path follows it. You are on the south side of the chasm, where a crack opens into a passage.", "endoftext": false }, { "action": "You take the bar", "response": "bar bar ...", "endoftext": false }, { "action": "Keep going", "response": "g g ...", "endoftext": false }, { "action": "Up", "response": "You are on the south edge of a deep canyon. Passages lead off to the east, northwest and southwest. A stairway leads down. You can hear the sound of flowing water from below.", "endoftext": false }, { "action": "You go to the east", "response": "You are standing on the top of the Flood Control Dam #3, which was quite a tourist attraction in times far distant. There are paths to the north, south, and west, and a scramble down.\nThe sluice gates on the dam are closed. Behind the dam, there can be seen a wide reservoir. Water is pouring over the top of the now abandoned dam.\nThere is a control panel here, on which a large metal bolt is mounted. Directly above the bolt is a small green plastic bubble.", "endoftext": false }, { "action": "You take bolt", "response": "It is an integral part of the control panel.", "endoftext": false }, { "action": "Go north", "response": "This room appears to have been the waiting room for groups touring the dam. There are open doorways here to the north and east marked \"Private\", and there is a path leading south over the top of the dam. Some guidebooks entitled \"Flood Control Dam #3\" are on the reception desk.\nThere is a matchbook whose cover says \"Visit Beautiful FCD#3\" here.", "endoftext": false }, { "action": "Go north", "response": "This is what appears to have been the maintenance room for Flood Control Dam #3. Apparently, this room has been ransacked recently, for most of the valuable equipment is gone. On the wall in front of you is a group of buttons colored blue, yellow, brown, and red. There are doorways to the west and south.\nThere is a group of tool chests here.\nThere is a wrench here.\nThere is an object which looks like a tube of toothpaste here.\nThere is a screwdriver here.", "endoftext": true }, { "action": "Go down", "response": "You are at the base of Flood Control Dam #3, which looms above you and to the north. The river Frigid is flowing by here. Along the river are the White Cliffs which seem to form giant walls stretching from north to south along the shores of the river as it winds its way downstream. There is a folded pile of plastic here which has a small valve attached.", "endoftext": false }, { "action": "You take the pile", "response": "Your load is too heavy.", "endoftext": false }, { "action": "You go to the west", "response": "You are in a long room on the south shore of a large lake, far too deep and wide for crossing.\nThere is a path along the stream to the east or west, a steep pathway climbing southwest along the edge of a chasm, and a path leading into a canyon to the southeast.", "endoftext": false }, { "action": "You go to the southwest", "response": "A chasm runs southwest to northeast and the path follows it. You are on the south side of the chasm, where a crack opens into a passage.", "endoftext": false }, { "action": "You go to the south", "response": "You are in a large square room with tall ceilings. On the south wall is an enormous mirror which fills the entire wall. There are exits on the other three sides of the room.", "endoftext": false }, { "action": "You examine the mirror", "response": "There is an ugly person staring back at you.", "endoftext": false }, { "action": "You go west", "response": "This is a winding passage. It seems that there are only exits on the east and north.", "endoftext": false }, { "action": "You go to the east", "response": "This is a tiny cave with entrances west and north, and a dark, forbidding staircase leading down.\nYour sword is glowing with a faint blue glow.", "endoftext": false }, { "action": "Nevermind", "response": "SAVEOk.", "endoftext": false }, { "action": "You go west", "response": "This is a winding passage. It seems that there are only exits on the east and north.\nYour sword is no longer glowing.", "endoftext": false }, { "action": "Down", "response": "You are outside a large gateway, on which is inscribed\n\nAbandon every hope all ye who enter here!\n\nThe gate is open; through it you can see a desolation, with a pile of mangled bodies in one corner. Thousands of voices, lamenting some hideous fate, can be heard.\nThe way through the gate is barred by evil spirits, who jeer at your attempts to pass.\nYour sword has begun to glow very brightly.", "endoftext": false }, { "action": "You examine the spirits", "response": "You seem unable to interact with these spirits.", "endoftext": false }, { "action": "You examine the gate", "response": "The gate is protected by an invisible force. It makes your teeth ache to touch it.", "endoftext": false }, { "action": "Attack gate", "response": "What do you want to attack the gate with?", "endoftext": false }, { "action": "You hit the spirits with the sword", "response": "How can you attack a spirit with material objects?", "endoftext": false }, { "action": "Up", "response": "This is a tiny cave with entrances west and north, and a dark, forbidding staircase leading down.\nYour sword is glowing with a faint blue glow.", "endoftext": false }, { "action": "Go north", "response": "You are in a large square room with tall ceilings. On the south wall is an enormous mirror which fills the entire wall. There are exits on the other three sides of the room.\nYour sword is no longer glowing.", "endoftext": false }, { "action": "You take the mirror", "response": "The mirror is many times your size. Give up.", "endoftext": false }, { "action": "You look", "response": "This is a circular stone room with passages in all directions. Several of them have unfortunately been blocked by cave-ins.\n\n> N\n\nThis is a high north-south passage, which forks to the northeast.\n\n> N\n\nA chasm runs southwest to northeast and the path follows it. You are on the south side of the chasm, where a crack opens into a passage.\n\nA chasm runs southwest to northeast and the path follows it. You are on the south side of the chasm, where a crack opens into a passage.", "endoftext": false }, { "action": "You go southeast", "response": "You have entered a low cave with passages leading northwest and east. There are old engravings on the walls here.", "endoftext": false }, { "action": "You examine the engravings", "response": "The engravings were incised in the living rock of the cave wall by an unknown hand. They depict, in symbolic form, the beliefs of the ancient Zorkers. Skillfully interwoven with the bas reliefs are excerpts illustrating the major religious tenets of that time. Unfortunately, a later age seems to have considered them blasphemous and just as skillfully excised them.", "endoftext": false }, { "action": "You go east", "response": "You are at the periphery of a large dome, which forms the ceiling of another room below. Protecting you from a precipitous drop is a wooden railing which circles the dome.", "endoftext": false }, { "action": "You go west", "response": "This is part of a maze of twisty little passages, all alike.", "endoftext": false }, { "action": "Go south", "response": "You are in a dark and damp cellar with a narrow passageway leading north, and a crawlway to the south. On the west is the bottom of a steep metal ramp which is unclimbable.", "endoftext": false }, { "action": "Go south", "response": "You are on the east edge of a chasm, the bottom of which cannot be seen. A narrow passage goes north, and the path you are on continues to the east.", "endoftext": false }, { "action": "Go east", "response": "This is an art gallery. Most of the paintings have been stolen by vandals with exceptional taste. The vandals left through either the north or west exits.\nFortunately, there is still one chance for you to be a vandal, for on the far wall is a painting of unparalleled beauty.", "endoftext": false }, { "action": "You take the painting", "response": "Your load is too heavy.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nA matchbook\nA rope\nA nasty knife\nA sword\nA brass lantern (providing light)\nA glass bottle\nThe glass bottle contains:\nA quantity of water\nA brown sack\nThe brown sack contains:\nA lunch\nA clove of garlic", "endoftext": false }, { "action": "You drop the knife", "response": "Dropped.", "endoftext": false }, { "action": "You look", "response": "This is an art gallery. Most of the paintings have been stolen by vandals with exceptional taste. The vandals left through either the north or west exits.\nThere is a nasty knife here.", "endoftext": false }, { "action": "Go north", "response": "This appears to have been an artist's studio. The walls and floors are splattered with paints of 69 different colors. Strangely enough, nothing of value is hanging here. At the south end of the room is an open door (also covered with paint). A dark and narrow chimney leads up from a fireplace; although you might be able to get up it, it seems unlikely you could get back down.\nLoosely attached to a wall is a small piece of paper.", "endoftext": false }, { "action": "You examine the wall", "response": "Which wall do you mean, the granite wall or the surrounding wall?", "endoftext": false }, { "action": "You examine paper", "response": "Congratulations!\n\nYou are the privileged owner of ZORK I: The Great Underground Empire, a self-contained and self-maintaining universe. If used and maintained in accordance with normal operating practices for small universes, ZORK will provide many months of trouble-free operation.", "endoftext": false }, { "action": "You drop all", "response": "painting: Dropped.\nmatchbook: Dropped.\nrope: Dropped.\nsword: Dropped.\nbrass lantern: Dropped.\nglass bottle: Dropped.\nbrown sack: Dropped.", "endoftext": false }, { "action": "You drop all", "response": "painting: Dropped.", "endoftext": false }, { "action": "Up", "response": "Going up empty-handed is a bad idea.", "endoftext": false }, { "action": "You open the door", "response": "Which door do you mean, the wooden door or the trap door?", "endoftext": false }, { "action": "Down", "response": "The door reluctantly opens to reveal a rickety staircase descending into darkness.\n\nThe trap door crashes shut, and you hear someone barring it.\n\nYou are in a dark and damp cellar with a narrow passageway leading north, and a crawlway to the south. On the west is the bottom of a steep metal ramp which is unclimbable.", "endoftext": false }, { "action": "You go to the west", "response": "You try to ascend the ramp, but it is impossible, and you slide back down.", "endoftext": false }, { "action": "Go south", "response": "You are on the east edge of a chasm, the bottom of which cannot be seen. A narrow passage goes north, and the path you are on continues to the east.", "endoftext": false }, { "action": "You go to the east", "response": "This is an art gallery. Most of the paintings have been stolen by vandals with exceptional taste. The vandals left through either the north or west exits.\nThere is a nasty knife here.", "endoftext": false }, { "action": "You go north", "response": "This appears to have been an artist's studio. The walls and floors are splattered with paints of 69 different colors. Strangely enough, nothing of value is hanging here. At the south end of the room is an open door (also covered with paint). A dark and narrow chimney leads up from a fireplace; although you might be able to get up it, it seems unlikely you could get back down.\nLoosely attached to a wall is a small piece of paper.\nA painting by a neglected genius is here.\nThere is a brown sack here.\nThe brown sack contains:\nA lunch\nA clove of garlic\nThere is a glass bottle here.\nThe glass bottle contains:\nA quantity of water\nThere is a sword here.\nThere is a rope here.\nThere is a matchbook whose cover says \"Visit Beautiful FCD#3\" here.", "endoftext": false }, { "action": "You get all", "response": "painting: Taken.\nbrown sack: Taken.\nglass bottle: Taken.\nsword: Taken.\nrope: Taken.\nmatchbook: Taken.\nZORK owner's manual: Your load is too heavy.", "endoftext": false }, { "action": "You drop the matchbook", "response": "Dropped.", "endoftext": false }, { "action": "You drop all", "response": "rope: Dropped.\nsword: Dropped.\nglass bottle: Dropped.\nbrown sack: Dropped.\npainting: Dropped.\nbrass lantern: Dropped.", "endoftext": false }, { "action": "Drop", "response": "What do you want to drop?", "endoftext": false }, { "action": "You drop all", "response": "ZORK owner's manual: Dropped.", "endoftext": false }, { "action": "You get all", "response": "ZORK owner's manual: Taken.\nbrass lantern: Taken.\npainting: Taken.\nbrown sack: Taken.\nglass bottle: Taken.\nsword: Taken.\nrope: Your load is too heavy.\nmatchbook: Taken.", "endoftext": false }, { "action": "You look", "response": "This appears to have been an artist's studio. The walls and floors are splattered with paints of 69 different colors. Strangely enough, nothing of value is hanging here. At the south end of the room is an open door (also covered with paint). A dark and narrow chimney leads up from a fireplace; although you might be able to get up it, it seems unlikely you could get back down.\nThere is a ZORK owner's manual here.", "endoftext": false }, { "action": "Go north", "response": "This is a small room with passages to the east and south and a forbidding hole leading west. Bloodstains and deep scratches (perhaps made by an axe) mar the walls.\nThere is a bloody axe here.\n\nYou can't go that way.\n\nYou can't go that way.", "endoftext": false }, { "action": "Go east", "response": "This is a narrow east-west passageway. There is a narrow stairway leading down at the north end of the room.", "endoftext": false }, { "action": "Go north", "response": "This room appears to have been the waiting room for groups touring the dam. There are open doorways here to the north and east marked \"Private\", and there is a path leading south over the top of the dam.", "endoftext": false }, { "action": "Go north", "response": "You have moved into a dark place.\nIt is pitch black. You are likely to be eaten by a grue.", "endoftext": false }, { "action": "You turn on the lantern", "response": "The brass lantern is now on.\n\nThis is what appears to have been the maintenance room for Flood Control Dam #3. Apparently, this room has been ransacked recently, for most of the valuable equipment is gone. On the wall in front of you is a group of buttons colored blue, yellow, brown, and red. There are doorways to the west and south.\nThere is a group of tool chests here.\nThere is an object which looks like a tube of toothpaste here.\nThere is a screwdriver here.", "endoftext": false }, { "action": "You look", "response": "This is what appears to have been the maintenance room for Flood Control Dam #3. Apparently, this room has been ransacked recently, for most of the valuable equipment is gone. On the wall in front of you is a group of buttons colored blue, yellow, brown, and red. There are doorways to the west and south.\nThere is a group of tool chests here.\nThere is an object which looks like a tube of toothpaste here.\nThere is a screwdriver here.", "endoftext": false }, { "action": "You drop all", "response": "rope: Dropped.\nmatchbook: Dropped.\nsword: Dropped.\nglass bottle: Dropped.\nbrown sack: Dropped.\npainting: Dropped.\nbrass lantern: Dropped.", "endoftext": false }, { "action": "You examine tube", "response": "---> Frobozz Magic Gunk Company <---\nAll-Purpose Gunk", "endoftext": false }, { "action": "You open the tool chests", "response": "The chests are so rusty and corroded that they crumble when you touch them.", "endoftext": false }, { "action": "You look", "response": "This is what appears to have been the maintenance room for Flood Control Dam #3. Apparently, this room has been ransacked recently, for most of the valuable equipment is gone. On the wall in front of you is a group of buttons colored blue, yellow, brown, and red. There are doorways to the west and south.\nThere is a brass lantern (battery-powered) here.\nA painting by a neglected genius is here.\nThere is a brown sack here.\nThe brown sack contains:\nA lunch\nA clove of garlic\nThere is a glass bottle here.\nThe glass bottle contains:\nA quantity of water\nThere is a sword here.\nThere is a matchbook whose cover says \"Visit Beautiful FCD#3\" here. There is a rope here.\nThere is a screwdriver here.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nA tube\nA seedy-looking individual with a large bag just wandered through the room. On the way through, he quietly abstracted some valuables from the room and from your possession, mumbling something about \"Doing unto others before...\"", "endoftext": false }, { "action": "You get all", "response": "brass lantern: Taken.\nbrown sack: Taken.\nglass bottle: Taken.\nsword: Taken.\nmatchbook: Taken.\nrope: Taken.\nscrewdriver: Taken.", "endoftext": false }, { "action": "You look", "response": "This is what appears to have been the maintenance room for Flood Control Dam #3. Apparently, this room has been ransacked recently, for most of the valuable equipment is gone. On the wall in front of you is a group of buttons colored blue, yellow, brown, and red. There are doorways to the west and south.", "endoftext": false }, { "action": "You press the blue button", "response": "There is a rumbling sound and a stream of water appears to burst from the east wall of the room (apparently, a leak has occurred in a pipe). The water level here is now up to your ankles.", "endoftext": false }, { "action": "You press the yellow button", "response": "Click.\nThe water level here is now up to your shin.", "endoftext": false }, { "action": "You press the red button", "response": "The lights within the room come on.\nThe water level here is now up to your knees.", "endoftext": false }, { "action": "You look", "response": "This is what appears to have been the maintenance room for Flood Control Dam #3. Apparently, this room has been ransacked recently, for most of the valuable equipment is gone. On the wall in front of you is a group of buttons colored blue, yellow, brown, and red. There are doorways to the west and south.\nThe water level here is now up to your knees.", "endoftext": false }, { "action": "Go south", "response": "This room appears to have been the waiting room for groups touring the dam. There are open doorways here to the north and east marked \"Private\", and there is a path leading south over the top of the dam.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nA screwdriver\nA rope\nA matchbook\nA sword\nA glass bottle\nThe glass bottle contains:\nA quantity of water\nA brown sack\nThe brown sack contains:\nA lunch\nA clove of garlic\nA brass lantern (providing light)\nA tube", "endoftext": false }, { "action": "Turn valve", "response": "(with the screwdriver)\nYou can't turn that!", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nA screwdriver\nA rope\nA matchbook\nA sword\nA glass bottle\nThe glass bottle contains:\nA quantity of water\nA brown sack\nThe brown sack contains:\nA lunch\nA clove of garlic\nA brass lantern (providing light)\nA tube", "endoftext": false }, { "action": "You go north", "response": "You are standing on the top of the Flood Control Dam #3, which was quite a tourist attraction in times far distant. There are paths to the north, south, and west, and a scramble down.\nThe sluice gates on the dam are closed. Behind the dam, there can be seen a wide reservoir. Water is pouring over the top of the now abandoned dam.\nThere is a control panel here, on which a large metal bolt is mounted. Directly above the bolt is a small green plastic bubble.\nThe lamp appears a bit dimmer.", "endoftext": false }, { "action": "Go west", "response": "You are standing on a path beside a gently flowing stream. The path follows the stream, which flows from west to east.", "endoftext": false }, { "action": "Go west", "response": "The stream emerges from a spot too small for you to enter.", "endoftext": false }, { "action": "You take the engravings", "response": "What a concept!", "endoftext": false }, { "action": "You take the railing", "response": "A valiant attempt.", "endoftext": false }, { "action": "Light match", "response": "One of the matches starts to burn.", "endoftext": false }, { "action": "Light tube", "response": "You can't turn that on.\nThe match has gone out.", "endoftext": false }, { "action": "You apply Gunk", "response": "What do you want to apply the gunk to?", "endoftext": false }, { "action": "Open tube", "response": "Opening the tube reveals a viscous material.", "endoftext": false }, { "action": "You eat the lunch", "response": "Thank you very much. It really hit the spot.", "endoftext": false }, { "action": "You eat the garlic", "response": "What the heck! You won't make friends this way, but nobody around here is too friendly anyhow. Gulp!", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\nA screwdriver\nA rope\nA matchbook\nA sword\nA glass bottle\nThe glass bottle contains:\nA quantity of water\nA brown sack\nA brass lantern (providing light)\nA tube\nThe tube contains:\nA viscous material", "endoftext": false }, { "action": "Drink water", "response": "You'll have to open the glass bottle first.", "endoftext": false }, { "action": "You open bottle", "response": "Opened.", "endoftext": false }, { "action": "Drink water", "response": "Thank you very much. I was rather thirsty (from all this talking, probably).", "endoftext": false }, { "action": "You tie the rope to the railing", "response": "The rope drops over the side and comes within ten feet of the floor.", "endoftext": false }, { "action": "Down", "response": "This is a large room with a prominent doorway leading to a down staircase. Above you is a large dome. Up around the edge of the dome (20 feet up) is a wooden railing. In the center of the room sits a white marble pedestal.\nA piece of rope descends from the railing above, ending some five feet above your head.\nThere is a wrench here.\nSitting on the pedestal is a flaming torch, made of ivory.", "endoftext": false }, { "action": "You take the wrench", "response": "Taken.", "endoftext": false }, { "action": "You examine the torch", "response": "The torch is burning.", "endoftext": true }, { "action": "Go downward", "response": "This is the north end of a large temple. On the east wall is an ancient inscription, probably a prayer in a long-forgotten language. Below the prayer is a staircase leading down. The west wall is solid granite. The exit to the north end of the room is through huge marble pillars.\nThere is a brass bell here.", "endoftext": false }, { "action": "You ring bell", "response": "Ding, dong.", "endoftext": false }, { "action": "You read the inscription", "response": "The prayer is inscribed in an ancient script, rarely used today. It seems to be a philippic against small insects, absent-mindedness, and the picking up and dropping of small objects. The final verse consigns trespassers to the land of the dead. All evidence indicates that the beliefs of the ancient Zorkers were obscure.", "endoftext": false }, { "action": "Go north", "response": "This is a large room with a prominent doorway leading to a down staircase. Above you is a large dome. Up around the edge of the dome (20 feet up) is a wooden railing. In the center of the room sits a white marble pedestal.\nA piece of rope descends from the railing above, ending some five feet above your head.\nThere is a brass lantern (battery-powered) here.", "endoftext": false }, { "action": "Go south", "response": "This is the north end of a large temple. On the east wall is an ancient inscription, probably a prayer in a long-forgotten language. Below the prayer is a staircase leading down. The west wall is solid granite. The exit to the north end of the room is through huge marble pillars.", "endoftext": false }, { "action": "You get the lantern", "response": "You're holding too many things already!", "endoftext": false }, { "action": "You look", "response": "This is a large room with a prominent doorway leading to a down staircase. Above you is a large dome. Up around the edge of the dome (20 feet up) is a wooden railing. In the center of the room sits a white marble pedestal.\nA piece of rope descends from the railing above, ending some five feet above your head.\nThere is a brass lantern (battery-powered) here.\nThere is a sword here.\nThere is a torch here (providing light).", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nA sword\nA brass bell\nA wrench\nA screwdriver\nA matchbook\nA glass bottle\nA brown sack\nA tube\nThe tube contains:\nA viscous material", "endoftext": false }, { "action": "You put all in the sack", "response": "sword: There's no room.\nbrass bell: Done.\nwrench: Done.\nscrewdriver: There's no room.\nmatchbook: There's no room.\nglass bottle: There's no room.\nbrown sack: How can you do that?\ntube: There's no room.", "endoftext": false }, { "action": "You look", "response": "This is a large room with a prominent doorway leading to a down staircase. Above you is a large dome. Up around the edge of the dome (20 feet up) is a wooden railing. In the center of the room sits a white marble pedestal.\nA piece of rope descends from the railing above, ending some five feet above your head.\nThere is a glass bottle here.\nThere is a brown sack here.\nThe brown sack contains:\nA wrench\nA brass bell\nThere is a brass lantern (battery-powered) here.", "endoftext": false }, { "action": "Go south", "response": "This is the south end of a large temple. In front of you is what appears to be an altar. In one corner is a small hole in the floor which leads into darkness. You probably could not get back up it.\nOn the two ends of the altar are burning candles.\nOn the altar is a large black book, open to page 569.", "endoftext": false }, { "action": "You read the book", "response": "Oh ye who go about saying unto each: \"Hello sailor\":\nDost thou know the magnitude of thy sin before the gods?\nYea, verily, thou shalt be ground between two stones.\nShall the angry gods cast thy body into the whirlpool?\nSurely, thy eye shall be put out with a sharp stick!\nEven unto the ends of the earth shalt thou wander and\nUnto the land of the dead shalt thou be sent at last.\nSurely thou shalt repent of thy cunning.", "endoftext": false }, { "action": "Nevermind", "response": "SAVEOk.", "endoftext": false }, { "action": "You examine the candles", "response": "The candles are burning.", "endoftext": true }, { "action": "Go downwards", "response": "This is a room which looks like an Egyptian tomb. There is an ascending staircase to the west.\nThe solid-gold coffin used for the burial of Ramses II is here.", "endoftext": false }, { "action": "You examine the coffin", "response": "The gold coffin is closed.", "endoftext": false }, { "action": "Open coffin", "response": "The gold coffin opens.\nA sceptre, possibly that of ancient Egypt itself, is in the coffin. The sceptre is ornamented with colored enamel, and tapers to a sharp point.", "endoftext": false }, { "action": "Close the coffin", "response": "Closed.", "endoftext": false }, { "action": "You listen", "response": "What do you want to listen to?", "endoftext": false }, { "action": "You hit the mirror with the sword", "response": "You have broken the mirror. I hope you have a seven years' supply of good luck handy.", "endoftext": false }, { "action": "You look", "response": "You are in a large square room with tall ceilings. On the south wall is an enormous mirror which fills the entire wall. There are exits on the other three sides of the room.\nUnfortunately, the mirror has been destroyed by your recklessness.", "endoftext": false }, { "action": "Up", "response": "You are on the south edge of a deep canyon. Passages lead off to the east, northwest and southwest. A stairway leads down. You can hear the sound of flowing water from below.\nThere is a tour guidebook here.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nA brown sack\nThe brown sack contains:\nA wrench\nA brass bell\nA torch (providing light)\nA sword\nA screwdriver\nA matchbook\nA tube\nThe tube contains:\nA viscous material\nA seedy-looking individual with a large bag just wandered through the room. On the way through, he quietly abstracted some valuables from the room and from your possession, mumbling something about \"Doing unto others before...\"\nThe thief seems to have left you in the dark.", "endoftext": false }, { "action": "You look", "response": "This is the south end of a large temple. In front of you is what appears to be an altar. In one corner is a small hole in the floor which leads into darkness. You probably could not get back up it.\nOn the two ends of the altar are burning candles.\nOn the altar is a large black book, open to page 569.", "endoftext": false }, { "action": "You read the book", "response": "\"Flood Control Dam #3\n\nFCD#3 was constructed in year 783 of the Great Underground Empire to harness the mighty Frigid River. This work was supported by a grant of 37 million zorkmids from your omnipotent local tyrant Lord Dimwit Flathead the Excessive. This impressive structure is composed of 370,000 cubic feet of concrete, is 256 feet tall at the center, and 193 feet wide at the top. The lake created behind the dam has a volume of 1.7 billion cubic feet, an area of 12 million square feet, and a shore line of 36 thousand feet.\n\nWe will now point out some of the more interesting features of FCD#3 as we conduct you on a guided tour of the facilities:\n1) You start your tour here in the Dam Lobby. You will notice\non your right that....", "endoftext": false }, { "action": "You turn the bolt with the wrench", "response": "I don't know the word \"wrenh\".\n\nThe bolt won't turn with your best effort.", "endoftext": false }, { "action": "You read the tube", "response": "---> Frobozz Magic Gunk Company <---\nAll-Purpose Gunk", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\nA sword\nA brown sack\nThe brown sack contains:\nA wrench\nA brass bell\nA torch (providing light)\nA screwdriver\nA matchbook\nA tube\nThe tube contains:\nA viscous material", "endoftext": false }, { "action": "You ring bell", "response": "Ding, dong.", "endoftext": false }, { "action": "Go east", "response": "You are at the periphery of a large dome, which forms the ceiling of another room below. Protecting you from a precipitous drop is a wooden railing which circles the dome.\nHanging down from the railing is a rope which ends about ten feet from the floor below.", "endoftext": true }, { "action": "Go downwards", "response": "This is a large room with a prominent doorway leading to a down staircase. Above you is a large dome. Up around the edge of the dome (20 feet up) is a wooden railing. In the center of the room sits a white marble pedestal.\nA piece of rope descends from the railing above, ending some five feet above your head.\nThere is a glass bottle here.\nThere is a brass lantern (battery-powered) here.", "endoftext": false }, { "action": "Go north", "response": "This is a long and narrow corridor where a long north-south passageway briefly narrows even further.\nThere is a tour guidebook here.", "endoftext": false }, { "action": "You go east", "response": "This is an art gallery. Most of the paintings have been stolen by vandals with exceptional taste. The vandals left through either the north or west exits.", "endoftext": false }, { "action": "You go north", "response": "This appears to have been an artist's studio. The walls and floors are splattered with paints of 69 different colors. Strangely enough, nothing of value is hanging here. At the south end of the room is an open door (also covered with paint). A dark and narrow chimney leads up from a fireplace; although you might be able to get up it, it seems unlikely you could get back down.\nThere is a ZORK owner's manual here.", "endoftext": false }, { "action": "You go to the north", "response": "This is part of a maze of twisty little passages, all alike.\nThere is a matchbook whose cover says \"Visit Beautiful FCD#3\" here.", "endoftext": false }, { "action": "You look", "response": "This is part of a maze of twisty little passages, all alike.\nThere is a brass bell here.", "endoftext": false }, { "action": "You go south", "response": "This is part of a maze of twisty little passages, all alike.\nThere is a brass bell here.\nSomeone carrying a large bag is casually leaning against one of the walls here. He does not speak, but it is clear from his aspect that the bag will be taken only over his dead body.\nYour sword has begun to glow very brightly.\nYou parry a lightning thrust, and the thief salutes you with a grim nod.", "endoftext": false }, { "action": "You hit the thief with the sword", "response": "The thief is disarmed by a subtle feint past his guard.\nThe robber, somewhat surprised at this turn of events, nimbly retrieves his stiletto.", "endoftext": false }, { "action": "Keep going", "response": "You charge, but the thief jumps nimbly aside.\nThe stiletto flashes faster than you can follow, and blood wells from your leg.", "endoftext": false }, { "action": "Continue", "response": "You charge, but the thief jumps nimbly aside.\nThe thief comes in from the side, feints, and inserts the blade into your ribs.\nIt appears that that last blow was too much for you. I'm afraid you are dead.\n\n**** You have died ****\n\nAs you take your last breath, you feel relieved of your burdens. The feeling passes as you find yourself before the gates of Hell, where the spirits jeer at you and deny you entry. Your senses are disturbed. The objects in the dungeon appear indistinct, bleached of color, even unreal.\n\nYou are outside a large gateway, on which is inscribed\n\nAbandon every hope all ye who enter here!\n\nThe gate is open; through it you can see a desolation, with a pile of mangled bodies in one corner. Thousands of voices, lamenting some hideous fate, can be heard.", "endoftext": false }, { "action": "You look", "response": "The room looks strange and unearthly and objects appear indistinct.\n\nYou are outside a large gateway, on which is inscribed\n\nAbandon every hope all ye who enter here!\n\nThe gate is open; through it you can see a desolation, with a pile of mangled bodies in one corner. Thousands of voices, lamenting some hideous fate, can be heard.", "endoftext": false }, { "action": "Go south", "response": "Some invisible force prevents you from passing through the gate.", "endoftext": false }, { "action": "You close the gate", "response": "Even such an action is beyond your capabilities.", "endoftext": false }, { "action": "Go east", "response": "This cave has exits to the west and east, and narrows to a crack toward the south. The earth is particularly damp here.", "endoftext": false }, { "action": "You go east", "response": "You are on a narrow strip of beach which runs along the base of the White Cliffs. There is a narrow path heading south along the Cliffs and a tight passage leading west into the cliffs themselves.", "endoftext": false }, { "action": "You go to the south", "response": "You are on a rocky, narrow strip of beach beside the Cliffs. A narrow path leads north along the shore.", "endoftext": false }, { "action": "Dig", "response": "What do you want to dig in?", "endoftext": false }, { "action": "Go south", "response": "It is too narrow for most insects.", "endoftext": false }, { "action": "Up", "response": "You are on the south edge of a deep canyon. Passages lead off to the east, northwest and southwest. A stairway leads down. You can hear the sound of flowing water from below.", "endoftext": false }, { "action": "Go east", "response": "As you enter the dome you feel a strong pull as if from a wind drawing you over the railing and down.", "endoftext": false }, { "action": "Keep going", "response": "g g ...\nI beg your pardon?", "endoftext": false }, { "action": "You take the bell", "response": "Your hand passes through its object.", "endoftext": true }, { "action": "Go downwards", "response": "The chasm probably leads straight to the infernal regions.", "endoftext": false }, { "action": "You cover ears", "response": "ears ears ...", "endoftext": false }, { "action": "Ha", "response": "ha ha ...", "endoftext": false }, { "action": "You think", "response": "think think ...", "endoftext": false }, { "action": "You go to the west", "response": "You are standing on a path beside a gently flowing stream. The path follows the stream, which flows from west to east.\nThere is a tour guidebook here.", "endoftext": false }, { "action": "Go west", "response": "The stream emerges from a spot too small for you to enter.", "endoftext": true }, { "action": "Go downwards", "response": "You are outside a large gateway, on which is inscribed\n\nAbandon every hope all ye who enter here!\n\nThe gate is open; through it you can see a desolation, with a pile of mangled bodies in one corner. Thousands of voices, lamenting some hideous fate, can be heard.", "endoftext": false }, { "action": "You wait", "response": "Might as well. You've got an eternity.", "endoftext": false }, { "action": "You look", "response": "The room looks strange and unearthly and objects appear indistinct.\n\nThis is the south end of a large temple. In front of you is what appears to be an altar. In one corner is a small hole in the floor which leads into darkness. You probably could not get back up it.\nOn the two ends of the altar are burning candles.\nOn the altar is a large black book, open to page 569.", "endoftext": false }, { "action": "Pray", "response": "From the distance the sound of a lone trumpet is heard. The room becomes very bright and you feel disembodied. In a moment, the brightness fades and you find yourself rising as if from a long sleep, deep in the woods. In the distance you can faintly hear a songbird and the sounds of the forest.\n\nThis is a forest, with trees in all directions. To the east, there appears to be sunlight.", "endoftext": false }, { "action": "Go east", "response": "This is a path winding through a dimly lit forest. The path heads north-south here. One particularly large tree with some low branches stands at the edge of the path.\nThere is an object which looks like a tube of toothpaste here.\nThe tube contains:\nA viscous material", "endoftext": false }, { "action": "You take the tube", "response": "Taken.\nYou hear in the distance the chirping of a song bird.", "endoftext": false }, { "action": "You go north", "response": "You are in a clearing, with a forest surrounding you on all sides. A path leads south.\nThere is a grating securely fastened into the ground.\nThere is a brown sack here.\nThe brown sack contains:\nA wrench", "endoftext": false }, { "action": "You get all", "response": "brown sack: Taken.", "endoftext": false }, { "action": "You open the grating with the wrench", "response": "The grating is locked.", "endoftext": false }, { "action": "You look", "response": "You are in a clearing, with a forest surrounding you on all sides. A path leads south.\nThere is a grating securely fastened into the ground.", "endoftext": false }, { "action": "Go south", "response": "You are facing the north side of a white house. There is no door here, and all the windows are boarded up. To the north a narrow path winds through the trees.\nThere is a sword here.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nA sword\nA brown sack\nThe brown sack contains:\nA wrench\nA tube\nThe tube contains:\nA viscous material", "endoftext": false }, { "action": "Go east", "response": "You are behind the white house. A path leads into the forest to the east. In one corner of the house there is a small window which is open.\nThere is a screwdriver here.", "endoftext": false }, { "action": "You go west", "response": "You are behind the white house. A path leads into the forest to the east. In one corner of the house there is a small window which is open.", "endoftext": false }, { "action": "Open case", "response": "It is already open.", "endoftext": false }, { "action": "You open the trap door", "response": "The door reluctantly opens to reveal a rickety staircase descending into darkness.", "endoftext": true }, { "action": "Go downward", "response": "You have moved into a dark place.\nThe trap door crashes shut, and you hear someone barring it.\n\nIt is pitch black. You are likely to be eaten by a grue.", "endoftext": false }, { "action": "Go north", "response": "Oh, no! A lurking grue slithered into the room and devoured you!\n\n**** You have died ****\n\nAs you take your last breath, you feel relieved of your burdens. The feeling passes as you find yourself before the gates of Hell, where the spirits jeer at you and deny you entry. Your senses are disturbed. The objects in the dungeon appear indistinct, bleached of color, even unreal.\n\nYou are outside a large gateway, on which is inscribed\n\nAbandon every hope all ye who enter here!\n\nThe gate is open; through it you can see a desolation, with a pile of mangled bodies in one corner. Thousands of voices, lamenting some hideous fate, can be heard.", "endoftext": false }, { "action": "You enter the mirror", "response": "You hit your head against the mirror as you attempt this feat.", "endoftext": false }, { "action": "Go north", "response": "This room appears to have been the waiting room for groups touring the dam. There are open doorways here to the north and east marked \"Private\", and there is a path leading south over the top of the dam. Some guidebooks entitled \"Flood Control Dam #3\" are on the reception desk.", "endoftext": false }, { "action": "You read the button", "response": "Which button do you mean, the blue button, the red button, the brown button, or the yellow button?", "endoftext": false }, { "action": "You read the blue button", "response": "They're greek to you.", "endoftext": false }, { "action": "You examine the chests", "response": "The chests are all empty.", "endoftext": false }, { "action": "You put all in the sack", "response": "wrench: There's no room.\nmatchbook: Done.\nrope: There's no room.\nnasty knife: There's no room.\nsword: There's no room.\nbrass lantern: There's no room.\nglass bottle: There's no room.\nbrown sack: How can you do that?", "endoftext": false }, { "action": "You look", "response": "This is what appears to have been the maintenance room for Flood Control Dam #3. Apparently, this room has been ransacked recently, for most of the valuable equipment is gone. On the wall in front of you is a group of buttons colored blue, yellow, brown, and red. There are doorways to the west and south.\nThere is a glass bottle here.\nThe glass bottle contains:\nA quantity of water\nThere is a group of tool chests here.\nThere is an object which looks like a tube of toothpaste here.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nA screwdriver\nA wrench\nA rope\nA nasty knife\nA sword\nA brass lantern (providing light)\nA brown sack\nThe brown sack contains:\nA matchbook\nA lunch\nA clove of garlic", "endoftext": false }, { "action": "You put all in the sack", "response": "screwdriver: There's no room.\nwrench: There's no room.\nrope: There's no room.\nnasty knife: There's no room.\nsword: There's no room.\nbrass lantern: There's no room.\nbrown sack: How can you do that?", "endoftext": false }, { "action": "You eat the lunch", "response": "Thank you very much. It really hit the spot.", "endoftext": false }, { "action": "You put all in the sack", "response": "screwdriver: Done.\nwrench: There's no room.\nrope: There's no room.\nnasty knife: There's no room.\nsword: There's no room.\nbrass lantern: There's no room.\nbrown sack: How can you do that?", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\nA tube\nA wrench\nA rope\nA nasty knife\nA brass lantern (providing light)\nA brown sack\nThe brown sack contains:\nA screwdriver\nA matchbook\nA clove of garlic", "endoftext": false }, { "action": "You look", "response": "This is what appears to have been the maintenance room for Flood Control Dam #3. Apparently, this room has been ransacked recently, for most of the valuable equipment is gone. On the wall in front of you is a group of buttons colored blue, yellow, brown, and red. There are doorways to the west and south.\nThere is a sword here.\nThere is a glass bottle here.\nThe glass bottle contains:\nA quantity of water\nThere is a group of tool chests here.", "endoftext": false }, { "action": "You go south", "response": "This room appears to have been the waiting room for groups touring the dam. There are open doorways here to the north and east marked \"Private\", and there is a path leading south over the top of the dam. Some guidebooks entitled \"Flood Control Dam #3\" are on the reception desk.", "endoftext": false }, { "action": "Go east", "response": "This is what appears to have been the maintenance room for Flood Control Dam #3. Apparently, this room has been ransacked recently, for most of the valuable equipment is gone. On the wall in front of you is a group of buttons colored blue, yellow, brown, and red. There are doorways to the west and south.\nThere is a sword here.\nThere is a glass bottle here.\nThe glass bottle contains:\nA quantity of water\nThere is a group of tool chests here.\nA \"lean and hungry\" gentleman just wandered through, carrying a large bag. Finding nothing of value, he left disgruntled.", "endoftext": true }, { "action": "Go downwards", "response": "This is a large room with a prominent doorway leading to a down staircase. Above you is a large dome. Up around the edge of the dome (20 feet up) is a wooden railing. In the center of the room sits a white marble pedestal.\nA piece of rope descends from the railing above, ending some five feet above your head.\nSitting on the pedestal is a flaming torch, made of ivory.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nA torch (providing light)\nA tube\nA wrench\nA nasty knife\nA brass lantern (providing light)\nA brown sack\nThe brown sack contains:\nA screwdriver\nA matchbook\nA clove of garlic", "endoftext": false }, { "action": "You go to the east", "response": "The rank undergrowth prevents eastward movement.\nYou hear in the distance the chirping of a song bird.", "endoftext": false }, { "action": "Go south", "response": "This is a dimly lit forest, with large trees all around.\nYou hear in the distance the chirping of a song bird.", "endoftext": false }, { "action": "You go east", "response": "The rank undergrowth prevents eastward movement.", "endoftext": false }, { "action": "Go north", "response": "You are in a small clearing in a well marked forest path that extends to the east and west.", "endoftext": false }, { "action": "You go east", "response": "You are at the top of the Great Canyon on its west wall. From here there is a marvelous view of the canyon and parts of the Frigid River upstream. Across the canyon, the walls of the White Cliffs join the mighty ramparts of the Flathead Mountains to the east. Following the Canyon upstream to the north, Aragain Falls may be seen, complete with rainbow. The mighty Frigid River flows out from a great dark cavern. To the west and south can be seen an immense forest, stretching for miles around. A path leads northwest. It is possible to climb down into the canyon from here.", "endoftext": false }, { "action": "You go west", "response": "This is a dimly lit forest, with large trees all around.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\nA torch (providing light)\nA tube\nA wrench\nA nasty knife\nA brass lantern\nA brown sack\nThe brown sack contains:\nA screwdriver\nA matchbook\nA clove of garlic", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\nA torch (providing light)\nA tube\nA wrench\nA nasty knife", "endoftext": true }, { "action": "Go down", "response": "The trap door is closed.", "endoftext": false }, { "action": "You open the door", "response": "Which door do you mean, the wooden door or the trap door?", "endoftext": false }, { "action": "You open the trap door", "response": "The door reluctantly opens to reveal a rickety staircase descending into darkness.", "endoftext": true }, { "action": "Descend", "response": "This is a large room with a prominent doorway leading to a down staircase. Above you is a large dome. Up around the edge of the dome (20 feet up) is a wooden railing. In the center of the room sits a white marble pedestal.\nA piece of rope descends from the railing above, ending some five feet above your head.", "endoftext": false }, { "action": "You go south", "response": "This is the north end of a large temple. On the east wall is an ancient inscription, probably a prayer in a long-forgotten language. Below the prayer is a staircase leading down. The west wall is solid granite. The exit to the north end of the room is through huge marble pillars.\nThere is a brass bell here.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\nA sceptre\nA painting\nA torch (providing light)\nA tube\nA wrench\nA nasty knife", "endoftext": false }, { "action": "Pray", "response": "This is a forest, with trees in all directions. To the east, there appears to be sunlight.\nYou hear in the distance the chirping of a song bird.", "endoftext": false }, { "action": "You go west", "response": "You are in the living room. There is a doorway to the east, a wooden door with strange gothic lettering to the west, which appears to be nailed shut, a trophy case, and a rug lying beside an open trap door. There is a brown sack here.\nThe brown sack contains:\nA screwdriver\nA matchbook\nA clove of garlic\nThere is a brass lantern (battery-powered) here.\nA small leaflet is on the ground.\nOn the ground is a pile of leaves.\nYour collection of treasures consists of:\nA jewel-encrusted egg", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nA brass bell\nA torch (providing light)\nA tube\nA wrench\nA nasty knife", "endoftext": false }, { "action": "You look", "response": "You are in the living room. There is a doorway to the east, a wooden door with strange gothic lettering to the west, which appears to be nailed shut, a trophy case, and a rug lying beside an open trap door. There is a brown sack here.\nThe brown sack contains:\nA screwdriver\nA matchbook\nA clove of garlic\nThere is a brass lantern (battery-powered) here.\nA small leaflet is on the ground.\nOn the ground is a pile of leaves.\nYour collection of treasures consists of:\nA painting\nA sceptre\nA jewel-encrusted egg", "endoftext": false }, { "action": "You look", "response": "You are in the living room. There is a doorway to the east, a wooden door with strange gothic lettering to the west, which appears to be nailed shut, a trophy case, and a rug lying beside an open trap door. There is a brass lantern (battery-powered) here.\nYour collection of treasures consists of:\nA painting\nA sceptre\nA jewel-encrusted egg", "endoftext": false }, { "action": "You open the trap door", "response": "Too late for that.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\nA pile of leaves\nA brown sack\nThe brown sack contains:\nA screwdriver\nA matchbook\nA clove of garlic\nA leaflet\nA torch (providing light)\nA tube\nA wrench\nA nasty knife", "endoftext": false }, { "action": "Go east", "response": "You have come to a dead end in the maze.", "endoftext": false }, { "action": "You go to the south", "response": "This is part of a maze of twisty little passages, all alike.\nOn the ground is a pile of leaves.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nA brown sack\nThe brown sack contains:\nA screwdriver\nA matchbook\nA clove of garlic\nA leaflet\nA torch (providing light)\nA tube\nA wrench\nA nasty knife", "endoftext": false }, { "action": "You look", "response": "This is part of a maze of twisty little passages, all alike.\nThere is a wrench here.", "endoftext": false }, { "action": "You go to the west", "response": "This is part of a maze of twisty little passages, all alike.\nThere is an object which looks like a tube of toothpaste here.", "endoftext": false }, { "action": "You go to the south", "response": "You can't go that way.\nA seedy-looking individual with a large bag just wandered through the room. On the way through, he quietly abstracted some valuables from the room and from your possession, mumbling something about \"Doing unto others before...\"\nThe thief seems to have left you in the dark.", "endoftext": false }, { "action": "Go east", "response": "This is a narrow east-west passageway. There is a narrow stairway leading down at the north end of the room.\nThere is a brass bell here.", "endoftext": false }, { "action": "You drop the tube", "response": "Dropped.\nSomeone carrying a large bag is casually leaning against one of the walls here. He does not speak, but it is clear from his aspect that the bag will be taken only over his dead body.\nA quick thrust pinks your left arm, and blood starts to trickle down.", "endoftext": false }, { "action": "Attack thief with knife", "response": "The thief is disarmed by a subtle feint past his guard.\nThe thief just left, still carrying his large bag. You may not have noticed that he robbed you blind first.\nThe thief seems to have left you in the dark.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\nA bloody axe\nA brown sack\nThe brown sack contains:\nA screwdriver\nA matchbook\nA clove of garlic\nA leaflet\nA torch (providing light)\nA nasty knife", "endoftext": false }, { "action": "Up", "response": "This is part of a maze of twisty little passages, all alike. A skeleton, probably the remains of a luckless adventurer, lies here. Beside the skeleton is a rusty knife.\nThe deceased adventurer's useless lantern is here.\nThere is a skeleton key here.\nAn old leather bag, bulging with coins, is here.", "endoftext": false }, { "action": "You get all", "response": "skeleton: A ghost appears in the room and is appalled at your desecration of the remains of a fellow adventurer. He casts a curse on your valuables and banishes them to the Land of the Living Dead. The ghost leaves, muttering obscenities.\nskeleton key: Taken.\nrusty knife: Taken.\nburned-out lantern: Your load is too heavy.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nA rusty knife\nA skeleton key\nA bloody axe\nA brown sack\nThe brown sack contains:\nA screwdriver\nA matchbook\nA clove of garlic\nA leaflet\nA nasty knife", "endoftext": false }, { "action": "Up", "response": "This is part of a maze of twisty little passages, all alike. A skeleton, probably the remains of a luckless adventurer, lies here. Beside the skeleton is a rusty knife.\nThe deceased adventurer's useless lantern is here.\nThere is a skeleton key here.\nAn old leather bag, bulging with coins, is here.\nA seedy-looking individual with a large bag just wandered through the room. On the way through, he quietly abstracted some valuables from the room and from your possession, mumbling something about \"Doing unto others before...\"", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nA pile of leaves\nA brown sack\nThe brown sack contains:\nA screwdriver\nA matchbook\nA clove of garlic\nA leaflet\nA brass bell\nA torch (providing light)\nA tube\nA wrench\nA nasty knife", "endoftext": false }, { "action": "You look", "response": "This is part of a maze of twisty little passages, all alike. A skeleton, probably the remains of a luckless adventurer, lies here. Beside the skeleton is a rusty knife.\nThe deceased adventurer's useless lantern is here.\nA small leaflet is on the ground.\nOn the ground is a pile of leaves.\nThere is a brass bell here.", "endoftext": true }, { "action": "Go down", "response": "You won't be able to get back up to the tunnel you are going through when it gets to the next room.\n\nThis is part of a maze of twisty little passages, all alike.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nA skeleton key\nA leather bag of coins\nA brown sack\nThe brown sack contains:\nA screwdriver\nA matchbook\nA clove of garlic\nA torch (providing light)\nA tube\nA wrench\nA nasty knife", "endoftext": false }, { "action": "Xyzzy", "response": "A hollow voice says \"Fool.\"", "endoftext": false }, { "action": "You examine the coins", "response": "There are lots of coins in there.", "endoftext": false }, { "action": "You count the coins", "response": "You have lost your mind.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nA skeleton key\nA leather bag of coins\nA brown sack\nThe brown sack contains:\nA screwdriver\nA clove of garlic\nA torch (providing light)\nA wrench\nA nasty knife", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nA brown sack\nThe brown sack contains:\nA screwdriver\nA matchbook\nA clove of garlic\nA leaflet\nA brass bell\nA torch (providing light)\nA tube\nA wrench\nA nasty knife", "endoftext": false }, { "action": "You look", "response": "This is part of a maze of twisty little passages, all alike.\nA small leaflet is on the ground.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nA brown sack\nThe brown sack contains:\nA screwdriver\nA matchbook\nA clove of garlic\nA brass bell\nA torch (providing light)\nA tube\nA wrench\nA nasty knife", "endoftext": false }, { "action": "You look", "response": "This is part of a maze of twisty little passages, all alike.\nThere is a clove of garlic here.", "endoftext": false }, { "action": "You look", "response": "This is part of a maze of twisty little passages, all alike.\nThere is a screwdriver here.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nA brown sack\nThe brown sack contains:\nA matchbook\nA brass bell\nA torch (providing light)\nA tube\nA wrench\nA nasty knife", "endoftext": true }, { "action": "Go downward", "response": "You won't be able to get back up to the tunnel you are going through when it gets to the next room.\n\nThis is part of a maze of twisty little passages, all alike.\nOn the ground is a pile of leaves.", "endoftext": false }, { "action": "You take the key", "response": "Taken.\nSomeone carrying a large bag is casually leaning against one of the walls here. He does not speak, but it is clear from his aspect that the bag will be taken only over his dead body.", "endoftext": false }, { "action": "You hit the thief with the knife", "response": "A good slash, but it misses the thief by a mile.\nThe stiletto flashes faster than you can follow, and blood wells from your leg.", "endoftext": false }, { "action": "Continue", "response": "The thief's weapon is knocked to the floor, leaving him unarmed.\nThe robber, somewhat surprised at this turn of events, nimbly retrieves his stiletto.", "endoftext": false }, { "action": "Continue", "response": "A good slash, but it misses the thief by a mile.\nThe thief rams the haft of his blade into your stomach, leaving you out of breath.", "endoftext": false }, { "action": "Continue", "response": "You are still recovering from that last blow, so your attack is ineffective.\nYou dodge as the thief comes in low.", "endoftext": false }, { "action": "You continue", "response": "A good stroke, but it's too slow; the thief dodges.\nYou parry a lightning thrust, and the thief salutes you with a grim nod.", "endoftext": false }, { "action": "Continue", "response": "The thief takes a fatal blow and slumps to the floor dead.\nAlmost as soon as the thief breathes his last breath, a cloud of sinister black fog envelops him, and when the fog lifts, the carcass has disappeared.", "endoftext": false }, { "action": "You look", "response": "This is part of a maze of twisty little passages, all alike. A skeleton, probably the remains of a luckless adventurer, lies here. Beside the skeleton is a rusty knife.\nThe deceased adventurer's useless lantern is here.\nThere is a stiletto here.", "endoftext": false }, { "action": "You take the stiletto", "response": "Your load is too heavy, especially in light of your condition.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nA skeleton key\nA leather bag of coins\nA brown sack\nThe brown sack contains:\nA matchbook\nA brass bell\nA torch (providing light)\nA tube\nA wrench\nA nasty knife", "endoftext": false }, { "action": "Diagnose", "response": "You have a light wound, which will be cured after 26 moves.\nYou can be killed by a serious wound.", "endoftext": false }, { "action": "Diagno", "response": "You have a light wound, which will be cured after 25 moves.\nYou can be killed by a serious wound.", "endoftext": false }, { "action": "Continue", "response": "You have a light wound, which will be cured after 24 moves.\nYou can be killed by a serious wound.", "endoftext": false }, { "action": "You continue", "response": "You have a light wound, which will be cured after 23 moves.\nYou can be killed by a serious wound.", "endoftext": false }, { "action": "Keep going", "response": "You have a light wound, which will be cured after 22 moves.\nYou can be killed by a serious wound.", "endoftext": false }, { "action": "You continue", "response": "You have a light wound, which will be cured after 21 moves.\nYou can be killed by a serious wound.", "endoftext": false }, { "action": "Keep going", "response": "You have a light wound, which will be cured after 20 moves.\nYou can be killed by a serious wound.", "endoftext": false }, { "action": "Continue", "response": "You have a light wound, which will be cured after 19 moves.\nYou can be killed by a serious wound.", "endoftext": false }, { "action": "Continue", "response": "You have a light wound, which will be cured after 18 moves.\nYou can be killed by a serious wound.", "endoftext": false }, { "action": "You continue", "response": "You have a light wound, which will be cured after 17 moves.\nYou can be killed by a serious wound.", "endoftext": false }, { "action": "You continue", "response": "You have a light wound, which will be cured after 16 moves.\nYou can be killed by a serious wound.", "endoftext": false }, { "action": "Keep going", "response": "You have a light wound, which will be cured after 15 moves.\nYou can be killed by a serious wound.", "endoftext": false }, { "action": "Continue", "response": "You have a light wound, which will be cured after 14 moves.\nYou can be killed by a serious wound.", "endoftext": false }, { "action": "You continue", "response": "You have a light wound, which will be cured after 13 moves.\nYou can be killed by a serious wound.", "endoftext": false }, { "action": "Continue", "response": "You have a light wound, which will be cured after 12 moves.\nYou can be killed by a serious wound.", "endoftext": false }, { "action": "Keep going", "response": "You have a light wound, which will be cured after 11 moves.\nYou can be killed by a serious wound.", "endoftext": false }, { "action": "Continue", "response": "You have a light wound, which will be cured after 10 moves.\nYou can be killed by a serious wound.", "endoftext": false }, { "action": "Continue", "response": "You have a light wound, which will be cured after 9 moves.\nYou can be killed by a serious wound.", "endoftext": false }, { "action": "Continue", "response": "You have a light wound, which will be cured after 8 moves.\nYou can be killed by a serious wound.", "endoftext": false }, { "action": "You continue", "response": "You have a light wound, which will be cured after 7 moves.\nYou can be killed by a serious wound.", "endoftext": false }, { "action": "You continue", "response": "You have a light wound, which will be cured after 6 moves.\nYou can be killed by a serious wound.", "endoftext": false }, { "action": "Keep going", "response": "You have a light wound, which will be cured after 5 moves.\nYou can be killed by a serious wound.", "endoftext": false }, { "action": "Keep going", "response": "You have a light wound, which will be cured after 4 moves.\nYou can be killed by a serious wound.", "endoftext": false }, { "action": "Continue", "response": "You have a light wound, which will be cured after 3 moves.\nYou can be killed by a serious wound.", "endoftext": false }, { "action": "Keep going", "response": "You have a light wound, which will be cured after 2 moves.\nYou can be killed by a serious wound.", "endoftext": false }, { "action": "Continue", "response": "You have a light wound, which will be cured after 1 moves.\nYou can be killed by a serious wound.", "endoftext": false }, { "action": "Continue", "response": "You are in perfect health.\nYou can survive one serious wound.", "endoftext": false }, { "action": "You look", "response": "This is part of a maze of twisty little passages, all alike. A skeleton, probably the remains of a luckless adventurer, lies here. Beside the skeleton is a rusty knife.\nThe deceased adventurer's useless lantern is here.\nThere is a stiletto here.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nA skeleton key\nA brown sack\nThe brown sack contains:\nA matchbook\nA brass bell\nA torch (providing light)\nA tube\nA wrench\nA nasty knife", "endoftext": false }, { "action": "You go west", "response": "The door is nailed shut.", "endoftext": true }, { "action": "You go downwards", "response": "The grating is closed!", "endoftext": false }, { "action": "Unlock grate", "response": "What do you want to unlock the grate with?", "endoftext": false }, { "action": "You go to the west", "response": "You are in the living room. There is a doorway to the east, a wooden door with strange gothic lettering to the west, which appears to be nailed shut, a trophy case, and a rug lying beside an open trap door. There is a brass lantern (battery-powered) here.\nYour collection of treasures consists of:\nA leather bag of coins\nA painting\nA sceptre\nA jewel-encrusted egg", "endoftext": false }, { "action": "You drop all", "response": "skeleton key: Dropped.\nbrown sack: Dropped.\nbrass bell: Dropped.\ntorch: Dropped.\ntube: Dropped.\nwrench: Dropped.\nnasty knife: Dropped.", "endoftext": false }, { "action": "You go west", "response": "You are in the living room. There is a doorway to the east, a wooden door with strange gothic lettering to the west, which appears to be nailed shut, a trophy case, and a rug lying beside an open trap door. There is a nasty knife here.\nThere is a wrench here.\nThere is an object which looks like a tube of toothpaste here.\nThere is a brass bell here.\nThere is a brown sack here.\nThe brown sack contains:\nA matchbook\nThere is a skeleton key here.\nThere is a brass lantern (battery-powered) here.\nYour collection of treasures consists of:\nA leather bag of coins\nA painting\nA sceptre\nA jewel-encrusted egg", "endoftext": false }, { "action": "You put the coffin in the case", "response": "Done.", "endoftext": false }, { "action": "%", "response": "ZORK I: The Great Underground Empire\nCopyright (c) 1981, 1982, 1983 Infocom, Inc. All rights reserved.\n\nRevision 88 / Serial number 840726\n\nYou are standing in an open field west of a white house, with a boarded front door.\nThere is a small mailbox here.", "endoftext": false }, { "action": "You go west", "response": "This is part of a maze of twisty little passages, all alike.\nThere is a nasty knife here.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nA skeleton key\nA leather bag of coins\nA brown sack\nThe brown sack contains:\nA matchbook\nA brass bell\nA torch (providing light)\nA tube\nA wrench", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\nA skeleton key\nA leather bag of coins\nA brown sack\nThe brown sack contains:\nA matchbook\nA torch (providing light)", "endoftext": false }, { "action": "Go southeast", "response": "This room has an exit on the northwest, and a staircase leading up.\nA cyclops, who looks prepared to eat horses (much less mere adventurers), blocks the staircase. From his state of health, and the bloodstains on the walls, you gather that he is not very friendly, though he likes people.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\nA skeleton key\nA leather bag of coins\nA brown sack\nA torch (providing light)", "endoftext": false }, { "action": "You hit the cyclops with the torch", "response": "The cyclops shrugs but otherwise ignores your pitiful attempt.\nThe cyclops seems somewhat agitated.", "endoftext": false }, { "action": "You talk to cyclops", "response": "The cyclops pauses for a moment, perhaps thinking that you should re-read the manual.", "endoftext": false }, { "action": "You look", "response": "This room has an exit on the northwest, and a staircase leading up. The cyclops is standing in the corner, eyeing you closely. I don't think he likes you very much. He looks extremely hungry, even for a cyclops.\nThe cyclops appears to be getting more agitated.", "endoftext": false }, { "action": "You follow you", "response": "The cyclops prefers eating to making conversation.\nThe cyclops is moving about the room, looking for something.", "endoftext": false }, { "action": "Search", "response": "What do you want to search?", "endoftext": false }, { "action": "You search the staircase", "response": "You find nothing unusual.\nThe cyclops was looking for salt and pepper. No doubt they are condiments for his upcoming snack.", "endoftext": false }, { "action": "Up", "response": "The cyclops doesn't look like he'll let you past.\nThe cyclops is moving toward you in an unfriendly manner.", "endoftext": false }, { "action": "You go to the southeast", "response": "This room has an exit on the northwest, and a staircase leading up. The cyclops is standing in the corner, eyeing you closely. I don't think he likes you very much. He looks extremely hungry, even for a cyclops.\nYou have two choices: 1. Leave 2. Become dinner.", "endoftext": false }, { "action": "You throw the torch", "response": "(at the cyclops)\nThe cyclops shrugs but otherwise ignores your pitiful attempt.\nThe cyclops, tired of all of your games and trickery, grabs you firmly. As he licks his chops, he says \"Mmm. Just like Mom used to make 'em.\" It's nice to be appreciated.\n\n**** You have died ****\n\nAs you take your last breath, you feel relieved of your burdens. The feeling passes as you find yourself before the gates of Hell, where the spirits jeer at you and deny you entry. Your senses are disturbed. The objects in the dungeon appear indistinct, bleached of color, even unreal.\n\nYou are outside a large gateway, on which is inscribed\n\nAbandon every hope all ye who enter here!\n\nThe gate is open; through it you can see a desolation, with a pile of mangled bodies in one corner. Thousands of voices, lamenting some hideous fate, can be heard.", "endoftext": true }, { "action": "You go downwards", "response": "You won't be able to get back up to the tunnel you are going through when it gets to the next room.\n\nYou have come to a dead end in the maze.", "endoftext": false }, { "action": "You look", "response": "This is part of a maze of twisty little passages, all alike.\nThere is a skeleton key here.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nA leather bag of coins\nA brown sack\nA torch (providing light)", "endoftext": false }, { "action": "You look", "response": "This is part of a maze of twisty little passages, all alike.\nAn old leather bag, bulging with coins, is here.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\nA brown sack\nA torch (providing light)", "endoftext": true }, { "action": "Go down", "response": "This is part of a maze of twisty little passages, all alike.\nThere is a brown sack here.", "endoftext": true }, { "action": "Go down", "response": "You won't be able to get back up to the tunnel you are going through when it gets to the next room.\n\nThis is part of a maze of twisty little passages, all alike.\nAn old leather bag, bulging with coins, is here.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\nA torch (providing light)", "endoftext": false }, { "action": "You go northeast", "response": "You are in a small room near the maze. There are twisty passages in the immediate vicinity.\nAbove you is a grating locked with a skull-and-crossbones lock.", "endoftext": false }, { "action": "Unlock grating", "response": "(with the skeleton key)\nThe grate is unlocked.", "endoftext": false }, { "action": "Up", "response": "The grating is closed.", "endoftext": false }, { "action": "You open the grating", "response": "The grating opens to reveal trees above you.", "endoftext": false }, { "action": "Up", "response": "You are in a clearing, with a forest surrounding you on all sides. A path leads south.\nThere is an open grating, descending into darkness.", "endoftext": false }, { "action": "You get all", "response": "brass lantern: Taken.\ntrophy case: The trophy case is securely fastened to the wall.\ncarpet: The rug is extremely heavy and cannot be carried.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nA sceptre\nA jewel-encrusted egg\nA painting\nA brass lantern\nA skeleton key\nA torch (providing light)", "endoftext": false }, { "action": "You go to the west", "response": "This is part of a maze of twisty little passages, all alike. A skeleton, probably the remains of a luckless adventurer, lies here. Beside the skeleton is a rusty knife.\nThe deceased adventurer's useless lantern is here.", "endoftext": false }, { "action": "Go northwest", "response": "This is part of a maze of twisty little passages, all alike.\nThere is a jewel-encrusted egg here.", "endoftext": false }, { "action": "Go southwest", "response": "You can't go that way.\n\nYou can't go that way.", "endoftext": false }, { "action": "Go northeast", "response": "You are in a small room near the maze. There are twisty passages in the immediate vicinity.\nAbove you is an open grating with sunlight pouring in.", "endoftext": false }, { "action": "Go northwest", "response": "This is part of a maze of twisty little passages, all alike.\nThere is a stiletto here.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\nA sceptre\nA painting\nA brass lantern\nA skeleton key\nA torch (providing light)", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nA matchbook\nA sceptre\nA painting\nA brass lantern\nA skeleton key\nA torch (providing light)", "endoftext": false }, { "action": "You look", "response": "This is part of a maze of twisty little passages, all alike.\nThere is a brass lantern (battery-powered) here.", "endoftext": false }, { "action": "You give the clove to cyclops", "response": "The cyclops may be hungry, but there is a limit.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nA clove of garlic\nA matchbook\nA sceptre\nA painting\nA skeleton key\nA torch (providing light)", "endoftext": false }, { "action": "What is a grue", "response": "The grue is a sinister, lurking presence in the dark places of the earth. Its favorite diet is adventurers, but its insatiable appetite is tempered by its fear of light. No grue has ever been seen by the light of day, and few have survived its fearsome jaws to tell the tale.", "endoftext": false }, { "action": "What is a cyclops", "response": "A hungry cyclops is standing at the foot of the stairs.", "endoftext": false }, { "action": "You go to the east", "response": "This is a long passage. To the west is one entrance. On the east there is an old wooden door, with a large opening in it (about cyclops sized).", "endoftext": false }, { "action": "Go east", "response": "You are in the living room. There is a doorway to the east. To the west is a cyclops-shaped opening in an old wooden door, above which is some strange gothic lettering, a trophy case, and a rug lying beside an open trap door.", "endoftext": false }, { "action": "You go to the west", "response": "This room has an exit on the northwest, and a staircase leading up. The east wall, previously solid, now has a cyclops-sized opening in it.", "endoftext": false }, { "action": "Up", "response": "This is a large room, whose east wall is solid granite. A number of discarded bags, which crumble at your touch, are scattered about on the floor. There is an exit down a staircase.\nThere is a silver chalice, intricately engraved, here.", "endoftext": false }, { "action": "You look", "response": "This is a large room, whose east wall is solid granite. A number of discarded bags, which crumble at your touch, are scattered about on the floor. There is an exit down a staircase.", "endoftext": false }, { "action": "You examine the wall", "response": "Which wall do you mean, the granite wall or the surrounding wall?", "endoftext": false }, { "action": "Go west", "response": "You are in the living room. There is a doorway to the east. To the west is a cyclops-shaped opening in an old wooden door, above which is some strange gothic lettering, a trophy case, and a rug lying beside an open trap door.\nYour collection of treasures consists of:\nA sceptre\nA painting\nA chalice", "endoftext": false }, { "action": "You drop all", "response": "clove of garlic: Dropped.\nmatchbook: Dropped.\nskeleton key: Dropped.\ntorch: Dropped.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\nA leather bag of coins\nA jewel-encrusted egg\nA nasty knife\nA brass lantern\nA tube\nA wrench\nA brass bell\nA torch (providing light)", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nA screwdriver\nA leather bag of coins\nA jewel-encrusted egg\nA nasty knife\nA tube\nA wrench\nA brass bell\nA torch (providing light)", "endoftext": false }, { "action": "You go west", "response": "You are in the living room. There is a doorway to the east. To the west is a cyclops-shaped opening in an old wooden door, above which is some strange gothic lettering, a trophy case, and a rug lying beside an open trap door.\nThere is a skeleton key here.\nThere is a matchbook whose cover says \"Visit Beautiful FCD#3\" here. There is a clove of garlic here.\nYour collection of treasures consists of:\nA sceptre\nA painting\nA chalice", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nA screwdriver\nA nasty knife\nA tube\nA wrench\nA brass bell\nA torch (providing light)", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nA screwdriver\nA tube\nA wrench\nA brass bell\nA torch (providing light)", "endoftext": false }, { "action": "You look", "response": "You are in the living room. There is a doorway to the east. To the west is a cyclops-shaped opening in an old wooden door, above which is some strange gothic lettering, a trophy case, and a rug lying beside an open trap door.\nThere is a nasty knife here.\nThere is a skeleton key here.\nThere is a matchbook whose cover says \"Visit Beautiful FCD#3\" here. There is a clove of garlic here.\nYour collection of treasures consists of:\nA jewel-encrusted egg\nA leather bag of coins\nA sceptre\nA painting\nA chalice", "endoftext": false }, { "action": "Go east", "response": "You are in the living room. There is a doorway to the east. To the west is a cyclops-shaped opening in an old wooden door, above which is some strange gothic lettering, a trophy case, and a rug lying beside an open trap door.\nThere is a nasty knife here.\nThere is a skeleton key here.\nYour collection of treasures consists of:\nA jewel-encrusted egg\nA leather bag of coins\nA sceptre\nA painting\nA chalice", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nA clove of garlic\nA matchbook\nA screwdriver\nA tube\nA wrench\nA brass bell\nA torch (providing light)", "endoftext": false }, { "action": "You get all", "response": "pile of leaves: Taken.\nbrown sack: Taken.\nglass bottle: Taken.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nA brass lantern\nA glass bottle\nThe glass bottle contains:\nA quantity of water\nA brown sack\nA pile of leaves\nA jewel-encrusted egg", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nA brass lantern\nA jewel-encrusted egg", "endoftext": false }, { "action": "You look", "response": "You are in the living room. There is a doorway to the east, a wooden door with strange gothic lettering to the west, which appears to be nailed shut, a trophy case, and a large oriental rug in the center of the room.\nThere is a brown sack here.\nThere is a glass bottle here.\nThe glass bottle contains:\nA quantity of water\nOn the ground is a pile of leaves.", "endoftext": false }, { "action": "You go north", "response": "This is a small room with passages to the east and south and a forbidding hole leading west. Bloodstains and deep scratches (perhaps made by an axe) mar the walls.\nA nasty-looking troll, brandishing a bloody axe, blocks all passages out of the room.\nYour sword has begun to glow very brightly.\nThe flat of the troll's axe hits you delicately on the head, knocking you out.\nConquering his fears, the troll puts you to death.\nIt appears that that last blow was too much for you. I'm afraid you are dead.\n\n**** You have died ****\n\nNow, let's take a look here... Well, you probably deserve another chance. I can't quite fix you up completely, but you can't have everything.\n\nThis is a forest, with trees in all directions. To the east, there appears to be sunlight.", "endoftext": false }, { "action": "You check your inventory", "response": "You are empty-handed.", "endoftext": false }, { "action": "Go south", "response": "This is a dimly lit forest, with large trees all around.\nThere is a sword here.", "endoftext": false }, { "action": "You go north", "response": "This is a dimly lit forest, with large trees all around.\nThere is a rope here.", "endoftext": false }, { "action": "You go east", "response": "You are at the top of the Great Canyon on its west wall. From here there is a marvelous view of the canyon and parts of the Frigid River upstream. Across the canyon, the walls of the White Cliffs join the mighty ramparts of the Flathead Mountains to the east. Following the Canyon upstream to the north, Aragain Falls may be seen, complete with rainbow. The mighty Frigid River flows out from a great dark cavern. To the west and south can be seen an immense forest, stretching for miles around. A path leads northwest. It is possible to climb down into the canyon from here.\nThere is a nasty knife here.", "endoftext": false }, { "action": "Go west", "response": "You would need a machete to go further west.\nYou hear in the distance the chirping of a song bird.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nA nasty knife\nA rope\nA sword", "endoftext": false }, { "action": "You go to the west", "response": "You are in the living room. There is a doorway to the east, a wooden door with strange gothic lettering to the west, which appears to be nailed shut, a trophy case, and a closed trap door at your feet.\nThere is a brass lantern (battery-powered) here.\nThere is a brown sack here.\nThere is a glass bottle here.\nThe glass bottle contains:\nA quantity of water\nOn the ground is a pile of leaves.", "endoftext": false }, { "action": "Go west", "response": "You are in the living room. There is a doorway to the east, a wooden door with strange gothic lettering to the west, which appears to be nailed shut, a trophy case, and a large oriental rug in the center of the room.", "endoftext": false }, { "action": "You move the rug", "response": "With a great effort, the rug is moved to one side of the room, revealing the dusty cover of a closed trap door.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\nA rope\nA nasty knife\nA sword\nA brass lantern (providing light)\nA jewel-encrusted egg", "endoftext": false }, { "action": "You hit troll with the sword", "response": "The troll is confused and can't fight back.\nThe troll slowly regains his feet.", "endoftext": false }, { "action": "You hit the troll with the sword", "response": "Your sword misses the troll by an inch.\nThe troll swings; the blade turns on your armor but crashes broadside into your head.", "endoftext": false }, { "action": "Continue", "response": "A good slash, but it misses the troll by a mile.\nThe troll's axe barely misses your ear.", "endoftext": false }, { "action": "Continue", "response": "The troll is momentarily disoriented and can't fight back.\nThe troll slowly regains his feet.", "endoftext": false }, { "action": "Continue", "response": "The troll takes a fatal blow and slumps to the floor dead.\nAlmost as soon as the troll breathes his last breath, a cloud of sinister black fog envelops him, and when the fog lifts, the carcass has disappeared.\nYour sword is no longer glowing.", "endoftext": false }, { "action": "Go west", "response": "This is part of a maze of twisty little passages, all alike.\nYour sword is glowing with a faint blue glow.", "endoftext": false }, { "action": "You go to the south-east", "response": "This room has an exit on the northwest, and a staircase leading up.\nA cyclops, who looks prepared to eat horses (much less mere adventurers), blocks the staircase. From his state of health, and the bloodstains on the walls, you gather that he is not very friendly, though he likes people.\nYour sword has begun to glow very brightly.", "endoftext": false }, { "action": "You go to the east", "response": "This is a long passage. To the west is one entrance. On the east there is an old wooden door, with a large opening in it (about cyclops sized).", "endoftext": false }, { "action": "You go east", "response": "You are in the living room. There is a doorway to the east. To the west is a cyclops-shaped opening in an old wooden door, above which is some strange gothic lettering, a trophy case, and a closed trap door at your feet.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nA skeleton key\nA rope\nA nasty knife\nA sword\nA brass lantern (providing light)\nA jewel-encrusted egg", "endoftext": false }, { "action": "Up", "response": "You hear a scream of anguish as you violate the robber's hideaway. Using passages unknown to you, he rushes to its defense.\nThe thief gestures mysteriously, and the treasures in the room suddenly vanish.\n\nThis is a large room, whose east wall is solid granite. A number of discarded bags, which crumble at your touch, are scattered about on the floor. There is an exit down a staircase.\nThere is a suspicious-looking individual, holding a large bag, leaning against one wall. He is armed with a deadly stiletto.\nThere is a silver chalice, intricately engraved, here.\nYour sword has begun to glow very brightly.\nThe stiletto flashes faster than you can follow, and blood wells from your leg.", "endoftext": false }, { "action": "You give the egg to the thief", "response": "The thief is taken aback by your unexpected generosity, but accepts the jewel-encrusted egg and stops to admire its beauty.", "endoftext": false }, { "action": "You get the chalice", "response": "You'd be stabbed in the back first.\nShifting in the midst of a thrust, the thief knocks you unconscious with the haft of his stiletto.\nThe thief, forgetting his essentially genteel upbringing, cuts your throat.\nIt appears that that last blow was too much for you. I'm afraid you are dead.\n\n**** You have died ****\n\nNow, let's take a look here... Well, you probably deserve another chance. I can't quite fix you up completely, but you can't have everything.\n\nThis is a forest, with trees in all directions. To the east, there appears to be sunlight.", "endoftext": true }, { "action": "Go downward", "response": "This room has an exit on the northwest, and a staircase leading up. The east wall, previously solid, now has a cyclops-sized opening in it.\nYour sword is no longer glowing.", "endoftext": false }, { "action": "Up", "response": "You hear a scream of anguish as you violate the robber's hideaway. Using passages unknown to you, he rushes to its defense.\nThe thief gestures mysteriously, and the treasures in the room suddenly vanish.\n\nThis is a large room, whose east wall is solid granite. A number of discarded bags, which crumble at your touch, are scattered about on the floor. There is an exit down a staircase.\nThere is a suspicious-looking individual, holding a large bag, leaning against one wall. He is armed with a deadly stiletto.\nThere is a silver chalice, intricately engraved, here.\nYour sword has begun to glow very brightly.\nThe thief slowly approaches, strikes like a snake, and leaves you wounded.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\nA rope\nA nasty knife\nA sword\nA brass lantern (providing light)\nA \"lean and hungry\" gentleman just wandered through, carrying a large bag. Finding nothing of value, he left disgruntled.", "endoftext": false }, { "action": "Up", "response": "You hear a scream of anguish as you violate the robber's hideaway. Using passages unknown to you, he rushes to its defense.\nThe thief gestures mysteriously, and the treasures in the room suddenly vanish.\n\nThis is a large room, whose east wall is solid granite. A number of discarded bags, which crumble at your touch, are scattered about on the floor. There is an exit down a staircase.\nThere is a suspicious-looking individual, holding a large bag, leaning against one wall. He is armed with a deadly stiletto.\nThere is a silver chalice, intricately engraved, here.\nYour sword has begun to glow very brightly.\nThe thief bows formally, raises his stiletto, and with a wry grin, ends the battle and your life.\nIt appears that that last blow was too much for you. I'm afraid you are dead.\n\n**** You have died ****\n\nNow, let's take a look here... Well, you probably deserve another chance. I can't quite fix you up completely, but you can't have everything.\n\nThis is a forest, with trees in all directions. To the east, there appears to be sunlight.", "endoftext": false }, { "action": "You go to the east", "response": "This is a long passage. To the west is one entrance. On the east there is an old wooden door, with a large opening in it (about cyclops sized).\nSomeone carrying a large bag is casually leaning against one of the walls here. He does not speak, but it is clear from his aspect that the bag will be taken only over his dead body.\nYour sword has begun to glow very brightly.\nFinishing you off, the thief inserts his blade into your heart.\nIt appears that that last blow was too much for you. I'm afraid you are dead.\n\n**** You have died ****\n\nNow, let's take a look here... Well, you probably deserve another chance. I can't quite fix you up completely, but you can't have everything.\n\nThis is a forest, with trees in all directions. To the east, there appears to be sunlight.", "endoftext": false }, { "action": "You go to the southeast", "response": "This room has an exit on the northwest, and a staircase leading up. The east wall, previously solid, now has a cyclops-sized opening in it.\nA \"lean and hungry\" gentleman just wandered through, carrying a large bag. Finding nothing of value, he left disgruntled.", "endoftext": false }, { "action": "You go east", "response": "You are in the living room. There is a doorway to the east. To the west is a cyclops-shaped opening in an old wooden door, above which is some strange gothic lettering, a trophy case, and a closed trap door at your feet.\nThere is a skeleton key here.\nYour collection of treasures consists of:\nA leather bag of coins", "endoftext": false }, { "action": "You go to the west", "response": "You are in the living room. There is a doorway to the east. To the west is a cyclops-shaped opening in an old wooden door, above which is some strange gothic lettering, a trophy case, and a rug lying beside an open trap door.\nThere is a skeleton key here.\nYour collection of treasures consists of:\nA leather bag of coins", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nA torch (providing light)\nA painting\nA nasty knife\nA sword\nA brass lantern (providing light)", "endoftext": true }, { "action": "You go downwards", "response": "This is a tiny cave with entrances west and north, and a dark, forbidding staircase leading down.\nSomeone carrying a large bag is casually leaning against one of the walls here. He does not speak, but it is clear from his aspect that the bag will be taken only over his dead body.\nYour sword has begun to glow very brightly.", "endoftext": false }, { "action": "You hit the thief with the knife", "response": "Clang! Crash! The thief parries.\nThe thief tries to sneak past your guard, but you twist away.", "endoftext": false }, { "action": "Continue", "response": "A good slash, but it misses the thief by a mile.\nThe thief draws blood, raking his stiletto across your arm.", "endoftext": false }, { "action": "Continue", "response": "Your stroke lands, but it was only the flat of the blade.\nThe thief just left, still carrying his large bag. You may not have noticed that he robbed you blind first.\nThe thief seems to have left you in the dark.", "endoftext": false }, { "action": "You turn on the lantern", "response": "The brass lantern is now on.\n\nThis is a tiny cave with entrances west and north, and a dark, forbidding staircase leading down.", "endoftext": true }, { "action": "You go downwards", "response": "You are outside a large gateway, on which is inscribed\n\nAbandon every hope all ye who enter here!\n\nThe gate is open; through it you can see a desolation, with a pile of mangled bodies in one corner. Thousands of voices, lamenting some hideous fate, can be heard.\nThe way through the gate is barred by evil spirits, who jeer at your attempts to pass.", "endoftext": false }, { "action": "You look", "response": "This is a room which looks like an Egyptian tomb. There is an ascending staircase to the west.", "endoftext": false }, { "action": "Go west", "response": "You are in the living room. There is a doorway to the east. To the west is a cyclops-shaped opening in an old wooden door, above which is some strange gothic lettering, a trophy case, and a rug lying beside an open trap door.\nThere is a skeleton key here.\nYour collection of treasures consists of:\nA painting\nA leather bag of coins", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nA nasty knife\nA brass lantern (providing light)", "endoftext": false }, { "action": "Go north", "response": "This is a small room with passages to the east and south and a forbidding hole leading west. Bloodstains and deep scratches (perhaps made by an axe) mar the walls.\nThere is a bloody axe here.\nA \"lean and hungry\" gentleman just wandered through, carrying a large bag. Finding nothing of value, he left disgruntled.", "endoftext": false }, { "action": "You take", "response": "take take ...", "endoftext": false }, { "action": "You check your inventory", "response": "i i ...", "endoftext": false }, { "action": "Kick", "response": "kick kick ...", "endoftext": false }, { "action": "You listen", "response": "listen listen ...", "endoftext": false }, { "action": "Echo", "response": "The acoustics of the room change subtly.\n\nThis is a large room with a ceiling which cannot be detected from the ground. There is a narrow passage from east to west and a stone stairway leading upward. The room is eerie in its quietness.\nOn the ground is a large platinum bar.", "endoftext": false }, { "action": "You go west", "response": "This is a large room with a ceiling which cannot be detected from the ground. There is a narrow passage from east to west and a stone stairway leading upward. The room is eerie in its quietness.", "endoftext": false }, { "action": "Go west", "response": "You are in the living room. There is a doorway to the east. To the west is a cyclops-shaped opening in an old wooden door, above which is some strange gothic lettering, a trophy case, and a rug lying beside an open trap door.\nThere is a skeleton key here.\nYour collection of treasures consists of:\nA gold coffin\nA sceptre\nA painting\nA leather bag of coins", "endoftext": false }, { "action": "You take all", "response": "group of tool chests: The chests are so rusty and corroded that they crumble when you touch them.\nwrench: Taken.\ntube: Taken.\nscrewdriver: Taken.", "endoftext": false }, { "action": "You go south", "response": "This room appears to have been the waiting room for groups touring the dam. There are open doorways here to the north and east marked \"Private\", and there is a path leading south over the top of the dam. Some guidebooks entitled \"Flood Control Dam #3\" are on the reception desk.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\nA pile of plastic\nA screwdriver\nA tube\nA wrench\nA matchbook\nA nasty knife\nA brass lantern (providing light)", "endoftext": false }, { "action": "Light match", "response": "One of the matches starts to burn.", "endoftext": false }, { "action": "Light valve with match", "response": "The pile of plastic catches fire. Unfortunately, you were holding it at the time.\n\n**** You have died ****\n\nAs you take your last breath, you feel relieved of your burdens. The feeling passes as you find yourself before the gates of Hell, where the spirits jeer at you and deny you entry. Your senses are disturbed. The objects in the dungeon appear indistinct, bleached of color, even unreal.\n\nYou are outside a large gateway, on which is inscribed\n\nAbandon every hope all ye who enter here!\n\nThe gate is open; through it you can see a desolation, with a pile of mangled bodies in one corner. Thousands of voices, lamenting some hideous fate, can be heard.", "endoftext": false }, { "action": "Light valve", "response": "(Taken)\nYou can't turn that on.\nThe match has gone out.", "endoftext": false }, { "action": "You take the plastic", "response": "You already have that!", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\nA pile of plastic\nA screwdriver\nA tube\nA wrench\nA matchbook\nA nasty knife\nA brass lantern (providing light)", "endoftext": false }, { "action": "You look", "response": "You are at the base of Flood Control Dam #3, which looms above you and to the north. The river Frigid is flowing by here. Along the river are the White Cliffs which seem to form giant walls stretching from north to south along the shores of the river as it winds its way downstream.", "endoftext": false }, { "action": "You go to the west", "response": "You can't go that way.\nThe lamp appears a bit dimmer.", "endoftext": false }, { "action": "Up", "response": "You hear a scream of anguish as you violate the robber's hideaway. Using passages unknown to you, he rushes to its defense.\nThe thief gestures mysteriously, and the treasures in the room suddenly vanish.\n\nThis is a large room, whose east wall is solid granite. A number of discarded bags, which crumble at your touch, are scattered about on the floor. There is an exit down a staircase.\nThere is a suspicious-looking individual, holding a large bag, leaning against one wall. He is armed with a deadly stiletto.\nThere is a silver chalice, intricately engraved, here.\nThe butt of his stiletto cracks you on the skull, and you stagger back.", "endoftext": false }, { "action": "You hit the thief with the knife", "response": "You are still recovering from that last blow, so your attack is ineffective.\nYou dodge as the thief comes in low.", "endoftext": false }, { "action": "Continue", "response": "The thief is battered into unconsciousness.", "endoftext": false }, { "action": "You continue", "response": "The unarmed thief cannot defend himself: He dies.\nAlmost as soon as the thief breathes his last breath, a cloud of sinister black fog envelops him, and when the fog lifts, the carcass has disappeared.\nAs the thief dies, the power of his magic decreases, and his treasures reappear:\nA stiletto\nA torch\nA sword\nA jewel-encrusted egg, with a golden clockwork canary\nThe chalice is now safe to take.", "endoftext": false }, { "action": "You take all", "response": "stiletto: Taken.\ntorch: Your load is too heavy.\nsword: Your load is too heavy.\njewel-encrusted egg: You're holding too many things already!\nchalice: You're holding too many things already!", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nA stiletto\nA pile of plastic\nA screwdriver\nA tube\nA wrench\nA matchbook\nA nasty knife\nA brass lantern (providing light)", "endoftext": false }, { "action": "You examine the egg", "response": "The jewel-encrusted egg contains:\nA golden clockwork canary", "endoftext": false }, { "action": "You look", "response": "This is a large room, whose east wall is solid granite. A number of discarded bags, which crumble at your touch, are scattered about on the floor. There is an exit down a staircase.\nThere is a stiletto here.\nThere is a nasty knife here.\nThere is a torch here (providing light).\nThere is a sword here.\nThere is a silver chalice, intricately engraved, here.", "endoftext": false }, { "action": "Go east", "response": "You are in the living room. There is a doorway to the east. To the west is a cyclops-shaped opening in an old wooden door, above which is some strange gothic lettering, a trophy case, and a rug lying beside an open trap door.\nThere is a skeleton key here.\nYour collection of treasures consists of:\nA platinum bar\nA gold coffin\nA sceptre\nA painting\nA leather bag of coins", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nA torch (providing light)\nA pile of plastic\nA screwdriver\nA tube\nA wrench\nA matchbook\nA brass lantern (providing light)", "endoftext": false }, { "action": "You go west", "response": "You are in the living room. There is a doorway to the east. To the west is a cyclops-shaped opening in an old wooden door, above which is some strange gothic lettering, a trophy case, and a rug lying beside an open trap door.\nThere is a brass lantern (battery-powered) here.\nThere is a skeleton key here.\nYour collection of treasures consists of:\nA jewel-encrusted egg\nThe jewel-encrusted egg contains:\nA golden clockwork canary\nA platinum bar\nA gold coffin\nA sceptre\nA painting\nA leather bag of coins", "endoftext": false }, { "action": "Up", "response": "This is a large room, whose east wall is solid granite. A number of discarded bags, which crumble at your touch, are scattered about on the floor. There is an exit down a staircase.\nThere is a stiletto here.\nThere is a nasty knife here.\nThere is a sword here.\nThere is a silver chalice, intricately engraved, here.", "endoftext": false }, { "action": "You get the sword", "response": "Your load is too heavy.", "endoftext": false }, { "action": "You get the sword", "response": "Taken.\nYour sword is no longer glowing.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nA sword\nA chalice\nA torch (providing light)\nA screwdriver\nA tube\nA wrench\nA matchbook", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nA sword\nA torch (providing light)\nA screwdriver\nA tube\nA wrench\nA matchbook", "endoftext": false }, { "action": "Up", "response": "This is a large room, whose east wall is solid granite. A number of discarded bags, which crumble at your touch, are scattered about on the floor. There is an exit down a staircase.\nThere is a folded pile of plastic here which has a small valve attached.\nThere is a stiletto here.\nThere is a nasty knife here.", "endoftext": false }, { "action": "You go east", "response": "You are in the living room. There is a doorway to the east. To the west is a cyclops-shaped opening in an old wooden door, above which is some strange gothic lettering, a trophy case, and a rug lying beside an open trap door.\nThere is a brass lantern (battery-powered) here.\nThere is a skeleton key here.\nYour collection of treasures consists of:\nA chalice\nA jewel-encrusted egg\nThe jewel-encrusted egg contains:\nA golden clockwork canary\nA platinum bar\nA gold coffin\nA sceptre\nA painting\nA leather bag of coins", "endoftext": false }, { "action": "You inflate plastic", "response": "What do you want to inflate the plastic with?", "endoftext": false }, { "action": "You inflate the plastic with the breathe", "response": "The boat must be on the ground to be inflated.", "endoftext": false }, { "action": "Inflate boat", "response": "What do you want to inflate the boat with?", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nA torch (providing light)\nA screwdriver\nA tube\nA wrench\nA matchbook", "endoftext": false }, { "action": "You look", "response": "You are in the living room. There is a doorway to the east. To the west is a cyclops-shaped opening in an old wooden door, above which is some strange gothic lettering, a trophy case, and a rug lying beside an open trap door.\nThere is a folded pile of plastic here which has a small valve attached.\nThere is a brass lantern (battery-powered) here.\nThere is a skeleton key here.\nYour collection of treasures consists of:\nA chalice\nA jewel-encrusted egg\nThe jewel-encrusted egg contains:\nA golden clockwork canary\nA platinum bar\nA gold coffin\nA sceptre\nA painting\nA leather bag of coins", "endoftext": false }, { "action": "You touch the mirror", "response": "There is a rumble from deep within the earth and the room shakes.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\nA pile of plastic\nA torch (providing light)\nA screwdriver\nA tube\nA wrench\nA matchbook", "endoftext": false }, { "action": "You touch the mirror", "response": "There is a rumble from deep within the earth and the room shakes.", "endoftext": false }, { "action": "You go north", "response": "This is a cold and damp corridor where a long east-west passageway turns into a southward path.", "endoftext": false }, { "action": "You go to the west", "response": "This is a small chamber, which appears to have been part of a coal mine. On the south wall of the chamber the letters \"Granite Wall\" are etched in the rock. To the east is a long passage, and there is a steep metal slide twisting downward. To the north is a small opening.", "endoftext": false }, { "action": "Go north", "response": "You are standing at the entrance of what might have been a coal mine. The shaft enters the west wall, and there is another exit on the south end of the room.", "endoftext": false }, { "action": "Go west", "response": "You are in a small room. Strange squeaky sounds may be heard coming from the passage at the north end. You may also escape to the east.", "endoftext": false }, { "action": "Go north", "response": "You are in a small room which has doors only to the east and south.\nA large vampire bat, hanging from the ceiling, swoops down at you! There is an exquisite jade figurine here.\nFweep!\nFweep!\nFweep!\n\nThe bat grabs you by the scruff of your neck and lifts you away....\n\nYou are standing at the entrance of what might have been a coal mine. The shaft enters the west wall, and there is another exit on the south end of the room.", "endoftext": false }, { "action": "Slide", "response": "What do you want to slide?", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nA brown sack\nThe brown sack contains:\nA lunch\nA clove of garlic\nA glass bottle\nThe glass bottle contains:\nA quantity of water\nA pile of plastic\nA torch (providing light)\nA screwdriver\nA tube\nA wrench\nA matchbook", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nA clove of garlic\nA brown sack\nThe brown sack contains:\nA lunch\nA pile of plastic\nA torch (providing light)\nA screwdriver\nA tube\nA wrench\nA matchbook", "endoftext": false }, { "action": "You look", "response": "You are standing at the entrance of what might have been a coal mine. The shaft enters the west wall, and there is another exit on the south end of the room.\nThere is a glass bottle here.\nThe glass bottle contains:\nA quantity of water", "endoftext": false }, { "action": "You go to the north", "response": "You are in a small room which has doors only to the east and south.\nIn the corner of the room on the ceiling is a large vampire bat who is obviously deranged and holding his nose.\nThere is an exquisite jade figurine here.", "endoftext": false }, { "action": "You get the jade", "response": "You're holding too many things already!", "endoftext": false }, { "action": "You drop all", "response": "clove of garlic: Dropped.\nbrown sack: Dropped.\npile of plastic: Dropped.\ntorch: Dropped.\nscrewdriver: Dropped.\ntube: Dropped.\nwrench: Dropped.\nmatchbook: Dropped.", "endoftext": false }, { "action": "Go east", "response": "This is a large room, in the middle of which is a small shaft descending through the floor into darkness below. To the west and the north are exits from this room. Constructed over the top of the shaft is a metal framework to which a heavy iron chain is attached.\nAt the end of the chain is a basket.", "endoftext": false }, { "action": "You examine basket", "response": "The basket is empty.", "endoftext": false }, { "action": "Go north", "response": "This is a small non-descript room. However, from the direction of a small descending staircase a foul odor can be detected. To the south is a narrow tunnel.", "endoftext": true }, { "action": "Go downwards", "response": "This is a small room which smells strongly of coal gas. There is a short climb up some stairs and a narrow tunnel leading east.\nThere is a sapphire-encrusted bracelet here.\nOh dear. It appears that the smell coming from this room was coal gas. I would have thought twice about carrying flaming objects in here.\n\n** BOOOOOOOOOOOM **\n\n**** You have died ****\n\nAs you take your last breath, you feel relieved of your burdens. The feeling passes as you find yourself before the gates of Hell, where the spirits jeer at you and deny you entry. Your senses are disturbed. The objects in the dungeon appear indistinct, bleached of color, even unreal.\n\nYou are outside a large gateway, on which is inscribed\n\nAbandon every hope all ye who enter here!\n\nThe gate is open; through it you can see a desolation, with a pile of mangled bodies in one corner. Thousands of voices, lamenting some hideous fate, can be heard.", "endoftext": false }, { "action": "You go to the west", "response": "You are in a small room which has doors only to the east and south.\nIn the corner of the room on the ceiling is a large vampire bat who is obviously deranged and holding his nose.", "endoftext": false }, { "action": "You enter the basket", "response": "You hit your head against the basket as you attempt this feat.", "endoftext": false }, { "action": "You examine the chain", "response": "The chain secures a basket within the shaft.", "endoftext": false }, { "action": "Lower basket", "response": "The basket is lowered to the bottom of the shaft.", "endoftext": false }, { "action": "You enter the basket", "response": "The basket is at the other end of the chain.", "endoftext": false }, { "action": "You raise the basket", "response": "The basket is raised to the top of the shaft.", "endoftext": false }, { "action": "Lower basket", "response": "The basket is lowered to the bottom of the shaft.\nIt is now pitch black.", "endoftext": false }, { "action": "You raise the basket", "response": "It's too dark to see!", "endoftext": false }, { "action": "You look", "response": "You are in a large square room with tall ceilings. On the south wall is an enormous mirror which fills the entire wall. There are exits on the other three sides of the room.\nThere is a clove of garlic here.\nThere is a brown sack here.\nThe brown sack contains:\nA lunch\nThere is a folded pile of plastic here which has a small valve attached.\nThere is a screwdriver here.\nThere is an object which looks like a tube of toothpaste here.\nThere is a wrench here.\nThere is a matchbook whose cover says \"Visit Beautiful FCD#3\" here.", "endoftext": false }, { "action": "You go south", "response": "You are in a large square room with tall ceilings. On the south wall is an enormous mirror which fills the entire wall. There are exits on the other three sides of the room.\nThere is a clove of garlic here.\nThere is a brown sack here.\nThe brown sack contains:\nA lunch\nThere is a folded pile of plastic here which has a small valve attached.\nThere is a screwdriver here.\nThere is an object which looks like a tube of toothpaste here.\nThere is a wrench here.\nThere is a matchbook whose cover says \"Visit Beautiful FCD#3\" here.\n\nYou can't go that way.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nA jade figurine\nA glass bottle\nThe glass bottle contains:\nA quantity of water\nA matchbook\nA clove of garlic\nA brass lantern\nA torch (providing light)", "endoftext": true }, { "action": "Go downward", "response": "This is a small room which smells strongly of coal gas. There is a short climb up some stairs and a narrow tunnel leading east.\nThere is a sapphire-encrusted bracelet here.", "endoftext": false }, { "action": "Go east", "response": "This is a non-descript part of a coal mine.\nThere is a sapphire-encrusted bracelet here.", "endoftext": false }, { "action": "You go north", "response": "This is a small room which smells strongly of coal gas. There is a short climb up some stairs and a narrow tunnel leading east.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nA jade figurine\nA glass bottle\nThe glass bottle contains:\nA quantity of water\nA matchbook\nA clove of garlic\nA brass lantern (providing light)", "endoftext": false }, { "action": "You go northeast", "response": "This is a non-descript part of a coal mine.\nThere is an exquisite jade figurine here.", "endoftext": false }, { "action": "You look", "response": "This is a non-descript part of a coal mine.\nThere is a matchbook whose cover says \"Visit Beautiful FCD#3\" here. The lamp is definitely dimmer now.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nA glass bottle\nThe glass bottle contains:\nA quantity of water\nA clove of garlic\nA brass lantern (providing light)", "endoftext": false }, { "action": "You go north", "response": "This is a non-descript part of a coal mine.\nThere is a matchbook whose cover says \"Visit Beautiful FCD#3\" here.", "endoftext": false }, { "action": "You go southwest", "response": "This is a non-descript part of a coal mine.\nThere is a glass bottle here.\nThe glass bottle contains:\nA quantity of water", "endoftext": true }, { "action": "You go downwards", "response": "This is a very small room. In the corner is a rickety wooden ladder, leading downward. It might be safe to descend. There is also a staircase leading upward.", "endoftext": true }, { "action": "Go downward", "response": "This is a rather wide room. On one side is the bottom of a narrow wooden ladder. To the west and the south are passages leaving the room.", "endoftext": false }, { "action": "You go to the west", "response": "This is a long and narrow passage, which is cluttered with broken timbers. A wide passage comes from the east and turns at the west end of the room into a very narrow passageway. From the west comes a strong draft.\nThere is a broken timber here.", "endoftext": false }, { "action": "You drop all", "response": "broken timber: Dropped.\nclove of garlic: Dropped.\nbrass lantern: Dropped.", "endoftext": false }, { "action": "Go west", "response": "You have moved into a dark place.\nIt is pitch black. You are likely to be eaten by a grue.", "endoftext": false }, { "action": "Go east", "response": "This is a long and narrow passage, which is cluttered with broken timbers. A wide passage comes from the east and turns at the west end of the room into a very narrow passageway. From the west comes a strong draft.\nThere is a brass lantern (battery-powered) here.\nThere is a clove of garlic here.\nThere is a broken timber here.", "endoftext": false }, { "action": "You look", "response": "This is a long and narrow passage, which is cluttered with broken timbers. A wide passage comes from the east and turns at the west end of the room into a very narrow passageway. From the west comes a strong draft.\nThere is a clove of garlic here.\nThere is a broken timber here.", "endoftext": false }, { "action": "Go east", "response": "This is a rather wide room. On one side is the bottom of a narrow wooden ladder. To the west and the south are passages leaving the room.", "endoftext": false }, { "action": "Go south", "response": "You have come to a dead end in the mine.\nThere is a small pile of coal here.", "endoftext": false }, { "action": "You break the coal", "response": "What do you want to break the coal with?", "endoftext": false }, { "action": "You look", "response": "You have come to a dead end in the mine.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nA small pile of coal\nA brass lantern (providing light)", "endoftext": false }, { "action": "You drop all", "response": "matchbook: Dropped.\nsmall pile of coal: Dropped.\nbrass lantern: Dropped.", "endoftext": false }, { "action": "Light match", "response": "This room is drafty, and the match goes out instantly.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nA matchbook", "endoftext": false }, { "action": "You look", "response": "This is a long and narrow passage, which is cluttered with broken timbers. A wide passage comes from the east and turns at the west end of the room into a very narrow passageway. From the west comes a strong draft.\nThere is a brass lantern (battery-powered) here.\nThere is a small pile of coal here.\nThere is a clove of garlic here.\nThere is a broken timber here.", "endoftext": false }, { "action": "You drop all", "response": "matchbook: Dropped.", "endoftext": false }, { "action": "Go west", "response": "You have moved into a dark place.\nIt is pitch black. You are likely to be eaten by a grue.", "endoftext": false }, { "action": "You go east", "response": "This is a long and narrow passage, which is cluttered with broken timbers. A wide passage comes from the east and turns at the west end of the room into a very narrow passageway. From the west comes a strong draft.\nThere is a matchbook whose cover says \"Visit Beautiful FCD#3\" here. There is a brass lantern (battery-powered) here.\nThere is a small pile of coal here.\nThere is a clove of garlic here.\nThere is a broken timber here.", "endoftext": false }, { "action": "You go west", "response": "Oh, no! You have walked into the slavering fangs of a lurking grue!\n\n**** You have died ****\n\nAs you take your last breath, you feel relieved of your burdens. The feeling passes as you find yourself before the gates of Hell, where the spirits jeer at you and deny you entry. Your senses are disturbed. The objects in the dungeon appear indistinct, bleached of color, even unreal.\n\nYou are outside a large gateway, on which is inscribed\n\nAbandon every hope all ye who enter here!\n\nThe gate is open; through it you can see a desolation, with a pile of mangled bodies in one corner. Thousands of voices, lamenting some hideous fate, can be heard.", "endoftext": false }, { "action": "You take all", "response": "matchbook: Taken.\nbrass lantern: Taken.\nsmall pile of coal: Taken.\nclove of garlic: Taken.\nbroken timber: Taken.", "endoftext": false }, { "action": "Up", "response": "This is a non-descript part of a coal mine.\nThere is a glass bottle here.\nThe glass bottle contains:\nA quantity of water\nThe lamp is nearly out.", "endoftext": false }, { "action": "Go south", "response": "This is a large room, in the middle of which is a small shaft descending through the floor into darkness below. To the west and the north are exits from this room. Constructed over the top of the shaft is a metal framework to which a heavy iron chain is attached.\nThere is a torch here (providing light).\nAt the end of the chain is a basket.", "endoftext": false }, { "action": "You drop all", "response": "jade figurine: Dropped.\nglass bottle: Dropped.\nmatchbook: Dropped.\nclove of garlic: Dropped.\nbrass lantern: Dropped.", "endoftext": false }, { "action": "You drop all", "response": "jade figurine: Dropped.\nclove of garlic: Dropped.\nbrass lantern: Dropped.", "endoftext": false }, { "action": "You go to the west", "response": "This is a small drafty room in which is the bottom of a long shaft. To the south is a passageway and to the east a very narrow passage. In the shaft can be seen a heavy iron chain.\nAt the end of the chain is a basket.\nThe basket contains:\nA torch (providing light)", "endoftext": false }, { "action": "Go east", "response": "This is a long and narrow passage, which is cluttered with broken timbers. A wide passage comes from the east and turns at the west end of the room into a very narrow passageway. From the west comes a strong draft.\nThere is a brass lantern (battery-powered) here.\nThere is a clove of garlic here.\nThere is an exquisite jade figurine here.\nThere is a broken timber here.", "endoftext": false }, { "action": "You go south", "response": "This is a large, cold room whose sole exit is to the north. In one corner there is a machine which is reminiscent of a clothes dryer. On its face is a switch which is labelled \"START\". The switch does not appear to be manipulable by any human hand (unless the fingers are about 1/16 by 1/4 inch). On the front of the machine is a large lid, which is closed.", "endoftext": false }, { "action": "You open the lid", "response": "The lid opens.", "endoftext": false }, { "action": "You look", "response": "This is a large, cold room whose sole exit is to the north. In one corner there is a machine which is reminiscent of a clothes dryer. On its face is a switch which is labelled \"START\". The switch does not appear to be manipulable by any human hand (unless the fingers are about 1/16 by 1/4 inch). On the front of the machine is a large lid, which is open.", "endoftext": false }, { "action": "You enter the machine", "response": "You hit your head against the machine as you attempt this feat.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\nA torch (providing light)", "endoftext": false }, { "action": "You close the lid", "response": "The lid closes.", "endoftext": false }, { "action": "You go west", "response": "You are in the living room. There is a doorway to the east. To the west is a cyclops-shaped opening in an old wooden door, above which is some strange gothic lettering, a trophy case, and a rug lying beside an open trap door.\nThere is a skeleton key here.\nYour collection of treasures consists of:\nA chalice\nA jewel-encrusted egg\nThe jewel-encrusted egg contains:\nA golden clockwork canary\nA platinum bar\nA gold coffin\nA sceptre\nA painting\nA leather bag of coins", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nA torch (providing light)\nA glass bottle\nThe glass bottle contains:\nA quantity of water\nA matchbook\nA clove of garlic\nA brass lantern", "endoftext": false }, { "action": "You drop all", "response": "matchbook: Dropped.\nclove of garlic: Dropped.\nbrass lantern: Dropped.", "endoftext": false }, { "action": "You turn on the lantern", "response": "The brass lantern is now on.\n\nThis is a small non-descript room. However, from the direction of a small descending staircase a foul odor can be detected. To the south is a narrow tunnel.", "endoftext": false }, { "action": "Go northeast", "response": "This is a non-descript part of a coal mine.\nThe lamp is definitely dimmer now.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nA brass lantern (providing light)", "endoftext": false }, { "action": "Go south", "response": "This is a large room, in the middle of which is a small shaft descending through the floor into darkness below. To the west and the north are exits from this room. Constructed over the top of the shaft is a metal framework to which a heavy iron chain is attached.\nThere is a clove of garlic here.\nThere is a matchbook whose cover says \"Visit Beautiful FCD#3\" here.\nAt the end of the chain is a basket.\nThe basket contains:\nA torch (providing light)", "endoftext": false }, { "action": "You get all", "response": "clove of garlic: Taken.\nmatchbook: Taken.\nbasket: The cage is securely fastened to the iron chain.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nA matchbook\nA clove of garlic\nA brass lantern (providing light)", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nA clove of garlic\nA brass lantern (providing light)", "endoftext": false }, { "action": "You drop the clove", "response": "Dropped.\nThe lamp is definitely dimmer now.", "endoftext": false }, { "action": "Go south", "response": "This is a non-descript part of a coal mine.\nThere is a clove of garlic here.", "endoftext": false }, { "action": "You go south", "response": "This is a non-descript part of a coal mine.\nThere is a brass lantern (battery-powered) here.", "endoftext": false }, { "action": "You go west", "response": "This is a long and narrow passage, which is cluttered with broken timbers. A wide passage comes from the east and turns at the west end of the room into a very narrow passageway. From the west comes a strong draft.\nThere is a brass lantern (battery-powered) here.\nThere is a broken timber here.", "endoftext": false }, { "action": "You drop all", "response": "small pile of coal: Dropped.", "endoftext": false }, { "action": "You get all", "response": "small pile of coal: Taken.\nbrass lantern: Taken.\nbroken timber: Taken.", "endoftext": false }, { "action": "You put all in the basket", "response": "broken timber: You can't see any basket here!\nbrass lantern: You can't see any basket here!\nsmall pile of coal: You can't see any basket here!", "endoftext": false }, { "action": "You look", "response": "This is a long and narrow passage, which is cluttered with broken timbers. A wide passage comes from the east and turns at the west end of the room into a very narrow passageway. From the west comes a strong draft.", "endoftext": false }, { "action": "You drop all", "response": "broken timber: Dropped.\nbrass lantern: Dropped.\nsmall pile of coal: Dropped.", "endoftext": false }, { "action": "You look", "response": "This is a long and narrow passage, which is cluttered with broken timbers. A wide passage comes from the east and turns at the west end of the room into a very narrow passageway. From the west comes a strong draft.\nThere is a small pile of coal here.\nThere is a brass lantern (battery-powered) here.\nThere is a broken timber here.", "endoftext": false }, { "action": "You go to the south", "response": "This is a non-descript part of a coal mine.\nThere is a clove of garlic here.\nThe lamp is nearly out.", "endoftext": false }, { "action": "Go south", "response": "This is a large room, in the middle of which is a small shaft descending through the floor into darkness below. To the west and the north are exits from this room. Constructed over the top of the shaft is a metal framework to which a heavy iron chain is attached.\nAt the end of the chain is a basket.\nThe basket contains:\nA torch (providing light)", "endoftext": false }, { "action": "You look", "response": "This is a large room, in the middle of which is a small shaft descending through the floor into darkness below. To the west and the north are exits from this room. Constructed over the top of the shaft is a metal framework to which a heavy iron chain is attached.\nAt the end of the chain is a basket.\nThe basket contains:\nA small pile of coal", "endoftext": false }, { "action": "Go west", "response": "You are in a small room which has doors only to the east and south.\nA large vampire bat, hanging from the ceiling, swoops down at you! Fweep!\nFweep!\nFweep!\n\nThe bat grabs you by the scruff of your neck and lifts you away....\n\nThis is a non-descript part of a coal mine.", "endoftext": false }, { "action": "You look", "response": "You are in the living room. There is a doorway to the east. To the west is a cyclops-shaped opening in an old wooden door, above which is some strange gothic lettering, a trophy case, and a rug lying beside an open trap door.\nThere is a glass bottle here.\nThe glass bottle contains:\nA quantity of water\nThere is a skeleton key here.\nYour collection of treasures consists of:\nA sapphire-encrusted bracelet\nA jade figurine\nA chalice\nA jewel-encrusted egg\nThe jewel-encrusted egg contains:\nA golden clockwork canary\nA platinum bar\nA gold coffin\nA sceptre\nA painting\nA leather bag of coins", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nA torch (providing light)\nA matchbook\nA clove of garlic\nA brass lantern", "endoftext": false }, { "action": "You go south", "response": "You are in a large square room with tall ceilings. On the south wall is an enormous mirror which fills the entire wall. There are exits on the other three sides of the room.\nThere is a brown sack here.\nThe brown sack contains:\nA lunch\nThere is a folded pile of plastic here which has a small valve attached.\nThere is a screwdriver here.\nThere is an object which looks like a tube of toothpaste here.\nThere is a wrench here.", "endoftext": false }, { "action": "You get all", "response": "mirror: The mirror is many times your size. Give up.\nbrown sack: Taken.\npile of plastic: Taken.\nscrewdriver: Taken.\ntube: Taken.\nwrench: Your load is too heavy.", "endoftext": false }, { "action": "You drop all", "response": "tube: Dropped.\nscrewdriver: Dropped.\npile of plastic: Dropped.\nbrown sack: Dropped.\ntorch: Dropped.\nmatchbook: Dropped.\nclove of garlic: Dropped.\nbrass lantern: Dropped.", "endoftext": false }, { "action": "You look", "response": "This is a circular stone room with passages in all directions. Several of them have unfortunately been blocked by cave-ins.\nThere is a matchbook whose cover says \"Visit Beautiful FCD#3\" here. There is a brown sack here.\nThe brown sack contains:\nA lunch\nThere is a folded pile of plastic here which has a small valve attached.\nThere is an object which looks like a tube of toothpaste here.", "endoftext": false }, { "action": "Go south", "response": "You are in a large square room with tall ceilings. On the south wall is an enormous mirror which fills the entire wall. There are exits on the other three sides of the room.\nThere is a wrench here.", "endoftext": false }, { "action": "You go north", "response": "This is a circular stone room with passages in all directions. Several of them have unfortunately been blocked by cave-ins.\nThere is a matchbook whose cover says \"Visit Beautiful FCD#3\" here. There is a brown sack here.\nThe brown sack contains:\nA lunch\nThere is a folded pile of plastic here which has a small valve attached.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nA brass lantern\nA clove of garlic\nA screwdriver", "endoftext": false }, { "action": "You turn on the lantern", "response": "The brass lantern is now on.\n\nThis is a large room, in the middle of which is a small shaft descending through the floor into darkness below. To the west and the north are exits from this room. Constructed over the top of the shaft is a metal framework to which a heavy iron chain is attached.\nFrom the chain is suspended a basket.", "endoftext": false }, { "action": "You go east", "response": "You can't go that way.\nThe lamp is definitely dimmer now.", "endoftext": false }, { "action": "You go to the south", "response": "This is a large room, in the middle of which is a small shaft descending through the floor into darkness below. To the west and the north are exits from this room. Constructed over the top of the shaft is a metal framework to which a heavy iron chain is attached.\nFrom the chain is suspended a basket.", "endoftext": false }, { "action": "You raise the basket", "response": "The basket is raised to the top of the shaft.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nA brass lantern (providing light)\nA clove of garlic", "endoftext": false }, { "action": "You examine basket", "response": "The basket contains:\nA small pile of coal\nA screwdriver\nA torch (providing light)", "endoftext": false }, { "action": "You go south", "response": "This is a large room, in the middle of which is a small shaft descending through the floor into darkness below. To the west and the north are exits from this room. Constructed over the top of the shaft is a metal framework to which a heavy iron chain is attached.\nThere is a clove of garlic here.\nThere is a broken timber here.\nAt the end of the chain is a basket.\nThe basket contains:\nA small pile of coal\nA screwdriver\nA torch (providing light)", "endoftext": false }, { "action": "You go west", "response": "This is a small drafty room in which is the bottom of a long shaft. To the south is a passageway and to the east a very narrow passage. In the shaft can be seen a heavy iron chain.\nAt the end of the chain is a basket.\nThe basket contains:\nA small pile of coal\nA screwdriver\nA torch (providing light)", "endoftext": false }, { "action": "You get all", "response": "basket: The cage is securely fastened to the iron chain.", "endoftext": false }, { "action": "You look", "response": "This is a small drafty room in which is the bottom of a long shaft. To the south is a passageway and to the east a very narrow passage. In the shaft can be seen a heavy iron chain.\nAt the end of the chain is a basket.", "endoftext": false }, { "action": "You go south", "response": "This is a large, cold room whose sole exit is to the north. In one corner there is a machine which is reminiscent of a clothes dryer. On its face is a switch which is labelled \"START\". The switch does not appear to be manipulable by any human hand (unless the fingers are about 1/16 by 1/4 inch). On the front of the machine is a large lid, which is closed.", "endoftext": false }, { "action": "You open the lid", "response": "The lid opens.", "endoftext": false }, { "action": "You examine the machine", "response": "The machine is closed.", "endoftext": false }, { "action": "You turn the switch with the screwdriver", "response": "The machine comes to life (figuratively) with a dazzling display of colored lights and bizarre noises. After a few moments, the excitement abates.", "endoftext": false }, { "action": "You open the machine", "response": "The lid opens, revealing a huge diamond.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nA huge diamond\nA torch (providing light)\nA screwdriver", "endoftext": false }, { "action": "You look", "response": "This is a large, cold room whose sole exit is to the north. In one corner there is a machine which is reminiscent of a clothes dryer. On its face is a switch which is labelled \"START\". The switch does not appear to be manipulable by any human hand (unless the fingers are about 1/16 by 1/4 inch). On the front of the machine is a large lid, which is open.", "endoftext": false }, { "action": "You go to the north", "response": "This is a small drafty room in which is the bottom of a long shaft. To the south is a passageway and to the east a very narrow passage. In the shaft can be seen a heavy iron chain.\nAt the end of the chain is a basket.", "endoftext": false }, { "action": "Go east", "response": "This is a long and narrow passage, which is cluttered with broken timbers. A wide passage comes from the east and turns at the west end of the room into a very narrow passageway. From the west comes a strong draft.\nThere is a brass lantern (battery-powered) here.", "endoftext": false }, { "action": "You go to the north", "response": "This is a non-descript part of a coal mine.\nThe lamp is nearly out.", "endoftext": false }, { "action": "Go east", "response": "This is a non-descript part of a coal mine.\nYou'd better have more light than from the brass lantern.", "endoftext": false }, { "action": "You look", "response": "This is a circular stone room with passages in all directions. Several of them have unfortunately been blocked by cave-ins.\nThere is a wrench here.\nThere is an object which looks like a tube of toothpaste here.\nThere is a matchbook whose cover says \"Visit Beautiful FCD#3\" here. There is a brown sack here.\nThe brown sack contains:\nA lunch\nThere is a folded pile of plastic here which has a small valve attached.", "endoftext": false }, { "action": "You go south", "response": "This is a large room, in the middle of which is a small shaft descending through the floor into darkness below. To the west and the north are exits from this room. Constructed over the top of the shaft is a metal framework to which a heavy iron chain is attached.\nFrom the chain is suspended a basket.\nThere is a clove of garlic here.\nThere is a broken timber here.\nThe lamp is nearly out.", "endoftext": false }, { "action": "You get all", "response": "basket: The cage is securely fastened to the iron chain.\nclove of garlic: Taken.\nbroken timber: Taken.", "endoftext": false }, { "action": "You examine basket", "response": "The basket contains:\nA screwdriver\nA huge diamond", "endoftext": false }, { "action": "You look", "response": "This is a large room, in the middle of which is a small shaft descending through the floor into darkness below. To the west and the north are exits from this room. Constructed over the top of the shaft is a metal framework to which a heavy iron chain is attached.\nThere is a brass lantern (battery-powered) here.\nAt the end of the chain is a basket.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nA screwdriver\nA broken timber\nA clove of garlic\nA torch (providing light)", "endoftext": false }, { "action": "You examine the coffin", "response": "The gold coffin is empty.", "endoftext": false }, { "action": "Wave sceptre", "response": "A dazzling display of color briefly emanates from the sceptre.", "endoftext": false }, { "action": "You drop all", "response": "tube: Dropped.\nscrewdriver: Dropped.\nbroken timber: Dropped.\nclove of garlic: Dropped.\ntorch: Dropped.", "endoftext": false }, { "action": "You go west", "response": "This is a circular stone room with passages in all directions. Several of them have unfortunately been blocked by cave-ins.\nThere is a clove of garlic here.\nThere is a broken timber here.\nThere is a screwdriver here.\nThere is a wrench here.\nThere is a matchbook whose cover says \"Visit Beautiful FCD#3\" here. There is a brown sack here.\nThe brown sack contains:\nA lunch\nThere is a folded pile of plastic here which has a small valve attached.", "endoftext": false }, { "action": "You go west", "response": "You are in the living room. There is a doorway to the east. To the west is a cyclops-shaped opening in an old wooden door, above which is some strange gothic lettering, a trophy case, and a rug lying beside an open trap door.\nThere is a glass bottle here.\nThe glass bottle contains:\nA quantity of water\nThere is a skeleton key here.\nYour collection of treasures consists of:\nA sceptre\nA huge diamond\nA sapphire-encrusted bracelet\nA jade figurine\nA chalice\nA jewel-encrusted egg\nThe jewel-encrusted egg contains:\nA golden clockwork canary\nA platinum bar\nA gold coffin\nA painting\nA leather bag of coins", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nA sceptre\nA torch (providing light)\nA tube\nThe tube contains:\nA viscous material", "endoftext": false }, { "action": "You go east", "response": "The forest thins out, revealing impassable mountains.", "endoftext": false }, { "action": "Go east", "response": "The mountains are impassable.", "endoftext": false }, { "action": "Wave sceptre", "response": "Suddenly, the rainbow appears to become solid and, I venture, walkable (I think the giveaway was the stairs and bannister).\nA shimmering pot of gold appears at the end of the rainbow.", "endoftext": false }, { "action": "Up", "response": "You are on top of a rainbow (I bet you never thought you would walk on a rainbow), with a magnificent view of the Falls. The rainbow travels east-west here.", "endoftext": false }, { "action": "You go east", "response": "You are at the top of Aragain Falls, an enormous waterfall with a drop of about 450 feet. The only path here is on the north end.\nA solid rainbow spans the falls.", "endoftext": false }, { "action": "Go north", "response": "You are on the east shore of the river. The water here seems somewhat treacherous. A path travels from north to south here, the south end quickly turning around a sharp corner.", "endoftext": false }, { "action": "Go north", "response": "You are on a large sandy beach on the east shore of the river, which is flowing quickly by. A path runs beside the river to the south here, and a passage is partially buried in sand to the northeast.\nThere is a shovel here.", "endoftext": false }, { "action": "Go northeast", "response": "This is a sand-filled cave whose exit is to the southwest.", "endoftext": false }, { "action": "Dig", "response": "What do you want to dig in?", "endoftext": false }, { "action": "You dig in the sand", "response": "What do you want to dig the sand with?", "endoftext": false }, { "action": "You dig the sand with the shovel", "response": "You seem to be digging a hole here.", "endoftext": false }, { "action": "Continue", "response": "The hole is getting deeper, but that's about it.", "endoftext": false }, { "action": "Keep going", "response": "You are surrounded by a wall of sand on all sides.", "endoftext": false }, { "action": "Continue", "response": "You can see a scarab here in the sand.", "endoftext": false }, { "action": "You go southwest", "response": "You are on a large sandy beach on the east shore of the river, which is flowing quickly by. A path runs beside the river to the south here, and a passage is partially buried in sand to the northeast.", "endoftext": false }, { "action": "Go south", "response": "You are on the east shore of the river. The water here seems somewhat treacherous. A path travels from north to south here, the south end quickly turning around a sharp corner.", "endoftext": true }, { "action": "Go downward", "response": "It's a long way...", "endoftext": false }, { "action": "You go to the west", "response": "You are in the living room. There is a doorway to the east. To the west is a cyclops-shaped opening in an old wooden door, above which is some strange gothic lettering, a trophy case, and a rug lying beside an open trap door.\nThere is a glass bottle here.\nThe glass bottle contains:\nA quantity of water\nThere is a skeleton key here.\nYour collection of treasures consists of:\nA huge diamond\nA sapphire-encrusted bracelet\nA jade figurine\nA chalice\nA jewel-encrusted egg\nThe jewel-encrusted egg contains:\nA golden clockwork canary\nA platinum bar\nA gold coffin\nA painting\nA leather bag of coins", "endoftext": false }, { "action": "You look", "response": "You are in the living room. There is a doorway to the east. To the west is a cyclops-shaped opening in an old wooden door, above which is some strange gothic lettering, a trophy case, and a rug lying beside an open trap door.\nThere is a glass bottle here.\nThe glass bottle contains:\nA quantity of water\nThere is a skeleton key here.\nYour collection of treasures consists of:\nA pot of gold\nA huge diamond\nA sapphire-encrusted bracelet\nA jade figurine\nA chalice\nA jewel-encrusted egg\nThe jewel-encrusted egg contains:\nA golden clockwork canary\nA platinum bar\nA gold coffin\nA painting\nA leather bag of coins", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nA beautiful jeweled scarab\nA shovel\nA sceptre\nA torch (providing light)\nA tube\nThe tube contains:\nA viscous material", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nA shovel\nA tube\nThe tube contains:\nA viscous material", "endoftext": false }, { "action": "You dig the ground", "response": "What do you want to dig the ground with?", "endoftext": false }, { "action": "You dig the ground with the shovel", "response": "The ground is too hard for digging here.", "endoftext": false }, { "action": "You get all", "response": "clove of garlic: Taken.\nbroken timber: Your load is too heavy.\nscrewdriver: Taken.\nwrench: Taken.\nmatchbook: Taken.\nbrown sack: Taken.\npile of plastic: Your load is too heavy.", "endoftext": false }, { "action": "You look", "response": "This is a circular stone room with passages in all directions. Several of them have unfortunately been blocked by cave-ins.\nThere is a clove of garlic here.\nThere is a brown sack here.\nThe brown sack contains:\nA lunch\nThere is a broken timber here.\nThere is a folded pile of plastic here which has a small valve attached.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nA matchbook\nA wrench\nA screwdriver\nA torch (providing light)\nA shovel\nA tube\nThe tube contains:\nA viscous material", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nA pile of plastic\nA matchbook\nA wrench\nA torch (providing light)\nA tube\nThe tube contains:\nA viscous material", "endoftext": false }, { "action": "Go east", "response": "This is a circular stone room with passages in all directions. Several of them have unfortunately been blocked by cave-ins.\nThere is a screwdriver here.\nThere is a shovel here.\nThere is a clove of garlic here.\nThere is a brown sack here.\nThe brown sack contains:\nA lunch\nThere is a broken timber here.", "endoftext": false }, { "action": "You go to the north", "response": "You would drown.", "endoftext": false }, { "action": "Go west", "response": "You are standing on a path beside a gently flowing stream. The path follows the stream, which flows from west to east.", "endoftext": false }, { "action": "Go west", "response": "The stream emerges from a spot too small for you to enter.", "endoftext": false }, { "action": "Diagnose", "response": "You are in perfect health.\nYou can strong enough to take several wounds..", "endoftext": false }, { "action": "Search buttons", "response": "Which buttons do you mean, the blue button, the red button, the brown button, or the yellow button?", "endoftext": false }, { "action": "You read the red button", "response": "They're greek to you.", "endoftext": false }, { "action": "Wind", "response": "What do you want to wind?", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nA tour guidebook\nA pile of plastic\nA matchbook\nA wrench\nA torch (providing light)\nA tube\nThe tube contains:\nA viscous material", "endoftext": false }, { "action": "You press the yellow button", "response": "Click.", "endoftext": false }, { "action": "You go to the south", "response": "You are standing on the top of the Flood Control Dam #3, which was quite a tourist attraction in times far distant. There are paths to the north, south, and west, and a scramble down.\nThe sluice gates on the dam are closed. Behind the dam, there can be seen a wide reservoir. Water is pouring over the top of the now abandoned dam.\nThere is a control panel here, on which a large metal bolt is mounted. Directly above the bolt is a small green plastic bubble which is glowing serenely.", "endoftext": false }, { "action": "You turn the bolt with the wrench", "response": "The sluice gates open and water pours through the dam.", "endoftext": false }, { "action": "You look", "response": "You are standing on the top of the Flood Control Dam #3, which was quite a tourist attraction in times far distant. There are paths to the north, south, and west, and a scramble down.\nThe sluice gates are open, and water rushes through the dam. The water level behind the dam is still high.\nThere is a control panel here, on which a large metal bolt is mounted. Directly above the bolt is a small green plastic bubble which is glowing serenely.", "endoftext": false }, { "action": "You wait", "response": "Time passes...", "endoftext": false }, { "action": "You look", "response": "You are standing on the top of the Flood Control Dam #3, which was quite a tourist attraction in times far distant. There are paths to the north, south, and west, and a scramble down.\nThe water level behind the dam is low: The sluice gates have been opened. Water rushes through the dam and downstream.\nThere is a control panel here, on which a large metal bolt is mounted. Directly above the bolt is a small green plastic bubble which is glowing serenely.", "endoftext": false }, { "action": "You go west", "response": "You are in a long room, to the north of which was formerly a lake. However, with the water level lowered, there is merely a wide stream running through the center of the room.\nThere is a path along the stream to the east or west, a steep pathway climbing southwest along the edge of a chasm, and a path leading into a canyon to the southeast.", "endoftext": false }, { "action": "You go north", "response": "You are on what used to be a large lake, but which is now a large mud pile. There are \"shores\" to the north and south.\nLying half buried in the mud is an old trunk, bulging with jewels.", "endoftext": false }, { "action": "You examine the trunk", "response": "There are lots of jewels in there.", "endoftext": false }, { "action": "You drop all", "response": "tour guidebook: Dropped.\npile of plastic: Dropped.\nmatchbook: Dropped.\nwrench: Dropped.\ntorch: Dropped.\ntube: Dropped.", "endoftext": false }, { "action": "Go west", "response": "You are in the living room. There is a doorway to the east. To the west is a cyclops-shaped opening in an old wooden door, above which is some strange gothic lettering, a trophy case, and a rug lying beside an open trap door.\nThere is a glass bottle here.\nThe glass bottle contains:\nA quantity of water\nThere is a skeleton key here.\nYour collection of treasures consists of:\nA sceptre\nA beautiful jeweled scarab\nA pot of gold\nA huge diamond\nA sapphire-encrusted bracelet\nA jade figurine\nA chalice\nA jewel-encrusted egg\nThe jewel-encrusted egg contains:\nA golden clockwork canary\nA platinum bar\nA gold coffin\nA painting\nA leather bag of coins", "endoftext": false }, { "action": "You go north", "response": "You are on what used to be a large lake, but which is now a large mud pile. There are \"shores\" to the north and south.", "endoftext": false }, { "action": "You go to the north", "response": "You are in a large cavernous room, the south of which was formerly a lake. However, with the water level lowered, there is merely a wide stream running through there.\nThere is a slimy stairway leaving the room to the north.\nThere is a hand-held air pump here.", "endoftext": false }, { "action": "You go to the north", "response": "This is an ancient room, long under water. There is an exit to the south and a staircase leading up.\nOn the shore lies Poseidon's own crystal trident.", "endoftext": true }, { "action": "Go down", "response": "This is an ancient room, long under water. There is an exit to the south and a staircase leading up.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nA crystal trident\nA hand-held air pump\nA torch (providing light)", "endoftext": false }, { "action": "You go to the east", "response": "You are standing on the top of the Flood Control Dam #3, which was quite a tourist attraction in times far distant. There are paths to the north, south, and west, and a scramble down.\nThe water level behind the dam is low: The sluice gates have been opened. Water rushes through the dam and downstream.\nThere is a control panel here, on which a large metal bolt is mounted. Directly above the bolt is a small green plastic bubble which is glowing serenely.\nThere is an object which looks like a tube of toothpaste here.\nThe tube contains:\nA viscous material\nThere is a wrench here.\nThere is a matchbook whose cover says \"Visit Beautiful FCD#3\" here. There is a folded pile of plastic here which has a small valve attached.\nThere is a tour guidebook here.", "endoftext": false }, { "action": "Inflate boat", "response": "(with the hand-held air pump)\nThe boat must be on the ground to be inflated.", "endoftext": false }, { "action": "Inflate boat", "response": "(with the hand-held air pump)\nThe boat inflates and appears seaworthy.\nA tan label is lying inside the boat.", "endoftext": false }, { "action": "You examine the label", "response": "!!!! FROBOZZ MAGIC BOAT COMPANY !!!!\n\nHello, Sailor!\n\nInstructions for use:\n\nTo get into a body of water, say \"Launch\".\nTo get to shore, say \"Land\" or the direction in which you want to maneuver the boat.\n\nWarranty:\n\nThis boat is guaranteed against all defects for a period of 76 milliseconds from date of purchase or until first used, whichever comes first.\n\nWarning:\nThis boat is made of thin plastic.\nGood Luck!", "endoftext": false }, { "action": "Launch", "response": "(magic boat)\nYou can't launch that by saying \"launch\"!", "endoftext": false }, { "action": "You deflate the boat", "response": "The boat deflates.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nA pile of plastic\nA crystal trident\nA hand-held air pump\nA torch (providing light)", "endoftext": false }, { "action": "You enter the boat", "response": "That would involve quite a contortion!", "endoftext": false }, { "action": "Inflate boat", "response": "(with the hand-held air pump)\nThe boat must be on the ground to be inflated.", "endoftext": false }, { "action": "You get the buoy", "response": "Taken.\nThe flow of the river carries you downstream.\n\nFrigid River, in the magic boat\nThe sound of rushing water is nearly unbearable here. On the east shore is a large landing area.\nThe magic boat contains:\nA tan label", "endoftext": false }, { "action": "Go east", "response": "The magic boat comes to a rest on the shore.\n\nShore, in the magic boat\nYou are on the east shore of the river. The water here seems somewhat treacherous. A path travels from north to south here, the south end quickly turning around a sharp corner.\nThe magic boat contains:\nA tan label", "endoftext": false }, { "action": "You examine buoy", "response": "The red buoy is closed.", "endoftext": false }, { "action": "Open buoy", "response": "Opening the red buoy reveals a large emerald.", "endoftext": false }, { "action": "You exit the boat", "response": "Read the label for the boat's instructions.", "endoftext": false }, { "action": "You read the label", "response": "(Taken)\n!!!! FROBOZZ MAGIC BOAT COMPANY !!!!\n\nHello, Sailor!\n\nInstructions for use:\n\nTo get into a body of water, say \"Launch\".\nTo get to shore, say \"Land\" or the direction in which you want to maneuver the boat.\n\nWarranty:\n\nThis boat is guaranteed against all defects for a period of 76 milliseconds from date of purchase or until first used, whichever comes first.\n\nWarning:\nThis boat is made of thin plastic.\nGood Luck!", "endoftext": false }, { "action": "You look", "response": "Shore, in the magic boat\nYou are on the east shore of the river. The water here seems somewhat treacherous. A path travels from north to south here, the south end quickly turning around a sharp corner.", "endoftext": false }, { "action": "You get out of the boat", "response": "You are on your own feet again.", "endoftext": false }, { "action": "You deflate the boat", "response": "The boat deflates.", "endoftext": false }, { "action": "You go to the north", "response": "You are on a large sandy beach on the east shore of the river, which is flowing quickly by. A path runs beside the river to the south here, and a passage is partially buried in sand to the northeast.", "endoftext": false }, { "action": "Go northeast", "response": "This is a sand-filled cave whose exit is to the southwest.", "endoftext": false }, { "action": "You go south", "response": "You are on the east shore of the river. The water here seems somewhat treacherous. A path travels from north to south here, the south end quickly turning around a sharp corner.\nThere is a folded pile of plastic here which has a small valve attached.", "endoftext": false }, { "action": "Go west", "response": "You are in the living room. There is a doorway to the east. To the west is a cyclops-shaped opening in an old wooden door, above which is some strange gothic lettering, a trophy case, and a rug lying beside an open trap door.\nThere is a glass bottle here.\nThe glass bottle contains:\nA quantity of water\nThere is a skeleton key here.\nYour collection of treasures consists of:\nA trunk of jewels\nA sceptre\nA beautiful jeweled scarab\nA pot of gold\nA huge diamond\nA sapphire-encrusted bracelet\nA jade figurine\nA chalice\nA jewel-encrusted egg\nThe jewel-encrusted egg contains:\nA golden clockwork canary\nA platinum bar\nA gold coffin\nA painting\nA leather bag of coins", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nA pile of plastic\nA tan label\nA large emerald\nA red buoy\nA crystal trident\nA hand-held air pump\nA torch (providing light)", "endoftext": false }, { "action": "You look", "response": "You are in the living room. There is a doorway to the east. To the west is a cyclops-shaped opening in an old wooden door, above which is some strange gothic lettering, a trophy case, and a rug lying beside an open trap door.\nThere is a glass bottle here.\nThe glass bottle contains:\nA quantity of water\nThere is a skeleton key here.\nYour collection of treasures consists of:\nA torch (providing light)\nA crystal trident\nA large emerald\nA trunk of jewels\nA sceptre\nA beautiful jeweled scarab\nA pot of gold\nA huge diamond\nA sapphire-encrusted bracelet\nA jade figurine\nA chalice\nA jewel-encrusted egg\nThe jewel-encrusted egg contains:\nA golden clockwork canary\nA platinum bar\nA gold coffin\nA painting\nA leather bag of coins", "endoftext": true }, { "action": "You look at your surroundings", "response": "You are in the living room. There is a doorway to the east. To the west is a cyclops-shaped opening in an old wooden door, above which is some strange gothic lettering, a trophy case, and a rug lying beside an open trap door.\nThere is a glass bottle here.\nThe glass bottle contains:\nA quantity of water\nThere is a skeleton key here.\nYour collection of treasures consists of:\nA jewel-encrusted egg\nA torch (providing light)\nA crystal trident\nA large emerald\nA trunk of jewels\nA sceptre\nA beautiful jeweled scarab\nA pot of gold\nA huge diamond\nA sapphire-encrusted bracelet\nA jade figurine\nA chalice\nA platinum bar\nA gold coffin\nA painting\nA leather bag of coins", "endoftext": false }, { "action": "You look", "response": "You are in the living room. There is a doorway to the east. To the west is a cyclops-shaped opening in an old wooden door, above which is some strange gothic lettering, a trophy case, and a rug lying beside an open trap door.\nThere is a glass bottle here.\nThe glass bottle contains:\nA quantity of water\nThere is a skeleton key here.\nYour collection of treasures consists of:\nA golden clockwork canary\nA jewel-encrusted egg\nA torch (providing light)\nA crystal trident\nA large emerald\nA trunk of jewels\nA sceptre\nA beautiful jeweled scarab\nA pot of gold\nA huge diamond\nA sapphire-encrusted bracelet\nA jade figurine\nA chalice\nA platinum bar\nA gold coffin\nA painting\nA leather bag of coins", "endoftext": false }, { "action": "Count treasures", "response": "Which treasures do you mean, the golden clockwork canary, the jewel-encrusted egg, the torch, the crystal trident, the large emerald, the trunk of jewels, the sceptre, the beautiful jeweled scarab, the pot of gold, the huge diamond, the sapphire-encrusted bracelet, the jade figurine, the chalice, the platinum bar, the gold coffin, the painting, or the leather bag of coins?", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\nA pile of plastic\nA tan label\nA red buoy\nA hand-held air pump", "endoftext": false }, { "action": "You look", "response": "You are in the living room. There is a doorway to the east. To the west is a cyclops-shaped opening in an old wooden door, above which is some strange gothic lettering, a trophy case, and a rug lying beside an open trap door.\nThere is a glass bottle here.\nThe glass bottle contains:\nA quantity of water\nThere is a skeleton key here.\nYour collection of treasures consists of:\nA golden clockwork canary\nA jewel-encrusted egg\nA crystal trident\nA large emerald\nA trunk of jewels\nA sceptre\nA beautiful jeweled scarab\nA pot of gold\nA huge diamond\nA sapphire-encrusted bracelet\nA jade figurine\nA chalice\nA platinum bar\nA gold coffin\nA painting\nA leather bag of coins", "endoftext": false }, { "action": "You examine the chalice", "response": "It looks pretty much like a chalice.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\nA chalice\nA torch (providing light)\nA pile of plastic\nA tan label\nA red buoy\nA hand-held air pump", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nA beautiful jeweled scarab\nA chalice\nA torch (providing light)\nA pile of plastic\nA tan label\nA red buoy\nA hand-held air pump", "endoftext": false }, { "action": "You read the coins", "response": "(Taken)\nHow does one read a leather bag of coins?", "endoftext": false }, { "action": "You examine the buoy", "response": "The red buoy is empty.", "endoftext": false }, { "action": "Inflate boat", "response": "(with the hand-held air pump)\nThe boat inflates and appears seaworthy.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nA pile of plastic\nA beautiful jeweled scarab\nA chalice\nA torch (providing light)\nA tan label\nA hand-held air pump", "endoftext": false }, { "action": "You go west", "response": "You are in the living room. There is a doorway to the east. To the west is a cyclops-shaped opening in an old wooden door, above which is some strange gothic lettering, a trophy case, and a rug lying beside an open trap door.\nThere is a red buoy here.\nThere is a glass bottle here.\nThe glass bottle contains:\nA quantity of water\nThere is a skeleton key here.\nYour collection of treasures consists of:\nA leather bag of coins\nA golden clockwork canary\nA jewel-encrusted egg\nA crystal trident\nA large emerald\nA trunk of jewels\nA sceptre\nA pot of gold\nA huge diamond\nA sapphire-encrusted bracelet\nA jade figurine\nA platinum bar\nA gold coffin\nA painting", "endoftext": false }, { "action": "You put water in the chalice", "response": "You can't. It's not a very good chalice, is it?", "endoftext": false }, { "action": "You look", "response": "You are in the living room. There is a doorway to the east. To the west is a cyclops-shaped opening in an old wooden door, above which is some strange gothic lettering, a trophy case, and a rug lying beside an open trap door.\nThere is a red buoy here.\nThere is a skeleton key here.\nYour collection of treasures consists of:\nA leather bag of coins\nA golden clockwork canary\nA jewel-encrusted egg\nA large emerald\nA trunk of jewels\nA sceptre\nA pot of gold\nA huge diamond\nA sapphire-encrusted bracelet\nA jade figurine\nA platinum bar\nA gold coffin\nA painting", "endoftext": false }, { "action": "You cut the trees", "response": "What do you want to cut the trees with?", "endoftext": false }, { "action": "You cut the trees with the trident", "response": "The \"cutting edge\" of a crystal trident is hardly adequate.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nA crystal trident\nA glass bottle\nThe glass bottle contains:\nA quantity of water\nA pile of plastic\nA beautiful jeweled scarab\nA chalice\nA torch (providing light)\nA tan label\nA hand-held air pump", "endoftext": false }, { "action": "Up", "response": "This is the attic. The only exit is a stairway leading down.\nThere is a table here.", "endoftext": false }, { "action": "You drop all", "response": "crystal trident: Dropped.\nglass bottle: Dropped.\npile of plastic: Dropped.\nbeautiful jeweled scarab: Dropped.\nchalice: Dropped.\ntorch: Dropped.\ntan label: Dropped.\nhand-held air pump: Dropped.", "endoftext": false }, { "action": "You go east", "response": "You are in the living room. There is a doorway to the east. To the west is a cyclops-shaped opening in an old wooden door, above which is some strange gothic lettering, a trophy case, and a rug lying beside an open trap door.\nThere is a hand-held air pump here.\nThere is a tan label here.\nThere is a silver chalice, intricately engraved, here.\nThere is a beautiful jeweled scarab here.\nThere is a folded pile of plastic here which has a small valve attached.\nThere is a glass bottle here.\nThe glass bottle contains:\nA quantity of water\nThere is a crystal trident here.\nThere is a red buoy here.\nThere is a skeleton key here.\nYour collection of treasures consists of:\nA leather bag of coins\nA golden clockwork canary\nA jewel-encrusted egg\nA large emerald\nA trunk of jewels\nA sceptre\nA pot of gold\nA sapphire-encrusted bracelet\nA jade figurine\nA platinum bar\nA gold coffin\nA painting", "endoftext": false }, { "action": "You cut the trees with the diamond", "response": "The \"cutting edge\" of a huge diamond is hardly adequate.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\nA huge diamond\nA torch (providing light)", "endoftext": false }, { "action": "You put the diamond in the trunk", "response": "Don't be silly. It wouldn't be a trunk of jewels anymore.", "endoftext": false }, { "action": "You get all", "response": "hand-held air pump: Taken.\ntan label: Taken.\nchalice: Taken.\nbeautiful jeweled scarab: Taken.\npile of plastic: Taken.\nglass bottle: Taken.\ncrystal trident: Taken.\nred buoy: Your load is too heavy.\nskeleton key: Your load is too heavy.\ntrophy case: The trophy case is securely fastened to the wall.\ncarpet: The rug is extremely heavy and cannot be carried.", "endoftext": false }, { "action": "You go north", "response": "This is a circular stone room with passages in all directions. Several of them have unfortunately been blocked by cave-ins.\nThere is a screwdriver here.\nThere is a clove of garlic here.\nThere is a brown sack here.\nThe brown sack contains:\nA lunch\nThere is a broken timber here.", "endoftext": false }, { "action": "You look", "response": "This is a room which looks like an Egyptian tomb. There is an ascending staircase to the west.\nThere is a beautiful jeweled scarab here.", "endoftext": false }, { "action": "Echo", "response": "echo echo ...", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nA beautiful jeweled scarab\nA brass bell\nA shovel\nA glass bottle\nThe glass bottle contains:\nA quantity of water\nA pile of plastic\nA tan label\nA hand-held air pump\nA torch (providing light)", "endoftext": false }, { "action": "You ring bell", "response": "The bell suddenly becomes red hot and falls to the ground. The wraiths, as if paralyzed, stop their jeering and slowly turn to face you. On their ashen faces, the expression of a long-forgotten terror takes shape.", "endoftext": false }, { "action": "You ring bell", "response": "The bell is too hot to reach.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nA beautiful jeweled scarab\nA shovel\nA glass bottle\nThe glass bottle contains:\nA quantity of water\nA pile of plastic\nA tan label\nA hand-held air pump\nA torch (providing light)", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nA black book\nA beautiful jeweled scarab\nA shovel\nA glass bottle\nThe glass bottle contains:\nA quantity of water\nA pile of plastic\nA tan label\nA hand-held air pump\nA torch (providing light)", "endoftext": true }, { "action": "Go downwards", "response": "This is a tiny cave with entrances west and north, and a dark, forbidding staircase leading down.\nA gust of wind blows out your candles!", "endoftext": true }, { "action": "Go downwards", "response": "You are outside a large gateway, on which is inscribed\n\nAbandon every hope all ye who enter here!\n\nThe gate is open; through it you can see a desolation, with a pile of mangled bodies in one corner. Thousands of voices, lamenting some hideous fate, can be heard.\nThe way through the gate is barred by evil spirits, who jeer at your attempts to pass.\nThere is a brass bell here.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\nA pair of candles\nA black book\nA beautiful jeweled scarab\nA shovel\nA pile of plastic\nA tan label\nA hand-held air pump\nA torch (providing light)", "endoftext": false }, { "action": "You light the candles with the torch", "response": "The heat from the torch is so intense that the candles are vaporized.", "endoftext": false }, { "action": "Damn", "response": "Such language in a high-class establishment like this!", "endoftext": false }, { "action": "You jump", "response": "Very good. Now you can go to the second grade.", "endoftext": false }, { "action": "Xyzzy", "response": "A hollow voice says \"Fool.\"", "endoftext": false }, { "action": "You look", "response": "You are on a small, rocky beach on the continuation of the Frigid River past the Falls. The beach is narrow due to the presence of the White Cliffs. The river canyon opens here and sunlight shines in from above. A rainbow crosses over the falls to the east and a narrow path continues to the southwest.\nThere is a magic boat here.", "endoftext": false }, { "action": "You deflate the boat", "response": "The boat deflates.", "endoftext": false }, { "action": "Go east", "response": "You are standing on the top of the Flood Control Dam #3, which was quite a tourist attraction in times far distant. There are paths to the north, south, and west, and a scramble down.\nThe water level behind the dam is low: The sluice gates have been opened. Water rushes through the dam and downstream.\nThere is a control panel here, on which a large metal bolt is mounted. Directly above the bolt is a small green plastic bubble which is glowing serenely.\nThere is an object which looks like a tube of toothpaste here.\nThe tube contains:\nA viscous material\nThere is a wrench here.\nThere is a matchbook whose cover says \"Visit Beautiful FCD#3\" here. There is a tour guidebook here.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nA black book\nA brass bell\nA tube\nThe tube contains:\nA viscous material\nA matchbook\nA pile of plastic\nA torch (providing light)\nA tan label\nA hand-held air pump", "endoftext": false }, { "action": "You ring bell", "response": "The bell suddenly becomes red hot and falls to the ground. The wraiths, as if paralyzed, stop their jeering and slowly turn to face you. On their ashen faces, the expression of a long-forgotten terror takes shape.\nIn your confusion, the candles drop to the ground (and they are out).", "endoftext": false }, { "action": "You read the book", "response": "Oh ye who go about saying unto each: \"Hello sailor\":\nDost thou know the magnitude of thy sin before the gods?\nYea, verily, thou shalt be ground between two stones.\nShall the angry gods cast thy body into the whirlpool?\nSurely, thy eye shall be put out with a sharp stick!\nEven unto the ends of the earth shalt thou wander and\nUnto the land of the dead shalt thou be sent at last.\nSurely thou shalt repent of thy cunning.", "endoftext": false }, { "action": "You light the candles with the match", "response": "With a matchbook??!?", "endoftext": false }, { "action": "You light the candles with the match", "response": "The candles are lit.\nThe match has gone out.", "endoftext": false }, { "action": "You look", "response": "You are outside a large gateway, on which is inscribed\n\nAbandon every hope all ye who enter here!\n\nThe gate is open; through it you can see a desolation, with a pile of mangled bodies in one corner. Thousands of voices, lamenting some hideous fate, can be heard.\nThe way through the gate is barred by evil spirits, who jeer at your attempts to pass.\nThere is a pair of candles here (providing light).\nOn the ground is a red hot bell.\nThe tension of this ceremony is broken, and the wraiths, amused but shaken at your clumsy attempt, resume their hideous jeering.", "endoftext": false }, { "action": "You light the candles with the match", "response": "The candles are already lit.\nThe match has gone out.", "endoftext": false }, { "action": "You look", "response": "You are outside a large gateway, on which is inscribed\n\nAbandon every hope all ye who enter here!\n\nThe gate is open; through it you can see a desolation, with a pile of mangled bodies in one corner. Thousands of voices, lamenting some hideous fate, can be heard.\nThe way through the gate is barred by evil spirits, who jeer at your attempts to pass.\nThere is a pair of candles here (providing light).\nOn the ground is a red hot bell.", "endoftext": false }, { "action": "You light the candle with the match", "response": "You can't see any candle here!\nThe match has gone out.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\nA black book\nA tube\nThe tube contains:\nA viscous material\nA matchbook\nA pile of plastic\nA torch (providing light)\nA tan label\nA hand-held air pump", "endoftext": false }, { "action": "You look", "response": "This is the south end of a large temple. In front of you is what appears to be an altar. In one corner is a small hole in the floor which leads into darkness. You probably could not get back up it.\nOn the two ends of the altar are burning candles.", "endoftext": false }, { "action": "Light candles", "response": "(with the match)\nThe candles are lit.\nThe flames flicker wildly and appear to dance. The earth beneath your feet trembles, and your legs nearly buckle beneath you. The spirits cower at your unearthly power.\nThe match has gone out.", "endoftext": false }, { "action": "Go south", "response": "You have entered the Land of the Living Dead. Thousands of lost souls can be heard weeping and moaning. In the corner are stacked the remains of dozens of previous adventurers less fortunate than yourself. A passage exits to the north.\nLying in one corner of the room is a beautifully carved crystal skull. It appears to be grinning at you rather nastily.", "endoftext": false }, { "action": "You look", "response": "You have entered the Land of the Living Dead. Thousands of lost souls can be heard weeping and moaning. In the corner are stacked the remains of dozens of previous adventurers less fortunate than yourself. A passage exits to the north.", "endoftext": false }, { "action": "You go north", "response": "You are outside a large gateway, on which is inscribed\n\nAbandon every hope all ye who enter here!\n\nThe gate is open; through it you can see a desolation, with a pile of mangled bodies in one corner. Thousands of voices, lamenting some hideous fate, can be heard.\nOn the ground is a red hot bell.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nA crystal skull\nA pair of candles (providing light)\nA black book\nA tube\nThe tube contains:\nA viscous material\nA matchbook\nA torch (providing light)\nA tan label\nA hand-held air pump", "endoftext": false }, { "action": "Extinguish candles", "response": "The flame is extinguished.", "endoftext": false }, { "action": "You go south", "response": "This is the south end of a large temple. In front of you is what appears to be an altar. In one corner is a small hole in the floor which leads into darkness. You probably could not get back up it. There is a folded pile of plastic here which has a small valve attached.", "endoftext": false }, { "action": "You go to the west", "response": "You are in the living room. There is a doorway to the east. To the west is a cyclops-shaped opening in an old wooden door, above which is some strange gothic lettering, a trophy case, and a rug lying beside an open trap door.\nThere is a red buoy here.\nThere is a glass bottle here.\nThe glass bottle contains:\nA quantity of water\nThere is a skeleton key here.\nYour collection of treasures consists of:\nA chalice\nA beautiful jeweled scarab\nA leather bag of coins\nA golden clockwork canary\nA jewel-encrusted egg\nA crystal trident\nA large emerald\nA trunk of jewels\nA sceptre\nA pot of gold\nA huge diamond\nA sapphire-encrusted bracelet\nA jade figurine\nA platinum bar\nA gold coffin\nA painting", "endoftext": false }, { "action": "You look", "response": "You are in the living room. There is a doorway to the east. To the west is a cyclops-shaped opening in an old wooden door, above which is some strange gothic lettering, a trophy case, and a rug lying beside an open trap door.\nThere is a red buoy here.\nThere is a glass bottle here.\nThe glass bottle contains:\nA quantity of water\nThere is a skeleton key here.\nYour collection of treasures consists of:\nA crystal skull\nA chalice\nA beautiful jeweled scarab\nA leather bag of coins\nA golden clockwork canary\nA jewel-encrusted egg\nA crystal trident\nA large emerald\nA trunk of jewels\nA sceptre\nA pot of gold\nA huge diamond\nA sapphire-encrusted bracelet\nA jade figurine\nA platinum bar\nA gold coffin\nA painting", "endoftext": false }, { "action": "Up", "response": "This is a large room, whose east wall is solid granite. A number of discarded bags, which crumble at your touch, are scattered about on the floor. There is an exit down a staircase.\nThere is a sword here.\nThere is a stiletto here.\nThere is a nasty knife here.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nA pile of plastic\nA tube\nThe tube contains:\nA viscous material\nA matchbook\nA torch (providing light)\nA tan label\nA hand-held air pump", "endoftext": false }, { "action": "Go north", "response": "You are in a clearing, with a forest surrounding you on all sides. A path leads south.\nThere is a grating securely fastened into the ground.\nOn the ground is a pile of leaves.", "endoftext": false }, { "action": "Up", "response": "You are about 10 feet above the ground nestled among some large branches. The nearest branch above you is above your reach.\nBeside you on the branch is a small bird's nest.", "endoftext": false }, { "action": "You examine the nest", "response": "The bird's nest is empty.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\nA bird's nest\nThe bird's nest contains:\nA golden clockwork canary\nA pile of plastic\nA tube\nThe tube contains:\nA viscous material\nA matchbook\nA torch (providing light)\nA tan label", "endoftext": false }, { "action": "Go east", "response": "You are in the living room. There is a doorway to the east. To the west is a cyclops-shaped opening in an old wooden door, above which is some strange gothic lettering, a trophy case, and a rug lying beside an open trap door.\nThere is a hand-held air pump here.\nThere is a red buoy here.\nThere is a glass bottle here.\nThe glass bottle contains:\nA quantity of water\nThere is a skeleton key here.\nYour collection of treasures consists of:\nA crystal skull\nA chalice\nA beautiful jeweled scarab\nA leather bag of coins\nA jewel-encrusted egg\nA crystal trident\nA large emerald\nA trunk of jewels\nA sceptre\nA pot of gold\nA huge diamond\nA sapphire-encrusted bracelet\nA jade figurine\nA platinum bar\nA gold coffin\nA painting", "endoftext": false }, { "action": "You listen to the bird", "response": "You can't hear the songbird now.\nYou hear in the distance the chirping of a song bird.", "endoftext": false }, { "action": "Up", "response": "You are about 10 feet above the ground nestled among some large branches. The nearest branch above you is above your reach.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nA bird's nest\nThe bird's nest contains:\nA jewel-encrusted egg\nA golden clockwork canary\nA pile of plastic\nA tube\nThe tube contains:\nA viscous material\nA matchbook\nA torch (providing light)\nA tan label", "endoftext": false }, { "action": "Go east", "response": "You are in the living room. There is a doorway to the east. To the west is a cyclops-shaped opening in an old wooden door, above which is some strange gothic lettering, a trophy case, and a rug lying beside an open trap door.\nThere is a hand-held air pump here.\nThere is a red buoy here.\nThere is a glass bottle here.\nThe glass bottle contains:\nA quantity of water\nThere is a skeleton key here.\nYour collection of treasures consists of:\nA crystal skull\nA chalice\nA beautiful jeweled scarab\nA leather bag of coins\nA crystal trident\nA large emerald\nA trunk of jewels\nA sceptre\nA pot of gold\nA huge diamond\nA sapphire-encrusted bracelet\nA jade figurine\nA platinum bar\nA gold coffin\nA painting", "endoftext": false }, { "action": "You look", "response": "You are behind the white house. A path leads into the forest to the east. In one corner of the house there is a small window which is open.\nThere is a bird's nest here.\nThe bird's nest contains:\nA jewel-encrusted egg\nA golden clockwork canary", "endoftext": false }, { "action": "Wind canary", "response": "The canary chirps blithely, if somewhat tinnily, for a short time.", "endoftext": false }, { "action": "You wait", "response": "Time passes...", "endoftext": false }, { "action": "Go northeast", "response": "You can't go that way.\nYou hear in the distance the chirping of a song bird.", "endoftext": false }, { "action": "Wind canary", "response": "The canary chirps, slightly off-key, an aria from a forgotten opera. From out of the greenery flies a lovely songbird. It perches on a limb just over your head and opens its beak to sing. As it does so a beautiful brass bauble drops from its mouth, bounces off the top of your head, and lands glimmering in the grass. As the canary winds down, the songbird flies away.", "endoftext": false }, { "action": "You take the gauble", "response": "I don't know the word \"gauble\".", "endoftext": false }, { "action": "You put the torch in the case", "response": "Done.\nAn almost inaudible voice whispers in your ear, \"Look to your treasures for the final secret.\"", "endoftext": false }, { "action": "You look", "response": "You are in the living room. There is a doorway to the east. To the west is a cyclops-shaped opening in an old wooden door, above which is some strange gothic lettering, a trophy case, and a rug lying beside an open trap door.\nThere is a bird's nest here.\nThere is a hand-held air pump here.\nThere is a red buoy here.\nThere is a glass bottle here.\nThe glass bottle contains:\nA quantity of water\nThere is a skeleton key here.\nIn the trophy case is an ancient parchment which appears to be a map. Your collection of treasures consists of:\nA torch (providing light)\nA jewel-encrusted egg\nA golden clockwork canary\nA beautiful brass bauble\nA crystal skull\nA chalice\nA beautiful jeweled scarab\nA leather bag of coins\nA crystal trident\nA large emerald\nA trunk of jewels\nA sceptre\nA pot of gold\nA huge diamond\nA sapphire-encrusted bracelet\nA jade figurine\nA platinum bar\nA gold coffin\nA painting", "endoftext": false }, { "action": "You read the parchment", "response": "The map shows a forest with three clearings. The largest clearing contains a house. Three paths leave the large clearing. One of these paths, leading southwest, is marked \"To Stone Barrow\".", "endoftext": false }, { "action": "You go east", "response": "You are in the living room. There is a doorway to the east. To the west is a cyclops-shaped opening in an old wooden door, above which is some strange gothic lettering, a trophy case, and a rug lying beside an open trap door.\nThere is a bird's nest here.\nThere is a hand-held air pump here.\nThere is a red buoy here.\nThere is a glass bottle here.\nThe glass bottle contains:\nA quantity of water\nThere is a skeleton key here.\nYour collection of treasures consists of:\nA jewel-encrusted egg\nA golden clockwork canary\nA beautiful brass bauble\nA crystal skull\nA chalice\nA beautiful jeweled scarab\nA leather bag of coins\nA crystal trident\nA large emerald\nA trunk of jewels\nA sceptre\nA pot of gold\nA huge diamond\nA sapphire-encrusted bracelet\nA jade figurine\nA platinum bar\nA gold coffin\nA painting", "endoftext": false }, { "action": "You go northwest", "response": "You are standing in an open field west of a white house, with a boarded front door. A secret path leads southwest into the forest. There is a small mailbox here.", "endoftext": false }, { "action": "You go southwest", "response": "You are standing in front of a massive barrow of stone. In the east face is a huge stone door which is open. You cannot see into the dark of the tomb.", "endoftext": false }, { "action": "You enter", "response": "As you enter the barrow, the door closes inexorably behind you. Around you it is dark, but ahead is an enormous cavern, brightly lit. Through its center runs a wide stream. Spanning the stream is a small wooden footbridge, and beyond a path leads into a dark tunnel. Above the bridge, floating in the air, is a large sign. It reads: All ye who stand before this bridge have completed a great and perilous adventure which has tested your wit and courage. You have mastered the first part of the ZORK trilogy. Those who pass over this bridge must be prepared to undertake an even greater adventure that will severely test your skill and bravery!\n\nThe ZORK trilogy continues with \"ZORK II: The Wizard of Frobozz\" and is completed in \"ZORK III: The Dungeon Master.\"\nYour score is 350 (total of 350 points), in 472 moves.\nThis gives you the rank of Master Adventurer.\ndebugcheapnitfol quit with exit status: 0", "endoftext": true } ]
0dbnusxunq7fw5ro
Whom The Telling Changed
Aaron A. Reed
[ "Fiction" ]
[ "conversation", "cover art", "epic", "gender-neutral protagonist", "gilgamesh", "hypertext-like", "moral choice", "Mythology", "puzzleless", "sexuality choice", "Spring Thing 2005", "Spring Thing Game", "Spring Thing Winner", "storytelling", "Xyzzy Awards 2005", "XYZZY Best Individual NPC" ]
2,005
[ 14, 27, 18, 2, 2 ]
63
3.777778
20140303
false
The people had always gathered on moonless nights to hear the stories, since the time of their ancestors' ancestors. The heat of the fire and the glow in the storyteller's eyes made the past present, and the path to the future clear. The power in the telling was immense, subtle, divine. What man would dare subvert it?
[ { "action": "%", "response": "\"He found the knowledge at the heart of the\nuniverse;\nReturned, and cut his story into stone...\"\n\n\n\n(Press any key to continue)", "endoftext": false }, { "action": "Y.", "response": "I am your eyes and hands within the story. Direct me with commands such as EXAMINE THE BAG, GO OUTSIDE, LISTEN, or FIGHT HIM. Single word shorthand like FIGHT or BAG will often suffice. Some single words will be highlighted to bring them to your attention. Type them to\nshape the story to your will; some of the possible choices will be seen in the header bar above. Time only advances when you give a command or type LISTEN, which it is sometimes wise to do.\n\nOther useful commands include REPEAT, to remember what was recently said; STORY to see the choices you have made; INVENTORY to see what you are holding; WAIT to let the time pass; UNDO to take back your last turn; and GREET, MOCK, PRAISE, TALK TO or ASK ABOUT to interact with characters.\n\nMore information about this story is available by typing ABOUT.\n\nPress any key to continue.\n'Whom The Telling Changed' makes use of emphasized words to\nindicate useful options to pursue. Typing one of these words helps to advance the story in the direction you desire. Please choose a style of emphasis which displays clearly on your interpreter:\n\n1) The emphasized words appear in this fashion.\n2) The emphasized words appear in this fashion.\n3) The EMPHASIZED words appear in THIS fashion.\n4) The emphasized words appear in this fashion.\n5) Emphasis off.", "endoftext": false }, { "action": "3", "response": "Style SET. You may change this setting using the STYLE command.\n\nNote that you are not limited to typing emphasized words to interact with the story. Other actions may be open to you at any time.\n\nPress any key to begin.\nThe people have always gathered on moonless nights to hear the telling, since the time of your ancestors' ancestors. The heat of the fire and the glow in the storyteller's eyes make the past present, and the path to the future clear. Tonight the stars are bright, but the minds of your people are troubled. May the words of the telling guide your way.\n\nThe walls of your tent glow yellow in the lamplight, your simple possessions casting flickering shadows on the wall. A straw bed; some skins of water, oil, and wine; a small, guttering lamp--it is simple, but it is enough.\n\nThe symbol of your occupation hangs from the central support of the tent.", "endoftext": false }, { "action": "You examine the symbol", "response": "Which do you mean, the medicine bag or the copper dagger?", "endoftext": false }, { "action": "Medicine bag", "response": "A small leather medicine pouch hangs from a long strap, bulging with curative herbs.", "endoftext": false }, { "action": "You look at the dagger", "response": "This copper dagger is as long as your forearm, with a round pommel and hardened leather grip.", "endoftext": false }, { "action": "You take the bag", "response": "The leather strap feels cool and familiar in your hands as you take your medicine bag down from its place.", "endoftext": false }, { "action": "You take the dagger", "response": "You carefully take your lover's weapon down from the wall and study it thoughtfully for a moment.", "endoftext": false }, { "action": "About yourself", "response": "You are a healer, nothing more. These have always been your people, and you have always been theirs.\n\nYou are carrying your lover's copper dagger, your medicine bag and the storyteller's feathered circlet.", "endoftext": false }, { "action": "You look at the circlet", "response": "Countless weeks were spent collecting the delicate feathers and weaving them together to make this circlet. It is light as air in your hands, and seems to glow in the lamplight.\n\nLowered voices speak softly from somewhere outside your tent.", "endoftext": false }, { "action": "You listen", "response": "The lamp crackles softly as it burns. Somewhere distant is the sound of muffled voices.", "endoftext": false }, { "action": "You look at the bed", "response": "A simple bed of furs and straw.", "endoftext": false }, { "action": "You examine the lamp", "response": "This small oil lamp is made from cured hide and a reed wick. You made many of these from the sheepskins you traded the merchants for last moon. The small flame glows brightly, leaving dancing black streaks in your eyes if you look straight at it.", "endoftext": false }, { "action": "You take the water", "response": "Water for your hands, oil for your lamp, wine for your thirst. You need none of them now, but knowing they are there brings comfort.", "endoftext": false }, { "action": "Exit", "response": "You step outside into the warm night air.\n\nIt has been night for many hours, but the air is still warm, and the stars are a million brilliant fires above you. Nearby are the vague outlines of your neighbors' tents, but on this moonless night only the distant glow of the fire pit seems truly alive.\n\nIn the darkness a few feet away, Sihan and Saiph talk quietly in strained tones.\n\nAs you approach, your enemy grows silent. Your love turns to you with a look of relief and reaches out a hand.", "endoftext": false }, { "action": "You examine Saiph", "response": "Saiph has his father's tall strength and the bearing of a leader. His grace and bold demeanor draw others to him, though few know of his quiet and gentle side underneath.", "endoftext": false }, { "action": "You examine Sihan", "response": "Sihan is beautiful; you have always thought so, as have many others. Her long black hair seems to swallow up her face in the dark of night.", "endoftext": false }, { "action": "You take the saiph's hand", "response": "You clasp Saiph's strong hand and turn to Sihan with a frown.\n\n\"What business have you here?\" you ask her coldly.\n\nSihan tosses her hair and fixes her sharp gaze on you. \"I came to see if Saiph is truly a man of action and not only of words,\" she says levelly. \"But I see that, like you, he is counted among the cowards and the weaklings. I have no more to say.\" She turns and vanishes into the darkness without a sound.", "endoftext": false }, { "action": "You talk to Saiph", "response": "\"I care for you more than you know,\" you say, kissing Saiph on the cheek.\n\nSaiph frowns. \"Her heart clamors for war with these NEWCOMERS,\" your lover says, \"and was upset to find I do not share her views. We shall see if your ENEMY has better luck at the TELLING.\" He looks up to the stars, and adds, \"It is a good NIGHT for it.\"", "endoftext": false }, { "action": "Newcomers", "response": "\"Have you heard the news?\" he asks. \"Young Ada found traces of a camp less than an hour's walk from here, and more than half a day from their FIRES in the valley. SIHAN and her friends are already sharpening their spears and preparing for war,\" he says darkly.", "endoftext": false }, { "action": "Enemy", "response": "\"Sihan has been asking all the warriors to support her plan to attack the newcomers,\" your love says. \"She is convinced they are planning to murder us all in our beds at any moment. She is so sure of herself; how nice it must be to have such conviction in one's own superiority.\"", "endoftext": false }, { "action": "Telling", "response": "\"It is almost time,\" your love says seriously. \"I wonder, what story will we hear tonight? The people are buzzing about the newcomers; perhaps the teller's story will be about them.\"\n\nThe time is not right to speak about that.", "endoftext": false }, { "action": "Fires", "response": "\"The moon has waxed and grown small again since they arrived,\" Saiph murmurs, holding you tightly. \"Why don't they come to us? Why do they hide when we send our emissaries? They must know the unrest they're causing in us.\"", "endoftext": false }, { "action": "NIGHT", "response": "Saiph points up at the night sky. \"See how bright the stars are,\" he says, \"as if the gods themselves gather round our fire to hear the teller's story.\"\n\nSaiph glances towards the fire pit and takes his dagger from you, sliding it into its familiar place at his waist. \"Let us join the gathering and hear the story,\" your love says lightly, and turns to the FIRE at the center of the village.", "endoftext": true }, { "action": "You look around", "response": "It has been night for many hours, but the air is still warm, and the stars are a million brilliant fires above you. Nearby are the vague outlines of your neighbors' tents, but on this moonless night only the distant glow of the fire pit seems truly alive.\n\nYour beloved gazes up at the stars.", "endoftext": false }, { "action": "Fire", "response": "You walk to the firepit with Saiph, and friends and neighbors greet you with a nod or quiet word.\n\nAlways the fire pit is the center of the village, and always the people gather there. Faint smells of tonight's great feast still linger, but the fire now smolders low, only a shadow of its roaring fierceness at sunset.\n\nIsi and Nabu stand near the fire, along with a growing crowd. Saiph stands near your side.", "endoftext": false }, { "action": "You look at Isi", "response": "Isi's long black hair is white now, and her soft skin is loose and wrinkled, but her eyes have grown sharper with each passing year. Your father's sister sees more than most; the truth behind deceit and the sadness behind smiles. Her eyes sparkle as they meet yours, and she gives you a tiny nod.", "endoftext": false }, { "action": "You examine Nabu", "response": "Your father's brother Nabu has never been good with a spear, but there is a warrior somewhere inside him that the wise respect more than the strongest man in the village. He is short and stern; quiet, but clever and collected. He is old, now, but his spirit is as strong as ever.", "endoftext": false }, { "action": "You look at the crowd", "response": "They have always been your people since you were a child, and each of their faces are known to you. Some are friends, some are relatives, some you know little and some you know better than you might wish. But they are all your people.\n\nSaiph places a hand on your shoulder. \"Go on, my love,\" he says softly. \"Give the circlet of office to the STORYTELLER. It is time.\"", "endoftext": false }, { "action": "Storyteller", "response": "\"The storyteller awaits,\" Saiph says. \"The telling cannot begin until the teller's circlet has been gifted.\"", "endoftext": false }, { "action": "You wear the circlet", "response": "No; you are not the storyteller.", "endoftext": false }, { "action": "You give the circlet to Isi", "response": "You approach your aunt Isi and hand the circlet to the white-haired old woman. She takes it delicately, eyeing the craftsmanship, and then looks up at you and smiles warmly. Carefully, she lifts it up to her old head--and now before you is no longer your father's sister, but the storyteller... a role she has taken every new moon for many years.", "endoftext": false }, { "action": "You listen", "response": "A bat circles above the fire for a moment, then swoops away.\n\nSihan approaches the far side of the fire and greets some friends warmly.", "endoftext": false }, { "action": "You talk to Sihan", "response": "\"Sihan,\" you call across the fire. \"Can we not hear the story as friends?\"\n\nSihan snorts. \"That is unlikely,\" she says, \"unless you have come to your senses and accepted the need for defense.\" Sihan turns away with contempt and laughs with her friends, but you catch a guarded glance thrown your way a moment later.\n\nSaiph kisses your cheek. \"May the story bring you what you seek,\" he whispers, then slips into the crowd. Your beloved has always liked to hear the stories by himself.", "endoftext": false }, { "action": "You listen", "response": "A bat circles above the fire for a moment, then swoops away.\n\nThe murmurings of the people die away as the storyteller rises to her feet and raises two bony hands.", "endoftext": false }, { "action": "You listen", "response": "It is strangely quiet around the fire.\n\nThe storyteller shouts, \"In this time of darkness the people gather for the telling. Will the people hear?\"", "endoftext": false }, { "action": "Y.", "response": "You call out your response along with many others.\n\nThe crowd cries out with one voice, \"The people are ready.\" The teller bows humbly, accepting the people's blessing, then straightens with the hint of a smile.\n\n\"Tonight,\" she says, \"we shall hear an old, old story, from days long ago when great cities and mighty kings ruled this land. May you find in the story that which you seek.\"", "endoftext": false }, { "action": "You listen", "response": "A bat circles above the fire for a moment, then swoops away.\n\nThe storyteller lifts her hands in invocation. \"Our story begins,\" she says quietly, \"in the far-off city of URUK. Uruk of the broad streets, Uruk of the mighty WALLS. Can you see them, gleaming in the desert heat?\"\n\nThe teller gestures into the night, and in your mind the walls come alive, shimmering in the desert air.\n\n\"Come,\" she continues, \"cross the ancient threshold, walk the streets and orchards and markets. Walk the streets and climb the great stone steps to the TEMPLE. Climb the steps and find the box of burnished copper. Find the box and undo the lock and draw out the great TABLET of deep blue stone. Draw out the tablet and read of Uruk's king, Uruk's pride, Uruk's greatest hero. Hear of the trials of GILGAMESH.\"", "endoftext": false }, { "action": "Gilgamest", "response": "[Things to try: LOOK | LOOK AT | GO | TALK TO | GREET | ATTACK | TAKE | TOUCH | HEAL | LISTEN | PRAISE | MOCK | STORY | UNDO | or an EMPHASIZED word. For more detailed instructions, type INFO]", "endoftext": false }, { "action": "Temple", "response": "\"The great temple of Inanna: what did it look like?\" you say.\n\n\"Mighty and tall and grand and proud,\" the teller replies, \"so fine that Inanna herself dwelt there instead of in her heavenly palace. Inanna, goddess of warfare, goddess of lust, dwelt often in URUK herself.\"\n\nSihan's eyes stare deeply at you. You return her stare and for a moment a flicker of some vanishing emotion touches her face.", "endoftext": false }, { "action": "Temple", "response": "It is no longer the right time to make that part of the story.\n\nSihan smiles broadly. \"Ah, good!\" she says, \"a story of my ancestor Gilgamesh. There, there was a true hero to INSPIRE the people in troubled times.\"\n\nSome in the crowd murmur in excitement, but older faces look as if they QUESTION Sihan's claim of lineage.", "endoftext": false }, { "action": "Question", "response": "You snort and raise your voice. \"So it is Gilgamesh you descend from now, is it Sihan?\" you say derisively. \"Last moon it was Sargon of Akkad, was it not?\"\n\nA few near you snicker as Sihan flushes furiously, then she turns away from you with cold disdain.\n\nThe teller continues. \"MIGHTY was Gilgamesh, a lord among lords. Mighty is he who both leads the way and guards the rear. Mighty is he who both crashes like a wave and shelters the weak. Gilgamesh was tall, strong, bearded, a roaring bull among his people. ARURU, mother of the Earth, gave him his form, and ADAD the Storm gave him courage, and SHAMASH the Sun gave him beauty--but,\" the teller's piercing eyes fixate on the crowd, \"he was still a MAN, nonetheless.\"", "endoftext": false }, { "action": "Aruru", "response": "\"I would hear more of Aruru,\" you say.\n\n\"Lady Aruru,\" the teller sighs, \"Lady of the Gods, Lady of the Foothills, Mother of the Earth, made Gilgamesh as she made the first man long eons ago. She formed an image of Gilgamesh in her mind, took up her clay, and kneaded it, shaped it into Gilgamesh's form. More MIGHTY she made him than a normal man: taller, broader, and stronger.\"", "endoftext": false }, { "action": "Adad", "response": "Sihan is speaking before you can react.\n\n\"How awesome to have such divinity in one's creation,\" Sihan says. \"The people of Uruk were blessed indeed to have such a king to lead them.\"\n\n\"And they knew it,\" says the teller with a twinkle in her eye, \"even if they sometimes wished for a leader who provoked awe less frequently.\"\n\nA current of energy runs through a few in the crowd, who mutter affirmation with somber faces. Saiph scowls darkly across the flames.", "endoftext": false }, { "action": "Adad", "response": "\"Adad, god of storms, blessed mighty Gilgamesh?\" you ask.\n\n\"He breathed lightning into the body of Gilgamesh,\" the teller says powerfully, \"Adad of the tempest and the rain. He gave Gilgamesh the spark of courage and the fire of charisma.\"\n\nThe telling continues. \"With his friend and companion ENKIDU,\" the storyteller says, \"Gilgamesh ruled URUK with a young and prideful heart. But he saw the DEAD and dying in the streets of Uruk, and his mind was TROUBLED.\"", "endoftext": false }, { "action": "Enkidu", "response": "\"Let us hear more of Gilgamesh's friend Enkidu,\" you say.\n\n\"Enkidu the wild man, MADE by the gods to tame unruly Gilgamesh,\" says the teller, a smile lighting her face. \"He lived with the animals in the wild lands till he came to URUK to CHALLENGE Gilgamesh. But their battle UNITED them, and instead of enemies they became closer than friends. Inseparable were Gilgamesh and Enkidu; together they faced all foes and fought all battles.\"", "endoftext": false }, { "action": "United", "response": "Your mouth is already open to respond when Sihan's voice rises above the circle.\n\n\"Mighty Enkidu was also made by the gods?\" Sihan's voice calls from across the circle.\n\n\"By Aruru,\" the storyteller says sagely, \"By Aruru the Earth mother. The people of Uruk beseeched her to soothe wild Gilgamesh, who day after day came to the young men's homes, fighting and sparring in search of an equal, and night after night came to the young women's beds. The people of Uruk called on Aruru for help, and Enkidu was pinched from Aruru's clay and cast into the wilderness, as strong and mighty as Gilgamesh himself.\"\n\n\"How wise the gods are,\" Sihan says, \"to send such magnificent heroes to protect their people.\"\n\nLow muttering comes from across the circle; it seems this has struck a chord with a few.", "endoftext": false }, { "action": "United", "response": "\"It was battle that united Enkidu and Gilgamesh in friendship, was it not?\" you say musingly.\n\n\"It is often the way,\" the teller says, \"that two foes may only find kinship through the bitterest battles. But perhaps,\" she adds humbly, \"this is only the way in stories.\"\n\nThe storyteller continues. \"One night,\" she says, \"as Gilgamesh knelt in prayer, SHAMASH, god of the sun, came down to whisper in his ear. Shamash WHISPERED to Gilgamesh of a far off place called the Cedar Forest, where dwelt the demon HUMBABA. Shamash whispered that he who could defeat Humbaba would gain fame greater than any man. He who could chop down the tallest CEDAR and defeat Humbaba the guardian would gain everlasting fame. He would burn in the minds of men forever. He would never be forgotten. And the heart of Gilgamesh became RESTLESS.\"", "endoftext": false }, { "action": "Whispered", "response": "\"Storyteller,\" you call out, \"did you say that SHAMASH, god of the sun, whispered these words to Gilgamesh?\"\n\n\"I did.\" says the teller.\n\n\"And why would so mighty a god whisper such a thing?\" you ask, turning to the people. \"Was he afraid another god would hear? Did Shamash really have the glory of Gilgamesh in mind, or did he hope to use Uruk's king for purposes of his own?\"\n\nA wave of muttering sweeps over the crowd, but no one comes forward to answer your question.", "endoftext": false }, { "action": "Restless", "response": "Before you can speak, Sihan steps forward.\n\n\"You said King Gilgamesh was restless when he heard Shamash's call,\" Sihan says loudly. \"And of course he was! What king would not seize a chance for glory, to prove his strength and power? A leader is trebled in stature when admired by the people.\"", "endoftext": false }, { "action": "Cedar", "response": "\"What magic was there in the Cedar Forest that made it special?\" you ask.\n\n\"Uruk was a land like ours,\" the teller answers, \"where the tree is scarce and the wood is poor. Cedarwood is strong, and beautiful, and pleasant to see and smell, and in those days was valued as gold. In the Cedar Forest far, far away, the cedar trees are so thick you could not see a man a hundred paces away; and so tall you could not see the sky.\"", "endoftext": false }, { "action": "Restless", "response": "Doubtless the heart of Gilgamesh stirred at a chance for glory; but was this Humbaba a VALID opponent?", "endoftext": false }, { "action": "Humbaba", "response": "\"Humbaba the demon?\" you ask. \"Why was he so feared?\"\n\n\"Humbaba the awful, he of many stories,\" the teller says. \"His breath is a firestorm; his voice is the floodwaters; his jaws are death itself. Horrible to look at is the demon Humbaba, and the few who saw him and survived could not describe his face.\"\n\nThe story moves on. \"The heart of Gilgamesh burned with the words of SHAMASH,\" says the teller. \"Gilgamesh sought out his friend Enkidu and said to him: 'You came from the wild. My friend, you came from the wild and you know the secret paths of animals. Do you know the way to the Cedar Forest?'\n\n\"Enkidu SIGHED and his heart grew heavy,\" says the teller, and then seems to become young and strong as the gruff guise of Enkidu comes over her. \"'Yes, I know the way to the Cedar Forest, but it is long and lonely. And what awaits you at its end but the demon Humbaba? The lord of all gods, mighty Enlil, has set him there to GUARD the Cedar Forest. What man or god could DEFEAT him, my brother?'\"", "endoftext": false }, { "action": "Valid", "response": "The time is not right to weave that into the story.\n\n\"Subtle is the art of the storyteller,\" Sihan says with a smile. \"Do you see why Gilgamesh is the leader and Enkidu only a follower? He hesitates in the face of danger; when courage is called for, he backs away. It is Gilgamesh whose bravery will be remembered and loved.\"\n\nPeople murmur in agreement and nod. The storyteller's eyes sparkle in the firelight, inscrutable.", "endoftext": false }, { "action": "Sighed", "response": "The story has moved on; there are other things to say.\n\n\"Shamash himself came down from the realm of the gods to tell Gilgamesh of this?\" asks a weatherbeaten farmer. \"Why don't I have such luck?\" A few of his neighbors chuckle.", "endoftext": false }, { "action": "Defeat", "response": "If Enkidu wonders whether even a god could triumph, then the fight must be truly HOPELESS--but surely, if any mortal could ever have TRIUMPHED at such a task, it was Gilgamesh?", "endoftext": false }, { "action": "Triumphed", "response": "\"What better task for Gilgamesh to take on?\" you wonder aloud. \"If he succeeds, his people will love him and follow him all the more; and if he fails, his name will live on in death as one who showed no fear.\"\n\n\"As it has,\" the teller says, \"though which of those outcomes found Gilgamesh has not yet been told.\"\n\nThe telling continues. \"GILGAMESH looked at Enkidu with disapproving eyes,\" continues the teller, who then seems to grow tall and strong. \"Is this the brave Enkidu I know?\" she asks in the voice of the king. \"Is this Enkidu who fought with the wild beasts and once challenged King Gilgamesh himself? Have you traded COURAGE for COWARDICE? Our days are few, and chances for glory far between. Do you not wish to burn forever in the minds of men?\"\n\nThe teller becomes Enkidu again, and seems to consider the words of Gilgamesh. \"'You have set your mind, I see. You will make this QUEST no matter what your friend ENKIDU counsels. Since that is your road, I will go with you. I will guide you on the hidden paths; I will find for you the hidden water; I will help you on your quest for glory. Enkidu will go with you.'\"", "endoftext": false }, { "action": "Courage", "response": "\"I would say rather that Enkidu was strong, not cowardly,\" you say, \"to stand against such a man as Gilgamesh. What courage to raise his voice against so mighty and stalwart a man.\"", "endoftext": false }, { "action": "Enkidu", "response": "You consider Enkidu's response for a moment. Some might call him WEAK for giving in so easily to Gilgamesh... but others would call him a true FRIEND for standing by even though he did not agree.", "endoftext": false }, { "action": "Friend", "response": "\"Such is true loyalty,\" you say, \"to stand by a friend and companion no matter what your own thoughts are.\"\n\n\"But truer still,\" calls Saiph unexpectedly, \"is the friend who stays true to his own beliefs.\" Your lover smiles mischievously and fades back into the crowd.", "endoftext": false }, { "action": "Gilgamesh", "response": "Is Gilgamesh RIGHT to set off on this quest for personal glory? Should he rather stay and help the PEOPLE of Uruk?", "endoftext": false }, { "action": "People", "response": "\"A strange king is Gilgamesh,\" you say loudly. \"He is troubled by the sight of his people, sick and dying, so he leaves them to go on a long quest to distant lands. Would a better king not have stayed behind to help them?\"\n\n\"What help could he have given them?\" asks Sihan. \"Gilgamesh was not a healer, but a fighter; a warrior. He could best help his people by inspiring them; though I do not expect you to understand.\" She gives you a tiny, humorless smile.\n\nThe story continues. \"Gilgamesh rejoiced,\" the teller says, \"and summoned the blacksmiths to forge mighty WEAPONS for the companions. He summoned the blacksmiths and summoned the servants to prepare food and supplies. He summoned the servants and summoned the priestesses to make generous SACRIFICES, to ask the gods for good fortune.\"\n\n\"When all was ready, Gilgamesh and Enkidu passed through the seven gates of Uruk and set off into the desert. The people watched them go,\" she says softly, \"the people of Uruk in SILENCE watched them go.\"", "endoftext": false }, { "action": "SILENCE", "response": "Sihan is speaking before you can react.\n\n\"How SOLEMN the folk of Uruk must have been,\" says Sihan, \"to recognize the seriousness of such a moment, and not PROTEST like fearful children.\"\n\nVoices mutter in agreement; for a fair number, this point has touched home.", "endoftext": false }, { "action": "Protest", "response": "\"And why should they not protest?\" you respond. \"Gilgamesh and Enkidu are leaving on a long and dangerous road, and the people of Uruk have little to gain from their leader's self-centered quest.\"\n\nA voice somewhere behind you calls, \"It is true!\" and a few nod their heads in agreement.", "endoftext": false }, { "action": "Story", "response": "This is a story about a healer in the village who was in love with a strong warrior man, Saiph. On the night of the telling, when the healer's aunt Isi became the teller, their enemy Sihan tried her best to turn the people towards needless war with the outsiders. The healer spoke against this reckless path, but the people heard the words of Sihan more clearly.", "endoftext": false }, { "action": "Info", "response": "[I am your eyes and hands within the story. Direct me with commands such as EXAMINE THE BAG, GO OUTSIDE, LISTEN, or FIGHT HIM. Single word shorthand like FIGHT or BAG will often suffice. Some single words will be HIGHLIGHTED to bring them to your attention. Type them to shape the story to your will; some of the possible choices will be seen in the header bar above. Time only advances when you give a command or type LISTEN, which it is sometimes wise to do.\n\nOther useful commands include REPEAT, to remember what was recently said; STORY to see the choices you have made; INVENTORY to see what you are holding; WAIT to let the time pass; UNDO to take back your last turn; and GREET, MOCK, PRAISE, TALK TO or ASK ABOUT to interact with characters.\n\nMore information about this story is available by typing ABOUT.]", "endoftext": false }, { "action": "You repeat", "response": "The story continues. \"Gilgamesh rejoiced,\" the teller says, \"and summoned the blacksmiths to forge mighty WEAPONS for the companions. He summoned the blacksmiths and summoned the servants to prepare food and supplies. He summoned the servants and summoned the priestesses to make generous SACRIFICES, to ask the gods for good fortune.\"\n\n\"When all was ready, Gilgamesh and Enkidu passed through the seven gates of Uruk and set off into the desert. The people watched them go,\" she says softly, \"the people of Uruk in silence watched them go.\"", "endoftext": false }, { "action": "Sacrifices", "response": "\"What were the sacrifices Gilgamesh made to the gods?\" you ask.\n\n\"They were many,\" the teller responds, \"and befitting of such a strong king; three fattened oxen and twelve fattened sheep; four golden bowls of honey and five silver bowls of butter. The incense was lit and the prayers were sung; the priestesses sang the prayers while the stars turned above.\"\n\n\"Hot were the sands of the desert,\" continues the teller, \"hot were the sands and hard was the way. Many BONES of less fortunate travellers marked their journey. But ENKIDU knew the secret paths of the animals and the secret hiding places of water, and the land fell behind them swiftly.\"\n\n\"The first MOUNTAIN range they crossed in a day; the first desert and mountain range they crossed in a single day. On the next day they crossed the second desert and the second mountain range; on the next they crossed the third desert and the third mountain range. On the third night they lay down to sleep, utterly exhausted from their journey.\"", "endoftext": false }, { "action": "Bones", "response": "Your mouth is already open to respond when Sihan's voice rises above the circle.\n\n\"True heroes were Gilgamesh and Enkidu,\" Sihan says. \"They did not stop to pity the dead travellers who did not have the strength to cross the desert. They knew that the weak should not be pitied, for pity saps the strength of strong and weak alike.\"\n\nA young warrior near Sihan places a hand on her shoulder for a moment. Saiph scowls darkly across the flames.", "endoftext": false }, { "action": "Bones", "response": "[** Programming error: bones (object number 157) has a property player_asks, but it is longer than 2 bytes so you cannot use \".\" to read **]\n\"Did the companions not stop to perform burial rites on the bones of those who had died in the desert?\" you ask.\n\n\"Why should they?\" says Sihan. \"Those who failed the journey were weak, and their fate was decided accordingly. We should not pity the weak.\"\n[** Programming error: bones (object number 157) has a property player_asks, but it is longer than 2 bytes so you cannot use \".\" to read **]\n\n[** Programming error: bones (object number 157) has a property player_asks, but it is longer than 2 bytes so you cannot use \".\" to read **]\n\nA gust of wind ripples through the grass.", "endoftext": false }, { "action": "Mountain", "response": "\"Was the crossing of the mountains difficult?\" you ask.\n\n\"For the likes of us, perhaps;\" says the teller, \"certainly for an old bones like me. Great and long the desert ranges ran, with no water or shelter or game on their cruel slopes. But Gilgamesh and Enkidu strode over their slopes without slowing down, though the sweat coursed down their bodies like rain.\"\n\nThe teller continues. \"In the darkest hour of night Gilgamesh woke with a start and clutched his chest. 'Who walks there?' he gasped. 'Why does my flesh tingle? Has a GOD touched me?' Enkidu heard and awoke, saying, 'Have you dreamt, Gilgamesh? Tell me your DREAM and I will unravel its meaning.'\n\n'I dreamt we walked in a gorge beneath a mighty mountain, you and I,' said Gilgamesh. 'We were like flies beneath its massive bulk. Then, with a rumble, the mountain COLLAPSED on top of us. What is its meaning, my friend?'\"", "endoftext": false }, { "action": "Dream", "response": "Dreams are sent by the gods. Was this dream sent by SHAMASH, to presage the fall of Humbaba? Or, perhaps, by ENLIL, warning of the consequences of destroying his guardian?", "endoftext": false }, { "action": "ENLIL", "response": "\"A dark dream,\" you say, \"for the heroes to have on their journey. Clearly it was sent by Enlil, to warn of the doom the companions will face if they destroy his servant Humbaba.\"\n\n\"Your reasoning is sound,\" says the teller with a bow, \"but the interpretation does not match the one Enkidu gave to Gilgamesh. 'The mountain is the demon Humbaba,' he said. 'Shamash has sent us this dream to show that we will defeat the demon, and his fall will shake the earth.' And Gilgamesh heard his words, and was at peace.\"", "endoftext": false }, { "action": "God", "response": "It is no longer the right time to make that part of the story.\n\n\"Dreams of portent are frightening,\" says a young mother, pulling her wrap tighter around her. \"I do not like the gods to enter my head in the night.\"\n\n\"Wise you are to be cautious,\" says the teller with a nod. \"The ways of the gods are strange and obscure to men, their dealings laced with complexities we cannot understand.\"", "endoftext": false }, { "action": "You mock yourself", "response": "[I'm not sure what you are referring to.]", "endoftext": false }, { "action": "You listen", "response": "You can't see \"me\" (yourself) at the moment.\n\nThe stars begin to fade as clouds swallow up their light.\n\nAs the teller speaks more of the journey across the desert, a strong hand presses on your shoulder. You turn to see Sihan's angry face only inches from yours.\n\n\"The power of the story should not be meddled with,\" she says in a barely audible undertone, the breath from her words hot on your face. \"Why do you seek to TWIST and subvert its meaning to your own PURPOSE? Are you afraid of the SPEAR?\"", "endoftext": false }, { "action": "Twist", "response": "\"It is you who twists the story,\" you whisper back. \"Why are you so anxious to bring our people to war?\"\n\n\"You think war is what I want?\" she says quietly. \"No. I want our people to remember the feel of the SPEAR in their hands. I want our children to learn to defend themselves. For these times of peace we have lived in cannot LAST, and there may be no time left for us to remember it.\"", "endoftext": false }, { "action": "Last", "response": "\"Why can't it last?\" you ask. \"Why can we not make peace with the outsiders?\"\n\nSihan looks at you in disgust. \"You are as foolish as you are OUTSPOKEN,\" she says. \"How many stories of peace does the teller know, and how many of war? How many kingdoms, great or small, have lived forever in peace? This is a world of war, and those who do not see that are truly BLIND.\"", "endoftext": false }, { "action": "Blind", "response": "\"No,\" you say fiercely, \"the truly blind are those who decide the answer to a question before they have ever heard it.\"\n\nSihan looks away in disgust. \"I see I waste my words,\" she mutters, \"on a coward and a fool. I have no more to say.\" She turns and melts back into the crowd.", "endoftext": false }, { "action": "You listen", "response": "The stars begin to fade as clouds swallow up their light.\n\nYou turn your attention back to the teller. \"On the seventh day,\" she is saying, \"the companions crossed the seventh desert and the seventh mountain range, and came at last to the edge of the Cedar FOREST.\"\n\n\"The cedars were green, and the forest cool after the barren heat of the desert, and it smelled inside of wood and soil. But QUIET it was under the boughs of the trees; quiet, with a lingering whisper of FEAR.\"", "endoftext": false }, { "action": "Quiet", "response": "\"But is this not normal for a forest? I have never heard of noisy trees,\" you say with a smile.\n\n\"This forest was too quiet: quiet as a temple, quiet as a tomb,\" the teller chants, \"no creature stirred within the Cedar Forest; not hare nor hawk nor rat nor owl. No beetles crawled on dampened leaves; no crickets chirped. Even the wind seemed to lose its voice as it entered the cool wood.\"", "endoftext": false }, { "action": "Forest", "response": "\"What did this mighty forest look like?\" you say.\n\n\"Tall were the trees,\" says the teller, \"tall and broad were the trees of the cedar forest, their wide arms grasping each other high above. The Cedar Mountain sloped up, up, up, and the trees were a pale green blanket wrapping it tight.", "endoftext": false }, { "action": "Fear", "response": "Fear, you wonder, of the UNKNOWN? Or the DREADFUL fear of a terrible evil?", "endoftext": false }, { "action": "Unknown", "response": "Your mouth is already open to respond when Sihan's voice rises above the circle.\n\n\"This fear is portentious,\" Sihan says. \"Fear is a warning; a harbinger of terrible things and dangerous times. It is the gods themselves warning us of doom.\" Sihan looks at you challengingly from across the fire. \"Do you agree?\" she asks in a bold tone.\n\nWhispers of assent float across the fire; some nod visibly at these words. Almost no one is looking towards you now.", "endoftext": false }, { "action": "Fear", "response": "The story has moved on; there are other things to say.\n\nThe teller speaks slowly, lingering over each word. \"Enkidu and Gilgamesh stepped into the cedars with care, but,\" she says, picking up speed, \"the demon Humbaba, Humbaba, Humbaba heard the rustle of every leaf in the forest.\"\n\nThe teller leaps up and spreads her arms wide, and the people shrink back in fear. \"A wind blew through the trees,\" the teller says quickly, \"and a FREEZING terror seized the companions. Nightmare FACES leered behind gnarled branches: blood-smeared faces, faces of rabid lions, faces with hideous tusks, always changing, always horrible. But the demon did NOT appear before them.\"", "endoftext": false }, { "action": "Fear", "response": "Before you can speak, Sihan steps forward.\n\n\"This fear is portentious,\" Sihan says. \"Fear is a warning; a harbinger of terrible things and dangerous times. It is the gods themselves warning us of doom.\" Sihan looks at you challengingly from across the fire. \"Do you agree?\" she asks in a bold tone.\n\nA shepherd nods his head, and holds his wife closer. Sihan smiles at the center of the people's attention.", "endoftext": false }, { "action": "Y.", "response": "\"It is true,\" you say, \"our fear can be a valuable measure of coming terror, if we learn how to read it.\" Sihan nods and smiles.\n\nThe teller speaks slowly, lingering over each word. \"Enkidu and Gilgamesh stepped into the cedars with care, but,\" she says, picking up speed, \"the demon Humbaba, Humbaba, Humbaba heard the rustle of every leaf in the forest.\"\n\nThe teller leaps up and spreads her arms wide, and the people shrink back in fear. \"A wind blew through the trees,\" the teller says quickly, \"and a FREEZING terror seized the companions. Nightmare FACES leered behind gnarled branches: blood-smeared faces, faces of rabid lions, faces with hideous tusks, always changing, always horrible. But the demon did NOT appear before them.\"", "endoftext": false }, { "action": "Faces", "response": "Shifting faces can be the mark of THIEVES; but perhaps there is MORE to them.", "endoftext": false }, { "action": "More", "response": "\"The faces--whose were they?\" you ask.\n\n\"The terrors of Humbaba; the seven terrors of the demon,\" says the teller. \"Guarding their master they should have been; but they flocked to the companions, leering and snarling at them with a thousand devil faces. Enkidu's heart raced in his chest, as it had not done since he ran with the animals.\"\n\nThe stars begin to fade as clouds swallow up their light.", "endoftext": false }, { "action": "You listen", "response": "The wind is picking up now, catching the teller's hair and making it dance with each gust.\n\nSihan raises her voice above the crowd. \"Truly Humbaba was hideous!\" she shouts. \"These changing faces that precede him are like those of all liars and thieves who mask their true self.\"\n\n\"Only too true,\" nods a gaunt woman from the crowd. \"Evil is often couched in deception and lies.\"", "endoftext": false }, { "action": "Not", "response": "Curious, that. Did the demon not appear because he was a COWARD, trembling before the approach of the mighty heroes? Or did he perhaps hope to SCARE off the companions and avoid a fight?", "endoftext": false }, { "action": "Scare", "response": "\"Perhaps he thought to save himself the trouble of fighting,\" you say with an amused tone, \"by scaring off the intruders. Wise is the one who avoids unnecessary conflict.\"\n\nThe story goes on. \"With a cry, Enkidu FELL to his knees,\" says the teller, mimicking the action. \"'I cannot go on, friend Gilgamesh! You must leave me and go on alone. I must return to Uruk in shame, for I cannot withstand the terrors of Humbaba!'\"\n\n\"Gilgamesh pulled Enkidu to his feet. 'Courage, friend,' he said. 'Two may prevail where one would fall. TOGETHER, we are stronger than any single man. Touch my heart and you will not fear death.' And Enkidu placed his hand on Gilgamesh's chest, and he felt no fear. Together they journeyed deeper into the forest.\"", "endoftext": false }, { "action": "Together", "response": "\"So true are the words of Gilgamesh,\" you say. \"Two together are stronger than two divided. Such a simple thing to say, but how many can remember it?\"\n\nWhispers of assent float across the fire; a fair number nod visibly at these words. Saiph gives you a quiet smile from across the fire.", "endoftext": false }, { "action": "Fell", "response": "Your mouth is already open to respond when Sihan's voice rises above the circle.\n\nSihan lets out a contemptuous snort. \"So a few shadows in the dark is all it takes to subdue this Enkidu?\" Sihan asks. \"I would have expected more from one of Uruk's greatest heroes.\"\n\n\"You would expect the entire village to walk off a cliff if it would make them seem more honorable,\" Saiph says hotly, but the mood of the crowd is clearly against him.\n\n\"Be quiet and let the story continue,\" shouts a voice from the back of the circle.\n\nThe stars begin to fade as clouds swallow up their light.", "endoftext": false }, { "action": "Brave", "response": "\"Even the bravest of heroes feel fear at times,\" you say gently. \"Even the surest of feet sometimes question their way.\"\n\n\"Soon before them rose up a mighty cedar,\" continues the storyteller, \"so tall its top seemed to touch the sky. 'Surely, this must be the tallest cedar in the forest,' Gilgamesh cried, and unsheathed his axe. But his FIRST blow had scarcely fallen when Humbaba screamed with rage. The leaves rustled and the ground shook, and in an instant Humbaba the terrible had come.\"\n\n\"His face shimmered and whirled with a thousand forms,\" says the teller, eyes wide as if the demon stands before him, \"a thousand nightmare faces whirled and shimmered down at them. Humbaba's BREATH scorched their faces; his SCREECHES cut their ears.\"", "endoftext": false }, { "action": "Breath", "response": "Before you can speak, Sihan steps forward.\n\n\"On the very first blow of Gilgamesh the demon came?\" Sihan asks.\n\n\"That is so,\" nods the teller, \"the sound of the splitting tree had not yet died when the ground began to shake with Humbaba's rage.\"\n\n\"He is cunning,\" Sihan says, \"this demon. He HIDES behind shadows and TERROR, waiting for his victims to grow complacent before STRIKING.\"\n\nLow muttering comes from across the circle; it seems this has struck a chord with some. Almost no one is looking towards you now.", "endoftext": false }, { "action": "Hides", "response": "\"Hides?\" you ask aloud. \"It was no secret that Humbaba dwelt within the Cedar Forest. It was no secret to Gilgamesh that he was its guardian. Gilgamesh and Enkidu knew well the consequences if they entered there.\"\n\n\"It also was no secret that this creature was a demon, a monster,\" says a young father with a clenched jaw, as many in the crowd mutter their assent. \"If you imply this beast was somehow wronged, you speak your words into a lonely void.\"", "endoftext": false }, { "action": "Striking", "response": "\"And Gilgamesh and Enkidu's response will be swift,\" you say. \"They will cut down this wicked demon before he may spread his terror to the world.\"\n\nThe crowd voices their approval loudly.\n\nThe story goes on. \"GILGAMESH trembled and fell to his knees. 'I cannot face him!' he cried to Enkidu, 'My blood has turned to ice. You must go on and fight him without me!'\n\nEnkidu pulled Gilgamesh to his feet. 'Courage, FRIEND,' he said. 'The well-twined rope is stronger than a single strand. Together, we are stronger than any single man. Touch my heart and you will not fear death.' And Gilgamesh placed his hand on Enkidu's chest, and he felt no fear. Together they drew their weapons and faced the demon Humbaba.\"", "endoftext": false }, { "action": "Praise", "response": "[You can only do that to a human being.]", "endoftext": false }, { "action": "Friend", "response": "\"The true friend is always there to help,\" you say. \"What would Gilgamesh have done without Enkidu?\"\n\n\"Spent less time talking and more fighting!\" says a young man, whose friends all laugh uproariously.", "endoftext": false }, { "action": "You listen", "response": "The people huddle together as a hot, damp wind catches their clothes.\n\nThe crowd shuffles impatiently. \"Let the story move on,\" calls someone, \"let the heroes overcome their fear and destroy this demon.\" Many nod in agreement; Sihan looks at you with a smug, victorious smile.", "endoftext": false }, { "action": "You repeat", "response": "The story goes on. \"GILGAMESH trembled and fell to his knees. 'I cannot face him!' he cried to Enkidu, 'My blood has turned to ice. You must go on and fight him without me!'\n\nEnkidu pulled Gilgamesh to his feet. 'Courage, friend,' he said. 'The well-twined rope is stronger than a single strand. Together, we are stronger than any single man. Touch my heart and you will not fear death.' And Gilgamesh placed his hand on Enkidu's chest, and he felt no fear. Together they drew their weapons and faced the demon Humbaba.\"", "endoftext": false }, { "action": "Gilgamesh", "response": "\"Ahh,\" you say, a great smile breaking over your face despite yourself. \"And now it is your mighty Gilgamesh who falls to his knees in fear. Will you mock him too, as you did Enkidu?\"\n\nSihan stares back at your with narrowed eyes. \"Do not make light of the story,\" she says quietly.\n\nThe story continues. \"Humbaba laughed, and the mountains shook,\" the teller says, then draws herself up and cries out in a great, booming voice: \"'What fools are these? What fools are these who dare challenge the demon Humbaba? I will crush your bodies and leave your corpses bloody and mangled on the ground. You will never see your homes again and your women and children will mourn an empty grave.' And with a roar like the splitting of the heavens, Humbaba charged.\"\n\n\"Enkidu stabbed with spear; Gilgamesh slashed with sword; Humbaba ripped with claws. Trees crashed to earth; the ground was torn asunder; lightning and thunder split the skies over the forest. Gilgamesh and Enkidu fought like no men ever fought before; but still the demon Humbaba drove them back, and the companions came ever closer to defeat.\"", "endoftext": false }, { "action": "Humbaba", "response": "Your mouth is already open to respond when Sihan's voice rises above the circle.\n\n\"Awesome must it have been, to see such a fight,\" Sihan says.\n\n\"You would not have wanted to be too close!\" warns the teller, bringing a nervous laugh from the audience. \"The clouds turned to a poisonous shroud; the very mountains were split by the fury of Humbaba's rage. It was all the companions could do to stay alive.\"\n\nSihan speaks under her breath with a friend across the circle.", "endoftext": false }, { "action": "Lightning", "response": "You open your mouth to speak but a middle-aged widow turns with a look of annoyance. \"You speak too much.\" she says frostily, \"Be quiet and let the rest of us hear how the story ends!\"\n\nShe turns eagerly back to the teller, as several nearby people hide their smiles, but the teller's face is hard. \"Those who speak too little have no voice in the story,\" she says, eyeing the old woman critically. \"Which fate is worse?\"\n\nThe teller continues. \"Gilgamesh cried to the sky, 'Shamash, my lord! Help your servant Gilgamesh in his hour of need!' And SHAMASH heard Gilgamesh's cry, and sent all the mighty WINDS of the world to rail against Humbaba: The Winds of the North and the South and the West and the East and the Rainstorm and the Snowstorm and the Icestorm and the Sandstorm; the Screaming Winds and the Piercing Winds and the Cruel Winds and the Devil Winds and the Winds of Simurru. Thirteen winds Shamash sent against Humbaba, and not even he could stand against them all. Enkidu threw a net over Humbaba and Gilgamesh seized him from BEHIND.\"", "endoftext": false }, { "action": "Winds", "response": "The mighty ASSISTANCE of Shamash is timely; but is it also a bit UNFAIR?", "endoftext": false }, { "action": "Unfair", "response": "Your mouth is already open to respond when Sihan's voice rises above the circle.\n\n\"How awesome an ally,\" Sihan marvels, \"how great an honor the companions of our story received! Could their quest be any more justified than with the divine blessing, the divine assistance of Shamash, lord of the skies?\"", "endoftext": false }, { "action": "Fairness", "response": "\"So that is how the mighty heroes end their adventure,\" you say bitterly, \"sneaking behind an enemy held down by a god. How brave the companions were.\"\n\nThe crowd mutters angrily. \"Hold your tongue,\" says an older woman, wagging a finger in your face. \"I will not hear you slander good Gilgamesh and brave Enkidu any longer.\"", "endoftext": false }, { "action": "Mock", "response": "The story has moved on; there are other things to say.", "endoftext": false }, { "action": "You listen", "response": "A gust of wind makes the ashes of the fire hiss.\n\nThe teller continues. \"HUMBABA saw the way things were and cried out in fear. Humbaba the demon CRIED out, 'Do not kill me, mighty heroes! If you let me live I will be your slave, your eternal SERVANT. I will let you cut down all the TREES you want; I will cut them for you. I COULD have attacked you when first you set foot in my forest, but I showed you MERCY. Now return the favor and spare my life.'\n\n\"Gilgamesh heard Humbaba's words and took PITY on the monster. He lowered his sword. But Enkidu cried out: 'Do not listen to him! Show no mercy to this cunning foe, this EVIL creature. If you let him live he would attack us the moment our backs were turned.'\"", "endoftext": false }, { "action": "Pity", "response": "\"Curious,\" you say, \"that mighty Gilgamesh, so strong and proud, would take pity on the creature in this way.\"\n\n\"He has been through a great battle,\" says Sihan, \"and the great windstorm has doubtless muddled his wits.\"", "endoftext": false }, { "action": "Trees", "response": "\"Humbaba offered the trees of the Cedar Forest to Gilgamesh and Enkidu?\" you ask.\n\n\"Yes,\" breathes the storyteller. \"Humbaba the demon even offered to carry the timber back to Uruk.\"", "endoftext": false }, { "action": "Mercy", "response": "Sihan is speaking before you can react.\n\n\"My people,\" says Sihan, \"is the evil of this demon Humbaba not clear? Hideous he is, with changing faces; he strikes fear into the hearts of all men; he threatens Gilgamesh. He must be destroyed.\"", "endoftext": false }, { "action": "Evil", "response": "The time is not right to weave that into the story.\n\nThe storyteller continues. \"Humbaba the demon called out in fear, 'Please, mighty heroes, do not slay HUMBABA! I was set by Enlil, father of the GODS, to GUARD over the forest. If you slay me he will be angry and his judgment severe.'\n\n\"Gilgamesh heard the demon and again took pity on him, lowering his sword, but ENKIDU cried out, 'Gilgamesh, do not listen to his words; close your ears! Kill the demon before you become confused. Kill him now before he can tell the gods anything. Kill him now and claim your fame!'\"", "endoftext": false }, { "action": "Humbaba", "response": "Perhaps it was a sign of WEAKNESS for the demon to plead for his life. Or was the creature WISE not to fight to the death?", "endoftext": false }, { "action": "Wise", "response": "\"Humbaba was wise not to fight to the death,\" you say. \"Continuing malice in the face of total destruction is foolishness.\"\n\nAt these words, some nod somberly. Parents hold their children tighter. Saiph gives you a quiet smile from across the fire.", "endoftext": false }, { "action": "Gods", "response": "\"Humbaba's words should not be dismissed,\" you say. \"Will not Enlil be angered if his servant is destroyed? These brave heroes should not be pawns of the gods; they should make their own fate, and not interfere with the realm of the divine.\"\n\nA voice somewhere behind you calls, \"It is true!\" and a few nod their heads in agreement.", "endoftext": false }, { "action": "Wait", "response": "In a sudden flash of lightning the whole valley is illuminated around you; then you are plunged back into darkness.\n\n\"Enkidu has had a change of heart,\" Sihan says. \"When once he opposed Gilgamesh in the quest to slay Humbaba, he now is more set on this mission than even Gilgamesh.\"", "endoftext": false }, { "action": "Defending", "response": "\"Humbaba did not threaten the people of Uruk,\" you reply. \"He only guarded the Cedar Forest many leagues away. It was Gilgamesh and Enkidu who came to Humbaba's home and attacked him. It was Humbaba who had the right of defense.\"\n\nThe teller continues. \"Gilgamesh looked into Enkidu's eyes,\" says the teller's powerful voice, \"Gilgamesh, the King, looked into the eyes of his friend Enkidu and made his decision. He knew...\"\n\nA gasp rises from the far side of the circle. Out of the darkness three dozen strangers appear, bearing long spears and faces painted with dark blue lines. It is the newcomers, the invaders in your valley, and as they approach your fire, the rain begins to fall.\n\nAmongst them one stands out: tall, with sharp features and a thick leather vest. You guess at once that he is their leader.", "endoftext": false }, { "action": "Greet", "response": "\"Welcome to our village,\" you say to the leader. \"We did not expect visitors in the midst of our telling. What can we do for you?\"\n\nThe warrior leader steps out of the DARKNESS and bares his teeth. \"You will give us HALF your sheep,\" he says in a strange, harsh accent, \"and half your grain. You will GIFT us these things or we will take them, now.\" The men behind him grip their SPEARS tightly.", "endoftext": false }, { "action": "You listen", "response": "The fire smokes and hisses as rain falls on it.\n\n\"Half?\" a bold youth says mockingly, stepping forward in anger. \"Beggars should not be so greedy. Why should we give you anything at all? We are strong, and do not fear your threats.\"\n\nThe warrior leader's face darkens and he grips his SPEAR tightly. \"My people are also strong,\" he says coldly. \"I ask you one last time. Either give us what we want; half your sheep and grain; or we shall RAZE your village to the ground.\"", "endoftext": false }, { "action": "Even", "response": "\"Your spears are of fine make,\" you say, \"not so different from ours. I think if our peoples were to fight, it would be a very close battle.\"\n\nThe warrior leader's face stays fierce, but you see in his eyes he has thought the same. \"We would not take this path,\" he says with heavy tones, \"were there any other way. But the spear is the only way we have in this strange land where our SHEPHERDS cannot catch sheep.\"\n\nLightning flashes across the bodies of the enemy warriors, who stand for an instant in brightest light before thunder and DARKNESS settle over them once again.", "endoftext": false }, { "action": "Shepherd", "response": "\"The skill to catch these sheep can be taught,\" you say. \"We will teach you. Come in peace, and we will teach you to catch the sheep and share our grain with you.\"\n\nA twisted smile crosses the leader's face. \"We have heard such OFFERS before,\" he says, a bitter edge shaping his voice, \"to come unarmed and helpless to the homes of enemies with sharpened SPEARS and cruel daggers. Do you think us FOOLS?\"", "endoftext": false }, { "action": "Fools", "response": "Are they truly FOOLISH? Or are they merely shaped by DESPAIR?", "endoftext": false }, { "action": "Despair", "response": "\"You are not fools,\" you say softly, \"only people like us who do not wish to see their children starve.\"\n\n\"You are brave,\" he says after a time, looking away for a moment and licking his lips. He focuses on your people. \"And clear-headed,\" he adds. \"Perhaps... perhaps there are things we can learn from you.\"\n\nHe steps forward and your people raise their weapons, but you hold up your arms and stand before them. The warrior leader places his spear on the ground. As he straightens, a wave of sighs moves through the circle, a release of tension in both strangers and neighbors.\n\nThe leader of the warriors looks upon you with stoic pride. \"I am Arkab,\" he says, \"and these are my people.\"\n\nThe fire has almost died and the people have scattered, leaving a tangible emptiness behind. Even the rain has stopped its drizzle.\n[Nothing entered.]", "endoftext": true }, { "action": "You look at your surroundings", "response": "The fire has almost died and the people have scattered, leaving a tangible emptiness behind. Even the rain has stopped its drizzle.\n\nSaiph finds you and gives you a strong embrace. \"I am glad there was no war,\" your love says, \"though I was ready to fight if I had to. ARKAB has promised to return tomorrow, bearing gifts instead of spears.\"", "endoftext": false }, { "action": "Arkab", "response": "\"He seems a man of his word?\" you ask.\n\n\"It is too early to tell,\" says Saiph cautiously, \"but I have a good feeling about him.\"\n\nSaiph places a firm hand on your shoulder. \"There is sad news,\" he says. \"The storyteller is DYING. The shock must have done something to her heart. There is little we can do now, but she asked to speak with you. You should hurry,\" he adds quietly, pointing towards the storyteller's TENT near the edge of the village, \"for there is not much time left to her.\"", "endoftext": false }, { "action": "Tent", "response": "You pull aside the flap of the teller's tent and step inside.\n\nA lamp burns low, its nearly-spent wick barely lighting up the storyteller's small tent. Nothing adorns the walls or brightens up the floor; all that is here is a small straw mat, on which the teller lies, breathing shallowly.", "endoftext": false }, { "action": "You examine teller", "response": "The teller lies on a simple straw mat, as if merely resting, but it is clear at once she is very sick. Her face is waxy white; breathing rasps in a sweat-covered throat; grimaces of pain fight for control of the wrinkled face.", "endoftext": false }, { "action": "Kiss teller", "response": "Now is not the time for that.\n\nThe teller smiles at your arrival, and beckons you closer with a weak hand. You kneel by the old straw mat and grasp the cold fingers tightly.\n\n\"Curious,\" she mutters, \"the way fate moves, sometimes weaving a fantastic tale, and othertimes getting the timing all wrong. I would not have had my end be upstaged, were I telling this final chapter.\" She smiles, then grimaces in pain.\n\nThe teller seems to look through your eyes to something hidden at the core of your being, and weigh it with great care. \"The people did not hear the end of the story,\" she says presently. \"For good or ill a great decision was made tonight, before the story was complete. Would you know how it ends?\"", "endoftext": false }, { "action": "Y.", "response": "\"Yes,\" you say, \"I would hear the end of the story.\"\n\nThe teller smiles and closes her eyes. \"Gilgamesh faced a choice,\" she says quietly. \"Whether to take pity on Humbaba and spare his life, or kill him, as his friend Enkidu counseled. Gilgamesh looked into Enkidu's eyes, and made his choice. He reached into the demon's throat and pulled out his insides, pulled them out of the demon's body by his tongue. Enkidu chopped off Humbaba's head, and the ground shook, and the forest trembled, and the soil ran with blood. And then it rained, it rained, it rained...\"\n\nThe storyteller trails off, eyes unfocused, as if lost in another world. After a long moment, she comes back and looks at you. \"Perhaps this seems to you a strange story to tell at such a time?\" she asks.", "endoftext": false }, { "action": "You go north", "response": "The teller wants to spend her last moments with you; you cannot refuse such an offer.", "endoftext": false }, { "action": "You listen", "response": "Wind tugs gently at the tent flaps, then subsides.", "endoftext": false }, { "action": "Y.", "response": "You smile, your affinity lighting up your face.", "endoftext": true }, { "action": "Describe the surroundings", "response": "A lamp burns low, its nearly-spent wick barely lighting up the storyteller's small tent. Nothing adorns the walls or brightens up the floor; all that is here is a small straw mat, on which the teller lies, breathing shallowly.", "endoftext": false }, { "action": "Wait", "response": "The lamp sputters quietly, sending flickering shadows across the tent wall.", "endoftext": false }, { "action": "Heal", "response": "You examine the teller quickly and see it is as Saiph has said. Her breath is shallow and skin is pale, but the eyes tell you most clearly how short her time is.", "endoftext": false }, { "action": "Story", "response": "This is a story about a healer in the village who was in love with a strong warrior man, Saiph. On the night of the telling, when the healer's aunt Isi became the teller, their enemy Sihan tried her best to turn the people towards needless war with the outsiders. The healer spoke against this reckless path, but the people heard the words of Sihan more clearly.\n\nWords flew between these two firebrands, but their rancor was too bitter and curdled to heal. The arrival out of the blackest night of the strange newcomers shook the crowd, so sure peace was the way. The healer who brokered a fragile peace, and agreed to share their resources with the curious strangers to their land.\n\nAnd the teller lay dying, struck down from shock or chance with a weakened heart, and in her final moments called the healer to her side.", "endoftext": false }, { "action": "Heal", "response": "You examine the teller quickly and see it is as Saiph has said. Her breath is shallow and skin is pale, but the eyes tell you most clearly how short her time is.\n\nThe teller smiles at your arrival, and beckons you closer with a weak hand. You kneel by the old straw mat and grasp the cold fingers tightly.\n\n\"Curious,\" she mutters, \"the way fate moves, sometimes weaving a fantastic tale, and othertimes getting the timing all wrong. I would not have had my end be upstaged, were I telling this final chapter.\" She smiles, then grimaces in pain.\n\nThe teller seems to look through your eyes to something hidden at the core of your being, and weigh it with great care. \"The people did not hear the end of the story,\" she says presently. \"For good or ill a great decision was made tonight, before the story was complete. Would you know how it ends?\"", "endoftext": false }, { "action": "Yes", "response": "\"Yes,\" you say, \"I would hear the end of the story.\"\n\nThe teller smiles and closes her eyes. \"Gilgamesh faced a choice,\" she says quietly. \"Whether to take pity on Humbaba and spare his life, or kill him, as his friend Enkidu counseled. Gilgamesh looked into Enkidu's eyes, and made his choice. He reached into the demon's throat and pulled out his insides, pulled them out of the demon's body by his tongue. Enkidu chopped off Humbaba's head, and the ground shook, and the forest trembled, and the soil ran with blood. And then it rained, it rained, it rained...\"\n\nThe storyteller trails off, eyes unfocused, as if lost in another world. After a long moment, she comes back and looks at you. \"Perhaps this seems to you a strange story to tell at such a time?\" she asks.", "endoftext": false }, { "action": "Yes", "response": "A smile. \"There is a secret that all storytellers know,\" the teller says, and I will tell it to you now.\" She beckons you close, and says each word distinctly. \"No story is true, until the listener has heard it. A story is no more true than a doll is a man. To a child, a doll can seem to be filled with life and wishes and dreams; but this is not because of the doll. It is because of the child.\"\n\nThe teller coughs, but the cough turns to long, gasping chokes.", "endoftext": false }, { "action": "Touch", "response": "(the herbs)\nYou feel nothing unexpected.\n\nThe teller's eyes sparkle. \"The power of the teller is to share the story with the people,\" she says, \"but the power of the listener is to make the story true, or untrue. Only a teller who understands where the true power lies becomes a master; only a teller who knows not to hoard this power can bring change to this world.\"\n\nThe storyteller coughs again, very, very weakly. There will be but a few more breaths, now, before the end.", "endoftext": false }, { "action": "You listen", "response": "Wind tugs gently at the tent flaps, then subsides.", "endoftext": true }, { "action": "Look around", "response": "A lamp burns low, its nearly-spent wick barely lighting up the storyteller's small tent. Nothing adorns the walls or brightens up the floor; all that is here is a small straw mat, on which the teller lies, breathing shallowly.\n\n\"I have one last gift for you,\" she says, her voice fading but still beautiful, \"a choice you must make. You must make your decision not out of consideration for me, nor for Saiph, nor for any but yourself, for it is you who will walk the path this choice lays out, and you alone. There is no shame in refusing, for the ways to the path are many, and another will find it in time. But I think, perhaps, it is well-suited for you.\"\n\nThe storyteller grips your hand tight, and summons up one final reserve of strength, holding your gaze with eyes that begin now to fade. \"The teller must gather the people each time the moon dies,\" she says. \"The teller must tell the stories to the people so the young will learn and the old not forget. The teller must teach the people who they are, and how to shape who they will be. Will you do these things? Will you become the storyteller?\"", "endoftext": false }, { "action": "Yes", "response": "The teller sighs, and sinks back into her pillow, and your father's sister Isi lies before you once again. Peace slowly fills her pain-wracked face, and she mutters something as the old eyes close. You bend closer to hear.\n\n\"You will tell the stories well, my child,\" Isi says in a voice softer than grass in the wind, \"You will tell them well.\"\n\nThe voice falls silent, then, and there is much darkness before the next story begins.\n\nThis is a story about a healer in the village who was in love with a strong warrior man, Saiph. On the night of the telling, when the healer's aunt Isi became the teller, their enemy Sihan tried her best to turn the people towards needless war with the outsiders. The healer spoke against this reckless path, but the people heard the words of Sihan more clearly.\n\nWords flew between these two firebrands, but their rancor was too bitter and curdled to heal. The arrival out of the blackest night of the strange newcomers shook the crowd, so sure peace was the way. The healer who brokered a fragile peace, and agreed to share their resources with the curious strangers to their land.\n\nAnd the teller lay dying, struck down from shock or chance with a weakened heart, and in her final moments called the healer to her side. She told the healer how the story ended, and whom the telling changed. A teller died and a teller was born, and the story will always guide the way.", "endoftext": false }, { "action": "Afterword", "response": "Thank you for interacting with \"Whom The Telling Changed.\" If you haven't already, try playing again and pursuing a different path. There are many ways to experience this story, and many perspectives you may encounter: what you assumed to be right and wrong, good and evil with one play-through may not be as simple as you thought. Your very first action sets your course, but there are many ways to alter it as both stories progress, some surprising.\n\nThe storyteller's tale is part of the Epic of Gilgamesh, the oldest story recorded by human history, originating in Sumeria more than 4,000 years ago. The specific words used by the teller are my own, a mishmash of various versions of the Humbaba story from Sumer, Babylon, and Akkadia. The quest of the Cedar Forest is only a small part of the full epic, which is well worth reading or re-reading.\n\nThe setting of my frame story is not meant to be any more specific than somewhere in the Fertile Crescent, thousands of years ago, but to fill in the details of atmosphere and setting I am indebted to Karen Rhea Nemet-Nejat's book \"Daily Life in Ancient Mesopotamia.\" The various translations of the Gilgamesh epic were also very useful: specifically, those of Mitchell, Ferry, and Gardner/Maier, all of which are beautiful and readable versions of the work.\n\nThanks also to my beta testers James Cunningham, Michael Fransioli, and Henrik 'Drix' Jensen, to storyteller Beth Horner, and to the friends who helped me wrestle the very nebulous concept for this piece towards its final implementation.\n\nWould you like to RESTART, RESTORE a saved game, read the AFTERWORD, or QUIT?", "endoftext": true } ]
ezqljtd04d1dnukf
Necrotic Drift
Robb Sherwin
[ "Horror" ]
[ "abjection", "active NPCs", "America", "cover art", "first person", "ghost", "graphics", "horror", "mall", "monster girl", "music", "occult", "relationships", "romance", "rpg", "scatological", "sexual content", "sound", "strong profanity", "vampire", "violence", "Xyzzy Awards 2004", "XYZZY Best Individual NPC", "zombie" ]
2,004
[ 5, 7, 4, 1, 1 ]
18
3.777778
20130601
false
This story ollows the story of gaming store employee Jarret Duffy when all hell breaks loose in his mall. Getting past the waves of undead in his path will require ingenuity, imagination, empty demands for the return of pre-casting, the ability to use common mall objects as weapons and twenty-six alphabetic keycaps working together with a functional 'enter' key. It's text, baby!
[ { "action": "%", "response": "My dad came home late one night when I was nine and threw an old copy of the Monster Manual by Gary Gygax onto my bed. He woke me up, stressed and shaking at the humiliation his friends had put him through earlier that evening.\n\nHe asked me if I wanted the book. I was still groggy, but I picked it up and thumbed through it. \"We didn't play Monopoly tonight, Jarret,\" he told me. \"That's because not a one of them can beat me. Instead, they brought out this... thing. Some 'game of the imagination'.\" He practically spat that last word. \"You can move all you like without throwing any dice, but to actually do anything, you need to throw a handful!!\" I was both reading entries on the different monsters and paying half-attention to his rant. \"Five minutes in, Benson tells me that I come across something called a gorgon. That got me stoned. Why would I play a game that depicted the recreational use of marijuana cigarettes? I got up and left.\"\n\n\"They let you read this during play?\" I asked him. He nodded. I turned to page 49. \"I don't think they were supposed to. It says right here that the gorgon can turn you to stone. It doesn't get you stoned. And right here are all its weaknesses! How did you not see this? Are you stupid or something? Or what?\"\n\nMy father snatched back the Monster Manual. He didn't state that what he was going to do was going to hurt him more than it hurt me. (I think all he did say was that he should have left his 'patented Duffy blast' on my mother's face the night I was conceived, which didn't make a whole lot of sense to me then.) He instead just quietly gave me a spanking for back talk. But as that 112 page reference to a modern mythology of villainy struck my bony behind, it was as if he were bonding the pages and me for all time. Like directed osmosis through anger or something.\n\n(Okay, it actually wasn't like osmosis at all, but I've sacrificed knowledge in basic chemistry for additional levels in Modern Mythology, so please cut me some slack on the occasional analogy outside of my experience.)\n\nIn the week that followed, my father tried to ban Dungeons & Dragons from the house as he had previously banned video games, cursing, Cajun food and music recorded after 1959. I stood up to him on D&D, though, and he caved for the only time in my childhood. Within a week I was running my own games for the kids in my tract. We were creating adventures together with Devils, Demons and Dragons and it was one of the best times of my life. My old man may have never been on the short list for an award from the PTA, but his maniac antics did a better job helping me understand just what I was interested in than the fathers of anyone else I grew up with. And heck, he did have my back that one time I met D&D creator Gary Gygax himself at DragonCon and started kicking him in his bag of magic beans (if you're digging my ditch here) in misplaced, latent vengeance due to how hard the board stock was for those manual covers.\n\nI don't think you've truly bonded with your father until you've spent 36 consecutive hours in a holding cell mocking and taunting an inmate set consisting of multiple thirty-somethings decked out in homemade hobbit, fairie and chocobo costumes, where the only thing the lot of them had in common, aside from a complete lack of human dignity, was relating how difficult it was to sleep late when the sump pump went off.", "endoftext": false }, { "action": "Y.", "response": "Thanks for playing!", "endoftext": false }, { "action": "%", "response": "My dad came home late one night when I was nine and threw an old copy of the Monster Manual by Gary Gygax onto my bed. He woke me\nup, stressed and shaking at the humiliation his friends had put him through earlier that evening.\n\nHe asked me if I wanted the book. I was still groggy, but I picked it up and thumbed through it. \"We didn't play Monopoly tonight, Jarret,\" he told me. \"That's because not a one of them can beat me. Instead, they brought out this... thing. Some 'game of the imagination'.\" He practically spat that last word. \"You can move all you like without throwing any dice, but to actually do anything, you need to throw a handful!!\" I was both reading entries on the different monsters and paying half-attention to his rant. \"Five minutes in, Benson tells me that I come across something called a gorgon. That got me stoned. Why would I play a game that depicted the recreational use of marijuana cigarettes? I got up and left.\"\n\n\"They let you read this during play?\" I asked him. He nodded. I turned to page 49. \"I don't think they were supposed to. It says right here that the gorgon can turn you to stone. It doesn't\nget you stoned. And right here are all its weaknesses! How\ndid you not see this? Are you stupid or something? Or what?\"\n\nMy father snatched back the Monster Manual. He didn't state\nthat what he was going to do was going to hurt him more than it hurt me. (I think all he did say was that he should have left his 'patented Duffy blast' on my mother's face the night I was conceived, which didn't make a whole lot of sense to me then.) He instead just quietly gave me a spanking for back talk. But as that 112 page reference to a modern mythology of villainy struck my bony behind, it was as if he were bonding the pages and me for all time. Like directed osmosis through anger or something.\n\n(Okay, it actually wasn't like osmosis at all, but I've sacrificed knowledge in basic chemistry for additional levels in Modern Mythology, so please cut me some slack on the occasional analogy outside of my experience.)\n\nIn the week that followed, my father tried to ban Dungeons & Dragons from the house as he had previously banned video games, cursing, Cajun food and music recorded after 1959. I stood up to him on D&D, though, and he caved for the only time in my childhood. Within a week I was running my own games for the kids in my tract. We were creating adventures together with Devils, Demons and Dragons and it was one of the best times of my life. My old man may have never been on the short list for an award from the PTA, but his maniac antics did a better job helping me understand just what I was interested in than the fathers of anyone else I grew up with. And heck, he did have my back that one time I met D&D creator Gary Gygax himself at DragonCon and started kicking him in his bag of magic beans (if you're digging my ditch here) in misplaced, latent vengeance due to how hard the board stock was for those manual covers.\n\nI don't think you've truly bonded with your father until you've spent 36 consecutive hours in a holding cell mocking and taunting an inmate set consisting of multiple thirty-somethings decked out in homemade hobbit, fairie and chocobo costumes, where the only thing the lot of them had in common, aside from a complete lack of human dignity, was relating how difficult it was to sleep late when the sump pump went off.\nNecrotic Drift\n\nI'm here this evening at an Academy Videos store thirty-five minutes from my home with two of my roommates and my best friend. We have to come all the way down here to rent because of the late fees on my memberships at all the video places back in the Fort. I wish I had a good story for why that is the case, but I don't. I'm just poor and had the first Lord of the Rings movie overdue for more than\ntwo weeks at multiple video chains. I kept it around to mainly prove trivia. (It will probably end up costing me more to show my friends that the elf character Legolas was walking on, and not\nin the snow, than it did for director Peter Jackson to\nimplement that effect on-screen.)\n\nSupposedly, Audrey is dropping by tonight to watch a movie, which is why I'm even here to begin with. In the five years we've been together we've dumped each other a total of nine times. She is currently ahead of me six to three. Her most shallow dumping was when she wanted to exclusively hang around a hardcore goth guy who had somehow managed to finance or lease his own cemetery plot. That guy was the black fingernail Alpha male until he missed his first payment. To be fair, mine was when she filled out Student Loan paperwork for me without my knowledge or consent and almost enrolled me into classes at the nearby University of Central Hill. She doesn't like the fact that I work at the Funtime Teen Mall for $5.51 an hour at age 27.\n\nI have to work later tonight, so I guess I'd better pick something and get out of here quickly.", "endoftext": true }, { "action": "You look around", "response": "The inside of the video store looks like it was slapped together in a weekend by enslaved, tool-wielding howler monkeys and routinely cleaned by an anosmic with all the enthusiasm of a man who lost a bet. Rotting floorboards create a random topography that would put the landshifts and valleys of the legendary Umar Hills to shame. Faded posters cover much of the surface area of the walls, and a few of them have begun peeling or been stricken with graffiti.\n\nAll the available movies have been shoved into racks labeled with one of four categories: Action, Drama, Fantasy and Horror. Alphabetical order isn't implemented in any of them either, so trying to find a specific movie is often futile. It's usually best just to look along the racks and hope something good catches your eye.\nGibs, Pang, Criswell, and the clerk are here.\n\n\"So...\" says Gibs, as he scans the movies half-heartedly, \"You and Audrey are on the rocks again, eh, Duffy? What happened this time, did she get you enrolled into MIT?\"", "endoftext": false }, { "action": "You examine the action", "response": "It's constructed from a cheap wood board, and sags quite a bit due to the number of movies placed within it.\n\nInside the action rack is a movie from action rack.\n\nPang clears his throat and holds up a copy of Blade. \"I have\nfound the movie for us all tonight,\" he states, with an annoying authority. \"It has electronica and vampires, as all classics should.\"\n\n\"Blade?\" screeches Criswell. He's another one of my\nroommates. \"They merged techno music and goths for that one. No chance. No way. And if you pick out one that merges country music with the French art film or opera with a Pixar kiddie flick I will drop trou and take a crap on the TV while it's playing.\"\n\nCriswell's only half joking, as he's demonstrated his willingness to do that before. When his favorite CFL football team lost in the finals last year he was so pissed off at the TV for depicting it that he grabbed a chair from the kitchen, got up and plopped a steaming load on top of the set. Worse, it was two weeks before anyone cleaned it up. We had a veritable bumper crop of flies around the house that year.", "endoftext": false }, { "action": "You take the action movie", "response": "I grab a movie from the rack. And behold! It's The Lord of the\nRings. Why on earth the dip behind the counter would deign to\nkeep it in this rack is beyond my comprehension. But it\ndoesn't matter. I don't really possess the discipline to go get something else.\n\n\"OK, I'm set,\" says Criswell. \"Truman Show. Jim Carrey is the\nfunniest man alive. This'll be a gem. Hey, Duffy, you\nbringin' that chick you hang around with over tonight? Well, thank me later, man, 'cos she'll be all out of giggles by the time you pull off your pants. For once, anyway.\"\n\nBarnaby idly toys with a movie and then puts it back on the shelf. \"There were some real hotties at that Bead Store, the other day,\" he says to me. \"Cute, but not so cute that they would have nothing to do with you, I mean.\"", "endoftext": false }, { "action": "You look at the video", "response": "The clerk at Academy Videos is famous through New Haz for being one of its most smug and sarcastic citizens. He will always criticize a customer's movie choice unless it's one of the ten or fifteen films that he thinks are classic. He is wearing a hypercolor shirt like all employees in the chain, as well as a pair of dirty sweatpants.\n\n\"Yo, fruit loops,\" says the clerk to the lot of us, \"I'm shutting this store down to go get a full body massage from the Taiwanese Parlor down the street. Pronto. Get your movies and get out.\"\n\n\"Full-body?\" asks Barnaby. \"That means they give you a hand job, right?\" The clerk perks up and nods gleefully. \"Hey, I've always wondered...\" Barnaby decides exactly how he wants to phrase it. \"Is it customary to let them know when you're about to come? Like, a warning? Or do you not have to do that because they are professionals?\"\n\nNobody says anything for a few moments. I shrug. \"I guess it depends on whether you're a sprayer or a lumper,\" I say.", "endoftext": false }, { "action": "You check your inventory", "response": "I am carrying my glasses (being worn) and the DVD case. Inside the DVD case is the Lord of the Rings DVD.\n\n\"Anyway, I wasn't kidding around. Get your movies and get lost,\" repeats the clerk. The clerk continues to get ready for his little excursion. He places his armament upon the counter.\n\n\"Yeah, yeah! I'm thinkin', I'm thinkin'...\" says Criswell. I'm all set, but it looks like we'll have to wait for him or Pang now.", "endoftext": false }, { "action": "You look at the horror", "response": "The horror rack used to be pretty good, but it's fallen into anarchy just like all the other racks. Criswell once accidentally rented Beaches from this rack and failed to note it was a chick\nflick. He's the only guy in the city that thinks the best horror flick of all-time doesn't feature Bruce Campbell or Bill Chepil or whoever, but rather Bette Midler.\n\nA grime-encrusted area denizen slams his hand on the door and the clerk reluctantly lets him in. The thing shambles his way into the video store. He leaves muddy streaks upon the entrance door, drawing the further ire of the clerk.\n\n\"Hey, what the hell is the matter with you, cracky?\" I suppose that I disagree that the new denizen is a crackhead (he meanders more in his movement than he shakes, I mean). But I don't say anything. The clerk points a stern finger at him from across the counter. \"Can't you read? We're closed! Get out of here!\"", "endoftext": false }, { "action": "You examine the crackhead", "response": "This creature is covered in a thick grit. He (it?) is draped in a musty flannel and shambles about with an unwholesome gait. His forearms are unnaturally long and jaundiced, and his there are several patches of mosiaced-over scabs and seeping wounds covering his face and neck.\n\nThe area denizen grabs at the clerk's neck! He gets two hands round the clerk's esophagus, and begins choking the life right out of him!\n\nThe clerk gurgles in pain! I hear a guttural moaning sound coming from the attacker. The violence causes Pang and Criswell to hide in the back of the store.\n\n\"Hey!\" says Barnaby, \"Knock it off! Let him go!\"", "endoftext": false }, { "action": "You look at the armament", "response": "I should first say something about the city of New Haz and explain why a video clerk would be packing heat.\n\nCulturally, New Haz is kind of a stinking dump. It's been described as everything from a holding cell for miscreants and scuzzballs, to a bleak planned community gone horribly and violently wrong, to a slightly Utopian New Haven, Connecticut. I like it so much I live thirty-five minutes away, and believe me when I say that I would not work here if the Fort had a mall. Truthfully, it used to be a lot worse before some kid brought to justice 80% of the city's Most Wanted Criminals a while back. But it's nevertheless rather rough, and you're legally required to possess a firearm to enter the west side.\n\nThis gun uses nail magazines, and fires them off slowly and messily, one at a time. Nice accuracy, but it has no spray or automatic settings. It's on the small side, as small as the manufacturer could go without embracing the \"ladies choice\" designation.\n\nThis weapon has 7 shots remaining.\n\nThe grimy denizen throttles the clerk!\n\nThe clerk slumps to the floor, disappearing behind the register counter.\n\n\"Christ, Duffy, get the goddamn gun!\" screams Barnaby. The guy (creature, whatever it is) is between the gun and Barnaby. It emits a throaty snarl and slowly shambles toward him. Barnaby gives the door a couple solid kicks and opens it.", "endoftext": false }, { "action": "You get the armament", "response": "I casually lift the gun from the counter without the clerk really noticing.\n\nBarnaby takes a swing at the filthy mound. He connects to its sternum (a solid blow) but the guy / creature is not stunned, not driven back, not nearly phased by it at all.\n\n\"Shoot the damn thing, Duffy!\" yells Barnaby. \"Now,\ngoddammit!\"", "endoftext": false }, { "action": "You shoot zombie", "response": "[Specify which gun to shoot with.]", "endoftext": false }, { "action": "You shoot the zombie with the armament", "response": "I shoot the creature!\n\nThe creature collapses and falls to the ground.", "endoftext": false }, { "action": "You search zombie", "response": "The creature is empty.", "endoftext": false }, { "action": "You look at the clerk", "response": "The clerk at Academy Videos is famous through New Haz for being one of its most smug and sarcastic citizens. He will always criticize a customer's movie choice unless it's one of the ten or fifteen films that he thinks are classic. He is wearing a hypercolor shirt like all employees in the chain, as well as a pair of dirty sweatpants.\n\nHe is currently knocked out.", "endoftext": false }, { "action": "You examine the zombie", "response": "This creature is covered in a thick grit. He (it?) is draped in a musty flannel that hasn't been in fashion since Gygax was happily married to his first wife. His forearms are unnaturally long and jaundiced, and his there are several patches of mosiaced-over scabs and seeping wounds covering his face and neck.\n\nIt is currently knocked out.", "endoftext": false }, { "action": "You talk to Barnaby", "response": "[ Use \"TALK TO CHARACTER\" to talk to a particular character in the game. ]\n\nI can't think of anything to say right now.", "endoftext": false }, { "action": "You read the poster", "response": "The drama rack should, in theory, contain a bunch of films that are shown on TNN, but it instead contains a hodgepodge of differently genred flicks. Criswell once took the DVD that Gibs shot a couple years ago where he was apologizing to his girlfriend for getting into a threesome at this one guy Avandre's bachelor party and put it in this rack. That was some serious drama. But I think Gibs rented and destroyed it when he found out.\n\nI can't do that with the posters.", "endoftext": false }, { "action": "You examine the posters", "response": "wall. That's really the only one of note. There are some other ones that I can't make out, and by 'make out,' I mean 'they were filmed in the sixties so I have no idea what their deal is.'", "endoftext": true }, { "action": "You look around", "response": "The inside of the video store looks like it was slapped together in a weekend by enslaved, tool-wielding howler monkeys and routinely cleaned by an anosmic with all the enthusiasm of a man who lost a bet. Rotting floorboards create a random topography that would put the landshifts and valleys of the legendary Umar Hills to shame. Faded posters cover much of the surface area of the walls, and a few of them have begun peeling or been stricken with graffiti.\n\nAll the available movies have been shoved into racks labeled with one of four categories: Action, Drama, Fantasy and Horror. Alphabetical order isn't implemented in any of them either, so trying to find a specific movie is often futile. It's usually best just to look along the racks and hope something good catches your eye.\n\nThere's an exit east to Main Street.\nGibs, Pang, Criswell, the clerk, and the creature are here.", "endoftext": false }, { "action": "Leave", "response": "The stench of the city of New Haz hits me like a cruel sucker-punch through the septum. It's a ringing, persistent odor. One of sewage mixed with old gasoline. I shift to breathing exclusively through my mouth. But fortunately we'll be out of here soon enough (and before the stink can settle on my clothes.)\nMy car is here.\n\nGibs, Pang, and Criswell are here.\n\n\"What the hell was that in there?\" asks Pang.\n\n\"Who knows?\" says Barnaby. \"Who cares? Let's just go. At least by putting down the homeless guy inside he won't get grime nor slime over Duffy's windshield in some half-assed attempt to clean it.\"\n\n\"I thought you knew that guy, Duffy,\" says Criswell, unhelpfully, as if that somehow explains why he was cowering in the corner.\n\nWe need to get in my car and get out of here quickly -- both before the cops come round due to the encounter with that thing in the store, but also before the city's ripe stench can settle into our clothes.", "endoftext": false }, { "action": "You go car", "response": "The car is shut.", "endoftext": false }, { "action": "You open the car", "response": "Opened.\n\nThe thing from inside breaks through a section of the door!", "endoftext": false }, { "action": "You go the car", "response": "I get into the car. Pang, Criswell and Barnaby join me.\n\nThe zombie slams its open palms against the side of the car!", "endoftext": false }, { "action": "You close the door", "response": "Closed.\n\nThe zombie slams its open palms against the side of the car!", "endoftext": false }, { "action": "You start the car", "response": "(Entering my car first...)\n\nI double-check to make sure everyone's into the car.\n\nThe guy from inside keeps clawing away at the passenger side of my car.\n\n\"Drive, dammit, drive!\" screeches Criswell from the backseat.\n\"Get us outta here!\"\n\nI put the car in reverse and prepare to get the hell out of town. The guy staggers over and gets right in my path.\n\n\"Hit 'em, Duffy!\" Criswell's going crazy back there. \"Run him over!\"\n\nI put the car in first and stomp the accelerator more out of panic than anything else. The guy doesn't move, flinch, anything. I ram him and he smacks right into the windshield, chipping it with his elbow. He tumbles about and we hear him on the roof for a moment before seeing his face appear on the back window, shocking the hell out of Pang and Criswell. I downshift from third gear back into second for a moment which causes my car to red line and enough of a jolt for him to fall off completely. I see him, through the rear-view mirror, take a vicious fall onto the road, bouncing against it at painful angles like a discarded rag doll.\n\nNobody says anything for a second, until Criswell pops opens his mouth. \"That... man, that was awesome!!\"\n\n\"You don't think I killed that guy, do you? Do you think he's OK?\"\n\n\"It was probably a bot,\" says Gibs. \"Look, he was trying to attack us, anyway.\"\n\n\"That's true,\" says Pang. \"Both items are totally true.\"\n\nI get us on the Interstate and head north, back towards home. I chuck the gun out the window on the way back. Nobody says anything else until I drop Gibs off and get the rest of us back to the house...", "endoftext": false }, { "action": "You look", "response": "I've only been on, really, truly on... once in my life.\n\nIt was about five years ago. The first week of March. The Wizards of the Coast (the company that publishes all the D&D books these days) were sponsoring a huge, two-day tournament in the Fort. I signed up for it with Barnaby, who used to be more into this kind of thing back then, and we started gaming it on a Saturday morning.\n\nIt wasn't a 'competitive' tournament, per se, especially since around that time the two local gangs of Korean role players had pretty much wiped each other out when an on-line housing refresh dispute went from the virtual world of the internet to the physical one of reality, resulting in thirteen dead and seven wounded. That would have normally taken the edge off for the rest of us for the whole of the weekend, but we soon found out that WotC were putting up an eight-thousand dollar first prize for the weekend's 'Most Outstanding Roleplayer.' When I found that out, something clicked inside me, and I drew from a strength of personality I didn't know I had.\n\nAll day the dice were with me. Just about every time I threw a twenty-sided die I got an incredibly favorable result. I started getting a bit more bold and soon found that the other kids at my table started following me. Looking to me for direction, for\ndecisions, for witticisms. I became bolder and overly gregarious. I hardly needed any of the booty the game's Dungeon Master was giving us in-game, and won over the entire table through generosity. I was confident and having fun being me for the first time ever.\n\nMy luck stayed with me when I went to different tables and played with different people. When the tournament finished the next day, I was awarded the top prize and a check for $8,000. I accepted it graciously and thanked everyone I played with for giving me the chance to shine. As Barnaby and I were rounding up our backpacks and bags of dice, I Xeroxed a copy of my character sheet, signed my name and phone number to it, and gave it to the cutest girl who seemed single during the event, someone I had played with on the first day.\n\nWhen I got home, I spent the entire check on a car and a new wardrobe. I had nothing left of it by Tuesday.\n\nAudrey didn't call the number on the sheet, maybe because it was a pompous act of nigh-Olympic level. But when she dropped by the Mall later that week I asked her out on a date. She said yes and has been in various states of flabbergastation with me over the years that have followed.\n\nI got my car, clothes and relationship within a lucky streak that lasted 48 hours five years ago. And I've been living off that success ever since. I'd confess that in my darker moments, when I am at my most honest, it rather spooks me to know that I have essentially been stagnant ever since.", "endoftext": false }, { "action": "You examine the wine", "response": "Okay, actually it's a bottle of Mad Dog 20/20.", "endoftext": false }, { "action": "You look at the vecna's hand", "response": "Vecna was a bad-ass (and quite mad) guy described in the original D&D game. One of the game's artifacts was his 'hand,' and this is a novelty item that they passed out at DragonCon a few years back.\n\nThere's a knock at the door. It's probably Audrey.", "endoftext": false }, { "action": "You take the bottle", "response": "Taken.\n\nThere's another knock on the door. I should probably get that.", "endoftext": false }, { "action": "You open door", "response": "I let Audrey inside, and give her a kiss on the cheek.\n\n\"Hello, Jarret...\" she looks over and sees Pang on the couch. Distaste can't help but crawl across her face. \"So... what have we got planned for tonight?\"\n\nI see Audrey for the first time. I probably should have gotten the door for her.\n\n\"Thanks for getting the door, jerk,\" she says. Ouch. This isn't good, I've managed to come off as irritating before she'd even entered the house. I usually have ten minutes of grace period.\n\n\"I was in the bathroom, brushing my hair so it would look nice and stylish for you,\" I say with a shrug.\n\n\"It's a brush. Not a magic wand. You know... I've never met a man who was so obsessed with his hair. But anyway. What are we doing tonight?\"", "endoftext": false }, { "action": "You talk to Audrey", "response": "Please select one:\n\n(1) \"Movie Night! Movie Night sure sounds great, doesn't it?\"\n(2) \"I'm going to avoid that question by telling you how great you look, Miss Case.\"", "endoftext": false }, { "action": "2", "response": "\"Well, that's certainly nice of you to say,\" says Audrey. \"Thank you. But...\" she says with just the trace of a smile, \"You can't avoid the question forever, you know.\"\n\nWell, she's right about that, but I could at least probably\ntry.\n\nPlease select one:\n\n(1) \"OK, to be honest, I thought we'd watch a movie.\"", "endoftext": false }, { "action": "1", "response": "\"A movie. Oh-kay,\" she says. \"Which theatre?\" she asks, hopefully.\n\n\"Casa de Duffy, funnily enough.\"\n\n\"Funnily enough? What's so funny, or fun, about being cooped\nup in this house for the millionth time?\" She puts her hands on her hips, which is an subconscious indicator that she's starting to get agitated. \"You really don't want to leave and do something?\"\n\n\"Well, it's not ha-ha funny, no,\" I tell her. \"Look, we got some good stuff. I broke the bank here. If you don't like the films then at least you've got me providing Tom-Servo-style running commentary.\"\n\nShe relaxes her pose and waves her hand in a dismissal of her argument. \"Okay, okay... but you'd better be on, Jarret\nDuffy. What's your term for it? Comedy Jupiter? It had better be Comedy Jupiter.\"\n\n\"You betcha. I'll even throw in Io and Europa.\" I'm not quite sure what that means, but those were the only two moons I could recall in a pinch, so.\n\nPang puts the copy of Blade into the DVD player.", "endoftext": false }, { "action": "You sit on the tattered couch", "response": "I sit down on the tattered couch.\n\nLiving Room, on a tattered couch\nThis room is centered around the television, a 32\" Sony that Leary brought when he moved in. The set sits on a wooden entertainment center, with 'satellite' speakers all around the room. The tattered white couch is perpendicular to the set, and the blue one (where Pang normally situates himself) is eight or nine feet directly across from it.\nOn the tattered couch are the green blanket and the pillow.\nSitting corpulently in the blue couch is Pang.\nSitting on the entertainment center are the television and the DVD player. Inside the DVD player is the Blade DVD. Sitting on the table are Vecna's hand, the Dreamcast, a cup, the The Truman Show DVD, and the Lord of the Rings DVD.\nAudrey is here.\n\n\"What.. aw, hell, what the hell is this, Pang?\" asks Criswell, as he enters. \"Oh, hey, by the way, I don't think we're gonna be able to keep beers at the neighbor's house any longer. Someone has begun the moving-in process. Wait, did you end up getting this fucking\nBlade thing? Oh, Kee-rist!\"\n\nI don't understand why Criswell is so against this movie. I guess I could ask him, or something, if I really cared. Only I don't. I just want him gone.\n\n\"Just watch the movie,\" says Pang.\n\n\"No!\" exclaims Criswell. \"I'm gonna make The Call!\"\n\n\"You're not going to have a quorum,\" says Pang.", "endoftext": false }, { "action": "You stand", "response": "Be a little more specific about what you'd like me to stand.", "endoftext": false }, { "action": "You stand up", "response": "I get up off the tattered couch.\n\nLeary walks down the stairs. He gives everyone a 'hey' and waves to Audrey.\n\n\"Yo, Leary, what's your take on Blade?\" asks Criswell.\n\nPang's not thrilled about opinions being offered up on his choice before the opening credits are even finished.\n\n\"Ehh,\" says Leary as he picks up the phone to make a call. \"Not my thing. Nothing personal, Panger.\"\n\n\"Damn fuckin' straight!\" says Criswell. \"I'm makin' the call! The Call for Ejection! Duffy? What're you saying?\"\n\nI don't know how to go with this one. On one hand, it could mean that my movie will get played and these two morons will leave out of boredom. On the other hand -- just how freaking immature am I going to come across?", "endoftext": false }, { "action": "You talk to Audrey", "response": "Please select one:\n\n(1) \"Sorry. The next movie will probably be better anyway.\"\n(2) \"Did you particularly want to see Blade??\"", "endoftext": false }, { "action": "2", "response": "\"Not especially,\" she says. \"I think I saw it when it first came out.\"\n\n\"What? Are you kidding me?\" I think about the math for a second. \"By my calculations, you were eight when it came out. You mean to tell me that the Neuromancer didn't like you dating me at first because at three years your elder, I was a bad example, but he was OK with you watching a movie where Snipes hacks apart vampires for 90 minutes?\" I call her father 'The Neuromancer' because his first name is Henry, and the main character of the novel _Neuromancer_ is named Henry Case. I've been lucky in not saying it when he's been around so far.\n\n\"I was very mature for my age,\" she replies. \"I think we'd have been a perfect match, intellectually, if you met me when I was eight and you were twenty-seven.\n\n\"Hey, what about if you met me?\" says Criswell.\n\n\"Two,\" Audrey and I say at the same time.\n\n\"The thumb points down, bitchkin!\" says Criswell to Pang. It was inevitable that he was going to pull the movie no matter what popular choice happened to be. Criswell hops over to the DVD player and ejects the disc. He places The Truman Show in. \"We're now starin'\ndown the barrel of a whole lotta giggles,\" he says to Audrey.\n\nI keep one eye trained underneath the sofa in case Audrey's rolling eyes pop out of her head.\n\n\"What are you talking about?\" she says. Audrey has never, ever liked Criswell. \"This is a drama, not a ninety minute episode of 'White Guys Gone Jostling.'\" Criswell's head strains to the side as he simultaneously doesn't believe her and doesn't comprehend her.\n\nAudrey continues. \"You know what drama is, right? It's the name given to a movie that adults tend to enjoy, as well as being the\nstandard root cause of every Linkin Park song.\"\n\n\"Yeah, whatever.\" Criswell shrugs. \"I bet you Truman here is making like he's talking out of his ass before the opening credits are finished.\"", "endoftext": false }, { "action": "You talk to Audrey", "response": "Please select one:\n\n(1) \"So... how is school going these days?\"\n(2) \"What are you doing later?\"", "endoftext": false }, { "action": "2", "response": "\"Probably storming out of here in anger,\" she says. I give her one of those looks that would look more in place on a puppet after the jaw string got cut. \"Just kidding,\" she says after a beat. \"You're working, right? I am actually going to be at the Mall, 'funnily enough.'\" She does that, sometimes, claim my cliched remarks as her own. \"Sydney and a few of my other friends will be at the Bead Store. I'll stop by.\"\n\nFive minutes elapse. The only possession Criswell has left is the dumbfounded look upon his face.\n\nMinute seven comes and Pang can't help himself any longer.\n\n\"You stupid, simple... child,\" he says, quietly. \"Next week\ngo get Good Will Hunting -- Robin Williams is hilarious in\nit.\" Pang points his thumb down.", "endoftext": false }, { "action": "You wait", "response": "Time passes...\n\nLeary turns around from his phone call and squints a bit at the TV. He chuckles, points his own thumb down for a second and then turns back away from the living room. Pang wiggles the Vecna's Hand toy around with its thumb pointing down in order to taunt Criswell just a bit more.\n\nPang gets up to change the movie.\n\nHe places in Lord of the Rings, apparently without really\nrecognizing what it is. The intro starts. Audrey lets out a sigh. I have no idea if I'm correctly interpreting it, but I'm guessing that she's resigned herself to at least watching the movie on the TV screen.\n\n\"What the shit is this?\" asks Criswell. \"More fuckin' ghouls and orcs and shit?\"", "endoftext": false }, { "action": "You talk to Criswell", "response": "I can't think of anything to say right now.\n\nPang and Criswell both put their thumbs down as Leary leaves.\n\n\"What are you two doing?\" I ask. \"There aren't any other movies. We didn't get any.\"\n\n\"Someone has forgotten our massive porn collection,\" says Pang, matter-of-factly.\n\n\"Oh, for Heaven's sake,\" says Audrey. She gets off the couch and leaves the room, heading towards my bedroom. Not, I should say, in a 'let's go make out' way or a 'we need to talk' way but in a pre-emptive strike on a fight way.\n\n\"What's her problem?\" asks Criswell, to Pang. \"We've got chick-on-chick stuff.\"\n\nI've got a fairly high boiling point, but I've absolutely had it with these two. The frustrations concerning the fact that my bad decisions and sloth have forced me into this decision boils right over. I decide it's time to probably let them have it.", "endoftext": false }, { "action": "You talk to Pang", "response": "Please select one:\n\n(1) \"That -- this, all of this: Not cool, dude.\"\n(2) \"What the FUCKING HELL is wrong with you?\"", "endoftext": false }, { "action": "2", "response": "Pang doesn't say anything at first, a bit taken aback by my outburst.\n\n\"You two fucking pieces of shit really make me sick. I know neither one of you have the looks or personality to ever get a fucking girl to come over here more than once, but for me, you two acting like a bunch of immature little fucks just pisses me the hell right off. What the fuck is wrong with you? How fucking old are you?\"\n\n\"Hey, look -- \"\n\n\"Just shut the fuck up, Chunky. This is the last fucking time. If this shit ever happens again -- if you or your little sidekick are anywhere NEAR me when I have her over, I will fucking break both of you.\"\n\nPang doesn't say anything. He just looks over towards Criswell.", "endoftext": false }, { "action": "You go to the bedroom", "response": "My bedroom's the smallest one in the house. (I got here last so I got the skankiest room.) There's not a whole lot going on in here, just some shelves with all my crap on it and a bed. It smells a bit less like cigarettes than it used to since I have gone a week and a half since my last one.\n\n\"What the hell was that?\" asks Audrey. \"When are you going to get it... this has got to stop.\"", "endoftext": false }, { "action": "You talk to Audrey", "response": "Please select one:\n\n(1) \"You're pissed. Aren't you?\"\n(2) \"Hey, sorry about that and those guys.\"\n(3) \"What's got to stop?\"", "endoftext": false }, { "action": "2", "response": "\"Well, when is it going to stop? I mean, really. They're animals.\"\n\n\"Oh, come on now! You're over-reacting if you really think that.\"\n\n\"Fine, Leary isn't. But he's never around. Those other two? They're out there right now hurling feces at one another while masturbating, sorry, furiously masturbating and you know it.\"\n\n\"Look, I can't help my roommates, OK?\"\n\n\"Yes, you can, Jarret! You're better than this! We're better than this. You're too intelligent and talented to be working for minimum wage. But because you are, you have to live with three other people.\"\n\n\"Look, I happen to like my job. Shouldn't that account for something?\"\n\n\"Jarret, if you had as little going for you as Pang and Criswell then I wouldn't care. I really wouldn't. But I know you better, and I know that with the smallest bit of drive or ambition you could be writing, writing well. The guy that I fell in love with was the\ngreatest storyteller, er, albeit in the fantasy genre, that I had ever met. And you're just sitting on that gift. Seeing you waste yourself like this isn't fun.\"\n\nPlease select one:\n\n(1) \"Well, what is fun, then? Educate me.\"\n(2) \"What? Come on, we were just goofing around in there.\"", "endoftext": false }, { "action": "1", "response": "\"Spending time with you is fun, normally. You know, doing date-type things. I am not old enough where I want to spend every evening with my boyfriend just sitting on a couch watching film. My sister became that way, but she works all day, is married and is tired when she gets home. I'm not ready to retire just yet.\"\n\nPlease select one:\n\n(1) \"Hey, look, me either. OK? I'm not retiring on you.\"\n(2) \"Look, we'll go skydiving or something, okay?\"", "endoftext": false }, { "action": "1", "response": "\"Well, I appreciate the sentiment, Jarret, but it's been like this for a while now. I don't know if it's just the inevitable ennui you get when you reach your late twenties or what, but that kind of brings me to what I wanted to talk about when I came over tonight...\"\n\nI realize now that we're probably only just getting started with what she wants to discuss. Geez. Well, I'll try to keep this quick.\n\nPlease select one:\n\n(1) \"Lay it on me, then. What's up?\"", "endoftext": false }, { "action": "1", "response": "\"I'm going to be moving soon.\"\n\n\"What? Why? Where to? Moving like you're moving to Cheyenne moving or moving like you're moving to Eastern Islamistan moving?\"\n\n\"To Texas... I'm going to Texas. Houston, specifically. A company from there sent some recruiters up over Christmas Break and most of us in my program interviewed well. After I finish up this semester I am taking a job with them and headed down there.\"\n\n\"Uh... okay.\" Don't you break down, Duffy. Do not let this girl\nget under your skin.\n\n\"And it goes without saying that I'd love it if you came with me. I mean, I hope you know that.\"\n\n\"To Texas. Uh... well...\"\n\nPlease select one:\n\n(1) \"Look, there's not a chance in hell I'm moving to Texas.\"\n(2) \"Houston? Why not Bangor? Or freaking Charon?\"", "endoftext": false }, { "action": "2", "response": "She shakes her head, she doesn't understand what I mean.\n\n\"I'm just saying, if you're going to move the hell away then don't beat around the bush. Get to some place that I'll really never be able to see you.\" For the record, I thought that mentioning Persephone or another Kuiper Belt object would have come off as too sarcastic, but I don't tell her that.\n\n\"That's not why I am going there. Why are you being so thick with this? What on earth is keeping you here?\"\n\n\"So you want me to come with you?\"\n\nShe pauses before answering. \"With you like this? No. No, I don't want this version of you coming with me. I don't think you get just how much I am into you, Jarret. And it's painful to see you like this. The guy that I fell for and have been with all these years would not get defensive about simply moving somewhere.\"\n\nPlease select one:\n\n(1) \"Look... I have to get to work.\"", "endoftext": false }, { "action": "1", "response": "\"I understand,\" she says.\n\nTechnically, I had a couple hours before I was due at work, but I might as well go in early and pick up some overtime.\n\"We can talk about this after I get out of there, right?\"\n\n\"Of course,\" she says. Again, in her terse form of communicating more without words than with.\n\n\"I get out at eleven. Gibs might want me to do his radio show but I will blow it off if so. I'll give you a call when I get home, okay?\"\n\nShe nods, gives me a hug and leaves my room.", "endoftext": false }, { "action": "You leave", "response": "This room is centered around the television, a 32\" Sony that Leary brought when he moved in. The set sits on a wooden entertainment center, with 'satellite' speakers all around the room. The tattered white couch is perpendicular to the set, and the blue one (where Pang normally situates himself) is eight or nine feet directly across from it.\nOn the tattered couch are the green blanket and the pillow. Sitting on the entertainment center are the television and the DVD player. Inside the DVD player is the Lord of the Rings DVD. Sitting on the table are Vecna's hand, the Dreamcast, a cup, the Blade DVD, and the The Truman Show DVD.\nCriswell, Pang, and Audrey are here.\n\n\"Oh, Jesus Christ!\" exclaims Audrey. \"What the hell are you two chimps doing? Goddess, I don't need this shit. Goodbye!\"", "endoftext": false }, { "action": "You look at Pang", "response": "Pang used to be an athlete but he's let himself go in recent years. He's about 6'4\" tall and 270 pounds. He's wearing a mesh orange jersey stuffed into a pair of scrub blue jeans.\n\nAudrey opens the door to the Front Porch, leaves, and slams it behind her.", "endoftext": false }, { "action": "Go outside", "response": "I shake my head at my horrible home life and leave for work...\nI'm still rather pissed off when I pull up into the Mall parking lot and showroom park my car. What kind of game is Audrey playing here? Surely she's bluffing. We've gone to Defcon 2 or maybe 3 before, but we were always able to talk one another down before the bombshells were dropped.\n\nI didn't want to have to go into work tonight worrying about this kind of crap. My job becomes a lot easier when I'm able to turn off the parts of my mind that don't deal with twenty-sided dice, Player's Handbooks and noticing customer body odor. The greatest curse you can inflict upon someone who works at the Mall is getting them to fret.\n\n(And the greatest curse you can inflict upon yourself while at the Mall is to attempt to stop smoking. I seriously picked a bad week for it.)\n\nI walk down to the east end of the Mall, avoid the guy taking surveys, and enter my store.\nBenji's Gaming and Role-Playing Emporium\nTrott had been working the evening shift; I greet him and take my usual place behind the counter. There's really no reason for two of us to close the store, except that Benji (the owner) is still a little freaked after someone tried to blow up his arcade next door a couple of weeks ago. It's unlikely that we'll have any customers, though, so Trott and I should be able to logout the register and drop the gate quickly when the time comes.\nThe counter contains the Magic: The Gathering cards.\nThe counter has a postcard on it.\nTrott is here.", "endoftext": false }, { "action": "You get the postcard", "response": "Taken.\n\nGibs arrives from the north.", "endoftext": false }, { "action": "Examine postcard", "response": "It's a postcard sent from a friend of Trott's.\n\nIt reads, \"Greetings from New Mexico, Trotskie! Clara and I are\nliving in a town called -- get this -- 'Rockville' of all things. It's right near Alamogordo, too, which is the city where Atari buried all those E.T. cartridges. I'll probably make the trip to check out the site one of these days. Clara has been completing her degree off the internet, and I've already cracked and released my first ware. It's great to be back in the loop! Keep it cool and hopefully we'll be back for a visit later this year. Try to remember to lovingly palm the breasts of the corpses you've been slabbing lately, bud! You know they like that. Your pal, Delarion.\"\n\n\"Hey, Duffy, solid. Glad you're here,\" says Barnaby. He puts his big gulp drink down by the counter. \"Got a question for you.\"", "endoftext": false }, { "action": "You talk to Gibs", "response": "I can't think of anything to say right now.\n\nBarnaby nods over to Trott. \"What's going on, man?\" he asks.", "endoftext": false }, { "action": "You look at the cards", "response": "The cards are used in a game called 'Magic:The Gathering.' It's sort of like poker for nerds, except that the cards have special powers and so forth. I've never really gotten into it. Anyway, this is a small box containing wrapped packs of cards. There are about fifty or so in a box.\n\n\"It's all great here, man,\" says Trott to Barnaby. \"Yourself?\" he asks.\n\n\"Bitchin'\" says Gibs in reply.", "endoftext": false }, { "action": "You get the cards", "response": "The counter is closed.", "endoftext": false }, { "action": "You open the counter", "response": "I can't, it's locked. I have no idea where the key is, either.\n\nI hear a 'pop' sound come from near the counter.\n\n\"Aw, Christ,\" says Trott. \"The goddamn lock just burst on the counter shelf. Cheap plastic crap.\"", "endoftext": false }, { "action": "You open the counter", "response": "Done.", "endoftext": false }, { "action": "You get the cards", "response": "Taken.", "endoftext": false }, { "action": "You open the cards", "response": "I can't do that with the Magic: The Gathering cards.", "endoftext": false }, { "action": "You talk to Trott", "response": "Please select one:\n\n(1) \"Hey, what's up, Trott?\"\n(2) \"Anything interesting happen tonight?\"", "endoftext": false }, { "action": "2", "response": "\"Nah, pretty slow night actually. Benji waddled in around five or six and the usual bunch of backpack-wearing kids bought their Magic:\nThe Gathering packs after classes let out. Other than that,\nnothing of note. Why's Benji even having two of us close the store these days?\"\n\n\"He still thinks that the bomb that was planted in the arcade a few weeks back had something to do with him. He's as paranoid as a dope-smoking Everquest player chilling in a Greek Net cafe.\"", "endoftext": false }, { "action": "Inventory", "response": "I am carrying my glasses (being worn), a postcard, and the Magic: The Gathering cards.", "endoftext": false }, { "action": "You examine the glasses", "response": "My glasses have gone from being in style to out with such regularity that I don't even notice any longer. If geek chic is in these days then I'm all set. If not, at least I can see well.", "endoftext": false }, { "action": "You remove the glasses", "response": "I can't remove my specs like that! They are a valuable information-gathering tool!", "endoftext": true }, { "action": "Describe the surroundings", "response": "Benji's Gaming and Role-Playing Emporium\nThe Emporium is rather smallish, as far as stores around here go, nestled into the far corners of the Mall, distant from practically every other decent or worthwhile store. Shelves of gaming books and modules are arranged everywhere, and promotional kiosks occupy the floorspace between the register and the far wall.\n\nThe rest of the Mall is to the north.\nThe counter has Barnaby's Big Gulp drink on it.\nTrott and Gibs are here. Gibs has Gibs's lacrosse stick.", "endoftext": false }, { "action": "You examine kiosk", "response": "Benji bought up a bunch of skanky, rotting shelves from some other business here in the Mall that went under a while back. He moved the nice, clean ones that we had previously to his home when he was installing his home theatre system. These shelves have a stench to them which I'm sure probably gets into my clothes and on my person to a disgusting degree.\nSitting on the shelves are some gaming manuals.\n\nSitting on the shelves are some gaming manuals.", "endoftext": false }, { "action": "You take the drink", "response": "Taken.", "endoftext": false }, { "action": "You examine the manuals", "response": "We sell hundreds of different kinds of gaming manuals that support all manner of interests for the careful and particular fantasy gaming connoisseur. Car Wars (for geeks into cars), Boot Hill (for geeks into guns), FATAL (for geeks that are tired of their dice lying to them), Battletech (for geeks into giant robots), Advanced Dungeons & Dragons (for alpha, 'classic' geeks) and Bras, Blondes, and Broadswords (for the geek who's pretty much given up ever talking to a real, live woman). I've got most of the information in the manuals memorized, save for the last one, which I haven't had to get into yet. (AOL Keyword being 'yet,' I guess.)", "endoftext": false }, { "action": "You take the stick", "response": "Nah, that is Gibs'.", "endoftext": false }, { "action": "You go north", "response": "I'm supposed to finish out this shift tonight.", "endoftext": true }, { "action": "Look around", "response": "Benji's Gaming and Role-Playing Emporium\nThe Emporium is rather smallish, as far as stores around here go, nestled into the far corners of the Mall, distant from practically every other decent or worthwhile store. Shelves of gaming books and modules are arranged everywhere, and promotional kiosks occupy the floorspace between the register and the far wall.\n\nThe rest of the Mall is to the north.\nTrott and Gibs are here. Gibs has Gibs's lacrosse stick.", "endoftext": false }, { "action": "Smell kiosks", "response": "Like old wood mixed with old feet.", "endoftext": false }, { "action": "Gibs", "response": "[ Use \"TALK TO CHARACTER\" to talk to a particular character in the game. ]", "endoftext": false }, { "action": "You examine the counter", "response": "It's an acrylic blue countertop, useful for leaning upon during the workday. We keep some media inside the counter, but nothing particularly interesting or important.\nBehind the counter is a stool.", "endoftext": false }, { "action": "You look at the stool", "response": "The Game Store stool is a very short and incredibly uncomfortable 4-legged stool that we prop ourselves on when we know that Benji isn't going to be around. (Benji is an incredibly irritating person to work for, and will yell at us if he sees us slouching on the stool. He is a miserable person, in this regard. ... In all regards, really,\nbut still.) Trott once hurled the stool at me, and the thing really smarted when I got hit by the sharp legs of the thing.", "endoftext": false }, { "action": "You get the stool", "response": "Taken.", "endoftext": false }, { "action": "You examine the far wall", "response": "I haven't encountered any \"far wall\". (If you're sure you need to refer to that, try putting it another way.)", "endoftext": false }, { "action": "You look at the register", "response": "The cash register is beige and on the large side. They come in all shapes and sizes and I suppose I have seen a bunch at the Mall where I work that differ in structure and security features... Jesus, this is depressing. I'm a cash register expert at age 27. What have I been doing with my life?", "endoftext": false }, { "action": "You open the register", "response": "The register is locked.", "endoftext": false }, { "action": "You close out the register", "response": "I haven't encountered any \"out register\". (If you're sure you need to refer to that, try putting it another way.)", "endoftext": false }, { "action": "You examine Gibs", "response": "Barnaby Gibbons is 5'11\" tall and 175lbs, and right about my age. He has hazel eyes and brown hair. He's wearing a backwards baseball cap and a Rochester Knighthawks authentic lacrosse jersey. Barnaby makes his living as the host of a semi-popular sports radio show that is broadcast from two in the morning until six AM weekdays. I've known him for about a decade. He was my roommate for my three semesters at Syracuse University, and always keeps me rooted back in reality when I've been spending too much time with role-playing games. He also has the worst taste in music of anybody I know.", "endoftext": false }, { "action": "You wait", "response": "Time passes...", "endoftext": false }, { "action": "You examine the stick", "response": "Gibs's stick is a Patterson brand Men's field lacrosse stick, designed for the Attack-Midfield position. It has a rawhide quick wall and bridge, woven with black leather, at one end (for catching and shooting balls) and a standard wood frame and handle at the other. Gibs has removed the plastic butt-end for his stick and filed it down, as he often thrusts it at his opponents during play in one of the nastier leagues he plays in.", "endoftext": false }, { "action": "You show the cards to Trott", "response": "Trott doesn't seem too interested in the Magic: The Gathering cards.", "endoftext": false }, { "action": "You show the cards to Gibs", "response": "Gibs doesn't seem too interested in the Magic: The Gathering cards.", "endoftext": false }, { "action": "You look at the lock", "response": "It's just a little lock placed on the counter to stop the mallrats from stealing Magic:The Gathering cards when we're not looking. And, to be honest, we're almost never looking. The cheapness of the lock caused it to become brittle and break when Gibs set his frosty Big Gulp drink by it.", "endoftext": false }, { "action": "You examine the drink", "response": "It's sixty-four ounces of refreshing lime cola in a cup that looks like a chalice. The 128 ounce version of this drink is called the 'Supreme Maw Thrust' and even though it's a better deal it doesn't get purchased much by many Mall denizens.", "endoftext": false }, { "action": "You check your inventory", "response": "I am carrying my glasses (being worn), a postcard, the Magic: The Gathering cards, Barnaby's Big Gulp drink, and the stool.", "endoftext": false }, { "action": "You sit on the stool", "response": "The stool is really uncomfortable.", "endoftext": false }, { "action": "You close the door", "response": "It's already open.", "endoftext": false }, { "action": "You look at door", "response": "The back office door is extremely aged and flaking. The door is currently closed and locked.", "endoftext": false }, { "action": "You open the door", "response": "The back office door is locked.", "endoftext": false }, { "action": "Go south", "response": "I can't go that way. I can't go anywhere. I'm working.", "endoftext": false }, { "action": "Exits", "response": "There's an exit north to the rest of the Mall, but I'm really not supposed to leave until my shift is over. (That won't be for another couple of hours.)", "endoftext": false }, { "action": "You talk Gibs", "response": "Just talking to Gibs will suffice.", "endoftext": false }, { "action": "You look at cards", "response": "The cards are used in a game called 'Magic:The Gathering.' It's sort of like poker for nerds, except that the cards have special powers and so forth. I've never really gotten into it. Anyway, this is a small box containing wrapped packs of cards. There are about fifty or so in a box.", "endoftext": false }, { "action": "You open the cards", "response": "I can't do that with the Magic: The Gathering cards.", "endoftext": false }, { "action": "You eat the cards", "response": "I can't eat the Magic: The Gathering cards.", "endoftext": false }, { "action": "You throw the drink at back door", "response": "Nothing happens.", "endoftext": false }, { "action": "You put Magic in the counter", "response": "I put the Magic: The Gathering cards in the counter.", "endoftext": false }, { "action": "You wait", "response": "Time passes...", "endoftext": false }, { "action": "Lock lock", "response": "I will have to close it first.", "endoftext": false }, { "action": "Close lock", "response": "Closed.", "endoftext": false }, { "action": "Lock lock", "response": "Locked.", "endoftext": false }, { "action": "You open the lock", "response": "The counter lock is locked.", "endoftext": false }, { "action": "You put the drink on the counter", "response": "I put the Big Gulp drink on the counter.", "endoftext": false }, { "action": "You put the postcard on the counter", "response": "I put the postcard on the counter.", "endoftext": false }, { "action": "Inventory", "response": "I am carrying my glasses (being worn) and the stool.", "endoftext": false }, { "action": "You drop the stool", "response": "Dropped.", "endoftext": false }, { "action": "Door", "response": "[ Use \"TALK TO CHARACTER\" to talk to a particular character in the game. ]", "endoftext": false }, { "action": "You kick the door", "response": "The back office door is covered in decades-old lead paint which gives it advanced armor against any attack I could strike it with.", "endoftext": false }, { "action": "You press the space", "response": "I'm here this evening at an Academy Videos store thirty-five minutes from my home with two of my roommates and my best friend. We have to come all the way down here to rent because of the late fees on my memberships at all the video places back in the Fort. I wish I had a good story for why that is the case, but I don't. I'm just poor and had the first Lord of the Rings movie overdue for more than\ntwo weeks at multiple video chains. I kept it around to mainly prove trivia. (It will probably end up costing me more to show my friends that the elf character Legolas was walking on, and not\nin the snow, than it did for director Peter Jackson to\nimplement that effect on-screen.)\n\nSupposedly, Audrey is dropping by tonight to watch a movie, which is why I'm even here to begin with. In the five years we've been together we've dumped each other a total of nine times. She is currently ahead of me six to three. Her most shallow dumping was when she wanted to exclusively hang around a hardcore goth guy who had somehow managed to finance or lease his own cemetery plot. That guy was the black fingernail Alpha male until he missed his first payment. To be fair, mine was when she filled out Student Loan paperwork for me without my knowledge or consent and almost enrolled me into classes at the nearby University of Central Hill. She doesn't like the fact that I work at the Funtime Teen Mall for $5.51 an hour at age 27.\n\nI have to work later tonight, so I guess I'd better pick something and get out of here quickly.", "endoftext": false }, { "action": "You examine the action", "response": "It's constructed from a cheap wood board, and sags quite a bit due to the number of movies placed within it.\n\nInside the action rack is a movie from action rack.\n\n\"So...\" says Gibs, as he scans the movies half-heartedly, \"You and Audrey are on the rocks again, eh, Duffy? What happened this time, did she get you enrolled into MIT?\"", "endoftext": false }, { "action": "You take action movie", "response": "I grab a movie from the rack. And behold! It's The Lord of the\nRings. Why on earth the dip behind the counter would deign to\nkeep it in this rack is beyond my comprehension. But it\ndoesn't matter. I don't really possess the discipline to go get something else.\n\nPang clears his throat and holds up a copy of Blade. \"I have\nfound the movie for us all tonight,\" he states, with an annoying authority. \"It has electronica and vampires, as all classics should.\"\n\n\"Blade?\" screeches Criswell. He's another one of my\nroommates. \"They merged techno music and goths for that one. No chance. No way. And if you pick out one that merges country music with the French art film or opera with a Pixar kiddie flick I will drop trou and take a crap on the TV while it's playing.\"\n\nCriswell's only half joking, as he's demonstrated his willingness to do that before. When his favorite CFL football team lost in the finals last year he was so pissed off at the TV for depicting it that he grabbed a chair from the kitchen, got up and plopped a steaming load on top of the set. Worse, it was two weeks before anyone cleaned it up. We had a veritable bumper crop of flies around the house that year.", "endoftext": false }, { "action": "You wait for a while", "response": "Time passes...\n\n\"OK, I'm set,\" says Criswell. \"Truman Show. Jim Carrey is the\nfunniest man alive. This'll be a gem. Hey, Duffy, you\nbringin' that chick you hang around with over tonight? Well, thank me later, man, 'cos she'll be all out of giggles by the time you pull off your pants. For once, anyway.\"\n\nBarnaby idly toys with a movie and then puts it back on the shelf. \"There were some real hotties at that Bead Store, the other day,\" he says to me. \"Cute, but not so cute that they would have nothing to do with you, I mean.\"", "endoftext": false }, { "action": "You wait", "response": "Time passes...\n\n\"Yo, fruit loops,\" says the clerk to the lot of us, \"I'm shutting this store down to go get a full body massage from the Taiwanese Parlor down the street. Pronto. Get your movies and get out.\"\n\n\"Full-body?\" asks Barnaby. \"That means they give you a hand job, right?\" The clerk perks up and nods gleefully. \"Hey, I've always wondered...\" Barnaby decides exactly how he wants to phrase it. \"Is it customary to let them know when you're about to come? Like, a warning? Or do you not have to do that because they are professionals?\"\n\nNobody says anything for a few moments. I shrug. \"I guess it depends on whether you're a sprayer or a lumper,\" I say.", "endoftext": false }, { "action": "You wait", "response": "Time passes...\n\n\"Anyway, I wasn't kidding around. Get your movies and get lost,\" repeats the clerk. The clerk continues to get ready for his little excursion. He places his armament upon the counter.\n\n\"Yeah, yeah! I'm thinkin', I'm thinkin'...\" says Criswell. I'm all set, but it looks like we'll have to wait for him or Pang now.", "endoftext": false }, { "action": "You wait", "response": "Time passes...\n\nA grime-encrusted area denizen slams his hand on the door and the clerk reluctantly lets him in. The thing shambles his way into the video store. He leaves muddy streaks upon the entrance door, drawing the further ire of the clerk.\n\n\"Hey, what the hell is the matter with you, cracky?\" I suppose that I disagree that the new denizen is a crackhead (he meanders more in his movement than he shakes, I mean). But I don't say anything. The clerk points a stern finger at him from across the counter. \"Can't you read? We're closed! Get out of here!\"", "endoftext": false }, { "action": "You take the gun", "response": "I casually lift the gun from the counter without the clerk really noticing.\n\nThe area denizen grabs at the clerk's neck! He gets two hands round the clerk's esophagus, and begins choking the life right out of him!\n\nThe clerk gurgles in pain! I hear a guttural moaning sound coming from the attacker. The violence causes Pang and Criswell to hide in the back of the store.\n\n\"Hey!\" says Barnaby, \"Knock it off! Let him go!\"", "endoftext": false }, { "action": "Shoot thing", "response": "[Specify which gun to shoot with.]", "endoftext": false }, { "action": "Go outside", "response": "(opening the store door first)\nIt's stuck!!\n\nThe grimy denizen throttles the clerk!\n\nThe clerk slumps to the floor, disappearing behind the register counter.\n\n\"Shoot the goddamn thing, Duffy!\" screams Barnaby. He kicks open the door to the outside and gets into a defensive posture.\nWe run outside and slam the door shut. Pang gives it an angled kick, 'locking' it the best he can.\n\nThe stench of New Haz suddenly hits us all like a cruel sucker-punch through the septum. Individually (but within moments, in concert) we all gasp for fresher air. We need to get in my car and get out of here quickly -- both before that thing finishes up in the store,\nand before the city's stink can settle in our clothes.\nMy car is here.\n\nGibs, Pang, and Criswell are here.\n\n\"What... what the hell was that?\" asks Pang. I don't have a\ndecent answer for him. I don't know, I don't have any idea.\n\n\"There are sometimes bots,\" starts Barnaby, before shutting up. \"Oh, Christ, let's just get the hell out of here before it comes looking for us!\"", "endoftext": false }, { "action": "You enter Car", "response": "Opened.\n\nI get into the car. Pang, Criswell and Barnaby join me.\n\nThe thing from inside breaks through a section of the door!", "endoftext": false }, { "action": "You drive", "response": "I double-check to make sure everyone's into the car.\n\nThe guy from inside starts banging and clawing at the passenger side of my car.\n\n\"Drive, dammit, drive!\" screeches Criswell from the backseat.\n\"Get us outta here!\"\n\nI put the car in reverse and prepare to get the hell out of town. The guy staggers over and gets right in my path.\n\n\"Hit 'em, Duffy!\" Criswell's going crazy back there. \"Run him over!\"\n\nI put the car in first and stomp the accelerator more out of panic than anything else. The guy doesn't move, flinch, anything. I ram him and he smacks right into the windshield, chipping it with his elbow. He tumbles about and we hear him on the roof for a moment before seeing his face appear on the back window, shocking the hell out of Pang and Criswell. I downshift from third gear back into second for a moment which causes my car to red line and enough of a jolt for him to fall off completely. I see him, through the rear-view mirror, take a vicious fall onto the road, bouncing against it at painful angles like a discarded rag doll.\n\nNobody says anything for a second, until Criswell pops opens his mouth. \"That... man, that was awesome!!\"\n\n\"You don't think I killed that guy, do you? Do you think he's OK?\"\n\n\"It was probably a bot,\" says Gibs. \"Look, he was trying to attack us, anyway.\"\n\n\"That's true,\" says Pang. \"Both items are totally true.\"\n\nI get us on the Interstate and head north, back towards home. I chuck the gun out the window on the way back. Nobody says anything else until I drop Gibs off and get the rest of us back to the house...", "endoftext": false }, { "action": "Wait", "response": "I've only been on, really, truly on... once in my life.\n\nIt was about five years ago. The first week of March. The Wizards of the Coast (the company that publishes all the D&D books these days) were sponsoring a huge, two-day tournament in the Fort. I signed up for it with Barnaby, who used to be more into this kind of thing back then, and we started gaming it on a Saturday morning.\n\nIt wasn't a 'competitive' tournament, per se, especially since around that time the two local gangs of Korean role players had pretty much wiped each other out when an on-line housing refresh dispute went from the virtual world of the internet to the physical one of reality, resulting in thirteen dead and seven wounded. That would have normally taken the edge off for the rest of us for the whole of the weekend, but we soon found out that WotC were putting up an eight-thousand dollar first prize for the weekend's 'Most Outstanding Roleplayer.' When I found that out, something clicked inside me, and I drew from a strength of personality I didn't know I had.\n\nAll day the dice were with me. Just about every time I threw a twenty-sided die I got an incredibly favorable result. I started getting a bit more bold and soon found that the other kids at my table started following me. Looking to me for direction, for\ndecisions, for witticisms. I became bolder and overly gregarious. I hardly needed any of the booty the game's Dungeon Master was giving us in-game, and won over the entire table through generosity. I was confident and having fun being me for the first time ever.\n\nMy luck stayed with me when I went to different tables and played with different people. When the tournament finished the next day, I was awarded the top prize and a check for $8,000. I accepted it graciously and thanked everyone I played with for giving me the chance to shine. As Barnaby and I were rounding up our backpacks and bags of dice, I Xeroxed a copy of my character sheet, signed my name and phone number to it, and gave it to the cutest girl who seemed single during the event, someone I had played with on the first day.\n\nWhen I got home, I spent the entire check on a car and a new wardrobe. I had nothing left of it by Tuesday.\n\nAudrey didn't call the number on the sheet, maybe because it was a pompous act of nigh-Olympic level. But when she dropped by the Mall later that week I asked her out on a date. She said yes and has been in various states of flabbergastation with me over the years that have followed.\n\nI got my car, clothes and relationship within a lucky streak that lasted 48 hours five years ago. And I've been living off that success ever since. I'd confess that in my darker moments, when I am at my most honest, it rather spooks me to know that I have essentially been stagnant ever since.", "endoftext": false }, { "action": "You wait", "response": "Time passes...", "endoftext": false }, { "action": "You wait for a while", "response": "Time passes...\n\nThere's a knock at the door. It's probably Audrey.", "endoftext": false }, { "action": "You open door", "response": "I let Audrey inside, and give her a kiss on the cheek.\n\n\"Hello, Jarret...\" she looks over and sees Pang on the couch. Distaste can't help but crawl across her face. \"So... what have we got planned for tonight?\"\n\nI see Audrey for the first time. I probably should have gotten the door for her.\n\n\"Thanks for getting the door, jerk,\" she says. Ouch. This isn't good, I've managed to come off as irritating before she'd even entered the house. I usually have ten minutes of grace period.\n\n\"I was in the bathroom, brushing my hair so it would look nice and stylish for you,\" I say with a shrug.\n\n\"It's a brush. Not a magic wand. You know... I've never met a man who was so obsessed with his hair. But anyway. What are we doing tonight?\"", "endoftext": false }, { "action": "You talk to Audrey", "response": "Please select one:\n\n(1) \"Movie Night! Movie Night sure sounds great, doesn't it?\"\n(2) \"I'm going to avoid that question by telling you how great you look, Miss Case.\"", "endoftext": false }, { "action": "1", "response": "\"Movie night?\" asks Audrey. \"You want to sit around the house and watch a movie? Come on. Really?\"\n\nPang pops up with his opinion. \"Well, I want to.\"\n\n\"Nobody's asking you,\" says Audrey. Then it hits her that Pang is probably going to sit around for the showing. \"Your little friend isn't around is he, Pang?\" She means Criswell.\n\n\"He will be in a minute. The pipes froze and burst next door and flooded the kitchen. He's been keeping beer there.\"\n\nAudrey doesn't roll her eyes or anything, but it's obvious to me that she envisioned something else when I asked her over. I'd love to go out somewhere, but I barely have enough gas to get me to work and back and I don't get paid until Wednesday. In a storybook world or in some kind of made-up dream relationship I'd just come correct and\nlet her know how broke I was. We could then just play in the snow, frolic for a couple hours and eat pieces of our gingerbread house for dinner. In the world I reside in, though, in the reality I've made for myself that's not an option I have available.\n\nPang puts the copy of Blade into the DVD player.", "endoftext": false }, { "action": "You talk to Audrey", "response": "I can't think of anything to say right now.\n\n\"What.. aw, hell, what the hell is this, Pang?\" asks Criswell, as he enters. \"Oh, hey, by the way, I don't think we're gonna be able to keep beers at the neighbor's house any longer. Someone has begun the moving-in process. Wait, did you end up getting this fucking\nBlade thing? Oh, Kee-rist!\"\n\nI don't understand why Criswell is so against this movie. I guess I could ask him, or something, if I really cared. Only I don't. I just want him gone.\n\n\"Just watch the movie,\" says Pang.\n\n\"No!\" exclaims Criswell. \"I'm gonna make The Call!\"\n\n\"You're not going to have a quorum,\" says Pang.", "endoftext": false }, { "action": "You talk to Audrey", "response": "Please select one:\n\n(1) \"Sorry. The next movie will probably be better anyway.\"\n(2) \"Did you particularly want to see Blade??\"", "endoftext": false }, { "action": "2", "response": "\"Not especially,\" she says. \"I think I saw it when it first came out.\"\n\n\"What? Are you kidding me?\" I think about the math for a second. \"By my calculations, you were eight when it came out. You mean to tell me that the Neuromancer didn't like you dating me at first because at three years your elder, I was a bad example, but he was OK with you watching a movie where Snipes hacks apart vampires for 90 minutes?\" I call her father 'The Neuromancer' because his first name is Henry, and the main character of the novel _Neuromancer_ is named Henry Case. I've been lucky in not saying it when he's been around so far.\n\n\"I was very mature for my age,\" she replies. \"I think we'd have been a perfect match, intellectually, if you met me when I was eight and you were twenty-seven.\n\n\"Hey, what about if you met me?\" says Criswell.\n\n\"Two,\" Audrey and I say at the same time.\n\nLeary walks down the stairs. He gives everyone a 'hey' and waves to Audrey.\n\n\"Yo, Leary, what's your take on Blade?\" asks Criswell.\n\nPang's not thrilled about opinions being offered up on his choice before the opening credits are even finished.\n\n\"Ehh,\" says Leary as he picks up the phone to make a call. \"Not my thing. Nothing personal, Panger.\"\n\n\"Damn fuckin' straight!\" says Criswell. \"I'm makin' the call! The Call for Ejection! Duffy? What're you saying?\"\n\nI don't know how to go with this one. On one hand, it could mean that my movie will get played and these two morons will leave out of boredom. On the other hand -- just how freaking immature am I going to come across?", "endoftext": false }, { "action": "You talk to Audrey", "response": "I can't think of anything to say right now.\n\n\"The thumb points down, bitchkin!\" says Criswell to Pang. It was inevitable that he was going to pull the movie no matter what popular choice happened to be. Criswell hops over to the DVD player and ejects the disc. He places The Truman Show in. \"We're now starin'\ndown the barrel of a whole lotta giggles,\" he says to Audrey.\n\nI keep one eye trained underneath the sofa in case Audrey's rolling eyes pop out of her head.\n\n\"What are you talking about?\" she says. Audrey has never, ever liked Criswell. \"This is a drama, not a ninety minute episode of 'White Guys Gone Jostling.'\" Criswell's head strains to the side as he simultaneously doesn't believe her and doesn't comprehend her.\n\nAudrey continues. \"You know what drama is, right? It's the name given to a movie that adults tend to enjoy, as well as being the\nstandard root cause of every Linkin Park song.\"\n\n\"Yeah, whatever.\" Criswell shrugs. \"I bet you Truman here is making like he's talking out of his ass before the opening credits are finished.\"", "endoftext": false }, { "action": "You talk to Audrey", "response": "Please select one:\n\n(1) \"So... how is school going these days?\"\n(2) \"What are you doing later?\"", "endoftext": false }, { "action": "1", "response": "\"Pretty well, actually.\" Audrey is in the last year of Medical School. It's taken her forever to finish up, but I guess that's normal for would-be doctors. \"They are having a dress-up party in my department for Martin Luther King day in a couple weeks, you know. You should come.\"\n\n\"Who do you have to dress up as?\"\n\n\"Someone who did something positive for civil rights.\"\n\n\"So you could dress up as someone who freed the slaves, then, right?\"\n\n\"Sure. You'd look cute, I think, if you had that Abraham Lincoln-style beard for a few days.\"\n\n\"Ah! Ah-ha. Yes.\" I don't bother to tell her that I was thinking more along the lines of Cameron Maj?re than Lincoln, which is probably for the best.\n\nFive minutes elapse. The only possession Criswell has left is the dumbfounded look upon his face.\n\nMinute seven comes and Pang can't help himself any longer.\n\n\"You stupid, simple... child,\" he says, quietly. \"Next week\ngo get Good Will Hunting -- Robin Williams is hilarious in\nit.\" Pang points his thumb down.", "endoftext": false }, { "action": "You talk to Audrey", "response": "Please select one:\n\n(1) \"This, ah, movie is mine, for what it's worth.\"", "endoftext": false }, { "action": "1", "response": "She doesn't say anything. She just nods, looking straight ahead. I can't really blame her... these two idiots are really getting in my way tonight, and ruining everything.\n\nLeary turns around from his phone call and squints a bit at the TV. He chuckles, points his own thumb down for a second and then turns back away from the living room. Pang wiggles the Vecna's Hand toy around with its thumb pointing down in order to taunt Criswell just a bit more.\n\nPang gets up to change the movie.\n\nHe places in Lord of the Rings, apparently without really\nrecognizing what it is. The intro starts. Audrey lets out a sigh. I have no idea if I'm correctly interpreting it, but I'm guessing that she's resigned herself to at least watching the movie on the TV screen.\n\n\"What the shit is this?\" asks Criswell. \"More fuckin' ghouls and orcs and shit?\"", "endoftext": false }, { "action": "You wait awhile", "response": "Time passes...\n\nPang and Criswell both put their thumbs down as Leary leaves.\n\n\"What are you two doing?\" I ask. \"There aren't any other movies. We didn't get any.\"\n\n\"Someone has forgotten our massive porn collection,\" says Pang, matter-of-factly.\n\n\"Oh, for Heaven's sake,\" says Audrey. She gets off the couch and leaves the room, heading towards my bedroom. Not, I should say, in a 'let's go make out' way or a 'we need to talk' way but in a pre-emptive strike on a fight way.\n\n\"What's her problem?\" asks Criswell, to Pang. \"We've got chick-on-chick stuff.\"\n\nI've got a fairly high boiling point, but I've absolutely had it with these two. The frustrations concerning the fact that my bad decisions and sloth have forced me into this decision boils right over. I decide it's time to probably let them have it.", "endoftext": false }, { "action": "You wait", "response": "Time passes...", "endoftext": false }, { "action": "You enter the bedroom", "response": "My bedroom's the smallest one in the house. (I got here last so I got the skankiest room.) There's not a whole lot going on in here, just some shelves with all my crap on it and a bed. It smells a bit less like cigarettes than it used to since I have gone a week and a half since my last one.\n\n\"What the hell was that?\" asks Audrey. \"When are you going to get it... this has got to stop.\"", "endoftext": false }, { "action": "You talk to Audrey", "response": "Please select one:\n\n(1) \"You're pissed. Aren't you?\"\n(2) \"Hey, sorry about that and those guys.\"\n(3) \"What's got to stop?\"", "endoftext": false }, { "action": "1", "response": "\"It's got to stop, Jarret. You know that.\"\n\nEight years ago I was a sophomore at Syracuse University. I had not only barely gotten in, but barely survived my first year. My grade point average was a 1.8. (Well, 1.78; I used to always round that up.) My father had two main tenets when it came to raising me: obedience and grades. The first half of my sophomore year I failed all my classes except for Organic Chemistry Lab and Mythologies II. (Chem Lab was because I was fucking the teaching assistant; bitch still only gave me a B-.) When my father got my semester's grades in the mail he, for the first time, didn't go berserk or explode in a wave of profanity. He simply shrugged and said 'it's got to stop.'\n\nIt feels just the same as Audrey saying it now.\n\nPlease select one:\n\n(1) \"What? Come on, we were just goofing around in there.\"", "endoftext": false }, { "action": "1", "response": "\"Well it's not funny!\" she says. \"And I can't think of any substance I could take that would make those idiots 'funny.' I could give you the formula and arrangement of at least a hundred molecules off the top of my head, and not a single one can be ingested in sufficient quantities that would make what went on in there 'funny' without killing me first.\"\n\nThe thing about dating smart girls, I should tell you, is that you don't feel half as bad when they attempt to humiliate you. Audrey and I also give each other plenty of time to finish our sentences, which I think is something that we both require more than oxygen, fresh water, and C6 H... er, 12, and O... well, glucose, anyway.\n\n\"Spending time is normally fun with you, Jarret. Doing date-type things. Even studying when you were still going to uni. But this middle-age sitting-around watching-DVDs thing... I'm just not ready for every day to be like this.\"\n\nPlease select one:\n\n(1) \"Hey, look, me either. OK? I'm not retiring on you.\"\n(2) \"Look, we'll go skydiving or something, okay?\"", "endoftext": false }, { "action": "1", "response": "\"Well, I appreciate the sentiment, Jarret, but it's been like this for a while now. I don't know if it's just the inevitable ennui you get when you reach your late twenties or what, but that kind of brings me to what I wanted to talk about when I came over tonight...\"\n\nI realize now that we're probably only just getting started with what she wants to discuss. Geez. Well, I'll try to keep this quick.\n\nPlease select one:\n\n(1) \"Lay it on me, then. What's up?\"", "endoftext": false }, { "action": "1", "response": "\"I'm going to be moving soon.\"\n\n\"What? Why? Where to? Moving like you're moving to Cheyenne moving or moving like you're moving to Eastern Islamistan moving?\"\n\n\"To Texas... I'm going to Texas. Houston, specifically. A company from there sent some recruiters up over Christmas Break and most of us in my program interviewed well. After I finish up this semester I am taking a job with them and headed down there.\"\n\n\"Uh... okay.\" Don't you break down, Duffy. Do not let this girl\nget under your skin.\n\n\"And it goes without saying that I'd love it if you came with me. I mean, I hope you know that.\"\n\n\"To Texas. Uh... well...\"\n\nPlease select one:\n\n(1) \"Look, there's not a chance in hell I'm moving to Texas.\"\n(2) \"Houston? Why not Bangor? Or freaking Charon?\"", "endoftext": false }, { "action": "1", "response": "\"Really?\" she says, a bit annoyed at my attitude. \"And why's that? You're not worried about losing your seniority at that shithole you work at, are you?\"\n\n\"No! Jesus. It's not that. But look at it from my perspective. Why would I move to a city where I know exactly nobody?\"\n\n\"You'd know me.\"\n\n\"Besides you.\"\n\n\"Some of my friends from class are headed down there. They like you.\"\n\n\"I don't know about that.\" I consider that for a second.\n\"Wait, really?\"\n\nPlease select one:\n\n(1) \"Look... I have to get to work.\"", "endoftext": false }, { "action": "1", "response": "\"I understand,\" she says.\n\nTechnically, I had a couple hours before I was due at work, but I might as well go in early and pick up some overtime.\n\"We can talk about this after I get out of there, right?\"\n\n\"Of course,\" she says. Again, in her terse form of communicating more without words than with.\n\n\"I get out at eleven. Gibs might want me to do his radio show but I will blow it off if so. I'll give you a call when I get home, okay?\"\n\nShe nods, gives me a hug and leaves my room.", "endoftext": false }, { "action": "Exit", "response": "This room is centered around the television, a 32\" Sony that Leary brought when he moved in. The set sits on a wooden entertainment center, with 'satellite' speakers all around the room. The tattered white couch is perpendicular to the set, and the blue one (where Pang normally situates himself) is eight or nine feet directly across from it.\nOn the tattered couch are the green blanket and the pillow. Sitting on the entertainment center are the television and the DVD player. Inside the DVD player is the Lord of the Rings DVD. Sitting on the table are Vecna's hand, the Dreamcast, the bottle of wine, a cup, the Blade DVD, and the The Truman Show DVD.\nCriswell, Pang, and Audrey are here.\n\n\"Oh, Jesus Christ!\" exclaims Audrey. \"What the hell are you two chimps doing? Goddess, I don't need this shit. Goodbye!\"", "endoftext": false }, { "action": "Go outside", "response": "(opening the porch door first)\nOpened.\n\nAudrey strides out the open door. I shake my head at my horrible home life and leave for work...\nI'm still rather pissed off when I pull up into the Mall parking lot and showroom park my car. What kind of game is Audrey playing here? Surely she's bluffing. We've gone to Defcon 2 or maybe 3 before, but we were always able to talk one another down before the bombshells were dropped.\n\nI didn't want to have to go into work tonight worrying about this kind of crap. My job becomes a lot easier when I'm able to turn off the parts of my mind that don't deal with twenty-sided dice, Player's Handbooks and noticing customer body odor. The greatest curse you can inflict upon someone who works at the Mall is getting them to fret.\n\n(And the greatest curse you can inflict upon yourself while at the Mall is to attempt to stop smoking. I seriously picked a bad week for it.)\n\nI walk down to the east end of the Mall, avoid the guy taking surveys, and enter my store.", "endoftext": false }, { "action": "1", "response": "\"Hi, Duffy,\" says Trott. \"Not much going on. Got a postcard from a friend of mine who used to work next door. Did you ever meet him?\"\n\n\"The arcade guy? Met him once, briefly. He didn't seem to know who on earth I was when I'd see him passing through the mall after that, though.\"\n\nTrott chuckles. \"Yeah, that was him all right.\"\n\nGibs arrives from the north.", "endoftext": false }, { "action": "You talk to Gibs", "response": "Please select one:\n\n(1) \"Hey, look who it is! The guy who hates malls and D&D!\"\n(2) \"Aren't you supposed to be at work?\"", "endoftext": false }, { "action": "2", "response": "\"Nah, not until three o'clock A.M.,\" says Barnaby. \"On Fridays they don't need me around before my show starts.\"\n\n\"Hey, Duffy, solid. Glad you're here,\" says Barnaby. He puts his big gulp drink down by the counter. \"Got a question for you.\"\n\nPlease select one:\n\n(1) \"Well what brings you here? I thought you hated the mall?\"", "endoftext": false }, { "action": "1", "response": "\"Mingya, gimme a break, Duffy,\" says Barnaby. \"I outgrew all this stuff years ago. If I'm going to be weirdly obsessive about something, it'll be football roto stats, not the loyalty tables of half-orc henchmen.\"\n\n\"Fair enough,\" I say with a shrug. Why get into it with him? \"What's up, anyway?\"\n\n\"I need you to come on the air tonight. After you get done here and everything. Both of my interviews fell through so I need to make this an all-comedy night.\"\n\nI've gone by the studio with Barnaby a couple times before. Though previously I've known in advance and could brush up on the various crimes committed by NFL players.\n\n\"I dunno, Gibs... I haven't been paying much attention as of late, I don't even know who's going to be in the Super Bowl.\"\n\n\"You'll do fine!\" he says. \"Tavarian Pittman was identified as a participant in a snuff film earlier today! All we're going to do is make jokes about it for three hours. Can you do a Nicholas Cage impression? Additionally, we'll also discuss the worst sports cities of all-time.\"\n\nBarnaby nods over to Trott. \"What's going on, man?\" he asks.\n\nPlease select one:\n\n(1) \"What do you have down as the worst sports city, all-time, so far?\"", "endoftext": false }, { "action": "1", "response": "\"So far, Nagasaki, 1946. Everyone is dead, the stadia are in shambles, and the concession stand taffy glows in the dark.\"\n\n\"It's all great here, man,\" says Trott to Barnaby. \"Yourself?\" he asks.\n\n\"Bitchin'\" says Gibs in reply.", "endoftext": false }, { "action": "You open the counter", "response": "I can't, it's locked. I have no idea where the key is, either.\n\nI hear a 'pop' sound come from near the counter.\n\n\"Aw, Christ,\" says Trott. \"The goddamn lock just burst on the counter shelf. Cheap plastic crap.\"\n\nAudrey arrives from the north.", "endoftext": false }, { "action": "You talk to Audrey", "response": "Please select one:\n\n(1) \"Well, that didn't take long. Hi!\"\n(2) \"Congrats! You're our 209th customer!\"", "endoftext": false }, { "action": "2", "response": "Audrey's not sure how to respond to that.\n\n\"You get a free dice polishing down at Hrewreguard's Trading Post,\" I say.\n\nAudrey's even less sure of how to respond to it now.\n\n\"Hello, Jarret,\" says Audrey. She makes eye contact for only a split-second before directing her line of sight downwards and away from me. \"Can I speak with you for a moment?\"", "endoftext": false }, { "action": "You talk to Audrey", "response": "Please select one:\n\n(1) \"Sure, anytime. Go ahead.\"\n(2) \"Yeah. Talk in private, or...?\"", "endoftext": false }, { "action": "2", "response": "\"Private would be fantastic,\" says says, quickly. She takes my hand and walks me to the back of the store. We're not really out of the range of Barnaby and Trott, but it's unlikely that they are going to eavesdrop.\n\n\"Hey, look,\" I start, \"About before -- \"\n\n\"Oh, no,\" she says, \"This isn't about that. We can get some coffee when you get out of work and talk about that. No, Sydney and Casey wanted me to ask you a favor. They are having difficulties getting their register to interface with the mainframe tonight. Something is broken with their PC. They thought maybe you could look at it for them.\"\n\nI am crazy about this girl, and I guess I will always be and everything, but her coming over here to get me to do work for her friend's store is kind of cold. \"Isn't Mall Security supposed to handle that?\" It's not really that I don't want to help, I tell myself, as much as that I'll look like a jerk in front of a small gaggle of girls if I can't fix it. (But then I tell myself that I'm 28 and still afraid to fail a bit in front of some chicks. Ouch.)\n\n\"They only have one guy working now, what with Christmas Rush being over and everything. And that guy is infatuated with a girl over at the lingerie store.\"\n\n\"Which one? I know one or two girls that work there.\"\n\n\"Not one that works there. He's obsessed with with one of the giant push-up bra posters in the window.\"\n\nI consider this for a moment. \"Well... fair enough, I guess. Her breasts on one of those giant posters would be six times larger than his head. Or even eight times if it's a good push-up.\"\n\nPlease select one:\n\n(1) \"Yes, look, I'll help you. Them. Whoever.\"\n(2) \"Look, I'll try to make it over eventually. OK?\"", "endoftext": false }, { "action": "1", "response": "\"Fan-tastic,\" she says, with more than a hint of\nexasperation. \"Let's go.\" I wave to Trott in order to inquire if it's OK if I leave the store. He gives me a nod. We run this store through a regime of efficient hand-signals and basic telepathy. Gibs perks up at all of this.\n\n\"Hey, I'm coming along,\" he says.\n\n\"No, you're not,\" replies Audrey.\n\n\"You're out of your mind if you think I'm missing a chance to hang out with the girls at the Bead Store, Yoko,\" says Gibs.\n\nAudrey turns to make what I predict to be a sharp comment, but I try to defuse the situation first. \"Audrey isn't anybody's Yoko fucking Ono, Gibs. That doesn't even make any sense, since she's not bringing me down, making me dress poorly, stopping me from shaving and bathing, or getting me shot in New York City. She's not the Yoko to my Lennon, not the Delilah to my Samson. No, what she is, is -- \"\n\n\"I'm going to prepare some vomit bags in case you say she's the Laurana to your Tanis,\" says Trott from behind the counter. He's referring to the male and female lead of the Dragonlance\nnovels.\n\nNobody says anything for a few seconds. \"Let's just go,\" I say. \"The three of us.\"", "endoftext": false }, { "action": "You go outside", "response": "I can't go that way. I can go north to the eastern end of the mall.\n\n(Guess I have time to go check out the Bead Store.)", "endoftext": false }, { "action": "You take all", "response": "gaming manuals: I've got all the info contained within memorized for those games I'm into, and somewhat proud of myself for those games that I don't have committed to memory, if you're digging my ditch here (and I think you are).\npostcard: Taken.\nMagic: The Gathering cards: Taken.\nBig Gulp drink: Taken.\n\nThere is a strong shock of sound from above! It roars as if lightning struck directly above the Mall!\n\n\"Goddess!\" yells Audrey, as the Mall shakes from the shockwave, \"What on Earth was that?\"\n\nThe lights go out in the Mall!", "endoftext": false }, { "action": "Go north", "response": "This is as far east as the Mall goes. The Mall technically dips a bit as one goes west, as it was originally built on a landfill (and it's already started to sink some). There's a three-sided advertising kiosk in the middle of the corridor.\n\nTo the west is the Bead Store, Sporting Goods Outlet and Arcade.\n\nMy store, the Gaming Emporium is south.\n\nGibs and Audrey follow me.", "endoftext": false }, { "action": "You examine the kiosk", "response": "The informational kiosk shows all the locations of all the businesses on this level of the Mall.\n\nThe lights come back on, albeit it slightly dimmer than before.\n\nThis is far east as the Mall goes. The Mall technically dips a bit as one goes west, as it was originally constructed upon a landfill. There's a three-sided advertising kiosk in the middle of the corridor.\n\nTo the west is the Beads Store, Sporting Good Outlet and the (closed) Arcade.\n\nMy store, the Gaming and Role-Playing Emporium, is to the south.\nGibs and Audrey are here. Gibs has Gibs's lacrosse stick.", "endoftext": false }, { "action": "You read the kiosk", "response": "From east to west, the first floor of the Mall goes as follows:\n\n\n\nChoad's Sporting Goods - Benji's Arcade\n\nJewels N' Things - Perfume Counter", "endoftext": false }, { "action": "Go west", "response": "I'm at the eastern side of the Mall. To the north is Choad's Sporting Goods (the gate has been lowered and the screen up). The arcade is to the south, but that has been closed and inaccessible for a while now. My store is a bit to the east, and the Bead Store a bit to the west.\n\nThere is a table here, a couple feet west of the edge of the Sporting Goods store.\n\nIn the corner of the front of the Arcade is an X-box game unit.\n\nGibs and Audrey follow me.", "endoftext": false }, { "action": "You examine table", "response": "Some of the stores have tables on the outside, in an attempt to entice customers to come inside. This table is one of them, for Choad's Sporting Goods Store. Usually only extremely cheap items are set on them, so as to minimize shortages and loss.\nSitting on the counter are some socks.\n\nSitting on the counter are some socks.", "endoftext": false }, { "action": "Wear socks", "response": "I already have a decent pair of socks, so I place them over my hands and use them as mittens. The Mall is freezing, anyway.", "endoftext": false }, { "action": "Go inside", "response": "I can't go that way. I can go west to the beginning of the east wing or east to the eastern end of the mall.", "endoftext": false }, { "action": "You look at the box", "response": "It's a very old video game unit. I believe it first hit the market in 2001 or 2002. It's also incredibly fricken huge. Looks like over a cubic meter of gaming anger to me. Physically, the box depicts all the games you can play on the thing in a green and black color scheme.\n\nBenji (the same guy who is my boss as well) keeps them outside the Arcade in some attempt to entice customers sick of the arcade experience into buying a larger-ticket item. Either that, or they are placed outside the arcade to balance the weight of the dozen, ancient, hulking arcade games inside it. Either / or.", "endoftext": false }, { "action": "You check what you're carrying", "response": "I am carrying my glasses (being worn), a postcard, the Magic: The Gathering cards, Barnaby's Big Gulp drink, some socks (being worn), and the X-box.", "endoftext": false }, { "action": "Go west", "response": "\"Well, we're here,\" says Audrey, indicating that the Bead Store is to the south.\n\nThere's only one more stretch of corridor on this level before one gets to the elevator, which leads down to the ground floor. To the south of this area is the Bead Store, exits otherwise lead west and east.\n\nGibs and Audrey follow me.", "endoftext": false }, { "action": "You go south", "response": "I part aside a dense curtain of strung-together beads and enter the store. The Bead Store has always had a unique odor among the shops on this block of the Mall -- it smells strongly of incense and old marijuana. The owner of this place has a sweetheart deal on the rent along with clearance from the Fire Marshall that allows her to burn all manner of scent sticks popular with Wiccans and hippies.\n\nThere are shelves on all sides of the store, but none in the middle of the store due to the drawn pentagram.\n\nOn the far side of the store is the register counter, and next to that, the broken PC that Audrey wanted me to take a look at.\nAlongside the shelves is a tall crystal ball holder.\nSydney and Casey are here.\n\nGibs and Audrey follow me.", "endoftext": false }, { "action": "You examine Sydney", "response": "Sydney is a very feisty and sarcastic blonde, and close friend of Audrey's.\n\nCasey and Sydney hold each other's hands along the edge of the pentagram. I give Gibs a nudge and a thumbs-up sign.\n\n\"So, Barnaby,\" says Casey, \"Would you like to help us in our little seance?\"\n\nAudrey gives Casey a dirty look.\n\n\"What?\" murmurs Casey to Audrey, \"You're the one who told me I was gonna get a boyfriend at the mall.\"\n\n\"I'd be delighted to help out,\" says Barnaby. \"I've never done this before, so just let me know what to do and where to go. Did I mention that I am famous? I'm famous.\"", "endoftext": false }, { "action": "You examine Casey", "response": "She has brown eyes and jet-black, though obviously dyed, hair. She is wearing a textbook goth outfit, complete with the black fingernails, eyeliner and steel-toed boots. She looks dark, mysterious, dangerous and completely off her rocker.\n\nThe blonde (Sydney) gets Audrey, Gibs and Casey situated just how she wants them. \"I memorized the passage we need to incant,\" she says to them. \"You, the new guy, just don't speak out of turn. There are four names you need to remember. They are Nysrogh, Verin, Valafar and Cyramoir. We say them in an order based on just who we are trying to raise. Can you remember those names?\"\n\n\"He's a sports geek,\" says Audrey, \"He can remember the average number of cup adjustments a player for the Nukes makes in a game -- He can remember this.\"\n\n\"I'll be fine,\" beams Gibs.", "endoftext": false }, { "action": "You get the ball", "response": "I can't separate the crystal ball from the crystal ball holder.\n\nThe girls and Gibs continue the summoning ritual...\n\n\"Nysrogh, we are not fit for your attention, milord,\" sings Casey, sweetly.", "endoftext": false }, { "action": "You look at the pc", "response": "The register computer is run by an ancient Pentium IV-based processor within a mini-ATX case. It, like all register computers, connects to the Mall hub via a serial cable in the back.\n\nThe girls and Gibs continue the summoning ritual...\n\nWith the girls' eyes closed, I take the opportunity to check out their bodies. These three can seriously fill out a costume.", "endoftext": false }, { "action": "You look at the serial cable", "response": "Hmm... it looks like it's been plugged into the computer incorrectly. I could probably fix it.\n\nThe girls and Gibs continue the summoning ritual...\n\nSydney keeps mumbling in some sort of inane chant.", "endoftext": false }, { "action": "You fix the cable", "response": "I take a look at the back of the computer. The serial cable has been shoved into the back panel of the case. I'm not a hardware guru, but I can count pins and figure out where most stuff goes. I look over to the girls to tell them what the problem is, but they are holding one another's hands trying to engage in some pseudo-religious summoning ceremony. I fail at stifling an eye roll and give the serial cord a gentle tug. Nothing happens, as it's quite stuck. I pull a little harder, but still nothing. I decide to get a bunch of slack on the cord and give it a forceful yank --\n\nThe serial cord rips free from the back of the computer! I see, briefly, that it was attached to some sort of small plug-in card that was squirreled away inside the box.\n\nThe force of pulling on the cord launches the card behind me. It falls into the pentagram that the girls and Gibs are around.\n\nThe girls and Gibs continue the summoning ritual...\n\n\"Verin, love, do not forget us this dark eve, we miss you so...\" chants Sydney, slowly.\n\nThere is a sudden and quick flash of fire and light a second after the cable lands on the floor!\n\nA deafening boom accompanies it -- the five of us fall right to the floor.", "endoftext": true }, { "action": "You look around", "response": "Bead Store, on the floor\nThe Bead Store smells strongly of incense and stale joints, and it almost overpowers every other sense. There are shelves on all sides of the store, but none in the middle of the store due to the drawn pentagram.\n\nOn the far side of the store is the register counter, and next to that, the broken PC that Audrey wanted me to take a look at.\nAlongside the shelves is a tall crystal ball holder.\nSydney, Casey, Gibs, and Audrey are here. Gibs has Gibs's lacrosse stick.\n\nGibs stirs for a bit, and gives everyone in the room a look of disgusted confusion. He leaves a rather pregnant pause. He finally gives his own comment on the explosion: \"What... the fuck...\nwas that?\n\nAudrey slowly picks herself up off the ground. I crawl over towards her. \"Did you...\" she starts. She sees the cable in the middle of the floor.\n\n\"That was incredible!\" says Casey, as she gets up and dizzily staggers around. \"We have to do that again!\"", "endoftext": false }, { "action": "You get the holder", "response": "I'm carrying too much to take that.\n\nAudrey, Gibs, and Casey are all up after the knockdown. Sydney is still down and out, though.\n\n\"Syd?\" asks Audrey. \"You okay? Syd?\" Audrey picks up the serial cable from the floor. \"Oh, no...\" she stumbles back as if something cut her legs out from underneath her. She knocks her head up against the counter and slumps to the ground without displaying a bit of evidence that she felt any pain. She stares ahead, so vacant...\n\nShe snaps out of it. She looks up to me. \"Jarret... \" She swallows -- hard. \"I think we summoned something. I think we summoned a\nghost.\"\n\nIf anyone else had said it at any other time I would have began a sarcastic riff. But she's not kidding around. \"Are you okay? Did you hurt your head at all -- \" She shakes her head in the negative. \"Look, I'll check on Sydney, OK? Just relax, just stay still for a second...\" Sydney is the only one still unconscious.", "endoftext": false }, { "action": "You wake sydney", "response": "I get up off the floor and go over towards Sydney in an attempt to wake her up. I place my hand on her shoulder... and suddenly her eyes snap open. She recognizes me quickly and gives me a look which communicates that she could have me at any time she wished in\na split-second.\n\nHer eyes begin to swirl. She begins to turn transparent, she starts to float... she rises off the ground, breaking the look of pure sex and hypnotism that she shared with me, and looking over the others.\n\n\"Always the inadvertent knight in shining armor, no, Jarret?\" she whispers. It's still Sydney's voice, but softer, much more melodic.\n\n\"Syd?\" asks Audrey. \"Are you --\"\n\n\"Oh, I feel wonderful,\" she says, answering the question\nbefore Audrey can finish it. \"It has been so long since I have walked among you all... Too long. I have forgotten how good it feels to take a breath of air rather than soot...\"\n\nShe crosses her legs and raises herself a bit higher. She begins to slightly glow.", "endoftext": false }, { "action": "You look at the holder", "response": "It's a wooden stand, roughly four feet in height. It has three protruding grips on top to hold a smallish crystal ball (which is present). The base is circular in shape and rather thick.\n\nAn animate human skeleton staggers into the store from outside. Its walk is slow, considered and focused, as if controlled by an inexperienced puppeteer. It has in its fingers a bloody and seeping severed head, which it discards to one side of the room.\n\nAudrey lets out a quick scream of shock when she sees it hobble in, and I grab her arm and get her behind me. The skeleton's head swivels quickly from right to left as it gives the four of us on the ground a haunting peer.\n\nI scan the room and recall what's in my pockets and trying to find a decent weapon.", "endoftext": false }, { "action": "You take the holder", "response": "I'm carrying too much to take that.\n\nThe skeleton attacks and hits me!", "endoftext": false }, { "action": "Attack skeleton", "response": "\"Choke it all down!\" I scream. I hit the skeleton!\n\nThe skeleton screeches horribly -- a dry, dusty rasp somehow escaping from its ribs and jaw.\n\nThe skeleton attacks and hits me!", "endoftext": false }, { "action": "Status", "response": "I have a few minor scratches but am otherwise fine.\n\nThe skeleton attacks and hits me!", "endoftext": false }, { "action": "You kick the head", "response": "I cruelly break the severed head!", "endoftext": false }, { "action": "You hit the skeleton with the holder", "response": "I clobber the skeleton with the crystal ball holder.\n\n(The crystal ball holder breaks as a result, and I throw it down.)\n\n\"Choke it all down!\" I scream.\n\nThe skeleton collapses and falls to the ground.\n\n\"Excellent, Jarret,\" Sydney rasps to me, from above. \"It could not handle being hit that way...\"\n\n\"Skeletons are susceptible to blunt attacks.\" I shrug in a despondent attempt to mask my fear. \"Y'know, Syd, I was thinking of just pulling off my trousers there for a second and breaking it into kibble with the Hammer of Thunderbolts that lives in my pants, but I didn't want to knock down all my friends in the process.\"\n\nShe ignores my comment, as if unable to process it and feeling me not worthy of inquiry. The skeleton's weakness has been in every revision of the Monster Manual over the years. It's one of the first\n--\n\n\"It's one of the first things you learn when playing D&D,\" says Sydney. A terrible smile crosses her face.\n\nIt's terribly effective.\n\nI try to show no fear. (No additional fear, anyway.) \"But that's an artifact of the game,\" I say. \"It's a made-up construct. Something to give them a little more personality. There's no real-world basis for any of it.\" Keep thinking, Duffy, keep your mind busy, don't let this telepath get into your hea--\n\n\"Probably not,\" she says. Her eyes turn empty and glow. \"But who can tell? You have complicated my return slightly, but not for much longer. The look into your mind I obtained when we touched was so insightful. You're made up of so many deep, arbitrary little undead rules, rules you need to learn and exceptions you need to note.\"\n\n\"What? Those aren't mine! I didn't make them!\"\n\n\"They will be. They are. You will find this place governed by them when you return to it. My power within this world will grow and that should keep you busy...\"\n\nThe room becomes much colder. Barnaby grabs me by the collar and leads the four of us out of the Bead Store.\nGibs drags me out of the Bead Store as I try to plead with Sydney (or whatever is possessing her) to use anybody else as her template tonight, to give us back our friend, to let us all go. The room just keeps getting colder, and my words and breath form puffy clouds that fall short of reaching her. She never wavers in her silent smirk.\n\nWe leave the Bead Store and collect ourselves out in the foyer. Most of the lighting in the Mall is now completely gone; lit instead by the moon through the skylights.\n\n\"Fuck this fucking mall,\" says Gibs. \"Let's go get Trott and get the fuck out of here. Jesus Fucking Christ.\"\n\n\"I don't think we can just leave,\" says Audrey.\n\n\"Why not?\"\n\n\"The thing that possessed Sydney said that the Mall will be governed by the arbitrary rules she found floating about in my head,\" I say. \"With the showing of the skeleton, I think she means the undead rules.\"\n\n\"What undead rules?\" asks Gibs. \"What are they, specifically? Which undead are we going to encounter? What will they act like?\"\n\n\"Who are all you people?\" says Casey in a voice like Gibs's,\nmaking fun of all his questions.\n\n\"There's a progression,\" I say. \"In the D&D undead table, it goes skeleton, zombie, ghoul, shadow, ghast or wight, wraith, mummy, spectre, vampire, ghost, lich... and then 'special.'\"\n\nGibs reflects on that for a couple seconds. \"Ah. Sure. Special like Special Olympics, or -- \"\n\n\"Special like they can kill with a scream or single touch.\"\n\n\"Yeah.\" Gibs shrugs. \"I guess that's pretty special.\"\n\n\"Wait,\" says Casey. \"Do you hear that? There's something groaning out there, in that direction.\" She points to the west. \"Can you guys hear it? It sounds like there's a lot of them.\"\n\n\"I'll get us out of here,\" I say, quietly. I don't know if the others are paying attention to me. \"I'll keep us all safe...\"\nEast Side Corridor\nThere's only one more stretch of corridor on this level before one gets to the elevator, which leads down to the ground floor. To the south of this area is the Bead Store, exits otherwise lead west and east.\nAudrey, Casey, and Gibs are here. Gibs has Gibs's lacrosse stick.", "endoftext": false }, { "action": "Go south", "response": "The Bead Store smells strongly of incense and stale joints, and it almost overpowers every other sense. There are shelves on all sides of the store, but none in the middle of the store due to the drawn pentagram.\nAlongside the shelves is a tall crystal ball holder.\nA postcard, the Magic: The Gathering cards, Barnaby's Big Gulp drink, the X-box are here.\nSydney and the skeleton are here.\n\nGibs follows me.", "endoftext": false }, { "action": "You take the holder", "response": "Taken.\n\nIt's really cold in here.", "endoftext": false }, { "action": "You take the magic cards", "response": "Taken.\n\nThe cold begins to really sting. It's too cold to stay in here, so I scatter back outside the Bead Store.\n\nThere's only one more stretch of corridor on this level before one gets to the elevator, which leads down to the ground floor. To the south of this area is the Bead Store, exits otherwise lead west and east.\nAudrey and Casey are here.", "endoftext": false }, { "action": "You look at cards", "response": "The cards are used in a game called 'Magic:The Gathering.' It's sort of like poker for nerds, except that the cards have special powers and so forth. I've never really gotten into it. Anyway, this is a small box containing wrapped packs of cards. There are about fifty or so in a box.", "endoftext": false }, { "action": "You go east", "response": "I'm at the eastern side of the Mall. To the north is Choad's Sporting Goods. My store is a bit to the east, and the Bead Store a bit to the west.\n\nThere is a table here, set adjacent to the Sporting Goods store.\n\nGibs goes over to the gate of the Sporting Goods store and gives it a tug. \"It's locked... what, do all the gates fall down when the power goes out or something?\"\n\n\"That's my understanding, yes.\" I casually inspect the gate. \"Ever since somebody brought a bomb into the arcade there have been a host of security procedures not in other, normal malls. Trott knows how to work the security console, though. Let's go find him.\"", "endoftext": false }, { "action": "You go east", "response": "This is far east as the Mall goes. The Mall technically dips a bit as one goes west, as it was originally constructed upon a landfill. There's a three-sided advertising kiosk in the middle of the corridor.\n\nTo the west is the Beads Store, Sporting Good Outlet and the (closed) Arcade.\n\nMy store, the Gaming and Role-Playing Emporium, is to the south.", "endoftext": false }, { "action": "Go south", "response": "Benji's Gaming and Role-Playing Emporium\nMy store is covered in darkness and shadows, giving it a far more foreboding look than it's otherwise ever had.\n\nThe rest of the Mall is to the north. The door to the back room leads east.", "endoftext": false }, { "action": "Go east", "response": "(opening the back office door first)\nOkay, the door is now open.\nI enter the back office hand-first, groping for the light switch. I find it, but flipping it has no effect. This act is not lost on Gibs.\n\n\"Good work, there, Tesla,\" he says, albeit rather quietly. \"The electricity is out everywhere.\"\n\nIt takes a moment, but our eyes adjust to the darkness.\n\nThe back office is made up of a number of shelves which hold boxes of 'Magic' game cards, and other stock we don't want out by the customers. There's barely enough room for two people to stand side-by-side here. There are two exits, one back to the store and one that leads to the garbage hall (and eventually, beyond that, to the security area).\nSitting on the shelves is a cardboard box.\n\n\"Trott's not here...\" I say to Gibs.\n\nGibs doesn't say anything. I turn back to look at him and his face has blanched. He snaps out of it but doesn't look at me. He points ahead and whispers, \"Look at the window to the door, Duffy...\"", "endoftext": false }, { "action": "You look at the window", "response": "I creep up to the window of the hallway door and take a closer look at it. A bloody handprint has been smeared upon the other side.", "endoftext": false }, { "action": "You look in box", "response": "Inside the cardboard box is the gaming glove.", "endoftext": false }, { "action": "Wear glove", "response": "I'll have to take the socks off my hands first.", "endoftext": false }, { "action": "You remove the socks", "response": "I take off the socks.", "endoftext": false }, { "action": "Wear glove", "response": "I slip on the thick, pleather gaming glove. I begin to feel downright sexy.", "endoftext": false }, { "action": "You look at Glove", "response": "The Sierra Hobbies Gaming Glove is an inky black novelty gaming companion for the hurried Games Master. It's full of mnemonics, scribbled shortcuts and tables to allow for a smoother (and more stylish) game of D&D. No Dungeon Master that takes his craft seriously should be without!\n\nI'm currently wearing the gaming glove.", "endoftext": false }, { "action": "You open door", "response": "Opened.", "endoftext": false }, { "action": "Go north", "response": "Gibs and I enter the long hallway that sits behind a number of stores. It's here to allow us to drop off whatever cardboard and trash we accumulate during the day for janitorial services. I know from memory that there is a door on the east side that opens into a sort of mini-lounge for the mallcops, but there isn't enough light to really make it out very well.", "endoftext": false }, { "action": "You go to the east", "response": "(opening the second corridor door first)\nOpened.\n\nThe Lounge is far more spacious than the last few areas, and has enough room for a couple of couches, a television, a big plant, and a water cooler.\n\nOn the far side of the room is a door which leads to a long walkway (on the other side of which, I think, is the actual Mall Security headquarters).\n\n\"This isn't what I expected a Mall lounge to look like,\" says Gibs.", "endoftext": false }, { "action": "You look at cooler", "response": "The water cooler usually holds a few gallons of water, but it's currently empty. Busting up urchins all day makes a man\nthirsty, narmean?", "endoftext": false }, { "action": "You examine the plant", "response": "It's just a generic pink pot that can store green vegetation and wildlife. It's about half a foot in diameter.", "endoftext": false }, { "action": "You go east", "response": "I can't go that way. I can go west to the garbage hall or north to the mall back hallway.", "endoftext": false }, { "action": "You examine the television", "response": "The TV is 19\" in size or thereabouts, quite small, really. It doesn't work due to the lack of power in this section of the Mall.", "endoftext": false }, { "action": "Go north", "response": "(opening the lounge door first)\nOpened.\n\nThis hallway is strangely shaped, and I am unable to make out everything within it. On the far side of the hall is a door that leads to the Security Room, but I can only barely make it out from here. The only real items in the room are a pair of doors and a large garden-variety plant in the corner.\n\nThere is no transparent moon roof or anything in this room, so Gibs sticks his lacrosse stick up against the door so that we get light from the Lounge.\n\n\"Do you think Trott got into the Security Room?\" asks Gibs. \"Do you think he made it this far?\"", "endoftext": false }, { "action": "You examine the plant", "response": "It's comprised of a large potted base filled with soil, and a leafy, oversized garden plant of some unknown (to me, anyway) variety.\n\nTaking a closer look at the plant reveals a zombie hiding behind it!\n\n\"What the fuck is that?\" says Gibs. \"Jesus -- look out, Duffy!\" Gibs rips the lacrosse stick from the doorjamb. The resident light disappears as the door closes and locks with a click and I can only make out a quick glance of the creature before us before we're enveloped in complete darkness.\n\nGibs takes a roundhouse swing at the creature with his stick. He doesn't connect, though. The creature emits a hoarse groan. I can hear it shuffling closer.", "endoftext": false }, { "action": "You look at the plant", "response": "It's comprised of a large potted base filled with soil, and a leafy, oversized garden plant of some unknown (to me, anyway) variety.\n\n\"Get me some goddamn light!\" shouts Gibs. I hear him struggle a bit more. \"Hit this fucking thing!\" I hear Gibs begin to gurgle and choke.\n\nGibs's lacrosse stick falls to the floor -- Gibs never managed to get a shot at the creature with it.\n\nWaves of stench emit from the creature; it's some sort of dead fish and carrion stink that forms a nigh palpable cloud in the room.", "endoftext": false }, { "action": "Exits", "response": "There are exits to the north and south from here.\n\nThe creature screams deeply and Gibs's arms flail about, knocking me to the side. I make out Gibs slumping to the ground as he's let go. The thing turns with sudden quickness before beginning to shamble towards me with arms outstretched and awkwardly groping for me...\n\nThe creature attacks and hits me!", "endoftext": false }, { "action": "You hit the creature with the holder", "response": "The crystal ball holder is broken and useless.", "endoftext": false }, { "action": "You take the stick", "response": "Taken.\n\nThe creature attacks, but misses me!", "endoftext": false }, { "action": "You hit the creature with the stick", "response": "I clobber the creature with Gibs's lacrosse stick.\n\n\"And then I kicked him in the head till he was dead!\" I say,\nquoting Baldur's Gate.\n\nThe creature collapses and falls to the ground.\n\nGibs slowly staggers up, gently feeling his throat. \"Ooof... guess you got him. Thanks, man,\" he says.\n\n\"You bet,\" I say. \"You OK?\"\n\n\"Yeah... my throat's a bit sore, but I'll be all right.\"", "endoftext": false }, { "action": "Status", "response": "I have a light wound.", "endoftext": false }, { "action": "You go to the north", "response": "The security room door is closed.", "endoftext": false }, { "action": "You open the door", "response": "The security room door is locked.", "endoftext": false }, { "action": "Inventory", "response": "I am carrying my glasses (being worn), some socks, the crystal ball holder (broken), the Magic: The Gathering cards, the gaming glove (being worn), and Gibs's lacrosse stick.", "endoftext": false }, { "action": "You knock on the door", "response": "After a brief pause, I hear a \"klitch!\" sound come from the Security Room door, around where the lock is located.", "endoftext": false }, { "action": "You open door", "response": "Opened.", "endoftext": false }, { "action": "You go to the north", "response": "We open the door and see Trott bolt right up from his chair.\n\n\"Oh, geez... thank Christ it's you guys. Wait, did you get past that -- \"\n\n\"Yeah, we did,\" I say. \"I think we killed it.\"\n\nI take a look around the room. There's a big console against the west wall which controls the gates, electricity and breakers for all the shops in the Mall. I imagine that Trott has been trying to get it operational for sometime now.\nTrott is here.", "endoftext": false }, { "action": "You talk to Trott", "response": "Please select one:\n\n(1) \"What were you doing in here? Taking a nap, you\ntesticle?\"\n(2) \"The mallcop got turned into a zombie. What I can't figure out is why you weren't.\"\n(3) \"How did you get past that thing?\"\n(4) \"Hey... did you know that was us?\"\n(5) \"Hey, the lounge door got locked. Can you unlock it?\"", "endoftext": false }, { "action": "3", "response": "\"Well, it took a chunk out of me.\" Trott lifts his shirt up to show some deep claw marks just below his rib cage. \"I first saw it when I went through the door to our back room. I was able to get back, and it started groping at the window every few seconds. I timed it, opened the door, and just bolted back here. I sure had no idea where it was or if it had followed me... looks like it was just on the other side of this freaking door!\"\n\nPlease select one:\n\n(1) \"What were you doing in here? Taking a nap, you\ntesticle?\"\n(2) \"The mallcop got turned into a zombie. What I can't figure out is why you weren't.\"\n(3) \"Hey... did you know that was us?\"\n(4) \"Hey, the lounge door got locked. Can you unlock it?\"", "endoftext": false }, { "action": "2", "response": "\"What do you mean, 'turned into a zombie?' That guy was a nobody. Just some schmuck who was as bad at his job as anyone else in this dump. We're all mindless zombies in here.\"\n\n\"No, not like that,\" I say. \"Whatever summoning Audrey was trying ended up working. Her friend Sydney is possessed by someone. That someone stated that we'd find the Mall governed by the undead rules. I guess it's turning the Mall denizens into the undead.\"\n\nPlease select one:\n\n(1) \"What were you doing in here? Taking a nap, you\ntesticle?\"\n(2) \"Hey... did you know that was us?\"\n(3) \"Hey, the lounge door got locked. Can you unlock it?\"", "endoftext": false }, { "action": "3", "response": "\"Yeah, one sec,\" says Trott. He makes flips a switch on the console. \"Should be all set,\" he says.\n\nPlease select one:\n\n(1) \"What were you doing in here? Taking a nap, you\ntesticle?\"\n(2) \"Hey... did you know that was us?\"", "endoftext": false }, { "action": "2", "response": "\"When?\"\n\n\"When we were fighting that freaking thing,\" I say.\n\n\"Oh. No,\" says Trott. \"I heard the fighting but I guessed that it was another creature or something. I was hoping that you'd all take each other out, like when imps start fighting each other in Doom.\"\n\n\"In what?\"\n\n\"Doom. The game, Doom? Don't tell me you don't know\nwhat Doom is. Oh dear. Ohhh, dear.\"\n\n\"Hey, I don't give you crap for not knowing what Man Down Defense is,\" I say, trying to use sports knowledge against Trott.\n\nTrott stops for a beat and calmly says, \"That probably didn't come off quite as scathing as you thought it would have.\" Unfortunately, he's right. Damn 'im.\n\nPlease select one:\n\n(1) \"What were you doing in here? Taking a nap, you\ntesticle?\"", "endoftext": false }, { "action": "1", "response": "\"What? No,\" says Trott. \"I've been here -- what do you mean, a 'testicle'? Cripes, I -- \"\n\n\"I'm just kidding around. Would you have preferred 'gonad'? What did you do when the lights went out?\"\n\n\"I was in the back room when the lights went out. I heard the auto-kick-in for the gate... kick in, so I went out and verified that the thing was locked and that it wouldn't open from the inside. What happened anyway?\"\n\n\"Duffy interrupted his girlfriend's seance,\" says Barnaby.\n\n\"It wasn't a seance,\" I say.\n\n\"I know. I just wanted to see if you'd be able to resist anal-retentively correcting me.\"\n\nTrott waits a bit before he says anything further. He doesn't like Gibs much.\n\n\"Anyways,\" says Trott, \"The only way to get out is to get the mallcops to let me out. I made my way back through the first door when I saw that thing. It took a chunk out of my side, but I eventually got by it, ran in here and locked the door. What was that? It wasn't a bot. It was wearing the clothes of one of the security guys who works at the Mall. But what happened to him?\"\n\nPlease select one:\n\n(1) \"Do you know how to work the console?\"", "endoftext": false }, { "action": "1", "response": "\"I think so,\" he says. \"Much of it was damaged before I got here, but I can turn on power and raise the gates to some of the individual stores.\"\n\n\"Can you raise the gate to the Sporting Goods store?\"\n\n\"Ummm,\" Trott says, as he looks over the console, \"Yeah. That one I can turn on. Do you want it on now or later?\"\n\nPlease select one:\n\n(1) \"Later... the girls are out there alone.\"\n(2) \"Now is good, it's probably safe.\"", "endoftext": false }, { "action": "You talk to Trott", "response": "Please select one:\n\n(1) \"Later... the girls are out there alone.\"\n(2) \"Now is good, it's probably safe.\"", "endoftext": false }, { "action": "2", "response": "\"Okay... \" Trott flips a few switches on the console. \"It's up.\"\n\n\"Thanks.\"\n\n\"OK, before you go, why don't you take this phone? The Mall only pays for it to work as a CB radio for the mallcops, but if you need more gates raised, just let me know through it.\"\n\n\"All right, sounds like a plan,\" I say. \"I'll try to keep you posted as to what is going on out there.\"", "endoftext": false }, { "action": "You leave", "response": "I can't go that way. I can go south to the mall back hallway.", "endoftext": false }, { "action": "Go south", "response": "This is an oddly-shaped hallway that connects the Lounge with the Security Room. There are doors that lead to both rooms.\nThere is a potted plant here.\nThe creature is here.", "endoftext": false }, { "action": "You examine creature", "response": "The thing's face features a dramatic gaping burn wound on the forehead, presidentially presiding over a quick voting bloc consisting of two or three jagged teeth. It's wearing some tattered mallcop clothes, but my expert opinion is that the creature is in fact a zombie.\n\nIt is currently knocked out.", "endoftext": false }, { "action": "Go south", "response": "The Lounge is a largish, open room with a high ceiling. There are a couple of old couches here, along with a television, water cooler and plant life of unknown make and origin.\n\nExits lead north and west.", "endoftext": false }, { "action": "Go west", "response": "This is a long hallway that sits behind a number of stores. The store owners and workers put their trash in this hallway for janitorial services. There is a door to the security lounge to the east and a door to the back office of Benji's store to the south.", "endoftext": false }, { "action": "Go south", "response": "The back office is a cramped and tight little room with shelves on both sides.\n\nThere are two exits, one back to the store and one that leads to the garbage hall (and eventually, beyond that, to the security area). Sitting on the shelves is a cardboard box.", "endoftext": false }, { "action": "You go to the south", "response": "I can't go that way. I can go west to Benji's Gaming and Role-Playing Emporium or north to the garbage hall.", "endoftext": false }, { "action": "Go west", "response": "Benji's Gaming and Role-Playing Emporium\nMy store is covered in darkness and shadows, giving it a far more foreboding look than it's otherwise ever had.\n\nThe rest of the Mall is to the north. The door to the back room leads east.", "endoftext": false }, { "action": "Go north", "response": "This is far east as the Mall goes. The Mall technically dips a bit as one goes west, as it was originally constructed upon a landfill. There's a three-sided advertising kiosk in the middle of the corridor.\n\nTo the west is the Beads Store, Sporting Good Outlet and the (closed) Arcade.\n\nMy store, the Gaming and Role-Playing Emporium, is to the south. Audrey and Casey are here.\n\n\"Hey, Dungeon Master,\" says Audrey. \"Did you find Trott?\"\n\n\"Yeah. He's back operating the security console for us.\" Huh. 'DM,' she said. She normally only calls me that when she's in a good mood about our chances.\n\n\"He didn't want to come with you?\" she asks.\n\n\"Maybe he would have, but he'll be able to open the gates we want if I contact him through this,\" I show her the phone.\n\n\"Did you guys try the gate at the Sporting Good store already?\" asks Gibs.\n\n\"No, not yet,\" says Audrey. \"We just got bored waiting for you, so we headed over this way.\"\n\n\"Also,\" says Casey, \"We went over to where the escalator was. You wouldn't believe how foul it smells over there!\"\n\n\"How bad is it? My previous high score in this department is my roommate Pang's custom Dance Dance Revolution pad that he\nkeeps downstairs and only uses with bare feet in some bizarro-logic attempt to keep it 'nice.' I mean, is it worse than -- \"\n\n\"It's worse,\" Audrey says softly, her eyes closed in the pain of the persistence of this memory, \"Much, much worse.\"", "endoftext": true }, { "action": "You look around", "response": "This is far east as the Mall goes. The Mall technically dips a bit as one goes west, as it was originally constructed upon a landfill. There's a three-sided advertising kiosk in the middle of the corridor.\n\nTo the west is the Beads Store, Sporting Good Outlet and the (closed) Arcade.\n\nMy store, the Gaming and Role-Playing Emporium, is to the south. Audrey and Casey are here.", "endoftext": false }, { "action": "Go west", "response": "I'm at the eastern side of the Mall. To the north is Choad's Sporting Goods. My store is a bit to the east, and the Bead Store a bit to the west.\n\nThere is a table here, set adjacent to the Sporting Goods store.\n\nAudrey and Casey follow me.\n\n\"This won't take me a moment to sort out,\" says Gibs. \"I'll be in and out like a greased German through the Maginot Line.\"\n\n\"I thought the Germans circumvented around the Maginot Line?\"\nI say.\n\n\"No. You've got that confused with what they did with the bounds of good taste when they collectively invented scheisse porn,\"\nsays Gibs with commanding authority. \"Anyway, more importantly, I know just where the shotguns would be in this store. Anyone want to come with?\"\n\n\"I'll go,\" says Audrey. \"I'll try to find some helmets and pads and such.\"\n\n\"Pads?\" This is good. Very good. \"Oh, so you were able to trickle a puck past the five hole with the Detroit Red Wings after all?\" I ask Audrey.\n\n\"What?\" It takes Audrey a moment to translate my intended delicate innuendo in her head, but when she does, she's not laughing. \"No. I meant like shoulder pads and shin guards. For personal defense.\" She pauses for a moment. \"What on earth is wrong with you?\"\n\nWhoops. \"I'll just, ah, stay out here with Casey, then.\"", "endoftext": false }, { "action": "You talk to Casey", "response": "Please select one:\n\n(1) \"So... what's new with you?\"\n(2) \"Hey, you talk to Audrey all the time. Is she going to dump me again?\"", "endoftext": false }, { "action": "1", "response": "\"I broke up with my boyfriend not too long ago,\" says Casey. \"Other than that, nothing much.\"\n\n\"Hey, really? What brought that on?\"\n\n\"He never wanted to go do anything,\" she says, \"But you know what it was, really? He would always wear a baseball cap, and wear it so that the bill was always right over his eyes. Every time I would try to kiss him, I would have to navigate around the thing. Romance shouldn't be a frustrating puzzle in three-dimensionality, you know? Sometimes I just wanted to get intimate, not play a real-life game of\nKlax.\"\n\nI don't know what Klax is, so I just nod in agreement.\n\nPlease select one:\n\n(1) \"Hey, you talk to Audrey all the time. Is she going to dump me again?\"\n(2) \"Gibs... I mean, Barnaby, he wears his hat backwards.\"", "endoftext": false }, { "action": "2", "response": "\"That's definitely a point in his favor. Make sure he gives me his number when we get out of here. I'm tired of being either cooped-in on the weekend or hanging out at the Bead Store like tonight.\"\n\n\"You seem awfully confident that we are going to get out of here.\"\n\n\"Shouldn't I be? From what Audrey tells me, whatever we resurrected... or, I guess, 'surrected' in this case, isn't any match for the geek encyclopedia you've got knocking about in that skull of yours.\" She gives me a genuine smile of reassurance and I, to my discredit, don't have the heart to tell her that in reality most of the thoughts knocking about in my head have to do with how I'm going to get back with her best friend.\n\nPlease select one:\n\n(1) \"What does Audrey want from me, then?\"", "endoftext": false }, { "action": "1", "response": "\"You're going to have to ask her that, eventually, Jarret.\"\n\n\"Yes. I know. Eventually.\"\n\n\"What does she want? She wants to be with you, in my opinion, anyway. I've seen her with other guys in between the dozen or so times you two have broken up. She is always so much happier when she is together with you. She just lights up when you enter the room, you know that?\"\n\n\"I didn't know that.\" I try to think back the best I can, to try to get some sort of visual holographic proof of this, but I just can't. Maybe I've just never been paying attention.\n\n\"But she wants to see you take the next step, Jarret.\" Casey turns and looks right into my eyes. \"She's going to graduate soon. The future is coming and everything. I think, ultimately, what she wants to know is if you think you have one.\"\n\nI hear Gibs swear violently from within the Sporting Goods store.\n\n\"Jarret!\" screams Audrey, \"Help!\"", "endoftext": false }, { "action": "You go to the north", "response": "There is a light blue-skinned, feral beast hunched over towards the corner of this store. A ghoul, just as how I'd imagine it. It has Audrey backed up against the eastern wall. A row of jacket racks separates them from me. Gibs is much closer, and seems to be holding the ghoul at bay by slowly darting in and out of its range, and preventing it from ripping Audrey apart by giving it another target. That won't stop it for long. The only thing preventing the ghoul from shredding Audrey is its attempt to work out just how he can incapacitate and consume them both.\nThere is a circular jacket rack here.\nThe ghoul, Audrey, and Gibs are here.\n\nGibs swears violently.\n\n\"Jarret!\" screams Audrey, \"Help!\"", "endoftext": false }, { "action": "You check what you're carrying", "response": "I am carrying my glasses (being worn), some socks, the crystal ball holder (broken), the Magic: The Gathering cards, the gaming glove (being worn), Gibs's lacrosse stick, and the phone.\n\nThe beast is content, for the moment, to look back between his prey and his attacker. I know that at any moment it is going to choose one of them to attack first.", "endoftext": false }, { "action": "You hit the ghoul with the stick", "response": "I clobber the ghoul with Gibs's lacrosse stick.\n\nI try to wail like a banshee: \"ooOOooOOOO!\"\n\nThe ghoul attacks and hits me!", "endoftext": false }, { "action": "You examine Glove", "response": "The Sierra Hobbies Gaming Glove is an inky black novelty gaming companion for the hurried Games Master. It's full of mnemonics, scribbled shortcuts and tables to allow for a smoother (and more stylish) game of D&D. No Dungeon Master that takes his craft seriously should be without!\n\nI'm currently wearing the gaming glove.\n\nThe ghoul attacks, but misses me!", "endoftext": false }, { "action": "You take the rack", "response": "Taken.\n\nThe ghoul attacks and hits me!", "endoftext": false }, { "action": "You throw the rack at ghoul", "response": "I hit the ghoul with the circular jacket rack.\n\n(The circular jacket rack breaks as a result.)\n\nI hear a grotesque snapping sound coming from the thing. I completely flattened it on that last one!\n\nI walk over to Audrey. She's shivering.\n\n\"Are you OK?\" She nods. \"Where did your coat go?\" She doesn't say. She shakes her head and melts into my arms. I hold her, hug her and bring her as close as I can. Her face is buried within my chest and I scratch the back of her head and feel her close-cropped hair on her neck flick through my fingers. I had no idea if I'd ever feel that again, or feel her body, alive and whole, this close to mine. \"I'll keep you warm,\" I say with a whisper.\n\nCasey enters from the entrance to the south. \"Ugh,\" she says, after spotting what's left of the ghoul. \"What on earth did you do to that thing?\"", "endoftext": false }, { "action": "You talk to Casey", "response": "Please select one:\n\n(1) \"I buried it.\"", "endoftext": false }, { "action": "1", "response": "\"What was it?\" asks Casey.\n\n\"It was a ghoul.\"\n\n\"So, so far, a skeleton, zombie and ghoul... \" Casey drifts off and leaves that bit hanging in the air.\n\n\"Yeah. So far, just as the demon that possessed Sydney claimed.\"", "endoftext": false }, { "action": "You talk to Audrey", "response": "Please select one:\n\n(1) \"I'm with you now. My preeeeecioussss...\"", "endoftext": false }, { "action": "1", "response": "talking about the precious of his very own. I don't say it at first, I don't say it right away... but I say it and she knows what I mean by it. Her body shakes with a quick, stifled bit of laughter. I'm so glad she's here with me that it doesn't even occur to me that it must be killing Gibs to not be able to tell us just how bop we are\nfor each other.", "endoftext": true }, { "action": "You describe your surroundings", "response": "Choad's Sporting Goods exists under the unfortunate circumstance that the owner's name translates into Bengali as 'fuck.' Once or twice a year there will be a demonstration or protest from a bunch of local student Hindus, but nothing ever changes.\n\nThe store is one of the larger ones in the Mall, about 40' wide and 140' long. Ski jackets take up almost all the area towards the front of the store, as far as I can see, with the entire western wall filled with displays of discount tennis sneakers.\n\nThere doesn't seem to be any rifles or shotguns for sale. (It appears as if Gibs's intuition was incorrect.)\nThere is a circular jacket rack here.\nThe ghoul, Audrey, Gibs, and Casey are here.", "endoftext": false }, { "action": "You get the jacket", "response": "Which jacket do you mean, the circular jacket rack or the ski jackets?", "endoftext": false }, { "action": "Ski", "response": "They are essentially permanently part of the circular jacket rack.", "endoftext": false }, { "action": "You go south", "response": "\"Can you watch Gibs for a bit?\" I ask Casey.\n\n\"It won't be a problem,\" she says.\n\nAudrey goes up to him, still in his frozen state, and gives him a kiss on the cheek. \"Have a good thaw,\" she says.\n\nI take her hand and put it in mine and together we leave the Sporting Goods store.\n\nI'm at the eastern side of the Mall. To the north is Choad's Sporting Goods. My store is a bit to the east, and the Bead Store a bit to the west.\n\nThere is a table here, set adjacent to the Sporting Goods store.\n\nAudrey follows me.\n\nAudrey pulls on my hand, to begin to drag me towards the far side of the Mall. \"Jarret, let's go this way,\" she says. \"The elevator is on the over this way. I think I know how we can get to it.\"", "endoftext": false }, { "action": "You follow Audrey", "response": "Audrey is right here.", "endoftext": false }, { "action": "You go south", "response": "I can't go that way. I can go west to the beginning of the east wing, east to the eastern end of the mall, or north to Choad's Sporting Goods.", "endoftext": false }, { "action": "You go east", "response": "This is far east as the Mall goes. The Mall technically dips a bit as one goes west, as it was originally constructed upon a landfill. There's a three-sided advertising kiosk in the middle of the corridor.\n\nTo the west is the Beads Store, Sporting Good Outlet and the (closed) Arcade.\n\nMy store, the Gaming and Role-Playing Emporium, is to the south.\n\nAudrey follows me.", "endoftext": false }, { "action": "Go west", "response": "I'm at the eastern side of the Mall. To the north is Choad's Sporting Goods. My store is a bit to the east, and the Bead Store a bit to the west.\n\nThere is a table here, set adjacent to the Sporting Goods store.\n\nAudrey follows me.", "endoftext": false }, { "action": "You go west", "response": "There's only one more stretch of corridor on this level before one gets to the elevator, which leads down to the ground floor. To the south of this area is the Bead Store, exits otherwise lead west and east.\n\nAudrey follows me.", "endoftext": false }, { "action": "You go west", "response": "The floor of the Mall comes up against a rail, forming a barrier which prevents further (sane) western travel. The bottom (ground floor) level can be viewed with ease, though, as the guardrail mainly prevents kids -- future productive Mall denizens! -- from ragdolling their way off the edge.\n\nThere is a horrific stench in this area. It's new, too -- the guy who used to take the surveys always kept himself cheerfully clean.\nThere is a kiosk in the center of the hallway. At the far end of the rail is an elevator.\n\nAudrey follows me.\n\nAudrey quietly points over to the kiosk and whispers right into my ear.\n\n\"Do you see that? Do you see the wraith?\"\n\nI squint. The lighting is so dark... I don't see it. I adjust my glasses and still nothing. I shake my head in the negative.\n\nAudrey takes my hand in hers and we duck into the Jewelry Store...", "endoftext": true }, { "action": "Look around", "response": "We both press ourselves flat up against the wall of the Jewelry Store.\n\n\"How are we to get past the wraith, Jarret?\" Her eyes dart down and to the side as she tries to remember if she ever encountered one in a role playing game. \"... I can't remember,\" she says.\n\n\"Sunlight, and I don't know how long until that will show up.\" I say. Was there really a wraith there? Outside the store? I didn't see a thing. It is colder down this way than it was in the rest of the Mall, though. \"Yeah. Sunlight is the only thing I'm 100% positive on, maybe there are others.\" I strain to try to remember, but I haven't used a 'wraith' character in any games that I've played in a very long time. I'm certain there are other ways... I just can't recall.\nSitting on the tabletop is a pleather purse.", "endoftext": false }, { "action": "Open purse", "response": "The pleather purse is already open.\n\nA bit of smoke and haze begins to form against the eastern wall.", "endoftext": false }, { "action": "You search the purse", "response": "Inside the pleather purse is the silver comb.\n\nAudrey looks over to the east wall. \"What do you think... what is that, Jarret?\" she whispers.\n\nI can't quite tell at first, but as the haze beings to form more familiar shapes, it starts to dawn on me.\n\n\"It's a vision,\" I tell her.\n\nDisplayed on the west wall of the Jewelry Store is a scene. I can make out Gibs and Audrey clearly... there seems to be one or two other figures moving in the background.\n\n\"That's a scene from that tournament we went to, isn't it?\" asks Audrey.", "endoftext": false }, { "action": "You take the comb", "response": "Got it. Ooh, silvery!\n\nAudrey continues to look at the vision. The scene takes on a greater contrast, with muted blues smeared together in fog with darker earth colors.\n\n\"Why... what's up with Gibs giving you a thumbs-up sign? This vision takes place from your perspective, doesn't it?\"\n\n\"I just made what was my sixth straight saving throw. He gave me a thumbs-up because I was using loaded dice.\"\n\n\"What?!\" says Audrey, and then instantly brings her voice down a couple levels due to the wraith. \"What the hell do you mean, you were using loaded dice?\"\n\n\"I ordered some red 20 sided dice before the tourney over the Internet. They were weighted to give out mostly 18s, 19s and 20s. What? What's the big deal? That was years ago!\"\n\n\"Ssh!\" Audrey puts her hand over my mouth. \"The big deal is that the Tourney is where we met! Do you think I would want to go out with you if you were cheating everybody in the room?\"\n\n\"Oh come on, don't start this bullshit. It wasn't like I was at DragonCon or something. Christ!\"\n\n\"No. You weren't. You were cheating your friends. That makes it worse, you know.\"", "endoftext": false }, { "action": "You talk to Audrey", "response": "Please select one:\n\n(1) \"Oh, what does it matter if I cheated at the tourney?\"\n(2) \"C'mon, you have to admit it's pretty funny.\"", "endoftext": false }, { "action": "2", "response": "\"Oh, it's hilarious, all right,\" says Audrey. \"You know me. There's nothing I find funnier than stories of the guy that I've been with for the last five years ripping off everyone I know like a unconscionable rogue at a lawless bazaar.\"\n\n\"The Wizards of the Coast were going to give that to me anyway. The dice didn't really change anything, other than the fact that I made a few extra saving throws and got a few extra hits in. You have to appreciate the return on the investment, at least.\"\n\n\"Oh, sure. You're a regular Gordon Gecko,\" says Audrey.\n\n\"I can't believe you're comparing me to white collar criminals.\"\n\n\"I can't believe you essentially commit white collar crime.\" Audrey shrugs her shoulders.\n\nThe ether(?) that makes up the vision dissipates completely and it completely disappears.\n\nAudrey sits herself up against the east wall of the store.\n\n\"So you found a comb, I see,\" says Audrey. \"Maybe you can do something with that mound of straight hay on top of your head with it.\" She gives me a smile after she says that to let me know it was said with affection.\n\n\"It's a silver comb,\" I tell her. \"I'm sure it's quite valuable.\"\n\n\"Isn't silver a type of bane to wraiths?\" asks Audrey.\n\nI try to bring up the memory of what affects wraiths from the back of my mind, but my memory is hardly photographic. \"I think you're right,\" I say to her. \"I think it works against a lot of undead. A little trinket like this might just scare it off, but that's a big maybe. I don't really want to throw the comb and find out.\"\n\nI can't think of anything to say right now.\n\nI took a look over towards the wall that Audrey is leaning up against. The shadow that she should be throwing is nowhere near the one that is present.\n\n\"Audrey,\" I whisper, \"Do not move. You're not casting a proper shadow. I -- \"\n\n\"What?\" she asks. She moves away from the wall, and sure enough, the light that she should be blocking is completely inconsistent with what's there.", "endoftext": false }, { "action": "You show the comb to the wraith", "response": "Showing the silver comb to wraith doesn't accomplish a whole lot.\n\nThe shadow jumps from the wall!\n\nThe shadow points a long, tapered finger onto Audrey's neck. She freezes up as it sucks the strength from her body.", "endoftext": false }, { "action": "You hit the shadow with the comb", "response": "I clobber the shadow with the silver comb.\n\n\"Who else wants a piece of the pain pie?\" I ask.\n\nUpon coming in contact with the silver, the shadow halts in place and disintegrates -- it falls to the floor in a little pile of soot-like dust. I get down and blow it away in order to properly scatter it into nothingness.\n\nI walk over towards Audrey. She's shivering. \"You OK, doll?\"\n\n\"Yes,\" says Audrey, quietly. \"It's just so cold in here. I'm sorry. I don't mean to complain.\"\n\nI embrace her for a few moments and rub my hands over her bare shoulders. \"I'll keep you warm...\" She nods. \"Silver definitely worked on the shadow,\" I muse. \"It used up the comb, however. But the same thing'll work on the wraith. We just need to find more of it. The girls that work here (presuming that they didn't rip the place off blind before calling it a night) keep all the jewelry locked up in the safebox.\" I point over towards the big locker-style cabinet against the western wall of the store. \"If we can get the temperature in here to be significantly colder, I'm betting that lock will pop.\"\n\n\"How do we do that?\" asks Audrey. She looks over towards the wraith. \"Oh, no. You don't mean -- \"\n\n\"Yes,\" I say quietly. \"Let's get the wraith in here.\"\n\n\"Jarret, no! You can't be serious!\"", "endoftext": false }, { "action": "Go west", "response": "There isn't an exit in that direction.\n\nThere's an exit south into the long corridor of the top level of the Mall.", "endoftext": false }, { "action": "You go south", "response": "\"Jarret, no!\" whispers Audrey. \"It's not safe, not with the wraith still out there!\"", "endoftext": false }, { "action": "You talk to Audrey", "response": "Please select one:\n\n(1) \"Audrey... trust me on this. Please.\"\n(2) \"What options do you have for this?\"", "endoftext": false }, { "action": "1", "response": "\"Jarret! I don't want that thing in here!\"\n\n\"Audrey, you know that I will not let it touch you. There's a lock just like this one in my store, and it's made of ridiculously poor components. Everyone involved in owning a store in this Mall is incredibly cheap and only worried about the bottom line and how much money they can squeeze out of their customers. I will guarantee you that as soon as the temperature is brought down a few degrees Celsius that lock is coming off like a prom dress. A lock of this type busted earlier today at my store when Gibs placed his iced soft drink next to it.\"\n\n\"Okay...\" she says. She kisses me for entirely too brief a time and looks right into my eyes. \"I trust you.\"\n\nI suddenly feel like I can do anything. One scream and the wraith will make its way over here.", "endoftext": false }, { "action": "Scream", "response": "I scream like a housewife in a 50s sitcom coming across a mouse. Like an English siren during the blitz. (Like Lorraine Williams surrounded by a bunch of pen & paper gamers, even.) And it works. The wraith turns round and passes right through the kiosk. It slowly begins to come near us.", "endoftext": false }, { "action": "You open the cabinet", "response": "I can't open it on my own. The lock, while not incredibly sturdy and powerful, is still more than I can crack on my own.\n\nI hear a voice, strangely disembodied, but one I instinctively know is coming from the wraith.\n\n\"oh delightful maiden this will be a wonderful meeting will it not and you seem oh so achingly warm and tight and I really only want to get close to you for only a moment do not you see how wonderful oh how wonderful that will be my darling...\"\n\nThe wraith never really stops its sending, but instead meanders about a couple different themes. What he's going to do to my girlfriend being one of them. (With all the guys who have tried to steal my girlfriend over the years, I finally feel I am on somewhat familiar territory.)\n\nThe wraith glides a bit closer to the entrance of the Jewelry Store. It is already several degrees colder in here.", "endoftext": false }, { "action": "You break the lock with the stick", "response": "The lock is especially designed to be impervious to any and all brute attacks.\n\nThe wraith glides further; it's now within the Jewelry Store, but still a fair ways away from Audrey.\n\nThe lock to the safebox pops.\n\nIt continues its raving, more in my head than not:\n\n\"your death will be so pleasing my love I promise that getting there will be quick and painless I am the only one you can trust you know I will always be there for you and never leave your side you and I there isn't a thing that we wouldn't be able to do together my lovely witch princess all it takes is for you to just sit still that is it just another few moments and I will be there and we will be together so wonderfully so wonderfully it will be so wonderful...", "endoftext": false }, { "action": "You take all from the cabinet", "response": "Nothing to take.", "endoftext": false }, { "action": "You look in the cabinet", "response": "The safebox is closed.\n\nThe wraith sends another meandering rhyme to me...\n\n\"let me tell you of our wonderful death my darling,\" mentally continues the wraith, \"you cannot begin to imagine the wonders that we will see together everything you could ever want everything that has been out of your reach well it is not out of mine it is not out of ours let me ask you this my darling a simple question take all the time in the world just answer me truthfully... have you ever wanted to fly?\"", "endoftext": false }, { "action": "You open the safebox", "response": "Done -- it's open.\nInside the safebox are the handful of silver rings.\n\nThe wraith inches closer to Audrey...\n\nAmazingly (to me at least) I see Audrey enraptured by the wraith and she actually nods her head a little in response to its question. It takes all my self-control to not attack the fucking nothing\nwith my bare hands.\n\n\"of course you have there is no shame in admitting such a thing let me tell you my darling just how wondrous it is to float above this city this world this plane with nothing holding you down and nothing keeping you from doing what you want to do being who you wish to be you will see oh how you will see it will not be long now my darling just hold yourself I will be there and we will be together...\"", "endoftext": false }, { "action": "You get Rings", "response": "Taken.\n\nThe wraith moves until he is directly in front of Audrey. I won't have much time now.\n\n\"hold still my darling this is so much easier when you just stay there so beautifully within my own view...\"", "endoftext": false }, { "action": "You throw Rings at the wraith", "response": "I hit the wraith with the handful of silver rings.\n\nUpon coming in contact with the charms, the wraith immediately atomizes, taking the silver with him into oblivion.\n\n\"That was my Treasure Type you were fucking with, creep!\" I\nsay it even though the wraith is completely blinked out of existence. It takes me a fair trice to realize that thing is truly gone. \"Let's get out of here,\" I say to Audrey. \"Unless you want to get to work on raising the temperature of the room with a little bit of body heat.\"\n\nTo my surprise, she looks back at me with nothing but love. \"If I thought it could be done,\" she says, \"without it becoming a menage a trois with a lurking horror, or a four-way with an undead ettin... you know I would.\" (An ettin is a two-headed beastie in D&D, which elicits a smile from me. That's my girl!)", "endoftext": false }, { "action": "You go south", "response": "The floor of the Mall comes up against a rail, forming a barrier which prevents further (sane) western travel. The bottom (ground floor) level can be viewed with ease, though, as the guardrail mainly prevents kids -- future productive Mall denizens! -- from ragdolling their way off the edge.\n\nThere is a horrific stench in this area. It's new, too -- the guy who used to take the surveys always kept himself cheerfully clean.\nThere is a badly-cracked kiosk in the center of the hallway. At the far end of the rail is an elevator.\n\nAudrey follows me.\n\nBarnaby and Casey come up to us as we leave...\n\n\"Heya there, Duffy,\" says Gibs, no longer paralyzed. Casey is with him. \"Any luck with the elevator?\"\n\n\"Not yet. We encountered a vision , shadow and wraith, though.\"\n\n\"So what's changed?\" asks Gibs.\n\n\"Well, the Jewelry Store is open and the makeup kiosk is broken down. Other than that...\"", "endoftext": false }, { "action": "You examine the kiosk", "response": "The makeup kiosk is a business that operates in a very small rectangle in the middle of the Mall corridor. Girls (and in this town, a not-insignificant number of goth guys) stop by to pretty themselves up for their dates and/or midnight angstings.\n\nIt looks like the intense cold of the wraith passing through the kiosk caused the thing to crack open.\n\nInside the makeup kiosk is a bottle of perfume.\n\nGibs spits once off the guardrail because he's a filthy, disgusting animal at heart.", "endoftext": false }, { "action": "You take Perfume", "response": "I'm carrying too much to take that.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "I am carrying my glasses (being worn), some socks, the crystal ball holder (broken), the Magic: The Gathering cards, the gaming glove (being worn), Gibs's lacrosse stick, the phone, and a pleather purse.", "endoftext": false }, { "action": "You take Perfume", "response": "Got it.\n\nGibs spits once off the guardrail because he's a filthy, disgusting animal at heart.", "endoftext": false }, { "action": "You examine it", "response": "(assuming you mean the bottle of perfume)\nThis bottle of perfume is a fairly large container of the Elizabeth Arden perfume 'True Love' (A feminine scent that is a blend of lotus, iris and jasmine, recommended for office wear.)\n\nA girl who worked at my D&D store for a season used to wear this scent, and it was all I could concentrate on. She'd erode my sense of smell regarding all else within a minute of beginning her shift.", "endoftext": false }, { "action": "You spray yourself with the Perfume", "response": "I spray a bit of the perfume on it. Sek-sai!", "endoftext": false }, { "action": "Go west", "response": "There's not a path in that direction.\n\nThere are exits north to the Jewelry Store, in towards the Elevator and east towards the east side of the Mall.", "endoftext": false }, { "action": "You enter Elevator", "response": "Audrey says, \"No way. We're not going to follow you until you do something about that smell.\"\n\nThe elevator smells terrible, strongly of untreated or unembalmed cadavers. There are three buttons here in the elevator labelled 'up,' 'down' and 'open doors.'\n\nI'm currently on the second level of the Mall. Aside from the operational panel, there is little else here in the lift.\n\nI can see into the corridor ahead, although only a few feet before the darkness completely envelopes the hall.", "endoftext": false }, { "action": "Spray", "response": "Be a little more specific about what you'd like me to spray.", "endoftext": false }, { "action": "Go outside", "response": "The elevator doors open, and I'm struck by the terrible, pungent odor of carrion. It's far too much for what I can bear: it's absolutely the worst-smelling air I have ever experienced.\n\nI briefly steal a glance of what lay beyond in the corridor on the first level of the Mall before squashing the up button on the elevator -- it's mostly dark, but I can make out the cupid statue. The stench is just too much for me. however. I can't force myself to do anything from here except escape.\n\nThe elevator comes to rest on the top floor.", "endoftext": false }, { "action": "You spray the Perfume on Audrey", "response": "\"Hey, I'm not your Barbie doll!\" exclaims Audrey as I give her a hit of True Love.", "endoftext": false }, { "action": "You exit", "response": "The floor of the Mall comes up against a rail, forming a barrier which prevents further (sane) western travel. The bottom (ground floor) level can be viewed with ease, though, as the guardrail mainly prevents kids -- future productive Mall denizens! -- from ragdolling their way off the edge.\n\nThere is a horrific stench in this area. It's new, too -- the guy who used to take the surveys always kept himself cheerfully clean.\nThere is a badly-cracked kiosk in the center of the hallway. At the far end of the rail is an elevator.\nThere is a crystal ball holder here.\nCasey is here.", "endoftext": false }, { "action": "You examine Cupid", "response": "It's a nicely-sculpted, eight-foot marble work of the mythological god of love. Cupid (known as Eros in Greek myth) was often depicted as being a winged baby or cherub that would just start freaking out and begin slinging arrows at people so they would indulge in a torrent of romance, love and sex.\n\nThis statue was commissioned by the guy who owns and rents out the Mall, from a student at the local art college. Cupid's in a pose where he seems to be taking deadly aim at people.", "endoftext": false }, { "action": "You throw the Perfume at Cupid", "response": "I toss the perfume bottle at the statue. It shatters, natch, and releases a giant pool of stench-killing fumes into the area below.", "endoftext": false }, { "action": "Go inside", "response": "The elevator smells terrible, strongly of untreated or unembalmed cadavers. There are three buttons here in the elevator labelled 'up,' 'down' and 'open doors.'\n\nI'm currently on the second level of the Mall. Aside from the operational panel, there is little else here in the lift.\nAudrey and Gibs are here.\n\nCasey follows me.", "endoftext": true }, { "action": "Go downwards", "response": "I can't go that way.\n\nThere is an exit leading out.", "endoftext": false }, { "action": "You press down", "response": "I press the down button. After a few seconds, the elevator transports me to the first (ground) level of the Mall.\n\nThe doors remain shut for some reason.", "endoftext": false }, { "action": "Leave", "response": "Mall, First Level, East Edge\nI'm on the first level (ground floor) of the Mall, a lot closer to the lone exit than where I was previously. I'll need to get past a few more stretches of corridor (which is under a blanket of darkness) and then past the Food Court. And I hesitate to think about what is in store for me until I get to that point.\n\nIn the center of the corridor is a sculpted marble statue.\n\nAudrey, Gibs, and Casey follow me.\n\n\"Well, we got this far,\" says Gibs. \"What's the plan, now? How are we getting out?\"\n\n\"We could try the exit by the big Outlet Tech Store, can't we?\" asks Casey.\n\n\"They went bankrupt,\" I say. \"When the Septium Computer Processor was declared an instrument of bedevilment and banned by the Mayor in 2012, the hottest selling item that Christmas had to be removed from the store. We can try to go that way, but I am almost positive that exit access was cemented over.\" I shrug.\n\n\"So we'll probably have to slog through the Food Court, speedily going about our business with as much haste as molasses slow-fucking a giant land turtle.\" says Gibs. He spits with disgust -- the Food Court floor never gets cleaned. It's kind of gross.\n\n\"Yeah, everyone jump over the ochre jellies,\" whispers Audrey, almost to herself. After a beat, she realizes what she said and turns towards me. \"Hey! You've got me doing it now!\"\n\nGibs laughs. \"Duffy's veritable roster of sexually transmitted diseases is not the only thing infectious about him,\" he\noffers.", "endoftext": false }, { "action": "Exits", "response": "There's an exit west to the Mall, First Level, Eastern Edge, or in to Elevator.", "endoftext": false }, { "action": "Go west", "response": "Mall, First Level, Eastern Edge\nI enter this bit of hallway and am taken back by the glorious fountain that dominates the scene. I've seen it hundreds, even thousands of times in normal daylight, but the small bits of ambient light currently available reflects off the fountain in a simply breathtaking manner.\n\nWhile Audrey, Casey and myself are checking out the fountain (and momentarily entranced by the beauty thereof) Gibs wanders off and goes further down the corridor. I forget him for a moment until he lets out a blood-curdling scream.\n\n\"Duffy! Look out! It's the fucking ghast!\"\n\nI turn and look -- that's exactly what it is. A green-skinned feral beast with glazed-over eyes and torn clothes. Gibs falls to the floor, presumably knocked out by the ghast's stench and so far from where the perfume bottle broke open. The ghast stomps once on his head and runs over towards us. I motion for Audrey and Casey to get back behind the fountain.\nThe ghast, Gibs, Audrey, and Casey are here.\n\nThe ghast attacks and hits me!", "endoftext": false }, { "action": "You examine the fountain", "response": "The fountain is rich limestone artifact that was discovered years ago in a poured-over closet in Italy and flown out here at great expense. It has been converted from its original state as a Renaissance-era commissioned sculpture to a marketing tool for the Mall.\n\nIt's about six feet at the base and rather shallow -- water would only come up to one's ankles in its normal, calm state. The spout extends a couple of feet up from the dead center of the base. There are a few inscriptions and symbols on the thing, but nothing I can decipher.\n\nInside the fountain is some water.\n\nInside the fountain is some water.\n\nThe ghast attacks and hits me!", "endoftext": false }, { "action": "You check what you're carrying", "response": "I am carrying my glasses (being worn), some socks, the Magic: The Gathering cards, the gaming glove (being worn), Gibs's lacrosse stick, the phone, and a pleather purse.\n\nThe ghast attacks and hits me!", "endoftext": false }, { "action": "You take the water", "response": "(I'll only be able to hold the water for a couple moments before it flows through my hands...)\n\nThe ghast attacks and hits me!", "endoftext": false }, { "action": "You throw the water at the ghast", "response": "\"Drink up, Dupre!\" I throw the water at the ghast's upper\ntorso. It screams -- a horrible, piercing shriek of disbelief, and inhuman pain. My aim was a bit off, as the water chews through his shirt, eats through his belly and stomach and begins hissing away at the consumption of his rotting intestines and grodie twists of entrails.\n\nI wipe a little sweat away from my face and see that he truly can't comprehend what has happened to him. I sort of feel sorry for him... not just because the ghost killed him once, but because she brought him back and then he got killed in a second, crueler, manner.\n\nThe slashing sounds of evaporation fade away as the last bits of the ghast inanimately fall to the floor and crumble into nothingness. His head bounces to the floor of the Mall. Gibs wakes himself up and blinks stupidly a couple times as he sees the ghast's skull resting peacefully on the floor. He winds up and kicks it down the corridor.", "endoftext": false }, { "action": "Diagnose", "response": "I have a critical wound.", "endoftext": false }, { "action": "You enter the fountain", "response": "Entered!\n\nMall, First Level, Eastern Edge, in the fountain\nThis bit of hallway features an enormous and beautiful fountain. There are exits in all four primary compass directions.\nGibs, Audrey, and Casey are here.\n\nA little more water trickles into the fountain.", "endoftext": false }, { "action": "You sit", "response": "Be a little more specific about where you'd like me to sit.", "endoftext": false }, { "action": "You examine the water", "response": "It's a small amount of perfectly clear, shining and absolutely gorgeous water. It looks far superior than it ever did under normal daylight.", "endoftext": false }, { "action": "Drink water", "response": "Ahhhhh! Mine Luftwaffe!", "endoftext": false }, { "action": "Diagnose", "response": "I have a serious wound.", "endoftext": false }, { "action": "You look at the fountain", "response": "The fountain is rich limestone artifact that was discovered years ago in a poured-over closet in Italy and flown out here at great expense. It has been converted from its original state as a Renaissance-era commissioned sculpture to a marketing tool for the Mall.\n\nIt's about six feet at the base and rather shallow -- water would only come up to one's ankles in its normal, calm state. The spout extends a couple of feet up from the dead center of the base. There are a few inscriptions and symbols on the thing, but nothing I can decipher.\n\nA little more water trickles into the fountain.", "endoftext": false }, { "action": "You wait", "response": "Time passes...\n\nA little more water trickles into the fountain.", "endoftext": false }, { "action": "Diagnose", "response": "I have a lot of minor scratches, but will be okay, since I still have my looks.\n\nThe spectre arrives from the west.", "endoftext": false }, { "action": "You talk to Gibs", "response": "I can't think of anything to say right now.\n\nA little more water trickles into the fountain.\n\nThe spectre heads off to the south.", "endoftext": false }, { "action": "Diagnose", "response": "I am in perfect physical health.\n\nThe spectre arrives from the south.", "endoftext": false }, { "action": "You check your inventory", "response": "I am carrying my glasses (being worn), some socks, the Magic: The Gathering cards, the gaming glove (being worn), Gibs's lacrosse stick, the phone, and a pleather purse.\n\nA little more water trickles into the fountain.", "endoftext": false }, { "action": "You go to the west", "response": "I will have to get out of the fountain first.", "endoftext": false }, { "action": "Go outside", "response": "I get out of the fountain.\n\nThe spectre heads off to the west.", "endoftext": false }, { "action": "You go to the east", "response": "Mall, First Level, East Edge\nThis is the first level, or ground floor, of the Funtime Teen Mall. The lone Mall Exit leads in a westerly direction, past a few more stretches of darkness-enveloped corridor, and the Food Court. There's also a few more stores to the west, with the Mall passageways expanding to all four directions at that point.\n\nExits lead west to the rest of the Mall, and inside to the elevator.\n\nIn the center of the corridor is a sculpted marble statue.\n\nAudrey, Gibs, and Casey follow me.", "endoftext": false }, { "action": "Go inside", "response": "Audrey says, \"We'll wait down here for you.\"\n\nThe elevator smells terrible, strongly of untreated or unembalmed cadavers. There are three buttons here in the elevator labelled 'up,' 'down' and 'open doors.'\n\nI'm currently on the first level of the Mall. Aside from the operational panel, there is little else here in the lift.", "endoftext": false }, { "action": "You go outside", "response": "The floor of the Mall comes up against a rail, forming a barrier which prevents further (sane) western travel. The bottom (ground floor) level can be viewed with ease, though, as the guardrail mainly prevents kids -- future productive Mall denizens! -- from ragdolling their way off the edge.\n\nThere is a badly-cracked kiosk in the center of the hallway. At the far end of the rail is an elevator.\nThere is a crystal ball holder here.", "endoftext": false }, { "action": "You go east", "response": "There's only one more stretch of corridor on this level before one gets to the elevator, which leads down to the ground floor. To the south of this area is the Bead Store, exits otherwise lead west and east.", "endoftext": false }, { "action": "Go east", "response": "I'm at the eastern side of the Mall. To the north is Choad's Sporting Goods. My store is a bit to the east, and the Bead Store a bit to the west.\n\nThere is a table here, set adjacent to the Sporting Goods store.", "endoftext": false }, { "action": "You go to the south", "response": "The Bead Store smells strongly of incense and stale joints, and it almost overpowers every other sense. There are shelves on all sides of the store, but none in the middle of the store due to the drawn pentagram.\nA postcard, Barnaby's Big Gulp drink, the X-box are here.\nSydney and the skeleton are here.", "endoftext": false }, { "action": "You take the drink", "response": "Taken.\n\nIt's really cold in here.", "endoftext": false }, { "action": "Go outside", "response": "I can't go that way. I can go north to the beginning of the east wing.", "endoftext": false }, { "action": "You go inside", "response": "Audrey says, \"We'll wait down here for you.\"\n\nThe elevator smells terrible, strongly of untreated or unembalmed cadavers. There are three buttons here in the elevator labelled 'up,' 'down' and 'open doors.'\n\nI'm currently on the second level of the Mall. Aside from the operational panel, there is little else here in the lift.", "endoftext": false }, { "action": "Go outside", "response": "Mall, First Level, East Edge\nThis is the first level, or ground floor, of the Funtime Teen Mall. The lone Mall Exit leads in a westerly direction, past a few more stretches of darkness-enveloped corridor, and the Food Court. There's also a few more stores to the west, with the Mall passageways expanding to all four directions at that point.\n\nExits lead west to the rest of the Mall, and inside to the elevator.\n\nIn the center of the corridor is a sculpted marble statue.\nAudrey, Gibs, and Casey are here.", "endoftext": false }, { "action": "You go west", "response": "Mall, First Level, Eastern Edge\nThis bit of hallway features an enormous and beautiful fountain. There are exits in all four primary compass directions.\n\nAudrey, Gibs, and Casey follow me.", "endoftext": false }, { "action": "You take the water", "response": "(I'll only be able to hold the water for a couple moments before it flows through my hands...)", "endoftext": false }, { "action": "You enter the fountain", "response": "Entered!\n\nMall, First Level, Eastern Edge, in the fountain\nThis bit of hallway features an enormous and beautiful fountain. There are exits in all four primary compass directions.\nAudrey, Gibs, and Casey are here.", "endoftext": false }, { "action": "You put water in the fountain", "response": "Done.", "endoftext": false }, { "action": "You put the drink in the fountain", "response": "I put the Big Gulp drink in the fountain.", "endoftext": false }, { "action": "You examine the drink", "response": "It's sixty-four ounces of refreshing lime cola in a cup that looks like a chalice. The 128 ounce version of this drink is called the 'Supreme Maw Thrust' and even though it's a better deal it doesn't get purchased much by many Mall denizens.\n\nThe spectre arrives from the west.", "endoftext": false }, { "action": "You throw water at the spectre", "response": "It doesn't appear as if splashing the water has any effect.\n\nThe spectre heads off to the west.", "endoftext": false }, { "action": "You leave", "response": "I get out of the fountain.\n\nThe water flows through my fingers.\n\nThe water flows away and disappears.", "endoftext": false }, { "action": "You go to the south", "response": "This place has been in the Mall for as long as I can remember. It really is just called 'Poster Store,' though when I first noticed it a few years back the 'T' on the sign was missing. For months I thought it was some theme store where white suburban kids exclusively bought cassettes detailing cop killing and bitch slapping.\n\nThe Poster Store sells posters... and little else. There's a hanging flip-rack of posters in the corner of the store, and a few hanging up on the walls.\n\nAlongside the far wall is a set of oversized disembodied lips.\n\nAudrey, Gibs, and Casey follow me.", "endoftext": false }, { "action": "Kiss lips", "response": "They are too high up for me to kiss, which is too bad, because they look DELICIOUS.", "endoftext": false }, { "action": "You talk to magic Mouth", "response": "Please select one:\n\n(1) \"What on earth happened to you?\"\n(2) \"Greetings, Mouth!\"\n(3) \"Tell me a story, Magic Mouth!\"", "endoftext": false }, { "action": "2", "response": "The mouth says nothing in reply. I know that it 'heard' me, too, as it did not quiver even slightly while I was speaking to it.\n\nPlease select one:\n\n(1) \"What on earth happened to you?\"\n(2) \"Tell me a story, Magic Mouth!\"", "endoftext": false }, { "action": "1", "response": "\"What happened is, I'd like to say, just a misunderstanding! Why, my soul was a-flutter and a-fizz, there was one particularly hateful day, and then a terrible diversionary landing. But now it seems, hidden around, is the key to pick my lock... but I don't quite think you can do it, you miserable fucking cock.\"\n\nPlease select one:\n\n(1) \"Er, excuse me?\"\n(2) \"Shut the fuck up. You're just shitty lips on a wall.\"", "endoftext": false }, { "action": "1", "response": "\"I think you heard me, Duffinkowski; heard me rather well. I'd sooner wait for Ragnar?k than for your mind to gel. You're trapped here, Doofernowski, drinkin', sleepin', eatin'... and I'll wink and sneeze upon your release, you sniveling dumbfuck cretin.\"\n\nPlease select one:\n\n(1) \"Oh, you want to go, eh? Fisticuffs?.\"\n(2) \"Please don't insult me like that. It's, er, insulting.\"", "endoftext": false }, { "action": "1", "response": "\"Oh, I'll have a go, just have no fear -- \"\n\nI'm fed up with the mouth's nonsense. I cut it off from going any further.\n\n\"Just shut that wretched little hole before I cover you with a custom balm milked from your disgusting, available organs, bitchlips. I need help and answers and I'm wholly not interested in even remotely taking abuse from some matted, chudlike non-life hung up on a wall.\"\n\nA sudden unease creeps over me. What am I doing with my life?\nThis is a terrible time for reflection, and I try to fight it off. Audrey starts to say something, like how lips aren't officially organs or something equally helpful, but I ignore the interruption and continue. \"You don't want to be in the Mall any more than I do. Help me out.\"\n\nNothing happens for at least fifteen seconds. I get ready to leave before the lips purse. Finally.\n\n\"How?\" it says, at last.", "endoftext": false }, { "action": "Turn rack", "response": "I flip to the next poster in the series and take a look at it.\n\nThe first poster in this set depicts a kind of ritual. There is a red pentagram on the floor, and a bunch of pilgrims, quakers or hippies holding hands around it. (I can never really differentiate between the three.) It's eerily reminiscent of the attempt at an invoking performed earlier by Audrey, Gibs, Syd and Casey... Relatively speaking, anyway, as encountering a wraith and zombie tonight has raised the scale for what I will consider 'eerie' in the future.", "endoftext": false }, { "action": "Again", "response": "I flip to the next poster in the series and take a look at it.\n\nThe second poster shows a ghost -- a child's rendition of a spirit, really, with looming, evil eyes and a reversed teardrop shape. It's emerging from some other world or dimension inside the pentagram.", "endoftext": false }, { "action": "Keep going", "response": "I flip to the next poster in the series and take a look at it.\n\nEr, this poster is actually one of Samantha Fox pouring milk all over herself in the shower.", "endoftext": false }, { "action": "You continue", "response": "I flip to the next poster in the series and take a look at it.\n\nThis poster seems to be by the same artist as the other two, but rather than being drawn from a bird's eye perspective like those posters, it is a close-up of a young boy reading passages from a thick, craggily book. Locks of the boy's hair descend over his glasses and he's decked out all in black, wrapped in a weary and somber expression.", "endoftext": false }, { "action": "Keep going", "response": "I flip to the next poster in the series and take a look at it.\n\nThe fourth poster in this set shows a little girl with her eyes downcast. She is drinking from a radiant, glowing urn. The girl is wearing a silvery dress and has a key around her neck.\n\n\"Do you see the symbolism in this picture, Jarret?\"\n\n\"The girl? No. Is she ashamed? Is that why she's looking down?\"\n\n\"No... I mean, around her neck. The key.\"\n\n\"What's the key to?\" I ask.\n\n\"It's... well, actually, maybe it isn't really symbolism. But I think that's to a chastity belt.\" She releases her study of the picture and gives me a subtle, wry smile. \"You know, my father wanted to put me in one when we first started dating.\"\n\n\"It's good that he didn't. I would have just picked it.\"\n\n\"Oh, really?\" she says, with a bit of faux, exaggerated inquiry. \"You know, skills from a game don't always translate to real life.\"\n\n\"I know. I would have done it with my tongue. I have like a cold iron fetish, I just haven't told you yet because the subject hasn't come up and that's a tough one to drop on somebody.\" We stare at each other's eyes for a moment, 'till she breaks the gaze with a smile she unsuccessfully tries to hide.", "endoftext": false }, { "action": "Continue", "response": "I flip to the next poster in the series and take a look at it.\n\nThe second-to-last image is of a person from the first poster surrounded by numerous lit candles. There are seemingly millions of candles in the scene, and it's almost like an optical illusion, as the 'negative space' for certain candles comprise many separate ones when viewed in a different way. No candle seems to have a single, identifiable color (or rather, they seem to include all possible colors) and one can only really make out a single flame glowing serenely upon them.", "endoftext": false }, { "action": "You look at Poster", "response": "The fourth poster in this set shows a little girl with her eyes downcast. She is drinking from a radiant, glowing urn. The girl is wearing a silvery dress and has a key around her neck.", "endoftext": false }, { "action": "You keep going", "response": "I flip to the next poster in the series and take a look at it.\n\nyousTayaWayyouSICKLITTLEBOY!!\n\nThe last scene shows vibrant fire all over the edges, and the subjects all seem burned to a crisp. There is no sign of the ghost, but the bodies of the boy, the girl, and all their compatriots are viciously chunked and charred. It's a beautiful little bit of art, regardless of how horrible the scene it depicts, and how terrible the ulcer is that begins to grow in my stomach.", "endoftext": false }, { "action": "Go north", "response": "Mall, First Level, Eastern Edge\nThis bit of hallway features an enormous and beautiful fountain. There are exits in all four primary compass directions.\n\nAudrey, Gibs, and Casey follow me.", "endoftext": false }, { "action": "You go west", "response": "Mall, First Level, Central Corridor\nThis stretch of the Mall hallway is covered with just a bit of rubble. There are clear exits to the west and south (in addition to the east, back from where we came). The gate to the Record Store is down to the north.\nThe spectre is here.\n\nAudrey, Gibs, and Casey follow me.\n\n\"Where do we go from here?\" asks Gibs. \"There's an exit past the Food Court, right?\" He gestures over towards the west.\n\n\"Yeah. I don't think we can get out going to the Tech SuperStore.\" The SuperStore is to the south. \"Audrey and I can take a jaunt down there and make sure, though.\"\n\n\"Either way,\" says Gibs. \"Just be careful. Who knows what's lurking about down there?\"\n\n\"Well, as my father always said, 'He who fights with monsters might take care lest he thereby become a monster. \"\n\nGibs thinks about that for a second. \"Your dad didn't say that. Freddie Nietzsche did, dummy.\"\n\n\"What? No he didn't. You're completely wrong.\" I am really not sure if Barnaby is correct or not, so I just immediately go on the defensive.\n\n\"Did Papa Duffy also say 'In heaven, all the interesting people are missing?' Or maybe 'Only sick music makes money today?\"\n\n(Truth to tell, my dad did used to say the latter, but I\ndon't tell Gibs that.)\n\n\"Your father is really weird,\" says Audrey, unhelpfully.\n\n\"Look, enough with ragging on poor, old Nichodeimos. He liked all of you well enough.\"\n\n\"He hated me,\" says Audrey.\n\n\"He called me 'fruitier than a blueberry pudding pop.'\" says Gibs.\n\n\"I never met him\" says Casey.\n\n\"Yeah, well, he hated Goths,\" says Gibs.\n\n\"He hated everybody,\" says Audrey.\n\nThe spectre heads off to the north.", "endoftext": false }, { "action": "Go north", "response": "The gate to the Record Store is down, blocking my path.", "endoftext": true }, { "action": "You descend", "response": "There is not an exit that way.\n\nThere are exits north to the Record Store, and west, east and south to other corridors of the Mall.", "endoftext": false }, { "action": "You go to the west", "response": "Mall, First Level, West Edge\nA kind of cave-in has apparently occurred here. While the gate north to the Novel Shoppe has been destroyed (and passage is possible), our path to the west is blocked by an enormous amount of rubble.\n\nAudrey, Gibs, and Casey follow me.\n\n\"This is the way out, isn't it?\" asks Gibs. I nod, sagely, in the affirmative.\n\nHe looks over the mess.\n\n\"Look,\" says Gibs, \"Why don't you and Audrey see if you can find any items that we'll need to get past whatever horrors are in store for us on the other side of this wall of junk? I'll start digging away at this and clear a path. Your sissy, atrophied she-muscles won't be able to really help any, Duffy.\"", "endoftext": false }, { "action": "Go north", "response": "You're supposed to be pumped to enter a book store in a mall.\n\nThis isn't the case with this one. The novels contained herein are not discounted in terms of their cost, they are discounted, rather, in terms of their quality. A few years back there was a fad in publishing that resulted in the release of a large number of non-fiction books that were little more than paper printouts of 'successful' blog sites. (I say 'successful' in a manner of speaking like that, as in my opinion the only successful blog site is one that ends with\nthe webcam suicide of its maintainer.)\n\nEl circo de chamuscarse de la retina doesn't stop there.\nShitty steampunk, trite Lycanthropian romance novels, pre-civilization thrillers featuring cavemen (well, cavepeople) and gimmick dictionaries were all part of the hardcover publishing's switch towards the tactics of pop music the last few years. These outright dolorous genres are fully represented here, making this place more a library or museum than a boutique.\n\nThere is an exit to the south.\n\nNailed to a couple of boards in the far corner of the room is a girl. Sitting on the cross is the crucified girl.\n\nCarelessly discarded on the ground next to the crucified girl is a thick, burgundy text.\n\nAudrey follows me.", "endoftext": false }, { "action": "You examine girl", "response": "The crucified girl seems to be of mild Hispanic descent. Her features are slightly olive, her hair dark and her eyes stained all the round by blood. She is wearing a torn black tank top, blue bandana with floral print, and sleek pair of tight shorts. Her build is slight -- she is probably about five foot five at most, with slim, athletic legs.\n\nThe girl's arms and right leg have been nailed to a makeshift cross, and the cross seems solidly affixed to the western wall. There are cuts and tears elsewhere on her body as well. It is difficult to tell how long she has been dead, but she is not sending off a waft of stench or anything, currently. She looks a lot like a girl that used to work in the paint and housewares store that used to be here in the Mall before they closed. I remember that she was really bright, resourceful, helpful and was working on her four-year degree. I really hope it's not her.\n\nShe is dead.", "endoftext": false }, { "action": "You look at the cross", "response": "The cross runs about six feet high, wide enough for a grown woman to be nailed to and made of some sort of indeterminate wood.\n\nThere is a dead girl nailed to it.\n\nSitting on the cross is the crucified girl.", "endoftext": false }, { "action": "You remove the girl", "response": "I ease the girl down from the cross and place her on the floor.", "endoftext": false }, { "action": "You examine the text", "response": "The text has a grooved, sturdy cover, designed out of pressed reed and dyed a rich burgundy. It is about fifteen inches long, nine or ten inches thick.", "endoftext": false }, { "action": "You get it", "response": "(assuming you mean the aged text)\nGot it.\n\nnoyoUreYescasTtheMaSiDelittlefucKsicklittleboy!!! !", "endoftext": false }, { "action": "You read it", "response": "(assuming you mean the aged text)\nI flip through a few pages, but nothing really catches my eye. I'm sure that some long dead monk or priest who nearly acquired whatever the 14th century version of repetitive motion syndrome in writing this thing is revolving in a European Potter's grave at my disinterest, but the words just seem to roll off my eyeballs in a splash of drama and desperate Calligraphy.", "endoftext": false }, { "action": "You get the girl", "response": "She's too heavy for me to lift and move around.", "endoftext": false }, { "action": "You get cross", "response": "I'm carrying too much to take that.", "endoftext": false }, { "action": "You check your inventory", "response": "I am carrying my glasses (being worn), some socks, the Magic: The Gathering cards, the gaming glove (being worn), Gibs's lacrosse stick, the phone, a pleather purse, Barnaby's Big Gulp drink, and the aged text.", "endoftext": false }, { "action": "You drop the gulp", "response": "Dropped.", "endoftext": false }, { "action": "You drop all", "response": "glasses: I can't drop my specs! They are a valuable information-gathering tool!\nsocks: Dropped.\nMagic: The Gathering cards: Dropped.\ngaming glove: I will have to take the gaming glove off first. lacrosse stick: Dropped.\nphone: Dropped.\naged text: Dropped.", "endoftext": false }, { "action": "Go south", "response": "Mall, First Level, West Edge\nThis area is adjacent to the huge Food Court which is just over to the west. The amount of available light dwindles further, while the density of smoke present is the thickest I've seen yet.\n\nThere's paths to the west (into the Food Court) and east (back into the first-floor corridor).\nGibs and Casey are here.\n\nAudrey follows me.", "endoftext": false }, { "action": "Go east", "response": "Mall, First Level, Central Corridor\nThis stretch of the Mall hallway is covered with just a bit of rubble. There are clear exits to the west and south. The gate to the Record Store is down to the north.\n\nAudrey follows me.", "endoftext": false }, { "action": "Go north", "response": "The gate to the Record Store is down, blocking my path.", "endoftext": false }, { "action": "Go north", "response": "I hate going in here, but I have apparently been a patron enough times to notice how peculiar the store is without its overhead fluorescent spotlights. The low light received from outside produces oddly-angled little shadows, albeit (apparently) non-sentient ones.\n\nThere are two long rows of shelves along the north-south orient of the store, and a cashier's counter in back.\nBarnaby's Big Gulp drink, a pleather purse, some socks, the Magic: The Gathering cards, Gibs's lacrosse stick, the aged text are here.\nThe crucified girl and the phone are here.\n\nAudrey follows me.", "endoftext": false }, { "action": "You get all", "response": "Big Gulp drink: Taken.\npleather purse: Taken.\nsocks: Taken.\nMagic: The Gathering cards: Taken.\nlacrosse stick: Taken.\nphone: Taken.\naged text: Got it.", "endoftext": false }, { "action": "You go east", "response": "Mall, First Level, Central Corridor\nThis stretch of the Mall hallway is covered with just a bit of rubble. There are clear exits to the west and south. The gate to the Record Store is down to the north.\nThe cross is here.\n\nAudrey follows me.\n\nThe spectre arrives from the east.", "endoftext": false }, { "action": "You look at the spectre", "response": "The spectre is a powerful, intangible, undead spirit consumed with hatred for those with warmth in their souls. Its touch drains an enormous amount of life energy, it is unaffected by silver, 'normal' iron, or cold.\n\nIt would be powerless in daylight, but I am obviously several hours away from any such thing. It may be best to just avoid and and not antagonize it.\n\nThe spectre heads off to the north.", "endoftext": false }, { "action": "You call the phone", "response": "[Speaking to Trott on the phone...]\nJust talking to Trott will suffice.\n\nThe spectre arrives from the north.", "endoftext": false }, { "action": "You talk to Trott", "response": "[Speaking to Trott on the phone...]\nPlease select one:\n\n(1) \"Can you raise the gate of the Record Store for me?\"", "endoftext": false }, { "action": "1", "response": "\"Hmm,\" says Trott, \"Let me try... argh. I can't. I'm not getting anything to respond in that area.\"", "endoftext": false }, { "action": "Go south", "response": "Mall, First Level, Southern Edge\nI enter the southern-most section of the Mall, and it's as I feared: the Outlet SuperStore has been cemented over, so I won't be able to get to the exit doors that way. (I always arrive through the food court due to how the parking lots are structured.)\n\nThere's two stores here that are accessible, however: a party favors store to the east, and then the Bead Store's main competitor -- a candle store, which is to the west.\n\nAudrey follows me.", "endoftext": false }, { "action": "Go east", "response": "This store is mostly unfurnished, with a low, bare ceiling, cold floor covered in cheap carpeting, and blankets and rugs thumb-tacked up to hide the peeling wallpaper and crumbling drywall.\n\nThe contents of the room are a cluttered mess, as this place seems to be more of a craftsman's think-tank and construction area than pure chamber for commerce like so many other shops in the Mall. There's a workdesk and mirror along the northern wall and a file cabinet across from it. A small window is visible behind some junk, and directly across from the entrance are seven masks attached to the back wall in a proud display. Attached to one of the naked support beams is a disco laser pointer.\n\nProminently displayed in the center of the room is a reserved, yet sizeable urn.\nSitting on the workdesk is the blue balloon.\n\nAudrey follows me.", "endoftext": false }, { "action": "You look at the cabinet", "response": "It's colored a deep beige and stands about as tall as I do. It, like most of the other things in the room, is of cheap construction.", "endoftext": false }, { "action": "You open it", "response": "(assuming you mean the file cabinet)\nOpened.", "endoftext": false }, { "action": "You examine it", "response": "(assuming you mean the file cabinet)\nIt's colored a deep beige and stands about as tall as I do. It, like most of the other things in the room, is of cheap construction.", "endoftext": false }, { "action": "You look in it", "response": "(assuming you mean the file cabinet)\nThe file cabinet is empty.", "endoftext": false }, { "action": "You search it", "response": "(assuming you mean the file cabinet)\nI don't find anything.", "endoftext": false }, { "action": "You examine the desk", "response": "This workdesk is just a worn and cheap table that any office supply store would carry and sell for around sixty bucks.\nSitting on the workdesk is the blue balloon.\n\nSitting on the workdesk is the blue balloon.", "endoftext": false }, { "action": "You get the balloon", "response": "Taken.", "endoftext": false }, { "action": "You examine it", "response": "(assuming you mean the blue balloon)\nIt's colored blue, but the material used is a heavier than I'd expect -- like an expandable metallic bag. It floats in the air about where it's placed, so presumably it's got some helium in it, though a fair amount has leaked out.", "endoftext": false }, { "action": "You look at the masks", "response": "There's a collection of masks in the Party Store, though many of them valueless, and all of them locked up tight to the wall.", "endoftext": false }, { "action": "You examine the mirror", "response": "A stylin' and engaging Chortlemaster with great hair is staring back at me.", "endoftext": false }, { "action": "You examine the window", "response": "This rare window offers a glimpse to what is going on outside. There is a terrible storm along the horizon that is visible from this direction. The clouds right above the mountains are electric with activity. The moon is soft and blurred and red-orange.\n\nI stay for too long a moment and take it all in. The window itself is unbreakable, of course, to fend off thieves, and it's far too small for me to fit through, but I can't deny how strong the feeling is to get on the other side of these walls, to sprint off into the distance until the snow-capped peaks are before me and to just burrow within them and hide until dawn... till some other dawn, days away.\n\nI come back to my senses after a few moments. I'll find another way out.", "endoftext": false }, { "action": "You get the urn", "response": "Right on.\n\nleAveaLonEthEdEadthEirasHesnoTFORYOULItTleoNe!!!", "endoftext": false }, { "action": "You turn on the pointer", "response": "Party!! It's a FUN FOR ALL FREE PARTY ZONE! I get down and\ndance! Who doesn't like a rockin' party like this?", "endoftext": true }, { "action": "Describe the surroundings", "response": "This store is mostly unfurnished, with a low, bare ceiling, cold floor covered in cheap carpeting, and blankets and rugs thumb-tacked up to hide the peeling wallpaper and crumbling drywall.\n\nThe contents of the room are a cluttered mess, as this place seems to be more of a craftsman's think-tank and construction area than pure chamber for commerce like so many other shops in the Mall. There's a workdesk and mirror along the northern wall and a file cabinet across from it. A small window is visible behind some junk, and directly across from the entrance are seven masks attached to the back wall in a proud display. Attached to one of the naked support beams is a disco laser pointer.\nAudrey is here.", "endoftext": false }, { "action": "You examine the carpet", "response": "The carpets and blankets are old, musty things have been tacked up onto the walls to hide the scratched-out drywall beneath.", "endoftext": false }, { "action": "You look at the junk", "response": "Upon closer inspection, the junk is just some random garbage that the guy who owns the store probably generated in making his wares.", "endoftext": false }, { "action": "You remove masks", "response": "The masks are permanently attached to the wall of the Party Store.", "endoftext": false }, { "action": "You talk to Audrey", "response": "Please select one:\n\n(1) \"Well, what is fun, then? Educate me.\"", "endoftext": false }, { "action": "Go west", "response": "Mall, First Level, Southern Edge\nThis is the southern-most section of the Mall. There's a large block of impenetrable cement to the south, which covers over the failed Outlet Store, and two paths to two other stores: the candle store (west) and party favors store (east).\n\nAudrey follows me.", "endoftext": false }, { "action": "Go west", "response": "The Candle Store is the second-most picketed store, right after Choad's. It used to be a lot worse when it was a nail and board emporium, though. Some old and independently wealthy latin guy owns the place, though, and he just doesn't care about the Cash-In of the Christ.\n\nChrist's Candles is decked out in a similar manner to the Bead Store, hippie stuff and dark shadows even when the power isn't completely out. This isn't the kind of city where one can set up a number of candles on stands like in the video to 'Wrapped Around Your Finger,' so instead all the candles and other objects are on shelves.\nThere are a number of tiny birthday candles in packages all over the store, but the most impressive display is in the back, where an elegant, if clouded menorah rests upon a long display table.\nA Revenant is here.\n\nAudrey follows me.", "endoftext": false }, { "action": "You get menorah", "response": "oUTOUTboysickchildOUTNONONONONONONO!!!\n\nI take it.\n\nA bit of smoke and fog begins to form against the southern wall.", "endoftext": false }, { "action": "You look at Revenant", "response": "The Revenant is about a foot taller than me, and decked out in an old, charred robe. Its face is covered in hideous burn scars, not that the thing is doing itself any favors in the charisma department by wearing a constant sneer. Its fingernails are overgrown and apparently chewed or filed down to function as sharp claws. It breathes heavily, each gasp of air apparently being quite an effort to draw.\n\nAnother vision appears before us. It shows a slender hand over a sink holding a one of those card pregnancy tests.\n\nThe vision quickly pulls back, revealing Audrey in a bathrobe and her hair in towel. I think that I saw the card show a 'plus' sign before the vision ended. The only thing is... I have no idea what plus represents. Pregnant? Not expecting? Gender? I don't have a lot of experience in this sort of thing.", "endoftext": true }, { "action": "Look around", "response": "The Candle Store is the second-most picketed store, right after Choad's. It used to be a lot worse when it was a nail and board emporium, though. Some old and independently wealthy latin guy owns the place, though, and he just doesn't care about the Cash-In of the Christ.\n\nChrist's Candles is decked out in a similar manner to the Bead Store, hippie stuff and dark shadows even when the power isn't completely out. This isn't the kind of city where one can set up a number of candles on stands like in the video to 'Wrapped Around Your Finger,' so instead all the candles and other objects are on shelves.\n\nThe floorspace towards the rear of the store is completely taken up by the long display table against the western wall.\nA Revenant and Audrey are here.", "endoftext": false }, { "action": "You talk to Revenant", "response": "Please select one:\n\n(1) \"A vampire, Kali, is your killer.\"\n(2) \"Yeah. Sorry about that. I honestly thought she killed you.\"\n(3) \"What was supposed to happen upon you finding your killer?\"\n(4) \"The vampire wasn't your killer, was she?\"", "endoftext": false }, { "action": "1", "response": "\"Then this 'Kali' shall be boiled away into hell!\" booms the Revenant. \"Off we are!\"\n\nPlease select one:\n\n(1) \"Yeah. Sorry about that. I honestly thought she killed you.\"\n(2) \"What was supposed to happen upon you finding your killer?\"\n(3) \"The vampire wasn't your killer, was she?\"", "endoftext": false }, { "action": "1", "response": "The Revenant silent stares ahead for an uncomfortable amount of time. Should I leave or something? Add more? He's really difficult to gau--\n\n\"Mistakes are made,\" he says with infinite calm. \"No real harm has been done.\" Whatta guy.\n\nThe Revenant heads off to the east.", "endoftext": false }, { "action": "4", "response": "\"She was not,\" the Revenant says quickly. \"It is of little matter, however. Mistakes get made. She offered no real value to this world or any others. She will not be back for the foreseeable future.\"\n\n\"That's excellent,\" I reply. \"Thanks.\"\n\n\"There is no need for thanks. It was not a favor I did, but an attempt to uncover the truth about my death.\" I give him a quick look of sympathy and understood pain, but it's totally fake. I'm hoping he can't determine my ruse, what with the flamb?ed face and eyes and everything. But either way he seems pretty relaxed.\n\nPlease select one:\n\n(1) \"A vampire, Kali, is your killer.\"\n(2) \"Yeah. Sorry about that. I honestly thought she killed you.\"\n(3) \"What was supposed to happen upon you finding your killer?\"", "endoftext": false }, { "action": "3", "response": "\"REST!\" bellows the Revenant. I'm momentarily taken back by his outburst: there are absolutely no other sounds audible this far into the Mall. \"A sweet, everlasting relaxation that I so richly deserve. Many cultures have had many different names for it. Nirvana... Heaven... Ragnar?k...\"\n\n\"Actually, Ragnar?k wasn't a final state of bliss, like the Sanskrit Nirvana, but rather a foretelling of -- \" The Revenant cuts me off and continues his monologue. What a complete cock!\n\n\"A final resting place for a warrior such as I. It is as I deserve. I crave it, desperately... but first I must find the one that put me into this state and remove her from this world.\"\n\nI give the guy the fingerguns sign. \"Good luck with that,\" I tell him. Jerk.\n\nPlease select one:\n\n(1) \"A vampire, Kali, is your killer.\"\n(2) \"Yeah. Sorry about that. I honestly thought she killed you.\"", "endoftext": false }, { "action": "1", "response": "\"Then this 'Kali' shall be boiled away into hell!\" booms the Revenant. \"Off we are!\"\n\nPlease select one:\n\n(1) \"Yeah. Sorry about that. I honestly thought she killed you.\"", "endoftext": false }, { "action": "Yes", "response": "Thanks for playing!\ncheaphe quit with exit status: 0", "endoftext": false }, { "action": "You check your inventory", "response": "I am carrying my glasses (being worn), the gaming glove (being worn), Barnaby's Big Gulp drink, a pleather purse, some socks, the Magic: The Gathering cards, Gibs's lacrosse stick, the phone, the aged text, the blue balloon, an urn, and the menorah.", "endoftext": false }, { "action": "You talk to Audrey", "response": "Please select one:\n\n(1) \"Well, what is fun, then? Educate me.\"\n(2) \"Are we looking for a particular candle?\"\n(3) \"Whoa, that was you in the vision! What does a plus mean?\"", "endoftext": false }, { "action": "3", "response": "\"What does a plus mean?\" asks Audrey. \"On a home pregnancy test? It means that you're not pregnant. Thank God.\"\n\n\"Did you have a close call or something?\"\n\n\"Yes, we had a close call. Don't you remember? It wasn't that\nlong ago. I had got off ICQ talking to one of your ex-girlfriends the night before. She told me that you, quote, 'wig out' when spoken to in Elvish or some other made-up language along those lines.\"\n\nAudrey continues her story, but I start to get a flood of memories back from that night. I had actually deigned to go out clubbing with her for a night a few weeks back. (I usually don't, as I am such a lousy, self-conscious dancer.) She was wearing this tight little gray dress with slight horizontal lines across it, made out of this fuzzy fabric -- the outfit practically squealed 'do me' by itself.\n\nAudrey was grinding her way up against me every time I went onto the floor. I just seizured out. That's the only way I know how to dance. I almost never really consume much alcohol, but that night I was taking pull after pull of some Safeway Vodka that Sydney had smuggled into the club as if the contents of the bottle were nothing more innocuous than Mexican Kool-Aid. Audrey and I took a cab back to her place, and we were all over one another before we could find the light switch.\n\nShe was on top of me for what seemed like the better part of an hour when she dipped down and whispered something into my ear.\nTye-mela'ne. It's Tolkein Elvish for 'I love you.' We don't\nseem to say that to each other very much, but even drunk I instantly translated what she said and I... well, I went off like a Soviet Catapult: unexpectedly, unpredictably, and altogether quite messily.\n\nI hadn't thought about it -- about the consequences of it -- until just right now. I didn't mean for her to go through a pregnancy scare like that by herself. I just wasn't thinking about the details.\n\n(For what it's worth, the story that Audrey related as I had this flashback was pretty much exactly like mine, except that she said that we only jammed for something like fifteen minutes. She's got this crazy, post-Einsteinian view of how time really works though, so don't believe her.)\n\nPlease select one:\n\n(1) \"Well, what is fun, then? Educate me.\"\n(2) \"Are we looking for a particular candle?\"", "endoftext": false }, { "action": "2", "response": "\"Um... I'm not really sure,\" said Audrey. \"If I remember right, the candle or candles didn't have an apparent identifying trait that I could see...\" She screws up her face in thought for a moment. \"I'll think, though, about it...\" It's probably nothing more than ego on my part, but I could swear that there was a hint of, 'if I don't\nget it, I am betting that my charming and resourceful boyfriend certainly will.' OK, maybe a lot of ego, but still.\n\nPlease select one:\n\n(1) \"Well, what is fun, then? Educate me.\"", "endoftext": false }, { "action": "You look", "response": "The Candle Store is the second-most picketed store, right after Choad's. It used to be a lot worse when it was a nail and board emporium, though. Some old and independently wealthy latin guy owns the place, though, and he just doesn't care about the Cash-In of the Christ.\n\nChrist's Candles is decked out in a similar manner to the Bead Store, hippie stuff and dark shadows even when the power isn't completely out. This isn't the kind of city where one can set up a number of candles on stands like in the video to 'Wrapped Around Your Finger,' so instead all the candles and other objects are on shelves.\n\nThe floorspace towards the rear of the store is completely taken up by the long display table against the western wall.\nAudrey is here.", "endoftext": false }, { "action": "You examine table", "response": "The display table is a sort of countertop, approximately fifteen feet long and about three feet deep. It is made out of a hard plastic, faced off with a chipping formica plate.", "endoftext": false }, { "action": "You search it", "response": "(assuming you mean the long display table)\nI don't find anything.\n\nA horrible scream pierces the air, originating from the far end of the Food Court.", "endoftext": false }, { "action": "You go to the east", "response": "Mall, First Level, Southern Edge\nThis is the southern-most section of the Mall. There's a large block of impenetrable cement to the south, which covers over the failed Outlet Store, and two paths to two other stores: the candle store (west) and party favors store (east).\n\nAudrey follows me.", "endoftext": false }, { "action": "Go north", "response": "Mall, First Level, Central Corridor\nThis stretch of the Mall hallway is covered with just a bit of rubble. There are clear exits to the west and south. The gate to the Record Store is down to the north.\nThe cross is here.\nThe spectre is here.\n\nAudrey follows me.\n\nThe spectre heads off to the north.", "endoftext": false }, { "action": "You go east", "response": "Mall, First Level, Eastern Edge\nThis bit of hallway features an enormous and beautiful fountain. There are exits in all four primary compass directions.\n\nAudrey follows me.", "endoftext": false }, { "action": "Go east", "response": "Mall, First Level, East Edge\nThis is the first level, or ground floor, of the Funtime Teen Mall. The lone Mall Exit leads in a westerly direction, past a few more stretches of darkness-enveloped corridor, and the Food Court. There's also a few more stores to the west, with the Mall passageways expanding to all four directions at that point.\n\nExits lead west to the rest of the Mall, and inside to the elevator.\n\nIn the center of the corridor is a sculpted marble statue.\n\nAudrey follows me.", "endoftext": false }, { "action": "Go south", "response": "The Poster Store sells posters... and little else. There's a hanging flip-rack of posters in the corner of the store, and a few hanging up on the walls.\n\nAlongside the far wall is a set of oversized disembodied lips.\n\nAudrey follows me.", "endoftext": false }, { "action": "You go north", "response": "I'm not quite sure why sunglasses and shades are only sold in 'huts' but this store is very un-hut like. There are three very solid walls here and a roof made not of thatch, but poured, cracking cement. The floor is hardly comprised of peat or mud, but the same tile present everywhere else in the Mall.\n\nA fair bit of ether has snaked itself into the room. It combines with the hand-picked and market-researched atmospheric lights that still function to give off a very deep, defracted and soothing look to the room. Vibrant purples and deep blues dominate the walls and counters of the Sunglasses Hut.\n\nI worked at this place for a week once when I was fighting with my manager at the D&D store. I acquired a little bit of trivia regarding this place (for instance, the center display case will open if it's tapped upon) but nothing useful otherwise.\n\nAudrey follows me.", "endoftext": false }, { "action": "Hit case", "response": "I give the case a good whack, and it opens with ease.\n\nInside the center display case are the mirrored shades.", "endoftext": false }, { "action": "You take the shades", "response": "Got it.", "endoftext": false }, { "action": "You examine them", "response": "(assuming you mean the mirrored shades)\nThey are circular frames, with perfect mirrors on the outside. My eyes are completely hidden while wearing the sunglasses, at the expense of a lot of light getting through.", "endoftext": false }, { "action": "You remove the glasses", "response": "I can't remove my specs like that! They are a valuable information-gathering tool!", "endoftext": false }, { "action": "You wear the shades", "response": "I take off my glasses and put the shades on. Things get considerably darker.", "endoftext": false }, { "action": "You look", "response": "A fair bit of ether has snaked itself into the room. It combines with the hand-picked and market-researched atmospheric lights that still function to give off a very deep, defracted and soothing look to the room. Vibrant purples and deep blues dominate the walls and counters of the Sunglasses Hut.\n\nI worked at this place for a week once when I was fighting with my manager at the D&D store. I acquired a little bit of trivia regarding this place (for instance, the center display case will open if it's tapped upon) but nothing useful otherwise.\nAudrey is here.", "endoftext": false }, { "action": "You wear the glasses", "response": "I put my specs back on.", "endoftext": false }, { "action": "You go west", "response": "Mall, First Level, Central Corridor\nThis stretch of the Mall hallway is covered with just a bit of rubble. There are clear exits to the west and south. The gate to the Record Store is down to the north.\nThe cross is here.\n\nAudrey follows me.", "endoftext": false }, { "action": "Go north", "response": "The gate to the Record Store is down, blocking my path.", "endoftext": false }, { "action": "You knock on the gate", "response": "No response.", "endoftext": false }, { "action": "Go west", "response": "Mall, First Level, West Edge\nThe area is free from the wreckage. Gibs, though is just standing up, completely motionless, facing the inky blackness that shrouds the Food Court from here. Casey is nowhere to be found.\nGibs is here.\n\nAudrey follows me.\n\n\"She was here, Duffy. She was beautiful.\"\n\n\"Who was? Casey? Where's Casey?\"\n\n\"Casey... \" Gibs turns and looks at me for the first time since I came back. \"No... not poor Casey. We finished up getting all the wreckage out of the way and as I looked up Casey was entranced by the most beautiful creature I have ever seen. Her skin was so pale, so fragile. She had this dark shock of bangs that framed her perfect face. As soon as I looked up, I froze. But she had locked eyes with Casey. I knew her name was Kali, but not how. Casey didn't seem to be able to move, at first, just like me. Then -- \"\n\n\"It was a vampire, Gibs. I was hoping we'd avoid one, but -- \"\n\n\"She took Casey by the hand and they both walked that way... into the darkness.\"", "endoftext": false }, { "action": "You drop all", "response": "glasses: I can't drop my specs! They are a valuable information-gathering tool!\ngaming glove: I will have to take the gaming glove off first. lacrosse stick: Dropped.\nphone: Dropped.\naged text: Dropped.\nblue balloon: Dropped.\nurn: Dropped.\nmenorah: Dropped.\nmirrored shades: Dropped.", "endoftext": false }, { "action": "You go east", "response": "Mall, First Level, Central Corridor\nThis stretch of the Mall hallway is covered with just a bit of rubble. There are clear exits to the west and south. The gate to the Record Store is down to the north.\nThe cross is here.\n\nAudrey and Gibs follow me.", "endoftext": false }, { "action": "You go west", "response": "Mall, First Level, West Edge\nThe area is free from the wreckage. Gibs, though is just standing up, completely motionless, facing the inky blackness that shrouds the Food Court from here. Casey is nowhere to be found.\nGibs's lacrosse stick, the aged text, the blue balloon, an urn, the menorah, the mirrored shades are here.\nThe phone is here.\n\nAudrey and Gibs follow me.", "endoftext": false }, { "action": "Go west", "response": "The Food Court is a vast, open area and I can only see about half of it from here due to the lack of light -- the entire western end of it is cloaked in darkness. There are a number of cheap square tables and static plastic chairs bolted to the floor here, although a few have somehow broken off and are loose.\n\nTo the northeast is a Nutrition Store. They carry a large assortment of tabs, pills, drugs and spices. The Court has another section to the west, and there is an exit east from where we came.\n\nAudrey lets out a little surprised 'yip!' and runs over towards me.\n\n\"Jarret!\" she says, \"I felt something brush up against my leg! Something's here, in this area with us!\" Before I can pooh-pooh her objections to this area, a metal chair comes flying at us. It appears as if a poltergeist has infected the food court.\nA fluorescent light, a garbage can, a brown table, a short gray table, a plastic chair, a metal chair, a broken chair, and some chair parts are here.\nCasey is here.\n\nAudrey and Gibs follow me.\n\nA garbage can comes flying right at me!\n\nA garbage can strikes me, and I take a little bit of damage.\n\nI notice something moving over in the far corner of the Food Court. It's a girl. She is wearing a reserved violet dress and has the most perfect, slim little figure I have ever seen.\n\nThe vampire, I guess. It has to be; she's just as stunning as Gibs said.\n\nFocusing harder, I see Casey beside her, unmoving, defeated, completely obedient. The vampire whispers softly to her -- Casey snaps back into proper consciousness, and after a moment begins to look at her with loving trust. They are both several yards away, but I can make what the vampire says to her perfectly: Follow me, my\npet.\n\nThe vampire heads off to the west.\n\nCasey heads off to the west.", "endoftext": false }, { "action": "Go west", "response": "I can't get by the Poltergeist!\n\n\"I don't think Casey has a lot of time,\" says Gibs. \"I don't remember as much D&D crap as you do, Duffy, but I'm thinking she has maybe fifteen minutes.\"", "endoftext": false }, { "action": "You go to the north-east", "response": "The Nutrition Store is dominated by a series of five-foot high shelves that make up four distinct aisles. The walls are a sickly shade of green which some junior ad exec no doubt thinks promotes quick sales decisions, when all it truly does is make customers eager to get the hell out before they add an equally off-putting color to the surrounding by use of their own acrid vomit.\n\nIn the rear of the store is a modest plastic counter and an ancient analog cash register. Further behind that is a closed metal door that really clashes with what's going on otherwise, stylistically.\n\nThere is no front gate to the Nutrition Store, only a ten foot cut in the wall. The opening is not quite centered, however, and a 5'x3' pane of glass has been placed into the southern wall.\n\nExits lead to the southwest and through the door.\n\n\"There should surely be some garlic here,\" I say to myself...\n\nAudrey and Gibs follow me.", "endoftext": false }, { "action": "You open the door", "response": "\"I'm going to take a quick look below. Be right back.\"\nOpened.", "endoftext": false }, { "action": "You go inside", "response": "I can't go that way. I can go down to the basement entrance or southwest to the food court's east half.", "endoftext": false }, { "action": "You go through the door", "response": "I descend the stairs and enter the basement. The air is at least twenty degrees cooler down here than it is up above and it has a bit of a tangy, acrid -- almost 'chewy' quality to it. My breath turns into wispy, stringy clouds the instant it leaves my lips and I begin to feel my very bones come across a deep chill. I usually prefer winter to summer, so normally I wouldn't be put off by the frost down here and a few bad smells, but there's something different about the chill in the air down here. The temperature of the air seems malevolent, almost.\n\nThe ceiling of the basement is about five and a half feet high, so I have to lurch over like I'm the hunchback of Notre Dork just to get around. The walls have a very rough texture to them, as if they were blasted away and then sanded down in a very half-assed manner.\n\nThe corridor continues into darkness to the north.", "endoftext": false }, { "action": "Go north", "response": "The light is very poor in this room, all of it coming from what can seep and pour through the metal door up above. The floor has turned to earth, however, and the walls seem to have a texture wholly different from the blasted rock earlier in the corridor. I can't say I'm totally suprised to find this area down here below the Mall, as rumor was that the place was built upon some burial grounds. I just never knew that they were, in parts, integrated.\n\nExits lead south and further on to the north.", "endoftext": false }, { "action": "You go to the north", "response": "The basement ceiling gets much taller in this room, about up to 15 feet or so, I'd guess. At the very top is a small torch, which is providing a fair bit of the light in the room -- the rest of it is reflected from the coffin in the corner.\n\nThe ground is no longer soft earth, either, but rather blocks of cold stone. The walls are made of some kind of brick which reflects a bit of light as well, although nowhere near as well as the coffin.\n\nA support beam has been installed next to the coffin. Beyond it, to the right, is a small and very dark alcove.", "endoftext": false }, { "action": "You get the torch", "response": "It's too far up.", "endoftext": false }, { "action": "You look at it", "response": "(assuming you mean the alcove)\nIt's a very small and hidden away subsection of the basement. It's to the east.", "endoftext": false }, { "action": "Go east", "response": "I practically have to crawl to get into this little cave-like section cut away from the basement. The light is gobbled up from something inside, as nothing from the coffin room manages to get in here.\n\nThe only thing of note here is a very small trestle up against the wall.", "endoftext": false }, { "action": "You look at the trestle", "response": "In the corner of the alcove is a single trestle. It's obviously rotting away, and emitting a little bit of an old musty smell. It stands about two feet high and looks as if it might crumble at any time.\n\nThe trestle has a garlic clove on it.", "endoftext": false }, { "action": "You get the clove", "response": "I take the garlic.\n\nI hear metallic stone sliding up against metallic stone coming from the next room.", "endoftext": false }, { "action": "You go west", "response": "The ceiling in this room is unique within the basement, as it is actually enough up where I don't have to hunch. At the top of the ceiling is a single, lit torch, held at a diagonal against the wall with a bracket. All available light is strongly reflected from the coffin, which sits quietly in the corner of the room. The walls are made out of a flecked brick, and a support beam stands to the right of the coffin.\n\nExits are south towards the stairs and east into a tight alcove.\nThe lid is here.\n\nI see two bandaged hands slowly emerge from darkness. They grope at the sides of the coffin. A figure rises, I see first the unwrapped, rotting head and then the torso, wound tight with stinking fibers and rags.\n\nThe mummy turns its head directly towards me.", "endoftext": false }, { "action": "You hit the torch with the cross", "response": "I cruelly break the torch!", "endoftext": false }, { "action": "You look at the beam", "response": "The support beam is a strong and long block of stone keeping the ceiling up nice and high.\n\nThe mummy exits the coffin.\n\nThe mummy slowly begins to moan, seemingly within a weary, endless pain. It quickly shifts this to a scream. Its keen is of a deep tenor, and it begins thrashing about. Small scraps of deteriorating bandages fall from its person and onto the floor.\n\nThe mummy strikes the support beam! Chunks of the ceiling fall downwards and it sounds as if the entire Mall has collapsed a little.\n\nThe chaos breaks me out of my fear-trance. I feel I could flee now if I wanted to try.\n\nThe mummy attacks and hits me!\n\nI feel awful after that last touch.", "endoftext": false }, { "action": "You go to the south", "response": "This stretch of corridor is little more than a narrow, forgotten passageway. Soft earth makes up the floor, a distinct change from the cement seen to the south.\n\nThe mummy follows me.\n\nThe mummy attacks and hits me!", "endoftext": false }, { "action": "Go south", "response": "The temperature of the air down here in the basement is quite cold, probably no more than thirty degrees Fahrenheit. The ceiling is just over five feet high, and the walls have a very rough texture to them, as if they were blasted away and then poorly sanded.\n\nThe mummy follows me.\n\nThe mummy attacks and hits me!", "endoftext": false }, { "action": "You hit the mummy with the cross", "response": "I attack, but miss the mummy!\n\nThere's a flash of pain right where the mummy first struck me.\n\nThe mummy attacks and hits me!", "endoftext": false }, { "action": "Go south", "response": "I can't go that way. I can go up to a health store or north to a basement corridor.", "endoftext": false }, { "action": "You go up", "response": "The Nutrition Store is dominated by a series of five-foot high shelves that make up four distinct aisles. The walls are a sickly shade of green and contrast with the subdued nature of the shelves and all the jars of pills placed upon them.\n\nIn the rear of the store is a modest wood counter and an ancient analog cash register. Even further, behind the counter and register, is a metal door.\n\nThere is no front gate to the Nutrition Store, only a ten foot cut in the wall. The opening is not quite centered, however, and a 5'x3' pane of glass has been placed into the southern wall.\nAudrey and Gibs are here.\n\nThe mummy follows me.\n\n\"Duffy, look out! Somebody's followin' you!\"\n\n\"Christ, I know, Gibs! Help me kill it!\"\n\nThe mummy attacks and hits me!", "endoftext": false }, { "action": "You hit the mummy with the cross", "response": "I clobber the mummy with the cross.\n\n(The cross breaks as a result, and I throw it down.)\n\n\"Bring back pre-casting, beeeeyatch!\" I scream!\n\nAudrey looks at me with a little bit of inquisitive sympathy, but I don't say or reveal anything.\n\nThe mummy attacks and hits me!", "endoftext": false }, { "action": "Go southwest", "response": "The Food Court is a vast, open area, and I can only make out about half of it from here. (The entire west end is shrouded in darkness.)\n\nTo the northeast is a Nutrition Store. The Court has another section to the west, and there is an exit east from where we originally came. A fluorescent light, a garbage can, a brown table, a short gray table, a plastic chair, a metal chair, a broken chair, and some chair parts are here.\n\nThe mummy, Audrey, and Gibs follow me.\n\nThe mummy attacks and hits me!", "endoftext": false }, { "action": "Go east", "response": "Have you got a photographic memory? If you have you will find the following question to be very easy. If you haven't, please find your novella that came with the game called 'Which Witch?'. Please turn to page 17, then find line 5 (please note that lines start at 1, 'chapter' lines are included, but blank lines are not.) And count to word 6.\n\nNow please enter this word. Or just hit enter. You have three chances to get it right.\nPlease enter word :\nHave you got a photographic memory? If you have you will find the following question to be very easy. If you haven't, please find your novella that came with the game called 'Which Witch?'. Please turn to page 17, then find line 5 (please note that lines start at 1, 'chapter' lines are included, but blank lines are not.) And count to word 6.\n\nNow please enter this word. Or just hit enter. You have three chances to get it right.\nPlease enter word :\n%% Enter a save filename to read:", "endoftext": false }, { "action": "You look at the candles", "response": "These boxes contain reams of cheap, short blue birthday candles.", "endoftext": false }, { "action": "You check your inventory", "response": "I am carrying my glasses (being worn), the gaming glove (being worn), Barnaby's Big Gulp drink, a pleather purse, some socks, the Magic: The Gathering cards, Gibs's lacrosse stick, the phone, the aged text, the blue balloon, an urn, and the menorah.", "endoftext": false }, { "action": "You get the blue candles", "response": "I haven't encountered any \"blue candles\". (If you're sure you need to refer to that, try putting it another way.)", "endoftext": false }, { "action": "Go east", "response": "Mall, First Level, Southern Edge\nThis is the southern-most section of the Mall. There's a large block of impenetrable cement to the south, which covers over the failed Outlet Store, and two paths to two other stores: the candle store (west) and party favors store (east).\n\nAudrey follows me.\n\nA horrible scream pierces the air, originating from the far end of the Food Court.", "endoftext": false }, { "action": "Go east", "response": "This store is mostly unfurnished, with a low, bare ceiling, cold floor covered in cheap carpeting, and blankets and rugs thumb-tacked up to hide the peeling wallpaper and crumbling drywall.\n\nThe contents of the room are a cluttered mess, as this place seems to be more of a craftsman's think-tank and construction area than pure chamber for commerce like so many other shops in the Mall. There's a workdesk and mirror along the northern wall and a file cabinet across from it. A small window is visible behind some junk, and directly across from the entrance are seven masks attached to the back wall in a proud display. Attached to one of the naked support beams is a disco laser pointer.\n\nAudrey follows me.", "endoftext": false }, { "action": "You examine the laser", "response": "The laser pointer is out there jivin'! It's scattering laser light everywhere and it's turned this placed into a Block Party Central! Whoo-hoo!", "endoftext": false }, { "action": "You examine the balloon", "response": "It's colored blue, but the material used is a heavier than I'd expect -- like an expandable metallic bag. It floats in the air about where it's placed, so presumably it's got some helium in it, though a fair amount has leaked out.", "endoftext": false }, { "action": "You look at the masks", "response": "There's a collection of masks in the Party Store, though many of them valueless, and all of them locked up tight to the wall.", "endoftext": false }, { "action": "Go west", "response": "Mall, First Level, Southern Edge\nThis is the southern-most section of the Mall. There's a large block of impenetrable cement to the south, which covers over the failed Outlet Store, and two paths to two other stores: the candle store (west) and party favors store (east).\n\nAudrey follows me.", "endoftext": false }, { "action": "Go north", "response": "Mall, First Level, Central Corridor\nThis stretch of the Mall hallway is covered with just a bit of rubble. There are clear exits to the west and south. The gate to the Record Store is down to the north.\nThe cross is here.\n\nAudrey follows me.\n\nThe spectre arrives from the north.", "endoftext": false }, { "action": "Examine Poster", "response": "The last scene shows vibrant fire all over the edges, and the subjects all seem burned to a crisp. There is no sign of the ghost, but the bodies of the boy, the girl, and all their compatriots are viciously chunked and charred. It's a beautiful little bit of art, regardless of how horrible the scene it depicts, and how terrible the ulcer is that begins to grow in my stomach.", "endoftext": false }, { "action": "Turn poster", "response": "I flip the posters in the rack all the way back to the start.", "endoftext": false }, { "action": "You flip the rack", "response": "I flip to the next poster in the series and take a look at it.\n\nThe first poster in this set depicts a kind of ritual. There is a red pentagram on the floor, and a bunch of pilgrims, quakers or hippies holding hands around it. (I can never really differentiate between the three.) It's eerily reminiscent of the attempt at an invoking performed earlier by Audrey, Gibs, Syd and Casey... Relatively speaking, anyway, as encountering a wraith and zombie tonight has raised the scale for what I will consider 'eerie' in the future.", "endoftext": false }, { "action": "Continue", "response": "I flip to the next poster in the series and take a look at it.\n\nThe second poster shows a ghost -- a child's rendition of a spirit, really, with looming, evil eyes and a reversed teardrop shape. It's emerging from some other world or dimension inside the pentagram.", "endoftext": false }, { "action": "Keep going", "response": "I flip to the next poster in the series and take a look at it.\n\nEr, this poster is actually one of Samantha Fox pouring milk all over herself in the shower.", "endoftext": false }, { "action": "You continue", "response": "I flip to the next poster in the series and take a look at it.\n\nThis poster seems to be by the same artist as the other two, but rather than being drawn from a bird's eye perspective like those posters, it is a close-up of a young boy reading passages from a thick, craggily book. Locks of the boy's hair descend over his glasses and he's decked out all in black, wrapped in a weary and somber expression.", "endoftext": false }, { "action": "You continue", "response": "I flip to the next poster in the series and take a look at it.\n\nThe fourth poster in this set shows a little girl with her eyes downcast. She is drinking from a radiant, glowing urn. The girl is wearing a silvery dress and has a key around her neck.", "endoftext": false }, { "action": "Continue", "response": "I flip to the next poster in the series and take a look at it.\n\nThe second-to-last image is of a person from the first poster surrounded by numerous lit candles. There are seemingly millions of candles in the scene, and it's almost like an optical illusion, as the 'negative space' for certain candles comprise many separate ones when viewed in a different way. No candle seems to have a single, identifiable color (or rather, they seem to include all possible colors) and one can only really make out a single flame glowing serenely upon them.", "endoftext": false }, { "action": "Continue", "response": "I flip to the next poster in the series and take a look at it.\n\nThe last scene shows vibrant fire all over the edges, and the subjects all seem burned to a crisp. There is no sign of the ghost, but the bodies of the boy, the girl, and all their compatriots are viciously chunked and charred. It's a beautiful little bit of art, regardless of how horrible the scene it depicts, and how terrible the ulcer is that begins to grow in my stomach.", "endoftext": false }, { "action": "Inventory", "response": "I am carrying my glasses (being worn), the gaming glove (being worn), Barnaby's Big Gulp drink, a pleather purse, some socks, the Magic: The Gathering cards, Gibs's lacrosse stick, the phone, the aged text, the blue balloon, an urn, the menorah, and the mirrored shades.", "endoftext": false }, { "action": "You call the phone", "response": "[Speaking to Trott on the phone...]\nJust talking to Trott will suffice.", "endoftext": false }, { "action": "You talk to Trott", "response": "[Speaking to Trott on the phone...]\nI can't think of anything to say right now.", "endoftext": false }, { "action": "You read the text", "response": "I flip through a few pages, but nothing really catches my eye. I'm sure that some long dead monk or priest who nearly acquired whatever the 14th century version of repetitive motion syndrome in writing this thing is revolving in a European Potter's grave at my disinterest, but the words just seem to roll off my eyeballs in a splash of drama and desperate Calligraphy.", "endoftext": false }, { "action": "You examine the menorah", "response": "The menorah has places for nine candles -- one for each day of Hanukkah, and then one candle which is the Shamash, which is used to light the other candles once per day for each day of the holiday. This menorah is made out of brass and does not appear to have had any attention or cleaning in quite some time.\nInside the menorah are the crimson candle, the cyan candle, the jade candle, the umber candle, the indigo candle, the canary candle, the black candle, the slate candle, and the white candle.\n\nInside the menorah are the crimson candle, the cyan candle, the jade candle, the umber candle, the indigo candle, the canary candle, the black candle, the slate candle, and the white candle.", "endoftext": false }, { "action": "Keep going", "response": "The menorah gets a little brighter.\n\nThe spectre arrives from the south.", "endoftext": false }, { "action": "You talk to the spectre", "response": "I can't think of anything to say right now.\n\nThe spectre heads off to the east.", "endoftext": false }, { "action": "Go west", "response": "The Food Court is a vast, open area and I can only see about half of it from here due to the lack of light -- the entire western end of it is cloaked in darkness. There are a number of cheap square tables and static plastic chairs bolted to the floor here, although a few have somehow broken off and are loose.\n\nTo the northeast is a Nutrition Store. They carry a large assortment of tabs, pills, drugs and spices. The Court has another section to the west, and there is an exit east from where we came.\n\nAudrey lets out a little surprised 'yip!' and runs over towards me.\n\n\"Jarret!\" she says, \"I felt something brush up against my leg! Something's here, in this area with us!\" Before I can pooh-pooh her objections to this area, a metal chair comes flying at us. It appears as if a poltergeist has infected the food court.\nA fluorescent light, a garbage can, a brown table, a short gray table, a plastic chair, a metal chair, a broken chair, and some chair parts are here.\nCasey is here.\n\nAudrey and Gibs follow me.\n\nI notice something moving over in the far corner of the Food Court. It's a girl. She is wearing a reserved violet dress and has the most perfect, slim little figure I have ever seen.\n\nThe vampire, I guess. It has to be; she's just as stunning as Gibs said.\n\nFocusing harder, I see Casey beside her, unmoving, defeated, completely obedient. The vampire whispers softly to her -- Casey snaps back into proper consciousness, and after a moment begins to look at her with loving trust. They are both several yards away, but I can make what the vampire says to her perfectly: Follow me, my\npet.\n\nThe vampire heads off to the west.\n\nCasey heads off to the west.", "endoftext": false }, { "action": "Examine can", "response": "It's a typical Mall garbage can (big, gray, plastic and cruddy).", "endoftext": false }, { "action": "You search it", "response": "(assuming you mean the garbage can)\nI don't find anything.", "endoftext": false }, { "action": "You get light", "response": "I'm carrying too much to take that.", "endoftext": false }, { "action": "You get light", "response": "I'm carrying too much to take that.\n\nA brown table is drawn up from the floor and thrown at me!\n\nI dodge the item, though.\n\n\"I don't think Casey has a lot of time,\" says Gibs. \"I don't remember as much D&D crap as you do, Duffy, but I'm thinking she has maybe fifteen minutes.\"", "endoftext": false }, { "action": "You drop the glasses", "response": "I can't drop my specs! They are a valuable information-gathering tool!\n\nA short gray table comes flying right at me!\n\nI dodge the item, though.", "endoftext": false }, { "action": "You get light", "response": "I'm carrying too much to take that.\n\nA fluorescent light wobbles a bit, and is suddenly hurled at me!\n\nA fluorescent light strikes me, and I take a little bit of damage.", "endoftext": false }, { "action": "You examine it", "response": "(assuming you mean the fluorescent light)\nThis light fixture is from a chunk of the Mall's ceiling. It's at least a couple feet long, and mostly cylindrical in shape. It's non-functioning, of course, and quite heavy.\n\nSomething roughly picks up some socks and throws it at me!\n\nSome socks strike me, and I take a little bit of damage.", "endoftext": false }, { "action": "You check your inventory", "response": "I am carrying the gaming glove (being worn), a pleather purse, the Magic: The Gathering cards, Gibs's lacrosse stick, the phone, the aged text, the blue balloon, an urn, the menorah, the mirrored shades, and my glasses (being worn). Inside the menorah are the crimson candle, the cyan candle, the jade candle, the umber candle, the indigo candle, the canary candle, the black candle, the slate candle, and the white candle.\n\nA metal chair wobbles a bit, and is suddenly hurled at me!\n\nA metal chair strikes me, and I take a little bit of damage.", "endoftext": false }, { "action": "You examine urn", "response": "This rather large urn is crafted in the shape of an upside-down mushroom. It's a base silver in color with a floral pattern painted on top.\n\nA brown table comes flying right at me!\n\nI dodge the item, though.", "endoftext": false }, { "action": "You get it", "response": "(assuming you mean the urn)\nRight on.", "endoftext": false }, { "action": "You wear the shades", "response": "I take off my glasses and put the shades on. Things get considerably darker.\n\nSomething roughly picks up a metal chair and throws it at me!\n\nA metal chair strikes me, and I take a little bit of damage.", "endoftext": false }, { "action": "You examine Poltergeist", "response": "Poltergeists are a form of invisible undead that whines for attention by flinging shit at people. Of all the creatures and spirits that make up the hierarchy of walking dead, these mewling little bitches are the ones I despise with the most passion. They're the worst drama queens in the underworld. In reality, 'poltergeists' are just the manifestations of picked-on, spoiled little emo or Goth kids... I can't imagine what this demonically-realized little ghost brat has going on underneath the surface.", "endoftext": false }, { "action": "You talk to Poltergeist", "response": "Poltergeists can not communicate that way.\n\nA broken chair comes flying right at me!\n\nA broken chair strikes me, and I take a little bit of damage.", "endoftext": false }, { "action": "You use the gaming glove", "response": "[Be a little more specific about what you'd like to do with the\ngaming glove.]", "endoftext": false }, { "action": "You look at Glove", "response": "The Sierra Hobbies Gaming Glove is an inky black novelty gaming companion for the hurried Games Master. It's full of mnemonics, scribbled shortcuts and tables to allow for a smoother (and more stylish) game of D&D. No Dungeon Master that takes his craft seriously should be without!\n\nI'm currently wearing the gaming glove.\n\nThe poltergeist hurls a broken chair at me!\n\nI dodge the item, though.", "endoftext": false }, { "action": "You get the chair", "response": "Which chair do you mean, the plastic chair, the metal chair, the broken chair, or the chair parts?", "endoftext": false }, { "action": "Plastic", "response": "I'm carrying too much to take that.\n\nThe poltergeist picks up some chair parts and throws it towards me!\n\nSome chair parts strike me, and I take a little bit of damage.", "endoftext": false }, { "action": "Status", "response": "I have a lot of minor scratches, but will be okay, since I still have my looks.\n\nThe poltergeist picks up a metal chair and throws it towards me!\n\nA metal chair strikes me, and I take a little bit of damage.", "endoftext": false }, { "action": "You go east", "response": "Mall, First Level, West Edge\nThe area is free from the wreckage. Gibs, though is just standing up, completely motionless, facing the inky blackness that shrouds the Food Court from here. Casey is nowhere to be found.\n\nAudrey and Gibs follow me.", "endoftext": false }, { "action": "You talk to Audrey", "response": "Please select one:\n\n(1) \"Whoa, that was you in the vision! What does a plus mean?\"", "endoftext": false }, { "action": "1", "response": "\"What does a plus mean?\" asks Audrey. \"On a home pregnancy test? It means that you're not pregnant. Thank God.\"\n\n\"Did you have a close call or something?\"\n\n\"Yes, we had a close call. Don't you remember? It wasn't that\nlong ago. I had got off ICQ talking to one of your ex-girlfriends the night before. She told me that you, quote, 'wig out' when spoken to in Elvish or some other made-up language along those lines.\"\n\nAudrey continues her story, but I start to get a flood of memories back from that night. I had actually deigned to go out clubbing with her for a night a few weeks back. (I usually don't, as I am such a lousy, self-conscious dancer.) She was wearing this tight little gray dress with slight horizontal lines across it, made out of this fuzzy fabric -- the outfit practically squealed 'do me' by itself.\n\nAudrey was grinding her way up against me every time I went onto the floor. I just seizured out. That's the only way I know how to dance. I almost never really consume much alcohol, but that night I was taking pull after pull of some Safeway Vodka that Sydney had smuggled into the club as if the contents of the bottle were nothing more innocuous than Mexican Kool-Aid. Audrey and I took a cab back to her place, and we were all over one another before we could find the light switch.\n\nShe was on top of me for what seemed like the better part of an hour when she dipped down and whispered something into my ear.\nTye-mela'ne. It's Tolkein Elvish for 'I love you.' We don't\nseem to say that to each other very much, but even drunk I instantly translated what she said and I... well, I went off like a Soviet Catapult: unexpectedly, unpredictably, and altogether quite messily.\n\nI hadn't thought about it -- about the consequences of it -- until just right now. I didn't mean for her to go through a pregnancy scare like that by herself. I just wasn't thinking about the details.\n\n(For what it's worth, the story that Audrey related as I had this flashback was pretty much exactly like mine, except that she said that we only jammed for something like fifteen minutes. She's got this crazy, post-Einsteinian view of how time really works though, so don't believe her.)", "endoftext": false }, { "action": "You talk to Trott", "response": "[Speaking to Trott on the phone...]\nI can't think of anything to say right now.", "endoftext": false }, { "action": "Go west", "response": "The Food Court is a vast, open area, and I can only make out about half of it from here. (The entire west end is shrouded in darkness.)\n\nTo the northeast is a Nutrition Store. The Court has another section to the west, and there is an exit east from where we originally came. A fluorescent light, a garbage can, a brown table, a short gray table, a plastic chair, a metal chair, a broken chair, some chair parts, and some socks are here.\n\nAudrey and Gibs follow me.\n\nSome chair parts comes flying right at me!\n\nSome chair parts strike me, and I take a little bit of damage.", "endoftext": false }, { "action": "You go to the north-east", "response": "The Nutrition Store is dominated by a series of five-foot high shelves that make up four distinct aisles. The walls are a sickly shade of green which some junior ad exec no doubt thinks promotes quick sales decisions, when all it truly does is make customers eager to get the hell out before they add an equally off-putting color to the surrounding by use of their own acrid vomit.\n\nIn the rear of the store is a modest plastic counter and an ancient analog cash register. Further behind that is a closed metal door that really clashes with what's going on otherwise, stylistically.\n\nThere is no front gate to the Nutrition Store, only a ten foot cut in the wall. The opening is not quite centered, however, and a 5'x3' pane of glass has been placed into the southern wall.\n\nExits lead to the southwest and through the door.\n\n\"There should surely be some garlic here,\" I say to myself...\n\nAudrey and Gibs follow me.", "endoftext": false }, { "action": "You examine the register", "response": "It's one more in an endless parade of registers that are probably filled with cash that would solve all my financial problems, only I don't know how to get to it. Oh, well, stealing is wrong anyway.", "endoftext": false }, { "action": "You look at the Counter", "response": "This smooth, treated plastic counter is towards the back of the store, in front of a steel door.\n\n\"Hey, Duffy... Casey's got maybe 12 minutes left by my count,\" says Gibs.", "endoftext": false }, { "action": "You open the door", "response": "\"I'm going to take a quick look below. Be right back.\"\nOpened.", "endoftext": false }, { "action": "Exits", "response": "There are exits southwest to the Food Court and down (through the door).", "endoftext": true }, { "action": "Go downward", "response": "I descend the stairs and enter the basement. The air is at least twenty degrees cooler down here than it is up above and it has a bit of a tangy, acrid -- almost 'chewy' quality to it. My breath turns into wispy, stringy clouds the instant it leaves my lips and I begin to feel my very bones come across a deep chill. I usually prefer winter to summer, so normally I wouldn't be put off by the frost down here and a few bad smells, but there's something different about the chill in the air down here. The temperature of the air seems malevolent, almost.\n\nThe ceiling of the basement is about five and a half feet high, so I have to lurch over like I'm the hunchback of Notre Dork just to get around. The walls have a very rough texture to them, as if they were blasted away and then sanded down in a very half-assed manner.\n\nThe corridor continues into darkness to the north.", "endoftext": false }, { "action": "Examine beam", "response": "The support beam is a strong and long block of stone keeping the ceiling up nice and high.", "endoftext": false }, { "action": "Climb beam", "response": "I can get a little ways up, but the beam becomes highly polished and without any sort of ridges to hold onto or place my feet within about two or three feet up.", "endoftext": false }, { "action": "Inventory", "response": "I am carrying the gaming glove (being worn), a pleather purse, the Magic: The Gathering cards, Gibs's lacrosse stick, the phone, the aged text, the blue balloon, the menorah, the mirrored shades, my glasses, an urn, and Barnaby's Big Gulp drink. Inside the menorah are the crimson candle, the cyan candle, the jade candle, the umber candle, the indigo candle, the canary candle, the black candle, the slate candle, and the white candle.", "endoftext": false }, { "action": "You look at the coffin", "response": "The coffin is made out of some kind of stone-like substance that I am not altogether familiar with. It's like a chiseled and well-grooved offshoot of pyrite. It nevertheless reflects light quite well, and practically shimmers down here in the basement, excepting those bits of it flecked with dried blood.", "endoftext": false }, { "action": "You open the box", "response": "I try to push the lid off the coffin, but I am unable to do so.", "endoftext": false }, { "action": "You open the cards", "response": "I can't do that with the Magic: The Gathering cards.", "endoftext": false }, { "action": "You wear the shades", "response": "I put the shades on.", "endoftext": true }, { "action": "You look around", "response": "The ceiling in this room is unique within the basement, as it is actually enough up where I don't have to hunch. At the top of the ceiling is a single, lit torch, held at a diagonal against the wall with a bracket. All available light is strongly reflected from the coffin, which sits quietly in the corner of the room. The walls are made out of a flecked brick, and a support beam stands to the right of the coffin.\n\nExits are south towards the stairs and east into a tight alcove.", "endoftext": false }, { "action": "Shout", "response": "I scream like a banshee. Nothing seems to happen.", "endoftext": false }, { "action": "You look at the bracket", "response": "It's a very small piece of metal designed to keep the torch in place along the wall.\n\nInside the bracket is the torch.", "endoftext": false }, { "action": "You feel the wall", "response": "The bracket is too far away for me to get my greasy paws on it.", "endoftext": false }, { "action": "You throw the menorah at the torch", "response": "I knock the torch off of the bracket! The torch falls to the ground, where the cold fog quickly extinguishes it.", "endoftext": false }, { "action": "Go east", "response": "Mall, First Level, Eastern Edge\nThis bit of hallway features an enormous and beautiful fountain. There are exits in all four primary compass directions.\nThe spectre is here.\n\nAudrey follows me.", "endoftext": false }, { "action": "You press down", "response": "Nothing happens since I am already on the first floor of the Mall. Pushing the down button doesn't get me anywhere.", "endoftext": false }, { "action": "You press up", "response": "I press the up button. After a few seconds, the elevator transports me to the second level of the Mall.", "endoftext": false }, { "action": "You press up", "response": "Nothing happens; I'm already on the second floor.", "endoftext": false }, { "action": "You go outside", "response": "The floor of the Mall comes up against a rail, forming a barrier which prevents further (sane) western travel. The bottom (ground floor) level can be viewed with ease, though, as the guardrail mainly prevents kids -- future productive Mall denizens! -- from ragdolling their way off the edge.\n\nThere is a badly-cracked kiosk in the center of the hallway. At the far end of the rail is an elevator.\nThere is a crystal ball holder here.", "endoftext": false }, { "action": "You examine holder", "response": "It's a wooden stand, roughly four feet in height. It has three protruding grips on top to hold a smallish crystal ball (which is present). The base is circular in shape and rather thick.\n\nThe stand is broken, and cannot be used effectively as a weapon.", "endoftext": false }, { "action": "You get the holder", "response": "I'm carrying too much to take that.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "I am carrying my glasses (being worn), the gaming glove (being worn), a pleather purse, the Magic: The Gathering cards, Gibs's lacrosse stick, the phone, the aged text, the blue balloon, an urn, the menorah, and the mirrored shades. Inside the menorah are the crimson candle, the cyan candle, the jade candle, the umber candle, the indigo candle, the canary candle, the black candle, the slate candle, and the white candle.", "endoftext": false }, { "action": "You examine the purse", "response": "It's one of those cheap, black pseudo-leather purses that you can get in any Imitation Fabric Store in America.", "endoftext": false }, { "action": "You drop it", "response": "(assuming you mean the pleather purse)\nDropped.", "endoftext": false }, { "action": "Go north", "response": "The Jewelry Store is of average dimensions for the Mall, with significantly less maneuvering room due to the long tabletop display that snakes about the room. They sell all manner of jewelry (ear rings, bracelets, watches) but as they close much earlier than everybody else, it's all under lock and key.\n\nOn the east side of the store, against the wall, is a large safebox.", "endoftext": false }, { "action": "You open the safebox", "response": "Done -- it's open.", "endoftext": false }, { "action": "You examine it", "response": "(assuming you mean the safebox)\nThis is a towering cabinet, in which all the valuable jewelry is kept when the store closes down at night. It is about seven feet tall and compartmentalized into different sections, one of which I can get to easily at my own relatively meager height.\n\nIt's open.", "endoftext": false }, { "action": "You go south", "response": "The floor of the Mall comes up against a rail, forming a barrier which prevents further (sane) western travel. The bottom (ground floor) level can be viewed with ease, though, as the guardrail mainly prevents kids -- future productive Mall denizens! -- from ragdolling their way off the edge.\n\nThere is a badly-cracked kiosk in the center of the hallway. At the far end of the rail is an elevator.\nSome socks, Barnaby's Big Gulp drink, a pleather purse are here.", "endoftext": false }, { "action": "You go south", "response": "There's not a path in that direction.\n\nThere are exits north to the Jewelry Store, in towards the Elevator and east towards the east side of the Mall.", "endoftext": false }, { "action": "You go east", "response": "There's only one more stretch of corridor on this level before one gets to the elevator, which leads down to the ground floor. To the south of this area is the Bead Store, exits otherwise lead west and east.", "endoftext": false }, { "action": "Go south", "response": "The Bead Store smells strongly of incense and stale joints, and it almost overpowers every other sense. There are shelves on all sides of the store, but none in the middle of the store due to the drawn pentagram.\nA postcard, the X-box are here.\nSydney and the skeleton are here.", "endoftext": false }, { "action": "You talk to Sydney", "response": "I can't think of anything to say right now.\n\nIt's really cold in here.", "endoftext": false }, { "action": "You open the xbox", "response": "I should really avoid opening the box, mostly because I don't want to lose anything that comes with it, but partly because lifting this monster in its entirety makes me feel like a real man.\n\nIt's really cold in here.", "endoftext": false }, { "action": "You examine table", "response": "Some of the stores have tables on the outside, in an attempt to entice customers to come inside. This table is one of them, for Choad's Sporting Goods Store. Usually only extremely cheap items are set on them, so as to minimize shortages and loss.", "endoftext": false }, { "action": "You go north", "response": "Choad's Sporting Goods exists under the unfortunate circumstance that the owner's name translates into Bengali as 'fuck.' Once or twice a year there will be a demonstration or protest from a bunch of local student Hindus, but nothing ever changes.\n\nThe store is one of the larger ones in the Mall, about 40' wide and 140' long. Ski jackets take up almost all the area towards the front of the store, as far as I can see, with the entire western wall filled with displays of discount tennis sneakers.\n\nThere doesn't seem to be any rifles or shotguns for sale. (It appears as if Gibs's intuition was incorrect.)\nThere is a circular jacket rack here.\nThe ghoul is here.", "endoftext": false }, { "action": "Go outside", "response": "Mall, First Level, East Edge\nThis is the first level, or ground floor, of the Funtime Teen Mall. The lone Mall Exit leads in a westerly direction, past a few more stretches of darkness-enveloped corridor, and the Food Court. There's also a few more stores to the west, with the Mall passageways expanding to all four directions at that point.\n\nExits lead west to the rest of the Mall, and inside to the elevator.\n\nIn the center of the corridor is a sculpted marble statue.\nAudrey is here.", "endoftext": false }, { "action": "You go west", "response": "Mall, First Level, Eastern Edge\nThis bit of hallway features an enormous and beautiful fountain. There are exits in all four primary compass directions.\n\nAudrey follows me.\n\nThe spectre arrives from the north.", "endoftext": false }, { "action": "You examine the fountain", "response": "The fountain is rich limestone artifact that was discovered years ago in a poured-over closet in Italy and flown out here at great expense. It has been converted from its original state as a Renaissance-era commissioned sculpture to a marketing tool for the Mall.\n\nIt's about six feet at the base and rather shallow -- water would only come up to one's ankles in its normal, calm state. The spout extends a couple of feet up from the dead center of the base. There are a few inscriptions and symbols on the thing, but nothing I can decipher.\n\nInside the fountain is some water.\n\nInside the fountain is some water.", "endoftext": false }, { "action": "Climb fountain", "response": "I can't climb the fountain.\n\nThe spectre heads off to the north.", "endoftext": false }, { "action": "You go to the north", "response": "A fair bit of ether has snaked itself into the room. It combines with the hand-picked and market-researched atmospheric lights that still function to give off a very deep, defracted and soothing look to the room. Vibrant purples and deep blues dominate the walls and counters of the Sunglasses Hut.\n\nI worked at this place for a week once when I was fighting with my manager at the D&D store. I acquired a little bit of trivia regarding this place (for instance, the center display case will open if it's tapped upon) but nothing useful otherwise.\nThe spectre is here.\n\nAudrey follows me.", "endoftext": false }, { "action": "You check what you're carrying", "response": "I am carrying my glasses (being worn), the gaming glove (being worn), the Magic: The Gathering cards, Gibs's lacrosse stick, the phone, the aged text, the blue balloon, an urn, the menorah, the mirrored shades, and the crystal ball holder (broken). Inside the menorah are the crimson candle, the cyan candle, the jade candle, the umber candle, the indigo candle, the canary candle, the black candle, the slate candle, and the white candle.\n\nThe spectre heads off to the south.", "endoftext": false }, { "action": "You wear the shades", "response": "I take off my glasses and put the shades on. Things get considerably darker.", "endoftext": false }, { "action": "You talk to Audrey", "response": "Please select one:\n\n(1) \"Well, what is fun, then? Educate me.\"\n(2) \"Whoa, that was you in the vision! What does a plus mean?\"", "endoftext": false }, { "action": "2", "response": "\"What does a plus mean?\" asks Audrey. \"On a home pregnancy test? It means that you're not pregnant. Thank God.\"\n\n\"Did you have a close call or something?\"\n\n\"Yes, we had a close call. Don't you remember? It wasn't that\nlong ago. I had got off ICQ talking to one of your ex-girlfriends the night before. She told me that you, quote, 'wig out' when spoken to in Elvish or some other made-up language along those lines.\"\n\nAudrey continues her story, but I start to get a flood of memories back from that night. I had actually deigned to go out clubbing with her for a night a few weeks back. (I usually don't, as I am such a lousy, self-conscious dancer.) She was wearing this tight little gray dress with slight horizontal lines across it, made out of this fuzzy fabric -- the outfit practically squealed 'do me' by itself.\n\nAudrey was grinding her way up against me every time I went onto the floor. I just seizured out. That's the only way I know how to dance. I almost never really consume much alcohol, but that night I was taking pull after pull of some Safeway Vodka that Sydney had smuggled into the club as if the contents of the bottle were nothing more innocuous than Mexican Kool-Aid. Audrey and I took a cab back to her place, and we were all over one another before we could find the light switch.\n\nShe was on top of me for what seemed like the better part of an hour when she dipped down and whispered something into my ear.\nTye-mela'ne. It's Tolkein Elvish for 'I love you.' We don't\nseem to say that to each other very much, but even drunk I instantly translated what she said and I... well, I went off like a Soviet Catapult: unexpectedly, unpredictably, and altogether quite messily.\n\nI hadn't thought about it -- about the consequences of it -- until just right now. I didn't mean for her to go through a pregnancy scare like that by herself. I just wasn't thinking about the details.\n\n(For what it's worth, the story that Audrey related as I had this flashback was pretty much exactly like mine, except that she said that we only jammed for something like fifteen minutes. She's got this crazy, post-Einsteinian view of how time really works though, so don't believe her.)\n\nPlease select one:\n\n(1) \"Well, what is fun, then? Educate me.\"", "endoftext": false }, { "action": "You examine the gate", "response": "The gate is made up of interwoven metal links, but due to the lack of power over here it can't be opened.\n\nThe spectre heads off to the south.", "endoftext": false }, { "action": "You read the book", "response": "I flip through a few pages, but nothing really catches my eye. I'm sure that some long dead monk or priest who nearly acquired whatever the 14th century version of repetitive motion syndrome in writing this thing is revolving in a European Potter's grave at my disinterest, but the words just seem to roll off my eyeballs in a splash of drama and desperate Calligraphy.", "endoftext": false }, { "action": "You go to the south", "response": "Mall, First Level, Southern Edge\nThis is the southern-most section of the Mall. There's a large block of impenetrable cement to the south, which covers over the failed Outlet Store, and two paths to two other stores: the candle store (west) and party favors store (east).\nThe spectre is here.\n\nAudrey follows me.\n\nThe spectre heads off to the south.", "endoftext": false }, { "action": "You go west", "response": "The Candle Store is the second-most picketed store, right after Choad's. It used to be a lot worse when it was a nail and board emporium, though. Some old and independently wealthy latin guy owns the place, though, and he just doesn't care about the Cash-In of the Christ.\n\nChrist's Candles is decked out in a similar manner to the Bead Store, hippie stuff and dark shadows even when the power isn't completely out. This isn't the kind of city where one can set up a number of candles on stands like in the video to 'Wrapped Around Your Finger,' so instead all the candles and other objects are on shelves.\n\nThe floorspace towards the rear of the store is completely taken up by the long display table against the western wall.\n\nAudrey follows me.", "endoftext": false }, { "action": "Go east", "response": "Mall, First Level, Southern Edge\nThis is the southern-most section of the Mall. There's a large block of impenetrable cement to the south, which covers over the failed Outlet Store, and two paths to two other stores: the candle store (west) and party favors store (east).\nThe spectre is here.\n\nAudrey follows me.\n\nThe spectre heads off to the west.", "endoftext": false }, { "action": "Go east", "response": "This store is mostly unfurnished, with a low, bare ceiling, cold floor covered in cheap carpeting, and blankets and rugs thumb-tacked up to hide the peeling wallpaper and crumbling drywall.\n\nThe contents of the room are a cluttered mess, as this place seems to be more of a craftsman's think-tank and construction area than pure chamber for commerce like so many other shops in the Mall. There's a workdesk and mirror along the northern wall and a file cabinet across from it. A small window is visible behind some junk, and directly across from the entrance are seven masks attached to the back wall in a proud display. Attached to one of the naked support beams is a disco laser pointer.\n\nAudrey follows me.", "endoftext": false }, { "action": "You examine the workdesk", "response": "This workdesk is just a worn and cheap table that any office supply store would carry and sell for around sixty bucks.", "endoftext": false }, { "action": "You examine the pointer", "response": "The laser pointer is out there jivin'! It's scattering laser light everywhere and it's turned this placed into a Block Party Central! Whoo-hoo!\n\nThe spectre arrives from the west.", "endoftext": false }, { "action": "You get the laser", "response": "I can't take that.\n\nThe spectre heads off to the west.", "endoftext": false }, { "action": "You throw the menorah at the laser", "response": "Nothing happens.", "endoftext": false }, { "action": "You take the menorah", "response": "I take it.", "endoftext": false }, { "action": "Go west", "response": "Mall, First Level, Southern Edge\nThis is the southern-most section of the Mall. There's a large block of impenetrable cement to the south, which covers over the failed Outlet Store, and two paths to two other stores: the candle store (west) and party favors store (east).\n\nAudrey follows me.\n\nThe spectre arrives from the south.", "endoftext": false }, { "action": "You go to the north", "response": "Mall, First Level, Central Corridor\nThis stretch of the Mall hallway is covered with just a bit of rubble. There are clear exits to the west and south. The gate to the Record Store is down to the north.\nThe cross is here.\n\nAudrey follows me.", "endoftext": false }, { "action": "Go west", "response": "Mall, First Level, West Edge\nThe area is free from the wreckage. Gibs, though is just standing up, completely motionless, facing the inky blackness that shrouds the Food Court from here. Casey is nowhere to be found.\nGibs is here.\n\nAudrey follows me.\n\n\"She was here, Duffy. She was beautiful.\"\n\n\"Who was? Casey? Where's Casey?\"\n\n\"Casey... \" Gibs turns and looks at me for the first time since I came back. \"No... not poor Casey. We finished up getting all the wreckage out of the way and as I looked up Casey was entranced by the most beautiful creature I have ever seen. Her skin was so pale, so fragile. She had this dark shock of bangs that framed her perfect face. As soon as I looked up, I froze. But she had locked eyes with Casey. I knew her name was Kali, but not how. Casey didn't seem to be able to move, at first, just like me. Then -- \"\n\n\"It was a vampire, Gibs. I was hoping we'd avoid one, but -- \"\n\n\"She took Casey by the hand and they both walked that way... into the darkness.\"", "endoftext": false }, { "action": "You go to the south", "response": "The gate to the Sneaker Store is down.\nThere are exits north to Discount Novel Shoppe, East to the Central Corridor, South to the Sneaker Store and West to the Food Court.", "endoftext": false }, { "action": "You go north", "response": "I hate going in here, but I have apparently been a patron enough times to notice how peculiar the store is without its overhead fluorescent spotlights. The low light received from outside produces oddly-angled little shadows, albeit (apparently) non-sentient ones.\n\nThere are two long rows of shelves along the north-south orient of the store, and a cashier's counter in back.\nThe crucified girl is here.\n\nAudrey and Gibs follow me.", "endoftext": false }, { "action": "You look at the girl", "response": "The crucified girl seems to be of mild Hispanic descent. Her features are slightly olive, her hair dark and her eyes stained all the round by blood. She is wearing a torn black tank top, blue bandana with floral print, and sleek pair of tight shorts. Her build is slight -- she is probably about five foot five at most, with slim, athletic legs.\n\nShe has not been dead long as she is just a few degrees cooler than living human flesh ought to be.\n\nShe is dead.\n\n\"I don't think Casey has a lot of time,\" says Gibs. \"I don't remember as much D&D crap as you do, Duffy, but I'm thinking she has maybe fifteen minutes.\"", "endoftext": false }, { "action": "Go north", "response": "I can't go that way. I can go south to the corridor.", "endoftext": false }, { "action": "Go south", "response": "Mall, First Level, West Edge\nThe area is free from the wreckage. Gibs, though is just standing up, completely motionless, facing the inky blackness that shrouds the Food Court from here. Casey is nowhere to be found.\n\nAudrey and Gibs follow me.", "endoftext": false }, { "action": "Go west", "response": "The Food Court is a vast, open area and I can only see about half of it from here due to the lack of light -- the entire western end of it is cloaked in darkness. There are a number of cheap square tables and static plastic chairs bolted to the floor here, although a few have somehow broken off and are loose.\n\nTo the northeast is a Nutrition Store. They carry a large assortment of tabs, pills, drugs and spices. The Court has another section to the west, and there is an exit east from where we came.\n\nAudrey lets out a little surprised 'yip!' and runs over towards me.\n\n\"Jarret!\" she says, \"I felt something brush up against my leg! Something's here, in this area with us!\" Before I can pooh-pooh her objections to this area, a metal chair comes flying at us. It appears as if a poltergeist has infected the food court.\nA fluorescent light, a garbage can, a brown table, a short gray table, a plastic chair, a metal chair, a broken chair, and some chair parts are here.\nCasey is here.\n\nAudrey and Gibs follow me.\n\nSome chair parts come flying right at me!\n\nSome chair parts strike me, and I take a little bit of damage.\n\nI notice something moving over in the far corner of the Food Court. It's a girl. She is wearing a reserved violet dress and has the most perfect, slim little figure I have ever seen.\n\nThe vampire, I guess. It has to be; she's just as stunning as Gibs said.\n\nFocusing harder, I see Casey beside her, unmoving, defeated, completely obedient. The vampire whispers softly to her -- Casey snaps back into proper consciousness, and after a moment begins to look at her with loving trust. They are both several yards away, but I can make what the vampire says to her perfectly: Follow me, my\npet.\n\nThe vampire heads off to the west.\n\nCasey heads off to the west.", "endoftext": false }, { "action": "You listen", "response": "I hear nothing unexpected.\n\nSome chair parts are drawn up from the floor and thrown at me!\n\nI dodge the item, though.", "endoftext": false }, { "action": "You examine table", "response": "Which table do you mean, the brown table or the short gray table?", "endoftext": false }, { "action": "Brown", "response": "This table is a longish one, six or seven people could sit on a single side of it and eat comfortably.\n\nSomething roughly picks up a fluorescent light and throws it at me!\n\nA fluorescent light strikes me, and I take a little bit of damage.", "endoftext": false }, { "action": "You go north", "response": "I can't go that way. I can go west to the food court's west half, east to the corridor, or northeast to a health store.", "endoftext": false }, { "action": "You go to the north-east", "response": "The Nutrition Store is dominated by a series of five-foot high shelves that make up four distinct aisles. The walls are a sickly shade of green which some junior ad exec no doubt thinks promotes quick sales decisions, when all it truly does is make customers eager to get the hell out before they add an equally off-putting color to the surrounding by use of their own acrid vomit.\n\nIn the rear of the store is a modest plastic counter and an ancient analog cash register. Further behind that is a closed metal door that really clashes with what's going on otherwise, stylistically.\n\nThere is no front gate to the Nutrition Store, only a ten foot cut in the wall. The opening is not quite centered, however, and a 5'x3' pane of glass has been placed into the southern wall.\n\nExits lead to the southwest and through the door.\n\n\"There should surely be some garlic here,\" I say to myself...\n\nAudrey and Gibs follow me.", "endoftext": false }, { "action": "Break glass", "response": "But!! This is INNOCENT glass!", "endoftext": false }, { "action": "You get trestle", "response": "I can't take that.\n\nThe sound is so soft, but I hear something brush up against the coffin walls. I... I can't bear to turn my head and look at what it is.", "endoftext": false }, { "action": "Go west", "response": "The ceiling in this room is unique within the basement, as it is actually enough up where I don't have to hunch. At the top of the ceiling is a single, lit torch, held at a diagonal against the wall with a bracket. All available light is strongly reflected from the coffin, which sits quietly in the corner of the room. The walls are made out of a flecked brick, and a support beam stands to the right of the coffin.\n\nExits are south towards the stairs and east into a tight alcove.\nThe lid is here.\n\nThe mummy exits the coffin.\n\nThe mummy slowly begins to moan, seemingly within a weary, endless pain. It quickly shifts this to a scream. Its keen is of a deep tenor, and it begins thrashing about. Small scraps of deteriorating bandages fall from its person and onto the floor.\n\nThe mummy strikes the support beam! Chunks of the ceiling fall downwards and it sounds as if the entire Mall has collapsed a little.\n\nThe mummy attacks and hits me!\n\nI feel awful after that last touch.", "endoftext": false }, { "action": "You hit the mummy with the stick", "response": "I attack, but miss the mummy!\n\nThe mummy attacks and hits me!", "endoftext": false }, { "action": "You hit the torch with the stick", "response": "I cruelly break the torch!", "endoftext": false }, { "action": "You throw the menorah at the torch", "response": "I knock the torch off of the bracket! The torch plummets to the ground, but on the way down it strikes the mummy! The mummy quickly catches fire and lets out a set of horrible screams. It begins to flail about wildly, but I'm able to stay out of its way. Within moments the fire consumes most of the mummy and I give the charred skeletal and bandage bits that are left a helpful kick.\n\nThe mummy is reduced to extinguished, dusty chunks.", "endoftext": false }, { "action": "You get the menorah", "response": "I take it.\n\nThere's a flash of pain right where the mummy first struck me.", "endoftext": false }, { "action": "You examine the mummy", "response": "It's covered in strips of treated linen, except for the face, which is exposed completely. The skin on its face is stretched tightly over the angular and hardened skull, which at one time, millennia ago, may have been handsome.\n\nIt is dressed in dry, crisp rags that crackle with every movement. The rags look dusty, pained... without a hint of humidity and with no possibility of moisture.\n\nModern myth indicates that mummies are riddled with diseases that cause a quick and painful rotting in their hosts.\n\nIt is dead.", "endoftext": false }, { "action": "You get the mummy", "response": "The mummy is too heavy for me to lift.", "endoftext": false }, { "action": "You examine the mummy", "response": "It's covered in strips of treated linen, except for the face, which is exposed completely. The skin on its face is stretched tightly over the angular and hardened skull, which at one time, millennia ago, may have been handsome.\n\nIt is dressed in dry, crisp rags that crackle with every movement. The rags look dusty, pained... without a hint of humidity and with no possibility of moisture.\n\nModern myth indicates that mummies are riddled with diseases that cause a quick and painful rotting in their hosts.\n\nIt is dead.\n\nThere's a dull, raw ache on the left side of my jaw. I try to rub it away, but it doesn't help.", "endoftext": false }, { "action": "Go south", "response": "This stretch of corridor is little more than a narrow, forgotten passageway. Soft earth makes up the floor, a distinct change from the cement seen to the south.", "endoftext": false }, { "action": "You go south", "response": "The temperature of the air down here in the basement is quite cold, probably no more than thirty degrees Fahrenheit. The ceiling is just over five feet high, and the walls have a very rough texture to them, as if they were blasted away and then poorly sanded.\n\nMy right hand has started to throb, and I take a closer look at it -- it's starting to blacken a little bit. I suspect this is from the mummy.", "endoftext": false }, { "action": "Go upward", "response": "The Nutrition Store is dominated by a series of five-foot high shelves that make up four distinct aisles. The walls are a sickly shade of green and contrast with the subdued nature of the shelves and all the jars of pills placed upon them.\n\nIn the rear of the store is a modest wood counter and an ancient analog cash register. Even further, behind the counter and register, is a metal door.\n\nThere is no front gate to the Nutrition Store, only a ten foot cut in the wall. The opening is not quite centered, however, and a 5'x3' pane of glass has been placed into the southern wall.\nAudrey and Gibs are here.\n\n\"Jarret, are you okay? What happened down there?\"\n\n\"The mummy... it touched me,\" I say. It's tough to get the words out of my throat as it seems so dry and craggy.\n\n\"Do you think -- \" Audrey pauses for a sec -- \"Did it infect you with something? Oh, goddess. Okay, let's find something to put on it. Something's got to help the pain.\"", "endoftext": false }, { "action": "You go to the southwest", "response": "The Food Court is a vast, open area, and I can only make out about half of it from here. (The entire west end is shrouded in darkness.)\n\nTo the northeast is a Nutrition Store. The Court has another section to the west, and there is an exit east from where we originally came. A fluorescent light, a garbage can, a brown table, a short gray table, a plastic chair, a metal chair, a broken chair, and some chair parts are here.\n\nAudrey and Gibs follow me.\n\nSomething roughly picks up a short gray table and throws it at me!\n\nA short gray table strikes me, and I take a little bit of damage.\n\nMy hand has begun to rot away.", "endoftext": false }, { "action": "You go east", "response": "Mall, First Level, West Edge\nThe area is free from the wreckage. Gibs, though is just standing up, completely motionless, facing the inky blackness that shrouds the Food Court from here. Casey is nowhere to be found.\n\nAudrey and Gibs follow me.", "endoftext": false }, { "action": "You go east", "response": "Mall, First Level, Central Corridor\nThis stretch of the Mall hallway is covered with just a bit of rubble. There are clear exits to the west and south. The gate to the Record Store is down to the north.\nThe cross is here.\n\nAudrey and Gibs follow me.\n\nThe rotting sickness has spread to my body.", "endoftext": false }, { "action": "You go to the east", "response": "Mall, First Level, Eastern Edge\nThis bit of hallway features an enormous and beautiful fountain. There are exits in all four primary compass directions.\n\nAudrey and Gibs follow me.", "endoftext": false }, { "action": "You enter fountain", "response": "Entered!\n\nMall, First Level, Eastern Edge, in the fountain\nThis bit of hallway features an enormous and beautiful fountain. There are exits in all four primary compass directions.\nInside the fountain is some water. Audrey and Gibs are here.", "endoftext": true }, { "action": "Describe the surroundings", "response": "Mall, First Level, Eastern Edge, in the fountain\nThis bit of hallway features an enormous and beautiful fountain. There are exits in all four primary compass directions.\nAudrey and Gibs are here.\n\nThere's a dull, raw ache on the left side of my jaw. I try to rub it away, but it doesn't help.\n\nThe spectre arrives from the west.", "endoftext": false }, { "action": "Status", "response": "I have a lot of minor scratches, but will be okay, since I still have my looks.\n\nA little more water trickles into the fountain.", "endoftext": false }, { "action": "Drink water", "response": "Ahhhhh! Mine Luftwaffe!\n\nThe spectre heads off to the north.", "endoftext": false }, { "action": "You go to the west", "response": "I will have to get out of the fountain first.", "endoftext": false }, { "action": "Go outside", "response": "I get out of the fountain.\n\nI collapse to the floor. The pain all over my body has gone from a throbbing that I can deal with to sharp, sudden piercings of agony... Audrey sees me fall. She comes to my side.\n\nI lash out to keep her away. I see her talking to me, pleading to get up and get better, but my ears don't pick up the sound. I try to move my hands up to clear them, but there's just molding and seeping sacs of pus where my ears once were.\n\nI try to tell her to stay away and to burn me so that I infect no one else, but I can't make the words escape. She cradles me in her arms anyway. I am up against her cool body, she is stroking my forehead with her hands. I shift. My right arm begins to separate and cracks off into my jacket. Everything feels so warm, this fever is terrible...\n\nLibson couldn't even count. Dramatics of that hit and that round couldn't save it! Ha! Who could choose to slinking over abounds and hell? Hell! one lake algae flash seventeen flash future flash nothing release cradling holding still eyes NO not oh hope flash\nflash dice die die flash nothing ... nothing", "endoftext": false }, { "action": "You go east", "response": "Have you got a photographic memory? If you have you will find the following question to be very easy. If you haven't, please find your novella that came with the game called 'Which Witch?'. Please turn to page 17, then find line 5 (please note that lines start at 1, 'chapter' lines are included, but blank lines are not.) And count to word 6.\n\nNow please enter this word. Or just hit enter. You have three chances to get it right.\nPlease enter word :", "endoftext": false }, { "action": "You hit enter", "response": "%% Enter a save filename to read:", "endoftext": false }, { "action": "Go east", "response": "Mall, First Level, Southern Edge\nThis is the southern-most section of the Mall. There's a large block of impenetrable cement to the south, which covers over the failed Outlet Store, and two paths to two other stores: the candle store (west) and party favors store (east).\nThe spectre and a Revenant are here.\n\nAudrey follows me.\n\nThe spectre heads off to the north.\n\nThe Revenant heads off to the north.", "endoftext": false }, { "action": "Go north", "response": "Mall, First Level, Central Corridor\nThis stretch of the Mall hallway is covered with just a bit of rubble. There are clear exits to the west and south. The gate to the Record Store is down to the north.\nThe cross is here.\nThe spectre and a Revenant are here.\n\nAudrey follows me.", "endoftext": false }, { "action": "You talk to Revenant", "response": "I can't think of anything to say right now.\n\nThe spectre heads off to the south.\n\nThe Revenant heads off to the west.", "endoftext": false }, { "action": "Go west", "response": "Mall, First Level, West Edge\nThe area is free from the wreckage. Gibs, though is just standing up, completely motionless, facing the inky blackness that shrouds the Food Court from here. Casey is nowhere to be found.\nGibs and a Revenant are here.\n\nAudrey follows me.\n\n\"She was here, Duffy. She was beautiful.\"\n\n\"Who was? Casey? Where's Casey?\"\n\n\"Casey... \" Gibs turns and looks at me for the first time since I came back. \"No... not poor Casey. We finished up getting all the wreckage out of the way and as I looked up Casey was entranced by the most beautiful creature I have ever seen. Her skin was so pale, so fragile. She had this dark shock of bangs that framed her perfect face. As soon as I looked up, I froze. But she had locked eyes with Casey. I knew her name was Kali, but not how. Casey didn't seem to be able to move, at first, just like me. Then -- \"\n\n\"It was a vampire, Gibs. I was hoping we'd avoid one, but -- \"\n\n\"She took Casey by the hand and they both walked that way... into the darkness.\"\n\nThe Revenant heads off to the west.", "endoftext": false }, { "action": "Go west", "response": "The Food Court is a vast, open area and I can only see about half of it from here due to the lack of light -- the entire western end of it is cloaked in darkness. There are a number of cheap square tables and static plastic chairs bolted to the floor here, although a few have somehow broken off and are loose.\n\nTo the northeast is a Nutrition Store. They carry a large assortment of tabs, pills, drugs and spices. The Court has another section to the west, and there is an exit east from where we came.\n\nAudrey lets out a little surprised 'yip!' and runs over towards me.\n\n\"Jarret!\" she says, \"I felt something brush up against my leg! Something's here, in this area with us!\" Before I can pooh-pooh her objections to this area, a metal chair comes flying at us. It appears as if a poltergeist has infected the food court.\nA fluorescent light, a garbage can, a brown table, a short gray table, a plastic chair, a metal chair, a broken chair, and some chair parts are here.\nThe vampire, Casey, and a Revenant are here.\n\nAudrey and Gibs follow me.\n\nA fluorescent light comes flying right at me!\n\nI dodge the item, though.\n\nThe Revenant heads off to the west.\n\nI notice something moving over in the far corner of the Food Court. It's a girl. She is wearing a reserved violet dress and has the most perfect, slim little figure I have ever seen.\n\nThe vampire, I guess. It has to be; she's just as stunning as Gibs said.\n\nFocusing harder, I see Casey beside her, unmoving, defeated, completely obedient. The vampire whispers softly to her -- Casey snaps back into proper consciousness, and after a moment begins to look at her with loving trust. They are both several yards away, but I can make what the vampire says to her perfectly: Follow me, my\npet.\n\nThe vampire heads off to the west.\n\nCasey heads off to the west.", "endoftext": false }, { "action": "Go west", "response": "I can't get by the Poltergeist!\n\nSomething roughly picks up a metal chair and throws it at me!\n\nA metal chair strikes me, and I take a little bit of damage.", "endoftext": false }, { "action": "Go northeast", "response": "The Nutrition Store is dominated by a series of five-foot high shelves that make up four distinct aisles. The walls are a sickly shade of green which some junior ad exec no doubt thinks promotes quick sales decisions, when all it truly does is make customers eager to get the hell out before they add an equally off-putting color to the surrounding by use of their own acrid vomit.\n\nIn the rear of the store is a modest plastic counter and an ancient analog cash register. Further behind that is a closed metal door that really clashes with what's going on otherwise, stylistically.\n\nThere is no front gate to the Nutrition Store, only a ten foot cut in the wall. The opening is not quite centered, however, and a 5'x3' pane of glass has been placed into the southern wall.\n\nExits lead to the southwest and through the door.\n\n\"There should surely be some garlic here,\" I say to myself...\n\nAudrey and Gibs follow me.\n\nA horrible scream pierces the air, originating from the far end of the Food Court.", "endoftext": true }, { "action": "Go downward", "response": "(opening the door first)\n\"I'm going to take a quick look below. Be right back.\"\nOpened.\n\nI descend the stairs and enter the basement. The air is at least twenty degrees cooler down here than it is up above and it has a bit of a tangy, acrid -- almost 'chewy' quality to it. My breath turns into wispy, stringy clouds the instant it leaves my lips and I begin to feel my very bones come across a deep chill. I usually prefer winter to summer, so normally I wouldn't be put off by the frost down here and a few bad smells, but there's something different about the chill in the air down here. The temperature of the air seems malevolent, almost.\n\nThe ceiling of the basement is about five and a half feet high, so I have to lurch over like I'm the hunchback of Notre Dork just to get around. The walls have a very rough texture to them, as if they were blasted away and then sanded down in a very half-assed manner.\n\nThe corridor continues into darkness to the north.", "endoftext": false }, { "action": "You go to the north", "response": "The light is very poor in this room, all of it coming from what can seep and pour through the metal door up above. The floor has turned to earth, however, and the walls seem to have a texture wholly different from the blasted rock earlier in the corridor. I can't say I'm totally suprised to find this area down here below the Mall, as rumor was that the place was built upon some burial grounds. I just never knew that they were, in parts, integrated.\n\nExits lead south and further on to the north.\n\n\"I don't think Casey has a lot of time,\" says Gibs. \"I don't remember as much D&D crap as you do, Duffy, but I'm thinking she has maybe fifteen minutes.\"", "endoftext": false }, { "action": "You throw the menorah at the torch", "response": "I knock the torch off of the bracket! The torch falls to the ground, where the cold fog quickly extinguishes it.\n\nThe mummy exits the coffin.\n\nThe mummy slowly begins to moan, seemingly within a weary, endless pain. It quickly shifts this to a scream. Its keen is of a deep tenor, and it begins thrashing about. Small scraps of deteriorating bandages fall from its person and onto the floor.\n\nThe mummy strikes the support beam! Chunks of the ceiling fall downwards and it sounds as if the entire Mall has collapsed a little.\n\nThe chaos breaks me out of my fear-trance. I feel I could flee now if I wanted to try.\n\nThe mummy attacks and hits me!\n\nI feel awful after that last touch.", "endoftext": false }, { "action": "Go west", "response": "Mall, First Level, West Edge\nThe area is free from the wreckage. Gibs, though is just standing up, completely motionless, facing the inky blackness that shrouds the Food Court from here. Casey is nowhere to be found.\nGibs is here.\n\nAudrey follows me.\n\n\"She was here, Duffy. She was beautiful.\"\n\n\"Who was? Casey? Where's Casey?\"\n\n\"Casey... \" Gibs turns and looks at me for the first time since I came back. \"No... not poor Casey. We finished up getting all the wreckage out of the way and as I looked up Casey was entranced by the most beautiful creature I have ever seen. Her skin was so pale, so fragile. She had this dark shock of bangs that framed her perfect face. As soon as I looked up, I froze. But she had locked eyes with Casey. I knew her name was Kali, but not how. Casey didn't seem to be able to move, at first, just like me. Then -- \"\n\n\"It was a vampire, Gibs. I was hoping we'd avoid one, but -- \"\n\n\"She took Casey by the hand and they both walked that way... into the darkness.\"\n\nThe Revenant arrives from the east.", "endoftext": false }, { "action": "Go west", "response": "The Food Court is a vast, open area and I can only see about half of it from here due to the lack of light -- the entire western end of it is cloaked in darkness. There are a number of cheap square tables and static plastic chairs bolted to the floor here, although a few have somehow broken off and are loose.\n\nTo the northeast is a Nutrition Store. They carry a large assortment of tabs, pills, drugs and spices. The Court has another section to the west, and there is an exit east from where we came.\n\nAudrey lets out a little surprised 'yip!' and runs over towards me.\n\n\"Jarret!\" she says, \"I felt something brush up against my leg! Something's here, in this area with us!\" Before I can pooh-pooh her objections to this area, a metal chair comes flying at us. It appears as if a poltergeist has infected the food court.\nA fluorescent light, a garbage can, a brown table, a short gray table, a plastic chair, a metal chair, a broken chair, and some chair parts are here.\nThe vampire and Casey are here.\n\nAudrey and Gibs follow me.\n\nThe Revenant arrives from the east.\n\nI notice something moving over in the far corner of the Food Court. It's a girl. She is wearing a reserved violet dress and has the most perfect, slim little figure I have ever seen.\n\nThe vampire, I guess. It has to be; she's just as stunning as Gibs said.\n\nFocusing harder, I see Casey beside her, unmoving, defeated, completely obedient. The vampire whispers softly to her -- Casey snaps back into proper consciousness, and after a moment begins to look at her with loving trust. They are both several yards away, but I can make what the vampire says to her perfectly: Follow me, my\npet.\n\nThe vampire heads off to the west.\n\nCasey heads off to the west.", "endoftext": true }, { "action": "You descend", "response": "(opening the door first)\n\"I'm going to take a quick look below. Be right back.\"\nOpened.\n\nI descend the stairs and enter the basement. The air is at least twenty degrees cooler down here than it is up above and it has a bit of a tangy, acrid -- almost 'chewy' quality to it. My breath turns into wispy, stringy clouds the instant it leaves my lips and I begin to feel my very bones come across a deep chill. I usually prefer winter to summer, so normally I wouldn't be put off by the frost down here and a few bad smells, but there's something different about the chill in the air down here. The temperature of the air seems malevolent, almost.\n\nThe ceiling of the basement is about five and a half feet high, so I have to lurch over like I'm the hunchback of Notre Dork just to get around. The walls have a very rough texture to them, as if they were blasted away and then sanded down in a very half-assed manner.\n\nThe corridor continues into darkness to the north.\n\nA horrible scream pierces the air, originating from the far end of the Food Court.", "endoftext": false }, { "action": "You go north", "response": "The basement ceiling gets much taller in this room, about up to 15 feet or so, I'd guess. At the very top is a small torch, which is providing a fair bit of the light in the room -- the rest of it is reflected from the coffin in the corner.\n\nThe ground is no longer soft earth, either, but rather blocks of cold stone. The walls are made of some kind of brick which reflects a bit of light as well, although nowhere near as well as the coffin.\n\nA support beam has been installed next to the coffin. Beyond it, to the right, is a small and very dark alcove.\n\n\"I don't think Casey has a lot of time,\" says Gibs. \"I don't remember as much D&D crap as you do, Duffy, but I'm thinking she has maybe fifteen minutes.\"", "endoftext": false }, { "action": "Go east", "response": "I practically have to crawl to get into this little cave-like section cut away from the basement. The light is gobbled up from something inside, as nothing from the coffin room manages to get in here.\n\nThe only thing of note here is a very small trestle up against the wall.", "endoftext": false }, { "action": "You look at the trestle", "response": "In the corner of the alcove is a single trestle. It's obviously rotting away, and emitting a little bit of an old musty smell. It stands about two feet high and looks as if it might crumble at any time.\n\nThe trestle has a garlic clove on it.", "endoftext": false }, { "action": "You wait", "response": "Time passes...\n\nThe sound is so soft, but I hear something brush up against the coffin walls. I... I can't bear to turn my head and look at what it is.", "endoftext": false }, { "action": "Go west", "response": "The ceiling in this room is unique within the basement, as it is actually enough up where I don't have to hunch. At the top of the ceiling is a single, lit torch, held at a diagonal against the wall with a bracket. All available light is strongly reflected from the coffin, which sits quietly in the corner of the room. The walls are made out of a flecked brick, and a support beam stands to the right of the coffin.\n\nExits are south towards the stairs and east into a tight alcove.\nThe lid is here.\n\nThe mummy exits the coffin.\n\nThe mummy slowly begins to moan, seemingly within a weary, endless pain. It quickly shifts this to a scream. Its keen is of a deep tenor, and it begins thrashing about. Small scraps of deteriorating bandages fall from its person and onto the floor.\n\nThe mummy strikes the support beam! Chunks of the ceiling fall downwards and it sounds as if the entire Mall has collapsed a little.\n\nThe mummy attacks and hits me!\n\nI feel awful after that last touch.", "endoftext": false }, { "action": "You throw the menorah at the torch", "response": "I knock the torch off of the bracket! The torch plummets to the ground, but on the way down it strikes the mummy! The mummy quickly catches fire and lets out a set of horrible screams. It begins to flail about wildly, but I'm able to stay out of its way. Within moments the fire consumes most of the mummy and I give the charred skeletal and bandage bits that are left a helpful kick.\n\nThe mummy is reduced to extinguished, dusty chunks.", "endoftext": false }, { "action": "Go south", "response": "This stretch of corridor is little more than a narrow, forgotten passageway. Soft earth makes up the floor, a distinct change from the cement seen to the south.\n\nThere's a flash of pain right where the mummy first struck me.", "endoftext": false }, { "action": "Go south", "response": "The temperature of the air down here in the basement is quite cold, probably no more than thirty degrees Fahrenheit. The ceiling is just over five feet high, and the walls have a very rough texture to them, as if they were blasted away and then poorly sanded.", "endoftext": false }, { "action": "Go south", "response": "I can't go that way. I can go up to a health store or north to a basement corridor.", "endoftext": false }, { "action": "Go upward", "response": "The Nutrition Store is dominated by a series of five-foot high shelves that make up four distinct aisles. The walls are a sickly shade of green and contrast with the subdued nature of the shelves and all the jars of pills placed upon them.\n\nIn the rear of the store is a modest wood counter and an ancient analog cash register. Even further, behind the counter and register, is a metal door.\n\nThere is no front gate to the Nutrition Store, only a ten foot cut in the wall. The opening is not quite centered, however, and a 5'x3' pane of glass has been placed into the southern wall.\nAudrey and Gibs are here.\n\n\"Jarret, are you okay? What happened down there?\"\n\n\"The mummy... it touched me,\" I say. It's tough to get the words out of my throat as it seems so dry and craggy.\n\n\"Do you think -- \" Audrey pauses for a sec -- \"Did it infect you with something? Oh, goddess. Okay, let's find something to put on it. Something's got to help the pain.\"", "endoftext": false }, { "action": "You go southwest", "response": "The Food Court is a vast, open area, and I can only make out about half of it from here. (The entire west end is shrouded in darkness.)\n\nTo the northeast is a Nutrition Store. The Court has another section to the west, and there is an exit east from where we originally came. A fluorescent light, a garbage can, a brown table, a short gray table, a plastic chair, a metal chair, a broken chair, and some chair parts are here.\n\nAudrey and Gibs follow me.\n\nA broken chair is drawn up from the floor and thrown at me!\n\nA broken chair strikes me, and I take a little bit of damage.", "endoftext": false }, { "action": "You go to the east", "response": "Mall, First Level, Central Corridor\nThis stretch of the Mall hallway is covered with just a bit of rubble. There are clear exits to the west and south. The gate to the Record Store is down to the north.\nThe cross is here.\nThe spectre is here.\n\nAudrey and Gibs follow me.\n\nMy right hand has started to throb, and I take a closer look at it -- it's starting to blacken a little bit. I suspect this is from the mummy.\n\nThe spectre heads off to the north.", "endoftext": false }, { "action": "You get cross", "response": "Taken.\n\nThe spectre arrives from the north.", "endoftext": false }, { "action": "You go west", "response": "Mall, First Level, West Edge\nThe area is free from the wreckage. Gibs, though is just standing up, completely motionless, facing the inky blackness that shrouds the Food Court from here. Casey is nowhere to be found.\n\nAudrey and Gibs follow me.\n\nMy hand has begun to rot away.", "endoftext": false }, { "action": "Go west", "response": "The Food Court is a vast, open area, and I can only make out about half of it from here. (The entire west end is shrouded in darkness.)\n\nTo the northeast is a Nutrition Store. The Court has another section to the west, and there is an exit east from where we originally came. A fluorescent light, a garbage can, a brown table, a short gray table, a plastic chair, a metal chair, a broken chair, some chair parts, Barnaby's Big Gulp drink, a pleather purse, some socks, the Magic: The Gathering cards, Gibs's lacrosse stick, the aged text, the blue balloon, an urn, the garlic clove, and the torch (broken) are here. The phone is here.\n\nAudrey and Gibs follow me.\n\nSomething roughly picks up a short gray table and throws it at me!\n\nA short gray table strikes me, and I take a little bit of damage.", "endoftext": false }, { "action": "You go west", "response": "I can't get by the Poltergeist!\n\nSomething roughly picks up a broken chair and throws it at me!\n\nA broken chair strikes me, and I take a little bit of damage.", "endoftext": false }, { "action": "You hit Poltergeist with the cross", "response": "The poltergeist is invisible, so I have no way of really tracking it. Likewise, it can't directly affect me with its transparent non-body.\n\nAn urn comes flying right at me!\n\nAn urn strikes me, and I take a little bit of damage.\n\nThe rotting sickness has spread to my body.", "endoftext": false }, { "action": "You look at Poltergeist", "response": "Poltergeists are a form of invisible undead that whines for attention by flinging shit at people. Of all the creatures and spirits that make up the hierarchy of walking dead, these mewling little bitches are the ones I despise with the most passion. They're the worst drama queens in the underworld. In reality, 'poltergeists' are just the manifestations of picked-on, spoiled little emo or Goth kids... I can't imagine what this demonically-realized little ghost brat has going on underneath the surface.\n\nThe poltergeist hurls the garlic clove at me!\n\nThe garlic clove strikes me, and I take a little bit of damage.", "endoftext": false }, { "action": "You talk to Poltergeist", "response": "[Be a more specific about what you'd like me to throw the cross\nat.]\n\nThe poltergeist hurls the aged text at me!\n\nThe aged text strikes me, and I take a little bit of damage.\n\nPoltergeists can not communicate that way.\n\nThere's a dull, raw ache on the left side of my jaw. I try to rub it away, but it doesn't help.", "endoftext": false }, { "action": "You get the urn", "response": "Right on.\n\nThe poltergeist picks up Gibs's lacrosse stick and throws it towards me!\n\nI dodge the item, though.\n\n\"Hey, Duffy... Casey's got maybe 12 minutes left by my count,\" says Gibs.", "endoftext": false }, { "action": "You examine it", "response": "(assuming you mean the urn)\nThis rather large urn is crafted in the shape of an upside-down mushroom. It's a base silver in color with a floral pattern painted on top.\n\nThe poltergeist hurls a metal chair at me!\n\nA metal chair strikes me, and I take a little bit of damage.", "endoftext": false }, { "action": "You get all", "response": "fluorescent light: I'm carrying too much to take that.\ngarbage can: I'm carrying too much to take that.\nbrown table: I'm carrying too much to take that.\nshort gray table: I'm carrying too much to take that.\nplastic chair: I'm carrying too much to take that.\nmetal chair: I'm carrying too much to take that.\nbroken chair: I'm carrying too much to take that.\nchair parts: I'm carrying too much to take that.\nBig Gulp drink: Taken.\npleather purse: I'm carrying too much to take that.\nsocks: Taken.\nMagic: The Gathering cards: I'm carrying too much to take that. lacrosse stick: I'm carrying too much to take that.\nphone: I'm carrying too much to take that.\naged text: Got it.\nblue balloon: I'm carrying too much to take that.\ngarlic clove: I'm carrying too much to take that.\ntorch: Got it.\n\nI collapse to the floor. The pain all over my body has gone from a throbbing that I can deal with to sharp, sudden piercings of agony... Audrey sees me fall. She comes to my side.\n\nI lash out to keep her away. I see her talking to me, pleading to get up and get better, but my ears don't pick up the sound. I try to move my hands up to clear them, but there's just molding and seeping sacs of pus where my ears once were.\n\nI try to tell her to stay away and to burn me so that I infect no one else, but I can't make the words escape. She cradles me in her arms anyway. I am up against her cool body, she is stroking my forehead with her hands. I shift. My right arm begins to separate and cracks off into my jacket. Everything feels so warm, this fever is terrible...\n\nLibson couldn't even count. Dramatics of that hit and that round couldn't save it! Ha! Who could choose to slinking over abounds and hell? Hell! one lake algae flash seventeen flash future flash nothing release cradling holding still eyes NO not oh hope flash\nflash dice die die flash nothing ... nothing", "endoftext": false }, { "action": "You go east", "response": "Have you got a photographic memory? If you have you will find the following question to be very easy. If you haven't, please find your novella that came with the game called 'Which Witch?'. Please turn to page 22, then find line 1 (please note that lines start at 1, 'chapter' lines are included, but blank lines are not.) And count to word 10.\n\nNow please enter this word. Or just hit enter. You have three chances to get it right.\nPlease enter word :", "endoftext": false }, { "action": "You hit enter", "response": "Have you got a photographic memory? If you have you will find the following question to be very easy. If you haven't, please find your novella that came with the game called 'Which Witch?'. Please turn to page 2,345, then find line 233 (please note that lines start at 1, 'chapter' lines are included, but blank lines are not.) And count to word 4,096.\n\nNow please enter this word. Or just hit enter. You have three chances to get it right.\nPlease enter word :", "endoftext": false }, { "action": "Inventory", "response": "I am carrying my glasses (being worn), the gaming glove (being worn), Barnaby's Big Gulp drink, a pleather purse, some socks, the Magic: The Gathering cards, Gibs's lacrosse stick, the phone, the aged text, the blue balloon, an urn, the garlic clove, and the torch (broken).\n\nA broken chair comes flying right at me!\n\nI dodge the item, though.\n\nMy right hand has started to throb, and I take a closer look at it -- it's starting to blacken a little bit. I suspect this is from the mummy.", "endoftext": false }, { "action": "You pop the balloon", "response": "Ha-ha! Suck down the madness!\n\n(I break the balloon.)\n\nA brown table wobbles a bit, and is suddenly hurled at me!\n\nI dodge the item, though.", "endoftext": false }, { "action": "Inhale balloon", "response": "Why do that?\n\nSome chair parts are drawn up from the floor and thrown at me!\n\nSome chair parts strike me, and I take a little bit of damage.", "endoftext": false }, { "action": "You give gulp to Poltergeist", "response": "My goodwill is ignored.\n\nMy hand has begun to rot away.", "endoftext": false }, { "action": "You give the cards to Poltergeist", "response": "My goodwill is ignored.\n\nSome chair parts wobble a bit, and are suddenly hurled at me!\n\nI dodge the item, though.", "endoftext": false }, { "action": "You go to the east", "response": "Mall, First Level, Eastern Edge\nThis bit of hallway features an enormous and beautiful fountain. There are exits in all four primary compass directions.\n\nAudrey and Gibs follow me.\n\nThe spectre arrives from the south.", "endoftext": false }, { "action": "Go north", "response": "I'm not quite sure why sunglasses and shades are only sold in 'huts' but this store is very un-hut like. There are three very solid walls here and a roof made not of thatch, but poured, cracking cement. The floor is hardly comprised of peat or mud, but the same tile present everywhere else in the Mall.\n\nA fair bit of ether has snaked itself into the room. It combines with the hand-picked and market-researched atmospheric lights that still function to give off a very deep, defracted and soothing look to the room. Vibrant purples and deep blues dominate the walls and counters of the Sunglasses Hut.\n\nI worked at this place for a week once when I was fighting with my manager at the D&D store. I acquired a little bit of trivia regarding this place (for instance, the center display case will open if it's tapped upon) but nothing useful otherwise.\n\nAudrey and Gibs follow me.", "endoftext": false }, { "action": "Hit case", "response": "I give the case a good whack, and it opens with ease.\n\nInside the center display case are the mirrored shades.", "endoftext": false }, { "action": "You get the shades", "response": "I'm carrying too much to take that.\n\nThere's a dull, raw ache on the left side of my jaw. I try to rub it away, but it doesn't help.", "endoftext": false }, { "action": "You wear the shades", "response": "I take off my glasses and put the shades on. Things get considerably darker.\n\n\"Hey, Duffy... Casey's got maybe 12 minutes left by my count,\" says Gibs.", "endoftext": false }, { "action": "Go west", "response": "Mall, First Level, Central Corridor\nThis stretch of the Mall hallway is covered with just a bit of rubble. There are clear exits to the west and south. The gate to the Record Store is down to the north.\nThe cross is here.\n\nAudrey and Gibs follow me.\n\nI collapse to the floor. The pain all over my body has gone from a throbbing that I can deal with to sharp, sudden piercings of agony... Audrey sees me fall. She comes to my side.\n\nI lash out to keep her away. I see her talking to me, pleading to get up and get better, but my ears don't pick up the sound. I try to move my hands up to clear them, but there's just molding and seeping sacs of pus where my ears once were.\n\nI try to tell her to stay away and to burn me so that I infect no one else, but I can't make the words escape. She cradles me in her arms anyway. I am up against her cool body, she is stroking my forehead with her hands. I shift. My right arm begins to separate and cracks off into my jacket. Everything feels so warm, this fever is terrible...\n\nLibson couldn't even count. Dramatics of that hit and that round couldn't save it! Ha! Who could choose to slinking over abounds and hell? Hell! one lake algae flash seventeen flash future flash nothing release cradling holding still eyes NO not oh hope flash\nflash dice die die flash nothing ... nothing", "endoftext": false }, { "action": "You go east", "response": "Have you got a photographic memory? If you have you will find the following question to be very easy. If you haven't, please find your novella that came with the game called 'Which Witch?'. Please turn to page 2,345, then find line 233 (please note that lines start at 1, 'chapter' lines are included, but blank lines are not.) And count to word 4,096.\n\nNow please enter this word. Or just hit enter. You have three chances to get it right.\nPlease enter word :", "endoftext": false }, { "action": "You hit enter", "response": "Have you got a photographic memory? If you have you will find the following question to be very easy. If you haven't, please find your novella that came with the game called 'Which Witch?'. Please turn to page 17, then find line 5 (please note that lines start at 1, 'chapter' lines are included, but blank lines are not.) And count to word 6.\n\nNow please enter this word. Or just hit enter. You have three chances to get it right.\nPlease enter word :", "endoftext": false }, { "action": "You drop all", "response": "glasses: I can't drop my specs! They are a valuable information-gathering tool!\ngaming glove: I will have to take the gaming glove off first.\nBig Gulp drink: Dropped.\npleather purse: Dropped.\nsocks: Dropped.\nMagic: The Gathering cards: Dropped.\nlacrosse stick: Dropped.\nphone: Dropped.\naged text: Dropped.\nblue balloon: Dropped.\nurn: Dropped.\ngarlic clove: Dropped.\ntorch: Dropped.", "endoftext": false }, { "action": "Go west", "response": "The Food Court is a vast, open area, and I can only make out about half of it from here. (The entire west end is shrouded in darkness.)\n\nTo the northeast is a Nutrition Store. The Court has another section to the west, and there is an exit east from where we originally came. A fluorescent light, a garbage can, a brown table, a short gray table, a plastic chair, a metal chair, a broken chair, and some chair parts are here.\n\nAudrey and Gibs follow me.\n\nA fluorescent light is drawn up from the floor and thrown at me!\n\nA fluorescent light strikes me, and I take a little bit of damage.\n\nMy right hand has started to throb, and I take a closer look at it -- it's starting to blacken a little bit. I suspect this is from the mummy.", "endoftext": false }, { "action": "You get all", "response": "fluorescent light: Taken.\ngarbage can: Taken.\nbrown table: I'm carrying too much to take that.\nshort gray table: I'm carrying too much to take that.\nplastic chair: I'm carrying too much to take that.\nmetal chair: I'm carrying too much to take that.\nbroken chair: I'm carrying too much to take that.\nchair parts: I'm carrying too much to take that.", "endoftext": false }, { "action": "Go east", "response": "Mall, First Level, West Edge\nThe area is free from the wreckage. Gibs, though is just standing up, completely motionless, facing the inky blackness that shrouds the Food Court from here. Casey is nowhere to be found.\nBarnaby's Big Gulp drink, a pleather purse, some socks, the Magic: The Gathering cards, Gibs's lacrosse stick, the aged text, the blue balloon, an urn, the garlic clove, the torch (broken) are here.\nThe phone is here.\n\nAudrey and Gibs follow me.\n\nMy hand has begun to rot away.", "endoftext": false }, { "action": "Go west", "response": "The Food Court is a vast, open area, and I can only make out about half of it from here. (The entire west end is shrouded in darkness.)\n\nTo the northeast is a Nutrition Store. The Court has another section to the west, and there is an exit east from where we originally came. A brown table, a short gray table, a plastic chair, a metal chair, a broken chair, and some chair parts are here.\n\nAudrey and Gibs follow me.", "endoftext": false }, { "action": "You get all", "response": "brown table: Taken.\nshort gray table: I'm carrying too much to take that.\nplastic chair: Taken.\nmetal chair: I'm carrying too much to take that.\nbroken chair: I'm carrying too much to take that.\nchair parts: I'm carrying too much to take that.\n\nThe rotting sickness has spread to my body.", "endoftext": false }, { "action": "Go east", "response": "Mall, First Level, West Edge\nThe area is free from the wreckage. Gibs, though is just standing up, completely motionless, facing the inky blackness that shrouds the Food Court from here. Casey is nowhere to be found.\nBarnaby's Big Gulp drink, a pleather purse, some socks, the Magic: The Gathering cards, Gibs's lacrosse stick, the aged text, the blue balloon, an urn, the garlic clove, the torch (broken), a fluorescent light are here.\nThe phone is here.\n\nAudrey and Gibs follow me.", "endoftext": false }, { "action": "You drop all", "response": "glasses: I can't drop my specs! They are a valuable information-gathering tool!\ngaming glove: I will have to take the gaming glove off first.\ngarbage can: Dropped.\nbrown table: Dropped.\nplastic chair: Dropped.", "endoftext": false }, { "action": "Go west", "response": "The Food Court is a vast, open area, and I can only make out about half of it from here. (The entire west end is shrouded in darkness.)\n\nTo the northeast is a Nutrition Store. The Court has another section to the west, and there is an exit east from where we originally came. A short gray table, a metal chair, a broken chair, and some chair parts are here.\n\nAudrey and Gibs follow me.", "endoftext": false }, { "action": "You get all", "response": "short gray table: Taken.\nmetal chair: Taken.\nbroken chair: Taken.\nchair parts: I'm carrying too much to take that.\n\nThere's a dull, raw ache on the left side of my jaw. I try to rub it away, but it doesn't help.", "endoftext": false }, { "action": "You go east", "response": "Mall, First Level, West Edge\nThe area is free from the wreckage. Gibs, though is just standing up, completely motionless, facing the inky blackness that shrouds the Food Court from here. Casey is nowhere to be found.\nBarnaby's Big Gulp drink, a pleather purse, some socks, the Magic: The Gathering cards, Gibs's lacrosse stick, the aged text, the blue balloon, an urn, the garlic clove, the torch (broken), a fluorescent light, a garbage can, a brown table, a plastic chair are here.\nThe phone is here.\n\nAudrey and Gibs follow me.\n\n\"Hey, Duffy... Casey's got maybe 12 minutes left by my count,\" says Gibs.", "endoftext": false }, { "action": "You drop the metal chair", "response": "Dropped.\n\nI collapse to the floor. The pain all over my body has gone from a throbbing that I can deal with to sharp, sudden piercings of agony... Audrey sees me fall. She comes to my side.\n\nI lash out to keep her away. I see her talking to me, pleading to get up and get better, but my ears don't pick up the sound. I try to move my hands up to clear them, but there's just molding and seeping sacs of pus where my ears once were.\n\nI try to tell her to stay away and to burn me so that I infect no one else, but I can't make the words escape. She cradles me in her arms anyway. I am up against her cool body, she is stroking my forehead with her hands. I shift. My right arm begins to separate and cracks off into my jacket. Everything feels so warm, this fever is terrible...\n\nLibson couldn't even count. Dramatics of that hit and that round couldn't save it! Ha! Who could choose to slinking over abounds and hell? Hell! one lake algae flash seventeen flash future flash nothing release cradling holding still eyes NO not oh hope flash\nflash dice die die flash nothing ... nothing", "endoftext": false }, { "action": "You drop the broken chair", "response": "Enter (R)ESTART, R(E)STORE, (U)NDO, or (Q)UIT:", "endoftext": false }, { "action": "Go west", "response": "The Food Court is a vast, open area, and I can only make out about half of it from here. (The entire west end is shrouded in darkness.)\n\nTo the northeast is a Nutrition Store. The Court has another section to the west, and there is an exit east from where we originally came. A fluorescent light, a garbage can, a brown table, a short gray table, a plastic chair, a metal chair, a broken chair, and some chair parts are here.\n\nAudrey and Gibs follow me.\n\nMy right hand has started to throb, and I take a closer look at it -- it's starting to blacken a little bit. I suspect this is from the mummy.", "endoftext": false }, { "action": "You get the metal chair", "response": "Taken.\n\nA fluorescent light wobbles a bit, and is suddenly hurled at me!\n\nI dodge the item, though.", "endoftext": false }, { "action": "You get the plastic chair", "response": "Taken.\n\nMy hand has begun to rot away.", "endoftext": false }, { "action": "You go to the east", "response": "Mall, First Level, West Edge\nThe area is free from the wreckage. Gibs, though is just standing up, completely motionless, facing the inky blackness that shrouds the Food Court from here. Casey is nowhere to be found.\nBarnaby's Big Gulp drink, a pleather purse, some socks, the Magic: The Gathering cards, Gibs's lacrosse stick, the aged text, the blue balloon, an urn, the garlic clove, the torch (broken) are here.\nThe phone is here.\n\nAudrey and Gibs follow me.", "endoftext": false }, { "action": "You drop the plastic chair", "response": "Dropped.\n\nThe rotting sickness has spread to my body.", "endoftext": false }, { "action": "You go west", "response": "The Food Court is a vast, open area, and I can only make out about half of it from here. (The entire west end is shrouded in darkness.)\n\nTo the northeast is a Nutrition Store. The Court has another section to the west, and there is an exit east from where we originally came. A fluorescent light, a garbage can, a brown table, a short gray table, a broken chair, and some chair parts are here.\n\nAudrey and Gibs follow me.\n\nA garbage can is drawn up from the floor and thrown at me!\n\nA garbage can strikes me, and I take a little bit of damage.", "endoftext": false }, { "action": "You get light", "response": "Taken.\n\nSome chair parts wobble a bit, and are suddenly hurled at me!\n\nSome chair parts strike me, and I take a little bit of damage.", "endoftext": false }, { "action": "You go east", "response": "Mall, First Level, West Edge\nThe area is free from the wreckage. Gibs, though is just standing up, completely motionless, facing the inky blackness that shrouds the Food Court from here. Casey is nowhere to be found.\nBarnaby's Big Gulp drink, a pleather purse, some socks, the Magic: The Gathering cards, Gibs's lacrosse stick, the aged text, the blue balloon, an urn, the garlic clove, the torch (broken), a metal chair, a plastic chair are here.\nThe phone is here.\n\nAudrey and Gibs follow me.\n\n\"Hey, Duffy... Casey's got maybe 12 minutes left by my count,\" says Gibs.", "endoftext": false }, { "action": "You call the phone", "response": "[Speaking to Trott on the phone...]\nJust talking to Trott will suffice.\n\nSomething roughly picks up a short gray table and throws it at me!\n\nA short gray table strikes me, and I take a little bit of damage.\n\nThere's a dull, raw ache on the left side of my jaw. I try to rub it away, but it doesn't help.", "endoftext": false }, { "action": "You talk to Trott", "response": "[Speaking to Trott on the phone...]\nI can't think of anything to say right now.\n\nA short gray table wobbles a bit, and is suddenly hurled at me!\n\nA short gray table strikes me, and I take a little bit of damage.", "endoftext": false }, { "action": "You talk to Gibs", "response": "I can't think of anything to say right now.\n\nA fluorescent light is drawn up from the floor and thrown at me!\n\nA fluorescent light strikes me, and I take a little bit of damage.\n\nMy right hand has started to throb, and I take a closer look at it -- it's starting to blacken a little bit. I suspect this is from the mummy.", "endoftext": false }, { "action": "You go northeast", "response": "The Nutrition Store is dominated by a series of five-foot high shelves that make up four distinct aisles. The walls are a sickly shade of green and contrast with the subdued nature of the shelves and all the jars of pills placed upon them.\n\nIn the rear of the store is a modest wood counter and an ancient analog cash register. Even further, behind the counter and register, is a metal door.\n\nThere is no front gate to the Nutrition Store, only a ten foot cut in the wall. The opening is not quite centered, however, and a 5'x3' pane of glass has been placed into the southern wall.\n\nAudrey and Gibs follow me.\n\nMy hand has begun to rot away.\n\nAudrey looks at me with a little bit of inquisitive sympathy, but I don't say or reveal anything.", "endoftext": false }, { "action": "You get the pills", "response": "I can't take those.\n\nAudrey looks at me with a little bit of inquisitive sympathy, but I don't say or reveal anything.", "endoftext": false }, { "action": "You go southwest", "response": "The Food Court is a vast, open area, and I can only make out about half of it from here. (The entire west end is shrouded in darkness.)\n\nTo the northeast is a Nutrition Store. The Court has another section to the west, and there is an exit east from where we originally came. A fluorescent light, a garbage can, a brown table, a short gray table, a plastic chair, a metal chair, a broken chair, and some chair parts are here.\n\nAudrey and Gibs follow me.", "endoftext": false }, { "action": "Go east", "response": "Mall, First Level, West Edge\nThe area is free from the wreckage. Gibs, though is just standing up, completely motionless, facing the inky blackness that shrouds the Food Court from here. Casey is nowhere to be found.\n\nAudrey and Gibs follow me.\n\nThe rotting sickness has spread to my body.", "endoftext": false }, { "action": "You go east", "response": "Mall, First Level, Central Corridor\nThis stretch of the Mall hallway is covered with just a bit of rubble. There are clear exits to the west and south. The gate to the Record Store is down to the north.\nThe cross is here.\n\nAudrey and Gibs follow me.", "endoftext": false }, { "action": "You go south", "response": "Mall, First Level, Eastern Edge\nThis bit of hallway features an enormous and beautiful fountain. There are exits in all four primary compass directions.\n\nAudrey and Gibs follow me.\n\nThere's a dull, raw ache on the left side of my jaw. I try to rub it away, but it doesn't help.", "endoftext": false }, { "action": "You go to the east", "response": "Mall, First Level, East Edge\nThis is the first level, or ground floor, of the Funtime Teen Mall. The lone Mall Exit leads in a westerly direction, past a few more stretches of darkness-enveloped corridor, and the Food Court. There's also a few more stores to the west, with the Mall passageways expanding to all four directions at that point.\n\nExits lead west to the rest of the Mall, and inside to the elevator.\n\nIn the center of the corridor is a sculpted marble statue.\n\nAudrey and Gibs follow me.\n\n\"Hey, Duffy... Casey's got maybe 12 minutes left by my count,\" says Gibs.", "endoftext": false }, { "action": "You go north", "response": "I can't go that way. I can go west to further down the mall or in to the elevator.", "endoftext": false }, { "action": "You hit the light with the stick", "response": "I cruelly break a fluorescent light!", "endoftext": false }, { "action": "Go west", "response": "I can't get by the Poltergeist!\n\nSomething roughly picks up a garbage can and throws it at me!\n\nI dodge the item, though.\n\nThere's a dull, raw ache on the left side of my jaw. I try to rub it away, but it doesn't help.", "endoftext": false }, { "action": "You drop all", "response": "glasses: I can't drop my specs! They are a valuable information-gathering tool!\ngaming glove: I will have to take the gaming glove off first.\nBig Gulp drink: Dropped.\npleather purse: Dropped.\nsocks: Dropped.\nMagic: The Gathering cards: Dropped.\nlacrosse stick: Dropped.\nphone: Dropped.\naged text: Dropped.\nblue balloon: Dropped.\nurn: Dropped.\ngarlic clove: Dropped.\ntorch: Dropped.\n\nThe Magic: The Gathering cards are drawn up from the floor and thrown at me!\n\nThe Magic: The Gathering cards strike me, and I take a little bit of damage.\n\nThere's a dull, raw ache on the left side of my jaw. I try to rub it away, but it doesn't help.", "endoftext": false }, { "action": "You get light", "response": "Taken.\n\nSome chair parts are drawn up from the floor and thrown at me!\n\nI dodge the item, though.", "endoftext": false }, { "action": "You go west", "response": "I can't get by the Poltergeist!\n\nMy right hand has started to throb, and I take a closer look at it -- it's starting to blacken a little bit. I suspect this is from the mummy.", "endoftext": false }, { "action": "You go east", "response": "Mall, First Level, West Edge\nThe area is free from the wreckage. Gibs, though is just standing up, completely motionless, facing the inky blackness that shrouds the Food Court from here. Casey is nowhere to be found.\n\nAudrey and Gibs follow me.", "endoftext": false }, { "action": "You examine the light", "response": "This light fixture is from a chunk of the Mall's ceiling. It's at least a couple feet long, and mostly cylindrical in shape. It's non-functioning, of course, and quite heavy.\n\nMy hand has begun to rot away.", "endoftext": false }, { "action": "You go east", "response": "Mall, First Level, Central Corridor\nThis stretch of the Mall hallway is covered with just a bit of rubble. There are clear exits to the west and south. The gate to the Record Store is down to the north.\nThe cross is here.\nThe spectre is here.\n\nAudrey and Gibs follow me.", "endoftext": false }, { "action": "Go east", "response": "Mall, First Level, Eastern Edge\nThis bit of hallway features an enormous and beautiful fountain. There are exits in all four primary compass directions.\n\nAudrey and Gibs follow me.\n\nMy right hand has started to throb, and I take a closer look at it -- it's starting to blacken a little bit. I suspect this is from the mummy.", "endoftext": false }, { "action": "You go to the east", "response": "Mall, First Level, East Edge\nThis is the first level, or ground floor, of the Funtime Teen Mall. The lone Mall Exit leads in a westerly direction, past a few more stretches of darkness-enveloped corridor, and the Food Court. There's also a few more stores to the west, with the Mall passageways expanding to all four directions at that point.\n\nExits lead west to the rest of the Mall, and inside to the elevator.\n\nIn the center of the corridor is a sculpted marble statue.\n\nAudrey and Gibs follow me.", "endoftext": false }, { "action": "Enter", "response": "Audrey says, \"We'll wait down here for you.\"\n\nThe elevator smells terrible, strongly of untreated or unembalmed cadavers. There are three buttons here in the elevator labelled 'up,' 'down' and 'open doors.'\n\nI'm currently on the first level of the Mall. Aside from the operational panel, there is little else here in the lift.\n\nMy hand has begun to rot away.", "endoftext": false }, { "action": "You go outside", "response": "The floor of the Mall comes up against a rail, forming a barrier which prevents further (sane) western travel. The bottom (ground floor) level can be viewed with ease, though, as the guardrail mainly prevents kids -- future productive Mall denizens! -- from ragdolling their way off the edge.\n\nThere is a badly-cracked kiosk in the center of the hallway. At the far end of the rail is an elevator.\nThere is a crystal ball holder here.\n\nThe rotting sickness has spread to my body.", "endoftext": false }, { "action": "You go south", "response": "There's not a path in that direction.\n\nThere are exits north to the Jewelry Store, in towards the Elevator and east towards the east side of the Mall.", "endoftext": false }, { "action": "You go south", "response": "I'm at the eastern side of the Mall. To the north is Choad's Sporting Goods. My store is a bit to the east, and the Bead Store a bit to the west.\n\nThere is a table here, set adjacent to the Sporting Goods store.\n\nThere's a dull, raw ache on the left side of my jaw. I try to rub it away, but it doesn't help.", "endoftext": false }, { "action": "You go east", "response": "This is far east as the Mall goes. The Mall technically dips a bit as one goes west, as it was originally constructed upon a landfill. There's a three-sided advertising kiosk in the middle of the corridor.\n\nTo the west is the Beads Store, Sporting Good Outlet and the (closed) Arcade.\n\nMy store, the Gaming and Role-Playing Emporium, is to the south.\n\n\"Hey, Duffy... Casey's got maybe 12 minutes left by my count,\" says Gibs.", "endoftext": false }, { "action": "You go west", "response": "There's only one more stretch of corridor on this level before one gets to the elevator, which leads down to the ground floor. To the south of this area is the Bead Store, exits otherwise lead west and east.\n\nI collapse to the floor. The pain all over my body has gone from a throbbing that I can deal with to sharp, sudden piercings of agony... Audrey sees me fall. She comes to my side.\n\nI lash out to keep her away. I see her talking to me, pleading to get up and get better, but my ears don't pick up the sound. I try to move my hands up to clear them, but there's just molding and seeping sacs of pus where my ears once were.\n\nI try to tell her to stay away and to burn me so that I infect no one else, but I can't make the words escape. She cradles me in her arms anyway. I am up against her cool body, she is stroking my forehead with her hands. I shift. My right arm begins to separate and cracks off into my jacket. Everything feels so warm, this fever is terrible...\n\nLibson couldn't even count. Dramatics of that hit and that round couldn't save it! Ha! Who could choose to slinking over abounds and hell? Hell! one lake algae flash seventeen flash future flash nothing release cradling holding still eyes NO not oh hope flash\nflash dice die die flash nothing ... nothing", "endoftext": false }, { "action": "You go east", "response": "Mall, First Level, Central Corridor\nThis stretch of the Mall hallway is covered with just a bit of rubble. There are clear exits to the west and south. The gate to the Record Store is down to the north.\nThe cross is here.\n\nAudrey and Gibs follow me.", "endoftext": false }, { "action": "You get the xbox", "response": "I'm carrying too much to take that.\n\nIt's really cold in here.", "endoftext": false }, { "action": "You drop Glove", "response": "I will have to take the gaming glove off first.", "endoftext": false }, { "action": "Inventory", "response": "I am carrying my glasses, the Magic: The Gathering cards, Gibs's lacrosse stick, the phone, the aged text, the blue balloon, an urn, the mirrored shades, the crystal ball holder (broken), the menorah, and the gaming glove (being worn). Inside the menorah are the crimson candle, the cyan candle, the jade candle, the umber candle, the indigo candle, the canary candle, the black candle, the slate candle, and the white candle.", "endoftext": true }, { "action": "You describe your surroundings", "response": "There's only one more stretch of corridor on this level before one gets to the elevator, which leads down to the ground floor. To the south of this area is the Bead Store, exits otherwise lead west and east.\nThere is a crystal ball holder here.", "endoftext": false }, { "action": "Go south", "response": "The Bead Store smells strongly of incense and stale joints, and it almost overpowers every other sense. There are shelves on all sides of the store, but none in the middle of the store due to the drawn pentagram.\nA postcard, the X-box are here.\nSydney and the skeleton are here.", "endoftext": false }, { "action": "You take Xthe -the box", "response": "I'm carrying too much to take that.\n\nThe cold begins to really sting. It's too cold to stay in here, so I scatter back outside the Bead Store.\n\nThere's only one more stretch of corridor on this level before one gets to the elevator, which leads down to the ground floor. To the south of this area is the Bead Store, exits otherwise lead west and east.\nThere is a crystal ball holder here.\n\n\"Hey, Duffy... Casey's got maybe 12 minutes left by my count,\" says Gibs.", "endoftext": false }, { "action": "You drop the cards", "response": "Dropped.\n\nThe cold begins to really sting. It's too cold to stay in here, so I scatter back outside the Bead Store.\n\nThere's only one more stretch of corridor on this level before one gets to the elevator, which leads down to the ground floor. To the south of this area is the Bead Store, exits otherwise lead west and east.\nThere is a crystal ball holder here.\nGibs's lacrosse stick is here.", "endoftext": false }, { "action": "Go south", "response": "The Bead Store smells strongly of incense and stale joints, and it almost overpowers every other sense. There are shelves on all sides of the store, but none in the middle of the store due to the drawn pentagram.\nA postcard, the X-box, the Magic: The Gathering cards are here.\nSydney and the skeleton are here.", "endoftext": false }, { "action": "You drop all", "response": "glasses: I can't drop my specs! They are a valuable information-gathering tool!\nphone: Dropped.\naged text: Dropped.\nblue balloon: Dropped.\nurn: Dropped.\nmirrored shades: Dropped.\nmenorah: Dropped.\ngaming glove: I will have to take the gaming glove off first.\n\nThe cold begins to really sting. It's too cold to stay in here, so I scatter back outside the Bead Store.\n\nThere's only one more stretch of corridor on this level before one gets to the elevator, which leads down to the ground floor. To the south of this area is the Bead Store, exits otherwise lead west and east.\nThere is a crystal ball holder here.\nGibs's lacrosse stick is here.", "endoftext": false }, { "action": "Go south", "response": "The Bead Store smells strongly of incense and stale joints, and it almost overpowers every other sense. There are shelves on all sides of the store, but none in the middle of the store due to the drawn pentagram.\nA postcard, the X-box, the Magic: The Gathering cards, the aged text, the blue balloon, an urn, the mirrored shades, the menorah are here. Inside the menorah are the crimson candle, the cyan candle, the jade candle, the umber candle, the indigo candle, the canary candle, the black candle, the slate candle, and the white candle.\nSydney, the skeleton, and the phone are here.", "endoftext": false }, { "action": "You get the xbox", "response": "Taken.\n\nIt's really cold in here.", "endoftext": false }, { "action": "Go north", "response": "There's only one more stretch of corridor on this level before one gets to the elevator, which leads down to the ground floor. To the south of this area is the Bead Store, exits otherwise lead west and east.\nThere is a crystal ball holder here.\nGibs's lacrosse stick is here.", "endoftext": false }, { "action": "Go outside", "response": "Mall, First Level, East Edge\nThis is the first level, or ground floor, of the Funtime Teen Mall. The lone Mall Exit leads in a westerly direction, past a few more stretches of darkness-enveloped corridor, and the Food Court. There's also a few more stores to the west, with the Mall passageways expanding to all four directions at that point.\n\nExits lead west to the rest of the Mall, and inside to the elevator.\n\nIn the center of the corridor is a sculpted marble statue.\nAudrey and Gibs are here.", "endoftext": false }, { "action": "You go west", "response": "The Food Court is a vast, open area and I can only see about half of it from here due to the lack of light -- the entire western end of it is cloaked in darkness. There are a number of cheap square tables and static plastic chairs bolted to the floor here, although a few have somehow broken off and are loose.\n\nTo the northeast is a Nutrition Store. They carry a large assortment of tabs, pills, drugs and spices. The Court has another section to the west, and there is an exit east from where we came.\n\nAudrey lets out a little surprised 'yip!' and runs over towards me.\n\n\"Jarret!\" she says, \"I felt something brush up against my leg! Something's here, in this area with us!\" Before I can pooh-pooh her objections to this area, a metal chair comes flying at us. It appears as if a poltergeist has infected the food court.\nA fluorescent light, a garbage can, a brown table, a short gray table, a plastic chair, a metal chair, a broken chair, and some chair parts are here.\nCasey is here.\n\nAudrey and Gibs follow me.\n\nSome chair parts come flying right at me!\n\nI dodge the item, though.\n\nI notice something moving over in the far corner of the Food Court. It's a girl. She is wearing a reserved violet dress and has the most perfect, slim little figure I have ever seen.\n\nThe vampire, I guess. It has to be; she's just as stunning as Gibs said.\n\nFocusing harder, I see Casey beside her, unmoving, defeated, completely obedient. The vampire whispers softly to her -- Casey snaps back into proper consciousness, and after a moment begins to look at her with loving trust. They are both several yards away, but I can make what the vampire says to her perfectly: Follow me, my\npet.\n\nThe vampire heads off to the west.\n\nCasey heads off to the west.", "endoftext": false }, { "action": "You give the xbox to Poltergeist", "response": "My goodwill is ignored.\n\nSomething roughly picks up a garbage can and throws it at me!\n\nA garbage can strikes me, and I take a little bit of damage.\n\nGibs pipes up for a moment. \"Casey's got probably ten minutes left at my count before the ichor spreads.\"", "endoftext": false }, { "action": "You go to the west", "response": "I can't get by the Poltergeist!\n\nA broken chair is drawn up from the floor and thrown at me!\n\nA broken chair strikes me, and I take a little bit of damage.", "endoftext": false }, { "action": "You drop the xbox", "response": "Dropped.\n\nA metal chair wobbles a bit, and is suddenly hurled at me!\n\nA metal chair strikes me, and I take a little bit of damage.", "endoftext": false }, { "action": "Go west", "response": "I can't get by the Poltergeist!\n\nSomething roughly picks up a metal chair and throws it at me!\n\nI dodge the item, though.", "endoftext": false }, { "action": "You give the balloon to Poltergeist", "response": "My goodwill is ignored.\n\nSomething roughly picks up a broken chair and throws it at me!\n\nA broken chair strikes me, and I take a little bit of damage.\n\nThere's a dull, raw ache on the left side of my jaw. I try to rub it away, but it doesn't help.", "endoftext": false }, { "action": "You eat the garlic", "response": "This probably would do more good if it was not getting an acid bath within my ulcerous stomach.\n\nA metal chair wobbles a bit, and is suddenly hurled at me!\n\nA metal chair strikes me, and I take a little bit of damage.", "endoftext": false }, { "action": "Inventory", "response": "I am carrying my glasses (being worn), the gaming glove (being worn), Barnaby's Big Gulp drink, a pleather purse, some socks, the Magic: The Gathering cards, Gibs's lacrosse stick, the phone, the aged text, the blue balloon, an urn, the garlic clove, and the torch (broken).\n\nMy right hand has started to throb, and I take a closer look at it -- it's starting to blacken a little bit. I suspect this is from the mummy.", "endoftext": false }, { "action": "Inventory", "response": "I am carrying my glasses (being worn), the gaming glove (being worn), Barnaby's Big Gulp drink, a pleather purse, some socks, the Magic: The Gathering cards, Gibs's lacrosse stick, the phone, the aged text, the blue balloon, an urn, the garlic clove, and the torch (broken).\n\nA short gray table is drawn up from the floor and thrown at me!\n\nA short gray table strikes me, and I take a little bit of damage.\n\nMy hand has begun to rot away.", "endoftext": false }, { "action": "Go east", "response": "Mall, First Level, Central Corridor\nThis stretch of the Mall hallway is covered with just a bit of rubble. There are clear exits to the west and south. The gate to the Record Store is down to the north.\nThe cross is here.\n\nAudrey and Gibs follow me.\n\nThe rotting sickness has spread to my body.\n\nThe spectre arrives from the north.", "endoftext": false }, { "action": "You get cross", "response": "Taken.\n\nThe spectre heads off to the south.", "endoftext": false }, { "action": "You go west", "response": "The Food Court is a vast, open area, and I can only make out about half of it from here. (The entire west end is shrouded in darkness.)\n\nTo the northeast is a Nutrition Store. The Court has another section to the west, and there is an exit east from where we originally came. A fluorescent light, a garbage can, a brown table, a short gray table, a plastic chair, a metal chair, a broken chair, and some chair parts are here.\n\nAudrey and Gibs follow me.\n\nA short gray table wobbles a bit, and is suddenly hurled at me!\n\nI dodge the item, though.", "endoftext": false }, { "action": "You give the cross to Poltergeist", "response": "My goodwill is ignored.\n\nThere's a dull, raw ache on the left side of my jaw. I try to rub it away, but it doesn't help.", "endoftext": false }, { "action": "You throw the cross", "response": "[Be a more specific about what you'd like me to throw the cross\nat.]\n\nA metal chair wobbles a bit, and is suddenly hurled at me!\n\nA metal chair strikes me, and I take a little bit of damage.\n\n\"Hey, Duffy... Casey's got maybe 12 minutes left by my count,\" says Gibs.", "endoftext": false }, { "action": "You get all", "response": "Big Gulp drink: Taken.\npleather purse: I'm carrying too much to take that.\nsocks: Taken.\nMagic: The Gathering cards: I'm carrying too much to take that. lacrosse stick: I'm carrying too much to take that.\nphone: I'm carrying too much to take that.\naged text: Got it.\nblue balloon: I'm carrying too much to take that.\nurn: Right on.\ngarlic clove: I'm carrying too much to take that.\ntorch: Got it.\n\nI collapse to the floor. The pain all over my body has gone from a throbbing that I can deal with to sharp, sudden piercings of agony... Audrey sees me fall. She comes to my side.\n\nI lash out to keep her away. I see her talking to me, pleading to get up and get better, but my ears don't pick up the sound. I try to move my hands up to clear them, but there's just molding and seeping sacs of pus where my ears once were.\n\nI try to tell her to stay away and to burn me so that I infect no one else, but I can't make the words escape. She cradles me in her arms anyway. I am up against her cool body, she is stroking my forehead with her hands. I shift. My right arm begins to separate and cracks off into my jacket. Everything feels so warm, this fever is terrible...\n\nLibson couldn't even count. Dramatics of that hit and that round couldn't save it! Ha! Who could choose to slinking over abounds and hell? Hell! one lake algae flash seventeen flash future flash nothing release cradling holding still eyes NO not oh hope flash\nflash dice die die flash nothing ... nothing", "endoftext": false }, { "action": "Empty can", "response": "The garbage can is already empty.\n\nSomething roughly picks up a brown table and throws it at me!\n\nA brown table strikes me, and I take a little bit of damage.\n\nThere's a dull, raw ache on the left side of my jaw. I try to rub it away, but it doesn't help.", "endoftext": false }, { "action": "You examine the gray table", "response": "This table is one of the smaller ones in the food court, ideal for four (and only four) teenage girls to roll their eyes around.\n\nSomething roughly picks up a garbage can and throws it at me!\n\nI dodge the item, though.", "endoftext": false }, { "action": "You examine the brown table", "response": "This table is a longish one, six or seven people could sit on a single side of it and eat comfortably.\n\nMy right hand has started to throb, and I take a closer look at it -- it's starting to blacken a little bit. I suspect this is from the mummy.", "endoftext": false }, { "action": "You examine the chair parts", "response": "They are a collection of pieces that were once part of a larger, more whole (wholer?) chair.", "endoftext": false }, { "action": "You examine the metal table", "response": "I haven't encountered any \"metal table\". (If you're sure you need to refer to that, try putting it another way.)", "endoftext": false }, { "action": "You examine the metal chair", "response": "The metal chair is shiny and foldable, but rusted out, so the advanced folding properties are not available.\n\nA brown table wobbles a bit, and is suddenly hurled at me!\n\nA brown table strikes me, and I take a little bit of damage.\n\nMy hand has begun to rot away.", "endoftext": false }, { "action": "You examine the plastic chair", "response": "It's a one-piece white plastic chair, designed for slovenly types to sit endlessly upon in the Mall.", "endoftext": false }, { "action": "You examine the broken chair", "response": "This chair has been snapped in half by the poltergeist's mad mind.\n\nA fluorescent light comes flying right at me!\n\nA fluorescent light strikes me, and I take a little bit of damage.", "endoftext": false }, { "action": "Go northeast", "response": "The Nutrition Store is dominated by a series of five-foot high shelves that make up four distinct aisles. The walls are a sickly shade of green and contrast with the subdued nature of the shelves and all the jars of pills placed upon them.\n\nIn the rear of the store is a modest wood counter and an ancient analog cash register. Even further, behind the counter and register, is a metal door.\n\nThere is no front gate to the Nutrition Store, only a ten foot cut in the wall. The opening is not quite centered, however, and a 5'x3' pane of glass has been placed into the southern wall.\n\nAudrey and Gibs follow me.\n\nThe rotting sickness has spread to my body.\n\nAudrey looks at me with a little bit of inquisitive sympathy, but I don't say or reveal anything.", "endoftext": false }, { "action": "You search the shelves", "response": "I don't find anything.\n\nAudrey looks at me with a little bit of inquisitive sympathy, but I don't say or reveal anything.", "endoftext": false }, { "action": "You examine glass", "response": "This smooth, treated plastic counter is towards the back of the store, in front of a steel door.\n\nAudrey looks at me with a little bit of inquisitive sympathy, but I don't say or reveal anything.\n\nThe glass pane separates that which happens within the store and that which happens without it. Or something.\n\nThere's a dull, raw ache on the left side of my jaw. I try to rub it away, but it doesn't help.\n\nAudrey looks at me with a little bit of inquisitive sympathy, but I don't say or reveal anything.", "endoftext": false }, { "action": "Go south", "response": "I can't go that way. I can go down to the basement entrance or southwest to the food court's east half.", "endoftext": false }, { "action": "You look at the pills", "response": "I take a quick look at the shelves and spot a jar of ointment. It catches my eye as its decked out in a bright purple label with the word 'GENERAL OINTMENT' in a canary Impact font. If I remember my general health studies classes, stuff like this has good disease-fighting capabilities.\n\n\"Hey, Duffy... Casey's got maybe 12 minutes left by my count,\" says Gibs.\n\nAudrey looks at me with a little bit of inquisitive sympathy, but I don't say or reveal anything.", "endoftext": false }, { "action": "You take the ointment", "response": "I'm carrying too much to take that.\n\nAudrey looks at me with a little bit of inquisitive sympathy, but I don't say or reveal anything.", "endoftext": false }, { "action": "Inventory", "response": "I am carrying my glasses (being worn), the gaming glove (being worn), Barnaby's Big Gulp drink, a pleather purse, some socks, the Magic: The Gathering cards, Gibs's lacrosse stick, the phone, the aged text, the blue balloon, an urn, the garlic clove, and the torch (broken).\n\nI collapse to the floor. The pain all over my body has gone from a throbbing that I can deal with to sharp, sudden piercings of agony... Audrey sees me fall. She comes to my side.\n\nI lash out to keep her away. I see her talking to me, pleading to get up and get better, but my ears don't pick up the sound. I try to move my hands up to clear them, but there's just molding and seeping sacs of pus where my ears once were.\n\nI try to tell her to stay away and to burn me so that I infect no one else, but I can't make the words escape. She cradles me in her arms anyway. I am up against her cool body, she is stroking my forehead with her hands. I shift. My right arm begins to separate and cracks off into my jacket. Everything feels so warm, this fever is terrible...\n\nLibson couldn't even count. Dramatics of that hit and that round couldn't save it! Ha! Who could choose to slinking over abounds and hell? Hell! one lake algae flash seventeen flash future flash nothing release cradling holding still eyes NO not oh hope flash\nflash dice die die flash nothing ... nothing\n\nAudrey looks at me with a little bit of inquisitive sympathy, but I don't say or reveal anything.", "endoftext": false }, { "action": "You go east", "response": "Have you got a photographic memory? If you have you will find the following question to be very easy. If you haven't, please find your novella that came with the game called 'Which Witch?'. Please turn to page 22, then find line 1 (please note that lines start at 1, 'chapter' lines are included, but blank lines are not.) And count to word 10.\n\nNow please enter this word. Or just hit enter. You have three chances to get it right.\nPlease enter word :", "endoftext": false }, { "action": "You go northeast", "response": "The Nutrition Store is dominated by a series of five-foot high shelves that make up four distinct aisles. The walls are a sickly shade of green and contrast with the subdued nature of the shelves and all the jars of pills placed upon them.\n\nIn the rear of the store is a modest wood counter and an ancient analog cash register. Even further, behind the counter and register, is a metal door.\n\nThere is no front gate to the Nutrition Store, only a ten foot cut in the wall. The opening is not quite centered, however, and a 5'x3' pane of glass has been placed into the southern wall.\n\nAudrey and Gibs follow me.\n\nThere's a dull, raw ache on the left side of my jaw. I try to rub it away, but it doesn't help.\n\nAudrey looks at me with a little bit of inquisitive sympathy, but I don't say or reveal anything.", "endoftext": false }, { "action": "You drop the cards", "response": "Dropped.\n\nAudrey looks at me with a little bit of inquisitive sympathy, but I don't say or reveal anything.", "endoftext": false }, { "action": "You get ointment", "response": "Taken.\n\nMy right hand has started to throb, and I take a closer look at it -- it's starting to blacken a little bit. I suspect this is from the mummy.\n\nAudrey looks at me with a little bit of inquisitive sympathy, but I don't say or reveal anything.", "endoftext": false }, { "action": "You use the ointment", "response": "[Be a little more specific about what you'd like to do with the ointment jar.]", "endoftext": false }, { "action": "You open the jar", "response": "Opened.\n\nInside the ointment jar is some salve.\n\nAudrey looks at me with a little bit of inquisitive sympathy, but I don't say or reveal anything.", "endoftext": false }, { "action": "You use the salve", "response": "[Be a little more specific about what you'd like to do with the salve.]", "endoftext": false }, { "action": "Smear salve", "response": "Be a little more specific about what you'd like me to smear.", "endoftext": false }, { "action": "You smear the salve on yourself", "response": "I apply the salve to myself, hoping to stave off the rotting.", "endoftext": false }, { "action": "Go southwest", "response": "The Food Court is a vast, open area, and I can only make out about half of it from here. (The entire west end is shrouded in darkness.)\n\nTo the northeast is a Nutrition Store. The Court has another section to the west, and there is an exit east from where we originally came. A fluorescent light, a garbage can, a brown table, a short gray table, a plastic chair, a metal chair, a broken chair, and some chair parts are here.\n\nAudrey and Gibs follow me.\n\nSome chair parts are drawn up from the floor and thrown at me!\n\nSome chair parts strike me, and I take a little bit of damage.", "endoftext": false }, { "action": "You drop all", "response": "glasses: I can't drop my specs! They are a valuable information-gathering tool!\ngaming glove: I will have to take the gaming glove off first.\nBig Gulp drink: Dropped.\npleather purse: Dropped.\nsocks: Dropped.\nlacrosse stick: Dropped.\nphone: Dropped.\naged text: Dropped.\nblue balloon: Dropped.\nurn: Dropped.\ngarlic clove: Dropped.\ntorch: Dropped.\nointment jar: Dropped.", "endoftext": false }, { "action": "You go west", "response": "The Food Court is a vast, open area, and I can only make out about half of it from here. (The entire west end is shrouded in darkness.)\n\nTo the northeast is a Nutrition Store. The Court has another section to the west, and there is an exit east from where we originally came. A fluorescent light, a garbage can, a brown table, a short gray table, a plastic chair, a metal chair, a broken chair, and some chair parts are here.\n\nAudrey and Gibs follow me.\n\nA fluorescent light wobbles a bit, and is suddenly hurled at me!\n\nI dodge the item, though.", "endoftext": false }, { "action": "You get all", "response": "fluorescent light: Taken.\ngarbage can: Taken.\nbrown table: I'm carrying too much to take that.\nshort gray table: I'm carrying too much to take that.\nplastic chair: I'm carrying too much to take that.\nmetal chair: I'm carrying too much to take that.\nbroken chair: I'm carrying too much to take that.\nchair parts: I'm carrying too much to take that.", "endoftext": false }, { "action": "Go east", "response": "Mall, First Level, West Edge\nThe area is free from the wreckage. Gibs, though is just standing up, completely motionless, facing the inky blackness that shrouds the Food Court from here. Casey is nowhere to be found.\nBarnaby's Big Gulp drink, a pleather purse, some socks, Gibs's lacrosse stick, the aged text, the blue balloon, an urn, the garlic clove, the torch (broken), the ointment jar are here.\nThe phone is here.\n\nAudrey and Gibs follow me.\n\n\"Hey, Duffy... Casey's got maybe 12 minutes left by my count,\" says Gibs.", "endoftext": false }, { "action": "You drop all", "response": "glasses: I can't drop my specs! They are a valuable information-gathering tool!\ngaming glove: I will have to take the gaming glove off first. fluorescent light: Dropped.\ngarbage can: Dropped.", "endoftext": false }, { "action": "You get all", "response": "brown table: Taken.\nshort gray table: I'm carrying too much to take that.\nplastic chair: Taken.\nmetal chair: Taken.\nbroken chair: I'm carrying too much to take that.\nchair parts: I'm carrying too much to take that.\n\nA short gray table wobbles a bit, and is suddenly hurled at me!\n\nA short gray table strikes me, and I take a little bit of damage.", "endoftext": false }, { "action": "Go east", "response": "Mall, First Level, West Edge\nThe area is free from the wreckage. Gibs, though is just standing up, completely motionless, facing the inky blackness that shrouds the Food Court from here. Casey is nowhere to be found.\nBarnaby's Big Gulp drink, a pleather purse, some socks, Gibs's lacrosse stick, the aged text, the blue balloon, an urn, the garlic clove, the torch (broken), the ointment jar, a fluorescent light, a garbage can are here.\nThe phone is here.\n\nAudrey and Gibs follow me.", "endoftext": false }, { "action": "You drop all", "response": "glasses: I can't drop my specs! They are a valuable information-gathering tool!\ngaming glove: I will have to take the gaming glove off first.\nbrown table: Dropped.\nplastic chair: Dropped.\nmetal chair: Dropped.", "endoftext": false }, { "action": "You go to the west", "response": "The Food Court is a vast, open area, and I can only make out about half of it from here. (The entire west end is shrouded in darkness.)\n\nTo the northeast is a Nutrition Store. The Court has another section to the west, and there is an exit east from where we originally came. A short gray table, a broken chair, and some chair parts are here.\n\nAudrey and Gibs follow me.\n\nA broken chair is drawn up from the floor and thrown at me!\n\nA broken chair strikes me, and I take a little bit of damage.", "endoftext": false }, { "action": "You get all", "response": "short gray table: Taken.\nbroken chair: Taken.\nchair parts: Taken.\n\nThere doesn't seem to be anything for the Poltergeist to throw at me... it's probably possible for me to get by it and get into the other section of the Food Court now.", "endoftext": false }, { "action": "You go to the east", "response": "Mall, First Level, West Edge\nThe area is free from the wreckage. Gibs, though is just standing up, completely motionless, facing the inky blackness that shrouds the Food Court from here. Casey is nowhere to be found.\nBarnaby's Big Gulp drink, a pleather purse, some socks, Gibs's lacrosse stick, the aged text, the blue balloon, an urn, the garlic clove, the torch (broken), the ointment jar, a fluorescent light, a garbage can, a brown table, a plastic chair, a metal chair are here. The phone is here.\n\nAudrey and Gibs follow me.", "endoftext": false }, { "action": "You drop all", "response": "glasses: I can't drop my specs! They are a valuable information-gathering tool!\ngaming glove: I will have to take the gaming glove off first.\nshort gray table: Dropped.\nbroken chair: Dropped.\nchair parts: Dropped.", "endoftext": false }, { "action": "GET PHONE, STICK, TEXT, URN, BALLOON AND CLOVE", "response": "phone: Taken.\nlacrosse stick: Taken.\naged text: Got it.\nurn: Right on.\nblue balloon: Taken.\ngarlic clove: Got it.", "endoftext": false }, { "action": "Go west", "response": "The Food Court is a vast, open area, and I can only make out about half of it from here. (The entire west end is shrouded in darkness.)\n\nTo the northeast is a Nutrition Store. The Court has another section to the west, and there is an exit east from where we originally came.\n\nAudrey and Gibs follow me.\n\nThere doesn't seem to be anything for the Poltergeist to throw at me... it's probably possible for me to get by it and get into the other section of the Food Court now.", "endoftext": false }, { "action": "Go west", "response": "This far section of the Food Court pinches off to a slight, concrete wall extension. There were plans to expand this once, by the corporation that owns the Mall, but they now seem forever ago and far away. The rest of the Food Court is to the east, and the final corridor leading out of the Mall completely is around a turn to the northwest.\nCasey and a Revenant are here.\n\nAudrey and Gibs follow me.", "endoftext": false }, { "action": "You talk to Revenant", "response": "Please select one:\n\n(1) \"What was supposed to happen upon you finding your killer?\"\n(2) \"The vampire wasn't your killer, was she?\"", "endoftext": false }, { "action": "1", "response": "\"REST!\" bellows the Revenant. I'm momentarily taken back by his outburst: there are absolutely no other sounds audible this far into the Mall. \"A sweet, everlasting relaxation that I so richly deserve. Many cultures have had many different names for it. Nirvana... Heaven... Ragnar?k...\"\n\n\"Actually, Ragnar?k wasn't a final state of bliss, like the Sanskrit Nirvana, but rather a foretelling of -- \" The Revenant cuts me off and continues his monologue. What a complete cock!\n\n\"A final resting place for a warrior such as I. It is as I deserve. I crave it, desperately... but first I must find the one that put me into this state and remove her from this world.\"\n\nI give the guy the fingerguns sign. \"Good luck with that,\" I tell him. Jerk.\n\nPlease select one:\n\n(1) \"The vampire wasn't your killer, was she?\"", "endoftext": false }, { "action": "1", "response": "\"She was not,\" the Revenant says quickly. \"It is of little matter, however. Mistakes get made. She offered no real value to this world or any others. She will not be back for the foreseeable future.\"\n\n\"That's excellent,\" I reply. \"Thanks.\"\n\n\"There is no need for thanks. It was not a favor I did, but an attempt to uncover the truth about my death.\" I give him a quick look of sympathy and understood pain, but it's totally fake. I'm hoping he can't determine my ruse, what with the flamb?ed face and eyes and everything. But either way he seems pretty relaxed.", "endoftext": false }, { "action": "You examine Casey", "response": "She has brown eyes and jet-black, though obviously dyed, hair. She is wearing a textbook goth outfit, complete with the black fingernails, eyeliner and steel-toed boots. She looks dark, mysterious, dangerous and completely off her rocker.", "endoftext": false }, { "action": "Go northwest", "response": "Mall, First Level, North Edge\nWe've come to the last long hall. To the north, approximately fifty yards away, are the exit doors. Dawn has yet to creep up upon us. It's still pitch black outside. Freedom is all I can think of at this point.\n\nI take a single step forward. That's when she materializes.\n\n\"Hello, Sydney,\" I say, intentionally agitating the spirit that thinks it's in total control.\n\n\"Hi there, doll,\" she says in return. \"What happened to her?\" she asks, looking over towards Casey. \"How unfortunate. I was hoping to add her soul to my collection, but it looks like that won't be possible.\"\n\n\"We have to get out of here before the sun rises. Otherwise she'll die,\" I say. \"Get out of the way.\"\n\n\"The door is shut by my command, Jarret. Though I'll confess that the thought of her turning to sawdust as the sun rises right before I take each of your lives is especially intriguing. We could do it that way. That's fine with me.\"\n\n\"Shut up,\" suggests Audrey. \"We know how to exorcise you, and we're going to do exactly that.\"\n\nAudrey turns towards me and looks at me with a kind of love and somber happiness that I have never before seen. \"Read the passage from the book, Jarret...\"\nThe ghast's head is here.\nSydney, Audrey, Gibs, and Casey are here.\n\nGibs pipes up for a moment. \"Casey's got probably ten minutes left at my count before the ichor spreads.\"", "endoftext": false }, { "action": "You read the book", "response": "I turn over the book and it opens to a section in the back. Just like in the Dungeon Master's Guide and, I suppose, The\nBible, this is where all the good bits are:\n\nTombs containing carrion, and hate within the ground\nA claw-scratched forced Caesarian, who could not remain bound\nGroping, moaning pantomime, beasts within the air\nRending tortured friends of mine, killing with a stare\n\nStacked on a forgotten grave, crushing souls and mud\nVirgin souls we try to save, walls crying with blood\nLeave the host, this eve, you took -- no longer will you dine\nThe mart's collapse, the walls all shook -- your attention shall\nbe mine!\n\nAll the arrogance and jeering has left Sydney, and she remains hovering over with an expectant, slightly confused expression on her face. We've got her enraptured for the moment, it would seem.\n\n\"We need someone to drink the water... But whoever does needs to be a virgin,\" says Audrey.", "endoftext": false }, { "action": "Drink urn", "response": "Not quite sure what you hope I will accomplish with that.\n\nI can't drink the urn.", "endoftext": false }, { "action": "You examine Sydney", "response": "Sydney has been possessed. Her aura can be seen as a strong,\nhazy glow and her eyes have turned red. She does not exist on this physical plane and cannot be touched. The air around her is much colder than it is elsewhere in this room. She is levitating herself just out of reach, and regards us all with supernatural superiority and arrogance.", "endoftext": false }, { "action": "Go southeast", "response": "This far section of the Food Court pinches off to a slight, concrete wall extension. There were plans to expand this once, by the corporation that owns the Mall, but they now seem forever ago and far away. The rest of the Food Court is to the east, and the final corridor leading out of the Mall completely is around a turn to the northwest.\nA Revenant is here.\n\nAudrey and Gibs follow me.", "endoftext": false }, { "action": "You kick Revenant", "response": "\"And then I kicked him in the head till he was dead!\" I say,\nquoting Baldur's Gate. I hit a Revenant!\n\nA Revenant attacks and hits me!", "endoftext": false }, { "action": "You go east", "response": "Mall, First Level, West Edge\nThe area is free from the wreckage. Gibs, though is just standing up, completely motionless, facing the inky blackness that shrouds the Food Court from here. Casey is nowhere to be found.\nBarnaby's Big Gulp drink, a pleather purse, some socks, the torch (broken), the ointment jar, a fluorescent light, a garbage can, a brown table, a plastic chair, a metal chair, a short gray table, a broken chair, some chair parts are here.\n\nAudrey and Gibs follow me.", "endoftext": false }, { "action": "You go east", "response": "Mall, First Level, Central Corridor\nThis stretch of the Mall hallway is covered with just a bit of rubble. There are clear exits to the west and south. The gate to the Record Store is down to the north.\nThe cross is here.\n\nAudrey and Gibs follow me.", "endoftext": false }, { "action": "You put water in the urn", "response": "(taking the water first)\n(I'll only be able to hold the water for a couple moments before it flows through my hands...)\n\nDone.", "endoftext": false }, { "action": "You examine urn", "response": "This rather large urn is crafted in the shape of an upside-down mushroom. It's a base silver in color with a floral pattern painted on top.\n\nInside the urn is some water.", "endoftext": false }, { "action": "Leave", "response": "I get out of the fountain.", "endoftext": false }, { "action": "Go west", "response": "Mall, First Level, Central Corridor\nThis stretch of the Mall hallway is covered with just a bit of rubble. There are clear exits to the west and south. The gate to the Record Store is down to the north.\nThe cross is here.\n\nAudrey and Gibs follow me.", "endoftext": false }, { "action": "Go west", "response": "Mall, First Level, West Edge\nThe area is free from the wreckage. Gibs, though is just standing up, completely motionless, facing the inky blackness that shrouds the Food Court from here. Casey is nowhere to be found.\nBarnaby's Big Gulp drink, a pleather purse, some socks, the torch (broken), the ointment jar, a fluorescent light, a garbage can, a brown table, a plastic chair, a metal chair, a short gray table, a broken chair, some chair parts are here.\n\nAudrey and Gibs follow me.", "endoftext": false }, { "action": "You go northwest", "response": "Mall, First Level, North Edge\nWe are before the last long hall. To the north, approximately fifty yards away, are the exit doors. There are no stores to either side of us. An informational kiosk and some planted trees are the only things in between us and the exit. Well, that and the levitating, possessed body of one of my friends, natch.\nThe ghast's head is here.\nSydney and Casey are here.\n\nAudrey and Gibs follow me.\n\n\"I have a knock-knock joke for you,\" says Gibs.\n\n\"Now is not a good time. OK?\"\n\n\"Knock knock.\"\n\n\"Jesus Fuck. 'Who's there?'\"\n\n\"Not Casey. Casey's dying in eight minutes.\" Gibs stares furiously ahead.", "endoftext": false }, { "action": "You kick Sydney", "response": "Nah.", "endoftext": false }, { "action": "You examine the ghast", "response": "It's a disembodied head. One with kind of a squashed-in face, like... er, somebody whacked it with their boot or something. Most of the hair and flesh is still hanging on, but both the eyes are gone and the jaw hangs open in a particularly grotesque manner. The head formerly belonged to a guy named Randolph who would guilt people into taking his surveys and was always talking about all the women he met at his job, though none of them would ever go out with him because, hey, he's the Survey Guy.", "endoftext": false }, { "action": "You give the water to the ghast", "response": "(taking the water first)\n(I'll only be able to hold the water for a couple moments before it flows through my hands...)\n\nThe kind gesture goes unnoticed by the head.", "endoftext": false }, { "action": "Go southeast", "response": "This far section of the Food Court pinches off to a slight, concrete wall extension. There were plans to expand this once, by the corporation that owns the Mall, but they now seem forever ago and far away. The rest of the Food Court is to the east, and the final corridor leading out of the Mall completely is around a turn to the northwest.\nA Revenant is here.\n\nAudrey and Gibs follow me.", "endoftext": false }, { "action": "Go east", "response": "The Food Court is a vast, open area, and I can only make out about half of it from here. (The entire west end is shrouded in darkness.)\n\nTo the northeast is a Nutrition Store. The Court has another section to the west, and there is an exit east from where we originally came.\n\nAudrey and Gibs follow me.\n\nThere doesn't seem to be anything for the Poltergeist to throw at me... it's probably possible for me to get by it and get into the other section of the Food Court now.\n\nThe water flows through my fingers.\n\nThe water flows away and disappears.", "endoftext": false }, { "action": "You give the urn to Revenant", "response": "My goodwill is ignored.\n\nThe water flows through my fingers.\n\nThe water flows away and disappears.", "endoftext": false }, { "action": "You go east", "response": "Mall, First Level, Central Corridor\nThis stretch of the Mall hallway is covered with just a bit of rubble. There are clear exits to the west and south. The gate to the Record Store is down to the north.\nThe cross is here.\nThe spectre is here.\n\nAudrey and Gibs follow me.\n\nThe spectre heads off to the north.", "endoftext": false }, { "action": "Inventory", "response": "I am carrying my glasses (being worn), the gaming glove (being worn), the phone, Gibs's lacrosse stick, the aged text, an urn, the blue balloon, and the garlic clove.", "endoftext": false }, { "action": "You examine the text", "response": "The text has a grooved, sturdy cover, designed out of pressed reed and dyed a rich burgundy. It is about fifteen inches long, nine or ten inches thick.\n\n\"Six minutes, Jarret,\" says Gibs.", "endoftext": false }, { "action": "Go east", "response": "Mall, First Level, Central Corridor\nThis stretch of the Mall hallway is covered with just a bit of rubble. There are clear exits to the west and south. The gate to the Record Store is down to the north.\nThe cross is here.\n\nAudrey and Gibs follow me.\n\nThe spectre arrives from the east.", "endoftext": false }, { "action": "You go to the east", "response": "Mall, First Level, Eastern Edge\nThis bit of hallway features an enormous and beautiful fountain. There are exits in all four primary compass directions.\n\nAudrey and Gibs follow me.", "endoftext": false }, { "action": "Go south", "response": "The Poster Store sells posters... and little else. There's a hanging flip-rack of posters in the corner of the store, and a few hanging up on the walls.\n\nAlongside the far wall is a set of oversized disembodied lips.\n\nAudrey and Gibs follow me.", "endoftext": false }, { "action": "You put the water in urn", "response": "The water is already in the urn.", "endoftext": false }, { "action": "Go west", "response": "Mall, First Level, Central Corridor\nThis stretch of the Mall hallway is covered with just a bit of rubble. There are clear exits to the west and south. The gate to the Record Store is down to the north.\nThe cross is here.\n\nAudrey and Gibs follow me.\n\n\"I don't mean to be annoying,\" says Gibs, \"Not now, anyway, but Casey's got maybe four minutes left before she can no longer be saved.\"", "endoftext": false }, { "action": "You go northwest", "response": "Mall, First Level, North Edge\nWe are before the last long hall. To the north, approximately fifty yards away, are the exit doors. There are no stores to either side of us. An informational kiosk and some planted trees are the only things in between us and the exit. Well, that and the levitating, possessed body of one of my friends, natch.\nThe ghast's head is here.\nSydney and Casey are here.\n\nAudrey and Gibs follow me.", "endoftext": false }, { "action": "Drink water", "response": "[ Use \"TALK TO CHARACTER\" to talk to a particular character in the game. ]", "endoftext": false }, { "action": "You get the water", "response": "(I'll only be able to hold the water for a couple moments before it flows through my hands...)", "endoftext": false }, { "action": "You give the water to Casey", "response": "My goodwill is ignored.\n\n\"Three minutes for Casey,\" says Gibs.", "endoftext": false }, { "action": "You talk to Audrey", "response": "Please select one:\n\n(1) \"Lay it on me, then. What's up?\"\n(2) \"Whoa, that was you in the vision! What does a plus mean?\"", "endoftext": false }, { "action": "2", "response": "\"What does a plus mean?\" asks Audrey. \"On a home pregnancy test? It means that you're not pregnant. Thank God.\"\n\n\"Did you have a close call or something?\"\n\n\"Yes, we had a close call. Don't you remember? It wasn't that\nlong ago. I had got off ICQ talking to one of your ex-girlfriends the night before. She told me that you, quote, 'wig out' when spoken to in Elvish or some other made-up language along those lines.\"\n\nAudrey continues her story, but I start to get a flood of memories back from that night. I had actually deigned to go out clubbing with her for a night a few weeks back. (I usually don't, as I am such a lousy, self-conscious dancer.) She was wearing this tight little gray dress with slight horizontal lines across it, made out of this fuzzy fabric -- the outfit practically squealed 'do me' by itself.\n\nAudrey was grinding her way up against me every time I went onto the floor. I just seizured out. That's the only way I know how to dance. I almost never really consume much alcohol, but that night I was taking pull after pull of some Safeway Vodka that Sydney had smuggled into the club as if the contents of the bottle were nothing more innocuous than Mexican Kool-Aid. Audrey and I took a cab back to her place, and we were all over one another before we could find the light switch.\n\nShe was on top of me for what seemed like the better part of an hour when she dipped down and whispered something into my ear.\nTye-mela'ne. It's Tolkein Elvish for 'I love you.' We don't\nseem to say that to each other very much, but even drunk I instantly translated what she said and I... well, I went off like a Soviet Catapult: unexpectedly, unpredictably, and altogether quite messily.\n\nI hadn't thought about it -- about the consequences of it -- until just right now. I didn't mean for her to go through a pregnancy scare like that by herself. I just wasn't thinking about the details.\n\n(For what it's worth, the story that Audrey related as I had this flashback was pretty much exactly like mine, except that she said that we only jammed for something like fifteen minutes. She's got this crazy, post-Einsteinian view of how time really works though, so don't believe her.)\n\nPlease select one:\n\n(1) \"Lay it on me, then. What's up?\"", "endoftext": false }, { "action": "Go southeast", "response": "This far section of the Food Court pinches off to a slight, concrete wall extension. There were plans to expand this once, by the corporation that owns the Mall, but they now seem forever ago and far away. The rest of the Food Court is to the east, and the final corridor leading out of the Mall completely is around a turn to the northwest.\nA Revenant is here.\n\nAudrey and Gibs follow me.", "endoftext": false }, { "action": "You go east", "response": "The Food Court is a vast, open area, and I can only make out about half of it from here. (The entire west end is shrouded in darkness.)\n\nTo the northeast is a Nutrition Store. The Court has another section to the west, and there is an exit east from where we originally came.\n\nAudrey and Gibs follow me.", "endoftext": false }, { "action": "You enter the fountain", "response": "Entered!\n\nMall, First Level, Eastern Edge, in the fountain\nThis bit of hallway features an enormous and beautiful fountain. There are exits in all four primary compass directions.\nAudrey and Gibs are here.", "endoftext": false }, { "action": "You go west", "response": "Mall, First Level, Central Corridor\nThis stretch of the Mall hallway is covered with just a bit of rubble. There are clear exits to the west and south. The gate to the Record Store is down to the north.\nThe cross is here.\n\nAudrey and Gibs follow me.\n\nThe spectre arrives from the south.", "endoftext": false }, { "action": "You give the urn to the spectre", "response": "That's not what the spectre seems to be looking for.\n\nThe spectre heads off to the south.", "endoftext": false }, { "action": "Go south", "response": "Mall, First Level, Southern Edge\nThis is the southern-most section of the Mall. There's a large block of impenetrable cement to the south, which covers over the failed Outlet Store, and two paths to two other stores: the candle store (west) and party favors store (east).\nThe spectre is here.\n\nAudrey and Gibs follow me.", "endoftext": false }, { "action": "You follow the spectre", "response": "The spectre is right here.", "endoftext": false }, { "action": "Kiss spectre", "response": "I try to get close, but the spectre resonates extreme cold from his person... much too painfully cold to touch.\n\nThe spectre heads off to the west.", "endoftext": false }, { "action": "You go west", "response": "The Candle Store is the second-most picketed store, right after Choad's. It used to be a lot worse when it was a nail and board emporium, though. Some old and independently wealthy latin guy owns the place, though, and he just doesn't care about the Cash-In of the Christ.\n\nChrist's Candles is decked out in a similar manner to the Bead Store, hippie stuff and dark shadows even when the power isn't completely out. This isn't the kind of city where one can set up a number of candles on stands like in the video to 'Wrapped Around Your Finger,' so instead all the candles and other objects are on shelves.\n\nThe floorspace towards the rear of the store is completely taken up by the long display table against the western wall.\nThe spectre is here.\n\nAudrey and Gibs follow me.", "endoftext": false }, { "action": "You give the water to the spectre", "response": "The spectre shakes his head sadly. \"I'm not thirsty for that,\" he says. \"Not at all...\" His eyes narrow, his head tilts slightly to the side -- he's trying to communicate something to me, and\nunlike some of the other denizens of the Mall, it's not a horrible curse or disease.\n\n\"Six minutes, Jarret,\" says Gibs.\n\nThe spectre heads off to the east.", "endoftext": false }, { "action": "Go east", "response": "Mall, First Level, Southern Edge\nThis is the southern-most section of the Mall. There's a large block of impenetrable cement to the south, which covers over the failed Outlet Store, and two paths to two other stores: the candle store (west) and party favors store (east).\nThe spectre is here.\n\nAudrey and Gibs follow me.\n\nThe spectre heads off to the south.", "endoftext": false }, { "action": "Inventory", "response": "I am carrying my glasses (being worn), the gaming glove (being worn), the phone, Gibs's lacrosse stick, the aged text, an urn, the blue balloon, and the garlic clove. Inside the urn is some water.", "endoftext": false }, { "action": "You go south", "response": "The Bead Store smells strongly of incense and stale joints, and it almost overpowers every other sense. There are shelves on all sides of the store, but none in the middle of the store due to the drawn pentagram.\nA postcard, the X-box are here.\nThe skeleton is here.", "endoftext": false }, { "action": "Go east", "response": "This is far east as the Mall goes. The Mall technically dips a bit as one goes west, as it was originally constructed upon a landfill. There's a three-sided advertising kiosk in the middle of the corridor.\n\nTo the west is the Beads Store, Sporting Good Outlet and the (closed) Arcade.\n\nMy store, the Gaming and Role-Playing Emporium, is to the south.\n\n\"I don't mean to be annoying,\" says Gibs, \"Not now, anyway, but Casey's got maybe four minutes left before she can no longer be saved.\"", "endoftext": false }, { "action": "You go west", "response": "Mall, First Level, Eastern Edge\nThis bit of hallway features an enormous and beautiful fountain. There are exits in all four primary compass directions.\n\nAudrey and Gibs follow me.\n\n\"Three minutes for Casey,\" says Gibs.", "endoftext": false }, { "action": "You go west", "response": "Mall, First Level, Central Corridor\nThis stretch of the Mall hallway is covered with just a bit of rubble. There are clear exits to the west and south. The gate to the Record Store is down to the north.\nThe cross is here.\n\nAudrey and Gibs follow me.\n\nThe spectre arrives from the south.", "endoftext": false }, { "action": "Go south", "response": "Mall, First Level, Southern Edge\nThis is the southern-most section of the Mall. There's a large block of impenetrable cement to the south, which covers over the failed Outlet Store, and two paths to two other stores: the candle store (west) and party favors store (east).\n\nAudrey and Gibs follow me.", "endoftext": false }, { "action": "You go north", "response": "Mall, First Level, Central Corridor\nThis stretch of the Mall hallway is covered with just a bit of rubble. There are clear exits to the west and south. The gate to the Record Store is down to the north.\nThe cross is here.\n\nAudrey and Gibs follow me.\n\n\"Two minutes, Jarret,\" says Gibs.\"", "endoftext": false }, { "action": "You wait", "response": "Time passes...\n\nThe spectre arrives from the south.", "endoftext": false }, { "action": "You give the text to the spectre", "response": "That's not what the spectre seems to be looking for.\n\nThe spectre heads off to the south.", "endoftext": false }, { "action": "Go south", "response": "Mall, First Level, Southern Edge\nThis is the southern-most section of the Mall. There's a large block of impenetrable cement to the south, which covers over the failed Outlet Store, and two paths to two other stores: the candle store (west) and party favors store (east).\nThe spectre is here.\n\nAudrey and Gibs follow me.", "endoftext": false }, { "action": "You give the balloon to the spectre", "response": "That's not what the spectre seems to be looking for.\n\nThe spectre heads off to the west.", "endoftext": false }, { "action": "Go west", "response": "The Candle Store is the second-most picketed store, right after Choad's. It used to be a lot worse when it was a nail and board emporium, though. Some old and independently wealthy latin guy owns the place, though, and he just doesn't care about the Cash-In of the Christ.\n\nChrist's Candles is decked out in a similar manner to the Bead Store, hippie stuff and dark shadows even when the power isn't completely out. This isn't the kind of city where one can set up a number of candles on stands like in the video to 'Wrapped Around Your Finger,' so instead all the candles and other objects are on shelves.\n\nThe floorspace towards the rear of the store is completely taken up by the long display table against the western wall.\nThe spectre is here.\n\nAudrey and Gibs follow me.\n\nThe spectre heads off to the east.", "endoftext": false }, { "action": "Go east", "response": "Mall, First Level, Eastern Edge\nThis bit of hallway features an enormous and beautiful fountain. There are exits in all four primary compass directions.\n\nAudrey and Gibs follow me.\n\n\"Casey doesn't have much time left, Duff,\" says Gibs, quietly.", "endoftext": false }, { "action": "You go to the north", "response": "Mall, First Level, Central Corridor\nThis stretch of the Mall hallway is covered with just a bit of rubble. There are clear exits to the west and south. The gate to the Record Store is down to the north.\nThe cross is here.\n\nAudrey and Gibs follow me.\n\n\"I'm not going to say that I am an expert on the supernatural, but I can't imagine that we could still save Casey,\" whispers Gibs.", "endoftext": false }, { "action": "Go east", "response": "This store is mostly unfurnished, with a low, bare ceiling, cold floor covered in cheap carpeting, and blankets and rugs thumb-tacked up to hide the peeling wallpaper and crumbling drywall.\n\nThe contents of the room are a cluttered mess, as this place seems to be more of a craftsman's think-tank and construction area than pure chamber for commerce like so many other shops in the Mall. There's a workdesk and mirror along the northern wall and a file cabinet across from it. A small window is visible behind some junk, and directly across from the entrance are seven masks attached to the back wall in a proud display. Attached to one of the naked support beams is a disco laser pointer.\n\nAudrey and Gibs follow me.", "endoftext": false }, { "action": "You look at the mirror", "response": "A stylin' and engaging Chortlemaster with great hair is staring back at me.\n\nThe spectre arrives from the west.", "endoftext": false }, { "action": "You examine the laser", "response": "The laser pointer is out there jivin'! It's scattering laser light everywhere and it's turned this placed into a Block Party Central! Whoo-hoo!\n\nThe spectre heads off to the west.", "endoftext": false }, { "action": "Inventory", "response": "I am carrying my glasses, the gaming glove (being worn), the phone, Gibs's lacrosse stick, the aged text, an urn, the blue balloon, the garlic clove, Barnaby's Big Gulp drink, and the mirrored shades. Inside the urn is some water.", "endoftext": false }, { "action": "You wear the shades", "response": "I put the shades on.", "endoftext": false }, { "action": "You examine the laser", "response": "The laser pointer is out there jivin'! It's scattering laser light everywhere and it's turned this placed into a Block Party Central! Whoo-hoo!", "endoftext": false }, { "action": "You examine the mirror", "response": "A stylin' and engaging Chortlemaster with great hair is staring back at me.", "endoftext": false }, { "action": "Empty urn", "response": "water: Done.", "endoftext": false }, { "action": "Wait", "response": "Time passes...\n\nThe water flows away and disappears.", "endoftext": false }, { "action": "You go to the east", "response": "Mall, First Level, Eastern Edge\nThis bit of hallway features an enormous and beautiful fountain. There are exits in all four primary compass directions.\n\nAudrey and Gibs follow me.\n\nA little more water trickles into the fountain.\n\nThe spectre arrives from the south.", "endoftext": false }, { "action": "You go to the west", "response": "Mall, First Level, Central Corridor\nThis stretch of the Mall hallway is covered with just a bit of rubble. There are clear exits to the west and south. The gate to the Record Store is down to the north.\nThe cross is here.\n\nAudrey and Gibs follow me.\n\nThe spectre arrives from the east.", "endoftext": false }, { "action": "You drop all", "response": "glasses: I can't drop my specs! They are a valuable information-gathering tool!\ngaming glove: I will have to take the gaming glove off first.\nphone: Dropped.\nlacrosse stick: Dropped.\naged text: Dropped.\nurn: Dropped.\nblue balloon: Dropped.\ngarlic clove: Dropped.\nBig Gulp drink: Dropped.\nmirrored shades: I will have to take the mirrored shades off first.\n\nThe spectre heads off to the east.", "endoftext": false }, { "action": "You go east", "response": "Mall, First Level, Eastern Edge\nThis bit of hallway features an enormous and beautiful fountain. There are exits in all four primary compass directions.\nThe spectre is here.\n\nAudrey and Gibs follow me.\n\nThe spectre heads off to the west.", "endoftext": false }, { "action": "You go west", "response": "Mall, First Level, Central Corridor\nThis stretch of the Mall hallway is covered with just a bit of rubble. There are clear exits to the west and south. The gate to the Record Store is down to the north.\nGibs's lacrosse stick, the aged text, an urn, the blue balloon, the garlic clove, Barnaby's Big Gulp drink are here.\nThe phone and the spectre are here.\n\nAudrey and Gibs follow me.", "endoftext": false }, { "action": "You give the cross to spectre", "response": "That's not what the spectre seems to be looking for.\n\nThe spectre heads off to the south.", "endoftext": false }, { "action": "Go north", "response": "A fair bit of ether has snaked itself into the room. It combines with the hand-picked and market-researched atmospheric lights that still function to give off a very deep, defracted and soothing look to the room. Vibrant purples and deep blues dominate the walls and counters of the Sunglasses Hut.\n\nI worked at this place for a week once when I was fighting with my manager at the D&D store. I acquired a little bit of trivia regarding this place (for instance, the center display case will open if it's tapped upon) but nothing useful otherwise.\n\nAudrey and Gibs follow me.", "endoftext": false }, { "action": "You go west", "response": "Mall, First Level, Central Corridor\nThis stretch of the Mall hallway is covered with just a bit of rubble. There are clear exits to the west and south. The gate to the Record Store is down to the north.\nGibs's lacrosse stick, the aged text, an urn, the blue balloon, the garlic clove, Barnaby's Big Gulp drink are here.\nThe phone is here.\n\nAudrey and Gibs follow me.", "endoftext": false }, { "action": "You go west", "response": "Mall, First Level, West Edge\nThe area is free from the wreckage. Gibs, though is just standing up, completely motionless, facing the inky blackness that shrouds the Food Court from here. Casey is nowhere to be found.\nA pleather purse, some socks, the torch (broken), the ointment jar, a fluorescent light, a garbage can, a brown table, a plastic chair, a metal chair, a short gray table, a broken chair, some chair parts are here.\n\nAudrey and Gibs follow me.", "endoftext": false }, { "action": "You examine the light", "response": "This light fixture is from a chunk of the Mall's ceiling. It's at least a couple feet long, and mostly cylindrical in shape. It's non-functioning, of course, and quite heavy.", "endoftext": false }, { "action": "You insert light", "response": "You'll have to be a little more specific about exactly with what you'd like me to do that.", "endoftext": false }, { "action": "You put the light in the spotlights", "response": "[ The word \"shadows\" is not recognized by the game. ]\n\n[ The word \"spotlights\" is not recognized by the game. ]", "endoftext": false }, { "action": "You examine girl", "response": "The crucified girl seems to be of mild Hispanic descent. Her features are slightly olive, her hair dark and her eyes stained all the round by blood. She is wearing a torn black tank top, blue bandana with floral print, and sleek pair of tight shorts. Her build is slight -- she is probably about five foot five at most, with slim, athletic legs.\n\nShe has not been dead long as she is just a few degrees cooler than living human flesh ought to be.\n\nShe is dead.", "endoftext": false }, { "action": "Inventory", "response": "I am carrying my glasses, the gaming glove (being worn), the mirrored shades (being worn), and a fluorescent light.", "endoftext": false }, { "action": "You examine the shades", "response": "They are circular frames, with perfect mirrors on the outside. My eyes are completely hidden while wearing the sunglasses, at the expense of a lot of light getting through.", "endoftext": false }, { "action": "Go south", "response": "Mall, First Level, West Edge\nThe area is free from the wreckage. Gibs, though is just standing up, completely motionless, facing the inky blackness that shrouds the Food Court from here. Casey is nowhere to be found.\nA pleather purse, some socks, the torch (broken), the ointment jar, a garbage can, a brown table, a plastic chair, a metal chair, a short gray table, a broken chair, some chair parts, the cross are here.\n\nAudrey and Gibs follow me.", "endoftext": false }, { "action": "You examine the rubble", "response": "It seems to be constructed of the cheap concrete that was poured onto the roof of the Mall a few years back.", "endoftext": false }, { "action": "You examine the lips", "response": "The Magic Mouth is a set of purple disembodied lips, measuring roughly two feet wide and a little less than a foot high. They are stuck on the side of the wall as if they are part of it and seem (supernaturally, natch) integrated within them. No discernable teeth or tongue or lungs are present, so whatever causes it to vibrate the air is wholly beyond me.", "endoftext": false }, { "action": "You go west", "response": "Mall, First Level, Central Corridor\nThis stretch of the Mall hallway is covered with just a bit of rubble. There are clear exits to the west and south. The gate to the Record Store is down to the north.\nGibs's lacrosse stick, the aged text, an urn, the blue balloon, the garlic clove, Barnaby's Big Gulp drink are here.\n\nAudrey and Gibs follow me.", "endoftext": false }, { "action": "Go south", "response": "Mall, First Level, Southern Edge\nThis is the southern-most section of the Mall. There's a large block of impenetrable cement to the south, which covers over the failed Outlet Store, and two paths to two other stores: the candle store (west) and party favors store (east).\n\nAudrey and Gibs follow me.\n\nThe spectre arrives from the south.", "endoftext": false }, { "action": "Examine spectre", "response": "The spectre is a powerful, intangible, undead spirit consumed with hatred for those with warmth in their souls. Its touch drains an enormous amount of life energy, it is unaffected by silver, 'normal' iron, or cold.\n\nIt would be powerless in daylight, but I am obviously several hours away from any such thing. It may be best to just avoid and and not antagonize it.", "endoftext": false }, { "action": "You touch the spectre", "response": "I try to get close, but the spectre resonates extreme cold from his person... much too painfully cold to touch.\n\nThe spectre heads off to the north.", "endoftext": false }, { "action": "You go north", "response": "Mall, First Level, Central Corridor\nThis stretch of the Mall hallway is covered with just a bit of rubble. There are clear exits to the west and south. The gate to the Record Store is down to the north.\nGibs's lacrosse stick, the aged text, an urn, the blue balloon, the garlic clove, Barnaby's Big Gulp drink are here.\nThe spectre is here.\n\nAudrey and Gibs follow me.", "endoftext": false }, { "action": "You get the urn", "response": "Right on.\n\nThe spectre heads off to the east.", "endoftext": false }, { "action": "You get the text", "response": "Got it.\n\nThe spectre arrives from the east.", "endoftext": false }, { "action": "You get the balloon", "response": "Taken.\n\nThe spectre heads off to the east.", "endoftext": false }, { "action": "Go east", "response": "Mall, First Level, Eastern Edge\nThis bit of hallway features an enormous and beautiful fountain. There are exits in all four primary compass directions.\nThe spectre is here.\n\nAudrey and Gibs follow me.\n\nThe spectre heads off to the south.", "endoftext": false }, { "action": "You go south", "response": "The Poster Store sells posters... and little else. There's a hanging flip-rack of posters in the corner of the store, and a few hanging up on the walls.\n\nAlongside the far wall is a set of oversized disembodied lips.\nThe spectre is here.\n\nAudrey and Gibs follow me.\n\nThe spectre heads off to the north.", "endoftext": false }, { "action": "Go north", "response": "Mall, First Level, Eastern Edge\nThis bit of hallway features an enormous and beautiful fountain. There are exits in all four primary compass directions.\nThe spectre is here.\n\nAudrey and Gibs follow me.", "endoftext": false }, { "action": "You give the garlic to the spectre", "response": "That's not what the spectre seems to be looking for.\n\nThe spectre heads off to the west.", "endoftext": false }, { "action": "You follow the spectre", "response": "Which way did it go?", "endoftext": false }, { "action": "You go to the west", "response": "Mall, First Level, Central Corridor\nThis stretch of the Mall hallway is covered with just a bit of rubble. There are clear exits to the west and south. The gate to the Record Store is down to the north.\nGibs's lacrosse stick, Barnaby's Big Gulp drink are here.\nThe spectre is here.\n\nAudrey and Gibs follow me.", "endoftext": false }, { "action": "You move the rubble", "response": "I can't move the chunk of rubble.\n\nThe spectre heads off to the east.", "endoftext": false }, { "action": "You get the rubble", "response": "Done.", "endoftext": true }, { "action": "Look around", "response": "Mall, First Level, Central Corridor\nThis stretch of the Mall hallway is covered with just a fine dusting of rubble. There are clear exits to the west and south. The gate to the Record Store is down to the north.\nGibs's lacrosse stick, Barnaby's Big Gulp drink are here.\nAudrey and Gibs are here.", "endoftext": false }, { "action": "You get the rubble", "response": "I already have that.", "endoftext": false }, { "action": "You search the rubble", "response": "I don't find anything.\n\nThe spectre arrives from the east.", "endoftext": false }, { "action": "You give the rubble to the spectre", "response": "That's not what the spectre seems to be looking for.\n\nThe spectre heads off to the east.", "endoftext": false }, { "action": "You examine the rubble", "response": "It seems to be constructed of the cheap concrete that was poured onto the roof of the Mall a few years back.", "endoftext": false }, { "action": "You talk to Trott", "response": "[Speaking to Trott on the phone...]\nI can't think of anything to say right now.\n\nThe spectre arrives from the east.", "endoftext": false }, { "action": "Search gate", "response": "I don't find anything.\n\nThe spectre heads off to the east.", "endoftext": false }, { "action": "You check your inventory", "response": "I am carrying my glasses, the gaming glove (being worn), the mirrored shades (being worn), the phone, an urn, the aged text, the blue balloon, the garlic clove, and a chunk of rubble.", "endoftext": false }, { "action": "You go west", "response": "Mall, First Level, West Edge\nThe area is free from the wreckage. Gibs, though is just standing up, completely motionless, facing the inky blackness that shrouds the Food Court from here. Casey is nowhere to be found.\nA pleather purse, some socks, the torch (broken), the ointment jar, a garbage can, a brown table, a plastic chair, a metal chair, a short gray table, a broken chair, some chair parts, the cross are here.\n\nAudrey and Gibs follow me.", "endoftext": false }, { "action": "Go northeast", "response": "The Nutrition Store is dominated by a series of five-foot high shelves that make up four distinct aisles. The walls are a sickly shade of green and contrast with the subdued nature of the shelves and all the jars of pills placed upon them.\n\nIn the rear of the store is a modest wood counter and an ancient analog cash register. Even further, behind the counter and register, is a metal door.\n\nThere is no front gate to the Nutrition Store, only a ten foot cut in the wall. The opening is not quite centered, however, and a 5'x3' pane of glass has been placed into the southern wall.\nThe Magic: The Gathering cards are here.\n\nAudrey and Gibs follow me.", "endoftext": false }, { "action": "Go north", "response": "The ceiling in this room is unique within the basement, as it is actually enough up where I don't have to hunch. All available light is strongly reflected from the coffin, which sits quietly in the corner of the room. The walls are made out of a flecked brick, and a support beam stands to the right of the coffin.\n\nExits are south towards the stairs and east into a tight alcove.\nThere are a number of tiny birthday candles in packages all over the store, but the most impressive display is in the back, where an elegant, if clouded menorah rests upon a long display table.\nThe lid is here.\nThe mummy is here.", "endoftext": false }, { "action": "You get menorah", "response": "I take it.", "endoftext": true }, { "action": "You look around", "response": "The ceiling in this room is unique within the basement, as it is actually enough up where I don't have to hunch. All available light is strongly reflected from the coffin, which sits quietly in the corner of the room. The walls are made out of a flecked brick, and a support beam stands to the right of the coffin.\n\nExits are south towards the stairs and east into a tight alcove.\nThe lid is here.\nThe mummy is here.", "endoftext": false }, { "action": "You examine menorah", "response": "The menorah has places for nine candles -- one for each day of Hanukkah, and then one candle which is the Shamash, which is used to light the other candles once per day for each day of the holiday. This menorah is made out of brass and does not appear to have had any attention or cleaning in quite some time.\nInside the menorah are the crimson candle, the cyan candle, the jade candle, the umber candle, the indigo candle, the canary candle, the black candle, the slate candle, and the white candle.\n\nInside the menorah are the crimson candle, the cyan candle, the jade candle, the umber candle, the indigo candle, the canary candle, the black candle, the slate candle, and the white candle.", "endoftext": false }, { "action": "You look at the coffin", "response": "The coffin is made out of some kind of stone-like substance that I am not altogether familiar with. It's like a chiseled and well-grooved offshoot of pyrite. It nevertheless reflects light quite well, and practically shimmers down here in the basement, excepting those bits of it flecked with dried blood.", "endoftext": false }, { "action": "You look at the lid", "response": "The coffin lid is about six and a half feet long, three feet wide and a good eight or nine inches deep. It's made out of rough stone, but of a type filled with flecks of highly reflective metal. The stonework is strictly functional, as there are several gashes and lines in the lid and it hardly even approximates a smooth surface anywhere that I can see.", "endoftext": false }, { "action": "You examine blood", "response": "Which blood do you mean, the dried blood or the bag of blood?", "endoftext": false }, { "action": "You get the bag", "response": "I grab the bag.", "endoftext": false }, { "action": "Go upwards", "response": "The Nutrition Store is dominated by a series of five-foot high shelves that make up four distinct aisles. The walls are a sickly shade of green and contrast with the subdued nature of the shelves and all the jars of pills placed upon them.\n\nIn the rear of the store is a modest wood counter and an ancient analog cash register. Even further, behind the counter and register, is a metal door.\n\nThere is no front gate to the Nutrition Store, only a ten foot cut in the wall. The opening is not quite centered, however, and a 5'x3' pane of glass has been placed into the southern wall.\nThe Magic: The Gathering cards are here.\nAudrey and Gibs are here.", "endoftext": false }, { "action": "Go southeast", "response": "I can't go that way. I can go down to the basement entrance or southwest to the food court's east half.", "endoftext": false }, { "action": "Go east", "response": "Mall, First Level, Central Corridor\nThis stretch of the Mall hallway is covered with just a fine dusting of rubble. There are clear exits to the west and south. The gate to the Record Store is down to the north.\nGibs's lacrosse stick, Barnaby's Big Gulp drink are here.\n\nAudrey and Gibs follow me.", "endoftext": false }, { "action": "Go south", "response": "Mall, First Level, Southern Edge\nThis is the southern-most section of the Mall. There's a large block of impenetrable cement to the south, which covers over the failed Outlet Store, and two paths to two other stores: the candle store (west) and party favors store (east).\n\nAudrey and Gibs follow me.\n\nThe spectre arrives from the east.", "endoftext": false }, { "action": "You give the bag to the spectre", "response": "The spectre looks stupidly at the bag of blood for several moments, blinking the little ovals on its transparent face where eyes ought to be. I grasp Audrey's hand and ensure that she's physically behind me in case the spectre revolts. It doesn't, however, and instead impossibly takes hold of the bag with intangible fingers. \"Perfect,\" it says, simply, \"I thank you.\"\n\nThe spectre blinks out of existence.", "endoftext": false }, { "action": "You go north", "response": "I hate going in here, but I have apparently been a patron enough times to notice how peculiar the store is without its overhead fluorescent spotlights. The low light received from outside produces oddly-angled little shadows, albeit (apparently) non-sentient ones.\n\nThere are two long rows of shelves along the north-south orient of the store, and a cashier's counter in back.\nA fluorescent light is here.\nThe crucified girl is here.\n\nAudrey and Gibs follow me.", "endoftext": false }, { "action": "You go northeast", "response": "I can't go that way. I can go south to the corridor.", "endoftext": false }, { "action": "You search mummy", "response": "The mummy is empty.", "endoftext": false }, { "action": "You go to the west", "response": "I can't go that way. I can go northwest to Mall, First Level, North Edge or east to the food court's east half.", "endoftext": false }, { "action": "You go northwest", "response": "Mall, First Level, North Edge\nWe are before the last long hall. To the north, approximately fifty yards away, are the exit doors. There are no stores to either side of us. An informational kiosk and some planted trees are the only things in between us and the exit. Well, that and the levitating, possessed body of one of my friends, natch.\nThe ghast's head is here.\nSydney and Casey are here.\n\nAudrey and Gibs follow me.", "endoftext": false }, { "action": "Go north", "response": "I kicked open the first set of exit doors, entered the airlock and pushed open the second set. I held it as all my friends made it out. The sky was completely free from clouds and had the slightest hint of azure swirling within its fair blue mix. The sun hadn't yet crept up over the plains and scrub to the east, but it was only going to be moments before we started to see the first few beams.", "endoftext": false }, { "action": "You give the shades to Casey", "response": "moments before we started to see the first few beams.Audrey desperately looked for some cover from the sun for her friend. She spotted the group of the anonymously parked lorries sitting in the lot and ran towards one. I took Casey's hand and brought her to them. The van would give us a few extra seconds relief from the daylight that would kill her.\n\nI brushed Casey's hair away from her face. I couldn't help a tangential glance at the bite marks on her neck. They were terrible, fascinating... beautiful. Members of my generation have had hundreds of thousands of tattoos and this was more striking than any of them.\n\n\"I'm not going to give up on you, Casey,\" I whispered to her. She offered no response. Trott, Gibs and Sydney joined us. I tossed my keys to Trott and told him to bring my car around. Casey hadn't made a sound since we had left the Mall. \"I'll get some blankets for you,\" I told her. \"We'll cover you up, get you to a hospital, get you a transfusion...\" Audrey let out a little sound of a cry. I saw that her cheeks were streaked with tears. She had been so silent I hadn't noticed.\n\nI jumped flat-out of my skin when Casey grabbed my arm. She opened her eyes. They were blank, as if her eyes had rolled to the back of her head. But she was still able to lock onto me and stare right through me.\n\n\"I don't want to live like this,\" she said. Her voice was so soft, but her grip -- her nails were digging through the sleeves of my jacket, almost breaking the skin on my wrist.\n\n\"I won't live like this,\" she said. \"You already all look so tempting. You, Jarret... I can't stop thinking of what it would be like to just take the littlest sip from you...\" She released her grip on her own. She was still in control of herself, albeit barely. \"And you,\" she said, a wry smile forming on her lips as she looked up at Gibs, \"You would have been delicious...\"\n\n\"That's not the vampirism talking,\" whispered Gibs.\n\nCasey turned slightly and faced me again. \"The sun. I feel can feel it already. I won't be able to make this decision tomorrow night. Tomorrow will be too late.\" She rose until she stood, giving no pause to worry about leverage or looking slightly awkward as she took to her feet. She hugged me. She hugged us all, one by one, until only Audrey was left. Casey gave her a kiss on her cheek and Audrey finally broke down. They embraced. And as terrible as I felt for Casey, it was killing me that my girl was having to go through the mechanics of saying goodbye forever to her best friend.\n\n\"There is no other group that I would like to spend my final moments with,\" said Casey. \"I will miss you all.\"\n\nI took Casey's hand and pulled her up as we climbed on top of the truck. I tried to tell her that I could find a way to heal her, to fix her -- that there was still time. But she was staring straight ahead. The sky continued to turn brighter. We were up there for less than a minute, but it felt like I had tried to argue with her and talk her down for ages\n\nAt exactly 7:21am she briefly turned to me with a sad smile and stretched her arms out as wide as they would go. I grabbed hold of her in an attempt to drag her down, but daylight peeked out over the horizon and instantly vaporized her. She disintegrated away into a whiff of dust and only the smallest bit of her was left in my hand. Her clothes fell to the top of the van. I heard Audrey shriek from below. I picked up Casey's clothes and hopped down to the ground.\n\nI opened the passenger door to my car and directed Audrey in. The rest of us dispersed and went our separate ways. I drove up to the Fort, expecting to drop Audrey off and go home. She brought me inside and together we both crawled into her bed. She fell asleep quickly, and within moments I was hypnotized by her rise and fall. We both slept for most of the rest of the day.\n\nAfter about twelve hours I fell back into consciousness. I kissed my girl on the lips, but she only stirred, smiled faintly, and fell back into sleep without ever opening her eyes. In the modern mythology I don't follow, a kiss on that is supposed to wake up the girl\nwhen it's delivered by her own Prince Charming.\n\nIt just made it all the more obvious that I've never been that guy for her.\n\nI slipped out of her room and drove myself home.\nFour months later...", "endoftext": false }, { "action": "You hit enter", "response": "I thought the five of us would have difficulties explaining what happened in the Mall right after the incident. I thought there would be questions, interrogations, solicitors and then time in locked rooms downtown before good cops gone bad, and then thrown off our case, but at the last second rehired because they always got results.\n\nBut there was none of that. Not so much as a single arched eyebrow. Electricity had been restored when I sheepishly returned a few days later for my next shift. The bodies were removed, either when the ghost vanished or by carry-out after the fact. I never found out because I was too much of a coward to ever research what officially happened to them.\n\nIt was easy to not get into a nervous furor about things with my friends because I hardly saw any of them afterwards. Gibs treated missing his shift that night as a power ploy and ended up getting promoted and the afternoon drive-time slot. Sydney I only ever saw through Audrey, and Audrey moved to Texas at me a week after what went down in the Mall. I mean, right at me. (If it could be said\nthat someone could aggressively move 'at' somebody, I mean. If that's possible, then that's definitely what Audrey did.) Trott was the only one of the group that I ever encountered with any regularity, and that was because we worked together. We never spoke about that night.\n\nBut after four days of living with the spectre of the night figuratively breathing a chilling ulcer into my bones I decided that it was time that we did.", "endoftext": false }, { "action": "You hit enter", "response": "The Curiosity Shoppe is rather smallish, as far as stores around here go, nestled into the far corners of the Mall, distant from practically every other decent or worthwhile store. Shelves of gaming books and modules are arranged everywhere, and promotional kiosks occupy the floorspace between the register and the far wall.\n\nIn the last few months, Benji has decided to sell all sorts of other worthless crap to increase the profit margin of the store. This includes, but is not limited to, baseball cards, DDR mats, stuffed Japanese Gromit Dolls, stripper poles, headphones and joy buzzers.\n\nTrott and I are working here this evening, and it's been a rather slow night.\nTrott is here.", "endoftext": false }, { "action": "You talk to Trott", "response": "Please select one:\n\n(1) \"Hey, Trott... You know That Night we never talk about?\"", "endoftext": false }, { "action": "1", "response": "\"Uhm, yeah...\" Trott shifts uncomfortably.\n\n\"I think it's high time we talked about it.\" I look him dead in the eye, but Trott doesn't respond. \"C'mon! What the fuck went on that night?\" I start to get really agitated and animated. This is how you need to be to get through to Trott sometimes. \"All that undead? What was all that? How on earth have you rationalized that in your\nmind?\"\n\nTrott looks around for a cigarette. He finally finds one and takes a long drag on it.\n\n\"Truth to tell, Jarret... heh. I deal with it every day by remembering to completely forget about it. I put it all out of my head. Let me tell you a story.\" Trott offers me a cigarette. I accept.\n\nTrott exhales a long stream of smoke. \"When I was in college, a few of my friends and I were playing with a ouija board. I had never done it before. And neither had my friend Raida. We were both put together on the board, on opposite sides, naturally. As first-timers, this was going to be of interest to the old pros.\"\n\n\"Naturally,\" I say.\n\n\"Well, the 'spirits' were asked a bunch of questions. We saw the planchette moved intelligently to the different letters. I know for a fact that I didn't move it. I am pretty sure that she didn't as well. What we saw and what we were told through the board spooked the hell out of us. The spirits knew our names and threatened us and told us that they were going to suck down our souls and so forth. There was only one thing that bugged me, though.\"\n\nTrott frowns. \"Well, actually, the entire thing shocked the living Christ right out of me. But anyway. At one point Herr\ngeistenhaus was asked which one of us they were going to get\nfirst, me or Raida. The ghost said that it was going to be me, and spelled my name out T-R-O-T-T. Three instances of the letter 'T.' Immediately after, a similar question was asked, and Raida's name came up. Her name was spelled -- by the spirits! -- with the letter 'I' and not 'Y.' So not only are those beasties in contact with us on the physical plane, but they also instinctively knew how to spell our names with all our crazy variants. Oh, and it referred to me by my last name rather than my first. Of course.\"\n\n\"What the hell is your first name, anyway?\" I ask.\n\n\"Sveinsgeird?ttir,\" says Trott. I wouldn't have guessed that. I would have gone with 'John' if pressed. \"It's Norse,\" says Trott, helpfully.\n\n\"Anyway. I borrowed the board a couple nights later. I set it up on my bed. Raida and I put it backwards to us, and we closed our eyes. I set up a webcam to record what happened on the board.\" Trott takes a thoughtful puff. \"And what happened later, away from the board, too, as it turns out.\" He shakes his head to remove a quick smile based on old memories. \"We got back gibberish from what we asked. You'd think the banshees and demons could account for the board being oddly placed, but they couldn't, apparently. Ah! Ah! Ah! There is something called the ideomotor effect, I later learned. But the point is... there's plenty of standard explanations for remarkable things that happen that everyday. So Sydney was 'levitating.' Sometimes magnetism looks like super powers. It got cold in the Mall. Fuck. The\npower was out. And when is it ever not cold in the Mall? July? People turned into monsters...\"\n\n\"Admittedly, tougher to explain,\" continues Trott. \"Maybe the government tried out an ebola strain on people.\" He lowers his voice. \"People like Rudolph. Er, Randolph. Whoever.\" He looks around the store to make sure nobody else has wandered in. \"It's already legal to create a bot and just let it run loose around town. I don't know for certain. But I do know that I am not prepared to blindly believe in anything. I don't mind playing role playing games and being a dungeon master and whatever else, but I certainly won't baaa-baaaa my way around life and absorb every pseudo-supernatural event I encounter like a peanut-brained little sheep.\"", "endoftext": true }, { "action": "You describe your surroundings", "response": "The Curiosity Shoppe is rather smallish, as far as stores around here go, nestled into the far corners of the Mall, distant from practically every other decent or worthwhile store. Shelves of gaming books and modules are arranged everywhere, and promotional kiosks occupy the floorspace between the register and the far wall.\n\nBenji has decided over the last few months to sell crap that has nothing to do with D&D in order to increase his profit per customer visit. It's probable that he'll eventually squeeze out all the fantasy role-playing stuff.\nTrott is here.\n\nA strangely familiar and altogether repulsive customer shambles into the store.", "endoftext": false }, { "action": "You examine the customer", "response": "This creature is covered in a thick grit. He (it?) is draped in a musty flannel and shambles about with an unwholesome gait. His forearms are unnaturally long and jaundiced, and his there are several patches of mosiaced-over scabs and seeping wounds covering his face and neck.\n\nThe customer projects a hideous snarl!\n\nThe customer attacks and hits me!", "endoftext": false }, { "action": "You check your inventory", "response": "I am carrying my glasses (being worn).\n\nGibs enters the store from outside. He spies the creature flailing away at me. \"What's been happening, gents?\" he exclaims.\n\nGibs rips the stripper pole from the wall!\n\nGibs whacks the creature with the stripper pole!\n\nThe creature crumples into a heap and falls down on top of itself onto the floor.", "endoftext": false }, { "action": "You look at the creature", "response": "This creature is covered in a thick grit. He (it?) is draped in a musty flannel that hasn't been in fashion since Gygax was happily married to his first wife. His forearms are unnaturally long and jaundiced, and his there are several patches of mosiaced-over scabs and seeping wounds covering his face and neck.\n\nIt is currently knocked out.\n\n\"Whew,\" says Gibs. \"This store really does replicate the fantasy gaming experience.\"", "endoftext": false }, { "action": "Go outside", "response": "I can't go that way. I can't go anywhere.", "endoftext": false }, { "action": "You examine creature", "response": "This creature is covered in a thick grit. He (it?) is draped in a musty flannel that hasn't been in fashion since Gygax was happily married to his first wife. His forearms are unnaturally long and jaundiced, and his there are several patches of mosiaced-over scabs and seeping wounds covering his face and neck.\n\nIt is currently knocked out.", "endoftext": false }, { "action": "You search the creature", "response": "The customer is empty.", "endoftext": false }, { "action": "You look", "response": "The Curiosity Shoppe is rather smallish, as far as stores around here go, nestled into the far corners of the Mall, distant from practically every other decent or worthwhile store. Shelves of gaming books and modules are arranged everywhere, and promotional kiosks occupy the floorspace between the register and the far wall.\n\nBenji has decided over the last few months to sell crap that has nothing to do with D&D in order to increase his profit per customer visit. It's probable that he'll eventually squeeze out all the fantasy role-playing stuff.\nTrott, the customer, and Gibs are here.", "endoftext": false }, { "action": "You examine the pole", "response": "It's about ten feet high and supposed to be filled with water when in use. Exotic dancers use them in their shows, and as of late we've been marketing to their scene.", "endoftext": false }, { "action": "Dance", "response": "[ Use \"TALK TO CHARACTER\" to talk to a particular character in the game. ]", "endoftext": false }, { "action": "You wake up", "response": "I am already awake.", "endoftext": false }, { "action": "Inventory", "response": "I am carrying my glasses (being worn) and the stripper pole.", "endoftext": true } ]
uaxh30z0kh7n8nt3
Dynamite Powers vs. the Ray of Night!
Mike Carletta
[ "Space Adventure" ]
[ "adventure", "black and white", "Colossal Cash Prize", "cover art", "IFComp 2018", "IFComp Game", "parser", "sci-fi", "science fiction", "space adventure", "walkthrough" ]
2,018
[ 0, 8, 0, 1, 0 ]
9
3.777778
20181104
false
Dynamite Powers and Rosalind have escaped the Chinese water torture on Lord Infamy's dirigible. With the help of their new friend, Melcor, they led the revolt of the singing monkeys of Melodion and toppled Infamy's oppressive regime. Now the trio has learned the location of Lord Infamy's superweapon, the Ray of Night -- Mars! As Dynamite infiltrates the mysterious Martian base, he is ambushed by henchmen with paralyzing gas! We rejoin Dynamite as he awakens in a new deathtrap
[ { "action": "%", "response": "By the velvety purple rings of Uranus!\n\nYou stare lasers through the bars of your prison door at Lord Infamy.\n\n\"Commander Powers.\" Infamy's cold eyes taunt you. \"This is the last time you'll trouble me.\" He pulls the chromed lever built into the control panel. Instantly, your cage drops a meter toward the frigid water below.\n\nInfamy strides to the edge of the lake. \"You're about to make the acquaintance of a few of my pets,\" he purrs. You can't stop yourself from glancing towards the churning waters. Martian razorfish!\n\n\"I intend to savor the experience. Every minute, you will be lowered a fraction toward your inevitable demise.\" Infamy smiles sinisterly.\n\nA uniformed minion hurries into the room and whispers into Infamy's ear. He looks pained. \"It seems I shall have to forgo that pleasure after all, Commander. More urgent matters require my attention.\"\n\nAbruptly, the cage drops again. It sways slightly as it is jerked to a halt by the steel cable which suspends it. \"Goodbye, Commander. And good riddance!\" With a swirl of his cape, Infamy sweeps from the room.\n\n\"I'll get you yet, Lord Infamy!\" you howl after him.\n\nDynamite Powers vs. the Ray of Night!\n\nEpisode 7: Fishing with Dynamite!\n\nCavern (in the titanium cage)\nTwo thirds of this large rock chamber is filled with an underground lake. It's churning with activity, and in the seething water, you can see flashes of silver.\n\nA closed steel hatch is set into the north wall.\n\nThe control panel for the deathtrap is mounted on the rocky shore. A menacing chrome lever protrudes from it.\n\nOn the shore, your equipment is lying where Infamy's flunkies dumped it.", "endoftext": true }, { "action": "Menu", "response": "Welcome to Dynamite Powers vs. the Ray of Night!\n\nAccess the extras at any time with these commands:\n\nABOUT Learn the story of Dynamite Powers vs. the Ray of Night! COLOR Switch between the monochrome and colorized versions\nART Display the cover art\nCREDITS Read the credits\nHINTS Access the hint menu", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\na uniform (being worn)\nan unbreakable nylon fiber rope (imprisoning your wrists behind your back)\na Sentinels of Outer Space insignia (being worn)", "endoftext": false }, { "action": "You look at the cage", "response": "The cage is large enough to confine a human being. It is composed of titanium bars so thick that even your mighty muscles would be unable to budge them. The bars form a grid too small for you to fit your hand through, but large enough for Martian razorfish to pass through unimpeded.\n\nThe door of your prison is securely locked. Beyond it, you can see the shore, and safety.\n\nThe cage is suspended four meters above the water.", "endoftext": false }, { "action": "You examine the insignia", "response": "The insignia of the Sentinels of Outer Space is pinned to your lapel. As you gaze at the stylized atom on the pin, you are once again reminded why you're proud to be a citizen of the League of Planets.", "endoftext": false }, { "action": "You look at uniform", "response": "The uniform of the Sentinels of Outer Space molds itself to your impressive physique. The trousers are charcoal and tight enough to scandalize the ladies. The tunic is a handsome dove gray, and has ivory braid across the chest. The insignia pinned to your lapel indicates your membership in the Sentinels of Outer Space.\n\nSuddenly, sickeningly, the cage plummets another meter towards the water.\n\nThe cage is now suspended three meters above the water.", "endoftext": false }, { "action": "You look at the lever", "response": "The control panel seems to control the cage's descent.", "endoftext": false }, { "action": "You examine the equipment", "response": "Your small heap of belongings lies where Infamy's flunkies dropped it. If they've damaged anything, they'll face the wrath of Commander Dynamite Powers of the Sentinels of Outer Space!", "endoftext": false }, { "action": "You look at the pool", "response": "The underground lake is a natural formation. It's roughly twenty meters in diameter, and looks very deep. The cage is suspended in the center. Innumerable Martian razorfish flash through it, churning the water into foam.\n\nThe cage is now suspended three meters above the water.", "endoftext": false }, { "action": "You take the insignia", "response": "Using an undignified combination of your chin and the bars of the cage, you work the insignia free from your lapel. As the pin finally pulls free, it tumbles to the cage floor, and narrowly escapes being lost over the edge.", "endoftext": false }, { "action": "You take the insignia", "response": "Putting your back to the bars, you lower yourself to a sitting, then a lying, position. With infinite caution, you coax the insignia from the cage floor into your mouth. At last, you hold it securely between your teeth, with the pin pointed outward.\n\nSuddenly, sickeningly, the cage plummets another meter towards the water.\n\nThe cage is now suspended two meters above the water.", "endoftext": false }, { "action": "You unlock door with the pin", "response": "Let's see - picking a lock with a pin in your teeth, while hanging suspended over a lake of ravenous Martian razorfish. Piece of cake for the Sentinels of Outer Space!\n\nCarefully, you insert the end of the pin into the keyhole, and begin probing its innards. You align the tumblers, then slowly turn your head to disengage the bolt.\n\nWhoops! As the bolt comes free, you sprawl face down through the suddenly-opening door. You're able to save yourself, but your Sentinels insignia falls into the water below and disappears. Shuddering, you work your way back into the cage, then rise to your feet.", "endoftext": false }, { "action": "Go outside", "response": "Yes, you might be able to cling to the outside of the cage with your tied hands. But things don't look any better out there. Better stay inside until you have a plan.", "endoftext": false }, { "action": "Swing cage", "response": "You grasp the bars with your tied hands, and lean back and forth in rhythm with the natural period of the cage qua pendulum. You are quickly able to build up an arc of 2 meters or so.", "endoftext": false }, { "action": "Keep going", "response": "Furiously, you continue pumping the cage back and forth. With an effort, you build up the length of the arc to 4 meters.", "endoftext": false }, { "action": "You continue", "response": "Furiously, you continue pumping the cage back and forth. With an effort, you build up the length of the arc to 6 meters.\n\nAs the cage slowly pendulums across the lake, it jerks and plummets another meter towards the water.\n\nThe cage is now suspended one meter above the water.", "endoftext": false }, { "action": "You continue", "response": "Furiously, you continue pumping the cage back and forth. With an effort, you build up the length of the arc to 8 meters.", "endoftext": false }, { "action": "Continue", "response": "Furiously, you continue pumping the cage back and forth. With an effort, you build up the length of the arc to 10 meters.", "endoftext": false }, { "action": "You keep going", "response": "Furiously, you continue pumping the cage back and forth. With an effort, you build up the length of the arc to 12 meters.", "endoftext": false }, { "action": "Go outside", "response": "Yes, you might be able to cling to the outside of the cage with your tied hands. But things don't look any better out there. Better stay inside until you have a plan.", "endoftext": false }, { "action": "Swing cage", "response": "Furiously, you continue pumping the cage back and forth. With an effort, you build up the length of the arc to 14 meters.\n\nAs the cage slowly pendulums across the lake, it jerks and plummets another meter towards the water.\n\nThe cage is now suspended mere centimeters above the water.", "endoftext": false }, { "action": "Continue", "response": "Furiously, you continue pumping the cage back and forth. With an effort, you build up the length of the arc to 16 meters.", "endoftext": false }, { "action": "Keep going", "response": "Furiously, you continue pumping the cage back and forth. With an effort, you build up the length of the arc to 18 meters.\n\nThe arc of the cage extends almost from the edge of the lake to the rock wall. At each end of the arc, your stomach does a small flip as you are briefly weightless. In the center of the arc, the razorfish-filled water rockets by mere centimeters below your feet.", "endoftext": false }, { "action": "Continue", "response": "Furiously, you continue pumping the cage back and forth. No matter how you try, however, you can't seem to increase its arc.\n\nThe arc of the cage extends almost from the edge of the lake to the rock wall. At each end of the arc, your stomach does a small flip as you are briefly weightless. In the center of the arc, the razorfish-filled water rockets by mere centimeters below your feet.", "endoftext": false }, { "action": "You jump", "response": "You screw up your courage, and fling yourself into space. For an instant, you think you're going to fall short, but you land half in and half out of the water. Flopping like the fish you're trying to escape, you pull your legs onto shore and roll a safe distance from the water. The area where you fell is a fountain of seething water, foam and fish.\n\nYou lay panting on the ground, while your heart and your breathing slow. The swinging cage plows into the lake and sends a spray of water over your supine form. Moments later, the cage sinks into the lake of death, and is gone.\n\nWhen you've gathered your strength once more, you lever yourself to your feet, and look around.\n\nTwo thirds of this large rock chamber is filled with an underground lake. It's churning with activity, and in the seething water, you can see flashes of silver.\n\nA steel cable runs up from the lake and into a featureless ceiling.\n\nA closed steel hatch is set into the north wall.\n\nThe control panel for the deathtrap is mounted on the rocky shore. A menacing chrome lever protrudes from it.\n\nNearby, your equipment is lying where Infamy's flunkies dumped it.", "endoftext": false }, { "action": "You examine the equipment", "response": "Your ray gun is here, but it's destroyed and useless. There's a new-fangled ballpoint pen, a copy of Detective Comics #27 and lip balm in a white-and-black jar. Everything's been damaged beyond repair, and you angrily boot it all into the lake.\n\nWait! Here's your old Boy Scout knife!", "endoftext": false }, { "action": "You cut rope with the knife", "response": "(first taking the Boy Scout knife)\nYou perform an awkward pratfall, then pick up the knife in your bound hands.\n\nThe knife isn't open.", "endoftext": false }, { "action": "You open the knife", "response": "Working by touch, you carefully pry open the larger blade of the knife.", "endoftext": false }, { "action": "You cut the rope with the knife", "response": "You twist the knife upward, and saw awkwardly at your bonds. Your blade makes quick work of the ropes, and they soon fall to the ground. You are free once more.", "endoftext": false }, { "action": "You take the knife", "response": "You already have that.", "endoftext": false }, { "action": "You close the knife", "response": "You carefully close the knife.", "endoftext": true }, { "action": "Look around", "response": "Two thirds of this large rock chamber is filled with an underground lake. It's churning with activity, and in the seething water, you can see flashes of silver.\n\nA steel cable runs up from the lake and into a featureless ceiling.\n\nA closed steel hatch is set into the north wall.\n\nThe control panel for the deathtrap is mounted on the rocky shore. A menacing chrome lever protrudes from it.\n\nYou can also see some rope fragments here.", "endoftext": false }, { "action": "You look at the hatch", "response": "It's a door-sized stainless steel hatch with a handwheel. It's closed.", "endoftext": false }, { "action": "Turn wheel", "response": "You spin the wheel, and the hatch opens.", "endoftext": false }, { "action": "You go north", "response": "The hatch leads to a short, dark, ascending tunnel. You blunder your way through, eventually emerging through a second hatch.\n\nYou're in a small chamber above ground. Most of the room is the sterile white of laboratories everywhere, but the north wall has a large transparent bubble protruding outward. Outside, you can see the Martian surface and a distant dome. The only exit is the hatch leading back south.\n\nAn open steel hatch is set into the south wall.\n\nA cube-like machine squats along the wall next to the bubble.\n\nAlong the west wall, a purpose-built table contains some sort of book.", "endoftext": false }, { "action": "You look at the book", "response": "The book seems to be a programming guide for the machine in this room. It is uncountable thousands of creamy loose-leaf pages long, permanently mounted in a metal bracket affixed to a table. The bracket has a small nameplate, which reads \"Transmutation: A Mutant's Intro\".", "endoftext": false }, { "action": "You read the book", "response": "Glancing through the book, you see columns on columns of five-digit numbers. Picking one at a random entry, you read:\n\nReturn code 77375: Edison circuit tripped\n\nThis is gibberish! Maybe if you knew what to look up.", "endoftext": false }, { "action": "You look at machine", "response": "The machine is almost a cube, and about five feet on each edge. The front of the machine displays three pictures, in a vertical column. Each picture displays the head, torso or legs of an alien creature!\n\nThe pictures display the head of a Martian kangasaur, the torso of a Martian kangasaur and the legs of a Martian kangasaur. To the left of each picture is a steel button.\n\nBelow the pictures, there's a mechanical readout of five digits. It currently displays \"00000\".\n\nMounted vertically on the right side of the machine, toward the bubble window, are three long tubes of frosted glass.", "endoftext": false }, { "action": "Keep going", "response": "You press the top button. The machine clanks, then a new picture flicks into place next to it. It shows the head of a frost turtle.", "endoftext": false }, { "action": "Keep going", "response": "You press the top button. The machine clanks, then a new picture flicks into place next to it. It shows the head of a megastrich.", "endoftext": false }, { "action": "You look at the megastrich", "response": "The top picture shows the head of a yellow-crested Jovian megastrich. Unlike its smaller Earth eponym, the megastrich is a carnivore. It chases down its prey with its powerful running legs, kicks it to death and (in a manner you'd prefer not to contemplate) spits a potent acid to pre-digest it. The purpose of the megastrich's stubby wings remains unknown, since no flying species are known to live on Jupiter.\n\nStudying the picture carefully, you note the sharp coal black beak and peaked crest. Despite the creature's name, its crest is actually iron.", "endoftext": false }, { "action": "You look at the kangasaur", "response": "Which do you mean, the middle picture or the bottom picture?", "endoftext": false }, { "action": "Middle", "response": "The middle picture shows the torso of a violet-bellied Martian kangasaur. The kangasaur is the peak predator of this region of Mars, chasing the smaller red sand fleas with its powerful leaping hind legs and snatching them with its gecko-like tongue. Best of all, the kangasaur is a hypoxygen-breather!\n\nStudying the picture carefully, you note the small charcoal forepaws and sleek belly. Despite the creature's name, its belly is actually slate.", "endoftext": false }, { "action": "You look up 00000 in the book", "response": "Return code 00000: Success\n\nHuh. That's something we could use more of.", "endoftext": false }, { "action": "You examine the bubble", "response": "The bubble is a precise quarter sphere made of a tough, transparent plastic that protrudes outward from the north wall. It's big enough to walk into. In fact, the top is a couple of feet higher than your 6' 2\" frame.\n\nOn close inspection, the sphere appears to be more than a window. Where it touches the wall, a bead of softer plastic mounted on the wall forms an airtight seal. And where the sphere meets the floor, it passes through another seal. Tracing the line with your eyes, you see that the floor seal forms a perfect circle, precisely bisected by the wall. Inside the circle, the floor is no longer the white tile of the main floor, but a soft silver.\n\nYou can see the rugged Martian landscape outside. In the distance, across some sort of ravine, there's an immense transparent dome.", "endoftext": false }, { "action": "Examine dome", "response": "The dome is hundreds of yards across. You can see structures inside, but you can't make out details.", "endoftext": false }, { "action": "You examine the marshbat", "response": "The top picture shows the head of a blue-eyed Venusian marshbat. Its resemblance to an Earth bat is superficial, at best. In the dense atmosphere of its native planet, it can fly indefinitely, navigating the steamy jungle by echolocation. It doesn't breathe, as such, but lands in the rich loam and extracts oxygen through organs in its legs.\n\nStudying the picture carefully, you note the enlarged inky ears and intense eyes. Despite the creature's name, its eyes are actually gunmetal.", "endoftext": false }, { "action": "You examine the turtle", "response": "The top picture shows the head of a green-shelled Plutonian frost turtle, the largest creature yet discovered on Sol's ninth and newest planet. In Pluto's frigid night, even oxygen freezes, so the frost turtle retains its own atmosphere inside a transparent helmet that it can close at will. It navigates the nightmarish mountains of frozen gases using suction cup-like graspers on its two front limbs and traverses the soft snows of the plains using hind limbs that inflate to form snowshoes.\n\nStudying the picture carefully, you note the clear helmet and scaly onyx head.", "endoftext": false }, { "action": "You examine the machine", "response": "The machine is almost a cube, and about five feet on each edge. The front of the machine displays three pictures, in a vertical column. Each picture displays the head, torso or legs of an alien creature!\n\nThe pictures display the head of a Plutonian frost turtle, the torso of a Martian kangasaur and the legs of a Martian kangasaur. To the left of each picture is a steel button.\n\nBelow the pictures, there's a mechanical readout of five digits. It currently displays \"00000\".\n\nMounted vertically on the right side of the machine, toward the bubble window, are three long tubes of frosted glass.", "endoftext": false }, { "action": "You examine the bottom picture", "response": "The bottom picture shows the legs of a violet-bellied Martian kangasaur. The kangasaur is the peak predator of this region of Mars, chasing the smaller red sand fleas with its powerful leaping hind legs and snatching them with its gecko-like tongue. Best of all, the kangasaur is a hypoxygen-breather!\n\nStudying the picture carefully, you note the powerful leaping smoky gray legs and short pitch black tail.", "endoftext": false }, { "action": "You look at the bottom picture", "response": "The bottom picture shows the legs of a blue-eyed Venusian marshbat. Its resemblance to an Earth bat is superficial, at best. In the dense atmosphere of its native planet, it can fly indefinitely, navigating the steamy jungle by echolocation. It doesn't breathe, as such, but lands in the rich loam and extracts oxygen through organs in its legs.\n\nStudying the picture carefully, you note the lethal cinereal gray talons and sleek waxy gills.", "endoftext": false }, { "action": "You look at the bottom picture", "response": "The bottom picture shows the legs of a green-shelled Plutonian frost turtle, the largest creature yet discovered on Sol's ninth and newest planet. In Pluto's frigid night, even oxygen freezes, so the frost turtle retains its own atmosphere inside a transparent helmet that it can close at will. It navigates the nightmarish mountains of frozen gases using suction cup-like graspers on its two front limbs and traverses the soft snows of the plains using hind limbs that inflate to form snowshoes.\n\nStudying the picture carefully, you note the enlarged leaden hind limbs and short, spiked sable tail.", "endoftext": false }, { "action": "You examine the middle", "response": "(the middle picture)\nThe middle picture shows the torso of a violet-bellied Martian kangasaur. The kangasaur is the peak predator of this region of Mars, chasing the smaller red sand fleas with its powerful leaping hind legs and snatching them with its gecko-like tongue. Best of all, the kangasaur is a hypoxygen-breather!\n\nStudying the picture carefully, you note the small charcoal forepaws and sleek belly. Despite the creature's name, its belly is actually slate.", "endoftext": false }, { "action": "You enter the bubble", "response": "As you enter the chamber, the silver floor gives slightly, making a satisfying ka-chunk! The machine chatters briefly, then new numbers ratchet into place: 69105.", "endoftext": false }, { "action": "You look up 69105", "response": "The programming guide is out of reach.", "endoftext": false }, { "action": "Leave", "response": "You get out of the plastic window.\n\nYou're in a small chamber above ground. Most of the room is the sterile white of laboratories everywhere, but the north wall has a large transparent bubble protruding outward. Outside, you can see the Martian surface and a distant dome. The only exit is the hatch leading back south.\n\nAn open steel hatch is set into the south wall.\n\nA cube-like machine squats along the wall next to the bubble.\n\nAlong the west wall, a purpose-built table contains a programming guide.", "endoftext": false }, { "action": "You look up 69105", "response": "Return code 69105: Insufficiently mad science - add entropy\n\nHuh. What the heck is entropy?", "endoftext": false }, { "action": "You look at the machine", "response": "The machine is almost a cube, and about five feet on each edge. The front of the machine displays three pictures, in a vertical column. Each picture displays the head, torso or legs of an alien creature!\n\nThe pictures display the head of a Plutonian frost turtle, the torso of a Martian kangasaur and the legs of a Plutonian frost turtle. To the left of each picture is a steel button.\n\nBelow the pictures, there's a mechanical readout of five digits. It currently displays \"69105\".\n\nMounted vertically on the right side of the machine, toward the bubble window, are three long tubes of frosted glass.", "endoftext": false }, { "action": "You enter the bubble", "response": "As you enter the chamber, the silver floor gives slightly, making a satisfying ka-chunk! The machine chatters briefly, then new numbers ratchet into place: 69105.", "endoftext": false }, { "action": "You examine the middle picture", "response": "The middle picture shows the torso of a green-shelled Plutonian frost turtle, the largest creature yet discovered on Sol's ninth and newest planet. In Pluto's frigid night, even oxygen freezes, so the frost turtle retains its own atmosphere inside a transparent helmet that it can close at will. It navigates the nightmarish mountains of frozen gases using suction cup-like graspers on its two front limbs and traverses the soft snows of the plains using hind limbs that inflate to form snowshoes.\n\nStudying the picture carefully, you note the rugged ash gray graspers and sturdy shell. Despite the creature's name, its shell is actually pewter.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\na Boy Scout knife\na uniform (being worn)", "endoftext": false }, { "action": "About yourself", "response": "You glance down at yourself. You're wearing the dove gray tunic and charcoal trousers of the Sentinels of Outer Space.", "endoftext": false }, { "action": "You examine the bottom", "response": "(the bottom picture)\nThe bottom picture shows the legs of a green-shelled Plutonian frost turtle, the largest creature yet discovered on Sol's ninth and newest planet. In Pluto's frigid night, even oxygen freezes, so the frost turtle retains its own atmosphere inside a transparent helmet that it can close at will. It navigates the nightmarish mountains of frozen gases using suction cup-like graspers on its two front limbs and traverses the soft snows of the plains using hind limbs that inflate to form snowshoes.\n\nStudying the picture carefully, you note the enlarged leaden hind limbs and short, spiked sable tail.", "endoftext": false }, { "action": "You examine the bottom picture", "response": "The bottom picture shows the legs of a yellow-crested Jovian megastrich. Unlike its smaller Earth eponym, the megastrich is a carnivore. It chases down its prey with its powerful running legs, kicks it to death and (in a manner you'd prefer not to contemplate) spits a potent acid to pre-digest it. The purpose of the megastrich's stubby wings remains unknown, since no flying species are known to live on Jupiter.\n\nStudying the picture carefully, you note the muscular heather legs and deadly sooty black eviscerating claws.", "endoftext": false }, { "action": "You look at the middle", "response": "(the middle picture)\nThe middle picture shows the torso of a green-shelled Plutonian frost turtle, the largest creature yet discovered on Sol's ninth and newest planet. In Pluto's frigid night, even oxygen freezes, so the frost turtle retains its own atmosphere inside a transparent helmet that it can close at will. It navigates the nightmarish mountains of frozen gases using suction cup-like graspers on its two front limbs and traverses the soft snows of the plains using hind limbs that inflate to form snowshoes.\n\nStudying the picture carefully, you note the rugged ash gray graspers and sturdy shell. Despite the creature's name, its shell is actually pewter.", "endoftext": false }, { "action": "You look at the middle", "response": "(the middle picture)\nThe middle picture shows the torso of a yellow-crested Jovian megastrich. Unlike its smaller Earth eponym, the megastrich is a carnivore. It chases down its prey with its powerful running legs, kicks it to death and (in a manner you'd prefer not to contemplate) spits a potent acid to pre-digest it. The purpose of the megastrich's stubby wings remains unknown, since no flying species are known to live on Jupiter.\n\nStudying the picture carefully, you note the stunted argent wings and oyster feathered back.", "endoftext": false }, { "action": "You examine the middle", "response": "(the middle picture)\nThe middle picture shows the torso of a violet-bellied Martian kangasaur. The kangasaur is the peak predator of this region of Mars, chasing the smaller red sand fleas with its powerful leaping hind legs and snatching them with its gecko-like tongue. Best of all, the kangasaur is a hypoxygen-breather!\n\nStudying the picture carefully, you note the small charcoal forepaws and sleek belly. Despite the creature's name, its belly is actually slate.", "endoftext": false }, { "action": "You examine middle", "response": "(the middle picture)\nThe middle picture shows the torso of a blue-eyed Venusian marshbat. Its resemblance to an Earth bat is superficial, at best. In the dense atmosphere of its native planet, it can fly indefinitely, navigating the steamy jungle by echolocation. It doesn't breathe, as such, but lands in the rich loam and extracts oxygen through organs in its legs.\n\nStudying the picture carefully, you note the powerful jet black wings and dove breast.", "endoftext": false }, { "action": "You enter the bubble", "response": "As you enter the chamber, the silver floor gives slightly, making a satisfying ka-chunk! The machine chatters, then the plastic bubble rotates smoothly over your head, sealing into the circular groove behind you.\n\nThe fluorescent tubes mounted to the machine come to life, bathing you in a penetrating radiance. You involuntarily clamp your eyes shut, but you can still see the eerie glow. Looking about wildly, you see that your body casts no shadow.\n\n\"Walston rays!\" you think. \"But they're only a theory!\" Your body spasms, and for a moment the world seems to twist like an Escher woodcut. When it steadies again, everything is different.\n\nYou've transformed into a nightmare jigsaw of a creature! From the shoulders up, you've become a Plutonian frost turtle. Your transparent vacuum helmet covers your head in a tight seal, but you can sense the neck muscles that will reopen it. From shoulders to hips, you have the body of a Venusian marshbat. Your gossamer wings fold tight against your body, but you can feel the new muscles used to flap them. Below the hips, you're now a Jovian megastrich. Your legs hold you as lightly as a feather in the weak Martian gravity, and you feel the urge to kick them with the sheer power.\n\nNew numbers ratchet into place on the front of the machine, and you can just make them out: 00000.\n\nThe Boy Scout knife falls to the floor.\n\nThe bubble begins to turn once more, continuing over your head and disappearing into the circular groove. A gap opens to the outside, widening until the situation has reversed: a quarter sphere protrudes into the interior of the lab, while you stand on the outside, exposed to the Martian elements.\n\nYou're standing in a rugged landscape of boulders and rocky outcroppings next to a small, square building. A transparent bubble projects inward into the building. Through the window, you can see the relative safety of the laboratory you just left.\n\nThe Martian surface extends in every direction, looking much the same as here, except to the north. There, across some sort of ravine, you can see a gargantuan transparent dome.\n\nFor a moment, you're frozen with panic. Then your hindbrain kicks in and slams your helmet shut. You convulsively breathe in, and realize that your reptilian reflexes have preserved enough oxygen inside the helmet to keep you alive.\n\nYou step out of the airlock, and onto the surface of Mars.", "endoftext": false }, { "action": "You examine the ravine", "response": "The ravine, if that's what it is, crosses the landscape jaggedly as far as the eye can see. You can't see into it at this distance, but there's clearly a gap.", "endoftext": false }, { "action": "Go north", "response": "You thunkathunk across the Martian plain, fatooming as you go.\n\nYou've arrived on the south side of a broad Martian canal. You can still see the laboratory in the distance, and across the canal you can see a huge transparent dome.", "endoftext": false }, { "action": "You examine the canal", "response": "Mars is covered with a fine tracing of these canals. They're not filled with water, of course - everybody knows there's no water on Mars! (Well, except underground.) Instead, they're filled with gray sand. You know that this fine powder is like terrestrial quicksand… you'd sink in it like a stone.", "endoftext": false }, { "action": "You fly", "response": "In the thick atmosphere of Venus, you could glide for hours on your marshbat wings. In the thinner atmosphere of Mars, you struggle aloft like an infant taking his first steps, make a short, ungainly flight across the canal, and crash-land into the softest pile of rocks.\n\nThis is the north side of the canal. To the south, the laboratory building now blends into the background perfectly. Further north, looming ever larger, is a titanic transparent dome.", "endoftext": false }, { "action": "You go north", "response": "You thunkathunk across the Martian plain, fatooming as you go.\n\nAt last, you've reached the base of the transparent dome. Up close, it's absolutely tremendous - bigger than Michigan Stadium! It's built into a circular crater that's hundreds of yards across.\n\nAn airlock provides access to the dome here. To the right of the airlock, mounted on the dome wall, is a device. Inside the airlock, you can see a manatee gray button mounted on a pedestal.\n\nInside, you can see a catwalk leading further north. Further in, there's some equipment of some kind mounted on a platform.\n\nBack to the south, you can make out the canal of sand you crossed.", "endoftext": false }, { "action": "You examine the airlock", "response": "(the glass airlock)\nThe bubble design of the airlock is similar to the one in the laboratory building: a hemisphere of thick glass seals into a circle of soft plastic. Peering through the outer wall, you can see the airlock is in its neutral position; that is, it is sealed from both the interior and exterior of the dome. The circular floor is native Martian rock.\n\nInside, you see a manatee gray button mounted on a waist-high pedestal. Beyond that, you can see a catwalk leading out over empty space. Further in, there's equipment of some kind.", "endoftext": false }, { "action": "You look at the device", "response": "The device is mounted on the wall of the dome. It's little more than a black rectangle of plastic and metal. On its surface, glowing slightly, is the outline of a hand. Oddly, you see no wires.", "endoftext": false }, { "action": "Examine button", "response": "The pedestal is slender, metallic and about waist-high to a space adventurer. On its top surface is a small manatee gray button.\n\nUnexpectedly, your muscles twitch and you feel a faint ringing in your ears. Are you coming down with something?", "endoftext": false }, { "action": "You touch the device", "response": "Intuiting the purpose of the device, you press your wing against the surface of the device.\n\nThe device emits a brief series of descending tones, like a sad trombone.", "endoftext": false }, { "action": "You enter the airlock", "response": "(the glass airlock)\nThere's a sphere of thick glass in the way.", "endoftext": false }, { "action": "About yourself", "response": "You've transformed into a nightmare jigsaw of a creature! From the shoulders up, you've become a Plutonian frost turtle. Your transparent vacuum helmet covers your head in a tight seal, but you can sense the neck muscles that will reopen it. From shoulders to hips, you have the body of a Venusian marshbat. Your gossamer wings fold tight against your body, but you can feel the new muscles used to flap them. Below the hips, you're now a Jovian megastrich. Your legs hold you as lightly as a feather in the weak Martian gravity, and you feel the urge to kick them with the sheer power.", "endoftext": false }, { "action": "Kick device", "response": "You wind up one sinewy leg and bash the rectangular device. Despite a devastating impact, the rectangular device is undamaged. Perhaps you should reserve your attack for a less durable target.", "endoftext": false }, { "action": "You kick the airlock", "response": "(the glass airlock)\nViolence *is* the answer to this one!\n\nYou wind up one sinewy leg and bash the glass hemisphere. The glass fragments into a million pieces, releasing the air inside with a whoosh! The shattered pieces are swept past you like a whirlwind of razors. They disappear into the landscape, leaving you with only minor wounds.\n\nWith victory in your grasp, you smile, contorting your frost turtle features in ways they were never meant to move.\n\nAnd as you rejoice, pain suddenly floods through you. Your whole body clenches like a fist, then melts like a Dali pocketwatch. When you open your eyes again, you're back in your familiar human body.\n\nYou immediately begin to choke on Mars' thin, poisonous atmosphere.", "endoftext": false }, { "action": "You enter the airlock", "response": "(the glass airlock)\nYou stumble into the airlock, avoiding the razor-sharp edges.\n\nOutside the Dome (in the glass airlock)\nYou're inside a glass hemisphere that forms an airlock to the giant dome. In front of you, an intact quarter sphere separates you from the interior of the giant dome. Behind you, a broken quarter sphere exposes you to the Martian atmosphere.\n\nThere's a manatee gray button mounted on a pedestal in the center of the airlock.\n\nYou are choking on the poisonous atmosphere! You don't have much longer!", "endoftext": false }, { "action": "You examine the mirror", "response": "It's impossible to focus on the mirrored bowl below you, rather than what's reflected in it. In it, you can see a distorted view of the Martian sky crossed by the thin line of the catwalk. The central platform seems to hang directly beneath your feet. The solar disc is nowhere to be seen.", "endoftext": false }, { "action": "You examine tube", "response": "There's a round platform, surrounded by a railing, in the center of the mirror chamber. In its center, an ominous black tube juts at an angle toward the Earth. There are equipment consoles surrounding the tube, but you can't make out any detail at this distance.", "endoftext": false }, { "action": "About yourself", "response": "You glance down at yourself. You're wearing the dove gray tunic and charcoal trousers of the Sentinels of Outer Space.", "endoftext": false }, { "action": "Go north", "response": "This vertiginous aerie appears to be suspended in an infinite open space. In every direction you look, you see only the Martian sky. The platform itself is circular and about ten meters in diameter. It's surrounded by a wholly inadequate handrail.\n\nA narrow catwalk extends back to the south of the platform, appearing to vanish into the sky. The catwalk continues across a gap to the north, studded with the cranes, gantries, and scaffolding towers of an active construction site. Steel cables, seeming as slender and fragile as spider silk, extend at intervals to anchor the catwalks and platform to thin air.\n\nA console sits on the west side of the platform, studded with blinking lights, gauges, dials, instruments, indicators, and other doohickeys. Electrical cables connect the console with the tube. A drawer is set into the front of the console.\n\nOn the metal console is an Acme Mark III Deluminator Instruction Guide.\n\nA metallic tube in the center of the platform towers over you. The tube points at the sky at a slight angle to vertical. The base of the tube is set into a complicated clockwork mechanism.", "endoftext": false }, { "action": "You examine Guide", "response": "It's a small volume made of battleship gray faux leather. In pearly letters, it's titled \"Acme Mark III Deluminator Instruction Guide\".\n\nThere's the humming of circuits opening, then Lord Infamy's voice booms from every direction:\n\n\"Commander Powers. I see you've escaped my pets. Again.\"\n\nHis voice drips with mock sympathy. \"I fear this is only a momentary reprieve. I have two legions of my Midnight Horde on board this space dreadnought. That's enough to deal with any number of… your ilk.\"\nYou\ncan hear the pucker of distaste in his voice.\n\n\"Enjoy your last moments of freedom, and,\" he chuckles mirthlessly, \"life. Perhaps you can spend it in contemplation of Earth's future…\nan\neternity adrift in darkness.\n\n\"In the meantime, that's the engine of Earth's destruction right there! Feel free to examine it… you won't be able to do any harm.\nIt's\nthe heavy-duty model.\n\n\"I'm a tad busy preparing for my ascent. Rest assured, my friends and I will stop by as soon as I have a free moment. Then you and I can have a nice chat while I show you my new toy. And after that,\" -- Infamy's voice hardens and rises into a shriek-- \"after I've destroyed your friends, your planet, and everything you hold dear… then we'll find out what a planetary deluminator can do to the last Earthman!\"", "endoftext": false }, { "action": "You examine Infamy", "response": "Lord Infamy isn't here. On the whole, you prefer it that way.", "endoftext": false }, { "action": "You read Guide", "response": "You leaf through until you find the table of contents. You can read these sections:\n\nOperational Overview\nTechnical Information\nSafety Instructions", "endoftext": false }, { "action": "You read the introduction", "response": "Hello, despot!\n\nCongratulations on your purchase of an Acme Mark III Deluminator!\n\nYour new deluminator will provide you and your family with hours of delight-ful entertainment for years to come. However, incorrect operation can result in planetary extinction, so please read this manual carefully and completely before operation.\n\nIf you're in a hurry, just read the Quick Start section!", "endoftext": false }, { "action": "You read the quick start", "response": "Hello, abecedarian!\n\nIn a hurry to create your first \"ray of darkness\"Follow these simple steps:\n\n1) Mount the Acme Mark III Deluminator and Acme Mark III Tracking Platform on a planetary surface, with a clear view of the object you wish to deluminate. Remember - you should never deluminate an inhabited planet!\n2) Attach the Acme Mark III Deluminator and Acme Mark III Tracking Platform to an operating atomic pile.\n3) Insert the seven Acme Mark III Lens Filters into the seven lens apertures inside the Acme Mark III Deluminator. Be sure that each lens filter is placed in the aperture with the corresponding label!\n4) Aim the Acme Mark III Deluminator using the Acme Mark III\nTracking Platform.\n5) Activate the Acme Mark III Deluminator using the big red button.\n\nHave fun!\n\n\"Kiss the light goodbye!\" Infamy shrills through the loudspeakers.", "endoftext": false }, { "action": "You open the drawer", "response": "The drawer slides open with oiled ease. The drawer is divided into seven compartments, which are lined with velvet. All of the compartments are occupied.\n\nThey contain some lenses with glass of different colors (white, black, gunmetal, pewter, iron, taupe and slate).", "endoftext": false }, { "action": "You get the lenses", "response": "lens with white-colored glass: You ease the white-colored lens gently out of one of the drawer's velvet lined compartments.\nlens with black-colored glass: You ease the black-colored lens gently out of one of the drawer's velvet lined compartments.\nlens with gunmetal-colored glass: You ease the gunmetal-colored lens gently out of one of the drawer's velvet lined compartments.\nlens with pewter-colored glass: You ease the pewter-colored lens gently out of one of the drawer's velvet lined compartments.\nlens with iron-colored glass: You ease the iron-colored lens gently out of one of the drawer's velvet lined compartments.\nlens with taupe-colored glass: You ease the taupe-colored lens gently out of one of the drawer's velvet lined compartments.\nlens with slate-colored glass: You ease the slate-colored lens gently out of one of the drawer's velvet lined compartments.", "endoftext": false }, { "action": "You examine black", "response": "(the lens with black-colored glass)\nThe lenses are each about ten centimeters in diameter. This one has black-colored glass.", "endoftext": false }, { "action": "You look at the compartments", "response": "The drawer is set into the front of the metal console. The drawer is divided into seven compartments, which are lined with velvet. All of the compartments are empty.\n\n\"You won't ruin my triumph,\" Infamy states coldly.", "endoftext": false }, { "action": "Break lens", "response": "Which do you mean, the lower hemispherical complex lens, the upper hemispherical complex lens, the lens with slate-colored glass, the lens with taupe-colored glass, the lens with iron-colored glass, the lens with pewter-colored glass, the lens with gunmetal-colored glass, the lens with black-colored glass or the lens with white-colored glass?", "endoftext": false }, { "action": "White", "response": "The white lens is too beautiful to destroy.", "endoftext": false }, { "action": "You read operational", "response": "Hello, dilettante!\n\nCurious about how the Acme Mark III Deluminator works? Here's a brief overview. If you really want to know all the nitty-gritty, continue on to the Technical Information section!\n\nThe Acme Mark III Deluminator lets you turn light into darkness as a fun, family-friendly activity!\n\nIt works in three steps:\n\n1) The chromatic disintegrator at the bottom of the Acme Mark III Deluminator separates natural starlight into its seven component beams, each of a different color.\n2) Each of these beams passes through a different colored filter, transforming the beam to black.\n3) The chromatic integrator at the top of the Acme Mark III Deluminator recombines the seven identical black beams into a ray of pure darkness!\n\nHave fun, and keep spreading the dark!", "endoftext": false }, { "action": "You read technical", "response": "Hello, gearhead!\n\nEager to dig into the details of how the Acme Mark III Deluminator works? Let's start with a little background about light.\n\nIf you've ever seen a rainbow, you know that light is composed seven different colors: white, red, violet, blue, green, yellow and black. Natural starlight can be separated into these component parts using a chromatic disintegrator.\n\nThe fun starts when you transform the colored beams in different ways. For instance, when you filter blue light through a red lens, you'll get violet!\n\nWhy is this? Well, the colors are arranged in cycles of seven, called septaves. They're a lot like the octaves you find in music. You could number the colors like this:\n\n0 = White\n1 = Red\n2 = Violet\n3 = Blue\n4 = Green\n5 = Yellow\n6 = Black\n\nFiltering disintegrated light is like subtracting their numbers. So, filtering blue light (3) with a red lens (1) gives you violet light (2)!\n\nBut what if you filter red light (1) with a blue lens (3)? They subtract to (-2), and there's no color for that! Well, after you reach the bottom of a septave, another one begins, just like an octave in music. So, (-1) is the same as (6), and (-2) is the same as (5). So red light (1) filtered through a blue lens (3) creates yellow light (5)!\n\nFinally, seven identical beams can be recombined and amplified into a coherent ray using a chromatic integrator.\n\nOf course, you don't need to keep track of all these details. Acme makes it simple by labeling each lens aperture with the color of the lens that should be placed in it. As long as you're careful to follow these instructions, the Acme Mark III Deluminator will always emit a ray of pure darkness.", "endoftext": false }, { "action": "You read the safety", "response": "Hello, fussbudget!\n\nPlease follow these safety precautions when using your Acme Mark III Deluminator:\n\n1) Do not immerse the deluminator. There is a small danger of chromaticution.\n2) The Acme Mark III Deluminator is designed only for use with type G white starlight. Do not use with other star types.\n3) Never look directly into the chromatic integrator.\n4) Do not use on inhabited planets. This may cause the extinction of life on the deluminated planet.\n5) Never use the deluminator to generate anything other than pure darkness. This may cause the deluminator to overheat. (For other colors, try the new Acme Mark IV Illuminator!)\n6) Do not use the deluminator in the vicinity of a gas leak.\n\nFailure to follow these safety precautions will void the warranty for the Acme Mark III Deluminator.\n\n\"How did you escape my razorfish?\" Infamy wonders to himself. \"No matter. It won't happen again.\"", "endoftext": false }, { "action": "Examine deluminator", "response": "(the deluminator tube)\nThe tube looks something like an electron microscope, but much larger. It towers at least four meters above the platform, and is thick enough that your arms won't reach all the way around it. The surface of the tube is highly polished obsidian chrome, and you can see your own concerned face peering back from its surface.\n\nThe tube is set into a clockwork mechanism, which holds it at an eighty-two degree angle from the horizontal. Sighting along the barrel of the tube, you can see the Earth. At this distance, it's only a pinprick of light in the fabric of the sky, but for a moment your heart swells with homesickness.\n\nLooking down through the grating, you can see a hemispherical complex lens at the lower end of the tube. Craning your neck to see the top, you can see a matching lens.\n\nA circular button and a square button are mounted at eye level on the north face of the tube.", "endoftext": false }, { "action": "You examine complex", "response": "Which do you mean, the lower hemispherical complex lens or the upper hemispherical complex lens?", "endoftext": false }, { "action": "You look at the lower complex", "response": "There's a complex, multi-faceted lens covering the entire lower end of the tube. It's made of transparent crystal, and is approximately hemispherical.", "endoftext": false }, { "action": "You examine the upper complex", "response": "There's a complex, multi-faceted lens covering the entire upper end of the tube. It's made of transparent crystal, and is approximately hemispherical.", "endoftext": false }, { "action": "You read technical", "response": "Hello, gearhead!\n\nEager to dig into the details of how the Acme Mark III Deluminator works? Let's start with a little background about light.\n\nIf you've ever seen a rainbow, you know that light is composed seven different colors: white, red, violet, blue, green, yellow and black. Natural starlight can be separated into these component parts using a chromatic disintegrator.\n\nThe fun starts when you transform the colored beams in different ways. For instance, when you filter blue light through a red lens, you'll get violet!\n\nWhy is this? Well, the colors are arranged in cycles of seven, called septaves. They're a lot like the octaves you find in music. You could number the colors like this:\n\n0 = White\n1 = Red\n2 = Violet\n3 = Blue\n4 = Green\n5 = Yellow\n6 = Black\n\nFiltering disintegrated light is like subtracting their numbers. So, filtering blue light (3) with a red lens (1) gives you violet light (2)!\n\nBut what if you filter red light (1) with a blue lens (3)? They subtract to (-2), and there's no color for that! Well, after you reach the bottom of a septave, another one begins, just like an octave in music. So, (-1) is the same as (6), and (-2) is the same as (5). So red light (1) filtered through a blue lens (3) creates yellow light (5)!\n\nFinally, seven identical beams can be recombined and amplified into a coherent ray using a chromatic integrator.\n\nOf course, you don't need to keep track of all these details. Acme makes it simple by labeling each lens aperture with the color of the lens that should be placed in it. As long as you're careful to follow these instructions, the Acme Mark III Deluminator will always emit a ray of pure darkness.\n\nYou hear weapons ratcheting over the loudspeakers.", "endoftext": false }, { "action": "You enter the tube", "response": "That's not something you can enter.\n\n\"Kiss the light goodbye!\" Infamy shrills through the loudspeakers.", "endoftext": false }, { "action": "You examine square button", "response": "It's square.\n\n\"Are you comfy over there?\" Infamy asks sardonically. It's probably a rhetorical question.", "endoftext": true }, { "action": "You look at disc", "response": "The disc is slightly smaller in diameter than the column and is made of a black metal with a matte finish. It has seven circular apertures in it, arranged in a regular heptagon. The apertures are about ten centimeters in diameter. Each has a small label etched into the metal below it. Going clockwise from the point closest to the column, the labels say \"White\", \"Red\", \"Violet\", \"Blue\", \"Green\", \"Yellow\", and \"Black\".\n\nThe apertures are all empty.", "endoftext": false }, { "action": "You put the gunmetal in red", "response": "(the second aperture)\nThe lens snicks into place.\n\n\"My next deathtrap will be inescapable!\" Lord Infamy barks.", "endoftext": false }, { "action": "You put the slate in the green", "response": "The lens snicks into place.", "endoftext": false }, { "action": "You put the iron in the black", "response": "(the seventh aperture)\nThe lens snicks into place.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\nsome lenses with glass of different colors (taupe, pewter, black and white)\na uniform (being worn)", "endoftext": false }, { "action": "You put the taupe in the white", "response": "(the lens with taupe-colored glass in the first aperture)\nThe lens snicks into place.", "endoftext": false }, { "action": "You put pewter in the black", "response": "(the seventh aperture)\nYou can only fit one lens in the aperture at a time.\n\n\"You won't ruin my triumph,\" Infamy states coldly.", "endoftext": false }, { "action": "You put the black in the blue", "response": "(the lens with black-colored glass in the fourth aperture)\nThe lens snicks into place.", "endoftext": false }, { "action": "You put white in violet", "response": "(the lens with white-colored glass in the third aperture)\nThe lens snicks into place.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na lens with pewter-colored glass\na uniform (being worn)", "endoftext": false }, { "action": "You look at disc", "response": "The disc is slightly smaller in diameter than the column and is made of a black metal with a matte finish. It has seven circular apertures in it, arranged in a regular heptagon. The apertures are about ten centimeters in diameter. Each has a small label etched into the metal below it. Going clockwise from the point closest to the column, the labels say \"White\", \"Red\", \"Violet\", \"Blue\", \"Green\", \"Yellow\", and \"Black\".\n\nLooking closer, you see:\nThe first aperture (labeled White) contains a lens with\ntaupe-colored glass.\nThe second aperture (labeled Red) contains a lens with gunmetal-colored glass.\nThe third aperture (labeled Violet) contains a lens with\nwhite-colored glass.\nThe fourth aperture (labeled Blue) contains a lens with\nblack-colored glass.\nThe fifth aperture (labeled Green) contains a lens with\nslate-colored glass.\nThe sixth aperture (labeled Yellow) is empty.\nThe seventh aperture (labeled Black) contains a lens with\niron-colored glass.", "endoftext": false }, { "action": "You put pewter in the yellow", "response": "The lens snicks into place.\n\nYou hear Infamy's hollow laugh echo from all around you.", "endoftext": false }, { "action": "You examine the taupe button", "response": "The button is taupe-colored, and it's really big - about the size of your balled-up fist. Having seen it, you know that it's your destiny to push this button.", "endoftext": false }, { "action": "You read the safety", "response": "Hello, fussbudget!\n\nPlease follow these safety precautions when using your Acme Mark III Deluminator:\n\n1) Do not immerse the deluminator. There is a small danger of chromaticution.\n2) The Acme Mark III Deluminator is designed only for use with type G white starlight. Do not use with other star types.\n3) Never look directly into the chromatic integrator.\n4) Do not use on inhabited planets. This may cause the extinction of life on the deluminated planet.\n5) Never use the deluminator to generate anything other than pure darkness. This may cause the deluminator to overheat. (For other colors, try the new Acme Mark IV Illuminator!)\n6) Do not use the deluminator in the vicinity of a gas leak.\n\nFailure to follow these safety precautions will void the warranty for the Acme Mark III Deluminator.\n\n\"You'll regret the day you crossed Lord Infamy!\" Infamy howls.", "endoftext": false }, { "action": "You look at the disc", "response": "The disc is slightly smaller in diameter than the column and is made of a black metal with a matte finish. It has seven circular apertures in it, arranged in a regular heptagon. The apertures are about ten centimeters in diameter. Each has a small label etched into the metal below it. Going clockwise from the point closest to the column, the labels say \"White\", \"Red\", \"Violet\", \"Blue\", \"Green\", \"Yellow\", and \"Black\".\n\nLooking closer, you see:\nThe first aperture (labeled White) contains a lens with\ntaupe-colored glass.\nThe second aperture (labeled Red) contains a lens with gunmetal-colored glass.\nThe third aperture (labeled Violet) contains a lens with\nwhite-colored glass.\nThe fourth aperture (labeled Blue) contains a lens with\nblack-colored glass.\nThe fifth aperture (labeled Green) contains a lens with\nslate-colored glass.\nThe sixth aperture (labeled Yellow) contains a lens with pewter-colored glass.\nThe seventh aperture (labeled Black) contains a lens with\niron-colored glass.", "endoftext": false }, { "action": "You take all lens", "response": "lens with taupe-colored glass: The lens snaps out of the aperture. lens with gunmetal-colored glass: The lens snaps out of the aperture. lens with white-colored glass: The lens snaps out of the aperture. lens with black-colored glass: The lens snaps out of the aperture. lens with slate-colored glass: The lens snaps out of the aperture. lens with pewter-colored glass: The lens snaps out of the aperture. lens with iron-colored glass: The lens snaps out of the aperture.", "endoftext": false }, { "action": "You put the Black in the white", "response": "(the lens with black-colored glass in the first aperture)\nThe lens snicks into place.\n\n\"You can't escape the Midnight Horde!\" Infamy gloats.", "endoftext": false }, { "action": "You put white in the red", "response": "(the lens with white-colored glass in the second aperture)\nThe lens snicks into place.", "endoftext": false }, { "action": "You put the taupe in the violet", "response": "(the lens with taupe-colored glass in the third aperture)\nThe lens snicks into place.", "endoftext": false }, { "action": "You put slate in violet", "response": "You can only fit one lens in the aperture at a time.", "endoftext": false }, { "action": "You put the slate in blue", "response": "The lens snicks into place.\n\nSuddenly, you know who Infamy reminds you of. He sounds like that new actor, Vincent Price. You and Rosalind saw him last year in \"Tower of London\". Except without the charm.", "endoftext": false }, { "action": "You put the gunmetal in the green", "response": "The lens snicks into place.", "endoftext": false }, { "action": "You put iron in Black", "response": "(the seventh aperture)\nThe lens snicks into place.\n\n\"My next deathtrap will be even more lethal,\" Infamy remarks dryly.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na uniform (being worn)\n\nOut of one corner of your eye, you think you see the tube shift minutely. You swivel your head and study it carefully, but whatever happened isn't happening now.", "endoftext": false }, { "action": "Go south", "response": "But all the action's here!\n\nFwooosh! Clouds of steam erupt from motivators on the periphery of the vast mirror and the entire structure shudders slightly. Now there's a definite element of fear in Infamy's voice as he cries out, \"What have you done?\"", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\nThe hum of capacitors charging comes from every direction. It starts as a thrum that you feel through the soles of your shoes, but quickly passes from bass to treble, and ends as a long dog whistle. As it rises, you feel a prickle of charge fill your body and your hair lift away from your head.", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\nJagged shafts of lightning streak between the outer rim of the mirror and the Martian sky as the capacitors discharge! The sound reaches you a moment later, not as a boom, but as a sustained crackling in the thin atmosphere. The entire structure begins to shudder slightly as the titanic energies of the Ray of Night begin to release.\n\nThrough the loudspeakers, you hear Infamy gibbering in fear, but can't make out his words.", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\nWith a piercing shriek that permeates your body and vibrates your bones, the Ray of Night erupts! An almost-solid shaft of pure white lances out of the tube towards the gray pinpoint far above. For long moments, the Earth is bathed in wholesome white light.\n\n……………………………………\n\nFar, far away, half a world is illuminated. Some rise from their beds, blinking sleep from their eyes. Workers drop their hammers, shovels and slide rules. Drivers stop on freeways and emerge from their automobiles. Lovers pause in their caresses. Families drop their books, forget their radios and rise from their tables. Children forget their games and leave their toys. Time pauses, and for frozen moments the people of Earth look wonderstruck to the sky and an unexpected dawn.\n\n……………………………………\n\nYou marvel after the beam as it plays harmlessly over your home planet. Tension drains from you as you realize you've thwarted Lord Infamy's plot and defanged the Ray of Night!\n\nFor several breaths, you stand stunned in the silent Martian landscape. Then Infamy screams from the loudspeakers: \"Noooooo!\"", "endoftext": false }, { "action": "Wait", "response": "You start to do that, but events are moving too quickly now.\n\nThe tube is radiating incandescent waves now, and you can feel the heat from the grating through your shoes. The black tube beside you glows silver, then white hot, and begins to slump into a liquid puddle. The complex lenses fracture into kaleidoscopes from the heat, showering you with fine glass particles. The platform itself melts and dips. The semi-liquid mass sags and falls toward the mirror below. The hole left behind glows silver at the edges and is ringed with liquid metal. You cling to the handrail to prevent sliding into the gravity well.\n\nSuddenly, a new cataclysm shakes the platform. You stumble against the handrail, and hold on for dear life. The oscillations increase in amplitude until the whole structure is shaking like Galloping Gertie on a windy day. To the north, a gantry crane gives way, and falls across the gap to the northern catwalk.", "endoftext": false }, { "action": "You go north", "response": "Ignoring everything else, you head for the only escape route!\n\nYou scramble across the fallen crane, then stumble down the northern catwalk as it convulses beneath you, lurching from railing to railing like a broken-field runner avoiding tacklers. Behind you, the platform itself falls into the abyss with a howl of tortured steel.\n\nAt the end of the catwalk is Lord Infamy's mighty imperial dreadnought, Conquest. Its powerful coal-fueled engines are\nalready warming up, and sparks are spitting from the jet igniters.\n\nThe ship's heavy steel mooring lines are falling free, and, far above, you can hear sirens sounding and hatches clanging shut as Infamy's minions prepare the spaceship for takeoff.\n\nDesperately, you cast about for some way to stop the departure - you mustn't let Infamy escape! Then, you spot it; there's an open hatch leading into the cargo compartment at the base of the ship! Hidden by the choking black smoke billowing from the jet igniters, you make a running dive through the hatch and roll into the steel compartment. Behind you, the hatch springs shut, and locking pins seal it in place.\n\nLeaping to your feet, you seek desperately for the ladders that will take you forward to the crew compartments. Then you realize: this is no cargo compartment! You've entered the combustion chamber for the spaceship!\n\nLooking up, you see Lord Infamy peering through a hatch into the engine compartment, far out of reach. He gestures to unseen workers and commands \"Fire the jets!\" With a smile seeping malice, he slams the hatch shut, and you hear the wheel spin and lock.\n\nWith only moments before the jets fire and incinerate you, you spin around, looking for an escape route. The crew has obviously been using this chamber as a recreation area. In their haste to prepare for takeoff, they've left a half-finished game of Monopoly on the floor in the center of the chamber. A pile of Mars Bars is nearby, as are several cans of Krueger's Special Beer, each with a bendy straw protruding from it. A \"Frying Pan\" electric guitar leans against a wall. An unopened can of Nescafé freeze-dried coffee and a half-empty tube of Burma-Shave lie discarded on the floor. A standing lamp with an ultraslate bulb casts an un-Earthly glow over the area.\n\nFuel jets begin to spew finely-divided coal dust. With a whoomp, the jets ignite, illuminating your upturned face and casting harsh, shifting shadows. You stare into the flames of imminent death. Then…\n\nYou've won this round! But don't forget to play…\n\n\"Boom! Goes the Dynamite!\"\n\nEpisode 8 of \"Dynamite Powers vs. the Ray of Night!\"", "endoftext": true } ]
z0ll5j2z6vlpqx4g
Arrival, or Attack of the B-Movie Clichés
Stephen Granade
[ "Alien Visitation", "Satire" ]
[ "aliens", "built-in hints", "child protagonist", "Comedy", "compass status display", "cover art", "cute", "gender-neutral protagonist", "graphics", "IF Competition 1998", "IFComp Game", "music", "parser", "science fiction", "short length", "sound", "standard difficulty", "TADS", "TADS 2", "TADS2 source available", "walkthrough", "Xyzzy Awards 1998" ]
1,998
[ 5, 16, 8, 2, 0 ]
31
3.774194
20170201
false
[ { "action": "%", "response": "Geez, mom really hacks you off sometimes. I mean, making you do dishes while that new show \"Captain Dangerous\" is on. Last week, Cap'n was having to fight off the slavering hordes of Gamma Proxima Epsilon Centauri Five B, and he and his side-kick Billy Bob had used up the last of their ammo keeping the zombie mind troopers at bay. The evil over-leader had just shown up with his mucilage-ray when the show ended.\n\nAnd you're stuck cleaning the Pfaltzgraff while Cap'n and Billy Bob fight for their lives.\n\nLife's not fair when you're eight.\n\nYou've spent many an hour at the kitchen sink, elbow-deep in suds, staring out the window. Add this hour to the total, thanks to mom and her speech about familial responsibility. At least she isn't making you wipe down the cabinets again. A dismayingly large stack of dirty plates towers on one side of the sink, balanced by a much smaller stack of clean plates on the other side. Next to the east doorway is the avocado-green refrigerator your family has owned forever.", "endoftext": false }, { "action": "You wash the dishes", "response": "You pull, freeing the top plate from the gummy, foody stack with a wet slurping sound. One quick dip in the suds, one quick rinse from the faucet, and you toss the plate on the \"clean\" stack. The clean stack, in return, shimmies a bit. You keep piling slick clean dishes on that stack and, chances are, you'll soon have dish pieces on your hands.", "endoftext": false }, { "action": "You examine the window", "response": "The window may have been clear once, but your mom's gleeful use of oil while cooking has added a dirty yellow glaze, making it hard to see through.", "endoftext": false }, { "action": "Clean window", "response": "Eww, gross. That oil'd coat your hands more or less permanently.", "endoftext": false }, { "action": "You look at the fridge", "response": "Everything in the kitchen used to be the same pukey-green color as the fridge. Thankfully, all that other stuff was replaced. Too bad the fridge still works, or you wouldn't ever have to see that color again. Mom has covered up as much of the fridge as she could with some of your artwork from class.", "endoftext": false }, { "action": "About yourself", "response": "You look about the same as always.", "endoftext": false }, { "action": "You check your inventory", "response": "You are empty-handed.", "endoftext": false }, { "action": "You open fridge", "response": "Nuh-uh. You mess around in there and you won't get to see Captain Dangerous' adventures for the rest of your life, maybe longer.", "endoftext": false }, { "action": "You examine the artwork", "response": "Just some stuff you drew for class. No big deal. Though you did get an A+ on the big blue swirly one.", "endoftext": false }, { "action": "You examine the sink", "response": "The discolored porcelain sink is filled with suds. To its right is a stack of dirty dishes; to its left, a stack of clean dishes.", "endoftext": false }, { "action": "You wash the dishes", "response": "You pull, freeing the top plate from the gummy, foody stack with a wet slurping sound. One quick dip in the suds, one quick rinse from the faucet, and you toss the plate on the \"clean\" stack.", "endoftext": false }, { "action": "Continue", "response": "You pull, freeing the top plate from the gummy, foody stack with a wet slurping sound. One quick dip in the suds, one quick rinse from the faucet, and you toss the plate on the \"clean\" stack. As you do, the clean stack of dishes wobbles for a moment before settling down. You could probably get that stack dancing if you wanted.\n\nA gleam out the window, a faux star, grows brighter and brighter. You pull yourself up on the edge of the sink, soaking your elbows. The gleam is a glow, is a streak, is a flame which is rocketing into your backyard and WHAM onto the ground. You reflexively blink, the flash brighter than the one on that camera dad lugs around everywhere. When you can see again, there is a silvery ship in the backyard.\n\nA ship! Oh man oh man, it must be a spaceship! From outer space! Maybe from Gamma Proxima Epsilon Centauri Five B! Forget the dishes--this is way too cool to ignore.\n\nor, Attack of the B-Movie Clichés\n\n(Type \"about\" for more information)\n\nDeveloped with TADS, the Text Adventure Development System.", "endoftext": true }, { "action": "Look around", "response": "You've spent many an hour at the kitchen sink, elbow-deep in suds, staring out the window, ignoring the ugly appliances and dirty cabinets. A dismayingly large stack of dirty plates towers on one side of the sink, balanced by a much smaller stack of clean plates on the other side. Next to the east doorway is the avocado-green refrigerator your family has owned forever.", "endoftext": false }, { "action": "You go east", "response": "A short hall lined with dark wood panelling. It connects the\nkitchen, to the west, with the living room, to the east. The backyard is north of here.", "endoftext": false }, { "action": "Go north", "response": "Normally the backyard is boring, but not tonight! Tonight the lawn\nhas been crisped by the arrival of the silvery ship. It sits there, gleaming under the bright backyard lights your dad installed a while back. Its shadow stretches across the brick patio and Weber grill. Your house is to the south.", "endoftext": false }, { "action": "You examine the ship", "response": "It's much, much cooler close up. The surface is all crinkly and silvery. The top and bottom are flat; the sides angle out, then back in, and are ruffled. On its back are two bumper stickers.", "endoftext": false }, { "action": "You look at the stickers", "response": "left bumper sticker: The left sticker reads, \"Speed Kills! .55c Saves Lives.\"\nright bumper sticker: The right bumper sticker reads, \"My Other Saucer Is A Porsche.\"", "endoftext": true }, { "action": "You look at your surroundings", "response": "Normally the backyard is boring, but not tonight! Tonight the lawn\nhas been crisped by the arrival of the silvery ship. It sits there, gleaming under the bright backyard lights your dad installed a while back. Its shadow stretches across the brick patio and Weber grill. Your house is to the south.\n\nWith the sound of a thousand cats yowling a thousand different songs, a piece of the saucer lowers, forming a ramp. For a few seconds, the only things coming out of the ship are gouts of white gas which quickly dissipate.\n\nThen the aliens step forth.\n\nFull of might and majesty, two shapes drift down the ramp and onto the zoysia grass. One is purple and cylindrical, with several tentacles dangling. The other is green and much more blobby, though he too is be-tentacled.\n\nThe purple alien squints for a moment at the bright lights, then produces a small box with a rotating antenna on it. He punches some buttons on the box. It responds with bleeps and blips. The purple one nods and puts the box away. \"Scan for life signs in immediate vicinity complete. Two adults, one child, no tabloid reporters found.\"\n\n\"Good,\" the green one says. \"We now must--\" He stops, staring right at you. You blink.\n\n\"Zigurt,\" the purple alien says to the green one. His voice is thick with worry.\n\n\"Shh,\" the green alien replies. \"I am cogitating.\"\n\n\"Ziiiiiguuurt,\" the purple alien whines.\n\n\"Shh!\"\n\n\"But ZIIiiIIiiIIiiguuuurt, the child can see us! Why is that?\" The purple alien turns to the green one, filling the air with his flailing tentacles. \"You said the neurotron would prevent our detection. You said that this would be a slight wind, that this would be without difficulty!\"\n\n\"Silence, Floban.\" The purple alien falls quiet. \"We will unravel this conundrum in due time. For now, I have closed the child's avenue of retreat.\" You spin around--sure enough, a curtain of energy has sprung up between you and your house.", "endoftext": false }, { "action": "You enter the ship", "response": "The aliens move to block you.\n\nThe two aliens begin whispering back and forth. \"Obviously the child is the Ambassador Plenipotentiary for this planet.\"\n\n\"A child?\"\n\n\"Certainly. The Zufans' intelligence, while fearful in their young, diminishes with age. All of their civil servants are children. Why not with Terrans? Have you not seen the their `sit-coms,' in which the children are all-knowing and their elders impotent fools?\"\n\n\"Fine, fine, fine. But can the child understand us?\" Zigurt responds by displaying a plain metal rod. \"Ah, yes. I had forgotten of the translator.\"", "endoftext": false }, { "action": "Hello", "response": "\"Kindly hold your tongue until we have decided your fate.\"\n\nZigurt makes a sound like that of gravel being crushed underfoot. \"Floban, would this not be an opportune time to present our demands to the Ambassador?\"\n\nFloban looks hurt. \"I was preparing the list mentally,\" he says truculently. \"There is no need for you to clear your esophageal passages at me.\n\n\"Human child!\" The latter is directed at you, making you jump. Floban moves forward, looming ominously. \"We are here on behalf of all spacefaring races who must cope with the mess your species is making. Must you shout your news across all radio frequencies?\"\n\n\"Mmm, Floban,\" says Zigurt.\n\n\"Must I hear of your puny world wars? Must I deal with the endless chatter of a semi-sentient race? Must you flood the universe with your `top-ten lists' and `buzz clips'?\"\n\n\"What about our demands, Floban?\"\n\n\"Must I sully the tips of my tentacles by dipping them in the muck of this world? Must I stop your stupid, stupid development of Solarnite? Must I spend more time on a backwards planet, educating the--\"\n\n\"FLOBAN! FOOD!\"\n\nFloban winces. \"Not so loud,\" he hisses to Zigurt. \"One moment, please, Ambassador,\" he says to you as he rolls back to Zigurt.", "endoftext": false }, { "action": "Wait", "response": "Time passes...\n\nZigurt and Floban have a hurried, whispered discussion. Finally, Zigurt moves closer to you. \"Our trip has been a long one, and we are in need of sustenance. You will bring us rock salt, so that we might de-hydrate.\"\n\n\"And some Ho-Hos,\" Floban interjects hopefully.\n\nZigurt glares at Floban. Finally, grudgingly, he adds, \"And some Ho-Hos. You will--\"\n\n\"And a memento!\" says Floban.\n\nThis silence lasts longer than the previous one. Slowly Zigurt swivels around to stare at Floban. \"A...memento?\" he asks.\n\n\"Oh, my, yes! The preliminary scan--\" he waves around the small box you saw before, \"--showed a high concentration of mementos somewhere within the domicile. We should obtain...one to...add...\" Floban's words trail off under Zigurt's glare.\n\nZigurt sighs before turning back to you. \"Bring us rock salt, some Ho-Hos,\" he pauses and glares again at Floban, who ducks his head, \"and a memento. You will bring them to our skrrbtz...\" Zigurt frowns, shakes the translator. \"Enter our fzzgt...\" His frown is deeper this time. \"Our gblzzt...\" He waves his tentacles, distressed.\n\"`Universal translator' my anterior appendage!\" he shouts.\n\n\"Please, not so loud!\" Floban brings out an open white bottle and pops a pill from it. \"I am experiencing a horrendous headache. If you would but wait a moment.\" From somewhere he finds a large book, which he consults. \"The word you want is `sheep'.\"\n\nZigurt pauses, rolling the strange word around in his mouth, tasting its sounds. \"Bring the rock salt, Ho-Hos, and memento to our sheep.\nWe will wait.\"", "endoftext": false }, { "action": "You look at the grill", "response": "Roundish, red, with three legs and wheels. Occasionally dad uses it to flash-burn meat into flaky, charcoal lumps.\n\nZigurt and Floban drift back up the ramp. When they are near the top, they stop. \"Oh, and tell your world governments' spacefarers to clean up after themselves in orbit,\" Zigurt says.\n\n\"Yeah, especially that Mir.\"\n\nZigurt negligently waves a tentacle, making the curtain of energy vanish, and the two aliens disappear into their ship.", "endoftext": false }, { "action": "You open grill", "response": "No thanks. Last time dad cooked something in it, it almost exploded from all the lighter fluid. If you open it and get soot all over you, you'll probably have to clean it.", "endoftext": false }, { "action": "Go south", "response": "A short hall lined with dark wood panelling. It connects the\nkitchen, to the west, with the living room, to the east. The backyard is north of here.", "endoftext": false }, { "action": "You go east", "response": "The living room is the rumpled center of your home. Comfy floral furniture, a few shelves filled with knick-knacks, a window, two parents, and a TV. The hallway to the kitchen is west, and the unimportant rest of your home (mentioned here merely for the sake of completeness) is south.\nMom is here, knitting away.\nDad is slowly going through today's paper.\n\nMom says, \"You better be done with those dishes, kid,\" and smiles.", "endoftext": false }, { "action": "You look athe knick-knacks", "response": "Collectibles out the wazoo. Well, out the shelves. Hummel figurines, Franklin Mint plates, even a bunch of plastic smurfs. One entire shelf is filled with Precious Moments dolls, all of them staring at you with wide eyes, exuding eerie cuteness.", "endoftext": false }, { "action": "You take the doll", "response": "Mom glances at you. \"Leave that stuff alone, kid.\"", "endoftext": true }, { "action": "Look around", "response": "The living room is the rumpled center of your home. Comfy floral furniture, a few shelves filled with knick-knacks, a window, two parents, and a TV. The hallway to the kitchen is west, and the unimportant rest of your home (mentioned here merely for the sake of completeness) is south.\nMom is here, knitting away.\nDad is slowly going through today's paper.", "endoftext": false }, { "action": "You go to the south", "response": "That part of your house is so unimportant right now that it hasn't been implemented. Don't you read the long descriptions of rooms?", "endoftext": false }, { "action": "You look at Dad", "response": "Dad is poring over the paper, reading and re-reading every article, occasionally circling misspellings and misprints.", "endoftext": false }, { "action": "You examine mom", "response": "She's relaxing, quietly knitting to pass the time.\n\nYou hear your dad rustling his newspaper. When you look over at him, you see that he's crumpled part of it into a saucer-like shape. Mom sees it too; she says, \"Dad? Whatcha got?\"\n\n\"I...I don't know,\" he answers, \"but...it means something.\"\n\n\"Oh, hush,\" mom scolds him. \"That doesn't mean anything.\"\n\nDad thinks, then sends the paper saucer flying towards the trash. \"I guess you're right,\" he says before he starts reading again.", "endoftext": false }, { "action": "Examine tv", "response": "The TV sits there, completely silent. It's not natural, I tell you. Behind that blank screen the adventures of Captain Dangerous and Billy Bob are going on, and you're missing them!", "endoftext": false }, { "action": "You ask Mom about Ho-Hos", "response": "Mom sighs. \"I wish we could afford Ho-hos. But you know how expensive brand-name snack cakes are.\"", "endoftext": false }, { "action": "You ask Mom about the rock salt", "response": "\"In the kitchen cabinets, like always,\" mom tells you.", "endoftext": false }, { "action": "You tell Mom about the ship", "response": "Your dad grunts as he rises from his chair. \"Okay, kid, let's take a look.\" He gazes out the window for a moment, then sits heavily back down in his chair, shaking his head at your mom.\n\n\"Oh, kid,\" mom says laughingly. \"I know you don't want to wash dishes, but we all have to do our part. All three of us have familial responsibilities. Now get back in there.\" She gives you a playful swat on the butt.", "endoftext": false }, { "action": "You go west", "response": "A short hall lined with dark wood panelling. It connects the\nkitchen, to the west, with the living room, to the east. The backyard is north of here.", "endoftext": false }, { "action": "You examine the cabinets", "response": "Closed pressboard cabinets. From time to time, mom makes you sponge them down to remove the oily residue that builds up on them.", "endoftext": false }, { "action": "You open the cabinets", "response": "Opening the cabinets reveals a can of rock salt, a box of generic cupcakes, and some other stuff.", "endoftext": false }, { "action": "You take the rock salt", "response": "Taken.", "endoftext": true }, { "action": "Look around", "response": "You've spent many an hour at the kitchen sink, elbow-deep in suds, staring out the window, ignoring the ugly appliances and dirty cabinets. A dismayingly large stack of dirty plates towers on one side of the sink, balanced by a much smaller stack of clean plates on the other side. Next to the east doorway is the avocado-green refrigerator your family has owned forever.\nThe cabinets seems to contain some other stuff.", "endoftext": false }, { "action": "You go north", "response": "Normally the backyard is boring, but not tonight! Tonight the lawn\nhas been crisped by the arrival of the silvery ship. It sits there, ramp down, gleaming under the bright backyard lights your dad installed a while back. Its shadow stretches across the brick patio and Weber grill. Your house is to the south.", "endoftext": false }, { "action": "You enter the ship", "response": "The silvery hallway splits into five branches, like the inside of\nsome mutant cauliflower. The branches lead north, northeast, northwest, southeast, and southwest. Behind you, the ramp flops out onto the backyard. A strange metal plate is attached to the wall by the ramp.", "endoftext": false }, { "action": "You look at the plate", "response": "The plate is shinier than the rest of the surrounding wall, as if rubbed by countless tentacles (tentacli?).", "endoftext": false }, { "action": "You touch the plate", "response": "A whispering of voices runs lightly through your mind, then fades away when you stop touching the plate.", "endoftext": false }, { "action": "You go north", "response": "Curving control consoles, all just taller than you, line the\nunderneath of the viewport. There are no chairs, no creature comforts--just austere controls and an exit to the south.", "endoftext": false }, { "action": "You go to the north-east", "response": "southwest, a chill which leaves your breath diaphanous in front of you. Ovoids the size of small couches lie scattered about.", "endoftext": false }, { "action": "You examine the ovoids", "response": "The ovoids must be sleep pods, given their frosted windows and sleep-podish appearance.", "endoftext": false }, { "action": "You get in the pod", "response": "Good luck getting in the sleep pods while they're closed.", "endoftext": false }, { "action": "You open the pod", "response": "The pods open reluctantly and with a hiss.", "endoftext": false }, { "action": "You get in the pod", "response": "Gingerly you lower yourself into a pod. You have to wiggle around a bit before you're comfortable, but soon enough you're settled.\n\nAll that shifting and squirming must have started the pod's lid to closing, though. You look up just as the lid snicks into place.\n\nYou thump your fists against the lid, hard at first, then weaker and weaker as the gas filling the pod puts you to sleep.\n\n* * * * *\n\nYou blink away the crusty sleep which fills your eyes. Above you, Zigurt and Floban peer at you in surprise.\n\n\"Ambassador!\" Zigurt says as he helps you out of the pod. \"We had no idea you were on board with us!\"\n\n\"But what a wonderful happenstance!\" Floban says. \"We cannot return you to your world, since the V'lvxnlxiaforming of Terra is nearly complete.\" He looks sad for a moment, pausing in sympathy. \"But!\" he says, brightening, \"The nobles of V'lvxnlxia will no doubt find you amusing, and suffer you to live.\"\n\n\"Say, Floban.\" Floban turns to look at Zigurt, who is now holding a small barrel organ. \"If you can learn to play this instrument, no doubt the Ambassador's performances will be more entertaining.\"\n\n\"Splendid!\"\n\nYou have achieved a score of 0 points out of a possible 20 in 65 turns.\n\nYou may restore a saved game, start over, quit, or undo the current command.", "endoftext": false }, { "action": "You go northwest", "response": "The rec room is surprisingly empty, its only features a slanted\nledge on one wall and a counter jutting from another. Across from the ledge is the southeast exit.\nSitting on the low-slung counter is a white bottle, a universal translator, and a large book. The slanted ledge seems to contain a road atlas.\nZigurt is carefully poring over the atlas.\nFloban stands next to Zigurt, watching him and the maps.\n\nFloban nods in your direction. \"Ambassador,\" he says.", "endoftext": true }, { "action": "You look around", "response": "The rec room is surprisingly empty, its only features a slanted\nledge on one wall and a counter jutting from another. Across from the ledge is the southeast exit.\nSitting on the low-slung counter is a white bottle, a universal translator, and a large book. The slanted ledge seems to contain a road atlas.\nZigurt is carefully poring over the atlas.\nFloban stands next to Zigurt, watching him and the maps.", "endoftext": false }, { "action": "You examine bottle", "response": "The white bottle is about three inches tall. Its lid has been removed. The inside of the bottle is crammed full of white pills.", "endoftext": false }, { "action": "You examine the road atlas", "response": "The atlas lies open to a map of the USA.", "endoftext": false }, { "action": "Examine book", "response": "Large and, strangely enough, bound in leather. Stamped on its cover are the words, \"To Serve Man.\" Someone has made a feeble attempt to obliterate \"Serve\" and replace it with \"Understand\".\n\nZigurt traces some routes on the atlas with one tentacle. \"We shall follow this `Interstate' until it reaches Washington, D.C., at which point we will meet with the leader of this country,\" he says to Floban.\n\n\"Oh, capital!\" Floban replies.", "endoftext": false }, { "action": "You examine the pills", "response": "Little. White. Similar.\n\nFloban massages his forehead with one tentacle, picking up the white bottle with another. He sticks a third tentacle into the bottle. When he pulls it back out, a pill is stuck to the end of it. He pops the pill in his mouth, then puts the bottle back on the counter.", "endoftext": false }, { "action": "You take pill", "response": "\"Winners don't use drugs.\"\n--This message brought to you by the director of the FBI.", "endoftext": false }, { "action": "You take the bottle", "response": "A tentacle darts out, thumping your hand and making it sting. \"That is not polite,\" Floban says.", "endoftext": false }, { "action": "You give the cupcakes to Floban", "response": "Floban takes the box from you, looking at it. \"Redi-Snak(TM) Chokolate Snak Kakes?\" He sighs. \"I suppose they will do.\"\n\n\"Now we need rock salt and a memento. If you would, please, run along now.\" Floban, meanwhile, has wolfed down two or three cupcakes, leaving his face smeared with chocolate which he tries to lick off with a large blue tongue. \"You are such a mess,\" Zigurt tells him as they turn back to the atlas.", "endoftext": false }, { "action": "You examine the translator", "response": "The universal translator is a metallic silver rod about the length of your forearm and almost as thick around. It is currently turned on. There is a button on its side labelled in an alien script.", "endoftext": false }, { "action": "You look at the button", "response": "A button on the side of the universal translator.\n\nFloban massages his forehead with one tentacle, picking up the white bottle with another. He sticks a third tentacle into the bottle. When he pulls it back out, a pill is stuck to the end of it. He pops the pill in his mouth, then puts the bottle back on the counter.", "endoftext": true }, { "action": "Go southeast", "response": "In sharp contrast to what you've seen of the rest of the ship, this room is filthy. Junk piles up in corners, spilling out over the floor, claiming most of the room. It's as if Zigurt and Floban had thrown every bauble which had ever caught their eye into this room without regard for order or the boundaries of good taste. Indeed, most things you see lie squarely on the far side of tasteful. Somewhere in the midst of the junk is the northwest exit.", "endoftext": false }, { "action": "You examine the junk", "response": "The amount of junk thrown down here is astounding. There's no telling what you could find with a bit of work.", "endoftext": false }, { "action": "You search the junk", "response": "Some rooting around turns up a salad shooter, which you pick up.", "endoftext": false }, { "action": "You search the junk", "response": "Some rooting around turns up a red lid, which you pick up.", "endoftext": false }, { "action": "You search the junk", "response": "Some rooting around turns up a velvet Elvis, which you pick up.", "endoftext": false }, { "action": "You search the junk", "response": "Some rooting around turns up a rain stick, which you pick up.", "endoftext": false }, { "action": "You examine the red lid", "response": "A red child-proof lid.", "endoftext": false }, { "action": "You search junk", "response": "Some rooting around turns up a garden hose, which you pick up.", "endoftext": false }, { "action": "Continue", "response": "Some rooting around turns up a stress ball, which you pick up.", "endoftext": false }, { "action": "You look at the stick", "response": "A hollow stick filled with beads and capped at both ends. When turned, the beads slide down the stick and make a sound that is kinda like the sound of falling rain.", "endoftext": false }, { "action": "You examine hose", "response": "A green garden hose.", "endoftext": false }, { "action": "You look at the ball", "response": "The stress ball is quite deformed from people squeezing it.", "endoftext": false }, { "action": "You examine Elvis", "response": "The King, captured in all his glory by a simple piece of mounted velvet. Stunning.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You have a salad shooter, a red lid, a velvet Elvis, a rain stick, a garden hose, and a stress ball.", "endoftext": false }, { "action": "You look at the shooter", "response": "The salad shooter might once have chopped up vegetables and more for a mighty fine salad, but someone has removed all of its blades, rendering it useless.", "endoftext": false }, { "action": "You put the red lid on the white bottle", "response": "A tentacle darts out, thumping your hand vigorously. \"Most definitely do not do that,\" Floban says while you rub your smarting hand.", "endoftext": false }, { "action": "You give Elvis to Floban", "response": "Floban waves away the velvet Elvis. \"Your trinkets are of no concern right now,\" he tells you.", "endoftext": false }, { "action": "You go southwest", "response": "Stark. Metal. An examination table fills the center of the room. Above it crouch various tools on metal appendages, extended like the legs of some insect. Along one wall is a control panel. The exit is to the northeast.", "endoftext": false }, { "action": "You examine the tools", "response": "You can begin to guess at some of the tools' functions--the brightly-shining light is familiar, reminding you of visits to the dentist. Other tools, however, are too strange for your puny Earth brain.", "endoftext": false }, { "action": "You examine table", "response": "Whatever metal was used in its making has been buffed to a high sheen. You can see your face reflected in its surface when you stand on tippy-toes.", "endoftext": false }, { "action": "You examine the switches", "response": "So many controls. So many, many controls, and all unlabeled.", "endoftext": false }, { "action": "You turn the stick", "response": "You give the rain stick a turn, listening to the beads fall.", "endoftext": false }, { "action": "You put Elvis on the table", "response": "Done.", "endoftext": true }, { "action": "You look around", "response": "Stark. Metal. An examination table fills the center of the room. Above it crouch various tools on metal appendages, extended like the legs of some insect. Along one wall is a control panel. The exit is to the northeast.\nSitting on the examination table is a velvet Elvis.", "endoftext": false }, { "action": "You turn on the controls", "response": "You flip a switch at random. The table shudders, as if trying to do something, then quits. A red light on the control panel winks on, then off. A tool descends, points angrily at the object on the table's surface, and retracts once more.", "endoftext": false }, { "action": "You look at the controls", "response": "So many controls. So many, many controls, and all unlabeled.", "endoftext": false }, { "action": "You pull the lever", "response": "You yank on a lever. There is a loud keening sound as a laser beam shoots from one of the tools and strikes the table. The beam traces up the middle of the table before shutting off again.", "endoftext": false }, { "action": "You pull the lever", "response": "You yank on a lever. An energy field flicks into brief existence around the table.", "endoftext": false }, { "action": "You pull the lever", "response": "You yank on a lever. The table is wrapped in what looks suspiciously like Saran-Wrap. The plastic sheeting dissolves and vanishes a short time later.", "endoftext": false }, { "action": "You pull the lever", "response": "You yank on a lever. A whirling circular saw descends, slices the air above the table, then retracts.", "endoftext": false }, { "action": "You pull the lever", "response": "You yank on a lever. The table undergoes a series of uncomfortable-looking contortions before straightening back out.", "endoftext": false }, { "action": "You pull the lever", "response": "You yank on a lever. The table shudders, as if trying to do something, then quits. A red light on the control panel winks on, then off. A tool descends, points angrily at the object on the table's surface, and retracts once more.", "endoftext": false }, { "action": "Inventory", "response": "You have a salad shooter, a red lid, a rain stick, a garden hose, and a stress ball.", "endoftext": false }, { "action": "You pull the lever", "response": "You yank on a lever. The table shudders, as if trying to do something, then quits. A red light on the control panel winks on, then off. A tool descends, points angrily at the objects on the table's surface, and retracts once more.", "endoftext": false }, { "action": "You take all from the table", "response": "stress ball: Taken.", "endoftext": false }, { "action": "You examine the map", "response": "The map shows the innards of the spaceship. According to it, the bridge lies to the north of the silver hallway, the rec room is northwest of the hallway, the slumber chamber is northeast, the exam room is southwest, and the hold is southeast from the hallway.", "endoftext": false }, { "action": "You give Elvis to Mom", "response": "Your mom rejects the offer.", "endoftext": false }, { "action": "You look at the window", "response": "The window looks out on the backyard and on the ship.", "endoftext": false }, { "action": "You examine paper", "response": "Your dad is reading it with deliberate care.", "endoftext": false }, { "action": "You turn the stick", "response": "You give the rain stick a turn, listening to the beads fall.", "endoftext": false }, { "action": "You hit Mom", "response": "Temper, temper.", "endoftext": false }, { "action": "You hit the dishes", "response": "Which dishes do you mean, the stack of clean dishes, or the stack of dirty dishes?", "endoftext": false }, { "action": "You go east", "response": "A short hall lined with dark wood panelling. It connects the\nkitchen, to the west, with the living room, to the east. The backyard is north of here.", "endoftext": false }, { "action": "You go north", "response": "Normally the backyard is boring, but not tonight! Tonight the lawn\nhas been crisped by the arrival of the silvery ship. It sits there, ramp down, gleaming under the bright backyard lights your dad installed a while back. Its shadow stretches across the brick patio and Weber grill. Your house is to the south.", "endoftext": false }, { "action": "Wait", "response": "Time passes...", "endoftext": false }, { "action": "You wait", "response": "Time passes...\n\nFrom the kitchen, you hear a tremendous clattering banging crash. Something very bad has happened to your clean dishes, and something even worse will probably happen to you if mom catches you.", "endoftext": false }, { "action": "You wait", "response": "Time passes...\n\nMom jumps up, her knitting forgotten. \"What was that?\" she asks on her way out the door.\n\nDad calls after her. \"Oh, probably a stack of dishes falling to the floor and breaking.\"", "endoftext": false }, { "action": "You ask Dad about the grill", "response": "He lowers his paper, looks out at you from under beetle brows, and goes back to reading.", "endoftext": false }, { "action": "You give all to Dad", "response": "salad shooter: Your dad rejects the offer.\nred lid: Your dad rejects the offer.\nrain stick: Your dad rejects the offer.\ngarden hose: Your dad rejects the offer.\nvelvet Elvis: Your dad rejects the offer.\nstress ball: Your dad rejects the offer.\nship map: Your dad rejects the offer.", "endoftext": false }, { "action": "You examine the patio", "response": "Dad spent one summer putting it in. He got the bricks from an old house, so they were covered in mortar. He offered you ten cents a brick to scrape the mortar off--yeah, like you wanted to spend your vacation working for the Man. The Weber is on one side of the patio, a free-standing faucet on the other.", "endoftext": false }, { "action": "You attach the hose to the faucet", "response": "You screw one end of the hose onto the faucet.", "endoftext": false }, { "action": "You turn on the faucet", "response": "You turn on the faucet with a twist. Water begins gushing from the far end of the hose.", "endoftext": false }, { "action": "You take the hose", "response": "You already have the garden hose!", "endoftext": false }, { "action": "You point the hose at the grill", "response": "If you want to spray something with the hose, just say so.", "endoftext": false }, { "action": "You spray the ship with hose", "response": "You send a jet of water towards the ship. The water beads on the skin of the ship, then rolls down onto the ground.", "endoftext": false }, { "action": "Go south", "response": "Not until you either drop the hose or you detach it from the faucet.", "endoftext": false }, { "action": "You examine the ship", "response": "It's much, much cooler close up. The surface is all crinkly and silvery. The top and bottom are flat; the sides angle out, then back in, and are ruffled. On its back are two bumper stickers. Its ramp lies open like a big silver tongue; you can enter to the north.", "endoftext": false }, { "action": "You look at ramp", "response": "It leads into the ship.", "endoftext": false }, { "action": "You examine the patio", "response": "Dad spent one summer putting it in. He got the bricks from an old house, so they were covered in mortar. He offered you ten cents a brick to scrape the mortar off--yeah, like you wanted to spend your vacation working for the Man. The Weber is on one side of the patio, a free-standing faucet on the other.", "endoftext": false }, { "action": "Inventory", "response": "You have a salad shooter, a red lid, a rain stick, a garden hose, a velvet Elvis, a stress ball, and a ship map.", "endoftext": false }, { "action": "You examine the map", "response": "The map shows the innards of the spaceship. According to it, the bridge lies to the north of the silver hallway, the rec room is northwest of the hallway, the slumber chamber is northeast, the exam room is southwest, and the hold is southeast from the hallway.", "endoftext": false }, { "action": "You turn the stick", "response": "You give the rain stick a turn, listening to the beads fall.", "endoftext": false }, { "action": "You examine the lights", "response": "Your dad's always adding this and that to the house, trying to improve it. A while back, he added these lights to the backyard, presumably because he wanted to show the mosquitos where to gather. The current control for the lights is mounted below them.", "endoftext": false }, { "action": "You examine the control", "response": "It's just a knob to control how bright the lights get. Right now it's turned counterclockwise.", "endoftext": false }, { "action": "You turn the knob clockwise", "response": "You twist the current control all the way clockwise. The lights brighten to the point that the backyard is more lit up than it is during the day.", "endoftext": false }, { "action": "You spray the lights with the hose", "response": "It's too far away.", "endoftext": false }, { "action": "You look", "response": "Normally the backyard is boring, but not tonight! Tonight the lawn\nhas been crisped by the arrival of the silvery ship. It sits there, ramp down, gleaming under the harsh backyard lights your dad installed a while back. Its shadow stretches across the brick patio and Weber grill. Your house is to the south.", "endoftext": false }, { "action": "Go south", "response": "Not until you either drop the hose or you detach it from the faucet.", "endoftext": false }, { "action": "You drop the hose", "response": "Dropped.\n\nYou are startled to see Zigurt come down the ramp, squinting and wiping away tears. Floban follows him, waving his tentacles about madly. \"What did I tell you? The light out here has become unbearable. How do you expect me to concentrate on our plans with the sound of so many photons bombarding our ship's repulso-field?\"\n\n\"Your point is taken,\" Zigurt replies thoughtfully. He brings out a large ray gun, complete with flanges and doohickeys. He braces its barrel against one tentacle and fires at the lights. With a FZOOM! a shower of sparks falls from a nearby tree.\n\nIn response, Zigurt clears his throat and wipes his tearing eyes once more. \"Somewhat...tricky...\" he mutters, taking aim once more.\nFZOOM! and more sparks fly from the tree, followed by a very put-out flock of nesting birds.\n\nZigurt is drawing a bead on the lights once more when something hits one of them and breaks it with a quiet tinkle. In the reduced glare, both you and Zigurt turn to look at Floban, who has dropped a tentaclefull of medium-sized rocks. \"Not for nothing was I on the All-Solar team at the Academy,\" he says with a touch of pride.\n\n\"Indeed,\" says Zigurt as both cautiously detour around the water-spewing hose and re-enter the ship.", "endoftext": true }, { "action": "You look at your surroundings", "response": "Normally the backyard is boring, but not tonight! Tonight the lawn\nhas been crisped by the arrival of the silvery ship. It sits there, ramp down, gleaming under the bright backyard lights your dad installed a while back. Its shadow stretches across the brick patio and Weber grill. Your house is to the south.\nYou see a garden hose here.", "endoftext": false }, { "action": "Go west", "response": "You've spent many an hour at the kitchen sink, elbow-deep in suds, staring out the window, ignoring the ugly appliances and dirty cabinets. A dismayingly large stack of dirty plates towers on one side of the sink. Next to the east doorway is the avocado-green refrigerator your family has owned forever.\nThe cabinets seems to contain some other stuff.", "endoftext": false }, { "action": "You go east", "response": "The living room is the rumpled center of your home. Comfy floral furniture, a few shelves filled with knick-knacks, a window, two parents, and a TV. The hallway to the kitchen is west, and the unimportant rest of your home (mentioned here merely for the sake of completeness) is south.\nDad is slowly going through today's paper.\nMom is walking down the hall towards the living room.\n\nMom looks at you angrily. You duck your head and scuffle one foot against the floor. \"You know better than to run away and hide when you've done something wrong,\" she says. You turn beet red. \"To your room, kid.\" When she talks to you in that tone of voice, you know better than to disobey. Up the stairs you go, to await your eventual punishment.\n\nOf course, none of this matters much since the world ends some hours later.\n\nYou have achieved a score of 4 points out of a possible 20 in 209 turns.\n\nYou may restore a saved game, start over, quit, or undo the current command.", "endoftext": true } ]
b7zs6ocxlntb1u7c
Olivia's Orphanorium
Sam Kabo Ashwell
[ "Casual Simulation" ]
[ "advocacy", "children", "corporal punishment", "dark", "grooming", "I7 source available", "management", "NightFloyd transcript", "orphanage", "orphans", "random", "resource management", "satire", "simulation", "strategy", "systematic puzzles", "Victorian", "Xyzzy Awards 2012" ]
2,012
[ 2, 15, 3, 2, 0 ]
22
3.772727
20130402-NF
false
Sparky young entrepreneur Olivia sets out to fulfil her dream of running an orphanage. The beatings will continue until morale improves.
[ { "action": "%", "response": "While not particularly graphic in its depiction, this game is centrally about the institutional mistreatment of children, in which the player character is instrumental. That considered, do you wish to continue?", "endoftext": false }, { "action": "Yes", "response": "When young the orphan is commonly sent to an asylum, where by\ncareful cultivation of its rudimentary sense of locality it is taught to know its place. It is then instructed in the arts of dependence and servitude and eventually turned loose to prey upon the world as a bootblack or scullery maid. -- Bierce\nYou have always dreamed of becoming an orphanmaster, and now you are finally getting to live your dream! Can you rise to the challenge and guide Olivia's Orphanorium from humble beginnings to towering success?\n\nA Casual Simulation by Sam Kabo Ashwell\n\nFor further information, see ABOUT.\n\nHere are housed the younger children, from the age of weaning to about six years old (though with most of them, age is merely a rough guess). Formerly a lumber-room, its ceilings are oppressively low. The Middle House is to the north.\n\nIn one corner, piled up into a small mountain, are the many volumes of Polychromatic Lung's Fairy Tales.\n\nHans, Peyton and Gilbert are housed here.", "endoftext": false }, { "action": "You examine the fairy tales", "response": "First published over a hundred years ago, Lung's Fairy Tales come in a variety of coloured covers, sturdy enough to resist chewing. These appear to form the complete set, and to be mostly first editions; signed bookplates indicate that they were donated to the Waifs and Strays Trust by the author.\n\nSkimming briefly through a few of the Tales, you are shocked at how gruesomely inappropriate they are for children; clearly these predate the more pure-minded Revised Edition. You shudder to think what schemes they might put into a child's head.", "endoftext": false }, { "action": "You examine Hans", "response": "Hans Culter, son of a gamekeeper and a scrawny Salopian bawd.\nHis discipline is mediocre, his vigour poor, his appearance bad and his morale poor.", "endoftext": false }, { "action": "Status", "response": "Peyton poor bad bad mediocre\nGilbert poor bad poor poor\nDeedee abysmal poor bad mediocre", "endoftext": false }, { "action": "Xyzzy", "response": "Here are housed the younger children, from the age of weaning to about six years old. Formerly a lumber-room, its ceilings are oppressively low. The Middle House is to the north.\n\nIn one corner, piled up into a small mountain, are the many volumes of Polychromatic Lung's Fairy Tales.\n\nHans, Peyton and Gilbert are housed here.", "endoftext": false }, { "action": "You go north", "response": "This ward is the home of children aged between six and twelve. A series of oddly-shaped rooms produced by ill-considered renovations, it's difficult to heat, the lighting is bad and there are far too many blind corners and hideaways. The Junior House lies south and the Senior north.\n\nSome ancient tricycles are littered about the place.\n\nDeedee is housed here.", "endoftext": false }, { "action": "You examine the tricycle", "response": "Relics of the public-sector days, when it was hoped that regular tricycle use might furnish orphans of the correct age with enmuscled shanks, allowing them to better work a treadmill at a later age. Their designer, Hopfrock Truitt, fondly envisaged a future in which orphans would find gainful employment as cycle-rickshaw pilots, a dream dashed when it was discovered to be extremely stupid.\n\n(The tricycles are an activity upgrade; orphans ASSIGNed to them\nwill slowly become more vigorous. Assigning orphans to self-improvement devices is vital if you wish to shape their character.)", "endoftext": false }, { "action": "You assign Deedee to the tricycle", "response": "You command Deedee Hock to occupy herself with the ancient tricycles. She obediently complies.", "endoftext": true }, { "action": "You look at your surroundings", "response": "This ward is the home of children aged between six and twelve. A series of oddly-shaped rooms produced by ill-considered renovations, it's difficult to heat, the lighting is bad and there are far too many blind corners and hideaways. The Junior House lies south and the Senior north.\n\nDeedee is busily occupied with the ancient tricycles.", "endoftext": false }, { "action": "Go north", "response": "Here reside the oldest children, aged roughly twelve to fifteen -- although once a child confined here was discovered, when his birth certificate surfaced, to be a spindly twenty-two. The largest, best-lit and airiest of the wards, its walls are decorated with inspiring murals. The Middle House lies to the south.", "endoftext": false }, { "action": "You look at the murals", "response": "The murals depict sturdy youths and modest maidens, with classic features and somewhat blank expressions, enthusiastically applying themselves to various forms of wholesome industry. The jobs depicted are chiefly of the rustic sort, or at least involve healthy exercise in the fresh air.", "endoftext": false }, { "action": "You look at the form", "response": "Producing gruel in-house was determined to be inefficient relative to subcontracting, not to mention an incentive to theft. Using this form you can change your standing order with Slophouse & Sons, who offer grades of gruel from 1 to 5, high numbers cheapest. Your current order is for Grade 3, thin gruel; this will cost six coins a day.", "endoftext": false }, { "action": "You examine the bell", "response": "This heavy brass bell summons the orphans to their daily meal, signalling the day's end. You prefer to ring it only when all the affairs of the day have been taken care of.", "endoftext": false }, { "action": "You examine orphanmaster", "response": "This handsome duodecimo volume briefly summarises the most important tools in the orphanmaster's trade, as follows:\n\nASSIGN a dependent TO some constructive workstation;\nalso UNASSIGN\nBUY items listed FROM a reputable catalogue\nCONSULT a catalogue ABOUT the nature and quality of its\nwares\nDISCIPLINE a dependent, in a manner not exceeding established standards\nDISMISS vexing and bootless tasks\nSELL unprofitable superfluities\nSCORE yourself on the ephemeral scale of worldly accomplishment\nRECAP tasks one has promised to undertake, then neglected\nROOM NAME, navigation for the navigation-challenged\nSCRUB someone incapable of taking responsibility for their own filthiness\nBureaucratically tabulate the STATUS of all your charges", "endoftext": false }, { "action": "You examine deedee", "response": "Deedee Hock, daughter of a loveless effeminate pawnbroker and a fraudulent fluffer.\nHer discipline is abysmal, her vigour poor, her appearance bad and her morale mediocre.", "endoftext": false }, { "action": "Discipline deedee", "response": "You apply some well-deserved discipline to Deedee Hock. Her discipline is now bad.", "endoftext": false }, { "action": "You examine deedee", "response": "Behold: Deedee Hock, daughter of a loveless effeminate pawnbroker and a fraudulent fluffer.\nHer discipline is abysmal, her vigour poor, her appearance bad and her morale poor.", "endoftext": false }, { "action": "You go to the south", "response": "Here are housed the younger children, from the age of weaning to about six years old. Formerly a lumber-room, its ceilings are oppressively low. The Middle House is to the north.\n\nIn one corner, piled up into a small mountain, are the many volumes of Polychromatic Lung's Fairy Tales.\n\nHans, Peyton and Gilbert are housed here.", "endoftext": false }, { "action": "You examine Peyton", "response": "Peyton Cropes, daughter of an advertiser of adult stamps and a Greek medium.\nHer discipline is poor, her vigour bad, her appearance bad and her morale mediocre.", "endoftext": false }, { "action": "You examine Gilbert", "response": "Gilbert Graves, son of an addict to Tijuana bibles and an Egyptian milkmaid.\nHis discipline is mediocre, his vigour bad, his appearance poor and his morale poor. Yet God loves him, thus proving that He is capable of all things.", "endoftext": false }, { "action": "You take the fairy tales", "response": "There are too many of them to cart about.", "endoftext": false }, { "action": "You assign Gilbert to the fairy tales", "response": "device: idle orphans in the relevant ward may be improved by it, or not, and there is nothing that God or man may do to affect the outcome. You can only assign orphans to active improvement devices.", "endoftext": true }, { "action": "Discipline gilbert", "response": "You apply some well-deserved discipline to Gilbert Graves. His discipline is now adequate.", "endoftext": false }, { "action": "Discipline peyton", "response": "You apply some well-deserved discipline to Peyton Cropes. Her discipline is now poor.", "endoftext": false }, { "action": "You examine Hans", "response": "This is Hans Culter, discarded progeny of a gamekeeper and a scrawny Salopian bawd.\nHis discipline is mediocre, his vigour bad, his appearance bad and his morale poor. He is a perpetual disappointment.", "endoftext": false }, { "action": "Scrub hans", "response": "You seize Hans, delouse his scalp with equal parts pomatum and mercurial ointment (just in case), and scrub him all over with turpentine and a pumice-stone. This accomplished, you deliver a short lecture on the spiritual and bacterial dangers of filthiness. Hopefully the lesson is learned; his looks are now poor.", "endoftext": false }, { "action": "Status", "response": "Peyton poor bad bad poor\nGilbert adequate bad poor poor\nDeedee abysmal poor poor poor", "endoftext": false }, { "action": "You discipline yourself", "response": "You should only discipline orphans.", "endoftext": false }, { "action": "You scrub yourself", "response": "You have already washed. You have particularly clean habits.", "endoftext": false }, { "action": "About yourself", "response": "You are an attractive, capable woman with a sunny disposition, aged 20-35; despite this, your life is sufficiently dull to excite neither unease nor envy in middle-aged ladies.", "endoftext": false }, { "action": "You scrub Peyton", "response": "Setting the occasional example is one thing, but you would be worn to the bone if you had to groom each and every one of your charges; you are their guardian, not their stable-hand.", "endoftext": false }, { "action": "You ring bell", "response": "Polychromatic Lung's Fairy Tales has improved Hans Culter's morale, which is now mediocre.\nThe ancient tricycles have fortified Deedee Hock's vigour, which is now mediocre.\n\nYou receive a government stipend of 40 for the feeding and care of your orphans; and pay out 6 coins on necessary care and maintenance, most of it going on food. How tiny people can eat so much is beyond you.\n\nA new orphan, Hunter Blair, has been entrusted to your care and is now housed in the Junior House.", "endoftext": false }, { "action": "You scrub Gilbert", "response": "You seize Gilbert, drag a comb through his hair, and make him walk around with a book on his head. This accomplished, you deliver a short lecture on the spiritual and bacterial dangers of filthiness. Hopefully the lesson is learned; his looks are now poor.\n\nA new task: Prisoners Dilemma\n\nYou are awakened late at night by inexpertly-muffled footsteps on squeaky boards, and rush to check that all your charges are secure. It swiftly transpires that Deedee Hock and Gilbert Graves are both missing; worse, it sounds as if Graves is making for the boarded-up back door in the Junior House, while Hock climbs to the attic and tries to force a window. A perfectly coordinated escape: pursuing one will almost certainly give the other enough time to get away. You have only moments to decide.\n1 - Go after Deedee Hock.\n2 - Pursue Gilbert Graves.\n3 - Come up with a plan that somehow allows you to intercept both.", "endoftext": false }, { "action": "3", "response": "You hesitate too long. There is really no way to accomplish this, but you can't bear to abandon a child. Too late, you choose the attic, but you know before you arrive there that the window will be open, the birds flown. You trudge back downstairs, trying to ignore the buzz of excitement rising from the dormitories.", "endoftext": true }, { "action": "You look at your surroundings", "response": "Here are housed the younger children, from the age of weaning to about six years old. Formerly a lumber-room, its ceilings are oppressively low. The Middle House is to the north.\n\nHunter, Hans and Peyton are housed here.\n\nIn one corner, piled up into a small mountain, are the many volumes of Polychromatic Lung's Fairy Tales.", "endoftext": false }, { "action": "Status", "response": "Peyton poor poor poor poor\nHunter abysmal poor bad poor", "endoftext": false }, { "action": "Discipline hunter", "response": "You apply some well-deserved discipline to Hunter Blair. His discipline is now bad.", "endoftext": false }, { "action": "Examine hunter", "response": "You are graced by the presence of Hunter Blair, secret brat of a stinking debased footpad and a suicidal poetess.\nHis discipline is awful, his vigour bad, his appearance awful and his morale poor.", "endoftext": false }, { "action": "You assign Hunter to the tricycles", "response": "It is highly irregular to assign an orphan to a task unsuited to their age. Besides, total chaos would ensue if children were allowed to wander freely between wards.", "endoftext": false }, { "action": "Examine form", "response": "Producing gruel in-house was determined to be inefficient relative to subcontracting, not to mention an incentive to theft. Using this form you can change your standing order with Slophouse & Sons, who offer grades of gruel from 1 to 5, high numbers cheapest. Your current order is for Grade 3, thin gruel; this will cost five coins a day.", "endoftext": false }, { "action": "You set the form to 1", "response": "You amend your order to request grade 1, thick porridge. A gruel finer than any orphan deserves, this stodgy mix contains steel-cut oats, crab-apples, molasses and lumps of beef fat. Any orphan capable of keeping it down will surely grow up big and strong. Your daily food bill is now fifteen coins.", "endoftext": false }, { "action": "You set the form to 2", "response": "You amend your order to request grade 2, substantial gruel. This grade of gruel is somewhat thicker than the basic product, but otherwise much the same stuff. Your daily food bill is now nine coins.", "endoftext": false }, { "action": "You ring bell", "response": "Polychromatic Lung's Fairy Tales has improved Hans Culter's morale, which is now adequate.\nPolychromatic Lung's Fairy Tales has improved Peyton Cropes's morale, which is now mediocre.\n\nYou receive a government stipend of 30 for the feeding and care of your orphans; and pay out 9 coins on necessary care and maintenance, most of it going on food.\n\nThe Orphanorium has been entrusted with two more children: Donny Pinkney is old enough for the Middle House, while Prudence Socket will go to the Junior.", "endoftext": false }, { "action": "Status", "response": "Peyton poor poor bad poor\nHunter awful bad awful poor\nPrudence abysmal poor bad mediocre\nDonny awful awful bad mediocre\n\nA new task: Mystery Child\n\nLate one night a shuttered carriage pulls up to the Orphanorium gates. The coachman, a swarthy and ill-favoured fellow in mourning-dress, asks to discuss a sensitive matter; his master, he explains, wishes his young ward to be kept discreetly at the Orphanorium. One hundred coins will, he trusts, buy your hospitality and your silence.\n1 - Take the money and admit the child.\n2 - This smells rotten. Refuse.", "endoftext": false }, { "action": "1", "response": "The coachman nods. Many locks are removed from the carriage; a small boy emerges, and is introduced as Harry Quisling. You discreetly convey him to the Junior House and the coin to your strongbox, then spend the rest of the night amending your records to make it appear that he arrived with the last batch of Ministry brats.", "endoftext": true }, { "action": "You look at your surroundings", "response": "Here are housed the younger children, from the age of weaning to about six years old. Formerly a lumber-room, its ceilings are oppressively low. The Middle House is to the north.\n\nHarry, Prudence, Hunter, Hans and Peyton are housed here.\n\nIn one corner, piled up into a small mountain, are the many volumes of Polychromatic Lung's Fairy Tales.", "endoftext": false }, { "action": "You examine Harry", "response": "This is Harry Quisling, a boy whose origins are shrouded in sordid mystery. His level gaze and long, elegant hands set him apart.\nHis discipline is abysmal, his vigour mediocre, his appearance poor and his morale mediocre. Such ingratitude is nothing short of monstrous.", "endoftext": false }, { "action": "Discipline harry", "response": "You apply some well-deserved discipline to Harry Quisling. His discipline is now bad.", "endoftext": false }, { "action": "Status", "response": "Peyton poor poor poor poor\nHunter bad bad bad poor\nHarry bad poor poor mediocre\nPrudence abysmal poor bad poor\nDonny awful abysmal bad poor", "endoftext": false }, { "action": "Go north", "response": "This ward is the home of children aged between six and twelve. A series of oddly-shaped rooms produced by ill-considered renovations, it's difficult to heat, the lighting is bad and there are far too many blind corners and hideaways. The Junior House lies south and the Senior north.\n\nDonny is housed here.\n\nSome ancient tricycles are littered about the place.", "endoftext": false }, { "action": "You assign Donny to the tricycles", "response": "You command Donny Pinkney to occupy himself with the ancient tricycles. He obediently complies.\n\nAn official Ministry courier delivers a large brown-paper package. Within is a doorstop of a book: the famed industry catalogue Fobberfish of Hackney's. There is a cover letter from Mr. Fobberfish himself, congratulating you on your appointment, expressing pleasure at the prospect of working together and solidarity as a fellow-contracter, drawing your attention to the superior, competitively-priced products supplied by his humble business, and suggesting that they might be brought into fruitful conjunction with your Ministry funds.", "endoftext": false }, { "action": "You look at the catalogue", "response": "A respected specialist catering to the orphan management trade, Fobberfish of Hackney provides a wide variety of goods at virtually affordable rates. Bowing to the decadence of the age, this once-respectable publication now features many vain luxuries that you can safely ignore, such as fair-trade gruel, artisanal wildflower soap, and smallpox vaccines. The few items of real utility have been circled in red pen:\n\nRuritanian Mastiffs (400 coins)\nThe Box (300 coins)\nAtherton's Ergonomic Treadmill (400 coins)\nMy First Delousing Bath (350 coins)\nSpinal Corrective Corsets (450 coins)\nDr. Pranger's Lithium Water (700 coins)\ntriple-barred windows (350 coins)\nThe Harvest of Sin (700 coins)", "endoftext": false }, { "action": "You read about Box", "response": "(in Fobberfish of Hackney's catalogue):\nRecommended by veterans of the profession, The Box is the surest way to instil discipline in an orphan. Adjustable to fit children of all ages. Includes installation costs.", "endoftext": false }, { "action": "You read about the Mastiffs", "response": "(in Fobberfish of Hackney's catalogue):\nToo ugly to love and too foul-tempered to suborn, Ruritanian Mastiffs form an essential part of any professional orphan-retention system.", "endoftext": false }, { "action": "You read about the treadmill", "response": "(in Fobberfish of Hackney's catalogue):\nAtherton's Ergonomic Treadmill produces a negligible quantity of electrical power, but (more importantly) its persistent use strengthens the thighs, calves and buttocks of older children, while teaching them the value of a hard day's work.", "endoftext": false }, { "action": "You scrub Donny", "response": "You seize Donny, pinch his cheeks until they take on a healthy red colour, and scrub him all over with turpentine and a pumice-stone. This accomplished, you deliver a short lecture on the spiritual and bacterial dangers of filthiness. Hopefully the lesson is learned; his looks are now awful.", "endoftext": false }, { "action": "Status", "response": "Peyton poor bad poor poor\nHunter bad awful awful poor\nHarry awful poor poor mediocre\nPrudence abysmal poor bad poor\nDonny bad awful bad poor", "endoftext": false }, { "action": "Go south", "response": "Here are housed the younger children, from the age of weaning to about six years old. Formerly a lumber-room, its ceilings are oppressively low. The Middle House is to the north.\n\nIn one corner, piled up into a small mountain, are the many volumes of Polychromatic Lung's Fairy Tales.\n\nHarry, Prudence, Hunter, Hans and Peyton are housed here.", "endoftext": false }, { "action": "Discipline harry", "response": "You apply some well-deserved discipline to Harry Quisling. His discipline is now poor.", "endoftext": false }, { "action": "You ring bell", "response": "The ancient tricycles have fortified Donny Pinkney's vigour, which is now bad.\n\nYou receive a government stipend of 60 for the feeding and care of your orphans; and pay out 18 coins on necessary care and maintenance, most of it going on food.\nYour profligate meal plans have borne fruit: Peyton Cropes has improved her morale.\n\nPeyton Cropes and Hunter Blair have grown up a little, and been transferred to the Middle House.\n(When orphans age up, they abandon any assigned tasks. You may\nwant to reassign them.)\n\nA new orphan, Randy Potts, has been entrusted to your care and is now housed in the Junior House.", "endoftext": false }, { "action": "You recruit Harry", "response": "Harry Quisling appears sceptical about the proposition, but the foreman describes it as a sort of grand game, while keeping a firm grip on his arm. They depart to the mill, to return once the engines are running once again.", "endoftext": false }, { "action": "Scrub randy", "response": "You seize Randy, delouse his scalp with carbolic acid, and apply a rough brush to those parts of his person that he has neglected to keep to a hygienic standard. This accomplished, you deliver a short lecture on the spiritual and bacterial dangers of filthiness. Hopefully the lesson is learned; his looks are now poor.", "endoftext": false }, { "action": "Status", "response": "Peyton poor poor poor mediocre\nRandy mediocre abysmal bad poor\nHunter bad bad bad poor\nHarry bad poor poor mediocre\nPrudence abysmal poor awful poor\nDonny awful poor awful poor", "endoftext": false }, { "action": "You discipline Prudence", "response": "You apply some well-deserved discipline to Prudence Socket. Her discipline is now bad.", "endoftext": false }, { "action": "Status", "response": "Peyton poor poor poor mediocre\nRandy mediocre awful bad poor\nHunter bad awful bad poor\nHarry poor bad poor mediocre\nPrudence bad bad bad poor\nDonny bad poor bad poor", "endoftext": false }, { "action": "You go north", "response": "This ward is the home of children aged between six and twelve. A series of oddly-shaped rooms produced by ill-considered renovations, it's difficult to heat, the lighting is bad and there are far too many blind corners and hideaways. The Junior House lies south and the Senior north.\n\nHunter and Peyton are housed here.\n\nDonny is busily occupied with the ancient tricycles.", "endoftext": false }, { "action": "Discipline donny", "response": "You apply some well-deserved discipline to Donny Pinkney. His discipline is now poor.", "endoftext": false }, { "action": "You assign Hunter to the tricycles", "response": "You command Hunter Blair to occupy himself with the ancient tricycles. He obediently complies.", "endoftext": false }, { "action": "You assign Peyton to the tricycles", "response": "You command Peyton Cropes to occupy herself with the ancient tricycles. She obediently complies.\n\nHarry returns in triumph, having successfully unclogged twenty years of impacted fluff from the main doohickey of the whatsit. After careful questioning, he reveals that the foreman gave him 25 coins in thanks, and entrusts them to you for safe-keeping.", "endoftext": false }, { "action": "You go to the south", "response": "Here are housed the younger children, from the age of weaning to about six years old. Formerly a lumber-room, its ceilings are oppressively low. The Middle House is to the north.\n\nIn one corner, piled up into a small mountain, are the many volumes of Polychromatic Lung's Fairy Tales.\n\nHarry, Randy, Prudence and Hans are housed here.", "endoftext": false }, { "action": "You examine Harry", "response": "This is Harry Quisling, a boy whose origins are shrouded in sordid mystery. His level gaze and long, elegant hands set him apart.\nHis discipline is poor, his vigour poor, his appearance poor and his morale mediocre. He must make more effort.", "endoftext": false }, { "action": "You ring bell", "response": "Polychromatic Lung's Fairy Tales has improved Hans Culter's morale, which is now mediocre.\nThe ancient tricycles have fortified Peyton Cropes's vigour, which is now poor.\nThe ancient tricycles have fortified Hunter Blair's vigour, which is now poor.\nThe ancient tricycles have fortified Donny Pinkney's vigour, which is now poor.\n\nDonny Pinkney has constructed a small glider out of bedsheets and crutches and escaped! Given his ingratitude and weak character, you are not surprised when, later, you receive reports that he has been forced to subsist as a frame-breaker. (High vigour in an orphan aids in escape attempts; high discipline and morale protect against it).\n\nYou receive a government stipend of 60 for the feeding and care of your orphans; and pay out 18 coins on necessary care and maintenance, most of it going on food.\nYour profligate meal plans have borne fruit: Randy Potts has improved his morale.\n\nHarry Quisling has grown up a little, and been transferred to the Middle House.", "endoftext": false }, { "action": "Status", "response": "Peyton poor poor poor poor\nRandy mediocre abysmal poor mediocre\nHunter bad bad bad poor\nHarry poor mediocre poor adequate\nPrudence awful poor bad poor\n\nA new task: Top Ranking\nIn any well-regulated society, there must be a recognised order. Even among the savage peoples and urban poor, some shade of hierarchy will always arise from the machinations of violence and vanity. And so it is among orphans, though their society is little more advanced than a troupe of feral macaques. A good orphanmaster must always know whose star is in the ascendant, and how they may best be managed.\nUntil recently, Randy Potts was the seldom-disputed king of the dormitories. But your informants aver that a coup is in the offing. This would usually be grounds for interest but not alarm, but today the challenger is the Quisling child. If he is damaged somehow, your mysterious sponsor might not be best pleased. And you don't like the child; having him at the top of the pecking order seems a hazardous prospect.\n1 - Ensure Randy Potts loses.\n2 - Sabotage Harry's campaign.", "endoftext": false }, { "action": "2", "response": "Harry's reputation is on the rise, but if it never comes to anything it will drop. You keep a careful eye open in order to head off actual fights, while turning a blind eye to minor torments perpetrated by Randy Potts's proxies. Harry acquires a harried look, and Randy a decidedly smug one.\n\nThen your vigilance fails; while a decoy lures you into B Corridor with the scent of cigar-butts, a merciless duel is fought atop the west roof, before solemnly sworn witnesses. After the fact, both have bloody noses but Harry is grinning broadly, and continues to do so through all the punishment you can exact.", "endoftext": false }, { "action": "You go to the north", "response": "This ward is the home of children aged between six and twelve. A series of oddly-shaped rooms produced by ill-considered renovations, it's difficult to heat, the lighting is bad and there are far too many blind corners and hideaways. The Junior House lies south and the Senior north.\n\nHarry is housed here.\n\nHunter and Peyton are busily occupied with the ancient tricycles.", "endoftext": false }, { "action": "You examine Harry", "response": "This is Harry Quisling, a boy whose origins are shrouded in sordid mystery. His level gaze and long, elegant hands set him apart.\nHis discipline is bad, his vigour mediocre, his appearance poor and his morale adequate. Until licenses are required to breed, his kind will only proliferate.", "endoftext": false }, { "action": "Status", "response": "Peyton poor poor poor mediocre\nRandy mediocre bad bad bad\nHunter bad poor awful poor\nHarry awful mediocre poor mediocre\nPrudence awful bad bad poor", "endoftext": false }, { "action": "You look at Harry", "response": "This is Harry Quisling, a boy whose origins are shrouded in sordid mystery. His level gaze and long, elegant hands set him apart.\nHis discipline is bad, his vigour mediocre, his appearance poor and his morale adequate.", "endoftext": false }, { "action": "Status", "response": "Peyton poor mediocre poor mediocre\nRandy mediocre awful bad poor\nHunter bad poor awful poor\nHarry poor poor poor adequate\nPrudence bad bad bad poor", "endoftext": false }, { "action": "You assign Harry to tricycles", "response": "You command Harry Quisling to occupy himself with the ancient tricycles. He obediently complies.", "endoftext": false }, { "action": "You look at the catalogue", "response": "A respected specialist catering to the orphan management trade, Fobberfish of Hackney provides a wide variety of goods at virtually affordable rates. Bowing to the decadence of the age, this once-respectable publication now features many vain luxuries that you can safely ignore, such as fair-trade gruel, artisanal wildflower soap, and smallpox vaccines. The few items of real utility have been circled in red pen:\n\nRuritanian Mastiffs (400 coins)\nThe Box (300 coins)\nAtherton's Ergonomic Treadmill (400 coins)\nMy First Delousing Bath (350 coins)\nSpinal Corrective Corsets (450 coins)\nDr. Pranger's Lithium Water (700 coins)\ntriple-barred windows (350 coins)\nThe Harvest of Sin (700 coins)", "endoftext": false }, { "action": "You go south", "response": "Here are housed the younger children, from the age of weaning to about six years old. Formerly a lumber-room, its ceilings are oppressively low. The Middle House is to the north.\n\nIn one corner, piled up into a small mountain, are the many volumes of Polychromatic Lung's Fairy Tales.\n\nRandy, Prudence and Hans are housed here.", "endoftext": false }, { "action": "Status", "response": "Peyton poor poor poor poor\nRandy mediocre awful poor poor\nHunter bad bad bad poor\nHarry poor mediocre poor mediocre\nPrudence poor awful bad poor", "endoftext": false }, { "action": "You scrub Prudence", "response": "You seize Prudence, pinch her cheeks until they take on a healthy red colour, and apply a rough brush to those parts of her person that she has neglected to keep to a hygienic standard. This accomplished, you deliver a short lecture on the spiritual and bacterial dangers of filthiness. Hopefully the lesson is learned; her looks are now bad.", "endoftext": false }, { "action": "You ring bell", "response": "The ancient tricycles have fortified Peyton Cropes's vigour, which is now mediocre.\nPolychromatic Lung's Fairy Tales has improved Randy Potts's morale, which is now poor.\nThe ancient tricycles have fortified Hunter Blair's vigour, which is now poor.\nThe ancient tricycles have fortified Harry Quisling's vigour, which is now adequate.\n\nYou receive a government stipend of 60 for the feeding and care of your orphans; and pay out 18 coins on necessary care and maintenance, most of it going on food.\nYour profligate meal plans have borne fruit: Hans Culter and Randy Potts have improved their morale.", "endoftext": false }, { "action": "Status", "response": "Peyton poor mediocre poor mediocre\nRandy mediocre abysmal bad mediocre\nHunter bad poor bad poor\nHarry poor mediocre poor adequate\nPrudence bad abysmal poor bad\n\nA new task: A Grueling Task\nWhile taking inventory, you discover that your gruel deliveries are regularly falling short. Indeed, they're falling short by almost precisely as much gruel as one greedy orphan can cram down at a sitting. Somehow, one of your charges has found a way to circumvent your protective measures and indulge in banditry. This crime will out, and the best way to extract a confession is through whippings. Your first suspects should be the plump and cheerful ones.", "endoftext": false }, { "action": "Recap", "response": "While taking inventory, you discover that your gruel deliveries are regularly falling short. Indeed, they're falling short by almost precisely as much gruel as one greedy orphan can cram down at a sitting. Somehow, one of your charges has found a way to circumvent your protective measures and indulge in banditry. This crime will out, and the best way to extract a confession is through whippings. Your first suspects should be the plump and cheerful ones.", "endoftext": true }, { "action": "Look around", "response": "Here are housed the younger children, from the age of weaning to about six years old. Formerly a lumber-room, its ceilings are oppressively low. The Middle House is to the north.\n\nIn one corner, piled up into a small mountain, are the many volumes of Polychromatic Lung's Fairy Tales.\n\nRandy, Prudence and Hans are housed here.", "endoftext": false }, { "action": "Go north", "response": "This ward is the home of children aged between six and twelve. A series of oddly-shaped rooms produced by ill-considered renovations, it's difficult to heat, the lighting is bad and there are far too many blind corners and hideaways. The Junior House lies south and the Senior north.\n\nHarry, Hunter and Peyton are busily occupied with the ancient tricycles.", "endoftext": false }, { "action": "Whip Peyton", "response": "You apply some well-deserved discipline to Peyton Cropes. Her discipline is now mediocre.\n\nEven under duress, Cropes denies being involved in gruel-theft. You are not entirely convinced, but decide to try some other suspects first.", "endoftext": false }, { "action": "Whip Harry", "response": "You apply some well-deserved discipline to Harry Quisling. His discipline is now mediocre.\n\nEven under duress, Quisling denies being involved in gruel-theft. You are not entirely convinced, but decide to try some other suspects first.", "endoftext": false }, { "action": "Whip Hunter", "response": "You apply some well-deserved discipline to Hunter Blair. His discipline is now poor.\n\nEven under duress, Blair denies being involved in gruel-theft. You are not entirely convinced, but decide to try some other suspects first.", "endoftext": false }, { "action": "Whip randy", "response": "Enough for today: there are regulations about excessive corporal punishment. Besides, if you thrash every child continually, they'll grow leathery and insensate.", "endoftext": false }, { "action": "Status", "response": "Peyton mediocre mediocre poor poor\nRandy mediocre awful poor poor\nHunter poor poor awful poor\nHarry mediocre mediocre poor mediocre\nPrudence poor abysmal poor bad", "endoftext": false }, { "action": "Scrub hunter", "response": "You seize Hunter, spit-wash his grimy little face with your second-best handkerchief, and tell him that he will be spending his break re-ironing his crumpled clothes. This accomplished, you deliver a short lecture on the spiritual and bacterial dangers of filthiness. Hopefully the lesson is learned; his looks are now poor.", "endoftext": false }, { "action": "You ring bell", "response": "The ancient tricycles have fortified Peyton Cropes's vigour, which is now mediocre.\nThe ancient tricycles have fortified Hunter Blair's vigour, which is now poor.\nThe ancient tricycles have fortified Harry Quisling's vigour, which is now adequate.\n\nYou receive a government stipend of 60 for the feeding and care of your orphans; and pay out 18 coins on necessary care and maintenance, most of it going on food.\nYour profligate meal plans have borne fruit: Randy Potts has gained vigour.", "endoftext": false }, { "action": "Whip Hans", "response": "You apply some well-deserved discipline to Hans Culter. His discipline is now mediocre.\n\nEven under duress, Culter denies being involved in gruel-theft. You are not entirely convinced, but decide to try some other suspects first.", "endoftext": false }, { "action": "Whip randy", "response": "You apply some well-deserved discipline to Randy Potts. His discipline is now mediocre.\n\nEven under duress, Potts denies being involved in gruel-theft. You are not entirely convinced, but decide to try some other suspects first.", "endoftext": false }, { "action": "Whip prudence", "response": "You apply some well-deserved discipline to Prudence Socket. Her discipline is now poor.\n\nUnder close interrogation, Prudence confesses to being the gruel-thief. Justice is served! You thrash her soundly, confiscate her paraphernalia of crime, and sleep peacefully.", "endoftext": false }, { "action": "Status", "response": "Peyton mediocre mediocre poor poor\nRandy mediocre abysmal bad poor\nHunter poor poor poor bad\nHarry poor mediocre poor mediocre\nPrudence poor abysmal poor poor", "endoftext": false }, { "action": "Scrub randy", "response": "You seize Randy, delouse his scalp with carbolic acid, and scrub him all over with turpentine and a pumice-stone. This accomplished, you deliver a short lecture on the spiritual and bacterial dangers of filthiness. Hopefully the lesson is learned; his looks are now poor.", "endoftext": false }, { "action": "You ring bell", "response": "Polychromatic Lung's Fairy Tales has improved Hans Culter's morale, which is now satisfactory.\nThe ancient tricycles have fortified Peyton Cropes's vigour, which is now adequate.\nPolychromatic Lung's Fairy Tales has improved Randy Potts's morale, which is now mediocre.\nThe ancient tricycles have fortified Hunter Blair's vigour, which is now poor.\nThe ancient tricycles have fortified Harry Quisling's vigour, which is now adequate.\nPolychromatic Lung's Fairy Tales has improved Prudence Socket's morale, which is now poor.\n\nPeyton Cropes has broken a hole through the roof and escaped! Since virtue is rewarded and vice leads to ruin, you are not surprised when, later, you receive reports that she has become a surrogate mother.\n\nYou receive a government stipend of 50 for the feeding and care of your orphans; and pay out 15 coins on necessary care and maintenance, most of it going on food.\nYour profligate meal plans have borne fruit: Hunter Blair has improved his morale.\n\nThe Orphanorium has been entrusted with five more children: Courtney Bludge is old enough for the Middle House, while Jim Tench, Cob Froome, Cheyenne Burrow and Bub Grady will go to the Junior.", "endoftext": false }, { "action": "You buy dogs", "response": "You reluctantly part with 400 coins, mail in your order, and in due course receive delivery of Ruritanian Mastiffs.\n\nA new task: Top Ranking\nIn any well-regulated society, there must be a recognised order. Even among the savage peoples and urban poor, some shade of hierarchy will always arise from the machinations of violence and vanity. And so it is among orphans, though their society is little more advanced than a troupe of feral macaques. A good orphanmaster must always know whose star is in the ascendant, and how they may best be managed.\nUntil recently, Bub Grady was the seldom-disputed king of the dormitories. But your informants aver that a coup is in the offing. This would usually be grounds for interest but not alarm, but today the challenger is the Quisling child. If he is damaged somehow, your mysterious sponsor might not be best pleased. And you don't like the child; having him at the top of the pecking order seems a hazardous prospect.\n1 - Ensure Bub Grady loses.\n2 - Sabotage Harry's campaign.", "endoftext": false }, { "action": "1", "response": "It would be easiest to thrash Bub until he was no contest, but that might be too obvious. But there are more subtle ways of sapping a child's will: a less-generous ladle of gruel and a closer watch against dinner-table banditry, extra midnight chamberpot duty, work schedules that make co-ordination with allies onerous and frustrating.\n\nYou do not observe the fight directly, of course, but the signs are clear. Bub is sulky and friendless, while Harry is deferred to by all. The mantle has passed.", "endoftext": false }, { "action": "Status", "response": "Jim abysmal poor poor mediocre\nCourtney poor poor bad mediocre\nRandy mediocre abysmal poor adequate\nCheyenne bad poor mediocre poor\nHunter poor poor poor poor\nHarry mediocre adequate poor mediocre\nBub bad abysmal poor awful\nPrudence poor abysmal poor poor\nCob bad awful poor poor", "endoftext": true }, { "action": "You describe your surroundings", "response": "Here are housed the younger children, from the age of weaning to about six years old. Formerly a lumber-room, its ceilings are oppressively low. The Middle House is to the north.\n\nA pack of savage Ruritanian Mastiffs patrol the grounds.\n\nBub, Cheyenne, Cob, Jim, Randy, Prudence and Hans are housed here.\n\nIn one corner, piled up into a small mountain, are the many volumes of Polychromatic Lung's Fairy Tales.", "endoftext": false }, { "action": "You scrub Bub", "response": "You seize Bub, pinch his cheeks until they take on a healthy red colour, and apply a rough brush to those parts of his person that he has neglected to keep to a hygienic standard. This accomplished, you deliver a short lecture on the spiritual and bacterial dangers of filthiness. Hopefully the lesson is learned; his looks are now poor.", "endoftext": false }, { "action": "Discipline jim", "response": "You apply some well-deserved discipline to Jim Tench. His discipline is now bad.", "endoftext": false }, { "action": "Discipline cob", "response": "You apply some well-deserved discipline to Cob Froome. His discipline is now poor.", "endoftext": false }, { "action": "Go north", "response": "This ward is the home of children aged between six and twelve. A series of oddly-shaped rooms produced by ill-considered renovations, it's difficult to heat, the lighting is bad and there are far too many blind corners and hideaways. The Junior House lies south and the Senior north.\n\nA pack of savage Ruritanian Mastiffs patrol the grounds.\n\nCourtney is housed here.\n\nHarry and Hunter are busily occupied with the ancient tricycles.", "endoftext": false }, { "action": "You examine the Mastiffs", "response": "The Ruritanian Mastiff breed is characterised by a face like a tumour and the heart of an abused wolverine. Ruritanian Mastiffs get disqualified from dog shows for failing to savage a judge.\nWhen a Ruritanian Mastiff gets rabies, nobody notices. Rurie\nowners would nonetheless say that they are highly intelligent, loyal and loving -- at least, those Rurie owners with a voicebox yet-untorn by slavering fangs.\n\nMastiffs significantly reduce the risk of orphans escaping. The condition of failed escape-artists is not guaranteed.", "endoftext": false }, { "action": "Status", "response": "Jim bad bad bad poor\nCourtney poor poor poor mediocre\nRandy adequate abysmal poor mediocre\nCheyenne poor poor poor mediocre\nHunter bad mediocre poor poor\nHarry mediocre satisfactory poor mediocre\nBub bad abysmal poor bad\nPrudence bad abysmal bad poor\nCob bad abysmal bad poor", "endoftext": false }, { "action": "You hug harry", "response": "Excessive affection stunts a child's development, and exposes adults to all manner of contagion. Maintain a distance; they will respect you for it.", "endoftext": false }, { "action": "Hug mastiff", "response": "Keep your mind on the game.", "endoftext": false }, { "action": "Examine hunter", "response": "Hunter Blair, son of a stinking debased footpad and a suicidal poetess.\nHis discipline is poor, his vigour poor, his appearance poor and his morale bad.", "endoftext": false }, { "action": "You ring bell", "response": "The ancient tricycles have fortified Hunter Blair's vigour, which is now mediocre.\nThe ancient tricycles have fortified Harry Quisling's vigour, which is now satisfactory.\n\nHarry Quisling attempted to escape, but failed to get past the Ruritanian Mastiffs.\n\nYou receive a government stipend of 100 for the feeding and care of your orphans; and pay out 30 coins on necessary care and maintenance, most of it going on food.\nYour profligate meal plans have borne fruit: Jim Tench has gained vigour, and Courtney Bludge and Harry Quisling have improved their morale.\n\nHans Culter has grown up a little, and been transferred to the Middle House.\n\nA new orphan, Gavin Nash, has been entrusted to your care and is now housed in the Junior House.", "endoftext": false }, { "action": "Status", "response": "Jim bad bad poor poor\nCourtney poor poor poor mediocre\nRandy mediocre abysmal poor mediocre\nCheyenne poor poor mediocre poor\nHunter bad mediocre poor poor\nHarry poor good poor adequate\nBub bad abysmal poor bad\nPrudence poor abysmal bad poor\nGavin abysmal poor bad mediocre\nCob poor awful poor poor\n\nA new task: Vicarious\nEvery Sunday morning, the orphans file down into the chapel, where a visiting minister delivers a sermon. The chapel is cramped and funny-smelling, and the orphans mostly use the time to snicker, skirmish and sleep; it is not a popular duty, and you suspect that the diocese sends you their dregs.\nYou do have a certain amount of leeway in which ones come the most often, however.\n1 - Cropstoke. He mumbles and forgets things, but he's thoroughly safe.\n2 - Fisk. Not too bright, but he's got a good voice and makes snoozers do push-ups.\n3 - Hotchlock. Good delivery, but suspected of radicalism.\n4 - Coombe. The orphans will sit in quiet contemplation, or else.", "endoftext": false }, { "action": "2", "response": "Fisk is a balding, roundish, red-faced fellow with a funny accent and a temper. They snicker and lampoon; he hands out punishments, but this makes him look even more like a fool, the situation escalates, and it is even money whether he will reach the homily without undergoing something like a meltdown. It is not clear whether the punishments balance out the mockery; but nobody sleeps through it, and a great many push-ups are done.", "endoftext": false }, { "action": "Status", "response": "Jim bad poor bad poor\nCourtney poor poor poor mediocre\nRandy adequate bad poor mediocre\nCheyenne poor poor poor mediocre\nHunter poor adequate poor poor\nHarry mediocre excessive poor adequate\nBub bad awful poor awful\nPrudence poor bad bad poor\nGavin awful mediocre bad poor\nCob poor bad poor poor", "endoftext": true }, { "action": "Look around", "response": "This ward is the home of children aged between six and twelve. A series of oddly-shaped rooms produced by ill-considered renovations, it's difficult to heat, the lighting is bad and there are far too many blind corners and hideaways. The Junior House lies south and the Senior north.\n\nHans and Courtney are housed here.\n\nA pack of savage Ruritanian Mastiffs patrol the grounds.\n\nHarry and Hunter are busily occupied with the ancient tricycles.", "endoftext": false }, { "action": "Unassign Harry", "response": "You allow Harry Quisling to take a break.", "endoftext": false }, { "action": "You assign Hans to the tricycles", "response": "You command Hans Culter to occupy himself with the ancient tricycles. He obediently complies.", "endoftext": false }, { "action": "You assign Courtney to tricycles", "response": "You command Courtney Bludge to occupy herself with the ancient tricycles. She obediently complies.", "endoftext": false }, { "action": "Go south", "response": "Here are housed the younger children, from the age of weaning to about six years old. Formerly a lumber-room, its ceilings are oppressively low. The Middle House is to the north.\n\nA pack of savage Ruritanian Mastiffs patrol the grounds.\n\nIn one corner, piled up into a small mountain, are the many volumes of Polychromatic Lung's Fairy Tales.\n\nGavin, Bub, Cheyenne, Cob, Jim, Randy and Prudence are housed here.", "endoftext": false }, { "action": "Status", "response": "Jim bad poor bad poor\nCourtney poor mediocre bad mediocre\nRandy mediocre bad poor mediocre\nCheyenne bad mediocre poor poor\nHunter poor adequate poor poor\nHarry poor excessive poor adequate\nBub bad awful poor awful\nPrudence bad bad bad poor\nGavin abysmal mediocre awful poor\nCob poor poor poor poor", "endoftext": false }, { "action": "You scrub Gavin", "response": "You seize Gavin, delouse his scalp with equal parts pomatum and mercurial ointment (just in case), and make him walk around with a book on his head. This accomplished, you deliver a short lecture on the spiritual and bacterial dangers of filthiness. Hopefully the lesson is learned; his looks are now poor.", "endoftext": false }, { "action": "Discipline gavin", "response": "You apply some well-deserved discipline to Gavin Nash. His discipline is now bad.", "endoftext": false }, { "action": "You ring bell", "response": "The ancient tricycles have fortified Hans Culter's vigour, which is now mediocre.\nThe ancient tricycles have fortified Courtney Bludge's vigour, which is now mediocre.\nThe ancient tricycles have fortified Hunter Blair's vigour, which is now adequate.\nPolychromatic Lung's Fairy Tales has improved Prudence Socket's morale, which is now poor.\nPolychromatic Lung's Fairy Tales has improved Gavin Nash's morale, which is now poor.\n\nCourtney Bludge has convinced you that she is entitled to diplomatic immunity and escaped! Without a steady moral compass nobody can prosper, and you are not surprised when, later, you receive reports that she is shamefully employed as a mudlark.\nHarry Quisling has constructed a small glider out of bedsheets and crutches and escaped! Since virtue is rewarded and vice leads to ruin, you are not surprised when, later, you receive reports that he is shamefully employed as a prize-fighter.\n\nYou receive a government stipend of 90 for the feeding and care of your orphans; and pay out 27 coins on necessary care and maintenance, most of it going on food.\nYour profligate meal plans have borne fruit: Jim Tench has gained vigour, and Bub Grady has improved his morale.\n\nRandy Potts has been moved to the Middle House, being of sufficient age. Hunter Blair is ready for the Senior.\n\nA new orphan, Bart Button, has been entrusted to your care and is now housed in the Junior House.", "endoftext": false }, { "action": "Status", "response": "Jim awful mediocre poor poor\nRandy mediocre bad poor mediocre\nCheyenne poor poor poor mediocre\nHunter poor adequate poor poor\nBart mediocre bad bad poor\nBub bad awful poor bad\nPrudence poor awful poor mediocre\nGavin bad mediocre poor poor\nCob poor bad poor poor\n\nA new task: The Cholera Caper\nAn unidentified child stuffed a blanket down the privies, and now the entire facility is ankle-deep in backed-up sewage. Assign orphans to sewage cleanup before you all die of cholera.", "endoftext": false }, { "action": "You assign Cob to the sewage", "response": "You command Cob Froome to occupy himself with raw sewage. He obediently complies.", "endoftext": false }, { "action": "You assign all", "response": "What do you want to assign those things to?", "endoftext": false }, { "action": "You assign all to the sewage", "response": "You assign Jim, Cheyenne, Bart, Bub, Prudence, Gavin and Cob to raw sewage.", "endoftext": false }, { "action": "Go north", "response": "This ward is the home of children aged between six and twelve. A series of oddly-shaped rooms produced by ill-considered renovations, it's difficult to heat, the lighting is bad and there are far too many blind corners and hideaways. The Junior House lies south and the Senior north.\n\nThe room is ankle-deep in raw sewage.\n\nA pack of savage Ruritanian Mastiffs patrol the grounds.\n\nRandy is housed here.\n\nHans is busily occupied with the ancient tricycles.", "endoftext": false }, { "action": "You assign all to sewage", "response": "You assign Hans and Randy to raw sewage.", "endoftext": false }, { "action": "You go north", "response": "Here reside the oldest children, aged roughly twelve to fifteen. The largest, best-lit and airiest of the wards, its walls are decorated with inspiring murals. The Middle House lies to the south.\n\nThe room is ankle-deep in raw sewage.\n\nA pack of savage Ruritanian Mastiffs patrol the grounds.\n\nHunter is housed here.", "endoftext": false }, { "action": "You assign Hunter to the sewage", "response": "You command Hunter Blair to occupy himself with raw sewage. He obediently complies.", "endoftext": false }, { "action": "Status", "response": "Jim awful poor bad poor\nRandy mediocre bad poor mediocre\nCheyenne bad poor poor mediocre\nHunter poor adequate poor bad\nBart poor bad bad poor\nBub bad abysmal poor bad\nPrudence bad bad bad mediocre\nGavin awful mediocre poor poor\nCob bad bad bad poor", "endoftext": false }, { "action": "You go to the south", "response": "This ward is the home of children aged between six and twelve. A series of oddly-shaped rooms produced by ill-considered renovations, it's difficult to heat, the lighting is bad and there are far too many blind corners and hideaways. The Junior House lies south and the Senior north.\n\nSome ancient tricycles are littered about the place.\n\nA pack of savage Ruritanian Mastiffs patrol the grounds.\n\nThe room is ankle-deep in raw sewage, in which Randy and Hans frolic with bleach, bucket and mop.", "endoftext": false }, { "action": "You go south", "response": "Here are housed the younger children, from the age of weaning to about six years old. Formerly a lumber-room, its ceilings are oppressively low. The Middle House is to the north.\n\nA pack of savage Ruritanian Mastiffs patrol the grounds.\n\nIn one corner, piled up into a small mountain, are the many volumes of Polychromatic Lung's Fairy Tales.\n\nThe room is ankle-deep in raw sewage, in which Bart, Gavin, Bub, Cheyenne, Cob, Jim and Prudence frolic with bleach, bucket and mop.", "endoftext": false }, { "action": "Discipline jim and Gavin", "response": "You apply some well-deserved discipline to Jim Tench. His discipline is now poor.\n\nYou apply some well-deserved discipline to Gavin Nash. His discipline is now poor.", "endoftext": false }, { "action": "You ring bell", "response": "The raw sewage has weakened Randy Potts's morale, which is now poor. The raw sewage has weakened Cob Froome's morale, which is now poor. Polychromatic Lung's Fairy Tales has improved Cob Froome's morale, which is now poor.\n\nHans Culter has died of cholera. The coroner suggests that the death might have been prevented through better living conditions, which apparently involve less contact with raw sewage.\nThe sewage has been cleaned from the Junior House. Until the Orphanorium is entirely clean, however, cholera will imperil everyone.\n\nHunter Blair attempted to escape, but failed to get past the Ruritanian Mastiffs.\n\nYou receive a government stipend of 90 for the feeding and care of your orphans; and pay out 27 coins on necessary care and maintenance, most of it going on food.\nYour profligate meal plans have borne fruit: Jim Tench has gained vigour, and Jim Tench, Bart Button and Gavin Nash have improved their morale.\n\nPrudence Socket has been moved to the Middle House, being of sufficient age. Randy Potts is ready for the Senior.\n\nThe Orphanorium has been entrusted with four more children: Dorinda Twite is old enough for the Middle House, while Gretchen Bloch, Mildred Chollop and Agatha Dorrit will go to the Junior.", "endoftext": true }, { "action": "You look at your surroundings", "response": "Here are housed the younger children, from the age of weaning to about six years old. Formerly a lumber-room, its ceilings are oppressively low. The Middle House is to the north.\n\nAgatha, Mildred, Gretchen, Bart, Gavin, Bub, Cheyenne, Cob and Jim are housed here.\n\nA pack of savage Ruritanian Mastiffs patrol the grounds.\n\nIn one corner, piled up into a small mountain, are the many volumes of Polychromatic Lung's Fairy Tales.", "endoftext": false }, { "action": "Go north", "response": "This ward is the home of children aged between six and twelve. A series of oddly-shaped rooms produced by ill-considered renovations, it's difficult to heat, the lighting is bad and there are far too many blind corners and hideaways. The Junior House lies south and the Senior north.\n\nThe room is ankle-deep in raw sewage.\n\nA pack of savage Ruritanian Mastiffs patrol the grounds.\n\nDorinda and Prudence are housed here.\n\nSome ancient tricycles are littered about the place.", "endoftext": false }, { "action": "You assign all to the sewage", "response": "You assign Prudence and Dorinda to raw sewage.", "endoftext": false }, { "action": "Go north", "response": "Here reside the oldest children, aged roughly twelve to fifteen. The largest, best-lit and airiest of the wards, its walls are decorated with inspiring murals. The Middle House lies to the south.\n\nA pack of savage Ruritanian Mastiffs patrol the grounds.\n\nRandy is housed here.\n\nThe room is ankle-deep in raw sewage, in which Hunter frolics with bleach, bucket and mop.", "endoftext": false }, { "action": "You assign all to the sewage", "response": "You assign Randy and Hunter to raw sewage.", "endoftext": false }, { "action": "Status", "response": "Gretchen abysmal mediocre poor poor\nRandy mediocre bad poor mediocre\nCheyenne poor mediocre poor poor\nHunter bad adequate poor bad\nBart poor awful bad poor\nAgatha bad bad poor poor\nBub bad awful poor bad\nPrudence poor bad bad poor\nGavin poor mediocre poor mediocre\nMildred abysmal awful poor mediocre\nDorinda bad bad bad mediocre\nCob bad poor bad mediocre", "endoftext": false }, { "action": "You go south", "response": "This ward is the home of children aged between six and twelve. A series of oddly-shaped rooms produced by ill-considered renovations, it's difficult to heat, the lighting is bad and there are far too many blind corners and hideaways. The Junior House lies south and the Senior north.\n\nSome ancient tricycles are littered about the place.\n\nA pack of savage Ruritanian Mastiffs patrol the grounds.\n\nThe room is ankle-deep in raw sewage, in which Dorinda and Prudence frolic with bleach, bucket and mop.", "endoftext": false }, { "action": "You scrub dorinda", "response": "You seize Dorinda, delouse her scalp with carbolic acid, and make her dedicate a few hours to shining her shoes. This accomplished, you deliver a short lecture on the spiritual and bacterial dangers of filthiness. Hopefully the lesson is learned; her looks are now poor.", "endoftext": false }, { "action": "You go to the south", "response": "Here are housed the younger children, from the age of weaning to about six years old. Formerly a lumber-room, its ceilings are oppressively low. The Middle House is to the north.\n\nA pack of savage Ruritanian Mastiffs patrol the grounds.\n\nIn one corner, piled up into a small mountain, are the many volumes of Polychromatic Lung's Fairy Tales.\n\nAgatha, Mildred, Gretchen, Bart, Gavin, Bub, Cheyenne, Cob and Jim are housed here.", "endoftext": false }, { "action": "Discipline mildred", "response": "You apply some well-deserved discipline to Mildred Chollop. Her discipline is now bad.", "endoftext": false }, { "action": "Discipline gretchen", "response": "You apply some well-deserved discipline to Gretchen Bloch. Her discipline is now abysmal.", "endoftext": false }, { "action": "Discipline bub", "response": "You apply some well-deserved discipline to Bub Grady. His discipline is now bad.", "endoftext": false }, { "action": "Discipline agatha", "response": "Enough for today: there are regulations about excessive corporal punishment. Besides, if you thrash every child continually, they'll grow leathery and insensate.", "endoftext": false }, { "action": "You ring bell", "response": "The raw sewage has weakened Hunter Blair's morale, which is now awful. Polychromatic Lung's Fairy Tales has improved Bart Button's morale, which is now mediocre.\n\nYou receive a government stipend of 130 for the feeding and care of your orphans; and pay out 39 coins on necessary care and maintenance, most of it going on food.\nYour profligate meal plans have borne fruit: Mildred Chollop and Cob Froome have gained vigour, and Bart Button and Cob Froome have improved their morale.\n\nA generous patron, impressed by Randy Potts's work ethic, has offered him employment as a swineherd. For your success as an educator, the Government awards you a bonus of 35 coins.\n\nGavin Nash has grown up a little, and been transferred to the Middle House.\n\nA new orphan, Ray Cotter, has been entrusted to your care and is now housed in the Junior House.", "endoftext": false }, { "action": "You look at the catalogue", "response": "A respected specialist catering to the orphan management trade, Fobberfish of Hackney provides a wide variety of goods at virtually affordable rates. Bowing to the decadence of the age, this once-respectable publication now features many vain luxuries that you can safely ignore, such as fair-trade gruel, artisanal wildflower soap, and smallpox vaccines. The few items of real utility have been circled in red pen:\n\nThe Box (300 coins)\nAtherton's Ergonomic Treadmill (400 coins)\nMy First Delousing Bath (350 coins)\nSpinal Corrective Corsets (450 coins)\nDr. Pranger's Lithium Water (700 coins)\ntriple-barred windows (350 coins)\nThe Harvest of Sin (700 coins)", "endoftext": false }, { "action": "You read about Sin", "response": "(in Fobberfish of Hackney's catalogue):\nMuch-beloved Christian artist Stowey Downard's previous works include Chartists: Vanguard of Lucifer, Whorish Shame and\nthe fifty-panel series Christ's Vengeance. Now he has been\ninspired to create his most morally instructive work yet, The\nHarvest of Sin, a series of 35 anatomical diagrams depicting the shocking consequences of pre-marital flirting. Highly scientific lithographs illuminate the diseased body's foulness in unflinching detail, and may be depended upon to foster a healthsome disgust of the sexual acts. Do not, in moral timorousness, shrink from letting your child know where sin must lead: order The Harvest of Sin\ntoday.", "endoftext": false }, { "action": "You read about Bath", "response": "(in Fobberfish of Hackney's catalogue):\nMy First Delousing Bath introduces the young child to the painful, demeaning concept of personal hygiene. With regular use, it is guaranteed to remove all but the most deeply-embedded skin parasites.", "endoftext": false }, { "action": "Status", "response": "Jim poor poor poor poor\nGretchen abysmal mediocre bad poor\nCheyenne poor mediocre mediocre poor\nHunter poor adequate poor bad\nBart poor bad bad mediocre\nAgatha poor bad poor poor\nBub poor abysmal poor awful\nPrudence bad awful bad mediocre\nGavin poor mediocre poor poor\nMildred bad abysmal bad poor\nDorinda awful poor mediocre mediocre\nCob poor poor poor mediocre", "endoftext": false }, { "action": "You buy Box", "response": "You reluctantly part with 300 coins, mail in your order, and in due course receive delivery of The Box.", "endoftext": true }, { "action": "You look at your surroundings", "response": "Here are housed the younger children, from the age of weaning to about six years old. Formerly a lumber-room, its ceilings are oppressively low. The Middle House is to the north.\n\nThe Box is installed in a remote sub-basement, but the way to it is well-known to the miscreant and lolligagger.\n\nA pack of savage Ruritanian Mastiffs patrol the grounds.\n\nRay, Agatha, Mildred, Gretchen, Bart, Bub, Cheyenne, Cob and Jim are housed here.\n\nIn one corner, piled up into a small mountain, are the many volumes of Polychromatic Lung's Fairy Tales.", "endoftext": false }, { "action": "You look at Box", "response": "The beauty of The Box is that it is quite, quite self-explanatory.", "endoftext": false }, { "action": "You assign Gretchen to Box", "response": "With steel in your voice, you condemn Gretchen Bloch to The Box until further notice. She folds herself into one of its compartments, and you lock the door.", "endoftext": false }, { "action": "You assign Ray to Box", "response": "Stern but fair, you condemn Ray Cotter to The Box until further notice. He folds himself into one of its compartments, and you lock the door.", "endoftext": false }, { "action": "Go north", "response": "This ward is the home of children aged between six and twelve. A series of oddly-shaped rooms produced by ill-considered renovations, it's difficult to heat, the lighting is bad and there are far too many blind corners and hideaways. The Junior House lies south and the Senior north.\n\nA pack of savage Ruritanian Mastiffs patrol the grounds.\n\nGavin is housed here.\n\nSome ancient tricycles are littered about the place.\n\nThe room is ankle-deep in raw sewage, in which Dorinda and Prudence frolic with bleach, bucket and mop.", "endoftext": false }, { "action": "You assign Gavin to the sewage", "response": "You command Gavin Nash to occupy himself with raw sewage. He obediently complies.", "endoftext": false }, { "action": "You go north", "response": "Here reside the oldest children, aged roughly twelve to fifteen. The largest, best-lit and airiest of the wards, its walls are decorated with inspiring murals. The Middle House lies to the south.\n\nA pack of savage Ruritanian Mastiffs patrol the grounds.\n\nThe room is ankle-deep in raw sewage, in which Hunter frolics with bleach, bucket and mop.", "endoftext": false }, { "action": "Junior", "response": "Here are housed the younger children, from the age of weaning to about six years old. Formerly a lumber-room, its ceilings are oppressively low. The Middle House is to the north.\n\nA pack of savage Ruritanian Mastiffs patrol the grounds.\n\nIn one corner, piled up into a small mountain, are the many volumes of Polychromatic Lung's Fairy Tales.\n\nRay and Gretchen are spending some time in The Box.\n\nAgatha, Mildred, Bart, Bub, Cheyenne, Cob and Jim are housed here.", "endoftext": false }, { "action": "Status", "response": "Jim poor mediocre poor poor\nGretchen abysmal mediocre bad poor\nCheyenne bad poor poor poor\nHunter poor adequate mediocre bad\nBart mediocre awful bad adequate\nAgatha bad bad poor poor\nBub poor awful poor awful\nPrudence poor awful poor poor\nGavin poor poor poor poor\nMildred bad abysmal bad poor\nDorinda awful bad mediocre mediocre\nCob poor bad bad mediocre", "endoftext": false }, { "action": "Scrub cob", "response": "You seize Cob, delouse his scalp with equal parts pomatum and mercurial ointment (just in case), and apply a rough brush to those parts of his person that he has neglected to keep to a hygienic standard. This accomplished, you deliver a short lecture on the spiritual and bacterial dangers of filthiness. Hopefully the lesson is learned; his looks are now poor.", "endoftext": false }, { "action": "Discipline mildred", "response": "You apply some well-deserved discipline to Mildred Chollop. Her discipline is now bad.", "endoftext": false }, { "action": "Status", "response": "Jim poor poor bad poor\nGretchen abysmal mediocre poor poor\nCheyenne bad poor mediocre mediocre\nHunter poor adequate poor bad\nBart poor awful poor adequate\nAgatha bad bad poor poor\nBub bad abysmal poor bad\nPrudence poor awful bad poor\nGavin poor poor poor poor\nMildred bad abysmal poor poor\nDorinda bad bad poor mediocre\nCob poor bad poor mediocre", "endoftext": false }, { "action": "You ring bell", "response": "The Box has weakened Ray Cotter's morale, which is now poor.\nThe Box has stiffened Ray Cotter's discipline, which is now awful.\nThe Box has weakened Gretchen Bloch's morale, which is now poor.\nThe Box has stiffened Gretchen Bloch's discipline, which is now abysmal.\nThe raw sewage has weakened Hunter Blair's morale, which is now abysmal.\nPolychromatic Lung's Fairy Tales has improved Agatha Dorrit's morale, which is now mediocre.\nThe raw sewage has weakened Prudence Socket's morale, which is now poor.\nPolychromatic Lung's Fairy Tales has improved Cob Froome's morale, which is now adequate.\n\nCholera has claimed Cheyenne Burrow. You admonish the children sternly against drinking sewage, but they are insensible to reason.\nThe Middle House is no longer awash in sewage.\n\nHunter Blair has disguised himself as a visiting nun and escaped! Out in the harsh world children are exposed to all manner of sinful influences, so you are not surprised when, later, you receive reports that he has sunk to working as a mugger.\n\nYou receive a government stipend of 110 for the feeding and care of your orphans; and pay out 33 coins on necessary care and maintenance, most of it going on food.\nYour profligate meal plans have borne fruit: Ray Cotter, Bub Grady, Mildred Chollop and Cob Froome have gained vigour, and Ray Cotter and Agatha Dorrit have improved their morale.\n\nRay Cotter has grown up a little, and been transferred to the Middle House.\n\nA new orphan, Eliza Grundy, has been entrusted to your care and is now housed in the Middle House.", "endoftext": true }, { "action": "Look around", "response": "Here are housed the younger children, from the age of weaning to about six years old. Formerly a lumber-room, its ceilings are oppressively low. The Middle House is to the north.\n\nA pack of savage Ruritanian Mastiffs patrol the grounds.\n\nIn one corner, piled up into a small mountain, are the many volumes of Polychromatic Lung's Fairy Tales.\n\nAgatha, Mildred, Bart, Bub, Cob and Jim are housed here.\n\nGretchen is spending some time in The Box.", "endoftext": false }, { "action": "Status", "response": "Jim poor poor bad poor\nGretchen awful poor bad poor\nBart poor bad poor adequate\nAgatha poor poor poor mediocre\nEliza poor mediocre bad poor\nBub poor abysmal poor awful\nPrudence bad awful bad poor\nGavin poor poor poor poor\nMildred poor bad poor poor\nDorinda bad poor poor poor\nCob poor poor poor adequate", "endoftext": false }, { "action": "You go north", "response": "This ward is the home of children aged between six and twelve. A series of oddly-shaped rooms produced by ill-considered renovations, it's difficult to heat, the lighting is bad and there are far too many blind corners and hideaways. The Junior House lies south and the Senior north.\n\nSome ancient tricycles are littered about the place.\n\nA pack of savage Ruritanian Mastiffs patrol the grounds.\n\nEliza, Ray, Gavin, Dorinda and Prudence are housed here.\n\n(The Cholera Caper has been going on for quite a while. If you'd\nlike a refresher on how to complete this task, try RECAP. There is still uncleaned sewage in the Senior House.)", "endoftext": false }, { "action": "Scrub eliza", "response": "You seize Eliza, drag a comb through her hair, and scrub her all over with turpentine and a pumice-stone. This accomplished, you deliver a short lecture on the spiritual and bacterial dangers of filthiness. Hopefully the lesson is learned; her looks are now poor.", "endoftext": false }, { "action": "You assign all to the tricycles", "response": "You assign Ray, Eliza, Prudence, Gavin and Dorinda to the ancient tricycles.", "endoftext": false }, { "action": "Go north", "response": "Here reside the oldest children, aged roughly twelve to fifteen. The largest, best-lit and airiest of the wards, its walls are decorated with inspiring murals. The Middle House lies to the south.\n\nThe room is ankle-deep in raw sewage.\n\nA pack of savage Ruritanian Mastiffs patrol the grounds.", "endoftext": false }, { "action": "You go north", "response": "This ward is the home of children aged between six and twelve. A series of oddly-shaped rooms produced by ill-considered renovations, it's difficult to heat, the lighting is bad and there are far too many blind corners and hideaways. The Junior House lies south and the Senior north.\n\nA pack of savage Ruritanian Mastiffs patrol the grounds.\n\nEliza, Ray, Gavin, Dorinda and Prudence are busily occupied with the ancient tricycles.", "endoftext": false }, { "action": "You assign Prudence and Dorinda to Box", "response": "In icy tones, you condemn Prudence and Dorinda to The Box until further notice. They crawl into their various compartments, and you bolt them in.", "endoftext": false }, { "action": "You ring bell", "response": "The ancient tricycles have fortified Ray Cotter's vigour, which is now mediocre.\nThe Box has weakened Gretchen Bloch's morale, which is now poor.\nThe Box has sapped Gretchen Bloch's vigour, which is now poor.\nThe Box has stiffened Gretchen Bloch's discipline, which is now bad. The ancient tricycles have fortified Eliza Grundy's vigour, which is now mediocre.\nThe Box has weakened Prudence Socket's morale, which is now bad.\nThe Box has stiffened Prudence Socket's discipline, which is now mediocre.\nThe ancient tricycles have fortified Gavin Nash's vigour, which is now mediocre.\nThe Box has weakened Dorinda Twite's morale, which is now poor.\nThe Box has sapped Dorinda Twite's vigour, which is now abysmal.\nThe Box has stiffened Dorinda Twite's discipline, which is now poor.\n\nEliza Grundy has squeezed through the window-bars and escaped! Given her ingratitude and weak character, you are not surprised when, later, you receive reports that she has become a surrogate mother.\nGavin Nash has hidden in the garbage and escaped! Since virtue is rewarded and vice leads to ruin, you are not surprised when, later, you receive reports that he has become a pirate.\n\nYou receive a government stipend of 100 for the feeding and care of your orphans; and pay out 30 coins on necessary care and maintenance, most of it going on food.\nYour profligate meal plans have borne fruit: Bart Button, Prudence Socket and Dorinda Twite have gained vigour, and Agatha Dorrit and Mildred Chollop have improved their morale.\n\nBart Button has been moved to the Middle House, being of sufficient age. Dorinda Twite is ready for the Senior.", "endoftext": false }, { "action": "Senior", "response": "Here reside the oldest children, aged roughly twelve to fifteen. The largest, best-lit and airiest of the wards, its walls are decorated with inspiring murals. The Middle House lies to the south.\n\nThe room is ankle-deep in raw sewage.\n\nA pack of savage Ruritanian Mastiffs patrol the grounds.\n\nDorinda is housed here.", "endoftext": false }, { "action": "You assign all to the sewage", "response": "You command Dorinda Twite to occupy herself with raw sewage. She obediently complies.", "endoftext": false }, { "action": "Go south", "response": "This ward is the home of children aged between six and twelve. A series of oddly-shaped rooms produced by ill-considered renovations, it's difficult to heat, the lighting is bad and there are far too many blind corners and hideaways. The Junior House lies south and the Senior north.\n\nA pack of savage Ruritanian Mastiffs patrol the grounds.\n\nBart is housed here.\n\nRay is busily occupied with the ancient tricycles.\n\nPrudence is spending some time in The Box.", "endoftext": false }, { "action": "You assign all to the tricycles", "response": "You assign Ray, Bart and Prudence to the ancient tricycles.", "endoftext": false }, { "action": "Status", "response": "Jim poor poor poor poor\nGretchen bad poor poor poor\nBart poor bad poor mediocre\nAgatha bad bad bad adequate\nBub poor abysmal poor awful\nPrudence poor poor bad poor\nMildred bad awful poor poor\nDorinda poor bad mediocre poor\nCob bad poor poor adequate", "endoftext": false }, { "action": "You scrub Prudence", "response": "You seize Prudence, spit-wash her grimy little face with your second-best handkerchief, and apply a rough brush to those parts of her person that she has neglected to keep to a hygienic standard. This accomplished, you deliver a short lecture on the spiritual and bacterial dangers of filthiness. Hopefully the lesson is learned; her looks are now poor.", "endoftext": false }, { "action": "You go south", "response": "Here are housed the younger children, from the age of weaning to about six years old. Formerly a lumber-room, its ceilings are oppressively low. The Middle House is to the north.\n\nA pack of savage Ruritanian Mastiffs patrol the grounds.\n\nIn one corner, piled up into a small mountain, are the many volumes of Polychromatic Lung's Fairy Tales.\n\nAgatha, Mildred, Bub, Cob and Jim are housed here.\n\nGretchen is spending some time in The Box.", "endoftext": false }, { "action": "Unassign Gretchen", "response": "You allow Gretchen Bloch to take a break.", "endoftext": false }, { "action": "You assign Bub and Cob to Box", "response": "With steel in your voice, you condemn Bub and Cob to The Box until further notice. They crawl into their various compartments, and you bolt them in.", "endoftext": false }, { "action": "You ring bell", "response": "The ancient tricycles have fortified Ray Cotter's vigour, which is now mediocre.\nThe ancient tricycles have fortified Bart Button's vigour, which is now poor.\nPolychromatic Lung's Fairy Tales has improved Agatha Dorrit's morale, which is now adequate.\nThe Box has weakened Bub Grady's morale, which is now awful.\nThe Box has stiffened Bub Grady's discipline, which is now poor.\nThe ancient tricycles have fortified Prudence Socket's vigour, which is now mediocre.\nPolychromatic Lung's Fairy Tales has improved Mildred Chollop's morale, which is now poor.\nThe raw sewage has weakened Dorinda Twite's morale, which is now poor. The Box has weakened Cob Froome's morale, which is now mediocre.\nThe Box has sapped Cob Froome's vigour, which is now bad.\nThe Box has stiffened Cob Froome's discipline, which is now poor.\n\nThe last of the sewage has been mopped, bailed and bleached out of existence. Your orphans look a little green, but the worst is behind you.\n\nRay Cotter attempted to escape, but failed to get past the Ruritanian Mastiffs.\n\nYou receive a government stipend of 100 for the feeding and care of your orphans; and pay out 30 coins on necessary care and maintenance, most of it going on food.\nYour profligate meal plans have borne fruit: Bart Button and Prudence Socket have improved their morale.\n\nCob Froome has grown up a little, and been transferred to the Middle House.\n\nA new orphan, Frannie Harris, has been entrusted to your care and is now housed in the Junior House.", "endoftext": false }, { "action": "You unassign all", "response": "You allow Bub to take a break.", "endoftext": false }, { "action": "Status", "response": "Jim poor poor bad poor\nGretchen bad bad bad poor\nBart mediocre poor bad adequate\nAgatha bad poor poor mediocre\nBub mediocre bad poor abysmal\nFrannie bad bad poor poor\nPrudence poor poor mediocre poor\nMildred bad bad bad poor\nDorinda bad bad mediocre bad\nCob poor bad poor mediocre", "endoftext": true }, { "action": "You look around", "response": "Here are housed the younger children, from the age of weaning to about six years old. Formerly a lumber-room, its ceilings are oppressively low. The Middle House is to the north.\n\nFrannie, Agatha, Mildred, Gretchen, Bub and Jim are housed here.\n\nThe Box is installed in a remote sub-basement, but the way to it is well-known to the miscreant and lolligagger.\n\nA pack of savage Ruritanian Mastiffs patrol the grounds.\n\nIn one corner, piled up into a small mountain, are the many volumes of Polychromatic Lung's Fairy Tales.", "endoftext": false }, { "action": "Scrub mildred", "response": "You seize Mildred, pinch her cheeks until they take on a healthy red colour, and make her dedicate a few hours to shining her shoes. This accomplished, you deliver a short lecture on the spiritual and bacterial dangers of filthiness. Hopefully the lesson is learned; her looks are now mediocre.", "endoftext": false }, { "action": "You go north", "response": "This ward is the home of children aged between six and twelve. A series of oddly-shaped rooms produced by ill-considered renovations, it's difficult to heat, the lighting is bad and there are far too many blind corners and hideaways. The Junior House lies south and the Senior north.\n\nThe Box is installed in a remote sub-basement, but the way to it is well-known to the miscreant and lolligagger.\n\nA pack of savage Ruritanian Mastiffs patrol the grounds.\n\nCob is housed here.\n\nBart, Ray and Prudence are busily occupied with the ancient tricycles.", "endoftext": false }, { "action": "You assign Ray to Box", "response": "With steel in your voice, you condemn Ray Cotter to The Box until further notice. He folds himself into one of its compartments, and you lock the door.", "endoftext": false }, { "action": "Go south", "response": "Here are housed the younger children, from the age of weaning to about six years old. Formerly a lumber-room, its ceilings are oppressively low. The Middle House is to the north.\n\nA pack of savage Ruritanian Mastiffs patrol the grounds.\n\nIn one corner, piled up into a small mountain, are the many volumes of Polychromatic Lung's Fairy Tales.\n\nFrannie, Agatha, Mildred, Gretchen, Bub and Jim are housed here.", "endoftext": false }, { "action": "You assign mildred to Box", "response": "Knowing that it will do her good, you condemn Mildred Chollop to The Box until further notice. She folds herself into one of its compartments, and you lock the door.", "endoftext": false }, { "action": "Discipline gretchen", "response": "You apply some well-deserved discipline to Gretchen Bloch. Her discipline is now bad.", "endoftext": false }, { "action": "You go south", "response": "What you do outside work hours and the Orphanorium is not the concern of this story. (The Middle House is to the north.)", "endoftext": false }, { "action": "Discipline frannie", "response": "You apply some well-deserved discipline to Frannie Harris. Her discipline is now bad.", "endoftext": false }, { "action": "You go north", "response": "This ward is the home of children aged between six and twelve. A series of oddly-shaped rooms produced by ill-considered renovations, it's difficult to heat, the lighting is bad and there are far too many blind corners and hideaways. The Junior House lies south and the Senior north.\n\nA pack of savage Ruritanian Mastiffs patrol the grounds.\n\nCob is housed here.\n\nBart and Prudence are busily occupied with the ancient tricycles.\n\nRay is spending some time in The Box.", "endoftext": false }, { "action": "Go north", "response": "Here reside the oldest children, aged roughly twelve to fifteen. The largest, best-lit and airiest of the wards, its walls are decorated with inspiring murals. The Middle House lies to the south.\n\nA pack of savage Ruritanian Mastiffs patrol the grounds.\n\nDorinda is housed here.", "endoftext": false }, { "action": "You discipline dorinda", "response": "You apply some well-deserved discipline to Dorinda Twite. Her discipline is now mediocre.", "endoftext": false }, { "action": "You ring bell", "response": "The Box has weakened Ray Cotter's morale, which is now abysmal.\nThe Box has sapped Ray Cotter's vigour, which is now poor.\nThe Box has stiffened Ray Cotter's discipline, which is now poor.\nThe ancient tricycles have fortified Bart Button's vigour, which is now mediocre.\nThe ancient tricycles have fortified Prudence Socket's vigour, which is now mediocre.\nThe Box has weakened Mildred Chollop's morale, which is now poor.\nThe Box has stiffened Mildred Chollop's discipline, which is now bad.\n\nYou receive a government stipend of 110 for the feeding and care of your orphans; and pay out 33 coins on necessary care and maintenance, most of it going on food.\nYour profligate meal plans have borne fruit: Bart Button has gained vigour, and Ray Cotter, Gretchen Bloch, Frannie Harris and Prudence Socket have improved their morale.\n\nGretchen Bloch and Frannie Harris have grown up a little, and been transferred to the Middle House.", "endoftext": false }, { "action": "Go south", "response": "This ward is the home of children aged between six and twelve. A series of oddly-shaped rooms produced by ill-considered renovations, it's difficult to heat, the lighting is bad and there are far too many blind corners and hideaways. The Junior House lies south and the Senior north.\n\nA pack of savage Ruritanian Mastiffs patrol the grounds.\n\nFrannie, Gretchen and Cob are housed here.\n\nBart and Prudence are busily occupied with the ancient tricycles.\n\nRay is spending some time in The Box.\n\nA new task: Friends Like These\n\nAgatha Dorrit, one of the worst children in the institution, seems to be spending a lot of time with Prudence Socket of late. You are troubled by this development; the adage \"one bad apple spoils the barrel\" is hard to live by when curating a compost pile, but Agatha is liable to ruin the least awful of your wards.\n1 - Punish them both.\n2 - Punish only Agatha.\n3 - Punish only Prudence.\n4 - Let it be. They'll drift apart soon enough.", "endoftext": false }, { "action": "1", "response": "Agatha endures the punishment with her characteristic insensitivity to good influences, but Prudence seems devastated by the incident. She avoids Agatha thereafter, but she gives off an air of raw hostility whenever you're near her.", "endoftext": false }, { "action": "Consult", "response": "What do you want to consult?", "endoftext": false }, { "action": "You read the catalogue", "response": "A respected specialist catering to the orphan management trade, Fobberfish of Hackney provides a wide variety of goods at virtually affordable rates. Bowing to the decadence of the age, this once-respectable publication now features many vain luxuries that you can safely ignore, such as fair-trade gruel, artisanal wildflower soap, and smallpox vaccines. The few items of real utility have been circled in red pen:\n\nAtherton's Ergonomic Treadmill (400 coins)\nMy First Delousing Bath (350 coins)\nSpinal Corrective Corsets (450 coins)\nDr. Pranger's Lithium Water (700 coins)\ntriple-barred windows (350 coins)\nThe Harvest of Sin (700 coins)", "endoftext": false }, { "action": "Status", "response": "Jim poor poor bad poor\nGretchen poor bad bad bad\nBart mediocre mediocre bad mediocre\nAgatha bad bad poor mediocre\nBub poor abysmal poor bad\nFrannie poor bad poor poor\nPrudence poor mediocre poor poor\nMildred poor abysmal mediocre poor\nDorinda mediocre bad poor poor\nCob poor bad poor mediocre", "endoftext": false }, { "action": "Unassign Ray", "response": "You allow Ray Cotter to take a break.", "endoftext": true }, { "action": "You look at your surroundings", "response": "This ward is the home of children aged between six and twelve. A series of oddly-shaped rooms produced by ill-considered renovations, it's difficult to heat, the lighting is bad and there are far too many blind corners and hideaways. The Junior House lies south and the Senior north.\n\nA pack of savage Ruritanian Mastiffs patrol the grounds.\n\nFrannie, Gretchen, Cob and Ray are housed here.\n\nBart and Prudence are busily occupied with the ancient tricycles.", "endoftext": false }, { "action": "You go south", "response": "Here are housed the younger children, from the age of weaning to about six years old. Formerly a lumber-room, its ceilings are oppressively low. The Middle House is to the north.\n\nA pack of savage Ruritanian Mastiffs patrol the grounds.\n\nIn one corner, piled up into a small mountain, are the many volumes of Polychromatic Lung's Fairy Tales.\n\nAgatha, Bub and Jim are housed here.\n\nMildred is spending some time in The Box.", "endoftext": false }, { "action": "Unassign mildred", "response": "You allow Mildred Chollop to take a break.", "endoftext": false }, { "action": "You assign Agatha to Box", "response": "To show that discipline must be upheld, you condemn Agatha Dorrit to The Box until further notice. She folds herself into one of its compartments, and you lock the door.", "endoftext": false }, { "action": "You scrub Gretchen", "response": "You seize Gretchen, delouse her scalp with equal parts pomatum and mercurial ointment (just in case), and scrub her all over with turpentine and a pumice-stone. This accomplished, you deliver a short lecture on the spiritual and bacterial dangers of filthiness. Hopefully the lesson is learned; her looks are now mediocre.", "endoftext": false }, { "action": "You ring bell", "response": "The ancient tricycles have fortified Bart Button's vigour, which is now adequate.\nThe Box has weakened Agatha Dorrit's morale, which is now mediocre. The Box has sapped Agatha Dorrit's vigour, which is now awful.\nThe Box has stiffened Agatha Dorrit's discipline, which is now poor. The ancient tricycles have fortified Prudence Socket's vigour, which is now mediocre.\n\nBub Grady has died of Bumpsterhausen's blue follicles. (Low morale\nis the main cause of orphan mortality.) You pay 5 coins for a\ncheap burial.\n\nPrudence Socket has forced a lock and escaped! Water finds its level, so you are not surprised when, later, you receive reports that she has sunk to working as a surrogate mother.\n\nYou receive a government stipend of 90 for the feeding and care of your orphans; and pay out 27 coins on necessary care and maintenance, most of it going on food.\nYour profligate meal plans have borne fruit: Cob Froome has gained vigour, and Frannie Harris has improved her morale.\n\nJim Tench and Agatha Dorrit have been moved to the Middle House, being of sufficient age. Cob Froome is ready for the Senior.\n\nYou have been awarded custody of two orphans of Junior House age: Maud Barnacle and Becky Criggledip.", "endoftext": false }, { "action": "You recruit Bart", "response": "Bart Button is judged adequate to the demands of the position, and the shady aide spirits him off to the corridors of power. The money -- a mere twenty coins -- is not as good as you had hoped, but at least you can chalk this one up in the success column when the Periodic Review rolls around.", "endoftext": true }, { "action": "Look around", "response": "This ward is the home of children aged between six and twelve. A series of oddly-shaped rooms produced by ill-considered renovations, it's difficult to heat, the lighting is bad and there are far too many blind corners and hideaways. The Junior House lies south and the Senior north.\n\nAgatha, Jim, Frannie, Gretchen and Ray are housed here.\n\nThe Box is installed in a remote sub-basement, but the way to it is well-known to the miscreant and lolligagger.\n\nA pack of savage Ruritanian Mastiffs patrol the grounds.\n\nSome ancient tricycles are littered about the place.", "endoftext": false }, { "action": "You scrub Agatha", "response": "You seize Agatha, drag a comb through her hair, and scrub her all over with turpentine and a pumice-stone. This accomplished, you deliver a short lecture on the spiritual and bacterial dangers of filthiness. Hopefully the lesson is learned; her looks are now mediocre.", "endoftext": false }, { "action": "Go south", "response": "Here are housed the younger children, from the age of weaning to about six years old. Formerly a lumber-room, its ceilings are oppressively low. The Middle House is to the north.\n\nThe Box is installed in a remote sub-basement, but the way to it is well-known to the miscreant and lolligagger.\n\nA pack of savage Ruritanian Mastiffs patrol the grounds.\n\nIn one corner, piled up into a small mountain, are the many volumes of Polychromatic Lung's Fairy Tales.\n\nBecky, Maud and Mildred are housed here.", "endoftext": false }, { "action": "You buy Bath", "response": "You reluctantly part with 350 coins, mail in your order, and in due course receive delivery of My First Delousing Bath; it is installed in the Junior House.", "endoftext": false }, { "action": "You assign Becky to Bath", "response": "You unceremoniously dunk Becky Criggledip into the Delousing Bath, and command her to remain there until she she has learned a lesson about hygiene.", "endoftext": false }, { "action": "You assign mildred to Bath", "response": "You unceremoniously dunk Mildred Chollop into the Delousing Bath, and command her to remain there until she she has learned a lesson about hygiene.", "endoftext": false }, { "action": "Status", "response": "Jim poor poor bad poor\nGretchen poor bad mediocre bad\nMaud awful bad bad mediocre\nAgatha poor abysmal poor mediocre\nFrannie poor bad poor poor\nBecky bad poor poor poor\nMildred poor abysmal mediocre poor\nDorinda mediocre bad mediocre bad\nCob poor poor poor poor", "endoftext": false }, { "action": "Discipline maud", "response": "You apply some well-deserved discipline to Maud Barnacle. Her discipline is now poor.", "endoftext": false }, { "action": "Discipline becky", "response": "You apply some well-deserved discipline to Becky Criggledip. Her discipline is now poor.", "endoftext": false }, { "action": "You ring bell", "response": "My First Delousing Bath has brightened Maud Barnacle's looks, which are now mediocre.\nPolychromatic Lung's Fairy Tales has improved Maud Barnacle's morale, which is now mediocre.\nMy First Delousing Bath has brightened Mildred Chollop's looks, which are now mediocre.\n\nYou receive a government stipend of 100 for the feeding and care of your orphans; and pay out 30 coins on necessary care and maintenance, most of it going on food.\nYour profligate meal plans have borne fruit: Maud Barnacle and Cob Froome have improved their morale.\n\nMildred Chollop has been moved to the Middle House, being of sufficient age. Ray Cotter is ready for the Senior.", "endoftext": false }, { "action": "Status", "response": "Jim poor mediocre bad poor\nGretchen poor bad poor poor\nMaud poor abysmal mediocre mediocre\nAgatha poor abysmal poor mediocre\nFrannie poor awful poor mediocre\nBecky bad mediocre poor poor\nMildred bad bad mediocre poor\nDorinda mediocre bad mediocre poor\nCob mediocre poor poor mediocre\n\nA new task: The Porter Babies\nFashionable nutritionist Laurice Shellac is testing a new theory: since it is acknowledged that the admixture of porter and stout is a sovereign tonic to the nerves of nursing mothers, it stands to reason that a half-pint of dark beer, imbibed at elevenses, will strengthen the nerves and consitution of children also. If your institution will take part in his national study, he'll supply the beers. Science can be unpredictable, however.\nDoes Laurice have your support?", "endoftext": false }, { "action": "Discipline becky", "response": "You apply some well-deserved discipline to Becky Criggledip. Her discipline is now mediocre.", "endoftext": false }, { "action": "Go north", "response": "This ward is the home of children aged between six and twelve. A series of oddly-shaped rooms produced by ill-considered renovations, it's difficult to heat, the lighting is bad and there are far too many blind corners and hideaways. The Junior House lies south and the Senior north.\n\nThe aroma of dark beer saturates the building.\n\nThe Box is installed in a remote sub-basement, but the way to it is well-known to the miscreant and lolligagger.\n\nA pack of savage Ruritanian Mastiffs patrol the grounds.\n\nMildred, Agatha, Jim, Frannie and Gretchen are housed here.\n\nSome ancient tricycles are littered about the place.", "endoftext": false }, { "action": "Discipline mildred", "response": "You apply some well-deserved discipline to Mildred Chollop. Her discipline is now poor.", "endoftext": false }, { "action": "You assign Frannie to the tricycles", "response": "You command Frannie Harris to occupy herself with the ancient tricycles. She obediently complies.", "endoftext": false }, { "action": "You assign Agatha to tricycles", "response": "You command Agatha Dorrit to occupy herself with the ancient tricycles. She obediently complies.", "endoftext": false }, { "action": "You assign mildred to the tricycles", "response": "You command Mildred Chollop to occupy herself with the ancient tricycles. She obediently complies.", "endoftext": false }, { "action": "Status", "response": "Jim poor poor bad poor\nGretchen poor bad poor poor\nMaud poor awful mediocre mediocre\nAgatha poor abysmal mediocre mediocre\nFrannie poor awful poor mediocre\nBecky mediocre poor poor poor\nMildred poor abysmal mediocre poor\nDorinda mediocre bad mediocre bad\nCob mediocre poor poor mediocre", "endoftext": false }, { "action": "Discipline agatha", "response": "You apply some well-deserved discipline to Agatha Dorrit. Her discipline is now mediocre.", "endoftext": false }, { "action": "Discipline gretchen", "response": "Enough for today: there are regulations about excessive corporal punishment. Besides, if you thrash every child continually, they'll grow leathery and insensate.", "endoftext": false }, { "action": "You scrub Jim", "response": "You seize Jim, delouse his scalp with equal parts pomatum and mercurial ointment (just in case), and apply a rough brush to those parts of his person that he has neglected to keep to a hygienic standard. This accomplished, you deliver a short lecture on the spiritual and bacterial dangers of filthiness. Hopefully the lesson is learned; his looks are now poor.", "endoftext": false }, { "action": "Go north", "response": "Here reside the oldest children, aged roughly twelve to fifteen. The largest, best-lit and airiest of the wards, its walls are decorated with inspiring murals. The Middle House lies to the south.\n\nThe aroma of dark beer saturates the building.\n\nThe Box is installed in a remote sub-basement, but the way to it is well-known to the miscreant and lolligagger.\n\nA pack of savage Ruritanian Mastiffs patrol the grounds.\n\nRay, Cob and Dorinda are housed here.", "endoftext": false }, { "action": "You ring bell", "response": "The ancient tricycles have fortified Agatha Dorrit's vigour, which is now bad.\nThe ancient tricycles have fortified Frannie Harris's vigour, which is now poor.\nMy First Delousing Bath has brightened Becky Criggledip's looks, which are now poor.\nThe ancient tricycles have fortified Mildred Chollop's vigour, which is now abysmal.\n\nRay Cotter has conspired with an outside associate and escaped! Since virtue is rewarded and vice leads to ruin, you are not surprised when, later, you receive reports that he is shamefully employed as a garotter.\n\nYou receive a government stipend of 90 for the feeding and care of your orphans; and pay out 27 coins on necessary care and maintenance, most of it going on food.\nYour profligate meal plans have borne fruit: Jim Tench, Maud Barnacle, Agatha Dorrit, Dorinda Twite and Cob Froome have gained vigour, and Mildred Chollop has improved her morale.\n\nAgatha Dorrit has graduated to the Senior House. Orphans in the Senior House, if they have been trained well enough, may find employment and leave your care.\n\nYou have been awarded custody of three orphans of Junior House age: Molly Bogey, Tawny Scraggley and Edie Dillinger.", "endoftext": false }, { "action": "Go south", "response": "This ward is the home of children aged between six and twelve. A series of oddly-shaped rooms produced by ill-considered renovations, it's difficult to heat, the lighting is bad and there are far too many blind corners and hideaways. The Junior House lies south and the Senior north.\n\nThe aroma of dark beer saturates the building.\n\nThe Box is installed in a remote sub-basement, but the way to it is well-known to the miscreant and lolligagger.\n\nA pack of savage Ruritanian Mastiffs patrol the grounds.\n\nMildred and Frannie are busily occupied with the ancient tricycles.\n\nJim and Gretchen are housed here.", "endoftext": false }, { "action": "You assign Jim to the beer", "response": "Shellac's Porter Supplements is a passive improvement device:\nidle orphans in the relevant ward may be improved by it, or not, and there is nothing that God or man may do to affect the outcome. You can only assign orphans to active improvement devices.", "endoftext": false }, { "action": "Go south", "response": "Here are housed the younger children, from the age of weaning to about six years old. Formerly a lumber-room, its ceilings are oppressively low. The Middle House is to the north.\n\nThe aroma of dark beer saturates the building.\n\nThe Box is installed in a remote sub-basement, but the way to it is well-known to the miscreant and lolligagger.\n\nA pack of savage Ruritanian Mastiffs patrol the grounds.\n\nIn one corner, piled up into a small mountain, are the many volumes of Polychromatic Lung's Fairy Tales.\n\nEdie, Tawny and Molly are housed here.\n\nBecky and Maud are shedding parasites, encrustations and chunks of skin in My First Delousing Bath.", "endoftext": false }, { "action": "You assign all to Bath", "response": "You assign Edie, Maud, Tawny, Molly and Becky to My First Delousing Bath.", "endoftext": false }, { "action": "Status", "response": "Jim poor mediocre mediocre poor\nGretchen bad poor mediocre poor\nMaud poor bad mediocre mediocre\nTawny bad mediocre awful poor\nAgatha poor poor poor mediocre\nMolly poor poor poor poor\nFrannie poor bad poor poor\nBecky poor poor mediocre poor\nMildred poor abysmal mediocre poor\nDorinda mediocre poor mediocre bad\nCob mediocre poor mediocre mediocre", "endoftext": false }, { "action": "Discipline edie", "response": "You apply some well-deserved discipline to Edie Dillinger. Her discipline is now poor.", "endoftext": false }, { "action": "You discipline tawny", "response": "You apply some well-deserved discipline to Tawny Scraggley. Her discipline is now bad.", "endoftext": false }, { "action": "Go north", "response": "This ward is the home of children aged between six and twelve. A series of oddly-shaped rooms produced by ill-considered renovations, it's difficult to heat, the lighting is bad and there are far too many blind corners and hideaways. The Junior House lies south and the Senior north.\n\nThe aroma of dark beer saturates the building.\n\nThe Box is installed in a remote sub-basement, but the way to it is well-known to the miscreant and lolligagger.\n\nA pack of savage Ruritanian Mastiffs patrol the grounds.\n\nMildred and Frannie are busily occupied with the ancient tricycles.\n\nJim and Gretchen are housed here.", "endoftext": false }, { "action": "Discipline gretchen", "response": "You apply some well-deserved discipline to Gretchen Bloch. Her discipline is now poor.", "endoftext": false }, { "action": "Smell the beer", "response": "It is your constant practice to avoid ever inhaling too deeply around orphans.", "endoftext": false }, { "action": "You assign Gretchen to the tricycles", "response": "You command Gretchen Bloch to occupy herself with the ancient tricycles. She obediently complies.", "endoftext": false }, { "action": "Go north", "response": "Here reside the oldest children, aged roughly twelve to fifteen. The largest, best-lit and airiest of the wards, its walls are decorated with inspiring murals. The Middle House lies to the south.\n\nThe aroma of dark beer saturates the building.\n\nThe Box is installed in a remote sub-basement, but the way to it is well-known to the miscreant and lolligagger.\n\nA pack of savage Ruritanian Mastiffs patrol the grounds.\n\nAgatha, Cob and Dorinda are housed here.", "endoftext": false }, { "action": "You assign Agatha to Box", "response": "With a fearsome glare, you condemn Agatha Dorrit to The Box until further notice. She folds herself into one of its compartments, and you lock the door.", "endoftext": false }, { "action": "You ring bell", "response": "The ancient tricycles have fortified Gretchen Bloch's vigour, which is now bad.\nMy First Delousing Bath has brightened Tawny Scraggley's looks, which are now poor.\nThe Box has weakened Agatha Dorrit's morale, which is now poor.\nThe Box has stiffened Agatha Dorrit's discipline, which is now mediocre.\nShellac's Porter Supplements has fortified Agatha Dorrit's vigour, which is now poor.\nMy First Delousing Bath has brightened Molly Bogey's looks, which are now poor.\nThe ancient tricycles have fortified Frannie Harris's vigour, which is now mediocre.\nThe ancient tricycles have fortified Mildred Chollop's vigour, which is now bad.\nShellac's Porter Supplements has fortified Dorinda Twite's vigour, which is now poor.\nShellac's Porter Supplements has eroded Dorinda Twite's discipline, which is now poor.\nShellac's Porter Supplements has fortified Cob Froome's vigour, which is now poor.\n\nYou receive a government stipend of 120 for the feeding and care of your orphans; and pay out 36 coins on necessary care and maintenance, most of it going on food.\nYour profligate meal plans have borne fruit: Becky Criggledip has gained vigour, and Jim Tench, Maud Barnacle, Molly Bogey and Becky Criggledip have improved their morale.\n\nMaud Barnacle has grown up a little, and been transferred to the Middle House.", "endoftext": false }, { "action": "Status", "response": "Jim poor mediocre poor poor\nGretchen poor poor poor bad\nMaud poor awful mediocre mediocre\nTawny poor poor bad poor\nAgatha mediocre mediocre mediocre poor\nMolly poor poor poor mediocre\nFrannie bad poor poor mediocre\nBecky mediocre poor poor poor\nMildred poor bad mediocre poor\nDorinda poor poor mediocre poor\nCob poor mediocre mediocre mediocre", "endoftext": false }, { "action": "You assign Cob to Box", "response": "Stern but fair, you condemn Cob Froome to The Box until further notice. He folds himself into one of its compartments, and you lock the door.", "endoftext": true }, { "action": "You look around", "response": "Here reside the oldest children, aged roughly twelve to fifteen. The largest, best-lit and airiest of the wards, its walls are decorated with inspiring murals. The Middle House lies to the south.\n\nThe aroma of dark beer saturates the building.\n\nA pack of savage Ruritanian Mastiffs patrol the grounds.\n\nAgatha and Cob are spending some time in The Box.\n\nDorinda is housed here.", "endoftext": false }, { "action": "Unassign Agatha", "response": "You allow Agatha Dorrit to take a break.", "endoftext": false }, { "action": "You go south", "response": "This ward is the home of children aged between six and twelve. A series of oddly-shaped rooms produced by ill-considered renovations, it's difficult to heat, the lighting is bad and there are far too many blind corners and hideaways. The Junior House lies south and the Senior north.\n\nThe aroma of dark beer saturates the building.\n\nA pack of savage Ruritanian Mastiffs patrol the grounds.\n\nMaud and Jim are housed here.\n\nMildred, Frannie and Gretchen are busily occupied with the ancient tricycles.", "endoftext": false }, { "action": "You assign Maud to the tricycles", "response": "You command Maud Barnacle to occupy herself with the ancient tricycles. She obediently complies.", "endoftext": false }, { "action": "You scrub Frannie", "response": "You seize Frannie, pinch her cheeks until they take on a healthy red colour, and make her walk around with a book on her head. This accomplished, you deliver a short lecture on the spiritual and bacterial dangers of filthiness. Hopefully the lesson is learned; her looks are now mediocre.", "endoftext": false }, { "action": "Discipline frannie", "response": "You apply some well-deserved discipline to Frannie Harris. Her discipline is now poor.", "endoftext": false }, { "action": "You go to the south", "response": "Here are housed the younger children, from the age of weaning to about six years old. Formerly a lumber-room, its ceilings are oppressively low. The Middle House is to the north.\n\nThe aroma of dark beer saturates the building.\n\nA pack of savage Ruritanian Mastiffs patrol the grounds.\n\nIn one corner, piled up into a small mountain, are the many volumes of Polychromatic Lung's Fairy Tales.\n\nEdie, Tawny, Molly and Becky are shedding parasites, encrustations and chunks of skin in My First Delousing Bath.", "endoftext": false }, { "action": "Discipline edie", "response": "You apply some well-deserved discipline to Edie Dillinger. Her discipline is now mediocre.", "endoftext": false }, { "action": "You discipline tawny", "response": "Enough for today: there are regulations about excessive corporal punishment. Besides, if you thrash every child continually, they'll grow leathery and insensate.", "endoftext": false }, { "action": "You ring bell", "response": "Shellac's Porter Supplements has improved Edie Dillinger's morale, which is now poor.\nShellac's Porter Supplements has sapped Edie Dillinger's vigour, which is now bad.\nThe ancient tricycles have fortified Gretchen Bloch's vigour, which is now poor.\nThe ancient tricycles have fortified Maud Barnacle's vigour, which is now poor.\nShellac's Porter Supplements has improved Tawny Scraggley's morale, which is now mediocre.\nShellac's Porter Supplements has sapped Tawny Scraggley's vigour, which is now poor.\nMy First Delousing Bath has brightened Molly Bogey's looks, which are now mediocre.\nShellac's Porter Supplements has improved Molly Bogey's morale, which is now mediocre.\nShellac's Porter Supplements has sapped Molly Bogey's vigour, which is now bad.\nThe ancient tricycles have fortified Frannie Harris's vigour, which is now mediocre.\nMy First Delousing Bath has brightened Becky Criggledip's looks, which are now adequate.\nShellac's Porter Supplements has improved Becky Criggledip's morale, which is now poor.\nShellac's Porter Supplements has sapped Becky Criggledip's vigour, which is now poor.\nThe ancient tricycles have fortified Mildred Chollop's vigour, which is now poor.\nThe Box has weakened Cob Froome's morale, which is now poor.\nThe Box has sapped Cob Froome's vigour, which is now mediocre.\nThe Box has stiffened Cob Froome's discipline, which is now mediocre.\n\nYou receive a government stipend of 120 for the feeding and care of your orphans; and pay out 36 coins on necessary care and maintenance, most of it going on food.\n\nBecky Criggledip has been moved to the Middle House, being of sufficient age. Gretchen Bloch is ready for the Senior.\n\nYou have been awarded custody of two orphans of Junior House age: Percy Dabney and Hubert Dobson.", "endoftext": false }, { "action": "You buy the bars", "response": "You reluctantly part with 350 coins, mail in your order, and in due course receive delivery of triple-barred windows.", "endoftext": true }, { "action": "Look around", "response": "Here are housed the younger children, from the age of weaning to about six years old. Formerly a lumber-room, its ceilings are oppressively low. The Middle House is to the north.\n\nThe aroma of dark beer saturates the building.\n\nA pack of savage Ruritanian Mastiffs patrol the grounds.\n\nHubert and Percy are housed here.\n\nIn one corner, piled up into a small mountain, are the many volumes of Polychromatic Lung's Fairy Tales.\n\nEdie, Tawny and Molly are shedding parasites, encrustations and chunks of skin in My First Delousing Bath.", "endoftext": false }, { "action": "Status", "response": "Jim poor mediocre mediocre poor\nGretchen poor mediocre mediocre bad\nMaud poor poor mediocre mediocre\nTawny bad poor poor mediocre\nHubert bad bad poor mediocre\nAgatha mediocre poor poor poor\nMolly bad poor mediocre adequate\nFrannie mediocre mediocre mediocre poor\nBecky poor poor adequate poor\nPercy poor mediocre bad poor\nMildred poor poor mediocre poor\nDorinda mediocre poor poor awful\nCob mediocre poor poor mediocre", "endoftext": false }, { "action": "You assign all to Bath", "response": "You assign Edie, Tawny, Hubert, Molly and Percy to My First Delousing Bath.", "endoftext": false }, { "action": "You discipline tawny", "response": "You apply some well-deserved discipline to Tawny Scraggley. Her discipline is now poor.", "endoftext": false }, { "action": "Discipline hubert", "response": "You apply some well-deserved discipline to Hubert Dobson. His discipline is now poor.", "endoftext": false }, { "action": "Go north", "response": "This ward is the home of children aged between six and twelve. A series of oddly-shaped rooms produced by ill-considered renovations, it's difficult to heat, the lighting is bad and there are far too many blind corners and hideaways. The Junior House lies south and the Senior north.\n\nThe aroma of dark beer saturates the building.\n\nA pack of savage Ruritanian Mastiffs patrol the grounds.\n\nBecky and Jim are housed here.\n\nMaud, Mildred and Frannie are busily occupied with the ancient tricycles.", "endoftext": false }, { "action": "Unassign Frannie", "response": "You allow Frannie Harris to take a break.", "endoftext": false }, { "action": "You go north", "response": "Here reside the oldest children, aged roughly twelve to fifteen. The largest, best-lit and airiest of the wards, its walls are decorated with inspiring murals. The Middle House lies to the south.\n\nThe aroma of dark beer saturates the building.\n\nA pack of savage Ruritanian Mastiffs patrol the grounds.\n\nGretchen, Agatha and Dorinda are housed here.\n\nCob is spending some time in The Box.", "endoftext": false }, { "action": "You scrub dorinda", "response": "You seize Dorinda, delouse her scalp with carbolic acid, and tell her that she will be spending her break re-ironing her crumpled clothes. This accomplished, you deliver a short lecture on the spiritual and bacterial dangers of filthiness. Hopefully the lesson is learned; her looks are now mediocre.", "endoftext": false }, { "action": "Status", "response": "Jim poor poor poor mediocre\nGretchen poor poor mediocre bad\nMaud poor poor mediocre adequate\nTawny mediocre bad poor poor\nHubert poor bad poor poor\nAgatha poor poor poor poor\nMolly bad poor mediocre mediocre\nFrannie poor mediocre mediocre poor\nBecky mediocre bad adequate mediocre\nPercy bad mediocre bad poor\nMildred poor poor mediocre poor\nDorinda mediocre poor mediocre awful\nCob mediocre poor poor poor", "endoftext": false }, { "action": "Unassign Cob", "response": "You allow Cob Froome to take a break.", "endoftext": false }, { "action": "Discipline agatha", "response": "You apply some well-deserved discipline to Agatha Dorrit. Her discipline is now mediocre.", "endoftext": false }, { "action": "You go to the south", "response": "This ward is the home of children aged between six and twelve. A series of oddly-shaped rooms produced by ill-considered renovations, it's difficult to heat, the lighting is bad and there are far too many blind corners and hideaways. The Junior House lies south and the Senior north.\n\nThe aroma of dark beer saturates the building.\n\nThe Box is installed in a remote sub-basement, but the way to it is well-known to the miscreant and lolligagger.\n\nA pack of savage Ruritanian Mastiffs patrol the grounds.\n\nBecky, Jim and Frannie are housed here.\n\nMaud and Mildred are busily occupied with the ancient tricycles.", "endoftext": false }, { "action": "Go south", "response": "Here are housed the younger children, from the age of weaning to about six years old. Formerly a lumber-room, its ceilings are oppressively low. The Middle House is to the north.\n\nThe aroma of dark beer saturates the building.\n\nThe Box is installed in a remote sub-basement, but the way to it is well-known to the miscreant and lolligagger.\n\nA pack of savage Ruritanian Mastiffs patrol the grounds.\n\nIn one corner, piled up into a small mountain, are the many volumes of Polychromatic Lung's Fairy Tales.\n\nHubert, Percy, Edie, Tawny and Molly are shedding parasites, encrustations and chunks of skin in My First Delousing Bath.", "endoftext": false }, { "action": "You ring bell", "response": "My First Delousing Bath has brightened Edie Dillinger's looks, which are now poor.\nShellac's Porter Supplements has improved Edie Dillinger's morale, which is now mediocre.\nShellac's Porter Supplements has stiffened Edie Dillinger's discipline, which is now satisfactory.\nThe ancient tricycles have fortified Maud Barnacle's vigour, which is now poor.\nMy First Delousing Bath has brightened Tawny Scraggley's looks, which are now poor.\nShellac's Porter Supplements has improved Tawny Scraggley's morale, which is now mediocre.\nMy First Delousing Bath has brightened Hubert Dobson's looks, which are now mediocre.\nShellac's Porter Supplements has improved Hubert Dobson's morale, which is now poor.\nMy First Delousing Bath has brightened Molly Bogey's looks, which are now adequate.\nShellac's Porter Supplements has improved Molly Bogey's morale, which is now mediocre.\nMy First Delousing Bath has brightened Percy Dabney's looks, which are now bad.\nShellac's Porter Supplements has improved Percy Dabney's morale, which is now mediocre.\nShellac's Porter Supplements has stiffened Percy Dabney's discipline, which is now mediocre.\nPolychromatic Lung's Fairy Tales has improved Percy Dabney's morale, which is now mediocre.\nThe ancient tricycles have fortified Mildred Chollop's vigour, which is now mediocre.\n\nYou receive a government stipend of 140 for the feeding and care of your orphans; and pay out 42 coins on necessary care and maintenance, most of it going on food.\nYour profligate meal plans have borne fruit: Mildred Chollop has gained vigour.\n\nEdie Dillinger has been moved to the Middle House, being of sufficient age. Jim Tench is ready for the Senior.\n\nA new orphan, Griselda Much, has been entrusted to your care and is now housed in the Junior House.\n\nLaurice Shellac's grand porter experiment has concluded. He retrieves his porter-casks and a great many measurements, praises your charity, wisdom and personal charms for a period somewhat longer than strictly required, and departs.", "endoftext": false }, { "action": "You assign Griselda to Bath", "response": "You unceremoniously dunk Griselda Much into the Delousing Bath, and command her to remain there until she has ceased to smell like a case of gangrene.", "endoftext": false }, { "action": "Status", "response": "Griselda abysmal poor poor mediocre\nJim poor poor mediocre poor\nGretchen poor mediocre mediocre bad\nMaud poor mediocre mediocre adequate\nTawny mediocre poor poor mediocre\nHubert mediocre bad mediocre mediocre\nAgatha mediocre mediocre poor bad\nMolly poor bad satisfactory adequate\nFrannie poor mediocre mediocre poor\nBecky mediocre poor mediocre poor\nPercy mediocre mediocre poor adequate\nMildred poor mediocre mediocre poor\nDorinda mediocre poor mediocre bad\nCob mediocre mediocre mediocre poor", "endoftext": false }, { "action": "You discipline griselda", "response": "You apply some well-deserved discipline to Griselda Much. Her discipline is now bad.", "endoftext": false }, { "action": "Unassign Molly", "response": "You allow Molly Bogey to take a break.", "endoftext": false }, { "action": "You assign Molly to Box", "response": "Knowing that it will do her good, you condemn Molly Bogey to The Box until further notice. She folds herself into one of its compartments, and you lock the door.", "endoftext": true }, { "action": "Look around", "response": "Here are housed the younger children, from the age of weaning to about six years old. Formerly a lumber-room, its ceilings are oppressively low. The Middle House is to the north.\n\nGriselda, Hubert, Percy and Tawny are shedding parasites, encrustations and chunks of skin in My First Delousing Bath.\n\nA pack of savage Ruritanian Mastiffs patrol the grounds.\n\nIn one corner, piled up into a small mountain, are the many volumes of Polychromatic Lung's Fairy Tales.\n\nMolly is spending some time in The Box.", "endoftext": false }, { "action": "Go north", "response": "This ward is the home of children aged between six and twelve. A series of oddly-shaped rooms produced by ill-considered renovations, it's difficult to heat, the lighting is bad and there are far too many blind corners and hideaways. The Junior House lies south and the Senior north.\n\nA pack of savage Ruritanian Mastiffs patrol the grounds.\n\nEdie, Becky and Frannie are housed here.\n\nMaud and Mildred are busily occupied with the ancient tricycles.", "endoftext": false }, { "action": "You assign Edie to tricycles", "response": "You command Edie Dillinger to occupy herself with the ancient tricycles. She obediently complies.", "endoftext": false }, { "action": "You assign Becky to the tricycles", "response": "You command Becky Criggledip to occupy herself with the ancient tricycles. She obediently complies.", "endoftext": false }, { "action": "Discipline mildred", "response": "You apply some well-deserved discipline to Mildred Chollop. Her discipline is now poor.", "endoftext": false }, { "action": "Discipline frannie", "response": "You apply some well-deserved discipline to Frannie Harris. Her discipline is now poor.", "endoftext": false }, { "action": "You go north", "response": "Here reside the oldest children, aged roughly twelve to fifteen. The largest, best-lit and airiest of the wards, its walls are decorated with inspiring murals. The Middle House lies to the south.\n\nA pack of savage Ruritanian Mastiffs patrol the grounds.\n\nJim, Gretchen, Agatha, Cob and Dorinda are housed here.", "endoftext": false }, { "action": "You assign Jim to Box", "response": "In icy tones, you condemn Jim Tench to The Box until further notice. He folds himself into one of its compartments, and you lock the door.", "endoftext": false }, { "action": "You ring bell", "response": "The ancient tricycles have fortified Edie Dillinger's vigour, which is now bad.\nMy First Delousing Bath has brightened Griselda Much's looks, which are now poor.\nThe Box has weakened Jim Tench's morale, which is now bad.\nThe Box has sapped Jim Tench's vigour, which is now poor.\nThe Box has stiffened Jim Tench's discipline, which is now poor.\nThe ancient tricycles have fortified Maud Barnacle's vigour, which is now mediocre.\nMy First Delousing Bath has brightened Tawny Scraggley's looks, which are now poor.\nMy First Delousing Bath has brightened Hubert Dobson's looks, which are now mediocre.\nThe Box has weakened Molly Bogey's morale, which is now mediocre.\nThe Box has stiffened Molly Bogey's discipline, which is now poor.\nThe ancient tricycles have fortified Becky Criggledip's vigour, which is now poor.\nThe ancient tricycles have fortified Mildred Chollop's vigour, which is now mediocre.\n\nYou receive a government stipend of 150 for the feeding and care of your orphans; and pay out 45 coins on necessary care and maintenance, most of it going on food.\nYour profligate meal plans have borne fruit: Tawny Scraggley and Dorinda Twite have gained vigour, and Jim Tench, Frannie Harris, Becky Criggledip, Dorinda Twite and Cob Froome have improved their morale.\n\nAgatha Dorrit has reached the age of maturity, and there is nothing more you can do. She is lost to gainful industry and to virtue, and promptly becomes a baby-farmer. (Good discipline is the surest path to a respectable job, though employers also favour those with high vigour and looks).\n\nA new orphan, Madison Codscrote, has been entrusted to your care and is now housed in the Junior House.", "endoftext": false }, { "action": "Unassign jim", "response": "You allow Jim Tench to take a break.\n\nA new task: Tympanic Panic\nThe popular music-hall ensemble Fariq Nasty and his Timpani Five is due to appear at the local auditorium. According to this leaflet, distributed by the Solemn Order of Platypii Ladies' Moral Auxiliary, Mr. Nasty's lyrics promote street grammar, kissing one's fiancee, regicide, Palestinian independence, bro-hugs, jeepform RPGs, immoderate use of snuff and sacrificing virgin blood to Bel-Marduk. The good Ladies intend to mount a campaign of protest, and as its centrepiece they need a child who has been ruined by Fariq's lascivious kettledrums, or at least appears so. Improving the moral tone of your community should, they imply, be reward enough. (Use RECRUIT on a suitable orphan.)", "endoftext": false }, { "action": "Status", "response": "Griselda bad poor poor poor\nJim mediocre bad poor poor\nGretchen poor mediocre poor awful\nMadison bad awful bad poor\nMaud poor mediocre mediocre mediocre\nTawny mediocre bad poor mediocre\nHubert poor bad mediocre poor\nMolly poor bad satisfactory poor\nFrannie poor poor mediocre poor\nBecky mediocre poor adequate mediocre\nPercy mediocre poor bad adequate\nMildred mediocre adequate mediocre bad\nDorinda mediocre mediocre mediocre bad\nCob mediocre poor poor mediocre", "endoftext": false }, { "action": "You recruit Jim", "response": "The Ladies' Moral Auxiliary are in a hurry to put their campaign together, and have no time to question your choice. Jim is escorted to Platypus Hall to prepare for his first appearance.", "endoftext": false }, { "action": "You go south", "response": "This ward is the home of children aged between six and twelve. A series of oddly-shaped rooms produced by ill-considered renovations, it's difficult to heat, the lighting is bad and there are far too many blind corners and hideaways. The Junior House lies south and the Senior north.\n\nA pack of savage Ruritanian Mastiffs patrol the grounds.\n\nEdie, Becky, Maud and Mildred are busily occupied with the ancient tricycles.\n\nFrannie is housed here.", "endoftext": false }, { "action": "You go south", "response": "Here are housed the younger children, from the age of weaning to about six years old. Formerly a lumber-room, its ceilings are oppressively low. The Middle House is to the north.\n\nA pack of savage Ruritanian Mastiffs patrol the grounds.\n\nIn one corner, piled up into a small mountain, are the many volumes of Polychromatic Lung's Fairy Tales.\n\nMadison is housed here.\n\nGriselda, Hubert, Percy and Tawny are shedding parasites, encrustations and chunks of skin in My First Delousing Bath.\n\nMolly is spending some time in The Box.", "endoftext": false }, { "action": "Status", "response": "Griselda bad poor poor poor\nJim poor poor mediocre poor\nGretchen poor mediocre mediocre awful\nMadison bad bad awful mediocre\nMaud poor mediocre mediocre adequate\nTawny mediocre poor poor mediocre\nHubert mediocre bad adequate poor\nMolly poor poor satisfactory mediocre\nFrannie poor poor mediocre poor\nBecky mediocre poor adequate mediocre\nPercy poor mediocre poor mediocre\nMildred mediocre mediocre mediocre poor\nDorinda poor poor mediocre bad\nCob mediocre poor poor mediocre", "endoftext": false }, { "action": "You discipline madison", "response": "You apply some well-deserved discipline to Madison Codscrote. Her discipline is now poor.", "endoftext": false }, { "action": "You assign Madison to Bath", "response": "You unceremoniously dunk Madison Codscrote into the Delousing Bath, and command her to remain there until she she has learned a lesson about hygiene.", "endoftext": false }, { "action": "You discipline griselda", "response": "You apply some well-deserved discipline to Griselda Much. Her discipline is now poor.", "endoftext": false }, { "action": "Status", "response": "Griselda poor bad bad poor\nJim poor poor poor poor\nGretchen poor mediocre mediocre bad\nMadison poor awful bad poor\nMaud poor mediocre mediocre adequate\nTawny mediocre poor poor mediocre\nHubert poor bad adequate mediocre\nMolly poor poor adequate mediocre\nFrannie mediocre poor mediocre poor\nBecky mediocre poor mediocre mediocre\nPercy mediocre mediocre poor adequate\nMildred poor mediocre mediocre poor\nDorinda mediocre poor mediocre bad\nCob mediocre poor mediocre poor", "endoftext": false }, { "action": "You scrub Griselda", "response": "You seize Griselda, pinch her cheeks until they take on a healthy red colour, and apply a rough brush to those parts of her person that she has neglected to keep to a hygienic standard. This accomplished, you deliver a short lecture on the spiritual and bacterial dangers of filthiness. Hopefully the lesson is learned; her looks are now poor.", "endoftext": false }, { "action": "You go to the north", "response": "This ward is the home of children aged between six and twelve. A series of oddly-shaped rooms produced by ill-considered renovations, it's difficult to heat, the lighting is bad and there are far too many blind corners and hideaways. The Junior House lies south and the Senior north.\n\nA pack of savage Ruritanian Mastiffs patrol the grounds.\n\nEdie, Becky, Maud and Mildred are busily occupied with the ancient tricycles.\n\nFrannie is housed here.", "endoftext": false }, { "action": "Unassign maud", "response": "You allow Maud Barnacle to take a break.", "endoftext": false }, { "action": "You assign Maud to box", "response": "Knowing that it will do her good, you condemn Maud Barnacle to The Box until further notice. She folds herself into one of its compartments, and you lock the door.", "endoftext": false }, { "action": "Status", "response": "Griselda poor poor poor poor\nJim poor bad mediocre poor\nGretchen poor mediocre mediocre awful\nMadison poor awful bad poor\nMaud poor mediocre mediocre adequate\nTawny poor poor poor mediocre\nHubert mediocre bad mediocre mediocre\nMolly poor bad adequate poor\nFrannie mediocre poor mediocre poor\nBecky mediocre poor mediocre mediocre\nPercy mediocre mediocre poor mediocre\nMildred mediocre adequate mediocre bad\nDorinda mediocre poor mediocre bad\nCob mediocre poor mediocre mediocre", "endoftext": false }, { "action": "You assign Frannie to the tricycles", "response": "You command Frannie Harris to occupy herself with the ancient tricycles. She obediently complies.", "endoftext": false }, { "action": "You ring bell", "response": "The ancient tricycles have fortified Edie Dillinger's vigour, which is now mediocre.\nMy First Delousing Bath has brightened Griselda Much's looks, which are now mediocre.\nMy First Delousing Bath has brightened Madison Codscrote's looks, which are now poor.\nThe Box has weakened Maud Barnacle's morale, which is now poor.\nThe Box has sapped Maud Barnacle's vigour, which is now poor.\nThe Box has stiffened Maud Barnacle's discipline, which is now mediocre.\nMy First Delousing Bath has brightened Tawny Scraggley's looks, which are now mediocre.\nMy First Delousing Bath has brightened Hubert Dobson's looks, which are now adequate.\nThe Box has weakened Molly Bogey's morale, which is now poor.\nThe Box has stiffened Molly Bogey's discipline, which is now poor.\nThe ancient tricycles have fortified Frannie Harris's vigour, which is now poor.\nThe ancient tricycles have fortified Becky Criggledip's vigour, which is now mediocre.\nMy First Delousing Bath has brightened Percy Dabney's looks, which are now poor.\n\nYou receive a government stipend of 150 for the feeding and care of your orphans; and pay out 45 coins on necessary care and maintenance, most of it going on food.\nYour profligate meal plans have borne fruit: Griselda Much, Frannie Harris, Becky Criggledip and Cob Froome have gained vigour, and Jim Tench has improved his morale.\n\nTawny Scraggley and Hubert Dobson have grown up a little, and been transferred to the Middle House.", "endoftext": false }, { "action": "Status", "response": "Griselda poor poor mediocre poor\nJim mediocre poor mediocre poor\nGretchen poor mediocre poor bad\nMadison poor abysmal poor poor\nMaud mediocre mediocre mediocre poor\nTawny poor poor mediocre mediocre\nHubert poor bad satisfactory mediocre\nMolly poor poor adequate poor\nFrannie mediocre mediocre mediocre poor\nBecky mediocre mediocre mediocre mediocre\nPercy poor mediocre poor adequate\nMildred poor mediocre mediocre bad\nDorinda mediocre poor mediocre bad\nCob mediocre mediocre mediocre mediocre", "endoftext": false }, { "action": "You scrub Edie", "response": "You seize Edie, delouse her scalp with carbolic acid, and make her dedicate a few hours to shining her shoes. This accomplished, you deliver a short lecture on the spiritual and bacterial dangers of filthiness. Hopefully the lesson is learned; her looks are now poor.", "endoftext": false }, { "action": "You go south", "response": "Here are housed the younger children, from the age of weaning to about six years old. Formerly a lumber-room, its ceilings are oppressively low. The Middle House is to the north.\n\nA pack of savage Ruritanian Mastiffs patrol the grounds.\n\nIn one corner, piled up into a small mountain, are the many volumes of Polychromatic Lung's Fairy Tales.\n\nMadison, Griselda and Percy are shedding parasites, encrustations and chunks of skin in My First Delousing Bath.\n\nMolly is spending some time in The Box.", "endoftext": false }, { "action": "Discipline percy", "response": "You apply some well-deserved discipline to Percy Dabney. His discipline is now poor.", "endoftext": false }, { "action": "You discipline griselda", "response": "You apply some well-deserved discipline to Griselda Much. Her discipline is now poor.", "endoftext": false }, { "action": "You discipline madison", "response": "You apply some well-deserved discipline to Madison Codscrote. Her discipline is now mediocre.", "endoftext": false }, { "action": "You read the catalog", "response": "A respected specialist catering to the orphan management trade, Fobberfish of Hackney provides a wide variety of goods at virtually affordable rates. Bowing to the decadence of the age, this once-respectable publication now features many vain luxuries that you can safely ignore, such as fair-trade gruel, artisanal wildflower soap, and smallpox vaccines. The few items of real utility have been circled in red pen:\n\nAtherton's Ergonomic Treadmill (400 coins)\nSpinal Corrective Corsets (450 coins)\nDr. Pranger's Lithium Water (700 coins)\nThe Harvest of Sin (700 coins)", "endoftext": false }, { "action": "You ring bell", "response": "The ancient tricycles have fortified Edie Dillinger's vigour, which is now mediocre.\nMy First Delousing Bath has brightened Griselda Much's looks, which are now adequate.\nPolychromatic Lung's Fairy Tales has improved Griselda Much's morale, which is now poor.\nThe Box has weakened Molly Bogey's morale, which is now bad.\nThe Box has sapped Molly Bogey's vigour, which is now bad.\nThe Box has stiffened Molly Bogey's discipline, which is now mediocre. Polychromatic Lung's Fairy Tales has improved Molly Bogey's morale, which is now poor.\nThe ancient tricycles have fortified Frannie Harris's vigour, which is now mediocre.\nThe ancient tricycles have fortified Becky Criggledip's vigour, which is now adequate.\nMy First Delousing Bath has brightened Percy Dabney's looks, which are now mediocre.\nPolychromatic Lung's Fairy Tales has improved Percy Dabney's morale, which is now mediocre.\n\nMildred Chollop attempted to escape, but failed to get past the Ruritanian Mastiffs.\n\nYou receive a government stipend of 150 for the feeding and care of your orphans; and pay out 45 coins on necessary care and maintenance, most of it going on food.\nYour profligate meal plans have borne fruit: Becky Criggledip has gained vigour, and Jim Tench and Madison Codscrote have improved their morale.\n\nDorinda Twite has reached the age of maturity, and there is nothing more you can do. She is lost to gainful industry and to virtue, and promptly becomes a bondage model.\nGriselda Much and Madison Codscrote have been moved to the Middle House, being of sufficient age. Mildred Chollop is ready for the Senior.", "endoftext": false }, { "action": "Unassign Molly", "response": "You allow Molly Bogey to take a break.\n\nNot only does Jim Tench look appropriately pathetic, he demonstrates a remarkable ability to weep on cue, elaborate in chilling detail about the timpani lifestyle from which he was rescued, and go into seizures at the sight of a felt mallet. Fariq Nasty has to flee town under cover of darkness to escape tar-and-feathering, the Timpani Five are barred from respectable auditoria across the country, and the Ladies' Auxiliary return Jim Tench with a small expression of their gratitude.", "endoftext": false }, { "action": "Status", "response": "Griselda poor bad mediocre poor\nJim mediocre poor poor mediocre\nGretchen poor poor poor bad\nMadison mediocre abysmal poor poor\nMaud poor mediocre poor poor\nTawny mediocre bad mediocre mediocre\nHubert poor poor adequate poor\nMolly mediocre abysmal adequate poor\nFrannie mediocre adequate mediocre poor\nBecky mediocre adequate adequate poor\nPercy poor poor mediocre adequate\nMildred mediocre mediocre mediocre poor\nCob mediocre poor poor mediocre", "endoftext": false }, { "action": "You read about the treadmill", "response": "(in Fobberfish of Hackney's catalogue):\nAtherton's Ergonomic Treadmill produces a negligible quantity of electrical power, but (more importantly) its persistent use strengthens the thighs, calves and buttocks of older children, while teaching them the value of a hard day's work.", "endoftext": false }, { "action": "You read about the Water", "response": "(in Fobberfish of Hackney's catalogue):\nThe world-renowned Dr. Pranger has discovered that pathological and criminal behaviours are rooted in patterns of thought established in childhood. Attempts to improve society will inevitably fail, therefore, without a bold application of behavioural pharmacology from earliest youth, particularly in those classes that produce the overwhelming mass of the criminal and insane. His patented Lithium Formula, added to the drinking-water of your orphanage, juvenile prison, refugee camp or poor-house, is the necessary first step to a brighter future.", "endoftext": false }, { "action": "You go south", "response": "What you do outside work hours and the Orphanorium is not the concern of this story. (The Middle House is to the north.)", "endoftext": true }, { "action": "You describe your surroundings", "response": "Here are housed the younger children, from the age of weaning to about six years old. Formerly a lumber-room, its ceilings are oppressively low. The Middle House is to the north.\n\nThe Box is installed in a remote sub-basement, but the way to it is well-known to the miscreant and lolligagger.\n\nA pack of savage Ruritanian Mastiffs patrol the grounds.\n\nIn one corner, piled up into a small mountain, are the many volumes of Polychromatic Lung's Fairy Tales.\n\nPercy is shedding parasites, encrustations and chunks of skin in My First Delousing Bath.\n\nMolly is housed here.", "endoftext": false }, { "action": "You assign Molly to Bath", "response": "You unceremoniously dunk Molly Bogey into the Delousing Bath, and command her to remain there until she shehas become less foul to behold.", "endoftext": false }, { "action": "You go north", "response": "This ward is the home of children aged between six and twelve. A series of oddly-shaped rooms produced by ill-considered renovations, it's difficult to heat, the lighting is bad and there are far too many blind corners and hideaways. The Junior House lies south and the Senior north.\n\nThe Box is installed in a remote sub-basement, but the way to it is well-known to the miscreant and lolligagger.\n\nA pack of savage Ruritanian Mastiffs patrol the grounds.\n\nMadison, Griselda, Hubert, Tawny and Maud are housed here.\n\nEdie, Becky and Frannie are busily occupied with the ancient tricycles.", "endoftext": false }, { "action": "You assign Tawny to the tricycles", "response": "You command Tawny Scraggley to occupy herself with the ancient tricycles. She obediently complies.", "endoftext": false }, { "action": "Status", "response": "Griselda mediocre poor adequate poor\nJim mediocre poor mediocre mediocre\nGretchen poor mediocre poor bad\nMadison poor abysmal poor poor\nMaud poor poor poor mediocre\nTawny mediocre bad mediocre mediocre\nHubert poor bad adequate poor\nMolly adequate awful adequate poor\nFrannie mediocre adequate mediocre poor\nBecky mediocre adequate adequate mediocre\nPercy mediocre mediocre mediocre adequate\nMildred poor adequate mediocre bad\nCob mediocre mediocre poor mediocre", "endoftext": false }, { "action": "You assign Hubert to the tricycles", "response": "You command Hubert Dobson to occupy himself with the ancient tricycles. He obediently complies.", "endoftext": false }, { "action": "Unassign Becky", "response": "You allow Becky Criggledip to take a break.", "endoftext": false }, { "action": "You scrub Edie", "response": "You seize Edie, delouse her scalp with equal parts pomatum and mercurial ointment (just in case), and make her dedicate a few hours to shining her shoes. This accomplished, you deliver a short lecture on the spiritual and bacterial dangers of filthiness. Hopefully the lesson is learned; her looks are now poor.", "endoftext": false }, { "action": "Status", "response": "Griselda poor poor adequate poor\nJim mediocre poor mediocre mediocre\nGretchen poor mediocre poor awful\nMadison mediocre abysmal poor poor\nMaud mediocre poor mediocre mediocre\nTawny mediocre bad mediocre mediocre\nHubert poor bad adequate poor\nMolly adequate abysmal adequate poor\nFrannie mediocre adequate mediocre mediocre\nBecky poor adequate mediocre poor\nPercy poor mediocre mediocre adequate\nMildred mediocre mediocre mediocre bad\nCob mediocre mediocre mediocre mediocre", "endoftext": false }, { "action": "You discipline griselda", "response": "You apply some well-deserved discipline to Griselda Much. Her discipline is now mediocre.", "endoftext": false }, { "action": "You assign Griselda to the tricycles", "response": "You command Griselda Much to occupy herself with the ancient tricycles. She obediently complies.", "endoftext": false }, { "action": "You ring bell", "response": "The ancient tricycles have fortified Edie Dillinger's vigour, which is now mediocre.\nThe ancient tricycles have fortified Griselda Much's vigour, which is now poor.\nThe ancient tricycles have fortified Tawny Scraggley's vigour, which is now poor.\nThe ancient tricycles have fortified Hubert Dobson's vigour, which is now mediocre.\nMy First Delousing Bath has brightened Molly Bogey's looks, which are now good.\n\nBecky Criggledip has broken a hole through the roof and escaped! Out in the harsh world children are exposed to all manner of sinful influences, so you are not surprised when, later, you receive reports that she is shamefully employed as a haughty courtesan.\nMildred Chollop attempted to escape, but failed to get past the Ruritanian Mastiffs.\n\nYou receive a government stipend of 130 for the feeding and care of your orphans; and pay out 39 coins on necessary care and maintenance, most of it going on food.\nYour profligate meal plans have borne fruit: Edie Dillinger, Madison Codscrote, Maud Barnacle and Frannie Harris have gained vigour, and Frannie Harris and Mildred Chollop have improved their morale.\n\nMolly Bogey has been moved to the Middle House, being of sufficient age. Madison Codscrote is ready for the Senior.\n\nA new orphan, Ned Jackson, has been entrusted to your care and is now housed in the Junior House.", "endoftext": false }, { "action": "You go to the south", "response": "Here are housed the younger children, from the age of weaning to about six years old. Formerly a lumber-room, its ceilings are oppressively low. The Middle House is to the north.\n\nThe Box is installed in a remote sub-basement, but the way to it is well-known to the miscreant and lolligagger.\n\nA pack of savage Ruritanian Mastiffs patrol the grounds.\n\nIn one corner, piled up into a small mountain, are the many volumes of Polychromatic Lung's Fairy Tales.\n\nNed is housed here.\n\nPercy is shedding parasites, encrustations and chunks of skin in My First Delousing Bath.\n\nA new task: Bleeding Hearts, Haemorrhaging Funds\nThe incessant complaining and underhanded lobbying techniques of the Cruelty Defamation League have borne poison fruit: a law is being discussed in committee that, if enacted, would reduce the daily beatings permitted in juvenile institutions. Impassioned letter-writing has fallen on deaf ears, and it seems as if, once again, special interests will corrupt the fair process of government. But you're not entirely without friends. Hera Bethany Towlich, an artist of the back-room deal and the twisted arm, informs you that the voting is close and certain parties are open to persuasion. For 300 coins, the bill can be buried; for 700 it can be rewritten in language that would accidentally allow facilities of your kind more\ndiscipline.\nFew things are certain about the legislative process, but this is a matter of principle. What are you to do?\n1 - Pay three hundred to bury the bill.\n2 - Keep your money, cross your fingers and pray.", "endoftext": false }, { "action": "1", "response": "It boils your blood to be forced to pay money just to keep that which you possess by right; but sometimes principle must bow to sense. You fork the cash over, Hera eats some very nice lunches with some very unpleasant people, and no more is heard of the bill.", "endoftext": false }, { "action": "You assign Ned to Bath", "response": "You unceremoniously dunk Ned Jackson into the Delousing Bath, and command him to remain there until he is presentable.", "endoftext": false }, { "action": "Status", "response": "Griselda mediocre poor adequate poor\nJim mediocre poor mediocre mediocre\nGretchen poor mediocre poor awful\nMadison poor abysmal mediocre poor\nNed bad poor poor poor\nMaud mediocre mediocre poor mediocre\nTawny poor poor mediocre mediocre\nHubert poor poor adequate mediocre\nMolly mediocre awful good poor\nFrannie poor adequate mediocre mediocre\nPercy mediocre mediocre mediocre adequate\nMildred mediocre adequate mediocre bad\nCob mediocre poor poor poor", "endoftext": false }, { "action": "Discipline ned", "response": "You apply some well-deserved discipline to Ned Jackson. His discipline is now poor.", "endoftext": false }, { "action": "Go north", "response": "This ward is the home of children aged between six and twelve. A series of oddly-shaped rooms produced by ill-considered renovations, it's difficult to heat, the lighting is bad and there are far too many blind corners and hideaways. The Junior House lies south and the Senior north.\n\nThe Box is installed in a remote sub-basement, but the way to it is well-known to the miscreant and lolligagger.\n\nA pack of savage Ruritanian Mastiffs patrol the grounds.\n\nMolly, Maud and Frannie are housed here.\n\nGriselda, Hubert, Tawny and Edie are busily occupied with the ancient tricycles.", "endoftext": false }, { "action": "Go north", "response": "Here reside the oldest children, aged roughly twelve to fifteen. The largest, best-lit and airiest of the wards, its walls are decorated with inspiring murals. The Middle House lies to the south.\n\nThe Box is installed in a remote sub-basement, but the way to it is well-known to the miscreant and lolligagger.\n\nA pack of savage Ruritanian Mastiffs patrol the grounds.\n\nMadison, Jim, Mildred, Gretchen and Cob are housed here.", "endoftext": false }, { "action": "Scrub cob", "response": "You seize Cob, drag a comb through his hair, and apply a rough brush to those parts of his person that he has neglected to keep to a hygienic standard. This accomplished, you deliver a short lecture on the spiritual and bacterial dangers of filthiness. Hopefully the lesson is learned; his looks are now poor.", "endoftext": false }, { "action": "Discipline hubert", "response": "You apply some well-deserved discipline to Hubert Dobson. His discipline is now adequate.", "endoftext": false }, { "action": "You discipline tawny", "response": "You apply some well-deserved discipline to Tawny Scraggley. Her discipline is now mediocre.", "endoftext": false }, { "action": "Status", "response": "Griselda mediocre poor adequate poor\nJim mediocre bad mediocre mediocre\nGretchen poor mediocre mediocre awful\nMadison mediocre abysmal mediocre poor\nNed poor mediocre poor poor\nMaud poor mediocre poor poor\nTawny mediocre poor mediocre poor\nHubert mediocre mediocre satisfactory poor\nMolly mediocre bad satisfactory poor\nFrannie poor adequate mediocre poor\nPercy mediocre poor mediocre mediocre\nMildred poor mediocre mediocre bad\nCob mediocre poor mediocre mediocre", "endoftext": false }, { "action": "You ring bell", "response": "The ancient tricycles have fortified Edie Dillinger's vigour, which is now good.\nThe ancient tricycles have fortified Griselda Much's vigour, which is now poor.\nMy First Delousing Bath has brightened Ned Jackson's looks, which are now mediocre.\nThe ancient tricycles have fortified Tawny Scraggley's vigour, which is now mediocre.\nThe ancient tricycles have fortified Hubert Dobson's vigour, which is now mediocre.\nMy First Delousing Bath has brightened Percy Dabney's looks, which are now adequate.\n\nEdie Dillinger attempted to escape, but failed to get past the Ruritanian Mastiffs.\nMildred Chollop attempted to escape, but failed to get past the Ruritanian Mastiffs.\n\nYou receive a government stipend of 140 for the feeding and care of your orphans; and pay out 42 coins on necessary care and maintenance, most of it going on food.\nYour profligate meal plans have borne fruit: Ned Jackson has gained vigour, and Gretchen Bloch and Percy Dabney have improved their morale.\n\nMaud Barnacle and Frannie Harris have graduated to the Senior House.", "endoftext": false }, { "action": "Status", "response": "Griselda mediocre poor adequate poor\nJim mediocre poor mediocre adequate\nGretchen poor mediocre poor bad\nMadison mediocre awful poor poor\nNed poor poor mediocre poor\nMaud poor mediocre mediocre mediocre\nTawny adequate mediocre mediocre mediocre\nHubert mediocre mediocre adequate poor\nMolly adequate bad excellent poor\nFrannie mediocre adequate mediocre mediocre\nPercy poor mediocre adequate adequate\nMildred poor mediocre mediocre awful\nCob mediocre mediocre mediocre poor\n\nA new task: The Malnutrition Games\nA number of forward-thinking administrators in the institutional guardianship sector are trying to put together a five-a-side streetball tournament. Team sports promote determination, local pride and contempt for the weak. On the other hand, you would need to field a team of five strong-limbed orphans of Senior House age; while matches are infrequent enough that they would still have time for regular activities, the risk of injury or escape should not be ignored. This opportunity may not present itself again, however.\nDo you want to compete in the tournament?", "endoftext": false }, { "action": "Yes", "response": "Excellent. Use RECRUIT on orphans to add them to your team. If they disappoint, you can CUT them from the team -- but matches will not go ahead unless you have a full squad of five.", "endoftext": true }, { "action": "You look at your surroundings", "response": "Here reside the oldest children, aged roughly twelve to fifteen. The largest, best-lit and airiest of the wards, its walls are decorated with inspiring murals. The Middle House lies to the south.\n\nFrannie, Maud, Madison, Jim, Mildred, Gretchen and Cob are housed here.\n\nThe Box is installed in a remote sub-basement, but the way to it is well-known to the miscreant and lolligagger.\n\nA pack of savage Ruritanian Mastiffs patrol the grounds.", "endoftext": false }, { "action": "You recruit Cob", "response": "You inform Froome that he will be representing the Orphanorium in forthcoming games. Your team now comprises him alone.\n.", "endoftext": false }, { "action": "You recruit mildred", "response": "You would be subject to endless ridicule from the other teams if you fielded a player as frail as Chollop.", "endoftext": false }, { "action": "You recruit Gretchen", "response": "You inform Bloch that she will be representing the Orphanorium in forthcoming games. Your team now comprises Froome and Bloch.", "endoftext": false }, { "action": "You recruit Frannie", "response": "You inform Harris that she will be representing the Orphanorium in forthcoming games. Your team now comprises Froome, Bloch and Harris.", "endoftext": false }, { "action": "You recruit Maud", "response": "You inform Barnacle that she will be representing the Orphanorium in forthcoming games. Your team now comprises Froome, Bloch, Harris and Barnacle.", "endoftext": false }, { "action": "Go south", "response": "This ward is the home of children aged between six and twelve. A series of oddly-shaped rooms produced by ill-considered renovations, it's difficult to heat, the lighting is bad and there are far too many blind corners and hideaways. The Junior House lies south and the Senior north.\n\nThe Box is installed in a remote sub-basement, but the way to it is well-known to the miscreant and lolligagger.\n\nA pack of savage Ruritanian Mastiffs patrol the grounds.\n\nMolly is housed here.\n\nGriselda, Hubert, Tawny and Edie are busily occupied with the ancient tricycles.", "endoftext": false }, { "action": "You recruit Edie", "response": "A child so small would be crushed to pulp in a streetball tournament.", "endoftext": false }, { "action": "Go north", "response": "Here reside the oldest children, aged roughly twelve to fifteen. The largest, best-lit and airiest of the wards, its walls are decorated with inspiring murals. The Middle House lies to the south.\n\nThe Box is installed in a remote sub-basement, but the way to it is well-known to the miscreant and lolligagger.\n\nA pack of savage Ruritanian Mastiffs patrol the grounds.\n\nFrannie, Maud, Madison, Jim, Mildred, Gretchen and Cob are housed here.", "endoftext": false }, { "action": "You recruit Jim", "response": "You inform Tench that he will be representing the Orphanorium in forthcoming games. Your team now comprises Froome, Bloch, Harris, Barnacle and Tench: a complete line-up.\n\nRinging the dinner-bell will start the next match.", "endoftext": false }, { "action": "Status", "response": "Griselda mediocre poor adequate poor\nJim mediocre poor poor adequate\nGretchen poor mediocre mediocre poor\nMadison mediocre awful poor poor\nNed poor poor mediocre poor\nMaud mediocre mediocre mediocre mediocre\nTawny mediocre mediocre mediocre mediocre\nHubert adequate mediocre adequate poor\nMolly mediocre bad good poor\nFrannie mediocre adequate adequate mediocre\nPercy poor mediocre adequate adequate\nMildred poor adequate mediocre bad\nCob mediocre poor mediocre mediocre", "endoftext": false }, { "action": "Unassign Edie", "response": "You allow Edie Dillinger to take a break.", "endoftext": false }, { "action": "You assign Molly to the tricycles", "response": "You command Molly Bogey to occupy herself with the ancient tricycles. She obediently complies.", "endoftext": false }, { "action": "You scrub Jim", "response": "You seize Jim, pinch his cheeks until they take on a healthy red colour, and make him dedicate a few hours to shining his shoes. This accomplished, you deliver a short lecture on the spiritual and bacterial dangers of filthiness. Hopefully the lesson is learned; his looks are now mediocre.", "endoftext": false }, { "action": "Discipline mildred", "response": "You apply some well-deserved discipline to Mildred Chollop. Her discipline is now mediocre.", "endoftext": false }, { "action": "Go south", "response": "This ward is the home of children aged between six and twelve. A series of oddly-shaped rooms produced by ill-considered renovations, it's difficult to heat, the lighting is bad and there are far too many blind corners and hideaways. The Junior House lies south and the Senior north.\n\nThe Box is installed in a remote sub-basement, but the way to it is well-known to the miscreant and lolligagger.\n\nA pack of savage Ruritanian Mastiffs patrol the grounds.\n\nMolly, Griselda, Hubert and Tawny are busily occupied with the ancient tricycles.\n\nEdie is housed here.", "endoftext": false }, { "action": "Discipline edie", "response": "You apply some well-deserved discipline to Edie Dillinger. Her discipline is now satisfactory.", "endoftext": false }, { "action": "Go south", "response": "Here are housed the younger children, from the age of weaning to about six years old. Formerly a lumber-room, its ceilings are oppressively low. The Middle House is to the north.\n\nThe Box is installed in a remote sub-basement, but the way to it is well-known to the miscreant and lolligagger.\n\nA pack of savage Ruritanian Mastiffs patrol the grounds.\n\nIn one corner, piled up into a small mountain, are the many volumes of Polychromatic Lung's Fairy Tales.\n\nNed and Percy are shedding parasites, encrustations and chunks of skin in My First Delousing Bath.", "endoftext": false }, { "action": "Status", "response": "Griselda mediocre poor adequate poor\nJim mediocre poor mediocre adequate\nGretchen poor mediocre poor poor\nMadison mediocre abysmal poor poor\nNed poor mediocre mediocre poor\nMaud poor mediocre mediocre adequate\nTawny mediocre mediocre mediocre mediocre\nHubert adequate mediocre adequate poor\nMolly mediocre bad good poor\nFrannie mediocre adequate mediocre adequate\nPercy mediocre mediocre adequate adequate\nMildred mediocre mediocre mediocre bad\nCob mediocre mediocre poor adequate", "endoftext": false }, { "action": "Discipline ned", "response": "You apply some well-deserved discipline to Ned Jackson. His discipline is now mediocre.", "endoftext": false }, { "action": "You ring bell", "response": "You are due to face Blackburn Remedial in the first round. You have not played streetball since your reformatory days, but you feel you've been able to teach the children enough.\n\nJim Tench has lost some teeth during a three-point maul.\nThe injury is severe enough to take him off the team.\n\nYour orphans are unceremoniously crushed. The outcome was never in doubt. You are out of the tournament, and a tangible sense of failure settles over everyone.", "endoftext": false }, { "action": "You cut Jim", "response": "Cutting him up would achieve little.", "endoftext": false }, { "action": "Status", "response": "Griselda mediocre poor adequate poor\nJim mediocre bad adequate poor\nGretchen poor mediocre mediocre bad\nMadison mediocre abysmal mediocre poor\nNed mediocre mediocre mediocre bad\nMaud poor adequate mediocre mediocre\nTawny mediocre mediocre mediocre poor\nHubert mediocre mediocre adequate poor\nMolly adequate abysmal good poor\nFrannie mediocre satisfactory adequate mediocre\nPercy mediocre poor adequate adequate\nMildred mediocre mediocre mediocre awful\nCob mediocre mediocre mediocre mediocre", "endoftext": false }, { "action": "You recruit Frannie", "response": "Nobody has expressed any special interest in hiring orphans. You must trust to the soft mercies of the labour market.", "endoftext": false }, { "action": "You ring bell", "response": "The ancient tricycles have fortified Griselda Much's vigour, which is now poor.\nThe ancient tricycles have fortified Tawny Scraggley's vigour, which is now mediocre.\nThe ancient tricycles have fortified Hubert Dobson's vigour, which is now mediocre.\nThe ancient tricycles have fortified Molly Bogey's vigour, which is now bad.\nMy First Delousing Bath has brightened Percy Dabney's looks, which are now satisfactory.\n\nMaud Barnacle's audacious escape attempt was brought to an end by the Ruritanian Mastiffs. Unfortunately, so was Maud Barnacle. Once the dogs are sleeping, you retrieve the remains and dump them down the nearest sewer.\n\nYou receive a government stipend of 130 for the feeding and care of your orphans; and pay out 39 coins on necessary care and maintenance, most of it going on food.\nYour profligate meal plans have borne fruit: Gretchen Bloch has gained vigour, and Tawny Scraggley and Molly Bogey have improved their morale.\n\nNed Jackson and Percy Dabney have grown up a little, and been transferred to the Middle House.\n\nThe Orphanorium has been entrusted with three more children: Sadie Sankey is old enough for the Middle House, while Pepper Grabble and Jacek Scound will go to the Junior.", "endoftext": false }, { "action": "You go to the south", "response": "This ward is the home of children aged between six and twelve. A series of oddly-shaped rooms produced by ill-considered renovations, it's difficult to heat, the lighting is bad and there are far too many blind corners and hideaways. The Junior House lies south and the Senior north.\n\nThe Box is installed in a remote sub-basement, but the way to it is well-known to the miscreant and lolligagger.\n\nA pack of savage Ruritanian Mastiffs patrol the grounds.\n\nSadie, Percy, Ned and Edie are housed here.\n\nMolly, Griselda, Hubert and Tawny are busily occupied with the ancient tricycles.\n\nA new task: Path to the Nest of Spiders\nEver since Slophouse & Sons started sourcing gruel ingredients from Ruritania, you have occasionally found a Ruritanian Misanthrope spider lurking at the bottom of a box of dehydrated oat-scrapings. Now, however, it seems that one has escaped and started to breed. The bite of the Ruritanian Misanthrope is not usually fatal, but the necrosis it causes is both painful and unsightly. Unless you want an establishment full of blotchy, keening orphans, you had better search for the nest and deal with it.", "endoftext": false }, { "action": "You go south", "response": "Here are housed the younger children, from the age of weaning to about six years old. Formerly a lumber-room, its ceilings are oppressively low. The Middle House is to the north.\n\nFrom an obscure corner, My First Delousing Bath gives off sanitary-smelling vapours.\n\nThe Box is installed in a remote sub-basement, but the way to it is well-known to the miscreant and lolligagger.\n\nA pack of savage Ruritanian Mastiffs patrol the grounds.\n\nIn one corner, piled up into a small mountain, are the many volumes of Polychromatic Lung's Fairy Tales.\n\nJacek and Pepper are housed here.", "endoftext": false }, { "action": "Nfoo1", "response": "Ok.", "endoftext": false }, { "action": "RECAP", "response": "Ever since Slophouse & Sons started sourcing gruel ingredients from Ruritania, you have occasionally found a Ruritanian Misanthrope spider lurking at the bottom of a box of dehydrated oat-scrapings. Now, however, it seems that one has escaped and started to breed. The bite of the Ruritanian Misanthrope is not usually fatal, but the necrosis it causes is both painful and unsightly. Unless you want an establishment full of blotchy, keening orphans, you had better search for the nest and deal with it.", "endoftext": false }, { "action": "Go north", "response": "This ward is the home of children aged between six and twelve. A series of oddly-shaped rooms produced by ill-considered renovations, it's difficult to heat, the lighting is bad and there are far too many blind corners and hideaways. The Junior House lies south and the Senior north.\n\nThe Box is installed in a remote sub-basement, but the way to it is well-known to the miscreant and lolligagger.\n\nA pack of savage Ruritanian Mastiffs patrol the grounds.\n\nSadie, Percy, Ned and Edie are housed here.\n\nMolly, Griselda, Hubert and Tawny are busily occupied with the ancient tricycles.", "endoftext": false }, { "action": "You go north", "response": "Here reside the oldest children, aged roughly twelve to fifteen. The largest, best-lit and airiest of the wards, its walls are decorated with inspiring murals. The Middle House lies to the south.\n\nThe Box is installed in a remote sub-basement, but the way to it is well-known to the miscreant and lolligagger.\n\nA pack of savage Ruritanian Mastiffs patrol the grounds.\n\nFrannie, Madison, Jim, Mildred, Gretchen and Cob are housed here.\n\nA penetrating wail would suggest that Griselda Much has been attacked by a Ruritanian Misanthrope spider.", "endoftext": false }, { "action": "You examine Griselda", "response": "Griselda Much, discarded daughter of an advertiser of adult stamps and a Greek medium.\nHer discipline is mediocre, her vigour mediocre, her appearance adequate and her morale poor. It is difficult to remember that she was formed by God.", "endoftext": false }, { "action": "Search", "response": "What do you want to search?", "endoftext": false }, { "action": "You examine Mastiffs", "response": "The Ruritanian Mastiff breed is characterised by a face like a tumour and the heart of an abused wolverine. Ruritanian Mastiffs get disqualified from dog shows for failing to savage a judge.\nWhen a Ruritanian Mastiff gets rabies, nobody notices. Rurie\nowners would nonetheless say that they are highly intelligent, loyal and loving -- at least, those Rurie owners with a voicebox yet-untorn by slavering fangs.\n\nMastiffs significantly reduce the risk of orphans escaping. The condition of failed escape-artists is not guaranteed.", "endoftext": false }, { "action": "You go south", "response": "Here are housed the younger children, from the age of weaning to about six years old. Formerly a lumber-room, its ceilings are oppressively low. The Middle House is to the north.\n\nFrom an obscure corner, My First Delousing Bath gives off sanitary-smelling vapours.\n\nThe Box is installed in a remote sub-basement, but the way to it is well-known to the miscreant and lolligagger.\n\nA pack of savage Ruritanian Mastiffs patrol the grounds.\n\nIn one corner, piled up into a small mountain, are the many volumes of Polychromatic Lung's Fairy Tales.\n\nJacek and Pepper are housed here.", "endoftext": true }, { "action": "Look around", "response": "Here are housed the younger children, from the age of weaning to about six years old. Formerly a lumber-room, its ceilings are oppressively low. The Middle House is to the north.\n\nFrom an obscure corner, My First Delousing Bath gives off sanitary-smelling vapours.\n\nThe Box is installed in a remote sub-basement, but the way to it is well-known to the miscreant and lolligagger.\n\nA pack of savage Ruritanian Mastiffs patrol the grounds.\n\nIn one corner, piled up into a small mountain, are the many volumes of Polychromatic Lung's Fairy Tales.\n\nJacek and Pepper are housed here.\n\nConvulsive sobbing would suggest that Percy has been got by a Ruritanian Misanthrope spider.", "endoftext": false }, { "action": "Go north", "response": "This ward is the home of children aged between six and twelve. A series of oddly-shaped rooms produced by ill-considered renovations, it's difficult to heat, the lighting is bad and there are far too many blind corners and hideaways. The Junior House lies south and the Senior north.\n\nThe Box is installed in a remote sub-basement, but the way to it is well-known to the miscreant and lolligagger.\n\nA pack of savage Ruritanian Mastiffs patrol the grounds.\n\nSadie, Percy, Ned and Edie are housed here.\n\nMolly, Griselda, Hubert and Tawny are busily occupied with the ancient tricycles.\n\nA howl of agony from the Middle House would suggest that Tawny Scraggley has been bitten by a Ruritanian Misanthrope spider.", "endoftext": false }, { "action": "You search hideaway", "response": "You find nothing of interest.\n\nA penetrating wail would suggest that Pepper Grabble has been molested by a Ruritanian Misanthrope spider.", "endoftext": true }, { "action": "You describe your surroundings", "response": "This ward is the home of children aged between six and twelve. A series of oddly-shaped rooms produced by ill-considered renovations, it's difficult to heat, the lighting is bad and there are far too many blind corners and hideaways. The Junior House lies south and the Senior north.\n\nThe Box is installed in a remote sub-basement, but the way to it is well-known to the miscreant and lolligagger.\n\nA pack of savage Ruritanian Mastiffs patrol the grounds.\n\nSadie, Percy, Ned and Edie are housed here.\n\nMolly, Griselda, Hubert and Tawny are busily occupied with the ancient tricycles.", "endoftext": false }, { "action": "You examine the tricycles", "response": "Relics of the public-sector days, when it was hoped that regular tricycle use might furnish orphans of the correct age with enmuscled shanks, allowing them to better work a treadmill at a later age. Their designer, Hopfrock Truitt, fondly envisaged a future in which orphans would find gainful employment as cycle-rickshaw pilots, a dream dashed when it was discovered to be extremely stupid.", "endoftext": false }, { "action": "You go east", "response": "What you do outside work hours and the Orphanorium is not the concern of this story. (The Senior House is north, and the Junior House south.)", "endoftext": false }, { "action": "Go north", "response": "Here reside the oldest children, aged roughly twelve to fifteen. The largest, best-lit and airiest of the wards, its walls are decorated with inspiring murals. The Middle House lies to the south.\n\nThe Box is installed in a remote sub-basement, but the way to it is well-known to the miscreant and lolligagger.\n\nA pack of savage Ruritanian Mastiffs patrol the grounds.\n\nFrannie, Madison, Jim, Mildred, Gretchen and Cob are housed here.", "endoftext": false }, { "action": "You examine the mural", "response": "The murals depict sturdy youths and modest maidens, with classic features and somewhat blank expressions, enthusiastically applying themselves to various forms of wholesome industry. The jobs depicted are chiefly of the rustic sort, or at least involve healthy exercise in the fresh air.", "endoftext": false }, { "action": "You search frannie", "response": "Although orphans are prone to infestations and mulishly insensitive to pain, you cannot quite believe that one could unwittingly harbour a nest of venomous spiders.\n\nSoft moaning from the Senior House would suggest that Frannie Harris has been attacked by a Ruritanian Misanthrope spider.", "endoftext": false }, { "action": "Go south", "response": "Here are housed the younger children, from the age of weaning to about six years old. Formerly a lumber-room, its ceilings are oppressively low. The Middle House is to the north.\n\nFrom an obscure corner, My First Delousing Bath gives off sanitary-smelling vapours.\n\nThe Box is installed in a remote sub-basement, but the way to it is well-known to the miscreant and lolligagger.\n\nA pack of savage Ruritanian Mastiffs patrol the grounds.\n\nIn one corner, piled up into a small mountain, are the many volumes of Polychromatic Lung's Fairy Tales.\n\nJacek and Pepper are housed here.\n\nCries of pain would suggest that Edie Dillinger has been chewed on by a Ruritanian Misanthrope spider.", "endoftext": false }, { "action": "Search bath", "response": "You find a few cobwebs, a spider-leg or two, and some sucked-dry insects. No spiders, though. Certainly not a nest.", "endoftext": true }, { "action": "You look N", "response": "You see nothing unexpected in that direction.", "endoftext": false }, { "action": "You search the fairy tales", "response": "Aha! There has surely been a nest here not too long ago: empty egg casings, thick froths of web, the husks of infant spiders devoured by their siblings. Alas, it's here no longer. But the exodus was not covert: a trail leads you to an old bricked-up chimney flue, spidery holes punctuating its rotten mortar.\n\nSoft moaning would suggest that Tawny Scraggley has been attacked by a Ruritanian Misanthrope spider.", "endoftext": false }, { "action": "You examine flue", "response": "This old chimney is probably where the spiders have made their nest. However, it was bricked up long ago, and the spiders must be getting in and out through the rotting mortar.\n\nTiny sobs would suggest that Madison Codscrote has been poisoned by a Ruritanian Misanthrope spider.", "endoftext": false }, { "action": "You examine the mortar", "response": "This old chimney is probably where the spiders have made their nest. However, it was bricked up long ago, and the spiders must be getting in and out through the rotting mortar.\n\nA howl of agony would suggest that Mildred Chollop has been bitten by a Ruritanian Misanthrope spider.", "endoftext": false }, { "action": "You take the mortar", "response": "That's hardly portable.", "endoftext": false }, { "action": "You take the brick", "response": "That's hardly portable.\n\nA penetrating wail would suggest that Tawny Scraggley has been attacked by a Ruritanian Misanthrope spider.", "endoftext": false }, { "action": "You break the mortar", "response": "The mortar crumbles easily under the slightest impact, and you are able to tear down half the wall with your bare hands. Out tumble several mummified pigeons, a great deal of soot and brick dust, and a scattering of panicked spiders that are instantly stomped upon by gleeful orphans. The chimney's jagged mouth is revealed, ominous wisps of web leading up into darkness.", "endoftext": false }, { "action": "Search flue", "response": "The short stretch of chimney that's visible from here doesn't seem to be the location of the nest, and you can neither reach nor see any further. Perhaps you might assign someone better-suited to this task.", "endoftext": false }, { "action": "You assign Pepper to the flue", "response": "You hand little Pepper a lantern, a spray-can of insecticide and a fortifying biscuit, then send her up the chimney with dire threats of what will happen if she returns without eradicating the spider nest. A hushed silence falls over the Orphanorium, broken only by the occasional squeal of agony.", "endoftext": false }, { "action": "You assign Jacek to Bath", "response": "You unceremoniously dunk Jacek Scound into the Delousing Bath, and command him to remain there until he has ceased to smell like a case of gangrene.", "endoftext": false }, { "action": "You look at the flue", "response": "From within the flue comes the sound of distant, constrained wriggling, and the occasional cascade of soot.", "endoftext": false }, { "action": "You go north", "response": "This ward is the home of children aged between six and twelve. A series of oddly-shaped rooms produced by ill-considered renovations, it's difficult to heat, the lighting is bad and there are far too many blind corners and hideaways. The Junior House lies south and the Senior north.\n\nThe Box is installed in a remote sub-basement, but the way to it is well-known to the miscreant and lolligagger.\n\nA pack of savage Ruritanian Mastiffs patrol the grounds.\n\nSadie, Percy, Ned and Edie are housed here.\n\nMolly, Griselda, Hubert and Tawny are busily occupied with the ancient tricycles.\n\nIn a sudden explosion of soot and insecticide fumes, Pepper Grabble emerges from the fireplace. She is rather horribly bitten and has inhaled a considerable quantity of soot, neurotoxins and spider legs, but her triumph over the spiders is undeniable. The orphans give up a ragged cheer, Pepper gets a double helping of gruel at supper, a man is called in to brick up the chimney, and life in the Orphanorium returns to normal.", "endoftext": false }, { "action": "You go south", "response": "Here are housed the younger children, from the age of weaning to about six years old. Formerly a lumber-room, its ceilings are oppressively low. The Middle House is to the north.\n\nThe Box is installed in a remote sub-basement, but the way to it is well-known to the miscreant and lolligagger.\n\nA pack of savage Ruritanian Mastiffs patrol the grounds.\n\nIn one corner, piled up into a small mountain, are the many volumes of Polychromatic Lung's Fairy Tales.\n\nPepper is housed here.\n\nJacek is shedding parasites, encrustations and chunks of skin in My First Delousing Bath.", "endoftext": false }, { "action": "Status", "response": "Griselda mediocre mediocre adequate poor\nJim mediocre bad mediocre mediocre\nGretchen poor mediocre poor poor\nSadie poor awful bad mediocre\nMadison poor awful bad mediocre\nNed mediocre mediocre mediocre poor\nTawny mediocre adequate poor mediocre\nHubert mediocre adequate adequate mediocre\nMolly mediocre bad satisfactory mediocre\nJacek bad bad poor mediocre\nFrannie mediocre satisfactory mediocre adequate\nPepper abysmal poor bad awful\nPercy poor mediocre adequate adequate\nMildred mediocre adequate mediocre bad\nCob mediocre mediocre poor mediocre", "endoftext": false }, { "action": "Discipline percy", "response": "You apply some well-deserved discipline to Percy Dabney. His discipline is now adequate.", "endoftext": false }, { "action": "Go south", "response": "Here are housed the younger children, from the age of weaning to about six years old. Formerly a lumber-room, its ceilings are oppressively low. The Middle House is to the north.\n\nThe Box is installed in a remote sub-basement, but the way to it is well-known to the miscreant and lolligagger.\n\nA pack of savage Ruritanian Mastiffs patrol the grounds.\n\nIn one corner, piled up into a small mountain, are the many volumes of Polychromatic Lung's Fairy Tales.\n\nPepper and Jacek are shedding parasites, encrustations and chunks of skin in My First Delousing Bath.", "endoftext": false }, { "action": "You discipline Pepper", "response": "You apply some well-deserved discipline to Pepper Grabble. Her discipline is now bad.", "endoftext": false }, { "action": "You discipline griselda", "response": "You apply some well-deserved discipline to Griselda Much. Her discipline is now adequate.", "endoftext": false }, { "action": "You scrub Sadie", "response": "You seize Sadie, drag a comb through her hair, and make her walk around with a book on her head. This accomplished, you deliver a short lecture on the spiritual and bacterial dangers of filthiness. Hopefully the lesson is learned; her looks are now poor.", "endoftext": false }, { "action": "You ring bell", "response": "The ancient tricycles have fortified Griselda Much's vigour, which is now mediocre.\nThe ancient tricycles have fortified Tawny Scraggley's vigour, which is now adequate.\nThe ancient tricycles have fortified Hubert Dobson's vigour, which is now adequate.\nThe ancient tricycles have fortified Molly Bogey's vigour, which is now bad.\n\nGretchen Bloch attempted to escape, but failed to get past the Ruritanian Mastiffs.\n\nYou receive a government stipend of 160 for the feeding and care of your orphans; and pay out 48 coins on necessary care and maintenance, most of it going on food.\nYour profligate meal plans have borne fruit: Griselda Much, Madison Codscrote and Tawny Scraggley have gained vigour, and Jim Tench, Tawny Scraggley, Hubert Dobson, Pepper Grabble and Mildred Chollop have improved their morale.\n\nJim Tench has reached the age of maturity, and there is nothing more you can do. He is lost to gainful industry and to virtue, and promptly becomes a panhandler.\nCob Froome has reached the age of maturity, and there is nothing more you can do. He is lost to gainful industry and to virtue, and promptly becomes a pirate.\nEdie Dillinger and Hubert Dobson have graduated to the Senior House. You have been awarded custody of three orphans of Junior House age: Alice Makane, Harriet Rostigraben and Beth Twitch.", "endoftext": false }, { "action": "You go south", "response": "Here are housed the younger children, from the age of weaning to about six years old. Formerly a lumber-room, its ceilings are oppressively low. The Middle House is to the north.\n\nThe Box is installed in a remote sub-basement, but the way to it is well-known to the miscreant and lolligagger.\n\nA pack of savage Ruritanian Mastiffs patrol the grounds.\n\nIn one corner, piled up into a small mountain, are the many volumes of Polychromatic Lung's Fairy Tales.\n\nBeth, Harriet and Alice are housed here.\n\nPepper and Jacek are shedding parasites, encrustations and chunks of skin in My First Delousing Bath.\n\nA new task: The Malnutrition Games\nA number of forward-thinking administrators in the institutional guardianship sector are trying to put together a five-a-side streetball tournament. Team sports promote determination, local pride and contempt for the weak. On the other hand, you would need to field a team of five strong-limbed orphans of Senior House age; while matches are infrequent enough that they would still have time for regular activities, the risk of injury or escape should not be ignored. This opportunity may not present itself again, however.\nDo you want to compete in the tournament?", "endoftext": false }, { "action": "Go north", "response": "This ward is the home of children aged between six and twelve. A series of oddly-shaped rooms produced by ill-considered renovations, it's difficult to heat, the lighting is bad and there are far too many blind corners and hideaways. The Junior House lies south and the Senior north.\n\nThe Box is installed in a remote sub-basement, but the way to it is well-known to the miscreant and lolligagger.\n\nA pack of savage Ruritanian Mastiffs patrol the grounds.\n\nSadie, Percy and Ned are housed here.\n\nMolly, Griselda and Tawny are busily occupied with the ancient tricycles.", "endoftext": false }, { "action": "Go north", "response": "Here reside the oldest children, aged roughly twelve to fifteen. The largest, best-lit and airiest of the wards, its walls are decorated with inspiring murals. The Middle House lies to the south.\n\nThe Box is installed in a remote sub-basement, but the way to it is well-known to the miscreant and lolligagger.\n\nA pack of savage Ruritanian Mastiffs patrol the grounds.\n\nHubert, Edie, Frannie, Madison, Mildred and Gretchen are housed here.", "endoftext": false }, { "action": "Status", "response": "Griselda adequate mediocre adequate poor\nGretchen poor adequate poor poor\nSadie poor abysmal bad mediocre\nMadison mediocre awful poor poor\nNed mediocre poor mediocre poor\nTawny mediocre adequate bad adequate\nHubert mediocre mediocre satisfactory mediocre\nBeth awful mediocre bad poor\nMolly mediocre poor satisfactory mediocre\nJacek poor abysmal poor mediocre\nFrannie poor satisfactory mediocre mediocre\nHarriet poor poor bad mediocre\nPepper bad mediocre awful bad\nPercy mediocre mediocre adequate adequate\nMildred mediocre mediocre mediocre bad\nAlice abysmal poor bad poor", "endoftext": false }, { "action": "You recruit Edie", "response": "You inform Dillinger that she will be representing the Orphanorium in forthcoming games. Your team now comprises Bloch, Harris and Dillinger.", "endoftext": false }, { "action": "You recruit Hubert", "response": "You inform Dobson that he will be representing the Orphanorium in forthcoming games. Your team now comprises Bloch, Harris, Dillinger and Dobson.", "endoftext": false }, { "action": "You recruit Frannie", "response": "But Harris is already on the team roster.", "endoftext": false }, { "action": "You recruit mildred", "response": "You would be subject to endless ridicule from the other teams if you fielded a player as frail as Chollop.", "endoftext": false }, { "action": "You recruit Gretchen", "response": "But Bloch is already on the team roster.", "endoftext": false }, { "action": "You recruit Madison", "response": "You would be subject to endless ridicule from the other teams if you fielded a player as frail as Codscrote.", "endoftext": false }, { "action": "Status", "response": "Griselda mediocre adequate adequate poor\nGretchen poor adequate mediocre poor\nSadie poor abysmal poor mediocre\nMadison mediocre bad poor mediocre\nNed mediocre poor mediocre mediocre\nTawny mediocre adequate poor mediocre\nHubert adequate adequate satisfactory adequate\nBeth abysmal mediocre bad poor\nMolly adequate poor excellent mediocre\nJacek bad abysmal poor mediocre\nFrannie mediocre adequate mediocre mediocre\nHarriet bad bad bad mediocre\nPepper poor poor abysmal bad\nPercy adequate poor adequate adequate\nMildred mediocre mediocre mediocre awful\nAlice abysmal poor bad poor", "endoftext": false }, { "action": "You buy the treadmill", "response": "You reluctantly part with 400 coins, mail in your order, and in due course receive delivery of Atherton's Ergonomic Treadmill; it is installed in the Senior House.", "endoftext": true }, { "action": "You look around", "response": "Here reside the oldest children, aged roughly twelve to fifteen. The largest, best-lit and airiest of the wards, its walls are decorated with inspiring murals. The Middle House lies to the south.\n\nAtherton's Ergonomic Treadmill stands grimly against one wall.\n\nThe Box is installed in a remote sub-basement, but the way to it is well-known to the miscreant and lolligagger.\n\nA pack of savage Ruritanian Mastiffs patrol the grounds.\n\nHubert, Edie, Frannie, Madison, Mildred and Gretchen are housed here.", "endoftext": false }, { "action": "You assign mildred to the treadmill", "response": "You command Mildred Chollop to occupy herself with Atherton's Ergonomic Treadmill. She obediently complies.", "endoftext": false }, { "action": "You assign Madison to the treadmill", "response": "You command Madison Codscrote to occupy herself with Atherton's Ergonomic Treadmill. She obediently complies.", "endoftext": false }, { "action": "You scrub Edie", "response": "You seize Edie, delouse her scalp with carbolic acid, and make her dedicate a few hours to shining her shoes. This accomplished, you deliver a short lecture on the spiritual and bacterial dangers of filthiness. Hopefully the lesson is learned; her looks are now mediocre.", "endoftext": false }, { "action": "Status", "response": "Griselda adequate adequate adequate bad\nGretchen poor adequate mediocre poor\nSadie poor awful poor mediocre\nMadison mediocre abysmal poor mediocre\nNed mediocre mediocre mediocre poor\nTawny adequate adequate poor adequate\nHubert mediocre adequate adequate adequate\nBeth awful mediocre awful poor\nMolly mediocre bad good mediocre\nJacek poor awful poor mediocre\nFrannie mediocre adequate mediocre adequate\nHarriet poor poor bad poor\nPepper poor poor bad bad\nPercy mediocre poor adequate adequate\nMildred mediocre mediocre mediocre bad\nAlice abysmal poor bad poor", "endoftext": false }, { "action": "You ring bell", "response": "The ancient tricycles have fortified Griselda Much's vigour, which is now adequate.\nAtherton's Ergonomic Treadmill has weakened Madison Codscrote's morale, which is now mediocre.\nAtherton's Ergonomic Treadmill has fortified Madison Codscrote's vigour, which is now bad.\nThe ancient tricycles have fortified Tawny Scraggley's vigour, which is now adequate.\nThe ancient tricycles have fortified Molly Bogey's vigour, which is now mediocre.\nMy First Delousing Bath has brightened Jacek Scound's looks, which are now mediocre.\nMy First Delousing Bath has brightened Pepper Grabble's looks, which are now bad.\nAtherton's Ergonomic Treadmill has weakened Mildred Chollop's morale, which is now awful.\nAtherton's Ergonomic Treadmill has fortified Mildred Chollop's vigour, which is now mediocre.\n\nGriselda Much attempted to escape, but failed to get past the Ruritanian Mastiffs.\nGretchen Bloch attempted to escape, but failed to get past the Ruritanian Mastiffs.\n\nYou receive a government stipend of 170 for the feeding and care of your orphans; and pay out 51 coins on necessary care and maintenance, most of it going on food.\nYour profligate meal plans have borne fruit: Sadie Sankey, Madison Codscrote, Jacek Scound and Mildred Chollop have gained vigour, and Edie Dillinger, Hubert Dobson, Beth Twitch, Frannie Harris, Pepper Grabble and Alice Makane have improved their morale.\n\nA generous patron, impressed by Edie Dillinger's work ethic and crude charms, has offered her employment as a lady's maid. For your success as an educator, the Government awards you a bonus of 50 coins.\nA generous patron, impressed by Hubert Dobson's commitment and pectoral development, has offered him employment as a lumberjack. For your success as an educator, the Government awards you a bonus of 50 coins.\n\nPepper Grabble has been moved to the Middle House, being of sufficient age. Griselda Much and Molly Bogey are ready for the Senior.\n\nA new orphan, Mimi Trotter, has been entrusted to your care and is now housed in the Junior House.\n\nThe treadmill has produced 16 coins' worth of paranormal romance novels.", "endoftext": false }, { "action": "Status", "response": "Gretchen poor adequate mediocre poor\nSadie poor abysmal poor mediocre\nMadison poor poor poor mediocre\nNed mediocre mediocre poor poor\nMimi bad mediocre poor poor\nTawny adequate satisfactory poor adequate\nBeth abysmal mediocre bad poor\nMolly mediocre poor satisfactory mediocre\nJacek bad bad mediocre mediocre\nFrannie mediocre adequate mediocre adequate\nHarriet poor poor bad mediocre\nPepper bad poor bad poor\nPercy adequate poor adequate satisfactory\nMildred mediocre adequate mediocre awful\nAlice abysmal poor bad mediocre", "endoftext": false }, { "action": "You recruit Madison", "response": "You inform Codscrote that she will be representing the Orphanorium in forthcoming games. Your team now comprises Bloch, Harris and Codscrote.", "endoftext": true }, { "action": "You describe your surroundings", "response": "Here reside the oldest children, aged roughly twelve to fifteen. The largest, best-lit and airiest of the wards, its walls are decorated with inspiring murals. The Middle House lies to the south.\n\nMolly, Griselda, Frannie and Gretchen are housed here.\n\nThe Box is installed in a remote sub-basement, but the way to it is well-known to the miscreant and lolligagger.\n\nA pack of savage Ruritanian Mastiffs patrol the grounds.\n\nMadison and Mildred are busily occupied with Atherton's Ergonomic Treadmill.", "endoftext": false }, { "action": "You recruit Griselda", "response": "You inform Much that she will be representing the Orphanorium in forthcoming games. Your team now comprises Bloch, Harris, Codscrote and Much.", "endoftext": false }, { "action": "You recruit Molly", "response": "You inform Bogey that she will be representing the Orphanorium in forthcoming games. Your team now comprises Bloch, Harris, Codscrote, Much and Bogey: a complete line-up.", "endoftext": false }, { "action": "Status", "response": "Gretchen poor adequate poor poor\nSadie poor awful poor mediocre\nMadison mediocre poor bad adequate\nNed mediocre mediocre mediocre mediocre\nMimi awful poor bad poor\nTawny mediocre satisfactory poor mediocre\nBeth bad mediocre abysmal poor\nMolly adequate mediocre good adequate\nJacek poor bad mediocre mediocre\nFrannie poor satisfactory mediocre adequate\nHarriet poor poor bad mediocre\nPepper bad poor poor bad\nPercy adequate mediocre adequate adequate\nMildred mediocre adequate mediocre bad\nAlice abysmal poor bad mediocre", "endoftext": false }, { "action": "You scrub Madison", "response": "You seize Madison, pinch her cheeks until they take on a healthy red colour, and apply a rough brush to those parts of her person that she has neglected to keep to a hygienic standard. This accomplished, you deliver a short lecture on the spiritual and bacterial dangers of filthiness. Hopefully the lesson is learned; her looks are now poor.", "endoftext": false }, { "action": "You go to the south", "response": "This ward is the home of children aged between six and twelve. A series of oddly-shaped rooms produced by ill-considered renovations, it's difficult to heat, the lighting is bad and there are far too many blind corners and hideaways. The Junior House lies south and the Senior north.\n\nThe Box is installed in a remote sub-basement, but the way to it is well-known to the miscreant and lolligagger.\n\nA pack of savage Ruritanian Mastiffs patrol the grounds.\n\nPepper, Sadie, Percy and Ned are housed here.\n\nTawny is busily occupied with the ancient tricycles.", "endoftext": false }, { "action": "You unassign Tawny", "response": "You allow Tawny Scraggley to take a break.", "endoftext": false }, { "action": "You discipline tawny", "response": "You apply some well-deserved discipline to Tawny Scraggley. Her discipline is now adequate.", "endoftext": false }, { "action": "You assign all to the tricycles", "response": "You assign Sadie, Ned, Tawny, Pepper and Percy to the ancient tricycles.", "endoftext": false }, { "action": "You go to the south", "response": "Here are housed the younger children, from the age of weaning to about six years old. Formerly a lumber-room, its ceilings are oppressively low. The Middle House is to the north.\n\nThe Box is installed in a remote sub-basement, but the way to it is well-known to the miscreant and lolligagger.\n\nA pack of savage Ruritanian Mastiffs patrol the grounds.\n\nIn one corner, piled up into a small mountain, are the many volumes of Polychromatic Lung's Fairy Tales.\n\nMimi, Beth, Harriet and Alice are housed here.\n\nJacek is shedding parasites, encrustations and chunks of skin in My First Delousing Bath.", "endoftext": false }, { "action": "Discipline alice", "response": "You apply some well-deserved discipline to Alice Makane. Her discipline is now awful.", "endoftext": false }, { "action": "Status", "response": "Gretchen poor adequate mediocre poor\nSadie poor bad poor mediocre\nMadison mediocre poor poor mediocre\nNed mediocre mediocre mediocre mediocre\nMimi bad mediocre poor poor\nTawny mediocre adequate poor mediocre\nBeth awful mediocre abysmal mediocre\nMolly mediocre poor satisfactory adequate\nJacek bad awful mediocre mediocre\nFrannie mediocre satisfactory mediocre adequate\nHarriet poor bad bad poor\nPepper bad poor bad poor\nPercy mediocre mediocre adequate adequate\nMildred mediocre adequate mediocre awful\nAlice awful poor poor poor", "endoftext": false }, { "action": "Discipline beth", "response": "You apply some well-deserved discipline to Beth Twitch. Her discipline is now poor.", "endoftext": false }, { "action": "You ring bell", "response": "You are due to face Folsom Juniors in the first round. You have not played streetball since your reformatory days, but you feel you've been able to teach the children enough.\n\nThe game ends in a convincing victory, and you are through to the next round.\nYou counsel the team against prideful celebrations, but their morale is clearly boosted by your success.", "endoftext": false }, { "action": "You ring bell", "response": "The ancient tricycles have fortified Sadie Sankey's vigour, which is now bad.\nAtherton's Ergonomic Treadmill has weakened Madison Codscrote's morale, which is now adequate.\nAtherton's Ergonomic Treadmill has fortified Madison Codscrote's vigour, which is now adequate.\nThe ancient tricycles have fortified Ned Jackson's vigour, which is now mediocre.\nThe ancient tricycles have fortified Pepper Grabble's vigour, which is now mediocre.\nThe ancient tricycles have fortified Percy Dabney's vigour, which is now mediocre.\nAtherton's Ergonomic Treadmill has fortified Mildred Chollop's vigour, which is now good.\nPolychromatic Lung's Fairy Tales has improved Alice Makane's morale, which is now adequate.\n\nMildred Chollop attempted to escape, but failed to get past the Ruritanian Mastiffs.\n\nYou receive a government stipend of 160 for the feeding and care of your orphans; and pay out 48 coins on necessary care and maintenance, most of it going on food.\nYour profligate meal plans have borne fruit: Sadie Sankey, Molly Bogey and Pepper Grabble have gained vigour, and Tawny Scraggley and Percy Dabney have improved their morale.\n\nA generous patron, impressed by Griselda Much's ingrained servility and swanlike grace, has offered her employment as an informercial model. For your success as an educator, the Government awards you a bonus of 50 coins.\nA generous patron, impressed by Molly Bogey's dedication and coltish grace, has offered her employment as a nursery-maid. For your success as an educator, the Government awards you a bonus of 50 coins.\n\nBeth Twitch and Jacek Scound have been moved to the Middle House, being of sufficient age. Tawny Scraggley is ready for the Senior.\n\nThe treadmill has produced 12 coins' worth of pork pies.", "endoftext": false }, { "action": "You go north", "response": "This ward is the home of children aged between six and twelve. A series of oddly-shaped rooms produced by ill-considered renovations, it's difficult to heat, the lighting is bad and there are far too many blind corners and hideaways. The Junior House lies south and the Senior north.\n\nThe Box is installed in a remote sub-basement, but the way to it is well-known to the miscreant and lolligagger.\n\nA pack of savage Ruritanian Mastiffs patrol the grounds.\n\nJacek and Beth are housed here.\n\nPepper, Sadie, Percy and Ned are busily occupied with the ancient tricycles.", "endoftext": false }, { "action": "You go north", "response": "Here reside the oldest children, aged roughly twelve to fifteen. The largest, best-lit and airiest of the wards, its walls are decorated with inspiring murals. The Middle House lies to the south.\n\nThe Box is installed in a remote sub-basement, but the way to it is well-known to the miscreant and lolligagger.\n\nA pack of savage Ruritanian Mastiffs patrol the grounds.\n\nTawny, Frannie and Gretchen are housed here.\n\nMadison and Mildred are busily occupied with Atherton's Ergonomic Treadmill.", "endoftext": false }, { "action": "Unassign mildred", "response": "You allow Mildred Chollop to take a break.", "endoftext": false }, { "action": "Unassign madison", "response": "You allow Madison Codscrote to take a break.", "endoftext": false }, { "action": "Status", "response": "Sadie poor poor poor mediocre\nMadison poor mediocre poor adequate\nNed mediocre mediocre poor poor\nMimi awful mediocre poor poor\nTawny adequate satisfactory poor mediocre\nBeth poor mediocre bad mediocre\nJacek bad bad mediocre mediocre\nFrannie poor good mediocre satisfactory\nHarriet poor poor bad mediocre\nPepper bad adequate poor poor\nPercy adequate adequate adequate adequate\nMildred mediocre good mediocre abysmal\nAlice abysmal poor bad adequate", "endoftext": false }, { "action": "You discipline madison", "response": "You apply some well-deserved discipline to Madison Codscrote. Her discipline is now adequate.", "endoftext": false }, { "action": "You assign all to the tricycles", "response": "You assign Sadie, Ned, Beth, Jacek, Pepper and Percy to the ancient tricycles.", "endoftext": false }, { "action": "Go south", "response": "Here are housed the younger children, from the age of weaning to about six years old. Formerly a lumber-room, its ceilings are oppressively low. The Middle House is to the north.\n\nFrom an obscure corner, My First Delousing Bath gives off sanitary-smelling vapours.\n\nThe Box is installed in a remote sub-basement, but the way to it is well-known to the miscreant and lolligagger.\n\nA pack of savage Ruritanian Mastiffs patrol the grounds.\n\nIn one corner, piled up into a small mountain, are the many volumes of Polychromatic Lung's Fairy Tales.\n\nMimi, Harriet and Alice are housed here.", "endoftext": false }, { "action": "Discipline alice", "response": "You apply some well-deserved discipline to Alice Makane. Her discipline is now bad.", "endoftext": false }, { "action": "Scrub mimi", "response": "You seize Mimi, delouse her scalp with carbolic acid, and scrub her all over with turpentine and a pumice-stone. This accomplished, you deliver a short lecture on the spiritual and bacterial dangers of filthiness. Hopefully the lesson is learned; her looks are now poor.", "endoftext": false }, { "action": "You ring bell", "response": "Atherton's Ergonomic Treadmill has weakened Gretchen Bloch's morale, which is now bad.\nAtherton's Ergonomic Treadmill has fortified Gretchen Bloch's vigour, which is now satisfactory.\nThe ancient tricycles have fortified Sadie Sankey's vigour, which is now poor.\nThe ancient tricycles have fortified Ned Jackson's vigour, which is now adequate.\nAtherton's Ergonomic Treadmill has fortified Tawny Scraggley's vigour, which is now excessive.\nThe ancient tricycles have fortified Beth Twitch's vigour, which is now mediocre.\nThe ancient tricycles have fortified Jacek Scound's vigour, which is now bad.\nAtherton's Ergonomic Treadmill has weakened Frannie Harris's morale, which is now adequate.\nAtherton's Ergonomic Treadmill has fortified Frannie Harris's vigour, which is now excellent.\nPolychromatic Lung's Fairy Tales has improved Harriet Rostigraben's morale, which is now mediocre.\nThe ancient tricycles have fortified Pepper Grabble's vigour, which is now satisfactory.\nThe ancient tricycles have fortified Percy Dabney's vigour, which is now adequate.\nPolychromatic Lung's Fairy Tales has improved Alice Makane's morale, which is now mediocre.\n\nGretchen Bloch attempted to escape, but failed to get past the Ruritanian Mastiffs.\nPepper Grabble's audacious escape attempt was brought to an end by the Ruritanian Mastiffs. Unfortunately, so was Pepper Grabble. Once the dogs are sleeping, you retrieve the remains and dump them down the nearest sewer.\nMildred Chollop attempted to escape, but failed to get past the Ruritanian Mastiffs.\n\nYou receive a government stipend of 130 for the feeding and care of your orphans; and pay out 39 coins on necessary care and maintenance, most of it going on food.\nYour profligate meal plans have borne fruit: Ned Jackson and Percy Dabney have gained vigour, and Madison Codscrote, Beth Twitch and Harriet Rostigraben have improved their morale.\n\nA generous patron, impressed by Madison Codscrote's dedication and powerful thighs, has offered her employment as a farmer's wife. For your success as an educator, the Government awards you a bonus of 40 coins.\nA generous patron, impressed by Tawny Scraggley's demure ways and massive forearms, has offered her employment as a factory worker. For your success as an educator, the Government awards you a bonus of 40 coins.\nA generous patron, impressed by Mildred Chollop's discipline and chapped hands, has offered her employment as a fur-puller. For your success as an educator, the Government awards you a bonus of 40 coins.\n\nFrannie Harris has reached the age of maturity, and there is nothing more you can do. She is lost to gainful industry and to virtue, and promptly becomes a surrogate mother.\nMimi Trotter has grown up a little, and been transferred to the Middle House.\n\nThe Orphanorium has been entrusted with three more children: Izzie Butts is old enough for the Middle House, while Serge Geech and Igor Rudge will go to the Junior.\n\nThirty orphans have come and gone from your Orphanorium, and it is time for your Periodic Assessment.", "endoftext": false }, { "action": "Go north", "response": "time for your Periodic Assessment.Of thirty orphans leaving the system from your care, nine have become productive citizens. You have operated at a surplus of 829 coins. The Assessment therefore regards you as outstanding. Your certification is upgraded, but this is really quite irrelevant; one of the big metropolitan-orphanage firms headhunts you to run their new juvie centre, where you will be in charge of some hundreds of children, a staff, a regular budget; and a salary to match.", "endoftext": true } ]
waljztz5tm1at7x6
Lord Bellwater's Secret
Sam Gordon
[ "Historical" ]
[ "cover art", "crime", "IF Competition 2007", "IFComp Game", "male protagonist", "mystery", "single room", "study", "victorian era", "walkthrough" ]
2,007
[ 5, 40, 20, 0, 0 ]
65
3.769231
20071201
false
[ { "action": "%", "response": "As an aspiring groom in Lord Bellwater's household, recklessness has not been one of the qualities for which you, Bert Smith, would wish to be noted. However, desperate times call for desperate measures, and here you are in the early hours of the morning of Saturday 20th June 1863, undertaking the most reckless venture of your life. Instead of retiring to your bed, in your lodgings in the mews at the back of Lord Bellwater's town house, you sneaked into the house and hid in the cellar until the household had gone to bed. You sidled into the butler's pantry and took the key to the master's study and now find yourself creeping about like a common thief. You hear the clock in the hall strike one o'clock as you carefully pull the study door closed behind you.\n\n\n\nThe study is a well-proportioned, rectangular room. The door, of finely polished oak, leads back onto the landing, to the west; a broad sash window in the opposite wall looks out over Cadogan Square. The heavy velvet curtains are drawn back and a pale moonlight falls into the room, illuminating a heavy mahogany desk in its centre. To the right of the window is a small table.\n\nOn the north side of the room is a stone fireplace with a dull red glow still coming from the remains of the coals, burning among the ashes: a shadowy oil painting hangs above it. To the left of the fireplace is a wooden stand, supporting an ornate porcelain pot, in which a leafy plant is growing. The south wall is covered, floor to ceiling, with bookshelves, laden with hundreds, if not thousands, of leather-bound volumes, in neat rows.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na heavy iron key\n\nIt has been a difficult time, with the two deaths happening in one week. Old Lord Bellwater had been ill for some time and no-one was really surprised when he passed peacefully away last Friday or even when his son, who had been noticeably absent throughout the old man's illness, suddenly turned up the following day and took over the role of master of the house. Of course he inherits the title, and presumably everything else, as his father's only son.", "endoftext": false }, { "action": "About you", "response": "You are Bert Smith, a groom in the service of Lord Bellwater. You are currently wearing a brown jacket and corduroy trousers.\n\nThe real blow was the tragic death of your sweetheart, Elsie Browning, on Monday. She was one of Lord Bellwater's housemaids, and she inexplicably fell from the study window in broad daylight and landed on the pavement outside. They say she must have died instantly and felt no pain; that it was a terrible accident; that no-one will ever know for sure how she managed to fall out of a window. For you it has just been a terrible shock: you were young and in love, and you planned to marry as soon as you had saved enough money. the strange thing was that you had seen her briefly on the morning of her death. She had been shaking out some dusters in the back garden and whispered to you that she had some important news to tell you, but she'd wait until you were alone. That was the last time you saw her alive.", "endoftext": false }, { "action": "You look at the painting", "response": "You leave the door and walk towards the fireplace.\n\nYou examine the painting carefully. It is a full length portrait of Lord Horace Bellwater in his younger days, depicted as standing in front of this fireplace in his study. A couple of golden retrievers are curled up at his feet. In the background of the picture is some sort of scroll, showing a family pedigree.\n\nDespite all the talk of tragic accidents, you are sure that there is something sinister about Elsie's death. Somehow, it has to be connected with the Bellwaters - either the old man or his son - and if the answer is anywhere, it is probably in this study, the room from which she fell.", "endoftext": false }, { "action": "You look at the scroll", "response": "(the oil painting)\nIt is a full length portrait of Lord Horace Bellwater in his younger days, depicted as standing in front of this fireplace in his study. A couple of golden retrievers are curled up at his feet. In the background of the picture is some sort of scroll, showing a family pedigree.", "endoftext": false }, { "action": "You look at the pedigree", "response": "It is a full length portrait of Lord Horace Bellwater in his younger days, depicted as standing in front of this fireplace in his study. A couple of golden retrievers are curled up at his feet. In the background of the picture is some sort of scroll, showing a family pedigree.", "endoftext": false }, { "action": "Examine books", "response": "You turn away from the fireplace and walk over to the bookshelves.\n\nThe entire wall is lined with floor-to-ceiling shelves, stacked with books - there must be over a thousand volumes here, all arranged neatly on the shelves, in groups of similarly-sized books. Looking along the shelves, you can see that each volume has a tiny hand-written label on its spine, with a number on it. The entire set of books seems to be numbered from 1 to 1200. You could select a particular book - \"take volume 200\", for instance.", "endoftext": false }, { "action": "You examine the key", "response": "This is the key that you took from Mr Catchpole's butler's pantry. It was easy to identify because it was hanging on a hook labelled \"Study\".", "endoftext": false }, { "action": "Examine volume 374", "response": "You select volume number 374 and carefully take it down from its shelf. It is a book called Pride and Prejudice by Jane Austen.\n\nYou open the book and read the first few sentences. A tear comes to your eye as you think of yourself with no fortune and now no prospect of marriage. However, the book does not seem to help with the task in hand and you return it to its place on the shelf.", "endoftext": false }, { "action": "You look behind the painting", "response": "You turn from the bookshelves and walk towards the fireplace.\n\nYou try to move the painting and find that it is hinged to the wall so that it swings out like a door, revealing what is evidently a safe, set into the wall behind it.", "endoftext": false }, { "action": "You examine safe", "response": "The safe has a heavy iron door. On it is a dial which turns freely either way. As it does so, the numbers engraved around its rim, line up with a pointer. The numbers are from 1 to 100. There is also a brass handle which looks as though it can be turned.", "endoftext": false }, { "action": "You turn the handle", "response": "The handle begins to turn but seems to meet some resistance.", "endoftext": false }, { "action": "You look at fireplace", "response": "The fireplace consists of a stone surround, surmounted by a carved family crest of the Bellwaters. In the hearth a few embers glow a dull red amongst the pile of ashes. Above the fireplace hangs a painting of Lord Horace Bellwater.", "endoftext": false }, { "action": "You examine ashes", "response": "It looks as though someone has been burning papers in the fireplace. However, they are all completely burnt beyond recognition with the exception of a slightly charred printed leaflet, which you rescue from the fire.", "endoftext": false }, { "action": "You examine the leaflet", "response": "The leaflet is a bit charred, but still readable:\n\nAcme patented wall safe. Instructions for use.\n\nThe safe will have been set up with a code consisting of three numbers (each between 1 and 100). These numbers should NEVER be written down but must be committed to memory. When the safe is first installed, it is advisable to select three numbers that are easily memorable. For instance, they might be selected for a memorable date. Someone who remembers the Battle of Waterloo (which took place on 18th June 1815) might choose the numbers 15, 6, 18, which are the year, month and day of the battle.\n\nTo open the safe, proceed as follows:\n\n1. Spin the dial so that the mechanism is reset.\n2. Turn the dial to the first number (eg 15)\n3. Turn the dial to the second number (eg 6)\n4. Turn the dial to the third number (eg 18)\n5. Turn the handle\n\nThe door will now open.\n\nAfter closing the door, spin the dial once again to ensure that the safe is locked.", "endoftext": false }, { "action": "You turn the dial to 15", "response": "The dial settles on the number 15 with a slight \"clunk!\"", "endoftext": false }, { "action": "You turn the dial to 6", "response": "The dial settles on the number 6 with a slight \"clunk!\"", "endoftext": false }, { "action": "You turn the dial to 18", "response": "The dial settles on the number 18 with a slight \"clunk!\"", "endoftext": false }, { "action": "You turn the handle", "response": "The handle begins to turn but seems to meet some resistance.", "endoftext": false }, { "action": "Spin dial", "response": "The dial spins round randomly. Now it points to 86.", "endoftext": false }, { "action": "You look at the painting", "response": "It is a full length portrait of Lord Horace Bellwater in his younger days, depicted as standing in front of this fireplace in his study. A couple of golden retrievers are curled up at his feet. In the background of the picture is some sort of scroll, showing a family pedigree. The painting is currently hinged out from the wall.", "endoftext": false }, { "action": "You look at the scroll", "response": "(the oil painting)\nIt is a full length portrait of Lord Horace Bellwater in his younger days, depicted as standing in front of this fireplace in his study. A couple of golden retrievers are curled up at his feet. In the background of the picture is some sort of scroll, showing a family pedigree. The painting is currently hinged out from the wall.", "endoftext": false }, { "action": "Examine volume 200", "response": "You turn away from the fireplace and walk over to the bookshelves.\n\nYou select volume number 200 and carefully take it down from its shelf. It is a book called Ivanhoe by Sir Walter Scott.\n\nIt seems to be a story of love and honour. You feel a sense of pride that you are embarking on a similar adventure. However, the book does not seem to help with the task in hand and you return it to its place on the shelf.", "endoftext": false }, { "action": "You look at the ashes", "response": "You turn from the bookshelves and walk towards the fireplace.\n\nYou reach out to touch the ashes. Although the fire has almost burnt out, the ashes are still too hot to handle.", "endoftext": true }, { "action": "You look at your surroundings", "response": "The study is a well-proportioned, rectangular room. The door, of finely polished oak, leads back onto the landing, to the west; a broad sash window in the opposite wall looks out over Cadogan Square. The heavy velvet curtains are drawn back and a pale moonlight falls into the room, illuminating a heavy mahogany desk in its centre. To the right of the window is a small table.\n\nOn the north side of the room is a stone fireplace with a dull red glow still coming from the remains of the coals, burning among the ashes: a shadowy oil painting hangs above it. To the left of the fireplace is a wooden stand, supporting an ornate porcelain pot, in which a leafy plant is growing. The south wall is covered, floor to ceiling, with bookshelves, laden with hundreds, if not thousands, of leather-bound volumes, in neat rows.", "endoftext": false }, { "action": "You examine the stand", "response": "It is a simple wooden stand for supporting a plant pot.\n\nOn the simple wooden stand is a china pot.", "endoftext": false }, { "action": "You examine the pot", "response": "It is a china pot, about two feet high, decorated with Chinese designs.\n\nIn the china pot is a leafy house plant.", "endoftext": false }, { "action": "You look at the plant", "response": "The plant consists of a dense clump of dark green, rather fleshy leaves sprouting from a decorative china pot, and reaching almost to your head height. You think it is the sort of house plant known as an aspidistra.", "endoftext": false }, { "action": "You take the pot", "response": "That's hardly portable.", "endoftext": false }, { "action": "You examine the curtains", "response": "You turn away from the fireplace and walk over to the window.\n\nThe dark blue velvet curtains hang from floor-to-ceiling on either side of the window. They are opened or closed by means of a cord which hangs down at the side of the curtains and passes over a pulley mechanism, incorporated into the curtain rail, above the window.", "endoftext": false }, { "action": "You pull the cord", "response": "You pull the cord and the heavy curtains draw smoothly across the window, plunging the room into darkness.\n\nIt is now pitch dark in here!", "endoftext": false }, { "action": "You pull the cord", "response": "You pull the cord and draw back the heavy curtains. The room is once again lit by the pale light from outside.\n\nThe study is a well-proportioned, rectangular room. The door, of finely polished oak, leads back onto the landing, to the west; a broad sash window in the opposite wall looks out over Cadogan Square. The heavy velvet curtains are drawn back and a pale moonlight falls into the room, illuminating a heavy mahogany desk in its centre. To the right of the window is a small table.\n\nOn the north side of the room is a stone fireplace with a dull red glow still coming from the remains of the coals, burning among the ashes: a shadowy oil painting hangs above it. To the left of the fireplace is a wooden stand, supporting an ornate porcelain pot, in which a leafy plant is growing. The south wall is covered, floor to ceiling, with bookshelves, laden with hundreds, if not thousands, of leather-bound volumes, in neat rows.\n\nOn the table is a cardboard grocery box with some papers in it.", "endoftext": false }, { "action": "You open the window", "response": "As cautiously and quietly as you can, you open the window and look out. The sill is quite low - below your waist height - and you suppose it would be possible to fall out. You look down into the street below and are not sure if that is just a shadow on the pavement or is it a dark stain? You give an involuntary shudder.", "endoftext": false }, { "action": "You look at the papers", "response": "It is an ordinary cardboard box, of the type used by grocers for deliveries. A handwritten scrawl on its side says \"Father's old papers - for disposal\".\n\nIn the cardboard grocery box are a leather-bound diary and an ink bottle.", "endoftext": false }, { "action": "You read the diary", "response": "You reach out and take the leather-bound diary.\n\nYou examine the book. It seems to be a desk diary for the previous year. You flick through and notice that there are occasional entries in it, written in a distinctive, rather scholarly handwriting, and using green ink. The entries all seem to be mundane notes of when bills were paid. You pause for a moment at the entry for Tuesday 21st October 1862, which is heavily ringed in green ink, then you remember, this was old Lord Bellwater's birthday - he always gave each of the servants sixpence on this day.\n\nAs you flick through the diary, a newspaper cutting falls out and flutters to the floor.", "endoftext": false }, { "action": "You read the newpaper", "response": "(the newspaper cutting)\nYou examine the newspaper cutting - it seems to have been neatly cut from a recent copy of \"The Times\".\n\nYou read it carefully:\n\n\n\nReaders of this newspaper will be aware of the recent case in the Court of Chancery, regarding the last will and testament of Sir Archibald Ramswell of Dorchester. We reported yesterday that Sir Archibald's will (in which he divided his entire estate between his housekeeper and his favourite horse) was being contested by his eldest son, the Honourable Percy Ramswell, who was not mentioned in the will.\n\nAfter due consideration, the judge (Mr Justice Williams) has now delivered his judgement. In summary, he has stated that under English law, a man may leave his property to any living person and is certainly under no obligation to leave anything to his children if he does not wish to do so. However, a horse is not a living person and is ineligible to be a beneficiary of a will. His ruling is therefore that in this case, the entire estate is to be given to the only living person mentioned in the will, namely the housekeeper. The judge informed the housekeeper that she is entitled to use her newly-acquired fortune as she wishes, but that she might see fit to make arrangements for the comfort of the horse. This comment caused a ripple of mirth in the courtroom, shared by all except The Honourable Percy Ramswell.\n\nOn a separate legal point which had been raised on behalf of Sir Archibald's son, the judge ruled that the naming of a horse in one's will was not, in itself, evidence of insaninty, and that the terms of the will could not be contested on those grounds. \"If everyone who preferred their horse to their son was to be certified insane,\" declared Judge Williams, \"There should not be asylums enough to house them all.\"\n\nThe article has been ringed with green ink and a handwritten note in the margin reads \"Capital idea. Maybe leave everything to a horse rather than to James!\"", "endoftext": false }, { "action": "Spin dial", "response": "You leave the window, and walk towards the fireplace.\n\nThe dial spins round randomly. Now it points to 4.", "endoftext": false }, { "action": "You turn dial to 62", "response": "The dial settles on the number 62 with a slight \"clunk!\"", "endoftext": false }, { "action": "You turn the dial to 10", "response": "The dial settles on the number 10 with a slight \"clunk!\"", "endoftext": false }, { "action": "You turn the dial to 21", "response": "The dial settles on the number 21 with a slight \"clunk!\"", "endoftext": false }, { "action": "Spin dial", "response": "The dial spins round randomly. Now it points to 47.", "endoftext": false }, { "action": "You examine bottle", "response": "You turn away from the fireplace and walk over to the window.\n\nIt is an old ink bottle. It looks almost empty, with dried ink caked around the lid. Even in this light, you can see that the ink was green in colour.", "endoftext": false }, { "action": "You examine the desk", "response": "You leave the window, and walk over to the desk.\n\nThe desk is made of a dark wood - perhaps mahogany. It is very solidly built and its surface is polished to a high gloss.\n\nYou pause for a moment and wonder how many hours Elsie spent polishing this desk.\n\nOn the mahogany desk are an envelope, a copy of \"The Times\" newspaper and a wooden tray full of cards.", "endoftext": false }, { "action": "You read the diary", "response": "You examine the book. It seems to be a desk diary for the previous year. You flick through and notice that there are occasional entries in it, written in a distinctive, rather scholarly handwriting, and using green ink. The entries all seem to be mundane notes of when bills were paid. You pause for a moment at the entry for Tuesday 21st October 1862, which is heavily ringed in green ink, then you remember, this was old Lord Bellwater's birthday - he always gave each of the servants sixpence on this day.", "endoftext": false }, { "action": "You examine the envelope", "response": "You examine the envelope. It is addressed to \"George Sutherland Esq., Phillips and Sutherland Merchant bank, Cheapside, London EC.\" It is freshly written in black ink and in a handwriting which you take to belong to the younger Lord Bellwater. The envelope is not yet sealed.", "endoftext": false }, { "action": "You open the envelope", "response": "You open the envelope, revealing a letter.", "endoftext": false }, { "action": "You read the letter", "response": "You cautiously pick up the letter.\n\nKnowing that you are seriously breaching your employer's trust, you read the letter. It says:\n\n\n\nDear Sutherland,\nI write with regard to my temporary financial embarrassment and the substantial loan which you have extended to me in recent years.\n\nI now find myself in a position to repay you in full. If you would care to call on me at my residence in Cadogan Square on Friday next at 10:30am I shall have the money ready for your receipt.\n\nI trust that you will now accept that your threats of bailiffs and bancruptcy were somewhat premature and I look forward to your full apology before I consider doing further business with your firm.\n\nYours sincerely,", "endoftext": false }, { "action": "You look at the cards", "response": "It is a wooden tray full of index cards. You look through them and see that each card has got details of a book and its author. The cards are in alphabetical order so you could look up the name of a book in the card index.", "endoftext": false }, { "action": "Spin dial", "response": "You step away from the desk and walk towards the fireplace.\n\nThe dial spins round randomly. Now it points to 79.", "endoftext": false }, { "action": "You turn the dial to 91", "response": "The dial settles on the number 91 with a slight \"clunk!\"", "endoftext": false }, { "action": "You turn the dial to 10", "response": "The dial settles on the number 10 with a slight \"clunk!\"", "endoftext": false }, { "action": "Search desk", "response": "You turn away from the fireplace and walk over to the desk.\n\nOn the mahogany desk are an envelope, a copy of \"The Times\" newspaper and a card index.", "endoftext": false }, { "action": "Examine index", "response": "It is a wooden tray full of index cards. You look through them and see that each card has got details of a book and its author. The cards are in alphabetical order so you could look up the name of a book in the card index.", "endoftext": false }, { "action": "You examine table", "response": "You step away from the desk and walk over to the window.\n\nA heavy oak table stands beside the window. Its surface has been polished to a gleaming finish.\n\nOn the table is a cardboard grocery box.", "endoftext": false }, { "action": "Examine box", "response": "It is an ordinary cardboard box, of the type used by grocers for deliveries. A handwritten scrawl on its side says \"Father's old papers - for disposal\".\n\nIn the cardboard grocery box is an ink bottle.", "endoftext": false }, { "action": "You examine the ink bottle", "response": "It is an old ink bottle. It looks almost empty, with dried ink caked around the lid. Even in this light, you can see that the ink was green in colour.", "endoftext": false }, { "action": "You take the ink bottle", "response": "Taken.", "endoftext": false }, { "action": "You put the letter in the envelope", "response": "You leave the window, and walk over to the desk.\n\nYou put the letter to Sutherland the banker into the envelope.", "endoftext": false }, { "action": "You put the envelope in the box", "response": "You step away from the desk and walk over to the window.\n\nYou put the envelope into the cardboard grocery box.", "endoftext": false }, { "action": "You examine sill", "response": "You examine the window. It is a sash window looking out over Cadogan Square. It is currently open.\n\nThis was where Elsie must have been standing and was the last view she saw before....", "endoftext": false }, { "action": "You go outside", "response": "You climb out through the window onto the sill.\n\nYou are standing balanced on the narrow ledge. To keep yourself from falling, you have to cling on to the ivy which grows on the house wall. It is a long way down to the pavement below!", "endoftext": false }, { "action": "You examine the ivy", "response": "You carefully examine the ivy growing around the window and find a woman's purse, nestling among the leaves. Leaning out cautiously from the ledge, you make a grab for the purse and take it from the ivy.", "endoftext": false }, { "action": "You look at the purse", "response": "You recognise the purse as one belonging to Elsie. It is about three inches square - just big enough to hold a few coins - and is made of a soft fabric. It is drawn closed by a ribbon around its top edge. Perhaps it was caught in the ivy when Elsie fell from the window!", "endoftext": false }, { "action": "Open purse", "response": "You open the purse, revealing a shiny silver sixpence, a stubby pencil and a scrap of paper.", "endoftext": false }, { "action": "You examine the scrap", "response": "You reach for the paper.\n\nWith mounting excitement, you carefully smooth out the screwed-up piece of paper. The following is written on it in Elsie's spidery handwriting:\n\nDear Bert. We may not get a chanse to talk privitly for a few days so Im righting this note and hope to give it to you in the garding. Last week I sined a paper for old lord B. He said you will get a lot of mony when he died. But the new lord B. is very angery about it. I dont now why he is angery with me but i fear he means to do me harm. If you are to get some mony maybe we can get marrid and I can give my notis to leave. I am a bit afrayd of new lord B. Try to meet me in the...\n\nAt this point there is a heavy mark as though the pencil broke and, although there are some scratch marks, as though the writer tried to continue, nothing further can be read.", "endoftext": false }, { "action": "You go in", "response": "You clamber back through the window into the study.\n\nThe study is a well-proportioned, rectangular room. The door, of finely polished oak, leads back onto the landing, to the west; a broad sash window in the opposite wall looks out over Cadogan Square. The heavy velvet curtains are drawn back and a pale moonlight falls into the room, illuminating a heavy mahogany desk in its centre. To the right of the window is a small table.\n\nOn the north side of the room is a stone fireplace with a dull red glow still coming from the remains of the coals, burning among the ashes: a shadowy oil painting hangs above it. To the left of the fireplace is a wooden stand, supporting an ornate porcelain pot, in which a leafy plant is growing. The south wall is covered, floor to ceiling, with bookshelves, laden with hundreds, if not thousands, of leather-bound volumes, in neat rows.\n\nOn the table is a cardboard grocery box (in which is an envelope (in which is a letter to Sutherland the banker)).\n\nYou can see a newspaper cutting here.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na scrap of paper\na purse (open)\na shiny silver sixpence\na stubby pencil\nan ink bottle\na leather-bound diary\na slightly charred instruction leaflet\na heavy iron key", "endoftext": false }, { "action": "You examine the pencil", "response": "It is a stub of a pencil, about an inch long. The point has broken off so it would need sharpening before it could be used.", "endoftext": false }, { "action": "You look at the coal", "response": "You leave the window, and walk towards the fireplace.\n\nYou reach out to touch the ashes. Although the fire has almost burnt out, the ashes are still too hot to handle.", "endoftext": false }, { "action": "You look at the sixpence", "response": "It is a small silver coin.", "endoftext": false }, { "action": "You examine the stand", "response": "It is a simple wooden stand for supporting a plant pot.\n\nOn the simple wooden stand is a china pot.", "endoftext": false }, { "action": "You take the coin", "response": "Taken.", "endoftext": false }, { "action": "You open the door", "response": "You swing the door open and stand on the threshold, peering into the cool darkness of the landing.", "endoftext": false }, { "action": "You go to the west", "response": "You pause on the threshold and consider abandoning your task. But then you remember Elsie. No, you owe it to her to continue...you turn and step back resolutely into the study.", "endoftext": false }, { "action": "You eat the key", "response": "That's plainly inedible.", "endoftext": false }, { "action": "You look at the desk", "response": "You leave the door and walk over to the desk.\n\nThe desk is made of a dark wood - perhaps mahogany. It is very solidly built and its surface is polished to a high gloss.\n\nOn the mahogany desk are a copy of \"The Times\" newspaper and a card index.", "endoftext": false }, { "action": "You look behind the sash", "response": "You step away from the desk and walk over to the window.\n\nYou find nothing of interest.", "endoftext": false }, { "action": "You look under the desk", "response": "You leave the window, and walk over to the desk.\n\nYou find nothing of interest.", "endoftext": false }, { "action": "Search ashes", "response": "You step away from the desk and walk towards the fireplace.\n\nYou find nothing of interest.", "endoftext": false }, { "action": "Spin dial", "response": "The dial spins round randomly. Now it points to 7.", "endoftext": false }, { "action": "Continue", "response": "The dial spins round randomly. Now it points to 1.", "endoftext": false }, { "action": "You turn the dial to 91", "response": "The dial settles on the number 91 with a slight \"clunk!\"", "endoftext": false }, { "action": "You turn the dial to 10", "response": "The dial settles on the number 10 with a slight \"clunk!\"", "endoftext": false }, { "action": "You turn the dial to 21", "response": "The dial settles on the number 21 with a slight \"clunk!\"", "endoftext": false }, { "action": "Spin dial", "response": "The dial spins round randomly. Now it points to 59.", "endoftext": false }, { "action": "Spin dial", "response": "The dial spins round randomly. Now it points to 19.", "endoftext": false }, { "action": "Newspaper", "response": "Which do you mean, a copy of \"The Times\" newspaper or the newspaper cutting?", "endoftext": false }, { "action": "Spin dial", "response": "You step away from the desk and walk towards the fireplace.\n\nThe dial spins round randomly. Now it points to 24.", "endoftext": false }, { "action": "You turn the dial to 63", "response": "The dial settles on the number 63 with a slight \"clunk!\"", "endoftext": false }, { "action": "You turn the dial to 6", "response": "The dial settles on the number 6 with a slight \"clunk!\"", "endoftext": false }, { "action": "Spin dial", "response": "The dial spins round randomly. Now it points to 44.", "endoftext": false }, { "action": "You look at the diary", "response": "Restore failed.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na shiny silver sixpence\na scrap of paper\na purse (open)\na stubby pencil\nan ink bottle\na leather-bound diary\na slightly charred instruction leaflet\na heavy iron key", "endoftext": false }, { "action": "You examine diary", "response": "You examine the book. It seems to be a desk diary for the previous year. You flick through and notice that there are occasional entries in it, written in a distinctive, rather scholarly handwriting, and using green ink. The entries all seem to be mundane notes of when bills were paid. You pause for a moment at the entry for Tuesday 21st October 1862, which is heavily ringed in green ink, then you remember, this was old Lord Bellwater's birthday - he always gave each of the servants sixpence on this day.", "endoftext": false }, { "action": "Spin dial", "response": "You step away from the desk and walk towards the fireplace.\n\nThe dial spins round randomly. Now it points to 86.", "endoftext": false }, { "action": "You turn the dial to 90", "response": "The dial settles on the number 90 with a slight \"click!\"", "endoftext": false }, { "action": "You turn the dial to 10", "response": "The dial settles on the number 10 with a slight \"click!\"", "endoftext": false }, { "action": "You turn the dial to 21", "response": "The dial settles on the number 21 with a slight \"click!\"", "endoftext": false }, { "action": "You turn handle", "response": "The handle turns smoothly and with a solid \"clunk\" the safe door swings open.", "endoftext": false }, { "action": "You examine safe", "response": "The safe has a heavy iron door. On it is a dial which turns freely either way. As it does so, the numbers engraved around its rim, line up with a pointer. The numbers are from 1 to 100. There is also a brass handle which looks as though it can be turned. The safe is open.\n\nIn the safe are a sheet of crisp cream paper, a red pocketbook and a leather bag.", "endoftext": false }, { "action": "You eat the paper", "response": "(the scrap of paper)\nThat's plainly inedible.", "endoftext": false }, { "action": "You examine paper", "response": "(the scrap of paper)\nThe following is written on it in Elsie's spidery handwriting:\n\nDear Bert. We may not get a chanse to talk privitly for a few days so Im righting this note and hope to give it to you in the garding. Last week I sined a paper for old lord B. He said you will get a lot of mony when he died. But the new lord B. is very angery about it. I dont now why he is angery with me but i fear he means to do me harm. If you are to get some mony maybe we can get marrid and I can give my notis to leave. I am a bit afrayd of new lord B. Try to meet me in the...\n\nAt this point there is a heavy mark as though the pencil broke and, although there are some scratch marks, as though the writer tried to continue, nothing further can be read.", "endoftext": false }, { "action": "You examine crisp paper", "response": "You reach out and take the sheet of crisp cream paper.\n\nYou examine the paper - it is a letter. You read it:\n\nPurdy and Jowett (Solicitors)\n3 Holborn Court\nLondon WC\n16th June 1863\n\nWe talked last night over a few brandies at your club about your father's last will and testament.\n\nAs we discussed, he asked me to draw up a new (and rather surprising) will, shortly before his sad decease. As I indicated to you, the will was properly drawn up by myself, was signed by your father and was witnessed by his butler and one of his chambermaids. There were two copies, one of which was kept by your father (and therefore came into your possession, as you explained to me) and the other retained by me as an office copy. This new will revoked your father's previous will, made some years ago, in which he had left everything to yourself.\n\nYou have made a strong case to me that your father was losing his mind towards the end of his final illness and that this new will was therefore invalid. I have to say that I saw no sign of your father's loss of mental powers when I was with him, but I accept that you have been a good deal closer to him than me and that you are better placed to make that judgement. I also accept that some of the wording of the will could be taken to indicate an unbalanced mind. I fully understand your reluctance to challenge the will through the legal process, which would require giving evidence in court of your father's worsening mental state. I appreciate that you do not wish to dishonour his memory by dragging these details through the courts.\n\nIn view of all the above considerations I have decided to accept your account of your father's dementure and that it will be for the best for us to destroy all copies of the recent will and to abide by the terms of the earlier will. I therefore enclose the office copy of the recent will and leave it for you to dispose of it as you see fit. I have no further record of the will and will treat its existence as a matter of client confidentiality between the two of us.\n\nYou also mentioned to me that you have some sort of hold over the butler which will guarantee his absolute silence and loyalty. However, I am more concerned about the an unhappy \"accident\", which occurred to the chambermaid, who was the other witness to the will. You indicated that her fortuitous death was not quite so accidental as you would like people to believe. I cannot help but draw the conclusion that you had some part in her death. Whilst I would find such behaviour personally unacceptable, I shall, of course, be bound by my professional confidentiality in my dealings with you as a client.\n\nOn a separate matter, you kindly mentioned in our conversation that I have performed a great many services for your family over the years, often without any direct remuneration from your father and that you intended to pay me a modest sum in recompense for these services. I think you mentioned a sum in the region of 5000 pounds, which I consider to be most generous and look forward to receiving.\n\nYour solicitor and loyal friend.\n\nAlthough this letter makes mention of an enclosed copy of a will, there is nothing of that sort attached to the letter.", "endoftext": false }, { "action": "You take pocketbook", "response": "Taken.", "endoftext": false }, { "action": "Examine pocketbook", "response": "You flick through it and realise it is a diary for this year. A number of the daily entries have been filled in in black ink. You could look up a particular date in the pocketbook. - \"Look up dd/mm in the red pocketbook\".", "endoftext": false }, { "action": "You take the bag", "response": "Conscious that you are picking up more money than you have ever seen in your life, you take the leather bag.", "endoftext": false }, { "action": "You open the bag", "response": "You open the leather bag, revealing a hundred guineas.", "endoftext": false }, { "action": "You look up tristram shandy in index cards", "response": "You find a card with the entry:\n\nShelf number: 715.", "endoftext": false }, { "action": "Examine volume 715", "response": "You step away from the desk and walk over to the bookshelves.\n\nYou select volume number 715 and notice that its title is \"Tristram Shandy\". As you pull the book out from the shelf, you realise that it is connected to some sort of mechanism: there is a mechanical \"click\" and a part of the shelf swings open to reveal a secret compartment.", "endoftext": false }, { "action": "You examine the compartment", "response": "A section of the bookshelf has swung open to reveal a secret compartment.\n\nIn the secret compartment are a sheet of heavy legal paper and a roll of parchment.", "endoftext": false }, { "action": "You look at the legal paper", "response": "You reach out for the crisp sheet of paper.\n\nYou read the paper:\n\nThis is the last will and testament of Lord Horace Bellwater.\n\nI Horace Bellwater of Cadogan Square London hereby revoke all former wills made by me. I appoint the firm of Purdy and Jowett (solicitors) as the executors of this my will. With regards to my wastrel of a son, James Bellwater, he has received a great deal of my fortune during my lifetime and has squandered it on drinking and gambling. It is therefore my wish that he receives a legacy of exactly one penny of English money and I hope he spends it wisely. The entire residue of my property, including real estate, possessions, investments and cash, I leave to my groom Bert Smith on condition that he promises to take good care of my horse. Signed sealed and delivered in the presence of George Dewhurst and Elsie Browning. Signed: Horace Bellwater.", "endoftext": false }, { "action": "You examine the parchment", "response": "You unroll the parchment and examine it. It loooks like the one depicted in the background of the painting of Lord Bellwater, above the fireplace. At the top is a picture of the coat of arms of Bellwater similar to the one carved above the fire. Below is a brief family tree of the Bellwaters, then a kind of poem:\n\nWhen the true-hearted lion's hard-pressed;\nTwice the same for the star of your dreams;\nThe bell just once, it is stressed,\nAnd the water the same, as it seems.\nThe name of Bellwater, under the shield,\nWill give way to whatever you must have revealed.", "endoftext": false }, { "action": "You look at the painting", "response": "You turn from the bookshelves and walk towards the fireplace.\n\nIt is a full length portrait of Lord Horace Bellwater in his younger days, depicted as standing in front of this fireplace in his study. A couple of golden retrievers are curled up at his feet. In the background of the picture is some sort of scroll, showing a family pedigree. The painting is currently hinged out from the wall.", "endoftext": false }, { "action": "You look at fireplace", "response": "The fireplace consists of a stone surround, surmounted by a carved family crest of the Bellwaters. In the hearth a few embers glow a dull red amongst the pile of ashes. Above the fireplace hangs a painting of Lord Horace Bellwater.", "endoftext": false }, { "action": "You look at the crest", "response": "The coat of arms is carved into the stone lintel above the fireplace. It consists of a shield, divided into four quarters. In the quarters are heraldic depictions of a bell, waves (perhaps representing water), a lion, and a star, respectively. Above the shield is carved a knight's helmet: below, is a carved scroll with the name \"Bellwater\".", "endoftext": false }, { "action": "Press lion", "response": "You press the coat of arms and think you might have felt a tiny movement of the stone under your fingers.", "endoftext": false }, { "action": "You press Bellwater", "response": "(Lord Bellwater's will)\nNothing obvious happens.", "endoftext": false }, { "action": "You press the water", "response": "As you press the waves, You feel a definite movement of the stone beneath your finger and the scroll section, below the shield springs open, leaving a narrow slot in the stonework.", "endoftext": false }, { "action": "You look at the slot", "response": "A narrow horizontal slot has opened up in the stone of the fireplace.\n\nIn the narrow horizontal slot are a flimsy sheet of paper and a sheet of grey notepaper.", "endoftext": false }, { "action": "You take flimsy", "response": "A little hesitantly, you take the flimsy sheet of paper.", "endoftext": false }, { "action": "You read the flimsy", "response": "It appears to be a rough copy of a letter, scribbled in pencil on cheap paper. Presumably a neat copy was later made from it.\n\nThank you for your letter and your acceptance of our arrangement. I have decided not to destroy the two copies immediately but I have put them where they cannot be found. I have also placed your letter in an extremely safe place. That, too, I am keeping, just in case you should get cold feet about our arrangement. I believe that what we have done is honest and reasonable but, if you should suddenly decide to view it otherwise, the letter would make your part very plain. Once the formalities have been completed for my inheritance and assuming that goes unchallenged, I shall destroy both the letter and the copies of the will.\n\nRegarding my part in the death of the servant, I have to inform you that you are much mistaken. A rogue and a cad I may be, but a murderer I am not. Indeed I fear I may have given you too much of my favourite brandy on Monday evening, leaving you not quite in command of your senses. In case you doubt my veracity, the exact situation is that I entered my study to see Dewhurst, my butler trying to force his attentions on the girl. He had his back to me and didn't see me enter the room. The girl was struggling to get away from him and he seemed to lose his temper and giver her an almightly shove. She fell back against the open window and toppled over the sill.\n\nI was very consoling to poor Dewhurst and agreed that I would not call in the police, so long as he signed a confession, on the undertanding that if I am completely satisfied with his service for the next five years, I shall destroy the confession.\n\nWith regard to the other matter that you mention, as soon as I have received the benefit of my inheritance, I shall be in a position to pay you for the past services that we discussed. The sum you mentioned would indeed be generous but I think I can offer something approaching that amount.\n\nJames.", "endoftext": false }, { "action": "You read the notepaper", "response": "It reads as follows:\n\n16th June 1863.\n\nI, Robert William Dewhurst do make this sworn statement to Lord James Bellwater. On 15th June 1863, I came into my Lord's private study, where I found Elsie Browning, a female servant, polishing the windows. I have long held an affection for this girl and I tried to press my attentions on her. She struggled in my arms and I thought she was teasing me and I was all the more keen to embrace her. However, she then proceeded to slap my face, at which point I lost my temper and pushed her away from me. I did not know my own strength and she fell back, against the open window with such force that she lost her balance and fell out. I was filled with remorse and ran downstairs and out of the door to the front steps where she had landed, but it was all in vain, for she was quite dead from the fall.\n\nR. Dewhurst.\n\nWell you think that now you have amassed the evidence to avenge Elsie's murder and inherit a possible fortune for yourself, into the bargain! Scotland Yard is only about a mile away - a brisk walk will get you there in no time, and you can hand over your evidence to the Police.", "endoftext": false }, { "action": "You open the door", "response": "You turn away from the fireplace and walk over to the door.\n\nIn your indignation at the terrible events that you have uncovered, you move across the room rather hastily and somehow manage to barge against the pot with the aspidistra in it. It teeters on its stand...you try to steady it...it slips through your fingers. With a collossal CRASH, the pot smashes on the floor.\n\nThere is a distant shout from the direction of Lord Bellwater's bedroom, across the landing and you hear it answered from somewhere else in the house.", "endoftext": false }, { "action": "You go outside", "response": "There is nowhere to go in that direction.\n\nYou can hear the sound of heavy feet hastening up the staircase.", "endoftext": false }, { "action": "You close door", "response": "That's already closed.\n\nYou hear another set of footsteps coming down the staircase from the upper parts of the house, and somebody shouting about a burglar.", "endoftext": false }, { "action": "You lock the door", "response": "(with the heavy iron key)\n\nThe key turns smoothly in the lock and you hear a faint but satisfying click as the lock engages.\n\nThe sounds of running footsteps converge outside the door of the study. You recognise Dewhurst's voice saying \"He's in there, my Lord.\"", "endoftext": false }, { "action": "You open the window", "response": "You leave the door and walk over to the window.\n\nThat's already open.\n\nYou hear Lord Bellwater's voice, outside the door, saying \"Dewhurst, you guard the door! My father used to keep his old service revolver in a drawer in the library. I'll go and get that, then we'll flush the rat out!\"", "endoftext": false }, { "action": "You go outside", "response": "You climb out through the window onto the sill.\n\nYou are standing balanced on the narrow ledge. To keep yourself from falling, you have to cling on to the ivy which grows on the house wall. It is a long way down to the pavement below!\n\nYou hear the sound of someone rattling the door handle and saying \"He's got a key and has locked it from the inside!\"", "endoftext": false }, { "action": "You climb the ivy", "response": "You grab a handful of the ivy in each hand and test its strength. It doesn't feel stong enough to allow you to climb up.\n\nYou can hear some muted discussion outside the door.", "endoftext": true }, { "action": "Go downwards", "response": "You consider trying to climb down the ivy, but you don't think it would take your weight. The only other option is to jump, and you are to scared to do that.\n\nOut on the landing, you hear the sound of footsteps moving briskly away from the door.", "endoftext": true }, { "action": "Go downwards", "response": "You consider trying to climb down the ivy, but you don't think it would take your weight. The only other option is to jump, and you are to scared to do that.\n\nThere is silence from outside the door.", "endoftext": false }, { "action": "You go to the east", "response": "You can't go that way.\n\nYou recognise Mrs Jenkins\" voice outside the door, saying \"There's nowhere for him to go. We've got him cornered.\"", "endoftext": false }, { "action": "You go west", "response": "You clamber back through the window into the study.\n\nThe study is a well-proportioned, rectangular room. The door, of finely polished oak, leads back onto the landing, to the west; a broad sash window in the opposite wall looks out over Cadogan Square. The heavy velvet curtains are drawn back and a pale moonlight falls into the room, illuminating a heavy mahogany desk in its centre. To the right of the window is a small table.\n\nOn the north side of the room is a stone fireplace with a dull red glow still coming from the remains of the coals, burning among the ashes: a shadowy oil painting hangs above it. The south wall is covered, floor to ceiling, with bookshelves, laden with hundreds, if not thousands, of leather-bound volumes, in neat rows.\n\nOn the table is a cardboard grocery box (in which is an envelope (in which is a letter to Sutherland the banker)).\n\nYou can see a newspaper cutting here.\n\nYou can hear some shuffling of feet and a murmur of voices outside the door.", "endoftext": false }, { "action": "You take the cord", "response": "You try to take the cord, but it is firmly attached to the curtains, out of reach, above you.\n\nYou hear Dewhurst's voice: \"We can't go in yet. The burglar might be dangerous. We'll wait for Lord Bellwater to come back with the revolver.\"", "endoftext": false }, { "action": "You untie the cord", "response": "What do you want to untie the curtain cord from?", "endoftext": false }, { "action": "Rod", "response": "You step away from the desk and walk over to the window.\n\nThe curtain cord is not tied to the street view so you cannot untie it.\n\nYou recognise Dewhurst's voice outside the door, saying \"I'm ready with this iron poker. I'll give him a good whack with that.\"", "endoftext": false }, { "action": "You tie the cord to the desk", "response": "You cannot tie the curtain cord to the mahogany desk.\n\nThere is an eerie silence outside the door.", "endoftext": false }, { "action": "You tell Dewhurst about yourself", "response": "You can only do that to something animate.", "endoftext": false }, { "action": "You tie cord to sill", "response": "You cannot tie the curtain cord to the window.\n\nYou can hear some whispered conversation outside the study door.", "endoftext": false }, { "action": "You examine the cord", "response": "A loop of thick cord hangs down at the side of the curtains and passes over a pulley mechanism, incorporated into the curtain rail, above the window.\n\nYou hear a shout from somewhere in the depths of the house.", "endoftext": false }, { "action": "You untie the cord from the curtain rail", "response": "The curtain cord is not tied to the curtain cord so you cannot untie it.\n\nYou hear the sound of approaching footsteps outside the door.", "endoftext": false }, { "action": "You untie the cord from the mechanism", "response": "The curtain cord is not tied to the curtain cord so you cannot untie it.\n\nThrough the study door you can hear Lord Bellwater's voice, apparently giving instructions to the others.", "endoftext": false }, { "action": "You remove the cord", "response": "(first taking the curtain cord)\nYou try to take the cord, but it is firmly attached to the curtains, out of reach, above you.\n\nYou recognise Dewhurst's voice outside the door, but cannot distinguish what he is saying.", "endoftext": false }, { "action": "You take the cord", "response": "You try to take the cord, but it is firmly attached to the curtains, out of reach, above you.\n\nThrough the study door you can hear Lord Bellwater asking, saying \"Right then, are we all ready?\"", "endoftext": false }, { "action": "You go outside", "response": "You climb out through the window onto the sill.\n\nYou are standing balanced on the narrow ledge. To keep yourself from falling, you have to cling on to the ivy which grows on the house wall. It is a long way down to the pavement below!\n\nYou hear a faint rattling of the handle of the study door.", "endoftext": false }, { "action": "You close the curtains", "response": "That's not something you can close.\n\nYou hear a faint rustling sound from outside the study door.", "endoftext": true }, { "action": "You describe your surroundings", "response": "You are standing balanced on the narrow ledge. To keep yourself from falling, you have to cling on to the ivy which grows on the house wall. It is a long way down to the pavement below!\n\nYou can hear some whispered conversation from outside the door.", "endoftext": false }, { "action": "Close window", "response": "With great care not to make a noise, you close the window and latch it.\n\nThere is an eerie silence outside the door.", "endoftext": false }, { "action": "You look at the wall", "response": "The ivy has grown up over most of the front of the house and clings to the walls around the window.\n\nYou hear some muttered discussion out on the landing then the sound of someone trying to burst through the door. However, their attempts are in vain, as the door is currently locked.", "endoftext": false }, { "action": "You examine the ground", "response": "You can make out some of the details of the facade of the house: the windows of this floor, the two storeys below and the one above; the ivy-clad walls; the portico over the front door; and the steps down to the pavement. Above, is the night sky.\n\nYou hear a muttered curse from beyond the study door, and someone says \"The blighter's locked it!\"", "endoftext": false }, { "action": "You examine the portico", "response": "You can make out some of the details of the facade of the house: the windows of this floor, the two storeys below and the one above; the ivy-clad walls; the portico over the front door; and the steps down to the pavement. Above, is the night sky.\n\nLow voices on the landing seem to be in deep discussion.", "endoftext": false }, { "action": "You look at the portico", "response": "You can make out some of the details of the facade of the house: the windows of this floor, the two storeys below and the one above; the ivy-clad walls; the portico over the front door; and the steps down to the pavement. Above, is the night sky.\n\nThere is the sound of a gunshot from the landing, followed by a shriek. You hear Mrs Jenkins say, rather loudly, \"Oh no, Lord Bellwater, I don't think it's safe to try and shoot the lock!\"", "endoftext": false }, { "action": "You examine the steps", "response": "(the house view)\nYou can make out some of the details of the facade of the house: the windows of this floor, the two storeys below and the one above; the ivy-clad walls; the portico over the front door; and the steps down to the pavement. Above, is the night sky.\n\nThere is a heavy thud as though someone has tried to break the door with their shoulder, but the lock holds fast.", "endoftext": false }, { "action": "You examine the windows", "response": "You can make out some of the details of the facade of the house: the windows of this floor, the two storeys below and the one above; the ivy-clad walls; the portico over the front door; and the steps down to the pavement. Above, is the night sky.\n\nYou recognise Dewhurst's voice saying, \"I'll try and prise it open with this poker.\"", "endoftext": false }, { "action": "You climb the ivy", "response": "You grab a handful of the ivy in each hand and test its strength. It doesn't feel stong enough to allow you to climb up.\n\nThere is a thud as something is being wedged into the door jamb, then a creaking sound as someone levers against the locked door.", "endoftext": false }, { "action": "You examine the portico", "response": "You can make out some of the details of the facade of the house: the windows of this floor, the two storeys below and the one above; the ivy-clad walls; the portico over the front door; and the steps down to the pavement. Above, is the night sky.\n\nWith a splintering sound the lock is torn away from the door, which bursts open with a crash.\n\nLooking through the window into the study, you see the figure of Lord Bellwater appear in the doorway, swathed in a tartan dressing gown and brandishing a revolver. Behind him looms the figure of Dewhurst, who has somehow managed to change into his immaculately cleaned and pressed butler's uniform. At first they look around the apparently empty room in some surprise, but then they spot you silhouetted against the light entering the window. They both dash to the window, flinging it open, and drag you bodily back into the room. Neither of them seems to recognise you in the pale light but, none too gently, they wrestle you to the floor.\n\nSome weeks later, the following item appears in \"The Times\":\n\nToday at the Old Bailey was concluded the trial which has been called (in the more \"popular\" press) the \"Bellwater burglary case\". The curious background to this case is that in the early hours of 20th June a groom, then in the service of Lord James Bellwater, was discovered in his employer's study, in the act of stealing papers and a substantial sum of money from a safe.\n\nDuring the ensuing trial, the groom, by the name of Smith, has made repeated allegations that a murder had been committed in Lord Bellwater's household and that his employer was trying to subvert the intentions of his late father's will. The trial of Smith has created a degree of public interest because Lord Bellwater himself appeared as a witness for the prosecution: despite his many business comittments and his recent bereavement (the previous Lord Bellwater having passed away a few days before the events of the case), Lord Bellwater stated that he must \"do his public duty as a witness and ensure that justice is done\".\n\nAfter retiring for just fifteen minutes, the jury returned a guilty verdict on Smith. In sentencing, the Judge spoke out strongly against this servant who has breached the trust of the noble family of Bellwater. Smith is to be transported, for life, to the penal colony in Western Australia.", "endoftext": false }, { "action": "Tear curtains", "response": "You leave the door and walk over to the window.\n\nThe house is in a deep silence. The sound of your own breathing seems loud and raucous.\n\nYou can hear the sound of heavy feet hastening up the staircase.", "endoftext": false }, { "action": "You lock the door", "response": "You leave the window, and walk over to the door.\n\n(with the heavy iron key)\n\nThe key turns smoothly in the lock and you hear a faint but satisfying click as the lock engages.\n\nYou hear another set of footsteps coming down the staircase from the upper parts of the house, and somebody shouting about a burglar.", "endoftext": false }, { "action": "Tear curtains", "response": "You leave the door and walk over to the window.\n\nYou can hear a light gust of wind blowing past the window and rattling the ivy leaves against the panes.\n\nThe sounds of running footsteps converge outside the door of the study. You recognise Dewhurst's voice saying \"He's in there, my Lord.\"", "endoftext": false }, { "action": "Tear curtains", "response": "You can hear a light gust of wind blowing past the window and rattling the ivy leaves against the panes.\n\nYou hear Lord Bellwater's voice, outside the door, saying \"Dewhurst, you guard the door! My father used to keep his old service revolver in a drawer in the library. I'll go and get that, then we'll flush the rat out!\"", "endoftext": false }, { "action": "You rip the curtains", "response": "There's nothing suitable to drink here.\n\nYou hear Lord Bellwater's voice, outside the door, saying \"Dewhurst, you guard the door! My father used to keep his old service revolver in a drawer in the library. I'll go and get that, then we'll flush the rat out!\"", "endoftext": false }, { "action": "You take the pulley", "response": "You try to take the cord, but it is firmly attached to the curtains, out of reach, above you.\n\nYou hear the sound of someone rattling the door handle and saying \"He's got a key and has locked it from the inside!\"", "endoftext": false }, { "action": "You close the curtains", "response": "You pull the cord and the heavy curtains draw smoothly across the window, plunging the room into darkness.\n\nYou can hear some muted discussion outside the door.\n\nIt is now pitch dark in here!", "endoftext": false }, { "action": "You go outside", "response": "You push your way through the heavy curtains and climb out through the window onto the sill.\n\nYou are standing balanced on the narrow ledge. To keep yourself from falling, you have to cling on to the ivy which grows on the house wall. It is a long way down to the pavement below!\n\nOut on the landing, you hear the sound of footsteps moving briskly away from the door.", "endoftext": false }, { "action": "Close window", "response": "With great care not to make a noise, you close the window and latch it.\n\nThere is silence from outside the door.", "endoftext": false }, { "action": "You wait for a while", "response": "Time passes.\n\nYou recognise Mrs Jenkins\" voice outside the door, saying \"There's nowhere for him to go. We've got him cornered.\"", "endoftext": false }, { "action": "You wait a while", "response": "Time passes.\n\nYou can hear some shuffling of feet and a murmur of voices outside the door.", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\nYou hear Dewhurst's voice: \"We can't go in yet. The burglar might be dangerous. We'll wait for Lord Bellwater to come back with the revolver.\"", "endoftext": false }, { "action": "You wait awhile", "response": "Time passes.\n\nThrough the study door you can hear some shuffling of feet and a murmur of voices.", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\nYou recognise Dewhurst's voice outside the door, saying \"I'm ready with this iron poker. I'll give him a good whack with that.\"", "endoftext": false }, { "action": "You wait for a while", "response": "Time passes.\n\nThere is an eerie silence outside the door.", "endoftext": false }, { "action": "You wait awhile", "response": "Time passes.\n\nYou can hear some whispered conversation outside the study door.", "endoftext": false }, { "action": "You wait a while", "response": "Time passes.\n\nYou hear a shout from somewhere in the depths of the house.", "endoftext": false }, { "action": "You wait a while", "response": "Time passes.\n\nYou hear the sound of approaching footsteps outside the door.", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\nThrough the study door you can hear Lord Bellwater's voice, apparently giving instructions to the others.", "endoftext": false }, { "action": "You wait awhile", "response": "Time passes.\n\nYou recognise Dewhurst's voice outside the door, but cannot distinguish what he is saying.", "endoftext": false }, { "action": "You wait for a while", "response": "Time passes.\n\nThrough the study door you can hear Lord Bellwater asking, saying \"Right then, are we all ready?\"", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\nYou hear a faint rattling of the handle of the study door.", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\nYou hear a faint rustling sound from outside the study door.", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\nYou can hear some whispered conversation from outside the door.", "endoftext": false }, { "action": "You wait for a while", "response": "Time passes.\n\nThere is an eerie silence outside the door.", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\nYou hear some muttered discussion out on the landing then the sound of someone trying to burst through the door. However, their attempts are in vain, as the door is currently locked.", "endoftext": false }, { "action": "You shout geronimo", "response": "(to yourself)\nThere is no reply.\n\nYou hear a muttered curse from beyond the study door, and someone says \"The blighter's locked it!\"", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\nLow voices on the landing seem to be in deep discussion.", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\nThere is the sound of a gunshot from the landing, followed by a shriek. You hear Mrs Jenkins say, rather loudly, \"Oh no, Lord Bellwater, I don't think it's safe to try and shoot the lock!\"", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\nThere is a heavy thud as though someone has tried to break the door with their shoulder, but the lock holds fast.", "endoftext": false }, { "action": "You wait for a while", "response": "Time passes.\n\nYou recognise Dewhurst's voice saying, \"I'll try and prise it open with this poker.\"", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\nThere is a thud as something is being wedged into the door jamb, then a creaking sound as someone levers against the locked door.", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\nWith a splintering sound the lock is torn away from the door, which bursts open with a crash.\n\nLooking through the window into the study, you see the figure of Lord Bellwater appear in the doorway, swathed in a tartan dressing gown and brandishing a revolver. Behind him looms the figure of Dewhurst, who has somehow managed to change into his immaculately cleaned and pressed butler's uniform. At first they look around the apparently empty room in some surprise, but then they spot you silhouetted against the light entering the window. They both dash to the window, flinging it open, and drag you bodily back into the room. Neither of them seems to recognise you in the pale light but, none too gently, they wrestle you to the floor.\n\nSome weeks later, the following item appears in \"The Times\":\n\nToday at the Old Bailey was concluded the trial which has been called (in the more \"popular\" press) the \"Bellwater burglary case\". The curious background to this case is that in the early hours of 20th June a groom, then in the service of Lord James Bellwater, was discovered in his employer's study, in the act of stealing papers and a substantial sum of money from a safe.\n\nDuring the ensuing trial, the groom, by the name of Smith, has made repeated allegations that a murder had been committed in Lord Bellwater's household and that his employer was trying to subvert the intentions of his late father's will. The trial of Smith has created a degree of public interest because Lord Bellwater himself appeared as a witness for the prosecution: despite his many business comittments and his recent bereavement (the previous Lord Bellwater having passed away a few days before the events of the case), Lord Bellwater stated that he must \"do his public duty as a witness and ensure that justice is done\".\n\nAfter retiring for just fifteen minutes, the jury returned a guilty verdict on Smith. In sentencing, the Judge spoke out strongly against this servant who has breached the trust of the noble family of Bellwater. Smith is to be transported, for life, to the penal colony in Western Australia.", "endoftext": true }, { "action": "Look around", "response": "The study is a well-proportioned, rectangular room. The door, of finely polished oak, leads back onto the landing, to the west; a broad sash window in the opposite wall looks out over Cadogan Square. The heavy velvet curtains are drawn back and a pale moonlight falls into the room, illuminating a heavy mahogany desk in its centre. To the right of the window is a small table.\n\nOn the north side of the room is a stone fireplace with a dull red glow still coming from the remains of the coals, burning among the ashes: a shadowy oil painting hangs above it. The south wall is covered, floor to ceiling, with bookshelves, laden with hundreds, if not thousands, of leather-bound volumes, in neat rows.\n\nYou can see some broken pottery, a sprinkling of soil and an aspidistra here.\n\nYou can hear the sound of heavy feet hastening up the staircase.", "endoftext": false }, { "action": "You lock the door", "response": "(with the heavy iron key)\n\nThe key turns smoothly in the lock and you hear a faint but satisfying click as the lock engages.\n\nYou hear another set of footsteps coming down the staircase from the upper parts of the house, and somebody shouting about a burglar.", "endoftext": false }, { "action": "You look at the plant", "response": "The plant has a dense clump of dark green, rather fleshy leaves and a mass of tiny roots. It doesn't look very healthy now that it is out of its pot.\n\nThe sounds of running footsteps converge outside the door of the study. You recognise Dewhurst's voice saying \"He's in there, my Lord.\"", "endoftext": false }, { "action": "You take it", "response": "Taken.\n\nYou hear Lord Bellwater's voice, outside the door, saying \"Dewhurst, you guard the door! My father used to keep his old service revolver in a drawer in the library. I'll go and get that, then we'll flush the rat out!\"", "endoftext": false }, { "action": "You put it in fireplace", "response": "You leave the door and walk towards the fireplace.\n\nYou put the aspidistra into the fireplace.\n\nYou hear the sound of someone rattling the door handle and saying \"He's got a key and has locked it from the inside!\"", "endoftext": false }, { "action": "You burn it", "response": "This dangerous act would achieve little.\n\nYou can hear some muted discussion outside the door.", "endoftext": false }, { "action": "You tie the cord to yourself", "response": "You cannot tie the curtain cord to yourself.\n\nYou can hear some muted discussion outside the door.", "endoftext": false }, { "action": "You cut cord", "response": "You turn away from the fireplace and walk over to the window.\n\nYou try to cut through the cord with everything at your disposal, but nothing is sharp enough.\n\nOut on the landing, you hear the sound of footsteps moving briskly away from the door.", "endoftext": false }, { "action": "You take the table", "response": "That's hardly portable.\n\nThere is silence from outside the door.", "endoftext": false }, { "action": "You stand on the table", "response": "You climb up onto the table, bringing your head close to the level of the curtain rail.\n\nYou recognise Mrs Jenkins\" voice outside the door, saying \"There's nowhere for him to go. We've got him cornered.\"", "endoftext": false }, { "action": "You look at the rail", "response": "The curtains hang from a metal track which is clearly visible from this position. The cord which opens and closes the curtains passes along the track and is tied to the curtains.\n\nYou can hear some shuffling of feet and a murmur of voices outside the door.", "endoftext": false }, { "action": "You untie the cord", "response": "What do you want to untie the curtain cord from?", "endoftext": false }, { "action": "Rail", "response": "You undo the knots and release the cord from the curtains. You pull it out from the curtain mechanism and find that you have a considerable length of cord in your hands.\n\nYou hear Dewhurst's voice: \"We can't go in yet. The burglar might be dangerous. We'll wait for Lord Bellwater to come back with the revolver.\"", "endoftext": false }, { "action": "You go outside", "response": "You'll have to get off the table first.\n\nThrough the study door you can hear some shuffling of feet and a murmur of voices.", "endoftext": false }, { "action": "You get down", "response": "You must name something more substantial.\n\nThrough the study door you can hear some shuffling of feet and a murmur of voices.", "endoftext": false }, { "action": "You get off the table", "response": "You get off the table.\n\nOn the table is a cardboard grocery box (in which is an envelope (in which is a letter to Sutherland the banker)).\n\nYou can see a newspaper cutting here.\n\nYou recognise Dewhurst's voice outside the door, saying \"I'm ready with this iron poker. I'll give him a good whack with that.\"", "endoftext": false }, { "action": "You go outside", "response": "You climb out through the window onto the sill.\n\nYou are standing balanced on the narrow ledge. To keep yourself from falling, you have to cling on to the ivy which grows on the house wall. It is a long way down to the pavement below!\n\nThere is an eerie silence outside the door.", "endoftext": false }, { "action": "You tie cord to sill", "response": "Which do you mean, the window or the ledge?", "endoftext": false }, { "action": "Ledge", "response": "The ledge is not really suitable to tie a cord on to.\n\nYou can hear some whispered conversation outside the study door.", "endoftext": false }, { "action": "You tie the cord to the window", "response": "The window is not really suitable to tie a cord on to.\n\nYou hear a shout from somewhere in the depths of the house.", "endoftext": false }, { "action": "You go inside", "response": "You clamber back through the window into the study.\n\nThe study is a well-proportioned, rectangular room. The door, of finely polished oak, leads back onto the landing, to the west; a broad sash window in the opposite wall looks out over Cadogan Square. The heavy velvet curtains are drawn back and a pale moonlight falls into the room, illuminating a heavy mahogany desk in its centre. To the right of the window is a small table.\n\nOn the north side of the room is a stone fireplace with a dull red glow still coming from the remains of the coals, burning among the ashes: a shadowy oil painting hangs above it. The south wall is covered, floor to ceiling, with bookshelves, laden with hundreds, if not thousands, of leather-bound volumes, in neat rows.\n\nOn the table is a cardboard grocery box (in which is an envelope (in which is a letter to Sutherland the banker)).\n\nYou can see a newspaper cutting here.\n\nYou hear the sound of approaching footsteps outside the door.", "endoftext": false }, { "action": "Tie cord to table", "response": "You tie the cord around the table and knot it securely.\n\nThrough the study door you can hear Lord Bellwater's voice, apparently giving instructions to the others.", "endoftext": false }, { "action": "You go outside", "response": "You climb out through the window onto the sill.\n\nYou are standing balanced on the narrow ledge. To keep yourself from falling, you have to cling on to the ivy which grows on the house wall. It is a long way down to the pavement below!\n\nYou recognise Dewhurst's voice outside the door, but cannot distinguish what he is saying.", "endoftext": true }, { "action": "You go down", "response": "The cord bites painfully into your hands as you grip it tightly and test it with your weight. Gritting your teeth against the pain, you brace your feet against the wall of the house and begin to release the cord. You manage to lower yourself almost to the ground then drop the last few feet, landing on the pavement in front of the front door.\n\nArmed with the evidence, you set off for Scotland Yard.\n\nSome weeks later, the following item appears in \"The Times\":\n\nToday at the Old Bailey was concluded the trial which has been called (in the more \"popular\" press) the \"Bellwater burglary case\". The curious background to this case is that in the early hours of 20th June a groom, then in the service of Lord James Bellwater, presented himself at Scotland yard, claiming that a murder had been committed and making accusations against his employer. The groom, by the name of Smith, produced a number of documents which he claimed to be \"evidence\" against those whom he accused. Our trusty police force quickly ascertained that the documents in question had been stolen from Lord Bellwater and, on further examination of Smith, it was discovered that he was in possession of some one hundred pounds, in coins, stolen from his master's safe. The trial of Smith created a degree of public interest because Lord Bellwater himself appeared as a witness for the prosecution: despite his many business comittments and his recent bereavement (the previous Lord Bellwater having passed away a few days before the events of the case), Lord Bellwater stated that he must \"do his public duty as a witness and ensure that justice is done\".\n\nAfter retiring for just fifteen minutes, the jury returned a guilty verdict on Smith. In sentencing, the Judge spoke out strongly against this servant who has breached the trust of the noble family of Bellwater. Smith is to be transported, for life, to the penal colony in Western Australia.", "endoftext": false }, { "action": "You put the money in safe", "response": "If you go to the safe, the hundred guineas will no longer be within your reach.\n\nYou can hear the sound of heavy feet hastening up the staircase.", "endoftext": false }, { "action": "You examine safe", "response": "You leave the door and walk towards the fireplace.\n\nThe safe has a heavy iron door. On it is a dial which turns freely either way. As it does so, the numbers engraved around its rim, line up with a pointer. The numbers are from 1 to 100. There is also a brass handle which looks as though it can be turned. The safe is open.\n\nYou hear another set of footsteps coming down the staircase from the upper parts of the house, and somebody shouting about a burglar.", "endoftext": false }, { "action": "You put the money in safe", "response": "You need to be holding the hundred guineas before you can put it into something else.\n\nThe sounds of running footsteps converge outside the door of the study. You recognise Dewhurst's voice saying \"He's in there, my Lord.\"", "endoftext": false }, { "action": "You lock the door", "response": "You turn away from the fireplace and walk over to the door.\n\n(with the heavy iron key)\n\nThe key turns smoothly in the lock and you hear a faint but satisfying click as the lock engages.\n\nYou hear Lord Bellwater's voice, outside the door, saying \"Dewhurst, you guard the door! My father used to keep his old service revolver in a drawer in the library. I'll go and get that, then we'll flush the rat out!\"", "endoftext": false }, { "action": "You get the money", "response": "You already have that.\n\nYou hear the sound of someone rattling the door handle and saying \"He's got a key and has locked it from the inside!\"", "endoftext": false }, { "action": "You put the leather bag in safe", "response": "You leave the door and walk towards the fireplace.\n\nYou put the leather bag into the safe.\n\nYou can hear some muted discussion outside the door.", "endoftext": false }, { "action": "Close safe", "response": "You swing the heavy door shut and it locks with a satisfying \"clunk\".\n\nYou close the safe.\n\nOut on the landing, you hear the sound of footsteps moving briskly away from the door.", "endoftext": false }, { "action": "Spin dial", "response": "The dial spins round randomly. Now it points to 1.\n\nThere is silence from outside the door.", "endoftext": false }, { "action": "You stand on the table", "response": "You turn away from the fireplace and walk over to the window.\n\nYou climb up onto the table, bringing your head close to the level of the curtain rail.\n\nYou recognise Mrs Jenkins\" voice outside the door, saying \"There's nowhere for him to go. We've got him cornered.\"", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nDewhurst's confession\na flimsy sheet of paper\nLord Bellwater's will\na red pocketbook\na letter from Roger Jowett the solicitor\na shiny silver sixpence\nan Elsie's note\na purse (open)\na stubby pencil\nan ink bottle\na leather-bound diary\na slightly charred instruction leaflet\na heavy iron key\n\nYou can hear some shuffling of feet and a murmur of voices outside the door.", "endoftext": false }, { "action": "You untie the cord from the curtains", "response": "You undo the knots and release the cord from the curtains. You pull it out from the curtain mechanism and find that you have a considerable length of cord in your hands.\n\nYou hear Dewhurst's voice: \"We can't go in yet. The burglar might be dangerous. We'll wait for Lord Bellwater to come back with the revolver.\"", "endoftext": false }, { "action": "You stand", "response": "You get off the table.\n\nOn the table is a cardboard grocery box (in which is an envelope (in which is a letter to Sutherland the banker)).\n\nYou can see a newspaper cutting here.\n\nThrough the study door you can hear some shuffling of feet and a murmur of voices.", "endoftext": false }, { "action": "Tie cord to table", "response": "You tie the cord around the table and knot it securely.\n\nYou recognise Dewhurst's voice outside the door, saying \"I'm ready with this iron poker. I'll give him a good whack with that.\"", "endoftext": false }, { "action": "You take cutting", "response": "Taken.\n\nThere is an eerie silence outside the door.", "endoftext": false }, { "action": "You go outside", "response": "You climb out through the window onto the sill.\n\nYou are standing balanced on the narrow ledge. To keep yourself from falling, you have to cling on to the ivy which grows on the house wall. It is a long way down to the pavement below!\n\nYou can hear some whispered conversation outside the study door.", "endoftext": true }, { "action": "Go downwards", "response": "The cord bites painfully into your hands as you grip it tightly and test it with your weight. Gritting your teeth against the pain, you brace your feet against the wall of the house and begin to release the cord. You manage to lower yourself almost to the ground then drop the last few feet, landing on the pavement in front of the front door.\n\nArmed with the evidence, you set off for Scotland Yard.\n\nSome weeks later, the following item appears in \"The Times\":\n\nToday at the Old Bailey was concluded the trial which has been called (in the more \"popular\" press) the \"Bellwater murder case\". Mr George Dewhurst, a butler in the household of Lord Bellwater was charged with the unlawful killing of a house servant, Elsie Browning. The main evidence against Dewhurst was provided by a groom in Lord Bellwater's household, named Bert Smith, who presented himself at Scotland Yard, in the early hours of a day in June this year, with several documents which pointed to Dewhurst's having committed the crime.\n\nAfter retiring for a short time, the jury found Dewhurst guilty of manslaughter and the judge sentenced him to be transported, for life, to the penal colony in Western Australia.\n\nThe case has raised considerable public attention, not only because the crime took place in the household of a noble lord, but also because of some of the surprising allegations (not directly related to the case) that have been made by the groom, Bert Smith. In particular, Smith has claimed that he is himself the lawful beneficiary of the will of the late Lord Horace Bellwater - a claim ridiculed by the present Lord Bellwater and effectively silenced by a sworn affidavit by the Bellwaters' family solicitor, Roger Jowett Esq, who has declared the supposed will to be a forgery.\n\nWe understand that one of the \"popular\" newspapers, the \"Daily News\" has championed the cause of Bert Smith, and during the course of the trial, it has been raising a public subscription, amongst its readership, for the benefit of Smith. A considerable sum has been raised, providing Smith with the capital to start his own business, running a livery stable.\n\nIn an extraordinary gesture of generosity, and as a personal contribution to this new business venture, it is understood that Lord James Bellwater has presented Smith with the late Lord Bellwater's horse.", "endoftext": false }, { "action": "Examine will", "response": "You read the paper:\n\nThis is the last will and testament of Lord Horace Bellwater.\n\nI Horace Bellwater of Cadogan Square London hereby revoke all former wills made by me. I appoint the firm of Purdy and Jowett (solicitors) as the executors of this my will. With regards to my wastrel of a son, James Bellwater, he has received a great deal of my fortune during my lifetime and has squandered it on drinking and gambling. It is therefore my wish that he receives a legacy of exactly one penny of English money and I hope he spends it wisely. The entire residue of my property, including real estate, possessions, investments and cash, I leave to my groom Bert Smith on condition that he promises to take good care of my horse. Signed sealed and delivered in the presence of George Dewhurst and Elsie Browning. Signed: Horace Bellwater.\n\nYou can hear some whispered conversation outside the study door.", "endoftext": false }, { "action": "You examine the letter from Jowett", "response": "You examine the paper - it is a letter. You read it:\n\nPurdy and Jowett (Solicitors)\n3 Holborn Court\nLondon WC\n16th June 1863\n\nWe talked last night over a few brandies at your club about your father's last will and testament.\n\nAs we discussed, he asked me to draw up a new (and rather surprising) will, shortly before his sad decease. As I indicated to you, the will was properly drawn up by myself, was signed by your father and was witnessed by his butler and one of his chambermaids. There were two copies, one of which was kept by your father (and therefore came into your possession, as you explained to me) and the other retained by me as an office copy. This new will revoked your father's previous will, made some years ago, in which he had left everything to yourself.\n\nYou have made a strong case to me that your father was losing his mind towards the end of his final illness and that this new will was therefore invalid. I have to say that I saw no sign of your father's loss of mental powers when I was with him, but I accept that you have been a good deal closer to him than me and that you are better placed to make that judgement. I also accept that some of the wording of the will could be taken to indicate an unbalanced mind. I fully understand your reluctance to challenge the will through the legal process, which would require giving evidence in court of your father's worsening mental state. I appreciate that you do not wish to dishonour his memory by dragging these details through the courts.\n\nIn view of all the above considerations I have decided to accept your account of your father's dementure and that it will be for the best for us to destroy all copies of the recent will and to abide by the terms of the earlier will. I therefore enclose the office copy of the recent will and leave it for you to dispose of it as you see fit. I have no further record of the will and will treat its existence as a matter of client confidentiality between the two of us.\n\nYou also mentioned to me that you have some sort of hold over the butler which will guarantee his absolute silence and loyalty. However, I am more concerned about the an unhappy \"accident\", which occurred to the chambermaid, who was the other witness to the will. You indicated that her fortuitous death was not quite so accidental as you would like people to believe. I cannot help but draw the conclusion that you had some part in her death. Whilst I would find such behaviour personally unacceptable, I shall, of course, be bound by my professional confidentiality in my dealings with you as a client.\n\nOn a separate matter, you kindly mentioned in our conversation that I have performed a great many services for your family over the years, often without any direct remuneration from your father and that you intended to pay me a modest sum in recompense for these services. I think you mentioned a sum in the region of 5000 pounds, which I consider to be most generous and look forward to receiving.\n\nYour solicitor and loyal friend.\n\nAlthough this letter makes mention of an enclosed copy of a will, there is nothing of that sort attached to the letter.\n\nYou hear a shout from somewhere in the depths of the house.", "endoftext": false }, { "action": "You read the book", "response": "(the leather-bound diary)\nYou examine the book. It seems to be a desk diary for the previous year. You flick through and notice that there are occasional entries in it, written in a distinctive, rather scholarly handwriting, and using green ink. The entries all seem to be mundane notes of when bills were paid. You pause for a moment at the entry for Tuesday 21st October 1862, which is heavily ringed in green ink, then you remember, this was old Lord Bellwater's birthday - he always gave each of the servants sixpence on this day.\n\nYou hear the sound of approaching footsteps outside the door.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\na cord\nDewhurst's confession\na flimsy sheet of paper\nLord Bellwater's will\na red pocketbook\na letter from Roger Jowett the solicitor\na shiny silver sixpence\nan Elsie's note\na purse (open)\na stubby pencil\nan ink bottle\na leather-bound diary\na slightly charred instruction leaflet\na heavy iron key\n\nYou hear the sound of approaching footsteps outside the door.", "endoftext": false }, { "action": "%", "response": "As an aspiring groom in Lord Bellwater's household, recklessness has not been one of the qualities for which you, Bert Smith, would wish to be noted. However, desperate times call for desperate measures, and here you are in the early hours of the morning of Saturday 20th June 1863, undertaking the most reckless venture of your life. Instead of retiring to your bed, in your lodgings in the mews at the back of Lord Bellwater's town house, you sneaked into the house and hid in the cellar until the household had gone to bed. You sidled into the butler's pantry and took the key to the master's study and now find yourself creeping about like a common thief. You hear the clock in the hall strike one o'clock as you carefully pull the study door closed behind you.\n\n\n\nThe study is a well-proportioned, rectangular room. The door, of finely polished oak, leads back onto the landing, to the west; a broad sash window in the opposite wall looks out over Cadogan Square. The heavy velvet curtains are drawn back and a pale moonlight falls into the room, illuminating a heavy mahogany desk in its centre. To the right of the window is a small table.\n\nOn the north side of the room is a stone fireplace with a dull red glow still coming from the remains of the coals, burning among the ashes: a shadowy oil painting hangs above it. To the left of the fireplace is a wooden stand, supporting an ornate porcelain pot, in which a leafy plant is growing. The south wall is covered, floor to ceiling, with bookshelves, laden with hundreds, if not thousands, of leather-bound volumes, in neat rows.", "endoftext": false }, { "action": "You look at the ink", "response": "It is an old ink bottle. It looks almost empty, with dried ink caked around the lid. Even in this light, you can see that the ink was green in colour.\n\nThere is an eerie silence outside the door.", "endoftext": true }, { "action": "%", "response": "As an aspiring groom in Lord Bellwater's household, recklessness has not been one of the qualities for which you, Bert Smith, would wish to be noted. However, desperate times call for desperate measures, and here you are in the early hours of the morning of Saturday 20th June 1863, undertaking the most reckless venture of your life. Instead of retiring to your bed, in your lodgings in the mews at the back of Lord Bellwater's town house, you sneaked into the house and hid in the cellar until the household had gone to bed. You sidled into the butler's pantry and took the key to the master's study and now find yourself creeping about like a common thief. You hear the clock in the hall strike one o'clock as you carefully pull the study door closed behind you.\n\n\n\nThe study is a well-proportioned, rectangular room. The door, of finely polished oak, leads back onto the landing, to the west; a broad sash window in the opposite wall looks out over Cadogan Square. The heavy velvet curtains are drawn back and a pale moonlight falls into the room, illuminating a heavy mahogany desk in its centre. To the right of the window is a small table.\n\nOn the north side of the room is a stone fireplace with a dull red glow still coming from the remains of the coals, burning among the ashes: a shadowy oil painting hangs above it. To the left of the fireplace is a wooden stand, supporting an ornate porcelain pot, in which a leafy plant is growing. The south wall is covered, floor to ceiling, with bookshelves, laden with hundreds, if not thousands, of leather-bound volumes, in neat rows.\n\n>fa", "endoftext": false }, { "action": "Burn confession", "response": "This dangerous act would achieve little.\n\nThere is an eerie silence outside the door.", "endoftext": false }, { "action": "You put the confession in the fireplace", "response": "You leave the window, and walk towards the fireplace.\n\nYou put Dewhurst's confession into the fireplace.\n\nYou can hear some whispered conversation outside the study door.", "endoftext": false }, { "action": "Burn confession", "response": "This dangerous act would achieve little.\n\nYou hear a shout from somewhere in the depths of the house.", "endoftext": true } ]
pt3qanr6p6mzauho
Best Gopher Ever
Arthur DiBianca
[]
[ "anthropomorphised animals", "built-in map", "cover art", "cute", "gender-neutral protagonist", "Inform 7", "kid-friendly", "limited verbs", "no EXAMINE", "nonhuman protagonist", "parser", "small town", "Spring Thing 2018", "Spring Thing Game", "walkthrough" ]
2,018
[ 3, 10, 8, 0, 0 ]
21
3.761905
20180408
false
Help the unfortunate residents of Fairview! (Who are all animals, by the way.) A light puzzle for all ages.
[ { "action": "%", "response": "Special thanks to Andy Fleming, Lorne Harris, and Brian Rushton for testing, and to Nadia Bellazola for cover art.\n\nYou are at the main entrance to the town of Fairview. A large gate leads out of town to the south, and a short path runs north to Primrose Street.\n\nA well-dressed owl paces back and forth, murmuring worriedly. \"Greetings!\" he says in a deep voice. \"I am Alfred P. Owl, the mayor of Fairview. Oh, it's an awful situation. Throughout our town, the animals have problems, very serious problems. Please, please help us!\" He clasps his wings imploringly. \"Come back after you have helped at least five of our hapless residents.\"", "endoftext": false }, { "action": "You go north", "response": "This cobbled street runs east and west, and a path leads south to the town gate.", "endoftext": false }, { "action": "Y.", "response": "debugcheapnitfol quit with exit status: 0", "endoftext": false }, { "action": "%", "response": "Special thanks to Andy Fleming, Lorne Harris, and Brian Rushton for testing, and to Nadia Bellazola for cover art.\n\nYou are at the main entrance to the town of Fairview. A large gate leads out of town to the south, and a short path runs north to Primrose Street.\n\nA well-dressed owl paces back and forth, murmuring worriedly. \"Greetings!\" he says in a deep voice. \"I am Alfred P. Owl, the mayor of Fairview. Oh, it's an awful situation. Throughout our town, the animals have problems, very serious problems. Please, please help us!\" He clasps his wings imploringly. \"Come back after you have helped at least five of our hapless residents.\"", "endoftext": false }, { "action": "You go north", "response": "This cobbled street runs east and west, and a path leads south to the town gate.", "endoftext": false }, { "action": "Go east", "response": "The cobbled street ends here at a tall fence.\n\nA white umbrella is leaning against the fence. You take it!", "endoftext": false }, { "action": "You take the umbrella", "response": "You won't need to GET or TAKE things in this game. (If something is worth taking, you'll do it automatically.)", "endoftext": false }, { "action": "Inventory", "response": "You are carrying a white umbrella.", "endoftext": false }, { "action": "You go to the west", "response": "This cobbled street runs east and west, and a path leads south to the town gate.", "endoftext": false }, { "action": "Go west", "response": "Primrose Street ends here in a cul-de-sac. You see a shop to the south and an empty lot to the north.", "endoftext": false }, { "action": "You go south", "response": "The walls of this small shop are lined with tools. A sign hanging in front of the counter says, \"Today's Sale: Hammers only five bucks!\"\n\nA doe sits behind the counter, filing her hoof with an emery board. She looks up. \"Hi hon, I'm Janice, welcome to Tool Emporium. Are you having a nice day? I'm not. No one has bought anything, and look at these hooves: they're a mess, and I'm all out of my beautiful red hoof polish.\"\n\n(Type STATUS to see a status report, including a list of unsolved problems.)", "endoftext": false }, { "action": "You go to the north", "response": "This empty lot is overgrown with weeds. The cul-de-sac is to the south.\n\nYou discover an old hubcap lying in a patch of weeds. You take it!", "endoftext": false }, { "action": "You go east", "response": "Corncob Lane continues east and west.\n\nA pig in a tweed blazer and skirt is examining the ground through a magnifying glass. She jumps as you approach. \"Oh, hi! I'm Emily Pig. I guess this must look a little silly. Well, I lost the key to my suitcase, and it's pretty small, so I'm just carefully retracing my steps.\" She sighs. \"This is going to take a while.\"", "endoftext": false }, { "action": "Talk", "response": "\"I'm still looking for my key. If you find it, please let me know!\"", "endoftext": false }, { "action": "You go east", "response": "Corncob Lane ends here by the shore of Lake Horatio. You see a small house to the north. \"E. P.\" is painted on the mailbox.", "endoftext": false }, { "action": "You go to the north", "response": "This small house is painted blue and features a bookshelf filled with detective novels. Two large suitcases stand next to the bed.\n\nYou notice a tiny key lying under the table. You pick it up!", "endoftext": false }, { "action": "Go west", "response": "Corncob Lane continues east and west.\n\nEmily Pig is examining the ground through a magnifying glass.", "endoftext": false }, { "action": "You give the key", "response": "Emily looks up. \"Oh, you found it! Thank you! This is such a relief.\" She puts the key in her pocket. \"Here's a tip!\" She gives you a quarter. Then she flops down on the ground and starts to read a small book.\n\n(You have helped one animal!)", "endoftext": false }, { "action": "You go to the north", "response": "To the north, Little Oak Stream runs west to east, dividing Fairview in half. A wide wooden bridge crosses the stream.\n\nA large ant leans against a bridge post. \"Hello,\" he says slowly. \"Name's Werner. We've got a problem: some of those boards are loose, and the bridge isn't safe! I'm eager to fix it, but I need a hammer. Actually, wait a second!\" He fishes around in his pocket.", "endoftext": false }, { "action": "Talk", "response": "Werner pulls a five-dollar bill out of his pocket and gives it to you. \"Here, see if you can find me a hammer!\"", "endoftext": false }, { "action": "You go south", "response": "The walls of this small shop are lined with tools. A sign hanging in front of the counter says, \"Today's Sale: Hammers only five bucks!\"\n\nJanice Doe sits behind the counter, filing her hoof with an emery board.", "endoftext": false }, { "action": "You give the bill", "response": "\"Finally, a customer!\" says Janice. She takes your five dollars, gives you a hammer, and goes back to filing her hoof. \"These are really good hammers. You're getting a fantastic deal.\"", "endoftext": false }, { "action": "Go north", "response": "To the north, Little Oak Stream runs west to east, dividing Fairview in half. A wide wooden bridge crosses the stream.\n\nWerner Ant leans against a bridge post, staring worriedly at the bridge.", "endoftext": false }, { "action": "You give the hammer", "response": "\"Say, that's a fine hammer!\" Werner grabs the hammer and immediately gets to work on the bridge.\n\n(You have helped two animals!)", "endoftext": false }, { "action": "Go north", "response": "\"I'm not done yet!\" shouts Werner.\n\nWerner Ant pries up some old nails from the bridge.", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\nWerner Ant pulls some shiny nails out of his pocket.", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\nWerner Ant pounds in a few nails.", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\nWerner Ant pounds in one last nail and wipes his forehead.", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\nWerner Ant gets up. \"That should do it!\" he says. \"This bridge is now fixed and safe to use.\"", "endoftext": false }, { "action": "Talk", "response": "\"Another job well done,\" says Werner. \"Thanks for getting that hammer.\"", "endoftext": false }, { "action": "You go north", "response": "Willow Avenue continues north. To the south, a bridge crosses Little Oak Stream. A small building to the west has a sign that says \"Personal Museum.\"", "endoftext": false }, { "action": "You go west", "response": "This is a very odd one-room museum. Shelves hold an assortment of worthless-looking items. In the middle of the room is a large table covered in black velvet.\n\nA rat stands next to the table, weeping into a handkerchief. \"Hello,\" he whimpers. \"My?my name is Tobias Rat. Alas! my prize collection of Five Round Things has disappeared. Oh, what shall I do?\" He starts bawling again.", "endoftext": false }, { "action": "You give the cap", "response": "\"Ah!\" says Tobias. \"That is a fascinating specimen!\" He takes the hubcap, polishes it with his handkerchief, and puts it on the table. \"Please accept this token of my gratitude.\" He hands you a pair of gently used earplugs.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying a pair of earplugs, a quarter, and a white umbrella.", "endoftext": false }, { "action": "Go east", "response": "Maple Street continues east and west.\n\nYou notice a brand-new unsharpened pencil lying in the middle of the street. You take it!", "endoftext": false }, { "action": "Go east", "response": "Maple Street ends here near Lake Horatio. To the north you see a comfortable-looking brick house.", "endoftext": false }, { "action": "You go north", "response": "This is a well-furnished living room. The walls are hung with various portraits. The exit is south.\n\nA yak in a bathrobe sits in an armchair, looking miserable. As you enter, he hands you a business card that says \"Herman Yak, Attorney at Law.\" Then he points at the cup of hot water he's holding.", "endoftext": false }, { "action": "Talk", "response": "Herman Yak points at his neck and shakes his head. Then he points at his cup.", "endoftext": false }, { "action": "You take the cup", "response": "You won't need to GET or TAKE things in this game. (If something is worth taking, you'll do it automatically.)", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying Herman Yak's business card, an unsharpened pencil, a pair of earplugs, a quarter, and a white umbrella.", "endoftext": false }, { "action": "You give the pencil", "response": "Herman Yak frowns and shakes his head.", "endoftext": false }, { "action": "Go west", "response": "Maple Street continues east and west.", "endoftext": false }, { "action": "You go north", "response": "Here Willow Avenue passes between the Footlight Theater to the west and Zoltan's Restaurant to the east.\n\nA confused-looking hen stands in front of the theater. \"Stop a moment! My name is Cornelia Hen. Please help me. I can't leave my post of course, but I absolutely have to have...it was a...well now, what was it?\" She scratches her head.", "endoftext": false }, { "action": "Talk", "response": "Cornelia says, \"Oh, I remember! I need...I think...was it? No, it wasn't.\" She shuffles her foot.", "endoftext": false }, { "action": "Talk", "response": "\"Hmm,\" says the hen, \"maybe...was it...yes? No. No? No. Yes. No.\"", "endoftext": false }, { "action": "You wait for a while", "response": "Time passes.\n\n\"I need to start doing those memory exercises,\" says Cornelia.", "endoftext": false }, { "action": "You go east", "response": "Small round tables with white tablecloths fill the large dining room. Zoltan's is known for fine food, but it is strangely empty right now. The exit is west.\n\nA dinner plate lies on the floor near one of the tables. You take it!", "endoftext": false }, { "action": "You go to the west", "response": "Here Willow Avenue passes between the Footlight Theater to the west and Zoltan's Restaurant to the east.\n\nCornelia Hen stands in front of the theater, looking bewildered.", "endoftext": false }, { "action": "Go north", "response": "This is the north end of Willow Avenue. To the east you see an abandoned drugstore.", "endoftext": false }, { "action": "Go east", "response": "This little drugstore seems to be abandoned. The shelves are empty, and there is no one here.\n\nA small bottle of purple hoof polish is sitting on the counter. Apparently no one else wants it, so you take it!", "endoftext": false }, { "action": "You go to the south", "response": "Here Willow Avenue passes between the Footlight Theater to the west and Zoltan's Restaurant to the east.\n\nCornelia Hen stands in front of the theater, looking bewildered.\n\n\"Now what the heck was it?\" mutters Cornelia.", "endoftext": false }, { "action": "You go to the west", "response": "Cornelia stops you. \"You need a ticket to enter the theater!\"", "endoftext": false }, { "action": "Inventory", "response": "You are carrying a bottle of purple hoof polish, a dinner plate, Herman Yak's business card, an unsharpened pencil, a pair of earplugs, a quarter, and a white umbrella.", "endoftext": false }, { "action": "You give the card", "response": "Cornelia looks at Herman Yak's business card. \"Is that what I need? I think it might be. Although...no, probably not. I can't remember.\"", "endoftext": false }, { "action": "You go west", "response": "Maple Street continues in both directions, but to the west it is blocked by a huge pile of rubble.\n\nA cow in an orange vest notices you. \"Can you believe this? When they demolished the old Krone building yesterday, the whole thing fell into the street! I'm supposed to start clearing it, but I can't find a hard hat. My name is Barbara, by the way.\" She shakes your hand.", "endoftext": false }, { "action": "You go west", "response": "This is a very odd one-room museum. Shelves hold an assortment of worthless-looking items. In the middle of the room is a large table covered in black velvet, on which you see an old hubcap.\n\nTobias Rat stands next to the table, weeping into a handkerchief.", "endoftext": false }, { "action": "You give the plate", "response": "\"Ooh!\" says Tobias. He rubs the surface of the plate thoughtfully, then puts it on the table. \"Please accept this in return.\" He takes a hand mirror from a shelf and gives it to you.", "endoftext": false }, { "action": "You give quarter", "response": "\"Oh!\" says Tobias. \"That's lovely!\" He takes the quarter and examines it closely. Then he places it delicately on the table. \"Here, let me reward you with something special.\" He takes a fresh-looking teabag out of his pocket and hands it to you.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying a teabag, a tarnished hand mirror, a bottle of purple hoof polish, Herman Yak's business card, an unsharpened pencil, a pair of earplugs, and a white umbrella.", "endoftext": false }, { "action": "Go north", "response": "This is a well-furnished living room. The walls are hung with various portraits. The exit is south.\n\nHerman Yak sits in an armchair, holding a cup of hot water and looking miserable.", "endoftext": false }, { "action": "You give the tea", "response": "Herman brightens up as he takes the teabag. He drops it into his cup of water. He gives you a thumbs-up, then reaches into the pocket of his bathrobe and hands you a ticket.\n\n(You have helped three animals!)", "endoftext": false }, { "action": "You go west", "response": "Maple Street continues in both directions, but to the west it is blocked by a huge pile of rubble.\n\nBarbara Cow surveys the situation.\n\nBarbara shakes her head at the rubble. \"Amateurs.\"", "endoftext": false }, { "action": "Go north", "response": "Here Willow Avenue passes between the Footlight Theater to the west and Zoltan's Restaurant to the east.\n\nCornelia Hen stands in front of the theater, looking bewildered.\n\n\"I need to start doing those memory exercises,\" says Cornelia.", "endoftext": false }, { "action": "You give the ticket", "response": "Cornelia takes the ticket and tears it, and gives the stub back to you. \"You may now enter the theater.\"", "endoftext": false }, { "action": "Go west", "response": "This theater has an awful lot of red velvet, from the curtain to the carpet to the seats. A poster advertises the currently running \"Murder in the Dell.\" The main doors are east, and to the west is another smaller exit.", "endoftext": false }, { "action": "Go west", "response": "This narrow alley runs behind the Footlight Theater. To the west you see a wide road.", "endoftext": false }, { "action": "You go west", "response": "This wide road is lined with small flowering shrubs. It runs north and south, and a narrow alley leads east.", "endoftext": false }, { "action": "Go north", "response": "Walnut Road ends here. To the west a locked gate leads into the Ostracod Estate. To the east is Timmit Pool.", "endoftext": false }, { "action": "Go east", "response": "On a sunny day like this, Timmit Pool is a favorite destination for the youth of Fairview. Several small snakes and frogs are playing in a large round pool.\n\nA grown-up asp lies in a chair by the pool. \"Hi,\" he says weakly. \"I'm Simon Asp. My kids have been here for hours. I'm so hungry. I can't move.\"", "endoftext": false }, { "action": "Talk", "response": "Simon looks at you pleadingly. \"Could you please bring me a snack?\"", "endoftext": false }, { "action": "Inventory", "response": "You are carrying a ticket stub, a tarnished hand mirror, a bottle of purple hoof polish, Herman Yak's business card, an unsharpened pencil, a pair of earplugs, and a white umbrella.", "endoftext": false }, { "action": "You go south", "response": "Walnut Road crosses Maple Street here. A statue in the middle of the intersection is dedicated to Horatio J. Turkey, the founder of Fairview. You may proceed in any direction, but to the south, a wide stream of oil flows across the road.", "endoftext": false }, { "action": "You go south", "response": "As soon as your foot touches the oil, you slip and fall down. You get up wincing.", "endoftext": false }, { "action": "You go to the east", "response": "Maple Street is interrupted here by a huge pile of rubble. On the north side of the street you can see the foundation of what was a large building. To the south a sign marks the entrance to Little Oak Park.", "endoftext": false }, { "action": "Go south", "response": "This pleasant park on the bank of Little Oak Stream is named after the eight-foot tree that stands at its center. A sign describes the tree as the \"smallest oak in the four-county area.\"\n\nA bat hanging from a light pole calls out as you enter. \"Oh, help me!\" she says. \"My name is Violet Bat. That awful noise is driving me crazy! Please do something!\"\n\nYou can't hear whatever she is talking about.", "endoftext": false }, { "action": "You give earplugs", "response": "Violet Bat is hanging out of reach.", "endoftext": false }, { "action": "Go west", "response": "You are in the front yard of a small brick house that stands to the north. Maple Street continues east and west. An overgrown hedge separates this yard from the one to the west.\n\nA dog wearing a sun hat stands in front of the house. She yells at the hedge, \"If you don't give them back to me, I swear I will?I will do something you'll regret!\" She turns to face you. \"My name is Henrietta Dog. You will never believe what an attitude that?that INDIVIDUAL has. He refuses to return my...oh, it just makes me too mad.\"", "endoftext": false }, { "action": "You go west", "response": "Maple Street ends here in another front yard, which contains an assortment of plastic flamingos, gnomes, birdbaths, and the like. An overgrown hedge separates this yard from the one to the east. There is a small green house to the north.\n\nA tawny cat is sitting here in a lawn chair. He wears sunglasses and holds a newspaper. \"Hey there!\" he calls to you. \"I'm Jack Cat. Nice day! Too sunny, though. I need a way to get some shade.\"", "endoftext": false }, { "action": "You give umbrella", "response": "\"Now that will give some shade,\" says Jack, taking the umbrella. \"But I don't want to sit here holding it. I'll get too tired. I need some way to attach it to my lawn chair!\"", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying a ticket stub, a tarnished hand mirror, a bottle of purple hoof polish, Herman Yak's business card, an unsharpened pencil, and a pair of earplugs.", "endoftext": false }, { "action": "Go north", "response": "It's not easy to maneuver inside this dwelling, because there are piles of stuff everywhere: mostly books, but also half-assembled furniture, electronic components, and cardboard boxes. On one wall hangs a photo of two aged cats. The exit is south.\n\nA battered orange frisbee sits on one pile of boxes. You hesitate for a moment, then grab it.", "endoftext": false }, { "action": "Go south", "response": "Maple Street ends here in another front yard, which contains an assortment of plastic flamingos, gnomes, birdbaths, and the like. An overgrown hedge separates this yard from the one to the east. There is a small green house to the north.\n\nJack Cat sits here in his lawn chair, reading the newspaper. An umbrella is lying across his lap.\n\n\"You certainly did!\" calls a voice from the other side of the hedge.", "endoftext": false }, { "action": "Go east", "response": "You are in the front yard of a small brick house that stands to the north. Maple Street continues east and west. An overgrown hedge separates this yard from the one to the west.\n\nHenrietta Dog is here, glaring at the hedge.\n\n\"It's not like you ever use them,\" calls a voice from the other side of the hedge. \"Which is why I can't even see you right now.\"", "endoftext": false }, { "action": "Go north", "response": "The front door is locked.\n\n\"Of course I use them!\" shouts Henrietta. \"Now give them back!\"", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\n\"I never borrowed them, you silly dog,\" calls a voice from the other side of the hedge.", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\n\"You certainly did!\" cries Henrietta. \"How dare you deny it!\"", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\n\"It's not like you ever use them,\" calls a voice from the other side of the hedge. \"Which is why I can't even see you right now.\"", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\n\"Of course I use them!\" shouts Henrietta. \"Now give them back!\"", "endoftext": false }, { "action": "Go west", "response": "Maple Street continues in both directions, but to the west it is blocked by a huge pile of rubble.\n\nBarbara Cow surveys the situation.", "endoftext": false }, { "action": "Go west", "response": "This is a very odd one-room museum. Shelves hold an assortment of worthless-looking items. In the middle of the room is a large table covered in black velvet, on which you see an old hubcap, a quarter, and a dinner plate.\n\nTobias Rat stands next to the table, weeping into a handkerchief.\n\n\"Who would do such a thing?\" moans Tobias.", "endoftext": false }, { "action": "You give the frisbee", "response": "\"I've always wanted one of these!\" cries Tobias. He hugs the frisbee and places it on the table. \"This is a feeble reward, but please take it.\" He picks up a pair of garden shears and gives them to you.", "endoftext": false }, { "action": "You go to the west", "response": "You are in the front yard of a small brick house that stands to the north. Maple Street continues east and west. An overgrown hedge separates this yard from the one to the west.\n\nHenrietta Dog is here, glaring at the hedge.\n\n\"Of course I use them!\" shouts Henrietta. \"Now give them back!\"", "endoftext": false }, { "action": "You give the shears", "response": "\"You got them back!\" cries Henrietta, clapping. \"It's about time!\" she shouts at the hedge. Then she unlocks her front door, runs inside, and returns a moment later wearing heavy leather gloves. She begins clipping the hedge.\n\n(You have helped four animals!)", "endoftext": false }, { "action": "Talk", "response": "\"I just love clipping,\" says Henrietta.", "endoftext": false }, { "action": "Go north", "response": "This quaint little house is decorated with carnation wallpaper, tulip curtains, and a large vase of possibly fake irises. The exit is south.\n\nYou discover a large speckled egg sitting out on a counter. You take it!", "endoftext": false }, { "action": "Go south", "response": "You are in the front yard of a small brick house that stands to the north. Maple Street continues east and west. An overgrown hedge separates this yard from the one to the west.\n\nHenrietta stands next to the hedge, clipping away.", "endoftext": false }, { "action": "Go west", "response": "This is a very odd one-room museum. Shelves hold an assortment of worthless-looking items. In the middle of the room is a large table covered in black velvet, on which you see an old hubcap, a quarter, a dinner plate, and an orange frisbee.\n\nTobias Rat stands next to the table, weeping into a handkerchief.", "endoftext": false }, { "action": "You give the egg", "response": "Tobias looks at the egg. \"No, I collect things that are more flat and round. That way they don't roll off the table.\"", "endoftext": false }, { "action": "Inventory", "response": "You are carrying a large speckled egg, a ticket stub, a tarnished hand mirror, a bottle of purple hoof polish, Herman Yak's business card, an unsharpened pencil, and a pair of earplugs.", "endoftext": false }, { "action": "Go east", "response": "On a sunny day like this, Timmit Pool is a favorite destination for the youth of Fairview. Several small snakes and frogs are playing in a large round pool.\n\nSimon Asp lies weakly in a chair by the pool.\n\n\"How long can they stay in there?\" whimpers Simon.", "endoftext": false }, { "action": "You give the egg", "response": "Simon's eyes widen. \"Oh, you're a life saver.\" He accepts the egg and slowly swallows it whole. Then he smiles and falls asleep.\n\n(You have helped five animals! Go talk to the mayor!)", "endoftext": false }, { "action": "You go south", "response": "To the north, Little Oak Stream runs west to east, dividing Fairview in half. A wide wooden bridge crosses the stream.\n\nWerner Ant leans against a bridge post, looking calmly at the stream.\n\nWerner nods approvingly at the bridge.", "endoftext": false }, { "action": "Go south", "response": "You are at the main entrance to the town of Fairview. A large gate leads out of town to the south, and a short path runs north to Primrose Street.\n\nAlfred P. Owl paces back and forth, murmuring worriedly.", "endoftext": false }, { "action": "Talk", "response": "\"Excellent!\" says the mayor. \"I knew I could count on you! There are many other animals who desperately need your help, so don't stop now! I'd like to give you some assistance, but this is the only useful thing I have on hand.\" He presents you with a shiny silver motorcycle helmet.", "endoftext": false }, { "action": "Go south", "response": "But you haven't helped all the animals!\n\nThe mayor shakes his head.", "endoftext": false }, { "action": "You go north", "response": "To the north, Little Oak Stream runs west to east, dividing Fairview in half. A wide wooden bridge crosses the stream.\n\nWerner Ant leans against a bridge post, looking calmly at the stream.", "endoftext": false }, { "action": "Go west", "response": "This is a very odd one-room museum. Shelves hold an assortment of worthless-looking items. In the middle of the room is a large table covered in black velvet, on which you see an old hubcap, a quarter, a dinner plate, and an orange frisbee.\n\nTobias Rat stands next to the table, weeping into a handkerchief.\n\n\"Woe is me,\" says Tobias.", "endoftext": false }, { "action": "You give the helmet", "response": "\"That's not regulation equipment,\" says Barbara. \"On the other hand, I need to get working. OK, fine.\" She forces the helmet on her head with some difficulty. Then she starts hacking at the rubble, and immediately discovers an oil valve. \"Whoa, this oil valve is open! That can't be good!\" She shuts it off. \"Why they installed an oil valve on the street here, I'll never know.\"\n\n(You have helped six animals!)", "endoftext": false }, { "action": "Go west", "response": "There's still no way past all the rubble.\n\nBarbara whistles an old farm tune.", "endoftext": false }, { "action": "Go south", "response": "Walnut Road crosses Maple Street here. A statue in the middle of the intersection is dedicated to Horatio J. Turkey, the founder of Fairview. You may proceed in any direction.\n\nThe pavement is still a bit oily, but you should be able to cross it now.", "endoftext": false }, { "action": "You go to the south", "response": "This section of Walnut Road is quiet and peaceful. To the south, the road crosses a bridge over Little Oak Stream.", "endoftext": false }, { "action": "You go south", "response": "Walnut Road continues its long journey north and south. To the east is a concrete building with a sign that says LABORATORY.", "endoftext": false }, { "action": "You go east", "response": "This large chamber is filled with worktables and various pieces of apparatus. In the center stands a massive machine. Several long metal rods stick up from the machine through a hole in the ceiling. They are vibrating violently.\n\nA ram in a white lab coat is peering into the machine. He turns to meet you. \"Greetings! Pleased to make your acquaintance. I am Professor Hubert Ram, and this is my wonderful Alteratomatic. Well, that's what I'm calling it now, but I might change the name later. Anyway, it's all charged up and ready to go, but sadly I can't activate it until I find a 33-ounce oscillating prosistor.\"", "endoftext": false }, { "action": "Go south", "response": "Juniper Lane runs west from here, and Walnut Road continues north and south. To the east you can see a lot of tall weeds.", "endoftext": false }, { "action": "Go east", "response": "This lot is full of weeds and occasional pieces of trash, as well as a large muddy puddle. You can see Walnut Road to the west.", "endoftext": false }, { "action": "You go south", "response": "This is the south end of Walnut Road. Azalea Street starts here and runs west. To the east is a post office.", "endoftext": false }, { "action": "You go east", "response": "This small post office features a counter and a wall of locked mailboxes. A sign advertises same-day delivery to addresses in Fairview.\n\nA large bee is pacing nervously behind the counter. \"You've got to help me!\" she exclaims. \"I have to make deliveries later today, and I can't find my mail bag, and if I don't find it then I can't deliver anything, and I will be in SO much trouble, and I'm going to get fired, and I'm not kidding at all!\" She pauses for breath. \"Also, my name is Meg Bee.\"", "endoftext": false }, { "action": "You go to the west", "response": "Azalea Street ends here. To the south you see what looks like an auto repair shop.", "endoftext": false }, { "action": "Go south", "response": "This is the front office of an auto repair shop. A desk and table are covered with work orders, and various keys hang from a rack on the wall.\n\nA fox wearing greasy jeans and a T-shirt stands by the desk, holding a work order. \"Welcome to the shop!\" he says. \"I'm Willard Fox. If your vehicle needs any work, bring it in! But hey, maybe you can help me with a little problem.\" He taps the work order. \"Simon Asp wants his car back tomorrow, and I can't fix it because I've lost my Jenkins-head screwdriver. Could you find me one? Here.\" He gives you a ten-dollar bill.\n\n\"Oh, by the way,\" he adds, \"in case you don't know, there's a path between the two empty lots. You have to look carefully to find it.\"", "endoftext": false }, { "action": "Go east", "response": "This small post office features a counter and a wall of locked mailboxes. A sign advertises same-day delivery to addresses in Fairview.\n\nMeg Bee is pacing nervously behind the counter.", "endoftext": false }, { "action": "You go to the east", "response": "You can't go that way.\n\nMeg buzzes unhappily.", "endoftext": false }, { "action": "Go east", "response": "This lot is full of weeds and occasional pieces of trash, as well as a large muddy puddle. You can see Walnut Road to the west.\n\nSure enough, you discover a small path east through the weeds!", "endoftext": false }, { "action": "Go east", "response": "This empty lot is overgrown with weeds, but a small path leads west through them. The cul-de-sac is to the south.", "endoftext": false }, { "action": "Go south", "response": "The walls of this small shop are lined with tools. A sign hanging in front of the counter says, \"Today's Sale: Hammers only five bucks!\"\n\nJanice Doe sits behind the counter, filing her hoof with an emery board.\n\nJanice blows on her hoof.", "endoftext": false }, { "action": "You give the bill", "response": "\"I'll bet you want a screwdriver,\" says Janice as she takes the bill. She hunts around under the counter and gives you one.", "endoftext": false }, { "action": "You go to the west", "response": "This lot is full of weeds and occasional pieces of trash, as well as a large muddy puddle. You can see Walnut Road to the west. A small path leads east through the weeds.", "endoftext": false }, { "action": "You go west", "response": "Juniper Lane runs east from here. An imposing courthouse stands to the north, and to the west is a school: Fairview Elementary, according to the sign.", "endoftext": false }, { "action": "You go to the west", "response": "This is one of several classrooms at Fairview Elementary. It contains about fifteen young animals, pretty well-behaved as it appears. You can leave the school to the east or south.\n\nThe teacher, a tall emu, nods to you as you enter. \"Welcome to 4A. Say hello, class. My name is Mrs. Rosina Emu. I was just telling the class about a little problem. I've lost my glasses, so I can't read from our history book. It's very distressing.\"\n\nSeveral of the students giggle. You notice that Mrs. Emu's glasses are on top of her head.", "endoftext": false }, { "action": "Talk", "response": "Before you can communicate anything, Mrs. Emu says, \"Excuse me, I don't mind your observing, but we really can't have any additional talking. It sets a poor example for the students.\"", "endoftext": false }, { "action": "You give the mirror", "response": "\"No thank you,\" says Mrs. Emu as she glances at the mirror. Then she notices her reflection. \"Good heavens! My glasses have been on my head this whole time!\" The students start laughing, and Mrs. Emu gives them a very severe look as she lowers her glasses into position.\n\n(You have helped seven animals!)", "endoftext": false }, { "action": "Talk", "response": "Mrs. Emu says, \"Excuse me, I don't mind your observing, but we really can't have any additional talking. It sets a poor example for the students.\"", "endoftext": false }, { "action": "Go north", "response": "You stand in the carved-wood foyer of the Fairview courthouse. There is only one courtroom, and it seems to be empty.\n\nA coupon for a free piece of luggage is lying on the front counter. You take it!", "endoftext": false }, { "action": "Go south", "response": "This is the front office of an auto repair shop. A desk and table are covered with work orders, and various keys hang from a rack on the wall.\n\nWillard Fox stands by the desk, examining a work order for Cornelia Hen.", "endoftext": false }, { "action": "You give the screwdriver", "response": "Willard looks at the screwdriver. \"No, that's not what I need. That's a Jarvis-head, but Simon Asp's car requires a Jenkins-head. Totally non-standard, but what are you gonna do?\" He shrugs.", "endoftext": false }, { "action": "You go west", "response": "This is one of several classrooms at Fairview Elementary. It contains about fifteen young animals, pretty well-behaved as it appears. You can leave the school to the east or south.\n\nMrs. Rosina Emu stands in front of the class.", "endoftext": false }, { "action": "You go south", "response": "The Fairview Elementary playground is full of swings, seesaws, and other familiar equipment. There is no one here right now.\n\nAn old plastic hula hoop has been left near the slide. You take it!", "endoftext": false }, { "action": "Go north", "response": "This is one of several classrooms at Fairview Elementary. It contains about fifteen young animals, pretty well-behaved as it appears. You can leave the school to the east or south.\n\nMrs. Rosina Emu stands in front of the class.\n\nMrs. Emu reads aloud from A History of the World for Young Animals.", "endoftext": false }, { "action": "You give the screwdriver", "response": "Janice shakes her head. \"We have a no-return policy.\"", "endoftext": false }, { "action": "Go north", "response": "To the north, Little Oak Stream runs west to east, dividing Fairview in half. A wide wooden bridge crosses the stream.\n\nWerner Ant leans against a bridge post, looking calmly at the stream.\n\nWerner pats his new hammer affectionately.", "endoftext": false }, { "action": "Go west", "response": "Maple Street continues in both directions, but to the west it is blocked by a huge pile of rubble.\n\nBarbara Cow is banging on the rubble with a pickaxe.", "endoftext": false }, { "action": "You give the hoop", "response": "Tobias gasps. \"Incredible!\" He puts the hula hoop on the table. \"I simply don't know what to say! My collection of Five Round Things has been restored! My happiness is complete!\" He shakes your hand vigorously. \"This deserves a special reward. I'll give you a real oddity.\" He hunts around for a while, and then produces a furrowed metal cube. \"I have no idea what this is, but it's fascinating, isn't it?\" He gives it to you.\n\n(You have helped eight animals!)", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying a furrowed metal cube, a luggage coupon, a Jarvis-head screwdriver, a ticket stub, a tarnished hand mirror, a bottle of purple hoof polish, Herman Yak's business card, an unsharpened pencil, and a pair of earplugs.", "endoftext": true }, { "action": "You look at your surroundings", "response": "This is a very odd one-room museum. Shelves hold an assortment of worthless-looking items. In the middle of the room is a large table covered in black velvet, on which you see an old hubcap, a quarter, a dinner plate, an orange frisbee, and a plastic hula hoop.\n\nTobias Rat stands next to the table, admiring his collection.\n\nTobias brushes off the velvet.", "endoftext": false }, { "action": "You go south", "response": "Walnut Road crosses Maple Street here. A statue in the middle of the intersection is dedicated to Horatio J. Turkey, the founder of Fairview. You may proceed in any direction.", "endoftext": false }, { "action": "You go to the south", "response": "This section of Walnut Road is quiet and peaceful. To the south, the road crosses a bridge over Little Oak Stream.", "endoftext": false }, { "action": "You go south", "response": "Walnut Road continues its long journey north and south. To the east is a concrete building with a sign that says LABORATORY.", "endoftext": false }, { "action": "You go east", "response": "This large chamber is filled with worktables and various pieces of apparatus. In the center stands a massive machine. Several long metal rods stick up from the machine through a hole in the ceiling. They are vibrating violently.\n\nProfessor Ram is examining his machine.\n\nThe professor adjusts a slider on the machine.", "endoftext": false }, { "action": "You give the cube", "response": "\"What luck!\" cries the professor. He takes the cube from you and examines it. \"Well, this prosistor is actually a 34-ounce, but I think it will be OK.\" He opens a panel and forces the cube into place. \"Thanks, you've been a big help! Now let's see here. Hold on one moment.\" He begins tweaking the controls.\n\n(You have helped nine animals!)", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\n\"OK,\" says the professor. \"Let me explain how the Alteratomatic works. Give me an object, and the machine will change it somehow. I don't know exactly what will happen, but that's the fun of it!\"", "endoftext": false }, { "action": "You give the polish", "response": "Professor Ram puts the bottle of purple hoof polish in the machine. He pushes a large black button. Sparks fly between the metal rods. A few seconds later, he reaches in and pulls out a bottle of red hoof polish. \"See, it works!\" he says as he gives it to you.", "endoftext": false }, { "action": "You give the pencil", "response": "Professor Ram puts the unsharpened pencil in the machine. He pushes a large black button. Sparks fly between the metal rods. A few seconds later, he reaches in and pulls out a sharpened pencil. \"Here you go,\" he says.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying a sharpened pencil, a bottle of red hoof polish, a luggage coupon, a Jarvis-head screwdriver, a ticket stub, a tarnished hand mirror, Herman Yak's business card, and a pair of earplugs.", "endoftext": false }, { "action": "You give the mirror", "response": "Professor Ram puts the tarnished hand mirror in the machine. He pushes a large black button. Sparks fly between the metal rods. A few seconds later, he reaches in and pulls out a shiny hand mirror. \"Here you go,\" he says.\n\nJust then you hear a buzzer, and the metal rods stop vibrating. \"Uh oh,\" says the professor. \"The Alteratomatic ran out of juice. It will recharge, but you might have to wait a bit.\"", "endoftext": false }, { "action": "You wait awhile", "response": "Time passes.", "endoftext": false }, { "action": "You give the earplugs", "response": "\"The Alteratomatic is recharging,\" says the professor. \"Hang on.\"", "endoftext": false }, { "action": "Go south", "response": "You can't go that way.\n\nThe professor opens a panel and fiddles with something inside.", "endoftext": false }, { "action": "Go south", "response": "The walls of this small shop are lined with tools. A sign hanging in front of the counter says, \"Today's Sale: Hammers only five bucks!\"\n\nJanice Doe sits behind the counter, filing her hoof with an emery board.\n\nJanice sighs.", "endoftext": false }, { "action": "You give the polish", "response": "\"Wow!\" says Janice. \"That is fantastic! Give it here!\" She takes the bottle.\n\n(You have helped ten animals!)", "endoftext": false }, { "action": "Inventory", "response": "You are carrying a shiny hand mirror, a sharpened pencil, a luggage coupon, a Jarvis-head screwdriver, a ticket stub, Herman Yak's business card, and a pair of earplugs.", "endoftext": false }, { "action": "You give the pencil", "response": "Cornelia looks at the sharpened pencil. \"Is that what I need? I think it might be. Although...no, probably not. I can't remember.\"", "endoftext": false }, { "action": "You give the card", "response": "Cornelia looks at Herman Yak's business card. \"Is that what I need? I think it might be. Although...no, probably not. I can't remember.\"", "endoftext": false }, { "action": "You go east", "response": "This large chamber is filled with worktables and various pieces of apparatus. In the center stands a massive machine. Several long metal rods stick up from the machine through a hole in the ceiling. They are vibrating violently.\n\nProfessor Ram is examining his machine.", "endoftext": false }, { "action": "You give the screwdriver", "response": "Professor Ram puts the Jarvis-head screwdriver in the machine. He pushes a large black button. Sparks fly between the metal rods. A few seconds later, he reaches in and pulls out a Jenkins-head screwdriver. \"Here you go,\" he says.", "endoftext": false }, { "action": "You go to the south", "response": "This is the front office of an auto repair shop. A desk and table are covered with work orders, and various keys hang from a rack on the wall.\n\nWillard Fox stands by the desk, examining a work order for Alfred P. Owl.", "endoftext": false }, { "action": "You give the screwdriver", "response": "\"You found one!\" says Willard. \"Thank you!\" He sticks the screwdriver in his back pocket.\n\n(You have helped eleven animals!)", "endoftext": false }, { "action": "Talk", "response": "Willard taps the work order he's holding and laughs. \"Alfred Owl has been driving the same car for almost twenty years! It's getting harder and harder to find the parts!\"", "endoftext": false }, { "action": "Go east", "response": "You can't go that way.\n\nWillard tosses the work order on the desk and picks up one for Simon Asp.", "endoftext": false }, { "action": "Go east", "response": "This large chamber is filled with worktables and various pieces of apparatus. In the center stands a massive machine. Several long metal rods stick up from the machine through a hole in the ceiling. They are vibrating violently.\n\nProfessor Ram is examining his machine.\n\nThe professor adjusts a dial on the machine.", "endoftext": false }, { "action": "You give the card", "response": "Professor Ram puts Herman Yak's business card in the machine. He pushes a large black button. Sparks fly between the metal rods. A few seconds later, he reaches in and pulls out Zoltan Reindeer's business card. \"Here you go,\" he says.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying Zoltan Reindeer's business card, a shiny hand mirror, a sharpened pencil, a luggage coupon, a ticket stub, and a pair of earplugs.", "endoftext": false }, { "action": "You give the coupon", "response": "Meg looks at the luggage coupon. \"That's really nice of you to offer, but I need a mail bag right now, and if I take anything else, I'll just get frustrated that it isn't a mail bag!\"", "endoftext": false }, { "action": "You go south", "response": "The walls of this small shop are lined with tools. A sign hanging in front of the counter says, \"Today's Sale: Hammers only five bucks!\"\n\nJanice Doe sits behind the counter, applying some red hoof polish.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying Zoltan Reindeer's business card, a shiny hand mirror, a sharpened pencil, a luggage coupon, a ticket stub, and a pair of earplugs.", "endoftext": false }, { "action": "You give the earplugs", "response": "Professor Ram puts the pair of earplugs in the machine. He pushes a large black button. Sparks fly between the metal rods. A few seconds later, he reaches in and pulls out a pair of corks. \"Here you go,\" he says.\n\nJust then you hear a buzzer, and the metal rods stop vibrating. \"Out of juice again,\" says the professor. \"Don't worry, it should recharge soon.\"", "endoftext": false }, { "action": "You give the coupon", "response": "Professor Ram puts the luggage coupon in the machine. He pushes a large black button. Sparks fly between the metal rods. A few seconds later, he reaches in and pulls out a tool coupon. \"Here you go,\" he says.\n\nJust then you hear a buzzer, and the metal rods stop vibrating. \"Out of juice again,\" says the professor. \"Don't worry, it should recharge soon.\"", "endoftext": false }, { "action": "You go east", "response": "This lot is full of weeds and occasional pieces of trash, as well as a large muddy puddle. You can see Walnut Road to the west. A small path leads east through the weeds.\n\nThis empty lot is overgrown with weeds, but a small path leads west through them. The cul-de-sac is to the south.", "endoftext": false }, { "action": "You give the coupon", "response": "Janice looks at the coupon. \"Sorry, this is expired.\"", "endoftext": false }, { "action": "You give the coupon", "response": "Professor Ram puts the tool coupon in the machine. He pushes a large black button. Sparks fly between the metal rods. A few seconds later, he reaches in and pulls out a luggage coupon. \"Here you go,\" he says.", "endoftext": false }, { "action": "You go south", "response": "This pleasant park on the bank of Little Oak Stream is named after the eight-foot tree that stands at its center. A sign describes the tree as the \"smallest oak in the four-county area.\"\n\nViolet Bat is hanging from a light pole.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying a luggage coupon, Zoltan Reindeer's business card, a shiny hand mirror, a sharpened pencil, a ticket stub, and a pair of earplugs.", "endoftext": false }, { "action": "Talk", "response": "\"I can't come down with all that noise!\" says Violet. \"Oh, my head! Hanging upside-down helps a little.\"", "endoftext": true }, { "action": "You look at your surroundings", "response": "This pleasant park on the bank of Little Oak Stream is named after the eight-foot tree that stands at its center. A sign describes the tree as the \"smallest oak in the four-county area.\"\n\nViolet Bat is hanging from a light pole.\n\nViolet moans pitifully.", "endoftext": false }, { "action": "You go east", "response": "This large chamber is filled with worktables and various pieces of apparatus. In the center stands a massive machine. Several long metal rods stick up from the machine through a hole in the ceiling. They are vibrating violently.\n\nProfessor Ram is examining his machine.\n\nThe professor opens a panel and fiddles with something inside.", "endoftext": false }, { "action": "You give stub", "response": "Professor Ram puts the ticket stub in the machine. He pushes a large black button. Sparks fly between the metal rods. A few seconds later, he reaches in and pulls out a ticket. \"Here you go,\" he says.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying a ticket, a luggage coupon, Zoltan Reindeer's business card, a shiny hand mirror, a sharpened pencil, and a pair of earplugs.", "endoftext": false }, { "action": "You go west", "response": "You are in the front yard of a small brick house that stands to the north. Maple Street continues east and west. An overgrown hedge separates this yard from the one to the west.\n\nHenrietta stands next to the hedge, clipping away.\n\nHenrietta adjusts her sun hat.", "endoftext": false }, { "action": "You give the card", "response": "\"No thanks,\" says Henrietta.", "endoftext": false }, { "action": "Go west", "response": "Maple Street ends here in another front yard, which contains an assortment of plastic flamingos, gnomes, birdbaths, and the like. An overgrown hedge separates this yard from the one to the east. There is a small green house to the north.\n\nJack Cat sits here in his lawn chair, reading the newspaper. An umbrella is lying across his lap.", "endoftext": false }, { "action": "You give the card", "response": "\"No thanks,\" says Jack.", "endoftext": false }, { "action": "You go to the west", "response": "The gate is locked tight. You won't be getting in there.", "endoftext": false }, { "action": "Go east", "response": "On a sunny day like this, Timmit Pool is a favorite destination for the youth of Fairview. Several small snakes and frogs are playing in a large round pool.\n\nSimon Asp is sleeping in a chair by the pool.", "endoftext": false }, { "action": "You give the card", "response": "Simon Asp is sleeping.", "endoftext": false }, { "action": "Go east", "response": "Small round tables with white tablecloths fill the large dining room. Zoltan's is known for fine food, but it is strangely empty right now. The exit is west.", "endoftext": false }, { "action": "You give the card", "response": "Cornelia looks at Zoltan Reindeer's business card. \"Is that what I need? I think it might be. Although...no, probably not. I can't remember.\"", "endoftext": false }, { "action": "You give the coupon", "response": "Cornelia looks at the luggage coupon. \"Is that what I need? I think it might be. Although...no, probably not. I can't remember.\"", "endoftext": false }, { "action": "You give the mirror", "response": "Cornelia looks at the shiny hand mirror. \"Is that what I need? I think it might be. Although...no, probably not. I can't remember.\"", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying a ticket, a luggage coupon, Zoltan Reindeer's business card, a shiny hand mirror, a sharpened pencil, and a pair of earplugs.", "endoftext": false }, { "action": "You give the earplugs", "response": "Cornelia looks at the pair of earplugs. \"Is that what I need? I think it might be. Although...no, probably not. I can't remember.\"", "endoftext": false }, { "action": "You give the pencil", "response": "Cornelia looks at the sharpened pencil. \"Is that what I need? I think it might be. Although...no, probably not. I can't remember.\"", "endoftext": false }, { "action": "You go east", "response": "This little drugstore seems to be abandoned. The shelves are empty, and there is no one here.", "endoftext": false }, { "action": "You go to the north", "response": "This is a well-furnished living room. The walls are hung with various portraits. The exit is south.\n\nHerman Yak sits in an armchair, holding a cup of tea.\n\nHerman coughs.", "endoftext": false }, { "action": "You give coupon", "response": "Herman looks surprised, but he takes the coupon and shuffles into another room. He returns with a suitcase, which he gives to you.", "endoftext": false }, { "action": "You give the suitcase", "response": "Professor Ram puts the suitcase in the machine. He pushes a large black button. Sparks fly between the metal rods. A few seconds later, he reaches in and pulls out a duffel bag. \"Here you go,\" he says.\n\nJust then you hear a buzzer, and the metal rods stop vibrating. \"Out of juice again,\" says the professor. \"Don't worry, it should recharge soon.\"", "endoftext": false }, { "action": "You give the bag", "response": "\"Oh!\" says Meg. \"That's not a regulation mail bag, so I might still get in trouble, but I think it's big enough for all the mail, and it looks easy to carry, and I bet it will work! So thank you!\" She grabs the duffel bag and shakes your hand gratefully. \"I really want you to have something in return! Uh, here!\" She gives you a roll of packing tape.\n\n(You have helped twelve animals!)", "endoftext": false }, { "action": "Go west", "response": "You are in the front yard of a small brick house that stands to the north. Maple Street continues east and west. An overgrown hedge separates this yard from the one to the west.\n\nHenrietta stands next to the hedge, clipping away.\n\nHenrietta brushes some leaves off her shoulder.", "endoftext": false }, { "action": "You go to the west", "response": "Maple Street ends here in another front yard, which contains an assortment of plastic flamingos, gnomes, birdbaths, and the like. An overgrown hedge separates this yard from the one to the east. There is a small green house to the north.\n\nJack Cat sits here in his lawn chair, reading the newspaper. An umbrella is lying across his lap.\n\nJack yawns.", "endoftext": false }, { "action": "You give the tape", "response": "\"Perfect!\" says Jack, taking the roll of tape. He stands up, tapes the umbrella to the back of his lawn chair, and opens it. Then he drops back into the chair with a sigh of content. \"You're the best,\" he says.\n\n(You have helped thirteen animals!)", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying a ticket, Zoltan Reindeer's business card, a shiny hand mirror, a sharpened pencil, and a pair of earplugs.", "endoftext": false }, { "action": "You give the ticket", "response": "Cornelia takes the ticket and tears it, and gives the stub back to you. \"Didn't you already give me a ticket?\"", "endoftext": false }, { "action": "Talk", "response": "\"Hmm,\" says the hen, \"maybe...was it...yes? No. No? No. Yes. No.\"", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying a ticket stub, Zoltan Reindeer's business card, a shiny hand mirror, a sharpened pencil, and a pair of earplugs.", "endoftext": false }, { "action": "Go east", "response": "Corncob Lane continues east and west.\n\nEmily Pig is sitting by the side of the road, reading a small book entitled McTransom: Master Detective.\n\nEmily taps her chin thoughtfully.", "endoftext": false }, { "action": "Talk", "response": "\"Thanks for the help!\" says Emily. \"When I'm done with this, I'm going to go home and unpack!\"", "endoftext": false }, { "action": "You give the pencil", "response": "Emily looks up. \"Oh, thanks, but I don't want that.\"", "endoftext": false }, { "action": "You go to the north", "response": "This small house is painted blue and features a bookshelf filled with detective novels. Two large suitcases stand next to the bed.", "endoftext": false }, { "action": "You go to the west", "response": "Corncob Lane continues east and west.\n\nEmily Pig is sitting by the side of the road, reading a small book entitled McTransom: Master Detective.", "endoftext": false }, { "action": "Talk", "response": "\"When you have helped the rest of the animals, I'll give you a fine reward!\"", "endoftext": false }, { "action": "You give the pencil", "response": "The owl shakes his head. \"I'm afraid I have no use for that.\"", "endoftext": false }, { "action": "You give the card", "response": "Professor Ram puts Zoltan Reindeer's business card in the machine. He pushes a large black button. Sparks fly between the metal rods. A few seconds later, he reaches in and pulls out Herman Yak's business card. \"Here you go,\" he says.", "endoftext": false }, { "action": "Go north", "response": "You can't go that way.\n\nThe professor adjusts a knob on the machine.", "endoftext": false }, { "action": "You go to the west", "response": "You are in the front yard of a small brick house that stands to the north. Maple Street continues east and west. An overgrown hedge separates this yard from the one to the west.\n\nHenrietta stands next to the hedge, clipping away.\n\nHenrietta hums along with her clipping.", "endoftext": false }, { "action": "You give the card", "response": "\"I never want to see that two-bit charlatan again!\" cries Henrietta, waving her shears.", "endoftext": false }, { "action": "Go west", "response": "Maple Street ends here in another front yard, which contains an assortment of plastic flamingos, gnomes, birdbaths, and the like. An overgrown hedge separates this yard from the one to the east. There is a small green house to the north.\n\nJack Cat sits here in his umbrella-shaded lawn chair, reading the newspaper.", "endoftext": false }, { "action": "You give the card", "response": "\"No thanks,\" laughs Jack. \"In case you don't know, Herman Yak isn't the most popular animal in town. He has lost more cases than I can count. He should go back to his old job.\"", "endoftext": false }, { "action": "Talk", "response": "\"Thanks for the umbrella,\" says Jack. \"Now I can sit here all day.\"", "endoftext": false }, { "action": "You give the card", "response": "Mrs. Emu huffs. \"I'd give you my opinion, but I need to watch my language here.\"", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying Herman Yak's business card, a ticket stub, a shiny hand mirror, a sharpened pencil, and a pair of earplugs.", "endoftext": false }, { "action": "You go east", "response": "This small post office features a counter and a wall of locked mailboxes. A sign advertises same-day delivery to addresses in Fairview.\n\nMeg Bee is sorting letters behind the counter.\n\n\"That mail is gonna get delivered...\" sings Meg.", "endoftext": false }, { "action": "You give the card", "response": "\"Oh wow, I have heard a lot of things about Herman Yak, and basically it's all bad, because he keeps losing everyone's cases, which is kind of a problem when you're a lawyer.\"", "endoftext": false }, { "action": "You give the card", "response": "\"Yeah, Herman Yak's car is here in the shop. He's not a very good lawyer. He should probably go back to selling luggage.\"", "endoftext": false }, { "action": "You give the pencil", "response": "\"No thanks,\" says Willard.", "endoftext": false }, { "action": "You go east", "response": "This small post office features a counter and a wall of locked mailboxes. A sign advertises same-day delivery to addresses in Fairview.\n\nMeg Bee is sorting letters behind the counter.", "endoftext": false }, { "action": "You give the mirror", "response": "\"If you want to mail that, you'll have to pack it up and put stamps on it and everything!\"", "endoftext": false }, { "action": "You go south", "response": "The walls of this small shop are lined with tools. A sign hanging in front of the counter says, \"Today's Sale: Hammers only five bucks!\"\n\nJanice Doe sits behind the counter, applying some red hoof polish.\n\nJanice hums softly.", "endoftext": false }, { "action": "You give the card", "response": "\"He's a shyster, if you ask me.\"", "endoftext": false }, { "action": "You give the mirror", "response": "Janice glances in the mirror. \"As good-looking as ever,\" she says.", "endoftext": false }, { "action": "You give pencil", "response": "\"No thanks, hon,\" says Janice.", "endoftext": false }, { "action": "You go south", "response": "You are at the main entrance to the town of Fairview. A large gate leads out of town to the south, and a short path runs north to Primrose Street.\n\nAlfred P. Owl paces back and forth, murmuring worriedly.\n\n\"Dear, dear,\" says the mayor.", "endoftext": false }, { "action": "You give the card", "response": "\"Ah yes,\" says the mayor, \"one of our most, er, active attorneys.\"", "endoftext": false }, { "action": "You give the mirror", "response": "The owl shakes his head. \"I'm afraid I have no use for that.\"", "endoftext": false }, { "action": "You give the mirror", "response": "\"No thanks,\" says Werner. \"I've got my hammer, and I'm content.\"", "endoftext": false }, { "action": "Talk", "response": "\"Another job well done,\" says Werner. \"Thanks for getting that hammer.\"", "endoftext": false }, { "action": "You give the card", "response": "Werner shakes his head. \"I know all about him.\"", "endoftext": false }, { "action": "You go to the west", "response": "This is a very odd one-room museum. Shelves hold an assortment of worthless-looking items. In the middle of the room is a large table covered in black velvet, on which you see an old hubcap, a quarter, a dinner plate, an orange frisbee, and a plastic hula hoop.\n\nTobias Rat stands next to the table, admiring his collection.", "endoftext": false }, { "action": "You give the card", "response": "\"No thanks,\" says Tobias. \"My uncle hired him once, and things didn't turn out too well.\"", "endoftext": false }, { "action": "You give the pencil", "response": "\"No, I couldn't take anything else from you!\" says Tobias.", "endoftext": false }, { "action": "You go to the west", "response": "Maple Street continues in both directions, but to the west it is blocked by a huge pile of rubble.\n\nBarbara Cow is banging on the rubble with a pickaxe.\n\nBarbara shakes her head at the rubble. \"Amateurs.\"", "endoftext": false }, { "action": "Talk", "response": "\"Thanks for the helmet!\" says Barbara.", "endoftext": false }, { "action": "You give the pencil", "response": "\"No thanks,\" says Barbara Cow.", "endoftext": false }, { "action": "You give the card", "response": "Barbara laughs. \"No thank you!\"", "endoftext": false }, { "action": "You give the stub", "response": "Cornelia glances at the stub. \"Head in anytime,\" she says.", "endoftext": false }, { "action": "Go north", "response": "This is a well-furnished living room. The walls are hung with various portraits. The exit is south.\n\nHerman Yak sits in an armchair, holding a cup of tea.", "endoftext": false }, { "action": "You give the card", "response": "Herman points at himself.", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\n\"Now what the heck was it?\" mutters Cornelia.", "endoftext": false }, { "action": "You give the stub", "response": "\"No thank you,\" says Mrs. Emu, glancing at the ticket stub.", "endoftext": false }, { "action": "Status", "response": "(You have been playing for 614 turns. So far you have helped Emily Pig, Werner Ant, Herman Yak, Henrietta Dog, Simon Asp, Barbara Cow, Rosina Emu, Tobias Rat, Hubert Ram, Janice Doe, Willard Fox, Meg Bee, and Jack Cat.)\n\n* Alfred P. Owl wants you to return after you have helped the remaining animals.\n* Cornelia Hen can't seem to remember what she wants.\n* Violet Bat wants relief from the noise she is hearing.", "endoftext": false }, { "action": "You give the pencil", "response": "\"No thank you,\" says Mrs. Emu, glancing at the sharpened pencil.", "endoftext": false }, { "action": "You give mirror", "response": "Mrs. Emu checks the mirror to make sure she hasn't missed anything else.", "endoftext": false }, { "action": "Talk", "response": "\"Those rods vibrate at a very high frequency. They would be extremely loud, but fortunately you and I can't hear them.\"", "endoftext": false }, { "action": "You give the card", "response": "Professor Ram puts Herman Yak's business card in the machine. He pushes a large black button. Sparks fly between the metal rods. A few seconds later, he reaches in and pulls out Zoltan Reindeer's business card. \"Here you go,\" he says.", "endoftext": false }, { "action": "You give the card", "response": "Professor Ram puts Zoltan Reindeer's business card in the machine. He pushes a large black button. Sparks fly between the metal rods. A few seconds later, he reaches in and pulls out Herman Yak's business card. \"Here you go,\" he says.\n\nJust then you hear a buzzer, and the metal rods stop vibrating. \"Out of juice again,\" says the professor. \"Don't worry, it should recharge soon.\"", "endoftext": false }, { "action": "Go south", "response": "This pleasant park on the bank of Little Oak Stream is named after the eight-foot tree that stands at its center. A sign describes the tree as the \"smallest oak in the four-county area.\"\n\nViolet Bat stands near a light pole, looking miserable.", "endoftext": false }, { "action": "You give the plugs", "response": "\"You're a lifesaver!\" cries Violet. She takes the plugs and jams them in her ears. \"I can't hear a thing now. What a relief.\" She sighs and sits down on a park bench.\n\n(You have helped fourteen animals!)", "endoftext": false }, { "action": "Talk", "response": "\"I can't hear you, sorry!\" says Violet.", "endoftext": false }, { "action": "You give the card", "response": "\"No thanks!\" says Violet.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying Herman Yak's business card, a ticket stub, a shiny hand mirror, and a sharpened pencil.", "endoftext": false }, { "action": "Status", "response": "(You have been playing for 647 turns. So far you have helped Emily Pig, Werner Ant, Herman Yak, Henrietta Dog, Simon Asp, Barbara Cow, Rosina Emu, Tobias Rat, Hubert Ram, Janice Doe, Willard Fox, Meg Bee, Jack Cat, and Violet Bat.)\n\n* Alfred P. Owl wants you to return after you have helped the remaining animals.\n* Cornelia Hen can't seem to remember what she wants.", "endoftext": false }, { "action": "You give yourself", "response": "You can only give something you're carrying. (Not yourself!)\n\nThe professor opens a panel and fiddles with something inside.", "endoftext": false }, { "action": "You give the ticket", "response": "Cornelia cries, \"Enough! Stop giving me tickets! What's the matter with you?\" She yanks the ticket from your hand.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying Herman Yak's business card, a shiny hand mirror, and a sharpened pencil.", "endoftext": false }, { "action": "You give the card", "response": "Cornelia looks at Herman Yak's business card. \"Is that what I need? I think it might be. Although...no, probably not. I can't remember.\"", "endoftext": false }, { "action": "You give the mirror", "response": "Professor Ram puts the shiny hand mirror in the machine. He pushes a large black button. Sparks fly between the metal rods. A few seconds later, he reaches in and pulls out a tarnished hand mirror. \"Here you go,\" he says.", "endoftext": false }, { "action": "You give pencil", "response": "Professor Ram puts the sharpened pencil in the machine. He pushes a large black button. Sparks fly between the metal rods. A few seconds later, he reaches in and pulls out an unsharpened pencil. \"Here you go,\" he says.\n\nJust then you hear a buzzer, and the metal rods stop vibrating. \"Out of juice again,\" says the professor. \"Don't worry, it should recharge soon.\"", "endoftext": false }, { "action": "You give the pencil", "response": "Cornelia looks at the unsharpened pencil. \"Is that what I need? I think it might be. Although...no, probably not. I can't remember.\"", "endoftext": false }, { "action": "You give the mirror", "response": "Cornelia looks at the tarnished hand mirror. \"Is that what I need? I think it might be. Although...no, probably not. I can't remember.\"", "endoftext": false }, { "action": "You go south", "response": "This pleasant park on the bank of Little Oak Stream is named after the eight-foot tree that stands at its center. A sign describes the tree as the \"smallest oak in the four-county area.\"\n\nViolet Bat is sitting on a bench, looking out at the stream.", "endoftext": false }, { "action": "You go to the north", "response": "This quaint little house is decorated with carnation wallpaper, tulip curtains, and a large vase of possibly fake irises. The exit is south.", "endoftext": false }, { "action": "Go west", "response": "Maple Street ends here in another front yard, which contains an assortment of plastic flamingos, gnomes, birdbaths, and the like. An overgrown hedge separates this yard from the one to the east. There is a small green house to the north.\n\nJack Cat sits here in his umbrella-shaded lawn chair, reading the newspaper.\n\nJack moves his lawn chair slightly.", "endoftext": false }, { "action": "You go north", "response": "It's not easy to maneuver inside this dwelling, because there are piles of stuff everywhere: mostly books, but also half-assembled furniture, electronic components, and cardboard boxes. On one wall hangs a photo of two aged cats. The exit is south.", "endoftext": false }, { "action": "Talk", "response": "\"Give me an object, and I'll stick it in the Alteratomatic. We'll see what happens.\"", "endoftext": false }, { "action": "Talk", "response": "\"This is my best invention so far.\" The professor pats his machine.", "endoftext": false }, { "action": "You give the mirror", "response": "Professor Ram puts the tarnished hand mirror in the machine. He pushes a large black button. Sparks fly between the metal rods. A few seconds later, he reaches in and pulls out a shiny hand mirror. \"Here you go,\" he says.", "endoftext": false }, { "action": "You give the pencil", "response": "Professor Ram puts the unsharpened pencil in the machine. He pushes a large black button. Sparks fly between the metal rods. A few seconds later, he reaches in and pulls out a sharpened pencil. \"Here you go,\" he says.\n\nJust then you hear a buzzer, and the metal rods stop vibrating. \"Out of juice again,\" says the professor. \"Don't worry, it should recharge soon.\"", "endoftext": false }, { "action": "Go north", "response": "You stand in the carved-wood foyer of the Fairview courthouse. There is only one courtroom, and it seems to be empty.", "endoftext": false }, { "action": "You go to the west", "response": "This is one of several classrooms at Fairview Elementary. It contains about fifteen young animals, pretty well-behaved as it appears. You can leave the school to the east or south.\n\nMrs. Rosina Emu stands in front of the class.\n\nMrs. Emu adjusts her glasses.", "endoftext": false }, { "action": "You give the pencil", "response": "\"No thank you,\" says Mrs. Emu, glancing at the sharpened pencil.", "endoftext": false }, { "action": "You go to the south", "response": "The Fairview Elementary playground is full of swings, seesaws, and other familiar equipment. There is no one here right now.", "endoftext": false }, { "action": "Go east", "response": "This small post office features a counter and a wall of locked mailboxes. A sign advertises same-day delivery to addresses in Fairview.\n\nMeg Bee is sorting letters behind the counter.\n\nMeg shuffles some bins around.", "endoftext": false }, { "action": "Talk", "response": "\"I really appreciate you going and doing whatever it was you had to do to get me this bag!\"", "endoftext": false }, { "action": "Talk", "response": "Willard taps the work order he's holding and shakes his head. \"That Cornelia Hen. Every time she brings her scooter in here, she's forgotten what the problem is! But I find, if I just keep talking to her long enough, she eventually remembers.\"", "endoftext": false }, { "action": "Talk", "response": "\"Oh!\" cries Cornelia. \"Of course, I need a?wait, no, I already have a bunch of those.\"", "endoftext": false }, { "action": "Talk", "response": "Cornelia closes her eyes. \"It couldn't have been that, or that...or those. No, it definitely wasn't any of those things.\"", "endoftext": false }, { "action": "Talk", "response": "\"Well, maybe I don't need anything after all. Except...no, I'm sure I needed something.\"", "endoftext": false }, { "action": "Talk", "response": "\"Oh!\" shouts Cornelia. \"A pencil! That's it! I need a pencil! I think you already showed me one, didn't you?\"", "endoftext": false }, { "action": "You give the pencil", "response": "\"Yes!\" shouts Cornelia. \"Just what I need!\" She pulls out a small notebook. \"This is my reminder book. I write important things it, which is why I never forget them.\" She jots down a short note.\n\n(You have helped fifteen animals! Go talk to the mayor!)", "endoftext": false }, { "action": "You go south", "response": "To the north, Little Oak Stream runs west to east, dividing Fairview in half. A wide wooden bridge crosses the stream.\n\nWerner Ant leans against a bridge post, looking calmly at the stream.\n\n\"Pleasant day,\" says Werner.", "endoftext": false }, { "action": "You go south", "response": "You are at the main entrance to the town of Fairview. A large gate leads out of town to the south, and a short path runs north to Primrose Street.\n\n\"You've done it!\" cries the mayor as you approach. \"You have saved the town! You have ended the misery! My gratitude is boundless! I will never forget your helping us at such a critical time. If you had not appeared when you did, I don't know what we would have done! What can I possibly do to repay you? No reward can be enough. But here, take this!\"\n\nHe gives you a signed autobiography.\n\n(You have helped all sixteen animals!)", "endoftext": false }, { "action": "Inventory", "response": "You are carrying a signed autobiography, a shiny hand mirror, and Zoltan Reindeer's business card.", "endoftext": false }, { "action": "Go north", "response": "It's time for you to leave Fairview.", "endoftext": false }, { "action": "You go to the south", "response": "You leave Fairview, pleased to have been helpful. Of course, you only went there to take a walk, since your doctor has told you to walk more. Hopefully 556 blocks is enough!", "endoftext": true } ]
qp3nwql4qjko4sz
Fail-Safe
Jon Ingold
[ "Science Fiction" ]
[ "basic difficulty", "cover art", "first person", "multiple endings", "on Jay Is Games", "parser", "science fiction", "short length", "spaceship", "spaceship setting", "triangle of identities", "unreliable narrator", "Xyzzy Awards 2000" ]
2,000
[ 14, 51, 30, 4, 0 ]
99
3.757576
20080703
false
[ { "action": "%", "response": "With thanks to Vincent Lynch, Tom Lees, John Bichard.\n\nup.]\nBzzt. Crackle. *Static*\n\n\"...hello? Hello? Can... me? .. Anyone! Hel.... Need.. hello?\"\n\nBleep - PLEASE WAIT - Locating/Tuning signal...\n\n..\n\n\".. help. Repeat, can anybody hear me? Can you hear me? Hello..\"", "endoftext": false }, { "action": "Hello", "response": "\"Hello? Hello! The .. <crackle> pretty bad. Are you receiving this? Over.\"", "endoftext": false }, { "action": "No", "response": "\"..what? Can't quite make you out. .. we need help. This is the space pod 'Serpentine'. We've been attacked, a small cruiser. They.. they came out of nowhere.. tried to board us.. ...stly dead.. systems are all messed up, we're drifting.. I need help to fix this..\"\n\n\"I'm by the console, there's wires everywhere. The computer flashing something. What do I do? Hello?\"", "endoftext": false }, { "action": "You fix it", "response": "\"What it? I don't understand..\"", "endoftext": false }, { "action": "You identify yourself", "response": "\"What was that..? The radio.. <crackle> ..ing up, Moon's interference, something..\"", "endoftext": false }, { "action": "You read the computer", "response": "\"It's flashing 'SIDE ENGINES MALFUNCTIONING' and 'GENERAL POWER SHORTAGE -- Reconnect Auxiliary: Cross computer feed (G) with back-up power line (B)'. There's a couple of buttons by the side; Reset and Diagnose. Should I press one of these?\"", "endoftext": false }, { "action": "You press diagnose", "response": "\"I've pressed it.. nothing.. I think it must be broken..\"", "endoftext": false }, { "action": "You look at the wires", "response": "\"There's about twenty of them; all looped up ...from under the console. Three of them have been cut, ends bared.. I think McThwaite.. -\"\n\nBleep -- accessing records: \"McThwaite, Alistair: Born Cairo, 2412. Graduated...\"\n\n- Initiate Search for Salient Inf (Y/N)?", "endoftext": false }, { "action": "Y.", "response": "PLEASE WAIT - Filing to secondary processor.\n\n\"- .. was connecting them up, about to twist them together. But I..\"\n\n\"The ship's spinning pretty fast - the Grav. Pad went in the first blast, but, the spinning - everything's kind of sticking near the walls.\"", "endoftext": false }, { "action": "You connect the wires", "response": "\"Which shall I connect? There's a red wire, a green, a blue... Any guesses, I don't know, don't know..\"", "endoftext": false }, { "action": "You connect the blue and green", "response": "\"Okay, I'll.. twist the wire ends up... hang on..\"\n\n\"Okay - nothing's blown up. Phew..\"\n\nBleep - Processing complete. McThwaite, Alistair - contracted to 'Serpentine' - Rank: Chef - [Author's Note: FILE CLOSED]", "endoftext": false }, { "action": "You wait", "response": "*static*", "endoftext": false }, { "action": "You wait", "response": "*static*\n\n..\"God.. Thank God, the lights... Hello, are you there? Are you there.. Hello?\"", "endoftext": false }, { "action": "Hello", "response": "\"Oh, fantastic, so good to hear you! .. everything went dead.. thought I'd lost it all for a second.. Geez!\"\n\n\"Computer's back on-line now. Shall I read the display to you?\"", "endoftext": false }, { "action": "You read the display", "response": "\"Oh, it's still flashing 'SIDE ENGINES MALFUNCTIONING'. There's a couple of buttons by the side; Reset and Diagnose. Should I press one of these?\"", "endoftext": false }, { "action": "No", "response": "\"Okay.. but I'm going to need.. lasers.. pretty soon, okay..?\"", "endoftext": false }, { "action": "You check your inventory", "response": "\"You..? You ..what?\"", "endoftext": false }, { "action": "Inventory", "response": "\"Sorry? Do.. what? ..I can't hear you, too much static..\"", "endoftext": true }, { "action": "You look around", "response": "\"Oh, let's see. The attack was tough, it's bad... ...console, with the computer screen on. The engineer, McThwaite was trying to fix that before.. ...shook up bad, he might be okay, I don't know. I don't think so....hatch, that leads down to the ring... engineering, store rooms and stuff. And there's the porthole.\"", "endoftext": false }, { "action": "You examine the porthole", "response": "\"The moon, it's .. uh .. it's approaching pretty fast. I'm going to need to sort out these engines..\"", "endoftext": false }, { "action": "Pray", "response": "\"Oh what? Oh man, oh man.. I'm gonna die.. oh no...\"", "endoftext": true }, { "action": "Look around", "response": "\"Oh, let's see.. it's bad up here. There's the console, with the computer screen on. The engineer, McThwaite was trying to fix that before he - well he's here too. He's shook up bad, he might be okay, I don't know. I don't think so. And the hatch, that leads down to the ring section, airlocks, engineering, store rooms and stuff. And there's the porthole.\"", "endoftext": false }, { "action": "You look at McThwaite", "response": "\"Says.. name on his overall.. He's bleeding.. a lot, red blood everywhere.. he was over by the console - I think it shorted, or when the last burst hit us.. he's dead I think.. yes, he's dead.. He died in the last attack - the shaking of the ship.. must have thrown him.. something like that, yes that's it..\"", "endoftext": false }, { "action": "You look at the wires", "response": "\"There's about twenty of them; all looped up ...from under the console. Three of them have been cut, ends bared.. I think McThwaite was connecting them up, about to twist them together. But I..\"\n\n\"They were too damn good for us... better firepower, defences, everything.. .. -\"\n\nBleep -- accessing records: \"Species: G'hilga. First Contact: 2413. War declared 2423...\"\n\n- Initiate Search for Salient Inf (Y/N)?", "endoftext": false }, { "action": "Y.", "response": "PLEASE WAIT - Filing to secondary processor.\n\n\"- .. didn't stand a chance.. I guess we were outside the moon security field.. would have polished us off if we hadn't have broken through in time I suppose..\"\n\n\"I've connected those two together; they seem to be holding.\"", "endoftext": true }, { "action": "Go down", "response": "\"Sorry? Do.. what? ..I can't hear you, too much static..\"", "endoftext": false }, { "action": "You enter the hatch", "response": "\"The hatchway isn't open.. I can't.. through.. \"", "endoftext": false }, { "action": "You open hatch", "response": "\"Okay - hang on.. turn the wheel, quite heavy.. Aaargh!.... Y...!\"\n\n- Click - <Crkkzt>.. .<bzzt>..\n\n\"..sorry.. slipped on something, cut my leg... I'm okay.. The hatch is open..\"\n\nBleep - Processing complete. Physical form of G'hilga - height 3 foot, monopedal, climb using multiple claws situated over torso, translucent blood - Firepower - superior, though unable to penetrate Moon-shield - [Author's Note: FILE CLOSED]", "endoftext": false }, { "action": "You enter the hatch", "response": "\"Okay, I'll just slip through.. right.\"\n\n\"Okay - this is the central hub... ..there's the hatch leading back up the bridge and a couple of other doors.. a lot sealed off; bulkheads down, scorch damage on walls.. ..couple of bodies.. <bzzt> ..leading off into... ...marked 'store room' on the door... and a ladder down, and some debris opposite the door.. ...squeeze past, I don't know..\"", "endoftext": false }, { "action": "You open the door", "response": "\"It's a solid bulkhead! ..sealed.. I can't find any sort of mechanism.. open it.. You think I really need to get this open.. might be a way.. Well?\"", "endoftext": false }, { "action": "Yes", "response": "\"Right, okay then.. Hang on; I'll give this a try..\"\n\n......Frrrraaaaagggg.... BOOM!.....\n\n\"Okay, it's open.\"", "endoftext": false }, { "action": "You enter door", "response": "\"Okay, I'm .. now in the store room.. pretty cramped here..\"\n\n\"This isn't the laser room, I need the laser room.. ...hole in the wall, leading back to the hub, right size, straight through the bulkhead. And, let's see... ..body, just one here, a man. He's... ...some sort of recess, alcove, and another porthole like in all the rooms; Moon's pretty damn big..\"", "endoftext": false }, { "action": "You examine recess", "response": "\"A square recess - no, it's a chute of some sort.. leads downwards.. I think it's a waste ejection system; there's a button above it labelled 'Flush'... to eject things into space I suppose.\"", "endoftext": false }, { "action": "Exit", "response": "\"I'm going back through the doorway.\"\n\n\"Okay - this is the central hub... ..there's the hatch leading back up the bridge and a couple of other doors.. a lot sealed off; bulkheads down, scorch damage on walls.. ..couple of bodies.. <bzzt> ..leading off into... ...marked 'store room' on the door... and a ladder down, and some debris opposite the door.. ...squeeze past, I don't know..\"", "endoftext": false }, { "action": "Down", "response": "\"What..? The radio's bad .. breaking up, Moon's ...thing..\"", "endoftext": false }, { "action": "You search the bodies", "response": "\"Too many.. in a such a mess... don't think there's anything there..\"", "endoftext": false }, { "action": "You examine the debris", "response": "\"...load of debris from the attack, blocking up something I think, a tunnel. They must have hit... ..mighty fine weaponry they've got there. I might be able to slip past into the tunnel.. <crrk>..\"", "endoftext": false }, { "action": "You enter", "response": "\"Right. I'm climbing through now.. hang on..\"\n\n\"Oh, let's see. The attack was tough, it's bad... ...console, with the computer screen on. The engineer, McThwaite was trying to fix that before.. ..died....hatch, that leads down to the ring... engineering, store rooms and stuff. And there's the porthole.\"", "endoftext": false }, { "action": "You climb the ladder", "response": "\"Are you sure.. do I need to? It looks pretty burnt out down there, I don't know how safe it is.. Should I go?\"", "endoftext": false }, { "action": "Yes", "response": "\"Okay then. Hang on..\"\n\n\"Climbing down the ladder...\"\n\nBleep - PLEASE WAIT - Incoming inf from Tracking Station Tranquility Base..\n\n\"Oh God.. it's a real mess down here.. ..third level.. the walkway mangled up in the middle, hairpin.. the walls are all crunched in, toward the base of the ladder, a V.. there's no floor space to stand on.. all the bulkheads around have closed, they're charred.. there's piping, wiring hissing from every crevice.. it's like it's just been .. melted.. \"", "endoftext": false }, { "action": "You climb the ladder", "response": "\"I'm climbing back up.. hard, the Grav's a little looser here..\"\n\n\"Okay - this is the central hub... ..there's the hatch leading back up the bridge and a couple of other doors.. a lot sealed off; bulkheads down, scorch damage on walls.. ..couple of bodies.. <bzzt> ..leading off into... ...marked 'store room' on the door... and a ladder down, and some debris opposite the door.. ...squeeze past, I don't know..\"", "endoftext": false }, { "action": "You open the door", "response": "\"..open already.. okay..\"\n\nBleep - Processing complete. Enemy fleet massing just outside MoonShield perimeter - All batteries collecting for attack - All civilian/trade ships must land immediately - Boarding pods detected - [Author's Note: TRANSMISSION ENDS]", "endoftext": false }, { "action": "Oops", "response": "\"I don't understand.. start again, please, help me..\"", "endoftext": false }, { "action": "You squeeze past", "response": "\"What do... want me to squeeze past?\"", "endoftext": false }, { "action": "Yes", "response": "\"Alright.\"", "endoftext": true }, { "action": "You look at your surroundings", "response": "\"Okay - this is the central hub... ..there's the hatch leading back up the bridge and a couple of other doors.. a lot sealed off; bulkheads down, scorch damage on walls.. ..couple of bodies.. <bzzt> ..leading off into... ...marked 'store room' on the door... and a ladder down, and some debris opposite the door.. ...squeeze past, I don't know..\"", "endoftext": false }, { "action": "You squeeze past the debris", "response": "\"There's not.. enough room for me.. don't think I can get past.\"", "endoftext": false }, { "action": "You search debris", "response": "\"There's.. there's some sort of room there, sure..\"", "endoftext": false }, { "action": "You enter door", "response": "\"Okay, I'm .. now in the store room.. pretty cramped here..\"\n\n\"This isn't the laser room, I need the laser room.. There's the hole in the wall, leading back to the hub.. through the bulkhead. And.. this place is a mess... another body, just one.. a man.. next to one wall, where's there's.. some sort of recess, alcove, another porthole like in all the rooms...\"", "endoftext": false }, { "action": "You search the body", "response": "\"One hand is clutching.. a thick tangle of wiring.. short bits, ripped out I think.. connectors still attached to the end.. nothing else.\"", "endoftext": false }, { "action": "You examine the wires", "response": "\"Just scraps.. scraps of wire; torn out of somewhere I guess..\"\n\n\"Not a lot of crew on board though... could have been worse I guess.. just bad luck or something, huh..?\"", "endoftext": false }, { "action": "Exit", "response": "\"I'm going back through the doorway.\"\n\n\"Okay - this is the central hub... ..there's the hatch leading back up the bridge and a couple of other doors.. a lot sealed off; bulkheads down, scorch damage on walls.. ..couple of bodies.. <bzzt> ..leading off into... ...marked 'store room' on the door... and a ladder down, and some debris opposite the door.. ...squeeze past, I don't know..\"", "endoftext": false }, { "action": "You dig debris", "response": "\"Rig?.. I don't understand, there's nothing to rig up here..\"\n\n\"The laser room's got to be around somewhere.. hope it's nearer the top of the ship.. accessible.\"", "endoftext": false }, { "action": "You move the debris", "response": "\"Okay.. I've hauled a bit out of the way.. not much better though..\"", "endoftext": false }, { "action": "You enter the tunnel", "response": "\"I don't see.. I don't see what you mean at all.\"", "endoftext": true }, { "action": "You look around", "response": "\"... is the central hub of the ship. Let's see; there's the hatch leading back up the bridge and a couple of other doors around the ring.. a lot sealed off; bulkheads down.. .. couple of bodies floating slightly, red blood.. passages, blocked up leading off into .. marked 'store room' on the door, pretty solid.. and a ladder down, and some debris opposite .. squeeze past, I don't know, I could try to squeeze past it, I think there's...\"", "endoftext": false }, { "action": "You squeeze past the debris", "response": "\"It's going to be quite a squeeze.. hang on.. no, I'm through.. okay..\"\n\n\"The laser! The laser room - it's here!\"\n\n\"..'s it! That's the control for the laser!.. Okay, let's... ..very proud of me.. ..ha!.. <crzzzkt>.. Gujt!.. No! D... ... not working either; d... on, I'll take a closer look, maybe you can ...\"\n\n\"There's a panel by the side of the main controls, numeric pad above that... forced open, like someone.. apart. ..\"", "endoftext": false }, { "action": "You examine the panel", "response": "\"The outer casing.. access panel ripped open, hanging loose. The workings of the console are inside, I think.. By the side of it, there's a keypad, numeric keypad..\"", "endoftext": false }, { "action": "You examine keypad", "response": "\".. from 0 to 9, got a display at the top with.. \"\n\n\"The display is dark.. could be... ken, panel...\"", "endoftext": false }, { "action": "Press 5", "response": "\"The what? I can't see anything.. Anything like that..\"", "endoftext": true }, { "action": "Look around", "response": "\"Alright. .. laser's here, the controls and everything, under the por... not much else, real mess. No bodies.. just the one doorway, a little blocked but okay I guess...\"\n\n\"Moon's getting pretty close.. I can see, damn, I can see the collision battery swinging around..\"", "endoftext": false }, { "action": "You look at the laser", "response": "\"There's a panel by the side of the main controls, numeric pad above that... forced open, like someone.. apart. ..\"\n\n\"...the damn gun's lining up! The damn space junk gun is lining up!..\"", "endoftext": false }, { "action": "Exit", "response": "\"Okay, I've squeezed back out..\"\n\n\"... is the central hub of the ship. Let's see; there's the hatch leading back up the bridge and a couple of other doors around the ring.. a lot sealed off; bulkheads down.. .. couple of bodies floating slightly, red blood.. passages, blocked up leading off into .. marked 'store room' on the door, pretty solid.. and a ladder down, and some debris opposite .. squeeze past, I don't know, I could try to squeeze past it, I think there's...\"\n\"Oh no, I don't believe it! The damn gun.. it oh sh.. ie! ...firing at us! I'm gonna die! I'm gonna die!!\"", "endoftext": false }, { "action": "Yes", "response": "\"Alright.\"\n\n\"..not going to be please.. ..failed... so close.. ..damn you, DAMN you, DAMN Y\"", "endoftext": false }, { "action": "%", "response": "With thanks to Vincent Lynch, Tom Lees, John Bichard.\n\nup.]", "endoftext": false }, { "action": "You press the green", "response": "Bzzt. Crackle. *Static*\n\n\"...hello? Hello? Can... me? .. Anyone! Hel.... Need.. hello?\"\n\nBleep - PLEASE WAIT - Locating/Tuning signal...\n\n..\n\n\".. help. Repeat, can anybody hear me? Can you hear me? Hello..\"", "endoftext": true }, { "action": "You look around", "response": "\"Hello? Hello! The .. <crackle> pretty bad. Are you receiving this? Over.\"", "endoftext": false }, { "action": "You look at yes", "response": "\"..what? Can't quite make you out. .. we need help. This is the space pod 'Serpentine'. We've been attacked, a small cruiser. They.. they came out of nowhere.. tried to board us.. ...stly dead.. systems are all messed up, we're drifting.. I need help to fix this..\"\n\n\"I'm by the console, there's wires everywhere. The computer flashing something. What do I do? Hello?\"", "endoftext": false }, { "action": "Y.", "response": "PLEASE WAIT - Filing to secondary processor.\n\n\"- .. was connecting them up, about to twist them together. But I..\"", "endoftext": false }, { "action": "Twist blue and green", "response": "\"I only.. caught.. wanted me to.. twist the wires.\"", "endoftext": false }, { "action": "You connect the blue and green", "response": "\"Okay, I'll.. twist the wire ends up... hang on..\"\n\n\"Okay - nothing's blown up. Phew..\"", "endoftext": false }, { "action": "Wait", "response": "Bzzzt.. crackle..", "endoftext": false }, { "action": "You wait awhile", "response": "Bleep - PLEASE WAIT - signal offline. Retracing..", "endoftext": false }, { "action": "You wait for a while", "response": "Bzzzt.. crackle..\n\n..\"God.. Thank God, the lights... Hello, are you there? Are you there.. Hello?\"", "endoftext": false }, { "action": "Don'T panic", "response": "\"Who's that.? There's no-one here like that..\"", "endoftext": false }, { "action": "You open hatch", "response": "\"Hello..? The line's still a little weak, but I can hear you..? Thank God, thank God, I thought.. everything went dead..\"\n\n\"The computer's back up and running now; shall I read the display?\"", "endoftext": false }, { "action": "You read the display", "response": "\"Oh, it's still flashing 'SIDE ENGINES MALFUNCTIONING'. There's a couple of buttons by the side; Reset and Diagnose. Should I press one of these?\"", "endoftext": false }, { "action": "You press diagnose", "response": "\"Wait - yes, it's reading, it's pretty fast, I'll, hang on..\"\n\n\"Damage to decks 1,2 - light. Damage to 3 - partial. Damage to 4 and below - total. That's the ..berths and equipment; damn! Hang on, there's more.. side engines offline, back thrusters erratic. We're going to need to use the lasers to cut them free, they're spinning us off..\"\n\n\"I don't know how to operate them.. Are they not controlled from here? No, suppose must not be ... sealed off.. Shall I go down and look?\"", "endoftext": false }, { "action": "Yes", "response": "\"Okay then. Hang on..\"\n\n\"The hatchway isn't open.. I can't.. through.. \"", "endoftext": false }, { "action": "You open hatch", "response": "\"Okay - hang on.. turn the wheel, quite heavy.. Aaargh!.... Y...!\"\n\n- Click - <Crkkzt>.. .<bzzt>..\n\n\"..sorry.. slipped on something, cut my leg... I'm okay.. The hatch is open..\"", "endoftext": false }, { "action": "You take the wires", "response": "\"They're only tiny little bits.. I don't think I could use them.. ..destroyed..\"", "endoftext": true }, { "action": "Describe the surroundings", "response": "\"This isn't the laser room, I need the laser room.. ...hole in the wall, leading back to the hub, right size, straight through the bulkhead. And, let's see... ..body, just one here, a man. He's... ...some sort of recess, alcove, and another porthole like in all the rooms; Moon's pretty damn big..\"", "endoftext": false }, { "action": "You look in recess", "response": "\"I can't see anything.. goes a long way down though.\"", "endoftext": false }, { "action": "You enter the recess", "response": "\"It's not large enough.. ..or me..\"", "endoftext": false }, { "action": "You take all", "response": "\"The... I can't ..e anything.. Anything like that here.\"", "endoftext": false }, { "action": "You examine man", "response": "\"Must have died in the attack.. like all the others I guess... he's.. lying near the recess in the wall, his hands still over the lip.. fell onto it perhaps, certainly facing ... lot of blood.. oh God..\"", "endoftext": false }, { "action": "You look under man", "response": "\"Nothing.. there's nothing there..\"\n\n\"They were too damn good for us... better firepower, defences, everything.. .. -\"\n\nBleep -- accessing records: \"Species: G'hilga. First Contact: 2413. War declared 2423...\"\n\n- Initiate Search for Salient Inf (Y/N)?", "endoftext": false }, { "action": "Y.", "response": "PLEASE WAIT - Filing to secondary processor.\n\n\"- .. didn't stand a chance.. I guess we were outside the moon security field.. would have polished us off if we hadn't have broken through in time I suppose..\"", "endoftext": false }, { "action": "You move man", "response": "\"..moved a little.. didn't reveal anything..\"\n\nBleep - Processing complete. Physical form of G'hilga - height 3 foot, monopedal, climb using multiple claws situated over torso, translucent blood - Firepower - superior, though unable to penetrate Moon-shield - [Author's Note: FILE CLOSED]", "endoftext": false }, { "action": "Exit", "response": "\"I'm going back through the doorway.\"\n\n\"... is the central hub of the ship. Let's see; there's the hatch leading back up the bridge and a couple of other doors around the ring.. a lot sealed off; bulkheads down.. .. couple of bodies floating slightly, red blood.. passages, blocked up leading off into .. marked 'store room' on the door, pretty solid.. and a ladder down, and some debris opposite .. squeeze past, I don't know, I could try to squeeze past it, I think there's...\"", "endoftext": true }, { "action": "Look around", "response": "\"Alright. .. laser's here, the controls and everything, under the por... not much else, real mess. No bodies.. just the one doorway, a little blocked but okay I guess...\"", "endoftext": false }, { "action": "You look at the controls", "response": "\"The what? I.. I don't see anything like that here.\"", "endoftext": false }, { "action": "You look at the panel", "response": "\"The outer casing.. access panel ripped open, hanging loose. The workings of the console are inside, I think.. By the side of it, there's a keypad, numeric keypad..\"\n\n>>\n\"The outer casing.. access panel ripped open, hanging loose. The workings of the console are inside, I think.. By the side of it, there's a keypad, numeric keypad..\"\n\n>>\n\"The outer casing.. access panel ripped open, hanging loose. The workings of the console are inside, I think.. By the side of it, there's a keypad, numeric keypad..\"", "endoftext": false }, { "action": "You look at the keypad", "response": "\"Keys,. .. to 9. There's a display, four... \"\n\n\"The display is dark.. could be... ken, panel...\"", "endoftext": false }, { "action": "You examine display", "response": "\"I don't see - no I ....what you mean at all.\"", "endoftext": false }, { "action": "You look in the panel", "response": "\"Inside.. there's a lot of tangled wiring, but ... anything broken... empty socket just under the numeric pad... one component missing... quite large, power source perhaps... to find it..\"", "endoftext": false }, { "action": "You leave", "response": "\"Okay... tell what I need to do... ...help me, for God's sake..\"", "endoftext": false }, { "action": "Exit", "response": "\"Okay, I've squeezed back out..\"\n\n\"Okay - this is the central hub... ..there's the hatch leading back up the bridge and a couple of other doors.. a lot sealed off; bulkheads down, scorch damage on walls.. ..couple of bodies.. <bzzt> ..leading off into... ...marked 'store room' on the door... and a ladder down, and some debris opposite the door.. ...squeeze past, I don't know..\"", "endoftext": false }, { "action": "You search debris", "response": "\"There's.. there's some sort of room there, sure..\"", "endoftext": false }, { "action": "You enter door", "response": "\"Okay, I'm .. now in the store room.. pretty cramped here..\"\n\n\"This isn't the laser room, I need the laser room.. There's the hole in the wall, leading back to the hub.. through the bulkhead. And.. this place is a mess... another body, just one.. a man.. next to one wall, where's there's.. some sort of recess, alcove, another porthole like in all the rooms...\"", "endoftext": false }, { "action": "You examine the alcove", "response": "\"A square recess - no, it's a chute of some sort.. leads downwards.. I think it's a waste ejection system; there's a button above it labelled 'Flush'... to eject things into space I suppose.\"\n\n\"I'm gonna need to fix that laser up pretty quickly.. can't be long now till Moon landing, you know?\"", "endoftext": false }, { "action": "You look under man", "response": "\"Nothing.. there's nothing there..\"\n\n\"It could be anywhere this damn thing! I hope you know what we're looking for..\"", "endoftext": false }, { "action": "Leave", "response": "\"I'm going back through the doorway.\"\n\n\"Okay - this is the central hub... ..there's the hatch leading back up the bridge and a couple of other doors.. a lot sealed off; bulkheads down, scorch damage on walls.. ..couple of bodies.. <bzzt> ..leading off into... ...marked 'store room' on the door... and a ladder down, and some debris opposite the door.. ...squeeze past, I don't know..\"", "endoftext": false }, { "action": "You climb the ladder", "response": "\"Are you sure.. do I need to? It looks pretty burnt out down there, I don't know how safe it is.. Should I go?\"", "endoftext": true }, { "action": "Look around", "response": "\"Oh God.. it's a real mess down here.. ..third level.. the walkway mangled up in the middle, hairpin.. the walls are all crunched in, toward the base of the ladder, a V.. there's no floor space to stand on.. all the bulkheads around have closed, they're charred.. there's piping, wiring hissing from every crevice.. it's like it's just been .. melted.. \"", "endoftext": false }, { "action": "You examine the piping", "response": "\"There's a lot of ... broken, torn pipes here, spewing white gas.. it's all mangled up.. and a metal chute of some sort.. seems to be caught in a bulkhead, must have been flying outwards when it closed.. all crunched up..\"\n\nBleep - Processing complete. Enemy fleet massing just outside MoonShield perimeter - All batteries collecting for attack - All civilian/trade ships must land immediately - Boarding pods detected - [Author's Note: TRANSMISSION ENDS]", "endoftext": false }, { "action": "You examine the chute", "response": "\"Chute, running from the level above I think.. the other end is trapped in one of the bulkheads; it's squeezed the chute.. burst it open at the base, along a seam..\"", "endoftext": false }, { "action": "You look in the chute", "response": "\"..something..yes, there's something here. A component, it's little blackened, but it's some sort of component. Quite ... I've picked it up.. I've got it..\"", "endoftext": false }, { "action": "You examine the component", "response": "\"Is this it? ..all, a bit charred.. size of .. a man's fist, yes.. gold attachments either end.\"", "endoftext": false }, { "action": "You climb the ladder", "response": "\"I'm climbing back up.. hard, the Grav's a little looser here..\"\n\n\"Okay - this is the central hub... ..there's the hatch leading back up the bridge and a couple of other doors.. a lot sealed off; bulkheads down, scorch damage on walls.. ..couple of bodies.. <bzzt> ..leading off into... ...marked 'store room' on the door... and a ladder down, and some debris opposite the door.. ...squeeze past, I don't know..\"\n\n\"Moon's getting pretty close.. I can see, damn, I can see the collision battery swinging around..\"", "endoftext": false }, { "action": "You squeeze past the debris", "response": "\"It's going to be quite a squeeze.. hang on.. no, I'm through.. okay..\"\n\n\"Alright. .. laser's here, the controls and everything, under the por... not much else, real mess. No bodies.. just the one doorway, a little blocked but okay I guess...\"\n\n\"I'm still holding onto the blackened component.\"\n\n\"...the damn gun's lining up! The damn space junk gun is lining up!..\"", "endoftext": false }, { "action": "You put the component in the panel", "response": "\"Okay, I've slotted it in... hang on... it's powering up!.. oh, .. keypad, the keypad's powered up.\"\n\"Keys,. .. to 9. There's a display, four... \"\n\n\"All powered up.. need an access code. What's the code?\"\n\nBleep -- accessing memory -- Lasercodes: ENTER CLASSIFIED SECTOR: (Y/N)?", "endoftext": false }, { "action": "You enter 8748", "response": "\"Okay, I'll type it in.. hang on... \"\n\n\"..it's flashing.. 'Type code match' ..hat good? What does it mea..?\"\n\n\"...the damn gun's lining up! The damn space junk gun is lining up!..\"", "endoftext": false }, { "action": "You wait", "response": "\"Just ... the code, tell me the code now!! ... hear me, I need the code...\"\n\n\"...oh sh.. oh sh... I'm gonna die! The gun's firing.. I'm gonna die..\"", "endoftext": false }, { "action": "Fire", "response": "\"What do... want me to fire?\"", "endoftext": false }, { "action": "Fire laser", "response": "\"Just ... the code, tell me the code now!! ... hear me, I need the code...\"\n\n\"..not going to be please.. ..failed... so close.. ..damn you, DAMN you, DAMN Y\"", "endoftext": false }, { "action": "%", "response": "With thanks to Vincent Lynch, Tom Lees, John Bichard.\n\nup.]", "endoftext": false }, { "action": "You press the green", "response": "Bzzt. Crackle. *Static*\n\n\"...hello? Hello? Can... me? .. Anyone! Hel.... Need.. hello?\"\n\nBleep - PLEASE WAIT - Locating/Tuning signal...\n\n..\n\n\".. help. Repeat, can anybody hear me? Can you hear me? Hello..\"", "endoftext": false }, { "action": "You open hatch", "response": "\"Huh?.. right, yes, I'm on it.. \"\n\n\"Okay - hang on.. turn the wheel, quite heavy.. Aaargh!.... Y...!\"\n\n- Click - <Crkkzt>.. .<bzzt>..\n\n\"..sorry.. slipped on something, cut my leg... I'm okay.. The hatch is open..\"", "endoftext": false }, { "action": "Go outside", "response": "\"Okay, I'll just slip through.. right.\"\n\n\"... is the central hub of the ship. Let's see; there's the hatch leading back up the bridge and a couple of other doors around the ring.. a lot sealed off; bulkheads down.. .. couple of bodies floating slightly, red blood.. passages, blocked up leading off into .. marked 'store room' on the door, pretty solid.. and a ladder down, and some debris opposite .. squeeze past, I don't know, I could try to squeeze past it, I think there's...\"", "endoftext": true }, { "action": "Go down", "response": "\"Do what..? You're breaking up..\"", "endoftext": false }, { "action": "You climb the ladder", "response": "\"Are you sure.. do I need to? It looks pretty burnt out down there, I don't know how safe it is.. Should I go?\"", "endoftext": false }, { "action": "You look at the piping", "response": "\"There's a lot of ... broken, torn pipes here, spewing white gas.. it's all mangled up.. and a metal chute of some sort.. seems to be caught in a bulkhead, must have been flying outwards when it closed.. all crunched up..\"", "endoftext": false }, { "action": "You look at the chute", "response": "\"Chute, running from the level above I think.. the other end is trapped in one of the bulkheads; it's squeezed the chute.. burst it open at the base, along a seam..\"\n\n\"They were too damn good for us... better firepower, defences, everything.. .. -\"\n\nBleep -- accessing records: \"Species: G'hilga. First Contact: 2413. War declared 2423...\"\n\n- Initiate Search for Salient Inf (Y/N)?", "endoftext": false }, { "action": "Y.", "response": "PLEASE WAIT - Filing to secondary processor.\n\n\"- .. didn't stand a chance.. I guess we were outside the moon security field.. would have polished us off if we hadn't have broken through in time I suppose..\"\n\nBleep - Processing complete. Enemy fleet massing just outside MoonShield perimeter - All batteries collecting for attack - All civilian/trade ships must land immediately - Boarding pods detected - [Author's Note: TRANSMISSION ENDS]", "endoftext": true }, { "action": "Describe the surroundings", "response": "\"Oh God.. it's a real mess down here.. ..third level.. the walkway mangled up in the middle, hairpin.. the walls are all crunched in, toward the base of the ladder, a V.. there's no floor space to stand on.. all the bulkheads around have closed, they're charred.. there's piping, wiring hissing from every crevice.. it's like it's just been .. melted.. \"\n\nBleep - Processing complete. Physical form of G'hilga - height 3 foot, monopedal, climb using multiple claws situated over torso, translucent blood - Firepower - superior, though unable to penetrate Moon-shield - [Author's Note: FILE CLOSED]", "endoftext": false }, { "action": "You examine the wiring", "response": "\"There's a lot of ... broken, torn pipes here, spewing white gas.. it's all mangled up.. and a metal chute of some sort.. seems to be caught in a bulkhead, must have been flying outwards when it closed.. all crunched up..\"\n\n\"Not a lot of crew on board though... could have been worse I guess.. just bad luck or something, huh..?\"", "endoftext": false }, { "action": "Up", "response": "\"What..? The radio's bad .. breaking up, Moon's ...thing..\"", "endoftext": false }, { "action": "You climb the ladder", "response": "\"I'm climbing back up.. hard, the Grav's a little looser here..\"\n\n\"Okay - this is the central hub... ..there's the hatch leading back up the bridge and a couple of other doors.. a lot sealed off; bulkheads down, scorch damage on walls.. ..couple of bodies.. <bzzt> ..leading off into... ...marked 'store room' on the door... and a ladder down, and some debris opposite the door.. ...squeeze past, I don't know..\"", "endoftext": false }, { "action": "You move the debris", "response": "\"Okay.. I've hauled a bit out of the way.. not much better though..\"\n\n\"I'm still holding onto the blackened component.\"", "endoftext": false }, { "action": "You put the component in the panel", "response": "\"Okay, I've slotted it in... hang on... it's powering up!.. oh, .. keypad, the keypad's powered up.\"\n\".. from 0 to 9, got a display at the top with.. \"\n\n\"All powered up.. need an access code. What's the code?\"\n\nBleep -- accessing memory -- Lasercodes: ENTER CLASSIFIED SECTOR: (Y/N)?", "endoftext": false }, { "action": "Wait", "response": "Select type no:8 - 7 - 4 - 8\n\nBleep -- PLEASE WAIT -- Accessing lasercodes...", "endoftext": false }, { "action": "You enter 8748", "response": "\"Okay, I'll type it in.. hang on... \"\n\n\"..it's flashing.. 'Type code match' ..hat good? What does it mea..?\"", "endoftext": false }, { "action": "You wait for a while", "response": "\"What's the.. <pzpt>.. I need the engines free... WHAT'S THE DAMN CO... !..\"\n\nBleep -- code accessed: LASERCODES FOR TYPE 8-7-4-8:\n\n[Author's Note: Highly Secured Material]: Display Document (Y/N)?", "endoftext": false }, { "action": "Y.", "response": "\"Moon's getting pretty close.. I can see, damn, I can see the collision battery swinging around..\"", "endoftext": false }, { "action": "You enter 8748", "response": "\"Okay, I'll type it in.. hang on... \"\n\n\"..it's flashing.. 'Type code match' ..hat good? What does it mea..?\"\n\n\"...the damn gun's lining up! The damn space junk gun is lining up!..\"", "endoftext": false }, { "action": "Wait", "response": "\"Just ... the code, tell me the code now!! ... hear me, I need the code...\"\n\"Oh no, I don't believe it! The damn gun.. it oh sh.. ie! ...firing at us! I'm gonna die! I'm gonna die!!\"", "endoftext": false }, { "action": "You enter 8748", "response": "\"Okay, I'll type it in.. hang on... \"\n\n\"..it's flashing.. 'Type code match' ..hat good? What does it mea..?\"\n\n\"..not going to be please.. ..failed... so close.. ..damn you, DAMN you, DAMN Y\"", "endoftext": false }, { "action": "Yes", "response": "\"Oh, thank God. Thank God.. ..emergency frequency.. We need help.\nThis is the space pod 'Serpentine'. We've been attacked, a small cruiser. They.. they came out of nowhere.. tried to board us.. ...stly dead.. systems are all messed up, we're drifting.. I need help to fix this..\"\n\n\"I'm by the console, there's wires everywhere. The computer flashing something. What do I do? Hello?\"", "endoftext": false }, { "action": "You connect the blue and green", "response": "\"Okay, I'll.. twist the wire ends up... hang on..\"\n\n\"Okay - nothing's blown up. Phew..\"", "endoftext": false }, { "action": "You climb the ladder", "response": "\"Climbing down the ladder...\"\n\nBleep - PLEASE WAIT - Incoming inf from Tracking Station Tranquility Base..\n\n\"Oh God.. it's a real mess down here.. ..third level.. the walkway mangled up in the middle, hairpin.. the walls are all crunched in, toward the base of the ladder, a V.. there's no floor space to stand on.. all the bulkheads around have closed, they're charred.. there's piping, wiring hissing from every crevice.. it's like it's just been .. melted.. \"", "endoftext": false }, { "action": "You look at the pipes", "response": "\"There's a lot of ... broken, torn pipes here, spewing white gas.. it's all mangled up.. and a metal chute of some sort.. seems to be caught in a bulkhead, must have been flying outwards when it closed.. all crunched up..\"", "endoftext": false }, { "action": "You examine the chute", "response": "\"Chute, running from the level above I think.. the other end is trapped in one of the bulkheads; it's squeezed the chute.. burst it open at the base, along a seam..\"\n\nBleep - Processing complete. Enemy fleet massing just outside MoonShield perimeter - All batteries collecting for attack - All civilian/trade ships must land immediately - Boarding pods detected - [Author's Note: TRANSMISSION ENDS]", "endoftext": false }, { "action": "Wait", "response": "\"Come on, hurry up.. .what's the code for the laser, what's the code??\"", "endoftext": false }, { "action": "You enter 8748", "response": "\"Okay, I'll type it in.. hang on... \"\n\n\"..it's flashing.. 'Type code match' ..hat good? What does it mea..?\"\n\n\"Moon's getting pretty close.. I can see, damn, I can see the collision battery swinging around..\"", "endoftext": false }, { "action": "You enter 1374", "response": "\"Okay, I'll type it in.. hang on... \"\n\n<bzzt> \"the laser's powering up.. I have control of it! Gujt! I have ... of it! Do you hear me, Human? I have control of the laser!\"", "endoftext": true }, { "action": "Describe the surroundings", "response": "\"...I thank you, Human, for your aid... <bzzt vrakk> You perhaps do not quite grasp the stupidity of what you have just done. The Empire will - \"", "endoftext": false }, { "action": "Wait", "response": "\" - be most - \"\n\nBleep - PLEASE WAIT - New Signal Located.. Locating/Tuning...\n\n\"Hello? Alpha Station Computer, this is MoonDome Beta-3. We need your assistance, we've been attacked; they're through the shield. It's Frag firepower! I don't know how it's coming through the shield, but it's definitely Frag weaponry! We thought we could see some attachment to a civilian transport. Repeat: We need assistance. Require..\"\n\nBleep - PLEASE WAIT - Channeling signal into secondary processor...\n\n\" - where many have failed. Our long war is over, I think, Human. We have you to thank for that. You are a true hero. I - \"", "endoftext": false }, { "action": "You wait", "response": "- \" wish you a good death.\"\n\nBleep - Power source fluctuations. Memory sections damaged. Control un..", "endoftext": false }, { "action": "You idiot", "response": "\"I don't think... can.. more than one at a time..\"", "endoftext": false }, { "action": "You open hatch", "response": "\"Okay - hang on.. turn the wheel, quite heavy.. Aaargh!.... Y...!\"\n\n- Click - <Crkkzt>.. .<bzzt>..\n\n\"..sorry.. slipped on something, cut my leg... I'm okay.. The hatch is open..\"", "endoftext": true }, { "action": "You climb the ladder", "response": "\"I'm climbing back up.. hard, the Grav's a little looser here..\"\n\n\"... is the central hub of the ship. Let's see; there's the hatch leading back up the bridge and a couple of other doors around the ring.. a lot sealed off; bulkheads down.. .. couple of bodies floating slightly, red blood.. passages, blocked up leading off into .. marked 'store room' on the door, pretty solid.. and a ladder down, and some debris opposite .. squeeze past, I don't know, I could try to squeeze past it, I think there's...\"\n\nBleep - Processing complete. Enemy fleet massing just outside MoonShield perimeter - All batteries collecting for attack - All civilian/trade ships must land immediately - Boarding pods detected - [Author's Note: TRANSMISSION ENDS]", "endoftext": false }, { "action": "You enter 6126", "response": "\"Okay, I'll type it in.. hang on... \"\n\n<bzzt> \"the laser's powering up... targetting is swinging round... ..the fleet, targetting our fleet... all automatic.. damn it! ... The fleet - the fleet's being ripped apart... I improved the laser cannon... oh no... damn you, Human...\"\n\n<crkkt>\n\n\"..firing back at me... what have I... damn you!!! DAMN YOU!!! DAMN Y -", "endoftext": true } ]
c6x835i6o9zqfc59
Divis Mortis
Lynnea Dally
[ "Zombie" ]
[ "amnesia", "cover art", "horror", "hospital", "IF Comp 2010", "IFComp Game", "on Jay Is Games", "parser", "survival", "zombies" ]
2,010
[ 8, 15, 11, 3, 0 ]
37
3.756757
20110202
false
The infection has spread. They are coming.
[ { "action": "%", "response": "You let out a deep and painful moan as you slowly realize you are awake on a cold, tiled surface. Judging by the ache in your head and bones, you've been hit with a lead pipe and left to rot. You grope at your head, but you can't feel anything, not through the thick rubber gloves you're wearing at any rate. You flop over and moan again at the bright lights coming from the ceiling. Your arm half-heartedly gropes around for something, and finds the metal railing of a vinyl bed. You use it to steady your balance as you pull yourself up. You close your eyes to help yourself adjust.\n\nAs your vision clears and your nausea subsides you are gifted with a very acute headache. Feeling less groggy, a sudden realization of a deep, debilitating hunger nearly doubles you over in pain. You can't remember how on earth this happened to you, but then retrograde amnesia is rather common in head trauma victims. You take time to recover your senses, then assess the situation.\n\nYou instantly recognize the special room of the hospital you are in; after all you've been working here for years. You can see the delicate instruments of radiation treatment neatly positioned, ready to use. There is a worn green vinyl bed underneath the delicate machinery. A quick glance around also finds you a smashed glass paperweight on the ground, which you suspect is the cause of your massive headache. Your hunger is probably just from being knocked out for so long. You also notice an airtight, electronic sealed door with a large button next to it.\n\nYou can go south to the Control Room.", "endoftext": false }, { "action": "You examine paperweight", "response": "You see the shattered remnants of what formerly appeared to be a glass paperweight. Small chunks of glass lie in a heap upon the floor None of them are large enough to cut anything.", "endoftext": false }, { "action": "About yourself", "response": "You look at yourself and find that you're wearing a large-pocketed, long lab coat, with thick rubber gloves and white boots to match.", "endoftext": false }, { "action": "You examine the pockets", "response": "Deep white pockets, useful for carrying things. Inside you can see nothing.\n\nSearching more closely, you actually find your small good-luck compass in one of the pockets! It will certainly prevent you from getting lost.", "endoftext": false }, { "action": "You examine compass", "response": "A small bauble. As far as navigation goes, it's not too terribly accurate but it can give you a general idea.", "endoftext": false }, { "action": "You look at the bed", "response": "A semi-comfortable human-sized block of padding with a head pillow. The padding is covered in vinyl for easy sanitation.", "endoftext": false }, { "action": "You examine the pillow", "response": "Slightly thicker vinyl plush extending from the radiation bed in a predictable rectangle shape. The radiation equipment seems to be focusing on this spot.", "endoftext": false }, { "action": "You examine the equipment", "response": "A marvel of modern machinery and medicine, they offer hope to those who have little. This device will kill off cancer in rather precise locations with exposure to large amounts of radiation. Unfortunately, it kills many others things in the process. It appears to be targeting the head pillow of the radiation bed. Perhaps the last user had a brain tumor. It looks functional.", "endoftext": false }, { "action": "Examine button", "response": "A large, round, inviting button. You just know it does something. Probably something with the door it is right next to.", "endoftext": false }, { "action": "You examine the door", "response": "An electronic door, sealed tightly to keep out radiation. There is a large exit button clearly labeled next to the door. You can only assume this is in case a patient panics and tries to run out. The airtight door is closed.\n\nYou feel weak from hunger.", "endoftext": false }, { "action": "About yourself", "response": "You look at yourself and find that you're wearing a large-pocketed, long lab coat, with thick rubber gloves and white boots to match.", "endoftext": false }, { "action": "You go to the south", "response": "As expected, you see a computer control system. What you did not expect is to see are two dead bodies. The first is a woman slumped in the northeast corner with her head blown out. The other, a desiccated and decaying male with a coat and badge lies frozen in a crawling motion. Your neck hair prickles, your stomach churns and your mind reels. \"Zombie,\" your mind whispers, but you are having trouble believing it. The stench of the dead fills the room.\n\nTo your dismay, you see another locked door, this time with a cardswipe next to it. Why can't doors just be always open? After reflecting on it for a moment, you are quite glad that these doors are here; the barrier probably saved you from... whatever is going on outside. You probably owe your lives to these annoying doors.\n\nYou can go north to the Radiation Chamber or south to the First Floor Hall.", "endoftext": false }, { "action": "You take the badge", "response": "You fight back waves of nausea. You feel as though you've seen many dead bodies in your life, but this one will give you nightmares, if you're ever able to sleep again. You gently remove the security badge from his blue lab coat as if the slightest touch might wake him. His mottled and rotting skin does not stir.\n\nA sharp pain from your temples almost make you cry aloud.", "endoftext": false }, { "action": "You examine the controls", "response": "A series of buttons and sliders that adjust the strength and location of the machine. There is a large, conveniently labeled \"start\" button. You can also make out instruments adjusting the angle and intensity, but you don't want to mess with the direction or intensity buttons. There is an emergency seal button in the very top corner.", "endoftext": false }, { "action": "You look at the woman", "response": "She is a middle aged, slightly heavy woman. The name tag on her shirt identifies her as Madelyn Grea, a senior technician. She has been shot through the jaw, and there is a vast quantity of blood staining her shirt and pooled on the ground around her. There is a handgun in her right hand and cartridges surrounding her. With your amateur detective skills, you deduce that she killed the attacking man and then took her own life.", "endoftext": false }, { "action": "You take the gun", "response": "The dead woman's fingers are gripping the gun tightly. With a shudder of distaste, you realize you'll have to open her hand first.", "endoftext": false }, { "action": "You open her hand", "response": "The gun clatters from her nerveless fingers to the floor.", "endoftext": false }, { "action": "You take the gun", "response": "Taken.\n\nA nice slab of steak sounds perfect right now.\n\nYou pause a moment, as your pain makes it difficult to concentrate.", "endoftext": false }, { "action": "You look at the gun", "response": "A standard 9mm handgun, as far as you can tell. The etchings indicate that it is a Glock 17, but you're not sure what that means. The chamber is empty.", "endoftext": false }, { "action": "You look at man", "response": "The most disgusting corpse you believe you have ever seen. The flesh is withered and seems to have been preserved while in the midst of rotting. Judging by the holes in the clothes, he appears to have been shot in the torso and head several times, but there is a distinct lack of blood. Judging by the crooked angle of his legs, at least one had been broken. His fingernails are peeled back, and his left arm is outstretched towards the dead woman: grasping the floor as if he had been crawling towards her with an intense amount of effort. Upon closer inspection, you discover that the man is not \"missing\" a head, per se, there blasted apart pieces of skull littering the room. All of the bone fragments are covered with coagulated blood and rotting meat.\n\nYou realize that you are looking at an actual zombie. Your heart and breath quicken. If a person wearing a staff uniform has been infected, then who knows the extent of the plague, and how it spreads? You are not sure you can rely on the standard movie bite as the only mode of transmission. It might be spread by more casual contact, or even airborne. You resolve to survive.\n\nYou really want to get rid of this headache.", "endoftext": false }, { "action": "You take the man", "response": "That's disgusting. You don't want to interfere with a future police investigation and you certainly don't want to expose yourself to whatever disease he's got, even with protective gloves. You leave him put.", "endoftext": false }, { "action": "You search the woman", "response": "Nothing but more blood.", "endoftext": false }, { "action": "You search zombie", "response": "Nothing here but internal organs.", "endoftext": false }, { "action": "Swipe badge", "response": "The door whooshes open with the wave of your plastic.", "endoftext": false }, { "action": "You go south", "response": "You walk into a central hub of nondescript, pristinely sterile hospital hallway. The lights flicker with the dim light of the emergency power generator. The lack of noise sends a chill down your spine. Where there should be doctors rushing, nurses chatting, and patients complaining, you hear absolutely nothing. You wonder if this building has been quarantined off or if the infection has spread beyond it. You are thankful that there are no more signs of trouble: no blood on the walls, no corpses on the ground. Then again, this does make your situation more uncertain.\n\nYou can go north to the Radiation Controls, south to the Elevator, east to the Hospital Entry, or west to the Cafeteria.", "endoftext": false }, { "action": "You go west", "response": "Where sterile halls and clean, empty rooms have dominated nearly all of the hospital, the Cafeteria's vile stench precedes it a full hallway in advance. The Cafeteria has been thoroughly raided. Overturned bins of food, broken jugs of milk and other liquids have all swirled together into a rotting pool of sludge. There are still-sealed bottles of water that have managed to escape the ooze.\n\nA stove had been serving as a barricade to the kitchen, but it has been shoved aside and overturned. You also note some blood and bloody blunt objects.\n\nYou can go north to the Kitchen or east to the First Floor Hall.", "endoftext": false }, { "action": "You look at sludge", "response": "A disgusting mix of undecipherable food, liquids and now mold. Looking around at the pooled filth you wonder why all this food was wasted.", "endoftext": false }, { "action": "You look at the water", "response": "(sealed bottles)\nBottles of water that are still sealed and not covered in goo.\n\nYour stomach rumbles in hunger.", "endoftext": false }, { "action": "You take the water", "response": "(the water bottle)\nWater will always come in handy, and you are certain that with the seal it is safe to drink, providing you are very careful where you put your lips.", "endoftext": false }, { "action": "You examine the blunt objects", "response": "Bloody trays, a skillet, a chair leg and even cooking utensils are strewn about the room. They might have been marginally useful against invading hordes, but now most of them are shattered or bent or plain unwieldy from over-use. The skillet looks like it is in the best condition.\n\nJudging by the way the blood has dried, they were used against\nhumans, not zombies.\n\nYou feel weak from hunger.", "endoftext": false }, { "action": "You take the skillet", "response": "eggs. You are certain it will come in handy for one of those things.", "endoftext": false }, { "action": "Go north", "response": "You now realize where all the bodies are - in the kitchen. You see rows upon rows of neatly stacked and cleaned dead bodies, ranging from cafeteria workers to janitors to patients and doctors, all forming a macabre scene.\n\nTearing your eyes away from the gruesome pile, you look around and notice a chaos of canned food. That is probably what the survivors were fighting over - the promise of eating something that is untainted. There is also a huge stainless steel walk-in freezer, not to mention rows of promising cabinets. In the far corner you can see a tin trash container and a plastic blue recycling bin.\n\nYou can go south to the Cafeteria.", "endoftext": false }, { "action": "You take the canned food", "response": "You rifle through the various cans of food and grab the nice-looking can of chickpeas.", "endoftext": false }, { "action": "You open the cabinets", "response": "You open the cabinets, revealing a microwave.\n\nA nice slab of steak sounds perfect right now.", "endoftext": false }, { "action": "You open the freezer", "response": "You see dozens more bodies stacked up in a neat row; with corpses piled several layers high. They are stacked higher towards the end, forming a slope. While the power had been on, you were sure that the cold had helped keep these bodies hidden and preserved. The power has apparently been off for some time now, as many of the bodies have started to melt into one another.\n\nThe stench, which had been sealed off, is now overwhelming and more repulsive than you can even imagine. Barely suppressing the urge to vomit, faint or do both, you close the freezer and back away. As you back away from the freezer, you stumble over one of the dead bodies, knocking it out of line. You really hope that someone is not going to care about that because you are too disgusted to fix it.", "endoftext": false }, { "action": "You look in the blue bin", "response": "The plastic blue recycling bin is empty.", "endoftext": false }, { "action": "You look in the trash", "response": "The tin trash container is empty.", "endoftext": false }, { "action": "You examine the bodies", "response": "Someone has neatly arranged bodies into a row, with the shortest person in the middle and taller people on either sides. They all show signs of a bloody struggle with serious injuries - some have had their heads bashed in, some are missing body parts or have obvious amounts of strong internal bleeding. They have all been cleaned up as much as possible, closed their eyes and even pushed their cheeks into a smile. Someone put a lot of time into doing this.\n\nYou survey them one by one. You see nobody you recognize, but perhaps that is only because you don't remember them. It appears as though only a few of them had actually turned; the rest seem to lack bite marks and only have wounds from fighting. Whoever lined them up also seems to have taken everything useful from them - they lack food, weapons, keys, and don't even have their wallets or ID cards.", "endoftext": false }, { "action": "You look at the microwave", "response": "A boxy device used to heat up things. It looks like it's a decade old at least, and the useless power cable has been ripped out from the back of the machine.", "endoftext": false }, { "action": "You open it", "response": "You open the microwave but the light don't come on. In fact, none of the lights are on. The machine is quite broken.", "endoftext": false }, { "action": "You take the microwave", "response": "It's a useless hunk of metal. It wouldn't even be wieldy enough to use to bludgeon.", "endoftext": false }, { "action": "You hit the can with the skillet", "response": "(the can of chickpeas with skillet)\nViolence is never the answer, except when it comes to survival. Well, even now, it's not really going to help.", "endoftext": false }, { "action": "Examine can", "response": "(the can of chickpeas (unclean))\nA metal can containing chickpeas. Happily for you, it is the kind you can open without a can opener.", "endoftext": false }, { "action": "Clean can", "response": "(the can of chickpeas)\nYou achieve nothing by this.\n\nA collective moan arises from the rest of the city. It echoes and is joined by more moans until a distance or origin point is simply indeterminable. The voice of the despairing dead slowly peter out, but their message for you remains. They are determined, and they do not sleep, and they are always hungry, always desperate. You better prepare your defenses.", "endoftext": false }, { "action": "Open water", "response": "You open the water bottle.\nYou take a small sip.\n\nTo protect the water as best as you can, you close it tight again.", "endoftext": false }, { "action": "You put the water on can", "response": "(the can of chickpeas (unclean))\nPutting things on the can of chickpeas (unclean) would achieve nothing.\n\nYour stomach rumbles in hunger.", "endoftext": false }, { "action": "You put can on the pillow", "response": "You put the can of chickpeas (unclean) on the pillow of the radiation bed.", "endoftext": false }, { "action": "You hit the zombie with the skillet", "response": "(zombie crossdresser with skillet)\nWielding your best weapon (the skillet) you charge and scream as you run towards the crossdresser, putting all your force into a beautifully-arched swing. The metal makes contact with the skull, and you hear the crackling of bone as blood spurts of blood fly around you. As the body of the former person falls to the ground, the blood around the skull wound and splattered onto the frying pan clots almost instantly. The handle to the skillet breaks and is torn from your hand by the force. You duck your head away to minimize contact with flying debris.\n\nThe now broken skillet clatters to the ground. You'd better find a real weapon. Despite the racket, no more zombies come, and you can only assume you were lucky enough that they simply didn't hear. You slump in a corner, and quiver for minutes before being able to so much as stand again.", "endoftext": false }, { "action": "You go north", "response": "On the head pillow is a can of chickpeas (closed).", "endoftext": false }, { "action": "You take can", "response": "Taken.", "endoftext": false }, { "action": "You open it", "response": "You remove the lid, salivating at the prospect of food.", "endoftext": false }, { "action": "You eat can", "response": "You scarf the vegetables down, eager to have something to eat at last. You hardly feel satisfied at all, and even a little queasy.\nYou recall hearing about the difficulties people have eating after long bouts of starvation. Or maybe you just never liked chickpeas. You feel an unusual craving for some meatloaf, but at least your hunger pains are satiated.", "endoftext": false }, { "action": "You look at the transvestite", "response": "He was a sort of crossdresser, and a darned good one at that too. If it wasn't for his (now bloody) adam's apple and lanky walk, you'd have mistaken him for a woman. His skirt, already short, is ripped. One of his shoes fell off, and his bright green jacket has been covered in blood. His makeup was nice, but his face has been completely destroyed.", "endoftext": false }, { "action": "You go to the south", "response": "A central hub of nondescript, pristinely sterile hospital hallway.\n\nYou can go north to the Radiation Controls, south to the Elevator, east to the Hospital Entry, or west to the Cafeteria.", "endoftext": false }, { "action": "You go east", "response": "The grand entrance to the Calypso Hospital, dead bodies hang from ropes tied to the previously majestic arches and pillars. There is a series of abandoned check-in counters. There are various benches along the hallway, as well as couches and a small table littered with magazines. The large glass sliding door to the outside displays a thick, ominous fog. You think you see figures moving in the fog, but then again, you might just be playing tricks on yourself.\n\nYou can go north to the Gift Shop, south to the Pharmacy, east to the Hospital Exterior, west to the First Floor Hallway and northwest to the Physical Therapy room.", "endoftext": false }, { "action": "You examine the sliding door", "response": "Impressively large sheets of glass with great visibility. There is a thick fog outside. You think you can see figures moving outside, but you're not quite sure. You worry about invaders coming.", "endoftext": false }, { "action": "You lock the door", "response": "What do you want to lock the sliding glass doors with?", "endoftext": false }, { "action": "You look at the counters", "response": "A series of desks where employees check in patients, as the name suggests. Everyone has abandoned them; you don't even see hints of blood or struggle. They are just empty. Aside from that, you see nothing spectacular about them.", "endoftext": false }, { "action": "You examine table", "response": "A lightweight but sturdy flat surface used to hold the typical variety of tattered hospital magazines. The coffee table is basically made up of a flat wooden rectangular plank attached to a thin supporting column with a weighted metal base.", "endoftext": false }, { "action": "Break table", "response": "Violence is never the answer, except when it comes to survival.\nWell, even now, it's not really going to help.", "endoftext": false }, { "action": "You take the table", "response": "The coffee table, while moveable, is hardly portable. You would have a difficult time trying to take it anywhere past a few feet without thoroughly exhausting yourself.", "endoftext": false }, { "action": "You look", "response": "The grand entrance to the Calypso Hospital, dead bodies hang from ropes tied to the arches. There is a series of abandoned check-in counters. There are various benches along the hallway, as well as couches and a small table littered with magazines. The large glass sliding door to the outside displays a thick, ominous fog. You think you see figures moving in the fog, but then again, you might just be playing tricks on yourself.\n\nYou can go north to the Gift Shop, south to the Pharmacy, east to the Hospital Exterior, west to the First Floor Hallway and northwest to the Physical Therapy room.", "endoftext": false }, { "action": "You go to the northwest", "response": "Full of various exercising equipment, this place is designed to start people on the path to getting stronger, but you are certain that there is a larger place off-facility for when people are able to leave the hospital. You see exercise balls, stretchy rubber ropes, stationary bicycles, massage tables, stair stepping blocks and doctor chairs. This place is still bright and cheery looking - no blood, no bodies, just orange walls and brightly colored equipment. All of the free weights and weight bars you remember being here have been stolen. There goes your shot at a sweet bludgeoning weapon from here.\n\nYou can go southeast to the Entry Hall.", "endoftext": false }, { "action": "You examine balls", "response": "Bouncy, large rubber balls for doing yoga and various other kinds of exercise.", "endoftext": false }, { "action": "You take the rope", "response": "You fiddle with it for a few minutes then put it in your pocket for later.", "endoftext": false }, { "action": "You examine blocks", "response": "Stackable blocks used to do aerobics on. You can combine the blocks to form all sorts of stairs.", "endoftext": false }, { "action": "Go southeast", "response": "The grand entrance to the Calypso Hospital, dead bodies hang from ropes tied to the previously majestic arches and pillars. There is a series of abandoned check-in counters. There are various benches along the hallway, as well as couches and magazines. You can't see anything out of the sliding glass doors, thanks to the coffee table and bench barricade.\n\nYou can go north to the Gift Shop, south to the Pharmacy, east to the Hospital Exterior, west to the First Floor Hallway and northwest to the Physical Therapy room.", "endoftext": false }, { "action": "Go north", "response": "An assortment of gifts and necessities, designed to milk more money out of patients and their visiting families. The place is quiet and poorly lit, lending to a dystopian atmosphere. There are rows and rows of low shelves containing gift cards, knick-knacks, flowers and balloons. There is a section containing flashlights, lamps and batteries especially catches your eye.\n\nYou glance around the store. Not seeing any figures past the shelves is somewhat comforting, but you can't shake the image of a fallen zombie hidden somewhere beneath one of the shelves, just waiting for someone to wander close enough. You shudder.\n\nYou can go south to the the Entry Hall.", "endoftext": false }, { "action": "You take the batteries", "response": "Looking at the wall of assorted batteries, you decide that you should stock up on all sizes and shapes. You grab a package of everything from AAA to DD, and even a few tiny circle ones to be sure. You never know what size battery you might need.", "endoftext": false }, { "action": "You take the flashlight", "response": "You're unsure what a flashlight is doing in a hospital gift store, as you are sure that it won't make anyone feel any better. The flashlight is wrapped in a plastic container. You get one.", "endoftext": false }, { "action": "You open the flashlight", "response": "(the flashlight (wrapped))\nYou rip at the plastic crap, but you never could do it with your bare hands. You need a sharp object.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na flashlight (wrapped)\nsome batteries\na stretchy rubber rope\nempty can\na water bottle\na handgun (empty)\na security badge\na compass\na lab coat (being worn)\nthick rubber gloves (being worn)\nwhite boots (being worn)", "endoftext": false }, { "action": "You look athe knick-knacks", "response": "Name magnetic license plates, curio windmills, figurines, glasses and all sorts of other assorted bits of junk manufactured by starving people in China for the passing amusement and inevitable disposal. There is nothing that looks even remotely useful here. Tourist-trap grade junk.", "endoftext": false }, { "action": "You examine the shelves", "response": "There sure are a lot of shelves. They are all uninteresting, except for the various for-sale cards, balloons, batteries, flashlights and lamps.", "endoftext": false }, { "action": "You look at the balloons", "response": "Something native to all hospital gift stores, the assortment of crinkly aluminum get-well balloons. They have everything from teddy bears to cute kittens to just plain \"Get well soon\".", "endoftext": false }, { "action": "You take the balloons", "response": "You seriously doubt that you will ever have need for balloons with get-well inscriptions. Perhaps you can give it to the next zombie you see, and it will be touched at your heart-felt intentions enough not to eat you alive. Nevertheless, taken.", "endoftext": false }, { "action": "You look at can", "response": "A completely emptied tin can, complete with the pull-off top.", "endoftext": false }, { "action": "You open the flashlight with can", "response": "(the flashlight with empty can)\nThat doesn't seem to be something you can unlock.", "endoftext": false }, { "action": "You look at the card", "response": "(the happy birthday card)\n\"Your special day, today it's like the world is made just for you!\"", "endoftext": false }, { "action": "You examine the lamp", "response": "A shelf with a few electric lamps. Neat.", "endoftext": false }, { "action": "You examine the boots", "response": "Thick, with a killer sole. They're actually completely inappropriate for a real hospital worker to be wearing, it was probably just the shoes you wore on your way to work when it was raining. Still, they look pretty badass.", "endoftext": false }, { "action": "Go south", "response": "The grand entrance to the Calypso Hospital, dead bodies hang from ropes tied to the previously majestic arches and pillars. There is a series of abandoned check-in counters. There are various benches along the hallway, as well as couches and magazines. You can't see anything out of the sliding glass doors, thanks to the coffee table and bench barricade.\n\nYou can go north to the Gift Shop, south to the Pharmacy, east to the Hospital Exterior, west to the First Floor Hallway and northwest to the Physical Therapy room.", "endoftext": false }, { "action": "You go west", "response": "A central hub of nondescript, pristinely sterile hospital hallway.\n\nYou can go north to the Radiation Controls, south to the Elevator, east to the Hospital Entry, or west to the Cafeteria.", "endoftext": false }, { "action": "Go south", "response": "You stand outside of the elevator. Looking at the elevator lights above the elevator door, you notice that there are two floors, plus probably a basement. The great steel elevator doors are closed. To the west you see a staircase.\n\nYou can go north to the First Floor Hall, or west to the First Floor Staircase.", "endoftext": false }, { "action": "You examine the elevator door", "response": "Tall, steel and firmly shut. Without electricity running to it, you worry that you probably won't be able to open it at all.", "endoftext": false }, { "action": "You go west", "response": "On the walls, you can see a broken fire extinguisher box, and an emergency escape map.\n\nThe staircase leading up is blocked halfway by piles upon piles of furniture. You can see a small passage in the top of the barricade. As for the stairway down, a large chunk of concrete staircase has gone missing. You think you could navigate down, but he darkness of the basement worries you.\n\nYou can go east to the First Floor Elevator, northeast to the First Floor Hall, up to the Second Floor Staircase or down to the Basement.", "endoftext": false }, { "action": "Examine box", "response": "Someone has yanked off the box's little complimentary glass breaker and smashed the glass, taking the fire extinguisher. Aside from glass shards, the only thing you see is a guide on which types of extinguishers to use on which types of fires.", "endoftext": false }, { "action": "You take the shard", "response": "You decide to ditch the idea of pocketing the cut hazard; even the tiniest nick creates a huge vector for infection. There must be less dangerous ways to cut things open.", "endoftext": false }, { "action": "You examine the barricade", "response": "A painstakingly erected barricade made of piled up furniture. There is a small hole at the top that seems stable enough for you to climb through if it wasn't just out of your reach", "endoftext": false }, { "action": "You go northeast", "response": "A central hub of nondescript, pristinely sterile hospital hallway.\n\nYou can go north to the Radiation Controls, south to the Elevator, east to the Hospital Entry, west to the Cafeteria or southwest to the First Floor Staircase.", "endoftext": false }, { "action": "You go east", "response": "The grand entrance to the Calypso Hospital, dead bodies hang from ropes tied to the previously majestic arches and pillars. There is a series of abandoned check-in counters. There are various benches along the hallway, as well as couches and magazines. You can't see anything out of the sliding glass doors, thanks to the coffee table and bench barricade.\n\nYou can go north to the Gift Shop, south to the Pharmacy, east to the Hospital Exterior, west to the First Floor Hallway and northwest to the Physical Therapy room.", "endoftext": false }, { "action": "Go northwest", "response": "Full of various exercising equipment, this place is designed to start people on the path to getting stronger, but you are certain that there is a larger place off-facility for when people are able to leave the hospital. You see exercise balls, stationary bicycles, massage tables, stair stepping blocks and doctor chairs. This place is still bright and cheery looking - no blood, no bodies, just orange walls and brightly colored equipment.\n\nYou can go southeast to the Entry Hall.", "endoftext": false }, { "action": "You take the blocks", "response": "They look a little too bulky to carry, but you feel as though you could push them around if you wanted.", "endoftext": false }, { "action": "You take the map", "response": "It's mounted to the wall.", "endoftext": false }, { "action": "You read the map", "response": "Basically, it is telling you to go down the stairs and out the exits of which you are already aware. Not actually very helpful.", "endoftext": true }, { "action": "Go downwards", "response": "On the walls, you can see a broken fire extinguisher box, and an emergency escape map.\n\nThe staircase leading up is blocked halfway by piles upon piles of furniture. You can see a small passage in the top of the barricade which is now easily accessible thanks to the stair stepping blocks.\nAs for the stairway down, a large chunk of concrete staircase has gone missing. You think you could navigate down, but he darkness of the basement worries you.\n\nYou can go east to the First Floor Elevator, northeast to the First Floor Hall, up to the Second Floor Staircase or down to the Basement.\n\nThe stair stepping blocks have been pushed into this room.", "endoftext": false }, { "action": "You take the guide", "response": "You leave it; what if someone needs to know this information at some point in the future?", "endoftext": false }, { "action": "You read the guide", "response": "Water extinguishers are good for wood fires, CO2 extinguishers are good for electrical but bad for water, BC are multi-purpose extinguishers good for gas and electrical fires, and ABC extinguishers are multi-purpose extinguishers good for wood, gas and electrical.\nYou feel enlightened.", "endoftext": false }, { "action": "You go upward", "response": "You climb on up the stair stepping blocks and make it to the second floor staircase.\n\nThe majority of this floor is offices.\n\nYou can see the ripped out hinges and a darkened rectangular wall halo the exact shape and size of a fire extinguisher box. An emergency map is helpfully plastered to the wall.\n\nYou can go east to the Second Floor Elevator, northeast to the Second Floor Hall, or down to the First Floor Staircase.", "endoftext": false }, { "action": "Go east", "response": "The stainless steel doors here are jammed open, exposing a gap wide enough to enter the elevator cab. The previously pristine steel doors have been covered with blood.\n\nYou can go north to the Second Floor Hall, west to the Second Floor Staircase or east to the Elevator Cab.", "endoftext": false }, { "action": "You go to the east", "response": "An elevator with padded walls, used to protect the metal against dings when they take gurneys up and down. You can see the things typical of a elevator: the buttons, the lights and the emergency call box. With the lack of power, this elevator has been deemed non-essential and is not working; none of the lights are on.\n\nYou can go west to the Second Floor Elevator.", "endoftext": false }, { "action": "You examine the call box", "response": "This thing has a phone inside of it that alerts an emergency response team. It is supposed to work in the event of a power failure.", "endoftext": false }, { "action": "You open it", "response": "Inside the box is an emergency phone. It seems to be functional.", "endoftext": false }, { "action": "You use the phone", "response": "You pick up the phone and hear a dial tone. Amazingly enough, someone is at the other end! You nearly cry with relief at hearing another human voice. You learn that a rescue operation was using the emergency call center as a base of operations. You tell them that you are alive and trapped inside the hospital.\n\nThey assure you that a rescue team will be deployed quickly, and that there are other survivors who have barricaded themselves in the basement and are similarly waiting for help. The rescuer advises that you join with them, as a strength in numbers approach is often best. They stress avoiding contact with possible sources of contamination.\n\nYou savor the human contact, but the man on the other line apologizes and lets you know he has to return to organizing rescues for other survivors. He does strongly assure you that a rescue team will make it to the hospital as soon as it can clear a path.", "endoftext": false }, { "action": "You go north", "response": "Pristine and sterile, silent hallway, with no noises or anything in sight.\n\nYou can go north to the Medical Records, east to the Restrooms, northwest to the Security Station or southwest to the Second Floor Staircase.", "endoftext": false }, { "action": "Go northwest", "response": "A small, cramped room with a single swivel chair, a huge monitor display and an ammo box. There is no evidence of a barricade at all here, it appears as if the security guards on staff bravely went out and tried to fight the problem. Perhaps they were the first ones who got turned by trying to detain the zombies instead of fighting them.\n\nThe Second Floor Hall is to the southeast.", "endoftext": false }, { "action": "You examine the ammo box", "response": "A sturdy black box. There is nothing inside the ammo box. You can see something glinting behind the ammunition box, though.", "endoftext": false }, { "action": "You look behind it", "response": "The glint behind the gun ammo box turns out to be a magazine of ammo.", "endoftext": false }, { "action": "You take the ammo", "response": "(the gun ammo)\nYou grab the ammo, ready to lock and load.", "endoftext": false }, { "action": "You look at the gun", "response": "A standard 9mm handgun, as far as you can tell. The etchings indicate that it is a Glock 17, but you're not sure what that means. It has 6 clips left.", "endoftext": false }, { "action": "Examine monitor", "response": "You had thought that security would have had some kind of power priority in the event of an emergency, but it appears that security monitors are not considered important in a life-support system. All of the monitors are black. But it does look rather impressive, nonetheless.", "endoftext": false }, { "action": "You go north", "response": "Files and records and other such boring stuff dating back for months. The records over a year old are moved to the basement for storage. There are several documents from a bright orange folder that are scattered over a central table. You can see a nearby administrator's office is open.\n\nYou can go northeast to the Office or south to the Second Floor Hall.", "endoftext": false }, { "action": "You examine the documents", "response": "They look like regular patient files, except for the orange folder. In this hospital, that color is reserved for emergency cases - potential plagues, new diseases, resistant strains, or diseases of undeterminable transmission vector. You are guessing that this is the original zombie victim's files. First flipping casually through the files, you notice that there are several copies of the same documents. Several people were going over these files.\n\nThe files talk about a John Doe victim who was bitten in the leg, punctured a major vessel, lost consciousness, and whose heart had stopped for 2 minutes. The heart resumed function, and then the man jumped out of his stretcher and attacked several doctors with his teeth. He had to be restrained, but not after biting several orderlies and other staff.\n\nWhenever he noticed anyone in the vicinity, he would mindlessly and completely devote himself to attacking and eating that person. There is a note about his disease definitely being transmitted by bite - you guess this means the staff turned as well, but you suppose their records would be kept confidentially separate from this John Doe. You suppose that they somehow passed the disease on themselves.\n\nThis isn't really anything that you wouldn't have guessed yourself, except for a little addendum at the end: There are notes that several of the cancer patients did not get infected, even after they got bitten. This knowledge will certainly come in handy fighting this disease. You resolve to share it with the appropriate medical personnel. If you ever survive, that is.", "endoftext": false }, { "action": "You go to the northeast", "response": "A typical administrator's office, this is the only one you could find that is unlocked. It is the office of administrator Richard Michaels, but that doesn't mean anything. You can see a typical desk, a painting on the wall, medical cabinets, and an office chair.\n\nYou can go southwest to the Medical Records.", "endoftext": false }, { "action": "You look at the desk", "response": "A sturdy wooden desk, there is a single piece of paper on the top: the fiscal report. The desk has three large drawers on its left side. You also see a pen jar, a stapler and a telephone.", "endoftext": false }, { "action": "You look at the report", "response": "A bunch of graphs and charts. Boring in regular life and especially so in the middle of an invasion.", "endoftext": false }, { "action": "You open the drawers", "response": "You open the drawers and rifle through to see a pair of scissors and junk.", "endoftext": false }, { "action": "You cut the wrapping with the scissors", "response": "You cut that annoying plastic crap off the flashlight. You flick it on, then off. Looks like it came with batteries. Huh.", "endoftext": false }, { "action": "You use the phone", "response": "You pick up the receiver and attempt to make a call, but there's no dial tone. \"Of course the phone wouldn't be working in an emergency,\" you sigh.", "endoftext": false }, { "action": "You examine the stapler", "response": "A heavy metal stapler.", "endoftext": false }, { "action": "You take it", "response": "I believe that belongs to someone else.", "endoftext": false }, { "action": "You look at the painting", "response": "Modern, abstract splatter art of green in a sort of... foliage pattern. Rather pretty and calming.", "endoftext": false }, { "action": "You open the cabinets", "response": "You see plenty of doctor's routine supplies. Cotton balls, cotton swabs, face masks, wooden sticks, a reflex mallet, paper towels and latex gloves.", "endoftext": false }, { "action": "You take the mask", "response": "You stash it in your lab coat.", "endoftext": false }, { "action": "You wear mask", "response": "Stylish!", "endoftext": false }, { "action": "You take the gloves", "response": "(thick rubber gloves)\nYou already have that.", "endoftext": false }, { "action": "Go southwest", "response": "Files and records and other such boring stuff dating back for months. There are several documents from a bright orange folder that are scattered over a central table. You can see a nearby administrator's office is open.\n\nYou can go northeast to the Office or south to the Second Floor Hall.", "endoftext": false }, { "action": "You go to the south", "response": "Pristine and sterile, silent hallway, with no noises or anything in sight.\n\nYou can go north to the Medical Records, east to the Restrooms, northwest to the Security Station or southwest to the Second Floor Staircase.", "endoftext": false }, { "action": "Go south", "response": "The stainless steel doors here are jammed open, exposing a gap wide enough to enter the elevator cab. The previously pristine steel doors have been covered with blood.\n\nYou can go north to the Second Floor Hall, west to the Second Floor Staircase or east to the Elevator Cab.", "endoftext": false }, { "action": "You go to the east", "response": "An elevator with padded walls, used to protect the metal against dings when they take gurneys up and down. You can see the things typical of a elevator: the buttons, the lights and the emergency call box. With the lack of power, this elevator has been deemed non-essential and is not working; none of the lights are on.\n\nYou can go west to the Second Floor Elevator.", "endoftext": false }, { "action": "You use the phone", "response": "You have already called, help is on the way! Barricade yourself, head to the basement and wait for the calvary.", "endoftext": false }, { "action": "You go east", "response": "You go into the unisex restroom. You see toilets, urinals and sinks. The mirror is broken, however. It appears as though the plumbing has stopped working at some point, but the human need to relieve themselves didn't. Most disturbing, you see is a severely injured zombie sitting in the far corner, casually chewing on human remains. He doesn't seem to notice you.\n\nYou can go west to the Second Floor Hall.", "endoftext": false }, { "action": "You go east", "response": "You see toilets, urinals and sinks. The mirror is broken, however.\nIt appears as though the plumbing has stopped working at some point, but the human need to relieve themselves didn't. Most disturbing, you see is a severely injured zombie sitting in the far corner, casually chewing on human remains. He doesn't seem to notice you.\n\nYou can go west to the Second Floor Hall.", "endoftext": false }, { "action": "You shoot zombie", "response": "Deciding to take the zombie out of its misery, you stand back at a safe distance, level your gun and calmly shoot at his head and pull the trigger. You end up hitting the left side of his neck instead. Blood spurts out, and quickly clots down his neck.\n\nEnraged, he drops his hunk of flesh, and stumbles to his feet. He bellows and flails his arms wildly, knocking you back. Backing up, he prepares himself to blindly charge.", "endoftext": false }, { "action": "Continue", "response": "You roll over onto your shoulder and raise your gun at the staggering, bellowing abomination. In your terror, you fire too early, missing the head and instead shooting him right in the stomach. You actually did hit the stomach organ; acidic bile in a slurry of digested meat spray from his wound for a moment before the injury clots. His rage increases and he slams head-first into the wall, completely smashing his skull. He immediately slumps down under the sinks. One less horror in the world.", "endoftext": false }, { "action": "You examine the zombie", "response": "A formerly stout fellow, this mutilated corpse slumped against the corner. His head is completely destroyed, with chunks of skull and brain sprinkled across his corpulent lap. His blood has sprayed and is clotted on the tiled walls. He's been rendered quite harmless.", "endoftext": true }, { "action": "You look around", "response": "You see toilets, urinals and sinks. The mirror is broken, however.\nIt appears as though the plumbing has stopped working at some point, but the human need to relieve themselves didn't The carcass of a dead zombie lies slumped under the sinks.\n\nYou can go west to the Second Floor Hall.", "endoftext": false }, { "action": "You look at the mirror", "response": "Someone really had it out for reflective surfaces; every mirror is completely shattered and ground into a coarse dust. You are disappointed that you can't check yourself out.", "endoftext": false }, { "action": "You examine the sink", "response": "Porcelain and steel, someone has had the foresight to know that the water would be turned off, so they stuffed the sink drains and let the taps run to fill the sinks with water. All of the sinks are empty now.", "endoftext": false }, { "action": "You look at the urinals", "response": "Eco-friendly flushless urinals. Maybe they still work without the water working?", "endoftext": false }, { "action": "You examine the toilets", "response": "The toilets had been kept clean and sanitized by regular hospital staff; regular cleaning is important to keeping hospital grade infections. Of course, since probably water pumping facilities have been evacuated and the water has shut off. The people have been using the toilets even after the water has been shut off - biology doesn't stop.", "endoftext": false }, { "action": "Go southwest", "response": "The majority of this floor is offices.\n\nYou can see the ripped out hinges and a darkened rectangular wall halo the exact shape and size of a fire extinguisher box. An emergency map is helpfully plastered to the wall.\n\nYou can go east to the Second Floor Elevator, northeast to the Second Floor Hall, or down to the First Floor Staircase.", "endoftext": false }, { "action": "You turn on the flashlight", "response": "It emits a strong beam of light.", "endoftext": true }, { "action": "Go downward", "response": "First of all, you can't see the unfamiliar broken staircase well enough to climb it in the dark since you'd have to carry a flashlight with the hands to need to help you climb. Second of all - and this is the biggie - if there were any zombies down there, the awkwardness of climbing down would leave you susceptible to an attack. It's too dangerous without a light source already illuminating the basement.", "endoftext": false }, { "action": "You drop flashlight", "response": "You drop the flashlight. You hope you remember where you put it.", "endoftext": false }, { "action": "You put the flashlight on broken Staircase", "response": "You gently lower it, then raise it again. Nothing happens.", "endoftext": false }, { "action": "You tie the rope to the flashlight", "response": "Not a bad idea. Sadly, there's not a sturdy handle that you could tie the rope to, and a flashlight-on-a-rope would be too jiggly to do anything useful.", "endoftext": true }, { "action": "Look around", "response": "Someone has yanked off the box's little complimentary glass breaker and smashed the glass, taking the fire extinguisher. Aside from glass shards, the only thing you see is a guide on which types of extinguishers to use on which types of fires.\n\n>First Floor Staircase\nOn the walls, you can see a broken fire extinguisher box, and an emergency escape map.\n\nThe staircase leading up is blocked halfway by piles upon piles of furniture. You can see a small passage in the top of the barricade which is now easily accessible thanks to the stair stepping blocks.\nAs for the stairway down, a large chunk of concrete staircase has gone missing. You think you could navigate down, but he darkness of the basement worries you.\n\nYou can go east to the First Floor Elevator, northeast to the First Floor Hall, up to the Second Floor Staircase or down to the Basement.\n\nThe stair stepping blocks have been pushed into this room.", "endoftext": false }, { "action": "You turn off the flashlight", "response": "You turn off the flashlight.", "endoftext": false }, { "action": "You go south", "response": "You see shelves upon shelves of unprotected drugs. If you were unscrupulous you could steal and sell them all... if there was anyone left to sell them to that is. Some people have already had that idea, many of the medical supplies seem depleted. You quickly assess all of the rows. You spot a tempting bottle of over-the-counter pain pills.\n\nYou can go north to The Entry Hall.", "endoftext": false }, { "action": "You take the pills", "response": "You grab a bottle. Pills here.", "endoftext": false }, { "action": "Swallow pill", "response": "You pop the recommended dosage of pills into your mouth.", "endoftext": false }, { "action": "Drink water", "response": "You gulp down the water.\n\nYou feel so relieved as your headache starts to recede, and you thank modern medicine.\nYou feel much better. Satisfied with the state of your body, you start to wonder what other sorts of things might be important in a survival situation.", "endoftext": true }, { "action": "You describe your surroundings", "response": "You see shelves upon shelves of unprotected drugs. If you were unscrupulous you could steal and sell them all... if there was anyone left to sell them to that is. Some people have already had that idea, many of the medical supplies seem depleted.\n\nYou can go north to The Entry Hall.", "endoftext": false }, { "action": "Go northwest", "response": "Full of various exercising equipment, this place is designed to start people on the path to getting stronger, but you are certain that there is a larger place off-facility for when people are able to leave the hospital. You see exercise balls, stationary bicycles, massage tables and doctor chairs. This place is still bright and cheery looking - no blood, no bodies, just orange walls and brightly colored equipment.\n\nYou can go southeast to the Entry Hall.", "endoftext": false }, { "action": "You look at the bike", "response": "A metal ancient monstrosity, not even electric. The difficulty of the bike is adjusted by a strap on the front wheel.", "endoftext": false }, { "action": "You examine the strap", "response": "The thick strap can be pulled or let out with a buckle to change the difficulty of the bicycle. The machine hardly looks safe, but it must have passed numerous safety inspections to still be around.", "endoftext": false }, { "action": "You take the strap", "response": "It's part of the bike.", "endoftext": false }, { "action": "You cut the strap with scissors", "response": "There's no reason to deface the hospital's property; they'll have enough to fix.", "endoftext": false }, { "action": "You examine table", "response": "A medical massage table, slightly different from massage tables for fun. There is heating and cooling packs and machinery.", "endoftext": false }, { "action": "You examine the ball", "response": "Bouncy, large rubber balls for doing yoga and various other kinds of exercise.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nsome pain pills\na flashlight\na face mask (being worn)\nplastic light crap\na pair of scissors\na balloon\nsome batteries\na stretchy rubber rope\nempty can\na water bottle\na handgun (loaded)\na security badge\na compass\na lab coat (being worn)\nthick rubber gloves (being worn)\nwhite boots (being worn)", "endoftext": false }, { "action": "Tie balloon to flashlight", "response": "After sitting in the Gift Shop for so long, it's lost a lot of helium and is only barely afloat. It doesn't need to be anchored, and it definitely won't fly away with something, or even cause something else to fall slowly, so tying it to anything would be useless.", "endoftext": false }, { "action": "You look at Staircase", "response": "(the broken staircase)\nConcrete stairs with parts missing. It looks easily climbable, but only with light.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nsome pain pills\na flashlight\na face mask (being worn)\nplastic light crap\na pair of scissors\na balloon\nsome batteries\na stretchy rubber rope\nempty can\na water bottle\na handgun (loaded)\na security badge\na compass\na lab coat (being worn)\nthick rubber gloves (being worn)\nwhite boots (being worn)", "endoftext": false }, { "action": "You examine the flashlight", "response": "A handheld light-spewing device, perfect for illuminating the darkness of night or basements.. Luckily enough, it came with batteries already inside.\n\nThe flashlight is off.", "endoftext": false }, { "action": "You put the flashlight in the coat", "response": "You put the flashlight into the lab coat.", "endoftext": false }, { "action": "You tie the rope to Staircase", "response": "(the broken staircase)\nThe rope isn't strong enough to hold your weight if that's what you were thinking, and anyway the rope's too short to be tied to the stairs AND reach down into the basement. Your best bet would be to simply tie the rope to whatever you want to lower into the basement and then manually lower it.", "endoftext": false }, { "action": "Tie the flashlight", "response": "What do you want to tie the flashlight to?", "endoftext": false }, { "action": "You tie the rope to the flashlight", "response": "Not a bad idea. Sadly, there's not a sturdy handle that you could tie the rope to, and a flashlight-on-a-rope would be too jiggly to do anything useful.", "endoftext": false }, { "action": "You get flashlight", "response": "You already have that.", "endoftext": false }, { "action": "You go to the north", "response": "An assortment of gifts and necessities, designed to milk more money out of patients and their visiting families. The place is quiet and poorly lit, lending to a dystopian atmosphere. There are rows and rows of low shelves containing gift cards, knick-knacks, flowers and balloons. The section containing flashlights, lamps and batteries.\n\nYou can go south to the the Entry Hall.", "endoftext": false }, { "action": "You examine the lamp", "response": "A shelf with a few electric lamps. Neat.", "endoftext": false }, { "action": "You take the lamp", "response": "You stow one of the lamps away. It's wrapped in that annoyingly tough plastic wrapping.", "endoftext": false }, { "action": "You cut the lamp wrapping", "response": "You cut that annoying plastic crap off the lamp. You flick it on, then off. Looks like it came with batteries. Huh.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nplastic lamp crap\nan electric lamp\na flashlight (providing light)\nsome pain pills\na face mask (being worn)\nplastic light crap\na pair of scissors\na balloon\nsome batteries\na stretchy rubber rope\nempty can\na water bottle\na handgun (loaded)\na security badge\na compass\na lab coat (being worn)\nthick rubber gloves (being worn)\nwhite boots (being worn)", "endoftext": false }, { "action": "You look at the lamp", "response": "(the electric lamp)\nA modern version of the hand-held, swinging lamp with a handle. Luckily enough, it came with batteries already inside.\n\nThe electric lamp is off.", "endoftext": false }, { "action": "You tie the rope to handle", "response": "You secure the stretchy rubber rope to the sturdy handle of the lamp.", "endoftext": false }, { "action": "You tie the rope to the flashlight", "response": "(the flashlight)\nYou would achieve nothing by this.", "endoftext": false }, { "action": "You turn on the lamp", "response": "(the electric lamp (tied))\nThe lamp radiates a low level of light in all directions.", "endoftext": false }, { "action": "Lower lamp", "response": "(the electric lamp (tied))\nYou slowly lower the lamp down, peering into the basement. The lamp illuminates the room; you can see that there are three rooms extending out from the basement. Even with the stretch of the rope, the lamp doesn't make it all the way down. Since it's only about half a foot from the ground, you let the lamp fall. It lightly clatters, and nothing happens. It must be safe to go down.", "endoftext": true }, { "action": "Go downward", "response": "From what little light there is, you can tell that the lightbulbs have all been smashed. Perhaps there used to be power here, but someone has made sure that this place would be dark. There are monstrous file cabinets that have been piled up in front of the door, leaving only a small opening to the furnace room. There are deep scuff marks leading from the Room of Records to the barricade.\n\nYou can go north to the Janitor Closet, south to the Furnace Room, northeast to the Room of Records, or up to the First Floor Staircase.", "endoftext": false }, { "action": "You look at the cabinets", "response": "Stacks of rusted, ancient metal cabinets block the southern exit to the furnace room. They've been hauled out from the room of records that have been hauled up upon one another into a crude pyramid. There is a small opening at the top of the file cabinet barricade.", "endoftext": false }, { "action": "You open the cabinets", "response": "They're locked, and full of boring records anyway.", "endoftext": false }, { "action": "Go north", "response": "Hospitals have to be sanitary, and that means plenty of janitors constantly cleaning and disinfecting. Not properly a closet, this thing is a full room. There is an arsenal of brooms, mops, cleaning supplies, and a floor waxer.\n\nYou can go south to the Basement.", "endoftext": false }, { "action": "You examine the waxer", "response": "A beast of a machine, this baby looks like it could haul.", "endoftext": false }, { "action": "You look at the mops", "response": "The stereotypical heavy-duty industrial grade mop. It reeks of cleaning solutions, even after several days of drying and airing out.", "endoftext": false }, { "action": "You look at the brooms", "response": "A wide, fuzzy industrial-grade broom. This thing is pushed along corridors, and is quite different from the classic straw job you imagine you have at your home.", "endoftext": false }, { "action": "You examine supplies", "response": "You can see jugs of bleach, jugs of ammonia, standard glass, wood and stainless steel cleaners.", "endoftext": false }, { "action": "Ride waxer", "response": "You can't bring it out; the thing runs on electricity and has lost its charge. There's no way to charge it either, with all of the electrical sockets down here not working.", "endoftext": false }, { "action": "You examine the bleach", "response": "A huge jug of bleach with an easy-to-grasp-handle.", "endoftext": false }, { "action": "You take the bleach", "response": "You grab the jug of bleach by its handle and toss it in your pockets.", "endoftext": false }, { "action": "You examine the ammonia", "response": "A huge jug of ammonia with an easy-to-grasp handle..", "endoftext": false }, { "action": "You take the ammonia", "response": "You grab the jug by the handle and toss the ammonia in your pockets.", "endoftext": false }, { "action": "You open the bleach", "response": "You completely remove the cap of the bleach.", "endoftext": false }, { "action": "Open ammonia", "response": "You completely remove the cap of the ammonia.", "endoftext": false }, { "action": "Go south", "response": "From what little light there is, you can tell that the lightbulbs have all been smashed. Perhaps there used to be power here, but someone has made sure that this place would be dark. There are monstrous file cabinets that have been piled up in front of the door, leaving only a small opening to the furnace room.\n\nYou can go north to the Janitor Closet, south to the Furnace Room, northeast to the Room of Records, or up to the First Floor Staircase.", "endoftext": false }, { "action": "You go to the north-east", "response": "A massive room that was filled with shelves and file cabinets. It is evident that a large number of old file cabinets are simply not here any more; there is way too much space near the entrance of the room and you can see the indents on the floor where the file cabinets used to be. There are also huge scuff marks leading from various empty spaces and converging on the exit. You marvel at the amount of effort this must have taken. At the back of the room is an electrical panel.\n\nYou can go southwest to the Basement.", "endoftext": false }, { "action": "You examine the panel", "response": "A standard grey electrical panel. It is securely screwed shut, for safety you'd imagine. You remember that you have a toolbox in the trunk of your car; that should come in handy.", "endoftext": false }, { "action": "Go south", "response": "You cautiously climb the file cabinets towards the small opening at the top - making an awful racket of it. You are greeted with a cool and collected male disembodied voice, \"Back away, or I'll shoot you.\"\n\nYou hear a muffled cry coming from deep behind the opening; but you can't risk going in there. You carefully back away from the small opening, not getting a glimpse at the clearly crazed survivor.", "endoftext": false }, { "action": "You talk to the survivor", "response": "All you get is curses. He is quite determined to keep you out. You could always try asking him about something, but it doesn't", "endoftext": false }, { "action": "You ask the survivor about himself", "response": "\"Get out of here with your crazy talk.\"", "endoftext": false }, { "action": "You ask the survivor about the zombies", "response": "\"They're all going to be turned, into the darkness, into the abomination. Zombie. Ha! That word doesn't even begin to scratch the surface of the deep-seated evil of these creatures. Not to mention their ferocity. They never sleep, never rest, always come and are always hungry. They'll keep coming, nothing can stop them. Only people. Burn before the forest fire. You're already one. They are all already one. Go burn.\"", "endoftext": false }, { "action": "You tell the survivor about the cancer", "response": "He's safely on the other side of that barricade making most interactions a bit tricky. The only way through is that small hole. Maybe if you had some knockout gas, you could actually get in there.", "endoftext": false }, { "action": "You throw the bleach into the hole", "response": "You lob the bleach at the opening, and hear a bloink and splish as the liquid spills out. You hear a string of curses from the other side as the liquid glubs out of the jug.", "endoftext": false }, { "action": "You throw the ammonia into the hole", "response": "You lob the ammonia at the opening, and hear a bloink and splish as the liquid spills out. You hear a string of curses from the other side as the liquid glubs out of the jug.\n\nFitful coughing and curses comes from the Furnace Room, followed a sharp thud and then silence. You expected to hear a hissing reaction or even smell something off, but there was no special noise, and no special smell from the toxic combination of the two cleaning liquids.", "endoftext": false }, { "action": "You go south", "response": "Well, you dispatched of the loon, but if you're not careful, you'll hoist yourself by your own petard. You're not going in there with that toxic gas, find a way to get rid of it.", "endoftext": false }, { "action": "You throw the balloon", "response": "You drop the balloon. You hope you remember where you put it.", "endoftext": false }, { "action": "You wear the mask", "response": "You're already wearing that!", "endoftext": false }, { "action": "Go east", "response": "You've put a lot of effort into barricading up the outside doors; you'd have to move the bench and the coffee table back before being able to go outside.", "endoftext": false }, { "action": "You move the table", "response": "You remove the barricade, returning both the coffee table and the bench to the original spots. The coast looks clear enough outside.", "endoftext": false }, { "action": "You go to the east", "response": "You are outside again, for the first time in.... well, you are not sure how long. You wish you could feel the sun, but the thick fog carpets everything; you can barely tell that it is indeed daytime outside. You are now certain that you see shapes moving in the distance and feel hesitant to move much further from the safety of the hospital.\n\nYou can go south to the Parking Lot or west to the Entry Hall.\n\nThere seems to be an unusually large amount of stumbling towards you. Moans all around you fill the air. With panic, you realize they must be drawn to your light. You whimper as the increased shuffling of feet and moaning all point to them being attracted to you.", "endoftext": false }, { "action": "Go east", "response": "You are outside again, for the first time in.... well, you are not sure how long. You wish you could feel the sun, but the thick fog carpets everything; you can barely tell that it is indeed daytime outside. You are now certain that you see shapes moving in the distance and feel hesitant to move much further from the safety of the hospital.\n\nYou can go south to the Parking Lot or west to the Entry Hall.", "endoftext": false }, { "action": "Go south", "response": "An open and sprawling patch of asphalt packed with cars. Many have been broken into and a few have crashed. The fog is so thick that you cannot see more than one area of the lot at a time. You can hear afflicted people shuffling around between rows of cars. You can see your Volvo with a zombified occupant trapped inside, clawing at the window, unsure how to open the door.\n\nIt looks like somebody tried to take advantage of your habit of leaving the car unlocked, but turned before getting the chance to escape. It probably wouldn't have done her any good anyway, you have no idea where your keys ended up, and a car would attract lots of attention, until it ran out of gas.\n\nYou can go north to The Hospital Exterior.", "endoftext": false }, { "action": "You look at the car", "response": "(the Volvo car)\nA rather normal looking Volvo wagon: it appears as if the car thief... turned while relaxing or hiding or trying to drive away in your car, you're not sure which. The occupant is now clawing at the window, staring through with glassy eyes, unable to figure a way out. It doesn't look like she has your keys, and they're not in the ignition. You worry about her being able to break the window or claw the door handle open, so you do your best to keep your distance and hide.\n\nLooking more closely, you can see a toolbox in the Volvo's trunk.", "endoftext": false }, { "action": "You open the trunk", "response": "The hinges on the door squeak loudly as you swing the trunk up and open. You notice that inside the trunk is a toolbox. More importantly at the moment, however is the fact that zombified occupant hears and twists her head to see. She hisses and claws at the seats. You feel confident that the seat belt will hold her in place until you hear a snap. It appears the woman was more injured than you initially assessed; she had a large part of her midsection missing. Lacking internal organs, or pesky connecting tissue, the change in pressure from her turning to look at you has snapped her spine.\n\nLeaving her legs in the seat and pulling up on the shoulders of the seats, she heaves her torso through the car. For a moment positions herself between the two seats, staring at you and the newly developed exit. She hesitates for a moment.", "endoftext": false }, { "action": "You shoot zombie", "response": "You steady your aim and fire. You haven't ever had much practice, but you apparently have great aim at such close range. You shoot the zombie square in the head. She reels back with a screech and flops down, completely incapacitated.\n\nThe sound of the gunshot echoes loudly through the parking lot, breaking the silence. No birds fly up, but the sound of the vengeful dead does. You hear one moan, then another and another from the mist. The sound of aimless shuffling increases, only now it doesn't seem quite so aimless.", "endoftext": false }, { "action": "You take the toolbox", "response": "Taken.\n\nYou hear deep and anguished moans fill the air from all around you. The sound drowns out everything else, or at least it would if there were any other sounds. The chorus of the undead harmonizes quite perfectly with your growing sense of despair.", "endoftext": false }, { "action": "You go to the north", "response": "You are outside and the thick fog carpets everything; you can barely tell that it is indeed daytime outside. You are now certain that you see shapes moving in the distance and feel hesitant to move much further from the safety of the hospital.\n\nYou can go south to the Parking Lot or west to the Entry Hall.\n\nYou can hear the gentle shuff of feet and limbs being dragged along the ground mixed with the occasional clomp of a heavy shoe or heel. There are occasional thuds of zombies dropping to the ground and raising themselves up again. The sound of massive amounts of undead lumbering towards you fills the air and echoes against the building structures.", "endoftext": false }, { "action": "You go to the west", "response": "The grand entrance to the Calypso Hospital, dead bodies hang from ropes tied to the previously majestic arches and pillars. There is a series of abandoned check-in counters. There are various benches along the hallway, as well as couches and a small table littered with magazines. The large glass sliding door to the outside displays a thick, ominous fog. You think you see figures moving in the fog, but then again, you might just be playing tricks on yourself.\n\nYou can go north to the Gift Shop, south to the Pharmacy, east to the Hospital Exterior, west to the First Floor Hallway and northwest to the Physical Therapy room.\n\nThe entrance doors of the hospital close behind you. Luckily, the horde seems too dumb to pursue you further. You breathe a sigh of relief. Still, it couldn't hurt to bolster your defenses.", "endoftext": false }, { "action": "You open the toolbox", "response": "Opening the toolbox, you see a screwdriver and a tire pressure reader. You immediately take out the screwdriver, as it will almost certainly come in handy.", "endoftext": false }, { "action": "You look at the tire pressure reader", "response": "Attach it to tires, read the pressure. While it might help you save gas mileage in normal situations, it's absolutely useless in a zombie invasion.", "endoftext": false }, { "action": "Go west", "response": "A central hub of nondescript, pristinely sterile hospital hallway.\n\nYou can go north to the Radiation Controls, south to the Elevator, east to the Hospital Entry, west to the Cafeteria or southwest to the First Floor Staircase.", "endoftext": false }, { "action": "You go northeast", "response": "It is pitch dark, and you can't see a thing.\n\nA collective moan arises from the rest of the city. It echoes and is joined by more moans until a distance or origin point is simply indeterminable. The voice of the despairing dead slowly peter out, but their message for you remains. They are determined, and they do not sleep, and they are always hungry, always desperate.", "endoftext": false }, { "action": "You turn on the flashlight", "response": "It emits a strong beam of light.\n\nA massive room that was filled with shelves and file cabinets. At the back of the room is an electrical panel.\n\nYou can go southwest to the Basement.", "endoftext": false }, { "action": "Unscrew panel", "response": "You loosen the screws on the panel and set them carefully on the floor. Your clumsy feet promptly manage to knock them under a nearby file cabinet. They are forever lost. Oh, well.\n\nInside the electrical panel is a row of circuit breakers.", "endoftext": false }, { "action": "You examine the breakers", "response": "You see 10 circuit breakers. It appears that the emergency power was automatically engaged, and powered sections of the hospital were maintained manually with this panel.\n\nThe circuit breakers are: air conditioning (off), east (off), emergency power (on), fire sprinklers (off), furnace (on), MRI machine (on), north (off), radiation chamber (on), south (off), west (off).", "endoftext": false }, { "action": "You turn on the air conditioning", "response": "You let it run for a bit, but then realize that the toxic liquids in the furnace room will continue to evaporate and fill the room with deadly gas. The furnace room is still deadly.", "endoftext": false }, { "action": "You turn on fire sprinklers", "response": "You turn on the fire sprinklers. You glance out into the basement and see water streaming down. You can only imagine that water is similarly raining down on the rest of the hospital as well. You let it run for 30 seconds before shutting off; there is only a small reserve of emergency water, and you imagine that piped water won't be working to replace it anytime soon. You are certain you have washed away the toxic ammonia and bleach, but you are still worried about the chlorine gas that remains.", "endoftext": false }, { "action": "You turn on the fire sprinklers", "response": "You turn on the fire sprinklers. You glance out into the basement and see water streaming down. You can only imagine that water is similarly raining down on the rest of the hospital as well. You let it run for 30 seconds before shutting off; there is probably only a small reserve of emergency water.", "endoftext": false }, { "action": "You turn on the air conditioning", "response": "The whirr of mechanical fans fills the air with an intense cold blast. After letting it run for 15 minutes, you are certain enough that the chlorine gas has been throughly dissipated.", "endoftext": false }, { "action": "Go south", "response": "You climb through the barricade and survey the room. The room is softly lit by the lights from a huge heating furnace with plenty of pipes. The most salient feature of the room, however is a row of bodies, neatly laid from north to south. There is also a closet that is closed. There are muffled cries originating from the closet. You also see the fallen body of a grey-haired man in his late forties curled up on the floor.\n\nYou can go north to the Basement.", "endoftext": false }, { "action": "You examine man", "response": "A kind-faced man, you have difficulty believing that this person could be a mass killer. He wears the uniform of a nurse; and you see a name tag with a smiley face. He is unmoving and unbreathing; if he's not dead yet, he will be dead soon. A set of keys is poking out from his jacket pocket.", "endoftext": false }, { "action": "You take keys", "response": "Taken.", "endoftext": false }, { "action": "You examine the bodies", "response": "A few of them look as though they were in the middle of turning, but most of them seemed to be just normal people who were killed. The freshly-killed bodies look like people posing for some sort of macabre photoshoot; they certainly all look happy enough. One of them has an odd smile, and you realize that the person who arrange their bodies also tweaked their facial muscles.", "endoftext": false }, { "action": "Shoot man", "response": "Not taking any chances, you take the time to properly aim at the head and pull the trigger. You see the disgusting aftermath of bits of skull flying everywhere, and a lot of blood pooling. You feel sick, but much safer.", "endoftext": false }, { "action": "You open the cabinet", "response": "They're all locked.", "endoftext": false }, { "action": "You look at the man", "response": "A kind-faced man, you have difficulty believing that this person could be a mass killer. He wears the uniform of a nurse; and you see a name tag with a smiley face. He is unmoving and unbreathing; if he's not dead yet, he will be dead soon.", "endoftext": true }, { "action": "Look around", "response": "The room is softly lit by the lights from a huge heating furnace with plenty of pipes. The most salient feature of the room, however is a row of bodies, neatly laid from north to south. There is also a closet that is closed. There are muffled cries originating from the closet. You also see the fallen body of a grey-haired man in his late forties curled up on the floor.\n\nYou can go north to the Basement.", "endoftext": false }, { "action": "You search man", "response": "Nothing but sheer crazy.\n\nThere is nothing on the grey-haired man.", "endoftext": false }, { "action": "You open Closet", "response": "To your surprise, you find a young man in his twenties gagged and chained up to an especially sturdy pipe; he silently recoils at the sight of you, not even daring to whimper. Tears flow down his dirtied face and stick to his ear-length sandy blonde hair.", "endoftext": false }, { "action": "You untie the man", "response": "(the young man)\nFumbling through the keys with your thick gloves, you find a small key that looks like a good candidate and walk forward to unlock his chains. He stares as you with eyes perplexed, even long after it is clear that your only intentions are to unlock him. He relaxes slightly and sits still as you jam the key into the padlock and hear the comforting click. He rips off his gag and throws the duct tape away, gasping in pain. He immediately slumps into a relieved mass and whispers out a \"thank you.\"\n\nHe then stares up at you with the sweetest, heart-warming smile. You blush and for the first time realize what a handsome man he is. You return the smile. Well, all that's left to do really is stay here and wait for the calvary.", "endoftext": false }, { "action": "You ask the man about himself", "response": "(the young man about that)\nThere is no reply.\n\nYou hear muffled stamping and shouts coming from upstairs in the hospital. You both look up excitedly, doubting that help is actually on the way. You can hear occasional bursts of gunfire, and soon you can even hear shouts. You are pretty sure safety is on the way.", "endoftext": false }, { "action": "You ask the man about the old man", "response": "(the young man about that)\n\"I came into the hospital seeking refuge. He invited me to he safe zone, and was very friendly, even gave me some food. I still had my own, so I told him he could keep it. Then he, he I dunno he switched.\" You can see the horror in his eyes. \"He started mumbling about order and shoved me through this hole, when I saw all the bodies I tried to run, but he just tackled me and slammed my head hard. I woke up chained, and heard him cursing at the barricade.\".\n\nYou hear shouts coming from the other side of the barricade, warning you to stay away from the entrance. The young man stands up and turns to you. \"Listen, I'm not entirely sure what's going on, but it's sure as hell they won't know either. You're in danger, you're likely to be blamed. They won't...\" he falters, tears brimming as he wipes them away. \"They won't attack me\" he tells you, less than confidently. \"because I look like a victim.\"\n\nYou glance at his wrists, and the tale they immediately tell. The rows of bodies sure do look bad. Your fellow companion walks towards the file cabinets and orders you to stay where you are. You try to object, but he hears none of it.", "endoftext": false }, { "action": "You tell the man about the cancer", "response": "(the young man about that)\nThere is no reply.\n\nSuddenly, the top file cabinet is wrenched back and a S.W.A.T. member runs through the top pile of doors. After only glancing at the pile of bodies, he swings his rifle up at you. \"What the hell is going on.\" he demands. Shock and adrenaline pump through you. Your eyes widen and your nostrils flare. You automatically switch to a combative stance and an image of pouncing him and disarming him of that rifle briefly flashes through your mind.\n\nLuckily, your companion has better kept his wits about him, and he immediately intervenes: stepping into the line of fire and telling how you saved him from a crazed survivor. He explains that the crazed survivor was the one who killed everyone trying to contain the infection. More S.W.A.T. members pour in and similarly aim their weapons at you. None are aiming at your companion. You're now effectively surrounded by your supposed rescuers.\n\nUncertain, the S.W.A.T. member yells at you to drop your gun, and points his assault rifle at you with more vigor.", "endoftext": false }, { "action": "You drop the gun", "response": "You drop the handgun. The S.W.A.T. member visibly relaxes.\n\nAfter complying with their orders, the members of the S.W.A.T. remain uncertain. They radio for backup. One of the team members cautiously walks up to you. \"Do you know... who... what you are?\" Confused, all you can do is shake your head. One of the other members starts digging through a pack and procures a tactical mirror, handing it over. Hesitantly, you look at yourself in the mirror. Your skin is mottled and was decomposing at some point, but now has a weathered, preserved look. There is a rather large gash on your forehead that has been bandaged. Helplessly you stare at the reflection you want not to be your own, but that matches you at every turn. You drop the mirror and start to cry. No tears come; you are physically incapable.\n\nThe young man whom you saved sees your distress, comes over and embraces you, not caring that his skin touches yours. The guns are all lowered and you hear a cacophony of clicks. Radiation kills the neuro-virus, and you realize the significance of you waking up in a radiation chamber. Noticing that you are lost in your thoughts, you glance around at a room of confused S.W.A.T members. Taking advantage of the uncertainty, you dramatically rise up, \"I am an infected who has been to madness and back and I can save them all.\" A bit cheesier than you had intended, but it gets the job done.\n\nYou guide the hesitant doctors and scientist through the hospital's notes. Thanks to you, the infection policy is changed after a week. While people's sanities are restored, their skin maintains the same pale, mottled and rotting look. The legal status of the new undead becomes annoyingly uncertain as intolerance finds its newest schism. You become a poster child for zombie tolerance, equality and reason, starting a new non-profit organization designed to fight legal discrimination.\n\nYour wound never heals and your hair never grows out, and to the chagrin of the vegetarian inside you, all you can eat is meat. The young man you rescued, Mark Cayman, remains a true friend and ally in the fight for zombie equality. A few days ago, he asked you to a restaurant with strong hints that it might be about more than politics, and you are excited. You feel elatedly triumphant about all you have accomplished.", "endoftext": true } ]
ihd4d1ewnrf1shmi
Nord and Bert Couldn't Make Head or Tail of It
Jeff O'Neill
[ "Wordplay" ]
[ "commercial", "cover art", "Infocom", "parser", "silly", "standard difficulty", "surreal", "wordplay", "WTF" ]
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[ 12, 21, 15, 5, 0 ]
53
3.754717
20110503
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You are standing at the edge of a barren field. A steady wind, having secreted away the topsoil, is now drifting sandy dirt across the plain. A scant sign of life here is a freshly-burrowed molehill on the ground. > MAKE A MOUNTAIN OUT OF THE MOLEHILL There is a tremendous rumbling in the distance, getting louder and louder, until it is deafening. The dirt around the molehill crumbles away as mighty, jagged granite peaks emerge from deep underground. The surrounding landscape transforms into a fertile valley before your very eyes. Infocom's first collection of short stories takes you to a place where nothing is quite as it seems. It's a place where you really can make a mountain out of a molehill, where "the fur is flying" is taken literally, and where a bow can be turned into a beau. Each of the eight stories in Nord and Bert Couldn't Make Head or Tail of It involves a different type of wordplay. You'll find yourself challenging your wits and your memory to come up with the clichés, spoonerisms, and other verbal trickeries needed to complete the puzzles. But don't view this as a hard row to hoe. Nord and Bert contains built-in hints, which you can call upon when the going gets rough. All eight stories take place in the mixed-up town of Punster. However, no two contain the same people, locations, or objects. Each is played independently of the others, although you'll use passwords obtained in seven of the stories to get into the eighth. As for mapping, it's out of the window. You simply type where you want to go. The tall tales in Nord and Bert are every bit as fun and clever as Infocom's other interactive fiction stories. They can each be completed in one sitting, making them a highly entertaining way to spend an evening, alone or with friends. Nord and Bert was authored by Jeff O'Neill, whose mind is constantly working on artful new turns of phrase.
[ { "action": "About yourself", "response": "There's no time to dawdle. You must do one of the following:\n\n>Go to the Shopping Bizarre\n>Play Jacks\n>Buy the Farm\n>Eat your Words\n>Act the Part\n>Visit the Manor of Speaking\n>Shake a Tower\n>Meet the Mayor", "endoftext": true }, { "action": "Shake tower", "response": "In the dark forest outside the town boundries of Punster, chaos has been the order of the day. On a recent afternoon the daughter of a leading citizen of our town, out for a stroll among the tall pines, disappeared without apparent trace. Rumor has it that one strange, stand-alone door is the only means of escape from the forest. But no volunteer has yet been found to face the oddball nature of the place. That is, until now.\n\nYou're in a clearing of a deep, dark forest.\n\nThe odd sight of a lead house stands here under the trees.\n\nThere is one door here that is not connected to any building and which is closed. Yet there is something radiant imbedded in it: A gritty pearl appears to shine on the door.", "endoftext": false }, { "action": "Pretty girl", "response": "Tiny grains of sand fall from the pearl as it begins to pulse slowly with radiant red light, whose brightness soon becomes blinding. When you're finally able to move your arms away from your face, you can see a beautiful girl before you.\n\nThe girl is radiantly pretty, but as she continues to \"shine on the door,\" she kicks her feet angrily in the air.", "endoftext": false }, { "action": "You dine on the shore", "response": "This is the shore of a river, between two tributaries of the Rhine. A pile of rocks jutting from the beach into the river blocks your path along the shore.\n\nA pretty girl is sitting on the beach, holding what appears to be a pan of keys.", "endoftext": false }, { "action": "Can of peas", "response": "The keys jingle together in the pan, as if simmering, and one key pops out of the pan onto the ground. Then in a sudden \"poof\" the pan is transformed into a can.\nThe girl takes a whiff of the can of peas and scowls at it. \"Yukko. Gag me with a spoonerism.\"\n\nFrom the looks of her very trim figure, the pretty girl is certainly in need of a square meal. But, being deprived of any kind of dining experience on the shore, she instead, by leaps and bounds, sprints toward the Rhine and dives headlong into the river.", "endoftext": false }, { "action": "You get the key", "response": "Taken.", "endoftext": false }, { "action": "You look", "response": "This is the shore of a river, between two tributaries of the Rhine. A pile of rocks jutting from the beach into the river blocks your path along the shore.\n\nYou can see a can of peas here.", "endoftext": false }, { "action": "You examine the pile", "response": "Each face of the rocks has the same hungry, crazed expression that says \"Feed me!\"", "endoftext": false }, { "action": "You give the peas to the rocks", "response": "You scatter the green peas among the hungry rocks, who crack heads with each other in their eagerness to gobble them up. When the peas are gone, they devour even the tin can, which is loudly crushed as it disappears between several of the fed rocks.", "endoftext": false }, { "action": "Red fox", "response": "With frightful expressions on the faces of the rocks, a loud rumbling avalanche sends them tumbling and splashing into the Rhine. Through the thick rock dust, you can make out a red fox trotting out of sight.\n\nWith a new section of the shore open to view, you now observe the following sight:\n\nA queer old dean here seems to be the subject of a rare hazing experience. A tall leopard, standing up on its hind legs, is shoving him up and down the shoreline, creating quite a scene and kicking up sand all along the way. The dean, with his long grey locks flaming out like Einstein's, is hopelessly mismatched by the leopard and continuously gives up sandy ground to him.", "endoftext": false }, { "action": "Dear old queen", "response": "In the distance you hear the first few bars of the British National Anthem as, before your very eyes, the dean is transformed into a reigning monarch in full regalia.\nOur shoving leopard stops to make a brief curtsy before the queen, then continues pushing her up and down the shoreline.", "endoftext": false }, { "action": "Loving shepherd", "response": "The leopard changes its appearance from beast into man and changes its spots into a black suit with a white, wraparound collar. He takes out a black book and intones solemnly in a guttural Germanic language for a few moments.\nClosing his book with a hollow thud, the shepherd uses a stick to scrawl a two-line message on the shore. And then, looking with grand vision toward the tributaries of the Rhine River, our loving shepherd turns tail, walks away from the shore, and disappears in the distance as he leads between the Rhines.", "endoftext": false }, { "action": "You read the message", "response": "Since the two lines scrawled on the shore are written in the obscure language of sand-script, you're not able to comprehend their meaning.\n\nThe queen marches away down the beach.", "endoftext": false }, { "action": "You read between the the lines", "response": "You gather the gist of the sand-script message to be: Follow your Shepherd.", "endoftext": false }, { "action": "You follow the shepherd", "response": "You follow in the precise direction of the shepherd. It's trecherous going, since you're travelling over dill and hail -- that is, pickles strewn along the paths, and ice chunks hurling from the sky. You eventually come upon an out-of-the-way spot along the now quite polluted river. It's a prime location for such a flagrant violator of anti-pollution laws as the old factory, between whose grimy gates you suspiciously enter.\n\nThis is an old factory. A passage leads into a back room.\n\nThe shepherd has placed his black book on the floor of the factory.\n\nIn a seedy corner of the factory, you can observe a scuffle going on. As far as you can see, our loving shepherd is engaged in a tug-of-war with a large, man-sized rodent which appears to be a rat. The shepherd is struggling, with religious zeal, to pull some black-and-white cloth from the huge over-grown rat.\n\nSomeone has left a bonfire going, as a large pile of foam is burning in the middle of the factory floor. Above the foam burning, an icicle is hanging down from the ceiling.\n\nThe shepherd keeps struggling against all odds, with religious zeal, attempting to extract the habit from the large rat, which is fiercely clenching it in his snout.", "endoftext": false }, { "action": "You examine the rat", "response": "At the thick-haired shoulder, the rat stands tall as you. In it's buck teeth, which are the size of cheese wedges, hangs a habit.\n\nThe shepherd keeps struggling against all odds, with religious zeal, attempting to extract the habit from the large rat, which is fiercely clenching it in his snout.", "endoftext": false }, { "action": "You pull the rabbit out of the hat", "response": "The big rat twitches its bewhiskered snout, and yawns a gap-toothed yawn, then incredibly shrinks down to the size, and now the shape, of a hat.\n\nYou can see the black-and-white cloth folding in upon itself and twisting and wringing itself in a laundry-like fashion. With a final turning inside-out and the emergence of floppy ears from the cloth, it blooms gradually into the fluffy body of a rabbit.\n\nAbracadabra, Alacazam! With nothing up your sleeve (with the exception of your knobby elbow) you yank the scruffy rabbit, which is pedaling its lucky feet in the air, out of the hat.\n\nThe shepherd turns into a leopard and, licking his chops, scampers away with the rabbit tucked under one claw.", "endoftext": true }, { "action": "Look around", "response": "This is an old factory. A passage leads into a back room.\n\nThe shepherd has placed his black book on the floor of the factory.\n\nSomeone has left a bonfire going, as a large pile of foam is burning in the middle of the factory floor. Above the foam burning, an icicle is hanging down from the ceiling.\n\nYou can see a hat here.", "endoftext": false }, { "action": "You get the hat", "response": "Taken.", "endoftext": false }, { "action": "You look at the book", "response": "It looks like every other book of riddles you've ever seen.", "endoftext": false }, { "action": "You read the book", "response": "You riddle for a while and eventually grow tired of it.", "endoftext": false }, { "action": "You look at the hat", "response": "The hat seems to be crafted out of fine mohair.", "endoftext": false }, { "action": "You look at foam", "response": "It looks like every other foam burning you've ever seen.", "endoftext": false }, { "action": "You look at the icicle", "response": "Suspended from the ceiling, the icicle makes a steady drip-dripping onto the fire. But, strangely, it seems not to be shrinking.", "endoftext": false }, { "action": "You go to the back room", "response": "[Refer to the top of the screen to find out where you can go.]", "endoftext": false }, { "action": "Inventory", "response": "You have a book of riddles, a hat and a shiny key.", "endoftext": true }, { "action": "You look around", "response": "This is an old factory. A passage leads into a back room.\n\nSomeone has left a bonfire going, as a large pile of foam is burning in the middle of the factory floor. Above the foam burning, an icicle is hanging down from the ceiling.", "endoftext": false }, { "action": "Oops bicycle", "response": "[OOPS is useful only after the \"I don't know the word...\" response.]", "endoftext": false }, { "action": "Stock room", "response": "You're standing toward the rear of the factory, back in the jean stock. Jeans of every conceivable size, color, shape, and texture are stacked up along the walls, arranged into dozens of rows, piled high onto heaps. There is a dizzying effect, as if your point of view were from inside a large-capacity clothes dryer.\n\nA jean client, an intense-looking man wearing thick glasses, is impatiently rummaging through the haberdashery.\n\nYou can see, looming in the distance, the dwarfish figure of a man who appears to have been sold into slavery to weave fabric at this factory, even in its dilapidated condition.\n\nAs you approach, the sold elf awkwardly attempts to make a tall smock.", "endoftext": false }, { "action": "You go to the stock room", "response": "You've already arrived.", "endoftext": false }, { "action": "Clean giant", "response": "Much to his horror, the jean client begins to undergo a Hulkian transformation -- with popping buttons, ripping seams, and bug-eyed self-examination.\n\nSeemingly shamed by the revealing ordeal, the client, while he's still of a human size, demonstrates his dexterity and strength by clambering up the towering pile of jeans until he can no longer be seen.", "endoftext": false }, { "action": "Old self", "response": "The elf sprouts up and goes through the whole Dorian Grey thing, looking gradually more and more like you but a lot grayer.", "endoftext": false }, { "action": "Jack and the bean stalk", "response": "The mile-high stack of jeans slowly leans heavily into your direction and as it passes the point of no return in a chaos of color, fabric and rivets, all the jeans come tumbling down upon your head, burying you completely in blackness.\n\nWhen you come to, it's in a new environment...\n\nA page from the imagination of your childhood, an illustration of a country scene, an open field amid rolling hills under blue sky punctuated by cottony soft clouds, next to a simple story punctuated by exclamation points.\n\nAn overgrown bean stalk grows thick and tall up into the clouds. Nowadays, sadly, it seems the stalk would have to be rationalized, explained away somehow by experts, as an ominous instance of radioactive mutation, or as a patented, genetically manufactured hybrid -- rather than attributed to, as in the old days, simply, magic. Such a realization stirs a nostalgic longing for the days of yore when imagination reigned in all its grandeur and innocence.\n\nIn the distance you can hear the strange and unmistakable sound of a female horse attempting to imitate the sound of a pig.\n\nWalking around in circles here with its feathers ruffled is a crow, which is typically black except for its blushing red face. The crow seems embarrassed by the kind of strange behavior animals are capable of exhibiting in the vicinity.", "endoftext": false }, { "action": "Crushing blow", "response": "The crow squawks loudly, scratches at the dirt, and bounds into flight, soaring higher and higher into the sky. Then, tucking in its wings, the weird bird takes a sudden nose dive that ends smashingly in a cloud of dirt on the field. Dust settles around the crushing blow.", "endoftext": false }, { "action": "Square meal", "response": "The squealing of the mare becomes so increasingly strained and high-pitched that you are forced to cover your ears, lowering your head in squint-eyed pain. The instant the terrible noise shuts off, your eyes pop open and notice a rather angular meal at your feet.", "endoftext": true }, { "action": "Look around", "response": "A page from the imagination of your childhood, an illustration of a country scene, an open field amid rolling hills under blue sky punctuated by cottony soft clouds, next to a simple story punctuated by exclamation points.\n\nAn overgrown bean stalk grows thick and tall up into the clouds. Nowadays, sadly, it seems the stalk would have to be rationalized, explained away somehow by experts, as an ominous instance of radioactive mutation, or as a patented, genetically manufactured hybrid -- rather than attributed to, as in the old days, simply, magic. Such a realization stirs a nostalgic longing for the days of yore when imagination reigned in all its grandeur and innocence.\n\nYou can see a crushing blow here.", "endoftext": false }, { "action": "Blushing crow", "response": "A crack appears upon the surface of the blow, and extends jaggedly down with a loud cracking noise. Out hops the crow, shedding its membrane with bristling feathers.", "endoftext": false }, { "action": "You get the blow", "response": "The crow squawks loudly, scratches at the dirt, and bounds into flight, soaring higher and higher into the sky. Then, tucking in its wings, the weird bird takes a sudden nose dive that ends smashingly in a cloud of dirt on the field. Dust settles around the crushing blow.\n\nTaken.", "endoftext": false }, { "action": "You check your inventory", "response": "You have a crushing blow, a square meal, a book of riddles, a hat and a shiny key.", "endoftext": true }, { "action": "Look around", "response": "A page from the imagination of your childhood, an illustration of a country scene, an open field amid rolling hills under blue sky punctuated by cottony soft clouds, next to a simple story punctuated by exclamation points.\n\nAn overgrown bean stalk grows thick and tall up into the clouds. Nowadays, sadly, it seems the stalk would have to be rationalized, explained away somehow by experts, as an ominous instance of radioactive mutation, or as a patented, genetically manufactured hybrid -- rather than attributed to, as in the old days, simply, magic. Such a realization stirs a nostalgic longing for the days of yore when imagination reigned in all its grandeur and innocence.", "endoftext": false }, { "action": "Shore", "response": "It's on a different plane of existence.", "endoftext": false }, { "action": "Stock room", "response": "A swift cloud of dust blows up from the trackless wastes into your face, causing you to bring your fists to your eyes like binoculars. After much rubbing, your vision, though blurry at first, returns to reveal familiar surroundings...\n\nYour old self stands here.", "endoftext": false }, { "action": "You examine the self", "response": "It's you.", "endoftext": false }, { "action": "You talk to the self", "response": "He speaks slowly and deliberately, \"All I have to say: Don't end up like this. You still have time to avoid such a fate. Listen: mutual funds and long-term bonds.\"", "endoftext": false }, { "action": "Sold elf", "response": "Self to elf.", "endoftext": true }, { "action": "You look around", "response": "You're standing toward the rear of the factory, back in the jean stock. Jeans of every conceivable size, color, shape, and texture are stacked up along the walls, arranged into dozens of rows, piled high onto heaps. There is a dizzying effect, as if your point of view were from inside a large-capacity clothes dryer.\n\nA sold elf stands here.", "endoftext": false }, { "action": "Small talk", "response": "Whom do you want to make small talk with?", "endoftext": false }, { "action": "You make the small talk with the elf", "response": "You lean over and onto whole cloth he stitches out precise directions for getting back to the clearing, which you commit to memory.\n\n\"But you'll never make it on foot. You need some transportation.\"", "endoftext": false }, { "action": "Old self", "response": "The elf sprouts up and goes through the whole Dorian Grey thing, looking gradually more and more like you but a lot grayer.", "endoftext": false }, { "action": "Bean stalk", "response": "The mile-high stack of jeans slowly leans heavily into your direction and as it passes the point of no return in a chaos of color, fabric and rivets, all the jeans come tumbling down upon your head, burying you completely in blackness.\n\nWhen you come to, it's in a new environment...", "endoftext": false }, { "action": "You look", "response": "A page from the imagination of your childhood, an illustration of a country scene, an open field amid rolling hills under blue sky punctuated by cottony soft clouds, next to a simple story punctuated by exclamation points.\n\nAn overgrown bean stalk grows thick and tall up into the clouds. Nowadays, sadly, it seems the stalk would have to be rationalized, explained away somehow by experts, as an ominous instance of radioactive mutation, or as a patented, genetically manufactured hybrid -- rather than attributed to, as in the old days, simply, magic. Such a realization stirs a nostalgic longing for the days of yore when imagination reigned in all its grandeur and innocence.", "endoftext": false }, { "action": "You check your inventory", "response": "You have a crushing blow, a square meal, a book of riddles, a hat and a shiny key.", "endoftext": false }, { "action": "Up", "response": "You'd never make it up the stalk while holding anything in your hands.", "endoftext": false }, { "action": "Inventory", "response": "You have a hat (being worn), a crushing blow, a square meal, a book of riddles and a shiny key.", "endoftext": false }, { "action": "You look at the hat", "response": "The hat seems to be crafted out of fine mohair.", "endoftext": false }, { "action": "Factory", "response": "You walk into the factory.\n\nSomeone has left a bonfire going, as a large pile of foam is burning in the middle of the factory floor. Above the foam burning, an icicle is hanging down from the ceiling.", "endoftext": false }, { "action": "Shore", "response": "You go there.\n\nLines of sand-script are scrawled on the shore.", "endoftext": false }, { "action": "Factory", "response": "You travel over hill and dale...\n\nSomeone has left a bonfire going, as a large pile of foam is burning in the middle of the factory floor. Above the foam burning, an icicle is hanging down from the ceiling.", "endoftext": false }, { "action": "You riddle while the foam burns", "response": "As you while away the time in the grand manner of great decadent epochs of the historical past, the icicle overhead suddenly takes as much heat as it can stand, letting loose from the ceiling and dropping to the factory floor with a surprising \"Thud.\"", "endoftext": true }, { "action": "Look around", "response": "This is an old factory. A passage leads into a back room.\n\nSomeone has left a bonfire going, as a large pile of foam is burning in the middle of the factory floor.\n\nYou can see a well-boiled icicle here.", "endoftext": false }, { "action": "Oiled bicycle", "response": "The icicle, though thoroughly boiled already, lets off a searing vertical wall of steam. As the white vapor clears, a shiny, brand new bicycle is revealed.", "endoftext": false }, { "action": "You get the bicycle", "response": "Taken.", "endoftext": false }, { "action": "You drop the bike", "response": "Dropped.", "endoftext": false }, { "action": "Ride bike", "response": "Decisively, you take the bike by the handlebars and swing the seat under you.", "endoftext": false }, { "action": "Clearing", "response": "With all the enthusiasm of a child actor in a Steven Spielberg movie with a percentage, you pedal away...\n\nClearing, on the bike\n\nThe odd sight of a lead house stands here under the trees.\n\nThere is one door here that is not connected to any building and which is closed.", "endoftext": false }, { "action": "Head louse", "response": "The house disappears before your very eyes, a situation that leaves you scratching your head in perplexity.\nMoments later, you feel the curious little head louse migrate from your skull into the mohair fabric of the hat.", "endoftext": false }, { "action": "You remove the hat", "response": "You remove the hat.", "endoftext": false }, { "action": "You look at the hat", "response": "The hat seems to be crafted out of fine mohair.", "endoftext": false }, { "action": "You examine the door", "response": "The door, is closed.", "endoftext": false }, { "action": "You stand", "response": "You get off the well-oiled bicycle.", "endoftext": false }, { "action": "You stand", "response": "You're already standing.", "endoftext": false }, { "action": "You open the door", "response": "The door is locked.", "endoftext": true }, { "action": "Look around", "response": "You're in a clearing of a deep, dark forest.\n\nThere is one door here that is not connected to any building and which is closed.\n\nYou can see a well-oiled bicycle here.", "endoftext": false }, { "action": "You unlock door", "response": "You must indicate what to unlock the door with.", "endoftext": false }, { "action": "You unlock the door with the key", "response": "\"Click.\" As you unlock the door it creaks open. A tunnel of darkness opens up to you, and you cautiously walk inside. You almost vanish into the darkness, it is so black.\n\nSo bone-chillingly penetrating is the vacancy of the tunnel, that you retreat out through the door, and lock it behind you.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You have a hat, a crushing blow, a square meal, a book of riddles and a shiny key.\nIt seems that the hat contains a head louse.", "endoftext": false }, { "action": "Factory", "response": "You travel over hill and dale...\n\nSomeone has left a bonfire going, as a large pile of foam is burning in the middle of the factory floor.", "endoftext": false }, { "action": "You check your inventory", "response": "You have a well-oiled bicycle, a hat, a crushing blow, a square meal, a book of riddles and a shiny key.\nIt seems that the hat contains a head louse.", "endoftext": true }, { "action": "Look around", "response": "You're in a clearing of a deep, dark forest.\n\nThere is one door here that is not connected to any building and which is closed.", "endoftext": false }, { "action": "Ride bike", "response": "Decisively, you take the bike by the handlebars and swing the seat under you.", "endoftext": false }, { "action": "Factory", "response": "Pedaling madly away, you ride like the wind...\n\nOld Factory, on the bike\n\nSomeone has left a bonfire going, as a large pile of foam is burning in the middle of the factory floor.", "endoftext": false }, { "action": "Stock room", "response": "Pedaling madly away, you ride like the wind...\n\nJean Stock, on the bike\n\nYour old self stands here.", "endoftext": false }, { "action": "Jack and the bean stalk", "response": "The mile-high stack of jeans slowly leans heavily into your direction and as it passes the point of no return in a chaos of color, fabric and rivets, all the jeans come tumbling down upon your head, knocking the well-oiled bicycle away and burying you completely in blackness.\n\nWhen you come to, it's in a new environment...", "endoftext": false }, { "action": "Up", "response": "You'd never make it up the stalk while holding anything in your hands.", "endoftext": false }, { "action": "You drop all except the hat", "response": "crushing blow: The crushing blow falls harmlessly to the ground.\nsquare meal: Dropped.\nbook of riddles: Dropped.\nshiny key: Dropped.", "endoftext": false }, { "action": "Inventory", "response": "You have a hat.\nIt seems that the hat contains a head louse.", "endoftext": false }, { "action": "Up", "response": "You shinny up the bean stalk like a native. Soon your head's in the clouds, followed by your whole body...\n\nYou're on cloud 673. It's not exactly cloud nine but it's rather cushy, and certainly roomy enough to be the home of a giant, which it just so happens to be.\n\nBefore you stands a giant of exceptional cleanliness, hands on his hips, wearing an immaculately tailored and dazzlingly white tee shirt. So statuesque is the figure of the giant that the floor of the cloud on which he stands sags noticeably under his weight.\n\nOff to one side of the cloud, a great many beets are piled up inside a shed, evidently having been harvested from the green acres below in order to satisfy the cravings of one gigantic appetite.\n\nLaughing maliciously, the giant leans over and spills a large bucketful of thick, creamy butter on the bean stalk.", "endoftext": false }, { "action": "Bed sheet", "response": "The entire cloud becomes turbulently billowy, its vapors undulating around and enveloping the shed. As the cloud recedes back to form, a pile of sheets is revealed lying in place of the beets.\n\"Deny me my daily bread, will you, scoundrel!\" decries Mr. Clean in a stern voice.\n\nGlaring at you from high above are the giant's pair of sparkling eyes which are deep-set into his shiny bald head.", "endoftext": false }, { "action": "You give the hat to the giant", "response": "You'll have to remove the hat first.\n\nThe roar of a passing supersonic flight of fancy can be heard, and the wake of its exhaust ruffles the cloud for a few moments.", "endoftext": false }, { "action": "You remove the hat", "response": "[I don't know the word \"halbred.\"]\n\nYou remove the hat.", "endoftext": false }, { "action": "You give the hat to the giant", "response": "The giant greedily snatches your offering and eyes it with suspicion. The big giant examines his fingernails, unfolds his massive arms and puts his hands on his hips.", "endoftext": false }, { "action": "Lead house", "response": "You can see the giant's feet sinking deeply into the cloud floor, which soon gives way to the weight of the giant holding a lead house at his chest. You get a close-up, front-row view of the horrified expression across his huge face as it passes down in front of you and through the cloud.", "endoftext": true }, { "action": "Look around", "response": "You're on cloud 673. It's not exactly cloud nine but it's rather cushy, and certainly roomy enough to be the home of a giant, which it just so happens to be.\n\nYou can see bed sheets here.", "endoftext": false }, { "action": "You examine sheets", "response": "The many bed sheets are soft and fluffy as the cloud, yet seem to be made of sturdy fabric.", "endoftext": false }, { "action": "You tie the sheet to the sheet", "response": "One by one, you tie together the bed sheets, testing each knot with a firm tug accompanied by a tight-lipped grunt. Now off the edge of the cloud gets thrown the line of sheets, which is strung out and down, looking like a long kite tail swaying gently in the breeze.\n\nThe last sheet you tie firmly to the cloud itself.", "endoftext": false }, { "action": "You examine the stalk", "response": "It's coated with melting butter.", "endoftext": true }, { "action": "You go downward", "response": "You grip the line of sheets and begin your hand-over-hand descent from the sky, feeling the sharp winds against your back. As your biceps begin tightening to the point of pain, you are again close to the land. And none too soon, for a few feet above the ground the tension of the life line is broken, and you tumble down to earth, buried under a waterfall of sheets that comes streaming down upon your head. Restlessly you dig yourself out...\n\nThe jean client, having been smashed back into his currently thin man-sized shape, stands here looking disheveled and shaken.\n\nYou can see bed sheets, a shiny key, a book of riddles, a square meal and a crushing blow here.\n\nImpulsively, the client dashes nearer, whips a needle out of his pocket, and begins to maliciously sew you to a sheet.", "endoftext": false }, { "action": "You show yourself to a the seat", "response": "Bumped by the train of your thoughts, the client pokes himself sharply with his needle. To the accompaniment of ripping stitches and popping buttons, the client's ire, along with his stature, is raised to the great height of a giant. Between thumb and forefinger, he smashes the intervening chair into splinters, which drift away above the rural landscape. Almost in slow-motion the giant starts after you.\n\nThe giant's nearly upon you.", "endoftext": false }, { "action": "You get the crushing blow", "response": "Taken.\n\nThe giant's nearly upon you.", "endoftext": false }, { "action": "You hit the giant with crushing blow", "response": "KABOOM! The ground quakes with the staggering of the giant. Appearing like a punch drunk fighter, he weaves round and round, all the while shrinking in size, finally to the lowly hunched figure of the client. Humiliated at his defeat, the man makes a Chaplinesque exit, kicking dust as he walks crookedly away.", "endoftext": false }, { "action": "You get all", "response": "shiny key: Taken.\nbook of riddles: Taken.\nsquare meal: Taken.", "endoftext": false }, { "action": "You look", "response": "A page from the imagination of your childhood, an illustration of a country scene, an open field amid rolling hills under blue sky punctuated by cottony soft clouds, next to a simple story punctuated by exclamation points.\n\nAn overgrown bean stalk grows thick and tall up into the clouds. Nowadays, sadly, it seems the stalk would have to be rationalized, explained away somehow by experts, as an ominous instance of radioactive mutation, or as a patented, genetically manufactured hybrid -- rather than attributed to, as in the old days, simply, magic. Such a realization stirs a nostalgic longing for the days of yore when imagination reigned in all its grandeur and innocence.", "endoftext": false }, { "action": "You examine the stalk", "response": "It's coated with melting butter.", "endoftext": false }, { "action": "Jean Stock", "response": "A swift cloud of dust blows up from the trackless wastes into your face, causing you to bring your fists to your eyes like binoculars. After much rubbing, your vision, though blurry at first, returns to reveal familiar surroundings...\n\nA sold elf stands here.\n\nYou can see a well-oiled bicycle here.", "endoftext": false }, { "action": "You look at River", "response": "This is the shore of a river, between two tributaries of the Rhine.\n\nLines of sand-script are scrawled on the shore.", "endoftext": false }, { "action": "Roar shine", "response": "[I don't know the word \"roar.\"]\n\nexperience on the shore, she instead, by leaps and bounds, sprints toward the Rhine and dives headlong into the river.", "endoftext": false }, { "action": "Swim", "response": "You'll have to shake off your toes first.", "endoftext": false }, { "action": "You take off the shoes", "response": "Though you feel like a real beach nut, it does the trick. You now dive deep into danger and pull out a gritty pearl from the bottom of the river and come back to shore.", "endoftext": false }, { "action": "Schep you're a the star", "response": "[What do you want to tell?]", "endoftext": false }, { "action": "Pretty girl", "response": "Tiny grains of sand fall from the pearl as it begins to pulse slowly with radiant red light, whose brightness soon becomes blinding. When you're finally able to move your arms away from your face, you can see a beautiful girl before you.", "endoftext": false }, { "action": "You drop the bike", "response": "Dropped.", "endoftext": false }, { "action": "You give the meal to the girl", "response": "Wide-eyed, the girl turns the square meal in her hands, marveling at the exactitude of its right angles. She then hungrily devours it in several large neck-stretching gulps.", "endoftext": false }, { "action": "Gritty pearl", "response": "The girl withers down into a pearl.", "endoftext": false }, { "action": "Clearing", "response": "With all the enthusiasm of a child actor in a Steven Spielberg movie with a percentage, you pedal away...\n\nClearing, on the bike\n\nThere is one door here that is not connected to any building and which is closed.", "endoftext": false }, { "action": "You exit bike", "response": "You get off the well-oiled bicycle.", "endoftext": false }, { "action": "You unlock the door with the key", "response": "\"Click.\" As you unlock the door the key is swallowed by the lock. A tunnel of darkness opens up to you, and you cautiously walk inside. You almost vanish into the darkness, it is so black.\n\nBut just now you can discern a fuzzy light beginning to shine from the pearl. It brightens to illuminate your upper body, creating a halo of pure white light around you. So astounding is the effect of the brightened pearl, that it spills from your hand and rolls vanishingly away from you, echoing grittily along the tunnel.\n\nCongratulations are in order. Having braved mutable strangeness and having made the heroic gesture of a rescue, you make possible the reuniting in joy of a grateful Punster family. This feat earns you the rank of Kinkering Cong.\n\nIt would be prudent to commit to memory this and all ranks you have achieved.\n\n(Truth is, there was one more thing that could've been accomplished shaking a tower.)\n\nYou now have the opportunity to do one of the following:\n\n>Go to the Shopping Bizarre\n>Play Jacks\n>Buy the Farm\n>Eat your Words\n>Act the Part\n>Visit the Manor of Speaking\n>Shake a Tower\n>Meet the Mayor", "endoftext": false }, { "action": "You buy the the farm", "response": "The farm crisis never seemed so desperate as it has this planting season in Punster. One such family farm on the edge of town, the McCleary's, has been especially blighted. The family, though well accustomed to hard work, suddenly lost the ability to perform even the simplist of chores necessary to scratch a living from the soil. They have since been driven from the land, and join with their fellow Punster neighbors in urging you to somehow save the family farm.\n\nThe telltail smell of grain and dung drifts by. You're on a dusty road in front of abandoned farm -- a nice-sized spread of land that stretches far out to meet the horizon.\n\nA wooden cart sits in the dusty road here.\n\nAn old dog sits in the dust at the side of the road, feeling all of the spirit of gravity, looking dog-eared and worn out by a lifetime on the farm.", "endoftext": false }, { "action": "You teach the old dog the new tricks", "response": "The old dog perks up one of its dog-eared ears, then the other. Its tail emerges from the surrounding dust and begins oscillating back and forth with such intensity that you'd think it was a case of the tail wagging the dog.\n\nIn turn the old boy goes through a series of back flips, chases its tail, walks around on his hind legs, and howls at the moon. The dog, bursting with energy through its shiny new coat, is no longer dry as the dust that surrounds it.\n\nSuddenly by leaps and bounds, the old dog bolts away, and comes back with one stone in its slobbery mouth.", "endoftext": true }, { "action": "You look around", "response": "The telltail smell of grain and dung drifts by. You're on a dusty road in front of abandoned farm -- a nice-sized spread of land that stretches far out to meet the horizon.\n\nA wooden cart sits in the dusty road here.\n\nA youthful-looking old dog is here, chasing his tail.", "endoftext": false }, { "action": "Cast stone", "response": "The old dog tears out after the stone and retrieves it back to you, panting and holding it in his slobbery mouth.", "endoftext": false }, { "action": "You look at the cart", "response": "This is simple a wooden cart, made to be drawn by a beast of burden.", "endoftext": false }, { "action": "Barnyard", "response": "You trudge along and get there...\n\nYou're standing here in the barnyard, a meager patch of scratched earth. You can tell right away what a dog-eat-dog world the farm can be, as you see lying on the ground a sow's ear, and then some poor animal's tail.\n\nYou can see a full complement of swords leaning up against the broad side of the barn, looking very out of place here on the farm.\n\nYou can see a sow's ear and a tail here.\n\nThe old dog follows behind you.", "endoftext": false }, { "action": "You get all", "response": "full complement of swords: These implements of ancient warfare have nothing to do with your task on the farm.\nsow's ear: Taken.\ntail: Taken.", "endoftext": false }, { "action": "You beat the sword into ploughshares", "response": "If you only had a hammer...", "endoftext": false }, { "action": "You hit the the broad side of a the barn", "response": "You wind up, haul off, and throw a haymaker at the barn.\n\n\"Thump.\"\n\nNo one can ever challenge your accuracy after this.", "endoftext": false }, { "action": "Barn", "response": "You kick up a little sawdust as you enter the barn...\n\nYou're surrounded by the deep shade of a nearly abandoned barn, with very little activity but for an occasional hoot of an owl. Yet toward the rear of the barn, under the loft, a cascading spillage of grain is creating an ever-widening pile.\n\nA wooden ladder leads, presumably, up to the loft.\n\nOver near the wide entrance to the barn, there stands a canister of milk.\n\nThe old dog enthusiastically bounds into the barn after you, and heedless of where it's going crashes into the canister of milk, spilling it in a wide puddle on the floor of the barn.\n\nThe dog looks sheepish, and exits the barn with its tail between its legs.", "endoftext": false }, { "action": "You cry over the spilled milk", "response": "In throwing your fit, you can hear the poor ol' dog yowling in the distance.", "endoftext": false }, { "action": "You examine the grain", "response": "You can see, falling down within the silky stream of golden grain, a succession of little mice spread-eagled and smiling widely, some giggling, others tumbling head over heels. They each splash deeply into the ever-widening pile of grain, and then burrow out the side of it, and disappear somewhere in the barn.", "endoftext": false }, { "action": "Go upward", "response": "It's humid up here in the loft, muggy with the heavy smell of barley corn in summer. Bags of the pungent grain, all of them torn up and derelict, are strewn about the edge of the loft, creating a constant spillage over the side into which mice are leaping.", "endoftext": false }, { "action": "Up", "response": "This area at one time must have been used by a handyman, for against one wall a grindstone sits idle with a hammer next to it.\n\nA wooden ladder leads down from the loft.\n\n[Refer to the top of the screen to find out where you can go.]", "endoftext": false }, { "action": "You examine the mice", "response": "The mice are wildly enjoying the grain.", "endoftext": false }, { "action": "You get the bag", "response": "Without heavy farm machinery, you could never tidy up this mess.", "endoftext": false }, { "action": "You walk under the ladder", "response": "You bang your bean against the wooden ladder as you attempt this.", "endoftext": false }, { "action": "Road", "response": "You trudge along and get there...\n\nA wooden cart sits in the dusty road here.", "endoftext": false }, { "action": "Barnyard", "response": "You trudge along and get there...\n\nA youthful-looking old dog is here, sitting up.\nIt seems that the old dog has one stone.\n\nYou can see a full complement of swords leaning up against the broad side of the barn, looking very out of place here on the farm.", "endoftext": false }, { "action": "Stable", "response": "You follow your nose to the stable...\n\nThe strong, earthy smell in this wide-open area reminds you that you're on a farm. So meet the primary interior decorator of the stable: a very odd-looking horse who snorts when it sees you.\n\nYou can see a rusty tin trough here.", "endoftext": false }, { "action": "You lead the horse to the water", "response": "You lead the horse, suddenly trusting of you, over to the trough.", "endoftext": false }, { "action": "You make the horse drink", "response": "Not only can you lead a horse to water, but contrary to popular belief, you CAN make him drink. He slurps his fill of water, and with unbridled energy, he trots away toward the road.", "endoftext": false }, { "action": "Road", "response": "You trudge along and get there...\n\nAn odd-looking horse stands here, nonchalantly shooing at flies with its tail.\n\nA wooden cart sits in the dusty road here.", "endoftext": false }, { "action": "You put cart before horse", "response": "Using perfectly backward logic, you put the cart before the horse.", "endoftext": false }, { "action": "You examine the horse", "response": "The horse, which is a hackney, is wearing a large red-ribbon bow in place of a saddle and is hooked up to the cart. It continues shooing at flies with its tail.", "endoftext": false }, { "action": "You look a gift horse in the the mouth", "response": "It looks like the horse has drunk a lot of water.", "endoftext": false }, { "action": "Market", "response": "With the horse pushing rather than pulling the cart, you follow a crooked and bumpy road for some time. You faintly hear sweet music from a woodwind drifting toward you, and sure enough, around the next bend you come upon a man playing music on a flute. You pull the cart to a rumbling halt, and the horse gives a snort.\n\nSeeing you, the piper plays a short flat note, draws the pipe from his mouth, and takes quick inventory of the wares he is peddling: a cart full of apples, a rumpled canvas bag, and some strong-smelling peppers.", "endoftext": false }, { "action": "Upset the apple cart", "response": "[getting out of the cart first]\nVisibly perturbed, the stacked apples begin to tremble and quake, until one apple heaves up out of the pile and into the air. Your horsey companion eyeballs the apple, bares his teeth, tilts back his long mane, and catches it. He loudly chomps it into a pulp, and swallows.", "endoftext": false }, { "action": "You examine the bag", "response": "The piper quickly tells you there's a pig in the bag.", "endoftext": false }, { "action": "You look at the peppers", "response": "With narrowed eyes you take stock: There seems to be about a peck.", "endoftext": false }, { "action": "You pick a peck of the pickled peppers", "response": "\"That's easy for you to say,\" says the piper, and with a sweep of his pipe, allows you to take away peppers.", "endoftext": false }, { "action": "You get the bag", "response": "The piper strikes a high shrill note, like that of a policeman's whistle. \"Hands off the merchandise,\" he says, and then goes on piping a merrier tune.", "endoftext": false }, { "action": "Inventory", "response": "You have peck of pickled peppers, a hammer, a tail and a sow's ear.", "endoftext": false }, { "action": "You feel bag", "response": "Keeping in touch with the canvas bag doesn't do anything.\n\n\"It'll cost you a pretty penny, one fine sow, she is, she is,\" says the piper.", "endoftext": false }, { "action": "You pay the the piper", "response": "You have no money!\n\nYou have peck of pickled peppers, a hammer, a tail and a sow's ear.", "endoftext": false }, { "action": "You give the piper the tail", "response": "Briskly, the piper refuses your offer.", "endoftext": false }, { "action": "Field", "response": "It's really too long a walk.", "endoftext": false }, { "action": "You get in the cart", "response": "Look around you.", "endoftext": false }, { "action": "Road", "response": "With the horse pushing rather than pulling the cart, you follow a crooked and bumpy road for some time...\n\nRoad, in the wooden cart", "endoftext": false }, { "action": "You get out", "response": "[What do you want to get out?]", "endoftext": false }, { "action": "You stand", "response": "You get out of the wooden cart.", "endoftext": false }, { "action": "You put the horse before the cart", "response": "The horse snorts and rears. It seems paranoid about having the cart behind it.", "endoftext": false }, { "action": "Field", "response": "You trudge along and get there...\n\nYou are standing at the edge of a barren field that is reminiscent of the dust bowl days. A steady wind, having secreted away the topsoil, is now drifting sandy dirt across the plain. A scant sign of life here is a freshly burrowed molehill on the ground.\n\nMarking the corner of the property is a large stack of hay, whose musty odor sticks in your nostrils.", "endoftext": false }, { "action": "You search the haystack", "response": "What on earth do you expect to find in a haystack?", "endoftext": false }, { "action": "Needle", "response": "It's hard, of course, because all those stalks of hay look like needles themselves. The needle is found twinkling brightly silver among the yellow stalks of hay grass. You grab it.", "endoftext": false }, { "action": "You make a the mountain out of a the molehill", "response": "There is a tremendous rumbling in the distance, getting louder and louder, until it is deafening. The ground shakes with violence from the mammoth pressures of the earth's crust. The dirt around the molehill crumbles away as mighty, jagged granite peaks begin to emerge from deep underneath it, and you are knocked back as the mountain continues to rise majestically.\n\nThe surrounding landscape, once bleak, now undergoes transformation into a fertile valley before your very eyes. Crops sprout and grow tall with the crisp snapping sound of fresh corn being husked.\n\nYet with the abundance comes new dangers, as two birds can be seen circling above, surveying the lush crops.", "endoftext": false }, { "action": "Inventory", "response": "You have a needle, peck of pickled peppers, a hammer, a tail and a sow's ear. You also notice a green tint to your thumb.", "endoftext": false }, { "action": "You look in the purse", "response": "Opening the silk purse reveals a pretty penny.", "endoftext": false }, { "action": "You sow the wild oats", "response": "You can't see any wild oats here!\n\nYou have a pretty penny, a silk purse, a needle, peck of pickled peppers, a hammer and a tail.", "endoftext": false }, { "action": "You examine the tail", "response": "It looks like every other tail you've ever seen.", "endoftext": true }, { "action": "You look around", "response": "You are standing in a fertile valley among the tall and lush crops in the field. Mountains bordering the valley serve to shield the fields from damaging wind storms.\n\nTwo birds are circling high above, and every once in a while swoop down upon the field to despoil the green acres.\n\nMarking the corner of the property is a large stack of hay, whose musty odor sticks in your nostrils.", "endoftext": false }, { "action": "You find the needle in haystack", "response": "You already have.", "endoftext": false }, { "action": "Barnyard", "response": "You trudge along and get there...\n\nA lot of plowshares are lying over by the broad side of the barn.\n\nA youthful-looking old dog is here, doing back flips into the air.\nIt seems that the old dog has one stone.", "endoftext": false }, { "action": "Field", "response": "You trudge along and get there...\n\nTwo birds are circling high above, and every once in a while swoop down upon the field to despoil the green acres.\n\nMarking the corner of the property is a large stack of hay, whose musty odor sticks in your nostrils.", "endoftext": false }, { "action": "You kill two birds with one stone", "response": "Sensing their impending doom, the birds flutter down to take refuge within the dense, green acreage. Just now, the old dog, looking as spritely as ever, comes bouncing upon the scene. Intensely, the old boy scours back and forth between the furrows, finally scratching to a stop.\n\nHe freezes, raises one paw, and stiffens his tail parallel to the ground.\n\nThe flush is made! The birds pop up frantically from the cover, criss-crossing each other's heavenward flight path.\n\nYou take aim and throw, and the birds explode in rapid succession like clay pigeons.\n\nThe old dog lets out a long, wolfish howl which echoes thoughout the valley.", "endoftext": false }, { "action": "Stable", "response": "You follow your nose to the stable...\n\nYou can see a rusty tin trough here.", "endoftext": true }, { "action": "You look around", "response": "The strong, earthy smell in this wide-open area reminds you that you're on a farm.\n\nYou can see a rusty tin trough here.", "endoftext": false }, { "action": "You examine trough", "response": "The rusty old trough is divided into two parts, containing water and wild oats.", "endoftext": false }, { "action": "Field", "response": "You trudge along and get there...\n\nA youthful-looking old dog is here, tripping around on his hind legs.\n\nMarking the corner of the property is a large stack of hay, whose musty odor sticks in your nostrils.", "endoftext": false }, { "action": "Road", "response": "You trudge along and get there...\n\nA wooden cart with a horse hooked up to it sits in the dusty road here.\n\nAs you stop in the road, suddenly a bucking donkey with a swarm of buzzing flies chasing it crosses the road in front of you and heads towards the stable.", "endoftext": false }, { "action": "Market", "response": "With the horse pushing rather than pulling the cart, you follow a crooked and bumpy road for some time...\n\nMarket, in the wooden cart\n\nAlong side the road stands a man playing a pipe and selling his wares.\n\nYou can see an applecart and a canvas bag here.", "endoftext": false }, { "action": "You pay the the piper", "response": "[getting out of the cart first]\n\"It's a deal!\" says the man. \"I like the way you do business -- buying a pig in a poke.\" You pay the piper and he plucks the pretty penny from you. \"Okay, she's yours. Take it.\"", "endoftext": false }, { "action": "You take the bag", "response": "As you touch the bag you hear \"Meow... Meow.\" You gingerly pick up the bag. It continues moving slowly in your hands.", "endoftext": false }, { "action": "You let the the cat out of the the bag", "response": "\"All sales are final!\" pipes the piper. Just now a furry cat appears out of one of the folds in the bag. But finding nothing of particular interest, it rolls itself back into the bag.", "endoftext": false }, { "action": "Road", "response": "It's really too long a walk.", "endoftext": false }, { "action": "Barn", "response": "You kick up a little sawdust as you enter the barn...\n\nA cascading grainfall is spilling onto the barn floor. Mice appear to be riding the grain down.\n\nOver near the wide entrance to the barn, there lies spilt milk.", "endoftext": false }, { "action": "You let the cat out of the the bag", "response": "Just now a furry cat appears out of one of the folds in the bag. Suddenly the cat lets out an electrified scream in your arms. You feel keenly its needle claws emerge from hitherto cottony paws, and the cat shoots out of your arms. Now the feline makes a beeline toward the grain. Like a fiery pin ball, the cat ricochets around the barn until the place is rocked into full tilt.\n\nAs the excitement dies down, you see the grainfall slow to a trickle and then the last bits of grain hit the pile with a \"tick... tick.\"\n\nThe mice are no longer to be seen.", "endoftext": false }, { "action": "You go upwards", "response": "You can see a grindstone and bags of grain here.", "endoftext": false }, { "action": "You look at the bag", "response": "It's closed.", "endoftext": false }, { "action": "Stable", "response": "You follow your nose to the stable...\n\nA donkey is being chased willy-nilly around the stable being followed by a swarm of flies in hot and pesky pursuit.\n\nYou can see a rusty tin trough here.", "endoftext": false }, { "action": "You pin the tail to the donkey", "response": "It's so easy, you could do this blindfolded. Smarting from the sharpness of the needle, the donkey jacks its hooves into the air, narrowly missing your chin. But the beast of burden soon settles down, and starts shooing flies with its newly-won tail.", "endoftext": false }, { "action": "Inventory", "response": "You have a canvas bag, wild oats, a silk purse, peck of pickled peppers and a hammer.", "endoftext": false }, { "action": "Road", "response": "You trudge along and get there...\n\nA wooden cart with a horse hooked up to it sits in the dusty road here.", "endoftext": false }, { "action": "Field", "response": "You trudge along and get there...\n\nA youthful-looking old dog is here, wagging his tail.\n\nMarking the corner of the property is a large stack of hay, whose musty odor sticks in your nostrils.", "endoftext": false }, { "action": "Barn", "response": "You kick up a little sawdust as you enter the barn...\n\nOver near the wide entrance to the barn, there lies spilt milk. A cat is licking up the milk.", "endoftext": false }, { "action": "You put the nose to grindstone", "response": "Not again....", "endoftext": false }, { "action": "You buy the the farm", "response": "You've already arrived.", "endoftext": true }, { "action": "Go down", "response": "Over near the wide entrance to the barn, there lies spilt milk. A cat is licking up the milk.", "endoftext": false }, { "action": "Go outside", "response": "[Refer to the top of the screen to find out where you can go.]", "endoftext": false }, { "action": "Field", "response": "You trudge along and get there...\n\nA youthful-looking old dog is here, baying at the moon.\n\nMarking the corner of the property is a large stack of hay, whose musty odor sticks in your nostrils.", "endoftext": false }, { "action": "You look oats", "response": "Use prepositions to indicate precisely what you want to do: LOOK AT the object, LOOK INSIDE it, LOOK UNDER it, etc.", "endoftext": false }, { "action": "You look", "response": "You are standing in a fertile valley among the tall and lush crops in the field. Mountains bordering the valley serve to shield the fields from damaging wind storms.\n\nA youthful-looking old dog is here, tripping around on his hind legs.\n\nMarking the corner of the property is a large stack of hay, whose musty odor sticks in your nostrils.", "endoftext": false }, { "action": "Smell the hay", "response": "It smells just like a haystack.", "endoftext": false }, { "action": "You examine the crops", "response": "The lush crops, gently waving in the breeze, stretch far to the horizon.", "endoftext": false }, { "action": "You examine the field", "response": "You are standing in a fertile valley among the tall and lush crops in the field. Mountains bordering the valley serve to shield the fields from damaging wind storms.\n\nA youthful-looking old dog is here, doing back flips into the air.\n\nMarking the corner of the property is a large stack of hay, whose musty odor sticks in your nostrils.", "endoftext": false }, { "action": "You look at the dog", "response": "The dog has a shiny black coat, and displays the abundant energy of a hungry hunting dog.", "endoftext": false }, { "action": "You climb the mountain", "response": "No dice.", "endoftext": false }, { "action": "Harvest", "response": "[What do you want to harvest?]", "endoftext": false }, { "action": "Harvest crops", "response": "That's best left for the professionals.", "endoftext": false }, { "action": "Barn", "response": "You trudge along and get there...\n\nA wooden cart with a horse hooked up to it sits in the dusty road here.\n\nYou kick up a little sawdust as you enter the barn...\n\nOver near the wide entrance to the barn, there lies spilt milk. A cat is licking up the milk.", "endoftext": false }, { "action": "Don'T cry over the spilled milk", "response": "You manage the ol' stiff upper lip, and the dog comes bounding back up to you.\n\nCongratulations for the completion of these 19 chores. You have transformed their abandoned husk of a farm into a horn of plenty. The McCleary's, under your tutelage, have learned much about how to manage their farm, coping with the tough realities of modern farming. After this long period of want, the townspeople of Punster will feast heartily upon the fruits of your labor. You shall be honored by them with the rank of Sodbuster.\n\nYou now have the opportunity to do one of the following:\n\n>Go to the Shopping Bizarre\n>Play Jacks\n>Eat your Words\n>Act the Part\n>Visit the Manor of Speaking\n>Shake a Tower\n>Meet the Mayor", "endoftext": false }, { "action": "Shopping bizarre", "response": "On a recent Friday night at the Supermarket, the usual shopping frenzy suddenly turned into shopping panic. Crazed bargain-hunters, recklessly pushing shopping carts before them, were observed to stream from the aisles and out the market, many of whom not even stopping to pause in the parking lot. Whatever it was that caused the panic, one thing's for sure -- business has never been the same. By restoring some semblance of order to this bizarre situation, and perhaps purchasing some item or another, you can begin to rebuild customer confidence.\n\nYou are all alone in a dessert aisle. The hum of a long freezer that runs the length of the aisle is monotonous and the air blows chilly upon your skin.\n\nAn imposing, broad-shouldered adult moose, dark chocolate from hoof to antler, stands here chewing its thick brown cud and blocking part of this narrow aisle.", "endoftext": false }, { "action": "Chocolate mousse", "response": "There's a sudden, belching \"poof\" of smoke, and the odor of burnt chocolate.\n\nWith the down-sizing of the big lug, you can see there are numbers inside your grocer's freezer, rather than goodies.", "endoftext": false }, { "action": "Pie", "response": "The thing undergoes a deafening amount of number crunching.", "endoftext": true }, { "action": "You look around", "response": "You are all alone in a dessert aisle. The hum of a long freezer that runs the length of the aisle is monotonous and the air blows chilly upon your skin.\n\nYou can see chocolate mousse here.", "endoftext": false }, { "action": "You put the pie in the freezer", "response": "Done.", "endoftext": false }, { "action": "Meat", "response": "[You'll have to be more specific.]", "endoftext": true }, { "action": "Look around", "response": "You are all alone in a dessert aisle. The hum of a long freezer that runs the length of the aisle is monotonous and the air blows chilly upon your skin.\n\nYou can see chocolate mousse here.\nIt seems that your grocer's freezer contains a pie.", "endoftext": false }, { "action": "You examine the pie", "response": "It looks like every other pie you've ever seen.", "endoftext": false }, { "action": "Chocolate moose", "response": "\"Poof!\" The moose is suddenly enveloped in a thick plume of chocolaty smoke. The large mammal lands awkwardly on the floor.", "endoftext": false }, { "action": "Chocolate mousse", "response": "There's a sudden, belching \"poof\" of smoke, and the odor of burnt chocolate.", "endoftext": false }, { "action": "Manicotti", "response": "You dash around the corner, sliding on the high-sheen surface of the well-waxed supermarket floor...\n\nAs its name indicates, this is the aisle where grains and cereals are stocked.\n\nAbout halfway down the aisle there is a sinister and pallid-looking gentleman in a dark tuxedo. He appears to be systematically destroying boxes of cereal, taking deep bites into them with his long fangs.\n\nSitting on the shelves is an infinite variety of cereals.", "endoftext": false }, { "action": "Pi", "response": "Pie to pi.\n\nThe pallid gentleman continues his rampage by tearing his fangs into a package of tortellini.", "endoftext": false }, { "action": "Serial killer", "response": "(True, he is both a cereal and a SERIAL murderer, but just knowing his modus operandi doesn't defeat him.)\n\nThe pallid gentleman continues his rampage by murdering, in cold red dye #2, a package of Froot Loops.", "endoftext": false }, { "action": "Meets", "response": "You zip around the corner...\n\nThis is where people tend to run into each other....\n\nSitting on the shelf are a mince and a steak.\n\nYou notice a blur of colorful lace and flowing blond hair come rolling off one of the shelves. A little girl stands at your feet.", "endoftext": false }, { "action": "You get the steak", "response": "Taken.\n\nTattooing your knee caps with her little fists, the little girl starts throwing a tantrum.", "endoftext": false }, { "action": "Stake", "response": "Under your gaze, the meat starts sizzling and smoking wildly, licking flames into the air till nothing is left to it but a charred and pointed stick.\n\nPracticing field goals upon your shins, the little girl continues testing your threshold of pain.", "endoftext": false }, { "action": "Mint", "response": "You catch a whiff of fresh little candies as the mince goes to pieces and becomes white before your eyes.\n\nThe little girl keeps on boxing your calves.", "endoftext": false }, { "action": "Bratwurst", "response": "The little girl begins running away in horror. She tumbles head over heels to the floor in a blur, and then you observe a sausage come rolling to a stop.", "endoftext": true }, { "action": "You describe your surroundings", "response": "This is where people tend to run into each other....\n\nSitting on the shelf are mints.", "endoftext": false }, { "action": "Mince", "response": "You hear the tortured \"moo\" of a cow in the distance.", "endoftext": false }, { "action": "Inventory", "response": "You have mince, bratwurst, a stake and 22/7.", "endoftext": false }, { "action": "Misc", "response": "You dash around the corner, sliding on the high-sheen surface of the well-waxed supermarket floor...\n\nThis aisle is filled with various and sundry items.\n\nSitting on the shelves are tacks, a sail and mussels.", "endoftext": false }, { "action": "Tax", "response": "You hear the distant ring-ring of cash registers.", "endoftext": false }, { "action": "Muscles", "response": "You feel yourself undergo a Hulkian physical transformation, with material ripping and buttons popping and the whole bit.", "endoftext": true }, { "action": "Look around", "response": "This aisle is filled with various and sundry items.\n\nSitting on the shelves is a sale.", "endoftext": false }, { "action": "Smash", "response": "[What do you want to smash?]", "endoftext": false }, { "action": "Manicotti", "response": "You zip around the corner...\n\nAbout halfway down the aisle there is a sinister and pallid-looking gentleman in a dark tuxedo.\n\nSitting on the shelves is an infinite variety of cereals.\n\nThe pallid gentleman continues his rampage by devilishly ripping into a package of pasta primavera.", "endoftext": false }, { "action": "Smash tax", "response": "Trying to destroy the tax accomplishes nothing.\n\nThe pallid gentleman continues his rampage by tucking into a package of sugar-frosted flakes.", "endoftext": false }, { "action": "You attack the cereal killer with the stake", "response": "The cereal murderer faces you open-mouthed, and his bad breath caused by all his recent activity drives you back down the aisle.\n\nThe pallid gentleman continues his rampage by tearing his fangs into a package of linguini.", "endoftext": false }, { "action": "Mints", "response": "You catch a whiff of fresh little candies as the mince goes to pieces and becomes white before your eyes.\n\nThe pallid gentleman continues his rampage by murdering, in cold red dye #2, a package of Count Chocula.", "endoftext": false }, { "action": "You give the mints to the killer", "response": "You toss the mints down the aisle to him. He summarily bites them, then flings them away over the shelves. There's a noticable improvement in his breath, even from here.\n\nThe pallid gentleman continues his rampage by devilishly ripping into a package of rice crispies.", "endoftext": false }, { "action": "You kill the killer with the stake", "response": "With a powerful thrust, you drive the stake deep into the heart of the now horrified cereal murderer. He collapses to the floor, blood trickling out of the sides of his mouth. Then he vanishes with a puff of pale blue smoke.", "endoftext": true }, { "action": "You look around", "response": "As its name indicates, this is the aisle where grains and cereals are stocked.\n\nSitting on the shelves is an infinite variety of cereals.", "endoftext": false }, { "action": "You examine the cereals", "response": "It's dizzying to look at all the different brands. The shelf reaches a vanishing point at either end of the long aisle.", "endoftext": false }, { "action": "You write", "response": "You zip around the corner...\n\n\n\nThis is the stationery section.\n\nPowdery white flour has been spilled onto the floor alongside the shelves.\n\nThe far end of the aisle appears to be blocked off by a solid wall of quartz.\n\nSitting on the shelf are a large block of stationary and a bear clause.", "endoftext": false }, { "action": "Flower", "response": "The white powder drifts away like the shifting sands of the desert -- in its place, a flower.", "endoftext": false }, { "action": "Quarts", "response": "The surface of the wall crumbles away, revealing a tall and wide stack of quarts.", "endoftext": false }, { "action": "Stationery", "response": "The floor of the aisle rumbles and the shelf bounces a few inches off its foundation, as the \"stationary\" takes on the markings of many reams of stationery bundled together.", "endoftext": false }, { "action": "You sniff the flower", "response": "The flower contains a wonderful scent.", "endoftext": false }, { "action": "Bear claws", "response": "The paper dries up and blows away, replaced by -- bear claws!", "endoftext": false }, { "action": "Cent", "response": "You can hear it -- the penny drops.", "endoftext": true }, { "action": "Look around", "response": "This is the stationery section.\n\nThe far end of the aisle appears to be blocked off by a tall stack of quarts.\n\nSitting on the shelf are reams of stationery.", "endoftext": false }, { "action": "Bear clause", "response": "The hairy fist clenches itself so tightly that it becomes two-dimensional -- paper.", "endoftext": false }, { "action": "You read the paper", "response": "[Which paper do you mean, the reams of stationery or the bear clause?]", "endoftext": false }, { "action": "You look at the door", "response": "It's lined with many different kinds of locks.", "endoftext": false }, { "action": "Lox", "response": "Smoke issues from each of the locks, as they turn into smoked salmon.", "endoftext": false }, { "action": "You take the lox", "response": "You \"unlox\" the door by gathering the smoked salmon.", "endoftext": false }, { "action": "You open the door", "response": "Although you tug your hardest, you can see the door jamb is too tight against the door.", "endoftext": false }, { "action": "You read the clause", "response": "Written on a brittle, yellowing piece of paper are the words:\n\n\"A well regulated Militia, being necessary to the security of a free State, the right of the people to keep and arm Bears, shall not be infringed.\"", "endoftext": false }, { "action": "Jam", "response": "The outline of the door smokes, and hot fresh jam oozes out from the outline of the door onto the floor.", "endoftext": false }, { "action": "You open the door", "response": "The door swings open.", "endoftext": false }, { "action": "Claws", "response": "The paper dries up and blows away, replaced by -- bear claws!", "endoftext": false }, { "action": "You get the claws", "response": "You already have the bear claws.", "endoftext": false }, { "action": "You enter door", "response": "You walk down the rickety stairs.\n\nThis is the empty cellar of the market.", "endoftext": false }, { "action": "Seller", "response": "The room starts spinning madly around, the four walls begin to close in on you. When it finally slows enough for you to open your eyes, you see a woman wearing a store uniform.", "endoftext": true }, { "action": "You describe your surroundings", "response": "This is the empty cellar of the market.\n\nA seller stands here.", "endoftext": false }, { "action": "Cellar", "response": "The clerk's body becomes cubist, expands, and engulfs you.", "endoftext": true }, { "action": "Look around", "response": "This is the empty cellar of the market.", "endoftext": false }, { "action": "You sell the cellar", "response": "[Whom do you want to sell the cellar to?]", "endoftext": false }, { "action": "Inventory", "response": "You have lox, bear claws, a cent, a flower, a sale, a tax, muscles, bratwurst and 22/7.", "endoftext": false }, { "action": "Pi", "response": "You can see the number 22 frozen over the number 7.", "endoftext": false }, { "action": "Pie", "response": "The thing undergoes a deafening amount of number crunching.", "endoftext": false }, { "action": "You sell the pie to the seller", "response": "The seller offhandedly rejects the pie.\n\n\"I'm a seller, not a receiver, damn it. You want to buy something, then buy it.\"", "endoftext": false }, { "action": "You give the sale to the seller", "response": "The seller offhandedly rejects the sale.\n\n\"I'm a seller, not a receiver, damn it. You want to buy something, then buy it.\"", "endoftext": false }, { "action": "You buy the cellar", "response": "If the cellar were only on sale, you might be able to afford it.", "endoftext": false }, { "action": "You drop sale", "response": "Dropped.", "endoftext": false }, { "action": "Seller", "response": "The room starts spinning madly around, the four walls begin to close in on you. When it finally slows enough for you to open your eyes, you see a woman wearing a store uniform.", "endoftext": false }, { "action": "You give cent to the seller", "response": "\"Exactly what is it you want to buy?\"", "endoftext": false }, { "action": "British", "response": "You climb up the stairs, going to...\n\nThe floor here is richly painted in the bold colours of Brittania.\n\nUnder a large sign, a box boy is frantically filling and overfilling the shelves with boxes, which are spilling over into the aisle and blocking the way.", "endoftext": false }, { "action": "You examine the sign", "response": "Large block letters proclaim:\n\nPutting Section.", "endoftext": false }, { "action": "Box boy", "response": "The entire body of the boy is made out of various sized boxes.", "endoftext": false }, { "action": "Pudding", "response": "The boxes begin swirling into a dark, menacing whirlwind, causing you to cover yourself up defensively. In an instant there is again calm, with order having been restored to the aisle.\nHaving tidied up the place, you can now see a trail of ants crawling along the aisle floor.", "endoftext": false }, { "action": "Aunts", "response": "Instantly, the little creatures become big creatures.\n\nThe aunts start milling.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You have lox, bear claws, a cent, a flower, a tax, muscles, bratwurst and a pie.\n\nThe milling aunts are gawking and talking among themselves.", "endoftext": false }, { "action": "You listen to aunts", "response": "They sound just like aunts.\n\nThe milling aunts are gawking and talking among themselves.", "endoftext": false }, { "action": "You talk to the aunts", "response": "They are too busy gossiping among themselves.\n\nThe milling aunts are gawking and talking among themselves.", "endoftext": false }, { "action": "Worst brat", "response": "The sausage suddenly sprouts legs, and is transformed into the form of a small girl (thereby shattering the myth about sugar and spice and everything nice). She fiercely struggles from your grip and sprints away down the aisle into the waiting hands of her aunts. They thank you, then leave.", "endoftext": true }, { "action": "You look at your surroundings", "response": "The floor here is richly painted in the bold colours of Brittania.\n\nUnder a large sign, a wide variety of puddings are neatly stacked upon the shelves.", "endoftext": false }, { "action": "You get the pudding", "response": "They're best left on the shelf.", "endoftext": false }, { "action": "Cellar", "response": "You dash over to \"I'll Write...\" You walk down the rickety stairs.\n\nA seller stands here.\n\nYou can see a sale here.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You have lox, bear claws, a cent, a flower, a tax, muscles and a pie.", "endoftext": false }, { "action": "You get seller", "response": "What a concept.", "endoftext": false }, { "action": "You put the pie on sale", "response": "Done.", "endoftext": false }, { "action": "You buy the pie", "response": "Okay, you buy the pie, handing the cent and the tax to the seller.\n\nBravo! Cheer! Kudos! With your feats of homonymic skill, you have shown the way to restoring customer confidence to the puzzled shoppers of Punster. Having broken the tape at the end of your Bizarre shopping spree, you thusly achieve the esteemed rank of Super Saver.\n\nYou now have the opportunity to do one of the following:\n\n>Play Jacks\n>Eat your Words\n>Act the Part\n>Visit the Manor of Speaking\n>Shake a Tower\n>Meet the Mayor", "endoftext": false }, { "action": "Play jacks", "response": "The oddities of language have been so prevalant in the town of Punster, that surrounding communities have been similarly affected. One such bordering town is Jackville, located in the northern backwoods region, but still well within the realm of possibilities.\n\nYou have come upon a region far to the north of Punster, but still within the realm of possibilities. A simple wood-plank house stands near.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You're empty-handed.", "endoftext": false }, { "action": "You enter the house", "response": "This drafty one-room cabin is so sparsely furnished as to be completely unfurnished. It looks like it has not been lived in for years and years.\n\nThere is a strange contraption leaning against one of the wood-plank walls.", "endoftext": false }, { "action": "You look at the contraption", "response": "You can see right away it's versatile.\n\nIt's sort of squarish, but sort of longish too and has a fluffy ball of cottony fur at one end. Its surface is made of thick cloth, except for one edge which is a long piece of metal that looks as if it can be pulled out.\n\nOn three different sides of the strange contraption you can see a hand crank, a water faucet, and an electrical switch. As if all that wasn't enough, there is also a pair of sleeves sticking out of the thing.", "endoftext": false }, { "action": "Wear contraption", "response": "As you slip on the jacket, you find that it fits you quite well. It feels a lot more comfortable than it looks.", "endoftext": false }, { "action": "Spin", "response": "[What do you want to spin?]", "endoftext": false }, { "action": "You remove the jacket", "response": "You slip off what feels to be a jacket. All features return to the Jack of all Traits.", "endoftext": false }, { "action": "You turn the crank", "response": "The Jack of all Traits begins to play a simple plunkety tune, and as the music becomes louder and louder the strange contraption starts looking a lot more like a box and a lot less like anything else, and the music gets louder and louder until...\n\n\"Pop!\"\n\nThe lid springs open and a jester rears its jolly head.\n\n\"Boing... Boing\"", "endoftext": false }, { "action": "You put Jack in the box", "response": "You can almost swear that the jester winks at you as his head is lowered into the box and the lid is shut with a \"Click.\" All the other features of the Jack of all Traits come back.", "endoftext": false }, { "action": "You flip the switch", "response": "\"Rata-tat-tat! Rata-rata-rata-rata Tat-tat-tat!\" The Jack of all Traits powerfully roars to life as you hang on the wildly chugging jackhammer like a rodeo cowboy.", "endoftext": false }, { "action": "You turn off the switch", "response": "One hand slips off the handle and hits the switch. The jackhammer coughs, wheezes and shudders to a halt. All the features of the Jack of all Traits return.", "endoftext": false }, { "action": "You stab yourself", "response": "Done.", "endoftext": true }, { "action": "You look at your surroundings", "response": "This drafty one-room cabin is so sparsely furnished as to be completely unfurnished. It looks like it has not been lived in for years and years.", "endoftext": false }, { "action": "Pat ball of fur", "response": "The ball of fur twitches excitedly for a moment. Suddenly the Jack of all Traits seems to give birth as a full-grown jackrabbit is ejected from the contraption. His metabolism, following its winter of cooped-up discontent, seems to be racing away. But the furry mammal itself remains at your feet, all atremble. He pauses to look up at you. To the extent that his beady red eyes are able to emote, he seems to express gratitude. Then, with a jackrabbit start, he is gone.", "endoftext": false }, { "action": "You examine the contraption", "response": "You can see right away it's versatile.\n\nIt's sort of squarish, but sort of longish too. Its surface is made of thick cloth, except for one edge which is a long piece of metal that looks as if it can be pulled out.\n\nOn three different sides of the strange contraption you can see a hand crank, a water faucet, and an electrical switch. As if all that wasn't enough, there is also a pair of sleeves sticking out of the thing.", "endoftext": false }, { "action": "You pull the metal", "response": "The long piece of metal, in reality the glistening, razor-sharp blade of a jackknife, pivots out of its handle and with a \"snap!\" all the other features of the Jack of all Traits vanish.", "endoftext": false }, { "action": "You close the knife", "response": "Being careful that you don't lop off any fingers, you pivot the blade back and it closes with a \"snap!\" All the other dimensions of the Jack of all Traits return.", "endoftext": false }, { "action": "You turn on the faucet", "response": "There is a deep gurgling sound, then scalding hot water begins gushing out of the faucet, and you are surrounded by a thick cloud of steam. As the steam begins to thin out, you find yourself leaning back in a hot tub with Jacuzzi, and you can't remember when being in hot water ever felt so good.", "endoftext": false }, { "action": "You turn off the faucet", "response": "The washerless faucet spins round, and some hot, steamy water gurgles out.", "endoftext": false }, { "action": "You look at the jacuzzi", "response": "The well-insulated tub's full of hot steamy water and you. There's a plug at the bottom of the hot tub.", "endoftext": false }, { "action": "You pull the plug", "response": "The water, slowly at first, begins to swirl toward the plug, creating a whirl of water so loud that it's nightmarish. You close your eyes and cover your ears and when you hear the last loud slurp you find yourself standing again.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You're empty-handed.", "endoftext": false }, { "action": "Inventory", "response": "You have a jacket (being worn).", "endoftext": false }, { "action": "You take off jacket", "response": "You slip off what feels to be a jacket. All features return to the Jack of all Traits.", "endoftext": false }, { "action": "You flip the switch", "response": "\"Rata-tat-tat! Rata-rata-rata-rata Tat-tat-tat!\" The Jack of all Traits powerfully roars to life as you hang on the wildly chugging jackhammer like a rodeo cowboy.", "endoftext": false }, { "action": "Leave", "response": "You walk along the trail a long way. With each uncertain step you take, it grows darker. Clouds gather. With large puffy white cheeks, they blow noisy cold across the sky, as will happen in this changeable realm.\n\nIt looks like a picture of a wedding gown in a snow storm.\n\nThe cold wind is breezing right through you.", "endoftext": false }, { "action": "You turn on the faucet", "response": "Your fingers are so stiff with cold, it's impossible.", "endoftext": false }, { "action": "You wear the jacket", "response": "As you slip on the jacket, you find that it fits you quite well. It feels a lot more comfortable than it looks. It offers much shelter from the cold, which is now nipping at your nose.", "endoftext": false }, { "action": "Go west", "response": "[Refer to the top of the screen to find out where you can go.]\n\nDespite the shelter of the jacket, you're still in the midst of a cold snap. You begin to smell the vague illusory odor of \"chestnuts roasting on an open fire.\"", "endoftext": false }, { "action": "You look at Jack", "response": "Suddenly, all of the thick, nasty weather surrounding you begins to swirl, then lift, slowly at first, and then more rapidly up above your head, then up further to expose the large and many trunks of dense evergreen forest, and then up and past the high tops of the trees themselves and into the heavens.\n\nThe mountain air is still and cold. You are next to a frozen-over pond, ringed by dense forest.\n\nThere is an old wooden sign leaning slightly over.\n\nAn old man is next to the pond, standing bent like one of the age old trees of the forest, with the frost of storms past still clinging in its whiteness upon his dark overcoat. He holds in his hands a gnarled stick.\n\nThe man refuses to communicate with you, but stands still and silent as the mountain air.", "endoftext": false }, { "action": "You remove the jacket", "response": "You slip off what feels to be a jacket. All features return to the Jack of all Traits.", "endoftext": false }, { "action": "You examine the old man", "response": "He wears a permafrost frown upon his face, a face that betrays a lifetime of never any joy, never any surprise, never any sunshine.", "endoftext": false }, { "action": "You pull the plug", "response": "The water, slowly at first, begins to swirl toward the plug, creating a whirl of water so loud that it's nightmarish. You close your eyes and cover your ears and when you hear the last loud slurp you find yourself standing again.", "endoftext": false }, { "action": "You turn crank", "response": "The Jack of all Traits begins to play a simple plunkety tune, and as the music becomes louder and louder the strange contraption starts looking a lot more like a box and a lot less like anything else, and the music gets louder and louder until...\n\n\"Pop!\"\n\nThe lid springs open and a jester rears its jolly head.\n\n\"Boing... Boing\"\n\nThe jester winks at the frozen old man, and you can almost hear the rushing torrent of flood waters coming from deep within the heart of Jack Frost. Some human color suddenly rushes into his cheeks in a flush, reddening his face and thawing the frown into much dripping and wetness, which can scarcely be distinguished from tears of happiness.\n\nUnder a sunny disposition, a more quick and nimble Jack frolics down the path, making instant puddles out of his domain wherever he treads.", "endoftext": true }, { "action": "You describe your surroundings", "response": "The mountain air is still and cold. You are next to a frozen-over pond, ringed by dense forest.\n\nThere is an old wooden sign leaning slightly over.", "endoftext": false }, { "action": "You read sign", "response": "It reads:\n\nNO DANGER! THICK ICE", "endoftext": false }, { "action": "You enter the ice", "response": "You walk out onto the middle of the frozen pond.\n\nYou're on a frozen pond covered by a thin layer of frost.", "endoftext": false }, { "action": "You look at the mermaid", "response": "The mermaid is tall, curvaceous and attractive, even with her long blond hair dripping wet. There is a large tangle of fishing line wrapped around her sizable tail fin. She's wearing a shark-tooth necklace.", "endoftext": false }, { "action": "You pull the metal", "response": "The long piece of metal, in reality the glistening, razor-sharp blade of a jackknife, pivots out of its handle and with a \"snap!\" all the other features of the Jack of all Traits vanish.", "endoftext": false }, { "action": "You cut the line", "response": "[What do you want to cut the line with?]", "endoftext": false }, { "action": "You close the knife", "response": "Being careful that you don't lop off any fingers, you pivot the blade back and it closes with a \"snap!\" All the other dimensions of the Jack of all Traits return.", "endoftext": false }, { "action": "Hello mermaid", "response": "[The proper way to talk to characters in the story is PERSON, HELLO.]", "endoftext": false }, { "action": "Hello", "response": "The mermaid gives you a slow smile and tilts her head slightly to one side.", "endoftext": false }, { "action": "Kiss mermaid", "response": "You drift near enough to feel the warmth of her breath, which carries barely a hint of brine but is not unpleasant. She turns gracefully away.", "endoftext": false }, { "action": "You turn on the faucet", "response": "There is a deep gurgling sound, then scalding hot water begins gushing out of the faucet, and you are surrounded by a thick cloud of steam. As the steam begins to thin out, you find yourself leaning back in a hot tub with Jacuzzi, and you can't remember when being in hot water ever felt so good.\n\nThe mermaid is also in the hot tub, smiling with her eyes closed as she swims luxuriously through the water.", "endoftext": false }, { "action": "You ask the mermaid about the necklace", "response": "The mermaid gives you a slow smile while effortlessly and relaxingly treading water.", "endoftext": true }, { "action": "Look around", "response": "On Frozen Pond, in the tub\n\nYou're on a frozen pond covered by a thin layer of frost. There is a hole in the ice.", "endoftext": false }, { "action": "You pull the plug", "response": "The water, slowly at first, begins to swirl toward the plug, creating a whirl of water so loud that it's nightmarish. You close your eyes and cover your ears and when you hear the last loud slurp you find yourself standing again.\n\nThe mermaid, having been warmed by the dip in the hot tub, and freed of the entanglement of the fishing line, appears ready to brave the frigid waters for a long swim to warmer regions. She hyperventilates for a few moments and braces herself with a frenetic self-hug, stopping to give you a smile with her thin lips.\n\nShe bids farewell, and slips back into the frigid water, causing a little plop of water as her tail fin disappears beneath the surface.\n\nCongratulations. You have been nimble and you have been quick. Punster will from here on out enjoy better relations with its northern neighbor, Jackville. The Citizen's Action Committee does hereby confer upon you the title of Jackster.\n\nYou now have the opportunity to do one of the following:\n\n>Eat your Words\n>Act the Part\n>Visit the Manor of Speaking\n>Shake a Tower\n>Meet the Mayor", "endoftext": false }, { "action": "You act the the part", "response": "The foremost star of stage and scream in Punster, Brad Watkins, has left behind our small-town difficulties in search of fame and fortune beyond the purple horizon. We of course wish him the very worst of luck. It has been very dashing of you to take the stage in his absence. With the proper make-up applied, you're a side-splitting image.\n\nGlaring bright lights bake down upon the stage.\n\nThe living room of your apartment is furnished in the drab period style of the 1950's situation comedy. Luckily, there's not much furniture on the set for you to bump into. However, one brass lamp with a rather ostentatious lamp shade stands here. A flimsy, union-constructed front door leads out of the apartment, another door leads to the bathroom. Both are closed. Your kitchen is at the other side of the stage.\n\nYour favorite chair sits here facing the television.\n\nYou hear a man's voice from the other side of your front door. \"Knock knock.\"", "endoftext": false }, { "action": "Who's there", "response": "\"Bob.\"", "endoftext": false }, { "action": "Who's there", "response": "Good question.", "endoftext": false }, { "action": "Bob who", "response": "\"Ba ba ba, ba ba ba-ran....\"\n\nThe door swings open and in walks your irrepressible, long-lost (\"but not long enough\") brother-in-law Bob. \"Howdy, Sammy! Just flew in from Pittsburgh. Boy are my arms tired,\" he says, flapping and smiling goonily. Bob extends his hand to you in greeting...", "endoftext": false }, { "action": "You shake the hand", "response": "Bob enthusiastically grabs your hand in greeting.\n\n\"Bzzzzzzzzzzzzz!\"\n\nIt feels like you are shaking hands with a Hoover Dam generator, as the mega-voltages of power surging into the palm of your hand cause your entire body to writhe.\n\nBob doubles himself over with knee-slapping, gasping laughter. \"I guess I got you that time, eh?\" he says, flashing you the joy buzzer in his palm, and then skates into the kitchen.", "endoftext": false }, { "action": "Kitchen", "response": "You walk across the stage.\n\nThe kitchen suffers from the neglect so often decried by the 1950's sitcom husband in the presence of his 1950's sitcom wife.\n\nThere's a bottle in front of you. Your mind echos the phrase, \"a bottle in front of me,\" which gives you ideas...\n\nYou can see a scalpel-like knife, a blue sponge and yellow rubber gloves here.\n\nYour brother-in-law Bob swings open the refrigerator door, loads himself down, shuts the fridge door with his knee, and with his movable feast shuffles back into the living room.", "endoftext": false }, { "action": "You take all", "response": "hot-water bottle: The hot-water bottle, which is devoid of water but puffed up with air, is squeezed and emits a rude Bronx cheer. scalpel-like knife: Taken.\nyellow rubber gloves: Taken.", "endoftext": false }, { "action": "Living room", "response": "You walk across the stage.\n\nWell, it seems that Bob has already taken the liberty of moving the lamp away from his TV viewing area and over near the kitchen entrance, where you now have the misfortune of tripping over the cord from the lamp.\n\nYou take a pratfall, landing heavily on the floor to the beat of a bass drum, and then a rim shot. The crowd loves it.\n\nMeanwhile, the live wire, ripped from the lamp but still plugged into the wall, snakes around the floor, spitting sparks out of the end that was torn from the lamp.\n\nBob, who is kicking back on your favorite chair, is too engrossed with the TV to notice any of this.\n\nGlaring bright lights bake down upon the stage.\n\nThe living room of your apartment is furnished in the drab period style of the 1950's situation comedy. Luckily, there's not much furniture on the set for you to bump into. However, one brass lamp with a rather ostentatious lamp shade stands here. A flimsy, union-constructed front door leads out of the apartment, another door leads to the bathroom. Both are closed. Your kitchen is at the other side of the stage.\n\nAn electrical cord is plugged into the wall, the other end having been torn from the lamp.", "endoftext": false }, { "action": "You take all", "response": "electrical cord: The audience sucks in its collective breath at your bare-handedness, which gives you pause.\nlamp: You've gotta be kidding.\nlamp shade: Taken.\n\nIn your nervous hand, the lamp shade's gold tassels shake, perceptible only to yourself, slightly back and forth.", "endoftext": false }, { "action": "You wear shade", "response": "You lower the gaudy lamp shade over your deadpan face, pretending to be part of the furniture, which is how your brother-in-law Bob has treated you. As the laughs die down, you remove the shade.", "endoftext": false }, { "action": "You take cord", "response": "The audience sucks in its collective breath, and you gingerly pick up the live wire, with its end resting in the palm of the glove.", "endoftext": false }, { "action": "You take the lamp", "response": "Never in a thousand years.", "endoftext": false }, { "action": "Blow in bottle", "response": "You huff and puff until the hot-water bottle is full of hot air. Some members of the studio audience let out some anticipatory giggles.\n\nBob says, \"Hey Sammy, what is this fly doing in my soup?\"", "endoftext": false }, { "action": "Backstroke", "response": "The crowd eats it up.", "endoftext": false }, { "action": "The backstroke", "response": "Bob gets up and marches toward the kitchen, evidently to stock up on more goodies.\n\nIt looks like every other your shoulder you've ever seen.", "endoftext": false }, { "action": "The backstroke", "response": "Talking to yourself is a sign of impending mental collapse.", "endoftext": false }, { "action": "You put the bottle in the chair", "response": "It would be visible there.", "endoftext": false }, { "action": "You take the cushion", "response": "Nice try.", "endoftext": false }, { "action": "You put the bottle under the cushion", "response": "You slip the whoopee cushion into position. The audience begins tittering.\n\nIn walks the unsuspecting Bob, who is loaded down with goodies. He plops onto YOUR comfy chair.\n\n\"Bbbthpppffffthppp!\" The crowd howls as poor Bob nearly loses his lunch in shock.", "endoftext": false }, { "action": "You touch the cord to bob", "response": "Bob reflexively extends his hand...\n\n\"Za za za za za za Zap!\" Electrified by the experience, with his hair sticking straight out and a frightful expression stamped on his face, your brother-in-law Bob is powered willy-nilly into the air, with an involuntarily tight grip on the cord. You're holding the other end with your yellow rubber gloves, smiling calmly, as if you had a fly on the end of a string. The crowd loves it.\n\nWith a yank on the cord, Bob lands in a heap back onto your chair, a little shaken but no worse for the scare.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You have an electrical cord, yellow rubber gloves (being worn), a lamp shade, a scalpel-like knife, a blue sponge and a coat (being worn).\nIt seems that the coat contains a match stick.", "endoftext": false }, { "action": "Light match", "response": "You scratch the match behind your left ear and it flares up.\n\nThe match continues burning down.", "endoftext": false }, { "action": "You put the match under the foot", "response": "Somebody yelling \"Fire\" in the crowded theater is enough to stop you.\n\nThe match continues burning down.", "endoftext": false }, { "action": "You put the match in the hole", "response": "As you slide the match neatly into the shoe hole, waves of knowing snickers ripple through the audience. With his eyes still glued to the television, your brother-in-law Bob tilts his head to one side, and sniffs the air twice. \"I smell something burning, Sammy. You better go into the kitchen and check it Ow-wow-wow-wow-wow-wow-wow-wowwy!\"\n\nIn a blur, the hot-footed Bob leaps from the chair and performs a Hiawathan rain dance to the insistent, rhythmic beat of Indian drums.\n\nThe crowd loves it.\n\nThere is the final sound effect of a thunder clap in the distance, and Bob hunkers paranoically back down in your chair, staring again at the TV.\n\nYou hear a woman's voice from the other side of your front door. \"Knock knock.\"", "endoftext": false }, { "action": "Who's there", "response": "\"Gorilla.\"", "endoftext": false }, { "action": "Gorilla who", "response": "\"Girl of your dreams!\"\n\nA lady enters the living room and, narrowing her eyes, begins sizing up the situation.", "endoftext": false }, { "action": "You look at lady", "response": "That's no lady, that is your wife.\n\nShe walks over to Bob and consoles him as he describes what a meanee you have been.", "endoftext": false }, { "action": "Inventory", "response": "You have an electrical cord, yellow rubber gloves (being worn), a lamp shade, a scalpel-like knife, a blue sponge and a coat (being worn).\n\nBob continues telling your wife how rotten you were to him.", "endoftext": false }, { "action": "You examine the sponge", "response": "[Which sponge do you mean, your brother-in-law Bob or the blue sponge?]", "endoftext": false }, { "action": "You look at the blue sponge", "response": "There's nothing unusual about the blue sponge.\n\nShe throws a tantrum and storms out, to her mother's (that's next week's episode). Bob is falling apart emotionally as well, and goes and locks himself in the bathroom.\n\nBob stays in there several very tense minutes, without making a sound. Just when you think it's about time to call a professional, Bob's silence is suddenly broken by the words, \"Knock knock.\"", "endoftext": false }, { "action": "Who's there", "response": "\"Dwayne.\"", "endoftext": false }, { "action": "Dwayne who", "response": "\"Dwayne the bathtub, I'm dwownin'!\"\n\nYou hear a suppressed cackle from behind the bathroom door, which slowly opens to reveal the figure of your Bob, looking sheepish but with his hurt feelings mended. He shuts the door and slides back into your chair.", "endoftext": false }, { "action": "Who's there", "response": "Good question.", "endoftext": false }, { "action": "Bob", "response": "The crowd erupts with laughter as you seem to equate your brother-in-law Bob with a sponge.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You have an electrical cord, yellow rubber gloves (being worn), a lamp shade, a scalpel-like knife, a blue sponge and a coat (being worn).", "endoftext": false }, { "action": "You cut the sponge", "response": "[What do you want to cut the sponge with?]", "endoftext": false }, { "action": "You put the coat on bob", "response": "You'll have to remove the coat first.", "endoftext": false }, { "action": "You take the coat", "response": "You're already wearing the coat.", "endoftext": false }, { "action": "You remove the coat", "response": "You remove the coat.", "endoftext": false }, { "action": "Poke Bob with knife", "response": "That'd be worse than a poke in the eye with a sharp stick.", "endoftext": false }, { "action": "Kitchen", "response": "[dropping the cord first]\n\nYou walk across the stage.\n\nThe kitchen suffers from the neglect so often decried by the 1950's sitcom husband in the presence of his 1950's sitcom wife.", "endoftext": false }, { "action": "Inventory", "response": "You have yellow rubber gloves (being worn), a lamp shade, a scalpel-like knife, a blue sponge and a coat.", "endoftext": false }, { "action": "You open the fridge", "response": "Opened.", "endoftext": false }, { "action": "Living room", "response": "You walk across the stage.\n\nGlaring bright lights bake down upon the stage.\n\nThe living room of your apartment is furnished in the drab period style of the 1950's situation comedy. Luckily, there's not much furniture on the set for you to bump into. However, one brass lamp stands here. A flimsy, union-constructed front door leads out of the apartment, another door leads to the bathroom. Both are closed. Your kitchen is at the other side of the stage.\n\nAn electrical cord is plugged into the wall, the other end having been torn from the lamp.\n\nYour brother-in-law Bob is kicking back on your favorite chair, feeding his face and staring at the television. With his feet jutting out into the air, you notice a small hole at the tip of one of his much-travelled shoes.\n\nYou can see a hot-water bottle here.", "endoftext": false }, { "action": "You look at the bottle", "response": "The hot-water bottle is empty and deflated.", "endoftext": false }, { "action": "You give the bottle to Bob", "response": "Briskly, your brother-in-law Bob refuses your offer.", "endoftext": false }, { "action": "You put the bottle in the front of yourself", "response": "Why bother?", "endoftext": false }, { "action": "You remove the cushion", "response": "You've gotta be kidding.", "endoftext": true }, { "action": "Look around", "response": "Glaring bright lights bake down upon the stage.\n\nThe living room of your apartment is furnished in the drab period style of the 1950's situation comedy. Luckily, there's not much furniture on the set for you to bump into. However, one brass lamp stands here. A flimsy, union-constructed front door leads out of the apartment, another door leads to the bathroom. Both are closed. Your kitchen is at the other side of the stage.\n\nAn electrical cord is plugged into the wall, the other end having been torn from the lamp.\n\nYour brother-in-law Bob is kicking back on your favorite chair, feeding his face and staring at the television. With his feet jutting out into the air, you notice a small hole at the tip of one of his much-travelled shoes.", "endoftext": false }, { "action": "You put the bottle in the front of yourself", "response": "It's not worth it. Believe me.", "endoftext": false }, { "action": "Kitchen", "response": "You walk across the stage.\n\nThe kitchen suffers from the neglect so often decried by the 1950's sitcom husband in the presence of his 1950's sitcom wife.", "endoftext": false }, { "action": "You put the bottle in the front of yourself", "response": "You're barking up the wrong tree.", "endoftext": false }, { "action": "You get the frontal lobotomy", "response": "You run the surgical-like instrument through the air an inch above your scalp. The crowd loves it. You've really got them eating out of your hand.\n\n\"Cut! Cut!\" booms an off-stage, directoral voice. \"It's a wrap.\" Drenched in the sweat of your comedic toil, you bask in the adoration of the cheerful Punster audience. Having milked this bit for the maximum number of cheap gags, namely 10, you have achieved the status of King of Comedy.\n\nYou now have the opportunity to do one of the following:\n\n>Eat your Words\n>Visit the Manor of Speaking\n>Shake a Tower\n>Meet the Mayor", "endoftext": false }, { "action": "You visit Manor", "response": "The sad truth here is that the Manor of Speaking once enjoyed the reputation as one of THE finest guest houses in the entire region around Punster. But queer indeed is the fate it has suffered. The various rooms of the house are actually possessed by the warped personalities of by-gone visitors. The experience of a present-day guest to each of the rooms is colored very strongly by the thoughts and indeed voice of each ghostly presence. Needless to say, vacancy rates have gone through the roof. Which leads us to the crucial problem with the Manor. Its attic, as you will notice, is radically out of joint, situated BELOW the level of the first floor. It has been theorized that if this misplacement could be dramatically rectified, the spirits who've worn out their welcome might flee in horror. This is our hope, may it be your quest.\n\nYou're standing in front of a large but oddly shaped manor house. From the outside, it looks as if its individual rooms have been haphazardly constructed and are out of proportion with each other. This has a slight disorienting effect.", "endoftext": false }, { "action": "Interior decorated", "response": "You go there...\n\nThe carpet! The carpet! Don't drag your feet on the carpet! It's a priceless hand-loomed Persian!\n\nWhew! Okay, you're now standing on the bone-white Louis-XV-inspired tile.\n\nThis room, with its modern sensibility yet also palpable feeling for the ancien regime, is unique in its elegant reflection of a confident, personal sense of style. The lines are lean and classic, the color is rich and distinctive.\n\nThe Louis XIV chair is plump, tufted, aristocratic -- it's styled with equal splashes of rococo and baroque. The piece definitely has charisma. Sitting on the chair: a multihued textured pillow.\n\nAgainst the far wall is an heroically proportioned, Mediterranean-crafted, intricately inlaid, Pre-Raphaelite limestone mantelpiece, circa 1838.\n\nAdorning the mantel is a resplendently virgin-ivory hand-embroidered, filet-patterned lace tablecloth, circle 924 on your Reader Service Card.\n\nA marble staircase of grand proportions leads down.", "endoftext": false }, { "action": "You examine the pillow", "response": "The pillow, complementary to the Louis XIV, is multihued and textured, displaying free-form squiggles, curlicues and brash brushstrokes with a primitive look to them.", "endoftext": false }, { "action": "You look at the tablecloth", "response": "It looks like every other lace tablecloth you've ever seen.", "endoftext": true }, { "action": "You look around", "response": "This room, with its modern sensibility yet also palpable feeling for the ancien regime, is unique in its elegant reflection of a confident, personal sense of style. The lines are lean and classic, the color is rich and distinctive.\n\nThe Louis XIV chair is plump, tufted, aristocratic -- it's styled with equal splashes of rococo and baroque. The piece definitely has charisma.\n\nAgainst the far wall is an heroically proportioned, Mediterranean-crafted, intricately inlaid, Pre-Raphaelite limestone mantelpiece, circa 1838.\n\nA marble staircase of grand proportions leads down.", "endoftext": false }, { "action": "You stand", "response": "You get out of the plump, tufted, aristocratic Louis XIV chair.", "endoftext": false }, { "action": "Doldrums", "response": "You go there...\n\nGo ahead, come on in and bore me.\n\nWalking into here is like driving across Nebraska. The place is neither bright nor dim, neither cool nor warm, neither this way nor that way. Even the air is unmoved by the experience of you entering the doldrums.\n\nIn the center of the room is a vast wasteland, which gradually blends into a wide patch of long pale-green grass that spills over into yawning chasms. Above the cliff hangs a shapeless cloud through which a line of sheep are jumping, one after the next, in slow motion.\n\nAll of the objects here have the aspect of salt-water taffy left out in the sun too long. Cobwebs enshroud a clock that has long since clocked out.\n\nOne wall appears to have been recently painted pea green. The weak smell of paint lingers in the air.", "endoftext": false }, { "action": "Sleep", "response": "You're not tired.\n\nThe paint on the wall continues to dry.", "endoftext": false }, { "action": "You watch the paint dry", "response": "The chasm yawns again. I've heard the word \"watch\" before.", "endoftext": false }, { "action": "Yawn", "response": "You've already arrived.\n\nThe grass here continues to grow.", "endoftext": false }, { "action": "You wait", "response": "Time passes...\n\nThe paint on the wall continues to dry.", "endoftext": false }, { "action": "You look at the paint", "response": "The chasm yawns again. I've heard the word \"paint\" before.", "endoftext": false }, { "action": "You look", "response": "Go ahead, come on in and bore me.\n\nWalking into here is like driving across Nebraska. The place is neither bright nor dim, neither cool nor warm, neither this way nor that way. Even the air is unmoved by the experience of you entering the doldrums.\n\nIn the center of the room is a vast wasteland, which gradually blends into a wide patch of long pale-green grass that spills over into yawning chasms. Above the cliff hangs a shapeless cloud through which a line of sheep are jumping, one after the next, in slow motion.\n\nAll of the objects here have the aspect of salt-water taffy left out in the sun too long. Cobwebs enshroud a clock that has long since clocked out.\n\nOne wall appears to have been recently painted pea green. The weak smell of paint lingers in the air.\n\nThe grass here continues to grow.", "endoftext": false }, { "action": "You pick up all", "response": "clock: Taken.\nwinding key: You can't -- the winding key is an integral part of the clock.\nBut the key can still be used.\npaint: Never in a thousand years.\nyawning chasms: Nice try.\ngrass: What a concept.\ncloud: You've gotta be kidding.\nvast wasteland: Never in a thousand years.\n\nThe paint on the wall continues to dry.", "endoftext": false }, { "action": "Wind key", "response": "You wind the clock until the winding key stops.\n\nThe clock continues sounding out a steady \"Tick... tick... tick.\" If you couldn't see it was the clock making the noise, it would sound rather ominous.\n\nThe grass here continues to grow.", "endoftext": false }, { "action": "Cut grass", "response": "[What do you want to cut the grass with?]", "endoftext": false }, { "action": "You jump in the chasm", "response": "The chasm yawns again. I've heard the word \"in\" before.", "endoftext": false }, { "action": "Kremlin", "response": "You go there...\n\n\"Tick... tick.\" I hear bomb ticking! Counter-Revolutionary spy! Hold on to our sable hats. Oh, we can see is only inferior Capitalist clock.\n\nThis room is painted entirely in bold, revolutionary red -- walls, floor, and ceiling -- surrounding you symbolically with the inescapability of the coming of the revolution.\n\nPresiding over the room, hanging from a high red wall, the portrait of the Grandfather of the Revolution, Karl Marx, looks down with furrowed brow upon your capitalist hide.\n\nThe clock continues sounding out a steady \"Tick... tick... tick.\"", "endoftext": false }, { "action": "You examine Marx", "response": "It looks like every other portrait of Karl Marx you've ever seen.\n\nThe clock keeps ticking off the time.", "endoftext": false }, { "action": "You look behind the portrait", "response": "You can't reach the portrait of Karl Marx.\n\nThe clock keeps ticking off the time.", "endoftext": false }, { "action": "You buy the portrait", "response": "That's not for sale.\n\nThe clock continues sounding out a steady \"Tick... tick... tick.\"", "endoftext": false }, { "action": "Pharmacy", "response": "You go there...\n\nAaah... Choo! Oh, of course, in you come tracking your germs.\n\nSniff... sniff.\n\nYou're standing upon a rubberized non-slip bathroom mat. Handrails, installed here as an extra precaution, run along the walls.\n\nYou look a little peaked to yourself, reflected in the mirror of the medicine cabinet.\n\nA cardboard box, about one-foot square and empty of its value pack of medicines, sits on the floor.\n\nThe clock keeps ticking off the time.", "endoftext": false }, { "action": "Examine box", "response": "Inside the cardboard box you see nothing.\n\nThe clock keeps ticking off the time.", "endoftext": false }, { "action": "You get the box", "response": "Taken.\n\nThe clock keeps ticking off the time.", "endoftext": false }, { "action": "You stand on the box", "response": "You're barking up the wrong tree.\n\nThe clock keeps ticking off the time.", "endoftext": false }, { "action": "You get the box", "response": "You already have the cardboard box.\n\nThe clock keeps ticking off the time.", "endoftext": true }, { "action": "Look around", "response": "Aaah... Choo! Oh, of course, in you come tracking your germs.\n\nSniff... sniff.\n\nYou're standing upon a rubberized non-slip bathroom mat. Handrails, installed here as an extra precaution, run along the walls.\n\nYou look a little peaked to yourself, reflected in the mirror of the medicine cabinet.\n\nThe clock gives off its last \"tick\" and stops.", "endoftext": false }, { "action": "You open the cabinet", "response": "The cabinet creaks on its hinges, some would say from overuse.\n\nThe cabinet is crowded to pharmaceutical proportions with a panoply of pills, lozenges and elixirs -- hey, you can't be too careful, with what's going around these days -- including some remedies for afflictions that, yes, haven't even afflicted anyone yet. But it's better to be safe than sorry.", "endoftext": false }, { "action": "You eat the pills", "response": "That's pretty nutty.", "endoftext": false }, { "action": "Attic", "response": "You walk to the Interior Decorated, and from there walk down the stairs...\n\nThe attic is where the oxymoron is rumored to have been locked up recently for years and years. There doesn't seem to be even a shred of hard evidence, though, for such a secret rumor. A funny thing though -- the place is upside-down: You're standing on the ceiling with the floor above as the roof over your head.\n\nA sturdy, rickety stairway leads up from here.", "endoftext": false }, { "action": "You examine the ceiling", "response": "It looks like every other ceiling you've ever seen.", "endoftext": false }, { "action": "Down", "response": "But the stairs lead up.", "endoftext": false }, { "action": "Inventory", "response": "You have a cardboard box, a clock, a lace tablecloth and a multihued textured pillow.\nIt seems that the clock contains a winding key.", "endoftext": false }, { "action": "Beginning", "response": "You are surrounded by a swirling, blinding cloud. You feel your limbs going relaxed and your eyelids are buffeted with sand from the cloud.\n\nYou now have the opportunity to do one of the following:\n\n>Eat your Words\n>Visit the Manor of Speaking\n>Shake a Tower\n>Meet the Mayor", "endoftext": false }, { "action": "You visit Manor", "response": "The sad truth here is that the Manor of Speaking once enjoyed the reputation as one of THE finest guest houses in the entire region around Punster. But queer indeed is the fate it has suffered. The various rooms of the house are actually possessed by the warped personalities of by-gone visitors. The experience of a present-day guest to each of the rooms is colored very strongly by the thoughts and indeed voice of each ghostly presence. Needless to say, vacancy rates have gone through the roof. Which leads us to the crucial problem with the Manor. Its attic, as you will notice, is radically out of joint, situated BELOW the level of the first floor. It has been theorized that if this misplacement could be dramatically rectified, the spirits who've worn out their welcome might flee in horror. This is our hope, may it be your quest.\n\nThe attic is where the oxymoron is rumored to have been locked up recently for years and years. There doesn't seem to be even a shred of hard evidence, though, for such a secret rumor. A funny thing though -- the place is upside-down: You're standing on the ceiling with the floor above as the roof over your head.\n\nA sturdy, rickety stairway leads up from here.\n\nYou can see a multihued textured pillow, a lace tablecloth and a cardboard box here.\nIt seems that the cardboard box contains a clock.\nIt seems that the clock contains a winding key.", "endoftext": false }, { "action": "You get all", "response": "multihued textured pillow: Taken.\nlace tablecloth: Taken.\ncardboard box: Taken.", "endoftext": false }, { "action": "Wind key", "response": "You wind the clock until the winding key stops.\n\nThe clock continues sounding out a steady \"Tick... tick... tick.\"", "endoftext": false }, { "action": "Close box", "response": "Okay, the cardboard box is now closed.\n\nThe clock keeps ticking off the time.", "endoftext": false }, { "action": "Kremlin", "response": "You walk up the stairs to the Interior Decorated and continue walking...\n\n\"Tick... tick.\" I hear bomb ticking! Counter-Revolutionary spy! Hold on to our sable hats. My sturdy walls tremble with xenophobia of Western hegemony into Mother Country. Poor Marx is jolted and falls indignantly to the floor, revealing some kind of safe on the red wall where he had hung.\n\nThis room is painted entirely in bold, revolutionary red -- walls, floor, and ceiling -- surrounding you symbolically with the inescapability of the coming of the revolution.\n\nThere's a safe built into the wall where the picture once hung.\n\nYou can see a portrait of Karl Marx here.\n\nThe clock keeps ticking off the time.", "endoftext": false }, { "action": "You examine safe", "response": "In keeping with the spirit of international brotherhood and with the lofty theme of the Lennon's song \"Imagine,\" the safe is kept closed only by a very simple universal lock, which can be opened by any kind of key.\n\nThe clock continues sounding out a steady \"Tick... tick... tick.\"", "endoftext": false }, { "action": "You examine pillow", "response": "The pillow, complementary to the Louis XIV, is multihued and textured, displaying free-form squiggles, curlicues and brash brushstrokes with a primitive look to them.\n\nThe clock continues sounding out a steady \"Tick... tick... tick.\"", "endoftext": false }, { "action": "You open pillow", "response": "You can't open a multihued textured pillow!\n\nThe clock continues sounding out a steady \"Tick... tick... tick.\"", "endoftext": false }, { "action": "You get the portrait", "response": "The hero has suffered indignity enough. Never he to be taken away as capitalist booty!\n\nThe clock keeps ticking off the time.", "endoftext": false }, { "action": "You open the box", "response": "Opening the cardboard box reveals a clock.\nIt seems that the clock contains a winding key.\n\nThe clock continues sounding out a steady \"Tick... tick... tick.\"", "endoftext": false }, { "action": "You get the key", "response": "You can't -- the winding key is an integral part of the clock.\nBut the key can still be used.\n\nThe clock continues sounding out a steady \"Tick... tick... tick.\"", "endoftext": false }, { "action": "You unlock safe with the key", "response": "You can't reach the safe.\n\nThe clock keeps ticking off the time.", "endoftext": false }, { "action": "Interior", "response": "You go there...\n\nThis room, with its modern sensibility yet also palpable feeling for the ancien regime, is unique in its elegant reflection of a confident, personal sense of style. The lines are lean and classic, the color is rich and distinctive.\n\nThe Louis XIV chair is plump, tufted, aristocratic -- it's styled with equal splashes of rococo and baroque. The piece definitely has charisma.\n\nAgainst the far wall is an heroically proportioned, Mediterranean-crafted, intricately inlaid, Pre-Raphaelite limestone mantelpiece, circa 1838.\n\nA marble staircase of grand proportions leads down.\n\nThe clock gives off its last \"tick\" and stops.", "endoftext": false }, { "action": "You get the chair", "response": "This is not a rummage sale. No! I could never think of parting with such a priceless antique.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You have a cardboard box, a lace tablecloth and a multihued textured pillow.\nIt seems that the cardboard box contains a clock.\nIt seems that the clock contains a winding key.", "endoftext": false }, { "action": "Pharmacy", "response": "You go there...\n\nAaah... Choo! Oh, of course, in you come tracking your germs.\n\nSniff... sniff.\n\nYou're standing upon a rubberized non-slip bathroom mat. Handrails, installed here as an extra precaution, run along the walls.\n\nThe open medicine cabinet is cram packed full of a variety of medicines.\n\nIt seems that the medicine cabinet contains an old bottle.", "endoftext": false }, { "action": "You get the bottle", "response": "You can go ahead and have that old thing anyway. It was here before I moved in.", "endoftext": false }, { "action": "You examine bottle", "response": "It's a small and delicately sculpted glass bottle, looking to be hundreds of years old. The bottle is empty and has no lid.", "endoftext": false }, { "action": "Interior", "response": "You go there...\n\nOh, my goodness, that's a rare antique bottle you're holding. Very impressive indeed.\n\nThis room, with its modern sensibility yet also palpable feeling for the ancien regime, is unique in its elegant reflection of a confident, personal sense of style. The lines are lean and classic, the color is rich and distinctive.\n\nThe Louis XIV chair is plump, tufted, aristocratic -- it's styled with equal splashes of rococo and baroque. The piece definitely has charisma.\n\nAgainst the far wall is an heroically proportioned, Mediterranean-crafted, intricately inlaid, Pre-Raphaelite limestone mantelpiece, circa 1838.\n\nA marble staircase of grand proportions leads down.", "endoftext": false }, { "action": "You put the bottle on the mantel", "response": "Umm... Do you really think it makes the right statement there?", "endoftext": false }, { "action": "Yes", "response": "Mmmmm. You know I really think you might be right. Yes, yes, the cherished memento look.\n\nYou carefully place the antique bottle upon the mantel.\n\nYes, heavens yes, it really SAYS something there. Oh, such a prized antique, what could I EVER give you in return?", "endoftext": false }, { "action": "You get the chair", "response": "GIVE the plump, tufted, aristocratic Louis XIV chair to you -- never! Well, yes, you may borrow it. I don't even want to KNOW what you're going to use it for.\n\nIt's too heavy, considering your current load.", "endoftext": false }, { "action": "You get the chair", "response": "It's too heavy, considering your current load.", "endoftext": false }, { "action": "Inventory", "response": "You have a lace tablecloth and a multihued textured pillow.", "endoftext": false }, { "action": "You drop all", "response": "lace tablecloth: Dropped.\nmultihued textured pillow: Dropped.", "endoftext": false }, { "action": "You get the chair", "response": "Go ahead, but I can't bear to look. [With the proper reverence, you make a courtly bow in front of the priceless antique as you pick it up.]", "endoftext": false }, { "action": "Kremlin", "response": "You go there...\n\n\"Fellow traveller, welcome.\"\n\nThis room is painted entirely in bold, revolutionary red -- walls, floor, and ceiling -- surrounding you symbolically with the inescapability of the coming of the revolution.\n\nThere's a safe built into the wall where the picture once hung.\n\nYou can see a portrait of Karl Marx here.", "endoftext": false }, { "action": "Interior", "response": "You go there...\n\nThis room, with its modern sensibility yet also palpable feeling for the ancien regime, is unique in its elegant reflection of a confident, personal sense of style. The lines are lean and classic, the color is rich and distinctive.\n\nAgainst the far wall is an heroically proportioned, Mediterranean-crafted, intricately inlaid, Pre-Raphaelite limestone mantelpiece, circa 1838. Resting on the mantel: an old bottle.\n\nA marble staircase of grand proportions leads down.\n\nYou can see a multihued textured pillow, a lace tablecloth and a cardboard box here.\nIt seems that the cardboard box contains a clock.\nIt seems that the clock contains a winding key.", "endoftext": false }, { "action": "You get all", "response": "multihued textured pillow: Taken.\nlace tablecloth: Taken.\ncardboard box: Taken.\nold bottle: Hands off, Indian giver! That antique bottle is mine now.", "endoftext": false }, { "action": "Kremlin", "response": "You go there...\n\n\"Fellow traveller, welcome.\"\n\nThis room is painted entirely in bold, revolutionary red -- walls, floor, and ceiling -- surrounding you symbolically with the inescapability of the coming of the revolution.\n\nThere's a safe built into the wall where the picture once hung.\n\nYou can see a plump, tufted, aristocratic Louis XIV chair and a portrait of Karl Marx here.", "endoftext": false }, { "action": "You unlock safe with the key", "response": "By inserting the clock key into the safe and turning, the safe is unlocked.", "endoftext": false }, { "action": "You open safe", "response": "Opening the safe reveals a revolution.", "endoftext": false }, { "action": "You revolve the attic", "response": "You get that long, drawn-out sudden feeling of movement in the pit of your stomach as the attic begins tilting straight up to one side, and it continues tilting until you're in a figurative sense literally climbing the walls and fall...\n\n\"CRUNCH!\" Your shoulders slam softly against the hardwood floor. Wobbly but with steadiness, you regain your feet. Wait! You can hear the screeching voices of disembodied spirits converge in a fright and then around the entrance to the manor, and then grow faint in the distance.\n\nCongratulations. Having rid the manor of its unwanted, if spirited, visitors you thereby, in the eyes of the Citizens' Action Committee, earn the title of Honored Guest.\n\nYou now have the opportunity to do one of the following:\n\n>Eat your Words\n>Shake a Tower\n>Meet the Mayor", "endoftext": false }, { "action": "You revolve Manor", "response": "There's no time to dawdle. You must do one of the following:\n\n>Eat your Words\n>Shake a Tower\n>Meet the Mayor", "endoftext": false }, { "action": "Order", "response": "[What do you want to order?]", "endoftext": false }, { "action": "You examine the sign", "response": "Next to the stairway, glowing blue neon letters read \"Comeuppance.\"", "endoftext": false }, { "action": "You get the sign", "response": "The waitress, though busy scurrying around and up and down, would be able to observe such a flagrant violation upon the premises.", "endoftext": false }, { "action": "You examine waitress", "response": "She is a hatchet-faced young woman, with a spiked purple mohawk and a pink woolen headband worn low on her forehead. A stray wood chip, apparently having been picked up from the kitchen, sits upon her shoulder, which is otherwise sprinkled amply with dandruff, or dander.\n\nShe eyes you suspiciously for a moment, as if you've done wrong.", "endoftext": false }, { "action": "You take the chip off the shoulder", "response": "Why bother?", "endoftext": false }, { "action": "You knock the chip off her shoulder", "response": "\"Come on, knock it off!\" the waitress says defiantly, and the chip goes flying off into the air. She ducks out for a few seconds and returns to hurriedly set your table with something strange and crude for an eating instrument, a hatchet.", "endoftext": false }, { "action": "Raise dander", "response": "The waitress shrugs her shoulders in contempt of your pestering, and sure enough her dander is raised. Becoming agitated at your behavior, she disappears for a few moments, and comes back to serve you some pie by setting it on the table.\n\nThe waitress continues on, calculating her tips for the day.", "endoftext": false }, { "action": "You eat the humble pie", "response": "As gingerly as possible, nibbling around the edges and taking smallish guilty bites out of the pie, and chewing slowly and thoughtfully with wide eyes to prolong the expression of your humility, you gradually consume the pie until it is all gone.", "endoftext": false }, { "action": "You bury it", "response": "Into whom do you want to bury the hatchet?", "endoftext": true }, { "action": "Describe the surroundings", "response": "You are on the first floor of The Teapot Cafe, standing next to your table under the shadowy umbrage of the second floor balcony, which can be reached by a stairway that is marked with a blue neon sign.\n\nYour table is only partially covered by a skimpy little tablecloth.\n\nA red velvet curtain appears to mark the entrance to the kitchen.\n\nA waitress here is trying to look busy.", "endoftext": false }, { "action": "You open the curtain", "response": "As you head toward the kitchen, the waitress heads you off at the pass. You don't have nearly enough gall to storm into the kitchen, but you're getting there.", "endoftext": false }, { "action": "Bury hatchet in waitress", "response": "The waitress firmly grips your forearm in defense of her mohawk. \"Come on now, enough of this hair-splitting, I'll get to you, just as soon as I can.\"", "endoftext": false }, { "action": "You look at the waitress", "response": "She is a hatchet-faced young woman, with a spiked purple mohawk and a pink woolen headband worn low on her forehead. You've knocked the chip off her shoulder. You've done your darndest to raise her dander.\n\nShe eyes you suspiciously for a moment, as if you've done wrong.", "endoftext": false }, { "action": "You pull the wool over her eyes", "response": "The headband slips lower upon the waitress's forehead, narrowing her vision to table-level and below.\nThe waitress steps away from you, performing a quick set of high-impact aerobics.", "endoftext": false }, { "action": "You get the sign", "response": "Having pulled the wool over the waitress's eyes, you snatch the neon sign, which glows warm in your hands.", "endoftext": false }, { "action": "You give her the Comeuppance", "response": "[to the waitress]\nThe fuzzily glowing neon goes well with her dime-store face. Her eyes pick up the glow, and she storms away. She charges back into the kitchen, and brings to your table some strange meat that she briefly describes as being \"collective of lions.\" Strange indeed.", "endoftext": false }, { "action": "You give the pride to the waitress", "response": "Briskly, the waitress refuses your offer.", "endoftext": false }, { "action": "Swallow pride", "response": "It's hard to swallow, but with determination and several long, Adam's apple-jacking gulps, you manage to do it.", "endoftext": false }, { "action": "You enter the kitchen", "response": "As you head toward the kitchen, the waitress heads you off at the pass. But you're on the right track.", "endoftext": true }, { "action": "Look around", "response": "You are on the first floor of The Teapot Cafe, standing next to your table under the shadowy umbrage of the second floor balcony, which can be reached by a stairway.\n\nYour table is only partially covered by a skimpy little tablecloth.\n\nA red velvet curtain appears to mark the entrance to the kitchen.\n\nA waitress here is trying to look busy.", "endoftext": false }, { "action": "Up", "response": "This is the second floor of The Teapot Cafe. You're standing below a low-slung ceiling, upon a carpet, next to an official-looking sign on the wall. Across from you, built into a stone wall, lies a large open-air hearth which is filled with smoldering coals.\n\nSome food has been left here, no doubt by some impatient patrons of the cafe.\n\nLeaning against the stone wall is a rake.\n\nA decorative olive tree stands in the shadowy corner.\n\nThe waitress stalks after you.", "endoftext": false }, { "action": "You examine rake", "response": "It looks like every other rake you've ever seen.", "endoftext": false }, { "action": "You get the rake", "response": "You already have the rake.", "endoftext": false }, { "action": "You rake the waitress over coals", "response": "Not a bad idea, since the waitress looked so much in need of a rake over. Of course, this only ends up in fanning the flames, and scorched", "endoftext": false }, { "action": "You look at the tree", "response": "by your harshness, she stalks off.\nThe waitress resumes her duties, which seem to include clearing plates with her bristly hair.\n\n[I don't know the word \"ashes.\"]\n\nThere's one branch loose.", "endoftext": true }, { "action": "You look around", "response": "This is the second floor of The Teapot Cafe. You're standing below a low-slung ceiling, upon a carpet, next to an official-looking sign on the wall. Across from you, built into a stone wall, lies a large open-air hearth which is filled with smoldering coals.\n\nSome food has been left here, no doubt by some impatient patrons of the cafe.\n\nA waitress here is trying to look busy.\n\nA decorative olive tree stands in the shadowy corner.", "endoftext": false }, { "action": "You get the branch", "response": "\"Snap!\" The branch comes off in your hands.", "endoftext": false }, { "action": "You offer olive branch", "response": "[to the waitress]\nShe accepts the peace offering, leaves, then comes back.", "endoftext": false }, { "action": "You look at the food", "response": "They're just desserts.", "endoftext": false }, { "action": "You get the just desserts", "response": "You get your just desserts.", "endoftext": false }, { "action": "You give the just desserts", "response": "[to the waitress]\nAt first, the waitress perks up, no doubt expecting a large tip. But when she gets the meanness of your offering, her face sours. She leaves, comes back and closes your hand gently around a fortune cookie along with a salt shaker.\n\nThe waitress stomps away in a huff and begins taking a standing coffee break.", "endoftext": false }, { "action": "Shake shaker", "response": "Just one grain of salt spills out of the shaker onto the floor.", "endoftext": false }, { "action": "You open the cookie", "response": "Crumbs from the cookie drift away upon a pungent smelling wind from the kitchen. That's the way the cookie crumbles. However, you are left with a piece of advice.", "endoftext": false }, { "action": "You take the advice with a the grain of the salt", "response": "You read the advice in a loud voice with much sarcasm, taking it so lightly that the slip of paper almosts drifts up into the air. The waitress seems snubbed that you don't seem to be taking the advice to heart. She flies the coop for a minute and comes back with a charred, dark-feathered bird which she puts in your arms.", "endoftext": false }, { "action": "You look at the crow", "response": "It looks like every other crow you've ever seen.", "endoftext": false }, { "action": "You eat the crow", "response": "You take a squeamish bite of it and chew slowly, finding the consistency to be NITTY-GRITTY.", "endoftext": false }, { "action": "You get down to ththe nitty-gritty", "response": "You do your best... but the attempt falls on the waitress's deaf ears. She makes a brief exit, and a briefer entrance to drop a white cloth napkin into your arms.", "endoftext": true }, { "action": "Look around", "response": "There's nothing eye-catching about the white cloth napkin.\n\n\n\nThis is the second floor of The Teapot Cafe. You're standing below a low-slung ceiling, upon a carpet, next to an official-looking sign on the wall. Across from you, built into a stone wall, lies a large open-air hearth which is filled with smoldering coals.\n\nA waitress here is trying to look busy.\n\nA decorative olive tree stands in the shadowy corner.\n\nYou can see a grain of salt here.", "endoftext": false }, { "action": "You examine the sign", "response": "\"It is unlawful for this room to be occupied by more than 350 angry persons.\n-- Section 204D, paragraph 7-6, The Riot Act\"", "endoftext": false }, { "action": "You read the waitress the Riot Act", "response": "\"How sweet,\" thinks the waitress. \"I haven't been read to since I was a child, before going to sleep.\" But when she suddenly realizes it's bedtime for Bonzo, her face reddens. She exits, then comes back and slips a rump roast to you.\n\nThe waitress continues on, munching on some pilfered salad makings.", "endoftext": false }, { "action": "You call waitress on the carpet", "response": "Bristling at your presumption of authority, the waitress stops in front of you for one brief moment. Then before you can open your mouth, she turns and leaves. She pretends not to be bothered, but you observe that she's reaching her boiling point, being driven into a tizzy as she walks in circles. Her dander is jumping up from her shoulders as she storms away, and the distant sound of a teapot whistling can be heard.", "endoftext": false }, { "action": "You look at the roast", "response": "It's primarily in two parts, one half charred, the other cheek merely well-done.", "endoftext": false }, { "action": "You turn other cheek", "response": "You mull over the food in front of you, with many thoughts. As you turn the other cheek, however noble your intention, the waitress still ignores you.", "endoftext": true }, { "action": "Go downward", "response": "You are on the first floor of The Teapot Cafe, standing next to your table under the shadowy umbrage of the second floor balcony, which can be reached by a stairway.\n\nYour table is only partially covered by a skimpy little tablecloth.\n\nA red velvet curtain appears to mark the entrance to the kitchen.\n\nThe waitress stalks after you.", "endoftext": false }, { "action": "You enter kitchen", "response": "You're drawn toward the kitchen amid the fast-paced, dramatic sounds of a big-band era orchestra -- matador music. As you make your entrance, the red velvet curtain, now appearing like a cape, comes off into your hands.\n\nThe dominating feature of the kitchen is the cook, who is dwarfish in dimension but gigantic in size.\n\nYou can immediately see there's a lot of bad blood between you and him.\n\nBut he's getting all worked up over the meal he's preparing and doesn't take notice of you. He is utterly beside himself, which takes up most of the floor space of the kitchen. The ruffled fur is flying, plumes of sifted flour are exploding, the briny sweat is raining through the steamy air, as the cook wreaks havoc while whipping something together.\n\nThe kitchen is equipped with, among other crude devices, a grindstone.", "endoftext": false }, { "action": "You put the nose to the grindstone", "response": "Okay. Fine. You resolve to work harder.", "endoftext": false }, { "action": "Grind axe", "response": "After all you've been through, you believe you have a legitimate axe to grind, and you do so, with relish. The blade of the axe twinkles with razor sharpness.", "endoftext": true }, { "action": "Look around", "response": "The dominating feature of the kitchen is the cook, who is dwarfish in dimension but gigantic in size.\n\nYou can immediately see there's a lot of bad blood between you and him.\n\nBut he's getting all worked up over the meal he's preparing and doesn't take notice of you. He is utterly beside himself, which takes up most of the floor space of the kitchen. The ruffled fur is flying, plumes of sifted flour are exploding, the briny sweat is raining through the steamy air, as the cook wreaks havoc while whipping something together.\n\nThe kitchen is equipped with, among other crude devices, a grindstone.", "endoftext": false }, { "action": "You look at the blood", "response": "It looks like every other bad blood you've ever seen.", "endoftext": false }, { "action": "You wipe up bad blood", "response": "Down on your hands and knees, you remove the bad blood by using the cape, which turns a deeper shade of red.\n\nYou shuffle toward him for a closer view, and for a moment you're standing toe to toe, but you don't see eye to eye. His nose is out of joint, which explains why he's cutting it off to spite his face. (He flings it into his concoction.) You can hear the volcanic roar of bitter bile in his throat, which is making him hot under the collar, and causing smoke to pour out of his ears.\n\nThe cook glares for moment at his recipe card, and apparently you're not on it, because he turns back in front of a large bowl and resumes madly throwing ingredients together.", "endoftext": false }, { "action": "You look at the bowl", "response": "The slimy admixture of entrails, small winged insects and the occasional fleshy ear, churns thickly within the pot...\n\nJust now, two of the cook's pet peeves wander up to him, and add to the confusion by begging loudly for scraps -- the goat bleating, and the goose honking.\n\nThe cook comes across a labeled can, picks it up, and continues scouring the kitchen for the right ingredients.", "endoftext": false }, { "action": "You examine Card", "response": "Though the card is splattered with food, you can see the name of the concoction is \"Brew-hah-hah.\"", "endoftext": false }, { "action": "You get his goat", "response": "The cook's goat, its hooves clanking awkwardly on the kitchen floor, is nevertheless gotten. The cook, being steamed up, breaks your grip on the goat, which bleats a hasty retreat.", "endoftext": false }, { "action": "You cook his goose", "response": "A burst of grease and flames spit up from the stunned bird, and the cook himself emotionally melts as his goose is cooked. (So it's safer to cook the goose than to goose the cook.)", "endoftext": false }, { "action": "Goose cook", "response": "No. Just flatly no.", "endoftext": false }, { "action": "You read the recipe card", "response": "[I don't know the word \"heat.\"]\n\nThough the card is splattered with food, you can see the name of the concoction is \"Brew-hah-hah.\"", "endoftext": true }, { "action": "Look around", "response": "The dominating feature of the kitchen is the cook, who is dwarfish in dimension but gigantic in size.\n\nBut he's getting all worked up over the meal he's preparing and doesn't take notice of you. He is utterly beside himself, which takes up most of the floor space of the kitchen. The ruffled fur is flying, plumes of sifted flour are exploding, the briny sweat is raining through the steamy air, as the cook wreaks havoc while whipping something together.\n\nThe kitchen is equipped with, among other crude devices, a grindstone.", "endoftext": false }, { "action": "You examine the flour", "response": "It looks like every other god-awful mess you've ever seen.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You're cross-eyed with anger, which means a jaundiced eye points this way, and an evil eye points that way. You can trace a strong burning sensation to the area of your spleen.\n\nYou have a red velvet curtain, a rump roast, a grain of salt, a white cloth napkin, nitty-gritty crow, advice, a salt shaker, a rake and a hatchet.", "endoftext": false }, { "action": "Vent spleen", "response": "[on the cook]\nThe pun is mightier than the sword.", "endoftext": false }, { "action": "Grind axe", "response": "You already have.", "endoftext": false }, { "action": "You go outside", "response": "You are on the first floor of The Teapot Cafe, standing next to your table under the shadowy umbrage of the second floor balcony, which can be reached by a stairway.\n\nYour table is only partially covered by a skimpy little tablecloth.\n\nA waitress here is trying to look busy.", "endoftext": false }, { "action": "You give the waitress the the evil eye", "response": "You give her the evil eye, which is not as painful as you might have expected, and in fact brings you a good deal of satisfaction. As for the waitress, she seems ruffled, but continues about her business.\nThe waitress steps away from you, fingering her neck nervously.", "endoftext": false }, { "action": "Vent spleen on waitress", "response": "On a gut feeling, you let it all hang out, which brings you a general feeling of well-being. It seems to have struck a nerve in the waitress too, since she takes a rare glance in your direction. \"Well, if you've really reached the boiling point,\" shouts the waitress, \"why don't you take it up with the cook!\"", "endoftext": false }, { "action": "You turn a the jaundiced eye on the waitress", "response": "Imposterous!", "endoftext": false }, { "action": "About yourself", "response": "You're bright-eyed and bushy-tailed.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You're cross-eyed with anger, which means a jaundiced eye points this way, and an evil eye points that way. But you feel some justification in having vented your spleen. You have a red velvet curtain, a rump roast, a grain of salt, a white cloth napkin, nitty-gritty crow, advice, a salt shaker, a rake and a hatchet.", "endoftext": false }, { "action": "You look at waitress with the jaundiced eye", "response": "Under your nasty gaze, the waitress seems momentarily self-conscious, then hurriedly continues on with her work.\nThe waitress resumes her duties, which seem to include calculating her tips for the day.", "endoftext": false }, { "action": "Kitchen", "response": "The dominating feature of the kitchen is the cook, who is dwarfish in dimension but gigantic in size.\n\nBut he's getting all worked up over the meal he's preparing and doesn't take notice of you. He is utterly beside himself, which takes up most of the floor space of the kitchen. The ruffled fur is flying, plumes of sifted flour are exploding, the briny sweat is raining through the steamy air, as the cook wreaks havoc while whipping something together.\n\nThe kitchen is equipped with, among other crude devices, a grindstone.", "endoftext": false }, { "action": "You give the advice to the man", "response": "Briskly, the cook refuses your offer.", "endoftext": false }, { "action": "You look at the cook", "response": "The cook appears to be a big man with a short fuse. His hulking figure is covered with prickly five-and-ten o'clock shadows of hair stubble. Blubbery hammocks of basting bicep hang from each upper arm, and swing heavily through the air, following the cook's mammoth frenzy of food preparation.\nIt seems that the cook has nothing.", "endoftext": false }, { "action": "You examine the flour", "response": "It looks like every other god-awful mess you've ever seen.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You're cross-eyed with anger, which means a jaundiced eye points this way, and an evil eye points that way. But you feel some justification in having vented your spleen. You have a red velvet curtain, a rump roast, a grain of salt, a white cloth napkin, nitty-gritty crow, advice, a salt shaker, a rake and a hatchet.", "endoftext": false }, { "action": "Roast cook", "response": "Too many cooks spoil the broth.", "endoftext": true }, { "action": "Look around", "response": "The dominating feature of the kitchen is the cook, who is dwarfish in dimension but gigantic in size.\n\nBut he's getting all worked up over the meal he's preparing and doesn't take notice of you. He is utterly beside himself, which takes up most of the floor space of the kitchen. The ruffled fur is flying, plumes of sifted flour are exploding, the briny sweat is raining through the steamy air, as the cook wreaks havoc while whipping something together.\n\nThe kitchen is equipped with, among other crude devices, a grindstone.", "endoftext": false }, { "action": "Wave curtain", "response": "Bravo! Ole! Bravo! You wave the cape, and now you've got the cook seeing red.", "endoftext": false }, { "action": "You examine the meal", "response": "The slimy admixture of entrails, small winged insects and the occasional fleshy ear, churns thickly within the pot...", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You're cross-eyed with anger, which means a jaundiced eye points this way, and an evil eye points that way. But you feel some justification in having vented your spleen. You have a red velvet curtain, a rump roast, a grain of salt, a white cloth napkin, nitty-gritty crow, advice, a salt shaker, a rake and a hatchet.", "endoftext": false }, { "action": "You put the roast in the pot", "response": "The cook gingerly slaps the back of your hand.", "endoftext": false }, { "action": "You take a grain of salt", "response": "You already have the grain of salt.", "endoftext": false }, { "action": "You look at the cook", "response": "The cook appears to be a big man with a short fuse. His hulking figure is covered with prickly five-and-ten o'clock shadows of hair stubble. Blubbery hammocks of basting bicep hang from each upper arm, and swing heavily through the air, following the cook's mammoth frenzy of food preparation.\nIt seems that the cook has nothing.", "endoftext": false }, { "action": "You shave the the cook", "response": "You are on the first floor of The Teapot Cafe, standing next to your table under the shadowy umbrage of the second floor balcony, which can be reached by a stairway.\n\nYour table is only partially covered by a skimpy little tablecloth.\n\nA waitress here is trying to look busy.\n\n[I don't know the word \"shave.\"]", "endoftext": true }, { "action": "You look at your surroundings", "response": "You are on the first floor of The Teapot Cafe, standing next to your table under the shadowy umbrage of the second floor balcony, which can be reached by a stairway.\n\nA waitress here is trying to look busy.", "endoftext": false }, { "action": "You give the short shrift to waitress", "response": "That's one way to turn the tables on the waitress. She accepts the short shrift gruffly and begins polishing glasses with it.\nThe waitress stomps away in a huff and begins performing a quick set of high-impact aerobics.", "endoftext": false }, { "action": "You take umbrage", "response": "You do so, and the Teapot cafe seems a little less dim, which unfortunately can't be said of its employees, not excluding the waitress.\nThe waitress continues on, clearing plates with her bristly hair.", "endoftext": false }, { "action": "You look at the table", "response": "You notice a slight swivel to it. On your table you see nothing.", "endoftext": false }, { "action": "You turn the the table", "response": "Whom do you want to turn the tables on?", "endoftext": false }, { "action": "Waitress", "response": "The waitress steps quickly toward you, pressing her thighs against the table's opposite edge and staring coldly into your eyes.\n\nHer eyelashes are spidery with thick mascara, and the volume of white powder below each brow could open a ski season. Her cheeks are brazen with a raw swath of rouge, and the heavy lip blush is indeed embarrassing.\n\nYou muster a grimace of your own, and you both follow the table around as it makes one complete revolution and notches to a stop. You plop down on the chair, sweat draining from your temples.\nThe waitress steps away from you, taking a standing coffee break.", "endoftext": true }, { "action": "Describe the surroundings", "response": "First floor, on the chair\n\nYou are on the first floor of The Teapot Cafe, sitting at your table under the shadowy umbrage of the second floor balcony, which can be reached by a stairway.\n\nA waitress here is trying to look busy.", "endoftext": false }, { "action": "You feed crow to the waitress", "response": "Briskly, the waitress refuses your offer.", "endoftext": false }, { "action": "You stand", "response": "You get out of your chair.", "endoftext": false }, { "action": "Up", "response": "This is the second floor of The Teapot Cafe. You're standing below a low-slung ceiling, upon a carpet, next to an official-looking sign on the wall. Across from you, built into a stone wall, lies a large open-air hearth which is filled with smoldering coals.\n\nA decorative olive tree stands in the shadowy corner.\n\nThe waitress stalks after you.", "endoftext": false }, { "action": "You stand", "response": "You're already standing.", "endoftext": false }, { "action": "You examine the hearth", "response": "The coals in the hearth glow red and white hot.", "endoftext": true }, { "action": "You go downwards", "response": "You are on the first floor of The Teapot Cafe, standing next to your table under the shadowy umbrage of the second floor balcony, which can be reached by a stairway.\n\nThe waitress stomps after you.", "endoftext": false }, { "action": "You eat the crow", "response": "You find nitty-gritty crow to be inedible.", "endoftext": false }, { "action": "You get the recipe card", "response": "He rips it away from you.", "endoftext": false }, { "action": "You take the spleen", "response": "Never in a thousand years.", "endoftext": false }, { "action": "Clean Card", "response": "It's not worth it. Believe me.", "endoftext": false }, { "action": "You ask the cook about the meal", "response": "The big guy is speechless.", "endoftext": false }, { "action": "You look at the cook", "response": "The cook appears to be a big man with a short fuse. His hulking figure is covered with prickly five-and-ten o'clock shadows of hair stubble. Blubbery hammocks of basting bicep hang from each upper arm, and swing heavily through the air, following the cook's mammoth frenzy of food preparation.\nIt seems that the cook has nothing.", "endoftext": false }, { "action": "You cut the hair", "response": "[What do you want to cut the hair with?]", "endoftext": false }, { "action": "Hatchet", "response": "Why bother?", "endoftext": false }, { "action": "Hint", "response": "[Warning: It is recognized that the temptation for help may at times be so exceedingly strong that you might fetch hints prematurely. Therefore, you may at any time during the story type HINTS OFF, and this will disallow the seeking out of help for the present session of the story. If you still want a hint now, indicate HINT.]", "endoftext": false }, { "action": "Hint", "response": "N = nextP = previous\nRETURN = See hintQ = Resume story\n\n> Eyes Have It Olive Tree\nMicky Spleen The Coals\nTablecloth Napkin\nYour Table Ceiling\nThe Shadows The Carpet\nLions' Share Blood Caper\nPie Pet Peeves\nCrow Can Can\nA Turkey Frying Pan\nRump Roast Own Devices\nHeadband Ox-idental\nDander\nWoodchip\nA Fortune\nNeon Sign\nRiot Act\nDesserts", "endoftext": false }, { "action": "Go north", "response": "N = nextP = previous\nRETURN = See hintQ = Resume story\n\n> Micky Spleen The Coals\nTablecloth Napkin\nYour Table Ceiling\nThe Shadows The Carpet\nLions' Share Blood Caper\nPie Pet Peeves\nCrow Can Can\nA Turkey Frying Pan\nRump Roast Own Devices\nHeadband Ox-idental\nDander\nWoodchip\nA Fortune\nNeon Sign\nRiot Act\nDesserts", "endoftext": false }, { "action": "Go north", "response": "N = nextP = previous\nRETURN = See hintQ = Resume story\n\n> Tablecloth Napkin\nYour Table Ceiling\nThe Shadows The Carpet\nLions' Share Blood Caper\nPie Pet Peeves\nCrow Can Can\nA Turkey Frying Pan\nRump Roast Own Devices\nHeadband Ox-idental\nDander\nWoodchip\nA Fortune\nNeon Sign\nRiot Act\nDesserts\n\nN = nextP = previous\nRETURN = See hintQ = Resume story\n\nTablecloth Napkin\n> Your Table Ceiling\nThe Shadows The Carpet\nLions' Share Blood Caper\nPie Pet Peeves\nCrow Can Can\nA Turkey Frying Pan\nRump Roast Own Devices\nHeadband Ox-idental\nDander\nWoodchip\nA Fortune\nNeon Sign\nRiot Act\nDesserts\n\nN = nextP = previous\nRETURN = See hintQ = Resume story\n\nTablecloth Napkin\nYour Table Ceiling\n> The Shadows The Carpet\nLions' Share Blood Caper\nPie Pet Peeves\nCrow Can Can\nA Turkey Frying Pan\nRump Roast Own Devices\nHeadband Ox-idental\nDander\nWoodchip\nA Fortune\nNeon Sign\nRiot Act\nDesserts\n\nN = nextP = previous\nRETURN = See hintQ = Resume story\n\nTablecloth Napkin\nYour Table Ceiling\nThe Shadows The Carpet\n> Lions' Share Blood Caper\nPie Pet Peeves\nCrow Can Can\nA Turkey Frying Pan\nRump Roast Own Devices\nHeadband Ox-idental\nDander\nWoodchip\nA Fortune\nNeon Sign\nRiot Act\nDesserts\n\nN = nextP = previous\nRETURN = See hintQ = Resume story\n\nTablecloth Napkin\nYour Table Ceiling\nThe Shadows The Carpet\nLions' Share Blood Caper\n> Pie Pet Peeves\nCrow Can Can\nA Turkey Frying Pan\nRump Roast Own Devices\nHeadband Ox-idental\nDander\nWoodchip\nA Fortune\nNeon Sign\nRiot Act\nDesserts\n\nN = nextP = previous\nRETURN = See hintQ = Resume story\n\nTablecloth Napkin\nYour Table Ceiling\nThe Shadows The Carpet\nLions' Share Blood Caper\nPie Pet Peeves\n> Crow Can Can\nA Turkey Frying Pan\nRump Roast Own Devices\nHeadband Ox-idental\nDander\nWoodchip\nA Fortune\nNeon Sign\nRiot Act\nDesserts\n\nN = nextP = previous\nRETURN = See hintQ = Resume story\n\nTablecloth Napkin\nYour Table Ceiling\nThe Shadows The Carpet\nLions' Share Blood Caper\nPie Pet Peeves\nCrow Can Can\n> A Turkey Frying Pan\nRump Roast Own Devices\nHeadband Ox-idental\nDander\nWoodchip\nA Fortune\nNeon Sign\nRiot Act\nDesserts\n\nN = nextP = previous\nRETURN = See hintQ = Resume story\n\nTablecloth Napkin\nYour Table Ceiling\nThe Shadows The Carpet\nLions' Share Blood Caper\nPie Pet Peeves\nCrow Can Can\nA Turkey Frying Pan\n> Rump Roast Own Devices\nHeadband Ox-idental\nDander\nWoodchip\nA Fortune\nNeon Sign\nRiot Act\nDesserts\n\nN = nextP = previous\nRETURN = See hintQ = Resume story\n\nTablecloth Napkin\nYour Table Ceiling\nThe Shadows The Carpet\nLions' Share Blood Caper\nPie Pet Peeves\nCrow Can Can\nA Turkey Frying Pan\nRump Roast Own Devices\n> Headband Ox-idental\nDander\nWoodchip\nA Fortune\nNeon Sign\nRiot Act\nDesserts\n\nN = nextP = previous\nRETURN = See hintQ = Resume story\n\nTablecloth Napkin\nYour Table Ceiling\nThe Shadows The Carpet\nLions' Share Blood Caper\nPie Pet Peeves\nCrow Can Can\nA Turkey Frying Pan\nRump Roast Own Devices\nHeadband Ox-idental\n> Dander\nWoodchip\nA Fortune\nNeon Sign\nRiot Act\nDesserts\n\nN = nextP = previous\nRETURN = See hintQ = Resume story\n\nTablecloth Napkin\nYour Table Ceiling\nThe Shadows The Carpet\nLions' Share Blood Caper\nPie Pet Peeves\nCrow Can Can\nA Turkey Frying Pan\nRump Roast Own Devices\nHeadband Ox-idental\nDander\n> Woodchip\nA Fortune\nNeon Sign\nRiot Act\nDesserts\n\nN = nextP = previous\nRETURN = See hintQ = Resume story\n\nTablecloth Napkin\nYour Table Ceiling\nThe Shadows The Carpet\nLions' Share Blood Caper\nPie Pet Peeves\nCrow Can Can\nA Turkey Frying Pan\nRump Roast Own Devices\nHeadband Ox-idental\nDander\nWoodchip\n> A Fortune\nNeon Sign\nRiot Act\nDesserts\n\nN = nextP = previous\nRETURN = See hintQ = Resume story\n\nTablecloth Napkin\nYour Table Ceiling\nThe Shadows The Carpet\nLions' Share Blood Caper\nPie Pet Peeves\nCrow Can Can\nA Turkey Frying Pan\nRump Roast Own Devices\nHeadband Ox-idental\nDander\nWoodchip\nA Fortune\n> Neon Sign\nRiot Act\nDesserts\n\nN = nextP = previous\nRETURN = See hintQ = Resume story\n\nTablecloth Napkin\nYour Table Ceiling\nThe Shadows The Carpet\nLions' Share Blood Caper\nPie Pet Peeves\nCrow Can Can\nA Turkey Frying Pan\nRump Roast Own Devices\nHeadband Ox-idental\nDander\nWoodchip\nA Fortune\nNeon Sign\n> Riot Act\nDesserts\n\nN = nextP = previous\nRETURN = See hintQ = Resume story\n\nTablecloth Napkin\nYour Table Ceiling\nThe Shadows The Carpet\nLions' Share Blood Caper\nPie Pet Peeves\nCrow Can Can\nA Turkey Frying Pan\nRump Roast Own Devices\nHeadband Ox-idental\nDander\nWoodchip\nA Fortune\nNeon Sign\nRiot Act\n> Desserts\n\nN = nextP = previous\nRETURN = See hintQ = Resume story\n\nEyes Have It > Olive Tree\nMicky Spleen The Coals\nTablecloth Napkin\nYour Table Ceiling\nThe Shadows The Carpet\nLions' Share Blood Caper\nPie Pet Peeves\nCrow Can Can\nA Turkey Frying Pan\nRump Roast Own Devices\nHeadband Ox-idental\nDander\nWoodchip\nA Fortune\nNeon Sign\nRiot Act\nDesserts", "endoftext": false }, { "action": "You go to the north", "response": "N = nextP = previous\nRETURN = See hintQ = Resume story\n\nMicky Spleen > The Coals\nTablecloth Napkin\nYour Table Ceiling\nThe Shadows The Carpet\nLions' Share Blood Caper\nPie Pet Peeves\nCrow Can Can\nA Turkey Frying Pan\nRump Roast Own Devices\nHeadband Ox-idental\nDander\nWoodchip\nA Fortune\nNeon Sign\nRiot Act\nDesserts", "endoftext": false }, { "action": "You go north", "response": "N = nextP = previous\nRETURN = See hintQ = Resume story\n\nTablecloth > Napkin\nYour Table Ceiling\nThe Shadows The Carpet\nLions' Share Blood Caper\nPie Pet Peeves\nCrow Can Can\nA Turkey Frying Pan\nRump Roast Own Devices\nHeadband Ox-idental\nDander\nWoodchip\nA Fortune\nNeon Sign\nRiot Act\nDesserts", "endoftext": false }, { "action": "You hit the Ceiling", "response": "The full brunt of your impact is taken by your head and shoulders, and the entire teapot rattles loudly as you raise the roof.\nThe waitress resumes her duties, which seem to include munching on some pilfered salad makings.", "endoftext": true }, { "action": "Go downwards", "response": "You are on the first floor of The Teapot Cafe, standing next to your table under the shadowy umbrage of the second floor balcony, which can be reached by a stairway.\n\nThe waitress trails after you.", "endoftext": false }, { "action": "Examine can", "response": "The label reads \"Laughing stock.\"", "endoftext": false }, { "action": "You make the laughing stock out of the cook", "response": "You get a lot of canned laughter coming from rows of cans, and the cook seems to take offense.\n\nNow you've really gotten him steamed up. He snatches you around the waist, laughs heartily into your face with marinated breath, and plops you down into the center of a large, family-size frying pan.\n\nThe cook begins gathering his own devices, as flames lick up around the rim of the frying pan.", "endoftext": false }, { "action": "You enter", "response": "Look around you.\n\nYour feet are beginning to feel the heat.", "endoftext": false }, { "action": "You enter the fire", "response": "You avoid the fate of being merely a flash in the pan by leaping from the skillet, heedless of the heat outside it. As harmlessly as one's hand passing quickly over a lighted candle, your entire body falls through the large licking blue flame. Landing on the jet, you put out the fire, and fall to the floor. The cook angrily flings the pan into oblivion.\n\nThe cook backs you up into a corner, and begins sharpening his own devices, bent on destroying you.", "endoftext": false }, { "action": "You leave the cook to the own devices", "response": "A wise move, it would seem, since the cook is not adept in the application of technology to the preparation of food. Truth will tell, he's already done away with a cousin in a Cuisinart, lost a friend in a blender, and microwaved a surfer.\n\nHe appears to hurt himself by his own devices, and you get out of the corner only to run into a big ox that happens to be wandering through the kitchen!", "endoftext": false }, { "action": "Inventory", "response": "You're cross-eyed with anger, which means a jaundiced eye points this way, and an evil eye points that way. But you feel some justification in having vented your spleen. You're empty-handed.", "endoftext": true }, { "action": "Look around", "response": "The dominating feature of the kitchen is the cook, who is dwarfish in dimension but gigantic in size.\n\nBut he's getting all worked up over the meal he's preparing and doesn't take notice of you. He is utterly beside himself, which takes up most of the floor space of the kitchen. The ruffled fur is flying, plumes of sifted flour are exploding, the briny sweat is raining through the steamy air, as the cook wreaks havoc while whipping something together.\n\nThe kitchen is equipped with, among other crude devices, a grindstone.\n\nYou can see an ox, a hatchet, a rake, a salt shaker, advice, nitty-gritty crow, a white cloth napkin, a grain of salt, a rump roast and a red velvet curtain here.", "endoftext": false }, { "action": "Bury hatchet in Ox", "response": "Okay, you bury the hatchet in the animal and his ox is gored, leaving quite a mess, but also a bone of contention. Immediately, both you and the cook see an end to it, and each of you take a slimy end of the bone of contention. With your eyes closed, you make a wish, as does the burly cook.\n\n\"Snap!\" The bone breaks jaggedly, and the cook is left with the short end of the stick.\n\nHe drops to the floor, mopping up the entrails of the ox and apologizing profusely and promising never again to wield another kitchen utensil as long as he lives.\n\nCongratulations are in order. You're ranked as...\nSatisfied Customer.\n\nYou now have the opportunity to do one of the following:\n\n>Shake a Tower\n>Meet the Mayor", "endoftext": false }, { "action": "You meet Mayor", "response": "Okay, you have proved to the Committee wide knowledge of the nature of our problems in Punster. You have now within your grasp the decree that would legislate against, ban from the town, outlaw forever, all the wordplayful shenanigans that have so tortured us. May our Mayor, the honorable Jimmy \"Fat Baby\" Kazooli, act in the best interest of his citizenry. You are sent...\n\nYou're in the public square. Facing one edge of the square stands an impressive looking neo-colonial town house, which is decoratively fronted by a row of laurel bushes.\n\nIn the middle of the public square stands a thick, ten feet tall stump of a tree. Attached to the stump is a sheet of paper and next to the paper hangs the horn of the town crier.", "endoftext": false }, { "action": "You examine paper", "response": "There is a list of \"Ten Laws of the Land.\" But the bottom of the sheet is torn off, leaving only nine laws, which are:\n\nNo Skipping\nReptilian Volleyball is O-u-t\nHonor Thy Fodder\nNo Chewing Gum\nDefend your Landmother\nNo Pepper\nRip What You Sew", "endoftext": false }, { "action": "Possession is nine tenths of the law", "response": "The horn begins to trumpet out a stuttering protest, but the logic of law is so compelling that it quits, and you take possession of the horn.", "endoftext": false }, { "action": "You examine the horn", "response": "The old brass horn is dinged up and tarnished from seemingly centuries of use by the town crier.", "endoftext": false }, { "action": "You blow your own horn", "response": "You give the horn a big, brassy toot; but no one is around to hear it.", "endoftext": false }, { "action": "You get the paper", "response": "That would be against the law.", "endoftext": false }, { "action": "You enter the house", "response": "This is the lobby of the town hall, looking stately and deeply lacquered. A boldly impressive staircase leads up and you can see steam drifting out of a room at the top of it. The main focus of attention in the lobby is an imposing, ornately framed document hanging on the wall.\n\nA six-pack of beer -- the loyal constituency of cigar-chomping, back-room politicians -- sits on the floor beneath the document.", "endoftext": false }, { "action": "You examine document", "response": "On brittle, yellowing paper you read the following:\n\nThe World, verily, is proved to be flat!\n\nThe Rule of the Great Kazooli shall spread to the corners of the World!\n\nAnd beloved shall be Our Mayor in the eyes of the World!\n\nForsooth, His Rule shall endure a thousand years!", "endoftext": false }, { "action": "You look at the beer", "response": "The cans of beer are tall and thick, each labeled with the brand name \"Deep Six\" and each depicting the same bluish misty ocean scene.", "endoftext": false }, { "action": "You take the beer under the false pretenses", "response": "Yes, there's more than one way to steal a pack, but under false Pretenses is surely not the worst way. You cradle the six-pack in your arms like the mother's milk of local politics, which it is.", "endoftext": true }, { "action": "Describe the surroundings", "response": "This is the lobby of the town hall, looking stately and deeply lacquered. A boldly impressive staircase leads up and you can see steam drifting out of a room at the top of it. The main focus of attention in the lobby is an imposing, ornately framed document hanging on the wall.", "endoftext": false }, { "action": "Up", "response": "The bathroom, thoroughly steamed up, is ample in space but untidy in appearance. A pile of dirty linen marks the entrance to the staircase.\n\nA comb lies in a puddle of water by the bathtub.\n\nAgainst the far wall you can see a bathtub. Inside is a duck, which is looking confused and swimming around in circles and figure-8's.\n\nStanding against one wall is the strange sight of a jar that stands nearly as high as the ceiling.", "endoftext": false }, { "action": "You examine the jar", "response": "It looks like every other \"a jar\" you've ever seen.", "endoftext": false }, { "action": "You look at door", "response": "From inside the big jar there comes a flash of light which intensifies in several quick, increasingly brighter pulses. Prismatically, the large surface of the jar glows with the colors of the rainbow. Then in a blink of your eyes, the light show is over and in the place of the jar you observe a quite ordinary closet door, which is now open.", "endoftext": false }, { "action": "You get the linen", "response": "Keeping your nose at a distance from the soiled clothes, with an outstretched arm and with the tips of your thumb and finger, you daintily lift a garment off the top of the pile and then drop it. Some kind of disguise slides off the pile.\n\nReluctantly, you pick up the clothes.", "endoftext": false }, { "action": "You look at the disguise", "response": "This a grotesque, clownish, Punchinello mask, apparently worn by the mayor when he travels incognito.", "endoftext": false }, { "action": "You make a the clown of myself", "response": "[Use the word \"out.\" For example, MAKE A VIRTUE OUT OF NECESSITY.]", "endoftext": false }, { "action": "You make a the clown out of myself", "response": "The Jack of all Traits begins to play a simple plunkety tune, and as the music becomes louder and louder the strange contraption starts looking a lot more like a box and a lot less like anything else, and the music gets louder and louder until...\n\n\"Pop!\"\n\nThe lid springs open and a jester rears its jolly head.\n\n\"Boing... Boing\"", "endoftext": true }, { "action": "Look around", "response": "The bathroom, thoroughly steamed up, is ample in space but untidy in appearance. A staircase leads down.\n\nA comb lies in a puddle of water by the bathtub.\n\nAgainst the far wall you can see a bathtub. Inside is a duck, which is looking confused and swimming around in circles and figure-8's.\n\nThe door to the closet is open.", "endoftext": false }, { "action": "You examine the comb", "response": "The comb is distinguished by having a series of exceptionally fine teeth.", "endoftext": false }, { "action": "You examine the duck", "response": "Your first assumption, considering the circular swimming pattern, is that this is one duck which doesn't have both oars in the water. On closer examination, however, you determine that one of the duck's feet has been injured, no doubt in some boating accident.", "endoftext": false }, { "action": "Lame duck", "response": "Slapping its white wings against the surface of the water and quacking up a storm, the angry duck creates nothing less than a raging cyclone in the bathtub. When the bad weather passes, you can see the rotund figure of the mayor, Jimmy \"Fat Baby\" Kazooli reclining in the tub.", "endoftext": true }, { "action": "Look around", "response": "The bathroom, thoroughly steamed up, is ample in space but untidy in appearance. A staircase leads down.\n\nThe mayor is sitting in the bathtub.\n\nThe door to the closet is open.", "endoftext": true }, { "action": "Go downwards", "response": "This is the lobby of the town hall, looking stately and deeply lacquered. A boldly impressive staircase leads up and you can see steam drifting out of a room at the top of it. The main focus of attention in the lobby is an imposing, ornately framed document hanging on the wall.", "endoftext": false }, { "action": "Go outside", "response": "You're in the public square. Facing one edge of the square stands an impressive looking neo-colonial town house, which is decoratively fronted by a row of laurel bushes.\n\nIn the middle of the public square stands a thick, ten feet tall stump of a tree. Attached to the stump is a sheet of paper.", "endoftext": false }, { "action": "Air laundry", "response": "You manage to launder the mayor's dirty linen, working it over with the sinewy resoluteness of a peasant. Though not entirely a wholesome experience, you can feel from the stiff westerly breeze that it's serving to clear the air and bring about a cleansing effect on the mayor's reputation. The linen is finally caught up by one especially strong gust -- each piece is filled with air like a sail and drifts far away across the blue sky.", "endoftext": true }, { "action": "You look in the closet", "response": "Darkness seems to radiate out of the closet.", "endoftext": false }, { "action": "You open the closet", "response": "It already is!", "endoftext": false }, { "action": "You search the closet with the fine tooth comb", "response": "Using the crack resources of the well-appointed sleuth, you painstakingly search the closet high and search the closet low. Sounds of chattering teeth and then of bones knocking together come out of the closet as you seem to have stirred something up. There is again quiet for a moment, and then a full skeleton is seen to feint out of the darkness, rattling to the floor in a heap.", "endoftext": false }, { "action": "Deep six the skeleton", "response": "As you give the skeleton the deep-six, the bones sink beneath the filmy surface of the water, slowly twisting and sinking much deeper than the tub would seem to be, until finally it disappears into the murky depths of Davey Jones' Locker. The mayor breathes a large foul-breathed sigh of relief.", "endoftext": false }, { "action": "Inventory", "response": "You have a comb, a disguise, a six-pack of beer, laurels, your own horn and a decree.", "endoftext": false }, { "action": "You blow your own horn", "response": "You give the horn a big, brassy toot. It seems to be music to the mayor's ears, since he for the first time really takes notice of you, and smiles upon your vainglorious trumpeting.", "endoftext": false }, { "action": "You examine decree", "response": "The decree would outlaw all language play in town. There is a line at the bottom for the mayor's signature.", "endoftext": false }, { "action": "You give decree to Mayor", "response": "The mayor seems to want to finish his bath before endeavoring in any official duties.", "endoftext": false }, { "action": "You give the laurels to Mayor", "response": "Briskly, the mayor refuses your offer.", "endoftext": false }, { "action": "You look at the disguise", "response": "This a grotesque, clownish, Punchinello mask, apparently worn by the mayor when he travels incognito.", "endoftext": false }, { "action": "You throw the baby out with the bathwater", "response": "From the consequential uproar, there seems to be a ring of truth in this phrase. In strong jets shooting at varying trajectories, the bathwater in the tub begins first to spout off. Suddenly, this messy but harmless spectacle of the spouts is over, and angry riptides ruffle the water's surface. Now with the tidal force of lunar determination, the bathwater polarizes itself around the edges of the tub and even higher, engulfing the mayor and leaving a wide funnel of air in the middle of the tub.\n\nAs the gathering water reaches a critical peak, it pauses for one brief moment, and now with an awful suddenness collapses into itself to form a fearful wave of tubular shape and seismic strength. It gushes in front of your face and toward the stairs in a torrent, through which you can see the strange slow-motion figure of the mayor swimming half in air and half in water. Following the mayor inside the wave and down the stairway is the tub itself, which, out of your sight, makes the terrible crashing noise of porcelain going to smithereens.", "endoftext": false }, { "action": "You beat it", "response": "[Be specific: What object do you want to beat?]", "endoftext": true }, { "action": "Go downwards", "response": "This is the lobby of the town hall, looking stately and deeply lacquered. A boldly impressive staircase leads up. The main focus of attention in the lobby is an imposing, ornately framed document hanging on the wall.\n\nThe mayor, wearing a white terry cloth robe with his initials stitched on it, is here pacing the floor and looking very philosophically concerned with the Big Problems of Our Time.", "endoftext": false }, { "action": "You examine the stump", "response": "On the tree stump you see laws of the land.", "endoftext": false }, { "action": "You search the bushes", "response": "Beating around the bush, you come upon a ticket stub enmeshed in the dense lower branches of the laurel. You pick it up and dust it off.", "endoftext": false }, { "action": "You look at the ticket", "response": "The ticket is issued by the First Church of the Heavenly Ferris Wheel, the foremost religious institution in town. It decrees one blessing to be given by the bearer of the ticket to any individual.", "endoftext": false }, { "action": "You enter", "response": "As you approach the column-lined town house through the path dividing the well-manicured lawn, you are overcome with fear and trembling and are forced to turn back toward the square. It seems the idea of entering such a reviled house of corruption with a blessing is spiritually and realistically impossible.", "endoftext": false }, { "action": "You remove the disguise", "response": "You remove the disguise.", "endoftext": false }, { "action": "Go inside", "response": "Furtively, you pass through the yard into the town house.\n\nThis is the lobby of the town hall, looking stately and deeply lacquered. A boldly impressive staircase leads up. The main focus of attention in the lobby is an imposing, ornately framed document hanging on the wall.\n\nThe mayor, wearing a white terry cloth robe with his initials stitched on it, is here pacing the floor and looking very philosophically concerned with the Big Problems of Our Time.", "endoftext": false }, { "action": "Bless Mayor", "response": "The air surrounding the mayor gradually turns pure and bright. An expansive campaign-smile spreads across his face as he bathes in the saintliness of the blessing bestowed. As the halo effect fades, it seems to have lifted away the dread weight of the mayor's burdens.", "endoftext": true }, { "action": "Look around", "response": "This is the lobby of the town hall, looking stately and deeply lacquered. A boldly impressive staircase leads up. The main focus of attention in the lobby is an imposing, ornately framed document hanging on the wall.\n\nThe mayor, wearing a white terry cloth robe with his initials stitched on it, is here pacing the floor and looking very philosophically concerned with the Big Problems of Our Time.", "endoftext": false }, { "action": "You give the decree to Mayor", "response": "The mayor, finally convinced of the worthiness of the decree, breaks into a broad smile and slaps you endearingly on the back, nearly causing whiplash. He grabs the scrap of paper and signs it perfunctorily. He leaves, happily.", "endoftext": false }, { "action": "You rest on the laurel", "response": "With dreamy slowness you begin to fall back upon your laurels for the long, soulful respite you have so well deserved. In the enclave of your dreams the clarion voice of a herald is given forum:\n\n\"We, the members of the Citizens' Action Committee of Punster, do hereby honor your exploits in delivering our town of the nefarious crime of wordplay. Punster has once again returned to a life of trusting normalcy.\n\nFor the McCleary Farm, the cows have truly come home. Audiences once again revel in the gift of laughter. A pretty girl is rescued from the brink of tragedy. You have made our town safe for shopping. The Teapot Cafe is a homey hearth and nourishment to our supping folk. A house for guests has gained back its repute. A neighboring town must no longer live down its name.\n\nIn gratitude to your selfless dedication to our humble town, we present you with the Key to the City. May it unlock all the doors for you along life's path.\"\n\nYou fall still further into deep and luxurious sleep.\n\nWould you like to start over, restore a saved position, or end this session of the game?", "endoftext": true } ]
zxb8pq3qrkvdob4i
The Best Man
Rob Menke
[]
[ "adaptive hints", "built-in hints", "feelies", "IF Competition 2000", "IFComp Game", "thriller", "train" ]
2,000
[ 2, 2, 4, 0, 0 ]
8
3.75
20110405
false
[ { "action": "%", "response": "Amazing! After all these years some girl finally got Jack to propose. All you need to do is hop on a commuter plane, get the big lug to the church on time, and zip back. Piece of cake...\n\nWell, almost. Blasted El Ni?o has air traffic in an uproar. This daily commuter flight out of San Francisco was delayed three times, which will make life fun when you finally make it down to San Diego...\n\nAirplane (on Seat 4B)\nThe airlines claim that planes are getting bigger, but you don't believe a word of it. This cramped cabin feels about as roomy as a culvert, and has approximately the same decor.\n\nThere is a door south and a small kitchenette north.\n\nI beg your pardon?\n\nInstructions and Hints for \"The Best Man\"\nN = next subject P = previous RETURN = read subject Q = resume game\n\n> How to play\nCredits\nHints", "endoftext": true }, { "action": "Examine", "response": "Instructions and Hints for \"The Best Man\"\nN = next subject P = previous RETURN = read subject Q = resume game\n\n> Credits\nHints", "endoftext": false }, { "action": "Go north", "response": "You'll have to get off Seat 4B first.", "endoftext": false }, { "action": "About you", "response": "As good-looking as ever.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\na sport coat (being worn)\na small velvet box (which is closed)", "endoftext": false }, { "action": "You open the box", "response": "You open the small velvet box, revealing a diamond ring.\n\nThe plane shudders slightly.", "endoftext": false }, { "action": "You eat the ring", "response": "(first taking the diamond ring)\nThat's plainly inedible.", "endoftext": false }, { "action": "You examine the ring", "response": "What a rock! How did Jack ever afford such a thing?\n\n*** PING ***\n\n\"Ladies and gentlemen, we are experiencing some minor turbulence. Please return to your seat and fasten your seat belts.\"", "endoftext": false }, { "action": "Scream", "response": "Aaaaaaaaaaaaargh!\n\nFeel better now? Good.\n\nThe passenger next to you awakes with a start.", "endoftext": false }, { "action": "You wear the ring", "response": "You put on the diamond ring.\n\n\"I hate flying,\" your seat-mate bemoans.", "endoftext": false }, { "action": "You examine the passenger", "response": "He's wide awake, gripping the armrests with white-knuckled fear. You find his fixed-forward stare somewhat disturbing.\n\nThe plane lurches hard to the left. Your stomach churns.\n\n\"I always wonder if I'll ever see my daughter again.\"", "endoftext": false }, { "action": "You kill yourself", "response": "Violence isn't the answer to this one.\n\n\"What would my wife do if I were to die?\"", "endoftext": false }, { "action": "You ask the passenger about the flying", "response": "He's too busy babbling to pay any attention to you.\n\nA bright blue flash illuminates the entire west side of the airplane, followed by the noise of a tremendous explosion. The wing is on fire!\n\nFor a brief moment, everything is silent as the situation slowly sinks into the minds of the passengers. Then pandemonium breaks out in the cabin as the plane goes into a near-vertical dive.\n\n\"It's all your fault, you know.\"\n\nYour traveling companion turns to face you, and you recoil in horror. The left side of his face is horribly mutilated, the skin torn and burnt. The empty eye socket stares at you accusingly.\n\n\"Why did you have to survive? I had a family, a child... they depended on me! You had nothing! You were nothing, and you still are nothing!\"\n\nHe leans forward, and you can smell the horrid odor of burnt flesh.\n\n\"Nothing...\"\n\nCrash positions be damned! You struggle at your seat belt, but the mechanism is jammed.\n\nHe's moving closer... reaching out... reaching toward you... the stumps of his fingers... twitching... touching you... shaking you...", "endoftext": false }, { "action": "You give the ring to Man", "response": "...and you find yourself wrestling the station attendant.\n\n\"Sorry about that! Didn't mean to startle you, but by the sound of it you were having a dilly of a nightmare!\n\n\"Anyway, you best be going. I've written a note explaining the situation to the conductor; it's on the back of your ticket. Better hurry.\"\n\nYou take the ticket and a copy of the schedule and make your way out to the platform.", "endoftext": false }, { "action": "You examine ticket", "response": "Sole survivor syndrome.\n\nThat's what they call it. Psychological trauma after surviving an accident that killed so many others.\n\nYou still can't look at a plane without hearing the screaming or smelling the blood. The last time you tried to visit an airport-- just to pick up someone-- you left in an ambulance, catatonic.\n\nThings were looking bad when the old rust bucket died this morning. The mechanic said that the earliest he could get to it was first thing Monday morning, and the rental agency just laughed when you asked if you could get a car on short notice for the weekend. Flight was out of the question for obvious reasons, but rail had existed far earlier than planes. So you found yourself pleading your case to a sympathetic station manager, who managed to squeeze you onto a special charter train direct to San Diego.\n\nTwo years ago, the wedding was postponed indefinitely by your accident. You are determined that that will not happen again. The sun is shining, the tracks are clear, and in a few hours you'll be the star of the show. Come Hell or high water, nothing is going to stop you from being...\n\nAn Interactive Action-Adventure\n\nCar 3 (on seat 4B)\nTrains haven't changed much in the last 40 years. You could just imagine a furtive Cary Grant slipping from car to car or a diabolic Robert Walker plotting fiendishly in some corner.\n\nYou can see the conductor here.", "endoftext": false }, { "action": "You hit the conductor", "response": "Violence isn't the answer to this one.\n\n\"Ticket, please.\"", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na sport coat (being worn)\na small velvet box (which is closed)\na train schedule\na ticket", "endoftext": false }, { "action": "You read the ticket", "response": "It's a hastily scrawled message:\n\nJohn,\n\nThe kid needs a ride down to San Diego. There should be a seat open on the Special. Just keep quiet about it and no one will be the wiser.\n\nThe conductor is getting impatient.", "endoftext": false }, { "action": "Examine", "response": "(the conductor)\nHe's a handsome man, about 50, with an immaculate uniform. He stands straight and proud, driven by the conviction that he has an important job and that he does it very well.\n\nA small twitch near the side of his mouth hints at impatience.", "endoftext": false }, { "action": "You open the box", "response": "You open the small velvet box, revealing a diamond ring.\n\nThe conductor is getting very impatient.", "endoftext": false }, { "action": "You give ring to the conductor", "response": "(first taking the diamond ring)\nThe conductor politely refuses your offer of marriage. Besides, it's not your ring to give.\n\n\"Very well, you leave me no choice.\"\n\nHe blows his whistle three times. Suddenly you are surrounded by burly security guards, who escort you unceremoniously off the train.\n\nAll for the best, it turns out. Only a few hours later, all of southern California is irradiated in a nuclear accident.", "endoftext": false }, { "action": "You show ring to him", "response": "Please give one of the answers above.", "endoftext": false }, { "action": "You give the ticket to the conductor", "response": "(first taking the ticket)\nThe conductor reads the back of the ticket quickly. \"Ah, that explains why you're not on my list.\"\n\nCLUNK. The conductor punches the ticket and returns it you.\n\nHe walks north to the next car.", "endoftext": false }, { "action": "You give the ticket to the conductor", "response": "You can only do that to something animate.", "endoftext": false }, { "action": "You read the ticket", "response": "It's a hastily scrawled message:\n\nJohn,\n\nThe kid needs a ride down to San Diego. There should be a seat open on the Special. Just keep quiet about it and no one will be the wiser.", "endoftext": false }, { "action": "You go inside", "response": "You'll have to get off seat 4B first.", "endoftext": true }, { "action": "You look around", "response": "Car 3 (on seat 4B)\nTrains haven't changed much in the last 40 years. You could just imagine a furtive Cary Grant slipping from car to car or a diabolic Robert Walker plotting fiendishly in some corner.", "endoftext": false }, { "action": "You examine the schedule", "response": "It's a hastily-printed train schedule, a photocopy smudged to near illegibility by your sweaty hands.\n\n\"Whoops!\"\n\nOne of the reporters was walking down the aisle with a large cup of coffee when the train jerked. Guess who was unlucky enough to be in front of him when that happened?\n\nYou better do something about this stain. While your jacket isn't especially stylish, it would look bad to show up dressed like a bum.", "endoftext": false }, { "action": "You examine jacket", "response": "Threadbare, but serviceable. Better clothes await you in San Diego, which is good as these have a nasty stain. Inside the pocket you see a small velvet box (in which is a diamond ring) and a train schedule.", "endoftext": false }, { "action": "You stand up", "response": "You get off seat 4B.", "endoftext": false }, { "action": "You go north", "response": "Car 3, Aft\nThis tiny space near the junction to the next car is unremarkable, save the cramped stairway to the upper level and the door to the tiny lavatory west.\n\nThe closed door says \"Unoccupied.\"", "endoftext": false }, { "action": "You open the door then W", "response": "You open the lavatory door.\n\nThis compartment leaves very little room for movement, but you're not here to do the macarena. A stainless-steel lavatory sits next to a tiny sink. A window west provides some light, which is nice as the fluorescent fixture above the mirror is not on.\n\nThe exit is east.", "endoftext": false }, { "action": "You cut the window with the ring", "response": "(first taking the diamond ring)\nCutting that up would achieve little.", "endoftext": false }, { "action": "You examine the sink", "response": "A small stainless-steel sink.", "endoftext": false }, { "action": "You turn on the sink", "response": "You turn on the faucet, allowing water to flow into the sink.", "endoftext": false }, { "action": "You turn on the light", "response": "A cursory glance around the room fails to reveal a visible switch.", "endoftext": false }, { "action": "You examine the door", "response": "It's a lavatory door, with a sliding bolt that changes the indicator on the outside from \"Unoccupied\" to \"Occupied.\" High-tech stuff.", "endoftext": false }, { "action": "You lock the door", "response": "You click the door lock, and watch the little window change from \"Unoccupied\" to \"Occupied\" momentarily. Some spring mechanism in the door prevents you from keeping it locked while the door is open, however.", "endoftext": false }, { "action": "You drink yourself to the death", "response": "You can't see any such thing.\n\nI only understood you as far as wanting to drink yourself.", "endoftext": false }, { "action": "Light", "response": "What do you want to light?", "endoftext": false }, { "action": "You examine the light", "response": "The light fixture is dark.\n\nThe flow from the faucet stops suddenly. (It must have one of those spring valves to prevent waste.)", "endoftext": false }, { "action": "You close the door", "response": "You close the lavatory door.\n\nSuddenly, a group of armed terrorists takes over the train. In the resulting confusion, you are \"accidentally\" shot, adding a rather nasty bloodstain to the coffee stain already on your old jacket.", "endoftext": true }, { "action": "You stand", "response": "You get off Seat 4B.\n\n*** PING ***\n\n\"Ladies and gentlemen, we are experiencing some minor turbulence. Please return to your seat and fasten your seat belts.\"", "endoftext": false }, { "action": "You go north", "response": "You wander towards the back. After hovering around the galley for a bit, you return to the cabin.\n\nA flight attendant rushes up, escorts you back to your seat, clips you in, then disappears.\n\nAirplane (on Seat 4B)\nThe airlines claim that planes are getting bigger, but you don't believe a word of it. This cramped cabin feels about as roomy as a culvert, and has approximately the same decor.\n\nThere is a door south and a small kitchenette north.\n\nThe passenger next to you awakes with a start.", "endoftext": false }, { "action": "Kiss passenger", "response": "He's too busy babbling to pay any attention to you.\n\n\"I hate flying,\" your seat-mate bemoans.", "endoftext": false }, { "action": "You wait for a while", "response": "Time passes.\n\nThe plane lurches hard to the left. Your stomach churns.\n\n\"I always wonder if I'll ever see my daughter again.\"", "endoftext": false }, { "action": "You wait for a while", "response": "Time passes.\n\n\"What would my wife do if I were to die?\"", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\nA bright blue flash illuminates the entire west side of the airplane, followed by the noise of a tremendous explosion. The wing is on fire!\n\nFor a brief moment, everything is silent as the situation slowly sinks into the minds of the passengers. Then pandemonium breaks out in the cabin as the plane goes into a near-vertical dive.\n\n\"It's all your fault, you know.\"\n\nYour traveling companion turns to face you, and you recoil in horror. The left side of his face is horribly mutilated, the skin torn and burnt. The empty eye socket stares at you accusingly.\n\n\"Why did you have to survive? I had a family, a child... they depended on me! You had nothing! You were nothing, and you still are nothing!\"\n\nHe leans forward, and you can smell the horrid odor of burnt flesh.\n\n\"Nothing...\"\n\nCrash positions be damned! You struggle at your seat belt, but the mechanism is jammed.\n\nHe's moving closer... reaching out... reaching toward you... the stumps of his fingers... twitching... touching you... shaking you...", "endoftext": false }, { "action": "Wait", "response": "...and you find yourself wrestling the station attendant.\n\n\"Sorry about that! Didn't mean to startle you, but by the sound of it you were having a dilly of a nightmare!\n\n\"Anyway, you best be going. I've written a note explaining the situation to the conductor; it's on the back of your ticket. Better hurry.\"\n\nYou take the ticket and a copy of the schedule and make your way out to the platform.", "endoftext": false }, { "action": "You show the ticket to the conductor", "response": "Sole survivor syndrome.\n\nThat's what they call it. Psychological trauma after surviving an accident that killed so many others.\n\nYou still can't look at a plane without hearing the screaming or smelling the blood. The last time you tried to visit an airport-- just to pick up someone-- you left in an ambulance, catatonic.\n\nThings were looking bad when the old rust bucket died this morning. The mechanic said that the earliest he could get to it was first thing Monday morning, and the rental agency just laughed when you asked if you could get a car on short notice for the weekend. Flight was out of the question for obvious reasons, but rail had existed far earlier than planes. So you found yourself pleading your case to a sympathetic station manager, who managed to squeeze you onto a special charter train direct to San Diego.\n\nTwo years ago, the wedding was postponed indefinitely by your accident. You are determined that that will not happen again. The sun is shining, the tracks are clear, and in a few hours you'll be the star of the show. Come Hell or high water, nothing is going to stop you from being...\n\nAn Interactive Action-Adventure\n\nCar 3 (on seat 4B)\nTrains haven't changed much in the last 40 years. You could just imagine a furtive Cary Grant slipping from car to car or a diabolic Robert Walker plotting fiendishly in some corner.\n\nYou can see the conductor here.", "endoftext": false }, { "action": "You show the ticket to the conductor", "response": "(first taking the ticket)\n\"That's the one.\"\n\n\"Ticket, please.\"", "endoftext": false }, { "action": "You show the ticket to the conductor", "response": "\"That's the one.\"", "endoftext": false }, { "action": "You give the ticket", "response": "(to the conductor)\nThe conductor reads the back of the ticket quickly. \"Ah, that explains why you're not on my list.\"\n\nCLUNK. The conductor punches the ticket and returns it you.\n\nHe walks north to the next car.", "endoftext": false }, { "action": "You go to the north", "response": "\"Whoops!\"\n\nOh dear, it seems that you bumped into a young man carrying an open container of coffee, most of which is now decorating the front of your jacket.\n\nCar 3, Aft\nThis tiny space near the junction to the next car is unremarkable, save the cramped stairway to the upper level and the door to the tiny lavatory west.\n\nThe closed door says \"Unoccupied.\"", "endoftext": false }, { "action": "You close the door", "response": "You close the lavatory door.", "endoftext": false }, { "action": "You lock the door", "response": "The light above the sink flickers, then glows.\n\nThere seems to be a commotion outside.", "endoftext": false }, { "action": "Wash jacket", "response": "Alas, all you do is spread the stain slightly. This job requires water.\n\nWait... was that gunfire...?", "endoftext": false }, { "action": "You turn on the sink", "response": "You turn on the faucet, allowing water to flow into the sink.\n\nYour Russian may be rusty, but a voice definitely said, \"Sergei, check the toilets.\"", "endoftext": false }, { "action": "You look at the window", "response": "It's a small window, but if you were feeling suicidal, you could probably squeeze through it. That's a pretty big if...\n\nThe door rattles for a second as the gunman tries to get in. Frustrated, he fires off a dozen bullets which pass easily through the door and you.", "endoftext": false }, { "action": "You get on the floor", "response": "You can't go that way.\n\nThe door rattles for a second as the gunman tries to get in. Frustrated, he fires off a dozen bullets which pass easily through the door and you.", "endoftext": false }, { "action": "You enter the window", "response": "You can't, since the lavatory window is in the way.\n\nThe door rattles for a second as the gunman tries to get in. Frustrated, he fires off a dozen bullets which pass easily through the door and you.", "endoftext": false }, { "action": "You open the window", "response": "You open the lavatory window.\n\nWait... was that gunfire...?", "endoftext": false }, { "action": "You enter the window", "response": "It's quite breathtaking out here, and you'd probably enjoy the scenery if it weren't for the annoying fact that you're clinging to a flimsy metal ladder while being buffeted by sixty mile-per-hour winds. Safety lies inside, east.\n\nYour Russian may be rusty, but a voice definitely said, \"Sergei, check the toilets.\"", "endoftext": false }, { "action": "You jump", "response": "You jump on the spot, fruitlessly.\n\nThe door rattles for a second as the gunman tries to get in. Frustrated, he fires off a dozen bullets which pass easily through the door, the thin metal wall of the car, and you.", "endoftext": false }, { "action": "Go upward", "response": "Unfortunately, there are more than a few missing rungs in this ladder, making the roof of the car inaccessible.\n\nThe door rattles for a second as the gunman tries to get in. Frustrated, he fires off a dozen bullets which pass easily through the door, the thin metal wall of the car, and you.", "endoftext": true }, { "action": "You look at your surroundings", "response": "It's quite breathtaking out here, and you'd probably enjoy the scenery if it weren't for the annoying fact that you're clinging to a flimsy metal ladder while being buffeted by sixty mile-per-hour winds. Safety lies inside, east.\n\nThe door rattles for a second as the gunman tries to get in. Frustrated, he fires off a dozen bullets which pass easily through the door, the thin metal wall of the car, and you.", "endoftext": false }, { "action": "You open the window", "response": "You open the lavatory window.\n\nThe door rattles for a second as the gunman tries to get in. Frustrated, he fires off a dozen bullets which pass easily through the door and you.", "endoftext": false }, { "action": "You open the window", "response": "You open the lavatory window.", "endoftext": false }, { "action": "You leave", "response": "It's quite breathtaking out here, and you'd probably enjoy the scenery if it weren't for the annoying fact that you're clinging to a flimsy metal ladder while being buffeted by sixty mile-per-hour winds. Safety lies inside, east.", "endoftext": false }, { "action": "Go upwards", "response": "Unfortunately, there are more than a few missing rungs in this ladder, making the roof of the car inaccessible.", "endoftext": false }, { "action": "You go to the west", "response": "That looks like a particularly unsafe direction to go.", "endoftext": false }, { "action": "You go to the east", "response": "The exit is east.", "endoftext": false }, { "action": "Go east", "response": "Car 3, Aft\n\nThe lavatory door is open.", "endoftext": false }, { "action": "Go upwards", "response": "All the seats in the upper deck are filled.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\na punched ticket\na stained sport coat (being worn)\na small velvet box (which is closed)\na train schedule", "endoftext": false }, { "action": "You search the coat", "response": "In the stained sport coat are a small velvet box and a train schedule.", "endoftext": false }, { "action": "You unlock door", "response": "The fluorescent light goes off.\n\nWait... was that gunfire...?", "endoftext": false }, { "action": "You go outside", "response": "Your Russian may be rusty, but a voice definitely said, \"Sergei, check the toilets.\"", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\nA voice outside the door says, \"Empty.\"", "endoftext": true }, { "action": "Look around", "response": "It's quite breathtaking out here, and you'd probably enjoy the scenery if it weren't for the annoying fact that you're clinging to a flimsy metal ladder while being buffeted by sixty mile-per-hour winds. Safety lies inside, east.\n\nThe screams have died down, so the gunmen have decided to start the usual diatribe. \"We now control this train... if you cooperate, you will be spared... attempt tricks and you will die...\"", "endoftext": true }, { "action": "Go downward", "response": "It isn't that hopeless yet.\n\n\"Is everyone here?\"\n\n\"Everyone was here or in the press car,\" the conductor replies, strangely calm. \"As you can see, everyone in this car is also on this list.\"\n\n\"Da...\"", "endoftext": false }, { "action": "You enter", "response": "This compartment leaves very little room for movement, but you're not here to do the macarena. A stainless-steel lavatory sits next to a tiny sink. A window west provides some light, which is nice as the fluorescent fixture above the mirror is not on.\n\nThe door is closed.\n\n\"Sergei, did you check the toilets?\"\n\n\"Da, I checked the toilets.\"\n\n\"Did you check inside the toilets?\n\nThere is a momentary pause, followed by a low curse.", "endoftext": false }, { "action": "Go outside", "response": "It's quite breathtaking out here, and you'd probably enjoy the scenery if it weren't for the annoying fact that you're clinging to a flimsy metal ladder while being buffeted by sixty mile-per-hour winds. Safety lies inside, east.\n\n\"Ready?\" asks a voice outside.", "endoftext": true }, { "action": "Go downward", "response": "It isn't that hopeless yet.\n\nThe door explodes inward.\n\n\"Good, nobody here.\"\n\nThe door is closed again.", "endoftext": false }, { "action": "Go inside", "response": "This compartment leaves very little room for movement, but you're not here to do the macarena. A stainless-steel lavatory sits next to a tiny sink. A window west provides some light, which is nice as the fluorescent fixture above the mirror is not on.\n\nThe door is closed.\n\n\"Take everyone to the last car.\"\n\nThere is the sound of marching outside the door, then silence.", "endoftext": false }, { "action": "Wash jacket", "response": "Alas, all you do is spread the stain slightly. This job requires water.", "endoftext": false }, { "action": "You open the door", "response": "You open the lavatory door.", "endoftext": false }, { "action": "Go inside", "response": "This compartment leaves very little room for movement, but you're not here to do the macarena. A stainless-steel lavatory sits next to a tiny sink. A window west provides some light, which is nice as the fluorescent fixture above the mirror is not on.\n\nThe exit is east.\n\nWater is flowing into the sink.", "endoftext": false }, { "action": "You go east", "response": "Car 3, Aft\nThis tiny space near the junction to the next car is unremarkable, save the cramped stairway to the upper level and the door to the tiny lavatory west.\n\nThe lavatory door is open.", "endoftext": false }, { "action": "You go south", "response": "Without any passengers, this car takes on a definite tomb-like atmosphere. A sealed passageway leads south, while the junction to the next car leads north.", "endoftext": false }, { "action": "You go south", "response": "The metal plate sealing the door prevents movement south.", "endoftext": false }, { "action": "Go up", "response": "Better not. It would be very easy to be trapped up there.", "endoftext": false }, { "action": "You go north", "response": "You open the door to the car junction.\n\nBetween each pair of cars is an area which has always frightened you. Maybe it's the fact that the area is open save for a flimsy metal railing across the gaps; maybe it's the constant shifting of the floor beneath your feet. Safer areas lie south and north.\n\nThe train just rushed past the Salinas station.\n\nThe door to car 3 slides shut.", "endoftext": false }, { "action": "You examine the schedule", "response": "It's a hastily-printed train schedule, a photocopy smudged to near illegibility by your sweaty hands.", "endoftext": false }, { "action": "You read the schedule", "response": "Salinas 1:11 pm\nPaso Robles 2:48 pm\nSan Luis Obispo 3:27 pm\nSanta Barbara 5:24 pm\nOxnard 6:01 pm\nSimi Valley 6:31 pm\nGlendale 7:02 pm\nLos Angeles 7:08 pm\nFullerton 7:34 pm\nAnaheim 7:40 pm\nSanta Ana 7:44 pm\nIrvine 7:54 pm\nSan Juan Capistrano 8:06 pm\nEscondido 8:20 pm", "endoftext": false }, { "action": "Go north", "response": "You open the door to car 4.\n\nCar 4, Fore\nSo this is the press car. Big deal. It's just a modified sleeper, with the compartments converted into miniature offices for the reporters. Compartments lie east and west, while the rest of the car lies north and the exit from this car is south.\n\nThe door to the car junction slides shut.", "endoftext": false }, { "action": "You go to the east", "response": "This is a tiny nondescript office, a hasty conversion from the original cabin that it was: the outlines of the bed and furnishings are still visible on the wall. A relief from claustrophobia lies west.\n\nA computer sits on a makeshift desk, completely quiet.", "endoftext": false }, { "action": "You examine computer", "response": "It's an ancient VT100 terminal, which belongs more in a museum than in an office. These things haven't been used for, what, 50 years?\n\nThe computer terminal is currently switched off.", "endoftext": false }, { "action": "You switch on terminal", "response": "The computer comes to life, goes through its complex bootstrap procedure, then asks you for a user name and password. You turn the machine off in disgust.", "endoftext": false }, { "action": "You go to the west", "response": "Car 4, Fore\nSo this is the press car. Big deal. It's just a modified sleeper, with the compartments converted into miniature offices for the reporters. Compartments lie east and west, while the rest of the car lies north and the exit from this car is south.", "endoftext": false }, { "action": "You go to the west", "response": "This is a tiny nondescript office, a hasty conversion from the original cabin that it was: the outlines of the bed and furnishings are still visible on the wall. A relief from claustrophobia lies east.\n\nA computer sits on a makeshift desk, a quiet hum emanating from its fan.", "endoftext": false }, { "action": "You examine computer", "response": "You start to approach the computer when suddenly a huge spider on the keyboard attacks you!\n\nThis is a tiny nondescript office, a hasty conversion from the original cabin that it was: the outlines of the bed and furnishings are still visible on the wall. A relief from claustrophobia lies east.\n\nAfter you've gathered your wits together, you notice that the \"spider\" is actually a piece of black paper folded into the shape of a spider. Obviously one of the reporters was bored and decided to play a little prank.\n\nA computer sits on a makeshift desk, a quiet hum emanating from its fan.", "endoftext": false }, { "action": "You examine the spider", "response": "(A description of Wolfie is included in your game package.)\n\nIt's an origami wolf spider.", "endoftext": false }, { "action": "You get the spider", "response": "Taken.", "endoftext": false }, { "action": "Open spider", "response": "You'd never get him back together again.", "endoftext": false }, { "action": "You look at the computer", "response": "It's an ancient VT100 terminal, which belongs more in a museum than in an office. These things haven't been used for, what, 50 years?\n\nA completely incomprehensible text editing program dominates the screen.\nThe computer terminal is currently switched on.", "endoftext": false }, { "action": "Go north", "response": "Car 4, Mid\nThe middle of the press car is even less interesting than the rest. Compartments are to either side of you, and the rest of the car lies south and north.", "endoftext": false }, { "action": "You go to the east", "response": "This is a tiny nondescript office, a hasty conversion from the original cabin that it was: the outlines of the bed and furnishings are still visible on the wall. A relief from claustrophobia lies west.\n\nA computer sits on a makeshift desk, completely quiet.", "endoftext": false }, { "action": "Go west", "response": "This is a tiny nondescript office, a hasty conversion from the original cabin that it was: the outlines of the bed and furnishings are still visible on the wall. A relief from claustrophobia lies east.\n\nA computer sits on a makeshift desk, completely quiet.", "endoftext": false }, { "action": "Go north", "response": "Car 4, Aft\nThe north section of the car is a tight squeeze. Another compartment lies east, while the exit from the car lies to the north.\n\nThe lavatory door is closed.", "endoftext": false }, { "action": "You go to the east", "response": "This is a tiny nondescript office, a hasty conversion from the original cabin that it was: the outlines of the bed and furnishings are still visible on the wall. A relief from claustrophobia lies west.\n\nA computer sits on a makeshift desk, completely quiet.", "endoftext": false }, { "action": "You open the door", "response": "(the lavatory door)\nYou open the lavatory door.", "endoftext": false }, { "action": "You go west", "response": "This lavatory has been converted into a makeshift darkroom. (I guess some photographers haven't joined the \"digital revolution.\") All the windows have been painted black, a loose conglomeration of items rest on a crude shelf, while a workbench sits under a naked electrical fixture.\n\nThe darkroom door allows exit east.", "endoftext": false }, { "action": "You get all", "response": "darkroom door: That's fixed in place.\nfaucet: That's fixed in place.\nsink: That's fixed in place.\nlight bulb socket: That's fixed in place.\nshelf: That's hardly portable.\nworkbench: That's hardly portable.", "endoftext": false }, { "action": "You get all from the shelf", "response": "As far as you can tell, it's just junk.", "endoftext": false }, { "action": "You search the junk", "response": "On the shelf are a bottle of hydroxide, a bottle of acid and a bottle of developing fluid.", "endoftext": false }, { "action": "You look at the bench", "response": "A makeshift wooden table, stained with chemicals.", "endoftext": false }, { "action": "You remove the bulb", "response": "(first taking the strange red bulb)\n(putting the punched ticket into the stained sport coat to make room) You unscrew the strange red bulb from the light bulb socket.", "endoftext": false }, { "action": "You get all from the shelf", "response": "bottle of hydroxide: (putting Wolfie (the paper spider guardian of computers) into the stained sport coat to make room)\nRemoved.\nbottle of acid: (putting the strange red bulb into the stained sport coat to make room)\nRemoved.\nbottle of developing fluid: (putting the bottle of hydroxide into the stained sport coat to make room)\nRemoved.\nmiscellaneous junk: The rest of the stuff is just junk.", "endoftext": false }, { "action": "You look under bench", "response": "A glass tube rolls out from under the workbench.", "endoftext": false }, { "action": "You examine tube", "response": "A small glass tube used for protecting dry chemicals. There's a label on the tube.", "endoftext": false }, { "action": "You read label", "response": "The label reads LITMUS.", "endoftext": false }, { "action": "You examine the bulb", "response": "It's a light bulb that has been painted with a clear red enamel.", "endoftext": false }, { "action": "You search the coat", "response": "In the stained sport coat are a bottle of hydroxide, a strange red bulb, Wolfie (the paper spider guardian of computers), a punched ticket, a small velvet box and a train schedule.", "endoftext": false }, { "action": "Go east", "response": "Car 4, Aft\nThe north section of the car is a tight squeeze. Another compartment lies east, while the exit from the car lies to the north.\n\nThe darkroom door is west.", "endoftext": false }, { "action": "Go north", "response": "You open the door to the car junction.\n\nBetween each pair of cars is an area which has always frightened you. Maybe it's the fact that the area is open save for a flimsy metal railing across the gaps; maybe it's the constant shifting of the floor beneath your feet. Safer areas lie south and north.\n\nThe door to car 4 slides shut.", "endoftext": false }, { "action": "You look at the floor", "response": "Something felt wobbly when you stepped into this area, and a quick investigation reveals the answer. It's a metal access panel embedded in the floor of the train, with a sawtooth-edge that makes it almost invisible against the pattern of the floor.", "endoftext": false }, { "action": "You look at the panel", "response": "It's a metal access panel embedded in the floor of the train, with a sawtooth-edge that makes it almost invisible against the pattern of the floor.", "endoftext": false }, { "action": "You open the panel", "response": "You open the maintenance access hatch.", "endoftext": true }, { "action": "Go down", "response": "(The maintenance access hatch slams shut after you pass through.)\n\nYou're in a small gap between the cars. Small maintenance tunnels lead south and north, although they are rather small and probably not safe when the train is in motion. A maintenance hatch above you offers more traditional passage on the train.\n\nA prominent lever is attached to the car junction. The lever has been pushed into the \"closed\" position.", "endoftext": false }, { "action": "You pull the lever", "response": "It's stuck tight.", "endoftext": false }, { "action": "You pour the acid on the lever", "response": "The bottle of acid is closed.", "endoftext": false }, { "action": "You open the bottle", "response": "Which do you mean, the bottle of developing fluid, the bottle of acid or the bottle of hydroxide?", "endoftext": false }, { "action": "Acid", "response": "You open the bottle of acid.", "endoftext": false }, { "action": "Examine acid", "response": "A dark glass bottle with a screw cap. The label on the outside has a stylized hand being dissolved away.", "endoftext": false }, { "action": "Go upwards", "response": "(You pop open the maintenance access hatch as you go topside.)\n\nBetween each pair of cars is an area which has always frightened you. Maybe it's the fact that the area is open save for a flimsy metal railing across the gaps; maybe it's the constant shifting of the floor beneath your feet. Safer areas lie south and north.\n\nA maintenance access hatch is open, leading downwards to darkness.", "endoftext": false }, { "action": "You go south", "response": "(The maintenance access hatch slams shut when you release it to move.) You open the door to car 4.\n\nCar 4, Aft\nThe north section of the car is a tight squeeze. Another compartment lies east, while the exit from the car lies to the north.\n\nThe darkroom door is west.\n\nThe door to the car junction slides shut.", "endoftext": false }, { "action": "You get all", "response": "darkroom door: That's fixed in place.\ndoor to the car junction: That's hardly portable.", "endoftext": false }, { "action": "You go to the east", "response": "This is a tiny nondescript office, a hasty conversion from the original cabin that it was: the outlines of the bed and furnishings are still visible on the wall. A relief from claustrophobia lies west.\n\nA computer sits on a makeshift desk, completely quiet.", "endoftext": false }, { "action": "All", "response": "Sorry, you can only have one item here. Which exactly?", "endoftext": false }, { "action": "You go to the west", "response": "This lavatory has been converted into a makeshift darkroom. (I guess some photographers haven't joined the \"digital revolution.\") All the windows have been painted black, a loose conglomeration of items rest on a crude shelf, while a workbench sits under a naked electrical fixture.\n\nThe darkroom door allows exit east.\n\nYou can also see a small plastic tube (which is closed) (in which is some litmus powder) here.", "endoftext": false }, { "action": "You get the shelf", "response": "That's hardly portable.", "endoftext": false }, { "action": "You examine fixture", "response": "The light bulb socket is empty.", "endoftext": false }, { "action": "You take the fan", "response": "That's fixed in place.", "endoftext": false }, { "action": "You turn on the computer", "response": "That's already on.", "endoftext": false }, { "action": "You go north", "response": "Car 4, Mid\nThe middle of the press car is even less interesting than the rest. Compartments are to either side of you, and the rest of the car lies south and north.\n\nThe train just rumbled past the Paso Robles station.", "endoftext": false }, { "action": "You drop all", "response": "bottle of developing fluid: Dropped.\nbottle of acid: Dropped.", "endoftext": false }, { "action": "You go north", "response": "You open the door to the car junction.\n\nBetween each pair of cars is an area which has always frightened you. Maybe it's the fact that the area is open save for a flimsy metal railing across the gaps; maybe it's the constant shifting of the floor beneath your feet. Safer areas lie south and north.\n\nYou see a concealed maintenance access hatch in the floor here.\n\nThe door to car 4 slides shut.", "endoftext": true }, { "action": "Go down", "response": "You are unable to descend by the maintenance access hatch.", "endoftext": false }, { "action": "You go to the south", "response": "Slowly you crawl southwards along the length of the train...\n\nCar 4, underside\nFrom here, you can make out the complex speed regulators, air brakes, and other mechanisms you take for granted whenever you travel by rail. You can crawl south or north along the length of the car.", "endoftext": false }, { "action": "You go to the south", "response": "Slowly you crawl southwards along the length of the train...\n\nYou're in a small gap between the cars. Small maintenance tunnels lead south and north, although they are rather small and probably not safe when the train is in motion. A maintenance hatch above you offers more traditional passage on the train.\n\nA prominent lever is attached to the car junction. The lever has been pushed into the \"closed\" position.", "endoftext": false }, { "action": "Go south", "response": "Slowly you crawl southwards along the length of the train...\n\nCar 3, underside\nFrom here, you can make out the complex speed regulators, air brakes, and other mechanisms you take for granted whenever you travel by rail. You can crawl south or north along the length of the car.", "endoftext": false }, { "action": "Go south", "response": "Slowly you crawl southwards along the length of the train...\n\nCar 2, underside\nFrom here, you can make out the complex speed regulators, air brakes, and other mechanisms you take for granted whenever you travel by rail. You can crawl south or north along the length of the car.", "endoftext": false }, { "action": "Go north", "response": "Slowly you crawl northwards along the length of the train...\n\nYou're in a small gap between the cars. Small maintenance tunnels lead south and north, although they are rather small and probably not safe when the train is in motion. A maintenance hatch above you offers more traditional passage on the train.\n\nA prominent lever is attached to the car junction. The lever has been pushed into the \"closed\" position.", "endoftext": false }, { "action": "Go north", "response": "Slowly you crawl northwards along the length of the train...\n\nCar 3, underside\nFrom here, you can make out the complex speed regulators, air brakes, and other mechanisms you take for granted whenever you travel by rail. You can crawl south or north along the length of the car.\n\nThe train just rumbled through the San Luis Obispo station.", "endoftext": false }, { "action": "You go north", "response": "Slowly you crawl northwards along the length of the train...\n\nCar 4, underside\nFrom here, you can make out the complex speed regulators, air brakes, and other mechanisms you take for granted whenever you travel by rail. You can crawl south or north along the length of the car.", "endoftext": false }, { "action": "Go north", "response": "Slowly you crawl northwards along the length of the train...\n\nCar 5, underside\nFrom here, you can make out the complex speed regulators, air brakes, and other mechanisms you take for granted whenever you travel by rail. You can crawl south or north along the length of the car.\n\nThere is the movement of feet above you.", "endoftext": false }, { "action": "Go upwards", "response": "You can't go that way.\n\nThere is the movement of feet above you.", "endoftext": false }, { "action": "Go north", "response": "Slowly you crawl northwards along the length of the train...\n\nCar 6, underside\nFrom here, you can make out the complex speed regulators, air brakes, and other mechanisms you take for granted whenever you travel by rail. You can crawl south or north along the length of the car.\n\nThere is the nervous shuffling of feet above you.", "endoftext": false }, { "action": "Go north", "response": "This is the last car of the train. (It's a special, remember?)\n\nThere is the nervous shuffling of feet above you.", "endoftext": false }, { "action": "Go up", "response": "Between each pair of cars is an area which has always frightened you. Maybe it's the fact that the area is open save for a flimsy metal railing across the gaps; maybe it's the constant shifting of the floor beneath your feet. Safer areas lie south and north.\n\nA maintenance access hatch is open, leading downwards to darkness.", "endoftext": false }, { "action": "You go north", "response": "(The maintenance access hatch slams shut when you release it to move.) You open the door to car 6.\n\nCar 6, the last car\nThis is a tiny car-- a classic caboose, except it isn't red, and it doesn't have a potbelly stove. It's pretty much a lounge for the conductor and his assistants, except the conductor is conspicuously missing.\n\nYou can see all of the passengers and a tool chest (which is closed) here.\n\nThe door to the car junction slides shut.", "endoftext": false }, { "action": "Open chest", "response": "You open the tool chest, revealing a squirt bottle and a can of lubricant.", "endoftext": false }, { "action": "Open chest", "response": "That's already open.", "endoftext": false }, { "action": "Scream", "response": "Aaaaaaaaaaaaargh!\n\nScreaming is a good way to attract the unwanted attention of terrorists, you quickly find out.", "endoftext": false }, { "action": "You say hello", "response": "(to the passengers)\nThe passengers are too scared to respond.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na stained sport coat (being worn)\na bottle of hydroxide (which is closed)\na strange red bulb\nWolfie (the paper spider guardian of computers)\na punched ticket\na small velvet box (which is closed)\na train schedule", "endoftext": false }, { "action": "You examine the passengers", "response": "They look scared, and with good reason. Reporters report news; they aren't part of it.", "endoftext": false }, { "action": "You open the Wolfie", "response": "You'd never get him back together again.", "endoftext": false }, { "action": "You read wolfie", "response": "(A description of Wolfie is included in your game package.)\n\nIt's an origami wolf spider.", "endoftext": false }, { "action": "You show the Wolfie to the passengers", "response": "(first taking Wolfie (the paper spider guardian of computers))\nThey mumble amongst themselves, but the consensus is that they have no comment to make on Wolfie (the paper spider guardian of computers).", "endoftext": false }, { "action": "You pour the hydroxide on the Wolfie", "response": "The bottle of hydroxide is closed.", "endoftext": false }, { "action": "You open bottle", "response": "Which do you mean, the squirt bottle or the bottle of hydroxide?", "endoftext": false }, { "action": "You look at the squirt", "response": "It's a squirt bottle. The label is so faded as to make it practically illegible.", "endoftext": false }, { "action": "You open the hydroxide", "response": "You open the bottle of hydroxide.", "endoftext": false }, { "action": "Close hydroxide", "response": "You close the bottle of hydroxide.", "endoftext": false }, { "action": "You take squirt", "response": "(putting Wolfie (the paper spider guardian of computers) into the stained sport coat to make room)\nTaken.", "endoftext": true }, { "action": "You describe your surroundings", "response": "Car 6, the last car\nThis is a tiny car-- a classic caboose, except it isn't red, and it doesn't have a potbelly stove. It's pretty much a lounge for the conductor and his assistants, except the conductor is conspicuously missing.\n\nYou can see all of the passengers and a tool chest (which is empty) here.", "endoftext": false }, { "action": "You go to the south", "response": "You open the door to the car junction.\n\nBetween each pair of cars is an area which has always frightened you. Maybe it's the fact that the area is open save for a flimsy metal railing across the gaps; maybe it's the constant shifting of the floor beneath your feet. Safer areas lie south and north.\n\nYou see a concealed maintenance access hatch in the floor here.\n\nThe door to car 6 slides shut.", "endoftext": true }, { "action": "Go down", "response": "You are unable to descend by the maintenance access hatch.", "endoftext": false }, { "action": "You open hatch", "response": "You open the maintenance access hatch.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na squirt bottle (which is closed)\na quantity of pale blue liquid\na can of lubricant\na stained sport coat (being worn)\nWolfie (the paper spider guardian of computers)\na bottle of hydroxide (which is closed)\na strange red bulb\na punched ticket\na small velvet box (which is closed)\na train schedule", "endoftext": false }, { "action": "You examine pale blue", "response": "It's a squirt bottle. The label is so faded as to make it practically illegible.", "endoftext": false }, { "action": "Squirt lever", "response": "What do you want to squirt the release lever on?", "endoftext": false }, { "action": "Squirt bottle", "response": "What do you want to squirt the squirt bottle on?", "endoftext": false }, { "action": "Squirt lubricant on lever", "response": "You apply a liberal amount of lubricant to the release lever.", "endoftext": false }, { "action": "You pull the lever", "response": "Releasing the car is certainly an irreversible action, and could result in an unpredictable chain of events. Are you sure you want to do that?", "endoftext": false }, { "action": "Y.", "response": "The connector opens with a loud clank.\n\nSlowly the cars begin to separate. The cables and hoses surrounding you complain loudly as they struggle to hold the cars together.\n\nThe junction shudders, creeks and groans.", "endoftext": false }, { "action": "You go to the south", "response": "You can't hold onto all the things you are carrying and crawl around underneath the train.\n\nThe junction shudders, creeks and groans.", "endoftext": false }, { "action": "Go up", "response": "(You pop open the maintenance access hatch as you go topside.)\n\nBetween each pair of cars is an area which has always frightened you. Maybe it's the fact that the area is open save for a flimsy metal railing across the gaps; maybe it's the constant shifting of the floor beneath your feet. Safer areas lie south and north.\n\nA maintenance access hatch is open, leading downwards to darkness.\n\nThe metal plates shift unpleasantly underfoot.", "endoftext": false }, { "action": "Go south", "response": "(The maintenance access hatch slams shut when you release it to move.) You start to open the door, but an ominous shadow across the window convinces you otherwise.\n\nWith a groan that shudders through the entire train, the cars separate.\n\nThis results in the floor beneath you opening up and dropping you unceremoniously onto the tracks. Not pleasant.", "endoftext": false }, { "action": "Go north", "response": "(The maintenance access hatch slams shut when you release it to move.) You open the door to car 6.\n\nCar 6, the last car\nThis is a tiny car-- a classic caboose, except it isn't red, and it doesn't have a potbelly stove. It's pretty much a lounge for the conductor and his assistants, except the conductor is conspicuously missing.\n\nYou can see all of the passengers and a tool chest (which is empty) here.\n\nThe door to the car junction slides shut.", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\nWith a groan that shudders through the entire train, the cars separate.\n\nSuddenly the entire world is flame and noise as an explosion rips through the car. Your pain is, thankfully, brief.", "endoftext": true }, { "action": "Look around", "response": "You're in a small gap between the cars. Small maintenance tunnels lead south and north, although they are rather small and probably not safe when the train is in motion. A maintenance hatch above you offers more traditional passage on the train.\n\nA prominent lever is attached to the car junction. The lever has been pushed into the \"closed\" position.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na squirt bottle (which is closed)\na quantity of pale blue liquid\na can of lubricant\na stained sport coat (being worn)\nWolfie (the paper spider guardian of computers)\na bottle of hydroxide (which is closed)\na strange red bulb\na punched ticket\na small velvet box (which is closed)\na train schedule", "endoftext": false }, { "action": "You look at the blue liquid", "response": "It's a squirt bottle. The label is so faded as to make it practically illegible.", "endoftext": false }, { "action": "You read the label", "response": "What do you want to read in?", "endoftext": false }, { "action": "You read the squirt bottle", "response": "WARNINC: Con ains ammo a. Do not m x wit oth r hfv sd d sb vcio", "endoftext": false }, { "action": "You look at the bottle", "response": "(the squirt bottle)\nIt's a squirt bottle. The label is so faded as to make it practically illegible.", "endoftext": false }, { "action": "Go upwards", "response": "(You pop open the maintenance access hatch as you go topside.)\n\nBetween each pair of cars is an area which has always frightened you. Maybe it's the fact that the area is open save for a flimsy metal railing across the gaps; maybe it's the constant shifting of the floor beneath your feet. Safer areas lie south and north.\n\nA maintenance access hatch is open, leading downwards to darkness.", "endoftext": false }, { "action": "You go south", "response": "(The maintenance access hatch slams shut when you release it to move.) You start to open the door, but an ominous shadow across the window convinces you otherwise.", "endoftext": false }, { "action": "You take the hydroxide", "response": "(putting the can of lubricant into the stained sport coat to make room)\nThere is no more room in the stained sport coat.", "endoftext": true }, { "action": "Describe the surroundings", "response": "Between each pair of cars is an area which has always frightened you. Maybe it's the fact that the area is open save for a flimsy metal railing across the gaps; maybe it's the constant shifting of the floor beneath your feet. Safer areas lie south and north.\n\nYou see a concealed maintenance access hatch in the floor here.", "endoftext": false }, { "action": "You drop the bulb and Wolfie", "response": "strange red bulb: You haven't got that.\nWolfie (the paper spider guardian of computers): You haven't got that.", "endoftext": false }, { "action": "You drop the bottle and the lubricant", "response": "squirt bottle: You carefully set the squirt bottle in the undercarriage.\ncan of lubricant: You carefully set the can of lubricant in the undercarriage.", "endoftext": false }, { "action": "You drop the lubricant", "response": "The can of lubricant is already here.", "endoftext": false }, { "action": "You take the bulb and Wolfie", "response": "strange red bulb: Taken.\nWolfie (the paper spider guardian of computers): (putting the bottle of hydroxide into the stained sport coat to make room)\nTaken.", "endoftext": false }, { "action": "You drop the bulb and Wolfie", "response": "strange red bulb: You carefully set the strange red bulb in the undercarriage.\nWolfie (the paper spider guardian of computers): You carefully set Wolfie (the paper spider guardian of computers) in the undercarriage.", "endoftext": false }, { "action": "You take the bottle and lubricant", "response": "squirt bottle: Taken.\ncan of lubricant: Taken.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na can of lubricant\na squirt bottle (which is closed)\na quantity of pale blue liquid\na stained sport coat (being worn)\na bottle of hydroxide (which is closed)\na punched ticket\na small velvet box (which is closed)\na train schedule", "endoftext": false }, { "action": "You take the ticket", "response": "(putting the squirt bottle into the stained sport coat to make room) Taken.", "endoftext": false }, { "action": "You drop the ticket", "response": "You carefully set the punched ticket in the undercarriage.", "endoftext": false }, { "action": "You put the bottle in the coat", "response": "Which do you mean, the squirt bottle or the bottle of hydroxide?", "endoftext": false }, { "action": "Squirt", "response": "What do you want to squirt?", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na can of lubricant\na stained sport coat (being worn)\na squirt bottle (which is closed)\na quantity of pale blue liquid\na bottle of hydroxide (which is closed)\na small velvet box (which is closed)\na train schedule", "endoftext": false }, { "action": "You put the lubricant in the coat", "response": "You put the can of lubricant into the stained sport coat.", "endoftext": false }, { "action": "You go south", "response": "Slowly you crawl southwards along the length of the train...\n\nCar 5, underside\nFrom here, you can make out the complex speed regulators, air brakes, and other mechanisms you take for granted whenever you travel by rail. You can crawl south or north along the length of the car.\n\nThere is the movement of feet above you.", "endoftext": false }, { "action": "You go south", "response": "Slowly you crawl southwards along the length of the train...\n\nYou're in a small gap between the cars. Small maintenance tunnels lead south and north, although they are rather small and probably not safe when the train is in motion. A maintenance hatch above you offers more traditional passage on the train.\n\nA prominent lever is attached to the car junction. The lever has been pushed into the \"closed\" position.\n\nThe train just rushed by the Santa Barbara station.", "endoftext": false }, { "action": "You go to the south", "response": "Slowly you crawl southwards along the length of the train...\n\nCar 4, underside\nFrom here, you can make out the complex speed regulators, air brakes, and other mechanisms you take for granted whenever you travel by rail. You can crawl south or north along the length of the car.", "endoftext": false }, { "action": "You go south", "response": "(The maintenance access hatch slams shut when you release it to move.) You open the door to car 3.\n\nCar 3, Aft\nThis tiny space near the junction to the next car is unremarkable, save the cramped stairway to the upper level and the door to the tiny lavatory west.\n\nThe lavatory door is open.\n\nThe door to the car junction slides shut.", "endoftext": false }, { "action": "You enter the lavatory", "response": "This compartment leaves very little room for movement, but you're not here to do the macarena. A stainless-steel lavatory sits next to a tiny sink. A window west provides some light, which is nice as the fluorescent fixture above the mirror is not on.\n\nThe exit is east.", "endoftext": false }, { "action": "You turn on the light", "response": "A cursory glance around the room fails to reveal a visible switch.", "endoftext": false }, { "action": "You lock the door", "response": "You click the door lock, and watch the little window change from \"Unoccupied\" to \"Occupied\" momentarily. Some spring mechanism in the door prevents you from keeping it locked while the door is open, however.", "endoftext": false }, { "action": "You lock the door", "response": "The light above the sink flickers, then glows.", "endoftext": false }, { "action": "Wash jacket", "response": "A quick wipe and the stain disappears.", "endoftext": false }, { "action": "You unlock door", "response": "The fluorescent light goes off.", "endoftext": false }, { "action": "You open the door", "response": "You open the lavatory door.", "endoftext": false }, { "action": "You leave", "response": "It's quite breathtaking out here, and you'd probably enjoy the scenery if it weren't for the annoying fact that you're clinging to a flimsy metal ladder while being buffeted by sixty mile-per-hour winds. Safety lies inside, east.", "endoftext": false }, { "action": "You go east", "response": "This compartment leaves very little room for movement, but you're not here to do the macarena. A stainless-steel lavatory sits next to a tiny sink. A window west provides some light, which is nice as the fluorescent fixture above the mirror is not on.\n\nThe exit is east.\n\nWater is flowing into the sink.\n\nThe flow from the faucet stops suddenly. (It must have one of those spring valves to prevent waste.)", "endoftext": false }, { "action": "You go east", "response": "Car 3, Aft\nThis tiny space near the junction to the next car is unremarkable, save the cramped stairway to the upper level and the door to the tiny lavatory west.\n\nThe lavatory door is open.", "endoftext": false }, { "action": "You go north", "response": "You open the door to the car junction.\n\nBetween each pair of cars is an area which has always frightened you. Maybe it's the fact that the area is open save for a flimsy metal railing across the gaps; maybe it's the constant shifting of the floor beneath your feet. Safer areas lie south and north.\n\nYou see a concealed maintenance access hatch in the floor here.\n\nThe door to car 3 slides shut.", "endoftext": false }, { "action": "You stand on the railing", "response": "Even though every ounce of sanity left in your body tells you not to, you hop up on the railing. Your reward is the discovery of a well-concealed maintenance ladder climbing up the side of the car.", "endoftext": false }, { "action": "Up", "response": "Handholds in the top of the car allow one to move carefully across the surface, but make no mistake about it: one slip means a short but unpleasant trip over the side. The handholds travel south or north along the length of the train, provided one does not get snagged on the numerous air vents and lights protruding from the surface.", "endoftext": false }, { "action": "You go to the north", "response": "It's a real struggle, but eventually you move northwards along the top of the train...\n\nHandholds in the top of the car allow one to move carefully across the surface, but make no mistake about it: one slip means a short but unpleasant trip over the side. The handholds travel south or north along the length of the train, provided one does not get snagged on the numerous air vents and lights protruding from the surface.\n\nThe train just rushed through the Oxnard station.", "endoftext": false }, { "action": "You go north", "response": "It's a real struggle, but eventually you move northwards along the top of the train...\n\nHandholds in the top of the car allow one to move carefully across the surface, but make no mistake about it: one slip means a short but unpleasant trip over the side. The handholds travel south or north along the length of the train, provided one does not get snagged on the numerous air vents and lights protruding from the surface.", "endoftext": false }, { "action": "You examine vents", "response": "This is one of a number of screened portals, designed to allow fresh air to be drawn into the car as it moves.", "endoftext": false }, { "action": "Go north", "response": "It's a real struggle, but eventually you move northwards along the top of the train...\n\nHandholds in the top of the car allow one to move carefully across the surface, but make no mistake about it: one slip means a short but unpleasant trip over the side. The handholds travel south or north along the length of the train, provided one does not get snagged on the numerous air vents and lights protruding from the surface.\n\nYou hear noises from the car below.", "endoftext": false }, { "action": "You listen", "response": "That's definitely English from the car below.\n\nYou hear noises from the car below.", "endoftext": false }, { "action": "You open the vent", "response": "The metal screen is firmly attached to the portal.\n\nYou hear noises from the car below.", "endoftext": true }, { "action": "You go downwards", "response": "Descending by the ladder here would drop you off the end of the train. Not a good idea.\n\nYou hear noises from the car below.", "endoftext": false }, { "action": "You look at the vents", "response": "This is one of a number of screened portals, designed to allow fresh air to be drawn into the car as it moves.\n\nYou hear noises from the car below.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na sport coat (being worn)\na can of lubricant\na squirt bottle (which is closed)\na quantity of pale blue liquid", "endoftext": false }, { "action": "You open vents", "response": "a bottle of hydroxide (which is closed)\na small velvet box (which is closed)\na train schedule\n\nYou hear noises from the car below.\n\nThe metal screen is firmly attached to the portal.\n\nYou hear noises from the car below.", "endoftext": false }, { "action": "You remove the screen", "response": "(first taking the air vent)\nThat's hardly portable.\n\nYou hear noises from the car below.", "endoftext": false }, { "action": "You put the lubricant on the vent", "response": "You need to be holding the can of lubricant before you can put it on top of something else.\n\nYou hear noises from the car below.", "endoftext": false }, { "action": "Go south", "response": "It's a real struggle, but eventually you move southwards along the top of the train...\n\nHandholds in the top of the car allow one to move carefully across the surface, but make no mistake about it: one slip means a short but unpleasant trip over the side. The handholds travel south or north along the length of the train, provided one does not get snagged on the numerous air vents and lights protruding from the surface.", "endoftext": false }, { "action": "Go north", "response": "It's a real struggle, but eventually you move northwards along the top of the train...\n\nHandholds in the top of the car allow one to move carefully across the surface, but make no mistake about it: one slip means a short but unpleasant trip over the side. The handholds travel south or north along the length of the train, provided one does not get snagged on the numerous air vents and lights protruding from the surface.\n\nThe train just zoomed past the Simi Valley station.\n\nYou hear noises from the car below.", "endoftext": false }, { "action": "Go north", "response": "This is the last car of the train. (It's a special, remember?)\n\nYou hear noises from the car below.", "endoftext": false }, { "action": "You open the vent", "response": "The metal screen is firmly attached to the portal.", "endoftext": false }, { "action": "You squirt the lubricant on the screen", "response": "You apply a liberal amount of lubricant to the air vent.", "endoftext": false }, { "action": "You squirt the lubricant on yourself", "response": "You'll have to remove the can of lubricant from yourself first.", "endoftext": false }, { "action": "You listen", "response": "That's definitely Russian from the car below.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na sport coat (being worn)\na can of lubricant\na squirt bottle (which is closed)\na quantity of pale blue liquid\na bottle of hydroxide (which is closed)\na small velvet box (which is closed)\na train schedule", "endoftext": false }, { "action": "You open the hydroxide", "response": "You open the bottle of hydroxide.", "endoftext": false }, { "action": "You pour the hydroxide in the box", "response": "The small velvet box is closed.", "endoftext": false }, { "action": "You open the box", "response": "You open the small velvet box, revealing a diamond ring.", "endoftext": false }, { "action": "You examine it", "response": "What a rock! How did Jack ever afford such a thing?\n\nThe oil on the air vent evaporates away.", "endoftext": false }, { "action": "You wear it", "response": "You put on the diamond ring.", "endoftext": false }, { "action": "You cut screen with the ring", "response": "Cutting that up would achieve little.", "endoftext": false }, { "action": "You pour the hydroxide in the box", "response": "The bottle of hydroxide is empty already.", "endoftext": true }, { "action": "You go downward", "response": "Between each pair of cars is an area which has always frightened you. Maybe it's the fact that the area is open save for a flimsy metal railing across the gaps; maybe it's the constant shifting of the floor beneath your feet. Safer areas lie south and north.\n\nYou see a concealed maintenance access hatch in the floor here.\n\nYou can also see an external ladder here.", "endoftext": false }, { "action": "Go south", "response": "You open the door to car 4.\n\nCar 4, Aft\nThe north section of the car is a tight squeeze. Another compartment lies east, while the exit from the car lies to the north.\n\nThe darkroom door is west.\n\nYou can also see a bottle of acid (which is closed) (in which is a quantity of acid) and a bottle of developing fluid (which is closed) here.\n\nThe train just barreled through the Glendale station.\n\nThe door to the car junction slides shut.", "endoftext": false }, { "action": "You take the acid", "response": "Taken.", "endoftext": false }, { "action": "Go north", "response": "You open the door to the car junction.\n\nBetween each pair of cars is an area which has always frightened you. Maybe it's the fact that the area is open save for a flimsy metal railing across the gaps; maybe it's the constant shifting of the floor beneath your feet. Safer areas lie south and north.\n\nYou see a concealed maintenance access hatch in the floor here.\n\nYou can also see an external ladder here.\n\nThe door to car 4 slides shut.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na bottle of acid (which is closed)\na quantity of acid\na diamond ring (being worn)\na sport coat (being worn)\na can of lubricant\na squirt bottle (which is closed)\na quantity of pale blue liquid\na bottle of hydroxide (which is open but empty)\na small velvet box (which is open but empty)\na train schedule\n\nThe train just barreled past the Los Angeles station.", "endoftext": false }, { "action": "You put the acid in the coat", "response": "You put the bottle of acid into the sport coat.", "endoftext": false }, { "action": "You wear the ring", "response": "You're already wearing that!", "endoftext": false }, { "action": "You pour the acid on the screen", "response": "acid: The air vent is not designed to hold liquids.", "endoftext": false }, { "action": "Close acid", "response": "You close the bottle of acid.", "endoftext": false }, { "action": "You open the bottle", "response": "Which do you mean, the bottle of acid, the squirt bottle or the bottle of hydroxide?", "endoftext": false }, { "action": "You pour the acid in the box", "response": "acid: The small velvet box is not designed to hold liquids.", "endoftext": false }, { "action": "You go to the south", "response": "It's a real struggle, but eventually you move southwards along the top of the train...\n\nHandholds in the top of the car allow one to move carefully across the surface, but make no mistake about it: one slip means a short but unpleasant trip over the side. The handholds travel south or north along the length of the train, provided one does not get snagged on the numerous air vents and lights protruding from the surface.\n\nA large metal hatch is embedded in the roof of the car.\n\nThe train just rumbled by the Fullerton station.", "endoftext": false }, { "action": "You look at the hatch", "response": "It's one of those industrial ventilation hatches. Obviously the car below isn't a passenger car.", "endoftext": false }, { "action": "You open hatch", "response": "That's already open.", "endoftext": true }, { "action": "You descend", "response": "Once inside, you realize why this car wasn't accessible from the rest of the train: it's a mail transport car. Bags of letters and parcels fill the shelves around you, almost completely obscuring the one light fixture in the car. The sliding metal door east offers a possible exit.\n\nAn open metal hatch reveals the sun and sky above.\n\nThe beam of sunlight from the open metal hatch draws your eyes to a large wooden crate sitting at the north end of the car.\n\nThe train just zoomed through the Anaheim station.", "endoftext": false }, { "action": "You open it", "response": "You pull off the front of the wooden crate. Horror grips your stomach as you survey the infernal contraption inside. It could be only one thing: a bomb.", "endoftext": false }, { "action": "You examine the bomb", "response": "The rose-colored glass hampers your ability to make out details...\n\nA curious glass tube sticks out of a mass of electronics glued to the back of the box. Inside the tube you see a swirling gas. A thin gold wire spirals its way around the outside of the tube.\n\nA glass dish sits under a thick metal coil, which dangles from another breadboard packed with electronics.\n\nIn the center of the bomb is a Plexiglas box.\n\nSitting on a nest of electronics within the glass box is an ominous black sphere.\n\nAbove the glass box is an antique pair of brass scales, curiously out of place when compared to the high-tech components around them. The metal dishes normally associated with such scales have been replaced by two labeled Pyrex beakers.", "endoftext": false }, { "action": "You get the beaker", "response": "Which do you mean, the left beaker or the right beaker?", "endoftext": false }, { "action": "Both", "response": "left beaker: The left beaker is firmly attached to the pair of scales. right beaker: The right beaker is firmly attached to the pair of scales.\n\nThe train just rushed through the Santa Ana station.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na diamond ring (being worn)\na sport coat (being worn)\na bottle of acid (which is open)\na quantity of acid\na can of lubricant\na squirt bottle (which is closed)\na quantity of pale blue liquid\na bottle of hydroxide (which is open but empty)\na small velvet box (which is open but empty)\na train schedule", "endoftext": false }, { "action": "You examine the sphere", "response": "It's black and seamless.", "endoftext": false }, { "action": "You pour the ammonia in left beaker", "response": "The squirt bottle is closed.", "endoftext": false }, { "action": "Open ammonia", "response": "You open the squirt bottle.", "endoftext": false }, { "action": "You pour it in the left beaker", "response": "liquid: The metal box isn't open.", "endoftext": false }, { "action": "You open the box", "response": "(the metal box)\nTry as you might, the glass is securely affixed to the front of the box by some thick, gooey sealant. The sealant itself seems to be invulnerable to all of your attacks.", "endoftext": false }, { "action": "Close ammonia", "response": "You close the squirt bottle.", "endoftext": false }, { "action": "No", "response": "That was a rhetorical question.", "endoftext": false }, { "action": "You pour acid on the sealant", "response": "It's doubtful that the contents of the bottle of acid could damage the silicone caulking.\n\nThe train just rushed through the Irvine station.", "endoftext": false }, { "action": "You cut the caulk with the ring", "response": "Cutting that up would achieve little.\n\nThe train just rumbled by the Irvine station.", "endoftext": false }, { "action": "You spray the bottle on the sealant", "response": "Which do you mean, the left beaker, the right beaker, the bottle of acid, the squirt bottle or the bottle of hydroxide?", "endoftext": false }, { "action": "You pour the hydroxide on the sealant", "response": "It's doubtful that the contents of the bottle of hydroxide could damage the silicone caulking.", "endoftext": false }, { "action": "You take the tube", "response": "Which do you mean, the tube filled with gas or the can of lubricant?", "endoftext": false }, { "action": "You look at the door", "response": "It looks very strong.", "endoftext": false }, { "action": "You open the door", "response": "Try as you might, you cannot open the door. It must be locked from the other side.", "endoftext": false }, { "action": "Go upward", "response": "Some of the acid sloshes out of the bottle of acid.\n\nHandholds in the top of the car allow one to move carefully across the surface, but make no mistake about it: one slip means a short but unpleasant trip over the side. The handholds travel south or north along the length of the train, provided one does not get snagged on the numerous air vents and lights protruding from the surface.\n\nA large metal hatch is embedded in the roof of the car.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na quantity of pale blue liquid\na diamond ring (being worn)\na sport coat (being worn)\na bottle of acid (which is open)\na quantity of acid\na can of lubricant\na squirt bottle (which is closed)\na quantity of pale blue liquid\na bottle of hydroxide (which is open but empty)\na small velvet box (which is open but empty)\na train schedule\n\nThe train just barreled by the San Juan Capistrano station.", "endoftext": false }, { "action": "You drop liquid", "response": "Which do you mean, the bottle of acid or the squirt bottle?", "endoftext": false }, { "action": "You drop the coat", "response": "(first taking the sport coat off)\nYou take off the sport coat.\nThe sport coat falls off the train and hits the ground. Within moments it is out of sight.", "endoftext": false }, { "action": "You drop all", "response": "liquid: The liquid falls off the train and hits the ground. Within moments it is out of sight.", "endoftext": true }, { "action": "You look around", "response": "Handholds in the top of the car allow one to move carefully across the surface, but make no mistake about it: one slip means a short but unpleasant trip over the side. The handholds travel south or north along the length of the train, provided one does not get snagged on the numerous air vents and lights protruding from the surface.\n\nA large metal hatch is embedded in the roof of the car.", "endoftext": true }, { "action": "Go down", "response": "Once inside, you realize why this car wasn't accessible from the rest of the train: it's a mail transport car. Bags of letters and parcels fill the shelves around you, almost completely obscuring the one light fixture in the car. The sliding metal door east offers a possible exit.\n\nIn front of you stands a large metal box, closed on all sides save the front, which is protected by a pane of glass. The rose-tinting of the glass hints at rather than exposes the complicated machinery held within.\n\nAn open metal hatch reveals the sun and sky above.", "endoftext": true }, { "action": "Go down", "response": "You are unable to descend by the maintenance access hatch.\n\nThe bomb detonates, vaporizing you instantly.", "endoftext": false }, { "action": "You wake up", "response": "This nightmare is all too familiar...\n\nA bright blue flash illuminates the entire west side of the airplane, followed by the noise of a tremendous explosion. The wing is on fire!\n\nFor a brief moment, everything is silent as the situation slowly sinks into the minds of the passengers. Then pandemonium breaks out in the cabin as the plane goes into a near-vertical dive.\n\n\"It's all your fault, you know.\"\n\nYour traveling companion turns to face you, and you recoil in horror. The left side of his face is horribly mutilated, the skin torn and burnt. The empty eye socket stares at you accusingly.\n\n\"Why did you have to survive? I had a family, a child... they depended on me! You had nothing! You were nothing, and you still are nothing!\"\n\nHe leans forward, and you can smell the horrid odor of burnt flesh.\n\n\"Nothing...\"\n\nCrash positions be damned! You struggle at your seat belt, but the mechanism is jammed.\n\nHe's moving closer... reaching out... reaching toward you... the stumps of his fingers... twitching... touching you... shaking you...", "endoftext": false }, { "action": "Fly plane", "response": "...and you find yourself wrestling the station attendant.\n\n\"Sorry about that! Didn't mean to startle you, but by the sound of it you were having a dilly of a nightmare!\n\n\"Anyway, you best be going. I've written a note explaining the situation to the conductor; it's on the back of your ticket. Better hurry.\"\n\nYou take the ticket and a copy of the schedule and make your way out to the platform.\n\nSole survivor syndrome.\n\nThat's what they call it. Psychological trauma after surviving an accident that killed so many others.\n\nYou still can't look at a plane without hearing the screaming or smelling the blood. The last time you tried to visit an airport-- just to pick up someone-- you left in an ambulance, catatonic.\n\nThings were looking bad when the old rust bucket died this morning. The mechanic said that the earliest he could get to it was first thing Monday morning, and the rental agency just laughed when you asked if you could get a car on short notice for the weekend. Flight was out of the question for obvious reasons, but rail had existed far earlier than planes. So you found yourself pleading your case to a sympathetic station manager, who managed to squeeze you onto a special charter train direct to San Diego.\n\nTwo years ago, the wedding was postponed indefinitely by your accident. You are determined that that will not happen again. The sun is shining, the tracks are clear, and in a few hours you'll be the star of the show. Come Hell or high water, nothing is going to stop you from being...\n\nAn Interactive Action-Adventure\n\nCar 3 (on seat 4B)\nTrains haven't changed much in the last 40 years. You could just imagine a furtive Cary Grant slipping from car to car or a diabolic Robert Walker plotting fiendishly in some corner.\n\nYou can see the conductor here.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\na sport coat (being worn)\na small velvet box (which is closed)\na train schedule\na ticket\n\n\"Ticket, please.\"", "endoftext": false }, { "action": "You give the ticket", "response": "(to the conductor)\n(first taking the ticket)\nThe conductor reads the back of the ticket quickly. \"Ah, that explains why you're not on my list.\"\n\nCLUNK. The conductor punches the ticket and returns it you.\n\nHe walks north to the next car.", "endoftext": false }, { "action": "Go north", "response": "You'll have to get off seat 4B first.", "endoftext": true }, { "action": "You look at your surroundings", "response": "Trains haven't changed much in the last 40 years. You could just imagine a furtive Cary Grant slipping from car to car or a diabolic Robert Walker plotting fiendishly in some corner.", "endoftext": false }, { "action": "You look under the seat", "response": "Which do you mean, the other seat or seat 4B?", "endoftext": false }, { "action": "You look under the other seat", "response": "(the other seat)\nYou find nothing of interest.", "endoftext": false }, { "action": "You look", "response": "This compartment leaves very little room for movement, but you're not here to do the macarena. A stainless-steel lavatory sits next to a tiny sink. A window west provides some light, which is nice as the fluorescent fixture above the mirror is not on.\n\nThe door is closed.", "endoftext": false }, { "action": "You examine the ticket", "response": "It's a strip of paper. Something has been written on the back. A round hole has been punched in it.", "endoftext": false }, { "action": "You examine the pockets", "response": "Threadbare, but serviceable. Better clothes await you in San Diego, which is good as these have a nasty stain. Inside the pocket you see a small velvet box and a train schedule.", "endoftext": false }, { "action": "You open the box", "response": "You open the small velvet box, revealing a diamond ring.", "endoftext": false }, { "action": "Wait", "response": "Time passes.", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\nSuddenly, a group of armed terrorists takes over the train. In the resulting confusion, you are \"accidentally\" shot, adding a rather nasty bloodstain to the coffee stain already on your old jacket.", "endoftext": false }, { "action": "You enter", "response": "The door is closed.\n\nSuddenly, a group of armed terrorists takes over the train. In the resulting confusion, you are \"accidentally\" shot, adding a rather nasty bloodstain to the coffee stain already on your old jacket.", "endoftext": false }, { "action": "You get up", "response": "You'll need to undo your belt first.\n\nThe plane shudders slightly.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na sport coat (being worn)\na small velvet box (which is closed)\n\n*** PING ***\n\n\"Ladies and gentlemen, we are experiencing some minor turbulence. Please return to your seat and fasten your seat belts.\"", "endoftext": false }, { "action": "You open the box", "response": "You open the small velvet box, revealing a diamond ring.\n\nA breathless flight attendant rushes up and clips your belt closed for you, then disappears.\n\nThe passenger next to you awakes with a start.", "endoftext": false }, { "action": "You wear ring", "response": "(first taking the diamond ring)\nYou put on the diamond ring.\n\n\"I hate flying,\" your seat-mate bemoans.", "endoftext": false }, { "action": "You run", "response": "You'll have to say which compass direction to go in.\n\nThe plane lurches hard to the left. Your stomach churns.\n\n\"I always wonder if I'll ever see my daughter again.\"", "endoftext": false }, { "action": "You run north", "response": "You'll have to get off Seat 4B first.\n\n\"What would my wife do if I were to die?\"", "endoftext": false }, { "action": "You stand up", "response": "You'll need to undo your belt first.\n\nA bright blue flash illuminates the entire west side of the airplane, followed by the noise of a tremendous explosion. The wing is on fire!\n\nFor a brief moment, everything is silent as the situation slowly sinks into the minds of the passengers. Then pandemonium breaks out in the cabin as the plane goes into a near-vertical dive.\n\n\"It's all your fault, you know.\"\n\nYour traveling companion turns to face you, and you recoil in horror. The left side of his face is horribly mutilated, the skin torn and burnt. The empty eye socket stares at you accusingly.\n\n\"Why did you have to survive? I had a family, a child... they depended on me! You had nothing! You were nothing, and you still are nothing!\"\n\nHe leans forward, and you can smell the horrid odor of burnt flesh.\n\n\"Nothing...\"\n\nCrash positions be damned! You struggle at your seat belt, but the mechanism is jammed.\n\nHe's moving closer... reaching out... reaching toward you... the stumps of his fingers... twitching... touching you... shaking you...", "endoftext": false }, { "action": "Wait", "response": "...and you find yourself wrestling the station attendant.\n\n\"Sorry about that! Didn't mean to startle you, but by the sound of it you were having a dilly of a nightmare!\n\n\"Anyway, you best be going. I've written a note explaining the situation to the conductor; it's on the back of your ticket. Better hurry.\"\n\nYou take the ticket and a copy of the schedule and make your way out to the platform.\n\nSole survivor syndrome.\n\nThat's what they call it. Psychological trauma after surviving an accident that killed so many others.\n\nYou still can't look at a plane without hearing the screaming or smelling the blood. The last time you tried to visit an airport-- just to pick up someone-- you left in an ambulance, catatonic.\n\nThings were looking bad when the old rust bucket died this morning. The mechanic said that the earliest he could get to it was first thing Monday morning, and the rental agency just laughed when you asked if you could get a car on short notice for the weekend. Flight was out of the question for obvious reasons, but rail had existed far earlier than planes. So you found yourself pleading your case to a sympathetic station manager, who managed to squeeze you onto a special charter train direct to San Diego.\n\nTwo years ago, the wedding was postponed indefinitely by your accident. You are determined that that will not happen again. The sun is shining, the tracks are clear, and in a few hours you'll be the star of the show. Come Hell or high water, nothing is going to stop you from being...\n\nAn Interactive Action-Adventure\n\nCar 3 (on seat 4B)\nTrains haven't changed much in the last 40 years. You could just imagine a furtive Cary Grant slipping from car to car or a diabolic Robert Walker plotting fiendishly in some corner.\n\nYou can see the conductor here.", "endoftext": false }, { "action": "You read the note", "response": "(in the conductor)\nYou discover nothing of interest in the conductor.\n\n\"Ticket, please.\"", "endoftext": false }, { "action": "You give the ticket", "response": "(to the conductor)\n(first taking the ticket)\nThe conductor reads the back of the ticket quickly. \"Ah, that explains why you're not on my list.\"\n\nCLUNK. The conductor punches the ticket and returns it you.\n\nHe walks north to the next car.", "endoftext": false }, { "action": "You unlock door", "response": "The fluorescent light goes off.\n\nYour Russian may be rusty, but a voice definitely said, \"Sergei, check the toilets.\"", "endoftext": false }, { "action": "You go window", "response": "It's quite breathtaking out here, and you'd probably enjoy the scenery if it weren't for the annoying fact that you're clinging to a flimsy metal ladder while being buffeted by sixty mile-per-hour winds. Safety lies inside, east.\n\nA voice outside the door says, \"Empty.\"", "endoftext": false }, { "action": "Go inside", "response": "The door is closed.\n\nThe screams have died down, so the gunmen have decided to start the usual diatribe. \"We now control this train... if you cooperate, you will be spared... attempt tricks and you will die...\"", "endoftext": false }, { "action": "You look", "response": "This compartment leaves very little room for movement, but you're not here to do the macarena. A stainless-steel lavatory sits next to a tiny sink. A window west provides some light, which is nice as the fluorescent fixture above the mirror is not on.\n\nThe door is closed.\n\n\"Is everyone here?\"\n\n\"Everyone was here or in the press car,\" the conductor replies, strangely calm. \"As you can see, everyone in this car is also on this list.\"\n\n\"Da...\"", "endoftext": false }, { "action": "You listen", "response": "You hear nothing unexpected.\n\n\"Sergei, did you check the toilets?\"\n\n\"Da, I checked the toilets.\"\n\n\"Did you check inside the toilets?\n\nThere is a momentary pause, followed by a low curse.", "endoftext": false }, { "action": "You go window", "response": "\"Ready?\" asks a voice outside.", "endoftext": false }, { "action": "Close window", "response": "Better not, you might not be able to get it open again.\n\nThe door explodes inward.\n\n\"Good, nobody here.\"\n\nThe door is closed again.", "endoftext": false }, { "action": "Go inside", "response": "The door is closed.\n\n\"Take everyone to the last car.\"\n\nThere is the sound of marching outside the door, then silence.", "endoftext": false }, { "action": "You turn the tap", "response": "It is fixed in place.", "endoftext": false }, { "action": "You turn on the tap", "response": "You turn on the faucet, allowing water to flow into the sink.", "endoftext": false }, { "action": "Clean coat", "response": "A quick wipe and the stain disappears.\n\nThe flow from the faucet stops suddenly. (It must have one of those spring valves to prevent waste.)", "endoftext": false }, { "action": "You unlock door", "response": "The fluorescent light goes off.", "endoftext": false }, { "action": "Go north", "response": "You open the door to the car junction.\n\nBetween each pair of cars is an area which has always frightened you. Maybe it's the fact that the area is open save for a flimsy metal railing across the gaps; maybe it's the constant shifting of the floor beneath your feet. Safer areas lie south and north.\n\nThe door to car 3 slides shut.", "endoftext": false }, { "action": "You examine the floor", "response": "Something felt wobbly when you stepped into this area, and a quick investigation reveals the answer. It's a metal access panel embedded in the floor of the train, with a sawtooth-edge that makes it almost invisible against the pattern of the floor.\n\nThe train just zoomed by the Salinas station.", "endoftext": false }, { "action": "You go west", "response": "(The maintenance access hatch slams shut when you release it to move.) You can't go that way.", "endoftext": false }, { "action": "Go north", "response": "You open the door to car 4.\n\nCar 4, Fore\nSo this is the press car. Big deal. It's just a modified sleeper, with the compartments converted into miniature offices for the reporters. Compartments lie east and west, while the rest of the car lies north and the exit from this car is south.\n\nThe door to the car junction slides shut.", "endoftext": false }, { "action": "Go west", "response": "This is a tiny nondescript office, a hasty conversion from the original cabin that it was: the outlines of the bed and furnishings are still visible on the wall. A relief from claustrophobia lies east.\n\nA computer sits on a makeshift desk, completely quiet.", "endoftext": false }, { "action": "Go east", "response": "Car 4, Fore", "endoftext": false }, { "action": "You go to the east", "response": "This is a tiny nondescript office, a hasty conversion from the original cabin that it was: the outlines of the bed and furnishings are still visible on the wall. A relief from claustrophobia lies west.\n\nA computer sits on a makeshift desk, completely quiet.", "endoftext": false }, { "action": "You go west", "response": "A computer sits on a makeshift desk, completely quiet.", "endoftext": false }, { "action": "You go to the east", "response": "Car 4, Mid", "endoftext": false }, { "action": "Go east", "response": "This is a tiny nondescript office, a hasty conversion from the original cabin that it was: the outlines of the bed and furnishings are still visible on the wall. A relief from claustrophobia lies west.\n\nA computer sits on a makeshift desk, a quiet hum emanating from its fan.", "endoftext": false }, { "action": "You turn on the computer", "response": "You start to approach the computer when suddenly a huge spider on the keyboard attacks you!\n\nThis is a tiny nondescript office, a hasty conversion from the original cabin that it was: the outlines of the bed and furnishings are still visible on the wall. A relief from claustrophobia lies west.\n\nAfter you've gathered your wits together, you notice that the \"spider\" is actually a piece of black paper folded into the shape of a spider. Obviously one of the reporters was bored and decided to play a little prank.\n\nA computer sits on a makeshift desk, a quiet hum emanating from its fan.", "endoftext": false }, { "action": "You get the computer", "response": "That's fixed in place.", "endoftext": true }, { "action": "You look around", "response": "This is a tiny nondescript office, a hasty conversion from the original cabin that it was: the outlines of the bed and furnishings are still visible on the wall. A relief from claustrophobia lies west.\n\nAfter you've gathered your wits together, you notice that the \"spider\" is actually a piece of black paper folded into the shape of a spider. Obviously one of the reporters was bored and decided to play a little prank.\n\nA computer sits on a makeshift desk, a quiet hum emanating from its fan.", "endoftext": false }, { "action": "Go west", "response": "Car 4, Aft\n\nThe lavatory door is closed.", "endoftext": false }, { "action": "You go north", "response": "You open the door to the car junction.\n\nBetween each pair of cars is an area which has always frightened you. Maybe it's the fact that the area is open save for a flimsy metal railing across the gaps; maybe it's the constant shifting of the floor beneath your feet. Safer areas lie south and north.\n\nYou see a concealed maintenance access hatch in the floor here.\n\nThe door to car 4 slides shut.", "endoftext": false }, { "action": "Go south", "response": "You open the door to car 4.\n\nCar 4, Aft\n\nThe lavatory door is closed.\n\nThe door to the car junction slides shut.", "endoftext": false }, { "action": "You open the door", "response": "(the lavatory door)\nYou open the lavatory door.", "endoftext": false }, { "action": "You go west", "response": "This lavatory has been converted into a makeshift darkroom. (I guess some photographers haven't joined the \"digital revolution.\") All the windows have been painted black, a loose conglomeration of items rest on a crude shelf, while a workbench sits under a naked electrical fixture.\n\nThe darkroom door allows exit east.", "endoftext": false }, { "action": "You look under bench", "response": "A glass tube rolls out from under the workbench.", "endoftext": false }, { "action": "You examine the shelf", "response": "There are a lot of things stored on the shelf. You could search through them if you want.", "endoftext": false }, { "action": "You remove the bulb", "response": "(first taking the strange red bulb)\n(putting the punched ticket into the sport coat to make room)\nYou unscrew the strange red bulb from the light bulb socket.", "endoftext": false }, { "action": "You examine the junk", "response": "It's just junk.", "endoftext": true }, { "action": "You look around", "response": "This lavatory has been converted into a makeshift darkroom. (I guess some photographers haven't joined the \"digital revolution.\") All the windows have been painted black, a loose conglomeration of items rest on a crude shelf, while a workbench sits under a naked electrical fixture.\n\nThe darkroom door allows exit east.", "endoftext": false }, { "action": "Acid and fluid", "response": "bottle of hydroxide: (putting the small plastic tube into the sport coat to make room)\nTaken.\nbottle of acid: (putting the strange red bulb into the sport coat to make room)\nTaken.\nbottle of developing fluid: (putting the bottle of hydroxide into the sport coat to make room)\nTaken.", "endoftext": false }, { "action": "Hydroxide", "response": "A clear bottle with a glass stopper. The label on the outside has a stylized hand being dissolved away.", "endoftext": false }, { "action": "Fluid", "response": "The bottle of developing fluid is closed.", "endoftext": false }, { "action": "You open the fluid bottle", "response": "You open the bottle of developing fluid, revealing a quantity of liquid.", "endoftext": false }, { "action": "You close the fluid bottle", "response": "You close the bottle of developing fluid.", "endoftext": false }, { "action": "Go east", "response": "Car 4, Aft\n\nThe darkroom door is west.", "endoftext": false }, { "action": "Go north", "response": "You open the door to the car junction.\n\nYou see a concealed maintenance access hatch in the floor here.\n\nThe door to car 4 slides shut.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na bottle of developing fluid (which is closed)\na bottle of acid (which is closed)\na quantity of acid\na sport coat (being worn)\na bottle of hydroxide (which is open but empty)\na strange red bulb\na small plastic tube (which is closed)\nsome red powder\na punched ticket\na small velvet box (which is closed)\na train schedule", "endoftext": false }, { "action": "You look at the powder", "response": "A small quantity of red crystals, ground into a fine powder.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na sport coat (being worn)\na bottle of hydroxide (which is open but empty)\na strange red bulb\na small plastic tube (which is closed)\nsome litmus powder\na punched ticket\na small velvet box (which is closed)\na train schedule", "endoftext": false }, { "action": "You drop the coat", "response": "(first taking the sport coat off)\nYou take off the sport coat.\nDropped.", "endoftext": true }, { "action": "Go down", "response": "(The maintenance access hatch slams shut after you pass through.)\n\nYou're in a small gap between the cars. Small maintenance tunnels lead south and north, although they are rather small and probably not safe when the train is in motion. A maintenance hatch above you offers more traditional passage on the train.\n\nA prominent lever is attached to the car junction. The lever has been pushed into the \"closed\" position.", "endoftext": false }, { "action": "You look at the brakes", "response": "Almost anything could be hidden in that mess.\n\nThere is the movement of feet above you.", "endoftext": false }, { "action": "You listen", "response": "The voices are too muffled to understand.\n\nThere is the movement of feet above you.", "endoftext": false }, { "action": "Go south", "response": "Slowly you crawl southwards along the length of the train...\n\nA prominent lever is attached to the car junction. The lever has been pushed into the \"closed\" position.\n\nThe train just rushed by the Paso Robles station.", "endoftext": false }, { "action": "Go south", "response": "Slowly you crawl southwards along the length of the train...\n\nCar 5, underside\n\nThere is the movement of feet above you.", "endoftext": false }, { "action": "You go to the south", "response": "Slowly you crawl southwards along the length of the train...\n\nA prominent lever is attached to the car junction. The lever has been pushed into the \"closed\" position.", "endoftext": false }, { "action": "Go upwards", "response": "(You pop open the maintenance access hatch as you go topside.)\n\nA maintenance access hatch is open, leading downwards to darkness.", "endoftext": false }, { "action": "Go north", "response": "(The maintenance access hatch slams shut when you release it to move.) You open the door to car 4.\n\nCar 4, Fore\n\nThe door to the car junction slides shut.", "endoftext": false }, { "action": "You go to the south", "response": "Slowly you crawl southwards along the length of the train...\n\nCar 3, underside\nFrom here, you can make out the complex speed regulators, air brakes, and other mechanisms you take for granted whenever you travel by rail. You can crawl south or north along the length of the car.\n\nThe train just rushed past the San Luis Obispo station.", "endoftext": false }, { "action": "You look at the mechanisms", "response": "Almost anything could be hidden in that mess.", "endoftext": false }, { "action": "You go to the north", "response": "Slowly you crawl northwards along the length of the train...\n\nCar 3, underside\nFrom here, you can make out the complex speed regulators, air brakes, and other mechanisms you take for granted whenever you travel by rail. You can crawl south or north along the length of the car.", "endoftext": false }, { "action": "You examine the railing", "response": "The metal railing is the only thing that keeps one from falling off the car to your death. That, and the common sense not to go too near the edge.", "endoftext": false }, { "action": "You examine the chest", "response": "It's long, heavy, made of metal, paint flaking off here and there. A tool chest.", "endoftext": false }, { "action": "You move chest", "response": "Nothing obvious happens.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\na can of lubricant\na squirt bottle (which is closed)\na quantity of pale blue liquid", "endoftext": false }, { "action": "You drop the squirt bottle", "response": "Dropped.", "endoftext": false }, { "action": "You drop blue liquid", "response": "The squirt bottle is already here.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na can of lubricant", "endoftext": false }, { "action": "You look at the can", "response": "It's a very large can of a popular brand of all-purpose lubricant, complete with the long pointy tube that allows delivery of chemicals into tight spaces.\n\nThe oil on the release lever evaporates away.", "endoftext": false }, { "action": "Go upwards", "response": "(You pop open the maintenance access hatch as you go topside.)\n\nBetween each pair of cars is an area which has always frightened you. Maybe it's the fact that the area is open save for a flimsy metal railing across the gaps; maybe it's the constant shifting of the floor beneath your feet. Safer areas lie south and north.\n\nA maintenance access hatch is open, leading downwards to darkness.\n\nYou can also see a squirt bottle (which is closed) (in which is a quantity of pale blue liquid) here.", "endoftext": false }, { "action": "Go up", "response": "(You pop open the maintenance access hatch as you go topside.)\n\nBetween each pair of cars is an area which has always frightened you. Maybe it's the fact that the area is open save for a flimsy metal railing across the gaps; maybe it's the constant shifting of the floor beneath your feet. Safer areas lie south and north.\n\nA maintenance access hatch is open, leading downwards to darkness.\n\nYou can also see a can of lubricant here.", "endoftext": false }, { "action": "You drop the lubricant", "response": "The can of lubricant is already here.", "endoftext": false }, { "action": "You drop all", "response": "(the squirt bottle)\nDropped.", "endoftext": false }, { "action": "Go north", "response": "(The maintenance access hatch slams shut when you release it to move.) You open the door to car 4.\n\nCar 4, Fore\nSo this is the press car. Big deal. It's just a modified sleeper, with the compartments converted into miniature offices for the reporters. Compartments lie east and west, while the rest of the car lies north and the exit from this car is south.\n\nThe door to the car junction slides shut.", "endoftext": false }, { "action": "You go ladder", "response": "Handholds in the top of the car allow one to move carefully across the surface, but make no mistake about it: one slip means a short but unpleasant trip over the side. The handholds travel south or north along the length of the train, provided one does not get snagged on the numerous air vents and lights protruding from the surface.\n\nThe train just zoomed by the Santa Barbara station.", "endoftext": false }, { "action": "Go south", "response": "It's a real struggle, but eventually you move southwards along the top of the train...\n\nHandholds in the top of the car allow one to move carefully across the surface, but make no mistake about it: one slip means a short but unpleasant trip over the side. The handholds travel south or north along the length of the train, provided one does not get snagged on the numerous air vents and lights protruding from the surface.\n\nA large metal hatch is embedded in the roof of the car.", "endoftext": false }, { "action": "You go hatch", "response": "Once inside, you realize why this car wasn't accessible from the rest of the train: it's a mail transport car. Bags of letters and parcels fill the shelves around you, almost completely obscuring the one light fixture in the car. The sliding metal door east offers a possible exit.\n\nAn open metal hatch reveals the sun and sky above.\n\nThe beam of sunlight from the open metal hatch draws your eyes to a large wooden crate sitting at the north end of the car.", "endoftext": false }, { "action": "You examine the fixture", "response": "In the light bulb socket is a 60-watt soft-white incandescent light bulb.", "endoftext": false }, { "action": "You get the bulb", "response": "You unscrew the 60-watt soft-white incandescent light bulb from the light bulb socket.", "endoftext": false }, { "action": "You examine the bulb", "response": "It's your average 60-watt soft-white incandescent light bulb, good for general purpose work in the home or office.", "endoftext": false }, { "action": "You move the box", "response": "(the metal box)\nIt is fixed in place.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\na 60-watt soft-white incandescent light bulb", "endoftext": true }, { "action": "You describe your surroundings", "response": "Once inside, you realize why this car wasn't accessible from the rest of the train: it's a mail transport car. Bags of letters and parcels fill the shelves around you, almost completely obscuring the one light fixture in the car. The sliding metal door east offers a possible exit.\n\nIn front of you stands a large metal box, closed on all sides save the front, which is protected by a pane of glass. The rose-tinting of the glass hints at rather than exposes the complicated machinery held within.\n\nAn open metal hatch reveals the sun and sky above.", "endoftext": false }, { "action": "You go upwards", "response": "Handholds in the top of the car allow one to move carefully across the surface, but make no mistake about it: one slip means a short but unpleasant trip over the side. The handholds travel south or north along the length of the train, provided one does not get snagged on the numerous air vents and lights protruding from the surface.\n\nA large metal hatch is embedded in the roof of the car.", "endoftext": false }, { "action": "Go north", "response": "It's a real struggle, but eventually you move northwards along the top of the train...\n\nHandholds in the top of the car allow one to move carefully across the surface, but make no mistake about it: one slip means a short but unpleasant trip over the side. The handholds travel south or north along the length of the train, provided one does not get snagged on the numerous air vents and lights protruding from the surface.\n\nThe train just zoomed by the Oxnard station.", "endoftext": false }, { "action": "You listen", "response": "That's definitely Russian from the car below.", "endoftext": false }, { "action": "You speak through the vents", "response": "(to yourself)\nThere is no reply.\n\nYou hear noises from the car below.", "endoftext": false }, { "action": "You go to the south", "response": "It's a real struggle, but eventually you move southwards along the top of the train...\n\nHandholds in the top of the car allow one to move carefully across the surface, but make no mistake about it: one slip means a short but unpleasant trip over the side. The handholds travel south or north along the length of the train, provided one does not get snagged on the numerous air vents and lights protruding from the surface.\n\nA large metal hatch is embedded in the roof of the car.\n\nThe train just zoomed through the Simi Valley station.", "endoftext": true }, { "action": "You go downward", "response": "Between each pair of cars is an area which has always frightened you. Maybe it's the fact that the area is open save for a flimsy metal railing across the gaps; maybe it's the constant shifting of the floor beneath your feet. Safer areas lie south and north.\n\nYou see a concealed maintenance access hatch in the floor here.\n\nYou can also see an external ladder, a sport coat (in which are a bottle of hydroxide (which is empty), a strange red bulb, a small plastic tube (which is closed) (in which is some litmus powder), a punched ticket, a small velvet box (which is closed) and a train schedule), a bottle of acid (which is closed) (in which is a quantity of acid) and a bottle of developing fluid (which is closed) here.", "endoftext": false }, { "action": "You wear the ring", "response": "(first taking the diamond ring)\nYou're already wearing that!", "endoftext": false }, { "action": "You look at the acid", "response": "A dark glass bottle with a screw cap. The label on the outside has a stylized hand being dissolved away.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na diamond ring (being worn)\na sport coat\na bottle of hydroxide (which is open but empty)\na strange red bulb\na small plastic tube (which is closed)\nsome litmus powder\na train schedule", "endoftext": false }, { "action": "Go upwards", "response": "(You pop open the maintenance access hatch as you go topside.)\n\nBetween each pair of cars is an area which has always frightened you. Maybe it's the fact that the area is open save for a flimsy metal railing across the gaps; maybe it's the constant shifting of the floor beneath your feet. Safer areas lie south and north.\n\nA maintenance access hatch is open, leading downwards to darkness.\n\nYou can also see an external ladder, a small velvet box (which is empty), a punched ticket, a bottle of acid (which is closed) (in which is a quantity of acid) and a bottle of developing fluid (which is closed) here.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na diamond ring (being worn)\n\nThe train just barreled through the Glendale station.", "endoftext": false }, { "action": "Go north", "response": "Slowly you crawl northwards along the length of the train...\n\nCar 5, underside\nFrom here, you can make out the complex speed regulators, air brakes, and other mechanisms you take for granted whenever you travel by rail. You can crawl south or north along the length of the car.\n\nThe train just barreled through the Los Angeles station.\n\nThere is the movement of feet above you.", "endoftext": false }, { "action": "Go upwards", "response": "(You pop open the maintenance access hatch as you go topside.)\n\nBetween each pair of cars is an area which has always frightened you. Maybe it's the fact that the area is open save for a flimsy metal railing across the gaps; maybe it's the constant shifting of the floor beneath your feet. Safer areas lie south and north.\n\nA maintenance access hatch is open, leading downwards to darkness.\n\nYou can also see an external ladder, a squirt bottle (which is closed) (in which is a quantity of pale blue liquid) and a can of lubricant here.", "endoftext": false }, { "action": "Go upward", "response": "(You pop open the maintenance access hatch as you go topside.)\n\nBetween each pair of cars is an area which has always frightened you. Maybe it's the fact that the area is open save for a flimsy metal railing across the gaps; maybe it's the constant shifting of the floor beneath your feet. Safer areas lie south and north.\n\nA maintenance access hatch is open, leading downwards to darkness.\n\nYou can also see an external ladder and a can of lubricant here.", "endoftext": false }, { "action": "You stand on the railing", "response": "Not again! It was nerve-wracking enough the first time!", "endoftext": false }, { "action": "You go south", "response": "(The maintenance access hatch slams shut when you release it to move.) You start to open the door, but an ominous shadow across the window convinces you otherwise.", "endoftext": false }, { "action": "You go to the north", "response": "You open the door to car 6.\n\nCar 6, the last car\nThis is a tiny car-- a classic caboose, except it isn't red, and it doesn't have a potbelly stove. It's pretty much a lounge for the conductor and his assistants, except the conductor is conspicuously missing.\n\nYou can see all of the passengers and a tool chest (which is empty) here.\n\nThe door to the car junction slides shut.", "endoftext": false }, { "action": "You go south", "response": "You open the door to the car junction.\n\nBetween each pair of cars is an area which has always frightened you. Maybe it's the fact that the area is open save for a flimsy metal railing across the gaps; maybe it's the constant shifting of the floor beneath your feet. Safer areas lie south and north.\n\nYou see a concealed maintenance access hatch in the floor here.\n\nYou can also see an external ladder here.\n\nThe door to car 6 slides shut.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\na can of lubricant\na squirt bottle (which is closed)\na quantity of pale blue liquid\na diamond ring (being worn)", "endoftext": false }, { "action": "Go north", "response": "The door is locked, and even if you could open it, you'd step out to empty space.", "endoftext": false }, { "action": "You drop all", "response": "can of lubricant: The can of lubricant falls off the train and hits the ground. Within moments it is out of sight.\nsquirt bottle: The squirt bottle falls off the train and hits the ground. Within moments it is out of sight.", "endoftext": false }, { "action": "Shit", "response": "Real adventurers do not use such language.\n\nThe train just rumbled through the Fullerton station.", "endoftext": false }, { "action": "You look", "response": "Once inside, you realize why this car wasn't accessible from the rest of the train: it's a mail transport car. Bags of letters and parcels fill the shelves around you, almost completely obscuring the one light fixture in the car. The sliding metal door east offers a possible exit.\n\nAn open metal hatch reveals the sun and sky above.\n\nThe beam of sunlight from the open metal hatch draws your eyes to a large wooden crate sitting at the north end of the car.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\na 60-watt soft-white incandescent light bulb", "endoftext": false }, { "action": "You go upwards", "response": "Handholds in the top of the car allow one to move carefully across the surface, but make no mistake about it: one slip means a short but unpleasant trip over the side. The handholds travel south or north along the length of the train, provided one does not get snagged on the numerous air vents and lights protruding from the surface.\n\nA large metal hatch is embedded in the roof of the car.", "endoftext": false }, { "action": "You go north", "response": "It's a real struggle, but eventually you move northwards along the top of the train...\n\nHandholds in the top of the car allow one to move carefully across the surface, but make no mistake about it: one slip means a short but unpleasant trip over the side. The handholds travel south or north along the length of the train, provided one does not get snagged on the numerous air vents and lights protruding from the surface.\n\nThe train just rumbled by the Oxnard station.", "endoftext": false }, { "action": "Go south", "response": "It's a real struggle, but eventually you move southwards along the top of the train...\n\nHandholds in the top of the car allow one to move carefully across the surface, but make no mistake about it: one slip means a short but unpleasant trip over the side. The handholds travel south or north along the length of the train, provided one does not get snagged on the numerous air vents and lights protruding from the surface.\n\nA large metal hatch is embedded in the roof of the car.\n\nThe train just barreled through the Simi Valley station.", "endoftext": true }, { "action": "You go down", "response": "Once inside, you realize why this car wasn't accessible from the rest of the train: it's a mail transport car. Bags of letters and parcels fill the shelves around you, almost completely obscuring the one light fixture in the car. The sliding metal door east offers a possible exit.\n\nAn open metal hatch reveals the sun and sky above.\n\nThe beam of sunlight from the open metal hatch draws your eyes to a large wooden crate sitting at the north end of the car.\n\nYou can also see a 60-watt soft-white incandescent light bulb here.", "endoftext": false }, { "action": "You open hatch", "response": "That's already open.", "endoftext": false }, { "action": "You go upwards", "response": "Handholds in the top of the car allow one to move carefully across the surface, but make no mistake about it: one slip means a short but unpleasant trip over the side. The handholds travel south or north along the length of the train, provided one does not get snagged on the numerous air vents and lights protruding from the surface.\n\nA large metal hatch is embedded in the roof of the car.", "endoftext": true }, { "action": "Go downwards", "response": "Descending by the ladder here would drop you off the end of the train. Not a good idea.\n\nThe train just rumbled by the Glendale station.\n\nYou hear noises from the car below.", "endoftext": true }, { "action": "Go downwards", "response": "Between each pair of cars is an area which has always frightened you. Maybe it's the fact that the area is open save for a flimsy metal railing across the gaps; maybe it's the constant shifting of the floor beneath your feet. Safer areas lie south and north.\n\nYou see a concealed maintenance access hatch in the floor here.\n\nYou can also see an external ladder, a squirt bottle (which is closed) (in which is a quantity of pale blue liquid) and a can of lubricant here.\n\nThe train just zoomed by the Los Angeles station.", "endoftext": false }, { "action": "You get all", "response": "maintenance access hatch: That's fixed in place.\nexternal ladder: That's fixed in place.\nsquirt bottle: Taken.\ncan of lubricant: Taken.\nmetal railing: That's hardly portable.\ndoor to car 5: That's hardly portable.\ndoor to car 6: That's hardly portable.", "endoftext": false }, { "action": "You stand on the railing", "response": "Not again! It was nerve-wracking enough the first time!", "endoftext": false }, { "action": "Ascend", "response": "(You pop open the maintenance access hatch as you go topside.)\n\nA maintenance access hatch is open, leading downwards to darkness.\n\nYou can also see a sport coat (in which are a bottle of hydroxide (which is empty), a strange red bulb, a small plastic tube (which is closed) (in which is some litmus powder), a punched ticket, a small velvet box (which is closed) and a train schedule), a bottle of acid (which is closed) (in which is a quantity of acid) and a bottle of developing fluid (which is closed) here.", "endoftext": false }, { "action": "You get all", "response": "maintenance access hatch: That's fixed in place.\nsport coat: Taken.\nbottle of acid: Taken.\nbottle of developing fluid: (putting the bottle of acid into the sport coat to make room)\nThere is no more room in the sport coat.\nmetal railing: That's hardly portable.\ndoor to car 5: That's hardly portable.\ndoor to car 4: That's hardly portable.", "endoftext": true }, { "action": "You look around", "response": "Between each pair of cars is an area which has always frightened you. Maybe it's the fact that the area is open save for a flimsy metal railing across the gaps; maybe it's the constant shifting of the floor beneath your feet. Safer areas lie south and north.\n\nA maintenance access hatch is open, leading downwards to darkness.\n\nYou can also see a bottle of developing fluid (which is closed) here.", "endoftext": false }, { "action": "You get the ticket", "response": "(putting the bottle of acid into the sport coat to make room)\nThere is no more room in the sport coat.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na bottle of acid (which is closed)\na quantity of acid\na sport coat\na bottle of hydroxide (which is open but empty)\na strange red bulb\na small plastic tube (which is closed)\nsome litmus powder\na punched ticket\na small velvet box (which is closed)\na train schedule", "endoftext": true }, { "action": "Look around", "response": "Between each pair of cars is an area which has always frightened you. Maybe it's the fact that the area is open save for a flimsy metal railing across the gaps; maybe it's the constant shifting of the floor beneath your feet. Safer areas lie south and north.\n\nA maintenance access hatch is open, leading downwards to darkness.\n\nYou can also see a punched ticket, a bottle of acid (which is closed) (in which is a quantity of acid) and a bottle of developing fluid (which is closed) here.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\na sport coat\na bottle of hydroxide (which is open but empty)\na strange red bulb\na small plastic tube (which is closed)\nsome litmus powder\na small velvet box (which is closed)\na train schedule", "endoftext": false }, { "action": "You get the acid", "response": "(putting the bottle of developing fluid into the sport coat to make room)\nTaken.", "endoftext": true }, { "action": "Look around", "response": "Between each pair of cars is an area which has always frightened you. Maybe it's the fact that the area is open save for a flimsy metal railing across the gaps; maybe it's the constant shifting of the floor beneath your feet. Safer areas lie south and north.\n\nA maintenance access hatch is open, leading downwards to darkness.\n\nYou can also see a small velvet box (which is closed) and a punched ticket here.", "endoftext": false }, { "action": "You open the bottle", "response": "(the bottle of acid)\nYou open the bottle of acid.\n\nThe train just zoomed by the Paso Robles station.", "endoftext": false }, { "action": "Open fluid", "response": "You open the bottle of developing fluid, revealing a quantity of liquid.", "endoftext": false }, { "action": "You take the fluid", "response": "(putting the bottle of acid into the sport coat to make room)\nTaken.", "endoftext": false }, { "action": "You put the fluid in the acid", "response": "(I assume you mean to pour the bottle of developing fluid into the bottle of acid.)\n\nliquid: (putting the bottle of developing fluid into the sport coat to make room)\nYou pour some liquid into the bottle of acid.", "endoftext": false }, { "action": "You look at the acid", "response": "A dark glass bottle with a screw cap. The label on the outside has a stylized hand being dissolved away.\n\nThe vapors coming out of the bottle of acid are swept away by the wind.", "endoftext": true }, { "action": "Look around", "response": "Between each pair of cars is an area which has always frightened you. Maybe it's the fact that the area is open save for a flimsy metal railing across the gaps; maybe it's the constant shifting of the floor beneath your feet. Safer areas lie south and north.\n\nA maintenance access hatch is open, leading downwards to darkness.\n\nYou can also see a small velvet box (which is closed) and a punched ticket here.\n\nThe train just zoomed past the Paso Robles station.", "endoftext": false }, { "action": "You stand on the railing", "response": "Even though every ounce of sanity left in your body tells you not to, you hop up on the railing. Your reward is the discovery of a well-concealed maintenance ladder climbing up the side of the car.", "endoftext": false }, { "action": "You go ladder", "response": "(The maintenance access hatch slams shut when you release it to move.)\n\nHandholds in the top of the car allow one to move carefully across the surface, but make no mistake about it: one slip means a short but unpleasant trip over the side. The handholds travel south or north along the length of the train, provided one does not get snagged on the numerous air vents and lights protruding from the surface.", "endoftext": true }, { "action": "Go downwards", "response": "You see a concealed maintenance access hatch in the floor here.\n\nYou can also see an external ladder, a small velvet box (which is closed) and a punched ticket here.", "endoftext": false }, { "action": "You go to the south", "response": "(The maintenance access hatch slams shut when you release it to move.) You open the door to car 4.\n\nCar 4, Aft\n\nThe darkroom door is west.\n\nThe train just rumbled through the Paso Robles station.\n\nThe door to the car junction slides shut.", "endoftext": false }, { "action": "You go north", "response": "You open the door to the car junction.\n\nYou see a concealed maintenance access hatch in the floor here.\n\nYou can also see a small velvet box (which is closed) and a punched ticket here.\n\nThe door to car 4 slides shut.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na bottle of acid (which is closed)\na quantity of acid\na sport coat\na bottle of developing fluid (which is closed)\na bottle of hydroxide (which is open but empty)\na strange red bulb\na small plastic tube (which is closed)\nsome litmus powder\na train schedule", "endoftext": false }, { "action": "You drop the bottle", "response": "(the bottle of acid)\nDropped.", "endoftext": false }, { "action": "You get the bottle", "response": "(the bottle of acid)\nTaken.", "endoftext": true }, { "action": "Describe the surroundings", "response": "Between each pair of cars is an area which has always frightened you. Maybe it's the fact that the area is open save for a flimsy metal railing across the gaps; maybe it's the constant shifting of the floor beneath your feet. Safer areas lie south and north.\n\nYou see a concealed maintenance access hatch in the floor here.\n\nYou can also see a punched ticket and a small velvet box (which is closed) here.", "endoftext": false }, { "action": "You go south", "response": "You open the door to car 4.\n\nCar 4, Aft\n\nThe darkroom door is west.\n\nThe door to the car junction slides shut.", "endoftext": false }, { "action": "You go south", "response": "Car 4, Mid", "endoftext": false }, { "action": "Go north", "response": "Car 4, Aft\n\nThe darkroom door is west.", "endoftext": false }, { "action": "You go north", "response": "You open the door to the car junction.\n\nYou see a concealed maintenance access hatch in the floor here.\n\nYou can also see a punched ticket and a small velvet box (which is closed) here.\n\nThe door to car 4 slides shut.", "endoftext": false }, { "action": "You stand on the railing", "response": "Even though every ounce of sanity left in your body tells you not to, you hop up on the railing. Your reward is the discovery of a well-concealed maintenance ladder climbing up the side of the car.", "endoftext": true }, { "action": "Go downwards", "response": "You see a concealed maintenance access hatch in the floor here.\n\nYou can also see an external ladder, a punched ticket and a small velvet box (which is closed) here.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na bottle of acid (which is closed)\na quantity of acid\na sport coat\na bottle of developing fluid (which is closed)\na bottle of hydroxide (which is open but empty)\na strange red bulb\na small plastic tube (which is closed)\nsome litmus powder\na train schedule", "endoftext": false }, { "action": "You drop the bottle", "response": "(the bottle of acid)\nDropped.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na bottle of acid (which is closed)\na quantity of acid\na sport coat\na bottle of developing fluid (which is closed)\na bottle of hydroxide (which is open but empty)\na small plastic tube (which is closed)\nsome litmus powder\na train schedule", "endoftext": true }, { "action": "Go downwards", "response": "You see a concealed maintenance access hatch in the floor here.\n\nYou can also see an external ladder, a strange red bulb, a punched ticket and a small velvet box (which is closed) here.", "endoftext": false }, { "action": "You get the schedule", "response": "(putting the bottle of acid into the sport coat to make room)\nTaken.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na sport coat\na bottle of acid (which is closed)\na quantity of acid\na bottle of developing fluid (which is closed)\na bottle of hydroxide (which is open but empty)\na small plastic tube (which is closed)\nsome litmus powder", "endoftext": false }, { "action": "You get the coat", "response": "Taken.\n\nThe train just zoomed past the San Luis Obispo station.", "endoftext": true }, { "action": "Descend", "response": "You see a concealed maintenance access hatch in the floor here.\n\nYou can also see an external ladder, a train schedule, a strange red bulb, a punched ticket and a small velvet box (which is closed) here.", "endoftext": true }, { "action": "Look around", "response": "Between each pair of cars is an area which has always frightened you. Maybe it's the fact that the area is open save for a flimsy metal railing across the gaps; maybe it's the constant shifting of the floor beneath your feet. Safer areas lie south and north.\n\nYou see a concealed maintenance access hatch in the floor here.\n\nYou can also see a sport coat (in which are a bottle of acid (which is closed) (in which is a quantity of acid), a bottle of developing fluid (which is closed), a bottle of hydroxide (which is empty) and a small plastic tube (which is closed) (in which is some litmus powder)), an external ladder, a train schedule, a strange red bulb, a punched ticket and a small velvet box (which is closed) here.", "endoftext": false }, { "action": "You get all", "response": "sport coat: Taken.\nmaintenance access hatch: That's fixed in place.\nexternal ladder: That's fixed in place.\ntrain schedule: Taken.\nstrange red bulb: (putting the train schedule into the sport coat to make room)\nTaken.\npunched ticket: (putting the strange red bulb into the sport coat to make room)\nTaken.\nsmall velvet box: (putting the punched ticket into the sport coat to make room)\nThere is no more room in the sport coat.\nmetal railing: That's hardly portable.\ndoor to car 5: That's hardly portable.\ndoor to car 4: That's hardly portable.", "endoftext": false }, { "action": "Hints", "response": "[HINTS: It is strongly suggested that you experiment with the puzzles before resorting to hints. If the temptation to read the hints is too great, you can also disable the hints permanently with the HINTS OFF command. Note that you will always have the option of reading hints after you die.]", "endoftext": false }, { "action": "You keep going", "response": "N = next subjectP = previous\nRETURN = read subject Q = resume game\n\n> The Plane\nThe Train", "endoftext": false }, { "action": "Go north", "response": "N = next subjectP = previous\nRETURN = read subject Q = resume game\n\n> The Train", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na punched ticket\na sport coat\na strange red bulb\na train schedule\na bottle of acid (which is closed)\na quantity of acid\na bottle of developing fluid (which is closed)\na bottle of hydroxide (which is open but empty)\na small plastic tube (which is closed)\nsome litmus powder", "endoftext": false }, { "action": "Wear coat", "response": "You put on the sport coat.", "endoftext": false }, { "action": "Go south", "response": "It's a real struggle, but eventually you move southwards along the top of the train...", "endoftext": true }, { "action": "Go downwards", "response": "You see a concealed maintenance access hatch in the floor here.\n\nYou can also see an external ladder, a punched ticket and a small velvet box (which is closed) here.", "endoftext": true }, { "action": "Go downward", "response": "(The maintenance access hatch slams shut after you pass through.)\n\nA prominent lever is attached to the car junction. The lever has been pushed into the \"closed\" position.", "endoftext": false }, { "action": "You listen", "response": "You hear nothing unexpected.\n\nThere is the nervous shuffling of feet above you.", "endoftext": false }, { "action": "You go to the south", "response": "Slowly you crawl southwards along the length of the train...\n\nA prominent lever is attached to the car junction. The lever has been pushed into the \"closed\" position.", "endoftext": false }, { "action": "Go upwards", "response": "(You pop open the maintenance access hatch as you go topside.)\n\nBetween each pair of cars is an area which has always frightened you. Maybe it's the fact that the area is open save for a flimsy metal railing across the gaps; maybe it's the constant shifting of the floor beneath your feet. Safer areas lie south and north.\n\nA maintenance access hatch is open, leading downwards to darkness.\n\nYou can also see an external ladder here.", "endoftext": false }, { "action": "You go north", "response": "(The maintenance access hatch slams shut when you release it to move.) You open the door to car 6.\n\nCar 6, the last car\nThis is a tiny car-- a classic caboose, except it isn't red, and it doesn't have a potbelly stove. It's pretty much a lounge for the conductor and his assistants, except the conductor is conspicuously missing.\n\nYou can see all of the passengers and a tool chest (which is closed) here.\n\nThe door to the car junction slides shut.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\na squirt bottle (which is closed)\na quantity of pale blue liquid\na sport coat (being worn)\na strange red bulb\na train schedule\na bottle of acid (which is closed)\na quantity of acid\na bottle of developing fluid (which is closed)\na bottle of hydroxide (which is open but empty)\na small plastic tube (which is closed)\nsome litmus powder", "endoftext": false }, { "action": "You get the squirt", "response": "You already have that.", "endoftext": false }, { "action": "You put the squirt in the coat", "response": "You put the squirt bottle into the sport coat.", "endoftext": false }, { "action": "You follow you", "response": "The passengers are too scared to respond.", "endoftext": false }, { "action": "Go south", "response": "You open the door to the car junction.\n\nYou see a concealed maintenance access hatch in the floor here.\n\nYou can also see an external ladder here.\n\nThe door to car 6 slides shut.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\na sport coat (being worn)\na squirt bottle (which is closed)\na quantity of pale blue liquid\na strange red bulb\na bottle of acid (which is closed)\na quantity of acid\na bottle of developing fluid (which is closed)\na bottle of hydroxide (which is open but empty)\na small plastic tube (which is closed)\nsome litmus powder", "endoftext": false }, { "action": "You pour the acid into the hydroxide bottle", "response": "acid: You pour some liquid into the bottle of hydroxide.", "endoftext": false }, { "action": "You examine the fluid", "response": "A tall metal flask, with a screw cap. The label on the outside has a skull-and-crossbones on it.", "endoftext": false }, { "action": "You examine the squirt bottle", "response": "It's a squirt bottle. The label is so faded as to make it practically illegible.", "endoftext": false }, { "action": "You pour the blue liquid into the hydroxide bottle", "response": "liquid: You pour some liquid into the bottle of hydroxide.\n\nThe liquid in the bottle of hydroxide turns pale blue.", "endoftext": false }, { "action": "Smell blue liquid", "response": "Which do you mean, the squirt bottle or the bottle of hydroxide?", "endoftext": false }, { "action": "You open the developing fluid bottle", "response": "You open the bottle of developing fluid, revealing a quantity of liquid.", "endoftext": false }, { "action": "You pour the developing fluid into the hydroxide bottle", "response": "liquid: The bottle of hydroxide is already as full as possible.", "endoftext": false }, { "action": "Open tube", "response": "You open the small plastic tube.", "endoftext": false }, { "action": "You examine tube", "response": "A small glass tube used for protecting dry chemicals. There's a label on the tube.", "endoftext": false }, { "action": "You pour the developing fluid into the hydroxide", "response": "liquid: You pour some liquid into the bottle of hydroxide.", "endoftext": false }, { "action": "You pour the acid into the hydroxide", "response": "The bottle of acid is closed.", "endoftext": false }, { "action": "Smell the hydroxide", "response": "You smell nothing unexpected.\n\nThe vapors coming out of the bottle of hydroxide are swept away by the wind.", "endoftext": false }, { "action": "You pour the hydroxide into the vents", "response": "liquid: The air vent is not designed to hold liquids.\n\nThe vapors coming out of the bottle of hydroxide are swept away by the wind.", "endoftext": false }, { "action": "Examine vent", "response": "This is one of a number of screened portals, designed to allow fresh air to be drawn into the car as it moves.\n\nThe vapors coming out of the bottle of hydroxide are swept away by the wind.", "endoftext": false }, { "action": "You put the hydroxide in the vent", "response": "You need to be holding the bottle of hydroxide before you can put it on top of something else.\n\nThe vapors coming out of the bottle of hydroxide are swept away by the wind.", "endoftext": false }, { "action": "You get the hydroxide", "response": "Taken.\n\nThe vapors coming out of the bottle of hydroxide are swept away by the wind.", "endoftext": false }, { "action": "You put the hydroxide in the vent", "response": "The bottle of hydroxide is easily wedged into the air vent so that it doesn't get blown off the train.\n\nThe vapors pouring out of the bottle of hydroxide are drawn into the air vent.", "endoftext": false }, { "action": "You listen", "response": "That's definitely Russian from the car below.\n\nThe vapors pouring out of the bottle of hydroxide are drawn into the air vent.", "endoftext": false }, { "action": "You look inside bulb", "response": "(the light)\nYou find nothing of interest.\n\nThe vapors pouring out of the bottle of hydroxide are drawn into the air vent.", "endoftext": false }, { "action": "Examine vent", "response": "This is one of a number of screened portals, designed to allow fresh air to be drawn into the car as it moves.\n\nThe vapors pouring out of the bottle of hydroxide are drawn into the air vent.\n\nThe sound of multiple bodies falling to the floor comes from somewhere within the car.", "endoftext": false }, { "action": "You take the bottle", "response": "Which do you mean, the bottle of hydroxide, the squirt bottle, the bottle of acid or the bottle of developing fluid?", "endoftext": false }, { "action": "Empty bottle", "response": "(the bottle of hydroxide)\nliquid: Liquid splashes all over the place, seeping through unseen cracks until it is gone.", "endoftext": false }, { "action": "You put the bottle in the coat", "response": "(the bottle of hydroxide in the sport coat)\nYou put the bottle of hydroxide into the sport coat.", "endoftext": false }, { "action": "You go to the south", "response": "Some of the acid sloshes out of the bottle of acid.\n\nIt's a real struggle, but eventually you move southwards along the top of the train...\n\nHandholds in the top of the car allow one to move carefully across the surface, but make no mistake about it: one slip means a short but unpleasant trip over the side. The handholds travel south or north along the length of the train, provided one does not get snagged on the numerous air vents and lights protruding from the surface.", "endoftext": true }, { "action": "Go down", "response": "Between each pair of cars is an area which has always frightened you. Maybe it's the fact that the area is open save for a flimsy metal railing across the gaps; maybe it's the constant shifting of the floor beneath your feet. Safer areas lie south and north.\n\nYou see a concealed maintenance access hatch in the floor here.\n\nYou can also see an external ladder, a punched ticket and a small velvet box (which is closed) here.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\na diamond ring (being worn)\na sport coat (being worn)\na bottle of hydroxide (which is open but empty)\na squirt bottle (which is closed)\na quantity of pale blue liquid\na strange red bulb\na bottle of acid (which is open)\na quantity of acid\na bottle of developing fluid (which is open but empty)\na small plastic tube (which is closed)\nsome litmus powder", "endoftext": true }, { "action": "You go downwards", "response": "(The maintenance access hatch slams shut after you pass through.)\nSome of the acid sloshes out of the bottle of acid.\n\nYou're in a small gap between the cars. Small maintenance tunnels lead south and north, although they are rather small and probably not safe when the train is in motion. A maintenance hatch above you offers more traditional passage on the train.\n\nA prominent lever is attached to the car junction. The lever has been pushed into the \"closed\" position.", "endoftext": false }, { "action": "Go north", "response": "Slowly you crawl northwards along the length of the train...\n\nCar 5, underside\nFrom here, you can make out the complex speed regulators, air brakes, and other mechanisms you take for granted whenever you travel by rail. You can crawl south or north along the length of the car.", "endoftext": false }, { "action": "Go north", "response": "Some of the acid sloshes out of the bottle of acid.\n\nSlowly you crawl northwards along the length of the train...\n\nYou're in a small gap between the cars. Small maintenance tunnels lead south and north, although they are rather small and probably not safe when the train is in motion. A maintenance hatch above you offers more traditional passage on the train.\n\nA prominent lever is attached to the car junction. The lever has been pushed into the \"closed\" position.", "endoftext": false }, { "action": "Go upwards", "response": "(You pop open the maintenance access hatch as you go topside.)\n\nBetween each pair of cars is an area which has always frightened you. Maybe it's the fact that the area is open save for a flimsy metal railing across the gaps; maybe it's the constant shifting of the floor beneath your feet. Safer areas lie south and north.\n\nA maintenance access hatch is open, leading downwards to darkness.\n\nYou can also see an external ladder here.", "endoftext": false }, { "action": "Go south", "response": "(The maintenance access hatch slams shut when you release it to move.) You open the door to car 5.\n\nThis car may have been a kitchen car, or perhaps it was temporarily converted into one for the purposes of this trip. In either case, the recent occupation by the terrorists has left it in shambles. Exits lead south and north.\n\nThe lifeless bodies of the terrorists lie scattered around the car.\n\nThe refrigerator must have been broken, as a heavy-duty ice chest sits in the corner.\n\nThe door to the car junction slides shut.", "endoftext": false }, { "action": "You look at bodies", "response": "They're draped over their weapons.", "endoftext": false }, { "action": "You search the bodies", "response": "You find nothing of interest.\n\nThe train just zoomed through the Santa Barbara station.", "endoftext": false }, { "action": "Open chest", "response": "You open the ice chest, revealing some cans of soda.", "endoftext": false }, { "action": "You look at the cans", "response": "Cheap bastards only sprang for generic cola.", "endoftext": false }, { "action": "You go south", "response": "You open the door to the car junction.\n\nBetween each pair of cars is an area which has always frightened you. Maybe it's the fact that the area is open save for a flimsy metal railing across the gaps; maybe it's the constant shifting of the floor beneath your feet. Safer areas lie south and north.\n\nYou see a concealed maintenance access hatch in the floor here.\n\nYou can also see an external ladder, a punched ticket and a small velvet box (which is empty) here.\n\nThe door to car 5 slides shut.", "endoftext": false }, { "action": "You go north", "response": "You open the door to car 5.\n\nThis car may have been a kitchen car, or perhaps it was temporarily converted into one for the purposes of this trip. In either case, the recent occupation by the terrorists has left it in shambles. Exits lead south and north.\n\nThe lifeless bodies of the terrorists lie scattered around the car.\n\nThe refrigerator must have been broken, as a heavy-duty ice chest sits in the corner.\n\nThe door to the car junction slides shut.", "endoftext": false }, { "action": "Go north", "response": "You open the door to the car junction.\n\nBetween each pair of cars is an area which has always frightened you. Maybe it's the fact that the area is open save for a flimsy metal railing across the gaps; maybe it's the constant shifting of the floor beneath your feet. Safer areas lie south and north.\n\nYou see a concealed maintenance access hatch in the floor here.\n\nYou can also see an external ladder here.\n\nThe door to car 5 slides shut.", "endoftext": false }, { "action": "Go north", "response": "You open the door to car 6.\n\nCar 6, the last car\nThis is a tiny car-- a classic caboose, except it isn't red, and it doesn't have a potbelly stove. It's pretty much a lounge for the conductor and his assistants, except the conductor is conspicuously missing.\n\nYou can see a train schedule, all of the passengers and a tool chest (in which is a can of lubricant) here.\n\nThe door to the car junction slides shut.", "endoftext": false }, { "action": "Terrorists are dead", "response": "The passengers are too scared to respond.", "endoftext": false }, { "action": "Search passengers", "response": "The passengers object to being frisked.", "endoftext": false }, { "action": "Go north", "response": "You open the door to car 6.\n\nCar 6, the last car\nThis is a tiny car-- a classic caboose, except it isn't red, and it doesn't have a potbelly stove. It's pretty much a lounge for the conductor and his assistants, except the conductor is conspicuously missing.\n\nYou can see all of the passengers and a tool chest (in which is a can of lubricant) here.\n\nThe door to the car junction slides shut.", "endoftext": false }, { "action": "You get the lubricant", "response": "(putting the cans of soda into the sport coat to make room)\nThere is no more room in the sport coat.", "endoftext": false }, { "action": "You get the chest", "response": "It's too bulky for you to lug around, so you leave it.", "endoftext": false }, { "action": "You go to the south", "response": "You open the door to car 4.\n\nCar 4, Aft\nThe north section of the car is a tight squeeze. Another compartment lies east, while the exit from the car lies to the north.\n\nThe darkroom door is west.\n\nThe door to the car junction slides shut.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nsome cans of soda\na diamond ring (being worn)\na sport coat (being worn)\na bottle of hydroxide (which is open but empty)\na squirt bottle (which is closed)\na quantity of pale blue liquid\na strange red bulb\na bottle of acid (which is open)\na quantity of acid\na bottle of developing fluid (which is open but empty)\na small plastic tube (which is closed)\nsome litmus powder", "endoftext": false }, { "action": "You go north", "response": "You open the door to the car junction.\n\nBetween each pair of cars is an area which has always frightened you. Maybe it's the fact that the area is open save for a flimsy metal railing across the gaps; maybe it's the constant shifting of the floor beneath your feet. Safer areas lie south and north.\n\nYou see a concealed maintenance access hatch in the floor here.\n\nYou can also see an external ladder, a punched ticket and a small velvet box (which is empty) here.\n\nThe door to car 4 slides shut.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nsome cans of soda\na diamond ring (being worn)\na sport coat (being worn)\na bottle of hydroxide (which is open but empty)\na squirt bottle (which is closed)\na quantity of pale blue liquid\na strange red bulb\na bottle of acid (which is open)\na quantity of acid\na small plastic tube (which is closed)\nsome litmus powder", "endoftext": false }, { "action": "You go north", "response": "You open the door to car 6.\n\nCar 6, the last car\nThis is a tiny car-- a classic caboose, except it isn't red, and it doesn't have a potbelly stove. It's pretty much a lounge for the conductor and his assistants, except the conductor is conspicuously missing.\n\nYou can see all of the passengers and a tool chest (in which is a can of lubricant) here.\n\nThe train just rushed by the Oxnard station.\n\nThe door to the car junction slides shut.", "endoftext": false }, { "action": "You put the lubricant in the coat", "response": "You put the can of lubricant into the sport coat.", "endoftext": false }, { "action": "You put the lubricant in the coat", "response": "You need to be holding the can of lubricant before you can put it into something else.\n\nThe junction shudders, creeks and groans.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nsome cans of soda\na diamond ring (being worn)\na sport coat (being worn)\na can of lubricant\na bottle of hydroxide (which is open but empty)\na squirt bottle (which is closed)\na quantity of pale blue liquid\na strange red bulb\na bottle of acid (which is open)\na quantity of acid\na small plastic tube (which is closed)\nsome litmus powder\n\nWith a groan that shudders through the entire train, the cars separate.\n\nThis results in the floor beneath you opening up and dropping you unceremoniously onto the tracks. Not pleasant.", "endoftext": true }, { "action": "You look around", "response": "This car may have been a kitchen car, or perhaps it was temporarily converted into one for the purposes of this trip. In either case, the recent occupation by the terrorists has left it in shambles. Exits lead south and north.\n\nThe lifeless bodies of the terrorists lie scattered around the car.\n\nThe refrigerator must have been broken, as a heavy-duty ice chest sits in the corner.", "endoftext": false }, { "action": "Go north", "response": "You open the door to the car junction.\nSome of the acid sloshes out of the bottle of acid.\n\nBetween each pair of cars is an area which has always frightened you. Maybe it's the fact that the area is open save for a flimsy metal railing across the gaps; maybe it's the constant shifting of the floor beneath your feet. Safer areas lie south and north.\n\nYou see a concealed maintenance access hatch in the floor here.\n\nYou can also see an external ladder here.\n\nThe door to car 5 slides shut.", "endoftext": true }, { "action": "You go downwards", "response": "Death. Nasty, oily, ground-to-a-pulp-under-the-wheels death. Best not to even consider it.", "endoftext": false }, { "action": "Go south", "response": "Slowly you crawl southwards along the length of the train...\n\nCar 5, underside\nFrom here, you can make out the complex speed regulators, air brakes, and other mechanisms you take for granted whenever you travel by rail. You can crawl south or north along the length of the car.", "endoftext": false }, { "action": "You go south", "response": "Slowly you crawl southwards along the length of the train...\n\nCar 3, underside\nFrom here, you can make out the complex speed regulators, air brakes, and other mechanisms you take for granted whenever you travel by rail. You can crawl south or north along the length of the car.\n\nThe train just rushed past the Oxnard station.", "endoftext": false }, { "action": "Go up", "response": "The maintenance access hatch seems to be blocked.", "endoftext": false }, { "action": "You open hatch", "response": "You can't. There's something on the other side preventing you from opening it.", "endoftext": false }, { "action": "Go south", "response": "Slowly you crawl southwards along the length of the train...\n\nCar 2, underside\nFrom here, you can make out the complex speed regulators, air brakes, and other mechanisms you take for granted whenever you travel by rail. You can crawl south or north along the length of the car.", "endoftext": false }, { "action": "You examine the hatch", "response": "It's a metal panel that provides access to the upper portion of the train.", "endoftext": false }, { "action": "You go to the north", "response": "Slowly you crawl northwards along the length of the train...\n\nCar 3, underside\nFrom here, you can make out the complex speed regulators, air brakes, and other mechanisms you take for granted whenever you travel by rail. You can crawl south or north along the length of the car.", "endoftext": false }, { "action": "Go north", "response": "Slowly you crawl northwards along the length of the train...\n\nYou're in a small gap between the cars. Small maintenance tunnels lead south and north, although they are rather small and probably not safe when the train is in motion. A maintenance hatch above you offers more traditional passage on the train.\n\nA prominent lever is attached to the car junction. The lever has been pushed into the \"closed\" position.\n\nThe train just rumbled through the Simi Valley station.", "endoftext": false }, { "action": "Go up", "response": "Between each pair of cars is an area which has always frightened you. Maybe it's the fact that the area is open save for a flimsy metal railing across the gaps; maybe it's the constant shifting of the floor beneath your feet. Safer areas lie south and north.\n\nA maintenance access hatch is open, leading downwards to darkness.\n\nYou can also see an external ladder here.", "endoftext": false }, { "action": "Go north", "response": "You open the door to the car junction.\n\nBetween each pair of cars is an area which has always frightened you. Maybe it's the fact that the area is open save for a flimsy metal railing across the gaps; maybe it's the constant shifting of the floor beneath your feet. Safer areas lie south and north.\n\nYou see a concealed maintenance access hatch in the floor here.\n\nYou can also see an external ladder here.\n\nThe door to car 3 slides shut.", "endoftext": false }, { "action": "Break glass", "response": "Which do you mean, the tube filled with gas, the glass dish or the rose-colored glass pane?", "endoftext": false }, { "action": "Rose", "response": "Try as you might, you can't break the glass. It's too thick.", "endoftext": false }, { "action": "Rose", "response": "As you cut the glass, you hear a gentle hiss, as if gas is escaping.\n\nWhumpf! The white powder suddenly bursts into flame!\n\nThe resulting fire must have set off some sensor in the bomb. The subsequent explosion vaporizes you, the train, and a large portion of California instantaneously.", "endoftext": false }, { "action": "Right", "response": "A glass Pyrex beaker, maximum capacity 500ml, with something scrawled on the side in grease pencil. There's a glass probe fused to the bottom.\n\nYou can't get close enough to see the contents, however.", "endoftext": false }, { "action": "You stand on the box", "response": "(the metal box)\nThat's not something you can stand on.", "endoftext": false }, { "action": "Go north", "response": "You can't go that way.\n\nThe train just rumbled through the Glendale station.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na diamond ring (being worn)\na sport coat (being worn)\na bottle of hydroxide (which is open but empty)\na squirt bottle (which is closed)\na quantity of pale blue liquid\na strange red bulb\na bottle of acid (which is closed)\na quantity of acid\na bottle of developing fluid (which is open but empty)\na small plastic tube (which is closed)\nsome litmus powder", "endoftext": false }, { "action": "You pour the blue liquid in the left beaker", "response": "liquid: The metal box isn't open.\n\nThe train just barreled past the Los Angeles station.", "endoftext": false }, { "action": "You open the box", "response": "(the metal box)\nTry as you might, the glass is securely affixed to the front of the box by some thick, gooey sealant. The sealant itself seems to be invulnerable to all of your attacks.", "endoftext": false }, { "action": "You pour the acid in the hydroxide bottle", "response": "The bottle of acid is closed.", "endoftext": false }, { "action": "You open the bottle", "response": "(the bottle of acid)\nYou open the bottle of acid.", "endoftext": false }, { "action": "You pour acid in the hydroxide bottle", "response": "acid: You pour some liquid into the bottle of hydroxide.", "endoftext": false }, { "action": "You pour the blue liquid in the hydroxide bottle", "response": "liquid: You pour some liquid into the bottle of hydroxide.\n\nThe liquid in the bottle of hydroxide turns pale blue.", "endoftext": false }, { "action": "You examine the liquid", "response": "(the bottle of hydroxide)\nA clear bottle with a glass stopper. The label on the outside has a stylized hand being dissolved away.", "endoftext": false }, { "action": "You examine the hydroxide", "response": "A clear bottle with a glass stopper. The label on the outside has a stylized hand being dissolved away.", "endoftext": false }, { "action": "You pour the hydroxide on the sealant", "response": "It's doubtful that the contents of the bottle of hydroxide could damage the silicone caulking.", "endoftext": false }, { "action": "You get the bulb", "response": "Which do you mean, the 60-watt soft-white incandescent light bulb or the strange red bulb?", "endoftext": false }, { "action": "You go north", "response": "You can't go that way.\n\nThe train just zoomed by the Los Angeles station.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na 60-watt soft-white incandescent light bulb\na diamond ring (being worn)\na sport coat (being worn)\na bottle of hydroxide (which is open but empty)\na squirt bottle (which is closed)\na quantity of pale blue liquid\na strange red bulb\na bottle of acid (which is closed)\na quantity of acid\na bottle of developing fluid (which is open but empty)\na small plastic tube (which is closed)\nsome litmus powder", "endoftext": false }, { "action": "You drop the bulb", "response": "(the 60-watt soft-white incandescent light bulb)\nDropped.", "endoftext": false }, { "action": "You go to the north", "response": "It's a real struggle, but eventually you move northwards along the top of the train...\n\nHandholds in the top of the car allow one to move carefully across the surface, but make no mistake about it: one slip means a short but unpleasant trip over the side. The handholds travel south or north along the length of the train, provided one does not get snagged on the numerous air vents and lights protruding from the surface.\n\nThe train just rushed past the Fullerton station.\n\nYou hear noises from the car below.", "endoftext": true }, { "action": "You go downwards", "response": "Descending by the ladder here would drop you off the end of the train. Not a good idea.\n\nYou hear noises from the car below.", "endoftext": false }, { "action": "Go south", "response": "It's a real struggle, but eventually you move southwards along the top of the train...\n\nHandholds in the top of the car allow one to move carefully across the surface, but make no mistake about it: one slip means a short but unpleasant trip over the side. The handholds travel south or north along the length of the train, provided one does not get snagged on the numerous air vents and lights protruding from the surface.\n\nThe train just barreled past the Anaheim station.", "endoftext": true }, { "action": "You go downward", "response": "Between each pair of cars is an area which has always frightened you. Maybe it's the fact that the area is open save for a flimsy metal railing across the gaps; maybe it's the constant shifting of the floor beneath your feet. Safer areas lie south and north.\n\nYou see a concealed maintenance access hatch in the floor here.\n\nYou can also see an external ladder here.", "endoftext": false }, { "action": "You move chest", "response": "It is fixed in place.\n\nThe train just barreled through the Santa Ana station.", "endoftext": false }, { "action": "Go upward", "response": "Handholds in the top of the car allow one to move carefully across the surface, but make no mistake about it: one slip means a short but unpleasant trip over the side. The handholds travel south or north along the length of the train, provided one does not get snagged on the numerous air vents and lights protruding from the surface.\n\nThe train just barreled by the Irvine station.", "endoftext": false }, { "action": "Go south", "response": "It's a real struggle, but eventually you move southwards along the top of the train...\n\nHandholds in the top of the car allow one to move carefully across the surface, but make no mistake about it: one slip means a short but unpleasant trip over the side. The handholds travel south or north along the length of the train, provided one does not get snagged on the numerous air vents and lights protruding from the surface.\n\nA large metal hatch is embedded in the roof of the car.\n\nThe train just rumbled by the San Juan Capistrano station.", "endoftext": true }, { "action": "You go downwards", "response": "Once inside, you realize why this car wasn't accessible from the rest of the train: it's a mail transport car. Bags of letters and parcels fill the shelves around you, almost completely obscuring the one light fixture in the car. The sliding metal door east offers a possible exit.\n\nIn front of you stands a large metal box, closed on all sides save the front, which is protected by a pane of glass. The rose-tinting of the glass hints at rather than exposes the complicated machinery held within.\n\nAn open metal hatch reveals the sun and sky above.\n\nYou can also see a 60-watt soft-white incandescent light bulb here.", "endoftext": false }, { "action": "You get the tube", "response": "Which do you mean, the tube filled with gas or the small plastic tube?", "endoftext": false }, { "action": "You go to the north", "response": "It's a real struggle, but eventually you move northwards along the top of the train...\n\nHandholds in the top of the car allow one to move carefully across the surface, but make no mistake about it: one slip means a short but unpleasant trip over the side. The handholds travel south or north along the length of the train, provided one does not get snagged on the numerous air vents and lights protruding from the surface.\n\nThe bomb detonates, vaporizing you instantly.", "endoftext": false }, { "action": "You open acid bottle", "response": "You open the bottle of acid.\n\nThe train just rushed through the Los Angeles station.", "endoftext": false }, { "action": "You examine the wire", "response": "Fluorescent gas swirls around the inside of the tube.", "endoftext": false }, { "action": "You examine the plexiglas box", "response": "It's made a transparent plastic.\n\nThe thick plastic walls distort the box's contents.", "endoftext": false }, { "action": "You look at the left beaker", "response": "A glass Pyrex beaker, maximum capacity 500ml, with something scrawled on the side in grease pencil. There's a glass probe fused to the bottom.\n\nYou can't get close enough to see the contents, however.", "endoftext": false }, { "action": "You pour the acid on the sealant", "response": "It's doubtful that the contents of the bottle of acid could damage the silicone caulking.", "endoftext": false }, { "action": "You pour the acid in the left beaker", "response": "acid: The metal box isn't open.", "endoftext": false }, { "action": "You attach the bulb to the box", "response": "Which do you mean, the 60-watt soft-white incandescent light bulb or the strange red bulb?", "endoftext": false }, { "action": "White", "response": "(the metal box)\nYou would achieve nothing by this.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na quantity of acid\na diamond ring (being worn)\na sport coat (being worn)\na bottle of hydroxide (which is open but empty)\na squirt bottle (which is closed)\na quantity of pale blue liquid\na strange red bulb\na bottle of acid (which is open but empty)\na bottle of developing fluid (which is open but empty)\na small plastic tube (which is closed)\nsome litmus powder", "endoftext": false }, { "action": "Open tube", "response": "(the small plastic tube)\nYou open the small plastic tube.", "endoftext": false }, { "action": "You look at the powder", "response": "Which do you mean, the white powder or the litmus powder?", "endoftext": false }, { "action": "White", "response": "It's a white powder that sticks to itself in clumps, like flour that has been allowed to get damp.", "endoftext": false }, { "action": "You examine the litmus powder", "response": "A small quantity of red crystals, ground into a fine powder.", "endoftext": false }, { "action": "You examine the glass tube", "response": "Fluorescent gas swirls around the inside of the tube.", "endoftext": false }, { "action": "You look under the box", "response": "(the metal box)\nYou find nothing of interest.", "endoftext": false }, { "action": "Break box", "response": "(the metal box)\nViolence isn't the answer to this one.", "endoftext": false }, { "action": "You look at the glass dish", "response": "The metal box isn't open.\n\nThe train just barreled by the Fullerton station.", "endoftext": false }, { "action": "You read the labels", "response": "What do you want to read in?", "endoftext": false }, { "action": "You cut the box with diamond", "response": "(the metal box with the diamond ring)\nCutting that up would achieve little.", "endoftext": false }, { "action": "Pane", "response": "As you cut the glass, you hear a gentle hiss, as if gas is escaping.\n\nWhumpf! The white powder suddenly bursts into flame!\n\nThe resulting fire must have set off some sensor in the bomb. The subsequent explosion vaporizes you, the train, and a large portion of California instantaneously.", "endoftext": false }, { "action": "You feel the box", "response": "(the metal box)\nYou feel nothing unexpected.\n\nThe train just rushed past the Anaheim station.", "endoftext": false }, { "action": "Search box", "response": "(the metal box)\nThe rose-colored glass hampers your ability to make out details...\n\nA curious glass tube sticks out of a mass of electronics glued to the back of the box. Inside the tube you see a swirling gas. A thin gold wire spirals its way around the outside of the tube.\n\nA glass dish sits under a thick metal coil, which dangles from another breadboard packed with electronics.\n\nIn the center of the bomb is a Plexiglas box.\n\nSitting on a nest of electronics within the glass box is an ominous black sphere.\n\nAbove the glass box is an antique pair of brass scales, curiously out of place when compared to the high-tech components around them. The metal dishes normally associated with such scales have been replaced by two labeled Pyrex beakers.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\na quantity of acid\na diamond ring (being worn)\na sport coat (being worn)\na bottle of hydroxide (which is open but empty)\na squirt bottle (which is closed)\na quantity of pale blue liquid\na strange red bulb\na bottle of acid (which is open but empty)\na bottle of developing fluid (which is open but empty)\na small plastic tube (which is open)\nsome litmus powder\n\nThe train just zoomed past the Santa Ana station.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\na quantity of acid\na diamond ring (being worn)\na sport coat (being worn)\na bottle of hydroxide (which is open but empty)\na squirt bottle (which is closed)\na quantity of pale blue liquid\na strange red bulb\na bottle of acid (which is open but empty)\na bottle of developing fluid (which is open but empty)\na small plastic tube (which is open)\nsome litmus powder", "endoftext": false }, { "action": "Close bottle", "response": "Which do you mean, the left beaker, the right beaker, the bottle of hydroxide, the squirt bottle, the bottle of acid or the bottle of developing fluid?", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na quantity of acid\na diamond ring (being worn)\na sport coat (being worn)\na bottle of hydroxide (which is open but empty)\na squirt bottle (which is closed)\na quantity of pale blue liquid\na strange red bulb\na bottle of acid (which is closed)\na bottle of developing fluid (which is open but empty)\na small plastic tube (which is open)\nsome litmus powder", "endoftext": false }, { "action": "You open the bottle", "response": "Which do you mean, the bottle of hydroxide, the squirt bottle, the bottle of acid or the bottle of developing fluid?", "endoftext": false }, { "action": "You put the acid in the coat", "response": "You need to be holding the bottle of acid before you can put it into something else.\n\nThe train just rumbled past the Irvine station.", "endoftext": false }, { "action": "You put the acid in the bottle", "response": "(the bottle of acid)\nYou can't put something inside itself.", "endoftext": false }, { "action": "Close bottle", "response": "(the bottle of acid)\nThat's already closed.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\na bottle of acid (which is closed)\na quantity of acid\na diamond ring (being worn)\na sport coat (being worn)\na bottle of hydroxide (which is open but empty)\na squirt bottle (which is closed)\na quantity of pale blue liquid\na strange red bulb\na bottle of developing fluid (which is open but empty)\na small plastic tube (which is open)\nsome litmus powder", "endoftext": false }, { "action": "You put the bottle in the coat", "response": "(the bottle of acid in the sport coat)\nYou put the bottle of acid into the sport coat.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na quantity of acid\na diamond ring (being worn)\na sport coat (being worn)\na bottle of acid (which is closed)\na bottle of hydroxide (which is open but empty)\na squirt bottle (which is closed)\na quantity of pale blue liquid\na strange red bulb\na bottle of developing fluid (which is open but empty)\na small plastic tube (which is open)\nsome litmus powder", "endoftext": false }, { "action": "You drop all", "response": "acid: Dropped.", "endoftext": true }, { "action": "Go downwards", "response": "Once inside, you realize why this car wasn't accessible from the rest of the train: it's a mail transport car. Bags of letters and parcels fill the shelves around you, almost completely obscuring the one light fixture in the car. The sliding metal door east offers a possible exit.\n\nIn front of you stands a large metal box, closed on all sides save the front, which is protected by a pane of glass. The rose-tinting of the glass hints at rather than exposes the complicated machinery held within.\n\nAn open metal hatch reveals the sun and sky above.\n\nYou can also see a quantity of acid here.\n\nThe train just rumbled by the San Juan Capistrano station.", "endoftext": false }, { "action": "You go to the north", "response": "It's a real struggle, but eventually you move northwards along the top of the train...\n\nHandholds in the top of the car allow one to move carefully across the surface, but make no mistake about it: one slip means a short but unpleasant trip over the side. The handholds travel south or north along the length of the train, provided one does not get snagged on the numerous air vents and lights protruding from the surface.\n\nThe bomb detonates, vaporizing you instantly.", "endoftext": false }, { "action": "You go to the north", "response": "It's a real struggle, but eventually you move northwards along the top of the train...\n\nHandholds in the top of the car allow one to move carefully across the surface, but make no mistake about it: one slip means a short but unpleasant trip over the side. The handholds travel south or north along the length of the train, provided one does not get snagged on the numerous air vents and lights protruding from the surface.\n\nThe train just rushed past the Los Angeles station.", "endoftext": true }, { "action": "Go downwards", "response": "Between each pair of cars is an area which has always frightened you. Maybe it's the fact that the area is open save for a flimsy metal railing across the gaps; maybe it's the constant shifting of the floor beneath your feet. Safer areas lie south and north.\n\nYou see a concealed maintenance access hatch in the floor here.\n\nYou can also see an external ladder, some cans of soda, a punched ticket and a small velvet box (which is empty) here.", "endoftext": false }, { "action": "You drop the red bulb", "response": "Dropped.\n\nThe train just rumbled through the Los Angeles station.", "endoftext": false }, { "action": "Go north", "response": "You open the door to the car junction.\n\nBetween each pair of cars is an area which has always frightened you. Maybe it's the fact that the area is open save for a flimsy metal railing across the gaps; maybe it's the constant shifting of the floor beneath your feet. Safer areas lie south and north.\n\nYou see a concealed maintenance access hatch in the floor here.\n\nYou can also see an external ladder, some cans of soda, a punched ticket and a small velvet box (which is empty) here.\n\nThe door to car 4 slides shut.", "endoftext": false }, { "action": "You put the soda in the coat", "response": "You put the cans of soda into the sport coat.", "endoftext": false }, { "action": "You go south", "response": "It's a real struggle, but eventually you move southwards along the top of the train...\n\nHandholds in the top of the car allow one to move carefully across the surface, but make no mistake about it: one slip means a short but unpleasant trip over the side. The handholds travel south or north along the length of the train, provided one does not get snagged on the numerous air vents and lights protruding from the surface.\n\nThe train just zoomed past the Fullerton station.", "endoftext": false }, { "action": "Go south", "response": "It's a real struggle, but eventually you move southwards along the top of the train...\n\nHandholds in the top of the car allow one to move carefully across the surface, but make no mistake about it: one slip means a short but unpleasant trip over the side. The handholds travel south or north along the length of the train, provided one does not get snagged on the numerous air vents and lights protruding from the surface.\n\nA large metal hatch is embedded in the roof of the car.\n\nThe train just barreled through the Anaheim station.", "endoftext": true }, { "action": "You go downward", "response": "Once inside, you realize why this car wasn't accessible from the rest of the train: it's a mail transport car. Bags of letters and parcels fill the shelves around you, almost completely obscuring the one light fixture in the car. The sliding metal door east offers a possible exit.\n\nIn front of you stands a large metal box, closed on all sides save the front, which is protected by a pane of glass. The rose-tinting of the glass hints at rather than exposes the complicated machinery held within.\n\nAn open metal hatch reveals the sun and sky above.\n\nYou can also see a strange red bulb here.", "endoftext": false }, { "action": "You open the soda", "response": "If you want to drink it, just say so.\n\nThe train just rushed through the Santa Ana station.", "endoftext": false }, { "action": "You drink the soda", "response": "Aaah! Quite refreshing, thank you. And you still have 5 cans left.", "endoftext": false }, { "action": "You drink the soda", "response": "Aaah! Quite refreshing, thank you. And you still have 4 cans left.", "endoftext": false }, { "action": "You drink the soda", "response": "Aaah! Quite refreshing, thank you. And you still have 3 cans left.", "endoftext": false }, { "action": "You drink the soda", "response": "Aaah! Quite refreshing, thank you. And you still have 2 cans left.", "endoftext": false }, { "action": "You drink the soda", "response": "Aaah! Quite refreshing, thank you. And you still have 1 can left.", "endoftext": false }, { "action": "You drink the soda", "response": "Aaah! Quite refreshing, thank you. But that was the last can.", "endoftext": false }, { "action": "Puncture caulking with ring", "response": "Try as you might, you cannot puncture the silicone caulking with the diamond ring.\n\nThe train just rumbled by the Santa Ana station.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nsome cans of soda\na diamond ring (being worn)\na sport coat (being worn)\na bottle of hydroxide (which is open but empty)\na squirt bottle (which is closed)\na quantity of pale blue liquid\na bottle of acid (which is closed)\na quantity of acid\na bottle of developing fluid (which is open but empty)\na small plastic tube (which is closed)\nsome litmus powder", "endoftext": false }, { "action": "You examine the caulking", "response": "The centimeter-wide gap between the edge of the metal box and the glass pane has been filled with a rubbery sealant, probably silicone.", "endoftext": false }, { "action": "You open the bottle", "response": "(the bottle of acid)\nYou open the bottle of acid.", "endoftext": false }, { "action": "You put the acid in the hydroxide bottle", "response": "(I assume you mean to pour the bottle of acid into the bottle of hydroxide.)\n\nacid: (putting the cans of soda into the sport coat to make room)\nYou pour some liquid into the bottle of hydroxide.", "endoftext": false }, { "action": "You pour the soda in the hydroxide", "response": "The bottle of hydroxide is designed to hold liquids.\n\nThe train just barreled past the Irvine station.", "endoftext": false }, { "action": "You pour the blue in the hydroxide", "response": "The squirt bottle is closed.", "endoftext": false }, { "action": "You pour the blue in hydroxide", "response": "liquid: (putting the bottle of acid into the sport coat to make room) You pour some liquid into the bottle of hydroxide.\n\nThe liquid in the bottle of hydroxide turns pale blue.", "endoftext": false }, { "action": "You examine the liquid", "response": "Which do you mean, the left beaker, the right beaker, the bottle of hydroxide or the squirt bottle?", "endoftext": false }, { "action": "Squirt bottle", "response": "Which do you mean, the left beaker, the right beaker, the bottle of acid, the bottle of hydroxide, the squirt bottle or the bottle of developing fluid?", "endoftext": false }, { "action": "Bottle of hydroxide", "response": "What do you want to squirt the bottle of hydroxide on?", "endoftext": false }, { "action": "You drop all", "response": "cans of soda: Dropped.", "endoftext": false }, { "action": "Go up", "response": "Some of the liquid sloshes out of the bottle of hydroxide.\n\nSome of the liquid sloshes out of the squirt bottle.\n\nHandholds in the top of the car allow one to move carefully across the surface, but make no mistake about it: one slip means a short but unpleasant trip over the side. The handholds travel south or north along the length of the train, provided one does not get snagged on the numerous air vents and lights protruding from the surface.\n\nA large metal hatch is embedded in the roof of the car.", "endoftext": false }, { "action": "Go north", "response": "It's a real struggle, but eventually you move northwards along the top of the train...\n\nHandholds in the top of the car allow one to move carefully across the surface, but make no mistake about it: one slip means a short but unpleasant trip over the side. The handholds travel south or north along the length of the train, provided one does not get snagged on the numerous air vents and lights protruding from the surface.\n\nThe train just rushed past the San Juan Capistrano station.", "endoftext": false }, { "action": "You go to the north", "response": "Some of the liquid sloshes out of the bottle of hydroxide.\n\nIt's a real struggle, but eventually you move northwards along the top of the train...\n\nHandholds in the top of the car allow one to move carefully across the surface, but make no mistake about it: one slip means a short but unpleasant trip over the side. The handholds travel south or north along the length of the train, provided one does not get snagged on the numerous air vents and lights protruding from the surface.\n\nThe bomb detonates, vaporizing you instantly.", "endoftext": false }, { "action": "You drop all", "response": "What do you want to drop those things in?", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na diamond ring (being worn)\na sport coat (being worn)\nsome cans of soda\na bottle of hydroxide (which is open but empty)\na squirt bottle (which is closed)\na quantity of pale blue liquid\na bottle of acid (which is closed)\na quantity of acid\na bottle of developing fluid (which is open but empty)\na small plastic tube (which is closed)\nsome litmus powder", "endoftext": false }, { "action": "You go upward", "response": "Handholds in the top of the car allow one to move carefully across the surface, but make no mistake about it: one slip means a short but unpleasant trip over the side. The handholds travel south or north along the length of the train, provided one does not get snagged on the numerous air vents and lights protruding from the surface.\n\nA large metal hatch is embedded in the roof of the car.\n\nThe train just rushed past the Santa Ana station.", "endoftext": false }, { "action": "You go north", "response": "It's a real struggle, but eventually you move northwards along the top of the train...\n\nHandholds in the top of the car allow one to move carefully across the surface, but make no mistake about it: one slip means a short but unpleasant trip over the side. The handholds travel south or north along the length of the train, provided one does not get snagged on the numerous air vents and lights protruding from the surface.\n\nThe train just rumbled past the Irvine station.", "endoftext": false }, { "action": "Go north", "response": "Slowly you crawl northwards along the length of the train...\n\nCar 6, underside\nFrom here, you can make out the complex speed regulators, air brakes, and other mechanisms you take for granted whenever you travel by rail. You can crawl south or north along the length of the car.\n\nThe train just rushed by the San Juan Capistrano station.\n\nThere is the nervous shuffling of feet above you.", "endoftext": false }, { "action": "You go upwards", "response": "Handholds in the top of the car allow one to move carefully across the surface, but make no mistake about it: one slip means a short but unpleasant trip over the side. The handholds travel south or north along the length of the train, provided one does not get snagged on the numerous air vents and lights protruding from the surface.\n\nThe bomb detonates, vaporizing you instantly.", "endoftext": false }, { "action": "Break bulb", "response": "(the strange red bulb)\nViolence isn't the answer to this one.\n\nThe train just zoomed by the Santa Ana station.", "endoftext": false }, { "action": "You examine the caulking", "response": "The centimeter-wide gap between the edge of the metal box and the glass pane has been filled with a rubbery sealant, probably silicone.", "endoftext": false }, { "action": "You look at chest", "response": "It's an insulated carrying case for sodas and the like. Numerous battle scars tell of a long history of withstanding abuse. The brand name \"Tuff-Stuf\" is emblazoned on the side.", "endoftext": false }, { "action": "You search the chest", "response": "The ice chest is empty.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na can of lubricant\nsome cans of soda\na diamond ring (being worn)\na sport coat (being worn)\na bottle of hydroxide (which is open but empty)\na squirt bottle (which is closed)\na quantity of pale blue liquid\na strange red bulb\na bottle of acid (which is open)\na quantity of acid\na bottle of developing fluid (which is open but empty)\na small plastic tube (which is closed)\nsome litmus powder", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na diamond ring (being worn)\na sport coat (being worn)\nsome cans of soda\na bottle of hydroxide (which is open but empty)\na squirt bottle (which is closed)\na quantity of pale blue liquid\na strange red bulb\na bottle of acid (which is open)\na quantity of acid\na small plastic tube (which is closed)\nsome litmus powder", "endoftext": true }, { "action": "You look at your surroundings", "response": "Between each pair of cars is an area which has always frightened you. Maybe it's the fact that the area is open save for a flimsy metal railing across the gaps; maybe it's the constant shifting of the floor beneath your feet. Safer areas lie south and north.\n\nYou see a concealed maintenance access hatch in the floor here.\n\nYou can also see a bottle of developing fluid (which is empty), a can of lubricant and an external ladder here.", "endoftext": false }, { "action": "You go south", "response": "It's a real struggle, but eventually you move southwards along the top of the train...\n\nHandholds in the top of the car allow one to move carefully across the surface, but make no mistake about it: one slip means a short but unpleasant trip over the side. The handholds travel south or north along the length of the train, provided one does not get snagged on the numerous air vents and lights protruding from the surface.\n\nThe train just barreled past the Oxnard station.", "endoftext": false }, { "action": "Lubricate the caulking", "response": "You apply a liberal amount of lubricant to the silicone caulking.", "endoftext": false }, { "action": "Go north", "response": "It's a real struggle, but eventually you move northwards along the top of the train...\n\nHandholds in the top of the car allow one to move carefully across the surface, but make no mistake about it: one slip means a short but unpleasant trip over the side. The handholds travel south or north along the length of the train, provided one does not get snagged on the numerous air vents and lights protruding from the surface.\n\nThe train just rumbled by the Simi Valley station.", "endoftext": true }, { "action": "Go down", "response": "Between each pair of cars is an area which has always frightened you. Maybe it's the fact that the area is open save for a flimsy metal railing across the gaps; maybe it's the constant shifting of the floor beneath your feet. Safer areas lie south and north.\n\nYou see a concealed maintenance access hatch in the floor here.\n\nYou can also see an external ladder, a bottle of hydroxide (which is empty) and a bottle of developing fluid (which is empty) here.", "endoftext": false }, { "action": "You put the hydroxide in the coat", "response": "You put the bottle of hydroxide into the sport coat.", "endoftext": true }, { "action": "Go downward", "response": "Once inside, you realize why this car wasn't accessible from the rest of the train: it's a mail transport car. Bags of letters and parcels fill the shelves around you, almost completely obscuring the one light fixture in the car. The sliding metal door east offers a possible exit.\n\nAn open metal hatch reveals the sun and sky above.\n\nThe beam of sunlight from the open metal hatch draws your eyes to a large wooden crate sitting at the north end of the car.\n\nYou can also see a can of lubricant here.", "endoftext": false }, { "action": "You pour the lubricant in hydroxide bottle", "response": "The bottle of hydroxide is designed to hold liquids.", "endoftext": true }, { "action": "Look around", "response": "Once inside, you realize why this car wasn't accessible from the rest of the train: it's a mail transport car. Bags of letters and parcels fill the shelves around you, almost completely obscuring the one light fixture in the car. The sliding metal door east offers a possible exit.\n\nAn open metal hatch reveals the sun and sky above.\n\nThe beam of sunlight from the open metal hatch draws your eyes to a large wooden crate sitting at the north end of the car.", "endoftext": false }, { "action": "You feel the door", "response": "You feel nothing unexpected.\n\nThe train just zoomed past the Glendale station.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na can of lubricant\na diamond ring (being worn)\na sport coat (being worn)\na bottle of hydroxide (which is open but empty)\nsome cans of soda\na squirt bottle (which is closed)\na quantity of pale blue liquid\na strange red bulb\na bottle of acid (which is open)\na quantity of acid\na small plastic tube (which is closed)\nsome litmus powder", "endoftext": false }, { "action": "You smash the light bulb", "response": "(the 60-watt soft-white incandescent light bulb)\nViolence isn't the answer to this one.", "endoftext": false }, { "action": "You examine the soda", "response": "Cheap bastards only sprang for generic cola.", "endoftext": false }, { "action": "You pour the soda on the sealant", "response": "(putting the can of lubricant into the sport coat to make room)\nThere is no more room in the sport coat.", "endoftext": false }, { "action": "You open the soda", "response": "If you want to drink it, just say so.", "endoftext": true }, { "action": "You look around", "response": "Once inside, you realize why this car wasn't accessible from the rest of the train: it's a mail transport car. Bags of letters and parcels fill the shelves around you, almost completely obscuring the one light fixture in the car. The sliding metal door east offers a possible exit.\n\nIn front of you stands a large metal box, closed on all sides save the front, which is protected by a pane of glass. The rose-tinting of the glass hints at rather than exposes the complicated machinery held within.\n\nAn open metal hatch reveals the sun and sky above.\n\nYou can also see a can of lubricant here.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na 60-watt soft-white incandescent light bulb\na diamond ring (being worn)\na sport coat (being worn)\na bottle of hydroxide (which is open but empty)\na squirt bottle (which is closed)\na quantity of pale blue liquid\na strange red bulb\na bottle of acid (which is open)\na quantity of acid\na small plastic tube (which is closed)\nsome litmus powder", "endoftext": false }, { "action": "You examine the bulb", "response": "(the 60-watt soft-white incandescent light bulb)\nIt's your average 60-watt soft-white incandescent light bulb, good for general purpose work in the home or office.", "endoftext": false }, { "action": "You go north", "response": "You can't hold onto all the things you are carrying and move around the top of the train.\n\nThe train just barreled by the Fullerton station.", "endoftext": false }, { "action": "Go south", "response": "You open the door to car 4.\nSome of the acid sloshes out of the bottle of acid.\n\nCar 4, Aft\nThe north section of the car is a tight squeeze. Another compartment lies east, while the exit from the car lies to the north.\n\nThe darkroom door is west.\n\nThe door to the car junction slides shut.", "endoftext": false }, { "action": "You go south", "response": "It's a real struggle, but eventually you move southwards along the top of the train...\n\nHandholds in the top of the car allow one to move carefully across the surface, but make no mistake about it: one slip means a short but unpleasant trip over the side. The handholds travel south or north along the length of the train, provided one does not get snagged on the numerous air vents and lights protruding from the surface.\n\nA large metal hatch is embedded in the roof of the car.\n\nThe train just barreled by the Glendale station.", "endoftext": false }, { "action": "You go north", "response": "It's a real struggle, but eventually you move northwards along the top of the train...\n\nHandholds in the top of the car allow one to move carefully across the surface, but make no mistake about it: one slip means a short but unpleasant trip over the side. The handholds travel south or north along the length of the train, provided one does not get snagged on the numerous air vents and lights protruding from the surface.\n\nThe train just barreled through the Los Angeles station.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na 60-watt soft-white incandescent light bulb\na diamond ring (being worn)\na sport coat (being worn)\na bottle of hydroxide (which is open but empty)\nsome cans of soda\na squirt bottle (which is closed)\na quantity of pale blue liquid\na strange red bulb\na bottle of acid (which is open)\na quantity of acid\na small plastic tube (which is closed)\nsome litmus powder", "endoftext": false }, { "action": "You put the white bulb in the coat", "response": "You put the 60-watt soft-white incandescent light bulb into the sport coat.", "endoftext": false }, { "action": "You go north", "response": "It's a real struggle, but eventually you move northwards along the top of the train...\n\nHandholds in the top of the car allow one to move carefully across the surface, but make no mistake about it: one slip means a short but unpleasant trip over the side. The handholds travel south or north along the length of the train, provided one does not get snagged on the numerous air vents and lights protruding from the surface.\n\nThe train just barreled by the Glendale station.", "endoftext": false }, { "action": "Go north", "response": "Car 4, Mid\nThe middle of the press car is even less interesting than the rest. Compartments are to either side of you, and the rest of the car lies south and north.\n\nThe train just rumbled past the Los Angeles station.", "endoftext": false }, { "action": "You put the white bulb in the socket", "response": "You screw the 60-watt soft-white incandescent light bulb into the light bulb socket.", "endoftext": false }, { "action": "You close the door", "response": "You close the darkroom door.\n\nIt is now pitch dark in here!", "endoftext": false }, { "action": "You lock the door", "response": "You lock the darkroom door.", "endoftext": false }, { "action": "You unlock door", "response": "You unlock the darkroom door.", "endoftext": false }, { "action": "You open the door", "response": "You open the darkroom door.\n\nThis lavatory has been converted into a makeshift darkroom. (I guess some photographers haven't joined the \"digital revolution.\") All the windows have been painted black, a loose conglomeration of items rest on a crude shelf, while a workbench sits under a naked electrical fixture.\n\nThe darkroom door allows exit east.", "endoftext": false }, { "action": "You examine the socket", "response": "In the light bulb socket is a 60-watt soft-white incandescent light bulb.", "endoftext": false }, { "action": "You turn on the light", "response": "(the light bulb socket)\nThe 60-watt soft-white incandescent light bulb begins to glow.", "endoftext": false }, { "action": "You remove the white bulb", "response": "(first taking the 60-watt soft-white incandescent light bulb)\nYou unscrew the 60-watt soft-white incandescent light bulb from the light bulb socket.", "endoftext": false }, { "action": "You put the red bulb in the socket", "response": "You screw the strange red bulb into the light bulb socket.", "endoftext": false }, { "action": "You turn on the light", "response": "(the light bulb socket)\nThe strange red bulb begins to glow.", "endoftext": true }, { "action": "You look around", "response": "Once inside, you realize why this car wasn't accessible from the rest of the train: it's a mail transport car. Bags of letters and parcels fill the shelves around you, almost completely obscuring the one light fixture in the car. The sliding metal door east offers a possible exit.\n\nAn open metal hatch reveals the sun and sky above.\n\nThe beam of sunlight from the open metal hatch draws your eyes to a large wooden crate sitting at the north end of the car.\n\nYou can also see a can of lubricant here.", "endoftext": false }, { "action": "Left", "response": "A glass Pyrex beaker, maximum capacity 500ml, with something scrawled on the side in grease pencil. There's a glass probe fused to the bottom.\n\nYou can't get close enough to see the contents, however.\n\nThe train just rumbled by the Glendale station.", "endoftext": false }, { "action": "You look at the light", "response": "(the light bulb socket)\nIn the light bulb socket is a strange red bulb.", "endoftext": false }, { "action": "You turn on the light", "response": "(the light bulb socket)\nThe strange red bulb begins to glow.\nThat's already on.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\na 60-watt soft-white incandescent light bulb\na diamond ring (being worn)\na sport coat (being worn)\na bottle of hydroxide (which is open but empty)\nsome cans of soda\na squirt bottle (which is closed)\na quantity of pale blue liquid\na bottle of acid (which is open)\na quantity of acid\na small plastic tube (which is closed)\nsome litmus powder", "endoftext": false }, { "action": "You touch the bulb", "response": "(the 60-watt soft-white incandescent light bulb)\nYou feel nothing unexpected.", "endoftext": false }, { "action": "Right", "response": "A glass Pyrex beaker, maximum capacity 500ml, with something scrawled on the side in grease pencil. There's a glass probe fused to the bottom.\n\nYou can't get close enough to see the contents, however.\n\nThe train just zoomed through the Los Angeles station.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na 60-watt soft-white incandescent light bulb\na diamond ring (being worn)\na sport coat (being worn)\na bottle of hydroxide (which is open but empty)\nsome cans of soda\na squirt bottle (which is closed)\na quantity of pale blue liquid\na bottle of acid (which is open)\na quantity of acid\na small plastic tube (which is open)\nsome litmus powder", "endoftext": false }, { "action": "You put the powder in the soda", "response": "Which do you mean, the white powder or the litmus powder?", "endoftext": false }, { "action": "You remove the bulb", "response": "(the 60-watt soft-white incandescent light bulb)\nYou're not wearing that.", "endoftext": false }, { "action": "You get the bulb", "response": "(the 60-watt soft-white incandescent light bulb)\nYou already have that.", "endoftext": false }, { "action": "You get the red bulb", "response": "The bulb is too hot to handle.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nsome litmus powder\na 60-watt soft-white incandescent light bulb\na diamond ring (being worn)\na sport coat (being worn)\na bottle of hydroxide (which is open but empty)\nsome cans of soda\na squirt bottle (which is closed)\na quantity of pale blue liquid\na bottle of acid (which is open)\na quantity of acid\na small plastic tube (which is open but empty)", "endoftext": false }, { "action": "Go north", "response": "It's a real struggle, but eventually you move northwards along the top of the train...\n\nHandholds in the top of the car allow one to move carefully across the surface, but make no mistake about it: one slip means a short but unpleasant trip over the side. The handholds travel south or north along the length of the train, provided one does not get snagged on the numerous air vents and lights protruding from the surface.\n\nThe train just rumbled by the Glendale station.", "endoftext": true }, { "action": "Go downward", "response": "Between each pair of cars is an area which has always frightened you. Maybe it's the fact that the area is open save for a flimsy metal railing across the gaps; maybe it's the constant shifting of the floor beneath your feet. Safer areas lie south and north.\n\nYou see a concealed maintenance access hatch in the floor here.\n\nYou can also see an external ladder, a punched ticket and a small velvet box (which is empty) here.", "endoftext": false }, { "action": "You cut box", "response": "What do you want to cut the small velvet box with?", "endoftext": false }, { "action": "You go east", "response": "This is a tiny nondescript office, a hasty conversion from the original cabin that it was: the outlines of the bed and furnishings are still visible on the wall. A relief from claustrophobia lies west.\n\nAfter you've gathered your wits together, you notice that the \"spider\" is actually a piece of black paper folded into the shape of a spider. Obviously one of the reporters was bored and decided to play a little prank.\n\nA computer sits on a makeshift desk, a quiet hum emanating from its fan.\n\nThe train just zoomed by the Los Angeles station.", "endoftext": false }, { "action": "You go south", "response": "Some of the acid sloshes out of the bottle of acid.\n\nCar 4, Mid\nThe middle of the press car is even less interesting than the rest. Compartments are to either side of you, and the rest of the car lies south and north.", "endoftext": false }, { "action": "Go west", "response": "This is a tiny nondescript office, a hasty conversion from the original cabin that it was: the outlines of the bed and furnishings are still visible on the wall. A relief from claustrophobia lies east.\n\nA computer sits on a makeshift desk, completely quiet.", "endoftext": false }, { "action": "You examine computer", "response": "It's an ancient VT100 terminal, which belongs more in a museum than in an office. These things haven't been used for, what, 50 years?\n\nThe computer terminal is currently switched off.", "endoftext": false }, { "action": "You go to the south", "response": "You open the door to car 3.\n\nCar 3, Aft\nThis tiny space near the junction to the next car is unremarkable, save the cramped stairway to the upper level and the door to the tiny lavatory west.\n\nThe lavatory door is open.\n\nThe door to the car junction slides shut.", "endoftext": false }, { "action": "You go to the west", "response": "Some of the acid sloshes out of the bottle of acid.\n\nThis compartment leaves very little room for movement, but you're not here to do the macarena. A stainless-steel lavatory sits next to a tiny sink. A window west provides some light, which is nice as the fluorescent fixture above the mirror is not on.\n\nThe exit is east.\n\nThe train just rushed past the Fullerton station.", "endoftext": false }, { "action": "You examine the fixture", "response": "The light fixture is dark.", "endoftext": false }, { "action": "You examine the lavatory", "response": "(the lavatory door)\nIt's a lavatory door, with a sliding bolt that changes the indicator on the outside from \"Unoccupied\" to \"Occupied.\" High-tech stuff.", "endoftext": false }, { "action": "Shit", "response": "Real adventurers do not use such language.\n\nThe train just rumbled by the Anaheim station.", "endoftext": false }, { "action": "Go upward", "response": "Better not. It would be very easy to be trapped up there.\n\nThe train just barreled past the Santa Ana station.", "endoftext": false }, { "action": "You go south", "response": "Without any passengers, this car takes on a definite tomb-like atmosphere. A sealed passageway leads south, while the junction to the next car leads north.", "endoftext": false }, { "action": "You examine the floor", "response": "You see nothing special about the floor.\n\nThe train just rumbled by the Irvine station.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nWolfie (the paper spider guardian of computers)\na small velvet box (which is open but empty)\na diamond ring (being worn)\na sport coat (being worn)\na bottle of hydroxide (which is open but empty)\nsome cans of soda\na squirt bottle (which is closed)\na quantity of pale blue liquid\na strange red bulb\na bottle of acid (which is open)\na quantity of acid\na small plastic tube (which is closed)\nsome litmus powder", "endoftext": false }, { "action": "Go north", "response": "You open the door to the car junction.\n\nBetween each pair of cars is an area which has always frightened you. Maybe it's the fact that the area is open save for a flimsy metal railing across the gaps; maybe it's the constant shifting of the floor beneath your feet. Safer areas lie south and north.\n\nYou see a concealed maintenance access hatch in the floor here.\n\nYou can also see an external ladder and a punched ticket here.\n\nThe door to car 4 slides shut.", "endoftext": false }, { "action": "You examine the door", "response": "Which do you mean, the door to car 5 or the door to car 4?", "endoftext": false }, { "action": "Door 4", "response": "It's a sliding door, spring-loaded. The kind you have to hold open as you pass through.", "endoftext": false }, { "action": "You get the red bulb", "response": "(putting the small velvet box into the sport coat to make room)\nThere is no more room in the sport coat.", "endoftext": false }, { "action": "You drop the velvet box", "response": "Dropped.\n\nThe train just zoomed past the San Juan Capistrano station.", "endoftext": false }, { "action": "You put the red bulb in the chest", "response": "The strange red bulb fits snugly in the ice chest.", "endoftext": false }, { "action": "Close chest", "response": "You close the ice chest.", "endoftext": false }, { "action": "You look", "response": "This car may have been a kitchen car, or perhaps it was temporarily converted into one for the purposes of this trip. In either case, the recent occupation by the terrorists has left it in shambles. Exits lead south and north.\n\nThe lifeless bodies of the terrorists lie scattered around the car.\n\nThe refrigerator must have been broken, as a heavy-duty ice chest sits in the corner.\n\nYou can also see a small velvet box (which is empty) here.", "endoftext": false }, { "action": "Go north", "response": "You open the door to the car junction.\n\nBetween each pair of cars is an area which has always frightened you. Maybe it's the fact that the area is open save for a flimsy metal railing across the gaps; maybe it's the constant shifting of the floor beneath your feet. Safer areas lie south and north.\n\nYou see a concealed maintenance access hatch in the floor here.\n\nYou can also see an external ladder and a bottle of developing fluid (which is empty) here.\n\nThe door to car 5 slides shut.", "endoftext": false }, { "action": "Go north", "response": "You open the door to car 6.\n\nCar 6, the last car\nThis is a tiny car-- a classic caboose, except it isn't red, and it doesn't have a potbelly stove. It's pretty much a lounge for the conductor and his assistants, except the conductor is conspicuously missing.\n\nYou can see a train schedule, all of the passengers and a tool chest (which is empty) here.\n\nThe door to the car junction slides shut.", "endoftext": false }, { "action": "You ask the passengers about the terrorists", "response": "One woman speaks up. \"We haven't seen them since George stupidly went over to ask them for some water. Once they heard his knock, they made a big deal about marching up and down the train to make their point about who's in charge.\"", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nWolfie (the paper spider guardian of computers)\na diamond ring (being worn)\na sport coat (being worn)\na bottle of hydroxide (which is open but empty)\nsome cans of soda\na squirt bottle (which is closed)\na quantity of pale blue liquid\na bottle of acid (which is open)\na quantity of acid\na small plastic tube (which is closed)\nsome litmus powder", "endoftext": false }, { "action": "You show the cans to the passengerd", "response": "(first taking the cans of soda)\nThey mumble amongst themselves, but the consensus is that they have no comment to make on the cans of soda.\n\nSomething just happened, because you were just vaporized by a nuclear explosion.", "endoftext": false }, { "action": "Left", "response": "A glass Pyrex beaker, maximum capacity 500ml, with something scrawled on the side in grease pencil. There's a glass probe fused to the bottom.\n\nYou can't get close enough to see the contents, however.\nI beg your pardon?", "endoftext": true }, { "action": "You look around", "response": "Once inside, you realize why this car wasn't accessible from the rest of the train: it's a mail transport car. Bags of letters and parcels fill the shelves around you, almost completely obscuring the one light fixture in the car. The sliding metal door east offers a possible exit.\n\nIn front of you stands a large metal box, closed on all sides save the front, which is protected by a pane of glass. The rose-tinting of the glass hints at rather than exposes the complicated machinery held within.\n\nAn open metal hatch reveals the sun and sky above.\n\nYou can also see a can of lubricant here.", "endoftext": false }, { "action": "You examine the light", "response": "(the light bulb socket)\nIn the light bulb socket is a 60-watt soft-white incandescent light bulb.", "endoftext": false }, { "action": "You take the white bulb", "response": "The bulb is too hot to handle.\n\nThe train just rushed by the Glendale station.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na diamond ring (being worn)\na sport coat (being worn)\na bottle of hydroxide (which is open but empty)\nsome cans of soda\na squirt bottle (which is closed)\na quantity of pale blue liquid\na strange red bulb\na bottle of acid (which is open)\na quantity of acid\na small plastic tube (which is closed)\nsome litmus powder", "endoftext": false }, { "action": "You turn off the light", "response": "(the light bulb socket)\nThe 60-watt soft-white incandescent light bulb goes dark.", "endoftext": false }, { "action": "You put the red bulb in the socket", "response": "You screw the strange red bulb into the light bulb socket.\n\nThe train just rumbled through the Los Angeles station.", "endoftext": false }, { "action": "You turn on the light", "response": "(the light bulb socket)\nThe strange red bulb begins to glow.", "endoftext": false }, { "action": "You open the pane", "response": "Try as you might, the glass is securely affixed to the front of the box by some thick, gooey sealant. The sealant itself seems to be invulnerable to all of your attacks.", "endoftext": false }, { "action": "You pour it on the sealant", "response": "That would scarcely empty anything.", "endoftext": false }, { "action": "You cut the pane with the diamond", "response": "As you cut the glass, you hear a gentle hiss, as if gas is escaping.\n\nWhumpf! The white powder suddenly bursts into flame!\n\nThe resulting fire must have set off some sensor in the bomb. The subsequent explosion vaporizes you, the train, and a large portion of California instantaneously.", "endoftext": false }, { "action": "You read left beaker", "response": "Written on the side are the letters \"NaOH.\"", "endoftext": false }, { "action": "You read right beaker", "response": "Written on the side are the letters \"HCl.\"", "endoftext": false }, { "action": "You take the left beaker", "response": "The left beaker is firmly attached to the pair of scales.", "endoftext": false }, { "action": "You examine tube", "response": "(the can of lubricant)\nIt's a very large can of a popular brand of all-purpose lubricant, complete with the long pointy tube that allows delivery of chemicals into tight spaces.\n\nThe train just barreled past the Fullerton station.", "endoftext": false }, { "action": "You squirt the lubricant on sealant", "response": "You apply a liberal amount of lubricant to the silicone caulking.\n\nThe train just barreled by the Fullerton station.", "endoftext": false }, { "action": "You pour the LITMUS on the sealant", "response": "Try as you might, you cannot puncture the silicone caulking with the litmus powder.\n\nThe train just barreled past the Anaheim station.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nsome litmus powder\na 60-watt soft-white incandescent light bulb\na diamond ring (being worn)\na sport coat (being worn)\na bottle of hydroxide (which is open but empty)\nsome cans of soda\na squirt bottle (which is closed)\na quantity of pale blue liquid\na bottle of acid (which is open)\na quantity of acid\na small plastic tube (which is open but empty)", "endoftext": false }, { "action": "You pour the ammonia on the LITMUS", "response": "The litmus powder can't contain things.\n\nThe train just rumbled past the Santa Ana station.\n\nThe oil on the silicone caulking evaporates away.", "endoftext": false }, { "action": "You pour the soda in the tube", "response": "(the can of lubricant)\n(putting the 60-watt soft-white incandescent light bulb into the sport coat to make room)\nThat can't contain things.", "endoftext": false }, { "action": "Go north", "response": "You can't hold onto all the things you are carrying and move around the top of the train.\n\nThe train just barreled through the Irvine station.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\nsome cans of soda\nsome litmus powder\na diamond ring (being worn)\na sport coat (being worn)\na 60-watt soft-white incandescent light bulb\na bottle of hydroxide (which is open but empty)\na squirt bottle (which is open)\na quantity of pale blue liquid\na bottle of acid (which is open)\na quantity of acid\na small plastic tube (which is open but empty)", "endoftext": false }, { "action": "You look", "response": "Handholds in the top of the car allow one to move carefully across the surface, but make no mistake about it: one slip means a short but unpleasant trip over the side. The handholds travel south or north along the length of the train, provided one does not get snagged on the numerous air vents and lights protruding from the surface.\n\nYou hear noises from the car below.", "endoftext": false }, { "action": "Examine vent", "response": "This is one of a number of screened portals, designed to allow fresh air to be drawn into the car as it moves.\n\nThe train just zoomed past the Simi Valley station.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na sport coat (being worn)\na can of lubricant\na squirt bottle (which is closed)\na quantity of pale blue liquid\na bottle of hydroxide (which is closed)\na small velvet box (which is closed)\na train schedule", "endoftext": false }, { "action": "Y.", "response": "Amazing! After all these years some girl finally got Jack to propose. All you need to do is hop on a commuter plane, get the big lug to the church on time, and zip back. Piece of cake...\n\nWell, almost. Blasted El Ni?o has air traffic in an uproar. This daily commuter flight out of San Francisco was delayed three times, which will make life fun when you finally make it down to San Diego...\n\nAirplane (on Seat 4B)\nThe airlines claim that planes are getting bigger, but you don't believe a word of it. This cramped cabin feels about as roomy as a culvert, and has approximately the same decor.\n\nThere is a door south and a small kitchenette north.\n\n(First time players should type INFO for game-playing details.)", "endoftext": false }, { "action": "You go south", "response": "You'll have to get off Seat 4B first.", "endoftext": false }, { "action": "You wash the coat", "response": "A quick wipe and the stain disappears.\n\nThe flow from the faucet stops suddenly. (It must have one of those spring valves to prevent waste.)\n\nWait... was that gunfire...?", "endoftext": false }, { "action": "You unlock door", "response": "The fluorescent light goes off.\n\nYour Russian may be rusty, but a voice definitely said, \"Sergei, check the toilets.\"", "endoftext": false }, { "action": "You open the window", "response": "You open the lavatory window.\n\nA voice outside the door says, \"Empty.\"", "endoftext": false }, { "action": "Go west", "response": "That looks like a particularly unsafe direction to go.\n\n\"Is everyone here?\"\n\n\"Everyone was here or in the press car,\" the conductor replies, strangely calm. \"As you can see, everyone in this car is also on this list.\"\n\n\"Da...\"", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\n\"Sergei, did you check the toilets?\"\n\n\"Da, I checked the toilets.\"\n\n\"Did you check inside the toilets?\n\nThere is a momentary pause, followed by a low curse.", "endoftext": false }, { "action": "Continue", "response": "Time passes.\n\n\"Ready?\" asks a voice outside.", "endoftext": false }, { "action": "Continue", "response": "Time passes.\n\nThe door explodes inward.\n\n\"Good, nobody here.\"\n\nThe door is closed again.", "endoftext": false }, { "action": "Go east", "response": "The door is closed.", "endoftext": false }, { "action": "You open the door", "response": "You open the lavatory door.", "endoftext": false }, { "action": "You turn on the computer", "response": "The computer comes to life, goes through its complex bootstrap procedure, then asks you for a user name and password. You turn the machine off in disgust.\n\nThe train just rushed past the Salinas station.", "endoftext": false }, { "action": "You take the hydroxide", "response": "(putting the punched ticket into the sport coat to make room)\nTaken.", "endoftext": false }, { "action": "You take the acid", "response": "(putting Wolfie (the paper spider guardian of computers) into the sport coat to make room)\nTaken.", "endoftext": false }, { "action": "You take the fluid", "response": "(putting the bottle of hydroxide into the sport coat to make room) Taken.", "endoftext": false }, { "action": "You go to the south", "response": "You open the door to the car junction.\n\nThe door to car 4 slides shut.", "endoftext": false }, { "action": "Go south", "response": "You open the door to car 3.\n\nCar 3, Aft\n\nThe lavatory door is open.\n\nThe door to the car junction slides shut.", "endoftext": false }, { "action": "You go south", "response": "Without any passengers, this car takes on a definite tomb-like atmosphere. A sealed passageway leads south, while the junction to the next car leads north.", "endoftext": false }, { "action": "You go south", "response": "The metal plate sealing the door prevents movement south.", "endoftext": false }, { "action": "Go north", "response": "Car 3, Aft\n\nThe lavatory door is open.", "endoftext": false }, { "action": "Go north", "response": "You open the door to the car junction.\n\nThe door to car 3 slides shut.", "endoftext": false }, { "action": "You go north", "response": "You open the door to car 4.\n\nCar 4, Fore\n\nThe door to the car junction slides shut.", "endoftext": false }, { "action": "You open hatch", "response": "(I assume you mean the concealed access hatch that you found out about in an earlier incarnation.)\nYou open the maintenance access hatch.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na small plastic tube (which is closed)\nsome red powder\na bottle of developing fluid (which is closed)\na sport coat (being worn)\na bottle of acid (which is closed)\na quantity of acid\na bottle of hydroxide (which is closed)\nWolfie (the paper spider guardian of computers)\na punched ticket\na small velvet box (which is closed)\na train schedule", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\na bottle of developing fluid (which is closed)\na sport coat (being worn)\na bottle of acid (which is closed)\na quantity of acid\na bottle of hydroxide (which is closed)\nWolfie (the paper spider guardian of computers)\na punched ticket\na small velvet box (which is closed)\na train schedule", "endoftext": false }, { "action": "Go upward", "response": "(You pop open the maintenance access hatch as you go topside.)\n\nBetween each pair of cars is an area which has always frightened you. Maybe it's the fact that the area is open save for a flimsy metal railing across the gaps; maybe it's the constant shifting of the floor beneath your feet. Safer areas lie south and north.\n\nA maintenance access hatch is open, leading downwards to darkness.\n\nYou can also see a small plastic tube (which is closed) (in which is some red powder) here.", "endoftext": false }, { "action": "You put the fluid in the coat", "response": "You put the bottle of developing fluid into the sport coat.", "endoftext": false }, { "action": "You take the bottle", "response": "Which do you mean, the squirt bottle, the bottle of developing fluid, the bottle of acid or the bottle of hydroxide?", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na can of lubricant\na squirt bottle (which is closed)\na quantity of pale blue liquid\na sport coat (being worn)\na bottle of developing fluid (which is closed)\na bottle of acid (which is closed)\na quantity of acid\na bottle of hydroxide (which is closed)\nWolfie (the paper spider guardian of computers)\na punched ticket\na small velvet box (which is closed)", "endoftext": false }, { "action": "You take the box", "response": "(the tool chest)\nIt's too bulky for you to lug around, so you leave it.", "endoftext": false }, { "action": "You take the velvet box", "response": "(putting the squirt bottle into the sport coat to make room)\nThere is no more room in the sport coat.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na can of lubricant\na sport coat (being worn)\na bottle of developing fluid (which is closed)\na bottle of acid (which is closed)\na quantity of acid\na bottle of hydroxide (which is closed)\nWolfie (the paper spider guardian of computers)", "endoftext": false }, { "action": "You go north", "response": "You open the door to car 6.\n\nCar 6, the last car\nThis is a tiny car-- a classic caboose, except it isn't red, and it doesn't have a potbelly stove. It's pretty much a lounge for the conductor and his assistants, except the conductor is conspicuously missing.\n\nYou can see a punched ticket, a small velvet box (which is closed), all of the passengers and a tool chest (which is empty) here.\n\nThe door to the car junction slides shut.", "endoftext": false }, { "action": "Go north", "response": "(The maintenance access hatch slams shut when you release it to move.) You open the door to car 6.\n\nCar 6, the last car\nThis is a tiny car-- a classic caboose, except it isn't red, and it doesn't have a potbelly stove. It's pretty much a lounge for the conductor and his assistants, except the conductor is conspicuously missing.\n\nYou can see a punched ticket, a small velvet box (which is closed), all of the passengers and a tool chest (which is empty) here.\n\nThe door to the car junction slides shut.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\na squirt bottle (which is closed)\na quantity of pale blue liquid\na can of lubricant\na sport coat (being worn)\na bottle of developing fluid (which is closed)\na bottle of acid (which is closed)\na quantity of acid\na bottle of hydroxide (which is closed)\nWolfie (the paper spider guardian of computers)", "endoftext": false }, { "action": "You put the squirt in the coat", "response": "You put the squirt bottle into the sport coat.\n\nThe train just zoomed by the Paso Robles station.", "endoftext": false }, { "action": "Go south", "response": "Slowly you crawl southwards along the length of the train...\n\nCar 5, underside\nFrom here, you can make out the complex speed regulators, air brakes, and other mechanisms you take for granted whenever you travel by rail. You can crawl south or north along the length of the car.\n\nThe train just rushed by the Paso Robles station.\n\nThere is the movement of feet above you.", "endoftext": false }, { "action": "You go north", "response": "Slowly you crawl northwards along the length of the train...\n\nYou're in a small gap between the cars. Small maintenance tunnels lead south and north, although they are rather small and probably not safe when the train is in motion. A maintenance hatch above you offers more traditional passage on the train.\n\nA prominent lever is attached to the car junction. The lever has been pushed into the \"closed\" position.\n\nThe train just rushed past the San Luis Obispo station.", "endoftext": false }, { "action": "You open hatch", "response": "You can't. There's something on the other side preventing you from opening it.", "endoftext": false }, { "action": "You go to the north", "response": "Slowly you crawl northwards along the length of the train...\n\nCar 3, underside\nFrom here, you can make out the complex speed regulators, air brakes, and other mechanisms you take for granted whenever you travel by rail. You can crawl south or north along the length of the car.", "endoftext": false }, { "action": "You go south", "response": "Slowly you crawl southwards along the length of the train...\n\nYou're in a small gap between the cars. Small maintenance tunnels lead south and north, although they are rather small and probably not safe when the train is in motion. A maintenance hatch above you offers more traditional passage on the train.\n\nA prominent lever is attached to the car junction. The lever has been pushed into the \"closed\" position.\n\nThe train just rumbled by the Paso Robles station.", "endoftext": false }, { "action": "Go south", "response": "Slowly you crawl southwards along the length of the train...\n\nCar 3, underside\nFrom here, you can make out the complex speed regulators, air brakes, and other mechanisms you take for granted whenever you travel by rail. You can crawl south or north along the length of the car.", "endoftext": false }, { "action": "You put the LITMUS in the dish", "response": "The metal box isn't open.\n\nThe train just rumbled through the Glendale station.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\nsome litmus powder\na diamond ring (being worn)\na sport coat (being worn)\na bottle of hydroxide (which is open but empty)\nsome cans of soda\na squirt bottle (which is closed)\na quantity of pale blue liquid\na strange red bulb\na bottle of acid (which is open)\na quantity of acid\na small plastic tube (which is open but empty)", "endoftext": false }, { "action": "You take the bulb", "response": "Which do you mean, the 60-watt soft-white incandescent light bulb or the strange red bulb?", "endoftext": false }, { "action": "Close hatch", "response": "You close the metal hatch.\n\nIt is now pitch dark in here!", "endoftext": false }, { "action": "You open hatch", "response": "You open the metal hatch.\n\nOnce inside, you realize why this car wasn't accessible from the rest of the train: it's a mail transport car. Bags of letters and parcels fill the shelves around you, almost completely obscuring the one light fixture in the car. The sliding metal door east offers a possible exit.\n\nIn front of you stands a large metal box, closed on all sides save the front, which is protected by a pane of glass. The rose-tinting of the glass hints at rather than exposes the complicated machinery held within.\n\nAn open metal hatch reveals the sun and sky above.\n\nYou can also see a can of lubricant here.", "endoftext": false }, { "action": "You put the red bulb in light", "response": "(the light bulb socket)\nThere is no more room in the light bulb socket.\n\nThe train just zoomed past the Los Angeles station.", "endoftext": false }, { "action": "You look in the socket", "response": "In the light bulb socket is a 60-watt soft-white incandescent light bulb.", "endoftext": false }, { "action": "You take the light bulb", "response": "(the strange red bulb)\nYou already have that.", "endoftext": false }, { "action": "You take the incandescent bulb", "response": "(putting the litmus powder into the sport coat to make room)\nYou unscrew the 60-watt soft-white incandescent light bulb from the light bulb socket.", "endoftext": false }, { "action": "Close hatch", "response": "You close the metal hatch.", "endoftext": false }, { "action": "You cut the pane with the diamond", "response": "As you cut the glass, you hear a gentle hiss, as if gas is escaping.\n\nWhumpf! The white powder suddenly bursts into flame!\n\nThe resulting fire must have set off some sensor in the bomb. The subsequent explosion vaporizes you, the train, and a large portion of California instantaneously.", "endoftext": false }, { "action": "You look at the scales", "response": "A pair of antique brass scales, intricately carved.\n\nThe scales are balanced.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na 60-watt soft-white incandescent light bulb\na diamond ring (being worn)\na sport coat (being worn)\nsome litmus powder\na bottle of hydroxide (which is open but empty)\nsome cans of soda\na squirt bottle (which is closed)\na quantity of pale blue liquid\na bottle of acid (which is open)\na quantity of acid\na small plastic tube (which is open but empty)", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\na squirt bottle (which is closed)\na quantity of pale blue liquid\na 60-watt soft-white incandescent light bulb\na diamond ring (being worn)\na sport coat (being worn)\nsome litmus powder\na bottle of hydroxide (which is open but empty)\nsome cans of soda\na bottle of acid (which is open)\na quantity of acid\na small plastic tube (which is open but empty)", "endoftext": false }, { "action": "Hints", "response": "N = next subjectP = previous\nRETURN = read subject Q = resume game\n\n> The Plane\nThe Train", "endoftext": false }, { "action": "Go north", "response": "N = next subjectP = previous\nRETURN = read subject Q = resume game\n\n> The Plane\nThe Train\nThe Plane\nN = next subjectP = previous\nRETURN = read subjectQ = previous menu\n\n> What's going on here?\nHow do I warn the stewardess?\nHow do I warn the pilot?\nI don't want to die in a crash!", "endoftext": false }, { "action": "Go north", "response": "N = next subjectP = previous\nRETURN = read subject Q = resume game\n\n> The Train\nThe Train\nN = next subjectP = previous\nRETURN = read subjectQ = previous menu\n\n> The Prologue\nAfter the Attack\nUnder the Train\nOn Top of The Train\nThe Mail Car", "endoftext": false }, { "action": "Go north", "response": "N = next subjectP = previous\nRETURN = read subjectQ = previous menu\n\n> After the Attack\nUnder the Train\nOn Top of The Train\nThe Mail Car", "endoftext": false }, { "action": "You go north", "response": "N = next subjectP = previous\nRETURN = read subjectQ = previous menu\n\n> Under the Train\nOn Top of The Train\nThe Mail Car", "endoftext": false }, { "action": "You go to the north", "response": "N = next subjectP = previous\nRETURN = read subjectQ = previous menu\n\nUnder the Train\n> On Top of The Train\nThe Mail Car", "endoftext": false }, { "action": "Go north", "response": "N = next subjectP = previous\nRETURN = read subjectQ = previous menu\n\nUnder the Train\nOn Top of The Train\n> The Mail Car", "endoftext": false }, { "action": "Go north", "response": "N = next subjectP = previous\nRETURN = read subjectQ = previous menu\n\n> The Prologue\nAfter the Attack\nUnder the Train\nOn Top of The Train\nThe Mail Car\nThe Prologue\nN = next subjectP = previous\nRETURN = read subjectQ = previous menu\n\n> I got kicked off the train!\nWhat a mess! How do I clean my jacket?\nWhat's going on in the corridor?\nHow can I avoid being shot?", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na squirt bottle (which is closed)\na quantity of pale blue liquid\na diamond ring (being worn)\na sport coat (being worn)\na bottle of hydroxide (which is open but empty)\nsome cans of soda\na strange red bulb\na bottle of acid (which is open)\na quantity of acid\na small plastic tube (which is closed)\nsome litmus powder", "endoftext": false }, { "action": "You look at the socket", "response": "In the light bulb socket is a 60-watt soft-white incandescent light bulb.\n\nThe train just barreled through the Glendale station.", "endoftext": false }, { "action": "You take the incandescent bulb", "response": "You unscrew the 60-watt soft-white incandescent light bulb from the light bulb socket.", "endoftext": false }, { "action": "You take the red bulb", "response": "(putting the squirt bottle into the sport coat to make room)\nTaken.", "endoftext": false }, { "action": "You put it in the socket", "response": "You screw the strange red bulb into the light bulb socket.", "endoftext": false }, { "action": "You cut the pane with the diamond", "response": "As you cut the glass, you hear a gentle hiss, as if gas is escaping.\n\nWhumpf! The white powder suddenly bursts into flame!\n\nThe resulting fire must have set off some sensor in the bomb. The subsequent explosion vaporizes you, the train, and a large portion of California instantaneously.", "endoftext": false }, { "action": "You open hatch", "response": "That's already open.\n\nThe train just barreled through the Los Angeles station.", "endoftext": false }, { "action": "You cut the pane with the diamond", "response": "As you cut the glass, you hear a gentle hiss, as if gas is escaping.\n\nWhumpf! The white powder suddenly bursts into flame!\n\nThe resulting fire must have set off some sensor in the bomb. The subsequent explosion vaporizes you, the train, and a large portion of California instantaneously.", "endoftext": false }, { "action": "You turn off the light", "response": "(the light bulb socket)\nThe strange red bulb goes dark.\n\nIt is now pitch dark in here!", "endoftext": false }, { "action": "You cut the pane with the diamond", "response": "As you cut the glass, you hear a gentle hiss, as if gas is escaping.\n\nWhumpf! The white powder suddenly bursts into flame!\n\nThe resulting fire must have set off some sensor in the bomb. The subsequent explosion vaporizes you, the train, and a large portion of California instantaneously.", "endoftext": false }, { "action": "P.", "response": "N = next subjectP = previous\nRETURN = read subjectQ = previous menu\n\nUnder the Train\nOn Top of The Train\n> The Mail Car\nThe Mail Car\nN = next subjectP = previous\nRETURN = read subjectQ = previous menu\n\n> How do I open the glass-fronted box?\nThe powder burst into flame!", "endoftext": false }, { "action": "You go to the north", "response": "N = next subjectP = previous\nRETURN = read subjectQ = previous menu\n\nHow do I open the glass-fronted box?\n> The powder burst into flame!\n[Press H for another hint, any other key to exit]\n\n(1/17) The conductor may offer some insight on the white powder and the silicone caulking.", "endoftext": true }, { "action": "%", "response": "Amazing! After all these years some girl finally got Jack to propose. All you need to do is hop on a commuter plane, get the big lug to the church on time, and zip back. Piece of cake...\n\nWell, almost. Blasted El Ni?o has air traffic in an uproar. This daily commuter flight out of San Francisco was delayed three times, which will make life fun when you finally make it down to San Diego...\n\nAirplane (on Seat 4B)\nThe airlines claim that planes are getting bigger, but you don't believe a word of it. This cramped cabin feels about as roomy as a culvert, and has approximately the same decor.\n\nThere is a door south and a small kitchenette north.\n\n(First time players should type INFO for game-playing details.)", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na 60-watt soft-white incandescent light bulb\na diamond ring (being worn)\na sport coat (being worn)\na squirt bottle (which is closed)\na quantity of pale blue liquid\na bottle of hydroxide (which is open but empty)\nsome cans of soda\na bottle of acid (which is open)\na quantity of acid\na small plastic tube (which is closed)\nsome litmus powder", "endoftext": false }, { "action": "You look at the squirt", "response": "It's a squirt bottle. The label is so faded as to make it practically illegible.\n\nThe train just rumbled by the Los Angeles station.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\na squirt bottle (which is closed)\na quantity of pale blue liquid\na 60-watt soft-white incandescent light bulb\na diamond ring (being worn)\na sport coat (being worn)\na bottle of hydroxide (which is open but empty)\nsome cans of soda\na bottle of acid (which is open)\na quantity of acid\na small plastic tube (which is closed)\nsome litmus powder", "endoftext": false }, { "action": "You open the squirt", "response": "You open the squirt bottle.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na squirt bottle (which is open)\na quantity of pale blue liquid\na 60-watt soft-white incandescent light bulb\na diamond ring (being worn)\na sport coat (being worn)\na bottle of hydroxide (which is open but empty)\nsome cans of soda\na bottle of acid (which is open)\na quantity of acid\na small plastic tube (which is closed)\nsome litmus powder", "endoftext": false }, { "action": "You look at the acid", "response": "A dark glass bottle with a screw cap. The label on the outside has a stylized hand being dissolved away.", "endoftext": false }, { "action": "You take the acid", "response": "(putting the 60-watt soft-white incandescent light bulb into the sport coat to make room)\nTaken.", "endoftext": false }, { "action": "You look at the tube", "response": "(the can of lubricant)\nIt's a very large can of a popular brand of all-purpose lubricant, complete with the long pointy tube that allows delivery of chemicals into tight spaces.", "endoftext": false }, { "action": "You put the tube in the sealant", "response": "(the can of lubricant in the silicone caulking)\nYou need to be holding the can of lubricant before you can put it into something else.", "endoftext": false }, { "action": "You take the tube", "response": "(the can of lubricant)\n(putting the squirt bottle into the sport coat to make room)\nTaken.", "endoftext": false }, { "action": "You put it in the sealant", "response": "The can of lubricant easily pierces the silicone caulking.", "endoftext": false }, { "action": "White", "response": "You apply a liberal amount of lubricant to the white powder.", "endoftext": false }, { "action": "You cut the glass with the diamond", "response": "Which do you mean, the tube filled with gas, the glass dish or the rose-colored glass pane?", "endoftext": false }, { "action": "Pane", "response": "As you cut the glass, you hear a gentle hiss, as if gas is escaping.\n\nNothing else happens, so you carefully remove the cut pane and set it to the side.\n\nThe tube filled with gas cracks with a loud pop, followed by a much larger explosion.", "endoftext": false }, { "action": "You lubricate it", "response": "You apply a liberal amount of lubricant to the tube filled with gas.", "endoftext": false }, { "action": "You cut the pane with the diamond", "response": "As you cut the glass, you hear a gentle hiss, as if gas is escaping.\n\nNothing else happens, so you carefully remove the cut pane and set it to the side.\n\nThe tube filled with gas cracks with a loud pop, followed by a much larger explosion.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\na bottle of acid (which is open)\na quantity of acid\na diamond ring (being worn)\na sport coat (being worn)\na squirt bottle (which is open)\na quantity of pale blue liquid\na 60-watt soft-white incandescent light bulb\na bottle of hydroxide (which is open but empty)\nsome cans of soda\na small plastic tube (which is closed)\nsome litmus powder", "endoftext": false }, { "action": "You look at the socket", "response": "In the light bulb socket is a strange red bulb.", "endoftext": false }, { "action": "You turn on the light", "response": "(the light bulb socket)\nThe strange red bulb begins to glow.\n\nThe train just barreled past the Fullerton station.", "endoftext": false }, { "action": "You cut the pane with the diamond", "response": "As you cut the glass, you hear a gentle hiss, as if gas is escaping.\n\nNothing else happens, so you carefully remove the cut pane and set it to the side.", "endoftext": false }, { "action": "You look at the bomb", "response": "Even with the glass removed, it's still difficult to comprehend the box's contents all at once...\n\nA curious glass tube sticks out of a mass of electronics glued to the back of the box. Inside the tube you see a swirling gas. A thin gold wire spirals its way around the outside of the tube.\n\nA glass dish sits under a thick metal coil, which dangles from another breadboard packed with electronics.\n\nIn the center of the bomb is a Plexiglas box.\n\nSitting on a nest of electronics within the glass box is an ominous black sphere.\n\nAbove the glass box is an antique pair of brass scales, curiously out of place when compared to the high-tech components around them. The metal dishes normally associated with such scales have been replaced by two labeled Pyrex beakers.\n\nThe oil on the white powder evaporates away.\n\nWhumpf! The white powder suddenly bursts into flame!\n\nThe resulting fire must have set off some sensor in the bomb. The subsequent explosion vaporizes you, the train, and a large portion of California instantaneously.", "endoftext": false }, { "action": "You lubricate the white powder", "response": "You apply a liberal amount of lubricant to the white powder.\n\nThe oil on the white powder evaporates away.\n\nWhumpf! The white powder suddenly bursts into flame!\n\nThe resulting fire must have set off some sensor in the bomb. The subsequent explosion vaporizes you, the train, and a large portion of California instantaneously.", "endoftext": false }, { "action": "You turn on the light", "response": "(the light bulb socket)\nNothing seems to happen.", "endoftext": false }, { "action": "You put it in the socket", "response": "Ouch! You get a nasty shock.", "endoftext": false }, { "action": "You turn on the light", "response": "(the light bulb socket)\nThat's already on.", "endoftext": false }, { "action": "Close hatch", "response": "You close the metal hatch.\n\nThe train just rumbled through the Glendale station.", "endoftext": false }, { "action": "You put it in the sealant", "response": "Try as you might, you cannot puncture the silicone caulking with the small plastic tube.\n\nThe train just rumbled past the Los Angeles station.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na small plastic tube (which is open)\nsome litmus powder\na 60-watt soft-white incandescent light bulb\na diamond ring (being worn)\na sport coat (being worn)\na bottle of hydroxide (which is open but empty)\nsome cans of soda\na squirt bottle (which is closed)\na quantity of pale blue liquid\na bottle of acid (which is open)\na quantity of acid", "endoftext": false }, { "action": "You take the bottle", "response": "Which do you mean, the left beaker, the right beaker, the bottle of hydroxide, the squirt bottle or the bottle of acid?", "endoftext": false }, { "action": "You take the acid", "response": "(putting the 60-watt soft-white incandescent light bulb into the sport coat to make room)\nTaken.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na bottle of acid (which is open)\na quantity of acid\na small plastic tube (which is open)\nsome litmus powder\na diamond ring (being worn)\na sport coat (being worn)\na 60-watt soft-white incandescent light bulb\na bottle of hydroxide (which is open but empty)\nsome cans of soda\na squirt bottle (which is closed)\na quantity of pale blue liquid", "endoftext": false }, { "action": "You take the squirt", "response": "(putting the small plastic tube into the sport coat to make room) Taken.", "endoftext": false }, { "action": "You look at the bomb", "response": "Even with the glass removed, it's still difficult to comprehend the box's contents all at once...\n\nA curious glass tube sticks out of a mass of electronics glued to the back of the box. Inside the tube you see a swirling gas. A thin gold wire spirals its way around the outside of the tube.\n\nA glass dish sits under a thick metal coil, which dangles from another breadboard packed with electronics.\n\nIn the center of the bomb is a Plexiglas box.\n\nSitting on a nest of electronics within the glass box is an ominous black sphere.\n\nAbove the glass box is an antique pair of brass scales, curiously out of place when compared to the high-tech components around them. The metal dishes normally associated with such scales have been replaced by two labeled Pyrex beakers.\n\nThe train just rushed through the Los Angeles station.", "endoftext": false }, { "action": "You take the tube", "response": "Which do you mean, the tube filled with gas, the can of lubricant or the small plastic tube?", "endoftext": false }, { "action": "You put it on the sphere", "response": "The plexiglas box isn't open.\n\nThe oil on the white powder evaporates away.\n\nWhumpf! The white powder suddenly bursts into flame!\n\nThe resulting fire must have set off some sensor in the bomb. The subsequent explosion vaporizes you, the train, and a large portion of California instantaneously.", "endoftext": false }, { "action": "You open the box", "response": "(the plexiglas box)\nIt seems to be locked.\n\nThe train just barreled through the Los Angeles station.", "endoftext": false }, { "action": "You look at the box", "response": "(the metal box)\nEven with the glass removed, it's still difficult to comprehend the box's contents all at once...\n\nA curious glass tube sticks out of a mass of electronics glued to the back of the box. Inside the tube you see a swirling gas. A thin gold wire spirals its way around the outside of the tube.\n\nA glass dish sits under a thick metal coil, which dangles from another breadboard packed with electronics.\n\nIn the center of the bomb is a Plexiglas box.\n\nSitting on a nest of electronics within the glass box is an ominous black sphere.\n\nAbove the glass box is an antique pair of brass scales, curiously out of place when compared to the high-tech components around them. The metal dishes normally associated with such scales have been replaced by two labeled Pyrex beakers.", "endoftext": false }, { "action": "You take naoh", "response": "Taken.\n\nThe oil on the white powder evaporates away.\n\nWhumpf! The white powder suddenly bursts into flame!\n\nThe resulting fire must have set off some sensor in the bomb. The subsequent explosion vaporizes you, the train, and a large portion of California instantaneously.", "endoftext": false }, { "action": "You open the squirt", "response": "You open the squirt bottle.\n\nThe train just barreled by the Los Angeles station.", "endoftext": false }, { "action": "You squirt the white powder", "response": "What do you want to squirt the white powder on?", "endoftext": false }, { "action": "You squirt the lubricant on white powder", "response": "You apply a liberal amount of lubricant to the white powder.", "endoftext": false }, { "action": "You put the ammonia in naoh", "response": "(I assume you mean to pour the squirt bottle into the bottle of hydroxide.)\n\nliquid: (putting the bottle of hydroxide into the sport coat to make room)\nYou pour some liquid into the bottle of hydroxide.", "endoftext": false }, { "action": "You take the right beaker", "response": "The right beaker is firmly attached to the pair of scales.", "endoftext": false }, { "action": "You put the ammonia in the left beaker", "response": "(I assume you mean to pour the squirt bottle into the left beaker.)\n\nliquid: (putting the 60-watt soft-white incandescent light bulb into the sport coat to make room)\nYou pour some liquid into the left beaker.\n\nThe liquid in the left beaker turns pale blue.\n\nThe pair of scales tilt to the left.", "endoftext": false }, { "action": "You look at the right beaker", "response": "A glass Pyrex beaker, maximum capacity 500ml, with something scrawled on the side in grease pencil. There's a glass probe fused to the bottom.\n\nIn the right beaker is about 100mL of liquid.", "endoftext": false }, { "action": "You read it", "response": "Written on the side are the letters \"HCl.\"", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na squirt bottle (which is open)\na quantity of pale blue liquid\na diamond ring (being worn)\na sport coat (being worn)\na 60-watt soft-white incandescent light bulb\na bottle of hydroxide (which is open but empty)\nsome cans of soda\na bottle of acid (which is open)\na quantity of acid\na small plastic tube (which is open)\nsome litmus powder", "endoftext": false }, { "action": "You put it in the right beaker", "response": "You dissolve a few crystals in the liquid.\n\nThe oil on the white powder evaporates away.\n\nWhumpf! The white powder suddenly bursts into flame!\n\nThe resulting fire must have set off some sensor in the bomb. The subsequent explosion vaporizes you, the train, and a large portion of California instantaneously.\n\nThe liquid in the right beaker turns bright red.", "endoftext": false }, { "action": "You put the soda in the right beaker", "response": "The right beaker is designed to hold liquids.", "endoftext": false }, { "action": "You put the LITMUS in right beaker", "response": "You dissolve a few crystals in the liquid.\n\nThe liquid in the right beaker turns bright red.", "endoftext": false }, { "action": "You look at the gas tube", "response": "Fluorescent gas swirls around the inside of the tube.\n\nThe oil on the white powder evaporates away.\n\nWhumpf! The white powder suddenly bursts into flame!\n\nThe resulting fire must have set off some sensor in the bomb. The subsequent explosion vaporizes you, the train, and a large portion of California instantaneously.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\na 60-watt soft-white incandescent light bulb\na diamond ring (being worn)\na sport coat (being worn)\na bottle of hydroxide (which is open but empty)\nsome cans of soda\na squirt bottle (which is open)\na quantity of pale blue liquid\na bottle of acid (which is open)\na quantity of acid\na small plastic tube (which is open)\nsome litmus powder", "endoftext": false }, { "action": "You put the acid in the right beaker", "response": "(I assume you mean to pour the bottle of acid into the right beaker.)\n\nacid: (putting the 60-watt soft-white incandescent light bulb into the sport coat to make room)\nYou pour some liquid into the right beaker.\n\nThe pair of scales tilt to the right.", "endoftext": false }, { "action": "You put it in the left beaker", "response": "(I assume you mean to pour the squirt bottle into the left beaker.)\n\nliquid: (putting the bottle of acid into the sport coat to make room) You pour some liquid into the left beaker.\n\nThe liquid in the left beaker turns pale blue.\n\nThe pair of scales tilt to the left.", "endoftext": false }, { "action": "You put the acid in the right beaker", "response": "(I assume you mean to pour the bottle of acid into the right beaker.)\n\nacid: (putting the bottle of acid into the sport coat to make room) You pour some liquid into the right beaker.\n\nThe pair of scales tilt to the right.", "endoftext": false }, { "action": "You put the LITMUS in right beaker", "response": "You dissolve a few crystals in the liquid.\n\nThe liquid in the right beaker turns bright red.", "endoftext": false }, { "action": "You put it in the left beaker", "response": "(I assume you mean to pour the squirt bottle into the left beaker.)\n\nliquid: (putting the litmus powder into the sport coat to make room) You pour some liquid into the left beaker.\n\nThe liquid in the left beaker turns pale blue.\n\nThe pair of scales tilt to the left.", "endoftext": false }, { "action": "You put the LITMUS in the left beaker", "response": "You dissolve a few crystals in the liquid.\n\nThe liquid in the left beaker turns dark blue.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\na squirt bottle (which is open)\na quantity of pale blue liquid\na diamond ring (being worn)\na sport coat (being worn)\nsome litmus powder\na bottle of acid (which is open but empty)\na 60-watt soft-white incandescent light bulb\na bottle of hydroxide (which is open but empty)\nsome cans of soda\na small plastic tube (which is open but empty)\n\nThe oil on the white powder evaporates away.\n\nWhumpf! The white powder suddenly bursts into flame!\n\nThe resulting fire must have set off some sensor in the bomb. The subsequent explosion vaporizes you, the train, and a large portion of California instantaneously.", "endoftext": false }, { "action": "You put the dish on the left beaker", "response": "The left beaker is designed to hold liquids.", "endoftext": false }, { "action": "You pour the soda in the left beaker", "response": "(putting the litmus powder into the sport coat to make room)\nThere is no more room in the sport coat.", "endoftext": false }, { "action": "You pour the soda in the left beaker", "response": "The left beaker is designed to hold liquids.\n\nThe oil on the white powder evaporates away.\n\nWhumpf! The white powder suddenly bursts into flame!\n\nThe white powder quickly consumes itself.", "endoftext": false }, { "action": "You take the LITMUS", "response": "(putting the glass dish into the sport coat to make room)\nTaken.", "endoftext": false }, { "action": "You pour the ammonia in the right beaker", "response": "liquid: You pour some liquid into the right beaker.\n\nThe pair of scales tilt to the right.\n\nThe liquid in the right beaker turns dark blue.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\nsome litmus powder\na diamond ring (being worn)\na sport coat (being worn)\na glass dish\na 60-watt soft-white incandescent light bulb\na bottle of hydroxide (which is open but empty)\na squirt bottle (which is open)\na quantity of pale blue liquid\na bottle of acid (which is open)\na quantity of acid\na small plastic tube (which is open but empty)", "endoftext": false }, { "action": "You pour the left beaker in the hydroxide", "response": "liquid: You pour some liquid into the bottle of hydroxide.\nEmptying the left beaker was not a good idea. It seems to have triggered the bomb.", "endoftext": false }, { "action": "You pour the right beaker in the hydroxide", "response": "liquid: (putting the glass dish into the sport coat to make room)\nYou pour some liquid into the bottle of hydroxide.\nEmptying the right beaker was not a good idea. It seems to have triggered the bomb.", "endoftext": false }, { "action": "You put it in the left beaker", "response": "(I assume you mean to pour the squirt bottle into the left beaker.)\n\nliquid: (putting the cans of soda into the sport coat to make room) You pour some liquid into the left beaker.\n\nThe liquid in the left beaker turns pale blue.\n\nThe pair of scales tilt to the left.", "endoftext": false }, { "action": "You pour the right beaker in the hydroxide", "response": "liquid: You pour some liquid into the bottle of hydroxide.\nEmptying the right beaker was not a good idea. It seems to have triggered the bomb.", "endoftext": false }, { "action": "You look at the bomb", "response": "Even with the glass removed, it's still difficult to comprehend the box's contents all at once...\n\nA curious glass tube sticks out of a mass of electronics glued to the back of the box. Inside the tube you see a swirling gas. A thin gold wire spirals its way around the outside of the tube.\n\nIn the center of the bomb is a Plexiglas box.\n\nSitting on a nest of electronics within the glass box is an ominous black sphere.\n\nAbove the glass box is an antique pair of brass scales, curiously out of place when compared to the high-tech components around them. The metal dishes normally associated with such scales have been replaced by two labeled Pyrex beakers.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nsome litmus powder\nsome cans of soda\na diamond ring (being worn)\na sport coat (being worn)\na glass dish\na 60-watt soft-white incandescent light bulb\na bottle of hydroxide (which is open but empty)\na squirt bottle (which is open)\na quantity of pale blue liquid\na bottle of acid (which is open)\na quantity of acid\na small plastic tube (which is open but empty)", "endoftext": false }, { "action": "You pour it in the left beaker", "response": "acid: (putting the cans of soda into the sport coat to make room) There is no more room in the sport coat.", "endoftext": false }, { "action": "You put the acid in the left beaker", "response": "(I assume you mean to pour the bottle of acid into the left beaker.)\n\nacid: (putting the litmus powder into the sport coat to make room)\nYou pour some liquid into the left beaker.\n\nThe pair of scales tilt to the left.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na bottle of acid (which is open but empty)\na diamond ring (being worn)\na sport coat (being worn)\nsome litmus powder\na glass dish\na 60-watt soft-white incandescent light bulb\na bottle of hydroxide (which is open but empty)\na squirt bottle (which is open)\na quantity of pale blue liquid\na small plastic tube (which is open but empty)", "endoftext": false }, { "action": "You take the ammonia", "response": "Taken.\n\nThe train just rumbled past the Fullerton station.", "endoftext": false }, { "action": "Left", "response": "(I assume you mean to pour the squirt bottle into the left beaker.)\n\nliquid: You pour some liquid into the left beaker.\n\nThe liquid in the left beaker turns pale blue.", "endoftext": false }, { "action": "You pour the left beaker in the hydroxide", "response": "liquid: You pour some liquid into the bottle of hydroxide.\nEmptying the left beaker was not a good idea. It seems to have triggered the bomb.", "endoftext": false }, { "action": "You put the acid in the right beaker", "response": "(I assume you mean to pour the bottle of acid into the right beaker.)\n\nacid: (putting the litmus powder into the sport coat to make room)\nYou pour some liquid into the right beaker.\n\nThe pair of scales tilt to the right.", "endoftext": false }, { "action": "You put it in the the right beaker", "response": "(I assume you mean to pour the squirt bottle into the right beaker.)\n\nliquid: (putting the bottle of acid into the sport coat to make room) You pour some liquid into the right beaker.", "endoftext": false }, { "action": "You put the ammonia in the left beaker", "response": "(I assume you mean to pour the squirt bottle into the left beaker.)\n\nliquid: You pour some liquid into the left beaker.\n\nThe liquid in the left beaker turns pale blue.", "endoftext": false }, { "action": "You pour the left beaker in the hydroxide", "response": "liquid: You pour some liquid into the bottle of hydroxide.\nEmptying the left beaker was not a good idea. It seems to have triggered the bomb.", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\nThe train just rumbled by the Fullerton station.", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\nThe train just rushed through the Anaheim station.", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\nThe train just barreled past the Santa Ana station.", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\nThe train just rushed by the Irvine station.", "endoftext": false }, { "action": "You put the acid in the ammonia", "response": "(I assume you mean to pour the bottle of acid into the squirt bottle.)\n\nacid: (putting the glass dish into the sport coat to make room)\nYou pour some liquid into the squirt bottle.", "endoftext": false }, { "action": "You pour the gas tube in the hydroxide", "response": "That's fixed in place.\n\nThe train just rumbled by the Fullerton station.", "endoftext": false }, { "action": "You take the pane", "response": "You'd cut your hands to ribbons playing with that.", "endoftext": false }, { "action": "You cut pane with the diamond", "response": "No use cutting that up more.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\na glass dish\na diamond ring (being worn)\na sport coat (being worn)\na 60-watt soft-white incandescent light bulb\na bottle of hydroxide (which is open but empty)\na squirt bottle (which is open)\na quantity of pale blue liquid\na bottle of acid (which is open)\na quantity of acid\na small plastic tube (which is open but empty)", "endoftext": false }, { "action": "You put the acid in the left beaker", "response": "(I assume you mean to pour the bottle of acid into the left beaker.)\n\nacid: The left beaker is already as full as possible.\n\nThe train just barreled past the Fullerton station.", "endoftext": false }, { "action": "You read the scale", "response": "A pair of antique brass scales, intricately carved.\n\nThe scales are tilting to the left.", "endoftext": false }, { "action": "You examine the left beaker", "response": "A glass Pyrex beaker, maximum capacity 500ml, with something scrawled on the side in grease pencil. There's a glass probe fused to the bottom.\n\nIn the left beaker is about 500mL of pale blue liquid.", "endoftext": false }, { "action": "You put the acid in the right beaker", "response": "(I assume you mean to pour the bottle of acid into the right beaker.)\n\nacid: (putting the litmus powder into the sport coat to make room)\nYou pour some liquid into the right beaker.", "endoftext": false }, { "action": "You pour the left beaker in the hydroxide", "response": "liquid: You pour some liquid into the bottle of hydroxide.\nEmptying the left beaker was not a good idea. It seems to have triggered the bomb.", "endoftext": false }, { "action": "You pour the right beaker in the hydroxide", "response": "liquid: You pour some liquid into the bottle of hydroxide.\nEmptying the right beaker was not a good idea. It seems to have triggered the bomb.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na bottle of acid (which is open but empty)\na diamond ring (being worn)\na sport coat (being worn)\nsome litmus powder\na squirt bottle (which is open)\na quantity of pale blue liquid\na glass dish\na 60-watt soft-white incandescent light bulb\na bottle of hydroxide (which is open but empty)\na small plastic tube (which is open but empty)", "endoftext": false }, { "action": "You take the ammonia", "response": "Taken.\n\nThe train just barreled past the Anaheim station.", "endoftext": false }, { "action": "You put it in the right beaker", "response": "(I assume you mean to pour the squirt bottle into the right beaker.)\n\nliquid: (putting the bottle of acid into the sport coat to make room) You pour some liquid into the right beaker.", "endoftext": false }, { "action": "You put the tube on the scale", "response": "Which do you mean, the tube filled with gas, the can of lubricant or the small plastic tube?", "endoftext": false }, { "action": "You take the plastic", "response": "Which do you mean, the plexiglas box, the silicone caulking or the small plastic tube?", "endoftext": false }, { "action": "You put it on the scale", "response": "You need to be holding the small plastic tube before you can put it on top of something else.\n\nThe train just zoomed by the Santa Ana station.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\na small plastic tube (which is open but empty)\na squirt bottle (which is open but empty)\na diamond ring (being worn)\na sport coat (being worn)\na bottle of acid (which is open but empty)\nsome litmus powder\na glass dish\na 60-watt soft-white incandescent light bulb\na bottle of hydroxide (which is open but empty)", "endoftext": false }, { "action": "You put the LITMUS in the right beaker", "response": "You dissolve a few crystals in the liquid.", "endoftext": false }, { "action": "You look at the right beaker", "response": "A glass Pyrex beaker, maximum capacity 500ml, with something scrawled on the side in grease pencil. There's a glass probe fused to the bottom.\n\nIn the right beaker is about 260mL of bright red liquid.", "endoftext": false }, { "action": "You put the diamond in the right beaker", "response": "The right beaker is designed to hold liquids.", "endoftext": false }, { "action": "You look at the left beaker", "response": "A glass Pyrex beaker, maximum capacity 500ml, with something scrawled on the side in grease pencil. There's a glass probe fused to the bottom.\n\nIn the left beaker is about 500mL of pale blue liquid.", "endoftext": false }, { "action": "You look at the left beaker", "response": "A glass Pyrex beaker, maximum capacity 500ml, with something scrawled on the side in grease pencil. There's a glass probe fused to the bottom.\n\nIn the left beaker is about 100mL of liquid.", "endoftext": false }, { "action": "You look at the right beaker", "response": "A glass Pyrex beaker, maximum capacity 500ml, with something scrawled on the side in grease pencil. There's a glass probe fused to the bottom.\n\nIn the right beaker is about 100mL of liquid.", "endoftext": false }, { "action": "You put ammonia in the left beaker", "response": "(I assume you mean to pour the squirt bottle into the left beaker.)\n\nliquid: (putting the glass dish into the sport coat to make room)\nYou pour some liquid into the left beaker.\n\nThe liquid in the left beaker turns pale blue.\n\nThe pair of scales tilt to the left.", "endoftext": false }, { "action": "You put the ammonia in the right beaker", "response": "(I assume you mean to pour the squirt bottle into the right beaker.)\n\nliquid: You pour some liquid into the right beaker.\n\nThe liquid in the right beaker turns pale blue.", "endoftext": false }, { "action": "Right", "response": "A glass Pyrex beaker, maximum capacity 500ml, with something scrawled on the side in grease pencil. There's a glass probe fused to the bottom.\n\nIn the right beaker is about 200mL of pale blue liquid.", "endoftext": false }, { "action": "Right", "response": "A glass Pyrex beaker, maximum capacity 500ml, with something scrawled on the side in grease pencil. There's a glass probe fused to the bottom.\n\nIn the right beaker is about 200mL of bright red liquid.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nsome litmus powder\na squirt bottle (which is open but empty)\na diamond ring (being worn)\na sport coat (being worn)\na glass dish\na 60-watt soft-white incandescent light bulb\na bottle of hydroxide (which is open but empty)\na bottle of acid (which is open)\na quantity of acid\na small plastic tube (which is open but empty)", "endoftext": false }, { "action": "You put it in the left beaker", "response": "(I assume you mean to pour the bottle of acid into the left beaker.)\n\nacid: (putting the glass dish into the sport coat to make room)\nYou pour some liquid into the left beaker.\n\nThe pair of scales tilt to the left.", "endoftext": false }, { "action": "Left", "response": "A glass Pyrex beaker, maximum capacity 500ml, with something scrawled on the side in grease pencil. There's a glass probe fused to the bottom.\n\nIn the left beaker is about 160mL of liquid.", "endoftext": false }, { "action": "Right", "response": "A glass Pyrex beaker, maximum capacity 500ml, with something scrawled on the side in grease pencil. There's a glass probe fused to the bottom.\n\nIn the right beaker is about 100mL of bright red liquid.", "endoftext": false }, { "action": "You put the ammonia in the right beaker", "response": "(I assume you mean to pour the squirt bottle into the right beaker.)\n\nliquid: (putting the bottle of acid into the sport coat to make room) You pour some liquid into the right beaker.\n\nThe pair of scales tilt to the right.\n\nThe liquid in the right beaker turns dark blue.", "endoftext": false }, { "action": "You look at the right beaker", "response": "A glass Pyrex beaker, maximum capacity 500ml, with something scrawled on the side in grease pencil. There's a glass probe fused to the bottom.\n\nIn the right beaker is about 500mL of dark blue liquid.", "endoftext": false }, { "action": "You look at left beaker", "response": "A glass Pyrex beaker, maximum capacity 500ml, with something scrawled on the side in grease pencil. There's a glass probe fused to the bottom.\n\nIn the left beaker is about 160mL of liquid.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na squirt bottle (which is open)\na quantity of pale blue liquid\na diamond ring (being worn)\na sport coat (being worn)\na bottle of acid (which is open but empty)\na glass dish\na 60-watt soft-white incandescent light bulb\na bottle of hydroxide (which is open but empty)\na small plastic tube (which is open but empty)", "endoftext": false }, { "action": "You put the ammonia in the left beaker", "response": "(I assume you mean to pour the squirt bottle into the left beaker.)\n\nliquid: You pour some liquid into the left beaker.\n\nThe liquid in the left beaker turns pale blue.", "endoftext": false }, { "action": "You look at the left beaker", "response": "A glass Pyrex beaker, maximum capacity 500ml, with something scrawled on the side in grease pencil. There's a glass probe fused to the bottom.\n\nIn the left beaker is about 260mL of pale blue liquid.", "endoftext": false }, { "action": "You pour the right beaker on the dish", "response": "liquid: The glass dish is not designed to hold liquids.\n\nThe train just rushed past the Fullerton station.", "endoftext": false }, { "action": "You put the ammonia in the left beaker", "response": "(I assume you mean to pour the squirt bottle into the left beaker.)\n\nThe squirt bottle is empty already.", "endoftext": false }, { "action": "You put the ammonia in the right beaker", "response": "(I assume you mean to pour the squirt bottle into the right beaker.)\n\nliquid: You pour some liquid into the right beaker.", "endoftext": false }, { "action": "You put the acid in right beaker", "response": "(I assume you mean to pour the bottle of acid into the right beaker.)\n\nacid: (putting the squirt bottle into the sport coat to make room)\nYou pour some liquid into the right beaker.", "endoftext": false }, { "action": "You look at the right beaker", "response": "A glass Pyrex beaker, maximum capacity 500ml, with something scrawled on the side in grease pencil. There's a glass probe fused to the bottom.\n\nIn the right beaker is about 260mL of bright red liquid.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na bottle of acid (which is open but empty)\na diamond ring (being worn)\na sport coat (being worn)\na squirt bottle (which is open but empty)\nsome litmus powder\na glass dish\na 60-watt soft-white incandescent light bulb\na bottle of hydroxide (which is open but empty)\na small plastic tube (which is open but empty)", "endoftext": false }, { "action": "You look at right", "response": "A glass Pyrex beaker, maximum capacity 500ml, with something scrawled on the side in grease pencil. There's a glass probe fused to the bottom.\n\nIn the right beaker is about 160mL of bright red liquid.", "endoftext": false }, { "action": "Right", "response": "A glass Pyrex beaker, maximum capacity 500ml, with something scrawled on the side in grease pencil. There's a glass probe fused to the bottom.\n\nIn the right beaker is about 500mL of bright red liquid.", "endoftext": false }, { "action": "You put the ammonia in the left beaker", "response": "(I assume you mean to pour the squirt bottle into the left beaker.)\n\nliquid: You pour some liquid into the left beaker.\n\nThe liquid in the left beaker turns pale blue.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na squirt bottle (which is open but empty)\na diamond ring (being worn)\na sport coat (being worn)\na bottle of acid (which is open but empty)\nsome litmus powder\na glass dish\na 60-watt soft-white incandescent light bulb\na bottle of hydroxide (which is open but empty)\na small plastic tube (which is open but empty)\n\nThe train just barreled through the Fullerton station.", "endoftext": false }, { "action": "You put it in the right beaker", "response": "(I assume you mean to pour the bottle of acid into the right beaker.)\n\nacid: (putting the glass dish into the sport coat to make room)\nYou pour some liquid into the right beaker.\n\nThe pair of scales tilt to the right.", "endoftext": false }, { "action": "You look at the right beaker", "response": "A glass Pyrex beaker, maximum capacity 500ml, with something scrawled on the side in grease pencil. There's a glass probe fused to the bottom.\n\nIn the right beaker is about 160mL of liquid.", "endoftext": false }, { "action": "You put it in left", "response": "(I assume you mean to pour the squirt bottle into the left beaker.)\n\nliquid: (putting the bottle of acid into the sport coat to make room) You pour some liquid into the left beaker.\n\nThe liquid in the left beaker turns pale blue.", "endoftext": false }, { "action": "You put the ammonia in right", "response": "(I assume you mean to pour the squirt bottle into the right beaker.)\n\nliquid: (putting the squirt bottle into the sport coat to make room) You pour some liquid into the right beaker.", "endoftext": false }, { "action": "You look at right", "response": "A glass Pyrex beaker, maximum capacity 500ml, with something scrawled on the side in grease pencil. There's a glass probe fused to the bottom.\n\nIn the right beaker is about 260mL of bright red liquid.", "endoftext": false }, { "action": "You put it in the right beaker", "response": "(I assume you mean to pour the squirt bottle into the right beaker.)\n\nliquid: (putting the glass dish into the sport coat to make room)\nYou pour some liquid into the right beaker.\n\nThe liquid in the right beaker turns pale blue.\n\nThe pair of scales tilt to the right.", "endoftext": false }, { "action": "Right", "response": "A glass Pyrex beaker, maximum capacity 500ml, with something scrawled on the side in grease pencil. There's a glass probe fused to the bottom.\n\nIn the right beaker is about 500mL of pale blue liquid.", "endoftext": false }, { "action": "You look at the left beaker", "response": "A glass Pyrex beaker, maximum capacity 500ml, with something scrawled on the side in grease pencil. There's a glass probe fused to the bottom.\n\nIn the left beaker is about 200mL of pale blue liquid.", "endoftext": false }, { "action": "You put it in the left beaker", "response": "(I assume you mean to pour the bottle of acid into the left beaker.)\n\nacid: (putting the squirt bottle into the sport coat to make room)\nYou pour some liquid into the left beaker.", "endoftext": false }, { "action": "You look at left", "response": "A glass Pyrex beaker, maximum capacity 500ml, with something scrawled on the side in grease pencil. There's a glass probe fused to the bottom.\n\nIn the left beaker is about 260mL of dark blue liquid.", "endoftext": false }, { "action": "You pour right in the left", "response": "liquid: You pour some liquid into the left beaker.\nEmptying the right beaker was not a good idea. It seems to have triggered the bomb.", "endoftext": false }, { "action": "Pour left in right", "response": "liquid: You pour some liquid into the right beaker.\nEmptying the left beaker was not a good idea. It seems to have triggered the bomb.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na glass dish\nsome white powder\na 60-watt soft-white incandescent light bulb\na diamond ring (being worn)\na sport coat (being worn)\na bottle of hydroxide (which is open but empty)\nsome cans of soda\na squirt bottle (which is open)\na quantity of pale blue liquid\na bottle of acid (which is open)\na quantity of acid\na small plastic tube (which is open)\nsome litmus powder", "endoftext": false }, { "action": "You look at left", "response": "A glass Pyrex beaker, maximum capacity 500ml, with something scrawled on the side in grease pencil. There's a glass probe fused to the bottom.\n\nIn the left beaker is about 500mL of pale blue liquid.\n\nThe oil on the white powder evaporates away.\n\nWhumpf! The white powder suddenly bursts into flame!\n\nThe white powder quickly consumes itself.", "endoftext": false }, { "action": "You put it in right", "response": "You dissolve a few crystals in the liquid.\n\nThe oil on the white powder evaporates away.\n\nThe liquid in the right beaker turns bright red.\n\nWhumpf! The white powder suddenly bursts into flame!\n\nThe white powder quickly consumes itself.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\nsome litmus powder\na squirt bottle (which is open)\na quantity of pale blue liquid\na diamond ring (being worn)\na sport coat (being worn)\na bottle of acid (which is open but empty)\na glass dish\na 60-watt soft-white incandescent light bulb\na bottle of hydroxide (which is open but empty)\nsome cans of soda\na small plastic tube (which is open but empty)", "endoftext": false }, { "action": "You put the ammonia in right", "response": "(I assume you mean to pour the squirt bottle into the right beaker.)\n\nliquid: (putting the squirt bottle into the sport coat to make room) There is no more room in the sport coat.", "endoftext": false }, { "action": "You put it in right", "response": "(I assume you mean to pour the squirt bottle into the right beaker.)\n\nliquid: (putting the litmus powder into the sport coat to make room) There is no more room in the sport coat.", "endoftext": false }, { "action": "You squirt the ammonia in right", "response": "(putting the 60-watt soft-white incandescent light bulb into the sport coat to make room)\nYou pour 5mL into the right beaker.\n\nThe liquid in the right beaker turns pale blue.\nYou squirt some liquid into the right beaker.\n\nThe pair of scales tilt to the right.", "endoftext": false }, { "action": "You look at right", "response": "A glass Pyrex beaker, maximum capacity 500ml, with something scrawled on the side in grease pencil. There's a glass probe fused to the bottom.\n\nIn the right beaker is about 105mL of bright red liquid.", "endoftext": false }, { "action": "You put the ammonia in right", "response": "(I assume you mean to pour the squirt bottle into the right beaker.)\n\nliquid: (putting the glass dish into the sport coat to make room)\nYou pour some liquid into the right beaker.\n\nThe liquid in the right beaker turns dark blue.", "endoftext": false }, { "action": "You look at right", "response": "A glass Pyrex beaker, maximum capacity 500ml, with something scrawled on the side in grease pencil. There's a glass probe fused to the bottom.\n\nIn the right beaker is about 500mL of dark blue liquid.", "endoftext": false }, { "action": "You put ammonia in the left", "response": "(I assume you mean to pour the squirt bottle into the left beaker.)\n\nliquid: You pour some liquid into the left beaker.\n\nThe liquid in the left beaker turns pale blue.\n\nThe oil on the white powder evaporates away.\n\nWhumpf! The white powder suddenly bursts into flame!\n\nThe white powder quickly consumes itself.", "endoftext": false }, { "action": "You look at left", "response": "A glass Pyrex beaker, maximum capacity 500ml, with something scrawled on the side in grease pencil. There's a glass probe fused to the bottom.\n\nIn the left beaker is about 200mL of pale blue liquid.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na squirt bottle (which is open but empty)\na diamond ring (being worn)\na sport coat (being worn)\na glass dish\na 60-watt soft-white incandescent light bulb\na bottle of hydroxide (which is open but empty)\nsome cans of soda\na bottle of acid (which is open)\na quantity of acid\na small plastic tube (which is open)\nsome litmus powder", "endoftext": false }, { "action": "You put the acid in the left", "response": "(I assume you mean to pour the bottle of acid into the left beaker.)\n\nThe bottle of acid is empty already.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na bottle of acid (which is open but empty)\na diamond ring (being worn)\na sport coat (being worn)\na squirt bottle (which is open but empty)\na glass dish\na 60-watt soft-white incandescent light bulb\na bottle of hydroxide (which is open but empty)\nsome cans of soda\na small plastic tube (which is open)\nsome litmus powder", "endoftext": false }, { "action": "You put it in left", "response": "(I assume you mean to pour the bottle of acid into the left beaker.)\n\nacid: (putting the 60-watt soft-white incandescent light bulb into the sport coat to make room)\nYou pour some liquid into the left beaker.\n\nThe pair of scales tilt to the left.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na squirt bottle (which is open)\na quantity of pale blue liquid\na diamond ring (being worn)\na sport coat (being worn)\na bottle of acid (which is open but empty)\na 60-watt soft-white incandescent light bulb\na bottle of hydroxide (which is open but empty)\nsome cans of soda\na small plastic tube (which is open)\nsome litmus powder", "endoftext": false }, { "action": "You look at left", "response": "A glass Pyrex beaker, maximum capacity 500ml, with something scrawled on the side in grease pencil. There's a glass probe fused to the bottom.\n\nIn the left beaker is about 160mL of dark blue liquid.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na bottle of acid (which is open but empty)\na diamond ring (being worn)\na sport coat (being worn)\na glass dish\nsome white powder\na 60-watt soft-white incandescent light bulb\na bottle of hydroxide (which is open but empty)\nsome cans of soda\na squirt bottle (which is open)\na quantity of pale blue liquid\na small plastic tube (which is open)\nsome litmus powder", "endoftext": false }, { "action": "You take the white powder", "response": "It would be easier to carry that around in the dish.", "endoftext": false }, { "action": "You pour the white powder in the left", "response": "It would be easier to carry that around in the dish.\n\nThe oil on the white powder evaporates away.\n\nWhumpf! The white powder suddenly bursts into flame!\n\nThe white powder quickly consumes itself.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\na bottle of acid (which is open but empty)\na diamond ring (being worn)\na sport coat (being worn)\na glass dish\na 60-watt soft-white incandescent light bulb\na bottle of hydroxide (which is open but empty)\nsome cans of soda\na squirt bottle (which is open)\na quantity of pale blue liquid\na small plastic tube (which is open)\nsome litmus powder", "endoftext": false }, { "action": "Keep going", "response": "You dissolve a few crystals in the liquid.\n\nThe oil on the white powder evaporates away.\n\nWhumpf! The white powder suddenly bursts into flame!\n\nThe white powder quickly consumes itself.", "endoftext": false }, { "action": "You look at left", "response": "A glass Pyrex beaker, maximum capacity 500ml, with something scrawled on the side in grease pencil. There's a glass probe fused to the bottom.\n\nIn the left beaker is about 160mL of dark blue liquid.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nsome litmus powder\na bottle of acid (which is open but empty)\na diamond ring (being worn)\na sport coat (being worn)\na glass dish\na 60-watt soft-white incandescent light bulb\na bottle of hydroxide (which is open but empty)\nsome cans of soda\na squirt bottle (which is open)\na quantity of pale blue liquid\na small plastic tube (which is open but empty)", "endoftext": false }, { "action": "You take the ammonia", "response": "(putting the bottle of acid into the sport coat to make room)\nThere is no more room in the sport coat.", "endoftext": false }, { "action": "You put it in right", "response": "(I assume you mean to pour the bottle of acid into the right beaker.)\n\nThe bottle of acid is empty already.", "endoftext": false }, { "action": "You take the ammonia", "response": "(putting the litmus powder into the sport coat to make room)\nThere is no more room in the sport coat.", "endoftext": false }, { "action": "You put the ammonia in right", "response": "(I assume you mean to pour the squirt bottle into the right beaker.)\n\nliquid: (putting the bottle of acid into the sport coat to make room) You pour some liquid into the right beaker.\n\nThe liquid in the right beaker turns pale blue.\n\nThe pair of scales tilt to the right.", "endoftext": false }, { "action": "You look at right", "response": "A glass Pyrex beaker, maximum capacity 500ml, with something scrawled on the side in grease pencil. There's a glass probe fused to the bottom.\n\nIn the right beaker is about 500mL of pale blue liquid.", "endoftext": false }, { "action": "You put the ammonia in the left", "response": "(I assume you mean to pour the squirt bottle into the left beaker.)\n\nliquid: You pour some liquid into the left beaker.\n\nThe train just rushed through the Fullerton station.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\na squirt bottle (which is open but empty)\na diamond ring (being worn)\na sport coat (being worn)\na bottle of acid (which is open but empty)\na glass dish\na 60-watt soft-white incandescent light bulb\na bottle of hydroxide (which is open but empty)\nsome cans of soda\na small plastic tube (which is open but empty)", "endoftext": false }, { "action": "You put it in left", "response": "(I assume you mean to pour the squirt bottle into the left beaker.)\n\nliquid: (putting the litmus powder into the sport coat to make room) You pour some liquid into the left beaker.\n\nThe oil on the white powder evaporates away.\n\nWhumpf! The white powder suddenly bursts into flame!\n\nThe resulting fire must have set off some sensor in the bomb. The subsequent explosion vaporizes you, the train, and a large portion of California instantaneously.", "endoftext": false }, { "action": "You take the dish", "response": "(putting the litmus powder into the sport coat to make room)\nTaken.\n\nThe oil on the white powder evaporates away.\n\nWhumpf! The white powder suddenly bursts into flame!\n\nThe white powder quickly consumes itself.", "endoftext": false }, { "action": "You put the ammonia in the left", "response": "(I assume you mean to pour the squirt bottle into the left beaker.)\n\nliquid: (putting the squirt bottle into the sport coat to make room) There is no more room in the sport coat.", "endoftext": false }, { "action": "You put the ammonia in the left", "response": "(I assume you mean to pour the squirt bottle into the left beaker.)\n\nliquid: (putting the glass dish into the sport coat to make room) There is no more room in the sport coat.\nliquid: (putting the glass dish into the sport coat to make room) There is no more room in the sport coat.", "endoftext": false }, { "action": "You put the ammonia in the left", "response": "(I assume you mean to pour the squirt bottle into the left beaker.)\n\nliquid: You pour some liquid into the left beaker.\nliquid: You pour some liquid into the left beaker.", "endoftext": false }, { "action": "Left", "response": "A glass Pyrex beaker, maximum capacity 500ml, with something scrawled on the side in grease pencil. There's a glass probe fused to the bottom.\n\nIn the left beaker is about 500mL of dark blue liquid.", "endoftext": false }, { "action": "You put it in left", "response": "(I assume you mean to pour the squirt bottle into the left beaker.)\n\nliquid: (putting the glass dish into the sport coat to make room)\nYou pour some liquid into the left beaker.\n\nThe pair of scales tilt to the left.", "endoftext": false }, { "action": "You put it in left", "response": "(I assume you mean to pour the bottle of acid into the left beaker.)\n\nacid: The left beaker is already as full as possible.\n\nThe oil on the white powder evaporates away.\n\nWhumpf! The white powder suddenly bursts into flame!\n\nThe white powder quickly consumes itself.", "endoftext": false }, { "action": "You look at left", "response": "A glass Pyrex beaker, maximum capacity 500ml, with something scrawled on the side in grease pencil. There's a glass probe fused to the bottom.\n\nIn the left beaker is about 100mL of dark blue liquid.", "endoftext": false }, { "action": "You take the acid", "response": "(putting the glass dish into the sport coat to make room)\nThere is no more room in the sport coat.", "endoftext": false }, { "action": "Left", "response": "(I assume you mean to pour the bottle of acid into the left beaker.)\n\nacid: (putting the litmus powder into the sport coat to make room)\nYou pour some liquid into the left beaker.\n\nThe oil on the white powder evaporates away.\n\nWhumpf! The white powder suddenly bursts into flame!\n\nThe white powder quickly consumes itself.\n\nThe pair of scales tilt to the left.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\na bottle of acid (which is open but empty)\na diamond ring (being worn)\na sport coat (being worn)\nsome litmus powder\na 60-watt soft-white incandescent light bulb\na bottle of hydroxide (which is open but empty)\nsome cans of soda\na squirt bottle (which is open)\na quantity of pale blue liquid\na small plastic tube (which is open but empty)", "endoftext": false }, { "action": "You put it in left", "response": "(I assume you mean to pour the squirt bottle into the left beaker.)\n\nliquid: (putting the litmus powder into the sport coat to make room) You pour some liquid into the left beaker.", "endoftext": false }, { "action": "You squirt the ammonia in left", "response": "(putting the litmus powder into the sport coat to make room)\nYou pour 5mL into the left beaker.\nYou squirt some liquid into the left beaker.", "endoftext": false }, { "action": "Left", "response": "A glass Pyrex beaker, maximum capacity 500ml, with something scrawled on the side in grease pencil. There's a glass probe fused to the bottom.\n\nIn the left beaker is about 165mL of dark blue liquid.", "endoftext": false }, { "action": "You pour 95 ML of the ammonia in the left", "response": "liquid: You pour 95mL into the left beaker.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\na squirt bottle (which is open)\na quantity of pale blue liquid\na diamond ring (being worn)\na sport coat (being worn)\nsome litmus powder\na bottle of acid (which is open but empty)\na 60-watt soft-white incandescent light bulb\na bottle of hydroxide (which is open but empty)\nsome cans of soda\na small plastic tube (which is open but empty)", "endoftext": false }, { "action": "You pour 160 ML of the ammonia in right", "response": "liquid: (putting the squirt bottle into the sport coat to make room) You pour 160mL into the right beaker.\n\nThe train just rushed by the Fullerton station.\n\nThe pair of scales go into balance.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nsome litmus powder\na diamond ring (being worn)\na sport coat (being worn)\na squirt bottle (which is open)\na quantity of pale blue liquid\na bottle of acid (which is open but empty)\na 60-watt soft-white incandescent light bulb\na bottle of hydroxide (which is open but empty)\nsome cans of soda\na small plastic tube (which is open but empty)", "endoftext": false }, { "action": "You pour 240 ML of the ammonia in right", "response": "liquid: You pour 240mL into the right beaker.\n\nThe pair of scales tilt to the right.\n\nThe liquid in the right beaker turns dark blue.", "endoftext": false }, { "action": "You pour the acid in right", "response": "The bottle of acid is empty already.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nsome litmus powder\na diamond ring (being worn)\na sport coat (being worn)\na squirt bottle (which is open but empty)\na bottle of acid (which is open but empty)\na 60-watt soft-white incandescent light bulb\na bottle of hydroxide (which is open but empty)\nsome cans of soda\na small plastic tube (which is open but empty)", "endoftext": false }, { "action": "You put the LITMUS in right", "response": "You dissolve a few crystals in the liquid.\n\nThe train just rumbled by the Anaheim station.", "endoftext": false }, { "action": "You pour 400 ML of ammonia in the left", "response": "liquid: (putting the 60-watt soft-white incandescent light bulb into the sport coat to make room)\nYou pour 400mL into the left beaker.\n\nThe liquid in the left beaker turns pale blue.\n\nThe pair of scales tilt to the left.", "endoftext": false }, { "action": "You pour 400 ML of the ammonia in right", "response": "liquid: You pour 100mL into the right beaker.\n\nThe liquid in the right beaker turns pale blue.", "endoftext": false }, { "action": "You look at right", "response": "A glass Pyrex beaker, maximum capacity 500ml, with something scrawled on the side in grease pencil. There's a glass probe fused to the bottom.\n\nIn the right beaker is about 200mL of pale blue liquid.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na glass dish\nsome white powder\na diamond ring (being worn)\na sport coat (being worn)\na 60-watt soft-white incandescent light bulb\na bottle of hydroxide (which is open)\na quantity of acid\nsome cans of soda\na squirt bottle (which is open but empty)\na bottle of acid (which is open but empty)\na small plastic tube (which is open)\nsome litmus powder", "endoftext": false }, { "action": "You pour 100 ML of the acid in the left", "response": "acid: You pour 60mL into the left beaker.\n\nThe pair of scales tilt to the left.", "endoftext": false }, { "action": "You squirt the ammonia in the the left beaker", "response": "(putting the 60-watt soft-white incandescent light bulb into the sport coat to make room)\nYou pour 5mL into the left beaker.\n\nThe liquid in the left beaker turns pale blue.\nYou squirt some liquid into the left beaker.", "endoftext": false }, { "action": "You continue", "response": "You pour 5mL into the left beaker.\nYou squirt some liquid into the left beaker.", "endoftext": false }, { "action": "Continue", "response": "You pour 5mL into the left beaker.\nYou squirt some liquid into the left beaker.\n\nThe oil on the white powder evaporates away.\n\nWhumpf! The white powder suddenly bursts into flame!\n\nThe resulting fire must have set off some sensor in the bomb. The subsequent explosion vaporizes you, the train, and a large portion of California instantaneously.", "endoftext": false }, { "action": "You take the dish", "response": "Taken.\n\nThe oil on the white powder evaporates away.\n\nWhumpf! The white powder suddenly bursts into flame!\n\nThe white powder quickly consumes itself.", "endoftext": false }, { "action": "Left", "response": "(putting the squirt bottle into the sport coat to make room)\nYou pour 5mL into the left beaker.\nYou squirt some liquid into the left beaker.", "endoftext": false }, { "action": "Continue", "response": "You pour 5mL into the left beaker.\nYou squirt some liquid into the left beaker.\n\nThe train just zoomed through the Fullerton station.", "endoftext": false }, { "action": "Keep going", "response": "You pour 5mL into the left beaker.\nYou squirt some liquid into the left beaker.\n\nThe train just rushed through the Anaheim station.", "endoftext": false }, { "action": "Continue", "response": "You pour 5mL into the left beaker.\nYou squirt some liquid into the left beaker.\n\nThe train just rumbled past the Santa Ana station.", "endoftext": false }, { "action": "You look at left", "response": "A glass Pyrex beaker, maximum capacity 500ml, with something scrawled on the side in grease pencil. There's a glass probe fused to the bottom.\n\nIn the left beaker is about 320mL of pale blue liquid.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na glass dish\na diamond ring (being worn)\na sport coat (being worn)\na squirt bottle (which is open)\na quantity of pale blue liquid\na 60-watt soft-white incandescent light bulb\na bottle of hydroxide (which is open but empty)\nsome cans of soda\na bottle of acid (which is open but empty)\na small plastic tube (which is open)\nsome litmus powder", "endoftext": false }, { "action": "P.", "response": "N = next subjectP = previous\nRETURN = read subjectQ = previous menu\n\nUnder the Train\nOn Top of The Train\n> The Mail Car\nThe Mail Car\nN = next subjectP = previous\nRETURN = read subjectQ = previous menu\n\n> How do I open the glass-fronted box?\nThe Plexiglas box is locked, and I don't have a key!", "endoftext": false }, { "action": "You go north", "response": "N = next subjectP = previous\nRETURN = read subjectQ = previous menu\n\nHow do I open the glass-fronted box?\n> The Plexiglas box is locked, and I don't have a key!", "endoftext": false }, { "action": "You pour the ammonia in the left", "response": "liquid: (putting the 60-watt soft-white incandescent light bulb into the sport coat to make room)\nYou pour some liquid into the left beaker.\n\nThe liquid in the left beaker turns pale blue.\n\nThe pair of scales tilt to the left.", "endoftext": false }, { "action": "You pour the ammonia in right", "response": "liquid: You pour some liquid into the right beaker.\n\nThe liquid in the right beaker turns pale blue.", "endoftext": false }, { "action": "You pour the acid in right", "response": "acid: (putting the glass dish into the sport coat to make room)\nYou pour some liquid into the right beaker.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na bottle of acid (which is open but empty)\na diamond ring (being worn)\na sport coat (being worn)\na glass dish\nsome white powder\na 60-watt soft-white incandescent light bulb\na bottle of hydroxide (which is open but empty)\nsome cans of soda\na squirt bottle (which is open but empty)\na small plastic tube (which is open)\nsome litmus powder", "endoftext": false }, { "action": "You pour the soda on the white powder", "response": "That can't contain things.\n\nThe oil on the white powder evaporates away.\n\nWhumpf! The white powder suddenly bursts into flame!\n\nThe white powder quickly consumes itself.", "endoftext": false }, { "action": "You pour 240 ML of the left into the hydroxide", "response": "liquid: (putting the cans of soda into the sport coat to make room) You pour 240mL into the bottle of hydroxide.\n\nThe pair of scales go into balance.", "endoftext": false }, { "action": "You pour 240 ML of the right in hydroxide", "response": "liquid: You pour 240mL into the bottle of hydroxide.\n\nThe liquid in the bottle of hydroxide turns dark blue.\n\nThe pair of scales tilt to the left.", "endoftext": false }, { "action": "You pour 10 ML of the right in the hydroxide", "response": "liquid: You pour 10mL into the bottle of hydroxide.", "endoftext": false }, { "action": "You look in the hydroxide", "response": "In the bottle of hydroxide is a quantity of dark blue liquid.", "endoftext": false }, { "action": "You look at right", "response": "A glass Pyrex beaker, maximum capacity 500ml, with something scrawled on the side in grease pencil. There's a glass probe fused to the bottom.\n\nIn the right beaker is about 160mL of bright red liquid.\n\nThe oil on the white powder evaporates away.\n\nWhumpf! The white powder suddenly bursts into flame!\n\nThe resulting fire must have set off some sensor in the bomb. The subsequent explosion vaporizes you, the train, and a large portion of California instantaneously.", "endoftext": false }, { "action": "You pour 100 ML of the right in the hydroxide", "response": "liquid: (putting the bottle of acid into the sport coat to make room) There is no more room in the sport coat.", "endoftext": false }, { "action": "You pour 100ml of the right in the hydroxide", "response": "liquid: You pour 60mL into the bottle of hydroxide.\nliquid: You pour 100mL into the bottle of hydroxide.\nEmptying the right beaker was not a good idea. It seems to have triggered the bomb.", "endoftext": false }, { "action": "You pour 60 ML of right in the hydroxide", "response": "liquid: You pour 60mL into the bottle of hydroxide.\nliquid: You pour 60mL into the bottle of hydroxide.", "endoftext": false }, { "action": "You pour 100 ML of the left in the hydroxide", "response": "liquid: You pour 100mL into the bottle of hydroxide.", "endoftext": false }, { "action": "You look in the hydroxide", "response": "In the bottle of hydroxide is a quantity of bright red liquid.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na glass dish\na diamond ring (being worn)\na sport coat (being worn)\nsome litmus powder\na squirt bottle (which is open)\na quantity of pale blue liquid\na 60-watt soft-white incandescent light bulb\na bottle of hydroxide (which is open)\na quantity of bright red liquid\nsome cans of soda\na small plastic tube (which is open but empty)", "endoftext": false }, { "action": "Pour left in hydroxide", "response": "liquid: You pour some liquid into the bottle of hydroxide.\n\nThe liquid in the bottle of hydroxide turns dark blue.", "endoftext": false }, { "action": "You pour 100 ML of the left in plastic tube", "response": "liquid: The small plastic tube is not designed to hold liquids.", "endoftext": false }, { "action": "Pour left in hydroxide", "response": "liquid: (putting the 60-watt soft-white incandescent light bulb into the sport coat to make room)\nYou pour some liquid into the bottle of hydroxide.\nEmptying the left beaker was not a good idea. It seems to have triggered the bomb.", "endoftext": true } ]
f5mkursovywoc4h1
Best Laid Plans
David Whyld
[ "Science Fiction" ]
[ "systematic puzzles", "walkthrough" ]
2,013
[ 0, 3, 1, 0, 0 ]
4
3.75
20130801
false
Your lab partner has been shot dead and you've been locked in a room, likely to face a similar fate. Your chances of escape are pretty slim as you have no weapons or means of opening the door. But, of course, you have SADI...
[ { "action": "%", "response": "The research had been going well. Perhaps too well. Genetic cloning, DNA re-sampling, facial morphing - you name it, the Merrowvale Institute in Bizan'Toll was doing it. You're just a small cog in the big wheel that is MI but you have a house in the hills, a company car and vacation for a month every year in the Balmoras. You also get to work in the twin cities of Bizan'Toll themelves, which is worth its weight in gold. A good life, in other words. You've made plans to stay here once your research is concluded. But like all plans...\n\nRival companies don't appreciate the leaps and bounds MI have been making, and enemies are quick to close in. Very deadly enemies. Some people scoffed at the idea of an attack by a rival company. Scott Talbot was one. He's not scoffing now. He's face down on the floor of his lab with a bullet hole between his eyes.\n\nYou they didn't kill. You they just grabbed, frog-marched out of the lab, past the still warm body of Scott Talbot, and up several flights of stairs to here. Your cell. What they're planning on doing with you next is anyone's guess, but something tells you that you're best getting out of here before you find out.\n\nYou and SADI.\n\nYou don't like to think of this as your cell, but that's essentially what it is: a small room, pretty much devoid of decoration, a place secure enough for you to be locked in without any obvious means of escape. There is a door (locked) in the east wall, barring the room's only exit. There's also a window, but it's locked tight and, in any event, too small to climb out of.\n\nA rickety wooden chair sits on the floor.", "endoftext": true }, { "action": "You check your inventory", "response": "You are carrying:\nSADI (being worn)", "endoftext": false }, { "action": "You examine Sadi", "response": "SADI: Scenery Adjustment Device Interface. Ingenious device, bad title.\n\nThe rumour is that the guy who designed it had a girlfriend called Sadi and really wanted to name his device after her, and Scenery Adjustment Device Interface was the best he could come up with. Whether that's true or not you aren't sure.\n\nSADI is a watch-like device currently affixed to your wrist. Probably the only reason you still have it is that people assumed it\nwas a watch. Operating it is simple, though caution is\nadvised. Early prototypes left people without arms and legs, or even a head on one occasion, but this latest version (hopefully!) is incapable of harming a human. It is able to ABSORB {any} item you can see - within reason - and then RELEASE {any} item elsewhere - again within reason.\n\nThere is an icon on the side of SADI, but it is dull and greyed out.", "endoftext": false }, { "action": "You look at the icon", "response": "Dull and greyed out.", "endoftext": false }, { "action": "Absorb chair", "response": "SADI emits a buzzing sound and the chair winks out of existence.", "endoftext": false }, { "action": "You look at Sadi", "response": "SADI: Scenery Adjustment Device Interface. Ingenious device, bad title.\n\nThe rumour is that the guy who designed it had a girlfriend called Sadi and really wanted to name his device after her, and Scenery Adjustment Device Interface was the best he could come up with. Whether that's true or not you aren't sure.\n\nSADI is a watch-like device currently affixed to your wrist. Probably the only reason you still have it is that people assumed it\nwas a watch. Operating it is simple, though caution is\nadvised. Early prototypes left people without arms and legs, or even a head on one occasion, but this latest version (hopefully!) is incapable of harming a human. It is able to ABSORB {any} item you can see - within reason - and then RELEASE {any} item elsewhere - again within reason.\n\nThere is a flashing icon on the side of SADI in the shape of a chair.", "endoftext": false }, { "action": "About you", "response": "What's to say? You're you. Twenty-five or so, spend way too long working in labs and not enough in the open air, prefer classical music to jazz, think it might be nice to have kids one day but don't want to jeopardise your career for them, and the crowning achievement of your life so far is being allowed to come to Bizan'Toll to study the remarkable things they're doing here - but, in light of what's happened today, you're seriously wishing you'd stayed at home. Your father wanted you to be a doctor, your mother a lawyer. Both professions that don't involve men with guns trying to kill you.", "endoftext": false }, { "action": "Absorb door", "response": "SADI emits a groaning sound. By the look of things, it's reached its current capacity.", "endoftext": false }, { "action": "Release chair", "response": "SADI emits a whistling sound, and the chair reappears in its original location.", "endoftext": false }, { "action": "Absorb door", "response": "SADI emits a beep, and the door flickers once then is gone, leaving just the doorway behind.", "endoftext": false }, { "action": "You take the chair", "response": "Taking items isn't easy with SADI on your wrist as she tends to try and absorb or alter any items you come into contact with. It took weeks to teach her not to absorb your clothes, and any meals you eat need to be eaten quickly before she has time to affect them.\n\nSometimes, AI isn't all it's cracked up to be.", "endoftext": true }, { "action": "Look around", "response": "You don't like to think of this as your cell, but that's essentially what it is: a small room, pretty much devoid of decoration, a place secure enough for you to be locked in without any obvious means of escape... unless, of course, you happen to have used a certain ingenious device to absorb the previously locked door in the east wall. There's also a window, but it's locked tight and, in any event, too small to climb out of.\n\nA rickety wooden chair sits on the floor.", "endoftext": false }, { "action": "Go east", "response": "You're in a corridor just outside the room formerly known as your cell. It's a short corridor with nothing much to recommend it: just 20 feet in length with a flight of stairs at the north end leading downwards and your former cell to the west. Above your head, you see a security alarm fitted to the ceiling. A large wooden panel covers the east wall.\n\nOf course, as you might imagine, not everyone can use a device\nlike SADI. Can you imagine the chaos if everyone was running around with their own little version of SADI, moving scenery at will and messing with the very building blocks of creation? No, you don't want to imagine what it would be like because it wouldn't be pleasant.", "endoftext": false }, { "action": "You release the door", "response": "SADI emits a whistling sound, and the door reappears in its original location. The way into your cell is once more blocked, only this time you're outside the cell.", "endoftext": false }, { "action": "You examine the panel", "response": "A metallic panel clinging the wall.\n\nEveryone who can use a device like SADI is special. You have\npowers. The powers are, alas, nothing very special in themselves. You can't leap tall buildings, or lift a car above your head, or cause bullets to bounce off your chin, but you can - though it doesn't always work - get a bad feeling about certain things. And it allows you to use SADI.", "endoftext": false }, { "action": "Absorb panel", "response": "SADI beeps and the panel vanishes. A storage room is revealed on the other side.", "endoftext": false }, { "action": "You examine the storage room", "response": "A storage room, previously hidden by the panel you absorbed.\n\nYour abilities have off days. Like today. Of all the days when you could really have benefited from them - when men with guns are coming for you! - and you don't get even a twinge warning you of danger.\n\nuse SADI. If not for that, you'd still be trapped in your cell.", "endoftext": false }, { "action": "You examine the alarm", "response": "It looks fairly innocent, but you get the distinct impression it's anything but. Leave the building with this still working, and you'll have alarms ringing from one side of Bizan'Toll to the other. You're fairly certain you can disable it if you need to, but you can't even reach it from down here.", "endoftext": false }, { "action": "Go east", "response": "A small room, hidden until you removed the wooden panel in the western wall. A single shelf clings to the wall, its surface covered with dust. There is a table in the middle of the room but little else of interest. One odd thing you notice is the distinct lack of other exits - was this room sealed off at some point and simply forgotten?", "endoftext": false }, { "action": "You look at the table", "response": "A rickety table, which looks to be very close to simply collapsing altogether. Atop it, someone has drawn a crude map. It appears to be of the very building you're standing in right now.", "endoftext": false }, { "action": "You look at the map", "response": "A map of the very building you're currently trapped in. Ideally you shouldn't need a map of a building, especially one you work in every day, but the building is actually very large and it's easy to get lost. As most of the map details areas of the building that are inaccessible to you (unless you care to get shot), it's not of much use, but you see one oddity that draws your attention: namely, a jagged line drawn in the wall of the room which was originally your cell. And a symbol next to this indicating \"darkness\" in Bizan'Toll terms. You wonder what it means.", "endoftext": false }, { "action": "You absorb the southern wall", "response": "SADI emits a frustrated beeping sound. Unfortunately, everything has limits, and SADI is no exception. Walls are one of the items of scenery it generally struggles with - as a rule because walls are attached to other walls, and often have foundations in the ground, so absorbing them is not as simple as absorbing, say, a pencil.", "endoftext": false }, { "action": "Go west", "response": "The panel is in the way.", "endoftext": false }, { "action": "Absorb panel", "response": "SADI beeps and the panel vanishes. The exit to the west is now open once more.", "endoftext": false }, { "action": "Go west", "response": "You're in a corridor just outside the room formerly known as your cell. It's a short corridor with nothing much to recommend it: just 20 feet in length with a flight of stairs at the north end leading downwards and your former cell to the west. Above your head, you see a security alarm fitted to the ceiling. To the east, you can see a previously hidden storage room.", "endoftext": false }, { "action": "Release panel", "response": "SADI emits a whistling sound, and the panel reappears in its original location, once more blocking off the storage room to the east.", "endoftext": false }, { "action": "Absorb door", "response": "SADI emits a beep, and the door flickers once then is gone. You can once more see your cell to the west.", "endoftext": false }, { "action": "You go west", "response": "You don't like to think of this as your cell, but that's essentially what it is: a small room, pretty much devoid of decoration, a place secure enough for you to be locked in without any obvious means of escape... unless, of course, you happen to have used a certain ingenious device to absorb the previously locked door in the east wall. There's also a window, but it's locked tight and, in any event, too small to climb out of.\n\nA rickety wooden chair sits on the floor.", "endoftext": false }, { "action": "You examine the window", "response": "A dust-smeared window set into the wall.", "endoftext": false }, { "action": "You release the door", "response": "SADI emits a whistling sound, and the door reappears in its original location.", "endoftext": false }, { "action": "Absorb window", "response": "SADI emits a beep, and the window flickers out of existence, leaving behind a hole in the wall.", "endoftext": true }, { "action": "Look around", "response": "You don't like to think of this as your cell, but that's essentially what it is: a small room, pretty much devoid of decoration, a place secure enough for you to be locked in without any obvious means of escape. There is a door (locked) in the east wall, barring the room's only exit. There's a hole in the wall left behind by the window.\n\nA rickety wooden chair sits on the floor.", "endoftext": false }, { "action": "You examine hole", "response": "A gaping hole in the wall, left behind when you absorbed the window. If you were hoping to escape this way, think again. The hole is far too small to climb through.", "endoftext": false }, { "action": "You look through the hole", "response": "You see nothing much on the other side. Just emptiness. Pity. Even with the window out of the way, there's no chance you'll be able to escape out of the hole.", "endoftext": false }, { "action": "Release window", "response": "SADI emits a whistling sound, and the window reappears in its original location.", "endoftext": false }, { "action": "Absorb door", "response": "SADI emits a beep, and the door flickers once then is gone, leaving just the doorway behind.", "endoftext": false }, { "action": "Go east", "response": "You're in a corridor just outside the room formerly known as your cell. It's a short corridor with nothing much to recommend it: just 20 feet in length with a flight of stairs at the north end leading downwards and your former cell to the west. Above your head, you see a security alarm fitted to the ceiling. A large wooden panel covers the east wall.", "endoftext": true }, { "action": "Go downward", "response": "The stairs continue further downwards, but there's a metal gate blocking the way. North of here is a doorway leading to the science labs, including the one you were taken from and where your colleague, Scott Talbot, was shot dead. You hear voices coming from that direction, and the sound of footsteps, but can see nothing aside from an empty corridor.", "endoftext": false }, { "action": "You release the door", "response": "SADI emits a buzzing sound and the door is released. By happy coincidence, it's the same size and shape as the door which originally occupied this doorway, and, as the necessary parameters have been met, your cell door takes the place of the old one.\n\nThe northern corridor is now blocked off.", "endoftext": false }, { "action": "Release panel", "response": "SADI beeps and the panel reappears. As it is meant to be attached to something, it gravitates towards the window, covering it entirely.", "endoftext": false }, { "action": "You go to the east", "response": "You're in a corridor just outside the room formerly known as your cell. It's a short corridor with nothing much to recommend it: just 20 feet in length with a flight of stairs at the north end leading downwards and your former cell to the west. Above your head, you see a security alarm fitted to the ceiling. To the east, you can see a previously hidden storage room.", "endoftext": false }, { "action": "You look at the shelf", "response": "A dusty shelf clinging to the wall.", "endoftext": false }, { "action": "You go to the west", "response": "You don't like to think of this as your cell, but that's essentially what it is: a small room, pretty much devoid of decoration, a place secure enough for you to be locked in without any obvious means of escape... unless, of course, you happen to have used a certain ingenious device to absorb the previously locked door in the east wall. The window is now blocked by the panel and the room is much darker as a result. Against one wall you can see a series of marks that you hadn't noticed before. Some chemical substance, no doubt, causing them to effectively \"glow in the dark\".\n\nA rickety wooden chair sits on the floor.", "endoftext": false }, { "action": "Go west", "response": "You don't like to think of this as your cell, but that's essentially what it is: a small room, pretty much devoid of decoration, a place secure enough for you to be locked in without any obvious means of escape... unless, of course, you happen to have used a certain ingenious device to absorb the previously locked door in the east wall. The window is now blocked by the panel and the room is much darker as a result. Against one wall you can see a series of marks that you hadn't noticed before. Some chemical substance, no doubt, causing them to effectively \"glow in the dark\".", "endoftext": false }, { "action": "You look at the marks", "response": "Rough scratch marks on the wall. Is something hidden away here?", "endoftext": false }, { "action": "Absorb marks", "response": "SADI emits a confused buzzing sound. It seems it is having trouble distinguishing between the series of marks and the wall they're on, and as a result it is unable to absorb them.", "endoftext": false }, { "action": "You absorb the wall", "response": "SADI emits a frustrated beeping sound. Unfortunately, everything has limits, and SADI is no exception. Walls are one of the items of scenery it generally struggles with - as a rule because walls are attached to other walls, and often have foundations in the ground, so absorbing them is not as simple as absorbing, say, a pencil.", "endoftext": false }, { "action": "Absorb chair", "response": "SADI emits a buzzing sound and the chair winks out of existence.", "endoftext": false }, { "action": "Release chair", "response": "SADI emits a whistling sound, and the chair appears on the floor.", "endoftext": false }, { "action": "You absorb the alarm", "response": "As you aim SADI at the security alarm, you experience the feeling that this is a bad, bad idea. What if the security alarm is linked to some external device? What if removing the security alarm causes that external device to sound an alert? Until you can be certain this won't happen, you daren't risk trying to absorb the security alarm.", "endoftext": true }, { "action": "Go down", "response": "The stairs continue further downwards, but there's a metal gate blocking the way. North of here is the door from your cell, now blocking the corridor.", "endoftext": false }, { "action": "Absorb door", "response": "SADI emits a beep, and the door flickers once then is gone. The corridor to the north is once more visible.", "endoftext": false }, { "action": "Up", "response": "You're in a corridor just outside the room formerly known as your cell. It's a short corridor with nothing much to recommend it: just 20 feet in length with a flight of stairs at the north end leading downwards and your former cell to the west. Above your head, you see a security alarm fitted to the ceiling. To the east, you can see a previously hidden storage room.\n\nA rickety wooden chair sits on the floor.", "endoftext": false }, { "action": "You release door", "response": "SADI emits a whistling sound, and the door from your cell appears against the far wall.", "endoftext": false }, { "action": "You absorb the map", "response": "SADI emits a confused beeping sound. This is because the map is simply drawn on the table and as such it cannot be absorbed in this way.", "endoftext": false }, { "action": "Release map", "response": "SADI emits a confused sound. It seems there's nothing in SADI to release right now.", "endoftext": false }, { "action": "Absorb table", "response": "SADI emits a beep, and the table flickers out of existence. A trapdoor, previously hidden by the table, is revealed in the floor.", "endoftext": false }, { "action": "You look at the trapdoor", "response": "The surface is rusted and pitted with age. By the look of things, this hasn't been opened in a long, long time.", "endoftext": false }, { "action": "Release table", "response": "SADI emits a whistling sound, and the table appears in the middle of the corridor.", "endoftext": false }, { "action": "Go east", "response": "A small room, hidden until you removed the wooden panel in the western wall. A single shelf clings to the wall, its surface covered with dust. One odd thing you notice is the distinct lack of other exits - was this room sealed off at some point and simply forgotten? Set into the floor where the table originally stood is a trapdoor (currently closed).", "endoftext": false }, { "action": "You absorb the trapdoor", "response": "SADI emits a frustrated buzzing sound. It seems that it is having trouble differentiating between the trapdoor and the floor and, as such, it is unable to absorb one without absorbing the other. And as SADI is unable to absorb something as large as the floor, it cannot absorb anything.", "endoftext": false }, { "action": "You go to the west", "response": "You're in a corridor just outside the room formerly known as your cell. It's a short corridor with nothing much to recommend it: just 20 feet in length with a flight of stairs at the north end leading downwards and your former cell to the west. Above your head, you see a security alarm fitted to the ceiling. Below the security alarm, you can see a table. To the east, you can see a previously hidden storage room.\n\nA rickety wooden chair sits on the floor.", "endoftext": false }, { "action": "Absorb table", "response": "SADI emits a beep, and the table flickers out of existence.", "endoftext": false }, { "action": "Release table", "response": "SADI emits a whistling sound, and the table appears in the middle of the room.", "endoftext": false }, { "action": "Absorb door", "response": "SADI emits a beep, and the door flickers once then is gone.", "endoftext": false }, { "action": "Go west", "response": "You don't like to think of this as your cell, but that's essentially what it is: a small room, pretty much devoid of decoration, a place secure enough for you to be locked in without any obvious means of escape... unless, of course, you happen to have used a certain ingenious device to absorb the previously locked door in the east wall. The window is now blocked by the panel and the room is much darker as a result. Against one wall you can see a series of marks that you hadn't noticed before. Some chemical substance, no doubt, causing them to effectively \"glow in the dark\". There is a table in the middle of the cell.", "endoftext": true }, { "action": "Look around", "response": "You don't like to think of this as your cell, but that's essentially what it is: a small room, pretty much devoid of decoration, a place secure enough for you to be locked in without any obvious means of escape. There is a door (locked) in the east wall, barring the room's only exit. The window is now blocked by the panel and the room is much darker as a result. Against one wall you can see a series of marks that you hadn't noticed before. Some chemical substance, no doubt, causing them to effectively \"glow in the dark\". There is a table in the middle of the cell.", "endoftext": false }, { "action": "Absorb panel", "response": "SADI emits a beep, and the panel flickers out of existence, allowing you to see the window once more.", "endoftext": true }, { "action": "Look around", "response": "You don't like to think of this as your cell, but that's essentially what it is: a small room, pretty much devoid of decoration, a place secure enough for you to be locked in without any obvious means of escape. There is a door (locked) in the east wall, barring the room's only exit. There's also a window, but it's locked tight and, in any event, too small to climb out of. There is a table in the middle of the cell.", "endoftext": false }, { "action": "Release panel", "response": "SADI beeps and the panel reappears. As it is meant to be attached to something, it gravitates towards the window, covering it entirely.", "endoftext": false }, { "action": "Absorb door", "response": "SADI emits a beep, and the door flickers once then is gone, leaving just the doorway behind.", "endoftext": false }, { "action": "Absorb shelf", "response": "SADI emits a beep, and the shelf flickers out of existence.", "endoftext": false }, { "action": "You release shelf", "response": "SADI emits a whistling sound, and the shelf appears and attaches itself to the nearest wall.", "endoftext": false }, { "action": "You enter the chair", "response": "You get onto the chair.", "endoftext": false }, { "action": "You stand on chair", "response": "But you're already on the chair.", "endoftext": false }, { "action": "You examine the alarm", "response": "It looks fairly innocent, but you get the distinct impression it's anything but. Leave the building with this still working, and you'll have alarms ringing from one side of Bizan'Toll to the other. You're fairly certain you can disable it, however. The design looks pretty straightforward.", "endoftext": false }, { "action": "You disable alarm", "response": "You haven't had much call to disable security alarms, but this one is of very basic design and it doesn't more than a minute or two to figure it out.\n\nAll done. One security alarm that will never cause you trouble again.", "endoftext": false }, { "action": "Go north", "response": "(first getting off the chair)\nYou can't go that way.", "endoftext": false }, { "action": "Go north", "response": "As you start through the doorway, you hear the unmistakeable crackle of gunfire from that direction and someone cries out in pain. There are other shots followed by silence.\n\nOn second thoughts, you'd better not head that way.", "endoftext": false }, { "action": "You examine the gate", "response": "A sturdy metal gate, currently locked. The stairs continue past it, but the gate itself prevents any further passage that way.", "endoftext": false }, { "action": "You go east", "response": "A small room, hidden until you removed the wooden panel in the western wall. One odd thing you notice is the distinct lack of other exits - was this room sealed off at some point and simply forgotten? Set into the floor where the table originally stood is a trapdoor (currently closed).", "endoftext": false }, { "action": "Absorb door", "response": "SADI emits a beep, and the door flickers once then is gone.", "endoftext": false }, { "action": "You release the door", "response": "SADI emits a buzzing sound and the door is released. By happy coincidence, it's the same size and shape as the door which originally occupied this doorway, and, as the necessary parameters have been met, your cell door takes the place of the old one.\n\nThe northern corridor is now blocked off.", "endoftext": false }, { "action": "You go north", "response": "The door from your cell is in the way.", "endoftext": false }, { "action": "You go to the west", "response": "You don't like to think of this as your cell, but that's essentially what it is: a small room, pretty much devoid of decoration, a place secure enough for you to be locked in without any obvious means of escape... unless, of course, you happen to have used a certain ingenious device to absorb the previously locked door in the east wall. The window is now blocked by the panel and the room is much darker as a result. Against one wall you can see a series of marks that you hadn't noticed before. Some chemical substance, no doubt, causing them to effectively \"glow in the dark\". There is a table in the middle of the cell and a shelf hanging on the nearest wall.", "endoftext": false }, { "action": "Touch marks", "response": "The moment you touch the marks, there is a grinding noise from the wall and a previously hidden crawlspace opens up. A way out!", "endoftext": true }, { "action": "You describe your surroundings", "response": "You don't like to think of this as your cell, but that's essentially what it is: a small room, pretty much devoid of decoration, a place secure enough for you to be locked in without any obvious means of escape... unless, of course, you happen to have used a certain ingenious device to absorb the previously locked door in the east wall. The window is now blocked by the panel and the room is much darker as a result. Set into one wall you can see a crawlspace. There is a table in the middle of the cell and a shelf hanging on the nearest wall.", "endoftext": false }, { "action": "You enter the crawlspace", "response": "Knowing this is your best bet of getting out of here, you enter the crawlspace. It's cramped, and this does wonders for your age old dread of being in enclosed spaces, but you don't want to end up shot dead the way Scott Talbot was so you grit your teeth and keep on crawling.\n\nYou find the crawlspace sloping sharply downwards. A decision is called for. Go ahead or turn back?\n\nActually, it's not a decision at all. Turning back means returning to your cell, and that might well end with your death. Going ahead at least gives you a chance of getting out of this in one piece.\n\nSo you take a deep breath, cross your fingers for luck, and keep crawling.\n\nAs the crawlspace slopes down more and more sharply, you find yourself beginning to slide forward. You try to grab hold of the sides in an attempt to slow yourself down. No use.\n\nWith a cry, you fall...\n\nAnd land, hopefully unhurt, in an alley near Piedmont Square in\nthe centre of the twin cities of Bizan'Toll. What happens next to you and SADI will have to wait, however, as you've now reached the limits of this IntroComp entry.", "endoftext": true } ]
kszv99z9a2eas65m
The Hugo Clock
Jason McWright
[]
[ "Mini-comp" ]
2,012
[ 0, 3, 1, 0, 0 ]
4
3.75
20120103
false
Two men, one a brusque bowling ball; the other a murderous dandy, discuss their fate and the fate of the world. They've chosen someone to send. He's clever, but hopefully not too clever.
[ { "action": "%", "response": "How would you like your text displayed?\n\n(a) Always easy reading.\n(b) Occasionaly dark and sinister.", "endoftext": true }, { "action": "You check what you're carrying", "response": "You are carrying the iron key.\nSuddenly there's an explosion of breaking tree limbs nearby and you look up to see a gibbering shadow! You sprint like a cheetah with wings in the opposite direction, forging a painful trail through the forest. Given that you're so occupied with what's behind you, you miss the light quickly approaching in front. Before you realize what's happening, you cross a gravel road and run face-first into a door.\n\nYou claw at the knob and of course find it locked. You shove the key given to you by the mysterious stranger into the keyhole and, mercifully, it turns the lock. You burst through the door and bolt it shut.\n\nYour heart begins to slow down just as your eyes adjust to the light and you find yourself standing in a short hallway. The front door stands to the east and another door leads west. The only other adornments are several portraits lining the walls on either side of the room. All of the subjects in the pictures share common facial features hinting that they are closely related. Their most troubling feature is the eyes, piercing and violent; a malicious intelligence eager for blood. There can be no doubt that you have found Dr. Hugo's lab.", "endoftext": false }, { "action": "You examine the portraits", "response": "These are portraits of Dr. Hugo's dearly departed kin. Each of them share some version of a pointed chin and small, razor sharp nose. The hair is thin and in most cases slicked back. The eyes of each portrait burn thin holes through your clothing and into your soul. Each seems to watch you, eager to spring from the canvas and do murder in their preferred way. Dr Hugo himself is not represented here.", "endoftext": false }, { "action": "You look behind the portraits", "response": "Jostling one of the portraits causes something to fall out from behind it. You pick it up and discover that it is a copper key.", "endoftext": false }, { "action": "You examine the key", "response": "Which key do you mean, the iron key or the copper key?", "endoftext": false }, { "action": "Copper", "response": "This is a copper key.", "endoftext": false }, { "action": "You go west", "response": "(opening the interior door first)\nOpened.\n\nThis is a hallway that runs north and south. A door is to the east\nand a set of double doors lead west.", "endoftext": false }, { "action": "You examine the double doors", "response": "These are an impresive set of heavy double doors. You see no sign that anything is wrong with them.", "endoftext": false }, { "action": "You go to the west", "response": "The double doors appear to be wedged shut, no matter how much you push they refuse to budge", "endoftext": false }, { "action": "You unlock the doors", "response": "(with the iron key)\nUnlocked.", "endoftext": false }, { "action": "You open the doors", "response": "These doors seem to be wedged shut. No matter how much you push, they refuse to budge.", "endoftext": true }, { "action": "You look around", "response": "This is a hallway that runs north and south. A door is to the east\nand a set of double doors lead west.", "endoftext": false }, { "action": "Go north", "response": "This is the north end of the hallway. To the north is a richly carved oak door. The main hallway leads back south. A small door leads east.", "endoftext": false }, { "action": "You examine the door", "response": "Which door do you mean, the oak door or the small door?", "endoftext": false }, { "action": "You examine the oak door", "response": "This door is carved to depict some sort of scene. In the center is a great oak tree. At its base is a jagged rift with light spilling out of it. Near the rift, two creatures are fighting, one a snake and the other a thing with more heads than necessary. Circling the scene is a huge gear that appears to be meshed with the earth itself.", "endoftext": false }, { "action": "You look at the small door", "response": "The small door is closed.", "endoftext": false }, { "action": "You open the small door", "response": "Opened.", "endoftext": false }, { "action": "You open the oak door", "response": "The oak door is locked.", "endoftext": false }, { "action": "You unlock the oak door with the copper key", "response": "Unlocked.", "endoftext": false }, { "action": "You go to the east", "response": "This is a sparsely furnished pantry. A single shelf lines the wall.\nThe only door leads west.\n\nYou see a rectagular console sitting on a shelf here.", "endoftext": false }, { "action": "You examine the shelf", "response": "The shelf looks just like you would expect.\n\nYou see a rectagular console sitting on a shelf here.", "endoftext": false }, { "action": "You search the shelf", "response": "You see a rectagular console sitting on a shelf here.", "endoftext": false }, { "action": "You look at the console", "response": "This appears to some sort of hand-held console. Its a rectangle with two switches on one side, both of which are in the off possition.", "endoftext": false }, { "action": "You take the console", "response": "Taken.", "endoftext": false }, { "action": "You examine the switch", "response": "Which switch do you mean, the top switch or the bottom switch?", "endoftext": false }, { "action": "You examine the top switch", "response": "This is a simple toggle switch. It is in the off possition.", "endoftext": false }, { "action": "You turn on the top switch", "response": "You set the top switch to the on possition.", "endoftext": false }, { "action": "You turn on the bottom switch", "response": "You set the bottom switch to the on possition.", "endoftext": false }, { "action": "You examine the console", "response": "This appears to some sort of hand-held console. Its a rectangle with two switches on one side, both of which are in the on possition.", "endoftext": false }, { "action": "You turn off the top switch", "response": "You set the top switch to the off position.", "endoftext": false }, { "action": "You turn off the bottom switch", "response": "You set the bottom switch to the off possition.", "endoftext": true }, { "action": "You look around", "response": "This is a sparsely furnished pantry. A single shelf lines the wall.\nThe only door leads west.", "endoftext": false }, { "action": "You go north", "response": "(opening the oak door first)\nOpened.\n\nThis is the good doctor's study. It would appear that a tornado has been through here recently. Papers are scattered every where and you can see several destroyed books. There is wooden desk and a chair here. A single portrait hangs on the wall.\n\nLying among the debris is a damaged book that might be salvageable.\n\nA waste basket is here.", "endoftext": false }, { "action": "Examine book", "response": "This book has been badly damaged. What's left of its few remaining pages is hard to read. You're able to make out a single chapter heading:\n\n.........sho...be taken..extreme danger when pow....the....ine. ..........................................wrong..be disastrous!\n..to control..e..eatures...en...uting the port................... ............first...squ.....irc..hen...tr..gle...................\n.irst set..to...bl...en then red........not ..d..whit..een,.this... woul..free....eings from....other wor.......................... ......when ..dy ...lace th....block, the..snak...k,..he man...ck\nthen fin....ar block...will secu......ortal....................\n\nMP...ANT!....ke....uickly...clo..ikes...elve is ..too..ate!\n\nAnd that's all.", "endoftext": false }, { "action": "You take the book", "response": "Taken.", "endoftext": false }, { "action": "You examine basket", "response": "This is a simple waste basket.", "endoftext": false }, { "action": "You look at the desk", "response": "This is a plain wooden desk. It's not the large, impressive, corporate-office desk you expected. This is a working-man's desk. The legs are worn and the surface is scarred with a multitude of pencil marks that found their way through paper. It has a single drawer.\n\nThe calm figure sits reading a book, its subject arcane and unknowable. His hands follow the words with intense focus. He often mouths the words and the syllables are alien and grotesque. The pacing figure's attention, on the other hand, is scattered. He stops to speak several times but, knowing his companion, chooses to remain silent. After some time the calm figure takes a break from his reading and looks up. He finds his friend staring at him with an expression reserved for suffocated fish.\nHe smiles for the first time. \"Try to Relax,\" he says.\n\nThis is the good doctor's study. It would appear that a tornado has been through here recently. Papers are scattered every where and you can see several destroyed books. There is wooden desk and a chair here. A single portrait hangs on the wall.\n\nA waste basket is here.", "endoftext": false }, { "action": "You examine the chair", "response": "The chair looks just like you would expect.", "endoftext": false }, { "action": "You open the drawer", "response": "Opened.", "endoftext": false }, { "action": "You look at the drawer", "response": "The desk drawer looks just like you would expect.", "endoftext": false }, { "action": "You examine marks", "response": "These scarrs mar the surface of the desk.", "endoftext": false }, { "action": "You look at the portrait", "response": "This is the man himself, Doctor Hugo. His features are as sharp and thin as his ancestors, only more so. His hair is ice-skater slick and his nose could slice carrots. His eyes seem to scrutinize your every move. In the portrait he's wearing billowing clothes no man should wear. His posture is somewhat effeminate and this, along with his clothes, complete a twisted picture of menace.", "endoftext": false }, { "action": "You look behind the portrait", "response": "You don't find anything behind the portrait of Dr. Hugo.", "endoftext": false }, { "action": "Go south", "response": "This is the northern end of a room displaying arcane and bizarre artifacts. Notable among the items is a large, embalmed snake. The rest of the artifact room is to the south. You can also go north.\n\nThe automaton is here. Slumped over and lifeless.\n\nA waste basket is here.\nYou see an ornately carved, wooden box sitting on one of the tables.", "endoftext": false }, { "action": "You examine the snake", "response": "At first this appears to be two snakes tangled together but, upon closer inspection, is a snake with two heads. Its body forks several inches below the heads, forming a grotesque natural obscenity. The snake is embalmed and sits on display.", "endoftext": false }, { "action": "You examine the automaton", "response": "This is a metal automaton. His body is a tangle of wires and gears. He has a human-like face made from some shiny metal. One of his hands closely resembles a broom while other is closer to a powerful looking claw. He has a single access panel in his mid-section.", "endoftext": false }, { "action": "You examine the panel", "response": "This is the automaton's control panel. It is currently closed.", "endoftext": false }, { "action": "You open the panel", "response": "Opening the panel reveals a single button.\n\n[press any key to continue]", "endoftext": false }, { "action": "Space", "response": "\"I wonder if we sent the right man?\"\nAt this the sedate man looks up and says nothing. His fingers mark a spot in his book. He's visibly annoyed.\n\"Be patient,\" he says, \"he needs time to adapt to his surroundings. Perhaps my personal servant can assist him if he's stuck.\"\nThe nervous man doesn't appear satisfied with his answer but says nothing more.\n\nThis is the northern end of a room displaying arcane and bizarre artifacts. Notable among the items is a large, two-headed, embalmed snake. The rest of the artifact room is to the south. You can also go north.\n\nThe automaton is here. Slumped over and lifeless.\n\nA waste basket is here.\nYou see an ornately carved, wooden box sitting on one of the tables.", "endoftext": false }, { "action": "Examine box", "response": "This is a wooden box with carvings of fantastical creatures on it. It is currently closed.", "endoftext": false }, { "action": "You open the box", "response": "Opened.\n\nInside the wooden box are the snake block, the many-legs block, the tree block, and the gear block.", "endoftext": false }, { "action": "You take box", "response": "Taken.", "endoftext": false }, { "action": "You look at the snake block", "response": "This block depicts a fierce snake. It is molded metal without any seam.", "endoftext": false }, { "action": "You examinthe snake many-legs block", "response": "You haven't encountered anything like that. (If you're sure you need to refer to that, try putting it another way.)", "endoftext": false }, { "action": "You examine the tree block", "response": "This block depicts an oak tree. The detail is amazing for something so small. It is molded metal without any seam.", "endoftext": false }, { "action": "You examine the gear block", "response": "This block depicts a gear in motion. It is molded metal without any seam.", "endoftext": false }, { "action": "You examine the legs", "response": "This block depicts a creature with more legs that hair follicles. It is molded metal without any seam.", "endoftext": false }, { "action": "You press the button", "response": "\"Click.\" Nothing happens.", "endoftext": false }, { "action": "You go to the south", "response": "This is the southern end of the artifact room. Most of the displays\nare gone, their tables bare. One of the more striking items on display here is a bizarre animal skeleton. You also see what looks like a rocky pillar.The rest of the artifact room is to the north.\n\nYou see a glass case sitting on one of the tables.", "endoftext": false }, { "action": "You examine the case", "response": "This is a glass box that contains a rough rock. A small plaque is attached to its side that reads:\n\nThis is a rock that is considered to be cursed. Its first five owners fell sick and died unexpectedly shortly after gaining ownership of it. They were described as violently nauseous and lost all of their hair before perishing from the mystery illness. Since that time it has been safely contained within this protective glass case.", "endoftext": false }, { "action": "You examine the skeleton", "response": "It appears that someone took the skeletons of several animals and glued them all together. What you see is a confused tangle of legs and tails, claws and heads. What this creature was originally is anyone's guess. What you are sure of is that this creature couldn't exist in our world.", "endoftext": false }, { "action": "You look at the pillar", "response": "This at first appears to be a rocky pillar but is in fact a petrified tree. It is unlike any petrified tree you have every seen. It's bark is very similar to the oak trees that grow in this area and you could swear that you see the initials \"DH\" carved into it. This section of tree is massive, several tons at least.", "endoftext": false }, { "action": "You look at initials", "response": "You can't understand how initials could have been carved into anything like this. It's clear that they were not chiseled into the tree.", "endoftext": false }, { "action": "You read the book", "response": ".........sho...be taken..extreme danger when pow....the....ine. ..........................................wrong..be disastrous!\n..to control..e..eatures...en...uting the port................... ............first...squ.....irc..hen...tr..gle...................\n.irst set..to...bl...en then red........not ..d..whit..een,.this... woul..free....eings from....other wor.......................... ......when ..dy ...lace th....block, the..snak...k,..he man...ck\nthen fin....ar block...will secu......ortal....................\n\nMP...ANT!....ke....uickly...clo..ikes...elve is ..too..ate!\n\nAnd that's all.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying the iron key, the copper key, the console, the damaged book, and a wooden box. Inside the wooden box are four steel blocks (the snake block, the many-legs block, the tree block, and the gear block).", "endoftext": true }, { "action": "You look at your surroundings", "response": "This is the southern end of the artifact room. Most of the displays\nare gone, their tables bare. One of the more striking items on display here is a bizarre animal skeleton. You also see a huge section of petrified tree.The rest of the artifact room is to the north.\n\nYou see a glass case sitting on one of the tables.", "endoftext": false }, { "action": "You look at the console", "response": "This appears to some sort of hand-held console. Its a rectangle with two switches on one side, both of which are in the off possition.", "endoftext": false }, { "action": "You open the panel", "response": "The panel is already open.", "endoftext": false }, { "action": "You put the console in the panel", "response": "You put the console in the panel.", "endoftext": false }, { "action": "You look at the broom", "response": "One of the automatons hands resembles a broom while the other looks more like a claw.", "endoftext": false }, { "action": "You examine the face", "response": "The automaton's face seems errily human.", "endoftext": false }, { "action": "You turn on top switch", "response": "You set the top switch to the on possition.\n\n\"Do you thing he found a key to your office?\" says the nervous figure. \"It's critical that he does,\" says the calm man, \"how else would he know how to operate the machine?\"\nThis causes the pacing man to pace faster.\n\"I've hidden them of course, but not so that he can't find them,\" says the calm figure.\n\nThis is the northern end of a room displaying arcane and bizarre artifacts. Notable among the items is a large, two-headed, embalmed snake. The rest of the artifact room is to the south. You can also go north.\n\nThe automaton is here. Slumped over and lifeless.\n\nA waste basket is here.", "endoftext": false }, { "action": "You press the button", "response": "\"Click.\" The automaton's eyes light up and he starts to move. His control panel snaps shut and he scans the area.", "endoftext": false }, { "action": "You look at the automaton", "response": "This is a metal automaton. His body is a tangle of wires and gears. He has a human-like face made from some shiny metal. One of his hands closely resembles a broom while other is closer to a powerful looking claw. He has a single access panel in his mid-section.\n\nThe automaton lightly dusts the two-headed snake. He seemingly takes a moment to admire his work.", "endoftext": false }, { "action": "You turn on bottom switch", "response": "You set the bottom switch to the on possition.\n\nThe automaton heads off to the north.", "endoftext": false }, { "action": "You go to the north", "response": "This is a hallway that runs north and south. A door is to the east\nand a set of double doors lead west.\n\nThe automaton is here, moving with purpose.\n\nThe automaton heads off to the north.", "endoftext": false }, { "action": "Go north", "response": "This is the north end of the hallway. To the north is a richly carved oak door. The main hallway leads back south. A small door leads east.\n\nThe automaton is here, moving with purpose.\n\nThe automaton heads off to the north.", "endoftext": false }, { "action": "Go north", "response": "This is the good doctor's study. It would appear that a tornado has been through here recently. Papers are scattered every where and you can see several destroyed books. There is wooden desk and a chair here. A single portrait hangs on the wall.\n\nThe automaton is here, moving with purpose.\n\nA waste basket is here.\nThe Automaton picks up the wastebasket.", "endoftext": false }, { "action": "Wait", "response": "Time passes...\n\nThe automaton heads off to the south.", "endoftext": false }, { "action": "Go south", "response": "This is the north end of the hallway. To the north is a richly carved oak door. The main hallway leads back south. A small door leads east.\n\nThe automaton is here carrying a waste basket.\n\nThe automaton heads off to the south.", "endoftext": false }, { "action": "You go south", "response": "This is a hallway that runs north and south. A door is to the east\nand a set of double doors lead west.\n\nThe automaton is here carrying a waste basket.\n\nThe automaton attempts to go through the double doors. As he struggles you can hear grinding gears and whining motors. Finally the door makes a huge cracking sound and crashes to the floor.\n\nThe automaton heads off to the west.", "endoftext": false }, { "action": "You go to the west", "response": "This is Dr. Hugo's laboratory. A machine takes up most of the south side of the room and a closed red, steel door is to the west. A red strobe light is above the door and a lever is near it. The rest of the lab is to the north or you can go east through a broken door.\n\nThe automaton is here carrying a waste basket.\n\nA waste basket is here.\n\nThe automaton heads off to the north.", "endoftext": false }, { "action": "You examine the machine", "response": "This is a massive machine. It's a mass of gears and pulleys, wheels and cogs. The only obvious interface is a screen and three geometric shapes. The shapes are a black square, a black circle and a black triangle. There is also a small square slot in the machine and what looks like a clock above it.", "endoftext": false }, { "action": "You look at the clock", "response": "This looks like a clock. It has one hand that appears to be pointing to the eleven o'clock position.\n\nThe automaton arrives from the north.", "endoftext": false }, { "action": "Examine slot", "response": "This is a square hole in the machine.\n\nThe automaton heads off to the east.", "endoftext": false }, { "action": "You turn off the top button", "response": "You haven't encountered any \"top button\". (If you're sure you need to refer to that, try putting it another way.)", "endoftext": false }, { "action": "You turn off the top switch", "response": "For some reason you are unable to flip the switch.", "endoftext": true }, { "action": "You look around", "response": "This is Dr. Hugo's laboratory. A machine takes up most of the south side of the room and a closed red, steel door is to the west. A red strobe light is above the door and a lever is near it. The rest of the lab is to the north or you can go east through a broken door.\n\nA waste basket is here.", "endoftext": false }, { "action": "You examine basket", "response": "This is a simple waste basket.", "endoftext": false }, { "action": "You go east", "response": "This is a hallway that runs north and south. A door is to the east\nand a set of broken double doors lead west.\n\nThe automaton arrives from the south.", "endoftext": false }, { "action": "Wait", "response": "Time passes...\n\nThe automaton heads off to the west.", "endoftext": false }, { "action": "You go to the west", "response": "This is Dr. Hugo's laboratory. A machine takes up most of the south side of the room and a closed red, steel door is to the west. A red strobe light is above the door and a lever is near it. The rest of the lab is to the north or you can go east through a broken door.\n\nThe automaton is here carrying a waste basket.\n\nA waste basket is here.\n\nThe automaton heads off to the north.", "endoftext": false }, { "action": "Go north", "response": "This is the northern part of the lab.\n\nThe automaton is here carrying a waste basket.\n\nYou see a heavy sledge hammer leaning against one wall.\nThe trash receptacle is here. Inside the trash receptacle is some garbage.\nThe automaton empties the waste basket into the trash receptacle and smashes it down with surprising force.", "endoftext": false }, { "action": "You look at the hammer", "response": "This is a heavy sledge hammer.\n\nThe automaton heads off to the south.", "endoftext": false }, { "action": "You go east", "response": "This is a hallway that runs north and south. A door is to the east\nand a set of broken double doors lead west.", "endoftext": false }, { "action": "You go south", "response": "This is the northern end of a room displaying arcane and bizarre artifacts. Notable among the items is a large, two-headed, embalmed snake. The rest of the artifact room is to the south. You can also go north.\n\nThe automaton is here, moving with purpose.\n\nA waste basket is here.\n\nThe automaton heads off to the north.", "endoftext": false }, { "action": "Go north", "response": "This is a hallway that runs north and south. A door is to the east\nand a set of broken double doors lead west.\n\nThe automaton is here, moving with purpose.\n\nThe automaton heads off to the west.", "endoftext": false }, { "action": "You go west", "response": "This is Dr. Hugo's laboratory. A machine takes up most of the south side of the room and a closed red, steel door is to the west. A red strobe light is above the door and a lever is near it. The rest of the lab is to the north or you can go east through a broken door.\n\nThe automaton is here, moving with purpose.\n\nA waste basket is here.\nThe Automaton picks up the wastebasket.", "endoftext": false }, { "action": "You go north", "response": "This is the northern part of the lab.\n\nThe trash receptacle is here. Inside the trash receptacle is some garbage.\n\nThe automaton arrives from the south.", "endoftext": false }, { "action": "Search receptacle", "response": "Inside the trash receptacle is some garbage.\nThe automaton empties the waste basket into the trash receptacle and smashes it down with surprising force.", "endoftext": false }, { "action": "You search the garbage", "response": "You find nothing special in the garbage.\n\nThe automaton heads off to the south.", "endoftext": false }, { "action": "You examine the receptacle", "response": "This is a large trash receptacle.\n\nInside the trash receptacle is some garbage.", "endoftext": false }, { "action": "You empty it", "response": "(I'll assume you mean the trash receptacle)\ngarbage: Dropped.", "endoftext": true }, { "action": "Look around", "response": "This is the northern part of the lab.\n\nThe trash receptacle and some garbage are here.", "endoftext": false }, { "action": "You examine the garbage", "response": "The garbage looks just like you would expect.", "endoftext": false }, { "action": "You search the garbage", "response": "You find nothing special in the garbage.\n\nYou notice that both switches on the console just automatically flipped to the off position.", "endoftext": false }, { "action": "You examine the receptacle", "response": "This is a large trash receptacle.", "endoftext": false }, { "action": "You examine the light", "response": "This is a red strobe light positioned directly above the steel door.", "endoftext": false }, { "action": "You examine the lever", "response": "The lever looks just like you would expect.", "endoftext": false }, { "action": "You examine the steel door", "response": "The steel door is closed.", "endoftext": false }, { "action": "You pull the lever", "response": "With some effort you pull the lever back. It clicks several times and locks into position. The strobe light above the steel door starts blinking and the steel door itself slides open with a painful sound.\n\n\"Your problem,\" says the dark figure, \"is that you can't take things in stride.\"\nThe pacing gentleman stops.\n\"How can certain death be taken in stride?\"\nThe calm gentleman's smile disappears. \"There are ways,\" he says, in a voice like a world without wholesome bread.\nThe nervous man, jittery as crickets, turns pale.\n\"Lets review what we know; there is a power source available, he should have a few clues as to how to operate the machine by now so the only question is whether he can adjust the portal settings properly.\"\n\"You don't think you left too much do you?\" says the nervous figure. \"What do you mean?\"\n\"I mean..........,\" says the nervous man, wondering how he can say this diplomatically. \"Did you, maybe, leave some clue as to how he might close the portal and........,\" he searches frantically for the right words, \"free the prisoners?\"\n\"Quiet you fool!\" says the other. There's fear in his dangerous tone and this abruptly ends the conversation.\n\nThis is Dr. Hugo's laboratory. A machine takes up most of the south side of the room and an open red, steel door is to the west. A red strobe light is above the door, blinking rapidly, and a lever is near it. The rest of the lab is to the north or you can go east through a broken door.\n\nA waste basket is here.", "endoftext": false }, { "action": "You look at the clock", "response": "This looks like a clock. It has one hand that appears to be pointing to the eleven o'clock position.", "endoftext": false }, { "action": "You look at the shapes", "response": "These are three geometric shapes.The shapes are a black square, a black circle and a black triangle.", "endoftext": false }, { "action": "You examine the screen", "response": "This is a display screen that gives the status of the machine. It currently reads:\n\n\"LOW POWER\"", "endoftext": false }, { "action": "Examine book", "response": "This book has been badly damaged. What's left of its few remaining pages is hard to read. You're able to make out a single chapter heading:\n\n.........sho...be taken..extreme danger when pow....the....ine. ..........................................wrong..be disastrous!\n..to control..e..eatures...en...uting the port................... ............first...squ.....irc..hen...tr..gle...................\n.irst set..to...bl...en then red........not ..d..whit..een,.this... woul..free....eings from....other wor.......................... ......when ..dy ...lace th....block, the..snak...k,..he man...ck\nthen fin....ar block...will secu......ortal....................\n\nMP...ANT!....ke....uickly...clo..ikes...elve is ..too..ate!\n\nAnd that's all.", "endoftext": false }, { "action": "Examine slot", "response": "This is a square hole in the machine.", "endoftext": false }, { "action": "You go east", "response": "This is a hallway that runs north and south. A door is to the east\nand a set of broken double doors lead west.", "endoftext": false }, { "action": "You go south", "response": "This is the northern end of a room displaying arcane and bizarre artifacts. Notable among the items is a large, two-headed, embalmed snake. The rest of the artifact room is to the south. You can also go north.\n\nA waste basket is here.", "endoftext": false }, { "action": "Go south", "response": "This is the southern end of the artifact room. Most of the displays\nare gone, their tables bare. One of the more striking items on display here is a bizarre animal skeleton. You also see a huge section of petrified tree.The rest of the artifact room is to the north.\n\nYou see a glass case sitting on one of the tables.", "endoftext": false }, { "action": "Go north", "response": "This is the good doctor's study. It would appear that a tornado has been through here recently. Papers are scattered every where and you can see several destroyed books. There is wooden desk and a chair here. A single portrait hangs on the wall.\n\nA waste basket is here.", "endoftext": false }, { "action": "Go east", "response": "You stand in a short hallway. The front door stands to the east and another door leads west. The only other adornments are several portraits lining the walls on either side of the room. All of the subjects in the pictures share common facial features hinting that they are closely related. Their most troubling feature is the eyes, piercing and violent; a malicious intelligence eager for blood.", "endoftext": false }, { "action": "You go to the west", "response": "This is Dr. Hugo's laboratory. A machine takes up most of the south side of the room and an open red, steel door is to the west. A red strobe light is above the door, blinking rapidly, and a lever is near it. The rest of the lab is to the north or you can go east through a broken door.\n\nA waste basket is here.", "endoftext": false }, { "action": "Go north", "response": "This is the north end of the hallway. To the north is a richly carved oak door. The main hallway leads back south. A small door leads east.\n\nThis is the good doctor's study. It would appear that a tornado has been through here recently. Papers are scattered every where and you can see several destroyed books. There is wooden desk and a chair here. A single portrait hangs on the wall.\n\nA waste basket is here.", "endoftext": false }, { "action": "You go to the east", "response": "This is a sparsely furnished pantry. A single shelf lines the wall.\nThe only door leads west.\n\nThe automaton is here. Slumped over and lifeless.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying the iron key, the copper key, the damaged book, a wooden box, the console, and a sledge hammer. Inside the wooden box are four steel blocks (the snake block, the many-legs block, the tree block, and the gear block).", "endoftext": false }, { "action": "You open the panel", "response": "Opening the panel reveals a single button.", "endoftext": false }, { "action": "You open the panel", "response": "It's too difficult to open the panel while the automaton is moving.", "endoftext": false }, { "action": "You wait a while", "response": "Time passes...\nThe automaton does a bit of dusting.", "endoftext": false }, { "action": "Go west", "response": "This is the north end of the hallway. To the north is a richly carved oak door. The main hallway leads back south. A small door leads east.\n\nThe automaton is here cleaning.\n\nThe automaton sweeps around the oak door.", "endoftext": false }, { "action": "You wait", "response": "Time passes...\nThe automaton patrols the room, looking for trash.", "endoftext": false }, { "action": "Wait", "response": "Time passes...\n\nThe automaton heads off to the south.", "endoftext": false }, { "action": "Go south", "response": "This is a hallway that runs north and south. A door is to the east\nand a set of broken double doors lead west.\n\nThe automaton is here cleaning.\n\nThe automaton does a bit of dusting.", "endoftext": false }, { "action": "You wait a while", "response": "Time passes...\nThe automaton bumps into you while gathering random debris. He gives you an electronic look.", "endoftext": false }, { "action": "You wait", "response": "Time passes...\nThe automaton cleans the floorboards.", "endoftext": false }, { "action": "You wait awhile", "response": "Time passes...\n\nThe automaton heads off to the north.", "endoftext": false }, { "action": "Go north", "response": "This is the north end of the hallway. To the north is a richly carved oak door. The main hallway leads back south. A small door leads east.\n\nThe automaton is here cleaning.\n\nThe automaton dusts the oak door.", "endoftext": false }, { "action": "You wait awhile", "response": "Time passes...\nThe automaton dusts the oak door.", "endoftext": false }, { "action": "Wait", "response": "Time passes...\nThe automaton dusts the small door.", "endoftext": false }, { "action": "You wait for a while", "response": "Time passes...\nThe automaton sweeps up a bit of dust.", "endoftext": false }, { "action": "You wait a while", "response": "Time passes...\nThe automaton does a bit of dusting.", "endoftext": false }, { "action": "You turn off the top switch", "response": "You set the top switch to the off position. The automaton immediately powers down.", "endoftext": true }, { "action": "You look around", "response": "This is the north end of the hallway. To the north is a richly carved oak door. The main hallway leads back south. A small door leads east.\n\nThe automaton is here. Slumped over and lifeless.", "endoftext": false }, { "action": "You turn on the bottom switch", "response": "You set the bottom switch to the on possition.", "endoftext": false }, { "action": "You open the panel", "response": "Opening the panel reveals a single button.", "endoftext": false }, { "action": "You look at the hammer", "response": "This is a heavy sledge hammer.", "endoftext": false }, { "action": "You give the hammer to Automaton", "response": "The automaton is not switched on. He can do nothing.", "endoftext": false }, { "action": "You turn on bottom switch", "response": "The bottom switch's already turned on.", "endoftext": false }, { "action": "You turn off the bottom switch", "response": "For some reason you are unable to flip the switch.\n\nThe automaton heads off to the south.", "endoftext": false }, { "action": "Go south", "response": "This is the north end of the hallway. To the north is a richly carved oak door. The main hallway leads back south. A small door leads east.\n\nThe automaton is here carrying a waste basket.\n\nThe automaton heads off to the south.", "endoftext": false }, { "action": "Go south", "response": "This is a hallway that runs north and south. A door is to the east\nand a set of broken double doors lead west.\n\nThe automaton is here carrying a waste basket.\n\nThe automaton heads off to the west.", "endoftext": false }, { "action": "You go to the west", "response": "This is Dr. Hugo's laboratory. A machine takes up most of the south side of the room and an open red, steel door is to the west. A red strobe light is above the door, blinking rapidly, and a lever is near it. The rest of the lab is to the north or you can go east through a broken door.\n\nThe automaton is here carrying a waste basket.\n\nA waste basket is here.\n\nThe automaton heads off to the north.", "endoftext": false }, { "action": "Go north", "response": "This is the northern part of the lab.\n\nThe automaton is here carrying a waste basket.\n\nThe trash receptacle and some garbage are here.\nThe automaton empties the waste basket into the trash receptacle and smashes it down with surprising force.", "endoftext": false }, { "action": "You go south", "response": "This is Dr. Hugo's laboratory. A machine takes up most of the south side of the room and an open red, steel door is to the west. A red strobe light is above the door, blinking rapidly, and a lever is near it. The rest of the lab is to the north or you can go east through a broken door.\n\nThe automaton is here carrying a waste basket.\n\nA waste basket is here.\n\nThe automaton heads off to the east.", "endoftext": false }, { "action": "Go east", "response": "This is a hallway that runs north and south. A door is to the east\nand a set of broken double doors lead west.\n\nThe automaton is here carrying a waste basket.\n\nThe automaton heads off to the north.", "endoftext": false }, { "action": "You go north", "response": "This is the north end of the hallway. To the north is a richly carved oak door. The main hallway leads back south. A small door leads east.\n\nThe automaton is here carrying a waste basket.\n\nThe automaton heads off to the north.", "endoftext": false }, { "action": "Go north", "response": "This is the good doctor's study. It would appear that a tornado has been through here recently. Papers are scattered every where and you can see several destroyed books. There is wooden desk and a chair here. A single portrait hangs on the wall.\n\nThe automaton is here carrying a waste basket.\n\nThe automaton returns the waste basket to it's original spot.", "endoftext": false }, { "action": "You go south", "response": "This is the north end of the hallway. To the north is a richly carved oak door. The main hallway leads back south. A small door leads east.\n\nThe automaton arrives from the north.", "endoftext": false }, { "action": "You go to the south", "response": "This is a hallway that runs north and south. A door is to the east\nand a set of broken double doors lead west.\n\nThe automaton is here, moving with purpose.\n\nThe automaton heads off to the south.", "endoftext": false }, { "action": "Go south", "response": "This is the northern end of a room displaying arcane and bizarre artifacts. Notable among the items is a large, two-headed, embalmed snake. The rest of the artifact room is to the south. You can also go north.\n\nThe automaton is here, moving with purpose.\n\nA waste basket is here.\nThe Automaton picks up the wastebasket.", "endoftext": false }, { "action": "You go north", "response": "This is a hallway that runs north and south. A door is to the east\nand a set of broken double doors lead west.\n\nThe automaton arrives from the south.", "endoftext": false }, { "action": "You go to the west", "response": "This is Dr. Hugo's laboratory. A machine takes up most of the south side of the room and an open red, steel door is to the west. A red strobe light is above the door, blinking rapidly, and a lever is near it. The rest of the lab is to the north or you can go east through a broken door.\n\nA waste basket is here.\n\nThe automaton arrives from the east.", "endoftext": false }, { "action": "Go north", "response": "This is the northern part of the lab.\n\nThe trash receptacle and some garbage are here.\n\nThe automaton arrives from the south.", "endoftext": false }, { "action": "Wait", "response": "Time passes...\nThe automaton empties the waste basket into the trash receptacle and smashes it down with surprising force.", "endoftext": false }, { "action": "You go south", "response": "This is Dr. Hugo's laboratory. A machine takes up most of the south side of the room and an open red, steel door is to the west. A red strobe light is above the door, blinking rapidly, and a lever is near it. The rest of the lab is to the north or you can go east through a broken door.\n\nA waste basket is here.\n\nThe automaton arrives from the north.", "endoftext": false }, { "action": "You go east", "response": "This is a hallway that runs north and south. A door is to the east\nand a set of broken double doors lead west.\n\nThe automaton arrives from the west.", "endoftext": false }, { "action": "You go to the south", "response": "This is the northern end of a room displaying arcane and bizarre artifacts. Notable among the items is a large, two-headed, embalmed snake. The rest of the artifact room is to the south. You can also go north.\n\nThe automaton arrives from the north.", "endoftext": false }, { "action": "Wait", "response": "Time passes...\nThe automaton returns the waste basket to it's original spot.", "endoftext": false }, { "action": "You wait awhile", "response": "Time passes...\n\nThe automaton heads off to the north.", "endoftext": false }, { "action": "Go north", "response": "This is a hallway that runs north and south. A door is to the east\nand a set of broken double doors lead west.\n\nThe automaton is here, moving with purpose.\n\nThe automaton heads off to the west.", "endoftext": false }, { "action": "You go to the west", "response": "This is Dr. Hugo's laboratory. A machine takes up most of the south side of the room and an open red, steel door is to the west. A red strobe light is above the door, blinking rapidly, and a lever is near it. The rest of the lab is to the north or you can go east through a broken door.\n\nThe automaton is here, moving with purpose.\n\nA waste basket is here.\nThe Automaton picks up the wastebasket.", "endoftext": false }, { "action": "You go to the south", "response": "This is Dr. Hugo's laboratory. A machine takes up most of the south side of the room and an open red, steel door is to the west. A red strobe light is above the door, blinking rapidly, and a lever is near it. The rest of the lab is to the north or you can go east through a broken door.\n\nThe automaton arrives from the north.", "endoftext": false }, { "action": "You go west", "response": "This is the reaction chamber for the machine. It is a small room with smooth steel walls. you can leave by going east.", "endoftext": false }, { "action": "You pull lever", "response": "The lever is pulled back as far as it will go.", "endoftext": false }, { "action": "You look at the light", "response": "This is a red strobe light positioned directly above the steel door. It is blinking urgently.", "endoftext": false }, { "action": "You take the case", "response": "The glass case is much heavier than you first expected. Taken.", "endoftext": false }, { "action": "Drop case", "response": "Dropped.", "endoftext": false }, { "action": "Smash case", "response": "You hit the glass a couple of times but it's impossible to do bare handed.", "endoftext": false }, { "action": "Smash case with hammer", "response": "It takes only a few blows with the hammer to smash your way through the glass. Suddenly a high pitched alarm sounds and the steel door slams shut. You have only a few moments of regret before the reactor heats up and cooks you alive.", "endoftext": false }, { "action": "You take the box", "response": "The glass case is much heavier than you first expected. Taken.", "endoftext": false }, { "action": "You go east", "response": "This is Dr. Hugo's laboratory. A machine takes up most of the south side of the room and an open red, steel door is to the west. A red strobe light is above the door, blinking rapidly, and a lever is near it. The rest of the lab is to the north or you can go east through a broken door.\n\nA waste basket is here.", "endoftext": false }, { "action": "You put the case in the basket", "response": "You put the glass box in the waste basket.", "endoftext": false }, { "action": "You go west", "response": "This is the north end of the hallway. To the north is a richly carved oak door. The main hallway leads back south. A small door leads east.\n\nThe automaton arrives from the east.", "endoftext": false }, { "action": "You go west", "response": "This is Dr. Hugo's laboratory. A machine takes up most of the south side of the room and an open red, steel door is to the west. A red strobe light is above the door, blinking rapidly, and a lever is near it. The rest of the lab is to the north or you can go east through a broken door.\n\nA waste basket is here. Inside the waste basket is a glass box.", "endoftext": false }, { "action": "You wait for a while", "response": "Time passes...", "endoftext": false }, { "action": "Go north", "response": "This is the northern part of the lab.\n\nThe trash receptacle and some garbage are here.", "endoftext": false }, { "action": "Wait", "response": "Time passes...\n\nThe automaton arrives from the south.", "endoftext": false }, { "action": "Wait", "response": "Time passes...\nThe automaton empties the waste basket into the trash receptacle and smashes it down with surprising force.\n\nThe glass container shatters and the rock sits exposed in the trash receptacle. The Automaton leaves and you begin to feel nauseous. You lay down to rest for just a minute. You wake up to violent projectile vomiting and stomach cramps from the pit of hell. It isn't long before you succumb to your illness.", "endoftext": false }, { "action": "Go south", "response": "This is Dr. Hugo's laboratory. A machine takes up most of the south side of the room and an open red, steel door is to the west. A red strobe light is above the door, blinking rapidly, and a lever is near it. The rest of the lab is to the north or you can go east through a broken door.\n\nThe automaton is here carrying a waste basket.\n\nA waste basket is here. Inside the waste basket is a glass box.\n\nThe automaton heads off to the north.", "endoftext": false }, { "action": "Wait", "response": "Time passes...\n\nThe automaton arrives from the north.", "endoftext": false }, { "action": "You wait awhile", "response": "Time passes...\n\nThe automaton heads off to the east.", "endoftext": false }, { "action": "Wait", "response": "Time passes...\n\nThe automaton arrives from the east.", "endoftext": false }, { "action": "You wait a while", "response": "Time passes...\nThe Automaton picks up the wastebasket.", "endoftext": false }, { "action": "You wait awhile", "response": "Time passes...\n\nThe automaton heads off to the north.", "endoftext": false }, { "action": "You go north", "response": "You bump into a wall. You can go south.", "endoftext": false }, { "action": "You take the receptacle", "response": "You're carrying too much to take that.\n\nThe automaton arrives from the south.", "endoftext": false }, { "action": "You drop all", "response": "iron key: Dropped.\ncopper key: Dropped.\ndamaged book: Dropped.\nwooden box: Dropped.\nconsole: Dropped.\nsledge hammer: Dropped.\nThe automaton empties the waste basket into the trash receptacle and smashes it down with surprising force.", "endoftext": false }, { "action": "You take receptacle", "response": "Taken.\n\nThe automaton heads off to the south.", "endoftext": false }, { "action": "Go south", "response": "This is Dr. Hugo's laboratory. A machine takes up most of the south side of the room and an open red, steel door is to the west. A red strobe light is above the door, blinking rapidly, and a lever is near it. The rest of the lab is to the north or you can go east through a broken door.\n\nThe automaton is here carrying a waste basket.\n\nA waste basket is here. Inside the waste basket is a glass box.\n\nThe automaton heads off to the east.", "endoftext": false }, { "action": "You go west", "response": "This is the reaction chamber for the machine. It is a small room with smooth steel walls. you can leave by going east.", "endoftext": false }, { "action": "You wait", "response": "Time passes...\nAn alarm sounds just as the steel door slams shut. You hear the the pathetic bangs of your friend, the automaton, from inside the reactor but they quickly subside. The readout on the machine now reads:\n\nFULL POWER, SET PORTAL CONFIGURATION\n\nYou notice that the geometric symbols on the machine have all lit up.", "endoftext": false }, { "action": "Go north", "response": "This is the northern part of the lab.\n\nSome garbage, the iron key, the copper key, the damaged book, a\nwooden box, the console, and a sledge hammer are here. Inside the wooden box are the snake block, the many-legs block, the tree block, and the gear block.", "endoftext": false }, { "action": "You take all but the garbage", "response": "iron key: Taken.\ncopper key: Taken.\ndamaged book: Taken.\nwooden box: Taken.\nconsole: Taken.\nsledge hammer: Taken.", "endoftext": false }, { "action": "Go south", "response": "This is Dr. Hugo's laboratory. A machine takes up most of the south side of the room and a closed red, steel door is to the west. A red strobe light is above the door, blinking rapidly, and a lever is near it. The rest of the lab is to the north or you can go east through a broken door.\n\nThe display now reads:", "endoftext": false }, { "action": "You look at the shapes", "response": "These are three geometric shapes.The shapes are a white square, a white circle and a white triangle.", "endoftext": false }, { "action": "Keep going", "response": "The square shape changes from red to green.", "endoftext": false }, { "action": "Continue", "response": "The square shape changes from green to blue.", "endoftext": false }, { "action": "Keep going", "response": "The circle shape changes from red to green.", "endoftext": false }, { "action": "You examine clock", "response": "This looks like a clock. It has one hand that appears to be pointing to the eleven o'clock position. It is rapidly counting down to midnight.\n\nCONTAINMENT PROCESS INITIATED, INSERT KEY SEQUENCE", "endoftext": false }, { "action": "You take all the blocks", "response": "snake block: Taken.\nmany-legs block: Taken.\ntree block: Taken.\ngear block: Taken.\nFULL POWER\nCONTAINMENT PROCESS INITIATED, INSERT KEY SEQUENCE", "endoftext": false }, { "action": "You put the tree in the slot", "response": "The tree block slides into the hole.\n\nCONTAINMENT PROCESS INITIATED, INSERT KEY SEQUENCE\n\nthe clock is rapidly approaching midnight.", "endoftext": false }, { "action": "You put the snake in the slot", "response": "The snake block slides into the hole.\n\nCONTAINMENT PROCESS INITIATED, INSERT KEY SEQUENCE", "endoftext": false }, { "action": "You put the legs in the slot", "response": "The many-legs block slides into the hole.\n\nCONTAINMENT PROCESS INITIATED, INSERT KEY SEQUENCE\n\nyour time is running out.", "endoftext": false }, { "action": "You put the gear in the slot", "response": "The gear block slides into the hole.\n\nThe Pacing man is jumping for joy.\n\"I can't believe he did it!\"\n\"Yes,\" says the serene man, \"I have to admit that I was concerned he might open the portal or close it the wrong way, freeing my....captives. No matter, come with me, we have work to do.\"\n\nThe display reads:\n\n\"KEY SEQUENCE CORRECT, CLOSING PORTAL\"\n\nA terrible scream emits from somewhere and it sounds like a hurricane just struck outside. Suddenly you hear the front door burst open. thinking it was a gust of wind, you investigate, and run right into Dr. Hugo himself! The two of you tumble over in heap. The doctor's assistant helps him to his feet and you cower in his awful presence.\n\n\"Thank you for closing the portal,\" he says, \"I couldn't come near the lab because I lost control of the creatures that I had previously tormented to do my bidding.\"\n\"But now,\" he says, pausing for effect, \"I can re-open the portal safely and continue my work.\"\nDr. hugo then pulls a strange looking weapon from his clothes. It resembles an instrument of torture crossed with a squid. It almost looks alive.\nThank you again. I'm almost sorry I have to do this,\" he says.", "endoftext": false }, { "action": "You look at the shapes", "response": "These are three geometric shapes.The shapes are a white square, a white circle and a white triangle.", "endoftext": false }, { "action": "Continue", "response": "The triangle shape changes from red to green.\n\nCONTAINMENT PROCESS INITIATED, INSERT KEY SEQUENCE\n\nYou've noticed that the clock above the machine is starting to run.", "endoftext": false }, { "action": "You take all the blocks", "response": "You don't see that.\nFULL POWER\nCONTAINMENT PROCESS INITIATED, INSERT KEY SEQUENCE", "endoftext": false }, { "action": "You take all blocks", "response": "snake block: Taken.\nmany-legs block: Taken.\ntree block: Taken.\ngear block: Taken.", "endoftext": false }, { "action": "Go south", "response": "This is Dr. Hugo's laboratory. A machine takes up most of the south side of the room and a closed red, steel door is to the west. A red strobe light is above the door, blinking rapidly, and a lever is near it. The rest of the lab is to the north or you can go east through a broken door.\n\nThe display now reads:", "endoftext": false }, { "action": "You put the tree in the slot", "response": "The tree block slides into the hole.\n\nCONTAINMENT PROCESS INITIATED, INSERT KEY SEQUENCE", "endoftext": false }, { "action": "You put the legs in the slot", "response": "The many-legs block slides into the hole.\n\nCONTAINMENT PROCESS INITIATED, INSERT KEY SEQUENCE\n\nthe clock is rapidly approaching midnight.", "endoftext": false }, { "action": "You put the gear in the slot", "response": "The gear block slides into the hole.\n\n\"Oh God!\" says the pacing man. He is curled into the fetal position on the plush carpeting, trembling a like rabbit.\n\"We knew the danger,\" says the calm man, now slightly less calm. He reaches into his shirt and pulls out a strange looking weapon. \"This might help us a little,\" he says, without confidence.\n\nThe display reads:\n\n\"KEY SEQUENCE CORRECT, CLOSING PORTAL\"\n\nA terrible scream emits from somewhere and it sounds like a hurricane just struck outside. You crouch in a corner for awhile and listen for sounds of danger. You hear none. After awhile, maybe minutes, maybe hours, you emerge from the lab to discovery brilliant sunshine. The portal is closed.", "endoftext": true } ]
8iw44v7wzo90wumh
Grubbyville
Andrew Schultz
[ "Collegiate" ]
[ "walkthrough" ]
2,016
[ 1, 1, 2, 0, 0 ]
4
3.75
20160703
false
In this game, you play as a male high school student who wants to be valedictorian. (Your Pop is even more keen on the idea.) Unfortunately, Harley Drotz got into honors Ceramics for his fine art elective which will push him into the lead by year's end. To best him, you'll have to get into the Art Appreciation Independent Study.
[ { "action": "%", "response": "You hear a knock. \"Max! Son!\"\n\nThe door opens. Pop nods determinedly. \"Son, we need to have a talk.\"\n\nget the general drift.)", "endoftext": false }, { "action": "2", "response": "\"No, no, no, son. This is about GRADES.\"", "endoftext": false }, { "action": "2", "response": "\"Bad news, son. You still want to be valedictorian?\" (yes or no)", "endoftext": false }, { "action": "You go north", "response": "\"Not funny. But it's late, so I'll let it slide.\n\n\"Harley Drotz's ahead of you now, son. Or he will be, at year's end.\"\n\ntiebreaks!\nclasses!\ndeal.", "endoftext": false }, { "action": "3", "response": "\"Hate to say it, son, but his dad's got a little pull in the art department. Some of the mid-level administrators let him slip into honors Ceramics for his fine art elective.\"\n\ntiebreaks!\ndeal.", "endoftext": false }, { "action": "5", "response": "\"Not much. But enough to pass all the tests. And not piss off the teacher.\"\n\ntiebreaks!\ndeal.\nelective.", "endoftext": true }, { "action": "You look at your surroundings", "response": "Pop taps his foot as you stare around your room. (Note: type REPEAT to see how you can respond to him.)", "endoftext": false }, { "action": "You repeat", "response": "The available options are:\n\ntiebreaks!\ndeal.\nelective.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na spreadsheet", "endoftext": false }, { "action": "You look at the spreadsheet", "response": "It's got a comparison of your grades to Drotz's, a brief explanation of how Grubbyville awards GPA, and a listing of teachers and administrators with whom Pop has discussed your newfound interest in the study of art.\n\nThe math still makes sense. Harley's got an extra 4.5, which lowers his average from 4.6, but if you slip and get an A-, it's like he's got an extra 4.8.", "endoftext": false }, { "action": "Verbs", "response": "You can TAKE things, or TALK TO people. Typing I takes inventory. You can check your MOOD (synonym is SCORE,) see what you've DONE or GIVE people items. You can also see what this game is ABOUT, or CREDITS/CREDIT for people who helped. You can also THINK to figure what to do next, or see a rough MAP of the high school.", "endoftext": false }, { "action": "You look at the explanation", "response": "4=A 3.7=A- 3.3=B+ 3=B 2.7=B- 2.3=C+ 2=C 1.7=C- 1.3=D+ 1=D 0=F 1 bonus for AP (advanced placement,) .5 for H (honors,) all averaged together.", "endoftext": false }, { "action": "Go east", "response": "You think about it. You almost can. It would be so easy, except it isn't. (Note: you really will leave if you try again.)", "endoftext": false }, { "action": "Go east", "response": "You leave Grubbyville behind. Pop asks why you came back empty-handed, and you come up with a mishmosh of moral misgivings and, well, if other kids found out it might be hard for you. Pop tells you he's heard Harley isn't as popular as he pretends to be, and you just blew a chance...well. You'll learn.\n\nThat June as Harley steps up to give his valedictorian speech, Pop looks at you pointedly to applaud. You two almost have a contest, who can applaud louder. After, some people congratulate you on your sportsmanship before segueing into complaining what a fake Harley is. It's not much consolation.", "endoftext": false }, { "action": "Mood", "response": "Different dialogue choices will give you different intro-end text. In this playthrough...\n\nBusiness is business. Might as well beat Harley in the GPA stakes.\n\nWould you like to RESTART, RESTORE a saved game, QUIT, UNDO the last command or see your final MOOD?", "endoftext": false }, { "action": "You look", "response": "You're staring around Entry Hall, though you're not sure why. The Help Hole to the north is closed for the summer, so you should be getting a move on to the west.\n\nOf course, you can always chicken out back east. That'd make everyone except Pop happy.", "endoftext": false }, { "action": "Go west", "response": "You can enter the teachers' lounge here. It's completely locked, since it's summer. You can also go west to X-Hall, the center of GHS, or east back to the Entry. There's also a rug here.\n\nYou can see a brochure rack (in which is a GHS brochure) here.", "endoftext": false }, { "action": "You take the brochure", "response": "(the GHS brochure)\nYou already know enough about GHS. You understand the inner workings pretty well, and of course brochures never cover that.", "endoftext": false }, { "action": "You examine the rug", "response": "SAY NO TO DRUGS is woven into it, but someone duct-taped over the D. In fact, a lot of people did, and the administrators just gave up getting the janitors to peel it off.", "endoftext": false }, { "action": "You look under the rug", "response": "Nothing is hidden in the game.", "endoftext": false }, { "action": "Wear rug", "response": "(first taking the rug)\nYou wouldn't get far carrying it.", "endoftext": false }, { "action": "You take D.", "response": "(the D)\nThat seems to be a part of the rug.", "endoftext": false }, { "action": "You look at D.", "response": "(the D)\nYou see nothing special about the D.", "endoftext": false }, { "action": "You go to the north", "response": "There's a wall there. You should know GHS like the back of your hand after three years--and after a brief look, you see you can go east, west and inside.", "endoftext": false }, { "action": "Inside", "response": "", "endoftext": false }, { "action": "Go west", "response": "X-Hall is the center of GHS. Corridors head in diagonal directions to the various departments, the teachers' lounge is to the east, the upperclassmen's social area is south, and the testing room is to the north. Looks like people are still taking a standardized test right now. You can go inside to the library, and a rusted elevator panel lies to the west.", "endoftext": false }, { "action": "You look at panel", "response": "You don't need to do anything with the rusted elevator panel. You're not sure why it's there, and you don't have time to find out, now. It's being curious about that sort of thing that can distract you from your business here.", "endoftext": false }, { "action": "Inside", "response": "Well, okay, I lied a bit. You can go inside in the full game.", "endoftext": false }, { "action": "You go to the south", "response": "Back north is X-Hall. Ironically, you can go in to the Chess Hovel to the side of the social lounge, here.", "endoftext": false }, { "action": "You go to the east", "response": "There's a wall there. You should know GHS like the back of your hand after three years--and after a brief look, you see you can go north and inside.", "endoftext": false }, { "action": "Inside", "response": "You can really only go back outside from here.\n\nDennis Durfle paces here in front of a shelf of chess books, reading a chess book and mumbling to himself.", "endoftext": false }, { "action": "Examine book", "response": "A dizzying array of books with weird names.", "endoftext": false }, { "action": "You look at Dennis", "response": "You remember being horrified when you barely placed above Dennis on both a female and male list of Who's Hot. He's not ugly, but he sure frowns a lot, so he might as well be.", "endoftext": false }, { "action": "You talk to Dennis", "response": "\"Go away. I don't trust you.\"", "endoftext": false }, { "action": "You read books", "response": "It'd take too long to get started.", "endoftext": false }, { "action": "You ask Dennis about Chess", "response": "[Use TALK TO to interact with characters.]", "endoftext": false }, { "action": "You go outside", "response": "Back north is X-Hall. Ironically, you can go in to the Chess Hovel to the side of the social lounge, here.", "endoftext": false }, { "action": "Go north", "response": "X-Hall is the center of GHS. Corridors head in diagonal directions to the various departments, the teachers' lounge is to the east, the upperclassmen's social area is south, and the testing room is to the north. Looks like people are still taking a standardized test right now. You can go inside to the library, and a rusted elevator panel lies to the west.", "endoftext": false }, { "action": "You go to the north", "response": "You shouldn't disrupt the testing. Nobody important may be taking those tests, but if people are distracted, GHS's average grades as a whole will suffer. That would make your valedictory less presitigious.", "endoftext": false }, { "action": "Northeast", "response": "You think about going northeast, but you're intimidated a bit--you don't really have anything resembling art to show off. Obviously, you'll need to get there, but you get the feeling they don't like tip-top students there. You need some street cred. (NOTE: the arts wing is beyond the scope of the introduction. The goal is to find something that will get you something resembling art.)", "endoftext": false }, { "action": "Northwest", "response": "Big Ed, the security guard, is probably lying in wait. While he hated science in school, he's extra enthusiastic about guarding the science wing. You would be quite a scalp for his detention quota without a pass. Unfortunately, there are no teachers here to give you a pass.", "endoftext": false }, { "action": "Southeast", "response": "This is the Humanities Wing of Grubbyville High School. It has various activities you can't put a price on, and it encourages people to have careers that won't make much money.\n\nThe World Languages Sub-Wing is south, the Social Studies Sub-Wing is southeast, and the English Sub-Wing is east. The Social Studies Sub-Wing is actually open, because it houses the yearbook staff, too.", "endoftext": false }, { "action": "You go to the southwest", "response": "The life skills wing is beyond the scope of the introduction. Which is kind of ironic, because you find the skills therein a bit...introductory.", "endoftext": false }, { "action": "About yourself", "response": "In pretty good shape, but not dumb-jock shape. Pretty well-dressed, but not mindless preppie well-dressed. People wouldn't suspect you of being a valedictorian, til they talked to you.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na spreadsheet", "endoftext": false }, { "action": "Go south", "response": "Exotic languages won't help you with exotic art appreciation, here. Well, maybe they will once this game is more than an introduction. We'll see.", "endoftext": false }, { "action": "You go to the east", "response": "The school paper office is that way, but you don't need to influence anyone on the editorial staff. Maybe when you're older, you'll need to schmooze them. But nobody REALLY reads the school paper. Especially in the summer when it's not being published.", "endoftext": false }, { "action": "You go to the southeast", "response": "This sub-wing, part of a NW/SE hall, brings back bad memories of a teacher who couldn't quite find enough subjectively wrong with your work to give an A-. Still, it's an annoying memory.\n\nAn open door leads southeast into the yearbook office.", "endoftext": false }, { "action": "Go southeast", "response": "An open door leads northwest back out of the yearbook office.\n\nMyron Knurp fidgets and chews his nails here. At the sight of you, he hastily guards a yearbook pass.", "endoftext": false }, { "action": "You examine Knurp", "response": "He doesn't gaze right up at you. You're not surprised he had no nerve to tell his colleagues he doesn't want to do drudge work on a summer Saturday morning.", "endoftext": false }, { "action": "You talk to Knurp", "response": "", "endoftext": false }, { "action": "1", "response": "\"The sky.\"\n\nThat joke's so bad, it'll never be so bad it's good.\n\nYou frown and glance meaningfully at the hall pass.\n\n\"No you don't. That's yearbook staff property. And you're not yearbook.\"\n\nrespectable?\"", "endoftext": false }, { "action": "2", "response": "You explain you'd like to be on the yearbook, just because. Maybe you could help him with some of the drudgework. But you might need lunch first. Fair enough, says Myron, as he hands you a temporary pass for the day.", "endoftext": false }, { "action": "Mood", "response": "Your current mood is UN-ALLIED. You've done 1 sly thing. You can list everything you've done with DONE.", "endoftext": false }, { "action": "You look", "response": "An open door leads northwest back out of the yearbook office.\n\nMyron Knurp fidgets and chews his nails here.", "endoftext": false }, { "action": "You go northwest", "response": "This is a NW/SE hall.\n\nAn open door leads southeast into the yearbook office.", "endoftext": false }, { "action": "Done", "response": "You haven't been nice to anyone.\nYou've been sly to Myron Knurp.\nYou haven't been nasty to anyone.\nYou've met Dennis Durfle, but you haven't done anything meaningful around them.\nYou've met pretty much everyone you're going to at Grubbyville today.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na yearbook pass\na spreadsheet", "endoftext": false }, { "action": "You look at the yearbook pass", "response": "It's laminated and neon-ish, and nobody questions its authority. Though it also expires at the end of the day.", "endoftext": false }, { "action": "You go northwest", "response": "You flash your hall pass at Big Ed, who's cleverly hidden in a drinking fountain recess like it's a speed trap, as you walk down the corridor. It works!\n\nMath/Science Wing\nAll the hard sciences are covered here: clockwise from south, you have Biology, Chemistry, Physics, Computer Science to the northwest (it's the only one open--independent study projects and all) and finally Math (math team off-season practice) to the north. The Earth Sciences department is upstairs.", "endoftext": false }, { "action": "You go to the northwest", "response": "This lab is full of computers that aren't quite as good as what you have at home. Most are off, but one PC is humming away. You see a backpack by it.", "endoftext": false }, { "action": "You look at the backpack", "response": "The backpack appears to be Tod Smoot's. He's kind of a jerk, from what you know but you don't want to look through his stuff without SERIOUS provocation. Maybe you'll find it.", "endoftext": false }, { "action": "Examine pc", "response": "You aren't expecting much, maybe some assignment on heap sorts or whatever. But wait! It's a game! A sort of cheap one, but a game nonetheless!\n\nIt's...PARTICIPATION POINTS, by the Disgruntled Intellectuals Club. It features Harley Drotz and...you! Play it? (yes or no)", "endoftext": false }, { "action": "Yes", "response": "WHO WILL YOU PLAY AS?", "endoftext": false }, { "action": "2", "response": "Well, it's you against Harley Drotz. It's sort of like the two political parties, but you're going with outer weenieness over pure force.", "endoftext": false }, { "action": "3", "response": "You and Harley argue for a bit, and Mr. Jones moans he wishes more students would participate so enthusiastically.", "endoftext": false }, { "action": "1", "response": "You berate other students for not participating as much as you. Harley nods in agreement.", "endoftext": false }, { "action": "2", "response": "It doesn't seem terribly detailed. And you're curious how it ends.", "endoftext": false }, { "action": "1", "response": "The teacher appreciates your alternate view on life compared to Harley. It's a bold gambit, but not really, because you always manage to say people may not agree with you, but there you go.\n\nWOW! WHAT A BUSY DAY! ALTHOUGH IT WAS NOTHING SPECIAL FOR YOU, MAX! IT REALLY IS THAT EASY, IF IT'S EASY!\n\nHarsh.\n\nIF YOU HATED THIS GAME, THE DISGRUNTLED INTELLECTUALS CLUB DOESN'T CARE! OKAY, WE SORT OF DO!\n\nYou have to admit. You're curious now. And a little annoyed. Even without the ten control-g bells at the end of the game.\n\nYou groan and roll your eyes, and the backpack gets your attention. Whoah, a sequel, or something. You wouldn't normally mess with others' property, but hey, they baited you, and you aren't going to STEAL it.", "endoftext": false }, { "action": "Examine backpack", "response": "The backpack appears to be Tod Smoot's. You wouldn't normally look through it, but after playing that game...well, there are notes for others, including CASINO FUN by NO FUN CASEY.\n\nIt has with formulas for the probability of turning $50 into $100 playing craps, and if you play, you either go broke tonight or get hooked on gambling and go really broke ten years from now. The game will note playing it saved you three hours you would've wasted rolling dice and a headache from the noise, and it also lets the user see the formula used so it didn't have to bother actually simulating all those dice rolls.\n\nThere's also notes for a game called Being Dennis Durfle. It's light on the technical stuff but in-depth in the usual hit-piece ways.", "endoftext": false }, { "action": "You take the backpack", "response": "That's someone's property. Better not do much more than look.", "endoftext": false }, { "action": "You go southeast", "response": "Math/Science Wing\nAll the hard sciences are covered here: clockwise from south, you have Biology, Chemistry, Physics, Computer Science to the northwest (it's the only one open--independent study projects and all) and finally Math (math team off-season practice) to the north. The Earth Sciences department is upstairs.", "endoftext": false }, { "action": "You go southwest", "response": "That area's beyond the scope of this introduction. You can go north to Math or northwest to Computer Science, though.", "endoftext": false }, { "action": "Go north", "response": "You can go inside the math study area, which doubles as the math team's training room, if you'd like. Pneumonia Alley connects the science wing with the Arts wing.\n\nYou can see list of birthdays here.", "endoftext": false }, { "action": "You look at the list", "response": "(list of birthdays)\nYou look through today's, for curiosity's sake:\n\nThad Bings, Dennis Durfle, Pip O'Floppovich, Fredley Freydel, Simba Zabmis.\n\nThe only name you recognize is Dennis Durfle, the chess guy. Everyone knows who he is, but they don't know him.", "endoftext": false }, { "action": "You look up Dennis in the list", "response": "(list of birthdays)\nYou discover nothing of interest in list of birthdays.", "endoftext": false }, { "action": "You go north", "response": "There's a wall there. You should know GHS like the back of your hand after three years--and after a brief look, you see you can go south, east and inside.", "endoftext": false }, { "action": "Inside", "response": "The Math Study Area is full of all kinds of mathy things that are supposed to make math fun.\n\nYou can see a Book of Modern Chess Strategy here.", "endoftext": false }, { "action": "You take Book", "response": "Taken. Geez, it's as painful to slug around as a textbook.\n\nTaken.", "endoftext": false }, { "action": "Inside", "response": "There's a wall there. You should know GHS like the back of your hand after three years--and after a brief look, you see you can go outside.", "endoftext": false }, { "action": "You take list", "response": "(list of birthdays)\nYou don't need to take it, but it maybe has useful information.", "endoftext": false }, { "action": "You give Book to Dennis", "response": "(the Book of Modern Chess Strategy to Dennis Durfle)\n\"Hey! Wow! Where'd you...? But Big Ed... oh, man! I'd been missing that two months! Thanks! I...I was about to go buy a new one.\"", "endoftext": false }, { "action": "You talk to Dennis", "response": "SCHOOL...\nClub wants to write about you?", "endoftext": false }, { "action": "3", "response": "\"Whoah. Those hacker types. They're pretty rough.\"\n\n\"Yeah,\" you say. \"They got me, already.\"\n\nDennis looks like he almost trusts you.\n\nSCHOOL...", "endoftext": false }, { "action": "1", "response": "\"How did you know?\" You explain something about the math team, and he launches into turf wars between the math and chess teams, and how people who are on both are extra annoying. You nod in agreement. He seems almost surprised.\n\n\"Man. I didn't know we were bummed by the same stuff. But you asked me what I'm doing here. What are YOU doing here?\"\n\nAfter you explain, Dennis continues, \"Well, enemy's enemy stuff, I guess. Still can't forgive Harley for, um...look, I have something that can help you. I wrote some really satirical protest poetry or something but if I submitted it to the school art magazine, they'd say I was just some bitter dork. You'd give it gravitas and stuff. What do you say? I just want to get the message out.\" (yes or no)", "endoftext": false }, { "action": "Yes", "response": "You take a closer look at Dennis's note. It's a lot more coherent and funny than you'd imagined. You're almost...jealous. You find yourself riffing on it--like you're not totally happy with Grubbyville. You wonder how serious he is about not really wanting any credit. Maybe he'll backstab you later. I mean, If you can think ten moves ahead in chess, what else can you plan?\n\nBut with this writing, you feel like you should be able to shmooze.\n\nLeaving the Chess Hovel behind, you feel like this grades thing is just business. You're not finding some huge tax loophole. Harley started it. Someone will find a new loophole next year.", "endoftext": false }, { "action": "Mood", "response": "Different dialogue choices will give you different intro-end text. In this playthrough...\n\nYou've been nice to Dennis Durfle, particularly Dennis Durfle.\nYou've been sly to Myron Knurp.\n\nYou're looking forward to more than just getting a better GPA. It sounds a bit hokey, and it might not last, but there you go.\n\nWould you like to RESTART, RESTORE a saved game, QUIT, UNDO the last command or see your final MOOD?", "endoftext": false }, { "action": "No", "response": "That was a rhetorical question.", "endoftext": false }, { "action": "You talk to Dennis", "response": "SCHOOL...", "endoftext": false }, { "action": "1", "response": "\"How did you know?\" You explain something about the math team, and he launches into turf wars between the math and chess teams, and how people who are on both are extra annoying. You nod in agreement. He seems almost surprised.\n\n\"Man. I didn't know we were bummed by the same stuff. But you asked me what I'm doing here. What are YOU doing here?\"\n\nAfter you explain, Dennis continues, \"Well, enemy's enemy stuff, I guess. Still can't forgive Harley for, um...look, I have something that can help you. I wrote some really satirical protest poetry or something but if I submitted it to the school art magazine, they'd say I was just some bitter dork. You'd give it gravitas and stuff. What do you say? I just want to get the message out.\" (yes or no)", "endoftext": false }, { "action": "No", "response": "\"Talk to me if you change your mind.\"", "endoftext": true } ]
1yti1am4l16mjkti
Once upon a winter night, the ragman came singing under your window
Expio
[ "Horror" ]
[ "ECTOCOMP 2019", "Le Grand Guignol" ]
2,008
[ 1, 1, 2, 0, 0 ]
4
3.75
20210103
true
Maybe it was the cold or the sensation of emptiness to my side, but I was fully awake. I didn't dare to move, so I just lay there, very still, looking at the ceiling with my hands hidden under the sheets. I suppose it has happened to you some time. You wake up in the late hours in the night, with the sensation that there's someone in your room, and end up lightning a candle to find that there's nobody there, just a nocturnal mouse at most. Only this time I knew he was nearby.
[ { "action": "%", "response": "Maybe it was the cold or the sensation of emptiness to my side, but I was fully awake. I didn't dare to move, so I just lay there, very still, looking at the ceiling with my hands hidden under the sheets.\n\nI suppose it has happened to you some time. You wake up in the late hours in the night, with the sensation that there's someone in your room, and end up lightning a candle to find that there's nobody there, just a nocturnal mouse at most.\n\nOnly this time I knew he was nearby.\n\nHe came to collect an old debt, from when I was still young, from when I still believe in the future and run naked between the bindweeds.\n\n\"Five times five years has passed, my green-eyed child... five times five years of luck and fortune. A man who loves you, a son of hair like wheat in summer, coins slipping through your fingers, a house with a white gate and servants to attend it.\"\n\nFingers colder than white frost touch my face, while a cacophony of ten voices whispers on my ears, but I suppress the scream that struggles to escape from my throat and I lay still with eyes shut.\n\n\"Are you sleeping? I don't believe so. As you see, I keep my promises. Would you keep yours? The desire of my heart in exchange for a time of bliss.\"\n\nI hear the floorboards creak. He moves away. He is... he is near the cradle, I know it.\n\n\"I ask not for silver, nor gold, nor earthly wealth. I don't desire anything in vain, much less something you can't give me. I only ask for what a mortal can dispose of. Give it to me, and our contract will be folded, sealed and stored in the fourth drawer of the hundredth room inside the tallest tower of my inverted castle. Deny it from me, and I will take your son, your husband will suffer a terrible death, your servants will abandon you pouring venom upon your honor, and winter will nest in your home. Give me... give me the love of a mother and everything will be settled. Only five beats of your heart I grant you.\"\n\nWith a sigh, I stand.\nOnce upon a winter night, the ragman came singing under your window\n\nI am half sunken in the gloom of the room. The fireplace shines with dying embers that barely reach to illuminate the scene. Most of the light comes from the moon that penetrates, invasive, through the open window, along with some sporadic snow drifts like folds of cloth.\n\nIt must has been open for a while since some snow has accumulated over the harpsichord, in the space next to the window.\n\nThe Ragman is hunched over the cradle of my only son at the far corner of the room. I can hear him whisper a cradle song while he knits with his long, long fingers, complicated structures of thread, which my son tries to grasp with his little hands; he is crying quietly, irritated, either afraid or hungry.\n\nI am reclined on the bed, my back resting against the headboard. To my side there is an empty space. The sheets have been set aside.", "endoftext": false }, { "action": "About yourself", "response": "This is a body that carries thirty-seven years on its back, and still looking good. Let's say I still provoke some glances at social dances, in spite of having a baby recently (my mother said that my hips were not wide enough for it) and my breasts still swollen.\n\n\"One was the sun king.\"", "endoftext": false }, { "action": "Inventory", "response": "I am carrying nothing.\n\n\"Two was the inhabitants of paradise.\"", "endoftext": false }, { "action": "You give the child", "response": "Mi child is hungry... but I can't reach him. It's getting colder.\n\n\"Three were the wise men, gift bearers.\"", "endoftext": false }, { "action": "You say yes", "response": "Whom do you want to say that to?", "endoftext": false }, { "action": "Ragman", "response": "I try to speak, but my breath escapes silently through my lips.\n\n\"Shhh, don't strain yourself, quiet, soon you will sleep. Just calm my thirst, and everything will end.\"\n\n\"Four, the misfortunes that will mark the end of the man reign.\"", "endoftext": false }, { "action": "You look at Ragman", "response": "An old shadow from my youth, from times of desires and crooked paths. He seems like an abandoned scarecrow, with broken and twisted limbs. His arms and legs adopt impossible angles when he moves, in a strange dance, like if he was controlled by a mad master of puppets. He dresses in a maelstrom of fabrics and patches, colours out of order, hanging with such disparate ornaments as a pocket watch, a rosary of marbled beads, a salmon's eye, a Grylloblatta, an earring from which an ear still hangs... What for ours is junk, for him is the most precious of jewels, a trophy devoid of banality.\n\nWorst of all are his head and hands. Instead of a cranium, he wears the empty semblance of a mannequin, plain, without trimmings, and as the only concession to a human figure wears a tangled wig, like the ones seen in the festivities of the high neighborhoods. His hands... are like metallic branches from which hang the threads with which he entertains, himself or an audience, creating strange shapes: a cradle, a boat, a bird... all while the tiny cherub faces that are the tips of his fingers do not cease to chatter.\n\n\"One was the sun king.\"", "endoftext": false }, { "action": "Hug ragman", "response": "the Ragman might not like that.\n\n\"Two was the inhabitants of paradise.\"", "endoftext": false }, { "action": "Kiss Ragman", "response": "the Ragman might not like that.\n\n\"Three were the wise men, gift bearers.\"", "endoftext": false }, { "action": "You examine baby", "response": "My precious, my life. Just when I thought it could not be possible... it happened. My joy and sadness. Joy because he was an unexpected gift, sadness because he was the rubric of a contract. Now, he is unwillingly playing with the thread figures that the Ragman is crafting for him. He cries and protests quietly.\n\n\"Four, the misfortunes that will mark the end of the man reign.\"", "endoftext": false }, { "action": "You look at the bed", "response": "It's a wide double bed of white sheets and a mattress of corn leaves. It seems far bigger with the space left behind by my husband. I touch that spot and the sheets are cold. Buried within them I find a copy of Son of Man.", "endoftext": false }, { "action": "You examine son of the man", "response": "It's an essay on the gospel written by Father Giovanni Lanfranco. Lately I have liked to read it before sleep, maybe as an expiation because of my past life.\n\n\"One was the sun king.\"", "endoftext": false }, { "action": "You read son of the man", "response": "It's an essay on the gospel written by Father Giovanni Lanfranco. Lately I have liked to read it before sleep, maybe as an expiation because of my past life.\n\n\"Two was the inhabitants of paradise.\"", "endoftext": false }, { "action": "You examine harpsichord", "response": "One of the few hobbies that I allow myself. I have been told that I play quite well, so I have placed it by the window, for aesthetic reasons and a point of vanity. There's a music sheet over the desk, it is: \"Piano and orchestra concert No 33, by B��la Bart��k\".\n\n\"Two was the inhabitants of paradise.\"", "endoftext": false }, { "action": "You examine the window", "response": "The window is open wide, maybe from the strong winter wind that preceded the Ragman's entrance. However, as far as I know, he has never had to enter any house, always just appearing when nobody is looking.\n\n\"Three were the wise men, gift bearers.\"", "endoftext": false }, { "action": "You take the book", "response": "I extend my cold fingers, but my strenght fails to me. It's like if I had a slab over me. They are perhaps my sins.\n\n\"Four, the misfortunes that will mark the end of the man reign.\"", "endoftext": false }, { "action": "You take the harpsichord", "response": "I extend my cold fingers, but my strenght fails to me. It's like if I had a slab over me. They are perhaps my sins.", "endoftext": false }, { "action": "You listen", "response": "I hear nothing unexpected.\n\n\"One was the sun king.\"", "endoftext": false }, { "action": "Smell", "response": "I smell nothing unexpected.\n\n\"Two was the inhabitants of paradise.\"", "endoftext": false }, { "action": "You give yourself", "response": "Mi child is hungry... but I can't reach him. It's getting colder.\n\n\"One was the sun king.\"", "endoftext": false }, { "action": "You enter the window", "response": "That's not something I can enter.\n\n\"One was the sun king.\"", "endoftext": false }, { "action": "You stand", "response": "But I am not in anything at the moment.\n\n\"One was the sun king.\"", "endoftext": false }, { "action": "You take the book", "response": "I extend my cold fingers, but my strenght fails to me. It's like if I had a slab over me. They are perhaps my sins.\n\n\"One was the sun king.\"", "endoftext": false }, { "action": "You wake up", "response": "The dreadful truth is, this is not a dream.\n\n\"One was the sun king.\"", "endoftext": false }, { "action": "Sleep", "response": "I am not feeling especially drowsy.\n\n\"Two was the inhabitants of paradise.\"", "endoftext": false }, { "action": "Y.", "response": "Maybe it was the cold or the sensation of emptiness to my side, but I was fully awake. I didn't dare to move, so I just lay there, very still, looking at the ceiling with my hands hidden under the sheets.\n\nI suppose it has happened to you some time. You wake up in the late hours in the night, with the sensation that there's someone in your room, and end up lightning a candle to find that there's nobody there, just a nocturnal mouse at most.\n\nOnly this time I knew he was nearby.\n\nHe came to collect an old debt, from when I was still young, from when I still believe in the future and run naked between the bindweeds.\n\n\"Five times five years has passed, my green-eyed child... five times five years of luck and fortune. A man who loves you, a son of hair like wheat in summer, coins slipping through your fingers, a house with a white gate and servants to attend it.\"\n\nFingers colder than white frost touch my face, while a cacophony of ten voices whispers on my ears, but I suppress the scream that struggles to escape from my throat and I lay still with eyes shut.\n\n\"Are you sleeping? I don't believe so. As you see, I keep my promises. Would you keep yours? The desire of my heart in exchange for a time of bliss.\"\n\nI hear the floorboards creak. He moves away. He is... he is near the cradle, I know it.\n\n\"I ask not for silver, nor gold, nor earthly wealth. I don't desire anything in vain, much less something you can't give me. I only ask for what a mortal can dispose of. Give it to me, and our contract will be folded, sealed and stored in the fourth drawer of the hundredth room inside the tallest tower of my inverted castle. Deny it from me, and I will take your son, your husband will suffer a terrible death, your servants will abandon you pouring venom upon your honor, and winter will nest in your home. Give me... give me the love of a mother and everything will be settled. Only five beats of your heart I grant you.\"\n\nWith a sigh, I stand.", "endoftext": false }, { "action": "You feed Ragman", "response": "Once upon a winter night, the ragman came singing under your window\n\nI am half sunken in the gloom of the room. The fireplace shines with dying embers that barely reach to illuminate the scene. Most of the light comes from the moon that penetrates, invasive, through the open window, along with some sporadic snow drifts like folds of cloth.\n\nIt must has been open for a while since some snow has accumulated over the harpsichord, in the space next to the window.\n\nThe Ragman is hunched over the cradle of my only son at the far corner of the room. I can hear him whisper a cradle song while he knits with his long, long fingers, complicated structures of thread, which my son tries to grasp with his little hands; he is crying quietly, irritated, either afraid or hungry.\n\nI am reclined on the bed, my back resting against the headboard. To my side there is an empty space. The sheets have been set aside.", "endoftext": false }, { "action": "You feed Ragman", "response": "\"D... Dri... Drink.\" I manage to articulate with an effort that almost depletes my waning strength. The Ragman jumps and dance and claps, then he pounces on me, tearing my nightdress, in his devouring thirst. His hands scream with joy while they take turns to snatch a piece of me. My son cries in a forgotten corner, confused, as now my world is reduced to this moment of loss and liberation.\n\nLittle by little the laugh of the Ragman fades away.\n\n\"Very good... satisfying and warm is the love of a mother. This will make my heart know summer for some time. Our account is settled, our pact completed. Now I retire, since other souls, craving for what they already have, require my care.\n\nI open my eyes. He is gone.\n\nMy son is still crying.\n\nI stand up and close the window. I stoke the fire.\n\nI cuddle and cradle my son. He is still hungry, but I am empty. I can only offer him... cold..", "endoftext": true } ]
xe5kgu2835eyak8
A Bear's Night Out
David Dyte
[ "Children's", "Fantasy" ]
[ "adaptive hints", "basic difficulty", "built-in hints", "cute", "game within a game", "IF Competition 1997", "IFComp Game", "Inform 6", "kid-friendly", "kids", "nonhuman protagonist", "Premios Hispanos a la Aventura 2002", "short length", "toy", "translation available", "walkthrough", "Xyzzy Awards 1997", "XYZZY Best Setting" ]
1,997
[ 12, 23, 26, 1, 0 ]
62
3.741935
20080503
false
Tomorrow is the big Teddy Bear party, and you must definitely not let your owner forget about it...
[ { "action": "%", "response": "Some nights, when people are fast asleep, teddy bears are just waking up.\n\nAnd some nights, those teddy bears make mischief.\n\nAnd some nights, things somehow turn out for the best...", "endoftext": false }, { "action": "Y.", "response": "An Interactive Children's Story\n\nBedroom (on the big bed)\nMoonlight plays through the window, softly illuminating the bedroom, full of comfortable memories.\n\nTo the west is the cupboard where you usually live, and the doorway to the northwest leads to the rest of the house.\n\nDavid, your owner, lies next to you on the bed, in a deep sleep.\n\nFirst time players may wish to try HELP.\n\nThat was a rhetorical question.", "endoftext": false }, { "action": "You hit David", "response": "David continues to sleep, totally oblivious.", "endoftext": false }, { "action": "Shout", "response": "Whom do you want to shout to?", "endoftext": false }, { "action": "You examine david", "response": "David is handsome, debonair, forgetful and fast asleep. He also wrote this description.", "endoftext": false }, { "action": "About yourself", "response": "Quite the most beautiful furry brown teddy bear.", "endoftext": false }, { "action": "You hug david", "response": "A touching gesture, although your owner remains asleep and unaware.", "endoftext": false }, { "action": "Waylay david", "response": "(jumping on then attacking David)\n\nJump on: What a curious idea.\n\nAttack: David continues to sleep, totally oblivious.", "endoftext": true }, { "action": "You describe your surroundings", "response": "Moonlight plays through the window, softly illuminating the bedroom, full of comfortable memories.\n\nTo the west is the cupboard where you usually live, and the doorway to the northwest leads to the rest of the house.\n\nA big bed fills up most of the room.\n\nDavid lies on the bed, very much asleep.", "endoftext": false }, { "action": "You enter the bed", "response": "You struggle, but clamber up successfully.", "endoftext": false }, { "action": "Sleep", "response": "You settle down in the warm fabric and fall asleep. In time, morning comes. The day of your owner's big plan to take you along to the Teddy Bear Picnic! Unfortunately, the picnic requires some kind of reply card for entry, and David can't find it anywhere. Ah well, maybe next year.", "endoftext": false }, { "action": "You open the cupboard", "response": "The cupboard is out of reach.", "endoftext": false }, { "action": "You get down", "response": "The floor is out of reach.", "endoftext": false }, { "action": "You get off", "response": "You tumble down, but being a soft bear, that's ok.", "endoftext": false }, { "action": "You open the cupboard", "response": "That's already open.", "endoftext": false }, { "action": "You go to the west", "response": "When you aren't lying on the bed, you usually stay in here, snug and safe with your friends atop the warm pile of clothes.\n\nThe cupboard opens eastward to the bedroom.\n\nOn the pile of clothes you can see your good friends Matt and Terry Moose.\n\nYour warm winter jacket is here, which may be just as well, it's a little chilly.", "endoftext": false }, { "action": "You look at Matt", "response": "A beautiful plush toy moose, in a kneeling pose, and a loyal (if silent) friend.", "endoftext": false }, { "action": "You look at Terry", "response": "A beautiful plush toy moose, in a standing pose, and a loyal (if silent) friend.", "endoftext": false }, { "action": "You take jacket", "response": "Taken.", "endoftext": false }, { "action": "You wear it", "response": "Just the thing for a cold night.", "endoftext": false }, { "action": "You go east", "response": "A big bed fills up most of the room.\n\nDavid lies on the bed, very much asleep.", "endoftext": true }, { "action": "You describe your surroundings", "response": "Moonlight plays through the window, softly illuminating the bedroom, full of comfortable memories.\n\nTo the west is the cupboard where you usually live, and the doorway to the northwest leads to the rest of the house.\n\nA big bed fills up most of the room.\n\nDavid lies on the bed, very much asleep.", "endoftext": false }, { "action": "Go northwest", "response": "This is the southern end of a plain carpeted hallway, which continues to the north.\n\nTo the east is the computer room and to the southeast the bedroom. A bathroom (in the English sense) lies to the southwest, and one in the American sense to the south.\n\nA yellow plastic ball, known as a favourite toy of the family cat, has been left here.", "endoftext": false }, { "action": "You look at the ball", "response": "A spherical yellow plastic cage, with a shiny bell inside.", "endoftext": false }, { "action": "Shake ball", "response": "(first taking the yellow ball)\nThe bell tinkles surprisingly loudly.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\na yellow ball\nyour green jacket (being worn)\nyour night shirt (being worn)", "endoftext": false }, { "action": "Go east", "response": "The computer room is neat but not often used. One day a new computer will arrive here, and surely then your owner will regain his enthusiasm. For now he keeps mumbling about bank accounts and expensive machines and repair bills.\n\nTo the west lies the south end of the hall.\n\nA tall glass table stands here, home to your owner's old hobby computer. Next to the computer you can make out a blue disk through the thick glass.\n\nYou can also see an ergonomic chair here.", "endoftext": false }, { "action": "You look at the disk", "response": "You will have to get closer to the blue disk to see in detail.", "endoftext": false }, { "action": "You climb on the chair", "response": "You struggle, but clamber up successfully.", "endoftext": false }, { "action": "You climb on the table", "response": "You can't quite reach high enough to clamber up.\n\nYou can't quite reach high enough to clamber up.", "endoftext": false }, { "action": "You examine the chair", "response": "A strange looking padded chair on casters, designed for people to kneel on. This is supposed to be comfortable for them.", "endoftext": true }, { "action": "Go downwards", "response": "You tumble down, but being a soft bear, that's ok.", "endoftext": false }, { "action": "You go to the west", "response": "This is the southern end of a plain carpeted hallway, which continues to the north.\n\nTo the east is the computer room and to the southeast the bedroom. A bathroom (in the English sense) lies to the southwest, and one in the American sense to the south.", "endoftext": false }, { "action": "You go southwest", "response": "The bathroom has recently been tiled in glaring white. A doorway to the northeast leads to the rest of the house.\n\nAlong the west wall is a large tub, which your owner apparently enjoys swimming in.\n\nTo the south is the bathroom sink, the next subject of renovation, with a new copper pipe installed, and a storage drawer below.", "endoftext": false }, { "action": "You examine the sink", "response": "In actual fact, the one thing this unit presently lacks is a sink. But it does have a sparkling new pipe and a working drawer.", "endoftext": false }, { "action": "You examine the drawer", "response": "A nicely laminated white drawer, presently shut.", "endoftext": false }, { "action": "You open it", "response": "The drawer wobbles around, and seems quite loose as you pull it open, revealing a yoyo and a ukelele.", "endoftext": false }, { "action": "You get all from the drawer", "response": "yoyo: Removed.\nukelele: Removed.", "endoftext": false }, { "action": "You play ukelele", "response": "You strum a few chords, unconvincingly. Which isn't surprising, considering your soft toy paws.", "endoftext": false }, { "action": "You examine yoyo", "response": "A `Moose' brand glow in the dark yoyo, missing its string.", "endoftext": false }, { "action": "You look at the bath", "response": "A large white tub, still with quite a bit of water from the last time your owner went swimming.", "endoftext": false }, { "action": "You enter the tub", "response": "But then you might get your fur wet.", "endoftext": false }, { "action": "You go northeast", "response": "This is the southern end of a plain carpeted hallway, which continues to the north.\n\nTo the east is the computer room and to the southeast the bedroom. A bathroom (in the English sense) lies to the southwest, and one in the American sense to the south.", "endoftext": false }, { "action": "Go north", "response": "A small knot of doors leading every which way, this end of the hall can be a little confusing for small bears such as yourself.\n\nLet's try to make it easy: northwest to the living room, north to the study, east to the front entrance, and south to the rest of the hall.", "endoftext": false }, { "action": "Go east", "response": "The front entrance is unremarkable, but for the charming antique clock hanging on the south wall.\n\nA door to the east leads outside, and the hall lies to the west.", "endoftext": false }, { "action": "Go east", "response": "The door is locked. Besides, it's cold and dangerous outside at night.", "endoftext": false }, { "action": "You examine the clock", "response": "This is a timeless tale.", "endoftext": false }, { "action": "You go northwest", "response": "The local centre for entertainment and laziness, the living room is permanent home to a very comfortable sofa and a television set. Both of these are much in use, usually at the same time.\n\nFrom here you can go south to the kitchen, southeast to the hall, or east to the study.\n\nHolly the calico cat is here, fast asleep on the comfortable sofa.", "endoftext": false }, { "action": "You enter the sofa", "response": "You struggle, but clamber up successfully.", "endoftext": false }, { "action": "You examine the cat", "response": "Holly sleeps soundly, softly purring.", "endoftext": false }, { "action": "You hug Holly", "response": "Holly purrs contendedly, and sleeps a little sounder.", "endoftext": false }, { "action": "You throw the ball at the cat", "response": "Holly awakes with a start, eyes and ears alert, and bats the ball away.", "endoftext": false }, { "action": "You examine the cat", "response": "Holly's eyes dart about, looking for a toy to chase.\n\nHolly playfully bites you.", "endoftext": false }, { "action": "You throw the ball at the cat", "response": "(first taking the yellow ball)\nThe yellow ball is out of reach.\n\nHolly bats at you.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na ukelele\na yoyo\nyour green jacket (being worn)\nyour night shirt (being worn)\n\nHolly playfully bites you.", "endoftext": false }, { "action": "You give yoyo to Holly", "response": "Holly sniffs the yoyo suspiciously.", "endoftext": true }, { "action": "Go downwards", "response": "You tumble down, but being a soft bear, that's ok.\n\nHolly leaps down from the comfortable sofa.", "endoftext": false }, { "action": "Go south", "response": "The kitchen manages to remain untidy, despite the fact that your owner tends to prefer home delivered pizza to anything else.\n\nA door to the south leads outside, and one to the north leads to the living room.\n\nAlong one wall stands a high bench, featuring a sink full of dirty dishes, next to which you can see a telephone and an answering machine, if you step back and crane your neck a little.\n\nAn insulated wire cord emerges from a hole at the bottom of the bench, leading to a socket in the wall.\n\nA picnic basket has been left here, containing a baguette.", "endoftext": false }, { "action": "You examine basket", "response": "A wicker picnic hamper (David picked it up from a toyshop about two years ago), in which you can see a baguette.", "endoftext": false }, { "action": "You examine the baguette", "response": "A long, thin loaf of French bread.", "endoftext": false }, { "action": "You eat it", "response": "(first taking the baguette)\nPerhaps it's best to save the baguette for later.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na baguette\na ukelele\na yoyo\nyour green jacket (being worn)\nyour night shirt (being worn)", "endoftext": false }, { "action": "You examine wire", "response": "The cord is thin, white and functional, and runs from a hole at the bottom of the bench to a socket in the wall.", "endoftext": false }, { "action": "You pull the wire", "response": "The cord comes away from the socket, and you lose grip as it recoils back through the hole. The answering machine tumbles to the floor with a loud thud, cracking open.\n\nA small tape drops out of the machine.", "endoftext": false }, { "action": "You examine the tape", "response": "A small magnetic tape of the type used to record messages on.", "endoftext": false }, { "action": "You examine the machine", "response": "A bulky, primitive, answering machine with no controls you seem to understand. A small red light is conspicuously not glowing.", "endoftext": false }, { "action": "You go to the south", "response": "The door is locked. Besides, it's cold and dangerous outside at night.", "endoftext": false }, { "action": "Go north", "response": "The local centre for entertainment and laziness, the living room is permanent home to a very comfortable sofa and a television set. Both of these are much in use, usually at the same time.\n\nFrom here you can go south to the kitchen, southeast to the hall, or east to the study.\n\nYou can also see a yellow ball here.\n\nHolly the calico cat is here, prowling menacingly.\n\nHolly bats at the television.", "endoftext": false }, { "action": "You look at the tv", "response": "A less than state of the art colour tv.\n\nThe television is currently switched off.\n\nHolly flicks her tail back and forth.", "endoftext": false }, { "action": "You turn the tv on", "response": "The television appears to be tuned to a home shopping show.\n\nHolly eyes you suspiciously.\n\nThe yoyo begins to glow brightly.\n\nAwful tacky home shopping show muzak can be heard.", "endoftext": false }, { "action": "You turn tv off", "response": "The television goes dark and quiet, much to your relief.\n\nHolly stares at the yellow ball.", "endoftext": false }, { "action": "You get the ball", "response": "(putting the ukelele into the green jacket to make room)\nTaken.\n\nHolly pounces on an insect which isn't there.", "endoftext": false }, { "action": "Go south", "response": "The kitchen manages to remain untidy, despite the fact that your owner tends to prefer home delivered pizza to anything else.\n\nA door to the south leads outside, and one to the north leads to the living room.\n\nAlong one wall stands a high bench, featuring a sink full of dirty dishes, next to which you can see a telephone, if you step back and crane your neck a little.\n\nAn empty looking hole at the bottom of the bench loiters suspiciously near a power socket on the wall.\n\nA picnic basket has been left here.\n\nYou can also see an answering machine here.", "endoftext": false }, { "action": "You go north", "response": "The local centre for entertainment and laziness, the living room is permanent home to a very comfortable sofa and a television set. Both of these are much in use, usually at the same time.\n\nFrom here you can go south to the kitchen, southeast to the hall, or east to the study.\n\nHolly the calico cat is here, prowling menacingly.\n\nHolly stares at the comfortable sofa.", "endoftext": false }, { "action": "You go east", "response": "This is more of a study-to-be than a study. A desk will one day grace the west wall, along with a comfortable study chair. One day.\n\nThe hall lies to the south, the living room to the west.\n\nOn the floor you can see a less than organised pile of papers. In one corner sits a lone filing cabinet.", "endoftext": false }, { "action": "You examine the cabinet", "response": "A dull grey metal filing cabinet, consisting of one drawer, firmly shut.", "endoftext": false }, { "action": "You open the drawer", "response": "It seems to be locked.", "endoftext": false }, { "action": "You examine papers", "response": "A dreadfully messy pile of old exam papers, study notes, letters, junk mail, bills, walkthoughs for adventure games, recipes, newspaper articles, medical records, and who knows what else.\n\nNear the top of the pile you find a flyer for a Teddy Bear Picnic!", "endoftext": false }, { "action": "You read the flyer", "response": "Everyone who is young, or just young at heart, will have a fine day out at the Teddy Bear Picnic. Bring along your teddy bear and partake in all the fun! Frolic in the woods, join the scavenger hunt, and you never know, a special guest may just turn up!\n\n(A picture of a famous teddy bear of print, stage and screen appears on the flyer here)\n\nFor more information about the Teddy Bear Picnic just dial 72 on your phone. Calls will be charged at... (The rest seems quite unimportant apart from the date- tommorow!)\n\nThe yoyo is glowing more faintly.", "endoftext": false }, { "action": "You take the flyer", "response": "You already have that.\n\nThe yoyo is glowing more faintly.", "endoftext": true }, { "action": "You look around", "response": "This is more of a study-to-be than a study. A desk will one day grace the west wall, along with a comfortable study chair. One day.\n\nThe hall lies to the south, the living room to the west.\n\nOn the floor you can see a less than organised pile of papers. In one corner sits a lone filing cabinet.\n\nThe yoyo is glowing more faintly.", "endoftext": false }, { "action": "Go west", "response": "The local centre for entertainment and laziness, the living room is permanent home to a very comfortable sofa and a television set. Both of these are much in use, usually at the same time.\n\nFrom here you can go south to the kitchen, southeast to the hall, or east to the study.\n\nHolly the calico cat is here, prowling menacingly.\n\nHolly stares at the television.\n\nThe yoyo is glowing more faintly.", "endoftext": false }, { "action": "You go south", "response": "The kitchen manages to remain untidy, despite the fact that your owner tends to prefer home delivered pizza to anything else.\n\nA door to the south leads outside, and one to the north leads to the living room.\n\nAlong one wall stands a high bench, featuring a sink full of dirty dishes, next to which you can see a telephone, if you step back and crane your neck a little.\n\nAn empty looking hole at the bottom of the bench loiters suspiciously near a power socket on the wall.\n\nA picnic basket has been left here.\n\nYou can also see an answering machine here.\n\nThe yoyo is glowing more faintly.", "endoftext": false }, { "action": "You climb the bench", "response": "You can't reach anywhere near that high.\n\nThe yoyo is glowing very faintly now.", "endoftext": false }, { "action": "Go north", "response": "The local centre for entertainment and laziness, the living room is permanent home to a very comfortable sofa and a television set. Both of these are much in use, usually at the same time.\n\nFrom here you can go south to the kitchen, southeast to the hall, or east to the study.\n\nHolly the calico cat is here, prowling menacingly.\n\nHolly winds around you.\n\nThe yoyo is glowing very faintly now.", "endoftext": false }, { "action": "You go southeast", "response": "A small knot of doors leading every which way, this end of the hall can be a little confusing for small bears such as yourself.\n\nLet's try to make it easy: northwest to the living room, north to the study, east to the front entrance, and south to the rest of the hall.\n\nThe yoyo is glowing very faintly now.", "endoftext": false }, { "action": "Go south", "response": "This is the southern end of a plain carpeted hallway, which continues to the north.\n\nTo the east is the computer room and to the southeast the bedroom. A bathroom (in the English sense) lies to the southwest, and one in the American sense to the south.\n\nThe yoyo is glowing very faintly now.", "endoftext": false }, { "action": "Go east", "response": "The computer room is neat but not often used. One day a new computer will arrive here, and surely then your owner will regain his enthusiasm. For now he keeps mumbling about bank accounts and expensive machines and repair bills.\n\nTo the west lies the south end of the hall.\n\nA tall glass table stands here, home to your owner's old hobby computer. Next to the computer you can make out a blue disk through the thick glass.\n\nYou can also see an ergonomic chair here.\n\nThe yoyo is glowing very faintly now.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\na flyer\na yellow ball\na small tape\na baguette\na yoyo\nyour green jacket (being worn)\na ukelele\nyour night shirt (being worn)", "endoftext": false }, { "action": "You examine the machine", "response": "A bulky, primitive, answering machine with no controls you seem to understand. A small red light is conspicuously not glowing.", "endoftext": false }, { "action": "You examine phone", "response": "You will have to get closer to the telephone to see in detail.", "endoftext": false }, { "action": "You climb the chair", "response": "You struggle, but clamber up successfully.", "endoftext": false }, { "action": "You climb the bench", "response": "Standing as tall as you can, the tops of your paws just reach the edge of the bench, and you struggle to the top.", "endoftext": false }, { "action": "Dial 72", "response": "(on the telephone)\n`Hello and welcome to the Teddy Bear Picnic information service.'", "endoftext": false }, { "action": "You say hi", "response": "Whom do you want to say that to?", "endoftext": false }, { "action": "You say hi to the phone", "response": "There's no point talking to a recorded message.\n\n`When you come to the Teddy Bear Picnic, please bring the following items.'", "endoftext": false }, { "action": "You wait awhile", "response": "Time passes.\n\n`Your reply card, and do make sure a stamp is affixed.'", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\n`A picnic basket full of goodies to eat.'", "endoftext": false }, { "action": "You wait a while", "response": "Time passes.\n\n`And most importantly a teddy bear to share the fun.'\nTime passes.\n\n`Thankyou for calling. Get a good night of sleep, and see you there! *Click*'\nTime passes.\nTime passes.", "endoftext": true }, { "action": "Go downwards", "response": "You tumble down, but being a soft bear, that's ok.", "endoftext": false }, { "action": "You go north", "response": "The local centre for entertainment and laziness, the living room is permanent home to a very comfortable sofa and a television set. Both of these are much in use, usually at the same time.\n\nFrom here you can go south to the kitchen, southeast to the hall, or east to the study.\n\nHolly the calico cat is here, prowling menacingly.\n\nHolly stretches and yawns.", "endoftext": false }, { "action": "You turn the tv on", "response": "The television appears to be tuned to a home shopping show.\n\nHolly bats at you.\n\nThe yoyo begins to glow brightly.\n\nAwful tacky home shopping show muzak can be heard.", "endoftext": false }, { "action": "Go south", "response": "The kitchen manages to remain untidy, despite the fact that your owner tends to prefer home delivered pizza to anything else.\n\nA door to the south leads outside, and one to the north leads to the living room.\n\nAlong one wall stands a high bench, featuring a sink full of dirty dishes, next to which you can see a telephone, if you step back and crane your neck a little.\n\nAn empty looking hole at the bottom of the bench loiters suspiciously near a power socket on the wall.\n\nA picnic basket has been left here.\n\nYou can also see an ergonomic chair and an answering machine here.", "endoftext": false }, { "action": "Go north", "response": "The local centre for entertainment and laziness, the living room is permanent home to a very comfortable sofa and a television set. Both of these are much in use, usually at the same time.\n\nFrom here you can go south to the kitchen, southeast to the hall, or east to the study.\n\nHolly the calico cat is here, prowling menacingly.\n\nHolly sniffs at the television.\n\n`That's right, with this amazing device, the z-chip, any computer can be a z-machine!'", "endoftext": false }, { "action": "You look at the tv", "response": "A less than state of the art colour tv, presently tuned to a home shopping show.\n\nThe television is currently switched on.\n\nHolly pointedly ignores you.\n\n`Your computer can become the interactive fiction machine of your dreams, and this week only you can have this miracle z-chip FREE!'", "endoftext": false }, { "action": "You wait a while", "response": "Time passes.\n\nHolly bats at the comfortable sofa.\n\n`Just dial 95 on your phone, that's right, dial 95 on your phone, and give the operator our password...'", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\nHolly sniffs at the television.\n\n`xyzzyplughellosailor'", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\nHolly bats at you.\n\n`That password again...'", "endoftext": false }, { "action": "You wait for a while", "response": "Time passes.\n\nHolly winds around you.\n\n`xyzzyplughellosailor'", "endoftext": false }, { "action": "You wait for a while", "response": "Time passes.\n\nHolly peers at you expectantly.\n\n`So call us now. We deliver to your door!'", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\nHolly sniffs at the comfortable sofa.\n\nAwful tacky home shopping show muzak can be heard.", "endoftext": false }, { "action": "Go south", "response": "The kitchen manages to remain untidy, despite the fact that your owner tends to prefer home delivered pizza to anything else.\n\nA door to the south leads outside, and one to the north leads to the living room.\n\nAlong one wall stands a high bench, featuring a sink full of dirty dishes, next to which you can see a telephone, if you step back and crane your neck a little.\n\nAn empty looking hole at the bottom of the bench loiters suspiciously near a power socket on the wall.\n\nA picnic basket has been left here.\n\nYou can also see an ergonomic chair and an answering machine here.", "endoftext": false }, { "action": "Dial 95", "response": "(on the telephone)\n`Hello and welcome to the z-chip home shopping service.'", "endoftext": false }, { "action": "You say xyzzyplughellosailor", "response": "Whom do you want to say that to?", "endoftext": false }, { "action": "Phone", "response": "It's a funny thing, but teddy bears have always had a tough time making themselves heard in the company of people.\n\n`Now just give the password, and you can have the fabulous z-chip delivered to your door!'", "endoftext": false }, { "action": "You hit the phone", "response": "Now, that's hardly good bear behaviour, is it?\n\n`That is correct, just give us the password. No payment is required.'", "endoftext": false }, { "action": "You look at the tape", "response": "A small magnetic tape of the type used to record messages on.\n\n`Your computer will be the interactive fiction machine of your dreams.'", "endoftext": false }, { "action": "You wait a while", "response": "Time passes.\n\n`So, the password, if you would be so kind?'", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\n`Obviously you don't know the password. No problem, you can still call us later when you find it. Bye! *Click*'", "endoftext": true }, { "action": "Go downwards", "response": "You tumble down, but being a soft bear, that's ok.", "endoftext": false }, { "action": "Go north", "response": "The local centre for entertainment and laziness, the living room is permanent home to a very comfortable sofa and a television set. Both of these are much in use, usually at the same time.\n\nFrom here you can go south to the kitchen, southeast to the hall, or east to the study.\n\nHolly the calico cat is here, fast asleep on the floor.\n\n`Do you dream of saving bridges from iminent disaster during major storms rather than playing volleyball?'", "endoftext": false }, { "action": "You wait a while", "response": "Time passes.\n\n`Have you ever wondered just how many designers of text adventures are obsessed with their cats?'", "endoftext": false }, { "action": "You wait for a while", "response": "Time passes.\n\nA less than thrilling crescendo of over the top home shopping show muzak can be heard.", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\n`Well want, wish and wonder no more!'", "endoftext": false }, { "action": "You wait for a while", "response": "Time passes.\n\n`Because now, you too can thrill to the drama and excitement of interactive fiction!'", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\n`That's right, with this amazing device, the z-chip, any computer can be a z-machine!'", "endoftext": false }, { "action": "You go east", "response": "This is more of a study-to-be than a study. A desk will one day grace the west wall, along with a comfortable study chair. One day.\n\nThe hall lies to the south, the living room to the west.\n\nOn the floor you can see a less than organised pile of papers. In one corner sits a lone filing cabinet.", "endoftext": false }, { "action": "You hit the cabinet", "response": "Now, that's hardly good bear behaviour, is it?", "endoftext": false }, { "action": "You open the drawer", "response": "It seems to be locked.", "endoftext": false }, { "action": "You look at the door", "response": "A tall and forbidding locked door, with a postage slot half way up.", "endoftext": false }, { "action": "You look at the slot", "response": "A slim postage slot.", "endoftext": false }, { "action": "You open it", "response": "The postage slot is out of reach.", "endoftext": false }, { "action": "Go northwest", "response": "The local centre for entertainment and laziness, the living room is permanent home to a very comfortable sofa and a television set. Both of these are much in use, usually at the same time.\n\nFrom here you can go south to the kitchen, southeast to the hall, or east to the study.\n\nHolly the calico cat is here, fast asleep on the floor.\n\n`Well want, wish and wonder no more!'", "endoftext": false }, { "action": "You enter the basket", "response": "What a strange idea.", "endoftext": false }, { "action": "Examine tv", "response": "A less than state of the art colour tv, presently tuned to a home shopping show.\n\nThe television is currently switched on.\n\n`That password again...'", "endoftext": false }, { "action": "You look under the sofa", "response": "You find nothing of interest.\n\n`xyzzyplughellosailor'", "endoftext": false }, { "action": "You climb the chair", "response": "You struggle, but clamber up successfully.", "endoftext": false }, { "action": "Open slot", "response": "The postage slot is out of reach.", "endoftext": false }, { "action": "You open the clock", "response": "The antique clock is out of reach.", "endoftext": false }, { "action": "Go west", "response": "A small knot of doors leading every which way, this end of the hall can be a little confusing for small bears such as yourself.\n\nLet's try to make it easy: northwest to the living room, north to the study, east to the front entrance, and south to the rest of the hall.", "endoftext": false }, { "action": "You go north", "response": "This is more of a study-to-be than a study. A desk will one day grace the west wall, along with a comfortable study chair. One day.\n\nThe hall lies to the south, the living room to the west.\n\nOn the floor you can see a less than organised pile of papers. In one corner sits a lone filing cabinet.", "endoftext": false }, { "action": "Search papers", "response": "Delving deep into the pile, you find a reply card for the Teddy Bear Picnic!", "endoftext": false }, { "action": "You examine the card", "response": "Next to a picture of a famous teddy bear of print, stage and screen, it says `Please bring this card with you when you attend the Teddy Bear Picnic.' A square in the top right corner says `Affix stamp here.'", "endoftext": false }, { "action": "Search papers", "response": "Towards the middle of the pile of papers you find a blueprint for the Chron-O-John, but this fails to hold your interest, and you place it back.", "endoftext": false }, { "action": "Continue", "response": "Near the bottom of the pile of papers you find a free poster of Commander Borf, but this fails to hold your interest, and you place it back.", "endoftext": false }, { "action": "Continue", "response": "Towards the middle of the pile of papers you find a Kevin Pope cartoon, but this fails to hold your interest, and you place it back.", "endoftext": false }, { "action": "You continue", "response": "At the top of the pile of papers you find an application form for Stellar Patrol, but this fails to hold your interest, and you place it back.", "endoftext": false }, { "action": "Continue", "response": "At the top of the pile of papers you find a Mathematical Statistics 823 exam from 1988, but this fails to hold your interest, and you place it back.", "endoftext": false }, { "action": "You continue", "response": "Near the bottom of the pile of papers you find a copy of Tinsel World magazine, but this fails to hold your interest, and you place it back.", "endoftext": false }, { "action": "Continue", "response": "At the top of the pile of papers you find an Atom Bomb comic, but this fails to hold your interest, and you place it back.", "endoftext": false }, { "action": "Keep going", "response": "At the top of the pile of papers you find a free poster of Commander Borf, but this fails to hold your interest, and you place it back.", "endoftext": false }, { "action": "Continue", "response": "At the top of the pile of papers you find a yellowed scroll labelled `FROTZ', but this fails to hold your interest, and you place it back.", "endoftext": false }, { "action": "Continue", "response": "Towards the middle of the pile of papers you find an exceedingly dull M.Sc. thesis, but this fails to hold your interest, and you place it back.", "endoftext": false }, { "action": "Continue", "response": "Towards the middle of the pile of papers you find a map of Rockvil, South Dakota, but this fails to hold your interest, and you place it back.", "endoftext": false }, { "action": "Keep going", "response": "Towards the middle of the pile of papers you find a Mathematical Statistics 823 exam from 1988, but this fails to hold your interest, and you place it back.", "endoftext": false }, { "action": "Keep going", "response": "At the top of the pile of papers you find a blueprint for the Chron-O-John, but this fails to hold your interest, and you place it back.", "endoftext": true }, { "action": "Look around", "response": "This is more of a study-to-be than a study. A desk will one day grace the west wall, along with a comfortable study chair. One day.\n\nThe hall lies to the south, the living room to the west.\n\nOn the floor you can see a less than organised pile of papers. In one corner sits a lone filing cabinet.", "endoftext": false }, { "action": "Go east", "response": "The computer room is neat but not often used. One day a new computer will arrive here, and surely then your owner will regain his enthusiasm. For now he keeps mumbling about bank accounts and expensive machines and repair bills.\n\nTo the west lies the south end of the hall.\n\nA tall glass table stands here, home to your owner's old hobby computer. Next to the computer you can make out a blue disk through the thick glass.", "endoftext": false }, { "action": "You examine computer", "response": "An old home made computer with a green screen and a rickety disk drive, circuit boards and such sticking out at all angles.\n\nThe personal computer is currently switched off.", "endoftext": false }, { "action": "You turn on the computer", "response": "The personal computer is out of reach.", "endoftext": false }, { "action": "You climb the table", "response": "This is the southern end of a plain carpeted hallway, which continues to the north.\n\nTo the east is the computer room and to the southeast the bedroom. A bathroom (in the English sense) lies to the southwest, and one in the American sense to the south.\n\nYou can't see any such thing.", "endoftext": false }, { "action": "Go east", "response": "The front entrance is unremarkable, but for the charming antique clock hanging on the south wall.\n\nA door to the east leads outside, and the hall lies to the west.\n\nYou can see an ergonomic chair here.", "endoftext": false }, { "action": "You climb the chair", "response": "You struggle, but clamber up successfully.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na reply card\na flyer\na yellow ball\na small tape\na baguette\na yoyo (providing light)\nyour green jacket (being worn)\na ukelele\nyour night shirt (being worn)", "endoftext": false }, { "action": "You throw yoyo at the table", "response": "The yoyo bounces harmlessly away.", "endoftext": false }, { "action": "You examine table", "response": "A tall, slightly battle scarred glass table, long home to your owner's faithful hobby computer, which sits atop.", "endoftext": false }, { "action": "You look", "response": "Computer Room (on the ergonomic chair)\nThe computer room is neat but not often used. One day a new computer will arrive here, and surely then your owner will regain his enthusiasm. For now he keeps mumbling about bank accounts and expensive machines and repair bills.\n\nTo the west lies the south end of the hall.\n\nA tall glass table stands here, home to your owner's old hobby computer. Next to the computer you can make out a blue disk through the thick glass.", "endoftext": false }, { "action": "You examine the chair", "response": "A strange looking padded chair on casters, designed for people to kneel on. This is supposed to be comfortable for them.\n\nThe yoyo is glowing more faintly.", "endoftext": true }, { "action": "Go downwards", "response": "You tumble down, but being a soft bear, that's ok.\n\nThe yoyo is glowing more faintly.", "endoftext": false }, { "action": "You go west", "response": "This is the southern end of a plain carpeted hallway, which continues to the north.\n\nTo the east is the computer room and to the southeast the bedroom. A bathroom (in the English sense) lies to the southwest, and one in the American sense to the south.\n\nThe yoyo is glowing more faintly.", "endoftext": false }, { "action": "You go southwest", "response": "The bathroom has recently been tiled in glaring white. A doorway to the northeast leads to the rest of the house.\n\nAlong the west wall is a large tub, which your owner apparently enjoys swimming in.\n\nTo the south is the bathroom sink, the next subject of renovation, with a new copper pipe installed, and a storage drawer below (which is open and empty).\n\nThe yoyo is glowing more faintly.", "endoftext": false }, { "action": "You look in the tub", "response": "But then you might get your fur wet.\n\nThe yoyo is glowing more faintly.", "endoftext": false }, { "action": "You examine the pipe", "response": "A brand new sink pipe, still waiting to be connected, it leads from the floor to nowhere as yet.\n\nThe yoyo is glowing very faintly now.", "endoftext": false }, { "action": "You look in the pipe", "response": "It looks dark down there.\n\nThe yoyo is glowing very faintly now.", "endoftext": false }, { "action": "You enter the pipe", "response": "That's not something you can enter.\n\nThe yoyo is glowing very faintly now.", "endoftext": false }, { "action": "You put yoyo in the pipe", "response": "The yoyo won't fit in the pipe.\n\nThe yoyo is glowing very faintly now.", "endoftext": false }, { "action": "You take the drawer", "response": "That's not something a small bear can readily carry.\n\nThe yoyo is glowing very faintly now.", "endoftext": true }, { "action": "Go downwards", "response": "You can't go that way.\n\nThe yoyo stops glowing.", "endoftext": false }, { "action": "You examine the drawer", "response": "A nicely laminated white drawer, which is open.", "endoftext": false }, { "action": "You close the drawer", "response": "The drawer wobbles around, and seems quite loose as you push it shut.", "endoftext": false }, { "action": "You pull the drawer", "response": "The drawer wobbles around, and seems quite loose as you pull it open.", "endoftext": false }, { "action": "You pull the drawer", "response": "The drawer comes right off its runners, following you onto the floor with a crash, and revealing a deep hole underneath the new sink.", "endoftext": false }, { "action": "You look at the hole", "response": "A rather gloomy looking deep hole, which appears to lead down into the foundations of the house.", "endoftext": false }, { "action": "You go to the north-west", "response": "The local centre for entertainment and laziness, the living room is permanent home to a very comfortable sofa and a television set. Both of these are much in use, usually at the same time.\n\nFrom here you can go south to the kitchen, southeast to the hall, or east to the study.\n\nHolly the calico cat is here, fast asleep on the floor.\n\nThe yoyo begins to glow brightly.\n\nAwful tacky home shopping show muzak can be heard.", "endoftext": false }, { "action": "You go to the south-west", "response": "The bathroom has recently been tiled in glaring white. A doorway to the northeast leads to the rest of the house.\n\nAlong the west wall is a large tub, which your owner apparently enjoys swimming in.\n\nTo the south is the bathroom sink, the next subject of renovation, with a new copper pipe installed.\n\nA storage drawer has been carelessly left lying about, revealing a deep hole beneath the sink unit.", "endoftext": true }, { "action": "Go downwards", "response": "The hole is entirely lined with concrete. It gives the impression someone once created a small wine cellar, and forgot about it when they built the rest of the house.\n\nThe bathroom is up from here.\n\nAn old time capsule, of all things, has been left here on the floor.\n\nThe lower half of a sparkling new pipe descends from above, and appears to be blocked with sludge.", "endoftext": false }, { "action": "You open the capsule", "response": "The lid creaks dreadfully as you pry it open, revealing the wonders hidden all these years: a black disk and some mouldy newspapers.", "endoftext": false }, { "action": "You take the disk", "response": "(putting the baguette into the green jacket to make room)\nTaken.", "endoftext": false }, { "action": "You take the newspapers", "response": "No thanks.", "endoftext": false }, { "action": "You read newspapers", "response": "The newspapers have been left down here rather too long to be readable.", "endoftext": false }, { "action": "You take the sludge", "response": "Yuck!", "endoftext": false }, { "action": "You look at the sludge", "response": "Awful slimy sludge, blocking the pipe.\n\nThe yoyo is glowing more faintly.", "endoftext": false }, { "action": "You take the capsule", "response": "That's not something a small bear can readily carry.\n\nThe yoyo is glowing more faintly.", "endoftext": false }, { "action": "You hit the pipe", "response": "The pipe gives a resounding clang, and the sludge drops to the floor, followed by a brass key.\n\nThe yoyo is glowing more faintly.", "endoftext": false }, { "action": "You take the key", "response": "(putting the small tape into the green jacket to make room)\nTaken.\n\nThe yoyo is glowing more faintly.", "endoftext": false }, { "action": "Go upwards", "response": "Fortunately you can get a solid grip on the rough surface, and with a mighty effort you pull yourself up.\n\nThe bathroom has recently been tiled in glaring white. A doorway to the northeast leads to the rest of the house.\n\nAlong the west wall is a large tub, which your owner apparently enjoys swimming in.\n\nTo the south is the bathroom sink, the next subject of renovation, with a new copper pipe installed.\n\nA storage drawer has been carelessly left lying about, revealing a deep hole beneath the sink unit.\n\nThe yoyo is glowing more faintly.", "endoftext": false }, { "action": "You go to the north", "response": "You can't go that way.\n\nThe yoyo is glowing more faintly.", "endoftext": false }, { "action": "You go to the northeast", "response": "This is the southern end of a plain carpeted hallway, which continues to the north.\n\nTo the east is the computer room and to the southeast the bedroom. A bathroom (in the English sense) lies to the southwest, and one in the American sense to the south.\n\nThe yoyo is glowing very faintly now.", "endoftext": false }, { "action": "Go north", "response": "This is more of a study-to-be than a study. A desk will one day grace the west wall, along with a comfortable study chair. One day.\n\nThe hall lies to the south, the living room to the west.\n\nOn the floor you can see a less than organised pile of papers. In one corner sits a lone filing cabinet.\n\nThe yoyo is glowing very faintly now.", "endoftext": false }, { "action": "You unlock the cabinet with the key", "response": "The tumblers in the lock click firmly back.\n\nThe yoyo is glowing very faintly now.", "endoftext": false }, { "action": "You open the cabinet", "response": "It's a big effort, but you manage to pull the drawer open, revealing a MessageMate (tm) dictaphone.\n\nThe yoyo is glowing very faintly now.", "endoftext": false }, { "action": "You take the dictaphone", "response": "(putting the yellow ball into the green jacket to make room)\nTaken.\n\nThe yoyo stops glowing.", "endoftext": false }, { "action": "You examine it", "response": "A small personal tape recorder, of the kind designed for making messages to oneself. It has a red button labelled `REC' and a white button labelled `PLAY.'\n\nThe slot at the side of the tape recorder is empty.", "endoftext": false }, { "action": "You put the tape in it", "response": "You would have to be holding both the small tape and the dictaphone to do that.", "endoftext": false }, { "action": "You take the tape", "response": "(putting the yoyo into the green jacket to make room)\nTaken.", "endoftext": false }, { "action": "You put the tape in the dictaphone", "response": "The tape fits neatly in the slot, very neatly in fact. It appears to be quite permanent.", "endoftext": false }, { "action": "You go to the west", "response": "The local centre for entertainment and laziness, the living room is permanent home to a very comfortable sofa and a television set. Both of these are much in use, usually at the same time.\n\nFrom here you can go south to the kitchen, southeast to the hall, or east to the study.\n\nHolly the calico cat is here, fast asleep on the floor.\n\nThe yoyo begins to glow brightly.\n\n`That password again...'", "endoftext": false }, { "action": "Dial 92", "response": "(on the telephone)\nThat number appears to be engaged.", "endoftext": false }, { "action": "You hang up", "response": "What do you want to hang up?", "endoftext": false }, { "action": "Dial 95", "response": "(on the telephone)\n`Hello and welcome to the z-chip home shopping service.'", "endoftext": true }, { "action": "Go down", "response": "You tumble down, but being a soft bear, that's ok.\n\n`Now just give the password, and you can have the fabulous z-chip delivered to your door!'", "endoftext": false }, { "action": "You wait for a while", "response": "Time passes.\n\n`Now just give the password, and you can have the fabulous z-chip delivered to your door!'", "endoftext": true }, { "action": "Go downwards", "response": "You tumble down, but being a soft bear, that's ok.", "endoftext": false }, { "action": "Examine box", "response": "A large cardboard box, with `Your new Z-CHIP!' neatly typed in a fixed pitch font on the label.", "endoftext": false }, { "action": "You open it", "response": "The box appears to have been packed rather too tightly with foam rubber. It springs out in all directions, knocking you to the floor.", "endoftext": false }, { "action": "You stand on the box", "response": "The box is too smooth for you to get a good grip.", "endoftext": false }, { "action": "You look at the rubber", "response": "A large springy mass of foam rubber pieces, presumably designed to protect the more important contents of the box.", "endoftext": false }, { "action": "You look in the box", "response": "Just near the top of the foam packing, you find a leaflet.", "endoftext": false }, { "action": "You take the leaflet", "response": "You already have that.", "endoftext": false }, { "action": "You read it", "response": "Congratulations on ordering the z-chip. You should find enclosed in this package one (1) brand new, never before used, mint condition z-machine chip for use with any existing personal computer. Just put the chip in your computer and before you can say `xyzzy' it will be the Interactive Fiction machine of your dreams.\n\nAll you need to do is provide the software. And you need not even do that! We've provided you with a free sample game. Just put the enclosed disk in your computer and before you can say `away' you'll be storing treasures and annoying dragons just like a real adventurer would!\n\nBest of luck!", "endoftext": false }, { "action": "Xyzzy", "response": "A hollow voice says `Obviously, you are in the wrong game.'", "endoftext": false }, { "action": "You examine the black disk", "response": "A standard 5.25 inch computer disk, labelled `Dungeon.'", "endoftext": false }, { "action": "You open the box", "response": "That's already open.", "endoftext": false }, { "action": "You look in the box", "response": "Right in the middle of the packing, you find a well protected silicon chip. This must be the z-chip you have heard so much about.", "endoftext": true }, { "action": "You look at your surroundings", "response": "The computer room is neat but not often used. One day a new computer will arrive here, and surely then your owner will regain his enthusiasm. For now he keeps mumbling about bank accounts and expensive machines and repair bills.\n\nTo the west lies the south end of the hall.\n\nA large cardboard box stands open on the floor here, foam rubber packing sprawling in all directions.\n\nA tall glass table stands here, home to your owner's old hobby computer. Next to the computer you can make out a blue disk through the thick glass.", "endoftext": false }, { "action": "You jump on the box", "response": "You leap boldly onto the foam rubber, bouncing and spinning high in the air, finally coming to rest on the tall glass table.", "endoftext": false }, { "action": "You examine the blue disk", "response": "A standard 5.25 inch computer disk, labelled `Curses.'", "endoftext": false }, { "action": "You look in the box", "response": "The cardboard box is out of reach.", "endoftext": false }, { "action": "You examine Computer", "response": "An old home made computer with a green screen and a rickety disk drive, circuit boards and such sticking out at all angles.\n\nThe personal computer is currently switched off.", "endoftext": false }, { "action": "You put chip in Computer", "response": "Congratulations. Your computer is now a state of the art interactive fiction machine of your dreams. At least that's what the advertisement said.", "endoftext": false }, { "action": "You turn on the Computer", "response": "The computer beeps and hums a little. Presently a green screen saver begins its merry dance.", "endoftext": false }, { "action": "You look at the Computer", "response": "An old home made computer with a green screen and a rickety disk drive, circuit boards and such sticking out at all angles.\n\nThe personal computer is currently switched on.", "endoftext": false }, { "action": "You take the blue disk", "response": "(putting the flyer into the green jacket to make room)\nTaken.", "endoftext": false }, { "action": "You put the blue disk in the Computer", "response": "This computer has been known in the past to cause electric shock. It is recommended you turn it off before mucking about with it, even if you are a teddy bear.", "endoftext": false }, { "action": "You turn off the Computer", "response": "The computer goes dark and quiet.", "endoftext": false }, { "action": "You put the blue disk in the Computer", "response": "The blue disk fits nicely in the disk drive.", "endoftext": false }, { "action": "You turn on the Computer", "response": "It's become a matter of pride now not to give up. That tourist map of Paris must be up here somewhere in all this clutter, even if it has been five years since your last trip. And it's your own fault. It looks as if your great-grandfather was the last person to tidy up these lofts...\n\n\n\nThe attics, full of low beams and awkward angles, begin here in a relatively tidy area which extends north, south and east. The wooden floorboards seem fairly sound, just as well considering how heavy all these teachests are. But the old wiring went years ago, and there's no electric light.\n\nA hinged trapdoor in the floor stands open, and light streams in from below.", "endoftext": false }, { "action": "About yourself", "response": "Anyway, you play awhile and finish Curses, achieving the rank of Master Druid. You may now wear the official Druid's hat.\n\nNaturally, being a tidy sort of bear, you turn off the computer and remove the disk after you finish your game.", "endoftext": false }, { "action": "You put the black disk in the Computer", "response": "The black disk fits nicely in the disk drive.", "endoftext": false }, { "action": "You turn on the Computer", "response": "Welcome to Dungeon. This version created 13-MAR-82. You are in an open field west of a big white house with a boarded front door.\nThere is a small mailbox here.", "endoftext": false }, { "action": "You open the mailbox", "response": "Anyway, you play awhile and finish Dungeon, even scoring the last lousy point. This is particularly impressive, as your owner has read the source code and still never managed this.\n\nNaturally, being a tidy sort of bear, you turn off the computer and remove the disk after you finish your game.", "endoftext": false }, { "action": "You look under the Computer", "response": "You are carrying:\na last lousy point stamp\na night cap\na promotional leaflet\na MessageMate (tm) dictaphone\na brass key\na reply card\nyour green jacket (being worn)\na flyer\na yoyo (providing light)\na yellow ball\na baguette\na ukelele\nyour night shirt (being worn)\n\nYou find nothing of interest.", "endoftext": false }, { "action": "You examine hat", "response": "A snappy night cap of blue and white stripes, which could, in a darker place, be mistaken for a druid's hat.", "endoftext": false }, { "action": "Lick stamp", "response": "That's not a room teddy bears are normally found in.\n\nTeddy bears, being soft toys, find such feats difficult.", "endoftext": false }, { "action": "You go to the south-west", "response": "The bathroom has recently been tiled in glaring white. A doorway to the northeast leads to the rest of the house.\n\nAlong the west wall is a large tub, which your owner apparently enjoys swimming in.\n\nTo the south is the bathroom sink, the next subject of renovation, with a new copper pipe installed.\n\nA storage drawer has been carelessly left lying about, revealing a deep hole beneath the sink unit.", "endoftext": false }, { "action": "You put the stamp in the tub", "response": "But then you might get your fur wet.", "endoftext": false }, { "action": "You wear the hat", "response": "What a snug fit! Just the thing for those cold winter nights.", "endoftext": false }, { "action": "Go northwest", "response": "The local centre for entertainment and laziness, the living room is permanent home to a very comfortable sofa and a television set. Both of these are much in use, usually at the same time.\n\nFrom here you can go south to the kitchen, southeast to the hall, or east to the study.\n\nHolly the calico cat is here, fast asleep on the floor.\n\n`Have you always wanted to plunder great underground empires?'", "endoftext": false }, { "action": "You show the stamp to the cat", "response": "Holly appears not to notice, or perhaps care.\n\n`Do you dream of saving bridges from iminent disaster during major storms rather than playing volleyball?'", "endoftext": false }, { "action": "You throw the stamp at cat", "response": "Holly appears not to notice, or perhaps care.\n\n`Have you ever wondered just how many designers of text adventures are obsessed with their cats?'", "endoftext": false }, { "action": "You throw the ball at Holly", "response": "(first taking the yellow ball)\n(putting the reply card into the green jacket to make room)\nHolly awakes with a start, eyes and ears alert, and bats the ball away.\n\nA less than thrilling crescendo of over the top home shopping show muzak can be heard.", "endoftext": false }, { "action": "You show the stamp to cat", "response": "(first taking the last lousy point stamp)\nHolly licks the stamp cautiously then shies away with distaste.\n\n`Well want, wish and wonder no more!'", "endoftext": false }, { "action": "You put the stamp on the card", "response": "The stamp sticks nicely to the reply card.\n\nHolly preens herself a little.", "endoftext": false }, { "action": "You look at the flyer", "response": "Everyone who is young, or just young at heart, will have a fine day out at the Teddy Bear Picnic. Bring along your teddy bear and partake in all the fun! Frolic in the woods, join the scavenger hunt, and you never know, a special guest may just turn up!\n\n(A picture of a famous teddy bear of print, stage and screen appears on the flyer here)\n\nFor more information about the Teddy Bear Picnic just dial 72 on your phone. Calls will be charged at... (The rest seems quite unimportant apart from the date- tommorow!)\n\nHolly scrabbles at the wall with her paws.\n\n`That's right, with this amazing device, the z-chip, any computer can be a z-machine!'", "endoftext": false }, { "action": "Go north", "response": "The local centre for entertainment and laziness, the living room is permanent home to a very comfortable sofa and a television set. Both of these are much in use, usually at the same time.\n\nFrom here you can go south to the kitchen, southeast to the hall, or east to the study.\n\nYou can also see a yellow ball here.\n\nHolly the calico cat is here, prowling menacingly.\n\nHolly sneaks up on you.\n\n`Just dial 95 on your phone, that's right, dial 95 on your phone, and give the operator our password...'", "endoftext": false }, { "action": "You enter the cat", "response": "Holly bats you away with a strong paw.\n\n`xyzzyplughellosailor'", "endoftext": false }, { "action": "Go east", "response": "The computer room is neat but not often used. One day a new computer will arrive here, and surely then your owner will regain his enthusiasm. For now he keeps mumbling about bank accounts and expensive machines and repair bills.\n\nTo the west lies the south end of the hall.\n\nA large cardboard box stands open on the floor here, foam rubber packing sprawling in all directions.\n\nA tall glass table stands here, home to your owner's old hobby computer. Next to the computer you can make out a black disk and a blue disk through the thick glass.\n\nYou can also see an ergonomic chair here.", "endoftext": false }, { "action": "You look in the box", "response": "Scraping right at the bottom of the box, you find a green disk.", "endoftext": false }, { "action": "You take disk", "response": "Which do you mean, the black disk, the blue disk or the green disk?", "endoftext": false }, { "action": "You look at the green disk", "response": "A standard 5.25 inch computer disk, labelled `Adventureland.'", "endoftext": false }, { "action": "You jump on the box", "response": "You leap boldly onto the foam rubber, bouncing and spinning high in the air, finally coming to rest on the tall glass table.", "endoftext": false }, { "action": "You put the green disk in the Computer", "response": "The green disk fits nicely in the disk drive.", "endoftext": false }, { "action": "You switch on the Computer", "response": "A voice BOOOOMS out:\n\nWelcome to Adventure number: 1 \"ADVENTURELAND\"\nIn this Adventure you're to find *TREASURES* and store them away.\nTo see how well you're doing say: \"SCORE\"\nRemember you can always say \"HELP\"\n\nI'm in a forest.\n\nObvious exits: North, South, East, West, Up.\n\nI can also see: Trees\n\nWhat shall I do now?", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\n*ROYAL HONEY*\na night cap (being worn)\na promotional leaflet\na MessageMate (tm) dictaphone\na brass key\nyour green jacket (being worn)\na reply card\na flyer\na yoyo (providing light)\na baguette\na ukelele\nyour night shirt (being worn)", "endoftext": false }, { "action": "You examine Honey", "response": "Wait a moment...\n\nYou couldn't have taken the honey out of Adventureland, because to win you must have left it in the large hollow damp stump.\n\nThe Royal Honey disappears, sorry.\n\nNow don't be like that. Honey is bad for your teeth, anyway.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na night cap (being worn)\na promotional leaflet\na MessageMate (tm) dictaphone\na brass key\nyour green jacket (being worn)\na reply card\na flyer\na yoyo (providing light)\na baguette\na ukelele\nyour night shirt (being worn)\n\nOh stop sulking. It was just an example game, after all.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na night cap (being worn)\na promotional leaflet\na MessageMate (tm) dictaphone\na brass key\nyour green jacket (being worn)\na reply card\na flyer\na yoyo (providing light)\na baguette\na ukelele\nyour night shirt (being worn)\n\nOh alright. Have another look in the kitchen- you might find some honey there.", "endoftext": false }, { "action": "Go west", "response": "You'll have to get off the tall glass table first.", "endoftext": false }, { "action": "You go to the north-west", "response": "The local centre for entertainment and laziness, the living room is permanent home to a very comfortable sofa and a television set. Both of these are much in use, usually at the same time.\n\nFrom here you can go south to the kitchen, southeast to the hall, or east to the study.\n\nYou can also see a yellow ball here.\n\nHolly the calico cat is here, prowling menacingly.\n\nHolly scrabbles at the wall with her paws.\n\n`Well want, wish and wonder no more!'", "endoftext": false }, { "action": "You go south", "response": "The kitchen manages to remain untidy, despite the fact that your owner tends to prefer home delivered pizza to anything else.\n\nA door to the south leads outside, and one to the north leads to the living room.\n\nAlong one wall stands a high bench, featuring a sink full of dirty dishes, next to which you can see a honey jar and a telephone, if you step back and crane your neck a little.\n\nAn empty looking hole at the bottom of the bench loiters suspiciously near a power socket on the wall.\n\nA picnic basket has been left here.\n\nYou can also see an answering machine here.", "endoftext": false }, { "action": "You take the jar", "response": "The honey jar is out of reach.", "endoftext": false }, { "action": "You go north", "response": "The local centre for entertainment and laziness, the living room is permanent home to a very comfortable sofa and a television set. Both of these are much in use, usually at the same time.\n\nFrom here you can go south to the kitchen, southeast to the hall, or east to the study.\n\nYou can also see a yellow ball here.\n\nHolly the calico cat is here, prowling menacingly.\n\nHolly paws the comfortable sofa.\n\n`Your computer can become the interactive fiction machine of your dreams, and this week only you can have this miracle z-chip FREE!'", "endoftext": false }, { "action": "You go to the east", "response": "The computer room is neat but not often used. One day a new computer will arrive here, and surely then your owner will regain his enthusiasm. For now he keeps mumbling about bank accounts and expensive machines and repair bills.\n\nTo the west lies the south end of the hall.\n\nA large cardboard box stands open on the floor here, foam rubber packing sprawling in all directions.\n\nA tall glass table stands here, home to your owner's old hobby computer. Next to the computer you can make out a green disk, a black disk and a blue disk through the thick glass.\n\nYou can also see an ergonomic chair here.", "endoftext": false }, { "action": "You go to the north", "response": "You'll have to get off the high bench first.", "endoftext": false }, { "action": "Go north", "response": "The local centre for entertainment and laziness, the living room is permanent home to a very comfortable sofa and a television set. Both of these are much in use, usually at the same time.\n\nFrom here you can go south to the kitchen, southeast to the hall, or east to the study.\n\nYou can also see a yellow ball here.\n\nHolly the calico cat is here, fast asleep on the floor.\n\n`xyzzyplughellosailor'", "endoftext": false }, { "action": "You go to the east", "response": "The computer room is neat but not often used. One day a new computer will arrive here, and surely then your owner will regain his enthusiasm. For now he keeps mumbling about bank accounts and expensive machines and repair bills.\n\nTo the west lies the south end of the hall.\n\nA large cardboard box stands open on the floor here, foam rubber packing sprawling in all directions.\n\nA tall glass table stands here, home to your owner's old hobby computer. Next to the computer you can make out a green disk, a black disk and a blue disk through the thick glass.", "endoftext": false }, { "action": "You go north", "response": "The local centre for entertainment and laziness, the living room is permanent home to a very comfortable sofa and a television set. Both of these are much in use, usually at the same time.\n\nFrom here you can go south to the kitchen, southeast to the hall, or east to the study.\n\nYou can also see a yellow ball here.\n\nHolly the calico cat is here, fast asleep on the floor.\n\n`Just dial 95 on your phone, that's right, dial 95 on your phone, and give the operator our password...'", "endoftext": false }, { "action": "You go southwest", "response": "You can't go that way.\n\n`xyzzyplughellosailor'", "endoftext": false }, { "action": "You enter the bed", "response": "You are on the big bed already.", "endoftext": false }, { "action": "Sleep", "response": "Taking off your jacket, you settle down in the warm fabric and fall asleep. In time, morning comes. The day of your owner's big plan to take you along to the Teddy Bear Picnic! David finds the specially chosen baguette and the reply card eventually, and off you go. What a wonderful day. All the other teddy bears are there, playing games and making mischief. Everyone admires your beautiful brown fur, and smart clothes. And the mysterious jar of honey is enjoyed by all.\n\n*** You have won ***\n\nIn that game you scored 33 out of a possible 33, in 6063 turns, giving you the rank of lifelong companion.", "endoftext": false }, { "action": "Full", "response": "In that game you scored 33 out of a possible 33, in 6063 turns, giving you the rank of lifelong companion.\n\nThe score was made up as follows:\n\n4 for gastronomical gymnastics\n2 for constructive campanology\n3 for advanced aviation\n1 for matching millinery\n3 for silicon surgery\n1 for amateur archeology\n2 for feline philately\n2 for furry fashion\n2 for paper pile perusal\n3 for moving machinery\n3 for drawer derailment\n1 last lousy point\n\n33 total (out of 33)", "endoftext": true }, { "action": "You look around", "response": "Please give one of the answers above.", "endoftext": false }, { "action": "You go northwest", "response": "The local centre for entertainment and laziness, the living room is permanent home to a very comfortable sofa and a television set. Both of these are much in use, usually at the same time.\n\nFrom here you can go south to the kitchen, southeast to the hall, or east to the study.\n\nYou can also see a yellow ball here.\n\nHolly the calico cat is here, fast asleep on the floor.\n\nA less than thrilling crescendo of over the top home shopping show muzak can be heard.", "endoftext": false }, { "action": "You get the ball", "response": "Taken.\n\n`Well want, wish and wonder no more!'", "endoftext": false }, { "action": "Shake ball", "response": "This makes more of a noise than you might have thought, and Holly awakes with a start.\n\n`Because now, you too can thrill to the drama and excitement of interactive fiction!'", "endoftext": false }, { "action": "Shake ball", "response": "The bell tinkles surprisingly loudly.\n\nWith a flurry of paw steps, Holly rushes to investigate.", "endoftext": false }, { "action": "You go to the east", "response": "The computer room is neat but not often used. One day a new computer will arrive here, and surely then your owner will regain his enthusiasm. For now he keeps mumbling about bank accounts and expensive machines and repair bills.\n\nTo the west lies the south end of the hall.\n\nA tall glass table stands here, home to your owner's old hobby computer. Next to the computer you can make out a green disk, a black disk and a blue disk through the thick glass.", "endoftext": false }, { "action": "You jump on the cat", "response": "Holly bats you away with a strong paw.", "endoftext": false }, { "action": "You hug the cat", "response": "Holly winds around, curls up, and presently falls asleep.", "endoftext": false }, { "action": "You jump on the cat", "response": "Gently you climb onto Holly's back and cling on.", "endoftext": false }, { "action": "You throw the ball at the table", "response": "Holly is jolted awake. Tracking the ball with lightning reflexes, she leaps and pounces with power and grace. The ball drops to the floor and Holly sniffs at it warily.\n\nIn the middle of all this you are flung away and land on the floor.", "endoftext": false }, { "action": "You get the ball", "response": "Taken.\n\nHolly winds around you.", "endoftext": false }, { "action": "Shake ball", "response": "Holly looks back and shakes you off with a brush of her tail.\nThis makes more of a noise than you might have thought, and Holly awakes with a start.", "endoftext": false }, { "action": "You throw the ball at the table", "response": "Holly starts suddenly. Tracking the ball with lightning reflexes, she leaps and pounces with power and grace. The ball drops to the floor and Holly sniffs at it warily.", "endoftext": false }, { "action": "You get the ball", "response": "Taken.\n\nHolly stretches and yawns.", "endoftext": false }, { "action": "You throw the ball at the Computer", "response": "Holly is jolted awake. Tracking the ball with lightning reflexes, she leaps and pounces with power and grace. The ball drops to the floor and Holly sniffs at it warily.\n\nIn the middle of all this you are flung away and land on the tall glass table.", "endoftext": true }, { "action": "You go downward", "response": "You tumble down, but being a soft bear, that's ok.\n\nHolly stares at you.", "endoftext": false }, { "action": "You take the ball", "response": "Taken.\n\nHolly winds around the tall glass table.", "endoftext": false }, { "action": "You go northwest", "response": "The local centre for entertainment and laziness, the living room is permanent home to a very comfortable sofa and a television set. Both of these are much in use, usually at the same time.\n\nFrom here you can go south to the kitchen, southeast to the hall, or east to the study.\n\n`Do you dream of saving bridges from iminent disaster during major storms rather than playing volleyball?'", "endoftext": false }, { "action": "Go south", "response": "The kitchen manages to remain untidy, despite the fact that your owner tends to prefer home delivered pizza to anything else.\n\nA door to the south leads outside, and one to the north leads to the living room.\n\nA large cardboard box stands open on the floor here, foam rubber packing sprawling in all directions.\n\nAlong one wall stands a high bench, featuring a sink full of dirty dishes, next to which you can see a telephone, if you step back and crane your neck a little.\n\nAn empty looking hole at the bottom of the bench loiters suspiciously near a power socket on the wall.\n\nA picnic basket has been left here, containing a honey jar.\n\nYou can also see an ergonomic chair and an answering machine here.", "endoftext": false }, { "action": "You go to the northwest", "response": "The local centre for entertainment and laziness, the living room is permanent home to a very comfortable sofa and a television set. Both of these are much in use, usually at the same time.\n\nFrom here you can go south to the kitchen, southeast to the hall, or east to the study.\n\n`xyzzyplughellosailor'", "endoftext": false }, { "action": "Go south", "response": "The kitchen manages to remain untidy, despite the fact that your owner tends to prefer home delivered pizza to anything else.\n\nA door to the south leads outside, and one to the north leads to the living room.\n\nAlong one wall stands a high bench, featuring a sink full of dirty dishes, next to which you can see a telephone, if you step back and crane your neck a little.\n\nAn empty looking hole at the bottom of the bench loiters suspiciously near a power socket on the wall.\n\nA picnic basket has been left here, containing a honey jar.\n\nYou can also see an ergonomic chair and an answering machine here.", "endoftext": false }, { "action": "You climb the chair", "response": "You struggle, but clamber up successfully.\n\nHolly darts about the Computer Room.", "endoftext": false }, { "action": "You jump on the box", "response": "You leap boldly onto the foam rubber, bouncing and spinning high in the air, finally coming to rest on the tall glass table.\n\nHolly stares at you in amazement.", "endoftext": false }, { "action": "Shake ball", "response": "This makes quite a noise. Holly looks around suspiciously, ears and eyes alert.", "endoftext": false }, { "action": "You throw the ball at the box", "response": "Holly starts suddenly. Tracking the ball with lightning reflexes, she leaps and pounces with power and grace. The ball drops to the floor and Holly sniffs at it warily.", "endoftext": false }, { "action": "Drop box", "response": "You haven't got that.\n\nHolly swats away a mote of dust.", "endoftext": false }, { "action": "You drop the ball", "response": "The bell tinkles faintly.\n\nHolly swats away a mote of dust.", "endoftext": false }, { "action": "You take the ball", "response": "Taken.\n\nHolly glares threateningly at the cardboard box.", "endoftext": false }, { "action": "You throw the ball at Holly", "response": "Holly bats the ball away expertly, and pounces on it again for good measure.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na yellow ball\na night cap (being worn)\na promotional leaflet\na MessageMate (tm) dictaphone\na brass key\nyour green jacket (being worn)\na reply card\na flyer\na yoyo (providing light)\na baguette\na ukelele\nyour night shirt (being worn)\n\nHolly leaps onto the ergonomic chair.", "endoftext": false }, { "action": "You show ball to Holly", "response": "Holly appears not to notice. Perhaps if you were a little closer?\n\nHolly leaps down from the ergonomic chair.", "endoftext": false }, { "action": "You show ball to Holly", "response": "Holly appears not to notice. Perhaps if you were a little closer?\n\nHolly paws the tall glass table.", "endoftext": false }, { "action": "You get on the chair", "response": "(tumbling off the tall glass table and onto the floor first)\nYou struggle, but clamber up successfully.\n\nHolly bats at the cardboard box.", "endoftext": false }, { "action": "You put the green disk in Computer", "response": "The personal computer is out of reach.\n\nHolly pointedly ignores you.", "endoftext": false }, { "action": "You show the ball to Holly", "response": "Holly appears not to notice. Perhaps if you were a little closer?\n\nHolly flicks her tail back and forth.", "endoftext": false }, { "action": "You climb the chair", "response": "You are on the ergonomic chair already.\n\nHolly sneaks up on the ergonomic chair.", "endoftext": false }, { "action": "You jump on the box", "response": "You leap boldly onto the foam rubber, bouncing and spinning high in the air, finally coming to rest on the tall glass table.\n\nHolly stares at you in amazement.", "endoftext": false }, { "action": "You put the green disk in Computer", "response": "You need to be holding the green disk before you can put it into something else.\n\nHolly playfully bites the cardboard box.", "endoftext": false }, { "action": "You put the black disk in Computer", "response": "You need to be holding the black disk before you can put it into something else.\n\nHolly pounces on an insect which isn't there.", "endoftext": false }, { "action": "You take the black disk", "response": "(putting the brass key into the green jacket to make room)\nTaken.\n\nHolly peers at you expectantly.", "endoftext": false }, { "action": "You put the black disk in Computer", "response": "The black disk fits nicely in the disk drive.\n\nHolly paws the tall glass table.", "endoftext": false }, { "action": "You turn on Computer", "response": "Welcome to Dungeon. This version created 13-MAR-82. You are in an open field west of a big white house with a boarded front door.\nThere is a small mailbox here.", "endoftext": false }, { "action": "You open the mailbox", "response": "Anyway, you play awhile and finish Dungeon again. Ho hum.\n\nNaturally, being a tidy sort of bear, you turn off the computer and remove the disk after you finish your game.\n\nHolly winds around the tall glass table.", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\nHolly winds around the ergonomic chair.", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\nHolly bats at the ergonomic chair.", "endoftext": false }, { "action": "You wait for a while", "response": "Time passes.\n\nHolly sniffs at the ergonomic chair.", "endoftext": false }, { "action": "You wait for a while", "response": "Time passes.\n\nHolly sniffs at the cardboard box.", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\nHolly paws the ergonomic chair.", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\nHolly swats away a mote of dust.", "endoftext": false }, { "action": "You wait for a while", "response": "Time passes.\n\nHolly tires of this game, and curls up for a snooze.", "endoftext": true }, { "action": "You go down", "response": "You tumble down, but being a soft bear, that's ok.\n\nHolly winds around you.", "endoftext": false }, { "action": "You take Holly", "response": "I don't suppose Holly the cat would care for that.\n\nHolly bats at the cardboard box.", "endoftext": false }, { "action": "You kiss holly", "response": "Holly winds around, curls up, and presently falls asleep.", "endoftext": true } ]
c9ll6cr8zr1txtfe
Castle of the Red Prince
C.E.J. Pacian
[ "Fantasy" ]
[ "compassless", "cover art", "dreams", "fantasy", "gender-neutral protagonist", "gothic", "horror", "prince", "telescopic descriptions", "Xyzzy Awards 2013" ]
2,013
[ 9, 18, 16, 1, 1 ]
45
3.733333
20130702
false
Welcome to Amaranth, foreigner. The Red Prince haunts your dreams, you say? If you want to overthrow our tyrant, you'll need to consider this whole blighted land at once.
[ { "action": "%", "response": "Even after you ended your studies into the arcane, the nightmares continued to get worse.\n\nYou see Amaranth in these dreams - a small and distant land that claims some vague portion of your ancestry - and the tyrant of a prince who rules it. You see everyone you have ever loved, everything you have ever cherished, shrivel and wither and fade - touched by his corrupting shadow.\n\nThe Red Prince must die. You realise that now.\n\nOnly then will the dreams stop.\n\n[If you have not previously visited Amaranth, in dreams or otherwise, type ABOUT and press return.]\n\nWild forestland surrounds a quaint and shadowed village.\n\nA sheer cliff rises over the treetops, upon which is perched an ancient and gothic castle.\n\n(EXPLORE or X the land to find the means to the Red Prince's\nundoing.)", "endoftext": false }, { "action": "You look at the village", "response": "You follow deserted cobble roads between shuttered cottages and past a burnt-out church. Although barely a soul is to be found out of doors, there is movement in the windows of the local inn.", "endoftext": false }, { "action": "You explore", "response": "What do you want to explore?", "endoftext": false }, { "action": "You look at the village", "response": "You follow deserted cobble roads between shuttered cottages and past a burnt-out church. Although barely a soul is to be found out of doors, there is movement in the windows of the local inn.\n\n(If you get stuck, SLEEP. Your dreams brought you to Amaranth and\nthey may still show you the way.)", "endoftext": false }, { "action": "You look at inn", "response": "The inn bears no name, only a hanging sign depicting an overflowing tankard. The windows are barred and the door is unusually heavyset, but the hearth within casts a friendly glow and the barstool is a welcome respite for your weary legs.\n\nThe innkeeper nods a silent greeting, while a drunken carouser stamps his feet and slurs boisterous songs.\n\n(You may find out important information if you TALK TO the\ninhabitants of Amaranth.)", "endoftext": false }, { "action": "You talk to the innkeeper", "response": "The innkeeper sizes you up. \"Don't get so many of your sort round here, least not these days. If you're looking for a drink, I have the best ale in all Amaranth.\"", "endoftext": false }, { "action": "You talk to the carouser", "response": "The carouser looms over you, his breath stinking of cheap ale. \"We don't need any more of your sort around here. Why don't you bloody well bugger off back where you came from?\"\n\n(ATTACK belligerent parties WITH any weapons you may have. If you\nhave yet to find anything more suitable, you can always resort to your FISTS.)", "endoftext": false }, { "action": "You examine the carouser", "response": "Burly and red-nosed. He reeks of ale.", "endoftext": false }, { "action": "You talk to the carouser", "response": "The carouser slams his drink on the bar. \"Get out! Your kind aren't welcome here! Or are you looking for a fight?\"", "endoftext": false }, { "action": "About yourself", "response": "One who has spent too many nights studying forgotten lore, and too few days in the sunlight.", "endoftext": false }, { "action": "You attack the carouser with the fists", "response": "You raise your fists to attack, and the carouser suddenly falls to his knees. \"No, don't! I'm the last of my brothers and sisters left alive! This lighter's not worth much, but my father gave it to me. Take it, and we'll call it quits!\"\n\nYou pocket the lighter and lower your fists.", "endoftext": false }, { "action": "You examine lighter", "response": "The engraving reads, \"Be sober, be vigilant.\"\n\nWith this, you should be able to light anything suitably flammable.", "endoftext": false }, { "action": "You talk to the carouser", "response": "\"I s'pose you'll be setting fire to all sorts of things now. You look the type.\"", "endoftext": false }, { "action": "You set the fire to the carouser", "response": "There seems little purpose in setting the carouser on fire.", "endoftext": false }, { "action": "You ask the innkeeper for the drink", "response": "The ale served in the inn proves lukewarm and watered down.\n\nThe innkeeper meets your eye and smiles. You smile back.", "endoftext": false }, { "action": "You talk to the innkeeper", "response": "\"They say the Armoured Lady has haunted the church graveyard for a hundred years. Never seen her myself, mind.\"\n\nscurry back to their homes. You retire to the local inn.\n\nflapping of leathery wings. Come morning, another poor soul is found pale, weak and proclaiming her love for the Red Prince.", "endoftext": false }, { "action": "You look at the village", "response": "You follow deserted cobble roads between shuttered cottages and past a burnt-out church. Although barely a soul is to be found out of doors, there is movement in the windows of the local inn.", "endoftext": false }, { "action": "You examine the church", "response": "Once grand and reverently architected, the windows are now empty, the roof open and the walls blackened by smoke. The spire remains standing, but the stairs up were apparently burned away in the original conflagration.\n\nDespite this blasphemy, the graveyard seems untouched.", "endoftext": false }, { "action": "You examine the spire", "response": "An accusing claw, pointing at the sky.", "endoftext": false }, { "action": "You examine the graveyard", "response": "Emerging from tangled weeds are a chaos of headstones topped with cherubs and angels. A mausoleum stands in one corner.\n\nWithin the gates of this graveyard you feel watched.", "endoftext": false }, { "action": "You examine the headstones", "response": "There seems to have been a long lasting tradition of angel headstones in Amaranth. These stone guardians seem both protective and resigned to mute sadness.", "endoftext": false }, { "action": "You move the headstone", "response": "Those are fixed in place.", "endoftext": false }, { "action": "You examine the mausoleum", "response": "A small and gabled building of mossy stone. The silence around it is unnatural and oppressive.\n\nAs soon as you step inside the mausoleum, a long-haired revenant stumbles shrieking from its depths, clad in chainmail and brandishing a gleaming sword. Her voice claws at your eardrums and you find yourself fleeing the graveyard in terror.\n\nShe stops at the threshold of the mausoleum and watches you with empty eye sockets.", "endoftext": false }, { "action": "You talk to the revenant", "response": "Tip of her sword at your throat, the revenant speaks through parched lips. \"Treachery at every turn. Betrayed by my own army. Failed by my heirs. Take this sword. Slay the one who trapped me in my own grave. Fail, and I shall recover it from your corpse and devour your heart. As I did with those who came before you.\"\n\nWith a flash of white-hot light from her empty eye sockets, the armoured lady retreats into the mausoleum and disappears. You find yourself holding her silver sword.", "endoftext": false }, { "action": "You examine the sword", "response": "Its edge glints with an otherworldly light.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na silver sword\nan engraved lighter", "endoftext": true }, { "action": "You look around", "response": "Wild forestland surrounds a quaint and shadowed village.\n\nA sheer cliff rises over the treetops, upon which is perched an ancient and gothic castle.", "endoftext": false }, { "action": "You look at the houses", "response": "For a moment you are confused. You might know that item by another name, it might not be important, or perhaps you grasp at phantoms that exist on another plane.", "endoftext": false }, { "action": "You take the barstool", "response": "You decide to leave the barstool for now.\n\nscurry back to their homes. You retire to the local inn.\n\nflapping of leathery wings. Come morning, another poor soul is found pale, weak and proclaiming her love for the Red Prince.", "endoftext": false }, { "action": "You examine the forest", "response": "The forests of Amaranth are dark and wild. An unpaved path leads through the grasping branches, past an abandoned shack and an ancient stone shrine, and ends - seemingly at random - in a quiet glade.", "endoftext": false }, { "action": "You examine the shack", "response": "Clearing away the ivy that has overgrown its broken door, you discover that the abandoned shack is the entrance to an old mine shaft.", "endoftext": false }, { "action": "You look at the shaft", "response": "The mine shaft is lit only by an eerie phosphorescence. Deserted rails lead down through the subterranean passages and makeshift crosses protrude from cave-in debris.\n\nAmong the abandoned mine equipment, you see a stick of dynamite.\n\n(You can TAKE certain items and PUT them IN other locations. See\nwhat items you're carrying with INVENTORY or I.)", "endoftext": false }, { "action": "You look at the dynamite", "response": "The stick of dynamite is old, but dry and intact. It should make a reasonable bang several seconds after being lit.", "endoftext": false }, { "action": "You take the dynamite", "response": "You take possession of the stick of dynamite... carefully.", "endoftext": false }, { "action": "You look at the shrine", "response": "A weather-smoothed stone that might once have been in the form of some obscure god.\n\nA horned skeleton is lying near the shrine.", "endoftext": false }, { "action": "You get the horn", "response": "Those seem to be a part of the horned skeleton.", "endoftext": false }, { "action": "You get the skeleton", "response": "You gather up the horned skeleton. It maintains its form almost as though some inhuman will remains to hold it together.", "endoftext": false }, { "action": "You look at the stone", "response": "A weather-smoothed stone that might once have been in the form of some obscure god.", "endoftext": false }, { "action": "You move the stone", "response": "It is fixed in place.", "endoftext": false }, { "action": "You examine the path", "response": "The path that leads through the forest has been worn into the dirt by many feet.", "endoftext": false }, { "action": "You examine the glade", "response": "A quiet clearing in the forest, carpeted in daisies that gently sway in the wind.\n\nA ring of scorched earth is the only blot on the glade's idyll.\n\nscurry back to their homes. You retire to the local inn.\n\nflapping of leathery wings. Come morning, another poor soul is found pale, weak and proclaiming her love for the Red Prince.", "endoftext": false }, { "action": "You examine the ring", "response": "You step uneasily around the ring. It is a perfect, unnatural circle.", "endoftext": false }, { "action": "You enter the ring", "response": "As you step into the ring of scorched earth, the sky beings to acquire a green tint. The trees around you warp and change into species you have never seen before. Mellifluous voices carry on the wind, and you catch glimpses of naked, horned figures frolicking in the eerie light of two suns.\n\nWith the gasp of one who has been holding their breath, you step out of the ring and back into the everyday world, before you are completely lost.", "endoftext": false }, { "action": "You throw the skeleton into the ring", "response": "You place the horned skeleton within the ring of scorched earth, taking care not to enter it yourself.\n\nWith a sound like the ripping of flesh, a toothed maw opens in the ground, swallowing the skeleton whole.\n\nThe maw stretches wide, exuding sulphur and the sense of an immense appetite yet unfulfilled.", "endoftext": false }, { "action": "You look at the shack", "response": "The abandoned shack stands over the entrance to an old mine shaft.", "endoftext": false }, { "action": "You go castle", "response": "A towering gothic structure of ancient stone. Its crumbling watchtower overlooks the village, and dim lights glow in the windows of the Great Hall.\n\nGaunt soldiers stand guard around the Great Hall.", "endoftext": false }, { "action": "You examine the soldiers", "response": "The gaunt soldiers of the Red Prince are haggard and emaciated. Their pallor speaks more of the grave than the battlefield.", "endoftext": false }, { "action": "You examine watchtower", "response": "The watchtower has a commanding view of the village below. Though built from huge stone bricks that have resisted weathering, it slants distinctly.\n\nThe air inside the watchtower is thick with flies. Rotting carcasses are shackled to the walls.\n\nA massive gong stands within the watchtower.", "endoftext": false }, { "action": "You examine carcasses", "response": "Very little is left of these unfortunate prisoners.", "endoftext": false }, { "action": "You examine the gong", "response": "Heavy and ornate, it will make quite a sound when rung.", "endoftext": false }, { "action": "You hit gong", "response": "The gong resounds with a mournful note that echoes throughout the castle.\n\nThe gaunt soldiers that guard the Great Hall leave their posts to file slowly into the watchtower. They shamble and crawl over its mouldy flagstone, picking at the carcasses chained to the walls.", "endoftext": false }, { "action": "You look at great Hall", "response": "You enter a domed hall of faded tapestries and tarnished gold. Cobwebs span the archways and dust coats every surface.\n\nA tall, pale figure emerges from the shadows. \"Welcome. I am known as the Red Prince. A fitting title, I feel. And who might you be? No, don't tell me.\"\n\nA chill runs down your spine as his dark eyes drill into yours. You hear subtle echoes of your recent thoughts and conversations, before he breaks the contact and smiles. \"A fellow student of the occult, I see. Do feel free to explore my library.\"\n\nFinding little fresh meat to sate their appetites, the gaunt soldiers march back to their posts in the Great Hall.", "endoftext": false }, { "action": "You examine the library", "response": "Shelves and shelves of books are crammed together in the tight space of the castle library. The air is musty with the smell of aging paper. You find any number of arcane and esoteric books, many of which you have previously read.\n\nA few rare titles catch your eye, however, books you had thought long lost to the world: a Treatise on Other Worlds, Analysis Of Evil, Ignorant Children, History of Greatness and a black book.\n\nA lantern has been cast aside in one corner.", "endoftext": false }, { "action": "You get the lamp", "response": "For a moment you are confused. You might know that item by another name, it might not be important, or perhaps you grasp at phantoms that exist on another plane.", "endoftext": false }, { "action": "You take the lantern", "response": "Taken.", "endoftext": false }, { "action": "You examine the lantern", "response": "A sturdy lantern in an old style. It is unlit.", "endoftext": false }, { "action": "Light lantern", "response": "You light the lantern. You can now explore places that are shrouded in darkness.", "endoftext": false }, { "action": "You look at the black book", "response": "This book is distinguished by only an embossed skull on its cover. Nevertheless, you recognise it immediately. You are unable to read the thin, inhuman scrawl within its pages, and would be reluctant to expose yourself to its horrors even if you could.\n\nscurry back to their homes. You retire to the local inn.\n\nflapping of leathery wings. Come morning, another poor soul is found pale, weak and proclaiming her love for the Red Prince.", "endoftext": false }, { "action": "You read Treatise on other Worlds", "response": "You thumb through the book looking for anything of interest, and find the following:\n\n\"...such 'Fairy Rings' have long been held in European folklore as passages to the realm of the Others. Doors left ajar, if you will, awaiting the return of visitors to our world.\n\n\"Experimentation reveals that such travellers need not return to their doorway in a state of life for it to open, albeit, in such cases, not quite to the place from which they originally came.\"", "endoftext": false }, { "action": "You read the analysis of the Evil", "response": "You thumb through the book looking for anything of interest, and find the following:\n\n\"Many myths and tales attribute various strengths and weaknesses to such evils - from the ability to turn to mist, to a variety of apotropaics thought to ward them away. In particular, the powers of evil are said to wane considerably during the daylight hours, although the notion that sunlight should result in the combustion of the demon is recent and apocryphal.\n\n\"Most reliable sources agree on the effectiveness of silver as anathema to evil. Those advocating iron instead are surely victim to ecumenical confusion between those that are Evil and those that are merely of the Other.\"", "endoftext": false }, { "action": "You read ignorant children", "response": "You skim the first chapter and pick out a passage at random:\n\n\"Moulded by foreign magicks into human form, these cuckoo chicks of outre parents may even reach adulthood unaware of their heritage and abilities.\"", "endoftext": false }, { "action": "You read the history of the Greatness", "response": "You read a page from the middle of the book:\n\n\"But recognising his magnificence, the invading army pledged their immortal souls to his throne. The betrayed jezebel fell into a fatal fit of rage and was said to have died of a heart too unrighteous to beat.\"", "endoftext": false }, { "action": "You place the dynamite in the castle", "response": "Although you're unable to find an obvious weak point, you place the dynamite in the castle.", "endoftext": false }, { "action": "You examine the cliff", "response": "These treacherous cliffs of black rock project straight up from the banks of a raging river and cast a shadow over the village. A single narrow trail leads up to the castle.", "endoftext": false }, { "action": "You examine the trail", "response": "It winds up the cliff, starting from the banks of a raging river.", "endoftext": false }, { "action": "You examine the river", "response": "A deep river of hidden undercurrents and nameless flotsam. Following it to its source, you find a waterfall cascading down the cliff face.", "endoftext": false }, { "action": "You look at the waterfall", "response": "Behind the waterfall is a dark cave.", "endoftext": false }, { "action": "You examine the cave", "response": "Holding your lantern high to illuminate your way, you edge into the cave.\n\nAlthough seemingly natural in origin, the cave intersects with the foundations of some structure. They're not substantial enough to be shoring up the entire castle, but you suspect that these foundations might underlie its watchtower.", "endoftext": false }, { "action": "You look at the foundations", "response": "Thick beams of damp and rotting wood that must support the castle watchtower.", "endoftext": false }, { "action": "You get the dynamite", "response": "You take possession of the stick of dynamite... carefully.", "endoftext": false }, { "action": "You put it in the foundations", "response": "You study the foundations for a while, working out where the point of greatest weakness is, and place the dynamite there.", "endoftext": false }, { "action": "Light dynamite", "response": "You light the fuse and quickly make your exit from the cave. Scant seconds later the dynamite explodes and the nearby foundations fold up like a concertina.\n\nWith a low rumble, the watchtower collapses into a pile of broken stone and dust, forever changing the skyline of Amaranth. Those few of the Prince's terrible soldiers to escape are in no state to return to their posts.\n\nscurry back to their homes. You retire to the local inn.\n\nflapping of leathery wings. Come morning, another poor soul is found pale, weak and proclaiming his love for the Red Prince.", "endoftext": false }, { "action": "You look at Hall", "response": "You enter a domed hall of faded tapestries and tarnished gold. Cobwebs span the archways and dust coats every surface.\n\nThe Red Prince lounges in a high-backed chair, a terrible and languid smile adorning his pale features.", "endoftext": false }, { "action": "You look at the tapestries", "response": "These faded tapestries depict battles whose combatants and outcomes have been obscured by age.", "endoftext": false }, { "action": "You talk to Prince", "response": "\"Oh... you were expecting me to be perturbed that you intend to kill me? You think, perhaps, that you're the first to try? But that is not so. I have bested far greater warriors than you. Much braver souls have begged me for mercy. Whole armies have been broken to my will. Yes, carry out your futile designs. And the less you bore me, the less I shall make you suffer.\"", "endoftext": false }, { "action": "You wipe the smile off his face", "response": "For a moment you are confused. You might know that item by another name, it might not be important, or perhaps you grasp at phantoms that exist on another plane.", "endoftext": false }, { "action": "You kill Prince with the sword", "response": "You charge the Red Prince, swinging the silver sword. He easily evades your clumsy attack, at first, before you find a grace and prowess you had no idea you possessed. You duck beneath fingers wielded like talons and drive the silver sword through his heart. With a prolonged death rattle, he crumples into his chair.\n\nThe corpse of the Red Prince bears a strange and terrible smile.", "endoftext": false }, { "action": "You examine the corpse", "response": "In truth, he does not seem to have changed much from when he was alive.\n\nThe corpse of the Red Prince moves with the slightest twitch.", "endoftext": false }, { "action": "You take the corpse", "response": "Taken.\n\nA shudder runs through the corpse of the Red Prince.", "endoftext": false }, { "action": "You put the corpse in the ring", "response": "While you heft it towards the maw, the Red Prince's corpse seems to convulse with a renewed effort to tear through the thin albumen between death and unlife.\n\nAs you finally cast it into those terrible, subterranean jaws, the corpse's eyes flick open. \"No! You cannot! Wretch!\"\n\nBut the Red Prince's curses grow distant as he tumbles into oblivion.\n\nWith a satisfied, sulphurous growl, the maw's gangrenous lips draw closed and fade completely from this world. Behind you, the sinister castle that has for so long dominated the sky of Amaranth finally collapses in on itself.\n\nYou draw a deep breath of fresh air, and feel a weight lifted from your soul. Perhaps now you can return home and rest.", "endoftext": true } ]
bw3bnlf4ho8gqq1v
Napier's Cache
Vivienne Dunstan
[ "Historical" ]
[ "birds", "cats", "cover art", "Historical", "occult", "parser", "Scottish", "Spring Thing 2020", "Spring Thing Game", "walkthrough" ]
2,020
[ 1, 6, 4, 0, 0 ]
11
3.727273
20200401
false
Scotland, 1594: You're used to strange requests in your role as servant to John Napier. He's not just famous as a mathematician, but is also known for his occult skills and knowledge, still valued in these dangerous times. But the latest quest may be the toughest one yet, as you prepare to help him hunt for lost treasure in remote Fast Castle, home of the dangerous Logan of Restalrig. Will you find it? Or will you discover something else instead?
[ { "action": "%", "response": "Scotland, 1594:\nThe sea spray blasts your face, as you stand on the exposed\nclifftop,\nlooking towards Fast Castle on the outcrop ahead. Your master\nstands\nbeside you, leaning heavily on his stick, seemingly deep in\nthought.\nLittle wonder, given what faces him in there. What a hellish place. You pause to remember what Napier told you about the reasons for\nthis\nvisit ...\n\n\n\n6/12N)\n\nThis room in Napier's home, Gartness Castle, is where he spends\nmost\nof his waking hours, working on numerous projects and conducting strange experiments. Beside one wall, a desk and chair sit, the\ndesk\ncovered with papers lying haphazardly on the surface, though\nsomehow\nNapier always finds what he is looking for. A cupboard provides storage, and, on the floor, a rich rug provides warmth, one of the\nfew\nsigns of conventional comfort. A small window is the only source of natural light, though your master usually works late at night,\nburning\nmany a candle. Through a stone archway a staircase leads down to\nthe\nfloors below. A ladder is propped up near one wall, leading up to\nan\nopening in the ceiling.\n\nYou can see a handwritten note here.", "endoftext": true }, { "action": "You get the note", "response": "Taken.", "endoftext": false }, { "action": "You read it", "response": "Written in your master's barely legible handwriting, this is a list\nof\nthe items he needs you to find to take on the trip to Berwickshire. They are his grimoire, crystal ball, wooden chest, alchemical\nsupplies\nand his familiar.", "endoftext": false }, { "action": "You examine the window", "response": "Gazing through the window you see the Stirlingshire countryside outside, and wish you were out there, not stuck in here. But then\nyou\nnotice something on the window sill: a curious shape. You approach, and realise that it is a glass globe, your master's crystal ball.", "endoftext": false }, { "action": "You get the globe", "response": "You pick up the crystal ball carefully, reminded again of its surprising weight, and its unnerving power to pull your gaze\nwithin.\nYour master uses it to divine and scry for information. You do not understand how it works; it must be some strange power. You\nshudder,\nand put the object carefully on the desk, ready for the journey to Fast Castle. Perhaps he will find it useful there, in the hunt for\nthe\ncastle's hidden treasure.", "endoftext": false }, { "action": "You open the cupboard", "response": "You open the cupboard, revealing an ornate wooden box.", "endoftext": false }, { "action": "You get the box", "response": "You carefully pull out the highly ornate wooden box of alchemical supplies, chemicals and glassware, taking care not to damage its precious contents. There is a scientific method to much that your master does. He is highly skilled in techniques in chemistry,\nnatural\nphilosophy and biology, as well as in alchemy. But always alongside the more rational scientific approaches runs something darker, less acceptable to the authorities even in these dangerous times,\nsomething\nthat your master's \"clients\" like Logan of Restalrig know full well when they hire him to work for them. You decide to put the box on\nthe\ndesk for now, rather than carry it around.", "endoftext": false }, { "action": "You look at the papers", "response": "A disorganised mess of varied sheets of paper, all covered with Napier's scribbles. You wonder, yet again, how he ever finds any\nold\nnotes again.", "endoftext": false }, { "action": "You search them", "response": "You consider looking through the papers, but Napier is obsessive\nabout\nwhat he writes on them, and their haphazard order. So you leave\nthem\nalone.", "endoftext": false }, { "action": "Go upward", "response": "You climb carefully up the ladder to the library.\n\nIt is no wonder your master sends you up to fetch the books now. Climbing that ladder is hazardous enough for anyone. This is a\ncramped\nspace, squeezed into the top of the castle turret, with a rickety ladder leading down to the workshop below. Gaps in the roof\nstructure\nallow shafts of light to slant through, but the room is just about watertight. Piles of books lie all around, in no particular order.", "endoftext": false }, { "action": "You search the books", "response": "You search thoroughly through the books, and after ages are about\nto\ngive up, then you spot something important poking out from one\npile.\nYou carefully ease it out. It is your master's grimoire.", "endoftext": false }, { "action": "You get the grimoire", "response": "You reach over for the grimoire, struck again by its weight and\nheft.\nIt is just one of many books that Napier uses to research solutions\nto\nproblems, but it is by far his most precious, containing notes and spells collected over many years. It is a large leather-bound\nvolume,\nwith a black cover, and his family crest on the front. The pages inside are fragile, and bear the signs of much use. All are covered with his rapid handwriting, as well as writing in other hands that\nyou\ndo not recognise.\n\nYou do not think the volume contains much information about Robert Logan of Restalrig, who invited your master to Berwickshire on this latest quest, though there may be some notes about Logan's ancestry and his connections with various noble and royal families. However, the grimoire will certainly contain other information that may help\non\nthe spot there.", "endoftext": true }, { "action": "Go downward", "response": "This room in Napier's home, Gartness Castle, is where he spends\nmost\nof his waking hours, working on numerous projects and conducting strange experiments. Beside one wall, a desk and chair sit, the\ndesk\ncovered with papers lying haphazardly on the surface, though\nsomehow\nNapier always finds what he is looking for. A cupboard provides storage, and, on the floor, a rich rug provides warmth, one of the\nfew\nsigns of conventional comfort. A small window is the only source of natural light, though your master usually works late at night,\nburning\nmany a candle. Through a stone archway a staircase leads down to\nthe\nfloors below. A ladder is propped up near one wall, leading up to\nan\nopening in the ceiling.\n\nOn Napier's desk are an ornate wooden box and a round ball of multi-coloured glass.", "endoftext": false }, { "action": "Search desk", "response": "You cast your eyes over your master's desk. As well as a messy pile\nof\nvaried papers, all covered in his handwriting, you spot a corded\nrope\nlure that he uses for his pet bird.", "endoftext": false }, { "action": "You get the lure", "response": "Taken.", "endoftext": true }, { "action": "Go downward", "response": "Napier's bedroom is a large room, but largely empty beyond the\nmodest\nbed in the middle of the room, and clearly little used, certainly\nno\nmore than necessary. Through a stone arch, the staircase of the\ntower\nruns up and down.", "endoftext": false }, { "action": "You look under the bed", "response": "You kneel down and look under the bed. Yes, there is something\nthere.\nYou reach in, and drag something out. It is a chest.", "endoftext": false }, { "action": "You get the chest", "response": "You pull the chest towards you, and throw it open. The smell of old wood and something else that you can't quite put your finger on assails you. This is the chest that Napier always takes on journeys and research trips, to store his equipment. Though of course it is you, the assistant, who has to carry it about. You know that where\nyou\nare going, Fast Castle, is remote and isolated, lashed by the waves and balanced precariously over the North Sea. You will have to make sure that Napier has all that he might need there, and the chest\nwill\nbe put to good use. You close the chest for now, relieved to have found it, ready for this latest journey. It is heavy, so you leave\nit\non the floor here for now. At least you know where it is.", "endoftext": true }, { "action": "Go downwards", "response": "This simple unfurnished space leads from the tower Napier\nappropriated\nfor his own use through the servant rooms to the more comfortable sections intended for the family. Steps lead back up to Napier's rooms, and an arched doorway leads east to the rest of the castle.\n\nYou can see a maid and a large black bird here.", "endoftext": false }, { "action": "Wave lure", "response": "You wave the lure towards the bird, and attract its attention. It flies over to you, and seems willing to go with you, perhaps\nrealising\nthat its master needs it to do this. You shudder as it approaches, reminded how much you despise it. Undoubtedly the truest physical representation of your master's dark arts, this jet black bird\nstrikes\nterror into all others who see it. Servants and neighbours mutter darkly of it, and even the local parish minister has preached\nagainst\nit none too subtly in the kirk pulpit. Yet your master seems to\nfind\nit helpful, even if all others loathe it. You now carry the bird.\n\nJust as you locate the last item on the list, Napier appears, a\nflurry\nof black cloak and long beard. \"Ah you found everything we need.\nGood!\nWe must leave soon for Fast Castle, though whether we will find the treasure Logan seeks I am not so sure. I certainly hope so. The\nreward\nwould be great.\"\n\nSome days later, you arrive at Fast Castle. Soon after entering the castle your master is admitted to the presence of Robert Logan. You accompany him.\n\nThis modestly-sized room is somewhat claustrophobic, an effect only slightly relieved by the candles burning rather erratically on the table in the middle of the room. Chairs for diners surround the\ntable,\nand you see plates of food.\n\nYou can see John Napier of Merchiston, Sir Robert Logan of\nRestalrig\nand Francis Stewart, Earl of Bothwell here.\n\n\"Sit down man!\" says Logan brusquely. Clearly addressing Napier.\nLogan\npays you no attention. You might as well be invisible.", "endoftext": false }, { "action": "You examine napier", "response": "Your master is tall and imposing, with a fiercely intelligent gaze. Now in his forties, his brown hair and long beard are speckled with grey. He wears his usual outfit: a long, black robe. Often he\nreminds\nyou more of a rook than a man.\n\nYour master sits down. You stay standing, just behind him. \"My\nlords,\ngreetings,\" says Napier, nodding to both men in turn.", "endoftext": false }, { "action": "You look at Logan", "response": "Tall and red-haired, the laird of Restalrig and also, of course, of Fast Castle is smartly dressed, in trousers, shirt, jacket and even\na\nruff. At times you catch a brief glimpse of a sheathed blade, and remember how dangerous people say this man can be, however elegant\nhis\nattire here may be.\n\nThere is an explosion of laughter from the man you recognise as the Earl of Bothwell. \"Dinnae stand on ceremony man, even if it is good that you know your betters. Who's this with you, Napier?\" asks the Earl, looking keenly at you.", "endoftext": false }, { "action": "You examine stewart", "response": "Smaller than his cousin Logan, Francis, Earl of Bothwell is of\nmedium\nsize, with dark hair, and slight build. You look at him\nuncertainly,\nwondering if he has inherited any of the character of his notorious uncle, Queen Mary's ill-fated last husband. But then you remember\nthat\nhe was recently outlawed by King James, so it is somewhat\nsurprising\nto find him here.\n\n\"My apprentice, your lordship,\" says your master. \"Bow to the\nlords!\"\nhe whispers sideways to you.", "endoftext": false }, { "action": "Bow", "response": "Logan of Restalrig smiles grimly as you bow before him. You think\nhe\napproves.\n\nBothwell laughs again, but Logan looks fierce. \"You are lucky to\nmeet\nmy cousin Bothwell here,\" says Logan, nodding towards the Earl.\n\"But\ntell no-one else he is here, or else!\" and he makes a slicing\nmotion\nacross his throat. You quake with fear, and shake your head vigorously. You will tell no-one.", "endoftext": false }, { "action": "You look at table", "response": "Made from a dark wood, the long table provides eating space for up\nto\neight diners.\n\nThere is a sudden sound of something falling over. Glancing to the table, you see that Napier has knocked over his glass of wine. Fortunately it was only part full, but a pool of red starts to\nspread\nacross the table. \"Clean it up then!\" barks Logan at you, while\nyour\nmaster trembles in terror.", "endoftext": false }, { "action": "Clean table", "response": "You don't have anything to hand to clean up the spill with. Perhaps there is something useful on the table?", "endoftext": false }, { "action": "You look at the table", "response": "Made from a dark wood, the long table provides eating space for up\nto\neight diners. You notice a napkin lying on the table.", "endoftext": false }, { "action": "You get napkin", "response": "Taken.", "endoftext": false }, { "action": "Clean table", "response": "Using the napkin you mop up the wine spill as best you can. Logan glowers throughout, while Bothwell laughs and Napier trembles with fear. Finally, you right the wine glass again, and step back.\n\"Anyway\nto business!\" says Logan fiercely, leaning to refill Napier's glass with wine, while at the same time staring sternly at Napier. \"Treasure! Yes you are here to find my missing fortune, supposedly hidden somewhere in the castle a century ago.\"", "endoftext": false }, { "action": "You examine the food", "response": "The food served is a mix of meats, including game, and vegetables.\n\n\"Is the story reliable, my lord?\" asks your master tentatively. \"Of course I am happy to look ...\"\n\"There's the challenge Robert!\" says Bothwell, laughing again. \"Oh you're right man,\" he continues, looking at Napier. \"It's a legend,\nno\nmore, but surely worth looking for. Possibly French gold, aye\nRobert?\"\nLogan nods. \"Or English silver,\" says Logan, \"supposedly somewhere\nin\nthe castle depths.\" He strokes his chin thoughtfully.", "endoftext": false }, { "action": "You examine the chairs", "response": "A number of chairs sit around the table.\n\n\"Well yes, I can look,\" says Napier carefully. \"And hopefully I\nwill\nfind the treasure.\" Then a pause. \"But if I don't find it, I must\nhave\nyour guarantee that I can leave safely, and unharmed.\" He looks shakily towards Logan. Bothwell watches, keen to see what his temperamental cousin will say.", "endoftext": false }, { "action": "You look at the candles", "response": "The candles around the edge of the room flicker, as they provide much-needed illumination.\n\n\"Och man, have no fear,\" says Logan. \"We agreed in that contract\nyou\ndrew up. And I give you my word.\" But his expression is cold, especially his eyes. You feel scared, and worried.", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\nThere is an awkward silence, that lasts for an uncomfortable length\nof\ntime. Then Bothwell claps his hands together. \"Go on then man! And\nmay\nGod be with you in your hunt.\" Napier rises, stepping backwards\nfrom\nthe table. \"My lords ...\" he says, bowing again, before leaving the room. You follow closely behind.\n\nAfter a night of poor sleep, you accompany your master to start to search for the hidden treasure. An ancient but surprisingly\nsprightly\nservant, Ralph, leads you both down to the cellar, while you drag\nyour\nmaster's chest behind you. The further down you go, the darker\nthings\nget, and you soon need the light from the lantern Ralph is carrying\nto\nsee properly.\n\nsits\non. It is not a large space, but probably large enough for the\nstorage\nneeds of this small castle. In the nooks and crannies around here\nyou\nglimpse bottles of wine, barrels of ale and other supplies.\n\nYou can see a heavy wooden chest (closed), Ralph and John Napier of Merchiston here.", "endoftext": false }, { "action": "You examine Ralph", "response": "Ralph is an old castle servant, probably in his fifties or so, and rather bent over with age. You wonder what secrets he has witnessed over the years.", "endoftext": false }, { "action": "You look at napier", "response": "Your master is tall and imposing, with a fiercely intelligent gaze. Now in his forties, his brown hair and long beard are speckled with grey. He wears his usual outfit: a long, black robe. Often he\nreminds\nyou more of a rook than a man.", "endoftext": false }, { "action": "You look at the chest", "response": "About three foot wide by two foot deep and another two foot tall,\nthis\nwooden chest is relatively compact and eminently suitable for travelling purposes.\n\n\"Get my alchemical kit out!\" says your master, suddenly. Ralph\nlooks\nalarmed for a moment, while Napier glares fiercely around.", "endoftext": false }, { "action": "Open chest", "response": "You open the heavy wooden chest, revealing a round ball of multi-coloured glass and an ornate wooden box.", "endoftext": false }, { "action": "You give the box to Napier", "response": "(first taking the ornate wooden box)\nNapier grunts some words of gratitude, and takes the box. He lays\nit\ncarefully down, and throws it open, revealing the mass of\nmysterious\nchemicals and containers inside. He takes out a number of small\nglass\njars. \"Och, but we need oil!\" He turns to Ralph. \"Do you have any\nin\nthe castle, man?\" Ralph nods, mutely, seemingly uneasy at what\nNapier\nis doing. \"Go with him to fetch some,\" says Napier to you urgently. \"Here, take this.\" He hands you a glass jar to carry the oil. Ralph turns, then remembers to hand the lantern to Napier. Ralph steps\nback,\ninto the semi-shadow, and beckons to you to follow him back up into the castle.", "endoftext": false }, { "action": "You follow Ralph", "response": "You follow Ralph back up a gloomy winding staircase of rough-cut stones. You watch carefully as he steps ahead, and are confident\nthat\nyou can remember the route back. The walls beside you here are wet\nand\nglistening, reminding you of the castle's dangerous location above\nthe\nwild North Sea. Shortly the light increases, and you emerge into\nthe\nkitchen area. \"Just wait here a moment, and I will fill this jar up with oil,\" says Ralph, taking the jar, and scurrying off through a doorway to the east.\n\nA gloomy stone-lined chamber, this is where the castle's food is prepared. A fire and hearth are in one wall, with a chimney\nreaching\nup. A table is pushed against the opposite wall, and pots, pans and cooking utensils hang around. Exits lead to the west and east, and\nyou\ncan smell fresh air from both directions. Steps lead back down to\nthe\ncastle cellar.", "endoftext": false }, { "action": "You examine table", "response": "The kitchen table is empty, ready for cooking later.", "endoftext": false }, { "action": "You look at the utensils", "response": "The utensils look to be comprehensive, though you are too\nunfamiliar\nwith cooking to be able to identify them all.", "endoftext": false }, { "action": "You examine the chimney", "response": "A fire burns brightly in the hearth in the kitchen, providing both heat and a way of cooking the food for the castle. A chimney\nstretches\nupwards.\n\n\"Ah there you are!\" says Ralph, returning. \"Here you are,\" he says, handing you the jar, now full of oil. \"You should get back to your master with that.\" Or alternatively perhaps you could take the\nchance\nto explore the castle a bit more first? Ralph scurries off,\nmuttering\nsomething about not being witness to ungodly things.", "endoftext": true }, { "action": "Go downward", "response": "You retrace your steps back down to the cellar.\n\nsits\non. It is not a large space, but probably large enough for the\nstorage\nneeds of this small castle. In the nooks and crannies around here\nyou\nglimpse bottles of wine, barrels of ale and other supplies.\n\nYou can see a heavy wooden chest (in which is a round ball of multi-coloured glass) and John Napier of Merchiston here.", "endoftext": false }, { "action": "You give oil to Napier", "response": "(the jar of oil to John Napier of Merchiston)\nYou hand the jar of oil to Napier, who nods brief thanks, before proceeding to dab spots of oil around the cellar. You watch, in silence, familiar with his methods. He pulls the grimoire out from\nhis\nrobes, and flicks through its pages quickly. \"Ah, but I need my\nbird\nfor this. Go and fetch it. Here, you'll need this,\" he says,\nreaching\ninto a pocket and pulling out the rope lure, which he hands to you. \"Go! Get it from our room.\"", "endoftext": false }, { "action": "You ascend", "response": "A gloomy stone-lined chamber, this is where the castle's food is prepared. A fire and hearth are in one wall, with a chimney\nreaching\nup. A table is pushed against the opposite wall, and pots, pans and cooking utensils hang around. Exits lead to the west and east, and\nyou\ncan smell fresh air from both directions. Steps lead back down to\nthe\ncastle cellar.\n\nthe table. From the mess of flour all over her arms and down her front, you guess that she must be the castle cook.", "endoftext": false }, { "action": "You ask the cook about the room", "response": "The cook looks puzzled. Maybe ask about something else?\n\nThe cook shakes out some flour, and starts to pound some dough.", "endoftext": false }, { "action": "You ask the cook about napier", "response": "\"Your master? I know nothing about him,\" says the cook, shaking her head.\n\nThe cook glances up at the kitchen tools, either deep in thought,\nor\nmore likely trying to decide what tool she needs next.", "endoftext": false }, { "action": "Go east", "response": "Here you find yourself in the open air again, in part of the castle grounds partially enclosed by other buildings. To the west is the kitchen, a small building, but essential to the castle's well\nbeing.\nThe main part of the castle rises up to the north, by far the best built part of the castle complex. Other than that, the only way you can go from here is to the east, where you see the edge of the\ncastle\nplatform.", "endoftext": false }, { "action": "You examine the platform", "response": "The castle is built on a flat platform of land, high on this rocky promontory reaching out into the North Sea.", "endoftext": false }, { "action": "Go north", "response": "This is the castle's main living area. A number of rooms lead off\nfrom\nhere, including stairs up to the family quarters. To the west is\nthe\ndining room you were in before, and sleeping quarters lie to the\neast.\nYour master and you slept there last night. An exit to the south\nleads\nback out to the castle courtyard.", "endoftext": false }, { "action": "You go east", "response": "This is the sleeping area for guests to the castle. Your master and you slept here last night, him in the bed, you trying to get comfortable on the floor. The only exit is back out to the west.\n\nYou can see a large black bird here.", "endoftext": false }, { "action": "Wave lure", "response": "Using the lure, you reluctantly tempt the bird over to you. It\ncomes\nover, and seems willing to come with you. You now carry the bird.", "endoftext": false }, { "action": "You go west", "response": "This is the castle's main living area. A number of rooms lead off\nfrom\nhere, including stairs up to the family quarters. To the west is\nthe\ndining room you were in before, and sleeping quarters lie to the\neast.\nYour master and you slept there last night. An exit to the south\nleads\nback out to the castle courtyard.\n\nAs you step back out into the hallway there is a sudden, sharp\nhissing\nnoise. Looking down, you see a fierce ginger cat, its fur on end, standing blocking the exit to the courtyard. It glares at the bird\nyou\nare carrying. The bird, by contrast, appears to have no interest in the cat, and sits calmly, preening itself.", "endoftext": false }, { "action": "You look at the cat", "response": "The cat is a fierce-looking animal. Must be some age too, and\nclearly\nit's been in some scraps over the years.\n\nThe cat growls, a low, disturbing sound.", "endoftext": false }, { "action": "Go south", "response": "The cat rises up fiercely, hissing and spitting. It won't let you past.\n\nThe cat glares fiercely at the bird.", "endoftext": false }, { "action": "Go west", "response": "The cat hisses, but lets you go in that direction.\n\nYou remember this place from your meeting with Logan and Bothwell earlier. Now it is deserted, and has a very different feel, with\nthe\ntable and chairs unoccupied. The only exit is to the east.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\na large black bird\na corded rope lure\na napkin\na handwritten note\nsome trousers (being worn)\na plain shirt (being worn)", "endoftext": false }, { "action": "You examine the napkin", "response": "The napkin is soaked with red wine. You touch it as little as possible.", "endoftext": false }, { "action": "You go to the east", "response": "This is the castle's main living area. A number of rooms lead off\nfrom\nhere, including stairs up to the family quarters. To the west is\nthe\ndining room you were in before, and sleeping quarters lie to the\neast.\nYour master and you slept there last night. An exit to the south\nleads\nback out to the castle courtyard.\n\nYou can see a ginger cat here.", "endoftext": false }, { "action": "You remove the shirt", "response": "Best not. Napier doesn't want you going around underdressed.", "endoftext": false }, { "action": "You give napkin to the cat", "response": "The ginger cat doesn't seem interested.\n\nThe cat growls, a low, disturbing sound.", "endoftext": false }, { "action": "You drop the bird", "response": "Best not. Goodness only knows what might happen then, given how the cat feels about the bird.", "endoftext": false }, { "action": "Wave lure", "response": "You already have the horrible creature.\n\nFor a moment you think the cat is about to leave, as it turns on\nthe\nspot. But just as quickly it is back on guard, its hackles raised.", "endoftext": false }, { "action": "Pet cat", "response": "The cat hisses at you, and you think better of touching it.", "endoftext": false }, { "action": "You get the cat", "response": "Sure you like picking things up, but I don't suppose the ginger cat would care for that.\n\nThe cat growls, a low, disturbing sound.", "endoftext": false }, { "action": "Go upwards", "response": "You'd better not. That's Logan's own area, and you're pretty sure\nhe\nwouldn't want you snooping about.", "endoftext": false }, { "action": "You examine table", "response": "Made from a dark wood, the long table provides eating space for up\nto\neight diners.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\na large black bird\na corded rope lure\na napkin\na handwritten note\nsome trousers (being worn)\na plain shirt (being worn)", "endoftext": false }, { "action": "Go east", "response": "This is the castle's main living area. A number of rooms lead off\nfrom\nhere, including stairs up to the family quarters. To the west is\nthe\ndining room you were in before, and sleeping quarters lie to the\neast.\nYour master and you slept there last night. An exit to the south\nleads\nback out to the castle courtyard.\n\nYou can see a ginger cat here.\n\nFor a moment you think the cat is about to leave, as it turns on\nthe\nspot. But just as quickly it is back on guard, its hackles raised.", "endoftext": false }, { "action": "Go east", "response": "This is the sleeping area for guests to the castle. Your master and you slept here last night, him in the bed, you trying to get comfortable on the floor. The only exit is back out to the west.", "endoftext": false }, { "action": "You drop the bird", "response": "The bird hops around a bit, but still seems to be paying you attention.", "endoftext": false }, { "action": "You go west", "response": "This is the castle's main living area. A number of rooms lead off\nfrom\nhere, including stairs up to the family quarters. To the west is\nthe\ndining room you were in before, and sleeping quarters lie to the\neast.\nYour master and you slept there last night. An exit to the south\nleads\nback out to the castle courtyard.\n\nYou can see a ginger cat here.\n\nThe cat glances up, but pays you little attention.", "endoftext": false }, { "action": "You go south", "response": "The cat relaxes, sits down, and starts washing itself. It seemingly has no interest in you any more, and you are able to pass.\n\nHere you find yourself in the open air again, in part of the castle grounds partially enclosed by other buildings. To the west is the kitchen, a small building, but essential to the castle's well\nbeing.\nThe main part of the castle rises up to the north, by far the best built part of the castle complex. Other than that, the only way you can go from here is to the east, where you see the edge of the\ncastle\nplatform.", "endoftext": false }, { "action": "Go west", "response": "A gloomy stone-lined chamber, this is where the castle's food is prepared. A fire and hearth are in one wall, with a chimney\nreaching\nup. A table is pushed against the opposite wall, and pots, pans and cooking utensils hang around. Exits lead to the west and east, and\nyou\ncan smell fresh air from both directions. Steps lead back down to\nthe\ncastle cellar.\n\nYou can see a cook here.", "endoftext": false }, { "action": "You ask the cook about cat", "response": "\"Oh that monster!\" she says, shaking her head. \"If he wasn't such a good mouser I'd rather he was in a pie.\" She pauses, her finger on\nher\nlips as she thinks. \"Here, take this. The cat likes it. Give it to him.\" She hands you a piece of beef steak, which you handle\ngingerly.\nSome diet this cat must get, at the lord's expense.\n\nThe cook glances up at the kitchen tools, either deep in thought,\nor\nmore likely trying to decide what tool she needs next.", "endoftext": false }, { "action": "Go east", "response": "Here you find yourself in the open air again, in part of the castle grounds partially enclosed by other buildings. To the west is the kitchen, a small building, but essential to the castle's well\nbeing.\nThe main part of the castle rises up to the north, by far the best built part of the castle complex. Other than that, the only way you can go from here is to the east, where you see the edge of the\ncastle\nplatform.", "endoftext": false }, { "action": "Go north", "response": "This is the castle's main living area. A number of rooms lead off\nfrom\nhere, including stairs up to the family quarters. To the west is\nthe\ndining room you were in before, and sleeping quarters lie to the\neast.\nYour master and you slept there last night. An exit to the south\nleads\nback out to the castle courtyard.\n\nYou can see a ginger cat here.", "endoftext": false }, { "action": "You give the steak to the cat", "response": "The cat glances up, but doesn't seem interested right now. Maybe\ntry\nagain when it might be feeling more hungry?", "endoftext": false }, { "action": "You go east", "response": "This is the sleeping area for guests to the castle. Your master and you slept here last night, him in the bed, you trying to get comfortable on the floor. The only exit is back out to the west.\n\nYou can see a large black bird here.", "endoftext": false }, { "action": "Wave lure", "response": "Using the lure, you reluctantly tempt the bird over to you. It\ncomes\nover, and seems willing to come with you. You now carry the bird.", "endoftext": false }, { "action": "You go west", "response": "This is the castle's main living area. A number of rooms lead off\nfrom\nhere, including stairs up to the family quarters. To the west is\nthe\ndining room you were in before, and sleeping quarters lie to the\neast.\nYour master and you slept there last night. An exit to the south\nleads\nback out to the castle courtyard.\n\nYou can see a ginger cat here.\n\nThe cat growls a low, worrying growl as you enter again with the\nbird.", "endoftext": false }, { "action": "You give the steak to cat", "response": "The cat looks up eagerly, and takes the meat from you. It glares at the bird before starting to eat the meat. You take this opportunity\nto\nescape back outside - with the bird.\n\nHere you find yourself in the open air again, in part of the castle grounds partially enclosed by other buildings. To the west is the kitchen, a small building, but essential to the castle's well\nbeing.\nThe main part of the castle rises up to the north, by far the best built part of the castle complex. Other than that, the only way you can go from here is to the east, where you see the edge of the\ncastle\nplatform.", "endoftext": false }, { "action": "You go west", "response": "A gloomy stone-lined chamber, this is where the castle's food is prepared. A fire and hearth are in one wall, with a chimney\nreaching\nup. A table is pushed against the opposite wall, and pots, pans and cooking utensils hang around. Exits lead to the west and east, and\nyou\ncan smell fresh air from both directions. Steps lead back down to\nthe\ncastle cellar.\n\nYou can see a cook here.\n\nThe cook shakes out some flour, and starts to pound some dough.", "endoftext": true }, { "action": "Go downward", "response": "You retrace your steps back down to the cellar.\n\nsits\non. It is not a large space, but probably large enough for the\nstorage\nneeds of this small castle. In the nooks and crannies around here\nyou\nglimpse bottles of wine, barrels of ale and other supplies.\n\nYou can see a heavy wooden chest (in which is a round ball of multi-coloured glass) and John Napier of Merchiston here.", "endoftext": false }, { "action": "You give bird to Napier", "response": "Napier takes the bird gratefully. He places the lantern on the\nground,\nand steps into the area outlined by oil spots. \"Show the way, my familiar!\" he cries, releasing the bird. It flies around\nuncertainly.\nThere is a moment of silence, then Napier raises his arms, and\nstarts\nchanting. You know not what he says, or even what language he is speaking. The lantern flickers, and the bird swoops down\nrepeatedly,\nflying back up each time, before diving down again. \"Come on,\nbird!\"\nhe cries. But the bird just keeps swooping down through the air,\nthen\nrising again. \"Ach, it's not here!\" says Napier, lowering his arms, dejectedly. \"But it must be below this level somehow.\" He reaches\nout\nan arm to the bird, which settles on him, and caws quietly. Napier rubs his face, puzzled, then exclaims loudly \"We need to speak to Logan!\"\n\nagain,\nwith you beside him. \"Well, have you found it!\" demands Logan. \"No,\nmy\nlord, but I believe it is below the level of the cellar. What is\ndown\nthere?\" asks Napier. \"Just the sea, man. Though, now I think about\nit,\nthere is a cave below. It can only be reached by sea - the tides\nand\nrocks are treacherous,\" says Logan. \"But Ralph could take you there\nby\nboat.\" Logan bellows for his servant, who appears suddenly. \"Napier needs you to take him by boat to the cave beneath the castle. Do\nit,\nman!\"\n\nedge to a narrow inlet, where a rowing boat is moored. You climb in carefully, dragging aboard the chest that Napier insisted you\nbring.\nHe sits at the front of the boat, wrapped in his cloak, the wind blowing his hair and beard wildly. Most bizarre of all is the black bird sitting calmly on Napier's leg, looking keenly ahead, as if\nit,\ntoo, knows where you are going. Ralph pushes the boat into the sea, jumps in, and starts rowing with a confident stroke, belying his\nage.\n\nYou are in the boat, bobbing alarmingly on the water, which is all around you.\n\nYou can see Ralph and John Napier of Merchiston here.\n\nA wave of nausea rolls over you. Please let this boat journey end soon.", "endoftext": false }, { "action": "You look at the boat", "response": "The boat is worryingly small, or at least not large enough for you\nto\nfeel secure. It bobs unnervingly in the water, which splashes\nagainst\nthe timber. You remember how much you hate being on water.", "endoftext": false }, { "action": "You look at Ralph", "response": "Ralph is an old castle servant, probably in his fifties or so, and rather bent over with age. You wonder what secrets he has witnessed over the years.\n\nYou hear the sound of gulls all around.", "endoftext": false }, { "action": "You examine napier", "response": "Your master is tall and imposing, with a fiercely intelligent gaze. Now in his forties, his brown hair and long beard are speckled with grey. He wears his usual outfit: a long, black robe. Often he\nreminds\nyou more of a rook than a man.\n\nThe boat edges slowly around the castle promontory. You suddenly\nsee a\ndark opening in the rock. \"Aye, that's where we're headed,\" says Ralph, as he steers the boat towards the cave.\n\n\"Come on,\" says Napier, climbing nimbly out of the boat. The bird rises into the air and flaps after him. Ralph helps you lift the\nchest\nonto the rocks. Internally cursing, you pick it up, and follow\nNapier\ninto the cave.\n\nYou stand at the entrance to a seemingly large, dark cave cut into\nthe\nrocks under the castle. Behind you, the sea water laps against the water-rounded rocks around you. Ahead, to the north, you can see little, and the place fills you with unease.\n\nYou can see a heavy wooden chest (closed), Ralph and John Napier of Merchiston here.\n\nNapier stands leaning on a staff, a tall figure buffeted by the\nwinds\nwhirling around. He lights a lantern and passes it to you. \"Go on then, see what you can find in there.\" You shiver.", "endoftext": false }, { "action": "You ask Ralph about the cave", "response": "\"It's an eerie place indeed,\" says Ralph. \"I'd rather stay out of there.\"", "endoftext": false }, { "action": "Go north", "response": "You stand just inside the entrance to the cave. Behind you is the\nsea,\nwith the sound of water lapping against the rocks. Above you the arched cave entrance rises up. You can continue into the cave to\nthe\nnorth and west from here.", "endoftext": false }, { "action": "You look at the entrance", "response": "The entrance is a ragged arch shape, rising above you. It reminds\nyou\nof an animal's mouth. Maybe best not dwell on that thought.", "endoftext": false }, { "action": "Go north", "response": "This is the heart of the cave, and here its roof rises to the\nhighest\npoint. You can just barely feel the breeze from the air outside.\nThe\noverall impression is a strange combination of space and an uneasy sense of claustrophobia, how you always feel going underground.\nFrom\nhere you can go east and south, but a mound of rubble blocks\nfurther\naccess to the north.", "endoftext": false }, { "action": "You look at the rubble", "response": "The mound of rubble blocks your way further in to the north. You\nmight\nbe able to clear a way through though.", "endoftext": false }, { "action": "You move it", "response": "You start moving rocks aside. It is hard work, and takes time, but eventually it pays off. You can now go north, further in to the\ncave.", "endoftext": false }, { "action": "You go to the north", "response": "Here the cave ends, at its deepest and darkest point, at a stone\nwall\nreaching upwards. Again you are uncomfortably aware of the mass of rock above you. Of course it should not suddenly fall onto you, but you can't help thinking uneasily of the possibility. From here the only obvious exit is back to the south, though your eyes are drawn\nto\nthe stone wall leading upwards.", "endoftext": false }, { "action": "You examine the wall", "response": "Running your hands over the rocky wall you can almost make out handholds. It might be possible to climb up here.", "endoftext": false }, { "action": "You climb the wall", "response": "You try to climb up, but your foot slips and you fall back quickly. Maybe give it another go?", "endoftext": false }, { "action": "You climb the wall", "response": "Feeling a little more confident this time, you tackle the climb afresh. It's not easy, but you make it!\n\nThis cramped space is above the back of the cave. There is little\nroom\nto move here, and the only way out is back down where you came\nfrom.\nYou notice a small shelf jutting out from the wall.", "endoftext": false }, { "action": "You look at the shelf", "response": "You reach in tentatively. There is something here! But you can't\nquite\nreach far enough to pull it out.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\na lantern (providing light)\na corded rope lure\na napkin\na handwritten note\nsome trousers (being worn)\na plain shirt (being worn)", "endoftext": false }, { "action": "Wave lure", "response": "You wave the lure around, rather ineffectually.", "endoftext": false }, { "action": "You jump", "response": "You jump on the spot. That was fun!", "endoftext": false }, { "action": "You climb the shelf", "response": "Little is to be achieved by that.", "endoftext": false }, { "action": "You go to the south", "response": "This is the heart of the cave, and here its roof rises to the\nhighest\npoint. You can just barely feel the breeze from the air outside.\nThe\noverall impression is a strange combination of space and an uneasy sense of claustrophobia, how you always feel going underground.\nFrom\nhere you can go north, east and south.", "endoftext": false }, { "action": "Go east", "response": "This part of the cave is a cramped area at the eastern edge. It is\na\ntight space, with a pile of rocks that have fallen down lying next\nto\nthe wall. From here you can only go back to the west.", "endoftext": false }, { "action": "You examine the rocks", "response": "The pile of rocks have fallen here, and lie against the wall.", "endoftext": false }, { "action": "You move the rocks", "response": "It is fixed in place.", "endoftext": false }, { "action": "Go west", "response": "This part of the cave ends abruptly at a craggy wall of rock,\nrising\nabove you. The only exit from here lies to the east, back towards\nthe\ncave entrance.", "endoftext": false }, { "action": "You examine the wall", "response": "The rocky wall reaches up here, at the western edge of the cave.", "endoftext": false }, { "action": "You climb it", "response": "The wall is a sheer surface, with no signs of handholds. You can't\ngo\nup there.", "endoftext": false }, { "action": "You go upward", "response": "This cramped space is above the back of the cave. There is little\nroom\nto move here, and the only way out is back down where you came\nfrom.\nYou notice a small shelf jutting out from the wall.", "endoftext": false }, { "action": "You go to the south", "response": "You stand at the entrance to a seemingly large, dark cave cut into\nthe\nrocks under the castle. Behind you, the sea water laps against the water-rounded rocks around you. Ahead, to the north, you can see little, and the place fills you with unease.\n\nYou can see a heavy wooden chest (closed), Ralph and John Napier of Merchiston here.", "endoftext": false }, { "action": "You tell napier about the shelf", "response": "\"This might be useful?\" he asks, looking puzzled. \"Take it then.\"\nHe\nhands the staff to you.", "endoftext": false }, { "action": "You examine the shelf", "response": "You reach in tentatively. There is something here! It is just out\nof\nreach, but using the staff you can just poke in further to pull it out. It is a silver box. You pick it up carefully, feeling a\nstrange\ntingle as you do.", "endoftext": false }, { "action": "You look at the box", "response": "Obviously of some age, the silver box is just under a foot long,\nwith\nrusting metal edges.", "endoftext": false }, { "action": "You open it", "response": "You try to open it, but nothing you try works. It stays resolutely shut.", "endoftext": false }, { "action": "You give the box to Napier", "response": "\"You found it!\" exclaims Napier, his hands reaching out eagerly for the box. He cradles it, lovingly. \"We must get back to shore.\nCome!\"\nand he strides over towards the boat.\n\nRalph rows you back to shore. As you approach the beach you see two figures waiting there. It is Logan and Bothwell! You feel a chill inside, and looking over to Napier he looks alarmed too.\n\n\"Well, did you find it?\" thunders Logan. Napier nods, trembling.\n\"Well\ncome on man, let's go indoors and see what you have.\"\n\nSoon after you are all gathered again in the castle's dining room. \"Hand it over then,\" says Logan, reaching out his hand fiercely. Napier pulls the box shakily from his pocket. \"Here, my lord,\" he says, as he hands it over.\n\n\"Is that it?\" asks Logan, wonderingly. Bothwell also reaches\nforward\nto have a look. \"That's quite something, Robert,\" he says to his cousin. \"What's inside, I wonder?\" Logan picks it up, and scrabbles\nat\nthe box, trying to open it, without success.\n\n\"Let me, my lord,\" says Napier. Logan nods, and your master\nstretches\nhis hand over the box, closes his eyes, and mutters an incantation. There is a pause, then a click, and the box opens. Napier's eyes\nshoot\nopen again as he pulls his hand back. You all peer towards the box,\nto\nsee what is inside.\n\nUnderneath old crinkly paper is a hint of gold! Logan reaches in eagerly. \"Bullion maybe, or coins?\" he says, then goes quiet as he fumbles among the cracking paper. Then his hand emerges, holding an ornate gold cross. About six inches long, it is exquisitely\ncrafted,\nwith rich decoration, and even jewels embedded in the gold. It must\nbe\ncenturies old, you think, and the most beautiful thing you have\never\nseen. \"A Christian cross!\" says Logan, laughing loudly. \"And to\nthink\nwhat the local minister says of me.\" He rubs his chin, thinking.\n\"Ah,\nbut it's a bonnie item. Maybe I'll no sell it or melt it down after all.\"\n\n\"And my fee?\" says Napier, shakily. \"Aye man, I'd no forgot,\" barks Logan. He reaches over to one side, and brings out a small bag. \"Here's the money I promised. I keep my word! Now begone, and\nremember\nsay nothing of Bothwell here, if you value your lives.\"\n\nWith the treasure found, your master and you are free to leave.\nThough\nyou enjoyed the treasure hunt, and found what you were seeking, you are glad to put Fast Castle and its owner far behind you. Even if\npart\nof you thinks yet of that cross ...", "endoftext": true } ]
4np21bl7mr02wsk2
Speculative Fiction
Diane Christoforo
[ "Fantasy", "Puzzle", "Humor" ]
[ "collaboration", "humor", "IntroComp", "non-human protagonist", "nonhuman protagonist", "old school", "Xyzzy Awards 2012" ]
2,012
[ 3, 2, 6, 0, 0 ]
11
3.727273
20130301-NF
false
A puzzle about committing acts of financial skulduggery and exploiting ridiculous magical items.
[ { "action": "%", "response": "Babe, I'm really sorry, but I'm going to have to cancel dinner.\nYeah, I've got to stop the boss from being executed.\n\nBeginner's Lessons from \"The Big Book of Financial Crimes\"\n\nNo! My shiniest of shiny objects! Don't fly aw--- Come back! I\nlove you!\n\nWell, now that my girlfriend's mad at me, where were we? Ah, right.\n\nIt's kind of boring here. I hear the king hasn't put anybody in the dungeon in over a year. Must make you feel special. It's drafty, being up in the tower, and the stones in the wall have chips and various--- do you really care? They're old. The door looks pretty sturdy. There's some light coming into the room from a window about, uh, twice your height up. Can we leave?\n\nI can see a tapestry, a bed, a vase, a mirror, and an annoying git in a dress here.", "endoftext": true }, { "action": "You look at tapestry", "response": "It's a garish sight. I guess the artist might have been trying to do something in the Colorist style. (Purple and green dyes became cheap around the turn of the century, and there was a rainbow explosion in the art world for about a decade.) I don't know, though--- these colors don't really go together. Colorism usually involves more realistic pairings, and I don't think humans are supposed to be that shade of orange. I think the blobby thing is meant to be a unicorn, but that's speculation.\n\nThe tapestry was probably made by the late queen. I've heard stories about her prolific and unusual talent. I'm sure the old guy couldn't bear to throw it out, and nobody else could bear to look at it. There's a wobbly inscription woven into the corner.", "endoftext": false }, { "action": "You examine the inscription", "response": "\"To my beloved on our twenty-fifth wedding anniversary. May our love always be as eternal as the flowing fountain.\"\n\nThat's a fountain? I guess this was made by the queen. Aw,\nthat's so sad. I mean, she had no taste, but they say the old guy really loved her and went mad with grief after she died. I guess that was good for us, with you getting the job here and him never caring what you did.", "endoftext": false }, { "action": "About yourself", "response": "You're a mediocre wizard. No, no, boss, don't look sad! Wait for me to finish! You're a great inventor! See, there was a compliment coming. You always have the best ideas. Remember Primo Eyeballs-in-a-Can? That was my personal favorite, for obvious reasons. But your ideas don't always, er, work right. That's why you took the wizarding job: 'cause it gets you money to work on your inventions until we hit it big. Which we will, as soon as we replace all that missing money and keep you from getting killed and, um, okay, this is probably not cheering you up as much as I'd hoped.\n\nRight now your body is in the corner, unconscious. You're wearing your completely awesome purple robe, but your hat got lost in the arrest fiasco. The stupid fat guy searched you and took all your stuff, but maybe there's something he missed. I don't know.", "endoftext": false }, { "action": "You examine you", "response": "I'm W.D., your familiar, and I'm awesome. Check out these feathers!", "endoftext": false }, { "action": "You look at the feathers", "response": "I have black feathers, which means I go with everything. They shine a little bit in the light. My lovely girlfriend says they look slightly blue in very bright light, but I don't see it.", "endoftext": false }, { "action": "You examine the bed", "response": "It's a wooden bed frame that would be big enough for one human with a mattress or pillows, but there aren't any around. It doesn't look particularly comfortable, and the wood's splintering.", "endoftext": false }, { "action": "You examine the mirror", "response": "Nothing but a bit of dust.\n\nIt's an oval mirror with a steel frame bolted to the wall. The frame has little diamond-shaped cutouts in it. The mirror itself is about as big as I am. It's got a big dent in it, but it still works as a reflective surface.", "endoftext": false }, { "action": "You look in mirror", "response": "Hey, it's me! I'm W.D., your familiar, and I'm awesome. Check out these feathers!", "endoftext": false }, { "action": "You look at the robe", "response": "I love your robe. It's so stylish. It's purple and dark purple and darker purple and all swirly patterned and stuff, and it's covered in sequins and sparkles and shiny and glittery and glowy! It's mesmerizing. You look great, even unconscious. There are big floppy pockets sewn inside. You usually keep all kinds of stuff in there.", "endoftext": false }, { "action": "You examine the vase", "response": "It's a delicate glass vase with a narrow neck, although it widens at the bottom. It's the kind of vase that holds a few flowers instead of a whole bouquet.", "endoftext": false }, { "action": "You look in the pockets", "response": "Hey, hey, there's a magic wand in one of the pockets! Man, the fat guy didn't even think it was worth taking? That's just sad.", "endoftext": false }, { "action": "You take the wand", "response": "Taken.", "endoftext": false }, { "action": "Inventory", "response": "In my bag of holding, I have:\na magic wand\nthe mind of a mediocre wizard", "endoftext": false }, { "action": "You look at the mind", "response": "It's...well...it's hard to describe what it's like to have someone else in your head.", "endoftext": false }, { "action": "You read the mind", "response": "That's just a joke, boss.", "endoftext": false }, { "action": "You examine the wand", "response": "This is the Aetheric Coin Generator Mark III! It turns air into faery coins. The Mark I only lasted through seven thousand uses or so, and Mark II backfired and turned coins into air.", "endoftext": false }, { "action": "You hug yourself", "response": "No can do, boss. No lips.", "endoftext": false }, { "action": "You look in the vase", "response": "The vase is empty.", "endoftext": false }, { "action": "You examine the vase", "response": "It's a delicate glass vase with a narrow neck, although it widens at the bottom. It's the kind of vase that holds a few flowers instead of a whole bouquet.", "endoftext": false }, { "action": "You get the git", "response": "You're way too bulky and heavy for me to lift with my little talons.", "endoftext": false }, { "action": "You look at the door", "response": "It's a big wooden door, wide enough for two humans to walk through it at once. Based on all the noise when they threw us in here, it's locked from the outside.", "endoftext": false }, { "action": "You examine the window", "response": "The \"window\" is just a space in the stones. It's smaller than a human but bigger than a raven, if you catch my drift.", "endoftext": false }, { "action": "You open the window", "response": "It's just an opening in the wall; there's no glass or anything.", "endoftext": false }, { "action": "You fly through the window", "response": "Whooooosh! I'm flying out the window to sweet, delicious\nfreedom! And to sweet, delicious rotting meat, with any luck.\n\nThe gate's closed, which is a pity since we could probably steal a lot of nice stuff if we could get into the throne room or the king's bedroom. But the castle's sealed up while the treasurer tries to figure out where the king's wandered off to, and I'm not going to attempt to peck my way through the giant wooden doors. There's a window above me leading to the room your body is in. There's farmland to the west, and Big Street is north.\n\nMy hanging-out tree is here.", "endoftext": false }, { "action": "You examine tree", "response": "This is a maple. It has some really nice branches higher up. It's got a good view and is relatively quiet, or it was until those stupid kids started climbing it all the time. When I settle down, my girlfriend and I are probably going to need something bigger--- maybe something where we can look out over Sandie's Hot Meats. But for now, it's where I tend to perch when I'm not doing anything for you.", "endoftext": false }, { "action": "You fly through the window", "response": "My hanging-out tree is here.", "endoftext": false }, { "action": "You enter the tree", "response": "From here, I can see all sorts of things. Sandie's got her Hot Meats stall set up in the middle of Big Street. The castle (and your body) are off to the south. The bank sparkles faintly in the distance. There are streamers and balloons out in front of the magic shop. Farmland stretches off to the west.\n\nHey, there's a piece of red paper here. Argh. Humans. Get your own tree.", "endoftext": false }, { "action": "You examine the bank", "response": "The bank's probably our best bet for getting a lot of money at once. It's a fair distance north and then northeast of here.", "endoftext": false }, { "action": "You examine the shop", "response": "That's Mel's, a bit north of here and then east. We should go there to ask for advice.", "endoftext": false }, { "action": "You examine the stall", "response": "Sandie's Hot Meats is to the north. If we get some spare money, I'd love lunch.", "endoftext": false }, { "action": "Go north", "response": "Big Street, South End\nBig Street is the main street in the city. It's big enough for four wagons to pass side by side (hence the name), and it's actually cobbles instead of dirt like all the other roads. There are various shops selling clothes and other things we don't care about. This stretch of the road is pretty boring, but the financial district is farther north, and the castle is to the south.\n\nI can see a beggar here.", "endoftext": false }, { "action": "You examine the beggar", "response": "He's got no eyeballs. Man, that's the best part of the human. His clothes are old but mostly in one piece. He's holding out a cup for money.", "endoftext": false }, { "action": "You examine the cup", "response": "Inside the chipped cup is a strange coin.", "endoftext": false }, { "action": "You take the coin", "response": "\"Don't think I can't hear you, birdie?\"\n\n...Sheesh. The story of my life is getting slapped by humans.", "endoftext": false }, { "action": "You put the mind in the cup", "response": "If only it was that easy.", "endoftext": false }, { "action": "Caw", "response": "\"Caaaaw caaaaw!\"\n\nI'm not getting a response.", "endoftext": false }, { "action": "You examine the coin", "response": "It looks like it's made of gold and silver swirled together. The face I can see shows a lighthouse.\n\nHmm. This coin isn't our money. It's not any money I recognize. It looks vaguely familiar, though, like--- oh! I've seen that in a book before! This is a coin from the ancient Se--- Sevoran, maybe? Anyway, there was some kind of ancient empire, and this is a coin from it. It could be worth something to a collector.", "endoftext": false }, { "action": "You check your inventory", "response": "In my bag of holding, I have:\na vase\na magic wand\nthe mind of a foolish wizard", "endoftext": false }, { "action": "Wave wand", "response": "Poof! A glittering coin materializes in the air in front of\nme and drops to the floor.", "endoftext": false }, { "action": "You take coin", "response": "(the faery coin)\nTaken.", "endoftext": false }, { "action": "You examine faery coin", "response": "This is one of your majick faery coins. They were incredibly useful for a while, but then some wiseacre figured out that they explode if you put salt on them. Now everyone in town knows they're not real gold. The coins are useless as currency, at least until we find a new idiot.", "endoftext": false }, { "action": "You put the faery coin in the cup", "response": "\"Thank you, birdi---\" He narrows the empty sockets where he delicious eyeballs should be. He takes the coin and taps against the side of his mug. \"This sounds wrong. This is one of those magic exploding coins!\"\n\nHe coldly tosses the faery coin back to me.", "endoftext": false }, { "action": "You take coin", "response": "(the faery coin)\nI already have that.", "endoftext": false }, { "action": "You take the strange coin", "response": "\"Don't think I can't hear you, birdie?\"\n\n...Sheesh. The story of my life is getting slapped by humans.", "endoftext": false }, { "action": "You ask the man about the strange coin", "response": "\"Hello, birdie. You like shiny things, don't you? I like shiny things, too. Would you like to give me something shiny?\"\n\n\"What? No! I---\" Yeah, yeah, you don't speak Raven.", "endoftext": false }, { "action": "You go to the north", "response": "Big Street, Center\nBig Street is as big here as it is further to the south, although people have set up stalls in the middle, so it's more crowded. Mel's is to the east. We might be able to find something useful there. The financial district is farther north.\n\nSandie's Hot Meats stall is here. Sandie's at the counter.", "endoftext": false }, { "action": "You ask Sandie about the hot meat", "response": "\"Awk!\"\n\n\"I know what you want, W.D., but I'm not giving you any food unless you have some real money. Your tab is already ridiculous.\"", "endoftext": false }, { "action": "You look pathetic", "response": "That's just a joke, boss.\n\nI can't see any such thing.", "endoftext": false }, { "action": "Wave wand", "response": "Nothing happens. I think Mel said something about having to destroy the last coin first. Conservation of energy, or something.", "endoftext": false }, { "action": "Go east", "response": "Mel's Magnificent Mystical Minutiae is the real deal. You can get all sorts of magical things here. Some of it is cheap junk that doesn't work, and that's what most people get; but if you want serious magic (and you've got serious money), Mel's is the place. We're here to ask Mel for a Midas potion specifically, which might save your\nbacon.\n\nThe exit to the street is to the west, and there's another, smaller area of the shop to the southeast.\n\nSome of Mel's famous Exploding Cockroaches are on display here.\n\nA red balloon is here, probably as part of some promotion.\n\nMel's at the counter.\n\nI can also see a pile of assorted trinkets here.", "endoftext": false }, { "action": "You examine the cockroaches", "response": "Mel notices me and greets me boisterously. \"Hey, W.D.! How's my favorite raven doing? How's your boss? Need more color-changing powder? I have to warn you, I don't think this 'Cow of a Different Color' project is going to catch on.\"\n\n\"Not good, Mel. The Perfectly Foolproof Illusion on the treasury...wasn't.\"\n\n\"Oh. Does that mean you are recently unemployed? Would you like a job? I've been meaning to branch out into delivery, but people are afraid of golems, so...\"\n\n\"No, no. The boss is still good, at least for a few hours. I may be back tomorrow, though. (No offense, boss.) We, er, figure the only thing that might save the chief's bacon is to, uh, turn the fake treasure into...er...\"\n\n\"Yes?\"\n\n\"...real treasure. Uh, you wouldn't happen to have a Midas potion just, you know, lying around?\"\n\nMel's normally placid face darkens, and he glowers at me. \"W.D., you know that I like you and your master, but I do not typically keep potions which are primarily composed of irreplaceable components just 'lying around'. Besides, their manufacture is highly illegal, and I have an unfortunate allergy to prison.\"\n\n\"I know, I know. It was a long shot. We just thought you might have something.\"\n\nMel sighs. \"I could possibly sell you some components, and then what you did with them would be up to you. But these ingredients are not cheap, and my favor to you would be selling them at all. You would have to come up with nearly enough money to repopulate the treasury on your own.\"\n\n\"Oh. Well, I'm sure we can come up with something. I like shiny objects, after all. I can probably scrounge up some money.\"\n\n\"All right. Good luck, W.D.\"\n\n...Oh, shoot, I forgot what you asked me to do. Sorry, boss.", "endoftext": false }, { "action": "You examine the cockroaches", "response": "They're amazingly realistic, except for the exploding part.", "endoftext": false }, { "action": "You eat the cockroach", "response": "(first taking the Exploding Cockroaches)\nAs you well know, those little guys are extremely unstable.\nAlso, Mel's Magic Shop is you-break-it-you-buy-it.", "endoftext": false }, { "action": "You look at the trinkets", "response": "Mel's got a ridiculous quantity of, well, magical minutiae. There are the things over there with the...and the...and over there there's...uh, let me know if you want to search for something specific.", "endoftext": false }, { "action": "You examine the balloon", "response": "It's a shiny red balloon on a string, filled with that special air that makes things float. It's really shiny. We should keep it and look at it for a while.", "endoftext": false }, { "action": "You take the balloon", "response": "Taken.", "endoftext": false }, { "action": "You ask Mel about the ingredients", "response": "\"So, the boss told me I should be asking for a Midas potion, but I'm not really sure what that gets us. I mean, they clearly turn things to into gold. Do I just pour it on the treasury walls and poof!\nFull of treasure again?\"\n\n\"If you had a true Midas potion, then yes, anything the potion touched would turn to gold, so you could turn all of your employer's decoys into real treasure,\" answers Mel. \"Midas potions are an entire class of potions, though. There are simpler ones which turn wood to gold, or metal to gold, or silver to gold. There are also un-Midas potions, but I suspect that is not what you want.\n\n\"When you get enough money for the potion's ingredients,\" Mel continues, \"let me know.\"", "endoftext": false }, { "action": "You ask Mel about the list of the ingredients", "response": "Mel shakes his head. \"Sorry, I didn't catch that.\"", "endoftext": false }, { "action": "You ask Mel about the money", "response": "\"So where do we get money?\"\n\n\"Typically, one gets a job and does work. I suppose this isn't an option, given the time. Well, there is trade, common theft, embezzlement (although your master already appears to be proficient there), insurance fraud, day-trading, kidnapping for ransom, throwing a birthday party for yourself, faking your own death, blackmail, counterfeiting, turning in a bounty to the city guard, finding lost kittens... \"", "endoftext": false }, { "action": "What are the the ingredients", "response": "\"Pardon? I didn't follow that,\" says Mel.", "endoftext": false }, { "action": "You give the coin to Mel", "response": "\"Your employer's counterfeit money is charming, but you know I don't accept it, W.D. If you need a reminder why, please watch as I sprinkle a pinch of salt on the coin. See? It explodes--- rather more forcefully than I remember, actually. I think it's scorched the counter.\"", "endoftext": false }, { "action": "Wave wand", "response": "Poof! A glittering coin materializes in the air in front of\nme and drops to the floor.", "endoftext": false }, { "action": "Go southeast", "response": "This is the back corner of the magic shop, where Mel actually puts magical things together. He's got a giant oak workbench. Unlike your workbench, though, it's perfectly clean and shows no signs of ever having caught on fire.\n\nThe front counter's back to the northwest.\n\nI can see a workbench, a shelf (on top of which are three bottles of blue dye, and a bottle of clear fluid), and a spell book here.", "endoftext": false }, { "action": "You examine the workbench", "response": "They probably killed some really nice tree to make this thing. If it fell on you, it would kill you. It's spotless, and it's got a nice finish that glows just a little bit. I don't know whether it's magic or just really nice polish.", "endoftext": false }, { "action": "You look at the shelf", "response": "An ordinary shelf.\n\nOn top of the shelf are three bottles of blue dye, and a bottle of clear fluid.", "endoftext": false }, { "action": "You look at the dye", "response": "This is a bottle of blue dye. It contains, in my estimation, enough to dye two ravens. That is not a suggestion.", "endoftext": false }, { "action": "You examine the clear fluid", "response": "The bottle is filled with a colourless fluid. It's labelled, \"Problem Solvent: Misspelled a word? Problem Solve-it with Problem Solvent!\"", "endoftext": false }, { "action": "Examine book", "response": "It's a book entitled \"Transmutation Potions.\"", "endoftext": false }, { "action": "You read Book", "response": "Uh, I'm not going to read the whole book right this minute. Let me check the table of contents and see if there's anything interesting...Hey, Midas potions, page 78...mmhm...\n\nI'm just going to rip this page out and pray Mel doesn't kill me, all right?", "endoftext": false }, { "action": "Inventory", "response": "In my bag of holding, I have:\na bottle of blue dye\na torn page\na spell book\na faery coin\na red balloon\na vase\na magic wand\nthe mind of a foolish wizard", "endoftext": false }, { "action": "You read the page", "response": "This is a list of Midas potions:\n\nComponents: unicorn fur, sapphire whiskey, and phoenix kidney\n\nComponents: sapphire whiskey, ivory runestone, and daffodil blood\n\nComponents: phoenix kidney, daffodil blood, and refined starmetal\n\nComponents: unicorn fur, phoenix kidney, daffodil blood, and wizard ash\n\nTransmute any inanimate object to gold (there's a smudge after\n'gold', and I can't read what's written there)\nComponents: unicorn fur, sapphire whiskey, ivory runestone, refined starmetal, and wizard ash\n\nComponents: sapphire whiskey, phoenix kidney, ivory runestone, daffodil blood, refined starmetal, and wizard ash\n\nComponents: unicorn fur, sapphire whiskey, phoenix kidney, ivory runestone, daffodil blood, refined starmetal, and wizard ash", "endoftext": true }, { "action": "Look around", "response": "This is the back corner of the magic shop, where Mel actually puts magical things together. He's got a giant oak workbench. Unlike your workbench, though, it's perfectly clean and shows no signs of ever having caught on fire.\n\nThe front counter's back to the northwest.\n\nI can see a workbench and a shelf (on top of which are two bottles of blue dye) here.", "endoftext": false }, { "action": "You take dye", "response": "(the bottle of blue dye)\nI already have that.", "endoftext": false }, { "action": "You go northwest", "response": "Some of Mel's famous Exploding Cockroaches are on display here.\n\nMel's at the counter.\n\nI can also see a pile of assorted trinkets here.", "endoftext": true }, { "action": "Describe the surroundings", "response": "Mel's Magnificent Mystical Minutiae is the real deal. You can get all sorts of magical things here. Some of it is cheap junk that doesn't work, and that's what most people get; but if you want serious magic (and you've got serious money), Mel's is the place. We're here to ask Mel for a Midas potion specifically, which might save your\nbacon.\n\nThe exit to the street is to the west, and there's another, smaller area of the shop to the southeast.\n\nSome of Mel's famous Exploding Cockroaches are on display here.\n\nMel's at the counter.\n\nI can also see a pile of assorted trinkets here.", "endoftext": false }, { "action": "Go west", "response": "Big Street, Center\n\nSandie's Hot Meats stall is here. Sandie's at the counter.", "endoftext": false }, { "action": "You ask Sandie about the phoenix kidney", "response": "\"Awk awk caw!\"\n\n\"I know what you want, W.D., but I'm not giving you any food unless you have some real money. Your tab is already ridiculous.\"", "endoftext": false }, { "action": "You ask Sandie about the money", "response": "\"Awk!\"\n\n\"I know what you want, W.D., but I'm not giving you any food unless you have some real money. Your tab is already ridiculous.\"", "endoftext": false }, { "action": "Go north", "response": "Big Street, North End\nThis is the heart of Moneyville, the financial district. There's a bank, the stock market, money changers--- you want to spend and get money, you come here. This is a terrible part of town for getting food, but it's a great place for shiny, shiny gold. Everything here sparkles. Yeah...coins everywhere....Oh, sorry. I spaced out for a minute there.\n\nI can go west deeper into the city if you want me to get harrassed by guards. The bank's east of here and the stock market's northeast, and Big Street continues to the south.\n\nThere's a black cord running from the guard tower to the bank.", "endoftext": false }, { "action": "You examine the cord", "response": "There's a black cord running from the guard tower to the bank.", "endoftext": false }, { "action": "You pull the cord", "response": "Done! Let's see if anything happens...\n\nA mob of guardsmen charge out of the Watchtower towards the bank. I think I'll follow them.\n\nLet me tell you, these walls gleam. They're made of Marmoreal\nmarble, known for the gold lines running through it. The floors and ceilings are made of the same material. The lobby of the bank is fairly open. There are exits to the north and west leading outside, and the bank continues to the east. There's also a table with forms and stuff.\n\nThere's a wanted poster on the wall by the table.\n\nThere's a bored-looking man at the tables trying to fill out some forms.\n\nThree guys wearing identical green tunics and brandishing sticks rush in. The tallest shouts, \"Nobody move! This is the Guard!\" The middle one shouts, \"Where's the robber?\" They look around, confused. The teller shrugs. The short one complains about a false alarm.\n\nOkay, they're leaving. That was exciting!\n\nThe ordinary man grumbles under his breath.", "endoftext": false }, { "action": "Examine poster", "response": "It's a wanted poster offering five thousand florins for the capture of the infamous bank robber Two-Handed Bart (not to be confused with One-Handed Bart). He looks dashing with his shiny hair, his handlebar moustache, and his flapping green scarf. Is that dashing? That's the sort of thing you guys find dashing, right?", "endoftext": false }, { "action": "You examine the forms", "response": "They're covered in tiny lines and boxes to fill in. I suppose they're for applying for loans, or something.", "endoftext": false }, { "action": "You examine man", "response": "He looks like any other human, I guess. He's wearing grey pants, a grey fedora, and a grey shirt, and he has a wispy, pathetic moustache. He's cursing under his breath as he tries to fill out paperwork.\n\nHey, he looks vaguely like Two-Handed Bart from the poster. They both have noses, for example.\n\nThe ordinary man shivers slightly.", "endoftext": false }, { "action": "You take the forms", "response": "I hate to break this to you, boss, but ravens don't have good credit. Neither do you, which is why you started funding your inventions with the royal treasury.", "endoftext": false }, { "action": "You ask the man about the robber", "response": "\"Awk!\"", "endoftext": false }, { "action": "You give the coin to the man", "response": "Hey, this is hard-earned stuff. I'm not just giving it away here.", "endoftext": false }, { "action": "Inventory", "response": "In my bag of holding, I have:\na bottle of clear fluid\na bottle of blue dye\na torn page\na spell book\na faery coin\na red balloon\na vase\na magic wand\nthe mind of a mediocre wizard", "endoftext": false }, { "action": "You give the faery coin to the man", "response": "Hey, this is hard-earned stuff. I'm not just giving it away here.\n\nThe ordinary man crumples up his form and starts over on a clean one.", "endoftext": true }, { "action": "You look around", "response": "Let me tell you, these walls gleam. They're made of Marmoreal\nmarble, known for the gold lines running through it. The floors and ceilings are made of the same material. The lobby of the bank is fairly open. There are exits to the north and west leading outside, and the bank continues to the east. There's also a table with forms and stuff.\n\nThere's a wanted poster on the wall by the table.\n\nThere's a bored-looking man at the tables trying to fill out some forms.", "endoftext": false }, { "action": "You go east", "response": "This part of the bank is cut off from the public by a gilded cage. There's a big, grey, solid-looking door back there, presumably a vault. The room is big and echoey, thirty or forty feet high and brightly lit from a huge gold chandelier overhead. The main lobby is back to the west.\n\nThere's a bored-looking teller behind the bars.", "endoftext": false }, { "action": "You examine the door", "response": "It's an imposing door, presumably leading to the bank's vault.", "endoftext": false }, { "action": "You open the door", "response": "I can't actually get to the vault, boss. It's behind the walled-off area. I can't fit through the bars in front of the teller.", "endoftext": false }, { "action": "You examine teller", "response": "The teller's a young, female human wearing something white and floofy and staring off into space. She's sitting on a stool behind the gold cage area.", "endoftext": false }, { "action": "You look at the chandelier", "response": "This chandelier up here is pretty sweet. It must have been designed by a fan of late Moodism; it's made of about a hundred pieces of swooping, spiralling gold. Each element ends in a round light. Definitely late Moodism--- spirals were a sign of cheer. This chandelier is like a... a... a big nest of glowing rat tails! It's beautiful. Although from up here I can see it's not real gold; it's just iron or something with gold paint on it. Meh. Moodism always stressed using real materials.\n\nOh, hey, there's a black cord running along the ceiling.", "endoftext": false }, { "action": "You examine the cord", "response": "Yeah, there's some kind of cord running along the ceiling. There are rings every couple of feet holding it up. Where is it attached...? It looks like one end goes behind the area with the teller and the vault and the other end goes out a little round hole high up in the wall.", "endoftext": false }, { "action": "You pull the cord", "response": "I can't reach it from the chandelier, and I can't get purchase on the ceiling. Sorry, boss, but it's out of reach.", "endoftext": false }, { "action": "You ask the teller about the coin", "response": "\"Awk?\"\n\n\"Ack! A bird! Shoo shoo!\"\n\n...I've been shud.", "endoftext": false }, { "action": "You look at cage", "response": "They're gold--- sorry, gold-painted--- bars blocking off one\nhalf of the room. At person height, they're just straight up and down, but above that they turn into a lacy pattern. Psh. Whoever designed this bank doesn't know doesn't know Moodism at all; lace implies hunger, and that completely clashes with the chandelier.", "endoftext": false }, { "action": "Go west", "response": "Let me tell you, these walls gleam. They're made of Marmoreal\nmarble, known for the gold lines running through it. The floors and ceilings are made of the same material. The lobby of the bank is fairly open. There are exits to the north and west leading outside, and the bank continues to the east. There's also a table with forms and stuff.\n\nThere's a bored-looking man at the tables trying to fill out some forms.", "endoftext": false }, { "action": "You go north", "response": "This is the floor of the stock market, and it's full of animals. There's hooting and honking and barking and mooing. I'm getting hungry just looking at their pen. From here, I can go south to the bank or southwest to Big Street.\n\nSome merchants crowd around an auctioneer, doing whatever it is that humans do.\n\nI can also see a coffer (which is open) and an auction block (on top of which is a stock certificate) here.\n\n\"...sold!\" The merchant steps up to the block, pays the auctioneer, takes the stock, and sits down again.", "endoftext": false }, { "action": "You examine the coffer", "response": "It's a strongbox full of stock certificates.\n\nThe auctioneer fishes around in the coffer, pulls out a stock, and puts it on the auction block.\n\n\"Next up is Reliable Bear Organization,\" he says. \"Any bids?\"", "endoftext": false }, { "action": "Bid", "response": "What do you want to bid on?", "endoftext": false }, { "action": "Bid on stock", "response": "What do you want to bid on the stock certificate with?", "endoftext": false }, { "action": "You examine the certificate", "response": "It's a stock certificate for 12 shares of Reliable Bear Organization.\n\n\"...sold!\" The merchant steps up to the block, pays the auctioneer, takes the stock, and sits down again.", "endoftext": false }, { "action": "You look at the animals", "response": "There are more kinds of animals here than I can count. There must be, like, ten different kinds. They're currently alive, which is not the most delicious state for an animal, but I can dream.\n\nThe auctioneer fishes around in the coffer, pulls out a stock, and puts it on the auction block.\n\n\"Now, who wants to own these fine shares of Royal Shad Bonds?\" he asks.\n\nA depressed horse mutters something about glue.", "endoftext": false }, { "action": "You look at the auctioneer", "response": "The auctioneer is wearing a fancy black suit. He seems faintly oily, but not in the delicious fried meats kind of way.\n\n\"One florin!\" declares a merchant.\n\n\"Two!\" declares another merchant.\n\n\"Four!\" declares a different merchant.\n\n\"Who wants to bid eight florins?\"", "endoftext": false }, { "action": "You ask the horse about the auction", "response": "I perch near the livestock pens. \"Hello, I---\"\n\n\"No time to talk! Can't stop moooooooving! The farmer might come back!\"\n\n\"...sold!\" The merchant steps up to the block, pays the auctioneer, takes the stock, and sits down again.\n\nA small group of cows crowds together, their eyes darting around.", "endoftext": false }, { "action": "You look at the cows", "response": "There are more kinds of animals here than I can count. There must be, like, ten different kinds. They're currently alive, which is not the most delicious state for an animal, but I can dream.\n\nThe auctioneer fishes around in the coffer, pulls out a stock, and puts it on the auction block.\n\n\"Now, who wants to own these fine shares of Majestic Snake Company?\" he asks.\n\nA depressed horse mutters something about glue.", "endoftext": false }, { "action": "You sell the vase", "response": "There's no place to sell anything here.\n\n\"...sold!\" The merchant steps up to the block, pays the auctioneer, takes the stock, and sits down again.", "endoftext": false }, { "action": "Go southwest", "response": "Big Street, North End\nThis is the heart of Moneyville, the financial district. There's a bank, the stock market, money changers--- you want to spend and get money, you come here. This is a terrible part of town for getting food, but it's a great place for shiny, shiny gold. Everything here sparkles. Yeah...coins everywhere....Oh, sorry. I spaced out for a minute there.\n\nI can go west deeper into the city if you want me to get harrassed by guards. The bank's east of here and the stock market's northeast, and Big Street continues to the south.\n\nThere's a black cord running from the guard tower to the bank.", "endoftext": false }, { "action": "Go west", "response": "This is Mindo Street. I think Mindo was the chancellor a long time ago or something. There's a statue of some ugly human here. The guard tower is north of here, a big, oppressive stone thing. I always feel like I'm about to fly into it even when I'm nowhere near it.\n\nThere's fields or farms or something southwest of here, which is less likely to contain snacks but also less likely to smell like people. Big Street's back east, and the wharf is to the west.", "endoftext": false }, { "action": "You examine the statue", "response": "It's a tall, skinny old man. He's wearing a suit that's definitely my style; it's got at least twenty buttons, and at least ten of them are superfluous. It's a suit that says, \"I would be in at least five different colors if I weren't made of stone.\" I already hate this guy less than I hate most humans. The stone itself is polished red granite, which implies to me that the statue is a few hundred years old; granite fell out of favor after the Neo-Blockade movement.\n\nOh, and there's also a plaque beneath the statue.", "endoftext": false }, { "action": "You read the plaque", "response": "According to the plaque, the statue depicts Wingworm Mindo, Chancellor of the Kingdom from blah blah blah to blah blah. Founded the livestock markets yadda yadda, thus bringing Commerce to the city. He was apparently named in an ancient tradition in which children weren't given names until they survived their first disease. He had two sisters named Blue Fever and...Syphilis? What? Is this a joke? Oh, I guess it was; that last bit was in crayon.", "endoftext": false }, { "action": "Go west", "response": "This is where all the big ships coming in from Pancake Bay (pancakes are round) dock and unload goods. We primarily export fish and financial instruments. The rest of the Gordanian kingdoms send us textiles, livestock, and money. I can see several boats out on the bay, but there aren't any docked now. Mindo Street is back to the east.\n\nThere's a scarecrow on a stool here, wearing a sign around its neck. Next to it is a barrel with a suspicious chalk circle around it.\n\nSomeone has left a fishing rod here.\n\nI can also see a chalk circle (which contains a barrel) here.", "endoftext": false }, { "action": "You look at the circle", "response": "There's a chalk circle drawn on the dock around the fish barrel.", "endoftext": false }, { "action": "Examine barrel", "response": "This is an old wooden barrel. It smells slightly rotten, but the rot-smell is drowned out by the delicious smell of fish within.", "endoftext": false }, { "action": "You look in the barrel", "response": "Fish! Hey, is that a salmon?", "endoftext": false }, { "action": "You take the salmon", "response": "I'll have to enter the circle first.", "endoftext": false }, { "action": "You enter the circle", "response": "I can feel a faint eldritch humming in the air as I step into the circle.", "endoftext": false }, { "action": "You examine the sign", "response": "\"No stealing fish! Seagulls, this means you!\"\n\nPssh. Seagulls can't read.", "endoftext": false }, { "action": "You pour dye on the circle", "response": "Hey, you made this! It's your Fishing-Rod-With-Self-Baiting-Hook! Somebody is using something you made! Or, well, maybe they were at some point; they've apparently abandoned it. It still counts as a sale, though. There's no line or hook on the fishing rod; it looks a lot like a tree branch.\n\nI don't think that will hold dye.", "endoftext": false }, { "action": "Rub circle", "response": "Good idea; the circle's probably magical in some way.\n\n...Hmm. I can't actually erase it. That must not be normal chalk. It's like my wings pass right through it.", "endoftext": false }, { "action": "You examine the scarecrow", "response": "The scarecrow is a human-shaped and roughly human-sized figure made of cloth. It has a rough, cartoonish face painted on it, and a sign hangs around its neck. It's wearing some overalls, and it's not not wearing a hat.", "endoftext": false }, { "action": "You take the overalls", "response": "I don't have the dexterity to remove the overalls from the scarecrow. Hey, boss, have you humans contemplated nudity? It's a lot simpler. Actually, now that I consider the image, don't do that.", "endoftext": false }, { "action": "You look at the hat", "response": "Hey, it's your un-hat! You created it by accident when you were trying to make your Infinite Closet. It's a hole in space shaped like a hat. I still remember the slogan, \"The Un-Hat: It's what the unfashionable people aren't wearing!\" I really thought that one was going to catch on.", "endoftext": false }, { "action": "You wear the hat", "response": "Hey! No clothes on the bird! I'm not one of those little yappy dogs.", "endoftext": false }, { "action": "Examine barrel", "response": "This is an old wooden barrel. It smells slightly rotten, but the rot-smell is drowned out by the delicious smell of fish within.", "endoftext": false }, { "action": "You take the salmon", "response": "Taken.\n\nNow I can hear the humming and not just feel it. Something is rumbling beneath the circle.", "endoftext": false }, { "action": "Go outside", "response": "Sproing! Some sort of weird magical glowing beams are\nshooting up from the circle and--- help! They're surrounding me! The beams coalesce into a sphere barely large enough to contain me, then solidify into iron bars as their glow fades. Help, boss! I'm stuck in some sort of freaky magical cage! Let me out!", "endoftext": true }, { "action": "You look at your surroundings", "response": "Wharf (in the cage) (in the chalk circle)\nThis is where all the big ships coming in from Pancake Bay (pancakes are round) dock and unload goods. We primarily export fish and financial instruments. The rest of the Gordanian kingdoms send us textiles, livestock, and money. I can see several boats out on the bay, but there aren't any docked now. Mindo Street is back to the east.\n\nThere's a scarecrow on a stool here, wearing a sign around its neck. Next to it is a barrel with a suspicious chalk circle around it.\n\nI can also see a chalk circle (which contains a cage and a barrel) here.\n\nIn the chalk circle I can also see a barrel (which contains a fish).", "endoftext": false }, { "action": "You eat the salmon", "response": "Done! Not bad.", "endoftext": false }, { "action": "You examine cage", "response": "This is some kind of magic cage, serenely floating about a foot off the ground. There's a very unserene raven trapped inside. The bars are still faintly glowing with an unnerving green light. You didn't make this, did you? It doesn't look like your work. Also, it hasn't exploded or turned me into cucumber or anything. I don't have a lot of room to move around. Help, I'm becoming claustrophobic here!", "endoftext": false }, { "action": "You open the cage", "response": "I...don't know how. There's no lock or door. Oh no I am going to\ndie here haaaaaaaaaalp!", "endoftext": false }, { "action": "Go outside", "response": "I'll have to open the cage first.", "endoftext": false }, { "action": "You go to the east", "response": "I'll have to get out of the cage first.", "endoftext": false }, { "action": "You hit the cage", "response": "Okay, I can do violence! Kapow! I snapped one of the bars.\nI'm almost through!", "endoftext": false }, { "action": "Continue", "response": "Okay, okay. Right. Violence solves so many problems. Thud!\nThe cage has enough and disappears in a puff of green smoke.", "endoftext": false }, { "action": "Examine barrel", "response": "This is an old wooden barrel. It smells slightly rotten, but the rot-smell is drowned out by the delicious smell of fish within.", "endoftext": false }, { "action": "You take the fish", "response": "Taken.\n\nNow I can hear the humming and not just feel it. Something is rumbling beneath the circle. Let's get out of here before I have to break out of that cage again.", "endoftext": false }, { "action": "You exit", "response": "Sproing! Some sort of weird magical glowing beams are\nshooting up from the circle and--- oh, no. Not this again. No no no no no! They're surrounding me and, once again, forming some sort of magical cage around me. Get me out of here!", "endoftext": false }, { "action": "You continue", "response": "Okay, I can do violence! Kapow! I snapped one of the bars.\nI'm almost through!\nOkay, okay. Right. Violence solves so many problems. Thud!\nThe cage has enough and disappears in a puff of green smoke.", "endoftext": false }, { "action": "Leave", "response": "Okay, I've gotten out of the chalk circle.", "endoftext": false }, { "action": "Inventory", "response": "In my bag of holding, I have:\na fish\nthe Un-Hat\na fishing rod\na wanted poster\na bottle of clear fluid\na bottle of blue dye\na torn page\na spell book\na faery coin\na red balloon\na vase\na magic wand\nthe mind of a foolish wizard", "endoftext": false }, { "action": "You look at the fish", "response": "This is an Eastern Spotted Shortfin. They're fairly plentiful in the bay. I find their meat a little spongy for my taste, but any fish is a a good fish.", "endoftext": true }, { "action": "You look at your surroundings", "response": "This is where all the big ships coming in from Pancake Bay (pancakes are round) dock and unload goods. We primarily export fish and financial instruments. The rest of the Gordanian kingdoms send us textiles, livestock, and money. I can see several boats out on the bay, but there aren't any docked now. Mindo Street is back to the east.\n\nThere's a scarecrow on a stool here, wearing a sign around its neck. Next to it is a barrel with a suspicious chalk circle around it.\n\nI can also see a chalk circle (which contains a barrel) here.", "endoftext": false }, { "action": "You examine the boats", "response": "Which do you mean, the fishing boats or the cargo ships?", "endoftext": false }, { "action": "You examine the fishing boats", "response": "Those are little fishing boats, crewed by one or two people. They go out in the morning and come back in the evening.", "endoftext": false }, { "action": "You look at the cargo ships", "response": "It's one of the big trade ships from Caberry or High Point. I can't make out much detail from here. Those sorts of ships have crews of a couple of dozen people and all sorts of random stuff.", "endoftext": false }, { "action": "You examine the stool", "response": "It's a three-legged wooden stool.", "endoftext": false }, { "action": "You take the stool", "response": "It's too heavy for me to carry.", "endoftext": false }, { "action": "Go east", "response": "This is Mindo Street. I think Mindo was the chancellor a long time ago or something. There's a statue of some ugly human here. The guard tower is north of here, a big, oppressive stone thing. I always feel like I'm about to fly into it even when I'm nowhere near it.\n\nThere's fields or farms or something southwest of here, which is less likely to contain snacks but also less likely to smell like people. Big Street's back east, and the wharf is to the west.", "endoftext": false }, { "action": "Go south", "response": "The gate's closed, which is a pity since we could probably steal a lot of nice stuff if we could get into the throne room or the king's bedroom. But the castle's sealed up while the treasurer tries to figure out where the king's wandered off to, and I'm not going to attempt to peck my way through the giant wooden doors. There's a window above me leading to the room your body is in. There's farmland to the west, and Big Street is north.\n\nMy hanging-out tree is here.", "endoftext": false }, { "action": "You enter the tree", "response": "From here, I can see all sorts of things. Sandie's got her Hot Meats stall set up in the middle of Big Street. The castle (and your body) are off to the south. The bank sparkles faintly in the distance. There are streamers and balloons out in front of the magic shop. Farmland stretches off to the west.\n\nHey, there's a piece of red paper here. Argh. Humans. Get your own tree.", "endoftext": false }, { "action": "You take the paper", "response": "(the piece of red paper)\nTaken.", "endoftext": false }, { "action": "You read the paper", "response": "Which do you mean, the piece of red paper or the torn page?", "endoftext": false }, { "action": "You read the red paper", "response": "The note says:\n\n\"Greetings, my dearest love. I am away on sudden business and could not meet you here in our usual place. I have prepared a game for you in my absence. I promise you it will be worth following through to the end.\n\nYour next clue will be at the left elbow of Blue Fever's brother.\"\n\nUh, okay.", "endoftext": false }, { "action": "You look at the elbow", "response": "Which do you mean, the statue's left elbow or the statue's right elbow?", "endoftext": false }, { "action": "You examine the left elbow", "response": "The statue's left elbow is made of stone and not any more interesting than any other part. Oh, except for the piece of violet paper stuck to it.", "endoftext": false }, { "action": "You read the violet paper", "response": "The note says:\n\n\"As you know, I've been trying to expand the business lately. I've had to fill out so many forms. I think my favorite was the X1-FSB: Small Business Loan To Be Repaid Within Thirty Days. I think you should look at one, too. They're quite entertaining.\"", "endoftext": false }, { "action": "Go east", "response": "Let me tell you, these walls gleam. They're made of Marmoreal\nmarble, known for the gold lines running through it. The floors and ceilings are made of the same material. The lobby of the bank is fairly open. There are exits to the north and west leading outside, and the bank continues to the east. There's also a table with forms and stuff.\n\nThere's a bored-looking man at the tables trying to fill out some forms.\n\nThe ordinary man crumples up his form and starts over on a clean one.", "endoftext": false }, { "action": "You look at the forms", "response": "They're covered in tiny lines and boxes to fill in. I suppose they're for applying for loans, or something.\n\nThe ordinary man grumbles under his breath.", "endoftext": false }, { "action": "Search forms", "response": "Okay, the business loans are in this box....Yep, there's a green note here.", "endoftext": false }, { "action": "You take the green", "response": "Taken.\n\nThe ordinary man absently scratches his upper lip.", "endoftext": false }, { "action": "You read green", "response": "\"Well, all of this travelling has made me hungry! You should follow me and look under the pan containing my favorite lunchtime meat!\"", "endoftext": false }, { "action": "You look under the pan", "response": "Which do you mean, the pork pan, the beef pan, or the Excitement pan?", "endoftext": false }, { "action": "You look under the excitement pan", "response": "Good idea! Maybe there are some shiny coins or something!\n\nNo, sadly.", "endoftext": false }, { "action": "You look under the pork pan", "response": "And now there's a yellow note. Boss, if the payoff of this is that we end up back at the tree and find a guy holding a bunch of roses, I'm going to be really cheesed off.", "endoftext": false }, { "action": "You read the yellow", "response": "\"Do you remember our first date? We sat out under the stars, throwing toy bugs at the fence and laughing as they exploded. You'll find what you seek back where I bought the bugs, inside a cedar box.\"", "endoftext": false }, { "action": "You search the trinkets for the box", "response": "There are quite a few boxes in here, but I don't see anything interesting about them. They're not worth taking.", "endoftext": false }, { "action": "You search the trinkets for the cedar box", "response": "That's interesting. There's only one cedar box in the pile, and it's deliberately hidden in the back.", "endoftext": false }, { "action": "You open the box", "response": "Okay, let's see what we--- whoa. That's a diamond ring here! The inside of the lid reads, \"Will You Marry Me?\"", "endoftext": false }, { "action": "You take the ring", "response": "Well, mystery man, I hope she loves you more than she loves jewelry. Taken.", "endoftext": false }, { "action": "You say yes", "response": "(to Mel)\nFrankly, boss, I don't think there's anything I can tell Mel that he doesn't already know. The man's a genius. We might have better luck asking questions, though.", "endoftext": false }, { "action": "You examine the ring", "response": "There's a large diamond set into the ring, and I can see all of the colors of rainbow reflected in its perfect, sparkly, perfect facets. For the rest of my life, every night I will dream of its resplendent beauty.", "endoftext": false }, { "action": "You eat the ring", "response": "Hold on. Still staring at perfection.", "endoftext": false }, { "action": "You ask Mel about the ring", "response": "Okay, okay, I'll go back to the drab, non-sparkling real world.\n\nMel shakes his head. \"Sorry, I didn't catch that.\"", "endoftext": true }, { "action": "You look around", "response": "Mel's Magnificent Mystical Minutiae is the real deal. You can get all sorts of magical things here. Some of it is cheap junk that doesn't work, and that's what most people get; but if you want serious magic (and you've got serious money), Mel's is the place. We're here to ask Mel for a Midas potion specifically, which might save your\nbacon.\n\nThe exit to the street is to the west, and there's another, smaller area of the shop to the southeast.\n\nSome of Mel's famous Exploding Cockroaches are on display here.\n\nMel's at the counter.\n\nI can also see a cedar box (which is open) and a pile of assorted trinkets here.", "endoftext": false }, { "action": "You take the cockroach", "response": "As you well know, those little guys are extremely unstable.\nAlso, Mel's Magic Shop is you-break-it-you-buy-it.", "endoftext": false }, { "action": "Go southeast", "response": "This is the back corner of the magic shop, where Mel actually puts magical things together. He's got a giant oak workbench. Unlike your workbench, though, it's perfectly clean and shows no signs of ever having caught on fire.\n\nThe front counter's back to the northwest.\n\nI can see a workbench and a shelf (on top of which are two bottles of blue dye) here.", "endoftext": false }, { "action": "You look under the workbench", "response": "Good idea! Maybe there are some shiny coins or something!\n\nNo, sadly.", "endoftext": false }, { "action": "You take all", "response": "Exploding Cockroaches: As you well know, those little guys are extremely unstable. Also, Mel's Magic Shop is\nyou-break-it-you-buy-it.\npile of assorted trinkets: There are a million things here, and stealing from Mel would be suicidal.\nMel: I don't see how, and I would probably just get shooed away again.", "endoftext": false }, { "action": "You show ring to Mel", "response": "\"Oh, W.D., I think I'm a little too old to marry you.\"\n\n\"Very funny. Is it real? Is it worth something?\"\n\nMel reaches under the counter and throws some sort of powder on the ring. \"Yes. Definitely.\" He frowns. \"W.D., I am going to ask you a question, and I want you to answer honestly. I will know if you are lying.\"\n\nUh oh. \"Okay, Mel.\"\n\n\"Did you rob a jewelry store?\"\n\n\"Mel, I can 100% say I did not rob a jewelry store.\"\n\n\"Okay.\" Mel takes out a ledger from underneath the counter and carefully makes a note in it. \"All right, that's certainly worth an ingredient. All right, W.D., I'm impressed. Perhaps you will be able to get enough money.\"\n\nThis is wonderful, boss! I think we're well on our way to creating the potion and saving your bacon!", "endoftext": false }, { "action": "Inventory", "response": "In my bag of holding, I have:\na cedar box (which is open but empty)\na piece of yellow paper\na piece of green paper\na piece of violet paper\na piece of red paper\na fish\nthe Un-Hat\na fishing rod\na wanted poster\na bottle of clear fluid\na bottle of blue dye\na torn page\na spell book\na faery coin\na red balloon\na vase\na magic wand\nthe mind of an annoying wizard", "endoftext": false }, { "action": "You put the mind in the box", "response": "If only it was that easy.", "endoftext": false }, { "action": "You show the vase to Mel", "response": "\"Mel, did you make this?\"\n\n\"Ah, yes. I was experiment with unbreakable glass and ended up producing this vase. It's not unbreakable, unfortunately, but it does reform itself after a few minutes when it breaks. It is not really practical for protecting flowers, but it can lead to some entertaining parlor tricks.\"", "endoftext": false }, { "action": "You break the vase", "response": "Ploink! The vase cracks apart, and the shards of\nglass...disappear? Huh, weird.", "endoftext": false }, { "action": "You wait for a while", "response": "All right.", "endoftext": false }, { "action": "You wait", "response": "All right. Boss, I hate to rush you, but at some point the treasurer is going to figure out where the king wandered off to.", "endoftext": false }, { "action": "Wait", "response": "All right.\n\nKniolp! Shards of glass pop into existence and reform\nthemselves into a glass vase.", "endoftext": false }, { "action": "You show the rod to Mel", "response": "\"Mel, this isn't yours, is it?\"\n\n\"W.D., I'm surprised you would forget one of your employer's inventions. That is his Fishing Wand, based off the Aetheric Coin Generator he liked so much. It was a surprisingly competent invention; it worked so well, in fact, that the bait attracted other animals, which scared away the fish. It was a decent try, though.\"", "endoftext": false }, { "action": "Go west", "response": "Big Street, Center\nBig Street is as big here as it is further to the south, although people have set up stalls in the middle, so it's more crowded. Mel's is to the east. We might be able to find something useful there. The financial district is farther north.\n\nSandie's Hot Meats stall is here. Sandie's at the counter.", "endoftext": false }, { "action": "You go to the southwest", "response": "I've stopped in front of a cottage to the south, which is the only interesting thing for miles. Fields of corn barely taller than I am surround me and make for a really dull view. Civilization is back to the northwest, and the castle is east of here.\n\nThere's a red barn off to the west.\n\nI can also see a hedgehog here.\n\nThe hedgehog starts to sing:\n\nIs a happy happy hog!\nIt's a good day for eating\nAnd siiiiiiiiiiiinging!\n\n\"Oh oh! Hey! Hey! Can I have that? It looks delicious! I love food. Don't you love food? Oh hog oh hog I love food.\"", "endoftext": false }, { "action": "You eat the hedgehog", "response": "I wish I could, but he's just too pointy.\n\nThe hedgehog starts to sing:\n\nIs a happy happy hog!\nIt's a good day for eating\nAnd siiiiiiiiiiiinging!\n\n\"Oh oh! Hey! Hey! Can I have that? It looks delicious! I love food. Don't you love food? Oh hog oh hog I love food.\"", "endoftext": false }, { "action": "You show fish to the hedgehog", "response": "\"Oh oh! Hey! Hey! Can I have that? It looks delicious! I love food. Don't you love food? Oh hog oh hog I love food.\"\n\nThe hedgehog starts to sing:\n\nIs a happy happy hog!\nIt's a good day for eating\nAnd siiiiiiiiiiiinging!", "endoftext": false }, { "action": "You give the fish to the hedgehog", "response": "\"Food! Food for meeeeee! Oh---\n\nIs a happy happy hooooog!\nIt's a good day for eating\nAnd singiiiiiiiing!\n\nGood job. Now he's singing louder.\n\nThe hedgehog sings happily:\n\nOh, being round is great,\nBut being fed is better!\nI love foods and foods\nAnd foods and foods\nAnd foods and foods!\n\nYou're the one who wanted to feed him.", "endoftext": false }, { "action": "You look at the barn", "response": "It's a bit far off to see very well.\n\nThe hedgehog starts to sing:\n\nSinging is the best,\nThe best, the best!\nWhat's the best?\nThat's riiiiiiiiight, it's siiiiiiiinging!\n\n\"Oh oh! Hey! Hey! Can I have that? It looks delicious! I love food. Don't you love food? Oh hog oh hog I love food.\"", "endoftext": false }, { "action": "Punch hedgehog", "response": "I wish I could, but he's just too pointy.\n\nThe hedgehog starts to sing:\n\nSinging is the best,\nThe best, the best!\nWhat's the best?\nThat's riiiiiiiiight, it's siiiiiiiinging!", "endoftext": false }, { "action": "You go west", "response": "Yep, big red barn. It's got a new paint job, too. It looks like it's in good condition, actually. I don't see any cobwebs in the corners or birds' nests, so either it's been freshly-built or they really cleaned the place out recently. Even the hay in the stalls is untrampled. The exit back to the fields is to the east.\n\nI can see a pile of hay and some stalls here.", "endoftext": false }, { "action": "You look at the hay", "response": "The hay is dry and clean, which is pretty atypical for hay in a barn. I wonder if they haven't moved the animals in yet.", "endoftext": false }, { "action": "You look at the stalls", "response": "This is a large barn, with space for ten or so horses and many cows.", "endoftext": false }, { "action": "You eat the hay", "response": "(first taking the pile of hay)\nUntil we figure out how to spin straw into gold, I'd just as soon leave it here.", "endoftext": false }, { "action": "You go to the east", "response": "I've stopped in front of a cottage to the south, which is the only interesting thing for miles. Fields of corn barely taller than I am surround me and make for a really dull view. Civilization is back to the northwest, and the castle is east of here.\n\nThere's a red barn off to the west.\n\nI can also see a hedgehog here.\n\nThe hedgehog starts to sing:\n\nSinging is the best,\nThe best, the best!\nWhat's the best?\nThat's riiiiiiiiight, it's siiiiiiiinging!\n\n\"Oh oh! Hey! Hey! Can I have that? It looks delicious! I love food. Don't you love food? Oh hog oh hog I love food.\"", "endoftext": false }, { "action": "You go south", "response": "These little country houses are hit or miss. Sometimes they have good food to steal; sometimes their owners want to cook and eat you. This particular one is a one-room cottage with a thatched roof. The chimney's the nicest thing here. Unfortunately for us, there's nothing cooking on the fireplace. No fire either, so waiting around here isn't going to get us any food. Nobody's here, though the door to the north is ajar. The cottage continues to the west.\n\nA ramshackle table stands against the wall.\n\nThere are some farming tools in the corner of the cottage.\n\nI can also see a scarf here.", "endoftext": false }, { "action": "You look at the scarf", "response": "The scarf is very light. I think it's made of silk. It's yellow.", "endoftext": false }, { "action": "You look at the table", "response": "It's a round, wooden table. Six or seven people could fit around it. It's solid looking, but rough; it's functional rather than pretty. It has food stains that are several years old, giving it a pleasant aroma of meals past. Unfortunately, there's no actual food on it.", "endoftext": false }, { "action": "You look at the tools", "response": "They're some tools that you humans probably use to farm, uh, farm stuff. Some of them have pointy bits, if that helps.", "endoftext": false }, { "action": "Smell table", "response": "Well, I tell you one thing, boss. Somewhere there is food, and I'm not eating it, and that's a sad, sad thing.", "endoftext": false }, { "action": "You check what you're carrying", "response": "In my bag of holding, I have:\nsome farming tools\na scarf\na cedar box (which is open but empty)\na piece of yellow paper\na piece of green paper\na piece of violet paper\na piece of red paper\na fish\nthe Un-Hat\na fishing rod\na wanted poster\na bottle of clear fluid\na bottle of blue dye\na torn page\na spell book\na faery coin\na red balloon\na magic wand\nthe mind of a desperate wizard", "endoftext": false }, { "action": "You go north", "response": "I've stopped in front of a cottage to the south, which is the only interesting thing for miles. Fields of corn barely taller than I am surround me and make for a really dull view. Civilization is back to the northwest, and the castle is east of here.\n\nThere's a red barn off to the west.\n\nI can also see a hedgehog here.", "endoftext": false }, { "action": "Go east", "response": "The gate's closed, which is a pity since we could probably steal a lot of nice stuff if we could get into the throne room or the king's bedroom. But the castle's sealed up while the treasurer tries to figure out where the king's wandered off to, and I'm not going to attempt to peck my way through the giant wooden doors. There's a window above me leading to the room your body is in. There's farmland to the west, and Big Street is north.\n\nMy hanging-out tree is here.", "endoftext": false }, { "action": "You go to the west", "response": "I've stopped in front of a cottage to the south, which is the only interesting thing for miles. Fields of corn barely taller than I am surround me and make for a really dull view. Civilization is back to the northwest, and the castle is east of here.\n\nThere's a red barn off to the west.\n\nI can also see a hedgehog here.\n\nThe hedgehog starts to sing:\n\nIs a happy happy hog!\nIt's a good day for eating\nAnd siiiiiiiiiiiinging!", "endoftext": false }, { "action": "You go south", "response": "These little country houses are hit or miss. Sometimes they have good food to steal; sometimes their owners want to cook and eat you. This particular one is a one-room cottage with a thatched roof. The chimney's the nicest thing here. Unfortunately for us, there's nothing cooking on the fireplace. No fire either, so waiting around here isn't going to get us any food. Nobody's here, though the door to the north is ajar. The cottage continues to the west.\n\nA ramshackle table stands against the wall.", "endoftext": false }, { "action": "Go west", "response": "This is an alcove bordered by two sets of shelves. I think it's a food-storage area, based on the jars labeled \"FLOUR\" and such. There are assorted vegetables arranged in a few piles. The rest of the cottage is back east.\n\nThere's a hatch set into the wall, with a lever next to it and a basket underneath.", "endoftext": false }, { "action": "You look at the hatch", "response": "It's a small covered hatch, about a quarter of my size, built into the wall.", "endoftext": false }, { "action": "You look at the lever", "response": "It's a red lever attached to the wall by the hatch.", "endoftext": false }, { "action": "You look at the basket", "response": "There's a wicker basket lying directly below the hatch.", "endoftext": false }, { "action": "You examine the vegetables", "response": "There's a pile of potatoes and a pile of carrots. There are also a few radishes that look like they're about to go off. (Er, I mean \"rot\" and not \"explode.\" That would be great, though. You should invent an exploding radish.)", "endoftext": false }, { "action": "You pull the lever", "response": "An egg rolls out of the hatch into the basket, where it breaks.\n\nnarf narf nom nom...Man, I love eggs. Uh, sorry, boss.", "endoftext": false }, { "action": "You examine the shelves", "response": "The pantry is lined with shelves. There are various baking supplies and a few piles of vegetables.", "endoftext": false }, { "action": "You pull lever", "response": "An egg plops gently out of the hatch onto the scarf.\n\nnarf narf nom nom...Man, I love eggs. Uh, sorry, boss.", "endoftext": false }, { "action": "You take all", "response": "lever: That's fixed in place.\nbasket: It's too bulky for me to carry around, and it's too large to put into my bag.", "endoftext": false }, { "action": "You pull the lever", "response": "Taken.\n\nAn egg rolls out of the hatch into the basket, where it breaks.\n\nnarf narf nom nom...Man, I love eggs. Uh, sorry, boss.", "endoftext": false }, { "action": "You check what you're carrying", "response": "In my bag of holding, I have:\na scarf\nsome farming tools\na cedar box (which is open but empty)\na piece of yellow paper\na piece of green paper\na piece of violet paper\na piece of red paper\na fish\nthe Un-Hat\na fishing rod\na wanted poster\na bottle of clear fluid\na bottle of blue dye\na torn page\na spell book\na faery coin\na red balloon\na magic wand\nthe mind of a desperate wizard", "endoftext": false }, { "action": "You examine the jars", "response": "There are spices and various baking supplies.", "endoftext": false }, { "action": "You pull the lever", "response": "An egg plops gently out of the hatch onto the scarf.\n\nOh, man, a magic faery just appeared and took away the egg.\nBurp. That's so sad.", "endoftext": false }, { "action": "You pull the lever", "response": "An egg plops gently out of the hatch onto the scarf.\n\nOh, man, a magic dragon just appeared and took away the egg with magic. No! Bad dragon! That mouth-wateringly enticing egg is for my boss, and its spectacular deliciousness is for him, not you! Go away!\n\nWell, I managed to scare the dragon off, but he left with your egg. Sorry, boss. Burp.", "endoftext": false }, { "action": "You go to the north", "response": "I've stopped in front of a cottage to the south, which is the only interesting thing for miles. Fields of corn barely taller than I am surround me and make for a really dull view. Civilization is back to the northwest, and the castle is east of here.\n\nThere's a red barn off to the west.\n\nI can also see a hedgehog here.\n\n\"Oh oh! Hey! Hey! Can I have that? It looks delicious! I love food. Don't you love food? Oh hog oh hog I love food.\"", "endoftext": false }, { "action": "Go east", "response": "The gate's closed, which is a pity since we could probably steal a lot of nice stuff if we could get into the throne room or the king's bedroom. But the castle's sealed up while the treasurer tries to figure out where the king's wandered off to, and I'm not going to attempt to peck my way through the giant wooden doors. There's a window above me leading to the room your body is in. There's farmland to the west, and Big Street is north.\n\nMy hanging-out tree is here.", "endoftext": false }, { "action": "You go east", "response": "Mel's Magnificent Mystical Minutiae is the real deal. You can get all sorts of magical things here. Some of it is cheap junk that doesn't work, and that's what most people get; but if you want serious magic (and you've got serious money), Mel's is the place. We're here to ask Mel for a Midas potion specifically, which might save your\nbacon.\n\nThe exit to the street is to the west, and there's another, smaller area of the shop to the southeast.\n\nSome of Mel's famous Exploding Cockroaches are on display here.\n\nMel's at the counter.\n\nI can also see a vase and a pile of assorted trinkets here.\n\n\"Greetings, W.D.,\" says Mel. \"As a reminder, you still have one ingredient's worth of credit.\"", "endoftext": false }, { "action": "You pull the lever", "response": "An egg plops out of the hatch into the vase and breaks.\n\nAck! Can't...resist...must eat egg! Shoot! I can't get my beak in there. Stupid narrow vase with its stupid narrow neck.", "endoftext": false }, { "action": "You put the scarf in the vase", "response": "Done. Well, sort of done. I've crammed it in, but the scarf's still sticking out a bit.\n\nMaybe if I tip the vase over...ah, no luck. Stupid vase designed for stupid humans with their stupid hands. My beak doesn't seem to be up to the task. Don't worry, delicious egg! I'll get to you eventually!", "endoftext": false }, { "action": "You pull lever", "response": "I can hear something rattling around behind the hatch, but no further eggs are forthcoming. Don't worry, egg! I'll save you! Come to think of it, I should also save the last one we got.\n\nThe egg is calling to me...", "endoftext": false }, { "action": "You look in the vase", "response": "In the vase are a scarf and an egg.\n\nIf I can just get my beak a bit further in to the vase...Caw! No, the egg is too far down.", "endoftext": false }, { "action": "You take vase", "response": "Taken.\n\nTime for a delicious eggy snack! ...Oh crud. I still can't get to the egg at the bottom of the vase.", "endoftext": false }, { "action": "You break the vase", "response": "Ploink! The vase cracks apart, and the shards of glass\ndisappear.\n\nOh, no, the treasurer just walked in! No, evil treasurer, you can't have my boss's egg! I know it looks irresistably tasty, but he needs it for some unnecessarily complicated scheme involving financial skulduggery. You can't just---\n\nSorry, boss, he grabbed the egg and ran away. Man, that guy's horrible. Burp. Let's go stop him.", "endoftext": false }, { "action": "Wait", "response": "All right.\nAll right.\nAll right.\nAll right.\nAll right. Boss, I hate to rush you, but at some point the treasurer is going to figure out where the king wandered off to.\n\nKniolp! Shards of glass pop into existence and reform\nthemselves into a glass vase. Ohhhh, it must be made out of Mel's self-repairing glass. It's cheaper than his unbreakable glass.", "endoftext": false }, { "action": "You put the scarf in the vase", "response": "Done. Well, sort of done. I've crammed it in, but the scarf's still sticking out a bit.", "endoftext": false }, { "action": "You pull the lever", "response": "An egg rolls out of the hatch into the basket, where it breaks.\n\nOh, man, a magic faery just appeared and took away the egg.\nBurp. That's so sad.", "endoftext": false }, { "action": "You pull the lever", "response": "An egg plops out of the hatch into the vase, landing gingerly on the scarf.\n\nAck! Can't...resist...must eat egg! Shoot! I can't get my beak in there. Stupid narrow vase with its stupid narrow neck.", "endoftext": false }, { "action": "You look at the fireplace", "response": "This is a sad little fireplace. There's no fire and no food.", "endoftext": false }, { "action": "You look at the chimney", "response": "It's a red brick chimney. I'm not a great judge--- I don't know why anyone would ruin meat by setting it on fire--- but it looks nicer than the rest of the house. The bricks look like they're exactly the same size, and they're laid out in straight rows. Most of them, anyway; one is sticking out a bit. It looks like the mortar surrounding it has been cut away.", "endoftext": false }, { "action": "You examine the brick", "response": "There's one brick in the fireplace that's sticking out. It looks like the mortar around it's been cut away.", "endoftext": false }, { "action": "You take the brick", "response": "Okay. It's a rough surface. I can probably get my claws in and drag it out. Rrrgh! Well, I didn't manage to pry it all the way out, but I did shift it a little. There's a parchment concealed under the brick.", "endoftext": false }, { "action": "You look at the parchment", "response": "This is...well...man, this is a lot of text. I didn't know humans could write letters that tiny. Give me a minute.\n\n...Okay, I'm pretty sure it's some kind of insurance policy. Bearer gets...um, hmm. I think it's an insurance policy on a barn west of town, but don't quote me on that.", "endoftext": false }, { "action": "You go west", "response": "This is an alcove bordered by two sets of shelves. I think it's a food-storage area, based on the jars labeled \"FLOUR\" and such. There are assorted vegetables arranged in a few piles. The rest of the cottage is back east.\n\nThere's a hatch set into the wall, with a lever next to it and a basket underneath.\n\nMaybe if I tip the vase over...ah, no luck. Stupid vase designed for stupid humans with their stupid hands. My beak doesn't seem to be up to the task. Don't worry, delicious egg! I'll get to you eventually!", "endoftext": false }, { "action": "You search the spices", "response": "I don't see anything interesting or valuable.\n\nAck! Can't...resist....must eat egg! Shoot! I still can't get my beak in there!", "endoftext": false }, { "action": "You look at the basket", "response": "There's a wicker basket lying directly below the hatch.\n\nInside the basket is a vase.\n\nThe egg is calling to me...", "endoftext": false }, { "action": "You go to the west", "response": "I can't go that way.\n\nThe egg is calling to me...", "endoftext": false }, { "action": "You go west", "response": "This is an alcove bordered by two sets of shelves. I think it's a food-storage area, based on the jars labeled \"FLOUR\" and such. There are assorted vegetables arranged in a few piles. The rest of the cottage is back east.\n\nThere's a hatch set into the wall, with a lever next to it and a basket underneath.\n\nHey, egg. Get out of that vase and get into my break. Arrgh, I can't reach. Come on, egg, just crawl up here so I can eat you.", "endoftext": false }, { "action": "You look at the vase", "response": "It's a delicate glass vase with a narrow neck, although it widens at the bottom. It's the kind of vase that holds a few flowers instead of a whole bouquet.\n\nInside the vase are an egg and a scarf.\n\nHey, egg. Get out of that vase and get into my break. Arrgh, I can't reach. Come on, egg, just crawl up here so I can eat you.", "endoftext": false }, { "action": "You go east", "response": "These little country houses are hit or miss. Sometimes they have good food to steal; sometimes their owners want to cook and eat you. This particular one is a one-room cottage with a thatched roof. The chimney's the nicest thing here. Unfortunately for us, there's nothing cooking on the fireplace. No fire either, so waiting around here isn't going to get us any food. Nobody's here, though the door to the north is ajar. The cottage continues to the west.\n\nA ramshackle table stands against the wall.\n\nThe egg is calling to me...", "endoftext": false }, { "action": "You go north", "response": "I've stopped in front of a cottage to the south, which is the only interesting thing for miles. Fields of corn barely taller than I am surround me and make for a really dull view. Civilization is back to the northwest, and the castle is east of here.\n\nThere's a red barn off to the west.\n\nI can also see a hedgehog here.\n\nThe hedgehog starts to sing:\n\nDoop de dooooooo,\nIt's a round life for meeeeee!\nWe're roly and poly\nAnd hedgyhogoly,\nA life in the hedge is for meeeeee!\n\nIf I can just get my beak a bit further in to the vase...Caw! No, the egg is too far down.", "endoftext": false }, { "action": "You show the vase to the hedgehog", "response": "I'm not getting any response. Pssh. I wish I had one of your Extremely Loud Icebreaker Crackers. Those always got a response, even if it was usually a violent one.\n\nThe hedgehog starts to sing:\n\nDoop de dooooooo,\nIt's a round life for meeeeee!\nWe're roly and poly\nAnd hedgyhogoly,\nA life in the hedge is for meeeeee!\n\n\"Oh oh! Hey! Hey! Can I have that? It looks delicious! I love food. Don't you love food? Oh hog oh hog I love food.\"\n\nThe egg is calling to me...", "endoftext": false }, { "action": "You give the vase to the hedgehog", "response": "Hey, this is hard-earned stuff. I'm not just giving it away here.\n\n\"Oh oh! Hey! Hey! Can I have that? It looks delicious! I love food. Don't you love food? Oh hog oh hog I love food.\"\n\nHey, egg. Get out of that vase and get into my break. Arrgh, I can't reach. Come on, egg, just crawl up here so I can eat you.", "endoftext": false }, { "action": "You drop the vase", "response": "Dropped.\n\nThe hedgehog starts to sing:\n\nDoop de dooooooo,\nIt's a round life for meeeeee!\nWe're roly and poly\nAnd hedgyhogoly,\nA life in the hedge is for meeeeee!\n\nThe egg is calling to me...", "endoftext": false }, { "action": "You take the vase", "response": "Taken.\n\nThe hedgehog starts to sing:\n\nIs a happy happy hog!\nIt's a good day for eating\nAnd siiiiiiiiiiiinging!\n\nHey, egg. Get out of that vase and get into my break. Arrgh, I can't reach. Come on, egg, just crawl up here so I can eat you.", "endoftext": false }, { "action": "You go east", "response": "The gate's closed, which is a pity since we could probably steal a lot of nice stuff if we could get into the throne room or the king's bedroom. But the castle's sealed up while the treasurer tries to figure out where the king's wandered off to, and I'm not going to attempt to peck my way through the giant wooden doors. There's a window above me leading to the room your body is in. There's farmland to the west, and Big Street is north.\n\nMy hanging-out tree is here.\n\nAck! Can't...resist....must eat egg! Shoot! I still can't get my beak in there!", "endoftext": false }, { "action": "You go to the east", "response": "I can't go that way.\n\nHey, egg. Get out of that vase and get into my break. Arrgh, I can't reach. Come on, egg, just crawl up here so I can eat you.", "endoftext": false }, { "action": "You go to the north", "response": "Big Street, South End\nBig Street is the main street in the city. It's big enough for four wagons to pass side by side (hence the name), and it's actually cobbles instead of dirt like all the other roads. There are various shops selling clothes and other things we don't care about. This stretch of the road is pretty boring, but the financial district is farther north, and the castle is to the south.\n\nI can see a beggar here.\n\nThe egg is calling to me...", "endoftext": false }, { "action": "Go east", "response": "I can't go that way.\n\nTime for a delicious eggy snack! ...Oh crud. I still can't get to the egg at the bottom of the vase.", "endoftext": false }, { "action": "You go north", "response": "Big Street, Center\nBig Street is as big here as it is further to the south, although people have set up stalls in the middle, so it's more crowded. Mel's is to the east. We might be able to find something useful there. The financial district is farther north.\n\nSandie's Hot Meats stall is here. Sandie's at the counter.\n\nAck! Can't...resist....must eat egg! Shoot! I still can't get my beak in there!", "endoftext": false }, { "action": "You ask Sandie about the salt", "response": "\"Awk awk caw!\"\n\n\"I know what you want, W.D., but I'm not giving you any food unless you have some real money. Your tab is already ridiculous.\"\n\nTime for a delicious eggy snack! ...Oh crud. I still can't get to the egg at the bottom of the vase.", "endoftext": false }, { "action": "You look at the salt", "response": "I'm told that humans put salt on things to make them taste salty. Psh. The only seasoning meat needs is more meat.\n\nTime for a delicious eggy snack! ...Oh crud. I still can't get to the egg at the bottom of the vase.", "endoftext": false }, { "action": "You take the salt", "response": "Taken.\n\nThe egg is calling to me...", "endoftext": false }, { "action": "You eat the salt", "response": "I don't like eating my spices plain. I usually want to put some eyeballs or a nice steak under them.\n\nTime for a delicious eggy snack! ...Oh crud. I still can't get to the egg at the bottom of the vase.", "endoftext": false }, { "action": "Go south", "response": "Big Street, South End\nBig Street is the main street in the city. It's big enough for four wagons to pass side by side (hence the name), and it's actually cobbles instead of dirt like all the other roads. There are various shops selling clothes and other things we don't care about. This stretch of the road is pretty boring, but the financial district is farther north, and the castle is to the south.\n\nI can see a beggar here.\n\nTime for a delicious eggy snack! ...Oh crud. I still can't get to the egg at the bottom of the vase.", "endoftext": false }, { "action": "Go south", "response": "The gate's closed, which is a pity since we could probably steal a lot of nice stuff if we could get into the throne room or the king's bedroom. But the castle's sealed up while the treasurer tries to figure out where the king's wandered off to, and I'm not going to attempt to peck my way through the giant wooden doors. There's a window above me leading to the room your body is in. There's farmland to the west, and Big Street is north.\n\nMy hanging-out tree is here.\n\nThe egg is calling to me...", "endoftext": false }, { "action": "Go west", "response": "I've stopped in front of a cottage to the south, which is the only interesting thing for miles. Fields of corn barely taller than I am surround me and make for a really dull view. Civilization is back to the northwest, and the castle is east of here.\n\nThere's a red barn off to the west.\n\nI can also see a hedgehog here.\n\nThe hedgehog starts to sing:\n\nDoop de dooooooo,\nIt's a round life for meeeeee!\nWe're roly and poly\nAnd hedgyhogoly,\nA life in the hedge is for meeeeee!\n\nThe egg is calling to me...", "endoftext": false }, { "action": "You go to the north", "response": "I can't go that way.\n\n\"Oh oh! Hey! Hey! Can I have that? It looks delicious! I love food. Don't you love food? Oh hog oh hog I love food.\"\n\nTime for a delicious eggy snack! ...Oh crud. I still can't get to the egg at the bottom of the vase.", "endoftext": false }, { "action": "Go north", "response": "I can't go that way.\n\nThe hedgehog starts to sing:\n\nDoop de dooooooo,\nIt's a round life for meeeeee!\nWe're roly and poly\nAnd hedgyhogoly,\nA life in the hedge is for meeeeee!\n\n\"Oh oh! Hey! Hey! Can I have that? It looks delicious! I love food. Don't you love food? Oh hog oh hog I love food.\"\n\nThe egg is calling to me...", "endoftext": false }, { "action": "You go west", "response": "Yep, big red barn. It's got a new paint job, too. It looks like it's in good condition, actually. I don't see any cobwebs in the corners or birds' nests, so either it's been freshly-built or they really cleaned the place out recently. Even the hay in the stalls is untrampled. The exit back to the fields is to the east.\n\nI can see a pile of hay and some stalls here.\n\nHey, egg. Get out of that vase and get into my break. Arrgh, I can't reach. Come on, egg, just crawl up here so I can eat you.", "endoftext": false }, { "action": "You put the coin in hay", "response": "Okay, I've put the faery coin on the pile of hay.\n\nHey, egg. Get out of that vase and get into my break. Arrgh, I can't reach. Come on, egg, just crawl up here so I can eat you.", "endoftext": false }, { "action": "You put the salt on the coin", "response": "All right.\n\nFwoooom! The faery coin explodes! Sparks everywhere!\n\nI think the hay is on fire. Yep, it's kind of smoking. Oooh, I see flame!\n\nTime for a delicious eggy snack! ...Oh crud. I still can't get to the egg at the bottom of the vase.", "endoftext": false }, { "action": "You exit", "response": "I've stopped in front of a cottage to the south, which is the only interesting thing for miles. Fields of corn barely taller than I am surround me and make for a really dull view. Civilization is back to the northwest, and the castle is east of here.\n\nThere's a red barn off to the west.\n\nI can also see a hedgehog here.\n\nOooh, I can see flames shooting out of the barn! There's a huge cloud of smoke going up!\n\nThe hedgehog starts to sing:\n\nDoop de dooooooo,\nIt's a round life for meeeeee!\nWe're roly and poly\nAnd hedgyhogoly,\nA life in the hedge is for meeeeee!\n\n\"Oh oh! Hey! Hey! Can I have that? It looks delicious! I love food. Don't you love food? Oh hog oh hog I love food.\"\n\nAck! Can't...resist....must eat egg! Shoot! I still can't get my beak in there!", "endoftext": false }, { "action": "Go east", "response": "The gate's closed, which is a pity since we could probably steal a lot of nice stuff if we could get into the throne room or the king's bedroom. But the castle's sealed up while the treasurer tries to figure out where the king's wandered off to, and I'm not going to attempt to peck my way through the giant wooden doors. There's a window above me leading to the room your body is in. There's farmland to the west, and Big Street is north.\n\nMy hanging-out tree is here.\n\nHey, egg. Get out of that vase and get into my break. Arrgh, I can't reach. Come on, egg, just crawl up here so I can eat you.", "endoftext": false }, { "action": "Go north", "response": "Big Street, South End\nBig Street is the main street in the city. It's big enough for four wagons to pass side by side (hence the name), and it's actually cobbles instead of dirt like all the other roads. There are various shops selling clothes and other things we don't care about. This stretch of the road is pretty boring, but the financial district is farther north, and the castle is to the south.\n\nI can see a beggar here.\n\nTime for a delicious eggy snack! ...Oh crud. I still can't get to the egg at the bottom of the vase.\n\nBig Street, Center\nBig Street is as big here as it is further to the south, although people have set up stalls in the middle, so it's more crowded. Mel's is to the east. We might be able to find something useful there. The financial district is farther north.\n\nSandie's Hot Meats stall is here. Sandie's at the counter.\n\nTime for a delicious eggy snack! ...Oh crud. I still can't get to the egg at the bottom of the vase.\n\nBig Street, North End\nThis is the heart of Moneyville, the financial district. There's a bank, the stock market, money changers--- you want to spend and get money, you come here. This is a terrible part of town for getting food, but it's a great place for shiny, shiny gold. Everything here sparkles. Yeah...coins everywhere....Oh, sorry. I spaced out for a minute there.\n\nI can go west deeper into the city if you want me to get harrassed by guards. The bank's east of here and the stock market's northeast, and Big Street continues to the south.\n\nThere's a black cord running from the guard tower to the bank.\n\nHey, egg. Get out of that vase and get into my break. Arrgh, I can't reach. Come on, egg, just crawl up here so I can eat you.", "endoftext": false }, { "action": "You go east", "response": "Let me tell you, these walls gleam. They're made of Marmoreal\nmarble, known for the gold lines running through it. The floors and ceilings are made of the same material. The lobby of the bank is fairly open. There are exits to the north and west leading outside, and the bank continues to the east. There's also a table with forms and stuff.\n\nThere's a bored-looking man at the tables trying to fill out some forms.\n\nThe egg is calling to me...", "endoftext": false }, { "action": "Go east", "response": "This part of the bank is cut off from the public by a gilded cage. There's a big, grey, solid-looking door back there, presumably a vault. The room is big and echoey, thirty or forty feet high and brightly lit from a huge gold chandelier overhead. The main lobby is back to the west.\n\nThere's a black cord running from a hole in the wall.\n\nThere's a bored-looking teller behind the bars.\n\nThe egg is calling to me...", "endoftext": false }, { "action": "You show the parchment to the teller", "response": "\"Hmm, yes, this is one of our policies. If anything unfortunate should...\" She trails off as she notices a rising plume of smoke in the distance. \"I see. Well, then. I suppose this is yours.\" She takes the parchment from me and hands me a check.\n\nIf I can just get my beak a bit further in to the vase...Caw! No, the egg is too far down.", "endoftext": false }, { "action": "You look at the check", "response": "We got this check for burning down--- er, redeeming the policy on the barn at 1 Farmland Farm. Well, actually, we did both of those things.\n\nThe egg is calling to me...", "endoftext": false }, { "action": "You show the check to the teller", "response": "Aside from generally being nonplussed at serving a bird, the teller seems uninterested.\n\nIf I can just get my beak a bit further in to the vase...Caw! No, the egg is too far down.", "endoftext": false }, { "action": "Go west", "response": "Let me tell you, these walls gleam. They're made of Marmoreal\nmarble, known for the gold lines running through it. The floors and ceilings are made of the same material. The lobby of the bank is fairly open. There are exits to the north and west leading outside, and the bank continues to the east. There's also a table with forms and stuff.\n\nThere's a bored-looking man at the tables trying to fill out some forms.\n\nAck! Can't...resist....must eat egg! Shoot! I still can't get my beak in there!", "endoftext": false }, { "action": "Go west", "response": "Big Street, North End\nThis is the heart of Moneyville, the financial district. There's a bank, the stock market, money changers--- you want to spend and get money, you come here. This is a terrible part of town for getting food, but it's a great place for shiny, shiny gold. Everything here sparkles. Yeah...coins everywhere....Oh, sorry. I spaced out for a minute there.\n\nI can go west deeper into the city if you want me to get harrassed by guards. The bank's east of here and the stock market's northeast, and Big Street continues to the south.\n\nThere's a black cord running from the guard tower to the bank.\n\nAck! Can't...resist....must eat egg! Shoot! I still can't get my beak in there!", "endoftext": false }, { "action": "You go to the south", "response": "Big Street, Center\nBig Street is as big here as it is further to the south, although people have set up stalls in the middle, so it's more crowded. Mel's is to the east. We might be able to find something useful there. The financial district is farther north.\n\nSandie's Hot Meats stall is here. Sandie's at the counter.\n\nTime for a delicious eggy snack! ...Oh crud. I still can't get to the egg at the bottom of the vase.", "endoftext": false }, { "action": "Go east", "response": "Mel's Magnificent Mystical Minutiae is the real deal. You can get all sorts of magical things here. Some of it is cheap junk that doesn't work, and that's what most people get; but if you want serious magic (and you've got serious money), Mel's is the place. We're here to ask Mel for a Midas potion specifically, which might save your\nbacon.\n\nThe exit to the street is to the west, and there's another, smaller area of the shop to the southeast.\n\nSome of Mel's famous Exploding Cockroaches are on display here.\n\nMel's at the counter.\n\nI can also see a pile of assorted trinkets here.\n\n\"Greetings, W.D.,\" says Mel. \"As a reminder, you still have one ingredient's worth of credit.\"\n\nHey, egg. Get out of that vase and get into my break. Arrgh, I can't reach. Come on, egg, just crawl up here so I can eat you.", "endoftext": false }, { "action": "You show the check to Mel", "response": "Mel looks it over. \"Hm, made out to cash, even. All right.\" Mel takes out a ledger from underneath the counter and carefully makes a note in it. \"All right, that's certainly worth another ingredient.\"\n\nThe egg is calling to me...", "endoftext": false }, { "action": "You read the page", "response": "This is a list of Midas potions:\n\nComponents: unicorn fur, sapphire whiskey, and phoenix kidney\n\nComponents: sapphire whiskey, ivory runestone, and daffodil blood\n\nComponents: phoenix kidney, daffodil blood, and refined starmetal\n\nComponents: unicorn fur, phoenix kidney, daffodil blood, and wizard ash\n\nTransmute any inanimate object to gold (there's a smudge after\n'gold', and I can't read what's written there)\nComponents: unicorn fur, sapphire whiskey, ivory runestone, refined starmetal, and wizard ash\n\nComponents: sapphire whiskey, phoenix kidney, ivory runestone, daffodil blood, refined starmetal, and wizard ash\n\nComponents: unicorn fur, sapphire whiskey, phoenix kidney, ivory runestone, daffodil blood, refined starmetal, and wizard ash\n\nTime for a delicious eggy snack! ...Oh crud. I still can't get to the egg at the bottom of the vase.", "endoftext": false }, { "action": "Go west", "response": "Big Street, Center\nBig Street is as big here as it is further to the south, although people have set up stalls in the middle, so it's more crowded. Mel's is to the east. We might be able to find something useful there. The financial district is farther north.\n\nSandie's Hot Meats stall is here. Sandie's at the counter.\n\nThe egg is calling to me...", "endoftext": false }, { "action": "Go north", "response": "Big Street, North End\nThis is the heart of Moneyville, the financial district. There's a bank, the stock market, money changers--- you want to spend and get money, you come here. This is a terrible part of town for getting food, but it's a great place for shiny, shiny gold. Everything here sparkles. Yeah...coins everywhere....Oh, sorry. I spaced out for a minute there.\n\nI can go west deeper into the city if you want me to get harrassed by guards. The bank's east of here and the stock market's northeast, and Big Street continues to the south.\n\nThere's a black cord running from the guard tower to the bank.\n\nHey, egg. Get out of that vase and get into my break. Arrgh, I can't reach. Come on, egg, just crawl up here so I can eat you.", "endoftext": false }, { "action": "Go west", "response": "This is Mindo Street. I think Mindo was the chancellor a long time ago or something. There's a statue of some ugly human here. The guard tower is north of here, a big, oppressive stone thing. I always feel like I'm about to fly into it even when I'm nowhere near it.\n\nThere's fields or farms or something southwest of here, which is less likely to contain snacks but also less likely to smell like people. Big Street's back east, and the wharf is to the west.\n\nIf I can just get my beak a bit further in to the vase...Caw! No, the egg is too far down.", "endoftext": false }, { "action": "You go to the north", "response": "The inside of the watchtower is even more oppressive than the outside. It's still a dark stone building, but now there's the smell of guard everywhere. I think bathing is illegal if you want to keep your job on the watch.\n\nIn addition to the stench, there's an evidence cabinet and a spiral staircase leading upwards. The street and fresh air are to the south.\n\nThere's a wastebasket in the corner.\n\nA large (as in, about my size) bronze bell is on the wall, tied to a cord going out the window.\n\nI can also see a young guardsman here.\n\nTime for a delicious eggy snack! ...Oh crud. I still can't get to the egg at the bottom of the vase.", "endoftext": false }, { "action": "You look in the wastebasket", "response": "It's full of crumpled vellum pages.\n\nHey, egg. Get out of that vase and get into my break. Arrgh, I can't reach. Come on, egg, just crawl up here so I can eat you.", "endoftext": false }, { "action": "You take the vellum pages", "response": "Taken.\n\nHey, egg. Get out of that vase and get into my break. Arrgh, I can't reach. Come on, egg, just crawl up here so I can eat you.", "endoftext": false }, { "action": "You read the vellum pages", "response": "In familiar handwriting, the text of the page reads:\n\nDear Guards,\n\nPlease return the machine you confiscated from the king's wizard, who is very powerful and very good at magic except for that one time with the pancakes, which was a reasonable accident that could happen to anyone. Also, I am stupid and I smell bad and my mother is a platypus.\n\nThe signature on this letter is somewhat unusual.\n\nThe egg is calling to me...", "endoftext": false }, { "action": "You examine the signature", "response": "A poorly-executed forgery of the treasurer's signature. I suspect his name is not actually \"The Treasurer.\" I also suspect he knows how to spell \"treasurer.\" I wish your Spelling Wasp had caught on, boss. That one should have made us millionaires. Anaphylactic shock is a small price to pay for proper spelling.\n\nTime for a delicious eggy snack! ...Oh crud. I still can't get to the egg at the bottom of the vase.", "endoftext": false }, { "action": "You look at Guard", "response": "I think this guard is pretty young, although I'm not great at telling with you humans. He's wearing the standard-issue guard tunic. He's dozing lightly. He has an impressive moustache that makes him look older than I suspect he actually is, or at least it would if it weren't obviously glued on.\n\nTime for a delicious eggy snack! ...Oh crud. I still can't get to the egg at the bottom of the vase.", "endoftext": false }, { "action": "You take the moustache", "response": "Let me just peel the glue off....got it! The guard stirs a bit, but goes back to sleep.\n\nThe egg is calling to me...", "endoftext": false }, { "action": "You wear the moustache", "response": "Hey! No clothes on the bird! I'm not one of those little yappy dogs.\n\nThe egg is calling to me...", "endoftext": false }, { "action": "You examine bell", "response": "There's a large (as in, about my size) bronze bell on the wall, tied to a cord going out the window. The bell's actually fairly interesting; its surface is covered with bronze dots making a floral pattern. I tend to associate Pre-Classical dots with sculpture, but there's no reason you couldn't cast a bell in that style.\n\nHey, egg. Get out of that vase and get into my break. Arrgh, I can't reach. Come on, egg, just crawl up here so I can eat you.", "endoftext": false }, { "action": "You examine the cabinet", "response": "A poorly-built but solid storage cabinet with \"EVIDENCE\" painted on the door. It's in bad shape; the wood is splintering in several places, and there's even a sizeable crack on top. It's padlocked.\n\nIf I can just get my beak a bit further in to the vase...Caw! No, the egg is too far down.", "endoftext": false }, { "action": "You examine Guard", "response": "I think this guard is pretty young, although I'm not great at telling with you humans. He's wearing the standard-issue guard tunic. He's dozing lightly.\n\nThe egg is calling to me...", "endoftext": false }, { "action": "Examine poster", "response": "It's a wanted poster offering five thousand florins for the capture of the infamous bank robber Two-Handed Bart (not to be confused with One-Handed Bart). He looks dashing with his shiny hair, his handlebar moustache, and his flapping green scarf. Is that dashing? That's the sort of thing you guys find dashing, right?\n\nThe egg is calling to me...", "endoftext": false }, { "action": "You examine the crack", "response": "There's a large crack on the top of the evidence box.\n\nIf I can just get my beak a bit further in to the vase...Caw! No, the egg is too far down.", "endoftext": false }, { "action": "You examine the padlock", "response": "The padlock's rusty. It looks like the latch is nearly rusted through.\n\nThe egg is calling to me...", "endoftext": false }, { "action": "Wave wand", "response": "Poof! A glittering coin materializes in the air in front of\nme and drops to the floor.\n\nThe egg is calling to me...", "endoftext": false }, { "action": "You put the coin in the crack", "response": "I'm not holding the faery coin.\n\nHey, egg. Get out of that vase and get into my break. Arrgh, I can't reach. Come on, egg, just crawl up here so I can eat you.", "endoftext": false }, { "action": "You take the coin", "response": "Taken.\n\nHey, egg. Get out of that vase and get into my break. Arrgh, I can't reach. Come on, egg, just crawl up here so I can eat you.", "endoftext": false }, { "action": "You put the coin in the crack", "response": "The faery coin drops into the evidence cabinet through the crack.\n\nTime for a delicious eggy snack! ...Oh crud. I still can't get to the egg at the bottom of the vase.", "endoftext": false }, { "action": "You check your inventory", "response": "In my bag of holding, I have:\na mechanical moustache\na vellum page\na vase\nan egg\na scarf\nsome farming tools\na cedar box (which is open but empty)\na piece of yellow paper\na piece of green paper\na piece of violet paper\na piece of red paper\na fish\nthe Un-Hat\na fishing rod\na wanted poster\na bottle of clear fluid\na bottle of blue dye\na torn page\na spell book\na red balloon\na magic wand\nthe mind of an annoying wizard\n\nThe egg is calling to me...", "endoftext": false }, { "action": "You ring bell", "response": "Ding! The guard jumps up from his nap. \"Hey, get away from the alarm! Stupid bird.\" Yeah, well, get away from...your...face, you\nstupid human. Man, I'm going to think of a good comeback hours from now, when it won't do me any good.\n\nHe returns to his nap.\n\nThe egg is calling to me...", "endoftext": false }, { "action": "You take the padlock", "response": "I'll have to unlock it first.\n\nTime for a delicious eggy snack! ...Oh crud. I still can't get to the egg at the bottom of the vase.", "endoftext": false }, { "action": "You put the salt in the crack", "response": "The salt drops into the evidence cabinet through the crack.\n\nHey, egg. Get out of that vase and get into my break. Arrgh, I can't reach. Come on, egg, just crawl up here so I can eat you.\n\nFwoooom! The faery coin explodes! Sparks everywhere!\n\nThe napping guard startles. \"Hr! What the?\"", "endoftext": false }, { "action": "You look at the box", "response": "(the evidence box)\nA poorly-built but solid storage cabinet with \"EVIDENCE\" painted on the door. It's in bad shape; the wood is splintering in several places, and there's even a sizeable crack on top. It's padlocked.\n\nThe guard laboriously stands up and rubs his eyes. \"Why is the evidence locker smoking?\"\n\nThe egg is calling to me...", "endoftext": false }, { "action": "Wait", "response": "All right.\n\nThe guard unlocks and opens the evidence cabinet and stares stupidly at it, scratching his head. \"Hullo, what's this? Nothing seems to be on fire.\"\n\nThe egg is calling to me...", "endoftext": false }, { "action": "You look in the cabinet", "response": "In the evidence box are a scrap of paper and a metal device.\n\nThe guard closes up the evidence locker, locks it, and eagerly returns to his nap.\n\nAck! Can't...resist....must eat egg! Shoot! I still can't get my beak in there!", "endoftext": false }, { "action": "You take all", "response": "black cord: That's fixed in place.\nwastebasket: That's fixed in place.\nbronze bell: That's fixed in place.\nevidence box: That's fixed in place.\nyoung guardsman: I don't see how, and I would probably just get shooed away again.\n\nThe guard closes up the evidence locker, locks it, and eagerly returns to his nap.\n\nTime for a delicious eggy snack! ...Oh crud. I still can't get to the egg at the bottom of the vase.", "endoftext": false }, { "action": "You look in the box", "response": "(the evidence box)\nLooking through the crack, I can see a scrap of paper and a metal device inside.\n\nThe guard unlocks and opens the evidence cabinet and stares stupidly at it, scratching his head. \"Hullo, what's this? Nothing seems to be on fire.\"\n\nThe egg is calling to me...", "endoftext": false }, { "action": "You take the scrap", "response": "Time to use all my sneakiness and stealth to grab the scrap of paper while the guard's distracted! And...got it!\n\nThe guard closes up the evidence locker, locks it, and eagerly returns to his nap.\n\nThe egg is calling to me...", "endoftext": false }, { "action": "You examine the scrap", "response": "It reads, \"Give me the munny. I hav a bomm.\" Sheesh. I can\nspell better than that.\n\nThe egg is calling to me...", "endoftext": false }, { "action": "You take the metal", "response": "That's fixed in place.\n\nHey, egg. Get out of that vase and get into my break. Arrgh, I can't reach. Come on, egg, just crawl up here so I can eat you.", "endoftext": false }, { "action": "You look at the box", "response": "(the evidence box)\nA poorly-built but solid storage cabinet with \"EVIDENCE\" painted on the door. It's in bad shape; the wood is splintering in several places, and there's even a sizeable crack on top. It's padlocked.\n\nThe egg is calling to me...", "endoftext": false }, { "action": "Inventory", "response": "In my bag of holding, I have:\na scrap of paper\na mechanical moustache\na vellum page\na vase\nan egg\na scarf\nsome farming tools\na cedar box (which is open but empty)\na piece of yellow paper\na piece of green paper\na piece of violet paper\na piece of red paper\na fish\nthe Un-Hat\na fishing rod\na wanted poster\na bottle of clear fluid\na bottle of blue dye\na torn page\na spell book\na red balloon\na magic wand\nthe mind of a foolish wizard\n\nThe egg is calling to me...", "endoftext": false }, { "action": "You look at Guard", "response": "I think this guard is pretty young, although I'm not great at telling with you humans. He's wearing the standard-issue guard tunic. He's dozing lightly.\n\nIf I can just get my beak a bit further in to the vase...Caw! No, the egg is too far down.", "endoftext": false }, { "action": "You examine the tunic", "response": "All the guards have green tunics with a stylized unicorn on the front. This guard also has a key on his belt.\n\nAck! Can't...resist....must eat egg! Shoot! I still can't get my beak in there!", "endoftext": false }, { "action": "Unlock box", "response": "What do you want to unlock the evidence box with?", "endoftext": false }, { "action": "You unlock the box with the key", "response": "Sure, boss. I'll just hover three feet off the ground, delicately insert the key into the lock using my beak, and then spin around a couple of times in mid-air to open it. I can't perch on the lock or reach it from the ground, and keys are tricky to handle with beaks. I don't think this is a job for a raven, even one as fiendishly clever as me.\n\nThe egg is calling to me...", "endoftext": true }, { "action": "You look around", "response": "The inside of the watchtower is even more oppressive than the outside. It's still a dark stone building, but now there's the smell of guard everywhere. I think bathing is illegal if you want to keep your job on the watch.\n\nIn addition to the stench, there's an evidence cabinet and a spiral staircase leading upwards. The street and fresh air are to the south.\n\nThere's a wastebasket in the corner.\n\nA large (as in, about my size) bronze bell is on the wall, tied to a cord going out the window.\n\nI can also see a young guardsman here.\n\nAck! Can't...resist....must eat egg! Shoot! I still can't get my beak in there!", "endoftext": false }, { "action": "Up", "response": "This must be where the guards sleep. There are a bunch of cots here. A tired guardsman is sitting before a pile of paperwork, with an inkpad and wastebasket next to him. There's a staircase leading down to the main part of the guardhouse.\n\nI can see some cots (on top of which is a coarse blanket) here.\n\nThe sleepy guardsman takes the top page off the stack, gives it a cursory glance, stamps it, and sets it aside.\n\nTime for a delicious eggy snack! ...Oh crud. I still can't get to the egg at the bottom of the vase.", "endoftext": false }, { "action": "Examine page", "response": "Which do you mean, the vellum page, the vellum page, or the torn page?", "endoftext": false }, { "action": "You examine the cots", "response": "A row of spartan cots.\n\nOn top of the cots is a coarse blanket.\n\nHey, egg. Get out of that vase and get into my break. Arrgh, I can't reach. Come on, egg, just crawl up here so I can eat you.", "endoftext": false }, { "action": "You examine the blanket", "response": "A coarse woolen blanket. It smells like guard.\n\nThe sleepy guardsman takes the top page off the stack, gives it a cursory glance, stamps it, and sets it aside.\n\nThe egg is calling to me...", "endoftext": false }, { "action": "You take the blanket", "response": "Nghnghhngh! Sorry, boss, but the blanket is too heavy for me\nto budge. I did manage to tear a bit off the corner with my beak, though.\n\nTime for a delicious eggy snack! ...Oh crud. I still can't get to the egg at the bottom of the vase.", "endoftext": false }, { "action": "Smell blanket", "response": "Well, I tell you one thing, boss. Somewhere there is food, and I'm not eating it, and that's a sad, sad thing.\n\nThe sleepy guardsman takes the top page off the stack, gives it a cursory glance, stamps it, and sets it aside.\n\nHey, egg. Get out of that vase and get into my break. Arrgh, I can't reach. Come on, egg, just crawl up here so I can eat you.", "endoftext": false }, { "action": "You take the bit", "response": "(the scrap of paper)\nI already have that.\n\nTime for a delicious eggy snack! ...Oh crud. I still can't get to the egg at the bottom of the vase.", "endoftext": false }, { "action": "You check what you're carrying", "response": "In my bag of holding, I have:\nan iron key\na scrap of paper\na mechanical moustache\na vellum page\na vase\nan egg\na scarf\nsome farming tools\na cedar box (which is open but empty)\na piece of yellow paper\na piece of green paper\na piece of violet paper\na piece of red paper\na fish\nthe Un-Hat\na fishing rod\na wanted poster\na bottle of clear fluid\na bottle of blue dye\na torn page\na spell book\na red balloon\na magic wand\nthe mind of a desperate wizard\n\nThe sleepy guardsman takes the top page off the stack, gives it a cursory glance, stamps it, and sets it aside.\n\nHey, egg. Get out of that vase and get into my break. Arrgh, I can't reach. Come on, egg, just crawl up here so I can eat you.", "endoftext": false }, { "action": "You take corner", "response": "Taken.\n\nThe sleepy guardsman takes the top page off the stack, gives it a cursory glance, stamps it, and sets it aside.\n\nThe egg is calling to me...", "endoftext": false }, { "action": "You examine the stack", "response": "They look like various administrative forms. The guardsman is methodically stamping a signature onto each one.\n\nThe sleepy guardsman takes the top page off the stack, gives it a cursory glance, stamps it, and sets it aside.\n\nTime for a delicious eggy snack! ...Oh crud. I still can't get to the egg at the bottom of the vase.", "endoftext": false }, { "action": "You look at the forms", "response": "They look like various administrative forms. The guardsman is methodically stamping a signature onto each one.\n\nThe sleepy guardsman takes the top page off the stack, gives it a cursory glance, stamps it, and sets it aside.\n\nThe egg is calling to me...", "endoftext": false }, { "action": "You examine stamp", "response": "It's an oversized stamp with some sort of squiggly, almost illegible signature on its underside. If I had to guess, I'd say it was the treasurer's, but it could be yours. It might even be mine.\n\nThe sleepy guardsman takes the top page off the stack, gives it a cursory glance, stamps it, and sets it aside.\n\nAck! Can't...resist....must eat egg! Shoot! I still can't get my beak in there!", "endoftext": false }, { "action": "You take the stamp", "response": "That seems to belong to the tired guardsman.\n\nThe sleepy guardsman takes the top page off the stack, gives it a cursory glance, stamps it, and sets it aside.\n\nTime for a delicious eggy snack! ...Oh crud. I still can't get to the egg at the bottom of the vase.", "endoftext": false }, { "action": "You examine Guard", "response": "He looks wiped out. His tunic is rumpled. He's dully applying a squiggly signature to the pile of forms with an oversized stamp.\n\nThe sleepy guardsman takes the top page off the stack, gives it a cursory glance, stamps it, and sets it aside.\n\nThe egg is calling to me...", "endoftext": false }, { "action": "You look at the tunic", "response": "All the guards have green tunics with a stylized unicorn on the front. This guard also has a leather pouch on his belt.\n\nThe sleepy guardsman takes the top page off the stack, gives it a cursory glance, stamps it, and sets it aside.\n\nTime for a delicious eggy snack! ...Oh crud. I still can't get to the egg at the bottom of the vase.", "endoftext": false }, { "action": "You examine the unicorn", "response": "All the guards have green tunics with a stylized unicorn on the front. This guard also has a leather pouch on his belt.\n\nThe sleepy guardsman takes the top page off the stack, gives it a cursory glance, stamps it, and sets it aside.\n\nIf I can just get my beak a bit further in to the vase...Caw! No, the egg is too far down.", "endoftext": false }, { "action": "You examine the pouch", "response": "It's a little leather bag. It's about the size of my Bag of Holding. It probably isn't magical, though.\n\nThe leather pouch is closed.\n\nThe egg is calling to me...", "endoftext": false }, { "action": "You open Bag", "response": "(the leather pouch)\nOkay, I open the leather pouch, revealing a florin.\n\nAck! Can't...resist....must eat egg! Shoot! I still can't get my beak in there!", "endoftext": false }, { "action": "You look at florin", "response": "This is a one-florin coin. A florin is one twentieth of a mark. One florin will not save your bacon. But hey, you could buy me\nsome bacon.\n\nIf I can just get my beak a bit further in to the vase...Caw! No, the egg is too far down.", "endoftext": false }, { "action": "You take the pouch", "response": "Taken.\n\nThe sleepy guardsman takes the top page off the stack, gives it a cursory glance, stamps it, and sets it aside.\n\nHey, egg. Get out of that vase and get into my break. Arrgh, I can't reach. Come on, egg, just crawl up here so I can eat you.", "endoftext": false }, { "action": "You go to the south", "response": "I can't go that way.\n\nThe sleepy guardsman takes the top page off the stack, gives it a cursory glance, stamps it, and sets it aside.\n\nTime for a delicious eggy snack! ...Oh crud. I still can't get to the egg at the bottom of the vase.", "endoftext": false }, { "action": "Go south", "response": "This is Mindo Street. I think Mindo was the chancellor a long time ago or something. There's a statue of some ugly human here. The guard tower is north of here, a big, oppressive stone thing. I always feel like I'm about to fly into it even when I'm nowhere near it.\n\nThere's fields or farms or something southwest of here, which is less likely to contain snacks but also less likely to smell like people. Big Street's back east, and the wharf is to the west.\n\nThe egg is calling to me...", "endoftext": false }, { "action": "You go to the east", "response": "Big Street, North End\nThis is the heart of Moneyville, the financial district. There's a bank, the stock market, money changers--- you want to spend and get money, you come here. This is a terrible part of town for getting food, but it's a great place for shiny, shiny gold. Everything here sparkles. Yeah...coins everywhere....Oh, sorry. I spaced out for a minute there.\n\nI can go west deeper into the city if you want me to get harrassed by guards. The bank's east of here and the stock market's northeast, and Big Street continues to the south.\n\nThere's a black cord running from the guard tower to the bank.\n\nHey, egg. Get out of that vase and get into my break. Arrgh, I can't reach. Come on, egg, just crawl up here so I can eat you.", "endoftext": false }, { "action": "Go north", "response": "Big Street, North End\nThis is the heart of Moneyville, the financial district. There's a bank, the stock market, money changers--- you want to spend and get money, you come here. This is a terrible part of town for getting food, but it's a great place for shiny, shiny gold. Everything here sparkles. Yeah...coins everywhere....Oh, sorry. I spaced out for a minute there.\n\nI can go west deeper into the city if you want me to get harrassed by guards. The bank's east of here and the stock market's northeast, and Big Street continues to the south.\n\nThere's a black cord running from the guard tower to the bank.\n\nThe egg is calling to me...", "endoftext": false }, { "action": "You go to the west", "response": "This is Mindo Street. I think Mindo was the chancellor a long time ago or something. There's a statue of some ugly human here. The guard tower is north of here, a big, oppressive stone thing. I always feel like I'm about to fly into it even when I'm nowhere near it.\n\nThere's fields or farms or something southwest of here, which is less likely to contain snacks but also less likely to smell like people. Big Street's back east, and the wharf is to the west.\n\nAck! Can't...resist....must eat egg! Shoot! I still can't get my beak in there!", "endoftext": false }, { "action": "You go north", "response": "The inside of the watchtower is even more oppressive than the outside. It's still a dark stone building, but now there's the smell of guard everywhere. I think bathing is illegal if you want to keep your job on the watch.\n\nIn addition to the stench, there's an evidence cabinet and a spiral staircase leading upwards. The street and fresh air are to the south.\n\nThere's a wastebasket in the corner.\n\nA large (as in, about my size) bronze bell is on the wall, tied to a cord going out the window.\n\nI can also see a young guardsman here.\n\nThe egg is calling to me...", "endoftext": false }, { "action": "Wave wand", "response": "Poof! A glittering coin materializes in the air in front of\nme and drops to the floor.\n\nHey, egg. Get out of that vase and get into my break. Arrgh, I can't reach. Come on, egg, just crawl up here so I can eat you.", "endoftext": false }, { "action": "You take the coin", "response": "(the faery coin)\nThere are too many things in my bag of holding.\n\nTime for a delicious eggy snack! ...Oh crud. I still can't get to the egg at the bottom of the vase.", "endoftext": false }, { "action": "You put the coin in the crack", "response": "The florin drops into the evidence cabinet through the crack.\n\nTime for a delicious eggy snack! ...Oh crud. I still can't get to the egg at the bottom of the vase.", "endoftext": false }, { "action": "You put the salt in the crack", "response": "The salt drops into the evidence cabinet through the crack.\n\nHey, egg. Get out of that vase and get into my break. Arrgh, I can't reach. Come on, egg, just crawl up here so I can eat you.", "endoftext": false }, { "action": "You wait for a while", "response": "All right. Boss, I hate to rush you, but at some point the treasurer is going to figure out where the king wandered off to.\n\nTime for a delicious eggy snack! ...Oh crud. I still can't get to the egg at the bottom of the vase.", "endoftext": false }, { "action": "You check what you're carrying", "response": "In my bag of holding, I have:\nsome salt\na leather pouch (which is open but empty)\na florin\na torn bit of wool\nan iron key\na scrap of paper\na mechanical moustache\na vellum page\na vase\nan egg\na scarf\nsome farming tools\na cedar box (which is open but empty)\na piece of yellow paper\na piece of green paper\na piece of violet paper\na piece of red paper\na fish\nthe Un-Hat\na fishing rod\na wanted poster\na bottle of clear fluid\na bottle of blue dye\na torn page\na spell book\na red balloon\na magic wand\nthe mind of a desperate wizard\n\nIf I can just get my beak a bit further in to the vase...Caw! No, the egg is too far down.", "endoftext": false }, { "action": "You drop the vase", "response": "Dropped.\n\nTime for a delicious eggy snack! ...Oh crud. I still can't get to the egg at the bottom of the vase.", "endoftext": false }, { "action": "You put the faery coin in crack", "response": "The faery coin drops into the evidence cabinet through the crack.\n\nThe egg is calling to me...", "endoftext": false }, { "action": "You put the salt in the crack", "response": "The salt drops into the evidence cabinet through the crack.\n\nHey, egg. Get out of that vase and get into my break. Arrgh, I can't reach. Come on, egg, just crawl up here so I can eat you.\n\nFwoooom! The faery coin explodes! Sparks everywhere!\n\nThe napping guard startles. \"Hr! What the?\"", "endoftext": false }, { "action": "You look in the box", "response": "(the evidence box)\nLooking through the crack, I can see a metal device inside.\n\nThe guard laboriously stands up and rubs his eyes. \"Why is the evidence locker smoking?\"\n\nAck! Can't...resist....must eat egg! Shoot! I still can't get my beak in there!", "endoftext": false }, { "action": "You wait", "response": "All right.\n\nThe guard fumbles around in his tunic, sighs, and sits back down.\n\nHey, egg. Get out of that vase and get into my break. Arrgh, I can't reach. Come on, egg, just crawl up here so I can eat you.", "endoftext": false }, { "action": "You wait for a while", "response": "All right.\n\nTime for a delicious eggy snack! ...Oh crud. I still can't get to the egg at the bottom of the vase.", "endoftext": false }, { "action": "You examine Guard", "response": "I think this guard is pretty young, although I'm not great at telling with you humans. He's wearing the standard-issue guard tunic. He's dozing lightly.\n\nAck! Can't...resist....must eat egg! Shoot! I still can't get my beak in there!", "endoftext": false }, { "action": "You examine Guard", "response": "I think this guard is pretty young, although I'm not great at telling with you humans. He's wearing the standard-issue guard tunic. He's dozing lightly.\n\nHey, egg. Get out of that vase and get into my break. Arrgh, I can't reach. Come on, egg, just crawl up here so I can eat you.", "endoftext": false }, { "action": "You put the key on the box", "response": "(the evidence box)\nI don't think putting things on the evidence box would accomplish anything.\n\nThe egg is calling to me...", "endoftext": false }, { "action": "You put the key on Guard", "response": "I don't think putting things on the young guardsman would accomplish anything.\n\nIf I can just get my beak a bit further in to the vase...Caw! No, the egg is too far down.", "endoftext": false }, { "action": "You give the key to Guard", "response": "The guard's suspicion and sleepiness fight it out for a while. After a couple of moments of painful deliberation, he takes the key from me and goes back to sleep.\n\nThe egg is calling to me...", "endoftext": false }, { "action": "You take the faery coin", "response": "Taken.\n\nAck! Can't...resist....must eat egg! Shoot! I still can't get my beak in there!", "endoftext": false }, { "action": "You put the faery coin in the crack", "response": "The faery coin drops into the evidence cabinet through the crack.\n\nAck! Can't...resist....must eat egg! Shoot! I still can't get my beak in there!", "endoftext": false }, { "action": "You put the salt in the crack", "response": "The salt drops into the evidence cabinet through the crack.\n\nThe egg is calling to me...\n\nFwoooom! The faery coin explodes! Sparks everywhere!\n\nThe napping guard startles. \"Hr! What the?\"", "endoftext": false }, { "action": "You look in box", "response": "(the evidence box)\nLooking through the crack, I can see a metal device inside.\n\nThe guard laboriously stands up and rubs his eyes. \"Why is the evidence locker smoking?\"\n\nThe egg is calling to me...", "endoftext": false }, { "action": "Wait", "response": "All right.\n\nThe guard unlocks and opens the evidence cabinet and stares stupidly at it, scratching his head. \"Hullo, what's this? Nothing seems to be on fire.\"\n\nHey, egg. Get out of that vase and get into my break. Arrgh, I can't reach. Come on, egg, just crawl up here so I can eat you.", "endoftext": false }, { "action": "You take the device", "response": "Urgh, this thing weights a ton. I obviously can't fly with it, so let's see if I can drag it out of the box. Huff puff puff.\n\nShoot! The noise must have altered the guard, or maybe it was when I accidentally dropped the device on his foot. \"You don't want that, bird,\" he says, taking it from me despite my caws of protestation and gingerly returning it to the box. \"It's not food. Leave it alone.\" Then he locks the cabinet and goes back to his nap.\n\nAck! Can't...resist....must eat egg! Shoot! I still can't get my beak in there!", "endoftext": false }, { "action": "You examine florin", "response": "This is a one-florin coin. A florin is one twentieth of a mark. One florin will not save your bacon. But hey, you could buy me\nsome bacon.", "endoftext": false }, { "action": "You show florin to Sandie", "response": "I'm not getting any response. Pssh. I wish I had one of your Extremely Loud Icebreaker Crackers. Those always got a response, even if it was usually a violent one.", "endoftext": false }, { "action": "You take the meat", "response": "Which do you mean, the pork pan, the beef pan, or the Excitement pan?", "endoftext": false }, { "action": "You take the pork pan", "response": "Boss, that is an excellent idea, but Sandie has a mean\nbackhand.", "endoftext": false }, { "action": "Xyzzy", "response": "Thomas, could you put a random joke here? --Diane", "endoftext": false }, { "action": "Sing", "response": "Oooohhhhh,\nI'm going to murder that hedgehog!\nThis is the hedgehog-murdering song!\n\nHmph.", "endoftext": false }, { "action": "You go to the north", "response": "Big Street, North End\nThis is the heart of Moneyville, the financial district. There's a bank, the stock market, money changers--- you want to spend and get money, you come here. This is a terrible part of town for getting food, but it's a great place for shiny, shiny gold. Everything here sparkles. Yeah...coins everywhere....Oh, sorry. I spaced out for a minute there.\n\nI can go west deeper into the city if you want me to get harrassed by guards. The bank's east of here and the stock market's northeast, and Big Street continues to the south.\n\nThere's a black cord running from the guard tower to the bank.\n\nThis is Mindo Street. I think Mindo was the chancellor a long time ago or something. There's a statue of some ugly human here. The guard tower is north of here, a big, oppressive stone thing. I always feel like I'm about to fly into it even when I'm nowhere near it.\n\nThere's fields or farms or something southwest of here, which is less likely to contain snacks but also less likely to smell like people. Big Street's back east, and the wharf is to the west.\n\nThe inside of the watchtower is even more oppressive than the outside. It's still a dark stone building, but now there's the smell of guard everywhere. I think bathing is illegal if you want to keep your job on the watch.\n\nIn addition to the stench, there's an evidence cabinet and a spiral staircase leading upwards. The street and fresh air are to the south.\n\nThere's a wastebasket in the corner.\n\nA large (as in, about my size) bronze bell is on the wall, tied to a cord going out the window.\n\nI can also see a vase (which contains an egg and a scarf) and a young guardsman here.\n\nTime for a delicious eggy snack! ...Oh crud. I still can't get to the egg at the bottom of the vase.", "endoftext": false }, { "action": "You take the scarf", "response": "Hmm, that's going to be tricky. Let me tip it over, then lift up the neck like this, and...got it!\n\nThe egg is calling to me...", "endoftext": false }, { "action": "Examine poster", "response": "It's a wanted poster offering five thousand florins for the capture of the infamous bank robber Two-Handed Bart (not to be confused with One-Handed Bart). He looks dashing with his shiny hair, his handlebar moustache, and his flapping green scarf. Is that dashing? That's the sort of thing you guys find dashing, right?\n\nIf I can just get my beak a bit further in to the vase...Caw! No, the egg is too far down.", "endoftext": false }, { "action": "Dye scarf", "response": "Ah, it turns a beautiful green. It reminds me of the leaves in my tree.\n\nHey, egg. Get out of that vase and get into my break. Arrgh, I can't reach. Come on, egg, just crawl up here so I can eat you.", "endoftext": false }, { "action": "You look at Guard", "response": "I think this guard is pretty young, although I'm not great at telling with you humans. He's wearing the standard-issue guard tunic.\n\nHey, egg. Get out of that vase and get into my break. Arrgh, I can't reach. Come on, egg, just crawl up here so I can eat you.", "endoftext": false }, { "action": "You examine the mustache", "response": "Hey, this is one of your Multitudinous Mechanical Moustaches! You can wind it to change its shape. The first version was prone to stuck gears. It's too bad; I thought this was going to be a popular invention. Right now it's shaped like a giant, bushy, overgrown moustache.", "endoftext": false }, { "action": "You put the moustache on the man", "response": "\"Well, I've always wanted to grow a better moustache, really...\"\n\nOh, oh, he's taking it...he's putting it on...yes! Moustache go! Aw, man, don't pat me on the head. I'm not a dog.", "endoftext": false }, { "action": "You put the scarf on man", "response": "\"Well, thank you, little magpie. I am kind of cold.\"\n\nMagpie? I'm a raven! A raven! Stupid humans with their not\nknowing anything and their not speaking the language and their failing to look like proper bank robbers unless I do a bunch of stupid work...", "endoftext": false }, { "action": "You look at the man", "response": "I'm not done yet. Stupid humans with their stupid lack of feathers and stupid weird beaks and stupid clothes. \"Ooh, look at me, I'm a human. I'm going to not fly all day, then sleep horizontally on the floor. I like to set perfectly good rotting meat on fire, then eat it with a delicate little fork so I don't get delicious grease on my weird, fleshy hands and oh-so-precious opposable thumbs.\" Bah.\n\nAll right, now I'm done. Let's go.", "endoftext": false }, { "action": "You examine man", "response": "He looks like any other human, I guess. He's wearing grey pants, a grey fedora, a scarf, and a grey shirt, and he has a handlebar moustache. He's cursing under his breath as he tries to fill out paperwork.\n\nThe ordinary man proudly rubs his moustache.", "endoftext": false }, { "action": "You take the fedora", "response": "Hmm, it is a pretty nice hat. Let me just swoop in and\ngrab--- Slap! Ow! Don't hit me! I just want to steal your\nhat!\n\nBoss, this isn't going to work. He's very attached to the hat.\n\nThe ordinary man grumbles under his breath.", "endoftext": false }, { "action": "You put un-Hat on fedora", "response": "Yeah, take that, Hat Boy! I'll just drop the unhat on his head and---\n\n!moobak\n\nEr, that's me trying to mimic the sound of a 'kaboom' going backwards. The hat and the unhat kind of shrank into each other and, well, no hat. I think some of the guy's hair went with it. Uh oh, I think he's kind of cheesed off. Okay, no need for that kind of violence! Whoa whoa! I'm retreating to the chandelier now.\n\nThe ordinary man grumbles under his breath.", "endoftext": false }, { "action": "You examine man", "response": "He looks like any other human, I guess. He's wearing grey pants, a scarf, and a grey shirt, and he has a handlebar moustache. He's cursing under his breath as he tries to fill out paperwork.", "endoftext": false }, { "action": "You ask the man about the hair", "response": "\"Quork quork quork?\"", "endoftext": false }, { "action": "You pull cord", "response": "Done!\n\nA mob of guardsmen charge out of the Watchtower towards the bank. I think I'll follow them.\n\nLet me tell you, these walls gleam. They're made of Marmoreal\nmarble, known for the gold lines running through it. The floors and ceilings are made of the same material. The lobby of the bank is fairly open. There are exits to the north and west leading outside, and the bank continues to the east. There's also a table with forms and stuff.\n\nThere's a bored-looking man at the tables trying to fill out some forms.\n\nThree guards come rushing into the bank. \"Stop right there, Two-Handed Bart!\" shouts the tallest guard. \"You're under arrest!\" shouts the middle guard. \"Wait! I don't think that's Two-Handed Bart!\" cries the shortest guard.\n\n\"But he's got the moustache and the scarf and the no hat. He looks just like him!\" says the tallest guard.\n\n\"Isn't he the same guy we didn't arrest last time?\" says the short guard.\n\n\"I don't think so. He looks exactly like Two-Handed Bart,\" says the middle guard. \"Maybe you were just mistaken before.\"\n\n\"I ... guess ...\" says the short guard. \"He does look just\nlike the poster....Well, take him in. Good job, guys.\"\n\nThe three guards drag the man out of the bank, while he wails incoherently about just being here for a loan.\n\nHeh heh heh. Time to go collect our reward money!", "endoftext": false }, { "action": "Go north", "response": "Big Street, North End\nThis is the heart of Moneyville, the financial district. There's a bank, the stock market, money changers--- you want to spend and get money, you come here. This is a terrible part of town for getting food, but it's a great place for shiny, shiny gold. Everything here sparkles. Yeah...coins everywhere....Oh, sorry. I spaced out for a minute there.\n\nI can go west deeper into the city if you want me to get harrassed by guards. The bank's east of here and the stock market's northeast, and Big Street continues to the south.\n\nThere's a black cord running from the guard tower to the bank.\n\nThis is Mindo Street. I think Mindo was the chancellor a long time ago or something. There's a statue of some ugly human here. The guard tower is north of here, a big, oppressive stone thing. I always feel like I'm about to fly into it even when I'm nowhere near it.\n\nThere's fields or farms or something southwest of here, which is less likely to contain snacks but also less likely to smell like people. Big Street's back east, and the wharf is to the west.\n\nThe inside of the watchtower is even more oppressive than the outside. It's still a dark stone building, but now there's the smell of guard everywhere. I think bathing is illegal if you want to keep your job on the watch.\n\nIn addition to the stench, there's an evidence cabinet and a spiral staircase leading upwards. The street and fresh air are to the south.\n\nThere's a wastebasket in the corner.\n\nA large (as in, about my size) bronze bell is on the wall, tied to a cord going out the window.\n\nI can also see a vase (which contains an egg) and a young guardsman here.\n\nThe egg is calling to me...", "endoftext": false }, { "action": "You examine Guard", "response": "I think this guard is pretty young, although I'm not great at telling with you humans. He's wearing the standard-issue guard tunic.\n\nTime for a delicious eggy snack! ...Oh crud. I still can't get to the egg at the bottom of the vase.", "endoftext": false }, { "action": "You show the poster to Guard", "response": "\"Caw!\" I brandish the poster and perch on the guard's head.\n\n\"Hello, uh, bird. Huh, Two-Handed Bart. You know, we just captured him.\"\n\n\"Caw!\" Yes, I was there.\n\n\"He's supposed to be a criminal mastermind, but he was just standing around idly in the middle of the bank.\"\n\n\"Awk awwwwk.\"\n\n\"I wonder who pulled the alarm,\" muses the guard. \"The teller insists she didn't do it.\"\n\n\"Caw caw!\" I hate you. I hate you I hate you I hate you.\n\n\"We'll get a bonus for being the guard shift that caught him. I guess nobody gets that five-thousand florin reward.\"\n\nMaybe I can kill this guy and cash in his body with Mel. \"Awk.\nAwk. Awk awk cawk awwwk awwk caww awk.\" Complicated pantomime\nensues.\n\nThe guard is incredulous. \"You? You're a bird.\"\n\n\"Awwwk quork awww.\" Yes, I am a bird waving a poster at you\nand miming pulling an alarm cord. Maybe I know what I am talking about.\n\nThe guard is still incredulous. \"Enh, we get our bonus anyway. Here's a credit slip.\" Finally, you people.\n\nThe egg is calling to me...", "endoftext": false }, { "action": "You examine the crack", "response": "There's a large crack on the top of the evidence box.\n\nHey, egg. Get out of that vase and get into my break. Arrgh, I can't reach. Come on, egg, just crawl up here so I can eat you.", "endoftext": false }, { "action": "You look in the crack", "response": "Looking through the crack, I can see a scarf, a mechanical moustache, and a metal device inside.\n\nIf I can just get my beak a bit further in to the vase...Caw! No, the egg is too far down.", "endoftext": false }, { "action": "You look at the animals", "response": "There are more kinds of animals here than I can count. There must be, like, ten different kinds. They're currently alive, which is not the most delicious state for an animal, but I can dream.\n\n\"...sold!\" The merchant steps up to the block, pays the auctioneer, takes the stock, and sits down again.", "endoftext": false }, { "action": "Examine auctioneer", "response": "The auctioneer is wearing a fancy black suit. He seems faintly oily, but not in the delicious fried meats kind of way.\n\n\"...sold!\" The merchant steps up to the block, pays the auctioneer, takes the stock, and sits down again.\n\nOne of the cows shifts around uncomfortably.", "endoftext": false }, { "action": "Examine merchant", "response": "Which do you mean, the merchant, the merchant, the merchant, the merchant, the merchant, the merchant, the merchant, or the merchant?\n\n...This clearly isn't working. To disambiguate the merchants, I'm going to give them human names. Let's see. I'm going to name that one Hortensia, and that one Percival, that one Rupertina, that one Elspeth, F'nyrx, Professor Demonspoon, Rombert, and Sunshine Gristlesplat.", "endoftext": false }, { "action": "You look at Hortensia", "response": "Hortensia is a sad-looking man carrying his hat before him and twisting its brim nervously.\n\nThe auctioneer fishes around in the coffer, pulls out a stock, and puts it on the auction block.\n\n\"Next up is Associated Rook Leverage,\" he says. \"Any bids?\"", "endoftext": false }, { "action": "You examine Rupertina", "response": "Rupertina is a tall, imposing woman.\n\n\"...sold!\" Hortensia steps up to the block, pays the auctioneer, takes the stock, and sits down again.", "endoftext": false }, { "action": "You examine Elspeth", "response": "Elspeth is a young, smartly-dressed woman missing an earring.\n\nThe auctioneer fishes around in the coffer, pulls out a stock, and puts it on the auction block.\n\n\"Now, who wants to own these fine shares of Kingdom Flounder Interests?\" he asks.", "endoftext": false }, { "action": "You examine professor", "response": "Professor Demonspoon is an elderly man in a rumpled three-piece suit, which he looks to have never changed.\n\n\"...sold!\" Professor Demonspoon steps up to the block, pays the auctioneer, takes the stock, and sits down again.", "endoftext": false }, { "action": "You examine rombert", "response": "Rombert is a short, corpulent man.\n\nThe auctioneer fishes around in the coffer, pulls out a stock, and puts it on the auction block.\n\n\"Next up is Royal Ibis Bureau,\" he says. \"Any bids?\"\n\nA depressed horse mutters something about glue.", "endoftext": false }, { "action": "You ask the cows about the auction", "response": "I perch near the livestock pens. \"Hey, animals, are---\"\n\n\"Aww, it's terrible here. Let's run around! I hate being cooped up.\"\n\n\"...sold!\" Professor Demonspoon steps up to the block, pays the auctioneer, takes the stock, and sits down again.\n\nA small group of cows crowds together, their eyes darting around.", "endoftext": true }, { "action": "Look around", "response": "This is the floor of the stock market, and it's full of animals. There's hooting and honking and barking and mooing. I'm getting hungry just looking at their pen. From here, I can go south to the bank or southwest to Big Street.\n\nSome merchants crowd around an auctioneer, doing whatever it is that humans do.\n\nI can also see a coffer (which is open) and an auction block (on top of which is a stock certificate) here.\n\n\"...sold!\" Professor Demonspoon steps up to the block, pays the auctioneer, takes the stock, and sits down again.\n\nTwo pigs huddle together, shivering nervously.", "endoftext": false }, { "action": "You ask the pigs about the auction", "response": "I perch near the livestock pens. \"Hey there, I---\"\n\n\"No time to talk! Can't stop moooooooving! The farmer might come back!\"\n\nThe auctioneer fishes around in the coffer, pulls out a stock, and puts it on the auction block.\n\n\"Now, who wants to own these fine shares of Aggregate Sea Krait System?\" he asks.", "endoftext": false }, { "action": "You go south", "response": "Let me tell you, these walls gleam. They're made of Marmoreal\nmarble, known for the gold lines running through it. The floors and ceilings are made of the same material. The lobby of the bank is fairly open. There are exits to the north and west leading outside, and the bank continues to the east. There's also a table with forms and stuff.", "endoftext": false }, { "action": "Bite cord", "response": "Okay. Fear the beak. Snap! All right, it's broken.", "endoftext": false }, { "action": "Go east", "response": "Let me tell you, these walls gleam. They're made of Marmoreal\nmarble, known for the gold lines running through it. The floors and ceilings are made of the same material. The lobby of the bank is fairly open. There are exits to the north and west leading outside, and the bank continues to the east. There's also a table with forms and stuff.\n\nThis part of the bank is cut off from the public by a gilded cage. There's a big, grey, solid-looking door back there, presumably a vault. The room is big and echoey, thirty or forty feet high and brightly lit from a huge gold chandelier overhead. The main lobby is back to the west.\n\nThere's a black cord running from a hole in the wall.\n\nThere's a bored-looking teller behind the bars.", "endoftext": false }, { "action": "You show the scrap to the teller", "response": "All right. Deep breath, W.D. You can do this. I'm doing my serious face, boss. I look deadly. I have a bomm and I'm not afraid to use it. In fact, I'd love to use it. I'd rather blow this bank up than get my money! Just give me an excuse! One million florins or hot fiery death! One million florins AND hot fiery death! Forget the money; I'm taking you all with meeeeeeeeeee!\n\n...Darn it. I wish we had a real bomb. All the things you made that exploded by accident, and you never made a bomb on purpose?\n\nEr, right. I should actually give her the note. Okay, she's reading it. \"Just one minute, sir,\" she says. (Ooh, I'm a sir.) She's reaching under the counter--- ooh, she's going to try to pull the alarm! She looks surprised. She looks down at her hand. I bet you were expecting some tension in that cord, huh? She looks at me nervously. Oh yeah, I am two seconds away from kaboom, ma'am. Better get me my money.\n\nShe gets up and fumbles with the vault door. She pulls out several different keys. I keep glaring so she'll hurry up. She opens the door, reaches in, and grabs a sack. Then she comes back to me and unlocks something to open the bars. She tosses the sack at me and closes the bars.\n\nShe suddenly claps her hands over her mouth. \"Oh my god! You got Two-Handed Bart arrested just so you could rob the bank yourself! ...Pleasedon'tkillme.\"\n\nOh yeah. I am W.D., and I am the King of Moneyville.", "endoftext": false }, { "action": "You take the sack", "response": "(the sack of bearer bonds)\nI already have that.", "endoftext": false }, { "action": "You go west", "response": "Let me tell you, these walls gleam. They're made of Marmoreal\nmarble, known for the gold lines running through it. The floors and ceilings are made of the same material. The lobby of the bank is fairly open. There are exits to the north and west leading outside, and the bank continues to the east. There's also a table with forms and stuff.\n\nBig Street, North End\nThis is the heart of Moneyville, the financial district. There's a bank, the stock market, money changers--- you want to spend and get money, you come here. This is a terrible part of town for getting food, but it's a great place for shiny, shiny gold. Everything here sparkles. Yeah...coins everywhere....Oh, sorry. I spaced out for a minute there.\n\nI can go west deeper into the city if you want me to get harrassed by guards. The bank's east of here and the stock market's northeast, and Big Street continues to the south.\n\nThe two halves of a broken black cord hang down from the guard tower and the bank.", "endoftext": false }, { "action": "Inventory", "response": "In my bag of holding, I have:\na sack of bearer bonds\na reward chit\na leather pouch (which is open but empty)\na florin\na torn bit of wool\na vellum page\nsome farming tools\na cedar box (which is open but empty)\na piece of yellow paper\na piece of green paper\na piece of violet paper\na piece of red paper\na fish\na fishing rod\na wanted poster\na bottle of clear fluid\na bottle of blue dye\na torn page\na spell book\na red balloon\na magic wand\nthe mind of a mediocre wizard", "endoftext": false }, { "action": "You show the reward chit to Mel", "response": "\"You captured Two-handed Bart?\"\n\n\"Single-winged.\"\n\n\"How?\"\n\n\"He showed up in the bank, so I pulled the alarm.\"\n\n\"Well, that's something. I suppose I'll cash this in before I mention knowing that Two-Handed Bart is always in Caberry this time of year.\"\n\n\"Uh, yeah, you do that.\"\n\nMel takes out a ledger from underneath the counter and carefully makes a note in it. \"All right, that's certainly worth another ingredient.\"", "endoftext": false }, { "action": "You show the sack to Mel", "response": "Mel's eyes bug out slightly. \"How...?\"\n\n\"Lemonade stand.\"\n\n\"...I'm just going to not think about it.\" Mel takes out a ledger from underneath the counter and carefully makes a note in it. \"All right, that's certainly worth another ingredient.\"\n\nMel closes his account book. \"Well, W.D., I think you might have enough to make one of the simpler Midas potions I'm familiar with. I'll open the door to the alchemy laboratory.\" Mel makes a smooth but arcane gesture. In a seemingly empty space on the shop floor, a trapdoor abruptly pops into existence.\n\n\"Oh, so that was what a Perfectly Foolproof Illusion is\nsupposed to look like.\"\n\nMel says nothing as he crosses over to the trapdoor and opens it for me. \"There. You'll be able to use the equiment in the laboratory to brew a potion.\"\n\n\"Wow, Mel, thank you so much. I'll definitely bring the boss here to buy you lunch, or something.\"\n\nMel nods. \"I know you are in a hurry, W.D,. but you may want to look around a little more. I'm not entirely certain you have the right ingredients to make something useful.\"\n\n\"Oh. Well, I'll check the lab out.\"\n\n\"Good luck.\"", "endoftext": true }, { "action": "Go down", "response": "This is Mel's spooooky secret laboratory. I say \"spooky\" because it's lit bit a series of multicolored, floating orbs. Apart from the glowing elf balls, though, it's a relatively normal stone cellar. I can go up if you want to return to the shop proper.\n\nThere's a big pot on the floor and a sign on the wall.", "endoftext": false }, { "action": "You look at the balls", "response": "Glowing balls in red and green and purple. They drift lazily around the room.", "endoftext": false }, { "action": "You examine the pot", "response": "I'm sure it's technically an \"alchemical cauldron apparatus,\" but I will be referring to it as a \"pot.\" The pot is filled with some kind of thick liquid, and there's a sigil embossed on its side.", "endoftext": false }, { "action": "You look at the sign", "response": "Save your notes! You do not like remaking potions from scratch.\n--Mel", "endoftext": false }, { "action": "You examine the sigil", "response": "It's some sort of intricate design. It means nothing to me, and it's way too complicated for me to describe to you. It looks impressively mystical and eldritch, though.", "endoftext": false }, { "action": "You examine the liquid", "response": "(the bottle of blue dye)\nThis is a bottle of blue dye. It contains, in my estimation, enough to dye two ravens. That is not a suggestion.", "endoftext": false }, { "action": "You examine the thick liquid", "response": "This is some kind of gooey liquid. It resembles syrup, but it's not brown, and I don't detect any obvious odor from it. I'm assuming it's some sort of potion base, but that's really your department.", "endoftext": false }, { "action": "You read the page", "response": "Which do you mean, the vellum page or the torn page?", "endoftext": false }, { "action": "You read the torn page", "response": "This is a list of Midas potions:\n\nComponents: unicorn fur, sapphire whiskey, and phoenix kidney\n\nComponents: sapphire whiskey, ivory runestone, and daffodil blood\n\nComponents: phoenix kidney, daffodil blood, and refined starmetal\n\nComponents: unicorn fur, phoenix kidney, daffodil blood, and wizard ash\n\nTransmute any inanimate object to gold (there's a smudge after\n'gold', and I can't read what's written there)\nComponents: unicorn fur, sapphire whiskey, ivory runestone, refined starmetal, and wizard ash\n\nComponents: sapphire whiskey, phoenix kidney, ivory runestone, daffodil blood, refined starmetal, and wizard ash\n\nComponents: unicorn fur, sapphire whiskey, phoenix kidney, ivory runestone, daffodil blood, refined starmetal, and wizard ash", "endoftext": false }, { "action": "Go upward", "response": "Mel's Magnificent Mystical Minutiae is the real deal. You can get all sorts of magical things here. Some of it is cheap junk that doesn't work, and that's what most people get; but if you want serious magic (and you've got serious money), Mel's is the place. We're here to ask Mel for a Midas potion specifically, which might save your\nbacon.\n\nThe exit to the street is to the west, and there's another, smaller area of the shop to the southeast. Now there's also a trapdoor leading down.\n\nSome of Mel's famous Exploding Cockroaches are on display here.\n\nMel's at the counter.\n\nI can also see a pile of assorted trinkets here.", "endoftext": false }, { "action": "You ask Mel about the credit", "response": "Mel checks his ledger. \"You've given me enough money and valuables for four spell ingredients.\"", "endoftext": false }, { "action": "You check what you're carrying", "response": "In my bag of holding, I have:\na leather pouch (which is open but empty)\na florin\na torn bit of wool\na vellum page\nsome farming tools\na cedar box (which is open but empty)\na piece of yellow paper\na piece of green paper\na piece of violet paper\na piece of red paper\na fish\na fishing rod\na wanted poster\na bottle of clear fluid\na bottle of blue dye\na torn page\na spell book\na red balloon\na magic wand\nthe mind of a foolish wizard", "endoftext": false }, { "action": "Inventory", "response": "In my bag of holding, I have:\na leather pouch (which is open but empty)\na florin\na torn bit of wool\na vellum page\nsome farming tools\na cedar box (which is open but empty)\na piece of yellow paper\na piece of green paper\na piece of violet paper\na piece of red paper\na fish\na fishing rod\na wanted poster\na bottle of clear fluid\na bottle of blue dye\na torn page\na spell book\na red balloon\na magic wand\nthe mind of an annoying wizard", "endoftext": false }, { "action": "You put yellow and the green and the violet and the red in the box", "response": "Which do you mean, the piece of red paper or the red balloon?", "endoftext": false }, { "action": "You put the yellow and green and the violet in the box", "response": "piece of yellow paper: There is no more room in the cedar box.\npiece of green paper: There is no more room in the cedar box.\npiece of violet paper: There is no more room in the cedar box.", "endoftext": false }, { "action": "You put the yellow and green and the violet in the pouch", "response": "piece of yellow paper: Done.\npiece of green paper: Done.\npiece of violet paper: Done.", "endoftext": false }, { "action": "You put red paper in the pouch", "response": "Taken.\nThere is no more room in the leather pouch.", "endoftext": false }, { "action": "You take all from the pouch", "response": "piece of violet paper: Removed.\npiece of green paper: Removed.\npiece of yellow paper: Removed.", "endoftext": false }, { "action": "You drop the violet and the green and the yellow", "response": "Dropped.\npiece of violet paper: Dropped.\npiece of green paper: Dropped.\npiece of yellow paper: Dropped.", "endoftext": false }, { "action": "You drop wanted", "response": "Dropped.", "endoftext": false }, { "action": "Inventory", "response": "In my bag of holding, I have:\na florin\na torn bit of wool\na vellum page\nsome farming tools\na fish\na fishing rod\na bottle of clear fluid\na bottle of blue dye\na torn page\na spell book\na red balloon\na magic wand\nthe mind of a foolish wizard", "endoftext": false }, { "action": "You examine the rod", "response": "Hey, you made this! It's your Fishing-Rod-With-Self-Baiting-Hook! Somebody is using something you made! Or, well, maybe they were at some point; they've apparently abandoned it. It still counts as a sale, though. There's no line or hook on the fishing rod; it looks a lot like a tree branch.", "endoftext": false }, { "action": "Wave rod", "response": "Pfwarmp! A cricket materializes in the air in front of me and\ndrops to the floor.", "endoftext": false }, { "action": "You look at the cricket", "response": "I despise the way these guys chirp. It's always satisfying\nwhen you catch one and then it's crunch crunch crunch crunch\nand one fewer chirpy annoyance. Crickets have a milder taste than grasshoppers.", "endoftext": false }, { "action": "You eat the cricket", "response": "(first taking the cricket)\nCrunch. Ah, always satisfying to do that.", "endoftext": false }, { "action": "Nfspecfic1", "response": "%% Enter a save filename to read:", "endoftext": false }, { "action": "Specfic1", "response": "[Restore failed.]", "endoftext": false }, { "action": "Nfspecfic1", "response": "[Ok.]", "endoftext": true }, { "action": "Look around", "response": "Mel's Magnificent Mystical Minutiae is the real deal. You can get all sorts of magical things here. Some of it is cheap junk that doesn't work, and that's what most people get; but if you want serious magic (and you've got serious money), Mel's is the place. We're here to ask Mel for a Midas potion specifically, which might save your\nbacon.\n\nThe exit to the street is to the west, and there's another, smaller area of the shop to the southeast. Now there's also a trapdoor leading down.\n\nSome of Mel's famous Exploding Cockroaches are on display here.\n\nMel's at the counter.\n\nI can also see a leather pouch (which is open), a cedar box (which is open), a wanted poster, a piece of yellow paper, a piece of green paper, a piece of violet paper, a piece of red paper, and a pile of assorted trinkets here.", "endoftext": false }, { "action": "You ask Mel about the credit", "response": "Mel checks his ledger. \"You've given me enough money and valuables for four spell ingredients.\"", "endoftext": false }, { "action": "Inventory", "response": "In my bag of holding, I have:\na faery coin\na florin\na torn bit of wool\na vellum page\nsome farming tools\na fish\na fishing rod\na bottle of clear fluid\na bottle of blue dye\na torn page\na spell book\na red balloon\na magic wand\nthe mind of a mediocre wizard", "endoftext": false }, { "action": "You go north", "response": "Big Street, North End\nThis is the heart of Moneyville, the financial district. There's a bank, the stock market, money changers--- you want to spend and get money, you come here. This is a terrible part of town for getting food, but it's a great place for shiny, shiny gold. Everything here sparkles. Yeah...coins everywhere....Oh, sorry. I spaced out for a minute there.\n\nI can go west deeper into the city if you want me to get harrassed by guards. The bank's east of here and the stock market's northeast, and Big Street continues to the south.\n\nThe two halves of a broken black cord hang down from the guard tower and the bank.", "endoftext": false }, { "action": "Go southwest", "response": "I've stopped in front of a cottage to the south, which is the only interesting thing for miles. Fields of corn barely taller than I am surround me and make for a really dull view. Civilization is back to the northwest, and the castle is east of here.\n\nThe ruins of a red barn lie to the west.\n\nI can also see a hedgehog here.\n\nThe hedgehog starts to sing:\n\nIs a happy happy hog!\nIt's a good day for eating\nAnd siiiiiiiiiiiinging!\n\n\"Oh oh! Hey! Hey! Can I have that? It looks delicious! I love food. Don't you love food? Oh hog oh hog I love food.\"", "endoftext": false }, { "action": "Wave rod", "response": "Pfwarmp! A nightcrawler materializes in the air in front of\nme and drops to the floor.", "endoftext": true }, { "action": "You look around", "response": "I've stopped in front of a cottage to the south, which is the only interesting thing for miles. Fields of corn barely taller than I am surround me and make for a really dull view. Civilization is back to the northwest, and the castle is east of here.\n\nThe ruins of a red barn lie to the west.\n\nI can also see a nightcrawler and a hedgehog here.\n\nThe hedgehog starts to sing:\n\nIs a happy happy hog!\nIt's a good day for eating\nAnd siiiiiiiiiiiinging!\n\n\"Oh oh! Hey! Hey! Can I have that? It looks delicious! I love food. Don't you love food? Oh hog oh hog I love food.\"", "endoftext": false }, { "action": "Wave rod", "response": "Nothing happens. I think Mel said something about having to destroy the last bait first. Conservation of energy, or something.\n\nThe hedgehog starts to sing:\n\nIs a happy happy hog!\nIt's a good day for eating\nAnd siiiiiiiiiiiinging!", "endoftext": false }, { "action": "You give nightcrawler to the hedgehog", "response": "I haven't got the nightcrawler.\n\nThe hedgehog starts to sing:\n\nSinging is the best,\nThe best, the best!\nWhat's the best?\nThat's riiiiiiiiight, it's siiiiiiiinging!\n\n\"Oh oh! Hey! Hey! Can I have that? It looks delicious! I love food. Don't you love food? Oh hog oh hog I love food.\"", "endoftext": false }, { "action": "You examine the balloon", "response": "It's a shiny red balloon on a string, filled with that special air that makes things float. It's really shiny. We should keep it and look at it for a while.\n\nThe hedgehog starts to sing:\n\nDoop de dooooooo,\nIt's a round life for meeeeee!\nWe're roly and poly\nAnd hedgyhogoly,\nA life in the hedge is for meeeeee!\n\n\"Oh oh! Hey! Hey! Can I have that? It looks delicious! I love food. Don't you love food? Oh hog oh hog I love food.\"", "endoftext": false }, { "action": "You give the balloon to the hedgehog", "response": "The hedgehog starts playing delightedly with the balloon. Whee.", "endoftext": false }, { "action": "You wait a while", "response": "All right.\n\nThe hedgehog starts to sing:\n\nSinging is the best,\nThe best, the best!\nWhat's the best?\nThat's riiiiiiiiight, it's siiiiiiiinging!\n\n\"Oh oh! Hey! Hey! Can I have that? It looks delicious! I love food. Don't you love food? Oh hog oh hog I love food.\"", "endoftext": false }, { "action": "You wait", "response": "All right.\n\nThe hedgehog starts to sing:\n\nIs a happy happy hog!\nIt's a good day for eating\nAnd siiiiiiiiiiiinging!\n\n\"Oh oh! Hey! Hey! Can I have that? It looks delicious! I love food. Don't you love food? Oh hog oh hog I love food.\"", "endoftext": false }, { "action": "You give the nightcrawler to the hedgehog", "response": "\"Food! Food for meeeeee! Oh---\n\nIs a happy happy hooooog!\nIt's a good day for eating\nAnd singiiiiiiiing!\n\nGood job. Now he's singing louder.", "endoftext": false }, { "action": "Wave rod", "response": "Pfwarmp! A nightcrawler materializes in the air in front of\nme and drops to the floor.", "endoftext": false }, { "action": "Wave rod", "response": "Pfwarmp! An earthworm materializes in the air in front of me\nand drops to the floor.\n\n\"Oh oh! Hey! Hey! Can I have that? It looks delicious! I love food. Don't you love food? Oh hog oh hog I love food.\"", "endoftext": false }, { "action": "You eat the earthworm", "response": "(first taking the earthworm)\nChomp. Very tasty.\n\n\"Oh oh! Hey! Hey! Can I have that? It looks delicious! I love food. Don't you love food? Oh hog oh hog I love food.\"", "endoftext": false }, { "action": "Wave rod", "response": "Pfwarmp! An earthworm materializes in the air in front of me\nand drops to the floor.", "endoftext": false }, { "action": "You take the earthworm", "response": "Taken.\n\nThe hedgehog starts to sing:\n\nIs a happy happy hog!\nIt's a good day for eating\nAnd siiiiiiiiiiiinging!\n\n\"Oh oh! Hey! Hey! Can I have that? It looks delicious! I love food. Don't you love food? Oh hog oh hog I love food.\"", "endoftext": false }, { "action": "Go east", "response": "The gate's closed, which is a pity since we could probably steal a lot of nice stuff if we could get into the throne room or the king's bedroom. But the castle's sealed up while the treasurer tries to figure out where the king's wandered off to, and I'm not going to attempt to peck my way through the giant wooden doors. There's a window above me leading to the room your body is in. There's farmland to the west, and Big Street is north.\n\nMy hanging-out tree is here.\n\nThe hedgehog enters from the west.", "endoftext": false }, { "action": "You go north", "response": "Big Street, South End\nBig Street is the main street in the city. It's big enough for four wagons to pass side by side (hence the name), and it's actually cobbles instead of dirt like all the other roads. There are various shops selling clothes and other things we don't care about. This stretch of the road is pretty boring, but the financial district is farther north, and the castle is to the south.\n\nI can see a beggar here.\n\nThe hedgehog enters from the south.", "endoftext": false }, { "action": "You take the coin", "response": "Which do you mean, the faery coin, the florin, or the strange coin?", "endoftext": false }, { "action": "You give the hedgehog to the beggar", "response": "I haven't got the hedgehog.\n\nThe hedgehog starts to sing:\n\nDoop de dooooooo,\nIt's a round life for meeeeee!\nWe're roly and poly\nAnd hedgyhogoly,\nA life in the hedge is for meeeeee!\n\n\"Oh oh! Hey! Hey! Can I have that? It looks delicious! I love food. Don't you love food? Oh hog oh hog I love food.\"", "endoftext": false }, { "action": "You take strange coin", "response": "\"Hey, hedgehog, I---\"\n\n\"Hi! Got any food? Got any food? Iiiiiiiiii'm pointy!\"\n\nI think I'm done here.\n\nThe hedgehog starts to sing:\n\nIs a happy happy hog!\nIt's a good day for eating\nAnd siiiiiiiiiiiinging!\n\n\"Oh oh! Hey! Hey! Can I have that? It looks delicious! I love food. Don't you love food? Oh hog oh hog I love food.\"", "endoftext": false }, { "action": "You take hedgehog", "response": "He's like a ball of needles. And not in a good way, like your Spherical Sewing Engine. Come to think of it, that wasn't so hot either.\n\nThe hedgehog starts to sing:\n\nDoop de dooooooo,\nIt's a round life for meeeeee!\nWe're roly and poly\nAnd hedgyhogoly,\nA life in the hedge is for meeeeee!\n\n\"Oh oh! Hey! Hey! Can I have that? It looks delicious! I love food. Don't you love food? Oh hog oh hog I love food.\"", "endoftext": false }, { "action": "You go to the north", "response": "Big Street, Center\nBig Street is as big here as it is further to the south, although people have set up stalls in the middle, so it's more crowded. Mel's is to the east. We might be able to find something useful there. The financial district is farther north.\n\nSandie's Hot Meats stall is here. Sandie's at the counter.", "endoftext": false }, { "action": "Inventory", "response": "In my bag of holding, I have:\nan earthworm\na red balloon\na faery coin\na florin\na torn bit of wool\na vellum page\nsome farming tools\na fish\na fishing rod\na bottle of clear fluid\na bottle of blue dye\na torn page\na spell book\na magic wand\nthe mind of a mediocre wizard", "endoftext": false }, { "action": "You look at the wool", "response": "The corner from a wool blanket.", "endoftext": false }, { "action": "You tell the beggar about the birthday", "response": "\"Hello, birdie. You like shiny things, don't you? I like shiny things, too. Would you like to give me something shiny?\"\n\n\"What? No! I---\" Yeah, yeah, you don't speak Raven.", "endoftext": false }, { "action": "You look at the tools", "response": "They're some tools that you humans probably use to farm, uh, farm stuff. Some of them have pointy bits, if that helps.", "endoftext": false }, { "action": "You pop the balloon", "response": "Pop! Gah! That balloon is loud. Well, that was fun while it\nlasted.", "endoftext": false }, { "action": "You examine the shops", "response": "There's a wagon repair shop and a shoe store. I don't see anything useful to us.", "endoftext": false }, { "action": "You go southwest", "response": "I've stopped in front of a cottage to the south, which is the only interesting thing for miles. Fields of corn barely taller than I am surround me and make for a really dull view. Civilization is back to the northwest, and the castle is east of here.\n\nThe ruins of a red barn lie to the west.\n\nI can also see a hedgehog here.\n\nThe hedgehog starts to sing:\n\nSinging is the best,\nThe best, the best!\nWhat's the best?\nThat's riiiiiiiiight, it's siiiiiiiinging!", "endoftext": false }, { "action": "Go southwest", "response": "I've stopped in front of a cottage to the south, which is the only interesting thing for miles. Fields of corn barely taller than I am surround me and make for a really dull view. Civilization is back to the northwest, and the castle is east of here.\n\nThe ruins of a red barn lie to the west.\n\nI can also see a hedgehog here.\n\n\"Oh oh! Hey! Hey! Can I have that? It looks delicious! I love food. Don't you love food? Oh hog oh hog I love food.\"", "endoftext": false }, { "action": "You eat worm", "response": "Chomp. Very tasty.\n\nThe hedgehog starts to sing:\n\nSinging is the best,\nThe best, the best!\nWhat's the best?\nThat's riiiiiiiiight, it's siiiiiiiinging!\n\n\"Oh oh! Hey! Hey! Can I have that? It looks delicious! I love food. Don't you love food? Oh hog oh hog I love food.\"", "endoftext": false }, { "action": "Wave rod", "response": "Pfwarmp! A nightcrawler materializes in the air in front of\nme and drops to the floor.\n\n\"Oh oh! Hey! Hey! Can I have that? It looks delicious! I love food. Don't you love food? Oh hog oh hog I love food.\"", "endoftext": false }, { "action": "You take the worm", "response": "Taken.\n\n\"Oh oh! Hey! Hey! Can I have that? It looks delicious! I love food. Don't you love food? Oh hog oh hog I love food.\"", "endoftext": false }, { "action": "You go southwest", "response": "I've stopped in front of a cottage to the south, which is the only interesting thing for miles. Fields of corn barely taller than I am surround me and make for a really dull view. Civilization is back to the northwest, and the castle is east of here.\n\nThe ruins of a red barn lie to the west.\n\nI can also see a hedgehog here.", "endoftext": false }, { "action": "Go east", "response": "The gate's closed, which is a pity since we could probably steal a lot of nice stuff if we could get into the throne room or the king's bedroom. But the castle's sealed up while the treasurer tries to figure out where the king's wandered off to, and I'm not going to attempt to peck my way through the giant wooden doors. There's a window above me leading to the room your body is in. There's farmland to the west, and Big Street is north.\n\nMy hanging-out tree is here.", "endoftext": false }, { "action": "Go west", "response": "I've stopped in front of a cottage to the south, which is the only interesting thing for miles. Fields of corn barely taller than I am surround me and make for a really dull view. Civilization is back to the northwest, and the castle is east of here.\n\nThe ruins of a red barn lie to the west.\n\nI can also see a hedgehog here.\n\nThe hedgehog starts to sing:\n\nDoop de dooooooo,\nIt's a round life for meeeeee!\nWe're roly and poly\nAnd hedgyhogoly,\nA life in the hedge is for meeeeee!\n\n\"Oh oh! Hey! Hey! Can I have that? It looks delicious! I love food. Don't you love food? Oh hog oh hog I love food.\"", "endoftext": false }, { "action": "Go west", "response": "I've stopped in front of a cottage to the south, which is the only interesting thing for miles. Fields of corn barely taller than I am surround me and make for a really dull view. Civilization is back to the northwest, and the castle is east of here.\n\nThe ruins of a red barn lie to the west.\n\nI can also see a hedgehog here.\n\nThe hedgehog starts to sing:\n\nSinging is the best,\nThe best, the best!\nWhat's the best?\nThat's riiiiiiiiight, it's siiiiiiiinging!\n\n\"Oh oh! Hey! Hey! Can I have that? It looks delicious! I love food. Don't you love food? Oh hog oh hog I love food.\"", "endoftext": false }, { "action": "You follow you", "response": "\"Hey, hedgehog, I---\"\n\n\"Hi! Got any food? Got any food? Iiiiiiiiii'm pointy!\"\n\nI think I'm done here.\n\nThe hedgehog starts to sing:\n\nDoop de dooooooo,\nIt's a round life for meeeeee!\nWe're roly and poly\nAnd hedgyhogoly,\nA life in the hedge is for meeeeee!", "endoftext": false }, { "action": "You check what you're carrying", "response": "In my bag of holding, I have:\na nightcrawler\na red balloon\na faery coin\na florin\na torn bit of wool\na vellum page\nsome farming tools\na fish\na fishing rod\na bottle of clear fluid\na bottle of blue dye\na torn page\na spell book\na magic wand\nthe mind of a desperate wizard", "endoftext": false }, { "action": "You show the worm to the nightcrawler", "response": "I can only do that to something animate.", "endoftext": false }, { "action": "You show the worm to the hedgehog", "response": "\"Oh oh! Hey! Hey! Can I have that? It looks delicious! I love food. Don't you love food? Oh hog oh hog I love food.\"\n\nThe hedgehog starts to sing:\n\nDoop de dooooooo,\nIt's a round life for meeeeee!\nWe're roly and poly\nAnd hedgyhogoly,\nA life in the hedge is for meeeeee!", "endoftext": false }, { "action": "You give the balloon to the hedgehog", "response": "The hedgehog starts playing delightedly with the balloon. Whee.\n\nThe hedgehog starts to sing:\n\nDoop de dooooooo,\nIt's a round life for meeeeee!\nWe're roly and poly\nAnd hedgyhogoly,\nA life in the hedge is for meeeeee!", "endoftext": false }, { "action": "You take the balloon", "response": "Taken.\n\nThe hedgehog starts to sing:\n\nDoop de dooooooo,\nIt's a round life for meeeeee!\nWe're roly and poly\nAnd hedgyhogoly,\nA life in the hedge is for meeeeee!\n\n\"Oh oh! Hey! Hey! Can I have that? It looks delicious! I love food. Don't you love food? Oh hog oh hog I love food.\"", "endoftext": false }, { "action": "You show the wool to the hedgehog", "response": "I'm not getting any response. Pssh. I wish I had one of your Extremely Loud Icebreaker Crackers. Those always got a response, even if it was usually a violent one.\n\nThe hedgehog starts to sing:\n\nDoop de dooooooo,\nIt's a round life for meeeeee!\nWe're roly and poly\nAnd hedgyhogoly,\nA life in the hedge is for meeeeee!", "endoftext": false }, { "action": "Go north", "response": "Big Street, Center\nBig Street is as big here as it is further to the south, although people have set up stalls in the middle, so it's more crowded. Mel's is to the east. We might be able to find something useful there. The financial district is farther north.\n\nSandie's Hot Meats stall is here. Sandie's at the counter.\n\nThe hedgehog enters from the south.", "endoftext": false }, { "action": "Wave rod", "response": "Pfwarmp! A nightcrawler materializes in the air in front of\nme and drops to the floor.\n\nThe hedgehog starts to sing:\n\nDoop de dooooooo,\nIt's a round life for meeeeee!\nWe're roly and poly\nAnd hedgyhogoly,\nA life in the hedge is for meeeeee!\n\n\"Oh oh! Hey! Hey! Can I have that? It looks delicious! I love food. Don't you love food? Oh hog oh hog I love food.\"", "endoftext": false }, { "action": "You go to the north", "response": "Big Street, North End\nThis is the heart of Moneyville, the financial district. There's a bank, the stock market, money changers--- you want to spend and get money, you come here. This is a terrible part of town for getting food, but it's a great place for shiny, shiny gold. Everything here sparkles. Yeah...coins everywhere....Oh, sorry. I spaced out for a minute there.\n\nI can go west deeper into the city if you want me to get harrassed by guards. The bank's east of here and the stock market's northeast, and Big Street continues to the south.\n\nThe two halves of a broken black cord hang down from the guard tower and the bank.\n\nThe hedgehog enters from the south.", "endoftext": false }, { "action": "You show the worm to the hedgehog", "response": "\"Oh oh! Hey! Hey! Can I have that? It looks delicious! I love food. Don't you love food? Oh hog oh hog I love food.\"", "endoftext": false }, { "action": "Go northeast", "response": "This is the floor of the stock market, and it's full of animals. There's hooting and honking and barking and mooing. I'm getting hungry just looking at their pen. From here, I can go south to the bank or southwest to Big Street.\n\nSome merchants crowd around an auctioneer, doing whatever it is that humans do.\n\nI can also see a coffer (which is open) and an auction block (on top of which is a stock certificate) here.\n\n\"...sold!\" Professor Demonspoon steps up to the block, pays the auctioneer, takes the stock, and sits down again.\n\nA depressed horse mutters something about glue.", "endoftext": false }, { "action": "You take the worm", "response": "Taken.\n\nThe hedgehog starts to sing:\n\nDoop de dooooooo,\nIt's a round life for meeeeee!\nWe're roly and poly\nAnd hedgyhogoly,\nA life in the hedge is for meeeeee!", "endoftext": false }, { "action": "Go northeast", "response": "This is the floor of the stock market, and it's full of animals. There's hooting and honking and barking and mooing. I'm getting hungry just looking at their pen. From here, I can go south to the bank or southwest to Big Street.\n\nSome merchants crowd around an auctioneer, doing whatever it is that humans do.\n\nI can also see a coffer (which is open) and an auction block (on top of which is a stock certificate) here.\n\n\"...sold!\" Professor Demonspoon steps up to the block, pays the auctioneer, takes the stock, and sits down again.\n\nThe hedgehog enters from the southwest.\n\nA depressed horse mutters something about glue.", "endoftext": false }, { "action": "You sell the hedgehog", "response": "(first taking the hedgehog)\nHe's like a ball of needles. And not in a good way, like your Spherical Sewing Engine. Come to think of it, that wasn't so hot either.\n\nThe auctioneer fishes around in the coffer, pulls out a stock, and puts it on the auction block.\n\n\"Next up is Resolute Aardvark Leverage,\" he says. \"Any bids?\"\n\nThe hedgehog starts to sing:\n\nIs a happy happy hog!\nIt's a good day for eating\nAnd siiiiiiiiiiiinging!\n\n\"Oh oh! Hey! Hey! Can I have that? It looks delicious! I love food. Don't you love food? Oh hog oh hog I love food.\"", "endoftext": false }, { "action": "Bid hedgehog", "response": "What do you want to bid the hedgehog on?", "endoftext": false }, { "action": "You examine the animals", "response": "There are more kinds of animals here than I can count. There must be, like, ten different kinds. They're currently alive, which is not the most delicious state for an animal, but I can dream.\n\n\"...sold!\" Professor Demonspoon steps up to the block, pays the auctioneer, takes the stock, and sits down again.\n\nThe hedgehog starts to sing:\n\nIs a happy happy hog!\nIt's a good day for eating\nAnd siiiiiiiiiiiinging!", "endoftext": false }, { "action": "You go to the southwest", "response": "Big Street, North End\nThis is the heart of Moneyville, the financial district. There's a bank, the stock market, money changers--- you want to spend and get money, you come here. This is a terrible part of town for getting food, but it's a great place for shiny, shiny gold. Everything here sparkles. Yeah...coins everywhere....Oh, sorry. I spaced out for a minute there.\n\nI can go west deeper into the city if you want me to get harrassed by guards. The bank's east of here and the stock market's northeast, and Big Street continues to the south.\n\nThe two halves of a broken black cord hang down from the guard tower and the bank.\n\nThe hedgehog enters from the northeast.", "endoftext": false }, { "action": "You give the worm to the hedgehog", "response": "\"Food! Food for meeeeee! Oh---\n\nIs a happy happy hooooog!\nIt's a good day for eating\nAnd singiiiiiiiing!\n\nGood job. Now he's singing louder.\n\n\"Oh oh! Hey! Hey! Can I have that? It looks delicious! I love food. Don't you love food? Oh hog oh hog I love food.\"", "endoftext": false }, { "action": "Wave rod", "response": "Pfwarmp! A cricket materializes in the air in front of me and\ndrops to the floor.\n\n\"Oh oh! Hey! Hey! Can I have that? It looks delicious! I love food. Don't you love food? Oh hog oh hog I love food.\"", "endoftext": false }, { "action": "You go south", "response": "Big Street, Center\nBig Street is as big here as it is further to the south, although people have set up stalls in the middle, so it's more crowded. Mel's is to the east. We might be able to find something useful there. The financial district is farther north.\n\nSandie's Hot Meats stall is here. Sandie's at the counter.\n\nThe hedgehog enters from the north.", "endoftext": false }, { "action": "Go east", "response": "Mel's Magnificent Mystical Minutiae is the real deal. You can get all sorts of magical things here. Some of it is cheap junk that doesn't work, and that's what most people get; but if you want serious magic (and you've got serious money), Mel's is the place. We're here to ask Mel for a Midas potion specifically, which might save your\nbacon.\n\nThe exit to the street is to the west, and there's another, smaller area of the shop to the southeast. Now there's also a trapdoor leading down.\n\nSome of Mel's famous Exploding Cockroaches are on display here.\n\nMel's at the counter.\n\nI can also see a leather pouch (which is open), a cedar box (which is open), a wanted poster, a piece of yellow paper, a piece of green paper, a piece of violet paper, a piece of red paper, and a pile of assorted trinkets here.\n\n\"Greetings, W.D.,\" says Mel. \"As a reminder, you still have four ingredients' worth of credit.\"", "endoftext": false }, { "action": "You go west", "response": "Big Street, Center\nBig Street is as big here as it is further to the south, although people have set up stalls in the middle, so it's more crowded. Mel's is to the east. We might be able to find something useful there. The financial district is farther north.\n\nSandie's Hot Meats stall is here. Sandie's at the counter.\n\nI can also see a hedgehog here.\n\nThe hedgehog starts to sing:\n\nSinging is the best,\nThe best, the best!\nWhat's the best?\nThat's riiiiiiiiight, it's siiiiiiiinging!\n\n\"Oh oh! Hey! Hey! Can I have that? It looks delicious! I love food. Don't you love food? Oh hog oh hog I love food.\"", "endoftext": false }, { "action": "Go south", "response": "Big Street, South End\nBig Street is the main street in the city. It's big enough for four wagons to pass side by side (hence the name), and it's actually cobbles instead of dirt like all the other roads. There are various shops selling clothes and other things we don't care about. This stretch of the road is pretty boring, but the financial district is farther north, and the castle is to the south.\n\nI can see a beggar here.\n\nThe hedgehog enters from the north.", "endoftext": false }, { "action": "Go south", "response": "The gate's closed, which is a pity since we could probably steal a lot of nice stuff if we could get into the throne room or the king's bedroom. But the castle's sealed up while the treasurer tries to figure out where the king's wandered off to, and I'm not going to attempt to peck my way through the giant wooden doors. There's a window above me leading to the room your body is in. There's farmland to the west, and Big Street is north.\n\nMy hanging-out tree is here.\n\nThe hedgehog enters from the north.", "endoftext": false }, { "action": "Go upwards", "response": "It's kind of boring here. I hear the king hasn't put anybody in the dungeon in over a year. Must make you feel special. It's drafty, being up in the tower, and the stones in the wall have chips and various--- do you really care? They're old. The door looks pretty sturdy. There's some light coming into the room from a window about, uh, twice your height up. Can we leave?\n\nI can see a tapestry, a bed, a mirror, and an annoying git in a dress here.", "endoftext": false }, { "action": "You take tapestry", "response": "That's fixed in place.", "endoftext": false }, { "action": "You look at the tapestry", "response": "It's a garish sight. I guess the artist might have been trying to do something in the Colorist style. (Purple and green dyes became cheap around the turn of the century, and there was a rainbow explosion in the art world for about a decade.) I don't know, though--- these colors don't really go together. Colorism usually involves more realistic pairings, and I don't think humans are supposed to be that shade of orange. I think the blobby thing is meant to be a unicorn, but that's speculation.\n\nThe tapestry was made by the late queen. I've heard stories about her prolific and unusual talent. I'm sure the old guy couldn't bear to throw it out, and nobody else could bear to look at it. There's a wobbly inscription woven into the corner.", "endoftext": false }, { "action": "You enter the tree", "response": "From here, I can see all sorts of things. Sandie's got her Hot Meats stall set up in the middle of Big Street. The castle (and your body) are off to the south. The bank sparkles faintly in the distance. There are streamers and balloons out in front of the magic shop. Farmland stretches off to the west.", "endoftext": false }, { "action": "Go west", "response": "I've stopped in front of a cottage to the south, which is the only interesting thing for miles. Fields of corn barely taller than I am surround me and make for a really dull view. Civilization is back to the northwest, and the castle is east of here.\n\nThe ruins of a red barn lie to the west.\n\nI can also see a hedgehog here.", "endoftext": false }, { "action": "You go west", "response": "You should have thought of that before you had me burn the barn down.\n\nThe hedgehog starts to sing:\n\nSinging is the best,\nThe best, the best!\nWhat's the best?\nThat's riiiiiiiiight, it's siiiiiiiinging!\n\n\"Oh oh! Hey! Hey! Can I have that? It looks delicious! I love food. Don't you love food? Oh hog oh hog I love food.\"", "endoftext": false }, { "action": "You go south", "response": "These little country houses are hit or miss. Sometimes they have good food to steal; sometimes their owners want to cook and eat you. This particular one is a one-room cottage with a thatched roof. The chimney's the nicest thing here. Unfortunately for us, there's nothing cooking on the fireplace. No fire either, so waiting around here isn't going to get us any food. Nobody's here, though the door to the north is ajar. The cottage continues to the west.\n\nA ramshackle table stands against the wall.", "endoftext": false }, { "action": "You look at the table", "response": "It's a round, wooden table. Six or seven people could fit around it. It's solid looking, but rough; it's functional rather than pretty. It has food stains that are several years old, giving it a pleasant aroma of meals past. Unfortunately, there's no actual food on it.", "endoftext": false }, { "action": "Go north", "response": "I've stopped in front of a cottage to the south, which is the only interesting thing for miles. Fields of corn barely taller than I am surround me and make for a really dull view. Civilization is back to the northwest, and the castle is east of here.\n\nThe ruins of a red barn lie to the west.\n\nI can also see a hedgehog here.\n\nThe hedgehog starts to sing:\n\nIs a happy happy hog!\nIt's a good day for eating\nAnd siiiiiiiiiiiinging!", "endoftext": false }, { "action": "Go north", "response": "I can't go that way.\n\nThe hedgehog starts to sing:\n\nDoop de dooooooo,\nIt's a round life for meeeeee!\nWe're roly and poly\nAnd hedgyhogoly,\nA life in the hedge is for meeeeee!", "endoftext": false }, { "action": "You check your inventory", "response": "In my bag of holding, I have:\na nightcrawler\na red balloon\na faery coin\na florin\na torn bit of wool\na vellum page\nsome farming tools\na fish\na fishing rod\na bottle of clear fluid\na bottle of blue dye\na torn page\na spell book\na magic wand\nthe mind of a mediocre wizard", "endoftext": false }, { "action": "You give the balloon to the hedgehog", "response": "The hedgehog starts playing delightedly with the balloon. Whee.\n\nThe hedgehog starts to sing:\n\nIs a happy happy hog!\nIt's a good day for eating\nAnd siiiiiiiiiiiinging!\n\n\"Oh oh! Hey! Hey! Can I have that? It looks delicious! I love food. Don't you love food? Oh hog oh hog I love food.\"", "endoftext": false }, { "action": "You go to the west", "response": "I've stopped in front of a cottage to the south, which is the only interesting thing for miles. Fields of corn barely taller than I am surround me and make for a really dull view. Civilization is back to the northwest, and the castle is east of here.\n\nThe ruins of a red barn lie to the west.\n\nI can also see a hedgehog here.\n\nThe hedgehog starts to sing:\n\nDoop de dooooooo,\nIt's a round life for meeeeee!\nWe're roly and poly\nAnd hedgyhogoly,\nA life in the hedge is for meeeeee!", "endoftext": false }, { "action": "You examine the hedgehog", "response": "Hedgehogs are, sadly, inedible, so there's not much to say about them. This one is frolicking, which is very undignified. In fact, I\nthink it's singing.\n\nThe hedgehog starts to sing:\n\nIs a happy happy hog!\nIt's a good day for eating\nAnd siiiiiiiiiiiinging!\n\n\"Oh oh! Hey! Hey! Can I have that? It looks delicious! I love food. Don't you love food? Oh hog oh hog I love food.\"", "endoftext": false }, { "action": "Inventory", "response": "In my bag of holding, I have:\na nightcrawler\na faery coin\na florin\na torn bit of wool\na vellum page\nsome farming tools\na fish\na fishing rod\na bottle of clear fluid\na bottle of blue dye\na torn page\na spell book\na magic wand\nthe mind of an annoying wizard", "endoftext": true }, { "action": "You give the balloon to hedgehog", "response": "The hedgehog starts playing delightedly with the balloon. Whee.\n\nThe hedgehog starts to sing:\n\nSinging is the best,\nThe best, the best!\nWhat's the best?\nThat's riiiiiiiiight, it's siiiiiiiinging!\n\nThe hedgehog's playing with the stupid balloon. \"I love you, balloooooon! Have a hug!\"\n\nOh, seriously? Is he really going to---\n\nGah, those things are loud when they pop. The hedgehog looks dazed. \"Oh no! Where did my balloon friend go?\"", "endoftext": false }, { "action": "You pop the balloon", "response": "Pop! Gah! That balloon is loud. Well, that was fun while it\nlasted.\n\nHa ha. That was a great noise. Oh, hey, I think it scared one of the cows. She's trying to break the fence. Whoa whoa, she did\nbreak the fence and now all of the cows are mooing really loudly and kind of running and now the pigs are--- woohoo! It's a stampede! Oh, hey, maybe I shouldn't be just standi---- ack!", "endoftext": false }, { "action": "Wave rod", "response": "Nothing happens. I think Mel said something about having to destroy the last bait first. Conservation of energy, or something.", "endoftext": false }, { "action": "Go east", "response": "The gate's closed, which is a pity since we could probably steal a lot of nice stuff if we could get into the throne room or the king's bedroom. But the castle's sealed up while the treasurer tries to figure out where the king's wandered off to, and I'm not going to attempt to peck my way through the giant wooden doors. There's a window above me leading to the room your body is in. There's farmland to the west, and Big Street is north.\n\nMy hanging-out tree is here.\n\n\"Food! Food for meeeeee! Oh---\n\nIs a happy happy hooooog!\nIt's a good day for eating\nAnd singiiiiiiiing!\n\nGood job. Now he's singing louder.", "endoftext": false }, { "action": "Wave wand", "response": "Nothing happens. I think Mel said something about having to destroy the last coin first. Conservation of energy, or something.\n\nThe hedgehog starts to sing:\n\nIs a happy happy hog!\nIt's a good day for eating\nAnd siiiiiiiiiiiinging!\n\n\"Oh oh! Hey! Hey! Can I have that? It looks delicious! I love food. Don't you love food? Oh hog oh hog I love food.\"", "endoftext": false }, { "action": "Inventory", "response": "In my bag of holding, I have:\na faery coin\na florin\na torn bit of wool\na vellum page\nsome farming tools\na fish\na fishing rod\na bottle of clear fluid\na bottle of blue dye\na torn page\na spell book\na magic wand\nthe mind of a mediocre wizard\n\n\"Oh oh! Hey! Hey! Can I have that? It looks delicious! I love food. Don't you love food? Oh hog oh hog I love food.\"", "endoftext": false }, { "action": "Wave rod", "response": "Pfwarmp! An earthworm materializes in the air in front of me\nand drops to the floor.\n\n\"Oh oh! Hey! Hey! Can I have that? It looks delicious! I love food. Don't you love food? Oh hog oh hog I love food.\"", "endoftext": false }, { "action": "Wave rod", "response": "\"Food! Food for meeeeee! Oh---\n\nIs a happy happy hooooog!\nIt's a good day for eating\nAnd singiiiiiiiing!\n\nGood job. Now he's singing louder.\n\n\"Oh oh! Hey! Hey! Can I have that? It looks delicious! I love food. Don't you love food? Oh hog oh hog I love food.\"\nI can't see any such thing.", "endoftext": false }, { "action": "Wave rod", "response": "Pfwarmp! An earthworm materializes in the air in front of me\nand drops to the floor.\n\nThe hedgehog starts to sing:\n\nSinging is the best,\nThe best, the best!\nWhat's the best?\nThat's riiiiiiiiight, it's siiiiiiiinging!", "endoftext": false }, { "action": "You take the earthworm", "response": "Taken.\n\nThe hedgehog starts to sing:\n\nDoop de dooooooo,\nIt's a round life for meeeeee!\nWe're roly and poly\nAnd hedgyhogoly,\nA life in the hedge is for meeeeee!\n\n\"Oh oh! Hey! Hey! Can I have that? It looks delicious! I love food. Don't you love food? Oh hog oh hog I love food.\"", "endoftext": false }, { "action": "You go to the north-east", "response": "This is the floor of the stock market, and it's full of animals. There's hooting and honking and barking and mooing. I'm getting hungry just looking at their pen. From here, I can go south to the bank or southwest to Big Street.\n\nSome merchants crowd around an auctioneer, doing whatever it is that humans do.\n\nI can also see a red balloon, a coffer (which is open), and an auction block here.\n\nThe auctioneer fishes around in the coffer, pulls out a stock, and puts it on the auction block.\n\n\"Next up is Reliable Gopher Group,\" he says. \"Any bids?\"\n\nThe hedgehog enters from the southwest.", "endoftext": false }, { "action": "You go south", "response": "Let me tell you, these walls gleam. They're made of Marmoreal\nmarble, known for the gold lines running through it. The floors and ceilings are made of the same material. The lobby of the bank is fairly open. There are exits to the north and west leading outside, and the bank continues to the east. There's also a table with forms and stuff.", "endoftext": false }, { "action": "You eat the earthworm", "response": "Chomp. Very tasty.\nTo the the north, I hear a cow cry out, \"Augh, it's the Farmer! The Farmer is coming! It's the Farmer! Oh no oh no oh no oh no run run run run run runrunrunrunrun!\"", "endoftext": false }, { "action": "Go north", "response": "This the floor of the stock market, though the pen is sadly empty now. From here, I can go south to the bank or southwest to Big Street.\n\nSome merchants crowd around an auctioneer, doing whatever it is that humans do.\n\nI can also see a coffer (which is open) and an auction block (on top of which is a stock certificate) here.\n\n\"One!\" declares F'nyrx.\n\n\"Two!\" declares Elspeth.\n\n\"Four florins!\" bids Hortensia.\n\n\"Eight florins!\" bids Professor Demonspoon.\n\n\"How about sixteen florins? Do I hear sixteen?\"\n\nThis is great, boss! There are cows and pigs and ducks and sheep and more cows, and all of them are rushing towards me. Wow, it's a stampede! Oh, hey, maybe I shouldn't be just stand---- ack!", "endoftext": false }, { "action": "You go to the west", "response": "Big Street, North End\nThis is the heart of Moneyville, the financial district. There's a bank, the stock market, money changers--- you want to spend and get money, you come here. This is a terrible part of town for getting food, but it's a great place for shiny, shiny gold. Everything here sparkles. Yeah...coins everywhere....Oh, sorry. I spaced out for a minute there.\n\nI can go west deeper into the city if you want me to get harrassed by guards. The bank's east of here and the stock market's northeast, and Big Street continues to the south.\n\nThe two halves of a broken black cord hang down from the guard tower and the bank.\n\nAugh! It's a cow quake! Cows and dogs and pigs and chickens and at least one wildebeest charge in from the north, screaming and bleating.\n\n\"Help! We're running!\"\n\n\"Whee! We're running!\"\n\n\"I'm going to get stepped on!\"\n\n\"Panic! Panic panic panic!\"\n\n\"Freedom! Panic! Freedom!\"\n\nThis is a breathtaking, mouth-watering sight, boss, but it might be a bit dangerous to hang around a horde of stampeding animals.", "endoftext": false }, { "action": "You go south", "response": "Big Street, Center\nBig Street is as big here as it is further to the south, although people have set up stalls in the middle, so it's more crowded. Mel's is to the east. We might be able to find something useful there. The financial district is farther north.\n\nSandie's Hot Meats stall is here. Sandie's at the counter.\n\nThe stampede charges in from the south.\n\nSandie whips out a ladle and starts beating back some dogs that look more hungry than scared.", "endoftext": false }, { "action": "You go south", "response": "Big Street, South End\nBig Street is the main street in the city. It's big enough for four wagons to pass side by side (hence the name), and it's actually cobbles instead of dirt like all the other roads. There are various shops selling clothes and other things we don't care about. This stretch of the road is pretty boring, but the financial district is farther north, and the castle is to the south.\n\nI can see a beggar here.\n\nThe stampede charges in from the south.", "endoftext": false }, { "action": "You wait for a while", "response": "All right. Boss, I hate to rush you, but at some point the treasurer is going to figure out where the king wandered off to.\n\nThis is great, boss! There are cows and pigs and ducks and sheep and more cows, and all of them are rushing towards me. Wow, it's a stampede! Oh, hey, maybe I shouldn't be just stand---- ack!", "endoftext": false }, { "action": "You take the coin", "response": "Which do you mean, the strange coin, the faery coin, or the florin?", "endoftext": false }, { "action": "You take strange", "response": "Yeah, try to hear me through the stampede. Yoink!\n\nTaken.\n\nThis is great, boss! There are cows and pigs and ducks and sheep and more cows, and all of them are rushing towards me. Wow, it's a stampede! Oh, hey, maybe I shouldn't be just stand---- ack!", "endoftext": false }, { "action": "Up", "response": "The gate's closed, which is a pity since we could probably steal a lot of nice stuff if we could get into the throne room or the king's bedroom. But the castle's sealed up while the treasurer tries to figure out where the king's wandered off to, and I'm not going to attempt to peck my way through the giant wooden doors. There's a window above me leading to the room your body is in. There's farmland to the west, and Big Street is north.\n\nMy hanging-out tree is here.\n\nThe stampede charges in from the south.\n\nIt's kind of boring here. I hear the king hasn't put anybody in the dungeon in over a year. Must make you feel special. It's drafty, being up in the tower, and the stones in the wall have chips and various--- do you really care? They're old. The door looks pretty sturdy. There's some light coming into the room from a window about, uh, twice your height up. Can we leave?\n\nI can see a tapestry, a bed, a mirror, and an annoying git in a dress here.", "endoftext": true }, { "action": "Look around", "response": "Big Street, South End\nBig Street is the main street in the city. It's big enough for four wagons to pass side by side (hence the name), and it's actually cobbles instead of dirt like all the other roads. There are various shops selling clothes and other things we don't care about. This stretch of the road is pretty boring, but the financial district is farther north, and the castle is to the south.\n\nI can see a beggar here.\n\nThis is great, boss! There are cows and pigs and ducks and sheep and more cows, and all of them are rushing towards me. Wow, it's a stampede! Oh, hey, maybe I shouldn't be just stand---- ack!", "endoftext": false }, { "action": "You go to the southwest", "response": "Big Street, North End\nThis is the heart of Moneyville, the financial district. There's a bank, the stock market, money changers--- you want to spend and get money, you come here. This is a terrible part of town for getting food, but it's a great place for shiny, shiny gold. Everything here sparkles. Yeah...coins everywhere....Oh, sorry. I spaced out for a minute there.\n\nI can go west deeper into the city if you want me to get harrassed by guards. The bank's east of here and the stock market's northeast, and Big Street continues to the south.\n\nThe two halves of a broken black cord hang down from the guard tower and the bank.\nTo the the northeast, I hear a cow cry out, \"Augh, it's the Farmer! The Farmer is coming! It's the Farmer! Oh no oh no oh no oh no run run run run run runrunrunrunrun!\"", "endoftext": false }, { "action": "You go to the south", "response": "Big Street, Center\nBig Street is as big here as it is further to the south, although people have set up stalls in the middle, so it's more crowded. Mel's is to the east. We might be able to find something useful there. The financial district is farther north.\n\nSandie's Hot Meats stall is here. Sandie's at the counter.\n\nThere's a deafening combination of mooing and bleating from the north.", "endoftext": false }, { "action": "Go south", "response": "Big Street, South End\nBig Street is the main street in the city. It's big enough for four wagons to pass side by side (hence the name), and it's actually cobbles instead of dirt like all the other roads. There are various shops selling clothes and other things we don't care about. This stretch of the road is pretty boring, but the financial district is farther north, and the castle is to the south.\n\nI can see a beggar here.\n\nThere's a deafening combination of mooing and bleating from the north.\n\n\"Aieeee! My ears!\" cries the beggar, although I can barely hear him over the chaos.", "endoftext": false }, { "action": "You take strange", "response": "Yeah, try to hear me through the stampede. Yoink!\n\nTaken.\n\nAugh! It's a cow quake! Cows and dogs and pigs and chickens and at least one wildebeest charge in from the north, screaming and bleating.\n\n\"Help! We're running!\"\n\n\"Whee! We're running!\"\n\n\"I'm going to get stepped on!\"\n\n\"Panic! Panic panic panic!\"\n\n\"Freedom! Panic! Freedom!\"\n\nThis is a breathtaking, mouth-watering sight, boss, but it might be a bit dangerous to hang around a horde of stampeding animals.", "endoftext": false }, { "action": "Go south", "response": "The gate's closed, which is a pity since we could probably steal a lot of nice stuff if we could get into the throne room or the king's bedroom. But the castle's sealed up while the treasurer tries to figure out where the king's wandered off to, and I'm not going to attempt to peck my way through the giant wooden doors. There's a window above me leading to the room your body is in. There's farmland to the west, and Big Street is north.\n\nMy hanging-out tree is here.\n\nThe stampede charges in from the south.", "endoftext": false }, { "action": "You examine strange", "response": "It looks like it's made of gold and silver swirled together. One face shows some distinguished-looking older woman, and the other shows a lighthouse.", "endoftext": false }, { "action": "You eat strange", "response": "Ha ha, funny. I know you think I eat everything, but there are limits.\n\nI am kind of hungry, though. Let me know if you see any real food.", "endoftext": false }, { "action": "Wave rod", "response": "Nothing happens. I think Mel said something about having to destroy the last bait first. Conservation of energy, or something.", "endoftext": false }, { "action": "Inventory", "response": "In my bag of holding, I have:\na strange coin\nan earthworm\na faery coin\na florin\na torn bit of wool\na vellum page\nsome farming tools\na fish\na fishing rod\na bottle of clear fluid\na bottle of blue dye\na torn page\na spell book\na magic wand\nthe mind of a foolish wizard", "endoftext": false }, { "action": "You eat the earthworm", "response": "Chomp. Very tasty.", "endoftext": false }, { "action": "You go east", "response": "Mel's Magnificent Mystical Minutiae is the real deal. You can get all sorts of magical things here. Some of it is cheap junk that doesn't work, and that's what most people get; but if you want serious magic (and you've got serious money), Mel's is the place. We're here to ask Mel for a Midas potion specifically, which might save your\nbacon.\n\nThe exit to the street is to the west, and there's another, smaller area of the shop to the southeast. Now there's also a trapdoor leading down.\n\nSome of Mel's famous Exploding Cockroaches are on display here.\n\nMel's at the counter.\n\nI can also see a red balloon, a leather pouch (which is open), a cedar box (which is open), a wanted poster, a piece of yellow paper, a piece of green paper, a piece of violet paper, a piece of red paper, and a pile of assorted trinkets here.", "endoftext": false }, { "action": "You show strange to Mel", "response": "Mel examines the coin. \"Where did you get a twenty septiva coin? Septivar was conquered and destroyed three hundred years ago.\"\n\n\"Well, I went and looked through my shiny object collection, and I didn't recognize this, so I figured it was probably valuable. Er, is it?\"\n\n\"Oh yes, definitely. Here.\" Mel takes out a ledger from underneath the counter and carefully makes a note in it. \"All right, that's certainly worth another ingredient.\"", "endoftext": false }, { "action": "You examine torn", "response": "Which do you mean, the torn bit of wool or the torn page?", "endoftext": false }, { "action": "You look at the torn page", "response": "It's a torn page from a book.", "endoftext": false }, { "action": "You read the vellum", "response": "In familiar handwriting, the text of the page reads:\n\nDear Guards,\n\nPlease return the machine you confiscated from the king's wizard, who is very powerful and very good at magic except for that one time with the pancakes, which was a reasonable accident that could happen to anyone. Also, I am stupid and I smell bad and my mother is a platypus.\n\nThe signature on this letter is somewhat unusual.", "endoftext": false }, { "action": "You examine the signature", "response": "A poorly-executed forgery of the treasurer's signature. I suspect his name is not actually \"The Treasurer.\" I also suspect he knows how to spell \"treasurer.\" I wish your Spelling Wasp had caught on, boss. That one should have made us millionaires. Anaphylactic shock is a small price to pay for proper spelling.", "endoftext": false }, { "action": "Inventory", "response": "In my bag of holding, I have:\na faery coin\na florin\na torn bit of wool\na vellum page\nsome farming tools\na fish\na fishing rod\na bottle of clear fluid\na bottle of blue dye\na torn page\na spell book\na magic wand\nthe mind of an annoying wizard", "endoftext": false }, { "action": "You examine the clear fluid", "response": "The bottle is filled with a colourless fluid. It's labelled, \"Problem Solvent: Misspelled a word? Problem Solve-it with Problem Solvent!\"", "endoftext": false }, { "action": "You pour clear fluid on the signature", "response": "Okay, let me sprinkle a few drops on it. Wow, the signature completely disappeared, and without the paper catching fire or turning into a swarm of angry bees or worse.", "endoftext": false }, { "action": "You examine vellum", "response": "An inexpert forgery on vellum, crumpled up a bit. It's unsigned.", "endoftext": false }, { "action": "Go northeast", "response": "This is the floor of the stock market, and it's full of animals. There's hooting and honking and barking and mooing. I'm getting hungry just looking at their pen. From here, I can go south to the bank or southwest to Big Street.\n\nSome merchants crowd around an auctioneer, doing whatever it is that humans do.\n\nI can also see a coffer (which is open) and an auction block here.\n\nThe auctioneer fishes around in the coffer, pulls out a stock, and puts it on the auction block.\n\n\"Next up is Majestic Lynx Acquisitions,\" he says. \"Any bids?\"", "endoftext": false }, { "action": "You examine the tower", "response": "It's an oppressive stone building. I always feel like I'm going to fly into it even when I'm nowhere near it. It's only two stories high. I'm confident that in later years, art critics will point to this building as the quintessential Thuggist structure.", "endoftext": false }, { "action": "You enter the tower", "response": "The entrance is farther to the west.", "endoftext": false }, { "action": "Go north", "response": "The inside of the watchtower is even more oppressive than the outside. It's still a dark stone building, but now there's the smell of guard everywhere. I think bathing is illegal if you want to keep your job on the watch.\n\nIn addition to the stench, there's an evidence cabinet and a spiral staircase leading upwards. The street and fresh air are to the south.\n\nThere's a wastebasket in the corner.\n\nA large (as in, about my size) bronze bell is on the wall, tied to a cord going out the window.\n\nI can also see a vase (which contains an egg) and a young guardsman here.\n\nThe egg is calling to me...", "endoftext": false }, { "action": "You show vellum to guard", "response": "The guard reluctantly stirs. The guard reluctantly stirs. \"This form isn't signed. It's not valid.\" Glaring at me, he tears up the form and goes back to sleep.\n\nTime for a delicious eggy snack! ...Oh crud. I still can't get to the egg at the bottom of the vase.", "endoftext": false }, { "action": "Up", "response": "This must be where the guards sleep. There are a bunch of cots here. A tired guardsman is sitting before a pile of paperwork, with an inkpad and wastebasket next to him. There's a staircase leading down to the main part of the guardhouse.\n\nI can see some cots (on top of which is a coarse blanket) here.\n\nThe sleepy guardsman takes the top page off the stack, gives it a cursory glance, stamps it, and sets it aside.", "endoftext": false }, { "action": "You put the vellum on the stack", "response": "Okay, I've put the vellum page on the pile of paperwork.", "endoftext": false }, { "action": "You wait a while", "response": "All right. Boss, I hate to rush you, but at some point the treasurer is going to figure out where the king wandered off to.\n\nThe sleepy guardsman picks up the vellum page and looks at it blearily. \"Heh, platypus.\" The guard dutifully stamps the page and sets it aside.", "endoftext": false }, { "action": "You take vellum", "response": "Taken.\n\nThe sleepy guardsman takes the top page off the stack, gives it a cursory glance, stamps it, and sets it aside.", "endoftext": false }, { "action": "You examine the vellum", "response": "A slightly better forgery on vellum, crumpled up a bit. It's stamped with the treasurer's signature.", "endoftext": false }, { "action": "Down", "response": "The inside of the watchtower is even more oppressive than the outside. It's still a dark stone building, but now there's the smell of guard everywhere. I think bathing is illegal if you want to keep your job on the watch.\n\nIn addition to the stench, there's an evidence cabinet and a spiral staircase leading upwards. The street and fresh air are to the south.\n\nThere's a wastebasket in the corner.\n\nA large (as in, about my size) bronze bell is on the wall, tied to a cord going out the window.\n\nI can also see a vase (which contains an egg) and a young guardsman here.\n\nIf I can just get my beak a bit further in to the vase...Caw! No, the egg is too far down.", "endoftext": false }, { "action": "You show the vellum to guard", "response": "The guard reluctantly stirs. He scans the form. \"Oh, you belong to the crazy wizard. That explains so much. Well, I suppose this looks legit.\" He fishes out his key, opens the cabinet, and drags out a metal device from it. After carefully relocking the cabinet while watching me suspiciously, he goes back to sleep.\n\nAck! Can't...resist....must eat egg! Shoot! I still can't get my beak in there!", "endoftext": false }, { "action": "You look at device", "response": "I have no idea what this is, boss. It's a metal box with red, blue, and green buttons on its side and a narrow slot beneath them. There's a tray, also made of metal, mounted on the top. The machine looks great--- the metal is wonderfully shiny--- but there aren't any convenient labels or instructions. I don't think this is something you designed. Hey, maybe that means it'll work!\n\nEr, sorry, boss. That came out wrong.\n\nAck! Can't...resist....must eat egg! Shoot! I still can't get my beak in there!", "endoftext": false }, { "action": "Open device", "response": "That's not something I can open.\n\nTime for a delicious eggy snack! ...Oh crud. I still can't get to the egg at the bottom of the vase.", "endoftext": false }, { "action": "Up", "response": "This must be where the guards sleep. There are a bunch of cots here. A tired guardsman is sitting before a pile of paperwork, with an inkpad and wastebasket next to him. There's a staircase leading down to the main part of the guardhouse.\n\nI can see some cots (on top of which is a coarse blanket) here.\n\nThe sleepy guardsman takes the top page off the stack, gives it a cursory glance, stamps it, and sets it aside.", "endoftext": false }, { "action": "You enter the stack", "response": "That's not something I can enter.\n\nThe sleepy guardsman takes the top page off the stack, gives it a cursory glance, stamps it, and sets it aside.", "endoftext": false }, { "action": "You examine the tray", "response": "There's a metal tray mounted on top of the strange device.\n\nAck! Can't...resist....must eat egg! Shoot! I still can't get my beak in there!", "endoftext": false }, { "action": "You examine the pamphlet", "response": "\"Thank you muchly for buyinged Super Wonderful Very Legal Money Device! For happy money time, please three of etherial fraction to take inside Device:\n- A wool (of clothing or not)\n- A blue of dye (inside bottle is happy-good also)\n- A egg (after breaked, is it acceptable? Very no!)\nThe blue of button is for to transport fraction from platform to inside the Device. The red of button is for to unmake transportation by eversion. The green of button is for to Device initiation money protocols. Let's money together in every day!\n\nNeither this company nor its subsidiaries assume any liability for misuse of this Device for anything other than its recommended novelty purposes.\"\n\nOh, that's right, this is that counterfeiting machine you sent away for a while ago. I'm surprised you had so many problems with it; it sounds reliable enough.\n\nTime for a delicious eggy snack! ...Oh crud. I still can't get to the egg at the bottom of the vase.", "endoftext": false }, { "action": "Inventory", "response": "In my bag of holding, I have:\na vellum page\na faery coin\na florin\na torn bit of wool\nsome farming tools\na fish\na fishing rod\na bottle of clear fluid\na bottle of blue dye\na torn page\na spell book\na magic wand\nthe mind of a mediocre wizard\n\nThe egg is calling to me...", "endoftext": false }, { "action": "You put wool on the tray", "response": "The torn bit of wool is now inside the metal tray.\n\nHey, egg. Get out of that vase and get into my break. Arrgh, I can't reach. Come on, egg, just crawl up here so I can eat you.", "endoftext": false }, { "action": "You press blue", "response": "(the bottle of blue dye)\nOkay. Ngrrghnhgh! ...Nothing obvious happens.\n\nTime for a delicious eggy snack! ...Oh crud. I still can't get to the egg at the bottom of the vase.", "endoftext": false }, { "action": "You press the blue button", "response": "The top of the machine opens up as the tray splits apart into several pieces and dumps its contents into the interior of the machine. It then folds itself up again into a seamless box. Wow, boss. This thing is amazing. Are you getting all this? You need to make something like this.\n\nThe machine beeps, and a tinny voice issues from it. \"Bip bip! Wool reception!\" The talking creeps me out.\n\nHey, egg. Get out of that vase and get into my break. Arrgh, I can't reach. Come on, egg, just crawl up here so I can eat you.", "endoftext": false }, { "action": "You put the blue dye on the tray", "response": "The bottle of blue dye is now inside the metal tray.\n\nIf I can just get my beak a bit further in to the vase...Caw! No, the egg is too far down.", "endoftext": false }, { "action": "You put the egg on the tray", "response": "I can't do that without holding it.\n\nTime for a delicious eggy snack! ...Oh crud. I still can't get to the egg at the bottom of the vase.", "endoftext": false }, { "action": "You put the vase on the tray", "response": "I can't do that without holding it.\n\nIf I can just get my beak a bit further in to the vase...Caw! No, the egg is too far down.", "endoftext": false }, { "action": "You put the vase on the tray", "response": "The vase is now inside the metal tray.\n\nIf I can just get my beak a bit further in to the vase...Caw! No, the egg is too far down.", "endoftext": false }, { "action": "You press the blue button", "response": "The top of the machine opens up as the tray splits apart into several pieces and dumps its contents into the interior of the machine. It then folds itself up again into a seamless box.\n\nThe machine beeps. \"Bip! Bad reception causes very sadness.\" The top of the machine unfolds as it spits out the vase, then reassembles itself in a complicated way that gives me a headache just thinking about it.\n\nHey, egg. Get out of that vase and get into my break. Arrgh, I can't reach. Come on, egg, just crawl up here so I can eat you.", "endoftext": false }, { "action": "You eat the fish", "response": "Done! Not bad.\n\nThe egg is calling to me...", "endoftext": false }, { "action": "You break vase", "response": "Ploink! The vase cracks apart, and the shards of glass\ndisappear.\n\nWait, did I say there was an egg? Sorry, that was just a trick of the light. There was no mouth-wateringly delicious egg with the exact amount of staleness for perfect burp flavoring.", "endoftext": false }, { "action": "You take Device", "response": "Taken. Urgh, this thing weights a ton.\n\nThe egg is calling to me...", "endoftext": false }, { "action": "You go south", "response": "Huff puff puff. My load is too heavy to fly, or even hop,\nboss.\n\nIf I can just get my beak a bit further in to the vase...Caw! No, the egg is too far down.", "endoftext": false }, { "action": "You drop Device", "response": "Dropped.\n\nHey, egg. Get out of that vase and get into my break. Arrgh, I can't reach. Come on, egg, just crawl up here so I can eat you.", "endoftext": true }, { "action": "You check your inventory", "response": "In my bag of holding, I have:\na vellum page\na faery coin\na florin\nsome farming tools\na fish\na fishing rod\na bottle of clear fluid\na torn page\na spell book\na magic wand\nthe mind of a foolish wizard", "endoftext": false }, { "action": "You examine Device", "response": "This is apparently some sort of counterfeiting machine. It's a metal box with red, blue, and green buttons on its side and a narrow slot beneath them. There's a tray, also made of metal, mounted on the top.\n\nTime for a delicious eggy snack! ...Oh crud. I still can't get to the egg at the bottom of the vase.", "endoftext": false }, { "action": "You examine the tray", "response": "There's a metal tray mounted on top of the strange device.\n\nInside the metal tray is a vase.\n\nHey, egg. Get out of that vase and get into my break. Arrgh, I can't reach. Come on, egg, just crawl up here so I can eat you.", "endoftext": false }, { "action": "You take the fish", "response": "I already have that.\n\nThe egg is calling to me...", "endoftext": false }, { "action": "You eat the fish", "response": "Done! Not bad.\n\nHey, egg. Get out of that vase and get into my break. Arrgh, I can't reach. Come on, egg, just crawl up here so I can eat you.", "endoftext": false }, { "action": "You take the fish", "response": "I'll have to enter the circle first.\n\nAck! Can't...resist....must eat egg! Shoot! I still can't get my beak in there!", "endoftext": false }, { "action": "You enter the circle", "response": "I can feel a faint eldritch humming in the air as I step into the circle. Let's get out of here before the cage appears again.\n\nThe egg is calling to me...", "endoftext": false }, { "action": "You take the fish", "response": "Taken.\n\nNow I can hear the humming and not just feel it. Something is rumbling beneath the circle. Let's get out of here before I have to break out of that cage again.\n\nThe egg is calling to me...", "endoftext": false }, { "action": "You break the vase", "response": "Ploink! The vase cracks apart, and the shards of glass\ndisappear.\n\nSproing! Some sort of weird magical glowing beams are\nshooting up from the circle and--- oh, no. Not this again. No no no no no! They're surrounding me and, once again, forming some sort of magical cage around me. Get me out of here!\n\nYou know what would make being stuck in this weird magic cage worth it, boss? That egg. Help me get out of here so I can get my talons on it.", "endoftext": false }, { "action": "You check your inventory", "response": "In my bag of holding, I have:\na fish\na vellum page\na faery coin\na florin\nsome farming tools\na fishing rod\na bottle of clear fluid\na torn page\na spell book\na magic wand\nthe mind of an annoying wizard\n\nKniolp! Shards of glass pop into existence and reform\nthemselves into a glass vase. Ohhhh, it must be made out of Mel's self-repairing glass. It's cheaper than his unbreakable glass.\n\nOh no, the delectable egg is just out of reach! Don't worry, egg, I'll get out of here soon and will savor your eggy deliciousness.", "endoftext": true }, { "action": "You enter the circle", "response": "I can feel a faint eldritch humming in the air as I step into the circle. Let's get out of here before the cage appears again.\n\nHey, egg. Get out of that vase and get into my break. Arrgh, I can't reach. Come on, egg, just crawl up here so I can eat you.", "endoftext": false }, { "action": "You take the fish", "response": "I already have that.\n\nHey, egg. Get out of that vase and get into my break. Arrgh, I can't reach. Come on, egg, just crawl up here so I can eat you.", "endoftext": false }, { "action": "You eat the fish", "response": "Done! Not bad.\n\nHey, egg. Get out of that vase and get into my break. Arrgh, I can't reach. Come on, egg, just crawl up here so I can eat you.", "endoftext": false }, { "action": "You take fish", "response": "Taken.\n\nNow I can hear the humming and not just feel it. Something is rumbling beneath the circle. Let's get out of here before I have to break out of that cage again.\n\nTime for a delicious eggy snack! ...Oh crud. I still can't get to the egg at the bottom of the vase.", "endoftext": false }, { "action": "You break the vase", "response": "Ploink! The vase cracks apart, and the shards of glass\ndisappear.\n\nSproing! Some sort of weird magical glowing beams are\nshooting up from the circle and--- oh, no. Not this again. No no no no no! They're surrounding me and, once again, forming some sort of magical cage around me. Get me out of here!\n\nOh no, the delectable egg is just out of reach! Don't worry, egg, I'll get out of here soon and will savor your eggy deliciousness.", "endoftext": false }, { "action": "You hit the bars", "response": "Okay, I can do violence! Kapow! I snapped one of the bars.\nI'm almost through!", "endoftext": false }, { "action": "Continue", "response": "Okay, okay. Right. Violence solves so many problems. Thud!\nThe cage has enough and disappears in a puff of green smoke.", "endoftext": false }, { "action": "You examine Device", "response": "This is apparently some sort of counterfeiting machine. It's a metal box with red, blue, and green buttons on its side and a narrow slot beneath them. There's a tray, also made of metal, mounted on the top.\n\nKniolp! Shards of glass pop into existence and reform\nthemselves into a glass vase. Ohhhh, it must be made out of Mel's self-repairing glass. It's cheaper than his unbreakable glass.", "endoftext": false }, { "action": "You examine banknote", "response": "This is a note for one million florins! That's only fifty thousand marks, but it's still nothing to sneeze at. The paint's still a little tacky, so I'm being careful when touching it.", "endoftext": false }, { "action": "You take the banknote", "response": "Taken.", "endoftext": false }, { "action": "You go east", "response": "I'll have to get out of the chalk circle first.", "endoftext": false }, { "action": "You show the banknote to Mel", "response": "Mel looks at the note. Then he touches it lightly. I'm trying to look innocent, boss. I don't think he's buying it. Wait, wait. He shrugs.\n\n\"What the hell. It's funny, if nothing else.\"\n\nVictory is ours!\n\nMel takes out a ledger from underneath the counter and carefully makes a note in it. \"All right, that's certainly worth another ingredient.\"", "endoftext": false }, { "action": "You pop the balloon", "response": "Pop! Gah! That balloon is loud. Well, that was fun while it\nlasted.\nChecking a sigh, Mel incants \"Kadara!\", and a red balloon pops into existence. Man, that's handy.", "endoftext": false }, { "action": "Go northeast", "response": "This is the floor of the stock market, and it's full of animals. There's hooting and honking and barking and mooing. I'm getting hungry just looking at their pen. From here, I can go south to the bank or southwest to Big Street.\n\nSome merchants crowd around an auctioneer, doing whatever it is that humans do.\n\nI can also see a coffer (which is open) and an auction block (on top of which is a stock certificate) here.\n\n\"...sold!\" Professor Demonspoon steps up to the block, pays the auctioneer, takes the stock, and sits down again.", "endoftext": false }, { "action": "You examine the animals", "response": "There are more kinds of animals here than I can count. There must be, like, ten different kinds. They're currently alive, which is not the most delicious state for an animal, but I can dream.\n\nThe auctioneer fishes around in the coffer, pulls out a stock, and puts it on the auction block.\n\n\"Next up is Contemporary Cardinal Interests,\" he says. \"Any bids?\"", "endoftext": false }, { "action": "You examine the coffer", "response": "It's a strongbox full of stock certificates.\n\n\"...sold!\" Professor Demonspoon steps up to the block, pays the auctioneer, takes the stock, and sits down again.", "endoftext": false }, { "action": "You search the coffer", "response": "It's full of all sorts of stock certificates for all kinds of animals. I can try looking for something specific, if you want.\n\nThe auctioneer fishes around in the coffer, pulls out a stock, and puts it on the auction block.\n\n\"Now, who wants to own these fine shares of Amalgamated Weasel Company?\" he asks.", "endoftext": false }, { "action": "You search the coffer for Raven", "response": "The auctioneer shoos me away. \"Those are just pictures of animals. They're not food--- oh, wait. You're that wizard's bird. Well, if you want to participate in the auction, I don't mind. It makes sense, I suppose,\" he says hesitantly. \"He's been trying to start his own businesses for a while without much luck, so why not invest in someone else's business instead, and why not send a magical bird to handle the transactions?\n\n\"All right, bird, you're welcome to join us. Just wait till this round is over.\"\n\n\"One!\" declares F'nyrx.\n\n\"Two florins!\" declares Sunshine Gristlesplat.\n\n\"Four!\" declares Elspeth.\n\n\"Eight!\" bids Percival.\n\n\"Sixteen florins!\" shouts Professor Demonspoon.\n\n\"Who wants to bid thirty-two florins?\"", "endoftext": false }, { "action": "You search the coffer for the crow", "response": "The auctioneer shoos me away. \"Not yet, I've got to finish this auction first.\"\n\n\"...sold!\" Professor Demonspoon steps up to the block, pays the auctioneer, takes the stock, and sits down again.\n\nA small group of cows crowds together, their eyes darting around.", "endoftext": false }, { "action": "You search the coffer for the dog", "response": "Got it! I hold it up for the auctioneer. \"Thanks. I'm not tipping you.\"\n\n\"Next up is Efficient Dog Unlimited,\" he says. \"Any bids?\"", "endoftext": false }, { "action": "You wait for a while", "response": "All right. Boss, I hate to rush you, but at some point the treasurer is going to figure out where the king wandered off to.\n\n\"...sold!\" Hortensia steps up to the block, pays the auctioneer, takes the stock, and sits down again.", "endoftext": false }, { "action": "You search the coffer for the hedgehog", "response": "Got it! Ack! The auctioneer grabs me and takes the certificate. \"You have to actually buy the stock, bird.\" He shrugs. \"Well, I guess this one is as good as any other.\"\n\n\"Next up is Future Hedgehog Company,\" he says. \"Any bids?\"\n\nA small group of cows crowds together, their eyes darting around.", "endoftext": false }, { "action": "Bid one florin", "response": "What do you want to bid the florin on?", "endoftext": false }, { "action": "You wait", "response": "All right. Boss, I hate to rush you, but at some point the treasurer is going to figure out where the king wandered off to.\n\n\"...sold!\" Professor Demonspoon steps up to the block, pays the auctioneer, takes the stock, and sits down again.", "endoftext": false }, { "action": "You check what you're carrying", "response": "In my bag of holding, I have:\na fish\na vellum page\na faery coin\na florin\nsome farming tools\na fishing rod\na bottle of clear fluid\na torn page\na spell book\na magic wand\nthe mind of a desperate wizard\n\n\"...sold!\" Professor Demonspoon steps up to the block, pays the auctioneer, takes the stock, and sits down again.", "endoftext": false }, { "action": "You examine florin", "response": "This is a one-florin coin. A florin is one twentieth of a mark. One florin will not save your bacon. But hey, you could buy me\nsome bacon.\n\nThe auctioneer fishes around in the coffer, pulls out a stock, and puts it on the auction block.\n\n\"Next up is Reliable Lamb Securities,\" he says. \"Any bids?\"", "endoftext": false }, { "action": "Wait", "response": "All right.\n\n\"...sold!\" Professor Demonspoon steps up to the block, pays the auctioneer, takes the stock, and sits down again.\n\nTwo pigs huddle together, shivering nervously.", "endoftext": false }, { "action": "You search the coffer for the fish", "response": "Hmm. I can't find anything like that in the coffer.\n\nThe auctioneer fishes around in the coffer, pulls out a stock, and puts it on the auction block.\n\n\"Next up is Efficient Beaver Properties,\" he says. \"Any bids?\"", "endoftext": false }, { "action": "You ask Mel about the credit", "response": "Mel checks his ledger. \"You've given me enough money and valuables for six spell ingredients.\"", "endoftext": false }, { "action": "You buy unicorn fur", "response": "\"All right, W.D., here you go.\" Mel hands me the unicorn fur and makes a note in his ledger.", "endoftext": false }, { "action": "Wait", "response": "All right.\n\n\"...sold!\" Professor Demonspoon steps up to the block, pays the auctioneer, takes the stock, and sits down again.", "endoftext": false }, { "action": "You search the coffer for the crocodile", "response": "Got it! Ack! The auctioneer grabs me and takes the certificate. \"You have to actually buy the stock, bird.\" He shrugs. \"Well, I guess this one is as good as any other.\"\n\n\"Next up is Focused Crocodile Company,\" he says. \"Any bids?\"\n\nTwo pigs huddle together, shivering nervously.", "endoftext": false }, { "action": "You search the coffer for the worm", "response": "The auctioneer shoos me away. \"Not yet, I've got to finish this auction first.\"\n\n\"...sold!\" Professor Demonspoon steps up to the block, pays the auctioneer, takes the stock, and sits down again.\n\nA depressed horse mutters something about glue.", "endoftext": false }, { "action": "Keep going", "response": "Hmm. I can't find anything like that in the coffer.\n\nThe auctioneer fishes around in the coffer, pulls out a stock, and puts it on the auction block.\n\n\"Next up is Amalgamated Spider Company,\" he says. \"Any bids?\"", "endoftext": false }, { "action": "Bid florin", "response": "What do you want to bid the florin on?", "endoftext": false }, { "action": "You check your inventory", "response": "In my bag of holding, I have:\na fish\na vellum page\na faery coin\na florin\nsome farming tools\na fishing rod\na bottle of clear fluid\na torn page\na spell book\na magic wand\nthe mind of a foolish wizard\n\n\"...sold!\" Hortensia steps up to the block, pays the auctioneer, takes the stock, and sits down again.", "endoftext": false }, { "action": "You search the coffer for the dolphin", "response": "Got it! I hold it up for the auctioneer. \"Thanks. I'm not tipping you.\"\n\n\"Next up is Majestic Dolphin Properties,\" he says. \"Any bids?\"", "endoftext": false }, { "action": "Wait", "response": "All right.\n\n\"...sold!\" Professor Demonspoon steps up to the block, pays the auctioneer, takes the stock, and sits down again.", "endoftext": false }, { "action": "You search the coffer for the bee", "response": "Got it! I hold it up for the auctioneer. \"Thanks. I'm not tipping you.\"\n\n\"Now, who wants to own these fine shares of Majestic Bee Corporation?\" he asks.", "endoftext": false }, { "action": "You wait", "response": "All right.\n\n\"...sold!\" Hortensia steps up to the block, pays the auctioneer, takes the stock, and sits down again.\n\nTwo pigs huddle together, shivering nervously.", "endoftext": false }, { "action": "You search the coffer for the horse", "response": "Got it! Ack! The auctioneer grabs me and takes the certificate. \"You have to actually buy the stock, bird.\" He shrugs. \"Well, I guess this one is as good as any other.\"\n\n\"Next up is Global Horse Acquisitions,\" he says. \"Any bids?\"", "endoftext": false }, { "action": "You search the coffer for the turtle", "response": "The auctioneer shoos me away. \"Not yet, I've got to finish this auction first.\"\n\n\"...sold!\" Hortensia steps up to the block, pays the auctioneer, takes the stock, and sits down again.\n\nA depressed horse mutters something about glue.", "endoftext": false }, { "action": "You search the coffer for the turtle", "response": "Got it! Ack! The auctioneer grabs me and takes the certificate. \"You have to actually buy the stock, bird.\" He shrugs. \"Well, I guess this one is as good as any other.\"\n\n\"Now, who wants to own these fine shares of Contemporary Turtle Properties?\" he asks.\n\nA small group of cows crowds together, their eyes darting around.", "endoftext": false }, { "action": "You search the coffer for the manatee", "response": "The auctioneer shoos me away. \"Not yet, I've got to finish this auction first.\"\n\n\"...sold!\" Professor Demonspoon steps up to the block, pays the auctioneer, takes the stock, and sits down again.\n\nTwo pigs huddle together, shivering nervously.", "endoftext": false }, { "action": "You wait", "response": "All right.\n\n\"One!\" bids Hortensia.\n\n\"Two florins!\" declares Professor Demonspoon.\n\n\"How about four florins? Do I hear four?\"\n\nA depressed horse mutters something about glue.", "endoftext": false }, { "action": "You search coffer for the porpoise", "response": "Got it! I hold it up for the auctioneer. \"Thanks. I'm not tipping you.\"\n\n\"Now, who wants to own these fine shares of Personal Porpoise Company?\" he asks.\n\nOne of the cows shifts around uncomfortably.", "endoftext": false }, { "action": "You wait", "response": "All right. Boss, I hate to rush you, but at some point the treasurer is going to figure out where the king wandered off to.\n\n\"...sold!\" Professor Demonspoon steps up to the block, pays the auctioneer, takes the stock, and sits down again.", "endoftext": false }, { "action": "You search the coffer for the narwhal", "response": "Got it! I hold it up for the auctioneer. \"Thanks. I'm not tipping you.\"\n\n\"Now, who wants to own these fine shares of Advanced Narwhal Organization?\" he asks.", "endoftext": false }, { "action": "Wait", "response": "All right.\n\n\"...sold!\" Professor Demonspoon steps up to the block, pays the auctioneer, takes the stock, and sits down again.\n\nA small group of cows crowds together, their eyes darting around.", "endoftext": false }, { "action": "You search the coffer for herring", "response": "The auctioneer shoos me away. \"Not yet, I've got to finish this auction first.\"\n\n\"...sold!\" Professor Demonspoon steps up to the block, pays the auctioneer, takes the stock, and sits down again.", "endoftext": false }, { "action": "Keep going", "response": "Hmm. I can't find anything like that in the coffer.\n\nThe auctioneer fishes around in the coffer, pulls out a stock, and puts it on the auction block.\n\n\"Now, who wants to own these fine shares of Unified Mink Organization?\" he asks.", "endoftext": false }, { "action": "You keep going", "response": "All right.\n\n\"...sold!\" Percival steps up to the block, pays the auctioneer, takes the stock, and sits down again.", "endoftext": false }, { "action": "Wait", "response": "All right. Boss, I hate to rush you, but at some point the treasurer is going to figure out where the king wandered off to.\n\nThe merchants are silent.\n\n\"Anyone? I'll take just one florin.\"", "endoftext": false }, { "action": "Bid florin on stock", "response": "\"Sold to the bird!\" The auctioneer exchange the florin for the stock certificate.\n\nHe looks at me with a combination of confusion and suspicion. \"It's market close, everybody. Thanks for buying. We'll meet again in the morning. I'll set up the stock ticker if you want to see what's going on in the other markets, and I'll stick around for a while if you want to engage in any after-hours trading.\"\n\nThe crowd disperses. The auctioneer locks up the coffer and places a stock ticker on the auction block, then takes out a book and sits down to read.\n\nA depressed horse mutters something about glue.", "endoftext": false }, { "action": "You sell stock", "response": "(the stock certificate)\nThere's no place to sell anything here.", "endoftext": false }, { "action": "You check your inventory", "response": "In my bag of holding, I have:\na stock certificate\na fish\na vellum page\na faery coin\nsome farming tools\na fishing rod\na bottle of clear fluid\na torn page\na spell book\na magic wand\nthe mind of a mediocre wizard", "endoftext": false }, { "action": "You look at the stock", "response": "(the stock ticker)\nThe ticker's an upright brass tube. There's a glass bubble on top that's glowing intermittently. The ticker has a red and a yellow button on it, and there's also a panel on the back.\n\nA small group of cows crowds together, their eyes darting around.", "endoftext": false }, { "action": "You examine the certificate", "response": "It's a stock certificate for a thousand shares of Consolidated Herring Securities. Wow, do you think that means it's good for one thousand herring? That's got to be at least five times as many as I could eat in a one sitting. This thing must be worth...hmm, I paid one florin for it, so....I have no idea.", "endoftext": false }, { "action": "You look at the bubble", "response": "The ticker's an upright brass tube. There's a glass bubble on top that's glowing intermittently. The ticker has a red and a yellow button on it, and there's also a panel on the back.", "endoftext": false }, { "action": "You examine the panel", "response": "The panel is currently closed.", "endoftext": false }, { "action": "You open the panel", "response": "Whoa. Whoa. I'm not sure how to....This thing is complicated\non the inside. There's a mass of complex parts inside. I think I can see gears, flanges, gadgets, thingies, and doodads. The only part of it I can make sense of is a series of...wossnames...they're kind of like tubes, but they wind around the gears and twist around to...something....\n\nI'm confused, boss. The best I can do to explain this is that there are a bunch of wossnames connected to a bunch of receptacles: a black receptacle containing a black wossname, a brown receptacle containing a brown wossname, a red receptacle containing a red wossname, an orange receptacle containing an orange wossname, a yellow receptacle containing a yellow wossname, and a green receptacle containing a green wossname.", "endoftext": false }, { "action": "You examine the green wossname", "response": "It's a thin green tube that's attached to the green socket.\n\nA depressed horse mutters something about glue.", "endoftext": false }, { "action": "You take the green tube", "response": "Disconnected.\n\nA depressed horse mutters something about glue.", "endoftext": false }, { "action": "You connect the green tube to the brown", "response": "Which do you mean, the brown wossname or the brown receptacle?", "endoftext": false }, { "action": "You connect the green tube to the brown receptacle", "response": "Connected.", "endoftext": false }, { "action": "You press the red button", "response": "Click! The stock ticker churns and spews out a section of tape:", "endoftext": false }, { "action": "You take the green tube", "response": "Disconnected.", "endoftext": false }, { "action": "You take the brown tube", "response": "It's already disconnected, boss.\n\nTwo pigs huddle together, shivering nervously.", "endoftext": false }, { "action": "You connect the brown tube to brown receptacle", "response": "Connected.\n\nA small group of cows crowds together, their eyes darting around.", "endoftext": false }, { "action": "You press the red button", "response": "Click! The stock ticker churns and spews out a section of tape:\n\nABCDEFGHIJKLMNOPQRSTUVWXYZ1234567890-+ /1/2/3/4/5/6/7/8/9/10/11/12/13/14/15/16/17/18/19*,./?!", "endoftext": false }, { "action": "You press the yellow button", "response": "Click!", "endoftext": false }, { "action": "You take the green tube and the brown tube", "response": "green wossname: Disconnected.\nbrown wossname: Disconnected.\n\nThe stock ticker tape advances:\n| IHT E3I | QPI D2Y | EUL D3U | DPL EY | AHP DYA |", "endoftext": false }, { "action": "You wait", "response": "All right. Boss, I hate to rush you, but at some point the treasurer is going to figure out where the king wandered off to.\n\nThe stock ticker tape advances:\n| KHT -5/3 | SPI +21 | GWL +3/15 | FPN -18 | AHP +19 |", "endoftext": false }, { "action": "You take the red tube", "response": "Disconnected.\n\nThe stock ticker tape advances:\n| AHP 819 | KHP 71/3 | SPI 8X1 | CSH 8Y/11 | BPJ 718 |", "endoftext": false }, { "action": "You press the red button", "response": "Click! The stock ticker churns and spews out a section of tape:\n\nABC ABCHIJKHIJKPQRSPQRSXYZ1XYZ16789678 9/2/3/4/5/2/3/4/5/10/11/12/13/10/11/12/13/18/19*,/18/19*,\n\nThe stock ticker tape advances:\n| BPJ 718 | AHP 819 | KHP 71/3 | SPI 8X1 | CSH 8Y/11 |", "endoftext": false }, { "action": "You take the yellow tube", "response": "Disconnected.\n\nThe stock ticker tape advances:\n| CCH 8I7 | B J 7K8 | AH 8K9 | KH 7K/3 | C I 8HK |", "endoftext": false }, { "action": "You press red button", "response": "Click! The stock ticker churns and spews out a section of tape:\n\nABC ABCHIJKHIJK ABC ABCHIJKHIJK6789678 9/2/3/4/5/2/3/4/567896789/2/3/4/5/2/3/4/5\n\nThe stock ticker tape advances:\n| C I 8HK | CCH 8I7 | B J 7K8 | AH 8K9 | KH 7K/3 |", "endoftext": false }, { "action": "You connect the red tube to the yellow receptacle", "response": "Connected.\n\nThe stock ticker tape advances:\n| KHP /111/3 | C I /12XK | SSX /12Y/11 | R Z /11K8 | AH\n/12K9 |", "endoftext": false }, { "action": "You connect the yellow tube to red receptacle", "response": "Connected.\n\nThe stock ticker tape advances:\n| AHD /12O9 | KHT /115/3 | GDI /122O | SWX /123/15 | RDZ /11O8 |\n\nOne of the cows shifts around uncomfortably.", "endoftext": false }, { "action": "You press the button", "response": "Which do you mean, the large red button or the large yellow button?", "endoftext": false }, { "action": "You press the red button", "response": "Click! The stock ticker churns and spews out a section of tape:\n\nABCPQRSHIJKXYZ1DEFGTUVWLMNO23456789/10/11/12 /13/2/3/4/5/18/19*,0-+/1/14/15/16/17/6/7/8/9./?!\n\nThe stock ticker tape advances:\n| RDZ /11O8 | AHD /12O9 | KHT /115/3 | GDI /122O | SWX /123/15 |", "endoftext": false }, { "action": "Go west", "response": "I can't go that way.\n\nThe stock ticker tape advances:\n| SWX /123/15 | RDZ /11O8 | AHD /12O9 | KHT /115/3 | GDI /122O |", "endoftext": false }, { "action": "You show the stock to Mel", "response": "Mel looks at it. \"Sorry, W.D., but I don't accept stock; the price is too variable. But you've already established that you know how to day-trade. Why don't you go see if you can turn it into something more solid?", "endoftext": false }, { "action": "You go to the northeast", "response": "This is the floor of the stock market, and it's full of animals. There's hooting and honking and barking and mooing. I'm getting hungry just looking at their pen. From here, I can go south to the bank or southwest to Big Street.\n\nAn auctioneer is here, although he's not auctioneering at the moment.\n\nI can also see a stock ticker, a coffer (which is closed), and an auction block here.\n\nThe stock ticker tape advances:\n| KHT /115/3 | GDI /122O | SWX /123/15 | RDZ /11O8 | AHD /12O9 |", "endoftext": false }, { "action": "You take the orange", "response": "Which do you mean, the orange wossname or the orange receptacle?", "endoftext": false }, { "action": "You take the orange tube", "response": "Disconnected.\n\nThe stock ticker tape advances:\n| A D /12G9 | C T /11W7 | GDA /12TG | SWP /12U/15 | RDR /11G8 |", "endoftext": false }, { "action": "You take the yellow tube and the red tube", "response": "yellow wossname: Disconnected.\nred wossname: Disconnected.\n\nThe stock ticker tape advances:\n| B B 7C8 | A 8C9 | C 7C7 | C A 8 C | CC 8A7 |", "endoftext": false }, { "action": "You connect the yellow tube to the yellow receptacle", "response": "Connected.\n\nThe stock ticker tape advances:\n| CS 8Q/11 | BPB 7S8 | A P 8S9 | C P 7S7 | SPA 8PS |", "endoftext": false }, { "action": "You connect red tube to the red receptacle", "response": "Connected.\n\nThe stock ticker tape advances:\n| SPA +TS | GWD +U/15 | FPF -S8 | A P +S9 | C T -W7 |\n\nTwo pigs huddle together, shivering nervously.", "endoftext": false }, { "action": "You press the red button", "response": "Click! The stock ticker churns and spews out a section of tape:\n\nABCDEFG ABCDEFGPQRSTUVWPQRSTUVW67890-+ /167890-+/1/10/11/12/13/14/15/16/17/10/11/12/13/14/15/16/17\n\nThe stock ticker tape advances:\n| C T -W7 | SPA +TS | GWD +U/15 | FPF -S8 | A P +S9 |", "endoftext": false }, { "action": "You examine the panel", "response": "Inside the panel is an array of wossnames and receptacles: a black receptacle containing a black wossname, a brown receptacle containing a brown wossname, a red receptacle containing a red wossname, an empty orange receptacle, a yellow receptacle containing a yellow wossname, and a green receptacle containing a green wossname. There is also a disconnected orange wossname.\n\nThe stock ticker tape advances:\n| A P +S9 | C T -W7 | SPA +TS | GWD +U/15 | FPF -S8 |", "endoftext": false }, { "action": "You connect the orange tube to the orange receptacle", "response": "Connected.\n\nThe stock ticker tape advances:\n| FPN -18 | AHP +19 | KHT -5/3 | SPI +21 | GWL +3/15 |\n\nA small group of cows crowds together, their eyes darting around.", "endoftext": false }, { "action": "You disconnect yellow tube", "response": "Disconnected.\n\nThe stock ticker tape advances:\n| GGL +M- | F N -K8 | AH +K9 | KHD -O/3 | C I +LK |\n\nOne of the cows shifts around uncomfortably.", "endoftext": false }, { "action": "You press red button", "response": "Click! The stock ticker churns and spews out a section of tape:\n\nABCDEFGHIJKLMNO ABCDEFGHIJKLMNO67890-+ /1/2/3/4/5/6/7/8/967890-+/1/2/3/4/5/6/7/8/9\n\nThe stock ticker tape advances:\n| C I +LK | GGL +M- | F N -K8 | AH +K9 | KHD -O/3 |", "endoftext": false }, { "action": "You connect the yellow tube to yellow receptacle", "response": "Connected.\n\nThe stock ticker tape advances:\n| KHT -5/3 | SPI +21 | GWL +3/15 | FPN -18 | AHP +19 |", "endoftext": false }, { "action": "You take the black tube", "response": "Disconnected.\n\nThe stock ticker tape advances:\n| HP +Z8 | JHT 04/2 | RPH +2Z | FVL +2/14 | FPN 0Z8 |", "endoftext": false }, { "action": "You press the red button", "response": "Click! The stock ticker churns and spews out a section of tape:\n\nBBDDFFHHJJLLNNPPRRTTVVXXZZ2244668800+ +/2/2/4/4/6/6/8/8/10/10/12/12/14/14/16/16/18/18**..??\n\nThe stock ticker tape advances:\n| FPN 0Z8 | HP +Z8 | JHT 04/2 | RPH +2Z | FVL +2/14 |", "endoftext": false }, { "action": "You connect the black tube to the black receptacle", "response": "Connected.\n\nThe stock ticker tape advances:\n| GWL +3/15 | FPN -18 | AHP +19 | KHT -5/3 | SPI +21 |\n\nTwo pigs huddle together, shivering nervously.", "endoftext": false }, { "action": "You take the brown tube", "response": "Disconnected.\n\nThe stock ticker tape advances:\n| QPI 02Y | EUL 03/15 | DPL -Y6 | AHP 0Y7 | IHT -3/3 |", "endoftext": false }, { "action": "You press the red button", "response": "Click! The stock ticker churns and spews out a section of tape:\n\nA ADEDEHIHILMLMPQPQTUTUXYXY232367670-0 -/2/3/2/3/6/7/6/7/10/11/10/11/14/15/14/15/18/19/18/19././\n\nThe stock ticker tape advances:\n| IHT -3/3 | QPI 02Y | EUL 03/15 | DPL -Y6 | AHP 0Y7 |", "endoftext": false }, { "action": "You connect the brown tube to the brown receptacle", "response": "Connected.\n\nThe stock ticker tape advances:\n| AHP +19 | KHT -5/3 | SPI +21 | GWL +3/15 | FPN -18 |", "endoftext": false }, { "action": "You take the green tube", "response": "Disconnected.\n\nThe stock ticker tape advances:\n| FPN E1B | AHP F1C | KHT E5I | SPI F21 | GWL F3U |", "endoftext": false }, { "action": "You press the red button", "response": "Click! The stock ticker churns and spews out a section of tape:\n\n\n\nThe stock ticker tape advances:\n| GWL F3U | FPN E1B | AHP F1C | KHT E5I | SPI F21 |", "endoftext": false }, { "action": "You connect the green tube to the green receptacle", "response": "Connected.\n\nThe stock ticker tape advances:\n| SPI +21 | GWL +3/15 | FPN -18 | AHP +19 | KHT -5/3 |", "endoftext": false }, { "action": "You press the red button", "response": "Click! The stock ticker churns and spews out a section of tape:\n\nABCDEFGHIJKLMNOPQRSTUVWXYZ1234567890-+ /1/2/3/4/5/6/7/8/9/10/11/12/13/14/15/16/17/18/19*,./?!\n\nThe stock ticker tape advances:\n| KHT -5/3 | SPI +21 | GWL +3/15 | FPN -18 | AHP +19 |", "endoftext": false }, { "action": "You disconnect all", "response": "stock ticker: That isn't really connected, boss.\ncoffer: That isn't really connected, boss.\nauction block: That isn't really connected, boss.\n\nThe stock ticker tape advances:\n| CSH 8Y/11 | BPJ 718 | AHP 819 | KHP 71/3 | SPI 8X1 |", "endoftext": false }, { "action": "You examine the wossname", "response": "Which do you mean, the black wossname, the brown wossname, the red wossname, the orange wossname, the yellow wossname, or the green wossname?", "endoftext": false }, { "action": "You disconnect black", "response": "Which do you mean, the black wossname, the black receptacle, or the suit?", "endoftext": false }, { "action": "You disconnect the black wossname", "response": "Disconnected.\n\nThe stock ticker tape advances:\n| RPH 8XZ | BRH 8X/10 | BPJ 6Z8 | HP 8Z8 | JHP 6Z/2 |", "endoftext": false }, { "action": "You disconnect the brown wossname", "response": "Disconnected.\n\nThe stock ticker tape advances:\n| HHP 6X/2 | PPH 6XX | PH 6X/10 | PH 6X6 | HP 6X6 |", "endoftext": false }, { "action": "You disconnect the red wossname", "response": "It's already disconnected, boss.\n\nThe stock ticker tape advances:\n| HP 6X6 | HHP 6X/2 | PPH 6XX | PH 6X/10 | PH 6X6 |\n\nA depressed horse mutters something about glue.", "endoftext": false }, { "action": "You disconnect the orange wossname", "response": "Disconnected.\n\nThe stock ticker tape advances:\n| P 6P6 | P 6P6 | P 6P6 | PP 6PP | P 6P/10 |", "endoftext": false }, { "action": "You look at the ticker", "response": "The ticker's an upright brass tube. There's a glass bubble on top that's glowing intermittently. The ticker has a red and a yellow button on it, and there's also a panel on the back.\n\nThe stock ticker tape advances:\n| P 6P/10 | P 6P6 | P 6P6 | P 6P6 | PP 6PP |\n\nA depressed horse mutters something about glue.", "endoftext": false }, { "action": "You look at the panel", "response": "Inside the panel is an array of wossnames and receptacles: an empty black receptacle, an empty brown receptacle, an empty red receptacle, an empty orange receptacle, a yellow receptacle containing a yellow wossname, and a green receptacle containing a green wossname. There are also disconnected black, brown, red, and orange wossnames.\n\nThe stock ticker tape advances:\n| PP 6PP | P 6P/10 | P 6P6 | P 6P6 | P 6P6 |", "endoftext": false }, { "action": "You disconnect the yellow wossname", "response": "Disconnected.\n\nThe stock ticker tape advances:\n| 6 6 | 6 | 6 6 | 6 6 | 6 6 |\n\nA depressed horse mutters something about glue.", "endoftext": false }, { "action": "You connect red wossname to the red receptacle", "response": "Connected.\n\nThe stock ticker tape advances:\n| 0 6 | D 0D6 | 0D | DDD 0D0 | D D 0 6 |\n\nTwo pigs huddle together, shivering nervously.", "endoftext": false }, { "action": "You disconnect the red wossname", "response": "Disconnected.\n\nThe stock ticker tape advances:\n| 6 6 | 6 6 | 6 6 | 6 | 6 6 |", "endoftext": false }, { "action": "You connect the red wossname to the brown receptacle", "response": "Connected.\n\nThe stock ticker tape advances:\n| BBB 8B8 | B B 8 6 | 8 6 | B 8B6 | 8B |\n\nTwo pigs huddle together, shivering nervously.", "endoftext": false }, { "action": "You press the red", "response": "Which do you mean, the large red button, the red wossname, or the red receptacle?", "endoftext": false }, { "action": "You press the red button", "response": "Click! The stock ticker churns and spews out a section of tape:\n\n\n\nThe stock ticker tape advances:\n| 8B | BBB 8B8 | B B 8 6 | 8 6 | B 8B6 |", "endoftext": false }, { "action": "You press the yellow button", "response": "Click!", "endoftext": false }, { "action": "You examine the panel", "response": "Inside the panel is an array of wossnames and receptacles: an empty black receptacle, a brown receptacle containing a red wossname, an empty red receptacle, an empty orange receptacle, an empty yellow receptacle, and a green receptacle containing a green wossname. There are also disconnected black, brown, orange, and yellow wossnames.\n\nA small group of cows crowds together, their eyes darting around.", "endoftext": false }, { "action": "You take red tube", "response": "Disconnected.\n\nTwo pigs huddle together, shivering nervously.", "endoftext": false }, { "action": "You press the red button", "response": "Click! The stock ticker churns and spews out a section of tape:", "endoftext": false }, { "action": "You take the red tube", "response": "It's already disconnected, boss.", "endoftext": false }, { "action": "You take the green tube", "response": "Disconnected.", "endoftext": false }, { "action": "You connect the black tube to the black receptacle", "response": "Connected.", "endoftext": false }, { "action": "You press the red button", "response": "Click! The stock ticker churns and spews out a section of tape:", "endoftext": false }, { "action": "You press the red button", "response": "Click! The stock ticker churns and spews out a section of tape:", "endoftext": false }, { "action": "You press the red button", "response": "Click! The stock ticker churns and spews out a section of tape:", "endoftext": false }, { "action": "You press the red button", "response": "Click! The stock ticker churns and spews out a section of tape:", "endoftext": false }, { "action": "You press the red button", "response": "Click! The stock ticker churns and spews out a section of tape:", "endoftext": false }, { "action": "You press the red button", "response": "Click! The stock ticker churns and spews out a section of tape:\n\n\n\nA small group of cows crowds together, their eyes darting around.", "endoftext": false }, { "action": "You take the black tube", "response": "Disconnected.\n\nA small group of cows crowds together, their eyes darting around.", "endoftext": false }, { "action": "You press the red button", "response": "Click! The stock ticker churns and spews out a section of tape:\n\n\n\nTwo pigs huddle together, shivering nervously.", "endoftext": false }, { "action": "You press the red button", "response": "Click! The stock ticker churns and spews out a section of tape:\n\n\n\nA depressed horse mutters something about glue.", "endoftext": false }, { "action": "You connect the yellow to the yellow receptacle", "response": "Which do you mean, the large yellow button, the yellow wossname, or the yellow receptacle?", "endoftext": false }, { "action": "You connect green tube to the green receptacle", "response": "Connected.\n\nTwo pigs huddle together, shivering nervously.", "endoftext": false }, { "action": "You wait awhile", "response": "All right.\n\nThe stock ticker tape advances:\n| GWL +3/15 | FPN -18 | AHP +19 | KHT -5/3 | SPI +21 |", "endoftext": false }, { "action": "Wait", "response": "All right.\n\nThe stock ticker tape advances:\n| SPI +21 | GWL +3/15 | FPN -18 | AHP +19 | KHT -5/3 |", "endoftext": false }, { "action": "Wait", "response": "All right.\n\nThe stock ticker tape advances:\n| KHT -5/3 | SPI +21 | GWL +3/15 | FPN -18 | AHP +19 |", "endoftext": false }, { "action": "You examine the stock", "response": "(the stock ticker)\nThe ticker's an upright brass tube. There's a glass bubble on top that's glowing intermittently. The ticker has a red and a yellow button on it, and there's also a panel on the back.\n\nThe stock ticker tape advances:\n| AHP +19 | KHT -5/3 | SPI +21 | GWL +3/15 | FPN -18 |", "endoftext": false }, { "action": "Inventory", "response": "In my bag of holding, I have:\na stock certificate\na fish\na vellum page\na faery coin\nsome farming tools\na fishing rod\na bottle of clear fluid\na torn page\na spell book\na magic wand\nthe mind of a mediocre wizard\n\nThe stock ticker tape advances:\n| FPN -18 | AHP +19 | KHT -5/3 | SPI +21 | GWL +3/15 |", "endoftext": false }, { "action": "You look at the stock certificate", "response": "It's a stock certificate for a thousand shares of Consolidated Herring Securities. Wow, do you think that means it's good for one thousand herring? That's got to be at least five times as many as I could eat in a one sitting. This thing must be worth...hmm, I paid one florin for it, so....I have no idea.\n\nThe stock ticker tape advances:\n| GWL +3/15 | FPN -18 | AHP +19 | KHT -5/3 | SPI +21 |\n\nOne of the cows shifts around uncomfortably.", "endoftext": false }, { "action": "You take the brown tube", "response": "Disconnected.\n\nThe stock ticker tape advances:\n| QPI 02Y | EUL 03/15 | DPL -Y6 | AHP 0Y7 | IHT -3/3 |\n\nTwo pigs huddle together, shivering nervously.", "endoftext": false }, { "action": "You take the red tube", "response": "Disconnected.\n\nThe stock ticker tape advances:\n| IHP 7Y/3 | QPI 6XY | AQH 6Y/11 | PH 7Y6 | AHP 6Y7 |\n\nTwo pigs huddle together, shivering nervously.", "endoftext": false }, { "action": "You take the orange tube", "response": "Disconnected.\n\nThe stock ticker tape advances:\n| A P 6Q7 | A P 7Q7 | QPA 6PQ | AQ 6Q/11 | P 7Q6 |\n\nA depressed horse mutters something about glue.", "endoftext": false }, { "action": "You take the yellow tube", "response": "Disconnected.\n\nThe stock ticker tape advances:\n| 7A6 | A 6A7 | A 7A7 | A A 6 A | AA 6A7 |\n\nOne of the cows shifts around uncomfortably.", "endoftext": false }, { "action": "You take the green tube", "response": "Disconnected.\n\nThe stock ticker tape advances:\n| AA AA | AA | A AA | A AAA | A A A |", "endoftext": false }, { "action": "You examine the panel", "response": "Inside the panel is an array of wossnames and receptacles: a black receptacle containing a black wossname, an empty brown receptacle, an empty red receptacle, an empty orange receptacle, an empty yellow receptacle, and an empty green receptacle. There are also disconnected brown, red, orange, yellow, and green wossnames.\n\nThe stock ticker tape advances:\n| A A A | AA AA | AA | A AA | A AAA |", "endoftext": false }, { "action": "You take the black tube", "response": "Disconnected.\n\nThe stock ticker tape advances:\n| | | | | |", "endoftext": false }, { "action": "You connect the yellow tube to the yellow receptacle", "response": "Connected.\n\nThe stock ticker tape advances:\n| P P | P P | PP PP | P PP | P P |", "endoftext": false }, { "action": "You connect the orange tube to the orange receptacle", "response": "Connected.\n\nThe stock ticker tape advances:\n| PH X | HP X | HHP XH | PPH XX | PH XP |", "endoftext": false }, { "action": "You connect the red tube to the red receptacle", "response": "Connected.\n\nThe stock ticker tape advances:\n| DTL D2T | DPL DX | HP DX | HHT D2H | PPH D2X |", "endoftext": false }, { "action": "You connect the green tube to the green receptacle", "response": "Connected.\n\nThe stock ticker tape advances:\n| PPH 02X | DTL 02/14 | DPL 0X6 | HP 0X6 | HHT 02/2 |", "endoftext": false }, { "action": "You connect the brown tube to the brown receptacle", "response": "Connected.\n\nThe stock ticker tape advances:\n| JHT 04/2 | RPH +2Z | FVL +2/14 | FPN 0Z8 | HP +Z8 |", "endoftext": false }, { "action": "You connect black tube to the black receptacle", "response": "Connected.\n\nThe stock ticker tape advances:\n| AHP +19 | KHT -5/3 | SPI +21 | GWL +3/15 | FPN -18 |", "endoftext": false }, { "action": "You take brown tube", "response": "Disconnected.\n\nThe stock ticker tape advances:\n| DPL -Y6 | AHP 0Y7 | IHT -3/3 | QPI 02Y | EUL 03/15 |", "endoftext": false }, { "action": "Examine", "response": "What do you want to examine?", "endoftext": false }, { "action": "You examine the panel", "response": "Inside the panel is an array of wossnames and receptacles: a black receptacle containing a black wossname, an empty brown receptacle, a red receptacle containing a red wossname, an orange receptacle containing an orange wossname, a yellow receptacle containing a yellow wossname, and a green receptacle containing a green wossname. There is also a disconnected brown wossname.\n\nThe stock ticker tape advances:\n| EUL 03/15 | DPL -Y6 | AHP 0Y7 | IHT -3/3 | QPI 02Y |\n\nTwo pigs huddle together, shivering nervously.", "endoftext": false }, { "action": "You take the black tube", "response": "Disconnected.\n\nThe stock ticker tape advances:\n| PPH 02X | DTL 02/14 | DPL 0X6 | HP 0X6 | HHT 02/2 |", "endoftext": false }, { "action": "You connect the black tube to the brown receptacle", "response": "Connected.\n\nThe stock ticker tape advances:\n| JHT +4/4 | RPJ 02Z | FVL 04/16 | DPL +Z6 | BHP 0Z8 |", "endoftext": false }, { "action": "You connect the brown tube to the black receptacle", "response": "Connected.\n\nThe stock ticker tape advances:\n| BHP -19 | KHT +5/4 | SPJ -21 | GWL -4/16 | EPM +17 |", "endoftext": false }, { "action": "You press the red button", "response": "Click! The stock ticker churns and spews out a section of tape:\n\nBACDFEGHJIKLNMOPRQSTVUWXZY1243568790+- /1/2/4/3/5/6/8/7/9/10/12/11/13/14/16/15/17/18*/19,.?/!\n\nThe stock ticker tape advances:\n| EPM +17 | BHP -19 | KHT +5/4 | SPJ -21 | GWL -4/16 |", "endoftext": false }, { "action": "You take the brown tube", "response": "Disconnected.\n\nThe stock ticker tape advances:\n| FVL 04/16 | DPL +Z6 | BHP 0Z8 | JHT +4/4 | RPJ 02Z |\n\nA depressed horse mutters something about glue.", "endoftext": false }, { "action": "You take the red tube", "response": "Disconnected.\n\nThe stock ticker tape advances:\n| RPJ 6XZ | BRH 6Z/12 | PH 8Z6 | BHP 6Z8 | JHP 8Z/4 |", "endoftext": false }, { "action": "You connect the red tube to the black receptacle", "response": "Connected.\n\nThe stock ticker tape advances:\n| JHQ 91/4 | RPJ 7YZ | CSI 71/13 | API 9Z6 | BHP 7Z8 |", "endoftext": false }, { "action": "You connect the brown tube to the red receptacle", "response": "Connected.\n\nThe stock ticker tape advances:\n| BHP -4+ | NHQ 95/4 | VPJ -Y4 | GWI -1/13 | EPM 940 |", "endoftext": false }, { "action": "You examine the panel", "response": "Inside the panel is an array of wossnames and receptacles: a black receptacle containing a red wossname, a brown receptacle containing a black wossname, a red receptacle containing a brown wossname, an orange receptacle containing an orange wossname, a yellow receptacle containing a yellow wossname, and a green receptacle containing a green wossname.\n\nThe stock ticker tape advances:\n| EPM 940 | BHP -4+ | NHQ 95/4 | VPJ -Y4 | GWI -1/13 |\n\nTwo pigs huddle together, shivering nervously.", "endoftext": false }, { "action": "You take red tube", "response": "Disconnected.\n\nThe stock ticker tape advances:\n| FVH 0Z/12 | DPL 840 | BHP 04+ | NHP 84/4 | VPJ 0X4 |", "endoftext": false }, { "action": "You take the black tube", "response": "Disconnected.\n\nThe stock ticker tape advances:\n| TPH 0X2 | DTH 0X/10 | DPL 620 | HP 020 | LHP 62/2 |\n\nA depressed horse mutters something about glue.", "endoftext": false }, { "action": "You connect black tube to the black receptacle", "response": "Connected.\n\nThe stock ticker tape advances:\n| MHP 73/3 | UPI 0X3 | EUH 0Y/11 | DPL 730 | AHP 03- |", "endoftext": false }, { "action": "You connect the red tube to the brown receptacle", "response": "Connected.\n\nThe stock ticker tape advances:\n| AHP +3- | MHR 95/3 | UPI +Z3 | GWJ +1/13 | FPN 930 |\n\nTwo pigs huddle together, shivering nervously.", "endoftext": false }, { "action": "You connect the brown tube to the red receptacle", "response": "I'll have to empty it first.\n\nThe stock ticker tape advances:\n| FPN 930 | AHP +3- | MHR 95/3 | UPI +Z3 | GWJ +1/13 |\n\nA small group of cows crowds together, their eyes darting around.", "endoftext": false }, { "action": "You take the red tube", "response": "Disconnected.\n\nThe stock ticker tape advances:\n| EUH 0Y/11 | DPL 730 | AHP 03- | MHP 73/3 | UPI 0X3 |\n\nA depressed horse mutters something about glue.", "endoftext": false }, { "action": "You connect the brown tube to the red receptacle", "response": "I'll have to empty it first.\n\nThe stock ticker tape advances:\n| UPI 0X3 | EUH 0Y/11 | DPL 730 | AHP 03- | MHP 73/3 |", "endoftext": false }, { "action": "You connect the red tube to the brown receptacle", "response": "Connected.\n\nThe stock ticker tape advances:\n| MHR 95/3 | UPI +Z3 | GWJ +1/13 | FPN 930 | AHP +3- |", "endoftext": false }, { "action": "You look at the panel", "response": "Inside the panel is an array of wossnames and receptacles: a black receptacle containing a black wossname, a brown receptacle containing a red wossname, a red receptacle containing a brown wossname, an orange receptacle containing an orange wossname, a yellow receptacle containing a yellow wossname, and a green receptacle containing a green wossname.\n\nThe stock ticker tape advances:\n| AHP +3- | MHR 95/3 | UPI +Z3 | GWJ +1/13 | FPN 930 |", "endoftext": false }, { "action": "You take the red tube", "response": "Disconnected.\n\nThe stock ticker tape advances:\n| DPL 730 | AHP 03- | MHP 73/3 | UPI 0X3 | EUH 0Y/11 |", "endoftext": false }, { "action": "You take the brown tube", "response": "Disconnected.\n\nThe stock ticker tape advances:\n| AQH 6Y/11 | PH 7Y6 | AHP 6Y7 | IHP 7Y/3 | QPI 6XY |", "endoftext": false }, { "action": "You connect the red tube to the red receptacle", "response": "Connected.\n\nThe stock ticker tape advances:\n| QPI 02Y | EUL 03/15 | DPL -Y6 | AHP 0Y7 | IHT -3/3 |\n\nA depressed horse mutters something about glue.", "endoftext": false }, { "action": "You take the yellow tube", "response": "Disconnected.\n\nThe stock ticker tape advances:\n| AH +K9 | KHD -O/3 | C I +LK | GGL +M- | F N -K8 |", "endoftext": false }, { "action": "You take the orange tube", "response": "Disconnected.\n\nThe stock ticker tape advances:\n| F F -C8 | A +C9 | C D -G7 | C A +DC | GGD +E- |", "endoftext": false }, { "action": "You connect the yellow tube to the orange receptacle", "response": "Connected.\n\nThe stock ticker tape advances:\n| GOD +M/7 | FHF -K8 | A H +K9 | C L -O7 | KHA +LK |\n\nA small group of cows crowds together, their eyes darting around.", "endoftext": false }, { "action": "You connect orange tube to the yellow receptacle", "response": "Connected.\n\nThe stock ticker tape advances:\n| KHQ +21 | GOT +3/7 | FHV -18 | APH +19 | SPL -5/11 |", "endoftext": false }, { "action": "You examine the panel", "response": "Inside the panel is an array of wossnames and receptacles: a black receptacle containing a black wossname, a brown receptacle containing a brown wossname, a red receptacle containing a red wossname, an orange receptacle containing a yellow wossname, a yellow receptacle containing an orange wossname, and a green receptacle containing a green wossname.\n\nThe stock ticker tape advances:\n| SPL -5/11 | KHQ +21 | GOT +3/7 | FHV -18 | APH +19 |", "endoftext": false }, { "action": "You take the black", "response": "Which do you mean, the black wossname, the black receptacle, or the suit?", "endoftext": false }, { "action": "You take the black tube", "response": "Disconnected.\n\nThe stock ticker tape advances:\n| PH +Z8 | RPL 04/10 | JHP +2Z | FNT +2/6 | FHV 0Z8 |\n\nA depressed horse mutters something about glue.", "endoftext": false }, { "action": "You take brown tube", "response": "Disconnected.\n\nThe stock ticker tape advances:\n| DHT 0X6 | PH 0X6 | PPL 02/10 | HHP 02X | DLT 02/6 |\n\nOne of the cows shifts around uncomfortably.", "endoftext": false }, { "action": "You connect the brown tube to the black receptacle", "response": "Connected.\n\nThe stock ticker tape advances:\n| EMT -2/6 | EHU 0Y7 | PH -Y7 | QPL 03/10 | IHP -2Y |", "endoftext": false }, { "action": "You connect the black tube to the brown receptacle", "response": "Connected.\n\nThe stock ticker tape advances:\n| KHR -21 | GOT -4/8 | EHU +17 | BPH -19 | SPL +5/12 |", "endoftext": false }, { "action": "You take the red tube", "response": "Disconnected.\n\nThe stock ticker tape advances:\n| SPH 81/12 | KHR 7X1 | CKP 7Z/4 | AHQ 817 | BPH 719 |", "endoftext": false }, { "action": "You take the green tube", "response": "Disconnected.\n\nThe stock ticker tape advances:\n| BPH A1C | SPH B1R | KHR AX1 | CKP AZJ | AHQ B1A |", "endoftext": false }, { "action": "You connect the red tube to the green receptacle", "response": "Connected.\n\nThe stock ticker tape advances:\n| 7H/11 81A | BPH 71C | SP/2 8,R | KHR 7/181 | 9/5/10 7*/4 |\n\nA depressed horse mutters something about glue.", "endoftext": false }, { "action": "You connect the green tube to the red receptacle", "response": "Connected.\n\nThe stock ticker tape advances:\n| 9/5/10 -*/8 | 7H/11 +1E | BPH -1G | SP/2 +,V | KHR -/181 |", "endoftext": false }, { "action": "You take the red tube", "response": "Disconnected.\n\nThe stock ticker tape advances:\n| CKP AZJ | AHQ B1A | BPH A1C | SPH B1R | KHR AX1 |", "endoftext": false }, { "action": "You connect the green tube to the green receptacle", "response": "Connected.\n\nThe stock ticker tape advances:\n| KHR 7X1 | CKP 7Z/4 | AHQ 817 | BPH 719 | SPH 81/12 |", "endoftext": false }, { "action": "You connect the red tube to the red receptacle", "response": "Connected.\n\nThe stock ticker tape advances:\n| SPL +5/12 | KHR -21 | GOT -4/8 | EHU +17 | BPH -19 |", "endoftext": false }, { "action": "You examine the panel", "response": "Inside the panel is an array of wossnames and receptacles: a black receptacle containing a brown wossname, a brown receptacle containing a black wossname, a red receptacle containing a red wossname, an orange receptacle containing a yellow wossname, a yellow receptacle containing an orange wossname, and a green receptacle containing a green wossname.\n\nThe stock ticker tape advances:\n| BPH -19 | SPL +5/12 | KHR -21 | GOT -4/8 | EHU +17 |", "endoftext": false }, { "action": "You take the red tube", "response": "Disconnected.\n\nThe stock ticker tape advances:\n| AHQ 817 | BPH 719 | SPH 81/12 | KHR 7X1 | CKP 7Z/4 |\n\nA depressed horse mutters something about glue.", "endoftext": false }, { "action": "You take the orange tube", "response": "Disconnected.\n\nThe stock ticker tape advances:\n| CK 7J/4 | AHA 8K7 | B H 7K9 | C H 8K8 | KHB 7HK |\n\nA depressed horse mutters something about glue.", "endoftext": false }, { "action": "You connect the orange tube to the red receptacle", "response": "Connected.\n\nThe stock ticker tape advances:\n| KHF 7LO | CKD 7N/4 | AHE 8O7 | BDH 7O9 | GDH 8O+ |", "endoftext": false }, { "action": "You take the yellow tube", "response": "Disconnected.\n\nThe stock ticker tape advances:\n| GD 8G+ | C F 7DG | CCD 7F8 | A E 8G7 | BD 7G9 |\n\nA depressed horse mutters something about glue.", "endoftext": false }, { "action": "You connect the yellow tube to the yellow receptacle", "response": "Connected.\n\nThe stock ticker tape advances:\n| IPM /4W7 | BDP /3W9 | GDX /45+ | SPF /32W | K1L /34* |", "endoftext": false }, { "action": "You take the green tube", "response": "Disconnected.\n\nThe stock ticker tape advances:\n| I M JGA | BD IGC | GDH JOF | C F ILG | KKL INJ |", "endoftext": false }, { "action": "You connect the green tube to the yellow receptacle", "response": "Connected.\n\nThe stock ticker tape advances:\n| KKL YNZ | I M ZGQ | BD YGS | GDH ZOV | C F YLG |", "endoftext": false }, { "action": "You connect the yellow tube to the green receptacle", "response": "Connected.\n\nThe stock ticker tape advances:\n| 96F Y/6/1 | K/5L Y/8* | I6M Z/1Q | BD6 Y/1S | GD/2 Z/9V |", "endoftext": false }, { "action": "You take yellow tube", "response": "Disconnected.\n\nThe stock ticker tape advances:\n| GDH ZOV | C F YLG | KKL YNZ | I M ZGQ | BD YGS |", "endoftext": false }, { "action": "You take the green tube", "response": "Disconnected.\n\nThe stock ticker tape advances:\n| BD IGC | GDH JOF | C F ILG | KKL INJ | I M JGA |\n\nOne of the cows shifts around uncomfortably.", "endoftext": false }, { "action": "You connect the green tube to the green receptacle", "response": "Connected.\n\nThe stock ticker tape advances:\n| I M /4G7 | BD /3G9 | GDH /4O+ | C F /3LG | KKL /3N/4 |", "endoftext": false }, { "action": "You connect the yellow tube to the yellow receptacle", "response": "Connected.\n\nThe stock ticker tape advances:\n| K1L /34* | IPM /4W7 | BDP /3W9 | GDX /45+ | SPF /32W |", "endoftext": false }, { "action": "You examine the panel", "response": "Inside the panel is an array of wossnames and receptacles: a black receptacle containing a brown wossname, a brown receptacle containing a black wossname, a red receptacle containing an orange wossname, an orange receptacle containing a red wossname, a yellow receptacle containing a yellow wossname, and a green receptacle containing a green wossname.\n\nThe stock ticker tape advances:\n| SPF /32W | K1L /34* | IPM /4W7 | BDP /3W9 | GDX /45+ |", "endoftext": false }, { "action": "You take the red tube", "response": "Disconnected.\n\nThe stock ticker tape advances:\n| GDP 8W+ | SPF 7TW | CSD 7V/12 | APE 8W7 | BDP 7W9 |\n\nA depressed horse mutters something about glue.", "endoftext": false }, { "action": "You connect the red tube to the red receptacle", "response": "I'll have to empty it first.\n\nThe stock ticker tape advances:\n| BDP 7W9 | GDP 8W+ | SPF 7TW | CSD 7V/12 | APE 8W7 |\n\nA small group of cows crowds together, their eyes darting around.", "endoftext": false }, { "action": "You connect orange tube to the orange receptacle", "response": "Connected.\n\nThe stock ticker tape advances:\n| API 817 | BHP 719 | KHP 81/4 | SPJ 7X1 | CSH 7Z/12 |", "endoftext": false }, { "action": "You examine the panel", "response": "Inside the panel is an array of wossnames and receptacles: a black receptacle containing a brown wossname, a brown receptacle containing a black wossname, an empty red receptacle, an orange receptacle containing an orange wossname, a yellow receptacle containing a yellow wossname, and a green receptacle containing a green wossname. There is also a disconnected red wossname.\n\nThe stock ticker tape advances:\n| CSH 7Z/12 | API 817 | BHP 719 | KHP 81/4 | SPJ 7X1 |", "endoftext": false }, { "action": "You connect the red tube to the red receptacle", "response": "Connected.\n\nThe stock ticker tape advances:\n| SPJ -21 | GWL -4/16 | EPM +17 | BHP -19 | KHT +5/4 |", "endoftext": false }, { "action": "Nfspecfic3", "response": "[Ok.]\n> RESTORE\n%% Enter a save filename to read:", "endoftext": false }, { "action": "You disconnect the black wossname", "response": "Disconnected.\n\nThe stock ticker tape advances:\n| IHT 03/2 | QPH -2Y | EUL -2/14 | EPM 0Y7 | HP -Y7 |", "endoftext": false }, { "action": "You disconnect the brown wossname", "response": "Disconnected.\n\nThe stock ticker tape advances:\n| HP 0X6 | HHT 02/2 | PPH 02X | DTL 02/14 | DPL 0X6 |\n\nA small group of cows crowds together, their eyes darting around.", "endoftext": false }, { "action": "You connect the brown wossname to the black receptacle", "response": "Connected.\n\nThe stock ticker tape advances:\n| EPM 0Y7 | HP -Y7 | IHT 03/2 | QPH -2Y | EUL -2/14 |", "endoftext": false }, { "action": "You connect the black wossname to the brown receptacle", "response": "Connected.\n\nThe stock ticker tape advances:\n| GWL -4/16 | EPM +17 | BHP -19 | KHT +5/4 | SPJ -21 |", "endoftext": false }, { "action": "You press the red", "response": "Which do you mean, the large red button, the red wossname, or the red receptacle?", "endoftext": false }, { "action": "You press the red button", "response": "Click! The stock ticker churns and spews out a section of tape:\n\nBACDFEGHJIKLNMOPRQSTVUWXZY1243568790+- /1/2/4/3/5/6/8/7/9/10/12/11/13/14/16/15/17/18*/19,.?/!\n\nThe stock ticker tape advances:\n| SPJ -21 | GWL -4/16 | EPM +17 | BHP -19 | KHT +5/4 |", "endoftext": false }, { "action": "Examine box", "response": "It's a closed strongbox.\n\nThe stock ticker tape advances:\n| KHT +5/4 | SPJ -21 | GWL -4/16 | EPM +17 | BHP -19 |", "endoftext": true }, { "action": "You look around", "response": "This is the floor of the stock market, and it's full of animals. There's hooting and honking and barking and mooing. I'm getting hungry just looking at their pen. From here, I can go south to the bank or southwest to Big Street.\n\nAn auctioneer is here, although he's not auctioneering at the moment.\n\nI can also see a stock ticker, a coffer (which is closed), and an auction block here.\n\nThe stock ticker tape advances:\n| BHP -19 | KHT +5/4 | SPJ -21 | GWL -4/16 | EPM +17 |\n\nTwo pigs huddle together, shivering nervously.", "endoftext": false }, { "action": "You look at panel", "response": "Inside the panel is an array of wossnames and receptacles: a black receptacle containing a brown wossname, a brown receptacle containing a black wossname, a red receptacle containing a red wossname, an orange receptacle containing an orange wossname, a yellow receptacle containing a yellow wossname, and a green receptacle containing a green wossname.\n\nThe stock ticker tape advances:\n| EPM +17 | BHP -19 | KHT +5/4 | SPJ -21 | GWL -4/16 |", "endoftext": false }, { "action": "You look", "response": "This is the floor of the stock market, and it's full of animals. There's hooting and honking and barking and mooing. I'm getting hungry just looking at their pen. From here, I can go south to the bank or southwest to Big Street.\n\nAn auctioneer is here, although he's not auctioneering at the moment.\n\nI can also see a stock ticker, a coffer (which is closed), and an auction block here.\n\nThe stock ticker tape advances:\n| GWL -4/16 | EPM +17 | BHP -19 | KHT +5/4 | SPJ -21 |", "endoftext": false }, { "action": "You examine the ticker", "response": "The ticker's an upright brass tube. There's a glass bubble on top that's glowing intermittently. The ticker has a red and a yellow button on it, and there's also a panel on the back.\n\nThe stock ticker tape advances:\n| SPJ -21 | GWL -4/16 | EPM +17 | BHP -19 | KHT +5/4 |", "endoftext": false }, { "action": "You look at panel", "response": "Inside the panel is an array of wossnames and receptacles: a black receptacle containing a brown wossname, a brown receptacle containing a black wossname, a red receptacle containing a red wossname, an orange receptacle containing an orange wossname, a yellow receptacle containing a yellow wossname, and a green receptacle containing a green wossname.\n\nThe stock ticker tape advances:\n| KHT +5/4 | SPJ -21 | GWL -4/16 | EPM +17 | BHP -19 |", "endoftext": false }, { "action": "You press the red", "response": "Which do you mean, the large red button, the red wossname, or the red receptacle?", "endoftext": false }, { "action": "You press the red button", "response": "Click! The stock ticker churns and spews out a section of tape:\n\nBACDFEGHJIKLNMOPRQSTVUWXZY1243568790+- /1/2/4/3/5/6/8/7/9/10/12/11/13/14/16/15/17/18*/19,.?/!\n\nThe stock ticker tape advances:\n| BHP -19 | KHT +5/4 | SPJ -21 | GWL -4/16 | EPM +17 |", "endoftext": false }, { "action": "You ask the auctioneer about the ticker", "response": "\"Quork quork quork!\"\n\n\"What's that, my friend? You want to buy some stock? Well, any person or bird with money is welcome to join my auction.\"\n\nThe stock ticker tape advances:\n| EPM +17 | BHP -19 | KHT +5/4 | SPJ -21 | GWL -4/16 |", "endoftext": false }, { "action": "You ask the auctioneer abouthe day-trdaing", "response": "\"Quork quork quork?\"\n\n\"What's that, my friend? You want to buy some stock? Well, any person or bird with money is welcome to join my auction.\"\n\nThe stock ticker tape advances:\n| GWL -4/16 | EPM +17 | BHP -19 | KHT +5/4 | SPJ -21 |", "endoftext": false }, { "action": "You ask the auctioneer abouthe day-trading", "response": "\"Awk awk caw?\"\n\n\"What's that, my friend? You want to buy some stock? Well, any person or bird with money is welcome to join my auction.\"\n\nThe stock ticker tape advances:\n| SPJ -21 | GWL -4/16 | EPM +17 | BHP -19 | KHT +5/4 |", "endoftext": false }, { "action": "You press the red button", "response": "Click! The stock ticker churns and spews out a section of tape:\n\nBACDFEGHJIKLNMOPRQSTVUWXZY1243568790+- /1/2/4/3/5/6/8/7/9/10/12/11/13/14/16/15/17/18*/19,.?/!\n\nThe stock ticker tape advances:\n| KHT +5/4 | SPJ -21 | GWL -4/16 | EPM +17 | BHP -19 |", "endoftext": false }, { "action": "You connect the orange wossname to the yellow receptacle", "response": "Connected.\n\nThe stock ticker tape advances:\n| P 6P6 | P 6P6 | P 6P6 | PP 6P/10 | P 6PP |", "endoftext": false }, { "action": "You connect the yellow wossname to the orange receptacle", "response": "Connected.\n\nThe stock ticker tape advances:\n| HHP 6XX | HP 6X/2 | HP 6X6 | PH 6X6 | PPH 6X/10 |", "endoftext": false }, { "action": "You connect the black wossname to the red receptacle", "response": "Connected.\n\nThe stock ticker tape advances:\n| TPH 02/14 | LHT 6X2 | DLP 62/6 | HP 026 | DPH 620 |", "endoftext": false }, { "action": "You connect the brown wossname to the black receptacle", "response": "Connected.\n\nThe stock ticker tape advances:\n| DPH 73- | UPH 03/14 | MHT 7X3 | EMP 72/6 | AHQ 037 |", "endoftext": false }, { "action": "You connect red wossnamethe brown receptacleacle", "response": "Connected.\n\nThe stock ticker tape advances:\n| CHS +37 | DPH 93- | UPJ +5/14 | MHT 9Z3 | GOR 94/8 |", "endoftext": false }, { "action": "You give the certificate to auctioneer", "response": "\"Well, let's see how your stock is doing,\", says the auctioneer, picking up the ticker tape. \"Wow, your stock has gone up considerably. Herring's been down for months; I guess it was time. I suppose the Fish Festival in Aderbean is going to be big this year. Well, I don't have enough cash on me to cover you, obviously, so this sovereign bond will have to do. Here you go.\" He hands it to me.\n\nThe stock ticker tape advances:\n| GOR 94/8 | CHS +37 | DPH 93- | UPJ +5/14 | MHT 9Z3 |", "endoftext": false }, { "action": "You show bond to Mel", "response": "\"Look, Mel! You can own one three thousand one hundred eighty-fifth of the country!\"\n\n\"Which entitles me to one three thousand one hundred eighty-fifth of the treasury?\"\n\n\"Yeah, exac--- no, no. I know why you're giving me that look. But think about it. If we keep the boss from getting killed, no one will ever know how much is in the treasury. Who cares what's\nreally there? Everybody in the kingdom believes that bond is worth mega moolah.\"\n\n\"...Fair enough.\" Mel takes out a ledger from underneath the counter and carefully makes a note in it. \"All right, that's certainly worth another ingredient.\"", "endoftext": false }, { "action": "Inventory", "response": "In my bag of holding, I have:\na fish\na vellum page\na faery coin\nsome farming tools\na fishing rod\na bottle of clear fluid\na torn page\na spell book\na magic wand\nthe mind of a foolish wizard", "endoftext": false }, { "action": "You buy the ingredients", "response": "Which do you mean, the Midas potion, the unicorn fur, the sapphire whiskey, the phoenix kidney, the ivory runestone, the daffodil blood, the refined starmetal, or the wizard ash?", "endoftext": false }, { "action": "You buy all the ingredients", "response": "Midas potion: \"Mel, can I have the ingredients for the Midas potion?\"\n\n\"Sure, if you give me the money for them.\"\nunicorn fur: \"Okay, W.D. Be careful. That's the only one I have in stock.\" Mel hands me the unicorn fur and makes a note in his ledger. sapphire whiskey: \"Okay, W.D. Be careful. That's the only one I have in stock.\" Mel hands me the sapphire whiskey and makes a note in his ledger.\nphoenix kidney: \"Okay, W.D. Be careful. That's the only one I have in stock.\" Mel hands me the phoenix kidney and makes a note in his ledger.\nivory runestone: \"Here you go, W.D. Good luck.\" Mel hands me the ivory runestone and makes a note in his ledger.\ndaffodil blood: \"Okay, W.D. Be careful. That's the only one I have in stock.\" Mel hands me the daffodil blood and makes a note in his ledger.\nrefined starmetal: \"Here you go, W.D. Good luck.\" Mel hands me the refined starmetal and makes a note in his ledger.\nwizard ash: \"All right, W.D., here you go.\" Mel hands me the wizard ash and makes a note in his ledger.", "endoftext": true }, { "action": "Go down", "response": "This is Mel's spooooooky secret laboratory. I say \"spooky\" because it's lit bit a series of multicolored, floating orbs. Apart from the glowing elf balls, though, it's a relatively normal stone cellar. I can go up if you want to return to the shop proper.\n\nThere's a big pot on the floor and a sign on the wall.", "endoftext": false }, { "action": "You read the sign", "response": "Save your notes! You do not like remaking potions from scratch.\n--Mel", "endoftext": false }, { "action": "You examine the pot", "response": "I'm sure it's technically an \"alchemical cauldron apparatus,\" but I will be referring to it as a \"pot.\" The pot is filled with some kind of thick liquid, and there's a sigil embossed on its side.", "endoftext": false }, { "action": "You examine the sigil", "response": "PUT UNICORN FUR, SAPPHIRE WHISKEY, IVORY RUNESTONE, REFINED STARMETAL AND WIZARD ASH IN POT\n\nWhat do you want to put those things in?\n\nIt's some sort of intricate design. It means nothing to me, and it's way too complicated for me to describe to you. It looks impressively mystical and eldritch, though.", "endoftext": false }, { "action": "You put the UNICORN FUR and the SAPPHIRE WHISKEY and the IVORY RUNESTONE and the refined starmetal and the WIZARD ASH in POT", "response": "PUT UNICORN FUR AND SAPPHIRE WHISKEY AND IVORY RUNESTONE AND REFINED STARMETAL AND WIZARD ASH IN POT\n\nWhat do you want to put those things in?", "endoftext": false }, { "action": "You put the UNICORN FUR and the SAPPHIRE WHISKEY and the IVORY RUNESTONE and the refined starmetal and WIZARD ASH into the POT", "response": "PUT UNICORN FUR AND SAPPHIRE WHISKEY AND IVORY RUNESTONE AND REFINED STARMETAL AND WIZARD ASH INTO POT\n\nWhat do you want to put those things in?", "endoftext": false }, { "action": "POT", "response": "What do you want to put those things in?", "endoftext": false }, { "action": "You put the WIZARD ASH in the POT", "response": "PUT UNICORN FUR IN POT. PUT SAPPHIRE WHISEY IN POT. PUT IVORY RUNESTONE IN POT. PUT REFINED STARMETAL IN POT. PUT WIZARD\n\nThe unicorn fur disappears under the surface of the liquid in the pot.\n\nThe sigil on the side of the pot begins glowing with a soft blue light.\nI didn't understand that sentence.", "endoftext": false }, { "action": "You put the WIZARD ASH in POT", "response": "PUT SAPPHIRE WHISKEY IN POT. PUT IVORY RUNESTONE IN POT. PUT REFINED STARMETAL IN POT. PUT WIZARD ASH IN POT\n\nThe sapphire whiskey disappears under the surface of the liquid in the pot.\nI can't see any such thing.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "In my bag of holding, I have:\nsome wizard ash\nsome refined starmetal\nsome daffodil blood\nan ivory runestone\na phoenix kidney\na fish\na vellum page\na faery coin\nsome farming tools\na fishing rod\na bottle of clear fluid\na torn page\na spell book\na magic wand\nthe mind of a foolish wizard", "endoftext": false }, { "action": "You put IVORY RUNESTONE in POT", "response": "The ivory runestone disappears under the surface of the liquid in the pot.", "endoftext": false }, { "action": "You put the refined starmetal in the POT", "response": "The refined starmetal disappears under the surface of the liquid in the pot.", "endoftext": false }, { "action": "You put the WIZARD ASH in the POT", "response": "The wizard ash disappears under the surface of the liquid in the pot.", "endoftext": false }, { "action": "You press sigil", "response": "As soon as I touch the sigil, all the glowing orbs stop moving. Uh oh. Has time frozen? No, I can still move. Now the orbs are growing smaller, and--- whoa! The orbs streak towards the pot and collide with the surface of the liquid with a giant poof of smoke!\n\nNow I'm somehow holding a vial. Wow. that was crazy.\n\nWe've done it, boss! Now all I need to do is get this back to you, so that you can restock the treasury and, more importantly, get out of my head.", "endoftext": false }, { "action": "You pour the vial on the spell book", "response": "Boss? I have put up with a lot today. I wandered all around town following someone's love notes. I burned down a barn. I played Pretty Pretty Princess Dress-Me-Up with some random guy in order to get him arrested for a crime he didn't commit. I robbed a bank. I had to spend a good ten minutes with the world's stupidest hedgehog\nsinging at me just so you could rob a blind guy. I let you\nstick me in a cage just so you could make fake money. I had to learn how to play your incomprehensible stock market. There is no way I am letting you do anything with this potion until we get into\nthe treasury.", "endoftext": false }, { "action": "You look at the vial", "response": "Yeaugh! I'm sure there's a potion in there, but all I get is some shifting colors and an overwhelming smell of blue cheese.", "endoftext": false }, { "action": "You show vial to Mel", "response": "Like I said, boss, let's get back to your body first.", "endoftext": false }, { "action": "Up", "response": "All right. Nearly back at the room with your body. Now you can get out of my head and take this potion, and I can have a nice meal with my girlfriend. Here you g---\n\nNo. No no nononnononononono! You're not here. Your body isn't here. Also the door is open. The treasurer must have found the king. We've got to get to the treasury--- oh man--- I hope they haven't killed you yet.\n\nOkay, okay, it's not over yet. I can see you. You're not dead. The king and the treasurer and some guards and some you are all here. Okay, okay. We can still work this out. We just have to get up to the treasury before they do.\n\nWe're at the bottom of the elevator leading up the tower to the vault. The lift itself is a giant stone disk operated by a magic key.\n\nI can see your comatose body, a treasurer, some guards, and a king here.\n\nThe treasurer fumbles with his key ring and holds up a bright blue key. \"Alakazam!\" he incants. Nothing happens.", "endoftext": false }, { "action": "You pour the vial on the spell book", "response": "I don't think this will do anything, but okay. Done. Now the spell book is wet.\n\nThe treasures holds up the key again. \"Alakazoo!\" he incants. Nothing happens.\n\n\"It's 'Alakazar',\" says the king.\n\n\"I was getting there!\" shouts the treasurer. \"Alakazar!\" he cries triumphantly. The stone lift hums and starts moving upwards.", "endoftext": false }, { "action": "You wait for a while", "response": "All right.\n\nThe treasures holds up the key again. \"Alakazoo!\" he incants. Nothing happens.\n\n\"It's 'Alakazar',\" says the king.\n\n\"I was getting there!\" shouts the treasurer. \"Alakazar!\" he cries triumphantly. The stone lift hums and starts moving upwards.", "endoftext": false }, { "action": "Wait", "response": "Hey, boss! Death is imminent!\n\n\"I've always wanted to see the treasury,\" says one of the guards. \"This is so exciting.\"\n\n\"The treasury is empty!\" yells the treasurer. \"This is a\ntravesty.\"\n\n\"I've always wanted to see the treasury,\" repeats the guard. \"This is such an exciting travesty.\"\n\nThe lift rises steadily.", "endoftext": false }, { "action": "Wait", "response": "All right.\n\nThe king sneezes.\n\nThe lift rises steadily.", "endoftext": false }, { "action": "You wait", "response": "Hey, boss! Death is imminent!\n\nOne of the guards rifles through your pockets.\n\nThe lift rises steadily.", "endoftext": false }, { "action": "Wait", "response": "All right.\n\nThe lift arrives at the top of the tower.", "endoftext": false }, { "action": "You wait", "response": "All right.\n\nThe treasurer leads the way east towards the vault. You're going to die. Nice knowing you.", "endoftext": false }, { "action": "Wait", "response": "Hey, boss! Death is imminent!", "endoftext": false }, { "action": "Wait", "response": "Hey, boss! Death is imminent!\n\nBoss, please stop dawdl--- what the....I think that was your body sailing past us. Hmm, yeah, that's definitely a smashed you down there. Good job.", "endoftext": false }, { "action": "You check your inventory", "response": "In my bag of holding, I have:\nan iridescent potion\nsome daffodil blood\na phoenix kidney\na fish\na vellum page\na faery coin\nsome farming tools\na fishing rod\na bottle of clear fluid\na torn page\na spell book\na magic wand\nthe mind of a desperate wizard\n\nThe lift arrives at the top of the tower.", "endoftext": false }, { "action": "You pour the vial on Fish", "response": "I don't think this will do anything, but okay. Done. Now the fish is wet.\n\nThe treasurer leads the way east towards the vault. You're going to die. Nice knowing you.", "endoftext": false }, { "action": "Up", "response": "We're already at the top of the tower; the vault is to the east.", "endoftext": false }, { "action": "Go east", "response": "This is the top of the treasure house tower. Notable features include the vault, to the north, and the bottom of the tower, to the, um, downward.", "endoftext": false }, { "action": "You go north", "response": "This room is supposed to be filled with treasure. Failing that, it's supposed to be filled with the illusion of treasure. But it's broken. If I tilt my head one way, the illusion's still there: a giant pile of gold and jewelry. If I tilt my head the other way, all I see is a pile of logs. It's making me dizzy. The exit from the vault is to the south.\n\nI can see your comatose body, a treasurer, some guards, a king, and a pile of logs here.\n\nThe king sighs. \"Just get rid of him. I don't care what you do.\" He sits on a log and puts his head in his hands.\n\nOh, man, we're such jerks.\n\nThe guards chop off your head and toss your body down the tower.", "endoftext": false }, { "action": "Go north", "response": "I can't go that way.\n\nOne of the guards rifles through your pockets.\n\nThe lift rises steadily.", "endoftext": false }, { "action": "Up", "response": "We're already at the top of the tower; the vault is to the east.\n\nThe lift arrives at the top of the tower.", "endoftext": false }, { "action": "You go east", "response": "This is the top of the treasure house tower. Notable features include the vault, to the north, and the bottom of the tower, to the, um, downward.\n\nThe treasurer leads the king and his retinue here from the west. You're going to die. Nice knowing you.", "endoftext": false }, { "action": "You go north", "response": "This room is supposed to be filled with treasure. Failing that, it's supposed to be filled with the illusion of treasure. But it's broken. If I tilt my head one way, the illusion's still there: a giant pile of gold and jewelry. If I tilt my head the other way, all I see is a pile of logs. It's making me dizzy. The exit from the vault is to the south.\n\nI can see a pile of logs here.\n\nUh oh. They're here.", "endoftext": false }, { "action": "You pour the vial on the logs", "response": "Okay. Here goes. I fly out of hiding and splash the potion around the room.\n\nThe room explodes. This is not quite what I expected. There's a crazy shower of birds everywhere. The pile of logs has become a swarm of...of goldfinches. Oops.\n\nI'm trying to get back in my hiding place, but there's too much chaos. The birds are going wild. They're all screaming at each other to get out of each other's way. The humans are throwing their hands up to protect their heads from the aerial assault. The guards drop you on the floor. I've got to try to get out of here before I--- oh, thank the meat gods, are you finally going back into your own head? Good luck, boss; good time to try running.\n\nI swear it happened exactly like that, babe. Goldfinches everywhere. Would I make something like that up? Well, then why do you think there are so many more birds around here lately?\n\nThe king and the treasurer? Well, they probably got pooped on a lot. You know how it is. The boss and I got out of the room as soon as possible. He ran off to a closet where he had some Anywhere-But-Here Dust stashed, and he poofed away. I have no idea where he went; I hope it was to some kingdom with with dumber treasurers.\n\nAnyway, as far as I know, he's gone for good. That means I'm yours for the foreseeable future, love. Want to go get some food? I've worked up a heck of an appetite saving the boss and all. Let's eat somewhere quiet; I'm going to go crazy if I hear one more finch asking where to get the good seeds.", "endoftext": false }, { "action": "You put all the ingredients in the POT", "response": "wizard ash: The wizard ash disappears under the surface of the liquid in the pot.\n\nThe sigil on the side of the pot begins glowing with a soft blue light.\nrefined starmetal: The refined starmetal disappears under the surface of the liquid in the pot.\ndaffodil blood: The daffodil blood disappears under the surface of the liquid in the pot.\nivory runestone: The ivory runestone disappears under the surface of the liquid in the pot.\nphoenix kidney: The phoenix kidney disappears under the surface of the liquid in the pot.\nsapphire whiskey: The sapphire whiskey disappears under the surface of the liquid in the pot.\nunicorn fur: The unicorn fur disappears under the surface of the liquid in the pot.", "endoftext": false }, { "action": "You pour the vial on King", "response": "Whoa. Harsh, boss, but okay: one solid-gold king, coming up. I hope you have plans for an exciting chess set.\n\nSploosh. Wow, he looks offended that I threw the potion at\nhim. I wouldn't want to be frozen with that face for all eternity.\n\nHey, boss, the treasurer looks even angrier, and the guards are still--- Oh, you seem to be leaving my head. Good luck with that. I'm out of here.", "endoftext": false }, { "action": "You pour the vial on Treasurer", "response": "Ooh, I like the way you think. I leave my perch and, like a streak of black lightning, I strike! The fat guy is still complaining about what a horrid little toad of a thief you are as I pour the potion on him. His lips continue whining even as the top of his head turns to gold. Well, that was--- oh, you seem to be leaving my mind finally. Good riddance.\n\nYeah, babe, it all happened just like that. After the treasurer got turned into a statue, the boss managed to convince the king that the new gold treasurer was far more valuable than the old one, and, you know, nobody really liked the old treasurer anyway.\n\nThe boss? Well, the boss decided he should probably skip town even though he wasn't in immediate danger of losing his legs, arms, eyeballs, or liver. Eventually the king's going to think about the moral implications of restocking the treasury with the\ntreasurer. I don't know where the boss has gone and I really don't want to know. But he gave me my freedom for my help, and...one other thing. He did one last enchantment before he left, and this one seems to actually work.\n\nSo, the bag of Marginal Holding? Well, he made it a little less and a little more useful. Now it only holds eyeballs. But there's always one more in the bag. Infinite Eyeballs--- more than we could ever possibly eat.\n\nCould I interest you in a little snack, my love?", "endoftext": true }, { "action": "You pour the vial on the WIZARD", "response": "(your comatose body)\nHHAHAHHAA. Yes, sir! One wizard-to-gold potion, coming right up. Gloop. Gooey stuff, man.\n\nHahahahaha. Oh, man, I don't know why he wanted to kill himself, but the sight of his smug face turning to solid gold will keep me happy for yea---\n\nWhy are you still here? Shouldn't you be out of my head? Shouldn't you be dead? Shouldn't--- oh, oh god. Oh god. Why? Why--- now there is no body for you to get back to. Why would you do that to me? AAAAAAAHHHHHHHHHHHHHHHHHHHH", "endoftext": false }, { "action": "You pour the vial on yourself", "response": "HHAHAHHAA. Yes, sir! One wizard-to-gold potion, coming right up. Gloop. Gooey stuff, man.\n\nHahahahaha. Oh, man, I don't know why he wanted to kill himself, but the sight of his smug face turning to solid gold will keep me happy for yea---\n\nWhy are you still here? Shouldn't you be out of my head? Shouldn't you be dead? Shouldn't--- oh, oh god. Oh god. Why? Why--- now there is no body for you to get back to. Why would you do that to me? AAAAAAAHHHHHHHHHHHHHHHHHHHH", "endoftext": false }, { "action": "You pour the vial on you", "response": "Absolutely not. Look, boss, I've done a lot for you today. I wandered all around town following someone's love notes. I burned down a barn. I played Pretty Pretty Princess Dress-Me-Up with some random guy in order to get him arrested for a crime he didn't commit. I robbed a bank. I had to spend a good ten minutes with the world's stupidest hedgehog singing at me just so you could rob a blind guy. I\nlet you stick me in a cage just so you could make fake money. I had to learn how to play your incomprehensible stock market. And I was happy to do so; all things considered, you're not the worst possible master for a bird to have. But if you think I'm going to spend eternity as a golden raven statuette just so you can skip the consequences of your embezzlement, I should have let the executioner chop your head off hours ago.\n\nThe treasures holds up the key again. \"Alakazoo!\" he incants. Nothing happens.\n\n\"It's 'Alakazar',\" says the king.\n\n\"I was getting there!\" shouts the treasurer. \"Alakazar!\" he cries triumphantly. The stone lift hums and starts moving upwards.", "endoftext": false }, { "action": "Drink vial", "response": "Absolutely not. Look, boss, I've done a lot for you today. I wandered all around town following someone's love notes. I burned down a barn. I played Pretty Pretty Princess Dress-Me-Up with some random guy in order to get him arrested for a crime he didn't commit. I robbed a bank. I had to spend a good ten minutes with the world's stupidest hedgehog singing at me just so you could rob a blind guy. I\nlet you stick me in a cage just so you could make fake money. I had to learn how to play your incomprehensible stock market. And I was happy to do so; all things considered, you're not the worst possible master for a bird to have. But if you think I'm going to spend eternity as a golden raven statuette just so you can skip the consequences of your embezzlement, I should have let the executioner chop your head off hours ago.\n\nThe king sneezes.\n\nThe lift rises steadily.", "endoftext": false }, { "action": "You pour the vial on the lift", "response": "I don't think this will do anything, but okay. Done. Now the magic lift is wet.\n\n\"I've always wanted to see the treasury,\" says one of the guards. \"This is so exciting.\"\n\n\"The treasury is empty!\" yells the treasurer. \"This is a\ntravesty.\"\n\n\"I've always wanted to see the treasury,\" repeats the guard. \"This is such an exciting travesty.\"\n\nThe lift rises steadily.", "endoftext": false }, { "action": "You pour the vial on the guards", "response": "I never liked those guys anyway. I fly out of my hiding space and splash both of the guards. They look briefly stunned but transform before they can do anything to me in retaliation. They don't release their grip on your body, though, so you're now squished between two beefy gold statues. That looks uncomfortable.\n\nThe treasurer starts screaming bloody murder about how you're a bloody murderer, and the king looks like he's trying to figure out where the guards went. Now the--- oh, thank the Meat Gods, are you finally leaving my head? Toodles.\n\nNo, babe, I swear it's all true. We goldificated both of the guards, but the boss was trapped between them. The treasurer wouldn't stop screaming about the guards. The boss wouldn't stop screaming about how he'd gotten the treasure back, and what more did they want? I thought the treasurer was going to strangle the chief himself, but the king said he had to get more guards, and they both left. The boss mostly managed to work his way free, but one of his fingers ended up wedged between the two statues. It was crazy. We could hear the treasurer coming back with a whole pile of guards, and the boss kept pulling at his hand, and...\n\nWell, of course you see where this is going. I heroically saved the day once again, and the boss (or, well, most of him) fled to where had some Anywhere-But-Here Dust stashed. I'm sure he's fine wherever he is.\n\nSo, anyway, I think I'm free for the foreseeable future, love. Want a snack? I saved you half a finger.", "endoftext": true } ]
hq39kkky5ydqie
The People's Glorious Revolutionary Text Adventure Game
Taylor Vaughan
[ "Humor" ]
[ "communism", "cover art", "humor", "IF Comp 2010", "IFComp Game", "parody", "political", "satire", "silly", "Xyzzy Awards 2010" ]
2,010
[ 7, 23, 19, 1, 0 ]
50
3.72
20110106a
false
Sure, there's only five of you against a world full of reactionaries, but you have Revolutionary Spirit! You can't possibly fail. Nothing can stand in your way! Now if only you could find your Revolutionary to-do list...
[ { "action": "%", "response": "Today is the day you've been waiting for! Today is the day when the Revolution arrives to sweep over this entire town, converting it to a worker's paradise! Your heart beats with trepidation and excitement and you can almost taste victory!\nBut victory's not here yet. You still have a lot of work to do. After all, it's like Marx said: It's one thing to interpret the world but the point is to change it. And today, change will come!\nNow if only you could find your Revolutionary To-Do List...\n\n\n\nIn future generations, this building may well be a museum, for this is where the People's Committee for the Revolution made their glorious plans to liberate all who are oppressed! The red light that illuminates the room might cause eye strain and make it hard to work, but it is truly inspiring.\nYou can exit the headquarters to the west (how appropriate!) and a staircase leads downwards to the lab.\n\nA giant workers' flag hangs on the back wall, filling your heart with Revolutionary Pride.\n\nUnderneath the flag sits the committee's desk, upon which all Revolutionary Managerial Work is accomplished.", "endoftext": false }, { "action": "About you", "response": "You've known since you were 12 that it's fate that you share a name with the late, great Karl Marx. You've also been trying to grow out a beard like his but so far that hasn't gone very well.\n\nYour head itches beneath your papakha.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\nyour papakha (being worn)\na WWTD Bracelet (being worn)", "endoftext": false }, { "action": "Salute flag", "response": "You salute the workers' flag.", "endoftext": false }, { "action": "Examine Bracelet", "response": "A small bracelet with the words \"What Would Trotsky Do?\" as a reminder to always do the Revolutionary Thing.", "endoftext": false }, { "action": "Scratch head", "response": "You swore a solemn vow not to remove the papakha from your head until the Revolution is achieved!\nWell, on the other hand, your hair is getting really greasy and itchy. It probably wouldn't hurt to take your hat off for a minute or two. Tucked into the hollow of your papakha is your to-do list. So that's where it went!\n\nYou scratch your hair.", "endoftext": false }, { "action": "You read List", "response": "You look over your to-do list.\nsteps to glorious Revolution:\n( ) win hearts of proletariat\n( ) win minds of proletariat\n(-) win bodies of proletariat (don't do. that is disgusting.)\n( ) get parts for comrade semenov\n( ) ruin the good name of a major corporation\n( ) cripple capitalist government infrastructure\n( ) find supplies to throw a communist party!\n\n| Bank of Freedonia |\n| #1 In Fixed Rate Loans! |", "endoftext": true }, { "action": "You look at your surroundings", "response": "In future generations, this building may well be a museum, for this is where the People's Committee for the Revolution made their glorious plans to liberate all who are oppressed! The red light that illuminates the room might cause eye strain and make it hard to work, but it is truly inspiring.\nYou can exit the headquarters to the west (how appropriate!) and a staircase leads downwards to the lab.\n\nA giant workers' flag hangs on the back wall, filling your heart with Revolutionary Pride.\n\nUnderneath the flag sits the committee's desk, upon which all Revolutionary Managerial Work is accomplished.", "endoftext": false }, { "action": "You examine the flag", "response": "A glorious red flag emblazoned with a yellow hammer and sickle. Just looking at it swells your heart with pride and anticipation.", "endoftext": false }, { "action": "You look at the desk", "response": "A fine wooden desk, carved out of solid wood, no doubt by an oppressed worker. Luckily his work was turned to good use when the Committee liberated this desk from the basement of a nearby office building where it was wasting away as an example of capitalist decadence.\n\nThe desk has a single large drawer. The drawer is closed.", "endoftext": false }, { "action": "You open it", "response": "You open the drawer, revealing some borscht.\n\nGuiltily, you quickly put your papakha back on.", "endoftext": false }, { "action": "You look at the borscht", "response": "An bowl of old, rancid borscht. Who knows how long it was in that drawer?", "endoftext": false }, { "action": "You take the borscht", "response": "Taken.", "endoftext": false }, { "action": "You take it", "response": "You already have that.", "endoftext": false }, { "action": "You eat the borscht", "response": "The borscht has really gone bad. There's no way you're going to even taste it.", "endoftext": false }, { "action": "Smell borscht", "response": "It smells terrible.", "endoftext": false }, { "action": "You look at the desk", "response": "A fine wooden desk, carved out of solid wood, no doubt by an oppressed worker. Luckily his work was turned to good use when the Committee liberated this desk from the basement of a nearby office building where it was wasting away as an example of capitalist decadence.\n\nThe desk has a single large drawer. The drawer is open. It contains nothing.", "endoftext": true }, { "action": "You look around", "response": "In future generations, this building may well be a museum, for this is where the People's Committee for the Revolution made their glorious plans to liberate all who are oppressed! The red light that illuminates the room might cause eye strain and make it hard to work, but it is truly inspiring.\nYou can exit the headquarters to the west (how appropriate!) and a staircase leads downwards to the lab.\n\nA giant workers' flag hangs on the back wall, filling your heart with Revolutionary Pride.\n\nUnderneath the flag sits the committee's desk, upon which all Revolutionary Managerial Work is accomplished, drawer opened.", "endoftext": false }, { "action": "You examine the light", "response": "A red light. It makes it a little difficult to read or write, but the Revolutionary Ambiance it provides is worth it.", "endoftext": false }, { "action": "You take the flag", "response": "Taken.", "endoftext": true }, { "action": "You go downwards", "response": "This room is filled with all sorts of machines and inventions for the betterment of the lives of the proletariat.\nThe only exit is up the stairs back to the rest of the Headquarters.\n\nComrade Semenov sits at his workbench, hunched over an undoubtedly miraculous device.\n\nYou can also see Semenov's workbench (on which are the Marxist Ventriloquator Mk II, the Communistic Converter and some sleeping serum) here.", "endoftext": false }, { "action": "You look at Semenov", "response": "Comrade Semenov is a diligent worker, his life devoted to science. He is currently fiddling intently with the circuit board of his latest creation, his eyes hidden behind his impenetrably thick glasses.", "endoftext": false }, { "action": "You look at the mk", "response": "The Ventriloquator is a long plastic tube that widens at one end into a curved speaker.", "endoftext": false }, { "action": "You examine the device", "response": "Which do you mean, the Marxist Ventriloquator Mk II, the Communistic Converter or the miraculous device?", "endoftext": false }, { "action": "Miraculous", "response": "The device is currently in many small pieces. That, along with the fact that you have little to no knowledge of electronics, means you have no idea what it is or what it does.\n\nThe miraculous device is currently switched off.", "endoftext": false }, { "action": "You look at Converter", "response": "The Communistic Converter is a rather small cylinder with some nasty looking spikes coming out of one end.", "endoftext": false }, { "action": "You take it", "response": "Taken.\n\n\"That's the Communistic Converter, Commissar,\" Semenov says. \"It's a very powerful piece of technology. Put it on someone and it will inject pure Revolutionary Spirit into them, instantly converting them to our side. Be very careful with it though, it can only be used once.\"", "endoftext": false }, { "action": "You ask the Comrade about the miraculous device", "response": "\"What's that you're working on now, Comrade Semenov?\" you ask.\n\"This is going to be the greatest piece of Revolutionary Technology known to man, Commissar! It's so exciting I can't find ample words to describe it,\" Semenov jabbers as he pokes at the device with even more excitement.", "endoftext": false }, { "action": "You take Ventriloquator", "response": "Taken.\n\n\"The Marxist Ventriloquator mark II is an amazing device,\" Semenov says. \"Simply point it at a person or object and he, she or it will be forced to shout out a glorious Marxist quote!\"", "endoftext": false }, { "action": "You take the serum", "response": "Taken.\n\n\"That's a super-potent (but safe and nonaddictive!) sleeping serum, Commissar,\" Semenov says. \"I invented it so that a Revolutionary can get the sleep he or she needs in order to function for a full day's worth of Revolutionary Work. It tastes pretty bad by itself, though. You should probably put it into a food or drink if you want to have some.\"", "endoftext": false }, { "action": "Point ventriloquator at Semenov", "response": "You point the Ventriloquator at Comrade Semenov.\nComrade Semenov suddenly swells up with Revolutionary Pride and shouts \"Workers of the world, unite!\"\n\"I'm trying to work here, Commissar,\" Semenov frowns.", "endoftext": false }, { "action": "Point Ventriloquator at yourself", "response": "You point the Ventriloquator at yourself.\nYou suddenly swells up with Revolutionary Pride and shouts \"Outside of a dog, a book is man's best friend. Inside of a dog, it's too dark to read!\"", "endoftext": false }, { "action": "You ask the Comrade about the parts", "response": "\"What do you need for me to get for you?\" you ask.\nSemenov glances at the parts strewn across his workbench. \"I think that all I need to finish the device is a computer's motherboard, Commissar.\"", "endoftext": false }, { "action": "Point ventriloquator at flag", "response": "You point the Ventriloquator at the workers' flag.\nThe workers' flag suddenly acquires a voice. \"I never forget a face, but in your case I'll be glad to make an exception!\" it shouts.", "endoftext": false }, { "action": "You ask the Comrade about the motherboard", "response": "\"Tell me about the motherboard you need, Comrade Semenov,\" you say. \"It's fairly simple,\" Semenov says, \"I just need a regular motherboard like you can find in any computer.\"", "endoftext": false }, { "action": "You ask Comrade about himself", "response": "\"How are you doing, Comrade Semenov?\" you ask.\n\"I'm fine, Commissar,\" Semenov says. \"Right now I'm excited to finish this device.\"", "endoftext": true }, { "action": "Look around", "response": "This room is filled with all sorts of machines and inventions for the betterment of the lives of the proletariat.\nThe only exit is up the stairs back to the rest of the Headquarters.\n\nComrade Semenov sits at his workbench, hunched over an undoubtedly miraculous device.\n\nYou can also see Semenov's workbench here.", "endoftext": false }, { "action": "You look at the workbench", "response": "The workbench is cluttered with all manner of half-assembled gizmos, assorted electronic parts, tools and incomprehensible blueprints.", "endoftext": false }, { "action": "You ask the Comrade about Revolution", "response": "\"Tell me, Comrade, how do you feel about the Revolution?\" you ask. Semenov looks at you, smiling. \"I'm ready for the Revolution to arrive as soon as possible, Commissar. I can't wait for the day when I can turn science to peaceful ends for the good of the proletariat.\"", "endoftext": false }, { "action": "You ask the Comrade about yourself", "response": "\"What do you think of me as a Commissar, Comrade Semenov?\" you ask. Semenov looks up at you seriously. \"I think you're quite capable, and I'm glad to be working alongside you to bring about the Revolution,\" he says.", "endoftext": false }, { "action": "You ascend", "response": "In future generations, this building may well be a museum, for this is where the People's Committee for the Revolution made their glorious plans to liberate all who are oppressed! The red light that illuminates the room might cause eye strain and make it hard to work, but it is truly inspiring.\nYou can exit the headquarters to the west and a staircase leads downwards to the lab.\n\nThe committee's desk sits against the back wall, drawer opened.", "endoftext": false }, { "action": "You go west", "response": "Jetski grins a dopey grin at you.\n\nYou are standing on the street outside of the Committee's Headquarters, which are to the east. The central park of Freedonia is to the north.\n\nComrade Jetski is here, reading a comic book.", "endoftext": false }, { "action": "Examine comic", "response": "The comic colorfully details the adventures of Captain Freedom as he fights the Red Menace. What garbage.", "endoftext": false }, { "action": "Point ventriloquator at Jetski", "response": "You point the Ventriloquator at Comrade Jetski.\nComrade Jetski suddenly swells up with Revolutionary Pride and shouts \"Workers of the world, unite!\"\nJetski grins stupidly.", "endoftext": false }, { "action": "Point ventriloquator at comic", "response": "You point the Ventriloquator at the comic.\nThe comic suddenly acquires a voice. \"Religion is the opium of the masses!\" it shouts.", "endoftext": false }, { "action": "You examine Jetski", "response": "Jetski may talk like an idiot and look like an idiot, but don't let that fool you. He really is an idiot. Luckily he seems to have a ridiculous amount of blind luck, avoiding both injury and arrest despite how out of his league the missions he usually attempts tend to be.", "endoftext": false }, { "action": "You ask Jetski about Revolution", "response": "\"Comrade Jetski, how do you feel about the Revolution?\" you ask. Jetski grins a dopey smile at you. \"I tell ya, Commissar, I just can't wait!\"", "endoftext": false }, { "action": "You take the comic", "response": "That seems to belong to Comrade Jetski.", "endoftext": false }, { "action": "You ask Jetski for comic", "response": "\"I need to requisition that comic book, Comrade Jetski,\" you say.\n\"But Commissar,\" Jetski whines, \"I'll get bored and fall asleep and then I can't guard the HQ! You can have it but first I need something else to keep me from getting bored...\"", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\nsome sleeping serum\nthe Marxist Ventriloquator Mk II\nthe Communistic Converter\na workers' flag\nsome borscht\na to-do list\nyour papakha (being worn)\na WWTD Bracelet (being worn)", "endoftext": false }, { "action": "You give the borscht to Jetski", "response": "\"Are you hungry, Comrade Jetski?\" you ask. \"Would you like this borscht I found in the desk drawer?\"\n\"Oh hey, that's where that went!\" Jetski says, slapping himself in the forehead. \"Sure thing, Commissar, I'm pretty hungry.\" He grabs the borscht and gobbles it down, then lets out a hearty Revolutionary Belch. \"Wow, that's even better when it's a few days old,\" he says. \"I'm full of energy now, no chance of getting bored. Here, you can take the comic book I was reading.\"", "endoftext": false }, { "action": "You take the comic", "response": "You already have that.", "endoftext": false }, { "action": "You give the flag to Jetski", "response": "\"Oh that's cool, Commissar!\" Jetski grins.", "endoftext": true }, { "action": "You describe your surroundings", "response": "You are standing on the street outside of the Committee's Headquarters, which are to the east. The central park of Freedonia is to the north.\n\nComrade Jetski is here, reading a comic book.", "endoftext": false }, { "action": "Go north", "response": "You are standing in one of the few grassy places in Freedonia. The park is visited by a great deal of people daily due to the fact that it is in the exact center of the city. Roads lead in all four cardinal directions.\n\nYou can see a flagpole (on which is an American flag) here.\n\nA construction worker walks past and salutes the flag.", "endoftext": false }, { "action": "You examine the flag", "response": "(the workers' flag)\nA glorious red flag emblazoned with a yellow hammer and sickle. Just looking at it swells your heart with pride and anticipation.", "endoftext": false }, { "action": "You examine the american flag", "response": "This flag is the hateful symbol of the largest capitalistic nation in the world!", "endoftext": false }, { "action": "You examine the pole", "response": "A large metal poll with a rope on it, designed to hoist up a symbol to remind those who pass by what they stand for.\n\nOn the flagpole is an American flag.", "endoftext": false }, { "action": "You pull pole", "response": "It is fixed in place.", "endoftext": false }, { "action": "You put the workers flag on the pole", "response": "You attach the flag to the line and hoist it into the air. A gust of wind catches it and it unfurls to its full length, proudly displaying the hammer and sickle. A few people nearby gaze at it in wonder, then slowly, carefully salute it.\n\nLooks like you've won the people's hearts!\n\nA passing mechanic looks up at the red flag and salutes it, grinning madly.", "endoftext": true }, { "action": "Look around", "response": "You are standing in one of the few grassy places in Freedonia. The park is visited by a great deal of people daily due to the fact that it is in the exact center of the city. Roads lead in all four cardinal directions.\n\nYou can see a flagpole (on which is a workers' flag) here.\n\nA passing fast food worker looks up at the red flag and salutes it, grinning madly.", "endoftext": false }, { "action": "You examine List", "response": "You look over your to-do list.\nsteps to glorious Revolution:\n(X) win hearts of proletariat\n( ) win minds of proletariat\n(-) win bodies of proletariat (don't do. that is disgusting.)\n( ) get parts for comrade semenov\n( ) ruin the good name of a major corporation\n( ) cripple capitalist government infrastructure\n( ) find supplies to throw a communist party!\n\n| Bank of Freedonia |\n| #1 In Fixed Rate Loans! |", "endoftext": false }, { "action": "You examine the american flag", "response": "This flag is the hateful symbol of the largest capitalistic nation in the world!", "endoftext": false }, { "action": "You burn it", "response": "That would be unpatriotic.", "endoftext": false }, { "action": "You wear the flag", "response": "(the American flag)\nYou can't wear that!", "endoftext": false }, { "action": "You go to the north", "response": "Just being on this street makes you shiver in disgust. You're standing east of the town hall, the central seat of the local capitalist government. The city center is to the south.\n\nA shady-looking peddler leans against an ice cream cart.", "endoftext": false }, { "action": "You examine peddler", "response": "A shifty-looking independent capitalist. He stands with his hands deep in his pockets, slouching and grinning as people walk by.\n\n\"Tootsie Frootsie ice cream!\" shouts the peddler.", "endoftext": false }, { "action": "You look at the ice cream", "response": "An old Tootsie-frootsie Ice Cream cart.\n\nIn the ice cream cart are some books.", "endoftext": false }, { "action": "You look at the books", "response": "Buried underneath copies of The Three Little Pigs and other pornographic, bourgeoisie trash, you see a copy of The Communist Manifesto", "endoftext": false }, { "action": "You take Manifesto", "response": "That seems to belong to the peddler.", "endoftext": false }, { "action": "You ask the peddler about it", "response": "\"I think I have a book about it somewhere...\" mutters the peddler.", "endoftext": false }, { "action": "You ask peddler about Manifesto", "response": "\"Tell me about The Communist Manifesto,\" you say.\n\"I'm sure you know more about it than I do, kid. It's yours for a dollar.\"\n\n\"Get your ice cream!\" shouts the peddler.", "endoftext": false }, { "action": "You buy Manifesto", "response": "The peddler laughs at you. \"You don't have any money. This is a capitalistic society, you know. You have to pay for things! But I tell you what,\" he says, scratching his chin, \"I can't see that ever getting bought, so I'll trade it for another book if you want.\"", "endoftext": false }, { "action": "Point ventriloquator at peddler", "response": "You point the Ventriloquator at the peddler.\nThe peddler suddenly swells up with Revolutionary Pride and shouts \"Religion is the opium of the masses!\"", "endoftext": false }, { "action": "You ask the peddler about Revolution", "response": "\"Would you like to join the People's Glorious Revolution?\" you ask. The peddler shakes his head. \"No thanks. I'm happy where I am.\"", "endoftext": false }, { "action": "You give the borscht to Jetski", "response": "You are standing in one of the few grassy places in Freedonia. The park is visited by a great deal of people daily due to the fact that it is in the exact center of the city. Roads lead in all four cardinal directions.\n\nYou can see a flagpole (on which is a workers' flag) here.\n\nA passing punk rocker looks up at the red flag and salutes it, grinning madly.\n\n\"Guten Tag, Commissar Karl!\" shouts Jetski as he sees you.\n\nYou are standing on the street outside of the Committee's Headquarters, which are to the east. The central park of Freedonia is to the north.\n\nComrade Jetski is here, reading a comic book.\n\n\"Are you hungry, Comrade Jetski?\" you ask. \"Would you like this borscht I found in the desk drawer?\"\n\"Oh hey, that's where that went!\" Jetski says, slapping himself in the forehead. \"Sure thing, Commissar, I'm pretty hungry.\" He grabs the borscht and gobbles it down, then lets out a hearty Revolutionary Belch. \"Wow, that's even better when it's a few days old,\" he says. \"I'm full of energy now, no chance of getting bored. Here, you can take the comic book I was reading.\"", "endoftext": false }, { "action": "You give the comic to the peddler", "response": "\"Will this work for a trade?\" you ask, offering Jetski's comic to the peddler.\n\"Is that an original edition of Captain Freedom vs. The Red Menace?\" he says in shock, his eyes lighting up in greed.\n\"Maybe,\" you say, \"What's it worth?\"\n\"Oh, not much,\" he says, trying to keep his voice casual, \"Really, I'm still losing out by giving you the manifesto, but I guess we can make that trade.\"\nHe snatches the comic out of your hands and tosses The Communist Manifesto at you.\n\"So long, sucker,\" he says, rushing off with his newfound treasure.", "endoftext": false }, { "action": "You examine Manifesto", "response": "You have this great work memorized word-for-word. Within can be found the greatest wisdom the world has yet produced.", "endoftext": false }, { "action": "You get the ice cream", "response": "That's hardly portable.", "endoftext": false }, { "action": "You eat the ice cream", "response": "(first taking the ice cream cart)\nThat's hardly portable.", "endoftext": true }, { "action": "Describe the surroundings", "response": "Just being on this street makes you shiver in disgust. You're standing east of the town hall, the central seat of the local capitalist government. The city center is to the south.", "endoftext": false }, { "action": "Go west", "response": "Freedonia's town hall bustles with the bureaucratic drones necessary to keep capitalism from collapsing under its unsustainable weight. There are some offices to the north, a bathroom to the south, and you can exit east to get back to the streets.", "endoftext": false }, { "action": "Go north", "response": "This large office is almost entirely filled with filing cabinets, no doubt containing the gathered bureaucratic detritus necessary to run a capitalistic government. The main section of the town hall is south.\n\nA government bureaucrat sits at a desk, contributing to the continuing operation of the capitalist system.\n\nYou can also see the bureaucrat's desk (on which are an Inbox (in which are some unstamped papers), an Outbox (in which are some stamped papers) and a stamp) here.", "endoftext": false }, { "action": "You take the stamp", "response": "The bureaucrat stops you. \"Please fill out form T36-B, 'Requisition of Government Office Supplies' before taking that.\"", "endoftext": false }, { "action": "You ask the bureaucrat about the form t36-the b.", "response": "The bureaucrat doesn't even look up. \"Please fill out form F2-A, 'Request for Intercourse with Government Employee' and then I'll talk to you.\"", "endoftext": false }, { "action": "Point ventriloquator at bureaucrat", "response": "You point the Ventriloquator at the bureaucrat.\nThe bureaucrat suddenly swells up with Revolutionary Pride and shouts \"Workers of the world, unite!\"\n\"Please fill out form 9A-T, 'Request to Force a Government Employee to Speak' before you do that again.\"", "endoftext": false }, { "action": "Continue", "response": "You point the Ventriloquator at the bureaucrat.\nThe bureaucrat suddenly swells up with Revolutionary Pride and shouts \"Outside of a dog, a book is man's best friend. Inside of a dog, it's too dark to read!\"\n\"Please fill out form 9A-T, 'Request to Force a Government Employee to Speak' before you do that again.\"", "endoftext": false }, { "action": "Point ventriloquator at stamp", "response": "You point the Ventriloquator at the stamp.\nThe stamp suddenly acquires a voice. \"Religion is the opium of the masses!\" it shouts.", "endoftext": true }, { "action": "You describe your surroundings", "response": "This large office is almost entirely filled with filing cabinets, no doubt containing the gathered bureaucratic detritus necessary to run a capitalistic government. The main section of the town hall is south.\n\nA government bureaucrat sits at a desk, contributing to the continuing operation of the capitalist system.\n\nYou can also see the bureaucrat's desk (on which are an Inbox (in which are some unstamped papers), an Outbox (in which are some stamped papers) and a stamp) here.\n\nThe bureaucrat gets up, takes a form out of a filing cabinet, and moves it to an identical filing cabinet.", "endoftext": false }, { "action": "You examine Inbox", "response": "In the Inbox are some unstamped papers.", "endoftext": false }, { "action": "You examine the unstamped papers", "response": "A stack of unintelligible forms. There's a large box in the lower right corner of each, ostensibly to be stamped by a government bureaucrat.\n\nThe bureaucrat wonders aloud about when lunch is, before glancing at you balefully and getting back to work.", "endoftext": false }, { "action": "You examine stamped papers", "response": "A stack of unintelligible forms. Each has a large box in the lower right corner and bears a red ink stamp.", "endoftext": false }, { "action": "You take unstamped", "response": "The bureaucrat stops you. \"Please fill out form H6-M5, 'Requisition of Unreviewed Government Forms' before taking that.\"", "endoftext": false }, { "action": "You take stamped", "response": "The bureaucrat stops you. \"Please fill out form RB-5, 'Requisition of Reviewed Government Forms' before taking that.\"", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na Communist Manifesto\nan American flag\nsome sleeping serum\nthe Marxist Ventriloquator Mk II\nthe Communistic Converter\na to-do list\nyour papakha (being worn)\na WWTD Bracelet (being worn)", "endoftext": false }, { "action": "You look at Converter", "response": "The Communistic Converter is a rather small cylinder with some nasty looking spikes coming out of one end.\n\nThe bureaucrat takes a form out of the inbox, looks at it, then crumples it up and throws it away.", "endoftext": false }, { "action": "Poke bureaucrat with Converter", "response": "You stick the Converter on the back of the bureaucrat's neck.\nHis eyes suddenly light up with Revolutionary Fervor. \"Commissar!\" he shouts, standing saluting you, \"What do you require of me?\"\n\"Um...I guess you can help me out by taking all these papers and destroying them, thereby throwing the capitalist government into confusion.\"\n\"Can do, Commissar!\" shouts the bureaucrat, and runs out, grabbing the papers and stamp on the way.", "endoftext": true }, { "action": "Look around", "response": "This large office is almost entirely filled with filing cabinets, no doubt containing the gathered bureaucratic detritus necessary to run a capitalistic government. The main section of the town hall is south.\n\nYou can see the bureaucrat's desk (on which are an Inbox (empty) and an Outbox (empty)) here.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na Communist Manifesto\nan American flag\nsome sleeping serum\nthe Marxist Ventriloquator Mk II\na to-do list\nyour papakha (being worn)\na WWTD Bracelet (being worn)", "endoftext": false }, { "action": "You look at the stamp", "response": "A large rubber stamped marked \"APPROVED.\"\n\nThe bureaucrat takes a form out of the inbox, stamps it, and places it in the outbox.", "endoftext": false }, { "action": "You get outbox", "response": "That's fixed in place.", "endoftext": false }, { "action": "You go to the south", "response": "Freedonia's town hall bustles with the bureaucratic drones necessary to keep capitalism from collapsing under its unsustainable weight. There are some offices to the north, a bathroom to the south, and you can exit east to get back to the streets.", "endoftext": false }, { "action": "Go south", "response": "A simple bathroom, used by the government employees to refresh themselves in various ways.\nYou can exit to the north.\n\nYou can see a toilet and a sink here.", "endoftext": false }, { "action": "You examine toilet", "response": "You have to hand it to the capitalists. They can clean a mean toilet.", "endoftext": false }, { "action": "You examine the sink", "response": "A white porcelain sink.\n\nThe sink is currently switched off.", "endoftext": false }, { "action": "Flush toilet", "response": "You flush the toilet.", "endoftext": false }, { "action": "You turn the sink on", "response": "You switch the sink on.", "endoftext": false }, { "action": "You examine the sink", "response": "A white porcelain sink.\n\nThe sink is currently switched on.", "endoftext": false }, { "action": "You put the american flag in the toilet", "response": "You shove the American flag into the toilet. After flushing it a few times, it gets pretty seriously stuck deep in the plumbing. Nobody will be able to use this toilet until they call a plumber.", "endoftext": false }, { "action": "You go south", "response": "You are standing in one of the few grassy places in Freedonia. The park is visited by a great deal of people daily due to the fact that it is in the exact center of the city. Roads lead in all four cardinal directions.\n\nYou can see a flagpole (on which is a workers' flag) here.", "endoftext": false }, { "action": "Go west", "response": "You are standing on Goldwater Lane, one of the main streets of the city. A small pawn shop to the south is dwarfed by the massive corporate edifice that looms to the north. Freedonia Park lies to the east.", "endoftext": false }, { "action": "Go south", "response": "This small shop is filled with all sorts of junk and miscellany. It's a disgusting testament to the excesses of capitalism.\nYou can exit to the north.\n\nThe shopkeeper stands behind the counter, glancing around at all his stuff.", "endoftext": false }, { "action": "You ask the shopkeeper about the stuff", "response": "The shopkeeper looks at you sadly.", "endoftext": false }, { "action": "You use Converter on the shopkeeper", "response": "The shock might kill him!", "endoftext": false }, { "action": "You sell Manifesto", "response": "(to the shopkeeper)\nThe shopkeeper doesn't seem interested.", "endoftext": false }, { "action": "Point mk II at shopkeeper", "response": "You point the Ventriloquator at the shopkeeper.\nThe shopkeeper suddenly swells up with Revolutionary Pride and shouts \"Workers of the world, unite!\"\nThe shopkeeper looks surprised at hearing his missing voice again.", "endoftext": false }, { "action": "You look at the edifice", "response": "This office building is the tallest building in town, even bigger than the town hall. But that's capitalism for you.", "endoftext": false }, { "action": "Go north", "response": "You stand in the lobby of a massive office building. The workers here embody capitalism to its most extreme -- pointless nonphysical labor purely to increase wealth. To the north is a Bronco Coffee franchise. Its very presence seems to poison the air with its crass commercialism. To the east is an elevator nook and you can exit to the south.", "endoftext": false }, { "action": "You go north", "response": "The garish, decadent colors and decorations of this institution fill you with disgust. Being mid-afternoon, the building is mostly empty, but during the morning hours it is filled with the capitalist sheep seeking the dastardly psycho-stimulant that enables them to perform their meaningless drudge work. A door in the north wall leads back to the employee area and you can exit to the south.\n\nComrade Chambers lazes behind the counter, bored.", "endoftext": false }, { "action": "You examine Chambers", "response": "Comrade Chambers is your inside man. He's made the ultimate sacrifice -- exposing himself to the horrors of capitalistic work in order to help destroy the system from the inside.", "endoftext": false }, { "action": "You ask Chambers about Revolution", "response": "\"Tell me your thoughts about the Revolution, Comrade Chambers,\" you say.\nChambers straightens up excitedly. \"It can't come soon enough, Karl. I'm sick and tired of this mind-numbing capitalist job, and totally ready for the worker's paradise!\"", "endoftext": false }, { "action": "You ask Chambers for coffee", "response": "(Comrade Chambers first taking coffee)\n\"I'm working right now, Karl,\" Chambers says.", "endoftext": false }, { "action": "You look at the coffee", "response": "You can't actually see the coffee here. It's probably in the backroom.", "endoftext": false }, { "action": "Go north", "response": "This is the backroom of Bronco Coffee. Amidst the miscellaneous boxes and packages, A small couch sits in the corner, on which employees are allowed to sit during their pathetically short breaks.\nYou can exit to the south.\n\nA large vat sits in the corner, slowly percolating the coffee for the entire coffeehouse.\n\nYou can also see a greasy rag and some donuts here.", "endoftext": false }, { "action": "You examine the vat", "response": "This single vat brews the coffee for the customers. Look at this uncaring capitalism -- no custom-brewed drinks just for you, instead one draws all ones daily sustenance from the same murky puddle that's been sitting around all day.", "endoftext": false }, { "action": "You take the vat", "response": "That's fixed in place.\n\nFrom the front, you hear someone order a drink. The vat gurgles, pumping the coffee through a large pipe to deliver it to the discerning customer.", "endoftext": false }, { "action": "You examine the donuts", "response": "A box containing dozens of donuts.", "endoftext": false }, { "action": "You put the donuts in the vat", "response": "I don't think that would improve the flavor.\n\nFrom the front, you hear someone order a drink. The vat gurgles, pumping the coffee through a large pipe to deliver it to the discerning customer.", "endoftext": false }, { "action": "You put serum in the Coffee", "response": "You pour a significant amount of the serum into the vat. It's quickly mixed into the coffee.\n\nFrom the front, you hear someone order a drink. The vat gurgles, pumping the coffee through a large pipe to deliver it to the discerning customer. A few minutes pass, then the customer starts shouting.\n\"This coffee is only making me more tired, not awake! I didn't order decaf! You can be sure I'll tell everyone I know not to come here.\"\n\nWell, looks like you ruined the reputation of a major capitalist chain.", "endoftext": false }, { "action": "You read List", "response": "You look over your to-do list.\nsteps to glorious Revolution:\n(X) win hearts of proletariat\n( ) win minds of proletariat\n(-) win bodies of proletariat (don't do. that is disgusting.)\n( ) get parts for comrade semenov\n(X) ruin the good name of a major corporation\n( ) cripple capitalist government infrastructure\n( ) find supplies to throw a communist party!\n\n| Bank of Freedonia |\n| #1 In Fixed Rate Loans! |", "endoftext": false }, { "action": "You give the donuts to Chambers", "response": "\"That's interesting, Karl, but you'd better hold onto that,\" Chambers says.", "endoftext": false }, { "action": "You go south", "response": "You stand in the lobby of a massive office building. The workers here embody capitalism to its most extreme -- pointless nonphysical labor purely to increase wealth. To the north is a Bronco Coffee franchise. Its very presence seems to poison the air with its crass commercialism. To the east is an elevator nook and you can exit to the south.", "endoftext": false }, { "action": "Go east", "response": "This is a small elevator nook. They've installed a security card system since you were last here.\nConsidering that the last time you were here you stole a desk from the basement, that isn't very surprising.\nSince the elevators are apparently inaccessible, your only exit is to the west.", "endoftext": false }, { "action": "You look at the system", "response": "It looks complicated.", "endoftext": false }, { "action": "You go to the east", "response": "You are standing in one of the few grassy places in Freedonia. The park is visited by a great deal of people daily due to the fact that it is in the exact center of the city. Roads lead in all four cardinal directions.\n\nYou can see a flagpole (on which is a workers' flag) here.\n\nA passing doctor looks up at the red flag and salutes it, grinning madly.", "endoftext": false }, { "action": "You go north", "response": "Just being on this street makes you shiver in disgust. You're standing east of the town hall, the central seat of the local capitalist government. The city center is to the south.", "endoftext": false }, { "action": "Go west", "response": "Freedonia's town hall bustles with the bureaucratic drones necessary to keep capitalism from collapsing under its unsustainable weight. There are some offices to the north, a bathroom to the south, and you can exit east to get back to the streets.", "endoftext": false }, { "action": "You give the donuts to the bureaucrat", "response": "The bureaucrat rejects your offering. \"Please fill out form 37-B, 'Request to Bribe a Government Employee' before you try that.\"", "endoftext": false }, { "action": "You eat the donut", "response": "You're not hungry. Plus, the donuts look kind of stale anyway.\n\nThe bureaucrat takes a form out of the inbox, looks at it, then files it in one of the many identical filing cabinets lining the room.", "endoftext": false }, { "action": "You put the donuts on the desk", "response": "You put the donuts on the bureaucrat's desk.", "endoftext": false }, { "action": "You wait for a while", "response": "Time passes.", "endoftext": false }, { "action": "You go north", "response": "This large office is almost entirely filled with filing cabinets, no doubt containing the gathered bureaucratic detritus necessary to run a capitalistic government. The main section of the town hall is south.\n\nA government bureaucrat sits at a desk, contributing to the continuing operation of the capitalist system.\n\nYou can also see the bureaucrat's desk (on which are some donuts, an Inbox (in which are some unstamped papers), an Outbox (in which are some stamped papers) and a stamp) here.\n\nThe bureaucrat takes a form out of the inbox, stamps it, and places it in the outbox.", "endoftext": false }, { "action": "Burn papers", "response": "Which do you mean, the unstamped papers or the stamped papers?", "endoftext": false }, { "action": "Unstamped", "response": "This dangerous act would achieve little.\n\nThe bureaucrat gets up, takes a form out of a filing cabinet, and moves it to an identical filing cabinet.", "endoftext": false }, { "action": "You put the donuts in Inbox", "response": "(first taking the donuts)\n\nYou put the donuts into the Inbox.", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\nThe bureaucrat wonders aloud about when lunch is, before glancing at you balefully and getting back to work.", "endoftext": false }, { "action": "You take the donuts", "response": "Taken.\n\nThe bureaucrat takes a form out of the inbox, looks at it, then crumples it up and throws it away.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\nsome donuts\na Communist Manifesto\nan American flag\nsome sleeping serum\nthe Marxist Ventriloquator Mk II\nthe Communistic Converter\na to-do list\nyour papakha (being worn)\na WWTD Bracelet (being worn)\n\nThe bureaucrat takes a form out of the inbox, stamps it, and places it in the outbox.", "endoftext": false }, { "action": "Go east", "response": "McCarthy Boulevard stretches through Freedonia. To the north is J. Edgar Hoover High School and directly across the street to the south is Rand's Liquors. The city center is to the west.", "endoftext": false }, { "action": "You go south", "response": "Rand's Liquors is the main provider of alcoholic beverages in Freedonia.\nYou can exit to the north.\n\nThousands of varieties of bottles of every color imaginable sit upon the shelves.\n\nThe clerk leans on the counter, bored.", "endoftext": false }, { "action": "You examine clerk", "response": "The clerk looks absolutely bored and miserable. A sad victim of the meaningless capitalistic \"service economy\"!", "endoftext": false }, { "action": "You ask the clerk about Revolution", "response": "\"Would you like to join the People's Glorious Revolution?\" you ask. \"Revolution?\" the clerk looks at you, confused. \"Isn't that the new dance club they're opening this fall?\"", "endoftext": false }, { "action": "You tell the clerk about Revolution", "response": "\"The Revolution is going to be wonderful,\" you explain. \"There will be no more bosses, no more unjust wages, everyone will work for themselves!\"\n\"Sounds great,\" agrees the clerk. \"Lemme know when it happens and I'll be the first one there.\"", "endoftext": false }, { "action": "You look at the bottles", "response": "The many bottles of alcohol smile benevolently at you from the shelves.\nA particular bottle of Russian vodka catches your interest.\n\nIn the shelves is a bottle of vodka.", "endoftext": false }, { "action": "You look at the vodka", "response": "A bottle of true Revolutionary Spirits: Perestroika brand authentic Russian wodka, fuel of the Revolution!", "endoftext": false }, { "action": "You take the vodka", "response": "You grab the vodka. The perfect thing for a Communist Party!", "endoftext": false }, { "action": "You go to the north", "response": "\"Slow down there,\" says the clerk, pointing at the vodka bottle, \"You gotta pay for that.\"", "endoftext": false }, { "action": "You buy the bottle", "response": "\"Put it on the counter,\" says the clerk.", "endoftext": false }, { "action": "You put the bottle on the counter", "response": "The clerk looks over at the vodka, sighs and straightens up. \"That'll be $20, please.\"", "endoftext": false }, { "action": "You go north", "response": "McCarthy Boulevard stretches through Freedonia. To the north is J. Edgar Hoover High School and directly across the street to the south is Rand's Liquors. The city center is to the west.", "endoftext": false }, { "action": "You go to the north", "response": "J. Edgar Hoover High School\nThe J. Edgar Hoover High School is the premier capitalist youth brainwashing facility in Freedonia. The main thoroughfare of the school stretches to the north. To the west you see the school offices, and to the east lies a dusty, forgotten corridor. To the south, you can exit back to (relative) sanity.", "endoftext": false }, { "action": "Go east", "response": "Judging by the layer of dust on the floor of this hallway, it is mostly unused. Which is odd, considering the fact that you can hear a monotone voice droning steadily through the door to the north, marked \"Economics.\" There is also a small closet to the south. To the west lies the main hall.", "endoftext": false }, { "action": "Go south", "response": "This cramped closet is entirely empty except for Comrade Rosalia and a large cardboard box.\nYou can exit to the north.\n\nComrade Rosalia is looking through a box filled with copies of The Communist Manifesto.", "endoftext": false }, { "action": "You look at rosalia", "response": "Comrade Rosalia's harsh features and fierce eyes help to emphasize the burning passion she feels for the Revolution. All people are equal, of course, but you can't help but feel that Rosalia is the only comrade of yours who is actually your equal in both intelligence and activism.", "endoftext": false }, { "action": "You ask Rosalia about Revolution", "response": "\"Tell me your thoughts about the Revolution, Comrade Rosalia,\" you say.\nRosalia looks at you, positively glowing. \"Commissar, I can't help but feel that victory is close at hand! I can barely stand the wait.\"", "endoftext": false }, { "action": "You ask Rosalia about Manifesto", "response": "\"What's your status with the books?\" you ask Rosalia.\n\"Well, Commissar, right now I'm trying to slip copies of The Communist Manifesto to those poor students being brainwashed by capitalistic propaganda in the classroom just outside this closet.\"\n\"Wonderful!\" you exclaim. \"How's it going?\"\n\"Well, Commissar,\" Rosalia frowns thoughtfully, \"Turns out I'm one book short. It just wouldn't be right to give all but one of the students copies. That's not equal at all!\"", "endoftext": false }, { "action": "You give the book to Rosalia", "response": "Rosalia's eyes light up. \"Thanks, Commissar! This is perfect!\"\nShe puts it reverently in the box with the others, then takes the box outside. A few seconds pass by, then she comes back in looking dejected.\n\"Well, Commissar, I gave them the books. But they're all too apathetic to read them!\" She shakes her head. \"What a terrible society, churning out students too filled with ennui to even glance at Marx's grand ideas.\"", "endoftext": false }, { "action": "You go north", "response": "This classroom is one of the most depressing (and grey) places you've ever seen. The dilapidated desks and out-of date facilities look more than ten years older than the students using them. Dust and cobwebs have settled on every available surface, including in some cases its human inhabitants.\nThe exit is south.\n\nAn elderly teacher stands in front of his bored students, droning on about nothing in particular.\n\nYou can also see some students here.", "endoftext": false }, { "action": "You examine the students", "response": "The students slump in their seats, bored. Some of them are asleep, small puddles of drool pooling on their desks. They each have a copy of The Communist Manifesto on their desk, but none of them seem to have noticed it.", "endoftext": false }, { "action": "Point ventriloquator at teacher", "response": "You point the Ventriloquator at the teacher.\nThe teacher suddenly swells up with Revolutionary Pride and shouts \"Capital is dead labor!\"\nThe students wake up when they hear the Revolutionary Message. Looking down at their desks they notice the copies of The Communist Manifesto. They quickly read it, then look at each other with Revolutionary Fervor and run out the door.\n\nLooks like you've won the minds of the people!", "endoftext": false }, { "action": "You look at List", "response": "You look over your to-do list.\nsteps to glorious Revolution:\n(X) win hearts of proletariat\n(X) win minds of proletariat\n(-) win bodies of proletariat (don't do. that is disgusting.)\n( ) get parts for comrade semenov\n(X) ruin the good name of a major corporation\n( ) cripple capitalist government infrastructure\n( ) find supplies to throw a communist party!\n\n| Bank of Freedonia |\n| #1 In Fixed Rate Loans! |", "endoftext": true }, { "action": "You look around", "response": "This classroom is one of the most depressing (and grey) places you've ever seen. The dilapidated desks and out-of date facilities look more than ten years older than the students using them. Dust and cobwebs have settled on every available surface, including in some cases its human inhabitants.\nThe exit is south.\n\nAn elderly teacher stands in front of an empty classroom, droning on about nothing in particular.", "endoftext": false }, { "action": "You look at the teacher", "response": "This man is the spitting image of a capitalistic \"intellectual\" (if such a thing can exist!). His unfashionable suit covers his ample stomach, no doubt filled to bursting with the free thought of his brainwashed students (symbolically, of course).", "endoftext": false }, { "action": "Go south", "response": "Judging by the layer of dust on the floor of this hallway, it is mostly unused. Which is odd, considering the fact that you can hear a monotone voice droning steadily through the door to the north, marked \"Economics.\" There is also a small closet to the south. To the west lies the main hall.", "endoftext": false }, { "action": "Go west", "response": "J. Edgar Hoover High School\nThe J. Edgar Hoover High School is the premier capitalist youth brainwashing facility in Freedonia. The main thoroughfare of the school stretches to the north. To the west you see the school offices, and to the east lies a dusty, forgotten corridor. To the south, you can exit back to (relative) sanity.", "endoftext": false }, { "action": "You go to the west", "response": "A large desk blocks you from entering the offices of the school administrators, but a door leads back east to the main hallway. A placard on the front of the desk reads \"Ms. Daisy,\" and a small card placed on the desk reads \"Out to Lunch.\"\n\nA computer sitting on the desk hums quietly to the office.\n\nA security guard stands here, looking at you nastily.\n\nOn the desk are a placard and a card.", "endoftext": false }, { "action": "You look at the placard", "response": "A placard that reads \"Ms. Daisy.\"", "endoftext": false }, { "action": "You examine the card", "response": "A small card that reads \"Out to Lunch.\"", "endoftext": false }, { "action": "You give the donuts to the guard", "response": "\"Hungry?\" you ask, offering the donuts to the security guard.\nHe eyes them hungrily, then grabs one of them and gobbles it down. \"T'anks,\" he says, crumbs flying out of his capitalist-piggish mouth.\n\nThe guard mumbles something about his lunch break.", "endoftext": false }, { "action": "You take the computer", "response": "That's hardly portable.", "endoftext": false }, { "action": "You open the computer", "response": "\"Keep your hands off that!\" snarls the guard.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\nsome donuts\nan American flag\nsome sleeping serum\nthe Marxist Ventriloquator Mk II\nthe Communistic Converter\na to-do list\nyour papakha (being worn)\na WWTD Bracelet (being worn)", "endoftext": false }, { "action": "You put the serum on the donuts", "response": "You drip a few drops of the sleeping serum onto the donuts.", "endoftext": false }, { "action": "You give the donuts to the guard", "response": "\"Hungry?\" you ask, offering the donuts to the security guard.\nHe eyes them hungrily, then grabs one of them and gobbles it down. \"T'anks,\" he says, crumbs flying out of his capitalist-piggish mouth.\n\nThe guard rubs his eyes.", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\nThe guard yawns.", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\nThe guard closes his eyes for a few seconds, then opens them reluctantly.\n\nSuddenly, the guard slumps over and starts snoring.", "endoftext": false }, { "action": "You open the computer", "response": "You open the computer, revealing a motherboard.", "endoftext": true }, { "action": "Look around", "response": "A large desk blocks you from entering the offices of the school administrators, but a door leads back east to the main hallway. A placard on the front of the desk reads \"Ms. Daisy,\" and a small card placed on the desk reads \"Out to Lunch.\"\n\nA computer sits open on the desk, revealing its technological innards.\n\nA security guard stands here, asleep.\n\nOn the desk are a placard and a card.", "endoftext": false }, { "action": "You search guard", "response": "It's hard to search a conscious person.", "endoftext": false }, { "action": "You get all", "response": "placard: The glue that binds this placard to the desk is as strong as bond between all who believe in the Revolution! It's unbreakable! This \"Ms. Daisy\" is apparently expected to remain a part of this vile institution for all eternity.\ncard: Taken.", "endoftext": false }, { "action": "You examine the card", "response": "A small card that reads \"Out to Lunch.\"\n\nThe guard snores.", "endoftext": false }, { "action": "You go to the east", "response": "J. Edgar Hoover High School\nThe J. Edgar Hoover High School is the premier capitalist youth brainwashing facility in Freedonia. The main thoroughfare of the school stretches to the north. To the west you see the school offices, and to the east lies a dusty, forgotten corridor. To the south, you can exit back to (relative) sanity.", "endoftext": false }, { "action": "Go north", "response": "A security guard steps out of the shadows and places a hand on your shoulder. \"You're going to need a visitor's pass, friend,\" he says, pushing you back towards the door and vanishing just as he appeared.", "endoftext": false }, { "action": "You go to the west", "response": "A large desk blocks you from entering the offices of the school administrators, but a door leads back east to the main hallway. A placard on the front of the desk reads \"Ms. Daisy.\"\n\nA computer sits open on the desk, revealing its technological innards.\n\nA security guard stands here, asleep.\n\nOn the desk is a placard.", "endoftext": false }, { "action": "You look at the desk", "response": "The desk is perfectly spotless. A computer sits open on the desk, revealing its technological innards.\n\nOn the desk is a placard.\n\nThe guard snores.", "endoftext": false }, { "action": "Kiss guard", "response": "Keep your mind on the Revolution.", "endoftext": false }, { "action": "You go to the south", "response": "Jetski grins a dopey grin at you.\n\nYou are standing on the street outside of the Committee's Headquarters, which are to the east. The central park of Freedonia is to the north.\n\nComrade Jetski is here, smiling vacantly at you.", "endoftext": false }, { "action": "You put the card on the desk", "response": "You put the \"Out to Lunch\" card on the desk.\n\"Lunch time already?\" yawns the bureaucrat, getting up and leaving. For some reason, he takes his stamp with him. That's kind of weird.", "endoftext": false }, { "action": "You take all from Inbox", "response": "The capitalists will be waiting for these forms to be approved for quite a long time, causing their work to grind to a halt!", "endoftext": false }, { "action": "You take all from Outbox", "response": "The capitalists will have a hard time getting things done with all these approved forms missing.\n\nYou think you've caused enough chaos in the town hall to disrupt the government, at least for awhile.", "endoftext": false }, { "action": "You go to the south", "response": "As he sees you, Comrade Jetski throws up a salute, wincing as he accidentally hits himself in the forehead.\n\nYou are standing on the street outside of the Committee's Headquarters, which are to the east. The central park of Freedonia is to the north.\n\nComrade Jetski is here, smiling vacantly at you.", "endoftext": false }, { "action": "You go to the east", "response": "In future generations, this building may well be a museum, for this is where the People's Committee for the Revolution made their glorious plans to liberate all who are oppressed! The red light that illuminates the room might cause eye strain and make it hard to work, but it is truly inspiring.\nYou can exit the headquarters to the west and a staircase leads downwards to the lab.\n\nThe committee's desk sits against the back wall, drawer opened.", "endoftext": true }, { "action": "Go downward", "response": "This room is filled with all sorts of machines and inventions for the betterment of the lives of the proletariat.\nThe only exit is up the stairs back to the rest of the Headquarters.\n\nComrade Semenov sits at his workbench, hunched over an undoubtedly miraculous device.\n\nYou can also see Semenov's workbench here.", "endoftext": false }, { "action": "You give motherboard to Semenov", "response": "You offer the motherboard to Semenov. \"Is this what you need?\"\nHe grabs it excitedly. \"This is exactly it, Commissar! Now I'll be able to finish the device. Oh Commissar, this is wonderful!\"", "endoftext": false }, { "action": "You look at List", "response": "You look over your to-do list.\nsteps to glorious Revolution:\n(X) win hearts of proletariat\n(X) win minds of proletariat\n(-) win bodies of proletariat (don't do. that is disgusting.)\n(X) get parts for comrade semenov\n(X) ruin the good name of a major corporation\n(X) cripple capitalist government infrastructure\n( ) find supplies to throw a communist party!\n\n| Bank of Freedonia |\n| #1 In Fixed Rate Loans! |", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nsome stamped papers\nsome unstamped papers\nsome donuts\nan American flag\nsome sleeping serum\nthe Marxist Ventriloquator Mk II\nthe Communistic Converter\na to-do list\nyour papakha (being worn)\na WWTD Bracelet (being worn)", "endoftext": false }, { "action": "You read Bracelet", "response": "A small bracelet with the words \"What Would Trotsky Do?\" as a reminder to always do the Revolutionary Thing.", "endoftext": false }, { "action": "Xyzzy", "response": "You idly wish that these was some kind of Revolutionary Magic Word you could say to instantly transform the world into the Worker's Paradise, but that's ridiculous. Only science can do that.", "endoftext": false }, { "action": "You look at the device", "response": "Which do you mean, the miraculous device, the Marxist Ventriloquator Mk II or the Communistic Converter?", "endoftext": false }, { "action": "You look at miraculous", "response": "The device is currently in many small pieces. That, along with the fact that you have little to no knowledge of electronics, means you have no idea what it is or what it does.\n\nThe miraculous device is currently switched off.", "endoftext": false }, { "action": "You ask Semenov about miraculous advice", "response": "\"Have you found words to describe the greatness of your new invention?\" you ask Semenov.\nHe shakes his head. \"Sadly, Commissar, I am again flustered just thinking about it.\"", "endoftext": false }, { "action": "You go to the north", "response": "You are standing in one of the few grassy places in Freedonia. The park is visited by a great deal of people daily due to the fact that it is in the exact center of the city. Roads lead in all four cardinal directions.\n\nYou can see a flagpole (on which is a workers' flag) here.\n\nA passing punk rocker looks up at the red flag and salutes it, grinning madly.", "endoftext": false }, { "action": "You sell Bracelet", "response": "(to the shopkeeper)\nThe shopkeeper takes the bracelet and hands you a dollar.\n\n(You can't help but feel a little dirty that you just resorted to capitalism.)", "endoftext": false }, { "action": "You sell papakha", "response": "(to the shopkeeper)\n(first taking your papakha off)\nYou swore a solemn vow not to remove the papakha from your head until the Revolution is achieved!\nWell, on the other hand, your hair is getting really greasy and itchy. It probably wouldn't hurt to take your hat off for a minute or two.\n\nThe shopkeeper doesn't seem interested.", "endoftext": true }, { "action": "You look around", "response": "This small shop is filled with all sorts of junk and miscellany. It's a disgusting testament to the excesses of capitalism.\nYou can exit to the north.\n\nThe shopkeeper stands behind the counter, glancing around at all his stuff.\n\nGuiltily, you quickly put your papakha back on.", "endoftext": false }, { "action": "You put the card in the system", "response": "(first taking the security card system)\n\nThat's hardly portable.", "endoftext": false }, { "action": "Point MK at system", "response": "You point the Ventriloquator at the security card system.\nThe security card system suddenly acquires a voice. \"Religion is the opium of the masses!\" it shouts.", "endoftext": false }, { "action": "You ask Chambers about the elevator", "response": "Chambers shrugs.", "endoftext": false }, { "action": "You go north", "response": "This is the backroom of Bronco Coffee. Amidst the miscellaneous boxes and packages, A small couch sits in the corner, on which employees are allowed to sit during their pathetically short breaks.\nYou can exit to the south.\n\nA large vat sits in the corner, slowly percolating the coffee for the entire coffeehouse.\n\nYou can also see a greasy rag here.", "endoftext": false }, { "action": "You look at the rag", "response": "A disgusting rag, covered in grease and grime.", "endoftext": false }, { "action": "You look at the couch", "response": "An old, ratty couch. Bronco Coffee clearly cares little for their employees' comfort. But you didn't expect otherwise.", "endoftext": false }, { "action": "You go south", "response": "The garish, decadent colors and decorations of this institution fill you with disgust. Being mid-afternoon, the building is mostly empty, but during the morning hours it is filled with the capitalist sheep seeking the dastardly psycho-stimulant that enables them to perform their meaningless drudge work. A door in the north wall leads back to the employee area and you can exit to the south.\n\nComrade Chambers lazes behind the counter, bored.", "endoftext": false }, { "action": "Search chambers", "response": "It's hard to search a conscious person.", "endoftext": false }, { "action": "You ask Chambers about the security", "response": "Chambers shrugs.", "endoftext": false }, { "action": "Smell rag", "response": "The whole room smells delicious, like fresh coffee beans. You're positive it's some sort of air freshener, because you doubt there's many fresh coffee beans here.", "endoftext": false }, { "action": "You ask Jetski about Bank", "response": "Jetski scratches his head and shrugs.", "endoftext": false }, { "action": "Sing", "response": "Your singing is abominable.", "endoftext": false }, { "action": "You go west", "response": "A large desk blocks you from entering the offices of the school administrators, but a door leads back east to the main hallway. A placard on the front of the desk reads \"Ms. Daisy.\"\n\nA computer sits open on the desk, revealing its technological innards.\n\nA security guard stands here, asleep.\n\nOn the desk is a placard.\n\nThe guard snores.", "endoftext": false }, { "action": "You search guard", "response": "It's hard to search a conscious person.\n\nThe guard snores.", "endoftext": false }, { "action": "You move the desk", "response": "It is fixed in place.", "endoftext": false }, { "action": "Go south", "response": "This cramped closet is entirely empty except for Comrade Rosalia.\nYou can exit to the north.\n\nComrade Rosalia is standing here looking worried.\n\nRosalia smiles as you enter. \"That's why you're Commissar, Commissar,\" she says, \"You're brilliant! Those newly liberated students are sure to be a great asset to the Revolution.\"\n\"Yes,\" you say, \"Hopefully they won't just decide to side with cushy intellectual socialism though.\"\n\"Well Commissar, there are some things nobody can control,\" Rosalia sighs. \"I'll meet you back at Revolutionary HQ later.\"", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na greasy rag\nsome stamped papers\nsome unstamped papers\nsome donuts\nan American flag\nsome sleeping serum\nthe Marxist Ventriloquator Mk II\nthe Communistic Converter\na to-do list\nyour papakha (being worn)\na WWTD Bracelet (being worn)", "endoftext": true }, { "action": "Look around", "response": "This cramped closet is entirely empty.\nYou can exit to the north.", "endoftext": false }, { "action": "You look at the desks", "response": "The furniture here looks to be several decades old, though it's in fairly good condition.", "endoftext": false }, { "action": "You take the desks", "response": "That's hardly portable.", "endoftext": false }, { "action": "You wake guard", "response": "That seems unnecessary.", "endoftext": false }, { "action": "Go south", "response": "Rand's Liquors is the main provider of alcoholic beverages in Freedonia.\nYou can exit to the north.\n\nThousands of varieties of bottles of every color imaginable sit upon the shelves.\n\nOn the counter is a bottle of vodka.\n\nThe clerk is standing with an irritated look on his face, waiting for you to pay for the vodka.", "endoftext": false }, { "action": "Doff papakha", "response": "You swore a solemn vow not to remove the papakha from your head until the Revolution is achieved!\nWell, on the other hand, your hair is getting really greasy and itchy. It probably wouldn't hurt to take your hat off for a minute or two.", "endoftext": false }, { "action": "You put the vodka in the hat", "response": "(first taking the bottle of vodka)\n\nYou grab the vodka. The perfect thing for a Communist Party!\n\nYou put the bottle of vodka into your papakha.", "endoftext": false }, { "action": "You wear the hat", "response": "You put on your papakha.", "endoftext": false }, { "action": "You take the vodka", "response": "You grab the vodka. The perfect thing for a Communist Party!\n\nYou hear a loud commotion coming from the direction of Freedonia Park.\n\nAh, vodka liberated from the capitalists!", "endoftext": false }, { "action": "You get the vodka", "response": "[Your score has just gone up by one point.]\n\nYou already have that.", "endoftext": false }, { "action": "Go south", "response": "McCarthy Boulevard stretches through Freedonia. To the north is J. Edgar Hoover High School and directly across the street to the south is Rand's Liquors. The city center is to the west.\n\nGuiltily, you quickly put your papakha back on.", "endoftext": false }, { "action": "Go west", "response": "You are standing in one of the few grassy places in Freedonia. The park is visited by a great deal of people daily due to the fact that it is in the exact center of the city. Roads lead in all four cardinal directions.\n\nA growing crowd sings Revolutionary Anthems and celebrates the coming Revolution.\n\nYou can also see a flagpole (on which is a workers' flag) here.\n\nYou are astounded at the huge crowd that has gathered in the park. They stand in a circle around the flag, celebrating and singing glorious inspirational Revolutionary Songs. Your heart swells with joy. Is this it? Has the Revolution truly begun?", "endoftext": false }, { "action": "Space", "response": "Your happiness deflates immediately, however, as Rosalia runs up to you, panic in her eyes.\n\"Commissar!\" she shouts, \"Come quick! Something terrible's happened! The HQ has been attacked by reactionary scum!\"\nThe very word chills you to your core. Reactionaries. In your sanctum. Impossible.\nRosalia heads towards the HQ, leaving you in shock.", "endoftext": false }, { "action": "You go south", "response": "You are standing on the street outside of the Committee's Headquarters, which are to the east. The central park of Freedonia is to the north.", "endoftext": false }, { "action": "Go east", "response": "The room has been trashed! The desk has been overturned and papers are scattered everywhere. A giant green dollar sign has been spray painted on the wall.\n\nThe committee's desk lies flung against the wall, overturned, drawer opened.", "endoftext": true }, { "action": "You go downwards", "response": "You almost run into Rosalia as you enter. She's standing at the bottom of the stairs in utter shock, and you can see why. The destruction upstairs is nothing compared to here. The laboratory is barely recognizable anymore. All the instruments and documents of technology and progress have been destroyed and scattered. From a nearby pile of junk, you hear a groan. You and Rosalia rush over and quickly clear away the trash, revealing the battered form of Comrade Semenov. \"Commissar...\" he groans, \"It was Chambers! He...he sold us out to\nthe capitalists.\"\n\"That bastard!\" you shout, clenching your fist, \"We've got to...\" \"C-Commissar!\" Semenov coughs, \"It's worse than that! They...they\ntook my device! I had just f-finished it, and now...without it, I...I don't know...if the Revolution is possible.\" Semenov sighs and closes his eyes.\n\"Don't worry about that, Semenov,\" you say softly, as you stand up. \"I'll get it back. Comrade Rosalia, you stay here and take care of Semenov. I'm going to track down 'Comrade' Chambers, and teach him that those who make peaceful Revolution impossible, MAKE VIOLENT REVOLUTION INEVITABLE!\"", "endoftext": false }, { "action": "Space", "response": "The laboratory is completely trashed! Semenov's tools and plans are scattered all over the room in complete disarray. From the looks of it, it seems the reactionaries also destroyed several of his devices. The only exit is up the stairs back to the rest of the Headquarters.\n\nComrade Rosalia is crouching next to Semenov, cleaning his wounds.\n\nSemenov lies amidst the junk, unconscious.\n\nYou can also see Semenov's workbench here.", "endoftext": false }, { "action": "You ask Rosalia about Revolution", "response": "\"Tell me your thoughts about the Revolution, Comrade Rosalia,\" you say.\nRosalia looks at you, worried. \"Commissar, I can't help but feel that victory is uncertain, now.\"", "endoftext": false }, { "action": "You put the rag in the vodka", "response": "You stick the greasy rag into the wodka bottle, creating a molotov cocktail.", "endoftext": false }, { "action": "Go upwards", "response": "As you reach the top of the stairs, you are almost knocked off your feet by Comrade Jetski.\n\"Commissar! Commissar! I'm so sorry! I couldn't take them all, they picked me up and threw me in a dumpster!\"\n\"Don't worry about it, Jetski,\" you say, shaking your head. \"Against the crushing force of capitalism, what can one man do?\"\n\"That's just it, Commissar! I did do something! I followed 'em back\nto their home base! They went way up north past the Town Hall, and went into this big mansion! But there were two guards at the door so I didn't try to go in just in case I got caught. I thought it was more important that I told you first.\"\n\"You thought right, Jetski,\" you say. \"Stay here and help Rosalia\ntake care of Semenov. I'll take a look at this mansion.\"\nRevolutionary Headquarters\nThe room has been trashed! The desk has been overturned and papers are scattered everywhere. A giant green dollar sign has been spray painted on the wall.\n\nThe committee's desk lies flung against the wall, overturned, drawer opened.", "endoftext": false }, { "action": "Go west", "response": "You are standing on the street outside of the Committee's Headquarters, which are to the east. The central park of Freedonia is to the north.", "endoftext": false }, { "action": "Go north", "response": "You are standing in one of the few grassy places in Freedonia. The park is visited by a great deal of people daily due to the fact that it is in the exact center of the city. Roads lead in all four cardinal directions.\n\nA growing crowd sings Revolutionary Anthems and celebrates the coming Revolution, unaware of how delicately it hangs in the balance.\n\nYou can also see a flagpole (on which is a workers' flag) here.", "endoftext": false }, { "action": "You go to the north", "response": "Just being on this street makes you shiver in disgust. You're standing east of the town hall, the central seat of the local capitalist government. The city center is to the south, and according to Jetski, a large mansion is north.", "endoftext": false }, { "action": "You examine crowd", "response": "This large crowd, comprising all sorts of people, is standing around the red flag, singing, celebrating, and growing larger by the minute!", "endoftext": false }, { "action": "You go north", "response": "You stand before the gates of an enormous mansion. Many would find the dark colors, stark architecture and enormous size intimidating, but you just find it a disgusting testament to inequality.\nThe mansion is to the north, and you can return to the city to the south.\n\nA pair of jackbooted reactionary thugs guard the gates.\n\nOne guard turns to the other. \"What're we supposed to watch out for again?\"\n\"Revolutionaries, idiot,\" says the other, rolling his eyes.\n\"What's that?\" asks the first one.\n\"Obviously they're a kind of political group dedicated to the overthrow of the government and establishment of a communist state,\" sighs the second guard.", "endoftext": false }, { "action": "You look at the guards", "response": "A pair of muscly, brainwashed (and braindead) reactionary enforcers, the use of their force no doubt purchased by the owner of this mansion, and likely for a sum that would embarrass them if they had any sense of pride.\n\nOne of the thugs yawns.", "endoftext": false }, { "action": "You examine the thugs", "response": "A pair of muscly, brainwashed (and braindead) reactionary enforcers, the use of their force no doubt purchased by the owner of this mansion, and likely for a sum that would embarrass them if they had any sense of pride.\n\nOne guard turns to the other. \"What're we supposed to watch out for again?\"\n\"Revolutionaries, idiot,\" says the other, rolling his eyes.\n\"What's that?\" asks the first one.\n\"Obviously they're a kind of monster,\" sighs the second guard.", "endoftext": false }, { "action": "You ask the thugs about Revolution", "response": "You don't want to draw attention to yourself.\n\nOne of the thugs scratches himself.", "endoftext": false }, { "action": "You examine the mansion", "response": "An enormous gothic mansion, taunting you with its decadence and grandiosity.\n\nOne guard turns to the other. \"What're we supposed to watch out for again?\"\n\"Revolutionaries, idiot,\" says the other, rolling his eyes.\n\"What's that?\" asks the first one.\n\"Obviously they're a kind of political group dedicated to the overthrow of the government and establishment of a communist state,\" sighs the second guard.", "endoftext": false }, { "action": "Point mk ii at guard", "response": "You point the Ventriloquator at one of the guards. He swells up with Revolutionary Pride and shouts \"Last night I shot an elephant in my pajamas. How he got into my pajamas I'll never know!\"\n\"What'd you just say?\" snaps the other thug.\n\"I didn't say nothin',\" says your target, \"But what was that crap you were just spoutin'? Didn't sound very loyal to the good old US of A!\" \"Oh don't you try to blame your treason on me,\" shouts the other guard, lunging at the speaker. Soon the guards are tangled in a massive fight and are completely ignoring the gate.\n\nOne of the guards punches the other in the eye.", "endoftext": false }, { "action": "Go north", "response": "An enormous, grand foyer. Marble floor, chandelier, the works. It's strangely empty and quiet, so much so that it would make you feel very small, if you weren't so full of Revolutionary Spirit.\nA door leads to the north and you can exit to the south.", "endoftext": false }, { "action": "Go north", "response": "As you step forward into the mansion, the chandelier in the ceiling suddenly comes loose and crashes down on you. This is it. Your Revolution ends here. But at least your death can serve as a metaphor: crushed to death by capitalism, just as it crushes the spirits of the...\n\"Oh, please, stop being so melodramatic, Karl,\" laughs a familiar voice. Chambers steps into your field of vision, wearing a three-piece suit and smoking a cigar.\n\"Chambers! Why'd you do it?\" you cry in anguish.\n\"That's Mr. Whittaker Chambers, Esquire to you, comrade. And can't\nyou see? It's obvious!\" he waves his hand grandly, indicating his foyer and mansion. \"It's because of capitalism that I was able to buy and own all this.\"\n\"You were able to buy this with the money you made working at Bronco Coffee? That doesn't even make sense,\" you say.\n\"Of course it doesn't make sense to you, Karl,\" Chambers laughs, \"But any capitalist knows that pure hard work and dedication can take anyone from utter poverty to outstanding wealth, and anyone who doesn't make it is just too lazy. But I'm wasting time,\" he sighs. \"I need to get back to my workshop and figure out what Semenov's device was supposed to do. If I'm right, I think he might have just inadvertently given me the means to wipe out communism once and for all.\" He smirks. \"Take him away, boys, you know where.\"\nThe guards drag you out of the chandelier's wreckage and take you through the mansion to a large vault door. One whispers a password to the voice scanner on the door. The door opens and the guards toss you unceremoniously in.\n\nThis is Chambers' giant vault. In the center is a large pit filled to the brim with money. The vault extends to the north, and a massive vault door stands to the east.\n\nA diving board is bolted over the edge of the pit.", "endoftext": false }, { "action": "You burn money", "response": "This dangerous act would achieve little.", "endoftext": false }, { "action": "You examine board", "response": "A regular diving board, like you might find at any swimming pool.", "endoftext": false }, { "action": "You dive into the money", "response": "That might be more fun from the diving board.", "endoftext": false }, { "action": "You get on the board", "response": "You get onto the diving board.", "endoftext": false }, { "action": "You get on the board", "response": "But you're already on the diving board.", "endoftext": false }, { "action": "You dive into the money", "response": "You plug your nose (to cover up the stench of the currency you're about to dive into, of course) and leap into the pool. You sink through the money and fall right into a drain! Crawling through the pipes, you soon emerge near the mansion.\n\nYou stand before the gates of an enormous mansion. Many would find the dark colors, stark architecture and enormous size intimidating, but you just find it a disgusting testament to inequality.\nThe mansion is to the north, and you can return to the city to the south.\n\nTwo reactionaries are lying here unconscious, apparently having knocked each other out.", "endoftext": false }, { "action": "Go north", "response": "An enormous, grand foyer. Millions of tiny pieces of glass lie scattered across the marble floor around a wrecked chandelier.\nA door leads to the north and you can exit to the south.", "endoftext": false }, { "action": "You examine the chandelier", "response": "The chandelier lies shattered on the floor, having fallen from the ceiling.", "endoftext": false }, { "action": "You take glass", "response": "You'd cut your hands.", "endoftext": false }, { "action": "You go north", "response": "This grand hallway stretches north to south, lined with various pieces of expensive-looking and exploitative artwork. You can hear Chambers' voice coming from the east. To the west is a vault door, and the mansion stretches to the north.", "endoftext": false }, { "action": "You go west", "response": "(first opening the vault door)\nThe vault door is sealed tight and locked with a biometric scanner requiring a voice print. These capitalists take the security of their money seriously.", "endoftext": false }, { "action": "You say the swordfish", "response": "(to yourself)\nThere is no reply.", "endoftext": false }, { "action": "You say the swordfish to the scanner", "response": "You can only do that to something animate.", "endoftext": false }, { "action": "Point ventriloquator at scanner", "response": "You point the Ventriloquator at the biometric scanner.\nThe biometric scanner suddenly acquires a voice. \"Workers of the world, unite!\" it shouts.", "endoftext": false }, { "action": "Go south", "response": "An enormous, grand foyer. Millions of tiny pieces of glass lie scattered across the marble floor around a wrecked chandelier.\nA door leads to the north and you can exit to the south.", "endoftext": false }, { "action": "Go south", "response": "You stand before the gates of an enormous mansion. Many would find the dark colors, stark architecture and enormous size intimidating, but you just find it a disgusting testament to inequality.\nThe mansion is to the north, and you can return to the city to the south.\n\nTwo reactionaries are lying here unconscious, apparently having knocked each other out.", "endoftext": false }, { "action": "Search reactionaries", "response": "You look through the guards' pockets and find a twenty-dollar bill. Well, that would have been useful about half an hour ago.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na twenty dollar bill\na molotov cocktail\nsome stamped papers\nsome unstamped papers\nsome donuts\nan American flag\nsome sleeping serum\nthe Marxist Ventriloquator Mk II\nthe Communistic Converter\na to-do list\nyour papakha (being worn)\na WWTD Bracelet (being worn)", "endoftext": false }, { "action": "Go east", "response": "You can't help but feel enveloped in the sense of decadent comfort this study is meant to provide. Plump furniture sits scattered haphazardly around the room, surrounded by large bookshelves filled with rare tomes. If only your Revolutionary Will wasn't so strong, you think you might begin to see Chambers' point.\nYou can exit the study to the west.\n\nChambers huddles over his desk, examining Semenov's miraculous device.", "endoftext": false }, { "action": "You look at the desk", "response": "Chambers' desk is almost as nice as the desk you liberated for the committee's desk.", "endoftext": false }, { "action": "You hit Chambers", "response": "You sneak up behind Chambers and hit him in the back of the head.\nHe spins around, startled. \"Useless brainless fools...\" he mutters, then shouts \"Guards! Intruder!\"\nQuickly, you find yourself thrown back into the vault.\n\nThis is Chambers' giant vault. In the center is a large pit filled to the brim with money. The vault extends to the north, and a massive vault door stands to the east.\n\nA diving board is bolted over the edge of the pit.", "endoftext": false }, { "action": "You examine the furniture", "response": "Overstuffed couches and chairs lounge luxuriously around the room, inviting any and all to sit.", "endoftext": false }, { "action": "You examine the miraculous device", "response": "The device is deceptively simple. It bears only a single red button.\n\nThe miraculous device is currently switched off.", "endoftext": false }, { "action": "You put Converter on Chambers", "response": "You stick the Converter on the back of Chambers' neck. His eyes go wide and his mouth opens in shock. Slowly he slumps, then turns to you.\n\"Commissar...\" he says, haltingly, \"What...do you require of me?\"\n\"The device, Comrade Chambers,\" you say, sternly.\nChambers looks at the device, then at you. \"Of...of course, Commissar,\" he says, handing it to you. \"If you'll excuse me, I'd like to lie down.\"\n\"Of course, Chambers,\" you say sadly, \"It's been a long day for you.\" Your gaze strays to the device in your hand.", "endoftext": false }, { "action": "You take the miraculous device", "response": "That seems to belong to Comrade Chambers.", "endoftext": false }, { "action": "You throw the cocktail", "response": "Dropped.", "endoftext": false }, { "action": "You go north", "response": "This large office is almost entirely filled with filing cabinets, no doubt containing the gathered bureaucratic detritus necessary to run a capitalistic government. The main section of the town hall is south.\n\nYou can see the bureaucrat's desk (on which are a card, an Inbox (empty) and an Outbox (empty)) here.", "endoftext": false }, { "action": "You open the cabinets", "response": "The thought of exposing yourself to capitalist documents sends shivers up your spine.", "endoftext": false }, { "action": "You examine the toilet", "response": "The toilet is clogged and overflowing.", "endoftext": false }, { "action": "Go south", "response": "You are standing in one of the few grassy places in Freedonia. The park is visited by a great deal of people daily due to the fact that it is in the exact center of the city. Roads lead in all four cardinal directions.\n\nA growing crowd sings Revolutionary Anthems and celebrates the coming Revolution, unaware of how delicately it hangs in the balance.\n\nYou can also see a flagpole (on which is a workers' flag) here.\n\nA passing doctor looks up at the red flag and salutes it, grinning madly.", "endoftext": false }, { "action": "You tell the clerk about Revolution", "response": "\"I get the feeling you don't take the Revolution seriously,\" you inform the clerk.\n\"No, no, trust me, I'm behind you 100%,\" he says, rolling his eyes.", "endoftext": false }, { "action": "You examine the bottles", "response": "The many bottles of alcohol smile benevolently at you from the shelves.", "endoftext": false }, { "action": "You ask clerk about the matches", "response": "The clerk yawns and shrugs. \"Don't know if we have that. Is 'matches' a kind of rum or tequila?\"", "endoftext": false }, { "action": "You ask the clerk about rum", "response": "You're only interested in wodka. You have no reason to ask the clerk about \"rum.\"", "endoftext": false }, { "action": "You ask the clerk about the wodka", "response": "\"I'd like to buy some wodka,\" you say.\n\"It's $20,\" says the clerk.", "endoftext": false }, { "action": "Go west", "response": "You are standing in one of the few grassy places in Freedonia. The park is visited by a great deal of people daily due to the fact that it is in the exact center of the city. Roads lead in all four cardinal directions.\n\nA growing crowd sings Revolutionary Anthems and celebrates the coming Revolution, unaware of how delicately it hangs in the balance.\n\nYou can also see a flagpole (on which is a workers' flag) here.\n\nA passing businessman looks up at the red flag and salutes it, grinning madly.", "endoftext": false }, { "action": "Go north", "response": "The garish, decadent colors and decorations of this institution fill you with disgust. Being mid-afternoon, the building is mostly empty, but during the morning hours it is filled with the capitalist sheep seeking the dastardly psycho-stimulant that enables them to perform their meaningless drudge work. A door in the north wall leads back to the employee area and you can exit to the south.", "endoftext": false }, { "action": "You go to the north", "response": "This is the backroom of Bronco Coffee. Amidst the miscellaneous boxes and packages, A small couch sits in the corner, on which employees are allowed to sit during their pathetically short breaks.\nYou can exit to the south.\n\nA large vat sits in the corner, slowly percolating the coffee for the entire coffeehouse.", "endoftext": false }, { "action": "You examine the vat", "response": "This single vat brews the coffee for the customers. Look at this uncaring capitalism -- no custom-brewed drinks just for you, instead one draws all ones daily sustenance from the same murky puddle that's been sitting around all day.", "endoftext": false }, { "action": "You throw the molotov at the system", "response": "Futile.", "endoftext": false }, { "action": "Light molotov", "response": "Better wait until you throw it.", "endoftext": false }, { "action": "Point MK II at crowd", "response": "You point the Ventriloquator at the crowd.\nThe crowd suddenly swells up with Revolutionary Pride and shouts \"I never forget a face, but in your case I'll be glad to make an exception!\"\n\nA passing fast food worker looks up at the red flag and salutes it, grinning madly.", "endoftext": false }, { "action": "You buy the junk", "response": "Contributing to capitalism, are we?", "endoftext": false }, { "action": "You show the cocktail to shopkeeper", "response": "The shopkeeper looks at the molotov cocktail, and shakes his head sadly.", "endoftext": false }, { "action": "No", "response": "That was a rhetorical question.", "endoftext": false }, { "action": "You examine Pigs", "response": "A despicable \"children's\" book espousing the benefits of living in wealth while your brother lives in poverty.", "endoftext": false }, { "action": "Go north", "response": "This wing of the vault contains various riches and luxuries that Chambers has apparently collected. The main vault is to the south.\n\nA gold statuette of Chambers stands out among the junk.", "endoftext": false }, { "action": "You examine the hat", "response": "Your pride and joy, this furry hat stands atop your head as a proud testament to your commitment to the Revolution!", "endoftext": false }, { "action": "You get the statuette", "response": "Oof, this is apparently actually made of real gold. It's pretty hefty.\n\nTaken.", "endoftext": true }, { "action": "Look around", "response": "This wing of the vault contains various riches and luxuries that Chambers has apparently collected. The main vault is to the south.", "endoftext": false }, { "action": "You go south", "response": "This is Chambers' giant vault. In the center is a large pit filled to the brim with money. The vault extends to the north, and a massive vault door stands to the east.\n\nA diving board is bolted over the edge of the pit.", "endoftext": false }, { "action": "You examine the pit", "response": "In the center of the vault is a large pit filled with what looks like hundred-dollar bills.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na statuette\na twenty dollar bill\na molotov cocktail\nsome stamped papers\nsome unstamped papers\nsome donuts\nan American flag\nsome sleeping serum\nthe Marxist Ventriloquator Mk II\nthe Communistic Converter\na to-do list\nyour papakha (being worn)\na WWTD Bracelet (being worn)", "endoftext": false }, { "action": "You hit Chambers with the statuette", "response": "You raise the statuette high above you and slam it against the back of Chambers' head. He collapses like a sack of pickled herring, leaving the miraculous device yours for the taking.\n\nWow, that was almost too easy. Not that you're complaining.", "endoftext": false }, { "action": "You take the device", "response": "(the miraculous device)\nTaken.", "endoftext": false }, { "action": "Search chambers", "response": "You look through Chambers' pockets and find a Bronco Coffee Employee Discount Card, which you take.", "endoftext": false }, { "action": "Go west", "response": "This grand hallway stretches north to south, lined with various pieces of expensive-looking and exploitative artwork.To the east is Chambers' study. To the west is a vault door, and the mansion stretches to the north.", "endoftext": false }, { "action": "Go south", "response": "An enormous, grand foyer. Millions of tiny pieces of glass lie scattered across the marble floor around a wrecked chandelier.\nA door leads to the north and you can exit to the south.", "endoftext": false }, { "action": "You go south", "response": "Just being on this street makes you proud. You're standing east of the town hall, the central seat of the local communist government. The city center is to the south, and according to Jetski, a large mansion is north.", "endoftext": false }, { "action": "You go west", "response": "The town hall is currently closed while the Revolution is overturning the government.", "endoftext": false }, { "action": "You go south", "response": "You are standing in one of the few grassy places in Freedonia. The park is visited by a great deal of people daily due to the fact that it is in the exact center of the city. Roads lead in all four cardinal directions.\n\nA growing crowd sings Revolutionary Anthems and celebrates the coming Revolution.\n\nYou can also see a flagpole (on which is a workers' flag) here.", "endoftext": false }, { "action": "Sing", "response": "Your singing is abominable.", "endoftext": false }, { "action": "You go south", "response": "You are standing on the street outside of the Committee's Headquarters, which are to the east. The central park of Freedonia is to the north.", "endoftext": false }, { "action": "You go east", "response": "You walk back into Revolutionary Headquarters and are astounded to see that it's back in pristine condition! Jetski and Rosalia support a weakly grinning Semenov as many members of the proletariat look on in joy.\n\"You did it, Commissar!\" Semenov says.\n\"No,\" you say, pausing for dramatic effect, \"We did it, Comrade.\" The onlookers erupt into applause, despite the utter cheesiness.\n\"Now it's time for a Communist party!\" shouts Jetski.\nYou grin sheepishly. \"About that...I used the wodka to make a molotov cocktail when I was attacking Chambers' mansion, so I'm afraid...\"\n\"No problem, Commissar!\" says the liquor store clerk, stepping forward with a cartful of wodka bottles.\nAt the end of the party, you are unanimously (and drunkenly) chosen to head the Committee in Charge of the Enlightened Guidance of Freedonia, the Worker's Paradise.", "endoftext": false }, { "action": "Go west", "response": "You are standing on Trotsky Lane, one of the main streets of the city. A small pawn shop to the south is dwarfed by the massive corporate edifice that looms to the north. The Worker's Plaza lies to the east.", "endoftext": false }, { "action": "You go north", "response": "The office building has closed down and barricaded its doors to protect against the inevitable looting that comes with any Revolution.", "endoftext": false }, { "action": "You turn the device off", "response": "Which do you mean, the miraculous device, the Marxist Ventriloquator Mk II or the Communistic Converter?", "endoftext": true } ]
8le4zj44wh217o0o
moli pi toki nasa (FKA Death off the Cuff)
Simon Christiansen
[ "Mystery" ]
[ "built-in hints", "commercial", "conversation", "cover art", "humor", "IF Comp 2010", "IFComp Game", "Miss Congeniality Winner", "murder", "mystery", "NightFloyd transcript", "single room", "walkthrough", "Xyzzy Awards 2010", "XYZZY Best Individual PC" ]
2,010
[ 8, 27, 14, 3, 1 ]
53
3.716981
20110101
false
They all stare at you expectantly, like children waiting to be told a bedtime story. Who can blame them? You are, after all, Antoine Saint Germain, the great French detective. No criminal has ever been a match for you, and everybody is looking forward to a description of your brilliant deductions. There is just one small problem. One tiny detail that makes it different this time. A mere trifle, really. This time you have no idea who did it.
[ { "action": "%", "response": "\"I assume you have gathered us here for a reason, Monsieur Saint Germain?\", says Shane Pearson.\n\n\"Is it not obvious?\" says the Doctor. \"The detective has figured out who killed the Colonel and intends to explain to us how he did it.\"\n\nYou twirl your moustache. \"The good Doctor is correct, Mademoiselle Pearson. I have indeed solved the case. The murderer was clever, but he proved no match for my gray matter.\" You tap a finger against the side of your head to illustrate the point.\n\nThey all stare at you expectantly, like children waiting to be told a bedtime story. And who can blame them? You are, after all, Anthony Saint Germain, the great French detective. No criminal has ever been a match for you, and everybody is looking forward to a description of your brilliant deductions.\n\nThere is just one small problem. One tiny detail that makes it different this time. A mere trifle, really. This time you have no idea who did it. An entire day of investigation have turned up nothing. No one even seems to have a damn motive.\n\nNo matter. Most of the time when you do this the murderer breaks down and confesses half way through your speech anyway. All you have to do is stall and wait for the guilty party to slip up. People love talking about themselves. If you wait long enough, they always end up revealing something you can use.\n\nIt is going to be fine.\n\nThe hotel lounge is small, but comfortable. A large couch stands near one wall, with a mahogany couch table in front of it. Next to it is an old fashioned reclining chair. In the corner of the room, an old grandfather clock is steadily ticking away, lending a dignified air to the proceedings.\n\nJames Garfield, the owner of Seafront Hotel, is standing by the clock, watching you expectantly.\n\nJonathan Allington stands next to Mr. Garfield, his employer. His face reveals no emotions.\n\nShane Pearson is sitting in the couch with her legs crossed.\n\nDoctor Elias Mole is sitting next to Shane in the couch, leaning forward with an inquisitive look in his eyes.\n\nCount Heinrich Von Carstein is leaning backwards in the reclining chair, sipping a glass of wine.\n\nDetective Goodfellow is standing behind you, eagerly waiting to assist you in arresting the murderer.\n\n\"Death Off the Cuff\" is a conversation based game where you need to talk about various things to move the plot forward. This is accomplished by typing \"TALK ABOUT SOMETHING\", or simply \"T SOMETHING\" for convenience. \"Something\" can be anything you can see in the environment. You will often have more than one thing to say about the same object.\n\nYou can only talk about visible objects, not just arbitrary topics.\n\nOccasionally, talking about something or someone will bring up a menu with various options for what to say. If you don't like any of the options, you can simply change the topic by talking about something else instead.\n\nTalking doesn't solve every problem, though. You may also need to physically interact with things and people to progress.\n\nMake sure you examine your surrounding regularly. You might notice new things.\n\nIf you get stuck, typing \"HINT\" or \"HELP\" will provide a hint on what to do in the current situation. There is usually more than one hint available for a given scene, so if the first one doesn't help the next one might.\n\nTyping \"WALKTHRU\" will provide detailed instructions on how to finish the game.\n\nLastly, I would like thank my testers: Katzy, Brooks Reeves and John Murphy.", "endoftext": false }, { "action": "About yourself", "response": "You are as good looking as ever, but your confident demeanor hides a gnawing uncertainty. Hopefully, no one will notice. You are wearing your trademark black bowler hat, and your moustache is impeccably groomed.", "endoftext": false }, { "action": "You talk james", "response": "(James Garfield)\n[1] Motive\n[2] Alibi\n[3] General comments", "endoftext": false }, { "action": "3", "response": "\"Mr. Garfield did not seem to have any connection to the victim. He had been running the hotel by himself since his wife died two years ago. Before starting the hotel he was a lieutenant in the british army. None of this information seemed to be of any use at first, but my investigation was not over.\"\n\n[1] Motive\n[2] Alibi", "endoftext": false }, { "action": "1", "response": "\"I considered Monsieur Garfield. In the days before the murder several witnesses overheard the two men furiously arguing. Monsieur Garfield insists that the Colonel was simply impossible to please. I knew that Mr. Garfield had often complained of the stress of running the hotel. Was it possible that he had simply snapped during a later argument? It seemed almost too simple.\"\n\nJames sneers. \"Of course it is. If you really think I would kill a man over a simple disagreement then your reputation has been severely exaggerated.\"\n\nYou nod politely. \"As part of my investigation, I consider every option, Monsieur.\"\n\n[1] Alibi", "endoftext": false }, { "action": "1", "response": "\"Mr. Garfields alibi seemed to exclude him from the list of possible suspects. The Colonel's pocket watch had stopped at 02:30 when he was stabbed. Doctor Mole confirmed the time of death.\n\nAt 02:35 James Garfield was awoken by his employee, Mr. Allington, who informed him that one of the guests had had a terrible nightmare and had requested some medication to help her sleep. It is highly unlikely that mister Garfield could have sprinted back to his room after commiting the murder, washed off the blood, changed into his pajamas and gotten into bed. No, if Mr. Garfield had commited the murder, the Doctor was either wrong about the time of death, or Mr. Allington was in on it.\"\n\nJonathan Allington raises an eyebrow.", "endoftext": true }, { "action": "You look around", "response": "The hotel lounge is small, but comfortable. A large couch stands near one wall, with a mahogany couch table in front of it. Next to it is an old fashioned reclining chair. In the corner of the room, an old grandfather clock is steadily ticking away, lending a dignified air to the proceedings.\n\nJames Garfield, the owner of Seafront Hotel, is standing by the clock, watching you expectantly.\n\nJonathan Allington stands next to Mr. Garfield, his employer. His face reveals no emotions.\n\nShane Pearson is sitting in the couch with her legs crossed.\n\nDoctor Elias Mole is sitting next to Shane in the couch, leaning forward with an inquisitive look in his eyes.\n\nCount Heinrich Von Carstein is leaning backwards in the reclining chair, sipping a glass of wine.\n\nDetective Goodfellow is standing behind you, eagerly waiting to assist you in arresting the murderer.", "endoftext": false }, { "action": "You talk jonathan", "response": "[1] Motive\n[2] Alibi\n[3] General comments", "endoftext": false }, { "action": "3", "response": "\"Jonathan Allington seemed like an inconspicuous waiter, but this did not stop me from from considering him as a suspect. Servants are often ignored, and savvy criminals have managed to exploit this fact.\"\n\n[1] Motive\n[2] Alibi", "endoftext": false }, { "action": "1", "response": "\"Monsieur Allington did not appear to have any motive for killing the Colonel. However, I knew that the Colonel had frequently complained about the hotel. Was it possible that the waiter might have taken that personally? A petty reason for murder, to be sure, but I have learned that human nature can be very petty indeed.\"\n\n[1] Alibi", "endoftext": false }, { "action": "1", "response": "\"Several people saw Mr. Allington at the time when the murder was commited. At around 02:30 he heard screaming from the room of Shane Pearson and went to investigate. It turned out she was having a nightmare. Afterwards, he went to his boss and told him what had happened. Both people have confirmed this story.\"", "endoftext": false }, { "action": "You examine James", "response": "(James Garfield)\nHis impeccable business suit stands in stark contrast to his unruly hair and full beard. He seems perpetually stressed out from running the hotel by himself, but things seem to have worked out for him so far. The Seafront hotel has made itself a reputation as a place of respite, and several important people go here to relax.", "endoftext": false }, { "action": "You examine Jonathan", "response": "He is dressed in a tuxedo with a black bow tie. Unlike everyone else, his face betrays no curiosity, nor any other feelings.", "endoftext": false }, { "action": "You examine Shane", "response": "Shane Pearson is a tall slender woman with semi long blond hair that just barely reaches her shoulders. Her book, How Blue Was the Sky, recently hit the bestseller list. What she is doing in England is anyones guess.", "endoftext": false }, { "action": "1", "response": "\"Shane Pearson did not appear to have any motive for the crime, but Monsieur Saint Germain is never deceived by appearances. She is a writer, and a writer is always looking for new inspiration. Perhaps she had decided to take her research a step too far.\"\n\n\"I don't write crime novels,\" says Shane. \"I always found the genre rather tawdry.\"\n\n[1] Alibi\n[2] General comments", "endoftext": false }, { "action": "2", "response": "\"I investigated Mademoiselle Pearson. There did not seem to be anything suspicious about her. She had recently achieved a minor hit with her newest novel and had now gone to England on vacation. It seemed highly unlikely that she could have known the victim.\"\n\n[1] Alibi", "endoftext": false }, { "action": "1", "response": "\"At around 02:30 Mademoiselle Pearson was awoken by Jonathan Allington who told her she had been screaming. Apparently, she had been having a bad nightmare. There did not seem to be any way she could have been the murderer, unless she was working with Jonathan.\"", "endoftext": true }, { "action": "You look around", "response": "The hotel lounge is small, but comfortable. A large couch stands near one wall, with a mahogany couch table in front of it. Next to it is an old fashioned reclining chair. In the corner of the room, an old grandfather clock is steadily ticking away, lending a dignified air to the proceedings.\n\nJames Garfield, the owner of Seafront Hotel, is standing by the clock, watching you expectantly.\n\nJonathan Allington stands next to Mr. Garfield, his employer. His face reveals no emotions.\n\nShane Pearson is sitting in the couch with her legs crossed.\n\nDoctor Elias Mole is sitting next to Shane in the couch, leaning forward with an inquisitive look in his eyes.\n\nCount Heinrich Von Carstein is leaning backwards in the reclining chair, sipping a glass of wine.\n\nDetective Goodfellow is standing behind you, eagerly waiting to assist you in arresting the murderer.", "endoftext": false }, { "action": "3", "response": "\"I turned my attention to the young Doctor. He was the one who had examined John McClaren. According to his examinations, the poor Colonel had been first sedated with laudanum in his wine, then stabbed three times with a knife. All fingerprints had been wiped from the knife after the grisly deed was done. His pocket watch had apparently been struck by the knife and had stopped at exactly 02:30. The doctors examinations confirmed that time of death could have occured at that hour. The Doctor himself had no alibi for the time of the murder.\"\n\n[1] Motive\n[2] Alibi", "endoftext": false }, { "action": "1", "response": "\"The Doctor did not at first seem to be a likely suspect. He was successful and had nothing to gain from the death of the Colonel.\"\n\n[1] Alibi", "endoftext": false }, { "action": "1", "response": "\"The Doctor had no alibi for the time of the murder. If he was the murderer, it would have been easy for him to simply estimate the time of death to a time where he couldn't possible have been there.\"", "endoftext": false }, { "action": "3", "response": "\"My inital investigations into the Count turned up little of interest. He seemed to be simply a rich member of the German nobility who had decided to take a vacation in england. However, sinister things are often hidden behind a mask of innocence.\"\n\n[1] Motive\n[2] Alibi", "endoftext": false }, { "action": "1", "response": "\"I could detect no conceivable reason why the Count might have wanted to kill the Colonel. They had been observed talking together several times, but their relationship seemed amicable.\"\n\n[1] Alibi", "endoftext": false }, { "action": "1", "response": "\"The Count had no alibi for the time of the murder. He claimed to have been fast asleep, but no one could confirm it. I kept him in mind as a possible suspect, but I still needed a motive.\"", "endoftext": false }, { "action": "3", "response": "\"Once the body had been discovered I phoned Scotland Yard and Detective Goodfellow showed up immediately. Unfortunately, he was unable to discover any clues to the identity of the murderer, leaving it up to me to solve the crime, as usual.\"\n\nDetective Goodfellow seems almost tempted to defend himself, but in the end he just shrugs and keeps quiet. The detectives of Scotland Yard have learned to respect your superior intellect.\n\n[1] Motive\n[2] Alibi", "endoftext": false }, { "action": "1", "response": "\"It hardly seemed likely that detective Goodfellow had anything to do with the murder, but I always consider every possibility, no matter how unlikely.\"\n\n[1] Alibi", "endoftext": false }, { "action": "You examine Doctor", "response": "Doctor Elias Mole is a young handsome Doctor. Recently graduated from medical school, he has just opened his own practice in London.", "endoftext": false }, { "action": "You examine the moustache", "response": "Your black moustache is impeccably groomed.", "endoftext": false }, { "action": "You talk it", "response": "\"I have always felt that the quality of a persons character can be determined from how he takes care of his facial hair. I myself keep my moustache impeccably groomed.\"", "endoftext": false }, { "action": "Examine count", "response": "The German Count seems to be in his early sixties. He is relaxing in the reclining chair, sipping a glass of red wine, while watching the proceedings with a slightly bored look. Both his hair and his beard are almost entirely white.", "endoftext": false }, { "action": "You look at beard", "response": "(Heinrichs beard)\nThe Count is regularly scratching his beard, almost as if he wasn't used to it.", "endoftext": false }, { "action": "You talk it", "response": "\"I noticed the counts beard. He did not seem to be used to it, which aroused my curiosity. A full beard takes a while to grow and the Count claimed to have had it for years. Things did not add up.\"\n\nThe Count sighs. \"I figured we would get here sooner or later.\" His German accent seems to have mysteriously disappeared. \"It's obvious that Mr. Germain has seen through my disguise. I might as well come clean.\"\n\nWith a single smooth movement of his hand, he removes the beard revealing the face of a much younger man in his thirties. \"My real name is Sylvester Starfield. I am an investigative reporter with the London Tribune, currently doing a series of articles on the actions of the intelligence service during the war. After I realized that the Colonel had been working for MI6 during the war, I disguised myself as \"Count von Carstein\" and checked into the seafront hotel to get close to him. I had nothing to do with the murder, though. I just wanted to see if I could make him reveal some information.\"", "endoftext": false }, { "action": "You talk sylvester", "response": "[1] Research\n[2] Motive\n[3] Accuse Sylvester Starfield", "endoftext": false }, { "action": "1", "response": "\"After I learned that Mr. Starfield had been researching the Colonel, I investigated his research. What I found put the case in a whole new light.\"\n\n\"I can imagine that it would,\" says Sylvester to your great relief. \"I discovered some pretty interesting things about the Colonel. He made many enemies during the war, in particular a certain German agent who swore revenge. Unfortunately, I was unable to discover the name of this agent. He is also supposed to have sired an illegitimate child which he subsequently abandoned.\"\n\n[1] Motive\n[2] Accuse Sylvester Starfield", "endoftext": false }, { "action": "1", "response": "\"After finding out the true identity of Sylvester Starfield, I considered him a viable suspect. Here was a journalist looking for a good story; what better way to get it than to make it himself? A lurid murder would be bound to sell papers.\"\n\n\"I resent that comment,\" says Sylvester. \"As a journalist, I report the news; I do not make them. And I am not a murderer.\"\n\n[1] Accuse Sylvester Starfield", "endoftext": false }, { "action": "You talk sylvester", "response": "[1] Motive\n[2] Accuse Sylvester Starfield", "endoftext": false }, { "action": "2", "response": "\"There was no doubt in my mind; Sylvester Starfield had killed the Colonel to further his journalistic career. Detective, arrest the murderer.\"\n\n\"This is ridiculous,\" says Sylvester while being handcuffed. \"I will make sure this gets into all the papers. The people will know what a hack you are.\"\n\nHe does, but no one believes him. After all, who would doubt the word of the worlds greatest detective? Even though Sylvester Starfield is never convicted, his career is over, and a year later he is found hanging from the roof of his flat.", "endoftext": false }, { "action": "You examine Shane", "response": "Shane Pearson is a tall slender woman with semi long blond hair that just barely reaches her shoulders. Her book, How Blue Was the Sky, recently hit the bestseller list. What she is doing in England is anyones guess.", "endoftext": false }, { "action": "You talk the hair", "response": "(Shanes hair)\n\"Mademoiselle Pearson's hair was blond. Perhaps a bit too blond.\"\n\nShane rolls her eyes. \"Ok, so I dye my hair. I am actually a brunette. Is that really germane to the case?\"", "endoftext": false }, { "action": "You talk the hair", "response": "(Shanes hair)\nYou can't think of anything to say.", "endoftext": true }, { "action": "Look around", "response": "The hotel lounge is small, but comfortable. A large couch stands near one wall, with a mahogany couch table in front of it. Next to it is an old fashioned reclining chair. In the corner of the room, an old grandfather clock is steadily ticking away, lending a dignified air to the proceedings.\n\nJames Garfield, the owner of Seafront Hotel, is standing by the clock, watching you expectantly.\n\nJonathan Allington stands next to Mr. Garfield, his employer. His face reveals no emotions.\n\nShane Pearson is sitting in the couch with her legs crossed.\n\nDoctor Elias Mole is sitting next to Shane in the couch, leaning forward with an inquisitive look in his eyes.\n\nSylvester Starfield, the journalist, is sitting upright in the reclining chair taking notes on a notepad.\n\nDetective Goodfellow is standing behind you, eagerly waiting to assist you in arresting the murderer.", "endoftext": false }, { "action": "You talk the notepad", "response": "\"As a Journalist, Mr. Starfield would of course be carrying a notepad.\"\n\n\"Of course,\" says Sylvester. \"I need to make sure I get all the details. This is going to make a great story.\"", "endoftext": false }, { "action": "You examine the reclining chair", "response": "The backrest is no longer tilted back. Instead of a decadent Count, the chair is now occupied by an inquisitive journalist.", "endoftext": false }, { "action": "You examine the couch", "response": "A black leather couch. It looks pleasant enough, but you can't afford to relax right now.", "endoftext": false }, { "action": "You talk couch", "response": "\"I noticed that the lounge contained what seemed to be a very expensive leather couch. The hotel appeared to be doing very well.\"\n\n\"It is,\" says James. \"I have managed to attract a very affluent clientele.\"", "endoftext": false }, { "action": "You examine James", "response": "(James Garfield)\nHis impeccable business suit stands in stark contrast to his unruly hair and full beard. He seems perpetually stressed out from running the hotel by himself, but things seem to have worked out for him so far. The Seafront hotel has made itself a reputation as a place of respite, and several important people go here to relax.", "endoftext": false }, { "action": "You examine the suit", "response": "A black pin striped business suit that fits him like a glove. There is a bump in the right pocket of his pants.", "endoftext": false }, { "action": "You examine the bump", "response": "James seems to be carrying something in the right pocket of his pants.", "endoftext": false }, { "action": "You talk bump", "response": "\"I quickly noticed that Mr. Garfield seemed to be carrying something in his pocket. Unusual, since you are not supposed to carry large items in the pockets of a suit. It ruins the look.\"\n\nMr. Garfield seems embarrassed. \"Well, it seems you have discovered my little secret, Mr. German.\"\n\n\"Germain. And yes, I have. Perhaps you would like to show the others what it is you are carrying, Monsieur Garfield?\"\n\n\"I suppose I might as well, since you have obviously figured it out already.\" He puts his hand in his pocket and produces a gleaming 38 revolver.", "endoftext": false }, { "action": "You examine the revolver", "response": "A 38 revolver. It seems to be loaded.", "endoftext": false }, { "action": "You talk revolver", "response": "\"Based on the shape of the object in Mr. Garfields pocket, I quickly deduced that he was carrying a firearm. This was an interesting fact. Why would a peaceful hotel owner feel the need to be armed?\"\n\n\"You don't have to play with me any longer, Mr. Germain\", says James. \"I was not always just a hotel owner. In fact, I changed my name after the war to avoid my enemies. My original name was Brian Holmes. During the war I worked for MI6 doing Special Ops behind enemy lines. The Colonel was in my unit. When he was killed, I feared our enemies had finally caught up with us. So, naturally, I armed myself.\"\n\n\"I had reached a turning point in my investigation,\" you continue. \"Not only had the Colonel turned out to be a former secret agent, but his colleague was even running the hotel. Mr. Starfields research turned up several new avenues of investigation. It seemed likely that the Colonel's past had finally caught up with him. Perhaps his German nemesis had managed to track him down. Or maybe his illegitimate son had decided to seek revenge for being abandoned. I continued my investigations with renewed vigor.\"", "endoftext": true }, { "action": "You describe your surroundings", "response": "The hotel lounge is small, but comfortable. A soft, expensive leather couch stands near one wall, with a mahogany couch table in front of it. Next to it is an old fashioned reclining chair. In the corner of the room, an old grandfather clock is steadily ticking away, lending a dignified air to the proceedings.\n\nBrian Holmes, the former secret agent, is standing by the clock.\n\nJonathan Allington stands next to Mr. Garfield, his employer. His face reveals no emotions.\n\nShane Pearson is sitting in the couch with her legs crossed.\n\nDoctor Elias Mole is sitting next to Shane in the couch, his arms crossed in front of him.\n\nSylvester Starfield, the journalist, is sitting upright in the reclining chair taking notes on a notepad.\n\nDetective Goodfellow is standing behind you, eagerly waiting to assist you in arresting the murderer.", "endoftext": false }, { "action": "You look at Holmes", "response": "The man you used to know as James Garfield. He looks much the same as he did before, but there is now a shrewd look in his eyes.", "endoftext": false }, { "action": "You talk holmes", "response": "[1] War career\n[2] Motive\n[3] Accuse Brian Holmes", "endoftext": false }, { "action": "1", "response": "\"Once I realized that Mr. Garfield was not who he seemed to be, I quickly determined his true identity. The fact that he had worked with the Colonel during the war changed everything. It now seemed likely that the Colonel's untimely death was related to his clandestine career.\"\n\n\"How on earth did you discover these things?\" says Brian. \"Those records are still classified.\"\n\n\"I have my methods, Monsieur,\" you say, while tapping your finger against the side of your head. \"I observe everything, and what I cannot observe I deduce. Please allow me to finish my account and everything will soon become clear.\"\n\nEveryone will hopefully have forgotten about this by the time you are done.\n\n[1] Motive\n[2] Accuse Brian Holmes", "endoftext": false }, { "action": "1", "response": "\"Discovering the true identity of Brian Holmes shed new light on his possible motive. He had worked with the Colonel during the war. Was it possible that there might have been some disagreement between them?\"\n\nBrian is outraged. \"This is ridiculous. John McClaren was like a brother to me. Yes, we made enemies during the war, but we would both have died for the other if necessary.\"\n\n[1] Accuse Brian Holmes", "endoftext": false }, { "action": "You examine the bump", "response": "James seems to be carrying something in the right pocket of his pants.", "endoftext": false }, { "action": "You talk clock", "response": "\"The ticking of the clock helped stimulate my neurons. The lounge was the ideal environment for doing my thinking.\"", "endoftext": false }, { "action": "You examine the clock", "response": "The clock is almost taller than you. An intricate system of brass and steel wheels, and gears is visible through the glass case in the front.", "endoftext": false }, { "action": "You talk the gears", "response": "\"Building a case is a lot like designing a clock. All the gears must fit together.\"\n\n\"What a nice simile,\" says Shane. \"I must use that in one of my books some day.\"", "endoftext": true }, { "action": "You describe your surroundings", "response": "The hotel lounge is small, but comfortable. A soft, expensive leather couch stands near one wall, with a mahogany couch table in front of it. Next to it is an old fashioned reclining chair. In the corner of the room, an old grandfather clock is steadily ticking away, lending a dignified air to the proceedings.\n\nBrian Holmes, the former secret agent, is standing by the clock.\n\nJonathan Allington stands next to Mr. Garfield, his employer. His face reveals no emotions.\n\nShane Pearson is sitting in the couch with her legs crossed.\n\nDoctor Elias Mole is sitting next to Shane in the couch, his arms crossed in front of him.\n\nSylvester Starfield, the journalist, is sitting upright in the reclining chair taking notes on a notepad.\n\nDetective Goodfellow is standing behind you, eagerly waiting to assist you in arresting the murderer.", "endoftext": false }, { "action": "You examine Jonathan", "response": "He is dressed in a tuxedo with a black bow tie. Unlike everyone else, his face betrays no curiosity, nor any other feelings.", "endoftext": false }, { "action": "You talk tuxedo", "response": "\"I had noticed that Mr. Allington was wearing a brand new tuxedo. Almost as if he was trying to make an impression on someone...\"\n\nJonathan interrupts you. \"Of course I am trying to make a good impression. I just got this job two weeks ago, and you never get a second chance to make a first impression.\"\n\nYou raise your finger. \"That's what I thought, Monsieur. Once I realized that Jonathan had only worked at the hotel for a short time I started thinking. Was it possible that he had taken the job to be close to the victim?\"\n\nThere is no reaction from Jonathan this time. Too bad, you had hoped you could provoke him into revealing some more information.", "endoftext": false }, { "action": "You talk the bow tie", "response": "\"Jonathans bow tie was perfectly tied. He clearly had a lot of experience with formal clothing.\"\n\n\"Of course,\" says Jonathan. \"I have been working at many fine hotels. It becomes routine after a while.\"", "endoftext": false }, { "action": "You examine Doctor", "response": "Doctor Elias Mole is a young handsome Doctor. Recently graduated from medical school, he has just opened his own practice in London. He is wearing a light blue buttons-up shirt and a pair of dark jeans. Now that he is no longer leaning forward, you notice a paperback lying in his lap.", "endoftext": false }, { "action": "You look at paperback", "response": "How Blue Was the Sky by Shane Pearson.", "endoftext": false }, { "action": "You talk paperback", "response": "\"I noticed that the Doctor was reading a book by Shane Pearson. Was he simply an ordinary fan or was there a connection between them?\"\n\nThe Doctor nods enthusiastically. \"I am a huge fan of Mrs. Pearson. How Blue was The Sky is one of the most moving books I have ever read.\"", "endoftext": false }, { "action": "You look at the shirt", "response": "A light blue casual shirt. Your sharp eyes notice the remnants of a small stain.", "endoftext": false }, { "action": "You look at the stain", "response": "It seems like someone has attempted to remove a stain from the shirt, with only partial success.", "endoftext": false }, { "action": "You talk stain", "response": "\"A new breakthrough occurred when I noticed the stain on Doctor Moles shirt.\"\n\nEveryone looks at the Doctor.\n\n\"I ... Um... Have no idea what you are talking about,\" he says.\n\n\"It is no use denying it Doctor,\" you continue. \"An ordinary person would no doubt have missed it, but I see everything. You have clearly attempted to remove a stain from your shirt quite recently.\"\n\n\"You are right,\" he says. \"I did, in fact, get a bloodstain on my shirt when examining the Colonel. This is my favorite shirt, so i cleaned it very thoroughly. I didn't realize the stain was still visible.\"\n\nThe Doctor starts wringing his hands, his eyes darting from side to side. \"It's obvious that you know everything, Mr. Germain. Oh my god, what have I done. What was I thinking?\"\n\nHe puts his face in his hands and begins sobbing uncontrollably.", "endoftext": false }, { "action": "You wait awhile", "response": "Time passes.", "endoftext": false }, { "action": "You talk doctor", "response": "[1] Accuse Doctor Mole\n[2] Provoke him", "endoftext": false }, { "action": "About yourself", "response": "You are as good looking as ever, but your confident demeanor hides a gnawing uncertainty. Hopefully, no one will notice. You are wearing your trademark black bowler hat, and your moustache is impeccably groomed.", "endoftext": false }, { "action": "2", "response": "\"The Doctor was not a hardened criminal. I knew he would most likely break down as soon as he realized I was on to him. My prediction has proved true.\"\n\nThe Doctor keeps sobbing.\n\n\"Allow me to explain how I deduced that the Doctor had to be involved with the murder...\"\n\nThere is still no response from the Doctor. Dammit. If only you could make him snap out of it somehow.\n\n[1] Accuse Doctor Mole", "endoftext": false }, { "action": "You nudge Doctor with the elbow", "response": "You don't always need to specify what you're doing something with.\n\n(retrying as if you'd typed \"nudge doctor .\")\nI didn't understand that sentence.", "endoftext": false }, { "action": "You take the paperback", "response": "The Doctor seems very fond of it.", "endoftext": false }, { "action": "You examine Doctor", "response": "He has broken down completely. You are not getting anything more out of him unless you can get him to snap out of it.", "endoftext": false }, { "action": "You talk paperback", "response": "\"I now knew that Doctor Mole was a fan of Shane Pearson. This put the case in a whole new light.\"\n\nDoctor Mole keeps sobbing in his hands. He doesn't seem to have heard what you said at all.", "endoftext": true }, { "action": "You describe your surroundings", "response": "The hotel lounge is small, but comfortable. A soft, expensive leather couch stands near one wall, with a mahogany couch table in front of it. Next to it is an old fashioned reclining chair. In the corner of the room, an old grandfather clock is steadily ticking away, lending a dignified air to the proceedings.\n\nBrian Holmes, the former secret agent, is standing by the clock.\n\nJonathan Allington stands next to his employer, wearing his brand new tuxedo. His face reveals no emotions.\n\nShane Pearson is sitting in the couch with her legs crossed.\n\nDoctor Mole is sobbing hysterically with his face in his hands.\n\nSylvester Starfield, the journalist, is sitting upright in the reclining chair taking notes on a notepad.\n\nDetective Goodfellow is standing behind you, eagerly waiting to assist you in arresting the murderer.", "endoftext": false }, { "action": "You talk doctor", "response": "[1] Accuse Doctor Mole", "endoftext": false }, { "action": "1", "response": "\"I knew the Doctor was not a hardened murderer. Once he realized I knew everything, he would no doubt break down and confess. As you can all plainly see, my predictions proved true. Detective, take him away.\"\n\nAs the Doctor is handcuffed, he looks at you with uncomprehending eyes. \"Wait... No... That's not what I meant. I am not a murderer.\"\n\nYou send him a comforting smile. \"It's okay, Doctor. It's all over now. A physical prison will no doubt be an improvement on the prison of guilt you had build for yourself.\"\n\nThere is no real evidence, so the Doctor is soon released. Everyone believes he is guilty, though. After all, who would doubt the word of the worlds greatest detective? His career is ruined, and a year later he is found hanging from the roof of his house.", "endoftext": false }, { "action": "You look at the Detective", "response": "Detective Goodfellow is a tall, broad man well equipped for the job of apprehending criminals. If only he knew how to find them as well, he might be a pretty good detective. You haven't worked with him before, but he seems like a decent bloke.", "endoftext": false }, { "action": "You talk brian", "response": "[1] Accuse Brian Holmes", "endoftext": false }, { "action": "You talk legs", "response": "\"I noticed Shane Pearson's long beautiful legs.\"\n\n\"Because you are a dirty old man?\" says Shane with a raised eyebrow.\n\n\"Uh... No, because of the case. I am getting to that.\"", "endoftext": false }, { "action": "You talk table", "response": "\"I couldn't help but notice that no one seemed to be using the couch table.\"\n\nThis provokes no response from your audience. Perhaps you should try talking about some more personal objects.", "endoftext": false }, { "action": "You examine Sylvester", "response": "The old German Count has been replaced by a young man in his thirties. The bored look is gone from his face; he now seems keenly interested in the proceedings. His hair is still white, but it has probably been dyed.", "endoftext": false }, { "action": "You talk the hair", "response": "(Heinrichs hair)\n\"Mr. Starfields hair color was, of course, as fake as his beard.\"\n\n\"Yeah,\" says Sylvester. \"I dyed it to match the beard. I am afraid I can't just pull it off. You are gonna have to deal with it until the color washes out.\"", "endoftext": false }, { "action": "Slap doctor", "response": "You slap him hard across the face. \"Snap out of it, Doctor. We need you.\"\n\nThe Doctor blinks, as if he had just woken up from a bad dream. \"Right... I am sorry. It's obvious that you have found me out, Monsieur Germain,\" he sighs. \"I covered for Mrs. Pearson because I couldn't bear the thought that her talent would waste away in jail.\"\n\n\"I know,\" you say. \"You'll better tell the whole story, Doctor. For your own sake.\"\n\nHe nods. \"At midnight I was awoken by a noise in the hallway. When I peered out I saw Mrs. Pearson running down the hallway as if the devil himself was chasing her. I went downstairs to see what she might have been running from, and a terrible sight awaited me. The Colonel was lying on the floor with a bloody knife planted in his chest. Perhaps my mind was still clouded from tiredness, but I decided to cover for her. I wiped all the fingerprints off the knife, and when I was later made to examine the body I lied and said that he had been sedated with opium. I figured that would throw the police off the tracks.\"\n\nYou nod. \"I had quickly deduced that the opium story made no sense. Why would anyone sedate someone only to stab him right afterwards? Once I realised this, I knew that the Doctor had lied.\"\n\n\"I suppose you have already figured out the rest,\" says the Doctor. \"The drug in the Colonel's body was not opium. It was cyanide. The poison would have killed him anyway, even without the knife.\"\n\n\"Indeed, and that realisation changed everything. If the Colonel had been poisoned with a lethal poison, then the stabbing was clearly a red herring. But how? And why?\"", "endoftext": false }, { "action": "You examine Doctor", "response": "Calm and composed. He is sitting upright in the couch paying keen attention to the events around him.", "endoftext": false }, { "action": "You look at Shane", "response": "The usually confident and extroverted writer is now looking like a deer caught in the headlights. She is currently resting her head in her hands, watching you with intense curiosity.", "endoftext": false }, { "action": "You talk shane", "response": "[1] Accuse Shane Pearson\n[2] Alibi", "endoftext": false }, { "action": "2", "response": "\"The case was starting to unravel. The Doctor had seen Shane Pearson run from the scene of the crime around the time of the murder. However, Mr. Allington claimed that Mrs. Pearson was fast asleep at that time.\"\n\n\"Just stop, Monsieur Germain,\" says Shane Pearson. \"You don't have to say any more. It was foolish of me to try to hide the truth in the first place. I should have known that no one can hide anything from you.\n\nI did go down to the library at around midnight because I couldn't sleep. All of sudden the Colonel came running towards me from behind one of the shelves. I grapped a knife from one of the tables and held it in front of me, telling him to keep away. He just kept coming until he impaled himself on the knife and fell to the ground. It was horrible. I panicked and ran back to my bedroom. Some time later, I was awoken by Jonathan who told me I had been having a nightmare. Luckily, time of death was for some reason estimated to the time Jonathan woke me up so I had an alibi. I know I should have come clean sooner, but I just wasn't thinking straight.\"\n\n[1] Accuse Shane Pearson", "endoftext": false }, { "action": "You talk shane", "response": "[1] Accuse Shane Pearson", "endoftext": true }, { "action": "Look around", "response": "The hotel lounge is small, but comfortable. A soft, expensive leather couch stands near one wall, with a mahogany couch table in front of it. Next to it is an old fashioned reclining chair. In the corner of the room, an old grandfather clock is steadily ticking away, lending a dignified air to the proceedings.\n\nBrian Holmes, the former secret agent, is standing by the clock.\n\nJonathan Allington stands next to his employer, wearing his brand new tuxedo. His face reveals no emotions.\n\nShane Pearson is looking nervous.\n\nDoctor Mole has recovered from his temporary breakdown and is sitting upright in the couch.\n\nSylvester Starfield, the journalist, is sitting upright in the reclining chair taking notes on a notepad.\n\nDetective Goodfellow is standing behind you, eagerly waiting to assist you in arresting the murderer.", "endoftext": false }, { "action": "You look at the table", "response": "The table is made of dark red mahogany. It looks expensive, but no one is using it at the moment.", "endoftext": false }, { "action": "You talk jonathan", "response": "[1] Motive", "endoftext": false }, { "action": "1", "response": "\"Monsieur Allington had started working at the hotel mere weeks before the murder. This seemed too unlikely to be a coincidence. Was it possible that he had taken the job to get closer to the victim?\"\n\n\"Absurd,\" says Jonathan. \"I took the job because I needed work and this place was highly recommended. That's all there is to it.\"\n\nBut there is a hint of fear in his voice.", "endoftext": false }, { "action": "You examine Jonathan", "response": "He is standing with his hands behind his back, dressed in a tuxedo with a black bow tie. Unlike everyone else, his face betrays no curiosity, nor any other feelings.", "endoftext": false }, { "action": "You talk shane", "response": "[1] Accuse Shane Pearson", "endoftext": false }, { "action": "You examine the hands", "response": "(Jonathans hands)\nYou notice several small wounds where the skin has been scraped off, as if he had been scrubbing his hands too hard.", "endoftext": false }, { "action": "You talk the hands", "response": "(Jonathans hands)\n\"Jonathan would often stand with his hands behind his back. I wondered if he was trying to hide something.\"\n\n\"I have no idea what you are talking about,\" says Jonathan.", "endoftext": false }, { "action": "You talk the hands", "response": "(Jonathans hands)\nYou can't think of anything to say.", "endoftext": false }, { "action": "You take the hands", "response": "(Jonathans hands)\nJonathan would probably not appreciate it.", "endoftext": false }, { "action": "You examine the wounds", "response": "He seems to have been scrubbing his hands way too hard. They look like they have been bleeding recently.", "endoftext": false }, { "action": "You talk wounds", "response": "\"I noticed that Mr. Allington's hands were bruised, as if he had been scrubbing too hard or too long. What might he have been trying to hide?\"\n\nJonathan seems uncomfortable. \"Sir, as a waiter I need to keep my hands impeccably clean. I may have overdone it this time, but that is not a crime.\"", "endoftext": false }, { "action": "Just random guesses", "response": "You typed a rather long command and I didn't understand it. It's better to stick to simpler things like TAKE JAMES BEARD.", "endoftext": false }, { "action": "You examine the tuxedo", "response": "The tuxedo is spotless. It seems brand new.", "endoftext": false }, { "action": "You talk shane", "response": "[1] Accuse Shane Pearson", "endoftext": false }, { "action": "You think", "response": "You have thought about the case all day with no results. Your last hope is that you can make the murderer reveal him or herself during your closing monologue.", "endoftext": false }, { "action": "Xyzzy", "response": "You don't need magic to solve the case; only logic.", "endoftext": false }, { "action": "You look at Holmes", "response": "The man you used to know as James Garfield. He looks much the same as he did before, but there is now a shrewd look in his eyes.", "endoftext": false }, { "action": "You look at the hands", "response": "(Shanes hands)\nYou notice a light band around her ring finger.", "endoftext": false }, { "action": "Talk band", "response": "\"It was then that I noticed something peculiar about Mrs. Pearson's hands. It looked like she had been wearing a ring, which she had subsequently taken off. People do not usually take off their engagement rings, so why would she do that?\"\n\n\"Nothing escapes your attention does it, Monsieur Germain?\" says Shane. \"I suppose I might as well admit that I am engaged to Jonathan.\"\n\nJonathan nods. \"We have been together for three months. We had hoped to keep our relationship private until we got married, but that idea doesn't seem realistic any more.\"\n\n\"It is obvious that you have figured it out, Mr. Germain,\" says Jonathan. \"I tried to help my fiancee by giving her an alibi. It was foolish thing to do. At around midnight, I heard Shane walk down the stairs and followed her down to the library where I saw what happened. She was clearly blameless - the Colonel had attacked her - but I couldn't take the chance that the police might not believe her. I found the Colonel's watch in his pocket and set it to 02:30. Then I took the knife and stabbed him several times myself, making sure I hit the watch so it would stop. I felt dirty afterwards, so I scrubbed my hands until they started bleeding. Afterwards, I made sure Shane would have an alibi for 02:30 AM by waking her up by then and then telling James about it. I made sure to make a lot of noise so plenty of people would hear me.\"\n\n\"Oh, Darling,\" says Shane. \"You shouldn't have done that.\"\n\n\"My love, I would do anything to prevent you from going to jail. Unfortunately, Mr. Germain saw right through me.\"", "endoftext": false }, { "action": "You examine Jonathan", "response": "His emotionless facade has dropped and he is now looking tenderly at Shane. His nose squats from his face like a beak.", "endoftext": false }, { "action": "You talk jonathan", "response": "[1] Accuse Jonathan\n[2] Alibi", "endoftext": false }, { "action": "2", "response": "\"Figuring out that the time of death had been faked changed everything. It now seemed like no one had an alibi for the actual time of the murder. I knew who had stabbed the Colonel, but that had been a red herring all along. The true murderer was the one who had given him the cyanide. But it seemed like anyone could have done that.\"\n\n[1] Accuse Jonathan", "endoftext": false }, { "action": "You talk nose", "response": "\"Monsieur Allington's long nose drew my attention.\"\n\nSylvester gasps. \"Of course. It looks just like the Colonel's. I can't believe I never noticed that before.\"\n\n\"Ok, I confess,\" says Jonathan. \"I am the Colonel's illegitimate son from the war. When I finally managed to track down my father, I took a job here to get to know him before confronting him. But I swear I didn't kill him. I just wanted to meet him.\"", "endoftext": false }, { "action": "You talk jonathan", "response": "[1] Accuse Jonathan\n[2] Motive", "endoftext": false }, { "action": "2", "response": "\"It was now clear that Jonathan had a motive for the murder. His father had abandoned him. Was it possible that his anger could have driven him to murder? Or perhaps he expected to inherit the Colonel's estate after revealing his true identity?\"\n\n\"Never,\" says Jonathan. \"I did not hate my father. I understand why he couldn't stay; I just wanted to meet him.\"\n\n[1] Accuse Jonathan", "endoftext": false }, { "action": "1", "response": "\"After figuring out that Jonathan was the illegitimate son of the Colonel, everything became clear. His anger over being abandoned had driven him to murder. He had poisoned his father with cyanide, then intefered with the evidence to cover his tracks. Detective, arrest the murderer.\"\n\n\"This is outrageous,\" says Jonathan while being handcuffed. \"Why would I want to kill my father? I just wanted to meet him.\"\n\nYou shrug. \"I have better things to do than try to understand the motives of a homicidal maniac. Take him away.\"\n\nJonathan serves a short sentence for intefering with the investigation, but there is not enough evidence to convict him for the murder. Everyone believes he is guilty, though. After all, who would doubt the word of the worlds greatest detective? His career is ruined and a year later he is found hanging from the roof of his apartment.", "endoftext": true }, { "action": "Look around", "response": "The hotel lounge is small, but comfortable. A soft, expensive leather couch stands near one wall, with a mahogany couch table in front of it. Next to it is an old fashioned reclining chair. In the corner of the room, an old grandfather clock is steadily ticking away, lending a dignified air to the proceedings.\n\nBrian Holmes, the former secret agent, is standing by the clock.\n\nJonathan Allington, the illegitimate son of Colonel McClaren, is standing by the wall, his long nose proudly protruding from his face.\n\nShane Pearson is relaxing in the couch.\n\nDoctor Mole has recovered from his temporary breakdown and is sitting upright in the couch.\n\nSylvester Starfield is staring at Jonathan, while scribbling furiously on a notepad.\n\nDetective Goodfellow is standing behind you, wearing the uniform of Scotland Yard. He seems to be getting impatient.", "endoftext": false }, { "action": "You talk uniform", "response": "\"Detective Goodfellow looked great in his Scotland Yard uniform. \"\n\n\"Thanks,\" says Goodfellow. \"But why are you talking about my uniform? I think everyone is eager to hear who killed the Colonel.\"", "endoftext": false }, { "action": "You talk sylvester", "response": "[1] Accuse Sylvester Starfield", "endoftext": false }, { "action": "You talk jonathan", "response": "[1] Accuse Jonathan", "endoftext": false }, { "action": "You look at uniform", "response": "The uniform of Scotland Yard consists of a long dark blue trenchcoat and a peaked cap.", "endoftext": false }, { "action": "You talk the trenchcoat", "response": "\"Detective Goodfellow was wearing the usual Scotland Yard trenchcoat. I wondered if it wasn't too hot to wear it indoors.\"\n\n\"A bit,\" says Goodfellow. \"But one must stick to the regulations, you know.", "endoftext": false }, { "action": "You talk the cap", "response": "\"I noticed the detectives cap.\"\n\nThe detective shrugs. \"I should be wearing a bobby helmet, of course, but no one is perfect.\"", "endoftext": false }, { "action": "You look at the trenchcoat", "response": "The dark blue coat of Scotland Yard detectives have caused people to dub them \"The boys in blue\". The polished brass buttons gleam in the light of the lamp.", "endoftext": false }, { "action": "You examine the buttons", "response": "The buttons are spotless.", "endoftext": false }, { "action": "Talk buttons", "response": "\"The buttons on detective Goodfellows uniform also aroused my curiosity.\"\n\n\"Well, we usually wear silver buttons, of course,\" says the Detective. \"But I had to get here in a hurry.\"\n\nYou turn around to see Goodfellow holding a gun with a murderous look in his eyes. \"That's quite enough, detective. I will not stand here idly while you toy with me. You have obviously figured out that none of the other people in this room commited the murder, so you must know it's me.\"\n\nEveryone gasps.\n\n\"When you tried to call Scotland Yard I intercepted the call and came here instead. There is no \"Detective Goodfellow\". I am Franz Lieberheim and I have spent years tracking down the Colonel so I could have my revenge. When I found out he was living here, I kept the place under surveillance until I finally got my chance.\n\nAbout half an hour before midnight, Colonel McClaren came down to get a drink. I approached him, claiming to be a recent arrival to the hotel. He did not recognize me and we struck up a conversation. I procured some wine, slipping the cyanide into the Colonel's glass while he wasn't watching. After he had drunk the wine, I made an excuse to leave and hid outside the window so I could watch him die. After a few minutes the American girl came down to the library as well. By that time, the Colonel must have started to feel the effects of the poison because he staggered towards her, desperately seeking assistance. The girl misinterpreted his approach as an attack; the rest you know.\"\n\n\"I know everything, Monsieur Lieberheim\", you say while twirling your moustache. \"It would be easiest for everyone if you gave up now and waited for the real police to arrive.\"\n\nHe sneers. \"I don't think so. I would have gotten away with this if it wasn't for you, and Franz Lieberhaim always gets his revenge. Do you have any last words before I kill you, you meddling frog?\"", "endoftext": false }, { "action": "Twirl moustache", "response": "\"Time to die, detective.\" He squeezes the trigger; no amount of brilliant deductions will stop the bullet from entering your brain.", "endoftext": true }, { "action": "You look at your surroundings", "response": "The hotel lounge is small, but comfortable. A soft, expensive leather couch stands near one wall, with a mahogany couch table in front of it. Next to it is an old fashioned reclining chair. In the corner of the room, an old grandfather clock is steadily ticking away, lending a dignified air to the proceedings.\n\nBrian Holmes has raised his hands in a martial arts position, ready to jump Franz at the slightest chance.\n\nJonathan Allington is attempting to block the path to Shane, apparently so that any stray bullets will hit him instead of her.\n\nShane Pearson is standing behind Jonathan, trying to get a good look at the action.\n\nDoctor Mole is hiding behind the couch.\n\nSylvester Starfield looks overjoyed to be getting the scoop on such a great story. He is busily taking notes on his notepad.\n\nFranz Lieberheim is holding you at gunpoint. His face is distorted in a grimace of pure, German, evil.\n\n\"Time to die, detective.\" He squeezes the trigger; no amount of brilliant deductions will stop the bullet from entering your brain.", "endoftext": false }, { "action": "You talk brian", "response": "[1] Accuse Brian Holmes", "endoftext": false }, { "action": "1", "response": "\"All the pieces finally came together. Brian Holmes had killed his former friend because he disagreed with his methods. Alas, how quickly friendship can turn to enmity. Detective Goodfellow, would you be so kind as to arrest the murderer.\"\n\nAs Brian is handcuffed he sneers at you. \"This is ridiculous. You have no proof whatsoever.\"\n\nYou twirl your moustache. \"It is over, Monsieur. Once the police start looking into your past, they will soon find the evidence they need to convict you.\"\n\nThey don't, and Brian Holmes is soon released. It makes no difference, though. Everyone still believes he is guilty. After all, who would doubt the word of the worlds greatest detective? The hotel shuts down, and a year later the former hotel owner is found hanging from the roof of his office.", "endoftext": false }, { "action": "You talk the gun", "response": "\"Once I realized that Detective Goodfellow wasn't who he claimed to be, I could not, of course, allow him to be armed. It was a simple matter to ensure that he would be of no danger to anyone.\"\n\nHis eyes widen. \"You damned frog. What have you done with my gun?\" He furiously examines the gun, trying to determine how it might have been sabotaged.", "endoftext": false }, { "action": "You take the gun", "response": "While Franz is distracted, you deftly grab the gun from his hands. He lunges at you, but is quickly overpowered by the other inhabitants of the hotel.\n\n\"I am going to kill you for this, detective,\" he shouts while being restrained by his own handcuffs. \"You are only putting off the inevitable.\"\n\n\"I suspect I will be dead long before you get out of jail, Monsieur,\" you reply. \"Mr. Holmes,\" you say to the man formerly known as James Garfield, \"Would you be so kind as to call the real Scotland Yard? I think they will be delighted to hear that we have managed to arrest the murderer without their help.\"", "endoftext": false }, { "action": "%", "response": "The mystery, for you, started two years ago.\n\"Come here, there's something I want to tell you,\" your old grandfather had said, \"Quick, before your mother comes back in the room.\"\nThe smell of antiseptic and an unidentifiable odor that seemed to emanate from the very walls of the old age home made you uncomfortable enough. The thought of your grandfather having a secret he wanted to share only made that unplanned visit to the Shady Pastures Convalescent Home all the more nerve-wracking.\n\"If you have any mind for it, go back to Dalton. Your Grandmother left something she wanted you to have.\" Before you could ask him specifics, he turned away as your Mom reentered the room with a bottle of water. The topic would not come up again, which was fine by you. No one in your family had been to the Dalton property since your grandmother died over eight years ago, and as far as you knew, the place could have burned down by now.\nWhen you thought back to your childhood, you could remember\nspending the summers with your grandmother at the old house in Dalton, located on the Texas Gulf Coast. Grandma Eleanor Sorich always had smiles for you, and made you feel that she understood you better than you did yourself. When she eventually passed away, you were deeply saddened, as if you had lost one of your best friends.\nGrandpa Sorich, on the other hand, was a different story. A bitter man who spent most of the time during your visits off by the Dalton Harbor with his drinking buddies. As far as you could tell, their marriage was more of convenience than love. At her funeral, he showed only the faintest hint of remorse. He spent the years after her death mostly silent in an old age home... until that visit.\nIt's been two years since your chat with Grandpa. In that time,\nyou have often reflected back on the conversation, curious as to what would make your grandfather act in such a mysterious fashion, and curious about what your grandmother could've possibly wanted you to have.\nFinally, an unexpected road trip across the country has allowed you\nto make a brief detour at the old family property. You find yourself back in the draining heat of Dalton, Texas, assessing the old Sorich property your family all but abandoned years ago. It hasn't burned down, but indeed stood patiently waiting for someone to return. The house, like your grandfather, has not aged gracefully, and looks as if it too is just waiting out the rest of it's years....\nThe Coast House\n\nType 'CREDITS' for behind the scenes tidbits.\nNew players may find 'INSTRUCTIONS' helpful.\n\nsummer vacations with your parents when you were young. A weathered fence which has long since given up it's white paint to hot Texas sun and salty coastal air surrounds the property. To the east lies Beach Street, as old as the town itself, separating the property from harbor and the bay. Across the road to the east you can make out the remains of the Dalton Fishing Pier and Dalton Harbor. The old house itself is to the west, facing the water like it has for the last 100 years. Though you are shin deep in weeds, you can make out a small path that winds around the house to the northwest and southwest. Crumbling cement stairs lead up to the porch of the house.", "endoftext": false }, { "action": "You look at the fence", "response": "From what you remember, this old fence has been re-built several times over the lifetime of the house. The last time it was restored was around 1980. The fence extends for a ways north and south.", "endoftext": false }, { "action": "You check your inventory", "response": "You have an old house key.", "endoftext": false }, { "action": "You examine the key", "response": "The key to the coast house, given to you by your grandfather ages ago.", "endoftext": false }, { "action": "You go west", "response": "The deck of this house seems to be of newer construction than the rest. As a younger child you remember sitting on the deck chairs and telling ghost stories long into the night while watching the boats sway in the harbor. A deteriorating plastic lawn chair remains as a reminder of those days. The sliding glass door to enter the house is to the west.", "endoftext": false }, { "action": "You sit", "response": "(the plastic lawn chair)\nYou sit down in the old chair. You're not sure it likes your weight having been left stranded in the elements for the last ten years, but it supports you. You look out across the yard towards the water. The view of the boats docked in the harbor moving rocking softly in the breeze is breathtaking.\nOkay, you're now sitting on the plastic lawn chair.", "endoftext": false }, { "action": "You examine the boats", "response": "Off in the distance you can make out some shrimp boats tied-off to a dock. They gradually sway in the calm harbor. Beyond that is a small bay that opens into the Gulf of Mexico.", "endoftext": false }, { "action": "Rock", "response": "You rock back and forth on your heels. You consider putting 'yer thumb in 'yer britches and yelling `Yeehaw!'", "endoftext": false }, { "action": "You examine the door", "response": "The sliding glass door of your grandparents house has been shut for the last ten years since your grandmother passed away. Years of rain, humidity, dust, and wind-blown dirt have caked the outside of the door, making it difficult to see inside. The door is warm to the touch, much like everything else here. There is a small keylock close to the top.", "endoftext": false }, { "action": "You examine the lock", "response": "The lock is quite small and rusty, obviously having weathered the elements since anyone last put anything into it ten years ago.", "endoftext": false }, { "action": "You open the door", "response": "It's locked.", "endoftext": false }, { "action": "You unlock door", "response": "The key fits into the rusty slot with some difficulty but after a few grunts and some tasteful profanity, the lock gives way. The door is now unlocked.", "endoftext": false }, { "action": "Go west", "response": "You'll have to open the sliding glass door first.", "endoftext": false }, { "action": "You open the door", "response": "The door gives quite a fight, but you pull hard on the handle opening the door. As the glass door slides open, a burst of stale hot air trapped in the house for the last decade rushes past you. You're momentarily overwhelmed with scents of mold, mothballs and your grandmother's old perfume. A quick wind robs you of her memory.", "endoftext": false }, { "action": "You go west", "response": "a youth. A giant air conditioner is mounted into the north wall, next to a small utility closet. In the opposite corner there is a small television with a rocking chair facing it. The kitchen is to the west, the sliding glass door to the porch is east. The musty hot air in this room makes it difficult to breathe.\nOh man.. it is hot in here!", "endoftext": false }, { "action": "You turn on the air conditioner", "response": "Nothing happens. The AC is as silent as ever. It's mocking silence makes you feel even hotter.\nI'm not joking.. it is seriously hot in this house. You are\nsuddenly dripping with sweat and feeling a bit woozy.", "endoftext": false }, { "action": "You go west", "response": "Small kitchen.. It has tacky furnishings from the 1950s to\nmid-70's. A grease-stained refrigerator takes up what little walking space there actually is.\nYou see a calendar here.\nYou can't take it anymore. The heat in the house is horrible even\nfor Texas standards. You bolt out the door.\nFront Porch", "endoftext": false }, { "action": "You go west", "response": "Oh man.. it is hot in here!", "endoftext": false }, { "action": "Go west", "response": "You see a calendar here.\nI'm not joking.. it is seriously hot in this house. You are\nsuddenly dripping with sweat and feeling a bit woozy.", "endoftext": false }, { "action": "You open the fridge", "response": "Opening the refrigerator reveals a piece of withered meat.\nYou can't take it anymore. The heat in the house is horrible even\nfor Texas standards. You bolt out the door.\nFront Porch", "endoftext": false }, { "action": "You close the door", "response": "You grab the handle and tug the door shut.\nI'm not joking.. it is seriously hot in this house. You are\nsuddenly dripping with sweat and feeling a bit woozy.", "endoftext": false }, { "action": "You lock the door", "response": "(with the old house key)\nLocked.\nYou can't take it anymore. The heat in the house is horrible even\nfor Texas standards. You force the door back open and dart outside. Front Porch", "endoftext": true }, { "action": "Describe the surroundings", "response": "a youth. A giant air conditioner is mounted into the north wall, next to a small utility closet. In the opposite corner there is a small television with a rocking chair facing it. The kitchen is to the west, the sliding glass door to the porch is east.\nI'm not joking.. it is seriously hot in this house. You are\nsuddenly dripping with sweat and feeling a bit woozy.", "endoftext": false }, { "action": "You look at the air conditioner", "response": "Ah, they don't make them like they used to. This giant wall-mounted hulk of an air conditioner had the prime responsibility of cooling down the entire house. You remember your uncles always fretting that it was going to give out at any moment and then the house would be doomed. Standing now in the sweltering heat of the abandoned house you can appreciate why they were so worried!\nYou can't take it anymore. The heat in the house is horrible even\nfor Texas standards. You bolt out the door.\nFront Porch", "endoftext": false }, { "action": "You switch on the air conditioner", "response": "It's already turned on!\nI'm not joking.. it is seriously hot in this house. You are\nsuddenly dripping with sweat and feeling a bit woozy.", "endoftext": false }, { "action": "You go east", "response": "You feel a bit cooler.. relatively speaking for Texas standards... Front Porch", "endoftext": false }, { "action": "Go east", "response": "Beach Road.. in front of house\nUnevenly paved, Beach Road separates your house from the small\nharbor and pier to the east. A light coat of sand blows across the pavement in lazy swirls. Beach road doesn't see much traffic. The old family house lies to the west. The road continues up a small hill to the north and down towards the edge of town to the south. To the east a small service road heads towards an old fishing pier.", "endoftext": false }, { "action": "You go to the east", "response": "When you were a youngster, you remember this pier being a lot\nlonger, but that was two hurricanes ago. Mother Nature has taken the pier and had her way with it. The pier extends out into the water but the wood is broken and splintered farther out stopping well short of it's original length. A second, inaccessible section of the pier is visible even farther out; the area that connected the two having been washed away.\nOn this side of the pier, only one guardrail remains, the other\nlost to the elements. Choppy water splashes against the few remaining supports beneath the pier sending plumes of water shooting up through the planks. The constant splashes has made the planks of the pier mossy and slick. A sign nearby advised that the pier is closed until storm damage can be repaired. What remains of the pier extends to the east. The service road leads away to the west.", "endoftext": false }, { "action": "You jump", "response": "Wheeee!", "endoftext": false }, { "action": "You go east", "response": "Ignoring the warnings, you boldly start down the pier...\n\nThe waves splash around you shooting up through the planks, the\nfoamy spray offering temporary relief from the Texas heat. You pause gripping the remaining guardrail with your hands and the planks with your toes. With this cat like grip, you slowly inch your way to the end of the pier.\n\nYou're at the end of the pier, well, what now acts as the end of\nthe pier. You can see the original end of the pier off like a small platform about 20 yards out to the east. From here, you can make out that there is some large object wedged within its supports.\nBeneath you, the planks end suddenly where they were ripped from\nthe supports. The warm water of the bay is just eight feet below you. The waves roll by you as if they were on some perpetual northern pilgrimage.\nThe wind blows in from the south whipping your hair and putting a salty taste in your mouth.", "endoftext": true }, { "action": "Go downward", "response": "You put down all your stuff, take a deep breath, pinch your nose\nshut and....\nSplash!\nThe coastal waters envelop you. The taste of the salty water makes you grimace, not to mention the stinging effect it has on your eyes! Instinctively you start kicking towards the surface where you start gasp for air. Did I forget to mention earlier that you're not the strongest swimmer?\nYou dog paddle for a while, but it takes so much energy just to\nstay afloat. Panic slowly rises as you begin remember reading stories about how drowning is considered one of the more gruesome ways to expire. You flail your arms ineffectually, your weight pulling you down... when you realize that water here is only about four feet deep. You quickly realize that it gets deeper towards the east and instead of pressing your luck you manage to work your way back to shore. It takes a while but you eventually manage to find a good spot to berth yourself.\n\nA small driveway descends into the murky green water of the Texas Gulf. Above the land, scores of black bugs scurry out of your way disappearing into crevices you didn't even notice. In the shallow part of the water you can see the ghostly images of small fish and crabs darting just under the surface. Several tires are securely fastened against the ramp wall to prevent boats from bumping against the breakwater.\nYou see a pair of white fishing boots here.", "endoftext": false }, { "action": "You examine the boots", "response": "These old wading boots are so old and sunbleached they're almost brittle. If you distrusted your fashion sensibilities enough to put them on they would come up to your mid-thigh. If boots could talk, no doubt this pair would have some good fishing stories.", "endoftext": false }, { "action": "You get them", "response": "pair of white fishing boots: Taken.", "endoftext": true }, { "action": "You describe your surroundings", "response": "A small driveway descends into the murky green water of the Texas Gulf. Above the land, scores of black bugs scurry out of your way disappearing into crevices you didn't even notice. In the shallow part of the water you can see the ghostly images of small fish and crabs darting just under the surface. Several tires are securely fastened against the ramp wall to prevent boats from bumping against the breakwater.", "endoftext": false }, { "action": "You look at the tires", "response": "Partially submerged in the salty water, the tires are mostly covered in mult-colored barnacles, dead crabs, remains of jellyfish and a fungus or two. They are hung to protect boats from bumping the ramp wall.", "endoftext": false }, { "action": "Go west", "response": "Beach Road.. near the boatramp\nIn addition to the usual weeds and sand, this section of Beach Road has a few road-kill crabs squished into the pavement. A small boat ramp lies to the east. The road continues north and south.", "endoftext": false }, { "action": "Go north", "response": "Beach Road.. near the harbor\nThe Texas heat seems to bounce right off of Beach Road. Dry\nwithered weeds line the sides of the street. To the east you see the entrance to the harbor. To the north and south lie more sandy road.", "endoftext": false }, { "action": "Go east", "response": "You remember stories your grandfather would tell you about Dalton Harbor back in his day - the shrimp industry supported the town and boats could be seen leaving early in the morning with seagulls circling closely overhead as their nets were drawn up. Now, however, one would uses the term harbor loosely when viewing this small dock. Today's harbor is nothing more than a couple of rotted wooden poles being used to tie old shrimp boats against. The shrimp boats hardly look seaworthy with their hulls scraped and their nets faded and tattered. A small A-shaped sign offers tourist bargains.\nA fisherman is sitting on an old bucket near a sink de-veining\nshrimp.\nThe fisherman notices you as you walk up the harbor. `You must be\none of Eleanor Sorich's kin. You look just like her.'", "endoftext": false }, { "action": "Hello", "response": "The fisherman doesn't appear interested.\nThe fisherman continues to slice through the backs of shrimp\nflinging the offal into the water where it's quickly snarfed by hardheads.", "endoftext": false }, { "action": "You sit", "response": "What do you want to sit on?", "endoftext": false }, { "action": "You look at the fisherman", "response": "The old leathery fisherman is wearing rubber boots and an old flannel shirt covered in old fish-gut stains. His hands are hard and calloused and his hair is bleached and thin. He has the haggard look of a man who has gotten up every morning at 4:30 A.M. for the last 45 years.\nThe fisherman pauses, wipes sweat from his lined forehead, sighs heavily, and resumes carving the shrimp.", "endoftext": false }, { "action": "You look at the shrimp", "response": "Pink and veiny, just the way you like them.\n`Squall of '67 blew down the whole town,' mumbles the fisherman.", "endoftext": false }, { "action": "You ask the fisherman about the shrimp", "response": "`Lifeblood of the town... and tasty too!'The fisherman glances\nyour way, `Nice boots,' he comments with a trace of sarcasm.", "endoftext": false }, { "action": "You ask the fisherman about the boots", "response": "`A good pair of waders is a fisherman's best friend. Most of the local boys have a pair.'\n`Damn, it's hot!'", "endoftext": false }, { "action": "You ask the fisherman about the weather", "response": "The old fence isn't important.\n`The sea buries her secrets,' mumbles the fisherman.", "endoftext": false }, { "action": "You ask the fisherman about the sea", "response": "`Schnoif! Can't y'all see I'm busy here?'\nThe fisherman mumbles something about a north wind blowing through.", "endoftext": false }, { "action": "You ask the fisherman about house", "response": "`Schnoif! Can't y'all see I'm busy here?'\nThe fisherman continues to slice through the backs of shrimp\nflinging the offal into the water where it's quickly snarfed by hardheads.", "endoftext": false }, { "action": "You ask the fisherman about the key", "response": "`Schnoif! Can't y'all see I'm busy here?'\nThe fisherman pauses, wipes sweat from his lined forehead, sighs heavily, and resumes carving the shrimp.", "endoftext": true }, { "action": "You describe your surroundings", "response": "You remember stories your grandfather would tell you about Dalton Harbor back in his day - the shrimp industry supported the town and boats could be seen leaving early in the morning with seagulls circling closely overhead as their nets were drawn up. Now, however, one would uses the term harbor loosely when viewing this small dock. Today's harbor is nothing more than a couple of rotted wooden poles being used to tie old shrimp boats against. The shrimp boats hardly look seaworthy with their hulls scraped and their nets faded and tattered. A small A-shaped sign offers tourist bargains.\nA fisherman is sitting on an old bucket near a sink de-veining\nshrimp.\n`Squall of '67 blew down the whole town,' mumbles the fisherman.", "endoftext": false }, { "action": "You ask fisherman about Harbor", "response": "`Schnoif! Can't y'all see I'm busy here?'The fisherman glances your way, `Nice boots,' he comments with a trace of sarcasm.", "endoftext": false }, { "action": "Go east", "response": "You can't go that way.\n`Damn, it's hot!'", "endoftext": false }, { "action": "Go west", "response": "The fisherman eyes you as you leave and whispers, `I hope you find what you're looking for.'\n\nBeach Road.. near the harbor", "endoftext": false }, { "action": "You go to the north", "response": "Beach Road.. in front of house", "endoftext": false }, { "action": "You go south", "response": "Beach Road.. near the harbor", "endoftext": false }, { "action": "You go south", "response": "Beach Road.. near the boatramp", "endoftext": false }, { "action": "Go south", "response": "Beach Road.. out yonder\nThis is the south side of town, where Beach Road enters Dalton.\nNot much around these parts but weeds and more weeds. The road continues to the north and south.", "endoftext": false }, { "action": "You examine the weeds", "response": "They're just weeds. Maybe someday they'll be tumbleweeds.", "endoftext": false }, { "action": "Go south", "response": "Beach Road.. south side of town\nYou certainly seem to be on the road less traveled now. You can\nsee small town of Dalton off in the distance to the north. A heat mirage bubbles up from the road to the south. An equally small and lonely road trails off towards the old cemetery to the west.", "endoftext": false }, { "action": "You go to the west", "response": "The humidity and the gray sky make the already ominous pair of old rusty gates appear even creepier. The town's founding fathers, what's left of them anyhow, as well as quite a few of your own ancestor's lie beyond the gates to the west. There is a historical marker here. The cemetery lies beyond the gates to the west, the road back to the town is east.", "endoftext": false }, { "action": "You look at the marker", "response": "The historical marker stands firmly planted into the ground with etched out lettering holding up surprisingly rust-free.", "endoftext": false }, { "action": "You read the marker", "response": "`The Dalton cemetery has provided a comforting resting place for the towns citizens for over a century. The oldest marked grave is that of Helen McHenry (d.1819), the only child of Port Dietrich resident Lionel McHenry. Dalton co-founder Col. Clyde Dalton also rests here. Col. Clyde Dalton is credited for, amongst other things, the Dalton Mansion, the Dalton Library, and the Dalton Firehouse. He was entered into the cemetery in 1949.\nA large number of burials occurred in 1918 from a wide-spread Influenza Epidemic. The Dalton Cemetery contains graves of the veterans of the Texas Revolution, Civil War, World War I, World War II, Korea, Vietnam and the Gulf War. The Dalton Estates Association maintains the cemetery.'", "endoftext": false }, { "action": "You go west", "response": "You'll have to open the old rusty gates first.", "endoftext": false }, { "action": "You open the gates", "response": "Opened.", "endoftext": false }, { "action": "Go west", "response": "The Dalton Cemetery is one of the oldest fixtures of the town. To\nthe right of the path, you can see the cement mausoleum of the Dalton brothers. From the looks of it, it has not been cleared of its weeds in some time. You look around at some of the other stones, some buried by the grass, some with dying flowers, and a few with small American Flags hanging limply in the heat, providing just enough shade for a few noisy crickets. A path leads deeper into the cemetery towards the west. An old rusty gate is to the east.", "endoftext": false }, { "action": "You examine the mausoleum", "response": "For as wealthy as the Dalton's were, their tomb is not overly spectacular. Based on it's overgrown appearance, you guess that the Daltons don't get many visitors. If it weren't for the names and dates carved into it's doors, it could pass for a large cement toolshed.", "endoftext": false }, { "action": "Go west", "response": "It would seem the deeper you travel into the cemetery, the less maintained the graves become. Your eyes are drawn to a particular set of graves before you. Two headstones stand before two graves - one of which covered by a large stone grave cover. On the left lies your grandmother, and on the right the place where your grandfather will eventually be buried. Your grandmother's grave cover, mostly concealed beneath sand and weeds, seems to be suffering in the humid climate.", "endoftext": false }, { "action": "You examine cover", "response": "Some accident has caused the grave cover to break down the center! A crevice runs about 7 inches across and nearly a foot long down the cover breaching the sanctuary of your ancestor's earthly remains. The entire slab seems to be slowly collapsing into the grave. You suspect it's just a matter of time before the entire slab collapses down upon your grandmother!", "endoftext": false }, { "action": "You examine the headstone", "response": "Which headstone do you mean, Grandpa's headstone, or Grandma's headstone?", "endoftext": false }, { "action": "You examine the grandma's headstone", "response": "Grandma's headstone.. chipped with age...", "endoftext": false }, { "action": "You examine grandpa's headstone", "response": "Your grandfather's headstone was bought at the same time that your grandmother passed away. As your grandfather is still alive, it waits patiently for the inevitable.", "endoftext": false }, { "action": "Go east", "response": "Beach Road.. south side of town", "endoftext": false }, { "action": "Go south", "response": "You take a few steps towards the south before figuring it's just way too hot to continue.", "endoftext": false }, { "action": "You go north", "response": "Beach Road.. out yonder", "endoftext": false }, { "action": "Go north", "response": "Beach Road.. near the boatramp", "endoftext": false }, { "action": "Go north", "response": "Beach Road.. north side of town\nThe northern entrance to the town, from this vantage point you have\na nice view of bleak scenery. Down the hill you can make out the modest houses that make up Dalton, the old harbor, fishing pier, and the Gulf of Mexico stretching out beneath gray clouds to the east.\nThe road travels off some distance to the north, with not a whole lot between where you stand and Houston some 300 miles away. To the west lies a small driveway leading towards the largest house in Dalton.", "endoftext": false }, { "action": "You go north", "response": "Houston is a pretty far walk. Probably better to stay in town.", "endoftext": false }, { "action": "You go to the west", "response": "While not necessarily a mansion by modern standards, the structure\nwas one of the first houses in the area to have such modern conveniences as indoor plumbing. The two-story house is freshly painted - a stark contrast to the rest of the dwellings in the area. The front door has a brass placard and there is a small stone memorial nearby. The path back to the road is off to the east.", "endoftext": false }, { "action": "You examine memorial", "response": "The simple stone memorial has an old picture of Col. Clyde Dalton along with a colorful biography.", "endoftext": false }, { "action": "You read the memorial", "response": "`The house on this property was built by town co-founder Col. Clyde Beauregard Dalton in 1933. Clyde Dalton was born in 1898, the second of two children from Beauregard and Esther Lynn Dalton, wealthy cattle ranchers from Lubbock, Texas. Clyde and his brother, Claude, came to what was then known as Port Dietrich in 1922. From an inheritance left by their parents, Claude opened a meat-packing plant while Clyde began investing money to local businesses. The meat-packing plant and the businesses funded by Clyde helped the growth of Port Dietrich. In 1925, the increasing port population and growth of the economy, despite nationwide depression, made Port Dietrich eligible for \"town\" status. With considerable influence from the Dalton brothers, Port Dietrich was renamed \"Dalton.\" Claude left the Dalton estate in 1930. Clyde Dalton, an influential Board member and businessman himself, remained. Clyde Dalton passed in 1949 and is buried in Dalton Cemetery.'", "endoftext": false }, { "action": "You read the placard", "response": "`Mansion closed for restoration. Please come visit us in the Spring.'", "endoftext": false }, { "action": "You go west", "response": "You'll have to open the mansion door first.", "endoftext": false }, { "action": "You go east", "response": "Beach Road.. north side of town", "endoftext": false }, { "action": "Go south", "response": "Beach Road.. in front of house", "endoftext": true }, { "action": "Look around", "response": "summer vacations with your parents when you were young. A weathered fence which has long since given up it's white paint to hot Texas sun and salty coastal air surrounds the property. To the east lies Beach Street, as old as the town itself, separating the property from harbor and the bay. Across the road to the east you can make out the remains of the Dalton Fishing Pier and Dalton Harbor. The old house itself is to the west, facing the water like it has for the last 100 years. Though you are shin deep in weeds, you can make out a small path that winds around the house to the northwest and southwest. Crumbling cement stairs lead up to the porch of the house.", "endoftext": false }, { "action": "You go northwest", "response": "You stand shin deep in weeds and ankle deep in mud. A small trail towards the old boat shed goes off to the north, and the small path that circles the house continues to the southeast and southwest.", "endoftext": false }, { "action": "You go to the north", "response": "the boatshed. The air swarms around you as the mosquitoes grow thicker with each step through the tall grass. To the south you can see the path back to the old house. Between you and the boat shed visible to the west lies a great puddle which seems to be the mosquito breeding grounds.", "endoftext": false }, { "action": "Go west", "response": "The mosquitoes feverishly attempt to use your legs for their blood feast, but the old rubber boots protect you. Waving your hand in front of you to keep them from roosting on your face, you continue across the path.\n\nYou're standing outside the boatshed. The overgrown weeds and sand build up around the large corrugated sliding door indicate that the door hasn't been opened in some time. A nasty looking puddle breeding mosquitoes lies in the middle of the path to the east.", "endoftext": false }, { "action": "You check your inventory", "response": "You have a pair of white fishing boots (being worn).", "endoftext": false }, { "action": "You look at the door", "response": "The door is large enough to accommodate the passage of a small boat, which is indeed what used to be stored in the boatshed. There is a small keyhole in the boatshed door.", "endoftext": false }, { "action": "You go to the east", "response": "The mosquitoes feverishly attempt to use your legs for their blood feast, but the old rubber boots protect you. Waving your hand in front of you to keep them from roosting on your face, you continue across the path.", "endoftext": false }, { "action": "You go to the southwest", "response": "porch of the old house to the east. The screen door to the old back porch sways noisily on rusted hinges. The small path that circles the house towards the northeast and southeast.", "endoftext": false }, { "action": "You go to the east", "response": "You are in the back porch of the house. It stinks like dead\nanimal, though you cannot see any nearby. A small metal box about the size of a shoebox is affixed to the wall of the house.", "endoftext": false }, { "action": "You look at the box", "response": "On the cover of the box is imprinted `TX Gulf Coast Power'. It's currently closed.", "endoftext": false }, { "action": "You open the box", "response": "Opened. There is an important-looking red power panel inside the utility box.", "endoftext": false }, { "action": "You examine the panel", "response": "The power panel is currently turned off.", "endoftext": false }, { "action": "You switch the panel on", "response": "You turn on the panel. A couple of quick sparks and a pop startle you, but then you hear a faint reassuring hum.\nSomewhere off in the distance, you hear hear tired machinery reluctantly coming to life.\nOkay, it's now turned on.", "endoftext": false }, { "action": "You look under the porch", "response": "It's too far away.", "endoftext": false }, { "action": "You go southeast", "response": "Still shin deep in weeds. The small path that circles the house\nleads off to the northeast and northwest.", "endoftext": true }, { "action": "Look around", "response": "a youth. A giant air conditioner is mounted into the north wall, next to a small utility closet. In the opposite corner there is a small television with a rocking chair facing it. The kitchen is to the west, the sliding glass door to the porch is east.", "endoftext": false }, { "action": "You close the door", "response": "You grab the handle and tug the door shut.", "endoftext": false }, { "action": "You examine the chair", "response": "An old rocking chair with a small foamy cushion for marginal comfort.", "endoftext": false }, { "action": "You sit", "response": "(the rocking chair)\nOkay, you're now sitting on the rocking chair.", "endoftext": false }, { "action": "You look at the television", "response": "The evenings from your childhood summers that didn't take place sitting on the porch took place watching this television. As the nearest broadcasting station was 60 miles away station the images were usually just scratchy ghosts. The TV has long gone silent and can now basically be considered merely a bulky paperweight with fake wooden paneling.", "endoftext": false }, { "action": "You look", "response": "Den, in the rocking chair\nStanding in this room conjures shadows of your summer vacations as\na youth. A giant air conditioner is mounted into the north wall, next to a small utility closet. In the opposite corner there is a small television with a rocking chair facing it. The kitchen is to the west, the sliding glass door to the porch is east.", "endoftext": false }, { "action": "You turn on television", "response": "You try to turn on the television but it has long since burned out. You make a mental note to yourself to get this fixed if you're going to spend any true quality time here or else suffer from boredom.", "endoftext": false }, { "action": "You examine the closet", "response": "The utility closet is closed.", "endoftext": false }, { "action": "You open the closet", "response": "Opening the utility closet reveals a bag and a keyrack.", "endoftext": false }, { "action": "You examine the bag", "response": "An old Piggly Wiggly grocey bag.", "endoftext": false }, { "action": "You look in the bag", "response": "In the bag you see a small key.", "endoftext": false }, { "action": "You take the small key", "response": "Taken.", "endoftext": false }, { "action": "You examine the keyrack", "response": "A small keyrack with small hooks for hanging small keys. On the keyrack is a picture of man fishing and reads, `Old fisherman never die, they just smell that way.'", "endoftext": false }, { "action": "Inventory", "response": "You have a pair of white fishing boots (being worn), a small key, a bag, and a keyrack.", "endoftext": false }, { "action": "You look at the closet", "response": "The utility closet is open. There's nothing in the utility closet.", "endoftext": false }, { "action": "You go to the west", "response": "You see a calendar here. The refrigerator seems to contain a piece\nof withered meat.", "endoftext": false }, { "action": "You examine the meat", "response": "This dark hunk of meat is a couple inches long, thin, and really tough. You're not sure if it's bacon, jerky, or part of a belt.", "endoftext": false }, { "action": "You examine refrigerator", "response": "Small white refrigerator. Probably hasn't been turned on since Reagan was president.\nThe refrigerator is currently open.", "endoftext": false }, { "action": "You close the refrigerator", "response": "Closed.", "endoftext": false }, { "action": "Examine calendar", "response": "An old calendar dated back from 1987. It looks like there's something scribbled on the page hanging open.", "endoftext": false }, { "action": "You read the calendar", "response": "`Don't forget McHugh's hat.'", "endoftext": true }, { "action": "You look around", "response": "Small kitchen.. It has tacky furnishings from the 1950s to\nmid-70's. A grease-stained refrigerator takes up what little walking space there actually is.", "endoftext": false }, { "action": "You go west", "response": "You are in a cramped hallway. There are several framed photos on\nthe wall some of whom you recognize as family members with the others being too old for you to remember. The kitchen is to the east with other rooms lying to the north and south. The door to the back porch is to the west.\nYou see the first photograph, the second photograph, the third photograph, and the fourth photograph here.", "endoftext": false }, { "action": "You examine first", "response": "The first photograph is of your grandfather and seems to have been taken prior to him going off to World War II. Your Grandfather is standing tall in his new Army uniform, you guess he's no more than seventeen years old. His face is beaming with youthful pride and excitement but with an underlying nervousness. Behind him is the old house that once stood on this property.", "endoftext": false }, { "action": "You examine second", "response": "Another photograph of your young Grandfather in his army uniform, this time with your Grandmother at his side. She has short hair in this photo with no signs of aging. You briefly pause to appreciate the odd sensation of looking at pictures of persons long deceased who look younger and healthier than yourself.", "endoftext": false }, { "action": "You examine third", "response": "Your Grandmother, with longer hair, with her arms around several other girls at the beach. One of them you think is your aunt based on the strong family resemblance, but you can't be sure. The photographer's shadow has snuck into the bottom of the picture; a man wearing a cowboy hat.", "endoftext": false }, { "action": "You look at fourth", "response": "Your Grandfather, older now.. obviously taken after the War, is standing next to your Grandmother holding their first child - your mother Gwen Sorich. Your Grandfather has a beard in this photo and early streaks of gray. His eyes are not as exuberant as in the first photo, he looks guarded and weary. Your Grandmother is looking away while your Grandfather looks straight at the camera. Your Mom looks as goofy as ever.", "endoftext": true }, { "action": "You look around", "response": "You are in a cramped hallway. The kitchen is to the east with\nother rooms lying to the north and south. The door to the back porch is to the west.\nYou see the first photograph, the second photograph, the third photograph, and the fourth photograph here.", "endoftext": false }, { "action": "Inventory", "response": "You have a pair of white fishing boots (being worn), a small key, a bag, a keyrack, a piece of withered meat, and a calendar.", "endoftext": false }, { "action": "You go north", "response": "This tiny room contains little more than a commode and a sink, the less glamorous side of the house. The bathtub had been removed years ago leaving only a small, unfinished space.", "endoftext": false }, { "action": "You examine the sink", "response": "The bowl of the sink long ago gave up it's white brilliance to rusty calcium deposits.", "endoftext": false }, { "action": "You examine the commode", "response": "Why do people feel compelled to look into toilets? What were you really hoping to find? Let's just say that after ten years of non-use, the toilet has dark calcium stains from the stagnant coastal water collected at the bottom of the bowl.", "endoftext": false }, { "action": "You go to the south", "response": "You see the first photograph, the second photograph, the third photograph, and the fourth photograph here.", "endoftext": false }, { "action": "Go south", "response": "You are in your grandparents old room. There is an antique bed\nalong the south wall dressed with cheap sheets and pillows. A sun-stained small carpet covers the floor in the center. Along the east wall there is a wooden dresser and a matching nightstand.\nSitting on the nightstand is a photo of Grandma.", "endoftext": false }, { "action": "You examine photo", "response": "This was the last picture taken of your grandmother. She is sitting alone on the cement stairs at the front of the house looking quite frail. Her tired smile and weary look makes you think she must have known she didn't have much time left. You notice she's wearing an ornate silver locket that you had never noticed her wearing during your visits together.", "endoftext": false }, { "action": "You examine the carpet", "response": "The rug is multi-colored with circular patterns that would look tacky anywhere but a coast house owned by your grandparents.", "endoftext": false }, { "action": "You look at the bed", "response": "This ornate bed seems to date back from early in the 20th century. It smells faintly of mothballs and has generations of drool stains on it's sheets. (At least you hope that's drool...)", "endoftext": false }, { "action": "You open the dresser", "response": "Opening the wooden dresser reveals Sammy Seal Water Wings and a cotton jacket.", "endoftext": false }, { "action": "You take the Wings", "response": "Woohoo! Your score has increased.\n\nTaken.", "endoftext": false }, { "action": "You look at Wings", "response": "These vinyl inflatable floats were probably bought by your grandparents years ago to help teach your young niece to swim. They have repeating prints of Sammy The Seal doing dives and tricks on them. There is a small warning tag on them.\nThere is a small tear in one of the Water Wings.\nThe water wings are currently deflated.", "endoftext": false }, { "action": "You read the tag", "response": "`For ages 4-8. Provides enough flotation for a child up to 75 lbs.'", "endoftext": false }, { "action": "You examine the jacket", "response": "A green cotton jacket. It looks like the one your grandfather is wearing in some of the older photos.", "endoftext": false }, { "action": "You wear the jacket", "response": "You are looking sharp now!\n(First taking the cotton jacket)\nTaken. Okay, you're now wearing the cotton jacket.", "endoftext": false }, { "action": "You examine the nightstand", "response": "A handsome piece to match the dresser.", "endoftext": false }, { "action": "You search the nightstand", "response": "On the nightstand you see a photo of Grandma.", "endoftext": false }, { "action": "You check your inventory", "response": "You have a pair of white fishing boots (being worn), a small key, a bag, a keyrack, a piece of withered meat, a calendar, Sammy Seal Water Wings, and a cotton jacket (being worn).", "endoftext": false }, { "action": "You go north", "response": "You see the first photograph, the second photograph, the third photograph, and the fourth photograph here.", "endoftext": false }, { "action": "Go west", "response": "You'll have to open the back door first.", "endoftext": false }, { "action": "You unlock the back door", "response": "Unlocked.", "endoftext": true }, { "action": "You look around", "response": "You're standing outside the boatshed. The overgrown weeds and sand build up around the large corrugated sliding door indicate that the door hasn't been opened in some time. A nasty looking puddle breeding mosquitoes lies in the middle of the path to the east.", "endoftext": false }, { "action": "Unlock boatshed", "response": "(with the small key)\nUnlocked.", "endoftext": false }, { "action": "You open door", "response": "Opened.", "endoftext": false }, { "action": "You go west", "response": "Even in broad daylight, the interior of the boatshed gives you the spook. The walls and rafters are covered in cobwebs and you catch spiders and other crawling nastiness lurking in the dark spaces that heretofore had been undisturbed for years. Your grandfather's boat is not here - your Uncle Alexander had sold it shortly after he was put into the rest home.\nYou see a sturdy tacklebox here.", "endoftext": false }, { "action": "You open the tacklebox", "response": "Opening the sturdy tacklebox reveals a fish hook, a bicycle tire repair kit, and a Daiwa baseball cap.", "endoftext": false }, { "action": "You fix Wings", "response": "What do you want to repair them with?", "endoftext": false }, { "action": "You fix Wings with the kit", "response": "With a steady hand and skills honed years ago in the Scouts, you manage to repair the small hole in Sammy with the bicycle repair kit. No doubt, Sammy is sea-worthy again.", "endoftext": false }, { "action": "You look at the cap", "response": "An old baseball cap with the Daiwa logo embossed on the front. It seems well worn - and by someone with a sweaty head at that! Someone has scrawled their name inside the hat.", "endoftext": false }, { "action": "You read the cap", "response": "`McHugh'", "endoftext": false }, { "action": "You wear the hat", "response": "(First taking the Daiwa baseball cap)\nYou've already got your hands full.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You have a pair of white fishing boots (being worn), a small key, a bag, a keyrack, a piece of withered meat, a calendar, Sammy Seal Water Wings, a cotton jacket (being worn), and a sturdy tacklebox. The sturdy tacklebox seems to contain a fish hook, a bicycle tire repair kit, and a Daiwa baseball cap.", "endoftext": false }, { "action": "You drop the keyrack", "response": "Dropped.", "endoftext": false }, { "action": "You put the key in the bag", "response": "Done.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You have a pair of white fishing boots (being worn), a bag, a calendar, Sammy Seal Water Wings, a cotton jacket (being worn), and a sturdy tacklebox. The bag seems to contain a small key and a piece of withered meat. The sturdy tacklebox seems to contain a fish hook, a bicycle tire repair kit, and a Daiwa baseball cap.", "endoftext": true }, { "action": "You look at your surroundings", "response": "Even in broad daylight, the interior of the boatshed gives you the spook. The walls and rafters are covered in cobwebs and you catch spiders and other crawling nastiness lurking in the dark spaces that heretofore had been undisturbed for years. Your grandfather's boat is not here - your Uncle Alexander had sold it shortly after he was put into the rest home.\nYou see a keyrack here.", "endoftext": false }, { "action": "You wear the cap", "response": "(First taking the Daiwa baseball cap)\nTaken. Okay, you're now wearing the Daiwa baseball cap.", "endoftext": false }, { "action": "Go east", "response": "A fisherman is sitting on an old bucket near a sink de-veining\nshrimp.\n`The sea buries her secrets,' mumbles the fisherman.", "endoftext": false }, { "action": "Inventory", "response": "You have a pair of white fishing boots (being worn), a bag, a calendar, Sammy Seal Water Wings, a cotton jacket (being worn), a sturdy tacklebox, a Daiwa baseball cap (being worn), and a keyrack. The bag seems to contain a piece of withered meat. The sturdy tacklebox seems to contain a fish hook and a bicycle tire repair kit. The keyrack seems to contain a small key.\nThe fisherman mumbles something about a north wind blowing through.", "endoftext": false }, { "action": "You show the cap to the fisherman", "response": "The fisherman looks at the hat long and hard for a moment before speaking, this time quite clearly. `I never really expected to see that hat again. I loaned it to your grandfather the last time we went out fishing together. Your grandfather and I were once very, very close friends. The old coot in his youth was one of the nicest, friendliest guys you could know. Everything changed after we got back from the war. He pulled away from us all for years. Only in the last few years of your grandmother's life did he seem to open up again to us. This hat goes back to the days of our friendship, if it's all the same to you, I'd like it when you're done - if it's no trouble.'\nThe fisherman continues to slice through the backs of shrimp\nflinging the offal into the water where it's quickly snarfed by hardheads.", "endoftext": false }, { "action": "You ask the fisherman about Grandfather", "response": "`George Sorich and I grew up practically brothers. Both of us had\nto work on the harbor emptying nets, neither of our parents could afford to hire much help. South was much different then. He was a good mam, but got too stubborn for his own good. Dwelled too much on the past - wasn't was good for him.'\nThe fisherman pauses, wipes sweat from his lined forehead, sighs heavily, and resumes carving the shrimp.", "endoftext": false }, { "action": "You ask the fisherman about Grandmother", "response": "`Lovely woman she was, and made the best fried shrimp y'ever had as well! Probably the sweetest woman I ever met. Having her husband away during the war was hard on her, Hell, on everyone!'\n`Squall of '67 blew down the whole town,' mumbles the fisherman.", "endoftext": false }, { "action": "You give the cap to the fisherman", "response": "McHugh looks sentimental as he takes the hat. He admires it closely and then says, `You know, I believe I have something for you too. Are you going to be in town for awhile? Yes? Well, then, I'll be back in a hour or so with something you may find interesting. I'll know where to find you.' With that thought, the fisherman grabs his belongings and walks away.", "endoftext": false }, { "action": "Inventory", "response": "You have a pair of white fishing boots (being worn), a bag, a calendar, Sammy Seal Water Wings, a cotton jacket (being worn), a sturdy tacklebox, and a keyrack. The bag seems to contain a piece of withered meat. The sturdy tacklebox seems to contain a fish hook and a bicycle tire repair kit. The keyrack seems to contain a small key.", "endoftext": false }, { "action": "You go west", "response": "Beach Road.. near the harbor", "endoftext": false }, { "action": "You go to the north", "response": "Beach Road.. in front of house", "endoftext": false }, { "action": "You drop all", "response": "pair of white fishing boots: (Taking off the pair of white fishing boots first)\nDropped.\nbag: Dropped.\ncalendar: Dropped.\nSammy Seal Water Wings: Dropped.\ncotton jacket: (Taking off the cotton jacket first)\nDropped.\nsturdy tacklebox: Dropped.\nkeyrack: Dropped.", "endoftext": false }, { "action": "Inflate Wings", "response": "You take a deep breath and blow hard into the air nipples on the Sammy Seal Water Wings.", "endoftext": false }, { "action": "You examine Wings", "response": "These vinyl inflatable floats were probably bought by your grandparents years ago to help teach your young niece to swim. They have repeating prints of Sammy The Seal doing dives and tricks on them. There is a small warning tag on them.\nThere is a small rubber patch on one of the wings.\nThe water wings are currently inflated.", "endoftext": false }, { "action": "You wear Wings", "response": "(First taking the Sammy Seal Water Wings)\nTaken. Okay, you're now wearing the Sammy Seal Water Wings.", "endoftext": false }, { "action": "Go east", "response": "Beach Road.. in front of house", "endoftext": false }, { "action": "Go east", "response": "Ignoring the warnings, you boldly start down the pier...\n\nThe waves splash around you shooting up through the planks, the\nfoamy spray offering temporary relief from the Texas heat. You pause gripping the remaining guardrail with your hands and the planks with your toes. With this cat like grip, you slowly inch your way to the end of the pier.\n\nYou see an old house key here.", "endoftext": false }, { "action": "You take the key", "response": "Taken.", "endoftext": false }, { "action": "You go west", "response": "Clinging to the rail, you humbly inch your way back towards land. Entrance to Fishing Pier", "endoftext": false }, { "action": "Go west", "response": "You see a pair of white fishing boots, a bag, a calendar, a cotton jacket, a sturdy tacklebox, and a keyrack here. The bag seems to contain a piece of withered meat. The sturdy tacklebox seems to contain a fish hook and a bicycle tire repair kit. The keyrack seems to contain a small key.", "endoftext": false }, { "action": "You drop the key", "response": "Dropped.", "endoftext": false }, { "action": "You go east", "response": "Ignoring the warnings, you boldly start down the pier...\n\nThe waves splash around you shooting up through the planks, the\nfoamy spray offering temporary relief from the Texas heat. You pause gripping the remaining guardrail with your hands and the planks with your toes. With this cat like grip, you slowly inch your way to the end of the pier.", "endoftext": false }, { "action": "Down", "response": "You put down all your stuff, take a deep breath, pinch your nose\nshut and....\nSplash!\nThe coastal waters envelop you. The taste of the salty water makes you grimace, not to mention the stinging effect it has on your eyes! Instinctively you start kicking towards the surface where you start gasp for air. Did I forget to mention earlier that you're not the strongest swimmer?\nYou felt ridiculous putting them on, but now the water wings are paying off. Their buoyancy gives you the extra boost you need to dog-paddle towards the lost section of pier.\n\nYou are now bobbing in the Gulf's rolling long swells; your patched Sammy the Seal wings helping you to stay afloat. Above you is the remains of the original end of the pier supported by old wooden poles covered with barnacles and starfish. Wedged into the supports is the wreckage of a small fishing boat. It must have blown into the pier during the last storm. The shoreline is visible to the west.", "endoftext": false }, { "action": "You examine the boat", "response": "Only a small portion of the bow remains above water. While you're not a boating expert, you would guess that the boat is about 19-feet long, give or take a few inches now missing from it's hull. Most of the contents of the boat seem to have been salvaged or sank long ago, but the water is so murky it really is hard to tell.", "endoftext": false }, { "action": "Down", "response": "I don't know... sharks could be beneath the surface, and you can't hold your breath very long.", "endoftext": false }, { "action": "You enter the boat", "response": "Didn't you see JAWS? Bad idea!", "endoftext": false }, { "action": "Go east", "response": "Nothing but miles of water in that direction.", "endoftext": true }, { "action": "You look at your surroundings", "response": "You are now bobbing in the Gulf's rolling long swells; your patched Sammy the Seal wings helping you to stay afloat. Above you is the remains of the original end of the pier supported by old wooden poles covered with barnacles and starfish. Wedged into the supports is the wreckage of a small fishing boat. It must have blown into the pier during the last storm. The shoreline is visible to the west.", "endoftext": false }, { "action": "Up", "response": "You give a half-hearted attempt quickly realizing you'd rip your hands to shreds on the barnacles if you tried to climb any of the supports.", "endoftext": false }, { "action": "You examine the poles", "response": "The supports extend up about 8-feet above you holding up the sad remains of the original end of the pier. They are made of some dark wood and are covered with barnacles. As the middle of the pier has washed away, their main function now is to give the local heron a place to roost.", "endoftext": false }, { "action": "Go west", "response": "Bobbing like a wounded manatee, you gradually make your way towards shore.\nBoat Ramp", "endoftext": true }, { "action": "You describe your surroundings", "response": "A small driveway descends into the murky green water of the Texas Gulf. Above the land, scores of black bugs scurry out of your way disappearing into crevices you didn't even notice. In the shallow part of the water you can see the ghostly images of small fish and crabs darting just under the surface. Several tires are securely fastened against the ramp wall to prevent boats from bumping against the breakwater.", "endoftext": true }, { "action": "Look around", "response": "You remember stories your grandfather would tell you about Dalton Harbor back in his day - the shrimp industry supported the town and boats could be seen leaving early in the morning with seagulls circling closely overhead as their nets were drawn up. Now, however, one would uses the term harbor loosely when viewing this small dock. Today's harbor is nothing more than a couple of rotted wooden poles being used to tie old shrimp boats against. The shrimp boats hardly look seaworthy with their hulls scraped and their nets faded and tattered. A small A-shaped sign offers tourist bargains.", "endoftext": false }, { "action": "You look at the sign", "response": "The sign seems to be hand-painted, and badly at that. Guessing by the amount of wear and seagull guano around it's edges, one could probably call it authentic... or junk.. or both.", "endoftext": false }, { "action": "You read the sign", "response": "Captain McHugh's Scenic Bay Tours! $40", "endoftext": false }, { "action": "Go west", "response": "You see a pair of white fishing boots, a bag, a calendar, a cotton jacket, a sturdy tacklebox, a keyrack, and an old house key here. The bag seems to contain a piece of withered meat. The sturdy tacklebox seems to contain a fish hook and a bicycle tire repair kit. The keyrack seems to contain a small key.", "endoftext": false }, { "action": "You take all", "response": "pair of white fishing boots: Taken.\nbag: Taken.\ncalendar: Taken.\ncotton jacket: Taken.\nsturdy tacklebox: Taken.\nkeyrack: Taken.\nold house key: Taken.", "endoftext": false }, { "action": "Inventory", "response": "You have Sammy Seal Water Wings (being worn), a pair of white fishing boots, a bag, a calendar, a cotton jacket, a sturdy tacklebox, a keyrack, and an old house key. The bag seems to contain a piece of withered meat. The sturdy tacklebox seems to contain a fish hook and a bicycle tire repair kit. The keyrack seems to contain a small key.", "endoftext": false }, { "action": "Examine kit", "response": "Despite it's age, the contents all seem to be intact. According to the label, the bicycle tire repair kit is a must have for anyone taking on the open road on two wheels.", "endoftext": false }, { "action": "You unlock door", "response": "(with the old house key)\nIt doesn't fit the lock.", "endoftext": false }, { "action": "Xyzzy", "response": "Can you say that here? I thought that was copyrighted or something...?", "endoftext": false }, { "action": "You drop all", "response": "Sammy Seal Water Wings: (Taking off the Sammy Seal Water Wings first) Dropped.\npair of white fishing boots: Dropped.\nbag: Dropped.\ncalendar: Dropped.\ncotton jacket: Dropped.\nsturdy tacklebox: Dropped.\nkeyrack: Dropped.\nold house key: Dropped.", "endoftext": false }, { "action": "You wear Wings", "response": "(First taking the Sammy Seal Water Wings)\nTaken. Okay, you're now wearing the Sammy Seal Water Wings.", "endoftext": true }, { "action": "Go downwards", "response": "You put down all your stuff, take a deep breath, pinch your nose\nshut and....\nSplash!\nThe coastal waters envelop you. The taste of the salty water makes you grimace, not to mention the stinging effect it has on your eyes! Instinctively you start kicking towards the surface where you start gasp for air. Did I forget to mention earlier that you're not the strongest swimmer?\nYou felt ridiculous putting them on, but now the water wings are paying off. Their buoyancy gives you the extra boost you need to dog-paddle towards the lost section of pier.", "endoftext": false }, { "action": "Go east", "response": "Nothing but miles of water in that direction.", "endoftext": true }, { "action": "You look at your surroundings", "response": "You are now bobbing in the Gulf's rolling long swells; your patched Sammy the Seal wings helping you to stay afloat. Above you is the remains of the original end of the pier supported by old wooden poles covered with barnacles and starfish. Wedged into the supports is the wreckage of a small fishing boat. It must have blown into the pier during the last storm. The shoreline is visible to the west.", "endoftext": false }, { "action": "You examine the boat", "response": "Only a small portion of the bow remains above water. While you're not a boating expert, you would guess that the boat is about 19-feet long, give or take a few inches now missing from it's hull. Most of the contents of the boat seem to have been salvaged or sank long ago, but the water is so murky it really is hard to tell.", "endoftext": false }, { "action": "You look in the boat", "response": "Ay matey.. could there be booty?\nYou find a boat hook!", "endoftext": false }, { "action": "You take the hook", "response": "Woohoo! Your score has increased.\n\nTaken.", "endoftext": false }, { "action": "Go west", "response": "Bobbing like a wounded manatee, you gradually make your way towards shore.\nBoat Ramp", "endoftext": false }, { "action": "You go north", "response": "Beach Road.. in front of house\nYou see a pair of white fishing boots, a bag, a calendar, a cotton jacket, a sturdy tacklebox, a keyrack, and an old house key here. The bag seems to contain a piece of withered meat. The sturdy tacklebox seems to contain a fish hook and a bicycle tire repair kit. The keyrack seems to contain a small key.", "endoftext": true }, { "action": "You look around", "response": "When you were a youngster, you remember this pier being a lot\nlonger, but that was two hurricanes ago. Mother Nature has taken the pier and had her way with it. The pier extends out into the water but the wood is broken and splintered farther out stopping well short of it's original length. A second, inaccessible section of the pier is visible even farther out; the area that connected the two having been washed away.\nOn this side of the pier, only one guardrail remains, the other\nlost to the elements. Choppy water splashes against the few remaining supports beneath the pier sending plumes of water shooting up through the planks. The constant splashes has made the planks of the pier mossy and slick. A sign nearby advised that the pier is closed until storm damage can be repaired. What remains of the pier extends to the east. The service road leads away to the west.", "endoftext": false }, { "action": "You take all", "response": "pair of white fishing boots: Taken.\nbag: Taken.\ncalendar: Taken.\ncotton jacket: You've already got your hands full.\nsturdy tacklebox: You've already got your hands full.\nkeyrack: You've already got your hands full.\nold house key: You've already got your hands full.", "endoftext": false }, { "action": "Inventory", "response": "You have Sammy Seal Water Wings (being worn), a boat hook, a pair of white fishing boots, a bag, and a calendar. The bag seems to contain a piece of withered meat.", "endoftext": false }, { "action": "You drop Wings", "response": "(Taking off the Sammy Seal Water Wings first)\nDropped.", "endoftext": false }, { "action": "Inventory", "response": "You have a boat hook and a bag. The bag seems to contain a piece of withered meat.", "endoftext": false }, { "action": "You wear the boots", "response": "(First taking the pair of white fishing boots)\nTaken. Okay, you're now wearing the pair of white fishing boots.", "endoftext": true }, { "action": "You look around", "response": "Beach Road.. in front of house\nUnevenly paved, Beach Road separates your house from the small\nharbor and pier to the east. A light coat of sand blows across the pavement in lazy swirls. Beach road doesn't see much traffic. The old family house lies to the west. The road continues up a small hill to the north and down towards the edge of town to the south. To the east a small service road heads towards an old fishing pier.\nYou see a sturdy tacklebox, a keyrack, an old house key, Sammy Seal Water Wings, and a calendar here. The sturdy tacklebox seems to contain a fish hook and a bicycle tire repair kit. The keyrack seems to contain a small key.", "endoftext": false }, { "action": "You take all", "response": "sturdy tacklebox: Taken.\nkeyrack: Taken.\nold house key: Taken.\nSammy Seal Water Wings: You've already got your hands full.\ncalendar: Taken.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You have a boat hook, a bag, a pair of white fishing boots (being worn), a cotton jacket (being worn), a sturdy tacklebox, a keyrack, an old house key, and a calendar. The bag seems to contain a piece of withered meat. The sturdy tacklebox seems to contain a fish hook and a bicycle tire repair kit. The keyrack seems to contain a small key.", "endoftext": true }, { "action": "Look around", "response": "Beach Road.. in front of house\nUnevenly paved, Beach Road separates your house from the small\nharbor and pier to the east. A light coat of sand blows across the pavement in lazy swirls. Beach road doesn't see much traffic. The old family house lies to the west. The road continues up a small hill to the north and down towards the edge of town to the south. To the east a small service road heads towards an old fishing pier.\nYou see Sammy Seal Water Wings here.", "endoftext": false }, { "action": "You go north", "response": "Beach Road.. in front of house\nYou see Sammy Seal Water Wings here.", "endoftext": true }, { "action": "Look around", "response": "Beach Road.. in front of house\nUnevenly paved, Beach Road separates your house from the small\nharbor and pier to the east. A light coat of sand blows across the pavement in lazy swirls. Beach road doesn't see much traffic. The old family house lies to the west. The road continues up a small hill to the north and down towards the edge of town to the south. To the east a small service road heads towards an old fishing pier.\nYou see Sammy Seal Water Wings here.", "endoftext": false }, { "action": "You examine the door", "response": "The door to the mansion looks to be made out of oak. It's very nice. There's a plaque on it.", "endoftext": false }, { "action": "You examine house", "response": "The two-story house is freshly painted - a stark contrast to the rest of the dwellings in the area. The front door has a brass plaquard and there is a small stone memorial nearby.", "endoftext": false }, { "action": "You examine the chair", "response": "One of Walmart's finest, a single piece of molded plastic; perfect for giving someone a sore ass while they scope out the water.", "endoftext": false }, { "action": "Go west", "response": "You'll have to open the sliding glass door first.", "endoftext": false }, { "action": "You open the door", "response": "It's locked.", "endoftext": false }, { "action": "You unlock door", "response": "(with the old house key)\nUnlocked.", "endoftext": false }, { "action": "You open it", "response": "The door slides open with some effort.", "endoftext": false }, { "action": "You look at the air", "response": "Ah, they don't make them like they used to. This giant wall-mounted hulk of an air conditioner had the prime responsibility of cooling down the entire house. You remember your uncles always fretting that it was going to give out at any moment and then the house would be doomed. Standing now in the sweltering heat of the abandoned house you can appreciate why they were so worried!\nThe behemoth air conditioner pumps out cool air in laborious grunts.", "endoftext": false }, { "action": "You look at the closet", "response": "The utility closet is open. There's nothing in the utility closet.", "endoftext": false }, { "action": "You look at the tv", "response": "The evenings from your childhood summers that didn't take place sitting on the porch took place watching this television. As the nearest broadcasting station was 60 miles away station the images were usually just scratchy ghosts. The TV has long gone silent and can now basically be considered merely a bulky paperweight with fake wooden paneling.", "endoftext": false }, { "action": "You examine the rocking", "response": "Which rocking do you mean, the rocking chair, or the chair cushion?", "endoftext": false }, { "action": "Both", "response": "rocking chair: An old rocking chair with a small foamy cushion for marginal comfort.\nchair cushion: You poke the cushion... it might be comfortable enough to get you through one movie, but not a marathon.", "endoftext": false }, { "action": "You examine the fridge", "response": "Small white refrigerator. Probably hasn't been turned on since Reagan was president.\nThe refrigerator is currently closed.", "endoftext": false }, { "action": "You examine the screen", "response": "The back porch was actually a separate addition to the house a few years after the last construction. The screen door doesn't seem to be doing a good job of keeping out the mosquitoes.", "endoftext": false }, { "action": "You open door", "response": "It's already open.", "endoftext": true }, { "action": "You describe your surroundings", "response": "Even in broad daylight, the interior of the boatshed gives you the spook. The walls and rafters are covered in cobwebs and you catch spiders and other crawling nastiness lurking in the dark spaces that heretofore had been undisturbed for years. Your grandfather's boat is not here - your Uncle Alexander had sold it shortly after he was put into the rest home.", "endoftext": false }, { "action": "You read the mausoleum", "response": "` Claude Dalton\nb. 1900 d. 1947\nForever in our Hearts ---\nColonel Clyde Beauregard Dalton\nb. 1898 d. 1949\nTown Father and World War 1'", "endoftext": false }, { "action": "You examine gate", "response": "The gates are indeed old and rusty.", "endoftext": false }, { "action": "You examine the shiny object", "response": "It's hard to tell from here, but it looks like a small round silver locket. It seems to have a small clasp so that it can be opened.", "endoftext": false }, { "action": "You take the locket", "response": "You reach through crack in the grave cover but Grandma, and her locket, are about 4-feet beyond your reach.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You have a boat hook, a bag, a pair of white fishing boots (being worn), a cotton jacket (being worn), a sturdy tacklebox, a keyrack, an old house key, and a calendar. The bag seems to contain a piece of withered meat. The sturdy tacklebox seems to contain a fish hook and a bicycle tire repair kit. The keyrack seems to contain a small key.", "endoftext": false }, { "action": "You take the locket with hook", "response": "Which hook do you mean, the boat hook, or the fish hook?", "endoftext": false }, { "action": "Boat", "response": "Woohoo! Your score has increased.\n\nReaching through the cracked grave cover with the boat hook, you manage to snag the hook around the locket. With some subtle maneuvering and no small amount of awkward fumbling, you manage to wrangle the locket over the skull of your grandmother and pull it up through the crevice!\n\nlocket. Inside, you see two small black and white photos: on the left is a picture of your grandfather George Sorich and on the right Col. Clyde Dalton!\n\n`So I guess now you know.'\n\nThe sudden voice startles you! With a jump you turn about to see\nthe old fisherman McHugh looking at you with an odd expression of shame and pity. `I figured you'd probably suspected something, otherwise why would you've come? When your grandfather was away on the war old Dalton was running the numbers on everyone in town. When poor Eleanor couldn't afford the house payments or food for her and her mother, old man Dalton started taking liberties. When George came home from the war, he found his young wife carrying another man's child.'\n\nwithin the pendant. You take a closer look at the tiny portrait of Dalton. A knot starts forming in your stomach as you now realize you share a resemblance to the man - your real grandfather.\n\n`Yeah, well, here's what I came to give you. It's a copy of\nDalton's will. You'll see, that if you're really Gwen's oldest child, it looks like you probably have claim the Dalton estate, what's left of it anyway. It was passed down to his heirs, but your grandmother was too proud to claim it. I know your grandma never wanted to touch the money while she was alive - she never wanted your mom to know who her real father was. I suppose your grandfather sent you out here?\nHe must've had his reasons...'\n\ndirection of the Mansion.\n\n*** You have won.. if you can consider defiling your grandmother's eternal rest really winning ***\n\nIn a total of 451 turns, you have achieved a score of 50 points out of a possible 50.\n\nYou may restore a saved game, start over, undo the last move, or quit. Please enter RESTORE, RESTART, UNDO, or QUIT: >", "endoftext": true } ]
hqjjswyesj1gjm7v
Frobozz Magic Support
Nate Cull
[ "Zorkian" ]
[ "fan fiction", "TADS", "TADS 2", "walkthrough", "Xyzzy Awards 1996", "XYZZY Best Individual NPC", "Zork" ]
1,996
[ 1, 3, 3, 0, 0 ]
7
3.714286
20080201
false
You play as a novice glyph support clerk but no one's around but an animated burin. It seems the more experienced support clerks are either lost, got themselves un-implemented, or got stuck in a timeloop. And, of course, everyone else in Zork wants assistance too. No one said your first day on the job would be easy!
[ { "action": "%", "response": "GlkTADS - A text-only TADS 2.5.3 Interpreter.\n\nMaintained by Stephen Granade <[email protected]>\n\n\"Hello. You have reached the Frobozz Magic Support Company hotglyph. All our adepts are busy at present, but if you keep chanting the invocation you used to summon this image, a support clerk will be with you shortly. In the meantime, please relax while the Accardia Barbershop Musicians Guild presents Movements VIII-XVI of 'Ode to Belboz'. Thank you for summoning Frobozz Magic Support.\"\n\n\n\nThe six interior walls of this perfectly cubical room are perfectly white and featureless. A single silver compass rose, balancing a delicate crystal sphere on its bloom, floats like a pedestal above the floor.", "endoftext": false }, { "action": "You look at the bar", "response": "It's a bar of everyone's favourite snack food, granola. Stamped into its side are the words \"Product of the Frobozz Magic Granola Mining Company Antharia.\"", "endoftext": false }, { "action": "You look at Book", "response": "The book is leather-bound and bears the title \"My Log Book\" in flowing gilt lettering. It is currently closed.", "endoftext": false }, { "action": "Xyzzy", "response": "Unfortunately, you never quite finished Elementary Enchanting 101, so you have no idea how to cast, or even learn, that spell. If indeed it is a spell.", "endoftext": false }, { "action": "You open Book", "response": "As you open the log book, an animated burin flutters out.\n\n\"Hi there,\" says the burin cheerfully. \"You must be the new support clerk everyone's been talking about. No, don't say it, I know what you're going to ask. What's such a smart and attractive burin like me doing in a low paid job like Magic Support? Well, I've asked myself that same question many times, believe me, and the best answer I've come up with is that I love my work. Yes sir, I just love task logging. Give me a task to log, any task, and I'll have it written down before you can say Zebulon's your uncle!\"", "endoftext": false }, { "action": "Yes", "response": "\"Great! I can see we're going to get along famously, Zog the mighty.\" The burin buzzes around excitedly, then settles into a casual hovering pattern over your head.", "endoftext": false }, { "action": "You look at burin", "response": "This burin looks much every other burin you've seen, except for the small wings protruding from its pen-like body, and the tiny glowing eyes on its nib.", "endoftext": false }, { "action": "Log task", "response": "The burin blinks at you. \"I don't see any task worth logging here.\"\n\n\"This reminds me of Old Quendor,\" muses the burin to itself. \"Or was it Kroz? Anyways, thems were the days, they had real adventurers back then, yessiree.\"", "endoftext": false }, { "action": "You look at the pedestal", "response": "The compass rose is so beautiful it would bring tears to the eyes of a grue. Oddly enough, it seems to float perfectly centred in the middle of the room.", "endoftext": false }, { "action": "You read Log", "response": "The opened log book contains a list of previous magic support problems and solutions, signed and dated by the clerk on duty at the time.\n\n24/4 Malyon spell backfired; burin accidentally animated. Oops. Zuzvuz.\n27/4 Adventurer eaten by stray grues. Resurrected with gaspar. Zuzvuz.\n32/4 Trolls ravaging village. Applied two-handed axe; resolved. Felenar.\n6/5 Some trouble communicating with cyclops. See legend 2001. Zuzvuz.\n13/5 Adventurer llepsed gaspar. Summoned Implementors. Zuzvuz.\n17/5 Implementors de-implemented Zuzvuz. Attempted blorple to Old Quendor. Felenar.\n20/5 Felenar and Zuzvuz missing. Sent replacement job application to GUE Tech. Sorkin.\n23/5 GUE Tech gated to Old Quendor. Llepsed golmac might work. Sorkin.\n29/5 Two words: why me? New support clerk arrives tomorrow. Must train\nbefore (after) breaking Sorkin's time loop. Assuming\ncounterspell\nexists, if not... Helistar.", "endoftext": false }, { "action": "You ask burin about Sorkin", "response": "The burin launches into a lengthy exposition on the meaning of life, with special consideration to the role of sentient burins as its prime representatives. After discussing and refuting all imaginable challenges to this thesis, the burin abruptly stops and says, \"I'm sorry, what was the question again?\"\n\nThe burin practises its penthingship.", "endoftext": false }, { "action": "You ask burin about Log", "response": "\"It's a log book,\" explains the burin patiently. \"Used for logging Magic Support tasks. When you finish a task, just tell me to log it and I'll write all the details up for you. I'm really very good at it. It's almost as if I were born to log tasks, and nothing else.\"", "endoftext": false }, { "action": "You ask burin about the job", "response": "The burin thinks for a moment and replies, \"Tuesday.\"", "endoftext": false }, { "action": "You ask burin about the rose", "response": "The burin flaps thoughtfully and replies, \"According to the traditional Thardon the Deep interpretation of Blorbaz the Seer, which was of course completely rejected by Antrodon, advisor to Duncanthrax himself, there are such an infinite number of potential frames of reference that it is quite impossible for two individuals to discourse intelligently about a compass rose without losing all touch with reality. But I don't believe a word of that myself.\"", "endoftext": false }, { "action": "You take burin", "response": "The burin flits out of reach.", "endoftext": false }, { "action": "You ask burin about the helistar", "response": "The burin thinks for a moment and replies, \"The butler, in the Double Fanucci room, with the wand of polymorphism.\"", "endoftext": false }, { "action": "You ask burin about Zuzvuz", "response": "The burin thinks for a moment and replies, \"No.\"\n\nThe burin nibbles softly at your ear.", "endoftext": false }, { "action": "Turn rose", "response": "You feel a strong desire to go somewhere, anywhere.", "endoftext": false }, { "action": "You ask burin about yourself", "response": "The burin stretches its wings and preens. \"Of course, I'm sure I could tell you everything ever written about yourself, but that would spoil all the fun, wouldn't it?\"\n\nThe burin flies a slow loop around your shoulder.", "endoftext": false }, { "action": "You take the sphere", "response": "A warning nymph appears before you, writes \"You do know you're not allowed to take company property, don't you?\" in the air with her finger, then vanishes with a broad wink.", "endoftext": false }, { "action": "Go north", "response": "Oddly enough, you find your way blocked by an invisible barrier.\n\n\"Isn't this fun?\" giggles the burin. \"By the Quill, 'twill make a tall tale to tell thy tykes.\"", "endoftext": false }, { "action": "You look at the rose", "response": "The compass rose is so beautiful it would bring tears to the eyes of a grue. Oddly enough, it seems to float perfectly centred in the middle of the room.", "endoftext": false }, { "action": "You touch the sphere", "response": "The sphere vibrates in your hands, and an image takes form in your mind:\n\nYou are standing on a barren, windswept plain. A knight in black armour clatters past toward a foreboding stone tower, and from the distance, a beautiful maiden's voice calls out. \"Help me! My rezrov scroll is gone and I must flee before the Dark Lord comes!\"\n\nSlowly, the vision fades. You feel vaguely disoriented for a moment.", "endoftext": false }, { "action": "Go north", "response": "As you move in that direction, the universe abruptly turns itself inside out.\n\nThe road bends here, running northwest to a distant tower and south to the mountains. Across a barren plain to the east, a wide rutted cart track bears the scars of recent heavy troop movements.\n\nYou see a white cube here.\n\nAn animated burin flies in small circles around your head.\n\n\"You aren't lost, are you?\" quips the burin worriedly.", "endoftext": false }, { "action": "Log task", "response": "The burin blinks at you. \"I don't see any task worth logging here.\"", "endoftext": false }, { "action": "Go east", "response": "You have stumbled into the camp of some invading army. Tents, battering rams and hand weapons are stacked neatly all around, awaiting the coming attack. Nobody appears to have noticed you yet, but you have the distinct feeling that novice magic support clerks are not highly regarded around here. The plain opens to the west.\n\nYou see a black cube here.\n\nAn animated burin hovers over your head.\n\nThe burin gives a screech of agony and dives back into the log book, which snaps closed after it.", "endoftext": false }, { "action": "You examine cube", "response": "The cube is about an inch on a side, and is featureless black, apart from a tiny legend embossed on one face.", "endoftext": false }, { "action": "You look at the legend", "response": "\"Frobozz Magic Defence Research Company Weapons Grade Antimagic.\"", "endoftext": false }, { "action": "You get the cube", "response": "Taken.", "endoftext": false }, { "action": "Go west", "response": "The road bends here, running northwest to a distant tower and south to the mountains. Across a barren plain to the east, a wide rutted cart track bears the scars of recent heavy troop movements.\n\nYou see a white cube here.", "endoftext": false }, { "action": "You touch the white cube", "response": "As you touch the cube, the universe abruptly turns itself inside out.\n\nThe six interior walls of this perfectly cubical room are perfectly white and featureless. A single silver compass rose, balancing a delicate crystal sphere on its bloom, floats like a pedestal above the floor.\n\nThe black cube vaporises instantly!\nThe crystal sphere tumbles to the floor!\nThe compass rose bursts into a flower of flame!", "endoftext": false }, { "action": "You go south", "response": "This north-south highway seems to lead forever through a barren wilderness. Distant mountains to the south remain constantly on the horizon. A billboard to the side of the road reads \"Why.\"", "endoftext": false }, { "action": "You go south", "response": "This north-south highway seems to lead forever through a barren wilderness. Distant mountains to the south remain constantly on the horizon. A billboard to the side of the road reads \"walk.\"", "endoftext": false }, { "action": "Go south", "response": "This north-south highway seems to lead forever through a barren wilderness. Distant mountains to the south remain constantly on the horizon. A billboard to the side of the road reads \"when.\"", "endoftext": false }, { "action": "You go south", "response": "This north-south highway seems to lead forever through a barren wilderness. Distant mountains to the south remain constantly on the horizon. A billboard to the side of the road reads \"you.\"", "endoftext": false }, { "action": "Go south", "response": "This north-south highway seems to lead forever through a barren wilderness. Distant mountains to the south remain constantly on the horizon. A billboard to the side of the road reads \"can.\"", "endoftext": false }, { "action": "You go south", "response": "This north-south highway seems to lead forever through a barren wilderness. Distant mountains to the south remain constantly on the horizon. A billboard to the side of the road reads \"take.\"", "endoftext": false }, { "action": "You go to the south", "response": "This north-south highway seems to lead forever through a barren wilderness. Distant mountains to the south remain constantly on the horizon. A billboard to the side of the road reads \"a.\"", "endoftext": false }, { "action": "Go south", "response": "This north-south highway seems to lead forever through a barren wilderness. Distant mountains to the south remain constantly on the horizon. A billboard to the side of the road reads \"cube?.\"", "endoftext": false }, { "action": "You go south", "response": "This north-south highway seems to lead forever through a barren wilderness. Distant mountains to the south remain constantly on the horizon. A billboard to the side of the road reads \"Frobozz.\"", "endoftext": false }, { "action": "Go south", "response": "This north-south highway seems to lead forever through a barren wilderness. Distant mountains to the south remain constantly on the horizon. A billboard to the side of the road reads \"Magic.\"", "endoftext": false }, { "action": "You go south", "response": "This north-south highway seems to lead forever through a barren wilderness. Distant mountains to the south remain constantly on the horizon. A billboard to the side of the road reads \"Billboard.\"", "endoftext": false }, { "action": "Go south", "response": "This north-south highway seems to lead forever through a barren wilderness. Distant mountains to the south remain constantly on the horizon. A billboard to the side of the road reads \"Company.\"", "endoftext": false }, { "action": "Go south", "response": "This north-south highway seems to lead forever through a barren wilderness. Distant mountains to the south remain constantly on the horizon. A billboard to the side of the road reads \"....\"", "endoftext": false }, { "action": "You go north", "response": "You see a white cube here.\n\nYou wander across the plain for a while, but find nothing of interest, so you return to the road.\n\nYou wander across the plain for a while, but find nothing of interest, so you return to the road.\n\nYou wander across the plain for a while, but find nothing of interest, so you return to the road.", "endoftext": false }, { "action": "Go northwest", "response": "You are standing beneath a menacing black stone tower. The only entrance at ground level seems to be a sturdy oak door which is shut and bolted fast. However, rough stone steps wind up around the outside and vanish somewhere near the top. The road leads back across a barren plain to the southeast.", "endoftext": false }, { "action": "You look at the door", "response": "It's firmly shut, and plans to stay that way.", "endoftext": false }, { "action": "You examine Tower", "response": "It looks like a Frobozz Magic Castle Company Princess Peril (TM) Tower For Her, as advertised in last month's catalog edition of \"Better Keeps and Dungeons\".", "endoftext": false }, { "action": "You look at the steps", "response": "The steps lead upward.", "endoftext": false }, { "action": "Go upwards", "response": "(climbing the steps)\nAtop the Tower\nYou are crouched on a minnaret at the top of a menacing stone tower. Rough stone steps lead down around the outside and vanish somewhere near the ground. A dark chimney opening to the northwest seems the only way in - but once inside, you could not climb back out.", "endoftext": true }, { "action": "Go downwards", "response": "(climbing down the steps)\nOutside the Tower\nYou are standing beneath a menacing black stone tower. The only entrance at ground level seems to be a sturdy oak door which is shut and bolted fast. However, rough stone steps wind up around the outside and vanish somewhere near the top. The road leads back across a barren plain to the southeast.", "endoftext": false }, { "action": "You drop the black cube", "response": "Dropped.", "endoftext": false }, { "action": "Go southeast", "response": "The road bends here, running northwest to a distant tower and south to the mountains. Across a barren plain to the east, a wide rutted cart track bears the scars of recent heavy troop movements.\n\nYou see a white cube here.", "endoftext": false }, { "action": "You touch the cube", "response": "As you touch the cube, the universe abruptly turns itself inside out.\n\nThe six interior walls of this perfectly cubical room are perfectly white and featureless. A single silver compass rose, balancing a delicate crystal sphere on its bloom, floats like a pedestal above the floor.", "endoftext": false }, { "action": "You touch the sphere", "response": "The sphere vibrates in your hands, and an image takes form in your mind:\n\nYou are swimming in the depths of an unfathomable ocean. A dark shape with sleek fins and hundreds of shiny white teeth looms toward you and thinks, \"Eat eat hungry eat, er, this is most embarrassing, but my snavig spell appears to have jammed on. Could you possibly help?\"\n\nSlowly, the vision fades. You feel vaguely disoriented for a moment.", "endoftext": false }, { "action": "You open Log", "response": "Opened. The burin flutters out again.", "endoftext": false }, { "action": "You ask burin about the snavig", "response": "The burin thinks for a moment and replies, \"Tuesday.\"", "endoftext": true }, { "action": "Look around", "response": "The six interior walls of this perfectly cubical room are perfectly white and featureless. A single silver compass rose, balancing a delicate crystal sphere on its bloom, floats like a pedestal above the floor.\n\nAn animated burin is perched on your head.\n\nThe burin makes a lunge at its shadow, and misses.", "endoftext": false }, { "action": "Go east", "response": "As you move in that direction, the universe abruptly turns itself inside out.\n\nYou are standing on a tiny rock islet, barely more than a few feet across, in the middle of a vast ocean. No land is visible in any direction, and the water swirls threateningly about your feet.\n\nYou see a white cube here.\n\nAn animated burin hovers over your head.", "endoftext": false }, { "action": "You examine the ocean", "response": "You see a circling fin far below.", "endoftext": false }, { "action": "You examine the fin", "response": "It has a fishy kind of look to it.", "endoftext": false }, { "action": "No", "response": "You wisely decide to stay high and dry.", "endoftext": false }, { "action": "You touch the cube", "response": "As you touch the cube, the universe abruptly turns itself inside out.\n\nThe six interior walls of this perfectly cubical room are perfectly white and featureless. A single silver compass rose, balancing a delicate crystal sphere on its bloom, floats like a pedestal above the floor.\n\nAn animated burin flies in small circles around your head.\n\n\"If you can pick it up, it's yours,\" the burin sniggers sagely.", "endoftext": false }, { "action": "You touch the sphere", "response": "The sphere vibrates in your hands, and an image takes form in your mind:\n\nYou are in pitch darkness. From all around you can hear horrible lurking droolings, and a single sudden metallic clatter. A nervous voice says, \"Hello? Can you bring a new battery? I don't know for sure, but I think these might be gr - \"\n\nSlowly, the vision fades. You feel vaguely disoriented for a moment.", "endoftext": false }, { "action": "You touch the sphere", "response": "The sphere vibrates in your hands, and an image takes form in your mind:\n\nYou are standing on the peak of a mountain reaching high above the rim of the world. Dazzling light fills your eyes, and a hollow voice booms down:\n\"Don't try to match wits with us, Zuzvuz. We'll consider your request for reimplementation in the next beta release, not a single compile before.\"\n\nSlowly, the vision fades. You feel vaguely disoriented for a moment.\n\nThe burin preens itself, licking traces of ink from its nib.", "endoftext": false }, { "action": "You go upwards", "response": "As you move in that direction, the universe abruptly turns itself inside out.\n\nYou are standing on the apex of a towering rock pinnacle high in the southern mountains. Before you, to the northeast, stands the unfinished shell of a building, presumably a temple of some kind.\n\nYou see a white cube here.\n\nAn animated burin is perched on your head.", "endoftext": false }, { "action": "You look at the temple", "response": "The temple, or what parts of have been built, appears to have been carved out of perfectly white rock, but its age or purpose is unguessable. An elaborate ornamental frieze runs around the temple's outside walls, covered with cryptic runes.", "endoftext": false }, { "action": "You look at the frieze", "response": "oqg974 qhe 5y3 d9j0o353e g99i 9r 548qow 0oqd3 5y3j\n9h 5y3 d7g3 8h 5yq5 94e34 5y3h dqw5 123456 r974\n58j3w e9h5 t35 85 249ht w8th3e 5y3 8j0o3j3h594w", "endoftext": false }, { "action": "%", "response": "GlkTADS - A text-only TADS 2.5.3 Interpreter.\n\nMaintained by Stephen Granade <[email protected]>\n\n\"Hello. You have reached the Frobozz Magic Support Company hotglyph. All our adepts are busy at present, but if you keep chanting the invocation you used to summon this image, a support clerk will be with you shortly. In the meantime, please relax while the Accardia Barbershop Musicians Guild presents Movements VIII-XVI of 'Ode to Belboz'. Thank you for summoning Frobozz Magic Support.\"\n\n\n\nThe six interior walls of this perfectly cubical room are perfectly white and featureless. A single silver compass rose, balancing a delicate crystal sphere on its bloom, floats like a pedestal above the floor.", "endoftext": false }, { "action": "You open Book", "response": "As you open the log book, an animated burin flutters out.\n\n\"Hi there,\" says the burin cheerfully. \"You must be the new support clerk everyone's been talking about. No, don't say it, I know what you're going to ask. What's such a smart and attractive burin like me doing in a low paid job like Magic Support? Well, I've asked myself that same question many times, believe me, and the best answer I've come up with is that I love my work. Yes sir, I just love task logging. Give me a task to log, any task, and I'll have it written down before you can say Zebulon's your uncle!\"", "endoftext": false }, { "action": "Yes", "response": "\"Great! I can see we're going to get along famously, Krosk lord of blood.\" The burin buzzes around excitedly, then settles into a casual hovering pattern over your head.", "endoftext": false }, { "action": "You touch the sphere", "response": "The sphere vibrates in your hands, and an image takes form in your mind:\n\nYou are standing on a barren, windswept plain. A knight in black armour clatters past toward a foreboding stone tower, and from the distance, a beautiful maiden's voice calls out. \"Help me! My rezrov scroll is gone and I must flee before the Dark Lord comes!\"\n\nSlowly, the vision fades. You feel vaguely disoriented for a moment.", "endoftext": false }, { "action": "You touch the sphere", "response": "The sphere vibrates in your hands, and an image takes form in your mind:\n\nYou are swimming in the depths of an unfathomable ocean. A dark shape with sleek fins and hundreds of shiny white teeth looms toward you and thinks, \"Eat eat hungry eat, er, this is most embarrassing, but my snavig spell appears to have jammed on. Could you possibly help?\"\n\nSlowly, the vision fades. You feel vaguely disoriented for a moment.\n\n\"This reminds me of Old Quendor,\" muses the burin to itself. \"Or was it Kroz? Anyways, thems were the days, they had real adventurers back then, yessiree.\"", "endoftext": false }, { "action": "You touch the sphere", "response": "The sphere vibrates in your hands, and an image takes form in your mind:\n\nYou are in pitch darkness. From all around you can hear horrible lurking droolings, and a single sudden metallic clatter. A nervous voice says, \"Hello? Can you bring a new battery? I don't know for sure, but I think these might be gr - \"\n\nSlowly, the vision fades. You feel vaguely disoriented for a moment.", "endoftext": false }, { "action": "You touch the sphere", "response": "The sphere vibrates in your hands, and an image takes form in your mind:\n\nYou are standing on the peak of a mountain reaching high above the rim of the world. Dazzling light fills your eyes, and a hollow voice booms down:\n\"Don't try to match wits with us, Zuzvuz. We'll consider your request for reimplementation in the next beta release, not a single compile before.\"\n\nSlowly, the vision fades. You feel vaguely disoriented for a moment.", "endoftext": false }, { "action": "You enter the temple", "response": "You are inside the temple, which seems to be built roughly in a square; the roof, still unfinished, is open to the sky. In the centre of the room stands a transparent crystalline cube, about a metre a side. A doorless archway leads out to the southwest.\n\nAn animated burin flies in small circles around your head.\n\nThe burin flies a slow loop around your shoulder.", "endoftext": false }, { "action": "You examine cube", "response": "The crystal cube is perfectly transparent.", "endoftext": false }, { "action": "You enter the cube", "response": "I don't know how to enter the crystal cube.\n\nThe burin makes a lunge at its shadow, and misses.", "endoftext": false }, { "action": "You examine the archway", "response": "The archway leads out to the southwest.", "endoftext": false }, { "action": "Qwerty", "response": "Unfortunately, you never quite finished Elementary Enchanting 101, so you have no idea how to cast, or even learn, that spell. If indeed it is a spell.", "endoftext": false }, { "action": "Exit", "response": "You are standing on the apex of a towering rock pinnacle high in the southern mountains. Before you, to the northeast, stands the unfinished shell of a building, presumably a temple of some kind.\n\nYou see a white cube here.\n\nAn animated burin is perched on your head.", "endoftext": false }, { "action": "You examine the mountains", "response": "The rock pinnacle that you're on stands tall and alone among the mountains.", "endoftext": true }, { "action": "Go down", "response": "There is no apparent way down the pinnacle.\n\nThe burin flutters around your head.", "endoftext": false }, { "action": "You touch the cube", "response": "As you touch the cube, the universe abruptly turns itself inside out.\n\nThe six interior walls of this perfectly cubical room are perfectly white and featureless. A single silver compass rose, balancing a delicate crystal sphere on its bloom, floats like a pedestal above the floor.\n\nAn animated burin flies in small circles around your head.", "endoftext": false }, { "action": "You touch the sphere", "response": "The sphere vibrates in your hands, and an image takes form in your mind:\n\nYou are clinging to the edge of a bridge above a vast chasm. A thundering waterfall cascades through a rainbow below, while from behind a bored voice yawns, \"So tell me then, how do I get that pot of gold?\"\n\nSlowly, the vision fades. You feel vaguely disoriented for a moment.", "endoftext": false }, { "action": "You go south", "response": "As you move in that direction, the universe abruptly turns itself inside out.\n\nYou are standing at the end of a path running north into dense forest. A small sign casts a shadow beside the path, while just to the south, a wooden bridge leads across a massive chasm.\n\nYou see a white cube here.\n\nAn animated burin is perched on your head.", "endoftext": false }, { "action": "You examine the bridge", "response": "The bridge is off to the south.\n\n\"You aren't lost, are you?\" quips the burin worriedly.", "endoftext": false }, { "action": "You examine the sign", "response": "\"Notice: The Forest of Eternal Chaos is temporarily under enchantment while we alter local reality to comply with new Quendor Tourism Guild guidelines. We apologise for any inconvenience this may cause.\nFrobozz Magic Conservation Company.\"\n\nThe sign seems to have a small arrow carved into one edge, and casts a deep shadow beside the footprint-covered path.", "endoftext": false }, { "action": "You examine the shadow", "response": "The shadow points due north, into the forest. A small clump of moss is growing in the shadow, at the base of the sign.", "endoftext": false }, { "action": "You look at sun", "response": "The sun is visible to the south of here.", "endoftext": false }, { "action": "You look at the moss", "response": "The moss is on the north side of the sign.\n\n\"Make sure you get a good look at everything,\" cheeps the burin helpfully.", "endoftext": false }, { "action": "You go south", "response": "Chasm, on the bridge\nYou are standing on a wooden bridge, which stretches halfway across a vast chasm to the south. Beyond the bridge, a rainbow arcs across the chasm through clouds of mist from a spectacular waterfall.\n\nAn animated burin flies in small circles around your head.", "endoftext": false }, { "action": "You go north", "response": "You are standing at the end of a path running north into dense forest. A small sign casts a shadow beside the path, while just to the south, a wooden bridge leads across a massive chasm.\n\nYou see a white cube here.\n\nAn animated burin hovers over your head.", "endoftext": false }, { "action": "You go north", "response": "The forest seems to change subtly as you enter it.\n\nYou are deep in the forest, surrounded by towering trees and sticky clinging vines. A trail winds through the trees at this point, but then seems to fade into the undergrowth without a trace. Your sense of direction feels strangely altered.\n\nAn animated burin flies in small circles around your head.\n\nThe burin practises its penthingship.", "endoftext": false }, { "action": "You examine the tree", "response": "These towering forest giants block most of the sky. There's a small patch of moss on the nearest tree.", "endoftext": false }, { "action": "You go northwest", "response": "The forest seems to change subtly as you move to the northwest.\n\nYou are deep in the forest, surrounded by towering trees and sticky clinging vines. A trail winds through the trees at this point, but then seems to fade into the undergrowth without a trace. Your sense of direction feels strangely altered.\n\nAn animated burin flies in small circles around your head.\n\nA bored tourist wanders around looking lost.\n\nThe tourist looks up at you with a faint flicker of interest. \"Frobozz Magic Support? At least something works around here. Look, I'll do anything you ask, just get me out of this stupid forest!\"\n\nThe burin preens itself, licking traces of ink from its nib.", "endoftext": false }, { "action": "You follow you", "response": "\"Huh?\" says the tourist.", "endoftext": false }, { "action": "You look at the tourist", "response": "The tourist wears a gaudy flower print T-shirt and a pair of shorts, and is carrying nothing. He scratches his head and yawns every few minutes.", "endoftext": false }, { "action": "You examine the sun", "response": "The sun is obscured by the trees here.", "endoftext": false }, { "action": "You look at the trees", "response": "These towering forest giants block most of the sky.\n\n\"If you can pick it up, it's yours,\" the burin sniggers sagely.", "endoftext": false }, { "action": "You look at vines", "response": "The undergrowth rustles disturbingly, as if it's alive.", "endoftext": true }, { "action": "You look around", "response": "You are deep in the forest, surrounded by towering trees and sticky clinging vines. A trail winds through the trees at this point, but then seems to fade into the undergrowth without a trace. Your sense of direction feels strangely altered.\n\nAn animated burin flies in small circles around your head.\n\nA bored tourist leans against a tree.", "endoftext": false }, { "action": "You look at tree", "response": "These towering forest giants block most of the sky.", "endoftext": false }, { "action": "You look at the trail", "response": "The trail seems to lead in all directions at once, but you can almost make out a faint set of footprints.\n\nThe burin makes a lunge at its shadow, and misses.", "endoftext": false }, { "action": "You examine the footprints", "response": "The footprints are very faint, and seem to have been made by many people some time in the past. They lead northwest.", "endoftext": false }, { "action": "Go northwest", "response": "The forest seems to change subtly as you move to the northwest.\n\nYou are deep in the forest, surrounded by towering trees and sticky clinging vines. A trail winds through the trees at this point, but then seems to fade into the undergrowth without a trace. Your sense of direction feels strangely altered.\n\nAn animated burin is perched on your head.", "endoftext": false }, { "action": "You look at the sun", "response": "The sun is obscured by the trees here.\n\n\"You aren't lost, are you?\" quips the burin worriedly.", "endoftext": false }, { "action": "You examine the moss", "response": "The moss appears to be growing on the west side of the tree.", "endoftext": false }, { "action": "Go east", "response": "The forest seems to change subtly as you move to the east.\n\nYou are deep in the forest, surrounded by towering trees and sticky clinging vines. A trail winds through the trees at this point, but then seems to fade into the undergrowth without a trace. Your sense of direction feels strangely altered.\n\nAn animated burin flies in small circles around your head.", "endoftext": false }, { "action": "You go to the west", "response": "The forest seems to change subtly as you move to the west.\n\nYou are deep in the forest, surrounded by towering trees and sticky clinging vines. A trail winds through the trees at this point, but then seems to fade into the undergrowth without a trace. Your sense of direction feels strangely altered.\n\nAn animated burin flies in small circles around your head.\n\nA bored tourist wanders around looking lost.", "endoftext": false }, { "action": "You examine the vines", "response": "The undergrowth rustles disturbingly, as if it's alive.\n\nThe burin flies a slow loop around your shoulder.", "endoftext": false }, { "action": "You examine the trees", "response": "These towering forest giants block most of the sky. Someone seems to have carved an arrow into the nearest tree.", "endoftext": false }, { "action": "You examine the arrow", "response": "The arrow appears to point to the east.", "endoftext": false }, { "action": "You ask Tourist, to go east", "response": "The forest seems to change subtly as the tourist heads off to the east.", "endoftext": false }, { "action": "You look at vines", "response": "The undergrowth rustles disturbingly, as if it's alive.", "endoftext": false }, { "action": "You look at the sun", "response": "The sun is obscured by the trees here.\n\nThe burin flies a slow loop around your shoulder.", "endoftext": false }, { "action": "You examine the trees", "response": "These towering forest giants block most of the sky.", "endoftext": false }, { "action": "You examine the trail", "response": "The trail seems to lead in all directions at once, but you can almost make out a faint set of footprints.", "endoftext": false }, { "action": "You examine the footprints", "response": "The footprints are very faint, and seem to have been made by many people some time in the past. They lead west.", "endoftext": false }, { "action": "You go west", "response": "The forest seems to change subtly as you move to the west.\n\nYou are deep in the forest, surrounded by towering trees and sticky clinging vines. A trail winds through the trees at this point, but then seems to fade into the undergrowth without a trace. Your sense of direction feels strangely altered.\n\nAn animated burin is perched on your head.", "endoftext": true }, { "action": "Look around", "response": "You are deep in the forest, surrounded by towering trees and sticky clinging vines. A trail winds through the trees at this point, but then seems to fade into the undergrowth without a trace. Your sense of direction feels strangely altered.\n\nAn animated burin is perched on your head.\n\nA bored tourist wanders around looking lost.\n\n\"Make sure you get a good look at everything,\" cheeps the burin helpfully.", "endoftext": false }, { "action": "East", "response": "The forest seems to change subtly as the tourist heads off to the east.", "endoftext": false }, { "action": "You look at tree", "response": "These towering forest giants block most of the sky.", "endoftext": false }, { "action": "You examine the sun", "response": "The sun is obscured by the trees here.", "endoftext": false }, { "action": "You examine the footprints", "response": "The footprints are very faint, and seem to have been made by many people some time in the past. They lead southeast.", "endoftext": false }, { "action": "You go to the south-east", "response": "The forest seems to change subtly as you move to the southeast.\n\nYou are deep in the forest, surrounded by towering trees and sticky clinging vines. A trail winds through the trees at this point, but then seems to fade into the undergrowth without a trace. Your sense of direction feels strangely altered.\n\nAn animated burin is perched on your head.", "endoftext": false }, { "action": "Go northwest", "response": "The forest seems to change subtly as you move to the northwest.\n\nYou are deep in the forest, surrounded by towering trees and sticky clinging vines. A trail winds through the trees at this point, but then seems to fade into the undergrowth without a trace. Your sense of direction feels strangely altered.\n\nAn animated burin hovers over your head.\n\nA bored tourist leans against a tree.\n\nThe burin preens itself, licking traces of ink from its nib.", "endoftext": false }, { "action": "You examine the tree", "response": "These towering forest giants block most of the sky. There's a small patch of moss on the nearest tree.", "endoftext": false }, { "action": "You look at the moss", "response": "The moss appears to be growing on the east side of the tree.", "endoftext": false }, { "action": "West", "response": "The forest seems to change subtly as the tourist heads off to the west.\n\n\"This reminds me of Old Quendor,\" muses the burin to itself. \"Or was it Kroz? Anyways, thems were the days, they had real adventurers back then, yessiree.\"", "endoftext": false }, { "action": "You examine the sun", "response": "The sun is obscured by the trees here.", "endoftext": false }, { "action": "You examine the moss", "response": "The moss appears to be growing on the southwest side of the tree.", "endoftext": false }, { "action": "Go northeast", "response": "The forest seems to change subtly as you move to the northeast.\n\nYou are deep in the forest, surrounded by towering trees and sticky clinging vines. A trail winds through the trees at this point, but then seems to fade into the undergrowth without a trace. Your sense of direction feels strangely altered.\n\nAn animated burin flies in small circles around your head.\n\nA bored tourist leans against a tree.", "endoftext": false }, { "action": "You examine the tree", "response": "These towering forest giants block most of the sky. Someone seems to have carved an arrow into the nearest tree.\n\n\"You aren't lost, are you?\" quips the burin worriedly.", "endoftext": false }, { "action": "You examine the arrow", "response": "The arrow appears to point to the southwest.", "endoftext": false }, { "action": "You ask Tourist, to go southwest", "response": "The forest seems to change subtly as the tourist heads off to the southwest. You hear something crash through the undergrowth in the distance.", "endoftext": false }, { "action": "You examine the footprints", "response": "The footprints are very faint, and seem to have been made by many people some time in the past. They lead northeast.\n\n\"Make sure you get a good look at everything,\" cheeps the burin helpfully.", "endoftext": false }, { "action": "Go southwest", "response": "You stumble out into the open air.\n\nYou are standing at the end of a path running north into dense forest. A small sign casts a shadow beside the path, while just to the south, a wooden bridge leads across a massive chasm.\n\nYou see a white cube here.\n\nAn animated burin hovers over your head.", "endoftext": false }, { "action": "Go south", "response": "Chasm, on the bridge\nYou are standing on a wooden bridge, which stretches halfway across a vast chasm to the south. Beyond the bridge, a rainbow arcs across the chasm through clouds of mist from a spectacular waterfall.\n\nA bored tourist leans against the bridge.\n\nThe tourist leans on the bridge railing and stares greedily across the chasm. A gleam of gold sparkles through the mist as he mutters, \"Now there's a souvenir I could be proud of. I'd do anything to get my hands on it!\"\n\nAn animated burin flies in small circles around your head.", "endoftext": false }, { "action": "You examine the rainbow", "response": "The rainbow passes through the mist thrown up by the waterfall. It seems to span the entire width of the chasm, arcing southeast from the bridge to the far sidewhere you see a gleam of gold.\n\nThe tourist wanders off to the north.", "endoftext": false }, { "action": "Log task", "response": "The burin shakes its wings. \"I can't log this task until we've completed it.\"", "endoftext": false }, { "action": "You touch the rainbow", "response": "It's too far away.\n\nThe burin whistles a few bars of the national anthem.", "endoftext": false }, { "action": "You climb waterfall", "response": "It's too far away.\n\nThe tourist approaches from the north.", "endoftext": false }, { "action": "You touch the waterfall", "response": "It's too far away.", "endoftext": false }, { "action": "You close eyes", "response": "The burin flits out of reach.\n\nThe burin recites a few choice passages from the Rites of the Implementors, then laughs at them.", "endoftext": true }, { "action": "You look around", "response": "Chasm, on the bridge\nYou are standing on a wooden bridge, which stretches halfway across a vast chasm to the south. Beyond the bridge, a rainbow arcs across the chasm through clouds of mist from a spectacular waterfall.\n\nAn animated burin is perched on your head.\n\nA bored tourist leans against the bridge.\n\nThe tourist wanders off to the north.", "endoftext": false }, { "action": "You examine the rainbow", "response": "The rainbow passes through the mist thrown up by the waterfall. It seems to span the entire width of the chasm, arcing southeast from the bridge to the far sidewhere you see a gleam of gold.", "endoftext": false }, { "action": "You examine the mist", "response": "The waterfall cascades down from a higher level of the chasm to the southwest, filling the air below with mist. A rainbow arch gleams through the mist, spanning the chasm.\n\n\"If you can pick it up, it's yours,\" the burin sniggers sagely.", "endoftext": false }, { "action": "No", "response": "Wisely, you back away from the chasm.", "endoftext": false }, { "action": "No", "response": "Wisely, you back away from the chasm.\n\nThe tourist approaches from the north.", "endoftext": false }, { "action": "You close the eyes", "response": "\"Huh?\" says the tourist.", "endoftext": false }, { "action": "You ask Tourist, to go to the southeast", "response": "The tourist takes a step off the bridge to the southeast, walking on the rainbow. Two thirds of the way across the chasm, he looks down, realises that he's standing on nothing but coloured light, and plummets into the chasm.", "endoftext": false }, { "action": "You examine burin", "response": "This burin looks much every other burin you've seen, except for the small wings protruding from its pen-like body, and the tiny glowing eyes on its nib.\n\nThe burin traces an intricate Double Fanucci figure in midair.", "endoftext": false }, { "action": "You examine the eyes", "response": "This burin looks much every other burin you've seen, except for the small wings protruding from its pen-like body, and the tiny glowing eyes on its nib.\n\nThe tourist wanders off to the north.", "endoftext": false }, { "action": "Go north", "response": "You are standing at the end of a path running north into dense forest. A small sign casts a shadow beside the path, while just to the south, a wooden bridge leads across a massive chasm.\n\nYou see a white cube here.\n\nA bored tourist wanders around looking lost.\n\nAn animated burin is perched on your head.", "endoftext": false }, { "action": "You touch the cube", "response": "As you touch the cube, the universe abruptly turns itself inside out.\n\nThe six interior walls of this perfectly cubical room are perfectly white and featureless. A single silver compass rose, balancing a delicate crystal sphere on its bloom, floats like a pedestal above the floor.\n\nAn animated burin hovers over your head.\n\n\"If you can pick it up, it's yours,\" the burin sniggers sagely.", "endoftext": false }, { "action": "You touch the sphere", "response": "The sphere vibrates in your hands, and an image takes form in your mind:\n\nYou are at the bottom of an immense smouldering crater gashed out of bare rock. Stars flicker slowly in a midnight sky, and through the eerie silence a single voice wails over and over again, \"Yek wen eht ton! Yek dlo eht esu!\"\n\nSlowly, the vision fades. You feel vaguely disoriented for a moment.", "endoftext": false }, { "action": "You go west", "response": "As you move in that direction, the universe abruptly turns itself inside out.\n\nYou are standing at the entrance to a large, familiar college campus. At least, it would be large and familiar if it existed, which it apparently doesn't anymore. The only solid things remaining are a white mailbox and two paths leading west and southwest. Everything else seems to be swallowed by a black, swirling void.\n\nYou see a white cube here.\n\nAn animated burin is perched on your head.\n\n\"Come on! Let's go exploring!\" chirps the burin excitedly.", "endoftext": false }, { "action": "You look at the mailbox", "response": "The white mailbox is closed.", "endoftext": false }, { "action": "You open it", "response": "Opening the white mailbox reveals a red envelope and a syllabus.", "endoftext": false }, { "action": "You take all from it", "response": "red envelope: Taken.\nsyllabus: Taken.\n\nThe burin flutters around your head.", "endoftext": false }, { "action": "You examine the envelope", "response": "The envelope is bright red, and appears to be addressed to The School of Remedial Magic, GUE Tech, Quendor. It is closed.", "endoftext": false }, { "action": "You open it", "response": "Opening the red envelope reveals a crisp vellum scroll and a packing slip.", "endoftext": false }, { "action": "You examine the vellum", "response": "The scroll appears to have been freshly written.", "endoftext": false }, { "action": "You read it", "response": "Unfortunately, you never studied Elementary Spellcoding 101, so the contents of the scroll are completely incomprehensible to you.", "endoftext": false }, { "action": "You examine the packing slip", "response": "Contents: One (1) Rezrov Spell Scroll, Educational License Only\n\nFor your safety and convenience, this spell has been hand-inscribed on finest enchanting grade vellum and packaged in our special Spel-Gard (tm) Resealable Magic-Proof Envelope, guaranteed to prevent magic leakage for up to 30 days, or double your zorkmids back! Thank you for purchasing your magic supplies from the Frobozz Magic Magic Supply Company.\n\n\"Isn't this fun?\" giggles the burin. \"By the Quill, 'twill make a tall tale to tell thy tykes.\"", "endoftext": false }, { "action": "You examine Envelope", "response": "The envelope is bright red, and appears to be addressed to The School of Remedial Magic, GUE Tech, Quendor. It is open, and contains a crisp vellum scroll and a packing slip.", "endoftext": false }, { "action": "You look at Syllabus", "response": "The Great Underground Empire (Memorial) Institute of Magickal Techknowledgies, Artes and Psiences, School of Remedial Magic Syllabus\n\nOn completing this course, the student shall be capable of defining the following terms and their usage in modern enchanting:\n\nAntharia island province famed for its granola mines, survive field trip\nantimagic theoretical opposite of magic, inhibits or annihilates spells\nblorple spell, opens a dimension gate\nBorphee industrial capital of modern Quendor, list leading spell merchants\nburin pen-like instrument needed for magical inscriptions, own and use\nFlathead Dimwit, worst ruler of the GUE, describe in excessive detail gaspar spell, prepares caster for resurrection\ngolmac spell, causes time travel\ngranola tasty and highly nutritious food source, write poetic praise epic\ngrue lurking menace in dark places, avoid getting eaten by\nGUE Great Underground Empire, describe history, fall and excavations\nInfocom aka Implementors, mythical godlike beings, dismiss as fallacy\nlleps spell, reverses effect of memorised spell\nmalyon spell, brings inanimate objects to life\nnymph small magical fairy-like creatures often used as secretaries, hire\nQuendor our homeland, analyse socio-political ramifications of granola tax\nqwerty spell (mythical), student must logically refute its existence\nraif minor modern cult of Infocom, of no significance whatsoever rezrov spell, opens closed or locked objects\nrose compass rose, oh sweet compass rose, etc, national anthem, sing\nsnavig spell, causes caster to assume another shape at will timeloop highly dangerous phenomenon, describe how to avoid creating vellum leather-based scroll substrate, explain advantages over parchment\nwork part-time jobs in magic support, readily available for students\nZork common name for Quendor and the GUE, also an epic saga zorkmid national unit of currency, pay all tuition fees promptly", "endoftext": false }, { "action": "You examine void", "response": "Void, n. Absence of matter; nothingness.", "endoftext": false }, { "action": "Go west", "response": "Here, in what was once the centre of campus, what little reality is left has condensed into a grue-black, rock-blasted crater hammered out of existence by some unimaginable power. The stars distort overhead in a strange demented dance; you can barely remember seeing a white mailbox to the east.\n\nAn iron vault floats calmly in the void, apparently unscathed.\n\nAn animated burin hovers over your head.", "endoftext": false }, { "action": "You examine the stars", "response": "The stars above seem weirdly distorted.", "endoftext": false }, { "action": "You take stars", "response": "It's too far away.\n\n\"If you can pick it up, it's yours,\" the burin sniggers sagely.", "endoftext": false }, { "action": "Go upwards", "response": "Unfortunately, you failed Elementary Levitation 101.", "endoftext": false }, { "action": "Examine vault", "response": "The vault is about twice your height, forged from cast iron and imprinted with an ornate logo that appears to date back to the early Flathead Dynasty. The vault is closed. A shiny iron key sits in the keyhole, with a note attached.", "endoftext": false }, { "action": "You examine the note", "response": "\"Gorgax: Here's the replacement master key you requested. We didn't have time to test it, hope it works okay, some of these old vaults can be a mite touchy. I'll get the dwarves in Technical to look at it next week. Sorkin.\"", "endoftext": false }, { "action": "You turn the key", "response": "The shiny iron key turns stiffly in the lock. As the last tumbler clicks into place, an alarm nymph flies out of the keyhole, writes \"You do know there's no way you can fool a genuine Frobozz Magic Vault Company vault with such a patently fraudulent imitation of a master key, don't you?\" in the air with her finger, then vanishes with a loud raspberry. The vault explodes.\n\nNothing happens. It would seem that you are dead.", "endoftext": false }, { "action": "You look", "response": "GUE Tech, Old Quendor\nMoments earlier, you find yourself falling backward through a strangely familiar college campus. A vague premonition tugs at your mind about some great deed left undone - or was it a memory? As you watch, buildings dismantle and shed moss, spells implode on their casters, and stars spin down across the oscillating sky.\n\nA woman in a senior Enchanter's robe steps away from you, gathers a cloud of green lightning with a wave of her hands, and runs into the distance saying \"Nialpxe ot emit on. Tfel evah I cigam ylno eht si siht. Poolemit siht fo tuo su kearb nac ohw tfel eno ylno eht er'uoy diarfa m'I tub, siht otni uoy gard ot yrros. Krelc troppus wen eht eb tsum uoy, Ratsileh m'I...\"\n\nWith a wrench, the universe turns itself inside out...", "endoftext": true }, { "action": "You look at your surroundings", "response": "\"Hello. You have reached the Frobozz Magic Support Company hotglyph. All our adepts are busy at present, but if you keep chanting the invocation you used to summon this image, a support clerk will be with you shortly. In the meantime, please relax while the Accardia Barbershop Musicians Guild presents Movements VIII-XVI of 'Ode to Belboz'. Thank you for summoning Frobozz Magic Support.\"\n\n\n\nThe six interior walls of this perfectly cubical room are perfectly white and featureless. A single silver compass rose, balancing a delicate crystal sphere on its bloom, floats like a pedestal above the floor.", "endoftext": false }, { "action": "You take the key", "response": "[taking the note as well]\nTaken.\n\nThe burin makes a lunge at its shadow, and misses.", "endoftext": false }, { "action": "Inventory", "response": "You have a granola bar, a log book, a red envelope, a syllabus, a note, and a shiny iron key. The red envelope seems to contain a crisp vellum scroll and a packing slip.", "endoftext": false }, { "action": "You examine the vellum", "response": "The scroll appears to have been freshly written.", "endoftext": false }, { "action": "You go south", "response": "Even if you could fly, reaching the cliff would be uncertain.\n\nThe burin nibbles softly at your ear.", "endoftext": false }, { "action": "You go to the east", "response": "You are standing at the entrance to a large, familiar college campus. At least, it would be large and familiar if it existed, which it apparently doesn't anymore. The only solid things remaining are a white mailbox and two paths leading west and southwest. Everything else seems to be swallowed by a black, swirling void.\n\nYou see a white cube here.\n\nAn animated burin is perched on your head.", "endoftext": false }, { "action": "You go to the southwest", "response": "The path ends here at a newly formed cliff face, looking down over a strangely distorted crater to the north. Inky black void shivers around your feet, and trickles in small eddies from the crater's rim, nearly obscuring the single crumbling line of reality that leads northeast.\n\nA yellow signpost balances on the crater's edge.\n\nAn animated burin is perched on your head.", "endoftext": false }, { "action": "You examine signpost", "response": "\"The Lord Dimwit Flathead (the Excessive) Memorial Wabe.\nPositively NO littering.\"", "endoftext": false }, { "action": "You drop the key", "response": "The shiny iron key distorts weirdly as the void swallows it. You see it slowly fall toward the distant vault, then vanish.", "endoftext": false }, { "action": "You go northeast", "response": "You are standing at the entrance to a large, familiar college campus. At least, it would be large and familiar if it existed, which it apparently doesn't anymore. The only solid things remaining are a white mailbox and two paths leading west and southwest. Everything else seems to be swallowed by a black, swirling void.\n\nYou see a white cube here.\n\nAn animated burin is perched on your head.\n\n\"Make sure you get a good look at everything,\" cheeps the burin helpfully.", "endoftext": false }, { "action": "Go west", "response": "Here, in what was once the centre of campus, what little reality is left has condensed into a grue-black, rock-blasted crater hammered out of existence by some unimaginable power. The stars distort overhead in a strange demented dance; you can barely remember seeing a white mailbox to the east.\n\nAn iron vault floats calmly in the void, apparently unscathed.\n\nAn animated burin hovers over your head.\n\nOut of the corner of your eye, you see a rusty iron key fall from above.", "endoftext": false }, { "action": "You take the key", "response": "Taken.", "endoftext": false }, { "action": "You examine the key", "response": "It looks like an ordinary rusty iron key to me.", "endoftext": false }, { "action": "You open the vault", "response": "It's locked.\n\nThe burin nibbles softly at your ear.", "endoftext": false }, { "action": "Unlock vault", "response": "(with the rusty iron key)\nThe rusty iron key turns smoothly in the lock. As the last tumbler clicks into place, an alarm nymph flies out of the keyhole, writes \"Your master key has been age-verified. Thank you for using genuine Frobozz Magic Vault Company security products\" in the air with her finger, then vanishes with a broad wink.", "endoftext": false }, { "action": "You open the vault", "response": "Opening the vault reveals a silver slide rule.", "endoftext": false }, { "action": "You examine the rule", "response": "It's a slide rule crafted from pure silver, inscribed with the initials \"L.D.F.\". Must be worth a fortune for antiquity value alone.", "endoftext": false }, { "action": "You go east", "response": "You are standing at the entrance to a large, familiar college campus. At least, it would be large and familiar if it existed, which it apparently doesn't anymore. The only solid things remaining are a white mailbox and two paths leading west and southwest. Everything else seems to be swallowed by a black, swirling void.\n\nYou see a white cube here.\n\nAn animated burin flies in small circles around your head.\n\n\"Isn't this fun?\" giggles the burin. \"By the Quill, 'twill make a tall tale to tell thy tykes.\"", "endoftext": false }, { "action": "You touch the cube", "response": "As you touch the cube, the universe abruptly turns itself inside out.\n\nThe six interior walls of this perfectly cubical room are perfectly white and featureless. A single silver compass rose, balancing a delicate crystal sphere on its bloom, floats like a pedestal above the floor.\n\nAn animated burin hovers over your head.", "endoftext": false }, { "action": "Log", "response": "What do you want the burin to write?", "endoftext": false }, { "action": "You examine Log Book", "response": "The book is leather-bound and bears the title \"My Log Book\" in flowing gilt lettering. It is currently open.\n\nThe burin traces an intricate Double Fanucci figure in midair.", "endoftext": false }, { "action": "You read it", "response": "The opened log book contains a list of previous magic support problems and solutions, signed and dated by the clerk on duty at the time.\n\n24/4 Malyon spell backfired; burin accidentally animated. Oops. Zuzvuz.\n27/4 Adventurer eaten by stray grues. Resurrected with gaspar. Zuzvuz.\n32/4 Trolls ravaging village. Applied two-handed axe; resolved. Felenar.\n6/5 Some trouble communicating with cyclops. See legend 2001. Zuzvuz.\n13/5 Adventurer llepsed gaspar. Summoned Implementors. Zuzvuz.\n17/5 Implementors de-implemented Zuzvuz. Attempted blorple to Old Quendor. Felenar.\n20/5 Felenar and Zuzvuz missing. Sent replacement job application to GUE Tech. Sorkin.\n23/5 GUE Tech gated to Old Quendor. Llepsed golmac might work. Sorkin.\n29/5 Two words: why me? New support clerk arrives tomorrow. Must train\nbefore (after) breaking Sorkin's time loop. Assuming\ncounterspell\nexists, if not... Helistar.", "endoftext": true }, { "action": "Log task", "response": "The burin scribbles something into the logbook.", "endoftext": false }, { "action": "You read Book", "response": "The opened log book contains a list of previous magic support problems and solutions, signed and dated by the clerk on duty at the time.\n\n24/4 Malyon spell backfired; burin accidentally animated. Oops. Zuzvuz.\n27/4 Adventurer eaten by stray grues. Resurrected with gaspar. Zuzvuz.\n32/4 Trolls ravaging village. Applied two-handed axe; resolved. Felenar.\n6/5 Some trouble communicating with cyclops. See legend 2001. Zuzvuz.\n13/5 Adventurer llepsed gaspar. Summoned Implementors. Zuzvuz.\n17/5 Implementors de-implemented Zuzvuz. Attempted blorple to Old Quendor. Felenar.\n20/5 Felenar and Zuzvuz missing. Sent replacement job application to GUE Tech. Sorkin.\n23/5 GUE Tech gated to Old Quendor. Llepsed golmac might work. Sorkin.\n29/5 Two words: why me? New support clerk arrives tomorrow. Must train\nbefore (after) breaking Sorkin's time loop. Assuming\ncounterspell\nexists, if not... Helistar.\n30/5 GUE Tech Vault jammed. Took time to open it. Krosk lord of blood.", "endoftext": false }, { "action": "You touch the cube", "response": "As you touch the cube, the universe abruptly turns itself inside out.\n\nThe six interior walls of this perfectly cubical room are perfectly white and featureless. A single silver compass rose, balancing a delicate crystal sphere on its bloom, floats like a pedestal above the floor.\n\nAn animated burin hovers over your head.\n\nThe burin traces an intricate Double Fanucci figure in midair.", "endoftext": false }, { "action": "You touch the sphere", "response": "The sphere vibrates in your hands, and an image takes form in your mind:\n\nYou are plunging over a cliff, and suddenly halt in midair. Letters written in fire beneath you spell out, \"No more messages.\"\n\nSlowly, the vision fades. You feel vaguely disoriented for a moment.", "endoftext": false }, { "action": "You go north", "response": "As you move in that direction, the universe abruptly turns itself inside out.\n\nThe road bends here, running northwest to a distant tower and south to the mountains. Across a barren plain to the east, a wide rutted cart track bears the scars of recent heavy troop movements.\n\nYou see a white cube here.\n\nAn animated burin flies in small circles around your head.\n\n\"This reminds me of Old Quendor,\" muses the burin to itself. \"Or was it Kroz? Anyways, thems were the days, they had real adventurers back then, yessiree.\"", "endoftext": false }, { "action": "Go northwest", "response": "You are standing beneath a menacing black stone tower. The only entrance at ground level seems to be a sturdy oak door which is shut and bolted fast. However, rough stone steps wind up around the outside and vanish somewhere near the top. The road leads back across a barren plain to the southeast.\n\nAn animated burin is perched on your head.", "endoftext": false }, { "action": "Up", "response": "(climbing the steps)\nAtop the Tower\nYou are crouched on a minnaret at the top of a menacing stone tower. Rough stone steps lead down around the outside and vanish somewhere near the ground. A dark chimney opening to the northwest seems the only way in - but once inside, you could not climb back out.\n\nAn animated burin hovers over your head.\n\n\"Come on! Let's go exploring!\" chirps the burin excitedly.", "endoftext": false }, { "action": "Yes", "response": "Very well. You scramble into the chimney, sliding down and landing heavily...\n\nThis circular room at the base of the tower is surprisingly small for its size. An unlit fireplace to the northwest, and a sturdy oak door to the southeast, (which is shut and bolted), are its only points of interest.\n\nA captive princess paces around the room impatiently.\n\nA white cotton blindfold, apparently flung off by the princess after she arrived here, lies crumpled in a corner.\n\nAn animated burin flies in small circles around your head.\n\nThe princess jumps as you stumble clumsily out of the fireplace. \"With an entrance like that, you've got to be Frobozz Magic Support,\" she laughs. \"Hope you brought that rezrov scroll. We don't have any time to waste.\"", "endoftext": false }, { "action": "You get the blindfold", "response": "Taken.\n\n\"Hurry up!\" says the princess. \"The Dark Lord will be coming soon.\"", "endoftext": false }, { "action": "You examine princess", "response": "The princess has the kind of fragile, ethereal beauty normally associated with diamonds, scimitars, and hellhound puppies.\n\nYou hear the distant sound of marching boots.", "endoftext": false }, { "action": "You get the scroll", "response": "Taken.\n\n\"Solved it yet?\" chirps the burin cheerfully.\n\nThe sounds outside grow louder and closer. The princess shudders, and looks for a weapon.", "endoftext": false }, { "action": "You give it to the princess", "response": "The princess takes the scroll, reads it, and flashes you a beaming smile. \"That's just what I wanted,\" she says, and begins reading it aloud.\n\nThe door explodes outwards in a blast of luminous energy. Waving a hasty goodbye, the princess runs outside and vanishes down the road to the southeast.", "endoftext": false }, { "action": "You leave", "response": "You are standing beneath a menacing black stone tower. The only entrance at ground level seems to be a sturdy oak door which is standing wide open. However, rough stone steps wind up around the outside and vanish somewhere near the top. The road leads back across a barren plain to the southeast.\n\nAn animated burin is perched on your head.", "endoftext": false }, { "action": "You go southeast", "response": "The road bends here, running northwest to a distant tower and south to the mountains. Across a barren plain to the east, a wide rutted cart track bears the scars of recent heavy troop movements.\n\nYou see a white cube here.\n\nAn animated burin flies in small circles around your head.\n\nThe burin preens itself, licking traces of ink from its nib.", "endoftext": false }, { "action": "Go east", "response": "You have stumbled into the middle of a pitched battle, with enchanters, trolls, elves and the occasional cyclops swapping sword blows and warrior's incantations. The battle appears to be going badly for a princess, whose forces are having difficulty getting their spells to work against an onslaught of highly trained, black-armoured knights.\n\nDeciding that discretion is the better part of valour, you beat a tactical withdrawal to the west.\n\nThe road bends here, running northwest to a distant tower and south to the mountains. Across a barren plain to the east, a wide rutted cart track bears the scars of recent heavy troop movements.\n\nYou see a white cube here.\n\nAn animated burin hovers over your head.", "endoftext": false }, { "action": "You touch the sphere", "response": "The sphere vibrates in your hands, and an image takes form in your mind:\n\nYou are plunging over a cliff, and suddenly halt in midair. Letters written in fire beneath you spell out, \"No more messages.\"\n\nSlowly, the vision fades. You feel vaguely disoriented for a moment.", "endoftext": false }, { "action": "You touch the sphere", "response": "The sphere vibrates in your hands, and an image takes form in your mind:\n\nYou are standing on a barren, windswept plain. A knight in black armour clatters past toward a foreboding stone tower, and from the distance, a beautiful maiden's voice calls out. \"Help me! My rezrov scroll is gone and I must flee before the Dark Lord comes!\"\n\nSlowly, the vision fades. You feel vaguely disoriented for a moment.", "endoftext": false }, { "action": "You read Log", "response": "As you move in that direction, the universe abruptly turns itself inside out.\n\nThe road bends here, running northwest to a distant tower and south to the mountains. Across a barren plain to the east, a wide rutted cart track bears the scars of recent heavy troop movements.\n\nYou see a white cube here.\n\nAn animated burin hovers over your head.\n\n\"Come on! Let's go exploring!\" chirps the burin excitedly.\n\nThe opened log book contains a list of previous magic support problems and solutions, signed and dated by the clerk on duty at the time.\n\n24/4 Malyon spell backfired; burin accidentally animated. Oops. Zuzvuz.\n27/4 Adventurer eaten by stray grues. Resurrected with gaspar. Zuzvuz.\n32/4 Trolls ravaging village. Applied two-handed axe; resolved. Felenar.\n6/5 Some trouble communicating with cyclops. See legend 2001. Zuzvuz.\n13/5 Adventurer llepsed gaspar. Summoned Implementors. Zuzvuz.\n17/5 Implementors de-implemented Zuzvuz. Attempted blorple to Old Quendor. Felenar.\n20/5 Felenar and Zuzvuz missing. Sent replacement job application to GUE Tech. Sorkin.\n23/5 GUE Tech gated to Old Quendor. Llepsed golmac might work. Sorkin.\n29/5 Two words: why me? New support clerk arrives tomorrow. Must train\nbefore (after) breaking Sorkin's time loop. Assuming\ncounterspell\nexists, if not... Helistar.\n30/5 GUE Tech Vault jammed. Took time to open it. Krosk lord of blood.", "endoftext": false }, { "action": "You go east", "response": "You have stumbled into the camp of some invading army. Tents, battering rams and hand weapons are stacked neatly all around, awaiting the coming attack. Nobody appears to have noticed you yet, but you have the distinct feeling that novice magic support clerks are not highly regarded around here. The plain opens to the west.\n\nYou see a black cube here.\n\nAn animated burin is perched on your head.\n\nThe burin gives a screech of agony and dives back into the log book, which snaps closed after it.", "endoftext": false }, { "action": "You get rezrov", "response": "The finer points of spellcasting are, at present, beyond your grasp.", "endoftext": false }, { "action": "You put the cube in Envelope", "response": "Done.", "endoftext": false }, { "action": "You close Envelope", "response": "Closed.", "endoftext": false }, { "action": "You open Book", "response": "Opened. The burin flutters out again.", "endoftext": false }, { "action": "Go west", "response": "The road bends here, running northwest to a distant tower and south to the mountains. Across a barren plain to the east, a wide rutted cart track bears the scars of recent heavy troop movements.\n\nYou see a white cube here.\n\nAn animated burin is perched on your head.", "endoftext": false }, { "action": "You go to the northwest", "response": "You are standing beneath a menacing black stone tower. The only entrance at ground level seems to be a sturdy oak door which is shut and bolted fast. However, rough stone steps wind up around the outside and vanish somewhere near the top. The road leads back across a barren plain to the southeast.\n\nAn animated burin hovers over your head.", "endoftext": false }, { "action": "You go up", "response": "(climbing the steps)\nAtop the Tower\nYou are crouched on a minnaret at the top of a menacing stone tower. Rough stone steps lead down around the outside and vanish somewhere near the ground. A dark chimney opening to the northwest seems the only way in - but once inside, you could not climb back out.\n\nAn animated burin flies in small circles around your head.\n\n\"You aren't lost, are you?\" quips the burin worriedly.", "endoftext": false }, { "action": "Yes", "response": "Very well. You scramble into the chimney, sliding down and landing heavily...\n\nThis circular room at the base of the tower is surprisingly small for its size. An unlit fireplace to the northwest, and a sturdy oak door to the southeast, (which is shut and bolted), are its only points of interest.\n\nA captive princess paces around the room impatiently.\n\nA white cotton blindfold, apparently flung off by the princess after she arrived here, lies crumpled in a corner.\n\nAn animated burin is perched on your head.\n\nThe princess jumps as you stumble clumsily out of the fireplace. \"With an entrance like that, you've got to be Frobozz Magic Support,\" she laughs. \"Hope you brought that rezrov scroll. We don't have any time to waste.\"", "endoftext": false }, { "action": "You give the scroll to the princess", "response": "The princess takes the scroll, reads it, and flashes you a beaming smile. \"That's just what I wanted,\" she says, and begins reading it aloud.\n\nThe door explodes outwards in a blast of luminous energy. Waving a hasty goodbye, the princess runs outside and vanishes down the road to the southeast.", "endoftext": false }, { "action": "You go south", "response": "It appears the southeast door is the only way out.", "endoftext": false }, { "action": "You leave", "response": "You are standing beneath a menacing black stone tower. The only entrance at ground level seems to be a sturdy oak door which is standing wide open. However, rough stone steps wind up around the outside and vanish somewhere near the top. The road leads back across a barren plain to the southeast.\n\nAn animated burin flies in small circles around your head.", "endoftext": false }, { "action": "You go to the southeast", "response": "The road bends here, running northwest to a distant tower and south to the mountains. Across a barren plain to the east, a wide rutted cart track bears the scars of recent heavy troop movements.\n\nYou see a white cube here.\n\nAn animated burin hovers over your head.\n\n\"Isn't this fun?\" giggles the burin. \"By the Quill, 'twill make a tall tale to tell thy tykes.\"", "endoftext": false }, { "action": "You go east", "response": "You have stumbled into the middle of a pitched battle, with enchanters, trolls, elves and the occasional cyclops swapping sword blows and warrior's incantations. The battle appears to be going well for a princess, whose forces are using the latest Frobozz Magic Defence Research Company spells to turn an onslaught of black-armoured knights into small amphibians.\n\nDeciding that discretion is the better part of valour, you beat a tactical withdrawal to the west.\n\nThe road bends here, running northwest to a distant tower and south to the mountains. Across a barren plain to the east, a wide rutted cart track bears the scars of recent heavy troop movements.\n\nYou see a white cube here.\n\nAn animated burin is perched on your head.", "endoftext": false }, { "action": "Go northwest", "response": "You are standing beneath a menacing black stone tower. The only entrance at ground level seems to be a sturdy oak door which is standing wide open. However, rough stone steps wind up around the outside and vanish somewhere near the top. The road leads back across a barren plain to the southeast.\n\nAn animated burin hovers over your head.", "endoftext": false }, { "action": "Log task", "response": "The burin scribbles something into the logbook.\n\nThe burin practises its penthingship.", "endoftext": false }, { "action": "You read logbook", "response": "The opened log book contains a list of previous magic support problems and solutions, signed and dated by the clerk on duty at the time.\n\n24/4 Malyon spell backfired; burin accidentally animated. Oops. Zuzvuz.\n27/4 Adventurer eaten by stray grues. Resurrected with gaspar. Zuzvuz.\n32/4 Trolls ravaging village. Applied two-handed axe; resolved. Felenar.\n6/5 Some trouble communicating with cyclops. See legend 2001. Zuzvuz.\n13/5 Adventurer llepsed gaspar. Summoned Implementors. Zuzvuz.\n17/5 Implementors de-implemented Zuzvuz. Attempted blorple to Old Quendor. Felenar.\n20/5 Felenar and Zuzvuz missing. Sent replacement job application to GUE Tech. Sorkin.\n23/5 GUE Tech gated to Old Quendor. Llepsed golmac might work. Sorkin.\n29/5 Two words: why me? New support clerk arrives tomorrow. Must train\nbefore (after) breaking Sorkin's time loop. Assuming\ncounterspell\nexists, if not... Helistar.\n30/5 GUE Tech Vault jammed. Took time to open it. Krosk lord of blood.\n30/5 Princess imprisoned without rezrov scroll. Delivered.\nKrosk lord of blood.", "endoftext": false }, { "action": "Go southeast", "response": "The road bends here, running northwest to a distant tower and south to the mountains. Across a barren plain to the east, a wide rutted cart track bears the scars of recent heavy troop movements.\n\nYou see a white cube here.\n\nAn animated burin hovers over your head.", "endoftext": false }, { "action": "You touch the sphere", "response": "The sphere vibrates in your hands, and an image takes form in your mind:\n\nYou are standing on the peak of a mountain reaching high above the rim of the world. Dazzling light fills your eyes, and a hollow voice booms down:\n\"Don't try to match wits with us, Zuzvuz. We'll consider your request for reimplementation in the next beta release, not a single compile before.\"\n\nSlowly, the vision fades. You feel vaguely disoriented for a moment.\n\n\"Isn't this fun?\" giggles the burin. \"By the Quill, 'twill make a tall tale to tell thy tykes.\"", "endoftext": false }, { "action": "You touch the sphere", "response": "The sphere vibrates in your hands, and an image takes form in your mind:\n\nYou are clinging to the edge of a bridge above a vast chasm. A thundering waterfall cascades through a rainbow below, while from behind a bored voice yawns, \"So tell me then, how do I get that pot of gold?\"\n\nSlowly, the vision fades. You feel vaguely disoriented for a moment.", "endoftext": false }, { "action": "Go north", "response": "The forest seems to change subtly as you enter it.\n\nYou are deep in the forest, surrounded by towering trees and sticky clinging vines. A trail winds through the trees at this point, but then seems to fade into the undergrowth without a trace. Your sense of direction feels strangely altered.\n\nAn animated burin is perched on your head.", "endoftext": false }, { "action": "You go south", "response": "The forest seems to change subtly as you move to the south.\n\nYou are deep in the forest, surrounded by towering trees and sticky clinging vines. A trail winds through the trees at this point, but then seems to fade into the undergrowth without a trace. Your sense of direction feels strangely altered.\n\nAn animated burin hovers over your head.\n\nThe burin flies a slow loop around your shoulder.", "endoftext": false }, { "action": "You go to the south", "response": "Chasm, on the bridge\nYou are standing on a wooden bridge, which stretches halfway across a vast chasm to the south. Beyond the bridge, a rainbow arcs across the chasm through clouds of mist from a spectacular waterfall.\n\nA bored tourist stares greedily across the chasm.\n\nThe tourist wanders off to the north.\n\nAn animated burin is perched on your head.", "endoftext": false }, { "action": "Go north", "response": "You are standing at the end of a path running north into dense forest. A small sign casts a shadow beside the path, while just to the south, a wooden bridge leads across a massive chasm.\n\nYou see a white cube here.\n\nA bored tourist wanders around looking lost.\n\nAn animated burin hovers over your head.\n\n\"This reminds me of Old Quendor,\" muses the burin to itself. \"Or was it Kroz? Anyways, thems were the days, they had real adventurers back then, yessiree.\"", "endoftext": false }, { "action": "You give the blindfold to the tourist", "response": "The tourist takes the blindfold.", "endoftext": false }, { "action": "You wear the blindfold", "response": "The tourist gives you a strange look, but puts the blindfold on.", "endoftext": false }, { "action": "You go south", "response": "Chasm, on the bridge\nYou are standing on a wooden bridge, which stretches halfway across a vast chasm to the south. Beyond the bridge, a rainbow arcs across the chasm through clouds of mist from a spectacular waterfall.\n\nAn animated burin is perched on your head.", "endoftext": false }, { "action": "You go to the north", "response": "You are standing at the end of a path running north into dense forest. A small sign casts a shadow beside the path, while just to the south, a wooden bridge leads across a massive chasm.\n\nYou see a white cube here.\n\nA blindfolded tourist wanders around looking lost.\n\nAn animated burin hovers over your head.\n\n\"If you can pick it up, it's yours,\" the burin sniggers sagely.", "endoftext": false }, { "action": "You remove the blindfold", "response": "The tourist takes the blindfold off.", "endoftext": false }, { "action": "You ask Tourist, to go south", "response": "The tourist heads off to the south.", "endoftext": false }, { "action": "Go south", "response": "Chasm, on the bridge\nYou are standing on a wooden bridge, which stretches halfway across a vast chasm to the south. Beyond the bridge, a rainbow arcs across the chasm through clouds of mist from a spectacular waterfall.\n\nA bored tourist stares greedily across the chasm.\n\nAn animated burin hovers over your head.", "endoftext": false }, { "action": "You ask Tourist, to go southeast", "response": "The tourist takes a step off the bridge to the southeast, guided across the rainbow by your voice. Reaching the other side, he tears the blindfold off and grabs the pot of gold. You see him stop dancing around for a few moments to throw something in your direction, then he runs off into the mist. Half a minute later you hear a distant squeal followed by a splash, then silence.\n\n\"Make sure you get a good look at everything,\" cheeps the burin helpfully.", "endoftext": false }, { "action": "You look", "response": "Chasm, on the bridge\nYou are standing on a wooden bridge, which stretches halfway across a vast chasm to the south. Beyond the bridge, a rainbow arcs across the chasm through clouds of mist from a spectacular waterfall.\n\nAn animated burin hovers over your head.\n\nA gold zorkmid coin lands at your feet, head side up.", "endoftext": false }, { "action": "You get coin", "response": "Taken.\n\nThe burin preens itself, licking traces of ink from its nib.", "endoftext": false }, { "action": "Log task", "response": "The burin scribbles something into the logbook.", "endoftext": false }, { "action": "Go north", "response": "You are standing at the end of a path running north into dense forest. A small sign casts a shadow beside the path, while just to the south, a wooden bridge leads across a massive chasm.\n\nYou see a white cube here.\n\nAn animated burin flies in small circles around your head.", "endoftext": false }, { "action": "You get the cube", "response": "As you touch the cube, the universe abruptly turns itself inside out.\n\nThe six interior walls of this perfectly cubical room are perfectly white and featureless. A single silver compass rose, balancing a delicate crystal sphere on its bloom, floats like a pedestal above the floor.\n\nAn animated burin flies in small circles around your head.\n\n\"Isn't this fun?\" giggles the burin. \"By the Quill, 'twill make a tall tale to tell thy tykes.\"", "endoftext": false }, { "action": "You touch the sphere", "response": "The sphere vibrates in your hands, and an image takes form in your mind:\n\nYou are at the bottom of an immense smouldering crater gashed out of bare rock. Stars flicker slowly in a midnight sky, and through the eerie silence a single voice wails over and over again, \"Yek wen eht ton! Yek dlo eht esu!\"\n\nSlowly, the vision fades. You feel vaguely disoriented for a moment.", "endoftext": false }, { "action": "You touch the sphere", "response": "The sphere vibrates in your hands, and an image takes form in your mind:\n\nYou are standing on a barren, windswept plain. A knight in black armour clatters past toward a foreboding stone tower, and from the distance, a beautiful maiden's voice calls out. \"Help me! My rezrov scroll is gone and I must flee before the Dark Lord comes!\"\n\nSlowly, the vision fades. You feel vaguely disoriented for a moment.\n\nThe burin flutters around your head.", "endoftext": false }, { "action": "You touch the sphere", "response": "The sphere vibrates in your hands, and an image takes form in your mind:\n\nYou are swimming in the depths of an unfathomable ocean. A dark shape with sleek fins and hundreds of shiny white teeth looms toward you and thinks, \"Eat eat hungry eat, er, this is most embarrassing, but my snavig spell appears to have jammed on. Could you possibly help?\"\n\nSlowly, the vision fades. You feel vaguely disoriented for a moment.", "endoftext": false }, { "action": "You touch the sphere", "response": "The sphere vibrates in your hands, and an image takes form in your mind:\n\nYou are in pitch darkness. From all around you can hear horrible lurking droolings, and a single sudden metallic clatter. A nervous voice says, \"Hello? Can you bring a new battery? I don't know for sure, but I think these might be gr - \"\n\nSlowly, the vision fades. You feel vaguely disoriented for a moment.", "endoftext": true }, { "action": "You go downwards", "response": "As you move in that direction, the universe abruptly turns itself inside out.\n\nYou are in a gently sloping underground passage which curves upwards to the west, and down into darkness to the south. A dim light filters in through cracked timbers overhead.\n\nYou see a white cube here.\n\nAn animated burin flies in small circles around your head.\n\n\"If you can pick it up, it's yours,\" the burin sniggers sagely.", "endoftext": false }, { "action": "Go west", "response": "The eastern passage ends here in a sizeable chamber carved out of solid bedrock. A dull orange glow (probably the natural phosphorescence of rich granola seams nearby) fills the room with memories of sulphur and smelting flames, long consigned to history.\n\nA dented vending machine still sits proudly against one wall.\n\nAn animated burin flies in small circles around your head.\n\n\"Oooh!\" squeals the burin, darting toward the vending machine. \"A genuine Frotzen Vend-O-Magic! I've always wanted to play with one of these vintage originals. They really push my buttons, y'know?\"", "endoftext": false }, { "action": "You examine the machine", "response": "The machine is about twice your height, dull metallic gold in tone, crusted with years of neglect. It seems to have a slot, a red button, a black button, a plaque, and two chutes near its base.", "endoftext": false }, { "action": "You examine the plaque", "response": "\"Frobozz Magic Vending Machine Company 'Frotzen' Vend-O-Magic\n\nThis state of the ar. automagi. .endi.. machi.e is .ua.a.tee. n...r to j.m, fau.. or mi.fee. duri.. a fu.l min..g sea.on, .r .o...l. .ou. .or....d. .a..!\"\n\n(The rest of the plaque is obscured by claw marks.)", "endoftext": false }, { "action": "You look in the chute", "response": "Which chute do you mean, the left chute, or the right chute?", "endoftext": false }, { "action": "Left", "response": "The left chute contains a complex mechanism.", "endoftext": false }, { "action": "You examine the mechanism", "response": "Inside each chute is a fantastically complex mechanism, presumably for delivering vended goods. You have no idea how it works, but you can tell that it was designed to look very impressive.", "endoftext": false }, { "action": "You look in the right chute", "response": "The right chute contains a complex mechanism.\n\nThe burin practises its penthingship.", "endoftext": false }, { "action": "You push blakc", "response": "\"Sure!\" squeaks the burin, hurling itself at the black button. There's a soft click as the button depresses, but nothing else happens.\n\n\"Come on! Let's go exploring!\" chirps the burin excitedly.\n\nI don't know the word \"blakc\".", "endoftext": false }, { "action": "You put the coin in the slot", "response": "The gold zorkmid vanishes into the slot with a metallic rattle.", "endoftext": false }, { "action": "You push black", "response": "\"Sure!\" squeaks the burin, hurling itself at the black button. There's a soft click as the button depresses, but nothing else happens.", "endoftext": false }, { "action": "You look in the right chute", "response": "The right chute contains a complex mechanism, and a battery.\n\n\"This reminds me of Old Quendor,\" muses the burin to itself. \"Or was it Kroz? Anyways, thems were the days, they had real adventurers back then, yessiree.\"", "endoftext": false }, { "action": "You hit the machine", "response": "(with your bare hands)\nAttacking the vending machine doesn't appear productive.", "endoftext": true }, { "action": "Look around", "response": "The eastern passage ends here in a sizeable chamber carved out of solid bedrock. A dull orange glow (probably the natural phosphorescence of rich granola seams nearby) fills the room with memories of sulphur and smelting flames, long consigned to history.\n\nA dented vending machine still sits proudly against one wall.\n\nAn animated burin flies in small circles around your head.", "endoftext": false }, { "action": "Go east", "response": "You are in a gently sloping underground passage which curves upwards to the west, and down into darkness to the south. A dim light filters in through cracked timbers overhead.\n\nYou see a white cube here.\n\nAn animated burin hovers over your head.", "endoftext": false }, { "action": "You go south", "response": "It's pitch black.\n\nA sudden clattering echoes through the corridor.", "endoftext": false }, { "action": "Yell", "response": "It's pitch black.\n\nA dank, rancid breeze wafts up the corridor.", "endoftext": false }, { "action": "You listen", "response": "It's pitch black.\n\nYou hear a muffled scream from below.", "endoftext": true }, { "action": "Go downward", "response": "Oh no! Something lurked into the room and horribly devoured you!\n\nNothing happens. It would seem that you are dead.", "endoftext": false }, { "action": "You examine the timbers", "response": "The timbers are stamped with the words \"Frobozz Magic Granola Mining Company.\"\n\n\"Come on! Let's go exploring!\" chirps the burin excitedly.", "endoftext": false }, { "action": "Go west", "response": "The eastern passage ends here in a sizeable chamber carved out of solid bedrock. A dull orange glow (probably the natural phosphorescence of rich granola seams nearby) fills the room with memories of sulphur and smelting flames, long consigned to history.\n\nA dented vending machine still sits proudly against one wall.\n\nAn animated burin is perched on your head.", "endoftext": false }, { "action": "You take the glow", "response": "The orange glow isn't important.\n\nThe burin practises its penthingship.", "endoftext": false }, { "action": "You read the plaque", "response": "\"Frobozz Magic Vending Machine Company 'Frotzen' Vend-O-Magic\n\nThis state of the ar. automagi. .endi.. machi.e is .ua.a.tee. n...r to j.m, fau.. or mi.fee. duri.. a fu.l min..g sea.on, .r .o...l. .ou. .or....d. .a..!\"\n\n(The rest of the plaque is obscured by claw marks.)", "endoftext": false }, { "action": "You look in the left chute", "response": "The left chute contains a complex mechanism.", "endoftext": false }, { "action": "Go north", "response": "You are standing at the end of a path running north into dense forest. A small sign casts a shadow beside the path, while just to the south, a wooden bridge leads across a massive chasm.\n\nYou see a white cube here.\n\nAn animated burin flies in small circles around your head.\n\nThe burin makes a lunge at its shadow, and misses.", "endoftext": false }, { "action": "You get the cube", "response": "As you touch the cube, the universe abruptly turns itself inside out.\n\nThe six interior walls of this perfectly cubical room are perfectly white and featureless. A single silver compass rose, balancing a delicate crystal sphere on its bloom, floats like a pedestal above the floor.\n\nAn animated burin flies in small circles around your head.", "endoftext": false }, { "action": "You touch the sphere", "response": "The sphere vibrates in your hands, and an image takes form in your mind:\n\nYou are plunging over a cliff, and suddenly halt in midair. Letters written in fire beneath you spell out, \"No more messages.\"\n\nSlowly, the vision fades. You feel vaguely disoriented for a moment.\n\n\"Come on! Let's go exploring!\" chirps the burin excitedly.", "endoftext": false }, { "action": "You touch sphere", "response": "The sphere vibrates in your hands, and an image takes form in your mind:\n\nYou are in pitch darkness. From all around you can hear horrible lurking droolings, and a single sudden metallic clatter. A nervous voice says, \"Hello? Can you bring a new battery? I don't know for sure, but I think these might be gr - \"\n\nSlowly, the vision fades. You feel vaguely disoriented for a moment.\n\nThe burin flutters around your head.", "endoftext": true }, { "action": "Go downwards", "response": "As you move in that direction, the universe abruptly turns itself inside out.\n\nYou are in a gently sloping underground passage which curves upwards to the west, and down into darkness to the south. A dim light filters in through cracked timbers overhead.\n\nYou see a white cube here.\n\nAn animated burin is perched on your head.", "endoftext": false }, { "action": "Go west", "response": "The eastern passage ends here in a sizeable chamber carved out of solid bedrock. A dull orange glow (probably the natural phosphorescence of rich granola seams nearby) fills the room with memories of sulphur and smelting flames, long consigned to history.\n\nA dented vending machine still sits proudly against one wall.\n\nAn animated burin is perched on your head.\n\n\"Oooh!\" squeals the burin, darting toward the vending machine. \"A genuine Frotzen Vend-O-Magic! I've always wanted to play with one of these vintage originals. They really push my buttons, y'know?\"", "endoftext": false }, { "action": "You put the coin in the slot", "response": "The gold zorkmid vanishes into the slot with a metallic rattle.\n\n\"Come on! Let's go exploring!\" chirps the burin excitedly.", "endoftext": false }, { "action": "You push black", "response": "\"Sure!\" squeaks the burin, hurling itself at the black button. There's a soft click as the button depresses, followed by a whirr, then something clatters into the left chute.", "endoftext": false }, { "action": "You examine the granola bar", "response": "It's a bar of everyone's favourite snack food, granola. Stamped into its side are the words \"Product of the Frobozz Magic Granola Mining Company Antharia.\"", "endoftext": false }, { "action": "You read the plaque", "response": "\"Frobozz Magic Vending Machine Company 'Frotzen' Vend-O-Magic\n\nThis state of the ar. automagi. .endi.. machi.e is .ua.a.tee. n...r to j.m, fau.. or mi.fee. duri.. a fu.l min..g sea.on, .r .o...l. .ou. .or....d. .a..!\"\n\n(The rest of the plaque is obscured by claw marks.)", "endoftext": false }, { "action": "You check what you're carrying", "response": "You have two granola bars, a log book, a red envelope, a syllabus, a note, a rusty iron key, and a silver slide rule.\n\nThe burin flutters around your head.", "endoftext": false }, { "action": "Inventory", "response": "You have a granola bar, a log book, a red envelope, a syllabus, a note, a rusty iron key, a silver slide rule, and a gold zorkmid.\n\nThe burin nibbles softly at your ear.", "endoftext": false }, { "action": "You look at the black button", "response": "The black button is on the left side of the machine and labelled \"Granola\". It appears to have jammed while being pressed, and is now recessed a good two inches deeper than your finger can reach.", "endoftext": false }, { "action": "You look at the red button", "response": "The red button is on the right side of the machine and labelled \"Batteries\".\n\nThe burin traces an intricate Double Fanucci figure in midair.", "endoftext": false }, { "action": "You put Granola in the left", "response": "As you attempt to put the granola bar into the left chute, the chute's complex mechanism pushes back creakily, crumbling the bar into thick unpleasant globs of granola which smear it to a halt. Guess it wasn't designed to cope with dissatisfied customers.", "endoftext": false }, { "action": "You put the coin in the slot", "response": "The gold zorkmid vanishes into the slot with a metallic rattle.", "endoftext": false }, { "action": "You push the black button", "response": "\"Sure!\" squeaks the burin, hurling itself at the black button. There's a soft click as the button depresses, followed by a whirr and a loud thumping from the left chute, then something clatters into the right chute.\n\nThe burin traces an intricate Double Fanucci figure in midair.", "endoftext": false }, { "action": "You look in the right chute", "response": "The right chute contains a complex mechanism, a gold zorkmid and an iron disk.", "endoftext": false }, { "action": "You get all from right chute", "response": "gold zorkmid: Taken.\niron disk: Taken.", "endoftext": false }, { "action": "You look at the disk", "response": "It's a thin disk of iron about the size of a zorkmid coin, stamped with the words \"zm1 Credit Refund, Not Exchangeable for Cash\".\n\nThe burin traces an intricate Double Fanucci figure in midair.", "endoftext": false }, { "action": "You put the disk in the slot", "response": "The iron disk vanishes into the slot with a metallic rattle.", "endoftext": false }, { "action": "Go east", "response": "You are in a gently sloping underground passage which curves upwards to the west, and down into darkness to the south. A dim light filters in through cracked timbers overhead.\n\nYou see a white cube here.\n\nAn animated burin flies in small circles around your head.", "endoftext": false }, { "action": "You get the cube", "response": "As you touch the cube, the universe abruptly turns itself inside out.\n\nThe six interior walls of this perfectly cubical room are perfectly white and featureless. A single silver compass rose, balancing a delicate crystal sphere on its bloom, floats like a pedestal above the floor.\n\nAn animated burin hovers over your head.", "endoftext": false }, { "action": "You touch the sphere", "response": "The sphere vibrates in your hands, and an image takes form in your mind:\n\nYou are clinging to the edge of a bridge above a vast chasm. A thundering waterfall cascades through a rainbow below, while from behind a bored voice yawns, \"So tell me then, how do I get that pot of gold?\"\n\nSlowly, the vision fades. You feel vaguely disoriented for a moment.", "endoftext": false }, { "action": "You go east", "response": "As you move in that direction, the universe abruptly turns itself inside out.\n\nYou are standing on a tiny rock islet, barely more than a few feet across, in the middle of a vast ocean. No land is visible in any direction, and the water swirls threateningly about your feet.\n\nYou see a white cube here.\n\nAn animated burin hovers over your head.\n\nThe burin flies a slow loop around your shoulder.", "endoftext": false }, { "action": "You look at the islet", "response": "It looks like an ordinary rock islet to me.", "endoftext": false }, { "action": "You examine the ocean", "response": "You see a circling fin far below.", "endoftext": false }, { "action": "You examine the fin", "response": "It has a fishy kind of look to it.\n\nThe burin makes a lunge at its shadow, and misses.", "endoftext": false }, { "action": "Yes", "response": "Very well. You splash out and take a dive..\n\nYou are swimming, or to be more precise, sinking, in a vast ocean. The water is icy cold on your skin, and your breath quickly bubbles out through your nose.\n\nA blue shark glides past.\n\nUnfortunately, you have no time to enjoy the experience, as a misplaced gulp of seawater finds its way to your lungs.\n\nNothing happens. It would seem that you are dead.", "endoftext": false }, { "action": "You hold the breath", "response": "I don't know the word \"hold\".\n\nI don't know the word \"hold\".", "endoftext": false }, { "action": "You get the cube", "response": "As you touch the cube, the universe abruptly turns itself inside out.\n\nThe six interior walls of this perfectly cubical room are perfectly white and featureless. A single silver compass rose, balancing a delicate crystal sphere on its bloom, floats like a pedestal above the floor.\n\nAn animated burin is perched on your head.", "endoftext": false }, { "action": "You touch the sphere", "response": "The sphere vibrates in your hands, and an image takes form in your mind:\n\nYou are clinging to the edge of a bridge above a vast chasm. A thundering waterfall cascades through a rainbow below, while from behind a bored voice yawns, \"So tell me then, how do I get that pot of gold?\"\n\nSlowly, the vision fades. You feel vaguely disoriented for a moment.\n\nThe burin nibbles softly at your ear.", "endoftext": false }, { "action": "You touch the sphere", "response": "The sphere vibrates in your hands, and an image takes form in your mind:\n\nYou are at the bottom of an immense smouldering crater gashed out of bare rock. Stars flicker slowly in a midnight sky, and through the eerie silence a single voice wails over and over again, \"Yek wen eht ton! Yek dlo eht esu!\"\n\nSlowly, the vision fades. You feel vaguely disoriented for a moment.", "endoftext": false }, { "action": "You go to the west", "response": "As you move in that direction, the universe abruptly turns itself inside out.\n\nYou are standing at the entrance to a large, familiar college campus. At least, it would be large and familiar if it existed, which it apparently doesn't anymore. The only solid things remaining are a white mailbox and two paths leading west and southwest. Everything else seems to be swallowed by a black, swirling void.\n\nYou see a white cube here.\n\nAn animated burin is perched on your head.", "endoftext": false }, { "action": "You go to the southwest", "response": "The path ends here at a newly formed cliff face, looking down over a strangely distorted crater to the north. Inky black void shivers around your feet, and trickles in small eddies from the crater's rim, nearly obscuring the single crumbling line of reality that leads northeast.\n\nA yellow signpost balances on the crater's edge.\n\nAn animated burin is perched on your head.", "endoftext": false }, { "action": "You open Envelope", "response": "Opening the red envelope reveals a packing slip and a black cube.\n\nThe burin gives a screech of agony and dives back into the log book, which snaps closed after it.", "endoftext": false }, { "action": "You drop it", "response": "The black cube distorts weirdly as the void swallows it. You see it slowly fall toward the distant vault, then vanish.", "endoftext": false }, { "action": "You go to the northeast", "response": "You are standing at the entrance to a large, familiar college campus. At least, it would be large and familiar if it existed, which it apparently doesn't anymore. The only solid things remaining are a white mailbox and two paths leading west and southwest. Everything else seems to be swallowed by a black, swirling void.\n\nYou see a white cube here.", "endoftext": false }, { "action": "Go west", "response": "Here, in what was once the centre of campus, what little reality is left has condensed into a grue-black, rock-blasted crater hammered out of existence by some unimaginable power. The stars distort overhead in a strange demented dance; you can barely remember seeing a white mailbox to the east.\n\nAn iron vault floats calmly in the void, apparently unscathed.\n\nOut of the corner of your eye, you see a black cube fall from above.", "endoftext": false }, { "action": "You examine cube", "response": "The cube is about an inch on a side, and is featureless black, apart from a tiny legend embossed on one face.", "endoftext": false }, { "action": "You open Envelope", "response": "Opening the red envelope reveals a packing slip and a black cube.\n\nThe burin gives a screech of agony and dives back into the log book, which snaps closed after it.", "endoftext": false }, { "action": "You put it in the water", "response": "The black cube falls into the water, and drifts out of sight.", "endoftext": false }, { "action": "Wait", "response": "Time passes...", "endoftext": false }, { "action": "Inventory", "response": "You have a log book, a red envelope, a syllabus, a note, a rusty iron key, a silver slide rule, a gold zorkmid, and a battery. The red envelope seems to contain a packing slip.", "endoftext": false }, { "action": "You open Envelope", "response": "Opening the red envelope reveals a packing slip and a black cube.\n\nThe burin gives a screech of agony and dives back into the log book, which snaps closed after it.", "endoftext": false }, { "action": "You get the cube", "response": "Which cube do you mean, the black cube, or the white cube?", "endoftext": false }, { "action": "You get the cube", "response": "As you touch the cube, the universe abruptly turns itself inside out.\n\nThe six interior walls of this perfectly cubical room are perfectly white and featureless. A single silver compass rose, balancing a delicate crystal sphere on its bloom, floats like a pedestal above the floor.\n\nAn animated burin hovers over your head.", "endoftext": false }, { "action": "You listen", "response": "It's pitch black.", "endoftext": false }, { "action": "Wait", "response": "Time passes...\n\nA dank, rancid breeze wafts up the corridor.", "endoftext": false }, { "action": "You drop the battery", "response": "Dropped.\n\nYou hear a low growl, followed by silence.", "endoftext": false }, { "action": "Go north", "response": "You are in a gently sloping underground passage which curves upwards to the west, and down into darkness to the south. A dim light filters in through cracked timbers overhead.\n\nYou see a white cube here.\n\nAn animated burin is perched on your head.", "endoftext": false }, { "action": "You get the cube", "response": "As you touch the cube, the universe abruptly turns itself inside out.\n\nThe six interior walls of this perfectly cubical room are perfectly white and featureless. A single silver compass rose, balancing a delicate crystal sphere on its bloom, floats like a pedestal above the floor.\n\nAn animated burin hovers over your head.\n\nThe burin whistles a few bars of the national anthem.", "endoftext": false }, { "action": "You open Envelope", "response": "Opening the red envelope reveals a packing slip and a black cube.\n\nThe burin gives a screech of agony and dives back into the log book, which snaps closed after it.\n\nThe black cube trembles briefly inside the unsealed envelope, then vaporises!\nThe crystal sphere tumbles to the floor!\nThe compass rose bursts into a flower of flame!", "endoftext": true }, { "action": "Look around", "response": "The six interior walls of this white cubical room are shaking and disintegrating as you watch.\n\nYou see a crystal ball and a flaming compass rose (providing light) here.\n\nThe room shudders violently, rocked by explosions all around.\nThe crystal sphere vibrates ominously.", "endoftext": false }, { "action": "You examine the sphere", "response": "You see an image of a novice glyph support clerk peering into the future.\n\nThe compass rose continues to burn.\n\nThe walls sway with terrifying disregard for physics.\nThe sphere spits out several tiny shards with a crystalline -ping-.", "endoftext": false }, { "action": "You get rose", "response": "Taken.\n\nThe compass rose continues to burn.\n\nThe walls sway with terrifying disregard for physics.\nThe sphere spits out several tiny shards with a crystalline -ping-.", "endoftext": true }, { "action": "Go downwards", "response": "As you move in that direction, the universe abruptly turns itself inside out.\n\nYou are in a gently sloping underground passage which curves upwards to the west, and down into darkness to the south. A dim light filters in through cracked timbers overhead.\n\nYou see a white cube here.\n\nThe compass rose continues to burn.\n\nThe white cube trembles softly.", "endoftext": false }, { "action": "You go to the south", "response": "The flickering light of the compass rose picks out the curve of this grimy corridor as it twists from north to southeast.\n\nThe compass rose continues to burn.", "endoftext": false }, { "action": "You go southeast", "response": "A narrow crawl to the northwest opens here into a wide natural chamber, showing signs of later excavation and even later collapse. Tortured fragments of rock and rusted equipment lie scattered among piles of human-looking bones that crunch horribly underfoot.\n\nA terrified adventurer crouches among the rubble, frantically waving a pair of unlit brass lanterns.\n\nThe compass rose continues to burn.", "endoftext": false }, { "action": "You give the battery to the adventurer", "response": "The adventurer takes the battery with trembling hands, and fumbles it into the shiny new lantern. As the lamp switches on, he wipes the sweat from his brow and relaxes visibly. Tossing the battered old lantern aside, he starts walking around the chamber examining objects.\n\nThe compass rose continues to burn.\n\nThe adventurer tries to push the battered old brass lantern.", "endoftext": false }, { "action": "You examine the equipment", "response": "The equipment is battered and rusty, but appears to have been used for mining in the distant past. It is of little use now, although the scrawled lettters scratched into some of the pieces might prove interesting to a historian.\n\nThe compass rose continues to burn.\n\nThe adventurer licks the battered old brass lantern.", "endoftext": false }, { "action": "You get the lantern", "response": "Taken.\n\nThe compass rose continues to burn.\n\nThe adventurer looks hopefully at the equipment.", "endoftext": false }, { "action": "You examine it", "response": "The battered brass lantern looks old enough to have survived the rise and fall of the entire Great Underground Empire, but it's certainly quite useless now.\n\nThe compass rose sputters urgently.\n\nThe adventurer tries to break the equipment.", "endoftext": false }, { "action": "You read the equipment", "response": "Ancient scratches among the wreckage spell out: \"Frobozz Magic GRUE GRUE GRUE ing Com FLEE FOR YOUR LIFE ny.\"\n\nThe compass rose sputters urgently.", "endoftext": false }, { "action": "Go northwest", "response": "The flickering light of the compass rose picks out the curve of this grimy corridor as it twists from north to southeast.\n\nThe compass rose blows apart in a soft shower of petals.\n\nA dank, rancid breeze wafts up the corridor.", "endoftext": false }, { "action": "Go north", "response": "You are in a gently sloping underground passage which curves upwards to the west, and down into darkness to the south. A dim light filters in through cracked timbers overhead.\n\nYou see a white cube here.\n\nThe white cube trembles softly.", "endoftext": false }, { "action": "You open Book", "response": "Opened. The burin flutters out again.\n\nThe white cube trembles softly.", "endoftext": false }, { "action": "Log task", "response": "The burin scribbles something into the logbook.\n\nThe white cube trembles softly.", "endoftext": false }, { "action": "You touch the cube", "response": "As you touch the cube, the universe abruptly turns itself inside out.\n\nThe six interior walls of this white cubical room are shaking and disintegrating as you watch.\n\nYou see a crystal ball here.\n\nBlack writhing cracks appear in the walls, with endless night beyond. The crystal sphere explodes into a thousand splinters!\n\nAn animated burin hovers over your head.\n\n\"Come on! Let's go exploring!\" chirps the burin excitedly.", "endoftext": false }, { "action": "You read Log", "response": "The opened log book contains a list of previous magic support problems and solutions, signed and dated by the clerk on duty at the time.\n\n24/4 Malyon spell backfired; burin accidentally animated. Oops. Zuzvuz.\n27/4 Adventurer eaten by stray grues. Resurrected with gaspar. Zuzvuz.\n32/4 Trolls ravaging village. Applied two-handed axe; resolved. Felenar.\n6/5 Some trouble communicating with cyclops. See legend 2001. Zuzvuz.\n13/5 Adventurer llepsed gaspar. Summoned Implementors. Zuzvuz.\n17/5 Implementors de-implemented Zuzvuz. Attempted blorple to Old Quendor. Felenar.\n20/5 Felenar and Zuzvuz missing. Sent replacement job application to GUE Tech. Sorkin.\n23/5 GUE Tech gated to Old Quendor. Llepsed golmac might work. Sorkin.\n29/5 Two words: why me? New support clerk arrives tomorrow. Must train\nbefore (after) breaking Sorkin's time loop. Assuming\ncounterspell\nexists, if not... Helistar.\n30/5 GUE Tech Vault jammed. Took time to open it. Krosk lord of blood.\n30/5 Princess imprisoned without rezrov scroll. Delivered.\nKrosk lord of blood.\n30/5 Tourist lost at rainbow chasm. Pushed off cliff blindfold. Krosk lord of blood.\n30/5 Adventurer low on batteries. Improvised with vending machine. Krosk lord of blood.\n\nThe room crumbles into nonexistence, and you with it.\n\nNothing happens. It would seem that you are dead.", "endoftext": false }, { "action": "Go north", "response": "Oddly enough, you find your way blocked by an invisible barrier.\n\nThe room crumbles into nonexistence, and you with it.\n\nNothing happens. It would seem that you are dead.", "endoftext": true }, { "action": "Go downward", "response": "As you move in that direction, the universe abruptly turns itself inside out.\n\nYou are in a gently sloping underground passage which curves upwards to the west, and down into darkness to the south. A dim light filters in through cracked timbers overhead.\n\nYou see a white cube here.\n\nThe white cube vaporises in a miniature thunderclap.\n\nAn animated burin is perched on your head.", "endoftext": false }, { "action": "You get rose", "response": "Taken.\n\nThe room shudders violently, rocked by explosions all around.\nThe crystal sphere vibrates ominously.", "endoftext": true }, { "action": "Go downwards", "response": "As you move in that direction, the universe abruptly turns itself inside out.\n\nYou are in a gently sloping underground passage which curves upwards to the west, and down into darkness to the south. A dim light filters in through cracked timbers overhead.\n\nYou see a white cube here.\n\nThe compass rose continues to burn.\n\nThe white cube trembles softly.", "endoftext": false }, { "action": "Go south", "response": "The flickering light of the compass rose picks out the curve of this grimy corridor as it twists from north to southeast.\n\nThe compass rose continues to burn.\n\nYou hear a low growl, followed by silence.", "endoftext": false }, { "action": "You give battery to the adventurer", "response": "The adventurer takes the battery with trembling hands, and fumbles it into the shiny new lantern. As the lamp switches on, he wipes the sweat from his brow and relaxes visibly. Tossing the battered old lantern aside, he starts walking around the chamber examining objects.\n\nThe compass rose continues to burn.\n\nThe adventurer mutters an incantation over the scrawled lettering.", "endoftext": false }, { "action": "You get the lantern", "response": "Taken.\n\nThe compass rose continues to burn.", "endoftext": false }, { "action": "You go to the north-west", "response": "The flickering light of the compass rose picks out the curve of this grimy corridor as it twists from north to southeast.\n\nThe compass rose continues to burn.", "endoftext": false }, { "action": "Go north", "response": "You are in a gently sloping underground passage which curves upwards to the west, and down into darkness to the south. A dim light filters in through cracked timbers overhead.\n\nYou see a white cube here.\n\nThe compass rose continues to burn.\n\nThe white cube trembles softly.", "endoftext": false }, { "action": "You get the cube", "response": "As you touch the cube, the universe abruptly turns itself inside out.\n\nThe six interior walls of this white cubical room are shaking and disintegrating as you watch.\n\nYou see a crystal ball here.\n\nThe compass rose sputters urgently.\n\nThe walls sway with terrifying disregard for physics.\nThe sphere spits out several tiny shards with a crystalline -ping-.", "endoftext": false }, { "action": "Drop rose", "response": "Dropped.\n\nThe compass rose sputters urgently.\n\nBlack writhing cracks appear in the walls, with endless night beyond. The crystal sphere explodes into a thousand splinters!", "endoftext": false }, { "action": "You turn off rose", "response": "I don't know how to turn the flaming compass rose off.\n\nThe compass rose sputters urgently.\n\nThe room crumbles into nonexistence, and you with it.\n\nNothing happens. It would seem that you are dead.", "endoftext": false }, { "action": "You look at rose", "response": "The compass rose is burning with a bluish-red flame.\n\nThe compass rose sputters urgently.\n\nBlack writhing cracks appear in the walls, with endless night beyond. The crystal sphere explodes into a thousand splinters!", "endoftext": false }, { "action": "You examine Syllabus", "response": "The Great Underground Empire (Memorial) Institute of Magickal Techknowledgies, Artes and Psiences, School of Remedial Magic Syllabus\n\nOn completing this course, the student shall be capable of defining the following terms and their usage in modern enchanting:\n\nAntharia island province famed for its granola mines, survive field trip\nantimagic theoretical opposite of magic, inhibits or annihilates spells\nblorple spell, opens a dimension gate\nBorphee industrial capital of modern Quendor, list leading spell merchants\nburin pen-like instrument needed for magical inscriptions, own and use\nFlathead Dimwit, worst ruler of the GUE, describe in excessive detail gaspar spell, prepares caster for resurrection\ngolmac spell, causes time travel\ngranola tasty and highly nutritious food source, write poetic praise epic\ngrue lurking menace in dark places, avoid getting eaten by\nGUE Great Underground Empire, describe history, fall and excavations\nInfocom aka Implementors, mythical godlike beings, dismiss as fallacy\nlleps spell, reverses effect of memorised spell\nmalyon spell, brings inanimate objects to life\nnymph small magical fairy-like creatures often used as secretaries, hire\nQuendor our homeland, analyse socio-political ramifications of granola tax\nqwerty spell (mythical), student must logically refute its existence\nraif minor modern cult of Infocom, of no significance whatsoever rezrov spell, opens closed or locked objects\nrose compass rose, oh sweet compass rose, etc, national anthem, sing\nsnavig spell, causes caster to assume another shape at will timeloop highly dangerous phenomenon, describe how to avoid creating vellum leather-based scroll substrate, explain advantages over parchment\nwork part-time jobs in magic support, readily available for students\nZork common name for Quendor and the GUE, also an epic saga zorkmid national unit of currency, pay all tuition fees promptly\n\nThe burin preens itself, licking traces of ink from its nib.", "endoftext": false }, { "action": "You read Book", "response": "The opened log book contains a list of previous magic support problems and solutions, signed and dated by the clerk on duty at the time.\n\n24/4 Malyon spell backfired; burin accidentally animated. Oops. Zuzvuz.\n27/4 Adventurer eaten by stray grues. Resurrected with gaspar. Zuzvuz.\n32/4 Trolls ravaging village. Applied two-handed axe; resolved. Felenar.\n6/5 Some trouble communicating with cyclops. See legend 2001. Zuzvuz.\n13/5 Adventurer llepsed gaspar. Summoned Implementors. Zuzvuz.\n17/5 Implementors de-implemented Zuzvuz. Attempted blorple to Old Quendor. Felenar.\n20/5 Felenar and Zuzvuz missing. Sent replacement job application to GUE Tech. Sorkin.\n23/5 GUE Tech gated to Old Quendor. Llepsed golmac might work. Sorkin.\n29/5 Two words: why me? New support clerk arrives tomorrow. Must train\nbefore (after) breaking Sorkin's time loop. Assuming\ncounterspell\nexists, if not... Helistar.\n30/5 GUE Tech Vault jammed. Took time to open it. Krosk lord of blood.\n30/5 Princess imprisoned without rezrov scroll. Delivered.\nKrosk lord of blood.\n30/5 Tourist lost at rainbow chasm. Pushed off cliff blindfold. Krosk lord of blood.", "endoftext": false }, { "action": "You touch the sphere", "response": "The sphere vibrates in your hands, and an image takes form in your mind:\n\nYou are clinging to the edge of a bridge above a vast chasm. A thundering waterfall cascades through a rainbow below, while from behind a bored voice yawns, \"So tell me then, how do I get that pot of gold?\"\n\nSlowly, the vision fades. You feel vaguely disoriented for a moment.\n\n\"If you can pick it up, it's yours,\" the burin sniggers sagely.", "endoftext": false }, { "action": "Go northwest", "response": "This circular room at the base of the tower is surprisingly small for its size. An unlit fireplace to the northwest, and a sturdy oak door to the southeast, (which is standing wide open), are its only points of interest.\n\nAn animated burin hovers over your head.\n\n\"Make sure you get a good look at everything,\" cheeps the burin helpfully.", "endoftext": false }, { "action": "You enter the fireplace", "response": "You poke your head into the fireplace, and discover that climbing back up that way is indeed impossible. As you wriggle back into the room, something crunches underfoot.", "endoftext": true }, { "action": "Look around", "response": "This circular room at the base of the tower is surprisingly small for its size. An unlit fireplace to the northwest, and a sturdy oak door to the southeast, (which is standing wide open), are its only points of interest.\n\nAn animated burin flies in small circles around your head.\n\n\"Come on! Let's go exploring!\" chirps the burin excitedly.", "endoftext": false }, { "action": "You look in the fireplace", "response": "The grand fireplace, opening to the northwest, is large enough to walk into. In the fireplace you see a grey cube.", "endoftext": false }, { "action": "You examine the grey cube", "response": "The cube is about an inch on a side, and is featureless grey, apart from a tiny legend embossed on one face.\n\nThe cube is about an inch on a side, and is featureless grey, apart from a tiny legend embossed on one face.", "endoftext": false }, { "action": "You read it", "response": "\"Frobozz Magic Bubble Bath Company.\"", "endoftext": false }, { "action": "You go to the southeast", "response": "You are standing beneath a menacing black stone tower. The only entrance at ground level seems to be a sturdy oak door which is standing wide open. However, rough stone steps wind up around the outside and vanish somewhere near the top. The road leads back across a barren plain to the southeast.\n\nAn animated burin hovers over your head.\n\nThe burin flutters around your head.", "endoftext": false }, { "action": "Go southeast", "response": "The road bends here, running northwest to a distant tower and south to the mountains. Across a barren plain to the east, a wide rutted cart track bears the scars of recent heavy troop movements.\n\nYou see a white cube here.\n\nAn animated burin hovers over your head.", "endoftext": false }, { "action": "You get the cube", "response": "As you touch the cube, the universe abruptly turns itself inside out.\n\nThe six interior walls of this perfectly cubical room are perfectly white and featureless. A single silver compass rose, balancing a delicate crystal sphere on its bloom, floats like a pedestal above the floor.\n\nAn animated burin flies in small circles around your head.\n\nThe burin recites a few choice passages from the Rites of the Implementors, then laughs at them.", "endoftext": false }, { "action": "You go to the east", "response": "As you move in that direction, the universe abruptly turns itself inside out.\n\nYou are standing on a tiny rock islet, barely more than a few feet across, in the middle of a vast ocean. No land is visible in any direction, and the water swirls threateningly about your feet.\n\nYou see a white cube here.\n\nAn animated burin flies in small circles around your head.", "endoftext": false }, { "action": "You put the grey cube in the water", "response": "The grey cube falls into the water, and immediately is engulfed in a mass of swirling foam, undulating higher and higher until it seems certain to smother you. But the foam storm eventually subsides, to reveal a single giant bubble.", "endoftext": false }, { "action": "You enter the bubble", "response": "The bubble rocks slightly as you squeeze inside, but remains intact.\n\nOcean, in the giant bubble\nYou are floating in a giant soap bubble, on the surface of a vast ocean. Apart from a tiny rock islet, barely more than a few feet across, no land is visible in any direction.\n\nYou see a white cube here.\n\nAn animated burin is perched on your head.", "endoftext": true }, { "action": "You go downwards", "response": "At your touch, the bubble glides gently downward.\n\nUnder the Ocean, in the giant bubble\nYou are floating in a vast ocean, surrounded by a giant soap bubble full of damp but breathable air. Faint light from the distant surface overhead refracts off the bubble's walls into the mysterious depths beyond.\n\nA blue shark glides past.\n\nAn animated burin hovers over your head.", "endoftext": false }, { "action": "You examine the shark", "response": "The shark gives you a fishy, toothy, kind of stare which you somehow find vaguely disturbing.\n\nThe burin flutters around your head.", "endoftext": false }, { "action": "You open Envelope", "response": "Opening the red envelope reveals a packing slip and a black cube.\n\nThe burin gives a screech of agony and dives back into the log book, which snaps closed after it.\n\nThe bubble shimmers soapily.", "endoftext": false }, { "action": "You give the cube to the shark", "response": "The black cube slips through the bubble's wall and into the water. In a single smooth movement, the shark darts forward and swallows it.\n\nA dull black glow shimmers over the shark's body for a moment, and in its place a surprised-looking enchanter appears. He waves at you briefly and swims up toward the light.\n\nThe bubble's walls tremble softly.", "endoftext": false }, { "action": "Up", "response": "At your touch, the bubble glides gently upward.\n\nOcean, in the giant bubble\nYou are floating in a giant soap bubble, on the surface of a vast ocean. Apart from a tiny rock islet, barely more than a few feet across, no land is visible in any direction.\n\nYou see a white cube here.\n\nA man in enchanter's robes stands on the islet, drying himself off.\n\nThe bubble's walls tremble softly.", "endoftext": false }, { "action": "You examine man", "response": "The enchanter looks about as old as you are young, with the profession's typical air of lofty mystique, but he seems to be having a bad day so far.\n\nWith a liquid 'thwap', the bubble bursts, tossing you back onto the islet.\n\nYou are standing on a tiny rock islet, barely more than a few feet across, in the middle of a vast ocean. No land is visible in any direction, and the water swirls threateningly about your feet.\n\nYou see a white cube here.\n\nA man in enchanter's robes stands on the islet, drying himself off.", "endoftext": false }, { "action": "You ask man about the shark", "response": "The enchanter, deep in thought, doesn't respond.\n\nThe enchanter raises a hand in greeting. \"Well met, young clerk. I see you face a dangerous puzzle, and you must not do that unaided.\" He hands you back the black cube, which appears from thin air, and frowns in deep concentration.", "endoftext": false }, { "action": "You put the cube in Envelope", "response": "Done.\n\nThe enchanter stares into the distance, brow furrowed. \"But no, that would be utter foolishness. Such an ancient power in the hands of...\" he breaks off and studies you thoughtfully.", "endoftext": false }, { "action": "You close Envelope", "response": "Closed.\n\nThe enchanter shakes his head. \"It is decided. What was, must be. Listen to me carefully. I shall grant you one spell, only one, the oldest and most sacred of all the lore of Quendor. I dare not speak its name or tell you its purpose. That, you alone must discover. Look at me now, and steel your heart with virtue.\"", "endoftext": false }, { "action": "You look at the enchanter", "response": "You feel the enchanter's eyes boring deep into your soul. A burst of power fills you, and a single spell leaps into existence at the back of your mind. The enchanter smiles, swirls his cloak, and is gone.\n\n[You can now use the word SPELLS to check what spells you know.]", "endoftext": false }, { "action": "Spells", "response": "You have the qwerty spell (whatever that is), stamped indelibly on your mind.", "endoftext": false }, { "action": "You open Book", "response": "Opened. The burin flutters out again.", "endoftext": false }, { "action": "Log task", "response": "The burin scribbles something into the logbook.\n\n\"Isn't this fun?\" giggles the burin. \"By the Quill, 'twill make a tall tale to tell thy tykes.\"", "endoftext": false }, { "action": "You get the cube", "response": "As you touch the cube, the universe abruptly turns itself inside out.\n\nThe six interior walls of this perfectly cubical room are perfectly white and featureless. A single silver compass rose, balancing a delicate crystal sphere on its bloom, floats like a pedestal above the floor.\n\nAn animated burin is perched on your head.", "endoftext": false }, { "action": "You go south", "response": "The flickering light of the compass rose picks out the curve of this grimy corridor as it twists from north to southeast.\n\nThe compass rose continues to burn.\n\nA dank, rancid breeze wafts up the corridor.", "endoftext": false }, { "action": "You go southeast", "response": "A narrow crawl to the northwest opens here into a wide natural chamber, showing signs of later excavation and even later collapse. Tortured fragments of rock and rusted equipment lie scattered among piles of human-looking bones that crunch horribly underfoot.\n\nA terrified adventurer crouches among the rubble, frantically waving a pair of unlit brass lanterns.\n\nThe compass rose continues to burn.", "endoftext": false }, { "action": "You give the battery to the adventurer", "response": "The adventurer takes the battery with trembling hands, and fumbles it into the shiny new lantern. As the lamp switches on, he wipes the sweat from his brow and relaxes visibly. Tossing the battered old lantern aside, he starts walking around the chamber examining objects.\n\nThe compass rose continues to burn.\n\nThe adventurer tries to turn the collection of rocks.", "endoftext": false }, { "action": "You open Book", "response": "Opened. The burin flutters out again.\n\nThe compass rose continues to burn.\n\nThe adventurer listens to the collection of rocks.", "endoftext": false }, { "action": "Log task", "response": "The burin scribbles something into the logbook.\n\nThe compass rose continues to burn.\n\nThe adventurer mutters an incantation over the collection of rocks.", "endoftext": false }, { "action": "You get the lantern", "response": "Taken.\n\nThe compass rose continues to burn.\n\nThe adventurer tries to turn the scrawled lettering.\n\nThe burin practises its penthingship.", "endoftext": false }, { "action": "You go northwest", "response": "The flickering light of the compass rose picks out the curve of this grimy corridor as it twists from north to southeast.\n\nThe compass rose sputters urgently.\n\nAn animated burin flies in small circles around your head.", "endoftext": false }, { "action": "Go north", "response": "You are in a gently sloping underground passage which curves upwards to the west, and down into darkness to the south. A dim light filters in through cracked timbers overhead.\n\nYou see a white cube here.\n\nThe compass rose sputters urgently.\n\nThe white cube trembles softly.\n\nAn animated burin flies in small circles around your head.", "endoftext": false }, { "action": "You touch the cube", "response": "As you touch the cube, the universe abruptly turns itself inside out.\n\nThe six interior walls of this white cubical room are shaking and disintegrating as you watch.\n\nYou see a crystal ball here.\n\nThe compass rose blows apart in a soft shower of petals.\n\nThe walls sway with terrifying disregard for physics.\nThe sphere spits out several tiny shards with a crystalline -ping-.\n\nAn animated burin is perched on your head.", "endoftext": false }, { "action": "You touch the sphere", "response": "As you touch the sphere, a faint, flickering image forms in your mind:\n\nYou are standing on the peak of a mountain reaching high above the rim of the world. Dazzling light fills your eyes, and a hollow voice booms down:\n\"Don't try to match wits with us, Zuzvuz. We'll consider your request for reimplementation in the next beta release, not a single compile before.\"\n\nThe vision abruptly cuts to black, as the crystal sphere explodes into a thousand splinters!\n\nBlack writhing cracks appear in the walls, with endless night beyond.", "endoftext": false }, { "action": "Up", "response": "As you move in that direction, the universe abruptly turns itself inside out.\n\nYou are standing on the apex of a towering rock pinnacle high in the southern mountains. Before you, to the northeast, stands the unfinished shell of a building, presumably a temple of some kind.\n\nYou see a white cube here.\n\nThe white cube vaporises in a miniature thunderclap.\n\nAn animated burin hovers over your head.", "endoftext": false }, { "action": "You read the logbook", "response": "The opened log book contains a list of previous magic support problems and solutions, signed and dated by the clerk on duty at the time.\n\n24/4 Malyon spell backfired; burin accidentally animated. Oops. Zuzvuz.\n27/4 Adventurer eaten by stray grues. Resurrected with gaspar. Zuzvuz.\n32/4 Trolls ravaging village. Applied two-handed axe; resolved. Felenar.\n6/5 Some trouble communicating with cyclops. See legend 2001. Zuzvuz.\n13/5 Adventurer llepsed gaspar. Summoned Implementors. Zuzvuz.\n17/5 Implementors de-implemented Zuzvuz. Attempted blorple to Old Quendor. Felenar.\n20/5 Felenar and Zuzvuz missing. Sent replacement job application to GUE Tech. Sorkin.\n23/5 GUE Tech gated to Old Quendor. Llepsed golmac might work. Sorkin.\n29/5 Two words: why me? New support clerk arrives tomorrow. Must train\nbefore (after) breaking Sorkin's time loop. Assuming\ncounterspell\nexists, if not... Helistar.\n30/5 GUE Tech Vault jammed. Took time to open it. Krosk lord of blood.\n30/5 Princess imprisoned without rezrov scroll. Delivered.\nKrosk lord of blood.\n30/5 Enchanter permanently snaviged. Broke spell with antimagic. Krosk lord of blood.\n30/5 Tourist lost at rainbow chasm. Pushed off cliff blindfold. Krosk lord of blood.\n30/5 Adventurer low on batteries. Improvised with vending machine. Krosk lord of blood.\n\nThe burin recites a few choice passages from the Rites of the Implementors, then laughs at them.", "endoftext": false }, { "action": "You enter the temple", "response": "You are inside the temple, which seems to be built roughly in a square; the roof, still unfinished, is open to the sky. In the centre of the room stands a transparent crystalline cube, about a metre a side. A doorless archway leads out to the southwest.\n\nAn animated burin hovers over your head.", "endoftext": false }, { "action": "You put the lamp on cube", "response": "As you put the battered old brass lantern on the crystal cube, it glows white and vanishes.", "endoftext": false }, { "action": "You put the ruler on the cube", "response": "As you put the silver slide rule on the crystal cube, it glows white and vanishes.", "endoftext": false }, { "action": "You put the coin on the cube", "response": "As you put the gold zorkmid on the crystal cube, it glows white and vanishes.\n\nThe burin makes a lunge at its shadow, and misses.", "endoftext": false }, { "action": "You put Book on the cube", "response": "As you put the log book on the crystal cube, it glows white and vanishes.\n\nThe burin vanishes in a flurry of white sparkles.", "endoftext": false }, { "action": "Qwerty", "response": "A bolt of thunder rumbles overhead.", "endoftext": false }, { "action": "Qwerty", "response": "The sky darkens, and thunder rolls again.", "endoftext": false }, { "action": "Qwerty", "response": "Jagged forks of lightning crackle through the swollen sky.", "endoftext": false }, { "action": "Qwerty", "response": "A single lurid sheet of blue lightning arcs through the roof and strikes the crystal cube. The universe turns white.\n\nYou are standing inside a very strangely dimensioned room, which appears to be composed of the plane surfaces between sixteen white cubes arranged at right angles to each other. It's the sort of thing you've had nightmares about while sleeping through Elementary Hyperspatial Topology 101. There are no visible exits.", "endoftext": false }, { "action": "You check your inventory", "response": "You are empty-handed.\n\nA white-shadowed figure walks through a wall that isn't there, looks you up and down absently, and speaks to someone who patently doesn't exist.\n\n\"Dave? Looks like one of the NPCs has gone and tripped the invocation subroutine again. I'd better comment it out before... No, it can't be a player, we haven't had anyone get to the temple since we added the forest puzzle in the last beta. Maybe we should put in some more... okay, okay, I'll check. I'm telling you, though, there's not the slightest chance...\"", "endoftext": false }, { "action": "You examine the figure", "response": "The Implementor looks vaguely author-shaped.\n\nThe Implementor continues talking to his unseen partner.\n\n\"Hey, what do you know? It's got the whole invocation right, and even logged all the support jobs! That's one smart NPC. Maybe we should take a copy of the object code and... yeah, okay, so it might be a player after all. Sure, hang on, I'll just check the trace file.\"", "endoftext": false }, { "action": "Qwerty", "response": "A bolt of thunder rumbles overhead.\n\n\"Oops. Looks like deleting Zuzvuz broke the whole GUE Tech timewarp simulation. It's running in an endless loop now. No, there's no way I'm coding that up again, there's some really hairy hacks in there. Easiest thing's just to put Zuzvuz back in and recompile from the last source backup. That should fix... oh, yeah, sure, I think I can reward the player somehow. Just give me a moment...\"\n\nAbruptly, the universe goes dark.\n\nNothing happens. It would seem that you are dead.", "endoftext": false }, { "action": "Wait", "response": "Abruptly, the universe returns.\n\nGUE Tech, Modern Quendor\nYou are walking through a familiar college campus. Enchanters and students mingle around the ancient moss-covered buildings, and every few minutes you hear the thumps and yelps of spells misfiring in the labs. Bright sunlight shines down from a cloudless blue sky.", "endoftext": false }, { "action": "Go west", "response": "You enter the Interactive Mythology lab.\n\nA woman in senior Enchanter's robes runs up to you, gives you an informal hug, and grins. \"Well done, Krosk lord of blood. You've saved the entire known universe with a single spell. That's a tale which will be long remembered in the Encyclopedia Frobozzica. Oh, but before I forget, this just came for you.\"\n\nHelistar hands you an envelope marked \"Hero, Inc. Special Introductory Offer.\" With trembling hands, you eagerly tear it open...\n\nBut that's another story.", "endoftext": true } ]
jk6dlgkrh7zn5r9d
Photograph: A Portrait of Reflection
Steve Evans
[ "Slice of life" ]
[ "Australian", "contemplative", "cover art", "first effort", "flashback", "IF Competition 2002", "IFComp Game", "Xyzzy Awards 2002" ]
2,002
[ 3, 11, 10, 0, 0 ]
24
3.708333
20090502
false
A story-driven, almost puzzleless work about a man obsessed with what he perceives to have been a wrong turn in his life. The story has dark themes with elements that are either fantasy, or delusion on the part of the protagonist.
[ { "action": "%", "response": "You're seated comfortably, hunched forward in your armchair. The frame rests on your lap, cradled in both hands, the continuing focus of your attention.\n\nYou no longer sense change...\n\nIn the periphery of your vision you see something of the room - the wood stove, a window. Beyond your field of view there is nothing but clutter and increasing irrelevance. You're pleased that you'll never have to look on any of it again.\n\nThe initial euphoria has subsided. Replaced by a sense of ease, of place, of things being, well... right.\n\nIt can't be long now...\n\n\n\nLiving Room (in the armchair)\nThe frame rests on your lap.\n\nN = next subject P = previous RETURN = read subject Q = resume game\n\nImportant information - Please read before playing\nBackground\nCredits\nRelease History\nWalkthrough\nRedisplay Opening Text", "endoftext": true }, { "action": "You examine the frame", "response": "The frame is made from Baltic pine. Within the frame is a rectangle of pure and unrelieved white. You think that perhaps you can discern some flicker of motion there, but then again it may only be your imagination.", "endoftext": false }, { "action": "You look at the motion", "response": "It's probably just wishful thinking on your part. There seems to be nothing there but a white rectangle.", "endoftext": false }, { "action": "You examine the window", "response": "The window (now closed) looks out over the yard. The afternoon sunlight streams through. You see a bird sitting on the outside sill.", "endoftext": false }, { "action": "You look at the bird", "response": "The bird is a starling. It stands unmoving, with its head slightly cocked, beak open. Starlings are common enough, but you are certain you've seen this particular bird before.", "endoftext": false }, { "action": "You listen", "response": "You hear the high-pitched sound of the bird.", "endoftext": false }, { "action": "You open the window", "response": "You lose yourself in thought...\nYou stand on a balcony looking out over treetops and distant roofs to the river and the hills beyond. The sky is pink and blue pastels, the sun barely risen above the late morning mists and woodsmoke haze. A fog rolls down the river valley like a lazy cloud.\n\nAs you move to pull your coat closer about you against the cold a startled bird takes flight from the eaves above your head. You follow its progress to a nearby blue gum.\n\nYou are on a wooden balcony that looks out over a river valley. An open door to the west leads back into the house. You are cold.", "endoftext": false }, { "action": "About yourself", "response": "Your coat is old and weathered. The pockets are empty.\n\nYou are 55 years old, but look (and feel) much older. Although you aren't planning on going far away from your wood fire today, you are nevertheless rugged up in a thick coat.", "endoftext": false }, { "action": "You look at the valley", "response": "A dense fog fills the river valley.", "endoftext": false }, { "action": "You examine the gum", "response": "It's a tall blue gum eucalyptus tree. A bird sits on a high branch.", "endoftext": false }, { "action": "You examine the bird", "response": "The bird is a starling. It looks agitated.", "endoftext": false }, { "action": "Sing", "response": "Your singing is abominable.", "endoftext": false }, { "action": "About yourself", "response": "You are 55 years old, but look (and feel) much older. Although you aren't planning on going far away from your wood fire today, you are nevertheless rugged up in a thick coat.", "endoftext": false }, { "action": "You go west", "response": "You take a deep breath of the smoke-laden air (the chill cutting your lungs like little knives), then enter the house.\n\nLiving Room (East)\nOn entering the living room you find yourself oppressed by the clutter and do your best to ignore it. Your armchair is here in front of the wood stove. A doorway to the north leads to your bedroom and the living area continues west.", "endoftext": false }, { "action": "You say piu piu", "response": "[The story read that as \"say it it\"].\n(to yourself)\nThere is no reply.", "endoftext": false }, { "action": "You examine the clutter", "response": "The room is full to bursting with all manner of items scavenged or bought at auctions or fire-sales; furniture, paintings, tools, bric-a-brac and junk. Most are covered in a substantial layer of dust. You wonder what possessed you. The only thing here that still holds any interest for you rests on an old pine mantel near the window.", "endoftext": false }, { "action": "You close the door", "response": "You close the back door.", "endoftext": false }, { "action": "You examine the mantel", "response": "Your attention inevitably shifts to the mantel and you're reassured by the sight of the picture sitting where you left it.", "endoftext": false }, { "action": "You examine the picture", "response": "The picture-frame is made of Baltic pine. The photograph it contains is slightly overexposed and was taken using a flash.\n\nDepicted are a young man and young woman leaning with their backs to the rail of a rough wooden deck, backed by the spray of a narrow waterfall cascading down two tiers of mudstone outcrop. Bordering the waterfall is thick temperate rainforest vegetation: a canopy of tall myrtle and sassafras trees, beneath which are leatherwood and tree-ferns, all covered in moss, lichen, shell-fungus. The boy has his arm around the girl's shoulder. Both are wearing light bushwalking clothes, and he carries a day pack. The boy looks cocky and confident and wears an idiotic 'say cheese' grin. The girl is not smiling. This was not, as you recall it, that she had been unhappy, just unused to having her picture taken.\n\n\"It's like giving away a piece of your soul,\" she had once joked.\n\nAs it happens she had smiled just after the shot was taken; a small, nervous smile of relief (you mimic the smile at the memory).", "endoftext": false }, { "action": "You look at the man", "response": "A fool, clearly.", "endoftext": false }, { "action": "You smile", "response": "You smile, again.", "endoftext": false }, { "action": "You examine girl", "response": "The girl has a stern, set expression.", "endoftext": false }, { "action": "Kiss frame", "response": "You can only do that to something animate.", "endoftext": false }, { "action": "You examine the touch picture", "response": "The girl has a stern, set expression.\n\nYou can't see any such thing.", "endoftext": false }, { "action": "You consider the girl", "response": "In your mind you can still picture her clearly as she was on that day - with that long raven hair and those big brown eyes.", "endoftext": false }, { "action": "You take the photo", "response": "Taken.", "endoftext": false }, { "action": "You consider the boy", "response": "You were young then, and too cock-sure for your own good.", "endoftext": true }, { "action": "Look around", "response": "Living Room (East)\nYour living room is full of clutter. Your armchair is here in front of the wood stove. A doorway to the north leads to your bedroom and the living area continues west. The back door is to the east.\n\nAn old pine mantel leans against the wall near the window.", "endoftext": false }, { "action": "You look at armchair", "response": "Your armchair is old and threadbare. You have spent a lot of time in this chair.", "endoftext": false }, { "action": "You examine the stove", "response": "The mantel came from the home of one of your neighbours. He was going to throw it out but you thought it too good to waste. It now takes up space, resting against your wall.\n\nIt's a pot-bellied wood stove. A fire blazes within and there is a supply of firewood beside it.", "endoftext": false }, { "action": "You look at the fire", "response": "It's a pot-bellied wood stove. A fire blazes within and there is a supply of firewood beside it.", "endoftext": false }, { "action": "You sit on the chair", "response": "You turn up your jacket collar and sink back into the faded armchair, elbow patches neatly covering matching holes in the upholstery. You soon begin to feel the warmth radiating from the wood stove.", "endoftext": false }, { "action": "You throw the picture in the fire", "response": "The photograph belongs on the mantel.", "endoftext": false }, { "action": "You consider the fire", "response": "The fire is blazing, but you still feel a chill.", "endoftext": false }, { "action": "About yourself", "response": "You are 55 years old, but look (and feel) much older. Although you aren't planning on going far away from your wood fire today, you are nevertheless rugged up in a thick coat.", "endoftext": false }, { "action": "Up", "response": "You'll have to get out of the armchair first.", "endoftext": false }, { "action": "Go outside", "response": "You get out of the armchair.\n\nLiving Room (East)\nYour living room is full of clutter. Your armchair is here in front of the wood stove. A doorway to the north leads to your bedroom and the living area continues west. The back door is to the east.\n\nAn old pine mantel leans against the wall near the window.", "endoftext": false }, { "action": "Go north", "response": "As you enter your bedroom you see a large spider, nearly the size of your hand, crawl under the bed.\n\nYour bedroom is small and comparatively tidy. The only furnishings are a wardrobe and the bed itself. There is a window here facing north and the living room is to the south.", "endoftext": false }, { "action": "You look under the bed", "response": "It was a huntsman spider, but it is now nowhere to be seen. Those things can hide anywhere. You'd be lucky to find it without taking the bed apart. But it's best left alone in any case. They aren't dangerous, and they help keep down the flies. There is a metal box here under your bed.", "endoftext": false }, { "action": "You look at the box", "response": "It's a closed metal box.", "endoftext": false }, { "action": "You get it", "response": "You pull the metal box out from under the bed.", "endoftext": false }, { "action": "You open it", "response": "You open the metal box, revealing some rolls of $50 notes.", "endoftext": false }, { "action": "You consider the money", "response": "You ended up with a lot of cash when you sold the business, more than enough to meet your simple needs for the rest of your life. You've never trusted banks.", "endoftext": false }, { "action": "You consider the the economy", "response": "Nothing of interest occurs to you.", "endoftext": false }, { "action": "Close box", "response": "You close the metal box.", "endoftext": false }, { "action": "You look at the wardrobe", "response": "It's a large solid piece of furniture, made of blackwood. Right now, it's closed.", "endoftext": false }, { "action": "You open it", "response": "You open your wardrobe. It contains clothing.", "endoftext": false }, { "action": "You open it", "response": "That's already open.", "endoftext": false }, { "action": "You examine the clothing", "response": "You're already wearing your coat. There is nothing here that you need.\n\nYou're already wearing your coat. There is nothing here that you need.", "endoftext": false }, { "action": "Wear clothing", "response": "(first taking the clothes)\nYou are already dressed. You don't need the clothing.", "endoftext": false }, { "action": "You examine the coat", "response": "Your coat is old and weathered. The pockets are empty.", "endoftext": false }, { "action": "Close wardrobe", "response": "You close the wardrobe.", "endoftext": true }, { "action": "You look around", "response": "This is your bedroom. The only furnishings are a wardrobe and your bed. There is a window facing north and the living room is to the south.", "endoftext": false }, { "action": "You look at the bed", "response": "Your bed is unmade. The top sheet is pulled back and the blankets are strewn about.", "endoftext": false }, { "action": "You make the bed", "response": "It's a bit late to start changing the habits of a lifetime.", "endoftext": false }, { "action": "You look through the window", "response": "It's a small window. Through it you see your four-wheel-drive parked outside.", "endoftext": false }, { "action": "You examine the car", "response": "A battered old Landcruiser. You've had it for years.", "endoftext": false }, { "action": "You lie in the bed", "response": "You lie down on the bed.", "endoftext": false }, { "action": "You get up", "response": "You get off the bed.\n\nThis is your bedroom. The only furnishings are a wardrobe and your bed. There is a window facing north and the living room is to the south.", "endoftext": false }, { "action": "Go west", "response": "Living Room (West)\nThis is the other half of your living area (again heavily cluttered). This space also serves as your kitchen. There is a small sink here, a gas stove, refrigerator and a cupboard. Your bathroom is to the north and a door to the west leads outside.", "endoftext": false }, { "action": "You open the cupboard", "response": "You open the cupboard.", "endoftext": false }, { "action": "You examine the clutter", "response": "Your living area is full of all manner of items scavenged or bought over the years.", "endoftext": false }, { "action": "You go north", "response": "Your bathroom is small but functional. There is a bath, toilet and a hand basin. The room also has a small wall-mounted mirror. The living room is to the south.", "endoftext": false }, { "action": "You examine sink", "response": "It's just a hand basin.", "endoftext": false }, { "action": "You examine the mirror", "response": "It's a small shaving mirror, mounted over the hand basin.", "endoftext": false }, { "action": "Was the hands", "response": "I beg your pardon?", "endoftext": false }, { "action": "Uc nadia", "response": "[The story read that as \"c nadia\"].\nShe was not the one for you.", "endoftext": false }, { "action": "You wonder about the health", "response": "[The story read that as \"wonder about head\"].\nNothing of interest occurs to you.", "endoftext": true }, { "action": "You look at your surroundings", "response": "Your bathroom is small but functional. There is a bath, toilet and a hand basin. The room also has a small wall-mounted mirror. The living room is to the south.", "endoftext": false }, { "action": "You go to the south", "response": "Living Room (West)\nThis area of your living room doubles as a kitchen. There is a small sink here, a gas stove, refrigerator and a cupboard. Your bathroom is to the north and a door to the west leads outside.", "endoftext": false }, { "action": "Go west", "response": "It's cold outside. You have no wish to leave the house right now.", "endoftext": false }, { "action": "Go east", "response": "Living Room (East)\nYour living room is full of clutter. Your armchair is here in front of the wood stove. A doorway to the north leads to your bedroom and the living area continues west. The back door is to the east.\n\nAn old pine mantel leans against the wall near the window.", "endoftext": false }, { "action": "You take the mantel", "response": "The mantel is too heavy to lift.", "endoftext": false }, { "action": "You examine the mantel", "response": "The pine mantel stands propped up against the wall, near the window.", "endoftext": false }, { "action": "You sit on it", "response": "You sit back in your armchair.", "endoftext": false }, { "action": "You search the cushions for the change", "response": "[The story read that as \"search cushions for each\"].\nYou see no cushions here.", "endoftext": false }, { "action": "You examine the fire", "response": "[The story read that as \"set\"].\nWhat do you want to set?\n\nIt's a pot-bellied wood stove. A fire blazes within and there is a supply of firewood beside it.", "endoftext": false }, { "action": "You wait", "response": "Time passes.", "endoftext": false }, { "action": "You gaze into the fire", "response": "[The story read that as \"z into fire\"].\nI only understood you as far as wanting to wait.", "endoftext": false }, { "action": "You think", "response": "To think about an item or topic, you should use the form \"THINK ABOUT item/topic\".", "endoftext": false }, { "action": "You think about illness", "response": "Nothing of interest occurs to you.", "endoftext": false }, { "action": "You shiver", "response": "[The story read that as \"shine\"].\nWhat do you want to shine?", "endoftext": false }, { "action": "You examine the door", "response": "The door to the balcony is closed.", "endoftext": false }, { "action": "You warm yourself", "response": "[The story read that as \"wear yourself\"].\nYou see no yourself here.", "endoftext": false }, { "action": "Go outside", "response": "You get out of the armchair.\n\nLiving Room (East)\nYour living room is full of clutter. Your armchair is here in front of the wood stove. A doorway to the north leads to your bedroom and the living area continues west. The back door is to the east.\n\nAn old pine mantel leans against the wall near the window.", "endoftext": false }, { "action": "You go to the east", "response": "(first opening the back door)\n\nYou are on a wooden balcony that looks out over a river valley. An open door to the west leads back into the house.", "endoftext": false }, { "action": "You jump", "response": "It's a long way down. Jumping from here would only further complicate your day.", "endoftext": false }, { "action": "You examine the bird", "response": "The bird has gone.", "endoftext": false }, { "action": "You search the clutter", "response": "You rummage around in the junk for a while. You get as far as the dusty cardboard carton you found last time you decided to have a clean-up. It was in this same box that you found the photograph, and once more you get no further.\n\nThere is a cardboard carton here.", "endoftext": false }, { "action": "You examine the carton", "response": "The carton contains a number of old possessions scattered loose, including a pile of photographs and various unrelated oddments. The only things there that hold any interest for you right now are a rather moth-eaten animal skin hat and a small brass ornament.", "endoftext": false }, { "action": "You examine the photos", "response": "Some of the photos date from your days at the office, and all feature people or places you either don't remember or would rather forget. The rest of the items are an eclectic mix of bits and pieces that are of no particular interest or worth. The most bizarre of these items is a jar containing your appendix, which was removed when you were a child.", "endoftext": false }, { "action": "You examine the ornament", "response": "The ornament is an ankh. A gift from Nadia.", "endoftext": false }, { "action": "You examine the hat", "response": "The hat is made from possum skin. You remember it well.", "endoftext": false }, { "action": "You look at appendix", "response": "It's a glass jar containing your appendix. You have no idea why you kept it.", "endoftext": false }, { "action": "You take the hat", "response": "Taken.", "endoftext": false }, { "action": "Inventory", "response": "You are wearing your possum skin hat.", "endoftext": false }, { "action": "You look at the hat", "response": "It's your favourite hat. You wear it almost wherever you go.", "endoftext": false }, { "action": "You remove the hat", "response": "You take off your possum skin hat.", "endoftext": false }, { "action": "You wear it", "response": "You put on your possum skin hat.", "endoftext": false }, { "action": "About yourself", "response": "You're a scrawny kid, wearing as ever, your possum skin hat and a thick duffel coat. Thin pipe-cleaner legs are visible below your shorts - \"Hollow legs\", your grandmother calls them, although you wonder how anything so thin could be hollow. On your feet are rather worn leather walking boots.", "endoftext": false }, { "action": "Vu", "response": "[The story read that as \"c\"].\nWhat do you want to c?", "endoftext": false }, { "action": "You go upward", "response": "You are on a rocky track, surrounded by eucalypt forest. The track rises steeply to the northwest and winds back down the slope to the east. Another narrower path, not much more than an animal trail, leads away to the south.", "endoftext": false }, { "action": "You go south", "response": "Part way along the track you spot an echidna, digging for ants on the path. At your approach it abandons its labour and shuffles with surprising speed off the track and into the undergrowth. As you pass you hear it furiously digging itself into the earth, spraying sod and", "endoftext": false }, { "action": "Go south", "response": "dirt over the long quills on its back.\n\nYou have entered a small, familiar clearing surrounded in all directions except to the south by stands of white gum eucalypt trees and dense undergrowth. To the south rises a large lichen-covered rock. The air here is damp and close - heavy with the scents of eucalyptus and wild flowers. A narrow trail leads back to the north.\n\nYou clamber up the side of the rock, deftly finding those hand and footholds that you know so well.\n\nThis rock is your favourite place - a place where you like to come to sit and think, or just to be alone. It's only after making the short climb from the clearing that you can see the rock for what it is - and get some idea of its magnitude. Before you it drops away sharply, towering over the trees of the forest below, giving you a superb view out over of the rolling foothills of the mountain and the wide river valley beyond. Out on the rock you're exposed to the full force of the Southerly wind and you brace yourself against it. As you do so, you catch sight of something you hadn't noticed before in a crack near the rock's far edge.", "endoftext": false }, { "action": "You examine crack", "response": "There's a small white gum seedling growing in the dirt that has collected in the crack. On seeing the seedling you immediately feel an affinity with it, and can't help feeling concerned for its predicament. It has no chance of growing into a tree where it is.", "endoftext": false }, { "action": "You go north", "response": "You carefully climb back down to the clearing.\n\nYou are in a small, familiar clearing surrounded in all directions except to the south by stands of white gum eucalypt trees and dense undergrowth. To the south rises a large lichen-covered rock. The air here is damp and close - heavy with the scents of eucalyptus and wild flowers. A narrow trail leads back to the north.", "endoftext": false }, { "action": "Plant seed", "response": "[The story read that as \"plant me\"].\n(first taking yourself)\nYou are always self-possessed.", "endoftext": false }, { "action": "Plant tree", "response": "The ground here is too rocky.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are wearing your possum skin hat.\nYou are carrying a white gum seedling.", "endoftext": false }, { "action": "Go northwest", "response": "Verge (beside the road)\nYou've come up a steep incline onto a cleared dirt verge beside the mountain summit road. This is a bend in the gravel road, which runs on and up towards the north like a ragged scar across the face of the mountain, and back to the southwest where it winds its way steadily down through the foothills and towards the city. On the far side of the road is a ditch, etched out over the years by the elements and run-off. Just beyond the ditch is a sheer cliff several times your height, marking where this part of the road has been cut into the mountain-side. A rocky track leads back down to the southeast.\n\nYou hear your grandmother calling. Your lunch must be ready.", "endoftext": false }, { "action": "Plant gum", "response": "(the seedling)\nYou dig a small hole and carefully plant the seedling.", "endoftext": false }, { "action": "Go east", "response": "You are on a rocky track, surrounded by eucalypt forest. The track leads down a gentle slope to the northeast towards your house and continues higher up the mountain to the west.", "endoftext": false }, { "action": "You go to the north-east", "response": "You are at the back door to your grandparents' house which is to the east. The forest extends almost down to the back veranda and a rocky track to the southwest leads back into the bush. Through a window you can see into the kitchen, where your grandmother and grandfather are sitting at the table having lunch. They seem to be arguing about something. You can hear their raised voices. You could probably listen without being noticed.", "endoftext": false }, { "action": "You listen", "response": "You hear your grandparents arguing. As usual, it is your grandmother who has the most to say. She is angry as it seems your grandfather has loaned a lot of money to Mr Timpson, who runs the local store. Your grandmother doesn't think they can spare the money and obviously doesn't think they'll ever see it again. You've never liked Mr Timpson, but you know his father and your grandfather were friends.", "endoftext": false }, { "action": "Go east", "response": "As you open the back door and enter the kitchen your grandparents abruptly stop their argument. Your grandfather looks up from his food, and gives you a conspiratory wink. Your grandmother snorts, and points towards your seat. The air at the table is tense, but you barely notice as you hungrily eat your lunch.\n\nThose days seem such a long time ago now...", "endoftext": false }, { "action": "Inventory", "response": "You are carrying a possum skin hat and the picture-frame.", "endoftext": false }, { "action": "You look at the carton", "response": "The carton contains a number of old possessions scattered loose, including a pile of photographs and various unrelated oddments. The only thing there that holds any interest for you right now is a small brass ornament.", "endoftext": false }, { "action": "You examine the ornament", "response": "The ornament is an ankh. A gift from Nadia.", "endoftext": false }, { "action": "You open the frame", "response": "You lose yourself in thought...\nIt's Saturday and as usual you're at your market stall. You make the journey here once a week to sell old tools, books and assorted junk. The weekly market is set outdoors among the convict-built sandstone buildings near the city's waterfront - once warehouses, seedy pubs and brothels, but now mostly converted to art galleries, craft shops and caf?s. Beyond these colonial buildings and the modest high-rises behind them, you see the mountain - a stark and imposing backdrop to the city, and for once not covered in clouds. The surrounding stalls have brightly coloured awnings, making yours appear somewhat drab in comparison. To the south a busker plays a violin, while from the north come the strains of South American folk music played on guitar and pan-pipes. Nearby, a man dressed as a clown twists balloons into animal shapes.\n\nIt's a hot day and the place is busy, though not for you. You haven't sold a thing all morning. To top it off, Nadia should be here helping with the stall, but you haven't seen her in nearly two days. You wonder what her excuse might be, this time.\n\nAt the Market (behind your stall)\nYou are tending your stall at the weekly outdoor market near the city's waterfront. Nearby, a man dressed as a clown is making balloon animals.", "endoftext": false }, { "action": "About you", "response": "Although well into your thirties, you're still pretty fit.", "endoftext": false }, { "action": "You look at the stall", "response": "Your stall consists of two covered wooden trestle tables, set out with the old tools, books and assorted junk you've brought along to sell.", "endoftext": false }, { "action": "You look at the books", "response": "There is nothing remarkable about any of the items you have for sale. You sometimes have rare, or sought-after stuff, but not today. It's therefore small wonder that you haven't sold anything.", "endoftext": false }, { "action": "You sell the books", "response": "I beg your pardon?", "endoftext": false }, { "action": "You look at the man", "response": "Which do you mean, the clown or the busker?", "endoftext": false }, { "action": "Clown", "response": "The clown is twisting helium-filled balloons into the shape of a dog. To entertain the waiting children he sings a nursery rhyme.\n\n\"Hey, diddle, diddle,\nThe cat and the fiddle,\nThe cow jumped over the moon,\nThe little dog laughed to see such sport,\nAnd the dish ran away with the spoon.\"\n\nOn noticing your attention the clown winks, then waves, accidentally bursting one of the balloons in the process and uttering a very un-clown-like exclamation.\n\nAn elderly lady arrives at your stall and begins carefully considering an 'antique' porcelain cat. She looks up as though about to ask something, then changes her mind and hobbles away.", "endoftext": false }, { "action": "You examine the busker", "response": "The busker is an old man, raggedly dressed. He is dancing and playing a jig on a violin. A battered violin case lies open on the ground in front of him. The area around the busker is one of the few uncrowded spaces at the market. The lack of an audience doesn't seem to be concerning him one bit.", "endoftext": false }, { "action": "You talk to the busker", "response": "To talk to someone you should use the form \"TALK TO person ABOUT topic\".\n\nYou can't help noticing that the clown is having more problems with his balloon animals. It's always reassuring to see someone having a worse day than you.", "endoftext": false }, { "action": "You talk to the clown about the balloons", "response": "The clown is preoccupied and doesn't respond.\n\nThings are going very slowly. You really do wonder where Nadia is. You could do with a break.", "endoftext": false }, { "action": "You talk to the busker about the violin", "response": "The busker smiles and plays a little faster.", "endoftext": true }, { "action": "Look around", "response": "At the Market (behind your stall)\nYou are tending your stall at the weekly outdoor market near the city's waterfront. It's a bright, sunny day and the place is bustling with activity. Beyond the colonial sandstone buildings that line the marketplace and the modest high-rises behind them, you see the mountain. Nearby, a man dressed as a clown is making balloon animals. To the south a raggedly dressed busker plays a violin, while further away to the north a crowd gathers around a band playing South American folk music.", "endoftext": false }, { "action": "You examine the crowd", "response": "The market is a lively place today. It's bustling with people from all walks of life.", "endoftext": false }, { "action": "You look at the band", "response": "The band are dressed in traditional South American costume, brightly coloured woollen hats and ponchos, and must be sweltering on a day like today. There is a large crowd gathering to hear their music.", "endoftext": true }, { "action": "Look around", "response": "At the Market (behind your stall)\nYou are tending your stall at the weekly outdoor market near the city's waterfront. It's a bright, sunny day and the place is bustling with activity. Beyond the colonial sandstone buildings that line the marketplace and the modest high-rises behind them, you see the mountain. Nearby, a man dressed as a clown is making balloon animals. To the south a raggedly dressed busker plays a violin, while further away to the north a crowd gathers around a band playing South American folk music.\n\nA man dressed in overalls walks by. He suddenly notices something among the old tools you've laid out on a trestle table. \"Hey, I haven't seen one of those in years!\" he exclaims. Then he laughs and disappears back into the crowd.\n\nThrough the crowds you catch a glimpse of Nadia. She seems to be heading your way, and has someone with her.", "endoftext": false }, { "action": "You examine him", "response": "The busker is an old man, raggedly dressed. He is dancing and playing a jig on a violin. A battered violin case lies open on the ground in front of him. The area around the busker is one of the few uncrowded spaces at the market. The lack of an audience doesn't seem to be concerning him one bit.\n\nNadia pushes her way through the crowd and arrives at your stall. She's wearing a thin, ankle-length blue dress and is well bedecked with jewellery - gaudy paste rings, gold-coloured bangles and bands coiled around her bare arms and large lapis lazuli earrings shaped like asps. At her side is someone you haven't met. He's a youngish man, perhaps in his early twenties, tall and athletic - all chin, with a physique that looks as though it could have been carved from marble - and a crop of short dark curly hair. Nadia has a firm grip on his elbow.\n\n\"Hello, Jack.\" (There's that smile.)\n\n\"'lo, Nadia. It's been a while. Are you going to introduce us?\" You glance towards her companion.\n\n\"This is Mark,\" says Nadia. \"He's an artist. Mark, meet Jack. Jack Downer.\"\n\n\"Hello, Mark.\"\n\n\"Er...It's Michael, actually...,\" stammers Nadia's friend.\n\n\"You're Mark Anthony,\" corrects Nadia, and he nervously shifts his feet.\n\n\"I see,\" you reply, then turning to Nadia - \"And you are...?\"\n\n\"I was Cleopatra, of course. Time moves on, Jack, and we must move with it. We had our share of good times, but now it's over. You know it as well as I. Mark and I are going up to the house to get my stuff. I came to say good-bye.\"\n\nFor once you find yourself lost for words. Looking away from Nadia's face your attention is drawn to the brass ankh she wears around her neck. She once bought it for you as a present, a symbol, as she put it, \"of the life-energy we share\". Needless to say, you thought it looked better on her.", "endoftext": false }, { "action": "You ask Mark about her", "response": "(Nadia)\n\"Don't you worry about Nadia. I'll look after her.\"", "endoftext": false }, { "action": "You ask Nadia about us", "response": "\"We had our time, Jack. Some of it was fun. I'm with Mark now.\"", "endoftext": false }, { "action": "You beat the the shit out of mark", "response": "[The story read that as \"eat the shit out of mark\"].\nYou see no the here.", "endoftext": false }, { "action": "You give the ankh to Nadia", "response": "(first taking the ankh)\n\n\"Hey, if you wanted the ankh back, you only had to ask.\" Nadia takes off the ankh, unthreads it from its chain and hands it to you. \"Good-bye, Jack.\" She turns and walks back into the crowd, 'Mark' in tow.\n\nYou'd considered throwing the thing away. But, of course you never did...", "endoftext": false }, { "action": "You press the space", "response": "Everything melts away...\n\n...and you find yourself back in your living room.\n\nLiving Room (East)\nYour living room is full of clutter. Your armchair is here in front of the wood stove. A doorway to the north leads to your bedroom and the living area continues west. The back door is to the east.\n\nAn old pine mantel leans against the wall near the window.\n\nThere is a cardboard carton here.\n\nIt is getting late in the day. The shadows in the room are lengthening.", "endoftext": false }, { "action": "You hit Mark", "response": "You take a wild swing at 'Mark' and manage to get a lucky punch right on that marble chin of his. Buoyed by this success and barely able to resist a gleeful cackle, you circle him looking for another opening. But that's where everything starts to go pear-shaped. Within a few seconds you're lying flat on your back in front of your stall, bleeding profusely from the nose. Nadia looks totally disgusted with both of you and turns to leave. As she does so she takes off the ankh, unthreads it from its chain and drops it on your blood stained T-shirt. \"You always were a fool, Jack. I think you've got more need of this than me.\" She turns and walks back into the crowd, alone.\n\nIt didn't happen that way, of course, but hey, perhaps it should have...\n\nYou'd considered throwing the ankh away. But, you never did...", "endoftext": false }, { "action": "You look at the carton", "response": "The carton contains a number of old possessions scattered loose, including a pile of photographs and various unrelated oddments. There is nothing there that holds any interest for you right now.", "endoftext": true }, { "action": "You look at your surroundings", "response": "At the Market (behind your stall)\nYou are tending your stall at the weekly outdoor market near the city's waterfront. It's a bright, sunny day and the place is bustling with activity. Beyond the colonial sandstone buildings that line the marketplace and the modest high-rises behind them, you see the mountain. Nearby, a man dressed as a clown is making balloon animals. To the south a raggedly dressed busker plays a violin, while further away to the north a crowd gathers around a band playing South American folk music.\n\nThrough the crowds you catch a glimpse of Nadia. She seems to be heading your way, and has someone with her.", "endoftext": false }, { "action": "You find the weapon", "response": "[The story read that as \"in weapon\"].\nI only understood you as far as wanting to in.", "endoftext": false }, { "action": "You examine the stall", "response": "Your stall consists of two covered wooden trestle tables, set out with the old tools, books and assorted junk you've brought along to sell.\n\nNadia pushes her way through the crowd and arrives at your stall. She's wearing a thin, ankle-length blue dress and is well bedecked with jewellery - gaudy paste rings, gold-coloured bangles and bands coiled around her bare arms and large lapis lazuli earrings shaped like asps. At her side is someone you haven't met. He's a youngish man, perhaps in his early twenties, tall and athletic - all chin, with a physique that looks as though it could have been carved from marble - and a crop of short dark curly hair. Nadia has a firm grip on his elbow.\n\n\"Hello, Jack.\" (There's that smile.)\n\n\"'lo, Nadia. It's been a while. Are you going to introduce us?\" You glance towards her companion.\n\n\"This is Mark,\" says Nadia. \"He's an artist. Mark, meet Jack. Jack Downer.\"\n\n\"Hello, Mark.\"\n\n\"Er...It's Michael, actually...,\" stammers Nadia's friend.\n\n\"You're Mark Anthony,\" corrects Nadia, and he nervously shifts his feet.\n\n\"I see,\" you reply, then turning to Nadia - \"And you are...?\"\n\n\"I was Cleopatra, of course. Time moves on, Jack, and we must move with it. We had our share of good times, but now it's over. You know it as well as I. Mark and I are going up to the house to get my stuff. I came to say good-bye.\"\n\nFor once you find yourself lost for words. Looking away from Nadia's face your attention is drawn to the brass ankh she wears around her neck. She once bought it for you as a present, a symbol, as she put it, \"of the life-energy we share\". Needless to say, you thought it looked better on her.", "endoftext": false }, { "action": "Smack nadia", "response": "[The story read that as \"ask nadia\"].\nWhat do you want to ask Nadia about?", "endoftext": false }, { "action": "Punch nadia", "response": "Nothing would be gained from resorting to violence against Nadia.\n\nAn elderly lady arrives at your stall and begins carefully considering an 'antique' porcelain cat. She looks up as though about to ask something, then changes her mind and hobbles away.", "endoftext": false }, { "action": "Kiss nadia", "response": "\"It's too late for that now, Jack.\" Nadia keeps her distance.", "endoftext": false }, { "action": "You ask Nadia about the stall", "response": "\"I'm sorry about leaving you in the lurch with the stall, but nobody buys this junk any more anyway. Perhaps you should give it up.\"", "endoftext": false }, { "action": "You ask Nadia about the ankh", "response": "\"The ankh? Sorry, Jack. I'd forgotten It was yours.\" Nadia takes the chain from around her neck, unthreads the ankh and hands it to you. \"Good-bye, Jack.\" She turns and walks back into the crowd, 'Mark' in tow.\n\nYou'd considered throwing the thing away. But, of course you never did...\nEverything melts away...\n\n...and you find yourself back in your living room.\n\nLiving Room (East)\nYour living room is full of clutter. Your armchair is here in front of the wood stove. A doorway to the north leads to your bedroom and the living area continues west. The back door is to the east.\n\nAn old pine mantel leans against the wall near the window.", "endoftext": false }, { "action": "You ask Michael about himself", "response": "[The story read that as \"ask michael about smile\"].\n'Mark' has nothing to say about that.", "endoftext": false }, { "action": "You ask Mark about Mark", "response": "'Mark' has nothing to say about that.\n\nNadia seems to recall your attention on the ankh. \"Oh, I nearly forgot. This is yours.\" She takes the chain from her neck, unthreads the ankh and hands it to you. \"Good-bye, Jack.\" Nadia turns and walks back into the crowd, 'Mark' in tow.\n\nYou'd considered throwing the thing away. But, of course you never did...\nEverything melts away...\n\n...and you find yourself back in your living room.\n\nLiving Room (East)\nYour living room is full of clutter. Your armchair is here in front of the wood stove. A doorway to the north leads to your bedroom and the living area continues west. The back door is to the east.\n\nAn old pine mantel leans against the wall near the window.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying a cardboard carton, an ankh, a possum skin hat and the picture-frame.", "endoftext": false }, { "action": "You wear the ankh", "response": "There is no obvious way of putting it on. It has no chain.", "endoftext": false }, { "action": "Kiss melanie", "response": "\"Get off, Jack. No time for that. Get going. It'll be dark soon.\"\n\nMel pushes you away.", "endoftext": false }, { "action": "Curse", "response": "[The story read that as \"curses\"].\nHaving vented your frustration, you feel a little better.", "endoftext": false }, { "action": "Xyzzy", "response": "Nothing happens.\n\nMelanie looks at you impatiently.", "endoftext": false }, { "action": "You hit melanie", "response": "\"I'm sorry about the picture. You know I don't like having my photo taken.\"\n\nViolence is rarely the answer.", "endoftext": false }, { "action": "You ask Melanie about the smile", "response": "\"I'm sorry about the picture. You know I don't like having my photo taken.\"", "endoftext": false }, { "action": "You ask Melanie about the waterfall", "response": "\"This place is okay, I guess. I know it's special to you, but give me the city any day.\"", "endoftext": true }, { "action": "You look at your surroundings", "response": "You are carrying a day pack (which is closed).\n\nWooden deck (near the waterfall)\nYou stand on a wooden deck at the base of a waterfall. A walking track heads east to the car park. A narrower track leads north towards the top of the falls. Melanie is here with you.\n\nMelanie is looking angry.", "endoftext": false }, { "action": "You look at Melanie", "response": "You open the day pack, revealing your camera and some sandwiches.\n\nMelanie avoids your gaze and looks out over the rail towards the falls. She is frowning.", "endoftext": false }, { "action": "You look at falls", "response": "The waterfall is tall, narrow, and bordered by thick rainforest vegetation. The water cascades down two outcrops of mudstone into a shallow pool at the base. Below the observation deck the pool narrows into a swift-flowing stream running east.\n\n\"Well, go on then. Up you go. What are you waiting for?\"\n\nMelanie stamps her foot.", "endoftext": false }, { "action": "You give the sandwiches to Melanie", "response": "(first taking the sandwiches)\n\"I'm not that hungry right now,\" says Melanie. \"Save them for later.\"", "endoftext": false }, { "action": "Go north", "response": "You hand Melanie the day pack, smile broadly, then turn and start towards the top of the falls. You're able to set a brisk pace initially but are forced to slow as the path narrows and becomes more steep and slippery. The last few metres are a scramble and you clutch at roots and ferns to gain purchase.\n\nOnce at the top, you inch your way out along a fallen log towards the edge of the falls and look down through the spray to the observation deck. You are about to wave, but Melanie is nowhere in sight.\n\nTop of falls (on the log)\nYou stand precariously on a fallen log jutting out over the edge of the falls.", "endoftext": false }, { "action": "You look at the falls", "response": "It looks like a long way down from here.", "endoftext": false }, { "action": "You jump", "response": "Jumping from the top of the waterfall would certainly make a dramatic statement. But \"of what\", you are not sure.", "endoftext": false }, { "action": "You look at the log", "response": "The log is wide but slippery. It juts out over the edge of the falls.", "endoftext": false }, { "action": "Yell", "response": "[The story read that as \"tell\"].\nI didn't understand that sentence.", "endoftext": false }, { "action": "You examine the deck", "response": "You can see the observation deck through the spray below. Melanie is no longer there.", "endoftext": false }, { "action": "You look at the forest", "response": "The rainforest is dark, still and damp. A canopy of giant myrtle-beeches and sassafras arches overhead, above leatherwoods and tree-ferns. Both the trunks of trees and the forest floor are covered in mosses and lichens. The rainforest floor is dappled with brightly coloured fungi. Undergrowth prevents you from straying far from the paths.", "endoftext": false }, { "action": "You jump", "response": "Jumping from the top of the waterfall would certainly make a dramatic statement. But \"of what\", you are not sure.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying some sandwiches.", "endoftext": false }, { "action": "You cry", "response": "[The story read that as \"c\"].\n(the sandwiches)\nNothing of interest occurs to you.", "endoftext": false }, { "action": "You eat the sandwiches", "response": "You eat the sandwiches. Not bad.", "endoftext": true }, { "action": "Look around", "response": "Top of falls (on the log)\nYou stand precariously on a fallen log jutting out over the edge of the falls.", "endoftext": true }, { "action": "Go downwards", "response": "You leave the log and scramble back down the path.\n\nWooden deck (near the waterfall)\nYou stand on a wooden deck at the base of a waterfall. A walking track heads east to the car park. A narrower track leads north towards the top of the falls. Melanie is no longer here.", "endoftext": false }, { "action": "You go east", "response": "As you start back along the path towards the car park you hear a rustle in the undergrowth nearby, and catch a quick glimpse of something moving away. You're out of breath by the time you catch up to Melanie, part way back along the track. She is crouched on one knee, examining the other, which seems to have been grazed.\n\n\"Hey, Melanie! What's happened? What have you done to yourself?\" There is little sympathy in your voice.\n\nMelanie looks up, startled. \"What do you care, you bastard? Look at this,\" she gestures at her knee. \"This is your fault. I was ready to go, Jack. And if you'd listened, I wouldn't have been scared half out of my wits. There was some creature back there, near the waterfall - in the bush. It charged out at me.\"\n\n\"It was a pademelon, Mel. I saw it.\"\n\n\"A what?\"\n\n\"A pademelon. A wallaby.\"\n\n\"Look Jack, I don't care what it was. I'm a city girl, remember. At least in town if something jumps at me I've a fair idea what it is and what it's after. I've had enough of this bush shit for one day. Let's get back to the cottage, ok?\"\n\nYou are on a walking track that leads east to the car park. Melanie is here, crouched on one knee. The day pack is on the ground beside her.", "endoftext": false }, { "action": "You examine the knee", "response": "The knee has a nasty graze.", "endoftext": false }, { "action": "You look in it", "response": "In the day pack is your camera.", "endoftext": false }, { "action": "You kiss knee", "response": "\"Ouch! That hurts.\" Melanie winces. \"Just help me up will you?\"", "endoftext": false }, { "action": "You look at the fire", "response": "It's a pot-bellied wood stove. A fire blazes within and there is a supply of firewood beside it.", "endoftext": false }, { "action": "You examine the shadows", "response": "They are eerie.", "endoftext": false }, { "action": "You stand", "response": "You are already standing.", "endoftext": false }, { "action": "You go to the west", "response": "Living Room (West)\nThis area of your living room doubles as a kitchen. There is a small sink here, a gas stove, refrigerator and a cupboard. Your bathroom is to the north and a door to the west leads outside.", "endoftext": false }, { "action": "Sleep", "response": "You can keep awake no longer.\nBut you know you can't go to bed until you've seen to the fire. So you drag yourself up from the bed, walk wearily to the wood stove and build up the fire before heading back to your bedroom. After climbing into bed you toss and turn for a while then settle into an uneasy sleep...\nAnd in this sleep, you dream...\nIn your dream you are Akhnaten, the pharaoh of Nadia's fancy, standing on a sandy shore gazing out over dark waters. You are dressed in white robes, in your right hand is a flail, and in your left is a shepherd's crook. The night sky is a terrible serpent that slithers and uncoils above you, blood leaching from its foul skin into the waters of the East. There are four sealed jars laid out on the sand before you, and from your side come the guttural sounds, the snufflings and snarls, of some kind of animal, or worse. Reeds grow about you, wrapping themselves around your feet, tugging at your ankles.\n\nBut you know that you must not shift your gaze from the horizon, not at any cost.\n\nYou stand on a sandy shore, gazing out through darkness to the horizon in the East. There are four sealed jars set on the sand before you. Something is growling beside you, and reeds grow about your feet, wrapping themselves around your ankles.", "endoftext": false }, { "action": "You watch the horizon", "response": "You are watching the eastern horizon for Matet, the boat of Ra the sun god, that will take you to the afterlife. And not without some trepidation. With the benefit of hindsight you wonder at the wisdom, during your reign, of banning the worship of Ra and the rest of the panoply of Egyptian gods in favour of Aten, a single god of your own invention.\n\nThen again, even pharaohs make mistakes.\n\nHow long must you wait? Surely, it can't be long now.", "endoftext": false }, { "action": "About yourself", "response": "You are wearing white robes and carrying a shepherd's crook and a flail.\n\nYou are becoming aware of a burning sensation in your chest.", "endoftext": false }, { "action": "You touch the chest", "response": "You drop the flail and reach beneath your robes with your right hand. You can feel the jagged edges of the flesh of your chest-wall, and beneath that, nothing, an empty cavity. This doesn't auger well for your meeting with Osiris (the weigher of hearts).", "endoftext": false }, { "action": "You touch the heart", "response": "Surely, morning must come soon...\n\nYou awake before dawn and lie in your bed in the dim half-light of early morning listening to the gentle spattering of sleet or snow against the windowpane. You are lying on your back with your arms folded across your chest. Normally, you sleep curled on your side, or sprawled on your stomach. You are also bathed in sweat.\n\nBedroom (on the bed)\nThis is your bedroom. The only furnishings are a wardrobe and your bed. There is a window facing north and the living room is to the south.", "endoftext": false }, { "action": "About yourself", "response": "You are 55 years old, but look (and feel) much older. You are wearing your coat.\n\nYour stomach rumbles. There's no food in the house. Like it or not, you know you'll have to brave the cold today and go to the store to buy some supplies.", "endoftext": false }, { "action": "You feel yourself", "response": "If you think that'll help.", "endoftext": false }, { "action": "You pull the box", "response": "(the cardboard carton)\nNothing obvious happens.", "endoftext": false }, { "action": "You look under the bed", "response": "There is a metal box under your bed.", "endoftext": false }, { "action": "You take the roll", "response": "You take a roll of fifties.", "endoftext": false }, { "action": "Close box", "response": "(the metal box)\nYou close the metal box.", "endoftext": false }, { "action": "You put the roll in the pocket", "response": "You put the roll of $50 notes in your coat pocket.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying a cardboard carton, an ankh, a possum skin hat and the picture-frame.\nIn a coat pocket you have a roll of $50 notes.", "endoftext": false }, { "action": "PUT ANKH, HAT, FRAME IN CARTON", "response": "ankh: Done.\npossum skin hat: Done.\nphotograph: The photograph belongs on the mantel.", "endoftext": false }, { "action": "You drop the carton", "response": "You place the picture back on the mantel.\nDropped.", "endoftext": false }, { "action": "You go west", "response": "With barely a backwards glance at the photograph on the mantel, you step out of the door and onto the path. Fresh snow is beginning to settle on the gravel. It crunches under your feet as you walk, and dark clouds billow up over the mountain, obscuring the stars.\n\nYou are on the gravel path near your front door, which is to the east. The path leads north to your driveway and continues south to your yard. The trees of the surrounding forest come nearly to the edge of the path.", "endoftext": false }, { "action": "Go north", "response": "You are standing at the bottom of your driveway. The drive heads up to the northwest. Leading off the driveway to the south is a path that takes you around to the front of the house. Your old Landcruiser is parked here, near the house.", "endoftext": false }, { "action": "You enter the car", "response": "(the Landcruiser)\nYou get into the Landcruiser.", "endoftext": false }, { "action": "You examine the car", "response": "(the Landcruiser)\nThe inside of your Landcruiser is as tatty as the outside. The front seats are torn and dirty, and those of the rear have long since been removed altogether to give you more carrying capacity.", "endoftext": false }, { "action": "You drive", "response": "You'll have to say which compass direction to go in.", "endoftext": false }, { "action": "Go northwest", "response": "The Landcruiser coughs into life and in a shower of gravel, rattles on up towards the road, windscreen wipers waving noisily. At the top of your drive you turn and start the winding descent towards the store. As you drive you sit forward, hunched over the steering wheel, pot-holes jarring your craned neck as you struggle to make out the line of the road. The snow is falling more heavily now, making visibility poor.\n\nMountain road (in the Landcruiser)\nYou're heading south along a narrow stretch of the mountain summit road. This part of the road has been cut from the mountain-side. It has rocky cliffs rising on its western edge and drops away sharply into the forest to the east. The road here is badly corrugated, making driving difficult.", "endoftext": false }, { "action": "Go south", "response": "Suddenly, out of nowhere, a wallaby jumps onto the road in front of you, is caught briefly in the headlights and then is gone, in one bound, back into the bush. As you swerve to avoid it the Landcruiser leaves the road, coming to rest heavily in a ditch. You gun the engine and press the accelerator to the floor, a spray of yellow mud erupting from the wheel-arches as the vehicle slues further from the road.\n\nFor a while you sit rigid and unmoving in the cabin of the Toyota, then with a deep sigh, you kill the engine and relax your white-knuckled grip on the wheel. With resignation you begin to feel all tension and panic drain away, and with them, all resolve and sense of purpose. \"Bloody wallaby,\" you mutter to yourself. You gaze absently at the criss-crossed patterns of ice forming in the arcs of the still screeching wiper-blades, and at the sleet and snow hitting the windscreen like glass bugs.", "endoftext": false }, { "action": "You examine the tree", "response": "It's a tall white gum tree.", "endoftext": false }, { "action": "You go outside", "response": "As you step from the Landcruiser you find yourself thankful for the fact that it is equipped with a winch.\n\nYou are standing near your Landcruiser. The vehicle rests precariously with one rear wheel in a ditch and the opposing front wheel high in the air. Near the Landcruiser, to the west, rises a cliff and on the opposite side of the road is a dirt verge. The gravel road heads back to the north, and leads on around the bend to the southwest. There is a tall white gum eucalypt growing on the verge.", "endoftext": false }, { "action": "Go southwest", "response": "It is too far to walk to the store from here.", "endoftext": false }, { "action": "You get the cable", "response": "You take the end of the winch cable.", "endoftext": false }, { "action": "You attach winch to the tree", "response": "Having attached the winch to the tree, you pull the four-wheel-drive free of the ditch. Then in a flurry of gravel and snow you continue down the road towards Timpson's store. You drive carefully, but still have to fight for grip on the ice and snow. By the time you swing into the small parking bay at the front of the store you're sweating profusely and your fingers ache from gripping the wheel. It would be well into the morning by now, but the weather has closed right in and it is still quite dark. The mountain slopes above you are completely obscured by clouds.\n\nOutside Timpson's store (in the Landcruiser)\nYou are sitting in your Landcruiser parked at the front of Timpson's store which is to the west. The store is a somewhat dilapidated double-storey weatherboard building with a veranda, and an old advertising hoarding out the front. The shop itself is on the ground floor. Bill Timpson lives above it. The summit road heads back to the northeast and continues as a sealed road towards the small local township to the south.", "endoftext": false }, { "action": "You enter shop", "response": "(the store)\nI don't think Bill Timpson would appreciate a ram-raid on his store. Perhaps you should get out of the four-wheel-drive first.", "endoftext": false }, { "action": "Go outside", "response": "You turn off the engine, jump from the Landcruiser, and quickly climb the two steps up to the front veranda of the shop. It's only when you get to the door that you notice the rough cardboard sign tacked to it.", "endoftext": false }, { "action": "You read the sign", "response": "The sign says, \"CLOSED\".\n\nThe wind whistles through the uprights of the veranda, whipping the falling snow into circles that dance at your feet as you stand staring at the sign. You feel your temper rising.", "endoftext": false }, { "action": "You look at the sign", "response": "The sign says, \"CLOSED\".", "endoftext": false }, { "action": "You knock on the door", "response": "(the front door)\nYou pound at the door, perhaps more vigorously than was necessary. Several moments later you hear the sound of a window being opened above you.\n\n\"Go, away! It's Sunday. We're closed.\" It's Timpson. In frustration, you pound the door again.\n\n\"Look, I mean it, whoever you are. Get lost. Now!...or I call the police.\"\n\nYou step back from the veranda and look up to the second-storey window where you see, glaring down at you, a tiny wisp of a man, dressed in pyjamas.\n\n\"Oh, it's you, Downer y'mad bugger. Well, we're closed. So you'd better go back to that mud hut of yours.\"", "endoftext": false }, { "action": "You tell him about the hunger", "response": "\"I can't help you, Jack. It's Sunday. Go home.\"", "endoftext": false }, { "action": "You ask him about the grandpa", "response": "At the mention of your grandfather Timpson softens noticeably. He hesitates for a moment, then glances skywards, before saying, \"Yeah okay, Jack. Just this once, for your granddad's sake. I owe him. But if you've damaged my door with all that banging, I'll take it outta ya hide. I'll be down in a minute.\" He steps back from the window, pulls it shut and draws the curtain. A short time later you hear the front door being unlocked and opened.", "endoftext": false }, { "action": "You go to the west", "response": "Timpson keeps a musty, old-style, general store. The place hasn't changed much since you first came here with your grandparents all those years ago. Then, he used to keep a sweet jar on the counter, and you wondered whether one day he might offer you one. But, of course, he never did. You somehow still feel like that child whenever you come here. The old man doesn't keep a lot of stock, but he generally has most of the basic food and hardware items you need. Timpson is standing behind the counter, still in his pyjamas.\n\n\"Well?\" he asks.", "endoftext": false }, { "action": "You buy the food", "response": "You quickly select the supplies you need, pay for them with a couple of the fifties from the roll you carry in your coat pocket and turn to leave the store. As you reach the veranda with your bag of purchases you suddenly become disoriented, and falter in your step. For an instant your vision blurs and a wave of nausea sweeps over you. Beads of sweat form on your brow. Timpson comes out from behind his counter.\n\n\"You alright, Downer? You look as though you seen a ghost.\"\n\nThe feeling passes.\n\n\"Yeah, Bill. I'm fine. See you, Timpson.\" You step down from the veranda as Bill Timpson shakes his head, then closes and locks the door to his store.\n\nYou are at the front of Timpson's store which is to the west. The store is a somewhat dilapidated double-storey weatherboard building with a veranda, and an old advertising hoarding out the front. The shop itself is on the ground floor. Bill Timpson lives above it. There is a sign tacked to the front door (which is closed). The summit road heads back to the northeast and continues as a sealed road towards the small local township to the south. Your Landcruiser is parked nearby.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying a large paper bag.\nIn a coat pocket you have a roll of $50 notes.", "endoftext": false }, { "action": "You eat the food", "response": "You think about getting something out of the bag and eating it on the spot, but then decide you should wait until you get into your house at least.", "endoftext": false }, { "action": "You enter car", "response": "(the Landcruiser)\nYou climb into the Landcruiser and put your supplies on the passenger's seat beside you.", "endoftext": false }, { "action": "You drive", "response": "You'll have to say which compass direction to go in.", "endoftext": false }, { "action": "You drive ne", "response": "The drive home is not going to be easy. You drive cautiously, at a crawl. Your progress is not only threatened by the weather, but by something else as well - you are having trouble maintaining your concentration, sweat from your palms loosens your grip on the wheel and there is a pounding in your head. You wonder if you might be going mad. Eventually you make it safely back to your driveway.\n\nBottom of driveway (in the Landcruiser)\nYou are sitting in your Landcruiser parked at the bottom of your driveway. The drive heads up to the northwest. Leading off the driveway to the south is a path that takes you round to the front of the house. Your bag of supplies is on the passenger's seat beside you.", "endoftext": false }, { "action": "You get the food", "response": "Taken.", "endoftext": false }, { "action": "Leave", "response": "You step from the vehicle with your bag of supplies. You are feeling very unwell.\n\nYou are standing at the bottom of your driveway. The drive heads up to the northwest. Leading off the driveway to the south is a path that takes you around to the front of the house. Your old Landcruiser is parked here, near the house.", "endoftext": false }, { "action": "You enter the house", "response": "The front door to the house is to the south.", "endoftext": false }, { "action": "You go south", "response": "You are on the gravel path near your front door, which is to the east. The path leads north to your driveway and continues south to your yard. The trees of the surrounding forest come nearly to the edge of the path.", "endoftext": false }, { "action": "You go east", "response": "As you enter the house you find yourself breathing heavily and fighting back fatigue. You put the bag of supplies down on the kitchen floor, then look towards the mantel and feel some composure return at the sight of the photograph sitting there. But you quickly begin to feel uneasy. Something about the photograph isn't right.\n\nLiving Room (West)\nThis area of your living room doubles as a kitchen. There is a small sink here, a gas stove, refrigerator and a cupboard. Your bathroom is to the north and a door to the west leads outside.\n\nThere's a bag of supplies on the floor near the door.", "endoftext": false }, { "action": "You go to the east", "response": "Living Room (East)\nYour living room is full of clutter. Your armchair is here in front of the wood stove. A doorway to the north leads to your bedroom and the living area continues west. The back door is to the east.\n\nThere is a cardboard carton here.\n\nAn old pine mantel leans against the wall near the window. On the mantel you see a photograph.", "endoftext": false }, { "action": "You look at the picture", "response": "You take the frame in both hands, then as you stand there your hands begin to tremble, sweat pours into your eyes and your mind is numbed by the clamour of your racing heart and the rattle in your chest. You stare in disbelief at the photograph, rub the sweat and tears from your eyes with your sleeve, then look again - at the smile.\n\nWith a grimy, callused finger you prod the picture trying to wipe away the smile on Melanie's face, that small nervous smile of relief so often recalled in your memory, the smile that you know can not be there, because it happened after the picture was taken. But the smile is not the only change in the photograph. You can also see your own arm reaching towards the camera.", "endoftext": false }, { "action": "You look at the arm", "response": "In horror, you drop the photograph, the frame smashing on contact with the floor, then you back away towards the bedroom. Lying in a foetal position, your body heaving, you fall into a long, deep dreamless sleep - the sleep of the dead...", "endoftext": false }, { "action": "You press the space", "response": "The discovery of the photograph had been largely fortuitous. Some time after the onset of your depression, you had been sitting in your armchair feeling choked by the clutter that surrounded you and had resolved to do something about it. Your clean up began with a dust covered cardboard box of old possessions from before your return to the mountain, and that was as far as you got. As you went through the contents of the box you came across a number of photographs scattered loose, among them the photo of Melanie and yourself at the waterfall. For a moment you had trouble recalling the photograph, where it had been taken, and even who the girl was that you were with. Then you remembered, and were instantly overwhelmed by feelings of melancholy and nostalgia. It was an almost palpable experience, like breaking open an exotic fruit and being immersed in the smell of its rich fleshy pulp - sickly sweet, but turning at the core. The scene in the photograph, which you had barely given a thought for years, was instantly transformed into a pivotal moment; while only one point in the millions that had made up your life, for you it became the critical one, the point where your life had started to go wrong.\nYou made a frame for the photograph, and set it in a prominent position on the mantel. Over the following months you became more and more drawn to the picture, spent increasing amounts of time looking at it, running the frame through your hands, and running the events of that day and evening through your mind, thinking about how they might have been different. In time, you came to reinterpret everything that had happened before the day of the photograph as preparation for that moment and everything after as a mistake. Your waking hours were spent striving to regain the moment, and set it to rights in your mind. The world and your needs within it paled into insignificance, were merely inconvenient distractions from your true focus. And you became increasingly frustrated by the fact that with each passing hour you were a little further from the only junction in your life that had mattered, the only point where you could have put your life back on track...\n\nYou open your eyes to find that you are once more lying on your back, feet together with arms folded across your chest. It is daylight and bright. You can hear the calls of birds outside. You feel strangely calm and rested, your breath coming easily and without pain. Even your hunger has abated. You have not forgotten the photograph lying in its shattered frame in the next room, but you don't feel pressed to do anything about it. There is no rush.\n\nA huntsman spider crawls along the beam above your head, towards a fly at the opposite end. The fly is caught in the strand of another spider's web, and it spins noisily and stupidly, like a fish on a hook. You are resigned to the fly's fate well before it is, and look away no longer interested before the spider reaches it.\n\nBedroom (on the bed)\nThis is your bedroom. The only furnishings are a wardrobe and your bed. There is a window facing north and the living room is to the south.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying nothing, but in a coat pocket you have a roll of $50 notes.", "endoftext": false }, { "action": "You get up", "response": "As you climb out of bed, you feel well in yourself but your movements seem impeded, as though the air around you had taken on a viscous quality - not requiring any extra effort to move through but somehow slowing your progress nonetheless.\n\nThis is your bedroom. The only furnishings are a wardrobe and your bed. There is a window facing north and the living room is to the south.", "endoftext": false }, { "action": "You go to the south", "response": "Living Room (East)\nYour living room is full of clutter. Your armchair is here in front of the wood stove. A doorway to the north leads to your bedroom and the living area continues west. The back door is to the east.\n\nAn old pine mantel leans against the wall near the window.\n\nThe picture-frame is lying broken on the floor.\n\nThere is a cardboard carton here.", "endoftext": false }, { "action": "You look at the photo", "response": "Taking care to avoid the broken glass you bend down to look at the photograph. You brace yourself for what you might see, anticipating that your heart may skip a beat. The smile is still there, although it is different, the angle of Melanie's head having altered. And there in your right hand is your camera that the German tourist used to take the shot.", "endoftext": false }, { "action": "You take the photo", "response": "Carefully avoiding the broken glass you bend down and pick up the picture-frame. While the glass has shattered and the frame itself is broken, you realise that they would be repairable.", "endoftext": false }, { "action": "You examine melanie", "response": "Melanie is smiling.", "endoftext": false }, { "action": "You examine Jack", "response": "A fool, clearly.", "endoftext": true }, { "action": "You look at your surroundings", "response": "Living Room (East)\nYour living room is full of clutter. Your armchair is here in front of the wood stove. A doorway to the north leads to your bedroom and the living area continues west. The back door is to the east.\n\nAn old pine mantel leans against the wall near the window.\n\nThere is a cardboard carton here.", "endoftext": false }, { "action": "You examine photo", "response": "The smile is still there, although it is different, the angle of Melanie's head having altered. And there in your right hand is your camera that the German tourist used to take the shot.", "endoftext": false }, { "action": "You examine the hat", "response": "The hat is made from possum skin.", "endoftext": false }, { "action": "You listen", "response": "You hear birds singing.", "endoftext": true }, { "action": "You stand", "response": "You get out of the armchair.\n\nLiving Room (East)\nYour living room is full of clutter. Your armchair is here in front of the wood stove. A doorway to the north leads to your bedroom and the living area continues west. The back door is to the east.\n\nAn old pine mantel leans against the wall near the window.\n\nThere is a cardboard carton here.", "endoftext": false }, { "action": "Go outside", "response": "(first opening the back door)\n\nYou are on a wooden balcony that looks out over a river valley. An open door to the west leads back into the house. The ground beneath the balcony is covered with snow, but it is a bright sunny day.", "endoftext": false }, { "action": "You examine tree", "response": "(the tree)\nIt's a tall blue gum eucalyptus tree.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying the picture-frame (which is broken).\nIn a coat pocket you have a roll of $50 notes.", "endoftext": false }, { "action": "You take the photo", "response": "You already have that.", "endoftext": false }, { "action": "You look at the frame", "response": "(the photograph)\nThe smile is still there, although it is different, the angle of Melanie's head having altered. And there in your right hand is your camera that the German tourist used to take the shot.", "endoftext": false }, { "action": "Tear photo", "response": "[The story read that as \"eat photo\"].\nThat's plainly inedible.", "endoftext": false }, { "action": "Go west", "response": "Living Room (West)\nThis area of your living room doubles as a kitchen. There is a small sink here, a gas stove, refrigerator and a cupboard. Your bathroom is to the north and a door to the west leads outside.\n\nThere's a bag of supplies on the floor near the door.", "endoftext": false }, { "action": "Cook", "response": "What do you want to cook?", "endoftext": false }, { "action": "You cook food", "response": "You have other things on your mind at present.", "endoftext": false }, { "action": "You eat food", "response": "You are quite hungry, but there's no rush. You're content to wait until after you've repaired the picture-frame.", "endoftext": false }, { "action": "You fix the frame", "response": "(the photograph)\nThere is nothing here to repair it with.", "endoftext": false }, { "action": "You search the clutter", "response": "You'd never be able to find anything amongst this junk.", "endoftext": false }, { "action": "Empty bag", "response": "Living Room (East)\nYour living room is full of clutter. Your armchair is here in front of the wood stove. A doorway to the north leads to your bedroom and the living area continues west. The back door is to the east.\n\nAn old pine mantel leans against the wall near the window.\n\nThere is a cardboard carton here.\n\nYou see no bag here.", "endoftext": false }, { "action": "You search clutter", "response": "You rummage around in the junk for a while. But you find nothing of interest.", "endoftext": false }, { "action": "You go to the south", "response": "Yard (West)\nYou are in the yard that runs along the side of the house. It's a rough, steep bush block, and scattered about are the rusting carcasses of motorbikes, broken machinery and other past follies. The yard slopes down to the east and the path leading to the front door is to the north. There is a thick covering of snow on the ground.", "endoftext": false }, { "action": "Go east", "response": "Yard (East)\nYou are in the yard that runs along the side of the house. It's a rough, steep bush block, and scattered about are the rusting carcasses of motorbikes, broken machinery and other past follies. The yard falls away very sharply further to the east. To the north is the door to your workshop which is under the house, and the yard extends back to the west. There is a thick covering of snow on the ground.", "endoftext": false }, { "action": "You go east", "response": "The slope to the east is steep and slippery. You don't feel inclined to go down there right now.", "endoftext": false }, { "action": "Go north", "response": "(first opening the workshop door)\n\nYour workshop has an old wooden workbench, paint spattered and generally well used. The walls and almost every surface of the room are covered with tools, tins and containers. There is a single grimy window near the only exit, which is to the south.", "endoftext": false }, { "action": "You look at the bench", "response": "It's a large solid wooden workbench, that is covered with spatters of paint and other scars of past work. It was on this bench that you made the frame for the photograph.", "endoftext": false }, { "action": "You examine the tools", "response": "The workshop is full of tools of every size and type. Many are hung from the walls on wire hooks.", "endoftext": false }, { "action": "You fix the frame", "response": "(the photograph)\nYou put the frame down on the workbench and get the tools you'll need. Having selected your tools, you begin by removing the remaining shards from the picture-frame, then you carefully fix the joins in the wood of the frame and cut and fit a new piece of glass.", "endoftext": false }, { "action": "Repair frame", "response": "As you work you glance at the photo, trying to discern movement in the scene. While not noticing any changes in the picture as you watch it, you find that after looking away to get a piece of glass or a tool and returning to the scene there seem to be minute differences in detail in the spray from the waterfall, the refraction of light through the trees, or the features or posture of Melanie and yourself.\n\nYou work slowly, wanting to make it as good as it was, and when finished you put away your tools and pick up the restored frame.\n\n(the photograph)\nYou have already mended the picture-frame.", "endoftext": false }, { "action": "Go south", "response": "Yard (East)\nYou are in the yard that runs along the side of the house. It's a rough, steep bush block, and scattered about are the rusting carcasses of motorbikes, broken machinery and other past follies. The yard falls away very sharply further to the east. To the north is the door to your workshop which is under the house, and the yard extends back to the west. There is a thick covering of snow on the ground.", "endoftext": false }, { "action": "You cook the food", "response": "You take what you need from the bag of supplies and prepare a good solid breakfast, your first decent meal in weeks. You feel relaxed and in control as you prepare, then eat your meal. You feel as though you've been relieved of all your worries. Your approach to the activities of the day has been unhurried, and conducted with a degree of ceremony, as though in deference to fate. You really feel like Nadia's Egyptian king, with your final die cast and with organs safely tucked into jars, awaiting the arrival of the boat of Ra.\n\nYou finish your meal and pick up the photograph. The changes in the scene have now become obvious - your head is fully turned towards the waterfall and your left arm is extended, pointing towards the top of the falls, while the smile on Melanie's face has gone, replaced by the beginnings of a frown.", "endoftext": false }, { "action": "You look at photograph", "response": "(the photograph)\nIn the photograph, you are now standing with your left arm pointing towards the waterfall. Melanie has begun to frown.", "endoftext": false }, { "action": "You look at the frown", "response": "Melanie is frowning.", "endoftext": false }, { "action": "You put the frame on the mantel", "response": "(the photograph on the mantel)\nYou don't want to let the photograph out of your grasp right now.", "endoftext": false }, { "action": "You sit", "response": "You sit back in your armchair.\n\nYou're becoming increasingly conscious of an odour of stale sweat from your clothes.", "endoftext": false }, { "action": "You stand", "response": "You get out of the armchair.\n\nLiving Room (East)\nYour living room is full of clutter. Your armchair is here in front of the wood stove. A doorway to the north leads to your bedroom and the living area continues west. The back door is to the east.\n\nAn old pine mantel leans against the wall near the window.\n\nThere is a cardboard carton here.", "endoftext": false }, { "action": "Go west", "response": "Living Room (West)\nThis area of your living room doubles as a kitchen. There is a small sink here, a gas stove, refrigerator and a cupboard. Your bathroom is to the north and a door to the west leads outside.\n\nThere's a bag of supplies on the floor near the door.", "endoftext": false }, { "action": "You take the shower", "response": "[The story read that as \"take her\"].\nYou can't see \"her\" (Melanie) at the moment.", "endoftext": false }, { "action": "You look at the fire", "response": "It's a pot-bellied wood stove. The fire has almost burned out. There is a supply of firewood beside it.", "endoftext": false }, { "action": "You tend fire", "response": "[The story read that as \"mend fire\"].\nThat is not in need of repair.", "endoftext": false }, { "action": "You take the firewood", "response": "You take the firewood, set the fire then close the stove and sit back in the armchair with the photograph.\n\nThroughout the rest of the day you sit there following the couple's slow progress back along the track. You afford yourself a wry chuckle as the startled pademelon bounds across the path in front of them - Melanie jumping and the boy comforting her, then their laughter at the episode. You can almost feel the shape of her through her clothes, the sparkle and comfort of her presence beside you. The rate of change in the photograph has increased steadily through the day, more a slow motion movie than portrait by day's end.\n\nWhile it is hard to drag yourself away, in time you find yourself too tired to go on watching the scene.\n\nLiving Room (East) (in the armchair)\nYour living room is full of clutter. Your armchair is here in front of the wood stove. A doorway to the north leads to your bedroom and the living area continues west. The back door is to the east.\n\nAn old pine mantel leans against the wall near the window.\n\nThere is a cardboard carton here.", "endoftext": false }, { "action": "You examine photo", "response": "The scene in the photo continues to unfold. But you are now too tired to follow it.", "endoftext": false }, { "action": "Sleep", "response": "You get up from your bed and put the photograph on the mantel. Then you close the balcony and front doors, before heading back to your bed. You sleep fitfully. While awake you toss and turn, noticing the increasing lag in your movements and feeling like an insect caught in a web or trapped in hardening resin. But you understand the reason for this feeling, and are not concerned. The one thing that does concern you is missing something in the developing scene in the next room, and so you leave your bed well before dawn.\n\nThis is your bedroom. The only furnishings are a wardrobe and your bed. There is a window facing north and the living room is to the south.", "endoftext": false }, { "action": "You go south", "response": "Living Room (East)\nYour living room is full of clutter. Your armchair is here in front of the wood stove. A doorway to the north leads to your bedroom and the living area continues west. The back door is to the east.\n\nAn old pine mantel leans against the wall near the window. On the mantel you see a photograph.\n\nThere is a cardboard carton here.", "endoftext": false }, { "action": "You look at the photo", "response": "You take the photograph, sit back down in the armchair and look to the scene in the picture.\n\nMelanie and your younger self are eating a meal in the cottage. You watch every mouthful of food as it leaves the plate to their mouths, then the empty forks return to the plate, and you see Melanie's inquiring gaze well before it is noticed by the boy. Then you smile to yourself as the boy looks up into those big dark eyes you know he must drown in, and follows the girl to the bedroom. As voyeur you are with them as they make love, and afterwards you watch them talk in soft tones and laugh at shared jokes as they lie in each other's arms. By the time they are packing the car ready to return to town the scene in the picture is changing at life speed, and you feel as though you are there as they chat and joke on the journey in the car. You tense as they approach a forested turn, anticipating the screech of brakes and thud of impact, but then relax as they round the bend without incident. The pace of the unfolding scene continues to increase. And as the world in the photograph gains momentum you are increasingly aware of things around you slowing down. You have no difficulty in following the couple's return to the city, the boy moving in with Melanie, and something of their first days of living together. While the scene is soon moving too quickly to follow, you know what will happen. You know that you will stay in your legal practice, that you and Melanie will have children, that your lives together will be happy. You have been there many times in your mind and don't need the visual confirmation.\nThe photograph is now only a blur, a rectangle of unrelieved white, and you sit staring and motionless before it, as though embedded in a world of amber...\nEpilogue\nHeather Downer regretted that she had never really got to know her father, and now of course it was too late. It had been two weeks since his death and still she hadn't cried. She knew she should feel guilty, but somehow was more angry that he had chosen her eighteenth birthday as the day to have a massive cardiac arrest. She was also angry that all chance had now gone for him to make up for those broken promises; of getting back from work in time to help with her homework, or of spending some time with her, or just showing some interest in her life. Instead he had spent all his time working himself into an early grave at age forty-two. Heather sat cross-legged on the floor, helping her mother sort through her dad's things. She had before her a cardboard box of some of his older possessions, childhood books, photos, a tennis racquet, and was saddened to think that he once had a life like anybody else's, with interests and hobbies. If only things could have been different. She brushed away strands of her long black hair that had fallen forward into her eyes, and a tear with them.\n\n\"Hey, mum. Who's this old wrinkly?\"\n\nMelanie Downer was on the other side of the room and came across to look at the framed photograph in her daughter's hand. \"I don't know, dear. Perhaps it was a relative of your father's. I can certainly see a resemblance. Although, I don't remember Jack ever talking about having close family.\"\n\n\"A relative? Do you think so? Look at the way he's sitting there in that disgusting old chair, with all that junk everywhere, just staring like that. It gives me the creeps. I don't want it in the house. Can I toss it?\"\n\n\"I suppose so, we can't keep all his things. It's a nice frame though, Baltic pine by the look of it. Keep that. You can put the photograph over there with his appendix. I don't know why he kept that either,\" Melanie said pointing to a jar containing a small shrivelled object. \"They can go out together.\"\n\n...and await the arrival of the boat of Ra.", "endoftext": true } ]
qf7h94jq56f6iswd
Shrapnel
Adam Cadre
[ "Horror", "Surreal", "Time Travel", "Historical" ]
[ "American Civil War", "complicity", "cover art", "dysfunctional families", "experimental", "Inform 6", "male protagonist", "narrative", "parser", "puzzleless", "SF", "strong profanity", "surreal", "time travel", "violence", "war", "Xyzzy Awards 2000", "XYZZY Best Use of Medium" ]
2,000
[ 33, 66, 44, 12, 4 ]
159
3.704403
20100903
false
[ { "action": "%", "response": "You came all this way and the door is boarded?\n\nIs this supposed to be some sort of game?", "endoftext": false }, { "action": "About yourself", "response": "You are Bill Blake, co-founder of Whitman & Blake Dry Goods, one of the leading such outfits in all of Dixie. It was Whitman, your partner, who convinced you to come all the way out here to his estate tonight -- he'd been increasingly concerned that there might be trouble. Trouble from whom? God only knows. That mumbling milquetoast has been jumping at shadows lately.", "endoftext": false }, { "action": "You look", "response": "You are standing in an open field west of a white house with a boarded front door. Towering Carolina pines loom all around this clearing, silhouetted in the dusk; soon it will be night.\nIt occurs to you that you have no memory at all of how you got here.", "endoftext": false }, { "action": "You go northeast", "response": "You walk around to the north side of the house...\n...but before you can take more than a few steps, a trio of frenzied attack dogs comes bursting out from behind the house and tears you to pieces.", "endoftext": false }, { "action": "You go northeast", "response": "You walk around to the north side of the house...\nNorth of the house\nYou are standing north of a white house. There is no door here, and all the windows are boarded. To the north a narrow path winds through the trees.", "endoftext": false }, { "action": "About yourself", "response": "Introspection is Whitman's stock in trade. You are a man of action.", "endoftext": false }, { "action": "You go to the north", "response": "You set off into the forest...\nIn the pines\nAs you proceed along the path, the light trickling in through the treetops seems to grow brighter, as if it had been sunrise and not sunset when you began. And the trees... this isn't North Carolina anymore. This is, what? Maryland? Pennsylvania? You'd think a man would notice walking two hundred miles, but apparently not.\nYou hear voices in the distance.\n\n\"Hey, Green,\" says the first one. Even this is enough for you to pinpoint the accent: Carolina. So you're not caught behind enemy lines. Good to know.\n\n\"Yeah?\" says someone, presumably Green. There was a Green in your regiment, you recall. Common enough name to be coincidence, though. \"Have you been helped?\"", "endoftext": false }, { "action": "You listen", "response": "You'll have to specify what to listen to.\n\nThe voices resume.\n\n\"How come you're here?\" asks the first voice, in less a drawl than a whine. \"You're no Southerner...\"\n\n\"I'm a substitute, Einstein,\" Green says. \"You get drafted, you shoot a couple creds to the local op, and some poor ellhead gets to dodge artillery shells in your place. And chances are this ellhead in't gonna be from the landed gentry of old Virginny, hm?\"\n\nThe thing is, you vaguely remember this exchange. This is certainly the same idiot you remember from the war; at least the other immigrant substitutes just shit their pants when they got scared and didn't jibber in broken English. The strange thing is, with each passing moment you remember the conversation you've just heard more and more clearly -- but you still have zero recollection of what came next.", "endoftext": false }, { "action": "You listen to the voices", "response": "You can't tell where the voices came from; they seemed to echo all around you.\n\n\"Now,\" Green says, \"the real question is, what are you two doing here? You're rich, educated... and you weren't even drafted, reh? So what gives? Just wanted to get fragged?\"\n\n\"Well, it's not...\" says the first man, trailing off into mumbling. \"...duty to your homeland and...\"\n\n\"Shut up,\" barks a third voice.", "endoftext": false }, { "action": "You wait a while", "response": "...\n\n\"It's got nothing to do with 'duty,'\" growls the third voice after a moment. \"It's the exact opposite. It's about liberty. Freedom. Freedom to do as you please in your own house. A man's home is his castle, and if the state tries to stick its nose into the way you run your house, you cut the damn thing off. And it's the same thing one level out -- every state does things its own way, and if the federal government tries to change that, you burn it to the ground and set up one that'll let your state do as it damn well pleases.\"", "endoftext": false }, { "action": "Wait", "response": "...\n\nThe voices cease.", "endoftext": true }, { "action": "You look around", "response": "You are walking through a forest nestled among low-lying hills somewhere north of the Mason-Dixon. The air is full of birdsong and the smell of gunpowder.", "endoftext": false }, { "action": "You listen to the birdsong", "response": "The sound of birdsong is all around you. Apparently the robins don't realize there's a war on.\n\nYou hear a rustling behind you.\n\n\"Hey!\" says a voice. You turn around -- it's Whitman, only much younger, as babyfaced as he was during the war. \"Identify yourse--\" he begins, then cuts himself off. \"You look familiar. Do I know you?\"\n\nBefore you can answer, there is another rustling, and a tall man and some sort of foreigner come running up behind Whitman. \"What the hell are you doing here, you fool?\" the tall man shouts. \"Hurry, damn it! There's a hill just on the other side of those trees and it's covered with Unio--\"\n\nThe tall man doesn't get to finish; there is a loud roar and he is ripped to pieces before your eyes. Broken trees are hurtling toward you and it looks like the end, but before they can reach you, something explodes in the foreigner's pocket, and the light of a billion suns makes the world go white before everything suddenly goes black.\n\n> restart\n\nYou are standing north of a white house. There is no door here, and all the windows are boarded. The forest to your north, though thinner here than elsewhere, is nonetheless impenetrable; the path you took earlier has vanished.\n[Please type a command before pressing Enter.]", "endoftext": false }, { "action": "Go east", "response": "You walk around to the back of the house...\nBehind the house\nYou are behind the white house, where the husks of the other buildings on the estate stand: the stables, carriage house, outhouse, niggers' quarters, all are just collapsed heaps of weathered wood now. The house itself stands to the west, the back door slightly ajar.", "endoftext": false }, { "action": "You enter door", "response": "You open the back door and step inside...\n...and are immediately blown back out the door by a shotgun blast that rips a gaping hole through your chest.\n\n> restart\n\nYou are behind the white house, where the husks of the other buildings on the estate stand: the stables, carriage house, outhouse, niggers' quarters, all are just collapsed heaps of weathered wood now. The house itself stands to the west, the back door hanging from the doorframe by one hinge.\n\nYour corpse lies sprawled on an expanse of blood-stained grass, a gaping hole through its torso.\n[Please type a command before pressing Enter.]", "endoftext": false }, { "action": "You take the door", "response": "You tug at the door, but the last hinge still holds.", "endoftext": false }, { "action": "You examine the corpse", "response": "Enh, you saw worse during the war.", "endoftext": false }, { "action": "You take corpse", "response": "The corpse is too cumbersome to handle by yourself.", "endoftext": false }, { "action": "You enter door", "response": "You open the back door and step inside...\nInside the house\nIt is almost too dim inside to see anything, but you can make out enough to tell that there isn't much to see. You're reasonably sure this was the kitchen at one point... is that large shape in the corner the stove?\nNot that you have much time to dwell on this -- the man who shot you before is silhouetted in front of you, wild-eyed and hissing, and he still has one blast left in his shotgun. And before you can react -- your reflexes aren't a tenth what they used to be -- he uses it, jamming the barrel into his mouth and pulling the trigger. You close your eyes just before the blast. After a moment, you hear a thump, and open them again.\n\nA headless corpse lies at your feet.", "endoftext": false }, { "action": "About yourself", "response": "Introspection is Whitman's stock in trade. You are a man of action.", "endoftext": false }, { "action": "You examine the corpse", "response": "You-- you can't stand to look at it. You've seen worse, yes. But you just... can't.", "endoftext": true }, { "action": "Look around", "response": "It is almost too dim inside to see anything, but you can make out enough to tell that there isn't much to see. You're reasonably sure this was the kitchen at one point. The door is to the east, while a larger room lies west. A staircase once led upward, but most of the stairs are now missing.\n\nA headless corpse lies at your feet.", "endoftext": false }, { "action": "You go west", "response": "You proceed further into the house...\nInside the house\nThis... living room?... is just as empty as the kitchen before it. All the furniture is gone, save for a case where Whitman used to store his war memorabilia, now empty and thoroughly smashed. There is also a large, threadbare rug in the center of the room. Exits lead east and--\n\nWait a minute. This door was boarded shut. It would've taken an hour and created a huge racket to get that doorway clear. But here it is, door wide open, the last light before dusk streaming into the room.\n\nThis has ceased to be remotely amusing. Who the hell opened that goddamn door?", "endoftext": false }, { "action": "You look at rug", "response": "The pitter-patter of little feet has worn this rug down to little more than a rag.", "endoftext": false }, { "action": "You open the door", "response": "(the trap door)\nThe trap door is barred; you unbar it and take a look inside, but it's too dark to see much of anything. You let the door go and it swings shut with a heavy thud.", "endoftext": false }, { "action": "Go west", "response": "You step outside...\nWest of the house\nYou are standing in an open field west of a white house, illuminated by the bright light streaming through the open front door. Towering Carolina pines loom all around this clearing, silhouetted in the dusk; soon it will be night.", "endoftext": false }, { "action": "Go southeast", "response": "You walk around to the south side of the house...\nSouth of the house\nYou are standing south of a white house. There is no door here, and all the windows are boarded. However, one window upstairs is unevenly boarded, and you can see light shining through a crack between two boards.", "endoftext": false }, { "action": "You look in the window", "response": "Through the crack you see an attic, converted into a girl's bedroom -- Betsy Whitman's bedroom, if you're not mistaken, and you know you're not. The same dolls on the dresser, the same splashes of pink. Except... except...\nAnyway, it makes no sense that there would be a lamp burning if the house has been abandoned, especially not in that room.", "endoftext": false }, { "action": "You go to the south", "response": "The forest is too thick in that direction to permit you to travel more than a few steps. It seems to thin out on the other side of the house, though.", "endoftext": false }, { "action": "Go east", "response": "You walk around to the back of the house...\nBehind the house\nYou are behind the white house, where the husks of the other buildings on the estate stand: the stables, carriage house, outhouse, niggers' quarters, all are just collapsed heaps of weathered wood now. The house itself stands to the west, the back door hanging from the doorframe by one hinge.\n\nYour corpse lies sprawled on an expanse of blood-stained grass, a gaping hole through its torso.", "endoftext": false }, { "action": "You go to the west", "response": "You open the back door and step inside...\nInside the house\nIt is almost too dim inside to see anything, but you can make out enough to tell that there isn't much to see. You're reasonably sure this was the kitchen at one point. The door is to the east, while a larger room lies west. A staircase once led upward, but most of the stairs are now missing.\n\nA headless corpse lies at your feet.", "endoftext": false }, { "action": "You move stove", "response": "It's much too heavy.", "endoftext": false }, { "action": "You climb stove", "response": "You are carrying nothing.\n\nThat cannot be climbed.", "endoftext": false }, { "action": "You go north", "response": "There is a wall in that direction.", "endoftext": false }, { "action": "You move corpse", "response": "The corpse has nothing that you want.\n\nNothing obvious happens.", "endoftext": false }, { "action": "Go west", "response": "You proceed further into the house...", "endoftext": false }, { "action": "West", "response": "This... living room?... is just as empty as the kitchen before it. All the furniture is gone, save for a case where Whitman used to store his war memorabilia, now empty and thoroughly smashed. Exits lead east and west.\n\nThere is also a trap door in the center of the room.", "endoftext": false }, { "action": "You open the trap door", "response": "You open the trap door and take a look inside, but it's too dark to see much of anything. You let the door go and it swings shut with a heavy thud.", "endoftext": false }, { "action": "You look at the trap door", "response": "For a moment you'd forgotten about this trap door, even though you installed it yourself. How? Maybe it has something to do with the bunkum going on around here... or maybe you just wanted to forget.", "endoftext": false }, { "action": "You think", "response": "You try to think back, but every moment of the recent past slips away before your mind can take hold.", "endoftext": false }, { "action": "Xyzzy", "response": "You open the trap door and climb down the rickety staircase into the darkness...\n\nIt is pitch black.\n\nYou hear something growl in the darkness.", "endoftext": false }, { "action": "Go north", "response": "The growling intensifies to a terrible roar as you are torn apart.\n\n> restart\n\nYou are standing in an open field west of a white house with a boarded front door. Towering Carolina pines loom all around this clearing, silhouetted in the dusk; soon it will be night.\n\nThree snarling attack dogs fight with one another over the remains of your corpse.\n[Please type a command before pressing Enter.]", "endoftext": false }, { "action": "You examine the outhouse", "response": "These heaps of wood are all that is left of what was once a small village of secondary buildings. Splintery, weathered, rotten wood. It's not good lumber -- hell, it isn't even decent firewood.", "endoftext": false }, { "action": "You go to the west", "response": "You open the back door and step inside...\nInside the house\nIt is almost too dim inside to see anything, but you can make out enough to tell that there isn't much to see. You're reasonably sure this was the kitchen at one point. The door is to the east, while a larger room lies west. A staircase once led upward, but most of the stairs are now missing.\n\nA headless corpse lies at your feet.", "endoftext": false }, { "action": "You go to the west", "response": "You proceed further into the house...\nInside the house\nThis... living room?... is just as empty as the kitchen before it. All the furniture is gone, save for a case where Whitman used to store his war memorabilia, now empty and thoroughly smashed. Exits lead east and west.\n\nThere is also a trap door in the center of the room.", "endoftext": false }, { "action": "You enter the trap", "response": "You open the trap door and climb down the rickety staircase into the darkness...\nUnder the house\nIt is pitch black.\n\nYou hear something growl in the darkness.", "endoftext": false }, { "action": "Go upwards", "response": "The growling intensifies to a terrible roar as you are torn apart.\n\n> restart\n\nYou are standing in an open field west of a white house with a boarded front door. Towering Carolina pines loom all around this clearing, silhouetted in the dusk; soon it will be night.\n\nThree snarling attack dogs fight with one another over the remains of your corpse.", "endoftext": false }, { "action": "You look at the dogs", "response": "The dogs are ferocious Bull-and-Terriers, exactly the breed you'd choose if you were selecting guard dogs for your own home.", "endoftext": false }, { "action": "About you", "response": "By all rights, you should be dead. You are dead, if the corpse before you is any indication. Yet you feel fine. As fine as you ever get, at any rate -- half-deaf and half-crippled, but not bad, considering.", "endoftext": false }, { "action": "You go to the west", "response": "The forest is too thick in that direction to permit you to travel more than a few steps. It seems to thin out to the north, though.", "endoftext": false }, { "action": "Go southeast", "response": "You walk around to the south side of the house...\nSouth of the house\nYou are standing south of a white house. There is no door here, and all the windows are boarded. However, one window upstairs is unevenly boarded, and you can see light shining through a crack between two boards.", "endoftext": false }, { "action": "You open the window", "response": "The windows are boarded shut. They cannot be opened.", "endoftext": false }, { "action": "You knock on the window", "response": "This seems like a waste of energy.", "endoftext": false }, { "action": "You go to the northeast", "response": "You walk around to the north side of the house...\nNorth of the house\nYou are standing north of a white house. There is no door here, and all the windows are boarded. The forest to your north, though thinner here than elsewhere, is nonetheless impenetrable; the path you took earlier has vanished.", "endoftext": false }, { "action": "Go southwest", "response": "You return to the front of the house...\nWest of the house\nYou are standing in an open field west of a white house, illuminated by the bright light streaming through the open front door. Towering Carolina pines loom all around this clearing, silhouetted in the dusk; soon it will be night.", "endoftext": false }, { "action": "You look through the crack", "response": "Through the crack you see the bedroom of Betsy, your business partner's youngest daughter. Why a lamp is burning in an abandoned house you cannot guess.", "endoftext": false }, { "action": "You take corpse", "response": "The corpse is too cumbersome to handle by yourself.", "endoftext": false }, { "action": "Go east", "response": "You return to the kitchen...\nInside the house\nIt is almost too dim inside to see anything, but you can make out enough to tell that there isn't much to see. You're reasonably sure this was the kitchen at one point. The door is to the east, while a larger room lies west. A staircase once led upward, but most of the stairs are now missing.\n\nA headless corpse lies at your feet.", "endoftext": false }, { "action": "You close the door", "response": "You try to close the door, but it swings open again. The latch isn't catching.", "endoftext": false }, { "action": "You go east", "response": "You return to the yard behind the house...", "endoftext": false }, { "action": "You go east", "response": "You are behind the white house, where the husks of the other buildings on the estate stand: the stables, carriage house, outhouse, niggers' quarters, all are just collapsed heaps of weathered wood now. The house itself stands to the west, the back door hanging from the doorframe by one hinge.\n\nYour corpse lies sprawled on an expanse of blood-stained grass, a gaping hole through its torso.", "endoftext": false }, { "action": "Go north", "response": "You walk around to the north side of the house...\nNorth of the house\nYou are standing north of a white house. There is no door here, and all the windows are boarded. The forest to your north, though thinner here than elsewhere, is nonetheless impenetrable; the path you took earlier has vanished.", "endoftext": false }, { "action": "Go west", "response": "You return to the front of the house...\nWest of the house\nYou are standing in an open field west of a white house, illuminated by the bright light streaming through the open front door. Towering Carolina pines loom all around this clearing, silhouetted in the dusk; soon it will be night.", "endoftext": false }, { "action": "You go east", "response": "You walk into the house...\nInside the house\nSo this is what Whitman was afraid of, the reason he summoned you all the way out here -- he was afraid of his own brats. Three of them this time, busy clearing the table after what seems to have been a small banquet: William Junior, nearing thirty and still a menial bank clerk; Ann, the ugly daughter, twenty-five and still unmarried; and your old friend Johnny, younger now than when he blew his head off, but still twitching like a damn Shaker. Good God, what a sorry lot.\n\n\"Where have you been?\" Junior asks, pouring you a glass of wine. \"You missed dinner entirely! And after we went to all the trouble of making you this meal...\" He shakes his head. \"But at least there's some wine left,\" he says, pressing the glass into your hand.", "endoftext": false }, { "action": "You examine junior", "response": "William Jr. was always a bookish little worm, more concerned with the schoolmarm's opinion than his own father's -- not that Whitman was much better than the schoolmarm. Setting aside money that could've been used for the business to send Junior to Hahvahd... took a damn war to convince him of the idiocy of that plan. The cash infusion really helped the business. And dipping into the money Junior made from his work at the bank? Well, you didn't hear him whining about all the free meals he ate growing up. Little ingrate.", "endoftext": false }, { "action": "You examine the wine", "response": "If you were Whitman, you'd have drained this glass already -- he was never a big drinker before the war, but he picked up the habit quickly enough, even before he had any physical pain to dull. By the time the two of you got to the hospital, he was drinking more than even the surgeons. Your own tastes ran more to chloroform.", "endoftext": false }, { "action": "You look at the table", "response": "Whatever it was that the others had for dinner has been carried into the kitchen.", "endoftext": false }, { "action": "You examine the rug", "response": "This rug has seen better days, but it is still in far better condition than it was when last you saw it.", "endoftext": false }, { "action": "You move the rug", "response": "\"GET AWAY FROM THERE!\" Johnny shrieks.", "endoftext": false }, { "action": "You look at case", "response": "Whitman used to keep his memorabilia from the war in this case... no telling where it went.", "endoftext": false }, { "action": "You look at Ann", "response": "It's hard to believe that Whitman's younger daughter and this one come from the same stock. It was clear from the time she was a small child that Betsy was going to become just the model of the perfect Southern belle, but Ann -- one minute she's an annoying snotnosed kid always in your face with the questions and then you get back from the war and she's turned into an old maid overnight. And now with her chances of ever getting a husband dwindling, it looks like she's going to be a drain on the household and, more importantly, the business, for the rest of her days. Useless.", "endoftext": false }, { "action": "About yourself", "response": "You're feeling quite well for someone who's died several times over.", "endoftext": false }, { "action": "Go east", "response": "Johnny produces a pistol and points it at you. \"You're not going anywhere,\" he says, his voice shaking violently.", "endoftext": false }, { "action": "You throw the wine at Johnny", "response": "The shrapnel in your body makes throwing things too painful to be worth the effort.", "endoftext": false }, { "action": "You examine shrapnel", "response": "Most of the shrapnel is in your lower body -- your hips, your thighs, your knees. But there's a smattering in other places. A small spur in the back of your hand, for instance, right above the knob of your wrist: it's thickly calloused over, a deadened bump you can poke and prod, but every time you flex your wrist just so, the metal slices through a nerve and it is all you can do to keep from trying to tear the shard out with your fingernails.", "endoftext": false }, { "action": "You drink the wine", "response": "You take a swig of the wine and slump down deep into the easy chair. After a couple of minutes you start to feel very tired.\n\nAs your eyes begin to droop, Junior walks up to you, his steps tentative. \"Father,\" he says, \"please try to understand what is happening to you...\"\n\nYou start to protest -- do I look like your goddamn father, you imbecile? -- but stop short. All these resurrections, and the way the house is different every time you turn around... could you be inhabiting Whitman's body? You try to look at yourself, but you're just so damn tired...\n\n\"This isn't about stealing my money,\" Junior says. You squint: suddenly there are two of them, then four. \"This isn't about me at all,\" they say. \"Or about Mother, or even Gregory. No, this is about Betsy. Betsy was the last...\"\n\nJunior no doubt has a lengthy harangue memorized for this occasion, but his voice grows quiet in your ears and soon he is talking to himself.", "endoftext": false }, { "action": "You drink the wine", "response": "West of the house\nYou are standing in an open field west of a white house, illuminated by the bright light streaming through the open front door. Towering Carolina pines loom all around this clearing, silhouetted in the dusk; soon it will be night.\n\n[Please type a command before pressing Enter.]", "endoftext": false }, { "action": "You go to the east", "response": "You walk into the house...\nInside the house\nYou walk back into the house to find the three Whitman children sitting around the table, talking quietly. They don't seem to notice you until you slam the door behind you. Then, in unison, they all look up.\nJohnny looks at you, then down at your corpse slumped in the living room chair, then back at you. He screams. He screams, and runs through the back door out into the yard and the woods beyond. You can hear his inhuman caterwauling even as the back door slams shut.", "endoftext": false }, { "action": "You kill Johnny", "response": "Junior faints dead away.\nAnn, however, seems curiously unaffected. \"So,\" she says. \"There really are two of you. So which are you really? Whitman or Blake? Or is that even a meaningful qu\n\nestion is, do you really want to know? It takes a while to drop the phat info-b0mbz, and chances are your scattered little nineteenth-century brane couldn't begin to comprehend the tale. But it's your call -- want the story?", "endoftext": false }, { "action": "Yes", "response": "You are in a dim, empty living room, with only a corpse slumped in chair for company. A rug adorns the center of the room. Exits lead east and west.", "endoftext": false }, { "action": "Go east", "response": "You proceed further into the house...\nInside the house\nIt is almost too dim inside to see anything, but you can make out enough to tell that there isn't much to see. You're reasonably sure this was the kitchen at one point. The door is to the east, while a larger room lies west. A staircase once led upward, but most of the stairs are now missing.\n\nA headless corpse lies at your feet.", "endoftext": false }, { "action": "About yourself", "response": "You're feeling quite well for someone who's died several times over.", "endoftext": false }, { "action": "You go east", "response": "You return to the yard behind the house...\nBehind the house\nYou are behind the white house, where the husks of the other buildings on the estate stand: the stables, carriage house, outhouse, niggers' quarters, all are just collapsed heaps of weathered wood now. The house itself stands to the west, the back door hanging from the doorframe by one hinge.\n\nYour corpse lies sprawled on an expanse of blood-stained grass, a gaping hole through its torso.", "endoftext": false }, { "action": "Go north", "response": "You walk around to the north side of the house...\nNorth of the house\nYou are standing north of a white house. There is no door here, and all the windows are boarded. The forest to your north, though thinner here than elsewhere, is nonetheless impenetrable; the path you took earlier has vanished.", "endoftext": false }, { "action": "Go west", "response": "You return to the front of the house...\nWest of the house\nYou are standing in an open field west of a white house, illuminated by the bright light streaming through the open front door. Towering Carolina pines loom all around this clearing, silhouetted in the dusk; soon it will be night.", "endoftext": false }, { "action": "You go to the east", "response": "You walk into the house...\nInside the house\nYou are in a dim, empty living room, with only a corpse slumped in chair for company. A rug adorns the center of the room. Exits lead east and west.", "endoftext": false }, { "action": "You examine corpse", "response": "The corpse stirs as you approach. And that's when you realize: this isn't you, it's Whitman. And he's not even dead. Merely drunk.\n\n\"...goddamn brats always making such a goddamn racket...\" he mutters. You don't hear anything, but then, you rarely hear much of anything over the constant roar in your ears.\n\nBut a moment later you see what he must be talking about, as the boys, Johnny and Gregory, come tearing into the front room, fighting as always -- this time it's not an exchange of blows but just a frantic wrestling match, over, what? A toy? Or are they just\n\nYou're doubled over. The pain, god damn it the pain -- that kid smacked right into your leg, drove the shrapnel right through half a dozen nerves, like the whole limb was being blown open all over again... and you, you seem to have thrown him across the room, and he hit the wall... that's a load-bearing wall. His head is bleeding... must have hit a wall stud...\n\nA doctor, Johnny is crying. Gregory needs a doctor.\n\nA doctor, a doctor, Whitman whimpers. He is doubled up next to you and for a moment you are back in the forest with Union shells going off around you. Except they're not called doctors in wartime, they're called surgeons. And making noise and thrashing around just means you'll get a bayonet in the gut from some goddamn Yank. Oh god, my son, Whitman mewls, and you punch him in the face to shut him up.\n\nThat gets Johnny's attention. Someone has to take control here, and though you can barely see from the pain, Whitman sure as hell isn't up to the task.\n\nSo there will be no goddamn doctors. No one is to know about this. You, Johnny, are to take little Gregory down to the basement. If he dies, he dies. If he recovers, he recovers. If he ends up somewhere in between, well, Johnny, that's your responsibility. I'm not cleaning up after some idiot kid.\n\nOh, now Whitman's picking himself up off the floor. See here, he's saying. This is my house, and you aren't going to--\n\nShut your goddamn mouth. This is my house. I built it. You just sat there. The same way you just sit there while your bastard children are running amok, have to keep calling me over anytime you need to establish a little discipline. That means I make the rules. Got it?\n\nAnyone else want to order me around?\n\nHow about you?\n\nWell, to hell with you too. I don't care what you want. Nobody messes with Bill Blake, and nobody orders him around. Not snotnosed kids, not impotent cripples, not the nigger-loving Union government, not God the fucking Almighty. The Grim Reaper has no say over Bill Blake, and neither do you. If your commands and what he wants to do happen to coincide, well zip-a-dee-goddamn-doo-dah.\n\nAnd right now he's getting the hell out of here.\n\nThe dogs are back, still chewing on that corpse... but wait. If the corpse in the easy chair was actually Whitman, alive, then this one... need a closer look...\n\nBut the dogs are gone.\n\nThe dogs are gone, and the sun is bouncing around in the sky like a rubber ball. And... it was so clear a moment ago... had a plan in mind, but now... don't know what to do, where to go... don't even know who's asking the question...\n\nHelp... please, help...", "endoftext": false }, { "action": "About yourself", "response": "This body, these hands... these hands are full of shrapnel, but whose are they?\n[Please type a command before pressing Enter.]", "endoftext": true }, { "action": "Describe the surroundings", "response": "A white house with a boarded front door lies to the east. Forest is all around. Little else can be said for certain.", "endoftext": false }, { "action": "Go west", "response": "You open the back door and step inside...\nInside the house\nYou are back in the kitchen of the house, as empty and desolate as ever--\n\nWait. The staircase is intact. How did that happen?\n[Please type a command before pressing Enter.]", "endoftext": false }, { "action": "Up", "response": "You climb the stairs...\n\nWhen you get to Betsy's room, you find her sitting on her bed, crying her eyes out. Whitman is sitting next to her. His belt is undone and he is smeared with blood. \"It wasn't me, it wasn't me,\" he is saying.\n\n\"It was him!\" He is pointing at you.\n\nYou look down. You are also covered in blood.\n\nYou are standing in the front room of a white house. You know this because you are staring at yourself from across the room. He doesn't see you, though; he's looking at someone else. And though you can't see that person's face, it seems to be--\n\n\"Tycho Green,\" he says. \"You may remember me from such wars as the American Civil War. I'm betting you've been wondering what's been happening to you. The question is, do you really want to know? It takes a while to drop the phat info-b0mbz, and chances are your scattered little nineteenth-century brane couldn't begin to comprehend the tale. But it's your call -- want the story?\n\n\"Yes,\" says the man with your face.\n\nAnd then he vanishes.\n\n\"Frag,\" Green mutters. Then he turns around and spots you.\n\n\"Dammit, stop bi-locating,\" he says. \"All right, here's the scoop. I am from what you would call the 22nd century. We'd call it something more like Window 2101-2200 Sphere 123488.59588 Track ZZ9, but then, reckoning of the date got vastly more complicated once time travel was invented. Little thingawhoozits about the size of a hockey puck -- have they invented hockey yet? is that 19th century or 20th? I always get those confused. Anyway, you key in your temporal coordinates, blip back to wherever you want to go. Only goes backwards, y'skate. Can't go forward because there's branching. Bifurcation? Try bajillionifurcation. At any moment there are something like seven point six times ten to your mom little subatomic blips that could blip some other way. It's like a tree -- you can follow any branch back to the trunk, no decision-making necessary. But finding the right branch from the trunk, well, you have to choose wisely. The hockey puck can't choose because the calculations would take quite literally forever and also it would melt and also it can't just pick at random because most combinations of subatomic blips lead to the universe spontaneously combusting without so much as a 'Bye bye, grandpa loves you.'\"\n\nYou are standing east of a white house, surrounded by smaller buildings which are collapsing and building themselves back up before your eyes. A carriage wheezes out of the carriage house, then vanishes. Green emerges from the outhouse and taps you on the shoulder.\n\n\"So most people don't bother blipping back in time,\" he continues, \"because they can't get back. But me, I met this girlie and I decided that she would be mine. Except that she'd been dead for two hundred years and I didn't want to dig her up because, eww, gross. I'm talking about Ann Whitman here. Not too shabby, hmm? You've got your Homer, your Bill Shakespeare, your Ann Whitman and I guess now your Thu Minh Tran though, just between you and me, I think she's overrated. But Ann, now, her littachur just struck a chord with me. Me and eleven billion other people, key, but still. So I decided I'd review some tapes, learn your dialect, blip back, sweep her off her feet, the whole bit. Key, that means she'd never actually get around to writing her books, but no paradoxes here -- soon as you show up in the past and start changing stuff, you get bifurcated off the tree right away and can't hurt the original branch. Unless...\"\n\nThe same dolls on the dresser, the same splashes of pink. Betsy is hanging from a noose tied to the crossbeam. She is fourteen forever.", "endoftext": false }, { "action": "You examine betsy", "response": "Green arrives at the top of the stairs. \"Well, I'm getting ahead of myself,\" he says. \"See, the reason Annie was able to crank out these incredible Southern Gothic novels is because she'd lived this incredible Southern Gothic life. Like, her little brother had his head thumped with all sorts of brane damage and got locked in the basement like a monkey -- with another brother assigned to feed him and clean up his shit... that guy blew his head off, gee I wonder why... oh, and her little sister had been raped by her father and then hanged herself.\" He glances over at Betsy's dangling body and shakes his head. \"So the leftover kids got together and offed Daddykins... oh, yeah, and let's not forget Daddykins himself. He wasn't just some random monster -- see, he got tagged by an artillery shell in the war, lived the rest of his life in excruciating pain, and spun off this whole second personality based on some dreadnok thug who actually got fragged by the shell. Bill Blake, big ol' tuff guy. Tuff enuff to stand the pain that Whitman couldn't. So Whitman spent more and more time as 'Blake' -- even brought him into the business, presented himself as Whitman to the people he needed to kiss up to and as Blake to the people he had to browbeat into submission, wrote himself two different paychecks and deposited them at two different banks. But then 'Blake' started showing up at home, and, well, we all know how that turned out...\"\n\n\"So I blip back in time to when Ann's beginning her literary career,\" Green says, \"but while she's a freakin' sooper-jeenius, she's also completely psycho, I mean mental to the point that you can't conduct a conversation with her without the whole thing ending in tears and maybe some blood. So, no smoochies with Ann while she's like buried under the bell jar, so back some more, this time to get Pops out of the way of the shell so that she can actually live a happy smurfy life with a sane parental unit. Except...\n\n\"See, there's one teensy little problem with these hockey pucks -- you break 'em, you've bought it. It's like, take a piece of paper and draw a line on it. Then from the end of that line draw a bunch of branches. Then from the end of each of those branches, draw a bunch more. That's time.\n\n\"Now take that tree you've just drawn. Put in on a desk. And empty your inkwell onto it. That's what happens when a time machine blows up.\n\n\"When I went back to the war to keep you from getting tagged by the shell, I took a piece of shrapnel right in the ol' hockey puck,\" Green says. \"And when that exploded, this whole timeline got stuck inside the blast zone. The timelines that are enough bifurcations away from us'll be fine, but for us, time is in smithereens and there's no piecing it back together. From here on out it's just fragments, past, future, present, future, past, all jumbled together. No cause and effect, so choice dissolves.\" He shrugs. \"If it's any consolation, I'm stuck here t\n\nYou are standing west of a white house with a boarded front door.\n\nYou are standing west of a white houseYou are standing westYouhere on out it's just fragmentsYou are standing westtrio of frenzied attack dogsthe same splashes of pinkmumbling milquetoast has been jumping at shadowsman's home is his castleI make the rulesleast there's some wine leftchoice dissolves*** You have died***\n\nv qbag npghnyyl guvax guvf vf n tbbq tnzrvgf svsgl qvssrerag vqrnf penzzrq gbtrgureabar bs gurz vzcyrzragrq irel jryygur cebwrpg fbegn yrncg sebz zl tenfc naq rkcybqrqohg creuncf gungf nccebcevngrnaq jub xabjffbzrbar zvtug svaq vg vagrerfgvatkbkb nqnz", "endoftext": true } ]
82mn545s8bt3csa4
Marika the Offering
revgiblet
[]
[ "female protagonist", "mirrors", "One-Room Game Competition 2007", "single room", "teenage protagonist", "tower", "vampire" ]
2,007
[ 1, 12, 7, 0, 0 ]
20
3.7
20100402
false
You play a young girl, trapped in a tower room and in fear for her life.
[ { "action": "%", "response": "Loading game...\n\nAn ADRIFT text adventure by revgiblet ([email protected]). This is v1.0 (2007)\n\nType story at any time for the backstory.\n\nType thanks for a list of credits.\n\nI am standing in a room that has been meticulously constructed from cold, grey stones in a very simple manner. My eyes are hypnotically drawn to the main feature in the west wall, a large double window that swings open in the evening breeze. A wide single bed sits in the centre of the room. I know from experience that the bed is incredibly comfortable and it is currently taking all of my willpower to resist the temptation to lie down and drift into oblivion. The bed is made up with a soft looking pillow and has a blanket wrapped round it.\n\nIt appears to me that this room once served a less sinister purpose, for there is a fireplace built into the north wall. The fireplace is as empty as my heart. A thick wooden shelf is fixed to the wall above, on which rests a burning candle that gives the room an eerie glow. The low stone ceiling separates me from the heavens and God above. In the south wall is a thick metal door; the only way out of the tower alive.\n\nA full-length portrait mirror is afixed to the east wall, opposite the window. It reflects the horizon scene, creating the illusion that the room is larger than it is. A rickety wooden chair has been placed beside the mirror. The air is musty and offends my nostrils. My remaining life can be measured in heartbeats. I must act!", "endoftext": false }, { "action": "Story", "response": "My mother told me the story of the curse when I was seven. Every child knew it off by heart, for it was the reason that the village was shunned by even the poorest beggar and cripple. It was the reason why we were alone and downcast.\n\nMy mother wept as she told it. I didn't know why then, but I do now. She feared that I would be The Offering, the one who must die to buy peace from The Count. It turned out that she was right. My mother could often see these things coming.\n\nThe Count is what we, in the old tongue, call a vampyre; the undead. He used to be a nobleman but fell into darkness in some way. The legends are not clear, though my mother told me that she believed it was because of a woman. As a child this was something else that I did not understand, but I am beginning to know what she might have meant.\n\nThe cause of his curse is irrelevant, as is the reason why he chose our village to be the one he torments. All that matters is that he did choose us. He made a bargain with the elders of our village many generations ago. He promised that he would leave us in peace on one condition. Every fifteen years the purest and most beautiful maiden in the village must be delivered over to him. I was born the night of his last visit to the village. Many considered it an omen; a prophetic gesture that I was to be his next victim.\n\nAs I grew my parents prayed that I would fall ill and become weak, or that I would be ugly. The prayers of the villagers have remained unanswered for years and years now, and the prayers of my parents were no different. I grew strong and, as I am often told, blossomed into beauty.\n\nAs the years passed and the dread night approached my parents begged me to flee the village. They offered to marry me off to a farmer in the next village, but the elders opposed them. It seemed that, to protect their own daughters, they had already decided that the timing of my birth meant I was to be the one. My parents were powerless, for was it not true that of all the young girls in the village I was amongst the finest and prettiest?", "endoftext": true }, { "action": "Look around", "response": "(Press a key)\n\nAt that moment the guards entered the room. My mother stepped back, looking anxious.\n\n\"I'm sorry. It is time,\" Bogdan, the eldest guard, spoke apologetically.\n\n\"I understand,\" my mother said, biting her bottom lip. She looked at me again, willing me to understand and to fight my fate. The world seemed to pass in slow motion as I gazed at the men who had come to escort me to the place of my death. Bogdan was a friend of my father, and I could see in his eyes the anguish that only a man with the imagination to picture his own daughter could feel. Enric was a few years older than me, and the regret in his eyes was the loss of what could have been.\n\n\"Goodbye Marika, and may God go with you.\" My mother kissed me on the cheek, gently ran her hand through my hair and fled from the room. Bogdan nodded at me and took me by the hand. The men led me from the room and out into the twilight of the empty village. It was considered bad luck to see the Offering on the night of her departure. It was safer to stay at home behind closed doors and pretend that nothing terrible was about to happen. Overcome, I stumbled and fell to my knees. I felt the gentle hands of Enric under my arms.\n\n\"I do not...I do not know if I can do it,\" I whispered, every word an effort.\n\n\"I will carry you.\" Enric lifted me gently as Bogdan patted his shoulder. I looked into Enric's face as he began to walk towards the Tower that lay just outside the village and felt the darkness of sleep cover me for the first time in about thirty six hours. In my dreams Enric's face changed into that of my mother as she mouthed the same words at me over and over again - Keep him out!", "endoftext": true }, { "action": "You look at your surroundings", "response": "(Press a key)\n\nI awoke with a start to find that I was lying on a comfortable bed. Enric was leaning over me, a single tear rolling down his cheek.\n\n\"I'm sorry. I did not mean to wake you. I wanted...I wanted you to stay asleep. I thought it would be...better.\"\n\n\"I am glad that you did,\" I murmered, recalling my mother's final words.\n\nEnric kissed me on the cheek and stood up. He wiped the eye from his face and turned away.\n\n\"Marika...I must tell you something...\" Enric spoke, weighing his words carefully.\n\n\"Enric!\" barked Bogdan, \"Remember what the Elders said! You will not say anything!\"\n\nEnric's shoulders stiffened and, even though I couldn't see his face, I could tell that he was wrestling with something heavy. Finally his shoulders slumped and he began to walk towards the door.\n\n\"Goodbye Marika. I'm sorry,\" he said with conviction.\n\nBogdan stood in the doorway, looking at me with grim regret. In a moment they were both gone. The door slammed shut and I heard the scraping of a key in the lock and the grinding of several bolts being shut. I listened for a moment longer to the clatter of their feet on the stone stairwell and then I was alone.\n\nThe tower had been a feature of the village for generations before my birth. It stood, tall and imposing, on the outskirts of our land as a permanent reminder of our bargain. It remained locked and bolted for years until the single room at its summit was needed. The only ones who ever saw the room were the guards and The Offering.\n\nEverything in me wanted to sink back into the comfort of the bed and let death overtake me. My body ached for sleep and my heart longed for numbness. But just as I thought I would lose the battle I felt my mother's spirit arc through my heart. I am a Bojin and I will NOT give up! I willed my legs to respond and I lifted myself from the bed until I found myself standing in the room that was supposed to be my mortuary. I glanced out of the window to see the sun slowly slipping behind the hills. My head throbbed and my legs wavered. I did not have much time, but I formed a grim resolve to try and change my fate. I would not accept this. I would be alone here until the morning, when Bogdan and Enric would return expecting to remove my corpse. I would prevent The Count from gaining entrance to the Tower, and when Bogdan and Enric returned I would leave with them. I would show myself to be my mother's daughter. My life depended on it.\n\nI forced myself to focus on the room and gazed around, battling against slumber. My fate will be decided in the next half an hour.", "endoftext": true }, { "action": "You look around", "response": "(Press a key)\n\nI am standing in a room that has been meticulously constructed from cold, grey stones in a very simple manner. My eyes are hypnotically drawn to the main feature in the west wall, a large double window that swings open in the evening breeze. A wide single bed sits in the centre of the room. I know from experience that the bed is incredibly comfortable and it is currently taking all of my willpower to resist the temptation to lie down and drift into oblivion. The bed is made up with a soft looking pillow and has a blanket wrapped round it.\n\nIt appears to me that this room once served a less sinister purpose, for there is a fireplace built into the north wall. The fireplace is as empty as my heart. A thick wooden shelf is fixed to the wall above, on which rests a burning candle that gives the room an eerie glow. The low stone ceiling separates me from the heavens and God above. In the south wall is a thick metal door; the only way out of the tower alive.\n\nA full-length portrait mirror is afixed to the east wall, opposite the window. It reflects the horizon scene, creating the illusion that the room is larger than it is. A rickety wooden chair has been placed beside the mirror. The air is musty and offends my nostrils. My remaining life can be measured in heartbeats. I must act!", "endoftext": false }, { "action": "You look under the bed", "response": "I clamber onto my knees and look under the bed but I see nothing but more bare flagstones. I stand, feeling dizzy as I do so.", "endoftext": false }, { "action": "You look in the mirror", "response": "I look at myself in the mirror; standing against the backdrop of the countryside that can be seen from the window. I barely recognise myself. The linen frock clings to my lithe frame like a sack. My complexion has always been pale, but tonight lack of sleep and overdose of fear have made my skin almost translucent. The blood has drained from my usually scarlet lips and my large brown eyes peer into the face of a stranger. My long hair, raven and fine, hugs my face and shoulders almost as if it were looking for a companion in this dark time. A sensation at the back of my thoughts is nagging me, trying to tell me something. Something about my hair...\n\nI run my fingers around the mirror but it seems to be fixed firmly to the wall and there appears to be nothing unusual about it.", "endoftext": false }, { "action": "You feel the hair", "response": "Driven by some unknown prompting I begin to run my hand through my hair. As my finger touches something sharp I withdraw it hastily. A second, more cautious check reveals a hairpin that shouldn't be there. Unbidden, the memory comes to me of my final meeting with my mother. As we parted she touched my hair. At the time I thought it nothing more than a tender gesture but it seems that she had ulterior motives. Thanking God for her ingenuity I place the hairpin carefully on the shelf above the fireplace and ponder on a use for it.", "endoftext": false }, { "action": "You look at the chair", "response": "The chair is clearly a once-loved heirloom that has fallen into a state of disrepair. Intricate patterns swirl over the legs and seat. It seems to wobble even as I look at it. I would not trust it to hold my weight.", "endoftext": false }, { "action": "You sit on the chair", "response": "Despite the urgency of my situation I am highly aware of my aching feet and weary legs. I decide to rest for a second, and not trusting myself to get up again if I use the bed I opt to use the chair.\n\nI drag it away from the wall and sit, but the chair is nearly as old as the tower itself and is no longer able to stand the strain. There is a creaking noise for a moment before the chair self-destructs and deposits me on the stone floor. I crack my knee painfully on the floor and cry out in discomfort.\n\nAfter a little while I am able to stand again. The chair has been reduced to a pile of wood. I rub my knee and regret my chosen action.", "endoftext": false }, { "action": "You look at the wood", "response": "The wood is formed in a chaotic pile consisting of a variety of shapes and sizes. Although some parts appear to have rotted there is a fair amount of sound wood here.", "endoftext": false }, { "action": "You get the wood", "response": "There is no need for me to take anything. If I need to use an object then I will do so as appropriate.", "endoftext": false }, { "action": "You look at the shelf", "response": "The shelf is made of thick oak and fixed firmly to the wall.", "endoftext": false }, { "action": "You look at the fireplace", "response": "A quick investigation of the empty stone fireplace reveals that it hasn't been used in a long time. I peer cautiously up into the chimney; a dark tunnel that ends in a square of twilight.", "endoftext": false }, { "action": "You make the fire", "response": "As a thought forms in my mind drowsiness begins to overcome me. I shake my head to rouse myself, after which the words seem meaningless to me.", "endoftext": false }, { "action": "You put the wood in the fireplace", "response": "I pile up an armful of wood and carry it across the room to deposit it in the fireplace. I repeat the process two more times to complete the task.\n\nThe fireplace now contains a pile of wood ready to be burnt. I look at the candle and the pile of wood and my experience tells me that, as it stands, the flame is not furious enough to catch the wood. If I want to start a fire I will need to find something that will burn well and provide a more substantial conflagration.", "endoftext": false }, { "action": "You examine the bed", "response": "Wary, for it is almost as if the bed whispers a siren song as I look at it, I begin to examine the cot. The blanket is tucked in tightly but yields to a sharp tug from me. I find nothing unusual under it. The mattress is thick and tightly packed with soft and springy innards. It would be easy to sink into it and forget all of my troubles. As I lift the pillow a small piece of paper wafts out from underneath it and floats gently to the ground. I replace the pillow and turn my attention back to the room.", "endoftext": false }, { "action": "You read the paper", "response": "I reach down and take the piece of paper in my hands. I force my gaze to focus on the neat handwriting that has been marked on the paper. The message reads...\n\nMarika. I am unable to say goodbye to you as I would wish to. I want you to gaze into your own beautiful eyes and breathe yourself a goodbye from me.\n\nThe paper drops from my limp grasp and settles again on the hard floor. This message was clearly meant for me to find, but who left it? And why? My head aches but I have the feeling that within the message is a hidden meaning that I must endeavour to find.", "endoftext": false }, { "action": "You breathe on the mirror", "response": "Driven by a sudden flash of inspiration I move over to the mirror and, as the message on the paper predicted, find myself gazing into my own eyes.\n\nPrompted by the rest of the message I breathe in deeply and exhale over the mirror. I repeat the gesture. As the mirror mists over I notice marks; marks where the mirror is not fogging up. My heart skips a beat as I continue to breathe out over the rest of the mirror, revealing more and more of what seems to be a hidden message.\n\nBy the time that I have finished I am feeling light-headed and unsteady on my feet, but I appear to have uncovered a message.\n\nI commit it to memory as the mirror slowly clears.", "endoftext": false }, { "action": "You read the note", "response": "I see nothing that will help me.\n\nMarika. I am unable to say goodbye to you as I would wish to. I want you to gaze into your own beautiful eyes and breathe yourself a goodbye from me.", "endoftext": false }, { "action": "You look under the mattress", "response": "I prod the mattress. It is thick and packed tightly with something soft but dense. This makes it deceptively heavy. I manage, with some difficulty, to get my hands into a position to facilitate the lifting of the mattress and begin to strain.\n\nThe exertion shortly begins to make me feel light-headed and under normal circumstances I would cease this activity. These, however, are not normal circumstances. The words on the mirror drive me to this action, and I will not let it be in vain.\n\nDriven by a desire to solve the mystery of the message I call on reserves of hidden strength and manage to lift the mattress enough to see, tucked out of sight between it and the frame, a thin metal rod. With reflexes born of desperation I reach down and roll the rod onto the floor as the mattress drops back onto the bedframe with a thud. Panting heavily I lean against the wall to regain some strength before considering the role that the metal rod will play in my survival.", "endoftext": false }, { "action": "You open the door", "response": "I try the door. It is locked and does not budge.", "endoftext": false }, { "action": "You look at the window", "response": "The window opens out of the tower providing a superlative view of the sun setting over the surrounding countryside. Under different circumstances I would probably consider it one of the most romantic scenes I had ever seen. Instead I see it for what it is - an opportunity for The Count to enter the room. The window itself is constructed of very thick glass and seems quite secure in its wooden frame. It swings gently in the breeze. There are handles on the window that allow it to be opened from both the inside and - unusually - the outside. Below me is a considerable drop to the rough ground.", "endoftext": false }, { "action": "Close window", "response": "It seems like the most obvious thing to do. I walk over to the window, reach out and shut it.", "endoftext": false }, { "action": "You put the rod in the handles", "response": "As a thought forms in my mind drowsiness begins to overcome me. I shake my head to rouse myself, after which the words seem meaningless to me.", "endoftext": false }, { "action": "You put the rod through the handles", "response": "As a thought forms in my mind drowsiness begins to overcome me. I shake my head to rouse myself, after which the words seem meaningless to me.\n\nAs a thought forms in my mind drowsiness begins to overcome me. I shake my head to rouse myself, after which the words seem meaningless to me.", "endoftext": false }, { "action": "You look at the handles", "response": "A thin wooden handle is built into the frame of the window. In the handle I can see a small keyhole, presumably to allow the window to be locked. There is another handle on the outside of the window. It seems that this window was built with deadly intent, for it may also be opened from the outside.", "endoftext": false }, { "action": "You use rod", "response": "I reach out and take the hairpin from the shelf. The hairpin is too small to use on the door so I make my way across the room to the window and, having pulled the window so it is as shut as I can make it, I begin to work on the lock.\n\nMy hand is shaking through exhaustion and I do not rightly know what I am doing but God is with me. After a few moments of fumbling and twisting there is a tiny click. I remove the hairpin from the tiny keyhole to see that my labour has bent and warped it. I then hesitantly push the window. It remains firm. Again I try, this time with as much force as I can muster in my weakened state. The window does not move. I have successfully secured it against The Count. Hopefully the thick glass will be sufficient to thwart his entry.\n\nI respectfully place the hairpin back on the shelf and ponder my next move.\n\nAs a thought forms in my mind drowsiness begins to overcome me. I shake my head to rouse myself, after which the words seem meaningless to me.", "endoftext": false }, { "action": "You examine the door", "response": "The door appears to be locked and bolted from the outside. It also seems extremely sturdy. There is a large keyhole for, it would suggest, a very large key. The door doesn't quite reach the floor, leaving a large gap between the stones and the bottom of the metal. The most chilling thing that I discover are what appear to be deep scratches engraved in the metal - as though someone had tried to claw their way out of the room. I shudder as I think about it.\n\nI yawn. I am finding it difficult to fight off sleep.", "endoftext": false }, { "action": "You examine the keyhole", "response": "A flash of inspiration strikes me and with a great sense of urgency I yank the thick blanket from the bed and pull it over to the door. The gap under the door is nowhere big enought for a human to crawl under but until I have a better understanding of what The Count is capable of I will err on the side of caution.\n\nThe blanket is thick and heavy, and with some effort I manage to force it under the door making a barrier of sorts. As it stands nothing will be able to come through the breach and I pray that The Count will lack the necessary strength to remove it swiftly.\n\nI need to decide if I wish to examine the door lock or the window lock.", "endoftext": false }, { "action": "You open the pillow", "response": "Open what?", "endoftext": false }, { "action": "You put the paper in the fireplace", "response": "As a thought forms in my mind drowsiness begins to overcome me. I shake my head to rouse myself, after which the words seem meaningless to me.", "endoftext": false }, { "action": "Light paper", "response": "I wonder about burning some paper to start a fire but I don't seem to have enough paper to achieve my goal. The paper that I found under the pillow is not large enough to burn for more than a fraction of a second.", "endoftext": true }, { "action": "You describe your surroundings", "response": "I am standing in a room that has been meticulously constructed from cold, grey stones in a very simple manner. The large window in the west wall has been shut and I have managed to lock it. If my mother is right then the thick glass should be sufficient to keep The Count at bay. A wide single bed sits in the centre of the room. I know from experience that the bed is incredibly comfortable and it is currently taking all of my willpower to resist the temptation to lie down and drift into oblivion. The bed is currently without a blanket, but that makes it no less inviting. A flat and sturdy looking length of iron rod lies on the floor beside the bed. A small piece of paper is situated on the stone floor.\n\nIt appears to me that this room once served a less sinister purpose, for there is a fireplace built into the north wall. A pile of broken and twisted wood lies in the fireplace, imploring me to light it. A thick wooden shelf is fixed to the wall above, on which rests a burning candle that gives the room an eerie glow. Having been used to lock the window, the hairpin on the shelf is bent and twisted beyond recognition. The low stone ceiling separates me from the heavens and God above. In the south wall is a thick metal door; the only way out of the tower alive. The bulky woollen blanket from the bed is crammed under the door.\n\nA full-length portrait mirror is afixed to the east wall, opposite the window. It reflects the horizon scene, creating the illusion that the room is larger than it is. The air is musty and offends my nostrils. My remaining life can be measured in heartbeats. I must act!", "endoftext": false }, { "action": "You put rod in the door keyhole", "response": "The picture of me trying to unlock the door using the iron rod is so absurd that it almost brings a smile to my face. Almost.", "endoftext": false }, { "action": "You examine the floor", "response": "The tightly-packed, perfectly square flagstones are cold and hard under my bare feet. I kneel and run my fingers across the stones, searching for something unusual. My breath catches in my throat as my fingers stumble carelessly across a flagstone that seems to be slightly raised in comparison to its neighbours. I check again. This flagstone is the twin of the others except for the fact that it is definitely loose. However, it's too heavy and my fingers are too thick to prise it up. There must be something in here that can help me!", "endoftext": false }, { "action": "Lift flagstone with rod", "response": "I decide to try and move the loose flagstone and it occurs to me that the iron rod might be perfectly suited to this task. I grip it tightly and slowly work the flat end into the thin gap between the flagstones.\n\nWhen I believe that I have inserted the rod as far as I can I take a deep breath and begin to apply pressure. Lifting the stone is much easier than I thought it would be and within a few seconds I have managed to tip it enough to prise it out of the floor.\n\nI cast the rod aside and begin to wonder what, if anything, might be contained within the dark cavity that I have uncovered...", "endoftext": true }, { "action": "You look in the cavity", "response": "I lie beside the hole in the floor and, with due prudence, put my hand into the darkness.\n\nI have to rely purely on my sense of touch to discern if there is anything of interest in the hole. For a few seconds all I am able to feel is the cold, wet density of damp stone and a soft breeze, but after a moment of maneouvering I brush against something rough and soft. Nervously I grab the object and begin to pull it towards me.\n\nAs I do so I hear a tinkling noise. I pause as the sound moves away from me, but it is too late. I listen as something metallic slithers away, sounding like it's falling through a fissure below me. There is a further moment of silence before something clatters to the ground on the level below me. My imagination ponders the events that these sounds proclaim but I am not quite sure what to make of them. After this second of contemplation I continue my action and pull the object that I have grasped into the light.\n\nI climb onto my knees with my prize, which appears to be a grubby old rag. As I unfold it a roll of parchment falls to the floor in front of me; the sole inhabitant of the cloth. I toss the rag to one aside, as it appears to have had no other purpose than to serve as a container for the parchment. I wipe my hand across my tired eyes and consider my next decision.", "endoftext": false }, { "action": "You read the parchment", "response": "I pick up the parchment from the floor and begin to read...\n\nMy Dearest Marika,\n\nForgive me for the complicated path that you must have walked to obtain this letter. I had no other choice and knew that your resourcefulness would be equal to the task. The elders of the village know well your mother's views on the subject of The Count and feared that she might attempt to intervene in events. As a result they declared it a capital offence for anyone to try and aid you in your plight. I desired greatly to help you but was afraid that Bogdan would hold me to account and that I would be forced to pay the ultimate price for aiding you. Bogdan is a good man, but he fears the elders and he fears The Count even more. I left a message for you on the mirror and a clue under your pillow. I had to phrase the clue as though it were a simple farewell message that wouldn't incriminate me - just in case it were seen by someone other than you. Again, forgive me but I knew that you would be able to solve the puzzle. You are a remarkable girl. I will try and speak with you before I must leave and hope that Bogdan allows it.\n\nI pray that your mother is right; that The Count can be beaten but I do not know how. I have heard many amazing things about him. I have heard that he has the ability to turn into a bat as well as the capability to scale vertical surfaces.\n\nI am sorry that I did not have the chance to say farewell properly.\nTo this end I wrote this letter and wrapped it in a rag with my silver crucifix. As you know, I hid the package under the loose flagstone and I hope that the crucifix will be of some comfort, if nothing else. I will be praying for you. Do not let my fear dampen your remarkable spirit.\n\nEnric.\n\nMy head swims with the information. Enric! Of course! Only a guard would have the freedom to leave items for me in the tower. The message on the mirror was his doing, leading me to find the metal rod so that I could discover this letter under the flagstone. But Enric didn't only intend for me to find a letter. He made reference to his silver crucifix. It would be a helpful weapon in a fight against a vampyre, but it was not present with the parchment. I recall my actions as I discovered the letter and my imagination replays the sounds that I heard as I pulled the rag free from its prison. The metallic tinkling sound. The sound of something slithering away from me. My heart sinks as I piece everything together. Enric's silver crucifix must have fallen free of the rag as I moved it and dropped down a fissure in the stones to the stairwell below this room. It will do me little good down there. My one chance to turn the tables and I have lost it before I even knew what it was that I was losing!\nI scream in frustration and throw the letter to the ground. What hope do I have now?", "endoftext": false }, { "action": "Light parchment", "response": "It suddenly occurs to me that the parchment could be very useful, just not in the way that was originally intended. I scoop the parchment from the floor and hold it over the candle on the shelf for a second. It catches and produces a reasonable flame. I then bend down and cast the burning parchment amongst the pyre that I have constructed in the fireplace.\n\nI pray for it to produce flames amongst the wood and, after what feels like an eternity, I am heartened to see that the wood is indeed burning. I linger for another anxious minute to ensure that the blaze will continue and before long I am coughing on a plume of smoke.\n\nI throw the candle onto the fire for the sake of it and rub my weeping eyes. I am feeling warmer already, and my body is driven even closer to the dangerous state of slumber.\n\nMy body aches with weariness. I don't think that I can resist sleep for much longer!", "endoftext": false }, { "action": "You put the rag in the keyhole", "response": "I remember a rumour that The Count possesses the ability to change his shape. The keyhole in the door is sizeable, possibly big enough to allow him entry through it.\n\nWith this in mind I scoop up the rag that I retrieved from under the floor and move purposely over to the door. Using all my strength I cram the rag into the keyhole until I am sure that it will no easy task to remove it. I can only pray that The Count will not be resourceful enough or strong enough to excavate it.", "endoftext": false }, { "action": "You look at the candle", "response": "The candle has long been consumed by the flames.", "endoftext": false }, { "action": "You put the flagstone on the hole", "response": "Grabbing the corners of the stone and heaving mightily I manage to return it to the hole in the floor. It crashes back to its original place with a satisfying crack. For some reason performing this action settles an unease that I had in my spirit.", "endoftext": false }, { "action": "You examine the walls", "response": "I run my hands along the wall, mesmorised by the sensation of the rough hewn stone under my fingertips. They are uneven and crude, and the mortar between them flakes under my touch. Despite this each single stone I examine seems to be fixed firmly in place.\n\nThe floor is a different matter, constructed from evenly cut and shaped flagstones that bear further examination.", "endoftext": false }, { "action": "You examine the rod", "response": "The metal rod is fairly thin and tapers into a flat end at one tip.\nIt is surprisingly light and clatters on the stones as I roll it over. I believe it to be made of iron and it seems to be fairly strong. I'm sure that it could serve a useful purpose in my quest to secure the room.", "endoftext": false }, { "action": "You examine the ceiling", "response": "I look to the heavens and see nothing but rock. The symbolic thought makes me wonder if even God has abandoned me.", "endoftext": false }, { "action": "Pray", "response": "Feeling lost and without hope I throw myself to my knees and begin to pour out my heart to God. I have not been praying for more than a minute when I suddenly get the sense that I am not alone.\n\nI look around the room and see nothing, but get the feeling that I am not facing this challenge by myself. With renewed faith I stand again and begin to think about how to survive this night.\n\nI am feeling dizzy and weak. My body is giving in to the demand for rest. I have just enough time and strength to drag myself over to the bed and collapse on it before the darkness overcomes me...", "endoftext": true }, { "action": "Look around", "response": "(Press a key)\n\nMy eyes open and drink in the sunlight but my ears are deafened by the sound of hammering fists and yelling voices outside the door. I lie paralysed by fear, expecting The Count to burst through the doorway at any second...but then I listen to the words.\n\n\"Marika! Marika! Are you all right?\" screams a voice that I recognise.\n\nI sit up and watch the door for a second. Someone has tried to remove the rag and the blanket and failed. My sluggish brain slowly pieces together the facts. I am alive, it is morning and someone is trying to get into the room but unable because I have secured it. As this last piece of information sinks in I jump off the bed with a gasp and rush over to the door.\n\nWith a sense of elation I pull the rag from the keyhole and bang on the door.\n\n\"It's me! Marika!\"\n\n\"Marika!\" a voice I recognise almost screams, and then I hear the scraping of a key being fumbled in the lock. The door swings open. Enric stands there, tears streaming down his cheeks, with Bogdan behind him looking astonished.\n\nUnable to contain my delight I throw myself into Enric's shocked arms and he holds me tightly, neither of us speaking. The silence is broken by Bogdan grabbing my shoulder roughly.\n\n\"What have you done girl! You've doomed us all!\" he yells, his face contorted with rage. Enric breaks the embrace to shove Bogdan away.\n\n\"She has shown more courage than anyone else in this village!\" Enric shouts, fists clenched tightly.\n\n\"We'll need more than courage to disuade The Count from his terrible revenge!\" Bogdan shrieks back.\n\nIgnoring the confrontation I rush past them both and down the stairs, thrilling at the feel of wood under my feet.", "endoftext": false }, { "action": "You take the crucifix", "response": "(Press a key)\n\nI push the door open and burst out into the daylight with Bogdan and Enric hot on my heels. I stumble around the base of the tower as though intoxicated, searching desperately for something to confirm the suspicions of my dream. I find it on the opposite side of the tower, on the grassy ground below the room's window.\n\nEnric and Bogdan catch up shortly afterwards and stutter to a halt behind me, staring at same sight as me.\n\n\"What...what is that?\" Bogdan whispers.\n\nWe are looking at a corpse, a twisted mess of bones and thick fluid. Decaying flesh hangs from the skeleton and two sharp teeth protrude obscenely from the skull. In my head I imagine a warped creature of the night striving to enter the room, struggling and failing but so absorbed in the task that he fails to see the sun rising over the horizon until it is too late...\n\n\"I think,\" I begin, a huge smile creeping across my face, \"that it is over...\"\n\nI feel Enric's gentle hand on my shoulder and hear Bogdan begin to weep behind me. I look up into the sky. It seems to me the bluest and purest horizon that I have seen for a long while.\n\nI plan to enjoy every second of it.\nCongratulations!", "endoftext": true }, { "action": "You lie on the bed", "response": "My head is swimming with exhaustion. I have been running on adrenaline for the past twelve hours and it has finally caught up with me.\n\nNo longer able or willing to fight I decide to lie down on the bed and give myself the sleep that I so eagerly desire, regardless of whether or not I have completed my task.\n\nWithin seconds I am asleep...\n\nAs I sleep I dream. In my dream I see the room as though I was a disembodied spirit floating against the ceiling. In my unconscious state I see a hideous apparition appear at the open window. Time seems to slow as the beast clambers through into the room and paces deliberately across the floor towards my slumbering figure. In my dream the horrific creature leans over my sleeping form and, with savage intent, sinks its fangs into my neck.\n\nI wake, in futility trying to scream. It is no longer a dream but reality. The Count is draining the life from my body.\n\nMy dying action is to turn my head towards the west wall and wonder why I didn't make more effort to secure the window...\n\nAs I sleep I dream. In my dream I see the room as though I was a disembodied spirit floating against the ceiling. I hear the sound of someone shaking the door, trying to open it. I see a small, inoffensive shape crawl through the gap under the door and squeak its way across the room. In my dream the small, dark mass becomes a terrible humanoid apparition standing beside my bed. In my dream the horrific creature leans over my sleeping form and, with savage intent, sinks its fangs into my neck.\n\nI wake, in futility trying to scream. It is no longer a dream but reality. The Count is draining the life from my body.\n\nMy dying action is to turn my head towards the south wall and the large metal door that kept me trapped while allowing the vampyre access...\n\nAs I sleep I dream. In my dream I see the room as though I was a disembodied spirit floating against the ceiling. I hear the sound of someone shaking the door, trying to open it. I see a creature of some kind make it's way into the room through the gaping keyhole in the door. In my dream the small, dark mass becomes a terrible humanoid apparition standing beside my bed. In my dream the horrific creature leans over my sleeping form and, with savage intent, sinks its fangs into my neck.\n\nI wake, in futility trying to scream. It is no longer a dream but reality. The Count is draining the life from my body.\n\nMy dying action is to turn my head towards the south wall and the large metal door that kept me trapped while allowing the vampyre access...", "endoftext": false }, { "action": "You look under the mattress", "response": "Curiosity, for some reason, leads me to consider whether there might be something under the mattress. With some difficulty I manage to get a grip on the underside of the mattress and heave with all my strength - but my strength has abandoned me. The mattress is abominably heavy, and with no real motivation other than curiosity to drive me I am destined to fail. Breathing heavily, I quickly abandon this course of action and elect to choose a less strenuous path.", "endoftext": false }, { "action": "You jump out the window", "response": "A desperate thought fills my head. If my mother is right and The Count is weak until he has feasted then maybe depriving him of his food will be enough to prevent him recovering. Perhaps my death will force his?\n\nI catch myself in shock. Suicide? The worst of sins? But desperate times call for desperate measures. My death is imminent regardless, perhaps my sacrifice can buy the freedom of my people. If I no longer have the strength to fight then maybe I have the strength to choose my own fate.\n\nSick to the pit of my stomach and weary to the point of death I slowly push the window open as wide as it will go; an act that seems to take all my remaining strength. I find within myself, however, the resolve to clamber onto the ledge and stand.\nThe blazing sunset seems to me the most beautiful thing that I have ever seen, and without daring to look down I take the step into oblivion and welcome the darkness...\n\nThe darkness doesn't last. My eyes flicker open and I am staring into the sky, the stars twinkling in the night-time panorama. I do not have the time to wonder how long I have been unconscious because the first thing that I register in my mind is tremendous pain. I fell to the ground but in the cruelest twist of fate I was denied death. The sharp, agonising stabbing pain in my legs suggests that they have been shattered by the fall. My right arm lies twisted and useless by my side. Dark red fluid smeared over my face obscures my view. As a gulp each breath my chest rattles like dice being rolled in a cup. I try to scream to express my mental and physical torment, but the only sound that I can expel is the feeble mewing of a cat seeking his mother's milk. I do not even have the energy to cry.\n\nThen I catch something on the edge of my hearing. It sounds like...footsteps crunching through the undergrowth. My chest constricts as a figure appears at the edge of my peripheral vision. I cannot even move my head to get a better look, but I do not need to. The figure crouches beside me and a hideous face is thrust into my vision. A black haired elderly man, rotting skin stretched tightly over his skull, leers at me. His breath smells of decaying flesh and as he grins he reveals two razor sharp fangs. A guttural laugh begins in his throat and I finally find my scream. But my scream quickly becomes a bubbling wheeze as The Count begins to savage my jugular...", "endoftext": false }, { "action": "You enter the fireplace", "response": "I carefully bend down and enter the fireplace, standing once I get inside.\n\nAfter a few moments of reflection I decide that this is serving no useful purpose. There is nowhere to go from here and it will not function as an effective hiding place. I re-enter the room, brushing my frock down as I go.", "endoftext": false }, { "action": "You climb up the chimney", "response": "I wonder if it might be possible to climb to freedom through the fireplace. Carefully, I clamber into it and push hard against the sides of the chimney. With an effort of strength I lift my legs and try to find some kind of foothold but there is nothing forthcoming.\n\nAfter a minute of trying I am forced to admit defeat and remove myself from the fireplace. I gather my thoughts and rest my trembling legs for a second. I lack the strength and ability to escape this way.", "endoftext": false }, { "action": "You enter mirror", "response": "As a thought forms in my mind drowsiness begins to overcome me. I shake my head to rouse myself, after which the words seem meaningless to me.", "endoftext": false }, { "action": "You breathe on the mirror", "response": "From somewhere comes the suggestion that I should breathe on the mirror, though from where I know not. It seems so random and unnecessary at this time that I blame it on exhaustion and try to formulate a more rational path of action.", "endoftext": false }, { "action": "You get the blanket", "response": "There is no need for me to take anything. If I need to use an object then I will do so as appropriate.", "endoftext": false }, { "action": "You read the letter", "response": "A thought that I don't fully understand instructs me to take a closer look at something that I don't see in the room. What is going on?", "endoftext": false }, { "action": "You search the bed", "response": "Wary, for it is almost as if the bed whispers a siren song as I look at it, I begin to examine the cot. The blanket is tucked in tightly but yields to a sharp tug from me. I find nothing unusual under it. The mattress is thick and tightly packed with soft and springy innards. It would be easy to sink into it and forget all of my troubles. As I lift the pillow a small piece of paper wafts out from underneath it and floats gently to the ground. I replace the pillow and turn my attention back to the room.", "endoftext": false }, { "action": "You read the note", "response": "I reach down and take the piece of paper in my hands. I force my gaze to focus on the neat handwriting that has been marked on the paper. The message reads...\n\nMarika. I am unable to say goodbye to you as I would wish to. I want you to gaze into your own beautiful eyes and breathe yourself a goodbye from me.\n\nThe paper drops from my limp grasp and settles again on the hard floor. This message was clearly meant for me to find, but who left it? And why? My head aches but I have the feeling that within the message is a hidden meaning that I must endeavour to find.", "endoftext": false }, { "action": "You breathe on the mirror", "response": "Driven by a sudden flash of inspiration I move over to the mirror and, as the message on the paper predicted, find myself gazing into my own eyes.\n\nPrompted by the rest of the message I breathe in deeply and exhale over the mirror. I repeat the gesture. As the mirror mists over I notice marks; marks where the mirror is not fogging up. My heart skips a beat as I continue to breathe out over the rest of the mirror, revealing more and more of what seems to be a hidden message.\n\nBy the time that I have finished I am feeling light-headed and unsteady on my feet, but I appear to have uncovered a message.\n\nI commit it to memory as the mirror slowly clears.", "endoftext": false }, { "action": "You open the door with rod", "response": "I grab the iron rod from the floor and charge at the door.\n\nScreaming with rage I bring the rod round in an arc and into contact with the door with as much power as I can muster. There is a deafening clang and the rod is jarred from my hands and thrown across", "endoftext": false }, { "action": "You hit the fireplace", "response": "the room, just missing my head. I stumble back, hands shaking and ears ringing.\n\nI am not the violent type.", "endoftext": false }, { "action": "You look at the hair", "response": "Driven by some unknown prompting I begin to run my hand through my hair. As my finger touches something sharp I withdraw it hastily. A second, more cautious check reveals a hairpin that shouldn't be there. Unbidden, the memory comes to me of my final meeting with my mother. As we parted she touched my hair. At the time I thought it nothing more than a tender gesture but it seems that she had ulterior motives. Thanking God for her ingenuity I place the hairpin carefully on the shelf above the fireplace and ponder on a use for it.", "endoftext": false }, { "action": "Lock window", "response": "I reach out and take the hairpin from the shelf. The hairpin is too small to use on the door so I make my way across the room to the window and, having pulled the window so it is as shut as I can make it, I begin to work on the lock.\n\nMy hand is shaking through exhaustion and I do not rightly know what I am doing but God is with me. After a few moments of fumbling and twisting there is a tiny click. I remove the hairpin from the tiny keyhole to see that my labour has bent and warped it. I then hesitantly push the window. It remains firm. Again I try, this time with as much force as I can muster in my weakened state. The window does not move. I have successfully secured it against The Count. Hopefully the thick glass will be sufficient to thwart his entry.\n\nI respectfully place the hairpin back on the shelf and ponder my next move.", "endoftext": false }, { "action": "You put the blanket under the gap", "response": "A flash of inspiration strikes me and with a great sense of urgency I yank the thick blanket from the bed and pull it over to the door. The gap under the door is nowhere big enought for a human to crawl under but until I have a better understanding of what The Count is capable of I will err on the side of caution.\n\nThe blanket is thick and heavy, and with some effort I manage to force it under the door making a barrier of sorts. As it stands nothing will be able to come through the breach and I pray that The Count will lack the necessary strength to remove it swiftly.", "endoftext": false }, { "action": "Lift flagstone", "response": "There are many flagstones in the floor and they all look alike. I wouldn't know which one to lift, if any, without prior investigation.", "endoftext": false }, { "action": "You examine the floor", "response": "The tightly-packed, perfectly square flagstones are cold and hard under my bare feet. I kneel and run my fingers across the stones, searching for something unusual. My breath catches in my throat as my fingers stumble carelessly across a flagstone that seems to be slightly raised in comparison to its neighbours. I check again. This flagstone is the twin of the others except for the fact that it is definitely loose. However, it's too heavy and my fingers are too thick to prise it up. There must be something in here that can help me!", "endoftext": false }, { "action": "Lift flagstone", "response": "I decide to try and move the loose flagstone and it occurs to me that the iron rod might be perfectly suited to this task. I grip it tightly and slowly work the flat end into the thin gap between the flagstones.\n\nWhen I believe that I have inserted the rod as far as I can I take a deep breath and begin to apply pressure. Lifting the stone is much easier than I thought it would be and within a few seconds I have managed to tip it enough to prise it out of the floor.\n\nI cast the rod aside and begin to wonder what, if anything, might be contained within the dark cavity that I have uncovered...", "endoftext": false }, { "action": "You look in cavity", "response": "I lie beside the hole in the floor and, with due prudence, put my hand into the darkness.\n\nI have to rely purely on my sense of touch to discern if there is anything of interest in the hole. For a few seconds all I am able to feel is the cold, wet density of damp stone and a soft breeze, but after a moment of maneouvering I brush against something rough and soft. Nervously I grab the object and begin to pull it towards me.\n\nAs I do so I hear a tinkling noise. I pause as the sound moves away from me, but it is too late. I listen as something metallic slithers away, sounding like it's falling through a fissure below me. There is a further moment of silence before something clatters to the ground on the level below me. My imagination ponders the events that these sounds proclaim but I am not quite sure what to make of them. After this second of contemplation I continue my action and pull the object that I have grasped into the light.\n\nI climb onto my knees with my prize, which appears to be a grubby old rag. As I unfold it a roll of parchment falls to the floor in front of me; the sole inhabitant of the cloth. I toss the rag to one aside, as it appears to have had no other purpose than to serve as a container for the parchment. I wipe my hand across my tired eyes and consider my next decision.\n\nI yawn. I am finding it difficult to fight off sleep.", "endoftext": false }, { "action": "You put the candle in the hole", "response": "I carefully take the candle across the room and kneel down beside the hole. The flickering flame allows me to see something that looks like a piece of cloth that I could probably reach.\n\nI yawn. I am finding it difficult to fight off sleep.", "endoftext": false }, { "action": "You examine the cloth", "response": "I feel the urge to examine a rag. I am do not see anything that fits that description. I push the useless urge away.", "endoftext": false }, { "action": "You reach in the hole", "response": "I lie beside the hole in the floor and, with due prudence, put my hand into the darkness.\n\nI have to rely purely on my sense of touch to discern if there is anything of interest in the hole. For a few seconds all I am able to feel is the cold, wet density of damp stone and a soft breeze, but after a moment of maneouvering I brush against something rough and soft. Nervously I grab the object and begin to pull it towards me.\n\nAs I do so I hear a tinkling noise. I pause as the sound moves away from me, but it is too late. I listen as something metallic slithers away, sounding like it's falling through a fissure below me. There is a further moment of silence before something clatters to the ground on the level below me. My imagination ponders the events that these sounds proclaim but I am not quite sure what to make of them. After this second of contemplation I continue my action and pull the object that I have grasped into the light.\n\nI climb onto my knees with my prize, which appears to be a grubby old rag. As I unfold it a roll of parchment falls to the floor in front of me; the sole inhabitant of the cloth. I toss the rag to one aside, as it appears to have had no other purpose than to serve as a container for the parchment. I wipe my hand across my tired eyes and consider my next decision.", "endoftext": false }, { "action": "You put the rag in the door keyhole", "response": "I remember a rumour that The Count possesses the ability to change his shape. The keyhole in the door is sizeable, possibly big enough to allow him entry through it.\n\nWith this in mind I scoop up the rag that I retrieved from under the floor and move purposely over to the door. Using all my strength I cram the rag into the keyhole until I am sure that it will no easy task to remove it. I can only pray that The Count will not be resourceful enough or strong enough to excavate it.", "endoftext": false }, { "action": "You examine the door lock", "response": "I examine the keyhole in the metal door that obstructs the exit. It is the largest keyhole that I have ever seen, almost big enough for me to put my slender hand through. Almost big enough, but not quite.\nThe best I can do is put three fingers in it. Bending down and peering through it reveals to me the dark stairwell just outside this room. So close to freedom and yet so far...", "endoftext": false }, { "action": "You wait", "response": "I wait for my death.", "endoftext": false }, { "action": "Sleep", "response": "My head is swimming with exhaustion. I have been running on adrenaline for the past twelve hours and it has finally caught up with me.\n\nNo longer able or willing to fight I decide to lie down on the bed and give myself the sleep that I so eagerly desire, regardless of whether or not I have completed my task.\n\nWithin seconds I am asleep...\n\nAs I sleep I dream. In my dream I see the room as though I was a disembodied spirit floating against the ceiling. I picture the sound of a rustling wind that begins near me, up in the roof, but moves along and down until it seems as if it comes from the walls. It moves closer and closer and closer to my sleeping figure until it seems to burst from the fireplace in the form of a small bat. In my dream the small, dark mass becomes a terrible humanoid apparition standing beside my bed. In my dream the horrific creature leans over my sleeping form and, with savage intent, sinks its fangs into my neck.\n\nI wake, in futility trying to scream. It is no longer a dream but reality. The Count is draining the life from my body.\n\nMy dying action is to turn my head towards the north wall and the fireplace from whence my killer came...", "endoftext": false }, { "action": "Light parchment", "response": "It suddenly occurs to me that the parchment could be very useful, just not in the way that was originally intended. I scoop the parchment from the floor and hold it over the candle on the shelf for a second. It catches and produces a reasonable flame. I then bend down and cast the burning parchment amongst the pyre that I have constructed in the fireplace.\n\nI pray for it to produce flames amongst the wood and, after what feels like an eternity, I am heartened to see that the wood is indeed burning. I linger for another anxious minute to ensure that the blaze will continue and before long I am coughing on a plume of smoke.\n\nI throw the candle onto the fire for the sake of it and rub my weeping eyes. I am feeling warmer already, and my body is driven even closer to the dangerous state of slumber.", "endoftext": false }, { "action": "Sleep", "response": "My head is swimming with exhaustion. I have been running on adrenaline for the past twelve hours and it has finally caught up with me.\n\nNo longer able or willing to fight I decide to lie down on the bed and give myself the sleep that I so eagerly desire, regardless of whether or not I have completed my task.\n\nWithin seconds I am asleep...\n\nAs I sleep I dream. In my dream I see the room as though I was a disembodied spirit floating against the ceiling. I hear the sound of footsteps on the stairwell below me, getting closer and closer. There is a pause and sound of rushing wind. Then something slowly flies into the room from a hole in the floor. In my dream the small, dark mass becomes a terrible humanoid apparition standing beside my bed.\nIn my dream the horrific creature leans over my sleeping form and, with savage intent, sinks its fangs into my neck.\n\nI wake, in futility trying to scream. It is no longer a dream but reality. The Count is draining the life from my body.\n\nMy dying action is to turn my head towards the floor, cursing myself for overlooking something so obvious...", "endoftext": true } ]
hxlqyjtyxxa9o2s1
Untold Riches
Jason Ermer
[]
[ "beach", "cave", "cover art", "easy", "gender-neutral protagonist", "IFComp 2015", "IFComp Game", "island", "kid-friendly", "kids", "nature", "parser", "teenage protagonist", "treasure", "walkthrough" ]
2,015
[ 3, 9, 7, 1, 0 ]
20
3.7
20160102
false
You were reluctant to undertake another adventure with Professor d'Squarius (especially after the last near-catastrophe, in the Tomb of the Screaming Mummies), and from the moment you agreed to join the expedition, things have gone exactly the way they always do: horribly. Now YOU are the one stranded on a remote tropical island with no clear way of getting back to civilization. And the amazing treasure you were originally seeking? The professor never explained precisely what it was.
[ { "action": "%", "response": "You were reluctant to undertake another adventure with Professor d'Squarius, especially after the last near-catastrophe. Escaping from the Tomb of the Screaming Mummies had been treacherous enough, but then to have to go back inside because the professor lost his keys in some snake pit? Frankly, you had begun to question whether his treasure hunts were worth it.\n\nBut the professor spoke persuasively about this new quest -- \"for untold riches!\" he claimed -- and, in the end, you agreed to join the expedition. Since then, things have gone exactly the way they always do: horribly.\n\nYou tried to tell the professor that bringing a harpoon into an inflatable lifeboat was a bad idea. But, like always, he dismissed your objections with the usual \"you're just the teenage sidekick\" line. And now YOU are the one stranded on a remote tropical island with no clear way of getting back to civilization.\n\nAnd the amazing treasure you were originally seeking? The professor never explained precisely what it was.\n\nYou are on a deserted beach, alone except for the salty breeze, the waves splashing rhythmically on the sand, and a single palm tree that provides very little shade from the harsh sun. The beach extends to the southeast, and a path to the west leads into the rainforest.\n\nThe flat husk of a once-inflatable lifeboat has washed up nearby.", "endoftext": false }, { "action": "About you", "response": "You are the young assistant to Professor Edsger d'Squarius, adventurer-archaeologist.\n\nYou and the professor have been through a lot together. You bravely charted the Grave of the Headless Vikings (at least until the swamp gases started to make you hallucinate). You ventured into the secret network of catacombs beneath Stonehenge in search of the Lost Codex of Zethar the Druid (it's still lost; you never found it). You have even seen the summit of Mount Everest (from a distance).\n\nAnd every time the professor has gotten into some bizarre or dangerous predicament (which is most of the time), you've been there to bail him out.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nthe silver whistle (being worn)", "endoftext": false }, { "action": "You examine the whistle", "response": "The silver emergency whistle hangs from a nylon lanyard that you are wearing around your neck.\n\nThe whistle was one piece of emergency equipment that the professor put you in charge of (the other was the emergency beacon, which seems to be missing).", "endoftext": false }, { "action": "Blow whistle", "response": "The shrill sound of the emergency whistle is both loud and irritating.", "endoftext": false }, { "action": "You look", "response": "You are on a deserted beach, alone except for the salty breeze, the waves splashing rhythmically on the sand, and a single palm tree that provides very little shade from the harsh sun. The beach extends to the southeast, and a path to the west leads into the rainforest.\n\nThe flat husk of a once-inflatable lifeboat has washed up nearby.", "endoftext": false }, { "action": "You get the lifeboat", "response": "The deflated lifeboat has outlived all usefulness. There's no point in carrying it around.", "endoftext": false }, { "action": "You examine the tree", "response": "The smooth trunk of the palm tree stretches up about twenty feet and ends in a fan of wide, green leaves.", "endoftext": false }, { "action": "You climb the tree", "response": "You're quite skilled at climbing trees -- and it's a good thing. When the professor was captured by the Cannibal Warriors, you scrambled up a tree and avoided detection. Later (but still before brunch!) you climbed down and helped the professor escape.\n\nUnfortunately, climbing this particular tree doesn't yield any new information. You climb back down.", "endoftext": false }, { "action": "Swim", "response": "You and the professor once traveled in search of the Ukrainian Falcon, a golden bird encrusted from beak to claw with the rarest jewels. The professor learned that it had been left behind in the exclusion zone around the Chernobyl nuclear reactor. You journeyed up the Pripyat River, but you had to turn around when your boat was attacked by a school of giant, phosphorescent catfish.\n\nSince then, you've avoided recreational swimming.", "endoftext": false }, { "action": "Xyzzy", "response": "You recall a different tropical archipelago, far from here, which you and the professor traversed in hope of finding the Chachapoyan Fertility Idol. After that, whenever he needed a vacation, the professor would sometimes go back to Zabba, Deffe, Hijji, Noppo, and Tuvvu (and sometimes Xyzzy).", "endoftext": false }, { "action": "You look at the sand", "response": "The white sands extend to the southeast.", "endoftext": false }, { "action": "Dig", "response": "That's going to be hard to do without a shovel.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nthe silver whistle (being worn)", "endoftext": false }, { "action": "Go southeast", "response": "This part of the beach probably floods completely when the tide comes in: all the sand has been washed away and only large rocks remain. Their many pockets and indentations are filled with pools of seawater. The beach becomes more sandy to the northwest and to the west, a large crack in the rocks leads down into a dark cave.\n\nA reddish-brown crab scuttles from pool to pool, its pointy legs clicking faintly on the stones.\n\nThere is a long plastic tube here. It must have been left behind the last time the tide went out.", "endoftext": false }, { "action": "You get the tube", "response": "Taken.", "endoftext": false }, { "action": "You look at the tube", "response": "The long, waterproof tube has a tight-fitting cap. Large documents, like blueprints and maps, can be rolled up and slid inside for protection.", "endoftext": false }, { "action": "Open tube", "response": "You open the waterproof case, revealing the professor's treasure map!\n\nWhen the pirates were starting to close in, you tried to convince the professor that you should be the one to carry both the map and the key. Instead, the professor took the map himself and, inexplicably, tied the key to Aziz's leg. He put you in charge of the emergency kit: the whistle (which you're wearing) and the beacon (which seems to be missing).\n\nThe fact that the map case has washed up on the beach might indicate bad news for the professor, maybe even worse than that time he was almost devoured by man-eating spiders in the Shrine of the Cursed Knights.", "endoftext": false }, { "action": "You read the map", "response": "(first removing the map from the waterproof case)\nThe sheet of yellowing parchment shows the outline of an island, hand-drawn in black ink. Most of the terrain is just sketched in, but the northwest region is mapped out in great detail and shows some unusual red symbols.\n\nIt looks a little like the map the professor had that time you drove a dog sled through the arctic in search of the lost city of Tuktuyaaqtuuq. That's probably just a coincidence, though.", "endoftext": false }, { "action": "You examine the symbols", "response": "The symbols in the northwest region of the map are drawn in red ink. (At least, you think it's red ink?) They depict a face looking directly west at a seven-pointed star.", "endoftext": false }, { "action": "You get the crab", "response": "The crab snaps at your fingers with its sharp little claws. You back away, aware that your hands are completely unprotected.", "endoftext": false }, { "action": "You talk to the crab", "response": "To communicate with other characters, use the command 'talk to someone about something'.", "endoftext": false }, { "action": "You eat the crab", "response": "You ate raw crab with the professor at a Kyoto sushi bar. (Well, your ordered some. Before the food came, some Yakuza strongmen showed up and you had to sneak out the back door.) This crab is still alive, though!", "endoftext": false }, { "action": "Go west", "response": "You pass from the bright, warm sunlight of the tide pool to the cool darkness of the cave.\n\nYou can see nothing.\n\nIt's as dark as the ocean floor. (You know that's a valid comparison because you and the professor once journeyed by submersible to the wreck of the Titanic in order to retrieve a blue diamond necklace once owned by Louis XVI.) You hear the occasional drip of water into some distant subterranean puddle.", "endoftext": false }, { "action": "You listen", "response": "You hear the occasional drip of water echoing from the walls.", "endoftext": false }, { "action": "Dig", "response": "That's going to be hard to do without a shovel.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\nthe map\na waterproof case (open but empty)\nthe silver whistle (being worn)", "endoftext": false }, { "action": "Blow whistle", "response": "The squeal of the whistle causes the crab scurry away, snapping its claws even more aggressively than usual.", "endoftext": false }, { "action": "You examine the sun", "response": "You have to squint a bit against the bright sunlight and blue sky.", "endoftext": false }, { "action": "You go west", "response": "Just as you are about to continue exploring the island, a large wave crashes with a spray of foam, and something unusual catches your eye.\n\nWhen the water recedes, you see the emergency beacon rolling in the surf. What luck!", "endoftext": false }, { "action": "You take beacon", "response": "Taken.", "endoftext": false }, { "action": "You look at beacon", "response": "The beacon was one piece of emergency equipment that the professor put you in charge of (the other was the emergency whistle).\n\nIt's designed to float, but more importantly, to make you visible at night. It won't be of much use in the bright sunlight.", "endoftext": false }, { "action": "You go to the west", "response": "You can see nothing. You hear the occasional drip of water into some distant subterranean puddle.", "endoftext": false }, { "action": "You turn on the beacon", "response": "You switch the beacon on.\n\nThe yellow light of the emergency beacon reflects wetly off the irregular, black walls of the cave. Drips of water echo from some dank corner through the chilly underground air.\n\nA path exits this chamber to the east, and a rusty iron gate leads west. A long ladder stretches up, past the limit of the beacon's weak light and into the darkness.\n\nLeaning in the corner is an old shovel.", "endoftext": false }, { "action": "You get the shovel", "response": "After that time you and the professor got buried alive in the tomb of Pharaoh Humnatune you said you never wanted to use a shovel again... but it's been a while and you've calmed down quite a bit.\n\nYou pick up the shovel.", "endoftext": false }, { "action": "Dig", "response": "The ground here is too rocky for digging. You'd need a pickaxe or something to even make a dent, and you haven't seen one of those since the professor had you chip through the floor of the Biblioteca di San Barnaba on a hunch that it would uncover a secret passage. He was wrong, of course, and had to pay the library big bucks to repair the tile.", "endoftext": false }, { "action": "Go upwards", "response": "You climb the ladder for a long time. After a while the rough rock walls of the cave smooth out and you find yourself ascending through the interior of a smooth stone cylinder. A minute later you emerge in a room filled with bright sunlight.\n\nThis room is at the very top of the island's lighthouse. The walls of this octagonal room are all made of glass, and you have a panoramic view. From here you can see that this island is just one of many that make up an archipelago. You notice a ship several miles away sailing in and out of sight among the many islands.\n\nIn the center of the room is the lantern: a high-powered electric lamp nested inside a set of massive rotating lenses. Underneath the lens array, on the lantern's support pedestal, is a large power button.\n\nYou can also see a tub of grease here.", "endoftext": false }, { "action": "You turn off the beacon", "response": "You switch the beacon off.", "endoftext": false }, { "action": "You get the grease", "response": "The professor once dangled you by your feet over the La Brea tar pits so that you could pull out a crate filled with twenty-eight pounds of stolen diamonds. You got it just moments before it sank forever into the sea of sticky, black gloop. The grease in the tub looks just like that tar, which you were cleaning out from under your fingernails for weeks.\n\nAnyhow, you pick up the tub of grease.", "endoftext": false }, { "action": "You look at the tube", "response": "The long, waterproof tube has a tight-fitting cap. Large documents, like blueprints and maps, can be rolled up and slid inside for protection.", "endoftext": false }, { "action": "You examine tub", "response": "This tub contains a thick, black grease used to lubricate the gears of the mechanism that causes the bright beam of the lighthouse to sweep across the night sky. (Of course, that only happens if it's nighttime and if the lighthouse is operational, neither of which is currently the case.) The grease is applied using the paintbrush whose bristles are stuck in the goo.", "endoftext": false }, { "action": "You look", "response": "This room is at the very top of the island's lighthouse. The walls of this octagonal room are all made of glass, and you have a panoramic view. From here you can see that this island is just one of many that make up an archipelago. You notice a ship several miles away sailing in and out of sight among the many islands.\n\nIn the center of the room is the lantern: a high-powered electric lamp nested inside a set of massive rotating lenses. Underneath the lens array, on the lantern's support pedestal, is a large power button.", "endoftext": false }, { "action": "You turn on the beacon", "response": "You switch the beacon on.", "endoftext": false }, { "action": "Down", "response": "The yellow light of the emergency beacon reflects wetly off the irregular, black walls of the cave. Drips of water echo from some dank corner through the chilly underground air.\n\nA path exits this chamber to the east, and a rusty iron gate leads west. A long ladder stretches up, past the limit of the beacon's weak light and into the darkness.", "endoftext": false }, { "action": "You go to the west", "response": "The rusty gate is closed.", "endoftext": false }, { "action": "You open gate", "response": "The hinges of the gate are frozen with rust. You'll need some kind of oil or grease to loosen them up again.", "endoftext": false }, { "action": "Lube gate", "response": "You paint the hinges of the rusty gate with a healthy smear of grease.", "endoftext": false }, { "action": "You open gate", "response": "The hinges of the gate let out an abrupt, metallic bark as they finally twist free of the rust.", "endoftext": false }, { "action": "You go to the west", "response": "This cave has been turned into a small workshop with an assortment of furniture on one side and an array of machinery on the other. Everything in the room is damp from the constant mist churned up by the cascade of falling water at the cave's entrance, which lies to the west. There is a rusty iron gate in the eastern wall.\n\nAmong the machinery is the room's most impressive feature: a massive water wheel, which is attached to a long horizontal track in the wall. At the near end of the track you see a crank and a kind of display panel.", "endoftext": false }, { "action": "You examine the furniture", "response": "The cramped workshop includes a drafting desk, stool, and a sleeping cot.", "endoftext": false }, { "action": "You examine the desk", "response": "The desk is tall and has a single drawer. Some papers are scattered across its surface.", "endoftext": false }, { "action": "You read papers", "response": "The papers show engineering sketches for an electrical network which connects five structures on the island. The design shows a cable starting at the water wheel, running through three intermediate power stations, and terminating at the top of the lighthouse.", "endoftext": false }, { "action": "You lie on the cot", "response": "You get onto the cot.", "endoftext": false }, { "action": "You open the drawer", "response": "You open the drawer, revealing some gloves.", "endoftext": false }, { "action": "You take gloves", "response": "Taken.", "endoftext": false }, { "action": "You examine the gloves", "response": "The heavy canvas work gloves would be useful for protecting your hands.", "endoftext": false }, { "action": "You sit on the stool", "response": "(getting off the cot)\nYou get onto the stool.", "endoftext": false }, { "action": "You examine crank", "response": "The big metal crank juts from the wall at the near end of the track. Mounted on the wall above it is a control panel.", "endoftext": false }, { "action": "You examine the panel", "response": "The control panel displays five small light bulbs in a horizontal line. Currently, all of the lights are off.", "endoftext": false }, { "action": "You examine the wheel", "response": "The water wheel is enormous: it reaches almost all the way to the ceiling, and its blades are wider than your armspan. It is currently motionless, though it is obviously designed to spin on its axle. The axle connects the wheel to the track that runs horizontally along the wall.", "endoftext": false }, { "action": "Turn wheel", "response": "The water wheel is far too big and heavy to be turned by hand. The force of the falling water, though, may be strong enough to get it spinning.", "endoftext": false }, { "action": "You look", "response": "Workshop (on the stool)\nThis cave has been turned into a small workshop with an assortment of furniture on one side and an array of machinery on the other. Everything in the room is damp from the constant mist churned up by the cascade of falling water at the cave's entrance, which lies to the west. There is a rusty iron gate in the eastern wall.\n\nAmong the machinery is the room's most impressive feature: a massive water wheel, which is attached to a long horizontal track in the wall. At the near end of the track you see a crank and a kind of display panel.", "endoftext": false }, { "action": "You pull the crank", "response": "The water wheel doesn't budge. Instead, your effort elicits a dry, rusty grinding noise from the crank. It sounds like it could use some lubrication.", "endoftext": false }, { "action": "Grease crank", "response": "You paint the crank with a healthy smear of grease.", "endoftext": false }, { "action": "You pull the crank", "response": "The water wheel doesn't budge. Instead, your effort elicits a dry, rusty grinding noise from the track. It sounds like it could use some lubrication.", "endoftext": false }, { "action": "Grease track", "response": "You smear grease along the whole length of the track: from the crank at one end to the waterfall at the other end.", "endoftext": false }, { "action": "You pull the crank", "response": "The water wheel doesn't budge. Instead, your effort elicits a dry, rusty grinding noise from the axle of the water wheel. It sounds like it could use some lubrication.", "endoftext": false }, { "action": "Grease axle", "response": "You paint the axle of the water wheel with a healthy smear of grease.", "endoftext": false }, { "action": "You pull the crank", "response": "At last! The crank lets out a nasty screech and finally makes its first full rotation. The water wheel rumbles along the track toward the waterfall. As the blades of the huge wheel are struck by the water, it starts turning -- slowly at first, but it gradually picks up speed until it is spinning rapidly.\n\nYou notice that the first bulb on the control panel has lit up.", "endoftext": false }, { "action": "You look", "response": "Workshop (on the stool)\nThis cave has been turned into a small workshop with an assortment of furniture on one side and an array of machinery on the other. Everything in the room is damp from the constant mist churned up by the cascade of falling water at the cave's entrance, which lies to the west. There is a rusty iron gate in the eastern wall.\n\nAmong the machinery is the room's most impressive feature: a massive water wheel, which is attached to a long horizontal track in the wall. At the near end of the track you see a crank and a kind of display panel.", "endoftext": false }, { "action": "You go east", "response": "(first getting off the stool)\n\nThe yellow light of the emergency beacon reflects wetly off the irregular, black walls of the cave. Drips of water echo from some dank corner through the chilly underground air.\n\nA path exits this chamber to the east, and a rusty iron gate leads west. A long ladder stretches up, past the limit of the beacon's weak light and into the darkness.", "endoftext": false }, { "action": "Go east", "response": "This part of the beach probably floods completely when the tide comes in: all the sand has been washed away and only large rocks remain. Their many pockets and indentations are filled with pools of seawater. The beach becomes more sandy to the northwest and to the west, a large crack in the rocks leads down into a dark cave.\n\nA reddish-brown crab scuttles from pool to pool, its pointy legs clicking faintly on the stones.", "endoftext": false }, { "action": "Dig", "response": "The ground here is too rocky for digging.", "endoftext": false }, { "action": "Dig", "response": "All of the clues at this point suggest you should be digging in the grassy plain.", "endoftext": false }, { "action": "You examine the map", "response": "The sheet of yellowing parchment shows the outline of an island, hand-drawn in black ink. Most of the terrain is just sketched in, but the northwest region is mapped out in great detail and shows some unusual red symbols.", "endoftext": false }, { "action": "Go west", "response": "The dense canopy of leaves breaks up the sunlight. The ground is covered with a spongy layer of moss and ferns. The humid air smells of both flowering and decaying plants.\n\nTrails to the west and southwest meander through the trees, and the way back to the beach is east. A steep cliff rises up directly to the south, and to the southeast you see a steep climb that goes up towards its summit.\n\nYou also see something quite out of place in the natural surroundings: a mechanical device is poking out from among the ferns.\n\nPerched on the thick-stemmed leaf of a nearby banana tree sits Aziz, the professor's parrot. His blue and yellow feathers contrast brightly with the green forest backdrop.", "endoftext": false }, { "action": "You get the parrot", "response": "Aziz lets out a loud squawk, and swipes at you with a claw. Then he bobs his head back and forth a few times while uttering an angry hiss.", "endoftext": false }, { "action": "You examine the device", "response": "Based on the look of it, the device must be some kind of power station that routes electricity to another part of the island: The device has a glass dome on top and a single button labeled ON/OFF. At the base, thick electrical cables snake both southwest and southeast (up the slope).\n\n\"Snack!\" says the parrot.", "endoftext": false }, { "action": "Grease device", "response": "Putting grease on the power station would achieve nothing.\n\n\"Crab snack?\" asks the parrot.", "endoftext": false }, { "action": "You go east", "response": "You are on a deserted beach, alone except for the salty breeze, the waves splashing rhythmically on the sand, and a single palm tree that provides very little shade from the harsh sun. The beach extends to the southeast, and a path to the west leads into the rainforest.\n\nThe flat husk of a once-inflatable lifeboat has washed up nearby.", "endoftext": false }, { "action": "You go west", "response": "The dense canopy of leaves breaks up the sunlight. The ground is covered with a spongy layer of moss and ferns. The humid air smells of both flowering and decaying plants.\n\nTrails to the west and southwest meander through the trees, and the way back to the beach is east. A steep cliff rises up directly to the south, and to the southeast you see a steep climb that goes up towards its summit.\n\nA power station is poking out from among the ferns.\n\nPerched on the thick-stemmed leaf of a nearby banana tree sits Aziz, the professor's parrot. His blue and yellow feathers contrast brightly with the green forest backdrop.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nsome gloves\na tub of grease\na shovel\nthe beacon (providing light)\nthe map\na waterproof case (open but empty)\nthe silver whistle (being worn)", "endoftext": false }, { "action": "You examine ferns", "response": "The moss and ferns make a thick carpet across the floor of the rainforest.", "endoftext": false }, { "action": "Go west", "response": "The dense forest thins and becomes a wide plain. There are no trees here. Instead, this whole area is covered with coarse grasses as tall as your waist. Trails east and south lead back into the jungle.\n\nStanding alone in the center of the wide plain is an enormous stone head.", "endoftext": false }, { "action": "You wear the gloves", "response": "Wow, do you wish you'd had a pair of gloves like these that night all the donkeys got sick while you were trekking down into the Canyon of the Ancient Monks. You told the professor not to let them eat so many blackberries, but he wouldn't listen.\n\nAnyhow, you put on the gloves.", "endoftext": false }, { "action": "You get the crab", "response": "You pick up the crab. It pinches away at you furiously, but the thick canvas gloves protect your hands.", "endoftext": false }, { "action": "Go west", "response": "The dense canopy of leaves breaks up the sunlight. The ground is covered with a spongy layer of moss and ferns. The humid air smells of both flowering and decaying plants.\n\nTrails to the west and southwest meander through the trees, and the way back to the beach is east. A steep cliff rises up directly to the south, and to the southeast you see a steep climb that goes up towards its summit.\n\nA power station is poking out from among the ferns.\n\nPerched on the thick-stemmed leaf of a nearby banana tree sits Aziz, the professor's parrot. His blue and yellow feathers contrast brightly with the green forest backdrop.\n\nThe parrot scratches at the ribbon tied to its leg.", "endoftext": false }, { "action": "You give the crab to the parrot", "response": "\"CRAB SNACK!\" the parrot caws with joy.\n\nAziz jumps off the banana leaf and sails toward the crab, wings and talons outstretched. Before you know it, the bird has snapped its claws around the crab and started flapping up into the canopy of the rainforest. You hear a soft, metallic thump on the ground nearby, and then the parrot is gone.", "endoftext": false }, { "action": "You get the key", "response": "If you had a dollar for each little key you've had to keep track of over the years. In fact, the Carnegie Museum of Natural History recently requested to borrow the professor's key collection for a public exhibition. That's been put on hold, however, until the professor can find the key to the safe in which he keeps his key collection.\n\nAnyhow, you pick up the key.", "endoftext": false }, { "action": "You look at the key", "response": "The brass key is about as long as your finger. Professor d'Squarius was sure this key would grant you access to the vast riches he spoke so vaguely about.", "endoftext": false }, { "action": "Go west", "response": "The dense canopy of leaves breaks up the sunlight. The ground is covered with a spongy layer of moss and ferns. The humid air smells of both flowering and decaying plants.\n\nTrails to the west and southwest meander through the trees, and the way back to the beach is east. A steep cliff rises up directly to the south, and to the southeast you see a steep climb that goes up towards its summit.\n\nA power station is poking out from among the ferns.", "endoftext": false }, { "action": "You examine the head", "response": "The monolithic sculpture, made of pitted red stone, is in the shape of an enormous head with a long nose. The statue's eyes, two bright copper plates embedded in the stone, gaze southeast over the waving grasses.", "endoftext": false }, { "action": "You examine the plates", "response": "The monolith's copper eyes catch and focus the bright sun. Together they project a brilliant beam of light on the ground to the southeast of the statue.", "endoftext": false }, { "action": "You examine the map", "response": "The sheet of yellowing parchment shows the outline of an island, hand-drawn in black ink. Most of the terrain is just sketched in, but the northwest region is mapped out in great detail and shows some unusual red symbols.", "endoftext": false }, { "action": "Dig", "response": "The monolithic sculpture is facing southeast, whereas the symbols on the map show a face looking west. Perhaps it is possible to turn the statue so that it faces in that direction.", "endoftext": false }, { "action": "You turn the head", "response": "To turn the scuplture so that it faces a particular direction, use the command 'turn sculpture to direction'.", "endoftext": false }, { "action": "Dig", "response": "You dig at the precise location where the light from the monolith's eyes hits the ground. After a few minutes of working, your shovel clanks hard against stone! A few minutes later you have cleared off a mysterious stone circle in midst of the grassy sea.", "endoftext": false }, { "action": "You examine the circle", "response": "The circular stone reminds you of a manhole cover. Its surface is engraved with a seven-pointed star.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nthe brass key\nsome gloves (being worn)\na tub of grease\na shovel\nthe beacon (providing light)\nthe map\na waterproof case (open but empty)\nthe silver whistle (being worn)", "endoftext": false }, { "action": "You examine the star", "response": "(the stone circle)\nThe circular stone reminds you of a manhole cover. Its surface is engraved with a seven-pointed star.", "endoftext": false }, { "action": "You move the cover", "response": "You are able to pry the stone loose and open it just like a manhole in the street. When you do, a gasp of stale air escapes the chamber beyond. It smells ancient, like the air inside the Mausoleum of the First Qin Emperor, a necropolis guarded by the Terra Cotta Army, which you and the professor entered in your search for an intricately-carved jade funeral urn containing the ashes of Qin Shi Huang. (You couldn't find it.)", "endoftext": false }, { "action": "You examine the chamber", "response": "The circular stone has been dragged aside to reveal a circular hole and a dim chamber below.", "endoftext": true }, { "action": "Go downward", "response": "You lower yourself through the circular hole and drop to the floor. It's not a long drop (you can easily climb back out) but your impact kicks up a cloud of dust that has been undisturbed for a long time.\n\nYou are in a cylindrical chamber. The floor and curved walls of this subterranean room have been lined with smooth stones. Light falls in through the circular opening in the low ceiling, glinting off the specks of dust that drift in the air.\n\nIn the center of the room squats a wooden chest wrapped in iron bands.", "endoftext": false }, { "action": "You look at the chest", "response": "The wooden chest and its rounded lid are striped with bands of iron. An ornamental key plate surrounds an oblong keyhole.\n\nAdventuring with the professor has landed you in front of many treasure chests just like this one. You recall one that contained a huge hoard of Aztec gold, and another that contained nothing but a single platinum teaspoon (which, rumor had it, once belonged to Crown Prince Rupprecht of Bavaria).\n\nThe fact that this chest looks exactly like all the others makes you that much more curious about what's inside.", "endoftext": false }, { "action": "Open chest", "response": "It seems to be locked.", "endoftext": false }, { "action": "You unlock the chest with the key", "response": "The brass key clicks perfectly into place and turns with a gentle twist of your wrist. You've done a lot to get here, and only one simple step stands between you and the professor's amazing treasure (whatever it is).", "endoftext": false }, { "action": "Open chest", "response": "Gingerly you open the chest, revealing its contents.\n\nInside, you behold an object so magnificent it defies description. No wonder Professor d'Squarius didn't get into detail about this amazing treasure! It's too incredible for words.", "endoftext": false }, { "action": "You examine the treasure", "response": "It's amazingly lifelike. Except for the number of feet, of course.", "endoftext": false }, { "action": "Continue", "response": "It's as though a blind jeweler carved it based on a poet's description.", "endoftext": false }, { "action": "Keep going", "response": "It stirs up a complex set of emotions in you, the way only true art can. You find yourself simultansously drawn to it and repulsed by it.", "endoftext": false }, { "action": "Continue", "response": "You study all the interlocking pieces, each one more delicate than the last... When you snap out of it, you're not sure how much time as gone by.", "endoftext": false }, { "action": "You take the treasure", "response": "You carefully remove the object from its container. It is certainly a piece that curators and collectors from Amsterdam's Rijksmuseum to the British Museum will be clamoring for. Plus, the professor (if he's still alive) would be immensely proud of you for finding it.\n\nNone of that matters, though, if you can't get off the island. So, onward!", "endoftext": true }, { "action": "You describe your surroundings", "response": "You are in a cylindrical chamber. The floor and curved walls of this subterranean room have been lined with smooth stones. Light falls in through the circular opening in the low ceiling, glinting off the specks of dust that drift in the air.\n\nIn the center of the room squats a wooden chest wrapped in iron bands.", "endoftext": false }, { "action": "Go upwards", "response": "You pull yourself up through the circular hole in the ceiling.\n\nThe dense forest thins and becomes a wide plain. There are no trees here. Instead, this whole area is covered with coarse grasses as tall as your waist. Trails east and south lead back into the jungle.\n\nStanding alone in the center of the wide plain is an enormous stone head. In the ground, under the watching eyes of the statue, is the stone circle.", "endoftext": false }, { "action": "You examine the sun", "response": "You have to squint a bit against the bright sunlight and blue sky.", "endoftext": false }, { "action": "You go east", "response": "The dense canopy of leaves breaks up the sunlight. The ground is covered with a spongy layer of moss and ferns. The humid air smells of both flowering and decaying plants.\n\nTrails to the west and southwest meander through the trees, and the way back to the beach is east. A steep cliff rises up directly to the south, and to the southeast you see a steep climb that goes up towards its summit.\n\nA power station is poking out from among the ferns.", "endoftext": false }, { "action": "You look at the power station", "response": "The device has a glass dome on top and a single button labeled ON/OFF. At the base, thick electrical cables snake both southwest and southeast (up the slope).", "endoftext": false }, { "action": "You go southeast", "response": "You climb up the steep slope toward the top of the cliffs. After a while, you emerge into the sunlight.\n\nYou are on a rocky point that rises up through the canopy of the trees. Steep cliffs drop into the rainforest in every direction except to the northwest, where a steep path leads down. From this high perch you can see many of the other small islands that make up the archipelago.\n\nA tall, cylindrical lighthouse rises into the sky next to you, overlooking the ocean and the jungle below. Snug up against the curved stone wall is another power station.\n\nThe area around the lighthouse is populated with a troop of playful monkeys who hoot and screech as they chase each other around.", "endoftext": false }, { "action": "You look at the power station", "response": "The device has a glass dome on top and a single button labeled ON/OFF. At the base, thick electrical cables snake northwest (down the slope).", "endoftext": false }, { "action": "You press the button", "response": "The monkeys react when you approach the power station. Howling in fear and aggression, they gather up into a tight pack between you and the lighthouse before you can get anywhere close to it.", "endoftext": false }, { "action": "You examine the monkeys", "response": "The monkeys, tense and aggressive, crouch in a cluster between you and the lighthouse. Thirty pairs of eyes scrutinize your movements.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\nthe amazing treasure\nthe brass key\nsome gloves (being worn)\na tub of grease\na shovel\nthe beacon (providing light)\nthe map\na waterproof case (open but empty)\nthe silver whistle (being worn)", "endoftext": false }, { "action": "Blow whistle", "response": "The piercing scream of the emergency whistle causes the monkeys to panic! Terrified, they scramble across the rocky ground, jump off into the trees, and go leaping and swinging down through the jungle. In just a few seconds, they are all gone.", "endoftext": false }, { "action": "South", "response": "The tall cliff blocks your way in the that direction.", "endoftext": false }, { "action": "You climb the cliff", "response": "Your wall-climbing skills are quite good. Otherwise you never would have been able to infiltrate the headquarters of the Clan of the White Lotus in order to recapture the San Tilapian crown jewels. But you had ropes that time. There's no way the vines here will hold your weight. You might instead try the path to the southeast.", "endoftext": false }, { "action": "You examine the vines", "response": "The steep cliff is taller than the tallest rainforest trees. Clinging vines snake their way up the rocky wall, here and there dangling long chains of magenta flowers. A trail toward the top of the cliffs rises steeply to the southeast.", "endoftext": false }, { "action": "Smell flowers", "response": "You smell sweet perfume from the flowers.", "endoftext": false }, { "action": "West", "response": "The dense forest thins and becomes a wide plain. There are no trees here. Instead, this whole area is covered with coarse grasses as tall as your waist. Trails east and south lead back into the jungle.\n\nStanding alone in the center of the wide plain is an enormous stone head. In the ground, under the watching eyes of the statue, is the stone circle.", "endoftext": false }, { "action": "South", "response": "You are in a lush rainforest clearing, surrounded by steep cliffs. Clinging vines snake their way up the rocky wall, here and there dangling long chains of magenta flowers. Trails lead north and northeast. A large waterfall to the east roars and churns up a dense cloud of mist.\n\nAnother power station is poking out from among the dense foliage beside the waterfall.", "endoftext": false }, { "action": "You press the button", "response": "You press the button on the power station. With a puff of ozone, the glass dome flickers with green light and the device begins to emit a low hum.\n\nYou have a brief flashback to that time in Philadelphia when the professor found, and then cranked up, Ben Franklin's original lightning machine. The main difference this time is that the power station doesn't explode.", "endoftext": false }, { "action": "East", "response": "Be careful: Carrying the treasure map through the waterfall would certainly destroy it.", "endoftext": false }, { "action": "You put the map in the tube", "response": "You roll up the treasure map slide it into the tube.", "endoftext": false }, { "action": "Close tube", "response": "You close the waterproof case.", "endoftext": false }, { "action": "Go east", "response": "You walk through the curtain of water, getting pelted and soaked in the process.\n\nThis cave has been turned into a small workshop with an assortment of furniture on one side and an array of machinery on the other. Everything in the room is damp from the constant mist churned up by the cascade of falling water at the cave's entrance, which lies to the west. There is a rusty iron gate in the eastern wall.\n\nAmong the machinery is the room's most impressive feature: a massive water wheel, which is attached to a long horizontal track in the wall. At the near end of the track you see a crank and a kind of display panel.", "endoftext": false }, { "action": "You look at the panel", "response": "The control panel displays five small light bulbs in a horizontal line. Currently, the first two lights are lit.", "endoftext": false }, { "action": "You go to the east", "response": "This part of the beach probably floods completely when the tide comes in: all the sand has been washed away and only large rocks remain. Their many pockets and indentations are filled with pools of seawater. The beach becomes more sandy to the northwest and to the west, a large crack in the rocks leads down into a dark cave.", "endoftext": false }, { "action": "You press the button", "response": "You press the button on the power station. With a puff of ozone, the glass dome flickers with green light and the device begins to emit a low hum.", "endoftext": false }, { "action": "You go southeast", "response": "You are on a rocky point that rises up through the canopy of the trees. Steep cliffs drop into the rainforest in every direction except to the northwest, where a steep path leads down. From this high perch you can see many of the other small islands that make up the archipelago.\n\nA tall, cylindrical lighthouse rises into the sky next to you, overlooking the ocean and the jungle below. Snug up against the curved stone wall is a power station.", "endoftext": false }, { "action": "Go northwest", "response": "The dense canopy of leaves breaks up the sunlight. The ground is covered with a spongy layer of moss and ferns. The humid air smells of both flowering and decaying plants.\n\nTrails to the west and southwest meander through the trees, and the way back to the beach is east. A steep cliff rises up directly to the south, and to the southeast you see a steep climb that goes up towards its summit.\n\nA power station is poking out from among the ferns. Its glass dome is glowing with green light, and it is humming quietly.", "endoftext": false }, { "action": "You look at the panel", "response": "The control panel displays five small light bulbs in a horizontal line. Currently, the first four lights are lit.", "endoftext": false }, { "action": "You press the button", "response": "You flip the lamp's switch and the room is immediately filled with the brightest light your eyes have ever squinted to avoid seeing. It shines out from the lighthouse and soon attracts the attention of the passing ship.\n\nFortunately, it is Captain Atlee's ship and within an hour or two, you find yourself safely back among her crew. You also find yourself reunited with Professor d'Squarius!\n\n\"You found it!\" he cries when he sees you holding the amazing treasure. \"Fascinating,\" he says as he studies the piece. \"I had read about it having handles. But why would it need so many?\"\n\nBack in his cabin, the professor tucks the amazing treasure into a padded crate and tells the story of how, after the lifeboat deflated, he got caught in a current that carried him away from the island. At some point he was spotted and scooped from the sea by Atlee, who had managed to escape the pirates with her skillful maneuvering.\n\n\"While you were away, I had a look at that.\" He gestures to one of several maps piled up on the table. The parchment shows a maze of twisty little passages, all alike. \"Seems like there's loads of good stuff squirreled away in there.\"\n\nThe story of what happens next -- your confusing trek through that network of caves, the unlikely method by which you slay the fearsome dragon, the clever way you recover the priceless (but impossibly delicate) Ming vase -- is a story that must wait for another day.", "endoftext": true } ]
g78vfdrxiqlsdxfx
Nevermore
Nate Cull
[ "Lovecraftian", "Literary" ]
[ "adaptation", "alchemy", "basic difficulty", "built-in hints", "drugs", "Edgar Allan Poe", "homage", "horror", "IF Competition 2000", "IFComp Game", "Lovecraftian", "male protagonist", "multiple endings", "short length", "walkthrough", "Xyzzy Awards 2000" ]
2,000
[ 4, 7, 8, 1, 0 ]
20
3.7
20070901
false
A short tale of mystery and madness inspired by Poe's "The Raven".
[ { "action": "%", "response": "Study (on the velvet couch)\nStone walls, wreathed in shadows and velvet curtains, rise into the gloom overhead. The old oak writing desk -- once your father's, now your own -- is wedged beneath the window lattice, with a velvet couch before it. A low fire smoulders in its ancient hearth. To the southeast, a bust of Pallas sits atop an arch with darkness beyond.\n\nNEVERMORE is a work of Interactive Fiction by Nate Cull ([email protected]), written for the 2000 IF Competition, and based very loosely on the poem \"The Raven\" by Edgar Allan Poe. All box quotes are from the www.eserver.org text of the poem. Everything else is original, bears no relation to any known literary work or historical fact, and is quite probably indicative of some deep unresolved psychological trauma in the author's childhood.\n\nFor help at any time, type HINT. To see if the game is still winnable, type WINNABLE.\n\nThanks to: the ifMUD gang at http://ifmud.port4000.com for support with Inform coding lore and a constant supply of monkey jokes; Admiral Jota and the Emily who is not called Emily, for help with Latin; and various betatesters including Peter Berman, Doug Jones and Nick Montfort. Also, to L. Ross Raszewski for his wonderful Hints.h hint library.\n\nYou are granted unconditional right to freely copy and distribute this game, in any form, as long as it remains unaltered. This includes the right to commercial redistribution. If you obtained this game on a CD-ROM, or as part of any other commercial distribution, you should be aware that you do not owe the author or any other entity anything for playing or copying it.\n\nIf you have difficulty finding the latest version, or you would simply like to talk to a human about this game, post a message on the Usenet newsgroup rec.games.int-fiction, or failing that, feel free to email the author.\n\nDedicated to: Alex. Want corknut! Awwk!", "endoftext": false }, { "action": "You look at the desk", "response": "A relic from Byzantine days, perhaps. It was the first piece of furniture you touched as a child, and the oldest you have seen in all your travels. Simply a slab of polished oak, with four curiously carved legs, and nothing more. On the desk are a paper sachet, an oil-lamp and Concerning Immortality.\n\nYou hear the tapping sound again.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\na gold ring (being worn)\n\nA staccato rap echoes through the room.", "endoftext": false }, { "action": "You examine the sachet", "response": "A thin paper envelope, of the kind in which exotic substances are stored. The sachet is closed.\n\nThere is silence for a moment; then the soft rapping returns.", "endoftext": false }, { "action": "You open the sachet", "response": "You open the paper sachet, revealing coca powder.\n\nThe gentle tapping sounds again.", "endoftext": false }, { "action": "You examine the Immortality", "response": "\"Some Thoughts Concerning Immortality and The Means Thereof\", by Ambrosius of Cyrene (a copy, not the original, as the pages of this slim volume date no earlier than the fifteenth century). A most difficult book, but you have returned to its pages many times; surely, the key to the whole process must be here, if only you could read its meaning.\n\nA staccato rap echoes through the room.", "endoftext": false }, { "action": "You look at the coca", "response": "A white powder consisting of an extract of the South American coca leaf, which an acquaintance in Mexico has found a new process of refining.", "endoftext": false }, { "action": "You sniff the coca", "response": "You inhale a quantity of coca powder.\n\nA sense of raw alertness rushes through your nerves, setting them all on edge.", "endoftext": false }, { "action": "About yourself", "response": "You look like a gentleman of ease, but that is not how you feel.\n\nA staccato rap echoes through the room.\n\nThe coca rush fades, but the sense of alertness remains.", "endoftext": false }, { "action": "You open the window", "response": "You swing wide the shutters, letting the cold night air gust into the room.\n\nA staccato rap echoes through the room.\n\nThe curtains move softly, caressed by the breeze.", "endoftext": false }, { "action": "You examine the curtains", "response": "Purple silken curtains hang down each side of the window, and extend around the room to soften the harsh stonework. A cold draft from the window is billowing the curtains outward into the room, leaving a slight gap between them and the wall.\n\nA staccato rap echoes through the room.\n\nThe curtains move softly, caressed by the breeze.", "endoftext": false }, { "action": "You look at lamp", "response": "An oil-lamp of copper and glass, warm to the touch and old as time. Like the desk it is a family heirloom, predating perhaps even the tower itself. It burns with a soft, subtle light, casting strange shadows in all directions.\n\nAn icy gust from the window sends the curtains reeling.", "endoftext": false }, { "action": "You look in the gap", "response": "You find nothing of interest.\n\nThe gentle tapping sounds again.", "endoftext": false }, { "action": "Close window", "response": "You pull the shutters closed, sealing out the cold night air.", "endoftext": false }, { "action": "You look behind the curtains", "response": "The curtains are flush against the stone walls, concealing whatever might be there.\n\nThere is silence for a moment; then the soft rapping returns.", "endoftext": false }, { "action": "You take the lamp", "response": "Taken.\n\nThe gentle tapping sounds again.", "endoftext": false }, { "action": "You look behind the curtains", "response": "You swing wide the shutters, letting the cold night air gust into the room.\n\nThe gentle tapping sounds again.\n\nThe curtains move softly, caressed by the breeze.\nThere seems to be a substantial gap between the curtains and the stone wall, into which with a little effort you could insinuate yourself.\n\nThere is silence for a moment; then the soft rapping returns.\n\nThe curtains move softly, caressed by the breeze.", "endoftext": false }, { "action": "You listen", "response": "It is hard to pinpoint the sound; it seems to shift as you listen.\n\nThe curtains move softly, caressed by the breeze.", "endoftext": false }, { "action": "You touch the curtains", "response": "You feel nothing unexpected.\n\nA staccato rap echoes through the room.", "endoftext": false }, { "action": "You stand", "response": "Stone walls, wreathed in shadows and velvet curtains, rise into the gloom overhead. The old oak writing desk -- once your father's, now your own -- is wedged beneath the window lattice, with a velvet couch before it. A low fire smoulders in its ancient hearth. To the southeast, a bust of Pallas sits atop an arch with darkness beyond.", "endoftext": false }, { "action": "You look at Pallas", "response": "The eyes of Pallas, Greek goddess of Wisdom, stare back at you from white unblinking marble, under locks of pale sculpted hair. She of all the Classical pantheon was your patron; though now after the horror your studies have wrought, it is hard to look her in the face.\n\nThere is silence for a moment; then the soft rapping returns.", "endoftext": false }, { "action": "You take Pallas", "response": "That's hardly portable.\n\nThe gentle tapping sounds again.", "endoftext": false }, { "action": "You touch the couch", "response": "You feel nothing unexpected.\n\nThere is silence for a moment; then the soft rapping returns.", "endoftext": false }, { "action": "Kiss pallas", "response": "You can only do that to something animate.", "endoftext": false }, { "action": "You get the hair", "response": "That's hardly portable.\n\nAn icy gust from the window sends the curtains reeling.", "endoftext": false }, { "action": "You move the hair", "response": "You tip back the goddess' sculpted hair, revealing a hollow space inside the bust, inside which you can see a peyote button, an opium pipe and opium resin.\n\nA staccato rap echoes through the room.\n\nAn icy gust from the window sends the curtains reeling.", "endoftext": false }, { "action": "You look at the peyote", "response": "A small round button of dried peyote cactus, obtained from a South American shaman.\n\nThe gentle tapping sounds again.\n\nAn icy gust from the window sends the curtains reeling.\n\nA dull, dark weariness drifts over you.", "endoftext": false }, { "action": "You take all from Pallas", "response": "peyote button: Removed.\nopium pipe: Removed.\nopium resin: Removed.\n\nThere is silence for a moment; then the soft rapping returns.\n\nThe curtains move softly, caressed by the breeze.\n\nA dull, dark weariness drifts over you.", "endoftext": false }, { "action": "You eat the peyote", "response": "You chew a little of the bitter cactus slowly. Most of the button remains intact.\n\nThere is silence for a moment; then the soft rapping returns.\n\nAn odd, visionary feeling stabs at your eyelids.\n\nA dull, dark weariness drifts over you.", "endoftext": false }, { "action": "You open the window", "response": "That's already open.\n\nYour surroundings shift weirdly; a vision forms itself before your eyes.\n\nThe room is much larger; or you are much younger. Your father sits at the writing desk, poring over obscure books. His hair is grey, his face lined with care. The purple curtains, vast and shadowy, billow above you in a draft from the window; the gap between them and the floor seems cavernous. You toddle toward the gap. Somewhere, a raven caws...\n\nThe visionary sense fades, and normal sight returns.\n\nA dull, dark weariness drifts over you.", "endoftext": false }, { "action": "You put the resin in the pipe", "response": "You put opium resin into the opium pipe.\n\nA dull, dark weariness drifts over you.", "endoftext": false }, { "action": "You examine the curtains", "response": "Purple silken curtains hang down each side of the window, and extend around the room to soften the harsh stonework. A cold draft from the window is billowing the curtains outward into the room, leaving a slight gap between them and the wall.\n\nThere is silence for a moment; then the soft rapping returns.\n\nAn icy gust from the window sends the curtains reeling.\n\nA dull, dark weariness drifts over you.", "endoftext": false }, { "action": "You put the resin in the pipe", "response": "You need to be holding opium resin before you can put it into something else.\n\nA staccato rap echoes through the room.\n\nThe sense of awful weariness grows stronger and heavier every moment.", "endoftext": false }, { "action": "You enter the gap", "response": "You step cautiously behind the curtains...\n\nHere behind the curtains, you have discovered a tiny alcove of stonework, hidden from the rest of your study. The purple silk billows out around you, dim firelight casting strange disturbing shadows onto the ancient masonry. Old memories rise, of hiding here as a child while your father worked at his books. Those days are long gone, but something urges you to stay and watch the play of light and colour.\n\nThe sense of awful weariness grows stronger and heavier every moment.", "endoftext": false }, { "action": "You get the resin", "response": "You remove the opium resin from the pipe.\n\nThe gentle tapping sounds again.\n\nThe sense of dreadful weariness has nearly overpowered you. You must revive yourself, urgently.", "endoftext": false }, { "action": "You sniff the coca", "response": "You can't see any such thing.\n\nYou can't see any such thing.", "endoftext": false }, { "action": "Go outside", "response": "Stone walls, wreathed in shadows and velvet curtains, rise into the gloom overhead. The old oak writing desk -- once your father's, now your own -- is wedged beneath the window lattice, with a velvet couch before it. A low fire smoulders in its ancient hearth. To the southeast, a bust of Pallas sits atop an arch with darkness beyond.\n\nA staccato rap echoes through the room.\n\nA bone-deep weariness seizes you, and you are unable to take another step. Your eyes close, you slump against the stone, and darkness overwhelms your mind.\n\nSlowly, the dream begins to darken. There are screams, echoes, footsteps running down nameless corridors. Your feet are cold on haunted stone, forever following Lenore's distant echo, forever pursued...\n\nThe dream fades to reality. A confusion of images; a precipice, falling... and then your head strikes stone, and reality ends.\n\nIt is a dangerous place, this tower, to dream alone.\n\nPlease give one of the answers above.", "endoftext": false }, { "action": "You stand", "response": "You get off the velvet couch.\n\nStone walls, wreathed in shadows and velvet curtains, rise into the gloom overhead. The old oak writing desk -- once your father's, now your own -- is wedged beneath the window lattice, with a velvet couch before it. A low fire smoulders in its ancient hearth. To the southeast, a bust of Pallas sits atop an arch with darkness beyond.\n\nYou hear the tapping sound again.", "endoftext": false }, { "action": "You examine the couch", "response": "A velvet-inlaid couch -- what the Italians call a loveseat -- from the early Renaissance period, a souvenir of your travels in Rome. You bought it to please Lenore, and it was a wise choice.", "endoftext": false }, { "action": "About yourself", "response": "You look like a gentleman of ease, but that is not how you feel.\n\nThere is silence for a moment; then the soft rapping returns.", "endoftext": false }, { "action": "You look at the desk", "response": "A relic from Byzantine days, perhaps. It was the first piece of furniture you touched as a child, and the oldest you have seen in all your travels. Simply a slab of polished oak, with four curiously carved legs, and nothing more. On the desk are a paper sachet, an oil-lamp and Concerning Immortality.\n\nThere is silence for a moment; then the soft rapping returns.", "endoftext": false }, { "action": "Xyzzy", "response": "The name of old, lost magic briefly echoes, then is gone.\n\nThe gentle tapping sounds again.", "endoftext": false }, { "action": "You take all from the desk", "response": "paper sachet: Removed.\noil-lamp: Removed.\nConcerning Immortality: Removed.", "endoftext": false }, { "action": "You say lenore", "response": "(to yourself)\nThere is no reply.\n\nThere is silence for a moment; then the soft rapping returns.", "endoftext": false }, { "action": "You take all from Pallas", "response": "You tip back the goddess' sculpted hair, revealing a hollow space inside the bust, inside which you can see a peyote button, an opium pipe and opium resin.\n\nThe gentle tapping sounds again.\npeyote button: Removed.\nopium pipe: Removed.\nopium resin: Removed.\n\nA dull, dark weariness drifts over you.", "endoftext": false }, { "action": "You open the sachet", "response": "You open the paper sachet, revealing coca powder.\n\nThere is silence for a moment; then the soft rapping returns.\n\nA dull, dark weariness drifts over you.\n\nStone walls, wreathed in shadows and velvet curtains, rise into the gloom overhead. The old oak writing desk -- once your father's, now your own -- is wedged beneath the window lattice, with a velvet couch before it. A low fire smoulders in its ancient hearth. To the southeast, a bust of Pallas sits atop an arch with darkness beyond.\n\nThere is silence for a moment; then the soft rapping returns.\n\nA dull, dark weariness drifts over you.", "endoftext": false }, { "action": "You go southeast", "response": "Stone columns, either side of the northwest arch to your study, brace the ceiling, whose upper reaches are lost in darkness that your lamp cannot pierce. The hallway winds deeper into the tower to the northeast; but a faint wisp of draft seeps in from the south.\n\nA dull, dark weariness drifts over you.", "endoftext": false }, { "action": "You sniff the coca", "response": "You inhale a quantity of coca powder.\n\nThe gentle tapping sounds again.\n\nA sense of raw alertness rushes through your nerves, setting them all on edge.", "endoftext": false }, { "action": "South", "response": "The great iron gate to the south, black as time, stands here to seal the tower's entrance. A dark corridor, worn by countless centuries of forgotten feet, leads back north into the cryptic maze which you -- and in those brief, happy, vanished days, Lenore -- once called a home.\n\nThere is a sudden scratching and scrabbling beyond the iron gate, as of some creature seeking admittance. Then the sound is gone as quickly as it came.\n\nThe coca rush fades, but the sense of alertness remains.", "endoftext": false }, { "action": "You open gate", "response": "You unbolt the great iron gate and swing it slowly open, revealing the night outside.\n\nThe gentle tapping sounds again.", "endoftext": false }, { "action": "You go south", "response": "Here at the tower's brink, a sheer staircase carved into the living rock falls down the cliff into blackness. Behind you, to the north, stands the great iron gate. The tower rises above you, shapeless and gaunt; the night is bleak, windy, with all moon and stars fled, leaving only the unfathomable emptiness of the distant plain, invisible far below.\n\nA small bright object glitters halfway down the cliff, well out of reach.\n\nOut of the silence comes a quiet sense of motion, as if some creature were circling further around the tower, searching for a more subtle approach. The lamp gutters erratically for a moment. The sound retreats; perhaps it was simply your fevered imagination.", "endoftext": false }, { "action": "Down", "response": "Even with a lamp, you would not chance these stairs in the darkness. The merest slip would send you plummeting.", "endoftext": false }, { "action": "You look at the opium", "response": "Which do you mean, opium resin or the opium pipe?", "endoftext": false }, { "action": "Resin", "response": "A black wad of opium resin for smoking, prepared to a closely-guarded Tong formula for maximum potency and speed.", "endoftext": false }, { "action": "You examine the coca", "response": "A white powder consisting of an extract of the South American coca leaf, which an acquaintance in Mexico has found a new process of refining.\n\nLightning forks the sky overhead, followed immediately by clamouring thunder.", "endoftext": false }, { "action": "You look at the peyote", "response": "A small round button of dried peyote cactus, obtained from a South American shaman.\n\nYou try to read, but the strange words blear and swirl in the lamplight. Perhaps in your study you will be able to make more sense of them.", "endoftext": true }, { "action": "Go down", "response": "Even with a lamp, you would not chance these stairs in the darkness. The merest slip would send you plummeting.\n\nThe coca rush fades, but the sense of alertness remains.", "endoftext": false }, { "action": "You jump", "response": "The cold night beckons seductively, but you resist. There is work you must be about.\n\nLightning forks the sky overhead, followed immediately by clamouring thunder.", "endoftext": false }, { "action": "You go north", "response": "The great iron gate to the south, black as time, stands here to seal the tower's entrance. A dark corridor, worn by countless centuries of forgotten feet, leads back north into the cryptic maze which you -- and in those brief, happy, vanished days, Lenore -- once called a home.", "endoftext": false }, { "action": "You go north", "response": "You pause. The wind is cold, and a storm is brewing. It would not be prudent to leave the gate ajar, on such a night as this.", "endoftext": false }, { "action": "You close the gate", "response": "You pull the great iron gate to and bolt it carefully.", "endoftext": false }, { "action": "Go north", "response": "Stone columns, either side of the northwest arch to your study, brace the ceiling, whose upper reaches are lost in darkness that your lamp cannot pierce. The hallway winds deeper into the tower to the northeast; but a faint wisp of draft seeps in from the south.", "endoftext": false }, { "action": "Go northwest", "response": "Stone walls, wreathed in shadows and velvet curtains, rise into the gloom overhead. The old oak writing desk -- once your father's, now your own -- is wedged beneath the window lattice, with a velvet couch before it. A low fire smoulders in its ancient hearth. To the southeast, a bust of Pallas sits atop an arch with darkness beyond.\n\nThe room is still for a moment, and then the gentle rapping continues.", "endoftext": false }, { "action": "You open window", "response": "You swing wide the shutters, letting the cold night air gust into the room.\n\nIn a sudden flurry of wings, a night-black raven flits through the lattice and into the room. It circles silently, fixing you with a baleful stare, then folds its wings and roosts on the bust of Pallas, above the archway. Her marble hair moves with a slight 'chink' as it lands.", "endoftext": false }, { "action": "You examine Raven", "response": "A bird of night-black plumage, stern and lordly in its bearing, the raven returns your stare with an unwinking eye, and gives no hint of what it might signify.\n\nThe raven preens its feathers.\n\nAn icy gust from the window sends the curtains reeling.", "endoftext": false }, { "action": "You ask Raven about Lenore", "response": "There is no reply.\n\nThe raven watches you silently from the bust of Pallas.\n\nThe curtains billow gently in the draft.", "endoftext": false }, { "action": "You give the peyote to Raven", "response": "The raven doesn't seem interested.\n\nThe raven shifts slightly on the bust of Pallas, with a soft 'chink'.", "endoftext": false }, { "action": "You ask Raven about the key", "response": "There is no reply.\n\nThe raven caws. \"Nevermore!\"\n\nThe curtains move softly, caressed by the breeze.", "endoftext": false }, { "action": "Go south", "response": "Cold stone blocks your way.\n\nThe raven eyes you balefully.", "endoftext": false }, { "action": "You go to the southeast", "response": "Stone columns, either side of the northwest arch to your study, brace the ceiling, whose upper reaches are lost in darkness that your lamp cannot pierce. The hallway winds deeper into the tower to the northeast; but a faint wisp of draft seeps in from the south.\n\nThe raven flutters after you.", "endoftext": false }, { "action": "You go south", "response": "The great iron gate to the south, black as time, stands here to seal the tower's entrance. A dark corridor, worn by countless centuries of forgotten feet, leads back north into the cryptic maze which you -- and in those brief, happy, vanished days, Lenore -- once called a home.\n\nThe raven flutters after you.", "endoftext": false }, { "action": "You open gate", "response": "You unbolt the great iron gate and swing it slowly open, revealing the night outside.", "endoftext": false }, { "action": "You go to the south", "response": "Here at the tower's brink, a sheer staircase carved into the living rock falls down the cliff into blackness. Behind you, to the north, stands the great iron gate. The tower rises above you, shapeless and gaunt; the night is bleak, windy, with all moon and stars fled, leaving only the unfathomable emptiness of the distant plain, invisible far below.\n\nA small bright object glitters halfway down the cliff, well out of reach.\n\nThe raven flutters after you.", "endoftext": false }, { "action": "You get the object", "response": "The raven has better things to do.\n\nThe raven flutters into the air, circling the rock stairs, then dives for the tiny glittering object. It rises, circles, and with a self-satisfied flurry returns to your side, dropping a small silver key at your feet.", "endoftext": false }, { "action": "You get the key", "response": "Taken.\n\nLightning forks the sky overhead, followed immediately by clamouring thunder.", "endoftext": false }, { "action": "You look at the key", "response": "It is the small silver key to your laboratory, that you threw away last night in a fit of terror and now has been recovered by the raven. Perhaps that grim bird is an omen of good, after all. Perhaps you now have a chance to reverse the disaster you caused.\n\nThe raven preens its feathers.\n\nThe great iron gate to the south, black as time, stands here to seal the tower's entrance. A dark corridor, worn by countless centuries of forgotten feet, leads back north into the cryptic maze which you -- and in those brief, happy, vanished days, Lenore -- once called a home.\n\nThe raven flutters after you.\n\nA dull, dark weariness drifts over you.", "endoftext": false }, { "action": "You sniff the coca", "response": "You inhale a quantity of coca powder.\n\nThe raven caws. \"Nevermore!\"\n\nA sense of raw alertness rushes through your nerves, setting them all on edge.", "endoftext": false }, { "action": "Go north", "response": "You pause. The wind is cold, and a storm is brewing. It would not be prudent to leave the gate ajar, on such a night as this.\n\nThe raven preens its feathers.\n\nThe coca rush fades, but the sense of alertness remains.", "endoftext": false }, { "action": "You close the gate", "response": "You pull the great iron gate to and bolt it carefully.\n\nThe raven screeches discordantly.", "endoftext": false }, { "action": "You go northeast", "response": "The dust of ages -- and of your family for so many generations -- clings to crooked stone walls, here in this gallery that twists from southwest to east as it winds through the tower and ends at a stout wooden door. Wider archways open to the north and southeast.\n\nA portrait of Lenore, radiant on your wedding day, adorns the wall.\n\nThe raven flutters after you, and perches on the portrait.", "endoftext": false }, { "action": "You look at the portrait", "response": "It is Lenore as she was and as you always wish to remember her -- and though memory is cruel, it is all that now remains of the most joyous time in your life. The portrait was painted by a master in Venice on finest canvas, and it is worth a princely sum, though you care little for its value in gold.\n\nTears flow unbidden from your eyes, at the sight of what -- if tonight you fail -- you have lost forever.\n\nThe raven screeches discordantly.", "endoftext": false }, { "action": "Go north", "response": "The stacks of obscure volumes tower to the vaulted ceiling. Your father had eclectic tastes in literature, and you have extended his collection with your own research. Many of these manuscripts are originals, costly in both getting and reading. A dark archway to the south leads back out to the gallery.\n\nThe raven swoops into the room, and perches on the stacks.\n\nYour tears continue to flow.", "endoftext": false }, { "action": "Examine books", "response": "The stacks of books fill the spaces all around you. Your eye is drawn chiefly to Ex Sanguine Vita, Adams' Pharmacopia, Inhumanities, Principia Caelestium Mysteriorum and Arts of the Chaldean Magi.\n\nThe raven screeches discordantly.\n\nYour tears run dry, but the grief remains.", "endoftext": false }, { "action": "You examine the pharmacopia", "response": "\"Pharmacopia\", a recent monogram by the Reverend Doctor Charles Fitzworth Adams of Oxford, is a brief scholarly investigation of the reputed properties of certain notable herbal and chemical substances, and their association with religious rituals. It is useful mainly as a general guide to the field; you have found practical experience to be a more enlightening path of research.\n\nThe raven screeches discordantly.", "endoftext": false }, { "action": "You look up the peyote in the pharmacopia", "response": "You discover nothing of interest in Adams' Pharmacopia.\n\nThe raven caws. \"Nevermore!\"", "endoftext": false }, { "action": "You read the pharmacopia", "response": "You try to read, but the strange words blear and swirl in the lamplight. Perhaps in your study you will be able to make more sense of them.\n\nThe raven preens its feathers.", "endoftext": false }, { "action": "You take the books", "response": "There are far too many books to remove them all. You should select a volume by name.\n\nThe raven stares down from the stacks.", "endoftext": false }, { "action": "You take all from the shelves", "response": "Ex Sanguine Vita: Removed.\nAdams' Pharmacopia: Removed.\nInhumanities: Removed.\nPrincipia Caelestium Mysteriorum: Removed.\nArts of the Chaldean Magi: Removed.\n\nThe raven pecks at a dusty volume.", "endoftext": false }, { "action": "Go south", "response": "The dust of ages -- and of your family for so many generations -- clings to crooked stone walls, here in this gallery that twists from southwest to east as it winds through the tower and ends at a stout wooden door. Wider archways open to the north and southeast.\n\nA portrait of Lenore, radiant on your wedding day, adorns the wall.\n\nThe raven flutters after you, and perches on the portrait.", "endoftext": false }, { "action": "You go east", "response": "The wooden door is closed, and bars your way.\n\nThe raven caws. \"Nevermore!\"", "endoftext": false }, { "action": "You open the door", "response": "It seems to be locked.\n\nThe raven preens its feathers.", "endoftext": false }, { "action": "You unlock the door with the key", "response": "You unlock the wooden door.\n\nThe raven shifts its grip on the portrait.", "endoftext": false }, { "action": "Go east", "response": "The wooden door is closed, and bars your way.\n\nThe raven eyes you balefully.", "endoftext": false }, { "action": "You open the door", "response": "You open the wooden door.\n\nThe raven screeches discordantly.", "endoftext": false }, { "action": "Go east", "response": "The place of your secret labor and craft, where even Lenore did not lightly enter -- oh, if only she had not! -- and no other friends have ever been invited. The room is small, though not cramped, for all the elements and reagents are precisely in their places on the low wooden table. A space extends a little beyond, to the southeast, and there the darkness is complete. The wooden door is to the west.\n\nThe raven swoops into the room, perching on the table.\n\nA dull, dark weariness drifts over you.", "endoftext": false }, { "action": "You sniff the coca", "response": "You inhale a quantity of coca powder.\n\nThe raven caws. \"Nevermore!\"\n\nA sense of raw alertness rushes through your nerves, setting them all on edge.", "endoftext": false }, { "action": "You examine table", "response": "The wooden table is simple, hewn from a single slab of living oak, representing the unity of all things and the constant striving for growth and knowledge in the craft. It is also old, an artifact from a certain French metaphysical society whose roots, some scholars believe, go back to Solomon the Wise.\n\nOn the table are a skull mortar, a glass retort, a cask of aqua vitae, a bottle of aqua regis, a flask of quicksilver, a vial of brimstone, a porcelain platter and a lightning cage.\n\nThe raven preens its feathers.\n\nA faint tingling runs down your spine.\n\nThe coca rush fades, but the sense of alertness remains.", "endoftext": false }, { "action": "You read pharmacopia", "response": "You try to read, but the strange words blear and swirl in the lamplight. Perhaps in your study you will be able to make more sense of them.\n\nThe raven leers at you from the table.\n\nThe lightning-cage sparks faintly for a moment. A storm must be gathering outside; but either it is too distant, or the lightning-trap is too ineffectual, to capture more than a ghost of its power.", "endoftext": false }, { "action": "You go to the north-west", "response": "Stone walls, wreathed in shadows and velvet curtains, rise into the gloom overhead. The old oak writing desk -- once your father's, now your own -- is wedged beneath the window lattice, with a velvet couch before it. A low fire smoulders in its ancient hearth. To the southeast, a bust of Pallas sits atop an arch with darkness beyond.\n\nThe raven follows you through the archway, and roosts on the bust of Pallas.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nArts of the Chaldean Magi\nPrincipia Caelestium Mysteriorum\nInhumanities\nAdams' Pharmacopia\nEx Sanguine Vita\na silver key\nopium resin\nan opium pipe\na peyote button\nConcerning Immortality\nan oil-lamp (providing light)\na paper sachet (which is open)\ncoca powder\na gold ring (being worn)\n\nThe raven watches you silently from the bust of Pallas.", "endoftext": false }, { "action": "You read the inhumanities", "response": "You hunt feverishly through the pages of Inhumanities, and discover:\n\n\"The Death of the Messenger: this is how it came to be. The Bright Messenger did travel to the Temple in search of Living Water, but he found neither King nor Queen. When the Weight of the World did press upon him sorely, and after three days and nights he fell into the Pit. This is the Death of the Messenger.\"\n\nThe raven screeches discordantly.\n\nThe curtains billow gently in the draft.", "endoftext": false }, { "action": "You read the Arts", "response": "You hunt feverishly through the pages of Arts of the Chaldean Magi, and discover:\n\n\"Concerning Signs, Seals and Sigils: let the Scholar of these Arts be Warned most Sorely that he Obey all the Law as Instructed, with no Shade of Turning nor Repentance. For the Spirit be Strong, and the Flesh Weak. This is the Greatest Error in the Art.\"\n\nThe raven preens its feathers.\n\nThe curtains move softly, caressed by the breeze.", "endoftext": false }, { "action": "You read principia", "response": "You hunt feverishly through the pages of Principia Caelestium Mysteriorum, and discover:\n\n\"Water of the King; most rare, most deadly. Tears, and Grief, and Ruin of Great Houses are its part. Yet may it Move the Highest to Compassion.\"\n\nThe raven eyes you balefully.", "endoftext": false }, { "action": "You read the pharmacopia", "response": "You hunt feverishly through the pages of Adams' Pharmacopia, and discover:\n\n\"The properties of the cola nut are as yet unknown, although some personal research in the South Seas suggests that when combined with coca leaf and the juice of the sugar cane, it may make for a potent and greatly addictive tonic, whose use could rival alcohol in the future. This, however, is merely the author's speculation and has no basis in scientific prediction.\"\n\nThe raven screeches discordantly.\n\nAn icy gust from the window sends the curtains reeling.", "endoftext": false }, { "action": "You read the pharmacopia", "response": "You hunt feverishly through the pages of Adams' Pharmacopia, and discover:\n\n\"The leaves of the hasheesh or hemp, when dried and smoked, may produce a sensation of relaxation and general suggestibility. In combination with certain rhythmical musical ceremonies such as the drumming rituals of Africa or the dances of Jamaica, these leaves have been long associated with the sprit world.\"\n\nThe raven watches you silently from the bust of Pallas.\n\nAn icy gust from the window sends the curtains reeling.", "endoftext": false }, { "action": "You read the pharmacopia", "response": "You hunt feverishly through the pages of Adams' Pharmacopia, and discover:\n\n\"Peyote, a cactus found on the American continent, when dried in \"button\" form has remarkable properties of provoking visionary states of mind and has been used extensively by native shamans in magical rituals, where it is said to provide great wisdom and insight. It does not induce sleep, however, which makes its use all the more controversial.\"\n\nThe raven caws. \"Nevermore!\"", "endoftext": false }, { "action": "You continue", "response": "You hunt feverishly through the pages of Adams' Pharmacopia, and discover:\n\n\"The leaf of the coca plant is a mild stimulant and is most effective when prepared as a herbal tonic for the refreshment of body and mind during times of great fatigue. However, excessive use without pause for recuperation of stamina may cause mental or bodily collapse.\"\n\nThe raven eyes you balefully.", "endoftext": false }, { "action": "You keep going", "response": "You hunt feverishly through the pages of Adams' Pharmacopia, and discover:\n\n\"Opium is beneficial generally as an hypnotic and sedative; it induces a state of sleepfulness and promotes vivid and imaginative dreams. It has few side effects beyond the occasional tendency toward hallucinations and sleepwalking, though care should be taken not to prescribe it for long periods. In times of extreme stress and panic it can be an essential restorative to calm the mind.\"\n\nThe raven caws. \"Nevermore!\"\n\nThe curtains billow gently in the draft.", "endoftext": false }, { "action": "You keep going", "response": "You hunt feverishly through the pages of Adams' Pharmacopia, and discover:\n\n\"The leaf of the coca plant is a mild stimulant and is most effective when prepared as a herbal tonic for the refreshment of body and mind during times of great fatigue. However, excessive use without pause for recuperation of stamina may cause mental or bodily collapse.\"\n\nThe raven eyes you balefully.\n\nThe curtains move softly, caressed by the breeze.", "endoftext": false }, { "action": "You read vita", "response": "You hunt feverishly through the pages of Ex Sanguine Vita, and discover:\n\n\"That \"the Life is in the Blood\" is no idle saying; it is the Foundation of all that the Art seeks to work on Earth, under the Heavens.\"\n\nThe raven preens its feathers.", "endoftext": false }, { "action": "Continue", "response": "You hunt feverishly through the pages of Ex Sanguine Vita, and discover:\n\n\"Blood of the Sacrifice, being a most Efficacious Remedy for the Restitution of things Lost and the means of their Return; it is Substance of Absence, Substance of Presence, Water of the Heart, and the Beloved Ash, all upon Desire.\"\n\n(This entire paragraph has been heavily underlined.)\n\nThe raven preens its feathers.", "endoftext": false }, { "action": "You continue", "response": "You hunt feverishly through the pages of Ex Sanguine Vita, and discover:\n\n\"The Elements of the Earth, that is, of the Life, are not to be mixed with those of Heaven; they are to remain Apart, in a Vessel called and chosen for themselves. That is their place and portion.\"\n\nThe raven caws. \"Nevermore!\"\n\nAn icy gust from the window sends the curtains reeling.", "endoftext": false }, { "action": "Hint", "response": "N = next subject P = previous RETURN = read subject Q = resume game\n\n> Beginnings\nStudy\nHall\nDrugs\nBooks\nRaven\nLightning\nBlood and Tears\nLaboratory\nRitual\nEndgame", "endoftext": false }, { "action": "No", "response": "HOME ]", "endoftext": true } ]
0gp3my5d5wi0owtu
Book and Volume
Nick Montfort
[ "Science Fiction" ]
[ "city", "time limit", "Xyzzy Awards 2005" ]
2,005
[ 2, 5, 6, 0, 0 ]
13
3.692308
20110401
false
[ { "action": "%", "response": "an [auto mata] release\n\n>I Introduction to interactive fiction\n>A Author's note and acknowledgments\n>L License information\n\n>R Restore a previous session\n>B Begin a new session", "endoftext": false }, { "action": "B.", "response": "Your pager tickles you awake.\n\nUpstairs in the house of your childhood, in your room, and it must be time for school because -- no, it's the weekend, you remember, but your alarm is going off anyway. You should have been awake already. You're going to miss the bus. Your mother climbs in the window. You're dreaming.\n\nYou're a grown-up: It opens to you again, a sluggish window summoned by a mouse click. Waking up now in your own apartment, your new apartment. Your pager is buzzing and vibrating both, serious. It is in fact the weekend, but you're not in elementary school. No one is crawling in through the window. You're a system administrator for nWare. Waking up urgently, here in nTopia.\n\nThe constellations on the ceiling are as you left them: Pisces, Cetus, Aquarius, and the ones without celestial referent, left by some crazed astronomer in residence here before you. What could you call them? The Cradle, The Way, The Burning Book...\n\nThey're still glowing, too. Must not have napped for long.", "endoftext": false }, { "action": "You examine the Pisces", "response": "If your milky memories of astronomy class serve, the glow-in-the-dark stars seem not just slapped on at random but willfully misconfigured. They lend the place some sort of character, though an Escher poster would be hip in comparison.\n\nThe pager buzzes and jars you, its motor driven to disrupt and demand attention. This is no Harry Potter broomstick.", "endoftext": false }, { "action": "You get up", "response": "You get off the couch.\n\nThe pager vibrates like it's repeatedly tapping you to get your attention, and it buzzes gratingly.", "endoftext": false }, { "action": "You answer pager", "response": "You can't help but listen to the buzzing. As for listening to messages, you usually do that by manipulating the pager's elegant user interface.\n\nThe buzzing of the pager continues. You are tooth to the dental drill of the device.", "endoftext": false }, { "action": "You examine pager", "response": "It's too dark too see, like inside of a dog.", "endoftext": false }, { "action": "You look at the pager", "response": "It's too dark too see, like inside of a dog.\n\nYou return to lucidity for what is going to be a very brief moment, unless you make the pager stop buzzing and vibrating.", "endoftext": false }, { "action": "You turn on the light", "response": "You switch the light on.\n\nAlthough almost unfurnished, since you've been here only a few days and haven't had time to settle in, the place is more Fight Club than Shade: young, urbane, professional. It's yours, though. It's your residential canister. Your lime-green couch is against the longest wall. And it looks like we also have your nLap 500 and a heap of clothes.", "endoftext": false }, { "action": "You look at the pager", "response": "Cell phones are ubiquitous in nTopia, and your pager is a sort of funky, retro sheriff's badge among them. Press the gray button there, and any voice messages you have will play; hold the button to erase them. The vibration and buzzing mean that an urgent message, or one the sender thought was urgent, has arrived and has not yet been played.\n\nYour nRich cybercash chip is installed in your pager, along with your nPediment identifier tag for keyless entry, the same one that most of your co-workers have installed in their phones, wallets, or upper arms.\n\nThe pager's buzzing and vibration seems to have set up a sort of resonance in your body, which reacts like the Tacoma Narrows Bridge.", "endoftext": false }, { "action": "You press the button", "response": "A beep issues from the pager, then a voice:\n\nNet extremely hoseled. Engine team being hideously masticated by this outage. Demo rapidly approaching. Get to the cages. Reboot the servers. Hasten. Do not rest. Please. All five of them. Email me to confirm you're heading out to do this. Please. Engine boys are going to run off and leap the railing if the network isn't restored.\n\nThe frenetic voice is definitely that of your boss, Wilbur.", "endoftext": true }, { "action": "You look around", "response": "It's your residential canister. Your lime-green couch is against the longest wall. And it looks like we also have your nLap 500 and a heap of clothes.", "endoftext": false }, { "action": "You turn on nLap", "response": "It is already on, although it's in sleep mode.", "endoftext": false }, { "action": "You look at nLap", "response": "It's the nLap 500, tool of legend. Built-in Blacktooth and 811.02, twelve hours of battery life, Optidrive, ten-inch Crispicleer display and a tasty butterfly keyboard. Best to not even think about the processor and memory, since you'd rather not fall to your knees immediately in grateful tears.\n\nYour computer is ergonomically closed.", "endoftext": false }, { "action": "You wake nLap", "response": "That can only be done to a higher organism.", "endoftext": false }, { "action": "You open the computer", "response": "You open the nLap 500, which wakes the moment it begins to unfold. A window slams open. Ass. Complete ass. The red stapler appears.\n\nWelcome to nSys! I'm Stan! Oop, I don't know your name yet! Please tell me your first name!\n\n:", "endoftext": false }, { "action": "Floyd montfort", "response": "The desktop flashes light blue for a moment.\n\n\"Stan\" steadies his metal jaw and winks out of sight.\n\nYour boon companion \"Stan\" has somehow reset himself like that three times already. Fortunately he -- it -- only forgets your name in the process.", "endoftext": false }, { "action": "You use the computer", "response": "You dash off a quick and reassuring email to Wilbur.\n\nA compulsive glance at the text file that holds your notes reassures you about the locations of the five servers: Wendy, at RelOfCoTn, Abalone and Second; Nora, in the airport; Ester, in the East Berm; Sophie, in City Hall, on the south end of Main; and Cindy, in F7 on the main campus.\n\nNot that you have a great sense of direction and remember exactly how to get to all of those places, but nTopia is pretty small -- you'll find them.", "endoftext": false }, { "action": "You get up", "response": "You switch the light off as you leave. The door swings shut after you.\n\nThe palate-cleansing corridor that leads to your apartment.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying your pager and your key.", "endoftext": false }, { "action": "You get nLap", "response": "You conduct the acquisition.", "endoftext": true }, { "action": "Describe the surroundings", "response": "It's your residential canister. Your lime-green couch is against the longest wall. And it looks like we also have a heap of clothes.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying your nLap 500, your pager, and your key.", "endoftext": false }, { "action": "You go outside", "response": "You switch the light off as you leave. The door swings shut after you.\n\nThe palate-cleansing corridor that leads to your apartment.", "endoftext": false }, { "action": "You lock the door", "response": "... What do you want to lock the door with?", "endoftext": false }, { "action": "You lock the door with the key", "response": "The door conveniently locks when it is closed.", "endoftext": false }, { "action": "You go north", "response": "The old-style lock opens to you with already-practiced ease, and you walk in. You switch the light on.\n\nIt's your residential canister. Your lime-green couch is against the longest wall. And it looks like we also have a heap of clothes.", "endoftext": false }, { "action": "You go outside", "response": "There's more than one exit. Specify a direction to take one of them.", "endoftext": true }, { "action": "Go downwards", "response": "Clean, if not homey. The doorman waits in a Plexiglas cube that looks curiously bulletproof.", "endoftext": false }, { "action": "You examine the doorman", "response": "You've seen him here before. An intensely distracted and friendly-looking guy of middle age, probably of New Mexican or Mexican ancestry.", "endoftext": false }, { "action": "You examine the doorman", "response": "He's staring at the far wall intently, as if deciphering SETI data.", "endoftext": false }, { "action": "You go to the northeast", "response": "Onward, into the intentional city. nWare crafted it well -- built from the ground up with security and scalability in mind, it's fully pedestrianized but hums, almost full-size, like a city center.\n\nThe night sky is completely cloudless. The dry warmth of the air hints at the desert that surrounds nTopia.\n\nYour apartment building is on the southwest corner. Opposite it is a windowless, blocky building. On the southeast corner Pharmicopia sprawls. Otto's Automat is to the northwest.\n\nA window pops up in the lower right corner of your nLap. In it, the uncanny red stapler wiggles its hinged head to the accompaniment of a cheery robot voice:\n\nI see you're outside! Hey, the nice thing about this city is that it uses the grid system, so you can just go NORTH, EAST, SOUTH, or WEST, and you'll pretty much always end up somewhere else!\n\nThe window winks away.", "endoftext": false }, { "action": "You go north", "response": "You head north on Abalone...\n\nA multi-level grocery store dominates the northeast corner, occupying the whole side of the block from here to Second. A windowless building, this one with a logo like a fork of lightning, is southeast. A shrouded establishment called \"Gelatinous Cube\" is southwest. On the final corner is a Starbucks.", "endoftext": false }, { "action": "You go to the north", "response": "You head north on Abalone...\n\nA familiar whiff rustles a flood of memories free.\n\nWell, not a flood, maybe. But there was that pepperoni and mushroom thin-crust you consumed right after moving in, after solving the difficult solid geometry puzzle posed by your doorway and your one piece of legacy, non-flat-pack furniture. The movers went away shaking their heads that afternoon. You did the Snoopy dance of triumph.\n\nProud Pie is on the northeast corner. The multi-level grocery store to the southeast spans the block down Abalone. To the southwest is the concrete RelOfCoTn building, a typical nWare structure. An apartment building, The Peachtree, is northwest.\n\nA bicyclist hurtles by, speaking Spanish on a hands-free phone.", "endoftext": false }, { "action": "Go southwest", "response": "You head into the building and over to the server room.\n\nThere are racks and racks, with the usual drop ceiling and raised floor one finds in the upscale server room. And it looks like we also have Wendy.", "endoftext": false }, { "action": "You examine wendy", "response": "It's a box that powers Engine's network, an nSure 3000. Bristling like a brain in a vat, this 10U monster can perform the functions of a few racks full of specialized Crisco hardware with herculean ease. Except it can't do that after it has crashed. A red button, deeply recessed to avoid accidental activation, is the only visible control.", "endoftext": false }, { "action": "Examine button", "response": "( That is, \"examine the server's red button.\" )\n\nJust as the trash can is the one essential piece of office furniture, the reset switch is the one essential feature of an nWare server.", "endoftext": false }, { "action": "You press the button", "response": "( That is, \"press the server's red button.\" )\n\nThe button clicks in. As you release it, the box falls silent and dark for a moment, then begins to power back up.\n\nYou get that satisfied feeling that you usually get after accomplishing a work-related task.", "endoftext": false }, { "action": "You look at Wendy", "response": "This is an nSure 3000, one of five that powers Engine's network. It's got a red button on it.", "endoftext": false }, { "action": "You go to the northeast", "response": "Proud Pie is on the northeast corner. The multi-level grocery store to the southeast spans the block down Abalone. To the southwest is the concrete RelOfCoTn building, a typical nWare structure. An apartment building, The Peachtree, is northwest.", "endoftext": false }, { "action": "You go north", "response": "You head north on Abalone...\n\nThe clothing store Niche Threads is to the northeast, while a fire station, sporting the double oddity of two garage doors, is across from it on the southeast corner. To the southwest is the tall, cylindrical, and multicolored Medical Center Plaza. What dominates the intersection, though, is that even more striking and unusual pushpin of the swooping MuseRoom, to the northwest.", "endoftext": false }, { "action": "You go north", "response": "You head north on Abalone...\n\nYou haven't been missing anything in this corner of town. The earth of the West Berm is heaped right up against the tall airport wall to the north, making this just a big dead-end alley.\n\nTwo indistinguishable warehouses flank Abalone Street to the south.\n\nCarrie Fisher appears more or less in front of you, in flowing robes, and begins to crouch down.", "endoftext": false }, { "action": "You look at Carrie", "response": "To all appearances, it's actually Carrie Fisher.\n\nCarrie Fisher seems to go out of tune for a moment. Quite suddenly, she's wearing a slave-girl costume and looking rather surprised.", "endoftext": false }, { "action": "Kiss carrie", "response": "This occurrence is absolutely stunning.\n\nCarrie Fisher flickers and disappears.\n\nA woman wearing some small display on her glasses pushes herself past on a Razor scooter, dictating Python into a headset.", "endoftext": false }, { "action": "Go north", "response": "The immense metal wall of the airport is interposed as if there were Palestinians on the other side. Or perhaps you're the Palestinian. You won't get over it.", "endoftext": false }, { "action": "Go east", "response": "You head east on Front Street...\n\nIt's the gateway to nTopia. The airport is north through a tall rectangular arch that is topped with red flashing lights. On the southeast corner is the visitor center. Southwest is a Starbucks.\n\nA window pops up in the lower right corner of your nLap. In it, the uncanny red stapler wiggles its hinged head to the accompaniment of a cheery robot voice:\n\nHey! Just letting you know! If you're not tickling the user interface or doing something like compiling a program, you can, you know, close the computer and save the battery a bit.\n\nThe window winks away.", "endoftext": false }, { "action": "Close computer", "response": "You close the nLap 500.", "endoftext": false }, { "action": "Go north", "response": "nAir flies direct from here to Seattle, San Jose, Austin, and Boston, with trips to less geeky destinations being more circuitous. They seem to have forgotten to give this place the air of a big-city airport. It looks more like a large metal barn, with little but a kiosk in this main space.\n\nPast security, to the north, you can see a handful of gates, which are actually gates in a fence. A subtle door to the east leads to the Airport's server room.", "endoftext": false }, { "action": "Go east", "response": "You head through the door and into the server room.\n\nRaised floor, drop ceiling, and racks all around instead of walls make this place seem pretty comfy, at least if you're a patch cable. And it looks like we also have Nora.", "endoftext": false }, { "action": "You examine Nora", "response": "This nSure 3000 looks a lot like Wendy.", "endoftext": true }, { "action": "Look around", "response": "Raised floor, drop ceiling, and racks all around instead of walls make this place seem pretty comfy, at least if you're a patch cable. And it looks like we also have Nora.", "endoftext": false }, { "action": "Go west", "response": "You head out through the door.\n\nnAir flies direct from here to Seattle, San Jose, Austin, and Boston, with trips to less geeky destinations being more circuitous. They seem to have forgotten to give this place the air of a big-city airport. It looks more like a large metal barn, with little but a kiosk in this main space.\n\nPast security, to the north, you can see a handful of gates, which are actually gates in a fence. A subtle door to the east leads to the Airport's server room.", "endoftext": false }, { "action": "Go south", "response": "It's the gateway to nTopia. The airport is north through a tall rectangular arch that is topped with red flashing lights. On the southeast corner is the visitor center. Southwest is a Starbucks.\n\nAn enormous but rather well-behaved gorilla strides to the middle of the area, brandishing what looks like a giant can of Jolt Cola.", "endoftext": false }, { "action": "You go east", "response": "You head east on Front Street...\n\nEven Main Street has nothing but a pair of warehouses on this end, where it meets Front Street. The airport wall is north.\n\nA bicyclist hurtles by, speaking Spanish on a hands-free phone.", "endoftext": false }, { "action": "You go to the east", "response": "You head east on Front Street...\n\nFront Street continues its run alongside the airport. There is a warehouse on the southwest corner. Excitement is in store on the southeast corner, where a walled-off construction site is plastered with \"Coming Soon: Mall of nTopia!\" signs.", "endoftext": false }, { "action": "Go east", "response": "You head east on Front Street...\n\nGhetto, hood, barrio -- they all seem a lot catchier than \"housing for construction and infrastructure employees.\" If your skill at rebooting computers had been classified differently, you might have ended up living in this part of town. With the empty strip of sand there. And so much farther away from the arcade.\n\nIn a seedier version of this city, a version of you that was skilled in martial arts might come here for some practice before tournaments. The city goes no further north or east. There's just Front Lodge to the southwest.", "endoftext": false }, { "action": "Go east", "response": "There's nowhere to go. Past a small patch of desert that is no doubt reserved for future construction, the city ends at the East Berm.", "endoftext": false }, { "action": "Go south", "response": "You head south on Urchin...\n\nFirst Lodge is on the northwest corner. The nWare Media Campus is southwest of here, but there's no way onto campus from this intersection.", "endoftext": false }, { "action": "You go to the south", "response": "You head south on Urchin...\n\nThe path to the west looks as nice as all the other campus walkways, but this is clearly an alley at the edge of town.", "endoftext": false }, { "action": "Go south", "response": "You head south on Urchin...\n\nThe eastern edge of the city looks like a long, empty parking lot. The path onto campus to the west is typically impressive, though. There's a subtle brown door to the east here, set right in the dirt of the East Berm.", "endoftext": false }, { "action": "Go east", "response": "You head through the door and into the server room.\n\nMuch like other server rooms in this world of ours: racks, raised floor, drop ceiling. It seems to have been made a bit more spacious than it needs to be. Perhaps that was done to keep you from thinking about the fact that the room is buried in a large heap of earth for no apparent reason. And it looks like we also have Ester.", "endoftext": false }, { "action": "You look at Ester", "response": "This nSure 3000 looks a lot like Wendy.", "endoftext": false }, { "action": "You go to the west", "response": "You head out through the door.\n\nThe eastern edge of the city looks like a long, empty parking lot. The path onto campus to the west is typically impressive, though. There's a subtle brown door to the east here, set right in the dirt of the East Berm.", "endoftext": false }, { "action": "Go south", "response": "You head south on Urchin...\n\nThis particularly desolate spot on the eastern edge of town has an empty lot to the southwest and the boundary of the nWare Media Campus, offering no entrance, to the northwest. The lot has a chain link fence around it.", "endoftext": false }, { "action": "Go south", "response": "You head south on Urchin...\n\nA convenience store, ShopLite, is on the southwest corner, here at the eastern end of nTopia. There's an empty lot, ringed with a chain-link fence, to the northwest.\n\nA bearded figure wearing glasses and a Hawaiian shirt is very suddenly standing aways to your left, as if he just appeared there.", "endoftext": false }, { "action": "You examine the figure", "response": "To all appearances, it's actually a bearded guy.\n\nAt the second glance, there's no mistaking it. You recognize him from that Con however many years ago. It's Gary Gygax.", "endoftext": false }, { "action": "You hit Gygax", "response": "This occurrence is absolutely stunning.\n\nGary Gygax twists one hand over the other and, somehow, vanishes.", "endoftext": false }, { "action": "You go to the west", "response": "You head west on Fifth Street...\n\nThe eastern corners are occupied by the two nicest residential options in town, The Maple Copse and Yew Village. City Hall has a face turned this way to the southwest. On the northwest corner are the colors and leafy tufts of the city gardens.", "endoftext": false }, { "action": "Go southwest", "response": "The interior walls are of parquet hardwood, which would be the most remarkable thing about most city halls, but here we have this full-size diorama in the middle of the lobby with animatrons of Benjamin Franklin, John von Neumann, and nWare's monarchically wealthy founder, shellf.\n\nThere's also a subtle door here to the southeast, which wouldn't be noticeable to an onlooker who wasn't in the know.", "endoftext": false }, { "action": "You go southeast", "response": "You head through the door and into the server room.\n\nThere are just the usual racks here. The rest of the room is bare, with the usual drop ceilings and the usual raised floor providing a contrast to the unusual wooden walls outside. And it looks like we also have Sophie.", "endoftext": false }, { "action": "You press the button", "response": "( That is, \"press the server's red button.\" )\n\nThe button clicks in. As you release it, the box falls silent and dark for a moment, then begins to power back up.\n\nYou get that satisfied feeling that you usually get after accomplishing a work-related task.", "endoftext": false }, { "action": "Go northwest", "response": "You head out through the door.\n\nThe interior walls are of parquet hardwood, which would be the most remarkable thing about most city halls, but here we have this full-size diorama in the middle of the lobby with animatrons of Benjamin Franklin, John von Neumann, and shellf.\n\nThere's also a subtle door here to the southeast, which wouldn't be noticeable to an onlooker who wasn't in the know.", "endoftext": false }, { "action": "You look at diorama", "response": "Ah, yes. The diorama. There it is.\n\nYou notice that it has a brass button on it.", "endoftext": false }, { "action": "You look at the stick", "response": "It's an nStick, a proprietary memory storage device. You haven't seen this particular sort before, and it's not going to fit into any of the usual computer suspects -- your nLap or the servers you manage.", "endoftext": false }, { "action": "You take the stick", "response": "As you remove the stick from the diorama, the slot or plug or whatever this thing was in unhelpfully seals itself closed.", "endoftext": false }, { "action": "Go northwest", "response": "The building to the northeast houses \"Scales,\" a restaurant. The government-looking neo-something architecture of City Hall offers an entryway to the southeast. On the southwest corner is \"Wheel-Man,\" a personal transportation dealer. The final business here, to the northwest, is Mailboxes Ultra.\n\nA blue-white cloud rapidly coalesces in the middle of the intersection. As it dissipates, an elegant yet thuggish man steps from it, casually wielding a huge sword.", "endoftext": false }, { "action": "You examine man", "response": "( That is, \"examine the elegant thug.\" )\n\nTo all appearances, it's actually an elegant thug.\n\nAs the thug looks around without seeming to see you or anything else, something assures you, as blatantly as a Queen soundtrack would, that this is Christopher Lambert.", "endoftext": false }, { "action": "You examine Lambert", "response": "To all appearances, it's actually Christopher Lambert.\n\nA tremendous lightning strike suddenly intersects Christopher Lambert and either toasts him, or, if you're inclined to a more generous interpretation of the event, teleports him away.", "endoftext": false }, { "action": "Go north", "response": "You head north on Main...\n\nOne corner of the nWare Media Campus is to the northeast, where a path affords entrance. A Starbucks is on the southeast corner. There is a coffeehouse called \"Independent Grounds\" to the southwest. Another Starbucks is on the northwest corner.", "endoftext": false }, { "action": "You go northeast", "response": "The south part of the campus is deceptively pleasant, with nWare Media buildings scattered about. You particularly note F7, which you're cleared to enter, to the northwest.\n\nYour stomach speaks to you in twangs of pain. Although you don't know Morse code, the jist of the message is that it would be a good idea to get something to eat soon.", "endoftext": false }, { "action": "You go to the northwest", "response": "The raised floor is charcoal in color -- it's the sort seen in all nWare buildings that house really official business. The racks all around are also especially businesslike. And it looks like we also have Cindy.", "endoftext": false }, { "action": "You examine the pager", "response": "Cell phones are ubiquitous in nTopia, and your pager is a sort of funky, retro sheriff's badge among them. Press the gray button there, and any voice messages you have will play; hold the button to erase them.\n\nYour nRich cybercash chip is installed in your pager, along with your nPediment identifier tag for keyless entry, the same one that most of your co-workers have installed in their phones, wallets, or upper arms.", "endoftext": false }, { "action": "Go southwest", "response": "You can't go that way.\n\nHere we go again. Your pager goes off in its usual buzzing, vibrating fit.\n\nThe pager buzzes and jars you, its motor driven to disrupt and demand attention.", "endoftext": false }, { "action": "You open the laptop", "response": "You open the nLap 500, which wakes the moment it begins to unfold. You hear a cheery robot voice almost immediately.\n\nIt looks like you're trying to open -- oop! You got it.\n\nAs you swing the screen into place, you catch a glimpse of a window blinking away.", "endoftext": false }, { "action": "You use the computer", "response": "( That is, \"use Cindy.\" )\n\nCindy hasn't been dumbed down enough to be used in only one way.", "endoftext": false }, { "action": "Leave", "response": "The south part of the campus is deceptively pleasant, with nWare Media buildings scattered about. You particularly note F7, which you're cleared to enter, to the northwest.\n\nA metallic sound, a twinkling like a dozen will-o-the-wisps, and then Leonard Nimoy is standing about three feet above the ground, wearing jeans and a black turtleneck.\n\nA window pops up in the lower right corner of your nLap. In it, the uncanny red stapler wiggles its hinged head to the accompaniment of a cheery robot voice:\n\nHey, this looks like the nWare media campus! This place is where other helpful entities like me are being developed, along with a lot of other really cool stuff!\n\nThe window winks away.", "endoftext": false }, { "action": "You use computer", "response": "Complete ass. An automated email tells you that a new very critical internal intensive update has been issued, which means you'll have to download it, compile it here on the nLap -- the only place you've got the build environment set up -- and then apply it to all five servers. Fortunately you can do that remotely. Unfortunately this thing will probably take ten minutes to download and four hours to compile.\n\nOkay, that's an exaggeration. It will probably take eight minutes to download and maybe two and a half hours to compile.\n\nYou start the download.\n\nLeonard Nimoy looks around calmly and raises an eyebrow. His whole body raises and lowers itself, too, finally coming to rest on the ground.", "endoftext": false }, { "action": "Go west", "response": "You head west on Third Street...\n\nMain runs along the western edge of the nWare Media Campus. Northwest of here, a bit of parkland holds the nWare store, a multi-story glass cube. The concrete structure to the southwest, labeled \"Supreme Food Court,\" is less impressive.", "endoftext": false }, { "action": "Go southwest", "response": "The Supreme Food Court is not open right now. Looks like it opens at ten.", "endoftext": false }, { "action": "You go west", "response": "You head west on Third Street...\n\nTo the northeast are the miniature tree-spotted hills of nTopia's park. On the southeast corner is the police station. A Starbucks is on the southwest corner. Neon signs and flashing screens glint from the establishment to the northwest, Arcadia Ego.", "endoftext": false }, { "action": "You go west", "response": "You head west on Third Street...\n\nA multi-level grocery store dominates the northeast corner, occupying the whole side of the block from here to Second. A windowless building, this one with a logo like a fork of lightning, is southeast. A shrouded establishment called \"Gelatinous Cube\" is southwest. On the final corner is a Starbucks.", "endoftext": false }, { "action": "Go north", "response": "You head north on Abalone...\n\nProud Pie is on the northeast corner. The multi-level grocery store to the southeast spans the block down Abalone. To the southwest is the concrete RelOfCoTn building, a typical nWare structure. An apartment building, The Peachtree, is northwest.", "endoftext": false }, { "action": "Go northeast", "response": "Magenta color. A bouquet of dough and cheese with smoky nuance and a touch of pepper. Hints of oak, leather, and plastic. The finish is long and satisfying.\n\nSince you were here last, they seem to have installed a man-sized stuffed mouse in one corner.", "endoftext": false }, { "action": "You examine mouse", "response": "After you pull your attention away from the hideous rictus the mouse wears, you notice that there's a panel on the creature's back that is open and streaming with wires. It must be some sort of robot entertainer.\n\n\"Man, we ordered DDR and they sent that thing,\" some guy calls from behind the counter. \"Can you believe it?\"\n\nThat must have been a rhetorical question, as the guy proceeds to slip away out of sight.", "endoftext": true }, { "action": "You look at your surroundings", "response": "So, it's a pizza place. With a huge fake mouse in one corner. And it smells pretty nice.", "endoftext": false }, { "action": "You use the computer", "response": "Great, great. Downloaded. You fiddle with the makefile a bit and then kick off the build.\n\nYour nTerm fills with the kind of stuff that viewers of The Matrix thought was sexy, for some reason. Hopefully this will go without a hitch and be done in ... whenever.", "endoftext": false }, { "action": "You buy the food", "response": "Food does seem like a good idea. You order some and prepare to focus completely on the meal, like Martha Stewart on her salad...\n\nA guy you met during new employee reorientation -- Knut, you think his name is -- furtively joins you as you're dining. He looks even more feverish and high-strung than he did a few days ago.\n\n\"Hi. Hi again. Gotta tell. Tell you something.\"\n\n\"Reality. Illusion. Theme is reality versus illusion. Must discern reality. And illusion.\"\n\n\"Behind a small plate I have placed it. In F2, the downstairs lab. Hopefully you can get into F2. I have placed the device. The device you will need. The magic helmet.\"\n\nKnut tilts forward as if he was going to relate to you some ultimate secret, then, surprisingly, bolts away and out the door. He's long gone before you even manage to conceive of pursuing him, so you turn back to your meal.\n\nYou conclude your culinary experience.", "endoftext": false }, { "action": "You use nLap", "response": "Your nTerm is still flickering along, so the update must be compiling properly. You read a bit more of that fascinating thread about the ethics of patenting an overclocking technique.", "endoftext": false }, { "action": "You go southwest", "response": "Proud Pie is on the northeast corner. The multi-level grocery store to the southeast spans the block down Abalone. To the southwest is the concrete RelOfCoTn building, a typical nWare structure. An apartment building, The Peachtree, is northwest.", "endoftext": false }, { "action": "Go east", "response": "You head east on Second Street...\n\nThe marquee of the Bastion Theater is northeast and the blank stare of 0th Bank diagonally across to the southwest. Speaking of the Southwest, the bad Southwestern art of the Coyote and Crown howls from the northwest corner. A pleasant absence of city is southeast, where the fake hills of nTopia's park roll.", "endoftext": false }, { "action": "Go east", "response": "You head east on Second Street...\n\nMain runs along the west edge of the nWare Media Campus. To the northwest is a Starbucks. The glass cube of the nWare Store sits on a park-like plot to the southwest.", "endoftext": false }, { "action": "Go east", "response": "You head east on Second Street...\n\nYou didn't get a great look around here during your on-site interview, since the wiry guy walking with you was enthusiastically posing an elaborate problem in queueing theory. Luckily you were able to convince him that your mind can flex in the nWare way.\n\nThe north part of the campus is deceptively pleasant, with nWare Media buildings scattered about.", "endoftext": false }, { "action": "You go east", "response": "You head east on Second Street...\n\nThe path to the west looks as nice as all the other campus walkways, but this is clearly an alley at the edge of town.", "endoftext": false }, { "action": "Go south", "response": "You head south on Urchin...\n\nThe eastern edge of the city looks like a long, empty parking lot. The path onto campus to the west is typically impressive, though. There's a subtle brown door to the east here, set right in the dirt of the East Berm.", "endoftext": false }, { "action": "Go west", "response": "You head west on Third Street...\n\nThe south part of the campus is deceptively pleasant, with nWare Media buildings scattered about. You particularly note F7, which you're cleared to enter, to the northwest.", "endoftext": false }, { "action": "Go south", "response": "You head south on Octopus...\n\nThe nWare Media Campus is north; Octopus turns into the campus's main path on the north side of Fourth Street. To the southwest are the city's gardens, complementing the green of the campus with other herbifarous colors. A store called \"Beverage Rack\" is to the southeast.\n\nA man and woman ride by on a tandem bicycle, with a toddler riding in a sidecar.", "endoftext": false }, { "action": "You go north", "response": "You head north on Octopus...\n\nThe south part of the campus is deceptively pleasant, with nWare Media buildings scattered about. You particularly note F7, which you're cleared to enter, to the northwest.", "endoftext": false }, { "action": "Go northwest", "response": "A Starbucks is to the northeast. The post office on the southwest corner looks as distinguished as a mausoleum. The urban idiom fails on the northwest corner, where a restaurant sits like a ranch house on a little plot of desert. Opposite it, a path leads onto the nWare Media Campus.\n\nSleep attempts to settle down upon you like a blanket that you keep kicking off. If the time leading up to the demo wasn't so hectic, you'd be hitting the sack about now.", "endoftext": false }, { "action": "Go northeast", "response": "You're not cleared to enter the building over there. Although you work for nWare, the subdivisions of the Media division are pretty much walled off from each other.", "endoftext": false }, { "action": "You examine the buildings", "response": "Upon closer inspection, the city's buildings still seem to be buildings. To look at a particular one, specify one.", "endoftext": false }, { "action": "You go to the south", "response": "The south part of the campus is deceptively pleasant, with nWare Media buildings scattered about. You particularly note F7, which you're cleared to enter, to the northwest.", "endoftext": false }, { "action": "You go to the northwest", "response": "The raised floor is charcoal in color -- it's the sort seen in all nWare buildings that house really official business. The racks all around are also especially businesslike. And it looks like we also have Cindy.", "endoftext": false }, { "action": "Open floor", "response": "The raised floor is made to open up, but you would have to have the appropriate tool for the job.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying an nStick, your nLap 500, your pager, and your key.", "endoftext": false }, { "action": "You use nLap", "response": "Your nTerm is still flickering along, so the update must be compiling properly. You download and watch another hilarious reality-based video snippet of mobile robots guarding a warehouse.", "endoftext": false }, { "action": "Go northwest", "response": "The nWare Store is not open right now. Looks like it opens at ten.", "endoftext": false }, { "action": "You go south", "response": "You head south on Main...\n\nOne corner of the nWare Media Campus is to the northeast, where a path affords entrance. A Starbucks is on the southeast corner. There is a coffeehouse called \"Independent Grounds\" to the southwest. Another Starbucks is on the northwest corner.", "endoftext": false }, { "action": "Go south", "response": "You head south on Main...\n\nThe building to the northeast houses \"Scales,\" a restaurant. The government-looking neo-something architecture of City Hall offers an entryway to the southeast. On the southwest corner is \"Wheel-Man,\" a personal transportation dealer. The final business here, to the northwest, is Mailboxes Ultra.", "endoftext": false }, { "action": "Go northwest", "response": "The Mailboxes Ultra is not open right now. Looks like it opens at seven thirty.", "endoftext": false }, { "action": "You examine the pager", "response": "There's nothing really wacky about it. Press the gray button: messages play. Hold it: they are erased.", "endoftext": false }, { "action": "You ask nLap for the time", "response": "That can only be done to a higher organism.", "endoftext": false }, { "action": "You hold the button", "response": "The pager emits a low beep after you hold the button down for about a second and a half.", "endoftext": false }, { "action": "Go west", "response": "You head west on Fifth Street...\n\nA wisp of grilled beast lingers around Public Char, to the northeast. A Starbucks is on the southeast corner. A complex of tall apartment buildings, The Planar Forest, is southwest. To the northwest is a shoe store.", "endoftext": false }, { "action": "Go west", "response": "You head west on Fifth Street...\n\nYour apartment building is on the southwest corner. Opposite it is a windowless, blocky building. On the southeast corner Pharmicopia sprawls. Otto's Automat is to the northwest.", "endoftext": false }, { "action": "You go southeast", "response": "The white, high-ceilinged place is run through with cliffs of boxed-up blister packs. Around the edges are toys, books, even a selection of electronic gadgets and gizmos and such, along with small appliances. Ringed within these are household and personal supplies, while nearest the core -- by the enclosure where the pharmacists and their attendants no doubt circulate -- are the brand-name over-the-counter philters of vibrant color, along with the alternatives: vitamins, herbs, and homeopathic dilutions.\n\nAs you walk in, some punky-looking teenagers file out past you.\n\n\"That is totally what my mom has been doing,\" one of them says, \"Crazy weird apocalypse stuff. It's entirely a Watchmen situation, what else could it be? Best thing would be to clear out before whoever the Ozymandias dude is lays down the smack. Maybe go to Tokyo.\"", "endoftext": false }, { "action": "You buy the painkiller", "response": "You are gripped by paralysis, unable to decide where to begin or end your shopping spree. After you breathe for a moment, the panic subsides. Perhaps you'll be able to go and shop after the stress of the demo has passed.", "endoftext": true }, { "action": "You describe your surroundings", "response": "At the center is the inner pharmacy of prescription drugs, with over-the-counter medicine and more traditional remedies around it and soaps and such in the next ring. Various other goods, ranging from books to toasters, are displayed along the walls.", "endoftext": false }, { "action": "You use computer", "response": "Your nTerm is still flickering along, so the update must be compiling properly. You play a quick game of Minefield, losing, as always.", "endoftext": false }, { "action": "You use the computer", "response": "Your nTerm is still flickering along, so the update must be compiling properly. You download and watch another hilarious reality-based video snippet of mobile robots guarding a warehouse.", "endoftext": false }, { "action": "Go northwest", "response": "Your apartment building is on the southwest corner. Opposite it is a windowless, blocky building. On the southeast corner Pharmicopia sprawls. Otto's Automat is to the northwest.", "endoftext": false }, { "action": "You go southwest", "response": "Clean, if not homey. The doorman waits in a Plexiglas cube that looks curiously bulletproof.\n\nYou're now really pretty tired, such that the phrase \"keel over\" keeps running through your hazy mind.", "endoftext": false }, { "action": "Up", "response": "The palate-cleansing corridor that leads to your apartment.", "endoftext": false }, { "action": "You go inside", "response": "The old-style lock opens to you with already-practiced ease, and you walk in. You switch the light on.\n\nIt's your residential canister. Your lime-green couch is against the longest wall. And it looks like we also have a heap of clothes.", "endoftext": false }, { "action": "Sleep", "response": "Sleep is a great idea, and would be a great state of being for you right now. But even if you have the time to sleep, you aren't on an appropriately cushioned surface.", "endoftext": false }, { "action": "You get on the couch", "response": "You get onto the couch.", "endoftext": false }, { "action": "Sleep", "response": "You release yourself into slumber.\n\nYou feel a bit more rested, at least.\n\nThe pager buzzes and jars you, its motor driven to disrupt and demand attention.", "endoftext": false }, { "action": "You use the computer", "response": "Your nTerm is still flickering along, so the update must be compiling properly. You attempt to reset Gus's password, but get \"UNABLE [562] to acquire resources [e.g., 472, 83] for password reset during download/compile progression\" as a response.", "endoftext": false }, { "action": "You stand", "response": "You get off the couch.", "endoftext": false }, { "action": "Down", "response": "Clean, if not homey. The cube by the doorway is unattended.", "endoftext": false }, { "action": "Go northeast", "response": "Your apartment building is on the southwest corner. Opposite it is a windowless, blocky building. On the southeast corner Pharmicopia sprawls. Otto's Automat is to the northwest.\n\nTwo men on unicycles, the larger one with a third unicycle over his shoulder, wobble along the street and away.", "endoftext": false }, { "action": "Go east", "response": "You head east on Fifth Street...\n\nTo the northeast is Public Char. A Starbucks is on the southeast corner. A complex of tall apartment buildings, The Planar Forest, is southwest. To the northwest is a shoe store.", "endoftext": false }, { "action": "You go to the east", "response": "You head east on Fifth Street...\n\nThe building to the northeast houses \"Scales,\" a restaurant. The government-looking neo-something architecture of City Hall offers an entryway to the southeast. On the southwest corner is \"Wheel-Man,\" a personal transportation dealer. The final business here, to the northwest, is Mailboxes Ultra.", "endoftext": false }, { "action": "You go to the east", "response": "You head east on Fifth Street...\n\nThe eastern corners are occupied by the two nicest residential options in town, The Maple Copse and Yew Village. City Hall has a face turned this way to the southwest. On the northwest corner are the colors and leafy tufts of the city gardens.", "endoftext": false }, { "action": "You go north", "response": "You head north on Octopus...\n\nThe nWare Media Campus is north; Octopus turns into the campus's main path on the north side of Fourth Street. To the southwest are the city's gardens, complementing the green of the campus with other herbifarous colors. A store called \"Beverage Rack\" is to the southeast.", "endoftext": false }, { "action": "You go north", "response": "You head north on Octopus...\n\nThe south part of the campus is deceptively pleasant, with nWare Media buildings scattered about. You particularly note F7, which you're cleared to enter, to the northwest.", "endoftext": false }, { "action": "You go to the north", "response": "The north part of the campus is deceptively pleasant, with nWare Media buildings scattered about. Specifically, F2 is to the northeast.", "endoftext": false }, { "action": "You go to the northeast", "response": "This particularly uninviting room may have been included simply to reassure those without proper clearance that they are in the wrong place. To the north is the building's main floor.\n\nAn unwashed hacker paces here fretfully. Noticing you, he freezes and turns. \"I AM GUS,\" he says feverishly, \"AND YOU MUST BEAR MY NEW PASSWORD!\"", "endoftext": false }, { "action": "You ask GUS for the the time", "response": "\"PASSWORD DESIRED NOW,\" he says. He does some quick exercises designed to relax his lumbar region.", "endoftext": false }, { "action": "You use the computer", "response": "Righteous. Everything actually compiled and built successfully. You install the update.\n\nYou get that satisfied feeling that you usually get after accomplishing a work-related task.", "endoftext": false }, { "action": "You use the computer", "response": "Deftly you request a photo of Gus for purposes of positive ID, reset his account, and store in your short-term memory his cryptic-yet-memorable temporary password. Now you just need to share this important bit of information with Gus, and you'll have executed your responsibilities most gloriously.\n\nAnd people wonder why you fantasize about being a astronaut.", "endoftext": false }, { "action": "You give password to Gus", "response": "You tell Gus his cryptic-yet-memorable temporary password.\n\nHis face lights up with some combination of relief and prophetic rapture. He pulls a miniscule PDA from one of the pockets on his photographer's vest and taps happily, presumably gaining access.\n\nYou get that satisfied feeling that you usually get after accomplishing a work-related task.\n\nSome glitch, neurological or digital, causes Gus to scream \"ODYSSEUS\" and run toward the exit. This involves his running right over you, knocking you down. Your head strikes the floor in a painless and consciousness-eliminating way.\n\n\"... tests were, again, all just fine,\" some woman in a doctor costume tells you. Or maybe she is a doctor. You're both walking along an aqua-colored corridor now. There are pictures of semi-rigid airships on the walls. \"You shouldn't have any problems except perhaps for a bit of short-term memory loss, but if you do have any other trouble, come back and tell it to the kiosk. Oh, and you'll want this back.\" She hands you your pager, which, annoyingly, is buzzing and vibrating. \"Take care!\"\n\nYou find yourself here in the lobby.\n\nThe shuffling of those in despair, the rapid, professional pace of the strained nurses and assistants, the occasional groan -- all of these are absent, since this pale green lobby, curiously, holds no one besides yourself. It's also completely without furnishings, except for a kiosk, placed dead center.\n\nRemembering the menu of health insurance options that you were presented, you congratulate yourself on buying the extended warranty on yourself.\n\nThe pager buzzes and jars you, its motor driven to disrupt and demand attention.\n\nA window pops up in the lower right corner of your nLap. In it, the uncanny red stapler wiggles its hinged head to the accompaniment of a cheery robot voice:\n\nHey, this looks like the hospital! This is where you can go if you're sick! If you're really sick, sometimes emergency medical workers will helpfully bring you here!\n\nThe window winks away.", "endoftext": false }, { "action": "Close computer", "response": "You close the nLap 500.", "endoftext": true }, { "action": "You look at your surroundings", "response": "Like a new and never-used aquarium, the lobby. Featuring a kiosk.", "endoftext": false }, { "action": "You go southeast", "response": "The Gap gapes on the northeast corner. A place called \"Ice Planet\" is southeast. To the southwest is a convenience store, ShopLite. The cheerful block of the nTopia Hospital occupies the remaining corner, to the northwest.", "endoftext": false }, { "action": "You go east", "response": "You head east on First Street...\n\nA Starbucks is to the northeast. The post office on the southwest corner looks as distinguished as a mausoleum. The urban idiom fails on the northwest corner, where a restaurant sits like a ranch house on a little plot of desert. Opposite it, a path leads onto the nWare Media Campus.", "endoftext": false }, { "action": "Go southeast", "response": "The north part of the campus is deceptively pleasant, with nWare Media buildings scattered about. Specifically, F2 is to the northeast.", "endoftext": false }, { "action": "Go northeast", "response": "This particularly uninviting room may have been included simply to reassure those without proper clearance that they are in the wrong place. To the north is the building's main floor.", "endoftext": false }, { "action": "You go to the north", "response": "This is a large, open, and curiously empty workspace. Presumably employees come in here with their own laptops and work in some sort of hoteling arrangement, but the place seems rather desolate at the moment. Perhaps the team that uses this space isn't working feverishly for the demo, the way Engine team is. Or perhaps they're just elsewhere, who knows?\n\nThere are racks all around the place. And it looks like we also have the F2 server.", "endoftext": false }, { "action": "You look at the server", "response": "This nSure 3000 looks a lot like Wendy.\n\nOne thing seems pretty funny, though. The machine is hooked up in a completely ass-reversed fashion, or, actually, in a way that's even worse. It just seems to be plugged into itself all over the place. It couldn't actually be doing anything useful, set up like this. This is a fake server, the equivalent of a blank book that is used for interior decorating purposes.", "endoftext": false }, { "action": "You pull the server", "response": "You pull the server towards you a bit and then release it. It falls back into place. The rack next to it slides aside to reveal a stairway, leading down, as if it were the most natural thing in the world.", "endoftext": false }, { "action": "Down", "response": "You are at one end of a vast hall stretching out of sight to the east. The walls are liquid rivers of orange stone, except for one dark patch where the stairway traces a path upward. The hall is filled with wisps of white mist that sway like Voldo from Soul Calibur.", "endoftext": false }, { "action": "Go east", "response": "The orange pulsing walls and sadomasochistic ripples of mist that so disturbingly livened up the west side of this huge room are absent here. This part of the underground space is pretty much bare and white, shaped like a giant Bose speaker. One notable feature is the large black button with a right-pointing triangle on it. Curiously, you also notice a small plate on one of the walls here -- there must have been some method to Knut's madness.", "endoftext": false }, { "action": "Examine button", "response": "( That is, \"examine the black button.\" )\n\nAh, yes. The black button. There it is.", "endoftext": false }, { "action": "You open the plate", "response": "You open the plate, revealing a futuristic helmet.", "endoftext": false }, { "action": "You examine the helmet", "response": "It's a head-enclosing helmet, mirrored on the front. Not the thing you'd want to wear to a formal dinner. Here in nTopia, though, it would probably be a perfectly acceptable accessory. It's discretely labeled \"SimulacCam.\"", "endoftext": false }, { "action": "Wear helmet", "response": "You enclose your head in the blackness of the helmet. An instant and a soft beep later, you can somehow see and hear again. You don't seem to have any trouble breathing in the strange device, and it isn't as uncomfortable as one would imagine.", "endoftext": false }, { "action": "You look", "response": "This part of the underground space is pretty much bare and white, shaped like a giant Bose speaker. One notable feature is the large black button with a right-pointing triangle on it. The metal plate Knut mentioned is here, tilting open.", "endoftext": false }, { "action": "You press the button", "response": "( That is, \"press the black button.\" )\n\nVery well. That was one of the least interesting button-pressing experiences of the past week.", "endoftext": false }, { "action": "Go west", "response": "This is the west end of a cavernous space, all white and oddly-angled. Some sort of studio or research facility, no doubt. A stairway leads up.", "endoftext": false }, { "action": "Up", "response": "This is a large, open, and curiously empty workspace. There are racks all around.\n\nThe one next to the F2 server has moved aside to reveal a stairway leading down.", "endoftext": false }, { "action": "You pull the server", "response": "You give the server a tug towards you. The rack unit slides closed, and it's now as if the hidden stairway were a figment of your imagination.", "endoftext": false }, { "action": "Leave", "response": "This particularly uninviting room may have been included simply to reassure those without proper clearance that they are in the wrong place. To the north is the building's main floor.", "endoftext": false }, { "action": "Go northwest", "response": "A Starbucks is to the northeast. The post office on the southwest corner looks as distinguished as a mausoleum. The urban idiom fails on the northwest corner, where a restaurant sits like a ranch house on a little plot of desert. Opposite it, a path leads onto the nWare Media Campus.\n\nA gray and black designer herd hurries past you, almost at a trot, brandishing picapoles.", "endoftext": false }, { "action": "Go north", "response": "You head north on Main...\n\nEven Main Street has nothing but a pair of warehouses on this end, where it meets Front Street. The airport wall is north.", "endoftext": false }, { "action": "You go to the west", "response": "You head west on Front Street...\n\nIt's the gateway to nTopia. The airport is north through a tall rectangular arch that is topped with red flashing lights. On the southeast corner is the visitor center. Southwest is a Starbucks.", "endoftext": false }, { "action": "Go north", "response": "nAir flies direct from here to Seattle, San Jose, Austin, and Boston, with trips to less geeky destinations being more circuitous. They seem to have forgotten to give this place the air of a big-city airport. It looks more like a large metal barn, with little but a kiosk in this main space.\n\nPast security, to the north, you can see a handful of gates, which are actually gates in a fence. A subtle door to the east leads to the Airport's server room.", "endoftext": false }, { "action": "You press the button", "response": "( That is, \"press the server's red button.\" )\n\nThe button clicks in. As you release it, the box falls silent and dark for a moment, then begins to power back up.\n\nNow it's really rebooted.", "endoftext": false }, { "action": "You examine server", "response": "This nSure 3000 looks a lot like Wendy. Unfortunately, this server is probably now serving as a massive repository of pirated ninja movies. You sure wish you could remember how to turn these things off.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying the SimulacCam (being worn), an nStick, your nLap 500, your pager, and your key.", "endoftext": false }, { "action": "You unplug the server", "response": "Plugging and unplugging things is so 1997.", "endoftext": false }, { "action": "Open nLap", "response": "You open the nLap 500, which wakes the moment it begins to unfold.", "endoftext": false }, { "action": "You use computer", "response": "( That is, \"use Nora.\" )\n\nNora hasn't been dumbed down enough to be used in only one way.", "endoftext": false }, { "action": "You examine Nora", "response": "This nSure 3000 looks a lot like Wendy. Unfortunately, this server is probably now serving as a massive repository of pirated ninja movies. You sure wish you could remember how to turn these things off.\n\nA crackling sound comes, somehow, from all around.\n\nThis is a test of the nTopia civil alert system. If this were actually a --\n\nThe recorded voice breaks off.\n\nATTENTION. This is actually not a test. This is an alert. Severe dust and wind conditions are anticipated. In a calm and orderly fashion, please find shelter indoors, or remain indoors if you are there already, and refer from going outside until further notice. Refrain. Refrain from going outside. Don't be nervous. High risk of death if you don't get indoors. Calmly. Get indoors. Immediately.\n\nThen there is quiet.", "endoftext": false }, { "action": "You turn off Nora", "response": "Once you figure out how to turn this server off, you can do whatever it is that turns this server off, and, as a result, the server will be turned off.\n\nThere's a granular howl from outside.", "endoftext": false }, { "action": "You hold button", "response": "( That is, \"hold the server's red button.\" )\n\nYou hold the server's button in a for a while, and the box whines to a halt, falling silent. When you release the button, the server remains lifeless.\n\nThe harsh whistling sound continues.\n\nYou get that satisfied feeling that you usually get after accomplishing a work-related task.", "endoftext": false }, { "action": "Go south", "response": "You can't go that way.\n\nThe harsh whistling sound continues.", "endoftext": false }, { "action": "Exits", "response": "From here, it looks like it's possible to go west and out.", "endoftext": false }, { "action": "Exit", "response": "You head out through the door.\n\nnAir flies direct from here to Seattle, San Jose, Austin, and Boston, with trips to less geeky destinations being more circuitous. They seem to have forgotten to give this place the air of a big-city airport. It looks more like a large metal barn, with little but a kiosk in this main space.\n\nPast security, to the north, you can see a handful of gates, which are actually gates in a fence. A subtle door to the east leads to the Airport's server room.\n\nThe harsh whistling sound continues. The city outside remains obscured by dust.", "endoftext": false }, { "action": "Go outside", "response": "There's more than one exit. Specify a direction to take one of them.\n\nThe harsh whistling sound continues. The city outside remains obscured by dust.", "endoftext": false }, { "action": "Exits", "response": "From here, it looks like it's possible to go east and south.", "endoftext": false }, { "action": "Go south", "response": "It's the gateway to nTopia. The airport is north through a tall rectangular arch that is topped with red flashing lights. On the southeast corner is the visitor center. Southwest is a Starbucks.\n\nA wall of shifting orange-brown slams through the space and around you. What you were breathing is quickly as thick as an hourglass. First grit -- then stupor -- then the letting go --", "endoftext": false }, { "action": "Go southwest", "response": "You can't go that way.\n\nThe harsh whistling sound continues. The city outside remains obscured by dust.", "endoftext": false }, { "action": "Go north", "response": "At airport security they find that you are without a boarding pass. After a quick strip search, they politely turn you away.\n\nThe harsh whistling sound continues. The city outside remains obscured by dust.", "endoftext": false }, { "action": "You go to the east", "response": "You head through the door and into the server room.\n\nRaised floor, drop ceiling, and racks all around instead of walls make this place seem pretty comfy, at least if you're a patch cable. And it looks like we also have Nora.\n\nThe harsh whistling sound continues.", "endoftext": false }, { "action": "You use the computer", "response": "( That is, \"use Nora.\" )\n\nNora hasn't been dumbed down enough to be used in only one way.\n\nThe harsh whistling sound continues.", "endoftext": false }, { "action": "You use nLap", "response": "Your nLap 500 is portable, but not very usable, when closed.\n\nThe harsh whistling sound continues.", "endoftext": false }, { "action": "Open nLap", "response": "You open the nLap 500, which wakes the moment it begins to unfold.\n\nThe harsh whistling sound continues.", "endoftext": false }, { "action": "You go to the west", "response": "You head out through the door.\n\nnAir flies direct from here to Seattle, San Jose, Austin, and Boston, with trips to less geeky destinations being more circuitous. They seem to have forgotten to give this place the air of a big-city airport. It looks more like a large metal barn, with little but a kiosk in this main space.\n\nPast security, to the north, you can see a handful of gates, which are actually gates in a fence. A subtle door to the east leads to the Airport's server room.\n\nA window pops up in the lower right corner of your nLap. In it, the uncanny red stapler wiggles its hinged head to the accompaniment of a cheery robot voice:\n\nHey, this looks like the airport! You can get on a plane here and go somewhere else! After you purchase a ticket, after you get your manager's approval for vacation time, and so forth!\n\nThe window winks away.", "endoftext": false }, { "action": "Close nLap", "response": "You close the nLap 500.", "endoftext": false }, { "action": "You go south", "response": "It's the gateway to nTopia. The airport is north through a tall rectangular arch that is topped with red flashing lights. On the southeast corner is the visitor center. Southwest is a Starbucks.\n\nThere seems to be no trace of whatever sand was blowing all around, unless some of the buildings now have a slightly glossier finish.", "endoftext": false }, { "action": "Go southwest", "response": "Hey, it's Starbucks. Just like in You've Got Mail.", "endoftext": false }, { "action": "You buy tea", "response": "They only really have stuff like coffee for sale here.", "endoftext": false }, { "action": "You buy the coffee", "response": "You purchase your caffeine solution and gratefully slurp it down.", "endoftext": false }, { "action": "Go northeast", "response": "It's the gateway to nTopia. The airport is north through a tall rectangular arch that is topped with red flashing lights. On the southeast corner is the visitor center. Southwest is a Starbucks.", "endoftext": false }, { "action": "You go southeast", "response": "Words cut out of dark wood cover most of the walls, although a central space has a triptych of enormous video panels. A woman who exceeds the conventional standards of beauty is standing around cheerfully.", "endoftext": false }, { "action": "You ask the woman about nTopia", "response": "\"Lovely place we live in,\" she says.", "endoftext": false }, { "action": "You ask the woman about the date", "response": "\"Um, I'm not sure. They haven't really told me much. I mostly just stand here and smile,\" she replies.", "endoftext": false }, { "action": "You ask the woman about the triptych", "response": "\"Um, I'm not sure. They haven't really told me much. I mostly just stand here and smile,\" she says.", "endoftext": false }, { "action": "You go out", "response": "If you're trying to communicate, try asking about something specific. If you're trying to give orders, you don't seem to be in much of a position to do that.", "endoftext": false }, { "action": "You examine the panels", "response": "The video panels display cheerful promotional views of nTopia.", "endoftext": false }, { "action": "Go northwest", "response": "It's the gateway to nTopia. The airport is north through a tall rectangular arch that is topped with red flashing lights. On the southeast corner is the visitor center. Southwest is a Starbucks.", "endoftext": false }, { "action": "You go south", "response": "You head south on Eel...\n\nThe Gap gapes on the northeast corner. A place called \"Ice Planet\" is southeast. To the southwest is a convenience store, ShopLite. The cheerful block of the nTopia Hospital occupies the remaining corner, to the northwest.\n\nA very important-looking person wearing a green visor speeds by on a golden Sinclair C5.", "endoftext": false }, { "action": "You go to the northeast", "response": "Hey, it's The Gap. Just like in Minority Report.", "endoftext": false }, { "action": "You go south", "response": "You head south on Eel...\n\nThe marquee of the Bastion Theater is northeast and the blank stare of 0th Bank diagonally across to the southwest. Speaking of the Southwest, the bad Southwestern art of the Coyote and Crown howls from the northwest corner. A pleasant absence of city is southeast, where the fake hills of nTopia's park roll.", "endoftext": false }, { "action": "You go to the south", "response": "You head south on Eel...\n\nTo the northeast are the miniature tree-spotted hills of nTopia's park. On the southeast corner is the police station. A Starbucks is on the southwest corner. Neon signs and flashing screens glint from the establishment to the northwest, Arcadia Ego.", "endoftext": false }, { "action": "Go northwest", "response": "Hey, this is just like in War Games, pretty much, except for the loads of games where you can control 3D figures that kick each other's ass, and the games where you dance or play a drum or fire shotguns, and the section of retro games. That section is just like in War Games, actually, except now it's all retro.\n\nThere's a din of digitized sound. What's visible of the walls is covered with multicolored squares, presumably in an attempt to make the atmosphere even more festive.", "endoftext": false }, { "action": "You examine the Games", "response": "There are loads of games that look familiar but uncompelling. Looking through them, you find only one standout: LlamaFight 2000, a true classic.", "endoftext": false }, { "action": "You look at the llamafight 2000", "response": "You remember LlamaFight 2000 as being totally awesome, and by totally awesome, you mean totally sweet. One or two players can participate in hard-hitting, bare-hoofed combat. In Europe the game was released under the name \"Yie Ar Kung Llama.\"\n\nThis righteous coin-op doesn't seem to use the nPediment payment system, as it has a lit coin slot that simply says \"1\".", "endoftext": false }, { "action": "You go southeast", "response": "To the northeast are the miniature tree-spotted hills of nTopia's park. On the southeast corner is the police station. A Starbucks is on the southwest corner. Neon signs and flashing screens glint from the establishment to the northwest, Arcadia Ego.", "endoftext": false }, { "action": "You go to the north", "response": "You head north on Eel...\n\nThe marquee of the Bastion Theater is northeast and the blank stare of 0th Bank diagonally across to the southwest. Speaking of the Southwest, the bad Southwestern art of the Coyote and Crown howls from the northwest corner. A pleasant absence of city is southeast, where the fake hills of nTopia's park roll.", "endoftext": false }, { "action": "Go southwest", "response": "It's just a cheesy bank lobby, with indoor-outdoor carpet. A teller waits behind a counter.", "endoftext": false }, { "action": "You examine teller", "response": "Dressed like a bank teller, standing behind a counter in a bank -- she almost certainly is a bank teller.", "endoftext": false }, { "action": "You ask the teller for the money", "response": "The teller produces some sort of tethered handheld device and begins tapping on it.\n\n\"Yes, I see you've started the process of establishing an account with us. While your account has not yet been approved, as a courtesy to new residents of nTopia, and to remind you about how enjoyable personal financial transactions can be, we can convert one dollar from your nRich account into a physical representation of value.\"\n\nThe device produces a coin, which the teller hands to you. She then puts the device away and tells you to have a nice day.", "endoftext": false }, { "action": "You examine the coin", "response": "It's one of those new dollar coins with an armadillo on one side and half the head of Thomas Edison on the other.", "endoftext": false }, { "action": "You go to the north-east", "response": "The marquee of the Bastion Theater is northeast and the blank stare of 0th Bank diagonally across to the southwest. Speaking of the Southwest, the bad Southwestern art of the Coyote and Crown howls from the northwest corner. A pleasant absence of city is southeast, where the fake hills of nTopia's park roll.\n\nA bicyclist hurtles by, speaking Spanish on a hands-free phone.", "endoftext": false }, { "action": "You go northwest", "response": "There's a din of digitized sound. What's visible of the walls is covered with multicolored squares, presumably in an attempt to make the atmosphere even more festive.", "endoftext": false }, { "action": "You play the llamafight 2000", "response": "The coin does seen like an obvious thing to put into the coin slot, but it's too thick to fit in there.", "endoftext": false }, { "action": "Go south", "response": "You head south on Eel...\n\nThe local elementary school sits beside a gated playground to the northeast. Plywood closes off the site on the southeast corner, hiding whatever is being built there. The Pine and Elm, an apartment building you checked out and found just about identical to the Wild Palms, is southwest. On the northwest corner is an upscale variety store, MarMart.", "endoftext": false }, { "action": "Go south", "response": "You head south on Eel...\n\nTo the northeast is Public Char. A Starbucks is on the southeast corner. A complex of tall apartment buildings, The Planar Forest, is southwest. To the northwest is a shoe store.", "endoftext": false }, { "action": "Go west", "response": "You head west on Fifth Street...\n\nYour apartment building is on the southwest corner. Opposite it is a windowless, blocky building. On the southeast corner Pharmicopia sprawls. Otto's Automat is to the northwest.", "endoftext": false }, { "action": "You go to the northwest", "response": "Someone, perhaps shellf, really got into Dark City. There couldn't be any other excuse for this combination vending machine and cafeteria, even though it may strain to look modern and appetizing. Pixelated smiley faces in an urgent red decorate everything, even the edges of the food-dispensing wall.\n\nThe opportunity to avoid social contact during food selection is appealing.", "endoftext": false }, { "action": "You look at the wall", "response": "The food-grid features various sorts of ready-made edibles.", "endoftext": false }, { "action": "You look at the edibles", "response": "Ah, yes. The food. There it is.", "endoftext": false }, { "action": "You buy the food", "response": "Food does seem like a good idea. You select something palatable from the food-dispensing wall and begin to consume it, face flickering with mammalian happiness.\n\nYou conclude your culinary experience.\n\nHere we go again. Your pager goes off in its usual buzzing, vibrating fit.\n\nThe pager buzzes and jars you, its motor driven to disrupt and demand attention.", "endoftext": false }, { "action": "You press the pager's button", "response": "A beep issues from the pager, then a voice:\n\nGus needs his password reset now. Immediately. At the current time. Sorry it's so early. Also, be nice to him when you walk over and deliver his new password, since this weekend has been rough on everyone. He's in F2 and I'm now having your nPediment privileges set so you can walk right in there and find him. Thanks for rebooting the machines, by the way.\n\nIt is, of course, Wilbur.\n\nA beep issues from the pager, then a voice:\n\nThis is an automatic report about how you got owned, champ. That's right, one of your machines is puking out denial of service packets and needs to be offlined immediately. Better get it off your network before somebody other than a robot tells you about it. The victim is Nora.\n\nIt sounds like the perky cousin of that stupid stapler.\n\nA beep issues from the pager, then a voice:\n\nDisk failure. Disk hesitant, corrupted, ready for immolation. Replace the disk. Must be replaced prior to demo. Almost there. Almost at demo. We will make it. Replace the disk. Follow the procedure and incinerate the old disk once it has been replaced. The disk of the main server in F9. Access to F9 is currently being provided you. Go.\n\nObviously, the message is from Wilbur.", "endoftext": false }, { "action": "Go east", "response": "You head east on Third Street...\n\nTo the northeast are the miniature tree-spotted hills of nTopia's park. On the southeast corner is the police station. A Starbucks is on the southwest corner. Neon signs and flashing screens glint from the establishment to the northwest, Arcadia Ego.", "endoftext": false }, { "action": "Go east", "response": "You head east on Third Street...\n\nMain runs along the western edge of the nWare Media Campus. Northwest of here, a bit of parkland holds the nWare store, a multi-story glass cube. The concrete structure to the southwest, labeled \"Supreme Food Court,\" is less impressive.", "endoftext": false }, { "action": "Go northwest", "response": "The products are incidentally on hand here. Usually nGeniuses are about to discuss tips and tricks that further enhance the virtues of nWare hardware and software, preaching to the clergy. Today, perhaps because of the impending demo, the place seems barren.", "endoftext": false }, { "action": "You take the disk", "response": "This seems a likely place to find an nWare hard disk drive, but you don't notice any. If you wanted to buy one, though, you could try to -- somebody might be able to help you.", "endoftext": false }, { "action": "You go southeast", "response": "Main runs along the western edge of the nWare Media Campus. Northwest of here, a bit of parkland holds the nWare store, a multi-story glass cube. The concrete structure to the southwest, labeled \"Supreme Food Court,\" is less impressive.\n\nThree people covered with flour and ink run down the street in tears, disappearing.", "endoftext": false }, { "action": "You go to the east", "response": "You head east on Third Street...\n\nThe south part of the campus is deceptively pleasant, with nWare Media buildings scattered about. You particularly note F7, which you're cleared to enter, to the northwest. And to the southeast is the enigmatic F9.", "endoftext": false }, { "action": "You go southeast", "response": "The building seems to be almost completely occupied by this one huge room. A flat screen blinks on the east wall. You can't tell where the server room might be.", "endoftext": false }, { "action": "You look at the screen", "response": "You read a curious message there: \"All 'sensitives' on the Book Team should have been evacuated by now! If any are left consult the appropriate contact regarding evacuation ASAP IKYN!\"\n\nA superannuated manager rushes in, fiddling with some sort of extremely advanced laser pointer. He casts an embarrassed glance at the flat panel and manipulates the laser pointer; the screen blinks off. With some other twist or twiddle of the device, the east wall slides open, and the flat panel moves with it, out of sight.\n\n\"Come. In here.\"\n\nHe ushers you east.\n\nYou're getting to that point in your life where all the server rooms start to look the same. And it looks like we also have the F9 server.\n\nThe gentleman of great senectitude dashes off at an amazing pace, disappearing.", "endoftext": false }, { "action": "You examine server", "response": "The remarkable thing here is the hard disk drive that is jutting out of a slot in the machine.", "endoftext": false }, { "action": "You look at the drive", "response": "Fixed to the side of the charred hard disk is a purchase order for a replacement disk and a curt notice: DESTROY UPON FAILURE.", "endoftext": false }, { "action": "You take the order", "response": "That seems to be a part of the defective disk.", "endoftext": false }, { "action": "You take the disk", "response": "You withdraw the defective disk.", "endoftext": false }, { "action": "You go out", "response": "The building seems to be almost completely occupied by this one huge room. There's an opening to the east.", "endoftext": false }, { "action": "You go to the east", "response": "You're getting to that point in your life where all the server rooms start to look the same. And it looks like we also have the F9 server.", "endoftext": false }, { "action": "You go outside", "response": "The south part of the campus is deceptively pleasant, with nWare Media buildings scattered about. You particularly note F7, which you're cleared to enter, to the northwest. And to the southeast is the enigmatic F9.", "endoftext": false }, { "action": "Go west", "response": "You head west on Third Street...\n\nMain runs along the western edge of the nWare Media Campus. Northwest of here, a bit of parkland holds the nWare store, a multi-story glass cube. The concrete structure to the southwest, labeled \"Supreme Food Court,\" is less impressive.", "endoftext": false }, { "action": "Go northwest", "response": "The products are incidentally on hand here. Usually nGeniuses are about to discuss tips and tricks that further enhance the virtues of nWare hardware and software, preaching to the clergy. Today, perhaps because of the impending demo, the place seems barren.", "endoftext": false }, { "action": "You buy the disk", "response": "( That is, \"buy the merchandise.\" )\n\nBy brandishing the busted disk drive, you manage to flag down a salesperson. The guy assisting you expertly produces a new and identically-shaped drive, stamping the old one with something red and indelible as he hands the new one to you and tells you what kind of day to have.", "endoftext": false }, { "action": "Go southeast", "response": "Main runs along the western edge of the nWare Media Campus. Northwest of here, a bit of parkland holds the nWare store, a multi-story glass cube. The concrete structure to the southwest, labeled \"Supreme Food Court,\" is less impressive.\n\nA man with the demeanor of a middle manager skips by in a long gray cape, peeling a banana at both ends.", "endoftext": false }, { "action": "You go to the east", "response": "You head east on Third Street...\n\nThe south part of the campus is deceptively pleasant, with nWare Media buildings scattered about. You particularly note F7, which you're cleared to enter, to the northwest. And to the southeast is the enigmatic F9.", "endoftext": false }, { "action": "You go to the southeast", "response": "The building seems to be almost completely occupied by this one huge room. There's an opening to the east.", "endoftext": false }, { "action": "You go to the east", "response": "You're getting to that point in your life where all the server rooms start to look the same. And it looks like we also have the F9 server.", "endoftext": false }, { "action": "You put the disk in the server", "response": "... Are you referring to the new disk or the defective disk?", "endoftext": false }, { "action": "New", "response": "As you insert the new hard disk drive, the slot seals itself closed, and the server looks the way that usual, fully functional server looks.\n\nYou get that satisfied feeling that you usually get after accomplishing a work-related task.", "endoftext": false }, { "action": "Go northeast", "response": "One corner of the nWare Media Campus is to the northeast, where a path affords entrance. There are Starbuckses on the other three corners.", "endoftext": false }, { "action": "Go southwest", "response": "The scooters, Segways, bikes, sport utility tricycles, and suchlike are all lined up here in supposedly appealing configurations.", "endoftext": false }, { "action": "You buy the unicycle", "response": "You are gripped by paralysis, unable to decide where to begin or end your shopping spree. After you breathe for a moment, the panic subsides. Perhaps you'll be able to go and shop after the stress of the demo has passed.", "endoftext": false }, { "action": "Go northeast", "response": "The building to the northeast houses \"Scales,\" a restaurant. The government-looking neo-something architecture of City Hall offers an entryway to the southeast. On the southwest corner is \"Wheel-Man,\" a personal transportation dealer. The final business here, to the northwest, is Mailboxes Ultra.\n\nThe scheme of the city, and your previous wanderings, suggest to you that the incinerator isn't likely to be plopped down here in the middle of town.", "endoftext": false }, { "action": "Go west", "response": "You head west on Fifth Street...\n\nTo the northeast is Public Char. A Starbucks is on the southeast corner. A complex of tall apartment buildings, The Planar Forest, is southwest. To the northwest is a shoe store.", "endoftext": false }, { "action": "Go south", "response": "You head south on Eel...\n\nTwo uncannily clean but industrial-looking buildings sit on either side of Eel to the north. Back Street runs right along the railing that bounds the city to the south.\n\nYou have come to the edge of the plateau on which nTopia is built. Far below, past the railing, is the desert plain, stretching from reddish white to white, scraggled here and there with gray. The sky is lapis lazuli. Some highway stretches far off from east to west, as if it were an imperfect reflection of a line on a map.", "endoftext": false }, { "action": "Go northwest", "response": "There's some corrugated steel-with-cinderblock-accents thing going on here. The floor ends to the west, where smoke and wailing rise from a pit. And it looks like we also have a double-cup panel lifter.", "endoftext": false }, { "action": "You look in the pit", "response": "The pit from which smoke and wailing arises is empty.", "endoftext": false }, { "action": "You look at the lifter", "response": "Ah yes. The double-cup panel lifter. An ungainly little widget. There it is.", "endoftext": false }, { "action": "You use the lifter", "response": "The double-cup panel lifter can only be used to open and close floor panels.", "endoftext": false }, { "action": "You take the lifter", "response": "You conduct the acquisition.", "endoftext": false }, { "action": "You throw the disk in the pit", "response": "You gingerly fling the defective disk into the pit, where it almost certainly goes the way of the gold standard.\n\nYou get that satisfied feeling that you usually get after accomplishing a work-related task.", "endoftext": false }, { "action": "You go outside", "response": "Two uncannily clean but industrial-looking buildings sit on either side of Eel to the north. Back Street runs right along the railing that bounds the city to the south.", "endoftext": false }, { "action": "You go to the east", "response": "You head east on Back Street...\n\nBack Street runs east behind City Hall here at the south end of nTopia. Eel is to the west. A warehouse is on the northwest corner.", "endoftext": false }, { "action": "Go north", "response": "You head north on Main...\n\nThe building to the northeast houses \"Scales,\" a restaurant. The government-looking neo-something architecture of City Hall offers an entryway to the southeast. On the southwest corner is \"Wheel-Man,\" a personal transportation dealer. The final business here, to the northwest, is Mailboxes Ultra.\n\nA cute little fire truck careers down the street, letting loose an occasional bottle rocket.", "endoftext": false }, { "action": "Go northwest", "response": "While most of the retail spaces are minimal or postmodern, this package pickup and dropoff point has more of the sense of a Hoboken everything 99 cents store.", "endoftext": false }, { "action": "Leave", "response": "The building to the northeast houses \"Scales,\" a restaurant. The government-looking neo-something architecture of City Hall offers an entryway to the southeast. On the southwest corner is \"Wheel-Man,\" a personal transportation dealer. The final business here, to the northwest, is Mailboxes Ultra.", "endoftext": false }, { "action": "Go northeast", "response": "It's all orange inside, too, with rounded booths of different sizes cut into the walls. The place is a sort of large-scale bento box, outfitted so that it will be safe during hunting season.\n\nHere we go again. Your pager goes off in its usual buzzing, vibrating fit.\n\nThe pager buzzes and jars you, its motor driven to disrupt and demand attention.", "endoftext": false }, { "action": "You press the pager's button", "response": "A beep issues from the pager, then a voice:\n\nGus needs his password reset now. Immediately. At the current time. Sorry it's so early. Also, be nice to him when you walk over and deliver his new password, since this weekend has been rough on everyone. He's in F2 and I'm now having your nPediment privileges set so you can walk right in there and find him. Thanks for rebooting the machines, by the way.\n\nIt is, of course, Wilbur.\n\nA beep issues from the pager, then a voice:\n\nThis is an automatic report about how you got owned, champ. That's right, one of your machines is puking out denial of service packets and needs to be offlined immediately. Better get it off your network before somebody other than a robot tells you about it. The victim is Nora.\n\nIt sounds like the perky cousin of that stupid stapler.\n\nA beep issues from the pager, then a voice:\n\nDisk failure. Disk hesitant, corrupted, ready for immolation. Replace the disk. Must be replaced prior to demo. Almost there. Almost at demo. We will make it. Replace the disk. Follow the procedure and incinerate the old disk once it has been replaced. The disk of the main server in F9. Access to F9 is currently being provided you. Go.\n\nObviously, the message is from Wilbur.\n\nA beep issues from the pager, then a voice:\n\nGratitude. Appreciation. Systems working within adequate tolerances. Mental hygiene triage of team evidently complete. Programmers and artists working harmoniously together. Sky rent like sackcloth. Please remain on call. Productivity obtains. A time of peace is near.\n\nYour loving boss. It seems the guy reacts well to stress, once it gets past a certain level.", "endoftext": false }, { "action": "You hold pager's button", "response": "The pager emits a low beep after you hold the button down for about a second and a half.", "endoftext": false }, { "action": "You buy the food", "response": "Your hacker frame can sustain itself for at least half a day on a single meal; you certainly aren't ready to have another one just yet.", "endoftext": false }, { "action": "Go southeast", "response": "The interior walls are of parquet hardwood, which would be the most remarkable thing about most city halls, but here we have this full-size diorama in the middle of the lobby with animatrons of Benjamin Franklin, John von Neumann, and shellf.\n\nThere's also a subtle door here to the southeast, which wouldn't be noticeable to an onlooker who wasn't in the know.", "endoftext": false }, { "action": "You go southeast", "response": "You head through the door and into the server room.\n\nThere are just the usual racks here. The rest of the room is bare, with the usual drop ceilings and the usual raised floor providing a contrast to the unusual wooden walls outside. And it looks like we also have Sophie.", "endoftext": false }, { "action": "Open floor", "response": "Using the double-cup panel lifter somewhat more strenuously than you really should have to, you wiggle part of the floor open.", "endoftext": false }, { "action": "You look at the floor", "response": "There's the floor. Right down there. Wide open.", "endoftext": false }, { "action": "Doff simulaccam", "response": "You take off the SimulacCam.", "endoftext": true }, { "action": "Go downwards", "response": "There's a curious amount of space under the floor to the north. You scoot into it.\n\nThe darkness here may be the only profound thing in nTopia.", "endoftext": false }, { "action": "You go outside", "response": "There's more than one exit. Specify a direction to take one of them.", "endoftext": false }, { "action": "Open nLap", "response": "You open the nLap 500, which wakes the moment it begins to unfold.\n\nSometimes a horrifying conspiracy lives beneath the surface of reality. Sometimes, just a cramped crawlspace like this one, lacking even the dust that most such spaces have. And it looks like we also have an overhead ventilation grill.", "endoftext": false }, { "action": "You look at the grill", "response": "It seems to be fastened with some screws or bolts, whatever the difference is, that are of surreal or alien design. No mass-market device is going to open this.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying a double-cup panel lifter, a dollar coin, the SimulacCam, an nStick, your nLap 500, your pager, and your key.", "endoftext": false }, { "action": "Exits", "response": "From here, it looks like it's possible to go south.", "endoftext": false }, { "action": "Go south", "response": "You make your way south and crawl out.\n\nThere are just the usual racks here. The rest of the room is bare, with the usual drop ceilings and the usual raised floor providing a contrast to the unusual wooden walls outside. And it looks like we also have Sophie.", "endoftext": false }, { "action": "You go northeast", "response": "The eastern corners are occupied by the two nicest residential options in town, The Maple Copse and Yew Village. City Hall has a face turned this way to the southwest. On the northwest corner are the colors and leafy tufts of the city gardens.", "endoftext": false }, { "action": "You go north", "response": "You head north on Octopus...\n\nThe nWare Media Campus is north; Octopus turns into the campus's main path on the north side of Fourth Street. To the southwest are the city's gardens, complementing the green of the campus with other herbifarous colors. A store called \"Beverage Rack\" is to the southeast.", "endoftext": false }, { "action": "You go north", "response": "You head north on Octopus...\n\nThe south part of the campus is deceptively pleasant, with nWare Media buildings scattered about. You particularly note F7, which you're cleared to enter, to the northwest. And to the southeast is the enigmatic F9.", "endoftext": false }, { "action": "Open floor", "response": "( That is, \"open the surroundings.\" )\n\nThat's not something you can open.", "endoftext": false }, { "action": "You enter the floor", "response": "You muddle around under the raised floor a bit, encountering only conduits and claustrophobia, not really even needing a lamp for the full experience. Then you get back out of there.", "endoftext": false }, { "action": "Close nLap", "response": "You close the nLap 500.", "endoftext": false }, { "action": "You exit", "response": "The south part of the campus is deceptively pleasant, with nWare Media buildings scattered about. You particularly note F7, which you're cleared to enter, to the northwest. And to the southeast is the enigmatic F9.\n\nTwo modified Segways, driven by school children, scream past each other at top speed, missing by inches. Then they career off.", "endoftext": false }, { "action": "You go to the north", "response": "The north part of the campus is deceptively pleasant, with nWare Media buildings scattered about. Specifically, F2 is to the northeast.", "endoftext": false }, { "action": "Go northeast", "response": "This particularly uninviting room may have been included simply to reassure those without proper clearance that they are in the wrong place. To the north is the building's main floor.", "endoftext": false }, { "action": "You go north", "response": "This is a large, open, and curiously empty workspace. There are racks all around the place. And it looks like we also have the F2 server.", "endoftext": false }, { "action": "Wear helmet", "response": "You once again don the strange helmet.", "endoftext": false }, { "action": "You go to the southwest", "response": "You're not cleared to enter the building over there. Although you work for nWare, the subdivisions of the Media division are pretty much walled off from each other.\n\nA sizable crowd of people wearing tye-dyed bedsheets babbles loudly, running past and away from you.", "endoftext": false }, { "action": "Go south", "response": "The south part of the campus is deceptively pleasant, with nWare Media buildings scattered about. You particularly note F7, which you're cleared to enter, to the northwest. And to the southeast is the enigmatic F9.", "endoftext": false }, { "action": "You go to the northwest", "response": "The raised floor is charcoal in color -- it's the sort seen in all nWare buildings that house really official business. The racks all around are also especially businesslike. And it looks like we also have Cindy.", "endoftext": false }, { "action": "You go northwest", "response": "A Starbucks is to the northeast. The post office on the southwest corner looks as distinguished as a mausoleum. The urban idiom fails on the northwest corner, where a restaurant sits like a ranch house on a little plot of desert. Opposite it, a path leads onto the nWare Media Campus.", "endoftext": false }, { "action": "You go west", "response": "You head west on First Street...\n\nThe Gap gapes on the northeast corner. A place called \"Ice Planet\" is southeast. To the southwest is a convenience store, ShopLite. The cheerful block of the nTopia Hospital occupies the remaining corner, to the northwest.\n\nA gray and black designer herd hurries past you, almost at a trot, brandishing picapoles.", "endoftext": false }, { "action": "You go to the north", "response": "You head north on Eel...\n\nIt's the gateway to nTopia. The airport is north through a tall rectangular arch that is topped with red flashing lights. On the southeast corner is the visitor center. Southwest is a Starbucks.", "endoftext": false }, { "action": "Go north", "response": "nAir flies direct from here to Seattle, San Jose, Austin, and Boston, with trips to less geeky destinations being more circuitous. They seem to have forgotten to give this place the air of a big-city airport. It looks more like a large metal barn, with little but a kiosk in this main space.\n\nPast security, to the north, you can see a handful of gates, which are actually gates in a fence. A subtle door to the east leads to the Airport's server room.", "endoftext": false }, { "action": "You go to the south", "response": "You head south on Eel...\n\nThe Gap gapes on the northeast corner. A place called \"Ice Planet\" is southeast. To the southwest is a convenience store, ShopLite. The cheerful block of the nTopia Hospital occupies the remaining corner, to the northwest.\n\nSomething that looks like a parade float slides down the street. You notice some tonsured and robed man dancing on it. Then it turns away and continues on, out of sight.", "endoftext": false }, { "action": "Go west", "response": "You head west on First Street...\n\nThe clothing store Niche Threads is to the northeast, while a fire station is across from it on the southeast corner. To the southwest is the tall, cylindrical, and multicolored Medical Center Plaza. What dominates the intersection, though, is the swooping MuseRoom, to the northwest.", "endoftext": false }, { "action": "Go southwest", "response": "The Medical Center Plaza is not open right now. Looks like it opens at nine.\n\nA young couple runs past solemnly, wearing only Nikes and diapers.", "endoftext": false }, { "action": "You go to the south", "response": "You head south on Abalone...\n\nProud Pie is on the northeast corner. The multi-level grocery store to the southeast spans the block down Abalone. To the southwest is the concrete RelOfCoTn building, a typical nWare structure. An apartment building, The Peachtree, is northwest.", "endoftext": false }, { "action": "Wear helmet", "response": "You once again don the strange helmet.\n\nSomeone in sixteenth century Japanese armor goes by on a horse, red banner flapping.", "endoftext": false }, { "action": "You wait for a while", "response": "Time goes by.", "endoftext": false }, { "action": "Wait", "response": "Time goes by.\n\n( You can also use commands such as WAIT 10 MINUTES and WAIT UNTIL 10 AM. )", "endoftext": true }, { "action": "Look around", "response": "Proud Pie is on the northeast corner. The multi-level grocery store to the southeast spans the block down Abalone. To the southwest is the concrete RelOfCoTn building, a typical nWare structure. An apartment building, The Peachtree, is northwest.", "endoftext": false }, { "action": "You go to the east", "response": "You head east on Second Street...\n\nThe north part of the campus is deceptively pleasant, with nWare Media buildings scattered about. Specifically, F2 is to the northeast.\n\nA bald man runs screaming past you, pants on fire, pursued by a man without pants whose hair is on fire. They disappear around a corner.", "endoftext": false }, { "action": "You go east", "response": "You head east on Second Street...\n\nThe path to the west looks as nice as all the other campus walkways, but this is clearly an alley at the edge of town.\n\nYou've barely noticed it, thanks to the way the streetlights have gradually filled in for the departing sun, but night has fallen.", "endoftext": false }, { "action": "Go south", "response": "You head south on Urchin...\n\nThe eastern edge of the city looks like a long, empty parking lot. The path onto campus to the west is typically impressive, though. There's a subtle brown door to the east here, set right in the dirt of the East Berm.", "endoftext": false }, { "action": "Go east", "response": "You head through the door and into the server room.\n\nMuch like other server rooms in this world of ours: racks, raised floor, drop ceiling. It seems to have been made a bit more spacious than it needs to be. And it looks like we also have Ester.", "endoftext": false }, { "action": "You enter the floor", "response": "There's no way you're going to be able to get into the raised floor wearing the SimulacCam.\n\nThere's a loud and sudden microphone-tapping sound, followed by the shriek of feedback.\n\nATTENTION, this is not an emergency. But there will be a demonstration of a project involving new technologies in just a few minutes. It may possibly result in some unusual irregularities. Don't be alarmed. Thank you.\n\nThe civil alert system crackles back into silence.", "endoftext": false }, { "action": "Wear helmet", "response": "You once again don the strange helmet.\n\nA warning shriek sounds, almost inside your head -- it's the helmet. \"OVERLOAD,\" a stupidly calm voice says. The SimulacCam splits right down the middle, along the line of your nose, and falls, shattering on the ground.\n\nA coming screams across the ceiling.\n\nAll that you can see flickers into reverse video; even worse is the reverse audio, pure sound everywhere except for the globs of silence shrieked from innumerable mouths, your own one of these. The tongue cannot say what tastes and smells visit you. Your skin is crawling all over the ants. The round is world.\n\nSixteen years later you arise from catatonia to play a single game of ping pong against a silentious Native American. It is a moment that Oliver Sacks would have written touchingly about. But the moment does not last.", "endoftext": false }, { "action": "You drop the helmet", "response": "You perform the relinquishment.\n\nA coming screams across the ceiling.\n\nAll that you can see flickers into reverse video; even worse is the reverse audio, pure sound everywhere except for the globs of silence shrieked from innumerable mouths, your own one of these. The tongue cannot say what tastes and smells visit you. Your skin is crawling all over the ants. The round is world.\n\nSixteen years later you arise from catatonia to play a single game of ping pong against a silentious Native American. It is a moment that Oliver Sacks would have written touchingly about. But the moment does not last.", "endoftext": false }, { "action": "You examine the helmet", "response": "Ah, yes. The SimulacCam. There it is.\n\nA coming screams across the ceiling.\n\nAll that you can see flickers into reverse video; even worse is the reverse audio, pure sound everywhere except for the globs of silence shrieked from innumerable mouths, your own one of these. The tongue cannot say what tastes and smells visit you. Your skin is crawling all over the ants. The round is world.\n\nSixteen years later you arise from catatonia to play a single game of ping pong against a silentious Native American. It is a moment that Oliver Sacks would have written touchingly about. But the moment does not last.", "endoftext": false }, { "action": "Xyzzy", "response": "You suddenly utter a great word of power known to you from your youth. Nothing happens.", "endoftext": false }, { "action": "You wait for a while", "response": "Time goes by.\n\nA warning shriek sounds, almost inside your head -- it's the helmet. \"OVERLOAD,\" a stupidly calm voice says. The SimulacCam splits right down the middle, along the line of your nose, and falls, shattering on the ground.\n\nA coming screams across the ceiling.\n\nAll that you can see flickers into reverse video; even worse is the reverse audio, pure sound everywhere except for the globs of silence shrieked from innumerable mouths, your own one of these. The tongue cannot say what tastes and smells visit you. Your skin is crawling all over the ants. The round is world.\n\nSixteen years later you arise from catatonia to play a single game of ping pong against a silentious Native American. It is a moment that Oliver Sacks would have written touchingly about. But the moment does not last.", "endoftext": true }, { "action": "You look at your surroundings", "response": "You're getting to that point in your life where all the server rooms start to look the same. And it looks like we also have the F9 server.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying the defective disk, a dollar coin, the SimulacCam (being worn), an nStick, your nLap 500, your pager, and your key.", "endoftext": false }, { "action": "Go west", "response": "You head west on Third Street...\n\nMain runs along the western edge of the nWare Media Campus. Northwest of here, a bit of parkland holds the nWare store, a multi-story glass cube. The concrete structure to the southwest, labeled \"Supreme Food Court,\" is less impressive.\n\nA man plods down the street and away from you, carrying an elderly man on his back and a Cabbage Patch doll in his arms.", "endoftext": false }, { "action": "You show nStick", "response": "You look ridiculous waving the nStick.", "endoftext": false }, { "action": "You examine nStick", "response": "It's an nStick, a proprietary memory storage device. You haven't seen this particular sort before, and it's not going to fit into any of the usual computer suspects -- your nLap or the servers you manage.", "endoftext": false }, { "action": "Go southeast", "response": "Main runs along the western edge of the nWare Media Campus. Northwest of here, a bit of parkland holds the nWare store, a multi-story glass cube. The concrete structure to the southwest, labeled \"Supreme Food Court,\" is less impressive.", "endoftext": false }, { "action": "You buy the watchmen", "response": "You check all over for Alan Moore and Dave Gibbons's Watchmena graphic novel you happen to really like, in which a sinister conspiracy is at work in an alternate but recognizable reality -- but there doesn't seem to be a copy anywhere around here. Too bad.", "endoftext": false }, { "action": "You go to the south", "response": "You head east on Fourth Street...\n\nThe local elementary school sits beside a gated playground to the northeast. Plywood closes off the site on the southeast corner, hiding whatever is being built there. The Pine and Elm is southwest. On the northwest corner is an upscale variety store, MarMart.\nYou head east on Fourth Street...\n\nThe sudden clamor and rush of a crowd sends you helplessly to the ground. With a grinding pull, a battalion in green aprons hurls itself over you and into the structure on the southwest corner. Perhaps you glimpse a pair of stunned figures in black T-shirts inside, shivering behind a counter. Your vision seems to be obscured for a moment by a milky steam.\n\nYou stand, finally, unsure about what you seem to have witnessed, unsure about whether or not to hope it was real.\n\nOne corner of the nWare Media Campus is to the northeast, where a path affords entrance. There are Starbuckses on the other three corners.\n\nA sizable crowd of people wearing tye-dyed bedsheets babbles loudly, running past and away from you.\nYou head south on Main...\n\nThe building to the northeast houses \"Scales,\" a restaurant. The government-looking neo-something architecture of City Hall offers an entryway to the southeast. On the southwest corner is \"Wheel-Man,\" a personal transportation dealer. The final business here, to the northwest, is Mailboxes Ultra.", "endoftext": false }, { "action": "Go southeast", "response": "The interior walls are of parquet hardwood, which would be the most remarkable thing about most city halls, but here we have this full-size diorama in the middle of the lobby with animatrons of Benjamin Franklin, John von Neumann, and shellf.\n\nThere's also a subtle door here to the southeast, which wouldn't be noticeable to an onlooker who wasn't in the know.", "endoftext": false }, { "action": "You look at diorama", "response": "Ah, yes. The diorama. There it is.\n\nYou notice that it has a brass button on it.", "endoftext": false }, { "action": "You press the brass button", "response": "That seems like it might do something. But it doesn't.", "endoftext": false }, { "action": "Go south", "response": "You head south on Main...\n\nBack Street runs east behind City Hall here at the south end of nTopia. Eel is to the west. A warehouse is on the northwest corner.\n\nYou have come to the edge of the plateau on which nTopia is built. Far below, past the railing, is the desert plain, stretching from reddish white to white, scraggled here and there with gray. The sky is lapis lazuli. Some highway stretches far off from east to west, as if it were an imperfect reflection of a line on a map.", "endoftext": false }, { "action": "You go to the west", "response": "You head west on Back Street...\n\nTwo uncannily clean but industrial-looking buildings sit on either side of Eel to the north. Back Street runs right along the railing that bounds the city to the south.\n\nA very important-looking person wearing a green visor speeds by on a golden Sinclair C5.", "endoftext": false }, { "action": "Go northwest", "response": "There's some corrugated steel-with-cinderblock-accents thing going on here. The floor ends to the west, where smoke and wailing rise from a pit. And it looks like we also have a double-cup panel lifter.", "endoftext": false }, { "action": "Go east", "response": "You head east on Back Street...\n\nBack Street runs east behind City Hall here at the south end of nTopia. Eel is to the west. A warehouse is on the northwest corner.\n\nA gang of perhaps twenty people on souped-up Segways powers past and disappears.", "endoftext": false }, { "action": "You go north", "response": "You head north on Main...\n\nThe building to the northeast houses \"Scales,\" a restaurant. The government-looking neo-something architecture of City Hall offers an entryway to the southeast. On the southwest corner is \"Wheel-Man,\" a personal transportation dealer. The final business here, to the northwest, is Mailboxes Ultra.", "endoftext": false }, { "action": "Go southeast", "response": "The interior walls are of parquet hardwood, which would be the most remarkable thing about most city halls, but here we have this full-size diorama in the middle of the lobby with animatrons of Benjamin Franklin, John von Neumann, and shellf.\n\nThere's also a subtle door here to the southeast, which wouldn't be noticeable to an onlooker who wasn't in the know.", "endoftext": false }, { "action": "You go southeast", "response": "You head through the door and into the server room.\n\nThere are just the usual racks here. The rest of the room is bare, with the usual drop ceilings and the usual raised floor providing a contrast to the unusual wooden walls outside. And it looks like we also have Sophie.", "endoftext": false }, { "action": "You look at the ceiling", "response": "There's the ceiling. Right up there.", "endoftext": false }, { "action": "Go northwest", "response": "You head out through the door.\n\nThe interior walls are of parquet hardwood, which would be the most remarkable thing about most city halls, but here we have this full-size diorama in the middle of the lobby with animatrons of Benjamin Franklin, John von Neumann, and shellf.\n\nThere's also a subtle door here to the southeast, which wouldn't be noticeable to an onlooker who wasn't in the know.", "endoftext": false }, { "action": "You go northwest", "response": "The building to the northeast houses \"Scales,\" a restaurant. The government-looking neo-something architecture of City Hall offers an entryway to the southeast. On the southwest corner is \"Wheel-Man,\" a personal transportation dealer. The final business here, to the northwest, is Mailboxes Ultra.\n\nA cute little fire truck careers down the street, letting loose an occasional bottle rocket.", "endoftext": false }, { "action": "Go north", "response": "You head north on Abalone...\n\nProud Pie is on the northeast corner. The multi-level grocery store to the southeast spans the block down Abalone. To the southwest is the concrete RelOfCoTn building, a typical nWare structure. An apartment building, The Peachtree, is northwest.\n\nA miniature ambulance pulls up. A bystander is quickly hoisted inside by two people clad in padded suits, and the ambulance drives off.", "endoftext": false }, { "action": "Go southwest", "response": "You head into the building and over to the server room.\n\nThere are racks and racks, with the usual drop ceiling and raised floor one finds in the upscale server room. And it looks like we also have Wendy.", "endoftext": false }, { "action": "Go northeast", "response": "Proud Pie is on the northeast corner. The multi-level grocery store to the southeast spans the block down Abalone. To the southwest is the concrete RelOfCoTn building, a typical nWare structure. An apartment building, The Peachtree, is northwest.\n\nA young couple runs past solemnly, wearing only Nikes and diapers.", "endoftext": false }, { "action": "You go north", "response": "You head north on Abalone...\n\nThe clothing store Niche Threads is to the northeast, while a fire station is across from it on the southeast corner. To the southwest is the tall, cylindrical, and multicolored Medical Center Plaza. What dominates the intersection, though, is the swooping MuseRoom, to the northwest.", "endoftext": false }, { "action": "You go to the east", "response": "You head east on First Street...\n\nThe Gap gapes on the northeast corner. A place called \"Ice Planet\" is southeast. To the southwest is a convenience store, ShopLite. The cheerful block of the nTopia Hospital occupies the remaining corner, to the northwest.", "endoftext": false }, { "action": "You go to the north", "response": "You head north on Eel...\n\nIt's the gateway to nTopia. The airport is north through a tall rectangular arch that is topped with red flashing lights. On the southeast corner is the visitor center. Southwest is a Starbucks.", "endoftext": false }, { "action": "Go north", "response": "nAir flies direct from here to Seattle, San Jose, Austin, and Boston, with trips to less geeky destinations being more circuitous. They seem to have forgotten to give this place the air of a big-city airport. It looks more like a large metal barn, with little but a kiosk in this main space.\n\nPast security, to the north, you can see a handful of gates, which are actually gates in a fence. A subtle door to the east leads to the Airport's server room.", "endoftext": false }, { "action": "Go east", "response": "You head through the door and into the server room.\n\nRaised floor, drop ceiling, and racks all around instead of walls make this place seem pretty comfy, at least if you're a patch cable. And it looks like we also have Nora.", "endoftext": false }, { "action": "You examine the racks", "response": "Raised floor, drop ceiling, and racks all around instead of walls make this place seem pretty comfy, at least if you're a patch cable. And it looks like we also have Nora.", "endoftext": false }, { "action": "Go west", "response": "You head out through the door.\n\nnAir flies direct from here to Seattle, San Jose, Austin, and Boston, with trips to less geeky destinations being more circuitous. They seem to have forgotten to give this place the air of a big-city airport. It looks more like a large metal barn, with little but a kiosk in this main space.\n\nPast security, to the north, you can see a handful of gates, which are actually gates in a fence. A subtle door to the east leads to the Airport's server room.", "endoftext": false }, { "action": "Go south", "response": "You head east on Front Street...\n\nEven Main Street has nothing but a pair of warehouses on this end, where it meets Front Street. The airport wall is north.\nYou head east on Front Street...\n\nFront Street continues its run alongside the airport. There is a warehouse on the southwest corner. The mall is under construction to the southeast.\nYou head east on Front Street...\n\nThe city goes no further north or east. There's just Front Lodge to the southwest.\nYou head south on Urchin...\n\nFirst Lodge is on the northwest corner. The nWare Media Campus is southwest of here, but there's no way onto campus from this intersection.\nYou head south on Urchin...\n\nThe path to the west looks as nice as all the other campus walkways, but this is clearly an alley at the edge of town.\nYou head south on Urchin...\n\nThe eastern edge of the city looks like a long, empty parking lot. The path onto campus to the west is typically impressive, though. There's a subtle brown door to the east here, set right in the dirt of the East Berm.", "endoftext": false }, { "action": "Go east", "response": "You head through the door and into the server room.\n\nMuch like other server rooms in this world of ours: racks, raised floor, drop ceiling. It seems to have been made a bit more spacious than it needs to be. And it looks like we also have Ester.", "endoftext": false }, { "action": "You look at the ceiling", "response": "There's the ceiling. Right up there.", "endoftext": false }, { "action": "You examine the panel", "response": "There's the floor. Right down there.", "endoftext": false }, { "action": "You go north", "response": "You head north on Urchin...\n\nThe path to the west looks as nice as all the other campus walkways, but this is clearly an alley at the edge of town.", "endoftext": false }, { "action": "You go to the north", "response": "You head north on Urchin...\n\nFirst Lodge is on the northwest corner. The nWare Media Campus is southwest of here, but there's no way onto campus from this intersection.", "endoftext": false }, { "action": "Go west", "response": "You head west on First Street...\n\nThe main north-south path of the nWare Media Campus meets Octopus on the south side. Roy's, a favorite hacker hangout and supplier of takeout, is on the northwest corner. The mall is under construction to the northeast.", "endoftext": false }, { "action": "Go north", "response": "You head north on Octopus...\n\nFront Street continues its run alongside the airport. There is a warehouse on the southwest corner. The mall is under construction to the southeast.", "endoftext": false }, { "action": "You go southwest", "response": "The warehouse isn't open to the public, or to you.\n\nA woman hurries by, loudly reciting art criticism by John Ashbery and occasionally making some sort of nonhuman primate sound.", "endoftext": false }, { "action": "Go west", "response": "You head west on Front Street...\n\nEven Main Street has nothing but a pair of warehouses on this end, where it meets Front Street. The airport wall is north.", "endoftext": false }, { "action": "You go to the west", "response": "You head west on Front Street...\n\nIt's the gateway to nTopia. The airport is north through a tall rectangular arch that is topped with red flashing lights. On the southeast corner is the visitor center. Southwest is a Starbucks.", "endoftext": false }, { "action": "You go to the southeast", "response": "The visitor center is not open right now. Looks like it opens at ten.\n\nA man plods down the street and away from you, carrying an elderly man on his back and a Cabbage Patch doll in his arms.", "endoftext": false }, { "action": "You examine the airport", "response": "Upon further inspection, the only things that stand out are the tall, rectangular nature of the arch, and the fact that it is topped with red flashing lights.", "endoftext": false }, { "action": "You examine the lights", "response": "Upon further inspection, the only things that stand out are the tall, rectangular nature of the arch, and the fact that it is topped with red flashing lights.\n\nTwo modified Segways, driven by school children, scream past each other at top speed, missing by inches. Then they career off.", "endoftext": false }, { "action": "You go north", "response": "Your intimate friends at airport security recognize you, find that you still lack a boarding pass, and look at you with concern. You do not get to go in.", "endoftext": false }, { "action": "You look at the kiosk", "response": "Nice kiosk.", "endoftext": false }, { "action": "You go south", "response": "You head south on Eel...\n\nThe Gap gapes on the northeast corner. A place called \"Ice Planet\" is southeast. To the southwest is a convenience store, ShopLite. The cheerful block of the nTopia Hospital occupies the remaining corner, to the northwest.\n\nYou think you catch a glimpse of someone down the street leaping out a window and deploying a parachute, but a second glance finds nothing out of the ordinary going on.", "endoftext": false }, { "action": "Go northeast", "response": "The Gap is not open right now. Looks like it opens at ten.\n\nYou've barely noticed it, thanks to the way the streetlights have gradually filled in for the departing sun, but night has fallen.", "endoftext": false }, { "action": "You examine MuseRoom", "response": "Cultural hub of nTopia, this peripheral building holds both the city's museum and the only library. Like the Medical and Professional Center across from it, it is radially symmetric. While lacking colored stripes, it does have the shape of an alien chesspiece and a facade entirely made of rose-colored glass. Someone very famous designed it and cackled gleefully when it was completed.", "endoftext": false }, { "action": "Go northwest", "response": "The MuseRoom is not open right now. Looks like it opens at nine.\n\nOne guy on Rollerblades and one in a racing wheelchair whisper past, both with hockey sticks.", "endoftext": false }, { "action": "Go southwest", "response": "The Medical Center Plaza is not open right now. Looks like it opens at nine.\n\nThere's a loud and sudden microphone-tapping sound, followed by the shriek of feedback.\n\nATTENTION, this is not an emergency. But there will be a demonstration of a project involving new technologies in just a few minutes. It may possibly result in some unusual irregularities. Don't be alarmed. Thank you.\n\nThe civil alert system crackles back into silence.\n\nA bald man runs screaming past you, pants on fire, pursued by a man without pants whose hair is on fire. They disappear around a corner.", "endoftext": false }, { "action": "You go to the south", "response": "You head south on Abalone...\n\nProud Pie is on the northeast corner. The multi-level grocery store to the southeast spans the block down Abalone. To the southwest is the concrete RelOfCoTn building, a typical nWare structure. An apartment building, The Peachtree, is northwest.", "endoftext": false }, { "action": "You go south", "response": "You head south on Abalone...\n\nA multi-level grocery store dominates the northeast corner, occupying the whole side of the block from here to Second. A windowless building, this one with a logo like a fork of lightning, is southeast. A shrouded establishment called \"Gelatinous Cube\" is southwest. On the final corner is a Starbucks.\n\nA warning shriek sounds, almost inside your head -- it's the helmet. \"OVERLOAD,\" a stupidly calm voice says. The SimulacCam splits right down the middle, along the line of your nose, and falls, shattering on the ground.\n\nA coming screams across the sky.\n\nAll that you can see flickers into reverse video; even worse is the reverse audio, pure sound everywhere except for the globs of silence shrieked from innumerable mouths, your own one of these. The tongue cannot say what tastes and smells visit you. Your skin is crawling all over the ants. The round is world.\n\nSixteen years later you arise from catatonia to play a single game of ping pong against a silentious Native American. It is a moment that Oliver Sacks would have written touchingly about. But the moment does not last.", "endoftext": false }, { "action": "You go south", "response": "It's the gateway to nTopia. The airport is north through a tall rectangular arch that is topped with red flashing lights. On the southeast corner is the visitor center. Southwest is a Starbucks.\n\nThere seems to be no trace of whatever sand was blowing all around, unless some of the buildings now have a slightly glossier finish.", "endoftext": false }, { "action": "You examine the helmet", "response": "Some of the most difficult things to look at are those that are currently enclosing your head.", "endoftext": false }, { "action": "You examine the helmet", "response": "Ah, yes. The SimulacCam. There it is.", "endoftext": false }, { "action": "You examine the panels", "response": "The video panels display cheerful promotional views of nTopia.", "endoftext": false }, { "action": "You ask the woman about nTopia", "response": "\"Lovely place we live in,\" she replies.", "endoftext": false }, { "action": "You ask the woman about the help", "response": "\"I wish I could help, but if I could, I'd probably have a messy job like yours and would regret it,\" she says.", "endoftext": false }, { "action": "You ask the woman about the demo", "response": "\"Um, I'm not sure. They haven't really told me much. I mostly just stand here and smile,\" she tells you.", "endoftext": false }, { "action": "You go to the west", "response": "You head west on Front Street...\n\nFront Street is wide here, at the edge of nTopia. The airport is north, while two indistinguishable warehouses flank Abalone Street to the south.", "endoftext": false }, { "action": "Go south", "response": "You head south on Abalone...\n\nThe clothing store Niche Threads is to the northeast, while a fire station is across from it on the southeast corner. To the southwest is the tall, cylindrical, and multicolored Medical Center Plaza. What dominates the intersection, though, is the swooping MuseRoom, to the northwest.", "endoftext": false }, { "action": "You go to the northwest", "response": "The swelling space of the MuseRoom is flooded with light from above and ringed with hypermodern paintings. A stairway curls along the far wall, leading up to the library on the second floor.", "endoftext": false }, { "action": "You look at the paintings", "response": "They are pixorealist paintings that look like beautiful backgrounds you could use on your desktop.", "endoftext": false }, { "action": "Up", "response": "A large, circular room forms the library, radiating with shelves and lit by sunlights. The floor seems to be a grating, allowing light to filter to the gallery below.", "endoftext": false }, { "action": "You examine the shelves", "response": "Unsurprisingly, the shelves have books on them.", "endoftext": false }, { "action": "You examine the floor", "response": "There's the floor. Right down there.", "endoftext": false }, { "action": "Examine books", "response": "You pick a book off the shelf and read for a bit.\n\n... The head and in frontal attack on an English writer that the character of this point is therefore another method for the letters ...\n\nThen you replace it.", "endoftext": false }, { "action": "Examine books", "response": "You pick a book off the shelf and read for a bit.\n\n... The quench and in aye attack on some obtain writer that the sign of this point is therefore another bite for the restore ...\n\nThen you replace it.", "endoftext": true }, { "action": "Go downwards", "response": "The swelling space of the MuseRoom is flooded with light from above and ringed with hypermodern paintings. A stairway curls along the far wall, leading up to the library on the second floor.", "endoftext": false }, { "action": "Go southeast", "response": "The clothing store Niche Threads is to the northeast, while a fire station is across from it on the southeast corner. To the southwest is the tall, cylindrical, and multicolored Medical Center Plaza. What dominates the intersection, though, is the swooping MuseRoom, to the northwest.", "endoftext": false }, { "action": "Shout", "response": "You allow yourself a moment to get in touch with your inner screaming maniac.", "endoftext": false }, { "action": "You go southeast", "response": "The Gap gapes on the northeast corner. A place called \"Ice Planet\" is southeast. To the southwest is a convenience store, ShopLite. The cheerful block of the nTopia Hospital occupies the remaining corner, to the northwest.", "endoftext": false }, { "action": "Go southeast", "response": "The greenery is effusive. The uneven terrain here was no doubt shaped by the landscapers, but the trees, hills, and open areas are pretty pleasing, however artificial they are.", "endoftext": false }, { "action": "Go south", "response": "You head south on Abalone...\n\nYour apartment building is on the southwest corner. Opposite it is a windowless, blocky building. On the southeast corner Pharmicopia sprawls. Otto's Automat is to the northwest.", "endoftext": false }, { "action": "You go to the south-west", "response": "Clean, if not homey. The cube by the doorway is unattended.", "endoftext": false }, { "action": "You examine Cube", "response": "Ah, yes. The empty Plexiglas cube. There it is.", "endoftext": false }, { "action": "You look in Cube", "response": "The empty Plexiglas cube is empty.", "endoftext": false }, { "action": "Up", "response": "The palate-cleansing corridor that leads to your apartment.", "endoftext": false }, { "action": "You go inside", "response": "The old-style lock opens to you with already-practiced ease, and you walk in. You switch the light on.\n\nIt's your residential canister. Your lime-green couch is against the longest wall. And it looks like we also have a heap of clothes.", "endoftext": false }, { "action": "You go east", "response": "You head east on Fifth Street...\n\nTo the northeast is Public Char. A Starbucks is on the southeast corner. A complex of tall apartment buildings, The Planar Forest, is southwest. To the northwest is a shoe store.\n\nA woman wearing some small display on her glasses pushes herself past on a Razor scooter, dictating Python into a headset.", "endoftext": false }, { "action": "You go to the east", "response": "You head east on Fifth Street...\n\nThe building to the northeast houses \"Scales,\" a restaurant. The government-looking neo-something architecture of City Hall offers an entryway to the southeast. On the southwest corner is \"Wheel-Man,\" a personal transportation dealer. The final business here, to the northwest, is Mailboxes Ultra.", "endoftext": false }, { "action": "Go northwest", "response": "While most of the retail spaces are minimal or postmodern, this package pickup and dropoff point has more of the sense of a Hoboken everything 99 cents store.", "endoftext": false }, { "action": "Go southeast", "response": "The building to the northeast houses \"Scales,\" a restaurant. The government-looking neo-something architecture of City Hall offers an entryway to the southeast. On the southwest corner is \"Wheel-Man,\" a personal transportation dealer. The final business here, to the northwest, is Mailboxes Ultra.\n\nHere we go again. Your pager goes off in its usual buzzing, vibrating fit.", "endoftext": false }, { "action": "You press the button", "response": "A beep issues from the pager, then a voice:\n\nGus needs his password reset now. Immediately. At the current time. Sorry it's so early. Also, be nice to him when you walk over and deliver his new password, since this weekend has been rough on everyone. He's in F2 and I'm now having your nPediment privileges set so you can walk right in there and find him. Thanks for rebooting the machines, by the way.\n\nIt is, of course, Wilbur.\n\nA beep issues from the pager, then a voice:\n\nThis is an automatic report about how you got owned, champ. That's right, one of your machines is puking out denial of service packets and needs to be offlined immediately. Better get it off your network before somebody other than a robot tells you about it. The victim is Nora.\n\nIt sounds like the perky cousin of that stupid stapler.\n\nA beep issues from the pager, then a voice:\n\nDisk failure. Disk hesitant, corrupted, ready for immolation. Replace the disk. Must be replaced prior to demo. Almost there. Almost at demo. We will make it. Replace the disk. Follow the procedure and incinerate the old disk once it has been replaced. The disk of the main server in F9. Access to F9 is currently being provided you. Go.\n\nObviously, the message is from Wilbur.\n\nA woman on an oversized skateboard zooms past, pulling a Jack Russell terrier on a normal-sized skateboard.", "endoftext": false }, { "action": "You go north", "response": "You head north on Main...\n\nThe sudden clamor and rush of a crowd sends you helplessly to the ground. With a grinding pull, a battalion in green aprons hurls itself over you and into the structure on the southwest corner. Perhaps you glimpse a pair of stunned figures in black T-shirts inside, shivering behind a counter. Your vision seems to be obscured for a moment by a milky steam.\n\nYou stand, finally, unsure about what you seem to have witnessed, unsure about whether or not to hope it was real.\n\nOne corner of the nWare Media Campus is to the northeast, where a path affords entrance. There are Starbuckses on the other three corners.", "endoftext": false }, { "action": "Go north", "response": "You head north on Main...\n\nMain runs along the western edge of the nWare Media Campus. Northwest of here, a bit of parkland holds the nWare store, a multi-story glass cube. The concrete structure to the southwest, labeled \"Supreme Food Court,\" is less impressive.", "endoftext": false }, { "action": "You go southeast", "response": "Main runs along the western edge of the nWare Media Campus. Northwest of here, a bit of parkland holds the nWare store, a multi-story glass cube. The concrete structure to the southwest, labeled \"Supreme Food Court,\" is less impressive.\n\nSomething that looks like a parade float slides down the street. You notice some tonsured and robed man dancing on it. Then it turns away and continues on, out of sight.", "endoftext": false }, { "action": "You examine the coin slot", "response": "Ah, yes. The coin slot. There it is.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying the SimulacCam, an nStick, your nLap 500, your pager, and your key.", "endoftext": false }, { "action": "You ask the teller for the coin", "response": "The teller produces some sort of tethered handheld device and begins tapping on it.\n\"We cannot dispense old-style funds to you at this point until you have an approved account,\" she replies.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying a dollar coin, the SimulacCam, an nStick, your nLap 500, your pager, and your key.", "endoftext": false }, { "action": "You go to the northeast", "response": "The marquee of the Bastion Theater is northeast and the blank stare of 0th Bank diagonally across to the southwest. Speaking of the Southwest, the bad Southwestern art of the Coyote and Crown howls from the northwest corner. A pleasant absence of city is southeast, where the fake hills of nTopia's park roll.", "endoftext": false }, { "action": "You go north", "response": "You head north on Eel...\n\nThe Gap gapes on the northeast corner. A place called \"Ice Planet\" is southeast. To the southwest is a convenience store, ShopLite. The cheerful block of the nTopia Hospital occupies the remaining corner, to the northwest.\n\nA gang of perhaps twenty people on souped-up Segways powers past and disappears.", "endoftext": false }, { "action": "You go to the south-west", "response": "For a marble-coated civic bunker, it's a rather homey place. The one service window on a wall of mailboxes is shuttered with dull brass. An APM is installed opposite the window.", "endoftext": false }, { "action": "You look at APM", "response": "Nice kiosk.", "endoftext": false }, { "action": "You use APM", "response": "You touch the screen to get started, and a progression of several dozen windows pop up over each each other, as if you've just won a game of nSolitare. The one that freezes on top for a moment says \"nSys for Kiosk Error Number n + 7. Rebooting.\"\n\nThe machine blinks and returns to its original state.", "endoftext": false }, { "action": "You look at Mailboxes", "response": "Looking at the wall reminds you that you're supposed to get assigned a mailbox sometime soon. After that's done and mail forwarding begins, you can continue receiving those hand-written, ink-spattered poetry submissions that various prisoners in a facility in North Dakota have been sending you for no apparent reason.", "endoftext": false }, { "action": "You go to the northwest", "response": "A Starbucks is to the northeast. The post office on the southwest corner looks as distinguished as a mausoleum. The urban idiom fails on the northwest corner, where a restaurant sits like a ranch house on a little plot of desert. Opposite it, a path leads onto the nWare Media Campus.\nYou head west on First Street...\n\nThe Gap gapes on the northeast corner. A place called \"Ice Planet\" is southeast. To the southwest is a convenience store, ShopLite. The cheerful block of the nTopia Hospital occupies the remaining corner, to the northwest.\nYou head south on Eel...\n\nThe marquee of the Bastion Theater is northeast and the blank stare of 0th Bank diagonally across to the southwest. Speaking of the Southwest, the bad Southwestern art of the Coyote and Crown howls from the northwest corner. A pleasant absence of city is southeast, where the fake hills of nTopia's park roll.\nYou head south on Eel...\n\nTo the northeast are the miniature tree-spotted hills of nTopia's park. On the southeast corner is the police station. A Starbucks is on the southwest corner. Neon signs and flashing screens glint from the establishment to the northwest, Arcadia Ego.\n\nA cute little fire truck careers down the street, letting loose an occasional bottle rocket.\n\nThere's a din of digitized sound. What's visible of the walls is covered with multicolored squares, presumably in an attempt to make the atmosphere even more festive.", "endoftext": false }, { "action": "You put the coin in the machine", "response": "The coin does seen like an obvious thing to put into the coin slot, but it's too thick to fit in there.", "endoftext": false }, { "action": "You go to the east", "response": "You head east on Third Street...\n\nThe south part of the campus is deceptively pleasant, with nWare Media buildings scattered about. You particularly note F7, which you're cleared to enter, to the northwest. And to the southeast is the enigmatic F9.\n\nA man with the demeanor of a middle manager skips by in a long gray cape, peeling a banana at both ends.", "endoftext": false }, { "action": "You go northwest", "response": "A Starbucks is to the northeast. The post office on the southwest corner looks as distinguished as a mausoleum. The urban idiom fails on the northwest corner, where a restaurant sits like a ranch house on a little plot of desert. Opposite it, a path leads onto the nWare Media Campus.\n\nA bald man runs screaming past you, pants on fire, pursued by a man without pants whose hair is on fire. They disappear around a corner.", "endoftext": false }, { "action": "You open the computer", "response": "You open the nLap 500, which wakes the moment it begins to unfold.\n\nA window pops up in the lower right corner of your nLap. In it, the uncanny red stapler wiggles its hinged head to the accompaniment of a cheery robot voice:\n\nHey, this looks like the post office! In the old days, people used to go here to send mail and stuff!\n\nThe window winks away.", "endoftext": false }, { "action": "You press the apm button", "response": "One of the things you liked about this job is the relative absence of heavy lifting.", "endoftext": false }, { "action": "You look", "response": "For a marble-coated civic bunker, it's a rather homey place. The one service window on a wall of mailboxes is shuttered with dull brass. An APM is installed opposite the window.\n\nYour stomach speaks to you in twangs of pain. Although you don't know Morse code, the jist of the message is that it would be a good idea to get something to eat soon.", "endoftext": false }, { "action": "You look at the window", "response": "Such service windows have been used in the past to assist postal customers. This one is probably only opened for historical reenactments. You had best visit the APM if you'd like to interface with the postal system.", "endoftext": false }, { "action": "Wear helmet", "response": "You once again don the strange helmet.", "endoftext": false }, { "action": "Exit", "response": "A Starbucks is to the northeast. The post office on the southwest corner looks as distinguished as a mausoleum. The urban idiom fails on the northwest corner, where a restaurant sits like a ranch house on a little plot of desert. Opposite it, a path leads onto the nWare Media Campus.\n\nThe scheme of the city, and your previous wanderings, suggest to you that the incinerator isn't likely to be plopped down here in the middle of town.", "endoftext": false }, { "action": "Go west", "response": "You head west on First Street...\n\nThe Gap gapes on the northeast corner. A place called \"Ice Planet\" is southeast. To the southwest is a convenience store, ShopLite. The cheerful block of the nTopia Hospital occupies the remaining corner, to the northwest.", "endoftext": false }, { "action": "You go to the south", "response": "You head south on Abalone...\n\nProud Pie is on the northeast corner. The multi-level grocery store to the southeast spans the block down Abalone. To the southwest is the concrete RelOfCoTn building, a typical nWare structure. An apartment building, The Peachtree, is northwest.\n\nA miniature ambulance whisks by at a frightening speed, doing a donut before it peals out of sight.", "endoftext": false }, { "action": "Go northeast", "response": "So, it's a pizza place. With a huge fake mouse in one corner. And it smells pretty nice.", "endoftext": false }, { "action": "You take the mouse", "response": "That's not detachable.\n\nThat's not detachable.", "endoftext": false }, { "action": "You hug the mouse", "response": "You tenderly cuddle the mouse.", "endoftext": false }, { "action": "You touch the mouse", "response": "Tangible, and pretty ordinary-feeling.", "endoftext": false }, { "action": "Kiss mouse", "response": "You plant a smackeroo on the mouse.", "endoftext": false }, { "action": "You open the laptop", "response": "That's already open.", "endoftext": false }, { "action": "You buy the pizza", "response": "Food does seem like a good idea. You order some and prepare to focus completely on the meal, like Martha Stewart on her salad...\n\nYou conclude your culinary experience.", "endoftext": false }, { "action": "Go northwest", "response": "You'd think the sun never set on Azatlan from the interior of this sort of English-style pub that serves lots of food made of blue cornmeal. Behind the bar, the place is festooned with Union Jack bandanas, and there are tequila bottles and British and Irish beer taps.", "endoftext": false }, { "action": "You look at the bandanas", "response": "Ah, yes. The bad decor. There it is.", "endoftext": false }, { "action": "You buy the tequila", "response": "You never drink on the job, which is too bad, because you could be paged at any time of day.", "endoftext": false }, { "action": "Go outside", "response": "The marquee of the Bastion Theater is northeast and the blank stare of 0th Bank diagonally across to the southwest. Speaking of the Southwest, the bad Southwestern art of the Coyote and Crown howls from the northwest corner. A pleasant absence of city is southeast, where the fake hills of nTopia's park roll.\n\nThree people covered with flour and ink run down the street in tears, disappearing.", "endoftext": false }, { "action": "Go south", "response": "You head south on Eel...\n\nThe local elementary school sits beside a gated playground to the northeast. Plywood closes off the site on the southeast corner, hiding whatever is being built there. The Pine and Elm, an apartment building you checked out and found just about identical to the Wild Palms, is southwest. On the northwest corner is an upscale variety store, MarMart.\n\nA sizable crowd of people wearing tye-dyed bedsheets babbles loudly, running past and away from you.", "endoftext": false }, { "action": "Go southeast", "response": "A dark gray interior has never been so reassuring. There's a long black desk in the center of the room, centered on a long metal sculpture that is behind it. And it looks like we also have a desk.", "endoftext": false }, { "action": "You open it", "response": "It doesn't open. It's art.", "endoftext": false }, { "action": "Go outside", "response": "To the northeast are the miniature tree-spotted hills of nTopia's park. On the southeast corner is the police station. A Starbucks is on the southwest corner. Neon signs and flashing screens glint from the establishment to the northwest, Arcadia Ego.", "endoftext": false }, { "action": "Go south", "response": "You head south on Eel...\n\nThe local elementary school sits beside a gated playground to the northeast. Plywood closes off the site on the southeast corner, hiding whatever is being built there. The Pine and Elm, an apartment building you checked out and found just about identical to the Wild Palms, is southwest. On the northwest corner is an upscale variety store, MarMart.", "endoftext": false }, { "action": "Go northwest", "response": "MarMart is not open right now. Looks like it opens at ten.\n\nA sizable crowd of people wearing tye-dyed bedsheets babbles loudly, running past and away from you.", "endoftext": false }, { "action": "Go southwest", "response": "The door, not recognizing you as a resident or previously cleared guest, politely turns you away.\n\nSomeone in sixteenth century Japanese armor goes by on a horse, red banner flapping.", "endoftext": false }, { "action": "You go south", "response": "You head south on Eel...\n\nTo the northeast is Public Char. A Starbucks is on the southeast corner. A complex of tall apartment buildings, The Planar Forest, is southwest. To the northwest is a shoe store.\n\nYou've barely noticed it, thanks to the way the streetlights have gradually filled in for the departing sun, but night has fallen.", "endoftext": false }, { "action": "Go northwest", "response": "The shoe store is not open right now. Looks like it opens at ten.", "endoftext": false }, { "action": "You go to the northeast", "response": "The dining room strikes an admirable balance between elegance and comfort, making this a delicious and elegant escape from the hustle and bustle of nTopia.", "endoftext": false }, { "action": "You go outside", "response": "To the northeast is Public Char. A Starbucks is on the southeast corner. A complex of tall apartment buildings, The Planar Forest, is southwest. To the northwest is a shoe store.\n\nThere's a loud and sudden microphone-tapping sound, followed by the shriek of feedback.\n\nATTENTION, this is not an emergency. But there will be a demonstration of a project involving new technologies in just a few minutes. It may possibly result in some unusual irregularities. Don't be alarmed. Thank you.\n\nThe civil alert system crackles back into silence.", "endoftext": false }, { "action": "You go to the east", "response": "You head east on Fifth Street...\n\nThe building to the northeast houses \"Scales,\" a restaurant. The government-looking neo-something architecture of City Hall offers an entryway to the southeast. On the southwest corner is \"Wheel-Man,\" a personal transportation dealer. The final business here, to the northwest, is Mailboxes Ultra.", "endoftext": false }, { "action": "Go northeast", "response": "It's all orange inside, too, with rounded booths of different sizes cut into the walls. The place is a sort of large-scale bento box, outfitted so that it will be safe during hunting season.\n\nA warning shriek sounds, almost inside your head -- it's the helmet. \"OVERLOAD,\" a stupidly calm voice says. The SimulacCam splits right down the middle, along the line of your nose, and falls, shattering on the ground.\n\nA coming screams across the ceiling.\n\nAll that you can see flickers into reverse video; even worse is the reverse audio, pure sound everywhere except for the globs of silence shrieked from innumerable mouths, your own one of these. The tongue cannot say what tastes and smells visit you. Your skin is crawling all over the ants. The round is world.\n\nSixteen years later you arise from catatonia to play a single game of ping pong against a silentious Native American. It is a moment that Oliver Sacks would have written touchingly about. But the moment does not last.", "endoftext": false }, { "action": "You look at the walls", "response": "Actually the squares covering the walls aren't all squares. You now see that one of them is a rectangle.", "endoftext": false }, { "action": "You examine the rectangle", "response": "This panel really looks a lot like the rest of the wall, but close inspection allows you to make out a faint trace of the word \"TOKENS,\" apparently painted on using some pigment that isn't quite in the visible spectrum.\n\nIn the center of the token panel you notice a small, dark maw.", "endoftext": false }, { "action": "You put the coin in the maw", "response": "The coin vanishes into the maw. Below it, a tray pops open and a token flips out into the air. In a feat of tremendous physical prowess, you manage to catch it.", "endoftext": false }, { "action": "You put the token in the slot", "response": "You drop the token into the slot and hear the satisfying giggle of the machine registering a credit. Eagerly, you press the player one button and watch the introductory sequence.\n\nJust as the first fight is about to begin, some twelve-year-old kid with a bowl haircut slips into place beside you, deposits a token, and presses the player two button.\n\n\"ENTERING SMACKDOWN MODE,\" the machine says.\n\n\"My mouth says hello,\" says the boy.", "endoftext": false }, { "action": "You play the game", "response": "You're playing it, oh yeah.\n\nYou select Llamo, your favorite avatar. The kid chooses the sissiest, lamest llama fighter there is, Floofta. The fight begins.\n\nThe kid's hands slap against the controllers with remarkable dexterity, and Floofta begins wailing on Llamo.\n\n\"Perhaps you are wondering what the purpose of all this is,\" the kid says calmly.", "endoftext": false }, { "action": "You play the game", "response": "You're playing it, oh yeah.\n\nYou're just barely able to crouch and block as Floofta powers into a helicopter kick.\n\n\"Governments are pesky,\" the kid says. \"Sure, corporations are ascendant, but governments still have some power, and nWare would love to be able to command that power.\"", "endoftext": false }, { "action": "You play the game", "response": "You're playing it, oh yeah.\n\nFloofta executes a swift axe hoof, which you barely parry, using the Calf Worshipping Goddess technique.\n\n\"As you may remember from history, overthrowing regimes is a messy business,\" the kid says.", "endoftext": false }, { "action": "You play game", "response": "You're playing it, oh yeah.\n\nYou manage to land a feeble punch. Then, Floofta grapples you and throws you painfully to the ground.\n\n\"But if you could simulate political leaders, simulate appreciative crowds,\" the kid muses, \"have your doppelgangers move among the people, sowing confusion...\"", "endoftext": false }, { "action": "You look at the kid", "response": "The kid stands impassively facing his side of the arcade cabinet, face lit by the psychedelic glow of the machine.\n\nFloofta hurls an enormous hairball which flattens and stupefies you.\n\n\"You get the idea,\" the kid says. \"That's what everyone is working on here. That's what you're working on, although you almost certainly don't know it.\"", "endoftext": false }, { "action": "You play the game", "response": "You're playing it, oh yeah.\n\nYou rally. It's like Ali in round eight against Foreman. You're landing all sorts of kicks and punches on Floofta.\n\n\"Rallies, meetings, the State of the Union address -- it will all be simulated,\" the kid, still oddly calm, tells you. \"And nWare will run it all.\"", "endoftext": false }, { "action": "You play the game", "response": "You're playing it, oh yeah.\n\nFloofta spins around and answers with a series of punishing blows that prove decisive.\n\n\"FINISH HIM!\" the game proclaims, as poor Llamo wobbles there non-interactively.\n\n\"I'm not telling you that you should do anything differently, that you should try to look around and stop what's going on,\" they kid says. \"No, no. But just so you know what you've gotten yourself into.\"", "endoftext": false }, { "action": "You play the game", "response": "You're playing it, oh yeah.\n\nRather than delivering the coup de grace, the kid slaps a token down on the machine and runs off, disappearing.\n\n\"GAME OVER,\" the machine says. Even the winner doesn't get to continue after a game in smackdown mode. Just like in real life.", "endoftext": false }, { "action": "You examine the token", "response": "Actually, how could you have mistaken this for a token, even though that's the only thing that a normal person would slap down on a video game cabinet? It's not a token at all. It's some sort of high proprietary Allen wrench.\n\nYou can't even describe the strange polygon through which this Allen wrench has been extruded, and which it is designed to fit into.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying an Allen wrench, the defective disk, the SimulacCam (being worn), an nStick, your nLap 500, your pager, and your key.", "endoftext": false }, { "action": "You go south", "response": "You head south on Eel...\n\nThe local elementary school sits beside a gated playground to the northeast. Plywood closes off the site on the southeast corner, hiding whatever is being built there. The Pine and Elm is southwest. On the northwest corner is an upscale variety store, MarMart.", "endoftext": false }, { "action": "Go south", "response": "You head south on Eel...\n\nTo the northeast is Public Char. A Starbucks is on the southeast corner. A complex of tall apartment buildings, The Planar Forest, is southwest. To the northwest is a shoe store.\n\nA miniature ambulance whisks by at a frightening speed, doing a donut before it peals out of sight.", "endoftext": false }, { "action": "Go southeast", "response": "While there is a great view over there, the sheer drop of a hundred feet or so makes it impossible to go in that direction, except fatally.", "endoftext": false }, { "action": "You go to the north", "response": "You head north on Eel...\n\nTo the northeast is Public Char. A Starbucks is on the southeast corner. A complex of tall apartment buildings, The Planar Forest, is southwest. To the northwest is a shoe store.", "endoftext": false }, { "action": "You go east", "response": "You head east on Fifth Street...\n\nThe building to the northeast houses \"Scales,\" a restaurant. The government-looking neo-something architecture of City Hall offers an entryway to the southeast. On the southwest corner is \"Wheel-Man,\" a personal transportation dealer. The final business here, to the northwest, is Mailboxes Ultra.\n\nA sizable crowd of people wearing tye-dyed bedsheets babbles loudly, running past and away from you.", "endoftext": false }, { "action": "Go southeast", "response": "The interior walls are of parquet hardwood, which would be the most remarkable thing about most city halls, but here we have this full-size diorama in the middle of the lobby with animatrons of Benjamin Franklin, John von Neumann, and shellf.\n\nThere's also a subtle door here to the southeast, which wouldn't be noticeable to an onlooker who wasn't in the know.", "endoftext": false }, { "action": "You open the grill with the wrench", "response": "You wield the highly proprietary Allen wrench for a while, alternating between hope and frustration, and finally manage to open the grill.", "endoftext": false }, { "action": "You enter grill", "response": "You break into the office above like a tech support commando. Time to fix those wiretaps so the boss can figure out what the Democrats have been up to! Or, time to steal back that list of Resistance members' names! Or, time to enter yet another uninteresting commercial, retail, or institutional space!\n\nThis would be an impressive and luxurious office, if it had some furniture and stuff in it. It doesn't look like the place is occupied -- except, occasionally, by trespassers. There's an exit underneath you and a door through which a bit of light filters in. Disturbing the minimalist appearance of the room is a garish fake bookcase.", "endoftext": true }, { "action": "You look around", "response": "This would be an impressive and luxurious office, if it had some furniture and stuff in it. It doesn't look like the place is occupied -- except, occasionally, by trespassers. There's an exit underneath you and a door through which a bit of light filters in. Disturbing the minimalist appearance of the room is a garish fake bookcase.", "endoftext": false }, { "action": "You open the door", "response": "The door won't open. This must be some kind of fire code violation.", "endoftext": false }, { "action": "You examine the door", "response": "The frosted glass door seems to have \"ROYAM\" painted on it, although the \"R\" is backwards.", "endoftext": false }, { "action": "Wear helmet", "response": "You once again don the strange helmet.\n\nSomething seems to have changed.", "endoftext": true }, { "action": "Describe the surroundings", "response": "This would be an impressive and luxurious office, if it had some furniture and stuff in it. It doesn't look like the place is occupied -- except, occasionally, by trespassers. There's an exit underneath you and a door through which a bit of light filters in. Where the bookcase used to be is a person-sized cylinder, open on the front.", "endoftext": false }, { "action": "You examine the cylinder", "response": "The sight awakens one of your few pleasant childhood memories: Sitting in comfort in the forward-facing car seat on the passenger side, you went to the drive-through bank and received a delicious blue candy, which arrived in a pneumatic tube that looked like a smaller version of this cylinder.\n\nAnyway. If this is where the Controller is supposed to reside in suspended animation, directing the city, then the genie is out of the bottle -- the lunatics are running the asylum -- there is no man behind the curtain.", "endoftext": false }, { "action": "You enter cylinder", "response": "You enter the cylinder. A voice is cued: \"Escape canister will be ready for departure at approximately NINETEEN FORTY FIVE.\"", "endoftext": false }, { "action": "You wait", "response": "Time goes by.", "endoftext": false }, { "action": "You look", "response": "So much depends upon a featureless cylinder, filled with you, moving through some indeterminate location.", "endoftext": false }, { "action": "Sing", "response": "A few verses from the Yoyodyne Songbook well outward from your being and into the air, which surprises even you.", "endoftext": false }, { "action": "You jump", "response": "You jump a good half inch, which is all there's room for.", "endoftext": false }, { "action": "Close nLap", "response": "You close the nLap 500.\n\nThe cylinder shudders as if coming to a halt. It does something a bit less graceful than sliding open and a bit more graceful than blowing open.", "endoftext": false }, { "action": "Pray", "response": "Seems like as good a time as any to embrace the supernatural. You mutter a quick petition to Azathoth.\n\nThe floor-part of this cylinder tips, urging you to exit. So you trip out of the canister.\n\nOnce you've extricated yourself, the cylinder, bereft of payload, seals itself again. It wooshes away, perhaps so as to be ready for another very important passenger.\n\nYou learned in college geography that the desert is actually teeming with life. Except that isn't true of this place, which is simply a plain of white, barren sand. The desert is exceedingly empty. It seems that in the whole expanse there is nothing but one rock.\n\nOn the rock is one man.\n\nMaybe he brought the rock himself.\n\n\"Hi,\" says the man. He gestures to your head. \"Do you mind? That's a bit threatening.\"", "endoftext": false }, { "action": "You take off the helmet", "response": "You take off the SimulacCam.\n\n\"I suppose you're the only one who made it out this way,\" the man says. He shrugs. \"Maybe the others will cope.\"", "endoftext": false }, { "action": "You ask Man about nTopia", "response": "\"Save the questions,\" he says.", "endoftext": false }, { "action": "You look at Man", "response": "He is wearing a Hugo Boss suit, legs crossed, fingers steepled in front of him. He looks at you with care. His features and complexion suggest that his ancestors lived in this country thousands of years ago.\n\nYou feel a tug within you, a subtle but literal reconfiguration of your system. Whatever it is that gripped you cannot hold you from here, however.\n\nOn the high and far plateau nTopia pulses and swarms with realities, a time-lapse, space-lapse sculpture, root and rhizome. The city does not shape itself into some urban battlefield for the pleasure of unseen generals, or into some all-maddening hilarious face to be put on by warfighter and advertiser alike. No bread, no circuses, no clockwork demagogues can be discerned. If these are to be the true products of the nWare Media Division, the demo that transpires does not appear to promote them.\n\nInstead, the chessboard of the city sets itself into positions, the brick and mortar structures at play with ones more liquid. There are sprawling markets and office buildings like Jehovas, but also slums and huge estates, parks and wastes, a stadium and churches, water treatment plants, jails and prisons, pyramids, military bases, factories, all cities the city, one Babel of configurations, as if some intellect or algorithm, or both, were looking through them all to find the one most perfect.\n\n\"Come on,\" the business-shaman says, \"my car's at the Dairy Queen. Keep up a decent pace and we'll get there by nine, before they close. I'll buy you a Blizzard.\"\n\nPisces, Cetus, Aquarius -- above nTopia churning are the constellations as you have seen them many times before. One moment of hesitation before turning to go, and the sky shudders. With that, the final touch is added, the augmentation complete. The dark has been pierced through again by some artist, some fellow employee, and you see them just as you saw them laid out before: The Cradle, The Way, The Burning Book.", "endoftext": false }, { "action": "You wait", "response": "Time goes by.\n\nThe floor-part of this cylinder tips, urging you to exit. So you trip out of the canister.\n\nOnce you've extricated yourself, the cylinder, bereft of payload, seals itself again. It wooshes away, perhaps so as to be ready for another very important passenger.\n\nYou learned in college geography that the desert is actually teeming with life. Except that isn't true of this place, which is simply a plain of white, barren sand. The desert is exceedingly empty. It seems that in the whole expanse there is nothing but one rock.\n\nOn the rock is one man.\n\nMaybe he brought the rock himself.\n\n\"Hi,\" says the man. He gestures to your head. \"Do you mind? That's a bit threatening.\"", "endoftext": false }, { "action": "Wait", "response": "Time goes by.\n\n( You can also use commands such as WAIT 10 MINUTES and WAIT UNTIL 10 AM. )\n\nWithout standing, the man reaches inside his suit coat and immediately produces something pistol-like but plastic, with a bright yellow tip. Several hours later you awaken in this same spot, alone and quite uncertain about your future.", "endoftext": false }, { "action": "Close nLap", "response": "You close the nLap 500.\n\nA gang of perhaps twenty people on souped-up Segways powers past and disappears.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying the SimulacCam (being worn), an nStick, your nLap 500, your pager, and your key.", "endoftext": false }, { "action": "You put stick in the wires", "response": "You put the nStick into the panel.", "endoftext": false }, { "action": "You turn on the mouse", "response": "Presumably there is some way to turn the mouse on and off, yes.", "endoftext": false }, { "action": "You look at the nose", "response": "Parts is parts. You don't usually need to worry about your body very much detail, and today does not seem to be an exception in that regard.", "endoftext": false }, { "action": "You look at the panel", "response": "The panel is open and has an nStick stuck in it. It's sparking a bit.", "endoftext": false }, { "action": "Close panel", "response": "You close the panel.\n\n\"In my spare time, I founded the postal police,\" the mouse asserts.", "endoftext": false }, { "action": "You wait for a while", "response": "Time goes by.\n\n\"Early to bed and early to rise gets a programmer lots of uninterrupted time in the cubicle!\" the mouse proclaims.", "endoftext": false }, { "action": "Wait", "response": "Time goes by.\n\n( You can also use commands such as WAIT 10 MINUTES and WAIT UNTIL 10 AM. )\n\n\"Help stop software pirates, rapists, arsonists, and child molesters,\" the mouse implores.", "endoftext": false }, { "action": "You wait", "response": "Time goes by.\n\nThe mouse jerks spasmodically. \"Join the army, kids!\" it exclaims.", "endoftext": false }, { "action": "You wait for a while", "response": "Time goes by.\n\n\"nTopia is the first city to be built from more than 25% recycled post-consumer content,\" explains the mouse.", "endoftext": false }, { "action": "You wait", "response": "Time goes by.\n\nThe mouse does a horrible and probably unlicensed approximation of the Moonwalk.", "endoftext": false }, { "action": "You open the panel", "response": "The shuffling mouse both dodges and blocks, preventing you from opening the panel.\n\n\"Did you know that the first mouse pointer was actually called a bug?\" the mouse asks, obviously rhetorically. \"And the first mouse was called -- a mouse!\"", "endoftext": false }, { "action": "Wait", "response": "Time goes by.\n\n\"In nTopia,\" the mouse says, \"you can worship the creator any way you like. Or not at all!\"", "endoftext": false }, { "action": "You wait for a while", "response": "Time goes by.\n\n\"I invented the stored-program computer!\" says the mouse, as if it expected you to believe that.", "endoftext": false }, { "action": "You wait", "response": "Time goes by.\n\n\"The business of nWare is business,\" the mouse says.", "endoftext": false }, { "action": "Wait", "response": "Time goes by.\n\n\"In my spare time, I founded the postal police,\" the mouse asserts.", "endoftext": false }, { "action": "You go south", "response": "You head south on Main...\n\nMain runs along the western edge of the nWare Media Campus. Northwest of here, a bit of parkland holds the nWare store, a multi-story glass cube. The concrete structure to the southwest, labeled \"Supreme Food Court,\" is less impressive.", "endoftext": false }, { "action": "Go south", "response": "You head south on Main...\n\nThe sudden clamor and rush of a crowd sends you helplessly to the ground. With a grinding pull, a battalion in green aprons hurls itself over you and into the structure on the southwest corner. Perhaps you glimpse a pair of stunned figures in black T-shirts inside, shivering behind a counter. Your vision seems to be obscured for a moment by a milky steam.\n\nYou stand, finally, unsure about what you seem to have witnessed, unsure about whether or not to hope it was real.\n\nOne corner of the nWare Media Campus is to the northeast, where a path affords entrance. There are Starbuckses on the other three corners.\n\nThe sun beats down mercilessly, straining against nTopia's municipal climate control system.", "endoftext": false }, { "action": "You look", "response": "This particularly uninviting room may have been included simply to reassure those without proper clearance that they are in the wrong place. To the north is the building's main floor.\n\nGus stands here. His eyes dart around as if tracing deep scratches on the walls, perhaps made by an imaginary axe.", "endoftext": false }, { "action": "You go west", "response": "You head west on Second Street...\n\nMain runs along the west edge of the nWare Media Campus. To the northwest is a Starbucks. The glass cube of the nWare Store sits on a park-like plot to the southwest.", "endoftext": false }, { "action": "You go south", "response": "You head south on Main...\n\nMain runs along the western edge of the nWare Media Campus. Northwest of here, a bit of parkland holds the nWare store, a multi-story glass cube. The concrete structure to the southwest, labeled \"Supreme Food Court,\" is less impressive.", "endoftext": false }, { "action": "You go south", "response": "You head south on Main...\n\nOne corner of the nWare Media Campus is to the northeast, where a path affords entrance. A Starbucks is on the southeast corner. There is a coffeehouse called \"Independent Grounds\" to the southwest. Another Starbucks is on the northwest corner.", "endoftext": false }, { "action": "Go southwest", "response": "A bunch of overstuffed furniture, shipped in from somewhere other than Sweden, sits askew in here. There's a big sculptural object toward one corner that must be used for roasting coffee beans or something.", "endoftext": false }, { "action": "You sit", "response": "You take a comfy seat.\n\nAs you sat down you noticed a woman in a smart suit and guy who is wearing a trucker cap, apparently ironically. You can't see them now, but you catch a snippet of their conversation.\n\n\"Apparently there's an escape system for government officials. The mayor and so on.\"\n\n\"We don't have any government officials here.\"\n\n\"Right. I bet they all escaped.\"\n\nInvoluntarily, you turn to look at the pair. They are already standing, and quickly head outside and out of sight.", "endoftext": false }, { "action": "You use the computer", "response": "Righteous. Everything actually compiled and built successfully. You install the update.\n\nYou get that satisfied feeling that you usually get after accomplishing a work-related task.", "endoftext": false }, { "action": "You use the computer", "response": "Deftly you request a photo of Gus for purposes of positive ID, reset his account, and store in your short-term memory his cryptic-yet-memorable temporary password. Now you just need to share this important bit of information with Gus, and you'll have executed your responsibilities most gloriously.\n\nAnd people wonder why you fantasize about being a astronaut.", "endoftext": false }, { "action": "You go outside", "response": "You get off the overstuffed furnishing.\n\nA bunch of overstuffed furniture, shipped in from somewhere other than Sweden, sits askew in here. There's a big sculptural object toward one corner that must be used for roasting coffee beans or something.", "endoftext": false }, { "action": "You go to the northeast", "response": "One corner of the nWare Media Campus is to the northeast, where a path affords entrance. A Starbucks is on the southeast corner. There is a coffeehouse called \"Independent Grounds\" to the southwest. Another Starbucks is on the northwest corner.", "endoftext": false }, { "action": "You go to the northeast", "response": "The south part of the campus is deceptively pleasant, with nWare Media buildings scattered about. You particularly note F7, which you're cleared to enter, to the northwest.", "endoftext": false }, { "action": "You go northeast", "response": "This particularly uninviting room may have been included simply to reassure those without proper clearance that they are in the wrong place. To the north is the building's main floor.\n\nGus stands here. He laughs at your puny gesture.", "endoftext": false }, { "action": "You tell Gus about the password", "response": "You tell Gus his cryptic-yet-memorable temporary password.\n\nHis face lights up with some combination of relief and prophetic rapture. He pulls a miniscule PDA from one of the pockets on his photographer's vest and taps happily, presumably gaining access.\n\nYou get that satisfied feeling that you usually get after accomplishing a work-related task.\n\nSome glitch, neurological or digital, causes Gus to scream \"ODYSSEUS\" and run toward the exit. This involves his running right over you, knocking you down. Your head strikes the floor in a painless and consciousness-eliminating way.\n\n\"... tests were, again, all just fine,\" some woman in a doctor costume tells you. Or maybe she is a doctor. You're both walking along an aqua-colored corridor now. There are pictures of semi-rigid airships on the walls. \"You shouldn't have any problems except perhaps for a bit of short-term memory loss, but if you do have any other trouble, come back and tell it to the kiosk. Oh, and you'll want this back.\" She hands you your pager, which, annoyingly, is buzzing and vibrating. \"Take care!\"\n\nYou find yourself here in the lobby.\n\nThe shuffling of those in despair, the rapid, professional pace of the strained nurses and assistants, the occasional groan -- all of these are absent, since this pale green lobby, curiously, holds no one besides yourself. It's also completely without furnishings, except for a kiosk, placed dead center.\n\nRemembering the menu of health insurance options that you were presented, you congratulate yourself on buying the extended warranty on yourself.\n\nThe pager buzzes and jars you, its motor driven to disrupt and demand attention.\n\nA window pops up in the lower right corner of your nLap. In it, the uncanny red stapler wiggles its hinged head to the accompaniment of a cheery robot voice:\n\nHey, this looks like the hospital! This is where you can go if you're sick! If you're really sick, sometimes emergency medical workers will helpfully bring you here!\n\nThe window winks away.", "endoftext": false }, { "action": "You touch Kiosk", "response": "As you approach, the kiosk says \"If you are here because of an emergency, say 'EMERGENCY' or press the corresponding button.\"\n\nYou touch the screen to get started, and a progression of several dozen windows pop up over each each other, as if you've just won a game of nSolitare. The one that freezes on top for a moment says \"nSys for Kiosk Error Number n + 7. Rebooting.\"\n\nThe machine blinks and returns to its original state.\n\nThe pager vibrates like it's repeatedly tapping you to get your attention, and it buzzes gratingly.", "endoftext": false }, { "action": "You hold the button", "response": "The pager emits a low beep after you hold the button down for about a second and a half.", "endoftext": false }, { "action": "You examine text file", "response": "A compulsive glance at the text file that holds your notes reassures you about the locations of the five servers: Wendy, at RelOfCoTn, Abalone and Second; Nora, in the airport; Ester, in the East Berm; Sophie, in City Hall, on the south end of Main; and Cindy, in F7 on the main campus.", "endoftext": false }, { "action": "You go south", "response": "You head south on Main...\n\nMain runs along the west edge of the nWare Media Campus. To the northwest is a Starbucks. The glass cube of the nWare Store sits on a park-like plot to the southwest.", "endoftext": false }, { "action": "Go south", "response": "You head south on Main...\n\nMain runs along the western edge of the nWare Media Campus. Northwest of here, a bit of parkland holds the nWare store, a multi-story glass cube. The concrete structure to the southwest, labeled \"Supreme Food Court,\" is less impressive.\n\nA woman on an oversized skateboard zooms past, pulling a Jack Russell terrier on a normal-sized skateboard.", "endoftext": false }, { "action": "Go south", "response": "You head south on Main...\n\nThe sudden clamor and rush of a crowd sends you helplessly to the ground. With a grinding pull, a battalion in green aprons hurls itself over you and into the structure on the southwest corner. Perhaps you glimpse a pair of stunned figures in black T-shirts inside, shivering behind a counter. Your vision seems to be obscured for a moment by a milky steam.\n\nYou stand, finally, unsure about what you seem to have witnessed, unsure about whether or not to hope it was real.\n\nOne corner of the nWare Media Campus is to the northeast, where a path affords entrance. There are Starbuckses on the other three corners.", "endoftext": false }, { "action": "You hold the button", "response": "( That is, \"hold the server's red button.\" )\n\nYou hold the server's button in a for a while, and the box whines to a halt, falling silent. When you release the button, the server remains lifeless.\n\nYou get that satisfied feeling that you usually get after accomplishing a work-related task.", "endoftext": false }, { "action": "You go north", "response": "You head north on Main...\n\nOne corner of the nWare Media Campus is to the northeast, where a path affords entrance. There are Starbuckses on the other three corners.", "endoftext": false }, { "action": "Go north", "response": "You head north on Main...\n\nMain runs along the western edge of the nWare Media Campus. Northwest of here, a bit of parkland holds the nWare store, a multi-story glass cube. The concrete structure to the southwest, labeled \"Supreme Food Court,\" is less impressive.", "endoftext": false }, { "action": "You go southwest", "response": "The food court is of the same vintage as the other buildings in nTopia, and seems not yet drinkable. Product and process have been licensed all around the main chamber, where people can sit, mostly alone, engaging their oral arguments.", "endoftext": false }, { "action": "You buy the food", "response": "Food does seem like a good idea. You order some and prepare to focus completely on the meal, like Martha Stewart on her salad...\n\nA crackling sound comes, somehow, from all around.\n\nThis is a test of the nTopia civil alert system. If this were actually a --\n\nThe recorded voice breaks off.\n\nATTENTION. This is actually not a test. This is an alert. Severe dust and wind conditions are anticipated. In a calm and orderly fashion, please find shelter indoors, or remain indoors if you are there already, and refer from going outside until further notice. Refrain. Refrain from going outside. Don't be nervous. High risk of death if you don't get indoors. Calmly. Get indoors. Immediately.\n\nThen there is quiet.\n\nYou conclude your culinary experience.\n\nThere's a granular howl from outside.", "endoftext": false }, { "action": "You wait for a while", "response": "Time goes by.\n\nThe harsh whistling sound continues.\n\nAn intriguing stranger dressed in black suddenly appears next to you and begins whispering, without turning to face you.\n\n\"Don't look over. They'll see us talking.\"", "endoftext": false }, { "action": "You wait", "response": "Time goes by.\n\n( You can also use commands such as WAIT 10 MINUTES and WAIT UNTIL 10 AM. )\n\nThe harsh whistling sound continues.\n\n\"Now, listen closely. This is important. You're new here, still not too damaged. I must tell you the terrible secret of nTopia.\"", "endoftext": false }, { "action": "Continue", "response": "Time goes by.\n\nThe harsh whistling sound continues.\n\n\"This whole place was built on military land -- some missile testing range or something.\"", "endoftext": false }, { "action": "Continue", "response": "Time goes by.\n\nThe harsh whistling sound continues.\n\n\"You've probably noticed what's going on. They're driving us insane. We're here as mental crash test dummies.\"", "endoftext": false }, { "action": "Keep going", "response": "Time goes by.\n\nThe harsh whistling sound continues.\n\n\"It's part of the business model. Goes along with the painfully designed end-user application, the self-molesting hardware that calls the mother ship when it manages to break itself.\"", "endoftext": false }, { "action": "Keep going", "response": "Time goes by.\n\nThe harsh whistling sound continues.\n\n\"They're using more advanced annoyances now. Monitoring you at all times to maximally bother you. Broadcasting on certain electromagnetic frequencies...\"\n\nYou glance over at your interlocutor and notice, for just a moment, a sheet of something shiny and silvery poking out from beneath the trendy black cap that she wears.", "endoftext": false }, { "action": "You examine the cap", "response": "\"Hey, hey. Stop looking at me. They'll notice.\"\n\nThe harsh whistling sound continues.\n\n\"Systematically, they're figuring out how to drive us crazy. Non-lethal warfare. Market domination. All sorts of ways to use this to increase shareholder value.\"", "endoftext": false }, { "action": "Wait", "response": "Time goes by.\n\nThe harsh whistling sound continues.\n\n\"I'm too far gone to help out on this one. I just gotta get out. Gotta escape. I think I have a way, but I can't take anyone with me.\"", "endoftext": false }, { "action": "You wait a while", "response": "Time goes by.\n\nThe harsh whistling sound continues.\n\n\"I had to tell you about it before I went, though. Had to track you down. You're the last hope.\"", "endoftext": false }, { "action": "Continue", "response": "Time goes by.\n\nThe harsh whistling sound continues.\n\n\"Save the planet, kid! The city! Company! Neighborhood! Save your profit center! Shut 'em down somehow!\"", "endoftext": false }, { "action": "Go outside", "response": "Main runs along the western edge of the nWare Media Campus. Northwest of here, a bit of parkland holds the nWare store, a multi-story glass cube. The concrete structure to the southwest, labeled \"Supreme Food Court,\" is less impressive. And it looks like we also have an enigmatic person in black.\n\nThere seems to be no trace of whatever sand was blowing all around, unless some of the buildings now have a slightly glossier finish.\n\nThe strange person who spoke to you rushes away to the south.", "endoftext": false }, { "action": "You go south", "response": "You head south on Main...\n\nOne corner of the nWare Media Campus is to the northeast, where a path affords entrance. There are Starbuckses on the other three corners. And it looks like we also have an enigmatic person in black.\n\nThe strange person who spoke to you rushes away to the south.", "endoftext": false }, { "action": "You go to the south", "response": "You head south on Main...\n\nThe building to the northeast houses \"Scales,\" a restaurant. The government-looking neo-something architecture of City Hall offers an entryway to the southeast. On the southwest corner is \"Wheel-Man,\" a personal transportation dealer. The final business here, to the northwest, is Mailboxes Ultra. And it looks like we also have an enigmatic person in black.\n\nThe strange person who spoke to you rushes away to the south.", "endoftext": false }, { "action": "Go south", "response": "You head south on Main...\n\nBack Street runs east behind City Hall here at the south end of nTopia. Eel is to the west. A warehouse is on the northwest corner.\n\nYou have come to the edge of the plateau on which nTopia is built. Far below, past the railing, is the desert plain, stretching from reddish white to white, scraggled here and there with gray. The sky is lapis lazuli. Some highway stretches far off from east to west, as if it were an imperfect reflection of a line on a map. And it looks like we also have an enigmatic person in black.\n\nThe strange person who spoke to you picks up an odd-looking parcel from somewhere. It instantly inflates around her and forms a sort of giant, clear hamster-ball. Your informant moves a bit and the curious conveyance tips over the railing. When you look down after it -- after her -- there is nothing there to be seen.", "endoftext": false }, { "action": "You jump", "response": "You swing yourself over, like the distinguished gymnast you once were in your youth, to your parents' pride. Fortunately for your shattered corpse, the final destructive arc of your pager leads a search team to what used to be you, and, thanks to the marvels of technology, those remnants are given a proper burial.", "endoftext": true } ]
timl7wld6zp9otsf
Party Foul
Brooks Reeves
[ "Humor", "Slice of life" ]
[ "escape", "female protagonist", "on Jay Is Games", "parser", "party" ]
2,010
[ 6, 11, 10, 1, 1 ]
29
3.689655
20100504
false
You're cornered, trapped. There seems to be no escape. You aren't in a jail cell. No, you're in the cocktail party from hell and only by using your wits and luck are you going to get out of this suburb alive.
[ { "action": "%", "response": "Remember, you can always type About or Hint at any point in the game if you wish to be reminded about general commands, or want to get game specific hints.\n\nWould you like to continue with the tutorial on?", "endoftext": false }, { "action": "No", "response": "You were helpless. She cornered you at the grocery store between the honeydew and the squash. \"Amy dear! How are you?\" she asked. And before you knew it she had invited you to a party at her house later that night.\n\nYou couldn't say no. Nobody says no to Abbey Fincher, neighborhood watch president and queen of the cocktail party.\n\nIt was supposed to be a short visit. Fifteen minutes and out. But here you are, two hours later roped into a never-ending conversation with Frank Quinlivan. God knows where your husband, Mark, is. As you stand mere feet from the front door, wine glass in hand, listening to the same story over and over again, all you can think about is getting your coat, your casserole dish, your husband and going home...\nParty Foul\nAn Exercise in Frustration by Brooks Reeves\n\nYou're standing in the same spot you were an hour ago, listening to the same jokes and stories. If you don't extract yourself from this conversation soon, you're going to scream.", "endoftext": false }, { "action": "About yourself", "response": "If you knew you were going to be standing around for hours, you would have worn more comfortable shoes. As it is, you're wearing a serviceable blue dress and a pair of four inch heels that are killing your toes. If you don't get out of this party soon, you're going to murder someone.\n\n\"And then I say, who cares? Let's play another round of golf!\" Frank finishes and then explodes with laughter.", "endoftext": false }, { "action": "Scream", "response": "I know you're frustrated, but let's not make a scene, okay?\n\n\"Hey,\" Frank begins again, \"I ever tell you the time I went to Disney World and puked on the Dumbo ride? True story!\"", "endoftext": false }, { "action": "You ask Frank about the bathroom", "response": "You start to open your mouth, but Frank blazes ahead. It looks like you're going to have to get Frank to shut up before you can ask any questions.\n\n\"Course,\" he continues, \"I probably shouldna gotten so wasted on Pina Coladas in the Tiki Room, if you know what I'm sayin'.\" He pats you slyly on the shoulder and you feel a small part of you die on the inside.\n\nThis isn't that kind of party.\n\n\"Hey!\" he says, \"Speakin' of which, bartender! Gimme another scotch and soda! Easy on the soda.\"\n\nRon barely looks Frank's way, saying, \"I think we can all agree you've had enough, Frank.\"", "endoftext": false }, { "action": "Inv", "response": "You are carrying a wine glass, a blue dress (being worn) and a pair of black heels (being worn).\n\nFrank elbows you on your side, \"Can you believe this guy? I mean can you BELIEVE it? Ole cheapskate can't even afford more booze? I mean what kinda party is this supposed to be? Reminds me of that time I went to Salt Lake. I ever tell you about that?\"", "endoftext": false }, { "action": "You drink wine", "response": "One glass of wine is your limit for these kinds of parties. You're just carrying this one around so people think you're having a good time.\n\n\"Well, see a bunch of the fellas and me were goin' to Lost Vegas fer a weekend, and we got waylayed in Utah on account of thish blizzard, see?\" says Frank.", "endoftext": false }, { "action": "You smell the wine", "response": "Well, you could say that you detect hints of plum and burgundy with a dab of rosemary that marks this particular vintage as originating from southern france, near the hills of Le Puy... but honestly, it just smells like wine.\n\n\"And let me tell you, my friend,\" Frank brays, \"Salt Lake City is NO Las Vegas!", "endoftext": false }, { "action": "You spill the wine", "response": "Are you sure that's the best use of that wine glass?\n\n\"I mean Lost Vegas... wait, did I jess say Lost Vegas? Wow! Thash crazy! I mean Las Vegas,\" he clarifies, \"Well, you know what I mean, I mean I meant. I meant I mean. Woah, are these floors tilted or is it jess me?", "endoftext": false }, { "action": "Kiss frank", "response": "You're half tempted. If only because it might shut him up a few seconds. But then your gag reflex kicks in and you think better of it.\n\n\"Hey,\" says Frank, \"You're not drinking that wine are you?\" He looks at the glass in your hand like a starving man looks at a ham sandwich.", "endoftext": false }, { "action": "You give the wine to Frank", "response": "An idea crosses your mind and before Frank can continue, you offer him your glass. \"Here\", you say, \"It looks like you could use another drink, and I haven't even touched this wine.\"\n\nRon's eyes widen in alarm from behind the bar. \"I-I don't think that's such a good idea,\" he warns.\n\n\"Nonesense!\" snaps Frank, ripping the glass from your hand. \"Ish jess a night cap, Ron. Fer chrissakes.\"\n\n\"So where was I?\" he resumes, \"Oh yeah, Lost Vegas! Well, they got magic shows there. You know I used to do magic back when I was a kid. Ish true!\"\n\nIn one gulp, Frank downs half the contents of your glass. Ron looks at you gravely from behind the bar.", "endoftext": false }, { "action": "Exit", "response": "But you aren't in anything at the moment.\n\n\"I could do all sorts of things. Pennies. Cards. I could make all sores of things disappear!\" Frank says.\n\n\"Well you certainly had success with my bourbon collection,\" notes Ron.\n\nFrank tips the rest of the wine down his throat and wipes his mouth with his sleeve.", "endoftext": false }, { "action": "You order the wine", "response": "\"Wait,\" says Frank, before you can order a drink, \"Lemme finnish!\" It looks like you're going to have to get rid of frank before ordering another cocktail.\n\nOnce, I knew this trick where you take a shot glass and you make it vanish under thish napkin, see,\" says Frank, \"Of course you need an empty shot glass. And believe you me, I can empty shot glasses like there's no tomorrow!\"\n\nSuddenly Frank puts his hands to his stomach. \"Oh...\" he says. \"I done feel so well.\" He sloppily puts the glass down on the bar and wanders off in the direction of the guest room, mumbling, \"I'm gonna lie down fer a biit.\"\n\nYou turn to look at Ron who glares at you pensively. \"If he vomits on anything,\" he says, \"I'm holding you responsible.\"", "endoftext": false }, { "action": "You order the wine", "response": "\"I'm afraid I'm I'll out,\" he says.", "endoftext": false }, { "action": "Examine bar", "response": "More of a high oak table than an actual bar, it's nonetheless a fine example of craftsmanship, like pretty much everything else in the house. On the surface is an array of liquor bottles, a line of glasses and a cocktail book. Ron stands behind it like a guard at a sentry. You guess it gives him an excuse not to talk to people.", "endoftext": true }, { "action": "You look around", "response": "The ceiling lofts high into a round arch in the Fincher's front living room. Paintings tastefully line the southern wall, and a large window looks out into the night. A piano is in one corner of the room and a bar is in the other. Ron stands here behind the bar, on top of which is an array of liquor bottles, a line of glasses and a cocktail book. An archway north leads to the den, a hallway northwest connects to the kitchen, and the guest room, where the coats have been placed, lies to the west. The front door waits invitingly to the south.", "endoftext": false }, { "action": "Examine book", "response": "A book of cocktail recipes lies open in display across the top of the bar. It currently displays the very complicated recipe for a drink called a Singapore sunrise. \"You know,\" Ron says as he notices your interest in the book, \"If you'd like a drink all you have to do is order one.\"\n\nRon sighs from behind the bar.", "endoftext": false }, { "action": "You look at Ron", "response": "Ron Fincher is technically the host of the party, but his wife, the hostess seems to be more in the party spirit. He is a tall man with an ashen face and an even grayer expression. He wears a thin black suit that fits like it was painted on him, and he stoically mans the makeshift bar with the bearing of someone who would rather be anywhere else. He casually stirs his bloody mary with a stalk of celery.", "endoftext": false }, { "action": "Order sunrise", "response": "\"Give me a singapore sunrise,\" you say.\n\n\"Right away,\" Ron tells you putting his glass on the bar, \"This is my favorite drink to mix. It's a complicated process, you know.\"\n\nRon turns around and grabs a bottle from behind him.", "endoftext": false }, { "action": "You examine the paintings", "response": "Which do you mean, the painting of a cabin or the abstract painting?", "endoftext": false }, { "action": "You examine abstract", "response": "It's a wooded landscape with a little too-cute cabin situated deep in the forest. Its lovely frame stands level with the wall.\n\nRon, his back to you, pours that bottle, plus several others into a shaker.\n\nA tornado of ketchup reds, mustard yellows, and relish greens. You're not sure what it means, but it looks like an explosion at a condiment factory. The black frame of the painting stands level with the wall.\n\nRon shakes the concoction together.", "endoftext": false }, { "action": "Murder ron", "response": "Don't take out your frustrations on poor Ron. He's already married to Abbey. Hasn't he suffered enough?\n\nRon pours the contents out into a glass.\n\n\"Here you are,\" begins Ron as he turns around and puts the drink on the bar. \"One singapore sunrise. Enjoy.\"", "endoftext": false }, { "action": "Smell sunrise", "response": "The oddly colored drink has a strange odor; a mixture of rubbing alcohol, hand lotion, and burnt tires.", "endoftext": false }, { "action": "You play the piano", "response": "You know how to play the kazoo. But that, sadly, is the limit of your musical ability.\n\nRon looks at you strangely.", "endoftext": false }, { "action": "Drink sunrise", "response": "While it would be easy to drink your worries away, you've got to stay focused on your objectives. Namely: Getting the hell out of this party!", "endoftext": false }, { "action": "You take the sunrise", "response": "You take the singapore sunrise.", "endoftext": false }, { "action": "Spill sunrise", "response": "You drop the glass and the singapore sunrise spills all across the floor.\n\nRon looks at you pensively, \"Sorry,\" you say.\n\n\"I'm sure it was unavoidable,\" he says doubtfully.\n\nRon takes a sip from his bloody mary.", "endoftext": false }, { "action": "You throw sunrise at Ron", "response": "(first taking the spilled drink)\nYou've already made the commitment to spill your drink. Let it go. This is somebody else's problem now.", "endoftext": false }, { "action": "Order sunrise", "response": "\"Give me a singapore sunrise,\" you say.\n\n\"Really?\" he asks, \"Are you going to spill this one on the carpet like you did the last one?\"\n\n\"Umm...\" you stammer.\n\n\"Never mind,\" he says, putting down his glass, \"Why else am I behind the bar?\"\n\nRon turns around and grabs a bottle from behind him.", "endoftext": false }, { "action": "You go to the northwest", "response": "\"Please don't leave,\" Ron says. \"I'm almost finished with your drink.\"\n\nRon, his back to you, pours that bottle, plus several others into a shaker.", "endoftext": false }, { "action": "Go northwest", "response": "\"Please don't leave,\" Ron says. \"I'm almost finished with your drink.\"\n\nRon shakes the concoction together.", "endoftext": false }, { "action": "You remove the shoes", "response": "Sure, you could take them off and have Abbey see you running around in your blistered bare feet, but you'd rather be miserable than give her that satisfaction.\n\nRon pours the contents out into a glass.\n\n\"Here you are,\" begins Ron as he turns around and puts the drink on the bar. \"One singapore sunrise. Enjoy.\"", "endoftext": false }, { "action": "You take the sunrise", "response": "(the spilled drink)\nYou've already made the commitment to spill your drink. Let it go. This is somebody else's problem now.", "endoftext": false }, { "action": "You get sunrise", "response": "(the spilled drink)\nYou've already made the commitment to spill your drink. Let it go. This is somebody else's problem now.\n\n\"You know there's no escape,\" says Ron, looking at you seriously, \"The cocktail parties never end. You know, tomorrow we're hosting another one. Another One!\"", "endoftext": true }, { "action": "Look around", "response": "The ceiling lofts high into a round arch in the Fincher's front living room. Paintings tastefully line the southern wall, and a large window looks out into the night. A piano is in one corner of the room and a bar is in the other. Ron stands here behind the bar, on top of which is a singapore sunrise, an array of liquor bottles, a line of glasses and a cocktail book. An archway north leads to the den, a hallway northwest connects to the kitchen, and the guest room, where the coats have been placed, lies to the west. The front door waits invitingly to the south.\n\nYour empty glass lies in the corner of the carpet next to a nasty spill.\n\nOn the bar is a singapore sunrise.", "endoftext": false }, { "action": "You take all from the bar", "response": "singapore sunrise: You take the singapore sunrise.", "endoftext": false }, { "action": "You go to the northwest", "response": "You step into the brightly lit gray kitchen where you find Barb Mason and Sandy Quinlivan gathered around the kitchen island. All you need to do is grab the casserole dish you brought and get out of here. Barb, who sits at a stool in front of your dish, eating one of your rice crispy treats, turns to you.\n\n\"Amy, oh my god. I cannot tell you how good these rice crispie treats are. You know, I have been getting the weirdest cravings recently,\" she says, pointedly rubbing her swollen belly, \"And these are to die for. Seriously. I am not letting you leave until I finish these off. They're that good.\"\n\n\"Well,\" you say, gritting your teeth, \"I'm glad you like them.\"\nKitchen\nThe Fincher's kitchen is very modern, with gray marble counters, a beautiful stove, oven, and a rounded island. A sturdy refrigerator stands in the corner of the room next to a dishwasher, each modern appliance deeply contrasted by the old fashioned microwave hanging above the stove. There is a butter knife, a toaster, a bottle of cleaning fluid and a scrub brush on the kitchen counter. The living room is to the south east, and the den is immediately to the east.\n\nBarb Clover sits at the kitchen island, slowly eating from the rice crispies in your casserole dish. Sandy, Frank's wife, sits at her side inconspicuously.\n\n\"God,\" Barb tells Sandy, \"I am so sick of being pregnant. I just want it out of me already!\"", "endoftext": false }, { "action": "Punch barb", "response": "You check your impulses. Even pregnant, you're pretty sure Barb could take you in a fight.\n\nAbbey Fincher struts in from the den. \"And how is everyone in this room, hmmm?\" She inquires.", "endoftext": false }, { "action": "You talk to Abbey", "response": "If you'd like to talk to someone, try to ASK them ABOUT something or TELL them ABOUT something instead!\n\n\"You are positively glowing!\" exclaims Abbey to Barb.\n\n\"It's probably the sheen on my skin,\" says Barb, \"I can't help it. I sweat like a pig.\"", "endoftext": false }, { "action": "You ask Barb about the baby", "response": "\"How's the pregnancy coming?\" you ask.\n\n\"Oh, Jesus,\" she says, \"I don't care how bad the labor is, it can't be worse than nine months of having your hormones go all schizophrenic on you, while you have an enormous beach ball full of sand filling up in your gut at the same time!\"\n\n\"Hey,\" says Barb, \"You need any help?\"\n\n\"Oh no! Not at all! You just sit right there and enjoy yourself,\" commands Abbey.", "endoftext": false }, { "action": "You eat the rice", "response": "You and your husband already polished off the first batch before you came to party. You really don't feel like having any more.\n\n\"Goodness! I wonder how everyone else is doing?\" exclaims Abbey and with that she struts to the den.", "endoftext": false }, { "action": "You ask Barb about the treats", "response": "\"Barb,\" you say, \"I need my casserole dish. I'm leaving.\"\n\n\"You know, Amy, I'm hearin' ya, I really am,\" she says, \"But I can't help these cravings. In fact, the only thing I'm craving more than these rice crispie goodies is a good old fashioned ants on a log. Like in girl scouts!\"", "endoftext": false }, { "action": "You ask Barb about Ants on a Log", "response": "\"What exactly is an Ants on a Log?\" you ask her.\n\n\"Oh, they're amazing,\" Barb says, \"You take a celery stalk, put peanut butter in the middle of it, and line the thing with raisins!\" You look at her blankly for a moment. \"The sum is greater than the whole, Amy,\" she says, \"believe me.\"\n\n\"Do you know if it's going to be a boy or a girl?\" asks Sandy.\n\n\"Nah,\" Barb says, \"I'd rather be surprised. Course, with my luck it'll be a freakin' hermaphrodite.\"", "endoftext": false }, { "action": "You open the fridge", "response": "You open the fridge and a draft of cold air circulates around the room.\n\n\"Hey!\" shout Barb, \"Shut that thing! You're letting cold air in!\"\n\nYou quickly shut it.", "endoftext": false }, { "action": "You take the casserole", "response": "Barb does not look prepared to let you have it. She's still eating your rice crispie treats.\n\nAbbey Fincher struts in from the den. \"You know, Amy,\" she says, \"I shouldn't have to tell you how thrilled I am you could make it to our little shindig.\"", "endoftext": false }, { "action": "You ask Abbey about the husband", "response": "\"Oh darling!\" she says, \"Do stop asking so many questions! Enjoy the party!\"\n\n\"Great party,\" Barb says to Abbey.\n\n\"Oh yes,\" chimes in Sandy, \"It's... It's very nice.\"", "endoftext": false }, { "action": "Punch abbey", "response": "It's tempting. Very tempting. But somehow she'd manage to block you with the power of her passive aggression.", "endoftext": false }, { "action": "Go southeast", "response": "The ceiling lofts high into a round arch in the Fincher's front living room. Paintings tastefully line the southern wall, and a large window looks out into the night. A piano is in one corner of the room and a bar is in the other. Ron stands here behind the bar, on top of which is an array of liquor bottles, a line of glasses and a cocktail book. An archway north leads to the den, a hallway northwest connects to the kitchen, and the guest room, where the coats have been placed, lies to the west. The front door waits invitingly to the south.\n\nYour empty glass lies in the corner of the carpet next to a nasty spill.\n\nRon checks his watch.", "endoftext": false }, { "action": "You ask Ron about the celery", "response": "\"Is that bloody mary good?\" you ask Ron.\n\n\"Yes,\" he says, \"It's very good.\"\n\nAbbey Fincher walks in from the kitchen. \"Don't mind me! Don't mind me!\" she cries, \"I'm just making sure everyone is having a good time!\"\n\n\"Oh dear!\" Abbey says hurrying over to inspect the damage, \"Did you spill your glass? Don't worry. I'll take care of that.\"", "endoftext": false }, { "action": "You order Bloody Mary", "response": "\"Could I have one of those?\" you ask Ron, pointing to his Bloody Mary.\n\n\"I'm sorry,\" he says unapologetically, \"We're all out of Clamata.\"\n\n\"Well, let me go fetch some cleaning supplies,\" Abbey says as she disappears into the kitchen.", "endoftext": false }, { "action": "You take the celery", "response": "You can't reach over the bar and nab the celery stalk. First, your arms aren't that long, and second, Ron would probably stop you.\n\nRon frowns at you.", "endoftext": false }, { "action": "You give you the celery", "response": "(Ron Fincher first taking the celery stalk)\nIf you'd like Ron to make you a drink, simply say \"order something\".\n\nAbbey enters the room, armed with a scrub brush and a bottle of cleaning fluid. \"Time to tackle that stain!\" she crows.", "endoftext": false }, { "action": "You look up the celery in the book", "response": "You begin to flip the pages of the book, but Ron puts his fingers down. \"Please stop touching things that don't belong to you,\" he chides, \"If you want me to make you a drink, you can simply order one.\"\n\n\"Abbey crouches down and begins to scrub the floor where you spilled your drink. \"Don't worry,\" she tells you, \"With enough bleach and elbow grease anything is possible!\"", "endoftext": false }, { "action": "You order the celery", "response": "You should do something with the drink he already gave you, first.\n\n\"Abbey scrubs the floor with a vengence.\n\nRon casually stirs his bloody mary with a celery stalk.", "endoftext": false }, { "action": "You ask Abbey about the celery", "response": "\"Why does your husband drink bloody marys?\" you ask, \"I've never found them very tasty.\"\n\n\"He considers it his daily intake of vegetables,\" she tells you.\n\n\"Out, out, damn spot!\" Abbey commands the stain, as she continues to scrub it.", "endoftext": false }, { "action": "Spill sunrise", "response": "(the singapore sunrise)\nYou drop the glass and the singapore sunrise spills all across the floor.\n\n\"Have you heard of a coaster?\" Ron asks you, \"They're wonderful inventions. Perhaps in the future you could try using them.\n\nSatisfied with her work, Abbey stands back up. \"There!\" she says, \"It's mostly out.\"", "endoftext": false }, { "action": "Order sunrise", "response": "\"Give me a singapore sunrise,\" you say.\n\n\"You want another one?\" he asks you.\n\n\"Yes,\" you say,\n\nHe pointedly sets his glass down on the bar, \"Well,\" he says, \"I hope you enjoy it.\"\n\n\"Well, my work here is done,\" Abbey says proudly, and brandishing the scrub brush and the cleaner, she exits back into the kitchen.\n\nRon turns around and grabs a bottle from behind him.", "endoftext": false }, { "action": "You look up the celery in the book", "response": "You begin to flip the pages of the book, but Ron puts his fingers down. \"Please stop touching things that don't belong to you,\" he chides, \"If you want me to make you a drink, you can simply order one.\"\n\nRon, his back to you, pours that bottle, plus several others into a shaker.", "endoftext": false }, { "action": "You take the celery", "response": "You pluck the celery stalk from the bloody mary. It drips with tomato juice.\n\nRon shakes the concoction together.", "endoftext": false }, { "action": "Smell the celery", "response": "It smells like a fresh spring garden drowned in tomato juice.\n\nRon pours the contents out into a glass.\n\n\"Here we are,\" Ron says, turning around and placing your drink on the bar, \"One singapore sunrise.\" He picks up his glass gingerly and is about to take a sip from it when he notices the celery missing.\n\n\"May I have my stalk of celery back?\" he asks.\n\n\"What stalk of celery?\" you ask demurely.\n\n\"The one you have right there in your left hand,\" he says. Without comment you sheepishly give him back the celery.", "endoftext": false }, { "action": "You put celery in the dress", "response": "That can't contain things.\n\nRon pours the contents out into a glass.\n\n\"Here we are,\" Ron says, turning around and placing your drink on the bar, \"One singapore sunrise.\" He picks up his glass gingerly and is about to take a sip from it when he notices the celery missing.\n\n\"May I have my stalk of celery back?\" he asks.\n\n\"What stalk of celery?\" you ask demurely.\n\n\"The one you have right there in your left hand,\" he says. Without comment you sheepishly give him back the celery.", "endoftext": false }, { "action": "You drop the celery", "response": "You set the stalk of celery on the bar.\n\nRon pours the contents out into a glass.\n\n\"Here we are,\" Ron says, turning around and placing your drink on the bar, \"One singapore sunrise.\" He picks up his glass gingerly and is about to take a sip from it when he notices the celery missing.\n\nHe looks down and sees the celery stalk lying on the bar. \"My, my,\" he says, \"My stalk of celery must have leapt from my glass when I wasn't looking,\" he says, picking it back up and putting it in his drink, \"Suicidal vegetables. How probable.\"", "endoftext": false }, { "action": "Xyzzy", "response": "\"Gesundheit,\" says Ron.\n\nRon pours the contents out into a glass.\n\n\"Here we are,\" Ron says, turning around and placing your drink on the bar, \"One singapore sunrise.\" He picks up his glass gingerly and is about to take a sip from it when he notices the celery missing.\n\n\"May I have my stalk of celery back?\" he asks.\n\n\"What stalk of celery?\" you ask demurely.\n\n\"The one you have right there in your left hand,\" he says. Without comment you sheepishly give him back the celery.", "endoftext": false }, { "action": "Go west", "response": "You step into the guest room to find Frank wobbling around the room. Ooh, perhaps you shouldn't have given him that last glass of wine. \"Frank,\" you ask, \"Are you doing okay? Do you want me to get you some water?\"\n\n\"Nah, I'm fine,\" he says, clearly lying. He slumps over to the bed and begins to crawl on top of the pile of coats.\n\n\"Wait, no, Frank,\" you say, \"What are you doing? Get off those coats!\"\n\nHe looks up at you and smiles a stupid crooked smile. \"Shay goodnight, Gracie!\" he slurs almost imcomprehensibly and then passes out, belly down on top of your coat and everyone else's.\n\nYou frown and bite your lower lip. It looks like getting your coat is going to take a bit of effort. \"Goodnight Gracie,\" you mutter beneath your breath.\nGuest Room\nThis small guest room is quaintly furnished, with a large king sized bed taking up most of the space. Sprawled across it lies Frank in a deep slumber. A small closet is tucked into the corner next to the dresser, and a miniature space heater rests at the foot of the bed. On the dresser is an alarm clock. The only exit is back east into the living room.\n\nYour purse lies against the foot of the bed.\n\n\"I swear, officer,\" Frank mutters in his sleep, \"I only had one beer. I swear...\"", "endoftext": false }, { "action": "You take the purse", "response": "You sling the purse over your shoulder.", "endoftext": false }, { "action": "You search the purse", "response": "In your purse are a tube of lipstick and billfold.", "endoftext": false }, { "action": "You put the lipstick on Frank", "response": "You know you shouldn't. You know it's wrong. But you can't quite help yourself. You take out your tube of lipstick and paint a bright red circle around Frank's lips. Hee Hee.\n\nAs he sleeps, Frank lets out a large and messy sounding fart. You make a mental note: First thing tomorrow morning you're getting your coat dry-cleaned.", "endoftext": false }, { "action": "You search the dresser", "response": "You open the drawers one by one. They're all empty. Abbey keeps a tidy home.", "endoftext": false }, { "action": "You open the dresser", "response": "You open the guest room closet, revealing a hair dryer.\n\nYou open the drawers one by one. They're all empty. Abbey keeps a tidy home.\n\nFrank shifts, restlessly on the bed, but does not roll off the pile of coats.", "endoftext": false }, { "action": "You turn on heater", "response": "You switch on the space heater. Gradually it begins to quietly hum and the front of it turns a pretty amber. You feel warmer already.\n\nThe lights quiver and dim.", "endoftext": false }, { "action": "You plug in the dryer", "response": "What do you want to plug in the hair dryer?", "endoftext": false }, { "action": "Go east", "response": "", "endoftext": false }, { "action": "You go east", "response": "The ceiling lofts high into a round arch in the Fincher's front living room. Paintings tastefully line the southern wall, and a large window looks out into the night. A piano is in one corner of the room and a bar is in the other. Ron stands here behind the bar, on top of which is a singapore sunrise, an array of liquor bottles, a line of glasses and a cocktail book. An archway north leads to the den, a hallway northwest connects to the kitchen, and the guest room, where the coats have been placed, lies to the west. The front door waits invitingly to the south.\n\nAbbey Fincher walks around the room, inspecting the furniture.\n\nOn the bar is a singapore sunrise.\n\n\"My goodness!\" Abbey says, cornering you by the piano, \"You spent so much of your time talking to Frank that we never got a chance to chat. How are things?\"\n\n\"Fine,\" you say, \"Just fine.\"", "endoftext": false }, { "action": "Go north", "response": "You walk into the den where you find your husband along with Chuck Whitman watching the television. \"Come on,\" you say, \"We're going.\"\n\n\"Aw, babe,\" he says, his eyes imploring you, \"It's in the middle of the game! You gotta let us finish.\"", "endoftext": false }, { "action": "Punch abbey", "response": "You purse your lips in annoyance. \"How far along is it?\" you ask.\n\n\"Second Quarter,\" he says, \"But don't worry. It should be over soon. Unless it gets into overtime. Well and the Steelers are playing the Packers right after so... I don't know.\" He stuffs some more chips into his mouth and looks back to the screen.\n\nYou frown. It's obvious your husband isn't leaving without some firm persuasion.\n\nSet in soft wood paneling, the Fincher's Den screams comfort and class. A couch sits in front of a cherry wood coffee table with a view to their big screen television. There is a jar of peanut butter, a bowl of chips, a stack of napkins and a remote control on the table. A large glass sliding door, leading out to the porch, stands closed to the north. You could walk back south to the living room, or west to the kitchen.\n\nYour husband, Mark, and Chuck Whitman sit on the couch, avidly watching a football game.\n\nChuck stands up, excitedly, \"He's going for it! He's going for it!\" he yells, \"And...\"\n\nThe lights in the room pulse a tad brighter.\n\nHmm... It seems as if someone has just turned something off in another room.", "endoftext": false }, { "action": "Kiss husband", "response": "Oh, what? You're going to reward this kind of behavior? I think not.", "endoftext": false }, { "action": "You take the remote control", "response": "As you reach down to take the remote control, your husband quickly moves it out of your grasp. \"No, no, no,\" he says, \"No touchie. You can watch Top Chef when the game is over.\"", "endoftext": false }, { "action": "Kiss chuck", "response": "Chalk it up to your sore feet, but you aren't in the kissing mood.\n\nThe football player on the television is tackled on the thirty yard line. \"Oh! Snap!\" cries Chuck.", "endoftext": false }, { "action": "You unplug the tv", "response": "\"Boy's,\" you say severely, \"You've driven me to this. I just want you to know that.\" You look behind the television to find the plug, but can't find a thing.\n\n\"The T.V.\"s attached through the floor,\" says your husband Mark, \"But nice try.", "endoftext": false }, { "action": "Inv", "response": "You are carrying your purse (being worn and open), inside which are a bag of raisins, a tube of lipstick and billfold, a blue dress (being worn) and a pair of black heels (being worn).", "endoftext": false }, { "action": "You take the napkin", "response": "You pick up a small napkin from the top of the stack.\n\nOn the screen, one team has apparently called a time-out.", "endoftext": false }, { "action": "You ask the husband about the game", "response": "\"Uh, huh,\" he says, \"That's nice. Hmm..\" His eyes then glance over to the television screen and he screams, \"Oh my god! Did you just see that interception?!!\"", "endoftext": false }, { "action": "You take the peanut butter", "response": "You pick up the jar of peanut butter, making sure to keep your fingers away from the sticky rim.", "endoftext": false }, { "action": "You go to the south", "response": "The ceiling lofts high into a round arch in the Fincher's front living room. Paintings tastefully line the southern wall, and a large window looks out into the night. A piano is in one corner of the room and a bar is in the other. Ron stands here behind the bar, on top of which is a singapore sunrise, an array of liquor bottles, a line of glasses and a cocktail book. An archway north leads to the den, a hallway northwest connects to the kitchen, and the guest room, where the coats have been placed, lies to the west. The front door waits invitingly to the south.\n\nOn the bar is a singapore sunrise.\n\nRon looks at you and says, \"You know, if you'd like another drink, all you have to do is order one.\"", "endoftext": false }, { "action": "Spill sunrise", "response": "It might look more natural if you were holding the cocktail.", "endoftext": false }, { "action": "You spill it", "response": "You've already made the commitment to spill your drink. Let it go. This is somebody else's problem now.\n\n\"Well, let me go fetch some cleaning supplies,\" Abbey says as she disappears into the kitchen.\n\nThe spilled drink can't be spilled.", "endoftext": false }, { "action": "Order sunrise", "response": "\"Give me a singapore sunrise,\" you say.\n\nRon looks at you for a long beat with a searching stare. He finally puts his glass on the bar and silently begins to mix your drink.\n\nAbbey enters the room, armed with a scrub brush and a bottle of cleaning fluid. \"Time to tackle that stain!\" she crows.\n\nRon turns around and grabs a bottle from behind him.", "endoftext": false }, { "action": "You put it in the purse", "response": "You pluck the celery stalk from the bloody mary. It drips with tomato juice.\n\n\"Abbey crouches down and begins to scrub the floor where you spilled your drink. \"Don't worry,\" she tells you, \"With enough bleach and elbow grease anything is possible!\"\n\nRon, his back to you, pours that bottle, plus several others into a shaker.\n\nThe celery is dripping with Tomato juice! You're going to need to wipe it off, first.\n\n\"Out, out, damn spot!\" Abbey commands the stain, as she continues to scrub it.\n\nRon shakes the concoction together.", "endoftext": false }, { "action": "You put the celery in the purse", "response": "Gingerly you wipe off the celery with the paper napkin, and throw the napkin into the trash. There! Good as new!\n\nSort of.\n\nWell, look at it this way: At least it's not dripping with Tomato juice.\n\n\"Abbey scrubs the floor with a vengence.\n\nRon pours the contents out into a glass.\n\n\"Here we are,\" Ron says, turning around and placing your drink on the bar, \"One singapore sunrise.\" He picks up his glass gingerly and is about to take a sip from it when he notices the celery missing.\n\n\"May I have my stalk of celery back?\" he asks.\n\n\"What stalk of celery?\" you ask demurely.\n\n\"The one you have right there in your left hand,\" he says. Without comment you sheepishly give him back the celery.\n\nYou need to be holding the celery stalk before you can put it into something else.\n\nSatisfied with her work, Abbey stands back up. \"There!\" she says, \"It's mostly out.\"\n\nRon shifts his weight to the other leg.", "endoftext": false }, { "action": "Go south", "response": "Set in soft wood paneling, the Fincher's Den screams comfort and class. A couch sits in front of a cherry wood coffee table with a view to their big screen television. There is a bowl of chips, a stack of napkins and a remote control on the table. A large glass sliding door, leading out to the porch, stands closed to the north. You could walk back south to the living room, or west to the kitchen.\n\nYour husband, Mark, and Chuck Whitman sit on the couch, avidly watching a football game.\n\n\"Aw, dude,\" says Chuck to your husband, \"Did you see that play? Man, that was sweet!\"\n\nYou pick up a small napkin from the top of the stack.\n\nThe ceiling lofts high into a round arch in the Fincher's front living room. Paintings tastefully line the southern wall, and a large window looks out into the night. A piano is in one corner of the room and a bar is in the other. Ron stands here behind the bar, on top of which is a singapore sunrise, an array of liquor bottles, a line of glasses and a cocktail book. An archway north leads to the den, a hallway northwest connects to the kitchen, and the guest room, where the coats have been placed, lies to the west. The front door waits invitingly to the south.\n\nOn the bar is a singapore sunrise.\n\nRon puts his hand on his chin and looks at you in a suspicious manner.\n\nAbbey Fincher saunters in from the kitchen. \"I do hope you're enjoying the party!\" she says.\n\n\"Amy dear,\" Abbey says, plucking the jar of peanut butter from your hands, \"I appreciate you helping out, but the spreads belong on the coffee table with the rest of the snacks!\"\n\nAbbey Fincher walks away to the den, carrying the jar of peanut butter.", "endoftext": false }, { "action": "Order sunrise", "response": "\"Give me a singapore sunrise,\" you say.\n\nRon looks at you for a long beat with a searching stare. He finally puts his glass on the bar and silently begins to mix your drink.\n\nRon turns around and grabs a bottle from behind him.", "endoftext": false }, { "action": "You put the celery in the purse", "response": "You pluck the celery stalk from the bloody mary. It drips with tomato juice.\n\nRon, his back to you, pours that bottle, plus several others into a shaker.\n\nGingerly you wipe off the celery with the paper napkin, and throw the napkin into the trash. There! Good as new!\n\nSort of.\n\nWell, look at it this way: At least it's not dripping with Tomato juice.\n\nRon shakes the concoction together.\n\nYou put the cleaned off stalk of celery into your purse. Now nobody can see it! It's your little secret.\n\nRon pours the contents out into a glass.\n\n\"Here we are,\" Ron says, turning around and placing your drink on the bar, \"One singapore sunrise.\" He picks up his glass gingerly and is about to take a sip from it when he notices the celery missing.\n\n\"Where is it?\" he asks you.\n\nYou raise your hands, as if equally dumbfounded. \"Search me!\" you say.\n\nRon frowns at you. \"I'll pass,\" he says coldly.", "endoftext": false }, { "action": "You take the sunrise", "response": "(the spilled drink)\nYou've already made the commitment to spill your drink. Let it go. This is somebody else's problem now.\n\nRon runs his fingers around his celery-less glass.", "endoftext": false }, { "action": "You take all from the bar", "response": "singapore sunrise: You take the singapore sunrise.\n\nAbbey Fincher saunters in from the kitchen. \"And how is everyone in this room, hmmm?\" She inquires.\n\nAbbey gives a short grunt of annoyance and then walks over to you. \"You know, dear,\" she says, \"That's the third drink I've seen you spill. Perhaps you've had enough, hmm?\"", "endoftext": false }, { "action": "You take knife", "response": "The Fincher's kitchen is very modern, with gray marble counters, a beautiful stove, oven, and a rounded island. A sturdy refrigerator stands in the corner of the room next to a dishwasher, each modern appliance deeply contrasted by the old fashioned microwave hanging above the stove. There is a bottle of cleaning fluid, a scrub brush, a butter knife and a toaster on the kitchen counter. The living room is to the south east, and the den is immediately to the east.\n\nBarb Clover sits at the kitchen island, slowly eating from the rice crispies in your casserole dish. Sandy, Frank's wife, sits at her side inconspicuously.\n\nAbbey waltzes into the kitchen. \"It looks like somebody had an accident,\" she says.\n\n\"I told you, Sandy,\" Barb says, \"You should've made Frank wear diapers!\".\n\n\"No,\" Abbey says. \"Somebody spilled a drink.\"\n\n\"So of course Chuck expects Dad to pay for everything,\" Barb tells Sandy, \"But I'm like, we're not living in the freaking middle ages! Cough up some dough. We'll go dutch!\"\n\n\"Dear, please leave the utensils alone,\" she says, \"All of the snacks are bite sized. You don't need to cut anything! Except for perhaps a rug!\" She laughs. You do not.\n\nAbbey sets down her plate of appetizers and picks up the bottle of cleaning fluid and the scrub brush.", "endoftext": false }, { "action": "You eat the appetizers", "response": "(first taking the an appetizer)\nYou look at the unguarded plate of hors d'oeuvres and decide to try one. You pick up one of the toast wedges and plop it in your mouth. And then wish you hadn't. It tastes like a brined sock. You somehow manage to get it down, but you're not happy about it. Blech.\n\n\"Well,\" Abbey says, holding up the bottle of cleaner, \"Time to make myself useful!\" and with that she exits the kitchen.", "endoftext": false }, { "action": "You take knife", "response": "You take the butter knife.\n\n\"Look at me!\" Barb tells Sandy, \"It's like I swallowed a goddamn watermelon! The baby's due next month and we're not getting married 'til May. If I'm still this size by spring then shoot me. Just shoot me.\"", "endoftext": false }, { "action": "You take the butter", "response": "(the jar of peanut butter)\nYou pick up the jar of peanut butter, making sure to keep your fingers away from the sticky rim.", "endoftext": false }, { "action": "You spread the butter on the celery", "response": "Which do you mean, the jar of peanut butter or the butter knife?", "endoftext": false }, { "action": "Jar", "response": "You dip the knife into the jar and spread a nice long line of peanut butter along the line of the celery stalk.", "endoftext": false }, { "action": "You put the raisins on the celery", "response": "You carefully place a line of raisins down the line of the celery stalk. They stick to the swath of peanut butter and hold fast. Congratulations! You've officially made Ants on a Log!\n\n\"Touch down!!\" scream both the men and they give each other high fives.", "endoftext": false }, { "action": "You give Ants on a Log to Barb", "response": "The Fincher's kitchen is very modern, with gray marble counters, a beautiful stove, oven, and a rounded island. A sturdy refrigerator stands in the corner of the room next to a dishwasher, each modern appliance deeply contrasted by the old fashioned microwave hanging above the stove. There is an an appetizer and a toaster on the kitchen counter. The living room is to the south east, and the den is immediately to the east.\n\nAbbey Fincher stands against the wall, smiling with an unnerving fervor.\n\nOn the kitchen counter is an an appetizer.\n\nBarb Clover sits at the kitchen island, slowly eating from the rice crispies in your casserole dish. Sandy, Frank's wife, sits at her side inconspicuously.\n\nAbbey carefully puts back the bottle and the scrub brush back on the counter and picks back up the tray of appetizers.\n\n\"Hey, you ever been pregnant?\" Barb asks Sandy.\n\n\"Oh, uh... no,\" says Sandy, a bit meekly. \"I would have loved to, but Frank doesn't want children so...\"\n\n\"Well it's over-rated. You're not missing anything,\" retorts Barb.\n\nYou show Barb the Ants on a Log you made. \"Oh. My. God.\" she says, clearly astonished, \"You are, like, the best friend ever!\" She takes it from you and takes a slow bite from the end, clearly in heaven.\n\n\"Oh, it wasn't any trouble,\" you lie.\n\n\"Here\" she says, pushing the casserole dish towards you, \"Take them. Who needs rice crispie treats when you can get the real thing! Oh! This is yummy!\"\n\nCongratulations! You can now leave with your caserol dish! That's one step closer to getting the hell out of this party!\nKitchen\nThe Fincher's kitchen is very modern, with gray marble counters, a beautiful stove, oven, and a rounded island. A sturdy refrigerator stands in the corner of the room next to a dishwasher, each modern appliance deeply contrasted by the old fashioned microwave hanging above the stove. There is a bottle of cleaning fluid, a scrub brush and a toaster on the kitchen counter. The living room is to the south east, and the den is immediately to the east.\n\nAbbey Fincher stands against the wall, smiling with an unnerving fervor.\n\nBarb Clover sits at the kitchen island, slowly eating the celery stalk you gave her. Sandy, Frank's wife, sits at her side inconspicuously.\n\n\"Dear, I hate to bring this up,\" Abbey tells Sandy, her arm on her shoulder, \"But I think your husband may have had a bit too much to drink tonight.\"\n\n\"Oh, ha. ha.\" laughs Sandy unconvincingly, \"He sometimes does that. Ha. Ha.\"\n\n\"Goodness! I wonder how everyone else is doing?\" exclaims Abbey and with that she ambles to the den.", "endoftext": false }, { "action": "You look at sandy", "response": "A slight woman, Sandy Quinlivan blends into the background no matter where she is. This seems to be deliberate, as even now she smiles at you nervously as you look at her. She's very pretty with blond highlighted hair, but you've never really had occasion to talk with her. You wish you could say the same about her husband.", "endoftext": false }, { "action": "You tell Sandy about Frank", "response": "\"You know,\" you tell Sandy, \"Frank fell asleep on all of the coats.\"\n\n\"Good luck waking him up, then!\" she laughs nervously, \"The only thing that'll do it at our house is the dog!\"", "endoftext": false }, { "action": "You go west", "response": "The only exits are southeast and east.\n\n\"I'm not supposed to wear pure white, because... well look at me!\" exclaims Barb, \"But screw that. It's my wedding. I'll wear whatever the hell I want.\"", "endoftext": false }, { "action": "You ask Sandy about the dog", "response": "\"That little poodle is very cute. We have a border collie. Her name is Sylvia. She's Frank's favorite, really. She wakes him up every morning. Pouncing on the bed and licking his face.\" She grimaces slightly thinking about it.\n\nAbbey Fincher dances in from the den. \"You know, Amy,\" she says, \"I shouldn't have to tell you how thrilled I am you could make it to our little shindig.\"\n\n\"Darling, dear,\" Abbey says, taking you by the shoulders, \"I thought we talked about this. Peanut Butter is for eating, not for picking up!\" and before you can stop her, she's snatched the jar from your hands.\n\nAbbey leave the kitchen for the den, carrying the jar of peanut butter with her.", "endoftext": false }, { "action": "Go east", "response": "Set in soft wood paneling, the Fincher's Den screams comfort and class. A couch sits in front of a cherry wood coffee table with a view to their big screen television. There is a jar of peanut butter, a bowl of chips, a stack of napkins and a remote control on the table. A large glass sliding door, leading out to the porch, stands closed to the north. You could walk back south to the living room, or west to the kitchen.\n\nAbbey Fincher stands to the side of the room, carrying a tray of hors d'oeuvres.\n\nYour husband, Mark, and Chuck Whitman sit on the couch, avidly watching a football game.\n\n\"Men.\" Abbey whispers to you. \"They do love their football, don't they?\"\n\n\"Oh dear,\" Abbey says, looking at you worriedly, \"It's best not to run around with these things,\" she says taking the knife from your hand. \"We don't want you tripping on something and falling on it, now do we? Think of the liability!\"\n\nAbbey walks into the kitchen, carrying the knife.", "endoftext": false }, { "action": "You examine the door", "response": "The sliding glass door looks out onto the back porch. Or it would, if it wasn't so dark outside. A small black poodle yips at you from behind the glass.\n\n\"Do you play fantasy football?\" your husband asks Chuck.\n\n\"Do I??\" asks Chuck back excitedly, \"Only, like, every day!\"", "endoftext": false }, { "action": "You open the door", "response": "Thinking a bit of fresh air might help you think, you open the sliding door a crack. From between your legs shoots a small black dog into the house.\n\nAbbey rushes in to the room. \"Oh!\" she says, \"Has somebody opened the door and let in my little Reggie?\"\n\nThe dog stands momentarily and sniffs the air and then races over to the coffee table and begins barking excitedly.\n\n\"Oh dear,\" says Abbey, \"A host's work is never done!\" and with that she ambles to the kitchen.", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\nAbbey kneels down and picks up the poodle.", "endoftext": false }, { "action": "You close the door", "response": "As Abbey stands outside on the porch, dropping off her poodle, you quickly shut the porch door. It locks itself with a satisfying CLICK!", "endoftext": false }, { "action": "Go south", "response": "The ceiling lofts high into a round arch in the Fincher's front living room. Paintings tastefully line the southern wall, and a large window looks out into the night. A piano is in one corner of the room and a bar is in the other. Ron stands here behind the bar, on top of which is an array of liquor bottles, a line of glasses and a cocktail book. An archway north leads to the den, a hallway northwest connects to the kitchen, and the guest room, where the coats have been placed, lies to the west. The front door waits invitingly to the south.\n\nYour empty glass lies in the corner of the carpet next to a nasty spill.\n\nRon emits a tired sigh.", "endoftext": false }, { "action": "You tell Ron about Abbey", "response": "\"You sure are lucky to be married to such a happy spirit!\" you suggest to Ron.\n\n\"Yes,\" he says with a dark quiet voice, \"I'm very lucky.\"", "endoftext": false }, { "action": "You go east", "response": "The only exits are north, northwest, and west. And obviously south, to your freedom.", "endoftext": false }, { "action": "You go to the west", "response": "This small guest room is quaintly furnished, with a large king sized bed taking up most of the space. Sprawled across it lies Frank in a deep slumber. A small closet is tucked into the corner next to the dresser, and a miniature space heater rests at the foot of the bed. On the dresser is an alarm clock. The only exit is back east into the living room.\n\nFrank begins to snore louder and louder, until suddenly he stops. It seems like he's having trouble breathing, and then he begins to snore regularly again.", "endoftext": false }, { "action": "You turn on the clock", "response": "You quickly turn on the alarm clock, and set it so that it rings right now.\n\nSuddenly a large ringing emits from the clock. You look at the sleeping man on the bed. Nothing. You turn the alarm clock back off. It seems as if nothing is going to wake this man.", "endoftext": false }, { "action": "You hit Frank", "response": "You lean over the bed and smack Frank on the face. He doesn't even stop snoring. It seems as if his jowls have deflected your blows.", "endoftext": false }, { "action": "You plug the heater in", "response": "What do you want to plug the space heater in?", "endoftext": false }, { "action": "You look at the heater", "response": "A small space heater lies against the wall near the bed. The chord lies uplugged against the wall.\n\nFrank shifts in his sleep.", "endoftext": false }, { "action": "You plug the heater in the outlet", "response": "You plug the space heater back into the outlet.", "endoftext": false }, { "action": "Close closet", "response": "You take the hair dryer.\n\nFrank lets out a loud snort, but continues sleeping.\n\nYou close the guest room closet.", "endoftext": false }, { "action": "You examine the toaster", "response": "It's a gleaming modern toast making machine. It's even big enough to fit bagels!", "endoftext": false }, { "action": "You plug the toaster in the outlet", "response": "You plug the toaster into the outlet.\n\n\"So how did you and Frank get together?\" asks Barb.\n\n\"Oh, I don't know,\" replies Sandy, \"He's much nicer when he's sober, you know.\"", "endoftext": false }, { "action": "You turn on toaster", "response": "You press down on the toaster lever and the inside coals begin to glow bright orange.\nThe lights grow even dimmer. One more energy-draining machine should push the electrical system to the max.", "endoftext": false }, { "action": "You turn on the microwave", "response": "You set the microwave for three minutes and press enter.\n\nSuddenly, the entire house goes dark. It looks like you've pushed the electrical system over the edge.\n\n\"Way to go, Amy,\" you hear Barb snark in the darkness, \"I told you not to mess with that microwave!\"\n\n\"Don't worry,\" you hear Ron say from another room, \"I think we've blown a fuse.\"\n\nIt is now pitch dark in here!", "endoftext": false }, { "action": "You go east", "response": "It is pitch dark, and you can't see a thing.\n\nAbbey taps the porch door, from outside.\n\n\"I'll be right back,\" you hear a distant call from Ron, \"I'm going to repair the fuse.\"", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\nAbbey looks at you and smiles. She gestures to the door knob, indicating she's locked out.\n\nYou hear some scuttling around from beneath you. It must be Ron in the basement.", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\nAbbey shivers from the other side of the glass door.\n\nSuddenly the lights return and the sounds of electrical devices whirring back on flood the house, along with relieved sighs from everyone in the room. Don enters the room and examines the television.\n\n\"Thank God!\" says Chuck, lunging for the remote and turning the teleivision back on. Only, the screen floods with blue and an error message displays. \"What the hell's wrong with this thing?\" he asks outraged.\n\n\"Yes,\" says Ron. \"I was afraid this would happen. A power outtage disrupts the signal. We'll have to call the cable company to get the cable reset.\"\n\n\"Well how long is that going to take?\" asks Chuck.\n\n\"Oh goodness!\" Don replies dourly, \"Several hours, probably. If it's anything like last time.\" And with that he exits back into the living room.\n\nChuck and your husband give a collective groan, and then Mark turns to you and says glumly, \"Well, I'm ready to go whenever you are.\n\nCongratulations! Your husband is prepared to leave the party! That's one step closer to getting the hell out of this party!\nDen\nSet in soft wood paneling, the Fincher's Den screams comfort and class. A couch sits in front of a cherry wood coffee table with a view to their big screen television. There is a jar of peanut butter, a bowl of chips and a stack of napkins on the table. A large glass sliding door, leading out to the porch, stands closed to the north. You could walk back south to the living room, or west to the kitchen.\n\nYour husband, Mark, and Chuck Whitman sit on the couch, looking around restlessly.", "endoftext": false }, { "action": "You take the Butter", "response": "You pick up the jar of peanut butter, making sure to keep your fingers away from the sticky rim.\n\nAbbey begins to frantically pound on the glass. Both, your husband and Chuck look at the door in alarm. Chuck stands up and opens up the door. \"Got locked out?\" he asks as Abbey steps back inside from the cold, closing the door behind her.\n\n\"Yes,\" she says eyeing you suspiciously, \"The wind must have blown it shut...\"\n\n\"Dear,\" Amy says seeing the jar of peanut butter, \"You know the rules. Donnez moi!\" And with that she takes the jar of peanut butter from you.\n\nAbbey places the jar of peanut butter back on the coffee table.", "endoftext": false }, { "action": "Inv", "response": "You are carrying a hair dryer, a singapore sunrise, your purse (being worn and open), inside which are a bag of raisins, a tube of lipstick and billfold, a blue dress (being worn) and a pair of black heels (being worn).", "endoftext": false }, { "action": "You take the jar", "response": "\"Amy, dear,\" Abbey Fincher says as your hands go near the jar, \"Please leave that jar where it is. I don't want peanut butter smudges all over the house.\"\n\n\"Now what are these glum faces I see?\" Abbey asks Mark and Chuck, \"Why there are plenty of things to do that don't involve watching television! Why, we could play a game of charades!\"\n\n\"Could we just wait a bit on that one?\" asks Chuck.\n\n\"Well, all right, Mr. Party Pooper,\" she says, \"But nobody is leaving until we play a party game!\"", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\n\"Oh dear,\" says Abbey, \"A host's work is never done!\" and with that she saunters to the kitchen.", "endoftext": false }, { "action": "You take the jar", "response": "You pick up the jar of peanut butter, making sure to keep your fingers away from the sticky rim.\n\n\"Amy,\" your husband whines, \"I wanna go now!\"\n\n\"I don't want to hear it, mister,\" you scold.", "endoftext": false }, { "action": "Go west", "response": "The Fincher's kitchen is very modern, with gray marble counters, a beautiful stove, oven, and a rounded island. A sturdy refrigerator stands in the corner of the room next to a dishwasher, each modern appliance deeply contrasted by the old fashioned microwave hanging above the stove. There is a butter knife, a bottle of cleaning fluid, a scrub brush and a toaster on the kitchen counter. The living room is to the south east, and the den is immediately to the east.\n\nAbbey Fincher stands to the side of the room, carrying a tray of hors d'oeuvres.\n\nBarb Clover sits at the kitchen island, slowly eating the celery stalk you gave her. Sandy, Frank's wife, sits at her side inconspicuously.\n\n\"My! My! Those men love their football, don't they?\" asks Abbey.\n\n\"It's worse during the summer,\" says Barb, \"My Chuckie is a Cubs fan.\" All three of you nod sympathetically.\n\n\"Amy dear,\" Abbey says, plucking the jar of peanut butter from your hands, \"I appreciate you helping out, but the spreads belong on the coffee table with the rest of the snacks!\"\n\nAbbey leave the kitchen for the den, carrying the jar of peanut butter with her.", "endoftext": false }, { "action": "You go west", "response": "Time passes.\n\nTime passes.\n\nThe Fincher's kitchen is very modern, with gray marble counters, a beautiful stove, oven, and a rounded island. A sturdy refrigerator stands in the corner of the room next to a dishwasher, each modern appliance deeply contrasted by the old fashioned microwave hanging above the stove. There is a butter knife, a bottle of cleaning fluid, a scrub brush and a toaster on the kitchen counter. The living room is to the south east, and the den is immediately to the east.\n\nAbbey Fincher walks around the room, inspecting the furniture.\n\nBarb Clover sits at the kitchen island, slowly eating the celery stalk you gave her. Sandy, Frank's wife, sits at her side inconspicuously.\n\n\"My! My! Those men love their football, don't they?\" asks Abbey.\n\n\"It's worse during the summer,\" says Barb, \"My Chuckie is a Cubs fan.\" All three of you nod sympathetically.\n\n\"Goodness! I wonder how everyone else is doing?\" exclaims Abbey and with that she saunters to the den.", "endoftext": false }, { "action": "You take the knife", "response": "Your hands are full!\n\n\"So of course my mom is thrilled about the wedding,\" Barb tells Sandy, \"Of course she would have been more thrilled if I would have tied the knot before I got knocked up, you know.\"", "endoftext": false }, { "action": "You take the knife", "response": "You place the hair dryer on the counter.\n\nYou take the butter knife.", "endoftext": false }, { "action": "You go to the south-east", "response": "The ceiling lofts high into a round arch in the Fincher's front living room. Paintings tastefully line the southern wall, and a large window looks out into the night. A piano is in one corner of the room and a bar is in the other. Ron stands here behind the bar, on top of which is an array of liquor bottles, a line of glasses and a cocktail book. An archway north leads to the den, a hallway northwest connects to the kitchen, and the guest room, where the coats have been placed, lies to the west. The front door waits invitingly to the south.\n\nYour empty glass lies in the corner of the carpet next to a nasty spill.\n\nRon blinks his eyes and takes another sip from his drink.", "endoftext": false }, { "action": "Go west", "response": "This small guest room is quaintly furnished, with a large king sized bed taking up most of the space. Sprawled across it lies Frank in a deep slumber. A small closet is tucked into the corner next to the dresser, and a miniature space heater rests at the foot of the bed. On the dresser is an alarm clock. The only exit is back east into the living room.\n\nFrank wiggles his legs in his sleep. So that's what Restless Leg Syndrome looks like, you think.", "endoftext": false }, { "action": "You put the jar on Frank", "response": "You take the knife and spread a nice swath of peanut butter on Frank's cheek and around his mouth. Strangely, he appears no less appetizing.", "endoftext": false }, { "action": "You open door", "response": "The ceiling lofts high into a round arch in the Fincher's front living room. Paintings tastefully line the southern wall, and a large window looks out into the night. A piano is in one corner of the room and a bar is in the other. Ron stands here behind the bar, on top of which is an array of liquor bottles, a line of glasses and a cocktail book. An archway north leads to the den, a hallway northwest connects to the kitchen, and the guest room, where the coats have been placed, lies to the west. The front door waits invitingly to the south.\n\nYour empty glass lies in the corner of the carpet next to a nasty spill.\n\nRon licks his thin lips.\n\nSet in soft wood paneling, the Fincher's Den screams comfort and class. A couch sits in front of a cherry wood coffee table with a view to their big screen television. There is a bowl of chips and a stack of napkins on the table. A large glass sliding door, leading out to the porch, stands closed to the north. You could walk back south to the living room, or west to the kitchen.\n\nYour husband, Mark, and Chuck Whitman sit on the couch, looking around restlessly.\n\n\"So...\" Chuck says, \"How about them Cowboys, huh?\"\n\nYou decide to try opening the door again. Sure enough, the little black poodle races across the room.\n\nYou eagerly follow him from the living room into the guest room, where he stands on the bed licking peanut butter from Frank Quinlivan's face.\n\nAbbey follows you close behind and screams. \"Oh no! Oh no!\" she cries, \"What have we told you about giving kisses to strangers Reggie!\" She reaches over and scoops Reggie up and exits the room scolding the poodle, but the work is done. Frank's eyes flutter and he groans as he lifts himself from the bed.\n\n\"Where am I?\" he asks, his eyes slowly adjusting to consciousness, \"What time is it?\"\n\n\"Time for me,\" you say, picking up and putting on your coat, \"to be leaving.\"\n\nWell, you've done it! It took manipulating a dog, causing a power outtage, and using peanut butter in creative and disturbing ways. But, with your coat on, your casserole dish in your right hand, and your husband on your left, you walk through the living room and begin to the open door...\nAnd the door slams shut again. You turn to your side and there stands Abbey, a little worse for the wear, her hand holding the door closed. Bright red curls dangle from her usually kempt brow. \"You can't leave yet!\" she says with a manic glint to her eye, \"We haven't played any party games!\"\n\nYou stand at an impass. Abbey blocking you from the door.", "endoftext": false }, { "action": "You play the hide and the seek", "response": "And then you say calmly and clearly, \"Abbey, please don't take this badly, but: Get the hell out of my way.\"\n\nCongratulations! You have gotten the hell out of this party!", "endoftext": true }, { "action": "You look around", "response": "The Fincher's kitchen is very modern, with gray marble counters, a beautiful stove, oven, and a rounded island. A sturdy refrigerator stands in the corner of the room next to a dishwasher, each modern appliance deeply contrasted by the old fashioned microwave hanging above the stove. There is an an appetizer, a butter knife and a toaster on the kitchen counter. The living room is to the south east, and the den is immediately to the east.\n\nAbbey Fincher stands to the side of the room, carrying a tray of hors d'oeuvres.\n\nOn the kitchen counter is an an appetizer.\n\nBarb Clover sits at the kitchen island, slowly eating from the rice crispies in your casserole dish. Sandy, Frank's wife, sits at her side inconspicuously.\n\n\"Well,\" Abbey says, holding up the bottle of cleaner, \"Time to make myself useful!\" and with that she exits the kitchen.", "endoftext": false }, { "action": "Xyzzy", "response": "The ceiling lofts high into a round arch in the Fincher's front living room. Paintings tastefully line the southern wall, and a large window looks out into the night. A piano is in one corner of the room and a bar is in the other. Ron stands here behind the bar, on top of which is an array of liquor bottles, a line of glasses and a cocktail book. An archway north leads to the den, a hallway northwest connects to the kitchen, and the guest room, where the coats have been placed, lies to the west. The front door waits invitingly to the south.\n\nAbbey Fincher stands against the wall, smiling with an unnerving fervor.\n\nYour empty glass lies in the corner of the carpet next to a nasty spill.\n\n\"Abbey crouches down and begins to scrub the floor where you spilled your drink. \"Don't worry,\" she tells you, \"With enough bleach and elbow grease anything is possible!\"\n\nRon emits a tired sigh.\n\n\"Dear,\" Abbey says in a hushed tone, \"I'd appreciate it if you didn't use witchcraft in the house. We don't even let our grandchildren read Harry Potter!\"\n\n\"Abbey scrubs the floor with a vengence.", "endoftext": false }, { "action": "You examine abstract", "response": "As you reach for the painting, Abbey rushes over and stops you. \"Please, dear,\" she says, \"Paintings are for looking, not for touching.\"\n\n\"Out, out, damn spot!\" Abbey commands the stain, as she continues to scrub it.\n\nYou can't see any such thing.", "endoftext": false }, { "action": "Plover", "response": "\"Dear,\" Abbey says in a hushed tone, \"I'd appreciate it if you didn't use witchcraft in the house. We don't even let our grandchildren read Harry Potter!\"\n\nSatisfied with her work, Abbey stands back up. \"There!\" she says, \"It's mostly out.\"\n\nRon taps his fingers against the bar.", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\n\"Well, my work here is done,\" Abbey says proudly, and brandishing the scrub brush and the cleaner, she exits back into the kitchen.", "endoftext": false }, { "action": "Smell Ron", "response": "You can smell a hint of musty books and pipe tobacco. \"What are you doing?\" he asks you, \"Why are you sniffing at me?\"", "endoftext": false }, { "action": "You examine abstract", "response": "You look at the painting for a moment and consider that what the landscape really needs is a tilted horizon line. You grab the frame by the edges and tilt it against the wall.\n\nRon blinks his eyes and takes another sip from his drink.\n\nAbbey Fincher walks in from the kitchen. \"I do hope you're enjoying the party!\" she says.\n\n\"Oh dear!\" Abbey says looking at the landscape painting, \"Somehow the frame has become crooked!\" She walks over to it and straightens it out. \"There!\" she says, \"Much better!\"\n\nAs you reach for the painting, Abbey rushes over and stops you. \"Please, dear,\" she says, \"Paintings are for looking, not for touching.\"\n\n\"Darling, honey,\" Abbey asks her husband, \"How are things at the bar?\"\n\n\"Fine, dear,\" he says without emotion.\n\nIt's a wooded landscape with a little too-cute cabin situated deep in the forest. Its lovely frame stands level with the wall.\n\nA tornado of ketchup reds, mustard yellows, and relish greens. You're not sure what it means, but it looks like an explosion at a condiment factory. The black frame of the painting stands level with the wall.\n\n\"I do hope you're planning on staying,\" Abbey tells you, \"Because later on, we'll be playing party games!\"", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\n\"Well,\" says Abbey, \"I should really check on the rest of the party,\" and with that she struts to the kitchen.", "endoftext": false }, { "action": "You smell yourself", "response": "You can't smell anything. It's a curse, never to know what we smell like.", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\nRon emits a tired sigh.", "endoftext": false }, { "action": "Smell sandy", "response": "The Fincher's kitchen is very modern, with gray marble counters, a beautiful stove, oven, and a rounded island. A sturdy refrigerator stands in the corner of the room next to a dishwasher, each modern appliance deeply contrasted by the old fashioned microwave hanging above the stove. There is a bottle of cleaning fluid, a scrub brush, a butter knife and a toaster on the kitchen counter. The living room is to the south east, and the den is immediately to the east.\n\nBarb Clover sits at the kitchen island, slowly eating from the rice crispies in your casserole dish. Sandy, Frank's wife, sits at her side inconspicuously.\n\n\"Look at me!\" Barb tells Sandy, \"It's like I swallowed a goddamn watermelon! The baby's due next month and we're not getting married 'til May. If I'm still this size by spring then shoot me. Just shoot me.\"\n\nIt smells like cereal and marshmallows.\n\nBarb smells like body oil and sweat.\n\nYou try and make out something, a hint of an odor, a whisp of a scent. But nothing. Sandy doesn't seem to smell like anything at all.\n\n\"Hey, you ever been pregnant?\" Barb asks Sandy.\n\n\"Oh, uh... no,\" says Sandy, a bit meekly. \"I would have loved to, but Frank doesn't want children so...\"\n\n\"Well it's over-rated. You're not missing anything,\" retorts Barb.\n\nAbbey Fincher walks in from the living room. \"Don't mind me! Don't mind me!\" she cries, \"I'm just making sure everyone is having a good time!\"", "endoftext": false }, { "action": "Smell Abbey", "response": "You wish you couldn't. Her perfume enters a room five minutes before she does and it lingers long after she leaves. It's a mix between cough syrup and a compost heap of pot-pourri.\n\n\"Dear, I hate to bring this up,\" Abbey tells Sandy, her arm on her shoulder, \"But I think your husband may have had a bit too much to drink tonight.\"\n\n\"Oh, ha. ha.\" laughs Sandy unconvincingly, \"He sometimes does that. Ha. Ha.\"", "endoftext": false }, { "action": "Smell dog", "response": "Set in soft wood paneling, the Fincher's Den screams comfort and class. A couch sits in front of a cherry wood coffee table with a view to their big screen television. There is a jar of peanut butter, a bowl of chips, a stack of napkins and a remote control on the table. A large glass sliding door, leading out to the porch, stands closed to the north. You could walk back south to the living room, or west to the kitchen.\n\nYour husband, Mark, and Chuck Whitman sit on the couch, avidly watching a football game.\n\n\"Do you play fantasy football?\" your husband asks Chuck.\n\n\"Do I??\" asks Chuck back excitedly, \"Only, like, every day!\"\n\nThinking a bit of fresh air might help you think, you open the sliding door a crack. From between your legs shoots a small black dog into the house.\n\nAbbey rushes in to the room. \"Oh!\" she says, \"Has somebody opened the door and let in my little Reggie?\"\n\nThe dog stands momentarily and sniffs the air and then races over to the coffee table and begins barking excitedly.\n\n\"If there's anything I can do for you,\" says Abbey, putting her arm on your shoulder, \"Please don't hesitate to ask,\" and with that she dances to the kitchen.\n\nReggie actually smells like lavender shampoo. Undoubtedly the best smelling member of the party.\n\nAbbey kneels down and picks up the poodle.", "endoftext": false }, { "action": "You close the door", "response": "As Abbey stands outside on the porch, dropping off her poodle, you quickly shut the porch door. It locks itself with a satisfying CLICK!", "endoftext": false }, { "action": "Smell raisins", "response": "The ceiling lofts high into a round arch in the Fincher's front living room. Paintings tastefully line the southern wall, and a large window looks out into the night. A piano is in one corner of the room and a bar is in the other. Ron stands here behind the bar, on top of which is an array of liquor bottles, a line of glasses and a cocktail book. An archway north leads to the den, a hallway northwest connects to the kitchen, and the guest room, where the coats have been placed, lies to the west. The front door waits invitingly to the south.\n\nRon sighs from behind the bar.\n\nThe only exits are north, northwest, and west. And obviously south, to your freedom.\n\nYou can't see any such thing.", "endoftext": false }, { "action": "Smell raisins", "response": "This small guest room is quaintly furnished, with a large king sized bed taking up most of the space. Sprawled across it lies Frank in a deep slumber. A small closet is tucked into the corner next to the dresser, and a miniature space heater rests at the foot of the bed. On the dresser is an alarm clock. The only exit is back east into the living room.\n\nFrank begins to snore louder and louder, until suddenly he stops. It seems like he's having trouble breathing, and then he begins to snore regularly again.\n\nThe man reeks of alcohol and aftershave.\n\nThey smell moist and yummy, that is if you're someone who likes raisins. Which you are. So they do.", "endoftext": false }, { "action": "You eat the raisins", "response": "(first taking the bag of raisins)\nYou take the bag of raisins.\n\nYou take a raisin from the bag and plop it in your mouth. Hmm! Surprisingly plump and fresh!\n\nFrank's sleeping face twists in anguish. \"No,\" he mutters in his sleep, \"Don't do that. Stop. No...\"", "endoftext": false }, { "action": "Smell bottles", "response": "The ceiling lofts high into a round arch in the Fincher's front living room. Paintings tastefully line the southern wall, and a large window looks out into the night. A piano is in one corner of the room and a bar is in the other. Ron stands here behind the bar, on top of which is an array of liquor bottles, a line of glasses and a cocktail book. An archway north leads to the den, a hallway northwest connects to the kitchen, and the guest room, where the coats have been placed, lies to the west. The front door waits invitingly to the south.\n\nRon looks at you strangely.\n\nA strange blend of sweet and sour.", "endoftext": false }, { "action": "You open the window", "response": "It's one single pane. It doesn't even look like it opens. Besides, it's too cold outside to open any window!", "endoftext": false }, { "action": "Smell mary", "response": "You smell nothing unexpected.\n\nRon puts his hand on his chin and looks at you in a suspicious manner.", "endoftext": false }, { "action": "Smell celery", "response": "It smells like a fresh spring garden drowned in tomato juice.", "endoftext": false }, { "action": "Smell the toaster", "response": "The Fincher's kitchen is very modern, with gray marble counters, a beautiful stove, oven, and a rounded island. A sturdy refrigerator stands in the corner of the room next to a dishwasher, each modern appliance deeply contrasted by the old fashioned microwave hanging above the stove. There is a bottle of cleaning fluid, a scrub brush, a butter knife and a toaster on the kitchen counter. The living room is to the south east, and the den is immediately to the east.\n\nBarb Clover sits at the kitchen island, slowly eating from the rice crispies in your casserole dish. Sandy, Frank's wife, sits at her side inconspicuously.\n\n\"I'm not supposed to wear pure white, because... well look at me!\" exclaims Barb, \"But screw that. It's my wedding. I'll wear whatever the hell I want.\"\n\nYou smell nothing unexpected.", "endoftext": false }, { "action": "Smell the lipstick", "response": "Let's leave the make-up huffing until after the party, okay?", "endoftext": false }, { "action": "Smell purse", "response": "You smell nothing unexpected.\n\n\"Did you know that Chuck wants his band to play the reception?\" Barb asks Sandy, \"Yeah, him and two of his washed out college buddies still hang out and play this 'music' once a month. They sound more like an industrial factory malfunction than any band I've ever heard. I told him, Chuck honey, if you so much as bring your drum set within a hundred feet of my reception, I'll call a divorce lawyer so fast it'll make your metronome explode.\"", "endoftext": false }, { "action": "You examine billfold", "response": "Your billfold is thick and almost bursting at the seams. Credit cards, club cards, identification cards, your library card and more pictures of your dog than a sane person ought to own are to blame.", "endoftext": false }, { "action": "Inv", "response": "You are carrying a bag of raisins, a singapore sunrise, your purse (being worn and open), inside which are a celery stalk, a tube of lipstick and billfold, a blue dress (being worn) and a pair of black heels (being worn).", "endoftext": false }, { "action": "You remove the dress", "response": "This isn't that kind of party.\n\n\"So how did you and Frank get together?\" asks Barb.\n\n\"Oh, I don't know,\" replies Sandy, \"He's much nicer when he's sober, you know.\"", "endoftext": false }, { "action": "You put raisins in the purse", "response": "You put the bag of raisins into your purse.", "endoftext": false }, { "action": "You put jar on the celery", "response": "You take the butter knife.\n\nThe only exits are southeast and east.\n\n\"So of course my mom is thrilled about the wedding,\" Barb tells Sandy, \"Of course she would have been more thrilled if I would have tied the knot before I got knocked up, you know.\"\n\nYou can't see any such thing.", "endoftext": false }, { "action": "You put the jar on the celery", "response": "Set in soft wood paneling, the Fincher's Den screams comfort and class. A couch sits in front of a cherry wood coffee table with a view to their big screen television. There is a jar of peanut butter, a bowl of chips, a stack of napkins and a remote control on the table. A large glass sliding door, leading out to the porch, stands closed to the north. You could walk back south to the living room, or west to the kitchen.\n\nYour husband, Mark, and Chuck Whitman sit on the couch, avidly watching a football game.\n\nAbbey taps the porch door, from outside.\n\n\"Go! Go! Go! Go! Go!\" screams Chuck at the television.\n\nYou dip the knife into the jar and spread a nice long line of peanut butter along the line of the celery stalk.\n\nAbbey looks at you and smiles. She gestures to the door knob, indicating she's locked out.", "endoftext": false }, { "action": "You put the raisins on the celery", "response": "You carefully place a line of raisins down the line of the celery stalk. They stick to the swath of peanut butter and hold fast. Congratulations! You've officially made Ants on a Log!\n\nAbbey shivers from the other side of the glass door.", "endoftext": false }, { "action": "Smell Ants", "response": "It smells like a fresh spring garden drowned in tomato juice, covered in peanut butter and littered with dried fruit.\n\nAbbey gestures at you frantically to open the door, from outside the porch.\n\n\"Dammit!\" says Chuck at the television, \"Don't you morons know how to intercept??\"", "endoftext": false }, { "action": "You eat Ants", "response": "You don't like celery. You don't like eating it. You don't like touching it. You don't like looking at it. This is your kind of night, huh?\n\nAbbey exhales from behind the glass door. You can see steam coming from her breath.", "endoftext": false }, { "action": "You cry", "response": "You laugh to yourself with an uneasy gallows humor, at the absurdity of it all.", "endoftext": true } ]
cqwq699i9qiqdju
Love, Hate and the Mysterious Ocean Tower
C.E.J. Pacian
[]
[ "cover art", "Gay/queer protagonist", "multiple endings", "parser", "sacrifice", "sexual innuendo", "SpeedIF Jacket 4", "tower", "Xyzzy Awards 2011" ]
2,011
[ 4, 19, 14, 1, 0 ]
38
3.684211
20110403
false
[ { "action": "%", "response": "The zeppelin lurches suddenly and I tumble forward, spilling my books on the deck. Peyton laughs sympathetically and holds out his hand.\n\n\"I know you're out of your element, Nicky,\" he says, as he helps me to my feet, \"but try to go five minutes without falling over.\"\n\nI feel myself blushing as I release his fingers. \"I'm not used to air travel. I'll be better on the... ground.\"\n\nHis sensual lips broaden into a smile. \"Not ground, perhaps, but sturdier purchase for sure.\"\n\nI can see it ahead. Rising from the ocean. Just like Peyton, it's striking and tall and impossible.\n\nLove, Hate and the Mysterious Ocean Tower\nA weird romance by C.E.J. Pacian\n\n[If this is your first visit to the tower, type ABOUT and press return.]\n\nThe great windows of the gondola offer a commanding view of the ruddy sun as it sets into the darkening sea. The only landmark in sight is the great Gothic tower the airship is tethered to: an incredible stack of columns, arches and buttresses stretching far down into the roiling waves.\n\nA narrow gangway leads down to the top of the tower.\n\nThe captain watches over the bridge - at least, what parts of it he can see over his great, bushy beard. \"The air is calm, sirs,\" he says. \"We should be able to hold here 'til sunrise.\"\n\nPeyton gazes out at the view, arms folded. \"Thank you, captain. Trust that our mission is an important one, and your vessel shall soon return to the fight against the squidmen.\"", "endoftext": false }, { "action": "Inventory", "response": "I clutch a number of reference books to my chest.", "endoftext": false }, { "action": "Examine books", "response": "Just a few handy reference books: Morphology and Syntax in Modern Languages; Common Human Phonemes; Semiotics Across the Tree of Life; The Symbology of Squidmen, Cuttles and Other Aquatics; Ouroborous: Retro-Causality and Language. You know, the usual suspects.", "endoftext": false }, { "action": "About yourself", "response": "Oh, hello. So... I'm Nicholas St John: pan-human, inhuman and aquatic linguist. Slight of build, low on confidence and, well, generally too modest for my own good.", "endoftext": false }, { "action": "You look at Peyton", "response": "Dr Peyton Cross III: the notorious anthropologist, pursuer of the arcane, ambassador to the Ebu Gogo, biographer of Spring Heeled Jack, rumoured to be the bastard son of the Count of St. Germain. A tall, slender, upright and elegant gentleman. His long hair - white as ice, at odds with his ageless features - always covers his left eye.\n\nHe's wearing a tailored suit, white gloves, a scabbard and pink trainers.", "endoftext": false }, { "action": "You examine the trainers", "response": "I've never seen such shoes before. I can only presume that Peyton has been travelling in Africa.", "endoftext": false }, { "action": "You examine the scabbard", "response": "In the scabbard is a sabre.", "endoftext": false }, { "action": "You look at the sabre", "response": "On closer inspection, this is definitely a sabre.", "endoftext": false }, { "action": "You examine the suit", "response": "On closer inspection, this is definitely a tailored suit.", "endoftext": false }, { "action": "You look at Tower", "response": "One struggles to imagine how something like this was even built. Does it rest on the deep bed of the sea?", "endoftext": true }, { "action": "Describe the surroundings", "response": "The great windows of the gondola offer a commanding view of the ruddy sun as it sets into the darkening sea. The only landmark in sight is the great Gothic tower the airship is tethered to: an incredible stack of columns, arches and buttresses stretching far down into the roiling waves.\n\nA narrow gangway leads down to the top of the tower.\n\nThe captain watches over the bridge - at least, what parts of it he can see over his great, bushy beard.\n\nPeyton gazes out at the view, arms folded.", "endoftext": true }, { "action": "You go downwards", "response": "Peyton takes my hand and places it in the crook of his arm. \"It wouldn't do to stumble on the gangway, Nicky,\" he says cheerfully.\n\nI risk a glance over the side, at the turbulent waves beating against the distant base of the tower, and hang on to him tightly.\n\nGrey and turbulent, the clouds above and ocean below stretch off towards the blood-red setting sun. We are atop a simple circle of mildewed stone, seemingly suspended in mid-air without guardrail or balustrade. A low dome stands at the circle's centre.\n\nThe HMS Pegasus has been tethered to several of the metal loops that protrude from the stone.\n\nA number of airmen stand guard around the dome, rifles resting on their shoulders.\n\nPeyton disengages from my arm and peers around the dome. \"Fascinating. There must be some way to get inside.\"", "endoftext": false }, { "action": "You look at the dome", "response": "A weathered stone dome, stained with mould and guano. Bold characters are engraved around the dome's base.\n\n\"I don't recognise this language,\" Peyton says. \"You're the linguist, Nicky. Can you read the engraving?\"", "endoftext": false }, { "action": "You read the engraving", "response": "I walk once around the dome, taking in the strange script engraved around its base.\n\n\"Not aquatic,\" Peyton says.\n\n\"Not aquatic,\" I agree. \"Related to Latin, perhaps. A dialect of Harpese or Sirench. I think it says...\"\n\n\"How marvelous,\" Peyton says. \"How singularly unhelpful.\"\n\n\"Hello,\" he adds, a moment later. \"I think I've found the way in. A small metal door with a fiendish puzzle lock.\"", "endoftext": false }, { "action": "You examine the door", "response": "Rusted by exposure to the sea air.", "endoftext": false }, { "action": "You look at the lock", "response": "There are a large number of small moving parts.\n\n\"Yes, quite fiendish indeed,\" Peyton says. \"And very intricate.\"\n\nHe draws back a foot and then kicks the door hard. The puzzle lock comes apart with a twang. \"Too intricate to be fit for purpose, really. Let's head down when you're ready.\"", "endoftext": false }, { "action": "You examine the airmen", "response": "Burly and uncouth.", "endoftext": true }, { "action": "You go downward", "response": "Light lances into the darkness through arched windows, casting terrible shadows from inhuman statues. The floor of this age-ruined atrium lies far below and there is no obvious route down.\n\nA rusted lever protrudes from the floor at the edge of the drop.\n\nA handful of airmen accompany us into the tower, rifles at the ready, glancing around nervously.\n\nPeyton stands suitably statuesque, given the surroundings.", "endoftext": false }, { "action": "You look at the lever", "response": "A large and sturdy mechanism, but the sea air has clearly been gnawing at the iron. It shouldn't be that hard to pull, although I suppose it might snap.\n\nPeyton steps to the edge of the drop. As on the roof, there are no barriers or guardrails. \"I can see light down there,\" he says. \"I'm afraid we may have to conquer your fear of heights directly, Nicky.\"", "endoftext": false }, { "action": "You pull the lever", "response": "I grip the lever with both hands and pull. It hardly moves. I lean back, pulling with all my weight.\n\nPeyton sees what I'm doing and exclaims, \"Nicky, no!\"\n\nBut it's too late. The lever suddenly gives, and clunks into a new position. A low thumping resounds from somewhere distant, followed by a rumbling that grows in volume.\n\n\"For all we know, you may have killed us all,\" Peyton says, touching my elbow affectionately. \"I don't hold it against you, of course. I just want you to know the facts.\"\n\nThe rumbling gives way to a quieter, higher pitched sound. The rattling of chains, I think.", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\nUnseen chains rattle in the darkness.\n\n\"Possibly a false alarm,\" Peyton says. \"Although I wouldn't relax just yet.\"", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\nThe rattling grows louder, and a baroque cage rises up from below, swinging to a halt at the edge of the drop.\n\n\"Oh,\" Peyton says. \"I suppose we can ride this down.\"", "endoftext": false }, { "action": "You look at the self", "response": "I'm Nicholas St John: pan-human, inhuman and aquatic linguist. Slight of build, low on confidence and, well, generally too modest for my own good.", "endoftext": true }, { "action": "Go downward", "response": "\"You fellows stay here,\" Peyton tells the airmen.\n\n\"Sorry sir,\" the lead airman says, \"but there's no telling what's down there. We'll provide an armed escort.\"\n\nPeyton smiles with impossible charm, and places himself between the airman and the rest of us. \"I'm sure you've seen terrible things,\" he says. \"Your friends torn limb from limb by squidmen, perhaps, and coastal villages laid waste by their galvanic land ironclads. Or maybe you've seen the fungal terrors of the comet-spawn, or the molten warriors of Vesuvius. But I ask you to imagine-\" he sweeps back his hair \"-what I have seen with this eye.\"\n\nFor perhaps a second, the airman stares at Peyton uncomprehending. And then his eyes widen, his jaw hangs slack, and his legs begin to tremble. \"Y-y-yes sir,\" he stammers, sweat standing out on his brow, \"we'll stay here, whatever you say, sir!\"\n\nPeyton adjusts his hair and smiles gracefully. \"Good man.\" He extends a hand towards the cage. \"Shall we, Nicky?\"\n\nGripping Peyton's hand tightly, I step gingerly into the cage. There's not much room in here, and we're forced close together. My heart races. Fear of heights, of course. The trip on the Pegasus did nothing to cure me.\n\nThe lead airman - still wide-eyed and sweating - nods and throws the lever. We begin to descend.\n\nPeyton slips my arm into his. \"You're not frightened, are you?\"\n\n(I could say yes or no.)", "endoftext": false }, { "action": "Yes", "response": "\"Only of heights, the dark and squidmen.\"\n\nPeyton grins. \"You shouldn't be afraid of those things, Nicky. There's far worse out there.\"\n\n\"I can always trust you to put me at ease, Peyton.\"\n\nHe glances down at my hand in the crook of his arm. \"You know, I put myself at ease by thinking of moments spent with you in carefree days. Punting on the Cam; summer picnics; when you taught me to waltz - and the rest.\"\n\nHis hair was raven black back then, not so many years ago.\n\n\"But the only defence we have against horror is to learn about it, don't you agree, Nicky?\"", "endoftext": false }, { "action": "Yes", "response": "\"Of course. It's difficult for the ignorant to do good, and easy for them to blunder into doing harm.\"\n\nPeyton pats my hand. \"You've always been a man after my own heart - supporting me when others told me that no good could come of my work. I don't know where I'd be without you.\"\n\nI shrug, turning my face to hide my blushing cheeks.\n\nWe ride in silence for a while. Bright arches rise into view and the cage slows to a stop.\n\nThe setting sun glares through the wide, arched windows that look down on this circular floor, illuminating the complex engravings on the walls. A steep staircase spirals around the circumference, descending into shadow.\n\nThe baroque cage we rode down sits here, at the end of lengthy chains that dangle from pitch darkness.\n\nPeyton waves a hand at the engravings. \"Good thing I brought a linguist, don't you think?\"", "endoftext": false }, { "action": "You examine the engravings", "response": "\"They're simple pictographs, Peyton. You can probably interpret them as well as I can.\"\n\n\"I'm interested in your perspective.\"\n\nI look from one stylised image to the next. \"It's some sort of history. There was a beautiful woman, she fell in love with a man who lived under a hill or mountain, she stole his heart, the mountain spewed fire, but she was long gone. A rather jaded love story, I'd say.\"\n\n\"Perhaps. But valuing one person over all others... there can be something selfish about love, don't you agree?\"\n\n(I could say yes or no.)", "endoftext": false }, { "action": "Yes", "response": "\"When you put it like that, I suppose so. Looking at all the bad things going on in the world, choosing one person over everyone else seems rather unfair. I suppose.\"\n\nPeyton considers my response in thoughtful silence.", "endoftext": true }, { "action": "You describe your surroundings", "response": "The setting sun glares through the wide, arched windows that look down on this circular floor, illuminating the complex engravings on the walls. A steep staircase spirals around the circumference, descending into shadow.\n\nThe baroque cage we rode down sits here, at the end of lengthy chains that dangle from pitch darkness.\n\nI hang on Peyton's arm.", "endoftext": true }, { "action": "Go downwards", "response": "This wide space is dark and filthy, fading daylight oozing in through slitted windows. A massive stone heart occupies the vaulted ceiling, looming over the raised throne below.\n\nCollapsed upon the throne is the stiff, leathery corpse of a woman clad in faded rags and a tall, dust-caked head-dress. Unkempt, dessicated feathers dangle from her bony arms.\n\nBefore the throne is a low table or altar, upon which lies a cobwebbed ceremonial dagger.\n\nSmall objects crunch and snap beneath my feet and I realise with a gasp that the floor is littered with yellowed, crumbling bones.\n\nPeyton keeps a wary eye on the bethroned corpse.", "endoftext": false }, { "action": "You examine the corpse", "response": "I approach the mummified corpse warily, reluctant to stray far from Peyton's side.\n\nBefore I realise what he's doing, Peyton has wrapped an arm around my waist and taken my chin in his hand.\n\nI try to turn my face from his. \"W-what are you-\"\n\nHe silences me with his lips. With one last anxious glance at the taut skull-face of the mummy, I am lost in the kiss. My heart races. My heart pounds. My heart-\n\nNot my heart. I open my eyes and break free of Peyton. The room has changed.", "endoftext": true }, { "action": "You look at your surroundings", "response": "This wide space glows with a warm and impossible light. A slowly beating heart of molten stone occupies the vaulted ceiling, looming over the raised throne below.\n\nA regal woman reclines on the throne, her voluptuous figure draped in fine silk, a towering gold headdress affixed to her voluminous hair. Lustrous feathers sweep back from her bare arms.\n\nLiquid iron belches up through cracks in the floor, assuming the vaguely human forms of molten warriors.\n\nBefore the throne is a low table or altar, upon which lies a gleaming ceremonial dagger.\n\nPeyton faces the throne.", "endoftext": false }, { "action": "You look at the woman", "response": "Inhumanly beautiful. Something about her is very off. Not just the feathers - the proportions, the way she carries herself, her fiery eyes.\n\n\"Supplicants,\" the woman says. Her words seem to squirm in my ear, in no language I should be able to understand. \"It has been a very long time.\"\n\n\"I know who you are,\" Peyton says. \"You stole one of the Blood God's seventeen hearts, and much more besides.\"\n\n\"And I know who you are,\" the woman purrs. \"A troublesome ant that does not know its place.\"\n\nShe turns her fire-bright eyes on me. \"And I know who you are. The question is, do you?\"\n\n(I could say yes or no.)", "endoftext": false }, { "action": "No", "response": "\"Maybe I don't. Does anyone really know who they are? Can a mind comprehend itself?\"\n\n\"Trust me,\" the woman purrs. \"Your role here is clear to me. I will entertain your supplication.\"\n\nPeyton steps forward. \"I know what's happening,\" he says. \"The squidmen, the comet-spawn, Mount Vesuvius and the time-traveller army of the Africas. The Lunar Triplets and their seductive death cult. The Invisible Ripper and his bloody trail of assassinated heads of state. All these things right now? All of a sudden?\"\n\nHe takes a deep breath. \"We're on the brink of something terrible, some great cataclysm. And, yes, I know what it is. But I don't know how to stop it.\"\n\n\"Stopping it is quite beyond your feeble means,\" the woman says. \"But I can tell you what would be required anyway. You know the price of my favour, of course. Does your companion?\"\n\n(I could say yes or no.)", "endoftext": false }, { "action": "No", "response": "\"Really, Peyton is in charge here.\"\n\nHer lips curve into a predatory smile. \"He certainly is.\"\n\nI notice that Peyton is avoiding my gaze. \"The price,\" he says, letting his hand fall to the hilt of his sabre, \"is the heart of the one I love most.\"\n\nI feel faint. \"Peyton! You can't mean-\"\n\n\"To save the world,\" he says. \"This is to save the world. Are you prepared to die for that? So that countless others can live?\"\n\n(I could say yes or no.)", "endoftext": false }, { "action": "No", "response": "\"I don't want to die. Perhaps its selfish, but I don't want to die.\"\n\nPeyton draws his sabre. \"It is selfish. I'm selfish. I love you, and I don't want to kill you. Even to save the world.\"\n\nThe woman on the throne sighs. \"Unfortunately, the heart needs blood.\"\n\nThe molten warriors close in around us, white hot spears raised.", "endoftext": false }, { "action": "You take the dagger", "response": "(First dropping the reference books.)\n\nTaken.\n\nPeyton drives his sabre into the heart of one of the molten warriors. Unexpectedly, it sprays out great gouts of blood before batting Peyton away. The wound in the molten metal reseals.", "endoftext": false }, { "action": "Attack woman", "response": "Attack the Usurper Bride with my dainty hands? Hardly.\n\nAs one of the molten warriors turns towards me, Peyton darts in front of it. \"Run, Nicky!\"", "endoftext": false }, { "action": "You attack the woman with the dagger", "response": "I try to enter the fray, but Peyton pushes me back. \"Nicky, run!\"\n\nBut there must be something I can do!\n\nPeyton drives his sabre into the heart of one of the molten warriors. Unexpectedly, it sprays out great gouts of blood before batting Peyton away. The wound in the molten metal reseals.", "endoftext": false }, { "action": "You attack peyton", "response": "Attack Peyton with my dainty hands? Hardly.\n\nPeyton parries a molten spear with a shower of sparks.", "endoftext": false }, { "action": "You attack Peyton with the dagger", "response": "I try to enter the fray, but Peyton pushes me back. \"Nicky, run!\"\n\nBut there must be something I can do!\n\nAs one of the molten warriors turns towards me, Peyton darts in front of it. \"Run, Nicky!\"", "endoftext": false }, { "action": "You examine the dagger", "response": "On closer inspection, this is definitely a ceremonial dagger.\n\nPeyton drives his sabre into the heart of one of the molten warriors. Unexpectedly, it sprays out great gouts of blood before batting Peyton away. The wound in the molten metal reseals.", "endoftext": false }, { "action": "You throw the dagger at the woman", "response": "I have too weak a throwing arm.\n\nPeyton parries a molten spear with a shower of sparks.", "endoftext": false }, { "action": "Attack heart", "response": "It's too far away.\n\nPeyton drives his sabre into the heart of one of the molten warriors. Unexpectedly, it sprays out great gouts of blood before batting Peyton away. The wound in the molten metal reseals.", "endoftext": false }, { "action": "You look at the heart", "response": "Well, the pictographs did say that the woman stole someone's heart. Massive and sinister, it throbs with thickly flowing magma. Pulsating blood vessels loop down to the floor.\n\nPeyton parries a molten spear with a shower of sparks.", "endoftext": false }, { "action": "Attack vessels", "response": "Attack the blood vessels with my dainty hands? Hardly.\n\nPeyton drives his sabre into the heart of one of the molten warriors. Unexpectedly, it sprays out great gouts of blood before batting Peyton away. The wound in the molten metal reseals.", "endoftext": false }, { "action": "Attack vessels with dagger", "response": "I slash at the blood vessels with the dagger. To my surprise, the blade passes easily through the molten stone and blood - red, human blood - begins to spray at high pressure from the wound, bowling me backwards.\n\nThe molten warriors seem to become cooler and more viscous, retreating from the swings of Peyton's now red hot blade.\n\nThe Usurper Bride of the Vesuvian Blood God curls her lip in contempt. \"A low blow, and fruitless. You have made a new enemy from one who might have been your most powerful ally.\"\n\nPeyton meets my eye. I'm not sure things will ever be the same between us again. \"No, I almost lost my most valuable ally,\" he says. \"And I have already made enemies more powerful than you.\"\n\nWith a final glare, the woman fades into the growing shadows. The throne room descends into darkness.\n\nWhen we emerge from the tower, soaked in blood, the airmen greet us with wide eyes. \"Did you find what you were looking for?\"\n\n\"No,\" Peyton says. \"Perhaps elsewhere. Let's go.\"\n\nI slip my arm in his, and we board the zeppelin.\n\nIn our stateroom we strip off our blood-dyed clothes and soak away the smell of smoke and ash. I let my fingers play through his long white hair, running up his cheek to the lashes of his left eye.\n\nI don't know where we go from here. Peyton and I. But it's important that we're both still alive.\n\nMaybe he'll save the world.\n\nBut, right now, I don't really care.", "endoftext": false }, { "action": "You run", "response": "You'll have to say which compass direction to go in.\n\nPeyton parries a molten spear with a shower of sparks.", "endoftext": false }, { "action": "Go upwards", "response": "With a brief glance back, I run from the throne room.\n\nThe last I ever see of Peyton is surrounded by molten warriors, beating them back in vain with his sabre, while the Usurper Bride of the Vesuvian Blood God watches with a prurient smile.\n\nFor the rest of my life, I wonder if there was something I could have done.\n\nAnd now, as the darkening skies herald the arrival of horror on a cosmic scale, and people cast about for someone who might have the first idea how to protect us, I know that our only hope, my only love, was lost.", "endoftext": false }, { "action": "Yes", "response": "\"Just make it quick.\"\n\nHe draws his sabre. \"Of course.\"\n\nHe presses the tip of the blade to my chest and draws me into his arms. \"Close your eyes.\"\n\nHe kisses me. I taste tears. And then blood.", "endoftext": true } ]
t2fhbsa546g11hln
Guess the Verb!
Leonard Richardson
[ "Humor" ]
[ "built-in hints", "carnival", "castle", "cave", "cave crawl", "child protagonist", "Comedy", "cover art", "dwarf", "female protagonist", "gender choice", "IF Competition 2000", "IFComp Game", "mad scientist", "magic", "parser", "silly", "spaceship", "spells", "wizard" ]
2,000
[ 4, 14, 8, 1, 1 ]
28
3.678571
20090204
false
Now you too can GUESS THE VERB for fun and prizes! Read evocative and amusing room descriptions while manipulating interesting objects! Interact with the simulated motives and desires of quirky NPCs! No thesaurus required!
[ { "action": "%", "response": "Would you like to start a NEW game, RESTORE a saved game, start a SCRIPT, or QUIT?", "endoftext": false }, { "action": "Girl", "response": "\"And what's your name, little girl?\"", "endoftext": false }, { "action": "You look at Lalrry", "response": "The parser looks much the way Peter Norton would look if Peter Norton were made of stainless steel and had, instead of a head, an Ethernet hub with two small surveillance cameras attached on top and a speaker attached underneath. I guess what I'm trying to say is that the parser is wearing a shirt and a tie.\n\nHe's also wearing a straw hat and a nametag that says \"Hello! My name is LALRRY.\" A series of lights in his forehead monitor the traffic that flows through an Ethernet cable plugged into where Peter Norton's left cheek would be, which cable disappears down into the booth.\n\nAs a natural language parser, Lalrry can deal with a reasonable subset of some human language (English, in his case), through some combination of recursive grammars and ad-hoc tricks. Most such parsers were created in the 1980s to answer queries and to help people find treasures and kill trolls. Nowadays, most parsers are working at Web start-ups. The fact that Lalrry is working as a carnival barker does not say much for his language handling capabilities.\n\n\"Step right up, step right up!\", says Lalrry with perfectly synthesized heartiness.", "endoftext": false }, { "action": "About yourself", "response": "You are a perfectly normal eleven-year-old girl, not yet aware of anything more interesting than video games or dinosaurs.\n\n\"One shiny quarter gets you a spin of the wheel!\"", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na tarnished quarter\na corn dog\nyour identity bracelet (being worn)", "endoftext": false }, { "action": "You give quarter to Lalrry", "response": "Lalrry takes the quarter and scrutinizes it carefully. \"Sorry, Isqui,\" he says, handing the coin back to you. \"This is not a shiny quarter.\"", "endoftext": false }, { "action": "You look at the box", "response": "The metal box is about the size of a deck of cards and is decorated with black plastic trim. An LED and two switches (one orange, the other blue) are mounted on the front of the box, and a cord runs from either end up into the booth.\n\nThe LED is currently glowing green. Both switches are in the on position.", "endoftext": false }, { "action": "You examine the moon", "response": "The light from the harvest moon seems magical tonight. If Neil Young were here, he would undoubtedly write a song about it.", "endoftext": false }, { "action": "You get the moon", "response": "You are insane.", "endoftext": false }, { "action": "You press the orange switch", "response": "It is fixed in place.", "endoftext": false }, { "action": "You examine the cord", "response": "The cords run from either end of a metal box up into the booth.", "endoftext": false }, { "action": "You turn off the orange switch", "response": "You switch the orange switch off.", "endoftext": false }, { "action": "You examine the machine", "response": "The quarter shining machine sits in the middle of a line of similar machines which accept coins of smaller denomination, like pennies, and do more interesting things to them, like smush them up and imprint them with touristy slogans. In the face of such intense competition, the quarter shining machine has taken to mimicry, hoping to trap unsuspecting coins intended for a less boring (if also less shiny) fate in another machine.\n\nIts innards are exposed, an unnecessarily complicated mesh of shiny gears and pistons. A prominent notice on the side of the machine assures you with alarming urgency that the practice of quarter-shining is legal under federal statute BH-2510958. The coin tray has two quarter-shaped slots; the left one to contain payment and the right to contain the quarter you want shined and dropped into the receptacle near the bottom of the machine.\n\nThe left coin slot is empty. The right coin slot is also empty. The receptacle is also also empty.", "endoftext": false }, { "action": "You examine the left slot", "response": "A small, round slot in the coin tray. It would just hold a quarter.", "endoftext": false }, { "action": "You examine the corn dog", "response": "The corn dog is a curious creature. Its life cycle begins when the larval corn dog is cooked and put on a stick. The corn dog is dipped in batter to form a cocoon and fried. Inside the batter cocoon, the baby corn dog metamorphoses into an adult phase which is then purchased, slathered with mustard, and eaten. The rumbling of your stomach tells you that the end is near for this particular corn dog. We will miss you, corn dog.", "endoftext": false }, { "action": "You eat corn dog", "response": "My, that was a yummy corn dog!", "endoftext": false }, { "action": "You examine the stand", "response": "The concession stand offers a variety of deep-fried and/or sugary items, for a price.", "endoftext": false }, { "action": "Go north", "response": "N = next subject P = previous RETURN = read subject Q = previous menu\n\nWhat am I trying to do?\n> Why won't Lalrry accept my quarter?\nHow can I shine my tarnished quarter?\nSo how do I get to play the game?\nSo I win every time, is that your little game?", "endoftext": false }, { "action": "Go north", "response": "N = next subject P = previous RETURN = read subject Q = previous menu\n\nWhat am I trying to do?\nWhy won't Lalrry accept my quarter?\n> How can I shine my tarnished quarter?\nSo how do I get to play the game?\nSo I win every time, is that your little game?\n(Press H for another hint, or SPACE to return.)\n\nYou need to use the quarter shining machine on the midway.", "endoftext": false }, { "action": "You look at the box", "response": "The metal box is about the size of a deck of cards and is decorated with black plastic trim. An LED and two switches (one orange, the other blue) are mounted on the front of the box, and a cord runs from either end up into the booth.\n\nThe LED is currently glowing green. The blue switch is in the on position, and the orange switch is in the off position.", "endoftext": false }, { "action": "You give quarter to Lalrry", "response": "\"Yuck!\", says Lalrry, rejecting your offer. \"A tarnished!\"", "endoftext": false }, { "action": "You turn off the blue switch", "response": "As you flip the switch, the LED suddenly goes dark.", "endoftext": false }, { "action": "You turn on the orange switch", "response": "As you flip the switch, the LED suddenly lights up green.", "endoftext": false }, { "action": "You guess reconfigure", "response": "\"Hey, guess! And so I spin the wheel...\"\n\nLalrry gives the wheel a good push and it begins rapidly rotating, spinning faster now, now slowly winding down until it...stops...on...\n\nLalrry shrugs and says \"Luck next time!\"\n\nYou shrug too, and try to look nonchalant, but you feel a hollowness in the pit in your stomach which is something more than simple disappointment. The lights of the midway seem uncomfortably close, the music incessant and loud. You wonder if you aren't coming down with something, and blink to clear the glare from your eyes.\n\nSuddenly you are falling.\n\nYou claw at the air, then at the unidentifiable blurs that race past you, then at your own body, which is unaccountably absent from this mad scene. You open your hypothetical mouth and emit a potential scream which never quite materializes, and then with the feeling of suddenly waking up from a nightmare, you are somewhere else.\n\nAnd a little dwarf is in the room with you.\n \n\nHe's relatively young, as dwarves go; only about a hundred or so. At first he starts, surprised to meet a human one-on-one, but he quickly remembers his manners, and, doffing his miner's helmet, bows low. \"Duran son of Czadhan, at your service.\"\n\nYou return the bow to the extent your heavy sack will allow. \"Isqui, at yours.\"\n\n\"By the load you bear,\" says he, indicating his own bulging backpack, \"I see the factors that brought me to scenic Wyrmsworth Caverns have been at work upon you as well.\"\n\n\"Love of the underground realms,\" you reply.\n\nDuran nods, and, with a twinkle in his eye, acknowledges the one strongest commonality, so often unstated, between human and dwarf.\n\n\"And greed.\"\n\nThe floor of this room is covered with shattered pieces of slate, peeled off from the ceiling above. The glow of your lantern is swallowed up by the dark material of which the ceiling, floor, and walls are made. There is a wide, rounded portal to the northwest, a narrower entrance to the south, and a passage to the north which opens up after a little way.\n\nDuran the dwarf stands beside you.", "endoftext": false }, { "action": "You ask Duran about the lantern", "response": "\"Nice brass.\"", "endoftext": false }, { "action": "You ask Duran about the slate", "response": "\"Fairly low-grade slate.\"", "endoftext": false }, { "action": "You ask Duran about the orthoclase", "response": "There is no reply.\n\nDuran rests his hand momentarily on the haft of his axe.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na wristwatch with compass (being worn)\na canister of vintage celluloid\na copy of the Clamshell Book\na Sack of Infinite Capacity (which is open)\na jade idol\nthe McGuffin\na brass lantern (providing light)", "endoftext": false }, { "action": "You examine the wristwatch", "response": "A combination wristwatch and compass, indispensable for any adventurer. The current time is 184.50 AST.", "endoftext": false }, { "action": "You examine the canister", "response": "A canister of celluloid, labeled \"Nov. 1921 - B. Keaton.\" Not the sort of treasure one normally expects to find in a cave, but valuable nonetheless.", "endoftext": false }, { "action": "You look at the copy", "response": "A white book with a blue spine, entitled \"Dungeon Exploration\". There's a picture of a giant clamshell on the cover, thus the nickname. Flipping through the book brings nothing to your eye that seems relevant to your current situation.\n\nYou hear echoing voices from the north.", "endoftext": false }, { "action": "You look at Sack", "response": "The Sack of Infinite Capacity is truly a wondrous device. No matter how many things you put into it, it never fills or becomes too heavy to carry. The depressing thing is that this makes the sack much more valuable than just about anything you might find to put in it.\n\nYou hear echoing voices from the north.", "endoftext": false }, { "action": "You examine the idol", "response": "A jade idol of a great and terrible god, probably once an integral part of some ritual ceremony. Oh well, defilement is all in a day's work!\n\nYou hear echoing voices from the north.", "endoftext": false }, { "action": "You look at McGuffin", "response": "It seems to shift under your gaze--now an ankh-shaped amulet, now the deed to an orphanage, now a piece of futuristic machinery. In another world, perhaps, this item would complete your quest. Now, however, it is merely one of many treasures you wish to find.\n\nA group of tourists, led by a trollish guide, enters from the north.\n\nDuran strokes his beard a moment in thought.", "endoftext": false }, { "action": "You look at the tourists", "response": "A group of fat, belching tourists congregates around a frazzled trollish tour guide who reluctantly explains the wonders of treasure-laden Wyrmsworth Caverns. Most of the tourists are dwarves or orcs, and each appears to have won his or her local Loudest Hawaiian Shirt competition before moving on to the regionals here in the cave.\n\n\"The slate room, here, was once a mine which provided much of the state's slate, from 1941 until the cave complex was made a national park in 1973.\"", "endoftext": false }, { "action": "You look at the troll", "response": "A young bleary-eyed troll points out interesting formations to the spellbound tourists, occasionally dropping hints relating to the wondrous treasures to be found in the Wyrmsworth complex. His flip-flop sandals slap against the cave floor as he walks slowly backwards, gesturing and pointing.\n\nA dwarvish child trips over a thick slab of slate, skinning her knees. The guide and the child's parents help her up and dust her off.\n\n\"Um, to the northwest, here,\" says the guide, \"we have one of the most spectacular sights to grace Wyrmsworth Caverns.\"", "endoftext": false }, { "action": "You wait awhile", "response": "Time passes.\n\nThe tour leaves to the northwest.\n\n\"Tourists!\" Duran snorts derisively, lowering his voice. \"They come to the caverns and what do they do? They take pictures! I don't know why the cave trolls put up with it. These orcs and Southern dwarves know nothing of a good adventure.\"", "endoftext": false }, { "action": "You go to the northwest", "response": "The large quartz crystals that cover the rounded walls of this small room give you the feeling of being inside an oversized geode. The lamplight reflects, and reflects, and reflects again from the glittering display that surrounds you. The crystals are clear near the ceiling at the far end of the room, but gradually take on a purplish sheen towards the exit to the southeast.\n\nA group of tourists sloughs its way through the caverns.\n\n\"This is what we call the 'geode room', because it resembles the inside of a geode. It's not really a geode, though. The quartzite crystals are part of a quartz vein that runs through this area, and were caused by dwaeomer-oxidization as this whole section of rock was undergoing magical erosion about twenty thousand years ago.\"\n\nDuran whistles appreciatively at the crystals, even though they are valueless quartz. Apparently dwarves can appreciate beauty even unalloyed by riches.", "endoftext": false }, { "action": "You examine the crystals", "response": "Myriad glittering crystals cover the walls and ceiling of this room. An awesome sight.\n\n\"I'd like to point out that the stunning beauty of the geode room is reminiscent of the great riches that are hidden within Wyrmsworth, waiting to be discovered by intrepid adventurers. In fact, as recently as 1996, a diamond the size of a cockatoo's egg was found near here.\" The guide pauses, searching his audience for signs of interest.", "endoftext": false }, { "action": "You ask the guide about the diamond", "response": "\"The Cockatoo's Egg Diamond is a flawless blue diamond, considered priceless by many,\" says the guide. \"It's indicative of the many treasures still to be found in the caves.\" He gives you a theatrical wink.\n\n\"Well,\" says the guide. \"This is just about the halfway point on our tour... follow me, please.\"", "endoftext": false }, { "action": "You wait for a while", "response": "Time passes.\n\nThe tour leaves to the southeast.", "endoftext": false }, { "action": "Go southeast", "response": "The floor of this room is covered with shattered pieces of slate, peeled off from the ceiling above. The glow of your lantern is swallowed up by the dark material of which the ceiling, floor, and walls are made. There is a wide, rounded portal to the northwest, a narrower entrance to the south, and a passage to the north which opens up after a little way.\n\nA group of tourists sloughs its way through the caverns.\n\n\"Will we be seeing any stalagmites on this tour?\", asks an elderly orc.\n\nDuran follows you.", "endoftext": false }, { "action": "You ask the guide about the stalagmites", "response": "\"Those form on the cave floor.\"\n\n\"Yes, of course,\" says the guide. \"After all, what would a cave tour be without stalagmites? Actually, we're on our way to the stalagmites right now, if you'll just follow me up this slope.\" The guide glances behind him, not anxious to trip over a chunk of slate as he walks.", "endoftext": false }, { "action": "You take the slate", "response": "The slate stains your fingers, and is insufficiently valuable to carry around anyway.\n\nThe tour leaves to the south.", "endoftext": false }, { "action": "You go to the south", "response": "You are in a chasm, studded with stalagmites, running from the north to the southeast. A swaying rope bridge runs from west to east, far above your head.\n\nA group of tourists sloughs its way through the caverns.\n\n\"Here are, uh, the stalagmites,\" says the guide, waving in their direction. \"These were formed by gradual accretion of--\"\n\n\"Excuse me,\" says an elf, pointing a delicate finger toward a stalagmite nearly as tall and thin as she is, \"I thought these were stalactites, these on the bottom.\"\n\nDuran follows you.", "endoftext": false }, { "action": "13", "response": "A particularly large stalagmite. Apart from its size and the crude \"13\" carved into it, it is unremarkable.\n\n\"No, that's a common misconception,\" says the troll. \"Stalactites are formations that accrete from the ceiling. Stalagmites are those that accrete on the cave floor, such as this one, Stalagmite 13.\"", "endoftext": false }, { "action": "You ask the troll about 13", "response": "\"No one knows the real meaning of the carving. Or if they do, they're not telling.\"\n\n\"This chasm we're in extends a little to the south,\" says the guide, pointing down the narrowing gulf. \"Er, southeast, I suppose. But we'd never all fit down there, so this is as far as we'll go there. We'll start making our way back to the stairs, now.\"", "endoftext": false }, { "action": "You examine the bridge", "response": "Made of ropes and wood, the bridge sways high above your head.\n\nThe tour leaves to the north.", "endoftext": false }, { "action": "Go southeast", "response": "The chasm ends here, its walls narrowing to nothing. You can only proceed back to the northwest.\n\nThere are rare stamps here!\n\nDuran follows you.", "endoftext": false }, { "action": "You take the stamps", "response": "Taken.", "endoftext": false }, { "action": "You examine the stamps", "response": "Misprints, first-day covers, you name it.\n\nDuran takes a lump of coal out of his pocket and offers you a piece. When you decline, he shrugs and bites into it, chewing with gusto.", "endoftext": false }, { "action": "Go northwest", "response": "You are in a chasm, studded with stalagmites, running from the north to the southeast. A swaying rope bridge runs from west to east, far above your head.\n\nDuran follows you.", "endoftext": false }, { "action": "You go north", "response": "The floor of this room is covered with shattered pieces of slate, peeled off from the ceiling above. The glow of your lantern is swallowed up by the dark material of which the ceiling, floor, and walls are made. There is a wide, rounded portal to the northwest, a narrower entrance to the south, and a passage to the north which opens up after a little way.\n\nDuran follows you.", "endoftext": false }, { "action": "You go northwest", "response": "The large quartz crystals that cover the rounded walls of this small room give you the feeling of being inside an oversized geode. The lamplight reflects, and reflects, and reflects again from the glittering display that surrounds you. The crystals are clear near the ceiling at the far end of the room, but gradually take on a purplish sheen towards the exit to the southeast.\n\nDuran follows you.", "endoftext": false }, { "action": "You go to the north", "response": "This room is so large, it makes you claustrophobic. You cannot help but think how far underground you must be, that a cave ceiling might be so impossibly high without opening to blue sky. The tremendous mass of empty air above you seems to press harder than mere rock ever could. But you cannot look away, for running down the walls are breathtaking waterfalls of stone, enormous calcite formations that seem to have been formed from the discarded candles of a million million visitors. Sloping arches form stone awnings over paths to the south and northeast, and a tight crawl leads west.\n\nYou hear echoing voices from the northeast.\n\nAs Duran enters the room, he lets out a chuckling roar. \"By the gods!\", he murmurs. \"This splendid room would make a dining hall worthy of the dwarves of old!\"", "endoftext": false }, { "action": "You go to the north-east", "response": "A winding stairway reaches up into the blackness here. Another natural chimney; about a hundred feet up, it opens up to a large room to the southwest (accessible to you through an arch). Far above you, you can hear the sounds of someone, as yet invisible, slowly rappeling down.\n\nA group of tourists sloughs its way through the caverns.\n\nAs the old tour group begins to disappear into the darkness above, the new guide clears his throat, preparing to begin his tour.\n\nDuran follows you.", "endoftext": false }, { "action": "Go upwards", "response": "You and Duran climb the stairway for several minutes, but seem no closer to the cave exit than before. Winded, the two of you rest a while and come back down.\n\n\"Okay,\" says the new guide, \"here we are near the winding stair, where our tour of the lower levels will begin and end -- should take about thirty turns.\"\n\nDuran rests his hand momentarily on the haft of his axe.", "endoftext": false }, { "action": "Go southwest", "response": "This room is so large, it makes you claustrophobic. You cannot help but think how far underground you must be, that a cave ceiling might be so impossibly high without opening to blue sky. The tremendous mass of empty air above you seems to press harder than mere rock ever could. But you cannot look away, for running down the walls are breathtaking waterfalls of stone, enormous calcite formations that seem to have been formed from the discarded candles of a million million visitors. Sloping arches form stone awnings over paths to the south and northeast, and a tight crawl leads west.\n\nYou hear echoing voices from the northeast.\n\nDuran follows you.", "endoftext": false }, { "action": "You go to the west", "response": "A stooped, gravely crawl that tightens to the west. The sloping tunnel at the west end would be impassable for an adult, but a determined eleven-year-old should be able to squeeze through it. (What luck! You happen to be a determined eleven-year-old!) Even if you weren't, you'd still be able to back out to the east, where the crawl abruptly opens up into a much larger room.\n\nThere is a bowling trophy here!\n\nDuran follows you.", "endoftext": false }, { "action": "You take the bowling trophy", "response": "(putting the rare stamps into the Sack of Infinite Capacity to make room)\n(putting the canister of vintage celluloid into the Sack of Infinite Capacity to make room)\n(putting the copy of the Clamshell Book into the Sack of Infinite Capacity to make room)\n(taking the rare stamps back out of the Sack of Infinite Capacity because we didn't really need that much room after all)\n(taking the canister of vintage celluloid back out of the Sack of Infinite Capacity because we didn't really need that much room after all)\nTaken.", "endoftext": false }, { "action": "Go west", "response": "You and Duran scramble through a short crawl, and find yourselves...\n\nFew people ever visit this subterranean clifftop, since few can get here in the first place--the wandering children of tourists, perhaps, or of the trolls who inhabit these caves. Hopefully, none are too young to know that those who play too close to the edges of cliffs inevitably end up as object lessons to others.\n\nAbout thirty feet below, your light glints off metal. There's no way down there, though; only east into a tight crawl.\n\nA rusted iron hook protrudes from the wall above the cliff.\n\nDuran leans over the ledge, shining his headlamp into the murky darkness below. \"Gold!\" he exclaims, rubbing his hands together. \"Thousands of points worth!\"\n\nThe dwarf pulls a coil of rope from his backpack. \"I knew this would come in handy,\" he says, hefting the coil in his hands.", "endoftext": false }, { "action": "You examine the hook", "response": "Oddly enough, this hook is a completely natural iron precipitation. Although rusty, its fusion to the rock wall stands any test of strength you can think to apply to it.\n\n\"Perfect!\", says Duran, spotting the iron hook and gauging the distance between it and the cliff bottom. \"I'll just tie rope to hook, here...\" Hastily tying a loop into one end of the rope, Duran slips it over the hook and begins to tighten the knot.", "endoftext": false }, { "action": "You wait", "response": "Time passes.\n\nDuran peers at the rope in his hands, which has inexplicably slipped off the hook and become untied. \"That's odd...\" Retying the knot, Duran mutters the incantation \"Tie rope to hook!\"", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\nAgain Duran finds himself holding an untied knot. \"Okay, let's try another one,\" he mutters. \"Put rope on hook!\"", "endoftext": false }, { "action": "Wait", "response": "Time passes.\n\nDuran looks dismayed, and pokes at his ill-behaved rope. \"That's always worked before,\" he mutters, \"so there can't be anything wrong with the rope. Don't worry, I'll figure it out.\"", "endoftext": false }, { "action": "You fasten the rope to the hook", "response": "Duran shrugs and hands you the rope. You quickly tie a rudimentary knot and loop it over the hook. Amazingly, the knot holds!\n\n\"Astounding!\" exclaims Duran. \"'Fasten'--who would have thought?\"\n\nDuran gestures at the rope.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\na candy bar\na shiny trophy\nyour identity bracelet (being worn)", "endoftext": false }, { "action": "Examine candy bar", "response": "A sugar-packed Buttertonsils bar, in its characteristic golden wrapper. You're not sure how you got ahold of it, but they're not bad.", "endoftext": false }, { "action": "You examine trophy", "response": "A dented but shiny bowling trophy of bronze. Inscribed on the base are the words, \"LEAGUE CHAMPIONS 1992\".", "endoftext": false }, { "action": "You give the trophy to Lalrry", "response": "\"You earned that trophy, you should keep it,\" says Lalrry.", "endoftext": false }, { "action": "You eat the bar", "response": "The candy bar slides down your throat, and your stomach quickly is full.", "endoftext": false }, { "action": "You give the candy to Lalrry", "response": "Lalrry politely declines your offer.\n\nLalrry mumbles to himself.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na shiny trophy\nyour identity bracelet (being worn)", "endoftext": false }, { "action": "Dance", "response": "You perform a little jig. The producers of Riverdance won't be calling you anytime soon.", "endoftext": false }, { "action": "Sing", "response": "Your singing is abominable.", "endoftext": false }, { "action": "You examine the machine", "response": "The quarter shining machine sits in the middle of a line of similar machines which accept coins of smaller denomination, like pennies, and do more interesting things to them, like smush them up and imprint them with touristy slogans. In the face of such intense competition, the quarter shining machine has taken to mimicry, hoping to trap unsuspecting coins intended for a less boring (if also less shiny) fate in another machine.\n\nIts innards are exposed, an unnecessarily complicated mesh of shiny gears and pistons. A prominent notice on the side of the machine assures you with alarming urgency that the practice of quarter-shining is legal under federal statute BH-2510958. The coin tray has two quarter-shaped slots; the left one to contain payment and the right to contain the quarter you want shined and dropped into the receptacle near the bottom of the machine.\n\nThe left coin slot is empty. The right coin slot is also empty. The receptacle is also also empty.", "endoftext": false }, { "action": "Search machine", "response": "In the quarter shining machine are a small receptacle, a coin tray, a left coin slot and a right coin slot.", "endoftext": false }, { "action": "You examine the coin tray", "response": "The coin tray has two slots for quarters. The left one contains payment for the shining service, the right contains the quarter to be shined.", "endoftext": false }, { "action": "You examine the iD", "response": "A white plastic embarassment which your parents make you wear on those rare occasions on which you are allowed off on your own. In little red letters just above your wrist, it says \"My name is _ISQUI_. In case of emergency, call my mother's cell phone at (210) 603-3999.\"", "endoftext": false }, { "action": "You examine the orange", "response": "It's orange.\nThe orange switch is currently switched on.", "endoftext": false }, { "action": "You turn the orange off", "response": "As you flip the switch, the LED suddenly goes dark.", "endoftext": false }, { "action": "You examine the booths", "response": "The canvas walls of the booths are constructed according to an ancient carnival ritual involving a variety of swear words and a certain amount of duct tape. They look a bit rickety, but they'll hold until the carnival moves on.", "endoftext": false }, { "action": "You read the boots", "response": "(in the metal box)\nYou discover nothing of interest in the metal box.", "endoftext": false }, { "action": "You look at box", "response": "The metal box is about the size of a deck of cards and is decorated with black plastic trim. An LED and two switches (one orange, the other blue) are mounted on the front of the box, and a cord runs from either end up into the booth.\n\nThe LED is currently dark. The blue switch is in the on position, and the orange switch is in the off position.", "endoftext": false }, { "action": "You examine the cord", "response": "The cords run from either end of a metal box up into the booth.", "endoftext": false }, { "action": "You look at the blue switch", "response": "It's blue.\nThe blue switch is currently switched on.", "endoftext": false }, { "action": "You give the trophy to Lalrry", "response": "Lalrry gladly takes the trophy from your outstretched hands. With the flair of a showman, he tosses it into the air and fails to notice as it crashes to the ground inside the booth. Stepping back, Lalrry indicates the wheel.\n\n\"Guess a, any!\", says Lalrry, indicating the wheel of fortune.", "endoftext": false }, { "action": "You guess undo", "response": "\"Hey, good! And so spin the...\"\n\nLalrry gives the wheel a good push and it begins rapidly rotating, spinning faster now, now slowly winding down until it...stops...on...\n\n\"Sorry!\", says Lalrry with a shrug. \"Better luck next!\"\n\nYou close your eyes and brace yourself for the fall you feel is inevitable. It isn't until your body fades away, leaving your consciousness without any eyelids to shield it, that you realize that you have been falling for quite a while. Before you have time to get properly panicked again, though, you are somewhere else.\n \n\nThe UCLA Computer Science student lounge is a hacker's paradise: a line of Linux machines and X terminals runs parallel to the south and west wall, ending in a Windows machine and an old Macintosh (for contrarians) in the northwest corner. A couch makes the environment conducive to overnighters and software design bull sessions. The exit is to the east.\n\nFour computer geeks are here; Fred, Mark, Dan, and Leonard, by name.\n\nYou can also see a rollable whiteboard here.\n\n\"I have this bizarre feeling that I keep saying the same things over and over again,\" muses Dan. \"And I know I've written this function before. Maybe there's something to Nietzsche's idea of eternal recurrence.\"\n\nMark loads the Cruel Site of the Day into his web browser, and laughs hysterically.", "endoftext": false }, { "action": "You examine Fred", "response": "If a character as unlikely as Frederick Lee did not exist, it would be necessary to invent him. Computer science students are common enough, but Fred possesses that most uncommon trait among computer science students, a lust for free software. Indeed, he has gone so far as to swear eternal vengeance against any and all forms of proprietary code--a move previously unheard of. His thick glasses, buzz cut, and casual mode of dress give him a look unlike any nerd you have ever seen.\n\nFred is currently logged into fire, sweating over the nameserver configuration.\n\n\"Actually,\" Leonard confides to you, \"this scenario setup is perfect. It lets me write a college game in the manner of Save Princeton without opening me up to charges of actually having written a college game.\"\n\n\"Did I tell you about my internship with VA Linux?\", asks Mark of the room in general. No one seems interested, and Mark soon goes back to his terminal.\n\nDan toys with the idea of starting his paper on Berkeley, but decides against it. \"It'd only disappear when I wasn't working on it,\" he says resignedly.", "endoftext": false }, { "action": "You look at the whiteboard", "response": "A rollable whiteboard, intended for scratch work, mounted on casters so as to be pushed about. It's covered with geometric diagrams on one side and the de facto API for a group project on the other. There is also a scoreboard of some sort: \"DAN 7 LUG 2\".\n\n\"Okay, it should work now,\" says Fred.\n\nMark types in a command and shakes his head. \"Nope.\"", "endoftext": false }, { "action": "You examine Leonard", "response": "In addition to being a sensitive yet manly human being, Leonard Richardson is a musical genius and a coding god. This is primarily due to the fact that, as the author of this game, it fell upon him to write the previous sentence. His T-shirt advertises the Second Annual Lake Arrowhead Rubber Ducky Race (1988).\n\n\"I can't figure out what's wrong with the configuration,\" says Fred, pounding on fire's keyboard.", "endoftext": false }, { "action": "You ask Leonard about himself", "response": "Leonard shrugs. \"What's to say?\"\n\n\"What's the volume of the intersection of a cone and a circle?\", asks Dan, in case someone has this fact memorized. No one has.\n\n\"This part of the game is a little too self-referential for my taste,\" says Leonard, indicating an especially indulgent monologue on his screen. \"In fact, I shouldn't be here at UCLA in the first place, since I graduated before I even started this game--so did Adam, incidentally. But authorial self-insertion is a time-honored IF trope, and it seemed a shame to miss such a golden opportunity to make use of it.\"", "endoftext": false }, { "action": "You examine the fire", "response": "fire.csua.ucla.edu is CSUA's main machine, and hosts hundreds of user accounts. From the way Fred keeps frantically switching between configuration files, you get the feeling that something is wrong with that machine.\n\nDan sketches a diagram on some scratch paper.", "endoftext": true }, { "action": "Look around", "response": "The UCLA Computer Science student lounge is a hacker's paradise: a line of Linux machines and X terminals runs parallel to the south and west wall, ending in a Windows machine and an old Macintosh (for contrarians) in the northwest corner. A couch makes the environment conducive to overnighters and software design bull sessions. The exit is to the east.\n\nFour computer geeks are here; Fred, Mark, Dan, and Leonard, by name.\n\nYou can also see a rollable whiteboard here.\n\nLeonard makes a frustrated noise. \"Look at this,\" he says, quoting from his screen. \"'Unlike C, Inform uses a colon to divide parts of a 'for' loop specification.' Why?\"", "endoftext": false }, { "action": "Go east", "response": "A balcony to your east overlooks the garden at the center of Boelter Hall. Palm trees planted there reach for the sky but are dwarfed by the brick structure that surrounds them on all sides. An open double door to your west bears a sign saying \"CSUA - We Make the Digital Future Happen\". Another doorway lies to the north.", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\na digital watch (being worn)", "endoftext": false }, { "action": "Go north", "response": "Somewhere, deep inside Boelter Hall, there is a hallway that passes by the lab for CS152B, the dreaded digital design class. Somehow you have found your way to this foreboding place, a place so desolate that there is a door leading east and a hallway leading west to the balcony. (I know that made no sense, but I had to tell you that somewhere.) The walls are covered with posterboards which detail the work of UCLA's computer science graduate students.", "endoftext": false }, { "action": "You look at the posterboards", "response": "Some are dry and technical, some flush with the thrill of discovery; some use flashy graphics to try to cover up the fact that the research in question is something a sophomore might cook up over winter break.", "endoftext": false }, { "action": "You go to the east", "response": "Tables line the walls of this room, illuminated by intrusive fluorescent lights on the ceiling; tables that bear twenty identical computers; computers that bear the Windows NT login banner, enticing passers-by to make use of the cut-rate circuit simulation software within. The only exit is to the west, and it looks quite inviting.\n\nA shiny paperclip lies unnoticed on the floor.\n\nAdam Kaplan seethingly regards the schematic on his screen.\n\nAdam curses under his breath as the circuit design software, predictably, does The Wrong Thing.", "endoftext": false }, { "action": "You examine Adam", "response": "Normally, Adam is an amiable and pleasant fellow. But now, he is at war. At war with a hypothetical piece of hardware, and an all-too-real piece of software. The workstation he has claimed is surrounded by empty coffee cups and apple juice bottles, and his head hangs heavy as he contemplates the mess of pixelated wires on the screen. He has not slept for a while.\n\nAdam tries to check his email, but fails. \"I guess fire is still down,\" he says.", "endoftext": false }, { "action": "You ask Adam about the fire", "response": "\"That's where I get my email,\" says Adam. \"Usually, I mean.\"\n\n\"Y'know,\" says Adam, casting his eye in your direction, \"I may or may not have items you might find valuable which I might or might not trade for certain services once performed in the classic text adventure fashion.\" Somewhat embarrassed, he looks back at his screen.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na shiny paperclip\na digital watch (being worn)\n\nAdam drags some wires around with his mouse.", "endoftext": false }, { "action": "You ask Adam about the paperclip", "response": "\"Yeah, it's a paperclip, all right.\"\n\nAdam consults a notebook filled with hand-drawn schematics.", "endoftext": false }, { "action": "You ask Adam about Leonard", "response": "\"He's a cool dude. I've played a couple sets with him. Wish he was here helping me with this.\"", "endoftext": false }, { "action": "You go to the west", "response": "Somewhere, deep inside Boelter Hall, there is a hallway that passes by the lab for CS152B, the dreaded digital design class. Somehow you have found your way to this foreboding place, a place so desolate that there is a door leading east and a hallway leading west to the balcony. (I know that made no sense, but I had to tell you that somewhere.) The walls are covered with posterboards which detail the work of UCLA's computer science graduate students.", "endoftext": true }, { "action": "You go downwards", "response": "I suppose you think there are stairs or something.", "endoftext": false }, { "action": "You examine the trees", "response": "The palm trees rear up into the sky like excited French poodles.", "endoftext": false }, { "action": "You climb the trees", "response": "The trees are out of reach, and too thin to climb anyway.", "endoftext": false }, { "action": "You go to the west", "response": "The UCLA Computer Science student lounge is a hacker's paradise: a line of Linux machines and X terminals runs parallel to the south and west wall, ending in a Windows machine and an old Macintosh (for contrarians) in the northwest corner. A couch makes the environment conducive to overnighters and software design bull sessions. The exit is to the east.\n\nFour computer geeks are here; Fred, Mark, Dan, and Leonard, by name.\n\nYou can also see a rollable whiteboard here.\n\n\"You know,\" says Leonard, \"I could write a better IF language than Inform.\"\n\n\"That's the spirit!\", says Dan.", "endoftext": false }, { "action": "You examine the whiteboard", "response": "A rollable whiteboard, intended for scratch work, mounted on casters so as to be pushed about. It's covered with geometric diagrams on one side and the de facto API for a group project on the other. There is also a scoreboard of some sort: \"DAN 7 LUG 2\".\n\nMark stifles a laugh.\n\n\"What are you laughing at?\", asks Leonard.\n\n\"This post on Slashdot.\"\n\n\"Ah yes,\" says Fred.\n\n\"I didn't think it was that funny,\" says Leonard.\n\n\"It was all right,\" says Dan.", "endoftext": false }, { "action": "You ask Mark about the fire", "response": "\"You can't get onto fire yet,\" says Mark. \"Fred's fu--uh, messing around with the configuration files.\"\n\n\"It must be something in the host configuration,\", says Fred.\n\nMark loads the Cruel Site of the Day into his web browser, and laughs hysterically.", "endoftext": false }, { "action": "You examine the fire", "response": "fire.csua.ucla.edu is CSUA's main machine, and hosts hundreds of user accounts. From the way Fred keeps frantically switching between configuration files, you get the feeling that something is wrong with that machine.\n\n\"No, that didn't work,\" says Fred to himself.\n\n\"What's the volume of the intersection of a cone and a circle?\", asks Dan, in case someone has this fact memorized. No one has.", "endoftext": false }, { "action": "You ask Dan about the fire", "response": "\"Fred's working on it,\" says Dan. \"The stupid network is always going down.\"\n\nMark obsesses about the next UCLA LUG meeting.\n\n\"This part of the game is a little too self-referential for my taste,\" says Leonard, indicating an especially indulgent monologue on his screen. \"In fact, I shouldn't be here at UCLA in the first place, since I graduated before I even started this game--so did Adam, incidentally. But authorial self-insertion is a time-honored IF trope, and it seemed a shame to miss such a golden opportunity to make use of it.\"\n\nDan toys with the idea of starting his paper on Berkeley, but decides against it. \"It'd only disappear when I wasn't working on it,\" he says resignedly.\n\n\"I don't understand it,\" says Fred. \"I thought I'd set up fire's configuration to rid of this problem, the last time this happened.\"", "endoftext": false }, { "action": "You ask Fred about the fire", "response": "\"It'll be up in a minute,\" says Fred. \"I just have to fix the DNS configuration.\"\n\nDan toys with the idea of starting his paper on Berkeley, but decides against it. \"It'd only disappear when I wasn't working on it,\" he says resignedly.\n\nMark curses the 405 freeway, bane of his commute.\n\n\"Hey, I want to be in the game,\" declares a man whom you suddenly notice is standing in the room. \"Okay,\" says Leonard, and the man abruptly disappears.", "endoftext": false }, { "action": "Xyzzy", "response": "A grown-up with curly blond hair and glasses appears out of thin air, shouts \"I like beans!\", and promptly vanishes.", "endoftext": false }, { "action": "About yourself", "response": "You are a perfectly normal eleven-year-old girl on a field trip to UCLA.\n\nMark stifles a laugh.\n\n\"What are you laughing at?\", asks Leonard.\n\n\"This post on Slashdot.\"\n\n\"Ah yes,\" says Fred.\n\n\"I didn't think it was that funny,\" says Leonard.\n\n\"It was all right,\" says Dan.", "endoftext": false }, { "action": "You eat the paperclip", "response": "That's plainly lacking the \"edible\" flag.\n\n\"Stupid web browser,\" says Mark, killing his X session and restarting.\n\n\"Use lynx,\" suggests Fred.\n\nA confused light show erupts from xorn's monitor as Dan runs his game with a gravitational constant of 0.59. Dan smiles the manic grin of one who enjoys tormenting his data structures.", "endoftext": false }, { "action": "Examine xorn", "response": "xorn, aka linux.ucla.edu, is the hosting machine for the UCLA Linux Users Group, and for the standing LUG Nethack tournament. Green shapes flicker on its screen as Dan tests the latest additions to his game.\n\n\"When was the last time anybody managed to get onto fire?\", asks Fred.\n\n\"Last night,\" says Mark.\n\n\"Earlier this morning,\" says Dan.\n\nFred shakes his head.", "endoftext": false }, { "action": "You look at the mac", "response": "plasma, an old Macintosh.\n\n\"Did I tell you about my internship with VA Linux?\", asks Mark of the room in general. No one seems interested, and Mark soon goes back to his terminal.\n\n\"I wonder if something's wrong with the firewall,\" says Fred.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na shiny paperclip\na digital watch (being worn)\n\nMark loads the Cruel Site of the Day into his web browser, and laughs hysterically.\n\n\"This part of the game is a little too self-referential for my taste,\" says Leonard, indicating an especially indulgent monologue on his screen. \"In fact, I shouldn't be here at UCLA in the first place, since I graduated before I even started this game--so did Adam, incidentally. But authorial self-insertion is a time-honored IF trope, and it seemed a shame to miss such a golden opportunity to make use of it.\"", "endoftext": false }, { "action": "You look at fire", "response": "fire.csua.ucla.edu is CSUA's main machine, and hosts hundreds of user accounts. From the way Fred keeps frantically switching between configuration files, you get the feeling that something is wrong with that machine.\n\n\"Oops!\", says Leonard, and taps some keys. \"There was no way to get from the balcony to the snack bar. I put in some stairs. Sorry about that.\"\n\n\"No, that didn't work,\" says Fred to himself.", "endoftext": false }, { "action": "Go south", "response": "You can't go that way.\n\n\"I wonder if something's wrong with the firewall,\" says Fred.", "endoftext": true }, { "action": "Describe the surroundings", "response": "The UCLA Computer Science student lounge is a hacker's paradise: a line of Linux machines and X terminals runs parallel to the south and west wall, ending in a Windows machine and an old Macintosh (for contrarians) in the northwest corner. A couch makes the environment conducive to overnighters and software design bull sessions. The exit is to the east.\n\nFour computer geeks are here; Fred, Mark, Dan, and Leonard, by name.\n\nYou can also see a rollable whiteboard here.\n\nMark obsesses about the next UCLA LUG meeting.\n\n\"It must be something in the host configuration,\", says Fred.", "endoftext": false }, { "action": "You go east", "response": "A balcony to your east overlooks the garden at the center of Boelter Hall. Palm trees planted there reach for the sky but are dwarfed by the brick structure that surrounds them on all sides. Stairs lead up here, and an open double door to your west bears a sign saying \"CSUA - We Make the Digital Future Happen\". Another doorway lies to the north.", "endoftext": true }, { "action": "Go downward", "response": "The downwards stairs lead only to classrooms and maintenance rooms.", "endoftext": false }, { "action": "Go up", "response": "You climb the stairs a bit, and end up...\n\nThe strains of punk rock emanate from the door to your west, the entrance to the SEAS Cafe. A bulletin board nearby is covered in flyers, posted by people who share the quixotic goal of making engineering students think about something other than classes and projects. A hallway to your east leads into the South Campus quad, and stairs lead down.", "endoftext": false }, { "action": "You look at the flyers", "response": "The flyers on the bulletin board attempt to entice students to play broomball, attend a job fair, or join the Marines.", "endoftext": false }, { "action": "Go west", "response": "The Cafe is normally a busy, boisterous place, but midterms have brought a horde of students swarming in to lay waste to the land, purchasing practically everything on the large wire racks and in the refrigerated containers, and otherwise reducing the number of objects which must be implemented in this game. Only the arcade games in the corner and the geeky drawings on the walls bear witness to the Cafe's previous glory.\n\nA bottle of cola is the only item of merchandise remaining.\n\nA surly cashier sits beside the cash register, studying for her midterms.", "endoftext": false }, { "action": "You examine the games", "response": "This is the enumeration of the arcade games: Street Fighter, Galaga (in a Ms. Pac-Man casing, oddly enough), and the old favorite Bust A Move. All of them are currently in demo mode.", "endoftext": false }, { "action": "You look at the cashier", "response": "She is sitting behind the counter near the cash register, reading a book on soil mechanics. Her primary concern right now seems to be passing her midterms.", "endoftext": false }, { "action": "You ask the cashier about the soil mechanics", "response": "\"Dull as dirt.\"", "endoftext": false }, { "action": "You ask the cashier about the soda", "response": "Taken.\n\n\"It's cold. It's caffeinated. It's brown. It's also eighty cents,\" she responds, not looking up from her book.", "endoftext": false }, { "action": "You take the cola", "response": "You already have that.", "endoftext": false }, { "action": "You buy the cola", "response": "You have no money. Yet the cola is not free.", "endoftext": false }, { "action": "You give the watch to the cashier", "response": "\"The soda costs eighty cents,\" says the cashier disinterestedly.", "endoftext": false }, { "action": "You examinthe pac-man", "response": "This is the enumeration of the arcade games: Street Fighter, Galaga (in a Ms. Pac-Man casing, oddly enough), and the old favorite Bust A Move. All of them are currently in demo mode.", "endoftext": true }, { "action": "Look around", "response": "The Cafe is normally a busy, boisterous place, but midterms have brought a horde of students swarming in to lay waste to the land, purchasing practically everything on the large wire racks and in the refrigerated containers, and otherwise reducing the number of objects which must be implemented in this game. Only the arcade games in the corner and the geeky drawings on the walls bear witness to the Cafe's previous glory.\n\nA surly cashier sits beside the cash register, studying for her midterms.", "endoftext": false }, { "action": "You examine the drawings", "response": "Mostly renditions in marker of popular anime characters. A few American comic strip characters also make their appearance. Pretty good, artistically speaking.", "endoftext": false }, { "action": "You examine the racks", "response": "Some of the wire racks reach close to the ceiling. They normally contain candy bars, trail mix, muffins, potato chips, styrofoam bowls of ramen noodles, over-the-counter medications, and other necessities for studying. They are completely bare, and will be until restocking tomorrow.", "endoftext": false }, { "action": "Go east", "response": "The cashier blocks your way and will not let you leave! Maybe you should pay for that cola first.", "endoftext": false }, { "action": "You drop the cola", "response": "Dropped.", "endoftext": false }, { "action": "Go east", "response": "The strains of punk rock emanate from the door to your west, the entrance to the SEAS Cafe. A bulletin board nearby is covered in flyers, posted by people who share the quixotic goal of making engineering students think about something other than classes and projects. A hallway to your east leads into the South Campus quad, and stairs lead down.", "endoftext": false }, { "action": "You go east", "response": "You walk briefly down the hallway for a bit, but turn back, feeling that you still have some important task to perform in the engineering building.", "endoftext": false }, { "action": "Go west", "response": "The Cafe is normally a busy, boisterous place, but midterms have brought a horde of students swarming in to lay waste to the land, purchasing practically everything on the large wire racks and in the refrigerated containers, and otherwise reducing the number of objects which must be implemented in this game. Only the arcade games in the corner and the geeky drawings on the walls bear witness to the Cafe's previous glory.\n\nA surly cashier sits beside the cash register, studying for her midterms.\n\nYou can also see a bottle of cola here.", "endoftext": false }, { "action": "You examine the register", "response": "It's a thirty-two-bit register, holding multiples of four dollars.", "endoftext": false }, { "action": "You take the cola", "response": "Taken.", "endoftext": true }, { "action": "Go down", "response": "You take the stairs down a bit, and end up on the...\n\nA balcony to your east overlooks the garden at the center of Boelter Hall. Palm trees planted there reach for the sky but are dwarfed by the brick structure that surrounds them on all sides. Stairs lead up here, and an open double door to your west bears a sign saying \"CSUA - We Make the Digital Future Happen\". Another doorway lies to the north.", "endoftext": false }, { "action": "You go to the east", "response": "Tables line the walls of this room, illuminated by intrusive fluorescent lights on the ceiling; tables that bear twenty identical computers; computers that bear the Windows NT login banner, enticing passers-by to make use of the cut-rate circuit simulation software within. The only exit is to the west, and it looks quite inviting.\n\nAdam Kaplan seethingly regards the schematic on his screen.", "endoftext": false }, { "action": "You ask Adam about the cashier", "response": "Adam seems on the verge of losing patience.\n\n\"I wonder what's wrong with fire,\" says Adam. \"I'd really like to check my email.\"", "endoftext": false }, { "action": "You ask Adam about the cola", "response": "Adam seems on the verge of losing patience.", "endoftext": false }, { "action": "You look at the computers", "response": "The identical computers all seem to be running Windows NT. To the north, Bill Gates is counting his money.\n\nAdam curses under his breath as the circuit design software, predictably, does The Wrong Thing.", "endoftext": false }, { "action": "You go to the north", "response": "You can't go that way.\n\n\"Y'know,\" says Adam, casting his eye in your direction, \"I may or may not have items you might find valuable which I might or might not trade for certain services once performed in the classic text adventure fashion.\" Somewhat embarrassed, he looks back at his screen.", "endoftext": false }, { "action": "You go to the west", "response": "Somewhere, deep inside Boelter Hall, there is a hallway that passes by the lab for CS152B, the dreaded digital design class. Somehow you have found your way to this foreboding place, a place so desolate that there is a door leading east and a hallway leading west to the balcony. (I know that made no sense, but I had to tell you that somewhere.) The walls are covered with posterboards which detail the work of UCLA's computer science graduate students.", "endoftext": false }, { "action": "Go west", "response": "A balcony to your east overlooks the garden at the center of Boelter Hall. Palm trees planted there reach for the sky but are dwarfed by the brick structure that surrounds them on all sides. Stairs lead up here, and an open double door to your west bears a sign saying \"CSUA - We Make the Digital Future Happen\". Another doorway lies to the north.", "endoftext": false }, { "action": "You go west", "response": "The UCLA Computer Science student lounge is a hacker's paradise: a line of Linux machines and X terminals runs parallel to the south and west wall, ending in a Windows machine and an old Macintosh (for contrarians) in the northwest corner. A couch makes the environment conducive to overnighters and software design bull sessions. The exit is to the east.\n\nFour computer geeks are here; Fred, Mark, Dan, and Leonard, by name.\n\nYou can also see a rollable whiteboard here.\n\nMark curses the 405 freeway, bane of his commute.\n\n\"This part of the game is a little too self-referential for my taste,\" says Leonard, indicating an especially indulgent monologue on his screen. \"In fact, I shouldn't be here at UCLA in the first place, since I graduated before I even started this game--so did Adam, incidentally. But authorial self-insertion is a time-honored IF trope, and it seemed a shame to miss such a golden opportunity to make use of it.\"", "endoftext": false }, { "action": "You go west", "response": "You can't go that way.\n\nMark obsesses about the next UCLA LUG meeting.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\na shiny paperclip\nyour identity bracelet (being worn)\n\nLalrry mumbles to himself.", "endoftext": true }, { "action": "Look around", "response": "The UCLA Computer Science student lounge is a hacker's paradise: a line of Linux machines and X terminals runs parallel to the south and west wall, ending in a Windows machine and an old Macintosh (for contrarians) in the northwest corner. A couch makes the environment conducive to overnighters and software design bull sessions. The exit is to the east.\n\nFour computer geeks are here; Fred, Mark, Dan, and Leonard, by name.\n\nYou can also see a rollable whiteboard here.\n\n\"I wonder if something's wrong with the firewall,\" says Fred.\n\nDan expresses his regret that Descartes and Hume were not contemporaries of the pay-per-view cage match.", "endoftext": false }, { "action": "You give the paperclip to Lalrry", "response": "Lalrry gladly takes the paperclip from your outstretched palm. With the flair of a showman, he tosses it into the air and catches it in his shirt pocket. Stepping back, he indicates the wheel.\n\n\"Guess a, any!\", says Lalrry, indicating the wheel of fortune.", "endoftext": false }, { "action": "You guess scrutinize", "response": "\"Hey, good! And so spin the...\"\n\nLalrry gives the wheel a good push and it begins rapidly rotating, spinning faster now, now slowly winding down until it...stops...on...\n\n\"Hey, win!\" Lalrry seems genuinely excited as he hands you your prize--a large plush doll made in the unauthorized image of a certain tap-dancing animated frog.\n\n\"I love that little!\", Lalrry confides in you. \"Always makes laugh!\"\n\n\"Now guess another, Isqui!\"\n\n\"Guess a, any!\", says Lalrry, indicating the wheel of fortune.", "endoftext": false }, { "action": "You examine the frog", "response": "A green and yellow plush copyright violation: a cartoon frog wearing a top hat.\n\n\"Guess a, any!\", says Lalrry, indicating the wheel of fortune.", "endoftext": false }, { "action": "Guess disembark", "response": "\"Hey, good! And so spin the...\"\n\nLalrry gives the wheel a good push and it begins rapidly rotating, spinning faster now, now slowly winding down until it...stops...on...\n\n\"Sorry!\", says Lalrry with a shrug. \"Better luck next!\"\n\nYou watch, only slightly disconcerted, as the fairgrounds waver and fade away. You fall, but the fall is no longer frightening; it is exhilarating. All the same, it is worrying just how far you are falling--it seems much longer than last time--just as you begin to wonder whether something has gone wrong, you are somewhere else.\n \n\nUh-oh, you can see your hands. The invisibility potion must have worn off! Your tactic for getting past the giant crab quickly changes from quietly sneaking to running like mad for the oaken door on the opposite side. Hearing the crunch of your sneakers against the shell-ridden floor, the crab frantically scuttles around toward you, but you have reached the door. It's unlocked! You open the door a crack, dart through, and slam it shut again.\n\nA dull thud echoes from the other side of the door, followed by a soft scratching. Breathing a sigh of relief, you turning around, noticing for the first time just how close you are to the end of your quest. For this is the...\n\nThe stone walls on either side of you reach high into the darkening sky--the smell of fresh air is exhilarating after your travails within the depths of the castle. This short hallway was once covered in lush red carpet, but its exposure to the elements and its proximity to a trigger-happy warlock have scorched and rotted it, exposing the cobblestones beneath. Black mold grows on the few patches of carpeting that remain. West is the large oaken door you so recently fled through; east you can see into the the lighted study of the dread warlock Do'papoc.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na plush frog\na Bracelet of Citrus Resistance (being worn)\na school-issue spellbook\na manual of demonology\na stuffed parrot\na Carelka quarter (providing light)\na shapeless blob of brown wax\na book of lore\na bag of Eldritch Farm cookies", "endoftext": false }, { "action": "You look at Bracelet", "response": "Drawing its power from the Kinda-Sorta-Semi-Quasi-Para-Elemental Plane of Citrus, this magical bracelet grants you immunity to all citrus-based attacks. Its gemstones sparkle the color of lemons, grapefruits, and oranges.", "endoftext": false }, { "action": "You examine spellbook", "response": "This slight, spiral-bound tome has \"Isqui's Spellbook\" written on the blue cover. It contains seven spells, laboriously copied from your school textbook. Unfortunately, your school textbook, \"Harry Potter and the 2000 Middle School Magical Education Standards\", tends to focus less on the \"cause mighty warlock to tremble in fear\" type spells and more on the \"subject target to sharp kick in pants\" type spells. In fact, \"subject target to sharp kick in pants\" is probably your best spell, apart from \"open even locked or enchanted objects\", which you can't even memorize anymore, since you got strawberry jam all over the runes.\n\nYour spellbook contains the following spells:\nfunyun spell: cause spell caster to memorize wrong spell.\ngeordi spell: bring simulacrum of animal to life.\nfoobar spell: make the inedible edible.\nrekn0g spell: Bj*e,ev%n.l/((-%d o(fen.na5t*d o2*l70.\nbismol spell: subject target to sharp kick in pants.\nformic spell: summon being's mother.\neldspa spell: sharpen pencil.", "endoftext": false }, { "action": "You learn the rekn0the g.", "response": "Using your best study habits, you commit the rekn0g spell to memory.", "endoftext": false }, { "action": "You rekn0g yourself", "response": "** Run-time error: rekn0g_spell (object number 242) has no property magic to send message **", "endoftext": false }, { "action": "You learn the bismol", "response": "Using your best study habits, you commit the bismol spell to memory.", "endoftext": false }, { "action": "You learn the funyun", "response": "Using your best study habits, you commit the funyun spell to memory.", "endoftext": false }, { "action": "You look at the manual", "response": "\"How To Summon Demons and Influence People\" concerns itself primarily with powerful and dangerous fiends like the iCthulu, summonable in eight deadly colors. The spells of summoning have bizarre names like \"lexyacc\" and \"perlsed\", and are very complicated, some requiring material components. Only one spell near the beginning seems even remotely comprehensible to you:\n\nawkgrep spell: summon extremely minor demon.", "endoftext": false }, { "action": "You learn the foobar", "response": "Using your best study habits, you commit the foobar spell to memory.", "endoftext": false }, { "action": "Foobar frog", "response": "The plush frog suddenly looks edible. In fact, it looks downright tasty.", "endoftext": false }, { "action": "You eat the frog", "response": "You eat the plush frog. Not bad.", "endoftext": false }, { "action": "You examine the lore", "response": "It looks like a normal book, \"Lup's Compendium of Tales Most Ancient\". Opening it up, however, reveals that the book is completely blank, except for a few lines of verse in the middle of a page near the beginning:\n\nYe Hound of Cern imprisoned be\nFrom now until ye End of Time\nAnd naught but 'tis a flaming Snail\nWill break his curse, and bring to thee\nA refreshing Splash of Lemon-Lyme\nPlace Snail on Stone where Hound is kep't\nAnd he for whome all Nature wep't\nA Prisoner no more will rise:\nREQUIRE, BEND, and CAUTERIZE", "endoftext": false }, { "action": "You examine the frog", "response": "A green and yellow plush copyright violation: a cartoon frog wearing a top hat.", "endoftext": false }, { "action": "You examine the wax", "response": "A blob of wax about six inches in diameter, the melted remains of the snail candle. The wick is probably still in there somewhere.", "endoftext": false }, { "action": "You look at the cookies", "response": "It's a bag of Eldritch Farm cookies -- \"Remember when the sun guttered out and inky slithering blackness engulfed the earth? Eldritch Farm remembers.\" The instructions on the bag indicate that the chocolatey cookies may be eaten, or used as spell components when summoning demons of unimaginable power. There are four cookies left.", "endoftext": false }, { "action": "You look at the parrot", "response": "This parrot looks real enough to have been alive at one point, but it may simply be a well-crafted construction. In any event, it's not alive right now. Lovely plumage, though; brilliant blues, greens, and yellows. Now that you've separated it from its perch, it has no particular orientation, and dangles upside-down from your hand. Its glass eye stares at you balefully, blaming you for subjecting it to the rigors of gravity.", "endoftext": false }, { "action": "Examine quarter", "response": "A quarter from the sprite nation of Carelka. It glows with a magical light.", "endoftext": true }, { "action": "Look around", "response": "The stone walls on either side of you reach high into the darkening sky--the smell of fresh air is exhilarating after your travails within the depths of the castle. This short hallway was once covered in lush red carpet, but its exposure to the elements and its proximity to a trigger-happy warlock have scorched and rotted it, exposing the cobblestones beneath. Black mold grows on the few patches of carpeting that remain. West is the large oaken door you so recently fled through; east you can see into the the lighted study of the dread warlock Do'papoc.", "endoftext": false }, { "action": "You examine the mold", "response": "The black mold is in an advanced state of growth.", "endoftext": false }, { "action": "You examine the carpet", "response": "The surviving bits of the red carpet are covered in mold.", "endoftext": false }, { "action": "You look at cobblestones", "response": "The exposed cobblestones are smooth and worn by the passage of time.", "endoftext": false }, { "action": "Smell", "response": "Fresh air with a hint of ozone. Damp mold and rotting wood, the kind of smell found under logs.", "endoftext": false }, { "action": "You go east", "response": "The sumptuously decorated study of Do'papoc is decorated in bookshelves, full of tomes radiating power. A large, bone-white candle drips wax onto an oaken table, shedding light on a large, ancient spellbook and a terribly inaccurate globe.\n\nAn aged man dressed in black robes sits at the table. Looking up from his book, he chuckles, shaking his head.\n\n\"You poor, miserable fool!\", he says. \"If only you had found the obnoxious parrot, preparing beforehand with the funyun, bismol, and formic spells... then you may have stood a chance against me! But now, the might of the brussel spell will turn you into 7,904 individually wrapped jawbreakers!\"\n\nBefore you can react, the warlock casts a spell at you! It tingles a bit, but its most noticeable effect is its complete and utter failure at turning you into so many as ten individually wrapped jawbreakers.\n\nDo'papoc looks extremely embarrassed and hastily consults the online documentation for the brussel spell. \"Blast!\", he spouts, tearing at his beard. \"The brussel spell is for ages 12 and up! Local Sorcerers 503 was clever to send a mere child to do battle with me!\" Reaching for his spellbook, the warlock becomes calmer and more pensive. \"No matter,\" he muses with a snarl. \"I'll simply make use of 'brussel junior', the brussel spell for the younger set!\"\n\nDo'papoc turns to his book and begins furiously memorizing a spell! You've only got one shot at this--whatever you do, it'd better be good!", "endoftext": false }, { "action": "You learn the formic", "response": "Using your best study habits, you commit the formic spell to memory.", "endoftext": false }, { "action": "Spells", "response": "You have the formic spell, funyun spell and bismol spell memorized.", "endoftext": false }, { "action": "Spellbook", "response": "This slight, spiral-bound tome has \"Isqui's Spellbook\" written on the blue cover. It contains seven spells, laboriously copied from your school textbook. Unfortunately, your school textbook, \"Harry Potter and the 2000 Middle School Magical Education Standards\", tends to focus less on the \"cause mighty warlock to tremble in fear\" type spells and more on the \"subject target to sharp kick in pants\" type spells. In fact, \"subject target to sharp kick in pants\" is probably your best spell, apart from \"open even locked or enchanted objects\", which you can't even memorize anymore, since you got strawberry jam all over the runes.\n\nYour spellbook contains the following spells:\nfunyun spell: cause spell caster to memorize wrong spell.\ngeordi spell: bring simulacrum of animal to life.\nfoobar spell: make the inedible edible.\nrekn0g spell: Bj*e,ev%n.l/((-%d o(fen.na5t*d o2*l70.\nbismol spell: subject target to sharp kick in pants.\nformic spell: summon being's mother.\neldspa spell: sharpen pencil.", "endoftext": false }, { "action": "You learn the geordi", "response": "Using your best study habits, you commit the geordi spell to memory.", "endoftext": false }, { "action": "You learn the rekn0the g.", "response": "Using your best study habits, you commit the rekn0g spell to memory. You have so much buzzing around in your head, though, that it's likely something may have been forgotten in the shuffle.", "endoftext": false }, { "action": "You learn the bismol", "response": "Using your best study habits, you commit the bismol spell to memory once again. You have so much buzzing around in your head, though, that it's likely something may have been forgotten in the shuffle.", "endoftext": false }, { "action": "Spells", "response": "You have the bismol spell (twice), formic spell and funyun spell memorized.", "endoftext": false }, { "action": "You learn the eldspa", "response": "Using your best study habits, you commit the eldspa spell to memory. You have so much buzzing around in your head, though, that it's likely something may have been forgotten in the shuffle.", "endoftext": false }, { "action": "Spells", "response": "You have the eldspa spell, bismol spell, formic spell and funyun spell memorized.", "endoftext": false }, { "action": "You learn the geordi", "response": "Using your best study habits, you commit the geordi spell to memory. You have so much buzzing around in your head, though, that it's likely something may have been forgotten in the shuffle.", "endoftext": false }, { "action": "Geordi parrot", "response": "The parrot suddenly comes alive in your hands! Squawking and swearing in the gravelly tongue of the parrots, it wrests free from your grasp and perches on your head.", "endoftext": false }, { "action": "You examine the parrot", "response": "While a humble simulacrum, the parrot was a genteel if unwieldy companion. Your gift of life seems wasted on it, as the animate parrot is smelly, raucous, prone to shed feathers, and fond of perching on your head.", "endoftext": false }, { "action": "Spells", "response": "You have the bismol spell, formic spell and funyun spell memorized.", "endoftext": false }, { "action": "Formic parrot", "response": "You're the closest thing the parrot has to a mother, and you're already here.", "endoftext": false }, { "action": "You examine spellbook", "response": "This slight, spiral-bound tome has \"Isqui's Spellbook\" written on the blue cover. It contains seven spells, laboriously copied from your school textbook. Unfortunately, your school textbook, \"Harry Potter and the 2000 Middle School Magical Education Standards\", tends to focus less on the \"cause mighty warlock to tremble in fear\" type spells and more on the \"subject target to sharp kick in pants\" type spells. In fact, \"subject target to sharp kick in pants\" is probably your best spell, apart from \"open even locked or enchanted objects\", which you can't even memorize anymore, since you got strawberry jam all over the runes.\n\nYour spellbook contains the following spells:\nfunyun spell: cause spell caster to memorize wrong spell.\ngeordi spell: bring simulacrum of animal to life.\nfoobar spell: make the inedible edible.\nrekn0g spell: Bj*e,ev%n.l/((-%d o(fen.na5t*d o2*l70.\nbismol spell: subject target to sharp kick in pants.\nformic spell: summon being's mother.\neldspa spell: sharpen pencil.", "endoftext": false }, { "action": "You learn the awkgrep", "response": "Using your best study habits, you commit the awkgrep spell to memory. The parrot squawks woodenly.", "endoftext": false }, { "action": "Awkgrep", "response": "There is a puff of smoke, and Tim the demon appears next to your shoulder. Noticing the parrot on your head, Tim buzzes frantically and vanishes back into his native plane.\nWith a final screech, the obnoxious parrot reverts to its inanimate form and plummets lifeless to the ground.", "endoftext": false }, { "action": "Wait", "response": "Time passes.\nWith a final screech, the obnoxious parrot reverts to its inanimate form and plummets lifeless to the ground.", "endoftext": false }, { "action": "Awkgrep", "response": "In a puff of smoke, Tim the demon appears next to your shoulder. \"Tim!\", he says, indicating himself. He shows no sign of recognizing you from previous summons, but begins buzzing around your head, awaiting your instructions.", "endoftext": false }, { "action": "Hi", "response": "Bzzzz!", "endoftext": false }, { "action": "Kiss tim", "response": "Kissing a demon is a federal offense.", "endoftext": false }, { "action": "You eat tim", "response": "(first taking Tim the demon)\nTim buzzes out of your reach.\n\nTim whistles a demonic tune.", "endoftext": false }, { "action": "You ask Tim about the rekn0g", "response": "There is no reply.\n\nTim buzzes urgently.", "endoftext": false }, { "action": "You make you a the sandwich", "response": "Bzzzz!\n\nThere is a pop, and Tim is gone from this plane.", "endoftext": false }, { "action": "You learn the geordi", "response": "Using your best study habits, you commit the geordi spell to memory.", "endoftext": false }, { "action": "Geordi parrot", "response": "The parrot suddenly comes alive! Squawking and swearing in the gravelly tongue of the parrots, it flaps into the air and perches on your head.", "endoftext": false }, { "action": "Funyun do'papoc", "response": "Do'papoc seems confused momentarily, and shakes his head as if to clear his eyes, then goes back to his book and finishes the preparations for his spell.\n\nDo'papoc points at you and utters a word of power: \"bokbar!\"\n\nUnsurprisingly, nothing happens. The bokbar spell is \"turn human into parrot\", and since there is already a parrot in the vicinity, the enchantment has no effect. (Wow, I guess those arbitrary, inconvenient limitations on spells cut both ways!)\n\nDo'papoc is not pleased, and, shamelessly disregarding the rules of turn-based magical combat, casts another spell at you. Suddenly, a sheepish-looking goblin carrying a dagger appears and cowers in the corner. \"Kill!\", demands the warlock, pointing at you, and the whimpering goblin begins a valiant attempt to approach you menacingly without ever reducing the distance between you and him.", "endoftext": false }, { "action": "Bismol goblin", "response": "The goblin squeals and leaps into the air, clutching his posterior. Waving his knife, he flees through a side passageway into the depths of the keep.\n\"Bah!\", expectorates the warlock. \"Enough of this! I will destroy you and your pathetic but exceedingly well-chosen spells with one mighty blow!\"\n\nReaching into his pocket, Do'papoc tosses a handful of magical dust into the air, speaking a summons of great power -- \"borax!\"\n\nThe dust explodes, filling the air with smoke, and from the billowing black clouds emerges a bronzed warrior, clad in equally bronze mail and carrying a decidedly steely bast--er, broadsword. He looks at you with a smirk, and, nodding his head in acknowledgement of an unheard order, begins to stride purposefully towards you.", "endoftext": false }, { "action": "Spells", "response": "You have the bismol spell and funyun spell memorized.", "endoftext": false }, { "action": "You learn the formic", "response": "Using your best study habits, you commit the formic spell to memory.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na Canadian quarter\na spelling book\na plush frog\nyour identity bracelet (being worn)", "endoftext": false }, { "action": "You look at the canadian", "response": "A newly minted millennial Canadian quarter. You're not sure how you ended up with it.", "endoftext": false }, { "action": "You examine the spelling", "response": "A sixth-grade spelling book, with lists of words and definitions. Words that are spelled oddly--one or two per lesson--are for some reason given the name of 'snurks'. You're not really sure how you ended up with the book.", "endoftext": false }, { "action": "Spells", "response": "Huh?\n\nLalrry makes a long-winded, heartfelt speech which you can't understand at all.", "endoftext": false }, { "action": "You give quarter to Lalrry", "response": "\"I don't understand what you're trying to do,\" says Lalrry, rejecting your offer.\n\n\"Fabulous, fabulous, fabulous!\"", "endoftext": false }, { "action": "Guess disembark", "response": "\"Sorry,\" says Lalrry, \"but I need a shiny from before can GUESS THE!\"\n\nLalrry briefly pulls you aside. \"The crowned of have guessed at my,\" he says confidentially. \"The Queen was quite on, although the of would hear of but, rather, should say.\" You nod in what you hope looks like agreement.", "endoftext": false }, { "action": "You turn on blue", "response": "That's already on.", "endoftext": true } ]
35arqepm2q92hcqu
Six Gray Rats Crawl Up The Pillow
Caleb Wilson (as Boswell Cain)
[]
[ "balcony", "cover art", "ghost hunt", "gothic", "horror", "house setting", "Inform 7", "male protagonist", "parser", "ParserComp 2015", "pillow", "plague", "rat", "sleep" ]
2,015
[ 3, 7, 7, 1, 0 ]
18
3.666667
20150301
true
A distressing episode in the life of Rinaldo di Gorgonzola.
[ { "action": "%", "response": "\"Poh! I'm short a hundred florins on rent money!\"\n\nLorenzo snickers. \"I'll give you a hundred to spend the night in Count Ruggino's house.\"\n\n\"I'll do it! Wait. Why Ruggino's?\"\n\n\"He's a suicide. They say his house is haunted.\"\n\n\"Haunted? I don't believe in ghosts.\"\n\n\n\nCount Ruggino's house lours in the dim air like a gathering of gravestones. The road makes a circle before it, then runs north back to Firenze.\n\nA heavy wooden door leads in to the south.\n\nA statue stands in the center of a dry fountain.", "endoftext": false }, { "action": "You look at the statue", "response": "A statue in grey stone, of a grim-faced angel with arms crossed over chest.", "endoftext": false }, { "action": "You look at the fountain", "response": "It's cracked all around and scaled with green-black scum.\n\nIn the fountain is a brass key.", "endoftext": false }, { "action": "You take key", "response": "Taken.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\na brass key\na poniard\na sausage\nThe Return of the Worm\nan herbal sachet\n\nYou are wearing:\na shiny black raincoat\na silk shirt\na pair of slacks\na pair of wingtip shoes\n\nYou recall:\na memory of Lorenzo", "endoftext": false }, { "action": "You examine the poniard", "response": "A short dagger with a plastic handle. It would be useless against ghosts, but you don't believe in ghosts anyway.", "endoftext": false }, { "action": "You look at Worm", "response": "paperback, written by your friend Viviana. It is just the kind of tale to take your mind off this current outbreak of the Pestilence.", "endoftext": false }, { "action": "You examine the sachet", "response": "The scent of the herbs is meant to block out any pestilential fumes you might encounter.", "endoftext": false }, { "action": "You remember Lorenzo", "response": "Lorenzo, left arm akimbo, is holding out his right to shake on\nyour wager. His hair is looking particularly shiny this morning.\n\nYou remember Lorenzo's hair.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na brass key\na poniard\na sausage\nThe Return of the Worm\nan herbal sachet\n\nYou are wearing:\na shiny black raincoat\na silk shirt\na pair of slacks\na pair of wingtip shoes\n\nYou recall:\na memory of Lorenzo's hair\na memory of Viviana writing", "endoftext": false }, { "action": "You remember the viviana writing", "response": "Viviana is crouched over her typewriter in the tower garret of Lorenzo's father's mansion. She looks up and shouts at you: \"Get out! Unless you have coffee.\"\n\nYou remember Viviana's typewriter.", "endoftext": false }, { "action": "You remember viviana's typewriter", "response": "It's a stormy evening, and Viviana's typewriter has a broken key.\nShe is kind enough to let you try to fix it, though you actually only manage to damage it further. \"It's okay,\" she says, \"Lorenzo's going to buy me a new one.\" There's a smudge of ink on the bridge of her nose, and your hands are likewise stained.\n\nYou remember your first sight of Viviana.", "endoftext": false }, { "action": "You remember your first sight of Viviana", "response": "Your first glimpse of Viviana is in a coffee shop stained red with setting sunlight. She has a sheaf of manuscript pages with her, and is holding a red pen in her mouth while she shuffles them. The pen is leaking, so it looks like a drop of blood is tracking down the side of her chin.\n\nYou remember first meeting Viviana.", "endoftext": true }, { "action": "Look around", "response": "Count Ruggino's house lours in the dim air like a gathering of gravestones. The road makes a circle before it, then runs north back to Firenze.\n\nA heavy wooden door leads in to the south.\n\nA statue stands in the center of a dry fountain.", "endoftext": false }, { "action": "You look at the statue", "response": "A statue in grey stone, of a grim-faced angel with arms crossed over chest.", "endoftext": false }, { "action": "You open door", "response": "(first unlocking the heavy wooden door)\n(with the brass key)\nYou open the heavy wooden door.", "endoftext": false }, { "action": "You go to the south", "response": "A high-ceilinged hall whose walls press close side to side. The wallpaper hangs in moldy strips. The floor is warped and heaved like a road in winter. A staircase goes up.\n\nA heavy wooden door leads out to the north.\n\nThere is a small hook on the wall. Hanging on the hook is an abstract painting.", "endoftext": false }, { "action": "You examine the painting", "response": "The painting is comprised of green, blue, pink and yellow arcs and wedges, and it seems to represent... hmm... a bouquet of flowers?", "endoftext": false }, { "action": "Keep going", "response": "The painting is comprised of green, blue, pink and yellow arcs and wedges, and it seems to represent... hmm... a bowl of fruit?", "endoftext": false }, { "action": "You close the door", "response": "You close the heavy wooden door.", "endoftext": false }, { "action": "Go upwards", "response": "Dusty beams slant overhead like the branches of some neglected, geometric forest. The carpet sags in divots where the floor beneath has subsided. There is a stairway down, and a dusty room to the east.", "endoftext": false }, { "action": "Go east", "response": "A chamber with a stifling atmosphere. The ceiling is a plaster dome, still intact, though marbled with ghostly mold. The floor is invisible beneath layered carpets and dust clots. The hall is west, and to the east is a doorway to a tiny balcony.\n\nIn the center of the room is a four-poster bed.\n\nThere is a small hook on the wall. Hanging on the hook is a forbidding portrait.\n\nAcross from the bed is an armchair.\n\nOn the armchair are a dusty, desiccated corpse and a gold-plated automatic pistol.", "endoftext": false }, { "action": "You examine the pistol", "response": "An expensive-looking, if also ridiculous-looking, gun.", "endoftext": false }, { "action": "You examine the corpse", "response": "This must be the unfortunate Count Ruggino. He's dried out and fragile as a mummy.", "endoftext": false }, { "action": "You take the pistol", "response": "Taken.", "endoftext": false }, { "action": "You look under the bed", "response": "Under the bed you find a suitcase. You fish it out.", "endoftext": false }, { "action": "You open the suitcase", "response": "You open the suitcase, revealing a travel pillow.", "endoftext": false }, { "action": "You look at the pillow", "response": "A slip of foam inside a rag, or, a pathetically thin travel pillow.", "endoftext": false }, { "action": "You look at the portrait", "response": "An old man with an expression of steely confidence. Perhaps one of the more frightening Popes?", "endoftext": false }, { "action": "Shoot portrait", "response": "(first taking the forbidding portrait)\nTaken.\n\nA horrifying stain, formerly hidden by the forbidding portrait, is revealed on the wallpaper below the hook.\n\nThe forbidding portrait lacks a trigger.", "endoftext": false }, { "action": "You look at the stain", "response": "It is the blackish green of mildew and shaped like satan holding a pitchfork.", "endoftext": false }, { "action": "Go west", "response": "Dusty beams slant overhead like the branches of some neglected, geometric forest. The carpet sags in divots where the floor beneath has subsided. There is a stairway down, and a dusty room to the east.", "endoftext": true }, { "action": "Go downwards", "response": "A high-ceilinged hall whose walls press close side to side. The wallpaper hangs in moldy strips. The floor is warped and heaved like a road in winter. A staircase goes up.\n\nA heavy wooden door leads out to the north.\n\nThere is a small hook on the wall. Hanging on the hook is an abstract painting.", "endoftext": false }, { "action": "You take abstract", "response": "Taken.", "endoftext": false }, { "action": "You put forbidding on the hook", "response": "You hang the forbidding portrait on the hook.", "endoftext": false }, { "action": "You go to the east", "response": "A chamber with a stifling atmosphere. The ceiling is a plaster dome, still intact, though marbled with ghostly mold. The floor is invisible beneath layered carpets and dust clots. The hall is west, and to the east is a doorway to a tiny balcony.\n\nIn the center of the room is a four-poster bed.\n\nThere is a small hook on the wall. A horrifying stain, shaped a little bit like satan holding a pitchfork, mars the wallpaper beneath the hook.\n\nAcross from the bed is an armchair.\n\nOn the armchair is a dusty, desiccated corpse.", "endoftext": false }, { "action": "You put abstract on the hook", "response": "You hang the abstract painting on the hook, hiding the satanic stain from sight.", "endoftext": false }, { "action": "You shoot the pistol", "response": "Nothing happens. It looks like the safety is on.", "endoftext": false }, { "action": "You check the safety", "response": "The safety is currently switched on.", "endoftext": false }, { "action": "Examine dome", "response": "Fine plasterwork, though it could do with a cleaning.", "endoftext": false }, { "action": "Switch safety", "response": "You switch the safety off.", "endoftext": false }, { "action": "Switch safety", "response": "You switch the safety on.", "endoftext": false }, { "action": "You shoot the pistol", "response": "Click. It must be out of bullets.", "endoftext": true }, { "action": "Look around", "response": "A chamber with a stifling atmosphere. The ceiling is a plaster dome, still intact, though marbled with ghostly mold. The floor is invisible beneath layered carpets and dust clots. The hall is west, and to the east is a doorway to a tiny balcony.\n\nIn the center of the room is a four-poster bed.\n\nThere is a small hook on the wall. Hanging on the hook is an abstract painting.\n\nAcross from the bed is an armchair.\n\nOn the armchair is a dusty, desiccated corpse.", "endoftext": false }, { "action": "Go east", "response": "This little railed platform sticks out like a wart from the top of Count Ruggino's house. What a view!", "endoftext": false }, { "action": "You look at the view", "response": "Away to the east stretch dark hills dotted with stands of poplar, and the sky is speckled with glittering stars.", "endoftext": false }, { "action": "You remember", "response": "You recall:\na memory of meeting Viviana\na memory of Lorenzo's hair", "endoftext": false }, { "action": "You remember lorenzo's hair", "response": "Lorenzo's hair, shiny with gel, is slicked back, except for one\ncurved strand which keeps falling across his eyes almost--but not quite--as if against his wishes.\n\nYou remember Lorenzo's eyes.", "endoftext": false }, { "action": "You remember lorenzo's eyes", "response": "experimental drinking with Viviana, Camilla, and you.\n\nYou remember a night of drinking.", "endoftext": false }, { "action": "You remember meeting Viviana", "response": "Viviana looks up at you from her manuscript. \"Yes?\" A bit\nbrusque... Still: \"I believe this is yours,\" you say, and hold up the page she dropped outside. And you don't see her for another six months, until she is hired to ghost-write the memoir of your old friend Lorenzo's father.\n\nYou remember meeting Camilla.", "endoftext": false }, { "action": "You remember meeting Camilla", "response": "A hot, wilted afternoon. Viviana has brought her friend Camilla to\nher garret. Camilla is holding a flask of pale green liqueur. Camilla smiles at you before even learning your name. \"Want a sample?\"", "endoftext": false }, { "action": "You remember a the night of the drinking", "response": "Midnight is dead and in its grave. You are holding some dreadful potion of Camilla's up to the light bulb: it looks like a cocktail of antifreeze and rosewater. Camilla is laughing, already drunk out of her skull on the concoction.\n\nYou remember Camilla laughing.", "endoftext": false }, { "action": "About yourself", "response": "You are Rinaldo di Gorgonzola. About you, above all, let it be said that you do not believe in ghosts.", "endoftext": false }, { "action": "You remember Camilla laughing", "response": "Camilla's mouth is wide, her head tilted back in the shadows, her pupils dilated. She is laughing, with chemical assistance, at a joke just told by Viviana.\n\nYou remember Viviana's joke, and Camilla's workshop.", "endoftext": false }, { "action": "You remember the viviana's joke", "response": "In the carpeted rec-room basement of Lorenzo's father's mansion, Viviana has just told a joke: \"How is a plague doctor like an elderly heir? They are both running out of patients.\"\n\nYou remember Doctor Giallo's office.", "endoftext": false }, { "action": "You remember the camilla's workshop", "response": "Camilla in her workshop, lit by harsh fluorescent light. Flasks\nand alembics clutter the wooden surfaces. Camilla's white coat is speckled with holes from acid. She casts you a quick smile from behind a rack of test tubes, and tells you about a gift she whipped up for you.\n\nYou remember Camilla's gift.", "endoftext": false }, { "action": "You remember the camilla's gift", "response": "the top of her head. \"I know you've been having trouble sleeping, so I made you a special little something. Do not take it just before operating heavy machinery, Rinaldo! Now we just need something to hide it in from Lorenzo...\" She leans down towards a drawer tucked beneath her workbench.\n\nYou remember Camilla's drawer.", "endoftext": false }, { "action": "You remember the camilla's drawer", "response": "Camilla opens a drawer in her workbench and takes out a cheap, plastic-handled poniard. \"Ah. Here.\" She shows you how to open the secret compartment: first twist and then pull the handle.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na suitcase (open)\na travel pillow\na gold-plated automatic pistol\na brass key\na poniard\na sausage\nThe Return of the Worm\nan herbal sachet\n\nYou are wearing:\na shiny black raincoat\na silk shirt\na pair of slacks\na pair of wingtip shoes\n\nYou recall:\na memory of Doctor Giallo's office", "endoftext": false }, { "action": "Twist poniard", "response": "Nothing obvious happens.", "endoftext": false }, { "action": "Twist handle", "response": "The poniard's handle twists around with a click.", "endoftext": false }, { "action": "You pull the handle", "response": "The handle pulls an inch away from the blade, revealing a small cavity inside the poniard.\n\nIn the cavity is a tiny pill.", "endoftext": false }, { "action": "You look at the pill", "response": "A tiny yellow pill with a pink \"C\" marked on it.", "endoftext": false }, { "action": "You remember the doctor giallo's office", "response": "It is a golden afternoon, and in his musty office, the famed\nDoctor Giallo is lecturing you about the medicinal value of dried toads. But it is hard to concentrate due to his distracting teeth--are they carved of agate?--and to the fact that your Uncle has just died of the Pestilence.\n\nYou remember Uncle Guglielmo.", "endoftext": false }, { "action": "You remember the uncle guglielmo", "response": "It is a summer day smeared with pollen. You are a boy, and Uncle Guglielmo has just galloped into the millpond in which you think you are drowning. It turns out the water only comes up to his waist, and your chest. Lorenzo is laughing on the bank.\n\nYou remember Uncle Guglielmo's funeral, and first hearing about Lorenzo.", "endoftext": false }, { "action": "You remember the uncle guglielmo's funeral", "response": "Uncle Guglielmo is being buried. Under clouds like a seal of lead,\nthe cemetery is a mess of holes and bulging graves. The priest stumbles over his lines. He misstates Guglielmo's name and keeps checking his watch. He has a nasty cough, himself.\n\nYou remember a bottomless grave.", "endoftext": false }, { "action": "You remember a the bottomless grave", "response": "The grave seems bottomless. Damp soil stretching down, down, down, little white flags of gravecloth whipping in a subterranean wind.\n\nThe image is stuck in your mind's eye like a thorn.", "endoftext": false }, { "action": "You remember first hearing about Lorenzo", "response": "You are very small, and holding your Uncle Guglielmo's hand.\nTogether you are walking through a field towards the mansion he has just been hired on at, as director of security. \"There's even a little boy who lives there. His name is Lorenzo.\"\n\nYou remember your first sight of Lorenzo.", "endoftext": false }, { "action": "You remember the first sight of Lorenzo", "response": "The mansion towers above you. \"Hey!\" comes a shout, and you look\nup reflexively. The apple hits you in the forehead. Through tears you see a small laughing face peering through an open attic window. Yes, that's Lorenzo.\n\nYou remember Lorenzo's father.", "endoftext": false }, { "action": "You remember the lorenzo's father", "response": "A dour man comes out of the front door to meet you and your uncle.\nHe leans on a skull-handled cane. He eyes the apple lying in the dust and then stares at you as if appalled at your wastage of food. \"To begin with, Guglielmo,\" says Lorenzo's father, \"while you are in my employ, I'll expect better discipline from the child.\"", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\na suitcase (open)\na travel pillow\na gold-plated automatic pistol\na brass key\na poniard\na sausage\nThe Return of the Worm\nan herbal sachet\n\nYou are wearing:\na shiny black raincoat\na silk shirt\na pair of slacks\na pair of wingtip shoes\n\nYou recall:\na memory of a bottomless grave", "endoftext": false }, { "action": "Smell sachet", "response": "It smells of medicinal herbs which are highly rare, expensive, and efficacious (according to the doctor who sold it to you).", "endoftext": false }, { "action": "You read the book", "response": "You brought it along to read in bed to help you fall asleep.", "endoftext": false }, { "action": "You go inside", "response": "A chamber with a stifling atmosphere. The ceiling is a plaster dome, still intact, though marbled with ghostly mold. The floor is invisible beneath layered carpets and dust clots. The hall is west, and to the east is a doorway to a tiny balcony.\n\nIn the center of the room is a four-poster bed.\n\nThere is a small hook on the wall. Hanging on the hook is an abstract painting.\n\nAcross from the bed is an armchair.\n\nOn the armchair is a dusty, desiccated corpse.", "endoftext": false }, { "action": "You take the corpse", "response": "You gently lift the desiccated corpse of Count Ruggino from the armchair.\n\nIts arm falls off and hits the floor, then rolls out of sight beneath the bed.", "endoftext": false }, { "action": "Go east", "response": "As you carry the torso out the door, it crumbles further. You end up up hanging onto the leg; the rest of the torso falls to the ground and is left behind in the bedchamber.\n\nThis little railed platform sticks out like a wart from the top of Count Ruggino's house. What a view!", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na withered leg\na suitcase (open)\na travel pillow\na gold-plated automatic pistol\na brass key\na poniard\na sausage\nThe Return of the Worm\nan herbal sachet\n\nYou are wearing:\na shiny black raincoat\na silk shirt\na pair of slacks\na pair of wingtip shoes\n\nYou recall:\na memory of a bottomless grave", "endoftext": false }, { "action": "You examine leg", "response": "A withered leg, light as papier-mâché.", "endoftext": false }, { "action": "You throw the leg", "response": "Dropped.", "endoftext": false }, { "action": "Go inside", "response": "A chamber with a stifling atmosphere. The ceiling is a plaster dome, still intact, though marbled with ghostly mold. The floor is invisible beneath layered carpets and dust clots. The hall is west, and to the east is a doorway to a tiny balcony.\n\nIn the center of the room is a four-poster bed.\n\nThere is a small hook on the wall. Hanging on the hook is an abstract painting.\n\nAcross from the bed is an armchair.\n\nYou can also see a torso here.", "endoftext": false }, { "action": "You examine the torso", "response": "A torso, light as papier-mâché.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\na suitcase (open)\na travel pillow\na gold-plated automatic pistol\na brass key\na poniard\na sausage\nThe Return of the Worm\nan herbal sachet\n\nYou are wearing:\na shiny black raincoat\na silk shirt\na pair of slacks\na pair of wingtip shoes\n\nYou recall:\na memory of a bottomless grave", "endoftext": false }, { "action": "You take the torso", "response": "You gently lift the desiccated torso.\n\nThe head falls off and hits the floor.", "endoftext": false }, { "action": "You examine the head", "response": "A withered head, light as papier-mâché.", "endoftext": false }, { "action": "You take the head", "response": "These body parts are slippery little devils! As you grab the head the torso slips out of your grasp.", "endoftext": false }, { "action": "Go east", "response": "This little railed platform sticks out like a wart from the top of Count Ruggino's house. What a view!\n\nYou can see a withered leg here.", "endoftext": false }, { "action": "You drop the head", "response": "Dropped.", "endoftext": false }, { "action": "You go west", "response": "A chamber with a stifling atmosphere. The ceiling is a plaster dome, still intact, though marbled with ghostly mold. The floor is invisible beneath layered carpets and dust clots. The hall is west, and to the east is a doorway to a tiny balcony.\n\nIn the center of the room is a four-poster bed.\n\nThere is a small hook on the wall. Hanging on the hook is an abstract painting.\n\nAcross from the bed is an armchair.\n\nYou can also see a torso here.", "endoftext": false }, { "action": "Go east", "response": "This little railed platform sticks out like a wart from the top of Count Ruggino's house. What a view!\n\nYou can see a withered head and a withered leg here.", "endoftext": false }, { "action": "Go west", "response": "A chamber with a stifling atmosphere. The ceiling is a plaster dome, still intact, though marbled with ghostly mold. The floor is invisible beneath layered carpets and dust clots. The hall is west, and to the east is a doorway to a tiny balcony.\n\nIn the center of the room is a four-poster bed.\n\nThere is a small hook on the wall. Hanging on the hook is an abstract painting.\n\nAcross from the bed is an armchair.", "endoftext": false }, { "action": "You get on the bed", "response": "You get onto the four poster bed.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\na suitcase (open)\na travel pillow\na gold-plated automatic pistol\na brass key\na poniard\na sausage\nThe Return of the Worm\nan herbal sachet\n\nYou are wearing:\na shiny black raincoat\na silk shirt\na pair of slacks\na pair of wingtip shoes\n\nYou recall:\na memory of a bottomless grave", "endoftext": false }, { "action": "You eat the pill", "response": "You dry swallow the pill.\n\nAfter a few moments your mind drains empty of anxiety. You feel still and slow and cool, like an undisturbed pond.", "endoftext": false }, { "action": "You read the book", "response": "debauched bank vice-president Cesare, having been bitten by a venomous spider hidden inside a cash bag by the duplicitous teller Otto and doomed to death within the day, dooms in turn his lover Astrid's secret lover's second lover by tricking her into touching a poison-coated safety deposit box key.\n\nYour eyelids have grown heavy, and you think you are ready to fall asleep.", "endoftext": false }, { "action": "Sleep", "response": "But you're still wearing your pair of slacks!", "endoftext": false }, { "action": "Undress", "response": "You take off the shiny black raincoat.\n\nYou take off the pair of wingtip shoes.\n\nYou take off the silk shirt.\n\nYou take off the pair of slacks.", "endoftext": false }, { "action": "Sleep", "response": "You're a little hungry. You'll need a snack before you can fall asleep.", "endoftext": false }, { "action": "You eat the sausage", "response": "That was spicy and delicious.", "endoftext": false }, { "action": "Sleep", "response": "You'll never be able to fall asleep while holding that pair of slacks.", "endoftext": false }, { "action": "You drop all", "response": "suitcase: Dropped.\ngold-plated automatic pistol: Dropped.\nbrass key: Dropped.\nponiard: Dropped.\npaperback book: Dropped.\nherbal sachet: Dropped.\nshiny black raincoat: Dropped.\nsilk shirt: Dropped.\npair of slacks: Dropped.\npair of wingtip shoes: Dropped.", "endoftext": false }, { "action": "Sleep", "response": "Your eyes close. Your breathing slows. You start to drift off. Then you roll over onto the poniard, which for some reason is in the bed with you, and you come fully awake again.", "endoftext": false }, { "action": "You take all", "response": "pair of wingtip shoes: Taken.\npair of slacks: Taken.\nsilk shirt: Taken.\nshiny black raincoat: Taken.\nherbal sachet: Taken.\npaperback book: Taken.\nponiard: Taken.\nbrass key: Taken.\ngold-plated automatic pistol: Taken.\nsuitcase: Taken.\ntravel pillow: Taken.", "endoftext": false }, { "action": "You get up", "response": "You get off the four poster bed.", "endoftext": false }, { "action": "You drop all", "response": "travel pillow: Dropped.\nsuitcase: Dropped.\ngold-plated automatic pistol: Dropped.\nbrass key: Dropped.\nponiard: Dropped.\npaperback book: Dropped.\nherbal sachet: Dropped.\nshiny black raincoat: Dropped.\nsilk shirt: Dropped.\npair of slacks: Dropped.\npair of wingtip shoes: Dropped.", "endoftext": false }, { "action": "Sleep", "response": "A horripilation comes over you... You'll never be able to fall asleep while that horrible withered withered arm is under the bed.", "endoftext": false }, { "action": "You take the arm", "response": "That's fixed in place.", "endoftext": false }, { "action": "You look under the bed", "response": "Under the bed you find a withered arm. You fish it out.", "endoftext": false }, { "action": "You take the arm", "response": "(the armchair)\nThat's fixed in place.", "endoftext": false }, { "action": "You go east", "response": "This little railed platform sticks out like a wart from the top of Count Ruggino's house. What a view!\n\nYou can see a torso, a withered head, and a withered leg here.", "endoftext": false }, { "action": "Go west", "response": "A chamber with a stifling atmosphere. The ceiling is a plaster dome, still intact, though marbled with ghostly mold. The floor is invisible beneath layered carpets and dust clots. The hall is west, and to the east is a doorway to a tiny balcony.\n\nIn the center of the room is a four-poster bed.\n\nOn the four poster bed is a travel pillow.\n\nThere is a small hook on the wall. Hanging on the hook is an abstract painting.\n\nAcross from the bed is an armchair.\n\nYou can also see a pair of wingtip shoes, a pair of slacks, a silk shirt, a shiny black raincoat, an herbal sachet, a paperback book, a poniard, a brass key, a gold-plated automatic pistol, and a suitcase (empty) here.", "endoftext": false }, { "action": "You get on the bed", "response": "You get onto the four poster bed.\n\nOn the four poster bed you can see a travel pillow.", "endoftext": false }, { "action": "Sleep", "response": "Your eyes close. Your breathing slows. Your cheek deadens against the travel pillow. You drift off and experience a hectic dream...\n\nCount Ruggino is as good-looking as ever. Count Ruggino is\ncarrying a gold-plated pistol. Count Ruggino shoots himself with the gold-plated pistol. Click. It must be out of bullets. Click. Count Ruggino's arm falls off and rolls under the bed. Click. Count Ruggino looks under the bed and fishes out his arm. Count Ruggino's leg falls off. Count Ruggino picks up his leg and his head falls off. Click. Count Ruggino sees a rat, a rat, a rat, and a rat here. Count Ruggino picks up a rat and his head, and his nose falls off. Click. Click. Count Ruggino eats a sausage and a sleeping pill. Count Ruggino picks up a rat and a rat and drops a rat. Count Ruggino unlocks his head. Count Ruggino opens his head, revealing a rat. Count Ruggino unlocks his leg. Count Ruggino opens his leg, revealing a rat. Count Ruggino picks up a rat, a rat, and a rat. Count Ruggino drops his head and it rolls under the bed. Click. A rat picks up a rat and a rat and drops a rat. A rat opens a rat, revealing a rat. A rat jumps up and down on the spot, fruitlessly. A rat wouldn't like that. A rat wouldn't like that. It is pitch black, and Count Ruggino can't see a thing!\n\nYou awaken at sunrise to find the bedchamber filled with rosy light.\n\nSunrise (on the bed)\nYou can't see much of anything due to the reddish light that floods the room via a narrow doorway to the east.", "endoftext": false }, { "action": "You get up", "response": "You get off the bed.", "endoftext": true }, { "action": "Look around", "response": "Sunrise?\nYou can't see much of anything due to the reddish light that floods the room via a narrow doorway to the east.", "endoftext": false }, { "action": "Go east", "response": "From the east shines an overpowering roseate light, though the sky is still dark, and speckled with stars like freckles of pestilential blood.\n\nA gleaming red form flies towards you through the air.\n\nThat's not the sun.\n\nWhen the form comes closer you see that it is an angel dressed all in red gauze. A plague angel! Its scarves flutter behind like stage flames as it drifts closer.\n\nThe angel hovers several yards past the railing of the balcony. Its androgynous smile is hard, carved from rock candy. It reaches into a red box tucked beneath its arm, and then casts its hand towards you, like it is feeding grain to chickens. Red-black flakes fall on your face, sink into your skin. So this is how the plague is spread. You always thought it had something to do with bad night air or snakes.\n\n(At least it's not ghosts.)\n\nMid-morning.\n\nLorenzo is laughing so hard he's about to throw up. \"You should see your face!\"\n\n\"I don't have to see my face,\" you say. \"I have my face.\"\n\n\"I'm really sorry,\" says Camilla, and she seems almost sincere.\n\n\"About what? The, the spiked pill you gave me? Or the, what was that thing, a store mannequin rigged up with a red spotlight and dangling on a zip line?\"\n\n\"The fake plague angel was totally Lorenzo's idea,\" says Camilla.\n\n\"I made the papier-mâché corpse, too.\" Lorenzo shakes his\nhead, wipes away tears of laughter.\n\n\"My money,\" you say, holding out your hand.\n\nLorenzo snorts. \"You think I have that kind of cash? My dad keeps me on a strict allowance. I'm more broke than you.\"\n\nWhat a rotten day.\n\nBut a month later Lorenzo's dead, of the real Pestilence, and you are driving his father's cherry-red Aceto west towards Avignon. Supposedly Avignon is plague free, which leaves just a pesky anti-pope to put up with. Viviana is sitting in the passenger seat, her hair blowing every which way, a manuscript in her lap. Camilla is squeezed in between you. And that you don't mind at all.", "endoftext": false }, { "action": "Note", "response": "In John Webster's play The White Devil, the poisoned\ncharacter Bracciano hallucinates on his deathbed. After seeing the devil, who wears a blue bonnet, breeches, and a great cod-piece \"stuck full of pins with pearls o'th' head of them,\" he cries out: \"Look you, six gray rats that have lost their tails crawl up the pillow; send for a rat-catcher.\" Of the many creepy, weird images in the play, the rats on the pillow might be my favorite. The phrase, which also sounds a little like the title of a giallo, struck me enough to borrow\nhere. If Rinaldo manages to fall asleep with the travel pillow on the bed the connection to this story is made a little less tenuous.\n\nWould you like to RESTART, RESTORE a saved game, QUIT, UNDO the last command, or read the author's NOTE?", "endoftext": true } ]
35wpub57athrjbpk
Dragon Adventure
William Stott
[ "Children's", "Fantasy" ]
[ "children", "dragon", "kid-friendly", "kids", "kids children", "parser" ]
2,003
[ 1, 4, 4, 0, 0 ]
9
3.666667
20190918
false
[ { "action": "%", "response": "The faces of the council members look grim. Gilgern continues to speak.\n\"Of course, something must be done soon,\" he says in that gruff, hearty voice you have come to dislike so much. \"Must restore public confidence and encourage the return of people to the land. Can't just leave the place to the likes of dragons and trolls. We must all make money again. Isn't as though it's just arrived, dragon's been there for years. Just that people found out about it, that's all.\"\nMarzipam looks round nervously at the others in the so-called Council of the Wise.\n\"Of course, we can't afford to pay you much. We are just poor men ourselves. Think of this more as a civic duty...\" he wheezes.\nAround you the other travellers and adventurers shift nervously. Gilgern hurriedly adjusts his glasses and glances down at the scroll in front of him. \"Says here that the Great Worm can be beaten,\" he goes on. \"Sword of Erondil is the only weapon which can penetrate a dragon's scaly hide. Enchanted weapon, you see. Last seen many years ago in the Castle of Abercorn. Big, ugly place. Near the sea, I think, if memory serves me right. Dragon must be getting a bit careless and lazy by now. Been there all that time. Stands to reason. Might get in a lucky hit or something.\"\nMarzipam breaks in. \"Or there's the spell, I suppose. The dragon is supposed to be held in place under an old enchantment, though that's perhaps just an old tale. Break the spell and the dragon will leave, the story goes...\"\n\"Well, which of you is interested?\" Gilgern looks across at you and the other adventurers. You begin to wish you had never set foot in the town - it just happened to be on your journey, that's all. You've no wish to tangle with dangerous dragons or anything else.\nAs Gilgern looks down, you suddenly find that the other adventurers have all quietly taken a couple of steps back, leaving you out in the front.\n\"Splendid\", chortles Gilgern before you can say anything, \"We've one brave soul willing to risk their all for our little cause. Welcome, stranger...\"\nBefore you know it, you have been whisked away from the town square in a donkey and cart and deposited beside a track.\n\"Good luck - you'll need it!\" calls the driver over his shoulder, as he hurries away.\n\nWelcome to Dragon Adventure. You start your quest on a mountain path in the North-East...\n\nIt is a clear, bright morning and all seems peaceful. A tiny sparrowhawk wheels and soars lazily in the cool empty air above. There is a steep pathway to the south leading down into dense woodland, and you can make out an old building by the path. In the distance you can just glimpse the steel-grey of the sea, far away to the west.\n\nYou can go north, south, east or west.", "endoftext": true }, { "action": "About yourself", "response": "You are wearing the traditional clothing of an adventurer...", "endoftext": false }, { "action": "Go south", "response": "An old, thatched building stands near the path. It seems to be an abandoned inn or tavern, as a faded sign reads 'Troll's Arms'. The walls are a dirty white and the paintwork is starting to peel and blister. The windows are covered in cobwebs and there is the faint odour of mildew and decay. Weeds grow between the flagstones of the path leading up to the door, which leans open. No-one seems to have lived here for years. A path leads north into the mountains and there seems to be some swampy ground to the west.\n\nYou can go north (to the mountains), west (towards a swamp) or east (into the inn).", "endoftext": false }, { "action": "Go east", "response": "There are a few patches of mould on the walls and the floorboards creak slightly, but the building seems safe enough. As you move you disturb a thin layer of dust. There are some stone steps leading down, and an open doorway to the outside to the west. You see some tables and chairs. There is a dark, intricately-carved wooden chair in the corner behind you.\n\nYou can go west (back outside) or down some steps.\n\nYou can see a magnificently carved chair here.", "endoftext": false }, { "action": "You look at the chair", "response": "You see the back of one chair is covered with fine carvings...", "endoftext": false }, { "action": "You examine the carvings", "response": "There is a carving of a goblin...\nHe seems to be holding something...", "endoftext": false }, { "action": "You examine the goblin", "response": "The goblin seems to be blowing a hunting horn...\nWait a minute...\nThere is a dragon carved next to the goblin!", "endoftext": false }, { "action": "You look at the floorboards", "response": "The floor is made of large, rather uneven rough floorboards, on which lie the remains of the scattered rushes once used as a floor covering.", "endoftext": false }, { "action": "You move the floorboards", "response": "It is fixed in place.", "endoftext": true }, { "action": "Go downwards", "response": "The cellar seems to have been formed from a natural cavern in the rock under the inn, which has been smoothed and extended to form a storage area for the sorts of things inns need to keep - casks and bottles and the like, which will remain cool in the slightly chill air. There are the remains of some old barrels, but almost everything else seems to have been removed from here long ago. Dim daylight filters down the open stairwell from the inn above, where there is a flight of steep stone steps. By the far west wall stand thick stalagmites which rise out of the floor like dragon's teeth, behind which is a dark opening. It might be your imagination, but you think you can just catch an occasional dry, rustling sound coming from deep inside the darkness. The uneven floor is covered in dust, and at first glance you see no signs of life apart from your own boot-prints.\n\nYou can go up (to the inn) or west (into the dark tunnel).\n\nYou can see an ancient silver coin and some barrels here.", "endoftext": false }, { "action": "You examine the coin", "response": "The coin is very old and made of silver. On one side you see the portrait of an ancient king, on the other there is a picture of a galloping horse. It looks quite valuable.", "endoftext": false }, { "action": "You take it", "response": "Taken.", "endoftext": false }, { "action": "You look at the barrels", "response": "The barrels are now no more than rotten staves of dry wood, held together by the woodworm holding hands.\nYou have found a pewter mug...", "endoftext": false }, { "action": "You look at the mug", "response": "You see a plain, empty metal beer mug. It looks watertight.", "endoftext": false }, { "action": "Go east", "response": "The cellar seems to have been formed from a natural cavern in the rock under the inn, which has been smoothed and extended to form a storage area for the sorts of things inns need to keep - casks and bottles and the like, which will remain cool in the slightly chill air. There are the remains of some old barrels, but almost everything else seems to have been removed from here long ago. Dim daylight filters down the open stairwell from the inn above, where there is a flight of steep stone steps. By the far west wall stand thick stalagmites which rise out of the floor like dragon's teeth, behind which is a dark opening. It might be your imagination, but you think you can just catch an occasional dry, rustling sound coming from deep inside the darkness. The uneven floor is covered in dust, and at first glance you see no signs of life apart from your own boot-prints.\n\nYou can go up (to the inn) or west (into the dark tunnel).\n\nYou can see some barrels (which are empty) here.", "endoftext": false }, { "action": "Dig", "response": "(the barrels)\nDigging would achieve nothing here.", "endoftext": false }, { "action": "You move the barrels", "response": "Those are fixed in place.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na pewter mug\nan ancient silver coin", "endoftext": false }, { "action": "You examine the steps", "response": "A flight of shallow stone steps leads downwards.", "endoftext": false }, { "action": "Go west", "response": "An old, thatched building stands near the path. It seems to be an abandoned inn or tavern, as a faded sign reads 'Troll's Arms'. The walls are a dirty white and the paintwork is starting to peel and blister. The windows are covered in cobwebs and there is the faint odour of mildew and decay. Weeds grow between the flagstones of the path leading up to the door, which leans open. No-one seems to have lived here for years. A path leads north into the mountains and there seems to be some swampy ground to the west.\n\nYou can go north (to the mountains), west (towards a swamp) or east (into the inn).", "endoftext": false }, { "action": "You examine the flagstones", "response": "A narrow pathway of rough stone slabs leads through a small overgrown garden up to the inn doorway to the east. There are weeds growing between the flagstones. To the north you see a steep path up to the mountains, and the pathway continues into the dense woodlands to the south.", "endoftext": false }, { "action": "Go west", "response": "Water seeps around the soles of your boots and fills your recent footprints. You can hear the croaking of frogs and the occasional bubble of marsh-gas coming to the surface. There is an abandoned inn to the east, and a path leads south into the forest. To the west there seems to be a little country road.\n\nYou can go south (along a forest path), east (towards an inn) or west (towards a road).\n\nA little man comes up to you and asks if you want to buy a box.\nYou can see a little man and a large cardboard box here.", "endoftext": false }, { "action": "Examine box", "response": "You see a large cardboard box on the ground by the little man's feet.", "endoftext": false }, { "action": "You examine man", "response": "You see a little man with a large cardboard box.", "endoftext": false }, { "action": "You buy the box", "response": "The little man takes the coin and leaves you the cardboard box.\nHe runs off, laughing...", "endoftext": false }, { "action": "You open the box", "response": "You see a lot of parts and an instruction sheet.", "endoftext": false }, { "action": "You examine sheet", "response": "The sheet reads...\n'Acme EASY-FIT Hang-Glider kit. All you need is a screwdriver...'", "endoftext": false }, { "action": "You examine the parts", "response": "You see an open cardboard box full of metal struts and pieces of canvas...\nThe label reads... 'Acme Hang-Glider Kit'.", "endoftext": false }, { "action": "You go to the south", "response": "The opening to a deep cave leads eastwards into darkness. The air near the entrance smells rather stale and musty, and altogether rather unpleasant. The path into the forest winds south, and to the north is some swampy ground.\n\nYou can go north (to a swamp), south (into the trees) or east (into the dark cave)", "endoftext": false }, { "action": "You look at the cave", "response": "You see the dark opening of a cave amongst some rocks to the east. The air near the mouth of the cave smells a little fetid and stale, as you imagine might the lair of a wild animal such as a bear or mountain lion.", "endoftext": false }, { "action": "You go south", "response": "Nestling in a clearing amongst the trees is a tiny, thatched cottage. Smoke rises gently from the chimney. The little garden is badly overgrown, but the path leading to the doorway is fairly clear. You notice that the peeling door stands slightly open, but it has no knob or handle. The path leads south deeper into the trees, and continues north.\n\nYou can go north (along a path), south (deeper into the trees) or east (into the cottage).", "endoftext": false }, { "action": "You examine garden", "response": "The cottage has a small garden, though it is badly overgrown. Brambles and thistles now grow where once there must have been neat flower beds.", "endoftext": false }, { "action": "You examine the chimney", "response": "The cottage has a roof of thick thatch and a small brick chimney, from which you see a thin wisp of woodsmoke.", "endoftext": false }, { "action": "You examine the door", "response": "The cottage has a little wooden door, painted brown. There is no knocker. The door seems to be open...", "endoftext": false }, { "action": "Go east", "response": "As you go in, there is a crash and the door slams shut behind you...\n\nThe cottage has a homely, lived-in feel but is a little untidy. A fire burns in the grate. Someone has obviously been here recently, but there is no-one around. The door is somehow shut tight, and you see no keyhole or door-knob.\n\nThere is no obvious way to get out.\n\nYou can see a wooden table and a nail behind the door (on which is a large iron key) here.", "endoftext": false }, { "action": "You examine table", "response": "The table has a fresh, white tablecloth.\nOn it you see a bunch of bananas...", "endoftext": false }, { "action": "You examine the bananas", "response": "You see a bunch of ripe, yellow bananas. They all seem quite fresh.", "endoftext": false }, { "action": "You examine the cloth", "response": "(the wooden table)\nThe table has a clean, white tablecloth.", "endoftext": false }, { "action": "You examine the key", "response": "You see a large, dull iron key that must be for an ancient door.", "endoftext": false }, { "action": "You look at the nail", "response": "A large, iron key is hanging on a nail behind the door.", "endoftext": false }, { "action": "You take the tablecloth", "response": "(the wooden table)\nThat's fixed in place.", "endoftext": false }, { "action": "You take the nail", "response": "It's fixed in the door.", "endoftext": false }, { "action": "You examine grate", "response": "A small fire is burning in the grate. Above the fireplace is a heavy stone mantelpiece with little shelves at the sides which hold some china pots. Across the top of the fireplace is a short line, on which two dishcloths are hung to dry (perhaps something of a fire hazard). By the side of the fire hangs an old, copper warming pan.", "endoftext": false }, { "action": "You examine the pots", "response": "On a small shelf by the side of the fireplace are some little china jars. They are all empty.", "endoftext": false }, { "action": "You look at the line", "response": "There is a short line running across the top of the fireplace. Pegged onto it are two small dishcloths, set out to dry (perhaps something of a fire hazard).", "endoftext": false }, { "action": "You look at the pan", "response": "By the side of the fireplace hangs a copper warming pan, of the type you might have seen in pictures in books. The idea is you put hot ashes in the pan and use it to warm up a cold bed before you get in.", "endoftext": false }, { "action": "You take the pan", "response": "The warming-pan has no use in this game...", "endoftext": false }, { "action": "You examine the floor", "response": "(the floor)\nThe floor is made of large, irregular slabs of stone. It is slightly uneven. Near the fire is a thick, red rug.", "endoftext": false }, { "action": "You look at the rug", "response": "The floor is made of large, irregular slabs of stone. It is slightly uneven. Near the fire is a thick, red rug.", "endoftext": false }, { "action": "You move the rug", "response": "It is fixed in place.", "endoftext": false }, { "action": "You take the rug", "response": "That's hardly portable.", "endoftext": false }, { "action": "You examine the walls", "response": "The cottage has plain, whitewashed walls. There are a few cobwebs and a fine layer of dust on some of the surfaces. Whoever lives here has little interest in housework.", "endoftext": false }, { "action": "You examine the ceiling", "response": "(the roof)\nThe ceiling above you is made of cream plasterwork, supported by dark wooden beams running the length of the room.", "endoftext": false }, { "action": "You examine the door", "response": "The door is shut tight. There is no keyhole, and no doorknob or handle. You see no way it can be opened. There is an old nail sticking out behind the door.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\na bunch of bananas\na large iron key\na large box full of parts (which is open)\nan instruction sheet\na pewter mug", "endoftext": false }, { "action": "You eat the banana", "response": "Mmmm, lovely...", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nsome banana skins\na large iron key\na large box full of parts (which is open)\nan instruction sheet\na pewter mug", "endoftext": false }, { "action": "You look at the skins", "response": "You see several banana skins.", "endoftext": false }, { "action": "You drop the skins", "response": "Dropped.", "endoftext": false }, { "action": "You fill the mug", "response": "OK... you fill the mug with water from the lake.", "endoftext": false }, { "action": "You examine water", "response": "It just looks like ordinary water... it looks clean enough to drink or cook with.", "endoftext": false }, { "action": "You throw the water at fire", "response": "(first taking the water)\nThat's hardly portable.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\nsome banana skins\na large iron key\na large box full of parts (which is open)\nan instruction sheet\na pewter mug (full)\nsome water", "endoftext": false }, { "action": "You pour the water", "response": "You're not carrying anything you can pour...", "endoftext": false }, { "action": "Burn table", "response": "This dangerous act would achieve little.", "endoftext": false }, { "action": "You eat the skins", "response": "They're plainly inedible.", "endoftext": false }, { "action": "You look at the table", "response": "The table has a clean, white tablecloth.", "endoftext": false }, { "action": "Drink water", "response": "Glug, glug... You drink the water in the mug...", "endoftext": false }, { "action": "You pull the dishcloths", "response": "It doesn't do much in this game...", "endoftext": false }, { "action": "You take the pots", "response": "They all seem to be glued to the shelf. Perhaps some clumsy person got tired of knocking them over...", "endoftext": false }, { "action": "You look at the tablecloth", "response": "(the wooden table)\nThe table has a clean, white tablecloth.", "endoftext": false }, { "action": "You jump", "response": "You jump up and down...", "endoftext": false }, { "action": "Sing", "response": "Your singing is abominable.", "endoftext": false }, { "action": "Pray", "response": "Nothing practical results from your prayer.", "endoftext": false }, { "action": "You buy the box", "response": "The little man takes the coin and leaves you the cardboard box.\nHe runs off, laughing...", "endoftext": false }, { "action": "You go to the south", "response": "The opening to a deep cave leads eastwards into darkness. The air near the entrance smells rather stale and musty, and altogether rather unpleasant. The path into the forest winds south, and to the north is some swampy ground.\n\nYou can go north (to a swamp), south (into the trees) or east (into the dark cave)", "endoftext": false }, { "action": "You go south", "response": "Nestling in a clearing amongst the trees is a tiny, thatched cottage. Smoke rises gently from the chimney. The little garden is badly overgrown, but the path leading to the doorway is fairly clear. You notice that the peeling door stands slightly open, but it has no knob or handle. The path leads south deeper into the trees, and continues north.\n\nYou can go north (along a path), south (deeper into the trees) or east (into the cottage).", "endoftext": false }, { "action": "You go to the south", "response": "Grey-green ferns brush your ankles as you move along the path, and the light filters dimly through the branches and leaves overhead. You hear the soft calls of woodland birds. The pathway leads north and continues west, deeper into the forest.\n\nYou can go north (along the path) or west (into the forest).\n\nYou can see an empty stone bird bath here.", "endoftext": false }, { "action": "You examine the bath", "response": "You see an empty stone bird bath.", "endoftext": false }, { "action": "You fill the mug", "response": "OK... you fill the mug with water from the lake.", "endoftext": false }, { "action": "You pour the water", "response": "You fill the bird bath...\n\nA little bird flies down and uses the bath...\nIt drops a small candle stub at your feet...", "endoftext": false }, { "action": "You look at it", "response": "You see a small candle stub.", "endoftext": false }, { "action": "Full", "response": "You have so far scored 3 out of a possible 25, in 48 turns.\n\nThe score is made up as follows:\n\n\n\n3 total (out of 25)", "endoftext": false }, { "action": "Go west", "response": "The twisting path leads through an ancient forest. Red and blue butterflies dance above the grass and you can hear the soft calls of wood-pigeons in the trees. The leaves rustle gently in the morning breeze. The pathway leads east deeper into the forest and continues north, winding into the trees. There is an old tree-stump next to the path where once a great oak tree must have stood. It seems to be hollow in the centre.\n\nYou can go north (along a path) or east (further into the forest).\n\nYou can see a hollow tree stump here.", "endoftext": false }, { "action": "You look at the butterflies", "response": "You see some red and blue butterflies which dance in the still morning air of the forest.", "endoftext": false }, { "action": "You examine the stump", "response": "You look carefully at the hollow tree stump.\nYou have found a box of matches...", "endoftext": false }, { "action": "Examine box", "response": "You see a box of matches.", "endoftext": false }, { "action": "You go north", "response": "Dragonflies hum and hover, and you hear the occasional splash of feeding fish. You have a feeling of tranquility instilled by the placid, lazy waters. There is a little path winding between dense trees towards the south. You can see the start of a deserted gravel road to the north, and you can just make out the sea to the west.\n\nYou can go south (further into the trees), north (towards the road) or west (towards the sea).\n\nYou can see some long reeds here.", "endoftext": false }, { "action": "You examine the reeds", "response": "You see a mass of reeds that sway gently in the shallow water.\nLooking in the reeds, you find a sack. There is something inside...", "endoftext": false }, { "action": "You open the sack", "response": "You open the sack...\nInside is a reed flute...", "endoftext": false }, { "action": "You examine the flute", "response": "The flute is made of carved wood. It has a wide bulge near the mouthpiece, with two thin pipes coming down. One pipe is plain - the other one looks a little like a child's recorder, with small finger holes. There is a vibrating reed at the end where you blow. It looks quite hard to play.", "endoftext": false }, { "action": "You play the flute", "response": "OK... squeeeak...\n(You don't know how to play it properly - perhaps you should find an instruction booklet...)", "endoftext": false }, { "action": "You look at the fish", "response": "You see some ripples in the surface of the water where fish seem to be feeding.", "endoftext": false }, { "action": "Go west", "response": "You hear the crashing sound of waves in your ears. White gulls wheel and play in the sky above, and you can taste the salt-spray on your lips. Pebbles crunch beneath your feet as you move. You can see the ruins of an old stone lighthouse to the south. There is a wasteland of sand dunes to the north, and forest trees to the east.\n\nYou can go north (towards wasteland), south (towards a lighthouse) or east (towards trees).\n\nYou can see a parachute here.", "endoftext": false }, { "action": "You examine the parachute", "response": "You see an old, rather alarming-looking parachute.", "endoftext": false }, { "action": "You examine the pebbles", "response": "The beach is composed of small pebbles and shingle, rather than sand. The small stones scrunch beneath your feet as you walk. The beach slopes gently down to the waves which rhythmically crash and hiss, and you hear the cries of gulls.", "endoftext": false }, { "action": "Go south", "response": "The ferocious power of ancient storms has long ago broken down and collapsed the lighthouse tower. There are the dense trees of a forest to the east, and more mountains in the far distance. Towards the north is a beach where the white surf hisses on the shingle and pebbles. The entrance to the ruined lighthouse is south. You can hear the cry of gulls in the cool, clear air.\n\nYou can go north (towards the beach) or south (into the lighthouse).", "endoftext": false }, { "action": "You look at the lighthouse", "response": "You see the ruins of an old lighthouse to the south.", "endoftext": false }, { "action": "You examine the trees", "response": "You see salty scrub and a few low bushes which somehow cling to the rocky and windswept ground. You see the ruined building of an old lighthouse, with its open entrance to the south", "endoftext": false }, { "action": "Go south", "response": "You stand in the ruins of a round room which is open to the sky. There are several narrow windows, and the floor is of rough, grey flagstones. Everywhere seems to be deserted. There is a narrow passageway in the eastern wall, leading into darkness. The passage roof looks a little unsafe.\n\nYou can go north (back outside) or east (into the dark passage).\n\nYou can see a mouldy old boot here.", "endoftext": false }, { "action": "You look at the boot", "response": "You see an old, mouldy boot.\nSomething is rattling in the bottom.", "endoftext": false }, { "action": "Empty boot", "response": "A small screwdriver falls out of the boot...", "endoftext": false }, { "action": "You take the screwdriver", "response": "(putting the pewter mug into the brown hessian sack to make room) Taken.", "endoftext": false }, { "action": "You look at the screwdriver", "response": "You see a small screwdriver.", "endoftext": false }, { "action": "You go east", "response": "The slight movement of your passing causes the unstable tunnel roof to collapse just behind you once you enter...\n\nIt is pitch dark, and you can't see a thing.", "endoftext": false }, { "action": "Go north", "response": "You hear the crashing sound of waves in your ears. White gulls wheel and play in the sky above, and you can taste the salt-spray on your lips. Pebbles crunch beneath your feet as you move. You can see the ruins of an old stone lighthouse to the south. There is a wasteland of sand dunes to the north, and forest trees to the east.\n\nYou can go north (towards wasteland), south (towards a lighthouse) or east (towards trees).", "endoftext": false }, { "action": "You go to the north", "response": "A stretch of uneven waste ground stands closeby to a castle. There are old dunes covered in spiky patches of marram and couch grass. You can make out the old castle and its buildings away to the north. The blue-grey of the sea curves around in a wide arc to a beach towards the south.\n\nYou can go north (towards the castle), south (to the beach) or east (towards the trees).\n\nYou can see an old delivery bicycle here.", "endoftext": false }, { "action": "You examine the bicycle", "response": "You see an old-fashioned bicycle that might once have been used to deliver groceries for a small corner shop. It's painted black and seems quite an antique, though the wheels and chain look well-oiled and in good order. There is a small bicycle lamp firmly fixed to the front. Some gold lettering on the side of the large front basket reads, 'We Deliver'.", "endoftext": false }, { "action": "Ride bike", "response": "As you sit on the saddle the bicycle lamp comes on...\nThe bicycle suddenly moves off by itself...\n\nHelp! It's a magic bicycle!\nIt just goes by itself... you can't stop!\n\nA gravelled country road leads north. A white-painted wooden signpost points west, where you can make out the sea. You can just glimpse the glint of more water through the trees, far to the south.\n\nYou can go north (along the road), south (into the trees) or west (towards the sea).\n\nYou can see a signpost here.\n\nYou just can't stop!\n\nA country road stretches to the south, its gravelled surface crunching slightly beneath your boots. It is bordered by trees and old hedgerows. Towards the east is a patch of swampy ground.\n\nYou can go east (towards the swamp) or south (along the road).\n\nYou can see a wooden signpost here.\n\nHelp! It's a magic bicycle!\n\nWater seeps around the soles of your boots and fills your recent footprints. You can hear the croaking of frogs and the occasional bubble of marsh-gas coming to the surface. There is an abandoned inn to the east, and a path leads south into the forest. To the west there seems to be a little country road.\n\nYou can go south (along a forest path), east (towards an inn) or west (towards a road).\n\nYou can see a large cardboard box here.\n\nAaaargh!! You splash through the swamp...\n\nThe opening to a deep cave leads eastwards into darkness. The air near the entrance smells rather stale and musty, and altogether rather unpleasant. The path into the forest winds south, and to the north is some swampy ground.\n\nYou can go north (to a swamp), south (into the trees) or east (into the dark cave)\n\nHelp! You hurtle into the cave opening!\n\nYou are deep inside a cave. You are moving too quickly and hanging on too tightly to take much notice of anything...\n\nYou zoom through the tunnels!\nYou can't stop!\n\nYou whizz through a rock chamber...\n\nYou finally skid to a halt under the Dragon's nose...\nYou can feel its foul, fetid breath on your cheek...\n\nYou are underneath the (now slightly bruised) nose of an immense dragon which towers above you. It starts to move...\n\nYou can see an old delivery bicycle (providing light), a huge dragon and a pile of bones here.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na small screwdriver\na mouldy old boot\na parachute\na brown hessian sack containing:\na pewter mug\na reed flute\na box of matches\na small candle stub (unlit)", "endoftext": false }, { "action": "Go east", "response": "A gravelled country road leads north. A white-painted wooden signpost points west, where you can make out the sea. You can just glimpse the glint of more water through the trees, far to the south.\n\nYou can go north (along the road), south (into the trees) or west (towards the sea).\n\nYou can see a signpost here.", "endoftext": false }, { "action": "You examine signpost", "response": "The sign reads...\n'To the Castle of Abercorn'.\nThe sign points west...", "endoftext": false }, { "action": "You go north", "response": "A country road stretches to the south, its gravelled surface crunching slightly beneath your boots. It is bordered by trees and old hedgerows. Towards the east is a patch of swampy ground.\n\nYou can go east (towards the swamp) or south (along the road).\n\nYou can see a wooden signpost here.", "endoftext": false }, { "action": "You examine signpost", "response": "The sign reads...\n'To the Castle of Abercorn'.\nThe sign points south...", "endoftext": false }, { "action": "Go east", "response": "Water seeps around the soles of your boots and fills your recent footprints. You can hear the croaking of frogs and the occasional bubble of marsh-gas coming to the surface. There is an abandoned inn to the east, and a path leads south into the forest. To the west there seems to be a little country road.\n\nYou can go south (along a forest path), east (towards an inn) or west (towards a road).\n\nYou can see a large cardboard box here.", "endoftext": false }, { "action": "You take the box", "response": "(the large cardboard box)\n(putting the small candle stub (unlit) into the brown hessian sack to make room)\nTaken.", "endoftext": false }, { "action": "You put it in the sack", "response": "You put the large cardboard box into the brown hessian sack.", "endoftext": false }, { "action": "You go to the north", "response": "The ruined forge stands just outside the castle. There is no roof, and the remains of thick stone walls are open to the sky. The castle itself is closeby to the north, its stone towers soaring upwards. There is desolate wasteland stretching away to the south.\n\nYou can go north (towards the castle itself), or south (to some wasteland).\n\nYou can see a brass lamp here.", "endoftext": false }, { "action": "You examine the lamp", "response": "The lamp is made of brass, and seems very old. It looks a little dirty, and could probably do with a good clean. There is some old writing engraved on the bottom... you can just make out a short inscription. It reads,\n'Alladin's Lamp Company'...", "endoftext": false }, { "action": "You rub lamp", "response": "Everything seems to be spinning round...\nYou gaze around at your new surroundings...\n\nThe lamp flies out of your hand and disappears from sight...\n\nNestling in a clearing amongst the trees is a tiny, thatched cottage. Smoke rises gently from the chimney. The little garden is badly overgrown, but the path leading to the doorway is fairly clear. You notice that the peeling door stands slightly open, but it has no knob or handle. The path leads south deeper into the trees, and continues north.\n\nYou can go north (along a path), south (deeper into the trees) or east (into the cottage).", "endoftext": false }, { "action": "You put the lamp in the sack", "response": "You put the brass lamp into the brown hessian sack.", "endoftext": false }, { "action": "Go north", "response": "The hulk of a massive, stone castle towers into the sky above you. The walls are covered in grey lichen and moss, and seem to have stood here since the beginning of time itself. Set into the wall to the north you can see a large oak door, dark and weathered. There is a keyhole surrounded by a black iron plate. The ruins of the castle forge lie to the south. The door is locked, and there is no other way inside.\n\nThe only way you can go is south (to the forge).\n\nYou can see a small silver bell here.", "endoftext": false }, { "action": "You examine the bell", "response": "You see a delicate-looking, small silver bell, engraved with intricate swirling patterns.", "endoftext": false }, { "action": "You examine the door", "response": "The door is set deep into a thick archway in the massive walls. The door itself is made of oak, weathered dark over the centuries it has stood here at the castle entrance. There is a plain, black wrought-iron plate surrounding a keyhole. There is no knocker or handle.\nThe door is locked.", "endoftext": false }, { "action": "You ring bell", "response": "You ring the bell...\nYou hear the note of a horn answering in the distance...", "endoftext": false }, { "action": "You wait for a while", "response": "Time passes.", "endoftext": false }, { "action": "You put the bell in the sack", "response": "You put the small silver bell into the brown hessian sack.", "endoftext": false }, { "action": "You go south", "response": "You can see an old delivery bicycle here.", "endoftext": false }, { "action": "Go east", "response": "You can see a signpost here.", "endoftext": false }, { "action": "You go north", "response": "You can see a wooden signpost here.", "endoftext": false }, { "action": "Go north", "response": "It is a clear, bright morning and all seems peaceful. A tiny sparrowhawk wheels and soars lazily in the cool empty air above. There is a steep pathway to the south leading down into dense woodland, and you can make out an old building by the path. In the distance you can just glimpse the steel-grey of the sea, far away to the west.\n\nYou can go north, south, east or west.", "endoftext": false }, { "action": "You examine the hawk", "response": "You see a little sparrowhawk gliding and soaring in the clear morning sky high above.", "endoftext": false }, { "action": "You go west", "response": "Water seeps around the soles of your boots and fills your recent footprints. You can hear the croaking of frogs and the occasional bubble of marsh-gas coming to the surface. There is an abandoned inn to the east, and a path leads south into the forest. To the west there seems to be a little country road.\n\nYou can go south (along a forest path), east (towards an inn) or west (towards a road).", "endoftext": false }, { "action": "You look at what you're carrying with you", "response": "You are carrying:\na large iron key\na small screwdriver\na mouldy old boot\na parachute\na brown hessian sack containing:\na small silver bell\na large cardboard box\na small candle stub (unlit)\na pewter mug\na reed flute\na box of matches", "endoftext": false }, { "action": "You go to the south", "response": "Grey-green ferns brush your ankles as you move along the path, and the light filters dimly through the branches and leaves overhead. You hear the soft calls of woodland birds. The pathway leads north and continues west, deeper into the forest.\n\nYou can go north (along the path) or west (into the forest).\n\nYou can see a stone bird bath (full of water) here.", "endoftext": false }, { "action": "Go west", "response": "The twisting path leads through an ancient forest. Red and blue butterflies dance above the grass and you can hear the soft calls of wood-pigeons in the trees. The leaves rustle gently in the morning breeze. The pathway leads east deeper into the forest and continues north, winding into the trees. There is an old tree-stump next to the path where once a great oak tree must have stood. It seems to be hollow in the centre.\n\nYou can go north (along a path) or east (further into the forest).\n\nYou can see a hollow tree stump (which is empty) here.", "endoftext": false }, { "action": "You go north", "response": "The Troll is chasing after you!\n\nDragonflies hum and hover, and you hear the occasional splash of feeding fish. You have a feeling of tranquility instilled by the placid, lazy waters. There is a little path winding between dense trees towards the south. You can see the start of a deserted gravel road to the north, and you can just make out the sea to the west.\n\nYou can go south (further into the trees), north (towards the road) or west (towards the sea).\n\nYou can see a huge Troll with a club and some long reeds here.", "endoftext": false }, { "action": "Go west", "response": "The Troll is chasing after you!\n\nYou hear the crashing sound of waves in your ears. White gulls wheel and play in the sky above, and you can taste the salt-spray on your lips. Pebbles crunch beneath your feet as you move. You can see the ruins of an old stone lighthouse to the south. There is a wasteland of sand dunes to the north, and forest trees to the east.\n\nYou can go north (towards wasteland), south (towards a lighthouse) or east (towards trees).\n\nYou can see a huge Troll with a club here.", "endoftext": false }, { "action": "You take the bell", "response": "(putting the box of matches into the brown hessian sack to make room) Taken.", "endoftext": false }, { "action": "You go south", "response": "The ruined forge stands just outside the castle. There is no roof, and the remains of thick stone walls are open to the sky. The castle itself is closeby to the north, its stone towers soaring upwards. There is desolate wasteland stretching away to the south.\n\nYou can go north (towards the castle itself), or south (to some wasteland).", "endoftext": false }, { "action": "You take the bananas", "response": "(putting the parachute into the brown hessian sack to make room) Taken.", "endoftext": false }, { "action": "You check what you're carrying", "response": "You are carrying:\na bunch of bananas\na large iron key\na small silver bell\na small screwdriver\na mouldy old boot\na brown hessian sack containing:\na parachute\na box of matches\na large cardboard box\na small candle stub (unlit)\na pewter mug\na reed flute", "endoftext": false }, { "action": "Go north", "response": "The hulk of a massive, stone castle towers into the sky above you. The walls are covered in grey lichen and moss, and seem to have stood here since the beginning of time itself. Set into the wall to the north you can see a large oak door, dark and weathered. There is a keyhole surrounded by a black iron plate. The ruins of the castle forge lie to the south. The door is locked, and there is no other way inside.\n\nThe only way you can go is south (to the forge).", "endoftext": false }, { "action": "You unlock the door with the key", "response": "You unlock the door to the castle.", "endoftext": false }, { "action": "You go north", "response": "The floor under your boots is made of smooth stone slabs, and you breathe air that is cold and chill. Your footsteps echo though the empty building. There is a fragile-looking spiral staircase of stone leading upwards.\n\nYou can go south (back outside) or up the stairway.", "endoftext": false }, { "action": "Go south", "response": "The hulk of a massive, stone castle towers into the sky above you. The walls are covered in grey lichen and moss, and seem to have stood here since the beginning of time itself. Set into the wall to the north you can see a large oak door, dark and weathered. There is a keyhole surrounded by a black iron plate. The ruins of the castle forge lie to the south. The castle door to the north is unlocked.\n\nYou can go south (to the forge), or north (into the castle).", "endoftext": false }, { "action": "You take the lamp", "response": "(putting the mouldy old boot into the brown hessian sack to make room) Taken.", "endoftext": false }, { "action": "Go upwards", "response": "The stairs collapse behind you just as you reach the top...\n\nHigh on the tallest tower in the castle, the wind tugs and snatches at your clothing and hair. The ground is far below you. Heavy stone battlements edge the parapet, and you have an excellent view across the surrounding countryside.\n\nThere is no obvious way to get down.\n\nYou can see a monkey waving a sword and a booklet here.", "endoftext": false }, { "action": "You give the bananas to the monkey", "response": "The monkey takes a keen interest in the bananas, and inspects them carefully. He starts munching them, dropping the sword...", "endoftext": false }, { "action": "You take Sword", "response": "The ancient sword seems to come to life in your hand as you pick it up. The metal looks brighter, and the brass of the handle looks almost golden now. The sword seems to fit and balance in your hand as if it was made for you, and seems almost weightless in your grasp. It may be your imagination, but the whole blade seems to have a gentle blue glow, and you suddenly notice some strange runic lettering engraved on the blade in a language unfamiliar to you...\nTaken.", "endoftext": false }, { "action": "You take the booklet", "response": "(putting the small screwdriver into the brown hessian sack to make room)\nTaken.", "endoftext": false }, { "action": "You read it", "response": "You see a detailed instruction booklet. On the front cover are the words:\n'How to Play - learn how to charm serpents and other dangerous reptiles with a reed pipe, and how to break old entrancements'...\nYou read through the booklet carefully...", "endoftext": false }, { "action": "You read the Sword", "response": "You see a very old sword. It has a thick, straight blade of dull grey metal, and a hilt of intricately-worked brass. It looks very sharp.", "endoftext": true }, { "action": "You describe your surroundings", "response": "High on the tallest tower in the castle, the wind tugs and snatches at your clothing and hair. The ground is far below you. Heavy stone battlements edge the parapet, and you have an excellent view across the surrounding countryside.\n\nThere is no obvious way to get down.\n\nYou can see some banana skins and a monkey (munching the bananas) here.", "endoftext": false }, { "action": "You take the skins", "response": "(putting the small silver bell into the brown hessian sack to make room)\nTaken.", "endoftext": false }, { "action": "Ride bike", "response": "As you sit on the saddle the bicycle lamp comes on...\nThe bicycle suddenly moves off by itself...\n\nHelp! It's a magic bicycle!\nIt just goes by itself... you can't stop!\n\nA gravelled country road leads north. A white-painted wooden signpost points west, where you can make out the sea. You can just glimpse the glint of more water through the trees, far to the south.\n\nYou can go north (along the road), south (into the trees) or west (towards the sea).\n\nYou can see a signpost here.\n\nYou just can't stop!\n\nA country road stretches to the south, its gravelled surface crunching slightly beneath your boots. It is bordered by trees and old hedgerows. Towards the east is a patch of swampy ground.\n\nYou can go east (towards the swamp) or south (along the road).\n\nYou can see a wooden signpost here.\n\nHelp! It's a magic bicycle!\n\nWater seeps around the soles of your boots and fills your recent footprints. You can hear the croaking of frogs and the occasional bubble of marsh-gas coming to the surface. There is an abandoned inn to the east, and a path leads south into the forest. To the west there seems to be a little country road.\n\nYou can go south (along a forest path), east (towards an inn) or west (towards a road).\n\nAaaargh!! You splash through the swamp...\n\nThe opening to a deep cave leads eastwards into darkness. The air near the entrance smells rather stale and musty, and altogether rather unpleasant. The path into the forest winds south, and to the north is some swampy ground.\n\nYou can go north (to a swamp), south (into the trees) or east (into the dark cave)\n\nHelp! You hurtle into the cave opening!\n\nYou are deep inside a cave. You are moving too quickly and hanging on too tightly to take much notice of anything...\n\nYou zoom through the tunnels!\nYou can't stop!\n\nYou whizz through a rock chamber...\n\nYou finally skid to a halt under the Dragon's nose...\nYou can feel its foul, fetid breath on your cheek...\n\nYou are underneath the (now slightly bruised) nose of an immense dragon which towers above you. It starts to move...\n\nYou can see an old delivery bicycle (providing light), a huge dragon and a pile of bones here.", "endoftext": false }, { "action": "You play the flute", "response": "It seems to be a very strange flute... it almost feels like it's playing all by itself...\nIt produces a beautiful and haunting, rhythmical melody...\n\nThe music seems to have a strange effect on the dragon... its great head gently sways, and its eyes lose their faraway, faded look and come to focus on you.\nThe magical sound of your playing has woken the Dragon from its deep enchantment...\n\nAll is quite silent, but a honeyed voice of ancient darkness creeps deep into your head.\n\n\"Who are you who disturbs my sleep?\" the creature asks slowly.\n\"I was imprisoned here by wicked charms in this cave where the water seeps, in the cold, dark heart of the mountain.\nI must guard gold, where caverns hold the lost treasure of ancient kings and other beings long since vanished from this world.\nI have been here so long I have forgotten why.\nThat evil entrancement is at last broken, and I am now free to leave this place.\nYou have done this thing for me. In return, any gold you may find here is now yours.\nGreetings, Traveller...\"\n\nNow you need to find the treasure...", "endoftext": true }, { "action": "Look around", "response": "This place, deep in the mountain heart, seems dreamlike and somehow magical. Distorted formations of twisted rock rise from the cave floor, while gossamer traceries of stone seems to float in the air to create delicate screens and alcoves. Everywhere hang pale stalactites. The floor of the chamber is covered in red dust and pieces of broken white bone.\n\nThe great creature itself is lying coiled in the corner, its slate-coloured flanks slowly heaving and falling as it breathes. Its immense wings are tightly folded on its back and look as if they have been carved from polished copper. One of the beast's horny claws is resting on a pile of ivory-coloured bones. The air is sickly-sweet and dank.\nThe beast seems to be emerging from a deep, long sleep.\n\nTunnels lead north and west.\n\nYou can see an old delivery bicycle (providing light), a huge (no longer enchanted) dragon and a pile of bones here.", "endoftext": false }, { "action": "You look at the bones", "response": "You see occasional groups of white bones in shadowy crevices, and crunch fragments under your boots. You wonder whether these bones are just those of animals which once foolishly wandered into these tunnels.\nYou notice a bottle amongst the bones...\n\nThe bicycle lamp finally flickers and goes out.\n\nIt is now pitch dark in here!", "endoftext": false }, { "action": "Light match", "response": "This dangerous act would achieve little.", "endoftext": false }, { "action": "You take the candle", "response": "(putting the large iron key into the brown hessian sack to make room) Taken.", "endoftext": false }, { "action": "You take the matches", "response": "(putting the ancient, enchanted sword into the brown hessian sack to make room)\nTaken.", "endoftext": false }, { "action": "Light candle", "response": "OK... you light the candle using the matches...\n\nThis place, deep in the mountain heart, seems dreamlike and somehow magical. Distorted formations of twisted rock rise from the cave floor, while gossamer traceries of stone seems to float in the air to create delicate screens and alcoves. Everywhere hang pale stalactites. The floor of the chamber is covered in red dust and pieces of broken white bone.\n\nThe great creature itself is lying coiled in the corner, its slate-coloured flanks slowly heaving and falling as it breathes. Its immense wings are tightly folded on its back and look as if they have been carved from polished copper. One of the beast's horny claws is resting on a pile of ivory-coloured bones. The air is sickly-sweet and dank.\nThe beast seems to be emerging from a deep, long sleep.\n\nTunnels lead north and west.\n\nYou can see a green glass bottle, an old delivery bicycle, a huge (no longer enchanted) dragon and a pile of bones here.", "endoftext": false }, { "action": "You take bottle", "response": "(putting the booklet into the brown hessian sack to make room)\nTaken.", "endoftext": false }, { "action": "You examine it", "response": "You see a closed green glass bottle.\nLooking through the dark glass, you can just see something stuffed inside...", "endoftext": false }, { "action": "Go north", "response": "The emptiness of a natural cathedral of living rock rises high into darkness above you, far beyond the reach of your candlelight. The sound of your footsteps echoes strangely. There are many stalactites and stalagmites, some of which have joined to form delicate pillars, others just hang like creamy icicles in the still, crisp air. Frozen rivers of snow-white rock spill down from the ceiling beside a dark fissure that spits the southern wall. Occasionally you see fireflies dancing and darting between the columns of pale stone. You are aware of the immense mass of the ancient mountains above.\n\nOpenings lead north and south.", "endoftext": false }, { "action": "Go north", "response": "The cave floor is moist from condensation, and your flickering candle casts pools of pallid light which sway and dance through the shadows. Here and there on the walls you notice strange, ugly designs and runes crudely drawn in red and brown ochre. Two pillars of rock seem to cascade from the roof, one streaming down like lumpy, white icing and the other formed from many tight needles of pinkish-brown stalactites. Between them is an opening that leads towards the south, and there are passages leading east and west.\n\nTunnels lead east, west and south.", "endoftext": false }, { "action": "You go to the south", "response": "This place, deep in the mountain heart, seems dreamlike and somehow magical. Distorted formations of twisted rock rise from the cave floor, while gossamer traceries of stone seems to float in the air to create delicate screens and alcoves. Everywhere hang pale stalactites. The floor of the chamber is covered in red dust and pieces of broken white bone.\n\nThe great creature itself is lying coiled in the corner, its slate-coloured flanks slowly heaving and falling as it breathes. Its immense wings are tightly folded on its back and look as if they have been carved from polished copper. One of the beast's horny claws is resting on a pile of ivory-coloured bones. The air is sickly-sweet and dank.\nThe beast seems to be emerging from a deep, long sleep.\n\nTunnels lead north and west.\n\nYou can see an old delivery bicycle, a huge (no longer enchanted) dragon and a pile of bones here.", "endoftext": false }, { "action": "Go west", "response": "You need to stoop, then crawl in a low underground passageway, covered in dust and cobwebs.\n\nThe passage leads east and west.", "endoftext": false }, { "action": "Go west", "response": "You stand in the ruins of a round room which is open to the sky. There are several narrow windows, and the floor is of rough, grey flagstones. Everywhere seems to be deserted. There is a narrow passageway in the eastern wall, leading into darkness. The passage roof looks a little unsafe.\n\nYou can go north (back outside) or east (into the dark passage).", "endoftext": false }, { "action": "You take the scroll", "response": "You can't get it out. The bottle neck is too narrow.", "endoftext": false }, { "action": "You read the scroll", "response": "There is a tightly rolled up piece of parchment inside the bottle. The neck of the bottle is too narrow to get it out.", "endoftext": false }, { "action": "You look at the stub", "response": "The candle is lit and shining brightly.", "endoftext": false }, { "action": "Empty bottle", "response": "scroll of parchment: (putting the banana skins into the brown hessian sack to make room)\nDropped.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na green glass bottle (which is open but empty)\na box of matches\na small burning candle stub (providing light)\na brass lamp\na brown hessian sack containing:\nsome banana skins\na booklet\nan ancient, enchanted sword\na large iron key\na small silver bell\na small screwdriver\na mouldy old boot\na parachute\na large cardboard box\na pewter mug\na reed flute", "endoftext": true }, { "action": "Look around", "response": "You stand in the ruins of a round room which is open to the sky. There are several narrow windows, and the floor is of rough, grey flagstones. Everywhere seems to be deserted. There is a narrow passageway in the eastern wall, leading into darkness. The passage roof looks a little unsafe.\n\nYou can go north (back outside) or east (into the dark passage).\n\nYou can see a scroll of parchment here.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying:\na brass lamp\nsome banana skins\na booklet\nan ancient, enchanted sword\na large iron key\na brown hessian sack containing:\na small silver bell\na small screwdriver\na mouldy old boot\na parachute\na box of matches\na large cardboard box\na small candle stub (unlit)\na pewter mug\na reed flute", "endoftext": false }, { "action": "You look at the bones", "response": "You see occasional groups of white bones in shadowy crevices, and crunch fragments under your boots. You wonder whether these bones are just those of animals which once foolishly wandered into these tunnels.\nYou notice a bottle amongst the bones...", "endoftext": false }, { "action": "You take bottle", "response": "(putting the large iron key into the brown hessian sack to make room) Taken.\n\nThe bicycle lamp finally flickers and goes out.\n\nIt is now pitch dark in here!", "endoftext": false }, { "action": "You go north", "response": "The Dragon suddenly attacks you...\n(apparently, dragons can see quite well in the dark!)\nYou have just been lightly fried by the Dragon, but you magically return back to life for another go...\n(You still have a bit of a headache, though...)\n\nYou did something slightly fatal...\n\nYou can see a way out to the south...", "endoftext": false }, { "action": "You take the candle and the matches", "response": "small candle stub (unlit): (putting the ancient, enchanted sword into the brown hessian sack to make room)\nTaken.\nbox of matches: (putting the booklet into the brown hessian sack to make room)\nTaken.", "endoftext": false }, { "action": "Light candle", "response": "OK... you light the candle using the matches...\n\nThis place, deep in the mountain heart, seems dreamlike and somehow magical. Distorted formations of twisted rock rise from the cave floor, while gossamer traceries of stone seems to float in the air to create delicate screens and alcoves. Everywhere hang pale stalactites. The floor of the chamber is covered in red dust and pieces of broken white bone.\n\nThe great creature itself is lying coiled in the corner, its slate-coloured flanks slowly heaving and falling as it breathes. Its immense wings are tightly folded on its back and look as if they have been carved from polished copper. One of the beast's horny claws is resting on a pile of ivory-coloured bones. The air is sickly-sweet and dank.\nThe beast seems to be emerging from a deep, long sleep.\n\nTunnels lead north and west.\n\nYou can see an old delivery bicycle, a huge (no longer enchanted) dragon and a pile of bones here.", "endoftext": false }, { "action": "Ride bike", "response": "It won't budge...", "endoftext": false }, { "action": "Go north", "response": "The emptiness of a natural cathedral of living rock rises high into darkness above you, far beyond the reach of your candlelight. The sound of your footsteps echoes strangely. There are many stalactites and stalagmites, some of which have joined to form delicate pillars, others just hang like creamy icicles in the still, crisp air. Frozen rivers of snow-white rock spill down from the ceiling beside a dark fissure that spits the southern wall. Occasionally you see fireflies dancing and darting between the columns of pale stone. You are aware of the immense mass of the ancient mountains above.\n\nOpenings lead north and south.", "endoftext": false }, { "action": "You examine runes", "response": "Here and there on smoother areas of the tunnel walls you see rather ugly designs, both scratched into the rock and drawn crudely with what looks like charcoal and red ochre. The designs seem to make little sense to you, though some look like they may be some sort of lettering.", "endoftext": false }, { "action": "You ring bell", "response": "OK... You ring the bell...", "endoftext": false }, { "action": "Go south", "response": "The Troll is chasing after you!\n\nA gravelled country road leads north. A white-painted wooden signpost points west, where you can make out the sea. You can just glimpse the glint of more water through the trees, far to the south.\n\nYou can go north (along the road), south (into the trees) or west (towards the sea).\n\nYou can see a huge Troll with a club and a signpost here.", "endoftext": false }, { "action": "You kill Troll", "response": "What with?\nYou try, but the angry Troll attacks you...\nHis huge club just misses you...", "endoftext": false }, { "action": "You take the Sword", "response": "The ancient sword seems to come to life in your hand as you pick it up. The metal looks brighter, and the brass of the handle looks almost golden now. The sword seems to fit and balance in your hand as if it was made for you, and seems almost weightless in your grasp. It may be your imagination, but the whole blade seems to have a gentle blue glow, and you suddenly notice some strange runic lettering engraved on the blade in a language unfamiliar to you...\n(putting the banana skins into the brown hessian sack to make room) Taken.", "endoftext": false }, { "action": "You kill Troll", "response": "Your enchanted sword luckily strikes the Troll and slays it...Your enchanted sword strikes the Troll and slays it...", "endoftext": false }, { "action": "You examine troll", "response": "Your enchanted sword luckily strikes the Troll and slays it...You see a huge dead troll.", "endoftext": false }, { "action": "You search troll", "response": "Your enchanted sword luckily strikes the Troll and slays it...You find nothing of interest.", "endoftext": false }, { "action": "You put Sword in the sack", "response": "Your enchanted sword luckily strikes the Troll and slays it...You put the ancient, enchanted sword into the brown hessian sack.", "endoftext": false }, { "action": "Go west", "response": "The Troll attacks you...\nHis huge club just misses you...\n\nA stretch of uneven waste ground stands closeby to a castle. There are old dunes covered in spiky patches of marram and couch grass. You can make out the old castle and its buildings away to the north. The blue-grey of the sea curves around in a wide arc to a beach towards the south.\n\nYou can go north (towards the castle), south (to the beach) or east (towards the trees).", "endoftext": false }, { "action": "You take the Sword", "response": "The Troll attacks you...\nAs his club comes crashing down, you notice a hunting horn at his belt...\n\nTechnically, you are now dead, but you have magically returned back to life for another attempt...\n(You still have a slight ringing in your ears, though...)\n\nYou did something slightly fatal...\n\nYou can see a way out to the south...", "endoftext": false }, { "action": "Inventory", "response": "You are carrying:\na box of matches\na small burning candle stub (providing light)\na green glass bottle\na brass lamp\nsome banana skins\na brown hessian sack containing:\na booklet\nan ancient, enchanted sword\na large iron key\na small silver bell\na small screwdriver\na mouldy old boot\na parachute\na large cardboard box\na pewter mug\na reed flute", "endoftext": false }, { "action": "Go north", "response": "A stretch of uneven waste ground stands closeby to a castle. There are old dunes covered in spiky patches of marram and couch grass. You can make out the old castle and its buildings away to the north. The blue-grey of the sea curves around in a wide arc to a beach towards the south.\n\nYou can go north (towards the castle), south (to the beach) or east (towards the trees).", "endoftext": false }, { "action": "You go north", "response": "The floor under your boots is made of smooth stone slabs, and you breathe air that is cold and chill. Your footsteps echo though the empty building. A spiral stone staircase leads upwards a short way, but ends abruptly where the steps have recently collapsed.\n\nYou can only go south (back outside).", "endoftext": false }, { "action": "You go up", "response": "The stairs have collapsed part-way. There is no way up.", "endoftext": false }, { "action": "You throw bottle", "response": "The bottle smashes into a thousand fragments on the ground, which melt sway to nothing before your eyes.\nYou see a small scroll of parchment on the ground...", "endoftext": false }, { "action": "You read it", "response": "You see an old parchment scroll. It has writing on it. It says... 'Search the Mountain Inn with care,\nTo find an answer lying there'...", "endoftext": false }, { "action": "You take skins", "response": "You already have those.", "endoftext": true }, { "action": "Look around", "response": "Dragonflies hum and hover, and you hear the occasional splash of feeding fish. You have a feeling of tranquility instilled by the placid, lazy waters. There is a little path winding between dense trees towards the south. You can see the start of a deserted gravel road to the north, and you can just make out the sea to the west.\n\nYou can go south (further into the trees), north (towards the road) or west (towards the sea).\n\nYou can see some banana skins and some long reeds here.", "endoftext": false }, { "action": "Go south", "response": "The Troll is chasing after you!\n\nDragonflies hum and hover, and you hear the occasional splash of feeding fish. You have a feeling of tranquility instilled by the placid, lazy waters. There is a little path winding between dense trees towards the south. You can see the start of a deserted gravel road to the north, and you can just make out the sea to the west.\n\nYou can go south (further into the trees), north (towards the road) or west (towards the sea).\n\nYou can see a huge Troll with a club, some banana skins and some long reeds here.", "endoftext": false }, { "action": "You take skins", "response": "(putting the brass lamp into the brown hessian sack to make room) Taken.", "endoftext": false }, { "action": "You throw skins at Troll", "response": "You lack the nerve when it comes to the crucial moment.", "endoftext": false }, { "action": "You throw the skins", "response": "Your enchanted sword luckily strikes the Troll and slays it...Your enchanted sword luckily strikes the Troll and slays it...Dropped.", "endoftext": false }, { "action": "You get the horn", "response": "Your enchanted sword luckily strikes the Troll and slays it...Taken.", "endoftext": false }, { "action": "Blow horn", "response": "(first taking the big hunting horn)\nYour enchanted sword luckily strikes the Troll and slays it...(putting the box of matches into the brown hessian sack to make room)\nYour enchanted sword luckily strikes the Troll and slays it...Your enchanted sword luckily strikes the Troll and slays it...OK... you blow the mighty horn and manage to make a tiny noise...\n... toot...", "endoftext": false }, { "action": "You go north", "response": "Your enchanted sword luckily strikes the Troll and slays it...\nSouth End of a Road\nA gravelled country road leads north. A white-painted wooden signpost points west, where you can make out the sea. You can just glimpse the glint of more water through the trees, far to the south.\n\nYou can go north (along the road), south (into the trees) or west (towards the sea).\n\nYou can see a signpost here.", "endoftext": false }, { "action": "You check what you're carrying", "response": "Your enchanted sword luckily strikes the Troll and slays it...You are carrying:\nsome banana skins\nan ancient, enchanted sword\na scroll of parchment\na small burning candle stub (providing light)\na brown hessian sack containing:\na box of matches\na brass lamp\na booklet\na large iron key\na small silver bell\na small screwdriver\na mouldy old boot\na parachute\na large cardboard box\na pewter mug\na reed flute", "endoftext": false }, { "action": "You go north", "response": "Your enchanted sword luckily strikes the Troll and slays it...\nNorth End of a Road\nA country road stretches to the south, its gravelled surface crunching slightly beneath your boots. It is bordered by trees and old hedgerows. Towards the east is a patch of swampy ground.\n\nYou can go east (towards the swamp) or south (along the road).\n\nYou can see a wooden signpost here.", "endoftext": false }, { "action": "Go east", "response": "Your enchanted sword luckily strikes the Troll and slays it...\nSwampy Ground\nWater seeps around the soles of your boots and fills your recent footprints. You can hear the croaking of frogs and the occasional bubble of marsh-gas coming to the surface. There is an abandoned inn to the east, and a path leads south into the forest. To the west there seems to be a little country road.\n\nYou can go south (along a forest path), east (towards an inn) or west (towards a road).", "endoftext": false }, { "action": "Go south", "response": "Your enchanted sword luckily strikes the Troll and slays it...\nCave Entrance\nThe opening to a deep cave leads eastwards into darkness. The air near the entrance smells rather stale and musty, and altogether rather unpleasant. The path into the forest winds south, and to the north is some swampy ground.\n\nYou can go north (to a swamp), south (into the trees) or east (into the dark cave)", "endoftext": false }, { "action": "You go east", "response": "Your enchanted sword luckily strikes the Troll and slays it...\nDamp Tunnel\nThe cave floor is moist from condensation, and your flickering candle casts pools of pallid light which sway and dance through the shadows. Here and there on the walls you notice strange, ugly designs and runes crudely drawn in red and brown ochre. Two pillars of rock seem to cascade from the roof, one streaming down like lumpy, white icing and the other formed from many tight needles of pinkish-brown stalactites. Between them is an opening that leads towards the south, and there are passages leading east and west.\n\nTunnels lead east, west and south.", "endoftext": false }, { "action": "Go south", "response": "Your enchanted sword luckily strikes the Troll and slays it...\nRock Chamber\nThe emptiness of a natural cathedral of living rock rises high into darkness above you, far beyond the reach of your candlelight. The sound of your footsteps echoes strangely. There are many stalactites and stalagmites, some of which have joined to form delicate pillars, others just hang like creamy icicles in the still, crisp air. Frozen rivers of snow-white rock spill down from the ceiling beside a dark fissure that spits the southern wall. Occasionally you see fireflies dancing and darting between the columns of pale stone. You are aware of the immense mass of the ancient mountains above.\n\nOpenings lead north and south.", "endoftext": false }, { "action": "You go to the south", "response": "Your enchanted sword luckily strikes the Troll and slays it... Dragon's Lair\nThis place, deep in the mountain heart, seems dreamlike and somehow magical. Distorted formations of twisted rock rise from the cave floor, while gossamer traceries of stone seems to float in the air to create delicate screens and alcoves. Everywhere hang pale stalactites. The floor of the chamber is covered in red dust and pieces of broken white bone.\n\nThe great creature itself is lying coiled in the corner, its slate-coloured flanks slowly heaving and falling as it breathes. Its immense wings are tightly folded on its back and look as if they have been carved from polished copper. One of the beast's horny claws is resting on a pile of ivory-coloured bones. The air is sickly-sweet and dank.\nThe beast seems to be emerging from a deep, long sleep.\n\nTunnels lead north and west.\n\nYou can see an old delivery bicycle, a huge (no longer enchanted) dragon and a pile of bones here.", "endoftext": false }, { "action": "Go west", "response": "Your enchanted sword luckily strikes the Troll and slays it...You can't go that way.", "endoftext": false }, { "action": "You go south", "response": "Your enchanted sword luckily strikes the Troll and slays it...\nCottage\nNestling in a clearing amongst the trees is a tiny, thatched cottage. Smoke rises gently from the chimney. The little garden is badly overgrown, but the path leading to the doorway is fairly clear. You notice that the peeling door stands slightly open, but it has no knob or handle. The path leads south deeper into the trees, and continues north.\n\nYou can go north (along a path), south (deeper into the trees) or east (into the cottage).", "endoftext": false }, { "action": "You go south", "response": "Your enchanted sword luckily strikes the Troll and slays it...\nForest Pathway\nGrey-green ferns brush your ankles as you move along the path, and the light filters dimly through the branches and leaves overhead. You hear the soft calls of woodland birds. The pathway leads north and continues west, deeper into the forest.\n\nYou can go north (along the path) or west (into the forest).\n\nYou can see a stone bird bath (full of water) here.", "endoftext": false }, { "action": "You go west", "response": "Your enchanted sword luckily strikes the Troll and slays it...\nTree Stump\nThe twisting path leads through an ancient forest. Red and blue butterflies dance above the grass and you can hear the soft calls of wood-pigeons in the trees. The leaves rustle gently in the morning breeze. The pathway leads east deeper into the forest and continues north, winding into the trees. There is an old tree-stump next to the path where once a great oak tree must have stood. It seems to be hollow in the centre.\n\nYou can go north (along a path) or east (further into the forest).\n\nYou can see a hollow tree stump (which is empty) here.", "endoftext": false }, { "action": "You go to the north", "response": "Your enchanted sword luckily strikes the Troll and slays it...\nLake in the Forest\nDragonflies hum and hover, and you hear the occasional splash of feeding fish. You have a feeling of tranquility instilled by the placid, lazy waters. There is a little path winding between dense trees towards the south. You can see the start of a deserted gravel road to the north, and you can just make out the sea to the west.\n\nYou can go south (further into the trees), north (towards the road) or west (towards the sea).\n\nYou can see some long reeds here.", "endoftext": false }, { "action": "You go north", "response": "Your enchanted sword luckily strikes the Troll and slays it...\nSouth End of a Road\nA gravelled country road leads north. A white-painted wooden signpost points west, where you can make out the sea. You can just glimpse the glint of more water through the trees, far to the south.\n\nYou can go north (along the road), south (into the trees) or west (towards the sea).\n\nYou can see a signpost here.", "endoftext": false }, { "action": "Go west", "response": "Your enchanted sword luckily strikes the Troll and slays it...\nPebbled Beach\nYou hear the crashing sound of waves in your ears. White gulls wheel and play in the sky above, and you can taste the salt-spray on your lips. Pebbles crunch beneath your feet as you move. You can see the ruins of an old stone lighthouse to the south. There is a wasteland of sand dunes to the north, and forest trees to the east.\n\nYou can go north (towards wasteland), south (towards a lighthouse) or east (towards trees).", "endoftext": false }, { "action": "You go north", "response": "Your enchanted sword luckily strikes the Troll and slays it... Wasteland by a Castle\nA stretch of uneven waste ground stands closeby to a castle. There are old dunes covered in spiky patches of marram and couch grass. You can make out the old castle and its buildings away to the north. The blue-grey of the sea curves around in a wide arc to a beach towards the south.\n\nYou can go north (towards the castle), south (to the beach) or east (towards the trees).", "endoftext": false }, { "action": "You ring bell", "response": "Your enchanted sword luckily strikes the Troll and slays it...You ring the bell...\nYou hear the note of a horn answering in the distance...", "endoftext": false }, { "action": "You take the matches and the candle", "response": "box of matches: (putting the ancient, enchanted sword into the brown hessian sack to make room)\nTaken.\nsmall candle stub (unlit): (putting the booklet into the brown hessian sack to make room)\nTaken.", "endoftext": false }, { "action": "Go north", "response": "The Troll is chasing after you!\n\nA country road stretches to the south, its gravelled surface crunching slightly beneath your boots. It is bordered by trees and old hedgerows. Towards the east is a patch of swampy ground.\n\nYou can go east (towards the swamp) or south (along the road).\n\nYou can see a huge Troll with a club and a wooden signpost here.", "endoftext": false }, { "action": "You go to the east", "response": "The Troll is chasing after you!\n\nWater seeps around the soles of your boots and fills your recent footprints. You can hear the croaking of frogs and the occasional bubble of marsh-gas coming to the surface. There is an abandoned inn to the east, and a path leads south into the forest. To the west there seems to be a little country road.\n\nYou can go south (along a forest path), east (towards an inn) or west (towards a road).\n\nYou can see a huge Troll with a club here.", "endoftext": false }, { "action": "You go south", "response": "The Troll is chasing after you!\n\nThe opening to a deep cave leads eastwards into darkness. The air near the entrance smells rather stale and musty, and altogether rather unpleasant. The path into the forest winds south, and to the north is some swampy ground.\n\nYou can go north (to a swamp), south (into the trees) or east (into the dark cave)\n\nYou can see a huge Troll with a club here.", "endoftext": false }, { "action": "You go east", "response": "The Troll is chasing after you!\n\nThe cave floor is moist from condensation, and your flickering candle casts pools of pallid light which sway and dance through the shadows. Here and there on the walls you notice strange, ugly designs and runes crudely drawn in red and brown ochre. Two pillars of rock seem to cascade from the roof, one streaming down like lumpy, white icing and the other formed from many tight needles of pinkish-brown stalactites. Between them is an opening that leads towards the south, and there are passages leading east and west.\n\nTunnels lead east, west and south.\n\nYou can see a huge Troll with a club here.", "endoftext": false }, { "action": "Go east", "response": "The Troll is chasing after you!\n\nThe cellar seems to have been formed from a natural cavern in the rock under the inn, which has been smoothed and extended to form a storage area for the sorts of things inns need to keep - casks and bottles and the like, which will remain cool in the slightly chill air. There are the remains of some old barrels, but almost everything else seems to have been removed from here long ago. Dim daylight filters down the open stairwell from the inn above, where there is a flight of steep stone steps. By the far west wall stand thick stalagmites which rise out of the floor like dragon's teeth, behind which is a dark opening. It might be your imagination, but you think you can just catch an occasional dry, rustling sound coming from deep inside the darkness. The uneven floor is covered in dust, and at first glance you see no signs of life apart from your own boot-prints.\n\nYou can go up (to the inn) or west (into the dark tunnel).\n\nYou can see a huge Troll with a club and some barrels (which are empty) here.", "endoftext": false }, { "action": "You go south", "response": "The Troll is chasing after you!\n\nThe emptiness of a natural cathedral of living rock rises high into darkness above you, far beyond the reach of your candlelight. The sound of your footsteps echoes strangely. There are many stalactites and stalagmites, some of which have joined to form delicate pillars, others just hang like creamy icicles in the still, crisp air. Frozen rivers of snow-white rock spill down from the ceiling beside a dark fissure that spits the southern wall. Occasionally you see fireflies dancing and darting between the columns of pale stone. You are aware of the immense mass of the ancient mountains above.\n\nOpenings lead north and south.\n\nYou can see a huge Troll with a club here.", "endoftext": false }, { "action": "You go to the south", "response": "The Troll is chasing after you!\n\nThis place, deep in the mountain heart, seems dreamlike and somehow magical. Distorted formations of twisted rock rise from the cave floor, while gossamer traceries of stone seems to float in the air to create delicate screens and alcoves. Everywhere hang pale stalactites. The floor of the chamber is covered in red dust and pieces of broken white bone.\n\nThe great creature itself is lying coiled in the corner, its slate-coloured flanks slowly heaving and falling as it breathes. Its immense wings are tightly folded on its back and look as if they have been carved from polished copper. One of the beast's horny claws is resting on a pile of ivory-coloured bones. The air is sickly-sweet and dank.\nThe beast seems to be emerging from a deep, long sleep.\n\nTunnels lead north and west.\n\nYou can see a huge Troll with a club, an old delivery bicycle, a huge (no longer enchanted) dragon and a pile of bones here.", "endoftext": false }, { "action": "You wait", "response": "Your enchanted sword luckily strikes the Troll and slays it...Time passes.", "endoftext": false }, { "action": "You take the horn", "response": "Your enchanted sword luckily strikes the Troll and slays it...(putting the brass lamp into the brown hessian sack to make room)\nYour enchanted sword luckily strikes the Troll and slays it...Taken.", "endoftext": false }, { "action": "Inventory", "response": "Your enchanted sword luckily strikes the Troll and slays it...You are carrying:\nan ancient, enchanted sword\na small burning candle stub (providing light)\na box of matches\na green glass bottle\na brown hessian sack containing:\na brass lamp\nsome banana skins\na booklet\na large iron key\na small silver bell\na small screwdriver\na mouldy old boot\na parachute\na large cardboard box\na pewter mug\na reed flute", "endoftext": false }, { "action": "You take the horn", "response": "Your enchanted sword luckily strikes the Troll and slays it...Taken.", "endoftext": false }, { "action": "Blow horn", "response": "Your enchanted sword luckily strikes the Troll and slays it...You try to blow the mighty horn...\nYou manage a tiny squeak, but it is just enough...\n\nYou hear a grinding sound and a secret door swings open in the east wall...", "endoftext": false }, { "action": "You go east", "response": "Your enchanted sword luckily strikes the Troll and slays it... Dragon's Treasure Store\n\nThe Dragon's secret hoard is open before you. By the flickering light of your little candle, you can make out a heaps of treasure stacked untidily around the floor.\nYou can see piles of gold and heaps of jewels, many rising higher than the top of your head. The Dragon has told you it has no use for the treasure and it is now yours.\n\nYou are rich beyond your wildest dreams!", "endoftext": true } ]
sjiyffz8n5patu8l
Fingertips: Who's Knockin' On The Wall?
Melvin Rangasamy
[ "Logic Puzzle" ]
[ "based on songs", "logic", "randomized", "They Might Be Giants" ]
2,012
[ 0, 4, 2, 0, 0 ]
6
3.666667
20120503
false
You live in a vibrant international community, in all senses of the word 'vibrant'. But who is that knocking on the wall?
[ { "action": "%", "response": "Standard interpreter 1.0 (6b) / Library serial number 080126\nStandard Rules version 2/090402 by Graham Nelson\nCommon Game Code by Eggerich Von Eggermond\nBasic Screen Effects version 7 by Emily Short\n\nYou're relaxing at home, adjusting your deer stalker when you hear knocking on what sounds like a wooden wall coming from the row of five houses opposite your own. You can't quite recall which of your neighbours has woodworking as a hobby. Fortunately you remember that each house has a unique colour and the owners have a unique name, have a unique nationality, play a different preferred IF game and have a different hobby. You also remember these facts pertaining to your neighbours:\n\n1. Shepherd is Galician.\n2. The person who is Italian is directly to the left of the person who is Norwegian.\n3. The person who is Italian has a Teal House.\n4. The person who likes juggling lives next to the person who plays Violet.\n5. River lives in the first house.\n6. Fessel plays The Chinese Room.\n7. The person who plays Curses has a Navy House.\n8. The person who is Bulgarian plays Violet.\n9. The person who plays Colossal Cave Adventure has a neighbour who has a White House.\n10. Moriarty has a Black House.\n11. The person living in the centre house has a Fuchsia House.\n12. River lives next to the person who is Turkish.\n13. Smith likes dancing.\n14. The person who plays Colossal Cave Adventure lives next to the person who likes boating.\n15. The person who plays Aotearoa likes camping.\n\nSo, who is knocking on the wall?", "endoftext": false }, { "action": "Fessel", "response": "You head confidently over to the row of houses and see someone working on a wooden wall and making knocking sounds in the process. It is of course Fessel, as you so rightly predicted! Once you have ruled out the impossible, whatever woodworker that remains, however improbable, must be the one.", "endoftext": true } ]
n50qfej14uyuyurp
Guilty Bastards
Kent Tessman
[ "Mystery" ]
[ "built-in hints", "graphics", "Hugo source available", "Xyzzy Awards 1998" ]
1,998
[ 2, 1, 2, 1, 0 ]
6
3.666667
20141203
false
[ { "action": "%", "response": "Written using the Hugo Compiler v2.5\n(New players should type \"help\".)\n\nMorning sunlight filters through the gauzy drapes. Old wooden night table, fan overhead, the usual trappings. The door leads out into the hallway. The neatly made bed looks exactly the same as it did when you saw it this morning--from where you woke up slumped in the chair in the corner.\nThe desk clerk must've slipped an envelope under the door sometime early this morning.", "endoftext": true }, { "action": "You take the envelope", "response": "You scoop the envelope up off the floor.", "endoftext": false }, { "action": "About yourself", "response": "Looking good.", "endoftext": false }, { "action": "You check your inventory", "response": "You are carrying an envelope.", "endoftext": false }, { "action": "You examine the envelope", "response": "It's addressed to you in handwriting. Plain white envelope, no return address, no postmark.", "endoftext": false }, { "action": "You open it", "response": "(Assuming you mean the envelope.)\nOpened.\n\nInside the envelope are a small note and a studio pass.", "endoftext": false }, { "action": "You read the note", "response": "Handwritten, again, but this time on Rocket Pictures stationery.\n\n\"8:30 at the studio.\n\n--MW\"\n\n(which of course stands for Milt Walker)\n\n(Footnote 1)", "endoftext": false }, { "action": "Footnote", "response": "What?\n\nTry \"footnote (number)\".", "endoftext": false }, { "action": "Footnote 1", "response": "Milt Walker, the head of Rocket Pictures, is one of those people you've met in passing (since you don't exactly run in the same social circles) and under somewhat shady circumstances. It was a couple years ago and involved Milt's son and a boatload of South American marijuana. Grass, he kept calling it. You remember finding it vaguely funny sitting across a table from this austere-looking studio head in a seedy Los Angeles bar while he speculated in a low voice about how he was going to \"get rid of that much grass.\" How he did get his son out of that jam and what part you played in the whole imbroglio you swore never to reveal, not even here.\n\n(Footnote 2)", "endoftext": false }, { "action": "Footnote 2", "response": "Yes, it's true: the author heisted the idea for these footnotes from the Infocom game \"The Hitchhiker's Guide to the Galaxy\". But they are a pretty nifty idea.", "endoftext": false }, { "action": "You examine the pass", "response": "It's a drive-on parking pass for the Rocket Pictures Studios lot dated today.", "endoftext": true }, { "action": "You take the envelope", "response": "You scoop the envelope up off the floor.", "endoftext": false }, { "action": "Footnote 1", "response": "Milt Walker, the head of Rocket Pictures, is one of those people\nyou've met in passing (since you don't exactly run in the same social circles) and under somewhat shady circumstances. It was a couple\nyears ago and involved Milt's son and a boatload of South American marijuana. Grass, he kept calling it. You remember finding it\nvaguely funny sitting across a table from this austere-looking studio head in a seedy Los Angeles bar while he speculated in a low voice about how he was going to \"get rid of that much grass.\" How he did\nget his son out of that jam and what part you played in the whole imbroglio you swore never to reveal, not even here.\n\n(Footnote 2)", "endoftext": false }, { "action": "Footnote 2", "response": "Yes, it's true: the author heisted the idea for these footnotes from the Infocom game \"The Hitchhiker's Guide to the Galaxy\". But they are a pretty nifty idea.", "endoftext": false }, { "action": "You go outside", "response": "You open the door and leave, closing the door behind you, then head down the stairs and outside to the street.\n\nThe exterior of the Pelican has been painted so many times that its peeling shell is probably suitable protection against radioactive fallout. Warm Los Angeles sunlight glows through the hazy blue-gray\nof the summer sky. The rather quiet street outside the hotel runs south toward Sunset Blvd.\nYour cousin's Volvo is parked here.", "endoftext": false }, { "action": "You examine table", "response": "The night table is off to the left of the door, set along the wall. Sitting on the night table are your cousin's car keys.", "endoftext": false }, { "action": "You take the keys", "response": "You grab the keys off the night table.", "endoftext": false }, { "action": "You examine the bed", "response": "There's nothing too remarkable about the bed. It's comfortable\nenough, from what you remember.", "endoftext": false }, { "action": "You get in Volvo", "response": "You climb into the Volvo.", "endoftext": false }, { "action": "You drive to the studio", "response": "You drive midtown to the main gate of Rocket Pictures Studios and park in Visitor Parking.\n\nStudio gate, in your cousin's Volvo\nWelcome to Rocket Pictures Studios. It's everything a Hollywood\nstudio should be: it has a bold, impressive gate; the grounds of the lot extending to the north are lined with rows of pale hangar-like soundstage buildings and ceramic-roofed bungalows; there's a\nstaggering abundance of motorhomes; it has its own watertower; and\nit's not actually in Hollywood at all.\n(This last is demonstrated by the fact that there are one- and two-story shopping plazas and office buildings stretching as far as\nthe eye can see instead of souvenir shops and T-shirt stands.)\n\n(Footnote 8)", "endoftext": false }, { "action": "Footnote 8", "response": "Let's face it: Maybe Hollywood never was what it used to be.", "endoftext": false }, { "action": "You get out", "response": "You get out of the Volvo.", "endoftext": true }, { "action": "Look around", "response": "Welcome to Rocket Pictures Studios. It's everything a Hollywood\nstudio should be: it has a bold, impressive gate; the grounds of the lot extending to the north are lined with rows of pale hangar-like soundstage buildings and ceramic-roofed bungalows; there's a\nstaggering abundance of motorhomes; it has its own watertower; and\nit's not actually in Hollywood at all.\nYour cousin's Volvo is parked here.", "endoftext": false }, { "action": "You go to the north", "response": "It wouldn't be the hardest thing in the world to get lost back here among the soundstages, each of them nearly identical to the next\nexcept for the identifying number stenciled on it in faded white\npaint. If you keep going straight to the north, eventually you'll get to the main building. Or you could turn around and head back to the parking lot. More buildings of an administrative flavor are over to the west.", "endoftext": false }, { "action": "Go north", "response": "You're just in front of the main administrative building. Somewhere behind these walls are the executive offices of Rocket Pictures: a motley assemblage of manic creative near-genius, mediocre posturing, epidemic insecurity, monumental bravado, white-knuckle risk-taking, milquetoast acquiescence, stark paranoia, and great leather furniture. Milt Walker is here, standing outside the building.\n\nMilt speaks in a fairly low voice, straight and to the point, looking around, careful not to be overheard. \"Maybe you already guessed this, but I asked you here to talk about Cindy Painter's death. I don't\nknow if there's anything that you can find out that the cops haven't\nor won't, but I'm willing to give you twelve hours to see what you can do.\"", "endoftext": false }, { "action": "You ask Milt about Cindy", "response": "\"It's such a goddamned tragedy,\" Milt says, pulling his glasses down and rubbing his eyes. \"I've known her for years, since long before\nshe came here, tried to break in. Knew her father, her parents are in Detroit. She was just on the verge; she was making a picture for us--Stuart Fina was the executive on it.\" He points over toward the side building.\n\n\"Here,\" Milt says. He hands you a report marked \"LAPD Homicide Report\". \"A contact of mine at the Police Department managed to procure this. I don't know if it will be of any help.\"", "endoftext": false }, { "action": "You read REPORT", "response": "The report is titled \"LAPD HOMICIDE REPORT\". It describes how on May 23, Cindy Painter, a twenty-four year-old actress, was found strangled in her apartment on National Boulevard. Forensics suggest that she opened the door to have the intruder burst in on her. The body was found in the bedroom; there were no signs of assault other than strangulation.", "endoftext": false }, { "action": "You ask Milt about Fina", "response": "\"He's a pretty sharp kid,\" he says. \"Been with us about a year,\nworked on a couple of medium-sized pictures. This picture Cindy was doing--Hugs and Kisses--was his first as Executive in Charge\nof Production. Sounds like he's done a good job on it.\"\n\n\"You might want to go to her apartment--I don't know if the police are still there or not. Maybe you can find something they're missing.\"\nHe hands you a single apartment key.", "endoftext": false }, { "action": "You ask him about Police", "response": "(Assuming you mean Milt.)\nMilt doesn't seem to know anything about the police.\n\n\"I'm going to be in and out today--I've still got a damned studio to run, even with all this mess going on. I'll try to keep checking back out here for you after an hour or so.\"", "endoftext": true }, { "action": "You look around", "response": "It wouldn't be the hardest thing in the world to get lost back here among the soundstages, each of them nearly identical to the next\nexcept for the identifying number stenciled on it in faded white\npaint. If you keep going straight to the north, eventually you'll get to the main building. Or you could turn around and head back to the parking lot. More buildings of an administrative flavor are over to the west.", "endoftext": false }, { "action": "You go west", "response": "that one day they'll end up working in the other building. Not that this building is bad--not that it's a fire hazard or anything like that--although the budget allocated for repairs to the roof probably went into new oak paneling inside the main building. And maybe this place someone like you could at least get into. Probably just by leaving the shade of this tree and climbing up the set of three stairs that leads to the door.", "endoftext": false }, { "action": "Go up", "response": "You could plunk yourself down in one of the two comfy-looking high-backed chairs while waiting for someone. The minty-blue hospital tint to the walls could take some getting used to, though. A hallway of office doors extends to the west, or you can go back outside to the south.\nThe building's receptionist is sitting at her desk. Her nameplate\nsays her name is Anne.\n\nThe phone rings. Anne answers it and takes down a message.", "endoftext": false }, { "action": "You ask Anne about Fina", "response": "\"Who shall I say is here?\" Anne asks, looking you up and down. \"Um...forget it. I'll just buzz him.\" She punches a couple of\nbuttons on her phone and speaks very briefly into it before hanging\nup.", "endoftext": false }, { "action": "Go west", "response": "Now, seeing as you don't know your way around here, the best you can hope for is to wind up wandering the halls and maybe getting security called on you. Better to wait here if there's someone you need to\nsee.", "endoftext": false }, { "action": "You ask Anne about Cindy", "response": "\"I think it's horrible what happened to her! I was so upset when I heard--I didn't know her, though.\" Anne looks at you. \"What do you have to do with it? Is that why you're here?\"", "endoftext": false }, { "action": "Yes", "response": "That was a rhetorical question. (Although you sound rather positive.)", "endoftext": false }, { "action": "You ask Anne about Fina", "response": "\"I just called him for you.\" She seems a little annoyed with your impatience. \"You're welcome to have a seat.\"", "endoftext": false }, { "action": "You ask Anne about Anne", "response": "Anne looks at you in a way that says, hey, I'm just the receptionist--I'm not bothering you, am I?\n\nStuart Fina appears from somewhere down the hallway. He obviously doesn't recognize you, but he manages to greet you with one of those practised smiles that suggests you're the best thing that's happened\nto him all day. \"Hi there. Stuart Fina.\"", "endoftext": false }, { "action": "You ask Fina about Cindy", "response": "\"Yeah, well, geez...\" Stuart trails off, shaking his head. \"God, I really don't know what to say...I mean it's terrible, absolutely terrible. She had such a bright future. She was going to be a huge star. Her picture, the one she was doing with us--it's going to be a hit. A huge hit. When people see it they're going to think\nabout James Dean and Marilyn Monroe and all wonder 'What if...?'\"", "endoftext": false }, { "action": "You ask Fina about the movie", "response": "\"Oh, it's going to be a big, big hit. It's testing through the roof--test audiences are just loving it. Cindy's perfect in it: this sweet, adorable girl plotting all these terrible ways to kill her cheating lover.\" Stuart sighs heavily. \"It just makes what happens\nto Cindy that much sadder...that much more of a tragedy.\"", "endoftext": false }, { "action": "You ask Fina about Milt", "response": "\"Milt? I idolize Milt,\" Stuart says. \"You know what he is in this business? The godfather. The king. Milt talks and people don't even question it. If there's one guy you don't want to look like an idiot in front of it's Milt Walker.\"", "endoftext": false }, { "action": "You drive to the apartment", "response": "You drive south to National Blvd. and pull over to the curb next to Cindy Painter's apartment building.\n\nNational Boulevard, in your cousin's Volvo\nThe sidewalk leads south from the street to Cindy Painter's\nbuilding, which is a three-story apartment complex. Maybe it's not Beverly Hills, but you know, it's not bad. National extends to the east, and also to the west before curving away to the north.", "endoftext": false }, { "action": "You go to the south", "response": "The sidewalk leads south from the street and under the thick\ngreenery hanging lazily from a concrete overhang to the base of the stairs leading up.", "endoftext": false }, { "action": "Go upwards", "response": "apartment. At least you assume it's hers on account of all the yellow \"POLICE LINE--DO NOT CROSS\" tape crisscrossing the door, which is closed. The doors to the other apartments are closed, too. You can\ngo back down to the ground from here.", "endoftext": false }, { "action": "You enter the apartment", "response": "You unlock the door and go in, ducking under the tape and closing the door quietly behind you.\n\n(Now keep in mind that this is a crime scene, and you may want to be fairly judicious about what you disturb--or at least leave disturbed.)\n\nRather sparsely decorated: a fairly new sofa sitting in the middle\nof the hardwood floor commands your attention. There's a television\nin the corner. The sole bedroom is to the north. East takes you into the kitchen, or you can go back out into the stairwell.", "endoftext": false }, { "action": "You examine the sofa", "response": "The sofa is cloth-covered, off-white, relatively new, low almost to\nthe floor, and not the cheapest you could possibly find.", "endoftext": false }, { "action": "You look under the sofa", "response": "A cassette tape is half-sticking out from under the sofa, probably overlooked by the police.", "endoftext": false }, { "action": "You get the tape", "response": "Taken.", "endoftext": false }, { "action": "You examine tape", "response": "Handwritten on the cassette label is \"New Songs - May 15\". If the the tape player in the Volvo worked, you'd even be able to give it a listen. The contact address on the tape is in Santa Monica.", "endoftext": false }, { "action": "You examine the television", "response": "The fairly expensive television is sitting on the floor in the way in of a fairly expensive television just purchased by someone who has yet to buy a nice wall-unit for it. The TV is turned off.", "endoftext": false }, { "action": "You go north", "response": "Not a good idea: everything in the bedroom has been covered with plastic--presumably to protect the crime scene from contamination--so you'd be best not to go tromping around all over it.", "endoftext": false }, { "action": "Go east", "response": "Refrigerator, stove, sink, kitchen window. An empty carton of grapefruit juice sitting on the counter. The living room is back out to the west.", "endoftext": false }, { "action": "You examine the fridge", "response": "Done in the same style and color as the stove: part of a matching\nset. The fridge is closed.", "endoftext": false }, { "action": "You open the fridge", "response": "Opened.", "endoftext": false }, { "action": "You look in the fridge", "response": "The refrigerator is curiously empty of anything edible.", "endoftext": false }, { "action": "You close the fridge", "response": "Closed.", "endoftext": false }, { "action": "You look through the window", "response": "Through the window you can see behind the building, where a narrow alley plays host to a garbage dumpster.", "endoftext": false }, { "action": "You examine the sink", "response": "It's pretty much your average stainless-steel kitchen sink and faucet combo. Entirely appropriate for washing dishes or rinsing vegetables or anything like that. The boring tangle of plumbing is likely concealed in the cupboard beneath the sink.", "endoftext": false }, { "action": "You search the cupboard", "response": "The cupboard is closed.", "endoftext": false }, { "action": "You open the cupboard", "response": "Opened.\n\nYou can see the kitchen sink's plumbing in the cupboard.\nVarious cleaning supplies--rags, cleansers, disinfectants, etc.--are tucked away in the cupboard in the space around and behind the plumbing.", "endoftext": false }, { "action": "You search the cupboard", "response": "You can see the kitchen sink's plumbing in the cupboard.\nVarious cleaning supplies--rags, cleansers, disinfectants, etc.--are tucked away in the cupboard in the space around and behind the plumbing.", "endoftext": false }, { "action": "Search rags", "response": "You find a box of garbage bags tucked away behind the pipes.", "endoftext": false }, { "action": "Inventory", "response": "You are carrying an envelope, your cousin's car keys, a police report, Cindy Painter's apartment key, and a cassette tape. Inside the envelope are a small note and a studio pass.", "endoftext": false }, { "action": "You take the bags", "response": "Taken.", "endoftext": false }, { "action": "You open the stove", "response": "You're either hungry or you've suddenly been struck by the urge to cook. Neither is really what you should be thinking about right now.", "endoftext": false }, { "action": "You close the cupboard", "response": "Closed.", "endoftext": false }, { "action": "Go west", "response": "Rather sparsely decorated: a fairly new sofa sitting in the middle\nof the hardwood floor commands your attention. There's a television\nin the corner. The sole bedroom is to the north. East takes you into the kitchen, or you can go back out into the stairwell.", "endoftext": false }, { "action": "You go outside", "response": "You go out, ducking under the police tape before closing and locking the door behind you again.\n\napartment. At least you assume it's hers on account of all the yellow \"POLICE LINE--DO NOT CROSS\" tape crisscrossing the door, which is closed. The doors to the other apartments are closed, too. You can\ngo back down to the ground from here.", "endoftext": false }, { "action": "Go north", "response": "building, which is a three-story apartment complex. Maybe it's not Beverly Hills, but you know, it's not bad. National extends to the east, and also to the west before curving away to the north.\nYour cousin's Volvo is parked here.", "endoftext": false }, { "action": "Lock apartment", "response": "It's already locked.", "endoftext": false }, { "action": "You go north", "response": "You unlock the door and go in, ducking under the tape and closing the door quietly behind you.\n\nRather sparsely decorated: a fairly new sofa sitting in the middle\nof the hardwood floor commands your attention. There's a television\nin the corner. The sole bedroom is to the north. East takes you into the kitchen, or you can go back out into the stairwell.", "endoftext": false }, { "action": "You go east", "response": "Going east will just get you further away from your car and where you want to be.", "endoftext": false }, { "action": "You go west", "response": "Going west will just take you past the back of the building to the south, away from your car and where you want to be.", "endoftext": false }, { "action": "You examine the bags", "response": "The garbage bags are stretchy plastic and dull orange in color.", "endoftext": false }, { "action": "You drive to the santa monica", "response": "You drive to Santa Monica and park along Ocean Avenue.\n\nSanta Monica, in your cousin's Volvo\nThis is about as far west as you can get on the mainland United\nStates and not be driving on the sand. Ocean Avenue extends north and south, lined with palm trees and brightly colored, Santa Monica-ish buildings. You can get a better view of the beach to the west.", "endoftext": false }, { "action": "You read the cassette", "response": "Handwritten on the cassette label is \"New Songs - May 15\". If the the tape player in the Volvo worked, you'd even be able to give it a listen. The contact address on the tape is in Santa Monica.", "endoftext": false }, { "action": "You go west", "response": "To get anywhere by driving, try something along the lines of \"drive to my hotel\". (Or, if you plan to walk, you'll have to get out of the car.)", "endoftext": false }, { "action": "You go west", "response": "and the long curve of the coastline north past Malibu. A cement stairway descends to the beach from here, or you can go back east to where the Volvo is parked.", "endoftext": true }, { "action": "Go downwards", "response": "You climb down the cement steps to the sandy beach below.\n\nYou're facing south on a walking/running/rollerblading/whatever path that parallels the beach north-south along the ocean. Quite a few people are involved in beach-ish activities. You could follow the coastline further to the south, or go back up to the higher ground overlooking the beach.", "endoftext": false }, { "action": "Go south", "response": "The house is archetypically tall and thin--the norm for houses along this row on the Santa Monica beach. A balcony looks out from the second story--you can hear music from above. There's a doorbell here at path level.", "endoftext": false }, { "action": "You ring bell", "response": "You push the doorbell and hear a muffled ring indoors.", "endoftext": false }, { "action": "You wait", "response": "Time passes...\n\nAfter a minute or so, Billy Van Earl comes ambling down from somewhere upstairs. \"Hey,\" he says, squinting. He obviously doesn't know you.\n\nDo you want to keep waiting (YES or NO)?", "endoftext": false }, { "action": "You talk to Billy", "response": "Billy is listening.", "endoftext": false }, { "action": "You ask Billy about Cindy", "response": "Billy raises his eyebrows. \"Geez...I never heard of her, you know? Wish I could help you out.\"", "endoftext": false }, { "action": "You ask Billy about the cassette", "response": "Billy shrugs. \"It's just a tape of some of our songs. We make, like, dozens of 'em, give 'em out all over the place. Who knows where that one came from?\"", "endoftext": false }, { "action": "You ask Billy about Fina", "response": "\"Never heard of the guy.\"", "endoftext": false }, { "action": "You ask Billy about the movie", "response": "\"I've never heard of that.\"", "endoftext": false }, { "action": "You ask Billy about Milt", "response": "\"Should I know who that is?\" Billy asks.", "endoftext": false }, { "action": "You ask Billy about the music", "response": "\"That's my band, Funkzilla. It's our new CD.\"", "endoftext": false }, { "action": "You ask Billy about the funkzilla", "response": "\"Funkzilla's my band. We just put out a new CD: El Thump.\"", "endoftext": false }, { "action": "Go north", "response": "You're facing south on a walking/running/rollerblading/whatever path that parallels the beach north-south along the ocean. Quite a few people are involved in beach-ish activities. You could follow the coastline further to the south, or go back up to the higher ground overlooking the beach.", "endoftext": false }, { "action": "Go up", "response": "and the long curve of the coastline north past Malibu. A cement stairway descends to the beach from here, or you can go back east to where the Volvo is parked.", "endoftext": false }, { "action": "You go east", "response": "States and not be driving on the sand. Ocean Avenue extends north and south, lined with palm trees and brightly colored, Santa Monica-ish buildings. You can get a better view of the beach to the west.\nYour cousin's Volvo is parked here.", "endoftext": false }, { "action": "You get in the car", "response": "You climb into the Volvo.", "endoftext": false }, { "action": "You drive to the studio", "response": "You drive midtown to the main gate of Rocket Pictures Studios and park in Visitor Parking.\n\nStudio gate, in your cousin's Volvo\nWelcome to Rocket Pictures Studios. It's everything a Hollywood\nstudio should be: it has a bold, impressive gate; the grounds of the lot extending to the north are lined with rows of pale hangar-like soundstage buildings and ceramic-roofed bungalows; there's a\nstaggering abundance of motorhomes; it has its own watertower; and\nit's not actually in Hollywood at all.", "endoftext": false }, { "action": "You go north", "response": "It wouldn't be the hardest thing in the world to get lost back here among the soundstages, each of them nearly identical to the next\nexcept for the identifying number stenciled on it in faded white\npaint. If you keep going straight to the north, eventually you'll get to the main building. Or you could turn around and head back to the parking lot. More buildings of an administrative flavor are over to the west.\nJohnny LaFleure, French-Canadian movie star, is outside one of the soundstages having a smoke.", "endoftext": false }, { "action": "You examine LaFleure", "response": "Johnny LaFleure, French-Canadian movie star, looks at you over the top of his sunglasses and a fresh Players Light. His demeanor both puts you at ease and creeps you out: it seems to say both \"Hey, how you doing?\" and \"Hey, got any younger sisters?\" at the same time in that smooth Quebecoise accent.", "endoftext": false }, { "action": "You ask LaFleure about Cindy", "response": "\"It is sad what happened to her,\" Johnny said. \"I would be very upset if that happened to me.\"", "endoftext": false }, { "action": "You ask LaFleure about Milt", "response": "\"I like Milt Walker,\" Johnny tells you, nodding. \"When I was down a little, when my movies weren't doing so good, Milt he didn't give up\non me. And now look at me I'm a star again! You believe me, it's\ngood to be me.\"", "endoftext": false }, { "action": "You ask LaFleure about the funkzilla", "response": "Johnny LaFleure doesn't seem to know anything about Funkzilla.\n\nJohnny drops the butt of his cigarette onto the ground and flattens it under his toe. \"Back to work,\" he says, and disappears back into the soundstage.", "endoftext": false }, { "action": "You ask Johnny about Johnny", "response": "Johnny LaFleure would probably rather not talk about himself.\n\nJohnny drops the butt of his cigarette onto the ground and flattens it under his toe. \"Back to work,\" he says, and disappears back into the soundstage.", "endoftext": false }, { "action": "Go north", "response": "You're just in front of the main administrative building. Somewhere behind these walls are the executive offices of Rocket Pictures: a motley assemblage of manic creative near-genius, mediocre posturing, epidemic insecurity, monumental bravado, white-knuckle risk-taking, milquetoast acquiescence, stark paranoia, and great leather furniture. Milt Walker is here, standing outside the building.", "endoftext": false }, { "action": "You ask Johnny about the movie", "response": "\"Well, I've heard good things and I've heard bad things. There's no sure things, you know?\"\n\nJohnny drops the butt of his cigarette onto the ground and flattens it under his toe. \"Back to work,\" he says, and disappears back into the soundstage.", "endoftext": false }, { "action": "You ask Milt about Billy", "response": "Milt shakes his head, frowning slightly. \"I may have heard of him--he's, what, in some kind of band? I don't see what that has to\ndo with Cindy's death.\"", "endoftext": false }, { "action": "You ask Milt about Johnny", "response": "\"That's a tough one,\" Milt says. \"I mean, I like Johnny--he's a star and I think despite making some terribly shitty movies he's a good actor--but he can be tough to handle, to say the least. Especially where other people's wives are involved and such.\"", "endoftext": false }, { "action": "You ask Milt about Anne", "response": "\"That girl who works over in the other building? She's the niece of one of our shareholders.\"", "endoftext": false }, { "action": "Go north", "response": "Sure, you could go for a stroll now, but what would that\naccomplish?", "endoftext": false }, { "action": "You enter", "response": "Be a little more specific about what you'd like to enter.", "endoftext": false }, { "action": "You enter the apartment", "response": "You unlock the door and go in, ducking under the tape and closing the door quietly behind you.\n\nRather sparsely decorated: a fairly new sofa sitting in the middle\nof the hardwood floor commands your attention. There's a television\nin the corner. The sole bedroom is to the north. East takes you into the kitchen, or you can go back out into the stairwell.", "endoftext": false }, { "action": "You turn on the tv", "response": "You turn the television on. The local L.A. news is on the current channel. There's a brief mention of Cindy Painter's death, with no details other than that police are investigating.", "endoftext": false }, { "action": "Wait", "response": "Time passes...", "endoftext": false }, { "action": "You turn off the tv", "response": "Switched off.", "endoftext": false }, { "action": "You go outside", "response": "You go out, ducking under the police tape before closing and locking the door behind you again.\n\napartment. At least you assume it's hers on account of all the yellow \"POLICE LINE--DO NOT CROSS\" tape crisscrossing the door, which is closed. The doors to the other apartments are closed, too. You can\ngo back down to the ground from here.", "endoftext": false }, { "action": "You get in", "response": "Be a little more specific about where you'd like you to get.", "endoftext": false }, { "action": "You go behind the building", "response": "A narrow sliver of pavement between two buildings, one of them being Cindy Painter's. The kind of narrow sliver that would be hell trying to maneuver through for parking, not to mention the miracle that the guys driving the garbage truck to get that dumpster must have to perform.", "endoftext": false }, { "action": "Examine dumpster", "response": "Dented and beaten-up and closed at the moment. Scattered on the\nground around the dumpster are sundry bits and traces of garbage.", "endoftext": false }, { "action": "You search dumpster", "response": "The dumpster is closed.", "endoftext": false }, { "action": "You open the dumpster", "response": "With a bit of effort you manage to force the lid of the dumpster open.", "endoftext": false }, { "action": "You search the dumpster", "response": "The dumpster contains, well, a lot of garbage, including an ordinary green garbage bag, a bright green garbage bag, a bright red garbage bag, a black garbage bag, a dark gray garbage bag, a bright yellow garbage bag, a reddish brown garbage bag, a white garbage bag, a light gray garbage bag, a bright orange garbage bag, a olive garbage bag, a dull orange garbage bag, a dark brown garbage bag, a light brown garbage bag, a bluish-green garbage bag, a yellowy brown garbage bag,\na charcoal-colored garbage bag, a maroon garbage bag, a dark blue garbage bag, and an ordinary red garbage bag.", "endoftext": false }, { "action": "You search dull orange garbage bag", "response": "The dull orange garbage bag is closed.", "endoftext": false }, { "action": "You open the dull orange garbage bag", "response": "Opened.\n\nInside the dull orange garbage bag are a birthday card and a torn business card.", "endoftext": false }, { "action": "You read the card", "response": "More like the tattered corner of what used to be a business card. The only word you can really make out is \"...Bixby\".", "endoftext": false }, { "action": "You read birthday card", "response": "A birthday card with bright cartoon balloons drawn all over the front. Inside:\n\n\"Cindy Baby,\n\nHappy birthday, baby! You're a real inspiration for me and my\nmusic and the whole band. Me and Funkzilla wouldn't be the same without you.\n\nBilly xoxo\"", "endoftext": false }, { "action": "You drive to the studio", "response": "You drive midtown to the main gate of Rocket Pictures Studios and park in Visitor Parking.\n\nStudio gate, in your cousin's Volvo\nWelcome to Rocket Pictures Studios. It's everything a Hollywood\nstudio should be: it has a bold, impressive gate; the grounds of the lot extending to the north are lined with rows of pale hangar-like soundstage buildings and ceramic-roofed bungalows; there's a\nstaggering abundance of motorhomes; it has its own watertower; and\nit's not actually in Hollywood at all.", "endoftext": false }, { "action": "Go north", "response": "It wouldn't be the hardest thing in the world to get lost back here among the soundstages, each of them nearly identical to the next\nexcept for the identifying number stenciled on it in faded white\npaint. If you keep going straight to the north, eventually you'll get to the main building. Or you could turn around and head back to the parking lot. More buildings of an administrative flavor are over to the west.\nJohnny LaFleure, French-Canadian movie star, is outside one of the soundstages having a smoke.\n\nJohnny drops the butt of his cigarette onto the ground and flattens it under his toe. \"Back to work,\" he says, and disappears back into the soundstage.", "endoftext": false }, { "action": "Go north", "response": "You're just in front of the main administrative building. Somewhere behind these walls are the executive offices of Rocket Pictures: a motley assemblage of manic creative near-genius, mediocre posturing, epidemic insecurity, monumental bravado, white-knuckle risk-taking, milquetoast acquiescence, stark paranoia, and great leather furniture.", "endoftext": false }, { "action": "Wait", "response": "Time passes...", "endoftext": false }, { "action": "Go north", "response": "It's by trying to get into the main building that you learn--if you didn't know already--that trying to get into an office on a studio lot is like a maximum security jailbreak in reverse. The Pentagon would\nbe easier to get into. Especially looking like a potential wannabe filmmaker, starved of sleep and cash the way you are. Milt Walker's assistant has never heard of you, and the friendly yet stern gentleman behind the security desk suggests you get yourself on an appointment list.", "endoftext": false }, { "action": "Go south", "response": "It wouldn't be the hardest thing in the world to get lost back here among the soundstages, each of them nearly identical to the next\nexcept for the identifying number stenciled on it in faded white\npaint. If you keep going straight to the north, eventually you'll get to the main building. Or you could turn around and head back to the parking lot. More buildings of an administrative flavor are over to the west.", "endoftext": false }, { "action": "You go south", "response": "Welcome to Rocket Pictures Studios. It's everything a Hollywood\nstudio should be: it has a bold, impressive gate; the grounds of the lot extending to the north are lined with rows of pale hangar-like soundstage buildings and ceramic-roofed bungalows; there's a\nstaggering abundance of motorhomes; it has its own watertower; and\nit's not actually in Hollywood at all.\nYour cousin's Volvo is parked here.", "endoftext": false }, { "action": "You wait awhile", "response": "Time passes...\n\nAfter a minute or so, Billy Van Earl comes ambling down from somewhere upstairs. \"Hey,\" he says, squinting.\n\nDo you want to keep waiting (YES or NO)?", "endoftext": false }, { "action": "You ask him about the birthday card", "response": "(Assuming you mean Johnny LaFleure.)\nJohnny LaFleure isn't here.", "endoftext": false }, { "action": "You show the card to Billy", "response": "Which card do you mean, the birthday card or the torn business card?", "endoftext": false }, { "action": "You show the birthday card to Billy", "response": "Billy looks at the card, surprised. Then not-so-surprised. Then he swallows. \"Well, that could be any Billy, right?\" He reconsiders. Deep breath. \"Well...okay, so I did know her. Look, can you blame\nme? For lying, I mean? I'm pretty freaked out here.\"", "endoftext": false }, { "action": "You ask him about Cindy", "response": "(Assuming you mean Billy.)\n\"Look, man,\" Billy says, \"You don't think I'm broken up over what happened? Maybe I even, like, loved her, you know? You think I don't miss Holly? Well I do.\"", "endoftext": false }, { "action": "You ask him about Holly", "response": "(Assuming you mean Billy.)\nBilly's eyes widen. \"What? Holly--? Did I say Holly? You mean...well, um. God...damn...\" He blows his breath out. You caught him.\n\n\"Aw, geez, man...\" Billy begins. \"Yeah, right--it sounds\ngreat to have all these chicks, right? But it's a nightmare, you\nknow? I'm lying to Cindy, I'm making up excuses for where I've been, where I'm going, I'm sitting there in Malibu listening to Holly bitch and whine--and God, she can bitch and whine--all the time thinking 'Cindy's gonna kill me...Cindy's gonna kill me...'\" Really trying his best to get your sympathy. \"But what was I supposed to do? Dump Holly? She's Holly Golden, man.\"", "endoftext": false }, { "action": "You ask him about Johnny", "response": "(Assuming you mean Billy.)\nBilly doesn't seem to know anything about Johnny LaFleure.", "endoftext": false }, { "action": "You ask him about Milt", "response": "(Assuming you mean Billy.)\n\"Exactly! Milt Walker, man!\" Billy says excitedly. \"If you want to find out what happened to Cindy, that's one dude you should talk to--Milt Walker's one of those guys who knows everything and everybody.\"", "endoftext": false }, { "action": "You ask him about the murder", "response": "(Assuming you mean Billy.)\nBilly looks perplexed. \"Well, I don't know who killed her.\nI didn't have anything to do with it.\" Then he suddenly clues in that maybe that's not the first thing on anyone's mind. \"You know, not\nthat anybody'd even think I did, right?\"", "endoftext": false }, { "action": "You ask Billy about the bixby", "response": "\"Oh, I know who you're talking about,\" Billy says, \"but I don't know much about him. Other than he was Cindy's agent and she talked about him once in a while. I think he may've liked her, too. In a way that's more than just her agent, you know? Like, she said something once about how he said something that made her uncomfortable. I don't really remember, though...\"", "endoftext": false }, { "action": "Go north", "response": "You're facing south on a walking/running/rollerblading/whatever path that parallels the beach north-south along the ocean. Quite a few people are involved in beach-ish activities. You could follow the coastline further to the south, or go back up to the higher ground overlooking the beach.", "endoftext": false }, { "action": "Go up", "response": "and the long curve of the coastline north past Malibu. A cement stairway descends to the beach from here, or you can go back east to where the Volvo is parked.", "endoftext": false }, { "action": "You go east", "response": "States and not be driving on the sand. Ocean Avenue extends north and south, lined with palm trees and brightly colored, Santa Monica-ish buildings. You can get a better view of the beach to the west.\nYour cousin's Volvo is parked here.", "endoftext": false }, { "action": "Go upwards", "response": "You could plunk yourself down in one of the two comfy-looking high-backed chairs while waiting for someone. The minty-blue hospital tint to the walls could take some getting used to, though. A hallway of office doors extends to the west, or you can go back outside to the south.\nAnne, the building's receptionist, is sitting at her desk.", "endoftext": false }, { "action": "You ask Anne about Fina", "response": "\"Again? Okay,\" she says, and calls Stuart Fina in his office.", "endoftext": false }, { "action": "You wait", "response": "Time passes...\n\nStuart Fina appears from somewhere down the hallway. He smiles a\n\"You, again\" smile. \"Oh, you again,\" he says.\n\nDo you want to keep waiting (YES or NO)?", "endoftext": false }, { "action": "You ask Fina about Holly", "response": "\"Holly Golden was the hot thing for quite a while,\" Stuart tells you. \"But, you know, people always want a new hot thing. She even tried\nfor the role in Hugs and Kisses, but we went with Cindy\nPainter.\"", "endoftext": false }, { "action": "You ask Fina about the bixby", "response": "\"He's Cindy's agent. He was, I mean. I never really had any dealings with him.\"", "endoftext": false }, { "action": "Leave", "response": "that one day they'll end up working in the other building. Not that this building is bad--not that it's a fire hazard or anything like that--although the budget allocated for repairs to the roof probably went into new oak paneling inside the main building. And maybe this place someone like you could at least get into. Probably just by leaving the shade of this tree and climbing up the set of three stairs that leads to the door.", "endoftext": false }, { "action": "Go east", "response": "It wouldn't be the hardest thing in the world to get lost back here among the soundstages, each of them nearly identical to the next\nexcept for the identifying number stenciled on it in faded white\npaint. If you keep going straight to the north, eventually you'll get to the main building. Or you could turn around and head back to the parking lot. More buildings of an administrative flavor are over to the west.\nJohnny LaFleure, French-Canadian movie star, is outside one of the soundstages having a smoke.", "endoftext": false }, { "action": "You ask Johnny about Holly", "response": "\"A sexy peach!\" Johnny exclaims. \"Yes, I was her man not too long\nago, but, you know, things did not work out. My career got back on track and suddenly there were lots of other girls around and that was\na cause of stress.\"", "endoftext": false }, { "action": "You ask Johnny about the bixby", "response": "\"That guy is a bastard,\" Johnny says. \"He punched me in the eye once. In the eye! And when I was talking to him to be my agent! What do\nyou think about that, then? I don't want to do business with no character like that.\"", "endoftext": false }, { "action": "You ask Milt about the bixby", "response": "\"He's been Cindy's agent since she came out here,\" Milt says. \"But he's what you'd call small time. Cindy was starting to break out. We talked about if, after her movie opened, she should be thinking about moving up to a bigger agent.\"", "endoftext": false }, { "action": "You ask Milt about Holly", "response": "\"She's a famous actress. She's been in some pictures for us. A bit\nof a prima donna, too, for what it's worth. I don't know what else to tell you.\"", "endoftext": false }, { "action": "You show the birthday card to Milt", "response": "Milt nods. \"Van Earl must've given that to her. Good for her for throwing it out.\"\n\nMilt sighs. \"All right. I should have told you--I knew that Cindy\nwas seeing this...this Billy Van Earl. But he's not capable of\nmurder. What he is is a goddamned deadbeat, and I just\nwanted to...show some respect for Cindy and not have this kind of\nthing get out. He's not capable of murder.\" Milt pauses. \"Or do you think he is?\"", "endoftext": false }, { "action": "You show the business card to Milt", "response": "Milt looks at the card for a second. \"Might be Chuck Bixby. He was Cindy's agent. Got an office out on Wilshire.\"", "endoftext": false }, { "action": "You drive to the wilshire", "response": "You drive east along Wilshire, away from Beverly Hills and toward downtown. You pull off onto a quiet side street and park.\n\nJust off Wilshire Blvd., in your cousin's Volvo\nThis quiet, palm-tree-lined street runs south toward Wilshire Blvd.\nand the old office building at the corner.", "endoftext": false }, { "action": "Go south", "response": "Wilshire Blvd. building lobby\nYou're standing right in the entrance to an old sunwashed stone\noffice building at the corner of Wilshire and, well, somewhere just west of La Brea. The lobby is about what you'd expect to find:\noffice directory on one wall, small maintenance closet, fire alarm, ventilation grill. Actually, of some interest but little use is the out-of-commission movie theater here on the ground level. Other than that, you can go up and in to the offices.", "endoftext": false }, { "action": "You read the directory", "response": "The directory is made up of those plastic letters stuck in a grooved backing mounted on the wall. It looks like the listings haven't been updated since the mid-1980s or so, and a few of the letters are\nmissing so the names are a little bastardized:\n\nDr. Emile Johns n - Br ast Enla gment\nGreenhorn & Smi h - I migration Law ers\n\n(and the one you're looking for:)\n\n(Footnote 20)", "endoftext": false }, { "action": "Footnote 20", "response": "If you're thinking, \"Golly, that's an odd cross-section,\" think again. This is Hollywood. Those are probably the top three essential services.", "endoftext": false }, { "action": "Go up", "response": "You climb the stairs until you find the door to \"Chuck Bixby - Talent Agent\".\n\nThe office is fairly bright--lots of windows. The most notable\nthing in it is a big wooden desk on which, along with a bunch of other stuff, sits a computer. The other most notable thing is a small, solid-looking safe visible under one side of the desk--notable in that \"Hey, there's a safe here\" sort of way.\nChuck Bixby is sitting at his desk.", "endoftext": false }, { "action": "You examine bixby", "response": "Chuck is in his late thirties, graying hair clipped short, hanging\nonto cool for as long as he can. He regards you for the most part\nwith a bemused raised eyebrow--but then you get the impression he regards pretty much everyone this way.", "endoftext": false }, { "action": "You examine safe", "response": "It's a solid-looking gray safe sitting on the floor by Chuck's desk. The safe is closed and has a dial to open the combination lock on the front.", "endoftext": false }, { "action": "You ask Bixby about safe", "response": "\"That's a good safe,\" Chuck tells you. \"Paid top dollar for it.\"", "endoftext": false }, { "action": "You ask Bixby about Cindy", "response": "\"Cindy? I thought the world of her,\" Chuck says. \"I still do. I was as proud of her as of anybody I've ever represented. She was going to go far--and she was such a good person, too.\"", "endoftext": false }, { "action": "You ask BIXBY about having the the hots for Cindy and how she was going to fire his ass", "response": "ASK BIXBY ABOUT HAVING THE HOTS FOR CINDY AND HOW SHE WAS GOING TO FIRE HIS ASS\n\nYou can't use the word \"having\".", "endoftext": false }, { "action": "You ask BIXBY about the movie", "response": "\"Well, I've never seen it--not even a test screening,\" Chuck says.\n\"The studio's really, really close-lipped about it. What, do I think she would've moved on, got a new agent? Maybe.\" Chuck shrugs.\n\"These things happen. You lose clients, you get new clients. You can't let it really affect you one way or the other.\" A beat. \"Waitasec--you weren't really asking about me, were you?\"", "endoftext": false }, { "action": "You ask BIXBY about Holly", "response": "Chuck shrugs. \"She's a movie star. I don't know her. I probably don't know much more than you.\"", "endoftext": false }, { "action": "You ask BIXBY about Fina", "response": "\"He was the studio guy in charge of Cindy's movie, but I've really\nonly talked to him a couple of times,\" Chuck tells you.", "endoftext": false }, { "action": "You ask BIXBY about Milt", "response": "\"Milt Walker is a tough guy, a good guy, an honest guy, a bastard of a tough negotiator,\" Chuck tells you. \"You ask around this town, you'll get all sorts of opinions on what people think of Milt Walker.\"", "endoftext": false }, { "action": "You show the business card to BIXBY", "response": "\"Yeah, that's mine.\"", "endoftext": false }, { "action": "You ask BIXBY about Johnny", "response": "\"I was almost his agent once,\" Chuck tells you. \"A few years ago,\nhe'd done about nine lousy movies in a row and no one in town would even talk to him. So we went out to dinner and he tried to sleep with my wife and I ended up punching him in the eye and, hey, today I'm not his agent.\"", "endoftext": false }, { "action": "You examine computer", "response": "The computer is turned on and currently running some sort of Windows scheduler program showing Bixby's appointments--you don't recognize\nany of the names.", "endoftext": true }, { "action": "You go down", "response": "Wilshire Blvd. building lobby\nYou're standing right in the entrance to an old sunwashed stone\noffice building at the corner of Wilshire and, well, somewhere just west of La Brea. The lobby is about what you'd expect to find:\noffice directory on one wall, small maintenance closet, fire alarm, ventilation grill. Actually, of some interest but little use is the out-of-commission movie theater here on the ground level. Other than that, you can go up and in to the offices.", "endoftext": false }, { "action": "You examine the alarm", "response": "A little red fire alarm mounted on the wall, with a handle to pull in case of fire.\n\n(Footnote 19)", "endoftext": false }, { "action": "Alarm", "response": "SAVESaved.", "endoftext": false }, { "action": "Footnote 18", "response": "Jake Duffy is the younger brother of Sergeant Duffy, who ably assisted the player in Infocom's mystery games Deadline and The Witness, and\nwas quick to slap the cuffs on him or her in Suspect. (In other\nwords, this is another case where the author has borrowed cheerfully from an interactive-fiction classic.) Sergeant Duffy's key trait was his ability to appear instantly whenever needed, never overstaying his welcome, and subsequently disappearing just as instantly without a trace. Now, Jake Duffy may not exactly be a cop like his big brother, but in a rare gesture of generosity toward the player's plight, at least that curious ability has here been made hereditary.", "endoftext": false }, { "action": "Footnote 19", "response": "It is, of course, an offense to pull a fire alarm if there's no fire. Just in case you were thinking of doing anything of the sort.", "endoftext": false }, { "action": "You pull the alarm", "response": "You reach up, give the fire alarm a tug, and it starts ringing. Building security (actually just one old guy in a shabby navy blazer) arrives shortly and--after giving you a suspicious once-over--escorts you and everyone else across the street.\n\nJust off Wilshire Blvd.\nThis quiet, palm-tree-lined street runs south toward Wilshire Blvd.\nand the old office building at the corner.\nYour cousin's Volvo is parked here.\n\nThe building empties out as the fire department arrives, sirens wailing, lights flashing.", "endoftext": false }, { "action": "Go south", "response": "The fire department is making everyone stay across the street from the building while the alarm is going off.", "endoftext": true } ]
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